Dead Space 2: FAQ/Walkthrough

                                    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: bilpon1@yahoo.com


                            TABLE OF CONTENTS



 INTRODUCTION
 TOOLS OF THE TRADE
 NECROMORPHS
 WALKTHROUGH

 Chapter 1 BEEN THERE, DONE THAT!
 Chapter 2 SHOPPING MAULS AND CHOO CHOO TRAMS
 Chapter 3 TAKING OUT THE GARBAGE
 Chapter 4 LUNATIC-OLOGY
 Chapter 5 BLOOD AND CRYPTS
 Chapter 6 WHATS A NICE GIRL LIKE YOU DOIN’. . .?
 Chapter 7 ARRAY OF HOPE!
 Chapter 8 NO PRESSURE!
 Chapter 9 CAN I HAVE A RIDE?
 Chapter 10 WELCOME BACK, ISAAC CLARKE
 Chapter 11 STROSSED OUT
 Chapter 12 YOU KNOW THE DRILL!
 Chapter 13 EXACTLY HOW MANY OF YOU GUYS ARE THERE?
 Chapter 14 SAY UNCLE-UBER!
 Chapter 15 WILL YOU GO AWAY ALREADY?

Version 1.1 February 21, 2011: I have corrected the Line Gun upgrade matrix and
added extensive detail throughout the document. I have also removed some
redundant debris and, hopefully, removed the typos.



                                INTRODUCTION       

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.


                           TOOLS OF THE TRADE    

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. The Stasis Mod, 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
your 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 and
integral to success as outlined in this document. 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 suspend 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’s 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.



                                  NECROMORPHS      


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 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. 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 clawed 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 variant 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 deadly 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 as
well. 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 and they are tough to
kill. A flood of pesky hard-to-hit Spawn will drop from them to make life
difficult.

Divider Spawn: Divider Spawn spring from Divider Necromorphs. They will normally
survive the death of the Divider and will scurry about trying to get to you.
They will leap onto your head and dish out substantial damage. They are hard to
hit because of their small size and unpredictable movement and they normally
come in small groups of four to six. At times you will encounter them 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 in 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. They are 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 when
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 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 its 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   

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,
POWER NODES or SCHEMATICS will appear in upper case letters.


               CHAPTER 1: BEEN THERE, DONE THAT!    

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 without pausing down the left hallway.
Pass through the left opening and then bear right in the broad hallway. You can
run past the rampaging Necromorphs if you just keep sprinting. Pass through the
two open doorways and turn left, sprinting 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. Use the adjacent doorway. Turn
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 badgered
about the “symbols.” The procedures have completely broken him and have brought
back fearsome memories of his past and dread of his present situation.

Continue out the door beyond, go down the hall and into the next room where a
troubled medical research officer, after a disquieting encounter, cuts Isaac
free of his straightjacket. 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 mystery woman, Daina, addresses Isaac before he enters the Patient Rec Room
elevator. She tells him she can cure his induced dementia and can help him get
to safety. He wonders why. Why the interest in a stranger?

Now free of his confinement Isaac, can use melee and stomping tactics. Use the
blue objective path and the flashlight to make your way through the dark corpse-
strewn Rec Room and you will soon come to another SAVE STATION.

Go into the shower room. 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. The assertive Daina again offers help and Isaac
again wonders why she is so intent on helping him. Someone named Tiedemann is
mentioned for the first time.

Interact with the Telekinetic Surgical console. The suspended corpse will fall
and you will acquire the instrument’s Kinesis Module during the cut scene. 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 wall panels. 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 carrying you rod 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 lying 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 their corpses for items. Make your way
to the exit door, using the lower path to get there, since a heavy, unmovable
object blocks the locator’s path.

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 Text Logs won’t generally be
individually flagged. They are frequently encountered and often provide insight
into the activities and 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. Only fresh kills
typically produce pick-ups, these two are exceptional.

Proceed into Intensive Care. A terrified patient pleads for help. Raid the three
empty medical rooms to find some Plasma Energy and other items. Ignore the
writhing Necromorph 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 cut scene. Dismember the Slasher to
destroy it. Another follows it. You can dismember it or grab a claw from your
first victim and use kinesis to propel it into the second Slasher-this tactic is
quite effective when conditions allow it. Stomp both corpses to build up your
supplies. Shoot a limb off of the thrashing creature on the gurney, melee it,
take its drop, and move out of the room following the path.

After Daina informs Isaac that dismembering the creatures is the best strategy-
at fact he is well aware of-continue on to another SAVE STATION.

Enter the Intensive Care Waiting area and after the fire suppression is
triggered, three Slashers will attack. Two from near the scorched area and one
from behind. Dismember them and stomp the corpses and then loot the area.
Continue along the objective path, looting the Necromorph-free areas until you
reach the Upper Lobby, where a warning horn is sounding.

