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Walkthrough

by sokkus

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_______________________________________________________________________________
_________________________________Dead Space 3__________________________________
_______________________________FAQ/WALKTHROUGH_________________________________
_____________________________________________________________________By Sokkus_
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Guide stats:    
------------
Time taken to write : 65+ hours
Word Count to date  : 50,000+
 
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Introduction
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Welcome to my guide for Visceral Games' latest entry into the Dead Space 
franchise - Dead Space 3! If you see any errors, have a question, 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 like what you see here, be sure to check out more of my guides, reviews
and podcasts at www.consoledomination.com and consider donating to my Paypal if
you are feeling a little generous!




Note: This guide is now pretty much completed. Here you'll find a complete 
      walkthrough for all 20 campaign missions, 7 optional missions and 3
      co-operative missions, allowing you to pick up all of those pesky 
      collectibles (Artefacts, Weapon parts, upgrade circuits, blueprints and
      text/audio logs as you go) - which includes locations of all collectibles
      both on your first run through and on new Game +. 
 
      Additionally, in its current state the guide now features:

        > Completed Achievement/trophy Guide
        > Enemy list and strategy guide




I have started a facebook group for readers to keep track of the latest updates
to my guides, you can find it here:

https://www.facebook.com/pages/Sokkus/356910437737253


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Want to know what I thought of Dead Space 3? Check out my review here:
http://consoledomination.com/review/dead-space-3-review/

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Donations
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After a few generous emails and suggestions from readers and because donations
seems to be a growing trend among other contemporary guide writers, I have
decided to put in the option to allow you to donate some money to me for 
helping you out if you wish to do so.

Although I make these guides for free in my spare time, I probably don�t 
need to point out to gamers that purchasing games is an extremely expensive
hobby (games in Australia cost on average $90 - $120) and writing guides for
them can be a very long, incredibly difficult and thankless task at the best
of times, but one that is very challenging and occasionally rewarding.
 
Considering you could be paying upwards of $20+ for guides in a game shop,these
free and easily available guides make a cost-effective substitute. Whilst most
are happy to use and move on without a word I would move that a simple donation
is a great, easy way to say thanks if you feel that my guide has saved you some
time, money and frustration in some small way.

By no means feel obligated to donate just for viewing my guide, but if you are
feeling a little generous I certainly won�t object! Any amount is appreciated
whether it be 10 cents or $10.

Thankyou for all that read this far, if you are interested in donating, my
Paypal address is listed below, if not, skip down to the table of contents
below and get stuck into the creepy world of Dead Space 3!


Paypal ID;

sokkus[at]hotmail[dot]com



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*** TABLE OF CONTENTS ***
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>> Note: To fast travel to a section of the guide, copy the text code next to
         the section of interest. Press CTRL +F and paste the code in there to
         jump down to where you want to go in a flash!
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   _______________________________________________
  / Dead Space 3 Campaign Walkthrough             \______________
  \_______________________________________________/              ]
    |                                                            |
    |    1. Hints and Tips................................ [HNTTP]
    |                                                            |
    |    2. Campaign Walkthrough.......................... [WLKTH]
    |                                                            |
    |         2.00  Prologue  : Beginnings ............... [ACT00]
    |         2.01  Chapter 01: Rude Awakening ........... [ACT01]
    |         2.02  Chapter 02: On Your Own .............. [ACT02]
    |         2.03  Chapter 03: The Lost Flotilla ........ [ACT03]
    |         2.04  Chapter 04: History's Ember .......... [ACT04]
    |         2.05  Chapter 05: Expect Delays ............ [ACT05]
    |         2.06  Chapter 06: Repair to Ride ........... [ACT06]
    |         2.07  Chapter 07: Mayhem ................... [ACT07]
    |         2.08  Chapter 08: Off the Grid ............. [ACT08]
    |         2.09  Chapter 09: Onward ................... [ACT09]
    |         2.10  Chapter 10: Now We Know .............. [ACT10]
    |         2.11  Chapter 11: Signal Hunting ........... [ACT11]
    |         2.12  Chapter 12: Autopsy .................. [ACT12]
    |         2.13  Chapter 13: Reach for the Sky ........ [ACT13]
    |         2.14  Chapter 14: Everything Has its Place . [ACT14]
    |         2.15  Chapter 15: A Change of Fortune ...... [ACT15]
    |         2.16  Chapter 16: What Lies Below .......... [ACT16]
    |         2.17  Chapter 17: A Strange City ........... [ACT17]
    |         2.18  Chapter 18: Kill or Be Killed ........ [ACT18]
    |         2.19  Chapter 19: Endings .................. [ACT19]
    |                                                            |
    |     3. Optional Missions............................ [OPWLK]
    |                                                            |
    |         3.01 C.M.S. Greely ......................... [OPT01]
    |         3.02 Conning Tower ......................... [OPT02]
    |         3.03 Supply Depot .......................... [OPT03]
    |         3.04 Armory ................................ [OPT04]
    |         3.05 Disposal Services ..................... [OPT05]
    |         3.06 Reaper Barracks ....................... [OPT06]
    |         3.07 Artifact Storage ...................... [OPT07]
    |                                                            |
    |     4. Co-operative Missions........................ [COWLK]
    |                                                            |
    |         4.01 C.M.S. Brusilov ....................... [CPT01]
    |         4.02 Archaeology ........................... [CPT02]
    |         4.03 Marker Containment .................... [CPT03]
    |                                                            |
    |     5. Enemies & Enemy Strategy Guide............... [ENMYS]
    |                                                            |
    |                                                            |
    [____________________________________________________________]
   _______________________________________________
  / Dead Space 3 Achievement/Trophy Guide         \______________
  \_______________________________________________/              ]
    |                                                            |
    |    6. Achievements/Trophies Guide................... [ACHMT]
    |                                                            |
    [____________________________________________________________]
   _______________________________________________
  / Miscellaneous                                 \______________
  \_______________________________________________/              ]
    |                                                            |
    |    7. Contact....................................... [CNTCT]
    |                                                            |
    |    8. About Me...................................... [INTRD]
    |                                                            |
    |        8.01  Me                                            |
    |        8.02  Donations                                     |
    |        8.03  Console Domination                            |
    |                                                            |
    |    9. Special Thanks................................ [STHNK]
    |                                                            |
    |   10. Version History............................... [VHSTY]
    |                                                            |
    [____________________________________________________________]



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***   HINTS & TIPS    ***                                               [HNTTP]
************************
***********************

Before beginning the campaign, here are a few tips and tricks that may help
to adjust to the game and get through a few sticky situations with ease.


> Always aim for the limbs! This will cause additional damage to all
  necromorphs and will also hinder their movement.

> Use stasis an dkeep stasis packs in your inventory at all times. Dead Space 3
  has a tendancy to send large numbers of enemies at you quite regularly and
  stasis has the ability to temporarily pause them in their tracks. This allows
  you some extra time to either escape or to take down a necromorph or two
  before it wears off.

> Speaking of running away, in higher difficulties it is not always a necessity
  to kill all enemies before proceeding. Sometimes it is much easier to just
  stick aggressors into stasis and run for the next door!

> Kinesis can be used not only to solve puzzles in the game, but to pick up
  objects from the environment and throw them at enemies. Try pulling blades
  from a fallen slasher or melee weapons from a waster and throw them at their
  friends!

> Upgrade your RIG early and often! Additional health/armor and stasis
  enhancements are all extremely useful. 

> Explore everywhere - The world is larger than any Dead Space game that has
  come before and it is not empty! The developers have hidden lots of
  collectibles and additional items in some odd places to reward exploration.

> Experiment with weapon parts, tools, tips and attachments to create a weapon
  that you feel comfortable with. Creating a decent long range and short range
  weapon can easily get you through the whole game if you apply upgrade
  circuits along the way.

> Always carry a torque bar or two around with you. These bad boys can be
  constructed at benches and act like power nodes from Dead Space 1 & 2 in
  allowing you to unlock doors.

> Keep a spare pair of underpants at close range. Whilst it is not as scary as
  Dead Space or Dead space 2, there are still quite a few jumpy moments and its
  always best to be prepared!



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Got a hint or tip? Send me an email and let me know, if I like it I will 
include it in the guide and credit you for your contribution.
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***     WALKTHROUGH   ***                                               [WLKTH]
************************
***********************

This walkthrough will provide players with the fastest route for each Act from
beginning to the end. By following this guide you will be introduced to
enemies as we bump into them and it will also enable you to collect and unlock
all of the hidden upgrade circuits, Weapon Blueprints, Artefacts, audio/text
logs and of course - the Peng Treasure that have been strewn across the ice
planet of Tau Volantis and its surrounds.

For walkthroughs for each of the co-operative and optional missions that are
encountered along the way, you will find links in the main walkthrough where
appropriate. If you are only interested in them, you will find them in the
relevant location below the guide to the campaign missions.

So without further ado, lets get started!




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Prologue: "Beginnings"                                                  [ACT00]

===============================================================================
Collectibles: |         ]
--------------          ]   >>>>>>>>>>>>>>>>>>> Tau Volantis <<<<<<<<<<<<<<<<<<
Artefacts.............1 ]   
Audio/Text Logs.......0 ]   We�ll start Dead Space 3 200 years in the past and 
Weapon Parts..........0 ]   in control of a hereto unnamed soldier. After the
Blueprints............0 ]   introductory cinematic, use the objective locator
Circuits..............0 ]   button as the on-screen tutorial tells you to.
________________________]   Instead of following it, turn left and run through 
                            the blizzard until you reach the wall at the end of
                            the area. Turn right to find an ARTEFACT [ARTEFACT
1/1]. Reactivate your suit locator and follow it until the air clears up a
little and you are on a ledge overlooking a large building below. 

At this point, the game will pop up an in-game tutorial and tell you how to
run.  Let�s try it out! Follow the ledge around the corner to the left and you
will find the wreckage of a ship. Follow the on-screen tutorials again here to
learn how to stomp and reload.  Once you have reloaded, shoot the �Break Latch�
section on the door here. Open the door.

After the short scene, back up as you shoot the pair of wasters that emerge
from the ship, these guys are fairly commonplace in Dead Space 3 and usually
wield axes and other hand-held melee weapons. They are quite agile and fast on
their feet, so be sure to back away from them as you fire to keep some
semblance of distance (at least until we get stasis!). As with any Dead Space
game, don�t forget to shoot for the limbs!

Once the two wasters are dead, enter the ship. Upon rounding the first corner
another waster will crawl out from a hole at the end of the corridor, so
ventilate him.  Continue around to the right and you will see another trapped
under the crate ahead. He will eventually escape and come to attack, so you
may as well take the initiative and pop him a few times! Shooting him will
summon another pair of wasters to come and attack you as well. When they are
dead, climb the nearby ladder.

Interact with the blue button at the top to open the gate. Head into the
cockpit and interact with the glowing blue cylinder on the control panel. This
will cause a scene to play.

When you regain control, you will be rappelling down a mountainside. An
on-screen button tutorial will enlighten you as to how to move and jump whilst
rappelling.  Continue straight down and when you reach the hole, jump to land
below it. Stick to the left to move to the side of the rock sticking out from
the cliff face and jump the next gap. Again, stay on the left to avoid the
explosion that comes up from below and jump over one final gap for another
scene.

You�ll now be sliding down an icy slope. You can roll from left to right, so
do this to avoid the pieces of debris that come flying at you. After a short
period of sliding a cut-scene will play to indicate completion of the prologue.




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Chapter 01: "Rude Awakening"                                            [ACT01]

===============================================================================
Collectibles: |         ]
--------------          ]   >>>>>>>>>>>>>>>> Isaac�s Apartment <<<<<<<<<<<<<<<<
Artefacts.............2 ]  
Audio/Text Logs.......2 ]   Once the introduction is completed, pick up the 
Weapon Parts..........0 ]   med pack from the crate to the left and use it as
Blueprints............0 ]   indicated by the on-screen tutorial.  
Circuits..............0 ]
________________________]   When you gain control of Isaac, turn to the right
                            and note the glowing blue screen next to the bed.
                            This is an AUDIO LOG [LOG 1/2] and there are plenty
of these hidden throughout Dead Space 3. To collect it, simply run up to it and
hit the action button when the screen changes to indicate as such. There is
also a TEXT LOG [LOG 2/2] and some scrap metal laying on the bed.

When you are ready, exit the apartment and turn right. At the end of the hall
around the corner you�ll find a med pack. Return back around the corner and
continue past Isaac�s apartment and down the stairs. Go through the door here
to exit the building. Walk over to Isaac�s new buddies waiting at the gate
nearby.

After a brief conversation, the door will open. Crouch down as the game
suggests via an on-screen tutorial and walk over to the nearby car. As you
approach a scene will play.



>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> The Sewer <<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<

When you are back in control, sprint forward into the tunnel ahead. Crouch
down behind the concrete block in front. Here you'll meet a new type of enemy
that we will encounter a few times during the game.

 _______________________________________________
| New Enemy: Unitology Commando                 \_____________________________
|_______________________________________________/                             ]
|                                                                             |
| We�ll be seeing a few of these guys during Isaac�s latest adventure and they|
| are usually easy to put down. Unlike 90% of the enemies in the game, they   |
| not necromorphs, as such you can kill them instantly with a headshot as well|
| as the usual dismemberments.  They usually travel in groups of two or more, |
| are usually decked out with assault rifles and will throw grenades. When    |
| it comes time to kill these guys, it is best to duck behind cover and shoot |
| from there to avoid incoming fire. Note that there is also a suicidal       |
| variety of commando who will run at you with grenades and blow himself up.  |
| They usually do a bit of yelling to let you know they are on the way so if  |
| you see one coming, eliminate him quickly before he arrives!                |
|                                                                             |
[_____________________________________________________________________________]


Kill the pair of Unitology commandos that come down the stairs in front and
to the right. As they die another pair will rappel down in the distance.
Eliminate them, loot any ammo lying around and exit out the far side of the
tunnel.  

A suicide Unitologist will run at you (as I mentioned just before, these guys
hold grenades and aim to blow themselves up on you) so shoot him a few times to
take him out before he reaches your location. Continue up the hill and into the
next indoor area.  Climb the ladder in here.

In the room here you will find a bench which we can use to modify items, a pair
of crates to stomp for items and a pair of lockers on the wall to open. Go
through the unlocked door here and then through the next at the end of the
short hallway to exit the building.

Go around the corner to the left. There is another pair of Unitology commandos
here, one on the ground level and one on the balcony on the left. Once you have
dealt with them, go down the alleyway to the left. Around the next corner is
another enemy who will probably meet his end before you get a chance to kill
him. Run up to the stasis recharge dispenser on the wall here to gain the
stasis ability. This will allow us to stop or seriously slow objects and
enemies in their tracks.

Use stasis on the traffic through the doorway for a scene. Once it is clear,
enter the door. Ignore the ladder ahead and instead turn left. Duck into the
room here to find an Earth Gov ARTEFACT [ARTEFACT 1/2]. Now go over and climb
that ladder.

As you reach the top, turn around and kill the two Unitology Commandos that
have followed you onto the road below. Note the open door here. Before going
though, follow the overhead walkway to a room on the other side. Open the
lockers here for a med pack and some ammo. There is also a crate in need of
stomping nearby. When ready, (note that there are probably another two
Unitologists below now) return to the unlocked door and proceed through it.
Head through the door at the end of the next hallway.



>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> Dredger Lobby <<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<

Work your way over to the far wall of the lobby to find four lockers to loot
here containing a �Small med Pack� and some ammo. Use the lift here when you
are ready to proceed.

Once you regain control of Isaac, you�ll see a pair of wasters on the opposite
side of a large pane of glass hammering away with their axes. Quickly loot the
room (there are a pair of med kits on the floor in front of you).  By the time
you have done that, the wasters will have come through. Kill the pair of them.

 _______________________________________________
| New Enemy: Waster                             \_____________________________
|_______________________________________________/                             ]
|                                                                             |
| These guys are humanoid in appearance, wear clothing and wield axes and     |
| other melee items with which to attack. They are different from most        |
| necromorphs in that they can rapidly transform their bodies in response to  |
| localised damage. If you do significant damage to their torso or upper body,|
| the entire top half of their body can fall off and a series of tentacles    |
| will spawn from the top of the legs. Too much damage to the lower body can  |
| cause a pair of projectile firing tentacles to mutate from the upper body.  |
| Tentacles can also be severed, like limbs to deal additional damage to the  |
| enemy.                                                                      |
|                                                                             |
| After all that, it should be noted that these transformations do not always |
| occur, but it is better to expect it than to not expect it and get caught   |
| relaxing!                                                                   |
|                                                                             |
[_____________________________________________________________________________]


Exit through the hole in the glass and turn left. Loot the pair of lockers
either side of the door before cruising on through.  Enter the office on the
left to find four lockers containing some ammos, a stasis pack and med pack.
Exit the office and turn left. Kill the three wasters that appear and proceed
to the far end of the area. There is a locker in each of the offices here you
can loot (more med packs and ammo!) before heading into the unlocked lift
nearby.

After getting off the lift, there is a Unitology ARTEFACT [ARTEFACT 2/2] behind
the counter to the right and a pair of crates to be stomped in the waiting
area. Continue out of the door to the main mall. You�ll find a bench to the
left if you feel like dabbling a little. If not, head through the open door on
the right. In the store here, you can find a med pack and a couple of ammo
clips if you require them. When ready, proceed through the door next to the
Lightspeed Boy statue to exit into an outdoor marketplace.

Before we proceed any further, here�s just a bit of information about another
upcoming necromoprh type: The Slasher.

 _______________________________________________
| New Enemy: Slasher                            \_____________________________
|_______________________________________________/                             ]
|                                                                             |
| Slashers are probably the most frequent enemy that you will encounter in the|
| game (and in the previous two Dead Space games for that matter!). They      |
| appear humanoid in shape but they have evolved massive spiked growths which |
| they will use to attack you. In Dead Space 3, they can now bend over and use|
| the spikes as extra legs to rush up at you.  They are probably the biggest  |
| pushovers out of any of the necromorph enemies in the game and you will     |
| need to sever at least two of their limbs to kill them.                     |
|                                                                             |
[_____________________________________________________________________________]


Once outside, turn right and proceed into the area. You will see 2-3 wasters or
slashers (the make-up changed between playthroughs for me) climb over the
railing in the distance. A pair of slashers will also appear from around the
corner to the right of the wasters. Note that a sneaky waster will have also
appeared behind you. Now is a good time to try out stasis on bad guys! Try to
hit a couple of enemies with the stasis charge to slow them down whilst
focusing on killing their friends before taking them out once the stasis wears
off.

Once you have killed the lot of them head into the doorway on the right,
eliminate the waster here and then proceed through the ticket gates and down
the stairs to enter the subway. 



>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> The Subway <<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<

There is a slasher at the base of the stairs and another lying on the floor
playing dead in the office with the door to the lift. Dismember both of them
and then take the elevator.

Upon exiting you will be in a room with a pair of disassembled trains. On the
wall behind you are four lockers that we can loot before getting to work on the
puzzle.

Grab the train immediately in front of the elevator we came from (it has a �1�
painted on the side) and use kinesis to drag it to the centre of the circular
platform along the tracks to the right. The platform will rotate. Once it is
finished, grab the same train car and again drag it to the left, further away
from the elevator. Again the platform will rotate. Now grab the second train
car and pull it to the middle. Once the platform has rotated, the train will
be complete.

When the train stops moving, climb up the back of it and enter the unlocked
door. Note that if you take too long to get here, two groups of Unitology
commandos will burst in through doors on either side of the area. So be quick!

Once you are in the train, open the first door when able. Wait behind the side
of the door until the gunship stops firing before proceeding outside. Climb the
ladder in front and kill the two Unitology Commandos ahead. Climb the next set
of ladders, proceed forward and kill the Unitologist on the next car below
before climbing down. At the top of the next ladder, kill the two commandos
that rappel down to greet you and then run for the front of the train.

As you approach a scene will play. Hit the button prompts as necessary to
complete the mission.




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Chapter 02: "On Your Own"                                               [ACT02]

===============================================================================
Collectibles: |         ]
--------------          ]  >>>>>>>>>>>>>>>>> C.S.M Eudora <<<<<<<<<<<<<<<<<<<<<
Artefacts.............1 ]  
Audio/Text Logs.......1 ]   As soon as you regain control of Isaac, turn around
Weapon Parts..........0 ]   and look behind carver for a med pack. Make your
Blueprints............0 ]   way back to the main area and look to the right to
Circuits..............0 ]   find an AUDIO LOG [LOG 1/1] on a table here. In the
________________________]   main room you will find a couple of pieces of ammo
                            lying about on tables around the room. When you are
                            ready to go, head through the unlocked door, follow
the short hallway and enter the next door as well.

You�ll end up in a room with a pair of downwards ramps and bit of steam in the
centre. At the top of both ramps you can find lockers to loot.  Proceed down
either ramp and go through the open door to the right at the bottom.  After
going through, immediately turn right and follow the blue hallway all the way
to the end to find an Earth Gov ARTEFACT [ARTEFACT 1/1] and some ammo. 
Backtrack to the door and continue onwards through the next door for a story
scene.

Once that is done, go through the door in front and round the corner to the
right. After a brief conversation, run down the hallway to the left and squeeze
through the half open door at the end.  This will cause another scene to be
shown.



>>>>>>>>>>>>>>>>>>>>>>>>>>>>> C.S.M. Eudora Exterior <<<<<<<<<<<<<<<<<<<<<<<<<<

When we regain control, we will be in zero gravity. Note that you can turn and
move in any direction. To move in the direction that we wish, hit the sprint
button to boost towards our point of interest. For now it is the room behind
the obstacles in front. Boost over and around the obstructions until you reach
the area with the pulsating red lights and blue arrows.

Use kinesis to grab each of the panels with the blue arrows and drag them away
from the door. Once both have been removed a blue panel will appear. Float over
to this and activate it. 

After a few moments, you will be moving at an incredibly high speed through a
debris field. You can move Isaac up and down and left to right and you need to
do this to avoid all of the space junk in his way. To make things a little more
interesting, there will be mines as well that will blow up if you get too close
to them, fortunately you still have control of your weapon and can shoot them
before they come into range.

Once you have dodged everything, line yourself up behind the box that your
companions escaped in as it hits the final obstacle for a scene.




===============================================================================
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Chapter 03: "The Lost Flotilla"                                         [ACT03]

===============================================================================
Collectibles: |         ]
--------------          ]   >>>>>>>>>>> S.C.A.F Roanoake Hangar Bay <<<<<<<<<<<
Artefacts.............1 ] 
Audio/Text Logs.......2 ]   As soon as you regain control, follow the container
Weapon Parts..........2 ]   over to the large ship here.  Fly over to the
Blueprints............0 ]   platform to the right ringed with red lights and
Circuits..............2 ]   land.  Use kinesis on the door at the end of the
________________________]   platform to open it and enter the ship. You will
                            see another kinesis door in front, before opening
                            this look to the right to find a WEAPON PART �HEAVY
STANDARD FRAME [WEAPON PART 1/2]. Open the door and continue through it.

There is some ammo on the right if you require some and when you are ready,
we�ll enter the door further down the hallway to the left.  Use kinesis on the
crank in here to let your buddy inside.  Return to the hallway and turn left,
after a few moments our friend will activate the door and allow you to open it,
so go on through. 

Once inside, turn right and follow the path until you reach another kinesis
door. On the floor in front of this you will find a WEAPON PART � TESLA CORE
[WEAPON PART 2/2]. You can continue to follow this path around to the far side
of the room to find a ladder leading up to some stomp-able crates if you want
to. If not, use kinesis to cruise on through the next door.  At the end of the
next corridor, the door will lead to a larger hangar area.

As you enter, turn right and look on the wall next to the door for a locker
containing a CIRCUIT [CIRCUIT 1/2]. At the far end of the room from the entry
there are a pair of ladders, the one on the left leads to nothing on your first
play through (however there is another upgrade CIRCUIT here on New Game +) and
the one on the right to some more crates. When you are ready we need to go to
the back right corner from the entry and use kinesis to pick up the battery and
stick it into the nearby socket. 

Doing this will activate the door directly opposite the entry and also the
bench beside the battery input point. You�ll get an optional objective to
construct a new weapon at this point. Approach the bench for a short tutorial
on how to do this. When you are ready, exit from the bench and go through the
nearby door.

Go through the door around the corner and again through the next door. As you
enter this one a short scene will play. Kill the three slashers that approach
from the hallway. Follow the hallway, looting the box on the wall to the left.
When you reach the blocked doorway, use kinesis to move the crates out of the
way and then go through the door.

We will now find ourselves in a briefing room. Open the locker against the wall
here and climb the stairs. Kill the slasher at the top. Continue across the top
section and kill two more slashers that show up before heading down the set of
stairs on the other side of the room.  At the bottom loot the locker and look
to the left to see an S.C.A.F ARTEFACT [ARTEFACT 1/1]. Continue through the
nearby open door.

Loot the locker to the left and then look down to the right. See those cocoons
on the roof? Shooting each of these will release a slasher hiding inside. Pop
all three of them and kill the slashers that emerge.

Once it�s clear, loot the other lockers in the vicinity and head past the
alcove to the right and just after this on the right hand wall you will find a
locker containing a CIRCUIT [CIRCUIT 2/2]. At the end of the corridor you will
also find a TEXT LOG [LOG 1/2]. Kill the slasher that appears and then return to
the alcove and enter the open door opposite. Climb down the ladder and through
the door at the bottom.



>>>>>>>>>>>>>>>>>>>>>>> S.C.A.F Roanoake Engineering <<<<<<<<<<<<<<<<<<<<<<<<<<

Once again we find ourselves in a zero gravity zone. Turn left and jump to
start floating. Continue towards the fan blades ahead and a scene will play. At
this point, we'll encounter a new form of necromorph.

 _______________________________________________
| New Enemy: Lurker                             \_____________________________
|_______________________________________________/                             ]
|                                                                             |
| Lurkers are small, annoying enemies that can float through zero gravity,    |
| climb and jump between walls when not in zero gravity and shoot projectiles |
| at you. They have three tentacles that will emerge from their backs when    |
| they prepare to attack you and we need to sever these to kill them quickly. |
| They will usually fire at you once or twice and then put their tentacles    |
| away and change position, so be prepared to shoot at them when they stop.   |
| Alternately you can just hit them with a stasis attack and kill them just as|
| effectively!                                                                |
|                                                                             |
[_____________________________________________________________________________]

After the scene, you will need to kill the three lurkers that have appeared
between you and the far end of the tunnel. When you reach the far end, use the
stasis recharge station if required and go through the nearby door. As you
enter, grab the ammo and TEXT LOG [LOG 2/2] from the shelf before climbing up
the ladder.  Loot the locker here and mosey on through the kinesis door when
you are ready to proceed.

We are now in a large circular room with three consoles in front of us and some
serious power equipment suspended above the hole in the centre of the room. We
are going to restore power to the ship here.  Around the right side of the
circular catwalk you will find a small alcove containing some med packs if you
require them. When you are ready, examine the cores.

Note the red lights on the outside of each of the three cores. If we move
around to face these, you will see the kinesis symbol and a blue arrow. We
need to grab each of these and pull it down. Above the now lowered cores, you
will see a small blue circular arrow. This is a crank that will power up each 
core. Just be forewarned that as we progressively power up each core that you
can expect a number of necromorphs to show up and attack you.

I experienced a lurker and three waters following the activation of the first
core, nothing once the second core was powered up and a further two wasters
attacked once the final core was online.

Once all three cores are powered up, return to the control panels and hit the
activate button here. Kill the pair of lurkers that show up.  After dealing
with them, go on over to the now unlocked lift and ride it up to complete the
mission.




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

Chapter 04: "History's Ember"                                           [ACT04]

===============================================================================
Collectibles: |          ]
--------------           ]   >>>>>>>>>> S.C.A.F Roanoake Engineering <<<<<<<<<<
Artefacts.............2  ] 
Audio/Text Logs.......3  ]   You will start this chapter facing a bench. Before
Weapon Parts..........3  ]   playing with this, there are a few collectibles to
Blueprints............1  ]   nab in this room. Just to the right of the bench,
Circuits..............3  ]   sitting on a crate is a TEXT LOG [LOG 1/3]. Just
_________________________]   to the right of the text log, you will find a
                             small gap in the tarps hanging behind, inside use
                             kinesis on the glowing pink object in there to
grab an upgrade CIRCUIT [CIRCUIT 1/3]. From the gap here do a quick 180 degree
turn and look behind the stack of crates ahead for a WEAPON PART � PLASMA CORE
[WEAPON PART 1/3].                                  
 
Now that that is all done, go and play with the bench if you deem it necessary
and then use the elevator to its left.  You will emerge in a familiar looking
room. 

We are in the room with the three power cores again. This time, there are a
bunch of large, glowing tentacles hanging about.

 _______________________________________________
| New Enemy: Necromorph Tendrils                \_____________________________
|_______________________________________________/                             ]
|                                                                             |
| These enemies appear as large tentacles emerging from walls or deep pits,   |
| often reaching up and overlooking walkways and other places where Isaac     |
| walks about. If you get within their range they will try to crush you. This |
| can be avoided by rolling to the side. To destroy them, you will need to    |
| shoot them in the glowing yellow/orange section.                            |
|                                                                             |
[_____________________________________________________________________________]

You should also notice the organic obstruction on the walkway that hinders your
progress. The first core is conveniently sitting in front of you, so pull it
down and reactivate the crank to clear the obstruction to the right. This will
however summon a tendril.  Kill it and the other tendril sitting just before
the second core before dropping the core, killing the slasher that appears
behind you and then activating the core.

