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Walkthrough

by sokkus

_______________________________________________________________________________
__________________________________DEAD SPACE 2_________________________________
________________________________FAQ/WALKTHROUGH________________________________
===============================================================================

This guide has been written by Paul Williams aka Sokkus.

This document may be not be reproduced under any circumstances except for
personal, private use. It may not be placed on any web site or otherwise
distributed publicly without advance written permission. Use of this guide on
any other website or as a part of any public display is strictly prohibited,
and a violation of copyright.

All trademarks and copyrights contained in this document are owned by their
respective trademark and copyright holders.

If you wish to use my guide on another website, please ask me for permission
first.

Sites allowed to use my guide - GameFAQs.com
                              - Thumbpad.com.au
                              - Supercheats.com

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Welcome to my guide for Dead Space 2!I hope this guide will be of assistance to
someone out there!

Please note, this guide will most likely contain some spoilers but I have done
my utmost to keep things as vague as possible for the purists among you. 

If you see any errors, have a tip or an alternate strategy for a section of the
guide please head to the contact section and flick me an email to let me know!

If you enjoy the guide and are viewing it on GameFAQs please hit the recommend
button at the top of the page and be sure to check out more of my guides, 
reviews and podcasts at www.Thumbpad.com.au


Thanks for reading!
Enjoy!

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   *******************
 ***********************
*** TABLE OF CONTENTS ***
 ***********************
   *******************

     1. Hints and Tips                           [HNTS]
     2. Story Walkthrough                        [WLKT]
         2.1  Chapter 1: Rise and Shine         [ACT-01]           
         2.2  Chapter 2: Hostile Takeover       [ACT-02] 
         2.3  Chapter 3: Gone Shopping          [ACT-03] 
         2.4  Chapter 4: The Church of Unitology[ACT-04] 
         2.5  Chapter 5: Through the Crypts     [ACT-05] 
         2.6  Chapter 6: Back to School         [ACT-06] 
         2.7  Chapter 7: Sunshine               [ACT-07] 
         2.8  Chapter 8: The Factory Works      [ACT-08] 
         2.9  Chapter 9: Unwelcome Obstruction  [ACT-09] 
         2.10 Chapter 10: Homecoming            [ACT-10] 
         2.11 Chapter 11: The Dead Mines        [ACT-11]
         2.12 Chapter 12: Rolling Thunder       [ACT-12]
         2.13 Chapter 13: Insurrection          [ACT-13] 
         2.14 Chapter 14: Gathering Storm       [ACT-14] 
         2.15 Chapter 15: The Marker            [ACT-15]
     3. DLC - Severed                           [SEV-00]
         3.1  Chapter 1: Betrayal               [SEV-01]
         3.2  Chapter 2: Sacrifice              [SEV-02]
     4. Schematic Locations                      [SCHM]
     5. Log Locations                            [ATLG]
     6. Unlockables                              [UNLK]
     7. Achievements/Trophies                    [ACTR]
     8. Special Thanks                           [THNK]
     9. Contact					 [CNTC]
    10. About Me                                 [INTD]
    11. Version History                          [HSTY]

================================================================================


   *******************
 ***********************
***   HINTS & TIPS    *** [HNTS]
 ***********************
   *******************

Coming soon!


+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
If you have an interesting tip or tactic, let me know. If i like it, Ill put
it in here and give you credit
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++


   *******************
 ***********************
***     WALKTHROUGH   *** [WLKT]
 ***********************
   *******************

This walkthrough will provide players with the fastest route for each Act from 
beginning to the end. By following this guide you will also be able to collect
and unlock all of the hidden schematics and the autio/text logs scattered 
throughout the Sprawl.

===============================================================================
                           Chapter 1: Rise and Shine  [ACT-01]
===============================================================================

After the brief introductory video to briefly recap the previous game and to
set the scene for our hero's current quandary we will quickly find ourselves
being attacked by a necromorph. Thanks to his condition, Isaac finds himself
without the use of his arms thanks in no small part to the straightjacket he is
wearing, so we'll need to make a run for it. Use the sprint button to run
straight down the corridor laid out in front of you dodging the various
necromorphs as they burst through the windows on either side of the room and
from the ceiling. After going through the first door, turn to the left and then
at the dead end follow the hallway along to the right. As you approach the next
door you will need to mash the button indicated on screen to get rid of an
attacker and to lock the door behind you.

Continue down the hallway to the save station (SS1) and save if you feel so
inclined. Enter the door to the right of the save point and when the room in
front of you is clear, continue onwards to the corridor on the far side of the
area from the entrance. Climb the stairs here and enter the unlocked door
nearby. Make your way to either side of the room and across the glass to the
far end of the room. There is a computer here showing a video loop that will
fill you in on a bit of back story if you are interested. When you are ready,
enter through the unlocked door and follow the hallway to the end.

After the short story sequence, we will have full arm control again, so open
the locker indicated and pick up the flashlight and med-kit. Use the med-kit as
requested before continuing through the unlocked door when you are able. After
being contacted by our new pal Dana, climb in the elevator and ride it to the
next area.

Use your flashlight to navigate through the dark room and when you exit out
into the lit hallway, look behind the crate to your right to find an audio log
(Log 1 - Popsicle Sticks). Continue down the hallway to find a save station
(ss2), save here if you wish before heading into the door opposite. Cruise
through the room here and climb into the vent in the small room at the back of
the area.

After you fall out of the vent, you will see a man in stasis in front of you,
head up to the glowing blue terminal on his left and use the terminal to gain
the kinesis ability. This will allow Isaac to pick up objects in the
environment and use them to solve puzzles or to hurl at baddies.

Pick up the body, or one of the other objects in the room and toss it through
one of the windows on either side of the room. As the window breaks, this will
alert a slasher who will appear and make its way to the broken window. Pick up
another one of the objects and use it to either impale and kill it, or knock it
down so you can run over and curb stomp it to death. This will trigger a second
slasher to enter the room, so repeat the process with the second baddie before
continuing to the elevator nearby. Pick up the med-kit inside and use it, then
hit the button to travel to the next area.

After exiting the lift, quickly turn right and move to the dead end. Below
three slashers will appear and make their way up to you. In the dead end there
are two spikes ad a body you can use to deal with the baddies. Once the room is
clear, follow your suit locator to the exit. Continue through the corridor and
head through the door at the far end.

As you enter the next room, you will hear someone crying for help, they are in
the circular room just to the left. Cruise on in there and use the panel behind
him to acquire the plasma cutter. Use this to deal with the slasher immediately
in front of you. A second one will come through the door afterwards, so turn
your attention to this next target when you have the opportunity. Exit the
room, killing the slasher in the bed outside before continuing through the
unlocked door. Head onwards to the next room to find a save station (SS3).
Continue through the door here.

Enter the hallway on the right and follow it a short way until you see a locked
door on your left. You will now be attacked by three slashers. One will come
from behind, one will come from in front of you and the third will enter the
area via the right hand hallway. Upon killing these enemies, the locked door
will become unlocked. Enter this and follow it through into the next room.

As you enter the hallway, look in the room directly to the left of where you
entered for a text log (Log 2 - Orderly TPS Report: 1411), then continue
onwards and through the unlocked door at the end of the area.  An alarm sound
will come on and another patient will call to you and tell you to follow him.
Head down the ramps on either side of the room and head over to the guy who
just spoke to us. The door will close behind him and you will be attacked. Keep
the locked door at your back and kill the slashers as they enter. The first one
will come from the right, the second from the left, one more from the right and
two from the left will come pretty much straight away so use your plasma cutter
to good effect and once all five are dead, the alarm will stop.

Enter either door opposite your current position and look in the circular room
between them for a power node (1) and a text log (Log 3 - Anxiety Spike).
Enter the next door and follow the corridor around to the left to find a save
station (SS4). Exit through the door.

As you move into the next room, look on the floor to your right for a text log
(Log 4 - Heisenberg) and then head over to the glowing panel on the left.
Activate it and complete the hacking mini-game. As soon as you have finished,
immediately use stasis on the charging necromorph, move to the side and kill
it.  Next, you will need to step up to the security door panel in the centre of
the room. If you open the door using the switch and then step close to it, it
will shut on you before you can enter. We need to open the door, and then use
stasis on it so that it closes ultra slowly and we can cruise through with
ease. Enter the unlocked door here.

Continue past the body on the floor and into the next large room to meet a new
type of necromorph - the spitter. They will spit acidic projectiles at you
that will hinder your movement for a few seconds. Kill both of the spitters
here and then look on the shelf at the back of the room from where you entered
for a power node (2). Continue through the next door and into the awaiting
elevator at the end of the hall. Ride it down to the next stop.

Exit the elevator and look behind the desk directly in front of you on the far
wall for a text log (log 5 - Secrecy) and a power node (3).  Follow the right
hand hallway around and enter the next door, as you do something will blow out
the window on the far side of the room creating a vacuum. Use your plasma
cutter to aim at the small red triangle above the window and shoot it. This
will cause a door to drop, rendering the room safe once more. Enter the door on
the left.

Upon entering the next room, you will see a save station (ss5) in front of you,
shoot the body on the floor to the right - it's a slasher playing dead.
Then gather the power node (4) from behind it. Save the game if you wish, then
enter the shop to the left and drop $1000 to buy the Engineering suit.

o~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~o
Note: Purchasing the suit will net you the achievement/trophy 'Patient on the 
Loose' Note: If you have bonus content from the special edition, downloaded 
Dead Space 2 DLC, have an original Dead Space new game + save or have a Dead 
Space: Ignition cleared save on your console you will be able to grab the items
from the store here. 
o~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~o

Enter the next door and you will be in a vacuum, look straight ahead to see a
glowing purple object - use kinesis to grab it - it's a power node (5).
Follow the path around until you find your way back inside.  Get your weapon
ready.

Make your way towards the burning tram at the far end of the room and as you
approach you will be attacked by a big, new necromorph - a tripod. They move
quite fast and can do some serious damage in a hurry if you let them. Your best
bet is to put it into stasis ASAP and then go nuts on the yellow parts of its
legs with the plasma cutter. Repeat for both legs and you are done, there is a
stasis refill machine at the back of the room opposite the tram if you require
it. Defeating the tripod will award you with a gold semiconductor (sell at
shops for $5000).

Enter the door opposite where you entered, and cruise down the ramps here until
you reach the room at the end. Use kinesis to rip the panel off the wall at the
far end and then crawl through the vent behind it to access the next area.



===============================================================================
                          Chapter 2: Hostile Takeover[ACT-02] 
===============================================================================

You will start the chapter facing a shop, look at the floor in front of said
shop to see a body and an audio log (Log 6 - Cut off their limbs). Use the
shop if you require, note that there are new items available for sale: The Line
Gun for 9000 credits and the Javelin Gun for 11000 credits. Use the nearby
bench to utilise those power nodes we previously collected (keep one spare for
use in a moment). I would recommend upgrading the RIG (especially HP), stasis
and plasma cutter first.  Once you are ready, continue through the door nearby
to the next area.

Approach the automated walkway here and it will activate, a slasher will also
jump up and attack you from here. Deal with it and make your way to the far end
of the room. You will find a save station (SS6) here, you will also find a
locked door directly behind the automated walkway which requires a power node
to unlock. Unlock it and head inside. Here you will find a text log (Log 7 -
Quarterly Report), a Schematic (Schematic 1 - Power Node) and a ruby
semiconductor (sells for 10,000 credits at stores). Exit the room and enter the
door next to the save station.

Look on the floor to the left shortly after you enter for a power node (6);
grab this before focusing your attention on the slasher at the far end of the
hall in front of you. Kill it and then head over to where the slasher came
from. Use the lift here.

Upon exiting the elevator, look to your left to see our friend Stross - the
patient who talked to us at the hospital earlier, as we speak to him a leaper
will climb over the railing here. Leapers can jump fairly long distances and
will often try to tackle you at high speed from various walls and ceilings or
can use their tail to smack you around pretty good so you will want to dispatch
it as soon as you can before it gets too close.

Continue down the hall and enter the room at the end, kill the slasher that
appears soon after, enter the room on the left if you feel like killing a
spitter, then return to the previous area to face another slasher. Once the
room is clear, continue onto the next door.

Here you will find a laundry on the left side of the room opposite the door we
need to progress. As we move towards the door, it will lock and we will be
attacked by a group of 5 slashers and a leaper. Stay near the door and let the
baddies come to you, in this position with your kinesis and plasma cutter, you
should be able to have a clear shot on all of them before they get too close. 
Once all of the hostiles have been eliminated, the door will unlock, so
continue through it and then mosey on over to the door on the left of the
terrace area.

At the very far end of the hallway you can find a text log (Log 8 - Titan
Part 1). Back track a bit and jump in the elevator here.

After exiting the elevator you will find a save station (ss7) so save if you
wish and then head down the hallway. As you approach the open door here a
slasher will break out of the door on the left, so deal with it before
continuing.

You will enter a long room that resembles the area with the automated walkway
earlier. Make your way to the far side, killing the slasher paying dead and the
leaper that drops out of the ceiling along the way. Once you reach the two
locked doors at the far end, turn around and look back in the direction that
you came from. Here we will get our first glimpse of the exploder necromorphs.
These things move slowly, but can explode causing a fair bit of damage if you
let them get close. You can shoot their large yellow arm growth to detonate
them prematurely, which can be quite handy if there are other necromorphs in
close proximity to them.

Once you have eliminated all four of the exploders, jump on the inactive
automated walkway and run until you reach the blockage, look to the right and
use kinesis to pick up the gold semiconductor here. Return to our previous
location and head on through the now unlocked door.

Follow the ramp down and then up again to find yourself in a train station.
Wait for the flaming train to go flying past, then look down on the tracks
below and use kinesis to pick up the schematic (Schematic 2 - Stasis Pack).

Make your way over to the train parked at the other platform and watch an
infector (flying necromorph making necromorphs) infect a dead body. Once it has
finished, the door will open and it will attack you along with the newly
created slasher.  Kill them and head into the train car. Open the door to the
next carriage and sprint to the glowing panel at the end, do not touch it yet,
instead turn around and kill the slasher that has magically appeared behind us.
Once it is dead, hack the panel.

This will activate the train, do a 180 degree turn and kill the three slashers
that jump in the windows before heading back into the previous carriage. Kill
the spitter in here and then open the door at the far end. It turns out the
train car isn't connected to the rest of the train! Oh well, Isaac will
launch himself through the vacuum to reach the next carriage, so you will need
to move him around so he avoids being hit by either of the doors that break off
the train car in front and then mash the indicated button when you get close
enough.

Isaac will land in the car and will be immediately set upon by an exploder and
a slasher, detonating the exploders arm will usually take both out at once.
Move to the far door and turn around to kill another slasher who has followed
you in the door. Once the carriage is clear, enter the next door for a quick
cut-scene.

Once you regain control, you will be hanging upside down from the wreckage of
the train with a large number of necromorphs coming to get you.  Try and
eliminate the closest ones first and if you see an exploder be sure to detonate
it to damage some of the surrounding baddies. There is plenty of ammo lying
around underneath the train car, so if you require it, use kinesis to pick it
up. Once you have killed enough, the camera will change to show a brute appear
in the door of the train you are hanging from. Quickly lop off one of its arms
with your weapon for a scene to end the chapter.

o~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~o
Note: Surviving the train ride will earn you the achievement/trophy 'Derailed'�
o~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~o



===============================================================================
                           Chapter 3:  Gone Shopping [ACT-03] 
===============================================================================

Once you are back on your feet, use the suit locator to see where we need to go
next. Ignore that for now and look in the opposite direction to see a hallway
with a cargo crate in it. Look behind the cargo crate for a wall holder
containing a power node (7), then make your way back to the train and look
around behind it for a schematic (Schematic 3 - Pulse Rifle). After you have
stocked up on ammo and looted whatever else you can from the room, follow the
suit locator across to the opposite side and climb the stairs. Here you will
find a save station (ss8). When you are ready enter the door to the left.

