=============================================================================== =============================================================================== _____ ______ _____ _____ _____ _____ ______ | __ \ | ____| /\ | __ \ / ____|| __ \ /\ / ____|| ____| | | | || |__ / \ | | | | | (___ | |__| |/ \ | | | |__ | | | || __| / /\ \ | | | | \___ \ | ___// /\ \ | | | __| | |__| || |____ / ____ \ | |__| | ____) || | / ____ \| |____ | |____ |_____/ |______|/_/ \_\|_____/ |_____/ |_| /_/ \_\\_____||______| =============================================================================== =============================================================================== Copyright 2008 - Staley, Deuce ex Defcon. Any site that wishes to host any of my guides is free to do so, provided you contact me prior to posting the guide(s), as I like to know where they're being used. I can't guarantee any site other than GameFAQs will always have the most current form of my guides, so if there's ever any doubt, always check GameFAQs. If you find an outdated form of any of my guides on any other site(s), please contact me, and I will contact the site(s) to get it updated. All questions, comments, and so forth concerning this guide can be posted on my site here: http://thebrink.us/boards Or if you're not fond of message boards, please feel free to email at [email protected] or try me on AIM (Deuce ex Defcon). ----------------------------------------------------------------------------- | ========================= | | | CONTENTS | | | ========================= | ----------------------------------------------------------------------------- 0.00) General Notes 1.00) Walkthrough 1.01) Chapter 1: New Arrivals 1.02) Chapter 2: Intensive Care 1.03) Chapter 3: Course Correction 1.04) Chapter 4: Obliteration Imminent 1.05) Chapter 5: Lethal Devotion 1.06) Chapter 6: Environmental Hazard 1.07) Chapter 7: Into the Void 1.08) Chapter 8: Search and Rescue 1.09) Chapter 9: Dead on Arrival 1.10) Chapter 10: End of Days 1.11) Chapter 11: Alternate Solutions 1.12) Chapter 12: Dead Space 2.00) Other 2.01) Store 2.02) Weapons/Equipment 2.03) Log Entry List 2.04) Known "Tricky" Log Entries 7.00) End 7.01) Version History 7.02) Closing ============================================================================= | ----------------------------------------- | | | 0.00) General Notes | | | ----------------------------------------- | ============================================================================= ---- Ammo ---- - The clips of ammo that you find on the ground (some of them, anyway) are somewhat random and can be influenced by which weapon you're carrying. Due to this, it's hard for me to include the exact items that will be found in each area. I will just be listing ammo items as "Ammo" in my item lists. Also, you should note that sometimes an "Ammo" spot could turn out to be something else, like a Stasis Pack, but that's fairly rare. ----------------- Green Light Crate ----------------- - Along the way, you'll see little crates with green lights on them all over the place. If you smash them, random items will drop for you. As you follow this guide, you'll see that I've put Green Light Crate in the items list for areas that have them since there's no way to perfectly predict what's going to come out of them. --------------------- Locker/Cabinet/Carton --------------------- - You'll also see many lockers, cabinets, and carton things on the floor as you move through the ship. The ones with red lights can't be opened, but the ones with blue lights will have random items in them. ----------- "Log Names" ----------- - In the items list in this guide, you'll sometimes see that I've included some phrases in quotation marks. These are log entry titles for log entries that you won't get automatically. Sometimes you'll pick them up off the floor, off of tables, off of shelves, by doing special events, and so forth. ============================================================================= | ----------------------------------- | | | 1.00) Walkthrough | | | ----------------------------------- | ============================================================================= | ----------------------------------------- | | | | | | | 1.01) Chapter 1: New Arrivals | | | | | | | ----------------------------------------- | ============================================================================= ---------- Hangar Bay ---------- Items: Small Med Pack (inside the shuttle) Follow the Security Team: The Ishimura looks like it's in bad shape, and our shuttle is going to need extensive repairs. Where the hell is the flight crew? Open the Hangar Door: I can use my uniform's RIG (Resource Integration Gear) to interface with the Ishimura's holographic display system. Grab the Small Med Pack from inside the shuttle, then head out through the opening and move towards the rest of the group. When Hammond asks you to, move towards the hangar door and press your action button (X) to open it. ------------- Flight Lounge ------------- [Save Station] Items: Small Med Pack (near entrance in cubbyhole) Credits: 1700 (near entrance in cubbyhole) Activate the Security Console: There should be a security console nearby where I can run a systems diagnostic check. Get to Safety: We've been attacked! I've been cut off from Hammond and Kendra. I've got to find somewhere safe, somewhere to hide... Grab the Small Med Pack and credits from the cubbyhole thing directly to the left after you enter this room, then head for the door near Hammond (make use of the save station first if you want). At the end of the hall, you'll find a security console. Use your X button to activate it, then exit this room through the nearby door as fast as you can (hold the L2 button down to run). ----------------- Hall to Lift Room ----------------- Nothing to do here except run as fast as you can. When you reach the lift door, open it, get inside, and use the button near the door to close it. -------- Workshop -------- Items: Plasma Cutter (on the workbench) Green Light Crate (near the lift door) Green Light Crate (near the lift door) Carton (on the floor by workbench) Carton (on the floor by workbench) Approach the workbench to the left and pick up the Plasma Cutter on it. The locked door in this room as a blue energy thing to its right - smack it by swinging your arm with your R1 button, and the door will be unlocked. Open it and quickly deal with the enemy that comes out of it. -------------------- Tram Control Hallway -------------------- Items: Credits: 1000 (near the blocked doorway) Small Med Pack (right after the first door) "Vent Warning" (on the floor near the door to Tram Control) Turn left and grab the credits near the blocked doorway, then head down the other part of this hallway and grab the Small Med Pack and audio clip along the way. Head out the door at the end of the hallway when you're ready. ------------ Tram Control ------------ [Save Station] Items: Cabinet (wall next to entry door) Locker (wall next to exit door) Locker (wall next to exit door) Replace the Damaged Tram: A broken tram car is blocking the whole system. Looks like it got delivered to tram repair, but never got switched off the tracks. Use the save station on the wall if you'd like, then head through the next door. There's nothing else to do here for now. -------------------- Tram Control Hallway -------------------- [Save Station] Items: Green Light Crate (smash the crate with the green light) Ammo (on the floor near save station) Medium Med Pack (on the floor near save station) "Shoot the Limbs" (on the floor near locked door) Take a left and grab the ammo off of the floor by the save station. Slaughter the enemy, pick up the medium med pack, and continue down this hall to find an audio log. Once you've picked it up, use the save station if you want, then head all the way to the opposite end of this hallway and head through the unlocked door. Another empty hallway awaits you, so just head out the next door you come to as well. ----------- Tram Tunnel ----------- [Stasis Recharge] Items: Credits: 1000 (on the floor on opposite side from the stasis recharge) Green Light Crate (near malfunctioning door) Stasis Module (on the floor by malfunctioning door) Take a left and grab the credits, then head for the malfunctioning door. Grab the Stasis Module from the ground in front of it, then aim your Plasma Cutter at the door and use a stasis shot to slow it down (use your square button while aiming at the door). While it's slow, move through it. -------------- Access Hallway -------------- [Save Station] Items: Stasis Pack (on the floor near save station) Credits: 3000 (on floor by locked door right of save station) Green Light Crate (down hallway by save station) Ammo (on the floor in bathroom) Ammo (on the floor in bathroom) Small Med Pack (on the floor in bathroom) Head up the ramp and grab the stasis pack, then turn to the right and head all the way to the locked door to find some credits on the ground. Head down the hallway by the save station to find a green crate that you can smash, then enter the bathroom near the save station. Grab the small med pack and the ammo from there, then use the save station if you want. Head out the unlocked door when you're ready. ----------- Tram Repair ----------- [Stasis Recharge] Items: Power Node (on the wall near first claw control) "Tram Status" (on floor by second claw control) Small Med Pack (on floor by second claw control) Cabinet (on the wall near second claw control) Find the Data Board: The tram computer is offline because of a missing data board. Kendra thinks the data board is in the Maintenance Bay. Did someone deliberately try to shut down inter-deck transport? We aren't getting far unless I get that tram system running. Activate the first claw using the panel near the room's entrance, then head up the ramp and down the other side. You'll find an audio log and a small med pack over there, so go ahead and grab them. Use the second claw control panel now, and once the claw has extended, quickly tag it with a stasis shot to slow it down (use your square button while aiming, if you've already forgotten). Quickly run up the ramp and use the control panel there before the stasis wears off. Head out the door you originally came in when you're done. -------------- Access Hallway -------------- [Save Station] Hmm... nothing much to do here. Save if you'd like, then head down the ramp and go through the malfunctioning door. ----------- Tram Tunnel ----------- [Stasis Recharge] Fight off the enemies and collect anything they drop, then head through the other door. -------------------- Tram Control Hallway -------------------- [Save Station] Nothing of interest here. Head up the ramp and out the first door, take a right, and head all the way past the save station (stopping to save if you want) through the door on the other side. ---------------- Maintenance Lift ---------------- It's just a lift. Press the button on the wall to ride it, then get out. --------------- Maintenance Bay --------------- Items: Green Light Crate (by maintenance lift) Ammo (on the floor in front of lift to crane controls) Green Light Crate (lowest part of the catwalk) Cabinet (lowest part of the catwalk) Cabinet (wall near crane lift exit) Green Light Crate (next to crane control lift upper exit) Maintenance Bay Key (on the floor in the upper catwalk area) Ammo (on the floor in the upper catwalk area) "Repair Invoice" (on the floor in the upper catwalk area) Find the Maintenance Bay Key: The data board is locked up in a storage room. The key should be somewhere in the Maintenance Bay. Sweep the lower area for enemies, collecting items along the way. When you've gotten everything, take the second elevator up to the upper section of catwalk and clear it out as well. The Maintenance Bay Key (key item) is on the floor up here, so make sure you grab it. Take the elevator back down to the lower area when you're ready. Fend off any more enemies that spawn, then head for the orange door to the room that's attached to this one. You can open it now that you have the card, so go ahead and go in there. ---------------------- Maintenance Bay Office ---------------------- [Upgrade Bench] Items: Data Board Power Node (on the wall in one of the corners) Locker (to the right when you enter) Install the Data Board: Before I can operate the tram, I need to take the Data Board back to Tram Control and install it. Grab the Data Board from the table and open the unlocked locker, then grab the power node off of the wall. You can use the upgrade bench if you'd like, but I'll be waiting until later to make my first set of upgrades. --------------- Maintenance Bay --------------- Turn to the right and fight your way through here to get to the elevator. ---------------- Maintenance Lift ---------------- Just press the button and ride the elevator up. -------------------- Tram Control Hallway -------------------- [Save Station] Fight through here, using the save station if you'd like. Take a right when you get to the split in the hallway. ------------ Tram Control ------------ [Save Station] Call the Tram: Looks like I've got the tram system up and running. I can call a tram for Hammond and Kendra from Tram Control. Return to the Kellion and Run Diagnostic: Hammond wants me to prep the Kellion for launch despite the damage it took on our landing. I can probably get it functional, but I'm not sure how far we can get in it. Head to the back corner of this room and use the Data Board to repair the tram system, then find the nearby panel to call a tram in. Save if you'd like, then head out the door to the left of the save station. -------------------- Tram Control Hallway -------------------- Nothing of interest here, just run through the doors until you're in the workshop. -------- Workshop -------- Get in the elevator and use it to head up. ----------------- Hall to Lift Room ----------------- Fight your way through to the door on the opposite side. ------------- Flight Lounge ------------- [Save Station] Items: Green Light Crate (near save station) Green Light Crate (near door to Hangar) Smash the crates to get some items and use the save station if you'd like, then head through the door to the Hangar Bay. ---------- Hangar Bay ---------- Items: Green Light Crate (near entrance to Flight Lounge) Go to the Medical Deck: The Kellion is completely destroyed. There's no way out of here. If I can find the Captain's RIG on the Medical Deck, maybe Hammond can figure out just what the hell happened. There's a crate directly to your left, so smash it before you head for the shuttle. Fight your way in and activate the console in the cockpit, then bail. Fight off the enemies on the catwalk and collect the items they drop, then head back into the Flight Lounge. ------------- Flight Lounge ------------- [Save Station] Save if you'd like, then head through the large door next to the save station. --------------- Hallway to Tram --------------- Items: Large Med Pack (on the floor in the bathroom) Carton (on the floor in hallway) Carton (on the floor in hallway) Take a right and enter the bathroom. Grab the Large Med Pack off of the ground on the male side, then leave the bathroom and get in the elevator. ------------ Tram Station ------------ [Store] [Upgrade Bench] Store Plasma Cutter 0 Line Gun 9000 Pulse Rifle 7000 Level 2 Suit 10000 Plasma Energy [6] 1200 Small Med Pack 2000 Small Air Can 1000 Stasis Pack 5000 Power Node 10000 What you do at the stores and work benches is of course entirely up to your personal play-style. I'll share what I chose to do if you're curious, but you should note that my choices could quite possibly turn out poorly for you if you don't like to play the same way I do. Anyway, I sold a lot of my extra items, stuck all but one clip of plasma energy in the safe, and bought the second suit so I'd have more carrying capacity. I used the two power nodes at the upgrade bench to get both starting point upgrades for my plasma cutter since I didn't buy any of the other weapons. The paths you take when upgrading your weapons can take some thought if you want to ensure that you get the maximum benefit, so there'll be more on that later in this guide if you're interested. Anyway, regardless of what you choose to do, get on the tram when you're ready. *Note: If your inventory was full and you wound up leaving a bunch of items behind, now is a good time to backtrack and pick them up so you can sell them at the store before moving on. ============================================================================= | ----------------------------------------- | | | | | | | 1.02) Chapter 2: Intensive Care | | | | | | | ----------------------------------------- | ============================================================================= ------------ Tram Station ------------ [Store] Store Plasma Cutter 0 Line Gun 9000 Pulse Rifle 7000 Level 2 Suit 10000 Plasma Energy [6] 1200 Small Med Pack 2000 Small Air Can 1000 Stasis Pack 5000 Power Node 10000 Items: Kinesis Module (next to the chick dressed in white) Small Med Pack (on the ground near all the corpses) Retrieve the Captain's RIG: The captain's body made it down to the morgue, probably before the ship was totally compromised. Nicole worked on this deck. Maybe I can find something... anything showing that she's still alive. Grab the small med pack from the ground in the room with all the corpses, then pick up the Kinesis Module once the lady in white drops it. You can use it to move objects by aiming your weapon at something and pressing the circle button while you're still aiming. Pressing the circle button again will let go of the object. Try it out on the crates that're blocking the next hallway. ---------------- Security Station ---------------- [Store] [Save Station] Store Plasma Cutter 0 Line Gun 9000 Pulse Rifle 7000 Flamethrower 11000 Level 2 Suit 10000 Plasma Energy [6] 1200 Small Med Pack 2000 Small Air Can 1000 Stasis Pack 5000 Power Node 10000 Items: Flamethrower Schematic (on the floor in the hallway) Credits: 3000 (on the ground near the save station) Green Light Crate (near life support console) Locker (near the save station) Ammo (in the pile of corpses between the two doors) Find the Thermite: There's some thermite stored near the Main Lab. A small amount of that, plus a timed electrical charge, and I should be able to blow through that barricade. Find the Shock Pad: A portable defibrillator should provide enough juice to detonate the thermite. There's one in Zero-G Therapy, according to Hammond. Destroy the Barricade: Once I've put together an explosive, I can blow up the barricade. Then I need to make my way through the Emergency wing and find the Morgue. Grab the Flamethrower Schematic on the ground and head through the door. Pick up the credits by the save station and the ammo in the pile of corpses in the corner, then check the little area to the left of the save station to find a green light crate and a locker. Head for the store so you won't have to carry that flamethrower schematic around in your inventory, then use the save station if you'd like. Head through the door right next to the save station when you're ready. -------- Main Lab -------- [Stasis Recharge] [Save Station] Items: Ammo (second pile of corpses by the stasis recharge) Cabinet (on the wall to the left after entering the main area) Ammo (on the floor to the left of the first locked door) "Mercer's Journal" (on the floor in the bathroom) Ammo (on the floor in the bathroom) Ammo (on the floor in the bathroom) Ammo (on the floor in an office) "Kyne and the Captain" (on the floor in an office) "Marker Overview" (move the shelves in the office by the bathroom) Gold Semiconductor (move the shelves in the office by the bathroom) Locker (move the shelves in the office by the bathroom) Locker (move the shelves in the office by the bathroom) Green Light Crate (on the floor in an office) Locker (in an office) Locker (in an office) Locker (in the office with the save station) Locker (in the office with the save station) Locker (in the office with the save station) Head down the hallway until you see the second pile of corpses by the stasis recharge station, then examine the pile for some ammo. Use a stasis shot on the door to slow it down, then head through it as well as the door behind it. Turn to your left and open the cabinet on the wall for an item, then grab the ammo to the left of the nearby locked door. Once you walk towards the catwalks, the quarantine will activate again. After you've fought off the enemies in the upper area, head for the back and use the lift there to move down into the lower area. This part is crawling with enemies too, so be ready to fight them off. Don't hesitate to spam your stasis ability either, since there's a recharge station down here. Once the quarantine is lifted, scour the bathroom and offices for items, saving the one closest to the lift for last. Don't miss the two log entries in the office closest to the bathroom - one is fairly obvious on the floor, but you'll have to move the shelves to get to the second one. After you've raided the office closest to the lift and used the save point in it if you'd like, head through the other door in it. ------- Bio Lab ------- Items: Ammo (on the floor outside of glass area) Ammo (near the decapitated guy) Ammo (on the floor by a table on the lower level) Green Light Crate (on the floor by lift) Ammo (on the floor between tube things on the upper level) Grab the ammo on the ground to the right when you see the guy, then wait until the door is unlocked and head through. Fight off the enemy, then collect the two ammo clips and smash the green light crate. Take the lift up and deal with the enemies there, then grab the ammo on the ground between the two big tube things and head out the next doors. -------- Main Lab -------- [Stasis Recharge] [Save Station] Items: Ammo (on the floor in the office with the thermite) Ammo (on the floor in the office with the thermite) Power Node (on the wall by the door in the office with the thermite) Thermite (on the desk in the office) Grab the ammo, the power node, and the Thermite, then head out the door in the office as well as the next one right in front of you. Use stasis on the malfunctioning door, then head through and fight off the enemies in this part of the hallway. Recharge your stasis and head to the end of the hallway to get back to the Security Station. ---------------- Security Station ---------------- [Store] [Save Station] Store Plasma Cutter 0 Line Gun 9000 Pulse Rifle 7000 Flamethrower 11000 Level 2 Suit 10000 Plasma Energy [6] 1200 Small Med Pack 2000 Small Air Can 1000 Stasis Pack 5000 Power Node 10000 Make use of the store if you need to, then save at the save station if you'd like. Head through the door to the left of the store when you're ready. ------------------- Imaging Diagnostics ------------------- [Stasis