Dead Space 2 FAQ/Walkthrough for XBOX 360 and PS3 By SENIORBILL Version 1.0 February 20, 2011 Copyright 2011 by William Poneta E-mail: [email protected] TABLE OF CONTENTS <I001> INTRODUCTION <I002> TOOLS OF THE TRADE <I003> NECROMORPHS <I004> WALKTHROUGH <c001> Chapter 1 BEEN THERE, DONE THAT! <c002> Chapter 2 SHOPPING MAULS AND CHOO CHOO TRAMS <c003> Chapter 3 TAKING OUT THE GARBAGE <c004> Chapter 4 LUNATIC-OLOGY <c005> Chapter 5 BLOOD AND CRYPTS <c006> Chapter 6 WHATS A NICE GIRL LIKE YOU DOIN�. . .? <c007> Chapter 7 ARRAY OF HOPE! <c008> Chapter 8 NO PRESSURE! <c009> Chapter 9 CAN I HAVE A RIDE? <c010> Chapter 10 WELCOME BACK, ISAAC CLARKE <o011> Chapter 11 STROSSED OUT <c012> Chapter 12 YOU KNOW THE DRILL! <c013> Chapter 13 EXACTLY HOW MANY OF YOU GUYS ARE THERE? <c014> Chapter 14 SAY UNCLE-UBER! <c015> Chapter 15 WILL YOU GO AWAY ALREADY? INTRODUCTION <I001> It�s been three years since the fateful events aboard the Ishimura, but Isaac Clarke has no recollection of those years. When he awakens in a straightjacket, what he does remember returns, not as the nightmare voyage that it was, but as his new reality. The Marker and its offspring, the Necromorphs, are back. He must now run for his life through the Sprawl, a massive spaceport orbiting Saturn�s moon Titan, looking for answers and retribution. Like the original, Dead Space, Dead Space 2 delivers a rousing adventure as Isaac struggles with his past and with the demons that have been planted in his brain by those still trying to exploit the Marker. This walkthrough chronicles an initial game played on �Normal.� I will specify the tactics used, the weapons purchased, used and carried and the upgrades made- these suggestions are based on what I consider the optimal choices for success during an initial playthrough. Oftentimes I will say �deploy a grenade from the Line Gun,� or �use the Force Gun,� which implies that you are carrying it. I try to be fairly specific in how to tackle both the Necromorphs and the Sprawl�s challenging environment. This is not meant to suggest it is the only way or the best-just, the way advocated in this walkthrough. The general details will adapt to any approach. WEAPONS AND POWERS <I002> Dead Space 2 retains all the weapons from the original game and adds a number of others. You can carry four weapons in assigned slots, changing them for others in your �Safe� whenever you reach the scattered stores. Following is a brief personal assessment of each your survival tools. Note: The weapon evaluations are based on an initial playthrough and the average upgrades one can expect to make during that campaign, not on the full potential that can be achieved in subsequent playthroughs. Stasis: You will acquire a device early in the game that allows you to place Necromorphs or environmental objects in extreme slow motion for a brief interval. This is a critical power that allows you to level the field with the numerous enemies. Your Module will automatically recharge over time or can be recharged at stasis stations or filled with portable Stasis Packs that you can carry in inventory. The Stasis Module can be upgraded by welding Power Nodes into its matrix and this should be a high priority as Power Nodes are acquired. Stasis is absolutely critical to your survival-make liberal use of it. Kinesis: Acquired early in the game, kinesis is critical to completion of the game. It will allow you to gain access to areas and equipment and can be used to impale the enemy with rods and other environmental objects. It is unlimited. Looting: The Sprawl is littered with loot-in containers, lockers, crates, lying about and on fresh kills. Often you must stomp or melee the later to expose the loot. You will find ammo, Med Packs of various sizes, Stasis Packs and credits as well as valuable Semiconductors and Schematics that will allow you to download its specs in order to purchase new gear-like weapons, ammo, Stasis Packs, Med Packs and Suit upgrades. Don�t pass up opportunities to pilfer; you will not survive long if you do. You�re inventory space, however, is limited, causing you to make prudent choices in what you keep. Schematics: Schematics can be found scattered about the Sprawl. You will run across them periodically. They will allow you to purchase weapons, ammo, Stasis Packs, Med Packs and Power Nodes once they are downloaded. At times you will have to decide whether or not a schematic is more valuable than something else in your brimming inventory. As a rule you definitely want to keep weapon, Health, Stasis and Power Node schematics-these are key items to a successful campaign. Keeping ammo schematics for your favorite weapons is also an excellent idea, but if the choice is a schematic for a weapon you haven�t purchased or you aren�t using, don�t replace something more useful with it. During this playthrough, I didn�t purchase a single round of ammo-the environment, unless you overuse a favorite weapon, will normally provide sufficient ammo. Plasma Cutter: This is the first weapon available in the game and one�s of its best. While not as potent as some, like the Line Gun, is can handle most enemies and the game provides ample ammunition for it. Its primary fire is a vertical line of energy and its alternate fire a horizontal line-perfect for dismembering bad guys that truly need it. Each inventory slot can hold 25 rounds of Plasma Energy, giving it great utility, and providing adequate firepower without extreme overkill. You won�t have to squander the ammo of more potent weapons on lesser targets. It will rarely leave its equipment slot during this walkthrough. Pulse Rifle: The Pulse Rifle is available at the start of chapter 3. Like the Plasma Rifle it is a utility weapon. It has a high rate of fire, and will thus go through ammo rapidly. Like the Plasma Cutter, it can handle most enemies. Its alternate attack mode is a grenade that will deal major damage-but a single shot will cost you 25 rounds of ammo. A single inventory slot can hold up to 100 rounds. In the early going and at specific points of the game it is a very useful weapon, but comes in second best to the Plasma Cutter for general utility. Javelin Gun: This is a new weapon. It fires a javelin with its primary fire, which can be electrified with its alternate attack. Firing a single projectile makes it harder to hit moving targets, and oftentimes the enemy, not being dismembered, survives the attack. Its rate of fire is also slow. It is a decent weapon but will outlive its usefulness as better weapons enter the scene. Line Gun: The Line Gun is one of the game�s premier weapons. It fires a wide horizontal line of energy that is effective against all comers, near and far. Its alternate attack allows it to fire a timed grenade that is lethal. It also expends only a single round doing so. It is not a utility weapon since an inventory slot holds only 6 rounds but it is a must buy as soon as it is available. It will monopolize a weapon slot for the balance of the game even though it was purchased early in Chapter 2. Ripper: Once you acquire the Ripper in Chapter 5 you have a game changer. It allows you to deploy a saw blade in front of yourself for a short but devastating interval, chewing up anything in its path. For close quarter combat it has no equal. Brute or Juvenile-all the same-Necroburger. It is an equal opportunity shredder and because so much of the combat is up close and personal, it won�t likely leave its assigned weapon slot once acquired. Adding to its utility is its alternate mode, allowing the user to shoot a blade at range. Even better, an inventory slot can hold 15 blades and ammo is not scarce. R-R-Rip away! Detonator: This new weapon becomes available in Chapter 5 and it will break your heart if you have to place it in your safe-which you�ll probably do only if you run out of mines. It will deploy a contact mine that, when placed on a surface- vertically or horizontally, will kill most and badly main the baddest-even when fresh from the box. You can carry 10 mines per slot and it will become a valued friend when the hot breath of the enemy is all around. Adding to its value is the fact that it can be used like a grenade launcher. Gauge an enemy�s speed and direction and place one in its path. This offensive tactic further enhances its value. You don�t have to leave deployed mines in your wake-just press alternate fire to deactivate it and put it back into inventory. Enough! Flamethrower: Surprisingly the Flamethrower is not as useful as one might expect. It will kill, but ranged attackers are free to hit you and charging Necromorphs often keep coming and even afire they don�t go down quickly. Its alternate attack is devastating-it will hurl an entire canister of fuel-but you will find yourself with an empty weapon. Other weapons will serve you better. Seeker Rifle: The Seeker Rifle is a new offering and can be had in Chapter 6. While a good addition its function is limited in this game of sudden, mostly close up encounters. There just aren�t enough sniping opportunities to allow you to dedicate a slot to this weapon. Its alternate fire mode acts like a zoom. Force Gun: The Force Gun is available in Chapter 7. It fires a blast of energy over a wide area. It is good for pushing back enemies but it is unequalled at ridding yourself of pesky small, hard to hit enemies like packing juveniles, Swarm and Divider Spawn. It is relatively fast and its alternate fire directs its energy into a smaller hit box, allowing it to kill as well as push back. This gun has its uses and is vital in the final stage of the game. Ammo slots can hold 15 rounds. Contact Beam: Available in Chapter 7, the Contact Beam, like the Force Gun, projects an energy blast that is extremely powerful and will kill most Necromorphs. It would be supreme but for its slow charging time and slow reload speed. Put an enemy in stasis, hit it with this weapon and its all over; but in the sudden, in your face encounters of Dead Space 2, it isn�t always the answer. Its alternate fire will broadcast a concussive ring that will knock-back nearby enemies. I would choose the Line Gun over it for dispatching the tougher foes, because of its charge time. That said, it is a superb killing tool in the right circumstances. It is vital in the final stage of the game. Like the Line Gun, an ammo slot holds only 6 rounds. THE UNDEAD <I003> Slasher and Super Slasher: The Slasher is the most common of the morphed-dead. They still retain many of their human features. They are hostile, fast and will attack with sword-like claws, slashing their victim to pieces, impaling and biting. Kill them by dismembering them. The Super Slasher has morphed into a darker creature, tougher and one no longer possessing human features. It employs the same attack style as the Slasher, slashing and administering a lethal bite, but is much harder to put down. Puker, Spitter and Super Puker: These disgusting creatures have a long range vomiting attack that can put you into slow motion. With the in your face nature of the game this can mean death from other Necromorphs in the area as you struggle to move. They also have an acidic close range vomit attack that is not only abhorrent but also extremely damaging. If they get hold of you they will pour vomit into you, causing a gross death animation. In the fast paced dimly lit corridors of the Sprawl it is difficult to tell the Spitter from both the Slasher and the Puker. It has the ranged spit attack of the Puker, but will slash with claws like a Slasher if it gets close. The Super Puker is a darker version of the Puker, but is much tougher. Puker-types, whatever the flavor-bad word-are priority targets because of their long range attack capability. Spitter: In the fast paced dimly lit corridors and rooms of the Sprawl it is difficult to distinguish the Spitter from the Slasher. It has sword-like claws that they brandish like a Slasher; but, unlike the Slasher, they can launch a long-range punishing spit attack, similar to a Puker. At close range, however, it attacks like a Slasher. I�m certain I have misidentified most of these creatures in this walkthrough. Leaper and Super Leaper: Leapers aren�t called Leapers for nothing-they leap, oftentimes coming at you along walls, ceilings and from dark places. They will frequently be in your face before you know they are there. They are quite fast despite the fact that they have only one set of clawed front limbs. They attack by clawing, biting and whipping their stinger-like tail. They are also seldom alone. A darker tougher version appears later in the game and they are a handful. Stalker and Super Stalker: These fast, cunning Necromorphs sound and hunt like a pack of Velociraptors-at least like the movie ones. They will stalk you, peeking around cover to try to surprise you, but in the end they aren�t any tougher than the other Necromorphs. Once they smell blood, they will charge at you, allowing you to tackle them with stasis and a potent weapon. The Super version operates the same way but will need a bit more TLC. Lurker: These smallish three tentacled Necromorphs can be a pain. They can travel anywhere, like walls and roofs, and they have a tendency to hide in the dark. Their small size, especially when they retract their tentacles make them hard to see as they scurry about trying to get a shot at you, and the projectile attack from their tentacles can administer a lot of damage even from long range. They also like to come in groups and will frequently accompany other Necromorphs, harassing you as you dismember a more in-your-face foe. Hate em. Infector: The Infector has two purposes in life-to animate dead bodies and to kill you and perhaps bring you back as a �nekkie.� They perform this repulsive function with an elongated beak as they hover over the corpse on bat-like wings. They are high priority targets because they will reanimate until you take them out-so take them out ASAP. A Line Gun round into the beak or a grenade attack will turn the trick. Pregnant: The Pregnant appears clumsy but will close on you faster than you think. They use a slashing attack like a Slasher and are a priority target when they are in the field. You must dismember them-three limbs-to put them down, without hitting their torso. If you hit their torso they will release a Swarm that can easily tip a heated battle in the their favor. Swarm: The Swarm is the spawn of the Pregnant. If you misfire on a Pregnant you get a flood of them, but they can appear when there are no Pregnants around. They will swarm onto you. Individuals do little harm and can be shaken off; but in numbers they can kill you, or make you susceptible to other Necromorphs. If you have a Force Gun, they are toast. Its large area of effect will take out a whole Swarm with a single round. Divider and Divider Spawn: The Divider is a tall, gangly, deadly and, fortuitously, rare Necromorph. If they get close they employ a tongue attack that will remove your head. Killing them isn�t the end. A flood of pesky Spawn will drop from them and they are hard to hit and will grab onto your head and dish out substantial damage. You will encounter the occasional Spawn when there is no Divider around. Juvenile: The maniacal Juveniles still have human-like features. They will usually attack in packs, sprinting, crawling and jumping with one purpose, getting to you to jump onto you, slash your face with claws and to bite your throat for the kill. A single Juvenile can be taken with melee tactics or with a single Plasma round, but in numbers their swirling attacks can be deadly. Late in the game an evolved version that looks more like a dark little demon will appear, using the same tactics as their more human looking buddies. Exploder: These ungainly, lurking screeching pests are easy to kill-just target the prominent yellow sack as they lurch along. Trouble is they always show up at the wrong time. While your shredding a baddy close up and personal it comes around the corner and is on you. A close by explosion can easily be fatal, especially if your health meter is low. They also like to lurk near glass windows that are allergic to explosions. If you sever the explosive sack, they will still have to be dismembered to put them down. Crawler: These trundling Necromorphs have an explosive cocoon that you don�t want going off nearby. While not as potent as an Exploder, they like to come in groups and travel with other bad guys. The weakest of weapons will kill them with a single round. Cyst: You will come to recognize the distinctive grunting of the repugnant Cyst. They reside in small groups, and for want of a better analogy, they resemble a giant pimple, but one that will fire acid at anyone passing it, doing major damage. They are permanently attached to surfaces, so you will sometimes have to search for them because they oftentimes hide in dark or unexpected places. They are easily killed with a couple of Plasma rounds. Guardian: As the name implies, Guardians stake out a territory and diligently defend that domain, usually a corridor. They are a rare and multi-limbed and because they adhere to walls, they can only move their flailing appendages. You cannot get past them-they will seize and kill you if you get close and tear your head off-even if placed in stasis. They will immediately detect your incursion, and will deploy a number of pods that act like a stationary one-tentacled Lurker. A single Line Gun grenade placed at its feet or a Detonator mine will usually kill it. You can also take off its limbs to destroy it. Pod: Pods are the spawn of the Guardian. When threatened the Guardian will spew Pods. They will remain immobile while deploying a single tentacle. They will shoot a projectile at you from that lone appendage. A single Plasma round will take them out. Brute: The Brute is an enormous Necromorph that will charge like a battering ram, bashing and biting if it gets hold of you. It can also spit a fireball at you if you cripple it. It has large glowing areas that must be targeted to bring it down. Use stasis on it and pound its shoulder�s weak spots. The Plasma Cutter will do the job and if frozen the Ripper will also quickly do the job. Later in the game the Contact Beam can kill it with a couple of shots. Tripod: Like the Brute these are a large battering ram type. They travel on three legs, with two of them having �weak spots.