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Thread: Dead Space Walkthrough

  1. #1
    Senior Member boomermitra's Avatar
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    Default Dead Space Walkthrough

    =======================
    Chapter 1: New Arrivals
    =======================

    <Objective: Walk to the door>

    Hangar Bay

    Once you have control, feel free to set the subtitles (I would have tried to
    press start as the movie played but you know how that goes).

    Move around, get adjusted to the control of Isaac and the camera, then press
    select to enter the systems screen. Note that the game doesn't pause and you
    can move around like normal as you read; whatever motivates you to do that is
    anyone's guess.

    In the systems screen you can toggle between the systems. First is the map,
    then objectives, then a database, and an inventory screen. Map is always a good
    tool, and only the database has a single, short vid to view. So there isn't a
    whole lot here right now.

    Just turn around and start the training and by going down the hall your CEC
    suit will load up the tutorial as you move along; this info is in your database
    under "training" if you need it later. First you learn to run, but head to the
    left shortly after for a med pack. Then go right to get onto the bay walkway.

    *NOTE: CEC stands for Concordance Extraction Corporation, or I guess you could
    even call your suit RIG.*

    Head down toward the door with your group but feel free to watch the little
    vid above the door. Then walk to the door - success!

    Just throwing it out there, but the blue lights on your spine is your health
    meter, if you didn't know that like a year ago.


    <Objective: Open the door>

    Flight Lounge

    Walk up, the blue door will be highlighted, press X or A, and you're in. You
    cannot enter the red door, it's locked.

    *NOTE: If this is a second playthrough, feel free to curb stomp the boxes in
    here. You can only curb stomp if you have a gun.*


    <Objective: Load damage report>

    Go inside the lounge and pick up the items on the left. First you must save
    at the save station in the corner behind your leader dude. Save, then use the
    Locator System (R3) to see that you must open the nearby door. Don't worry,
    yet. Just go in and head to the opposite corner to load the damage report onto
    the screen.


    <Objective: Reach Tram Control>

    Hall to Lift Room

    Yeah, now you can worry. You can watch your friends get taken out for a while,
    then once the door near you is open, RUN! Don't stop, just keep running down
    the hall until you hit an elevator, then go inside and press the button. Once
    the door is closed you are perfectly safe.

    Workshop

    Did I get ya? Cool. Now you're not safe yet. Go out and look to the left for
    what should be the picture you've seen that gives a big hint "Cut off their
    limbs." Pick up the Plasma Cutter on the table and there are two boxes to the
    right you can open for some items. Well, go around to where the door is and
    before you open it there is some ammo to the left of the door. Pick up the
    energy, then stand back from the door, aim, and fire at the purple lines. And
    as the hint suggests, aim for the limbs. Shooting off this thing's head does
    you no good at all.

    *NOTE: Don't miss the two boxes to stomp in here too, since you have a gun.*

    *NOTE: That enemy is called a Slasher.*

    Tram Control Hallway

    Just walk down to the other end and through the door. Go left and down, aiming
    so you have light, and keep looking to the debris until something runs by. Then
    pick up the 1000 credits on the floor and come back. Heading right brings up
    a tiny note about health and then you pick up the green thing on the floor,
    a health pack. Then pick up the audio log, orange thing, on the floor and it
    will auto-play. Through the door now.

    *NOTE: This audio log goes in your database, as will pretty much every piece
    of info given to you.*

    Tram Control

    Turn right for a panel on the wall you can open for creds. Head up to the
    windows and they will raise to reveal Hammond and Kendra.


    <Objective: Repair damaged tram>

    Head to the opposite side and look for two blue lights on two lockers and you
    can open both for creds and a med pack. Get both, then come back around and
    save at the station on the wall. Don't worry about the big computer where you
    entered, you need a data board to use that. Just go through the door that is
    unlocked.

    Tram Control Hallway 2

    *NOTE: You reload by pressing the "use" button while aiming. You can tell your
    ammo amount on the gun; hint, it's a number.*

    *NOTE: You can use the alternate fire for a horizontal cut, which stays
    permanent unless you press the button again.*

    *NOTE: At this time I will not mention the green boxes you can curb stomp, so
    keep an eye out, and they are hard to miss.*

    If you didn't realize, you can zoom in on your map and move it around for
    easy viewing of the detailed paths. You are supposed to go right, but let's
    go left for some fun. Around the corner you can approach the dead body, but
    you would be wise to shoot it first; if an item doesn't fall, good chance the
    thing is still playing dead with you. Pick up the items, audio log, save,
    and then go back the other way.

    Open the door, surprise, and then down the hall for yet one final reminder
    you must shoot the limbs.

    *NOTE: You can use a small health pack if you've taken enough damage to have
    lost a unit of health. Health bar is your blue spine, four units.*

    Tram Tunnel

    Go left for creds, then right for a Stasis Module by the spazzing door. Use it,
    just like slow motion for so many other games only this just affects the thing
    you are aiming at. The door is closed and you have about five seconds or so
    to get through; there is a recharge port on the right if you somehow waste all
    of it.

    Access Hallway

    Pick up a stasis pack and then save. If you go right there is an item by the
    door and a bathroom with a few items, and the lights will go out for a moment,
    not long and no enemies appear. Take the door at the left end.

    Tram Repair

    In the corner nearby is a Power Node in a box on the wall. You can then
    activate the panel nearby, then up the walkway to fight with a morph who will
    bust out of the wall by the dead guys. Kill it, at least a leg and arm, then
    pick up the creds and audio log by the bodies; there is also a stasis recharge
    if you really needed to use it.

    There is also a box on the wall, but once you open it and grab the creds, of
    course another, bigger morph will jump through the adjacent panel on the wall,
    so be ready.

    Now you must drag the tram into the repair area. You should have already set
    the first arm, and it is a permanent grab. For the one on this side the arm
    does not stay for very long. Press the panel to send out the arm, use your
    stasis to slow it down, then run up the ramp and activate the main panel to
    pull in both arms and complete the objective.

    *NOTE: Always use recharge stations no matter how little juice you have used.
    The stasis meter is the tiny blue circle on your back.*


    <Objective: Find Data Board>

    As the tram is being repaired, quite loudly I might add, a morph will come
    out of the wall by the door. Fell free to use stasis, and I would recommend
    you do. Stasis used on these guys seems to last a long time, and once you knock
    off two limbs and/or see an item drop, that means you've killed it.

    Once that is done, check your objective, map, locator and head back. A new
    type of morph teases you in the hall, so wait until he leaves and then go
    save your game. Head to the tunnel, slow the door, and then go out. Refill
    before going down the tunnel becuase there are two morphs who strike from the
    floor vents. One is standard, the other is a leaper. You can try to use stasis
    on them if you can hit them, but try to shoot them above all else.

    Now backtrack and head down the left path in the hall you started in, you
    should have already killed the morph around the corner, save, and then take
    the Maintenance Lift down.


    <Objective: Find the Maintenance Bay Key>

    Maintenance Bay

    You start with two Necromorphs, one in front and one to the right. Kill both,
    maybe stasis one, and then collect any fallen ammo. To the right is a vent
    panel on the wall and a morph does come out when you approach. There is a red
    cannister on the ground you can use on this one, the first one, or the third
    morph who is walking down the catwalk as well; that's four in total. Kill them
    all and then check the map. You can go one of two ways, either left or toward
    the elevator, and there is one more monster and a box on a wall at a dead end;
    if you come from the upper path, you can use the red cannisters on the monster,
    so long as he doesn't come from somewhere else I guess. When done, take the
    lift up.

    *HARD: I had about six shots entering this area, so you very well will have
    less. I just killed the first dude in front of me, then ran to the locked door
    in the corner. From here I killed the the other two enemies using the ammo
    they dropped. When I went down the ramp I tried to use the cannisters on the
    other two that appeared, but that didn't help much. Luckily I had enough ammo
    to skirt by, but if you are low on ammo, you'll have to run to the clip in
    front of the lift and to that wall box on the lowest level. Remember, you have
    melee attacks and should have plenty of health (if you didn't get the tip,
    you cannot rely on the cannisters to kill these enemies).*

    There's a box on the wall to the left, then be ready for the monster hiding in
    the dead bodies. Kill it, be ready for another down the walkway, and then you
    are free to grab the key, energy, and text log. One more morph as you head back
    to the lift; take it back down.


    <Objective: Find Data Board>

    Another monster who attacks when the lift doors open, so be ready. Use your
    locator to go right and then up the ramp to the locked door. Use the key and
    go in for a single open locker, the Data Board, and an Upgrade Bench. Use the
    bench to spend those power nodes to upgrade either your Cutter, RIG suit, or
    Stasis power. I believe that for all you have to start where the arrow points
    and there of course needs to be something in that spot or there's no reaons to
    use it. So pretty much you only have power and capacity for you Cutter. Get
    both and exit.


    <Objective: Call the Tram>

    Leaving the room you are attacked by a morph over the rail, and hopefully you
    can pop that red tank to blow him up, then look to your right for one more
    enemy. When you head back to the door to exit, beware the dead-looking morph
    on the ground because he is alive, so be ready, or run by and into the lift,
    I think (just shoot it).

    Go back up and be ready for a morph to blaze in and attack. Then go save now,
    or save at Tram Control. Get back to the main room (the windows auto-open once
    you enter FYI), insert the board into the big computer by the opposite door,
    then use the smaller computer by the window to call the tram. Save again after
    the other two are safe and then start heading back the way you came.


    <Objective: Return to Kellion>

    *NOTE: I hope you realize you can only carry so many items, so use small med
    packs when full or toss them to take on more items. And of course, reload at
    all times.*

    Just go back the way you came, use the locator if you must, and there are
    really no enemies from the control room to the workshop lift; bit watery in the
    workshop though. Once up, you're kinda baited by one of those morphs you fled
    from earlier; noticed I used the word "baited." Follow him around the corner
    twice and he will jump into a vent. You have better run to this corner and
    then be ready for an ambush from both sides by two monsters, so freeze either
    one and quickly pick apart the other.

    *HARD: If low on ammo, just run to the exit door, freeze the morph, wait a
    while for the door to open, and go through. This is one of the few times when
    enemies don't crawl the vents to the next area.*

    Then it's all safe in the flight lounge, and I guess you are contacted by one
    of the "red shirts" from your party. Save and then back to the ship. A leaper
    will drop down on the catwalk as you approach, so freeze if you can and then
    cut those limbs off.

    Head into the ship and load the damage report. After you see the stuff hit
    the fan, turn and run out the ship for a short clip. Once you are back in
    control, you can run all the way down the end of this walkway, it's open, or
    just fight off the four Necromorphs right here, whatever works for you, but
    try to save any Stasis for the leaper one.


    <Objective: Go to the Medical Deck>

    Then listen to the vid from your friends as you make your way back toward
    the lounge. Now instead of going right down the path you took, just use the
    door on the left that is now open.

    Hallway to Tram

    Go right into a bathroom, and aside from any graffiti to read, there is a
    large med pack on the men's side, and no monsters for once. Then go out, open
    the boxes, and take the lift down to the Tram.

    Tram Station

    There is a store terminal in front of you, so let's use it. At the store you
    can buy a Pulse Rifle or Line Gun, suit upgrade, power node, or items you
    can find all over. I think you should get the suit upgrade if you have the
    dough (I was just 200 over). Even if you don't, I would consider saving up for
    it because unless you really can't handle these bad guys, which you should be
    able to, then I guess you can buy a gun. Again, get the upgrade, you could
    even sell some of your bigger health packs from the inventory screen.

    As far as inventory, the upgrade gives you three extra slots. You don't need
    the large med pack, and if you keep all your small packs you should only need
    one medium pack at the most. Of course if you don't have enough items to make
    these decisions, keep everything you got. You need the energy, stasis module,
    and it's easy to carry all your small health packs. Carry one, two at the most,
    medium packs. I guess you could sell them, but just store them for now.

    Then you can use the bench if you've somehow obtained any nodes, then get on
    the tram to end this chapter. Save of course.
    BOOM IT GUYZ!!!

  2. #2
    Senior Member boomermitra's Avatar
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    =========================
    Chapter 2: Intensive Care
    =========================

    <Objective: Retrieve the Captain's RIG>

    Tram Station

    Get out and go see the wounded gal and let her go peacefully. Pick up the
    Kinesis Module and now you can move objects. You pick them up by aiming and
    once you have them you press the shoot button to throw them. There is no limit
    to how much you can use it.

    There is a med kit among the all too deliberately-placed body bags, there is a
    store, but first move the crates in the hallway and pick up the Schematic.
    These add items to the store; this one adds a Flamethrower to the store. You
    don't need to go back to the first store, just use it up ahead.

    Security Station

    Keep going enter what is your only safe haven. There are creds on the floor,
    a box in the little room, a locker, and another store; don't miss the item
    in the body bags in the corner.

    I don't think you want to buy the flamethrower unless you really feel like
    wasting some creds. Save your game.


    <Objective: Find the Thermite>

    Main Lab

    Head up the middle door to the Main Lab, called "Research Wing" over the door.
    You are told how to use the alternate fire for your gun, and for the Cutter
    it's a horizontal cutting angle. Go down the hallway and you'll hit a broken
    door. There is a recharge for your stasis on the wall, and then some ammo in
    the nearby dead bodies. Slow the door and go through.

    On the wall to the left is a box with creds, then go around the little wall
    to find some ammo. When you try to move up the room, an alarm goes off and then
    the infected appear. You can run any direction you like, but there are two from
    both sides that appear, but not four at one time; I advise making your way to
    the other side of this upper area and fend them off, but don't take the lift
    down just yet. Once you take care of them, stay up here and you should hear
    one more monster somewhere. He's below you, so take him out, then find the
    lift at the opposite end of the walkway to go down there.

