Alien: Isolation
                           Blueprint Location Guide

....................................
| Platform: Playstation 4           |
|                                   |
| Type: FAQ/Walkthrough             |
|                                   |
| Author: Raycon                    |
|                                   |
| Version 1.0                       |
|                                   |
|Date Completed: March 06, 2020     |
....................................

-----------------------------------------------------------------------------
TABLE OF CONTENTS
-----------------------------------------------------------------------------

1. Introduction

2. Disclaimers and Guide Tips                   <DSGT>

3. Blueprints (in order found in story)         <BSTO>

4. Blueprints (in list format)                  <BLST>

5. Closing

-----------------------------------------------------------------------------
1. Introduction
-----------------------------------------------------------------------------

       Alien: Isolation was released around October of 2014 (date may vary by
system), and marks one of the most ambitious Alien games put on the market to
date. Arguably, it might be one of the only "Alien" games (as I'm not aware of
any others using the title of the first movie), but I digress. The game was met
with mixed reception, but as a long-time Alien fan, I found the game had no
equal. It accomplished what no other Alien (or Aliens) game had done to date:
deliver a game in the Alien(s) universe that embraced the survival and horror
elements of the franchise and took them to their full potential.
       Your personal feelings on the survival and stealth mechanics may vary,
but waxing adoration aside, my goal is simple: to provide you with a quick and
painless guide to finding all those pesky blueprints. "Blueprint guides have
been done to death!" you might say, and you are right. But after scouring the
Internet far and wide, I kept finding that guides were either sparse with
instructions, dropped off completely after listing the v2 blueprints, or the
details were exclusively in video format (ew). Well, for those kindred luddites
out there, rejoice! My guide is pure text!
       For convenience, the blueprints are listed twice, first in the order
you'll [most likely] run across them in the story (so as to avoid missing
blueprints along the way) and then in a straightforward v1, v2, v3 format for
those just looking for one blueprint in particular.
       The former was much harder to find online, and any time I replay Alien:
Isolation (which is probably far too often), I'm constantly frustrated that no
one has put such a guide together yet. I found myself taking notes on replays to
avoid missing anything, and finally had the stray thought, why not just put it
all together in one nice, easily accessible location? Well, lucky you, my
frustration got the better of me, and I put one together. So I guess we both get
to reap the benefits. So without further ado, on with the guide!


-----------------------------------------------------------------------------
2. Disclaimers and Guide Tips                               <DSGT>
-----------------------------------------------------------------------------


1: As the story events make for the best landmarks, some light spoilers might be
contained in the descriptions. Details will be kept vague, save for those which
were necessary to make navigation as painless as possible. After considerable
review, I'm pleased to say that my guide should be free of any major plot
points, and seeks to only reference the broadest of objectives/events. If you
are aiming to avoid even a fleeting reference to objectives or missions, please
read with care!


2: Due to the open-exploration offered by Alien: Isolation, it's entirely
possible to do most of these in any order you feel like. Some have pretty narrow
windows to find, and I'll try to indicate that where I can. In general, it is my
goal to list the blueprints in the order at the earliest they are available.


3: I've come to find out that older (v1 and v2) blueprints will disappear from
the environment once you pick up a higher level blueprint for the same
item/craft. These seems pretty nature, considering that the older blueprint will
have been made obsolete, but nevertheless, if you missed a blueprint and it just
isn't showing up, make sure you haven't gotten a more advanced blueprint
already.

It can be difficult to tell which version you have, so I'm happy to try and
break it down. The descriptions will contain very subtle hints as to which
version of craft you are holding. The descriptions are only visible when you hit
L1 on an item from crafting menu (the craft/build menu).

v2 crafts will contain the phrase "This upgraded version..."
       *with the exception of the medikit, which adds "This advanced version
restores more health"

v3 crafts will contain the same phrase as v2, but also add to the end, "It will
start to emit a noise that will attract a lot of attention..."


4: For simplicity, most of my directions will be given using cardinal
directions, relative to where the location is on the map. This is probably more
consistent than me using left and right, which I barely know the difference
between as it is. So if ever in doubt, look at the map.

-----------------------------------------------------------------------------
3. Blueprints - Story Order                                 <BSTO>
-----------------------------------------------------------------------------


Medikit v1
Sevastapol Spaceflight Terminal: Arrivals and Departures

-found starting in Mission 2
Interestingly, this blueprint is one of two places. After arriving in Sevastapol
(after climbing the ladder from the baggage conveyors), you'll make your way to
a wide open area with a giant Sevastapol model in the middle. You'll have to
restart the power here using the desk up the stairs here, and you'll find a
message titled "Moved Our Stash" in the computer. This contains the code to a
door in plain view from the terminal (behind the model, now), next to the door
you entered from. You'll have to restore power to use it. The blueprint is in
this locked room. Alternatively, if you turn around and head straight through
the large doors to the next room, after ducking under a live wire, you'll find
the blueprint on a yellow bench right in front of you. It's hard to miss, but as
you won't be coming back to this place until about Mission 11, you might want to
make sure you grab it here.



Smoke Bomb v1
SysTech Spire: Lower Level (Tech Support)

-found starting in Mission 3
After sneaking (or sprinting) your way out of the Lobby, you'll make you way
down the stairs two floors, and over to a reception desk with Tech Support
written across it (doors on the way will also read "Tech Support"). In here
you'll find the revolver and a key; the key opens a door in the short, dark
hallway in this reception corner. The blueprint is on the other side of one of
the desks/workbenches in the center of the room beyond this door.