� It will charge and try to overwhelm you and it has a nasty stinger on it long tentacle. Concentrate on its shoulder weak spots to kill it. Blob: This nesting Necromorph seems to prefer hostile environments, like the vacuum of space or depressurized areas of the Sprawl. They resemble a huge pile of chewed bubble gum, sticking fast to surfaces. They will attack when approached by opening and releasing three waving tentacles that fire projectiles at you. Every time you encounter them you can kill them by enticing them into revealing their tentacles and parking a Line Gun grenade on top of the Blob. You rarely have to use a second. Ubermorph: The Ubermorph is akin to a tall Super Slasher. It even employs a similar attack. The biggest difference is that it can�t be killed. Put it in stasis, shred it into Necro-nuggets and about five seconds later it�s back for more. Encounters with the Ubermorph, in themselves, are little worse than a Super Slasher but the thing just won�t stay dead and it is encountered near the game�s end when Necromorphs are everywhere. WALKTHROUGH <I004> The following walkthrough is based on playthroughs on both the PS3 and the XBOX 360. The gameplay on the consoles is identical. The details are based on an initial playthrough on �normal.� Critical locations or items like SAVE STATIONS or SCHEMATICS will appear in upper case letters. CHAPTER 1: BEEN THERE, DONE THAT! <c001> After a cut scene recalling past events and horrors connected with the ill-fated events aboard the Ishimura, a dazed Isaac Clarke awakens, confined in a straightjacket. A frightened orderly named Franco has located him for someone named Daina, and tells him he is in grave danger. An Infector then attacks Franco; and Isaac, still in the straightjacket, must immediately flee for his life. When you gain control of Isaac, sprint down the left hallway-do not pause or stop during this run. Rampaging Necromorphs will loom ahead, but if you bear right in the broad hallway you can just run past them. Pass through the two open doorways and turn left. Sprint ahead through the open doorway, bearing right and right again toward the large door ahead. Go through the door and pump the action button to fend off the clutching Necromorph, which, if you�re successful, is crushed in the closing doorway. Move forward and you will find a SAVE STATION. Pass through the large unlocked doorway and go right to see two security guards succumb to the Necromorphs. Follow the passage-it is linear and fairly easy to follow. Go up the stairwell and into the Observation Room. Go left down the stairs, over the glass-roofed patient rooms and watch a truly disturbed Nolan Stross on the monitor. He is being cajoled about the �symbols.� The procedures have completely broken him and have brought back dark memories of the murders he committed. Continue out the door beyond, down the hall and into the next room where a troubled medical research officer cuts Isaac free of his straightjacket, after a disquieting encounter. Take the Med Pack and the flashlight from the locker and exit the room after witnessing the bloody suicide. The locator will now be operational, giving a path to the objective. Pressing the right thumbstick will momentarily lay a �blue� path to your objective. It will also point to the nearest STORE (yellow path), WORKBENCH (purple path) or SAVE STATION (green path) if you toggle the �D Pad.� The mysterious Daina addresses Isaac before he enters the Patient Rec Room elevator. She tells him she can help him get to safety. Now free of his confinement Isaac, can use melee and stomping tactics. Use the objective path and the flashlight to make your way through the dark corpse-strewn Rec Room and you will come to another SAVE STATION. Go into the shower room and after experiencing the first of many hallucinogenic episodes, follow the objective path to a service duct. Crawl through it and you will fall into a sealed chamber. Daina again offers help and Isaac wonders why she is so intent on helping him-a total stranger. Interact with the Telekinetic Surgical console. You will acquire its Kinesis Module during the cutscene. You are now trapped in the chamber. Use kinesis to grab a rod from the floor and shoot it at one of the two all-glass walls. As it crumbles two Slashers will come at you, one at a time. Impale them using kinesis to propel rods into them. Grab another rod and stomp or melee the corpses to get their booty-ammo, Med Packs, credits, etc. Take the rod with you into the Surgical Observation Room�s elevator. Take the Med Pack and activate the elevator. Go right into the short-railed dead end alcove and wait for the three Slashers. They will come one at a time. Use the rod you brought along and the two laying there to impale them. You can also use melee punches if you miss with the rods-they are fairly effective against weaker opponents. Stomp or melee the corpses for items. Make your way to the doorway, using the lower path to get there, since a heavy, unmovable object blocks the objective�s route. As always search fresh-killed corpses and the environment for pick-ups. From this time forward, I will take it for granted that you do so-you won�t survive if you fail to do so. Generally only Power Nodes, valuable Semiconductors or Schematics will be individually flagged. Audio and Video Logs won�t generally be individually flagged. They are frequently encountered and often provide insight into the intrigues of the Sprawl. Pick-up items are largely random, but heavily favor the weapons you are carrying. Plasma Energy will, therefore, dominate munitions items in the early part of the game. Exit the Surgical Observation Room, stomp the crate, as instructed by the tutorial, and stomp or melee the corpses for pick-ups. As stated only fresh kills usually produce pick-ups, these two are exceptional. Proceed into Intensive Care. A terrified patient pleads for help. Raid three empty medical rooms to find some Plasma Energy. Ignore the writhing Necro on the gurney for now. Enter the surgical chamber with the pleading patient. Interact with the console to release the man but a Slasher will enter. You will receive the Plasma Cutter during a cutscene. Dismember the Slasher to destroy it. Another follows it. Stomp both corpses to build up your supplies. Shoot a limb off of the thrashing creature on the gurney, melee it and take its drop. Move out of the room after looting the area. Follow the objective path to another SAVE STATION just outside the Intensive Care Waiting Area. Pass through the waiting area. After the fire suppression is triggered, three Slashers will attack�two from near the scorched area and one from behind. Search the area and the victims and continue along the objective path, looting the Necromorph-free areas until you reach the Upper Lobby, where a warning horn is sounding. Nolan Stross, on the loose, entreats you to get out of the area-follow him but your escape effort falls short when there is a security lockdown. Daina�s route is now blocked. Stay near the exit where Stross led you, because five Slashers will come at you from the lobby area. Dismember them. If you�re about to be overran, you can cripple some of them and finish them off as they crawl toward you. Loot the bodies and then the area. You can even return to the Upper Lobby for a few items that you ran past while chasing Stross. Daina will send you an alternate route. You will acquire your first POWER NODE from the circular receptionist�s desk in the lower lobby. Before taking Daina�s new route, return to the upper lobby and grab any items you find. Now, follow the objective path to another SAVE STATION, picking up everything along the way. Follow the path to the Triage Room. You must now hack your first console. It will be on the left side in a brown cabinet. Simply rotate the left analog stick, clockwise or counterclockwise, or back and forth if you pass a desired field, to locate a blue field on the monitor, press the action button to select it and repeat the procedure two more times before the timer, as indicated by the bar at the top of the monitor, runs down. You will encounter identical consoles throughout the Sprawl-they all work the same way. You now have your Stasis Module and you must immediately put it to use as a slow-mo Slasher charges from the other side of the room. Use stasis to slow it down and then dismember it. Refill your Stasis Mod from the wall refill station. The Stasis Mod also has the capability to slowly recharge itself over time. Activate the barred exit gate from the console; freeze it in the open position and dash out of the room. Note: Stasis places a person or object in extreme slow motion but if you get too close they can still deal a bit of damage. Your Stasis Module will auto recharge over time or can be filled from a Stasis Refill Station. Portable Stasis Packs can also be found, bought and carried in inventory. Survival in the Sprawl would be impossible without this technology. Upgrading it is likely the best path to take when you reach your first WORKBENCH. You will witness a grisly death as you proceed and two repulsive Pukers, will need killing in the corpse filled morgue. Pukers can project an acidic stream of vomit from short range and spew sticky material from longer range that will briefly make normal movement difficult. They are priority targets, if you can distinguish them from their brethren freaks, in the poorly illuminated Sprawl. Use stasis on them and dismember them. Raid the morgue area and the Puker�s corpses and snatch the POWER NODE from the sink�s countertop. Take the elevator to Patient Care, and say how-de-do to a spooky manifestation of Nicole-won�t be the last of her. Exit the elevator and raid the area. Be sure to grab the POWER NODE from the near the roses on receptionist�s desk. Enter the Critical Needs area. The window will give way to the vacuum of space, depressurizing the room. Shoot the red triangular emblem above the fractured glass to bring down the emergency barrier, sealing the breach. This is to demonstrate what must be done when a room depressurizes. From now on you will have to seal breaches by shooting the symbol to prevent being swept out into space or being mangled by the blast door. Exit the area and you are near your first STORE, but beware of the corpse lying on the floor, just past the entrance. It will ambush you if you proceed into the room. Kill it, and take the POWER NODE from the wall box. Enter the STORE cubicle. It is mandatory that you purchase the Engineering Suit-it will allow you to travel in Zero-G and it has a small built in O2 supply. It also provides a 5% increase in armor and has ten inventory slots. It will cost only 1,000 Credits. Nothing else is available for purchase at this time. Proceed into the Zero-G area-just follow the objective path to get through. Just beyond a Tripod will attack you from the window area. Too bad you can�t shoot the glass out. The Tripod travels on three legs and two of them have glowing weak spots. In additional to battering ram tactics it will lash at you with a glowing stinger on the end of a whip-like tentacle. Put it in stasis and concentrate on one of its legs, hitting the glowing knuckle to cripple it, hampering its pursuit. Run to keep your distance, and use your final stasis shot to freeze it, allowing a quick re-charge from the re-charge station. Take off the other leg and it will crumble; but you must shoot the stinger tentacle off before you approach it for the GOLD SEMICONDUCTOR it drops. Ransack the room and refill your Stasis Mod before exiting. After a bossy Daina raises your hopes, follow the objective path toward the vehicle maintenance shop, grabbing every item along the way. It will lead you to a maintenance duct. Use kinesis on the blue �grip enabled� symbol to expose the portal. This symbol will be present whenever environmental obstacles or routes can be manipulated with kinesis. CHAPTER 2 SHOPPING MAULS AND CHOO CHOO TRAMS <c002> You will emerge into a room with a STORE and a WORKBENCH. The WORKBENCH will allow you to update your equipment, using Power Nodes, which can be picked up during your trek or purchased after they become available at the STORE. The STORE will now have the Line Gun, Javelin Gun, Plasma Energy and Small Medical Packs for sale. Sell your GOLD SEMICONDUCTOR for 3,000 Credits and purchase one of the other weapons. With credits still building, I purchased the Line Gun-it will serve well throughout the remainder of the game, but the Javelin Gun, new in Dead Space 2, is also a decent weapon. If you have plenty of Plasma Energy, put some into your safe to free up inventory slots so you don�t have to pass up too many drops. Keeping 50 rounds should easily be a sufficient safety margin. You should have four Power Nodes, which you can spend at the WORKBENCH or save. I spent three nodes updating the Stasis Module, placing the first in �Duration,� then a �Connecting� slot and the next in �Energy,� allowing an additional longer shot before the Mod is depleted. What you update is a matter of personal preference, updating the Rig or a weapon is also a good path. ALWAYS keep at least one Power Node to allow access to locked storerooms-these locked storerooms often contain critical Schematics as well as other lucrative plunder. A Slasher, playing dead on the automated walkway, will attack as you enter the adjacent room. Use stasis to freeze it and then dismember it. At the far end of the area, past the SAVE STATION, there is a locked room. Use your remaining Power Node to open it-it contains the POWER NODE SCHEMATIC as well as other useful items. Once downloaded the schematic will allow you to purchase Power Nodes at the store. This will be quite important later in the game. Occasionally this room will contain a Gold or Ruby Semiconductor. Use the locator�s yellow pathway to backtrack to the STORE to download the POWER NODE SCHEMATIC, freeing up the inventory slot. You can then re-enter the storeroom to pick up anything that you were unable to carry. Use the SAVE STATION. Return to following the objective pathway into the Titan Heights Apartments. Take out the Slasher attacking a civilian at the end of the hallway. Grab the POWER NODE from the alcove on left side of the corridor. Chaos now reigns in the adjacent area as the Necromorphs wreak havoc on the locals. Another Slasher will attack near the elevator and if you linger too long in the corridor another will attack. Board the elevator after looting the corridor and the corpses. A brief cut scene plays depicting a civilian attempting to board the elevator. Stross will wave frantically from across the central overlook and will rave incoherently. A Leaper will climb up over the rail near the elevator and attack. Leapers have only front limbs. Take them off to kill it. These low-slung Necromorphs will oftentimes run along walls and ceilings to leap on you from a dark corner or an unexpected location. After the two civilians flee, a Slasher will burst through the wall on the right. Watch out for a crippled Puker crawling out of the open apartment�s bathroom, and a Slasher will charge in as you ransack it. Work your way into the laundry room. As you try to exit, the lights will fail. Six Necromorphs will now confront you. Run back toward the glassed laundry room to deal with the first Slasher. A Puker will be followed by another Slasher and a Leaper, and finally by a pair of Slashers. This is a tough close quarters struggle in subdued light. The Line Gun, if you have ammo, and stasis shots are your best bet, especially against the Leaper and the Puker. It will be worth your while to allow your Stasis Mod to recharge before proceeding. Gather the loot and follow the path onto the terrace and into the Titan Heights East Wing apartments. Take the elevator down after grabbing the scattered items. Daina will address you about the machinations of Tiedemann and his construction of a new Marker. She tells you to get to the tram. Use the SAVE STATION and proceed, killing the Slasher bursting through the wall near the poorly-barricaded Galilei Transit Station entry. In the long gallery a Slasher feigning death will spring up as you approach and a Leaper will attack from ahead. The exit to the Galilei Transit Station will not be enabled until four Exploders, three from behind and the last from near the exit, enter the skirmish. Exploders can be easily killed by hitting the yellow explosive sack, but it can also be severed and used as a weapon; but you will still have to kill the Exploder, which can be done with a shot or melee punch. Oh, and don�t hit the sack if the Exploder is close to you. Be sure to grab the GOLD SEMICONDUCTOR from near the �Titan News� sign near the automated walkway. The wail of a Tram and an apparition of Nicole will greet you at the Tram station. An Infector is animating a corpse inside the closed Tram. Position yourself close to the Tram�s door and as it opens, hit both Necromorphs with stasis and kill them with the Line Gun�s alternate fire grenade attack before they can exit, otherwise the resurrected Slasher will come at you while the Infector starts to reanimate more corpses. As you ransack the station area, a lone Slasher will need killing, regardless of whether you killed the Infector. Be sure to grab the STASIS PACK SCHEMATIC. It is located on the depressed trackway opposite the active Tram. You must use kinesis to retrieve it from below on the track. Let your Stasis Mod recharge before boarding the tram. Enter the Tram and loot your way to the console. Hack the console to get the tram operational and be prepared for a charging Slasher as you begin to backtrack. When you reach the next car the door is locked. Turn around to face a charging Puker, which will be followed by a Slasher. Another Puker will appear near the exit door. Stomp the corpses and with the lockout released on the adjacent door, head that way. As you advance into the next car you will be thrown out. You will now have to boost your way onto the tramcar ahead, aiming for the open doorway. Pump the action button to get aboard. An Exploder and a Slasher will emerge ahead. Hit the yellow explosive sack to kill both with a single round. Another Slasher, however, will come from behind as you attempt to exit the car. There is a crash and you will be flung through several cars, past threatening Necromorphs to be thrown out of the car. You