Recharge] x 2 [Upgrade Bench] [Save Station] Items: Ammo (on the ground next to the stasis recharge station) "Interesting Results" (on the ground near power node door) Pulse Rounds Schematic (in the small room in the back of the lab) Ammo (in the small room in the back of the lab) Power Node (on a wall in room in the back of the lab) Locker (office behind power node door) Locker (office behind power node door) "Mercer and Kyne" (on the floor in office behind power node door) Gold Semiconductor (on a table in office behind power node door) Ammo (use your kinesis from the top of the lift to grab them) Move through the hallway and grab the ammo next to the stasis recharge module, then head through the next door. The door directly to the left will require a power node if you want to get in there. You should have one from the lab area you just came from, but if not, you can buy one at the store (or use one from earlier in the game if you haven't already used them to upgrade your equipment). You can also just completely skip this room if you'd like. Whether you choose to do so is entirely up to you. If you want the log file, you'll have to cough up the power node one way or another. You can sell everything else from that room and get almost all of your 10000 credits back, depending on what items you get from the lockers (the one on the right seems to like giving a large med pack) if that information helps you make your decision. Anyway, when you're ready to move the giant cylinder thing, aim your weapon up at the blue symbol on it and press your circle button. Drag it to the left for a while, then leave it there (you'll walk over the top of it later). Head farther back into the room and deal with the enemies, then step into the office to grab some items, including a Power Node. To get the lift back online, use kinesis on the block thing that's on the ground next to it and stick it back in the wall (press circle again to let go of it once it's in the hole). After you've taken the lift up, aim down and use kinesis to grab the ammo from the ledge below. Proceed down this walkway, then go around the corner towards the door. You'll probably have to move that cylinder thing again if you can't quite walk on it, so grab it with kinesis again and slide it a bit more to the left. Use the save station if you'd like, then swat the electrical thing on the right side of the door to unlock it and head through. ---------------------- Zero-G Therapy Hallway ---------------------- Items: Locker (in the exposed area) Locker (in the exposed area) Locker (in the exposed area) Credits: 10000 Go through the unlocked door to enter a breached hallway. Don't worry too much about your air supply - you have more than enough for this small hallway. Just run through, grabbing the items from the three lockers along the way, and go out the next door you come across. As soon as it closes behind you, pressure will be restored. Go through the next door to enter your very first Zero-G situation. (If you stop where the corpse is floating near the second airlock and look to the left towards the planet, you should be able to find some credits floating there. You can grab them with kinesis.) -------------- Zero-G Therapy -------------- Items: Green Light Crate (floating in the Zero-G, grab it with kinesis) Shock Pad (in the small room) Cabinet (in the small room) Locker (in the small room) Credits: 1000 (on the floor in the small room) Use the console to deactivate gravity, then aim your weapon towards the wall across from you and press your triangle button (if it flashes red, keep looking for somewhere until your character actually jumps). From the wall next to the door, re-orient yourself and aim at the floor in front of the door for your next jump. Use kinesis to grab one of the battery things floating around so you can open the door, then head through it. Grab the Shock Pad from the table, then grab the credits off of the floor and the items from the cabinet and the locker. Go back into the Zero-G area and make your way back through the door on the other side. ---------------------- Zero-G Therapy Hallway ---------------------- Hmm, combat sounds a lot different out here, doesn't it? Deal with the enemies and make your way back through the doors at the other end of this area. ------------------- Imaging Diagnostics ------------------- [Stasis Recharge] x 2 [Upgrade Bench] [Save Station] Use the save station again if you'd like, then make your way back down the lift and out the doors leading back to the Security Station. The small enemies are annoying, but with a stasis recharge station right here, you can just freeze them to make it really easy. ---------------- Security Station ---------------- [Store] [Save Station] Store Plasma Cutter 0 Line Gun 9000 Pulse Rifle 7000 Flamethrower 11000 Level 2 Suit 10000 Plasma Energy [6] 1200 Pulse Rounds [25] 1250 Small Med Pack 2000 Small Air Can 1000 Stasis Pack 5000 Power Node 10000 Use the store to get rid of some of your excess inventory, then save at the save station if you'd like. Examine the barricade by the door to the clinic, then use your shock pad and thermite to destroy it. *Note: If you don't have any power nodes left, you might want to buy one from the store right now. There's a door coming up that will need one to open it, and the Line Ammo Schematic is behind it (as well as plenty of plasma energy, a green light crate, and a locker). You'll get a free power node on the floor in the morgue anyway, so if you'd prefer to wait until the return trip, you can do that too. ------ Clinic ------ [Oxygen Recharge] Items: "Nicole's Report" (on the floor right after you enter the hallway) Green Light Crate (on a chair in the waiting room) Green Light Crate (in the main clinic area) Ammo (on a shelf in the main clinic area) Plasma Energy [6] (on the floor against a wall in the main clinic area) Credits: 1000 (on the floor in a corner of the main clinic area) Locker (in the small room attached to the main clinic area) Locker (in the small room attached to the main clinic area) Smash the green light crate to your left, then open the next door. Deal with the two enemies, then raid the main clinic area and the small room attached to it for items. Find the battery thing on the ground and use kinesis on it to stick it back in the wall by the door to the Emergency Room to unlock it, then go through it. -------------- Emergency Room -------------- [Oxygen Recharge] [Save Station] Items: Line Ammo Schematic (behind power node door) Ammo (behind power node door) Ammo (behind power node door) Ammo (behind power node door) Ammo (behind power node door) Ammo (behind power node door) Locker (behind power node door) Green Light Crate (behind power node door) "Eileen" (on the ground in front of the Intensive Care Unit door) "Newborns" (on the ground at the end of dead-end) Ammo (on a shelf at the end of dead-end) Green Light Crate (on the ground at the end of dead-end) Green Light Crate (on the ground at the end of dead-end) "More Time" (on the ground right before save station) "Colonist Problems" (on the ground right after save station) Fend off the hoard of enemies, then use a power node to get in the locked door if you want (if you don't have one, you can either wait until you pick one up on the floor in the morgue or return to the Security Station and buy one). The Line Ammo Schematic is behind it, along with tons of ammo, a green light crate, and a locker. Once you've gathered everything, head down the hallway again and pick up the Eileen audio log in front of the Intensive Care Unit door. Continue down the hallway towards the dead-end and fight off the enemies there, then collect all of the items and backtrack to the Intensive Care Unit door. Check the floor in here for another log entry, then use the save station if you'd like before heading through the door next to it. Grab the log entry from the floor here, then continue down the hallway and get in the elevator. ------ Morgue ------ Items: Credits: 1000 (in one of the morgue drawers) Ammo (on the floor next to the office) "Autopsy Report" (on the floor in the morgue) Captain's Rig (dropped after the fight) Credits: 1000 (on the floor in the area with the shattered glass) Small Med Pack (on the floor in the area with the shattered glass) Power Node ( on the floor in the area with the shattered glass) Kill the Captain: The captain's body has been... transformed by one of those things. I've got to take him down to get his RIG. Go to Engineering: So the infection started planetside, and somehow got onto the ship. And these creatures came from within the planet. It's almost too incredible to believe. Hammond needs me on the Engineering deck now, to try to correct the ship's orbit. As if things could get any worse. Move into the room and wait for the enemies to break out of the glass, then freeze them with stasis so you can open fire on them. Move as far away as you can while you're firing so you'll have more room to freeze them again if you have to. Once they're all down, grab all of the items in the room as well as in the area behind the shattered glass, making sure you don't miss the power node on the floor. If you skipped the power node door a few rooms ago and you'd like to go back for it now, go ahead. Otherwise, use the elevator next to the shattered glass area to get back to the Clinic. ------ Clinic ------ [Oxygen Recharge] Head for the door right in front of you, take out the enemy, and then go through the next door and the hallway behind it to get back to the Security Station. ---------------- Security Station ---------------- [Store] [Save Station] Store Plasma Cutter 0 Line Gun 9000 Pulse Rifle 7000 Flamethrower 11000 Level 2 Suit 10000 Plasma Energy [6] 1200 Line Racks [2] 2000 Pulse Rounds [25] 1250 Small Med Pack 2000 Small Air Can 1000 Stasis Pack 5000 Power Node 10000 Head to the store and use the save station if you'd like, then head out the door to the tram station. ------------ Tram Station ------------ [Store] Store Plasma Cutter 0 Line Gun 9000 Pulse Rifle 7000 Flamethrower 11000 Level 2 Suit 10000 Plasma Energy [6] 1200 Line Racks [2] 2000 Pulse Rounds [25] 1250 Small Med Pack 2000 Small Air Can 1000 Stasis Pack 5000 Power Node 10000 Just hop in the tram, there's not a whole lot else to do here. ============================================================================= | ----------------------------------------- | | | | | | | 1.03) Chapter 3: Course Correction | | | | | | | ----------------------------------------- | ============================================================================= ------------ Tram Station ------------ Items: Carton (on the floor by the tram) Cabinet (on the wall in the glass area) Re-Fuel the Engine: I find it hard to believe that the Ishimura ran out of fuel. They haven't been on mission long enough for that. Either the fuel lines are disengaged or something very bad has happened. Activate the Centrifuge: Hammond's right about this one. Ships like the Ishimura use massive centrifuges to negate the pull of dismantled pieces of planet. Undoubtedly, it's offline so I'll need to assess the problem and get it restarted. After gathering the items, head down the hallway to enter the Control Room. ------------ Control Room ------------ [Save Station] [Store] Store Plasma Cutter 0 Line Gun 9000 Pulse Rifle 7000 Flamethrower 11000 Level 2 Suit 10000 Plasma Energy [6] 1200 Line Racks [2] 2000 Pulse Rounds [25] 1250 Small Med Pack 2000 Small Air Can 1000 Stasis Pack 5000 Power Node 10000 Items: "Temple Report 1" (on the floor in control area) Locker (next to save station) Locker (next to save station) Locker (in small hallway by elevator) Cabinet (on wall left of control area) Gather the items from the cabinet and the lockers as well as the log on the floor, then use the store and save point if you'd like. Head out the door next to the save station when you're ready. ------------ Machine Shop ------------ [Upgrade Bench] Items: Flame Fuel Schematic (in the storeroom at the bottom of the stairs) "Temple Report 2" (in the storeroom at the bottom of the stairs) Locker (in the storeroom at the bottom of the stairs) Locker (in the storeroom at the bottom of the stairs) "Chaos" (on a table near the upgrade bench) Ammo (near Refueling Chamber door, need kinesis) Take the stairs down and deal with the enemy, then enter the little storeroom to raid it for items. Work your way through the other side of the room now, making sure you don't miss the ammo that's on a shelf thing beyond your reach near the door to the Refueling Chamber. You'll have to tag it with kinesis if you want it. ----------------- Refueling Chamber ----------------- [Save Station] Items: Small Med Pack (on a shelf in a small room) Cabinet (on a wall near the 1000 credits) Credits: 1000 (on a shelf in the middle of the catwalks) Green Light Crate (by the cabinet and 1000 credits) Cabinet (near the gondola controls) Green Light Crate (on the ground shortly after exiting the gondola) Cabinet (directly to the left when exiting the gondola) Credits: 1500 (on a shelf in the room with the power node) Power Node (in a small room in the middle of the second catwalk area) "Temple Report 3" (on the ground in the middle of the 2nd catwalk area) Ripper Schematic (on the ground by second refueling lever) Cabinet (upper catwalk area near second refueling lever) Stasis Pack (shelf by corpses on catwalk near second refueling lever) Small Med Pack (on the ground near upper control room entrance) Green Light Crate (catwalk right outside upper control room entrance) Enter the area and scour it for items as you eliminate enemies, then use kinesis on the arm thing that's sitting on a high circular platform to refuel the first engine. Use kinesis to drag the gondola car back to your side of the area, then hop on it and ride it to the other side. Focus your attention on the catwalk area as you approach it and try to aim at one of the explosive red canisters on the ground when the enemies are close to it. After you've done that, just slaughter them the regular way until they're all dead. Collect what they drop, then raid the place for items. Make sure you don't miss the power node on the wall in one of the little rooms in the middle of the area. Find the circular platform with the second refueling lever on it and use kinesis to activate it, then use the save station if you'd like and return to the gondola. When you get off, head to the right and go up the catwalk where you saw the enemy run. Fight your way through to the door leading to the control room area and go through it, then enter the other unlocked door in there to get back to the area where you started. ------------ Control Room ------------ [Save Station] [Store] Store Plasma Cutter 0 Line Gun 9000 Pulse Rifle 7000 Flamethrower 11000 Ripper 8000 Level 2 Suit 10000 Plasma Energy [6] 1200 Line Racks [2] 2000 Pulse Rounds [25] 1250 Flame Fuel [25] 1000 Small Med Pack 2000 Small Air Can 1000 Stasis Pack 5000 Power Node 10000 Fight off the enemies in here, then use the store so you won't have to carry those two schematics around with you anymore. Save if you'd like, then make your way into the elevator leading towards the centrifuge area. --------------- Decontamination --------------- [Upgrade Bench] Items: Locker (outside of decontamination room) Locker (outside of decontamination room) "Temple Report 4" (locker outside of decontamination room) Locker (outside of decontamination room) Locker (outside of decontamination room) Locker (outside of decontamination room) Ammo (under a chair near the upgrade bench) Locker (on other side of decontamination room) Enter the area and raid the lockers for items, then use the upgrade bench if you'd like (personally I chose to wait until later, when I could have more power nodes to fill a bunch of slots at once). Enter the main decontamination area when you're ready and activate the console, then fight off the three enemies to make the doors unlock. Head out and check the last locker, then enter the door leading to the centrifuge area. ---------- Centrifuge ---------- [Save Station] [Oxygen Recharge] [Stasis Recharge] Items: Power Node (wall on dead-end side of curved hallway) Credits: 1700 (on the floor by power node) Ammo (in a hole in the wall on right side of hallway) Gold Semiconductor (in a hole in the wall on right side of hallway) Medium Air Can (on the floor by save station) Cabinet (next to door in the Zero-G area) Green Light Crate (grab it with kinesis in the Zero-G area) Ammo (by save station, after activating centrifuge) Manually Ignite the Engine: Now that the ship has fuel and the centrifuge is working, I just have to re-engage the engines from the Engine Room. The automatic navigation systems should then correct our orbit. Take a left and head for the dead-end to grab a power node and some credits, then go back down the other side of this hallway. Take the ammo and the gold semiconductor from the hole in the wall, then open the next door. Take the medium air can and use the save station if you'd like, then open the door to enter another Zero-G area. There's a cabinet directly to your left, so open it before looking for the floating green light crate that you can pull towards yourself with kinesis. Fight off the enemies, then launch yourself to the floor (aim your weapon and press the triangle button, in case you've forgotten how to jump). If you're low on stasis energy, look around on the catwalk ring until you see the stasis recharge station. Otherwise, approach one of the big cylinder things with the rotating end and hit the rotating part with a stasis shot, then quickly grab the whole thing with kinesis and pull it towards the main piece of machinery in the middle of the room Repeat the process with the second generator cylinder, then get up on the catwalk to refill your stasis energy. The controls for activating the centrifuge are near the stasis recharge station, so walk over to them. As soon as you activate the centrifuge, this area is going to have gravity again, but it will lose compression. You'll need to plan your escape to avoid running out of air, and you'll have to avoid the giant spinning machinery in the middle of the room. As soon as you activate the centrifuge, turn around and use the lift behind you to get to the lower level. Wait for the giant spinning thing to go by, then sprint to the right and duck in the first cubbyhole you find. Wait until the thing spins by again, then run to the next cubbyhole to the right. There's an oxygen recharge station in this one, so use it. Continue moving to the right from cubbyhole to cubbyhole as the arm spins by until you find the lift, then ride it up and turn to the right to find the exit. Grab the ammo and use the save station, then open the next door. When the thing grabs you, quickly aim your weapon at the giant yellowish blob on its tentacle and shoot it a few times until it lets you go. Continue moving down the hallway and head back into the decontamination room again. --------------- Decontamination --------------- [Upgrade Bench] Head through here to the elevator on the other side. ------------ Control Room ------------ [Save Station] [Store] Store Plasma Cutter 0 Line Gun 9000 Pulse Rifle 7000 Flamethrower 11000 Ripper 8000 Level 2 Suit 10000 Plasma Energy [6] 1200 Line Racks [2] 2000 Pulse Rounds [25] 1250 Flame Fuel [25] 1000 Small Med Pack 2000 Small Air Can 1000 Stasis Pack 5000 Power Node 10000 Definitely take advantage of the store right now. The area you're headed to has a ton of items in it, so you'll want to have your inventory as empty as possible if you want to avoid having to make more than one trip. Use the save station if you'd like, then head for the big circular door that's now unlocked thanks to Kendra. ------------ Fuel Storage ------------ Items: Small Air Can (floating in space, use kinesis) Ammo (floating in space, use kinesis) Green Light Crate (floating in space, use kinesis) Medium Air Can (floating in space, use kinesis) Medium Med Pack (stuck in some metal near second airlock, look down) Open the door to enter a vacuum, then use kinesis to grab the items that're floating in front of you. Re-enter the previous room to get your air back, then go back into the vacuum. Look up and to the left to find a platform floating in space that you can launch your self to, then immediately turn and face the next platform area to find two enemies that're going to attack you. Deal with them, then look around for a medium air can and a medium med pack. Launch yourself to the next airlock and head through it when you're done. (If you run short on air during any of this, just open the airlock to refill your supply.) ------------------- Engineering Storage ------------------- [Stasis Recharge] Items: Medium Med Pack Schematic (on the floor when you first enter the room) Cabinet (on wall next to really loud machines) "Corruption" (floor of right upper storeroom) Locker (right upper storeroom) Locker (right upper storeroom) Locker (right upper storeroom) Power Node (on the wall in right upper storeroom) Locker (left upper storeroom) Ammo (shelf in the left upper storeroom) "Temple Report 5" (shelf in the left upper storeroom) Small Med Pack (on the floor in left middle storeroom) Locker (right middle storeroom) Green Light Crate (right middle storeroom) Stasis Pack (right lower storeroom next to stasis recharge station) Medium Med Pack (storeroom behind power node door) Ripper Energy Schematic (storeroom behind power node door) Credits: 5000 (storeroom behind power node door) Grab the schematic from the floor and raid the cabinet next to it, then continue down the hallway. This area is filled with small storerooms and elevators, so make sure you raid all six of the store rooms on your way down. If you don't want to waste a power node on the power node door, you'll be missing out on a schematic for ripper ammo. Anyway, use a stasis shot on the malfunctioning door to get past it. In the hallway on the other side, make use of the explosive red cylinder thing to take out some of the enemies as they approach, then deal with the survivors. ----------- Engine Room ----------- [Save Station] Items: Green Light Crate (near entrance) Gold Semiconductor (big enemy drops it) Medium Med Pack (to the left in the middle of the room) Ammo (to the left in the back of the room) Cabinet (on the right in the front of the room) Cabinet (on the right in the back of the room) Power Node (in the area under the catwalks on the right of the room) Green Light Crate (upper catwalk area on the right side of the room) Green Light Crate (upper catwalk area on the right side of the room) Go to the Bridge: From bad to worse. We're no longer going to crash, but we're going to get smashed to pieces by the asteroid field surrounding the planet. I've got to get to the Bridge and meet up with Hammond. Save at the save station, then grab one of those explosive red cylinders