Flashbang v1
SysTech Spire: Lower Level (Tech Support)

-found starting in Mission 3
This blueprint can be found immediately after the last one (or before). To
recap, after sneaking (or sprinting) your way out of the Lobby, you'll make your
way down the stairs two floors, and over to a reception desk with Tech Support
written across it (doors on the way will also read "Tech Support"). In here
you'll find the revolver and a key; the key opens a door in the short, dark
hallway in this reception corner. Inside the door is the room labeled "Tech
Support" on the map. To the North you will see a dark hallway that ends in a
small, round room. The blueprint is on the wall to your right as you enter this
small blue room.



Noisemaker v1
SysTech Spire: Seegson Communications (Observation Deck)

-found starting in Mission 4
After entering Seegson Communications, you'll want to wind you way around this
first floor hallway, open the door to the stairs, and go up to the second floor.
Here you'll see a door blocked off by a brace just across the stairs doorway
(due North). This leads to a back set of rooms, one of which looks like a small
dining area with a radio on the counter. The blueprint is on the table in this
room.



EMP Mine v1
SysTech Spire: Seegson Communications (Observation Deck - Internal
Communications)

-found starting in Mission 4
This is found towards the end of the Seegson Communications section, in the same
area where you are tasked to re-establish contact. West of the terminal marked
as your objective (or where you completed the objective, if you've already done
it), you'll see a doorway leading to a small room with a save point. The
blueprint is on the desk in here, and should be visible from the doorway.



Pipe Bomb v1
SciMed Tower: San Cristobal Medical Facility (Crisis Stabilization Unit)

-found starting in Mission 5
After discovering the code to leave the "Psychiatric Ward", use it to exit the
area (door to the South labeled "Staff Quarters"). Keep going down the hall to
another door labeled "Staff Quarters" at the end. Instead of entering the door,
follow the hall right next to it (to the East) and descend down a short flight
of steps. Enter the door with "Psychotropic Clinic" written across it (on your
right). The blueprint is on one of the desks in this room.



Molotov v1
SciMed Tower: San Cristobal Medical Facility (Primary Care Floor - Security
Desk)

-found starting in Mission 6
After you use the elevator to leave the Crisis Stabilization Unit floor, you'll
have to solve a "puzzle" in the small starting area of mission 6. Once you solve
it, you'll drop into a sort of bunk room. From this room, I recommend taking the
hallway to the North (or right), all the way around to the small office in the
corner designated "Security Desk" on the map (it's also on the wall next to the
entrance). The blueprint is in this room, next to the terminal.



Smoke Bomb v2
SciMed Tower: Seegson Synthetics (Facility Observation - Procedural Observation)

-found starting in Mission 7
You'll have just gotten out of the medical facility and you'll eventually drop
into an area where you find you need to repair an elevator. Follow the vent on
the wall here, and then scoot to the floor vent from the exit of that one, and
follow it around to the exit on the other side of the room, where you'll climb
out and find a ladder to the second floor. Climb the ladder and circle around
the hallway up here, stopping by the room on the West side (there's a save point
inside). The blueprint is next to the entrance, on the wall.



Flashbang v2
SciMed Tower: Maintenance Deck (Transit Control)

-found starting in Mission 8
After your adventure through Seegson Synthetics, you'll return to the transit
station. Your next stop is the Maintenance Deck. This takes you East from the
transit station and to a door in the Northeast corner past the stairs. Follow
the hall beyond to an elevator, and when the elevator stops, you'll find a
pretty large grey box right in front of you. The blueprint is lying on this box.



Medikit v2
SysTtech Spire: Upper Level (by Transit Station)

-found during Mission 10
NOTE: While this blueprint should be available any time after chapter 10, I have
not found this true in practice. The vent next to the locked door continues to
show as "locked" even after it has been cut down. For me, at least, getting the
door code is -essential- to getting this blueprint, and the code can only be
gotten in Mission 10 (as far as I'm aware).

This is probably the most complicated blueprint to acquire in the game. You'll
eventually head back to the SysTech Spire (after your trip down memory lane with
Marlowe). The door is just up the stairs from the transit station on the east
side. The code can only be acquired by talking to four NPCs in this level, and
for some reason the order seems to be critical.

The first three NPCs are in the Lobby (East from the transit station, and then
North to a large room with a giant engine suspended overhead). Two guys will be
milling around the ring of desks in the middle here. These will be the first
group. The next is on the second floor here, on the West side. You'll see a
lower side section filled with tables and chairs, and a woman will be here. She
is the third NPC.
The last NPC is all the way back in the room marked "Tech Support" on the map
(out the upper level of the Lobby, and through the Southeast exit and down two
flights of stairs). A reception desk will be through this door, and you'll want
to go through the hallway behind this desk. The room beyond is labeled Tech
Support on the map. There will be a hallway to the north of this room that ends
in a small round room illuminated by blue light. The last person is here, and
she should give you the code.
As mentioned, there's technically a vent you can cut through with an upgraded
cutting torch, but for whatever reason, even after I cut through it, the vent
still read "locked" (even though I see clean through the hole).



Noisemaker v2
SysTech Spire: Upper Level

-found starting in Mission 10
You'll eventually be tasked to lock a bunch of doors in this mission. In this
process, you'll need to look at a computer and run a program to unlock a file
(out Southeast exit on second floor of Lobby, following signs for "Tech Support"
and then "Server Hub Administration" if you need more help getting here; note,
this room will not be accessible until you activate the three locks in that
area). Unlocking the file should eventually unlock the door to the North of this
room (labeled "Server Farm"), which leads to a hall. At the end of the hall, to
the West, will be a door (also labeled "Server Farm"). Inside the room (down the
short series of steps) will be a glowing white table. The blueprint is on this
table.