will now be dangling upside down. A crippled Slasher will emerge ahead and then an Exploder. Four Slashers will then quickly close from the flanks and, as you take them out, another Exploder will lurch toward you. Use stasis on any that get too close; and when they are all down you must, while still suspended, shoot one arm, off of the Tripod that will loom over the Tram. You will finally be free as the car crashes beside you. Stomp your victims and search the area thoroughly. There is a POWER NODE in the rear of the area, and the PULSE RIFLE SCEMATIC on a rear shelf as well as many other useful items. Daina will now tender a new route. The locator�s path will lead you to a SAVE STATION. CHAPTER 3: TAKING OUT THE GARBAGE <o003> Follow the objective path through the doorway. A shadowy Juvenile will screech and you may catch a glimpse of it at the turn. Turn left, off the path, at the intersection to get the POWER NODE in the wall unit in the dead-end corridor. Reverse course and resume following the path; but, before the path doglegs to the left, a Slasher feigning death will jump up and assault you. Go up the ramps and into the mall area. Turn right and grab the credits from near the squirrel mascot mural. Proceed along the stalled automated walkway, and Juveniles will begin to emerge from the door of �Fashion Kid� and from the �Titan Station Elementary,� from near where picked up the credits. Sprint forward and make a stand at the far end, near the STORE where they can�t surround you. Take out this first wave of a half dozen with your Plasma Cutter as they pursue with intent. You can even melee some of this first bunch to save ammo. Their numbers, however, will quickly swell as more shrieking fiends join the screeching pack; but they will be coming from only one direction. Use stasis shots, if need be, to freeze groups and shoot or melee them. Shake off any that get to you and when their numbers shrink, just melee the last of them. While each of these Juvenile terrors do only minor damage, unless not shaken off, the cumulative effect of these swarming tactics is very unpleasant and will prove fatal if you are overwhelmed as they claw and then bite to kill you. Always try to funnel their attack by getting against a wall or into a doorway where they must approach from a single direction. A paranoid Stross raves about the memories, the symbols. He wonders if Isaac is seeing them to. He thinks, knows that someone is after him-them! Gather the numerous drops and use the nearby STORE for any overflow. Download the STASIS PACK and PULSE RIFLE SCHEMATIC and sell the GOLD SEMICONDUCTOR. With 25,500 credits available, I purchased both the Pulse Rifle (7,000 credits) and the Javelin Gun (11,000 credits). You can�t have enough firepower. You will now have the Plasma Cutter, the Line Gun, the Javelin Gun and the Pulse Rifle in your weapon slots. From now on you will have to make decisions on what to keep. I always favor the Plasma Cutter and the Line Gun over the other two because they will remain key weapons until the end of the game. Use the SAVE STATION. Enter the Concourse Mezzanine elevator. Shoot the lone Juvenile before it gets away. Loot the area as Daina fills you in about Nolan Stross�s history and then follow the path to the Unitilogy Resource Center elevator. Hack it for access. After you exit the elevator, you will enter a long corridor. When it makes a right turn an Exploder accompanied by a Slasher and several Juveniles will appear ahead. If you take the Exploder out near the window, the area will depressurize. If the chamber depressurizes, hit the symbol above the fractured glass to bring down the barrier. This will prevent your demise and using this tactic will only cost two Plasma rounds. You can also allow the Exploder and its entourage to approach rather than depressurizing the room, taking them out individually. A small pack of six Juveniles will, whether the room depressurizes or not, assault you in this area. If you quickly take refuge in the lounge on the right, you can channel their approach through the door. This is a good opportunity to try out the Pulse Rifle, but you can also just save ammo by punching them as file through the narrow doorway. Thoroughly search the area to build up your stores and then take the path, which will take you through a duct, down a corridor, with item crates to stomp, and up two ramps and into the refuse system�s Control Room. Along the way a jumpy security officer will offer an instructional video. Interact with the console to shut down the garbage compactor. If you use the WORKBENCH, remember to reserve a Power Node for locked storerooms. Use the SAVE STATION. Having three Power Nodes, I spent one on the Rig for �Hit Points,� which will allow you to take more damage, and one on �Damage� for the Plasma Cutter. This left me one Node in reserve. Use the SAVE STATION. Exit the control room and a Puker will first appear as you start down the ramps. Fire a Line Gun grenade at its feet and freeze it when it inhales to vomit on you. Back off. Both the Puker and the Slasher that follow it should perish in the explosion. Another Slasher will drop down and is closely followed by an Exploder. Quickly freeze the Slasher that appears or cripple it and then hit the explosive sack of the entering Exploder to finish the scuffle. Loot the corpses. Enter the Zero G Garbage Compactor enclosure. Use kinesis to grab the floating items and release your magnetic grip (press the left thumbstick to release or land in Zero G areas). Glide over to the control room on the opposite side of the chamber. Use the control console to power up the sanitation system and then exit the control compartment. Release your magnetic grip and enter the brightly lit Zero G passage, avoiding the debris as you boost your way toward the circulating fan. Turn right into the opening and exit into the Cassini Towers Infrastructure. You are now in a poorly lit corridor with several crates to stomp. A lone Slasher will drop down near the locked storeroom. This is a good opportunity to check out the Javelin Gun if you haven�t already. Impale the Slasher and then electrify it to hopefully finish it off. Use a Power Node to access the storeroom. This room contains a large number of credits and a random SEMICONDUCTOR as well as other welcome items. Limited inventory will likely require you to make some difficult choices. If it comes to a Med Pack or ammo versus a Bronze Semiconductor; well unless I was replete with the item, a Bronze Semiconductor is only worth 1,000 credits-so I�d take the item instead. Gotta� stay alive to spend it. With the power out to the Cassini Towers elevator, you must use kinesis to insert the Power Cell into the open slot to the right of the access door. Grab the POWER NODE as you exit the elevator. Enter the apartment block. A slithering mass of tiny crawling Necromorphs called a Swarm will emerge from the restroom of the first apartment on the left, and another Swarm and a Slasher infest the next apartment. If you purchased the Pulse Rifle a grenade from its alternate fire will easily dispose of these pesky Swarms. This tactic, however, will cost you 25 Pulse Rounds. The Line Gun�s alternate fire mode will easily do the job as well and will only cost one round, but it must be properly placed and timed. The Javelin Gun fired and electrified will cost two spears but may leave a few critters crawling to stomp. Swarm creatures are small and a few can easily be shaken off. In large numbers, however, they can do substantial, even fatal, damage and you will be susceptible to attacks by other Necromorphs while in their grasp. While these always erupt from ruptured Pregnants, they can also be encountered when none are not around. Search the now vacate apartments and then return to the path. Nicole�s apparition will try to elicit pity as you near the exit. Continue out of the apartment block and Isaac will inform Daina that he is being tracked by a Titan gunship. She informs him that he isn�t far from her position and must hurry to her location for sanctuary. Tread lightly because a lone Slasher will burst from the daycare placard as you enter the carpeted East Wing. The path will lead you to another elevator and a SAVE STATION near its exit. Just around the corner, in the low side of the large lobby, an Infector is at work, and you must battle any Necromorphs it raises. Freeze the Infector as it works on the corpse and hit it with a Line Gun grenade. A Puker or Exploder will next appear in the Unitology Church doorway. Kill it and then stay mobile because another Puker, two Slashers, another Infector and a pair of Exploders will enter the fray. Where the enemy appears is somewhat random after you deal with the first Infector. The potent Line Gun is definitely the best weapon to quickly deal death in the suddenly crowded lobby. The JAVELIN SPEARS SCHEMATIC lay in the windowed area. Take the time to stomp the corpses and loot the area. If you�re the cautious type, return and save your game before moving on. There is a lot of action before the next save station. Enter the Church Of Unitology and take the long ornate Necromorph-free corridor into the next chamber where Daina informs you that you are about to be taken by Tiedemann�s security force. Sprint to the exit avoiding the damaging glass shards raining into the room�s center by bearing right along the wall. CHAPTER 4: LUNATIC-OLOGY <o004> Continue along the path into the Unity Library and enter a room strewn with corpses. Loot the chamber. Take the stairs, and you will go into the Library onto a curving balcony. Take down the lone Infector and its victim with stasis and a Line Gun grenade before it can escape to infect additional corpses. Below the balcony two more Infectors are at work. Descend and turn right to find an Infector at work. Freeze it and expend a Line Gun grenade to kill it and its prey. Retreat quickly back to the balcony. This will draw the enemy onto the stairwell, channeling their approach in the narrow aisle. Take out individual Slashers with the Plasma Cutter, the Javelin Gun or the Pulse Rifle. How many opponents you have will depend on the actions of the Infectors. If you took out the first two clean, this will be minimal. Regardless, the last Infector will soon be coming to call. Don�t let your guard down when the scuffle seems to be over. Two or three Slashers and a Puker will attack as you descend to pilfer the premises. Take the central elevator and make your way through the doorways to the large observation area. Grab all the scattered items, and check out the expansive view beyond the big fragile window. The destination door is not enabled, so you must enter the room across the chamber to restore it to service. Enter the control room, grab the items and use kinesis to pull the cover from the diagram near the entry door. The blinking red symbol indicates a problem with the observation center door. A good fuse must be placed in the socket above it. Pull its cover and grab the fuse from the panel near the seated corpse. Insert it in the upper right fuse slot in the panel. The door can now be seen and heard opening and closing rapidly. As you emerge from the room three Slashers will attack. Shoot the glass behind them, sucking them out into the void. Just be sure to hit the symbol above it to prevent your own demise-or you can just shoot each one of them, being careful not to hit the glass! Use stasis on the slamming doorway as it is opening to slow its travel. As it slowly travels up, sprint through it. After Nicole�s tirade, loot both rooms and be sure to pick up the SECURITY SUIT SCHEMATIC even if you must drop something precious to you. Visit the SAVE STATION. Enter the duct and emerge to a scary-did I imagine that-needle in the eye episode with an irate manifestation of Nicole. Hit the action button to remain intact. Take the POWER NODE from the desk. As you emerge from this area, you can make your way to the nearest store by backtracking through the Church by laying down a yellow pathway. This is highly recommended. You must melee the two fuse blocks to access the locked doors. Just follow the yellow pathway to the STORE. Sell the SEMICONDUCTOR and download the SECURITY SUIT SCHMETATIC and the JAVELIN SPEARS SCHEMATIC. You now have the Security Suit with its 15 inventory slots, 10% armor increase and a 5% Pulse Rifle damage bonus. If you have 20,000 credits, that is. Should be no problem. I spent one Power Node at the WORKBENCH, placing it on �Damage� for the Line Gun. If you went to the STORE, backtrack using the blue pathway; but first make a left as you exit the store�s chamber and go up the stairs on the left and into the Reading Room, where you will find items and a POWER NODE. Watch out-a lone Slasher will drop down to pay its respects. Start back using the objective pathway, harvesting any items you didn�t have room for earlier. Enter the high-vaulted Basilica where you will hear and get a brief glimpse of a Stalker. Loot the area and then take the elevator to the lower level. Lay a pathway and sprint along it until you reach a doorway that becomes disabled as your approach. This room is the domain of four Stalkers. They operate like a pack of Raptors, hunting you with stealth and cunning. They even sound like the movie-version of the voracious Cretaceous terrors. Try to confront them only when near this doorway. The gated archways on either side are now closed but will open once the battle commences. The Stalkers will snarl but remain largely hidden until you advance toward the central circle, below the skylight. Get back to the doorway without delay after getting their attention. Once they begin to reveal themselves they will begin to charge straight in, or will, rarely, come in from the flanks via the opened archways. You have four Stalkers to deal with. The Line Gun, if you have it and enough ammo, coupled with stasis blasts is your best defense. Let them charge, freeze them and take them out with the Line Gun. When a panicky Dania contacts you the skirmish is over. She will direct you into the Church�s burial chambers. Gather the booty and use the objective path to find the elevator. Hack the controls to gain access. There is a POWER NODE near the corpse to the left of the elevator. Continue along the path into the Funerary Wing, looting the candlelit Necromorph-free corridors and then into Reunion Chapel. When you see the altar, advance to draw out the Swarm. A Swarm and a pair of Slashers will emerge near the altar. Use stasis to freeze the enemy, and then fire a grenade from either the Line Gun or Pulse Rifle into the Mix-two is better. Finish off the Slashers if need be, and be aware that this Swarm will likely need further attention. Stomp the corpses and shake off any pesky Swarm creatures that refuse to die. You will find credit pick-ups near the altar. The corpse near the exit will come alive as you approach it, so dismember it while it�s still prone to eliminate it. Take the elevator and follow the path, unopposed, to a SAVE STATION. CHAPTER 5: BLOOD AND CRYPTS <c005> Enter the Crypts. There are no Necromorphs in the first crypt so just melee the wall containers for items as you go. Only a spooky hallucination will manifest itself in the second. Nothing happening in the third crypt, and a lone Puker will confront you in the fourth. Freeze it and dismember it to avoid being fouled in the cozy corridor. Things will turn nasty in the fifth. Allow your Stasis Mod to fully recharge before entering the fifth crypt. There are six Necromorphs in the fifth crypt-four Slashers and two Pukers. A Slasher will appear as you make the first turn and a Puker from opposite the entry, on your left flank. Two additional Slashers will turn up at random in this final Crypt-so be aware. Another Puker will be triggered as you make the turn toward the door, and the middle corpse near the exit is playing dead, and will attack if you don�t deal with it first. Exit the Crypts to find yourself on a walkway above the spinning Gravity Generator. Grab the GOLD SEMICONDUCTOR from the central mechanism near the actuators. Take the cargo lift down and pick up the RIPPER SCHEMATIC, even if you have to throw away your last bullet. Grab the POWER NODE from near the console. Daina is adamant that you need to go up, so you must lockdown the artificial gravity rings to go up. Hack the Gravity Generator�s control panel to disable it and then use stasis to slow the spinning rings. Lock down the three rings, outer to inner, by pulling down on the overhead grip icons when each ring aligns with the grip station. Each of the three rings requires a restraint on opposite sides of the ring. It will stop and go dormant. You will be in Zero G. Refill your Stasis Mod, look up at the spinning blades. Launch into Zero G. and quickly slow the spinning blades above with a stasis shot. Boost past the blades. As a coffin emerges from the rotating hatch, boost through it as the coffin just clears the hatch. Use kinesis to grab the MEDIUM MED PACK SCHEMATIC floating about. Land on the catwalk and use the console to restore gravity. Daina is very concerned about the lurking gunship and urges you to hurry-Tiedemann�s forces are in hot pursuit. At last-a STORE! Purchase the Security Suit-if you didn�t backtrack earlier or didn�t have the funds. Download the SCHEMATICS in your inventory and sell the GOLD SEMICONDUCTOR. Purchase the Ripper-this will prove to be your most useful tool for close quarter combat for the balance of the game. Don�t leave home without it and remember to exchange one of your equipped weapons for the Ripper. I moved the Javelin Gun and its ammo since I had only a few spears for it. Assign the Ripper a permanent slot. It will still be there at the end of the game. You are now carrying the Plasma Cutter, the Ripper, the Line Gun and the Pulse Rifle. There is a WORKBENCH in the next area and a credit pick-up. I had four Power Nodes and applied one to the Stasis Mod�s matrix for �Duration.� I also placed two on the Ripper�s matrix, to �Capacity� and �Damage.