Navigation
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Copyright 2008 - Staley, Deuce ex Defcon. Any site that wishes to host any of
my guides is free to do so, provided you contact me prior to posting the
guide(s), as I like to know where they're being used.
I can't guarantee any site other than GameFAQs will always have the most
current form of my guides, so if there's ever any doubt, always check GameFAQs.
If you find an outdated form of any of my guides on any other site(s), please
contact me, and I will contact the site(s) to get it updated.
All questions, comments, and so forth concerning this guide can be posted on my
site here:
http://thebrink.us/boards
Or if you're not fond of message boards, please feel free to email at
deucestaley@gmail.com or try me on AIM (Deuce ex Defcon).
-----------------------------------------------------------------------------
| ========================= |
| | CONTENTS | |
| ========================= |
-----------------------------------------------------------------------------
*NOTE: This guide is a work in progress and currently only contains
information for the first three chapters of the game. If you need help
with something that's beyond what I've covered so far, bear in mind
that I won't be able to help you since I haven't played beyond the
chapters that I've already written the guide for.
0.00) General Notes
1.00) Walkthrough
1.01) Chapter 1: New Arrivals
1.02) Chapter 2: Intensive Care
1.03) Chapter 3: Course Correction
7.00) End
7.01) Version History
7.02) Closing
=============================================================================
| ----------------------------------------- |
| | 0.00) General Notes | |
| ----------------------------------------- |
=============================================================================
-----------------
Green Light Crate
-----------------
- Along the way, you'll see little crates with green lights on them all over
the place. If you smash them, random items will drop for you. As you follow
this guide, you'll see that I've put Green Light Crate in the items list for
areas that have them since there's no way to perfectly predict what's going to
come out of them.
---------------------
Locker/Cabinet/Carton
---------------------
- You'll also see many lockers, cabinets, and carton things on the floor as
you move through the ship. The ones with red lights can't be opened, but the
ones with blue lights will have random items in them.
-----------
"Log Names"
-----------
- In the items list in this guide, you'll sometimes see that I've included
some phrases in quotation marks. These are log entry titles for log entries
that you won't get automatically. Sometimes you'll pick them up off the floor,
off of tables, off of shelves, by doing special events, and so forth.
=============================================================================
| ----------------------------------- |
| | 1.00) Walkthrough | |
| ----------------------------------- |
=============================================================================
| ----------------------------------------- |
| | | |
| | 1.01) Chapter 1: New Arrivals | |
| | | |
| ----------------------------------------- |
=============================================================================
----------
Hangar Bay
----------
Items: Small Med Pack (inside the shuttle)
Follow the Security Team: The Ishimura looks like it's in bad shape, and our
shuttle is going to need extensive repairs. Where
the hell is the flight crew?
Open the Hangar Door: I can use my uniform's RIG (Resource Integration Gear)
to interface with the Ishimura's holographic display
system.
Grab the Small Med Pack from inside the shuttle, then head out through the
opening and move towards the rest of the group. When Hammond asks you to, move
towards the hangar door and press your action button (X) to open it.
-------------
Flight Lounge
-------------
[Save Station]
Items: Small Med Pack (near entrance in cubbyhole)
Credits: 1700 (near entrance in cubbyhole)
Activate the Security Console: There should be a security console nearby where
I can run a systems diagnostic check.
Get to Safety: We've been attacked! I've been cut off from Hammond and
Kendra. I've got to find somewhere safe, somewhere to hide...
Grab the Small Med Pack and credits from the cubbyhole thing directly to the
left after you enter this room, then head for the door near Hammond (make use
of the save station first if you want). At the end of the hall, you'll find
a security console. Use your X button to activate it, then exit this room
through the nearby door as fast as you can (hold the L2 button down to run).
-----------------
Hall to Lift Room
-----------------
Nothing to do here except run as fast as you can. When you reach the lift
door, open it, get inside, and use the button near the door to close it.
--------
Workshop
--------
Items: Plasma Cutter (on the workbench)
Green Light Crate (near the lift door)
Green Light Crate (near the lift door)
Carton (on the floor by workbench)
Carton (on the floor by workbench)
Approach the workbench to the left and pick up the Plasma Cutter on it. The
locked door in this room as a blue energy thing to its right - smack it by
swinging your arm with your R1 button, and the door will be unlocked. Open it
and quickly deal with the enemy that comes out of it.
--------------------
Tram Control Hallway
--------------------
Items: Credits: 1000 (near the blocked doorway)
Small Med Pack (right after the first door)
"Vent Warning" (on the floor near the door to Tram Control)
Turn left and grab the credits near the blocked doorway, then head down the
other part of this hallway and grab the Small Med Pack and audio clip along the
way. Head out the door at the end of the hallway when you're ready.
------------
Tram Control
------------
[Save Station]
Items: Cabinet (wall next to entry door)
Locker (wall next to exit door)
Locker (wall next to exit door)
Replace the Damaged Tram: A broken tram car is blocking the whole system.
Looks like it got delivered to tram repair, but
never got switched off the tracks.
Use the save station on the wall if you'd like, then head through the next
door. There's nothing else to do here for now.
--------------------
Tram Control Hallway
--------------------
[Save Station]
Items: Green Light Crate (smash the crate with the green light)
Plasma Energy [6] (on the floor near save station)
Medium Med Pack (on the floor near save station)
"Shoot the Limbs" (on the floor near locked door)
Take a left and grab the plasma energy off of the floor by the save station.
