Nightmare 100%
8 years ago
Germany

Hey there,

I've been looking into 100% runs lately and did quite some experimenting. Based on dcruze's guide to 100% runs that you can find in the Guides section, here is my game plan for 100%. Since most of our runners never got into that, it might be interesting to follow and talk about possible other strategies.

100% Route

Legend: AL = ArchiveLog NoL = NostromoLog Audio = Audiorecorder

1ab: The AL Terminals have entries in different positions. After dcruze's writings it is still the AL-counts (3x for example is three times). I added the position: 1ab means The first of four entries got two subentries on position a and b. This is for getting speed using the computers.

(A): If there is an (A) behind one of the entry positions (for example 1ab(A)) this means, you have to activate it (Audiologs mostly).

In my script important words and positions are bold. You cannot see this here unfortunately.

M1: Bunk Room > AL 001 (1) // Galley > AL 002-003 (2x 1+2)

M2: Footbridge > AL 004 (2) // Generator Room > AL 005-007 (3x 1+2+3(A)+4(door)) M2: Bench > Medikit (V.1) // Restaurant > AL 008 (Audio), AL 009-011 (3x 1+2ab) M2: Baggage Claim > AL 012 (Audio) // Security Control Room > AL 013 (Audio) M2: Zachary Watson > AL 014 (Audio), ID tag, Maintenance Jack M2: Interrogation Room > AL 015 (Audio) M2: Freight Shipping > Flashlight Batteries > ID tag M2: Two-Man Switch > AL 016-018 (3x)

M3: Lobby > AL 019 (Audio), ID tag // Tech Support > Smoke Bomb (V.1), ID tag M3: Works Archive > Data Cell // Tech Workshop > AL 020-021 (2x 1+2)

M4:Tracker > AL 023-026 (4x 1+2ab+3(A)+4(door)) // Surveillance > ID tag, AL 029-030 (2x 1+2) M4: Ext. Comms > HACK+USE AL 031-033 (3x 1(A)+3a(A)b(A)) // Stairs > Flashbang (V.1) M4: Int. Comms > EMP (V.1) // Taylor > AL 034 (3(A)), Rewire > ID tag

M5: Day Room > AL038 (Audio) // Morley's Office > AL 035-037 (3x 1+2ab) M5: Padded Cell > ID tag // Staff Quarters > ID tag, Noisemaker (V.1) M5: A-29 > AL 039-040 (2x 1+2), Keycard // Hallway > Pipe Bomb (V.1) // A-27 > ID tag M5: Assessment Room > ID tag

M6: Morgue > AL 042-043 (2x 1ab) // Morgue Drawer > ID tag // Lingard's Office > AL 044 (1) M6: Security Desk > Molotov (V.1), AL 045-048 (4x 1ab+2+3(A)), (2505) M6: Patient Zero > ID tag, AL 049-050 (2x 1+3(A)) // ER > AL 051-055 (5x 1ab+2ab+3(A))

M7: Corridor > ID tag (next to body) M7: Synthetic Storage > Hacker, ID Tag // Office #3 > AL 060, 061 (2x 2+3(A)) M7: Storage > Data Cell before or after (Depending on going up the ladder or through the Hallway in the beginning) M7: Office #1 > AL 056-057 (2x 2+3(A)) // Office #2 > AL 058-059 (2x 1ab), Smoke Bomb (V.2) M7: Seegson Synthetics > Fluid Plant > AL 064 (1)

M8: Transit Station > ID tag // Maintenance Deck > Flashbang (V.2), ID tag M8: Terminal > AL 067-068 (2x), Gas Torch // Transit Office > AL 069 (Audio), ID tag

M10 Marshal's: Windowsill > ID tag // Marshal's Office > AL 103-104 (2x 1+3(A)) M10 Systech Spire: Warn Survivors > AL 149 (0482) M10: Tech Support Office > AL 022 (Audio), ID tag M10: Facility Cntr. > AL 073-075 (3x 1ab+2a+4b(doors)) M10: Ma. Acc. > AL 076 (Audio), AL 079-080 (2x 1ab) // Supplies Storage > AL 077-078 (2x 1ab) M10: Reception > AL 083-085 (3x 1a(A)+2b+4a>4b+3) (7789) // Coolant Control > ID tag M10: Table > Noisemaker (V.2) // Unlock Reception (for M16) M10 Gemini: Product Storage > AL 087-088 (2x) // Distribution > AL 086 M10 KG-348: > Galley > Keycard, AL 093 (1b), ID tag // Keycard Room > AL 092 (Audio)