� This left one Power Node in reserve. Use kinesis to move the three suspended coffins and use the SAVE STATION hidden behind them. Note: If you returned to the Store earlier, you will have placed a Node in the Line Gun for �Damage� and found an extra Node in the Reading Room. Line Gun upgrades from here on will reflect that. Climb into the duct and you will fall into a dark room. Search it thoroughly. You will find a 10,000 Credit chip and, if you�re lucky, some Ripper Blades. Just outside this room you will find the LINE RACK SCHEMATIC, behind the high stack of bundled cartons, as well as a few other items. You will hear the shrill calls of a pair of wall climbing Lurkers as you make the turn. Take off the tentacles they display to kill them. They will shoot three projectiles from those tentacles. The projectiles are difficult to dodge and can quickly rob your health. A lone Slasher will greet you near the incline. Stop the crate and enter the high vaulted chamber. A Tripod sporting a single golden orb on its flailing tentacle will need to be driven off by hitting that orb with multiple rounds. It will retreat and summon a pack of about fifteen shrieking Juveniles with its bellowing. Equip the Ripper and retreat to your entry point or put your back to a wall to meet the rush. Allow the fanatical pack to rush into the suspended blade as you quickly sweep in back and forth. It will take a few blades to accomplish the carnage, and if any get past the deadly blade it will interrupt the devastation- so just deploy another when this happens. A lone Slasher will come from the far side after the onslaught. Collect the bounty. Goodies should be scattered everywhere. Follow the path onto the balcony and an Exploder will emerge at the far end. A Slasher will drop in front of you and another behind. Near the turn another Slasher and then a Puker will come out to be followed by another Slasher. An Exploder will be the last to enter the battle. In the next chamber a crippled Stalker will claw toward you as you enter the broad hallway; and, if you exited before the last Exploder made its appearance in the previous room, it will show up now. After Nicole�s ravings in the high-vaulted rotunda, the elevator will be enabled. Take it to the top of the church, but a Slasher will drop into the elevator after Daina�s communication. Shred it into Necroburger with your Ripper. Grab the pick-ups, including the DETONATOR SCHEMATIC and the POWER NODE in the Observation Room�s alcove where you will also find a SAVE STATION. Equip the Plasma Cutter or the Pulse rifle and make your way to Daina. When you find her, her henchmen will seize you. She is a Unitology Fanatic and means to use you to create another Marker. She is at odds with Tiedemann, but she has an even more sinister goal-infection of the entire galaxy-a pretty tall order for someone about to die badly. When the gunship fractures the window, everyone is sucked toward the vacuum. Hit the action button to prevent your demise and you will grasp a hatch and tumble through a system of ducts only to be seized by a raging Brute. You must substantially damage the two glowing weak spots to be released. All this happens while you are upside down, between intermittent cut scenes when you cannot fire your weapon. Once the creature is damaged, you will be tossed aside but the Brute will again pursue you. Don�t fire on it, immediately run toward the closed door, quickly use kinesis on the grip and sprint through it. You will both be sucked out into space when the gunship destroys the window. In the silence of space you will be pushed against a piece of debris and the raging Brute is still trying to seize you. Target any of the red explosive canisters floating about and you will be propelled back into the Sprawl. If you die, the checkpoint will allow you to retry from when the Brute releases you. CHAPTER 6: WHAT�S A NICE GIRL LIKE YOU DOIN�. . .? <c006> A panicky Stross will ramble, but will inform Isaac that you two are largely responsible for creating the Marker, giving substance to the late Daina�s recent revelation. The Marker is housed in the Sprawl�s Government Sector. You now find yourself in a candlelit corridor. Don�t take the path. First loot the two small apartment�s and be sure to grab the POWER NODE from the dresser. Ransack the next area and use the SAVE STATION in the laundry room. Go through the unlocked doorway opposite the laundry room and onto the overlook. Take the SEEKER RIFLE SCHEMATIC and the credits. Below you can see some Divider Spawn cavorted about in the spacious lobby. Return to the path and loot your way through the two open apartments and the storage room. Take the elevator in the candlelit corridor after Stross once again rants about �the machine� and �the �sessions.� You will learn that Tiedemann has begun to withdraw his forces with his �Operation Endgame� plan now in effect. He has contingencies in place for his lost assets. Use the well-placed SAVE STATION and as you make the turn into the large lobby, a Pregnant will attack from ahead. Take off its limbs, while trying to miss its torso. Cripple it and then take off an upper limb to kill it. Hit the bulging torso and it will release a Swarm, greatly complicating the skirmish. Another Pregnant will come from the opposite direction-treat it the same way, but don�t take too long because half a dozen Leapers loiter in this area and will start attacking one or two at a time. Before you are surrounded by Leapers rush back to the save station where you entered the area and put your back to the wall in the short corridor opposite it. Use stasis and the Ripper to tackle them in the corridor where you can�t easily be surrounded. They will show why they are called Leapers as the two- legged terrors leap at you, attempting to claw you to death and slashing with their tails. By staying in the side corridor, looking toward the save station, they won�t be able to leap onto you as easily. One may not take the bait so be aware as you move back into the broad lobby. Another Pregnant will arrive late- you know the drill. Stomp the numerous corpses for their drops. You can stomp a dead Pregnant without releasing a Swarm. Use the STORE, to the right of the path where the corridor splits. Download the LINE RACK SCHEMATIC, the SEEKER RIFLE SCHEMATIC and the DETONATOR SCHEMATIC. Purchase the Detonator and retrieve any items from the battle you didn�t have room for. Put the Pulse Rifle or the Javelin Gun, whichever you are carrying, in the safe and replace it with the Detonator. You will definitely need the Line Gun before the next Store so pack it as well as the Ripper and the Plasma Cutter. The Detonator is an excellent gadget, and by carrying it, the game is much more likely to give mines as pick-ups. Enter the Transport Hub and you will hear the grunting of a Cyst. These disgusting little Necromorphs plant themselves on any available surface and will blast a nasty stream of acid on anyone intruding into their space. Pop the first and enter the long hallway. You will hear their grunts. Take out the first four, two on each side of the corridor and advance a bit. Hit the one on the floor, dead ahead. A crippled Slasher will then appear ahead. There is another Cyst on the floor in the alcove near the SAVE STATION and another dead ahead on the floor near the locked doorway. Use a Power Node to open the Secure Storage room. It contains a BRONZE SEMICONDUCTOR and sometimes a RUBY SEMICONDUCTOR as well-a windfall. Several other items are also scattered about-hopefully some mines for the Detonator. Use the WORKBENCH if so desired. I placed one of my two Nodes in the Line Gun matrix, upgrading the �Damage.� Since the Semiconductor is taking a slot, use the yellow locator path to backtrack to the STORE to unload it-or not. Use the blue path to find your way back if you do so. Whenever you backtrack through a previously cleared area it will remain safe. Use the SAVE STATION and continue on into the Hyperion Hall Apartments. You are now in a Zero G area but one with atmosphere and there is a fire raging. You cannot continue until you douse the flames-there is no alternate route. There are three atmospheric O2 generators in this area and you must disable all three to deprive the blaze and yourself of oxygen. From the entry area, as you face the fire, look up. There is an O2 generator, identified by the horizontal blue bar, overhead, just to the right of the overhead blaze. Remember to avoid contacting any active flame. Release your magnetic hold and boost up to it. Use kinesis while hovering to pull off the cover plate and then pull out the Power Cell. Use kinesis to grab the two floating item crates and propel them against a hard surface. Retrieve the items with kinesis. Pull the ground level O2 generator�s cover and pull the Power Cell out and stash it in the entry so it can�t float away. Pull the last Cell to deprive the fire and yourself, for a few seconds, of oxygen. Replace it to restore the O2 once the fire dies. Grab the Power Cell you stashed and place it in the threshold ahead, where the fire was. A pair of Lurkers will confront you as you enter the dark passage around the corner. Shoot off their tentacles to kill them. The Line Gun will take out the pesky Necromorphs with a single shot if they are aligned vertically. Loot their corpses and take the Power Cell along into the next area. Grab the Med Pack and replace the dead Cell. Be prepared for a Puker as you open the Maintenance Elevator. Hit it with stasis before it can foul you and take it out. Stross with his �steps� and �dark machine� tirade will again contact Isaac. Grab the POWER NODE from the wall unit and use the SAVE STATION. Break the fuse block near the hatch and enter the Concourse Supply Storage area. The large storage warehouse is filled with cargo containers and the distinctive sounds of Stalkers. Grab the Detonator Mines near the entry and run to your right, past the stasis refill station and then left past two cargo containers to position yourself near the line of storage lockers. Immediately place a mine so that the tripwire goes horizontal between the containers ahead and another mine to cover your right flank. The six Stalkers will waste little time attacking at this deep incursion into their realm. They will come at you, one at a time, charging into the mines. Finish any that survive which isn�t too likely. If they give you the time between charges quickly re-deploy your mine as each Stalker goes down. Use stasis and the Line Gun or the Ripper to finish off any that come between mine deployments. The Line Gun is actually your best choice here because you won�t have to leave your spot against the wall to finish the frozen Stalkers as you would with the Ripper�s primary attack. Ransack the areas many lockers and crates and stomp the corpses. You must hack the Concourse� Maintenance Access doorway. As you traverse the misty corridors and ramps, Stross drops additional hints about the �dark machine� and the �screws going tight all around� hinting that the �steps� can actually destroy the Marker. As you enter a large Concourse, enjoy Ellie�s bravado as see taunts the numerous Necromorphs attacking her, but make sure you kill the Leaper that attacks you. Her humorous outburst is reminiscent of Ripley�s assault on the Alien Hive. �Come on, Come on, come an� get it you mother----ers!! This is the last stand! You like that! Come un� get it. You like that, you like that, well come and get it! I�m still standing, you pieces of sh..! Ah, but now you may now be the target of the brazen Lass, so talk to her to ease her fears. She will unlock the gate but warns you not to follow her, even though both of you have the same destination-Government Sector. This won�t be the last you see of Ellie. Grab the PULSE ROUNDS SCHEMATIC before taking Ellie�s Ellie-vator, ha, ha. Destroy the two Cysts on either side of the elevator. Use the STORE to the left of the elevator to download the PULSE ROUND SCHEMATIC and save your progress at the nearby SAVE STATION. A Puker and a Pregnant will attack as you advance from the save station. As they come from the far end deploy a mine ahead of them. If well placed, the mine will eliminate the Slasher. The Pregnant may require two to destroy it and its Spawn. Take out the grunting Cyst on the floor to the left of the railing and another farther ahead on the left wall. As you advance further a Spitter, with limbs like a Slasher, and a Puker will appear ahead. When you hear them, place a mine in their paths and then retreat until they are down. There is another Cyst on the ceiling above the two long narrow signs. Grab the POWER NODE from near the Toy.toy entry. Another Spitter and Puker will attack from behind as you pass �Trixies.� Freeze them to prevent taking damage and put them down. Take out the Cyst near the Titan Station Elementary portal and the one high and to its right. Return to the STORE and exchange the Detonator for the Pulse Rifle and its ammo. Use the SAVE STATION again. You should now have the Line Gun, the Plasma Cutter, the Ripper and the Pulse Rifle. Enter the Titan Station Elementary and appropriate any items in the room to the sounds of a nursery. As you make your way, watch the Crawler go to momma and then explode-be forewarned. Enter room 305, every room seems to be 305 in the Elementary, and use kinesis to move the cribs cluttering the floor ahead. Six or seven crawlers will soon enter the room using the door or via the hole in the wall. Use the Pulse Rifle to take them out to economize on Plasma Energy. Another group of five or six Crawlers will come into the next room. This is close in, so retreat to nail them as they come for you through the door. Beware of one Crawler wiping up the rear as you re-enter the next room. Move along into the Nurse�s Office, also 305, and use the SAVE STATION. The wall containers frequently contain Med packs so don�t miss them. After the migraine moment, enter the next 305 and this time it�s a gym. Address the preliminary rush of three Juveniles with the Pulse Rifle or melee blows. Follow the path under the bleachers. Freeze and kill the dark Super Puker as you near the right turn. Continue around the stage, past the falling star and to the console, grabbing any items along the way. Bring the stasis canister along and then hack the console to lower the props. Be prepared for the onslaught of a pack of about fifteen screeching Juveniles with several Crawlers mixed in. They will straggle in from above the bleachers on the opposite side of the gym. Let the first group cross the gym and use the stasis canister on those coming off the bleachers behind. Begin picking them off with the Pulse Rifle while remaining near the hacked console. Watch for the sneaky little Crawlers that will be trundling toward you. Hit them to help thin out the pack. Even before the pack is eliminated, an Infector will begin to raise corpses. In all likelihood you will have to deal with at least one Super Slasher and the Infector. Use stasis and the Ripper to put them down. Ransack the area and the numerous cadavers. If you have no room for pick-ups you can backtrack, without opposition, to the nearest STORE by laying down a yellow path. You can now return to the gym and take any items you couldn�t carry earlier. Exit the gym and follow the path. You can now enter the classroom on the right with the large window, for a couple of items, which includes the FLAMETHROWER SCHEMATIC. In the Playground room you have another contentious encounter with the Nicole apparition. Grab the POWER NODE near the merry-go-round, exit and take the elevator. Ellie will contact you as you use the elevator. She has found Stross-he seems �twitchy� she days; but Isaac believes he needs him for his information, so he urges Ellie to resist killing him. Continue on after the rather lengthy elevator ride, and loot your way to the nearby SAVE STATION. Enter the Transport Hub. This is a large room and Ellie and Stross are on the upper level. Tiedemannn has killed the power in the hub, taking out life support and transportation to prevent Isaac from getting anywhere near his precious Marker. You must now activate the mothballed solar array to restore power to life support and the tram. Suddenly as Ellie begins battling Necromorphs on the upper walkway, a Brute pays you a call. Use stasis, there is a canister there in the area, to slow it down and shoot off both of its arms-if you can take a bit of damage, freeze it and use the Ripper in close, freezing it again when it breaks free. If you cripple it, it can shoot a fireball at you-so be aware. Take the RUBY SEMICONDUCTOR when it dies. Ransack the large area, though your inventory will likely make you make prudent decisions. Upon exiting you will find several more crates. Exit the Hub, smash the crates and toss some debris into the two security lasers blocking your passage. Peek around the corner. A Guardian lies just ahead. Use the Line Gun�s alternate fire to place a grenade at its feet. A single well placed round should take it out. Eliminate any pods that it has slung and grab its GOLD SEMICONDUCTOR. Don�t even try to sneak past, it will have your head even when in stasis. CHAPTER 7: ARRAY OF HOPE! <c007> Take the Solar Array elevator. Stross is raving and Ellie is scared he will compromise their position with his noisy lunatic ravings. Near the WORKBENCH A Leaper will charge and a lone Puker will attack from the other side of the chamber. Download the FLAMETHROWER SCHEMATIC and sell your RUBY and GOLD SEMICONDUCTORS at the STORE. Try to free up some inventory slots. The Ruby Semiconductor sells for 10,000 credits so your credit supply is growing. Soon it will be time to think about purchasing some Power Nodes. Note that at the WORKBENCH the ability to �respec� now is unlocked. For 5,000 Credits you can remove installed Nodes and reallocate them. With four Nodes in stock I allocated one to �Capacity� on the Plasma Cutter, and two to the Stasis Matrix-to a �Connecting� space and �Duration,� leaving one in reserve. Use the SAVE STATION. Still carrying the Ripper, Line Gun, Plasma Cutter and the Pulse Rifle. Head for the Solar Array Elevator, but pause and kill the corpse feigning death near the lift. A couple of Swarm creatures will emerge from its corpse-nail them with the Pulse Rifle or freeze and stomp them. Go down the ramps to find that the Solar Array elevator isn�t working. Its docking pod has fallen to the bottom of the shaft. Head out, following the path, to fix it via the Maintenance Bay. You will now be in Zero G but will have atmosphere. Shoot the red thrust canister with the Pulse Rifle, as prompted, to move the large hunk