Slaughter the enemy, pick up the medium med pack, and continue down this hall
to find an audio log. Once you've picked it up, use the save station if you
want, then head all the way to the opposite end of this hallway and head
through the unlocked door. Another empty hallway awaits you, so just head out
the next door you come to as well.
-----------
Tram Tunnel
-----------
[Stasis Recharge]
Items: Credits: 1000 (on the floor on opposite side from the stasis recharge)
Green Light Crate (near malfunctioning door)
Stasis Module (on the floor by malfunctioning door)
Take a left and grab the credits, then head for the malfunctioning door. Grab
the Stasis Module from the ground in front of it, then aim your Plasma Cutter
at the door and use a stasis shot to slow it down (use your square button while
aiming at the door). While it's slow, move through it.
--------------
Access Hallway
--------------
[Save Station]
Items: Stasis Pack (on the floor near save station)
Credits: 3000 (on floor by locked door right of save station)
Green Light Crate (down hallway by save station)
Plasma Energy [6] (on the floor in bathroom)
Plasma Energy [6] (on the floor in bathroom)
Small Med Pack (on the floor in bathroom)
Head up the ramp and grab the stasis pack, then turn to the right and head all
the way to the locked door to find some credits on the ground. Head down the
hallway by the save station to find a green crate that you can smash to get
some plasma energy, then enter the bathroom near the save station. Grab the
small med pack and the plasma energy from there, then use the save station if
you want. Head out the unlocked door when you're ready.
-----------
Tram Repair
-----------
[Stasis Recharge]
Items: Power Node (on the wall near first claw control)
"Tram Status" (on floor by second claw control)
Small Med Pack (on floor by second claw control)
Cabinet (on the wall near second claw control)
Find the Data Board: The tram computer is offline because of a missing data
board. Kendra thinks the data board is in the
Maintenance Bay. Did someone deliberately try to shut
down inter-deck transport? We aren't getting far unless
I get that tram system running.
Activate the first claw using the panel near the room's entrance, then head up
the ramp and down the other side. You'll find an audio log and a small med
pack over there, so go ahead and grab them. Use the second claw control panel
now, and once the claw has extended, quickly tag it with a stasis shot to slow
it down (use your square button while aiming, if you've already forgotten).
Quickly run up the ramp and use the control panel there before the stasis wears
off. Head out the door you originally came in when you're done.
--------------
Access Hallway
--------------
[Save Station]
Hmm... nothing much to do here. Save if you'd like, then head down the ramp
and go through the malfunctioning door.
-----------
Tram Tunnel
-----------
[Stasis Recharge]
Fight off the enemies and collect anything they drop, then head through the
other door.
--------------------
Tram Control Hallway
--------------------
[Save Station]
Nothing of interest here. Head up the ramp and out the first door, take a
right, and head all the way past the save station (stopping to save if you
want) through the door on the other side.
----------------
Maintenance Lift
----------------
It's just a lift. Press the button on the wall to ride it, then get out.
---------------
Maintenance Bay
---------------
Items: Green Light Crate (by maintenance lift)
Plasma Energy [6] (on the floor in front of lift to crane controls)
Green Light Crate (lowest part of the catwalk)
Cabinet (lowest part of the catwalk)
Cabinet (wall near crane lift exit)
Green Light Crate (next to crane control lift upper exit)
Maintenance Bay Key (on the floor in the upper catwalk area)
Plasma Energy [6] (on the floor in the upper catwalk area)
"Repair Invoice" (on the floor in the upper catwalk area)
Find the Maintenance Bay Key: The data board is locked up in a storage room.
The key should be somewhere in the Maintenance
Bay.
Sweep the lower area for enemies, collecting items along the way. When you've
gotten everything, take the second elevator up to the upper section of catwalk
and clear it out as well. The Maintenance Bay Key (key item) is on the floor
up here, so make sure you grab it. Take the elevator back down to the lower
area when you're ready.
Fend off any more enemies that spawn, then head for the orange door to the room
that's attached to this one. You can open it now that you have the card, so go
ahead and go in there.
----------------------
Maintenance Bay Office
----------------------
[Upgrade Bench]
Items: Data Board
Power Node (on the wall in one of the corners)
Locker (to the right when you enter)
Install the Data Board: Before I can operate the tram, I need to take the Data
Board back to Tram Control and install it.
Grab the Data Board from the table and open the unlocked locker, then grab the
power node off of the wall. You can use the upgrade bench if you'd like, but
I'll be waiting until later to make my first set of upgrades.
---------------
Maintenance Bay
---------------
Turn to the right and fight your way through here to get to the elevator.
----------------
Maintenance Lift
----------------
Just press the button and ride the elevator up.
--------------------
Tram Control Hallway
--------------------
[Save Station]
Fight through here, using the save station if you'd like. Take a right when
you get to the split in the hallway.
------------
Tram Control
------------
[Save Station]
Call the Tram: Looks like I've got the tram system up and running. I can call
a tram for Hammond and Kendra from Tram Control.
Return to the Kellion and Run Diagnostic: Hammond wants me to prep the Kellion
for launch despite the damage it
took on our landing. I can probably
get it functional, but I'm not sure
how far we can get in it.