with kinesis if there's still one around. Drop it in front of the door to the left of the save station, then open the door and pick it back up. This room is crawling with enemies, and if you press your R1 button while you're still holding the explosive thing with kinesis, it'll launch like a rocket. Use it to do whatever damage you can, then open fire on the enemies to finish the fight. When the big one comes out, try to down it before it gets too close to you - a bunch of those tiny things will come out of it when you kill it, so you'll want plenty of distance to deal with them. Raid the room for items once the fight is done, and make sure you don't miss the power node on the right in the room with all of the explosive cylinders. Use the console to start the process of reactivating the engines, then fight off the hoard of enemies that attacks you. Once the fight is over, use the console again to complete the process, then leave out the door you originally came in through. Use the save station if you want, then head out the door right next to it. ----------------- Refueling Chamber ----------------- [Save Station] Items: Green Light Crate (to the left when you come in the room) Cabinet (to the left when you come in the room) Take the items from the crate and the cabinet to the left, then head up the ramp to get back to the Control Room. ------------ Control Room ------------ [Save Station] [Store] Store Plasma Cutter 0 Line Gun 9000 Pulse Rifle 7000 Flamethrower 11000 Ripper 8000 Level 2 Suit 10000 Plasma Energy [6] 1200 Line Racks [2] 2000 Pulse Rounds [25] 1250 Flame Fuel [25] 1000 Ripper Blades [4] 1800 Small Med Pack 2000 Medium Med Pack 5000 Small Air Can 1000 Stasis Pack 5000 Power Node 10000 Use the store and save station if you'd like, then head back to the tram and use it. ============================================================================= | ----------------------------------------- | | | | | | | 1.04) Chapter 4: Obliteration Imminent| | | | | | | ----------------------------------------- | ============================================================================= ------------ Tram Station ------------ Items: Cabinet (near door) Cabinet (near door) Small Med Pack (in glass area) Meet Hammond on the Bridge: Hammond is waiting for me in the Captain's Nest. It's clear that Kendra doesn't trust him. As for me, for the moment I've got no choice. Collect the small med pack from the floor and raid the two cabinets, then head out the door into the atrium area. -------------- Atrium Hallway -------------- [Store] Store Plasma Cutter 0 Line Gun 9000 Pulse Rifle 7000 Flamethrower 11000 Ripper 8000 Level 2 Suit 10000 Plasma Energy [6] 1200 Line Racks [2] 2000 Pulse Rounds [25] 1250 Flame Fuel [25] 1000 Ripper Blades [4] 1800 Small Med Pack 2000 Medium Med Pack 5000 Small Air Can 1000 Stasis Pack 5000 Power Node 10000 Items: Plasma Energy [6] (next to a corpse before store) Grab the plasma energy off of the ground next to the corpse on your way to the store, then head out the door next to the store when you're ready. ----------- Main Atrium ----------- [Save Station] Items: Carton (around the outside of the atrium) Carton (around the outside of the atrium) Carton (around the outside of the atrium) Carton (around the outside of the atrium) Carton (around the outside of the atrium) "Initial Attack" (near the hole in the floor) Ammo (near one of the stations on the left side of room) Ammo (near one of the stations on the left side of room) Ammo (near one of the stations on the left side of room) Gather the items from the cartons and the floor around the outside of this room, then head for the very front and take the stairs to find a save station. Use it if you'd like, then take the lift down to the Captain's Nest. -------------- Captain's Nest -------------- Items: Level 3 Suit Schematic (sitting on the floor by the lift) Cabinet (in the Captain's Nest) Cabinet (in the Captain's Nest) Green Light Crate (on the floor in the Captain's Nest) "List of Dead" (on the Captain's chair) Activate the Elevators: The elevators leading to the other sub decks of the Bridge are offline. The controls are in the Security Room. Pick up the Level 3 Suit Schematic from the ground when you get off the lift, then walk through the big door. Smash the green light crate and raid the cabinets while Hammond talks, and don't miss the text log on the Captain's chair. Exit the nest and take the lift back up to the Main Atrium. ----------- Main Atrium ----------- [Save Station] Items: Credits: 5000 (dropped by the big "boss" enemy) A boss fight is coming up, but you can get back to the store in the previous room as long as you don't go anywhere near the door to the right of the one that leads back to the tram. If you'd like to head back to grab your Level 3 Suit, go ahead and do so now - that's what I did, anyway. Otherwise, stay in the Main Attrium. Approach the big door next to the one you originally used to enter this room, then get ready for a fight. If you have stasis shots, this fight's pretty simple. Just freeze the thing when it gets near you, then quickly side step it and shoot the yellowish spot on its back as many times as you can before it unfreezes. After enough hits, it falls on the ground for a while, at which point you'll be able to continue shooting the yellowish spot on its back. Repeat this process as many times as necessary, or if you don't have any stasis shots, run around the room as fast as you can to put some distance between you and it. Then, as it dashes towards you, its back will be exposed. Carefully aim a few shots at the yellowish spot, then side step to avoid getting hit. After enough of these hit-and-run attacks, it'll fall down for a while, so you can run up and blast the weak spot as many times as you can. Either way, you'll have to shoot it a lot before it finally goes down, leaving you five thousand credits for your trouble. Grab them and head through the door it destroyed on its way into the room. ---------------- Security Station ---------------- [Upgrade Bench] Items: Power Node (on the wall near elevator controls) Green Light Crate (floor next to upgrade bench) Locker (next to upgrade bench) Locker (next to upgrade bench) Re-Route ADS Power: There are power junctions scattered around the Bridge. I can hack into them and redistribute power to the ADS system. Then Hammond can start it up and the ship will be protected from the asteroid bombardment. Assuming you've been doing the same things I have so far, you should have five power nodes in your inventory after you grab the one in here, so now is a great time to upgrade some of your equipment if you'd like. What you choose to do is again entirely up to you, but I chose to upgrade my Plasma Cutter with the five I had as well as three more that I bought from the store. The diagram below represents the Plasma Cutter's upgrade plan, with the two X characters representing the two starting points that I already had upgraded from earlier. The numbers represent the circuits I filled with power nodes, in the order that I filled them. S------[ ] | | D---C--[ ] C | | X--[1]-[4]--5---6--[ ] | | | | | 2---3 | [ ]--C | | | X--[ ]-[ ]--7---8 Anyway, regardless of what you choose to do, use the elevator controls to activate the elevators and return to the Main Atrium. ----------- Main Atrium ----------- [Save Station] Save if you'd like, then enter the lift that's facing the Security Station. ------ Lift 1 ------ Items: "Captain's Demise" (on the floor in the lift) Grab the log file, then activate the elevator to ride it down. ------------ Ship Systems ------------ [Save Station] [Stasis Recharge] x 2 Items: Cabinet (near lift entrance) Carton (near lift entrance) Green Light Crate (near lift entrance) Contact Beam Schematic (on the floor in the hallway right after lift) Cabinet (in the small storage room) Cabinet (in the small storage room) Green Light Crate (in the small storage room) Ammo (on the floor near 1st malfunctioning gravity plate) Ammo (in the middle of a bunch of broken gravity plates) Ammo (on the ground where "boss" shows up) Ammo (on the ground where "boss" shows up) Power Node (dropped by the big "boss" enemy) Medium Med Pack (on the ground by broken electric cables) Raid the cabinet, carton, and green light crate for items, then move into the hallway. Some of the gravity plates are malfunctioning, which you can use to your advantage - if you can trick an enemy into touching one (or force them to touch one), they'll be killed instantly. Move through here, dodging broken gravity plates and collecting items until you reach the stasis recharge station on the wall. Move the two metal things that're blocking the entrance to the next area using kinesis, then make sure your stasis is fully charged and enter the next part of the room. Another one of those giant enemies that you just fought in the Main Atrium is going to attack in here, and since this is an even tighter area, this fight might be a bit harder. Since you were given a stasis recharge station this time though, you can just spam stasis shots and recharge yourself whenever you need to. When he dies, he'll drop a power node. Grab the nearby ammo from the ground, then move towards the broken electric cables that're flailing around wildly. See the console to the right of them? You need to activate it. Wait until the cables fly to the left, then hit them with a stasis shot and run to the console to deactivate them. Grab the medium med pack off of the ground nearby, then work your way back out of this area to the lift that goes to the Main Atrium. ------ Lift 1 ------ Nothing of interest here, just use it to get up to the Main Atrium. ----------- Main Atrium ----------- [Save Station] Fight your way out of this elevator and into the one on the other side of the Atrium, stopping at the save station along the way if you'd like. You could also make a stop at the store in the nearby room if you really want to. ------ Lift 2 ------ This lift can go to multiple floors. Level 2 is the Main Atrium where you are right now. Select level 1 and ride the lift down. ----------------------------- Mining Administration Hallway ----------------------------- [Save Station] [Upgrade Bench] Items: Carton (floor by save station) Carton (floor by save station) Ammo (use kinesis to grab it through the breach in the hull) Cabinet (in the storage room by the upgrade bench) Locker (in the storage room by the upgrade bench) Grab the items from the two cartons on the floor, then head out the door. Use kinesis to grab some ammo through the breach in the hull, then head into the nearest door to find a storage room with an upgrade bench, a locker, and a cabinet in it. Head back out of that storage room and through the doors to the right when you're ready to proceed. --------------------- Mining Administration --------------------- Items: Stasis Pack (Storage Room B) Gold Semiconductor (Storage Room C, the power node door) Credits: 5000 (Storage Room C, the power node door) Large Med Pack (Storage Room C, the power node door) Medium Med Pack (Storage Room C, the power node door) Green Light Crate (Storage Room C, the power node door) Cabinet (Storage Room C, the power node door) Locker (Storage Room C, the power node door) Locker (Storage Room C, the power node door) Small Med Pack (near power transfer controls) Enter this room and trick the enemies into walking on the malfunctioning gravity plates to kill them, then raid the unlocked storage room to find an item. The other storage room will require a power node if you want to get in it, but you should have one from the large enemy you recently killed. There's nothing significant in the room though, so skipping it won't make much of a difference. There're enough items to easy make up for the cost of a power node though, if that affects your decision at all. Anyway, work your way through the maze of broken gravity plates to the controls for the power transfer on the far side of the room (picking up the small med pack while you're at it). Activate the controls, then defend against the enemies that appear. Exit this room through the door to the left of the one you originally used to enter it. -------------------- Mining Admin Storage -------------------- Items: Locker (near entrance) "Report of Infection" (near entrance) Power Node (wall in MA Storage Room D) Carton (MA Storage Room D) Green Light Crate (MA Storage Room D) Raid these two small rooms for items, then return to the previous room. --------------------- Mining Administration --------------------- Just take a left and get out of this room. ----------------------------- Mining Administration Hallway ----------------------------- [Save Station] [Upgrade Bench] Work your way back through the hallways to the lift and take it to level 3. ------ Lift 2 ------ Nothing of interest in here, just take the lift to level 3. -------------- ADS Lower Hall -------------- [Save Station] Items: "Temple on the Bridge" (next to the lift) Force Gun Schematic (near the lift) Cabinet (near the lift) Carton (near the lift) Cabinet (save station hallway) Cabinet (save station hallway) Ammo (near the two locked doors) Green Light Crate (Storage Room 47) Ammo (Storage Room 47) Locker (Storage Room 47) Destroy the Asteroids: One of the cannons has failed to start, which means a big portion of the ship is unprotected. I've got to take manual control and buy Hammond enough time to fix it on his end. Move through here collecting items, then fight the enemies by the locked doors. Use the control panel to reactivate the ADS, then use the nearby door to find another hallway. Head through the entrance to Storage Room 47 and raid it for items, then use the elevator next to the storage room to head up. -------- ADS Lift -------- Nothing of interest here, just hit the button to ride the elevator. --- ADS --- [Save Station] Items: Medium Air Can (on the floor near door to ship exterior) Ruby Semiconductor (next to the save station) Go to the Tram Station: The ADS is now fully operational. It should protect us from any asteroid collisions. Looks like we've bought ourselves some time. Grab the medium air can off of the floor by the airlock (you're probably going to actually need one this time). When you go outside, you'll have to carefully plan your trip down the straightaway. Whenever the screen starts to shake and asteroid fragments fly around, you'll have to duck behind one of the little things of machinery for protection, or you'll be killed instantly. Make your way to the other side carefully, using your air can when necessary, and head through the airlock on the other side. Save if you'd like and pick up the Ruby Semiconductor, then use the control panel on the cannon's chair to activate it. Your R1 and L1 buttons will both fire when you're manning the cannon, so start blasing asteroids as fast as you can to prevent them from hitting the ship. Pay special attention to the big ones, since they do major damage if they hit the ship. They'll also split into smaller pieces when hit, so make sure you get them all. If you're able to defend the ship for long enough, the system will be repaired. Save if you'd like, then head back to the lift. -------- ADS Lift -------- Nothing of interest here, just hit the button to ride the elevator. -------------- ADS Lower Hall -------------- [Save Station] Fight your way through here, stopping at the save station if you'd like, and then get in the lift. ------ Lift 2 ------ Nothing of interest in here, just take the lift to level 2. ----------- Main Atrium ----------- [Save Station] Save if you'd like, then head out the door that leads back to the tram. -------------- Atrium Hallway -------------- [Store] Store Plasma Cutter 0 Line Gun 9000 Pulse Rifle 7000 Flamethrower 11000 Force Gun 11000 Ripper 8000 Contact Beam 9000 Level 2 Suit 10000 Level 3 Suit 20000 Plasma Energy [6] 1200 Line Racks [2] 2000 Pulse Rounds [25] 1250 Flame Fuel [25] 1000 Ripper Blades [4] 1800 Small Med Pack 2000 Medium Med Pack 5000 Small Air Can 1000 Stasis Pack 5000 Power Node 10000 Stop at the store to clean out your inventory, then head for the tram. ------------ Tram Station ------------ Jump in the tram and use its controls to end Chapter 4. ============================================================================= | ----------------------------------------- | | | | | | | 1.05) Chapter 5: Lethal Devotion | | | | | | | ----------------------------------------- | ============================================================================= ------------ Tram Station ------------ [Store] Store Plasma Cutter 0 Line Gun 9000 Pulse Rifle 7000 Flamethrower 11000 Force Gun 11000 Ripper 8000 Contact Beam 9000 Level 2 Suit 10000 Level 3 Suit 20000 Plasma Energy [6] 1200 Line Racks [2] 2000 Pulse Rounds [25] 1250 Flame Fuel [25] 1000 Ripper Blades [4] 1800 Small Med Pack 2000 Medium Med Pack 5000 Small Air Can 1000 Stasis Pack 5000 Power Node 10000 Find the Chemicals: Kendra thinks she can create an agent that will poison and kill the creature on Hydroponics that is contaminating the life support system. Bio-chemistry is a little out of my field. I'll have to trust her. Nothing much of interest here unless you'd like to use the store, so go ahead and move into the hallway. ---------------- Security Station ---------------- [Store] [Save Station] Store Plasma Cutter 0 Line Gun 9000 Pulse Rifle 7000 Flamethrower 11000 Force Gun 11000 Ripper 8000 Contact Beam 9000 Level 2 Suit 10000 Level 3 Suit 20000 Plasma Energy [6] 1200 Line Racks [2] 2000 Pulse Rounds [25] 1250 Flame Fuel [25] 1000 Ripper Blades [4] 1800 Small Med Pack 2000 Medium Med Pack 5000 Small Air Can 1000 Stasis Pack 5000 Power Node 10000 Items: Locker (left of save station) One of the lockers left of the save station will have an item in it. Use the store and save station if you'd like, then head through the only unlocked door. ------------------- Imaging Diagnostics ------------------- [Stasis Recharge] x 2 [Upgrade Bench] [Save Station] Item: Locker (in the room that required a power node to enter) Find the DNA Sample: There is a sample of the necromorph's DNA somewhere on this deck. Kendra needs me to find it to mix with the Chemical Capsule, in order to target the creature's pathology. Move through here, stopping at the stasis recharge station if you need to. If you've already opened the door that required a power node, stop by there to open the third locker. Otherwise, move towards the lift and deal with the bizarre enemy stuck on the wall there. Ride the lift up, then use stasis on the flailing machinery to use it as a safe platform. Recharge your stasis at the second charge station, then cross the machinery again to reach the save station. Head through the door when you're ready. ----------------- Chemical Lab Hall ----------------- Open the door and head down the lift. ------------ Chemical Lab ------------ Items: "Mercer's Experiment 1" (on the floor at the bottom of the lift) Credits: 1000 (on the floor in the lab) Force Energy Schematic (on a desk in the lab) Carton (on the floor in the lab) Green Light Crate (on the floor in the lab) Green Light Crate (on the floor in the lab) Power Node (on the wall between the two glass chambers) Chemical Capsule (table in the lab, after activating the controls) Go through the open door down here and raid the room for items, making sure you don't miss the schematic and the power node. Use the controls on the lab table to create the Chemical Capsule, then pick it up. When the enemy breaks out of the glass, dismember it just like you normally would. This one has a little trick up its sleeve, though... dismember it again, then freeze it and wait for the door to be unlocked. When it is, go back into the hallway, then use the closest door (that will now be unlocked) to return to Imaging Diagnostics. ------------------- Imaging Diagnostics ------------------- [Stasis Recharge] x 2 [Upgrade Bench] [Save Station] A wave of those tiny annoying enemies will be in here, so deal with them before they latch onto you. Head out the hallway leading back towards the Security Station, using the stasis recharge station along the way. ---------------- Security Station ---------------- [Store] [Save Station] Store Plasma Cutter 0 Line Gun 9000 Pulse Rifle 7000 Flamethrower 11000 Force Gun 11000 Ripper 8000 Contact Beam 9000 Level 2 Suit 10000 Level 3 Suit 20000 Plasma Energy [6] 1200 Line Racks [2] 2000 Pulse Rounds [25] 1250 Flame Fuel [25] 1000 Force Energy [3] 900 Ripper Blades [4] 1800 Small Med Pack 2000 Medium Med Pack 5000 Small Air Can 1000 Stasis Pack 5000 Power Node 10000 Use the store so you can get rid of the Schematic you're carrying, then save at the save station if you'd like. The door leading into the medical area is unlocked again, so go ahead and go through it. ------ Clinic ------ [Oxygen Recharge] Items: Ammo (next to the actual clinic's waiting room door) Ammo (on a table near the lift door) Credits: 1000 (on a table in the actual clinic area) Ammo (in a corner of the actual cinic area) Ammo (by the door to the Emergency Room) Locker (in the small room attached to the clinic) Locker (in the small room attached to the clinic) Enter the waiting room area and wait for the door to be unlocked, then head into the actual clinic area. Collect the items around the outside of the room while you fight off the enemies, and don't be afraid to spam your stasis to deal with the big guy (who you'll once again need to disable, even though he'll just regenerate). Eventually Kendra will unlock the door to the Emergency Room for you, so head through it. -------------- Emergency Room -------------- [Oxygen Recharge] [Save Station] Items: Ammo (right next to the entrance) Locker (storage room that required a power node) Locker (storage room that required a power node) Credits: 2500 (in the corner of the first hallway, use kinesis) Gold Semiconductor (on the floor near wall enemy) Credits: 2200 (on the floor by oxygen recharge station) Ammo (on a table by oxygen recharge station) Ammo (by one of the big glass cases outside of Mercer's office) Medium Air Can (Mercer's office) Credits: 1000 (Mercer's office) Gold Semiconductor (Mercer's office) Green Light Crate (Mercer's office) Green Light Crate (Mercer's office) "Mercer's Experiment 2" (Mercer's office) Chemical Capsule W/DNA (Mercer's office) Restore Life Support: Mercer just flushed all the air out of the Medical Deck! I've got to get back to the Security Station to seal the breach! Grab the ammo next to the door, then head into the nearby storage room that required a power node for you to get in it earlier (if you didn't get in there earlier, you might want to consider doing so now). Grab the credits from the corner of the hallway using kinesis, then pick up the explosive red canister and walk towards the next door. Another one of those bizarre wall enemies is waiting for you, so use the canister as a rocket to deal some major damage. Finish