Nolan Stross, the distressed patient you saw earlier on the video, is on the
loose. He entreats you to get out of the area. Follow him, but your pursuit
falls short when there is a security lockdown. Stross seems to know Isaac, but
Issac doesn’t remember him.

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. They will enter one at a
time. If you’re pressed, you can cripple some of them and then finish them off
as they crawl toward you. Loot the bodies and then the area. You can even return
to the Upper Lobby for any items you missed because of your pursuit of Stross.
Daina sends you an alternate route and Tiedemann-obviously the bad guy-now seems
to be interfering with communications.

You will acquire your first POWER NODE from the circular receptionist’s desk in
the lower lobby. Looting complete, follow the objective path to another SAVE
STATION.

Enter the nearby Triage Room. You must now hack your first console. It will be
on the left side in a brown cabinet. Interact with it to remove its cover and
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. If you hit the action button on any field other than blue, you will be
pushed away and will have to try again.

You now have your Stasis Module and you must immediately put it to use as a
Slasher’s charge is briefly slowed as it moves through a stasis field. 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 run 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 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. Try to use the environment to stay out
of their line of “fire.”

Look around the doorway; hit the Puker with stasis and then dismember it. Give
its buddy the same treatment. Always wait until a Puker is completely down and
out. They can release a damaging flood of acidic vomit while in their death
throes. Loot the area and the corpses. Be sure to seize 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-it definitely 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 the gift shop’s
desk.

Enter the Critical Needs area. The window will fracture and then give way to the
vacuum of space. The room will rapidly depressurize during the cut scene,
sucking everything but you into the void. When your weapon is enabled, shoot the
red triangular emblem above the fractured glass to bring down the emergency
barrier, sealing the breach. This scripted scene 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 slamming blast door. At times creating a breach is your best bet of survival
as you battle your way across the Sprawl.

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 as it lays, and then take the POWER NODE from the wall box. Enter
the STORE cubicle.

The Engineering Suit is a mandatory purchase and since there is a 1,000 credit
chip on the nearby table, it’s certainly affordable to all. It will allow you to
travel in Zero-G and has a small built in O2 supply. It also provides a 5%
increase in protective 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, following the objective pathway to get through the
tangled area. Just beyond a Tripod will attack you from the window area. Too bad
you can’t shoot this glass out.

The Tripod travels on three legs and two of them have glowing weak spots. In
additional to slashing 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. Destroying one of the glowing knuckles will cripple it,
hampering its pursuit. Run to keep your distance, using the large central column
to slow its movement. When your Stasis Mod is depleted run for the re-charge
station. If you’re the patient type you can use one stasis shot to damage it and
the second to freeze, allowing you an unhindered re-charge. 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 that it drops. Ransack the room and
refill your Stasis Mod before exiting.

After Daina raises your hopes about a cure, follow the objective path toward the
maintenance workshop, grabbing every item along the way. The path will lead you
to a maintenance duct. Use kinesis on the distinctive 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     

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-only 17,000-I
purchased the Line Gun for 9,000 credits. It will provide excellent service
throughout the remainder of the game, but the Javelin Gun, new in Dead Space 2,
is also a decent weapon.

Note: The Line Gun is a powerful weapon but you can only carry six rounds of
ammo per inventory slot. It therefore is obviously not a utility weapon and
should not be routinely used against weaker foes, like Slashers. Use the Plasma
Cutter as much as possible to conserve its ammo. The Line Gun’s alternate attack
is an energy grenade that is a valuable resource and is lethal. I will
frequently advocate using it in challenging encounters.

If you have plenty of Plasma Energy or Med Packs, put some into your safe to
free up inventory slots so you don’t have to pass up too many drops. Keeping 75
rounds of Plasma Energy should easily be a sufficient safety margin. I was able
to store 40 rounds of Plasma Energy and two small Med Packs. This freed up four
inventory slots. From now on ammo drops can include Javelin spears as well as
ammo for your equipped weapons, so don’t pass up the chance to grab ammo for
what you’re carrying. With additional items available the drops will be somewhat
less productive.

You should now have four Power Nodes, which you can spend at the WORKBENCH or
maintain in inventory. 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 Module 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. One of the pick-
ups in this area is usually a Stasis Pack, which will allow you to quickly re-
charge your Mod.

You will find out that Tiedemann is the Director-the bigwig-of the Sprawl and
that a station wide emergency is in effect. Watch out! He says looters will be
shot on sight. Guess you better stay out of sight.

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 this schematic will allow you to
purchase Power Nodes at the store. This will be quite important later in the
game. This room will also contain a random SEMICONDUCTOR. Frequently it will be
a valuable Ruby Semiconductor worth 10,000 credits.