EMP Mine v2
Habitation Tower: Galleria Upper Concourse

-found starting in Mission 11
After you finish changing (from your "walk"), you'll be back in the Spaceflight
Terminal. You'll eventually come back out into the room labeled Baggage Claim on
the map. Your objective will be to take an elevator that leads to the Habitation
tower. Once here, you'll want to take the long hall across the lobby you stop at
and follow it to the end. You'll need to activate the cleaning robot here to
open the way forward. Follow it through the path it creates, and you'll find
another wall vent you can take around. When you come out, you'll see a table
directly in front of you with the blueprint staring right at you.



Molotov v2
Seegson Synthetics: Seegson Synthetics Administration (by Sales Agreements)

-found starting in Mission 12
Once you arrive at Seegson Synthetics this time, your first task will be to
power up a door. Once through, you'll follow a path that eventually leads to
large office with a bunch of figures on display. Once you find the exit from
this room, you'll see a sort of reception desk. Past the reception desk (South)
is a short series of steps leading to a room labeled as Sales Agreements on the
map. A corpse lies outside the room designated Sales Agreements, and the
blueprint is lying next to him.



Flashbang v3
SciMed Tower: San Cristobal Medical Facility (Primary Care Floor)
-found starting on Mission 15

You'll revisit the Primary Care Floor during this chapter, and you'll want to
make your way to the Ambulance Bay (marked as the objective on your map). In
this room, the blueprint is lying on one of the red trays/beds right as you walk
inside.



NOTE: The next 4 blueprints are not on any story route. You will need to make a
detour to acquire these before getting too far into Mission 16 (the point of no
return), but the earliest you can conceivably get them is towards the tail end
of Mission 15. You may seek them out in any order you please.



Pipe Bomb v2
Engineering (Maintenance Deck - Workshop)

NOTE: If you have found the Pipe Bomb v3 blueprint already, this blueprint will
not be here. For this reason, it has been listed first.

-found starting in Mission 15
This blueprint requires the security access tuner level 3. You can head straight
for the blueprint as soon as you've acquired the level 3 tuner, or you can wait
until the start of Mission 16, which I felt offered a bit more breathing room,
but it's entirely up to you.

This one is a little odd, as it would seem the Pipe Bomb v2 and v3 blueprints
become available at the same time. But as noted, if you grab v3 first, v2
disappears. To find the blueprint for v2:
-take the tram to Engineering
-once here, head East, and then head South (both doors are labeled "Reactor
Coolant Plant")
-at the end, if you haven't already, there's a shutter you'll need to burn the
panel off of to open (requires upgraded cutting torch)
-an elevator is in this room (on the West side) that will take you to
Engineering
-from the elevator you'll head West (through a door labeled "Facility
Management"), North, and then West once you reach a broken door labeled "Tool
Shop"
-follow this hallway around and follow this narrow path to another door that
needs to have a panel cut off with the fully upgraded cutting torch
-this will lead to an industrial room labeled Workshop on the map (there is a
large lunar-landing looking piece of machinery in here, as well as dune
buggy-like piece of equipment, the latter you had to move to proceed when you
came through this area originally)
-the door the blueprint is in the Northwest corner of this room (door requires
the security access tuner level 3 to open)



Pipe Bomb v3
SciMed Tower: Transit Station

-found starting on Mission 15
This blueprint requires the security access tuner level 3. You can head straight
for the blueprint as soon as you've acquired the level 3 tuner, or you can wait
until the start of Mission 16, which I felt offered a bit more breathing room,
but it's entirely up to you.
-take a tram to the SciMed Tower
-from the tram, head west
-at the junction (once you're up the stairs), turn right and head the door into
a small room facing a bunch of windows
-take the stairs to the right and you'll pass a small reception area on your
right; the blueprint is in here, but you can't get to it from this room
-keep going straight from the stairs, through the door, and turn right in the
next room, and right again to find a door that leads directly into the reception
area (the fully upgraded security access tuner is needed to crack it)
-the blueprint is across the reception booth on the wall to your left



Noisemaker v3
Habitation Tower: Galleria Lower Concourse

-found starting on Mission 15
This blueprint requires the security access tuner level 3. You can head straight
for the blueprint as soon as you've acquired the level 3 tuner, or you can wait
until the start of Mission 16, which I felt offered a bit more breathing room,
but it's entirely up to you.
-You -must- head to Solomon's Habitation Tower by tram (you cannot get it during
your foray through this tower in Mission 17)
-from the transit station, take the stairs (headed Northwest on the map)
-almost immediately after the stars is a door on your left (South side) that you
can crack with the fully upgraded security access tuner
-the blueprint is on the desk in here (and is actually visible through the
window)

NOTE: I've read it's possible to grab the blueprint through the window, but that
has never worked for me.



Molotov v3
SysTech Spire: Lobby and Technical (Kitchen)

-found starting on Mission 15
This blueprint requires the security access tuner level 3. You can head straight
for the blueprint as soon as you've acquired the level 3 tuner, or you can wait
until the start of Mission 16, which I felt offered a bit more breathing room,
but it's entirely up to you.
-take a tram to the Systech Spire
-head East, and then North to the Lobby (has a giant engine hanging in it)
-on the upper-level (West side) is a rest/dining small area with tables; a door
is labeled "Kitchen" on the South side of the side area
-the blueprint is hanging off the counter in this room



Smoke Bomb v3
SysTech Spire: Seegson Communications (Monitoring Rooms)

-found starting in Mission 16

NOTE: You can grab this one before the previous 3 blueprints, but because it's
on the way to progressing with the story, and the others are diversions, this is
being listed after the others.