M11: Recharge Docks > EMP (V.2) // Bar > AL 095 (Audio) // Generator Room > ID tag M11: Bench > ID tag // Bunk House Hotel > AL 100-101 // Medusa Ink > AL 096-099 (4x) M11: Ricardo // Marshal's Booth > AL 070-071 (2x 1+2) // Office > AL 102 (Audio)

M12: Reception > AL 105-106 (2x) (8382) // Android Disposal > ID tag M12: Reclamation > AL 107-108 (2x) // Showroom > AL 109-111 (3x) M12: Android Orientation > AL 114 (Audio) // Vent > ID tag // Office > ID tag M12: Sales Agreements > Molotov (V.2), AL 112-113 (2x), ID tag, Various Loot

M13: Security > AL 115-116 (2x 2+3(A)), ID tag // Code on Blueprint > AL 150 (4930) M13: Right Hemisphere Overview > AL 118 (Audio) // Left H. O. Office > AL 117 (1) M13: Core Observation left > AL 119-120 (2x 2+3(A)), Gas Mask M13: Core Observation right > ID tag M13: Right Hemisphere Servers > AL 122 (3(A)) // R. Monitor Control > AL 123 (Audio), ID tag M13: Consultation Room > ID tag M13: Elevator room > AL 121, 124 (2x)

M14: AL 125 (Audio) // Chief Engineer's Office > AL 127-129 (3x 1+2ab+4(door)) (6832), ID tag M14: Engineering > AL 126 (Audio), ID tag // Transit Office > ID tag

M15: Sideroom > NoL 004 // Service Elevator to M6-Area M16 M6-Area: Right Side Room > NoL 005 // Dentist > AL 130 (Audio) M15: MRI Room > ID tag (or in M6) M15: Ambulance Bay > LVL3 Hacker, ID tag // Reactor Room > SAFE1 > Elevator to M5-Area M15 M5-Area: Nurse Station (1702) > ID Tag // Kuhlman's Hideout > AL 041 // LOAD to SAFE1 M15 M6-Area: Hack Shuttle Access M16 Anesidora: Hallway > AL 131 (Audio) // Power Distribution > AL 132-134 (3x) (4510) M15: Ward > AL 135-136 (2x)

M16 Seegson Communications: Deal with Seegson Security // Relay Facility > NoL 001, ID tag M16: M4-Elevator to Lorenz (Lobby) M16 Lorenz: Kitchen > ID tag, Molotov (V.3) // Elevator to Gemini M16 Gemini: SAFE2 > Reception Office > AL 089-090 (2x) M16: Analysis Labs Office > AL 091, 094 (2x), NoL 008 // Vent > ID tag // LOAD to SAFE2 M16: Elevator to Lorenz M16 Lorenz: Server Farm > NoL 003 M16: Seegson Security > HACK+USE AL 081-082 (2x 1ab+4(open Cells)) > Cells > ID tag M16 Transit Office1 (0482) > Medikit (V.2), AL 072 (3b(A)) M16: Call Transit to Engineering > Transit Office2 > NoL 002 // Transit to Engineering M16 Engineering: Call Transit to SciMed // Workshop > Pipe Bomb (V.2), NoL 007 M16: Transit to Scimed M16 SciMed: Call Transit to Solomons // Reception > grab Pipe Bomb (V.3) M16: SAFE3 in Transit Station // (back to) Reception > AL 066 (Audio) M16 M7-Area: Facility Administration > NoL 006 // AL 062, 063, 065 (3x 1+2+3(A)) M16: LOAD to SAFE3 // Transit to Solomons M16 Solomons: Call Transit to Lorenz // Transit Office > ID tag, Noisemaker (V.3) M16: SAFE4 in Transit // Gallery > ID tag // Baggage Claim > Mike Tanaka > AL 146 (Audio) M16: LOAD to SAFE4 // Transit to Lorenz (For No-Safe-Strategy: Locker (2931) > Lots of Loot // Walk back to Transit // Transit to Lorenz) M16 Lorenz: Lobby > M4-Elevator to Seegson Communications M16 Seegson Communications: Vent > AL 137 (Audio), Smoke Bomb (V.3), ID tag M16: Back > ID tag, AL 027-028 (2x 2ab) M16: Observatory > AL 151 // EVA Prep > ID tag