    *HARD: So I saw a female slasher, and if I'm not mistaken, they did not show
    up at this point on normal. I would also like to say that there was a second
    torso on the ground and only three enemies from the vents. Same number of
    enemies, different types though. Remember, stasis and use that recharge.*

    There is a recharge to the left, and the door to the left of the lift is open,
    and inside there are lockers and a box to shoot. Once you come out and try to
    advance up the room, four more enemies will use the vents on the walls to
    ambush you. You can either run to the bathroom and hide, or just use your
    fighting skills to fend them off; don't forget you have two powers to use,
    stasis and kinesis, and any guns you may have bought.

    *NOTE: Fans from broken vent panels make for nice weapons, if you can find
    them.*

    After you fight them off, there are items around the perimeter of the room,
    even in that door by the lift that was locked. In the bathroom is an audio log
    and in the middle room is a video log. Also in the middle room is a shelf that
    prevents access to a "hidden" area. Just use kinesis to slide it over. Inside
    there is a text log, a gold semiconductor, and two lockers of items; the
    conductor is sell bait. Now just go to the corner room by the lift for items
    in the lockers and then save.

    Bio Lab

    Go in and forward to watch a bit of a scene at the window; ammo in the corner
    to the right. Anyway, go in and it's safe upon entry, but when you look to
    the left and see the box to shoot on the ground, you'll meet the new enemy.
    Let's call them "babies" for now, and I guess they have guns on them or
    something. It's best to use the horizontal firing mode (alt fire), and you can
    only shoot at one of the three arms when they are out. When the arms are
    retreated you can do nothing. Just shoot the arms and the thing will die. Shoot
    the box, grab the energy by the doc, then another in the corner, and then take
    the lift up. There is one more baby hiding by the door up here, but you don't
    have to move far from the lift for him to come out, and then if you notice
    the orange glass on the right, another baby will bust out of there when you
    get close. Kill them both and go through the door; there is an item behind
    the containers up here.

    *NOTE: They are called Lurkers, just FYI.*

    *HARD: They seem to move their tentacles around and make them harder to hit,
    so watch out for that. Also, they seem to move into you much quicker, so be
    ready to fend them off, or just back up when you meet one.*

    Grab the thermite, energy, and the power node from the wall box. Go out and
    back to the broken door. Freeze it and go through, but be ready for a quick
    fight with two monsters; use stasis on both since the recharge is right there
    on the wall. Return to the security area (look in the body bags for an item I
    missed earlier), use the store, and then save.


    <Objective: Find the Shock Pad>

    Now may be a really good time to buy a new gun, since guns don't take up a
    slot in your inventory. Guns are set to the d-pad for easy access. I say get
    the Line Gun, or Flamethrower, or both. If you have so far not struggled with
    the "more than two enemies" encounters, then perhaps you are fine without them.
    Still, now is a good time to at least get the Line Gun. It's alt fire is a
    timed mine that uses the same ammo as the normal fire.

    *NOTE: Line Gun uses Line Racks while the Flame gun uses Flame Fuel, in case
    you were wondering. So no, plasma energy does not work for all guns. This means
    if you want the extra guns, probably need extra item slots via the upgrade for
    the suit if you don't already have it.*

    *NOTE: I don't care much for the flamethrower, but it does help for big
    fights with many enemies.*

    *HARD: You only need four packs of plasma energy at the most, even if you are
    on a Plasma Cutter only run. Minimum is two, which is 50 rounds of ammo.*

    Imaging Diagnostics

    Save and go through to the next area. Despite the sound, just keep going until
    you run into the poor fellow who is obviously just bored waiting for death.
    Pick up the ammo in the corner, recharge, and go through the door.

    *NOTE: There is a text log to the left of the bench that I missed.*

    Quick scare and then go left and spend your node on the door. Inside is some
    ammo, an audio log, and a conductor; you can only get the audio log now, so
    that's why we used it. Then come around and use kinesis to move the tank all
    the way to the left. Once you move forward you have a chance to test out the
    Line Gun on two leapers; stasis them if you must.

    After that, go left and into a small room where someone is freaking out on
    the other side of the table. Go counter-clockwise around the table, picking up
    the two items, then pick the power node out of the box, and then be ready for
    the monster to surprise you out of the vent. Now feel free to spend you node
    at the bench for that second cutter damage upgrade.

    Come back out and notice that the lift and other door are both locked. Well,
    look on the ground and there is a block. Get on the side of the lighting bolt
    symbol and pick it up. To the right of the lift is a slot on the wall to insert
    the block and power the lift.

    Take it up and if you didn't position the tank into place earlier, move it so
    that you can walk across. A leaper comes on the vent in front of you, so get
    him while he's on the wall, and then when you try to go right there is normal
    enemy out the wall. Pick up their items, use the recharge station, and then
    move the tank to this side to walk over. Use the Cutter to shoot the box to
    the right of the door and then save.

    Zero-G Therapy Hallway

    When you open the door in front of you, you're outside of the ship. A timer
    appears on your back to tell you how long you have before you die. Don't worry
    for now, there are just two items in lockers to grab, then a quick look at the
    view, and then go through the other door. Of course it takes about two seconds
    through a door before it closes again.

    *CUTTER: If you are on a cutter-only run, hard mode or not, you don't need to
    ever pick up ammo for other guns, unless you have a ton of extra space.*

    Zero-G Therapy

    Open the next door and you're in the first zero-g area. You must aim like
    you would use your other two powers, then press the jump button (Y or TRI)
    while aiming to leap. Use your Cutter here so you move quicker. All you can do
    is go to the opposite platform, so get there however you wish. Once to the
    locked door, grab one of the many power blocks and stick it in there. Go in
    for creds on the ground and two lockers, then the Shock Pad.


    <Objective: Destroy Barricade>

    Go back into the chamber and a single leaper appears from under the platform
    with your exit. Just use kinesis to grab a cannister and shoot it at him while
    he's on the side wall, then get back and go out.

    Enter the outside area ready to fight one enemy, then another when you're
    through the other door; both are hard to hear because there is no sound in
    space, or music apparently.

    Go through the door to be in the Diagnostics area, save, use the recharge, and
    be sure to move the tank so you can get across. When you are near the lift,
    be ready for one enemy through the vent, and when you get on the lift there is
    a leaper to the right on the wall. Also, going down the lift, if you look
    on the wall below you to the right you should see ammo on a ledge.

    *NOTE: Feel free to use that power node you picked up at this bench if you
    want to. However, I think you should save it, trust me. If you used it earlier
    or want to use it now, you may want to buy another at the shop.*

    Head back to the hallway with the dead guy, but have your Cutter set to
    horizontal ready. Look at the doorway to the hall for little crawlers to swarm
    after you. Shoot them, or use your fire, and if they get on you you'll need to
    press the button displayed to shake them off. One thing I found to work was to
    stasis them all, stomp them with my alt fire while not aiming, and shake off
    the rest. It costs some health, but it saves ammo. If you got lots of ammo,
    stasis them and shoot away to save health. Your call. Head back to the security
    area.

    That schematic from way back adds Pulse Ammo for the Pulse Rifle. If you have
    the Line Gun and the Flame gun, no need to buy the rifle at the moment unless
    you really want to. Remember, if you have too much energy and you like the
    Line Gun better, you only need two spots for energy in your pack. If you
    haven't used a med pack in a while, just keep three small ones. Then use the
    Thermite Bomb on the barricade and then save your game.


    <Objective: Retrieve the Captain's RIG>

    Clinic

    Approach the door and Hammond calls you, then go in for a video log on the
    ground. After that's over, go up and through the door. A box to the left, then
    go through the door and be ready for two babies to attack from directly ahead
    of the door; remember, only hit the arms. There is ammo to the right by the
    dead guy, ammo by the power block, and the items in a room with lockers;
    there is also a recharge station if you need it. Just take the power block
    and stick it into the slot by the door if you want the lights turned on
    quicker. Then go through when done.

    Emergency Room

    Be ready for a baby, then a normal enemy when you step inside, both will be
    in front of you. When you get to the corner, two morphs from the right and one
    from behind you.

    You may have noticed that locked door. Well, beside it is a panel that will
    ask if you want to use a power node to get inside. You should have one if you
    didn't waste it at the bench on your way back. No big deal, there is just
    ammo and a schematic for Line Racks.

    Keep going and when you hit the second half of this area, to the left in the
    corner is an audio log. Now go up along the beds and toward the end a few
    monsters will ambush you from both sides. Best to stasis at least the one in
    front of you, then run to the end, turn, and kill the other two. Items are
    to be found with a schematic. Come back, go through the door, watch the eerie
    scene, and then go around and pick up the text log on the floor. Save and
    go through the next door, pick up audio log, listen, kill baby at the corner,
    and then take the elevator down.

    Morgue

    Move forward and keep an eye on the window. Eventually an "infector" will drop
    down and turn the Captain's body into a morph. The objective quickly changes
    to tell you to kill him, but if you have the Line Gun with a power upgrade, it
    should just take two hits to the leg to take him out, then about two to the
    infector to take it out. Then you are free to collect the items about the room:
    text log, creds, RIG, creds in a body drawer on the wall, more creds, a med
    pack, and a power node. Then you take the door next to the exam room to take
    a lift back to the start of the clinic.

    *HARD: Best to use a stasis on him, or the infector, or both. If you don't
    have full stasis and you should have a stasis pack, use it. If you don't
    the infector will quickly make more enemies. This also applies to Cutter-only
    runs.*


    <Objective: Get back to Tram>

    Head straight into the starting room to face another Super Slasher, same
    as the Captain. Now head back to the Tram with no fear of enemy encounters.
    You can save, shop (nothing you should need so store items if anything),
    and then back on the Tram to end chapter.

    *NOTE: Stasis packs just refill your stasis, they are not the power itself.*
    BOOM IT GUYZ!!!

  3. #3
    Senior Member boomermitra's Avatar
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    ============================
    Chapter 3: Course Correction
    ============================

    <Objective: Re-fuel Engines>

    Tram Station

    A box on the ground to the left and another in the waiting area. Head to the
    control room.

    Control Room

    This is another crossroads in your path. For now there is an audio log by the
    dead guy, items in the lockers, a store, a locker to the left, and a save
    station. No reason to use the store unless you wish to purchase a power node;
    but only one in case you need 10,000 creds later. After that, take the door to
    the right to enter the machine shop.

    *HARD: For everyone really, just start curb stomping that dead body, pull it
    off and stomp off the limbs and the head. That way when you come back you
    won't have to fight the super!*

    Machine Shop

    Go down the ramp and then aim at the body on the ground, get close, and then
    kill it when it's up (perhaps shoot it with the Cutter first if you don't want
    to get close). Then go into the men's room to the left for an audio log, a
    Flame Fuel schematic, and then two lockers with ammo. Come back out and follow
    the path to a bench, where you'll find a text log to the right of it. At the
    bench you could always use your two nodes on the top of the Line Gun tree to
    get a reload, but then you'll use one on an open spot, so do as you wish.

    Refueling Chamber

    Go up and left; something under your feet. There is a med in the tiny sleeping
    area, then if you go around you'll run into an enemy, but before you follow
    that path forward, go right for creds and a box, which is on the path if you
    had gone right at the start of this catwalk. So keep following the path (use
    the locator if I've confused you), and you'll hit a fork in the road. You can
    pull the gondola to the right, but you need to go left. There's a box with
    creds on the wall.

    On the left path, go right to hit the fueling panel. Use kinesis to pull the
    handle down and the thing will fuel up. You can go up to face an enemy and some
    of those crawling things (there's a wicked blade on the ground to the right).
    There's an item and a door back to the control room further up this path, but
    you need to go back.

    Now use the gondola, pull it to you if you didn't already, and take it across.
    Don't get comfortable though. No, there are no enemies that attack you on the
    ride, but there are about four of them when you're across, one a hyper. Use
    your line gun's mines before you get across; stick em in front of where the
    ride will end. There are also a few cannisters you can use kinesis on, or just
    explode with a shot, but better to grab them with you power before the ride
    ends. When it does stop, hopefully you've done enough setup before the end so
    that you only have one or two to fend off.

    Pick up dropped items and pop a box on the right. Then follow the path to the
    left for a box on the wall, then keep going to get an audio log among some
    bodies. Follow the ramp up to see a slippery enemy escape into a vent. Go to
    that end, he won't pop up, but get the item out the box down the path and then
    turn right for a stasis pack in a dark corner. Then follow the path to a save
    station, with a schematic nearby. Then push down the fuel handle to complete
    the objective. Feel free to save again if you're OCD like me.


    <Objective: Activate Centrifuge>

    Three babies, not all at the same time, will attack when you head back (if
    one grabs you, just mash the button to free yourself). When you're down the
    ramp, head forward for a power node in a blue box and creds on a shelf; feel
    free to bring that cannister with you too. Get back on the gondola and take it
    back across. Don't worry about that enemy that runs by, I think he's just the
    enemy you may have already beaten. If you didn't take the shortcut to the
    control room and cleared it earlier, then there is an enemy and crawlers
    waiting for you.

    Go through the door to be on the opposite side of the control room where you'll
    see an infectore turn the body into a hyper enemy. There is a box at the end
    of this walkway if you want it. When you open the door to the control room,
    be ready to stasis the hyper or infector, then pick them apart with what you
    have. Be mindful that retreating back through the doorway is a cheap way to
    keep them away to some degree, but it's easiest just to kill them outright.

    *HARD: Should just be the infector, and if you want a capacity for the plasma
    cutter and you used it to kill the thing, go to the bench, or maybe get an
    extra node to give it power.*

    Once they are dead, visit the store to unload your schematics, which one gives
    you a new gun to buy, the Ripper. This gun is worth a buy if you have the
    creds for it. Then for the sake of being on the same page, let's go down the
    left path to the centrifuge, left from entrance of the control room; opposite
    the save station.

