DDDDDDDDDDD EEEEEEEEEE AAAAA DDDDDDDDDDD DDDDDDDDDDDDD EEEEEEEEEE AAAAAAA DDDDDDDDDDDDD DDDD DDDD EEE AAAA AAAA DDDD DDDD DDDD DDD EEEEEEEE AAAA AAAA DDDD DDD DDDD DDD EEEEEEEE AAAAAAAAAAAAA DDDD DDD DDDD DDDD EEE AAAAAAAAAAAAAAA DDDD DDDD DDDDDDDDDDDDD EEEEEEEEEEE AAAAAA AAAAA DDDDDDDDDDDDD DDDDDDDDDDD EEEEEEEEEEE AAAAAA AAAAAA DDDDDDDDDDD SSSSSSSSSS PPPPPPPPPP AAAAA CCCCCCCCC EEEEEEEEEE SSSSSSSSSSSS PPPPPPPPPPP AAAAAAA CCCCCCCCCCC EEEEEEEEEE SSSS PPPP PPPP AAAA AAAA CCC CCC EEE SSSSSSSSSSS PPPPPPPPPPP AAAA AAAA CCC EEEEEEE SSSSSSSSSSS PPPPPPPPPP AAAAAAAAAAAAA CCC EEEEEEE SSSS PPPP AAAAAAAAAAAAA CCC CCC EEE SSSSSSSSSSSS PPPP AAAA AAAA CCCCCCCCCCC EEEEEEEEEEE SSSSSSSSSS PPPP AAAA AAAA CCCCCCCCC EEEEEEEEEEE ***************************************** * Game: Dead Space * * Type: FAQ/Walkthrough * * For: PS3, Xbox 360, PC * * Author: Brad Russell "TheGum" * * Email: lunatic_252000@yahoo.com * * Web: www.herostrike.com * * Twitter: TheGum25 * ***************************************** Version 0.5 - have a little over half the game finished. (10/20/08) Version 0.6 - two more chapters finished. (10/21/08) Version 0.7 - two more chapters. (10/22/08) Version 1.0 - finished walkthrough, will flesh out the remaining sections over the weekend, I hope. (10/24/08) Version 1.2 - added shop items and enemy sections; sorry for the wait, it's just crazy around here. (10/31/08) Version 1.3 - added trees, and up to chapter 3 have included appropriate hard and cutter-only run notes. Sorry, Gears 2 distracted me. I have not forgotten this game, but I have like 2 days until I will get to work on Left 4 Dead. (11/16/08) Version 1.4 - have added notes up to level 6, added schematics and up to level 6 logs, cheats, and have made some nice improvements to the format of my guides that will make things easier. (12/9/08) Version 1.5 - few tweaks, hard up to level 8. (12/11/08) Version 2.0 - fixes abound, hard mode covered, all extras added, done. (12/13/08) ***************** Table Of Contents ***************** Use Ctrl + F to quick find in this guide. Section: Code: 1. A Brief Foreword 2. Controls ( CON2222 ) 3. Starter Tips ( TIPS333 ) 4. Walkthrough ( FAQ4444 ) Chapter 1: New Arrivals Chapter 2: Intensive Care Chapter 3: Course Correction Chapter 4: Obliteration Imminent Chapter 5: Lethal Devotion Chapter 6: Environmental Hazard Chapter 7: Into the Void Chapter 8: Search and Rescue Chapter 9: Dead on Arrival Chapter 10: End of Days Chapter 11: Alternate Solutions Chapter 12: Dead Space 5. Enemies ( BADS555 ) 6. Shop Items ( GUNS666 ) 7. Bench Upgrade Trees ( TREE777 ) 8. Files / Schematics ( FILE888 ) 9. Cheats 10. FAQ / Author Info / Copyright ***************************************************************************** * 1. A Brief Foreword * ***************************************************************************** Something to the effect of "Resident Evil 4 @ Dead Space," RE4 jumped out to a quick lead and Dead Space narrowed the gap. RE4 38, Dead Space 31. Did I mention they're playing baseball?! Okay, to be honest, this game is pretty awesome and as solid as I was hoping it would be. Of course my expectations were high coming into it, but they soon fell when I realized this game was predictable in both gameplay and story elements. Yes, this game and RE4 do the same things: fetch keys to advance, fight a big monster here and there, fight a boss every now and then, and the story is a weak element. Seriously, I thought the story in this game was going strong until they started trying to explain things. You see, from the early previews and the back of the box, "There's no help coming" I thought that we would be on a ship, we would be trying to escape it all on our own, and fun would follow. What this game is in fact is a series of fetch quests while you walk around on your cell phone talking to all sorts of crazies on board this ship. So you're not alone, the enemies aren't that intimidating after a while, the boss fights are few and weak, and the story really loses all sense in act 3. I understand if this is just the intro to a great series, but they're just trying to set up too much in this first game if so. Do not get me wrong: this is a great game. You pick up the controller, beat a chapter or two, then go off to bed or whatever. There's replay value up the roof and everything about the game is polished and clean. It's a great game, but not a "classic." It succeeds in showing that the RE4 style of play works well in any form, but this game needed to deliver more in terms of gameplay or story depth to outshine the master. Basically, I'm not itching to play this game 40 times like I probably did with RE4. I guess blood on every wall, doors in my face every ten seconds, and tight quarters aren't my thing. TheGum. PS - I forgot to mention BioShock. Instead of water, this game has blood; instead of Big Daddies, this game has brutes; instead of whatever, this game does the same thing. BioShock was more like an RPG though, and this game is more on the RE4 side of action. ***************************************************************************** * 2. Controls ( CON2222 ) * ***************************************************************************** PS3 Controls ------------ X - use, *reload O - *kinesis to grab then R1 to fire object SQU - health, *stasis TRI - inventory, *jump in zero-g L1 - aim L2 - run R1 - melee, *fire R2 - curbstomp, *alternate fire RS - look around, aim LS - move D-pad - select weapons START - pause SELECT - look at the map, objectives, inventory, and database *press L1 (aim) and the button **I assume the 360 controls match these, with maybe the shoulder buttons being switched or something. ***************************************************************************** * 3. Starter Tips ( TIPS333 ) * ***************************************************************************** #1. Reload before a fight, after a fight, and any and all phases in between. #2. Use small items, such as med packs, to open up space when your inventory is full. #3. Your "gun" has a light, and aiming while you walk is always smart if you don't get nausiated or something. Don't aim all the time, but don't just run around a corner or dart into an uncharted room. #4. Use the freaking map! When confused, use the map and the locator to help you find your way around. The locator breaks the fourth wall a bit, but still, it's there so use it. #5. Aim for the limbs. That means arms and legs. I like to aim for the legs since you know where they will be at all times, and once a leg is gone you can pick off the "walking arms" at a nicer angle. #6. Music is bad, especially loud and striking music. If you don't see anything in front of you when you hear bad music, turn around. #7. Shoot boxes with lights on them for items, or curb stomp if you wish. #8. Once you start having too many items to carry, you can probably afford anything you need. Once you have all the guns, no sense sitting on 40,000 creds when you can buy at least one power node and ammo for your favorite gun, such as the Line Gun. Not to mention med packs if things have become more difficult for you. #9. Know the "health" and "inventory" buttons on your controller as they are meant to make the game faster. The health button spends a med pack on you, and the inventory button brings up your inventory if you need to sort or whatever. Both are when not aiming. #10. Curb stomp those lighted, green boxes to not waste ammo shooting them, or kinesis and send into the ground. #11. If you are a seasoned gamer, probably never need a large med pack. And you certainly don't need more than 12 med packs in your storage and inventory combined unless you just can't hold onto them at all. #12. Upgrade the Cutter, but save the capactiy spots for when you are out of ammo, then get them. The Cutter is your best weapon, so get it tricked out early. Then the line gun, then the force gun. Never need to touch the contact beam's upgrade tree. #13. About those capacity upgrades, just like Resident Evil 4, you can get them when you gun is empty to have free ammo. It's just smart. #14. When you need to drop an item, say for a medium med pack, it makes sense to drop a small med pack, if you can't use it, because you're trading for a better version of what you had. Of course use anything before you drop it completely. Also, if you are trying to pick up ammo for a gun that can absorb the ammo, drop something, load that ammo into the gun, and pick up the other item, duh. #15. There is no such thing as "run away" because enemies will go from one area to the next using the vents. So if you can't kill an enemy in one area, can't do it in the next either. Probably a few exceptions to the rule, but you really just need to find a way to beat them. #16. Hard mode is just the same game with tougher enemies. Where knocking off two limbs for the normals did the trick, you'll probably need to take off at least two AND it may take more to cut off. Same items and enemy count too, just less items dropped, unless you're low on ammo it seems. Stasis and wisely using every shot is the key, especially early. There are a few different enemy locations, but it's nothing major. #17. Save a file at least after chapter 6 just in case of a glitch or something you may not anticipate. Also, when keeping a normal and round 2, be sure to check the files as they may move. Especially once you hit level 10, the file will dip to below the others. #18. Tip from having done a cutter/hard run, the only hard thing was not having the force gun for twitchers and the line gun for the supers. That was really it. So if you want a really advanced tip, you only need the cutter, line gun, force gun, and the contact beam only for its power, but it can be useless. ***************************************************************************** * 4. Walkthrough ( FAQ4444 ) * ***************************************************************************** Dead Space Walkthrough FYI, there is an intro movie if you let the start menu stand for a minute or so. Be sure to set it so the logo is barely visible when you start a new game; not too dark, but not all the way to one side unless you must. So you start off with just control of the camera as the game begins. Look around and get a taste of that bright sun! ======================= Chapter 1: New Arrivals ======================= 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. 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.* 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. 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. 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.* 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. 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. 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. 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. *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. 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. ========================= Chapter 2: Intensive Care ========================= 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. 