Activating the second core will cause another four slashers and two additional
tendrils to spawn, thankfully they come one or two at a time so you should have
no real difficulty dealing with them. Once the room is clear, go over and
activate the final core. Continue through the door opposite the control panels
and descend the ladder and cruise through the open door below.

We are now back in the crossover tube, but this time those fan blades we saw
earlier are spinning! Use the stasis recharge panel here if you need it and
then use stasis on both fans and fly through to the platform on the opposite
side. Enter the door, climb the ladder and enter the door at the top of the
room. 



>>>>>>>>>>>>>>>>>>>>> S.C.A.F Roanoake Admiral's Quarters <<<<<<<<<<<<<<<<<<<<<

Kill the two slashers now occupying this hallway and then cross over to the
alcove to find an inactive lift. Use the glowing blue console here to try out
the node match mini-game which will hack the lift active.  Enter the lift and
ride it to the top. 

Exit the lift and head around the corner for a story sequence.  When you regain
control, do a 180 degree turn and head up the small flight of stairs to the
raised area of the room. Here you will find an AUDIO LOG [LOG 2/3] on the chest
of drawers in the corner and a TEXT LOG [LOG 3/3] on the nearby table to the
right. Look back to the window and spot an Earth Gov ARTEFACT [ARTEFACT 1/2]
on the floor in front of the book cases here. On the way back to the elevator,
shoot the mounted deer head.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
>> Note: For shooting the deer head off the wall you will earn the achievement/
         trophy �Under a Buck�.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~


Return to the lift and ride it back down to the previous hallway. Turn to the
left and head through the open door near the end of the hall.



>>>>>>>>>>>>>>>>>>>>>>>> S.C.A.F Roanoake Hangar Bay <<<<<<<<<<<<<<<<<<<<<<<<<<

We are back in the briefing room. This time a video is playing which will
give you a bit of backstory into what happened prior to the events in the
prologue chapter if you are interested. When you are ready to continue, work
your way up the stairs and over to the unlocked door on the far side of the
room. Before you go through, here�s a bit of info on a new enemy type that
awaits you:

 ______________________________________________
|New Enemy: Leaper                             \______________________________
|______________________________________________/                              ]
|                                                                             |
| Leapers are low-lying necromorphs that crawl around at ground level. They   |
| have no legs but they do have have a pair of powerful arms and a long, sharp|
| tail. The leapers can move very quickly by jumping from place to place.     |
| Dismembering an arm will slow its walking speed but it will still be able   |
| to jump about. Removing its tail however will prevent it from leaping.      |
| Removing two of its three appendages will kill it.                          |
|                                                                             |
[_____________________________________________________________________________]

Enter the hallway and kill the pair of leapers here. Upon killing them another
two slashers will spawn at the far end of the hallway and start coming at you.
Once they are dead, head through the door at the far end. Duck into the now
unlocked room on the right here for a bunch of ammo, an upgrade CIRCUIT
[CIRCUIT 2/3] and a BLUEPRINT � SHOTGUN [BLUEPRINT 1/1]. Exit the room and take
the door to the right. Exit back into the large hangar bay to regroup with some
of the crew.

After a short conversation, go through the door to the left of the bench. Here
you will find your first suit kiosk. Step up to change suits or upgrade your
rig if you feel like it. (Note that there is an upgrade CIRCUIT on the shelf
opposite on New Game +). Head through the next door and enter the next pair of
doors on the left to exit the ship.



>>>>>>>>>>>>>>>>>>>>>>>> S.C.A.F Roanoake Debris Field <<<<<<<<<<<<<<<<<<<<<<<<

Once you are back outside look for the circular pit on the part of the ship in
front of you. Fly down into this to find an S.C.A.F ARTEFACT [ARTEFACT 2/2]. If
you turn on your suit locator, it wants you to fly over to a skiff a short
distance away. Instead, turn around and fly back behind the structure we just
emerged from. 

Behind this you will see a large dish shaped structure supported by a column
and behind this is another large semi-circular structure. Fly over to this and
look at the windows. See the darker coloured ones with the diagonal stripes?
You can shoot these. Shoot the one on the far left for a WEAPON PART �
DEFRACTION TORUS [WEAPON PART 2/3]. Now we can fly back over to the objective
marker and head inside.

Using the control panel here we can fly to a number of different locations. Our
main objective is at the C.M.S Terra Nova, but from this skiff we can also
access an optional mission at the C.M.S Greely and a co-operative only mission
at the C.M.S. Brusilov.

You can find walkthroughs for both missions here:


    > Optional Mission: C.M.S Greely [OPT01]
    > Co-op Mission: C.M.S. Brusilov [CPT01]


~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Note: The above two optional missions contain many collectibles that count
      towards this mission's completion percentage. In order to 100% complete
      this chapter, you will need to play through both of these missions and
      pick up all of the collectibles in each.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~


Once you are finished with the missions, or if you have decided to press on
without completing them use the SK1P to fast travel to the Terra Nova. 



>>>>>>>>>>>>>>>>>>>>>>>> C.M.S. Terra Nova Debris Field <<<<<<<<<<<<<<<<<<<<<<<

After leaving the SK1P, do not go inside. Instead look to the side of it. Fly
down the tunnel that it came up and at the bottom land and look out over the
debris field. In front of you and below the platform you are on you should be
able to make out a sizable piece of debris that has a sort of U-shape to it.

Fly down to this and you will find an S.C.A.F ARTEFACT [ARTEFACT 3/2 � this is
actually recorded in the stats as a mission 6 ARTEFACT!]. Now fly to the
underside of this piece of debris and you will find a platform you can land on.
Here you will find a supply chest we can open. Inside you will find WEAPON PART
� MILITARY ENGINE [WEAPON PART 3/3] and an upgrade CIRCUIT [CIRCUIT 3/3].

Return to the Terra Nova, climb back up the docking bay tunnel and enter the
door to the ship proper to complete the mission.




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

Chapter 05: "Expect Delays"                                             [ACT05]

===============================================================================
Collectibles: |          ]
--------------           ]   >>>>>>>>>>>> C.M.S Terra Nova Airlock <<<<<<<<<<<<
Artefacts.............2  ] 
Audio/Text Logs.......6  ]   Before opening the first door, look in the nook to
Weapon Parts..........3  ]   the right for a WEAPON PART � HEAVY STANDARD FRAME
Blueprints............0  ]   [WEAPON PART 1/3]. Open the door to continue.There
Circuits..............2  ]   is a suit kiosk and a crate to stomp here. So
_________________________]   apply any upgrades you deem necessary before
                             continuing into the lift at the top of the stairs.
                             Select floor 2 as your destination on the panel. 

Exit the lift and enter the door at the top of the stairs to reach the ship�s
bridge. Look on the right hand side of the area for an AUDIO LOG [LOG 1/6]. On
the seat next to this you will also find an S.C.A.F ARTEFACT [ARTEFACT 1/2].
Climb up the stairs closest to the ARTEFACT and audio log and you will find a
locker on the wall with an upgrade CIRCUIT [CIRCUIT 1/2].  In the room at the
top of the stairs, approach the blue terminal to have a go at a rotation hack
puzzle. Once this has been successfully completed, a map will light up and the
door behind it will unlock. Grab the TEXT LOG [LOG 2/6] from the corpse behind
the screen.

Cruise on through the door and take the first right, enter the room at the end
of the hallway. There are some crates to smash in here (and an upgrade CIRCUIT
on the table in new game +).  Climb down the ladder next to the pinball machine
and go through the door below.



>>>>>>>>>>>>>>>>>>>>>>>>> C.M.S Terra Nova Cargo Bays <<<<<<<<<<<<<<<<<<<<<<<<<

Turn to the left and kill the three lurkers that appear. Note that you can use
kinesis to launch the explosive canisters at them to kill them off quite
quickly. Once they are dead, don�t drop down to the platform below just yet,
turn around and follow the passage to the end for a WEAPON PART � HYDRAULIC
ENGINE [WEAPON PART 2/3]. As you return back around the corner a new slasher
and lurker will appear. Kill them before climbing down the ladder to where you
killed the lurkers earlier.

As you reach the ground level, three slashers will come charging at you. Kill
the three of them (stasis works wonders!).  Follow the path around to the right
and climb down the next ladder here.  As you reach the bottom you will receive
a scavenger bot. These can be deployed during missions to go and find some
precious reagents for crafting whilst you focus on the mission at hand. After
a few minutes they will return to the nearest bench where you can pick them up
again to re-deploy them.

In this storage room, there are quite a few crates we can smash stashed up on
top of storage boxes. If you feel the need, you can grab these with kinesis and
smash them for some ammo and reagents. When ready, continue up the nearby ramp
and as you approach the top a pair of torso-less wasters and a lurker will
attack. Backtrack down the ramp as you kill them.  When they are dead climb
the ladder at the top of the ramp.

Here we will encounter a new enemy.

 _______________________________________________
| New Enemy: Exploder                           \_____________________________
|_______________________________________________/                             ]
|                                                                             |
| The exploders are very fragile enemies and do not do a whole lot except for |
| charging at Isaac and trying to explode on or near him. They have a glowing |
| yellow tumour growing from their arms that can be shot to cause a premature |
| explosion, which is quite handy when near other enemies. However, whilst    |
| they are weak, they can be incredibly dangerous if they get too close to you|
| as the explosion does have a fairly large blast radius.                     |
|                                                                             |
[_____________________________________________________________________________]


Kill the exploder before it gets too close.  Climb the short ramp at the end
of the hall. An exploder will emerge from a vent to your right and a waster
will come out to the hallway to the left. Additionally a sneaky exploder will
have spawned on the ramp behind you. Try to stick the waster in stasis and
quickly dispatch the two exploders before finishing off the waster when stasis
wears off.  Enter the open door nearby.

As you enter, approach the bench for a scene introducing a new enemy.

 _______________________________________________
| New Enemy: The Swarm                          \_____________________________
|_______________________________________________/                             ]
|                                                                             |
| The Swarm enemies are reminiscent of Halo�s flood infector forms or even    |
| Half-Life�s head crabs in that they are small, insect-like necromorphs often|
| travelling in small groups. There are two types:                            |
|                                                                             |
| The first type of swarmers is insect-like and travel in packs. As a group   |
| they will attach to and animate a corpse and then leave to go and reanimate |
| another and another until they run out of corpses and come to attack you, or|
| you kill them all.                                                          |
|                                                                             |
| The second type of swarmer consists of a head with a series of tentacles    |
| appearing from below to act as legs. They can reanimate dead bodies by      |
| merging with the head area. Whilst they have control of a body they can use |
| its weapons to attack you or morph it into a slasher. To kill them quickly, |
| shoot the swarmer itself and whilst they have control of a body, shoot the  |
| head � this is where the swarmer is located and a headshot should either    |
| kill it instantly or knock it to the floor where you can shoot it freely.   |
|                                                                             |
| Irrespective of the type of swarmer  that you encounter, you should         |
| definitely try to kill them before they take over bodies as it will make    |
| Isaac�s encounters with them a heck of a lot easier!                        |
|                                                                             |
[_____________________________________________________________________________]


Once you have killed the swarmers and the corpses they animated, use the bench
if you like and check out the workbench opposite for a TEXT LOG [LOG 3/6].
Kill the swarmers that emerge from the vent in the next room and then continue
through the door on the left. 



>>>>>>>>>>>>>>>>>>>>>>>> C.M.S Terra Nova Tram Control <<<<<<<<<<<<<<<<<<<<<<<<

We are now in a tram station and before we get too excited about what that can
mean, we have a new enemy type to talk about!

 _______________________________________________
| New Enemy: Carrier                            \_____________________________
|_______________________________________________/                             ]
|                                                                             |
| Carriers are essentially slashers with a big, bulging stomach full of       |
| swarmers. You can kill them in the same way you kill regular slashers � take|
| off a pair of limbs and they should die pretty quickly. Unfortunately though|
| accuracy is a real issue with these guys as if you miss and hit the stomach |
| it will release swarmers who will not only attack you, they will also       |
| reanimate any nearby corpses to make things a little trickier.              |
|                                                                             |
[_____________________________________________________________________________]


Kill the pair of carriers occupying the room here.  When they are dead look to
the right of the glowing red gate to find a locker on the wall with an upgrade
CIRCUIT [CIRCUIT 2/2], there are some others to the right of it if you need
some additional ammo.  Climb up to the control panel to the left of the red
gates and a swarmer will reanimate a body here and a slasher will also make
its presence known in front. Whilst you were paying attention there, another
slasher will appear in the room behind you in an attempt to sneak up on you.

Once the room is safe once more, head over to the control panel and activate
it. Afterwards, go through the now unlocked door. Climb the ladder and smash
the crate here if you like before proceeding down the tunnel to the left. Kill
the swarmers that approach and wait for the pair of reanimated wasters to come
around the corner. Kill them as they approach.

Return to the corner and look to the right for another new type of enemy � the
guardian. 

 _______________________________________________
| New Enemy: Guardian                           \_____________________________
|_______________________________________________/                             ]
|                                                                             |
| These bad boys are firmly attached to walls and have the ability to produce |
| additional swarmers. 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 have a nasty close proximity attack that can kill you instantly  |
| if you get too close.                                                       |
|                                                                             |
[_____________________________________________________________________________]


Eliminate the guardian at the end of the hall by dismembering all of its
tentacles and then mop up any remaining swarmers running about. Continue past
the now dead guardian and enter the lift.

As soon as you exit the lift, turn right to see an AUDIO LOG [LOG 4/6] in the
corner.  Go down the stairs and approach the control panels in front of the
glass. Before touching them, turn around to find a small set of stairs leading
to a sunken area in the floor. Here you�ll find some lockers, a TEXT LOG [LOG
5/6] and a WEAPON PART � COMPACT DIRECTED EJECTION FIELD [WEAPON PART 3/3].
Head back to the control panel to initiate a mini game.

The goal here is to rotate the pieces so that they fit together.  Not too
difficult, just channel your Tetris skills!

Upon completion of the mini-game we�re going to encounter yet another new type
of enemy, the Puker.

 _______________________________________________
| New Enemy: Puker                              \_____________________________
|_______________________________________________/                             ]
|                                                                             |
| Pukers are a fairly boring type of necromorph, they retain their human      |
| form and as such do not have any spikes or other interesting growths. The   |
| one thing that makes them unique however is that they have the ability to   |
| spit acidic projectiles at you. If these hit, they will cause Isaac�s suit  |
| to lock up a bit, causing a big slowdown in movement speed for a few        |
| moments. They can be killed by severing two or more limbs.                  |
|                                                                             |
[_____________________________________________________________________________]


Four Pukers will attack you as soon as you get the tram moving again. Kill
them all, using stasis if things get a little hectic and then back track to the
elevator. Kill the puker inside and then ride it down to the next area.



>>>>>>>>>>>>>>>>>>>>>>>> C.M.S. Terra Nova, Cradle Ops <<<<<<<<<<<<<<<<<<<<<<<<

As soon as you leave the elevator, look to the right to find an AUDIO LOG in
the corner [LOG 6/6]. Enter the open door nearby and you�ll get a short video
on using kinesis as a weapon (note that there is a upgrade CIRCUIT on the bench
in front of the door on new game +). Climb the ladder here. At the top, turn
right and grab the S.C.A.F ARTEFACT [ARTEFACT 2/2] from on top of the crate
here.

Climb the ramp here and kill the puker at the top.  After going through the
door we�ll be in another cargo bay. Again there are lots of green crates
scattered around on top of boxes that we can kinesis if we like. When you are
ready to go, climb down the ladder to the open area below. As you do a scene
will play introducing you to a new enemy.

 _______________________________________________
| New Enemy: Regenerator                        \_____________________________
|_______________________________________________/                             ]
|                                                                             |
| The regenerator is almost identical to your standard slasher albeit a little|
| paler in colour. The good news with these guys is that you can knock them   |
| down easily enough by popping off their arms and legs. The bad news is that |
| they will regenerate lost limbs and are impossible to kill. When you see    |
| regenerators (thankfully there are only 3 encounters in the game) your best |
| bet is to sever their legs and them keep them in stasis whilst you deal with|
| other enemies in the area or continue on to the next zone.                  |
|                                                                             |
[_____________________________________________________________________________]


When the scene ends, take out the regenerators legs, put him in stasis and head
up the ramp behind him.  Kill the two slashers at the top of the ramp and climb
the ladder. Make your way up the hall here and the regenerator will burst out
of a vent in front. Again, take out its legs and leave it in stasis whilst you
proceed along the hallway and enter the door at the end.

In this room, the regenerator will not reappear, so take your time to use the
bench if required. (Note that on new game + there is an upgrade CIRCUIT in the
trench below the hanging bag).

Go through the unlocked door and the regenerator will pop out of the vent at
the far end of the hallway. Disable him and open the door to his left. We�re
now back in the tram station! Head on over to the left side of the area, kill
the crawling waster and activate the control panel here. Doing this will cause
the regenerator to appear in the main area in front of the tram.  He will soon
be joined by a pair of leapers, so disable him to focus on killing them.  Once
they are downed, another regenerator and two more leapers will show up. Again
try to disable the regenerators before focusing on the leapers.

Once the tram shows up run over and enter the door.  Hit the blue switch to the
right. Choose the mid-section option to continue to the optional mission at the
next area. Activating the tram will have completed the mission for you as
well.




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

Chapter 06: "Repair to Ride"                                            [ACT06]

===============================================================================
Collectibles: |         ]
--------------          ]   >>>>>>>>>> C.M.S Terra Nova Mid-Section <<<<<<<<<<<
Artefacts.............1 ] 
Audio/Text Logs.......1 ]   Exit the tram at Mid-section of the Terra Nova.
Weapon Parts..........1 ]   Climb the stairs, the door on the right requires a
Blueprints............0 ]   key card to get into, so go over to the left one
Circuits..............2 ]   and complete the hacking puzzle game to unlock it.
________________________]   There is a bench inside along with a locker and a
                            crate. Up the set of stairs is a control room
                            containing the key card for Conning Tower [optional
mission], and an AUDIO LOG [LOG 1/1]. The WEAPON PART � CONIC DISPERSAL is
part of the optional mission here. To continue with this, check out the
walkthrough here:


    > Optional Mission: Conning Tower [OPT02]



~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Note: The above optional mission does contain many collectibles that count 
      towards this chapter 5's completion percentage. In order to 100% complete
      the previous chapter, you will need to play this optional mission and
      pick up all of the collectibles along the way.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Once you have finished off the optional mission (or if you couldn�t be bothered
doing it!) return to the tram and ride it to the aft-section.



>>>>>>>>>>>>>>>>>>>>>>>> C.M.S Terra Nova Aft-Section <<<<<<<<<<<<<<<<<<<<<<<<<

Exit and go through the door on the left.  Open the door at the end with a
torque bar if you have one for some ammo and reagents. Up the small stairs here
is a resource cache that we can deploy our scavenger bot at to loot. Return to
the main room and call the lift. This will cause a regenerator to appear behind
you. Chop off its legs and stick it into stasis until the lift arrives. Ride it
up to the next area.



>>>>>>>>>>>>>>>>>>>>>>>> C.M.S Terra Nova Shuttle Bay <<<<<<<<<<<<<<<<<<<<<<<<<

We are now on a two tiered catwalk overlooking a shuttle below. There is a
second, identical catwalk on the opposite side of the shuttle. There is a
locker at the far end of the walkway and a med pack on the way. When ready
activate the control panel next to the gate overlooking the shuttle where you
came in from this will summon a gondola to your position. Ride this over to the
far side of the room.

We need to collect three items and take them to the bench to construct an item
we can use to help fix the shuttle. Go down the elevator opposite the bench.
As you reach the floor below, a pair of exploders and a leaper will seek you
out so kill them. Grab the first remote piece off the control panel here,
another leaper and exploder will appear. Continue down the ramp and climb the
ladder. Grab the second remote piece off the control panel at the top.

Go back up the lift and kill any additional leapers and exploders that appear
here.  Take the gondola over to the opposite end of the room.  When you arrive,
turn right and take the elevator here down to the lower level. Head down the
ramp here and pick up the final remote piece from the shelf. Again kill any
exploders and leapers that appear and take the lift back up to the upper
platform.

Take the gondola over to the opposite platform, kill any leapers or exploders
still alive here and then approach the bench to craft the remote. Return to
the gondola and ride it down to the front of the shuttle. Use kinesis to open
the hatch here and then insert the remote.

Now we need to refuel. From the front of the shuttle, ride the gondola to the
left. Take the lift down to the lower platform and turn left at the bottom. Go
through the now open door here. On the wall you will find a container with an
upgrade CIRCUIT inside [CIRCUIT 1/2].  Climb the ladder.

Once you reach the top, a pair of wasters will attack. Kill them and then go
down the ramp to the right.  Follow the walkway behind the shuttle and another
pair of wasters will show up. Kill them all before hopping into the nearby lift
and riding it up to the next floor.

Approach the control panel to the left and activate it. Continue to the far
end of the room for some lockers and on the wall next to these is a container
with an upgrade CIRCUIT [CIRCUIT 2/2]. Exit the door here and follow the
catwalk over to the inactive control panel overlooking the shuttle. From here
use kinesis to pull the fuel nozzle down into the ship to start refuelling.

Two wasters will appear in the room behind you and make their way over to
attack you.  Kill them and when the refuelling is finished, return to the
control room and kill two more wasters hanging out in here.  Interact with the
control panel again.

After a short conversation with your crew, return to the lift and ride it back
down to the previous area. You will notice that now it is unfortunately on
fire. Exciting!



>>>>>>>>>>>>>>>>>>> C.M.S Terra Nova Shuttle Bay (Escape) <<<<<<<<<<<<<<<<<<<<<

Head to the right and wait for the shuttle boosters to stop firing and sprint
across to the other side.  Kill the waster here (if the flames don�t get him
first) and you�ll also bump into another regenerator. As previously, knock off
his legs and stasis him. When it is clear, make a run for the ladder.  Climb
down.

Open the door and wait for the flame to stop before running past it.  Quickly
hit the panel here to summon the elevator and look down the ramp there is a
regenerator here. Put him in stasis and get onto the lift when it arrives and
ride it up to the top platform.  Run over to the left and as you approach
another wall of flame will hit the gondola. Kill the waster here and turn
around to disable the regenerator whilst you are waiting for the flame to
disappear.

When it is clear, get into the gondola and ride it to the far side of the
shuttle. Go down the lift to the lower deck. Follow the ramp downward and avoid
the flames shooting up through the floor. Use kinesis to enter the door at the
bottom.  Work your way through the flames to the far end of this room, open
the lockers on the left if you want and then enter the elevator here.

At the top, run to the right and jump on one of the turrets here. We now need
to shoot the red objects that get stuck in the turbines at the far end of the
room. After shooting a couple a whole bunch of enemies will show up so kill
them as well if they get too close.  Once you have shot enough red barrels a
scene will play.



>>>>>>>>>>>>>>>>>>>>>>>>> C.M.S Terra Nova Space Dock <<<<<<<<<<<<<<<<<<<<<<<<<

When you regain control, you will be weightless outside.  Fly down to the piece
of debris in front. Here you will see a platform we can land on with a supply
chest. Above this is a platform with a new enemy type.

New Enemy: Cyst
The cysts act like proximity mines and you need to shoot them before you get
too 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.

Destroy the two cysts and open the chest. Fly around to the bottom of this
piece of debris to find an S.C.A.F ARTEFACT [ARTEFACT 1/1]. Now fly over to the
objective marker at the personnel dock. Enter the skip here and fly to the
C.M.S Greeley.




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

Chapter 07: "Mayhem"                                                    [ACT07]

===============================================================================
Collectibles: |          ]
--------------           ]   >>>>>>>>>>> C.M.S Greeley Debris Field <<<<<<<<<<<
Artefacts.............0  ] 
Audio/Text Logs.......0  ]   Once you exit the skip, hit the suit locator and
Weapon Parts..........0  ]   fly on over to the target in the distance.  You
Blueprints............0  ]   will find one of the crew hanging out here by some 
Circuits..............0  ]   thrusters sticking out of a piece of debris. Watch
_________________________]   out for lurkers and kill them if they start to
                             get annoying.

Move around to the side of the large piece of debris here and look for some
kinesis panels. Pull them all off to reveal three blue circles. Use kinesis on
all three to pull them from the debris. Beneath them you will find a thruster
with a kinesis symbol near the top. Use kinesis to pull it back out of the
larger piece of debris. 

Return to the SKIP and fast travel to the C.M.S Roanoke.



>>>>>>>>>>>>>>>>>>>>>>>>> C.M.S Roanoke Debris Field <<<<<<<<<<<<<<<<<<<<<<<<<<

Exit the skip once you arrive. We now have to loot satellites in the immediate
area. Activate the suit locator and fly over to the first satellite just to the
right of the main structure. Fly to the top of it and pull out the first flight
recorder.  The next one is sitting just below the large saucer structure in the
distance. Boost over here, but watch out for those red mines nearby, they will
lock onto Isaac and follow him around so be sure to shoot them if they get too
close!

Once you reach the second satellite, remove the flight path. From here, look
over to the right for the final satellite sitting nice and close to a bunch of
mines. Destroy the mines as you approach and when it is safe grab the third
flight recorder.

After you have acquired all three flight recorders, activate your suit locator
again and fly over to the entrance to the Roanoke. Head on inside.



>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> C.M.S Roanoke <<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<

Once inside, turn to the right and enter the door. Use the suit kiosk if
required and then follow the hallway around until you exit into the hangar. Use
the bench here to craft the flight recorder. Make any additional adjustments
to your weapons you deem necessary. When you are ready to continue, return
outside.



>>>>>>>>>>>>>>>>>>>>>>>>> C.M.S Roanoke Debris Field <<<<<<<<<<<<<<<<<<<<<<<<<<

Fly over to the shuttle which happens to be parked right outside and open the
hatch near the front using kinesis. Place the flight recorder inside. Drop down
onto the wing nearby and enter the door here for a short story scene.



>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> C.M.S Crozier <<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<

After the scene use kinesis to pick up the two cylinders with red lock symbols
on them nearby and insert them into the sockets against the back wall. Once
there are three all plugged in, use kinesis on their cranks to turn them all
on.

Make your way to the front of the ship and hit the blue panel to activate
launch.

This next section can be a little hectic. You have basic control of the ship
and can move it up, down, left and right and will need to do so to avoid the
debris littering the path ahead. Try to stay within the holographic blue
squares. In addition to the debris floating about, there are mines all over the
place and you have a gun to shoot them down. They will be highlighted in red
for you so simply run your reticule over them to lock them on and fire to
destroy them.

After a few scenes, Isaac will get up and go to the back of the ship. Grab the
loose cylinder with kinesis and pop it back into its socket. Now use kinesis to
reactivate all three cylinders.  Work your way back up to the pilot�s seat and
continue flying. Shoot the targets as they appear and do your best to avoid the
icy outcrops.

After a brief bit of additional flying a scene will play to end the mission. 




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

Chapter 08: "Off the Grid"                                              [ACT08]

===============================================================================
Collectibles: |          ]
--------------           ]   >>>>>>>>>>>> Tau Volantis Crash Site <<<<<<<<<<<<<
Artefacts.............1  ] 
Audio/Text Logs.......4  ]   When you regain control, you will find yourself in
Weapon Parts..........3  ]   the midst if a crash site. Unfortunately our suit
Blueprints............1  ]   is also malfunctioning and as such we no longer
Circuits..............2  ]   have access to the suit�s locator function and
_________________________]   additionally, due to lack of insulation, Isaac has
                             a little body temperature issue as well. You will
                             see the body temperature indicator on his back and
as any Biology student would tell you, the average temperature of a human body
is around 37 degrees celcius, as such if it gets too low Isaac will black out
and die. For the next little bit until we reach a suit kiosk, you need to stay
close to fires to increase Isaac's body temperature.

As you begin, move forward and grab the med pack and ammo nearby. There is a
WEAPON PART � SURVEY CHARGE [WEAPON PART 1/3]. Continue forward; following the
fires in the distance until you reach a snowy cliff. Follow this to the right
until a scene plays.

Once Isaac stands up, look behind the fire to the right for an upgrade CIRCUIT
[CIRCUIT 1/2].  Follow the set path away from the debris, stopping at the fire
in the distance if necessary. Continue up the small path to the left of the
cliff ahead and at the end of this you will find another piece of ship wreckage
(note there is an upgrade CIRCUIT near the entrance to the wreckage on new
game +). Enter the ship for a short scene.

Afterwards check out the video log here for a tip on how to proceed. Follow the
flares! Exit from the far side of the wreckage and look for the flare off to
the left.  Continue along this path until you reach the cliff for a scene.



>>>>>>>>>>>>>>>>>>>>> Tau Volantis Research Base Outskirts <<<<<<<<<<<<<<<<<<<<

Move forward until you find the red wall on the left. Follow this inside to
find a door. Head on into the small building here.  Grab the TEXT LOG [LOG 1/4]
from the table to the left and use kinesis on the crank at the opposite end of
the room to reactivate the power. This includes an AUDIO LOG [LOG 2/4] on the
table nearby. 