Inside, take the first left and grab the power node (8) from the box on the
wall. Face the opposite direction and continue along the hallway. Go into the
side passage on the left and climb the ramp exit through the door here.

The room is the same as one you have seen twice before already, a long corridor
with an inactive automotive walkway opposite the entry. This room has toy
stores and some neon happening though, so there is plenty of light - just as
well, you are going to need it. Make your way left to the far side of the room
and you will hear a music box play, this trigger your first encounter with
'the pack' the collective name for groups of weak but numerous child
necromorphs. Each of them will usually go down after a single dismemberment,
but they usually come in groups of 10-15 so you will need to keep moving to
prevent yourself from becoming overwhelmed, after all no one wants to be beaten
up by a group of kids do they? No.

o~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~o
>> INFO: Note: for achievement/trophy hunters, this is a great place to get a
pair of achievements and because the previous save station is so close, you can
reload your previous save game to get both of them. 
   > You can use the Line guns alternate fire on the ground then stand on it so
     that the pack children surround you, when it explodes and if you kill six 
     at once, you will unlock the trophy/achievement 'My Boom Stick'
   > You can also use the javelin gun to shoot one of the pack, then hit the 
     alternate fire immediately, as long as there are enough of them around you
     will get the achievement/trophy 'Shock Therapy'� 
o~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~o

Once the pack has been defeated, you will be able to access the save station
(ss9) and the shop. When ready, proceed into the elevator and ride it to the
next area.

You will find yourself in a large mall-type area; a necromorph will jump over
the railing in front of you, but wont bother you for now. Make your way to
the left.

o~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~o
Note: See the Giant blue statue here? Dismember it for an achievement/trophy 
'Lightspeed de Milo'. 
o~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~o

To the left of the statue you should see a shop with the sign 'BOLD
Stylings'� on it, look on the ground in front of the shop to find a text log
(Log 9 - Titan Part 2). Follow the path around the top of the area, past the
statue and into the door with the yellow marker on the wall. Look on the floor
to the right of the yellow marker window to find a text log (Log 10 -
Altman's Footsteps). Hack the panel on the opposite side of the room and ride
the elevator to the next area.

You will find yourself in a unitology recruitment centre. Look on the desk to
the right for a text log (Log 11 - Recruiting). Continue around the corner to
the right. At the far end of the hallway you should see a pane of weak glass.
As you move forward a group of a couple of slashers, a small group of the pack
and an exploder will make their presence known. When you see them, shoot the
window and then wait for all of the baddies to be sucked outside before
shooting the red triangle to activate the blast door. Finish off any remaining
necromorphs and then head through the maintenance vent to the next zone.

After exiting the vent, cruise to the right and climb the ramp on the left.
Enter the control room at the top. Here you can access a save station (ss10)
and upgrade some gear at the bench. When you are done, activate the blue panel
to deactivate gravity in the next room. Exit the control room and descend the
ramp back to the previous room. As you make your way down, a spitter will
appear and is soon backed up by a pair of slashers and an exploder. Defeat them
and then head through the door to the left at the foot of the ramp.

As soon as you enter zero gravity, look to your left, fly over to the platform
here and enter the door for a power node (9) and some other supplies. Return
outside and float across to the platform opposite where you entered. Move
inside and activate the blue panel at the far end of the corridor. Return to
the zero gravity area to find the large door now open. You will now have to fly
up this tube, dodging debris as you go. Land on the small platform to the right
of the vent that is shooting out the garbage and enter the door.

o~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~o
Note: After returning to the regular gravity area you will unlock the
achievement/trophy 'One Small Step'
o~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~o

Make your way through the room and follow the ramp all the way to the top where
you will be attacked by a slasher. Eliminate it and go to the locked door
opposite the ramp, use a power node to unlock it.  Stomp the body for a tonne
of money then return outside. Pick up the power cell on the floor nearby and
place it into the socket on the wall in which it belongs. Enter the now active
elevator and ride it up to the next level.

After jumping off the elevator, examine the wall cabinet on the left for a
power node (10), and then continue through the unlocked door. In front of you
on the floor is a corpse surrounded by swarmers - small insect like
necromorphs that will come in bulk in an attempt to jump on Isaac and impair
his movements - if this happens mash the corresponding button prompt to
remove them.  Once they are dead, go into the room they came from and look on
the shelf next to the bed for a text log (Log 12 - Sally 3).

Exit this room and turn left down the corridor. Kill the slasher and the
swarmers that appear through the door here. Then head through the next open
door on the left. Continue into the child's room on the left for a short
scene. Afterwards, exit through the now unlocked door, continue through the
door ahead and then across the balcony to the door on the opposing side.

Kill the slasher that bursts through the door in front of you, before venturing
down the corridor to the right. Enter the elevator here and activate it. Ride
it down to the ground floor and you will find yourself next to a save station
(ss11). Save if you wish and continue down the hall and enter the large open
area.

Here we will fight a number of necromorphs. Among the crowd are a pair of
infectors who will create new slashers from the bodies lying around the area if
you don't kill them quick enough and they are backed up by an exploder, a
slasher and two spitters. Try to eliminate the infectors first (if possible)
before focusing on more immediate threats. Once the room is clear, look behind
the marker statue to the left to find a schematic (Schematic 4 - Javelin
Spears). Make your way to the opposite side of the room and through the
unlocked door here.

Inside the next room are a number of displays that will give you a bit of
insight into the religion of unitology if you are interested in a little bit of
back story. If not, continue through the door at the far end of the corridor.

Climb the stairs and some machine gun fire will light up the room in front of
you. Quickly sprint across to the door on the other side to complete the
chapter.



===============================================================================
                       Chapter 4: The Church of Unitology [ACT-04] 
===============================================================================

As soon as you start the chapter, enter the door on the left and then the door
immediately to the right, pick up the text log (Log 13 - Tour Staff) on the
chair. Climb the stairs in the previous room and enter the door here you will
find a save station (ss12), a bench and a shop. When you are finished, return
to the previous room and head up the stairs to the left. Enter the door at the
top for a power node (11) and a text log (Log 14 - Two Tines).

Backtrack all the way to the starting room and this time head through the right
hand door. As with the previous room that was laid out identically, turn
immediately to the left and enter the door here to find an audio log (Log 15
- Harsh Pressure). Exit to the previous room and follow your suit locator up
the stairs.

At the top of the stairs, turn left and go through the unlocked door, continue
around the circular balcony killing the infector and the slasher as you go.

Continue down the stairs at the end of the balcony and defeat the two slashers
and the infector at the bottom. Explore the bottom area a little further and
another three slashers, an infector and a spitter will appear. Retreat back to
the stairs and kill them off as they come to get you. Once the room is clear of
baddies, enter the cargo lift on the ground floor here and activate it.

Follow the walkway to the door and head down the hallway to the right. Shoot
the glowing purple fuse box on the wall and enter the door to the right of it.
This will give you easy access and a faster route back to the save point if you
wish to do so. Follow the suit locator back to the previous door and enter.

Go through the door to the right of the TV. Once inside, look near the window
to the outside, on the floor nearby you will spot a text log (Log 16 -
Recruit test Results). Turn around and pull the panels off the wall with
kinesis. You will notice that there is an empty slot above the blue screen
here. Look to the right of the dead body in the chair nearby to see another
kinesis panel on the wall. Remove this, and pull the fuse out of that slot.
Place the fuse into the empty slot above the blue screen to open the door in
the previous room.

Return to the previous room. Note once again the weak glass wall at the far
side. As you move into the room, a group of three slashers will attack. Again,
use the window to create a vacuum to get rid of all the necromorphs in the room
and then shoot the red switch to close the door before you suffer the same
fate. Mop up any remaining survivors.

Now you will notice the door we just opened is somewhat faulty, don't bother
trying to go through it, you won't be very successful. Instead, use stasis on
it to slow it down and run into the next room when it is safe to do so. Inside
you will find a save station (ss13) and in the next room you will find a
Schematic (Schematic 5 - Security Suit) on a shelf opposite the vent to the
next area. Once you are ready to go, enter the vent.

Upon exiting the vent, prepare to button mash the button that appears on the
screen. Once Isaac calms down, pick up the power node (12) off the desk in
front of him and continue through the door to the left.

Again you can shoot the purple fuse box on the wall near the door to the left
for easy access to the previous save point if you wish. When you are ready,
continue down the hall to the right. Enter the door here and follow the walkway
around to the right. Take the lift down to the lower level. Take the passage
around to the left, across the circular room and up the stairs to the door. The
door will subsequently be broken.

Retreat to the circular room and all the gates around the sides will drop open
and a new form of necromorph will introduce itself - the stalker. Stalkers
hide behind objects and stick their heads out from time to time and when they
get a clear line on you they will charge out of cover at high speed to attack
you. A couple of shots to the legs will get rid of them, but this area is very
open and has lots of small passages the stalkers can use to sneak up on you, so
keep track of your surroundings! Retreat back to the broken door so that the
stalkers will have to charge at you in the open for a good distance before they
reach you.

o~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~o
Note: Defeating all the stalkers here will reward you with the achievement/
trophy 'Clever Girls'
o~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~o

Once the four stalkers have been defeated follow your suit locator to a blue
panel that Isaac can hack. Let him do so. Use the now active elevator to access
the next level and as you get off, turn to the left. Under the body here you
will find a power node (13). Continue to follow the balcony to the right.

Enter the door here and follow the hallway to the end. Shoot the purple fuse
box next to the door to the left. This will once again provide quick access to
the save point near the start of the level, when you are ready to progress,
continue through the right hand door.

Continue towards the altar at the back of the room and this will trigger some
baddies to come and get you. Take care of the two slashers first and then
destroy the three groups of swarmers that follow.  Once clear, make your way
around behind the altar and kill the slasher that is playing dead before
entering the lift. Enter the door at the bottom of the stairs to complete the
chapter.



===============================================================================
                         Chapter 5: Through the Crypts [ACT-05] 
===============================================================================

As you start chapter 5 you will be in the presence of a save station (ss14).
Save the game if you wish to do so and then when you are good to go, enter the
door to the right.

You will enter a series of cryogenic storage rooms. The rooms are identical and
the first two are completely without baddies or any points of interest so
continue through until you reach the third freezing room. Upon entering the
room, cruise up to the windows in front of you and pick up the text log here
(Log 17 - Thawed Bodies). Continue to the next cryo room.

In the fourth cryo room, go down the left hand hallway, a spitter will jump out
of one of the glass tanks located here, again continue forward and into the
fifth freezer room.  As you enter a slasher will jump out of one of the tunes
in front of you and a spitter will enter from the left hand doorway. After
killing these two venture into either one of the side halls and another two
slashers will appear, one from each hallway. Once they are dead, kill the final
slasher hanging out near the exit door and head on through to the next area.

Immediately after you enter this room look on the console directly in front of
you and you will find a text log (Log 18 - Stuck Coffins). Make your way to
the opposite side of the room and take the elevator down to the lower level to
find a gravity core spinning away. Before we get started on the puzzle here,
look on the shelf to the right of the gravity core to find a schematic
(Schematic 6 - Ripper). Pick up the power node (14) from the bench next to the
blue hackable terminal, and then hack said terminal.

After the terminal has been hacked, you will notice some hatches open either
side of the core. You will need to use stasis on the spinning core before using
kinesis to pull the levers inside each of the hatches down. Pulling both levers
down will cause another pair of hatches to open, so repeat the process and then
again for a third set of hatches - being sure to re-use stasis on the core if
it returns to normal speed (this will cause the hatches to de-activate after a
short time if you are too slow). Once the three sets of switches have been
activated, the room should lose gravity.

Float upwards and use stasis to slow the spinning fan blade and then boost
through when you are able. Fly up to the top of the room, and use stasis on the
circular door here. After the debris falls through and before it closes, boost
upwards through it. At the very top of this room you will find a schematic
(Schematic 7 - Medium Med-kit). Land on the platform here and re-activate the
artificial gravity by hitting the console. Enter the unlocked door.

Here you will find a shop to your right. Further up the stairs you will find a
bench to upgrade your equipment if you so desire and opposite the bench is a
save station (ss15) and a vent leading to the next area (you will need to use
kinesis to move the hanging objects to activate both of these). When you are
ready to continue jump into the vent and crawl through it to the next section.

After the vent section, open the door in front of you look behind the stack of
crates directly in front of you to find a schematic (Schematic 7 - Line
Racks) on the shelf behind it.  Make your way over to the left side of the room
and exit via the door here. Follow the hallway around the corner and you will
be ambushed by a pair of lurkers, these little guys will hang from ceilings,
walls or even chill at ground level and fire projectiles at you from the three
tentacles protruding from their backs. To kill them, simply sever a couple of
their tentacles as they are preparing to fire at you.

Once the lurkers have been dealt with, continue to the ramp at the end of the
corridor, kill the slasher that appears here and continue upwards and through
the door at the top of the ramp. Continue until you reach a large room with a
large, blue stained glass window on the far end and a pair of stairs flanking
you.

As you move into the room here you will be ambushed by a tripod, fire on its
weak spots when you get the chance and if you are successful in damaging it
enough it will retreat temporarily. Don't breathe a sigh of relief just yet
though as now you will be set upon by a large group of the pack, once they have
been successfully fended off, continue forward towards the blue window and kill
the slasher here.

Climb the set of stairs on the right side of the room when looking at the blue
stained glass window and follow the balcony towards the area opposite the entry
point. Kill the exploder here and kill the two slashers that decide to jump in
on you from the windows to the right (one from the second window and one from
the final window), once they are dead another couple of slashers and a spitter
will make their way over to you from the opposite balcony . Defeat them all, if
you feel like killing some more necromorphs, cruise over to the opposing
balcony and kill the exploder and the slasher that jump through windows here.
Either way once you have looted everything you can, continue through the door
at the back of the room.

Defeat the crawling spitter and press on through the next door. Make your way
around the marker statue here and into the elevator when you are able to do so.
Keep a weapon handy during this elevator ride as a slasher will break through
the ceiling as you reach the top. Kill it and exit the lift.

Continue through the corridor until you reach an open waiting area with a large
window to the outside on the left. Enter the door on the right to find a power
node (15), a schematic (Schematic 8 - Detonator) and a save station (ss16).
Save the game if you wish, then continue onwards through the waiting area and
through the corridor to the right. Enter the door here for a quick scene during
which you will need to mash the button prompt on the screen to continue.

It's not over yet though, as soon as you regain control of Isaac, he will be
targeted by the tormentor - some kind of super-necromorph that kind of looks
like a combination of a brute and a tripod. During the first stage, when it
traps you and picks you up make sure you shoot the weak spot on its arm when
you get the chance to do so or you will die. Once the tormenter has thrown you
aside, it will chase you. So use stasis on it then use kinesis to move aside
the sliding object in front of you and sprint to the window in the distance.