Head to the back corner of this room and use the Data Board to repair the tram
system, then find the nearby panel to call a tram in. Save if you'd like, then
head out the door to the left of the save station.
--------------------
Tram Control Hallway
--------------------
Nothing of interest here, just run through the doors until you're in the
workshop.
--------
Workshop
--------
Get in the elevator and use it to head up.
-----------------
Hall to Lift Room
-----------------
Fight your way through to the door on the opposite side.
-------------
Flight Lounge
-------------
[Save Station]
Items: Green Light Crate (near save station)
Green Light Crate (near door to Hangar)
Smash the crates to get some items and use the save station if you'd like, then
head through the door to the Hangar Bay.
----------
Hangar Bay
----------
Items: Green Light Crate (near entrance to Flight Lounge)
Go to the Medical Deck: The Kellion is completely destroyed. There's no way
out of here. If I can find the Captain's RIG on the
Medical Deck, maybe Hammond can figure out just what
the hell happened.
There's a crate directly to your left, so smash it before you head for the
shuttle. Fight your way in and activate the console in the cockpit, then bail.
Fight off the enemies on the catwalk and collect the items they drop, then head
back into the Flight Lounge.
-------------
Flight Lounge
-------------
[Save Station]
Save if you'd like, then head through the large door next to the save station.
---------------
Hallway to Tram
---------------
Items: Large Med Pack (on the floor in the bathroom)
Carton (on the floor in hallway)
Carton (on the floor in hallway)
Take a right and enter the bathroom. Grab the Large Med Pack off of the ground
on the male side, then leave the bathroom and get in the elevator.
------------
Tram Station
------------
[Store]
[Upgrade Bench]
Store
Plasma Cutter 0
Line Gun 9000
Pulse Rifle 7000
Level 2 Suit 10000
Plasma Energy [6] 1200
Small Med Pack 2000
Small Air Can 1000
Stasis Pack 5000
Power Node 10000
What you do at the stores and work benches is of course entirely up to your
personal play-style. I'll share what I chose to do if you're curious, but you
should note that my choices could quite possibly turn out poorly for you if you
don't like to play the same way I do. Anyway, I sold a lot of my extra items,
stuck all but one clip of plasma energy in the safe, and bought the second suit
so I'd have more carrying capacity.
I used the two power nodes at the upgrade bench to get both starting point
upgrades for my plasma cutter since I didn't buy any of the other weapons. The
paths you take when upgrading your weapons can take some thought if you want to
ensure that you get the maximum benefit, so there'll be more on that later in
this guide if you're interested.
Anyway, regardless of what you choose to do, get on the tram when you're ready.
*Note: If your inventory was full and you wound up leaving a bunch of items
behind, now is a good time to backtrack and pick them up so you can
sell them at the store before moving on.
=============================================================================
| ----------------------------------------- |
| | | |
| | 1.02) Chapter 2: Intensive Care | |
| | | |
| ----------------------------------------- |
=============================================================================
------------
Tram Station
------------
[Store]
Store
Plasma Cutter 0
Line Gun 9000
Pulse Rifle 7000
Level 2 Suit 10000
Plasma Energy [6] 1200
Small Med Pack 2000
Small Air Can 1000
Stasis Pack 5000
Power Node 10000
Items: Kinesis Module (next to the chick dressed in white)
Small Med Pack (on the ground near all the corpses)
Retrieve the Captain's RIG: The captain's body made it down to the morgue,
probably before the ship was totally compromised.
Nicole worked on this deck. Maybe I can find
something... anything showing that she's still
alive.
Grab the small med pack from the ground in the room with all the corpses, then
pick up the Kinesis Module once the lady in white drops it. You can use it to
move objects by aiming your weapon at something and pressing the circle button
while you're still aiming. Pressing the circle button again will let go of the
object. Try it out on the crates that're blocking the next hallway.
----------------
Security Station
----------------
[Store]
[Save Station]
Store
Plasma Cutter 0
Line Gun 9000
Pulse Rifle 7000
Flame Thrower 11000
Level 2 Suit 10000
Plasma Energy [6] 1200
Small Med Pack 2000
Small Air Can 1000
Stasis Pack 5000
Power Node 10000
Items: Flamethrower Schematic (on the floor in the hallway)
Credits: 3000 (on the ground near the save station)
Green Light Crate (near life support console)
Locker (near the save station)
Plasma Energy [6] (in the pile of corpses between the two doors)
Find the Thermite: There's some thermite stored near the Main Lab. A small
amount of that, plus a timed electrical charge, and I
should be able to blow through that barricade.
Find the Shock Pad: A portable defibrillator should provide enough juice to
detonate the thermite. There's one in Zero-G Therapy,
according to Hammond.
Destroy the Barricade: Once I've put together an explosive, I can blow up the
barricade. Then I need to make my way through the
Emergency wing and find the Morgue.
Grab the Flamethrower Schematic on the ground and head through the door. Pick
up the credits by the save station and the plasma energy in the pile of corpses
in the corner, then check the little area to the left of the save station to
find a green light crate and a locker. Head for the store so you won't have to
carry that flamethrower schematic around in your inventory, then use the save
station if you'd like. Head through the door right next to the save station
when you're ready.
