Walkthrough by Xeigrich
Dead Space on SuperCheats.com
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	For XBox 360; Released Oct. 15, 2008

	FAQ/Walkthrough by Xeigrich (toshipublic17 xATx gmail xDOTx com)
	Version 0.5c (October 22, 2008)
	COPYRIGHT 2008, Xeigrich
	All Rights Reserved


!!!! SPOILER WARNING !!!!
I'm warning you now, there may be spoilers dropped at any
point in this guide. I try not to spoil anything on purpose,
but things like chapter titles, enemy names, etc. may be
considered spoilers as they may be directly related to the
plot. I do not guarantee that you will not see any out of
place spoiler, but you ARE reading a walkthrough so you
can't complain to me if I ruin the surprise! Read at your
own risk!

If you are simply stuck at a spot, use the quick
search codes (on the left of the Table of Contents and all
sections) and skip straight to where you're stuck to avoid
reading parts you don't know about yet (or don't WANT to
know about yet).



TABLE OF CONTENTS
- - - - - - - - - - - - - - - -
[A1IN]	A	INTRO
[BLST]	B	LISTS
[B1WP]	  1 	  WEAPONS
[B2ST]	  2 	  SUITS
[B3EN]	  3 	  ENEMIES
[B4UP]	  4 	  UPGRADES
[B5TL]	  5 	  TOOLS
[B6XX]	  6 	  ACHIEVEMENTS
[B7LG]	  7 	  LOGS
[CWLK]	C	WALKTHROUGH
[CW01]	  1 	  Chapter 1:  "New Arrivals"
[CW02]	  2 	  Chapter 2:  "Intensive Care"
[CW03]	  3 	  Chapter 3:  "Course Correction" *COMING SOON
[CW04]	  4 	  Chapter 4:  "Obliteration Imminent" *C/S
[CW05]	  5 	  Chapter 5:  "Lethal Devotion" *C/S
[CW06]	  6 	  Chapter 6:  "Environmental Hazard" *C/S
[CW07]	  7 	  Chapter 7:  "Into the Void" *C/S
[CW08]	  8 	  Chapter 8:  "Search and Rescue" *C/S
[CW09]	  9 	  Chapter 9:  "Dead on Arrival" *C/S
[CW10]	  10	  Chapter 10: (coming soon)
[CW11]	  11	  Chapter 11: 	"
[CW12]	  12	  Chapter 12: 	"
[DFAQ]	D	FAQ
[D1TP]	  1 	  TIPS
[D2QA]	  2 	  Q&A
[D3GL]	  3 	  GLITCHES
[ELGL]	E	LEGAL, ETC.
[E1CI]	  1 	  COPYTRIGHT INFO
[E2ST]	  2 	  SPECIAL THANKS
[FVIH]	F	VERSION INFO & HISTORY
- - - - - - - - - - - - - - - -



- - - - - - - - - - - - - - - -
[A1IN]	A: INTRO
Lasers, check. Plasma, check. Kinesis and Stasis powers, check and
check. Protective armor suit, gotcha. Zombies/Aliens.... CHECK?!

First off, I'm writing this guide in anticipation of Dead Space
being an awesome game, up with the likes of BioShock, which I also
wrote a guide for. Second, writing a guide for a game is the best
way to get the most out of that $65, since it involves playing
through probably 3 or 4 times and checking every nook and cranny.
And what the heck, I like helping people out.

And now a note about Dead Space. Sure, it's made by EA Games, but
it's not made by the usual EA guys, and while a lot of people agree
that EA tends to take good games and franchises, buy them out, and
turn them over once every 6 months for a stale profit... EA
definitely can and DOES make a good game now and then. So, Dead
Space is a game set in outer space, within a spaceship. You are a
nobody engineer named Isaac Clarke. You wear a protective suit,
have limited access to weapons, and will have to fight zombies
created by aliens, made from the corpses of fallen crew members.
Oh, and there's supposedly some sort of monolith or relic that is
the center of attention. No, these aren't spoilers, that's just a
summary of what you learn in the first level. And yes, it does
sound an awful lot like someone spent too much time playing Halo,
Half-Life, Prey, Condemned and Mass Effect. But that's the beauty
of this game. It takes a lot of tried-and-true concepts, mixes them
up, and makes them work well and feel fresh. Plus, it's creepy as
hell! Enjoy!

PS: Turn off the lights, turn up the sound.


- - - - - - - - - - - - - - - -
[BLST]	B: LISTS
Everyone loves lists! Check here to see what you might have missed,
what you have to look forward to, and to help you make those
difficult choices like which weapon to buy, or which enemies are
going to be the bane of your meager engineering existance.


[B1WP]	B1: WEAPONS - - - - - -
You have seven weapons to choose from, but each weapon can be
upgraded with different effects by choosing different upgrade
paths. You pick up the Plasma Cutter for free at the beginning of
the game, but most other weapons must be purchased from stores.
Refer to section B4: Upgrades for information on upgrading your
weapons.

 PLASMA CUTTER
Primary:	Energy blast
Secondary:	Switch between vertical and horizontal shots
Capacity:	10 default
Pros:		Accuracy, range, capacity
Cons:		Weakest weapon
Cost:		Free
Comments:	This your basic default weapon, analogous to a
typical pistol, except that instead of firing bullets, it zaps
out a line of hot plasma. Never leave home without it. Use RB
to switch between vertical (up & down) or horizontal (sideways)
laser sights. For example, use horizontal to sever legs and necks,
or use vertical to hit shoulders. ALWAYS keep this weapon on hand,
upgrade it to full as soon as you can, and always keep plenty of
ammo for it. You will always need this weapon as it is effective
against virtually EVERY enemy in the game, even where some weapons
fall short (in range, speed, etc). Don't underestimate this little
guy!

 LINE GUN
Primary:	Wide energy blast
Secondary:	Launch a timed explosive
Capacity:	5 default
Pros:		Damage, range
Cons:		Speed, capacity
Cost:		9,000 Credits
Comments:	If you can spare the ammo, this is your best
weapon early on. The primary fire is similar to the Plasma Cutter,
but it is about 3 or 4 times as wide. Unlike the Cutter, you have
to use it in horizontal mode (there is no vertical mode). Use
carefully in close quarters due to the explosive secondary fire.
First available in the store outside the entrance to the tram in
Chapter 1. This is my second favorite weapon (with the good ole'
Plasma Cutter coming first). It's essentially a big, fat Cutter,
but it will chop the limbs off of damn near anything in one shot.
With a few upgrades, the only thing holding you back from total
carnage is the extremely low capacity and reload time. Unlike the
Cutter, this weapon's plasma line is very slow, and while it's
nice for close range, and acceptable at medium range (if you learn
to 'lead' you shots a bit), it's horrible at long range, since
it's often impossible to aim well enough to predict where the
target will be when the plasma line hits the aiming spot.

 PULSE RIFLE
Primary:	High-speed energy blasts
Secondary:	"Overhead 360-degree sweep." (from the Booklet)
Capacity:	50 default
Pros:		Speed, accuracy, range
Cons:		Damage, lots of wasted ammo
Cost:		7,000 Credits
Comments:	 First available in the store outside the entrance
to the tram in Chapter 1. Not so great for limb severing, of course,
but for enemies who are more prone to body shots and direct fire,
this may become your weapon of choice. Also good for small enemies,
or fast enemies that are hard to hit. Capacity starts off horrible,
but with a few upgrades it's no longer a problem

 FLAMETHROWER
Primary:	Continuous stream of flame
Secondary:	Single explosive blast of napalm (damage over time)
Capacity:	125 default
Pros:		Damage, Speed
Cons:		Range, Ammo consumption
Cost:		11,000 Credits
Comments:	First available in the Store outside the tram in
Chapter 2, but you must first advance ahead a bit to pick up the
Schematics to unlock it. It does do a great deal of damage, somewhat
slowly, to pretty much any enemy. You can actually target the limbs
to do more damage to them and sever them quicker, even though the
fire spreads over the whole enemy's body. If you crank up the
damage, you'll get a lot more bang for your buck, since at default,
you'll have to do a couple of slow sweeps even to take out those
nasty little Baby Infector batches before they all swarm you.

 RIPPER
Primary:	Launch a controllable circular saw blade
Secondary:	Launch a saw blade in a straight line
Capacity:	8 default
Pros:		Damage
Cons:		Difficulty controlling the blades
Cost:		8,000 Credits
Comments:	First available in the Store in Chapter 3, but you must
first advance through the level about halfway to pick up the
Schematics to unlock it. I didn't like this weapon at first, as the
control for the primary fire is rather awkward. It's still difficult to
aim, since it seems like there's a fixed distance that the blade
rotates at, requiring you to often walk backwards or forwards to get
the spinning sawblade at just the right distance. If you can get the
hang of the controls, this weapon is devastating on a lot of enemies,
particularly anything with long dangly bits. Also good when jammed
into the fleshy backs of Brutes. Primary fire is almost useless since
it's impossible to aim at a moving target, but it compensates for the
range.

 CONTACT BEAM
Primary:	Single charged blast
Secondary:	"Short-range, 360-degree energy blast from feet" (Book)
Capacity:	4 default
Pros:		Damage
Cons:		Range, Ammo consumption, Speed
Cost:		9,000
Comments:	First available in the Store in Chapter 4, but you must
first advance through the level a bit to pick up the Schematics to
unlock it. I don't personally like this weapon but I haven't used it
much yet. The charge is really slow, but it does seem to do a HUGE
amount of damage. Also, this weapon is basically your RPG or Rocket
Launcher, since each individual unit of ammo (one shot) costs 2,000
Credits from the Store! That means each shot is 1/5 of a Power Node.
Use this weapon sparingly. This and the Flamethrower will probably
be your last two weapon-based achievements, unless you use the Flame-
thrower a lot in the earlier levels.

 FORCE GUN
Primary:	Force blast
Secondary:	Timed AND Proximity force blast grenade
Capacity:	10 default
Pros:		Pushes enemies back while damaging
Cons:		Range, Speed
Cost:		11,000 Credits
Comments:	First available in the Store in Chapter 4, but you must
first advance through the level a bit to pick up the Schematics to
unlock it. Great for fighting smaller enemies like the Lurkers or
those little tripod Baby Infector things, but not so great for bigger
or faster enemies such as your standard Slasher. If you upgraded it,
though, you might get enough punch per shot to not just knock the
bigger guys back, but actually knock off their limbs in the first
shot or two, rather than after 3 to 5 shots. Also good for blasting
those Wall Mother things if you can get kinda close without getting
killed.


[B2ST]	B2: SUITS - - - - - - -
Your #1 most important bit of equipment is your suit! It helps you
breath, protects you from attacks and the environment, and so much
more. Well, mostly just the breathing and protecting, but that's
undeniably important (unless you want to suffocate while accepting
the cold embrace of a death soon to become a new life as a creeping
Necromorph...). You start out with the Level 1 suit that does
pretty much nothing but hold up your RIG and hide your shame. You
upgrade by shelling out Credits at a Store console. Oh, what wouldn't
you give to have one of those nice MJOLNIR Mark VI suits, or even
a decent HEV Mark V, eh?