    *NOTE: The first fire of the Ripper sends out a blade the length of the
    laser and holds it in place as it spins. So it's like a chainsaw with wicked
    range. The alt fire shoots that blade straight. So the first fire mode is the
    best as it lasts about five seconds.*

    *CUTTER: For you cutter-only people, consider buying a power node to go with
    the one you got and at the next bench buy BOTH reloads to make up for not
    having a single capacity upgrade, or buy a capacity on your way to one of the
    damage nodes. Considering you only have the cutter, going through a capacity
    node without needing ammo isn't so bad.*

    Decontamination

    There are tons of lockers with creds, ammo, and an audio log. Then use the
    bench to upgrade whatever you please; maybe the Ripper, but probably the Line
    Gun first. Then into the decon chamber. Yes, during this wait you are amushed,
    but only by three enemies. This is a good time to test out the Ripper if you
    got it. The enemies drop from the opposite side, so just stay by the door you
    came in from. They drop one after the other, so shouldn't be too hard picking
    them off, and you always have stasis. The last one is a leaper who will be on
    the walls. Once it's over, go out the door and get a locker before heading
    through the next door.

    Centrifuge

    Go to the left for a node and item. Then go all the way back for two items by
    an open hole in the wall, one a conductor. Go through the door, pick up the
    air can, and then save.

    *HARD: It would not be a bad idea to go back, spend your new node, and then go
    back to the store and deposit extra med packs. Depends on if you want to drop
    items or if you plan to get hit a lot I guess.*

    Enter the centrifuge and then go left to bring out two leapers below you, so
    consider jumping to the ceiling or floor so they don't have any angle to attack
    you from; remember there are a ton of cannisters so long as the enemies are
    not right next to you. You're locator points you to a panel on a walkway,
    but first you must insert those two power blocks into the centrifuge. There is
    a stasis recharge by the control panel if you need it.

    *NOTE: There is a floating box to shoot, an oxygen recharge on the floor, and
    remember to use kinesis on items that are floating out of your reach, such as
    dropped ammo.*

    Get on the floor and go to one of the two power blocks. Notice the front has a
    spinning thing. You need to stasis that, then use kinesis to gently insert the
    block into the slot. After you set in each one, a leaper will attack. Do this
    on both sides and then return to activate the panel.


    <Objective: Manually ignite the Engine>

    *NOTE: Don't be shy to use any air cans if you are running low, but the
    standard RIG level 2 air supply should be enough.*

    The gravity is back to normal, and there is no air in here, so your oxygen
    meter is going down. No panic, just take the lift behind the panel down; get
    on the lift as the automated voice is talking to not waste time. Watch out down
    here, there is a big spinning block that you cannot stasis. Wait for it to go
    by and run to the right into a nook, fight an enemy that drops in, then run to
    the next safe nook in the same way for oxygen. Run to the next nook as a leaper
    enters with you, so be ready for a close quarters combat. Should have 30 secs
    of air left, plenty to make it to the next nook, up the lift, run to the exit,
    grab the item in the box on the right, then run in and hopefully the door
    closes in time. Grab an item on the floor and save. Have your line gun in
    hand.

    Go out and a big ass arm grabs you and slowly drags you away. You can still
    aim at the big yellow spot on the arm. Two line gun blasts should get you
    free. Then make your way back to decon, where one monster waits on the other
    side. Feel free to use a node at the bench, maybe for air on your RIG if you've
    been running low on it, then back to the lift.

    Store, most likely just to store items, save, and then through the newly
    unlocked door on the left side.

    Fuel Storage

    Enter the next door to be out in space. There is a box and two items floating
    about that you can kinesis to you (retreat into the ship if you take a long ass
    time getting them). When ready to leap, look straight and jump to a flat piece
    of floor, then be ready to fight two leapers, or just jump to the ground, but
    they are quick so I suggest you fight them. Jump to the opposite floor, then
    walk up the "bridge"-like piece up the wall to reach the door, then stand away
    from the door so it closes.

    Engineering Storage

    Go through the next door to his loud area, but no worries. Just grab the
    schematic on the floor, then the item in the box and move on. No enemies in
    this shaft either. Go left and into the first door for some items and an audio
    log. Then go into the right side closet for a text log, power node, and more
    items. Then come back out and take the lift down.

    This level have two more closets with just a few med packs. The one on the far
    side have three crawlers, keep an eye on that dude, and then you'll be teased
    by monsters running about. Take the lift down and enter the first room on the
    left. Don't bother shooting the box, it's a trap with three crawlers inside.
    There's one item and then a stasis recharge. Come out, the guy in the corner
    will moan like a little baby at times, then stasis the door for a morph to
    run out and attack. Recharge if you must, then go through the door.

    *NOTE: Before that enemy goes beyond the stasis-ed door, shoot his legs and
    maybe he will get caught when the door normalizes.*

    Before going through the stasis door, be sure to have spent that node
    on the locked door on the side. Has ripper ammo schematic and more items.

    Engine Room

    Down the hall you should see a cannister. Grab it and move forward until you
    hear and see crawlers coming down the ramp. They are trailed by a normal enemy,
    so let them get down the ramp, then fire to the center of them and hopefully
    you get all the enemies in one blast. Then move forward and save.

    *NOTE: I believe there was a med pack atop that ramp, and if you can't bring it
    with you, set in in front of the save point for when you come back through.*

    Take the left door to see a sight to behold. Use the line gun to cut off as
    many legs as you can, then finish them off however from long range. Once the
    normals enemies are gone, a Pregnant will emerge. DO NOT aim for the legs or
    stomach. Use the line gun and aim for the shoulder area to get those big arms.
    If you do rupture the stomach, not only do you unleash a ton of crawlers but
    the mother also stays alive for a while. If you have to fight them off,
    hopefuly you have a flamethrower to handle them.

    *NOTE: Pregnants are super slow, and there are a bunch of cannisters in the
    little room on the right if you want blast it and then the little ones away.
    Also saw blades on the ground, FYI.*

    After that is over with, there are a lot of items all over the place. Two are
    in the upper area in boxes, more ammo to the left and right of the main
    computer, and a power node in that room; not to mention any dropped stuff by
    the enemies. It's a good idea to grab the cannisters from the side areas and
    place them anywhere in front of the computer; maybe even those saw blades too.
    When ready, use the computer.

    Now you have to fight about six enemies, slashers and leapers. I like to go up
    the ramp to the right of the computer and hold my ground by attacking anything
    that comes up the ramp. Remember any items you may have left lying around, and
    the cannisters. When that's over with, use the computer again, then exit this
    room. Save and use the opposite door.

    *NOTE: Don't reload after the fight if you want to spend a node on a capacity
    upgrade, such as for the cutter.*


    <Objective: Return to the Tram>

    Just two items down this hallway, both to the left. Follow the path back to the
    control room, one enemy appears, then unload your schematic and conductor at
    the store. Store any other items, then save. Now back to the tram and end this
    chapter.

    *HARD/CUTTER: Don't reload after that fight, and you should have at least 50
    thousand cred, so buy at least one node, maybe even two, and go spend them at
    the bench in the shop area. Should be able to get that last damage node.*
    BOOM IT GUYZ!!!

  4. #4
    Senior Member boomermitra's Avatar
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    ================================
    Chapter 4: Obliteration Imminent
    ================================

    <Objective: Meet Hammond>

    Tram Station

    Just three items, then through the door after the vid.

    Atrium Hallway

    Item on the floor, then two scares before you reach the store. Into the next
    area.

    Main Atrium

    There is an audio log up and to the right. There are three items around by the
    surrounding computers and several boxes on the sides that are open; feel free
    to return to the store and sell or put some stuff away. Then go up the middle
    to reach a save station. Turn around to take the lift down.

    *NOTE: Also, there are about 8 boxes on the sides of this area that have
    items. They are hard to spot.*

    *CUTTER: Feel free to pick up extra ammo for other guns if you have four or
    so empty spots, like from here on out. You can easily drop them if you don't
    make it to selling them.*

    Captain's Nest

    A schematic at the bottom, then go through the door to meet Hammond. There are
    four boxes on the walls, two should be open, a box on the left, and a text log
    to read after Hammond is done talking. Then come out for a quick scare, then up
    the lift.


    <Objective: Activate Elevators>

    *NOTE: Use a stasis pack if you don't have any juice.*

    *HARD: You could slip to the left and buy that level 3 suit if you want to,
    not a big deal.*

    Save if you like, then head to the door behind the elevators to run into your
    first Brute. Don't freak out, especially if you have good stasis power. Simply
    freeze it, run behind it, and then aim for any yellow you see. You can also hit
    yellow along his shoulders in the front, but hitting his back side is easy.
    Use your Line Gun ammo on his back, and when out feel free to shoot between his
    armor in the front; at the joints. He tends to lie on the ground for long
    periods of time, which means you can hack away at his back. When he's damaged
    enough, he'll stand up, shake a bit, and then shoot some blob at you. You can
    kinesis it and shoot it back if you like, or just keep moving to the side to
    avoid it. A few line racks and then a bunch of Cutter ammo and about three
    stasis blasts should be enough to take him out.

    After he's gone, go into that room, turn on the elevators at the computer,
    get a power node, get items in the back closet, and then use the bench; should
    have 3 or so power nodes to spend. Then go out and take the first elevator up
    to the ship systems.


    <Objective: Re-route ADS Power>

    Ship Systems

    Weird vid. Three items in this first room, then go save. Go into the closet up
    ahead, kill the slasher before it wakes up, then collect the items, recharge,
    and don't miss that schematic outside the door. Keep going to enter a room
    with some missing panels on the floor, so watch out. The first enemy you see
    behind the walls will suffer the fate of stepping on one of these panels.

    Go to the right to again watch a baby get flung to the ceiling. I shouldn't
    have to tell you, but don't step on those panels. Go around the corner for a
    baby to attack, then when you keep going a slasher comes out of the ground from
    where you entered this area, so just wait and kill him. When you go around the
    next corner, two babies attack, so take them out quickly.

    Recharge you stasis on the wall. Move the clutter, then go left and walk
    forward to meet with a second brute. Now, all I did was stasis him, shoot at
    his shoulders, then I went left and around the pillar in the corner, making
    sure he followed. The result was him getting stuck in the corner. From there I
    just Cutter-ed him to death at the shoulders. Of course if you aren't so lucky
    then just use stasis and aim for the shoulders as you maneuver around the
    room.

    Once you take him out, go to the back, stasis the wires, go around them, and
    use the panel to get the first ADS power. Grab the med pack in the corner if
    you need it and then make your way back to the save point, with two slashers
    in the hall with the save station. Save and then head back down.

    Five leapers attack, from the walls and places unseen. Best to use the cutter
    for the long-range attacks, unless you have a lot of line gun ammo. Kill them,
    collect dropped items, then exit the atrium to hit that store from earlier.

    One of your schematics yields a level 3 RIG, so get that. Now, you may have
    noticed that line gun ammo is scarce, the flamethrower is crap, and the ripper
    is kinda crap too. Now is a great time to store the flamethrower and buy the
    Contact Beam, but skip the Pulse Rifle. Should have Cutter, Contact Beam, Line
    Gun, and maybe the Ripper. Save if you're OCD like me.

    Take the elevator facing the save station, go to level 1.

    *NOTE: There is a tricky bit to this about the logs. You see, no matter what
    you do, there is NO WAY to get all the logs from this chapter in your first
    game. In order to get them all you will need to play a round 2, and then you
    will have to switch the order in which you get these next two ADS power
    sources. If you want to get the out-of-order one first, then go to level 3
    now.*

    Mining Administration Hallway

    Two boxes to open, one that should be closed on the wall. Save and then out
    the door. Move up and then this place turns to a vacuum. Look out the door and
    grab the item with kinesis that's to the right. You can retreat into the closet
    up the hall for items and a bench; but unless you must, save your node for a
    door, or buy the first air node for the RIG. Come back out and proceed to the
    end of the hallway, through two doors into the admin area.

    Mining Administration

    *NOTE: To save yourself later grief and avoid the supers after you press the
    button, go ahead and kinesis both the bodies on the ground into the gravity
    tiles, then shoot the legs off the ones above your head.*

    There are two supers in front of you, so now is a good time to charge up the
    Contact Beam and take them both out. To the left is a single item in a box.
    To the right is a storage area with a text log, items, and a power node. When
    you come back to the main room, on the right and up is a door that takes one
    node to open, so do so if you don't mind giving it up. Items in here, and a
    conductor.

    Back in the main room, navigate up and around the broken panels, but be ready
    for a baby to attack. Approach the computer and when you use it, an infector
    behind you turns that dead body into a super. Use a contact blast to take out
    the super, but watch the vents for the infector, and pulse rounds take him
    out if you have time to switch over. Now back your way back, save, and then
    up to level 3.

    *NOTE: Of course it was just the infector if you de-limbed the bodies.*

    *NOTE: If you saved both nodes, spend one on air for the RIG. If full on items,
    feel free to stop at level 2 to dump stuff at the store.*

    ADS Lower Hall

    Yikes, what's his problem? There's an audio log, schematic, boxes on the
    walls, and a save station; venture too far into the room and you'll fight the
    next two enemies. First is a pregnant around the corner (aim for the arms),
    then a super drops in (not sure if you need to, but avoid hitting the dead
    pregnant). Kill both, collect items, save if you didn't already, then use the
    computer.


    <Objective: Destroy the Asteroids>

    Take the door near the computer, then the first door on the right for items.
    Take the door at the end of the hall to take the lift up.

    ADS

    *NOTE: One RIG air upgrade at the bench should be enough for this area,
    otherwise you'll need to use that air can. Or just play it smart and either
    use your eyes or the map to find the air recharge stations along the corridor.*

    Yeah, that air can may be kinda important to pick up if you can. Open the door
    and the next, then look to the right and up two blocks to see an oxygen station
    on a block. Quickly point, aim, to the ground behind the block, and jump over
    there. Replenish your air as the asteroids bombard the area around you; just
    stay directly behind this and you're safe. Once it's over, run along this
    side up to the next block and hide again. Then continue to run up, maybe up two
    blocks, but when you get toward the end, jump to the middle, wait for one more
    spray, and then run for the door and inside; feel free to use that air can if
    you must, it's not like you'll need it often.