--------
Main Lab
--------
[Stasis Recharge]
[Save Station]
Items: Plasma Energy [6] (second pile of corpses by the stasis recharge)
Cabinet (on the wall to the left after entering the main area)
Plasma Energy [6] (on the floor to the left of the first locked door)
"Mercer's Journal" (on the floor in the bathroom)
Plasma Energy [6] (on the floor in the bathroom)
Plasma Energy [6] (on the floor in the bathroom)
Plasma Energy [6] (on the floor in an office)
"Kyne and the Captain" (on the floor in an office)
Green Light Crate (on the floor in an office)
Locker (in an office)
Locker (in an office)
Locker (in the office with the save station)
Locker (in the office with the save station)
Locker (in the office with the save station)
Head down the hallway until you see the second pile of corpses by the stasis
recharge station, then examine the pile for some plasma energy. Use a stasis
shot on the door to slow it down, then head through it as well as the door
behind it. Turn to your left and open the cabinet on the wall for an item,
then grab the clip of plasma energy to the left of the nearby locked door.
Once you walk towards the catwalks, the quarantine will activate again.
After you've fought off the enemies in the upper area, head for the back and
use the lift there to move down into the lower area. This part is crawling
with enemies too, so be ready to fight them off. Don't hesitate to spam your
stasis ability either, since there's a recharge station down here. Once the
quarantine is lifted, scour the bathroom and offices for items, saving the one
closest to the lift for last.
After you've raided the office closest to the lift and used the save point in
it if you'd like, head through the other door in it.
-------
Bio Lab
-------
Items: Plasma Energy [6] (on the floor outside of glass area)
Plasma Energy [6] (near the decapitated guy)
Plasma Energy [6] (on the floor by a table on the lower level)
Green Light Crate (on the floor by lift)
Plasma Energy [6] (on the floor between tube things on the upper level)
Grab the plasma energy on the ground to the right when you see the guy, then
wait until the door is unlocked and head through. Fight off the enemy, then
collect the two plasma clips and smash the green light crate. Take the lift up
and deal with the enemies there, then grab the plasma clip on the ground
between the two big tube things and head out the next doors.
--------
Main Lab
--------
[Stasis Recharge]
[Save Station]
Items: Plasma Energy [6] (on the floor in the office with the thermite)
Plasma Energy [6] (on the floor in the office with the thermite)
Power Node (on the wall by the door in the office with the thermite)
Thermite (on the desk in the office)
Grab the plasma clips, the power node, and the Thermite, then head out the door
in the office as well as the next one right in front of you. Use stasis on the
malfunctioning door, then head through and fight off the enemies in this part
of the hallway. Recharge your stasis and head to the end of the hallway to get
back to the Security Station.
----------------
Security Station
----------------
[Store]
[Save Station]
Store
Plasma Cutter 0
Line Gun 9000
Pulse Rifle 7000
Flame Thrower 11000
Level 2 Suit 10000
Plasma Energy [6] 1200
Small Med Pack 2000
Small Air Can 1000
Stasis Pack 5000
Power Node 10000
Make use of the store if you need to, then save at the save station if you'd
like. Head through the door to the left of the store when you're ready.
-------------------
Imaging Diagnostics
-------------------
[Stasis Recharge] x 2
[Upgrade Bench]
[Save Station]
Items: Plasma Energy [6] (on the ground next to the stasis recharge station)
"Interesting Results" (on the ground near power node door)
Pulse Rounds Schematic (in the small room in the back of the lab)
Plasma Energy [6] (in the small room in the back of the lab)
Locker (office behind power node door)
Locker (office behind power node door)
"Mercer and Kyne" (on the floor in office behind power node door)
Gold Semiconductor (on a table in office behind power node door)
Line Racks [2] (use your kinesis from the top of the lift to grab them)
Move through the hallway and grab the plasma energy next to the stasis recharge
module, then head through the next door. The door directly to the left will
require a power node if you want to get in there. You should have one from the
lab area you just came from, but if not, you can buy one at the store (or use
one from earlier in the game if you haven't already used them to upgrade your
equipment). You can also just completely skip this room if you'd like.
Whether you choose to do so is entirely up to you. If you want the log file,
you'll have to cough up the power node one way or another. You can sell
everything else from that room and get almost all of your 10000 credits back,
depending on what items you get from the lockers (the one on the right seems to
like giving a large med pack) if that information helps you make your decision.
Anyway, when you're ready to move the giant cylinder thing, aim your weapon up
at the blue symbol on it and press your circle button. Drag it to the left for
a while, then leave it there (you'll walk over the top of it later). Head
farther back into the room and deal with the enemies, then step into the office
to grab some items.
To get the lift back online, use kinesis on the block thing that's on the
ground next to it and stick it back in the wall (press circle again to let go
of it once it's in the hole). After you've taken the lift up, aim down and
use kinesis to grab the Line Racks from the ledge.
Proceed down this walkway, then go around the corner towards the door. You'll
probably have to move that cylinder thing again if you can't quite walk on it,
so grab it with kinesis again and slide it a bit more to the left. Use the
save station if you'd like, then swat the electrical thing on the right side of
the door to unlock it and head through.
----------------------
Zero-G Therapy Hallway
----------------------
Items: Locker (in the exposed area)
Locker (in the exposed area)
Locker (in the exposed area)
Go through the unlocked door to enter a breached hallway. Don't worry too much
about your air supply - you have more than enough for this small hallway. Just
run through, grabbing the items from the three lockers along the way, and go
out the next door you come across. As soon as it closes behind you, pressure
will be restored. Go through the next door to enter your very first Zero-G
situation.