it off, then pick up whatever it drops as well as the gold semiconductor on the ground next to it. There're two more items down the far end of this hallway, so grab them before heading into the small room with the save station. Use it if you'd like, then enter the unlocked door next to it. Raid this place for items, then use the control panel thing to get your DNA sample. Be ready to sprint all the way back through the ER to the Clinic, since you're about to be in a vacuum. Leave the office as soon as you've picked up the capsule, and you'll have a huge head start (the air won't be drained until Mercer's little lecture stops). Use a stasis shot on the pack of tiny enemies to easily get around them at the end of the ER hallway. ------ Clinic ------ [Oxygen Recharge] Yeah, this place is still infested... If you have stasis shots left, freeze whatever you can as you run through here, stopping at the oxygen recharge station on the way. ---------------- Security Station ---------------- [Store] [Save Station] Store Plasma Cutter 0 Line Gun 9000 Pulse Rifle 7000 Flamethrower 11000 Force Gun 11000 Ripper 8000 Contact Beam 9000 Level 2 Suit 10000 Level 3 Suit 20000 Plasma Energy [6] 1200 Line Racks [2] 2000 Pulse Rounds [25] 1250 Flame Fuel [25] 1000 Force Energy [3] 900 Ripper Blades [4] 1800 Small Med Pack 2000 Medium Med Pack 5000 Small Air Can 1000 Stasis Pack 5000 Power Node 10000 Create the Poison: With the DNA combined with Kendra's chemical mixture, I just need to run it through the chemical station again to create the poison. Take a left and enter the small area by the save station to find the life support controls. Activate them, and you'll have air again. Use the store and save station if you'd like, then head back into the Imaging Diagnostics area. ------------------- Imaging Diagnostics ------------------- [Stasis Recharge] x 2 [Upgrade Bench] [Save Station] Creepy, but all you need to do is head for the door by the lift. ------------ Chemical Lab ------------ [Save Station] Items: Poison Capsule (examine the controls in the lab) Green Light Crate (hallway with the save station) Green Light Crate (hallway with the save station) Locker (next to the save station) Locker (next to the save station) Locker (next to the save station) Locker (next to the save station) Go to Hydroponics: Mercer got away. I can only hope one of his beloved necromorphs finds him before I do. Now that I've got the poison, it's time to go to the Hydroponics deck and kill that Leviathan creature before the air is totally contaminated. Take a right and enter the actual lab, then examine the console to get the poison capsule. Exit the new door that'll be unlocked in here and take a right to find two crates, then head down the other side of the hallway to find a save station and four unlocked lockers. Raid them and save if you'd like, then head through the door. ---------- Cryogenics ---------- [Stasis Recharge] Items: Ammo (next to the stasis recharge station) Green Light Crate (on the outside edge of the room) Green Light Crate (on the outside edge of the room) Green Light Crate (on the outside edge of the room) Ammo (in the cryogenic control area) Credits: 1000 (in the cryogenic control area) Power Node (on the wall in the cryogenic control area) With that stasis recharge station there, this fight isn't too hard. Keep freezing the big guy as you deal with the small enemies, and make sure you keep your stasis energy as full as possible. When only the big guy is left, get him to run at you through the thing in the middle of the room, then hit him with a stasis shot to keep him in there. Quickly run to one of the doors to the control area and use the controls to activate the cryogenic freezing unit to end the fight. Raid both areas for items when you're done, making sure you don't miss the power node near the control terminal. Head out the door in the control area when you're ready. -------------------- Cryogenics Tram Hall -------------------- Nothing of interest here, just run through to the other side. ----------------------- Cryogenics Tram Station ----------------------- Items: Credits: 2400 Grab the item from the area with the benches, then board the tram to end the chapter. ============================================================================= | ----------------------------------------- | | | | | | | 1.06) Chapter 6: Environmental Hazard | | | | | | | ----------------------------------------- | ============================================================================= ------------ Tram Station ------------ Items: "Cross Report 1" (on the floor near the tram) Ammo (by the area with the benches) Carton (in the bathroom) Ammo (on the floor in the bathroom) Carton (in the bathroom) Carton (in the bathroom) Medium Med Pack (in the bathroom) Poison the Leviathan: I can dispense the poison through the filtration system of Food Storage. It should kill anything alive inside. Collect the items out here and in the bathroom down the hall, then ride the lift up. ------ Lift 1 ------ Nothing special here, just a lift. ------------ Sapling Room ------------ Items: Green Light Crate (on the floor by the lift) Contact Energy Schematic (on the floor by the lift) Ammo (on the ground by Hammond) Green Light Crate (on the ground by Hammond) Destroy the Poison Pods: According to Hammond, the necromorphs have transformed some of the crew into these "poison pods," which are contaminating the aire. I need to find and destroy them. Grab the schematic and break open the crate, then head through the door. Pick up the ammo on the ground and break open the second crate, then head through the door after the scene is over. ------------------ Atmosphere Control ------------------ [Save Station] [Store] Store Plasma Cutter 0 Line Gun 9000 Pulse Rifle 7000 Flamethrower 11000 Force Gun 11000 Ripper 8000 Contact Beam 9000 Level 2 Suit 10000 Level 3 Suit 20000 Plasma Energy [6] 1200 Line Racks [2] 2000 Pulse Rounds [25] 1250 Flame Fuel [25] 1000 Force Energy [3] 900 Ripper Blades [4] 1800 Contact Energy 2000 Small Med Pack 2000 Medium Med Pack 5000 Small Air Can 1000 Stasis Pack 5000 Power Node 10000 Items: Locker (near the store) Raid the locker, then save and use the store if you'd like. Head through the door next to the store when you're ready. --------------------- Hallway to West Tower --------------------- [Upgrade Bench] One unlocked door in here has an upgrade bench in it, but that's pretty much the only thing of interest. The steam blasts coming from those things on the wall will hurt you if they hit you, so pay attention to them as you move to the lift. Ride it up and head out the door on the upper level. ----------------- West Grow Chamber ----------------- Items: Ammo (on the floor near entrance) Ammo (on the floor near entrance) Carton (on the floor near entrance) Cabinet (on one of the outer walls) Ammo (near one of the poison pod people) Green Light Crate (near one of the poison pod people) Large Med Pack (under the nutrient vat distribution thing) Credits: 1200 (Level 2 catwalk) Credits: 2000 (Level 2 catwalk, use kinesis to reach it) Green Light Crate (Level 3 catwalk) Green Light Crate (Level 3 catwalk) Green Light Crate (Level 3 catwalk) Ruby Semiconductor (Level 3 catwalk) Collect the ammo on the ground to the left and raid the carton and cabinet on the other side of the room, then get ready to fight off a ton of enemies. Use the explosive crates to your advantage to deal some heavy damage, but other than, just keep moving while you sever as many legs as you can. Once the place is clear, check the two opened doors in the back of the room to find your first two poison pod people. Kill them (they only seem to be able to be hurt from the front), then be prepared to defend against counter-attacks from other enemies. Head towards the lift and use the controls for the nutrient vat replacement system, then quickly hit the sliding cover with a stasis shot to slow it down. Run around the lift to the right and look down into the area below the sliding cover to find a large med pack - grab it with kinesis to retrieve it. Once the first level is entirely clear, hop on the lift and ride it to level three to pick up some items. Take the lift back down to level 2 and grab the item on the catwalk, then look across the room until you see an item sitting on a ledge out of your reach. Grab it with kinesis, then step into the door marked Hydroponics Control. ------------------- Hyrdoponics Control ------------------- Items: Locker (near entrance) Grab the item from the locker to your right, then use kinesis on one of the red explosive tanks and move it to the middle of the room by the corpses. Head for the poison pod guy and stand in the corner by him when you kill him, then face the corpses. When they reanimate, blast the red canister thing to deal some major damage, then finish up the rest with your weapon. ----------------- West Grow Chamber ----------------- Run across the catwalk and head through the door on the other side. ------------------ Refrigeration West ------------------ [Save Station] [Stasis Recharge] Items: Carton (by entrance) Locker (by stasis recharge station) Locker (by stasis recharge station) Green Light Crate (floating in the first Zero-G area) Grab the item from the carton and save if you'd like, then head through the door to enter a long hallway. The enemies in here can be easily killed with a single shot if you aim for the swollen thing on their arm. Slaughter them all and collect their items, then go through the next door to find two lockers and a stasis recharge station. The foggy area is a Zero-G environment. When you step in, take a look up and find the hatch with the blue kinesis icon on it. Use kinesis to open it, then be ready to fend off the enemies. Launch yourself through the open hatch from the floor, then open the next hatch and position yourself in a spot to jump through it. Land yourself in front of the next door that you see and go through it. -------------- Air Filtration -------------- [Stasis Recharge] Items: "Cross Report 2" (on the ground near lift) Carton (near entrance) Ammo (catwalk near entrance) Ammo (near stasis recharge station) Green Light Crate (catwalk by second lift) Carton (catwalk by second lift) Medium Med Pack (in the control room on the upper level) Locker (in the control room on the upper level) Power Node (on a wall in the control room on the upper level) Grab the items up here, then ride the lift down and pick up the item near the explosive canisters. Smash the glass circuit thing by the door to open it, then take a little time to look through the door to understand the area ahead. The chambers will fill with fire every few seconds in sequence, so you'll need to plan your trip through the area very carefully. Start by shooting the other three glass circuit things from the safety of the lift hallway, but be prepared to fend off an enemy that'll charge at you from the blast chambers. With all of the doors open, wait until the fire goes away in the chamber closest to you and make a mad dash for the other side. Kill the poison pod guy on the other side, then ride the elevator up. Collect the items up here, and don't miss the power node on the wall in the control room. Head for the door next to the lift you just used when you're done - it's another lift, and it'll take you back down to the West Grow Chamber. ----------------- West Grow Chamber ----------------- Fight your way through here and head through the big door on the first level. --------------------- Hallway to West Tower --------------------- [Upgrade Bench] Take the lift back down to the lower level and carefully navigate through the steam pipe area to get back to Atmosphere Control. ------------------ Atmosphere Control ------------------ [Save Station] [Store] Store Plasma Cutter 0 Line Gun 9000 Pulse Rifle 7000 Flamethrower 11000 Force Gun 11000 Ripper 8000 Contact Beam 9000 Level 2 Suit 10000 Level 3 Suit 20000 Plasma Energy [6] 1200 Line Racks [2] 2000 Pulse Rounds [25] 1250 Flame Fuel [25] 1000 Force Energy [3] 900 Ripper Blades [4] 1800 Contact Energy 2000 Small Med Pack 2000 Medium Med Pack 5000 Small Air Can 1000 Stasis Pack 5000 Power Node 10000 --------------------- Hallway to East Tower --------------------- [Upgrade Bench] Items: "Corruption" Carton (middle room on the lower level) Large Med Pack (behind power node door) Credits: 5000 (behind power node door) Ammo (behind power node door) Ammo (behind power node door) Ammo (behind power node door) Carton (behind power node door) Deal with the wall-mounted enemy, then enter the middle room in this hallway to find a carton (the first one just has an upgrade bench in it). The door that requires a power node is covered with items, but nothing unique - it's probably worth your money to open it, but there's nothing in there that you can't get elsewhere. Ride the lift up to the upper door in this room and go out it. ----------------- East Grow Chamber ----------------- [Stasis Recharge] Items: Cabinet (walls around the outside of the room) Cabinet (walls around the outside of the room) Cabinet (walls around the outside of the room) Ammo (on the floor in one of the corners) Green Light Crate (on the floor in one of the corners) Green Light Crate (on the floor in one of the corners) Power Node (the big enemy drops it) Green Light Crate (near one of the poison pod people) Green Light Crate (near one of the poison pod people) Green Light Crate (in one of the small corner rooms) Ammo (in one of the small corner rooms) Ammo (in one of the small corner rooms) Ammo (in one of the small corner rooms) Medium Med Pack (in one of the small corner rooms) Green Light Crate (level 2 catwalk) Green Light Crate (level 2 catwalk) Ammo (level 2 catwalk, use kinesis to reach it) Small Med Pack (level 2 catwalk) "Cross Report 3" (level 2 catwalk) Same old song and dance with this giant enemy, just tag it with stasis and move behind it to dish out some massive damage. Continue hitting it in the back when it falls down, then repeat until it's dead (and make sure you grab the power node it drops). Raid the outside walls of the room for items, then head into both of the small rooms on the lower level, cleaning out their items and killing the poison pod guy in the process. Be careful when dealing with the lone green light crate in the smaller of the two rooms - it's got some of those annoying little enemies in it. Anyway, there's a poison pod guy in the nutrient capsule thing in the ground by the lift. Use the controls to activate the replacement system, then hit the retracting door with a stasis shot to slow it down. Quickly run around the lift to the left so you can aim down there and kill the guy. Ride the lift to the third level. Kill the poison pod guy, then use the lift to go to the second level. Raid the catwalk for items, and make sure you don't miss the ammo that's out of your reach near the locked door (use kinesis to grab it). Head through the unlocked one when you're ready. ------------------ Refrigeration East ------------------ [Stasis Recharge] [Save Station] Item: Power Node (by the save station) Gold Semiconductor (right after the save station) "Temple's Search" (in the small hallway) Carton (near the stasis recharge station) Carton (near the stasis recharge station) Ammo (floating in the last Zero-G section) Recycle the Atmosphere: Once the poison pods are all destroyed, I can return to Atmosphere Control and recycle the air. That will unlock Food Storage, where the Leviathan is holed up. Grab the power node on the wall near the save station, then use the save station if you'd like. Open the door by it and go through, making sure you grab the gold semiconductor on the floor. Head down the hallway, and another one of those tentacle things will grab you. Aim at the big yellowish spot on it and hit it a few times to take care of it, then continue down the hallway. Pick up the audio log on the ground in the small hallway, then raid the two cartons on the ground near the stasis recharge station. This upcoming Zero-G area can be a tad confusing to navigate. First, launch yourself up into the second area, where you should see a malfunctioning power conduit electrifying large sections of the floor. Position yourself so that you're looking up to see that thing, then tag it with a stasis shot to stall it while you launch yourself to the wall above it. From there, quickly realign yourself so you can see the hole in the wall leading to the next section. If you look around, you should be able to find a blue console that you can use to turn off the electricity to the broken conduit. Here, you'll have to find a hole leading up to the final area, but it can be tricky. Look for some light and some of that fog stuff that the poison pod guys spit out. When you enter an area that makes you start using your oxygen tank, you'll know he's around there somewhere - just look around long enough, and you'll find him. Backtrack your way through the series of holes and through the hallways when you've gotten your new mission objective. ----------------- East Grow Chamber ----------------- [Stasis Recharge] Ride the lift down to the first level and go through the big door down there. --------------------- Hallway to East Tower --------------------- [Upgrade Bench] Deal with the enemies on the catwalk, then ride the lift to the lower level and head through the hallway to get back to Atmosphere Control. ------------------ Atmosphere Control ------------------ [Save Station] [Store] Store Plasma Cutter 0 Line Gun 9000 Pulse Rifle 7000 Flamethrower 11000 Force Gun 11000 Ripper 8000 Contact Beam 9000 Level 2 Suit 10000 Level 3 Suit 20000 Plasma Energy [6] 1200 Line Racks [2] 2000 Pulse Rounds [25] 1250 Flame Fuel [25] 1000 Force Energy [3] 900 Ripper Blades [4] 1800 Contact Energy 2000 Small Med Pack 2000 Medium Med Pack 5000 Small Air Can 1000 Stasis Pack 5000 Power Node 10000 Use the store and save if you'd like, then use the controls to recycle the atmosphere. Head through the giant door behind the controls when you're ready. ----------------------- Hallway to Food Storage ----------------------- Items: "Cross Report 4" (on the floor) Green Light Crate (by the first door) Green Light Crate (by the first door) Medium Med Pack (on the ground by the controls) Kill the Leviathan: The poison dissolved some of the corruption, enough to allow me inside Food Storage. But the Leviathan is still alive. Grab the log from the catwalk, then smash the two crates and head through the door. Pick up the medium med pack, then use the controls to introduce the poison into the system. Head through the big door once it's unblocked. ------------ Food Storage ------------ Items: (Tons of ammo and health floating in the middle of the room) Go to the Mining Deck: Finally, the ship seems stable. I've bought us some time, hopefully enough to find this SOS Beacon. But even if we send out a distress signal, is anyone close enough to this system to hear it...? This room is absolutely swarming with items, so step in just a little bit and take your time scanning the place for floating items that you can grab with kinesis. When you're ready to start the fight, move towards the other end of the room. One of the tentacle things will come out of the wall, so aim at its yellowish spot and hit it as fast as you can. When it slams into the ground, immediately turn away from it and start running up the wall to avoid its swing. Repeat this process until all three tentacles are destroyed, at which point the mouth thing will open and spit out explosive clumps. Use kinesis to catch them and throw them back, right down its mouth. Repeat the tentacle and mouth parts until the thing dies, then finish cleaning the room for any remaining items. ----------------------- Hallway to Food Storage ----------------------- Head out the door on the far side of the hallway. ------------------ Atmosphere Control ------------------ [Save Station] [Store] Store Plasma Cutter 0 Line Gun 9000 Pulse Rifle 7000 Flamethrower 11000 Force Gun 11000 Ripper 8000 Contact Beam 9000 Level 2 Suit 10000 Level 3 Suit 20000 Plasma Energy [6] 1200 Line Racks [2] 2000 Pulse Rounds [25] 1250 Flame Fuel [25] 1000 Force Energy [3] 900 Ripper Blades [4] 1800 Contact Energy 2000 Small Med Pack 2000 Medium Med Pack 5000 Small Air Can 1000 Stasis Pack 5000 Power Node 10000 Save and use the store if you'd like, then head out the door to the left of the store to make your way back to the tram. ------------ Sapling Room ------------ Nothing in here, just move through to the other side to get in the lift. ------ Lift 1 ------ Again, nothing special here... just ride it to the tram station. ------------ Tram Station ------------ Hop on the tram and save if you'd like, and you'll move on to Chapter 7. ============================================================================= | ----------------------------------------- | | | | | | | 1.07) Chapter 7: Into the Void | | | | | | | ----------------------------------------- | ============================================================================= ------------ Tram Station ------------ Items: Carton (on the ground near the glass area) Cabinet (inside the glass area) Find the Mining Access Key: Kendra located the Mining Access Key on the Processing Sub Deck. That must be where the mining supervisor died... I knew these men. I can't believe they are all dead. Find the S.O.S. Beacon: That beacon could be our only way off this goddamn ship. It's stored somewhere on the Maintenance Sub Deck. It sends out a strong sub-space broadcast that should alert any ship in the sector. Plant the Beacon: I need to secure the SOS Beacon to the asteroid. Once the asteroid is launched, the beacon will clear the Ishimura's navigation array, and it will be able to broadcast a clear signal. Raid the cabinet and the carton, then head down the hallway. ------------ Tram Hallway ------------ Items: Power Node (on the wall to the left of the exit) Carton (to the right of the entrance) Credits: 2000 (high on a ledge, use kinesis) Grab the power node and check the carton, then look up near the big door to find some credits sitting on a ledge that you can grab with kinesis. -------- RIG Room -------- [Save Station] [Upgrade Bench] [Store] Store Plasma Cutter 0 Line Gun 9000 Pulse Rifle 7000 Flamethrower 11000 Force Gun 11000 Ripper 8000 Contact Beam 9000 Level 2 Suit 10000 Level 3 Suit 20000 Plasma Energy [6] 1200 Line Racks [2] 2000 Pulse Rounds [25] 1250 Flame Fuel [25] 1000 Force Energy [3] 900 Ripper Blades [4] 1800 Contact Energy 2000 Small Med Pack 2000 Medium Med Pack 5000 Small Air Can 1000 Stasis Pack 5000 Power Node 10000 Items: Small Med Pack (on the floor by the store) Ammo (in some shelves by the lockers) Locker (near the store) Locker (near the store) Carton (near the upgrade bench) Carton (near the upgrade bench) Since there's a store and an upgrade bench in the same room with each other (and a