The retail campaign contains 14 missions arranged under six Campaigns tabs. The supplied launch-day recording shows the order from Banshee Down through Reckoning, including the return to the Endeavor between deployments and the final Xenomorph Queen fight. This is a first-clear checkpoint guide, not a room-by-room claim: the provided written “walkthrough” covers only a pre-release Prologue and cannot support invented coordinates or spawn scripts for the other 13 missions.
Use the current objective marker and Patch 1 as the authority when a recording disagrees. The launch patch corrected several waypoints, spawn limits, bot behaviors, a Banshee Down spawner, Colony encounters, and a boss phase. A route that stalls on an older build may already have a fixed readback.

Read the Campaigns screen as six complete blocks
| Campaign tab | Mission order visible in the retail run | What the block tests |
|---|---|---|
| Prologue | 1. Banshee Down | Comms, lockdown controls, atmospheric systems, and the first extraction hold |
| Rescue and Recovery | 2. Piping Hot 3. Breaking and Entering 4. Synth Headache |
Colony searches, terminal-driven progress, mixed approaches, and synthetic fire |
| Boarding Party | 5. Bomb Squad 6. Dumpster Diving 7. Sleep Study |
Demolition objectives, signal searches, and the Demetrius experiment trail |
| Rock Bottom | 8. Power Problems 9. Running on Fumes 10. Hive Mind |
Mine power, valves or reactor systems, defensive resets, and tunnel closure |
| Ancient Anomaly | 11. Canyon Crawlers 12. MUTHUR May I 13. Deadly Descendants |
Remote terminals, the Engineer ship, Pathogen hybrids, and accumulating evidence |
| Final Endeavor | 14. Reckoning | The final pursuit, Queen arena, survival, and ending return |
The recording returns to the Campaigns menu or the Endeavor hub between missions. A story conversation can be the real gate even when the next mission tab is visible. If matchmaking never becomes available, stop looking for a hidden path inside the completed map and clear every highlighted conversation or loadout notification in the hub.
Banshee Down teaches the objective-reset rhythm
The Prologue begins on the Endeavor and drops the squad into the Banshee Down chain. The visible objectives restore communications, lift a lockdown, operate atmospheric systems, and reach a landing or extraction hold. Treat each console as a trigger, not a finish line: activating it often starts the wave that proves the system can remain online.
Before touching a terminal, reload, locate the next retreat corner, and assign one player to the side approach. When the interface changes to a hold instruction, do not continue deeper simply because a door has opened. The objective completes only after the defensive state clears or the next marker replaces it.
The result screen is the reliable end. Return to the Endeavor, exhaust the new Shipp and crew conversations, inspect unlocked class or weapon notices, and launch Piping Hot from the Campaigns tab. If the next step is absent, Patch 1 fixed an objective icon pointing to the wrong door and a Prologue safe-zone prompt not reaching clients; update the game and repeat from the most recent visible objective rather than restarting the entire save.
Rescue and Recovery moves from colony systems to Synth pressure
Piping Hot is the first longer colony deployment in the supplied Part 1 recording. The safe checkpoint pattern is search, hold, rescue or system interaction, then extraction. Do not let the squad’s point player enter the next room while the previous interaction still shows a progress state. A late Xenomorph wave can arrive behind a player who treats the marker as already complete.
Breaking and Entering shifts attention toward offices, intel, and terminal progress. Searchable rooms look similar, so use the objective marker’s floor relationship rather than sweeping every corridor again. If the marker is above or below, return to the last stair or lift connection; the patch notes document an encounter that could be triggered early by pinging a bot into a room below.
Synth Headache makes cover and crossfire more important than the earlier swarm lanes. Let hostile factions damage one another when they are already engaged, then remove the unit that can shoot through your intended route. Do not stand in the open to finish a Xenomorph while synthetic fire still owns the room. Reach the result screen before treating Rescue and Recovery as complete.
Boarding Party is a terminal chain disguised as three firefights
Bomb Squad uses demolition and site interactions. The useful checkpoint is not how many explosives the team has fired; it is which device or terminal has changed state. After each placement, pull back to the route already cleared and wait for the resulting wave or detonation. Advancing to the next marker while one Marine remains beside the previous device splits revive distance.
Dumpster Diving follows the Demetrius and signal-jammer trail. The supplied run shows repeated searches, rooms with vertical connections, and combat immediately after interactions. When the marker appears to loop, check whether the last signal device was destroyed or only found. A discovered jammer and a disabled jammer are different checkpoints.
Sleep Study boards the Demetrius to investigate another experiment. Keep floor crawlers and eggs in the team’s visual scan while another player handles the terminal. This mission is a poor place to have all four players stare at the same console. One interacts, two hold the known approaches, and the fourth watches the floor and rear route.
When the Boarding Party tab is complete, speak with Esther and the other highlighted crew before looking for Rock Bottom. Dialogue options appear in the recording, but the evidence does not prove that those conversational choices create different endings. They are therefore treated as story text, not missable branches.