M17: Terminal > AL 138-140 (3x 1b+2a+3) Transit Control > AL 141 (Audio) M17: Upper Transit > ID tag, NoL 009 // Canteen > AL 143-144 (2x) (1984) M17: Projector Room > AL 142 (Audio) // Living Area > AL 145 (Audio), ID tag M17: Spaceflight Terminal > NoL 010, EMP (V.3)

M18: Dock > ID tag, AL 147 (2b 4b(Clamp)) // Umbilical > AL 148 (2b 4b(Maintenance Rig)) M18: Recreation > ID tag

So have fun figuring this one out!

Greetings qd

Sevay likes this
Bouvet Island

Nice write-up with the new notation for terminal log positions. The new skips are interesting as well. Looking forward to seeing your first completed run :)

-d

Germany

Hey there,

so I have completed filling out the gaps of the entry positions at the pc-ALs. This is the complete version:

100% Route

M1: Bunk Room > AL 001 (1) // Galley > AL 002-003 (2x 1+2)

M2: Footbridge > AL 004 (2) // Generator Room > AL 005-007 (3x 1+2+3(A)+4(door)) M2: Bench > Medikit (V.1) // Restaurant > AL 008 (Audio), AL 009-011 (3x 1+2ab) M2: Baggage Claim > AL 012 (Audio) // Security Control Room > AL 013 (Audio) M2: Zachary Watson > AL 014 (Audio), ID tag, Maintenance Jack M2: Interrogation Room > AL 015 (Audio) M2: Freight Shipping > Flashlight Batteries > ID tag M2: Two-Man Switch > AL 016-018 (3x 1ab+2)

M3: Lobby > AL 019 (Audio), ID tag // Tech Support > Smoke Bomb (V.1), ID tag M3: Works Archive > Data Cell // Tech Workshop > AL 020-021 (2x 1+2)

M4:Tracker > AL 023-026 (4x 1+2ab+3(A)+4(door)) // Surveillance > ID tag, AL 029-030 (2x 1+2) M4: Ext. Comms > HACK+USE AL 031-033 (3x 1(A)+3a(A)b(A)) // Stairs > Flashbang (V.1) M4: Int. Comms > EMP (V.1) // Taylor > AL 034 (3(A)), Rewire > ID tag

M5: Day Room > AL038 (Audio) // Morley's Office > AL 035-037 (3x 1+2ab) M5: Padded Cell > ID tag // Staff Quarters > ID tag, Noisemaker (V.1) M5: A-29 > AL 039-040 (2x 1+2), Keycard // Hallway > Pipe Bomb (V.1) // A-27 > ID tag M5: Assessment Room > ID tag

M6: Morgue > AL 042-043 (2x 1ab) // Morgue Drawer > ID tag // Lingard's Office > AL 044 (1) M6: Security Desk > Molotov (V.1), AL 045-048 (4x 1ab+2+3(A)), (2505) M6: Patient Zero > ID tag, AL 049-050 (2x 1+3(A)) // ER > AL 051-055 (5x 1ab+2ab+3(A))

M7: Corridor > ID tag (next to body) M7: Synthetic Storage > Hacker, ID Tag // Office #3 > AL 060, 061 (2x 2+3(A)) M7: Storage > Data Cell before or after (Depending on going up the ladder or through the Hallway in the beginning) M7: Office #1 > AL 056-057 (2x 2+3(A)) // Office #2 > AL 058-059 (2x 1ab), Smoke Bomb (V.2) M7: Seegson Synthetics > Fluid Plant > AL 064 (1)

M8: Transit Station > ID tag // Maintenance Deck > Flashbang (V.2), ID tag M8: Terminal > AL 067-068 (2x 1ab), Gas Torch // Transit Office > AL 069 (Audio), ID tag