    *NOTE: Objects are closer than they appear, and you have two cannons, one on
    the left, one on the right.*

    Inside, bust a box, pick up conductor, save, and get on the turret. Now, you
    have unlimited ammo, but you cannot hold down the two trigger buttons (the two
    buttons you use to aim and shoot, you use both of those). You can keep firing
    so long as you don't over-do it. The rocks are very faint in the distance, and
    don't mis-judge for going slow, they aren't. You'll need to make quick aiming
    and shootings or you'll be too slow, and if you've missed a rock, just let it
    go. The counter on your gun is for the ship's hull, so try to keep as many away
    as you can, but you obviously won't take them all out; at least you don't have
    to. Point, shoot, really nothing more I can tell you other than that big rocks
    break into smaller pieces.

    *HARD: I believe you start with less hull, and of course the rocks come at you
    faster and in bigger numbers. Try to start by aiming when they first appear in
    the middle, but they will quickly amp up the pace. You just have to go for
    the numbers, letting a lone one come at you if it's by itself. Go for the
    groups, use only both turrets when they are close, and aiming all the way up
    or to the side is not a bad way to get those you think are out of reach.*


    <Objective: Return to Tram>

    After that, save and go back outside. There are just two leapers to fight,
    then run all the way to the end and inside; if you don't trust that, use one
    of the oxygen supplies on the side like before. Get in to be told you're needed
    back at medical. In the lower hall, there are these squid-like things, three,
    so shoot them or just run to the elevator and go down - they're called
    divider parts.

    Head to the tram and stop at the store along the way. Your schematic yields a
    Force Gun, which you should buy and store the Pulse Rifle. This gun is like a
    shotgun basically. Don't forget to sell those two semiconductors and store
    all the other stuff you don't use. Two female slashers ambush you behind the
    store, and the force gun doesn't help kill them I'm afraid; maybe the grenade,
    the alt fire. Then into the tram.


    ==========================
    Chapter 5: Lethal Devotion
    ==========================

    <Objective: Find the Chemicals>

    Now for the first taste of backtracking in this game. Notice how there are not
    only things missing, but new things in these next few areas from last time.
    Just get to the security station and save after the chatter. Your only open
    path is to Imaging Diagnostics.

    *NOTE: Some lockers will be open now, like the one here in security.*

    *CUTTER: Since your upgrading is fairly narrow, go ahead and on nodes but
    leave 40,000 or so creds to spare.*

    Imaging Diagnostics

    In this hall there will be two babies to attack. Keep going and into the next
    area to see the tank is moving crazy, and there is some ugly thing on the
    wall across the way; if you have a power node, feel free to use the bench. When
    to get close to the ugly thing, it spits out baby-things that have one tentacle
    to shoot, or they shoot you. Kill them if they pop out, but you want to aim at
    the tentacles coming out of that thing. There should be four, then it dies.

    *NOTE: If you want to do the right thing to kill these wall monsters, take that
    red cannister and shoot it at the thing as all the tentacles are exposed.*

    Take the lift up and near the moving platform a baby appears, so shoot it from
    afar. Stasis the platform to get across, recharge, then do it again to save.
    Into the next area to see the door on the right is open. Take the lift down.

    Chemical Lab

    Listen to the audio log, then go into the only open door. Schematic, node, and
    a few other items to collect. Go up to the computer and use it twice to get
    the chemicals, then you meet a special someone. Use the cutter to try and fell
    this new beast, hitting the arms like normal, but it's all futile. Just wait
    for Kendra to speak by using your stasis on it, about three times, and then
    you're clear to exit the door you entered. Then take the door on the left to
    get out of here.


    <Objective: Find the DNA Sample>

    *CUTTER: For the little guys, feel free to spend a clip of ammo, you can
    always buy more. Then stomp a few or let them get on you and shake them off.
    For the second set, just run by them.*

    Back in this area, another transmission, but get out the contact beam as those
    little crawlers are coming out of that hole in the wall to the left. Get up
    close to them and do the alt fire to blast them away. Head back to security,
    but there are more crawlers, and I suggest you run past them and through
    the door. The big guy will scare you, so just refill your stasis and head back
    to your base area. Catch your breath, save, and visit the store. Now you're off
    to the clinc area.

    *NOTE: Depending on your skill level, maybe your difficulty, bring all of your
    small med packs and maybe a few extra medium ones. The upcoming fight could
    get out of hand if you suck at this game. Bring five med packs minimum, at
    least one stasis pack, and maybe a small air can if you want to be safe.*

    *CUTTER: At least four full packs of ammo.*

    Clinic

    Proceed until you meet the old doc again. Go through the door when it
    opens, then be ready for some fierce and nerve-shattering combat. For one,
    you still can't kill the regenerator. For two, you must quickly kill all the
    other enemies so Kendra will open the door faster. If you can handle those,
    then maybe focus on grabbing the items in the room. Basically, you can shoot
    the force gun's mines into the big guy to hold him back a lot, then kill the
    female slashers and babies that appear. After you take them out, and you'll
    probably be running from one end of the room to the other, then stasis and
    chop up the big guy until Kendra calls, then head for the big door and go
    through.

    *CUTTER: Your goal is the same as anyone else, you just have to make sure your
    stasis hit the big guy and your shots fall on the females. There is one baby,
    three females, and the big guy. Just stasis him when he appears, handle a
    lady, find the baby and kill it, then stasis as you take out the last two,
    all the while going from one end of the room to the other. Not too tough.*

    Emergency Room

    If you spent a node here earlier, the room on the right will have two lockers
    of items. If not, then spend the one you got to restock on stuff. Head down the
    hall and grab that red cannister on the left. Use it when the wall creature
    spits out all tentacles for a quick kill. Then pick up the conductor and other
    item. There are two items at the other end by the crying lady; don't worry,
    nothing you can do about her. Then come back and go through the door.

    Make your way to the save point, then into Dr. Mercer's Office right behind
    it. There is a conductor, audio log, and a bunch of items in here. Then use
    the computer, and then the ol' doc pulls a fast one on ya.


    <Objective: Return to Security>

    *NOTE: Of course if you have air cans, you can use them, and you can skip
    the emergency room air supply if you brought an extra. Or just move fast and
    don't use any. You can shoot a few crawlers, run by them, shake a few off,
    and then use a stasis pack so you will be sure to have enough to stasis the
    enemies in the clinic.*

    Can't save, so don't try, and you can start running back before everyone is
    done talking. In the emergency area, at the far end of the first hall is an
    oxygen supply, so use it. On the way back you hit a swarm of crawlers, and
    again, use the alt fire of the contact beam (remember, you have to aim). In
    the main area, the big guy is gone, but there are a few more enemies in your
    way. Just stasis the ones in between you and the door, then run, and in the
    last hall there is a baby, but you can just run right past him. In security,
    just use the computer near the save point to restore O2 levels.


    <Objective: Return to Chemical Lab>

    Before you go, sell conductors, get out your health, and maybe bring a few
    stasis packs just in case. Save, then head back into that hallway. At the end
    the door closes, but it opens again - wtf? Recharge your stasis and go into
    the imaging area. May be that swarm if you didn't kill them. Feel free to spend
    any nodes at the bench, then use the lower door to enter the lab.

    *NOTE: Last chance for that power node door by the bench. You missed the log
    from chapter 2, but the goodies are all still inside if you haven't opened it
    yet.*

    *CUTTER: Again, anyone could use this tip. You won't need to buy another RIG
    suit for a while, so feel free to spend on power nodes so that you have 35 to
    40 thousand creds to spare. Heck, I would almost say you could spend all your
    cash, but you never know how much you may need to buy ammo or med packs.*

    *HARD/CUTTER: Should just have two capacity nodes for the cutter and the speed
    ones, so no need to upgrade that. I would invest four nodes into getting a
    second HP node and at least your first air node for the RIG suit. If you
    haven't gotten one HP node, get one soon. No need to rush that air node, but
    do get one in the near future.*


    <Objective: Go to Hydrophonics>

    Now you must exit via the right door. Go right for some boxes, then left for
    lockers and a save. Go through the door.

    Cryogenics

    The fight here has three babies and the big dude. You have a recharge on the
    wall, so stasis away. You want to kill the babies, so freeze the big guy and
    hack away at the little ones. Look to the doors by the window, once those are
    blue you will go into phase two. It's really easy, just get the regenerator
    into the middle column area, stasis him, then run into that room and use the
    computer on the window to freeze him for good. Then you are free to collect the
    items as you wish, especially the node right behind the computer; an item
    between the shelves as you leave.

    After that, take the door to the tram station, one item in the waiting area,
    and you're done.
    BOOM IT GUYZ!!!

  5. #5
    Senior Member boomermitra's Avatar
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    ===============================
    Chapter 6: Environmental Hazard
    ===============================

    <Objective: Poison the Leviathan>

    Tram Station

    Audio log and an item, then head to the deck. There is a bathroom on the right,
    with items on the ladies' side, and more items and some crawlers on the guys'
    side if you get close to the toilets, so kinesis that item. Take the lift up.

    Sapling Room

    Schematic and some items, then go meet Hammond and more items. After the chat
    go into the next room.


    <Objective: Destroy Poison Pods (8)>

    Atmosphere Control

    Some lockers on the left, and a store. At this point I had enough money to buy
    a power node and then buy 10 line racks so I could bring back the old Line Gun
    and set the Ripper in storage. That means I have the Cutter, Contact Beam, Line
    Gun, and Force Gun, with the force gun only needed for its grenades. Save and
    feel free to take a breather before moving on. Take the left door.

    *CUTTER: Feel free to buy enough power nodes until you're around 30,000 creds
    or so. Should have a lot of spare ammo to sell. Note that you need one node for
    a door on this level. One final note, the next RIG suit is in the next level,
    so hold onto some of your money.*

    Hallway to West Tower

    The sprouts here emmit hot water, so don't get close when the lights blink.
    The first room on the left has a box that is probably locked, and the second
    room has a bench; maybe work towards a second damage upgrade for the Cutter.
    Come out, avoid the sprouts, collect two wall boxes, then up the lift, kill
    the slasher, and through the door.

    West Grow Chamber

    Items to the right, then come around to the left from the door for items on
    the ground, then when you try to advance up the room the ambush is on. The
    first wave is two babies and two slashers, then two slashers come in waves from
    the back of the room. Just fight them off, or run to the back and go through
    the door, however you wish to get through that door.

    *HARD: What you want to do, maybe normal players too, is just walk up as you
    enter this area, and there will be two slashers and two lurkers pop up. Just
    freeze a slasher and take out the other while you move to avoid the babies.
    Then just move up some more to lure out the ambush dudes on the left side of
    the room, should be three in all. Then move to the back of the area and be
    ready to the last three or so. Just be patient is all.*

    Once inside, move forward to see a Poison Pod wheezing his fumes into the air.
    Shoot the box, then shoot him twice with the cutter to take out the first of
    eight. Get out your line gun, or strong weapon of choice, turn around, and wait
    for the super to leap out of the vent. Go outside for a single baby. Then go
    to the opposite end of the area into another room for a second pod. Kill it,
    collect the items, come out, shoot the pregnant in the arms, and then head
    for the lift in the center of the room to go up a level. There is and item
    beside the lift, an item to kinesis to the left of the door, then enter the
    door behind the lift.

    *CUTTER: You can curb stomp the poison guys to save ammo, even if not on a
    cutter-only run.*

    *NOTE: If you want to take the lift to level 3, do so for more ammo and items.
    You could get them now or later, depending on your open inventory slots.*

    Hydroponics Control

    A locker to the right, then move up and before you kill the pod to the left,
    take the two cannisters and place them among the dead bodies in the center of
    the room and put all three on around the cannisters; hopefully you have 3
    cutter blades, two for the pod and then one for a cannister. So kill the pod,
    then quickly shoot a cannister to not only explode the dead bodies but also
    to damage the infectors. Kill them because though they didn't do their job,
    they can still kill you (if they jump on you mash the button to kill them).
    Exit and take the opposite door to get a box and save.

    *HARD: Yes, you could stomp on the bodies to dismember them, but then the
    infectors won't have any bait. At least leave one body whole, but there are
    two of the things that appear. It's up to you if you want to let them get their
    hands on bodies so you can blow them up, or just hit them with the cannisters.
    You could place one by the door, hit it after you kill the pod, then hit one
    placed in the center, or any combination.*

    *NOTE: Again, you could take the lift to level 3 for items and a conductor.*

    Refrigeration West

    You will go inside, turn right, and there is an exploder coming right at you.
    Use the force gun to knock him back, then toss grenades from that gun at him
    (alt fire), or if it is not too close you can aim for the bulb bomb on its
    side and blow it up. Then a few waves of these things come from the opposite
    end, so you could try more grenades or aim for the bombs. Whatever you do,
    don't let them get close to you or they blow up. Collect the items and into the
    next room.

    *NOTE: For all parts zero-g, remember to kinesis the items out of reach.*

    In the next room are a few items and a stasis recharge. This part can get
    tricky since I won't lay out the course step by step. Go into the zero-g area,
    look up, and kinesis that panel with the arrow on it to the side. Two babies,
    which I've long known are called Lurkers but babies sounds better, will fall
    out, so kill em. Go through the opening and in this "cage" you would do well to
    avoid the spikes, a clever idea. Get over to the side so you can open the next
    panel. Jump through and then locate the single baby in this cage. Jump over to
    the solid ground and through the door.