of debris out of the way. Stay out of the thrust plume. Lift off the catwalk and go down to the platform below. Grab the RIPPER BLADES SCHEMATIC and any other items scattered about the walkway. Locate the two thrust canisters on the octagonal elevator above and hit each with a shot to get it moving upwards. Your locator will now point the way back into the facility, so thrust up and head for the elevator, where a lone Leaper will confront you. Board the repaired Solar Array Elevator. Note: You can backtrack without opposition to the nearby STORE to offload the RIPPER BLADES SCHEMATIC if so inclined to free up inventory and save your progress. Activate the elevator and stand in the central octagon. As you go up, Tripod creatures will attempt to get into the cab. It will slow and you will go on O2 briefly. Shoot the glowing parts of their tentacles with the Pulse Rifle or the Plasma Cutter to derive them off or kill them. They will change sides and come in pairs, but their ranged attack is easily survivable if you maintain your position in the center. When the attacks stop and the elevator reaches the top, gather the drops. Move out of the lift and go counterclockwise on the circling catwalk. Shoot the two Cysts grunting near the item lockers, avoiding the nasty liquid that will come your way. Raid the lockers to acquire the FORCE GUN SCHEMATIC and other items. Continue around, past the target doorway, and take down the two Cysts before raiding those lockers. Knock out the Cyst above the exit door. A small Swarm will perish as you enter the domain of the late watchman, Howard Phillips. Kill the Cyst in the STORE area and download the FORCE GUN SCHEMATIC and the RIPPER BLADE SCHEMATIC. Purchase the Force Gun and fine-tune your inventory. Grab the other items, including a POWER NODE from the left side of the store. Replace the Pulse Rifle with the Force Gun. You will now be carrying the Plasma Cutter, Line Gun, the Ripper and the Force Gun. The holographic image earlier informed you that Main Array Access requires Howard Phillip�s authorization. Go to the far end and retrieve Howard�s corpse, which has seen better days, from his bed. Use kinesis to tote him to the Main Array doorway. Howard is scanned and the holographic voice announces acceptance. Use the SAVE STATION, open the gate and tote Howard�s corpse in with you-you ain�t done with the poor ole fella yet. Howard must again provide further access into the facility. Use kinesis to propel Howard into the obstructing lasers and then pieces of him into the remaining laser barriers. Grab the POWER NODE and raid the area before going into the next chamber. A crippled Slasher will crawl towards you. Kill it, but the elevator on your left isn�t working. Equip the Force Gun and move ahead only to be trapped by parallel laser barriers. Allow the Leaper or Crawler to trigger the force field and the glass blows out, depressurizing the chamber. Shoot the triangular symbol to prevent your demise. This is made easy by the wide beam of the Force Gun. Mop up the remaining Crawlers and the Leaper if it survived the incident. You must now restore power to the lift. Enter the Power Grid Room, raid it and then hack the control station. Grab the stasis canister and exit. A Leaper will drop down from the ceiling. Use the stasis canister and shred the Leaper. A Slasher will attack from behind, followed by another coming from the control room area. Raid the corpses and board the elevator. Another Slasher will swipe at you and will attack once you get off. There is a WORKBENCH here if you have spare Nodes. I had three and upgraded the Stasis matrix with a �Connecting� node and one in �Energy.� Move around the catwalk, move the hatch aside with kinesis and pull the walkway down. Shoot or toss something into the laser barrier and continue, turning left toward the lockers. Another laser barrier will activate. Use kinesis to grab the crate at the opposite end and fire it through the beam. Raid the lockers, which will yield a POWER NODE and other items. Waste the Slasher leaping from the vent as you head for the SAVE STATION. Enter the dark chamber and security will evacuate the atmosphere as you advance. Back off and take down the two aggressive Stalkers with stasis and the Line Gun. Quickly hack the control station in the rear area to restore the atmosphere, and then loot the item lockers and corpses. Enter the Computer Mainframe Access space. As an unauthorized visitor, security, prompted by Tiedemann, will lock down the Mainframe. You must release the lockdown by disabling the computer. Grab the pick-ups and enter the lighted control area. The access doors on either side are locked. Use kinesis to remove the cover plate from the maintenance access duct. Crawl into the duct to access the right terminal station. Equip the Force Gun and pull the cover plates from left to right. A small Swarm will come from inside the right cover plate. Use the Force Gun to neutralize them. On the right side of the room, as you face the fuse panels, there is a fuse diagram on the floor. Pull the fuses from the left side and arrange them to match the diagram�s configuration. When properly positioned they will glow green and a console will rise where the diagram was. Deactivate the station. The Mainframe�s electrical shield is now disabled. Crawl back through the duct and reroute the duct to access the left terminal room with the control station. Crawl through the duct. As you remove the coverplates, a Super Slasher will join you. Hit it with stasis and shred it with the Ripper. Follow the diagram on the left side of the room to reposition the four fuses. When the console pops up, deactivate it. You will now see a Slasher outside before the shutters close. Mainframe containment is now compromised. Exit via the duct and take out the Super Slasher and the Slasher. Stay in the control room and let them come to you. The five computer circuit cores will now rise as you exit the control room. Step back into the control room and shoot the two circuits on the left. A lone Slasher will charge from the left. Shoot two circuits on the right to trigger a Slasher from the right side. Shoot the last circuit. When the Mainframe is off line, follow the path to the Solar Array Control Pod access hatch. After the harmless corpse drops onto you, Stross will again begin to rant and rave. Four skittering Divider Spawn will come at you one at a time. The Force Gun will easily neutralize the pesky Necromorphs. Just stay by the corpse until they are down. Take out the Cyst on the floor ahead and the one near the item locker in the left corner. Another Cyst blocks the exit hatch. Exit and a Super Slasher will come over the rail and charge. A Leaper will be close on its hells and three Lurkers will follow them. Don�t hesitate to use stasis on the Lurkers, they can be hard to hit as they skitter about, climbing walls and over ceilings. Stomp the corpses and go past the objective hatch toward the save station. As you attempt to access the nearby storeroom with a Power Node, a Leaper will attack you from behind, coming from the direction where you entered. Use stasis and rip it apart. Inside the storeroom is the CONTACT BEAM SCHEMATIC. Occasionally there will be a GOLD SEMICONDUCTOR among the other items. Use the SAVE STATION. Hack the Solar Array Control Pod hatch, make your way to the control room and after Nicole�s ramblings, activate the lift. Exit into the void-Zero G and no atmosphere-so monitor your O2 level. The area, however, provides several well placed O2 re-fill stations. Immediately use your locater to highlight the route to the mirror assembly dead ahead. Release and boost to it, using the action button to take control of the mirror panels. You will be looking through a glass similar to a windshield. Use the right thumbstick to move the mirror array to the right and up so that the bright beam of light hits the central collector. You will be pushed away from the panel. You now have another mirror array to align but a large Blob Necromorph will prevent you from easily accessing it. There are several O2 stations on the catwalk below so determine the next array to be aligned with your locator and take notice of the Blob pulsing on the outside of the catwalk below and to the right. The Blob will brandish three glowing tentacles and will shoot projectiles at you if you get near it or go for the last array. So boost down to the catwalk on the left, staying away from it while you top off your O2. Raid the crates. Boost over to the O2 station near the Blob, staying below the level of the catwalk before rising up to land on the �rocky� area just past the catwalk�s end and close to the Nest. It cannot hit you there. Boost upward a short distance to draw out its tentacles and put them in stasis. Use the Line Gun to park a grenade on it to take out all three orbs. Use your locator to find the last defective array and use kinesis to grab the glowing blue item on its support structure. It�s a RUBY SEMICONDUCTOR. Top off your O2 and boost to the control station. Guide its mirrors to align, using the right thumbstick. Go left and down to align it with the collector. Use the locator to find your way back into the facility and to re-enter the control area. Ellie contacts you urging you to hurry, but you can return to the catwalk before exiting to check out the scattered crates if you want. With Ellie�s new intel, access to the Government Sector seems to be in jeopardy. Necros are rampaging-oh really-and movement is rapidly becoming impossible. You must now get into the escape pod to get back into the Sprawl. You are launched into space. There is a lot of debris to dodge, so don�t boost during the fall. As soon as you gain control, veer hard right to dodge the first obstacle, then immediately far left to dodge the next two. A large demolished structure must be dodged by again veering hard to the right. The next obstacle cannot be dodged. It is a long hollow pipe that you must fly through by orienting yourself to the opening. After clearing it steer a bit down into the glowing green opening of the large fragment of a concrete structure. You will pass through a doorway. When clear of it, veer hard right to clear the last of the large debris. Now just aim for the light, which is a hatch into the complex ahead. You will crash through a conduit and then you are back in the complex. Before raiding the many containers, visit the STORE to download the CONTACT BEAM SCHEMATIC. Sell your SEMICONDUCTORS and free up some inventory space. The Contact Beam is now available for purchase. Purchase it but place it back into your safe. Take the Detonator along, if you have any ammo for it, into the coming skirmish. Since there is a STORE just beyond the next chamber to re- structure your weapons, take your Force Gun, Line Gun, Ripper and Detonator into the battle. Now raid the item containers. With the Detonator in a weapon slot, you may get lucky and get some additional ammo for it. What to expect? Ellie and Stross are just ahead in the Transport Hub but are on the upper level. The Hub is large and Ellie is trying to get the door open for you. Complicating the situation is the fact that Necromorphs of many types will pour in after you enter and during that time the Hub will decompress. There is no end of the enemy, so just keep them at bay until Ellie can open the door. Then get out as the door seals them in. Enter the Hub and immediately make for the hatch with C E C on it. Juveniles will first enter the fray. Let them get over half way and waste them with blasts of the Force Gun. When they stop, begin deploying mines in front, spacing them out, mostly toward the center and the right side. Few Necromorphs will come from the left side. Leapers, Slashers and Pukers will pour in with an occasional Juvenile in the mix. Switch to the Ripper if they get close and re-deploy mines whenever you have the time. Timely stasis shots will also help keep them at bay. Snatch anything near you but duck through the C E C hatch as soon as it is opened. It will seal them in. Activate the console to release the next hatch after Ellie�s distressing account of her morning. She will send you new coordinates to follow to the main facilities central hub. CHAPTER 8: NO PRESSURE <c008> Follow the path into the Main C E C facility. Take notice of the new-look item containers. Go into the C E C Facility Access entry and use the STORE to select your weapons. I swapped the Force Gun for the Plasma Cutter, keeping the Ripper, the Line Gun and the Detonator. Use the SAVE STATION. Enter the Administration Entrance hatch and take the POWER NODE from the right wall and the other items. Enter the Control Room and you�ll see an Infector and other Necromorphs through the window. Quickly place a couple of mines near the windows ahead. Stay near the locked storage room. As you attempt to use a Power Node on the locked storeroom, a Slasher will drop down near you. Have the Ripper ready. A Super Slasher may not survive the mines, but a second will, and will come at you and then another right after it. Use stasis and the Ripper to survive the onslaught. Open the Secure Storage room and grab the two POWER NODES, the VINTAGE SUIT SCHEMATIC and the RUBY SEMICONDUCTOR. Harvest the items and return to the STORE, use the yellow path, to download the VINTAGE SUIT SCHEMATIC. Buy it. It has 20 inventory slots, a 15% armor increase and allows a 10% discount on store purchases. It costs 40,000 credits. Consider purchasing a few Power Nodes if you have surplus Credits. The next suit upgrade is several chapters away. I had 51,600 credits and I purchased two Power Nodes at 10,000 credits each. If you have surplus ammo, unlikely on Normal, or ammo for weapons you�re not using, you can sell it as well to raise funds. Use the SAVE STATION again. Return to the Control Room and get any items that you had to leave in the Secure Storage room. Move on into the Break Room. A Pregnant will greet you at the corner, freeze it, turn the other way and when the Slasher drops down, kill it with the Ripper. Carefully take down the Pregnant-freeze it again if necessary. If a Swarm emerges, hit it with a mine. Loot the corpses and the container. Enter the Records Room and an Infector scurries away. Grab the POWER NODE on the left wall and after Nicole�s harangue, pass through the dark corridor, across the catwalk and into Fuel Processing. Ellie and Stross are in the next room but, naturally, the door lock is fused and Isaac will have to take a route through Fuel Processing to reach them. Raid the lockers and then use the SAVE STATION near the exit. Grab the DETONATOR ROUNDS SCHEMATIC, near the corpse. When the machinery starts, deploy a mine near the stairwell ahead and one on the solid metal flooring in the side passage to your right. Advance toward the stairwell to draw the enemy out and then retreat. Re-deploy mines as the Necromorphs, including a Super Slasher, Slasher and a Puker appear. Be ready to man the Ripper or Line Gun if any of them get past the mines. Continue through the circular hatch into the Zero G area. The pressurization valve has been activated and you must find a way to open it. Grab the thrust canister near the pivoting gate valve and place it at the bottom of the valve. It will adhere when in the correct place. Shoot the canister and thrust into the large chamber beyond. Stay out of the canisters plume. It will damage you. Don�t waste ammo on the floating crates. Use kinesis to propel them against the walls and kinesis to grab their contents. As you round the bend following the objective path, Tiedemann has the processing machinery activated and locked on, blocking you in. Locate the suspended corpse just ahead and thrust carefully toward it past the first set of spinning blades and then the second, moving through the second opening with spinning blades on each side. You shouldn�t need stasis. A lone Lurker will appear as you start into the right turn. Freeze it and dismember it. Ahead there are four plasma streams with a traveling piece of machinery briefly blocking each stream in turn. Use stasis on it when it blocks the top stream, and boost past it. A pair of Lurkers will then appear ahead. Freeze them and take them out. Don�t conserve your stasis; there is a refill station before the inevitable next obstacle. Take their drops. You must now pass a system of rotating gears. Use stasis to slow a gear and boost past when there is an opening. Another pair of Lurkers greet you near the last closed pressure valve. Use kinesis to grab a red thrust canister from the wall dispenser and place it on the valve. Shoot it and boost past it. There are now three flaming rings that activate in turn and on the other side a Blob will start launching projectiles at you as you move toward it-don�t move through the rings. Fire a Line Gun grenade at the Blob to get it to expose its orbs and place another on it to kill it. Boost past the rings as they alternate off and grab the RUBY SEMICONDUCTOR the Blob dropped and a thrust canister from the wall bracket. Use it to open the valve and boost past it. Exit the Zero G area via the hatch and be prepared to kill a crawling Stalker in the room where Ellie and Stross should be. Grab the POWER NODE. Enter the next chamber to find Ellie and Stross. Take the LARGE MED PACK SCHEMATIC from the back of the room and raid the other containers. �Twitchy� is obsessed with �step four.