 LEVEL 1
You start out in your simple engineer safety suit. It's meant to keep
you safe from occupational hazards, not battle.
Inventory Slots: 10 (default)
Cost: Free
Armor: 0%

 LEVEL 2
Your first new suit adds extra armor plating for a little extra
protection. First available at the Store in Chapter 1.
Inventory Slots: 13
Cost: 10,000 Credits
Armor: 5%

 LEVEL 3
The Schematics for this suit are found right after the beginning of
Chapter 4. Simply another upgrade.
Inventory Slots: 17
Cost: 20,000 Credits
Armor: 10%

 LEVEL 4
The Schematics for this suit are found in the lowest deck of
Chapter 7 (on the way to the SOS Beacon). Yet another upgrade.
Inventory Slots: (coming soon)
Cost: 35,000 Credits
Armor: (coming soon)

 LEVEL 5 - ELITE
Xbox 360 exclusive free suit. Features the "Xbox 360 colors,"
which basically just means green/white. It is supposedly only free
until October 28th, and after that it may or may NOT be available
as a paid download. There's no reason why you shouldn't use this
suit instead of the default in-game suits and upgrades, except
that it's likely to make the game disappointingly easy through
the majority of the game. (Me? I'm using the on-disk suits to
give a more accurate guide for those who might not be able to
download the bonus suits! I'll use the fancy suits for the
achievements later on.)
Inventory Slots: 25 (maximum)
Cost: Free (in-game after actual Marketplace download)
Armor: 10%

 LEVEL 5 - OBSIDIAN
PS3 exclusive free suit. As far as I know, it's exactly the same
as the Elite suit, except it's black instead of green. Like the
Elite suit, it probably won't be free for very long.

 LEVEL 5 - SCORPION
If you pre-ordered Dead Space at a participating retailer, you may
have actually gotten your email code that would let you unlock
this suit for a free download from the Xbox Live Marketplace.
A lot of people didn't get theirs, but you can still buy it for
200 MS Points (about $2.50 US), which isn't too bad. I can't
personally comment on the download for the PS3 version of this
suit.
Inventory Slots: 25 (maximum)
Cost: Free (in-game after actual Marketplace download)
Armor: 25%


[B3EN]	B3: ENEMIES - - - - - -
Most of the enemies you will encounter will be Necromorph organisms
reanimated from the corpses of human crew members, as well as the
organisms that reanimate the corpses, and even the other organisms
that don't have anything to do with reanimating corpses except that
they're closely related (Necrocousins?).

NOTE: Except for the word "Necromorph," some are just made-up names,
as neither the game nor the instruction manual actually tell you
what most of them are called. They do tell you Brute, Leviathan,
Slug and Hive Mind but most of the other ones have to be looked up
outside of the game to find their 'official' names.

 SLASHER (STANDING NECROMORPH)
These guys will walk, run, or even jump at you, mostly attacking
with their arms. They have long spike/talon things sticking out of
their hands and will swing at you. Blast off their arms to slow their
attacks, or blast off their legs to drop them to the floor. If you're
quick, you can run up and stomp it to death with your kick attack.

 LEAPER (CRAWLING NECROMORPH)
They can crawl surprisingly fast, and may even lunge at you. Some of
them will have a tail extending from the spine, which can also be used
to attack you, but mostly acts as a third "leg" that lets them crawl
faster. Shoot off the arms to disable them, and stomp them the
rest of the way dead if you have time.

 LURKER (NECROMORPHED BABY)
Some sort of fetus-thing with tentacles wriggling all over it. They
will sprout longer tentacles and leap out at you with almost no
warning, latch on to your face, then the game prompts you to
rapidly tap A to rip it off. This kills it, but you probably took
decent damage, yourself. Try to blast them to bits from a distance.
Note that their only real "limbs" are the tentacles, so shoot them
off as quickly as you can. To complicate matters, they can also
shoot barbs at you from a distance.

 BABY INFECTORS (TINY LEAPERS)
Don't mistake these tiny tripods as nonthreatening. They attack in
small swarms, and although they are individually very easy to kill,
they are fairly fast and their size makes it hard to aim. I recommend
using the Pulse Rifle in small bursts, or a quick shot with the Force
Gun to take them out in batches. Stay away from them, as they will
crawl/jump onto your back and nibble at you (rapidly tap A to shake
free). Try splashing your Stasis shot on them to give yourself more
time to aim. It's likely that these are actually baby Infectors.
Sometimes they can also be hiding inside the breakable light-up boxes,
2 or 3 to a box.

 INFECTOR (CORPSE REANIMATOR)
At first glance you might think this was just another Leaper
Necromorph, but actually it seems that these things are "pure" alien
creatures. They latch on to corpses and combine into fresh
Necromorphs. They will also try to latch on to YOU, but rapidly
tapping that A button will kill it at the expense of some health.
You can't really dismember them and they go down fairly easy with a
volley of body shots, but they are faster and not quite as big as a
Leaper.

 PREGNANT (NECRO SPAWNER)
Appears to be a sort of Slasher, but with a giant swollen belly. If
you attack it (or if it gets too close), it will explode with a
batch of those Baby Infector creeps. Later in the game, they will
also explode with a few Head Squid things (though fresh, without
heads...). Otherwise, it behaves just like a typical Slasher, only
a bit more sluggish.

 HEAD SQUID (?)
I'm not sure if these things have a proper name, but they appear to
be nothing more than a severed head that crawls around on 3 or 4
tentacles. They behave a lot like Lurkers but are MUCH faster and
don't shoot barbs. It's unlikely that you'll have time to shoot off
the tentacles before they grab your face, but give it a try anyway.
It's easier (but more ammo consuming) to just spray them in the
face or use a large-area weapon like the Flamethrower, Line Gun,
etc. They have very little health, so they shouldn't be much of a
problem, except that they're really fast and can stick to ceilings.
NOTE: When fresh, as from a Pregnant or possibly falling off of a
Stalker, they don't always have heads, and are simply 2 or 3 short
tentacles with one LONG tail tentacle.

 BRUTE
A large ape-looking alien with a slanted forehead and a lot of
over-powered weapons--er, sorry, wrong game! Brutes are enormous
monsters that have little resemblance to anything human that may
have once served as the basis for their creation. You have to
hit them in the back in order to damage them as the rest of their
bodies are covered in heavy armor. The best way to take one out
is to run up to it, blast it with Stasis, then run around to its
backside and blast it with all you've got! Heavy weapons like the
Line Gun and the Ripper are great for this, and the Pulse Rifle
isn't that bad either. Don't bother trying to dismember anything,
the armor plating makes this impossible. And don't get too close
to their front side, as their melee attack does devastating
damage. NOTE: If you hit them with Stasis, it ruins the momentum
and force of their swing and seems to do significantly less
damage even if it does hit dead on. ANOTHER NOTE: You can
supposedly get the achievement "Playing Catch" by catching a Brute
or Leviathan "pod." I'm honestly not sure what a Brute pod is,
as I haven't seen any sort of pod come flying my way when a Brute
is around.

 WALL MOTHER (?)
I'm not sure if this freak has a proper name. It's stuck to the
wall in Chapter 5 and in a few other places in later chapters,
and it doesn't really move at all, but it will swing its tentacles
around and shoot out little pods. Each pod will grow its own single
tentacle to shoot barbs at you. If you don't move quick, you can
have a whole bunch of pods all active at once. They seem to explode
a few moments after you kill them, and if you get too close to the
guy on the wall (if you get closer than the Ripper can hold a saw,
that's too close!), he'll rip off your head for an instant kill.
This thing absorbs insane amounts of body damage, so you have to
try REALLY hard to hit the tentacles while they're still. You
can also grab a red explosive cannister and launch it at the main
guy on the wall for an easy kill (in Medium or Easy mode, at least).

 EXPLODER (CLUB ARM)
I'm not sure if these guys have a proper name. Halfway through the
game, you start seeing really thin Necromorphs that look like
emaciated Slashers, except they have a gaint, swollen, glowing red
sac on the left arm (your right). If you hit the sac, it explodes
quite violently, so shoot it from a distance. This also damages
nearby enemies, so use it to your advantage instead of getting
torn up by it!

 STALKER (SQUID SCRAPS)
I'm not sure if these things have a proper name. Late in the game
you will encounter a rather tall, extremely thin Necromorph. It
will walk around casually and slowly, then when it sees you it
will start to dash at you. When you kill it, it will fall apart
into those Head Squid tentacle things which will proceed to
squiggle around the room and try to eat your face. You can
usually tell when a Stalker is around the corner by its
tell-tale, whale-like moaning. This is, if you ask me, the
creepiest enemy in the game (besides, MAYBE, the Wall Mother
things).

 LEVIATHAN TENTACLE
You only encounter this thing a couple of times, and it's mostly
a scripted sequence. It will unexpectedly grab you in a few
places (usually at corners) and you'll flail uncontrollably for
a moment while it pulls you around by your leg. You'll quickly
regain control, however, and you can aim your weapon at the
glowing red bulging spot halfway down the tentacle's length.
You'll want to shoot as fast as possible and do as much damage as
possible, because if you take too long, you'll be dragged off to
an inevitable death. Succeed in doing enough damage, and the
tentacle snaps in half and you're safe! You also encounter these
during the Leviathan boss fight, but instead of grabbing you, they
slap onto the floor and swipe around (which will rip you in half).
You only fight 3 at a time, and only in 2 waves, for a maximum of
6 tentacles in that boss fight (possibly more in harder
difficulties).

 LEVIATHAN (BOSS)
This big bastard is one of the reasons you're having so many
problems, and one of the reasons you have to rescue the princess-
er, your girlfriend. He's hiding in the giant Food Storage Zero-G
cylinder at the end of Chapter 5. This is the first REAL boss in
the game, and it is definitely intense. Everyone knows a proper
boss fight always has like 10 different things going on at once,
any number of them potentially lethal, and all of them very
frustrating. This is close enough!

The basic strategy is to run sideways (going in a circle, upwards,
hamster-wheel style), and kill the 3 tentacles wriggling around one
at a time. When a tentacles comes sliding out and the red bulging
point is exposed, shoot it with a fast, accurate weapon (Plasma
Cutter or Pulse Rifle) to kill the tentacle. If you're too slow, it
will slap down onto the wall/floor and slide around in a circle
before slipping back down to safety. If you're quick, you can
either leap across to the other side (straight up) to avoid getting
hit, or you can TRY to shoot Stasis at it and finish it off. Repeat
for the other two.

Then, use Kinesis to grab the big pods that the Leviathan mouth now
shoots at you (God I hope that's its mouth, and those ARE just
pods...). Shoot them back to bust consecutive pods or try to shoot
one back into the mouth while it's open -- it takes careful aim
and timing. You can grab the red cannisters floating around and
shoot those in whenever you like, but they won't be enough to kill
it. The pods themselves do minimal damage, but they knock you down
and it takes several seconds to get back on your feet.

There will be a second round of 3 tentacles, same as before, except
now the mouth will periodically spit out rounds of about 5 pods at
a time. Take out the tentacles like before, then you can spend the
rest of the fight focusing on dodging a non-stop volley of pods
while trying to land one in the mouth when possible.

Weapons do damage, of course, but only when the mouth is open. You
can try shooting the alternate fire of the Ripper, Line Gun,
Flamethrower or Force Gun into the open mouth. It's easier to aim
when you're closer (ie further down toward the mouth), but that
also means you have less margin for error in dodging pods.

Honestly, I found it easier to grab pod 1, launch it back to bust
pod 2 and itself. Then, grab pod 3, and bust pod 4 and itself.
Then grab pod 5 and hold it just long enough to find a window of
opportunity to shoot it into the open mouth before the next round
of 5 pods would come flying out.

You'll know when you beat it, because the atmosphere color will
change, and you'll be alerted by an Objective update and Kendra
will pop up to congratulate you. "Thanks for all the effort,
now get ready for the hard part!"

 SLUG (BOSS)
What's that? Something large? Something organic? Dirty jokes aside,
this is the second boss in the game. Well, I consider it a boss,
even though you take it on from the safety of the ADS Cannon's
Manual Override controls. You wouldn't be able to fight it off if
you just jumped out into space with your wimpy little handheld
weapons! This boss is actually rather easy once you get the hang
of it.

Once you hop in the ADS Cannon seat, the blinds roll up and you
see a large mass of NASTY sitting off in the distance. Pop it
once with a shot from the cannon and it wriggles to life. Four
tentacles will slide up and out from its main body (which you
will completely ignore now). Each of the tentacles has one of those
explosive red weak points, just like the Leviathan Tentacles. The
tentacles will repeatedly reach down and rip off parts of the ship
to throw at you. The debris chunks don't do much damage to your
shield (only 3 to 7 points or so) but the large round tanks will
knock off a solid 10 points or possibly more. Obviously, those
tanks are your #1 priority since it's hard to beat a boss when
you're dead.