Exit the building and continue following the flares to the left and under the
pipeline. Smash the crates at the base of ladder if you are keen and then climb
it to the top. Turn left and enter the room at the end of the catwalk. Activate
the generator in here and look on the nearby desk for a BLUEPRINT � BOLAS GUN
[BLUEPRINT 1/1]. Loot the lockers here and use the bench if you are interested
and then head out the nearby exit. Take the lift here down to a lower walkway.

Enter the broken pipeline to the right and as you enter, look right for an
upgrade CIRCUIT [CIRCUIT 2/2]. Run all the way to the end of the pipe. Upon
exiting, turn around and run behind the end of the pipe continue along until
you reach another small building. Go inside, activate the generator and grab
the WEAPON PART � COMPRESSOR [WEAPON PART 2/3] (note this is here on new game +
as a MK-II Compressor) from the desk in the corner. Exit and return to the
where we exited the pipe earlier.

Continue on from the end of the pipe until you reach a few sets of bollards
leading to a locked door to the right (this is an optional mission a little
later on so remember where it is!).  Kill the three slashers that jump out of
the snow as you approach and climb the ladder opposite the locked door. At the
top grab the S.C.A.F ARTEFACT [ARTEFACT 1/1] here. Return down the ladder, turn
left and continue past the locked door until you reach the next building. Kill
the puker and slasher and then head inside.

Grab the text log here [Log 3/4] and then activate the generator in here, this
will activate a nearby AUDIO LOG [LOG 4/4]. Exit the door here when you are
ready to continue.

As you exit a group of three slashers will emerge from the mist in front. Kill
them and continue until you reach the flare in front.  Keep going until you see
a building on the left. Three more slashers will jump out of the snow to attack
here. There is some ammo scattered at the base of the building if you require
it.

Look on the wall opposite the building and continue forward a short way to find
a cave. Kill the two slashers here and proceed inside.  At the centre of the
large room you will find a WEAPON PART � STASIS COATING [WEAPON PART 3/3] (note
this appears as a MK-II Stasis Coating in new game +). Exit the cave and turn
right, continue following the building around to the left to find a door
killing the 5-6 slashers that appear as you go. When the outside is clear, go
on inside.

Move forward until you see a scene to complete the chapter.




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

Chapter 09: "Onward"                                                    [ACT09]

===============================================================================
Collectibles: |          ]
--------------           ]   >>>>>>>>>>>> Tau Volantis Waystation <<<<<<<<<<<<<
Artefacts.............2  ] 
Audio/Text Logs.......5  ]   Enter the open door to the right of the door we
Weapon Parts..........6  ]   entered from (on new game + there is a WEAPON PART
Blueprints............3  ]   � MK-II Canister Recovery Module on the right just
Circuits..............2  ]   inside the door). Follow the passage all the way
_________________________]   around until we wind up in a small maintenance
                             room containing a bench and a generator. Grab the
                             WEAPON PART � CANISTER RECOVERY MODULE [WEAPON
PART 1/6] from the box here. Activate the generator and pull one of the cogs
off the wall to the right with kinesis and shoot it through the open window
behind the generator.

Return to the original room and place the new cog on the wall above the
spinning cog to activate the lift. Hop inside and ride it down to a lower
level.



>>>>>>>>>>>>>>>>>>>>>>>>>>>>> Waystation Basement <<<<<<<<<<<<<<<<<<<<<<<<<<<<<

After exiting the lift, enter the door to the left � it�s a kitchen area and we
will see a new type of enemy.

 _______________________________________________
| New Enemy: Feeders                            \_____________________________
|_______________________________________________/                             ]
|                                                                             |
| Feeders cannot see, so if you are quiet and there are only a couple of them |
| around you can often avoid a confrontation. They can be distracted by       |
| tossing objects with kinesis.  Hitting them with your flashlight however    |
| will cause them to attack. Once they are aware of your presence, they can   |
| summon additional feeders to their aid and they will attack in large packs. |
| During security lockdowns, or when alarms are active it is impossible to    |
| avoid them. Fortunately they are fairly weak and can in most cases be killed|
| by a single headshot or a pair of limb amputations.                         |
|                                                                             |
[_____________________________________________________________________________]


As you enter the kitchen, look on the counter to the right for a WEAPON PART �
COMPACT STANDARD FRAME [WEAPON PART 2/6]. Go through the opening to the left
and enter the door at the end of the next room.

Note that there is a mission-specific achievement/trophy at this point. If we
can sneak by the first few rooms in this area without alerting any feeders it
will unlock.

In the first room, go into a crouch and head around the table to the right. You
will see a large group of feeders squatting to your left. Ignore them and make
your way over to the far wall. Move slowly up to the door here and go on
through. Grab the AUDIO LOG [LOG 1/5] from the shelf on the left and continue
through the next door.

To your right you will see a feeder in the doorway. Look just in front of the
window in front to see some gas bottles. Pick up one of these with kinesis,turn
left and fire it through the door way to the left of the window. Wait for the
feeders to walk over to investigate. Enter the door we saw the feeder in and
you�ll see an upgrade CIRCUIT [CIRCUIT 1/2] on the floor. Return to the
entrance to the room and wait for the feeders to go back to their original
positions.  Crouch walk through the door to the left of the window and duck
into the next doorway on the left. Enter the unlocked door here.

Head into the doorway to the left and grab the S.C.A.F ARTEFACT [ARTEFACT 1/2]
from the corner in here. Backtrack to the entrance and work your way past the
machinery on the right to the door at the far end of the room. Go through this.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
>> Note: At this point if you have avoided being detected by feeders so far,
         you will earn the achievement/trophy �Hungry�.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~


Climb down the ladder here and you will find a small rotation puzzle. To do
this one, you need to use kinesis to rotate the different fuses here so that
all of the connections light up. They light up when the two adjoining prongs
match up. To do it nice and easy, use the following:

    1. Rotate middle fuse once.

    2. Rotate bottom fuse once.

    3. Rotate top fuse once.



Once the fuses are all lit up, the nearby console will activate allowing you to
use it. Once active, the spiked wall here will now retreat into the tunnel
behind and then come back to its original position. Let it kill the feeder that
comes to investigate and when it is on its way back to the far end of the
tunnel, use stasis on it. Follow it up and enter the open doorway on the right
for some reagents/stasis recharge and then repeat the process of slowing it and
following it back through the tunnel and exit the left hand door near the far
end.

This room features a second fuse rotation puzzle (note that there is an upgrade
CIRCUIT on the table here in new game +). As with the original puzzle, we need
to align all of the connections so that each fuse is fully lit up. To do that
use the following:

    1. Rotate top, centre fuse twice.

    2. Rotate top, left fuse once.

    3. Rotate bottom, left fuse once.

    4. Rotate bottom, centre fuse twice.

    5. Rotate bottom, right fuse once.



Once all of the fuses are lit up, activate the nearby panel and wait for the
spike wall in the next tunnel to start moving. This will cause a swarm of
feeders (~10-12) to emerge from the vents in your current room and run over to
attack you. Defend yourself and when it�s all clear, use kinesis on the spike
wall and run through the tunnel and out the exit on the far end. Climb the
ladder here.

As soon as you reach the top of the ladder, look to the left. On top of the
machinery here you will see a WEAPON PART � EXPLOSION AMPLIFIER [WEAPON PART
3/6] (note another WEAPON PART MK-II Explosion Amplifier will appear here on
new game +). Grab this with kinesis and loot the lockers here if you are
interested. Follow the walkway around until you reach a control centre of
sorts. Grab the Supply Depot Key from the panel on the right (this will allow
us to undertake an optional mission). This will activate a nearby AUDIO LOG
[LOG 2/5]. On the crate at the far end of the room is a BLUEPRINT � MEDIC
SUPPORT HANDGUN [BLUEPRINT 1/2]. Go through the unlocked door here.

Enter one of the suit kiosks to repair your suit. We can now venture outside
without worrying about our body temperature and our suit locator is now back to
functioning as normal. Huzzah!

Open the gate with kinesis, check out the AUDIO LOG [LOG 3/5] on the crate to
the left and then take the elevator back up to the Way Station.



>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> Waystation Exit <<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<

Exit the waystation and kill the four slashers waiting for you. At this point
we can undertake an optional mission � the supply Depot. To get here, we need
to ignore our suit locator and instead backtrack through the snow to the locked
door opposite the ladder I mentioned earlier.

To continue with this, check out the walkthrough here:


    > Optional Mission: Supply Depot [OPT03]


~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Note: The above optional mission does contain many collectibles that count 
      towards this mission's completion percentage. In order to 100% complete
      this chapter, you will need to play this optional mission and pick up all
      of the collectibles along the way.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Once you have finished off the optional mission (or if you have decided against
doing it) return to the waystation and continue past it.

Follow the suit locator over to a door at the top of a short set of stairs in
front of a wire fence and proceed inside. On a small shelf to the left you will
find a WEAPON PART � TESLA CORE [WEAPON PART 4/6]. Exit through the door on the
other side of the room and follow the set path through the snow forward until
the fence on the left ends, then follow the path around to the left until you
reach another structure.

Kill the waster here and proceed through the tunnel. When you reach the cave,
shoot the waster propped up against the wall � he�s playing dead. Kill him and
his friend that shows up and then loot the room for all its worth. Climb the
ladder when you are good to go.

Follow the snowy path down the slight slope in front until a short scene plays.
Continue down the hill here for another scene. Be sure to hit the button
prompts that appear during the scene!
 
Afterwards follow the path at the top of the cliff until you reach a cave. As
you move through this, loot the crates to the left if you wish (you�ll have to
kill a slasher though if you do). Continue through the cave killing another two
slashers and exit into the open snowy area with the large structure in front
and the wall to the left.



>>>>>>>>>>>>>>>> Tau Volantis Excavation Headquarters Exterior <<<<<<<<<<<<<<<<

Run over to the elevator at the base of the wall for a story sequence.
Afterwards, enter the unlocked door to the right. Activate the generator in
here and use the suit kiosk and bench if you need to. Exit back to the outside
and ride the elevator up to the top of the wall.

After a short scene we will face off against a new enemy.

 _______________________________________________
| New Enemy: The Snow Beast                     \_____________________________
|_______________________________________________/                             ]
|                                                                             |
| The Snow Beast is a repeating mini-boss that you are going to encounter a   |
| number of times before finally offing it whilst exploring Tau Volantis. It  |
| is quite large and has a nasty charge attack that you will need to either   |
| roll away from or use stasis to escape. You will be unable to kill it with  |
| your conventional weaponry, but you can damage it enough that it will run   |
| off. Just before it attacks, it will produce three tentacles from its back. |
| Once all three of these have been severed, another three should appear      |
| around its face and stomach region.  Destroying these will damage it. To    |
| defeat it, you simply need to continue to damage its tentacles until it has |
| had enough.                                                                 |
|                                                                             |
[_____________________________________________________________________________]


As mentioned in the enemy description, we need to avoid its charge attacks,
whilst destroying the tentacles that emerge from its back. Doing this will
reveal its weaker stomach tentacles. Severing these will damage him. Continue
to repeat the cycle until a scene plays and he runs off.

Climb the ramp that has now appeared and use the ladder at the top to return
to the top of the wall. Follow the walkway here over to the door at the end and
proceed inside. 

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Note: At this point, if you are playing on an Xbox360, you will need to
      change the disc to disc 2 in order to continue.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~


Enter the next door and grab the WEAPON PART � HEAVY STANDARD FRAME [WEAPON
PART 5/6] from the object on the right. Climb the ladder here to find a
BLUEPRINT � PULSE RIFLE [BLUEPRINT 2/2] and a TEXT LOG [LOG 4/5] hiding out in
the open and a S.C.A.F ARTEFACT [ARTEFACT 2/2] behind the curtain at the back,
left of the room.

Return back down the ladder and ride the elevator nearby down to a lower area.
As you exit the lift, follow the right wall until you find a box you can use to
open the nearby door with a mini-game. Do so and head inside to find a TEXT LOG
[LOG 5/5] on a shelf on the left side of the area. Enter the door at the end of
the hallway and kill the legless waster and a swarm of 10-12 feeders that
proceed to attack you. Once they are dead, look beside the entry door to find
a locker with an upgrade CIRCUIT [CIRCUIT 2/2]. Backtrack to the courtyard a
the base of the elevator.

Work your way over to the far side of the courtyard and enter the door that
opens for you.  Go through the unlocked door at the end of the hallway to the
right for a chat to complete the chapter.




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

Chapter 10: "Now We Know"                                               [ACT10]

===============================================================================
Collectibles: |         ]
--------------          ]   >>>>>>>>>>>>> Excavation Headquarters <<<<<<<<<<<<<
Artefacts.............2 ] 
Audio/Text Logs.......1 ]   After the conversation to begin the chapter, look
Weapon Parts..........4 ]   on the drawers to the left of the dig site map to
Blueprints............0 ]   find an AUDIO LOG [LOG 1/1]. Further along the wall
Circuits..............1 ]   behind this is a door we can open using a torque
________________________]   bar (if you need to craft one there is a bench near
                            the door we entered from). Inside you will find
                             crates, lockers and a WEAPON PART � PNEUMATIC
TORCH [WEAPON PART 1/4]. Return to the map room and head over to the door near
the bench and go on through.

Smash the crates if you feel like it and then proceed to the end of the hallway
to exit the building. Approach your colleagues nearby for a short scene.



>>>>>>>>>>>>>>>>>>>>>>>>>>>> Excavation Base Camp <<<<<<<<<<<<<<<<<<<<<<<<<<<<<

When you are back in control take cover behind one of the nearby concrete
blocks and kill the 4-5 Unitologist commandos that appear in the icy area in
front. Remember that these guys are not necromorphs, so a head shots will kill
them!

Once they are dead, loot the area and head on over to the tent with the
unlocked door on the far right of the area. Proceed through the room here (note
there is an upgrade CIRCUIT on the crates to the right on new game +) and ride
the elevator at the end down exit the building. Cruise a short distance over to
the outdoor lift nearby and ride that down to the next area.

As you reach the base of the lift, take cover behind the crates to the left and
kill the Unitologist commandos that come running across the bridge. Once the
immediate threats are dealt with, eliminate any other Unitologist forces on the
opposite side of the bridge, note that sometimes a puker will attack them,
giving you an opportunity to attack them whilst they are preoccupied. When it
is clear, proceed across the bridge and work your way through any remaining
enemies to the open door.

Once inside you will be in a room with a bench and a suit kiosk that you can
use to upgrade your weapons/suit. Additionally in the centre of this room is a
WEAPON PART � DIRECTED SUSPENSION FIELD [WEAPON PART 2/4] (note that this
appears as MK-II Directed suspension Field on new game +). When you are ready
to continue, use kinesis to remove the crates from the doorway and proceed
through door.

As you exit the building, there will be a few Unitology commandos fighting off
some slashers nearby in total there are around 10 enemies. Help either side out
and then finish off the remaining bad guys. We need to go on through the open
door at the end of the area, however before you do that, there is a cave off to
the left with a resource cache for your scavenger bot if you are interested.

Enter the marked tunnel and follow the mining cart tracks to the door at the
far end of the area, there is one Unitlogy commando that you will have to kill
along the way. When you reach the door, look to the right and you�ll find an
alien ARTEFACT [ARTEFACT 1/2] sitting on the ground next to a scaffolding. 
Continue through the open door. Kill the slasher that appears.

Upon exiting the other side, follow the catwalk to the left, climb down the
ladder and look behind it for a WEAPON PART � HAMMOND"S HEAVY FRAME [WEAPON
PART 3/4]. Kinesis this over to Isaac so you can grab it. Continue through the
next door.

As you exit you will be attacked by 6 Unitology commandos. Take cover behind
the nearby crates to finish them off. Once it�s clear, note the door here
marked co-op. This is the starting point for the optional co-operative mission
2. It is best to do this during mission 11.

You can find a walkthrough here:


    > Co-operative Mission: Archaeology [CPT02]


~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Note: The above optional mission does contain many collectibles that count 
      towards this mission's completion percentage. In order to 100% complete
      this chapter, you will need to play this optional mission and pick up all
      of the collectibles along the way.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~


When you are ready to continue, proceed through the unlocked door at the far
end of the area.



>>>>>>>>>>>>>>>>>>>>>>>>>>>> Excavation Drill Site <<<<<<<<<<<<<<<<<<<<<<<<<<<<

As you enter a scene will play showing some swarmers reviving some dead
Unitologist commandos.  We haven�t seen this type of swarmer before and I
described it above, but in case you can�t remember here�s a quick refresher on
how to handle them:

 _______________________________________________
| New Enemy: Type 2 Swarmer                     \_____________________________
|_______________________________________________/                             ]
|                                                                             |
| The second type of swarmer consists of a head with a series of tentacles    |
| appearing from below to act as legs. They can reanimate dead bodies by      |
| merging with the head area. Whilst they have control of a body they can use |
| its weapons to attack you or morph it into a slasher. To kill them quickly, |
| shoot the swarmer itself and whilst they have control of a body, shoot the  |
| head � this is where the swarmer is located and a headshot should either    |
| kill it instantly or knock it to the floor where you can shoot it freely.   |
|                                                                             |
| Irrespective of the type of swarmer  that you encounter, you should         |
| definitely try to kill them before they take over bodies as it will make    |
| Isaac�s encounters with them a heck of a lot easier!                        |
|                                                                             |
[_____________________________________________________________________________]

      
Fortunately, as mentioned in the enemy description earlier, all you really need
to do is shoot the swarmers themselves or the heads of the bodies that they
take over to kill them. Once you are done, (note that on a crate just inside
the door there is a WEAPON PART on new game + MK-II Overclocked Heavy frame �
note that this often clips through walls and can glitch out making it difficult
to pick up) continue through the next door.

As you round the corner, you will see a group of Unitology commandos being
attacked by wasters. Kill them all and keep your distance. A large group of
swarmers will come in and bring most of them back to life again. Deal with them
at a distance before moving in to finish off any stragglers when things
quieten down. Continue around to the right and interact with the panels here
for a mini game to unlock the door. Go inside when able.



>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> Coring Platform <<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<

As you exit the lift, look on the wall to the right for an upgrade CIRCUIT
[CIRCUIT 1/1]. Continue down the slope. At the bottom, activate the generator
and use the bench opposite once it comes online if you require it. There is a
WEAPON PART � TELEMETRY SPIKE [WEAPON PART 4/4] on the table next to the bench.
Continue through the now open gate.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Note: At this point you can earn the achievement/trophy �Drill Sergeant�. To do
      this, you need to complete the next section of the mission without taking
      any damage.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~


You will see a giant drill stuck behind a gate that is blocking your exit. We
need to shut it down to progress. To do this, follow the steps below:

    1. First you will need to use kinesis on the cranks on either side of the
       gate to release the drill. It will now fly around the room and you will
       need to avoid touching it. Note that doing so will result in a quick
       fire jump to the previous checkpoint.

    2. 6-8 Wasters will show up, popping out of the various vents around the
       room so use stasis on the drill and kill the enemies.

    3. Once no more enemies are about, use stasis on the drill again and shoot
       between the blades to hit a yellow fuse sitting on the top centre of the
       inside of the drill bit. Once it takes enough damage, it will lift off
       the ground for a few moments. Use this time to go fill up your stasis
       and loot enemies for ammo.

    4. The drill will lower once more and 3-4 wasters and 3-4 slashers will
       emerge from vents around the room. Use the same tactic as before � put
       stasis on the drill and then focus on killing the enemies.

    5. Again stasis the drill once the enemies are dead and destroy the fuse,
       loot whilst you wait for the drill to come back down.

    6. When it hits the ground for the final time, immediately put the drill
       into stasis and shoot the fuse. If you can destroy it quick enough the
       large group of feeders that appear will not be able to reach you in
       time and will de-spawn during the ensuing cinematic that plays out.



Once the scene plays, continue through the next door and ride the elevator in
the next room up to the next area. After getting off the lift, look behind the
boxes directly in front of you for an S.C.A.F ARTEFACT [ARTEFACT 2/2]. Loot the
area and then enter the next building.




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

Chapter 11: "Signal Hunting"                                            [ACT11]

===============================================================================
Collectibles: |          ]
--------------           ]   >>>>>>>>>>>>>>>>> Nexus-03 Site <<<<<<<<<<<<<<<<<<
Artefacts.............1  ] 
Audio/Text Logs.......4  ]   After entering the Nexus research site, follow the
Weapon Parts..........1  ]   catwalk all the way around to the left and enter
Blueprints............0  ]   the door at the end.
Circuits..............4  ]
_________________________]

                             >>>>>>>>>>>>>>>>> Furnace Room <<<<<<<<<<<<<<<<<<<

As you enter, look on the table to the left for an AUDIO LOG [LOG 1/4]. Enter
the next door and look on the wall to the left for a locker containing an
upgrade CIRCUIT [CIRCUIT 1/4]. Loot the lockers before proceeding up the lift
to the roof.

Exit the lift and move forward a short distance. This will cause 4 leapers and
3 wasters to spawn at the far side of the area and run over to greet you.
Fortunately, they will only come one or two at a time though, so they should
not cause you too much grief. Once no more enemies are forthcoming, look to the
left of the elevator we just rode to find a panel we can interact with. Remove
this and grab the battery from the socket. Carry this to the far side of the
roof and pop it through the half open door into the room there.

Return to the lift and climb the ladder nearby. Follow the catwalk here to the
far end and kill the 3 wasters you encounter along the way. Climb down the
ladder and look around to the right at the far end of the room. Loot the locker
on the wall for an upgrade CIRCUIT [CIRCUIT 2/4]. Grab the battery and stick it
into the slot. Activate the panel that lights up and then kill the waster that
appears.

Return outside and work your way back to the elevator.  As you approach, a
legless waster and a pair of leapers will emerge from the fog. Kill them and
then continue down the lift and backtrack through the furnace room to the Nexus
area.



>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> Nexus-03 Site <<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<

Continue back along the walkway here until you reach the control panel between
the four cranks on the left. Activate the screen here. Afterwards you will need
to use kinesis on the cranks nearby to increase the pressure in the furnace.
Each of the four cranks is numbered and the game will let you know which crank
needs to be turned by lighting up the number on the machine above the necessary
crank. Simply move from crank to crank using kinesis to charge them up until
the machine�s bar shows as full red. At this point mosey on back to the
computer panel and activate it.

Follow the walkway around to the right and use the bench if you feel the need
to do so. When you are ready, get in the lift and ride it up to the observation
deck. Turn left and after a short conversation with Santos, she will give you a
BLUEPRINT � PROBE GUN [Note this blueprint does not count towards your
collectible count].

Return back down the lift and enter the door to the left to exit the building,
continue back to the previous lift and enter the door at the bottom to re-enter
the coring platform.



>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> Coring Platform <<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<

Continue through the coring platform, using the bench if you require it (I�d
recommend creating a torque bar if you do not have one) and doing any
additional looting that you may have neglected to do before and exit through
the door on the far side. Head over to the building on the right and you can
now use the access codes Santos gave you on the panel here to unlock the door.
Continue inside.



>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> Plateau Access <<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<

Take the first left to find an active elevator, but don�t miss grabbing the
TEXT LOG [LOG 2/4] from the crate opposite.  When you are ready to press on,
ride the lift up to the next area.

Upon exiting the building and moving forwards slightly, you will see a short
scene. Here we will also be introduced to a new necromorph � the Stalker.

 _______________________________________________
| New Enemy: Stalkers                           \_____________________________
|_______________________________________________/                             ]
|                                                                             |
| Stalkers are probably the most nimble of the necromorphs you are likely to  |
| encounter in Dead Space 3. They are elusive and will hide behind objects and|
| stick their heads out from time to time. 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 most areas where you encounter them   |
| are quite open, which leaves them with plenty of obstructions and cover that|
| they can use to sneak up on you. As such, when stalkers are about, you need |
| to keep track of your surroundings!                                         |
|                                                                             |
[_____________________________________________________________________________]


Your best bet is to retreat back to an open area so that the stalkers will have
to charge at you across open ground for a good distance so that you can de-limb
them before they reach you. Stasis works to slow their advances as well!

Follow the snowy path here, killing the five stalkers that will come to attack
you as you progress. Continue past the construction equipment and up the hill
to an open door labelled Barracks. Before entering, look to the left, head
around the side of the building here to find a couple of crates to smash and a
Unitologist ARTEFACT [ARTEFACT 1/1].

Enter the building and you will see a projector playing a video against the
wall to the right. You will find a TEXT LOG [LOG 3/4] on a table to the right
of the projector. On the left-hand side of the room are some lockers to loot.
There is also another TEXT LOG [LOG 4/4] near here (note that on the table in
front of the lockers there is an upgrade CIRCUIT on new game +).

Once you have looted those, go over and use a torque bar to open the locked
door here. Inside you will find a WEAPON PART � COMPACT REPEATER [WEAPON PART
1/1] (this appears as a MK-II Compact Repeater on New Game +) on the shelf to
the left and an upgrade CIRCUIT [CIRCUIT 3/4] on the back wall. Loot the rest
of the room and then duck into the hallway next to the projector to find a lift
we can take to proceed.



>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> Staging Yard <<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<

Upon exiting into the staging yard, move forward slightly and a pack of
stalkers will let their presence be known. There are 6-7 stalkers in the area
and as such you really need to keep an eye out as they can sneak up on you
quite easily. Your best bet is to stay in a corner with a decent view of the
area (this will limit the number of places that they can approach from) and
use stasis on them as you see them charge and put them down before they arrive.

Once the area is clear, make your way over to the locked door with the panels
we can access in front of it. Play the mini-game to unlock the door and then
proceed inside.



>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> Nexus-02 Site <<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<

Enter the door down the hallway to the left. As you enter the observation area,
turn right and grab the upgrade CIRCUIT [CIRCUIT 4/4] from the locker on the
wall next to the door. After a short conversation, we�ll need to find three 
pieces to make our weapon. Continue to follow the walkway here past the ladder
to the very end. Here, turn to the left and use kinesis on the crank suspended
above the centre of the room. Return to the ladder and climb down.

On the lower level, you will find the first piece, the Probe Tip on the edge
of the metal platform overlooking the cliff below. The second piece, the Probe
Frame will be sitting in the cage nearby that we lowered earlier using kinesis
from the upper level.  The final piece, the Probe Engine will be sitting on a
table surrounded by med packs on the walkway to the right of the ladder.

Once all three pieces of the blueprint have been acquired, climb back up the
ladder and backtrack through the door and back outside to the Staging Yard.



>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> Staging Yard <<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<

Upon returning to the staging yard a short scene will play and you will find
yourself once again squaring off against the snow beast. As with the previous
encounter, we need to avoid his lunge and charge attacks whilst waiting for the
tentacles to emerge from his back to shoot them. Once all three tentacles are
severed, his chest will open to reveal three more. When it opens, stick him in
stasis and shoot all three bulbs to damage him. Repeat this whole process
three times and afterwards the snow beast will once again run off.

After the fight a short radio conversation will ensue and a new optional
mission will be added.  To access this, we can go through the now open door on
the far side of the Staging Yard � it�s the one will all of the flares on the
ground in front of it. When you are done with that, you should also consider
backtracking to the previous zone so that you can do the co-op mission at this
point.

You can find walkthroughs for the optional mission here:


    > Optional Mission: Armory           [OPT04]
    > Co-operative Mission: Archaeology  [CPT02]


~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Note: The above optional missions do contain many collectibles that count 
      towards this mission's completion percentage. In order to 100% complete
      this chapter, you will need to play through both of these optional
      missions and pick up all of the collectibles along the way.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~


If you decided to complete the optional mission, you will end up on the cliff
outside the Coring Platform, if you did not feel like smashing out the optional
mission, you simply need to backtrack all the way to the top of the cliff
(you'll have to kill a few swarmer revived commandos as you go) before the
Coring Platform.



>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> Coring Platform <<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<

Work your way back to where we had the intense standoff with the drill bit
before. As you arrive a group of swarmers will come and reanimate the bodies
in the centre of the floor and 3 slashers will also pop out of vents to attack
you. Kill them all and continue up the icy slope and through the door. Use the
lift to get back up top and fight off the pair of pukers and the swarmers
that bring 3 commandos back to life. Once that is all done, enter the door
here.



>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> Nexus-03 Site <<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<

Once you arrive back at the Nexus facility, use a bench to craft the special
weapon. Use the lift to reach the observation area and head back to where we
left Santos and the rest of the crew.




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

Chapter 12: "Autopsy"                                                   [ACT12]

===============================================================================
Collectibles: |         ]
--------------          ]   >>>>>>>>>>>>>>>>> Nexus-03 Site <<<<<<<<<<<<<<<<<<
Artefacts.............0 ] 
Audio/Text Logs.......0 ]   Once we are back at the observation platform you
Weapon Parts..........0 ]   will notice that there are two lifts opposite
Blueprints............0 ]   Santos�s position and two long walkways to the left
Circuits..............0 ]   and the right leading to platforms to either side
________________________]   of the Nexus in the centre of the room. We need to  
                            make our way to the end of each walkway, activate
                            the terminal here and then use kinesis on the crank
to activate the harpoons on either side of the area.

Once both harpoons have been activated, return to Santos and enter the cage
here. Ride it over and down into the next area.