� It�s time to get transport to the Government Sector. Use the SAVE STATION. CHAPTER 9: CAN I HAVE A RIDE? <c009> Remove the flimsy barricade and exit onto the metal grating. Leave a mine on the grating behind you as you move toward the elevator. Be prepared for a Leaper to come down off of the wall as you get near the elevator. Two more Leapers will follow, so stay near the elevator to deal with them, using the Ripper. Take the lift and a Slasher will burst through the vent on the first turn. Eight or nine Crawlers will come down the wall around the next turn. Smash the green crates in the little niche and enter Fuel Pressurization Control 2. Be prepared for a Puker and two Lurkers. Don�t spare the stasis on the Puker. Scavenge and stomp the corpses. Visit the STORE to download the DETONATOR MINES SCHEMATIC the LARGE MED PACK SCHEMATIC. Sell the RUBY SEMICONDUCTOR and adjust your inventory. Enter the High Pressure Modulation Area. A Divider will come at you from around the corner. You will hear its wail. Deploy a couple of mines near the turn to the right and back off. It will probably take two mines to kill it, and its Spawn is still likely to survive. Hit them with stasis and use the Ripper to eliminate them. The Divider will generally drop a GOLD SEMICONDUCTOR. Follow the path to the High Pressure Storage elevator. Exit and turn right to get the POWER NODE but a Super Slasher will appear next to you. Hit it with stasis and you will hear the suicide squeal of an approaching Exploder. Shoot the glass window out and quickly hit the red symbol to prevent your demise. This will dispose of both of the Necromorphs. Alternately you can freeze the Exploder after you freeze the Super Slasher, cut the Super Slasher to pieces with the Ripper and sever explosive sac from the Exploder with your Plasma Cutter. Be sure to take the POWER NODE. Follow the path and you will come to a set of tripwires blocking a dead-end side passage off the main corridor. Toss some debris into the tripwires. Take the item and remove the makeshift barricade to find the FLAME FUEL SCHEMATIC and other items. Around the next corner you will see a Guardian at the end of a long catwalk. Grab the red explosive canister at the base of the ramp and launch it at the Guardian to kill it and to save a Line Gun round. Kill any Pods it might release. Take its GOLD SEMICONDUCTOR. Take the cargo lift and a Slasher will greet you at the top. Freeze it even before the stalling lift reaches the grade. Hit the rapidly closing Exploder�s sac before it gets too close, taking it and the frozen Slasher out. You might get knocked on your butt if you let the Exploder get too close. Stay on the elevator, and then freeze and carefully dismember the Pregnant that comes to call. Take down the Slasher that follows. You will find yourself in the Tram Control area. Use the WORKBENCH to upgrade. I had eight Nodes and spent four to fully upgrade the Stasis matrix and two on the Detonator for �Capacity� and �Reload.� This left two in reserve. Activate the Tram�s control station. The gearbox has a malfunction, and needs maintenance-big surprise. The gearbox assembly is directly behind you. Grab the large upper gear from the right side, near the stasis fill station. A Divider Spawn will scurry out from under it. Kill it with the Plasma Cutter. Fit the large gear into the assembly. Use kinesis to lift the cover on the housing to the right of the gearbox and hit it with stasis. Grab the central gear and insert it in the gearbox. Use the same tactics to grab the lower gear from the left housing. Save your game at the SAVE STATION and top off your Stasis Mod. Deploy a mine near both entryways to the Tram Station, make it two if you have plenty. Call the Tram and as your communication with Ellie ends, start along the path. Two Super Slashers will charge into the station from both sides are they will come in together. The mines may get one or both if they enter from opposite directions. Have the Ripper ready. Grab their drops. Get to the Tramcar and activate it. Nicole�s apparition will appear-talk about bad breath. Open the doors for Ellie and a gibbering Stross. Ellie gets the car moving and the Ishimura appears ahead, bringing back memories; but something is blocking the track. Exit the Tram and check out the green crates. One has a 10,000 credit chip in it. You can hear Stalkers even before you enter Pressurized Fuel Storage. Save at the nearby SAVE STATION. Head into Fuel Storage and kill the three nearby Cysts. The sound of Stalkers is clear. Move left from the entry and grab the POWER NODE. Begin moving along the left wall, deploying mines horizontally to cover your right flank. Let the half dozen Stalkers come to you. Watch for a solitary Leaper that sometimes sneaks in as well. Equip your Ripper or Line Gun and try to stay hemmed in by your mines to thin out the Stalkers. The mines may only cripple the Stalkers so keep your guard up. Couple these tactics with stasis and the Line Gun and the Stalkers will soon be down. Watch out for a pair of sneaky Exploders on the far end as well. A Guardian guards the storage rooms exit elevator. Use the Line Gun alternate fire or toss a mine at it to get its RUBY SEMICONDUCTOR. There is a dark passage near the Guardian�s resting place where you will find the SEEKER SHELLS SCHEMATIC and other items. Since you have cleared the large area pilfer all its goodies before boarding the elevator. Take out the grunting Cysts in the hallway and be prepared for a Slasher emerging from the nook on the left. Sell your GOLD and RUBY SEMICONDUCTORS and download the FLAME FUEL and SEEKER SHELLS SCHEMATICS at the STORE and police your inventory. If you have an extra stasis pack in your safe, tote it along. Place the Plasma Cutter in the safe and take the Contact Beam and its ammo. There is a SAVE STATION adjacent to the STORE. You will now be carrying the Contact Beam, the Line Gun, the Ripper and the Detonator. Enter Fuel Mega Storage and you will find the way blocked by a huge tentacle-not so good! The storage units in the area, however, easily overheat according to Ellie and the tentacle is coiled near the upper unit. Grab a red explosive canister from the ground and shoot it at the circular unit with its door ajar. It seems damaged so hit it with the other canister. Take as many as needed from the wall dispenser to destroy it and allow Ellie to get moving. The heat indicator on the storage unit will go from green to a cautionary yellow and then red. It will likely take four canisters to do the job. When you take the lift down, you will see that the tentacle that has fallen down and now blocks your way-whoopee! Loot the area and hit the remaining storage unit with a red canister from the wall unit. This seems to get the undivided attention of a Tripod. Hit it with stasis and remove one of its limbs. Try the Contact Beam-its has to charge but with the Tripod in stasis a single well aimed shot should easily cripple it. This will slow it down and killing it will just get you another healthy one. So move away, and grab another canister when it becomes available. Hit the unit again and repeat the process until it blows and the large tentacle blocking your way pulls back. It will probably take four or more canisters to do the job. All the while keep the Tripod at bay or in stasis. When the unit blows and the tentacle retracts, don�t waste any time vacating the area. Take the lift and run into the shuttle as the place starts to come apart. Tiedemann has blasted the Sprawl-now dead weight-in half with the solar beam and with it the track way. Isaac cooks up a plan to use the Ishimura�s gravity tethers, another of his bad ideas he assures Ellie, to link it back up. Now he must go back aboard her. A familiar looking shuttle will transport you there. CHAPTER 10: WELCOME BACK ISAAC CLARKE <c010> Take everything along the way as you penetrate ever deeper into the Ishimura. Use the first SAVE STATION. The nearby hatch, blocked by cases, contains a lone audio log, but the room beyond contains a POWER NODE and there are several items in the restroom. Follow the path to get to the console for a system�s diagnostic. You find that the main centrifuge is off line. Your destination is now engineering. Continue along the objective path. It remains eerie but quiet. You will encounter a WORKBENCH. I used two Nodes of my four Nodes to upgrade the Detonator- �Connecting� and �Conecting.� Farther along inaudible computer ramblings mark the location of another SAVE STATION. Raid the place. Continue on and you will pass through a long tubular passage and then enter another darker one. Loot everything along the way. A Brute will attack after you reach a green glowing area toward the middle. Freeze it and hit it with a couple blasts from the Contact Beam. Coupled with stasis, so the weapon can charge, the Contact Beam is slow but deadly from the time is comes out of the box. This Brute�s drop is random. After you advance about halfway down the corridor, another Brute will come crashing at you. If your Stasis Mod is depleted, recharge it or pause to auto recharge before you advance far enough to trigger it. When it starts toward you fire a couple of mines in its path, freeze it and take it down with the Contact Beam. Be aware that a crippled Brute can shoot a fireball at you from range. Immediately deploy a couple of mines ahead and turn toward where you entered. Ellie will now frantically tell you that the ship is being boarded by Necromorphs. No sooner said than they are hot on your trail. Take down the Slashers and run back toward the way you came in to put distance between yourself and the mob. Turn and deploy mines in front of the Necromorphs and change to the Line Gun or Contact Beam, freezing them and putting them down. Use the Ripper on any that get in close. A Pregnant will be a latecomer. Take it out and if a Swarm erupts, lay a mine in their path. Grab the DIAMOND SEMICONDUCTOR as you return to the path. Gather up all the drops and continue unopposed, remembering to snatch the DIAMOND SEMICONDUCTOR the second Brute dropped, to the end of the passage where you will find a POWER NODE. Refill your Stasis Mod and hack the cargo lift. Climb aboard and loot your way to the STORE. Sell the DIAMOND SEMICONDUCTOR. Put the Contact Beam in the safe and take the Force Gun and some ammo. With 106,200 credits, I also purchased five Power Nodes. Use the SAVE STATION to record your progress. Take the elevator and exit to a place familiar to Dead Space players-the Decontamination Chamber. Use the WORKBENCH if desired. I had eight Nodes. I spent two on the Line Gun-for �Connecting� and �Damage.� One Node for �Damage� on the Detonator. Two went on the Ripper matrix-a �Connecting� space and �Reload.� One went on the Force Gun to �Damage.� Enter the Decontamination chamber and grab the Stasis Pack. Wow, decontamination complete and no Necromorphs. Exit the chamber and loot the lockers. The shrieking on the other side of the doorway should tell you to get ready for action. A Puker will usually appear to your left. Deploy a mine or two in its path and duck back into the doorway to avoid its immobilizing spray. When the mine explodes, deploy one to the door�s right to eliminate the crippled Stalker coming toward you. If the mine didn�t take out the Puker, take it out as it approaches the doorway. Start along the path and deploy a couple of mines behind you well before the turn to the right. You will encounter a Pregnant near the corner. Place a mine in its path take it out. Use the Force Gun on an emerging Swarm if necessary. A Lurker will follow it and then a Puker. A Super Slasher, coming from behind, should trigger the mines. Another Slasher will trouble you from the front. Before continuing on the objective path, reverse course and go in the opposite direction for some loot. A Super Slasher will charge followed by another Pregnant. Use the Force Gun on any Swarm erupting. Grab the POWER NODE at the end of the wrong way hall. Expect a Slasher, a Leaper and a Super Puker as you reverse course to again follow the path. Further along expect a Slasher, a Lurker and another crippled Stalker. Enter the circular hatch and use the SAVE STATION. The Centrifuge Chamber is under Zero G. Four panels are missing from it and can be found scattered about the area. You will see the reddish glow of the first panel directly across and a bit to your left upon your entry. Grab it with kinesis and fit it into the centrifuge correctly so its tubes align and the red indicating light turns green-one down. The next is floating nearby-fit it to the centrifuge. You will see the third under the catwalk. The final piece is in the washed out blue area near the stasis fill station. Grab any items you can fit into your inventory and take the FORCE ENERGY SCHEMATIC from under the Centrifuge�s control console. Activate the centrifuge. Head out and visit the SAVE STATION. Follow the path and after hallucinating about the clutching tentacle, enter the Decontamination Chamber, but this time about eight Juveniles will come from both ends followed by a Super Slasher and a Super Puker, another Super Slasher and another Super Puker will follow. If you don�t have the Force Gun, the wave of ten Juveniles will have to be tackled with the Ripper and melee tactics. The Ripper and stasis is your best option against the Super Pukers and Super Slashers that follow the wave of Juveniles in the cramped enclosure. Grab their drops and exit the chamber. As you go around the turn by the ladder a Super Slasher, playing dead, will jump up. Hit it hard before it can react. Use the elevator. Follow the path. Download the FORCE ENERGY SCHEMATIC and fine-tune your inventory at the STORE. Replace the Force Gun with the Plasma Cutter and some ammo. Use the SAVE STATION. You will now be carrying The Plasma Cutter, the Line Gun, the Ripper and the Detonator. When you reach the Tram area a pair of Super Slashers will charge from the glassed waiting area. Place a mine near its entry to address the first one and another to address the second. The mines may not do the job so man the Ripper if necessary. As you approach the Tram, a Swarm will scuttle out. Place a mine in their path and one to the left of it to greet the Slasher that will charge from that direction. You will hear it growl as it climbs out of the depressed area. Get the Tram moving and you are now clear to your destination-the gravity tethers. Ellie calls advising you that Necromorphs are pouring into Medical and that �Twitchy� has bitten her. The Tram suddenly shudders and stops. The lady�s voice, quite pleasant, welcomes you to the Medical Deck-joy! After Nicole�s ranting, enter a long corridor with iridescent blue drag marks. Heed Ellie�s earlier warning and mine the hall ahead. As you advance several Necromorphs: a Lurker, pair of Super Slashers and a Super Puker will encounter the mines. Fire a couple of Line Gun grenades into the area after the mines are triggered. This may take out all of the survivors, en masse. Stomp the corpses and grab the POWER NODE and Stasis Pack in the next corridor. Enter the room with the central glass cubicle. Deploy a couple mines to the left side of the glass cubicle, one inside it and make for the exit door. A Super Slasher will come up behind you. Cut it apart and watch out for the Exploder coming your way-just hit it with the Ripper�s alternate fire. Another Super Slasher and an Exploder will then enter the room. The mines should get one or the other or both. Use the stasis refill station and go to the exit and deploy a few mines behind you to just in case. Hack the console. Hopefully, the Super Puker that enters from behind will trigger a mine or two. A Super Slasher is then followed by an Exploder and another Slasher. The mines will help but use stasis and the Ripper to shred any survivors. Gain space from the Exploder by hitting it with the stasis if it gets too close. Loot your way down the blue splattered hallway, use the SAVE STATION and enter the next room. Grab the POWER NODE as the real Nicole�s final message rolls. Loot the place and head out. Take the cargo lift and move the ladder aside and be forewarned by the flying debris. This area will be familiar to Dead Space players. Use kinesis to move the walkway over the gap and then kill the Lurker that jumps the rail at the left turn. Move the walkway back and you will see a Super Leaper bypass the electric field, coming at you rapidly along the far wall. Greet it with the Ripper as it approaches the lift. At the bottom a pair of Leapers will pour from the vent, so greet them with a saw blade. Before continuing, enter the unlocked door near the lift. Take the POWER NODE and the other item. This is an area unlocked in the parent game, Dead Space. You must now get past the arching electrical field. Allow your stasis to recharge and pull the Power Cell near the lift. A wave of Necromorphs will be set in motion when you near where the arcing was. Lay a couple of mines on the other side of that area, advance till they scream in protest. Get back to the Power Cell, freeze the Slasher near you, reinsert that Power Cell and get ready to saw, starting with the frozen Slasher. You have to be really quick, because a pair of Super Leapers will challenge and your mines will slow but won�t necessarily stop the two Super Slashers coming from beyond the arcing area. If you�re quick, the arc will take them down leaving only a pair of Super Leapers for you to deal with. Pull the Power Cell again to kill the electrical arc and take the path. Stomp the dead. Use a Power Node to open the Medical storeroom near the WORKBENCH. This room usually contains several Med Packs-as many as five-but sometimes you�ll get little goods and a small Swarm from the lone crate instead. Follow the path without opposition until you reach the STORE. Save your game at the SAVE STATION. You will now be packing the Plasma Cutter, the Line Gun, the Ripper and the Detonator. Take the path and you will emerge in a Zero G tram tunnel. Lift off and move along the objective path into the gloom. There is worthwhile loot along the path so grab what you can. The first of the Lurkers will appear above the second large piece of wreckage. There is a POWER NODE just past the first wreck, floating near the right wall. Four more Lurkers will prowl the gloomy tunnel and will target you before you reach the destination platform. Use the cover of the wrecks to avoid their attacks and thin them out. They can be hard to see in the gloom. You will sometimes only spot them when they fire at you. It isn�t necessary to kill them all anyway. If you kill two of them you can boost past and get to the platform. You can also finish them off from the platform and loot the area in peace. Continue forward through the corridors to the large cluttered deck. The sound of Super Stalkers will come to you, but a pesky Swarm will appear first, dead ahead. Deploy a mine in their path and quickly have your Ripper equipped for a charging Super Leaper. Once it is down, deploy mines between the containers while working your way along the path. There is a side corridor where you can find an item or and a WORKBENCH. These Super Stalkers are tough, oftentimes surviving the mines. Use stasis as they charge and either the Line Gun or Ripper to take them out. Two Super Pukers will also enter the fight. Work your way to the exit, planting mines ahead and using stasis and the Line Gun on the Pukers. Head down the stairs and use the SAVE STATION. Take the lift and enter the Captain�s nest. Activate the Gravity Tethers-you have to hold the controls while it counts down-to undo some of Tiedemann�s damage. He will shout in protest. You will now board an escape pod, if Nicole will get out the way. You can�t control the pod-its a cut scene-and naturally it crashes; and, oh, Stross is totally cracking up and is assaulting Ellie with a screwdriver! CHAPTER 11: STROSSED OUT <c011> Go down the stairs, loot the place and use the WORKBENCH. I had six Nodes and spent three on the Ripper Matrix-one �Connecting� space, and one each to �Capacity� and �Damage�. Two went to the Detonator-a �Connecting� space and �Capacity.