Lost Contact Scorerun Guide
Guides
/
Lost Contact Scorerun Guide
Updated 7 years ago by Bobbe

Seeing as how I didn't necessarily go too much into depth with my Survivor mode forum post regarding Safe Haven and Lost Contact, I thought I might as well make a more in depth guide on the layout of Lost Contact.

For this guide, I'll be covering all aspects of the DLC in regards to getting a high score, and to prevent further confusion, this guide won't pertain to the use of any non-consistent glitches.

However, if you don't want to read my guide, you can also check out my video here:

Characters:

For all of the DLC's in Alien, you have a selection of five different characters to choose from, all meant for different types of play-styles. For Lost Contact, you have the choice of selecting between Axel, Hughes, Ransome, Ricardo, and Amanda. Now, although distinctly different from each other, for the sake of score runs, you should make sure that your character has the SAT(Security Access Tuner) on hand, as you will be using it throughout the run, and since Axel and Ricardo don't have SAT's on hand when they start, we're going to cross them off.

So that leaves us with three characters: Amanda, Ransome, and Hughes

Amanda Pros: Flamethrower at start, has blueprints that utilize's practically every component, and has SAT. Cons: No flare, and has no blueprint that utilize's bonding agents.

Although she has a good starting inventory, if you are unlucky with loot RNG, you can find yourself having to remember where you left certain items in areas in which you have already looted, but nonetheless, Amanda is among one of the better characters for Lost Contact, especially if you're going for a high score.

Ransome Pros: Has flare at start, has blueprints that can utilize every single crafting component, and has SAT. Cons: No flamethrower

Ransome, along with Hughes, is one of the more trickier characters to use for score runs as he doesn't acquire the flamethrower until after stage 6, but nonetheless, he is quite a useful character when taking item management into consideration.

Hughes Pros: Has blueprints that utilize every component, and has SAT. Cons: No flamethrower

Hughes is also a tricky character to use as you will mostly have to use means of stealth to get past the levels, but like Ransome, he has blueprints that can utilize every component, and that's what makes him suitable to be put on here.

Ok, so now that we got all that out of the way, let's get into the meat of things.

Route:

L=Lorenz P=Power Plant

L1=Early opening of the generator area L2=Score Token P3=Early shut off of gas exchange L4=More points P5=Score Token L6=Mandatory P7=Mandatory L8=Score Token P9=Score Token P10=Score Tokens

For reference of loot spawns, I'll be posting the detailed map of Lost Contact here instead of explaining where they are in the worst way possible:

http://i.imgur.com/4gdVa4G.png

Quick reminder: Take only what you need from the loot cart. You aren't given points for picking up items from it, so you're basically wasting space. However, don't restrict yourself from looting anything from the cart, if you have a near completed blueprint that only needs one more component and if said component is on the cart, pick it up and build it, that way you can start investing more components into the blueprint again.

Stage 1: Lorenz

Since this is the first stage, you don't necessarily need a lot of items, and seeing as how the Alien only comes out once you activate the generator and complete the objective, you don't have to worry about anything. That being said, just complete the objective and make your way back to the safe room. Also, don't forget to pick up the molotov blueprint if you are playing as Ransome or Hughes, for once you pick them up you will be able to implement all possible crafting components into your blueprints.

Stage 2: Lorenz

Depending on who you play as, you can approach this stage in a variety of ways. However, if you want a consistent method of getting the objective completed, I'd recommend having at least one flare on hand before starting the stage. After completing the objective, loot the medical rooms as much as you can, and remember to pick up the keycard that's located on the dead body in the room that has the third and final Seegson kit that you need to pick up.

Stage 3: Power Plant

This is among one of the easier levels to complete the objective that isn't heavily relied on RNG. Just shut off the gas valve, find a way to kill the humans, loot them, and escape. Also, I'd advise to get enough components together to craft a molotov as you might need it for stage 4.

Stage 4: Lorenz

With the keycard that you picked up from stage 2, head over to the waiting room and unlock it. If the Alien drops down, either molotov or flame it. Loot the waiting room, open the back door, and get back to the safe room.

Stage 5: Power Plant

This is among one of the more RNG based levels in Lost Contact, as there are two androids that can actually spawn facing towards you when entering the rooms that contain the Seegson kits, but don't be afraid to shoot at them and run, as the Alien takes a while to catch up with you.

Stage 6: Lorenz

Be careful in this level, as there are two humans with revolvers and the Alien. I'd suggest having a molotov here if you have the resources to craft one. Just focus on getting through the level as fast as possible. Once completed with the objective, loot around the map and head back to the safe room.

Stage 7: Power Plant

Be sure to kill the three humans located near the entrance to the UPS core and loot their bodies. On a quick note, DO NOT DESCEND INTO THE UPS CORE UNLESS YOU LOOTED THE CORPSES, AS THE BODIES WILL DISAPPEAR UPON RETURN. Once you are done with the objective, it's time to start looting the area, seeing as how you now have a guaranteed means of protection and that most of the area is open for you to explore. On a side note, if you haven't already, hack the door located down the hallway to your right upon exiting the elevator from the safe room as this will come in handy later.

Stage 8: Lorenz

Just complete the objective as fast as you can like always. Also, now that the other section of the Private Wards is open, loot as much as you can and open up the vent shaft that bridges between the waiting room and the hallway to the observation room. If you are not able to loot everything, be sure to remember where you left loot as you will not be able to come back to the area until stage 10, where the two Aliens will be present. Also, a piece of advice, try to loot the entire hallway of the private wards, as they will be locked down in stage 10.

Stage 9: Power Plant

After doing the objective, head back to the safe room via the vent that leads to the gas shutoff switch. If you have ammo to spare, kill all the androids in the area, as there may be loot on their bodies. You can loot the area if you like as well, though there is no point as you are going back into the same exact area after returning to the safe room, but hey, don't let me stop you. The choice is yours, but be sure to leave some space for the next stage as there are multiple loot spawns in the actual UPS core itself that you haven't been able to access.

Stage 10.1: Power Plant

The reason as to why the power plant is chosen first is because upon completion you receive one more score token in comparison to if you chose to do Lorenz first, and there honestly isn't much of a score difference if you choose Lorenz or Power Plant first. So for Power Plant, complete it as you normally would and loot as much as you can. Once you've gathered everything that you can carry, head back up and make one last search around the map for items that you haven't picked up. THIS WILL BE YOUR LAST CHANCE TO VISIT THIS AREA.

Stage 10.2: Lorenz

Complete the objective as fast as you can and be sure to collect any loose loot that you can carry. Upon return to the safe room, pick up the score tokens if you haven't already, and leave.