Use the locator’s yellow pathway to backtrack to the STORE to download the POWER
NODE SCHEMATIC and the SEMICONDUCTOR, freeing up the inventory slots. You can
then re-enter the storeroom to pick up anything that you were unable to carry.
Use the SAVE STATION.

Return to the objective pathway, guiding you 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 the left side of the corridor.

Chaos now reigns in the adjacent area as the Necromorphs wreak havoc on the
locals. Board the elevator after looting the corridor and the corpses.

A brief cut scene plays depicting a civilian attempting to board the elevator.
After you exit the elevator, Nolan Stross will wave frantically from across the
central overlook and will rave about the memories coming back.

As you look at Stross on the other side of the apartment block, a Leaper will
climb up over the rail and attack. Leapers have only front limbs but also have a
clawed tail. Use stasis on the swift Necromorph and then dismember it. These
low-slung Necromorphs will oftentimes run along walls and ceilings to leap on
you from a dark corner or an unexpected location.

Move into the next area, and after the two civilians flee, a Slasher will burst
through the wall. Watch out for a crippled Puker crawling out of the bathroom
when you enter the left apartment. A Slasher will charge in as you ransack it.
Who flushed that toilet?

Many of these early Slashers maintain noticeably human features, but as the
story progresses they will progressively degrade.

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 Spitter and a Slasher. This is a tough close quarters
struggle in subdued light. The key is putting the foe down quickly before
another foe is triggered, so you’re not overwhelmed. Under pressure the Line
Gun, if you have the ammo, and stasis shots are your best bet, especially
against the Leaper, Spitter and the Puker, but don’t exhaust all its ammo. Swap
to the Plasma Cutter whenever you can. It may be worth your while to allow your
Stasis Mod to recharge before continuing.

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 says he is after the power he believes he can acquire from
manipulating the alien technology. The Necromorph outbreak is his fault. She
tells you to get to the tram.

Use the SAVE STATION and proceed, raiding the apartment and the area. A Slasher
will burst through the wall near the poorly barricaded Galilei Transit Station
entry.

In the long gallery beyond a Slasher, feigning death, will spring up as you
approach it 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 nearer the exit, enter the skirmish.

Exploders can easily be killed by hitting their 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. They seem to have a way of getting close
to you even though they are ungainly.

Be sure to grab the GOLD SEMICONDUCTOR from near the “Titan News” sign near the
automated walkway.

The eerie wail of the 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 an energy grenade from the Line Gun’s alternate fire
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 the track below. 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
Slasher and then a Puker. Use stasis on the Puker to avoid its ranged attack.
Stomp the corpses and continue through the next car.

When you reach the end of the Tramcar, 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 Plasma round. Another
Slasher, however, will come from behind you as you attempt to exit the car.

In the next car, there is a crash and you will be flung through several cars,
past threatening Necromorphs and then thrown out. You will now be dangling
upside down.

A crippled Slasher is the first to 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, while still suspended, you must shoot one arm off of
a Tripod that will loom up over the wrecked Tram. Three or four well-aimed
Plasma rounds will do the trick. 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 is on a rear shelf as well as
many other useful items. Daina, surprised that you’re alive and at your present
location, will now tender a viable but perilous new route. The locator‘s path
will lead you past some lockers and to a SAVE STATION.

             CHAPTER 3: TAKING OUT THE GARBAGE         

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 you 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. Quickly 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 will again rave about the memories, the symbols. He wonders if
Isaac is seeing them to. He thinks-he knows that someone is after him-after
them!

Gather the drops and use the nearby STORE for any overflow. Download the STASIS
PACK and the PULSE RIFLE SCHEMATICS and sell the GOLD SEMICONDUCTOR. With 34,500
credits available, I purchased both the Pulse Rifle (7,000 credits) and the
Javelin Gun (11,000 credits). You can’t have enough firepower.

Note: The Plasma Rifle is a utility weapon. It carries 50 rounds in its initial
magazine and an inventory slot holds up to 100 rounds. It has a very high rate
of fire, making it excel at dispatching small weaker enemies; but that high rate
of fire can quickly exhaust your ammo reserve. It takes second place to the
Plasma Cutter in the utility role, but is an important resource during the early
part of the game. Its alternate attack deploys a deadly contact grenade that is
deadly but expends 25 rounds of ammo. I would favor picking up ammo for it over
the Javelin Gun if inventory space is an issue.

Note: The Javelin Gun is a new weapon to Dead Space. It fires a spear to impale
the enemy that must generally be electrified to kill its victim. In its original
state even this is not always fatal, so it takes at least two rounds to kill an
enemy. It is also rather slow and it is easy to miss any fast moving enemy. An
ammo slot holds only 10 spears. If a player dedicates enough Nodes to its matrix
to acquire the “explosive” special it becomes an excellent weapon when
conditions allow its use-that luxury is for subsequent playthroughs.