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. 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. 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. 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.* 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.* ============================ Chapter 3: Course Correction ============================ 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. 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. *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.* 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.* ================================ Chapter 4: Obliteration Imminent ================================ 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. *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. 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. 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.* 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 ========================== 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. *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. *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. 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.* 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. =============================== Chapter 6: Environmental Hazard =============================== 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. 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. 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.* 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. 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.* 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 ======================== 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. 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.* 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 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. 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. 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. ============================ Chapter 8: Search and Rescue ============================ 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). 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. 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. 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. *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 ========================== 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.* 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. 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. 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 ======================= 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.* *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. 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. 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. 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).* 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. 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. =============================== Chapter 11: Alternate Solutions =============================== 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.* 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. 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. Just jump to the screen above the gravity panel, then jump down and turn on the weight. Go to the shuttle. Go up the path to the gravity panel, just keep going to meet up with "someone." A guardian and some items on the way. 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.* 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 ====================== 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. 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.* 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.* 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! 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. ----- Feel free to load that save file and play again with all your items and upgrades carried over! You also have some free stuff, added logs, and a new suit level. ***************************************************************************** * 5. Enemies ( BADS555 ) * ***************************************************************************** *For all enemies, keep in mind you have melee attacks: normal without aiming is the fire button, curb stomp is the alt fire button when not aiming. *Aim for the limbs, duh. *They all slash at you, so don't let them get close. *The ones that can grab you and then you see a button on your back as you try to fend them off, just tap that button as fast as you can for a kill animation. ======== STANDARD ======== Slasher - The basic enemy type. Shoot a leg off, then take out an arm while it's on the ground and it's dead. Just use the horizontal cutter angle and aim at the feet. There is also a female slasher that spits, but I only ran into like four all game long. Perhaps there are more on hard. Leaper - Just a torso, and they leap around. Not that many in the game, and all you can do is aim low to hit them. Lurker - aka Babies, they have three tentacles that can shoot barbs at you, so once you see the arms shoot at two to kill it or at least stop them from attacking. If they get close, they jump on you. Infector - Fast and very hard to fight. Just lay into them with whatever you got and don't let them jump on you. If dead bodies are around, you have only seconds before these guys turn them into super slashers. Pregnant - DO NOT SHOOT THE BELLY! You do and you'll also fight a ton of swarmers. Just aim high at the shoulders and these things die without too much grief. Swarmer - aka Crawlers. These are chunks of flesh rolling around the ground. Need a contact beam alt fire, flamethrower, or force gun attack to take them out. Or let them jump on you and tap the button to shake them off for free if you want to, but they hurt you if you don't shake fast enough. Brute - Only a handful in the game, so they are like mini boss fights, but not really. You need about three stasis blasts, then either run behind them and aim for the yellow parts of their back, or just aim your vertical cutter blades into their shoulders. You could also just shoot line racks into their shoulders and a few mines, that did work for me once. Remember, they die when an item falls out of them, or you'll fire ammo at a dead body. Divider - Just a few of these, maybe a few more of their parts. These are tall, loud things that rush you and scare the crap out of you. All you can do is aim at their long legs, then use force blasts on their parts. The parts of hands or the head that crawl around and can jump on you if you don't take them out. Again, one force blast and they are all gone. Guardian - These things are attached to walls and shoot out bady eggs. The eggs shoot at you from a tentacle, just like a lurker, but only one. Your best bet with the guardian is to shoot a cannister at it, or just aim for its four tentacles attached to the wall. DO NOT get close or you will be dead. You should ignore the egg fire unless you are just sickened by the thought of taking a slight bit of damage. Exploder - Suiciders with a big, yellow bomb at their side. Shoot that bomb, duh. If you kill the morph alone, you can use the bomb with kinesis or like a cannister. Twitcher - A soldier with a stasis mod, so a fast slasher. Just use the force gun, make it simple. Anything works, but my way is easier. Tentacle - These can grab you at a few times in the game and try to drag you away. At other times they are just sticking up and trying to damage you. Either way, aim for the yellow. During dragging sequences you should use the cutter since the aim is easier. ====== SUPERS ====== Supers are fast, darker versions of their normal counterparts. They are just tougher to compensate for your increased weapon power. Super Slasher - Made by infectors, but can be seen at any time. They are just faster, stronger slashers, simple as that. They are easily the scariest enemy in the game. Super Lurker - Hardly any change from the normal form, mainly that you'll have to pump more ammo into each tentacle. Super Leaper - Just a stronger leaper, that's it. ====== BOSSES ====== Hunter 1 - You just kill the lurkers, wait for the doors to unlock, stasis the big guy in the middle chamber, then run into the doors and use the computer on the window to send him away. Leviathan - You shoot away the tentacles, then when you're facing the mouth you kinesis the 1st and 3rd bombs, shooting them at the 2nd and 4th bombs respectively, and then you shoot the 5th bomb back into the thing's mouth. You can hit the bulb inside the mouth at any time, especially while it's roaring. You repeat this, keeping in mind you can jump to avoid the swipes of the arms; and you aim for the yellow the arms. Slug - This is an arcade shooting sequence in the ADS cannon. You just hit the yellow on the tentacles to prevent it from throwing crap at you. Remember not to fire both turrets at once or it overheats, but it seems like you can hold down one side for quite a while. Hunter 2 - This fight is only a bit harder as you should try to trap the big guy in the control room, or keep freezing him, then go kill the six or so twitchers. Then lead him to behind the ship, freeze him in the bridge behind the engine, and then run and melt him away; repeat until he's gone. Hive Mind - Pretty easy, hopefully brought tons of plasma energy. You aim at the bulbs inside it's mouth as it roars, and then the rest when it's pulled you up. To avoid the arm pounds, just run from side to side. Once the mouth bulbs are gone, now you will have only a few seconds to aim at the under bulbs between your running back and forth. Easy. ***************************************************************************** * 6. Shop Items ( GUNS666 ) * ***************************************************************************** ========== Health/Air ========== Small Med Pack - 2000; about one block of health Medium Med Pack - 5000; almost 3 Large Med Pack - 10,000; should fill you up Small Air Can - 1000; shouldn't need to use one of these Medium Air Can - 2000; maybe you'll use one all game long Stasis Pack - 5000; should NEVER need to buy these unless you totally abuse stasis throughout; even then you get a ton of these Power Node - 10,000; these are good for opening about six doors in the game, but mainly to upgrade weapons; you should be able to buy a good amount of these during a game Level 2 Suit - 10,000; all suit upgrades add more protection and inventory slots Level 3 Suit - 20,000 Level 4 Suit - 35,000 Level 5 Suit - 60,000 ======= Weapons ======= Plasma Cutter ------------- Cost: 0 Available: Chapter 1, Workshop Rating: 1 Description: This is the handgun of RE4. That means you can get by this gun for the whole game, that's an achievement by the way. The ammo is cheapest to buy, the upgrade tree is easy to get through, so this gun becomes easy to maintain for the whole game. Alternate fire: changes cut 90 degrees; I