The main strategy here is simple. While the tentacles are going
nuts hurling things at you, sweep side-to-side holding ONLY one
trigger at a time. Just like with the Asteroid Shooting before,
if you hold both triggers at once, you do a LOT more damage, but
you will overheat and be left defenseless for a few seconds.
Sweeping side to side will not only make it easier to aim at
oncoming debris, but you will often hit a tentacle weak spot,
which can make the tentacle let go of the object in its grasp.
If a tentacle manages to throw something, SHOOT IT IMMEDIATELY
before it hits the glass in front of you. Note that sometimes
things that are thrown at you go JUST far enough to the side that
they don't count as a hit, so sometimes it's okay to let a chunk
fly by, but if you wanna stay on the safe side, try to shoot
everything.

When you get a short moment of free time between volleys of
ship parts, take that time to focus on ONE tentacle weak spot.
Take them out ONE at a time. If you try to get them all at
once, you will take way too much damage before you actually
knock anything off. And ALWAYS focus your aim on debris and
tanks flying toward you.

When you kill the two tentacles in the middle, they seem to
grow back once each. I'm not sure if this is just my mind
messing with me while I frantically tried to get the Slugger
achievement (Finish the boss with MORE than 50% shields), or
if this actually happens, but I went through this boss 3 times
in a row, and I'm pretty sure they do grow back. This means
you have to take out 6 tentacles total. I'm guessing the extra
two were what were holding down to the ship. NOTE: I was on
Medium difficutly for this, so I can't guarantee it's the same
on different levels.

Anyway, I recommend taking out the side tentacles first. They're
a little harder to aim at, but I found that taking out the middle
tentacles first meant flying all the way left or all the way to
the right, wasting time inbetween, since they were on opposite
sides of the screen. Once you take out the last tentacle, the
slimy stow-away drifts off into space, and you get a cutscene.

 HIVE MIND
(coming soon)


[B4UP]	B4: UPGRADES  - - - - -
This section is not so much a list as it is a mini-guide. Unlike many
games that simply give you a list of choices for upgrades, you must
upgrade along special paths. When you are first able to upgrade a
weapon, you might be a bit confused. Plus, not only can you upgrade
your weapons, but you can also upgrade your RIG (the device on your
back that shows your health and provides oxygen when needed), the
Stasis Module, and the Kinesis Module!

The way upgrading works is you start at one of the circuit entry
points (the white arrow, marked in this guide with a > symbol).
The empty nodes (circles) do not contribute to your upgrades, but
you must fill one space in order to fill the next. For example, on
the Plasma Cutter, you can place am Energy Node on the DMG node,
then the blank node, then either the next blank node to the right,
or instead to the REL node below, and so on. You can branch your
upgrade path as much as you want as long as it's properly connected.
Hey, these maps kinda look like chemistry homework! Molecules, woo!

You cannot skip nodes, and you cannot place non-connecting nodes
such as trying to go from the DMG entry node on the Plasma cutter,
placing an Energy node in the first blank node, then trying to
place an Energy node in the DMG node above the first blank node...
Those nodes do not connect with the line and this is obviously not
a possible path.

NOTE: If you are having trouble reading the upgrade maps I have
provided, please make sure you are using a MONOSPACED FONT such
as Courier New or Lucida Console. I did not use tab spaces so as
long as you are viewing this guide with a monospaced font, the
maps should show up correctly regardless of the program you are
viewing with (browser, notepad, etc).

MOST EFFICIENT UPGRADE PATHS
To each upgrade path, I have marked which of the empty (useless)
nodes you should fill in order to upgrade all of a weapon or
equipment's upgrade nodes with as few Power Nodes as possible to
avoid wasting Power Nodes on useless node spots. The useless nodes
you should fill are marked with parenthesis like this: (O)
The regular useless nodes you should NOT fill: O
You should, of course, fill EVERY upgrade node (unless you just
don't want to).

If you have found a more efficient path or you
see I've made an obvious mistake, please let me know, as this
info is extremely important to readers who don't want to waste
any Power Nodes! Also, there are slight variations to most of
the paths. There is generally no single, perfect upgrade path,
so please don't contact me just to say "I found another path
for minimum upgrades!" unless it actually uses FEWER nodes than
my version.

NOTE: If you have a hard time see which path you take and where
to put the nodes, draw the map out on paper (or print it out, be
careful not to print the whole guide!), and use a highlighter on
every upgrade node (such as DMG or REL) and every (O) spot you
see. Connect every line except where you just see a bare circle.
That's the actual "upgrade path" you will take.

 PLASMA CUTTER's Upgrade Path
DMG increases Damage by 2 pts.
CAP increases Capacity by 2 pts.
REL decreases Reload Time by a quarter of a second (0.25 seconds)
SPD decreases Shot Delay by a fifth of a second (0.2 seconds)
Upgrade Nodes: 13
Minimum Nodes for Max Upgrades: 18
                   SPD - - - -  O
                    |           |
       DMG - CAP - (O)         CAP
              |                 |
>DMG - (O) - (O) - DMG - REL - (O)
        |     |     |     |     |
       REL - SPD    |     O  - CAP
        |           |     |
>CAP - (O) -  O  - CAP - DMG	

 LINE GUN's Upgrade Path
DMG increases Damage by 3 pts.
CAP increases Capacity by 1 pt.
REL decreases Reload Time by 0.15 seconds
MIN increases Mine by 5 pts.
WID increases Width by half a point (0.5 pts)
Upgrade Nodes: 14
Minimum Nodes for Max Upgrades: 17
 REL - (O) - DMG - (O) - DMG
  |           |           |
>DMG - - - -  O          MIN
  |           |           |
  O           O  - CAP - WID - (O) -  DMG
  |           |           |
>CAP - - - - MIN         CAP
  |           |           |
 CAP -  O  - WID - REL -  O

 PULSE RIFLE's Upgrade Path
CAP increases Capacity by 25 pts.
DMG increases Damage by 1 pt.
REL decreases Reload Time by a fifth of a second (0.2 seconds)
Upgrade Nodes: 11
Minimum Nodes for Max Upgrades: 16
       DMG - (O) - DMG - (O) - CAP - (O)
        |                 |     |     |
>CAP - (O) - REL - - - - CAP    |    CAP - DMG
        |     |                 |     |
       CAP - (O) - DMG -  O  - REL -  O

 FLAMETHROWER's Upgrade Path
CAP increases Capacity by 25 pts.
REL decreases Reload Time by 0.15 seconds
DMG increases Damage by a quarter point (0.25 pts)
DUR increases Duration by 1 pt.
Upgrade Nodes: 12
Minimum Nodes for Max Upgrades: 18
       REL - (O)         DMG - (O)         (O) - CAP
        |     |           |     |           |     |
>CAP - (O)   CAP - DUR - (O)   REL - (O) - CAP   DMG
        |     |           |     |           |     |
        O  - DMG         CAP -  O          DUR -  O

 RIPPER's Upgrade Path
CAP increases Capacity by 2 pts.
DMG increases Damage by 1 pt.
REL decreases Reload Time by a fifth of a second (0.2 seconds)
DUR increases Duration by 1 pt.
Upgrade Nodes: 12
Minimum Nodes for Max Upgrades: 18
                   DMG
                    |
             (O) - CAP -  O  - REL
              |                 |
>CAP - (O) - REL - - - - DUR - (O) - DMG
              |           |     |
>DMG - (O) - (O) - CAP    |    (O) - CAP
              |           |     |
             DUR - - - -  O  - DMG

 CONTACT BEAM's Upgrade Path
CAP increaces Capacity by 2 pts.
DMG increases Damage by 25 pts.
CHR decreases Charge Time by a fifth of a second (0.2 seconds)
REL decreases Reload Time by a quarter second (0.25 seconds)
Upgrade Nodes: 9
Minimum Nodes for Max Upgrades: 19
       (O) - DMG         CAP               DMG
        |                 |                 |
>(O) - (O) - CAP - (O) - (O) - (O) - (O) - (O)
              |     |           |     |     |
       CHR - (O)   REL         (O) - CHR   CAP
              |     |           |
              O  -  O  -  -  - DMG

 FORCE GUN's Upgrade Path
DMG increases Damage by 3 pts.
CAP increases Capacity by 2pts.
SPD increases Speed by a fifth of second (0.2 seconds)
REL decreases Reload Time by a quarter second (0.25 seconds)
Upgrade Nodes: 14
Minimum Nodes for Max Upgrades: 19
>DMG - REL - (O) - REL - (O) - DMG   DMG
  |           |           |           |
>CAP - DMG   CAP   CAP - (O)   CAP   (O)
  |           |     |     |     |     |
>SPD -  O  - DMG    O  - SPD - (O) - CAP

 RIG's Upgrade Path
AIR increases Air by 20 seconds
HP increases Hit Points by 25 points
Upgrade Nodes: 7
Minimum Nodes for Max Upgrades: 15
Minimum Nodes for Max Air: 8
Minimum Nodes for Max HP: 12
>AIR         AIR         AIR
  |           |           |
>(O) - (O) - (O) - (O) - (O) - (O) - (O) - (O)
        |           |           |           |
        HP          HP          HP          HP

 STASIS MODULE's Upgrade Path
DUR increases Duration by 2 pts.
ENG increases Energy by 20 pts.
Upgrade Nodes: 6
Minimum Nodes for Max Upgrades: 11s
             DUR
              |
             (O) - ENG
              |     |
>(O) - (O) - ENG - (O) - DUR
        |     |
       DUR - (O)
              |
             ENG

 KINESIS MODULE's Upgrade Path
RNG increases Range by 4 points
Upgrade Nodes: 3
Minimum Nodes for Max Upgrades: 3 (duh)
>RNG - RNG - RNG


[B5TL]	B5: TOOLS - - - - - - -
Besides melee attacks and weapons, you have a variety of other tools
and abilities at your disposal.

 STASIS
Stasis slows down organic and mechanical movement. While aiming, hit
X to shoot a stasis blast at your target. Great for slowing down
pesky enemies or giving yourself a few vital seconds to slip through
a doorway. You have a limited amount of stasis shots, but you can
recharge for free at Stasis Stations or using portable stasis packs.
This ability is obtained about halfway through Chapter 1.

 KINESIS
Kinesis grabs and pulls things toward you. While aiming, hit
B to pull your target. Let go by releasing the left trigger, or
blast the object forward using the right trigger. Great for grabbing
out-of-reach items or moving obstacles out of the way. Kinesis
has an unlimited number of uses and never needs a recharge.
This ability is obtained at the beginning of Chapter 2.

 GRAVITY BOOTS
When gravity is disabled, these boots hold you fast to a stable
surface. While aiming, hit Y to leap over to the spot you're
aiming at. You always have your gravity boots.

 MED PACK
Cost: 2,000 (Small) / 5,000 (Medium)
Standard "health pack" items. They come in Small, Medium and Large
sizes, which all restore your health immediately. You can hit X
(while NOT aiming) to use a health pack without having to pull up
the inventory screen. The smallest pack(s) available will be used
up first, one at a time.

 AIR CAN
Cost: 1,000 (Small)
Refills your suit's oxygen for when you're in a vacuum. Available in
various sizes. Remember, max air capacity is determined by your
RIG's upgrade levels, so if you don't want to upgrade, you might be
keeping an extra few of these around.

 POWER NODE
Cost: 10,000 Credits
Collect these to place into the circuits of your weapons to upgrade
them. These are few and far between, and rather expensive at Stores.
Power Nodes can also be used to bypass some door locks (only specific
ones, though).