--------------
Zero-G Therapy
--------------
Items: Green Light Crate (floating in the Zero-G, grab it with kinesis)
Shock Pad (in the small room)
Cabinet (in the small room)
Locker (in the small room)
Credits: 1000 (on the floor in the small room)
Use the console to deactivate gravity, then aim your weapon towards the wall
across from you and press your triangle button (if it flashes red, keep looking
for somewhere until your character actually jumps). From the wall next to the
door, re-orient yourself and aim at the floor in front of the door for your
next jump. Use kinesis to grab one of the battery things floating around so
you can open the door, then head through it.
Grab the Shock Pad from the table, then grab the credits off of the floor and
the items from the cabinet and the locker. Go back into the Zero-G area and
make your way back through the door on the other side.
----------------------
Zero-G Therapy Hallway
----------------------
Hmm, combat sounds a lot different out here, doesn't it? Deal with the enemies
and make your way back through the doors at the other end of this area.
-------------------
Imaging Diagnostics
-------------------
[Stasis Recharge] x 2
[Upgrade Bench]
[Save Station]
Use the save station again if you'd like, then make your way back down the lift
and out the doors leading back to the Security Station. The small enemies are
annoying, but with a stasis recharge station right here, you can just freeze
them to make it really easy.
----------------
Security Station
----------------
[Store]
[Save Station]
Store
Plasma Cutter 0
Line Gun 9000
Pulse Rifle 7000
Flame Thrower 11000
Level 2 Suit 10000
Plasma Energy [6] 1200
Pulse Rounds [25] 1250
Small Med Pack 2000
Small Air Can 1000
Stasis Pack 5000
Power Node 10000
Use the store to get rid of some of your excess inventory, then save at the
save station if you'd like. Examine the barricade by the door to the clinic,
then use your shock pad and thermite to destroy it.
*Note: If you don't have any power nodes left, you might want to buy one from
the store right now. There's a door coming up that will need one to
open it, and the Line Ammo Schematic is behind it (as well as plenty of
plasma energy, a green light crate, and a locker). You'll get a free
power node on the floor in the morgue anyway, so if you'd prefer to
wait until the return trip, you can do that too.
------
Clinic
------
[Oxygen Recharge]
Items: "Nicole's Report" (on the floor right after you enter the hallway)
Green Light Crate (on a chair in the waiting room)
Green Light Crate (in the main clinic area)
Line Racks [2] (on a shelf in the main clinic area)
Plasma Energy [6] (on the floor against a wall in the main clinic area)
Credits: 1000 (on the floor in a corner of the main clinic area)
Locker (in the small room attached to the main clinic area)
Locker (in the small room attached to the main clinic area)
Smash the green light crate to your left, then open the next door. Deal with
the two enemies, then raid the main clinic area and the small room attached to
it for items. Find the battery thing on the ground and use kinesis on it to
stick it back in the wall by the door to the Emergency Room to unlock it, then
go through it.
--------------
Emergency Room
--------------
[Oxygen Recharge]
[Save Station]
Items: Line Ammo Schematic (behind power node door)
Plasma Energy [6] (behind power node door)
Plasma Energy [6] (behind power node door)
Plasma Energy [6] (behind power node door)
Plasma Energy [6] (behind power node door)
Plasma Energy [6] (behind power node door)
Locker (behind power node door)
Green Light Crate (behind power node door)
"Eileen" (on the ground in front of the Intensive Care Unit door)
"Newborns" (on the ground at the end of dead-end)
Line Racks [2] (on a shelf at the end of dead-end)
Green Light Crate (on the ground at the end of dead-end)
Green Light Crate (on the ground at the end of dead-end)
"More Time" (on the ground right before save station)
"Colonist Problems" (on the ground right after save station)
Fend off the hoard of enemies, then use a power node to get in the locked door
if you want (if you don't have one, you can either wait until you pick one up
on the floor in the morgue or return to the Security Station and buy one). The
Line Ammo Schematic is behind it, along with tons of plasma energy, a green
light crate, and a locker. Once you've gathered everything, head down the
hallway again and pick up the Eileen audio log in front of the Intensive Care
Unit door. Continue down the hallway towards the dead-end and fight off the
enemies there, then collect all of the items and backtrack to the Intensive
Care Unit door.
Check the floor in here for another log entry, then use the save station if
you'd like before heading through the door next to it. Grab the log entry from
the floor here, then continue down the hallway and get in the elevator.
------
Morgue
------
Items: Credits: 1000 (in one of the morgue drawers)
Plasma Energy [6] (on the floor next to the office)
"Autopsy Report" (on the floor in the morgue)
Captain's Rig (dropped after the fight)
Credits: 1000 (on the floor in the area with the shattered glass)
Small Med Pack (on the floor in the area with the shattered glass)
Power Node ( on the floor in the area with the shattered glass)
Kill the Captain: The captain's body has been... transformed by one of those
things. I've got to take him down to get his RIG.
Go to Engineering: So the infection started planetside, and somehow got onto
the ship. And these creatures came from within the planet.
It's almost too incredible to believe. Hammond needs me on
the Engineering deck now, to try to correct the ship's
orbit. As if things could get any worse.