like horizontal best Ammo: Plasma Energy (6) - 1200; be sure to have at least 2 full boxes of ammo for this baby for almost the whole game. Line Gun -------- Cost: 9000 Available: Chapter 1, Tram Station Rating: 2 Description: This gun is like the cutter in that it fires a wide slash, but only horizontally. This gun is far more powerful than the cutter, but it's capacity is less and it fires much slower. It's best used for lurkers and taking out the legs of slashers. The Alternate fire: a powerful explosive Ammo: Line Racks (2) - 2000; midway through the game you'll probably need to buy ammo, but late you get too much of it. Pulse Rifle ----------- Cost: 7000 Available: Chapter 1, Tram Station Rating: 7 Description: This gun is extremely weak. The reason this gun is considered the worst is because of the nature of the enemies, in that their limbs are their weak point. This gun is best for just hitting big targets, like the body of an enemy, but since that is not the weak point and there are better guns to aim at limbs, this gun is pretty worthless. Alternate fire: 360 degree spray Ammo: Pulse Rounds (25) - 1250 Flamethrower ------------ Cost: 11000 Available: Chapter 2, Tram Station Rating: 6 Description: It's like an air conditioner set to really hot and focused on the enemy. I only used it like three times and put it away. Also, doesn't work in space. Alternate fire: exploding ball of fire Ammo: Flame Fuel (25) - 1000 Ripper ------ Cost: 8000 Available: Chapter 3 Rating: 5 Description: This gun fires a blade in front of you that spins at a length, almost like extended on a pole. Horrible when up close, but decent if you can see the enemy coming. It lasts a short period. Alternate fire: fires a blade forward, not wise with a small clip Ammo: Ripper Blades (4) - 1800 Contact Beam ------------ Cost: 9000 Available: Chapter 4 Rating: 3 Description: Hold and then release the trigger to shoot a powerful beam at the enemy. It's extremely powerful, but the delay needed to fire detracts, not to mention it holds very little ammo early and upgrades take more effort than the other guns. Still, this gun un-changed is a powerful weapon. And no need to aim for limbs with this baby. Alternate fire: pound the ground, great for crawlers or when surrounded Ammo: Contact Energy (1) - 2000; TONS of ammo for this thing, so you will probably sell it more than buy Force Gun --------- Cost: 11000 Available: Chapter 4, end Rating: 4 Description: It's extremely weak to start, especially if you use it like the cutter, but this gun could very well replace the cutter as the default gun. The blast is not as concentrated as a shotgun spray, but it does knock over anything in front of it. Get close to an enemy's body and these shots will tear them to pieces. Great against smaller enemies too. Alternate fire: shoots a grenade, a bit hard to judge the trajectory though Ammo: Force Energy (3) - 900; you should only buy this once or twice ***************************************************************************** * 7. Bench Upgrade Trees ( TREE777 ) * ***************************************************************************** To follow the suggested paths, remember that you are going from one number to the next, and that you want to save capacity upgrades for when low on ammo. ============= Plasma Cutter ============= D - Damage C - Capacity R - Reload speed S - Speed while holding cutter S---O | | D-C-O C | | D-O-O-D-R-O | | | | | R-S | O-C | | | C-O-O-C-D Suggested Cutter ---------------- For the cutter you want to start with the damage, but also you want to stay near the capacity nodes so you can get free ammo when needed, especially if playing on hard. This suggested path keeps your C nodes on the sides, and ends with you having the choice of two capacity mods. You may want to eventually get the two reload ones, mainly the one that is not in the path. No need for the speed unless you like running away from enemies. S---O | | 5-C-O C | | 1-O-O-2-3-6 | | | | | R-S | O-C | | | C-O-O-C-4 ======== RIG Suit ======== A - Air HP - Health A A A | | | O-O-O-O-O-O-O-O | | | | HP HP HP HP Suggested RIG ------------- The tree lets you skip the air mod, and start at just two away from the HP, but we want that first air mod, especially for chapter 4. On hard I would think you want to upgrade the RIG a bit faster and ahead of the extra guns. ====== Stasis ====== D - Duration E - Energy D | O-E | | O-O-E-O-D | | D-O | E Suggested Stasis ---------------- I don't know what you want out of the stasis module, but all I need is the first two. From there you can feel free to go either direction, probably up the tree since 2 gets you to the middle. D | O-E | | O-O-2-O-D | | 1-O | E ======= Kinesis ======= Kinesis is just three nodes in a line. Not hard to figure out how you will work through that complicated tree. They are for extended range, but you get one early, maybe, then get the rest after you've completed stasis. ======== Line Gun ======== D - Damage R - Reload speed M - Mine power W - Width of cut R-O-D-O-D | | | D---O M | | | O O-C-W-O-D | | | C---M C | | | C-O-W-R-O Suggested Line Gun ------------------ This one is harder to manage and you probably don't need to upgrade it at all. Of course getting the damage kicked up is the goal. Later in the game you'll probably want those capacity nodes. 