 PLASMA ENERGY
Cost: 1,200 Credits for 6
Ammo for your Plasma Cutter. Press A while aiming to reload, or keep
shooting to reload automatically (not wise!). Plasma ammo stacks up
to 25 units per slot in your inventory, so 45 units takes up 2 slots,
while 51 units will take up 3 slots.

 LINE RACKS
Ammo for your Line Gun. Stacks up to 6 per slot.

 PULSE ROUNDS
Cost: 1,000 Credits for 25
Ammo for your Pulse Rifle. Stacks up to 100 per slot.

 FLAME FUEL
Cost: 1,000 Credits for 25
Ammo for your Flamethrower. Stacks up to 150 per slot.

 RIPPER BLADES
Ammo for your Ripper. Stacks up to 15 per slot.

 CONTACT ENERGY
Ammo for your Contact Beam. Stacks up to 15 per slot.

 FORCE ENERGY
Ammo for your Force Gun.

 STASIS PACK
Cost: 5,000 Credits
"Ammo" for your Stasis device. Basically just recharges your Stasis
shots when you aren't near a Stasis Station.

 CREDITS
The basic space currency. Spend these at Stores to buy weapons, items,
and other goodies.

 SCHEMATICS
In order to purchase new things from the Stores, you often have to
locate and "download" schematic files. These generally are found lying
around just like ammo or other items.

 VALUABLE JUNK
Occasionally you will find stuff that essentially worthless to you...
Except that you can sell it for a pretty price at a Store, such as
a Gold Semiconductor. These items literally have no purpose in the
game except to be sold back for lots of Credits.
Gold Semiconductor - 3,000 Credits
Ruby Semiconductor - 10,000 Credits


[B6XX]	B5: ACHIEVEMENTS  - - -
I'm sorting the achievements by category: how you get them.
Each achievement is listed by it's name, gamerpoint value, then
its official description. I'll point out any important secrets,
tips, or elaborations only when necessary. Each achievement (or
category) has a quick search code in brackets that will take you
to a relevant part of the walkthrough to let you know when the
earliest point in the game is that you can get that achievement.
There are 48 total, 8 of which are Secret achievements.

Dead On Arrival (20G) [AC05]
	Complete Chapter 1 on any difficulty setting
Lab Rat (20G) [AC12]
	Complete Chapter 2 on any difficulty setting
All Systems Go (20G)
	Complete Chapter 3 on any difficulty setting
Cannon Fodder (20G)
	Complete Chapter 4 on any difficulty setting
True Believer (20G)
	Complete Chapter 5 on any difficulty setting
Greenhouse Effect (20G)
	Complete Chapter 6 on any difficulty setting
S.O.S. (20G)
	Complete Chapter 7 on any difficulty setting
Strange Transmissions (20G)
	Complete Chapter 8 on any difficulty setting
Wreckage (20G)
	Complete Chapter 9 on any difficulty setting
Keeper of the Faith (20G)
	Complete Chapter 10 on any difficulty setting
Betrayed (20G)
	Complete Chapter 11 on any difficulty setting
Exodus (20G)
	Complete Chapter 12 on any difficulty setting
Survivor (50G)
	Complete the game on any difficulty setting
Epic Tier 3 Engineer (150G)
	Complete the game on the hardest difficulty setting
One Gun (40G)
	Beat the game using only the Plasma Cutter

[AC01]
Marksman (5G)
	Dismember 20 Limbs
Surgeon (20G)
	Dismember 500 Limbs
Butcher (40G)
	Dismember 1000 Limbs

Freeze (15G) [AC04]
	Use Stasis on 50 enemies
Armstrong (10G) [AC07]
	Shoot 50 objects using Kinesis

Brawler (10G) [AC03]
	Kill at least 30 enemies with a Melee attack
Tool Time (10G) [AC02]
	Kill 30 enemies with the Plasma Cutter
Eviscerator (10G) [AC06]
	Kill 30 enemies with the Line Gun
Autofire (10G) [AC06]
	Kill 30 enemies with the Pulse Rifle
Live With The Hot Ones (10G) [AC08]
	Kill 30 enemies with the Flamethrower
A Cut Above (10G)
	Kill 30 enemies with the Ripper
Pusher (10G)
	Kill 30 enemies with the Force Gun
Full Contact (10G)
	Kill 30 enemies with the Contact Beam

Pack Rat (10G) [AC09]
	Store 25 Items in the Safe
Merchant (10G)
	Collect 8 schematics
Air Alert (10G) [AC11]
	Zero-G Jump over 100 times
Big Spender (10G)
	Spend 300,000 credits at the store
Full Arsenal (30G)
	Own every Weapon in the game
Story Teller (20G)
	Collect 75 Logs
Legend Teller (40G)
	Collect 150 Logs
Maxed Out (75G)
	Upgrade all weapons and equipment


Ragdoll Check (5G)
	Force an enemy into a Gravity Panel 5 times
Z-Baller (5G)
	Complete Level 6 in Zero-G Basketball
Crackshot (5G)
	Achieve a perfect score in the Shooting Gallery
There's Always Peng! (15G)
	Find the Peng Treasure

Kickin' It (?G) [AC10] SECRET
	Escape from a Lurker's grab 10 times
Brute Force (15G) SECRET
	Kill a Brute
Playing Catch (?G) SECRET
	Catch a Brute or Leviathan Pod using Kinesis
Don't get cocky, kid (?G) SECRET
	Survive the ADS Cannon with over 50% shield strength remaining
Get off my ship! (15G) SECRET
	Kill the Slug Boss
Slugger (10G) SECRET
	Kill the Slug Boss with more than 50% shield strength remaining
Exterminator (15G) SECRET
	Kill the Leviathan
Mindless Prey (?G) SECRET
	Kill the Hive Mind


[B7LG]	B7: LOGS  - - - - - - -
There are 150 total logs, including text, audio, and video. I
list them all here by chapter, in the order you should find them
if you follow the walkthrough in order. HOWEVER, these are just the
collectible log items you must pick up, not including the entries
in the Database list that you get from other characters directly.
See the following list, Database, for a list of ALL logs, including
the logs you receive from characters in-game.

NOTE: Actually, the log achievements refer to ALL logs, not
just the missable ones you pick up. I'm still only listing the
missable collectable logs here, since the other logs are really
just transmissions and communications you will mostly get
automatically throughout the game (with a few excpetions). If there
are any easy to miss logs that you do NOT pick up as items, I will
list those here as long as I know about them.

 CHAPTER 1
[LOG001] In the hallway after you get the Plasma Cutter
	Benson advises that "they" are traveling in the vents
[LOG002] Tram Repair Room on the side with the busted loader claw
	Benson whines that he needs a Stasis module to fix the tram car
[LOG003] Near the save point outside the Maintenance Bay Lift
	Benson says to sever the limbs of the creatures to stop them
[LOG004] On the floor by the Maintenance Bay Key
	"Repair Invoice" describing 5 days' worth of ship repairs

 CHAPTER 2
[LOG005] Lower floor of the Research Lab's Main Lab bathroom
	Guy with a funny accent talks about Necromorphs
[LOG006] Inside the room surrounded by the bathroom with Log 5
	The captain and a docter discuss the Marker
[LOG007] In the hidden room behind the book case near Log 6
	"Marker Overview" personal log by Dr. Kyne, T.
[LOG008] In the Imaging Diagnostics Room, left of the Bench
	"Interesting Results" medical log about an affected colonist
[LOG009] In the Power Locked area of the Imaging Diagnostics Room
	Dr. Mercer and Dr. Kyne argue about what was found in the colony
[LOG010] Just on the other side of the door behind the barricade
	Nicole begs for helpers from other parts of the ship
[LOG011] Just outside the door to the Intensive Care Unit
	Eileen begs for help and sees the colonist, Harris
[LOG012] On the far end of the hallway, opposite Log 11
	"Newborns" list of the newborn babies born on board
[LOG013] In the ICU room, just outside the small hallway.
	"More Time" science log aboug delaying the Marker retrieval
[LOG014] In the first big hallway of the Morgue, past Log 13
	Kyne discusses the colonies problems and the Marker
[LOG015] In the main area of the Morgue, on the floor
	"Autopsy Report" about the captain's death

 CHAPTER 3
(coming soon)

 DATABASE LISTINGS
Your RIG inventory has a page called Database, which lists every
text, audio, and video communication you receive, whether you got it
directly from a character, or picked it up from a log storage device
found throughout the ship. I will note when/where you acquire the
direct log entries, but for the collectibe logs I will just note
which collectible log it is with its relevant quick seach code (in
the format of [LOGxxx]. These logs are listed in the exact order
they are listed in the game -- sorted as video, then audio, then
text, from oldest to newest, as you go down the list. They are
also separated by chapter. Note that you can replay any entry in-
game if you've already gotten it.

 TRAINING
NOTE: Training logs are all acquired automatically and you can't
 accidentally miss them. You'll get them all if you just play
 through the game, so don't worry about them. You will have all
 of these logs by the time you finish Chapter 2.
Movement Training
Action Button Training
Objectives Training
Weapons Training
Health Training
Map Training
Dismemberment Training
Stasis Module Training
Upgrade Bench Training
Store Training
Kinesis Module Training
Schematics Training
Kinesis Symbol Training
Air timer Training
Zero-G Training
Secondary Fire Training
Weapon Select Training

 CHAPTER 1
 VIDEO:
Message From Nicole (During intro cutscene)
Repair The Tram System (First time in Tram Control Room)
Replaced The Tram Car (When finished in the Tram Repair Room)
Found The Data Board (When leaving the Bay Office)
Activated The Tram (Tram Control Room, after using Data Board)
Go To Medical (After returning to the Kellion)
 AUDIO:
Run! (Flight Lounge after Security Console)
Vent Warning [LOG001]
Dismemberment (Tram Control Room)
Stasis Door (Tram track where you get the Stasis Module)
Tram Status [LOG002]
Replacing The Tram (In the Tram Repair Room)
Find The Data Board (After removing the broken tram car)
Maintenance Bay Unlocked (On the way to the Maint. Bay)
Shoot The Limbs [LOG003]
Locked Door (In the Maintenance Bay)
Arrived On bridge (Once you return to the Flight Lounge)
 TEXT:
Repair Invoice [LOG004]

 CHAPTER 2
 VIDEO:
Destroy The Barricade (Upon entering the Security Station)
Kyne And The Captain [LOG006]
Nicole's Report [LOG010]
Engine Problems (While returning to Security Station from Morgue)
 AUDIO:
Mercer's Journal [LOG005]
Found The Thermite (When you take the Thermite in the Main Lab)
Mercer And Kyne [LOG009]
Found The Shock Pad (When you take the Shock Pad in the Zero-G bay)
Destroyed The Barricade (When you use the Thermite Bomb)
We'll Find Her (After you pick up Log 10)
Eileen [LOG011]
Colonist Problems [LOG014]
Codes Received (After you collect the Captain's RIG in the Morgue)
Ship Gravity (After the first vacuum, before the Zero-G room)
 TEXT:
Marker Overview [LOG006]
Interesting Results [LOG008]
Newborns [LOG012]
More Time [LOG013]
Autopsy Report [LOG015]

 CHAPTER 3
 VIDEO:
Repair The Ship's Orbit
Kendra Is Alive
Engine Fired
 AUDIO:
Temple Report 1
Temple Report 2
Engine Refueled
Temple Report 3
Temple Report 4
Centrifuge Activated
-??? (I have not found this log yet!)
Strange Transmission
 TEXT:
Chaos
-??? (I have not found this log yet!)