    Air Filtration

    Item to the sides of the door, then get an audio log before taking the lift
    down. From here you need to shoot four purple panels to open the path. The
    first is on this side, the next is in the first tube, the third is through
    the panels of the first tube, and the final one is through the doorway of the
    second tube; all of which can be shot with the cutter from the first doorway
    without entering the tube. Once the four are down, you're going to make a mad
    dash. It's pretty simple, you wait for the fire to pass, then run, in the
    second tube run past the slasher, then keep going to get on the other side.
    Then get to the corner behind the pod, kill the slasher following you, then
    kill the poison pod.

    *NOTE: Jacob Guerro gave me the tip, but I'll flesh it out for him. The flames
    come out of one side of the tubes, and if you stasis the hatch that opens you
    can delay the flames from shooting. You can still hit all four panels from
    the first door, and you can still run through on one go, but if you get caught
    or are fearful of the slashers you can stasis those hatches to be safe. There
    is a recharge in the first hall if you need it.*

    Take the lift up and go right for two items, then into the control room for two
    items and a power node. Then follow the left path and take the elevator back
    to the grow chamber. There is a pregnant to the left and two babies on either
    side. If you didn't take the central lift up to level 3, do so now for free
    items, then return to hallway.

    *NOTE: You can spend all you nodes or whatever, just keep around 40,000 or
    so creds and have one node when you leave the control area.*

    Something busts open all the vents, but no worries. Take the lift down,
    careful to avoid the sprouts, use the bench if you wish, and return to the
    control center. At the store, sell the conductor, set aside your excess items,
    and buy all the ammo you want; probably just four sets of ammo for the line
    gun and cutter. You only need four med packs, medium I would think, and then
    feel free to buy two power nodes if you have around 40,000 or so creds. Save
    and take the right door.

    Hallway to East Tower

    Text log, and inside there is a Guardian across the way. Use the cutter on the
    tentacles, then the tentacles on the egg-things. There are three doors. The
    first one has a bench, the second has a slasher and a box, the third requires
    a power node to open. Spend a node on the last door first, collect the items,
    then open the second door only if you want to get a single item and kill an
    enemy (which could be three items total). Then spend what you wish on the bench
    if you haven't done so earlier. Take the lift up and into the next chamber.

    *NOTE: Capacity upgrades WILL refill empty guns. This should come into play
    with your Cutter if it's empty. It's like a clip-extender and 10,000 cred
    ammo in one node.*

    East Grow Chamber

    *NOTE: I realize that you can use kinesis on boxes, then shoot them at a
    wall to open them, rather than wasting ammo.*

    Yep, not as colorful as the other one. Just left of the door is a box on the
    wall, then go further left for another box on the wall. The door in front of
    you closes, so move forward with the Cutter/Line Gun in hand as a Brute is
    waiting to the right of the door. Stasis, run behind, slash away, and repeat
    until you hear the door open or see the item drop from him. There is another
    box on the opposite door to this room, a line rack at the back of this area,
    and two boxes in the lower right corner.

    *NOTE: By this time I'm all out of Cutter ammo, so the Force Gun is a good
    second. With a few power upgrades it's like a shotgun, only you can't focus
    the fire on limbs.*

    When ready, enter the upper left room, kill the poison pod, collect the items
    in the boxes, and recharge on the wall. Exit and enter the upper right room,
    but DO NOT open that box unless you want crawlers to shoot. Just collect the
    three items and come back out.

    Go to the lift and notice that behind it and on the ground is poison pod under
    some glass. What you'll do is use the panel on the right side of the lift,
    stasis the glass door, run to the left, and then beam/cut the poison pod from
    the opening. Careful not to hit one of the containers or you'll take damage.

    Take the lift up to level 3 and kill the lone poison pod up here. Then go
    back down to level 2 for an audio log, some items, an item to kinesis to
    the left of the locked door, and even a power node in the open door that leads
    to refrigeration east; save first.

    Refrigeration East

    *NOTE: Turn cutter angle to vertical.*

    You start with another one of those arms, so use any Cutter ammo to hit that
    yellow spot, or line it to free yourself. An audio log past the next door,
    then into the the series of cages. Get under and to the right of the opening in
    the ceiling and jump up. From here you must freeze the electric conductor,
    then jump to the wall adjacent, then jump through the hole to fight two babies
    to your right.

    Now you get to the other side to jump through the hole, kill two babies in this
    top cage, then take out the last poison pod. Collect floating items and now
    make the long return trip back down. No enemies, and all I'll say is you need
    to be positioned almostf perfectly adjacent to an opening to jump through it;
    when you reach the electric part, there is a switch you can press (it's blue)
    to turn off the power.


    <Objective: Recycle the Atmosphere>

    Make your way back, save, and when you get back to the hallway, there are three
    slashers prime for a few force gun grenades. The rest is you and the bench.
    You can hit it the first time through, or go to the shop, store your items,
    sell what you wish (though I think you should keep spare items), buy a few
    power nodes, and then get that Cutter up to snuff with capacity and damage
    upgrades, or maybe trick up any other gun. Then buy ammo for low guns, and
    then save. When ready, press the buttom on the computer by the save station,
    then go through that big door in the front.

    *CUTTER: Since you don't have much to upgrade, consider getting a kinesis
    range upgrade.*


    <Objective: Poison the Leviathan>

    Hallway to Food Storage

    Audio log as well as a few items. Open the door, grab an item, then insert the
    poison into the machine. Now into the food storage.


    <Objective: Kill the Leviathan>

    Food Storage

    *NOTE: Set the Cutter to vertical.*

    Just as you step inside and the lights turn on, don't move up too far. Look
    around through the blur and look for about six items, mainly a med pack.
    Move forward a bit to wake the Leviathan.

    There are two parts to this fight: three tentacles and then the mouth. You
    start facing the tentacles, one of the three. For every encounter with an arm,
    you need to always be strafing to one side; may as well be to the left since
    you'll have more view. Once an arm commits to attacking you, it sticks out
    further to reveal it's yellow, so start shooting it with clear shots. If you
    take it out, great; if not, the arm will slam down away from you. When it
    slams down, you need to look to an area at or behind the arm and then jump to
    there, and the arm should be away by the time you land. If you are directly
    in front of opening for the arm, it may land right on you. Then resume your
    attacks on the yellow.

    *NOTE: A given, but please reload after each few shots.*

    Keep this up for all three arms until they are gone, then the thing will roar.
    While he exposes the orange mass in his mouth, shoot it with a contact beam
    shot or whatever. Quickly be ready for him to start shooting his bombs at
    you. There are five in each attack. You can shoot them, but that's not the
    wise choice. You want to use kinesis to grab the first, shoot it at the second,
    then grab the third and shoot it at the fourth, and then grab the fifth and
    shoot it at the mouth. You may have to do this more than once, but it seems
    like a good hit will send it into the final phase.

    Just to make sure we're clear, the way to grab the bombs is when they are
    reasonably close, not when they are just spat out. Be careful not to mix your
    buttons and just let the final bomb float in space or something. If a bomb is
    moving toward you and there is no "wavy" sound, you're about to get blasted.

    *NOTE: Remember that you have a "health" button that instantly uses a med pack
    from your inventory, because you don't want a regular hit to kill you instantly
    and have to start over. Just keep an eye on your health because it seems like
    the tentacles are more likely to land on you if your health is low. Also
    know that you can't hold the aim and press the health button or you'll do
    something else.*

    And then you will face both the tentacles and mouth at the same time, but it's
    usually one or the other. All you have to do here is avoid the tentacles when
    it's attacking, then make sure you have a shot to grab the bombs rather than
    all of them hitting an arm. Get in about 3 or so good bombs on the core, then
    maybe a few beams or cutter slices when the things roars, and the fight
    should be over. It's not terribly hard, and if the arm kills you, it shouldn't
    take but a few tries to get this fight over with.

    *HARD: Not sure why, but grabbing the bombs was much tougher for me. I would
    suggest you maybe shoot the bombs to stall them, then try to grab the fifth
    one. If all else fails, hopefully you have enough health, and just focus on
    shooting the core alone to make sure you get in damage.*


    <Objective: Return to Tram>

    Collect any new stray items floating around, which there should be a ton around
    the beast's side of the tube, then make your way back to the save station.
    Buy any ammo needed, store some, maybe refill your med packs, and then head
    back to the tram to end this chapter.


    ========================
    Chapter 7: Into the Void
    ========================

    <Objective: Find the Mining Access Key>

    Tram Station

    How much more SHE can take of this? Isn't she just sitting on a chair hoping
    not to die? A box to the left, another inside the waiting area. Down the hall,
    right for a box in the corner, then a power node to the left corner of the
    door to the RIG Room.

    RIG Room

    There's just a single box to the left side, then lockers, creds, and a med
    pack on the right. You can buy a node or two by selling excess ammo for
    seldom-used guns, then go to that bench and spend them; probably on empty
    slots on the RIG or stasis, or whatever gun you like. Save and then down the
    lift to deck B. You're attacked by four slashers on the way down, so stay in a
    corner and use the cutter or force gun.

    *NOTE: You could save one node for a bit later, but you'll have a chance to
    buy another then. So either way will work out. Whatever you do, save your
    money unless you must buy something like ammo or med packs.*

    Processing Antechamber

    Audio log, then go left for a few boxes. Now go right from the start and
    advance up the path to see a slasher crawl up a vent. Now you are about to be
    ambushed by three slashers, a fourth to come, and a pregnant. You could retreat
    to the lift to funnel them to you, or stand your ground like a man, your call;
    best to at least run to the left side. After that, there is a locker at the
    back of the area, then save and down the ramp.

    *HARD: If you go left, they will attack you there. So be ready.*

    Mineral Processing

    Down the hall a single slasher strikes. Some items and a text log, then you can
    use the store; either buy a power node now or after the coming battle where you
    can get free creds. You can continue down the hall to a dead end for items,
    even a few you can grab through the opening. Then turn around and enter the
    big hole in the wall.

    *HARD: Four leapers will greet you upon entering, or when you open that power
    node room. Then

    There are four rocks, and for clearing the first two you are greeted by a
    wave of leapers, then babies; just two of each though. There are items to grab
    all over, but the objective is to get the four rocks and throw them into the
    beam. Again, get into a corner, maybe by that door, to handle the enemies that
    appear. Once all four are gone, head to the corner with the computer and use
    it to restore gravity and call up an ambush of enemies.

    *HARD: The best thing you could do is open that power node room before putting
    on the gravity. Heal up and make sure you have some stasis in you. When you
    turn on the gravity, retreat into the room and take up point so that you can
    see the spot in front of the door as the morphs will drop through the nearby
    vent on the ceiling. You'll have about five exploders and four slashers. So
    just be patient and you'll take them all out. For the pregnant outside, just
    open the door, run out, turn, stasis him, then take him out; if he's in
    front of the door, stasis him there.*

    Once you do, get on one of the bridges so you can't be attacked from that
    vent behind you. There are several waves of slashers and exploders. Remember,
    aim for the bombs with the cutter, then handle the remainder. There is also
    a pregnant that demands a line gun blast to the shoulders to take out quickly,
    or stasis him or others.

    After that, feel free to buy a power node to open the door by the computer, or
    enter the opened room where you'll get a node through the second door. Either
    way, there are just a few items and a conductor in this locked room. Then go
    to the control room for boxes and the key. Take the back door, get the node on
    the wall, then head to the end, where the lights go out, but just stay calm and
    the power is restored. Head out and to the previous area.


    <Objective: Find the SOS Beacon>

    Save, and if you follow the path on the left, should be a single leaper in the
    narrow spot. Then you're free to take the lift down to deck D. You'll hear a
    monster on the way down, but I'm sure that's from deck C.

    Repair Room

    You can barely step out the elevator and then start shooting force gun grenades
    down the paths to take out some of the bodies before the infectors turn them
    all. Deal with the supers, collect as many items as you can, including an audio
    log and semiconductor, then into the next area.

    *CUTTER: Should be able to hit a bomb if you look left after stepping off the
    elevator. Then if you start to go left you should see an infector walk by, so
    either stasis him or just shoot it to death. There is then a second around the
    corner (may be able to see him through the wall) and he will go after the
    bodies to the left, so just kill him when he goes after them.*

    Maintenance Chamber

    Save and look off into the gap. Pull the gondola to you and get on. Items
    can be pulled from the sides, if you want or can carry them. During the ride
    there will just be those egg-things that have a tentacle, but the shots go
    to you, and not in front of you, so they usually miss. Still, it's a good idea
    to shoot their tentacles if you have the cutter ammo. At the end is a very
    interesting sight, a ton of items, and then through the door.

    Maintenance Annex

    Okay, maybe you aren't seeing things. Now you must defend, that person, from
    a bunch of waves of slashers. A few will pop up on your side, and a single baby
    will be on the left wall. You could use the line gun early, then go to the
    cutter after the first three or four slashers. Don't worry when she's - I mean,
    that person is - mobbed, she doesn't seem to die quickly or when touched by
    enemies, but do try to defend her. Collect any items through the bodies, there
    is one in the corner by the red cannister, and then go through the door.

    *NOTE: For the part upcoming, feel free to stow excess items you can't carry
    now onto the gondola. Mainly line gun ammo and med kits since those are the
    only things you would be using. If you were savy enough to carry items over on
    the gondola, get off and use kinesis to pick them up as you may accidentally
    return the lift across from which you cannot stop it.*


    <Objective: Plant the Beacon>

    In the storage you must grab the RIG schematic, items, and the beacon. Now
    return to the gondola and take it back across. There are fewer eggs, but now
    there are about four lurkers to deal with too. At the end you have two
    slashers before you land. Save and there is just one enemy before you reach the
    lift; he's playing dead. Take it up to deck C.

    Mining Hallway

    You better have the force gun out and ready because you'll be rushed by a few
    torsos and a few babies; just knock them back and fire a few grenades. Get out
    the contact beam, go left, and kill the slasher in this room. Now come back to
    the middle room and there are two boxes on either side of the lift doorway.
    Enter the left room and here are the items: three boxes (one with crawlers,
    so pull all three down and stomp on them), two fixed boxes, an audio log (a
    good one), a bench, a store, and a save station.