save station), I figured now was a great time to upgrade my weapon the rest of the way. I already had five power nodes in my inventory, so I bought two more and used all seven of them in the following sequence to finish my upgrades: 7------[ ] | | 5---4--[6] 3 | | X--[X]-[X]--X---X--[1] | | | | | X---X | [ ]--2 | | | X--[ ]-[ ]--X---X The X characters represent the circuits I had already filled, and the numbers indicate the sequence I used to finish upgrading. Again, what you choose to upgrade and how you choose to do it is entirely up to you - I'm only including this information as a reference. --------------- Mining Elevator --------------- Use the controls on the wall and select Deck B - Processing. Fight the enemies that show up, then exit the elevator. ---------------------- Processing Antechamber ---------------------- [Save Station] Items: "Temple and Elizabeth" (floor in front of the elevator) Carton (in a corner of the room on the elevator side) Carton (in a corner of the room on the elevator side) Locker (across from save station) Grab the log entry right in front of you, then turn to the left and raid the two cartons on the ground. If you head down the hallway a little bit, a large wave of enemies will attack you, so be ready for a fight. Make sure you grab the item from the locker before heading down the ramp by the save station. ------------------ Processing Hallway ------------------ [Store] Store Plasma Cutter 0 Line Gun 9000 Pulse Rifle 7000 Flamethrower 11000 Force Gun 11000 Ripper 8000 Contact Beam 9000 Level 2 Suit 10000 Level 3 Suit 20000 Plasma Energy [6] 1200 Line Racks [2] 2000 Pulse Rounds [25] 1250 Flame Fuel [25] 1000 Force Energy [3] 900 Ripper Blades [4] 1800 Contact Energy 2000 Small Med Pack 2000 Medium Med Pack 5000 Small Air Can 1000 Stasis Pack 5000 Power Node 10000 Items: "Processing Room Problem" (on the floor by the store) Carton (near the store) Carton (near the store) Small Med Pack (on the ground by a corpse near the hole in the wall) Turn to the right and raid the crates by the store, then continue down the hallway to find a small med pack on the ground by a corpse. Enter the Zero-G area via the hole in the wall near here. ------------------ Mineral Processing ------------------ Items: Green Light Crate (floating in the room) Green Light Crate (floating in the room) Look directly above you to find a crate floating there, then look around to find the second one and jump over to it. Next, scan the area for chunks of asteroid floating in the air. There're four of them, and you need to grab each one with kinesis and toss it into the end of the powerful stream thing in the middle of the room to get rid of them. When they're gone, float your way to the gravity control panel next to the huge warning sign. There's a power node door here that you should go through. There's nothing unique on the other side, but the Ruby Semiconductor alone will pay for the cost of a power node, so it's worth it. ------------------ Processing Hallway ------------------ Items: Ammo (power node door near gravity controls in Mineral Processing) Ammo (power node door near gravity controls in Mineral Processing) Ammo (power node door near gravity controls in Mineral Processing) Medium Med Pack (power node door in Mineral Processing) Carton (power node door in Mineral Processing) Ruby Semiconductor (power node door in Mineral Processing) Raid this place for items, then return to Mineral Processing. ------------------ Mineral Processing ------------------ Now you can go ahead and restore gravity using the controls near the door. Deal with the slew of enemies that attacks, then head for the corner opposite of the controls and head through the door. ------------------ Processing Hallway ------------------ [Store] Store Plasma Cutter 0 Line Gun 9000 Pulse Rifle 7000 Flamethrower 11000 Force Gun 11000 Ripper 8000 Contact Beam 9000 Level 2 Suit 10000 Level 3 Suit 20000 Plasma Energy [6] 1200 Line Racks [2] 2000 Pulse Rounds [25] 1250 Flame Fuel [25] 1000 Force Energy [3] 900 Ripper Blades [4] 1800 Contact Energy 2000 Small Med Pack 2000 Medium Med Pack 5000 Small Air Can 1000 Stasis Pack 5000 Power Node 10000 Items: Ammo (on the floor in control room) Carton (on the floor in control room) Carton (on the floor in control room) Carton (on the floor in control room) Mining Access Key (on the floor in control room) Power Node (on the wall in connecting hallway) Raid the control room for items, then enter the next door and find the power node on the wall. Continue down the hallway and you'll find yourself back in the same hallway from before, except on the other side of it. Use the store if you'd like, but otherwise, head back through the door leading to the area with the elevator in it. ---------------------- Processing Antechamber ---------------------- [Save Station] Nothing much to do here, just head for the elevator on the far side. --------------- Mining Elevator --------------- Use the controls to ride the elevator down to Deck D - Maintenance. ----------- Repair Room ----------- Items: Ammo (high on a shelf near the entrance to the elevator) Medium Med Pack (on a shelf near the entrance to the elevator) Gold Semiconductor (lower corner of the room) Stasis Pack (on a shelf near the carton and audio file) Carton (on the ground near the audio file by the exit) "Kyne's Hostage" (on the ground near the exit) Fight your way through here and scour the area for items, then head out the other door in the lower section. ------------------- Maintenance Chamber ------------------- [Save Station] Items: Ammo (catwalk, grab it with kinesis while on the moving thing) Ammo (catwalk, grab it with kinesis while on the moving thing) Small Med Pack (catwalk, grab it with kinesis on the moving thing) Medium Med Pack (catwalk, grab it with kinesis on the moving thing) Ammo (on the floor on the other side of the moving thing) Ammo (on a shelf on the other side of the moving thing) Medium Med Pack (high on a shelf on the other side of the moving thing) Carton (on the floor on the other side of the moving thing) Carton (on the floor on the other side of the moving thing) Save if you'd like, then use kinesis to pull the moving platform towards you. Get on it and use the controls to start it, then be ready to deal with the little enemies that'll fire at you from the catwalks. There're also some items waiting for you to grab them with kinesis on those catwalks, so keep your eyes peeled for them (or just go back for them after you reach the other side). Raid the small area on the other side for items, then head through the door there. ----------------- Maintenance Annex ----------------- Items: Ammo (on the ground near the explosive canisters in the corner) Ammo (on the shelves in the second area) Ammo (on the shelves in the second area) Large Med Pack (on the shelves in the second area) Level 4 Suit Schematic (on the shelves in the second area) Power Node (on a wall in the second area) SOS Beacon (on a table in the second area) Defend Nicole while she unlocks the door from you, and be prepared to defend against attacks on your side as well. There's some ammo in the corner by the canisters, and you can use kinesis to pick up the stuff that the enemies on the other side drop when you kill them. When she unlocks the door, head in there and raid the place, making sure you don't miss the power node on the wall or the level 4 suit schematic on one of the shelves. Head back into the room with the moving platform thing when you have everything. ------------------- Maintenance Chamber ------------------- [Save Station] Save thing as before, you'll have to fight off the enemies on the catwalk on your way to the other side. Some of those mobile ones with the triple tentacles will be over there this time, though, and there'll be some regular enemies waiting for you by the save point. ----------- Repair Room ----------- Destroy the Gravity Tethers: Mined asteroids are held in place by gravity tether beams. I need to disable all of them in order to launch the asteroid away from the ship. A clean shot past the outer casing should do the trick. Launch the Asteroid: The beacon's in place! Just need to get to the Control Room and launch the asteroid off the ship. Nothing new here, just head for the elevator on the other side of the room. --------------- Mining Elevator --------------- Use the controls to ride the elevator up to Deck C - Mining. --------------- Extraction Room --------------- Items: Carton (near the entrance) Carton (near the entrance) Deal with the enemies, then head through the open door leading to the Mining Hallway. -------------- Mining Hallway -------------- [Save Station] [Upgrade Bench] [Store] Store Plasma Cutter 0 Line Gun 9000 Pulse Rifle 7000 Flamethrower 11000 Force Gun 11000 Ripper 8000 Contact Beam 9000 Level 2 Suit 10000 Level 3 Suit 20000 Level 4 Suit 35000 Plasma Energy [6] 1200 Line Racks [2] 2000 Pulse Rounds [25] 1250 Flame Fuel [25] 1000 Force Energy [3] 900 Ripper Blades [4] 1800 Contact Energy 2000 Small Med Pack 2000 Medium Med Pack 5000 Small Air Can 1000 Stasis Pack 5000 Power Node 10000 Items: "Supervisor's Choice" (near the store) Small Med Pack (near the store) Carton (near the store) Carton (floor near the upgrade bench) Green Light Crate (near the lift) Green Light Crate (near the lift) Carton (in the control room in the upper level) Carton (in the control room in the upper level) Power Node (on the wall in the control room in the upper level) Raid the lower level for items, then head to the store for your Level 4 Suit if you want it. There's also an upgrade bench and a save station if you're interested. The elevator will take you up to a small control room with two cartons and a power node in it, but you won't be able to do anything else in there yet. Instead, use kinesis to remove the battery thing from the wall near the upgrade bench, then carry it out the door by the save station. --------------- Extraction Room --------------- Drop the battery thing and deal with the enemies, then pick the battery thing back up and head through the open door on the other side of this room. Stick the battery thing in the hole in the wall here to activate the second elevator then ride it up. ------------ Control Room ------------ [Stasis Recharge] Items: "Mining Timeline" (floor by the bay doors) Gold Semiconductor (floor by the bay doors) Cabinet (on the wall between bay doors) Cabinet (on the wall between bay doors) Cabinet (on the wall between bay doors) Cabinet (on the wall between bay doors) Cabinet (on the wall between bay doors) Cabinet (on the wall between bay doors) Run through the hallways and grab the log entry and gold semiconductor off of the floor, then raid the cabinets for some items. Enter either of the two huge doors when you're ready. ---------- Mining Bay ---------- Items: Green Light Crate (floating in the room) Green Light Crate (floating in the room) Green Light Crate (floating outside) Green Light Crate (floating outside) "Attach the Beacon" (sort of... see the note below) Note: If you're a completionist and want to have every log entry in the game, you'll have to avoid planting the beacon on the asteroid until after you've destroyed all four gravity tethers and return to the office at the top of Mining Hallway to attempt to use the controls. If all four tethers are destroyed and you didn't plant the beacon, Kendra will nag you about it. Enter this area and find the floating crates for some items while you fight off the enemies, then position yourself next to one of the rotating machines generating the blue tether beams. You have to land a shot into one of the tiny slots on its outer case while it's spinning to stop it, so smack it with a shot of stasis to make it a lot easier. Do the same thing for the other tether in this room, then move towards the asteroid. The last two tethers are outside, and the only way out there is by walking on the asteroid. If you let those big moving arms touch you though, you'll be killed instantly. Time your jump so you can immediately get to the other side of the asteroid as soon as you land, then deal with the enemies there. Instead of wasting air cans to keep yourself alive out here, just refill your air when you need to by standing on the asteroid and walking in and out of the atmosphere really fast when the arms aren't in your way. There're two tethers out here just like there were inside, and they work the exact same way as the first two did. Just slow them down and blast them through the gaps in their casing. There're also two green light crates floating out here, so grab them with kinesis for some items. If you haven't already planted the beacon on the outside of the asteroid, do so right now by standing still on it. A small hologram will appear, and you can just press your X button to plant the beacon automatically. Return to the inside area and head out one of the doors when you're done. ------------ Control Room ------------ [Stasis Recharge] Move your way back through here to the elevator and ride it. --------------- Extraction Room --------------- Hmm, this place seems a bit more hazardous now, doesn't it? Move past the first flaming thing, then turn around and pull the battery thing out of the wall by the lift with kinesis. You'll have to carry it through the flames with you so you can put it back in the wall where it originally came from in the next room, near the upgrade bench. -------------- Mining Hallway -------------- [Save Station] [Upgrade Bench] [Store] Store Plasma Cutter 0 Line Gun 9000 Pulse Rifle 7000 Flamethrower 11000 Force Gun 11000 Ripper 8000 Contact Beam 9000 Level 2 Suit 10000 Level 3 Suit 20000 Level 4 Suit 35000 Plasma Energy [6] 1200 Line Racks [2] 2000 Pulse Rounds [25] 1250 Flame Fuel [25] 1000 Force Energy [3] 900 Ripper Blades [4] 1800 Contact Energy 2000 Small Med Pack 2000 Medium Med Pack 5000 Small Air Can 1000 Stasis Pack 5000 Power Node 10000 Go to the Bridge: The beacon's on its way, broadcasting loud and clear. Now we cross our fingers and hope someone picks up the signal. The chances are slim, but its our only hope. Kendra says there's something wrong with the Communications Array, which means if someone tries to reach us, we can't hear them. Got to get back to the Bridge and fix it. Stick the battery thing back in the wall near the upgrade bench to reactivate the lift, then ride it up to find the room with the controls that will let you launch the asteroid. If you didn't already raid this room for items, do so now, and make sure you don't miss the power node. Otherwise, head back down the lift and make your way into the Extraction Room. --------------- Extraction Room --------------- Dodge the flames as you work your way to the elevator. --------------- Mining Elevator --------------- Use the controls to head to Deck A - Preparation. -------- RIG Room -------- Use the save station, store, and upgrade bench if you'd like. Otherwise, just head through the big door on the other side of the room. ------------ Tram Hallway ------------ Nothing of interest here, just run through the hallway to get to the tram. ------------ Tram Station ------------ Board the tram to end Chapter 7. ============================================================================= | ----------------------------------------- | | | | | | | 1.08) Chapter 8: Search and Rescue | | | | | | | ----------------------------------------- | ============================================================================= ------------ Tram Station ------------ Items: Cabinet (near the door) Contact the Military Ship: Somehow a military ship heard our distress call. It's unbelievable luck. Now I just need to see what's wrong with the Comms Array and contact the ship. Raid the cabinet near the door, then head through it. -------------- Atrium Hallway -------------- [Store] Store Plasma Cutter 0 Line Gun 9000 Pulse Rifle 7000 Flamethrower 11000 Force Gun 11000 Ripper 8000 Contact Beam 9000 Level 2 Suit 10000 Level 3 Suit 20000 Level 4 Suit 35000 Plasma Energy [6] 1200 Line Racks [2] 2000 Pulse Rounds [25] 1250 Flame Fuel [25] 1000 Force Energy [3] 900 Ripper Blades [4] 1800 Contact Energy 2000 Small Med Pack 2000 Medium Med Pack 5000 Small Air Can 1000 Stasis Pack 5000 Power Node 10000 Stop if the store if you'd like, then go out the door near it. ----------- Main Atrium ----------- [Save Station] Items: Carton (around the outside of the room) Carton (around the outside of the room) Carton (around the outside of the room) Run in here and fight off the hoard that attacks you, then collect the items from the cartons around the outside of the room. There's also a green light crate (and an upgrade bench) in the Security Station room attached to this one, so stop by there quickly before getting on the lift. ------ Lift 2 ------ Ride the elevator up. ----------- ADS Hallway ----------- [Save Station] Items: Carton (near the elevator) Green Light Crate (near the elevator) Ammo (near the elevator) Ammo (near the elevator) Cabinet (by the save station) Cabinet (by the save station) Cabinet (by the save station) Gather the items in the entryway, then raid the cabinets by the save station after you've dealt with the enemies in there. Head out the big unlocked door when you're ready. ---------- Comms Hall ---------- Items: Cabinet (on the wall in the hallway) Cabinet (on the wall in the hallway) Cabinet (on the wall in the hallway) Ruby Semiconductor (the weird enemy drops it) Kill the bizarre enemy that comes around the corner, then quickly tag its remains with a stasis shot to stall the little enemies that come out of it. Slaugher them all, then raid the cabinets for some items (make sure you grab the ruby semiconductor that the weird enemy drops). Use kinesis to move the stuff out of the way of the next door, then go through it. ---------- Comms Lift ---------- [Save Station] Items: "Illegal Mining" (on the floor by the top of the lift) Not a whole lot going on in here unless you'd like to use the upgrade bench. Otherwise, just take the lift up, grab the log file, and go out the door. ---------- Comms Hall ---------- Items: Power Node (on the wall by the door) Ammo (look around by the moving platform thing and use kinesis) Grab the power node from the wall, then get in the little moving platform thing and look around to find some ammo you can grab with kinesis. Activate the platform and enjoy the ride, then exit through the door on the other side. ------------- Comms Control ------------- [Save Station] [Stasis Recharge] Items: Medium Air Can Schematic (in the corner opposite of save station) Green Light Crate (in the corner opposite of stasis recharge) Fix the Array: The communication dishes have taken some damage. I need to swap out the broken dishes and create a circle of working ones. That should align the signal and allow us to transmit to the ship. Use the save station and the stasis recharge if you'd like, then grab the schematic and raid the green light crate before opening the next door. ------------------- Comms Array Airlock ------------------- Items: Power Node (on the wall) Green Light Crate (on the floor by the power node) Locker (on the wall) Locker (on the wall) Locker (on the wall) Ammo (in the actual airlock) Grab the items in here, making sure you don't miss the power node, and then open the airlock. Grab the ammo, then head into the Zero-G area. ------------------- Comms Array Chamber ------------------- Items: Green Light Crate (floating in the room) Green Light Crate (floating in the room) Deal with the enemies, then find the floating crates for some items. Head into the main part of the room and look towards the center. The goal here is to remove all of the broken (red) communications things from the center ring and replace them with unbroken (blue) ones from elsewhere on the array. Simply remove the broken ones with kinesis, then remove the unbroken ones that aren't already in the center part and move them to the center part. The diagram on the wall might make it easier for you to understand if you're having problems. When you're done, head back through the airlock. ------------------- Comms Array Airlock ------------------- Nothing to do, just head back to the previous room. ------------- Comms Control ------------- [Save Station] [Stasis Recharge] Use the ADS Cannon to Clear the Blast Doors: The signal still isn't strong enough, and Kendra needs the blast doors opened above the Comms Array. Something big is sitting right on top of them, no doubt some kind of necromorph. If I can get to one of the ADS turrets, I hopefully can blast it off into space. Save and recharge your stasis if necessary, then use the control panel between the two of them to activate the array. Enter the room with the giant moving platform thing once you're done. ---------- Comms Hall ---------- Ride the platform to the other side. ---------- Comms Lift ---------- [Save Station] Take the lift down and save if you'd like, then head out the door. ---------- Comms Hall ---------- Head into the lift door directly to the right to get to the cannon. ------------- ADS Cannon 48 ------------- [Save Station] Items: Carton (before cannon) Carton (before cannon) Green Light Crate (on the ground near door to cannon) Power Node (across from the save station) Ride the lift up, then raid the small room before the cannon for items. Grab the power node off of the wall to the right of the cannon, then jump in the chair. Fire at the giant necromorph with the cannon to get it to bring its tentacles out, then focus on blasting the yellowish collored spots on the tentacles to sever them one by one. Defend against any objects that get thrown at you if possible. When the battle's over, get back in the elevator and ride it down. ------------- Comms Hallway ------------- Run straight through the long part of this hallway and open the door on the other side. ----------- ADS Hallway ----------- [Save Station] Deal with the enemies, then get into the lift past the save station. ------ Lift 2 ------ Ride the elevator down. ------------ Main Atriuim ------------ Deal with the weird enemy in here, then head out the door leading back towards the tram station. -------------- Atrium Hallway -------------- [Store] Store Plasma Cutter 0 Line Gun 9000 Pulse Rifle 7000 Flamethrower 11000 Force Gun 11000 Ripper 8000 Contact Beam 9000 Level 2 Suit 10000 Level 3 Suit 20000 Level 4 Suit 35000 Plasma Energy [6] 1200 Line Racks [2] 2000 Pulse Rounds [25] 1250 Flame Fuel [25] 1000 Force Energy [3] 900 Ripper Blades [4] 1800 Contact Energy 2000 Small Med Pack 2000 Medium Med Pack 5000 Small Air Can 1000 Medium Air Can 2000 Stasis Pack 5000 Power Node 10000 Stop at the store to dump your inventory. I also chose to completely upgrade my stasis module at this point using the upgrade bench in the nearby room (I already had six power nodes in my inventory and I had plenty of money, so I bought another five). Stasis is about to become very valuable for