You'll arrive back in Seegson Communications during this chapter, and you'll
very quickly pass a very familiar reception booth. Just past this reception
(heading West) will be a shaft that requires an upgraded cutting torch (on the
South side of the hallway). The other end of this shaft is all the way down this
hallway (heading West), through the doorway there, and all the way around the
giant pipes in here. Both require the upgraded cutting torch, but whichever
entrance you cut through, in the shaft, a branching path to the South leads to a
small room. The blueprint is on the wall in this small room only accessible by
this vent.



EMP Mine v3
Sevastapol Spaceflight Terminal: Arrivals and Departures (Passenger Lounge)

-found starting in Mission 15
You'll return to the Spaceflight Terminal Passenger Lounge towards the end of
Mission 17 (after an unforgettable adventure going back-and-forth in a long
hallway to restore power in order to leave the Habitation Tower), but it should
technically be possible to backtrack this way as early as Mission 15 (using the
elevator in Habitation Tower: Galleria Upper Concourse; more notes on this in
the other list). As you'll be coming through this area anyway (at the end of
Mission 17), it might be easiest to grab this on the way, but if you want take
advantage of the upgrades sooner, more power to you. To give you story landmark
for Chapter 17 this would be on the way to the tow platform. The blueprint is in
a small room on the ground level of this room, Southwest side (must cut through
a panel with the fully upgraded cutting torch to get inside).


-----------------------------------------------------------------------------
4. Blueprints - List                                        <BLST>
-----------------------------------------------------------------------------

This is just a list of the blueprints in a way that might be easier to read if
you are not going through the story. To take this into account, I'll try to
describe how to reach them both, as if coming to them from the story, and how
you might get there from later missions (where available).


----------------------------------Medikit----------------------------------



v1 - Sevastapol Spaceflight Terminal: Arrivals and Departures

-found in Mission 2
Interestingly, this blueprint can be in one of two places. After arriving in
Sevastapol (after climbing the ladder from the baggage conveyors), you'll make
your way to a wide open area with a giant Sevastapol model in the middle. You'll
have to restart the power here using the desk up the stairs here, and you'll
find a message titled "Moved Our Stash" in the computer. This contains the code
to a door in plain view from the terminal (behind the model, now), next to the
door you entered from. You'll have to restore power to use it. The blueprint is
in this locked room. Alternatively, if you turn around and head straight through
the large doors to the next room, after ducking under a live wire, you'll find
the blueprint on a yellow bench right in front of you.

If you somehow passed this up, the earliest chance you're probably going to get
to come back here is in Mission 11. So if you're coming back in a later mission,
one path is as follows (it's kind of a journey):

-take the ram to the Habitation Tower
-from the transit station, head Northwest, turning Southeast at the junction
(opposite the Martial's Bureau entrance)
-take the stairs down, to the Northwest
-follow them down a long hallway and up a short flight of steps; you can stairs
in the distance, but turn West/Southwest and head through the door here instead.
-take the collapsed ramp up to the East
-head South down this hallway, until it turns West
-there's another shutter here to the South; it should be open now (if not,
you'll need to take the long detour using the door to the West, through the
floor chutes).
-follow the path behind the shutter to the West (if you have to take the long
detour, you'll come out in this same hallway by the other end); an elevator to
the Spaceflight Terminal is on the North side of the lounge on the other side
-Once in the Spaceflight Terminal, from the elevator, head North, past the
busted conveyors, until you get to a dead end
-Use the floor chute to come out in a small a bar in the Passenger Lounge
-Loop your way around the stairs to head to the West exit of the Passenger
Lounge (labeled "All Departures")
-the blueprint should be on the yellow bench just before the live-wire dangling
over the checkpoint


v2 - SysTech Spire: Upper Level (by Transit Station)

-found in Mission 10, and possibly only mission 10
This is probably the most complicated upgrade in the game. This is found in
SysTech Spire (you'll head back here after your trip down memory lane with
Marlowe). The door is just up the stairs from the transit station on the east
side. Technically, you should be able to grab this one at any point between
Mission 10 and Mission 17, but the for this door can -only- be acquired by
talking to three groups of NPCs in this level. Please take note, as for some
reason the order in which talk to them seems to matter.

The first two groups are in the lobby (where you got the Security Access Tuner;
there's a giant engine suspended above the middle of the room). Two guys will be
milling around the ring of desks in the middle here- these will be the first
group. The second is on the second floor here, on the west side. You'll see a
lower side section filled with tables and chairs, and a woman will be here. She
is the second group. The last is all the way back in the room marked "Tech
Support" on the map (out the upper level of the Lobby, and through the Southeast
exit and down two flights of stairs). A reception desk will be through this
door, and you'll want to go through the hallway behind this desk. The room
beyond is labeled Tech Support on the map. There will be a hallway to the north
of this room that ends in a small round room illuminated by blue light. The last
person is here, and she should give you the code.
There's technically a vent you can cut through with an upgraded cutting torch,
but for whatever reason, even after I cut through it, the vent still reads
"locked" (even through I see clean through the hole).


v3 - There is no v3. Anyone who says otherwise is lying.