M10 Marshal's: Windowsill > ID tag // Marshal's Office > AL 103-104 (2x 1+3(A)) M10 Systech Spire: Warn Survivors > AL 149 (0482) M10: Tech Support Office > AL 022 (Audio), ID tag M10: Facility Cntr. > AL 073-075 (3x 1ab+2b+4b(doors)) M10: Ma. Acc. > AL 076 (Audio), AL 079-080 (2x 1ab) // Supplies Storage > AL 077-078 (2x 1ab) M10: Reception > AL 083-085 (3x 1a(A)+2b+4a>4b+3) (7789) // Coolant Control > ID tag M10: Table > Noisemaker (V.2) // Unlock Reception (for M16) M10 Gemini: Product Storage > AL 087-088 (2x 2ab+4b) // Distribution > AL 086 (1+4b(doors)) M10 KG-348: > Galley > Keycard, AL 093 (1b), ID tag // Keycard Room > AL 092 (Audio)

M11: Recharge Docks > EMP (V.2) // Bar > AL 095 (Audio) // Generator Room > ID tag M11: Bench > ID tag // Bunk House Hotel > AL 100-101 (2x 1+3(A)) // M11: Medusa Ink > AL 096-099 (4x 1ab+2+3(A)) M11: Ricardo // Marshal's Booth > AL 070-071 (2x 1+2) // Office > AL 102 (Audio)

M12: Reception > AL 105-106 (2x 1+2) (8382) // Android Disposal > ID tag M12: Reclamation > AL 107-108 (2x 1+2(A)) // Showroom > AL 109-111 (3x 1ab+2) M12: Android Orientation > AL 114 (Audio) // Vent > ID tag // Office > ID tag M12: Sales Agreements > Molotov (V.2), AL 112-113 (2x 1+2), ID tag, Various Loot

M13: Security > AL 115-116 (2x 2+3(A)), ID tag // Code on Blueprint > AL 150 (4930) M13: Right Hemisphere Overview > AL 118 (Audio) // Left H. O. Office > AL 117 (1) M13: Core Observation left > AL 119-120 (2x 2+3(A)), Gas Mask M13: Core Observation right > ID tag M13: Right Hemisphere Servers > AL 122 (3(A)) // R. Monitor Control > AL 123 (Audio), ID tag M13: Consultation Room > ID tag M13: Elevator room > AL 121, 124 (2x 1ab)

M14: AL 125 (Audio) // Chief Engineer's Office > AL 127-129 (3x 1+2ab+4(door)) (6832), ID tag M14: Engineering > AL 126 (Audio), ID tag // Transit Office > ID tag

M15: Sideroom > NoL 004 // Service Elevator to M6-Area M15 M6-Area: Right Side Room > NoL 005 // Dentist > AL 130 (Audio) M15: MRI Room > ID tag (or in M6) M15: Ambulance Bay > LVL3 Hacker, ID tag // Reactor Room > SAFE1 > Elevator to M5-Area M15 M5-Area: Nurse Station (1702) > ID Tag // Kuhlman's Hideout > AL 041 // LOAD to SAFE1 M15 M6-Area: Hack Shuttle Access M15 Anesidora: Hallway > AL 131 (Audio) // M15: Power Distribution > AL 132-134 (3x 1ab+3(A)) (4510) M15: Ward > AL 135-136 (2x 1+3b(A))

M16 Seegson Communications: Deal with Seegson Security // Relay Facility > NoL 001, ID tag M16: M4-Elevator to Lorenz (Lobby) M16 Lorenz: Kitchen > ID tag, Molotov (V.3) // Elevator to Gemini M16 Gemini: SAFE2 > Reception Office > AL 089-090 (2x 2ab) M16: Analysis Labs Office > AL 091, 094 (2x 2ab), NoL 008 // Vent > ID tag // LOAD to SAFE2 M16: Elevator to Lorenz M16 Lorenz: Server Farm > NoL 003 M16: Seegson Security > HACK+USE AL 081-082 (2x 1ab+4(open Cells)) > Cells > ID tag M16 Transit Office1 (0482) > Medikit (V.2), AL 072 (3b(A)) M16: Call Transit to Engineering > Transit Office2 > NoL 002 // Transit to Engineering M16 Engineering: Call Transit to SciMed // Workshop > Pipe Bomb (V.2), NoL 007 M16: Transit to Scimed M16 SciMed: Call Transit to Solomons // Reception > grab Pipe Bomb (V.3) M16: SAFE3 in Transit Station // (back to) Reception > AL 066 (Audio) M16 M7-Area: Facility Administration > NoL 006 // AL 062, 063, 065 (3x 1+2+3(A)) M16: LOAD to SAFE3 // Transit to Solomons M16 Solomons: Call Transit to Lorenz // Transit Office > ID tag, Noisemaker (V.3) M16: SAFE4 in Transit // Gallery > ID tag // Baggage Claim > Mike Tanaka > AL 146 (Audio) M16: LOAD to SAFE4 // Transit to Lorenz (For No-Safe-Strategy: Locker (2931) > Lots of Loot // Walk back to Transit // Transit to Lorenz) M16 Lorenz: Lobby > M4-Elevator to Seegson Communications M16 Seegson Communications: Vent > AL 137 (Audio), Smoke Bomb (V.3), ID tag M16: Back > ID tag, AL 027-028 (2x 2ab) M16: Observatory > AL 151 // EVA Prep > ID tag