a reason you'll soon understand, but again, whatever you choose to do is entirely up to you. Head down the hallway to find the tram when you're ready. ============================================================================= | ----------------------------------------- | | | | | | | 1.09) Chapter 9: Dead on Arrival | | | | | | | ----------------------------------------- | ============================================================================= ------------ Tram Station ------------ [Store] [Upgrade Bench] Store Plasma Cutter 0 Line Gun 9000 Pulse Rifle 7000 Flamethrower 11000 Force Gun 11000 Ripper 8000 Contact Beam 9000 Level 2 Suit 10000 Level 3 Suit 20000 Level 4 Suit 35000 Plasma Energy [6] 1200 Line Racks [2] 2000 Pulse Rounds [25] 1250 Flame Fuel [25] 1000 Force Energy [3] 900 Ripper Blades [4] 1800 Contact Energy 2000 Small Med Pack 2000 Medium Med Pack 5000 Small Air Can 1000 Medium Air Can 2000 Stasis Pack 5000 Power Node 10000 Items: Carton (near the upgrade bench) Carton (near the store) Green Light Crate (near the exit) Green Light Crate (near the upgrade bench) Cabinet (in the airlock) Enter the Military Ship: The military ship USG Valor slammed into the Cargo Bay of the Ishimura. The ship tore right through the Ishimura's hull. I need to find a way inside. Raid the cartons and green light crates by the upgrade bench and store, then head out the exit when you're ready. Grab the item from the cabinet on the wall, then enter the next door. ----------- Ore Storage ----------- [Oxygen Recharge] x 2 Items: Green Light Crate (floating in the room) Green Light Crate (floating in the room) Clear Radioactive Material: One of the Valor's weapon modules ripped open in the crash, scattering highly radioactive munitions through the Ore Storage chamber. The radiation leak has caused the Valor's airlock to seal itself. I need to clear the chamber of the munitions before I can get onboard the ship. Look around for the green light crates for some items, then head down to the hatch with the six little electric things around it. Smash five of them, but not the sixth. The bay doors are going to open as soon as you smash the sixth electric thing, and then a bunch of enemies are going to attack you while you're trying to get the radioactive stuff out of the bay doors. Instead of opening the bay doors right away, take the opportunity to float around the room and collect the six radioactive spheres to move them directly above the bay doors. That way, when you finally destroy the sixth electric thing to make the bay doors open, you'll be able to quickly get the radioactive things out the doors before the enemies can interfere with you too much. Use the two oxygen recharge stations near the bay doors whenever you need to. When you've gotten the radioactive stuff out of the bay, head for the Valor's airlock. If you're having trouble seeing it, launch yourself back to the door you used to enter this room, then look straight across. ------------------- Starboard Corridors ------------------- [Save Station] Items: Carton (by entrance) Find the Singularity Core: Made it inside. Now I just have to find a way to the engine room and salvage the Singularity Core. Not much to do here, just raid the carton, save at the save station if you'd like, and head through the next door. --------- Cargo Bay --------- Items: Carton (by the entrance) Carton (across from the entrance) Ammo (behind the wreckage near the entrance - use kinesis) Ammo (behind some of the kinesis crates) Raid the carton right next to the door and the one across from it, then look behind the wreckage to find some ammo that you can grab with kinesis. If you play around in the right side of the pile of kinesis crates, you can find some ammo on the ground. When you get out of the crates, you'll discover a new type of enemy that'll probably keep you on your toes for a while, heh. Remember when I upgraded my stasis module all the way because I said it'd come in handy later? Yeah, these guys are what I was talking about. Once you've dealt with them, use kinesis to clear the junk away from the door and enter it. ------------ Torpedo Room ------------ Items: Carton (by the entrance) Carton (wall opposite from the entrance) Green Light Crate (wall opposite from the entrance) Green Light Crate (middle of the room) Carton (by the exit) Raid this place for items, then head out the door on the other side. -------------- Port Corridors -------------- [Save Station] Items: Carton (by the save station) Raid the carton and save if you'd like, then attempt to open the door closest to the save point. Deal with the enemies that attack, then take the blue battery thing out of the wall on the far side of the hallway and stick it in the hole where the one just blew out. Get in the elevator and ride it up to continue. ---------------- Engine Corridors ---------------- Items: Carton (in the middle of the room) Cabinet (in the middle of the room) Raid the carton and the cabinet in the middle of the room, then head for the door in the narrow hallway. ------ Armory ------ [Upgrade Bench] Items: Green Light Crate (between the two doors) Carton (near entrance) Power Node (wall by upgrade bench) Locker (in the shooting range area) "Emergency" (on the floor in the shooting range) Ammo (Shooting Range Level 1 prize) Ammo (Shooting Range Level 2 prize) Medium Med Pack (Shooting Range Level 3 prize) Ruby Semiconductor (Shooting Range Level 4 prize) Power Node (Shooting Range Level 5 prize) Clear out the enemies, then raid the place for items. The shooting range in the small area attached to this room will give you prizes for completing each level, so spend some time there if you'd like. It doesn't use any actual ammo, and it doesn't cost you money to play. All you have to do is hit every red target that pops up (but not the blue ones). If you miss a red one or shoot a blue one by accident, simply back away from the controls, and the game will reset so you don't have to wait for the end of the round. Anyway, head out the door to the next area when you're done. ---------------- Armory Corridors ---------------- [Stasis Recharge] Nothing of interest here except for the stasis recharge station. Just head through the door to the next room. --------- Infirmary --------- Items: Large Med Pack Schematic (on the floor near the laser thing) Carton (near the entrance) Carton (near the exit) Carton (on the far wall) Carton (on the far wall) Watch the laser thing to understand what it does, then freeze it with a stasis shot so you can move through the room safely. Make sure you don't miss the large med pack schematic on the ground, then head out the door. ------------------ Barracks Corridors ------------------ [Save Station] Items: Power Node (to the right, near the collapsed part of the hallway) Ammo (to the right, near the collapsed part of the hallway) Ammo (to the right, near the collapsed part of the hallway) Carton (middle hallway area) Carton (middle hallway area) Small Med Pack (on the floor near barracks entry) Ammo (on the floor near the barracks entry) Fend off the flood of enemies, then take a right and head down to the dead-end where part of the hallway has collapsed. There're two things of ammo and a power node down there, so grab them before returning to the main part of the room. Grab the rest of the items here and use the save station if you'd like, then enter the barracks. -------- Barracks -------- [Store] Store Plasma Cutter 0 Line Gun 9000 Pulse Rifle 7000 Flamethrower 11000 Force Gun 11000 Ripper 8000 Contact Beam 9000 Level 2 Suit 10000 Level 3 Suit 20000 Level 4 Suit 35000 Plasma Energy [6] 1200 Line Racks [2] 2000 Pulse Rounds [25] 1250 Flame Fuel [25] 1000 Force Energy [3] 900 Ripper Blades [4] 1800 Contact Energy 2000 Small Med Pack 2000 Medium Med Pack 5000 Large Med Pack 10000 Small Air Can 1000 Medium Air Can 2000 Stasis Pack 5000 Power Node 10000 Items: "Orders" (floor by the exit) Cabinet (middle of the room) Cabinet (middle of the room) Cabinet (middle of the room) Cabinet (middle of the room) Cabinet (middle of the room) Cabinet (middle of the room) Cabinet (middle of the room) Large Med Pack (second bunk to the right of the entrance) This place is absolutely crawling with enemies, so get ready for a fight. The quarantine will lift once everything's dead, so take the opportunity to scour the room for items before stopping at the store. Exit through the door near the store to continue. ---------------- Engine Corridors ---------------- [Save Station] Items: Ammo (near the entrance) Carton (on the floor after the save station) Not a whole lot to do here, just grab the ammo and raid the carton on your way to the door on the other side. ----------- Engine Hall ----------- Items: Green Light Crate (on the floor) Carton (on the floor) Carton (on the floor) Carton (on the floor) Carton (on the floor) Carton (on the floor) Raid the floor for items, then head through the giant door. ----------- Engine Room ----------- Items: Cabinet (on the wall near the lift, lower level) Cabinet (on the wall near the lift, lower level) Cabinet (on the wall opposite of lift, lower level) Carton (hallway connecting upper and lower levels) Carton (hallway connecting upper and lower levels) Carton (hallway connecting upper and lower levels) Carton (hallway connecting upper and lower levels) Carton (hallway connecting upper and lower levels) Carton (hallway connecting upper and lower levels) Singularity Core (upper level, left of the hallway entrance) Diamond Semiconductor (the giant enemy drops it) Go to the Crew Deck: I've got the Singularity Core now. Removing it may cause some bad side effects to the Valor's power system, so I should get out of here quickly. I'm heading to the crew deck now, in hopes of repairing the shuttle docked there. Raid the two cabinets in here, then ride the lift up. The flames in here will hurt you badly, so you have to avoid them as you move through the room. The only way to do that is by using the cylinder things on each side that can be grabbed with kinesis as a shield. Stand directly behind them and push them towards the other side of the room, stopping periodically to destroy the electrical circuits in the middle of both sides of the room. When all six of the electrical things are destroyed, the flames will stop. Move to the back of the room and grab the singularity core from the middle, then head down the hallway. Raid the six cartons on your way to the lower level, then raid the cabinet next to the entrance to the lower level. Approach the glass on the far side of the lower level, then fight the giant enemy the same way you fought enemies of this type before. Grab the diamond semiconductor it drops, then head out the door. ----------- Engine Hall ----------- Take a right and head through the newly unlocked door. --------- Corridors --------- Items: Carton (on the floor in the hallway) Carton (on the floor in the hallway) Cabinet (near the door to the lift) Head through this hallway, raiding the two cartons and the cabinet along the way. Use kinesis to put the blue battery thing back in the wall next to the lift door, then get in it. ------------------- Starboard Corridors ------------------- [Save Station] Take a left and head out the airlock. ----------- Ore Storage ----------- Nothing of interest here, just look across the room for the airlock door and launch yourself over to it. ------------ Tram Station ------------ [Store] [Upgrade Bench] Store Plasma Cutter 0 Line Gun 9000 Pulse Rifle 7000 Flamethrower 11000 Force Gun 11000 Ripper 8000 Contact Beam 9000 Level 2 Suit 10000 Level 3 Suit 20000 Level 4 Suit 35000 Plasma Energy [6] 1200 Line Racks [2] 2000 Pulse Rounds [25] 1250 Flame Fuel [25] 1000 Force Energy [3] 900 Ripper Blades [4] 1800 Contact Energy 2000 Small Med Pack 2000 Medium Med Pack 5000 Large Med Pack 10000 Small Air Can 1000 Medium Air Can 2000 Stasis Pack 5000 Power Node 10000 At this point, I chose to buy enough power nodes to completely upgrade my RIG, but what you choose to do is entirely up to you. Get in the tram when you're ready to end the chapter. ============================================================================= | ----------------------------------------- | | | | | | | 1.10) Chapter 10: End of Days | | | | | | | ----------------------------------------- | ============================================================================= ------------ Tram Station ------------ Items: Green Light Crate (corner across from glassed-in seating area) Ammo (very back of the glassed-in seating area) Find the Crew Key: Once I find the Crew Key, I'll be able to access the elevators down to the various Sleep Blocks on the deck. Find the Navigation Cards: It sounds like someone sabotaged the shuttle and ripped out the navigation cards. I've got to find them and bring them to the shuttle, along with the Singularity Core. Repair the Shuttle: Now that I've got the Singularity Core, I need to find the shuttle on this deck and repair it. It's the only way to get off this ship. Grab the ammo in the glassed in area, then crush the green light crate in the corner near the entrance to the Commons to find another item. ------- Commons ------- [Upgrade Bench] [Store] [Save Station] Store Plasma Cutter 0 Line Gun 9000 Pulse Rifle 7000 Flamethrower 11000 Force Gun 11000 Ripper 8000 Contact Beam 9000 Level 2 Suit 10000 Level 3 Suit 20000 Level 4 Suit 35000 Plasma Energy [6] 1200 Line Racks [2] 2000 Pulse Rounds [25] 1250 Flame Fuel [25] 1000 Force Energy [3] 900 Ripper Blades [4] 1800 Contact Energy 2000 Small Med Pack 2000 Medium Med Pack 5000 Large Med Pack 10000 Small Air Can 1000 Medium Air Can 2000 Stasis Pack 5000 Power Node 10000 Items: Cabinet (near the bottom of the stairs) Cabinet (far wall by elevator) Green Light Crate (far wall opposite of the stairs) Ammo (floor near the door by the store) Ammo (floor in the corner near the table with the statue thing on it) Cabinet (upper floor) "Unitology Article" (upper level on the floor) "Locked Executive Door" (in the nearby Security Hallway room) Raid the lower level for items, then ride the elevator up and grab the log entry and the item in the cabinet. Take a short sidetrip into the room next to the lift and go towards the door in there to get a log entry, then return to the Commons and head for the door by the upgrade bench. ------------------- Residential Hallway ------------------- Wait for the scene to finish, then enter the Mess Hall door. --------- Mess Hall --------- Items: Ammo (in the center bar thing on the upper level) Green Light Crate (near the entrance) Green Light Crate (near lift on the upper level) Cabinet (near lift on the upper level) Green Light Crate (lower level) Green Light Crate (lower level) Green Light Crate (lower level) Power Node (on a wall on the lower level) Crew Key (in a carton on the lower level) Grab the ammo from the bar area near the door, then work your way around the room to the lift, grabbing the items from the green light crates and the cabinet along the way. Ride the lift down, then deal with the enemies there. Raid the lower level for items, including a power node and the Crew Key, then ride the lift back up. Exit the Mess Hall. ------------------- Residential Hallway ------------------- Take a right and head through the door there. ----------------- Residential Lobby ----------------- Items: Ammo (on the floor near the entrance) Ammo (near the wall-mounted enemy) Cabinet (end of the hallway opposite of the wall-mounted enemy) Cabinet (back of the bathroom) Slaughter the thing on the wall, then grab the items from the hallway and the nearby bathroom. Use your newly acquired Crew Key to enter the elevator near where the enemy was on the wall. ------------- Sleep Block A ------------- [Save Station] Items: Cabinet (in the entry hallway) Ammo (near one of the doors) Small Med Pack (middle of the room) Green Light Crate (middle of the room) Cabinet (back of the bathroom) Ammo (floor of one of the bathroom stalls) Credits: 1000 (floor in the hallway) Carton (floor in the hallway) Green Light Crate (floor in the hallway) Carton (floor in the hallway) Ammo (on the floor in the storage room) Override the Locks to Block B: Life Support is down in Sleep Block B and the door is locked. I should be able to run an override from a nearby control station. Raid the bathroom to the left and the main part of the room for items, then head out the unlocked door. Deal with the enemy, then raid the hallway for items. Head into the door near where you came in to find a storage room with some ammo and a control panel in it. Use kinesis to pull the controls down, which will open the doors to Sleep Block B. Head back out of this storage room and go through the door right next to it. Take a right to go through the newly unlocked door. ----------------- Block Hallway A-B ----------------- Just open the next door. ------------- Sleep Block B ------------- [Oxygen Recharge] Items: Cabinet (on one of the walls in the commons) Cabinet (back of the bathroom) Ammo (floor of a bathroom stall) Small Med Pack (floor of a bathroom stall) Cabinet (wall in the hallway labled To Residential Hall) Carton (on the floor in the bunk area) Carton (on the floor in the bunk area by storage room door) Nav Card (on the floor in bunk area) Green Light Crate (storage room attached to bunk hallway) Ammo (storage room attached to bunk hallway) Power Node (storage room attached to bunk hallway) Enter the commons and clean out the enemies there, then raid the bathroom, dead-end hallway, and commons for items. Enter the bunk area and clean out the enemies there, then gather the items from the cartons and pick up the Nav Card from the middle of the room. Enter the nearby storage room to get some ammo, a power node, and an item from a green light crate, then re-enter the commons and enter the door heading back to Sleep Block A. ----------------- Block Hallway A-B ----------------- Just open the door on the other side. ------------- Sleep Block A ------------- [Save Station] Head for the back-right corner to enter the small hallway leading to the lift, then ride the lift up. ----------------- Residential Lobby ----------------- Fight the enemies in here on your way to the door on the far side of the room. ------- Commons ------- [Upgrade Bench] [Store] [Save Station] Store Plasma Cutter 0 Line Gun 9000 Pulse Rifle 7000 Flamethrower 11000 Force Gun 11000 Ripper 8000 Contact Beam 9000 Level 2 Suit 10000 Level 3 Suit 20000 Level 4 Suit 35000 Plasma Energy [6] 1200 Line Racks [2] 2000 Pulse Rounds [25] 1250 Flame Fuel [25] 1000 Force Energy [3] 900 Ripper Blades [4] 1800 Contact Energy 2000 Small Med Pack 2000 Medium Med Pack 5000 Large Med Pack 10000 Small Air Can 1000 Medium Air Can 2000 Stasis Pack 5000 Power Node 10000 Ride the elevator down and head through the door next to the store. ----------- Rec Hallway ----------- Items: Cabinet (on the wall near the entrance) Cabinet (on the wall in the corner) Cabinet (in the bathroom) Locker (in the bathroom) Level 5 Suit Schematic (in the bathroom) "Z-Ball Rules" (on the floor in front of the Z-Ball entrance) Cabinet (next to the Z-Ball entrance) Raid the cabinets, locker, and floor in this area, making sure you don't miss the Level 5 Suit Schematic, then continue into the cylindrical Rec Room. -------- Rec Room -------- Items: Nav Card (on one of the platforms) Small Med Pack (floating in the room) Fend off the enemies and grab the items in the room, then stay to play if you'd like. The point in the game is to grab the little orange ball with kinesis and toss it into one of the four holes, but you can greatly increase your score by increasing your multiplier, which you do by jumping to the panels as they light up, then throwing the ball. If you get to three panels in a row and then make a shot, you'll get eight points instead of one. If you have the patience to complete all six levels, these will be your prizes (which you can grab from the room right before the Z-Ball room): Level 1: Locker with some ammo Level 2: Locker with a medium med pack Level 3: Locker with a stasis pack Level 4: Locker with 3000 credits Level 5: Locker with a Ruby Semiconductor Level 6: Locker with a Power Node Anyway, all you really need from this room is the Nav Card, so if that's all you really care about, just leave once you have it. ----------- Rec Hallway ----------- Take a right and head for the lift door. If you want, you can make a short detour first to go back to the store for your Level 5 suit. ------ Lift C ------ Just ride the lift. ------------- Sleep Block C ------------- [Save Station] Items: Cabinet (wall in the commons) Cabinet (wall in the commons) Ammo (floor in the bathroom) Cabinet (wall in the bathroom) Carton (by entrance to bunk area) Ammo (behind the power node door) Ammo (behind the power node door) Ammo (behind the power node door) Ammo (behind the power node door) Ammo (behind the power node door) Ammo (behind the power node door) Ammo (behind the power node door) Large Med Pack (behind the power node door) Cabinet (behind the power node door) Ruby Semiconductor (in the middle of the bunk fort in the bunk area) Green Light Crate (second pocket of the bunk fort) Green Light Crate (third pocket of the bunk fort) Ammo (third pocket of the bunk fort) Ammo (third pocket of the bunk fort) Nav Card (third pocket of the bunk fort) Enter the commons and clean it out, then do the same to the bathroom. Enter the bunk area and open the carton by the entrance, then raid the room behind the power node door if you'd like (there's nothing unique behind it, though - just a bunch of ammo and a large med pack). To navigate to the other side of the bunk area, you'll have to slide bunks to the side to create paths. When you enter the first pocket area, grab the ruby semiconductor before opening up your next path. Grab the two clips of ammo and raid the two green light crates before picking up the Nav Card. I also suggest you take a little time to plan your escape from this room via the same path you used to enter it. As soon as you pick that Nav Card up, your old friend is going to return, and your only option will be to continuously stall it and run. Work your way back through the bunk fort, stalling the thing with stasis after you've blown its limbs off. Get back into the commons and prepare to defend against a bunch of other enemies along with the regenerating thing. You have to fight them long enough for Kendra to get the door unlocked again. Once she does, get through it to return to Lift C. ------ Lift C ------ Ride the lift and get off of it when it stops. ----------- Rec Hallway ----------- Just run for the door in front of you. ------- Commons ------- [Upgrade Bench] [Store] [Save Station] Store Plasma Cutter 0 Line Gun 9000 Pulse Rifle 7000 Flamethrower 11000 Force Gun 11000 Ripper 8000 Contact Beam 9000 Level 2 Suit 10000 Level 3 Suit 20000 Level 4 Suit 35000 Level 5 Suit 60000 Plasma Energy [6] 1200 Line