Move into the room and wait for the enemies to break out of the glass, then
freeze them with stasis so you can open fire on them. Move as far away as you
can while you're firing so you'll have more room to freeze them again if you
have to. Once they're all down, grab all of the items in the room as well as
in the area behind the shattered glass, making sure you don't miss the power
node on the floor.
If you skipped the power node door a few rooms ago and you'd like to go back
for it now, go ahead. Otherwise, use the elevator next to the shattered glass
area to get back to the Clinic.
------
Clinic
------
[Oxygen Recharge]
Head for the door right in front of you, take out the enemy, and then go
through the next door and the hallway behind it to get back to the Security
Station.
----------------
Security Station
----------------
[Store]
[Save Station]
Store
Plasma Cutter 0
Line Gun 9000
Pulse Rifle 7000
Flame Thrower 11000
Level 2 Suit 10000
Plasma Energy [6] 1200
Line Racks [2] 2000
Pulse Rounds [25] 1250
Small Med Pack 2000
Small Air Can 1000
Stasis Pack 5000
Power Node 10000
Head to the store and use the save station if you'd like, then head out the
door to the tram station.
------------
Tram Station
------------
[Store]
Store
Plasma Cutter 0
Line Gun 9000
Pulse Rifle 7000
Flame Thrower 11000
Level 2 Suit 10000
Plasma Energy [6] 1200
Line Racks [2] 2000
Pulse Rounds [25] 1250
Small Med Pack 2000
Small Air Can 1000
Stasis Pack 5000
Power Node 10000
Just hop in the tram, there's not a whole lot else to do here.
=============================================================================
| ----------------------------------------- |
| | | |
| | 1.03) Chapter 3: Course Correction | |
| | | |
| ----------------------------------------- |
=============================================================================
------------
Tram Station
------------
Items: Carton (on the floor by the tram)
Cabinet (on the wall in the glass area)
Re-Fuel the Engine: I find it hard to believe that the Ishimura ran out of
fuel. They haven't been on mission long enough for that.
Either the fuel lines are disengaged or something very bad
has happened.
Activate the Centrifuge: Hammond's right about this one. Ships like the
Ishimura use massive centrifuges to negate the pull
of dismantled pieces of planet. Undoubtedly, it's
offline so I'll need to assess the problem and get it
restarted.
After gathering the items, head down the hallway to enter the Control Room.
------------
Control Room
------------
[Save Station]
[Store]
Store
Plasma Cutter 0
Line Gun 9000
Pulse Rifle 7000
Flame Thrower 11000
Level 2 Suit 10000
Plasma Energy [6] 1200
Line Racks [2] 2000
Pulse Rounds [25] 1250
Small Med Pack 2000
Small Air Can 1000
Stasis Pack 5000
Power Node 10000
Items: "Temple Report 1" (on the floor in control area)
Locker (next to save station)
Locker (next to save station)
Locker (in small hallway by elevator)
Cabinet (on wall left of control area)
Gather the items from the cabinet and the lockers as well as the log on the
floor, then use the store and save point if you'd like. Head out the door next
to the save station when you're ready.
------------
Machine Shop
------------
[Upgrade Bench]
Items: Flame Fuel Schematic (in the storeroom at the bottom of the stairs)
"Temple Report 2" (in the storeroom at the bottom of the stairs)
Locker (in the storeroom at the bottom of the stairs)
Locker (in the storeroom at the bottom of the stairs)
"Chaos" (on a table near the upgrade bench)
Plasma Energy [6] (near Refueling Chamber door, need kinesis)
Take the stairs down and deal with the enemy, then enter the little storeroom
to raid it for items. Work your way through the other side of the room now,
making sure you don't miss the Plasma Energy that's on a shelf thing beyond
your reach near the door to the Refueling Chamber. You'll have to tag it with
kinesis if you want it.
-----------------
Refueling Chamber
-----------------
[Save Station]
Items: Small Med Pack (on a shelf in a small room)
Cabinet (on a wall near the 1000 credits)
Credits: 1000 (on a shelf in the middle of the catwalks)
Green Light Crate (by the cabinet and 1000 credits)
Cabinet (near the gondola controls)
Green Light Crate (on the ground shortly after exiting the gondola)
Cabinet (directly to the left when exiting the gondola)
Credits: 1500 (on a shelf in the room with the power node)
Power Node (in a small room in the middle of the second catwalk area)
"Temple Report 3" (on the ground in the middle of the 2nd catwalk area)
Ripper Schematic (on the ground by second refueling lever)
Cabinet (upper catwalk area near second refueling lever)
Stasis Pack (shelf by corpses on catwalk near second refueling lever)
Small Med Pack (on the ground near upper control room entrance)
Green Light Crate (catwalk right outside upper control room entrance)
Enter the area and scour it for items as you eliminate enemies, then use
kinesis on the arm thing that's sitting on a high circular platform to refuel
the first engine. Use kinesis to drag the gondola car back to your side of the
area, then hop on it and ride it to the other side.
Focus your attention on the catwalk area as you approach it and try to aim at
one of the explosive red canisters on the ground when the enemies are close to
it. After you've done that, just slaughter them the regular way until they're
all dead. Collect what they drop, then raid the place for items. Make sure
you don't miss the power node on the wall in one of the little rooms in the
middle of the area.
Find the circular platform with the second refueling lever on it and use
kinesis to activate it, then use the save station if you'd like and return to
the gondola. When you get off, head to the right and go up the catwalk where
you saw the enemy run. Fight your way through to the door leading to the
control room area and go through it, then enter the other unlocked door in
there to get back to the area where you started.