---------------------------------Smoke Bomb---------------------------------



v1 - SysTech Spire: Lower Level (Tech Support)

-found starting in Mission 3
After sneaking (or sprinting) your way out of the big lobby in this level (has a
giant engine hanging over a ring of desks, with large screens on the wall behind
the engine), you'll make you way down the stairs, and over to a reception desk
with Tech Support written across it. In here you'll find the revolver and a key;
the key opens a door in the short, dark hallway in this reception corner. The
blueprint is on the other side of one of the desks/workbenches in the center of
the room.

If you're coming back for this in a later chapter, you can follow these
directions to find the blueprint:

- take a tram to the SysTech Spire
-head East, and then North from the transit station to the open area marked
Lobby on the map (has a giant engine hanging over it).
-head upstairs exit the Southeast corner
-go down two flights of stairs and enter the door labeled "Tech Support"
-the Tech Support desk is through this door, to the Northwest; head inside
-a hallway is at the back of the reception area (to the North); follow it to the
room labeled "Tech Support" on the map
-the blueprint is on the other side of one of the desks in this room



v2 - SciMed Tower: Seegson Synthetics (Facility Observation - Procedural
Observation)

-found starting in Mission 7
You'll have just gotten out of the medical facility and you'll eventually drop
into an area where you find you need to repair an elevator. Follow the wall vent
here, and then scoot to the floor vent from the exit of that one, and follow it
to the other side of the room where you'll find an exit leading to a ladder.
Climb the ladder and circle around the hallway up here, stopping by the room on
the West side (there's a save point inside). The blueprint is next to the
entrance, on the wall.

For instructions on how to get here after Mission 7:

-take a tram to SciMed tower
-head West up the stairs
-at the junction, head North into a small waiting room with windows looking out
into space
-head up the stairs (going East) and go through the door ahead of you, then turn
and use the elevator on the North wall
-from the elevator, head East, following the sign for "Seegson Control Center"
-take the ladder down (on the South side of the next room)
-follow this catwalk all the way to the end and take the elevator to Synthetic
Storage
-provided the way is clear, head South into the Technician Training room and
take the ladder in the Southeast corner
-this hallway forms a ring; take it around and the blueprint will be on the wall
inside the room to the East (next to the entrance)



v3
SysTech Spire: Seegson Communications (Monitoring Rooms)

-found starting in Mission 16
You'll arrive back in Seegson Communications during this chapter, and you'll
very quickly pass a very familiar reception booth. Just past this reception (to
the East) will be a shaft on the South/left-hand side that requires a
fully-upgraded cutting torch. The other end of this shaft is in the corridor
that you reach by walking past reception, all the way East, down a few steps and
through the door to a room with some giant pipes. If you loop around the pipes
in this room, you'll find the other end of the shaft, which also requires a
fully upgraded cutting torch. Whichever entrance you cut through, in the shaft,
a branching path to the South leads to a small room. The blueprint is on the
wall in this small room only accessible by this vent.

If you're not at the start of Mission 16 (but not past the point of no return),
you should also be able to get there using similar instructions:
-take a tram to the SysTech Spire
-head East from the transit station and North to the Lobby (a giant engine hangs
over this room)
-the door directly across leads to Seegson Communications
-once in Seegson Communications, head straight past the reception desk (heading
East)
-one entrance to the shaft is behind a vent cover on the left (to the South),
just past reception; it requires the fully upgraded cutting torch
-for reference, the other entrance is further down, all the way to end of this
hallway (heading East). You'll have to walk through a door and loop around some
giant pipes to get to it (they lead to the same shaft)-you can take either
entrance, the room with the blueprint is accessed from a branching path in this
shaft, to the South



----------------------------------Flashbang----------------------------------



v1 - SysTech Spire: Lower Level (Tech Support)

-found starting in Mission 3
After sneaking (or sprinting) your way out of the big lobby in this level (has a
giant engine hanging over a ring of desks, with large screens on the wall behind
the engine), you'll make you way down the stairs, and over to a reception desk
with Tech Support written across it. In here you'll find the revolver and a key;
the key opens a door in the short, dark hallway in this reception corner. Inside
the door is the room labeled "Tech Support" on the map. To the North you will
see a dark hallway that ends in a small, round room. The blueprint is on the
wall to your right as you enter this small blue room.

For instructions on how to get here after Mission 3:
-take a tram to the SysTech Spire
-head East from the transit station and Then North to the Lobby (room with big
engine hanging from the ceiling)
-head upstairs and take the Southeast exit
-head down two levels and through a door labeled "Tech Support"; you should see
a little reception desk straight ahead and to the right with the same label
across it in yellow
-behind this desk is a short hallway; take it to the room labeled Tech Support
on the map
-there is a short hallway to the North that ends in a small, round room
illuminated by blue light
-the blueprint is on the cabinet/wall next to the entrance



v2 - SciMed Tower: Maintenance Deck (Transit Control)

-found starting in Mission 8
After your adventure through Seegson Synthetics, you'll return to the transit
station. Your next stop is the maintenance deck. This takes you East from the
transit station and to a door in the Northeast corner past the stairs. Follow
the hall beyond to an elevator, and when the elevator stops, you'll find a
pretty large grey box right in front of you. The blueprint is lying on this box.

If you're coming back here later, you can get to this room by:
-take tram ot the SciMed Tower
-head east from the transit station and up the stairs
-there will two doors on the North side of these stairs, you want the closer one
(the further door is the one used to get to the Maintenance Deck originally)-in
this room you'll find a vent, which you can take back up to the Maintenance Deck



v3
SciMed Tower: San Cristobal Medical Facility (Primary Care Floor)

-found starting on Mission 15
You'll revisit the Primary Care Floor during this chapter, and you'll want to
make your way to the Ambulance Bay (marked as the objective on your map). In
this room, the blueprint is lying on one of the red trays/beds right as you walk
inside.