We�ll be inside the giant necromorph! To proceed through this region, you need
to pull out your probe gun and aim it. It will start beeping. Follow the beeps
until they get closer and closer together. At this point shoot the yellow sack
hanging from the roof that the probe is indicating as the target.

You will need to shoot three of these nerve endings and after the first and
third time that you do, a swarm of feeders will spawn and attack you. These are
a more advanced version of the original feeders, appear as black in color and
take twice the amount of damage. Each wave consists of around 10-12 of these
�super� feeders, so prepare yourself!

The nerve endings can be found at the following locations:

    1. After getting off the lift, turn right and go down the passage a short
       distance, it is on the roof here. Once you shoot it prepare for �super�
       feeder inundation!

    2. From the lift, move a short distance down the left passage and look up
       to the left at the turn in the passageway.

    3. Follow the left tunnel from nerve ending number 2 until it exits into a
       larger room; shoot any one of the nerve clusters that you find in here.
       Once you have shot this, be prepared for another �super� feeder attack.



Once you have knocked off the three clusters and have survived the waves of
super feeders, return to the lift for a short scene.

Afterwards, use kinesis on the control to open the door and proceed through the
door to the elevator on the left. After getting off, continue along the walkway
to the left and make your way through the doors to the furnace room again. Here
you will notice that another door is now unlocked. Move on through here.

As you enter, destroy the crates to the right (note there is also an upgrade
CIRCUIT here on new game +) if you need some ammo or reagents and proceed
through the room to the left until you reach the next open door. There is a
bench next to the exit if you require its services. Exit through the door for
a scene.



>>>>>>>>>>>>>>>>>>>>>>>>>>>> Cliffs of Volantis <<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<
 
When you regain control, move up to the cover in front and kill the Unitology
commandos as they unload from the drop ship. After a few short moments a scene
will play and we�ll meet another type of necromorph � the Nexus.


==================
Boss: The Nexus
==================

The Nexus is a massive necromorph form that will remain stationary during
the fight. It will hang over the cliff whilst it faces you. The nexus has a
pair of massive claws that it will bring down in a bid to crush Isaac,
simply dodge to the side to avoid these. The nexus will also fire off small
red projectiles that will land on the ground and pulsate, if you do not
destroy these, they will hatch into feeders. After shooting the red eggs,the
nexus will sit still for a few moments with its pulsating yellow heart
exposed. Try to get as many shots as you can in on it.

After taking damage, the nexus�s head will come down to Isaac�s level and it
will start to suck you into its mouth. To prevent this from happening, shoot
the glowing bulbs around its mouth.

As mentioned above, the tactics for defeating the nexus are simple: Avoid the
necromorphs talons, shoot as many of the eggs as you can and then shoot the
nexus in the heart until it collapses forward. Shoot its mouth until it stops
sucking and repeat! Eventually, once you have destroyed all of the mouth
tentacles, you will not be able to stop it from sucking you in.



>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> Nexus interior <<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<

After a scene you will regain control in a zero gravity environment and
subsequently meet a new enemy- the hive mind.

 _______________________________________________
| New Enemy: Hive Minds                         \_____________________________
|_______________________________________________/                             ]
|                                                                             |
| Hive Minds are wall mounted enemies that feature three prominent tentacles. |
| They fire off groups of small, red projectiles that will home in on Isaac   |
| and deal a fair bit of damage if they manage to hit him. During a fight with|
| hive minds, you need to shoot or boost out of the way of the projectiles,   |
| whilst still trying to sever the hive mind�s tentacles when you get the     |
| opportunity.  These necromorph growths are quite weak on their own, but the |
| heat-seeking shots make them a little tricky.                               |
|                                                                             |
[_____________________________________________________________________________]

There are three hive minds in this area. We need to try and focus on one at a
time and sever their tentacles to kill them. Additionally we need to keep an
eye out on the other two at the same time in order to avoid or shoot down any
incoming attacks. Once you have killed all three hive minds a scene will play.

During the scene, hit the button prompt that appears.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Note: For defeating the hive minds you will earn the achievement/trophy
      �Intestinal fortitude�.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~


Continue up the nearby slope to continue onto the next chapter.




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

Chapter 13: "Reach for the Sky"                                         [ACT13]

===============================================================================
Collectibles: |         ]
--------------          ]   >>>>>>>>>>>>>>>> Cliffs of Volantis <<<<<<<<<<<<<<<
Artefacts.............1 ] 
Audio/Text Logs.......0 ]   Proceed up the icy slope and enter the first
Weapon Parts..........4 ]   building you see off to the right. Turn on the
Blueprints............1 ]   generator here to activate the nearby bench. You
Circuits..............1 ]   will also find an upgrade CIRCUIT [CIRCUIT 1/1] on
________________________]   the wall here.  Use the bench if you like and
                            return outside. Look around the side of this
                            building for a BLUEPRINT � HUN-E1 BADGER [BLUEPRINT
1/1]. Continue up the path until a scene plays.    

Loot the area if you like and when you are good to go, interact with the
machine at the base of the cliff to begin a rappelling section.  As with the
similar section in the prologue, you need to walk up the cliff whilst avoiding
falling debris and crumbling cliffs. To do quick moves, you can hit the boost
button in a direction to jump across gaps or to the side; you can also use
stasis on falling debris to increase the window you have to move before it hits
you. When you reach the top, hit the button prompt that appears to hop up to
the ledge above.

After scaling the second cliff, continue into the covered ledge to the left.
Follow this around until you reach a ladder you need to use kinesis on to
deploy (does this remind anyone else of something from a Lego game?). Climb the
ladder and enter the cave.

As you move to the left, you will hear someone hammering away at some rocks.
This is a waster in the next room and as soon as he is aware of you, he will
attack. To add to your woes, a number of additional wasters and slashers will
also show up at this point. It is at this time that we will meet the more
advanced versions of both slashers and wasters, they appear blackish in color
and take approximately double the amount of damage as their vanilla
counterparts. In total I counted three �super� slashers, 2 regular slashers and
5 wasters, they will all come at you pretty much at once, so be sure to have
your stasis ready!

Once the room is clear, check the tent furthest left from the entrance to find
a WEAPON PART � COMPACT STANDARD FRAME [WEAPON PART 1/4].  In the large room
inside the cave there are two entrances. The suit locator wants you to go left,
instead of doing this, go into the opening to the right to find a couple of
smashable crates and a WEAPON PART � WELLERS COMPACT FRAME [WEAPON PART 2/4].
Head back to the main room and continue along the path the left, killing the
slasher that pops up as you make your way outside.

After a short amble along the cliffs you will reach a cargo lift blocking your
path. Look above it and to the left to see an item that we can move with
stasis. Roll this all the way to the right to send the lift down. The path is
now cleared as well, so continue onward.

As you reach the next covered ledge, a pair of leapers will appear. Fortunately
they are far enough away that you should be able to deal with them from a
distance. Move forward and a slasher and a waster will emerge from the snow in
front of you and at the same time, another slasher and waster will also appear
behind you. By the time you have dealt with all of those guys, another pair of
leapers will approach from along the Cliffside to the right. Tear them to
pieces and then proceed along the path until you find the next cave.

Follow the cave to the end to find some more grappling hooks to initiate
another rappel section. Before using these though, look on the crate behind
them for a WEAPON PART � AMMO SUPPORT [WEAPON PART 3/4] (note on new game +
this appears as MK-II Ammo Support).

Climb the cliff here as usual, remembering to jump left or right if there is a
hole you cannot climb over in front of you or to avoid falling debris.  This
climb also features a number of lurkers, so be sure to eliminate them before
climbing or you may as well be a sitting duck.



>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> Frozen Encampments <<<<<<<<<<<<<<<<<<<<<<<<<<<<<

At the top of the cliff, follow the path to the left. When you reach the fork
you can find a resource cache for your scavenger bot to the left. When you are
ready continue up the slope on the right fork. You will soon reach a room where
you will encounter 4-5 exploders and a number of �super� slashers. Kill them
as they arrive (note that shooting the exploders is a good way to remove other
nearby necromorphs!) and be aware that an exploder and a slasher will come up
from behind at some point during the fight.

When it�s safe to move on, turn left at the next fork for an S.C.A.F ARTEFACT
[ARTEFACT 1/1]. Return to the fork (note that just after the fork there is an
upgrade CIRCUIT on new game +) and continue along the right hand path until
you find yourself back outside.

Immediately turn right and follow the cliff around the corner to find a bench
and a small alcove containing a WEAPON PART � RIP CORE [WEAPON PART 4/4].Return
back past the cave entrance and continue along the set path here until you
reach the rappel point.

Climb up the cliff here and note that you will need to use stasis on the large
falling pieces of cliff and the swinging elevator car to pass. You will also
need to jump between the cliffs either side of the central gap to survive.

When you reach the top follow the passage straight ahead and defend yourself
against the 6 pukers and 3 slashers that jump out of the snow and proceed to
attack you as you near the first turn to the left.  After the fight, enter the
cave activate the Lego ladder and climb up to the next ledge.

Go over and activate the generator to your right.  After a short conversation,
walk over past the spinning cog and climb the slope at the back of the area.
Interact with the blue box here for a mini game. We need to balance both
needles so that they appear in the green of the respective meters to do this
follow these instructions:

    1. Move 50 to the left

    2. Move 70 to the right



Once you have balanced the needles, go back to the spinning cog in between the
generator and your current position. Interact with the blue panel to re-start
the lift for a scene.


>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> Lower Cliffs <<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<

When you regain control, move forward through the blizzard until you see
another scene. It�s that pesky snow beast again!

As with the previous encounter, we need to avoid his lunge and charge attacks.
This time however, the tactics change a little. Firstly we want to stick him
into stasis ASAP so we can deal with the 5-6 slashers that are wandering around
the area.  We also want to be working our way towards the very far end of the
area whilst doing this.

At the back of the area, you will find a generator on a raised ledge to the
right that we can activate (do this whilst the snow beast is in stasis
obviously!). This will bring a pair of harpoon guns online and you should be
able to see some spotlights and lasers indicating where they are aiming. We
need to run over to the far side of this area and lure the snow beast through
the harpoon target area. The harpoons will fire at the beast. When this
happens, run over to the crank near the left hand harpoon gun and use kinesis
on it. This will damage the beast.  Repeat this process a couple more times to
kill it for good!

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Note: For killing the snow beast you will earn the achievement/trophy �Hydra�.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~


Run over and use the now active rappel point to climb up to the next ledge to
complete the chapter.




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

Chapter 14: "Everything Has its Place"                                  [ACT14]

===============================================================================
Collectibles: |          ]
--------------           ]   >>>>>>>>>>>>>>> Research Compound <<<<<<<<<<<<<<<<
Artefacts.............4  ] 
Audio/Text Logs.......4  ]   Before climbing the ladder indicated in the
Weapon Parts..........5  ]   opening scene, cruise over to the front of the
Blueprints............2  ]   building to its left and grab the upgrade CIRCUIT
Circuits..............5  ]   [CIRCUIT 1/5] from the top of the crate in front.
_________________________]   Return to the ladder and climb up.

                             Follow the icy slope up and keep an eye out for a
small cave on the right (there�s a resource cache at the back of this for your
scavenger bot if you are into that kind of thing), follow the suit locator up
to the top of the slope and enter through the gate to the Science Facility.
Follow the path up and around to the right to enter an unlocked door here.
Exit via the door at the end of the hall.

After exiting the small building, continue up the snowy path to the left.
Continue up until you see a vehicle on the left of the main path, look on the
flatbed above its wheels at the back to find a BLUEPRINT � SEEKER RIFLE
[BLUEPRINT 1/2]. Continue up the hill to the building in the distance and
interact with the panel in front for a mini-game to unlock the door.



>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> Biology Sector <<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<

As soon as you enter, pick up the WEAPON PART � HEAVY STANDARD FRAME [WEAPON
PART 1/5] from on top of the boxes on the right. Enter the hallway and a group
of wasters will jump out of all kinds of vents to come and get you. During the
fight, in all I counted 4 �super� wasters and 4 regular wasters as well as a
number of swarmers. Note that as this can be quite tough, I noticed that if I
backed into the previous door to the circular room, it caused them all to
retreat back into the hallway for some reason. So feel free to step out, kill
a few and then back up and repeat until you knock them all down.

When it is clear, you can explore the hallway to find a suit kiosk and a bench
we can use to upgrade our weapons. I�d recommend crafting a torque bar if you
do not have one currently. Afterwards, all the other doors are locked so we
have little choice but to head to the right hand end of the hallway and use
the unlocked lift here.  When you reach the top, enter the door on the right
side of the hallway.



>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> Rosetta Lab <<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<

After entering, walk over to the far end of the room to reunite with your crew
and have a conversation. We need to reassemble the slides in the centre of the
room (note that below the broken stairs behind the central slide holder you
will find an upgrade CIRCUIT on new game +). Hop up the stairs on the right and
use the blue panels here to open the glass door. Use kinesis to pull the slide
out. Carry it to the opposite side of the room and stick it into the receptacle
that has appeared here. Hit the panel for a scene.

Afterwards you�ll learn that we need to go and find another four of those
slides scattered throughout the facility. Fun, right!? Return to the control
panel and Ellie will give you the Research Facility Key. Afterwards return back
through the door to the Biology Sector.



>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> Biology Sector <<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<

Head to the far end of the hallway and back down the lift. Note that there is a
co-op mission in the right hand door as you exit.  If you wish to partake in
this, you can find the walkthrough here:

    > Co-op Mission: Marker Containment [CPT03]

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Note: The above optional mission does contain many collectibles that count 
      towards this mission's completion percentage. In order to 100% complete
      this chapter, you will need to play this optional mission and pick up all
      of the collectibles along the way.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~


Once you have finished with the co-operative mission (or if you straight up
didn�t fell like doing it) continue to the end of the hallway, using the bench
or suit kiosk here if required, and use the keycard on the panel next to the
far door to unlock it. Continue through.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Note: There is a missable achievement/trophy � �Weedkiller� at this point. We
      need to get through this first hallway area without killing any of the
      cysts so that we can kill them all at the same time together later on. If
      you follow the below guide you should have no trouble getting it!
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~


As you open the door there will be a cyst on the floor in front of you. Stick
this into stasis and run past it. Turn around and use kinesis to grab the
projectile it shoots in the air (it will kill the cyst if it drops back into
it) and fire it off somewhere safe. Repeat for the next cyst on the ground. The
third cyst is on the wall to the left, stasis that and run by it. The next one
is on the floor again so repeat the steps that we did for the first two. The
final cyst is on the wall just around the corner. Stasis this and run past it.

Ignore the control room here for now and enter the door to the left of the
lockers.  On the wall you will find a locker with an upgrade CIRCUIT [CIRCUIT
2/5] and on the nearby crate a TEXT LOG [LOG 1/4]. Grab these before continuing
down the elevator. Kill the three lurkers on the way down and in the room
below. Interact with the panel for a mini-game to balance the needles to
activate the power and the elevator simultaneously.

Use the following steps to sort it out:

    1. Move 50 to the right

    2. Move 50 to the right


Once power is restored, kill the �super� waster and a regular waster that burst
out of the vents to join you before returning up the lift to the previous area.
Kill the waster at the top of the lift and then head through the door. Enter
the control room and activate the panel to release some gas to clear out all
of the growth on the walls.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Note: if you did not kill any of the cysts, you should earn the
      achievement/trophy �Weedkiller� at this point in time.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~


Return back down the hallway where the cysts had been and find the now
accessible door on the right. Go through the door on the right inside to enter
a larger room. As you enter, look to the left for an AUDIO LOG [LOG 2/4].
Proceed to the far end of the room and kill the guardian on the wall. Once it
is dead, look for the x-rays nearby and on a barrel next to them you will find
an Alien ARTEFACT [ARTEFACT 1/4].

On the wall next to the guardian, you will find a console requiring the key to
access. Use this to find the next slide that is required in the Rosetta Lab. 
Carry it back towards the entrance to the room and a group of 5 �super� wasters
and 2 regular wasters will enter the area through the various openings. They
will come at you 1-2 at a time. When they are all dead, carry the slide to the
entrance and place it in the orange slot nearby. Activate the panel to send it
back to the crew.

Return to the main hallway outside and turn right. After a short distance you
will be able to access a lift that was previously blocked by the cysts and
growth. Take this up to the next level. Continue through the next pair of doors
until you reach a bridge between buildings.

As you cross the bridge here you will be ambushed by 6 �super� slashers with 3
dropping down in front of you and another 3 coming up from behind.  Use stasis
to help deal with them and when it is all clear continue through the door on
the far side of the bridge.



>>>>>>>>>>>>>>>>>>>>>>>>>>>> Palaeontology Sector <<<<<<<<<<<<<<<<<<<<<<<<<<<<<

Upon entry a message for you will play over a loud speaker and the only exit
out of the room will be locked. Look on the wall to the right of this to find
a panel that we can use kinesis to remove. Pull the crank in here to unlock the
door and head on through.

Turn left and loot the lockers if you like before entering the next room. Grab
the Reaper Barracks Key from the table (we need this to access an optional
mission). Turn around and on the wall next to the entrance you will see a
locker containing an upgrade CIRCUIT [CIRCUIT 3/5]. On the opposite side of the
room you will find a socket for a torque bar, use one to open the room to find
a WEAPON PART � EXPLOSIVE MODULE [WEAPON PART 2/5].

When you are done looting, go down the lift. This room has a MASSIVE number of
feeders in it and when you attack or are spotted by one of them, you will have
to kill 15-20 of them. Be sure to keep moving, use stasis liberally and try not
to get cornered or you will be overwhelmed in seconds. Once they have stopped
coming, be sure to loot them all and follow the walkway around until you get a
lift. Descend to the lower level.

Here you will find a large glass tube with another slide piece in it. On one
side of the tube, you will find three consoles relating to the rotating holes
in the tube with degrees of rotation listed on them. Our goal is to make all
three screens read 0. Unfortunately we only have two cranks to control rotation
with the middle piece able to be manipulated by both.

Once the puzzle has been completed, hit the activation console to send the
slide through to the other side. Go to the opposite side of the tube and use
kinesis to pull the slide out. Place it in the nearby square, orange hole to
send it back to your crew. Look on the desk here to find an AUDIO LOG
[LOG 3/4]. Return to the side of the tube with cranks and continue through the
unlocked door here.

There are two open doors in this small room with the room opposite leading to
an optional mission and the door to the left to continue the story mission.


You can find a walkthrough for the optional mission here:

    > Optional Mission: Reaper Barracks [CPT05]
    

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Note: The above optional mission does contain many collectibles that count 
      towards this mission's completion percentage. In order to 100% complete
      this chapter, you will need to play this optional mission and pick up all
      of the collectibles along the way.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~


Once you have finished the mission (or if you decided against doing it),
continue through the other door.

As you enter, shoot the cyst in front and turn right. Look behind the control
room here for a locker containing an upgrade CIRCUIT [CIRCUIT 4/5]. Continue
past the control room and destroy the cysts in the room ahead. On the wall next
to the gate at the end, use kinesis to remove the panel and then use it again
to turn the crank within. Return to the control room whilst avoiding the gas
and hit the terminal to deploy that gas again.

Once the gas clears, enter the now uncovered door on the right side of the
room. As you enter the next lab area you will see a large necromorph corpse
hanging from the roof. At this point you will also be spotted by a feeder who
will summon a large group of his buddies and a slasher or two to attack you. 
Once that is dealt with continue inside.

To the right of the door is a desk with an Alien ARTEFACT [ARTEFACT 2/4]
sitting on it. On another desk to the left of this is an AUDIO LOG [LOG 4/4].
To the left of the entry door you will find the next slide we need to send back
to the Rosetta lab (note on the floor below this and to the right is an upgrade
CIRCUIT on new game +). Grab the slide and carry it over to the opposite corner
of the room, stick it in the slot and use the panel to send it back to your
friends.

The door on the raised platform will now be unlocked. As you open this use
stasis on the carrier and �super� slasher on the other side of the door
(remember to not shoot the carrier anywhere but its legs!). Another �super�
slasher will emerge from the vent to the left of the door, so deal with him
first before turning your attention to the others. Once clear, continue through
the door. Loot the lockers here before using the next door to exit the
building.



>>>>>>>>>>>>>>>>>>>>>>>>>>>>> Research Compound <<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<

As you exit, move down the slope slightly, you will see a gunship patrolling
the area. You�ll need to avoid its searchlight and make your way up the hill
to the left to enter the door there. If you do get spotted, sprint for the door
and you might be lucky enough to make it! Continue through the hallway here and
exit the far side.

Continue up the slope here and follow it to the right for a short scene
introducing a new type of enemy � twitchers.

 _______________________________________________
| New Enemy: Twitcher                           \_____________________________
|_______________________________________________/                             ]
|                                                                             |
| Twitchers are very similar to the standard slasher albeit with one major    |
| difference. They have been imbued with stasis packs which allows them to    |
| move in very strange, awkward ways as well as perform short range           |
| teleportation that enables them to approach and attack you at high speed.   |
| They are also a little bit tougher than your standard slasher and will take |
| a few more shots to take down.                                              |
|                                                                             |
[_____________________________________________________________________________]


There are a total of five twitchers in this area, so kill them all before
proceeding through the nearby door.



>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> Biology Sector <<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<

As you enter the main hallway here (again!) use the bench and suit kiosk if
you require their services and then enter the one room that we haven�t explored
yet. Use the key on the panel on the wall to unlock the door and go on through
it to exit the building.



>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> Geology Access <<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<

Follow the snowy path down until you reach a bridge. Look near the bridge here
for a WEAPON PART � RIP CORE [WEAPON PART 3/5: note this one counts in the
stats & progress tab in-game as a part for Chapter 15]. Continue down the
tunnel to the right of the bridge and kill the 3 slashers here to find another
WEAPON PART � Full Zoom Scope [WEAPON PART 4/5] (note: This appears as a MK-II
Full Zoom Scope on new game +). There is also a resource cache around here for
your scavenger bot.

Return to the bridge and follow it all the way to the other side. Here you
will see a wall of crates in front (note on new game + there is an upgrade
CIRCUIT on top of the crates here).  Approach the crates and you will be
attacked by a group of 5 stalkers. After dealing with them, look opposite the
end of the bridge to see a door requiring a key card to access (this is the
next optional mission but we can�t get in there just yet).  To the left of this
door is a stone column. Look behind it for a Unitologist ARTEFACT [ARTEFACT
3/4].

Head over to the other side of the area and take the lift up to the higher
ledge. Turn left as you exit and proceed up into the open area ahead. As you
reach the crates a large group of enemies will attack. Backtrack to the top of
the lift to allow them to come to you. In total there are 7 stalkers, 2 �super�
slashers and a regular slasher.  Once they are all dead, look behind the crate
to the right to find a S.C.A.F ARTEFACT [ARTEFACT 4/4]. Continue through the
courtyard and enter the unlocked door at the far end.



>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> Geology Sector <<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<

In the first room you will find a bench which you can use to upgrade your
stuff. I�d recommend making a torque bar at this point if you do not currently
have one as there is a door we can open coming up.  When you are done, proceed
around the frozen necromorphs to the other side of the area and grab the
upgrade CIRCUIT [CIRCUIT 5/5] from the left hand corner before proceeding
through the nearby door.

In this room, loot the lockers on the left, grab the Disposal Services Key from
the table to the right (this allows us into the optional mission area I
highlighted earlier) and then use a torque bar to unlock the door at the back
of the room. Inside you will find the usual reagents, a BLUEPRINT � HOT DEATH
[BLUEPRINT 2/2] and a WEAPON PART � Earth Gov Frame [WEAPON PART 5/5].

Enter the next room when ready. Here you will find a couple of bodies lying
before a laser trap � stomp them to pieces to make the next part easier. Pull
the hanging block in the laser area towards you with kinesis to break the first
laser beam. Walk past it and kinesis the block over to disrupt the second laser
(note that there is an upgrade CIRCUIT on the ground next to the second laser
source in new game +). Do the same again with the block and the third laser to
reach the far end.

You will find the final slide for the Rosetta Lab here. Use the console to open
the window and use kinesis to take it out. This will cause three swarmers to
spawn opposite. Kill them (and the commandos they revive if you didn�t stomp
them out as I suggested).  Use kinesis to shoot the slide over the lasers to
the start of the room and then use the block to traverse the lasers as before.

When you are back at the entrance, grab the slide and stick it into the nearby
socket to send it back to your mates. Go through the door, turn right and
proceed through the first room here, kill the three Unitology commandos that
greet you and return outside.



>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> Geology Access <<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<

Backtrack through the courtyard here (its much quieter this time around!) and
take the lift back down to the lower area.

At this point, if you follow the left hand wall we�ll end up back at that
locked door that needed the keypad I mentioned earlier. Now that we have the
Disposal Services Key we can undertake the next optional mission.

You can find a walkthrough for the optional mission here:


    > Optional Mission: Disposal Services [OPT06]


~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Note: The above optional mission does contain many collectibles that count 
      towards this mission's completion percentage. In order to 100% complete
      this chapter, you will need to play this optional mission and pick up all
      of the collectibles along the way.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~


Once you have finished the mission (or wish to continue the game without
experiencing it) continue backtracking across the nearby bridge and into the
unlocked door on the far side.



>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> Biology Sector <<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<

Here you will find the entrance to the co-op mission directly in front. If you
still haven�t done it, now is a good a time as any. If you wish to partake in
this, you can find the walkthrough here:


    > Co-op Mission: Marker Containment [CPT03]


~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Note: The above optional mission does contain many collectibles that count 
      towards this mission's completion percentage. In order to 100% complete
      this chapter, you will need to play this optional mission and pick up all
      of the collectibles along the way.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~


When you are ready, enter the elevator at the end of the hallway. Return to
the Rosetta lab to complete the mission.




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

Chapter 15: "A Change of Fortune"                                       [ACT15]

===============================================================================
Collectibles: |         ]
--------------          ]   >>>>>>>>>>>>>>>>>>> Rosetta Lab <<<<<<<<<<<<<<<<<<<
Artefacts.............0 ] 
Audio/Text Logs.......0 ]   We start this chapter with a puzzle! We need to
Weapon Parts..........2 ]   rearrange the slides in the glass tube in the
Blueprints............0 ]   centre of the room so they appear in the correct
Circuits..............0 ]   order.  Let�s say that the piece closest to Ellie
________________________]   is slide 1 and the slide furthest away is slide 9.
                            Here is how we do it:


    1. Move slide 2 to position 8. 

    2. Move slide 3 to position 7.

    3. Move slide 3 to position 6.

    4. Move slide 3 to position 5.

    5. Move slide 2 to position 4.

    6. Move slide 2 to position 3.


As the pieces are detected in the right combination, a scene will show and they
will merge together to form a single slide.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Note: At this point you will earn the achievement/trophy �Together as One�.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~


Once it is back together, climb the stairs to the right of Ellie�s platform to
find a console that we are able to activate. Doing so will cause a scene to
occur.

Afterwards we need to exit the room as quickly as possible. Note the yellow/
orange gas; this will kill you extremely quickly if it touches you.
Additionally, the longer we stand around the more it will spread and block our
exit leading to death! To get out we need to sprint down the stairs, run around
the glass tube in the centre of the room, hugging it as closely as possible
and up the stairs on the far side.

When you reach the door a scene will play. Press the button prompt during the
scene to continue.

Continue down the main hallway hugging the left wall to avoid the gas and enter
the lift at the end for another scene.

After leaving the lift, take the first left and go through the door to exit the
building.



>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> Geology Access <<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<

Once you are back outside, follow the slope down to the right and kill the
Unitologist Commando on the bridge here. You can grab the WEAPON PART � RIP
CORE [WEAPON PART 1/2] near the start of the bridge here (If you didn�t pick it
up in chapter 14). 

Continue across the bridge and around the corner. Watch out for the rocket
commando shooting your way. Note that if you can catch his rocket with kinesis
and shoot it back at him you can earn an achievement/trophy for your efforts
(if you haven�t already!).  Don�t worry, there is still a few more
opportunities for this one if you miss this chance.

As you reach the end of the bridge, run up to the next crate and take cover.
Kill the three Unitology commandos in front. As you do more will join the party
and they will begin to be attacked by stalkers as well. Kill the enemies that
are focused on you at this point before helping out one of the factions that is
attacking the other until they are eliminated before then mopping up what
remains of the others. Continue up the nearby elevator.

Turn left and enter the courtyard here, in the distance you will open the new,
open area that is on fire. That wasn�t there before! Run in here before the
gunship can attack you and kill the two Unitology commandos inside.  Destroy
the crates here if you feel the need and proceed through the door at the end.

Upon entering, turn left to see two corpses in chairs. On the control panel
behind them you will find a WEAPON PART � FLAME GLAZE[WEAPON PART 2/2] (note
that his appears as MK-II Flame Glaze on new game +). Grab this and continue
out the next door.



>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> Silo Exterior <<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<

Move forward slightly and a group of 5 �super� slashers will emerge from the
snow. Start attacking them and after you have downed a few a group of Unitology
commandos will show up as well. 3-4 of them will rappel down outside the door
in the distance and appear on a ledge ahead of you on the left hand side of the
area. Try to stand behind the crates to the right whilst you finish off the
slashers before turning your attention to the human enemies.