Eventually, following the scene, you will be out in space hanging off the side
of a gunship with the tormentor. You should see some floating red canisters,
shoot one of these to kill the tormentor and complete the level.

o~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~o
Note: For defeating the tormentor you will earn the achievement/trophy 'Torment
me No More'�
o~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~o



===============================================================================
                           Chapter 6: Back to School [ACT-06] 
===============================================================================

As soon as you start the chapter turn around and enter the room which you just
flew in the window of. On the set of drawers in the left corner is a power node
(16). Return to the starting point and use the door to the left. Inside, along
the left wall you will see a coin laundry filled with washing machines and
dryers. Here you can save your game at the save station (ss17) if you wish.

Instead of going through the door indicated by the suit locator, enter the door
opposite the laundry room onto a terrace area. Look on the ground on the far
right for a schematic (Schematic 9 - Seeker Rifle).  Return to the laundry
and enter the door the suit locator is targeting.  Enter the unlocked door on
the right, follow the hallway and take the elevator at the first right. At the
bottom you will be able to save your game at the save station (ss18).

Continue down the hallway and turn right into the large open room that looks
terribly familiar. As you enter a pregnant necromorph will emerge from the door
opposite you. The preganant's contain swarmers, so it is important that you
do not pop them by shooting their stomachs, other than that they are just like
your standard slasher. Kill it and continue into the room, a second pregnant
will then appear behind you, so deal with that too. When the two are done six
leapers will appear to have a go at Isaac, only two will attack at a time, so
get ready for three short fights. Once they are all dead, continue through the
door the initial pregnant came from.

There is one more pregnant in the hallway here. Kill it and either go right to
utilise the shop here or go left to continue onwards. As you enter the
following room you should see a broom fall upon what appears to be a bubble of
flesh on the ground and explode. This necromorph type is called a cyst and they
act like proximity mines, you need to shoot them before you get to close or
they will shoot an explosive projectile at you which will do a lot of damage. 
You can usually tell when one is nearby by the gurgling noises they make. So
make your way to the far side of the room shooting all the cysts and the
legless slasher that appears as you do. At this point, use a power node to
access the store room on the right for a ruby semi conductor and a bronze semi
conductor before using the bench or the save station (Ss19) here and entering
the door nearby.

You will find yourself in a large open zero gravity area with a blazing inferno
covering the wall opposite your position.  To progress we need to remove the
oxygen from the room, after all fires can't survive without oxygen can they?

Look to the left of the centre of the room and remove the power block from the
wall mount here. Opposite this is a similar structure, head around to the back
of this, removed the kinesis panel and again take out the power block.  Float
up to the balcony above the second power block to find an audio log (Log 19 -
Happy Hopes). Boost up to the top of the room to find a similar structure as
the original two from which we can extract the final power block. Removing this
will cause the oxygen to disappear along with the fire.

Grab the power block and return to ground level. Enter the hallway that was
previously blocked by fire and kill the two lurkers hanging out in here. Carry
the power block with you as you follow the corridor to the left. In the next
room turn to the right, pull the faulty power block from the machine here and
replace it with the block you brought along from the previous room. Call the
now activated lift, kill the spitter inside and ride it down to the next area.

Upon exiting the elevator, you can use the save station (ss20) here and then
shoot the purple fuse box next to the door to the left to unlock it.  You will
be in a large store room similar to the one in which the train crashed earlier.
This one though has cargo crates scattered all over the place. As you make your
way through the cargo crates, you will hear the noise of stalkers about, seven
of them to be exact. Find yourself a wall to stick your back against,
preferably at the end of a long corridor so that they have to run in a long
straight line to get at you when they charge making it quite easy to plant a
bunch of detonator mines or to pick them off with any other weapon.

Once the room is clear follow the suit locator to a hackable panel. Hack away
and then enter the newly unlocked door. Make your way through the dark corridor
around the corner and head up the ramp to the left. Exit the door at the top
and you will find yourself back in the shopping mall area we visited before.
This time, on the other side behind a metal roller door is another survivor,
Ellie - she is being attacked by a whole mess of slashers and leapers, so go
over and help her, or stay back and watch - just keep in mind that some of
the baddies might come for you either way so stay on your guard. Once the
necromorphs stop coming, Ellie will have a chat with you. Following the
discussion she will unlock the door.

Instead of going through straight away, head over to the lightspeed boy statue
on the right side of the area (which you can dismember  for an
achievement/trophy if you haven't already) and look at the base to find a
schematic (Schematic 10 - Pulse Rounds). Head back and enter the elevator
that Ellie used and ride it down to the next floor.

You will enter the room where we first encountered the pack earlier. This time
there are a few cysts about, so deal with them and as you move into the room,
kill the slasher and the pregnant that charge at you from the opposite side of
the area. Once you have put them down, you can save the game at the save
station (ss21) and use the shop nearby.

When you are ready, continue across the room killing or avoiding any more cysts
you encounter. Also look at the right hand wall, about half way along, you
should see a small hole (this is where the little kids crawled out from before
to attack you) it now has a power node (17) inside it, so use your kinesis to
grab it.  At the far end of the room, you will be attacked by a spitter and a
slasher, deal with them and another pair of slashers will appear from behind
you. Once you have cleared the area, enter the unlocked door to find yourself
in a school.

Head down the right hand corridor, and check out the window on the left if you
want to see the new type of necromorph we will be facing in this section -
the crawler. Crawlers are little explosive baby necromorphs that usually appear
in large numbers, they are easy to kill, but need to be kept at a distance or
the resulting splash damage will give Isaac a few issues.  Continue past the
window and down the hallway, enter the door at the end.

Turn left and you will see a few crawlers coming into the room from the door on
the right, in addition a number of crawlers will enter the room via a hole in
the far wall. Once they have stopped coming, continue through the right hand
door. Several crawlers will drop from the ceiling and there are a couple on the
back wall. All of them will start making their way towards you when you enter.
Kill the closest ones first and then focus on the distant threat. Once the room
is clear exit through the unlocked door, move a small distance down the hallway
and then head into the adjacent room.

On entering the room have a quick look behind the desk to your left and you
will find a text log (Log 20 - School Nurse Report 8022). You can save your
game at the save station (ss22) here. When ready, enter the door to the left,
continue down the hall and enter the gymnasium.

Move to the left side of the room and under the bleachers, kill the small group
of kids that attack you from the front and the back and continue onwards. As
you approach the far side, a super-spitter will drop from the ceiling in front
of you. Super-necromorphs perform essentially the same attacks and actions as
their normal counterparts, but they are darker in colour and can take much more
damage before being killed.  Once the room is silent, exit the bleachers and
cruise up onto the stage on the right side of the room.  Hack the panel here to
open the room up a little.

You will now be attacked by a very large number of the pack and quite a few
crawlers as well. Your best bet is to stay on the stage and kill them as they
approach. If things get a little overwhelming there is a stasis canister on the
wall behind the hack panel which you can throw at baddies to slow a large group
down. Once the area is clear, the curtains on the right side of the room will
open, revealing a door.

Leave the gymnasium and follow the corridor to the left. When you reach the
circular desk in front of the exit, look behind it to find another unlocked
door. Inside you will find a text log (Log 21 - Kids Gone Crazy) and behind
it in the far right corner of the room a schematic (Schematic 11 -
Flamethrower). Return to the previous room and use the other door to enter a
playground area. Look on the left hand side for a rocket ship and use kinesis
to grab the power node (18) inside it. When you are able, continue into the
unlocked elevator here.

o~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~o
Note: At this point you will earn the achievement/trophy 'The Graduate'
o~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~o

At the bottom of the elevator you can save your game at the save station
(ss23), continue along the hallway here and go through the door to the
transport hub. You will now be in a large open room, Ellie and Stross will be
on the level above you. It won't be peaceful for long however so look around
the area for a stasis canister and carry it over to and stand in front of the
large red 'Transport Hub'� sign. The lights will go off and after a short
while a brute will jump down to attack you from here. Hit the brute with the
stasis canister and quickly use your weaponry to take off its arms. IF you need
to, use your own stasis to keep it under control. Once the brute is dead, it
will drop a ruby semiconductor.

o~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~o
>> INFO: Note: If it is your second run through on a new game + file, have a
look for a mannequin dressed up like Isaac, next to it on the floor you will
find a Schematic (Schematic - Vintage Elite Suit).
o~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~o

Use your suit locator to find the exit, and then continue through the short
hallway to another door. Continue down the ramp here and stop when you see the
mine with lasers crossing your path. Use kinesis to throw an object through the
laser to detonate the mine from a safe distance, or shoot the mine. Enter the
next room and look down the next ramp to see another type of new necromorph -
a guardian. These bad boys sit on the walls and shoot out small growths that
attach themselves to the floor and become tentacles, sort of like a lurker's
tentacles, they will shoot projectiles at you. To kill the guardian, you need
to sever all of the tentacles connecting the main body to the wall. Do not
approach a guardian, ever. They can kill you instantly if you get too close.

Once you have taken out the guardian and any tentacles that it has fired off,
detonate the mine here and continue down the ramp. Pick up the gold
semiconductor off of its corps e and continue into the elevator. Ride it to the
next zone.

If you are playing on the 360, it is now time to switch up the discs and
continue on to chapter 7!



===============================================================================
                              Chapter 7: Sunshine [ACT-07] 
===============================================================================

Exit the elevator and you will find yourself in a room containing a save
station (ss24), a shop and a bench. Hold off on using them for a second though
because you will be attacked by a leaper and a legless spitter. Once those two
annoyances have been terminated go do what you need to do in terms of upgrading
shopping and saving. I would recommend purchasing the detonator if you
haven't already (and a tonne of ammo for it if you are on your second
playthrough), there is a missable achievement /trophy 'Elevator Action'
coming up in a short period of time that is much easier to earn with it.

Continue down the ramp and through the door. Follow the walkway here down,
passed the locked elevator and into the door to the left. Continue through the
small room to exit onto a balcony in zero gravity mode.

Shoot the red thrusters on the piece of debris blocking the entrance to the
room to move it out of the way. There are another two pieces of floating debris
above the elevator, shoot the thrusters on both of these to clear the shaft.
Fly all the way to the ground floor beneath the elevator and land. Look around
near the bodies here for a Schematic (Schematic 12 - Ripper Blades). Fly down
the elevator shaft and pick up the power node (19) hidden here. Look at the
bottom of the elevator and shoot both thrusters to send it up to the locked
door above.

Return to the balcony and re-enter the gravity zone. Ignore the now functional
elevator for now and kill the leaper that comes down the ramp to greet you. I
recommend that you return to the previous room and save your game before you
enter the elevator so you can retry the next section if you miss the
achievement.

Enter the elevator. As the elevator rises up from the station to the solar
array, you will be attacked by a large number of tripods who will jump on the
windows and attack you. It is not necessary to kill them all as they will drop
off automatically eventually, but you will get a trophy/achievement 'Elevator
Action'� if you are able to kill them all. Equip the detonator, a single shot
from this has the power to knock a tripod off the elevator and kill it, just
repeat a few more times and the achievement/trophy 'Elevator Action'� is all
yours!

Get off the elevator and turn left, follow the walkway around and you will see
a pair of cysts in front of some yellow lockers. Destroy the cysts then open
the lockers, one will contain a schematic (Schematic 13 - Force Gun).  Follow
the catwalk around and climb the ramp to the door - be sure to destroy the
cyst above the door first though!

Once indoors a hologram appears in front of you. Turn to the right and look in
the room here for a text log (Log 22 - Personal Log: Howard Phillips). Pick
up the body on the bed and take it past the hologram to the locked door. After
a quick scan of the body, the door will unlock. Leave the body here. Before you
enter the next area, you can grab a power node (20) off the drink machine and
use the shop in the room to the left (be careful of the cyst nearby) and save
your game at the save station (ss25).

When you are ready, proceed through the security door.  Continue along the path
provided until you reach the hologram. The hologram will then detect that you
are not supposed to be here and activate the security defences. Pick up one of
the metal cylinders on the floor nearby, turn around towards the direction you
came from and use kinesis to toss it through the lasers, detonating the mines
here. Continue right into the side corridor, using the same object as you go to
get rid of the laser mines. Between the two sets of mines in the side corridor,
examine the box on the wall for a power node (21).  Once you reach the far end
of the room, open the door, eliminate the crawling slasher and enter the large
room.

In the far left corner, you will see a weak piece of glass we can use to create
a vacuum. As before, breaking the glass will create a vacuum and unfortunately
it is between a pair of mines, wait for an enemy to appear and destroy one of
the mines and then focus on shooting the red triangle before you get sucked
outside and then mop up any survivors.  It is very likely you will need to
defeat a leaper and a small number of crawlers following the window closure.

Once the room is clear, go over to the hologram and enter the room to the
right. Look in the lockers here for a text log (Log 23 - Personal Log Howard
Phillips 2). Then turn around and hack the panel here to activate the elevator
in the previous room. Return to the previous area and kill the two additional
slashers and the leaper who attack. Get on the elevator and take it up to the
second level.

Exit the elevator and head over to the bench in front of you. Turn around to
face the elevator and wait a couple of seconds as a slasher will follow you up.
Kill it, then either upgrade your stuff, or continue along the balcony to the
right. Use kinesis to move the hanging object out of the way and then use
kinesis again to lower the bridge opposite the gap. Continue across. Shoot the
laser mines that appear at the end of the bridge, then head around the corner
to the left to find more. Pick up a nearby object and toss it through the laser
to detonate the mines, and then explore the lockers here. One contains a power
node (22).  Exit the side area here and kill the slasher that jumps out of the
vent. Continue to the save station (ss26). When ready, open the door to the
left.

This room is essentially the same as the previous circular room in which the AI
first used the laser mines against us. This time the oxygen and power will go
out, and to add to the fun there is a stalker and a legless spitter inhabiting
the immediate area. Once you have destroyed both of these, hack the panel at
the far end of the room to open the door. You will now enter the mainframe
area.

Take the first left and pull the kinesis panel off of the wall. Enter the vent
here and exit into the right hand mainframe room.  Remove the three kinesis
panels from the walls here, being careful to kill the swarmers when they come
out of the far right panel. You will notice that behind the three panels there
are two areas with red lights above them. We need to pull the fuses out of both
these sections and insert them into the empty slots on the far right section of
the room.  Each fuse has a different pattern on it. If you look on the floor in
front of the window, you will see which fuse goes where. Place each fuse in the
slot required and if it is in the right place it will turn green. Easy! Just do
that four times then hit the panel that appears and then return through the
vent to the previous area.

Now hit the blue panel to the right of the vent entrance and then crawl into
the left hand mainframe room. Walk towards the window and a super-slasher will
emerge from a vent behind you. Deal with that first, and then pull off all of
the kinesis panels on the wall again.

Before we look at the pattern underneath the window this time, we can find a
secret area if we use the fuses in a certain order. Instead of moving the fuses
into such a position on the far left wall so that they are green, they can fit
into a second slot in which they turn blue. Place all four fuses on the wall
here in blue mode and a panel will reveal itself next to the vent. Use this to
rotate the vent to a secret room.

o~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~o
Note: Crawl through the vent and grab a pair of power nodes (22 & 23), some 
cash, a ruby semiconductor and the Peng Treasure for the achievement/trophy 
'Collect Peng'�. Return through the vent to the previous room.
o~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~o

Now arrange the fuses on the wall according to the pattern in front of the
window so they all turn green. Again activate the switch that appears, and then
return to the previous area.  As you exit the vent, a super-slayer will come to
attack you from your right and a slasher will come from the left. Use stasis if
needed and eliminate the pair of them.  This will cause a platform to rise up
directly in front of the vent. Around this platform, 5 purple mainframe
circuits will appear. We need to destroy these. Blasting two of these will
cause a slasher to appear, and again after blasting four a second slasher will
appear. Once all five circuits are down for the count, continue round the room
to the left.

o~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~o
Note: For destroying the mainframe, you will earn the achievement/trophy 'Shut 
Down'
o~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~o

Continue through the door here and along the corridor there are several cysts
here and a number of necrospiders which act like swarmers and will try to jump
on Isaac and strangle him if they get the chance. If this does happen, mash the
control button displayed on the screen to fight it off.  Once clear, enter the
next room.

