Isolation Protocol – Log 5: The Joes Know

Isolation Protocol – Log 5: The Joes Know

Difficulty: Survivor Mode (Permadeath Rule in Effect)

“I was ready for the Alien. I wasn’t ready for a bunch of plastic-faced androids with the bedside manner of a toaster.”

Starting where I left off, I spotted a Working Joe in the distance. Their glowing eyes cut through the sterile white corridors, and the way they moved — steady, unhurried — felt more unsettling than if they’d been running. With a little help from my motion tracker, I eventually found a computer up a set of stairs that looked like it might let me contact the Torrens. Unfortunately, Apollo essentially told me, “NOPE.” Back to square one.

Not wanting to deal with the Joe directly, I ducked into a vent. The metal clanged beneath my hands as I crawled through the stale air, only to find myself right back where I started. Brilliant navigation, 10/10.

Sneaking Past the Plastic Brigade

My second attempt was a little more productive. Using the tracker’s handy objective marker, I pushed forward, only to find two Joes patrolling opposite sides of the room. Their footsteps echoed across the floor like someone tapping on the inside of a coffin. Staying crouched and moving like my life depended on it (because it did), I managed to slip past them.

Along the way, I picked up the blueprint for EMP v1.1. Not sure how effective it is against the Joes, but it went into my collection of “items I’ll probably forget exist when I need them most.”

Soon after, I stumbled on a save point. Though I’m not religious, I thanked some higher power for that little glowing box of mercy. One save later, and I was thrown into three hacking games in quick succession — tense but surprisingly fun, especially with the eerie hum of machinery pressing in around me.

Contact with Samuels

At long last, I made contact with someone from the Torrens: Samuels. I could have hugged him through the screen. He was with Taylor, who looked in rough shape and needed medical help. Samuels couldn’t leave her side, but he promised to send transport for me. All I had to do was make it back to them.

Which, naturally, was when the alarm went off. The lights strobed red, the siren wailed like a dying animal, and every Joe in the area decided it was time to reenact Terminator.

Panic, Chaos, and Dripping Vents

This is where stealth went straight out the window. I’d like to say I handled it like Snake in a cardboard box. Dear reader: I did not. Instead, I panicked, sprinted, hid badly, and almost ended the entire run then and there.

Rather than just tell you about it, here’s the video in full:

Yes, I could have used the EMPs. No, I didn’t — because I forgot I had them in the chaos. And the revolver? Pretty sure it’s about as effective as shouting at the Joes, given what I’ve seen. Meanwhile, the Alien was making its presence known again, dripping from the vents like the world’s worst plumbing problem.

I even had a staring contest with one of the Joes. Spoiler: they can, in fact, see me. And if they can find me in lockers, what chance do I have against the Xenomorph?

Somehow, against all odds, I survived the chase and stumbled into the SciMed Tower. Samuels and Taylor are waiting… if I can actually reach them next time.

Continue the Journey:

Log 4 |
Log 6 Coming Soon

Isolation Protocol – Log 4: The Joes Aren’t Alright

Rule Set: Three Strikes (Xenomorph only)
Location: Seegson Communications
“I’ve seen enough sci-fi to know that when the friendly android offers you a seat, you probably shouldn’t sit down.”

Back Upstairs, Back in Trouble

After possibly releasing the galaxy’s worst houseguest, I have no choice but to keep moving toward Seegson Communications. The other survivors? They can fend for themselves—if they’re still breathing.

I creep upstairs just in time to hear the Xenomorph deal with the group who wanted me dead. That’s… justice? Karma? Either way, I don’t plan on joining the casualty list. I get a quick glimpse of the creature before ducking behind a box. No thanks, not burning Strike One yet.

Moments later, I slip into the elevator, tuner in hand, praying it doesn’t decide to test its claws on the doors.

Welcome to Seegson Communications

The elevator opens, and who’s waiting? A Working Joe android. I can tell the designers blew the budget on “creepy plastic skin” and “unsettling stare mode.” Still, the first one politely offers me a seat. I decline. I’ve already got chairs at home.

Exploring further, I try to explain I need to contact the Torrens. The Joes, in their usual customer-service-death-mask tone, tell me that Communications is off-limits. Naturally, this means I’m going to have to sneak in.

Tracker, Toys, and Trust Issues

In the middle of poking around, I find something glorious: the motion tracker. Not only does it point toward objectives, but it immediately informs me that something is behind me. Cue panic—until I realise it’s just another Joe, calmly asking if everything is alright. (No, everything is not alright, pal.)

I also stumble on a blueprint for a noisemaker. Given how much stomping and hissing I’ve heard lately, this feels like crafting salvation.

But then I see it: Joes can’t be trusted. A human survivor argues with one, pulls a gun, fires—does nothing. The Joe responds by snapping him in half like a breadstick. Great. Now I know they’re not just weird, they’re actively homicidal. Thanks, random gun guy. You doomed us all.

Shut Down the Cameras

My objective: disable the surveillance cameras so I can sneak through. Problem: I have no idea where I’m going. Solution: follow the magic beeping rectangle.

The tracker points me toward the controls, while also telling me there are two Joes nearby. Excellent—nothing like disabling security while feeling like the least secure person alive.

I find the panel, turn off the cameras, and pocket a survivor’s ID tag because looting under pressure is apparently my thing. Then I wait. And wait. And wait for the world’s slowest elevator. I swear it was coming from the far side of the station.

Hope on the Airwaves

At last, I reach Communications. And then I hear it: the voice of the Torrens, cutting through the static. Actual hope, actual contact, actual chance of escape. For a moment, Sevastopol doesn’t feel like a tomb—it feels like a finish line I might actually reach.

Of course, the Joes are still wandering the halls, the Xenomorph is still on the loose, and the whole station feels one breath away from falling apart. But right now? I’ve got a signal. And that’s enough to keep going.

Log 4 Pro Tips

  • Never assume the Joes are harmless. They’re not.
  • Motion tracker = survival MVP. Treasure it.
  • Don’t trust other survivors with guns—they’ll get you all killed.
  • If an elevator takes too long, assume it’s mocking you.
Continue the journey:
Log 3 |
Log 4 (You Are Here) |
Log 5

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