Once things fall quiet, run up to the door in the distance and a bunch of
enemies will spawn behind you. There will be a pair of rocket commandos up on
ledges above your initial entry point and 6 twitchers will emerge from the
snow to come and attack you. Hide behind the vehicle closest to the door.
Thankfully the rocket guys will help you out with the occasional twitcher and
if they don�t, grab their rockets using kinesis and launching them at the
twitchers. Either way, you will still need to destroy all the baddies in the
area before you are able to safely continue.

Once the area is clear of hostiles, use the nearby panel to engage in a
mini-game to hack the door open. Go inside to complete the mission.




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

Chapter 16: "What Lies Below"                                           [ACT16]

===============================================================================
Collectibles: |         ]
--------------          ]   >>>>>>>>>>>>>>> Underground Descent <<<<<<<<<<<<<<<
Artefacts.............0 ] 
Audio/Text Logs.......1 ]   As soon as you open the door to begin the chapter
Weapon Parts..........4 ]   a scene will play. As soon as you regain control,
Blueprints............1 ]   you�ll want to run up to the railing and take cover
Circuits..............1 ]   until the shooter is out of range. Smash the crates
________________________]   nearby for some ammo and any other supplies and use
                            the bench here if you require its services. 

When you are ready, approach the rappel point and activate it to start our
descent.

Rappelling down follows the same rules as climbing up!  As with the earlier
climbing sections, you need to walk down the cliff whilst you avoid walking on
the crumbling cliffs. To do quick moves, you can hit the boost button in a
direction to jump across gaps in your way or to quickly manoeuvre to the side.

During the first descent you will have a commando firing at you from the
lowering platform in the centre of the room and several �super� leapers will
climb up the cliffs to meet you as you descend. Use stasis on them or slow
your walking speed to give yourself enough time to deal with them before they
get too close. When you reach the bottom, hit the button prompt to drop down
onto the platform below.

Kill the two �super� leapers that crawl over the ledges here before using the
nearby elevator to access the lower level.

Immediately crouch as you exit and walk up to the railing for cover. Try to
pop the pair of Unitology commandos on the lowering platform. When it�s clear,
continue to the right and work your way around the platform until you reach the
next rappel point. Look behind this for a WEAPON PART � S.C.A.F FRAME [WEAPON
PART 1/4]. When ready, use the next rappel point to continue downward.

During the second descent you will have more Unitology commandos shooting at
you, this time they not only ride the central platform but will be on ledges
and walkways along the cliffs edge as you descend.  Luckily, these platforms
come equipped with stacks of red barrels, so simply shooting these will rid you
of the enemies on said ledge. As you do descend, keep an eye on the right hand
wall as there is a snowy outcrop there with a WEAPON PART � RAIL ACCELERATOR
[WEAPON PART 2/4] around half way down.

When you reach the bottom, quickly drop down to the platform and get yourself
into cover. There are 3 commandos on a walkway on the opposite walkway. If
possible kinesis the rocket commando�s ordnance right back at him to kill them
all at once. If not, polish off the rest of them.

Follow the passage to the right and enter the door here. Look on the shelf to
the left for a WEAPON PART � SAFETY GUARD [WEAPON PART 3/4]. Use the panel
nearby for a mini-game to unlock the next door.  Cruise on through and grab
the AUDIO LOG [LOG 1/1] from the desk to the left and use the suit kiosk and
the bench in here if you wish. Head around the corner to find a locker
containing an upgrade CIRCUIT [CIRCUIT 1/1] on the wall next to the door we
need to go through next.

Continue through the door and kill the three swarmers on the walkway ahead. If
you fail, they will resurrect some Unitology commandos, so deal with them if
necessary. Make your way to the next rappel point and head on down!

During the third descent again you will have to dispatch a number of commandos
on the lowering platform. In addition, around half way down you will encounter
a new type of necromorph � the crawler.

 _______________________________________________
| New Enemy: Crawler                            \_____________________________
|_______________________________________________/                             ]
|                                                                             |
| Crawlers, as you may remember from Dead Space 2, are necromorph             |
| transformations of babies. They will crawl across the ground towards Isaac  |
| in large numbers and will explode when they get too close. They take a      |
| single direct shot to kill but can do a lot of damage, so be sure to pop    |
| them before they get close enough to do so.                                 |
|                                                                             |
[_____________________________________________________________________________]


As you descend, you will have to dispatch two waves of these crawler types. As
we continue down the cliff face we�ll catch up to the lowering platform and
when we do a scene will play. We�ll also meet another new type of necromorph �
the alien necromorph.

 _______________________________________________
| New Enemy: Alien Necromorph                   \_____________________________
|_______________________________________________/                             ]
|                                                                             |
| The alien necromorphs are large, hulking necromorphs that are reminiscent of|
| the brutes from previous Dead Space titles. They have charge attacks and    |
| heavy melee strikes as their weapons of choice. Unlike the brutes however,  |
| the alien necromorphs can spawn crawlers and send them to distract you      |
| whilst they too attack. To take them down, you will need to sever two of    |
| their limbs, but due to their hardiness, they will take quite a few shots to|
| remove. As such a heavy dose of stasis is recommended for best effect, not  |
| only to avoid their attacks, but also to get a good amount of time to put   |
| shots into them for best effect.                                            |
|                                                                             |
[_____________________________________________________________________________]


After the scene, the alien necromorph will scale the wall to come and attack
you. Stick it into stasis and focus on smashing off one of its arms. Due to it
being on a cliff, knocking off just one of its arms will send it spiralling
into the abyss.

Once the alien has been removed from the picture, continue rappelling down
until you see the platform below. An alien will be duking it out with some
commandos there. Kill everything below before dropping down onto the platform.

Follow the path to the right and after turning the corner, look under the
scaffold to the right for a BLUEPRINT � JAVELIN [BLUEPRINT 1/1]. To the left of
the blueprint, sitting on a crate near the cliff�s edge you will find a WEAPON
PART � HEAVY STANDARD FRAME [WEAPON PART 4/4]. Go on through the door at the
end of the area.

Follow the passage to the end and interact with the rappel point to continue
the descent.

During the fourth descent, soon after you begin an alien will come racing up
the wall. Stasis and kill him to continue. A little further down, you will have
to kill off a swarm of crawlers as they converge on your position. Finally you
will have to fight an alien whilst a swarm of crawlers are about. To do this,
focus on the alien until the crawlers get too close, and then stick the alien
in stasis to clean up the crawlers in close proximity before focusing on the
alien once more.

Once it is clear, keep going down the wall and you will see a fan in the
distance. Continue towards this and wait for the alien necromorph to run
through it. Once it has, put the fan into stasis and climb down between the
blades.

A few moments later a scene will play. Mash the button indicated by the prompt
that appears. This will end the chapter.




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

Chapter 17: "A Strange City"                                            [ACT17]

===============================================================================
Collectibles: |          ]
--------------           ]   >>>>>>>>>>>>>>>>>> Alien Ruins <<<<<<<<<<<<<<<<<<<
Artefacts.............3  ] 
Audio/Text Logs.......3  ]   As you begin, you�ll see a locked door in front.
Weapon Parts..........0  ]   Look to the right and activate the generator here
Blueprints............0  ]   to unlock it. Before going through, head over to
Circuits..............4  ]   the far side of the room to find a bench. From the
_________________________]   bench, look to the left to find an Alien ARTEFACT
                             [ARTEFACT 1/3] on the ground next to the large
                             brown object alongside the railing bordering the
cliff beyond. Go through the unlocked door when ready.

Once you are through the first door, look to the right to find a TEXT LOG [LOG
1/3] here. Try to continue through the next door, a lockdown will occur and a
video will play through the projector. Once the video ends, interact with and
play the video screen that activates. Write down the code that it gives you.

The combination is:

                  \\       ===         \
                 ----      \         ---


Run to the locked door and use the panel nearby to enter the code you just
wrote down. This will open it for you.  Go on through to return outside for a
scene.

Following the scene, descend the nearby ramp. When you reach the bottom, turn
right and continue across the bridge here. At the very end of the bridge, look
to the right to see a shining upgrade CIRCUIT [CIRCUIT 1/4]. Grab it with
kinesis. On the small platform here activate the panel and use kinesis on the
object inside � this is a mining charge which will explode when put in the
right place! Carry this back across the bridge and around to the right. Place
the object into the corresponding socket on the wall. This will start a
countdown, so run away before it explodes!

When it�s clear, continue through the new hole. As you reach the next walkway,
a scene will play. Once it has run its course, look over the edge down to the
platform below and kill the two commandos there. Continue along the walkway to
the left.

Shortly you will come across another panel we can open for another charge.
Carry it around the next corner and place it into the socket here. After it
detonates, check out the gap next to the destructible crate opposite the charge
socket for a Unitologist ARTEFACT [ARTEFACT 2/3]. Grab another mining charge
and carry it to the end of the bridge that we are now able to access. Place it
in the socket here. A scene will play.



>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> Alien Crypts <<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<

Following the scene, continue through the room to the left.  A short way along
the path, an alien necromorph will appear from a hole in the wall to the left.
Kill him to continue. When you reach the base of the ramp leading up, turn
around and enter the small side area opposite. Interact with the panel here for
a mini-game to unlock the nearby door. This will also activate an AUDIO LOG
[Log 2/3] on the table to the right.

The door that we just unlocked here is to a lift that will lead down to an
optional mission that we can undertake at this time. If you are interested in
doing so, you can follow the walkthrough here:


    > Co-op Mission: Artefact Storage [OPT07]



~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Note: The above optional mission does contain many collectibles that count 
      towards this mission's completion percentage. In order to 100% complete
      this chapter, you will need to play this optional mission and pick up all
      of the collectibles along the way.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~


Once you are all done with the side-quest, continue up the ramp nearby.
Approach the console here.  You will need to enter a combination of alien
symbols to proceed. You can find this scrawled on the floor behind the panel
the combination required is:


                  \\       ===         \
                 ----      \         ---


This will open the large circular stone door here. Continue through.

Find the generator in this room and activate it to turn on zero gravity mode.
Fly directly up from the generator and you should find a floating pink object.
Grab that for an upgrade CIRCUIT [CIRCUIT 2/4]. Afterwards kill the lurkers
that are about and use the suit locator to find your way to the next area.

When you reach the next door, you will need to enter those pesky alien symbols
into the panel again, thankfully they are written on the wall behind the panel
for easy access! The combination is again:


                  \\       ===         \
                 ----      \         ---


Enter the door and continue around the corner to the right. Note the glowing
blue circle on the ground. Standing in this will drastically increase the power
of both your stasis and kinesis abilities, which is quite handy! Grab the big
blue boxes and toss them out of the way. Before you leave though, look up on
the scaffolding to the right ahead to see a purple glow � grab that with
kinesis for an upgrade CIRCUIT [CIRCUIT 3/4].



>>>>>>>>>>>>>>>>>>>>>>>>>>>> Alien Machine - West <<<<<<<<<<<<<<<<<<<<<<<<<<<<<

Follow the ramp downwards and continue around the wall to the right. Activate
the generator here and kill the crawlers that appear. Keep going and get on the
lift a little further on. Ride it to the upper platform. 

Run over and step on the blue circle here to activate an AUDIO LOG [LOG 3/3].
You�ll now be told what you need to do next.  Look at the pictures on the wall,
see those metallic columns behind us? We need to use kinesis on them to push
them into the configuration on the left, with the two outer columns bent over
outwards and the two central columns facing straight up.

Once they are in the correct position, a circular green panel behind them will
light up. Run over and activate this. Return down the lift.

As you reach the bottom, an alien necromorph will emerge from the hole in the
wall to your right and another will have already spawned on your left. Kill
them and a third will enter through the hole on the right again. Finish them!

Once they are all dead, head up the ramp nearby and step onto the glowing
green circle. This will launch you towards the building in the distance.



>>>>>>>>>>>>>>>>>>>>>>>>>>>>> The Alien Machine <<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<

After landing, descend the ramp and look above the door for the combination
required to enter into the panel. If you couldn�t be bothered looking it is;


                   \      ===      ===
                 ===      \        \\


Enter the combination into the panel and proceed through the door.

Instead of going through the door on the right as the suit locator wants you
to, continue to follow the wall on the left to the end. Here you�ll find an
Alien ARTEFACT [ARTEFACT 3/3]. Return and enter the door to the main room.

You will see a pack of feeders hanging around in front of you. Step on the blue
circle here to enhance your powers and attack them. Using stasis on them has a
much better effect now and you can use it much more than usual before it
becomes depleted, use it to your heart�s content as you take to the feeders.
Once they are dead, look at the statue in the centre of the room. See the
purple glow on the platform just to the left? Grab that for an upgrade CIRCUIT
[CIRCUIT 4/4].

On the other side of the room, stand on the blue circle here. A bunch of
�super� slashers will come to attack you from through the door ahead. Note that
whilst in this circle you can use kinesis to tear their limbs off immediately.
Do this to grab their blades and impale them, if they do get too close for
comfort, use stasis to slow them down. Note that in addition to the 4-5 who
enter through the door, one sneaky slasher will approach you from your left,
so be prepared!

When no more slashers are forthcoming, go through the door and run over to the
panel here. Again you will need to enter a combination of alien symbols to
proceed, and again they are written above the door for you to write down. The
combination is:


                 ===        \       ---
                 ---      ===       \
                 \\


When you have unlocked the door, cruise on through to the next area to complete
the chapter.




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

Chapter 18: "Kill or Be Killed"                                         [ACT18]

===============================================================================
Collectibles: |          ]
--------------           ]   >>>>>>>>>>>>>>> The Alien Machine <<<<<<<<<<<<<<<<
Artefacts.............2  ] 
Audio/Text Logs.......3  ]   As soon as the chapter begins, turn right and go
Weapon Parts..........2  ]   over to grab the 2 WEAPON PARTS � ACID BATH 
Blueprints............0  ]   [WEAPON PART 1/2] and ELECTROCUTION MODULE [WEAPON
Circuits..............1  ]   PART 2/2] that are sitting on top of the crates
_________________________]   here. Return back to the start and climb the ramp
                             on the left. 

At the top of the ramp, take the right path and follow it towards the bench in
the distance. Kill the 3 �super� wasters that attack you as you approach (2 in
front, 1 behind). Look on the shelf to the right of the bench for a TEXT LOG
[LOG 1/3]. Go down the ramp and activate the generator, this will activate a
loud speaker and the nearby bench.

Backtrack to the top of the ramp near the start and this time take the left
route (note at the end of this path there is a MK-II Electrocution Module here
on new game +). Go down the ramp at the end. As you do a pair of �super�
wasters will drop into the area in front and another 2 will spawn at our
original starting point and will run along the walkway we just came from to
attack from behind. Wipe them out.

Approach the door here. You will find the combination of alien symbols required
to open it written on the floor nearby. The combination is:


                 ---        \       ---
                 \\       ===       \


Continue through the unlocked door.

Follow the corridor to the left and enter the main room via the door at the
end. Here we will be ambushed by a number of enemies and as there is no blue
circle for us this time, you�ll need to be careful. To begin with we will need
to kill a group of 8-9 stalkers that are backed up by a group of 5-6 �super�
wasters. With this number of stalkers around you will need to be vigilant or
they will sneak up on you. Use lots of stasis! Once the room is clear of bad
guys, exit into the tunnel on the far side of the area.

You�ll find another alien glyph door here. Before deciphering this, follow the
path past it and all the way to the end to find an Alien ARTEFACT [ARTEFACT
1/2]. Return to the door and get cracking! The code you require is on the floor
beside the panel. The combination you are after is:


                   \      ===     ===
                 ===      \       \\


Continue through the unlocked door. Climb to the top of the ramp and stand in
the green circle to get launched to the next part of the machine in the
distance.  This time around, you�ll need to use Isaac�s flying skills to avoid
the hive minds along the way.



>>>>>>>>>>>>>>>>>>>>>>>>>>>> Alien Machine - North <<<<<<<<<<<<<<<<<<<<<<<<<<<<

After landing, proceed down the ramp. Enter the room here and shoot the cyst to
the right. This will cause a bunch of enemies to spawn and charge you. There
are a total of 8-10 stalkers and a pair of exploders that will appear. Try if
possible to use the exploders as an advantage to knock over a couple of
stalkers at once. Once everything is dead proceed through the area, being sure
to destroy or avoid the cysts that get in your way.

When you reach the lift, use your kinesis to power up the generator. An AUDIO
LOG [LOG 2/3] will automatically activate on the table to the left (note there
is also a WEAPON PART - MK-II Acid bath here on new game +).  Summon the lift
and ride it up to the top when it arrives.

At the top of the lift, walk around behind it to find an upgrade CIRCUIT
[CIRCUIT 1/1].

We now have a rotation puzzle.  Note the 4 columns that turn blue when we step
into the blue circle. We need to rotate these so that the objects protruding
from each side of the top of the centre column match up to those on the 3 outer
columns.

Heres a diagram:

           _              O = Blue Circle
          |3| 
                          L = Elevator
     _  O  _  O  _        1 = Column 1
    |4|   |1|   |2|       2 = Column 2
           _              3 = Column 3
          |L|             4 = Column 4



If we look at them from the lift, let�s call the centre column, �column 1�, the
column to the right � �column 2�, the column at the back � �column 3� and the
column to the left � �column 4�.

Continue forward into the column area you will notice a pair of blue circles
on the ground. Cruise on over along the narrow rock path to the one on the
right hand side first.  As you arrive, some tendrils will appear. Kill the one
closest to you and step into the blue so that you can focus on the task at
hand.

Note that rotating these columns will cause a number of enemies to spawn
(usually �super� slashers and �super' wasters. Use the blue circle to your
advantage in fending them off.

The correct combination of rotations is:

    1. Rotate column 2 once.

    2. Run to the blue circle on the opposite side.

    3. Rotate column 4 once.

    4. Rotate column 1 twice.



This will complete our objective.  Before leaving, run over to column 4 and
look towards the starting area to see an Alien ARTEFACT [ARTEFACT 2/2] lying
next to a tentacle blocking the path here.  Return to the elevator and you will
see a round, green panel that has appeared behind it. Go and activate this.

Take the lift back down and backtrack to the green circle that will launch us
to the central part of the machine. Ride it over, don�t forget to avoid the
hive minds!



>>>>>>>>>>>>>>>>>>>>>>>>>>>>> The Alien Machine <<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<

When you land, run down the ramp and enter the door. Backtrack through this
room and re-enter the chapter start area.  Climb the ramp here and proceed to
the right. Take the first ramp down to the right again and head through the
door here. 

Thankfully those blue circles on the ground are still present in this room as
you are going to have one hell of a fight on your hands here. There is 6,
count them 6 Alien necromorphs in this room. The good news is that you will not
usually see any more than 2 at a time; the bad news is there are still 6 of
them to kill! When fighting multiple aliens it would be wise to ensure you know
where both of them are at all times. 

When you have cleared the area, continue through the next door and climb the
ramp. Step into the green circle to launch back to the far side of the chasm
again. 



>>>>>>>>>>>>>>>>>>>>>>>>>>>> Alien Machine - West <<<<<<<<<<<<<<<<<<<<<<<<<<<<<

As you land, you will see a pair of unitology commandos fighting off an alien
necromorph. As you attack them, 2 twitchers will also appear and come to attack
you. Stick the alien in stasis and kill the twitchers before refocusing your
attack on the alien. Once the alien falls over dead, another will appear to
replace him. Take that one down as well.

When it�s clear, cruise over to the lift and ride it up to the top level.

Return to the blue circle and look at the mural on the wall. We now need to
manipulate these columns once more. This time we need them to reflect the
picture on the right. With the two centre columns crossing over one another
and the two outer columns standing straight up.

Once the columns are aligned correctly, the green panel will light up behind
them again. Head over and activate this. Take the lift back down, kill the 3
twitchers that appear and use the bench if you require it. When you are ready,
go on back up that ramp and ride the conduit back to the central area once
more.



>>>>>>>>>>>>>>>>>>>>>>>>>>>>> The Alien Machine <<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<

After landing, go on through the door at the base of the ramp. Follow the hall
to the left and enter the main room through the door on the right. This time
around there are 4-5 Unitology commandos waiting for you and a couple of them
have rockets. Kill them (kinesis + rockets makes this much easier) and continue
to the other end of the room. As you approach the door another 4 commandos will
be waiting for you. Eliminate the lot of them and continue through the next
door.

As you enter the main room for the final time, a piece of the structure in
front will rise up and 3 red receptacles will have appeared at ground level. 
Note the green object in the niche behind where the section of wall lifted up
in front. Grab that out using kinesis.  Note that the bottom of the wall has
an alien word on it. Also note that the green objects that need to be inserted
into the receptacles have symbols on them. Simply enter the green object into
the matching receptacle as per the word on the section of wall! Easy!

Stick the first one in and now let�s go grab the other two.

Climb the ramp to the left and use kinesis to remove the barrier here.  Follow
the path over to the left and you�ll see that another section of wall has
lifted here. As you approach 3-4 commandos and a suicide commando will appear
and attack from ahead of you. Clear them out and turn around. At this point
there will be another suicide commando behind you with another 3-4 commandos
looking to shoot at you. Once it is clear, grab the green object from the
socket here and throw it over to the red receptacle.

Continue back, past the ramp leading to the receptacles and this time follow
the path all the way to the right. Clear out any remaining unitology forces
here and grab the green object from the socket. Return to the red receptacles
and insert the final two objects in the correct order.



>>>>>>>>>>>>>>>>>>>>>>>>>>> Heart of the Machine <<<<<<<<<<<<<<<<<<<<<<<<<<<<<<

Enter the door that appears. As you enter, grab the AUDIO LOG [LOG 3/3] from
next to the corpse nearby.  Make your way over to the far side of the room and
use the rappel points to climb up.

Whilst climbing this time, you need to keep an eye out for the little holes on
the floor. As they light up they will shoot out fire and cause damage, so be
sure to move from side to side to avoid them as you climb.  When you reach the
spinning cogs about half way up, put them into stasis so that you can pass by
without too much trouble.  Afterwards it�s just a case of avoiding the fires
until you reach the top.

When you arrive, walk over to the glowing blue panel for a scene.




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

Chapter 19: "Endings"                                                   [ACT19]

===============================================================================
Collectibles: |         ]
--------------          ]   >>>>>>>>>>>>>>> Convergence Vortex <<<<<<<<<<<<<<<<
Artefacts.............1 ] 
Audio/Text Logs.......0 ]   Proceed up the hill and continue along the set path
Weapon Parts..........0 ]   that the game presents you with.  Go down the ramp
Blueprints............0 ]   that appears, follow the path at the bottom around
Circuits..............0 ]   to the right and then into a doorway on the left.As
________________________]   you proceed through this next area you will be
                            attacked by a number of �super� leapers. Kill them
                            as you continue through.

When you reach the tentacle blocking your path, turn around and look to the
right, see the small slope there? Walk to the end of it to find an Alien
ARTEFACT [Artefact 1/1].

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Note: If you have followed the guide and picked up all of the alien artefacts,
      you will unlock the achievement/trophy �Aliens�.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~


Fight off any additional leapers that have come into the area and then shoot
the pair of necromorph tendrils to the right of the road block. After killing
one, an alien necromorph will appear. Deal with him and then kill the second
tendril. This will remove the obstruction from the path.

Continue along the path until you reach the green circle that will launch you
towards a location in the distance.

During the flight, you will need to avoid the flying rocks and some hive minds.
It�s not too tricky; just remember that you do have control and you need to
move when necessary!

As you land, run up the path in front. Kill the two twitchers that emerge from
the sand before pressing on.  When you see the tendril emerge from behind the
wall in front, kill it to remove the obstacle blocking the path to the left.
Kill the �super� slashers that jump over the wall here.

Continue up the now unobstructed tunnel. When the first tunnel ends, do not
proceed into the second straight ahead, instead turn to the right. Follow the
set path along here, killing the puker and the twitcher that pop up from the
ground as you go. When you reach the metal wreckage, a �super� spitter and a
�super� slasher will double team you.  Kill them both before continuing.

Follow the path through the wreckage and use the suit kiosk and bench here if
you like; note that this is your last chance to do so. As such be sure to stock
up on ammo and med packs!

When you are ready, continue through the next few corridors.  At the end,
summon the lift for a scene.



>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> Blood Moon <<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<

You will be in flight mode. You will need to avoid all of the obstacles, fly
through the set buildings that move into your path and steer clear of the
tentacles. Once you reach the far end Isaac will land on a platform.



====================
Boss: Blood Moon   
====================

As soon as you regain control, turn around and run over to the blue circle on
the ground to supercharge your kinesis and stasis powers. What we need to do
here is to grab one of the markers floating around nearby with kinesis and
launch into the giant yellow eye in the distance.

After a short scene, some chunks of rock will land on your platform and these
will hatch into necromorphs. Kill them (don�t forget we can rip their arms of
with super kinesis!). After you have wiped them out, a pair of giant tentacles
will grab the platform, you will need to shoot the orange spots to destroy
them ASAP.

At this point some more necromorphs will show up. Kill them as well and as you
finish up, you should now be able to see another giant eye. Again grab a
marker and toss it into the eye for a short scene.

Repeat the above steps of wiping out necromorphs, destroying the tentacles and
shooting markers into the eyes with kinesis. Once you have managed to do these
steps three times, a different scene will play.

Afterwards, use kinesis on the glowing blue spot on the boss�s body and pull
it towards you until another scene plays. When you are back in control, run
over to the raised platform nearby and hit the button prompt that appears for
one final scene to finish the game. 





===============================================================================
===============================================================================
===============================================================================
-------------------------------------------------------------------------------
******************************************
*****************************************
***  OPTIONAL MISSION  WALKTHROUGHS  ***                                [OPWLK]
***************************************
**************************************
===============================================================================
===============================================================================

Optional Mission 1: C.M.S. Greely                                       [OPT01]

===============================================================================
Collectibles: |          ]
--------------           ]   >>>>>>>>>>> C.M.S Greely Debris Field <<<<<<<<<<<<
Artefacts.............2  ] 
Audio/Text Logs.......2  ]   You will have access to this optional mission
Weapon Parts..........4  ]   during chapter 4 and then again during chapter 7.
Blueprints............0  ]   To reach the mission area you will need to get in
Circuits..............2  ]   the SKIP and fly to the C.M.S Greely destination
_________________________]   choice. When you arrive, exit the vehicle to enter
                             zero gravity mode. 

Walk to the end of the platform and look down for a piece of debris with a bird
logo on it. Fly down here. You will likely encounter a few lurkers here so kill
them if you like, or ignore them for now. Work your way over to the frayed end
of the debris and you will find a door. Use kinesis to open this and head
inside.  Open the chest here for a WEAPON PART � COMPACT STANDARD FRAME
[WEAPON PART 1/4], a med pack and some resources. To the right of the chest in
the corner is an S.C.A.F ARTEFACT [ARTEFACT 1/2].

Return outside and use your suit locator. Fly over to the objective marker and
head inside the door here.



>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> C.M.S Greely <<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<

Enter the door in front and continue through the next hallway.  In the room
here there is a ladder on the left side as you enter are some lockers
containing some med kits and to the right of the ladder there is a shelf
containing a WEAPON PART � COMPACT STANDARD FRAME [WEAPON PART 2/4]. When you
are ready to continue, climb down the ladder.

Turn around and kill the lurker that jumps out of the vent. Use a torque bar
on the wall socket here to open the door. Inside you will find a WEAPON PART �
TELEMETRY SPIKE [WEAPON PART 3/4], a upgrade CIRCUIT [CIRCUIT 1/2] in the
locker on the wall and a bunch of resources and ammo. Return outside and climb
down the stairs indicated by your suit locator. Enter the door at the bottom
and mosey on through the hallway to the other side.

Climb down the ladder here and activate the generator with kinesis (note there
is an upgrade CIRCUIT on the table to the right on new game +).  Climb back up
the ladder and you will be attacked by a pair of slashers and a puker. Go
and use the now activated lift. At the top, loot the lockers in the hall here
before proceeding through the door.

In the next room there are a couple of lockers to loot in the control room to
the right. What we want to do though is check out the glowing blue box.
Approach this and interact with it for a puzzle. We need to balance the power
so that both needles are sitting in the green area.

To do this follow these steps:

     1. Move 45 to the right.

     2. Move 60 to the right.

     3. Move 90 to the left.

     4. Move 60 to the right.

     5. Move 45 to the right



When you have successfully completed the puzzle an AUDIO LOG [LOG 1/2] will
play and the nearby door will unlock. If you want to double check, the audio
log is at the bottom of the stairs and you can replay the message if you wish
(note there is a upgrade CIRCUIT on the floor next to the chair to the left of
the unlocked door on new game +). When you are ready proceed through the now
unlocked door. Continue through the next hallway and exit back into the main
room.

Two slashers and an exploder will be waiting for you. Kill them and then head
over to the now active bench. Make a torque bar if you don�t have one and then
enter the door to the right, just above the stairs we ventured down earlier.
Grab the upgrade CIRCUIT [CIRCUIT 2/2]. Exit the shower room and follow the
suit locator down the ramp and through the door indicated.

When you reach the large room with what looks like a biology lab in the centre
you�ll be attacked by a lurker and puker. When the room is clear examine the
right hand wall of the room. There is a pair of purple alcoves, and the one
furthest from the door has an Alien ARTEFACT [ARTEFACT 2/2] in it. There are
tonnes of destructible crates strewn around the room as well so feel free to
smash them for some ammo and when you are ready go down the lift at the back
of the room.