 CHAPTER 4
 VIDEO:
The Marker
Captain's Demise
Atmosphere Contaminated
 AUDIO:
Initial Attack
Temple On The Bridge
-??? (I have not found this log yet!)*
Report From Kendra
Systems Module Placed
Hurry Up!
Asteroid Impact
Almost Fixed
One More Minute
Brute Combat
Reversed Gravity
Avoid The Asteroids
Aim The ADS Cannon
ADS Online
 TEXT:
Report Of Infection
List Of Dead
NOTE: *I've received word via email that you might not be able to
 get all of the Chapter 4 logs in one playthrough. Supposedly,
 the 3rd audio log doesn't show up because the game instead gives
 you the log that tells you the ADS power is fully rerouted. So,
 in the next playthrough, you'd have to do the ADS power missions
 in a different order so that you get your one missing log before
 you get the log that confirms the complete mission. I guess this
 is one part where NewGame+ might come in handy. I'll update
 whenever I've confirmed this.

 CHAPTER 5
 VIDEO:
Go To Chemistry
Interrupted
Got The Poison
 AUDIO:
Someone Else
Door Opened
Mercer's Experiment 1
Creating The Poison
Mercer's Experiment 2
Hammond On Hydroponics
Finish The Poison
Poison Complete
Indestructible
Secret Lab Revealed
DNA Needed
The Leviathan
 TEXT:
N/A

 CHAPTER 6
 VIDEO:
Hammond's Alive
Victory Against The Leviathan
 AUDIO:
Cross Report 1
Cross Report 2
Cross Report 3
Temple's Research
Pods Destroyed
A Message
Cross Report 4
Getting To The Leviathan
Kill The Leviathan
Trust
 TEXT:
Corruption

 CHAPTER 7
 VIDEO:
Distress Call
Asteroid Launched
 AUDIO:
Elevator Problem
Temple And Elizabeth
Clear The Boulders
Key Found
Kyne's Hostage
Beacon Recovered
Elevator Fixed
Supervisor's Choice
-??? (I have not found this log yet!)
 TEXT:
Processing Room Problem
Mining Timeline

 CHAPTER 8
 VIDEO:
Go To Communications
First Contact
Impact
Hammond Returns
 AUDIO:
Eavesdropper
Illegal Mining
Main Array Problem
Array Fixed
Big Problems
 TEXT:
N/A

 CHAPTER 9
(coming soon)


- - - - - - - - - - - - - - - -
[CWLK]	C: WALKTHROUGH
So you need some help getting through, or you just want to play
through without making mistakes? Maybe you want to be sure you
get your achievements as efficiently as possible? You're in the
right place now!

PLEASE NOTE: I will often refer to "checking your Deck Nav." This
means to click in the Right Stick to see a holographic blue line
on the floor. This shows you which way to go to get to your current
objective. So, if I say "follow the Deck Nav to -blah-" that means
to click in the Right Stick to see which direction to go, or which
door to enter. This is mostly to help keep you from getting lost
or disoriented as I may lead you off the direct path to pick up
extra things like ammo.

ANOTHER NOTE: Although I'm playing through on Medium mode the first
time through each chapter, I'm writing the guide while playing
through on Easy mode. So far, the only differences I've noticed is
that enemies go down a LOT easier, but item pickups and enemy
frequency seems to be the same. There may be some "mistakes" due
to the different difficulty levels, but it shouldn't be a problem.

AND ONE LAST NOTE FOR NOW: While most of the items found on the
floor, on tables, etc. is the same no matter what, and most
wall containers usually contain the same things between 
playthroughs, after playing through Chapter 1 about 3 different
times, I have come to the conclusion that some wall containers,
some lockers, some storage containers, and most of the light-up
loot boxes (the ones you smash) are semi-random and can contain
different things. A box might give you 6 Plasma Energy the first
time, then the next time you get to that box (in a new game) it
very well might have 1,300 Credits in it (just an example). So,
if I happen to say "grab the credits from the locker" but your
game shows only a Med Pack or something, it's not necessarily a
mistake on my part, and don't assume you're in the wrong place.
For this reason, I will mostly just say "item" instead of specific
things unless I'm fairly confident you're likely to encounter the
same type of item.

[CW01]	C1: CHAPTER ONE: "New Arrivals"

 FOLLOW THE SECURITY TEAM
Once the opening cutscene ends, you can now control Isaac.
Turn around, and exit the ship via the open hallway on the right.

 OPEN THE HANGAR DOOR
Run past your shipmates and into the room at the end of the
walkway. The light-up boxes you see here are item crates...
Treasure chests, basically. You can't attack yet, so you can't
get to them yet. Just go to the blue "Unlocked" sign and press
A to open the door.

 ACTIVATE THE SECURITY CONSOLE
There's a Small Med Pack and 1,900 Credits in the cubby holes on
the left. There's a save point on the opposite side of the room. Go
through the next Unlocked door to the right of the save point. At
the end of this little side hall, find the hologram screen and press
A (you might have to wait until the talking is done). Now, walk over
to the single Locked door you passed on your way over and wait for
the talking to end again (there are some interesting things going on
in the waiting room on the other side of the glass).

 GET TO SAFETY
When the door opens, hold down the Left Bumper and run! There is
only one path with a few turns (left, right, right). Don't worry
about the enemies popping up and trying to smack you. Open the Lift
door when the hallway ends, get inside, turn around, and press A
at the blue panel.

Woo, that guy's ugly!

When the lift stops and opens, go left, and up onto the bright
platform. Grab the Plasma Cutter from the table. You can now
use Melee attacks as well. Stomp the corpse there, if you want.
NOTE: Each weapon's aiming laser also doubles as a flashlight!
Move to the right of the table and press A on both of the little
boxes (where the blue lights are) for a Small Med Pack and 1,000
Credits. Turn around and stomp the light-up boxes for a Medium Med
Pack and some ammo (or credits). Go around the
platform and use a melee attack on the sparking console to the
right of the Locked door (opposite the lift exit). Now open the
door and hold Left Trigger to ready your Plasma Cutter. Take out
the Necromorph monster by shooting off it's legs and arms -- you
can switch the Plasma Cutter from "vertical" to "horizontal" cut
lines by pressing the Right Bumper while aiming. Grab any loot the
enemy might have dropped and continue down the hallway. Open the
Unlocked door here.

 [AC01] ACHIEVEMENT NOTE: Marksman / Surgeon / Butcher
 If you want to speed along your achievements for
 "sever xx number of limbs," stomp on every corpse you see until
 its arms, legs, and head come off. That's 5 limbs per corpse, and
 from my own 'experiments,' even the dead crew members count. I
 recommend stomping because it's silly to waste precious ammo on
 things that won't be attacking you. Your weapon-based
 dismemberments, of course, do count. I'm not sure yet if you have
 to do it in a single playthrough, or if it keeps a running tally
 tied to your Xbox sign-in profile.

 [AC02] ACHIEVEMENT NOTE: Tool Time
 Speed along your Tool Time achievement (30 kills with the Plasma
 Cutter) by using ONLY your Plasma Cutter to kill enemies. Try to
 conserve your Plasma Energy ammo, but don't bother stomping downed
 enemies -- just shoot them to death to make sure it counts toward
 the achievement!

 [AC03] ACHIEVEMENT NOTE: Brawler
 If you'd rather focus on Brawler (30 Melee kills), or if you aren't
 working toward Tool Time, try disabling your enemies and stomping
 them to death instead of shooting them. It's a lot harder to get
 melee kills than Plasma Cutter kills since you have to be up close,
 and melee kills seem to do a LOT less damage than Plasma Cutter
 shots (obviously?). If you're not playing on Easy, be careful with
 this achievement. This early in the game, you can easily be
 overwhelmed since you won't have much backup equipment or health.
 Keep in mind, though, the enemies get harder as you progress
 through the game, so it might just be easier to get it over-with on
 a New Game on Easy.

Take a left and approach the rubble. Pick up the 1,000 Credits
(and flinch at the guy on the other side!). Turn around and go down
the other way. Grab the Small Health Pack and pick up the
audio log [LOG001], then open the Unlocked door.

 FIND THE DATA BOARD
In this room there's some credits and Health in the little
lockers and containers along the walls (look for the blue lights).
There's also a save point here. For now, head to the Unlocked door
at the other end of the room (we'll be back here later). Take a
right, through another door, and down the hallway. NOTE: You can
go the other way at any time to scrounge for health or ammo, but
you'll go that way anyway later. Open the door here and enter the
tram track.

There's 1,000 on the floor to the left. Go over to the smashing
door at the far end of the room and grab the Stasis Module and
the item box. Use the Stasis power on the smashing door by holding
Left Trigger and hitting X. Run through the doorway and up the
hallway. Grab the Stasis Pack on the floor. There's another save
point here. Head down the right hallway for 3,000 Credits, then turn
back and enter the bathroom on your right. Grab the Plasma Energies
and Small Med Pack then head back to the save point. Loot the item
box for ammo in the hallway just past the save point (by another
Locked door). Take note, on the floor, there is some graffiti that
reveals the "alien language" writings correspond to English letters
and numbers! Now head back again and open the Unlocked door (check
your Deck Nav or map if you got turned around). Turn back and turn
right to go through the Tram Repair Room's Unocked door.

 [AC04] ACHIEVEMENT NOTE: Freeze
 Now that you have your Stasis power, use it whenever you see an
 opportunity. There are plenty of Stasis Stations around, especially
 in this chapter. For the achievement, however, try casting Stasis
 on every single enemy you encounter. You only need 50, so it
 shouldn't take long, and as long as you have Stasis Packs or visit
 the Stasis Stations frequently, you could have your achievement by
 the end of Chapter 2.

 REPLACE THE DAMAGED TRAM
Head to the right of the room and open the container on the wall
for your first Power Node (for upgrading weapons and equipment).
Turn around and activate the blue panel overlooking the lower
area. Go up the raised ramp to your right and fight off a
Necromorph. Grab his loot, and open the wall container for
some credits. Approach the items on the floor to your left, and
a monster will pop up behind you; take him out. Grab the med pack
and the audio log [LOG002], then head over to this side's blue panel
(same as the other one but opposite). Activate it, then quickly
turn to long claw that sticks out, and use Stasis on it. Run up the
ramp to your left and activate the large blue panel (in the center
of the room). Turn around and use the Stasis Station to recharge
your Stasis shots. Turn right and go down the ramp, fight off
another Necromorph (it comes from the wall by the box you got the
Power Node from) then exit the room via the Unlocked door you
originally came in through.

Follow your Deck Nav line back to the smashing door (right,
down the sloping hallway). Use your Stasis on it again, pass
through, then recharge at the Stasis Station right outside.
Head toward the door on the opposite side of the room and
a Crawling Necromorph comes out of the floor as well as a
regular Necromorph. Enter the Unlocked door, go up the
sloped hallway here, and through the next door. Turn right
and go down the hall, grabbing any items on the floor. Note
the shadowy silhouette and round the corner carefully. That
body on the floor is a live enemy! If you move slowly, you can
blast it to bits before it even gets up. Grab the items around
the save point, and the audio log [LOG003] further to your left.
Open the Lift door and activate the blue panel inside.

 FIND THE MAINTENANCE BAY KEY
There will be a lot of enemies here while you're doing your
business, so I won't go into too much detail for each enemy.
You can follow your Deck Nav line and go straight to the
objectives if you want. There should already be 2 or 3 Necromorphs
heading toward you; take them out. Grab the credits from the loot
box on the floor. Head to the right. Note the big red cannister --
this is highly explosive and can be used as a weapon! Head left
along the bridge, turn around, take out a hulking Necromorph, then
turn back and enter the Lift. Activate the blue panel to go up.
(Yes, there's more stuff to the left, past the Lift, but we're
coming back to go that way later.)

There's an item box around to the right, and a wall container with
some loot to the left. Take out the dormant enemy lying on the
bridge, then cross the bridge and take out another enemy at the
other end. Grab the blue Maintenance Bay Key on the floor, as well
as the text log [LOG004] and some ammo. Turn around, go back across
the bridge and fight another enemy. Take the lift back down and
fight off another once it opens! Go around to the right, but take a
quick left across the low bridge for some items in a loot box and a
wall container. Go back across and around the left, up the sloping
ramp. Approach the Locked red door and "use" the Maintenance Bay Key
on it. Now open it and enter the room.