For the steps on how to get here from a different chapter, you can follow the
instructions here:
-take a tram to SciMed tower
-head West up the stairs
-keep going North here (you will probably need an upgraded cutting torch for
this door) and you see an elevator dead ahead that will take you to the Primary
Care Floor
-in the big fiery Medical Reception room, head West; like many doors in later
missions, they will appear to be locked, but aren't actually
-in the next hallway, follow the bend north
-there will be a door to the Northeast that give you a straight shot at the
Ambulance Bay, but on later missions it will be locked; instead, you will
probably need to head West, follow the bend North, and take one of the hallways
West to make the same journey (which way you take is entirely up to what is
convenient. In some Missions, enemy placement might make it more convenient to
take the middle hallway West, for instance, and cut through the rooms that join
the Westward hallway furthest North)
-however you get there, you should reach a junction that is adjacent to a room
labeled Power Plant on the map. You want to instead head North to the Ambulance
Bay, where the blueprint is lying on a red stretcher/bed



---------------------------------Noisemaker---------------------------------



v1 - SysTech Spire: Seegson Communications (Observation Deck)

-found starting in Mission 4
After entering Seegson Communications, you'll want to wind you way around, open
the door to the stairs, and go up to the second floor. Here you'll see a door
blocked off by a brace just across the stairs doorway. This leads to a back set
of rooms, one of which looks like a small dining area with a radio on the
counter. The blueprint is on the table in this room.

If you're coming back here later, you can get here by:
-take a tram to the SysTech Spire
-head East from the transit station and then North to the Lobby (has a giant
engine suspended over it)
-head straight to the elevator on the North side of this room to go to Seegson
Communications
-in Seegson Communications, follow the main hall all the way around (East, then
North, then West) to the end -there will be a door here that leads to the second
floor (you unlock during Mission 4 using the terminal in the nearby room).
-at the top of the second floor is a door directly across the hall (it may no
longer have the brace if you removed it already)
-this door leads to a back hallway; follow it East to a small dining room with a
table and chairs; the blueprint is on this table



v2 - SysTech Spire: Upper Level

-found starting in Mission 10
You'll eventually be tasked to lock a bunch of doors in this mission. In this
process, you'll eventually need to look at a computer and run a program to
unlock a file (if you need more help getting here, go to Tech Support, follow
signs for Server Hub Reception). Unlocking the file should eventually unlock the
door to the North of this room (labeled "Server Farm"), which leads to a hall.
At the end of the hall, to the West, will be a door (also labeled "Server
Farm"). Inside the room (down the short series of steps) will be a glowing white
table. The blueprint is on this table.


Should you come looking for it later, you can get here by a few different ways,
depending on what doors you unlocked long the way during Mission 10.
-presuming the worst, take the tram to the SysTech Spire
-from here, head East and then North to the Lobby (with a giant engine suspended
overhead)
-head upstairs and take the Southeast exit on the upper-level
-from here, the fastest way might be to go one level down, through a door marked
"Server Hub Reception" and "Staff Access Only"
-if you walk straight through the room behind this door, you'll see a door
labeled "Server Hub Reception" (only) across from you
-head through this door and straight across (slightly to the right) you'll see a
door labeled "Server Farm"
-beyond this door, at the end of the hall and to the West, is the illuminated
table with the blueprint

*If the "Server Hub Reception" and "Staff Access Only" door is locked for some
reason, you can go down another floor to the "Tech Support" door. You'll see a
receptionist desk labeled "Tech Support" ahead, but if you keep walking to the
door ahead labeled "Server Hub Reception," you can take these stairs up a few
floors to the same door (the one marked "Server Hub Reception" only, mentioned
above, which leads to a door with "Server Farm" written across it)



v3 - Habitation Tower: Galleria Lower Concourse

-found starting on Mission 15 (and can realistically only be acquired until the
point of no return in Mission 16, so the window is pretty narrow)

This blueprint requires the security access tuner level 3. You can head straight
for the blueprint as soon as you've acquired the level 3 tuner, or you can wait
until the start of Mission 16, which I felt offered a bit more breathing room,
but it's entirely up to you.
-you must head to Solomon's Habitation Tower by tram (you cannot get it during
your foray through this tower in Mission 17)
-take the stairs (heading Northwest) and almost immediately after the stairs is
a door on your left (South side) that you can crack with the security access
tuner if fully upgraded
-the blueprint is on the desk in here (and is actually visible through the
window)

NOTE: I've read it's possible to grab the blueprint through the window, but that
has never worked for me.



----------------------------------EMP Mine----------------------------------



v1 - SysTech Spire: Seegson Communications (Observation Deck - Internal
Communications)

-found starting in Mission 4
This is found towards the end of the Seegson Communications section, in the same
area where you are tasked to re-establish contact. West of the terminal marked
as your objective (or where you completed the objective, if you've already done
it), you'll see a small a door leading to a small room with a save point. The
blueprint is on the desk in here, and should be visible from the doorway.

If you missed or are coming back later, you'll have to go all the way through
Seegson Communications again.
-take a tram to SysTech Spire
-head East and then North to the Lobby (has big engine hanging in it)
-head straight north to the elevator
-the elevator will take you to Seegson Communications; once here you'll have to
wind your way around the first floor, up to the second floor and East, where
you'll hit Comms Control
-from Comms Controls (on the map) head South to Internal Communications
-there's a small room with a save station at the South part of this floor
(almost the Southern tip of the map); The blueprint is in this room.


v2 - Habitation Tower: Galleria Upper Concourse

-found starting in Mission 11
After you finish changing at the start of this level, you'll be back in the
Spaceflight Terminal. Once you arrive back in the large room marked as "Baggage
Claim" on the map, you'll be tasked with taking an elevator to the South for the
Habitation Tower. Once you arrive you'll want to take the long hall across the
lobby and follow it East to the end. You'll need to activate the cleaning robot
here to open the way forward. Follow it, and you'll find another vent you can
take around. When you come out, you'll see a table directly in front of you with
the blueprint staring right at you.

