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

Isolation Protocol – Log 3: Revolvers, Rewires, and the Thing in the Vents

Difficulty: Survival Diary Rule – Three Strikes
Optional Rules: NPC kills = game over, Alien kills = limited chances

“Axel didn’t make it. Now it’s just me, a ship full of strangers who want me dead, and something in the vents that definitely isn’t paying rent.”

Humans Are Worse

With Axel gone, my only hope of reaching the Torrens lies in the communications deck. Easy enough — except the moment I step into the elevator area, another survivor decides that today is a good day to introduce me to firearms, up close and personal.

I manage to grab the gadget he dropped (which, of course, is missing a power cell), but before I can even inspect it, her mates show up, heavily armed and highly motivated. Rewiring becomes my best friend: a quick distraction lures three away, but I forgot about the fourth. He has a revolver, and apparently the aim of a cowboy.

Running seems like the best life choice, and surprisingly, they don’t chase me. Probably union rules.

Scavenger’s Delight

With my heart rate only slightly higher than a microwave on full blast, I take stock. A revolver. A keycard. And a flashbang blueprint that reminds me of my Counter-Strike 2 days, where I was just as likely to blind myself as the enemy.

I find a black box from the Nostromo and for one terrible moment think I’ll finally learn what happened to my mother — except, of course, the recordings are gone. Figures.

Lockdowns and Maintenance Jacks

The room seals tight with a full lockdown. The gadget I picked up earlier? Now powered thanks to a conveniently placed cell. My shiny new Security Access Tuner opens doors like magic, but the ship clearly didn’t get the memo: it wants me stuck.

I dig around, crack open a door with my trusty maintenance jack (still my favourite tool), and finally find the terminal to lift the lockdown.

That’s when the vents begin to whisper.

The Monster Appears

It drops down from the ceiling — long, sleek, and infinitely uninterested in human conversation. The same thing that took Axel.

I crawl under a table, holding my breath as it sniffs around. That’s when I remember: I just unlocked extra exits for myself… which also means extra exits for it. Oops.

It slips into the vent and vanishes, leaving me shaken but alive. I follow at a very safe distance and then beeline for the nearest save point, head swivelling like I’m in a budget Exorcist remake.

Game saved. Nerves fried.

Log 3 Closing Thoughts

  • Survivors are hostile and revolvers hurt.
  • Rewiring saves lives.
  • Flashbangs will probably kill me, not the Alien.
  • The Xenomorph exists, it knows I exist, and we’re now on a collision course.

Next time: I find out if my revolver is a comfort, or just six shiny excuses to die loudly.

Continue the journey:
Log 2 | Log 3 (You Are Here) | Coming Soon: Log 4

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