------------
Control Room
------------
[Save Station]
[Store]
Store
Plasma Cutter 0
Line Gun 9000
Pulse Rifle 7000
Flame Thrower 11000
Ripper 8000
Level 2 Suit 10000
Plasma Energy [6] 1200
Line Racks [2] 2000
Pulse Rounds [25] 1250
Flame Fuel [25] 1000
Small Med Pack 2000
Small Air Can 1000
Stasis Pack 5000
Power Node 10000
Fight off the enemies in here, then use the store so you won't have to carry
those two schematics around with you anymore. Save if you'd like, then make
your way into the elevator leading towards the centrifuge area.
---------------
Decontamination
---------------
[Upgrade Bench]
Items: Locker (outside of decontamination room)
Locker (outside of decontamination room)
"Temple Report 4" (locker outside of decontamination room)
Locker (outside of decontamination room)
Locker (outside of decontamination room)
Locker (outside of decontamination room)
Locker (on other side of decontamination room)
Enter the area and raid the lockers for items, then use the upgrade bench if
you'd like (personally I chose to wait until later, when I could have more
power nodes to fill a bunch of slots at once). Enter the main decontamination
area when you're ready and activate the console, then fight off the three
enemies to make the doors unlock. Head out and check the last locker, then
enter the door leading to the centrifuge area.
----------
Centrifuge
----------
[Save Station]
[Oxygen Recharge]
[Stasis Recharge]
Items: Power Node (wall on dead-end side of curved hallway)
Credits: 1700 (on the floor by power node)
Pulse Rounds [25] (in a hole in the wall on right side of hallway)
Gold Semiconductor (in a hole in the wall on right side of hallway)
Medium Air Can (on the floor by save station)
Cabinet (next to door in the Zero-G area)
Green Light Crate (grab it with kinesis in the Zero-G area)
Plasma Energy [6] (by save station, after activating centrifuge)
Manually Ignite the Engine: Now that the ship has fuel and the centrifuge is
working, I just have to re-engage the engines from
the Engine Room. The automatic navigation systems
should then correct our orbit.
Take a left and head for the dead-end to grab a power node and some credits,
then go back down the other side of this hallway. Take the pulse rounds and
the gold semiconductor from the hole in the wall, then open the next door.
Take the medium air can and use the save station if you'd like, then open the
door to enter another Zero-G area.
There's a cabinet directly to your left, so open it before looking for the
floating green light crate that you can pull towards yourself with kinesis.
Fight off the enemies, then launch yourself to the floor (aim your weapon and
press the triangle button, in case you've forgotten how to jump). If you're
low on stasis energy, look around on the catwalk ring until you see the stasis
recharge station. Otherwise, approach one of the big cylinder things with the
rotating end and hit the rotating part with a stasis shot, then quickly grab
the whole thing with kinesis and pull it towards the main piece of machinery in
the middle of the room
Repeat the process with the second generator cylinder, then get up on the
catwalk to refill your stasis energy. The controls for activating the
centrifuge are near the stasis recharge station, so walk over to them. As soon
as you activate the centrifuge, this area is going to have gravity again, but
it will lose compression. You'll need to plan your escape to avoid running out
of air, and you'll have to avoid the giant spinning machinery in the middle of
the room.
As soon as you activate the centrifuge, turn around and use the lift behind
you to get to the lower level. Wait for the giant spinning thing to go by,
then sprint to the right and duck in the first cubbyhole you find. Wait until
the thing spins by again, then run to the next cubbyhole to the right. There's
an oxygen recharge station in this one, so use it. Continue moving to the
right from cubbyhole to cubbyhole as the arm spins by until you find the lift,
then ride it up and turn to the right to find the exit.
Grab the plasma energy and use the save station, then open the next door. When
the thing grabs you, quickly aim your weapon at the giant yellowish blob on its
tentacle and shoot it a few times until it lets you go. Continue moving down
the hallway and head back into the decontamination room again.
---------------
Decontamination
---------------
[Upgrade Bench]
Head through here to the elevator on the other side.
------------
Control Room
------------
[Save Station]
[Store]
Store
Plasma Cutter 0
Line Gun 9000
Pulse Rifle 7000
Flame Thrower 11000
Ripper 8000
Level 2 Suit 10000
Plasma Energy [6] 1200
Line Racks [2] 2000
Pulse Rounds [25] 1250
Flame Fuel [25] 1000
Small Med Pack 2000
Small Air Can 1000
Stasis Pack 5000
Power Node 10000
Definitely take advantage of the store right now. The area you're headed to
has a ton of items in it, so you'll want to have your inventory as empty as
possible if you want to avoid having to make more than one trip. Use the save
station if you'd like, then head for the big circular door that's now unlocked
thanks to Kendra.
------------
Fuel Storage
------------
Items: Small Air Can (floating in space, use kinesis)
Pulse Rounds [25] (floating in space, use kinesis)
Green Light Crate (floating in space, use kinesis)
Medium Air Can (floating in space, use kinesis)
Medium Med Pack (stuck in some metal near second airlock, look down)
Open the door to enter a vacuum, then use kinesis to grab the items that're
floating in front of you. Re-enter the previous room to get your air back,
then go back into the vacuum. Look up and to the left to find a platform
floating in space that you can launch your self to, then immediately turn and
face the next platform area to find two enemies that're going to attack you.