Work your way around the set path here, around the low wall and kill the
slasher hiding here.  As you approach the exit another slasher will appear, so
smash him down as well before proceeding through.  As you interact with the
next door, deal with the slasher that appears before continuing.

Follow the walkway around to the left and kill the swarmers that emerge from
the wall in front.  Go past the bench here and use kinesis on the blue circle
on the wall to open the next door. Go on through and continue until you reach
a room that has plenty of electricity blocking your progress.

To get rid of this, use kinesis on the central structure to remove the panel
sitting on top. Remove the semiconductor and after a few moments the
electricity will stop running.  Incidentally this will also cause a number of
floor panels to turn into gravity panels. Stepping on these glowing orange/pink
panels is instant death, so avoid!

At the back of this room you will find a WEAPON PART � ELECTRIC CHARGE [WEAPON
PART 4/4] (note this is still there on new game + but appears as the upgraded
MK-II Electric Charge). There is also a blue circle on the control panel to the
right. Use kinesis on this to activate an AUDIO LOG [LOG 2/2].  Grab the key
from off the table to the right.

Now it�s time to backtrack. As you approach the entrance to the room a group of
swarmers will rush in. Try to kill them before they can reanimate the corpses
on the ground. Once you are clear continue back through the tunnel to the lift,
avoiding the gravity panels as you go. Once on board, head back up to the lab.

This part can be quite tricky. There are quite a few enemies now populating the
lab and more will show up as you progressively kill them. To make things a
little more interesting, there are active gravity panels all over the place,
so try not to back up into any of them! We can however use the gravity panels
to your advantage. When a necromorph comes at you, try and put a gravity plate
between them and you and 80% of the time they will run over it and be killed.

After first stepping off the elevator, four slashers and a puker will find
their way over to you. Once they have been dealt with, head for the door and as
you approach a further three slashers will also come out to play. Dispatch them
before cruising through the door. 

Return to the main area and kill the five exploders that emerge from the
various vents around the room. When they are all cleared out, use the security
card on the panel next to the bench to unlock the door here. Loot the various
bits and bobs in here and interact with the blue monitor on the back wall to
complete the mission.

Backtrack outside to resume the main story. 




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

Optional Mission 2: Conning Tower                                       [OPT02]

===============================================================================
Collectibles: |         ]
--------------          ]   >>>>>>>>> C.M.S Terra Nova Tram Control <<<<<<<<<<<
Artefacts.............1 ] 
Audio/Text Logs.......3 ]   You will encounter this optional mission at the end
Weapon Parts..........3 ]   of Chapter 5 and the start of Chapter  6. Once you
Blueprints............0 ]   have activated the Terra Nova's tram system, travel
Circuits..............4 ]   to the mid-section of the ship.
________________________]


>>>>>>>>>>>>>>>>>>>>>>>>> C.M.S Terra Nova Mid-Section <<<<<<<<<<<<<<<<<<<<<<<<

Exit the tram at Mid-section of the Terra Nova. Climb the stairs, the door on
the right requires a key card to get into, so go over to the left one and
complete the hacking puzzle game to unlock it. There is a bench inside along
with a locker and a crate. Up the set of stairs is a control room containing
the key card for Conning Tower [optional mission], and an AUDIO LOG for
mission 6. Grab the WEAPON PART � CONIC DISPERSAL [WEAPON PART 1/3] from the
bench here (note that this will be here on new game + as well as a MK-II Conic
Dispersal). Return to the main room and use the key card on the panel next to
the door on the right to unlock it. Ride the lift up to Conning Tower.



>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> Conning Tower <<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<

Exit the lift and as you reach the stairs look at the roof to find a pair of 
slasher cocoons, shoot this and then kill the baddies that emerge. Follow the
corridor around to the left, in front of the next door you will find another
cocoon on the roof.  Kill it and enter the door.

Climb the stairs to the catwalk at the top of the room. Work your way over to
the unlocked door. Attempt to open it and the room will go into lockdown. This
is going to summon a whole mess of enemies to attack. The enemies will come in
waves of one to two at a time and in total you will have to kill 6 slashers, 3
pukers and 4 lurkers. There are some explosive/stasis canisters on the
ground floor to make things a little easier for you. Once all the enemies are
dead, interact with the blue panel that has appeared on the wall to the left of
the locked door for a mini-game to hack it open.

Continue into the next room.  As you enter the main room, shoot the slasher
cocoons from the roof and kill the three slashers that appear.  Head out the
far door. In this room you�ll find a beam of electricity blocking your path.
Look above it and to the right to find a small orange glowing panel. Shoot this
to disable the beam. Go on through the door it was blocking.

Kill the two slashers that appear and then shoot a third one from a cocoon on
the ceiling. Unfortunately the electric beam on the stairs here will not kill
them, only stun them temporarily.  When they are dead, look on top of the
electric barrier to the right for the panel to disable it. At the top of the
stairs you�ll see the next orange panel over the railing in the distance. Shoot
it and continue through the nearby door.

Loot the area to the right for an upgrade CIRCUIT [CIRCUIT 3/4] on the control
panel and grab the ammo if required. Take the lift down to the lower floor. 
Kill the three slashers that emerge from the boxes on the walls. Follow the
room to the right and enter the door, again kill a slasher before going through
the next door. We�ll have a short scene about gravity panels. The short of it
is, do not touch them unless you want to die instantly (note that on these
panels there is an upgrade CIRCUIT on new game +)!

Climb down the ladder. There is a bench here � you should make a torque bar if
you don�t have one as there is a locked door up ahead! Proceed through the
next door and up the ladder when you are ready. Here you will find another
electric trap.  Two slashers and two pukers will come to attack you. Once
they are dead, stand at the top of the ladder and look around the corner for
the orange panel on the wall. Shoot it to disable the electric trap.

Next to the ladder here you will find a door requiring a torque bar. Use this
to enter the room for WEAPON PART � ROTATOR CUFF MODULE [WEAPON PART 2/3], an
upgrade CIRCUIT [CIRCUIT 2/4] from the locker on the left. Exit the room and
go down the ladder. At the base, look the locker nearby and destroy the grating
on the far wall and then the orange panel behind it. Kill the slasher that
drops down and then cruise through the door.

When you enter the large computer room, look for the ladder in front. Climb
down this and turn right at the bottom. In the corner here you will find a
S.C.A.F ARTEFACT [ARTEFACT 1/1].  Head over to the elevator opposite the entry
door and activate it to start up another lockdown. 

As with the previous lockdown, you are going to fight off another group of
enemies. The enemies will come in waves of one to two at a time and in total
you will have to kill 6 slashers, 2 pukers and 2 leapers and an exploder.
Once they are all dead, head to the bottom of the ladder and look at the wall
nearby. There is a puzzle here that we will need to solve to unlock the
elevator.

To do this one, you need to use kinesis to rotate the different fuses here so
that all of the connections light up. They light up when the two adjoining
prongs match up. To do it nice and easy, use the following:
    
    1. Rotate the top, middle fuse once.

    2. Rotate the top, left fuse twice.

    3. Rotate the bottom, middle fuse once.

    4. Rotate the bottom, left fuse twice.

    5. Rotate the bottom, right fuse once.



This unlocks the elevator. Head over and use the lift. After exiting, look down
the stairs to the left for a TEXT LOG [LOG 1/3]. Now head over to the spinning
fan (note there is an upgrade CIRCUIT on the computer bench to the right on new
game +). To disable it, use stasis to slow it down and then use kinesis to pull
the three circular objects from the end of each fan blade.  Return to the lift.

Backtrack all the way to where we encountered the gravity panel trap earlier,
noting that you will be attacked by a couple of pairs of slashers and a lurker
on the way. When you reach the disabled trap, enter the now accessible
elevator. Choose the second floor first.

Exit the lift and grab the key from the crate in front and look on the left
side of the room for a TEXT LOG [LOG 2/3]. Loot the rest of the room and then
return to the lift. Take it up to the third floor.

Upon leaving the lift, cruise over to the middle of the room to find Edwards,
use the AUDIO LOG [LOG 3/3] next to him (there is also a WEAPON PART � MK-II
Medic support on a crate at the end of the room closest to the glass on new
game +). Use the nearby elevator to go to the next floor. Open the door here
for a chest we can open for WEAPON PART � Medic Support [WEAPON PART 3/3], two
upgrade CIRCUITS [CIRCUIT 3/4 and CIRCUIT 4/4] and some spare parts boxes.After 
looting, return to the previous room and take the lift down for one last
challenge.

Again some explosives will go off and we�ll need to defend ourselves against a
couple of waves of enemies. This time they are comprised by 3 pukers, 1
leaper and 1 lurker. Once they are dead, loot the rest of the room and follow
your suit locator all the way to the tram station at the start of the mission.
You will encounter a couple of pukers and slashers on the way back to the
first lockdown room, but they will not cause you too much grief! In the
lockdown room, a pair of lurkers, three leapers and an exploder.

Cruise over to the elevator to return to the tram station to complete the
mission.




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

Optional Mission 3: Supply Depot                                        [OPT03]

===============================================================================
Collectibles: |         ]
--------------          ]   >>>>>>> Tau Volantis Research Base Outskirts <<<<<<
Artefacts.............1 ]   
Audio/Text Logs.......6 ]   To access this optional mission, we must first
Weapon Parts..........2 ]   acquire a key that can be found in the way station
Blueprints............1 ]   Basement during chapter 9. Once you exit from the
Circuits..............3 ]   way station, backtrack all the way back to the
________________________]   locked door opposite the ladder we climbed for an
                            artefact upon arriving in the area in chapter 8.
                            Walk up to the locked door, kill the slasher that
appears and use the key on the unlock panel.  Enter the door to begin the
mission.



>>>>>>>>>>>>>>>>>>>>>>> Tau Volantis Supply Depot <<<<<<<<<<<<<<<<<<<<<<<<<<<<<

Make your way forward and look on a bench next to the vehicle on the right for
an AUDIO LOG [LOG 1/6]. Enter the unlocked door opposite the vehicle niche.Kill
the two slashers in here and grab the TEXT LOG [LOG 2/6] from the table to the
right. Play through the hacking mini game to unlock the door. When it�s
unlocked, proceed through it.

You can climb the ladder in this room for a few crates to stomp if you wish.
When you are ready continue through the main door. Four slashers will burst in
here through vents and a puker will attempt to sneak up on you as well. Kill
them all and enter the unlocked door on the right.  Continue through the next
couple of rooms (the second has a pair of med packs in lockers around the
corner) until you reach a larger area.

Climb the stairs here and turn to the right. You should see an AUDIO LOG [LOG
3/6] on a table next to some lockers. Go ahead and try to open the door. A
lockdown will occur. At this point you need to defend yourself against a big
group of slashers and pukers. Thankfully they usually appear 1-2 at a time
so they shouldn�t be too taxing for you! I counted 6 slashers and 4 pukers
before the lockdown concluded. Enter the now unlocked door.

Scale the stairs and enter the door on the right. (on new game + if you go to
the catwalk to the right of the ladder and look down and the machine below
you�ll find an upgrade CIRCUIT you can kinesis over).  Climb down the ladder to
the large room below. Kill the 7 slashers and the 2 pukers that appear. Go
over and pull the battery out of the socket and put it into the empty socket
next to the door just at the top of the stairs on the right of the room.

Enter the door and kill the two slashers here. Loot the WEAPON PART � REPEATER
[WEAPON PART 1/2]. Return to the main room, unplug the battery and stick it
into the socket next to the door that the suit locator wants you to go through
to unlock it. Go on through. There are some boxes on the left in this room so
stomp them if you like before continuing.

In this room you will see an elevator, behind it is a panel that we can
complete a mini-game on. Do this to summon the lift. Unfortunately, doing this
has the side-effect of spawning a bunch of enemies to come and attack you. Kill
the 6 slashers here before entering the lift and riding it up to the upper
level. Enter the unlocked door here and look to the left for some lockers to
loot and to the right for a TEXT LOG [LOG 4/6]. Use the bench here to create a
torque bar if you don�t have one handy before continuing through the next door.

Follow the walkway around until you are on the other side of the raised bridge.
Use kinesis on the crank across the gap to lower it. Doing this will summon a
number of necromorphs to enter the room via vents. Kill the 7 slashers and the
3 pukers that appear before proceeding over the lowered bridge and enter the
door.

Here you can use your torque bar to unlock a supply room. Inside you will find
a BLUEPRINT � HEAVY METAL THUNDER [BLUEPRINT 1/1] and some ammo and reagents
for you to pilfer.  Return to the previous room and head out the other door.

Climb down the ladder and proceed along the set path here through the two doors
until you reach a larger room with a raised walkway visible above. Suspended
from this walkway you�ll see a pair of slasher cocoons. Shoot these and kill
the enemies that emerge.  Climb the ladder when you are finished and enter the
lift at the end of the walkway. Ride it up to the next area.

Upon exiting the elevator, kill the two slashers that drop from the roof. Loot
the lockers on the right if you so desire and check out the AUDIO LOG [LOG 5/6]
on the table against the far wall. Exit through the unlocked door. There is a
bench here if you require its services. If not continue through the next door
into a large storage room.

In the far right corner of the room from where you enter, behind the lift on
the ground level you will find a S.C.A.F ARTEFACT [ARTEFACT 1/1] on a shelf
(note at the top of the stairs at the back of the room you�ll find a WEAPON
PART � MK-II Scope on new game +).When you are ready for a fight, go over and
activate the control panel on the lift to lower it.

Lowering this lift will trigger a number of enemies to appear and the lift
will not reach the ground until all of them have been dealt with. To begin you
are going to be swarmed with a large group of around 10-12 feeders. Once they
have been eliminated, 6 slashers and 2 pukers will also enter the room to
attack you. Fortunately, they only come at you 2-3 at a time.

Once everything is dead, go and loot that chest on the elevator. Here you will
be able to grab a WEAPON PART � SCOPE [WEAPON PART 2/2] and two upgrade
CIRCUITS [CIRCUIT 1/3 and CIRCUIT 2/3].

Exit the area via a now unlocked door on the opposite side from the entry and
continue through the hallways until you reach a control centre. There is a
bench on the left side of the room and an AUDIO LOG [LOG 6/6] on the table
opposite. When you are ready to continue, enter the unlocked door nearby. Ride
the elevator at the end of the hallway back up to the ground floor.

Kill the 3 slashers here, loot the lockers and the upgrade CIRCUIT [CIRCUIT
3/3] from the wall to the left of them and then continue through the next few
doors, killing the occasional slasher as you go until you find yourself back
outside.

The mission will be complete. Huzzah!




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

Optional Mission 4: Armory                                              [OPT04]

===============================================================================
Collectibles: |         ]
--------------          ]   >>>>>>>>>>>>>>>>>> Staging Yard <<<<<<<<<<<<<<<<<<<
Artefacts.............2 ] 
Audio/Text Logs.......2 ]   You will be able to get this optional mission
Weapon Parts..........4 ]   during chapter 11 after defeating the snow beast
Blueprints............1 ]   for the second time in the Staging Yard. After a
Circuits..............2 ]   short chat with your crew on completion of the
________________________]   fight, the optional mission will appear in your
                            log. Head over to the other side of the Staging
                            Yard to locate the door with all the flares in
                            front of it. Go on inside.

Look behind the counter to the right as you enter for a Unitologist ARTEFACT
[ARTEFACT 1/2]. Loot the remainder of the room and then take the elevator at
the down an underground storage area. There is another SK1P here similar to the
one we used up in space to move between the various zones except there is
nowhere for us to travel to at this time. Use the bench and suit kiosk in this
room if you require and then take the other lift down to the optional mission 
area.



>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> Armory <<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<

As you exit the lift, there is a bench to the right. If you have no use for
that, continue through the open door in front.  Move to the centre of the
bridge here. On either side are cranks we can use to open gates behind them.
Whilst both contain crates we can destroy, the gate on the right also has an
upgrade CIRCUIT [CIRCUIT 1/2] hidden inside.  Continue through the door on the
far side of the bridge.

Kill the two feeders on the right as quickly as possible to prevent them from
summoning friends. By doing this though, you will also cause four slashers to
appear and attack. Fend them off.  Once it is clear, look on the shelf in the
small passage to the left for a WEAPON PART � STASIS AMPLIFIER [WEAPON PART
1/4].  On the other end of the room you will find a locked door that requires
a key card, some lockers to loot and a lift. Take the lift down to the next
area. 

Go through the door at the end of the corridor and as you enter the room look
in the small space to the left hidden out of sight behind the lockers for a
BLUEPRINT � CONTACT BEAM [BLUEPRINT 1/1]. Continue through the unlocked door.

There is a large group of feeders in this room, so avoid or kill them depending
on how you feel (remember that they cannot see and that you can distract them
by throwing things). At the opposite end of the room, you will need to use the
panel for a mini-game to hack open the nearby door. Enter and loot the rooms
here before proceeding through the unlocked door to the right.

As the door opens you will see a slasher on the bridge in front. Kill this and
two more will climb up over the railings on either side of the bridge.
Eliminate them before continuing through the door opposite the entry. Head
around to the next door and attempt to open it. 

This will cause a lockdown. Stay in the corner here and kill the necromorphs
that jump into the room to attack you. I counted 4 feeders, 2 slashers and a
puker. They will not come all at once, so as long as you don�t take long to
kill each of them successively, you shouldn�t ever see more than two living
necromorphs on the screen at once. After the lockdown is lifted, continue
through the door.

Continue across the bridge and into the next room. Here you will find an
upgrade CIRCUIT [CIRCUIT 2/2] and an AUDIO LOG [LOG 1/2] on the table in the
centre of the room.  You�ll notice another locked room requiring a key card
here. We can�t use that yet, so use the nearby lift.

Upon exiting, you will hear some Unitology commandos talking below and as soon
as they see you they will start shooting. Unfortunately for us, the shooting
alerts a pack of 8-10 feeders who will pour through the vents on the upper
level where you are and attack. Go back to the elevator and hold the feeders
off here to stay out of shooting range of the commandos.  Once the feeders have
stopped coming, take cover behind the sheet metal on the catwalk and pick all
of the Unitologists below off.

When the room is clear, follow the catwalk around until you reach a lift and
take that down to the lower level.  Look on the opposite side of the stack of
boxes closest to the elevator for a WEAPON PART � PLASMA CORE [WEAPON PART
2/4]. Down the stairs nearby you will find an AUDIO LOG [LOG 2/2] and the
Armory Key. Picking this up will have the effect of summoning 6 slashers to
appear, so knock them all off on your way back to the lift and ride it back to
the upper level. Take the elevator at the far end of the walkway back up to the
previous area.

Kill the slasher in here and use the Armory Key to unlock the door.  As you
enter, you will find that there are three stalkers in here. Kill them all.There
is a Unitologist ARTEFACT [ARTEFACT 2/2] behind some crates at the far end of
the area (note there is also an upgrade CIRCUIT in the small alcove opposite
the entrance to the room on new game +). Approach the glowing panel for a
mini-game to unlock the next door. 

We�re back in familiar territory. This time we want to head through the door
directly opposite. Open this to have another lockdown occur. This time you are
looking at having to kill 5 slashers and a pair of pukers before the lockdown
is lifted.  Continue through the door and ride the elevator at the end of the
passageway.

Once you leave the elevator, turn left and use the Armory Key on the panel here
to unlock the door. Enter the door and kill the two Unitology commandos waiting
for you. Proceed across the bridge and through the door opposite. Follow the
room past the ice boxes on the left (note there is an upgrade CIRCUIT just to
the right inside the door on new game +), loot the lockers if you feel like it
and continue into the elevator.

After getting off the elevator, you will be confronted by a pair of Unitology
commandos and by initiating a fight with them, a group of 10-12 feeders will
also decide to join the party.  Once the room is clear, head over and loot the
chest here for two WEAPON PARTS � ACID BATH [WEAPON PART 3/4] and STASIS
sUPPORT [WEAPON PART 4/4], some reagents and two spare parts boxes (Note on new
game + there is another WEAPON PART � MK-II Directed Ejection Field sitting on
a crate to the right of the chest).

Once you are finished with all of your looting, take the other elevator up to
the area above and go out the door directly in front to complete the optional
mission. 




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

Optional Mission 5: Reaper Barracks                                     [OPT05]

===============================================================================
Collectibles: |         ]
--------------          ]   >>>>>>>>>>>>>>> Palaeontology Sector <<<<<<<<<<<<<<
Artefacts.............1 ] 
Audio/Text Logs.......3 ]   You will have picked up the Reaper Barracks key
Weapon Parts..........3 ]   upon first entering the Palaeontology Sector during
Blueprints............1 ]   chapter 14 and after pushing on a little, killing
Circuits..............2 ]   a veritable horde of feeders, solving a complex
________________________]   rotation puzzle and sending the first slide back to
                            the Rosetta lab, you will enter a room with two
                            options. The locator wants you to head through the
left hand door to continue the main mission whilst using the key card on the
socket at the end of the hall will allow you to activate the elevator here
leading to the Reaper Barracks.



>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> Reaper Barracks <<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<

Upon exiting the lift you will find a TEXT LOG [LOG 1/3] on the floor nearby.
Open the gate and you�ll find another TEXt LOG [LOG 2/3] near the suit kiosks
here. Enter the next door and look to the right, a swarmer will be infecting a
dead commando. Kill it and wait for another to show up to eliminate that guy
too. Once they are dead loot the room (note there is an upgrade CIRCUIT on the
desk to the left of the door on new game +) and you will find a TEXT LOG [LOG
3/3] before exiting the door the swarmers entered from.

Eliminate the swarmer resurrected commandos on the opposite walkway. Climb down
the ladder (note there is a MK-II Damage support WEAPON PART in the crate to
the left on new game +) and proceed to the end of the hallway. Here there is a
stasis refill if you require it.

Through the small doorway to the right you will see a spiked wall moving back
and forward down the tube here. We need to use stasis on this and follow it
back down the tube and then duck into the next exit on the left. Kill the
swarmer in here and grab the WEAPON PART � DAMAGE SUPPORT [WEAPON PART 1/3]
from the table.  Before leaving this area, look back at the tube we exited from
and shoot the moving spiked wall one more time and once it has gone past the
doorway, look behind it to spot the Peng treasure! Use kinesis to grab this.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Note: for picking up the Peng Treasure you will earn the achievement/trophy 
      �There�s always Peng!�
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~


Enter the tube on the opposite side of the room (this spike wall does not move)
and enter the next doorway to the left. Kill the slasher here and loot the
locker on the wall for an upgrade CIRCUIT [CIRCUIT 1/2]. Return to the tube
and follow it to the end. Climb the ladder.

At the top, continue along the walkway here and kill the two slashers that
appear behind you. Enter the unlocked door. Proceed past the impaled slasher
and into the next room.

Turn left and kill the three swarmers (or the bodies that they resurrect) and
continue into the room. As you enter the room with the bench here a group of 5
slashers will attack. Once they are dead, look in the open door to the right of
the bench to find a S.C.A.F ARTEFACT [ARTEFACT 1/1] on a dresser at the end of
the bed. Use the bench if you require it (note that there is an upgrade CIRCUIT
on the table opposite the bench on new game +) and continue through the next
unlocked door.

As you enter you will see a series of lasers. These are attached to harpoon
guns mounted on the walls in here and breaking them will cause them to fire.
Use kinesis to grab an object and throw it through the beams to proceed inside.
Kill the slasher here and continue through the next door.

As you enter, you will see a projector playing. Behind this is another laser
trap guarding a chest. Disable the trap and loot the chest for a couple of
boxes of spare parts, a BLUEPRINT � SHOW STOPPER [BLUEPRINT 1/1] and two WEAPON
PARTS � HEAVY ELITE FRAME [WEAPON PART 2/3] and RAIL ACCELERATOR [WEAPON PART
3/3]. Work your way over to the next doorway and pick up the Reaper Officer�s
Key from the corpse to the right of the door and kill the swarmers that come.

Unlock the door using the panel and use kinesis to turn the crank. Kill the
swarmer revived commando in front and then turn around to kill the group of 6
slashers that appear behind you in the room with the chest.

When it�s clear, continue through the door and turn right. Here you will see a
panel we can interact with to hack open the nearby door. Do so and proceed
inside. Disable the traps in here, kill the two swarmers and at the far end of
the room you will find an upgrade CIRCUIT [CIRCUIT 2/2] in a locker on the
wall. Return to the previous room and enter the door to the right.

Kill the two swarmers here and take the elevator back to the Palaeontology
Sector to complete the optional mission.




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

Optional Mission 6: Disposal Services                                   [OPT06]

===============================================================================
Collectibles: |         ]
--------------          ]   >>>>>>>>>>>>>>>>>> Geology Access <<<<<<<<<<<<<<<<<
Artefacts.............1 ] 
Audio/Text Logs.......3 ]   You will be able to access this optional mission 
Weapon Parts..........5 ]   once you have visited the Geology Sector during 
Blueprints............0 ]   Chapter 14 and picked up the Disposable Services
Circuits..............2 ]   Key. After sending back the final Rosetta piece in
________________________]   the Geology Labs you need to return to our friends 
                            at the Biology Sector. On the way back to the
                            Biology Sector you will find this door to the left
at the bottom of the lift. Use the Disposal Services Key on the door to unlock
it and rife the elevator down to an underground storage facility. You�ll spot 
a SK1P here.

Continue through the other unlocked elevator here to start the optional
mission.



>>>>>>>>>>>>>>>>>>>>>>>>>> Disposal Services Facility <<<<<<<<<<<<<<<<<<<<<<<<<

Enter the door at the bottom of the stairs and as you walk into the room you
will be attacked. Defend yourself against the 6 �super� wasters that appear.
Enter the main part of the room and look on the table next to the lockers near
the stairs to find a TEXT LOG [LOG 1/3].  Proceed through the unlocked door and
kill the pair of exploders that make their way into the room. Enter the door to
the left and take the lift at the end of the next hallway.

Upon exiting the lift, continue into the next large room and kill the pair of
exploders and the four wasters that jump in through the vents. Once they are
all dead, climb the nearby ladder. Go through the door at the end of the
walkway and enter the door to the next room.

Use the console in here for a mini-game to unlock the nearby door. This will
trigger an exploder and four �super� wasters to enter via the various vents
around this room.  Deal with them before proceeding through the now unlocked
door. Continue onwards until you reach a catwalk with a raised bridge.

Climb down the stairs near the entrance. Here you will find another of those
rotating fuse puzzles. Note that as soon as you touch one of the fuses a group
of enemies will attack. They will come from three different vents around the
room and consist of an exploder, 3 twitchers and 5 �super� wasters. Once they
are dead, return to the fuse puzzle.

To solve this, use the following steps:

    1. Turn the central fuse 2 times.

    2. Turn the top, right fuse once.

    3. Turn the top, left fuse 2 times.

    4. Turn middle, left fuse once.

    5. Turn bottom fuse once.



Once the puzzle has been completed, look in the alcove opposite to find a
locker containing an upgrade CIRCUIT [CIRCUIT 1/2]. Return up the ladder and
cross the now lowered bridge. Take the elevator here to the next area.

Climb down the ladder at the end of the catwalk and head for the unlocked door.
As you do a swarm of 10-12 feeders will emerge from the vents along with a
twitcher. Kill them before proceeding through the door.

Go through the next door and follow the passage round to the left. In the next
room destroy the exploders that appear before continuing.  Climb the ladder in
the next room and enter the door at the top. Continue through the corridor
until you reach another walkway with a raised bridge. Head to the far end of
the bridge and use kinesis in the crank opposite to lower it.

Continue across the bridge and try to open the door. It will go into lockdown
mode.  A group of 10-12 feeders and a pair of �super� wasters will emerge from
vents to attack you. You will need to kill them all to unlock the door. In this
next room are a bunch of lockers to loot and a bench if you require it � you
should build a torque bar if you don�t have one. When you are ready, continue
through the next door.

Follow the walkway over to the lift panel and hit it to summon the lift. Ride
it down to the lower level and prepare to engage in combat! Six �super� wasters
will be alerted to your presence the second you step off the lift so get rid of
them before continuing down the corridor to the left of the lift and going
through the unlocked door.

In this room you will find a TEXT LOG [LOG 2/3] on the desk here. Unlock the
room at the back of the area with a torque bar for an upgrade CIRCUIT [CIRCUIT
2/2] and a WEAPON PART � FULL ZOOM SCOPE [WEAPON PART 1/5]. Enter the door to
the left of the desk for a resource cache to deploy your scavenger bot (note
there is also an upgrade CIRCUIT on the crates here in new game +). Return to
the previous room and ride the lift up to the next area.

Enter the door at the end of the hallway and turn right. Kill the 3 �super� 
wasters that come to join you. After that have a look around there is a bench
here and a TEXT LOG [LOG 3/3] on a nearby desk.  Grab that and enter the nearby
door. Loot the lockers in here and continue into the next room.

This room looks familiar to another room we encountered in an optional mission
earlier on. We�re going to have to call the lift here as well. Before we get
the ball rolling though, instead of going down the stairs, follow the passage
forward and around the corner to the right to find a S.C.A.F ARTEFACT [ARTEFACT
 1/1] in a dead end. 

When you are ready to fight, return to the main area and hit the button on the
elevator to summon it. This stand and defend fight features a lot of different
enemies so be sure to use the exploders explosives to help thin the numbers,
keep moving and use as much stasis as you can to help out. In total there are
10-12 feeders, 5 exploders, 8 �super� wasters and 6 twitchers to defeat. 