2-O-3-O-4 | | | 1---O M | | | O O-7-5-O-6 | | | C---M C | | | C-O-8-R-O ============ Flamethrower ============ D - Damage C - Capacity R - Reload speed U - Duration of burn R-O D-O O-C | | | | | | C-O C-U-O R-O-C D | | | | | | O-D C-O U-O Suggested Flamethrower ---------------------- Eh, I never upgraded this, and never will, but I suppose you want the damage nodes. It's just one path basically where everything can get gotten without having to invest beyond this path. R-O 4-O O-C | | | | | | 1-O C-3-O 5-O-C 7 | | | | | | O-2 C-O 6-O =========== Pulse Rifle =========== D - Damage C - Capacity R - Reload speed D-O-D-O-C-O | | | | C-O-R---C | C-D | | | | C-O-D-O-R-O Suggested Pulse Rifle --------------------- Yeah, this gun has potential, but it's only in a second run. There is very little confidence I would have in recommending someone run with this thing as a primary weapon. You would need to start climbing this tree early to get the gun up to par. 2-O-3-O-C-O | | | | 1-O-R---C | 7-8 | | | | 4-O-5-O-6-O ====== Ripper ====== D - Damage C - Capacity R - Reload Speed U - Duration D | O-C-O-R | | C-O-R---U-O-D | | | D-O-O-C | O-C | | | U---O-D Suggested Ripper ---------------- Pretty much you can get everything on the menu for this one. You could even start with the capacity node if you use a lot of blades. The durations are the main prizes however; not so much damage. 10 | O-C-O-9 | | 2-O-R---8-O-7 | | | 1-O-O-3 | O-6 | | | 4---O-5 ============ Contact Beam ============ D - Damage C - Capacity R - Reload Speed H - Charge time O-D C D | | | O-O-C-O-O-O-O-O | | | | | H-O R O-H C | | | O-O---D Suggested Contact Beam ---------------------- Easily the hardest tree to navigate, and the funny thing is, this gun is fine by default. It's like trying to upgrade the rocket launcher from RE4 - it sure would have been nice, but not necessary. O-1 6 D | | | O-O-2-O-5-O-O-8 | | | | | 3-O 4 O-7 C | | | O-O---D ========= Force Gun ========= D - Damage C - Capacity R - Reload Speed S - Speed while holding FG D-R-O-R-O-D D | | | | C-D C C-O C O | | | | | | S-O-D O-S-O-C Suggested Force Gun ------------------- The point here is to get damage so the gun is effective no matter how close the enemy is. You also wouldn't mind the speed nodes if you use this in place of the cutter, which it will be with all the upgrades you'll go through just to get anywhere on this tree. 1-R-O-R-O-7 9 | | | | 2-3 6 C-O C O | | | | | | 4-O-5 O-8-O-C ***************************************************************************** * 8. Files / Schematics ( FILE888 ) * ***************************************************************************** ========== Schematics ========== Flamethrower - Ch2, at the start Pulse Rounds - Ch2, Imaging Diagnostics, in the second room Line Racks - Ch2, Emergency Room, in the room you must spend a node on Flame Fuel - Ch3, Machine shop, in the bathroom Ripper - Ch3, Refueling Chamber, by the second lever you pull Medium Med Pack - Ch3, Engineering Storage, at the start Ripper Blades - Ch3, Engineering Storage, in the power node room Level 3 RIG - Ch4, Captain's Nest, by an escape pod Contact Beam - Ch4, Ship Systems, in the hallway Force Gun - Ch4, ADS Lower Hall, to the right of the elevator Force Energy - Ch5, Chemical Lab, in the corner Contact Energy - Ch6, Sapling Room, as you enter Level 4 RIG - Ch7, Maintenance Annex, in the room with the beacon Medium Air - Ch8, Lift 2, on the side Large Med Pack - Ch9, Infirmary, on the left of the laser Level 5 RIG - Ch10, Rec Hallway, before entering the Z-Ball arena Level 6 RIG - in inventory when you load up a new game ==== Logs ==== This section is to record the location of files found in the ship. Logs that lack a description are given to you as you play. I will only make notes for the ones you must find. ========= Chapter 1 ========= Video ----- Message From Nicole Repair the Tram System Replaced the Tram Car Found the Data Board Activated the Tram Go to Medical Audio ----- Run! Vent Warning - On the ground in the hall before the control room. Dismemberment Stasis Door Tram Status - in the room where you fix the tram Replacing the Tram Find the Data Board Maintenance Bay Unlocked Shoot the Limbs - Near the save point in the part of the tram hallway where a slasher plays dead. Locked Door Arrived on Bridge Text ---- Repair Invoice - next to the maintenance bay key ========= Chapter 2 ========= Video ----- Destroy the Barricade Kyne and the Captain - Main Lab, center office Nicole's Report - Clinic, soon as you use the bomb, this is in the hall. Engine Problems Audio ----- Mercer's Journal - Main Lab, in the bathroom Found the Thermite Mercer and Kyne - Imaging Diagnostics, in the power node room, must be gotten in Chapter 2. Found the Shock Pad Barricade Destroyed We'll Find Her Eileen - Emergency Room, in the corner of the second half Colonist Problems - Emergency Room, in the hallway to the morgue Codes Received Ship Gravity Text ---- Marker Overview - Main Lab, behind the sliding shelf in the office Interesting Results - Imaging Diagnostics, on the floor by the bench Newborns - Emergency Room, at the end of the second hallway More Time - Emergency Room, in the area with the save point Autopsy Report - Morgue ========= Chapter 3 ========= Video ----- Repair the Ship's Orbit Kendra is Alive Engine Fired Audio ----- Temple Report 1 - Control Room, by the dead body Temple Report 2 - Machine Shop, in the bathroom down the ramp Engine Refueled Temple Report 3 - Refueling Chamber, in the corner after the gondola fight Temple Report 4 - Decontamination, in a locker Centrifuge Activated Temple Report 5 - Engineering Storage, in the upper room on the left Strange Transmission Text ---- Chaos - Machine Shop, by the bench Corruption - Engineering