    Deposit your schematic to buy the suit 4 upgrade, then deposit all but four
    med packs and at the most two of each set of ammo. Feel free to spend your
    nodes at the bench, but upon exiting a slasher attacks, which is quite uncommon
    in any video game. Don't forget to save.

    *NOTE: Best to bring an air can, or two if you have one or less upgrades for
    air.*

    *CUTTER: It's not until level 10 that you buy the next suit upgrade. By now
    you've probably withdrawn all your stored ammo, so feel free to buy more;
    again, you only need four packs of 25 on you at the most. Also, since you
    will have more than 40,000 creds for sure, spend until you have this much
    left on nodes and upgrade away. Focus on health, which you should be able to
    finish off or get close, then get all the air, then get a duration and energy
    for the stasis. If you have to dip a little below 40,000 that is fine. There
    are no power node doors for a while either.*

    Go to the bench and pick up the power block. Take it to the middle area and set
    it down as you fight off the two bombers from the sides. Take them out and then
    bring the block to the right room and insert it in the slot. Take the lift down
    to the control room.

    Control Room

    There are no enemies, just a ton of wall boxes and a text log. Enter the next
    room.

    Mining Bay

    <Objective: Plant Beacon, Destroy Gravity Tethers>

    There are some boxes floating around. Once ready, move forward and you'll stir
    up the super leapers, who are leapers with super health. There are three, so
    either jump around or let them come to you, either way.

    For the objectives, you actually need to hit the first two tethers on this
    side. You'll need stasis, which is in the control room. You go to the spinning
    thing, freeze it, shoot the blue thing inside, and then do the same for the
    tether on the ceiling.

    That's two of those and still need to plant the beacon. Watch the blades that
    skim over the rock. Run toward a corner of the rock and wall where both blades
    will not occupy, or as they go away, and jump to an area of the rock that is
    very close to the outside of the ship. Once one, run outside, kill the two
    babies, and then plant the beacon.

    *NOTE: If you are crazy about the logs, you will have to release all the
    tethers, don't plant the beacon, then go to the control room and try to
    launch it. Yes, it takes that much to get a secret log. I don't believe there
    is anything for getting all the logs.*

    Now for the tricky part. You'll need to jump to a side of a tether, freeze and
    blast it, then run all the way over to the opposite side for this tether. Once
    the tethers are down, now it's a matter of you getting back in for air. If you
    have air on you, then you have more time to plot this out. If not then you
    still have time if you don't mess around too long. Get back on the asteroid,
    get close to the "inside" zone, and if you really need air, run in for a quick
    breath and run back out (die and you start this whole area over, so be a bit
    patient). When you believe you have a time to run, just run inside, look to any
    piece of flat surface and jump before you die; you can stay outside the air
    and jump inside to a flat surface, depends on where you are though.


    <Objective: Launch the Asteroid>

    Make your way back to the lift where a single torso is waiting around the
    corner. Go up and take that block back to the left room; the catch, there is
    now fire in the way. No problem, just run past this first blaze when it goes
    away, then turn around and pull out the block. Swing around the middle area,
    careful of the timed blaze on the second column, and then you're good. Insert
    the block back into the original slot, shop and save if you wish, then up the
    lift.

    A few crawlers greet you, then go around and use the key on the door. Go in
    for a node and a few items, then use the computer to send the asteroid off.
    now stand in front of the door, but not directly in front of it. Two supers
    and a few slashers drop in from the vents, so use the force gun to knock them
    all back, then finish them off with the line gun; stasis if you need to.
    Then head back to the lower level and save; feel free to spend your node.


    <Objective: Return to Tram>

    Take the central lift back up the deck A. A super attacks you on the ride up
    (he drops by the panel), then you have three dividers to deal with up here, so
    don't let them choke you by staying near the elevator; don't reload and spend a
    free node on a capacity if you can. Buy if you need anything, save, and head
    back to the tram.
    BOOM IT GUYZ!!!

  6. #6
    Senior Member boomermitra's Avatar
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    ============================
    Chapter 8: Search and Rescue
    ============================

    <Objective: Contact Military Ship>

    Yes, you've been here before. One box should be unlocked, then head to the shop
    where you may want to stock up on any low ammo; especially cutter. When you
    enter the Atrium it's the biggest fight you've been in so far. When you're
    even with the elevator tower, two exploders drop on each side, so you'll have
    to act quick to blow them up. This continues for about two more waves, then
    leapers and supers drop. It's really not a whole lot, but if you let a bomber
    go and the leapers drop on top of you, it could get hairy. Lots of dropped
    items and then the boxes on the sides are all unlocked too. You could use the
    bench in the back for whatever reason too.

    Save and take the only open elevator up to level 3. A few items and a box in
    this room, then in the hall there are more boxes and a save point. But at the
    end are two guardians, so cut off those tentacles before they spit out too many
    little ones. Save and enter the opened door.

    Comms Hall

    There is a full Divider here to handle, so cut him up, then be ready to pick
    off the little parts with force gun ammo. There are boxes on the wall, then
    go through the door.

    *CUTTER: Much harder, so either stay mobile or retreat back through the door
    you entered from as you pick off the pieces one by one. Just make your shots
    count. So long as they just lunge at you, they don't hurt too much.*

    Comms Lift

    There is a bench if you need it, and another save point as if there weren't
    enough. Go up for an audio log, then open the door, get the node to the left,
    then take the lift down the corridor (no enemies).


    <Objective: Fix the Array>

    Lift 2

    A schematic and item, as well as a recharge and save point - geez, they must
    really not trust you can take a step without dying.

    Comms Array Airlock

    Lockers with a conductor and items, a node on the wall, then through the two
    doors.

    Cooms Array Chamber

    *NOTE: Before you step in you can see a leaper on the wall, and shooting him
    doesn't "wake him up." Just cut off his arms, maybe his head, and when you
    step in he should die. Then just step inside and let the other two come to
    you, but you'll need to quickly fend them off at close range.*

    There are three super leapers to fend off once you step inside. There are two
    boxes floating to the left and right of the door. Now, notice that there is a
    big computer screen in front of the doorway. Look at it to see there are a
    few yellow dots on either side of the middle. Look down to see that there are
    mostly broken dishes along the lines extending from the center. Your job is to
    take the three green dishes from around the room and replace the broken ones
    around the center. One is near the door and the other two are on the right
    side of the room and up. You just take out the busted ones, shoot them toward
    the ceiling, then get the working ones into their slots. It's not hard,
    especially since no enemies attack you.


    <Objective: Contact Military Ship>

    Now head back and go to where the save point is, save if you wish, then use
    the computer. Of course it doesn't work, so now head back the way you came on
    the long lift.


    <Objective: Use ADS Cannon>

    A super is on the tiny lift when you step inside the hallway; stasis him and
    then cut him to pieces. Feel free to spend your nodes at the bench, then save.
    Go out and take the door on the right for the elevator.

    ADS Cannon 48

    *NOTE: This "boss" is also known as Slug. Isn't it nice how he kindly waits
    until you shoot at him before he starts inflicting damage?*

    Four boxes, and through the door is a node on the right, a save point on the
    left. Then get on the gun. We'll call this the "48 Monster", because numbers
    are cool. To kill 48 you need to target the yellow of his five arms. The arms
    swing down and around, but as they have something in their hand and are about
    to toss it at you, that is your chance to fire at it; you both knock the item
    out of the hand and cause damage. You can keep a constant stream of fire out
    of one gun, but you'll want to use both when you have a clear lock on some
    yellow. Aiming at the arms means that most of the debris they toss will cross
    your line of sight, but some will go to the outer edges of your hull. You'll
    most likely end up just trying to sweep your fire across the line where the
    yellow spots stand, so keep firing, try not to overheat too much, and you'll
    eventually take out the arms one by one.

    So fire in bursts, keep your sights in the middle and sweep in across, try to
    use just one cannon (you have two) for the early goings so you can get more
    shots off, and if you see your chance, fire both cannons at one yellow spot.
    Also keep you eyes open for the debris that you can shoot too.


    <Objective: Return to Tram>

    *NOTE: Divider parts can use vents too, so keep that in mind. You can stasis
    them too, even as they fall off the main guy they will still be stasis-ed.*

    After the scene, save and go back down the lift. You can stop and spend that
    node, or head back where you'll run into two divider parts; remember, force
    blasts work best. Save if you wish and then back to the atrium. There is just
    one divider to the right as you exit, so be ready. Hit the store to deposit
    your schematic for a crap item, then fight the pregnant behind you as you
    return to the tram.


    ==========================
    Chapter 9: Dead on Arrival
    ==========================

    <Objective: Enter Military Ship>

    Tram Station

    Just a box and a bench. Proceed to more items and a store. Go through the next
    door for one more item before entering the next area.

    *HARD: Should bring an extra stasis pack or two, and buy up to four packs of
    cutter ammo if on a cutter run.*


    <Objective: Clear Radioactive Material (6)>

    Ore Storage

    *NOTE: You can stomp of these panels if you want.*

    There are two floating boxes. The goal is to get all six of those orbs down to
    the ground level for easy tossing. I would say you should start by going around
    the room and getting all six and getting them down there and over the door.
    Once you do, get on the ground and cut the six lines to the door to open it.
    Two lurkers attack, then two super leapers, then two more lurkers. Kill them as
    you toss each ball through the door and into space; you can bounce them off
    the side of the doors or around the rim. Once you do, just look to the opening
    in the ship, jump to it, walk to the door from the curved side, and you're in;
    you can ignore the last to lurkers that appear, stasis those leapers if you
    want.


    <Objective: Find the Singularity Core>

    Starboard Corridors

    A box to the right after the quick scare. Proceed to the save station, then
    go through the door.

    Cargo Bay

    There are four items: two in boxes to the right of the door and across the
    way by the debris, an item you can grab standing by the pod's door, and an
    item you can kinesis from the right side, behind the pod. Then look up the room
    and to to the right. Pull the crate back with kinesis, then the next one along
    the wall to grab a single item.

    Move the crates on the left to make a path and get to the other side of the
    room to face a new enemy, Twitchers; soldiers with stasis packs that make them
    faster, somehow. Use the force gun to knock them back, then either keep using
    the blasts over and over or shoot a grenade, just know that missing a grenade
    on these guys will cost you some damage if you don't recover. Three will come
    after you to start with, then a fourth when you move up the room. From this
    side of the room, find the path on the side to get two items, then go through
    the door to exit.

    *CUTTER: Yeah, these are the toughest enemies you'll face. You must aim low
    because they like to use the advanced tactic of ducking as they move. Just
    make sure your clip if full for each encounter and you have plenty of med
    packs to heal your wounds. If you can, you can stasis these guys, but they
    are hard to hit.*

    Torpedo Room

    A box to the left. Box on the opposite side, then a box by the other door that
    has a semiconductor.

    *NOTE: Across from where you entered this room, if you move the boxes by the
    vent cover you will be met by an enemy, so don't do that.*

    Port Corridors

    *NOTE: If you don't want to have a chance of fighting additional enemies,
    stomp the three bodies in here. If you don't mind that thought, stack them up
    somewhere and be ready to stasis them or hit the infector as it goes for
    them. One drops by the elevator, then another by the save point.*

    Enter the next area for a box by the save point. Go to the elevator with
    Force Gun in hand and try to open it only to have two infectors drop in. They
    go for the bodies, so either blast them off and grenade them, or use some other
    gun to kill them quickly. Once they are gone, get that power block on the
    other end of the wall and put it in the slot to take the lift up.

    Armory Corridors

    Head down the narrow passage, turn right for two items, then head into through
    the door.

    Armory

    A divider in front of you and two exploders to the right, so maybe get them
    first and then force blast the divider. When you move into the little area
    in front of the door, two more bombers come out of the vent by the door you
    entered from. There is an audio log by the shooting range, a node by the bench,
    and more items around; please don't run onto a gravity panel.

    You may want to try out the shooting range. For one, your ammo used will be
    provided, so no worries there. The rules are simple, hit the red targets, don't
    hit the blue ones, and at the end you are rewarded free ammo. If on a cutter
    or hard run, this may be needed ammo since you're away from a store. Not sure
    if you can use other guns, but use the cutter for this one; should be easy for
    the first three rounds. You must be perfect, not missing a target, and it
    doesn't matter where you hit the body, each hit is worth 100.

    The rounds add levels and the rewards do build up. I find it best to stand in
    the middle aim below the score board so you have all three levels of the field,
    and keep your base sight to the left so you can see the left side targets. You
    have two shots at the most to any one target for the first three rounds, but
    starting with round four you have to be quick. It's best to move to your
    target and make sure you have a shot rather than shooting quickly.

    There are five rounds, here are the rewards: ammo, ammo, medium med pack,
    semiconductor, power node. And after you beat all five the ammo then is your
    own, so you can only play the five rounds.

    So anyway, onto the next area after you spend your node at the bench if you
    got it, or save it if you have nothing to get of interest. Then exit the room
    to see a guy die. Refill stasis and go into the next area.

    Infirmary

    The laser will kill a twitcher that charges you. There is a schematic left
    of the laser that you can grab with kinesis, but if you want the box item you
    will have to stasis the laser. When you go for the box a twitcher comes out
    of the vent, and I would suggest force blasting him so he lands where the
    laser will slash over, and be sure to stand away from the area yourself. You'll
    probably have to use another stasis to get the box item. There is one more box
    by the exit door that you can get freely, then go out.

    Barracks Corridors

    A Twitcher will charge you from the left, then you'll have exploders from both
    sides and a second from the left; you could use the infirmary door as a funnel
    if you want. Go right for a few items and a node, then come back around, and
    when you approach the door you can look further down to see an exploder in
    the back, so feel free to shoot him if you want to; mainly to kinesis his
    dropped item. Collect the items, save, and enter the next area.