For those trying to make their way back to this one later on, you can get here
by doing the following (it's a bit of a trek):

-take the ram to the Habitation Tower
-from the transit station, head Northwest, turning Southeast at the junction
(opposite the Martial's Bureau entrance)
-take the stairs down, to the Northwest
-follow them down a long hallway and up a short flight of steps; you can stairs
in the distance, but turn West/Southwest and head through the door here instead.
-take the collapsed ramp up to the East
-head South down this hallway, until it turns West
-there's another shutter here to the South; it should be open now (if not,
you'll need to take the long detour using the door to the West, through the
floor chutes)
-you should have already activated the cleaning robot in a previous chapter,
which should open the small path by the end of this hallway (on the North side)
-through this small door opened by the cleaning robot, you'll enter a room with
another wall shaft
-when you come out of the other end of the wall shaft will be a desk right in
front of you with the blueprint

*if you have to take the long detour, you'll come across the table with the
blueprint on the way to the hallway behind the shutter (just before entering a
wall shaft that leads into the cleaning robots closet)


v3 - Sevastapol Spaceflight Terminal: Arrivals and Departures (Passenger Lounge)

-found starting in Mission 15
You'll return to the Spaceflight Terminal (large lobby from the beginning; there
was a sequence where the Torrens passes by some windows here and Amanda makes a
big deal about it) towards the end of Mission 17, on your way to the tow
platform and after leaving a unique part of the Habitation Tower. It should
technically be possible to backtrack this way as early as Mission 15 (using the
elevator in Habitation Tower: Galleria Upper Concourse), but as you'll be coming
through this area anyway (at the end of Mission 17), it might be more prudent to
grab this then (entirely up to you). The blueprint is in a small room on the
ground level of this room, Southwest side (must cut through a panel with the ion
torch to get inside).

If you're wondering how to get here earlier than Mission 17, you can the path
below:
-take the ram to the Habitation Tower
-from the transit station, head Northwest, turning Southeast at the junction
(opposite the Martial's Bureau entrance)
-take the stairs down, to the Northwest
-follow them down a long hallway and up a short flight of steps; you can stairs
in the distance, but turn West/Southwest and head through the door here instead.
-take the collapsed ramp up to the East
-head South down this hallway, until it turns West
-there's another shutter here to the South; it should be open now (if not,
you'll need to take the long detour using the door to the West, through the
floor chutes)
-follow the path behind the shutter to the West (if you have to take the long
detour, you'll come out in this same hallway by the other end); an elevator to
the Spaceflight Terminal is on the North side of the lounge on the other side
-Once in the Spaceflight Terminal, from the elevator, head North, past the
busted conveyors, until you get to a dead end
-Use the floor chute to come out in a small a bar in the Passenger Lounge
-Loop your way around the stairs to head to the West exit of the Passenger
Lounge (labeled "All Departures")
-the blueprint should be on the yellow bench just before the live-wire dangling
over the checkpoint



----------------------------------Pipe Bomb----------------------------------



v1 - SciMed Tower: San Cristobal Medical Facility (Crisis Stabilization Unit)

-found starting in Mission 5
After discovering the code to leave "Psychiatric Ward", use it to exit the area
(door to the south labeled "Staff Quarters"). Keep going down the hall to
another door labeled "Staff Quarters" at the end. Instead of entering the door,
follow the hall right next to it (to the East) and descend down a short flight
of steps. Enter the door with "Psychotropic Clinic" written across it (on your
right). The blueprint is on one of the desks in this room.

Those coming back here later can get to the same area using these instructions:
-take a tram to SciMed tower
-head West up the stairs
-keep going North here (you will probably need an upgraded cutting torch for
this door) and you see an elevator dead ahead that will take you to the Primary
Care Floor
-in the big fiery Medical Reception room, head West to a door labeled "Emergency
Room;" like many doors in later missions, they will appear to be locked, but
aren't actually
-in the next hallway, follow the bend north
-at the junction, you'll need to head West, following the bend around to the
North and follow it all the way down (you might have to get creative in how you
get to this northern most hallway, depending on the threats in this level)
-the hallway will bend to the West again and about halfway down on the North
side is an elevator that will take you back to the Crisis Stabilization Unit
-there are a few different ways to get to the same room from the elevator, but
the fastest might to head South from the elevator
-past the door will be a hallway; follow the ring around to the West as it
curves South
-enter the door on the West side labeled "Staff Quarters" and take it South,
following it West around the bend
-very shortly after the bend will be a door labeled "Psychotropic Clinic"; the
blurprint is on the desk in here



v2 - Engineering (Maintenance Deck - Workshop)

NOTE: If you have found the Pipe Bomb v3 blueprint already, this blueprint will
not be here. Both blueprints are only available with the third security access
tuner upgrade, so it is very possible to get the v3 blueprint first by accident