Once you have killed them all, the lift will lower to the floor allowing you
to loot the chest.  Here you will be able to grab 4 WEAPON PARTS � PRECISION
TIP [WEAPON PART 2/5], CONIC DISPERSAL [WEAPON PART 3/5], AMMO SWEEPER [WEAPON
PART 4/5] and COMPRESSOR [WEAPON PART 5/5].

Return through the entrance door and take the elevator located opposite. We�ll
be back in that underground storage area again! Kill the twitcher and 3 wasters
in here, use the bench and suit kiosk if required and then take the other
elevator back to the surface to complete the optional mission. 




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

Optional Mission 7: Artifact Storage                                    [OPT07]

===============================================================================
Collectibles: |         ]
--------------          ]   >>>>>>>>>>>>>>>>>> Alien Crypts <<<<<<<<<<<<<<<<<<<
Artefacts.............2 ] 
Audio/Text Logs.......4 ]   You�ll come across this optional mission around
Weapon Parts..........1 ]   half way through chapter 17 after reaching the
Blueprints............0 ]   Alien Crypts. After killing the first Alien
Circuits..............6 ]   necromorph here, the suit locator wants you to head
________________________]   up the ramp to the right. Look opposite the base of
                            the ramp to a small alleyway. Hack the console here
                            to unlock the door and ride the lift down to an
                            underground storage area.

This room features a bench and a suit kiosk that you can use to upgrade your
equipment if necessary. Go down the short set of stairs here and look to the
right to see an AUDIO LOG [LOG 1/4] on a table here. Find the unlocked door
nearby, on the steps leading to this you will find a TEXT LOG [LOG 2/4]. When
you are ready to continue, go on through the unlocked door.



>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> Artefact Storage <<<<<<<<<<<<<<<<<<<<<<<<<<<<<<

You�ll now be in a zero gravity room. Take flight and proceed downwards to the
next bridge below. From here you will be able to spot two hive minds below.
Kill them both using the bridge as cover to pop off their tentacles.

When they are dead, fly down to the next walkway. Here you will find a TEXT LOG
[LOG 3/4] floating above it.  Fly down to the lowest bridge and look in the
small opening on the wall to find a WEAPON PART � STASIS COATING [WEAPON PART
1/1]. Return to the bridge and proceed through the unlocked door.

Continue through the hallway here, looting the lockers if you like and enter
the next door to find yourself in zero gravity again.

As you enter, look in the alcove across the gap to the left for a locker
containing an upgrade CIRCUIT [CIRCUIT 1/6]. Fly down to the next bridge below,
avoiding the orange laser traps as you go. When you land on the platform you�ll
find another TEXT LOG [LOG 4/4] floating at the end. Grab that and continue
through the next door.

Play the video message here if you like it will give you the following
translation:


                 ---     ---     ===
                 \       \       \\         (Warrior)


~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Note: I couldn't find any use for this string of symbols, if anyone could
      enlighten me as to their relevance somewhere it would be very much
      appreciated!
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~


Continue through the next door and make your way down this tunnel. After a
short distance you will be attacked by a group of 4-5 �super� leapers. Open the
door at the end of the passage and immediately throw stasis at the alien
necromorph standing on the other side. Keep him in stasis until you can take
him out.

Go through the next door and repeat the process with the alien necromorph in
here as well, but try not to go too far into the room. If you do another group
of 3 �super� leapers will spawn and we don�t want to have to take them AND an
alien down at the same time! Once the alien is dead, mop up any crawlers in the
area and by this time, the 3 �super� leapers I mentioned previously will have
come to greet you. Wipe them out and proceed through the door on the left at
the end of the corridor (note there is a resource cache for your scavenger bot
here too!). 

Play the video message here if you like it will give you the following
translation:


                  \\     ---      \\
                 ---     \       ---        (Final)


~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Note: I couldn't find any use for this string of symbols, if anyone could
      enlighten me as to their relevance somewhere it would be very much
      appreciated!
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~


Upon exiting the next door you will be back in zero gravity again. Fly up to
the top of the room, avoiding the laser traps as you fly up and land on the
bridge here. You will have noticed that there are �super� lurkers in this room.
There are 6 of them in fact and by flying to the top of the room, if you are
lucky, a couple will have been dealt with by the traps. At the top they will
show up 1-2 at a time, so defeat them all.

When no more show up, kinesis one of the lurker bodies through the trap focused
on the mini-game terminal at the top bridge here. Use the terminal to hack open
the nearby door. Inside you will find a bench and on the floor to the left of
it an upgrade CIRCUIT [CIRCUIT 2/6]. Continue through the next unlocked door.

You�ll find yourself in a familiar looking area, but this one is slightly
different. There are several regenerators in containers here. Play the video
message just near the door here if you like it will give you the following
translation:


                 ---     ===      \\
                 \       \\      ---         (Sacrifice)


~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Note: I couldn't find any use for this string of symbols, if anyone could
      enlighten me as to their relevance somewhere it would be very much
      appreciated!
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~


Walk down the stairs and open the chest in front. Here you�ll be able to loot
3 upgrade CIRCUITS [CIRCUIT 3/6, CIRCUIT 4/6 and CIRCUIT 5/6]. After looting
the chest do a 180 degree turn and grab the Artefact Manifest from the desk to
the left.  There is a resource cache near the door the left of the chest.

When you have what you came for, go down the stairs and through the now
unlocked door. Enter the next room and a regenerator will appear. Remove his
legs and stick him in stasis. Continue up the stairs nearby and kill the 3
�super� leapers that appear. Be sure to reapply stasis to the regenerator when
it starts to wear off. Once the leapers are dead, another regenerator will show
up.

When you have both regenerators in stasis, run up the stairs and climb down the
ladder you find here. In this small pit is a locker on the wall containing an
upgrade CIRCUIT [CIRCUIT 6/6].  Return back up the ladder and put both
regenerators back in stasis once more. Use the mini-game to hack the door open.
Run through when you can.

We are back in zero gravity! Fly to the very top of the room and land on the
bridge here. Go through the unlocked door.

As you exit, 3 regenerators will run at you. Put all three of them into stasis
and run past them, up the nearby stairs and into the unlocked lift. Ride it
back to the alien ruins to complete the mission.




===============================================================================
===============================================================================
===============================================================================
-------------------------------------------------------------------------------
**********************************************
*********************************************
***  CO-OPERATIVE MISSION  WALKTHROUGHS  ***                            [COWLK]
*******************************************
******************************************
===============================================================================
===============================================================================

Co-operative Mission 1: C.M.S. Brusilov                                 [CPT01]

===============================================================================
Collectibles: |         ]
--------------          ]   >>>>>>>>>>> C.M.S Brusilov Debris Field <<<<<<<<<<<
Artefacts.............2 ] 
Audio/Text Logs.......3 ]   You will have access to this optional mission
Weapon Parts..........5 ]   during chapter 4 and then again during chapter 7.
Blueprints............0 ]   To reach the mission area you will need to get in
Circuits..............2 ]   the SKIP and fly to the C.M.S Greely destination
________________________]   choice. When you arrive, exit the vehicle to enter
                            zero gravity mode. 

Immediately after exiting the SK1P, look down to the large piece of debris
below, you can identify it by the large �6� written on it. Fly down to this and
check out the black and yellow windows on the left hand side. These can be shot
out. Once of these contains a WEAPON PART � PRECISION TIP [WEAPON PART 1/5].
Next, fly around to the bottom of this piece of debris. Shoot the cysts that
you come across here and find the door leading inside.

As you enter, look against the right hand wall for a S.C.A.F ARTEFACT [ARTEFACT
1/2]. Open the big chest at the end for an Upgrade CIRCUIT [CIRCUIT 1/2] and a
swathe of ammo and other crafting reagents. As you exit the chest, a leaper
will spawn behind you. Take it out and exit back to the zero gravity area.

Use your suit locator and fly over to the objective marker. Note that here is
a hive mind attached to the piece of debris floating directly opposite the
entrance, so kill this if you wish before landing and entering the door.



>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> C.M.S Brusilov <<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<

Once inside, proceed through the next door and enter the room at the far end of
the hallway. Here you�ll see a ladder leading down. Wander around the room here
and kill all of the wasters that appear before heading down the ladder. At the
bottom, you will encounter a carrier (remember � shoot the legs, not the body)
and a waster.  There are a good number of lockers and crates to destroy in this
area, so go for it if you are in need of ammo or resources.

Continue through the unlocked door and look on the ground to the right for a
TEXT LOG [LOG 1/3]. Take the opportunity to refill your oxygen here if you need
to as well. Keep going along the set path until you reach a control room of
sorts. There is a pair of wasters in here and a number of lockers for the
looting. When ready proceed through the next unlocked door. Enter the lift
opposite and ride it down to the next area.

Exit the lift and kill the 2-3 lurkers in the immediate area, there is another
oxygen tank we can use to refill our oxygen here too. When you are ready to go,
 climb down the ladder.  Loot the lockers here if desired and continue around
the corner. Here you will find a TEXT LOG [2/3] and a WEAPON PART � EXPLOSIVE
MODULE [WEAPON PART 2/5]. Sitting to the left of these is a panel we can use to
re-activate oxygen to the ship.

Have one player hack the panel, whilst the other looks back towards here you
came from. As soon as the hacking begins, a large number of enemies (well 3
lurkers and 3 wasters) will pour out of the vent here, so the non-hacking
player will have to defend until the hack is completed. Note there are some
stasis and explosive canisters lying around to make things a little easier.

Once oxygen is restored, return back up the ladder and take the elevator back
up to the previous area. Once you are up, enter the door to the left for some
ammo/med packs/reagents before going back to the hallway, killing the slasher
that appears and entering the door opposite. 

Enter the door at the end of the short passage; eliminate the 3-4 wasters here
and the check out the door at the end of the first hallway to the left. Go
inside and look on the bed for an EarthGov ARTEFACT [ARTEFACT 2/2] (note there
is also an upgrade CIRCUIT on the desk here in new game +). Return to the main
hallway and enter the door at the top of the stairs. 

Go up the stairs here to find a hacking puzzle next to a locked door. Ignore
this for now and check out the unlocked door nearby. Inside you�ll find a TEXT
LOG [LOG 3/3] on the bed and an upgrade CIRCUIT [CIRCUIT 2/2] on the sink. Go
back outside and complete the mini-game to open the door. Go on through.  A
scene will play.

After the scene has concluded, you�ll need to defend yourself against a few
waves of enemies. In total I counted 8 wasters and 3 lurkers (although there
easily could have been 1-2 more of each � it gets a little hectic!). There are
some stasis canisters about, so feel free to use those if the numbers start to
get a little overwhelming. 

When the room is clear, go over to the back left corner and loot the chest here
for 3 WEAPON PARTS � PLASMA CORE [WEAPON PART 3/5], AMMO SUPPORT [WEAPON PART
4/5] and COMPACT CONIC DISPERSAL[WEAPON PART 5/5]. There is a bench here if
you wish to play around with your weapons (note that behind the marker statue
in the centre of the room is a WEAPON PART � MKII- Compact Conic Dispersal on
new Game +). When you are ready, go back through the door we came from.

Kill the carrier that is waiting for you on the other side. Note that if you
do shoot it incorrectly, it will spawn those swarmers which will go and revive
the bodies in the room here.  Once everything is dead, enter the door at the
bottom of the stairs and follow the hallway to the left.

Enter the door here and kill the 4-5 wasters that occupy the space before
entering the next door.  Return through the door opposite the lift. Kill the 3
lurkers and 5 wasters that are now residing here before continuing back through
the unlocked door at the bottom of the stairs. Refill your oxygen here if
required and then enter the next room. Climb the ladder to the upper area.

As you reach the top, fight off the lurker and 4 wasters that drop down from
the roof in here before continuing through the door to the starting area.Return
outside to the zero gravity area to complete the mission.




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

Co-operative Mission 2: Archaeology                                     [CPT02]

===============================================================================
Collectibles: |         ]
--------------          ]   >>>>>>>>>>>>>>> Excavation Base Camp <<<<<<<<<<<<<<
Artefacts.............1 ] 
Audio/Text Logs.......4 ]   We can access this co-op mission during chapter 10
Weapon Parts..........4 ]   or 11 and it is in the Base camp area just before
Blueprints............1 ]   the excavation drill site and coring platform. You
Circuits..............4 ]   will find an elevator here marked with the words
________________________]   �co-op� on the door. We can ride this down an
                            underground storage area. There is another SK1P 
                            here similar to the one we used up in space to move
between the various zones except there is nowhere for us to travel to at this
time. Use the bench and suit kiosk in this room if you require and then take 
the other lift down to the optional mission area.



>>>>>>>>>>>>>>>>>>>>>>>>>>>>> Archaeology Sector <<<<<<<<<<<<<<<<<<<<<<<<<<<<<<

After getting off the lift, follow the walkway to the end and use the elevator
to reach the lower level. As you approach the unlocked door, a pack of 10-12
feeders will enter the room through a number of vents. Eliminate them before
proceeding through the unlocked door.  Continue through the hallway around the
corner here and into the next open area.

Another group of feeders will attack here. So kill them off and then go through
the next door. As you enter, go and grab the TEXT LOG [LOG 1/4] from the crate
to the left and then climb the nearby ladder. Enter the door here and kill the
leaper that appears, continue through the unlocked door into the next area.

Follow the walkway across the bridge. As you cross, a swarm of 10-12 feeders,
2-3 lurkers and 2-3 leapers will emerge from vents and attack.  Kill them
before proceeding through the unlocked door on the opposite side of the room.

You�ll find a bench in here, so use that if you need to restock on ammo or med
packs and find the exit door. Next to this you�ll find an AUDIO LOG [LOG 2/4].
Head on through to the next room and take the elevator down to the lower area.
As you reach the bottom, two �super� slashers will appear, kill them and mosey
on through the unlocked door. Continue through the door on the far side of the
area (note there is an upgrade CIRCUIT on the left hand side of the room on new
game +).

The room you enter is a fairly large one and you�ll get attacked by another
swarm of feeders, 2-3 leapers and a further 2-3 lurkers here. Fend them off
and continue down the stairs to the left. Pull out the battery here. Instead
of sticking it in the slot at the top of the stairs, carry it over to the side
of the room opposite the entrance and shoot it up onto the catwalk. Climb the
ladder and stick the battery into the socket here. Go inside the door that
unlocks and grab the upgrade CIRCUIT [CIRCUIT 1/4] from the locker on the wall.
 
Grab the battery and fire it back down to the lower level and this time stick
it in the socket at the top of the stairs. Proceed through the now unlocked
door.  Continue through the next two doors until you enter another larger room. 
Climb the stairs here. At the top you will find an AUDIO LOG [LOG 3/4]. Go
through the door on the left. Grab the WEAPON PART � DIRECTED EJECTION FIELD
[WEAPON PART 1/4] from the crates at the back of the room and kill the �super�
slasher and a leaper or two that appear when you do so. Head on through the
next unlocked door on the left and take the lift at the end of the hallway.

As soon as you get off the lift, go and grab the AUDIO LOG [LOG 4/4] from the
crate to the left.  Another swarm of feeders will attack with backup from a
couple of lurkers so fend them off.  Climb the ladder,  follow the walkway all
the way around and head through the next couple of doors here.

When you enter the larger room, look around to the left as you enter for a
WEAPON PART � RIP CORE [WEAPON PART 2/4] hiding under a desk.  Climb down the
ladder in the next room.  There is a pair of new enemies - wheezers down here.

 _______________________________________________
| New Enemy: Wheezer                            \_____________________________
|_______________________________________________/                             ]
|                                                                             |
| Wheezers are fairly passive as enemies go and will not attack you. What they|
| can do however is release a cloud of poisonous gas that fills the area      |
| surrounding their location. They appear as hunched over bodies with large   |
| air sacs on their backs. Whilst they are alive, the gas will remain, forcing|
| Isaac to use up his oxygen stores. Shooting them a few times will kill them.|
|                                                                             |
[_____________________________________________________________________________]
 
Once you have killed them, climb up the ladder on the other side of the room
(note that on the right at the top is a WEAPON PART � MKII- Compact Directed
Ejection Field on new game +). Killing the wheezers will have caused a number
of feeders and lurkers to spawn on the previous walkway and some of them will
traverse through vents to reach you. Kill any that bother you before continuing
through the unlocked door nearby when able. Take the lift in here to the next
area.

There is a bench here and a door we can open with a torque bar to the right
(so you can conveniently create a torque bar if you don�t have one). Open this
and inside you will find a BLUEPRINT � FLAMETHROWER [BLUEPRINT 1/1]. Exit to
the bench room, loot the rest of the place and head through the next unlocked
door. 

Now here�s a familiar sight! If you have done some of the previous optional
missions, you will know that pushing the button to summon this cargo lift is
going to cause a good number of enemies to spawn and you will have to defend
yourself until the lift reaches the floor, so don�t say I didn�t warn you! When
you are ready to continue, press the button. 

During this defence, you�ll first have to kill off a pack of 10-12 feeders. 
These are followed up by 6 or so lurkers and a further 5-6 leapers. It is not 
much different from the encounters that we have had so far in this co-op 
mission, so as long as you and your partner are on the same page there should 
be no real dramas holding the baddies off!

Once the lot of them are dead, the cargo lift will lower to the floor. Open the
chest on it for 2 Upgrade CIRCUITS [CIRCUIT 2/4 and CIRCUIT 3/4] and 2 WEAPON 
PARTS � WELLER'S COMPACT FRAME [WEAPON PART 3/4] and FLAME GLAZE [WEAPON PART 
4/4]. Continue up the stairs at the back of the room (note there is a WEAPON 
PART � MKII � Repeater on the shelf here on New game +) and follow the walkway 
to the right. Enter the door here. 

Climb the stairs and enter the door at the top, as you enter look on the nearby
shelf for an EarthGov ARTEFACT [ARTEFACT 1/1].  Ignore the unlocked door here 
and go down the short flight of stairs, kill the lurker here. Go past the bench
and look on the wall to the right near the end of the short corridor for a 
locker containing an upgrade CIRCUIT [CIRCUIT 4/4].

Head back up to the unlocked door and go through it. Take the lift at the end 
of the hallway. Continue through the two smaller rooms here until you exit into
a larger area. 

Kill the leapers that appear here. There is a suit kiosk, a bench and a lift 
back up to the underground storage area here (note there is an upgrade CIRCUIT 
on the table next to the lockers to the left of the foot of the stairs on new 
game +).proceed through the unlocked door to the left.

Climb the ladder here and take the elevator at the end of the walkway back up 
to the underground storage area to complete the optional mission.




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

Co-operative Mission 3: Marker Containment                              [CPT03]

===============================================================================
Collectibles: |         ]
--------------          ]   >>>>>>>>>>>>>>>>>> Biology Sector <<<<<<<<<<<<<<<<<
Artefacts.............1 ] 
Audio/Text Logs.......1 ]   You can access this mission once you reach the
Weapon Parts..........2 ]   Biology sector in the campaign during chapter 14.
Blueprints............0 ]   The door to the elevator staring this mission is on
Circuits..............4 ]   the main hallway of the building in the same room
________________________]   as the bench and the suit kiosk. We can ride this
                            down an underground storage area. There is another
                            SK1P here similar to the one we used up in space to
move between the various zones except there is nowhere for us to travel to at
this time. Use the bench and suit kiosk in this room if you require and then 
take the other lift down to the optional mission area.



>>>>>>>>>>>>>>>>>>>>>>>>>>>>> Marker Containment <<<<<<<<<<<<<<<<<<<<<<<<<<<<<<

Exit the lift and work your way over to the unlocked door, kill the slasher
that appears and continue through it. Hit the button at the end of this
platform, to have it rotate around and stop in front of a door on the opposite
side of the area. Enter the door the platform is now facing.  As you enter,
grab the AUDIO LOG [LOG 1/1] from the desk in front (note there is also an
upgrade CIRCUIT on the floor behind this desk on new game +). Continue through
the nearby unlocked door. 

Use stasis to open the wire fence here. Kill the 6 twitchers that spawn at the
end of the passage in front. Don�t be afraid to use the stasis canisters on the
floor here to slow down their advance! Enter the door at the end of the area
and follow the passage to the right.

Attempt to enter the door at the end and Carver will have a freak out. At this
point, both players will have different experiences. Carver will have to defend
himself against feeders whilst progressing to the end of an area that only he
can see. On the other hand, the player controlling Isaac will see Carver frozen
in position and will have to defend him against a number of �super� slashers
until he recovers.  Once Carver returns to normal, the door will unlock,
allowing you to progress.

Take the first right in the next area and continue through the rooms here,
killing a slasher or two who try to surprise you as you go until you reach one
with ice inside. As you enter this area, look to the right for an upgrade
CIRCUIT [CIRCUIT 1/4] (note there is also a WEAPON PART � MKII- Rail
Accelerator on the stack of crates on the left side of the main area on new
game +). Continue into the room and you�ll be attacked by a group of feeders.
After killing a few of these, a group of slashers will also show up.  Kill them
all. Continue through the unlocked door on the far side of the area. 

Follow the passage here (note there is an upgrade CIRCUIT on the floor in the
middle of the area on new game +) and enter the elevator at the other end.

Upon exiting the lift, turn right and take the elevator here up to the walkway
above. Follow this to the end for an EarthGov ARTEFACT [ARTEFACT 1/1]. Return
down the lift and make for the unlocked door across the way (note there is an 
upgrade CIRCUIT in the small sunken area opposite the lift we entered the room
from on new game +). Attempt to open the door and it will malfunction.

Just like the previous malfunction, carver will freak out again and appear to
Isaac to be standing in place, not moving. Again, there is a split in gameplay
here. Carver will have to fight his way through feeders again, whilst Isaac,
back in the real world will have to defend Carver against a few waves of 
�super� slashers that appear. Once Carver has returned, the door will unlock,
allowing you to progress through it.

Look on the right hand wall of this room for a locker containing an upgrade
CIRCUIT [CIRCUIT 2/4]. Grab this and loot the remaining lockers in the area if
you like before proceeding out the next unlocked door. 

You�ll be on another of those rotating bridges. This time, you will need to
flip the button twice to have the walkway face the unlocked door opposite.
After pressing the button for the first time 5-6 lurkers will appear and fire
at you from the walls above. Kill them all and go through the next door.  Loot
the lockers here and continue through the unlocked door nearby. It�s another
rotating bridge! Repeat the process here and exit the door on the far side.

Go down the stairs to the left of the ladder and you�ll find a WEAPON PART �
RAIL ACCELERATOR [WEAPON PART 1/2] near the bottom. Open the door here and kill
the slashers inside. This will cause more slashers and a pair of exploders to
spawn both in front and behind you. Stay vigilant and kill all the enemies
before proceeding through the next doorway on the left.

Climb the stairs and head for the chest to the right. As you approach, Carver
will trip out one final time. Again, this plays out for Isaac in exactly the
same way as the previous two moments � carver will stand still, and you will
need to defend him against an oncoming number of �super� slashers. Carver on
the other hand will need to work his way through feeders until he finds a
red/black marker and shoot this a few times to destroy it. Once this happens,
Carver will return to normal. 

Go over and loot the chest for 2 upgrade CIRCUITS [CIRCUIT 3/4 and CIRCUIT 4/4]
and a WEAPON PART � AMMO BOX [WEAPON PART 2/2]. Climb the stairs nearby and
enter the unlocked door at the top.  Enter the elevator and take it back to
the underground storage facility. 

Use the bench and suit kiosk here if you require them and then take the other
lift up to return to the Biology sector to complete the mission.




===============================================================================
===============================================================================
===============================================================================
-------------------------------------------------------------------------------
******************************
*****************************
***       ENEMIES        ***                                            [ENMYS]
***************************
**************************

There are many enemies in Dead Space 3 and whilst a significant number of them
have made a return from previous Dead Space titles, some have made their
comeback with a few changes to attack and behaviour patterns. There is also a
number of new enemies that make their debut in Dead Space 3 to keep you on your
toes!

Below you'll find a list of the enemies you will encounter during Dead Space 3,
a little about each and a tactic or two on how to eliminate them in an
efficient manner.

Enemies are listed in order of appearance, and the two major boss fights have
been excluded for spoiler related purposes.



___________________________________
Waster                             \___________________________________________
___________________________________/

Chapters present: P, 1, 5, 9, 10, 11, 13, 14, 18, 19 

Description: 
____________                   
These guys are humanoid in appearance, wear clothing and wield axes and
other melee items with which to attack. They are different from most
necromorphs in that they can rapidly transform their bodies in response to
localised damage. If you do significant damage to their torso or upper body,
the entire top half of their body can fall off and a series of tentacles 
will spawn from the top of the legs. Too much damage to the lower body can
cause a pair of projectile firing tentacles to mutate from the upper body. 
These new mutations will behave differently to the waster as a whole.

If a mutation does occur, their tentacles can also be severed, like limbs to
deal additional damage to the enemy.

After all that, it should be noted that these transformations do not always
occur, but it is better to expect it than to not expect it and get caught
relaxing!

An enhanced 'super' version of the waster will start to appear from chapter 13
onwards. You can identify these by their color. The 'super' versions appear
as almost black in appearance with red eyes. This variety of waster is much 
more damage resistant than the usual type and will take around twice the amount
of ammo to destroy.


___________________________________
Unitology Commando                 \___________________________________________
___________________________________/

Chapters present: 1, 10, 11, 12, 14, 15, 16, 17, 18 

Description:
____________
We�ll be seeing a few of these guys during Isaac�s latest adventure and they
are usually easy to put down. Unlike 90% of the enemies in the game, they   
not necromorphs, as such you can kill them instantly with a headshot as well
as the usual dismemberments.  They usually travel in groups of two or more, 
are usually decked out with assault rifles and will throw grenades. When    
it comes time to kill these guys, it is best to duck behind cover and shoot 
from there to avoid incoming fire.

Some specialised commandos are equipped with a rocket launcher. The rockets, as
with grenades can be grabbed with kinesis and thrown back at your attackers to
deal great amouts of damage. 

Note that there is also a suicidal variety of commando who will run at you with
grenades and blow himself up. They usually do a bit of yelling to let you know
they are on the way so if you see one coming, eliminate him quickly before he
arrives!

Once you encounter the swarmers, it is possible for them to ressurect the
bodies of dead commandos. These undead versions still fire their weapons, but
will not move anywhere near as much. Even in this state, a simple headshot will
kill them off.


___________________________________
Slasher                            \___________________________________________
___________________________________/

Chapters present: 1, 3, 4, 5, 8, 9, 10, 13, 14, 15, 17, 19

Description:
____________
Slashers are probably the most frequent enemy that you will encounter in the
game (and in the previous two Dead Space games for that matter!). They 
appear humanoid in shape but they have evolved massive spiked growths which
they will use to attack you.

In Dead Space 3, they can now bend over and use the spikes as extra legs to
rush up at you.  They are probably the biggest pushovers out of any of the
necromorph enemies in the game and you will need to sever at least two of their
limbs to kill them.

An enhanced 'super' version of the slasher will start to appear from chapter 13
onwards. You can identify these by their color. The 'super' versions appear
as almost black in appearance with red eyes. This variety of slasher is much 
more damage resistant than the usual type and will take around twice the amount
of ammo to destroy.


___________________________________
Lurker                             \___________________________________________
___________________________________/

Chapters present: 3, 5, 7, 13, 14, 17

Description:
____________
Lurkers are small, annoying enemies that can float through zero gravity,
climb and jump between walls when not in zero gravity and shoot projectiles
at you. They have three tentacles that will emerge from their backs when
they prepare to attack you and we need to sever these to kill them quickly.
They will usually fire at you once or twice and then put their tentacles
away and change position, so be prepared to shoot at them when they stop.
Alternately you can just hit them with a stasis attack and kill them just as
effectively!

An enhanced 'super' version of the lurker will start to appear from chapter 14
onwards. You can identify these by their color. The 'super' versions appear
as almost black in appearance with red eyes. This variety of lurker is much 
more damage resistant than the usual type and will take around twice the amount
of ammo to destroy.

___________________________________
Necromorph Tendrils                \___________________________________________
___________________________________/

Chapters present: 4, 18, 19

Description:
____________
These enemies appear as large tentacles emerging from walls or deep pits,
often reaching up and overlooking walkways and other places where Isaac
walks about. If you get within their range they will try to crush you. This
can be avoided by rolling to the side. To avoid them, simply stay out of their
range and they will be unable to do anything! To destroy them, you will need to
shoot them in the glowing yellow/orange section.


___________________________________
Leaper                             \___________________________________________
___________________________________/

Chapters present: 4, 5, 6, 11, 13, 16, 19

Description:
____________
Leapers are low-lying necromorphs that crawl around at ground level. They
have no legs but they do have have a pair of powerful arms and a long, sharp
tail. The leapers can move very quickly by jumping from place to place.
Dismembering an arm will slow its walking speed but it will still be able
to jump about. Removing its tail however will prevent it from leaping.
Removing two of its three appendages will kill it.

An enhanced 'super' version of the Leaper will start to appear from chapter 16
onwards. You can identify these by their color. The 'super' versions appear
as almost black in appearance with red eyes. This variety of leaper is much 
more damage resistant than the usual type and will take around twice the amount
of ammo to destroy.