Rock Bottom ends each system job with a defensive proof
Power Problems starts with the mine’s power unavailable. A switch that restores one section is not necessarily the complete reset. Follow the new marker, watch for a second system state, and keep enough ammunition for the wave that tests the repair. If a door seems correct but the marker remains elsewhere, Patch 1 fixed a mine-area objective icon that could indicate the wrong door.
Running on Fumes turns the route into a sequence of machinery and access points. Work one interaction at a time. The player operating a valve, door, or terminal cannot also control the closest approach, so the squad should form a three-sided shell around that player instead of racing toward the next icon.
Hive Mind contains the Rock Bottom escalation visible in Part 2: a reactor reset, a reactor defense, and a tunnel-closing sequence. Spend deployables only after the defend instruction appears; placing them while traveling can leave them outside the hold. When the tunnel objective replaces the reactor, move as one group and verify the terminal interaction completes before turning to fight the pursuing pack.
Patch 1 rebalanced Companion Bot healing on higher difficulty and corrected bots that could become stuck in a science-lab encounter. If a solo run stalls because a bot is visibly locked out of the objective space, verify the client build before assuming the objective requires a hidden switch.
Ancient Anomaly uses evidence and machinery as combat triggers
Canyon Crawlers opens Part 3 and sends the squad through exterior sites and terminals. The retail recording shows terminal deactivation, a door-cutting interaction, and exposed fights where enemies can arrive from a wider arc. Use the structure itself as the retreat anchor; a four-person line in the open has no safe rear when the wave wraps around.
MUTHUR May I moves into the Engineer ship. Search each MUTHUR terminal until the marker changes, then hold the room rather than running after the first door animation. The recording visibly separates terminal search, defensive position, and further upload or intel objectives. Those are distinct completion states, even when they happen in the same chamber.
Deadly Descendants follows the Pathogen Engineer-hybrid trail. The observed mission asks the team to destroy hybrids and continue collecting the evidence needed to reach the final confrontation. Treat each large hybrid as a formation event: clear basic enemies that block movement, call the heavy target, then concentrate damage without surrounding it at melee range.
Patch 1 added missing Pathogen effects to Engineer-ship interiors and repaired a boss that could freeze during a phase change if damage crossed another threshold too quickly. If a phase visibly stops progressing with no remaining objective or target, update first; do not convert a launch bug into a supposed puzzle solution.
Reckoning ends at the Queen, but damage alone does not define the phase
Reckoning is the sole mission under Final Endeavor in the supplied retail run. It advances through a pursuit and survival chain before the Xenomorph Queen arena. Enter the last rooms with a narrow-fire fallback weapon, at least one control or recovery answer, and a clear rule for rotating around the arena.
The Queen’s health bar is only one readback. Watch for the current objective, phase movement, adds, and the path the squad must keep open. When the Queen changes position, regroup before chasing damage. A player isolated on the far side may keep shooting while making every revive impossible.
During the arena:
- Keep one side of the room as the shared rotation route; never fill it with persistent hazards.
- Remove basic enemies that physically block that route before returning all weapons to the Queen.
- Use control on the add that threatens a down or revive, not on a target already outside the squad’s path.
- When a phase transition starts, stop spending rare ammunition until the health bar and objective accept damage again.
- After the final damage phase, follow the ending objective and wait for the hub or credits transition. The boss bar disappearing is not the last save confirmation.
The Part 3 recording shows the Queen defeated and the return to Shipp dialogue. It does not prove multiple endings, a hidden ending choice, or a missable story branch. This guide therefore promises the observed completion chain only.
Use three checks before replaying a “stuck” mission
Check the verb. Find, use, defend, hold, destroy, and search can point to the same object at different stages. Read the full objective rather than navigating only by distance.
Check the floor and team state. A marker on another level, a player left outside the trigger, or a bot pinged into the next room can make the path look broken. Regroup at the last confirmed interaction and let the objective update.
Check Patch 1. The official notes fixed backtracking caused by stuck enemies, several Colony 2 and Colony Mission 3 spawn-limit problems, enemies appearing behind doors, a Banshee Down spawner, wrong door markers, premature triggers, and the late boss phase. Reproduce on the patched client before reporting the route as unsolved.
For a first run, use the class selection and Specialist guide to keep a stable role through the opening block. Before changing from Standard to Intense, apply the friendly-fire formation checks on a mission whose holds you already recognize.
Verified full-run video reference
The three supplied MP4 files were independently matched to MKIceAndFire’s public Part 1, Part 2, and Part 3 uploads through YouTube oEmbed, file duration, continuous UI, Endeavor returns, mission launch screens, and the final Queen sequence. They are embedded as a visual reference, not treated as a transcript or proof of unobserved collectibles.
The Steam record for AppID 3448650 establishes game identity, live release status, campaign framing, and the official screenshot. All bug and update boundaries come from Daybreak’s August 25 Patch 1 notes.