    Barracks

    You can get the two items on the sides of this first column, then pull a med
    pack out a cell on the right. When ready, move up a bit to stir up the place.
    I won't go over every enemy, but there are about three Twitchers, three babies,
    a pregnant early, six or so exploders, and about four leapers; with maybe more
    that get caught in gravity panels. They don't come at once, and the twitchers
    come one at a time, while the exploders will slowly move in the back. Just
    stay at the door and you should only have to move a bit to the left to avoid
    the lurker fire. It's not a hard fight, just handle the twitchers and avoid
    the projectiles of the lurkers and you should be able to handle the other
    enemies from long range.

    *CUTTER: Yeah, the enemies are tougher to down, and with the cutter you pretty
    much have to take your lumps. All I can say is you need to know to use your
    health button, and to move around. You only need to circle the column nearby,
    but don't move into a more crowded area. Just try to take out the twitchers
    first as you can outrun the rest.*

    After the fight, all is clear. No more items in cells, just lots of dropped
    items to find and two wall boxes on each column. There is a store at the back
    to drop off that large med pack schematic and sell your conductor. Put away
    excess items, refill four or five med packs, and you should have plenty of
    ammo. Don't forget the text log, and go through the door. Everyone should have
    at least two stasis packs on them.

    *CUTTER: Should have tons of ammo to sell, should be able to have five medium
    med packs on you, two stasis packs, and at least two full packs of ammo.*

    You're back in the engine corridors. Move forward and save, then get the item
    in the box, and then into the next area.

    Engine Hall

    A few boxes along the hall, and three at the end by the locked door. Then into
    the next room.

    Engine Room

    Two boxes on the wall, then take the lift up. The puzzle here is to take out
    all six power boxes along the columns in the middle of the room, but you have
    to do it by using the two blast shields on this end.

    Thanks to reader Mike Kirby I learned it's much easier than I first thought.
    All you have to do is stand directly behind each shield, move them up the room,
    hit the three panels on the columns, come back, and do the same on the other
    side. Careful not to move from directly behind the shield or you may get
    burned; you can take some, but no more than three hits, and you can move
    a little bit from side to side.

    Once all six are shot, the thing shuts down and you are free to grab the core
    up the middle. Make sure you have stasis ready to go.


    <Objective: Return to Tram>

    Take the path on the right for five boxes, then out the door there is a box
    just to the left. Move forward and say goodbye to an old friend. The Super
    Brute isn't much different from the normal ones if you have stasis and
    cutter ammo. The strategy is the same: freeze, run behind, shoot back, and when
    normal shoot the shoulders, or shoot the shoulders to start with. Your guns are
    hopefully more powerful than normal, so this fight should be pretty easy if
    you have handled previous brutes well. Remember, use a stasis pack when you
    need to and when he is down.

    Go through the door and take a right into the next door, not back the way you
    came.

    Corridors

    Two items in boxes, pick up the battery and put it in place, grab the wall
    box item, then go down. I don't think you are timed, but pick up the pace a
    little just to be sure.

    *NOTE: People have said the battery isn't there, so I don't know what you
    would do, it's just a glitch I guess.*

    No need to save, unless OCD, then exit this ship. Outside, jump to the wall
    with the door back onto the Ishimura, and go in. There is a twitcher at the
    corner by the store. You can stop at the store if you must, and feel free to
    spend you node(s) at the bench before stepping onto the tram.

    *NOTE: The next power node room is far away, and the next RIG is 60,000 at
    about halfway through the next level. So, depends on your situation, but feel
    free to spend until you have 50,000 or so, even more if you have stuff to sell
    and you want to get some beefy upgrades.*

    *CUTTER: You should have all the but the speeds for the cutter, all of the RIG,
    one kinesis at the most, and by this point you should be able to get all the
    duration nodes for the stasis mod.*


    =======================
    Chapter 10: End of Days
    =======================

    <Objective: Find the Crew Key>

    Tram Station

    Just one box to the left.

    Commons

    *NOTE: Please smash the legs off all of the dead people.*

    Yes, those are people; look at their heads - weird huh? There are four items
    to grab: one in the open, one in a green box, and two in wall boxes. Visit the
    store for any shopping and storage, then up the lift (yes, you should
    recognize that singing). There is a save point, item, bench, and text log;
    the log seems to hint at the inner workings of this game, so read it if you
    planned otherwise.

    We are going to go out of order for where the locator points you because we
    want that level 5 RIG. Instead of taking the top door, go on the ground and
    take the door on the right.

    *NOTE: If you want a free log, go up the lift, take the door behind the save
    point, and try to go through the locked door.*

    Rec Hallway

    There is a scare to the right, but nothing attacks. A box to the left of the
    door, a box in the left corner, then enter the next area.

    Tons of lockers, probably just one open. A few other items but I'll have to ask
    you to pick up that suit 5 schematic, then go back to the store and buy it now
    if you want, or go into the next area. Read a text log, and get an item. The
    log tells you how to play zero-g basketball. Go inside.

    Rec Room

    *HARD: They make be supers on all levels, but I know they were supers when
    on hard.*

    First, jump up a few platforms to lure out the lurkers. Three of them, so use
    the line gun to quickly cut their tentacles. If you can't see them immediately,
    jump to a platform down the tube to make them move around. After that, pick
    up the nav card and you're free to leave.

    However, if you want to play some Z-Ball, step on the first platform and a
    panel shows up that you can use to start the game. The idea is that there is
    a shot clock and before that reaches zero you should jump to as many of the
    LIGHTED platforms as possible and shoot. The shot clock is on your back.
    There are usually two platforms to jump to for each shot.

    Don't quote me on this, but I believe the game just gets a little bit harder
    and all you have to do is get 16-20 points in each round. I find it best to
    NOT grab the ball as it does stop in the middle, just jump to two or all three
    platforms, then fire when you're sure the goal won't close, repeat, and when
    down to 20 seconds or so, just stand up close and shoot without jumping around.
    Do this for five levels to get a semiconductor, or don't do this at all since
    it takes a bit of time and patience. Level 6 is a trophy/achievement with a
    power node.

    So anyway, open the door to get out the reward room and a super slasher attacks
    right away. The hallway is clear, but upon returning to the commons there will
    be a super slasher to the left and an infector on the right. Stasis both, kill
    the infector, then kill the slasher. If you fail to kill the infector, and if
    you failed to smash all the bodies' legs, prepare for death.

    With the final suit schematic in hand, spend 60,000 to buy it. There is a
    power node room in this level, so spend to around 20-30 thousand creds on nodes
    and keep one in your hand, or just buy as many nodes as you need. Fill up, buy
    any ammo, save, and head left.

    *NOTE: You will get a few more nodes, so you can spend all you need now.*

    *CUTTER: All I had was one speed node on the cutter and two kinesis range nodes
    left, so you should be close to done upgrading too.*

    Residential Hallway

    A quick little scene, then go around and enter the mess hall.

    Mess Hall

    A single box to the left, and keep going to see an exploder appear in the hall
    you came from, but he can't get you. A box and wall box, then take the lift
    down. Use the force gun on the two dividers that attack, collect the items and
    the power node, and open the box in the corner for the crew key.

    *CUTTER: You'll need to stasis the big guys, then probably go up and down the
    lift as you handle the many pieces. You could always hide in the corner if
    you like, for real.*


    <Objective: Find Navigation Cards (3)>

    *NOTE: You already have one nav card by getting the level 5 RIG early.*

    Back up the lift, back to the hall, then take a right to the next area.

    Residential Lobby

    To the right is a guardian with a super slasher. You'll do well to shoot either
    line gun mines or grenades at the guardian to clear the eggs and damage the
    super a bit; down the slasher as you cut the guardian up and handle the eggs,
    but you may want to stasis both, although I think the guardian already spit out
    a few minions. Some items around, then take the door to a tiny bathroom for a
    few items. Come back out and use the key to take the lift down.

    Sleep Block A

    No enemies, just items and a save point. To the left of the left door is a
    bathroom, and I don't know about you, but it sure doesn't hurt too much to
    blast that super slasher body without testing to see if it's alive; just two
    items in here. Save, get out the cutter, and take the middle door.


    <Objective: Override Locks to Block B>

    You're still in the A block. Move forward to have the arm come out and grab
    you. Shoot the yellow with about four shots and you're free. There are two
    items by the arm's hole, and two items by the door you came in (one hidden in
    a corner). Take the door to the Storage Room and move the lever down; don't
    miss the item hidding to the left of the door. A super slasher is in the
    sleeping area, so fight it and go through the door. Save and enter B block.

    *NOTE: Feel free to spend a stasis pack if you need some.*

    Sleep Block B

    Yep, no air in here. There is a pregnant and female slasher to the left as you
    enter, so cutter them up. There are two rooms on the left: bathroom has a few
    items and the dead-end hallway has a single item. In the middle room there is
    an O2 recharge, but get close and that super wakes up, so get him first; if
    you ever run low, return to this, or even out the door you came in for
    whatever reason.

    Take the door to the bunk area and move forward a bit to bring out the new
    enemy, the Super Lurker. The only difference is they demand about four shots
    or so to kill. The first drops from the ceiling, the second from the left,
    and also from the left is a pregnant torso you may want to watch out for. If
    you go left, a twitcher pops up behind you, so be ready for that. There is a
    box in the corner (right of the door you entered) and then into the closet for
    a node and two items - feel free to get more air.

    Go around the left corner, finally, and pick up the first card on the floor.
    Keep going to fight a twitcher (I think a lurker too but mine glitched and was
    stuck in the ceiling). Kill, a box in front of the door and to the side, then
    back to the starting room and out to the hallway with air. Head back, save,
    and then up the lift.

    An exploder scares you, but doesn't attack, yet. Go into the hall where he and
    his friend and a few dividers parts will attack, so pop their bombs and force
    blast the parts.

    In the commons, spend your two nodes as you wish, save, down the lift, visit
    the store if you like, then through the door to the rec hallway.

    *NOTE: Feel free to buy or keep one node for a door upcoming. For cutters,
    should be able to get a speed node and still save one.*

    *NOTE: If you want stasis, feel free to use and/or a stasis pack since there
    are no recharge points nearby.*

    A super slasher greets you (line gun him), then use you key on the lift to take
    it down.

    Sleep Block C

    Save, without listening to the message, then into the room to see the video
    looping, but there are three eggs to kill first. The bathroom has a few
    items, then into the next area. Spend the node at the door for some goodies,
    then turn to see the beds that form a puzzle.

    Move the one on the far right, so slide it across the wall, then push the
    one nearby into the wall. You should be able to walk in for a conductor. Now
    turn and slide the bed you just moved so you can move more along the wall. And
    then you're free. Now follow the path to see a woman who does something that
    you may want to watch, then you are free to grab the nav card and health pack
    in the corner. Then have the force gun in hand.


    <Objective: Repair the Shuttle>

    Feel free to start making your way back because the regenerator and a few
    super slashers are unleashed. While in this room you should knock them back and
    make your way to the sliding beds, then slide them so no one can get you. But
    you may want to cool you jets before you try to rush back. Once you close off
    the bed area, barely move the bed you just pushed so you can shoot the slasher
    from safety. The regenerator will be by, but he can't touch you so long as you
    beds are close.

    *HARD: There are also lurkers as well. Not to mention, even if it may have
    been a glitch on normal, but the hunter did not follow into this room, he
    stayed in the bunk room. So basically you will need to stasis everyone and
    then use a pack to refill because you'll just need to freeze all and run for
    the elevator when it's open.*

    When you open the beds to get out, the things will drop in on you, so knock
    them down or stasis them and go out the door to the starting room. Now you
    must fight off a few slashers before the door to the lift is opened, so
    have at it. Once the door is opened, knock back the next one, go in, skip
    saving unless you have no other choice and get on the lift. But keep in mind
    that the enemies can enter this area through the vents.

    In the commons, feel free to visit the store and bench for anything you
    want/need, and don't forget to keep a decent store of ammo. Save and follow
    the door to meet a friend - I think he's a friend anyway.

    *NOTE: I strongly advise you bring at least two stasis packs, just in case.*

    *CUTTER: Bring three.*

    Security Station

    As he talks, get the semiconductor from the box. After you hear him out, take
    the lift down.

    Captain's Quarters

    Four pregnants in here, so chop away. I used the door to the hallway as a
    funnel and took on one pregnant at a time. Collect the items, and here are the
    results for entering each room:

    Lower Left: audio log, item, and conductor by the bed
    Lower Right: two boxes
    Upper Right: one box of crawlers and one box under a chair
    Upper Left: box, text log, and an interesting model

    Shuttle Bay Hallway

    A wall box and save point.

    Executive Shuttle Bay

    Four items on the right side, of the room, an item to the left of the door,
    three in the control room, then enter the shuttle and insert the cards in the
    open panel.


    <Objective: Test Fire Engines>

    Enter the control room and use the computer. A single twitcher will appear,
    then the regenerator. Knock him down and run out the room, quickly because we
    want him to get stuck in the room. If you do get out, run to the back of the
    ship and look to the wall vents to fight the twitchers. If he is stuck, good
    good. You are free to take out the five or so twitchers with the force gun as
    they file out of the vent. Once they are gone, run to the door and lead the
    big guy out. You need to get him to the upper right (from the entrance) area
    and knock him down either by cutting his legs or force blasting him (not a
    stasis hit). Then run to the walkway where the engines fired and get across and
    turn around. Let him get to the start of this walkway, slighty on it, and then
    stasis him. Run to the control room and fire to melt him away.

    *HARD: Didn't seem like the hunter got stuck this time. So I had to run all
    around the ship as the twitchers came from all sides. Just have health.*

    *NOTE: Dragonball Z fans know these is a very real chance that guy is still
    alive (Cell reference).*


    <Objective: Release the Shuttle>

    Kyne will appear at the shuttle doorway and when he's done talking use the
    other computer to let him go - sure feels like this is bad idea. After he's
    gone, go to the regenerator (aka Hunter, of all times to mention that), for
    a power node.