Storage, upper room on the right ========= Chapter 4 ========= Video ----- The Marker Captain's Demise - Lift 1, on the lift Atmosphere Contaminated Audio ----- *The three concerning the ADS power, the modules, are tricky because they require a round 2 to get them all. Initial Attack - Main Atrium, on the right side Temple on the Bridge - ADS Lower Hall Astrogation Module Placed - Only obtained by rerouting the ADS Lower Hall power before the Mining Administration power. Can't get the next one though. Control Module Placed - If you go to the Mining Administration first, then you will get this, but not the Astrogation one. Report from Kendra Systems Module Placed - You can get this one first all the time by going to the Ship Systems first. Hurry Up! Asteroid Impact Almost Fixed One More Minute Brute Combat Reversed Gravity Avoid the Asteroids Aim the ADS Cannon ADS Online Text ---- Report of Infection - Mining Administration, in the room to the right List of Dead - Captain's Nest, on the chair ========= Chapter 5 ========= Video ----- Go to Chemistry Interrupted Got the Poison Audio ----- Someone Else Door Opened Mercer's Experiment 1 - Chemical Lab, after stepping off the lift Creating the Poison Mercer's Experiment 2 - Emergency Room, in Mercer's office Hammond on Hydroponics Finish the Poison Poison Complete Indestructible Secret Lab Revealed DNA Needed The Leviathan Text ---- NONE ========= Chapter 6 ========= Video ----- Hammonds' Alive Victory Against the Leviathan Audio ----- Cross Report 1 - Tram Station, as you begin Cross Report 2 - Air Filtration, by the lift Cross Report 3 - East Grow Chamber, on walkway of level 2 Temple's Search - Refrigeration East, in the tiny, middle hallway POD's Destroyed A Message Cross Report 4 - Hallway to Food Storage, can't miss it Getting to the Leviathan Kill the Leviathan Trust Text ---- Corruption - Hallway to East Tower, in the dividing hall ========= Chapter 7 ========= Video ----- Distress Call Asteroid Launched Audio ----- Elevator Problem Temple and Elizabeth - Processing Antechamber, soon as you enter Clear the Boulders Key Found Kyne's Hostage - Repair Room, near the shelves Beacon Recovered Elevator Fixed Supervisor's Choice - Mining Hallway, by the store, best one Attach the Beacon - You would need to take out the tethers to the asteroid and then try to release it before putting on the beacon. Text ---- Processing Room Problem - Mineral Processing, by the store Mining Timeline - Control Room, amid the many items ========= Chapter 8 ========= Video ----- Go to Communications First Contact Impact Hammond Returns Audio ----- Eavesdropper Illigal Mining - Comms Lift, on the floor up top Main Array Problem Array Fixed Big Problems Text ---- NONE ========= Chapter 9 ========= Video ----- The Valor Dr. Kyne Singularity Core Found Audio ----- Radiation Hazard Find the Singularity Core Infected Soldiers Hammond's Assistance Emergency - Armory, by the shooting range, watch out for the exploders behind you when you pick this up Hammond's Death Text ---- Orders - Barracks, at the end by the store ========== Chapter 10 ========== Video ----- Find the Nav Cards Kyne's Gambit Hive Mind Glimpse Mercer's Last Sermon Audio ----- Locked Executive Door - Simply try to open the door behind the save point in the commons and you get this Life Support Down The Hunter Returns SOB Override Lock Bypassed Executive Area Unlocked Kendra's Warning Captain's Report - Captain's Quarters, lower left room On My Way Meet on the Flight Deck New Ally? Text ---- Unitology Article - Commons, up the lift by the save point Z-Ball Rules - Rec Hallway White's List - Captain's Quarters, in the upper left room ========== Chapter 11 ========== Video ----- Find the Marker Come Onboard Betrayal Nicole's Alive Audio ----- Marker Transferred Terrible Mistake Rendezvous - In the Access Hallway AFTER you send up the marker, and it may take some running around to get this one to click Landing the Shuttle Load the Marker Restore Gravity Text ---- NONE ========== Chapter 12 ========== Video ----- Nicole's Farewell Audio ----- Colony Chaos - Living Space, in the control room area The Pedestal Restore Power Text ---- All text logs are in here after you complete the game and load up that saved data. They are all just more about the story and little bits of info you may be curious about. ***************************************************************************** * 9. Cheats * ***************************************************************************** These are taken straight from GameFAQs.com and I take no responsibility for disabled or glitched up achievements as a result of using them. *NOTE: The cred and node cheats only work once per playthrough.* PS3 Cheats ---------- TRI SQUX3 TRI +2 Nodes TRI SQU TRI SQUX2 TRI SQUX2 TRI SQUX2 TRI +5 Nodes SQUX3 TRI SQU 1,000 credits SQUX3 TRIX2 2,000 credits SQUX3 TRI SQU TRI 5,000 credits SQU TRIX3 SQUX2 TRI 10,000 credits SQUX2 TRIX3 Refill Oxygen TRI SQU TRIX2 SQU TRI Refill Stasis and Kinesis XBox 360 Cheats --------------- *NOTE: You can input these via a 360 controller on the PC.