You will find yourself up on a balcony overlooking the floor below.  Move
forward and you will see a super-slasher climb up over the railing in front of
you. Kill it then turn around because you are likely to have a leaper join the
party. Once these two are dead, look out for three lurkers who are liable to
start firing projectiles at you.  Continue along the balcony to the end and use
a power node to open the door to the left of the save station (ss27). This will
cause a leaper to appear and attack you. Defeat it before heading into the
newly unlocked room. Inside you will find a text log (Log 24 - Personal Log:
Howard Phillips 3) and a schematic (Schematic 14 - Contact Beam). Return to
the balcony area and use your suit locator to mosey on over to the hackable
blue panel. Hack it to open the door here.

Continue along the corridor here into a control room. Activate the blue monitor
here to raise the platform. Exit the room to find yourself in space. Here, in
space we will also meet a new necromorph form - the nest. These Large growths
appear a few times throughout the game and have three large red bulbous
tentacles that fire explosive, insect-like projectiles at you. Shooting all
three of these tentacles will eliminate the nests. Defeating these necromorphs
will usually yield a ruby semiconductor.

Once you have dealt with the nest, have a look around and you will see that one
set of solar mirrors is lined up, so we need to re-align the remaining two
pairs of solar mirrors to match this. This is quite easy, simply fly to both of
the lower mirrors and use the small control panel to the left of the mirror
itself to direct the direction of the light shining on the mirror to its
opposite.  Use the oxygen refuelling panels scattered around the area if you
start to run out of oxygen, but it really shouldn't take that long. When the
mirrors are aligned, use the suit locator to return to the control room.

Activate the ejector seat here and prepare to dodge debris as you fly towards
the station. You will want to fly to the right, then to the left, and then back
to the right about halfway up the screen, then back to the left again and
through the pipe. Next you need to align Isaac with the green square on the
large block so that he flies through it. Move to the right again and then line
yourself up with the yellow square onto the rooftop ahead.

o~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~o
>Note: For re-aligning the solar panels you will get the achievement/trophy 
'Powered Up'
o~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~o

Once you regain control of Isaac, move out of the room into the hallway, to the
left is a save station (ss28) and to the right is a shop. We have a pretty
tough fight coming up so deck yourself with a detonator and whatever other
weapons you fancy. Do what you need to do and when you wish to continue, head
past the save station and down the ramp exit the door here and you will find
yourself back in the transport hub.

Quickly run over to the door that has the sign 'C.E.C'� above it and prepare
for a fight. Use the detonator to plant mines all around your current position.
Next, as the fighting starts from the CEC door look back out into the room and
you will be able to see most of the baddies and kill them from long range
before they get too close and if they do get too close, our mines will be able
to handle them. First up will be a steady stream of 5-6 pack children, followed
by a leaper and a couple of slashers. Then, at this point the game seems to
break into a free for all - slashers, spitters, leapers and pack kids, just
eliminate what you can when you can, use stasis frequently if things get too
hectic and keep your health up if it starts to go down.  After a short while,
the door behind you will open, so back through and it will shut behind you.

You will now be on a cargo lift, activate it and ride it on up to chapter 8.



===============================================================================
                          Chapter 8: The Factory Works [ACT-08] 
===============================================================================

Continue down the ramp and through the unlocked door. Here you will find a save
station (ss29) a shop and an audio log (Log 25 - Ellie's Story 1).

Climb up the ramp to the unlocked door and cruise on through, immediately turn
to the right and examine the cabinet on the wall for a power node (24).
Continue through the room and the unlocked door. Immediately to your right is a
locked storage room, ignore this for now as on the other side of the glass in
front of you, you will see a pair of infectors causing a bit of mischief. Chill
here for a minute and prepare yourself, you will have to fight two slashers and
three super-slashers that will jump in through various vents.

Once they are all dead, use a power node to unlock the storage room. Inside you
will find a schematic (Schematic 15 - Vintage Suit) and a power node (25).
Return to the main area, make your way around the hologram and enter the door
on the other side of the room. Follow the short hallway until you see a room on
the left. Kill the pregnant here quickly, then turn around and kill the slasher
that has entered the hallway behind you. If you look in the back right corner
of the area the pregnant was hiding you will find an audio log (Log 26 -
Ellie's Story 2). Exit through the unlocked door nearby.

Follow the room around to the left and open the door here. Enter the hallway
and when the lights come back on, again take the left-hand door, follow the
walkway up the ramp and you will find yourself in a room with a window and our
buddies are on the other side. After a short story sequence, save your game at
the save station (ss30) if you wish and then continue through the door to the
right of the window.

As soon as you enter the door here look to your left and pick up the schematic
(Schematic 16 - Detonator Mines) before continuing around the catwalk to the
door on the opposing side from the entrance. As you walk over there, the
machinery will suddenly come on and a group of necromorphs will take the
opportunity to attack you. A super-slasher, two normal slashers and a spitter
will climb up over the railings and you will need to take them out. Before
heading through the door, in the centre of the room you will find an upgrade
bench, so if you need to do a bit of upgrading, now is a good a time as any!
When you are done head through the door to the next area.

We are now in a zero gravity zone. Float out towards the yellow door and look
around for one of those thrusters we used when moving the debris out of the way
for the elevator earlier. Use kinesis to grab it, then manoeuvre it over to and
attach it to the door. Shoot the thrusters to activate it and then boost on
through the opening.

Turn to your left and follow the passage here. As you enter the next zone the
lights will pop on and the machinery here will become active. Look again to the
left to see some spinning blade pillars. You will need to be exceptionally
careful here and move very slowly, the slightest bit of extra boost means
instant death you can use stasis if you want, but you shouldn't need it
unless you are heavy on the gas. There are three vertical pillars at the front,
manoeuvre Isaac between the first and second pillars from the left and then
boost upwards. You now face a series of horizontal blades and near the top of
the area there is a big enough gap between the uppermost blade and the next
blade down for Isaac to fit through. Afterwards, there is another set of three
vertical pillars, like the first set have Isaac float between the first and
second pillars from the left.

Kill the lurker in the room here before turning your attention to the energy
streams nearby. As you can see, the object moving up and down on the left side
of the beams blocks them when it passes. All you need to do is use stasis on
the moving object, then boost past it whilst it is blocking one of the energy
beams. Easy! Kill the two lurkers in this area. When they are dead, use stasis
on one of the circular blades on the right and boost on through when a safe gap
opens for you.

Kill the two lurkers lurking about in this room, then float down to the floor
and use Isaacs's kinesis to pick up a thruster canister from the floor. Place
the thrusters on the door on the ceiling, shoot it and boost through the gap as
we did earlier.

We now enter a large tube-like room with a nest necromorph at the far end and
three glowing rings in front of it. The glowing rings will take turns shooting
a good deal of fire into the centre of the rings, so as you progress, make
sure, that if you have to stop you do it between the rings and not within the
range of one. The simplest way to do it is to wait for the first one to fire up
and as soon as it finishes start boosting towards the far end, you will be able
to reach other side of the tube before the three rings have a chance to cycle
through again. Quickly eliminate the nest here (and pick up the ruby
semiconductor) and then grab one of the thrusters and use it to open the door
on the left of the area.

Float over to the platform here, land, cruise down the blue hallway and walk
through the door at the far end. Inside, turn to the right and kill the legless
spitter here, and then check the left hand wall for a power node (26). Open the
other door here and walk through to rendezvous with Ellie and Stross. After a
bit of a chat, look in the left hand corner of the room behind a table to find
a schematic (Schematic 16 - Large Med Pack). Head to the opposite side of the
room and save your game at the save station (ss31) if you wish and then use
kinesis to move the obstructions before continuing through the unlocked door
nearby.



===============================================================================
                        Chapter 9: Unwelcome Obstruction [ACT-09] 
===============================================================================

Turn left and follow the catwalk to the end. Quickly turn around and kill the
pair of leapers that appear from the vents on the wall and the slasher that
climbs up onto the walkway near where you entered the area. Take the elevator
up to the next platform and follow the passage round to the left, eliminate the
slasher here and then follow the path back out onto the catwalk. You will see a
group of crawlers ahead, so go ahead and kill them until they stop coming.
Enter the door to the right of where they were dropping down.

After defeating the spitter and the two lurkers in here, look against the far
wall for an audio log (Log 27 - Ellie's Story 3). Use the shop over to the
left if you wish and then continue through the unlocked door here. As you turn
the corner you will meet your first divider necromorph. Killing this guy is
difficult because he is very durable and successfully doing so will result in a
bunch of small spider necromorphs to attack, they will try and jump on and
strangulate our hero, so be careful.  Continue through the room and enter the
elevator at the far end.

As you exit the elevator, you will be able to see a weak window to the left.
Keep that in mind and walk around the corner immediately to the right. Once you
see the baddies starting to come out of the walls, simply shoot the glass to
get rid of them and making sure to shoot the red triangle before it's too
late. Once the room has been sanitised of baddies, check out the right hand
corner where the super-slayer dropped in from the roof to find a power node
(27). Continue past the broken window and enter the open door here.

Take the first right and use kinesis to toss an object through the laser mines
here, climb the ramp to the top and move all the junk on the right out of the
way to find a schematic (Schematic 17 - Flame Fuel) and an audio log (Log 28
- Ellie's Story 4). Go back down the ramp and take the next right.

Turn left at the top of the ramp to spot a guardian on the wall at the end of
the catwalk in front of you. Remove all its tentacles and continue into the
elevator to the right of it (don't forget to pick up the gold semiconductor
it drops). Ride the elevator up to the next level.

Kill the slasher patrolling the catwalk here and turn to the left to see a
pregnant and another slayer coming from the door here. Slice them both up and
head inside. You can use the bench here to upgrade or use the save station
(ss32) to save the game.  We now need to solve a quick puzzle, if you had
already tried it, you would know that the control panel facing the window is
malfunctioning; we need to fix that up. If you look at the wall behind said
panel you will notice two large yellow cylinders flanking a blue and red
display. The red sections indicate pieces missing.

Look on the floor to the right of the right hand yellow cylinder to find a
large blue cog, use kinesis to pick it up and place it into the highest red
slot on the blue display. A necromorph spider was asleep under it, so be sure
to kill it when it comes to party. For the next missing piece, use kinesis to
lift up the right hand cylinder, then use stasis to keep it from dropping back
down too fast. Use kinesis to grab the spare part from inside and place it in
the appropriate section of the blue display. Repeat the process on the left
hand cylinder to replace the final missing part. Use the now working console to
summon the tram.

Exit onto the catwalk outside and kill the two super-slashers that appear. Once
you feel safe doing so, head into the tram. Turn right and hit the switch at
the end of the car. Once the tram stops and you can see Ellie and Stross
outside, use the control panel next to the door to open it.

After you get off the tram, head over to the save station (ss33) if you so wish
before heading through the door here. Turn left immediately as you enter the
room to find a power node (28).  Make your way along the left hand wall,
destroying or avoiding the cysts as best you can.  Just beside the closest cyst
to the left hand wall you will find an audio log (Log 29 - Ellie's Story
5). Sprint as far as you can up the left wall until you see the corner. Destroy
the exploder necromorph here and turn to face towards the entrance, hugging the
crate on the left side. You will have to kill 5-6 stalkers here and by staying
in this position it means they will have to run for a good distance down a long
narrow corridor to get you, this means it will be quite easy to pick them off.

Follow your suit locator over to the other side of the room, kill the legless
spitter and the exploder here and when you see stalkers again, run back to the
previous area that we used to take them out. Be patient, they will find you
soon enough. Once they are all dead, follow the waypoint over to the far side
of the room again and continue along the wall here until you find a guardian,
as per usual remove all of its tentacles to bring it down, then look behind the
wall it is on for a schematic (Schematic 18 - Seeker Shells). Return to the
guardian's corpse and enter the elevator here and ride it down.

Follow the corridor to the end, destroying cysts as you go and eliminating the
slasher that appears about half way down. When you reach the end, you can use
the shop and save station (ss34) if you so wish. When you want to continue,
proceed through the door here.

The elevator to the right is offline, and there seems to be nothing else to do,
so pick up one of the explosive canisters with kinesis and launch it at the
green cylinder being groped by the tentacle in the distance, repeat this again
until a large explosion occurs and the tentacle retreats. The lift will become
active, so proceed down to the lower level.  Here there is a similar story,
another large tentacle is grabbing on a cylinder here. Pick up the explosive
canisters from the wall on the left side of the room and drop them near the
cylinder, and then grab another from off the wall close to the cylinder. Fire
both of these canisters using kinesis into the cylinder here and you will be
attacked by a tripod. Use stasis on it and lop off its arms, being sure to
re-apply stasis if it breaks free. Once it is dead, return to the wall near the
cylinder and pick up and launch one more explosive canister into it.

Once this is done, the whole area will start to self destruct and if you do not
hurry poor Isaac will get all kinds of messed up in the resulting explosion.
Sprint across the room to the elevator on the opposite site of the area from
where you entered from and ride it up to escape the explosion below. Sprint
across the catwalk to the left and into the awaiting tram car. Once the tram
stops, head through the next few doors until you reach another tram, activate
it and ride into the next section of the level. Follow the hallway to the very
end and use the cargo elevator to take you up to chapter 10.



===============================================================================
                             Chapter 10: Homecoming [ACT-10] 
===============================================================================

Upon exiting the elevator, turn right and follow the walkway into the room at
the end, continue through this room and into the next, and look to the left
beside the door to find a save station (ss35).  To the right of the save
station is an unlocked door blocked by crates and other obstructions, use
kinesis to clear the doorway and head through. To find a text log (Log 30 -
The Clogger). Enter the unlocked door behind the log and pick up the power node
(29) from the wall cabinet here, then turn left and go around the corner to
find an audio log (Log 31 - Cursed Ship) next to the toilet here. Once you
have grabbed both logs, backtrack to the save station.

Go through the unlocked door indicated by your suit locator and activate the
blue panel in here. After a short conversation with Ellie, the door nearby will
unlock, so head on through. Fallow the hallway all the way to the end and enter
the elevator. At the bottom, exit the lift and use the bench here to upgrade
your gear if you wish before continuing through the next door.

Following the hallway, enter the door and go down the ramp to the right and
into the room at the end. You can save your game at the save station (ss36) or
continue through the door. Once you reach the next hallway, your suit locator
will tell you to go right, instead follow the pathway all the way to the left
to find an audio log (Log 32 - No transfer). Return to the main hallway and
continue to the right as the locator wishes. Head on down the ramp, through the
door and around to the right into a tube-like room, you should collect the ammo
scattered around the area here and prepare for a fight behind the door.

When you are ready, enter the door and proceed forward into the darkness. After
a short distance a brief scene will show and a brute will attack you. As with
the fight at the transport hub, the brutes can be quite easy, just keep them in
stasis and work the arms. Once it has fallen continue along for a short
distance and you will see another brute charging at you from a distance, again
use stasis for an easy takedown. The second brute will drop a diamond
semiconductor (worth 25,000 credits at the store) so be sure to pick it up as
you press onwards.