Deal with them, then look around for a medium air can and a medium med pack.
Launch yourself to the next airlock and head through it when you're done. (If
you run short on air during any of this, just open the airlock to refill your
supply.)
-------------------
Engineering Storage
-------------------
[Stasis Recharge]
Items: Medium Med Pack Schematic (on the floor when you first enter the room)
Cabinet (on wall next to really loud machines)
"Corruption" (floor of right upper storeroom)
Locker (right upper storeroom)
Locker (right upper storeroom)
Locker (right upper storeroom)
Power Node (on the wall in right upper storeroom)
Locker (left upper storeroom)
Small Med Pack (on the floor in left middle storeroom)
Locker (right middle storeroom)
Green Light Crate (right middle storeroom)
Stasis Pack (right lower storeroom next to stasis recharge station)
Medium Med Pack (storeroom behind power node door)
Ripper Energy Schematic (storeroom behind power node door)
Credits: 5000 (storeroom behind power node door)
Grab the schematic from the floor and raid the cabinet next to it, then
continue down the hallway. This area is filled with small storerooms and
elevators, so make sure you raid all six of the store rooms on your way down.
If you don't want to waste a power node on the power node door, you'll be
missing out on a schematic for ripper ammo.
Anyway, use a stasis shot on the malfunctioning door to get past it. In the
hallway on the other side, make use of the explosive red cylinder thing to take
out some of the enemies as they approach, then deal with the survivors.
-----------
Engine Room
-----------
[Save Station]
Items: Green Light Crate (near entrance)
Gold Semiconductor (big enemy drops it)
Medium Med Pack (to the left in the middle of the room)
Plasma Energy [6] (to the left in the back of the room)
Cabinet (on the right in the front of the room)
Cabinet (on the right in the back of the room)
Power Node (in the area under the catwalks on the right of the room)
Green Light Crate (upper catwalk area on the right side of the room)
Green Light Crate (upper catwalk area on the right side of the room)
Go to the Bridge: From bad to worse. We're no longer going to crash, but
we're going to get smashed to pieces by the asteroid field
surrounding the planet. I've got to get to the Bridge and
meet up with Hammond.
Save at the save station, then grab one of those explosive red cylinders with
kinesis if there's still one around. Drop it in front of the door to the left
of the save station, then open the door and pick it back up. This room is
crawling with enemies, and if you press your R1 button while you're still
holding the explosive thing with kinesis, it'll launch like a rocket. Use it
to do whatever damage you can, then open fire on the enemies to finish the
fight. When the big one comes out, try to down it before it gets too close to
you - a bunch of those tiny things will come out of it when you kill it, so
you'll want plenty of distance to deal with them.
Raid the room for items once the fight is done, and make sure you don't miss
the power node on the right in the room with all of the explosive cylinders.
Use the console to start the process of reactivating the engines, then fight
off the hoard of enemies that attacks you. Once the fight is over, use the
console again to complete the process, then leave out the door you originally
came in through. Use the save station if you want, then head out the door
right next to it.
-----------------
Refueling Chamber
-----------------
[Save Station]
Items: Green Light Crate (to the left when you come in the room)
Cabinet (to the left when you come in the room)
Take the items from the crate and the cabinet to the left, then head up the
ramp to get back to the Control Room.
------------
Control Room
------------
[Save Station]
[Store]
Store
Plasma Cutter 0
Line Gun 9000
Pulse Rifle 7000
Flame Thrower 11000
Ripper 8000
Level 2 Suit 10000
Plasma Energy [6] 1200
Line Racks [2] 2000
Pulse Rounds [25] 1250
Flame Fuel [25] 1000
Ripper Blades [4] 1800
Small Med Pack 2000
Medium Med Pack 5000
Small Air Can 1000
Stasis Pack 5000
Power Node 10000
Use the store and save station if you'd like, then head back to the tram and
use it.
[That's it for Chapter 3. Chapter 4 and beyond will follow, but again, I won't
guarantee how fast I'll finish this guide considering how many other great
games are coming out soon. Red Alert 3 alone will consume so much of my time
that it's not even funny.]
=============================================================================
| -------------------------- |
| | 7.00) End | |
| -------------------------- |
=============================================================================
===============================================================================
7.01) Version History
===============================================================================
------------------
October 17th, 2008
------------------
- Chapter 1 is done, but that's about it. More will come this weekend, but
with all the other great games coming out in the next few weeks, I'm not making
any promises about finishing this super fast.
------------------
October 20th, 2008
------------------
- Replayed Chapter 1 and added a bunch of stuff that I missed. Also added
Chapters 2 and 3. Again, I'm making no guarantees about how fast I'll finish
the rest of this guide considering how many other great games are coming out in
the next few weeks.
===============================================================================
7.02) Closing
===============================================================================
As always, any comments are more than welcome. If you need more specific help,
feel free to contact me on The Brink, and I'll see if I can't hook you up with
a quick screenshot or two to help out.
http://thebrink.us/boards
Or if you're not fond of message boards, please feel free to email at
deucestaley@gmail.com or try me on AIM (Deuce ex Defcon). Enjoy the game, and
thanks for taking a look at the guide.
===============================================================================
DEUCE EX DEFCON
===============================================================================
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