Grab the Data Board from the table to your left, and loot the
locker for a Medium Med kit. There's a wall container with another
Power Node, and a Bench, both along the back wall. This is your
first opportunity to upgrade your gear. Right now, you only have
2 Power Nodes and you can only upgrade your Plasma Cutter, your
Stasis Module, or your RIG (which controls your air supply and HP).
If you can't decide, just throw your power nodes on the first DMG
and the first CAP slots of your Plasma Cutter, or just save your
Power Nodes for later. (See the Upgrades section for more info).
Now open the door you came in through, and you may or may NOT have
to fight an enemy in front of you and another to your right (on
my secon play through, there was only a dormant enemy lying down
on the way to the Lift).

 INSTALL THE DATA BOARD
Follow the path to the right, enter the Lift you originally came in
from, and go back up. Kill the enemy that pops out as you go around
the corner to the left, pass the save point, and keep going until
you reach a door on your right -- the Tram Control Room door. This
is the room I said we'd come back to! Open the door and enter the
room. Enter the booth on the far left corner of the room and "use"
the Data Board on the computer.

 CALL THE TRAM
Now find the large blue panel in the middle of the big window where
you can see Hammond and Kendra. Activate the panel.

 RETURN TO THE KELLION AND RUN DIAGNOSTICS
Wait for them to stop bickering, then turn around and go through
the Unlocked door across from the Data Board computer. Make your
way all the way back to where you first started (yes, allll the
way). There shouldn't be any enemies, but you'll go through a
few doors and that first Lift. NOW you'll face a few enemies --
watch out, they'll slip through the vents and come out behind
you if you aren't careful. Now keep heading back to that waiting
room where the enemies first showed up.

You can break open the loot boxes in here now for some ammo.
Head through the double doors and out to the ship dock where your
ship crashed in the beginning. Fight off an enemy on the bridge,
then enter the ship. Approach the big static screen and "Load" the
damage report. The ship takes damage from some Necromorph enemies,
so turn around and RUN back out the ship as it explodes! Get ready
for some more enemies! There are about four of them, all coming from
the double door area; finish them off

 GO TO THE MEDICAL DECK
Now make your way BACK into the waiting room (Flight Lounge) again.
Open the set of double doors to the left of the save station
(they were previously locked).

Take the credits/ammo from the two little storage boxes on your
left. If you want, take the little hallway to the right, through the
Unlocked door, for some items in the men's side of the restroom. Now
enter the Lift opposite the double doors and go down.

In this room, you can access your first Store on the right.
If you've been following this guide, you should have enough
credits to purchase your Level 2 suit, one new weapon, and
some health packs. I strongly recommend the suit upgrade and
either of the new weapons, but you may opt to buy a power node
or two, as there is a Bench on the opposite side of the room.
Also, if your inventory is getting cramped, go ahead and dump
some duplicate items off in the Safe (within the Store).

NOTE: If you come back to the Store after upgrading your Plasma
Cutter (or whatever) and find that you can sell back a weapon for
more than you can buy it for, don't be fooled into thinking it's a
glitch or something. The game adds 10,000 Credits to the value of
any weapon for each Power Node added to it. This way, if you made
mistakes or don't like how you upgraded your weapon, you can sell
it, buy it back and get a fresh start. For anything other than the
Plasma Cutter, you WILL lose some Credits in the transfer since you
sell things back for a lot less than you bought them for, but it
might be completely worth it if your upgrade path turned out to be
horribly ineffective on a certain weapon.

When you're done here, check your Deck Nav and enter that tram car.
Press A at the holographic screen to end the chapter.

 [AC05] ACHIEVEMENT NOTE: Dead on Arrival
 You unlock the Chapter 1 completion achievement now.

 [AC06] ACHIEVEMENT NOTE: Eviscerator / Autofire
 This is your first chance to access the two new weapons: the
 Line Gun (Eviscrator achievement) and the Pulse Rifle (the
 Autofire achievement). Just like with the Tool Time achievement
 for the Plasma Cutter, pick a weapon and focus on it for as much
 of the fighting action as you can if you want your achievement(s)
 as soon as possible. While it's too late to get one of these
 achievements in the first chapter, you very well could be 50 kills
 into Chapter 2 and get your achievement!

NOTE: Don't worry, there's another store in the first room of
the second chapter, so if you already left, you'll get your
next chance soon enough.


[CW02]	C2: CHAPTER TWO: "Intensive Care"

Step out of the tram and approach the wounded woman in white.

 RETRIEVE THE CAPTAIN'S RIG
Grab the Kinesis Module from the floor. You can now press B while
aiming to pick up whatever you're aiming at. Keep holding the Left
Trigger and walk around to move things. Let go to drop them. You
can also press Right Trigger while holding something to launch it
forward. This is mostly used for retrieving distant items, moving
things out of the way, etc. You can also grab those explosive red
cannisters and launch them to blow them up!

 [AC07] ACHIEVEMENT NOTE: Armstrong
 Unlike the Freeze achievement which requires you to use your power
 on enemies, this achievement requires you just to use Kinesis on
 any objects. I'm not sure if it counts if you grab the same object
 over and over, but if you pay attention and use Kinesis on EVERY
 object you come across, you'll get this one in no time flat! Plus,
 to make it easier, your Kinesis is unlimited as opposed to your
 Stasis which runs out after a few shots.

For now, access the store if you still need to, and grab the Small
Med Pack from the little sitting area with all the body bags. Use
your Kinesis on the large rectangular boxes blocking the hallway
to the left of the woman. Pick up the Flamethrower Schematics on
the floor down the hall and open the door to enter the Security
Station. Hammond pops in to give you an update.

 FIND THE THERMITE and FIND THE SHOCK PAD
Your "barricade" and "captain's RIG missions" are now on the back
burner. Grab the 3,000 Credits on the floor, and open the locker
in the little office for 900 Credits. There's also a light-up box
in there. There's another Store in one corner of the main part of
the room. Access it and press A to "download" the Flamethrower
Schematics. NOTE: Any time you find Schematics, they count as an
item in your suit inventory and take up a slot, so you will
probably want to find a Store ASAP to get rid of them.

 [AC08] ACHIEVEMENT NOTE: Live With The Hot Ones
 If you have enough Credits to buy your Flamethrower, you can
 start working on this achievement right away. Just another 30
 kills!
 
 [AC09] ACHIEVEMENT NOTE: Pack Rat
 At your first Store, you couldn't possibly have had 25 items, since
 the LEVEL 1 suit only holds 10 items. Even if you upgrade to one of
 the bonus suits at that point, you likely wouldn't have been able
 to afford the extra 15 items to buy and then immediately sell.
 I suppose it's possible you might be able to backtrack through the
 whole level and find any items you might have missed, but this
 achievement is SO much easier if you just wait until NOW. Even if
 you don't have a fancy suit, you will be able to just run back to
 this Store and unload everything into Storage a couple of times.
 There's more than enough ammo, med packs, etc lying around in this
 chapter that it really shouldn't take any effort at all. If you
 have one of the bonus suits equipped, just fill up your entire
 suit inventory and unload it all at once into storage. That will
 be more than enough, since you can also store weapons (which do
 not take up suit inventory slots!). This is one of the easiest
 achievements in the game.

At this point, you have 2 objectives to take care of, which means
2 separate paths to take. You can do either of them first, but
I'm going put the thermite part before the shock pad part. If you
want to do it differently, just skip, go back, then skip again!

 FIND THE THERMITE
Find the door that says "Research Wing" above it (the other door
says "Imagine Diagnostics Wing")... It's the door closest to the
save point. Open the door and shuffle past the corpses. There's
a Stasis Station around the corner, some ammo on the ground, and
then another one of those smashing doors around the next corner.
Use your Stasis on this door like the one in the last chapter.
Open the next door to enter the Main Lab room.

There should be a Medium Med Pack in the wall container to your
left. Walk toward the railing (where you can see down to the floor
below) and you are alerted to a "hazardous anomaly" and the room is
quarantined. Yeah, you guessed it: Necromorphs. You'll get about 4
Slashers coming at you, some of them bust out through the vents in
the walls. Take these guys out, then find the Lift platform on the
far end of the room. Ride it down. You'll notice a crawling Slasher
off to the right behind some pillars. Take it out from a distance
if you can; otherwise, follow it and dispose of it. You'll find
thta about 5 or 6 more enemies are coming at you from various
directions.... good luck! (Don't forget to use Stasis to give you
some extra time!) When they're all dead, the quarantine is lifted.
There's a Stasis Station on a pillar to the left of where the
crawling guy was.

Head through the bathroom area (where the first guy was crawling)
and pick up some ammo from a rack. There's an audio log [LOG005]
on the floor by some sinks. Head out through the open doorway
back into the lower area of the main room. Take a left and go
through the Unlocked door to your left. There will be some ammo
to your left and a video log [LOG006] on the floor. There's a
bookcase across from the desk; you can use your Kinesis power to
pull it over to the left, revealing a hidden room. Inside are
some lockers with 1,000 Credits and some ammo. There's a Gold
Semiconductor on the floor by the lockers (sell this for 3,000
Credits at a Store). Across from the lockers, on the floor, is
a text log [LOG007].

Head back out and go across and to the right (just past the
Stasis Station) and enter the Unlocked door to the right of
the Lift platform. Inside, there are 2 lockers on the left with
ammo. There's a light-up box on the floor on the other side of
the room. Leave this room and turn right. There's an Unlocked
door JUST next to the Lift platform (it's labelled Bio Lab).

Inside this room there 3 lockers on the left with some loot.
There's a save point on the back wall, an an Unlocked door to
the left. Open it and go around the corner... Oh my! Well, go
left around the windows and there's another Unlocked door.

Open it and approach the far left corner. That's where the
little bastard went. It's a Lurker, and you can shoot off its
tentacles to kill it, but watch out because it can shoot barbs
at you, and jump on your face. There's a light-up box on the
floor here, and a Lift platform in the far left corner. Take it
up.

 [AC10] ACHIEVEMENT NOTE: Kickin' It
 You'll be seeing these little Lurker guys regularly from now on.
 To get the achievement, you have to "kick" them off 10 times. In
 order to kick one off, you have to get close to one while it's on
 the ground (doesn't seem to work for me if it's on a wall) and let
 it jump at you, then just quickly start tapping A until you see
 Isaac grab it, throw it down to the ground, and punt it across the
 room. That's one! Do it 9 more times. NOTE: Keep some health on
 hand because it hurts YOU, too, even though it kills the Lurker.

Step off the platform and find two Lurker's to deal with. There's
some Plasma ammo on the floor between the two big green tanks and
the railing. Go through the Unlocked door opposite the Lift
platform, and then go through the next Unlocked door.

You're now back in a room in the upper floor of that Main Lab area
from before. There's some ammo on the floor behind the desk and to
the right of the Locked door, as well as a Power Node in a wall
container (also to the right of the Locked door). Grab the Thermite
from the desk, and the Locked unlocks for you. This area should
look familar. Go through the Unlocked door across from you, use
Stasis on the smashing door (again) and pass through. Round the
corner and there are two Slashers to fight. Go through the big
Unlocked door at the end of the hall and you're back in the
Security Station room.

 FIND THE SHOCK PAD
Now it's time for the other item. Use the Store and save point
while you're here if you want to (might be a good time to get
the Pack Rat achievement!), and sell off that Gold Semiconductor
you found. Don't forget to buy any weapons you don't have yet.
When you're ready, find the door you haven't gone through yet.
It's the one just to the left of the Store, labelled "Imaging
Diagnostics Wing."

Through the door, make your way around the u-turn hallway. Don't
worry about the banging and the silhouette at the end of the hall.
Approach it and you'll see what I mean. There's a Stasis Station
to your right just inside the doorway, and some ammo beneath it.
There's an Unlocked door at the far end of this little room. It
leads to the Imaging Diagnostics room. Open it.