M17: Terminal > AL 138-140 (3x 1b+2a+3) Transit Control > AL 141 (Audio) M17: Upper Transit > ID tag, NoL 009 // Canteen > AL 143-144 (2x 1ab) (1984) M17: Projector Room > AL 142 (Audio) // Living Area > AL 145 (Audio), ID tag M17: Spaceflight Terminal > NoL 010, EMP (V.3)

M18: Dock > ID tag, AL 147 (2b 4b(Clamp)) // Umbilical > AL 148 (2b 4b(Maintenance Rig)) M18: Recreation > ID tag

Greetings qd

Sevay likes this
Bouvet Island

I just watched your entry, great work. Congratulations! You getting away from the android in M4 was awesome.

Next time, can you make a list of the timestamps for the blueprints (and deaths)? It makes it a little easier to follow. Similar to this:

0:10:54 Medikit (V.1) 0:26:16 Smoke Bomb (V.1) 0:29:38 ¤¤ Death - Lorenz Lobby (M3) 0:31:47 Smoke Bomb (V.1) (Repeat) 0:39:31 Flashbang (V.1) 0:39:43 EMP (V.1) 0:46:54 Noisemaker (V.1) 0:47:30 Pipe Bomb (V.1) 0:50:47 Molotov (V.1) 0:59:33 Smoke Bomb (V.2) 1:02:43 Flashbang (V.2) 1:24:41 ¤¤ Death - Facility Control (M10) 1:29:11 Noisemaker (V.2) 1:41:33 EMP (V.2) 2:01:29 Molotov (V.2) 2:31:07 Flashbang (V.3) 2:42:46 Molotov (V.3) 2:47:46 Medikit (V.2) 2:51:27 Pipe Bomb (V.2) 2:52:43 ¤¤ Death - Engineering Transit (M16) 2:53:45 Medikit (V.2) (Repeat) 2:57:17 Pipe Bomb (V.2) (Repeat) 2:59:49 Pipe Bomb (V.3) 3:04:21 Noisemaker (V.3) 3:09:04 Smoke Bomb (V.3) 3:25:34 ¤¤ Death - Habitation Decks (M17) 3:34:25 EMP (V.3)

-d

Germany

Hey dcruze,

thank you!

You've made yourself an aweful lot of work there. Is this required for a 100% run to submit timestamps? I really hope not... :)

Greetings qd

Bouvet Island

No, it's not required. But it's very nice ;)

Bouvet Island

Your latest run is all good. Congratulations!

I noticed that you're not listing Flashbang (V.3) in your write-up. You always remember to pick it up, though.

Make sure you remember to delete the save files prior to your following runs, and demonstrate that your journal is empty at the beginning of the videos. It makes everything a lot easier.

Your M6 was something else, you almost got away with it, good stuff. Also backtracking for stuff in M11, M12 and M13. I quite enjoyed the run.

-d

qckdth likes this
Germany

THX dcruze :)

Bouvet Island

I updated the guide for 100% in the Guides section. Hope to see more people running this! :)

-d

Bouvet Island

I added a script in the resources section, AI 100% objectives GUI, which lets you scroll a text file on top of your game. It's tailored for Alien: Isolation 100%.

Using AutoHotKey like this is ok, as long as you don't use it to send input to the game (then it's considered a third-party program).

http://i.imgur.com/Bu6Xdme.jpg

-d

Edited by the author 7 years ago