Once the second brute has been downed, a group consisting of a pregnant
necromorph, 1-2 super-slashers and 3-4 regular slashers will start climbing up
from the right and crawling up through vents in the floor. Your best bet is to
keep running for the dead end t the far side of the room and only shooting
stuff that gets in the way. Once you reach the end, turn around and eliminate
the baddies as they come.

After the area has been cleared, check the wall behind you for a power node
(30) and then hack the panel for and use the nearby lift to reach the next
floor. You will find yourself at a familiar looking tram station (from the
first Dead Space), remember this area as we will be returning here shortly.
Enter the unlocked door here and follow the hallway until you reach the next
open room.  Here you will find a shop and a save station (ss37) once you are
ready, look in the corner opposite for an elevator. Inside pick up the audio
log (Log 33 - Re-animate) and ride it down to the next section.

Enter the door at the end of the hallway, and follow the passage past the
unlocked door on the right to find a bench if you need to upgrade. Return to
the door we just walked past and enter it. Remember this decontamination room
from the original game? Well this time through it is much less challenging, in
fact nothing will attack you at all, so chill out for a few moments until the
lights come back on and exit the door when the decontamination cycle is
complete.

Continue through the next door and turn left, kill the spitter and its legless
counterpart here before turning around to kill a lurker sneaking up from the
right. Continue to the left, killing the super-slasher and the pregnant as you
go and at the end you will find a power node (31). Turn around and make your
way back, you will have to kill another two legless spitters, a slasher and a
super-spitter before you reach the door you entered from.

Continue into the corridor past the entrance and kill the lurker ahead, and
then the slasher who magically appears from behind. When you reach the first
right turn, kill the pregnant here and the lurker, legless spitter and the
slasher nearby before progressing. As you approach the exit door, watch out for
a super-slasher that appears from behind. Once he is dead, head through the
doorway and use the save station (ss38) here if you so wish.

Continue into the door to the left of the save point to enter a zero gravity
zone.  Fly down to the ground floor and head around behind the structure in the
middle to find a schematic (Schematic 19 - Force Energy) hidden near the wall
here.

Now let's turn our attention to the large structure in the centre of the
room. Fly up to it and inspect it. You will notice that there are several empty
slots situated around the core. To complete this section, we need to find the
missing pieces to re-activate it. First up grab the floating object nearby with
the flashing red light, this is what the missing pieces look like. Insert it
into the core here. You will need to insert the missing piece so that when it
enters the socket it turns green, if it remains red it is in the wrong slot, so
try another until you get it.

The next missing piece is under the catwalk just in front of the door we came
in from, the third is floating at the back of the room and the final piece is
sitting inside one of those side alcoves on the ground floor. Once all the
pieces have been inserted, the core will start to spin. Fly over to the balcony
and activate the blue panel near the furthest door to the right, this will
activate the gravity centrifuge.

Return to the previous area and save if you wish, then backtrack through the
tunnels until you reach the decontamination chamber. This time, things will get
a little trickier.  After the decontamination sequence begins, two of the
windows will open and a large group of the pack will break in. Stand in the
centre and keep your eye on both sides of the room and eliminate the pack
children as they approach. Once the pack children have been dealt with, a
super-spitter will drop down from the ceiling and soon after will be joined by
two super-slashers. Use stasis on them and use your most powerful weapons to
take them out. Once they are dead the sequence will come to an end and the door
will unlock.

Use the suit locator to return to the elevator and kill the super-slasher
playing dead on the floor in front. Ride the elevator back up to the higher
level. Use the save point or the shop here if you like and continue retracing
your steps back to the tram station. Kill the two super-slashers here and the
small group of swarmers and as you approach the tram, watch out for one more
regular slasher who will climb up from below onto the platform just to attack
you.  When you are ready to go, enter the tram.

When the tram stops, get out and enter the open door to the left. Walk forward
a bit and you will be ambushed by a legless spitter, a lurker, a slasher and a
super-slasher. Kill them all and continue through the door. Check the right
hand wall here for a power node (32) before heading through either of the two
doors on the left to enter a larger room. As you move across the area you will
be attacked by a pair of super-slashers and some exploders. Hack the panel next
to the exit and then turn around to kill the super-spitter, super-slasher,
exploder and regular slasher that appear in the room behind you. Once it is
safe, continue through the now unlocked door.

You can utilise the save station (ss39) here and when you are done, enter the
room to the left. Pick up the power node (33) off of the back wall and watch
the televisions here for a short story sequence.  Once it has finished the
other door will unlock so cruise on through here and use the elevator at the
end of the corridor.

Exit the lift and continue down the corridor and through the door you will
reach the edge of the platform with a gap hindering your progress. Look to the
left and use kinesis to pull the mobile platform across to your position and
cross the gap. Kill the lurker here, pull a U-turn round the central wall and
pull the platform back over to where it originally was to cross the gap here.
Kill the super-leaper that appears and then ride the elevator at the end down
to the ground level where you will need to defeat another two slashers.

Enter the door just next to the elevator and pick up the power node (34) off
the back wall. Return to the elevator. If you look to the right you will see a
whole bunch of loose electricity. If you look at the left wall, you will see a
power core. Pull this out and leave it on the floor under the socket.

Run over to where the electricity was. This will trigger a few slashers and
leapers to appear, so use stasis on those behind you and run back to the power
core. Stick it back into the slot and then finish off any baddies on your side
of the electricity. Because the necromorphs on the other side of the room are
stupid, they will try to venture through the electricity to get you, but will
get fried in the process, saving a bit of ammo. Once the room is clear, pull
out the power core again and head across to the other side. Enter the storage
room using a power node and use the bench here if you feel like partaking in a
bit of upgrading action. Once you are done, head through the unlocked door
here.

Follow the hallways here until you enter the next large room. This area
contains a save station (ss40) and a store. When you are finished with those,
head through the door here, follow the hallway to the end and exit the door
into another tram station, this time with zero gravity.

Float down to the ground level and run forward until your path forward is
blocked by debris, Stay here for a second, and look towards the ceiling behind
you to see a power node (35) floating above a damaged tram, pick that up, then
turn around and float over the obstacle. There are 5-6 lurkers in the next
section, so be sure to keep an eye out for them and to dodge the projectiles
the fire your way. Boost up to the tram station on the right side of the area
and enter the door here.

Make your way through the corridor, past the broken shop and into a large open
room. Immediately turn left, hugging the wall and enter the first door here to
find a bench and an audio log (Log 34 - Framing Cho). Use the bench if you so
desire and return to the main room, killing the super-leaper and the swarmers
that appear in the side room here before you do.

Head along the left hand side of the room and kill the two super-spitters here.
You will also need to kill the three super-stalkers that are running about.
Once they are dead, continue towards the windows at the far side of the room
and kill one final spitter around the corner to the right. Go down the stairs
behind it for a save station (ss41) then continue down the remainder of the
stairs and into the lift, ride it down to the captain's nest and then
continue onwards until you reach the control room. Move to the blue panel on
the left hand side of the room and hold down the activation button until the
gravity tethers engage.

o~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~o
>> INFO: Note: For engaging the gravity tethers you will earn the
trophy/achievement 'Operation!'
o~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~o

Return to the previous room for a scene. Use the escape pod here to escape the
ship.



===============================================================================
                           Chapter 11: The Dead Mines [ACT-11] 
===============================================================================

When you regain control of Isaac, look to the right to see a floating corpse.
Use kinesis to grab the audio log (Log 35 - Personal Log. RIG 438642, #5)
floating next to the body and then move down the nearby ramp. There is a save
station (ss42) here. Continue through the unlocked door here until you reach a
large downward ramp.

Move down the ramp slightly until you see the stalkers run past and return to
the top, stay in the centre of the area so they have to run in the open area
between the sets of pillars to reach you. Once you have defeated two of them,
sprint over to the left side wall and run down to the small room at the bottom
of the ramp here. Turn around and you will see some crawlers coming down the
ramp behind you. Eliminate them from the relative safety of the room here, but
also watch out for 3-4 more stalkers who will appear. Once the room is void of
hostile life, continue through the unlocked door at the foot of the ramp.

Hack the panel here and continue through the door it opens. Follow the passage
and a little before the left turn, look to the right. you will see a green 
container in the wreckage. shoot it and use kinesis to grab a power node (36). 
thought this would be a nice addition to your guide around to the left, keeping
an eye out for cysts as you go until you reach the next door. Before heading 
through the door, look to the right for a power node (37). Once you have gone 
through the door, eliminate the cyst at the bottom of the ramp and hang a left.
There is a save station (ss43) and a store here if you need either. Continue 
through the next door.

We will be in a large, two levelled room with a ramp leading to the lower floor
in the centre. Upon entering, you will see a super-slasher patrolling the
walkway in the distance. Turn left and continue along the upper platform until
an exploder falls out of a vent in front of you. Quickly dispatch it, and then
kill the super-slasher when it comes running. If you continue along the walkway
where your suit locater wants you to go, you will find a locked door. So
let's return to the opposite side of the room and head down the ramp to the
lower level, killing two spitters along the way and find a way to unlock it.

As you head down the ramp, a super-spitter will appear from a vent on the left
at the bottom, and an exploder will come from the right. Behind you a
super-slasher will drop down and join the party and there will be a couple of
lurkers about who may or may not shoot projectiles at you during this time.
Once the threats are dead, continue down the ramp to the ground floor. You will
see a blue panel, so make your way over to it. As you approach a super-spitter
will drop down from the platform above, so eliminate it.

Activate the blue panel and when it opens up remove the power core, use kinesis
to carry the cell through the side-tunnel here. Upon exiting you will end up in
a small area below the above walkway, here you will find a power socket
containing a damaged power cell. Remove the damaged cell and replace it with
your new, active power cell. Return to the ramp and up to the top level; kill
the crawlers here and any other necromorphs that follow you up the ramp -
likely an exploder and a spitter.  Continue back across to the other side of
the room and through the now unlocked door.

Enter into a mining tunnel, here you to find a save station (ss44), save your
game or continue along the tunnel, enter the door at the end. Move towards the
fires ahead for a short scene.

Once you regain control of Isaac, you will be out in space. Fly straight
forward and kill the nest necromorph here (and grab the ruby semiconductor it
drops). Use your suit locator to show you where to go. Currently your path is
blocked by those pesky mining lasers, so let's move them. Look around for a
large open crate with a red, circular pattern around the opening. Inside you
will find some of those thruster canisters we utilised earlier to open doors in
the factory area. Fly up and attach thrusters to each of the two lasers
blocking the entrance and shoot them to force a move.

Now that the entrance is clear, boost on in. Land and run towards the door at
the end, watch out for the cysts on the way. Fill up your oxygen here if you
need to and then continue through the door. Again kill all the cysts in the
immediate area and then look out of the right hand window for a schematic
(Schematic 20 - Contact Energy), grab it with kinesis and continue forward.
Proceed through the next door to re-enter the station, use the save station
(ss45) here if you wish and then take the elevator down to the next area.

Once the elevator stops, move forward slightly, you should see a super-slasher
and a pair of lurkers appear on the opposite side of the room and they will
spot you and start moving towards your position. Allow the slasher to come to
you and kill it, note that it is covered in swarmers, so eliminate them as well
before proceeding - if possible try to kill the lurkers as well or they will
get annoying in a minute.

Continue along the catwalk here and soon after the first right turn a
super-spitter will drop down in front of you. Kill him and keep moving along
the walkway. After a few more steps you will be attacked by another pair of
super-slashers from the front and another one who will come up behind you. Once
they have been defeated, look to the left of the walkway after it redirects
around the stone pillar to find a power node (38). As you continue down the
ramp here another super-spitter and another super-slasher will drop down in
front of you. Again eliminate these guys and follow the walkway to the door at
the end.

As you enter the door, you should see some laser mines to your left. Ignore
these for now and head to the right to find a storage room. Use a power node to
unlock it, inside you will find a schematic (Schematic 21 - Advanced Suit).
Exit the room and use one on the bodies here to set off the laser mines using
kinesis. Continue through the door. Follow the walkway to the end, destroying
cysts as you go and use the hackable panel here to unlock the door and prepare
for a button mashing sequence. After the sequence, stomp the corpse with your
foot for an audio log (Log 36 - I Could Never Hurt You). Continue through the
door.

You will find yourself back in in the large room with the catwalk round the
outside and the ramp leading to the lower level we were in near the start of
the chapter. Ride the elevator to your left down to the lower area. And head
around the corner to the right to find a now unlocked door. Head on through
here, continue through the door in the next room and follow the hallway to the
end.

Open the door and you will find yourself looking at a large pit. As you enter a
super-slasher will climb up the railing in front of you so deal with it. Press
the button on the console here to summon a lift. Once the lift arrives, don't
activate it just yet instead opting to run over to the opposite side and look
over the railing. Use kinesis to grab the power node (39) here and an audio log
(Log 37 - Personal Log. RIG 438642, #1). Prepare yourself for a bumpy ride up
the elevator and when you are ready, hit the switch to activate the lift.

As the lift rises you will have a number of enemies to fend off on the way up,
in fact both times through I counted 12 regular slashers and 1 super-slasher.
They will usually jump down the shaft to join you in pairs, but you will see
the occasional single slasher appear. The super-slasher and a regular slasher
will make an appearance just before the elevator comes to a stop at the top. To
stay in one piece, stay in one of the corners and use stasis frequently. It is
not too tough, but if you don't get the slashers down quickly, things can get
a little crowded. Once the lift has come to a halt and all the enemies are dead
or dying, head through the unlocked door.

o~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~o
>> INFO: Note: if you are on your second new game + play through, look over the
railing of the lift on the opposite side from the exit to find a schematic
(Schematic - Advanced Elite Suit).
o~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~o

After the button mash sequence, feel free to save your game at the save station
(ss46), upgrade your junk at the bench and upload your new schematics or
purchase any required ammo from the store.

o~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~o
Note: Here you will be able to buy the advanced suit; it is the best
suit you can grab on your first play through (unless you have DLC installed) so
you should buy it now. Purchasing the suit will unlock the achievement/trophy
'Looking Good'
o~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~o

When you are ready to go on, enter the door at the bottom of the ramp.



===============================================================================
                          Chapter 12: Rolling Thunder [ACT-12] 
===============================================================================

Make your way down the ramp until you meet up with Ellie. Walk around behind
the drilling machine to find a blue panel here, before you reach it, look to
the right to find a small hidden passage leading to a power node (40). Return
to the panel and use it. Remove the power core out and take it back to where
you met up with Ellie. Stick it in the empty slot.

Perform a 180 degree turn so that you are facing away from the drilling machine
and walk up the small ramp here. When you reach the top, turn left and use
kinesis to grab the diamond semiconductor. Now continue along the path here to
the right until you reach the cargo lift. Activate the control panel and ride
it across to the far platform where you will be attacked by a pair of
super-slashers. Once they are down, use kinesis to remove the kinesis panel
near the lift and pick up the circuit board. Return to the lift and ride it
back to the previous platform.

Kill the spitter waiting for you here and climb back down the ramp to the
drilling machine. Use the action button on the relevant location next to where
you placed the power core earlier. A hack panel will now appear next to where
you just imputed the circuit board. Hack this and it will power up the drilling
machine, but unfortunately will also trigger an attack of the pack. The pack
children will come from two sources, a hole in the wall in front of the
drilling machine and down the dirt ramp we just came from.

Ellie will have a little trouble controlling the machine at first, so your best
bet is to stand at the foot of the ramp where you just returned from otherwise
the drill bits will mess Isaac up pretty bad. Once you are set up, we
essentially have to defend ourselves against an endless swarm of the pack for a
short time until the drilling machine is in position and a platform descends to
the ground. Jump on this and ride it up to the top.