In this room is a Bench, a Locked door to your left, and a giant
horizontal, red cylinder that kinda looks like an MRI machine.
There's a text log [LOG008] on the floor in the left corner.
NOTE: If you do not care about achievements or getting all of the
logs, you can save your Power Node for upgrades.
If you have a Power Node, you can use it to open the Locked door
to gain entry to a small room. Inside is an audio log [LOG009] on
the floor, a Gold Semiconductor on a machine near the door, and two
lockers opposite the door. You can probably sell most of the items
back and almost afford another Power Node anyway, so it's not a big
loss.

That red cylinder is an obstacle you must move. Use Kinesis on the
blue pentagon symbol, and look or walk to the left to slide it out
of the way. Cross over the ramp and you're confronted by a Leaper
crawling toward you, and another one probably leaping down at you
from a vent high up on the wall. Take out the trash, then (on the
new side), spot the large glowing device on the floor as well as
a hole in the wall about the same size. It has a blinking lighting
bolt symbol in it. Grab the device with your Kinesis, and
carefully slide it back into the hole in the wall. It'll only go
about halfway in, so if it slides too far in, it will wiggle and
pop out (this is a minor glitch, don't worry). When that's done,
there's a spark and the Lift platform to your left will turn
blue. Don't use it yet. There's an Unlocked door back and to your
left (in the same spot on this side as the Power Lock door was on
the other side). Go inside.

There's a wall container across from you, some ammo and a body
on the other side of that table, and the Pulse Rounds Schematic
on the far right corner. The wall container holds a Power Node,
but when you take it, you will be loudly surprised by a Slasher
from the vent in the wall right there on your left! Grab the
Schematics and exit this room. NOTE: If you're low on inventory
space, run back to the Store now to offload that Gold Superconductor
and the Pulse Rounds Schematic. This is also a good time to use
up some of those Power Nodes if you'd like to upgrade at that Bench.

Take the Lift platform up. At the top, notice there's a glowing unit
of ammo on a ledge just below the railing. You can use Kinesis to
pull it over and grab it. Step off onto the upper level of this
room. You need a way to get across the gap to the other side, so
find the blue pentagon that's on TOP of the red cylinder, and slide
the machine over so that the flat part on top bridges the gap. Hop
across and a Leaper will bust out of a vent off on the wall off to
the left (above where you originally entered this room). A Slasher
will also bust out of a vent on your level, off to your right. Go
around to the right, use the Stasis Station if you need it, and
use your Kinesis on the blue pentagon symbol again to slide the
machine over to this side of the gap. Hop across and there's a save
point on your left. Smash the sparking door panel to unlock it, then
open the door. In this little hallway, there's an Unlocked door that
leads to the next room, and a Locked door that, as far as I've been
able to tell, can't be unlocked and doesn't lead anywhere.

When you open the Unlocked door marked Zero-G Therapy Room, get
ready to move quickly! The air gets sucked out and you find yourself
in an area of the ship that has been badly damaged -- so badly that
the wall is entirely missing! Unless you upgraded your RIG's air
capacity or you have a few air cans on hand, you will only have 70
seconds to make it to the other side. Quickly run around to the
left into a divided area, open the two lockers (one should contain
an air can), run through an open doorway and open another locker,
turn right, go through the open doorway, turn left, and open the
Unlocked door. Run through and the air supply is restored, and you
can breathe freely. Open the big round Unlocked door and step into
a giant cavernous facility.

Walk up to the blue panel and activate it to turn off the gravity
in this room. Don't worry, you won't go floating off uncontrollably,
you have Gravity Boots by default. This means you will stick to any
stable surface, you can walk over some angled surfaces such as
ramps, and you can aim your gun at any stable-looking surface and
hit Y to leap over there. You'll stick to that surface instead. I've
heard reports of people getting motion sickness and feeling
disoriented from these parts of the game, so be careful.

 [AC11] ACHIEVEMENT NOTE: Air Alert
 If you REALLY want to, you can sit around in this room and jump
 back and forth 100 times and get your achievement now. Sure, it's
 fun the first couple of dozen times, but you will wear out the
 novelty very quickly, and it might even make you feel sick since
 the gravity re-orients itself each time you jump (kind of like
 the gravity walkways and gravity switches in Prey, another fine
 Xbox 360 game). You'll get plenty more chances to Zero-G jump
 around later in the game, but this is your first opportunity.
 If you want to get it out of the way, be my guest... It takes
 about 3 or 4 minutes if you do really quick, short jumps in a
 circle, hamster-wheel style.

Your goal in this room is to unlock the door on the platform across
from where you're standing. There's another one of those empty holes
in the wall next to the door over there, and this room just happens
to be convenienly filled with about half a dozen of those flashing
devices. There should be one floating right by the platform over
there, so leap across and pop it in with your Kinesis (which, by the
way, is an extremely useful ability to have in a Zero-G
environment...). There should also be a light-up box floating nearby
if you want to loot it. When you're ready, open the door you
unlocked and head into the little room. There's 1,000 Credits on the
floor to your right, next to a wall storage container that will
probaby have ammo in it. On a machine on the other side is the
Shock Pad you need to complete your goal! Grab it and exit through
the same door.

 DESTROY THE BARRICADE (Resumed)
There will be 3 rather confused looking Leapers floating
awkwardly, yet angrily, toward you. Take them out like normal, or
feel free to hop around and mess with them (try shooting those red
cannisters at them from across the room, it's a... blast!). Leap
across to the other platform and open the big round Unlocked door
again. Head through the next Unlocked door and back into the vacuum
area again -- remember, 70 seconds! Be extra careful this time, as
there will be a Slasher waiting for you right there in one of the
divided rooms. Head around and through the other Unlocked door and
back into the airlock. Say "hi" to the Slasher that drops down in
front of you. NOTE: For you nitpickers who might be wondering why
you can still hear muffled noises when are fighting in the vacuum,
well that's because the vibrations from the gun or melee attack
vibrate throughout Isaac's body just enough for him to detect it
audibly! Ha! They did think of everything!

Go through the Unlocked door and start making your way back to the
Security room. Hop the gap, slide the machine, hop the gap again.
When you reach the Lift platform, an enemy will pop out behind you.
Take the Lift down when he's dead, and another one will be running
toward you on the floor. Cross the room and open the far left
Unlocked door. You want to head through the open doorway to the
right of the Stasis Station which is across from you, but here you
encounter a new enemy, the Tiny Crawler, AKA Baby Infector. These
little buggers are either tiny versions over the Leaper enemies you
have been encountering, or they are baby versions of the Infector
enemies you will soon encounter. Either way, they are a serious
pain in the ass because if you try to stomp on them, they will
swarm onto you and drain your health while you frantically smash
the A button to try and shake them off. My recommendation is to
spray at them with the Pulse Rifle or the Flamethrower, though the
Line Gun and Plasma Cutter do get the job done. Also, throw a Stasis
shot at them, because they're damn fast! Continue through the u-turn
hallway and through the big Unlocked door. You're back in the
Security Station room.

As usual, stop by the Store if you need to, and it's never a bad
idea to save. When ready, step over to the barricade and "use"
the Thermite Bomb on the glowing hologram and step through.

 RETRIEVE THE CAPTAIN'S RIG (Resumed)
Open the door behind the barricade and enter the Ishimura Clinic
area. Grab the audio log [LOG010] on the floor. Go up the ramp
and through the Unlocked door. Inside the clinic's waiting room,
there's a light-up box around to your left. Go through the single
Unlocked door on the other side of the room and enter the
Emergency Room. Let's see... Alien freaks that reanimate dead
stuff, and you're in an Emergency Room. That's right! There will
be a couple of Lurkers here. There's some ammo on a table by a
gurney to the right of the door you came in through, and some
more on the floor across the room and to the left from that door.
There's a light-up box in the middle of the room you can smash.
The Locked door labelled "Morgue" is not the way to go. Going around
the room counter clockwise, there's some Credits on the floor, one
of those glowing battery devices you put in a hole in the wall, the
hole you need to put it in, and the big Locked door it opens. Across
from the big Locked door is a small area with a couple of lockers
inside (usually containing Credits and ammo). Ignore the Oxygen
Recharger on the wall, and go grab that glowing battery device and
put it in the hole in the wall. Open the door (marked ER Hallway A)
and step through.

Get ready for a fight! There will be at least one Lurker and 3
Slashers (one Slasher comes up behind you). Ignore that Locked
door and make your way right, around the corner. Head through the
big open doorway (labelled ER Hallway B) and to your left will
be an audio log [LOG011] on the floor. Before going through the
big Unlocked door marked Intensive Care Unit, head to the far end
of this hallway -- you should be able to see the light of some
items glowing on the floor over there. Run over to the items and
an enemy pops out of the floor. Kill him and quickly turn around
to find two more enemies who need to learn some tough love. Bust
open the light-up boxes and grab any ammo or loot lying around.
There's another text log [LOG012] here, too, on the floor. Ignore
this Oxygen Recharge as well. Run back up the hallway to the big
Unlocked door on your right.

Don't worry about the psycho in the ICU container... yeah. Go
around and you'll see another text log [LOG013] on the floor just
to the left of a small hallway. Step into the little hallway and
there's a save point, a small Locked door (ignore it) and a big
Unlocked door. I highly advise saving here as you will have a
nice tense fight coming up soon (as well as potentially running
into a stupid glitch, but you can completely avoid that if you're
well prepared). If you want to run back to the Store and stock
up on anything, do so now. Otherwise, open the big Unlocked door
(labelled "Morgue") and step into the long hallway. Those blasts
won't hit you if you stop here. Now grab the audio log [LOG014]
off the floor and and make your way down the hall. Kill the
Lurker that waddles over, then open the Unlocked Lift door.
Take it down and step out, then open the Unlocked double doors.

This is the Morgue. Get ready for an intense fight with some
new enemies, the Infectors. Step out a few steps. If you look
to the left, there are a bunch of drawers. There's a glowing
spot where 1,000 Credits are sitting. You can pull them over
now with Kinesis, or you can grab them later. There's also a
text log [LOG015] and some ammo off to the right, which you
can also pull over now with Kinesis or save for later. You
can pull over any corpses you see lying around (there's only
one or two) and smash them to bits right now, to avoid having
the Infector show up and raise them. Walk around the bloody
gurneys when you're ready.

 KILL THE CAPTAIN
That bat-looking thing that drops down behind the glass is
an Infector. Infectors are the actual creatures that take
the corpses and turn them into Necromorphs. If you watch the
gruesome scene taking place before you, you'll notice that
the Infector simply ravages the corpse and does God-knows-
what to it, then it hops off and leaves, while the newly
created Necromorph gets up and does its own business (in this
case, breaking the glass to attack you. By the way, if you
haven't caught on, that corpse is the captain's, and yes,
you kill him.

This guy acts just like a normal Slasher, but he seems to take
a bit more of a beating, either because it was created from
the captain and is "special" or simply because he's fresh. You
have to kill the Infector too, and if you were wise and smashed
the corpses beforehand, you'll only have these two enemies on
your hands. Just throw a couple of Stasis blasts at them and hit
them each with all you've got. They go down pretty quick of you're
well-prepared. Pick up the Captain's RIG from the downed creature.

 GO TO ENGINEERING
Head over into the examination area (where the glass is broken) and
pick up the Power Node, med pack, and 1,000 Credits from the floor.
Ignore that Locked door. Go back out and turn around to the left.
There's another Lift door here, marked "Return to Emergency Room."
NOTE: Do not take the previous lift that you came in through. It
can glitch and leave you stranded, having to do all this over again.

Step out of the lift and open the Unlocked door across from you.
Immediately ready your weapon and take out an angry Slasher, then
open the Unlocked double doors to your left. Round the corner to
your right, down the ramp, and open the next set of Unlocked
double doors. You're now back in the familiar Security Room again.
Save here if you want, then open the big Unlocked door to the left
of the barricade rubble (the Tram Station doors). Run through the
hallway and through the little station, into the tram car. Press
A inside the tram at the screen to end the chapter.