___________________________________
Exploder                           \___________________________________________
___________________________________/ 

Chapters present: 5, 6, 13, 18

Description:
____________
The exploders are very fragile enemies and do not do a whole lot except for
charging at Isaac and trying to explode on or near him. They have a glowing
yellow tumour growing from their arms that can be shot to cause a premature
explosion, which is quite handy when near other enemies. However, whilst
they are weak, they can be incredibly dangerous if they get too close to you
as the explosion does have a fairly large blast radius.

A useful tactic with the exploders is to dismember them without detonating
their infected limb. Then, when fighting gets a little more intense, you can
use kinesis to grab the exploder's explosive arm and throw it at enemies to
thin out their numbers. 


___________________________________
The Swarm                          \___________________________________________
___________________________________/

Chapters present: 5, 10, 11, 14, 16

Description:
____________
The Swarm enemies are reminiscent of Halo�s flood infector forms or even
Half-Life�s head crabs in that they are small, insect-like necromorphs often
travelling in small groups. There are two types:
 
    1. The first type of swarmers is insect-like and travel in packs. As a
       group they will attach to and animate a corpse and then leave to go and
       reanimate another and another until they run out of corpses and come to
       attack you, or you kill them all.

    2. The second type of swarmer consists of a head with a series of tentacles
       appearing from below to act as legs. They can reanimate dead bodies by
       merging with the head area. Whilst they have control of a body they can
       use its weapons to attack you or morph it into a slasher. To kill them
       quickly, shoot the swarmer itself and whilst they have control of a
       body, shoot the head � this is where the swarmer is located and a
       headshot should either kill it instantly or knock it to the floor where
       you can shoot it freely.

Irrespective of the type of swarmer  that you encounter, you should 
definitely try to kill them before they take over bodies as it will make
Isaac�s encounters with them a heck of a lot easier!


___________________________________
Carrier a.k.a Pregnants            \___________________________________________
___________________________________/

Chapters present: 5, 14

Description:
____________
Carriers are essentially slashers with a big, bulging stomach full of
swarmers. You can kill them in the same way you kill regular slashers � take
off a pair of limbs and they should die pretty quickly. Unfortunately though
accuracy is a real issue with these guys as if you miss and hit the stomach
it will release swarmers who will not only attack you, they will also
reanimate any nearby corpses to make things a little trickier.


___________________________________
Guardian                           \___________________________________________
___________________________________/

Chapters present: 5, 14

Description:
____________
These bad boys are firmly attached to walls and have the ability to produce
additional swarmers that will emerge from their bodies and attack you if you
are slow in killing them. 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 have a nasty close proximity attack that can kill you instantly
if you get too close.


___________________________________
Puker                              \___________________________________________
___________________________________/

Chapters present: 5, 8, 10, 11, 13, 19

Description:
____________
Pukers are a fairly boring type of necromorph, they retain their human
form and as such do not have any spikes or other interesting growths. The
one thing that makes them unique however is that they have the ability to 
spit acidic projectiles at you. If these hit, they will cause Isaac�s suit
to lock up a bit, causing a big slowdown in movement speed for a few
moments. They can be killed by severing two or more limbs.

An enhanced 'super' version of the puker will appear in chapter 19. You can
identify these by their color. The 'super' versions appear as almost black in
appearance with red eyes. This variety of puker is much more damage resistant
than the usual type and will take around twice the amount of ammo to destroy.


___________________________________
Regenerator                        \___________________________________________
___________________________________/

Chapters present: 5, 6 

Description:
____________
The regenerator is almost identical to your standard slasher albeit a little
paler in colour. The good news with these guys is that you can knock them 
down easily enough by popping off their arms and legs. The bad news is that
they will regenerate lost limbs and are impossible to kill. When you see
regenerators (thankfully there are only 3 encounters in the game) your best
bet is to sever their legs and them keep them in stasis whilst you deal with
other enemies in the area or continue on to the next zone.


___________________________________
Feeders                            \___________________________________________
___________________________________/

Chapters present: 9, 10, 12, 14, 17

Description:
____________
Feeders cannot see, so if you are quiet and there are only a couple of them
around you can often avoid a confrontation. They can be distracted by
tossing objects with kinesis.  Hitting them with your flashlight however
will cause them to attack. Once they are aware of your presence, they can
summon additional feeders to their aid and they will attack in large packs.
During security lockdowns, or when alarms are active it is impossible to
avoid them. Fortunately they are fairly weak and can in most cases be killed
by a single headshot or a pair of limb amputations.

An enhanced 'super' version of the feeder will start to appear from chapter 13
onwards. You can identify these by their color. The 'super' versions appear
as almost black in appearance with red eyes. This variety of feeder is much 
more damage resistant than the usual type and will take around twice the amount
of ammo to destroy.


___________________________________
The Snow Beast                     \___________________________________________
___________________________________/

Chapters present: 9, 11, 13

Description:
____________
The Snow Beast is a repeating mini-boss that you are going to encounter a
number of times before finally offing it whilst exploring Tau Volantis. It
is quite large and has a nasty charge attack that you will need to either
roll away from or use stasis to escape. You will be unable to kill it with
your conventional weaponry, but you can damage it enough that it will run
off. Just before it attacks, it will produce three tentacles from its back.
Once all three of these have been severed, another three should appear
around its face and stomach region.  Destroying these will damage it. To
defeat it, you simply need to continue to damage its tentacles (both back and
stomch) until it has had enough.


___________________________________
Wheezer                            \___________________________________________
___________________________________/

Chapters present: 10, 11 (In co-op mission: Archaeology only!)

Description:
____________
Wheezers are fairly passive as enemies go and will not attack you. What they
can do however is release a cloud of poisonous gas that fills the area
surrounding their location. They appear as hunched over bodies with large air
sacs on their backs. Whilst they are alive, the gas will remain, forcing Isaac
to use up his oxygen stores. Shooting them a few times will kill them. 


___________________________________
Stalker                            \___________________________________________
___________________________________/

Chapters present: 11, 14, 15, 18

Description:
____________
Stalkers are probably the most nimble of the necromorphs you are likely to
encounter in Dead Space 3. They are elusive and will hide behind objects and
stick their heads out from time to time. 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 most areas where you encounter them
are quite open, which leaves them with plenty of obstructions and cover that
they can use to sneak up on you. As such, when stalkers are about, you need
to keep track of your surroundings!


___________________________________
Hive Mind                          \___________________________________________
___________________________________/

Chapters present: 12, 18, 19

Description:
____________
Hive Minds are wall mounted enemies that feature three prominent tentacles. You
will only ever encounter the hive minds in zero gravity or flight-based areas
during the campaign. They fire off groups of small, red projectiles that will
home in on Isaac and deal a fair bit of damage if they manage to hit him.During
a fight with hive minds, you need to shoot or boost out of the way of the
projectiles, whilst still trying to sever the hive mind�s tentacles when you
get the opportunity. These necromorph growths are quite weak on their own, but
the heat-seeking shots make them a little tricky.


___________________________________
Twitcher                           \___________________________________________
___________________________________/

Chapters present: 14, 15, 18, 19

Description:
____________
Twitchers are very similar to the standard slasher albeit with one major
difference. They have been imbued with stasis packs which allows them to
move in very strange, awkward ways as well as perform short range
teleportation that enables them to approach and attack you at high speed.
They are also a little bit tougher than your standard slasher and will take
a few more shots to take down.



___________________________________
Crawler                            \___________________________________________
___________________________________/ 

Chapters present: 16, 17, 18, 19 

Description:
____________
Crawlers, as you may remember from Dead Space 2, are necromorph
transformations of babies. They will crawl across the ground towards Isaac
in large numbers and will explode when they get too close. They take a
single direct shot to kill but can do a lot of damage, so be sure to pop
them before they get close enough to do so.

The alien necromorphs (listed below) also have the ability to spawn crawlers.




___________________________________
Alien Necromorph                   \___________________________________________
___________________________________/

Chapters present: 16, 17, 18, 19 

Description:
____________
The alien necromorphs are large, hulking necromorphs that are reminiscent of
the brutes from previous Dead Space titles. They have charge attacks and
heavy melee strikes as their weapons of choice. Unlike the brutes however,
the alien necromorphs can spawn crawlers and send them to distract you 
whilst they too attack. To take them down, you will need to sever two of
their limbs, but due to their hardiness, they will take quite a few shots to
remove. As such a heavy dose of stasis is recommended for best effect, not
only to avoid their attacks, but also to get a good amount of time to put
shots into them for best effect.




===============================================================================
===============================================================================
===============================================================================
-------------------------------------------------------------------------------
***************************************
**************************************
***  ACHIEVEMENTS/TROPHIES GUIDE  ***                                   [ACHMT]
************************************
***********************************
===============================================================================
===============================================================================
Game Completion Achievements/Trophies
===============================================================================
These achievements will unlock once you complete the game on the specified
difficulty. please note that you must finish the game at least once in order
to unlock all of the modes (Hardcore, Classic and Pure Survival) that need to
be completed.


    > Get On My Level -------> Complete the game on any difficulty setting.

    > Aren't You Thankful? --> Complete the game on Hardcore Mode.

    > Epic Tier 4 Engineer --> Complete the game in Classic Mode.

    > Survivalist  ----------> Complete the game in Pure Survival Mode.



===============================================================================
===============================================================================
Story Achievements/Trophies
===============================================================================
The following 9 achievements/trophies will all come with story progression,
so as long as you finish the game these should be pretty much un-missable.
Here's a list of said achievements/trophies:

    > Stranger in a Strange Land 
    > Space Odyssey
    > Critical Mass
    > Snow Crash
    > Intestinal Fortitude
    > Hydra
    > Together as One
    > Infernal Machine
    > Shoot for the Moon



===============================================================================
===============================================================================
Mission-specific Achievements/Trophies
===============================================================================



=====================
Under a Buck
=====================
Description: Shoot the deer head trophy in the Admiral's Quarters.

How to: During chapter 4: History's Ember, you are tasked with going to the 
        Admiral's Cabin. When you arrive, look in the hallway before the main
        room to see the trophy buck on the wall. Shoot this down to unlock the
        achievement/trophy.



=====================
Space Ace
=====================
Description: Shoot at least 70 targets during the ride to Tau Volantis.

How to: During the end of Chapter 8: Mayhem you will be 'sort of' piloting a
        ship towards Tau Volantis and at the same time have access to a lock on
        and fire missile system. As you progress, if you can shoot down 70
        objects or more you will earn the achievement/trophy



=====================
Hungry
=====================
Description: Reach the pump room of the Waystation without alerting any
             Feeders.

How to: This one can be unlocked at the beginning of chapter 9: Onwards.
        After descending the lift in the waystation and meeting the feeders for
        the first time, you will need to proceed through the first few rooms
        without them detecting or attacking you. To do this, follow the
        below guide:


        After getting off the lift, open the next door and enter the kitchen.Go
        through the opening to the left and enter the door at the end of the
        next room.

        In the first feeder room here, have Isaac go into a crouch and head
        around the table to the right. You will see a large group of feeders
        squatting to your left. Ignore them and make your way over to the far
        wall. Move slowly up to the door here and go on through. Continue 
        through the short corridor and enter the next door.

        This is the second feeder room! To your right you will see a feeder in
        the doorway. There is another pair of them just behind the windw in 
        front. Slowly crouch walk through the door to the left of the window
        and duck into the next doorway on the left. Enter the unlocked door
        here.

        Work your way past the machinery on the right to the door at the far
        end of the room. Go through this. As you enter the room here, and if
        you haven't been spotted you will unlock the achievement/trophy.



=====================
Drill Sergeant
=====================
Description: Complete the Drill Room without taking any damage.

How to: You will encounter the out of control drill at the Coring Platform at
        the end of chapter 10: Now We Know. During this story segment, we need
        to fight off three waves of enemies whilst avoiding the drill of death
        that is spinning around the room. To unlock the achievement/trophy you
        must disable the drill without taking any damage.

        This is by no means an easy feat, but there are somethings that can 
        make it a little easier. Firstly difficulty does not matter, so you can
        turn the game right down to the easiest setting in order to complete
        it. Additionally a co-operative partner will make things much easier as
        you will both be able to cover different sides of the area instead of
        a single player having to constantly look back and forward.

        to do this, use the following guide:


        At the exit to the Coring Platform you will see a giant drill stuck
        behind a gate that is blocking your exit. We need to shut it down to
        progress. To do this, follow the steps below:

        1. First you will need to use kinesis on the cranks on either side of
           the gate to release the drill. It will now fly around the room and
           you will need to avoid touching it. Note that doing so will result 
           in a quick fire jump to the previous checkpoint.

        2. After releasing the drill, around 6-8 Wasters will show up, popping
           out of the various vents around the room so use stasis on the drill
           and kill the enemies.

        3. Once no more enemies are about, use stasis on the drill again and
           shoot between the blades to hit a yellow fuse sitting on the top
           centre of the inside of the drill bit. Once it takes enough damage,
           it will lift off the ground for a few moments. Use this time to go
           fill up your stasis and loot enemies for ammo.

        4. The drill will lower once more and 3-4 wasters and 3-4 slashers will
           emerge from vents around the room. Use the same tactic as before �
           put stasis on the drill and then focus on killing the enemies.

        5. Again stasis the drill once the enemies are dead and destroy the
           fuse, loot whilst you wait for the drill to come back down.

        6. When it hits the ground for the final time, immediately put the
           drill into stasis and shoot the fuse. If you can destroy it quick
           enough, the large group of feeders that appear will not be able to
           reach you in time and will de-spawn during the ensuing cinematic
           that plays out once the fuse has been destroyed.

        If successful, the achievement/trophy should unlock upon taking the
        elevator up to the next area outside.



=====================
Weedkiller
=====================
Description: Kill 5 Cysts in the Biology Building with a single poison gas
             cloud.

How to: You can attempt this achievement near the start of chapter 14:
        Everything Has its Place. After grabbing the Lab Key from your crew in
        the Rosetta lab, you will need to explore the Biology Sector. Follow
        the suit locator until you enter a door and you can see a cyst directly
        in front of you. there are five cysts in this room and we need to make
        a run through them without killing any of them for the achievement/
        trophy to unlock.

        to do this, use the following guide:


        Stick the first cyst into stasis and run past it. Turn around and use
        kinesis to grab the projectile it shoots in the air (it will kill the
        cyst if it drops back into it) and fire it off somewhere safe. Repeat
        for the next cyst on the ground. The third cyst is on the wall to the
        left, stasis that and run by it. The next one is on the floor again so
        repeat the steps that we did for the first two. The final cyst is on
        the wall just around the corner. Stasis this and run past it.

        Now its a matter of going down the lift, killing the enemies here,
        completing the mini-game to activate the control room and the elevator.
        Return back upstairs and kill the enemy here. Enter the small glass
        room and use the computer console in here to release the gas. This will
        kill the cysts.

        At this point the achievement/trophy will unlock.




=====================
The Explorer
=====================
Description: Complete all optional missions.

How to: To unlock this, you will need to complete all 10 of the game's optional
        side-missions. This includes 7 single player optional missions and 3
        co-operaitve only optional missions. You can find walkthroughs for all
        of them after the shorcuts here:


          > Optional Mission Walkthroughs         [OPWLK]
          > Co-operative Mission Walkthroughs     [COWLK]




===============================================================================
===============================================================================
Combat Specfic Achievements/Trophies
===============================================================================
Go for the Limbs!
=====================
Description: Dismember 500 limbs from living enemies.

How to: To kill necromorphs in the quickest possible manner, you will learn
        that severing limbs is the fastest way to do this. Once you have cut
        off 500 limbs, this will unlock.



=======================
And Then We Doubled It!
=======================
Description: Dismember 1000 limbs from living enemies.

How to: Similar to the previous achievement/trophy, just with a larger number.
        You will probably be unable to complete this one on a single
        playthrough. I unlocked it at mission 6 on my second playthrough.



=====================
Close Encounter
=====================
Description: Kill 10 alien Necromorphs.

How to: You will first encounter the alien necromorphs in chapter 16 and will
        see a number of them between then and the end of the game. As long as
        you stop and kill each one you come across, you will unlock this before
        the end of chapter 18.



=====================
Slow Mo
=====================
Description: Kill 50 enemies while they are in stasis.

How to: Once you unlock your stasis module, stick enemies in stasis and then
        kill them before they are able to escape. Repeat the process 50 times.
        You will probably get this without even going for it specifically as
        stasis is such a useful ability!



=====================
Axes High
=====================
Description: Kill 30 enemies using Fodder axes.

How to: Fodder axes (or any melee weapon for that matter) can be taken from the
        hands of fallen wasters. Use kinesis to pull these to you and shoot
        them at enemy limbs to remove them. After killing 30 enemies using this
        method, the achievement/trophy will unlock.



=====================
Blast Corps
=====================
Description: Kill 30 enemies with explosion damage.

How to: Once you unlock the Weapon Part - Survey Charge (found at the start of 
        chapter 8), you will be able to craft a weapon with this tool. Once it
        is attached to your weapon, you can shoot grenades! Simply kill 30
        enemies with this to unlock the achievement/trophy.




=====================
Dropping Acid
=====================
Description: Dissolve 50 enemies with acid.

How to: Once you unlock the Weapon Part - Acid Bath (found at the start of 
        chapter 18), you will be able to craft a weapon with this attachment.
        Once it is attached, your projectiles will be covered in acid. Simply
        kill 50 enemies with this to unlock the achievement/trophy.



=====================
Electric Lawnmower
=====================
Description: Kill 30 enemies using an electrified Ripper blade.

How to: Another gun related achievement/trophy. You will be able to create a
        weapon with the specified ability once you unlock two weapon parts.
        The first one you need is the Rip Core (can be found in chapter 11, 14
        or 15) and the second is either electic Charge (can be found in
        optional mission 1) or the Electrocution Module (found on chapter 18).

        Once you have the necessary pieces, use the bench to craft a weapon
        with the Rip Core as your projectile and one of the electric
        modifications as an attachment. Afterwards, kill 30 enemies with the
        weapon and the achievement/trophy is yours!



=====================
Empty Chamber
=====================
Description: Kill 30 enemies using melee strikes or a melee Weapon Part.

How to: Self explanatory! Club or curb stomp 30 enemies to death to unlock this
        achievment/trophy!



=====================
Shootbang
=====================
Description: Kill 30 Soldiers with head shots.

How to: During the game, you will run into the Unitology Commandos on a semi-
        regular basis. When you come across these guys, kill them with
        headshots to kill them instantly. If you do this 30 times you will even
        earn this achievement/trophy for it. Go you!



=====================
Payback
=====================
Description: Kill a Soldier by TK'ing a grenade or rocket back at them.

How to: When encountering the unitology forces, they will often use rockets or
        throw grenades in a bid to kill you. When they do, use kinesis to pluck
        it out of mid-air, or from the ground and throw it back to kill the
        original sender. This will unlock the achievement/trophy.




===============================================================================
===============================================================================
Crafting specfic Achievements/Trophies
===============================================================================
Strapped
=====================
Description: Craft a Weapon.

How to: Near the start of Chapter 3: The Lost Flotilla, you'll be given an
        optional objective to craft a weapon. Approach the nearby bench and
        follow the in-game tutorial here to unlock the achievement/trophy.



=====================
Circuit's Edge
=====================
Description: Add a Circuit to a Weapon.

How to: once you have picked up an upgrade circuit, you can do this at any
        bench. To do so, go into the weapon menu and select the upgrades tab.
        select an empty socket and choose the circuit to implant into it. In
        doing this, the achievement/trophy will unlock. 



=====================
EMT
=====================
Description: Craft a Large Med Pack.

How to: When you are at a bench, select the 'craft items' tab. here you will
        be able to make a range of consumables in cluding ammo, stasis packs,
        torque bars and the med packs. Select the large med pack and hit the
        construct item button to unlock the achievement/trophy. You will
        require 240 Somatic Gel to do so.



=====================
Full House
=====================
Description: Craft a Weapon with 2 Tools, Tips, and Attachments with all
             Circuit slots filled.

How to: Once you have unlocked enough weapon parts, go to a bench and create
        a weapon to the specifications listed in the achievement/trophy
        description. as soon as this is done it will unlock.



=====================
Master Plan
=====================
Description: Create a Blueprint that needs at least 2000 resources worth of
             parts and Circuits to build.

How to: To do this, you will need to create a weapon with every upgrade circuit
        unloacked. Attach some high levelled upgrade circuits into the unlocked
        sockets and ensure that you have two attachments, two tools and two
        tips attached. Hit the create blueprint button and if the gun is worth
        enough (which it should be with that much hardware on it) the
        achievement/trophy should unlock.




===============================================================================
===============================================================================
Collectible Achievements/Trophies
===============================================================================
Aliens
=====================
Description: Collect all Alien Artefacts.

How to: You will need to find and collect all of the Alien Artefacts that are
        hidden throughout the game. These are found in the game's campaign
        missions and optional missions (but not in co-operative missions).

        For a list of all of their locations, check out the collectibles
        location guide.



=====================
The Professor
=====================
Description: Collect all Artefacts.

How to: You will need to find and collect all of the Artefacts that are
        hidden throughout the game. These are found in campaign missions, 
        optional missions and co-operative missions so you will have to
        complete everything Dead Space 3 has to offer in order to find them
        all.

        For a list of all of their locations, check out the collectibles
        location guide.




=====================
Gun Collector
=====================
Description: Collect all Weapon Parts.

How to: You will need to find and collect all of the weapon parts that are
        hidden throughout the game. These are found in campaign missions, 
        optional missions and co-operative missions so you will have to
        complete everything Dead Space 3 has to offer in order to find them
        all.

        For a list of all of their locations, check out the collectibles
        location guide.




=====================
The Librarian
=====================
Description: Collect all Logs.

How to: You will need to find and collect all of the audio/text logs that are
        hidden throughout the game. These are found in campaign missions, 
        optional missions and co-operative missions so you will have to
        complete everything Dead Space 3 has to offer in order to find them
        all.


        For a list of all of their locations, check out the collectibles
        location guide.




=====================
The Armorer
=====================
Description: Collect all Circuits.

How to: You will need to find and collect all of the upgrade circuits that are
        hidden throughout the game. These are found in campaign missions, 
        optional missions and co-operative missions so you will have to
        complete everything Dead Space 3 has to offer in order to find them
        all.

        For a list of all of their locations, check out the collectibles
        location guide.




=====================
There's Always Peng!
=====================
Description: Find Peng.

How to: You'll need to find and collect the Peng Treasure to unlock this
        achievement. This item can be found tucked away in a sneaky spot in the
        Optional mission 'Reaper Barracks' which is accessible during chapter
        14: Everything has its Place.

        During this optional area, you will come across a tube with a spike
        wall that moves up and down at high speed. You need to use stasis to
        progress through this hallway to a central room. Once here, turn around
        and use stasis on the spike wall once again. As it goes further down
        the tube, look in the space behind it to find a small figurine. Use
        kinesis to pull it over to Isaac and pick it up for the achievement.



===============================================================================
===============================================================================
Co-operative Mode Achievements/Trophies
===============================================================================



=====================
Ghosts of the Past
=====================
Description: Face all of Carver's demons by completing all Co-Op only
             optional missions.

How to: To do this, you need to team up with a mate and play through the game's
        three co-operative only optional missions. Upon completing the final
        mission, you will unlock this achievement/trophy.
 
        You can find a walkthrough for these missions after the shorcut below:
 

          > Co-operative Mission Walkthroughs     [COWLK]



=====================
From the Jaws
=====================
Description: Save your Co-Op partner from an execution by killing the attacker.

How to: You will notice that if an enemy gets in close to you, an execution
        move will activate in which you need to mash the indicated button to
        escape. In co-op, this can happen too! Get your partner to allow
        themselves to be attacked in this manner. When it happens, kill the
        enemy that is attacking them to unlock the achievement/trophy.



=====================
Medic!
=====================
Description: Revive your Co-Op partner 10 times.

How to: When your partner goes down during co-operative play, run over to them
        to get them back on their feet. Repeat this process 9 more times to
        unlock the achievemnt/trophy.



=====================
Share and Share Alike
=====================
Description: Use the RIG to give an item to your Co-Op partner.

How to: In co-operative play, an addiitonal option will be present in the 
        inventory section of the menu. Choose the 'Give' option on an item and
        this will be transferred to your buddy's inventory. Doing this for the 
        first time will unlock the achievement/trophy.



=====================
Architect
=====================
Description: Share a Blueprint with your Co-Op partner.

How to: Go to a bench to modify your weapons. Save a blueprint and go to the
        blueprints tab. Select custom blueprints and select one. Hit the
        specified button to share the blueprint with your partner. Doing so 
        will unlock the achievement/trophy.





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Miscellaneous Achievements/Trophies
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=====================
My Buddy
=====================
Description: Retrieve Resources from a Scavenger Bot at a Bench.

How to: Close to the start of chapter 5: Expect Delays, you will find a
        scavenger bot. These can be deployed anywhere you like really to find
        resources and after a short period of absence they will return to the
        nearest bench where you can retireve them along with any resources they
        have found. Upon the first time you collect resources in this manner,
        this achievement/trophy will unlock.



=====================
Metal Detector
=====================
Description: Successfully deploy Scavenger Bots to 15 Resource Areas.

How to: Resource caches can be detected by an audible noise. You'll get a brief
        tutorial on these during chapter 6: repair to Ride. When you hear the
        resource cache noise, equip the scavenger bot and you will see a small
        direction indicator on its screen. Follow this until the direction is
        replaced by a pulsating circle. Deploy the bot at this point to salvage
        the cache. Repeat 14 more times to unlock the achievement/trophy.



=====================
Overpowered Healing
=====================
Description: Use quick heal to heal yourself 20 times.

How to: You will learn how to do this the very first time you take control of
        Isaac. When in combat, hit the specified button to quickly heal rather
        than going into the menu to do so. You will unlock this one quite
        early on.



=====================
RIG Master
=====================
Description: Fully upgrade your RIG.

How to: To do this you need to buy every upgrade there is to health, air,
        stasis and kinesis from the suit kiosks found scattered throughout the
        campaign. Once every upgrade is purchased, this one will unlock.




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***      Contact      ***                                               [CNTCT]
************************
***********************

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

sokkus[at]hotmail[dot]com.

Please include "Dead Space 3" in the subject line.



Alternatively, you can check out my facebook page and ask a question and I'll
try to get back to you as soon as I can:

https://www.facebook.com/pages/Sokkus/356910437737253




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***      About Me       ***                                             [INTRD]
**************************
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Me
===============================================================================

Im 28, Australian and live with my lovely wife. I have been thrice  
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 -  www.consoledomination.com to 
check out  some of my guides, previews and reviews.

If you enjoyed using this guide, or it has helped you along and you are on
GameFAQs, Please hit the recommend button at the top of the page!

Please feel free to send me an email with any suggestions or corrections and
check out some of my other guides:


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

Thanks for reading!
Enjoy!



===============================================================================
Donations
===============================================================================

After a few generous emails and suggestions from readers and because donations
seems to be a growing trend among other contemporary guide writers, I have
decided to put in the option to allow you to donate some money to me for 
helping you out if you wish to do so.

Although I make these guides for free in my spare time, I probably don�t 
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Considering you could be paying upwards of $20+ for guides in a game shop,these
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By no means feel obligated to donate just for viewing my guide, but if you are
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Thankyou far all that read this far, if you are interested in donating, my
Paypal address is listed below, if not, don't forget to hit that recommend
button at the top of the page to help me out!


Paypal ID;

sokkus[at]hotmail[dot]com



===============================================================================
Console Domination
===============================================================================

Console Domination is an Australian videogaming website founded and staffed 
by true-blue Aussie gamers united in the love of gaming. The site is all about
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***  SPECIAL THANKS   ***                                               [THNKS]
************************
***********************

I would like to thank the following people/entities:

- GameFAQs for always being there when I needed help and for accepting my FAQ.
- Visceral Games for another awesome game.
- My fiancee Kumiko, who has been incredibly patient and understanding.
- And everybody who has taken the time to read my FAQs so far.




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***  VERSION HISTORY  ***                                               [VERHI]
************************
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Date submitted: 2/3/2013

Version: 1.2
Guide currently contains:
    > walkthroughs for missions 1-19
    > Walkthroughs for optional Missions 1-7
    > Walkthroughs for all 3 co-op only missions.
    > Complete Achievement/trophy guide
    > Enemy List and strategies guide
    > Hints and tips section.





===============================================================================
Date submitted: 19/2/2013

Version: 1.0
Guide currently contains:
    > walkthroughs for missions 1-19
    > Walkthroughs for optional Missions 1-7
    > Complete Achievement/trophy guide
    > Enemy List and strategies guide
    > Hints and tips section.





===============================================================================
Date submitted: 17/2/2013

Version: 0.9
Guide currently contains:
    > walkthroughs for missions 1-19
    > Walkthroughs for optional Missions 1-7
    > Achievement/trophy list
    > Enemy List and strategies guide





===============================================================================
Date submitted: 15/2/2013 

Version: 0.5
Guide currently contains:
    > walkthroughs for missions 1-9
    > Walkthroughs for optional Missions 1-3
    > Achievement/trophy list





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

This guide has been written by Paul Williams aka Sokkus.

This document may be not be reproduced under any circumstances except for
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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
                              - ConsoleDomination.com





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