Alien: Isolation - M17 Corridor of Death
110,467
Published 2021-09-02
It is not a speedrunning strat, it's a bit slow for that. It is based on the strat in MisterHughes' video, Alien: Isolation™ M17 low risk exit
All Comments (21)
-
No matter how tough you think you are, hearing the Xenomorph's footsteps in a dark room, will always scare the shit out of everybody.
-
You know you designed a memorable level when I know exactly the place in question by the mere title “corridor of death”
-
The first time experiencing this game was insane. Survival horror at its finest
-
I’m glad I hardly ever used the flamethrower until this. I scorched that alien so hard this mission
-
You are one of the ballsiest players I have ever seen
-
This is some of the best use of gadgets and weapons I’ve ever seen used in this game. Incredibly smart.
-
I think this game has given me slight PTSD and increased my skill for all stealth games x1000 because I completed the entire thing on nightmare difficulty with no deaths and I don't remember a damn thing apart from THIS corridor. Wasn't as ballsy as this, I just laid Molotov's on the ground and used flares but nowhere near as fast as this. Got about 20 feet from the last door, heard the Alien charging and spun around with the flamethrower, torched the thing and backed towards the door slowly while the Alien is walking towards me, keeping it's distance but letting me know it's got my number... Had about 20 fuel left... THE most cinematic gaming experience ever.
-
One of the only games to get the Xenomorph right - the ultimate nightmare.
-
Yep. That's how you do it. Place your explosive. I put one just outside the window one of the xenos bursts through, and the residual flame effect was enough to scare it back into a vent.
-
Am I the only one who thought that was a Queen screeching in the background?
-
I am jealous on how fast you got through there. It can take me an hour and many many deaths before I finally escape. Nothing like going through that vent or seeing that elevator and thinking you're home free only to get jump scared and killed.
-
pretty nice use of the noise maker and maintenance jack to control the chase and keep the Alien from flanking you. Effectively, you kept it from using it's superior speed to get ahead of you so that your pipe bomb placements cleared your path. Two things this suggests about your gameplay on earlier levels: you avoided the androids rather than ambushing them, probably relying on single shotgun hits to slow them down and you tailed the aliens in The Nest. I'd be interested in seeing your other playthroughs.
-
Damn, that was intense... even knowing that I finished the game.
-
I would say this was the part I had the most trouble with on my Hard mode run. More than San Cristobal or the Reactor Core/Nest. Probably because your means of evading the Alien are severely limited due to the area’s linear structure.
-
Man I played this game all wrong back in the day. I never had all the gadgets ppl had, mostly used radar and flamethrower to get through last half of the game. Cool seeing someone who knows the game so well.
-
i've played just about every scary game i can think of, but this is the only one i quit because it was too stressful.
-
Is that the longest straight-away in the game? I've wondered from how far away the Alien can see you..
-
That's gotta be the best pirate i ever seen
-
That announcement on the speakers of the impending destruction of the ship is so damn good. Chilling. I always wonder how many other survivors were left at this point and where were they, what were they doing to try to survive
-
Very clean set up. Personally for nightmare mode I just did the walk backwards w/ flamethrower pointing when seen then cycle to molotov/pipe bomb toss to do the task and repeat. I don't know if I was getting lucky but it seemed big beasty would jump into vent after running down the hall and pop out the ceiling vent in the room w/ the save point. I'd just walk out of the room, wait for the enter vent sound then walk my way till I reach the window in the corridor then crouch/walk with caution. However I didn't know the second scripted interaction wasn't a guaranteed detection, that's crazy.