� This left one Node in reserve. Use the SAVE STATION. You can sometimes grab an item or two from the corpses to the left behind the wall. Enter the large inclined area and be aware that it harbors five Super Stalkers. Place a few mines across the pillars to your right to protect your flank. Put them a bit high for better coverage on the slope. Work your way down the left wall. Have your Line Gun or Ripper ready and work your way to the exit. Use stasis to freeze the Stalkers before taking them out. A pair of Crawlers will also appear when you least expect them. Exit and Stross� increasing madness is apparent as he rants about the �steps.� Loot the area and hack the door�s control console. Enter the mines. Just around the first corner the grunting of Cysts can be heard. There is a Cyst and several items in the alcove just left of the passage. There are three more Cysts before the next hatch and there is a POWER NODE near the last one. In the next area another Cyst lurks in the next corridor near the STORE and the SAVE STATION. Maintain the weapons you have-the Plasma Cutter, the Line Gun, the Ripper and the Detonator. Enter the next area and be prepared for numerous Necromorphs. A Super Slasher can be seen ahead on the catwalk ahead and will assault you if pester it with a Plasma round. Stay near the doorway and drop a mine in its path, which may only cripple it-be ready with the Ripper or use two mines if you have plenty. Another Necromorph, likely an Exploder or a Lurker, will appear. Note the ramp going down into the area below as you make the 90-degree turn to the right. Continue ahead, raid the two crates and place a mine on the catwalk you just crossed. When you reach the door at the end of the locator�s path you will find that its power is off. Grab the Med Pack near the lift beyond the door. Backtrack to the ramp going down and you will confront a pair of Super Pukers, coming one at a time. The mine, two is better, will damage or kill the first. Use stasis and the Line Gun or Ripper to finish the first and then kill the second. You can save ammo by toting one of the red explosive canisters near the objective door with you. Place a couple of mines at the head end of the ramp going to the low area and one at the bottom near the vertical metal plate. Start down and a Super Slasher will creep in behind you and hit the mines. A Super Puker will start toward you in the low area accompanied by an Exploder. A Lurker may also make its presence felt. Hopefully the mine will stop the Super Puker below, so deal with the Exploder or anything surviving the mines. Locate any troublesome Lurker joining the fray and put it down. Descend and make a 180 degree turn, following the power cables, to locate the roofed area bathed in light. Another Super Puker will come rushing at you. Use stasis and the Line Gun or Ripper to deal with it. A Lurker may accompany it. The Power Cell in the lower area is not functioning, causing the exit door to malfunction. You will need a good Cell. Refill your stasis mod and move forward from the broken Power Cell, along the power cables, and make a right. There is a metal hopper where you will find a good Power Cell. Grab it and go clockwise around the framework in the middle. Rush back to the roofed area to deal with four or five Lurkers that will begin to target you. Refill you Stasis Mod and replace the bad Cell to restore the power. This will trigger a Super Puker. Place a couple of mines near the base of the exit ramp. The Super Puker will greet you as you go for the ramp-if the mines don�t do the trick, take it down. Don�t use the locator�s path. It points to the lift�s shaft, not the exit and the lift isn�t there. Go along the blue power cables and make the 180 degree turn to regain the exit ramp. Several Crawlers and an Exploder will now filter into the area. When they go down, take the ramp and watch out for a Super Slasher atop the ramp and another Super Puker coming up the ramp from the low area. It is now clear sailing to the exit door, if you don�t linger. You will find yourself in a rocky passage. Follow it to a SAVE STATION, stomping the crates along the way. Before you reach the next door, a shutter opens and Stross displays Ellie�s eyeball on the end of a screwdriver. He says that you�re next. As it closes they are fighting it out. Go through the next door and you are pulled and released into the airless vacuum of space by a huge glowing tentacle. Below your position you will see a huge Blob Necromorph. Above and to the left you will see an O2 refill station. When it pulses and starts to expose its three glowing orbs, hit it with a Line Gun grenade. A single grenade, well placed, should kill it. Take the time to grab the RUBY SEMICONDUCTOR that it releases. Boost up to the O2 station for a refill. Use your locator to lay a path back into the complex. The entry hatch, however, is blocked by two sets of laser beams emanating from two large generators. Your kinesis can�t budge them, so you will need a couple of thrust canisters to move them aside. The laser generator to your right, as you face the blocked exit hatch, has a thrust canister attached. Shoot it to move it aside and stay out of the beam. Locate either of the round hatches near your exit portal. They will be blinking sporadically as if partially shorted. Inside each there is a thrust canister dispenser and an O2 refill station. Boost to one of the blinking hatches and grab an O2 refill and a canister. Attach the thrust canister to the other laser generator to clear the exit hatch. Boost to the exit but take the time to grab the CONTACT ENERGY SCHEMATIC before entering the open exit hatch. It is floating on the right side of the long tubular entry hatch. Take out the three Cysts in the first passage. Land on the platform, fill up on O2 and take out the three living Cysts in the next passage before exiting the vacuum. Surprisingly a one-eyed Ellie hasn�t killed Stross. Grab the scattered items and take the lift after visiting the SAVE STATION. As you exit the lift a Super Puker will start toward you along the catwalk from the far end. Deploy a mine or two near the first turn on the catwalk to your left. This should address the Super Puker when it gets there. Two Lurkers will scramble below. Grab an explosive canister or two from below and shoot it at the Lurkers. The Line Gun also works well. As you make the turn on the walkway a Super Puker will drop near the rock column ahead. Use Stasis and the Ripper to kill it. Deploy a couple of mines behind you for insurance, and be ready for a pair of Super Slashers closing from ahead, one on the heels of the first. The two mines to your rear should also provide relief from the Super Slasher coming in behind you. When you get to the top of the ramp deploy a pair of mines to your rear and another below. A Super Puker will appear at the base of the ramp, to be followed by another Super Slasher, but one will also come calling from your rear. Freeze the Super Puker if the mine doesn�t get it and take it and the Super Slasher out that follows it. Turn to address the Super Slasher coming from behind if it survived your ambush. If you look toward the rock wall from the top end of the ramp, you can retrieve a POWER NODE with kinesis from the mesh netting. Loot the corpses and crates and continue on into Mining Hall B. Turn right. Ignore the lasers for now and use a Power Node to enter the storeroom. Grab the ADVANCED SUIT SCHEMATIC, the BRONZE SEMICONDUCTOR and any of the other items that you can carry. Sometimes you will find a POWER NODE in this storeroom as well. Exit, grab the crate and shoot it into the lasers to clear the hatch. Take out the Cysts occupying the corridor. One is on the ceiling above the little side grotto, one on the right wall and one on the left wall. Grab all the pick-ups. As you start to hack the door�s control console a crazed Stross, Ellie�s eyeball on the end of a screwdriver, will burst out and attack you. Hit the action button to fend him off and give him a good stomping to get his Audio Log, for Ellie and just because you�re tired of his crap. Take the lift in the next chamber-look familiar-and follow the locator�s path to the elevator. After Nicole�s tirade, loot the area and continue to the �Elevator to Exploration Mine.� A Super Slasher will attack from below. Call the elevator but grab the items outside the elevator with kinesis, including the POWER NODE before you activate the controls. Select a corner to defend. Equip your Ripper and soon the first of the Slashers will drop down. As you move to address the enemy, switch corners when your sawing makes you pursue a Necromorph. They will come from opposite sides so sweep the Ripper to damage both and keep ripping because several more waves, over a dozen total Necromorphs, will attack and there will be a wave or two featuring three. Most of the enemy will be Slashers but there will be about three or four Super Slashers. Use stasis on them so you aren�t overwhelmed. When the battle is won, items will be everywhere. Take what you can and as you enter the next area, a furious, rather inarticulate Nicole seizes you. You will have to hit the action button to survive. After Isaac speaks Nicole thing seems to believe he has been beaten-�step four�- acceptance. At last a STORE and SAVE STATION. Sell the BRONZE SEMICONDUCTOR, the RUBY SEMICONDUCTOR, if you found it, and download the ADVANCED SUIT SCHEMATIC and the CONTACT ENERGY SCHEMATIC. Purchase the Advanced Suit for 36,000 credits. It features 25 inventory slots, a 20% armor increase and it reduces stasis recharge time by 50%. Police your inventory and use the SAVE STATION. Place your Detonator and its Mines in the safe and take the Force Gun and some Force Energy. You�ll need the Ripper and the Line Gun and carrying the Plasma Cutter is advised. Your major purchases are now complete, so if you have a stockpile of credits, start purchasing Power Nodes to upgrade your gear. I had 90,600 credits and I purchased six Power Nodes. It is always a good idea to keep some credits in case you need to buy Med Packs, heaven forbid, or ammo. CHAPTER 12: <c012> Move down the ramp and access the WORKBENCH. I had ten Nodes and used eight, placing three in the Ripper matrix-one in �Duration� a connecting space and one in �Damage.� Five went to the Line Gun-Connecting,� and �Reload,� �Connecting,� and �Damage,� and �Capacity.� Enter the exploratory mine, looting as you go. A one-eyed Ellie is examining a broken Industrial Rock Drill. Isaac isn�t running away from his past anymore and his goal is clear-destroy the Marker. You must now locate a Power Cell for the drill, so ignore the path and move behind the drill toward the sound of grunting Cysts. Knock out the seven disgusting creatures and grab the Power Cell from the metal container. Insert it and there is a control circuit short. You need a new circuit board. Go up the ramp and use kinesis to acquire the DIAMOND SEMICONDUCTOR from the rock ledge. It will be just beyond the green item crate. The path is viable so follow it onto an open tram. Go across and take out the two Super Slashers that come over the rail, dead ahead. Look over the side and use kinesis to grab the POWER NODE from below where they emerged. Use kinesis on the cover plate and grab the circuit board. Move back across the cavern and a Super Puker will greet you as you exit the tram. Equip the Force Gun and insert the replacement circuit board. You must now hack the drill�s controls to get it going. After a bit of verbal jousting with a self-assured Ellie, go up the metal ramp and stand where it ends. Ellie will have to turn the huge drilling rig so you can get onto the lift. From the ramp you can hit the Juveniles as they surge in from the incline above and from below. A Slasher will also be in this mix of a dozen or so Juveniles, but if you get onto the lift when it�s available you should miss the Slasher. Set up shop on the drill, facing the spinning blades and be ready for action. As the drill moves forward Necromprphs of many types will climb up onto the drill�s deck-most will be Slashers, Spitters and Pukers, rather than the �Super� variant. Use the Ripper and stasis when need be against them to keep the deck clear. When Ellie says the place is swarming with Necros, you can use kinesis on several items lying below on a rock ledge on the right side. When the ride ends, you won�t be atop the drill, so don�t wait to grab the enemy�s drops. Lurkers will also used ranged attacks from the surrounding rock ledges. The Line Gun is the best way to address them. You can also use the Line Gun�s alternate fire to take out groups of these Lurkers. You can also dodge many of their attacks. CHAPTER 13: EXACTLY HOW MANY OF YOU GUYS ARE THERE? <c013> You are now in the Government Sector. Somehow you ended up on an upper level and Ellie on the lower. She speculates that the Marker is likely behind a giant doorway visible from her position. Follow the path and use the SAVE STATION. Ellie has located a Gunship and is excited at their prospects of escape. Isaac has other plans on his mind. Move along the path and when you see a white and green sign saying: �GOOD THINGS ARE HAPPENING,� depart from the path momentarily. Go down the long hallway toward the green crate and grab the POWER NODE from the wall unit. Resume following the path after looting the area. Move through the Security Gunship Docking Bay doorway and the one beyond. Send Ellie on her way as she expresses dismay at your fatalism. Once again she labels you a �bosturd.� Resignation? Nicole wanting to be whole again, whatever that means. Adios Ellie, but its not so easy to ditch the Nicole delusion. Now the locator doesn�t work. Tiedemann is annoyed by Isaac�s incursion, but he has 200 security troops at his disposal to prevent any interference with his plans. At the STORE sell the DIAMOND SEMICONDUCTOR. Place your Force Gun and Plasma Cutter in the safe, and take the Detonator and its mines and the Contact Beam and its ammo. Keep the Ripper and the Line Gun. Use the SAVE STATION. Take the elevator near the STORE and look out into the large chamber. You must hack a console that is on the left upper side of this entry area to open the door, but Necromorphs abound in this room. There is no set sequence to follow here, but some of the foes will enter from just right of your entry point. Put a couple of mines there for starters Take out any foe you see before entering, an Exploder and a Puker are commonly the first comers. Grab the stasis canister, enter and make an immediate left. Go up the stairwell. The target console is there, but don�t try to hack it yet. Use the stasis canister on any Necromorphs near the exit and cut them apart with the Ripper. Face the stairs and deploy a couple of mines to your left, because Necromorphs will pour in from that side as well, and place several on the stairwell ahead. There will be Super Slashers, Pukers and/or Spitters, an Exploder or two and several Lurkers. As the mines go off to the left, try to re-deploy them to keep this a largely one front battle. Use stasis and the Ripper on any that get close and the Line Gun or Contact Beam on the pesky Lurkers. They will approach using the walls to target you from above. Hack the console when it quiets down but if you take too long another wave will follow the first so grab anything you can and get out after you successfully hack the door. Go down and around the circular structure and stop. You will need to go through a doorway and into the restroom at the foot of and to the right of the long stairwell, but as you descend Tiedemann�s security force confronts you. Sprint down along the right wall and after they reveal themselves, continue to haul ass for that open doorway. You should easily make it in. Grab the POWER NODE from the sink and exit to the Facilities Access. Take the duct to the lower Security Office after raiding the lockers. Outside the security lasers make any route that way impossible, as does the locked doorway. Raid the locker and go up the stairs and enter the upper Security Office, grabbing all the items along the way. Use the SAVE STATION. Pull the cover plate from the Power Cell and remove it to kill the power. With the power off, Tiedemann�s forces are assailed by Necromorphs and they must fall back to the Marker�s chamber. Below a steady stream of assorted Necromorphs pour into the room. Move back to the lower Security Office when the door is enabled and grab the stasis canister-its there for a reason. Be patient-a Super Slasher and an Infector will enter from the upper area, so use the stasis canister and put them down with the Contact Beam. This will keep them off your back as you tackle the adjacent room. When you open the door, you will see a Swarm to the right. Use the alternate fire of the Line Gun to deploy a timed grenade in their path. Retreat quickly back into the security room. A lone Super Slasher will try to come through the doorway. Use stasis and the Ripper on it and then deploy a couple of mines in the doorway. Two Pukers, one a cripple, will be coming to call. Let the mine take the first one then freeze and kill the second. A lone Exploder will then need to be put down as it lurches from the far end of the room. Move past the security detectors and through the doorway. The Nicole apparition and several corpses are in the next room, and the locator is back on line. Ransack the area, defile the corpses with your boot and move toward the Scan Room. When the barrier intervenes