Racks [2] 2000 Pulse Rounds [25] 1250 Flame Fuel [25] 1000 Force Energy [3] 900 Ripper Blades [4] 1800 Contact Energy 2000 Small Med Pack 2000 Medium Med Pack 5000 Large Med Pack 10000 Small Air Can 1000 Medium Air Can 2000 Stasis Pack 5000 Power Node 10000 Stop at the store to get your Leve 5 Suit if you didn't already backtrack for it earlier, then take the lift up and go through the door right next to it. ---------------- Security Hallway ---------------- Just head through the other door. ---------------- Security Station ---------------- Items: Green Light Crate (on the floor) Wait for the scene to finish, then enter the lift to the right. ------ Lift D ------ Just ride it and get out when it stops. --------------------- Sleep Block D Hallway --------------------- Open the door to the commons and pick off as many of the enemies as you can from the safety of the hallway, then head through the door. ----------------- Executive Commons ----------------- Items: Cabinet (on a wall in the main commons) Deal with any remaining enemies, then raid the place for items. Enter the first door to the left from the entry hallway to find the Captain's Quarters. ------------------ Captain's Quarters ------------------ Items: "Captain's Report" (on a desk) Cabinet (on a wall) Ruby Semiconductor (on the floor by the bed) Grab the items and the log entry, then return to the commons. ----------------- Executive Commons ----------------- Take a left and head into the next set of quarters. ---------------- White's Quarters ---------------- Items: Carton (on the floor) "White's List" (on a table) Grab the item from the carton and the log entry from the table, then exit the room. ----------------- Executive Commons ----------------- Head straight across the room and enter the quarters on the left. ----------------- Temple's Quarters ----------------- Items: Carton (on the floor under some chairs) The green light crate in here just has some of those annoying small enemies in it, but there's a carton under the red chairs on the other side of the room. Head back into the commons once you've opened it. ----------------- Executive Commons ----------------- Take a left and head into the final set of quarters. --------------- Kyne's Quarters --------------- Items: Carton (on the floor) Green Light Crate (on the floor) Grab the items from the carton and the crate, then return to the commons. ----------------- Executive Commons ----------------- Take a right and head through the big door. ------------------- Shuttle Bay Hallway ------------------- [Save Station] Items: Cabinet (on the wall) Raid the cabinet and save if you'd like, then head through the next door. --------------------- Executive Shuttle Bay --------------------- Items: Cabinet (near the entrance) Green Light Crate (on the floor next to the shuttle) Green Light Crate (on the floor next to the shuttle) Large Med Pack (on the floor next to the shuttle) Ammo (near the rear of the room) Ammo (floor of the control room) Ammo (floor of the control room) Ammo (floor of the control room) Power Node (the big enemy will drop it) Test Fire the Shuttle Engines: The shuttle should be operational now, but I should test fire the engines to ensure flight readiness before Kyne gets here. Release the Shuttle: Kyne's onboard and ready to fly. I have to release the docking clamps holding the shuttle in place. Go to the Flight Deck: Kyne is on his way to the Hangar Bay. He needs me to meet him on the Flight Deck and load the Marker onto the Shuttle. With the Marker onboard, we can then fly down to the planet. Raid the outside of this room as well as inside the control room for items, then head inside the shuttle and examine the panel on the wall to use the Nav Cards. Enter the control room next to the shuttle and use the panel on the left to test fire the engines. Guess who's back? Stun the regenerating guy and get out of the control room, then hang out behind the shuttle. You're going to have to deal with the regenerating guy in a manner quite similar to how you got rid of him earlier in the game. Stun him/stasis him while he's standing behind the shuttle, then quickly run into the control room and activate the engines to pulverize him. Use the other controls in this room to release the clamps on the shuttle, then exit the control room and pick up the power node that the regenerating guy dropped when you killed him. Head out of this room once you have it. ------------------- Shuttle Bay Hallway ------------------- [Save Station] Save if you'd like, then head through the other door. ----------------- Executive Commons ----------------- Head straight across to the door on the other side of the room. --------------------- Sleep Block D Hallway --------------------- Enter the lift via the door on the other side of the hallway. ------ Lift D ------ Just ride the lift up and get out. ---------------- Security Station ---------------- Items: Large Med Pack (in the area where Kyne was standing earlier) Head into the small area where Kyne was standing earlier to find a large med pack, then exit through the other door in the room. ---------------- Security Hallway ---------------- Head out the door on the other side of the room. ------- Commons ------- [Upgrade Bench] [Store] [Save Station] Store Plasma Cutter 0 Line Gun 9000 Pulse Rifle 7000 Flamethrower 11000 Force Gun 11000 Ripper 8000 Contact Beam 9000 Level 2 Suit 10000 Level 3 Suit 20000 Level 4 Suit 35000 Level 5 Suit 60000 Plasma Energy [6] 1200 Line Racks [2] 2000 Pulse Rounds [25] 1250 Flame Fuel [25] 1000 Force Energy [3] 900 Ripper Blades [4] 1800 Contact Energy 2000 Small Med Pack 2000 Medium Med Pack 5000 Large Med Pack 10000 Small Air Can 1000 Medium Air Can 2000 Stasis Pack 5000 Power Node 10000 Take the lift down and use the store if you'd like, then head up the big set of stairs to reach the tram. ------------ Tram Station ------------ Get on the tram to end the chapter. ============================================================================= | ----------------------------------------- | | | | | | | 1.11) Chapter 11: Alternate Solutions | | | | | | | ----------------------------------------- | ============================================================================= ------------ Tram Station ------------ [Store] [Upgrade Bench] Store Plasma Cutter 0 Line Gun 9000 Pulse Rifle 7000 Flamethrower 11000 Force Gun 11000 Ripper 8000 Contact Beam 9000 Level 2 Suit 10000 Level 3 Suit 20000 Level 4 Suit 35000 Level 5 Suit 60000 Plasma Energy [6] 1200 Line Racks [2] 2000 Pulse Rounds [25] 1250 Flame Fuel [25] 1000 Force Energy [3] 900 Ripper Blades [4] 1800 Contact Energy 2000 Small Med Pack 2000 Medium Med Pack 5000 Large Med Pack 10000 Small Air Can 1000 Medium Air Can 2000 Stasis Pack 5000 Power Node 10000 Items: Green Light Crate (in the glassed-in waiting area) Transfer the Marker: The Marker is being stored in the Cargo Bay of the Flight Deck. I have to transfer it from there up to the Hangar Bay. Kendra seems more interested in the shuttle than in Kyne's plan to trap the Hive Mind. I can't really blame her. We need to get off the Ishimura. Smash the green light crate in the glassed-in area, then use the store if you'd like. Head out the door to the right of it when you're ready. -------------- Access Hallway -------------- [Save Station] Items: Green Light Crate (on the floor in the bathroom) Green Light Crate (on the floor in the hallway by save station) There's a crate in the hallway near the save station and one in the left side of the bathroom, so grab them before going through the unlocked door at the end of the hallway. --------- Cargo Bay --------- [Upgrade Bench] Items: Ammo (near the lift, lower level) Locker (near the lift, lower level) Locker (near the lift, lower level) Locker (one of the corners of the lower level) Locker (one of the corners of the lower level) Power Node (one of the corners of the lower level) Locker (one of the corners of the lower level) Locker (one of the corners of the lower level) Locker (one of the corners of the lower level) Locker (one of the corners of the lower level) Locker (one of the corners of the lower level) Locker (one of the corners of the lower level) Green Light Crate (one of the corners of the lower level) Green Light Crate (one of the corners of the lower level) Meet Kyne at the Hangar Bay: The Marker is on its way up to the Hangar Bay. Kyne should be arriving there now. Take the lift down, then sour all four corners of this room for items while dealing with the roaming enemies. Activate the control panel in one corner to retrieve the Marker, then be prepared to fend off even more enemies, including four tentacle things in the middle of the room that you'll have to lure out (these can be killed the same was as before, by shooting the yellowish parts of them). Drag the Marker along the path, dealing with enemies when necessary. As soon as you reach the other side of the room with it, you'll be told to meet Kyne at the Hangar Bay. Return to the lift and ride it up, then exit the room. -------------- Access Hallway -------------- [Save Station] Take a left and head back where you just came from. ------------ Tram Station ------------ [Store] [Upgrade Bench] Store Plasma Cutter 0 Line Gun 9000 Pulse Rifle 7000 Flamethrower 11000 Force Gun 11000 Ripper 8000 Contact Beam 9000 Level 2 Suit 10000 Level 3 Suit 20000 Level 4 Suit 35000 Level 5 Suit 60000 Plasma Energy [6] 1200 Line Racks [2] 2000 Pulse Rounds [25] 1250 Flame Fuel [25] 1000 Force Energy [3] 900 Ripper Blades [4] 1800 Contact Energy 2000 Small Med Pack 2000 Medium Med Pack 5000 Large Med Pack 10000 Small Air Can 1000 Medium Air Can 2000 Stasis Pack 5000 Power Node 10000 Use the store and upgrade bench if you'd like, then get in the elevator near the store, which is now unlocked. --------------- Hallway to Tram --------------- Items: Green Light Crate (on the floor in the bathroom) Ride the lift up, then raid the bathroom for a crate before heading out the other door. ------------- Flight Lounge ------------- [Save Station] Items: Green Light Crate (through the door near the save station) Medium Med Pack (floor by Hangar Bay door) Ammo (floor by Hangar Bay door) Raid this room for items, then fight off the attack until the quarantine is lifted. Head through the big door to get to the Hangar Bay. ---------- Hangar Bay ---------- [Save Station] Items: Peng (on the ground between the two docking walkways, use kinesis) Green Light Crate (in the room connecting the two docking walkways) Locker (wall around the corner by the gravity controls) Locker (wall around the corner by the gravity controls) Large Med Pack (floating on the side opposite of the shuttle) Green Light Crate (ground on the side opposite of the shuttle) Cabinet (far wall on the side opposite of the shuttle) Cabinet (far wall on the side opposite of the shuttle) Cabinet (far wall on the side opposite of the shuttle) Green Light Crate (floor on the shuttle side) Green Light Crate (floor on the shuttle side) Green Light Crate (floor on the shuttle side) Cabinet (far wall on the shuttle side) Cabinet (far wall on the shuttle side) Cabinet (far wall on the shuttle side) Cabinet (far wall on the shuttle side) Cabinet (far wall on the shuttle side) Cabinet (far wall on the shuttle side) Ammo (catwalk up to the control room area) Locker (room with the wall-mounted enemy) Locker (room with the wall-mounted enemy) Cabinet (control room) Cabinet (control room) Power Node (control Room) Diamond Semiconductor (on the ground in control room by save station) Position the Marker: I have to move the Marker along the loading tracks and position it underneath the shuttle. Restore Gravity to the Hangar Bay: Kyne can't get the Marker onboard until I restore gravity to the Hangar Bay. Meet Kyne at the Shuttle: The Marker is onboard. Now we can all finally get off this ship. Meet Nicole in Flight Control: Nicole's alive! I don't know how she tracked me here, and I don't care. Kendra betrayed me... this whole time, she was some kind of covert agent. She's murdered Kyne and taken the Marker and the Shuttle. If Nicole can help me get the Marker back, I still might be able to end this nightmare. Remote Pilot the Shuttle: I can override Kendra's control of the shuttle from here, and bring the shuttle back. Fly the Shuttle to the Colony: Nicole is completely driven to return the Marker to the Colony. If we can continue with Kyne's plan, and use it to trap the Hive Mind, we just might be able to survive this. Together. First, run down the open section of docking walkway until you're about even with the first part of the shuttle, then turn and face the valley between the two walkways. Look around for a tiny object that looks like a gold metal award of some kind and grab it with kinesis. It'll give you a trophy, and it'll also sell for quite a bit of money. Return to the entrance and head through the door to the left to find a green light crate, then head through the next door and move through the catwalks until you find a panel that controls the gravity. Raid the two lockers around the corner, then use the control panel to turn the Hangar Bay into a Zero-G environment. Raid the side without the shuttle to find three cabinets, a green light crate, and a floating large med pack, then raid the side with the shuttle for another six cabinets and three green light crates. Drag the Marker along the tracks with kinesis until it stops, then use the control panel near where it gets stuck to change the track. Move the marker onto the spot in front of the controls, then push it back onto the little piece of side track. Use the controls again once the Marker's off of that platform, then drag the Marker back onto the platform and continue dragging it down the line until it stops again. Fight off the enemies, then use the controls to rotate the next chunk of track so you can finish shoving the Marker underneath the shuttle. Jump back up to the gravity controls and use them to restore gravity to the room, then turn around and use the door to head up the catwalk to the control room area. Fight your way through the first room, then raid it and the room after it for items before using the control panel to remote pilot the shuttle. Save if you'd like, then navigate back down to the boarding area, fight the enemies, and board the shuttle to end the chapter. ============================================================================= | ----------------------------------------- | | | | | | | 1.12) Chapter 12: Dead Space | | | | | | | ----------------------------------------- | ============================================================================= ----------- Landing Pad ----------- Items: Power Node (on a wall behind the shuttle) Cabinet (on a wall behind the shuttle) Green Light Crate (on the floor next to the shuttle) Green Light Crate (against one of the walls) Green Light Crate (against one of the walls) Cabinet (wall by the door marked Control Room Barracks) Bring the Loader to the Shuttle: I need a mobile loading platform to move the Marker. There should be one attached to the track somewhere around here. Open the Supply Depot Door: I'll have to drag the Marker through the colony. The door to the Supply Depot is offline. I need to find a power cell to get it working again. Take the Marker to Pedestal Site: Nicole said something about a Pedestal Chamber. I need to bring the Marker there and plug it back into the pedestal somehow. According to Dr. Kyne, that should trap the Hive Mind back into the core of the planet. Kendra had said that the Marker was responsible for starting the necromorph infection. Somehow it must also have the power to contain the creatures. Raid the outside of the room for items, including a power node on a wall behind the shuttle, then head towards Nicole. She's standing next to the loader that you're looking for, so grab it with kinesis and drag it behind the shuttle. Use the control panel there to load the Marker, then drag it back to Nicole. Head into the unlocked door nearby to continue. ------------ Living Space ------------ [Store] [Upgrade Bench] [Save Station] Store Plasma Cutter 0 Line Gun 9000 Pulse Rifle 7000 Flamethrower 11000 Force Gun 11000 Ripper 8000 Contact Beam 9000 Level 2 Suit 10000 Level 3 Suit 20000 Level 4 Suit 35000 Level 5 Suit 60000 Plasma Energy [6] 1200 Line Racks [2] 2000 Pulse Rounds [25] 1250 Flame Fuel [25] 1000 Force Energy [3] 900 Ripper Blades [4] 1800 Contact Energy 2000 Small Med Pack 2000 Medium Med Pack 5000 Large Med Pack 10000 Small Air Can 1000 Medium Air Can 2000 Stasis Pack 5000 Power Node 10000 Items: Ammo (floor in the main area) Ammo (floor in the main area) Ammo (one of the bunks near the store) "Colony Chaos" (in the Gravity Tether Control Room) Gold Semiconductor (in the Gravity Tether Control Room) Carton (in the Gravity Tether Control Room) Carton (in the Gravity Tether Control Room) Locker (in the Gravity Tether Control Room) Green Light Crate (in the Gravity Tether Computer Room) Green Light Crate (in the Gravity Tether Computer Room) Green Light Crate (in the Gravity Tether Computer Room) Pick up the three things of ammo off the floor in the main area, then enter the door marked Gravity Tether Control Room to find some more items, including a log entry. Open the door marked Gravity Tether Computer Room next, but be ready to slaughter the two enemies in there before they can do any damage. There're three green light crates in one of the corners in that room, along with the energy cell you'll need to open the huge door in the landing pad area. Move it with kinesis and take it outside, then stick it in the hole in the wall. Head into the newly opened door to the right of the Marker to continue. --------- Airlock A --------- Drag the marker in here, then use the control panel to close the first shutter and open the second one. Head through the next door once the sequence is done. ------------ Supply Depot ------------ [Save Station] [Stasis Recharge] x 4 Items: Ammo (by corner entrance) Ammo (by corner entrance) Cabinet (by central entrance) Cabinet (by central entrance) Green Light Crate (catwalk in the middle of the room) Green Light Crate (catwalk in the middle of the room) Green Light Crate (catwalk in the middle of the room) Ruby Semiconductor (one of the back corners) Medium Med Pack (behind the power node door) Ammo (behind the power node door) Ammo (behind the power node door) Ammo (behind the power node door) Ammo (behind the power node door) Ammo (behind the power node door) Ammo (behind the power node door) Ammo (behind the power node door) Ammo (behind the power node door) Ammo (behind the power node door) Ammo (behind the power node door) Raid this room for items while you fend off the hoard of enemies that attacks you, then start dragging the Marker through the series of bridges to get to the other side of the room (the two in the middle and the one on the far side of the room). There're four stasis recharge things on the walls, so don't be afraid to spam stasis whenever you feel like it. There's nothing important behind the power node door - just ten things of ammo and a medium med pack. Go in there or skip it if you'd like, then head through the left door next to the marker to go through the next airlock. --------- Airlock B --------- Drag the Marker in here, then use the controls to close and open the shutters. --------------- Gravity Control --------------- [Save Station] [Stasis Recharge] [Store] Store Plasma Cutter 0 Line Gun 9000 Pulse Rifle 7000 Flamethrower 11000 Force Gun 11000 Ripper 8000 Contact Beam 9000 Level 2 Suit 10000 Level 3 Suit 20000 Level 4 Suit 35000 Level 5 Suit 60000 Plasma Energy [6] 1200 Line Racks [2] 2000 Pulse Rounds [25] 1250 Flame Fuel [25] 1000 Force Energy [3] 900 Ripper Blades [4] 1800 Contact Energy 2000 Small Med Pack 2000 Medium Med Pack 5000 Large Med Pack 10000 Small Air Can 1000 Medium Air Can 2000 Stasis Pack 5000 Power Node 10000 Items: Ammo (on the floor near the wall enemies) Ammo (on the floor near the wall enemies) Medium Med Pack (on the floor near the stasis recharge) Locker (corner near the stasis recharge) Locker (corner near the stasis recharge) Locker (corner near the stasis recharge) Locker (corner near the stasis recharge) Restore Power to the Bridges: I don't know where Nicole went, but she said I need to restore power to the bridges. There's a Zero-G maintenance tube nearby that should have a power grid inside. Deal with the two enemies mounted by the big door, then raid this room for items and use the store if you'd like. You'll want to head for the door between where the two enemies were mounted to continue. ------------ Gravity Tube ------------ [Stasis Recharge] Items: Cabinet (wall near entrance) Green Light Crate (floating near entrance to the tube) Green Light Crate (floating in the middle of the tube) Green Light Crate (floating near the end of the tube) Carton (floor at the end of the tube) Carton (floor at the end of the tube) Head through the tube, gathering items along the way, until you reach the controls at the end of it. Use them, then head back out of the tube, using stasis to slow down the fans. --------------- Gravity Control --------------- [Save Station] [Stasis Recharge] [Store] Store Plasma Cutter 0 Line Gun 9000 Pulse Rifle 7000 Flamethrower 11000 Force Gun 11000 Ripper 8000 Contact Beam 9000 Level 2 Suit 10000 Level 3 Suit 20000 Level 4 Suit 35000 Level 5 Suit 60000 Plasma Energy [6] 1200 Line Racks [2] 2000 Pulse Rounds [25] 1250 Flame Fuel [25] 1000 Force Energy [3] 900 Ripper Blades [4] 1800 Contact Energy 2000 Small Med Pack 2000 Medium Med Pack 5000 Large Med Pack 10000 Small Air Can 1000 Medium Air Can 2000 Stasis Pack 5000 Power Node 10000 Items: Power Node (the large enemy drops it) Fight the big enemy the same way you always have, then grab the power node it drops. Finish moving the Marker through the last two bridges, then save your game and enter the third airlock. --------- Airlock C --------- Just like before, drag the marker into the room until you can use the controls to switch the shutters, then exit the room. ------ Tunnel ------ [Stasis Recharge] Items: Cabinet (near left entrance) Green Light Crate (near left entrance) Green Light Crate (near right entrance) Power Node (near right entrance) Large Med Pack (between two big containers near right entrance) Carton (back corner of the room) Carton (back corner of the room) Raid this room for items, then move the Marker past the final bridge and enter either side of the last airlock. --------- Airlock D --------- Pull the Marker into the airlock, then use the controls to switch the shutters. ---------------- Pedestal Chamber ---------------- Items: Medium Med Pack (by the orange display thing) Carton (near left entrance) Carton (near left entrance) Carton (near right entrance) Carton (near right entrance) Ammo (near right entrance) Ammo (near right entrance) Ammo (near right entrance) Ammo (near right