Now we are stuck on a tiny platform, riding through a tonne of baddies, so get
ready to use some stasis and some fancy footwork - oh and stay clear of the
drill bits or they will slice you into a million pieces. Soon after the
drilling machine starts moving, an assortment of three necromorphs either
spitters or slashers will climb up onto the platform to have a go at Isaac,
dispatch them.

After the first encounter, look to the platform that appears on the right, use
kinesis to grab as many of the explosive canisters here that you can and place
them on the floor of the platform for when we need them. Soon after this area,
another platform on the right will have three lurkers on it. Launch one of the
canisters to take them out before they start bombarding you with projectiles. A
little further forward, there will be another platform on the right with a
group of lurkers. Again use your kinesis to toss an explosive canister at them.

Following this area, spitters and slashers will start climbing up onto the
platform from either side with a lot more regularity. So be sure to keep an eye
on both sides of the platform to avoid any unnecessary damage. Other than that,
use the remaining canister when you get a clear shot on the second group of
lurkers to the left (the first group is on a raised platform and might be
difficult to hit). Once you have successfully defended the platform for long
enough, you will be rewarded with a short cut-scene.

o~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~o
Note: For finishing the drill ride you will earn the
achievement/trophy 'Knock, Knock'
o~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~o



===============================================================================
                            Chapter 13: Insurrection [ACT-13] 
===============================================================================

When we regain control of Isaac, enter the hall nearby and use the save station
(ss47). Follow the hallway past the unlocked door and when you reach the T
intersection, turn left, here you will find a power node (41) on the wall.
Return and enter the door. Follow the balcony around here and approach the blue
panel facing the window.

Following the scene continue along the balcony and use the save station (ss48)
here and the shop if you need to (and I would suggest stocking up on stasis
packs), then take the elevator here down to the next level.

This large area is below where we started the level and the drill machine is
burning here at the back of the room. As we enter, we will see a few
necromorphs running towards the door up the stairs at the far end of the room
from the drilling machine. Looking directly across the room from where we
enter, you will see another side room containing a power node (41). We'll
come back for this later when it's a bit more peaceful.

Run up to the door at the top of the stairs and kill the super-slasher and the
spitter here. In doing this, you will trigger another wave of baddies to come
pouring into the room. Keep the door at your back and eliminate the hostiles as
they come up the stairs, feel free to use stasis liberally and plant detonator
mines if you get the chance. You will need to face and dismember another 3
spitters, two super-lurkers, two exploders and a pair of super-slashers. If
things get a little crowded use your stasis and don't be afraid to whip out
your detonator, or force gun to deal some splash damage.

Once the lot of them have been killed, watch out for another pair of
super-lurkers who sneak into the room and go and pick up the power node (42) as
discussed earlier. Hack the panel to the left of the large door.

Continue through the next room and down the stairs. As you reach the bottom,
some bright lights will come on and a collection of soldiers will open fire on
you with machine guns. Quickly run into the door on the right. Grab the power
node off the sink to your left and continue out the other side of the room,
climb through the vent here.

Exit the vent and climb the stairs, use the save station (ss49) here if you
wish, and then look in the alcove to the right. Pull the panel off the wall
with kinesis and then remove the power core, watch the carnage unfold below.
Once the door nearby becomes unlocked, return through it and down the stairs.
Through the window here you will see a number of necros waiting for you in the
next room including spitters and a slasher or two. Pick up the stasis canister
here enter the door and let them have it. Take them all out before proceeding
through the door behind the security scanner.

After a short scene, our suit locator will be active again, and the doors
opposite the entry way will unlock, cruise on through either of these. Pick up
the body on the ground here and carry it over to the scanner at the far end of
the room to unlock the doors.  Enter the right hand door and follow the passage
around. As the passage empties into a larger room, look directly across from
your position to find an audio log (Log 38 - Patient Four). Continue down the
ramp, past the yellow energy pillars and past the save station (ss50) to the
right, pick up the ammo here and turn around to kill a slasher and a spitter
who appear. Continue onwards to the next door.

As you open the door, you will see an infector fly past, try to kill it as
quickly as possible, and then retreat through the door to the previous room.
There are a large number of angry necromorphs in here and by retreating it will
give you a few extra seconds to unload ammo into them whilst they come at you.
You will need to take down 2-3 super-slashers, a similar number of regular
slashers, an exploder and a couple of spitters. They will come at you from the
far right corner of the room and will also drop out of a vent in the ceiling
just to the left of the door.

Once they have stopped coming head inside and use your locator to find your way
through the desks here. To the left of the next unlocked door is a work
station, have a look behind it to find an audio log (Log 39 - Shield
Questions). Continue through the door.

When entering the next room, directly across from your position is a bench and
to the left of it is a store room that requires a power node to enter (if you
do enter it, watch out for the divider who appears after you leave).  Exit via
the unlocked door to continue.

You will find yourself in an open room with crates scattered everywhere and a
necromorph growth on the floor which will slow down your walking speed.  Run
over to the wall opposite the door and pick up the power node (43) from the
wall cabinet. Whilst hugging the wall move forward into the room until you see
the stalkers, retreat a bit and hang out in the corner where you just picked up
the power node, plant a few mines to your left and your right with the
detonator and wait for the stalkers to come to you. After you have killed three
of them, a spitter will burst out of a vent in front of you in the distance,
deal with it and then kill the remaining stalkers.

Once they have stopped coming, return to the entrance and kill the spitter now
sitting in the middle of the room. Afterwards, look up at the ceiling to find a
power core. Look against the left wall near the power core to find an audio log
(Log 40 - Same Signal). Use your kinesis to bring down the core and carry it
over to the exit. Remove the faulty power core and replace it with the new one
to unlock the door. Mosey on through.

There is a save station (ss51) in the next room, watch out for cysts if you
wish to use it. Follow the ramp down and enter a room with spinning lasers.
This area can be tough as if the lasers hit you, its game over, however we
still need to make a dash across the room three times to get where we need to
go - stasis will not work on the lasers so just remember to sprint!

Move forward to the entrance to the spinning laser tube and kill the crawlers
and the legless spitter occupying the middle of the room. Look to your right
and you will see a similar doorway to where you are currently. When you see the
laser go past immediately sprint for the doorway and continue to run to the
back of the room, turn around and use stasis on the super-slasher who just
jumped out of the vent behind you. Kill it and do the same for the legless
spitter that crawls in the doorway after you. Grab the power node (44) from the
wall.

Again move to the door we just entered and look to the right, you should again
see another opening. Like the previous instance, wait for the laser to pass
before legging it over to the next side room. From the entrance, eliminate the
crawlers that spawn and then once more look to the right for the next doorway.
Sprint over here and kill the two slashers and the legless spitter that appear.
 Take the elevator located here up to the next level.

Follow the balcony to the right until you reach a blue control panel. Use this
to turn off the lasers below. When they stop spinning, use your kinesis to
lower the object in front of you to create a bridge to the centre of the room,
again from here use kinesis to lower the object here to continue over to the
opposite balcony. If you check out the ammo and crates to the left, on your way
back to the door you will be ambushed by a slasher and a super-slasher.

Enter the unlocked door. And follow the hallway until you reach a circular room
with a small raised area in the centre. Look to the right and at the bottom of
the raised area for an audio log (Log 41 - Marker Success!). Use the save
station (ss52) here if you wish and then continue through the next door.

We are now on the top floor of a three tiered room. Move to the left and chill
in the corner. A tonne of baddies will come your way in the form of a crawler
or two, 3-4 super-spitters, 2-3 super-slashers, an exploder and two regular
spitters. As per usual, mines and stasis are a good way to protect yourself if
your main firearms can't keep up. Once the baddies stop coming, move forward
a little bit and kill the two necromorphs that appear. Enter the door and go
down the ramp, eliminating the super-spitter and the slasher at the bottom.
Continue through the door to the second tier of the room we were in just
before.

As with the previous floor, head over to the left hand corner of the room.
Eliminate the slasher and the exploder that appear on the other side, then the
super-slasher that appears in front of you and the super-spitter who appears
where the exploder came from. After killing another super-spitter,
super-slasher and a regular slasher, move towards the next door slightly and
kill the extra two slashers that appear. Enter the door and continue down the
ramp to the ground floor of the three-tiered room.

As you enter, look to the right for an audio log (Log 42 - Tiny marker). Turn
to the left and walk towards the large red door here. As you approach it, look
behind you to see a brute drop down to attack. As with the previous encounters,
simply use stasis on the brute to the max and it is harmless - heck there is
even a stasis canister next to the door you can use to make it easier. Once its
legs have been removed and it's not bothering you any more, return to the
door and hack the panel nearby to unlock it.

Continue through the next set of doors through the hallways and across the
bridge until you reach the next room. This room contains an upgrade bench, a
save station (ss53) and a store. Go to the store and look on the yellow counter
to the right of it to find a text log (Log 43 - Dire) and to the left of it
for an audio log (Log 44 - It's Making Us Make It!) hidden behind the
helmet on the bench. Return to the save station and enter the elevator.

After the cut-scene, enter the door to the right and use the panel in front of
the cylindrical machine in the centre of the room. Isaac will climb into the
machine.

Use the control to direct the laser down into Isaac's eye, you need to do
this do this VERY slowly as his eyes will dart all over the place suddenly and
without warning. You will need to lower the needle into his eye when the laser
is blue or he will die.

o~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~o
Note: After completing this, you will earn the achievement/trophy
'Cross your heart, hope to die'
o~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~o



===============================================================================
                             Chapter 14: Ubermorph [ACT-14] 
===============================================================================

After getting out of the eye-poke machine and the short story sequence, a new
type of necromorph will emerge from a vent on the far side of the room. This is
the ubermorph - it acts like your regular super-slasher, but will regenerate
when killed - essentially a rehash of the regenerator from the first Dead
Space. He is going to be keeping us company the entire way through chapter 14
so you need to know how to deal with him. Your best bet is to sever both of his
legs then stasis him and run away, it will continue after you, but if it is
still alive, it will crawl instead of running which gives you a lot more time
to deal with the other threats as they arise.

Knock out the ubermorphs legs and put it into stasis, then hack the panel next
to the door here to exit the room. Turn right to find a power node (45) in a
wall cabinet and then turn the opposite direction and continue down the
hallway, there is a save station (ss54) here and an audio log (Log 45 -
Illegal Evacuation). Continue down the hall to the left and across the walkways
until you reach a large room.

Kill the super-spitter here and make your way to the body on the raised section
in the centre of the room. On the floor in front of it you will find an audio
log (Log 46 - Evacuation SNAFU). Turn around so you are facing directly away
from the body, run to the back wall and look around here for a wall cabinet
containing a power node (46).  As you approach the exit, the ubermorph will
make another appearance, so lop its legs off again and put it in stasis. Run
back to the body and use kinesis to carry it back to the scanner to unlock the
exit door.

As you do this you will simultaneously be attacked by a pair of super-spitters
and a super-slasher. Kill them and ensure the ubermorph remains legless or in
stasis before running through the door. There is a save station (ss55) here if
you wish to save, when you are done continue down the hallway. There the
ubermorph will continue to follow you through this section, so you need to
ensure that you keep watching your back and to keep slowing it down.

Proceed along the walkway here, killing the super-spitter after the first door
and running all the way to the end here to find a power node (47). Return to
the side passage and drop the ubermorph again as you go. Enter the side passage
and kill the super-slasher here, watch out for the swarmers on the floor.
Continue a little further and another two super-slashers will break out of the
walls, quickly kill them and run to the elevator at the end.  Put the ubermorph
down again if you need to and then ride the lift down to the next area.

As you enter the room you will be able to see some infectors up to no good
through a window in front of you. Take the opportunity now to plant some
detonator mines near the door, and close to the lift exit. After a few moments,
the ubermorph will jump out of a vent next to the lift. The mines you planted
should damage him a bit so stick him in stasis for the moment. As this is
happening, you are likely to have a pair of super-slashers and an infector or
two appear through the vents near the door, assist the mines in defeating the
lot of them, then pull the kinesis panel off the wall and destroy the purple
fuse to open the door.

Take the ubermorph out one more time, then run through the door and through the
circular door in the next room. Activate the panel here to deactivate gravity.
The ubermorph will not follow you here so feel free to chill out for a second
to let Isaac catch his breath. Fly up and across the room to enter another area
similar to the factory processing area we ventured through earlier. First up we
will encounter a pair of large horizontal doors that continuously slam shut.
They will crush you if you try to boost through regularly. So use stasis to
slow down each of the doors and use your boost to get through when a decent gap
opens up.

Next you will encounter three sets of energy beams, wait for the first to
activate, then head through to the safe zone between and repeat this for the
next beam. Now at the end of the area here you will be able to see a nest
necromorph, from the gap between the 2nd and 3rd energy beams, shoot its three
glowing sacs to eliminate it. Once it is dead, cross the final energy beam when
it is safe to do so and pick up the semiconductor. Land on the platform behind
the nest and activate the panel. Walk through the door behind you.

Continue through the next room into a corridor. Look to the right to find a
storage room requiring a power node for entry. Pay the admission fee and head
inside for a pair of power nodes (48 & 49). Return to the hallway and follow it
to the next door. Enter it and turn left for another power node (50) and then
continue onwards until you reach a large room containing a save station (ss56),
a store and a bench.

I suggest stocking up on force gun, line gun and plasma cutter ammo, 6-7 medium
med packs and three stacks of stasis packs. This room also houses the final
bench in the game, so use it to upgrade anything you like but make sure you
have fully tricked out your RIG. stasis and at least one of your weapons (I
went with plasma cutter).

When you are ready enter the door.



===============================================================================
                             Chapter 15: The Marker [ACT-15] 
===============================================================================

As soon as you walk through the door you will be attacked by a pair of
super-leapers. Kill them and turn left down the narrow pathway here. As you
approach the next corner, a spitter will appear on a balcony above and in front
of you, so take it out. Move towards the corner and BAM! There's that pesky
ubermorph again! As with the previous chapter, remove his legs, put him in
stasis and run past, following the set passage to the door at the end and
ignoring the lurkers as you go.

Upon entering the room, a pair of super-slashers will appear, one from the vent
to your right and another from a vent on the left side of the room. Kill them
quickly and loot the area if you have time. Wait for the ubermorph to arrive
and incapacitate it again before heading through the next door. Kill the leaper
that jumps at you immediately and then kill the super-spitter a little further
along the passage, once they are dead sprint until you reach the door at the
end to avoid lurker fire.

Cruise down the steps and quickly dispatch the two super-slashers and
super-spitters inhabiting the room here. When the ubermorph appears, put him
down again, stick him in stasis and loot the room to your heart's content.
Freeze him again before you exit.

As you open the door, kill the super-leaper that jumps at you, then sprint to
the far end of the area, kill the super-spitter that jumps out of the vent here
before continuing inside through the next door. Go to the back of the room and
pick up the text log (Log 47 - Tiedemann's Last Hope). Ride the lift up to
the next floor to find a save station (ss57). Save here if you wish and
continue through the door.

As you enter the room, the ubermorph will drop down from the ceiling in front
of you. Disable it by removing its legs and freezing it as usual, and then
shoot the purple fuse box near the door to unlock it. Continue through here.
Turn to the left to see a fan at the end of the hallway run over to this and
stand directly in front of it. Wait for the ubermorph to follow you and when it
is right on top of you, use stasis on it, run around behind it and then use
your force guns alternate fire on the ubermorphs chest to send it into the fan
to kill it for good.