hoist the corpse-Lars Nordstrom-in the hallway for access. You may catch a glimpse of an Infector as you go for the SAVE STATION. Grab the nearby Med Pack. Continue along the path and a Slasher drops down just before you reach the door. Take it out with your Ripper. Equip your Detonator and open the door. Place a couple of mines to the right and get against the wall to your left. As the Necromorphs go down, redeploy the mines. Necromorphs will also start to drop in front of you, so use stasis and the Ripper. This group will include Super Slashers, Pukers, an Exploder and another round of Slasher types and a Puker. The action is spaced out enough to be manageable if you stay against the wall. A latecomer will usually interrupt the peace as you begin searching the room for loot. Follow the path until you reach the Project Annex. Use a Power Node to access the locked storeroom. It contains a random SEMICONDUCTOR and other items. As you exit a Divider will confront you. Hit it with a stasis shot, move away and deploy a couple of mines at its feet. This should kill it, but some of its pesky Spawn will probably survive. Freeze them and stomp or kill them with the Ripper or the Contact Beam. Sometimes the Divider will drop a GOLD SEMICONDUCTOR. Use the nearby WORKBENCH if you have Nodes. I had four and used three; two on the Detonator-one a �Connecting� space and another to �Damage. One Node went to �Reload� on the Contact Beam. Follow the path and you will enter a cargo area. Stalkers! Deploy some mines near your entry point. Since a single mine won�t always kill them, deploy two, one atop the other on the cargo containers nearest the doorway. This will protect your right flank. Advance along the locator�s path to get the Stalkers attention and retreat back to the entry area. Use stasis as they charge and then cut them down with the Line Gun or the Contact Beam. When the Stalkers go down, a pair of Super Pukers will approach from the direction of the path. Use the Line Gun or Contact Beam on them as well, while avoiding their ranged attacks by ducking behind a container. Follow the path and notice the overhead Power Cell as you go. When you reach the destination you will find it has a dead Power Cell. Retrieve the one you saw earlier and replace it. Before exiting, loot the area, being sure to grab the POWER NODE on the back wall. Enter the next room and take out the Cyst you hear grunting in the left corner. Use some of the junk lying about to kill it since you haven�t got the Plasma Cutter. Use the SAVE STATION. I hope Isaac is pretending when Nicole�s voice tells him he is close to her beloved Marker. He says he doesn�t know what to do-hope he means how to kill it. You will now come to a chamber with rotating arms sporting lethal laser beams. Look out the opening. You will see some Crawlers and a crippled Super Slasher trying to get to you. Since you haven�t got the Plasma Cutter, retreat from the opening and let them enter the short hall, freeze them and deploy mines or the Contact Beam to take them out. Equip your Ripper and as a rotating arm is passing, run to the right and duck into the niche there. If you�re timing isn�t just right you�ll be starting over. Get to the back immediately and shred the Super Slasher and the two crippled Slashers that enter from the laser bay. Grab the POWER NODE. Now, after a successful run, you must avoid the lasers two more times. Dash to your right into the second recess. Use the Ripper�s alternate fire to take out the pair of Crawlers coming for you. Make for the last niche and be prepared to take out two Slashers that will immediately charge. Take the lift up and deactivate the Marker lasers. Lower the adjacent walkway with kinesis and then the one on the opposite side of the central assembly. Grab the pick-ups and a Slasher will drop down and a Super Slasher will climb up near the central hub. Approach the Data Monitoring Room and an unholy racket greets you. You will find only corpses to stomp and a SAVE STATION. Continue on and you will come to a double rotor assembly surrounded by a long catwalk. Seems like a good place for an ambush. Kill the three Crawlers in the central area with a single saw blade each, and then look over the rail. You will see a group of Necromorphs and they will scramble when they see you. Place a couple of mines along the right walkway, near the turn, to cover your right flank and a few along the center of the left walkway. Start forward along the left wall. This will trigger an assault of assorted Necromorphs, coming from below and from the far end. Hit the survivors of the mines with the Line Gun and if possible deploy mines dead ahead while retreating as far back as you can. Use the Line Gun or Contact Beam as much as possible since some of the foes are Pukers or Spitters. If the mines to your right are triggered, you will have to watch that side as well, but they mostly come from the left if you advance that way. Don�t assume the all clear too quickly a few latecomers will straggle in. A prudent player will now go back to the prior room and execute a save. Looming is another skirmish very similar to the one you just won and if you�re killed you get to repeat what you just accomplished-no nicely placed checkpoint this time. Exit the room and watch for a Super Puker and a Slasher at the bottom of the ramp. Hit the Puker with stasis and then the Contact Beam, a Slasher will drop in on the action-treat it the same way. Continue on to find another oval catwalk. Deploy mines as you go clockwise around the catwalk. An Exploder and a Slasher will be the first out. Once they are down quickly deploy a couple of mines on either side of you and equip the Ripper or the Line Gun. Several Pukers, Spitters and a Super Slasher will attack. Use stasis on the Pukers and the Spitters, and don�t let your guard down when it seems safe. A Slasher will climb up from below when the skirmish seems to be over to interrupt your looting. Exit and go down the ramp and into the next room. All seems quiet as you move toward the round hatch. Deploy a series of mines-three should do it-in the center of the room and grab the stasis canister. As you approach the round hatch the guttural growl you will hear is a Brute dropping into the room. It will hit the mines. Hit it with the stasis canister and then with the Contact Beam for an easy kill. Grab the RUBY SEMICONDUCTOR it drops. Hack the door controls and follow the path, unopposed, until you come to a STORE, a WORKBENCH and a SAVE STATION. Sell your SEMICONDUCTORS and police your inventory. If you have Stasis Packs in your safe, bring some along-buy one if need be. The same is true for Med Packs. The area ahead is challenging. Use credits to purchase Power Nodes-the end is near. I had 98,200 credits and I purchased seven Nodes, giving me ten. I placed four nodes on the Contact Beam- �Connecting�, �Capacity,� �Connecting,� and �Charge.� Five went to the Detonator-�Connecting,� �Damage,� two �Connecting� and �Damage.� Exit the room, take the lift and you will see the colossal Marker surrounded by Necromorphs. Tiedemann knows things have gone awry and Nicole appears imploring Isaac to succumb to its power. Tiedemann admits that Isaac�s brain has been probed for years, looking for the Markers secrets but the influx of Necromorphs has foiled his plans and things have gone awry-badly awry. Go into the Project Interface Room. Activate the �Dark Machine.� This was one of Stross� nightmare visions-stick a needle in your eye. Hop in for the nefarious �steps.� Move the needle down using the X button on PS3, the A button on XBOX 360. The laser designator must be blue when the needle contacts the eye, so don�t worry about it until the needle is fairly close. Get the pointer centered and then just bump it down whenever the eye is highlighted blue and the Marker codes roll-for better or for worse. CHAPTER 14: SAY UNCLE-UBER! <c014> You must now hack the door controls to get out of the lab, but you have a new companion-a very bad one. A new type of Necromorph has surfaced-the Ubermorph. This Slasher-like Necromorph will rapidly regenerate after you put it down and is relentless in its purpose-your demise. That said, it is no tougher to put down than a Super Slasher. It just fails to stay down. As soon as it appears, dismember it and hit it with a stasis blast. The console will be released at that time, so hack the console, take the Ubermorph down again, refill your stasis from the nearby station and get out of the lab. Turn right upon exiting the Lab, grab the POWER NODE and run down the path until you arrive at a SAVE STATION. It is to the right of the corridor in a small niche. Grab any items along the way. Continue on past the Marker and into the Marker Thermal Vent Conduits. Hit the Super Puker with stasis and cut it down before it does its worst. Don�t go to the exit door yet, raid the back area and let your Stasis Mod recharge-its safe for now. Locate the body on the desk near where you encountered the Super Puker. It is on the desk below the large monitor with yellow graphics. It will be required for a DNA scan to enable the exit door to open. When you start for the exit, the Ubermorph will block the way. Drop the body where you can easily locate it. Take the Ubermorph down. A Super Puker and a Super Slasher will enter the battle. Use stasis and take them down as quickly as possible. The Ubermorph will be back on its feet and coming for you. Put it down and in stasis, grab the body and get to the door so it can be scanned. Exit the room and use the SAVE STATION, and then hoof it down the path. A Super Puker will challenge, quickly hit it with stasis, then charge and rip it to pieces. Turn to take down the Ubermorph, which will likely be on your heels. The path will take a sharp turn in the middle of a continuing corridor. If you continue on a little you will find a POWER NODE, but it may not be worth the risk. Enter the side corridor where the path leads. When you hear the Swarm deploy a couple of mines around the dark corner. Retreat to put the Ubermorph down again. Continue on, hopefully the Swarm and the Super Slasher will both be destroyed. Once again take down the Ubermorph and have the Ripper ready for the two Super Slashers lurking near the poky elevator-hurry up! You may have to face the Ubermorph here if your takedowns are slow. If things get hectic, its regenerating body will sometimes block your path to the elevator-hell�s bells. Get into the elevator and run down the hall but stop at the corner. Ahead, through the glass, you can see Infectors at work. Don�t go for the door. Deploy several mines near it and turn to take out the Ubermorph. Go forward to draw the Necromorphs into the minefield and stay back to deal with them. Make liberal use of stasis, you will soon be out of their reach. The Ubermorph will be reviving, so get to the exit. You will now have to pull the cover with kinesis, melee punch the fuse block and then wait for the hatch to cycle open and you will not be alone for long. The Ubermorph will be back before the door can open and any of the other Necromorphs that wasn�t killed. Deactivate the artificial gravity from the control station on the platform. You will now be without atmosphere, so watch your O2. Lift off and follow the path. You won�t need to waste stasis on the two sliding doors, just boost through when they begin to slide open. Making sure you clear them. There are now three plasma streams to get past and beyond a nesting Blob, which will be taking shots at you. Traverse the streams on the left side, taking refuge behind each of the round support cylinders to avoid the projectiles. The Blob ahead can be a bit hard to see in the glare of the plasma streams. Pinpoint its location by its projectiles and plant a Line Gun grenade on it for the kill. It isn�t even necessary to kill the Blob, if you get past the plasma streams, you can just boost past it, hitting it with stasis if needed. If you kill it, it releases a RUBY SEMICONDUCTOR. Restore gravity and exit. Enter the next room and Nicole will address you-pep talk. Exit into Marker Access and use a Power Node on the Secure Storage room. There are sometimes two Power Nodes in the room, and a RUBY SEMICONDUCTOR is also possible. On this trip I got only 1 POWER NODE. Continue through Radiation Containment, after grabbing the POWER NODE on the wall, and then into Direct Marker Access. This will feature your final STORE and WORKBENCH so use your Credits to purchase Med Packs and Stasis packs, if needed, and Power Nodes for your final upgrades. Consider selling surplus ammo as well, though you can keep your inventory for a second round. You will be carrying the Line Gun, Ripper, Contact Beam and the Force Gun. Upgrade these as much as your Node supply will allow. Reloading and capacity are as important as damage so upgrade accordingly. Carry plenty of ammo, stasis and health supplies. With 55,300 credits in stock, I purchased four Nodes, giving me eight. I assigned three to the Line Gun-Three nodes went to �Alternate Damage,� Four went to the Force Gun for �Reload,� �Capacity,� �Damage� and �Speed.� CHAPTER 15: WILL YOU GO AWAY ALREADY <c015> As you depart the STORE area, Nicole�s apparition says she will meet you at the Marker. Exit and be prepared for a pair of Super Leapers near the door, one from the left one the right. As you enter the corridor a Super Puker on a high walkway will spew at you. Hit it with the Line Gun, while ducking behind the corner near the doorway. Raid the lockers that are to the right of the entry door. The Ubermorph will first greet you at the turn, so put it down and in stasis and run down the path, ignoring the Lurker. Get into the next room and two Super Slashers will assault you. Continue into the next room and a Super Leaper and then a Super Puker will block the way and as you dispatch them a pesky Lurker will fire at you from above. If you�re pokey the Ubermorph will again come in from behind. Put it down again. Continue on and a Super Slasher and Super Puker will be joined by another of each and the Ubermorph will be hot on your heels. Make liberal use of stasis on this tough bunch and shred everything in sight. You�ll have to use kinesis to clear a small crate from the next doorway. Run to the door and be prepared for a Super Leaper to be right on you as you exit. A pair of truly pesky Lurkers will harass you as you take on the Leaper and another Super Slasher will block the exit. The Ubermorph will again be after you. Exit and take the lift. Turn left and use the final SAVE STATION. Pause here if you are out of stasis re-charge packs and let your mod recharge-it is actually SAFE. Move along and the Ubermorph will again need attention. Put it down and melee punch the fuse box on the right side and run through the doorway. Follow the path and punch the control fuses for Test Area E4 and enter. The Marker is just ahead, visible across the long walkway. Move that way and Tiedemann nails you with a Javelin Gun. Lay on the action button to prevent your demise; catch the next spear, pump the action button, and shoot a spear from his own weapon into his throat. Finish him when your own weapon is enabled after the cutscene. You have to be glad he didn�t electrify that first javelin and even happier he didn�t get the weapons explosive perk. Good ole� Nicole thing now shows her real self-backstabber. Big surprise. You can easily get a bit disoriented in the haze of the final battlefield, so don�t move as Nicole�s initial tirade rolls-she will appear if front of you. Drop a grenade at her feet with the Line Gun�s alternate fire. A single well- placed round will make her flash and disappear. The �Heart� of the Marker will now be exposed. Use the Contact Beam to hit it until it disappears. You will likely get off two rounds. Once again Nicole will appear and from now on she isn�t alone. Equip the Force Gun and use it on the deranged pack of Juvenile demons that will swirl around you from everywhere. Stay away from Nicole as you run the perimeter shooting, the shrieking demons-which will take your head off if several are able to get hold of you. Don�t run into Nicole-you are simply dead if she gets too close. If you sprint the perimeter, you can get the little demons following and you can take out groups with a Force Gun blast. Melee tactics work in a pinch, but don�t depend only on it to do the job. Some of the little demons will, at least, drop items as they expire. When the mob is momentarily subdued, shoot another Line Gun grenade at Nicole�s feet. When she disappears hit the Marker�s pulsing �Heart� with the Contact Beam until it disappears and immediately switch to the Force Gun. Clear a path with energy blasts and when the pestiferous pack is subdued, place another Line Gun grenade at her feet and follow it with the Contact Beam to the Marker�s �Heart.� You will have to repeat this until you damage the Marker enough that it vanishes in a blaze of light and the apparition of Nicole with it-good riddance! How many rounds before you can rest-it all depends on the hits by the Contact Beam. Three or four rounds are typical. If you�re using the Plasma Cutter instead, double it. When it is finally over, Isaac slumps resigned to his fate as the Sprawl�s containment field is compromised. The Sprawl and Isaac Clarke are doomed but the Marker is destroyed. The Game Credits will begin to roll, but don�t put down the controller. The gritty Ellie is back. Whether Isaac wants to be rescued or not she is going to crash through the roof, depressurizing the chamber. Isaac is flung into the void. You must now catch the shuttle, avoiding the massive debris field, boosting when needed; and, when alongside the shuttle, you take her hand to get aboard by pumping the action button. Isaac has been in this situation before and the Nicole he knew wasn�t the one on that fateful shuttle. He looks over at Ellie. She has been through a lot, they both have, but does she appear more than a bit too rough around the edges? Nahh!!! Congratulations on completing Dead Space 2. You can now save your game and start another round by selecting new game +. You will retain all you equipment and credits. If you have any questions, comment, criticisms, suggestions, etc. feel free to contact me at the E-mail address on the title page. . . 17 GameFaqs: Dead Space 2 by SENIORBILL Page 49 of 49