entrance) Raid the areas near the entrance for items, then start fighting the enemies and tentacles in the area. With the tentacles out of the way, you can start dragging the Marker down the straight section of track to the loader, where you can use the control panel to return it to its rightful place. Once you do, head into the little glassed-in area with the door in it. ---------------- Emergency Tunnel ---------------- Items: Cabinet (near beginning of tunnel) Cabinet (near the end of the tunnel) Power Node (in the middle of the tunnel) Green Light Crate (on the floor in the tunnel) Green Light Crate (on the floor in the tunnel) Green Light Crate (on the floor in the tunnel) Return to the Shuttle: Is Kendra right... am I losing my mind...? Nicole was dead this entire time. A hallucination created by the Marker. This whole time, it was the Marker pushing me to return to the planet. It's sentient... alive in some way. And now Kendra has it again. I've got to get back to the shuttle and get off of the planet before the chunk smashes into it! Raid the tunnel for items as you move through it, then head out the door on the other side. ------------ Living Space ------------ [Store] [Upgrade Bench] [Save Station] Store Plasma Cutter 0 Line Gun 9000 Pulse Rifle 7000 Flamethrower 11000 Force Gun 11000 Ripper 8000 Contact Beam 9000 Level 2 Suit 10000 Level 3 Suit 20000 Level 4 Suit 35000 Level 5 Suit 60000 Plasma Energy [6] 1200 Line Racks [2] 2000 Pulse Rounds [25] 1250 Flame Fuel [25] 1000 Force Energy [3] 900 Ripper Blades [4] 1800 Contact Energy 2000 Small Med Pack 2000 Medium Med Pack 5000 Large Med Pack 10000 Small Air Can 1000 Medium Air Can 2000 Stasis Pack 5000 Power Node 10000 Items: Medium Med Pack (on a shelf near entrance) Ammo (on a shelf near entrance) Ammo (on a shelf near entrance) Ammo (on a shelf near entrance) Carton (on the floor near entrance) Cabinet (wall near entrance) Locker (near entrance) Locker (near entrance) Locker (near entrance) Raid the initial room for items, then enter the main part of the room and make use of the store, upgrade bench, and save station if you'd like (this is the last time you'll have the chance before the end of the game). Head out the door to the Landing Pad when you're ready for the final fight. ----------- Landing Pad ----------- Items: Green Light Crate (on the floor) Green Light Crate (on the floor) Green Light Crate (on the floor) Green Light Crate (on the floor) Green Light Crate (on the floor) Green Light Crate (on the floor) Green Light Crate (on the floor) Green Light Crate (on the floor) Use kinesis to get as many of the green light crates as you can from a distance before approaching the shuttle, because once you approach the shuttle, you'll be involved in a boss fight. This fight is fairly easy except for one part... start by shooting out three of the five yellowish eye things. When there're only two left, it'll pick you up and slowly move you towards its mouth, and you'll have to blast the last two yellowish covered eye things as fast as you can to avoid being eaten. The problem is that it's a lot harder to control your weapon once it's got you, so you'll have to re-learn how to aim. With the last two yellowish eye things gone, it'll drop you back to the ground. Now all you really have to do is sidestep its tentacles every time it swings them, then blast the five yellowish colored things in its chest whenever it opens up for you. When all five are destroyed, get on the shuttle to end the game. As a reward, you'll be given the following: Military Suit unlocked Backstory Logs unlocked 50000 Credits awarded 10 Power Nodes awarded Impossible Mode unlocked ============================================================================= | ----------------------------------- | | | 2.00) Other | | | ----------------------------------- | ============================================================================= | ----------------------------------------- | | | | | | | 2.01) Store | | | | | | | ----------------------------------------- | ============================================================================= The following is the full list of things you can buy at the store when playing on the Medium difficulty setting. Prices and quantities might be different on other settings, I haven't looked yet. Plasma Cutter 0 Line Gun 9000 Pulse Rifle 7000 Flamethrower 11000 Force Gun 11000 Ripper 8000 Contact Beam 9000 Level 2 Suit 10000 Level 3 Suit 20000 Level 4 Suit 35000 Level 5 Suit 60000 Level 6 Suit 99000 Plasma Energy [6] 1200 Line Racks [2] 2000 Pulse Rounds [25] 1250 Flame Fuel [25] 1000 Force Energy [3] 900 Ripper Blades [4] 1800 Contact Energy 2000 Small Med Pack 2000 Medium Med Pack 5000 Large Med Pack 10000 Small Air Can 1000 Medium Air Can 2000 Stasis Pack 5000 Power Node 10000 Things will sell for half of their purchase price. For a quick reference using the price of a single item (again, on Medium difficulty - haven't checked if they're different on other difficulties), refer to this list: Large Med Pack 5000 Medium Med Pack 2500 Small Med Pack 1000 Stasis Pack 2500 Plasma Energy [1] 100 Plasma Cutter 0 Gold Semiconductor 3000 Ruby Semiconductor 10000 Diamond Semiconductor 25000 Peng 30000 Small Air Can 500 Medium Air Can 1000 Line Racks [1] 500 Pulse Rounds [1] 25 Flame Fuel [1] 20 Ripper Blades [1] 225 Contact Energy [1] 1000 Force Energy [1] 150 Line Gun 4500 Pulse Rifle 3500 Flamethrower 5500 Force Gun 5500 Ripper 4000 Contact Beam 4500 If I left anything out or calculated something wrong, please let me know so I can correct it. ============================================================================= | ----------------------------------------- | | | | | | | 2.02) Weapons/Equipment | | | | | | | ----------------------------------------- | ============================================================================= ------------- Plasma Cutter ------------- This is your default weapon, the only one you can get without having to buy it from a store. While fairly weak, it's highly effective against pretty much everything in the game, especially once it's fully upgraded. D = Damage (10, 12, 14, 16, 18) C = Capacity (10, 12, 14, 16, 18, 20) R = Reload (1, .75, .5) S = Speed (1, .8, .6) It's empty upgrade path is as follows: S------[ ] | | D---C--[ ] C | | D--[ ]-[ ]--D---R--[ ] | | | | | R---S | [ ]--C | | | C--[ ]-[ ]--C---D If you'd like to fully upgrade it, you'll need 17 Power Nodes. The numbers in the following upgrade path represent one possible path for you to take to fully upgrade it: 17------16 | | 8---7--[ ] 15 | | 1---3---6---9--12--13 | | | | | 4---5 | [ ]-14 | | | 2--[ ]-[ ]-10---11 -------- Line Gun -------- The Line Gun is like a larger version of the Plasma Cutter, only it's much more potent and its secondary function is a timed mine instead of just flipping which way the beams go. This weapon is insanely effective against the small enemies with the three tentacles that shoot projectiles, and it's also insanely effective when shooting into a crowd. D = Damage (15, 18, 21, 24, 27) C = Capacity (5, 6, 7, 8, 9) R = Reload (1, .85, .7) W = Width (1, 1.5, 2) M = Mine (20, 25, 30) R--[ ]--D--[ ]--D | | | D------[ ] M | | | [ ] [ ]--C---W--[ ]--D | | | C-------M C | | | C--[ ]--W---R--[ ] If you'd like to fully upgrade it, you'll need 17 Power Nodes. The numbers in the following upgrade path represent one possible path for you to take to fully upgrade it: 2--[ ]-15--14--13 | | | 1------[ ] 12 | | | [ ] [ ]-11--10--16--17 | | | 3-------5 9 | | | 4--[ ]--6---7---8 ----------- Pulse Rifle ----------- The Pulse Rifle is one of the weaker and less useful guns in the game in my opinion, so I wouldn't really recommend getting it unless you're just curious about how it works. D = Damage (5, 6, 7, 8, 9) C = Capacity (50, 75, 100, 125, 150, 175) R = Reload (1, .8, .6) D--[ ]--D--[ ]--C--[ ] | | | | C--[ ]--R-------C | C---D | | | | C--[ ]--D--[ ]--R--[ ] If you'd like to fully upgrade it, you'll need 15 Power Nodes. The numbers in the following upgrade path represent one possible path for you to take to fully upgrade it: 3--[ ]--8---7---9--[ ] | | | | 1---2---5-------6 | 14--15 | | | | 4--[ ]-12--11--10--13 ------------ Flamethrower ------------ The main thing that makes the Flamethrower worth having is for easily dealing with those small crawling enemies, since you can fry a lot of them all at once with a few burts of flames. D = Damage (.75, 1, 1.25, 1.5) C = Capacity (125, 150, 175, 200, 225, 250) R = Reload (1, .85, .7) T = Duration (Time) (5, 6, 7) R--[ ] D--[ ] [ ]--C | | | | | | C--[ ] C---T--[ ] R--[ ]--C D | | | | | | [ ]--D C--[ ] T--[ ] If you'd like to fully upgrade it, you'll need 18 Power Nodes. The numbers in the following upgrade path represent one possible path for you to take to fully upgrade it: 3---4 9--[ ] [ ]-18 | | | | | | 1---2 5---7---8 12--13--14 17 | | | | | | [ ]--6 10--11 15--16 ------ Ripper ------ While amusing, the only really useful thing you can do with it is use it to annihilate those little annoying enemies that usually come in hoards. It's not very practical against strong enemies. D = Damage (8, 9, 10, 11, 12) C = Capacity (8, 10, 12, 14, 16) R = Reload (1, .8, .6) T = Duration (Time) (5, 6, 7) D | [ ]--C-[ ]--R | | C--[ ]--R------T--[ ]--D | | | D--[ ]-[ ]--C | [ ]--C | | | T-----[ ]--D If you'd like to fully upgrade it, you'll need 17 Power Nodes. The numbers in the following upgrade path represent one possible path for you to take to fully upgrade it: 8 | 6---7-[ ]-13 | | 1---3---4------5--12--14 | | | 2--[ ]--9--10 | 15--16 | | | 11-----[ ]-17 --------- Force Gun --------- Meh. Amusing for a while, and hilarious when combined with broken gravity plates, but I don't think you'll find this weapon very useful most of the time. D = Damage (20, 23, 26, 29, 32, 35) C = Capacity (10, 12, 14, 16, 18, 20) R = Reload (1, .75, .5) S = Speed (1, .8, .6) D---R--[ ]--R--[ ]--D D | | | | C---D C C--[ ] C [ ] | | | | | | S--[ ]--D [ ]--S--[ ]--C If you'd like to fully upgrade it, you'll need 19 Power Nodes. The numbers in the following upgrade path represent one possible path for you to take to fully upgrade it: 1---5---6---9--10--11 19 | | | | 2---4 7 13--12 16 18 | | | | | | 3--[ ]--8 [ ]-14--16--17 ------------ Contact Beam ------------ You have to hold the firing button for a while before this thing fires, but when it does, it's extremely powerful. This thing's definitely worth keeping around if you've got the money. D = Damage (100, 125, 150, 175) C = Capacity (4, 5, 6, 7) R = Reload (1, .75) H = Charge (1, .8, .6) [ ]--D C D | | | [ ]-[ ]--C--[ ]-[ ]-[ ]-[ ]-[ ] | | | | | H--[ ] R [ ]--H C | | | [ ]-[ ]------D If you'd like to fully upgrade it, you'll need 19 Power Nodes. The numbers in the following upgrade path represent one possible path for you to take to fully upgrade it: 4---5 11 18 | | | 1---2---3---8--10--[ ]-16--17 | | | | | 7---6 9 14--15 19 | | | [ ]-12------13 --- RIG --- Finishing the game without any RIG upgrades isn't really all that hard, but extra air and hit points are both still very nice to have. H = Hit Points (100, 125, 150, 175, 200) A = Air (70, 90, 110, 130) A A A | | | [ ]-[ ]-[ ]-[ ]-[ ]-[ ]-[ ]-[ ] | | | | H H H H If you'd like to fully upgrade it, you'll need 15 Power Nodes. The numbers in the following upgrade path represent one possible path for you to take to fully upgrade it: 1 6 10 | | | 2---3---5---7---9--11--13--14 | | | | 4 8 12 15 If you're looking for upgrades in the number of inventory slots you have, you'll have to purchase new suits from the store. The number of inventory slots for each suit: Level 1 Suit (10) Level 2 Suit (13) Level 3 Suit (17) Level 4 Suit (20) Level 5 Suit (25) Level 6 Suit (25) (Military suit that you unlock after beating the game) ------------- Stasis Module ------------- Some extra stasis energy and duration certainly doesn't hurt, but it's by no means necessary to upgrade it at all to beat the game. D = Duration (100, 120, 140, 160) E = Energy (8, 10, 12, 14) D | [ ]--E | | [ ]-[ ]--E--[ ]-[D] | | D--[ ] | E If you'd like to fully upgrade it, you'll need 11 Power Nodes. The numbers in the following upgrade path represent one possible path for you to take to fully upgrade it: 8 | 7---9 | | 1---2---3--10--11 | | 4---5 | 6 -------------- Kinesis Module -------------- Having more range on your kinesis will only really help you a few times for very minor things, so I wouldn't really bother upgrading this until you've had a chance to upgrade your other stuff first. R = Range (20, 24, 28, 32) R---R---R If you'd like to fully upgrade it, you'll need 3 Power Nodes. ============================================================================= | ----------------------------------------- | | | | | | | 2.03) Log Entry List | | | | | | | ----------------------------------------- | ============================================================================= The vast majority of log entries come automatically as you complete certain parts of the game. There're only four that are really "tricky" to get, so I've included them in a separate section below this one. As for the rest of them, I've noted the ones that you have to actually pick up by putting their location after their name. [V] indicates a video log [A] indicates an audio log [T] indicates a text log --------- Chapter 1 --------- [V] Message from Nicole [V] Repair the Tram System [V] Replaced the Tram Car [V] Found the Data Board [V] Activated the Tram [V] Go to Medical [A] Run! [A] Vent Warning (Tram Control Hallway) [A] Dismemberment [A] Stasis Door [A] Tram Status (Tram Repair) [A] Replacing the Tram [A] Find the Data Board [see Known "Tricky" Log Entries section below] [A] Maintenance Bay Unlocked [A] Shoot the Limbs (Tram Control Hallway) [A] Locked Door [A] Arrived on Bridge [T] Repair Invoice (Maintenance Bay) --------- Chapter 2 --------- [V] Destroy the Barricade [V] Kyne and the Captain (Main Lab) [V] Nicole's Report (Clinic) [V] Engine Problems [A] Mercer's Journal (Main Lab) [A] Found the Thermite [A] Mercer and Kyne (Imaging Diagnostics) [A] Found the Shock Pad [A] Barricade Destroyed [A] We'll Find Her [A] Eileen (Emergency Room) [A] Colonist Problems (Emergency Room) [A] Codes Received [A] Ship Gravity [T] Marker Overview (Main Lab) [T] Interesting Results (Imaging Diagnostics) [T] Newborns (Emergency Room) [T] More Time (Emergency Room) [T] Autopsy Report (Morgue) --------- Chapter 3 --------- [V] Repair the Ship's Orbit [V] Kendra is Alive [V] Engine Fired [A] Temple Report 1 (Control Room) [A] Temple Report 2 (Machine Shop) [A] Engine Refueled [A] Temple Report 3 (Refueling Chamber) [A] Temple Report 4 (Decontamination) [A] Centrifuge Activated [A] Temple Report 5 (Engineering Storage) [A] Strange Transmission [T] Chaos (Machine Shop) [T] Corruption (Engineering Storage) --------- Chapter 4 --------- [V] The Marker [V] Captain's Demise (Lift 1) [V] Atmosphere Contaminated [A] Initial Attack (Main Atrium) [A] Temple on the Bridge (ADS Lower Hall) [A] Astrogation Module Placed [see Known "Tricky" Log Entries section below] [A] Control Module Placed [see Known "Tricky" Log Entries section below] [A] Report from Kendra [A] Systems Module Placed [see Known "Tricky" Log Entries section below] [A] Hurry Up! [A] Asteroid Impact [A] Almost Fixed [A] One More Minute [A] Brute Combat [A] Reversed Gravity [A] Avoid the Asteroids [A] Aim the ADS Cannon [A] ADS Online [T] Report of Infection (Mining Admin Storage) [T] List of Dead (Captain's Nest) --------- Chapter 5 --------- [V] Go to Chemistry [V] Interrupted [V] Got the Poison [A] Someone Else [A] Door Opened [A] Mercer's Experiment 1 (Chemical Lab) [A] Creating the Poison [A] Mercer's Experiment 2 (Emergency Room) [A] Hammond on Hydroponics [A] Finish the Poison [A] Poison Complete [A] Indestructible [A] Secret Lab Revealed [A] DNA Needed [A] The Leviathan --------- Chapter 6 --------- [V] Hammond's Alive [V] Victory Against the Leviathan [A] Cross Report 1 (Tram Station) [A] Cross Report 2 (Air Filtration) [A] Cross Report 3 (East Grow Chamber) [A] Temple's Search (Refrigeration East) [A] Pods Destroyed [A] A Message [A] Cross Report 4 (Hallway to Food Storage) [A] Getting to the Leviathan [A] Kill the Leviathan [A] Trust [T] Corruption (Hallway to East Tower) --------- Chapter 7 --------- [V] Distress Call [V] Asteroid Launched [A] Elevator Problem [A] Temple and Elizabeth (Processing Antechamber) [A] Clear the Boulders [A] Key Found [A] Kyne's Hostage (Repair Room) [A] Beacon Recovered [A] Elevator Fixed [A] Supervisor's Choice (Mining Hallway) [A] Attach the Beacon [see Known "Tricky" Log Entries section below] [T] Processing Room Problem (Processing Hallway) [T] Mining Timeline (Control Room) --------- Chapter 8 --------- [V] Go to Communications [V] First Contact [V] Impact [V] Hammond Returns [A] Eavesdropper [A] Illegal Mining [A] Main Array Problem [A] Array Fixed [A] Big Problems --------- Chapter 9 --------- [V] The Valor [V] Dr. Kyne [V] Singularity Core Found [A] Radiation Hazard [A] Find the Singularity Core [A] Infected Soldiers [A] Hammond's Assistance [A] Emergency (Armory) [A] Hammond's Death [T] Orders (Barracks) ---------- Chapter 10 ---------- [V] Find the Nav Cards [V] Kyne's Gambit [V] Hive Mind Glimpse [V] Mercer's Last Sermon [A] Locked Executive Door [see Known "Tricky" Log Entries section below] [A] Life Support Down [A] The Hunter Returns [A] SOB Override [A] Lock Bypassed [A] Executive Area Unlocked [A] Kendra's Warning [A] Captain's Report (Captain's Quarters) [A] On My Way [A] Meet on the Flight Deck [A] New Ally? [T] Unitology Article (Commons) [T] Z-Ball Rules (Rec Hallway) [T] White's List (White's Quarters) ---------- Chapter 11 ---------- [V] Find the Marker [V] Come Onboard [V] Betrayal [V] Nicole's Alive [A] Marker Transferred [A] Terrible Mistake [A] Rendezvous [A] Landing the Shuttle [A] Load the Marker [A] Restore Gravity ---------- Chapter 12 ---------- [V] Nicole's Farewell [A] Colony Chaos (Living Space) [A] The Pedestal [A] Restore Power [T] Unitology Exposed [T] The USG Ishimura [T] Background Request [T] Planetary Mining [T] Recombination Study [T] The Red Marker ============================================================================= | ----------------------------------------- | | | | | | | 2.04) Known "Tricky" Log Entries | | | | | | | ----------------------------------------- | ============================================================================= This section is just to list some of the log entries that aren't quite so obvious. Mostly I'm just going to list the ones that're time-based, like the first one on this list, where you can only get it if you spend a certain amount of time between two objectives. If you have suggestions for things I should include in this list, please send them to me on my site: http://thebrink.us --------- Chapter 1 --------- "Find the Data Board" - This entry is time based. After replacing the damaged tram car, take your time exploring and messing around before heading to the Maintenance Bay to get the Data Board. If you take long enough, Kendra will eventually send you a message nagging you to go get the Data Board. --------- Chapter 2 --------- "Marker Overview" - This is in a secret area in the office closest to the bathroom on the lower level of the Main Lab room. Move the shelves out of the way to find it. --------- Chapter 4 --------- "Astrogation Module Placed" / "Control Module Placed" / "Systems Module Placed" - These three have a small flaw in them that kinda screws you into only getting two of them in a single game. Or at least, I certainly haven't found a way to do so... if you know of one, please let me know. Otherwise, once you activate two of the three power module things in this chapter, the third log entry never happens because the entry where Hammond tells you the ADS is back online happens when the third one should be happening. --------- Chapter 7 --------- "Attach the Beacon" - This entry will only occur if you destroy all four gravity tethers that're holding the asteroid in place, then return to the office at the top of Mining Hallway and attempt to release the asteroid without having placed the beacon. Make sure you don't accidentally place the beacon when you jump onto the asteroid to get the two outside gravity tethers, then backtrack and attempt to use the controls. You'll have to come back and plant the beacon before you can actually launch the asteroid. ---------- Chapter 10 ---------- "Locked Executive Door" - You'll only get this one if you attempt to enter the door in Security Hallway (upper level of the Commons) before you have the Nav Cards. ============================================================================= | -------------------------- | | | 7.00) End | | | -------------------------- | ============================================================================= =============================================================================== 7.01) Version History =============================================================================== ------------------ October 17th, 2008 ------------------ - Chapter 1 is done, but that's about it. More will come this weekend, but with all the other great games coming out in the next few weeks, I'm not making any promises about finishing this super fast. ------------------ October 20th, 2008 ------------------ - Replayed Chapter 1 and added a bunch of stuff that I missed. Also added Chapters 2 and 3. Again, I'm making no guarantees about how fast I'll finish the rest of this guide considering how many other great games are coming out in the next few weeks. ------------------ October 22nd, 2008 ------------------ - Added Chapter 4. ------------------ October 23rd, 2008 ------------------ - Added Chapter 5. ------------------ October 24th, 2008 ------------------ - Added Chapter 6. ------------------ October 27th, 2008 ------------------ - Added Chapters 7, 8, 9, and 10. I'll have Chapters 11 and 12 as well as some supplimentary sections added either tomorrow or the day after. ------------------ October 28th, 2008 ------------------ - Added Chapter 11. Chapter 12 will almost certainly come tomorrow. ------------------ October 29th, 2008 ------------------ - Finished the walkthrough and added sections on the store and the weapons/equipment. =============================================================================== 7.02) Closing =============================================================================== As always, any comments are more than welcome. If you need more specific help, feel free to contact me on The Brink: http://thebrink.us/boards Or if you're not fond of message boards, please feel free to email at [email protected] or try me on AIM (Deuce ex Defcon). Enjoy the game, and thanks for taking a look at the guide. =============================================================================== DEUCE EX DEFCON ===============================================================================