    <Objective: Return to Tram>

    Save your game through the first door, then up the lift and into the room
    Kyne was in for a med pack. When you return to the commons, quickly kill the
    infector in front of the door before he turns anyone. FYI, that was the one in
    the vid you just saw with Mercer.

    Sell all your excess ammo, anything you don't need and the packs you will never
    get to use. You should know that there is a lot of all but line and cutter ammo
    anywhere you go. You really need just a few extra packs for ammo for you
    other guns. You are a level away from the next power node door, and there are
    no more RIG suits to buy, so feel free to spend until you have 20,000 creds
    left on ammo and nodes.

    *CUTTER: You should be able to finish off all of your upgrades at this time.*

    You should pretty much be done with the RIG suit, if not close, and your
    favorite guns should only need a few more upgrades. Head back to the tram.
    BOOM IT GUYZ!!!

  7. #7
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    ===============================
    Chapter 11: Alternate Solutions
    ===============================

    <Objective: Transfer the Marker>

    Tram Station

    So that title of the chapter isn't encouraging at all. This is where you left
    chapter 1, remember? Bench and store if you need them; or do more of the
    selling of items for nodes business. I would think you only need two L med
    packs and four M med packs in BOTH the storage AND inventory at the most, any
    extra can be sold for nodes. Just one ripper ammo, no flame fuel, maybe one
    pulse round ammo, three stasis packs, three air cans, and moderate amounts of
    ammo for your other guns. Don't sell any guns, don't sell line gun ammo or
    plasma energy.

    *HARD: You should withdraw three L and 5 M med packs at the least. Bring two
    stasis packs and buy plenty of ammo for you big guns.*

    When ready, head to the Access Hallway door to get a quick fright, but no
    bite, from an exploder, then you can enter the bathroom for a single item
    before saving. Enter the open door.

    Cargo Bay

    There is a bench, which I don't think you need, and then use the cutter to
    kill the exploder and pregnant down below (arms of pregnant and shoot the
    exploder when both are apart). An item and some lockers, then head left for
    more lockers and some boxes in the corner. Use a stasis pack if you brought
    a few and you're in the red.

    *NOTE: You can circle the area, visit all four corners, get the node, and
    get everything before pushing the button, if you can carry it all.*

    Now, once you hit the button you'll activate one of the biggest fights yet,
    hence why I was stressing you to upgrade. Normal monsters, about every type
    but leapers, are unleashed. After you handle them, start trying to slide the
    Marker down the path, from the far-side walkway, and then supers and more will
    be unleashed. I shouldn't have to go over the play-by-play, just know that
    if you have a few stasis packs you can freeze big enemies, and the Cutter is
    the weapon of choice; aim high in the presence of pregnants.

    *NOTE: Also, there are two arms on either side of this area. You can lure them
    out by barely stepping on the far-end walkways, then shooting the yellow. I
    shouldn't have to warn you, but I did.*


    <Objective: Meet Kyne at the Hangar Bay>

    After you move the Marker over and it's away, collect more items, feel free to
    kinesis grab items in the middle walkway, and then another batch of super
    slashers and lurkers attack. I would advise you make a clockwise circle around
    this area so you can get the items from the corners, including a node in the
    corner opposite the computer. After the third wave, return to the lift, one
    slasher attacks, feel free to use the bench, and then exit.

    *HARD: After you send off the marker, try to make a dash for the exit, they
    won't chase you into the hallway.*

    *NOTE: If you want a somewhat hard to get log, run around the hallway until
    Kendra calls in.*

    Save and head back to the station, probably have items to stow away if not sell
    some more. From how the last fight went, you should have a good idea of how
    badly you may need more RIG hp. Take the lift up when done.

    *CUTER: You MUST buy up to six, seven boxes of ammo at the least. That's how
    badly you could be hurting for ammo.*

    A pair of boxes, one box in the restroom, then return to the Flight Lounge.
    Save if you wish, and when you head for the door that is when about five
    slashers come out and at least two supers. Handle them with force blasts and
    line cuts, save, and head out to the hangar.


    <Objective: Position the Marker>

    Come back in a bit and take the unlocked door and follow the path to the
    control computer; around the corner are a few lockers. Use the computer and
    now you can do a bit of free-roaming.

    First, head to the left side of the room, but stop on the walkways in the
    middle, toward where the doors are. Look over the side and between these
    walkways to see a little trophy. Kinesis it and you get an achievement/trophy
    for it. Then go to the left side. By the Kellion are two items on the floor,
    then to the far end are three boxes on the wall by the door.

    *NOTE: Just watch out because the lurkers may come at you even if you are on
    the opposite side of the room. Also, if this is your second run, pick up that
    trophy and sell it. Though, I believe even on a first run you get the
    achievement and you can sell it anyway.*

    Now go all the way back to the right side of the room, but to the end by where
    the computer was. Get on the ground for three wall boxes and a box under the
    computer. Make your way under the ship and head for the other door, but keep
    an eye to the left as about six lurkers will appear, so use the cannisters
    for easy kills. Get the items in the wall boxes then approach the Marker.

    Move it along the rail until it stops, then use the panel at the crossing in
    the trail to move the path. Place the Marker in this dead-end, use the panel
    again to reset the track, and then continue moving the Marker. Two super
    leapers appear when the thing is toward the end, so be ready. Once you've used
    the panel to get the Marker on the track to under the ship, two lurkers appear
    to the left, then you're free to push it under the ship.


    <Objective: Restore Gravity>

    Just jump to the screen above the gravity panel, then jump down and turn on
    the weight.


    <Objective: Get in the Shuttle>

    Go to the shuttle.


    <Objective: Meet "Someone" in the Flight Control Room>

    Go up the path to the gravity panel, just keep going to meet up with "someone."
    A guardian and some items on the way.


    <Objective: Remote Pilot the Shuttle>

    Nothing says "I love you!" like walking around and collecting items while
    she talks to you. Pick up a node and conductor and a few others, then use
    the computer. You can only exit and save after the shuttle lands, so do both
    when you can.

    *NOTE: The computers going crazy, her inability to press a button without you.
    Does it not sound strange to you? A plot hole could be that while she could
    not press that button, she somehow manages to reprogram the ship.*


    <Objective: Get on the Shuttle>

    Now run back out and there are just three super leapers on the walkway. Kill
    and get on board. Oh yeah, like you don't know what is really happening here...

    *NOTE: Make a new save for this level, just to be safe of a glitch I heard of.*


    ======================
    Chapter 12: Dead Space
    ======================

    <Objective: Bring Loader to Shuttle Door>

    Landing Pad

    First, go around the right side of the ship to get a power node and other
    stuff - I'll fail to mention boxes and such because by this point if you can't
    see a box on the wall or fail to look around then that is really on you.

    Living Space

    *NOTE: Funny name for the place, right?*

    Now head through the doorway in the corner for a peaceful stop. Go left into
    the control room for boxes, a conductor, and an audio log. Come back into the
    middle area to store items, sell the conductors, buy a few nodes if you want
    to, and then upgrade at the bench. Just save and go back outside.

    Slide the little cart to the back of the ship, press the computer button,
    then slide it back to the end and place it on the electric pad, don't step on
    that please.


    <Objective: Open the Supply Depot Door>

    Once it's locked in place, come into the room and look to the right. See the
    infector? There's another one inside too. There are four bodies in this main
    room, so start stomping their limbs off; maybe get some stasis in you to
    freeze the things too. Then open the door and kill both, one may slip into a
    vent. Collect the box items, then pull the battery out side.

    You bring the thing outside by opening doors, going through, then pulling the
    battery out. When you get back outside though, kill the divider first. Put
    the block into the slot and now the door nearby is open. Save if you want,
    and bring a spare power node.

    *CUTTER: Bring plenty of ammo with you, six or seven boxes of it. Heck, I
    brought 8, why go cheap? Three stasis packs, two L med packs, and four M med
    packs.*


    <Objective: Take Marker to Pedestal Site>

    Supply Depot

    Go through the door and get by the panel. Pull the cart over to the next
    shutter and press the button. Let it finish, then go through the next door. The
    goal here is simple: press the control to lift a bridge, freeze it, push the
    Marker through, then fight the enemies that drop. From where you entered the
    room, cross the bridge to the right and push the marker past the first
    bridge. Move up from this long walkway and the alert should sound. If you
    are at the end of this walkway then you'll just have to fend off enemies from
    the other end of this walkway, and from across the middle bridge. You got
    super slashers, normal lurkers, and exploders in this first wave; I suggest
    the line gun all around, and all the stasis you can eat, so use it.

    Once the first wave is gone, the alert will stay up, so keep moving the Marker
    along the track as a couple of lurkers drop. Then move it to the shutter door
    on the left side of the room for a final wave of four exploders to drop. The
    alert should lift, so now you are free to collect items, including a conductor
    in the corner and the power node room with tons of ammo. When ready, push
    the Marker along and into the next airlock and into the next room.

    *NOTE: You can shoot both guardians and their eggs from this middle room, so
    do that if you can handle the long range.*


    <Objective: Restore Power to Bridges>

    Gravity Control

    Two guardians spitting out tons of eggs, so quickly go left and fill up on
    items if low on ammo, then go and hide behind either pillar near the beasts as
    you pick off their tentacles; two force blasts will retract the tentacles of
    the eggs if you want to save cutter ammo.

    There is a recharge, store, and save point. Sell, store, and buy at the shop,
    save, then enter the door on the side.

    Gravity Tube

    Box to the left of the door. So you want to walk and you want to walk so that
    the curves in the tube go left or right, not up or down. Reason is because
    you'll face a leaper and a lurker around the first two turns. Then you'll soon
    jump through an opening in some bars, then jump down to the bottom for two
    boxes, a recharge, and the panel to turn on the power.

    The debris flying around is not the tube moving, it's those fans blades in the
    tube making wind. Jump back up and use stasis to get past the first blade, then
    get the line gun out to face a leaper and two lurkers; feel free to freeze a
    lurker or two. Then get past one more blade and you're out of here. Use a
    stasis pack if you have three, or know to use one when you need it.

    Sadly, a super brute awaits your return. I was able to school this guy with
    just three stasis freezes and a series of line gun cuts and a few mines on
    him and that was it; remember our shoulder strat, which is to aim for the
    shoulders. Recharge on the other wall if you need more juice. Shop around if
    you want, save, and move the Marker to the next area.

    *NOTE: If you don't have a bunch, please get like 6 portions of plasma energy
    from the store, or more if you wish.*

    Gravity Tether Operations B

    Just items in about every corner, a power node too, then move the Marker along.
    No enemies for once. Guess the devs also realize this game needs to end very
    soon.

    Pedestal Chamber

    Items on either side, of course. Now the events that transpire could very well
    happen differently for you. Here is what I did: as I collected items a few
    enemies attacked from the vents, happened on both sides. When I got near the
    bridge three arms rose up and started pounding away, causing no damage to me
    since I wasn't on the bridge, so I shot at them while I fought off enemies.

    Then I started bringing the Marker up the track. I was able to just bring it
    to the end of the track. While it was setting in place I turned around to make
    sure there were no more enemies (there was a lurker), killed them, and then
    pressed the button. Just stay by the panel as the scene rolls.

    *NOTE: The marker cut the tethers holding that piece of rock up in the sky;
    that is a piece of this planet FYI.*

    After that, go into that side chamber and you'll meet an old friend outside
    the glass. Is that some EMOTION for once! But of course it's at the time when
    we're all as shocked as when we *SPOILER ALERT!!!* found out Santa Claus wasn't
    real!


    <Objective: Return to Shuttle>

    Anyway, tons of items including a node as you return to the starter room. Feel
    free to shop away as something terrible is just patiently waiting for you to
    be done before it unleashes some hell fury upon the universe. Feel free to
    get your kinesis fully upgraded. PLEASE, stock up on lots of cutter ammo and
    get speed upgrades for the cutter; not needed but they help a bit, and the
    only guns I recommend are the contact beam and cutter, but mainly the cutter.
    Also bring 6-8 M med packs. Save and go outside.

    Before you run out into the open, you may want to pull a few of those boxes
    to you and bust them nearby so you can safely collect the items. Then go into
    the middle to face the Hive Mind.

    This battle is easy. Aim for the yellow bulbs when he's roaring at you. This
    is usually after he pounds the floor. You can avoid this attack by seeing
    which way he rears back, then just move to the opposite side; keep that health
    button ready if you suck at dodging this. Also, not a big deal but try to
    hit the bottoms ones before he grabs you to make that part easier.

    *HARD: He seems to pound the ground after you hit a bulb, so just move to a
    side as he reels back in pain. It's kinda cheap. Hopefully you brought tons
    of health.*

    If and when he grabs you and pulls you in, use the cutter to aim for the
    remaining yellow bulbs and just shoot when the laser is near them and hope
    you hit them. Really not much help I can give you here, other than when I told
    you to bring a ton of plasma energy.

    Now the last phase where he will repeatedly pound with one then the other
    arm. So he will rear to one side, you run to the other, then repeat until he
    stops and roars. While he roars you have about three seconds or so to get
    a lock on one of the six bulbs in his belly and fire. The contact beam is
    good for this, but the cutter is still the weapon of choice as you can fire
    more recklessly. It's very simple, just run back and forth, fire, and don't
    die or run out of ammo and it should be an easy completed game.

    *HARD: You have a few added elements. For one, he spits out pregnants and
    since you can't kill them faster than he can pound you will end up having to
    shake off the crawlers he doesn't slam. Freeze and kill as you move around.
    You'll also have to dodge bombs, but they aren't too big a problem. Just the
    two pregnants to start and maybe two salvos of bombs if you end it quickly.*

    After that, enter the shuttle to watch the ending cutscene. I believe you
    can skip the credits with you normal exit button.
    BOOM IT GUYZ!!!

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