-found starting in Mission 15
This blueprint requires the security access tuner level 3. You can head straight
for the blueprint as soon as you've acquired the level 3 tuner, or you can wait
until the start of Mission 16, which I felt offered a bit more breathing room,
but it's entirely up to you.
This one is a little odd, as it would seem the Pipe Bomb v2 and v3 blueprints
become available at the same time. To find it:
-take the tram to Engineering
-head East, and then head South (both doors are labeled "Reactor Coolant Plant")
-at the end, if you haven't already, there's a shutter you'll need to burn the
panel off of to open
-an elevator is in the room behind the shutter (on the West side) that will take
you to Engineering.
-from the elevator head West (through a door labeled "Facility Management"),
North, and then West once you reach a broken door labeled "Tool Shop"
-follow this narrow path to a door that needs to have a panel cut off with the
fully upgraded cutting torch
-the door will lead to an industrial room labeled Workshop on the map (there is
a large lunar-landing looking piece of machinery in here, as well as dune
buggy-like piece of equipment, the latter you had to move to proceed when you
came through this area originally)
-the door to the blueprint is in the Northwest corner of this room (requires the
security access tuner level 3 to open).


v3 - SciMed Tower: Transit Station

-found starting on Mission 15
This blueprint requires the security access tuner level 3. You can head straight
for the blueprint as soon as you've acquired the level 3 tuner, or you can wait
until the start of Mission 16, which I felt offered a bit more breathing room,
but it's entirely up to you.

-head to the SciMed Tower
-from the transit station, you'll want to head West
-turn North at the junction and through the door here into a small room facing
out a bunch of windows
-take the stairs (heading East) and you'll pass a small reception area on your
right; The blueprint is in here, but you can't get to it from this room
-keep going straight from the stairs (East), through the door, and turn right in
the next room, and right again to find a door that leads directly into the
reception area.
-the fully upgraded security access tuner is needed to crack it. The blueprint
is across the reception booth on the wall on the South side.



-----------------------------------Molotov-----------------------------------



v1
SciMed Tower: San Cristobal Medical Facility (Primary Care Floor - Security
Desk)

-found starting in Mission 6
After you use the elevator to leave the crisis stabilization unit floor, you'll
have to solve a "puzzle" in the small starting area of mission 6. Once you solve
it, you'll drop into a sort of bunk room. From this room, I recommend taking the
hallway to the North (or right), all the way around to the small corner
designated "Security Desk" on the map (it's also on the wall next to the
entrance). The blueprint is in this room, next to the terminal.

If coming back here from a later mission, you can get to the same area:
-take a tram to SciMed tower
-head West up the stairs
-keep going North here (you will probably need an upgraded cutting torch for
this door) and you see an elevator dead ahead that will take you to the Primary
Care Floor</pre><pre id="faqspan-2">
-in the big fiery Medical Reception room, head West to a door labeled "Emergency
Room;" like many doors in later missions, they will appear to be locked, but
aren't actually
-in the next hallway, follow the bend north
-at the junction, you'll need to head West, following the bend around to the
North slightly, taking the first door on the West side
-ahead you'll see a sign that reads "Staff Quarters"; head South at this
junction (or to your left)
-at the end you'll see another sign labeled "Security Desk"; head East into the
office here and you'll find the blueprint on the desk next to this terminal


v2 - Seegson Synthetics: Seegson Synthetics Administration (by Sales Agreements)

-found starting in Mission 12
Once you arrive at Seegson Synthetics this time, your first task will be to
power up a door. Once through, you'll follow a path that eventually leads to
large office with a bunch of figures on display. Once you find the exit from
this room, you'll see a sort of reception desk. Past the reception desk (South)
is a short series of steps leading to Sales Agreements (marked on the map). A
corpse lies outside the room designated Sales Agreements, and the blueprint is
lying next to him.

If coming here after Mission 12, you can still get to this area by:
-take a tram to SciMed tower
-head West up the stairs
-at the junction, head North into a small waiting room with windows looking out
into space
-head up the stairs (going East) and then turn and use the elevator on the North
wall
-from the elevator, head East, following the sign for "Seegson Control Center"
-take the ladder down (on the South side of the next room)
-across the long catwalk, you'll see another ladder (on the East side at the
end); if you climb up this ladder, you can take the cart back North across the
pit
-beyond the door at the end will be an elevator which will take you back to
Seegson Synthetics Administration
-Once in Seegson Synthetics Administration, head straight across to a door
labeled "Sales Agreements"
-a reception desk will be ahead of you; go around it and toward the room behind
it
-a corpse is lying on the East side of the entrance to the room labeled Sales
Agreements on the map, and the blueprint is next to him


v3 - SysTech Spire: Lobby and Technical (Kitchen)

-found starting on Mission 15
This blueprint requires the security access tuner level 3. You can head straight
for the blueprint as soon as you've acquired the level 3 tuner, or you can wait
until the start of Mission 16, which I felt offered a bit more breathing room,
but it's entirely up to you.
-take a tram to the SysTech tower
-head to the Lorenz Systech Spire's Lobby (large open area with the Engine
suspended overhead)
-on the upper-level (West side) is a rest/dining small area with tables; A door
is labeled "Kitchen" on the South side of the side area (requires the fully
upgraded security access tuner)
-the blueprint is hanging off the counter in this room


-----------------------------------------------------------------------------
5. Closing
-----------------------------------------------------------------------------

This guide was compiled using data taken from my time playing Alien Isolation
and consists of a lot of trial-and-error for all those nitty-gritty details.
Please do not use or redistribute my guide without my express permission. If
looking to reach me to discuss the possibility of using it elsewhere (or if you
have other questions or comments), I can be reached at my email:
[email protected]. I hope this guide was as useful to you as it will [hopefully]
be to me in my future forays in Sevastapol.