Follow your suit locator to the end of the hall and enter the small room here.
Shoot the purple circuit next to the door you just came from to close it and
open another. Cruise on through and head across the bridge here to endgame.

During the subsequent story scene you will need to mash the button that the
indicator will pop up on the screen and you will also need to aim and fire at
one point. Once the scene is completed its time for the final boss.

==========================
Boss: The Marker Delusion                           
==========================

The marker will take the form of Nicole. This fight is significantly easier
than what we have just gone through and much easier than the boss of the
original Dead Space so you should have no real issues here.

Nicole is the main target and you need to keep your distance from her or she
will kill you instantly. You will also be constantly attacked by pack children,
who appear with increased frequency and numbers as the fight progresses.

Essentially what you need to do is to dish out damage to Nicole and when enough
has been done, she will disappear along with the summoned pack children giving
you a clear shot at a large glowing 'heart' in the distance. Your best bet
is to use stasis or the force gun to clear a few children, and then focus on
Nicole with your gun of choice.

Once she is gone, focus on using your most powerful weapon to lay into the
glowing object in the distance - this will damage the marker. Repeat this
process three times to destroy it.

Following the scene, keep your controller in hand as you will have to do one
last button mashing sequence before the credits roll.

o~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~o
Note: Destroying the marker you will unlock the achievements/trophies
'The Final Sacrifice'�, 'The Fugitive'� and 'Made Us Whole'�. If you
played through the game on Zealot difficulty, you will unlock the
achievements/trophies 'Mission Impossible' and if you played through on
Hard Core you will earn the achievement/trophy 'Hard to the Core'
o~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~o

Congratulations - You just finished Dead Space 2, Huzzahs are in order!

===============================================================================
===============================================================================
-------------------------------------------------------------------------------


   *******************
 ***********************
***    SCHEMATICS    *** [SCHM]
 ***********************
   *******************

Chapter 2
Schematic 1  - Power Node
Schematic 2  - Stasis Pack

Chapter 3
Schematic 3  - Pulse Rifle
Schematic 4  - Javelin Spears

Chapter 4
Schematic 5  - Security Suit

Chapter 5
Schematic 6  - Ripper
Schematic 7  - Medium Med-kit
Schematic 7  - Line Racks
Schematic 8  - Detonator

Chapter 6
Schematic 9  - Seeker Rifle
Schematic 10 - Pulse Rounds
Schematic 11 - Flamethrower
***Schematic - Vintage Elite Suit

Chapter 7
Schematic 12 - Ripper Blades
Schematic 13 - Force Gun
Schematic 14 - Contact Beam

Chapter 8
Schematic 15 - Vintage Suit
Schematic 16 - Detonator Mines
Schematic 16 - Large Med Pack

Chapter 9
Schematic 17 - Flame Fuel
Schematic 18 - Seeker Shells

Chapter 10
Schematic 19 - Force Energy

Chapter 11
Schematic 20 - Contact Energy
Schematic 21 - Advanced Suit
***Schematic - Advanced Elite Suit




===============================================================================
-------------------------------------------------------------------------------


   *******************
 ***********************
***   LOG LOCATIONS   *** [ATLG]
 ***********************
   *******************

Chapter 1
Log 1  - Popsicle Sticks
Log 2  - Orderly TPS Report: 1411
Log 3  - Anxiety Spike
Log 4  - Heisenberg
log 5  - Secrecy

Chapter 2
Log 6  - Cut off their limbs
Log 7  - Quarterly Report
Log 8  - Titan Part 1

Chapter 3
Log 9  - Titan Part 2
Log 10 - Altman's Footsteps
Log 11 - Recruiting
Log 12 - Sally 3

Chapter 4
Log 13 - Tour Staff
Log 14 - Two Tines
Log 15 - Harsh Pressure
Log 16 - Recruit test Results

Chapter 5
Log 17 - Thawed Bodies
Log 18 - Stuck Coffins

Chapter 6
Log 19 - Happy Hopes
Log 20 - School Nurse Report 8022
Log 21 - Kids Gone Crazy

Chapter 7
Log 22 - Personal Log: Howard Phillips
Log 23 - Personal Log: Howard Phillips 2
Log 24 - Personal Log: Howard Phillips 3

Chapter 8
Log 25 - Ellie's Story 1
Log 26 - Ellie's Story 2

Chapter 9
Log 27 - Ellie's Story 3
Log 28 - Ellie's Story 4
Log 29 - Ellie's Story 5

Chapter 10
Log 30 - The Clogger
Log 31 - Cursed Ship
Log 32 - No transfer
Log 33 - Re-animate
Log 34 - Framing Cho


Chapter 11
Log 35 - Personal Log. RIG 438642, #5
Log 36 - I Could Never Hurt You
Log 37 - Personal Log. RIG 438642, #1

Chapter 13
Log 38 - Patient Four
Log 39 - Shield Questions
Log 40 - Same Signal
Log 41 - Marker Success!
Log 42 - Tiny marker
Log 43 - Dire
Log 44 - It's Making Us Make It!

Chapter 14
Log 45 - Illegal Evacuation
Log 46 - Evacuation SNAFU

Chapter 15
Log 47 - Tiedemann's Last Hope

===============================================================================
-------------------------------------------------------------------------------


   *******************
 ***********************
***    UNLOCKABLES    *** [UNLK]
 ***********************
   *******************
=================
Campaign Unlocks
=================
New Game +
Complete the game on any difficulty setting. Lets you carry all of your 
upgraded equipments into a new game. Great for hitting up Zealot difficulty
on your second playthrough. 

Hardcore Mode
Complete the game on any difficulty setting. You start from scratch, all 
enemies take more hits and do more damage. You only get 3 saves in the whole 
game. 

================
Unlockable items
================
Elite Riot Suit
Available for purchase at the first store during New Game +

Arctic Security Suit
Complete the game on Zealot difficulty to unlock this at the Store

Soldier Suit
Complete the game on Hardcore difficulty to unlock this at the Store

Elite Engineer Suit
Schematic found in New Game + during Chapter 2, next to the save station just 
before the first zero gravity section.

Elite Vintage Suit
Schematic found in New Game + during Chapter 6 in the transport hub, where you 
meet Ellie and Stross and must figh the brute at the end of the chapter.

Elite Security Suit
Schematic found in New Game + during Chapter 9 after you exit the tram

Elite Advanced Suit
Schematic found in New Game + during Chapter 11 when the large cargo lift you
have to fight a tonne of necromorphs on reaches the top, turn around and you 
will find it over the ledge opposite the exit.

===============
Special Unlocks
===============
Dead Space 1 Plasma Cutter
Have a completed save file from Dead Space on your console to unlock this item 
at the store.

Hacker Suit
Have a completed save file from Dead Space: Ignition on your console to unlock
this item at the store.

======================
Multiplayer Unlocks
======================
Solid Army Green Suit     - Unlocked by reaching level 04
Solid Red Suit            - Unlocked by reaching level 08
Solid Black Suit          - Unlocked by reaching level 14
Solid Olive Suit          - Unlocked by reaching level 16
Urban Camo Blue Suit      - Unlocked by reaching level 20
Urban Camo Army Green Suit- Unlocked by reaching level 23
Urban Camo Red Suit       - Unlocked by reaching level 26
Urban Camo Military Suit  - Unlocked by reaching level 32
Urban Camo Olive Suit     - Unlocked by reaching level 36
Tiger Camo Blue Suit      - Unlocked by reaching level 41
Tiger Camo Army Green Suit- Unlocked by reaching level 45
Tiger Camo Red Suit       - Unlocked by reaching level 49
Tiger Camo Military Suit  - Unlocked by reaching level 52
War-Torn Suit             - Unlocked by reaching level 56
Visceral Games Suit       - Unlocked by reaching level 59

Solid Viral White Suit    - Unlocked by killing another player with the suit 
                            equipped
Urban Camo Viral Yellow   - Unlocked by killing another player with the suit 
                            equipped




===============================================================================
-------------------------------------------------------------------------------


   ****************************
 ********************************
***    ACHIEVEMENTS/TROPHIES   *** [ACTR]
 ********************************
   ****************************



===============================================================================
Story Achievements/Trophies
===============================================================================
There are 14 story related achievements/trophies and as long as you complete
the main storyline you can not miss any of these. In addition, there are 3
achievements/trophies earned for completing the game on various difficulties. 
Here's a list of said achievements/trophies:


Patient on the Loose          - Get your first Suit
Derailed                      - Survive the Train Sequence
One Small Step                - Get through the first Zero-G area
Clever Girls                  - Survive your first encounter with Stalkers
Torment Me No More            - Kill the Tormenter
The Graduate                  - Win the fight at the School
Shut Down                     - Defeat the AI
Powered Up                    - Complete the Solar Array Puzzle
Hornet's Nest                 - Destroy the Tripod Nest
Operation!                    - Snare the Shard with the Ishimura
Knock Knock                   - Complete the Drill Ride
Cross your Heart, Hope to Die -	Survive the Eye Poke Machine
The Final Sacrifice           - Destroy the Marker
The Fugitive                  - Escape the Facility

Made Us Whole                 - Complete the game on any difficulty setting
Mission Impossible            - Complete the game on Zealot setting
Hard to the Core              - Complete the game on Hard Core setting


===============================================================================
Weapon Achievements/Trophies
===============================================================================

Shock Therapy           - Impale an enemy with the Javelin Gun and use its Alt-
                          Fire to shock 3 others (single player only)
Going for Distance      - Impale an enemy and make him fly through the air for 
                          17 meters - it must stick to the surface
Skewered in Space       - Impale an enemy into a Decompression Window to cause 
                          it to blow out
Clean Cut               - Sever all three tentacles of a Lurker with one Line 
                          Gun Primary Fire shot (single player only)
My Boom Stick           - Kill 6 enemies at once with Line Gun's Alt-Fire 
                          (single player only)
Peek a Boo!             - Kill a Stalker with the Seeker Rifle while in Zoom 
                          Mode
C-Section               - Knock down an enemy with Contact Beam Alt-Fire then 
                          kill it with Primary Fire before it stands up
It's a Trap!            - Kill 20 enemies with Detonator Mines in a deployed 
                          state
Lawnmower Man           - Kill 4 enemies with the same Ripper blade
Necro Flamb�            - Kill 50 enemies using the Flamethrower


===============================================================================
Combat Achievements/Trophies
===============================================================================
Bouncing Betty          - Kill a Cyst by catching its Mine and throwing it back
...And Stay Down        - Kill 25 crawling enemies with Stomp (single player 
                          only)
The Nanny               - Kill 30 Crawlers without detonating them
Brute Juke              - Kill a Brute without taking damage
Frozen in Time          - Kill 50 Necromorphs while they are in Stasis (single 
                          player only)
Vacuum Cleaner          - Decompress 20 Necromorphs without getting sucked out 
                          yourself
The Sampler Platter     - Kill a Necromorph with every Weapon in the game 
                          (single player only).
Think Fast              - Kill 30 Necromorphs with Kinesis objects
Shoot the Limbs!        - Dismember 25 Necromorph Limbs (single player only)
Epic Dismemberment      - Dismember 2,500 Necromorph Limbs (single player only)


===============================================================================
Collectible Achievements/Trophies
===============================================================================

The Electrician  - Collect 10 Semiconductors
The Engineer     - Collect 10 Schematics
Collect Peng     - Find the Peng treasure
The Librarian    - Collect 100 logs

===============================================================================
Misc Achievements/Trophies
===============================================================================

Elevator Action            - Knock off every Tripod during the Elevator 
                             Sequence
First Aid                  - Use Quick Heal ten times (single player only)
Taste of your own Medicine - TK Impale a live Slasher to a surface using a 
                             Slasher's arm - it must stick to the surface
Romper Stomper             - Stomp 10 Containers
Lightspeed de Milo         - Dismember the Lightspeed Boy Statue
Looking Good               - Purchase the Advanced Suit
Fully Loaded               - Simultaneously have four completely upgraded 
                             weapons
Fully Outfitted            - Upgrade your RIG and Stasis completely
Picking favorites          - Upgrade 1 Weapon completely

===============================================================================
-------------------------------------------------------------------------------


   ****************************
 ********************************
***        DLC - SEVERED       *** [SEV-00]
 ********************************
   ****************************


Following on from the critically acclaimed release of Dead Space 2, Visceral 
Games and EA have released the first piece of narrative DLC for the game. 
'Severed' sees you take on the role of Gabe Weller, protagonist of the Wii 
game - Dead Space: Extraction through his two chapter excursion aboard The 
Sprawl. This walkthrough will get you from beginning to end unlocking all of 
the achievements and finding the hidden power nodes as you go.

===============================================================================
Chapter 1: Betrayal [SEV-01]
===============================================================================

After the brief introduction, and a quick squiz at our new leading man – Gabe
Weller, you will gain control of said protagonist. Gabe has a fancy pulse rifle
and a seeker rifle at his disposal. He also has a suit locator identical to the
one Isaac has in his suit, so if you get lost, use the locator to find your way
to where you need to be.

Use the suit locator and follow the glowing path down the nearby hill and
through the rocks here, watch out for the cyst on the left. Continue to the
right, picking up the med kit off of your fallen comrade and destroy the cyst
on the opposite side of the rock here. Continue towards the blue light on the
floor in the distance. As you approach a spider necromorph will come around the
corner, kill this and follow the passage around to the right. Immediately after
you enter the room, look to your right and destroy the cyst on the wall here.

Proceed through the room and climb the slight hill here (watching out for a
cyst on the left) until you reach a door with a corpse in front of it. Examine
the corpse for a flamethrower.  Walk past the door and into the corridor lit by
the blue flare here, at the end you will find a power node (1). Return to the
door and cruise on through.

Here you can use the save station (SS1) or either the bench or the shop nearby
(if you have any DLC weapons or armour, you will be able to equip them here).
You will have 50,000 credits to start off with so I would recommend purchasing
either the force gun or the javelin gun (for use in grabbing an
achievement/trophy in the next room) and then feel free to purchase any power
nodes or ammo as you so desire and when you are done re-stocking and upgrading,
use kinesis to move the obstacles before proceeding through the door at the
bottom of the ramp.

Upon entering the room you will see a slasher in the distance, slowly move
forward and look to the right when possible to see a second slasher. Kill them
both.  Move further into the room.

o~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~o
>> INFO: Note: “Grind House” trophy/achievement. On the left hand side of
the room you will see spinning gears, now if we use these to kill an enemy we
will earn an achievement/trophy “Grind House”. 
o~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~o

Walk slightly past the gears here and use kinesis to pick up the stasis
canister lying against the far wall. Move a bit more towards the exit and this
will trigger an attack. Move back to the far side of the grinding machine and
wait for the exploder and some pack children to be right in front of it before
launching the canister which will cause them to slow down, now manoeuvre Gabe
around so that the baddies are between him and the grinder and use either the
javelin gun or the force gun to launch one of them into the gears for the
reward, alternatively, once you have a necromorph in stasis, you can simply
push them into it.  Mop up any survivors before exiting into the next corridor.

Enter the unlocked door here and proceed through the tunnel until you exit into
another large room. After the short conversation with your buddy upstairs, look
behind the ramp directly in front of you to see a small alcove. Use kinesis to
pick up the crate in here to reveal a power node (2). Use your suit locator and
follow it around to a set of stairs.  Climb to the top and kill the necromorph
here and the infector that come to attack you.

Make your way to where your friend was earlier when he spoke to you and use the
blue console here to unlock the door. Doing this will cause a pair of leapers,
two slashers and a group of pack children to attack you from both sides. Hang
out on the central platform and if things get a little hectic, don’t be
afraid to use a bit of stasis if need be.  Once you have successfully fended
off the attack, you will earn the achievement/trophy “King of the Hill”.
Proceed through the unlocked door.