* Y,X(3),Y +2 Nodes Y,X,Y,X,X, Y,X,X,Y,X,X,Y +5 Nodes X(3),Y,X +1,000 credits X(3),Y(2) +2,000 credits X(3),Y,X,Y +5,000 credits X,Y(3),X(2),Y +10,000 credits X,X,Y,Y,Y Refill Oxygen X,Y,Y,X,Y Refill Stasis and Kinesis ***************************************************************************** * 10. Author Info / Copyright * ***************************************************************************** ----- Credits Dead Space Wiki - for enemy names ----- ----- FAQs: Q: How do I get the same stuff for my next game? A: Load that completion file, and you can only be on the same difficulty. You can read the extra text logs from chapter 12, you get 10 extra nodes, 50,000 creds, and a schematic for the Military Suit, level 6. Q: Did you know the first letter of each chapter spells out "Nicole is dead"? A: Yes, doesn't everyone? Q: Where is the Peng treasure? A: It's in chapter 11, in the hangar after you take away gravity. Zip to the main walkways and toward the beginning and in between them is the treasure you can kinesis. Q: What's different about hard? A: Not much. I believe there are more females and enemies are more aggressive, aside from also being stronger and tougher to kill. I know they drop fewer items, unless you need ammo or something, but items are in the same set places. Q: Is it possible to beat the game with only the cutter? A: Not only is it possible, it could very well be advantage you! The reason is you don't have to worry about multiple ammo types, you don't need to waste space in your inventory on stuff you don't need, and there should be a ton of stuff to sell. Not only that, it might be wise for the hard difficulty because you'll have less money to spend and can focus funds toward ammo, which would have been spent on guns and their ammo. Finally, you can buy more nodes and get your remaining upgrade trees completed real early and just spend your money as you wish to finish the game. Q: Could you explain the downloadable content? A: Sure, they are basically over-priced packs of armor and weapon skins. Some give your suit more health and stuff but they are more or less for visual- appeal only. There is no reason to get them, especially when these kinds of things could be just as easily made into in-game unlockables. Oh no, what a surprise, EA is greedy! Must break your heart huh? Q: Why are some lockers locked when I know I won't be returning? A: I believe they are skill based. Let's say you keep getting killed. I believe one of these normally locked lockers would be open for you to get health. Same for ammo or whatever. I'm not sure, but that's my best guess. ----- -------------- Here is my website: www.herostrike.com Here is my list of guides on gamefaqs: (copy & paste) http://www.gamefaqs.com/features/recognition/60816.html?type=1 Follow me on twitter @ TheGum25 You'll find all my other guides here too and perhaps something else you may like. ------------- ----------- Please contact me if you need any help, if you want to thank me, if you want to talk, or if you want to ask a question. Efforts to get in a guide need to be exceptional as I dislike updates unless it's absolutely necessary, and I don't think I've updated an older guide. The golden rule: keep it short. If I see a wall of text I'm probably moving on. I've gotten real bad with emails lately. And flamers don't even bother, it won't work. My email: lunatic_252000@yahoo.com Title of your email should be: Dead Space 1 PS - To GameFAQ's users, if you like the guide, click "recommend" at the top of the guide, but only if you like it. PPS - I cannot fix bugs, glitches, or achievements/trophies not hitting. ----------- ----------- I have other guides floating around too. They are: Resident Evil 4 Dead Rising Gears of War Lost Planet Crackdown GRAW 2 Rainbow Six Vegas TES IV: Oblivion Shivering Isles Knights of the Nine The Darkness BioShock Halo 3 Half-Life 2 HL2: Episode One HL2: Episode Two Call of Duty 4 Assassin's Creed Mass Effect Advance Wars: Days of Ruin Perseus Mandate Sam & Max Episode 203 Devil May Cry 4 God of War: Chains of Olympus Rainbow Six Vegas 2 Okami Grand Theft Auto 4 Condemned 2: Bloodshot Metal Gear Solid 4 Alone in the Dark (360) NCAA Football 09 Madden 09 Dead Space Gears of War 2 Prince of Persia (2008) Call of Duty: World at War FEAR 2 Resident Evil 5 GTA IV: TBOGT Modern Warfare 2 Assassin's Creed 2 World of Warcraft Mass Effect 2 Heavy Rain Splinter Cell: Conviction Crackdown 2 Halo: Reach Dead Rising 2 CoD: Black Ops -------------- --------------- I've also been published in GamePro magazine, June 2007. Pretty cool if you ask me, and all because I write these little guides. Also, I am in the October issue as well, which should be out at the time of this guide's release. At least I ain't a one hit wonder. In a nice surprise, I didn't even know I was in the March 2008 issue of GamePro, but I am. Look to gamerstemple.com for a slew of random reviews. ---------------- ---------------- Here is my list of sites: GameFAQs (main host site) GameSpot IGN GamersTemple (http://www.gamerstemple.com/) OCModShop.com chaptercheats.com TheGameReviews wiredgamingcommunity.com neoseeker SuperCheats GamesRadar CheatCodeCentral (cheatcc.com) My360.com.au gamerevolution.com *NOTE: There are many more with single guides, and then others with a few, and some that I just don't keep track of.* All other sites must ask permission if they want this. All I ask is that the guide be ad-free and in this text format. ------------------- --------- COPYRIGHT --------- This guide may not be reproduced under any circumstances except for personal, private use. It may not be placed on any web site or otherwise distributed publicly without advance written permission. Use of this guide on any other web site or as a part of any public display is strictly prohibited, and a violation of copyright. All trademarks and copyrights contained in this document are owned by their respective trademark and copyright holders. Copyright 2011 Brad Russell