 [AC12] ACHIEVEMENT NOTE: Lab Rat
 You unlock the Chapter 2 completion achievement now.


[CW03]	C3: CHAPTER THREE: "Course Correction" 

(coming soon)
NOTE: I'm currently at Chapter 7, myself. I won't say my time is
very valuable, but I don't have all that much free time after
work and in between everyday life. Writing a guide is extremely
time consuming -- writing a GOOD one, anyway. I could probably
crank out an objective-based guide in a matter of minutes while
I'm playing through normally, but that wouldn't be nearly as
helpful as a full-blown walkthrough. So please, readers, be
patient. Once I finish my last few chapters, I will immediately
start working on Chapter 3 and so-on. And if you're stuck, go
ahead and email me at
tonyjones17 xAT!x yahoo xDOT!x com
and I'll see if I can help you out.


- - - - - - - - - - - - - - - -
[DFAQ]	D: FAQ

[D1TP]	D1: TIPS  - - - - - - -

*Pay attention to the music and sounds! This is a survival horror
game, and a lot of enemies give away their presences by making
scuttling, scratching, groaning noises, etc. Also, the game tends
to play a "horror sting" noise like a piano smash or a violin
screech when an enemy pops up, although you're likely to get a
lot of false alarms if you panic and frantically turn around every
time you hear a scary noise!

*When facing a Slasher or other upright enemy from a distance, shoot
the legs FIRST to prevent them from running up to you, then, either
run up and stomp its arms or -- if you have the ammo to spare --
blast off the arms to finish it off.

*Open doors and containers with caution, as they are often placed
so as to leave you vulnerable, or to allow an enemy to sneak up on
you!

*Those tall red cannisters you see all over are highly explosive,
as you probably already found out. Sometimes it's better to aim
at an explosive near an enemy rather than taking on the enemy
directly. Also, once you have your Kinesis ability, those cannisters
are basically giant grenades -- just don't fling them around too
close to yourself!

*You never know when you'll need something, so always keep a couple
of med packs, at least one slot's worth of ammo for each of your
weapons, and a Power Node or two on hand at all times if possible.
If you have inventory space to spare, bring along an air can and a
stasis pack, too!

*When backtracking through a level, ESPECIALLY if you have completed
an objective and are returning to a previous area, do not expect the
path to be clear! Often you will encounter new enemies in areas where
you already killed everything, though this actually happens fairly
rarely if you are just going back to a Store, Bench, etc. and haven't
progressed in your mission objectives yet.

*Don't hold B while using Kinesis. You only need to tap B once to
grab something. Holding down B seems to give buggy results when
placing items down.


[D2QA]	D2: Q&A - - - - - - - -

Q: I'm trying to melee/punch/kick a monster and all that happens is
my gun flips around! What's going on?
A: You have to release the Left Trigger (to exit the aiming mode)
in order to melee. While aiming, Right Bumper is actually the
Secondary Fire mode, which just happens to have the effect of
flipping your weapon sideways if you're using the Plasma Cutter.
Besides, you don't actually need to "aim" while meleeing, right?

Q: I have a Power Node and I'm at a Bench; I want to upgrade! Help!
A: First off, you need to decide what item you want to upgrade.
Consider what has been most difficult or frustrating for you so far
and go for that. Then just access the Bench with the A button, pick
your item, and now decide which part of that item you need to
power up in order to help. For example, if you have a hard time
killing things, go for a weapon's DMG upgrade nodes. If you're
dying a lot, aim for your RIG's HP nodes. Just keep in mind you
might have to "waste" a lot of Power Nodes just to get to what
you want, and it might be a better idea to upgrade something with
more immediate effects and wait on that until you have more Power
Nodes at your disposal.

Q: In Chapter 2, how do I power up the lift on the way to find the
Shock Pad?
A: You have to use your Kinesis ability to grab the giant flashing
battery on the floor, then slide it into the hole in the wall
where you see a red flashing lightning bolt symbol. Don't hold B
the whole time (just hit it once), otherwise it will wiggle and
pop out. Thanks to Scott via email for pointing this out.

Q: How do I unlock the "hardest difficulty"?
A: You have to beat the game on Medium or Hard difficulty first.
Then it is an option when you go to start a New Game.

Q: Why does it say "Round 1" on my save files?
A: I'm not 100% sure yet, but as you might have guessed, this is
probably part of a NewGame+ feature. For those who are unfamiliar
with the concept, this means that (probably) when you beat the
game, you can restart at the beginning with all the items and
upgrades you already had when you finished the game. Your save
file would then say "Round 2" for clarification. I'm not sure
if you'll be able to change difficulties, but I don't see why
they wouldn't let you at least pick a harder difficulty the
second (or third, or fourth!) time around.

Q: I've downloaded a bonus suit, can I switch back to my previous
suit again?
A: If there's a free way to do it, I haven't found one yet. It
looks like the only way to "switch back" is to buy your old suit
again. Of course, the 2 bonus suits are vastly better than the
on-disk suits, so it won't hurt to just keep the better suit. If
you don't want to waste the money but you just don't feel right
using that grossly overpowered bonus suit, just wait until you
get to the next level of on-disk suit and buy that one like you
would have normally. You can ALWAYS go back to your bonus suit(s)
for free, and you ALWAYS start a new game with the default Level 1
suit, by the way. In fact, starting off fresh on Chapter 1, you
don't even get to a store until the very end so no matter what,
you HAVE to play through with the weakest suit.


[D3GL]	D3: GLITCHES  - - - - -

 CHAPTER 1

#1 After the section in the Morgue, I got into the lift to go back
the way I came, but the elevator stopped halfway up, opened, and
when I walked out, I fell into a sort of "in between" area. I don't
think I was supposed to be there, because I couldn't see anything
around me but when I looked up, I could see through some walls. It
think there must be some sort of programming error that makes the
Lift stop and open sooner than it should, and since it's not
supposed to be open at this point, there's nothing stopping the
player from moving through certain parts (as opposed to a real
elevator shaft which would have solid bits here!). Nothing I could
do except reload my last save. I haven't tried this again yet,
since it's inconveniently right after a tense part of the game.

 CHAPTER 4

#1 Submitted by "junk mail" via email:
In chapter 4, right after you kill the brute, if you take the
elevator to the 1st floor and complete the objective you need
to head back to the elevator and take it up to floor 3. HOWEVER,
i suggest saving your game before doing that because of this
ridiculous glitch.

Once on the elevator, if your character is leaning up against
the wall he will FALL THROUGH THE ELEVATOR FLOOR! He falls down
the entire shaft (depending however high up you got in the
elevator). If its a tall enough fall he dies on impact, I have
no clue what happens if its an early fall and he survives. BUT
THATS NOT ALL. if you let the game auto reload your last save,
YOU CANT EVEN GET BACK ON THE ELEVATOR. the Unlocked light found
on the door isn't there and it won't let you take it to continue
the game.



- - - - - - - - - - - - - - - -
[ELGL]	E: LEGAL, ETC.

[E1CI]	E1: COPYRIGHT INFO  - -
All text, Copyright 2008 Xeigrich
All rights reserved. Do not reproduce this guide in any form
for any reason other than your own personal use (and reasonable
variations thereof). You do not have permission to post or submit
this guide to any website or publication without first CONTACTING
me, the author: toshipublic17 xATx gmail xDOTx com

Any content for which I do not own the copyright is assumed to be
protected under Fair Use. Credit is always given where due.

This guide is ONLY to be found on the following sites:
www.gamefaqs.com
www.gamesradar.com
www.gamesradar.com/cheatplanet
www.cheatcc.com
www.supercheats.com
...as of version 0.5a, October 21th, 2008. If you find this guide
on any other site, please contact me at the aforementioned email
address and let me know.


[E2ST]	E2: SPECIAL THANKS  - -
EA, for actually making something new and good for once!
The guys at GameFAQs, GamesRadar, Cheat Code Central and
 Super Cheats for hosting my FAQ!
Everyone who emails me! It makes me want to keep working on the
 guide and make it even better!

 CONTRIBUTION THANKS
M'Hael via email for the final secret achievement, "Kickin' It"
the1337noob via email for the real names of many of the enemies
Scott via email for the tip about not holding B during Kinesis
"junk mail" via email for a glitch (no name given)



- - - - - - - - - - - - - - - -
[FVIH]	F: VERSION INFO & HISTORY

0.1a	Oct 15, 2008
Skeleton guide, some basic info (some lists, legal info).

0.2a	Oct 15, 2008
First chapter, most basic info available

0.3a	Oct 16, 2008
First chapter complete. Achievements, lists, small FAQ, & Legal
sections available and mostly complete. Walkthrough continuation
in the works. All weapon and upgrade info except the final 2
weapons.

0.4a	Oct 17, 2008
Fixed some minor errors, added in the Bonus Suit info and a question
 in the FAQ section.
Added GamesRadar and CheatPlanet as allowed sites as allowed hosts.

0.4b	Oct 18, 2008
Added CheatCodeCentral and Super Cheats as allowed hosts.
Added final secret achievement (thanks to M'Hael via email)
Ironed out the Chapter 1 walkthrough since it was a rough draft
 and needed some corrections and additions.

0.5a	Oct 19, 2008
Added a List section for the Audio and Text logs (to help with
 people working on the Audio Log achievements). It's incomplete
 right now, of course, but I have everything for Chapters 1 and 2.
Added walkthrough notes about difficulty levels, items, etc
Added some quick search codes for the achievement list, linking it
 to the relevant parts of the walkthrough.
Added objective names as chapter subtitles for better flow
Added a Glitches section since I've experienced one myself and have
 gotten a couple of emails about glitches already.
Added Chapter 2 in the walkthrough.
Added the "proper" names for most of the enemies (thanks to
 "the1337noob" via email)

0.5b	Oct 20, 2008
Finished lists for Weapons and Upgrades.
Added the most efficient paths for Upgrades.
Added some to the Enemies list.
Added some to the Logs, Database list.

0.5c	Oct 22, 2008
Added a tip about Kinesis in the FAQ (thanks to Scott via email).
Added a few more tips to the Tips section.
Added a glitch (thanks to "junk mail" via email).
Added to the Enemies list (including some Bosses).
Added more commentary to the Weapons list.
Added up to Chapter 8 in the Logs, Database list.
Added a couple of FAQ section questions
Added a note about the "missing" log in Chapter 4



 FUTURE PLANS
I'm probably going to revamp the format. Not the actual formatting,
but the order of the sections. I kind of don't like how the
achievements list and all that is BEFORE the walkthrough, but it'll
be a pain to swich all the section letters and search codes. I'm
currently in Chapter 9, and I'm going to beat the game on Medium
as quickly as possible before I continue working on writing the
walkthrough sections. I keep getting the feeling that I need to go
back through the first two chapters and fix my errors because I'm
finding out things as I make progress on my main save file, and
this is seriously slowing down both the guide's progression and my
progress on my main game file. So, hopefully, I can beat the game
quickly and then I can whip out the rest of the walkthrough in a
flash.
If you notice any obvious mistakes, omissions, or would
like to offer a contribution or suggestion, hit me up at:
toshipublic17 xATx gmail xDOTx com
And mention "Dead Space" in the subject field! PLEASE don't email
me just to complain about something, or to point out measley
typos.
NOTE: Anyone who may have emailed me in November 2008, I might not
 have gotten your email! I have recently lost access to my usual
 email (the "tonyjones17" one) and if you used that address to send
 mail, I probably can't get to it.



DEAD SPACE
	For XBox 360; Released Oct. 15, 2008

	FAQ/Walkthrough by Xeigrich (toshipublic17 xATx gmail xDOTx com)
	Version 0.5c (October 22, 2008)
	COPYRIGHT 2008, Xeigrich
	All Rights Reserved
---------=---------=---------=---------=---------=---------=---------=