Continue through the corridor until you exit into a large elevator shaft. Use
the save station (ss2) here if you like, then hit the button to call the lift.
Enter the lift and use the blue panel to descend.

When you regain control, you will be suspended upside down, just like Isaac was
at the end of Chapter 2 of the main campaign. Looking straight ahead,
necromorphs will start coming down the ramp in front of you, first up a pair of
slashers will make an appearance, then an exploder, then another 3-4 slashers
and a pair of exploders will come. Just eliminate them all and when enough have
been killed, Gabe will fall free of the lift. Huzzah!

After the scene, stomp the bodies and grab some ammo before following the set
passage until you reach the next unlocked door. Make your way through to the
next large area (remember this place from the mining area of the Dead Space 2
campaign? You should do! The next few areas will be pretty familiar as we head
in the opposite direction that Isaac went on his way through). Use the blue
panel close to the entrance to override the emergency lockdown and head up to
the ramp. Kill the leaper that appears and then loot the room for ammo and
health.

Retreat back down the ramp and to the left hand side of it is a small walkway
leading to an area underneath the higher level. Here you will find a second
emergency override switch. Hit this one, this time it will trigger a pair of
leapers to attack you. Fend them off and then climb the ramp, follow the
walkway around to the right and next to the elevator here you will find another
blue emergency override switch. Use this panel and kill the pair of infectors
that come to greet you.

If that was your third panel, return to the top of the ramp and head through
the now unlocked door along the walkway to the left. Here you can use the save
station (ss3), use the shop or upgrade your equipment at the bench. When you
are ready, proceed up the ramp next to the bench and through the next unlocked
door.

As soon as you enter the next room, examine the box on the wall in front of you
for a power node (3). Continue around the walkway here and kill the crawlers
and the guardian. If you are lucky a crawler will be right next to the guardian
and blowing it up will yield the guardians death as well –if not kill it
before approaching.  Be sure to loot the guardian for a gold semiconductor and
continue along the walkway. Head into into the room on the first right to find
a super slasher playing dead on the floor. Kill it for a med pack,
alternatively, skip him altogether and head through the unlocked door.

Continue through this room and out the other side. Move slightly up the ramp
and then sprint into the small room behind and to the left of the entrance.
Kill the three leapers that appear and look out for a spitter on the right side
of the area when you decide to leave the safe spot and another spitter will
appear a little further up the ramp.  Continue through the open door at the top
side of the room to find a save station (ss4). Save if you wish and then
continue through the door.

o~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~o
>> INFO: Note: “Ship Shape” achievement/trophy. We will now have to fight a
gunship. If you can take it down within 30 seconds you will earn the
achievement/trophy “Ship Shape”. 
o~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~o

This is actually quite easy as you will only need to hit it a couple of times
with explosive canisters. As you enter the area, you will be safely behind a
barricade of crates and this will conveniently provide cover from the hail of
bullets the gunship will throw at you. Grab an explosive canister with kinesis,
wait for the gunfire to stop and then step out and launch the canister at the
gunship.  There are three canisters lying about – one just in front of you as
you exit the door, a second in a dispenser on the left hand wall and a third
sitting in front of the crates.

Once the gunship has departed, continue up the nearby ramp and activate the
blue panel to complete the chapter. You will also earn the achievement/trophy
“The Betrayal”.


===============================================================================
Chapter 2: Sacrifice [SEV-02]
===============================================================================

As soon as you regain control of Gabe you will be standing just outside of the
hospital where Isaac began his adventure. Venture forward and as you reach the
far wall a super slasher will attack from the left and a super spitter will
emerge from a vent on the right. Once they are dead, a brute will burst through
the door in the middle of the back wall and as you set about killing it, watch
out as crawlers will start coming out of the door it just opened for them.

After everything is dead, loot the room and don’t forget to stomp the brute
for a ruby semiconductor. Enter the unlocked door and into a zero oxygen zone.
In front of you is a pair of laser mines, use kinesis to grab one of the bodies
floating in the distance and drag it through the mines to safely set them off. 
As you round the corner, you will see a third laser mine, leave this one alone
– a super slasher will drop from the vent behind it and run into it. Finish
off the baddie and enter the door behind it.

As you enter, there will be a shop on your right. Hug the left hand wall and
follow it all the way around until you find a box on the wall containing a
power node (4). Use the shop, the bench and the save station (ss5) if you so
wish before continuing through the unlocked door.  Make your way to the right
here and through the next door.

Turn to the right into the hallway and you will see a slasher ahead pulling a
body in the distance. Make your way up to where you saw it and look to the
right; it will attack you from behind the reception counter with the red
balloons, so kill it. Ignore the elevator for the minute and check out the room
opposite the entrance for a power node (5). Upon returning to the larger room
you will need to watch out for a super spitter that will be jumping down from
the ceiling behind the red balloon desk and also for a slasher who has
materialised near the elevator. When they are both dead step into the elevator
and ride it down to the next area.

Turn left into the large room with the necromorph growth in the centre. Stay
close to the wall next to the door you entered from. You will see four slashers
lying on infirmary beds in the room in front of you. They are all playing dead.
Shoot the closest one and the rest will jump up and run at you. Use stasis if
need be, and watch out for the super slasher who will drop out of the
necromorph growth near the door.  Once the room is clear look on the wall
opposite the entrance and you will find a power node (6). Shoot the cyst in the
doorway next to the power node and those in the hallway before proceeding to
the next area.

Use the blue panel here to open the security gate and continue through the room
to the other side. Use the door here and after the necromorphs in the distance
run out of view, head over and save your game at save station (ss6) if you
wish. Then cruise on over and around the corner after the necromorphs. Enter
the unlocked door here.

As you walk inside you will immediately be attacked by a group of pack
children. Hold your ground and use stasis to make things a bit easier.  After
the attack has been successfully defended, move forward a little bit and
several more pack children will attack, return to the previous defendable area
and take them down. Enter the next room and run to the far wall, another group
of pack children will attack, so turn around. The benches in the centre of the
room should create a nice bottleneck for you to take them out one at a time.

When they are all gone, follow your suit locator up the nearby ramp and at the
top you will see more of those pesky laser mines, as before use kinesis to drag
something through them to detonate them safely.  After you have detonated the
first one, enter the room and defend yourself against a leaper who will come
over the wall to the right. Once it is dead, ignore the other mines for now and
run to the opposite side of the room and down an identical ramp to the one we
just came up to find a power node (7). Return to the top floor and deal with
the rest of the mines here.  Enter the unlocked door.

If you use your suit locator as you proceed down the hallway here, it will want
you to turn left. The room on the right has some ammo and a slasher playing
dead on the floor if you are interested. Continue into the doorway suggested by
your suit locator. Make your way through the rooms and kill the necromorph
spiders when they attack.

When you exit back into the main hallways you will head forward and reach an
intersection. As you arrive, a necromorph will drop down from the ceiling
behind you and will soon be joined by a pair of slashers and an exploder. Kill
them all and check your suit locator again. It wants you to head right at the
intersection, if you continue straight through into the next room and enter the
open door to the right for a store and a bench if you need them (you will also
be attacked by a divider and a slasher on the way out if you use them). If you
don’t need either continue down the intersection to the right.  Follow the
hallway into the next reception area, look under the aquarium on the right side
of the room for a power node (8) and then enter the unlocked door opposite.

As the door opens, a pregnant necromorph will be in front of you, fire low to
kill it without releasing swarmers and then stomp the corpse for some ammo.
Utilise the save station (ss6) if you would like to do so and then continue
through the unlocked door. Mosey on through the next door.

You will now be back in the area where Isaac first acquired his plasma cutter
in the Dead Space 2 campaign. Continue around the beds until you reach the door
to the central room – here you will be attacked by a legless spitter and a
super spitter. Kill them both and explore the central room if you wish to grab
a med kit (and get attacked by another super spitter) or continue onwards ,
through the door along the hallway and back out into an open area.

Work your way down the ramps and up the other side. There is a super slasher
playing dead up the ramp in the far corner if you are interested. And if not,
continue into the elevator and hit the button to take it down to the next zone.

Exit the lift and follow the glass panel around to the right. As you enter the
circular room a super slasher will come in from the opposite side, and a super
spitter will attack from behind. Killing them will cause another super spitter
to drop out of the vents near where you entered the room and a second super
spitter will appear where the first super slasher came from.  Once they have
been dealt with enter the unlocked door and take the elevator down to the next
level.

Leave the elevator, go through the door and follow the hallway to the end. In
the next room you will be attacked by a legless spitter, so take it out. Kill
it and open the next door.

o~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~o
>> INFO: Note: “Peng Me Again” trophy achievement – find the Peng
treasure again!  Look at your suit locator; it wants you to head left. Ignore
it for now and continue straight down the hallway around the corner you will
find an unlocked door, continue inside.  Make your way to the far end of the
shower room here and kill the pregnant that emerges from the side area. Once it
is down, check out the room where it came from to find the Peng Treasure. Pick
it up for the achievement/trophy “Peng me Again”. 
o~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~o

Backtrack to the previous area, killing the two super slayers and the pregnant
that ambush you in the shower room on the way out and enter the room the suit
locator wants us to.  As we enter, a super leaper and an exploder will enter
from the door on the far side of the area. Kill them, and then look back to the
door we just entered from, you will see another leaper and exploder enter from
here. Once they are dead, return your attention to the far side of the room and
take out the spitter that appears here. Once the lot of them have been dealt
with, continue through the far door and enter the nearby elevator.

After exiting the elevator continue into the next room to find a save station
(ss7), use it if you wish before grabbing either the chair or the body with
kinesis and continuing through the door. Use whatever object you brought with
you to get rid of the laser mines and enter the door at the end of the
corridor.

In the next room, move over to the glass on the left hand side of the room for
a quick story scene. Afterwards, head through the unlocked door on the far side
of the room.

Turn to the right and make for the ramp, as you do a slasher will jump out of a
vent behind you. Kill him and continue down the ramp. Again at the bottom of
the ramp another slasher will come at you from behind, eliminate it and
continue into the next large room. Here you will be attacked by a large number
of pack children, so retreat to the previous room and shoot them as they funnel
through the doorway.  After they stop coming, continue through the area, down
the hallway and into the unlocked door on the left.  At the end of the corridor
you will find a save station (ss8) use it if you wish and then head through the
door.

Kill the divider here and then follow the baddies through the door to the
right. Here you will find a bench and a store, this is your last opportunity to
do shopping and upgrade so stock up on plenty of ammo and upgrade if you need
to do so.  Proceed through the next door.

As you enter, run to the left immediately and stick yourself in the niche in
the wall here, turn around and face the entrance. You are now in a room with
6-7 super stalkers and by assuming this position they will have to take a
fairly long and straightforward path to reach you. Use stasis, explosives or
just your standard weapon to take them all out.

Continue towards the left hand corner of the far wall opposite where you
entered and you will be ambushed by a small group of pack children, get rid of
them and proceed onwards to the back wall. Here another pair of stalkers will
attack you. Kill them and then hit the blue panel on the wall to grab an energy
core. If you look to the right you should be able to see through the rack a
damaged power cell, carry the brand spanking new one over there, killing the
two groups of pack children as you go and replace the faulty power cell.  Enter
the door.

After a quick scene, you will be set upon by a pair of slashers and a pair of
infectors. Fight them off. Loot the room of ammo and health packs and then when
you are ready, hack the terminal in front of the shuttle. After the button
mashing sequence you will be unable to move.

To finish this section, look to the far wall, there are four purple fuses we
can shoot to open the shuttle bay doors. You will need to hit all four of those
to complete the chapter.

o~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~o
>> INFO: Note: “Remember the Alamo” achievement/trophy However before we do
that, there is an achievement/trophy available for killing 16 necromorphs
before releasing the door. The necromorphs will come from in front and to the
left and right and consist of slashers and the occasional exploder, it
shouldn’t take long and once you have killed enough, the achievement/trophy
“Remember the Alamo” will be yours.  
o~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~o

Hit the fuses to open the door and complete the chapter and the DLC.

For completing the chapter you will unlock the achievement/trophy “The
Sacrifice” and if you went ahead and beat it on Zealot difficulty you will
unlock “The Veteran”.



   *******************
 ***********************
***  SPECIAL THANKS   *** [THNK]
 ***********************
   *******************

I would like to thank the following people/entities:

- GameFAQs for always being there when I needed help and for accepting my FAQ.
- Visceral for continuing to make awesome games. Bring on Dead Space 3!
- My Fiancee Kumiko, who has been incredibly patient and understanding.
- And everybody who has taken the time to read my FAQ so far.


Contributers:
- Hypnofunk as always for some general error corrections
- David Brenner for pointing out a power node I missed in Chapter 11



===============================================================================
-------------------------------------------------------------------------------


   *******************
 ***********************
***      Contact      *** [CNTC]
 ***********************
   *******************

If you feel the need to contact me you can reach me at 

sokkus[at]hotmail[dot]com.

Please include "Dead Space 2" in the subject line.


===============================================================================
-------------------------------------------------------------------------------


   *********************
 *************************
***      About Me       *** [INTD]
 *************************
   *********************

Im 26, Australian and live with my lovely fiancee. I have been thrice been 
named as the world sexiest hugging machine. I work full time and study at
University full time as well. I write game guides as a hobby in what little
spare time I have and have thouroughly enjoyed writing each and every one. 
Please head over to the website i write for -  Thumbpad.com.au to check out 
some of my guides, reviews and an epic team podcast.

If you enjoy this guide, please feel free to send me an email with any 
suggestions or corrections and check out some of my other guides:

- Call of Duty: Modern Warfare 2 FAQ/Walkthrough
- Call of Duty: World at War FAQ/Walkthrough
- Darksiders FAQ/Walkthrough
- Dead Space 2 FAQ/Walkthrough
- Fable 2 FAQ/Walkthrough
- Gears of War 2 FAQ/Walkthrough
- Halo 3 Skull Guide
- Halo 3: ODST FAQ/Walkthrough
- LIMBO FAQ/Walkthrough
- Mass Effect 2 FAQ/Walkthrough
- Resident Evil 5 FAQ/Walkthrough

or as mentioned before, check out more of my guides and reviews at: 
Thumbpad.com.au

Thanks for reading!
Enjoy!


===============================================================================
-------------------------------------------------------------------------------


   *******************
 ***********************
***  VERSION HISTORY  *** [HSTY]
 ***********************
   *******************

Version 1.5

The guide currently contains:
- Full Walkthrough to the Dead Space 2 Campaign
- Completed walkthrough for DLC - Severed
- Completed Unlockables section
- Completed Achievement Section
- Completed Schematic Location Section
- Completed Log Location Section
- Started Hints & Tips section
- Added an additional power node. Now 50 are listed in the walkthrough.

-------------------------------------------------------------------------------

Version 1.1

The guide currently contains:
- Full Walkthrough to the Dead Space 2 Campaign
- Completed Unlockables section
- Completed Achievement Section
- Completed Schematic Location Section
- Completed Log Location Section
- Started Hints & Tips section
- Added an additional power node. Now 50 are listed in the walkthrough.

-------------------------------------------------------------------------------
Version 1.0

The guide currently contains:
- Full Walkthrough to the Dead Space 2 Campaign
- Completed Unlockables section
- Started Achievement Section
- Started Schematic Location Section
- Started Log Location Section



===============================================================================
-------------------------------------------------------------------------------