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 hard 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-the others
won’t. Use the SAVE STATION.

Enter the Concourse Mezzanine elevator. Shoot the lone Juvenile before it gets
away. Grab the meager loot in the area as Daina fills you in about Nolan
Stross’s dark history and then follow the path to the Unitilogy Resource Center
elevator. Hack it for access.

Issac wonders, why the shady Unitology Recruitment Center? Daina assures him
that a service conduit there will get him to waste disposal and closer to
sanctuary.

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 or just shoot the
window, the area will depressurize. As you are pulled toward the vacuum, 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 and ammo
conservation will pay dividends down the road.

You can also allow the Exploder and its entourage to approach rather than
depressurizing the room, taking them out individually. A small pack of five
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 they file through the
narrow doorway.

Thoroughly search the area to build up your stores and then take the path, which
will take you into a duct, down a corridor, with several item crates to stomp,
and up two ramps and into the refuse system’s Control Room. Along the way a
critically injured security officer will offer an instructional video on
impalement. Interact with the refuse system’s console to shut down the garbage
compactor.

If you use the WORKBENCH, remember to reserve a Power Node for locked
storerooms. 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 Power Node in reserve. Use the SAVE STATION.

Raid the locker, equip the Line Gun and exit the control room. A Puker will
first appear as you start down the ramps. Fire a Line Gun energy grenade at its
feet and freeze it as 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 and the crate.

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. Zero G areas can sometimes be disorienting, just press the right
button to properly adjust to the environment.

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 harmless 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 ahead. 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 other item, a Bronze Semiconductor is only worth 1,000 credits-so I’d take
the item instead. Gotta’ stay alive to spend it. I took the Medium Med Pack and
left the Bronze Semiconductor and 25 Pulse Rifle rounds.

With the power out to the Cassini Towers elevator, you must use kinesis to
insert the Power Cell into the open slot on 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, playing dead, 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 and its rare rounds have
better uses. The Javelin Gun fired and electrified will cost two spears but may
leave a few critters crawling to stomp.

Wanting to conserve Line Gun ammo and with only 50 Pulse Rifle rounds available,
I used the Javelin Gun and had to stomp a few Swarm creatures in the second
apartment.

Note: 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
vermin 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, but Isaac knows it’s
not Nicole, but is he really convinced that it isn’t?

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 guide you to another elevator.

Look over the rail near before boarding, there is a large lobby with an
expansive view through huge glass windows below. Too bad these windows can’t be
shot out. When the time comes, and it will, don’t waste your ammo trying.

Take the elevator and use the nearby SAVE STATION. As you approach the low side
of the large lobby, opposite the windows, an Infector lurks, and you must battle
any Necromorphs that it raises. Equip the Line Gun. The first Infector will
appear as you approach the steps. As the Infector works on the corpse, hit it
with a Line Gun grenade, killing it and its victim. A Puker or an Exploder,
usually a Puker, will next appear in the Unitology Church doorway. Freeze and
kill it with the Plasma Cutter or the Pulse Rifle. Another Puker will enter the
fray. Freeze and kill it with the Plasma Cutter or the Pulse Rifle. A pair of
Exploders will next enter the fray-use a burst from the Pulse Rifle to
neutralize them. Quickly locate the other Infector in the upper area. Use
another Line Gun grenade to take it and, hopefully, its victim out. If you have
disposed of the Infectors cleanly you won’t have to face the Slashers that a
slow take down yields.

The JAVELIN SPEARS SCHEMATIC lay in the windowed area. If you’re not using the
Javelin Gun, taking the schematic for its ammo isn’t necessary. Its ammo just
won’t be available for purchase. I didn’t have any free space, and, knowing it
wasn’t going to be an essential weapon, I didn’t take it.

Take the time to stomp the corpses and loot the area. If you’re the cautious
type, you can return to the nearby SAVE STATION before moving on. The recently
closed shutters blocking the exits are now open, allowing you to go back. There
are some tough foes before the next save station.

Enter the Church Of Unitology and take the long dimly lit but Necromorph-free
corridor into the high-vaulted chamber where Daina informs you that you are
about to be apprehended by Tiedemann’s security forces. Sprint to the exit
avoiding the damaging glass shards raining into the room’s center by staying
close to the right wall.

                 CHAPTER 4: LUNATIC-OLOGY             

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 and
onto a curving balcony. An Infector is at work on the balcony. Kill it and its
victim with a Line Gun grenade before it can escape to infect additional
corpses. If you act quickly you won’t even need to use stasis.

Below the balcony two more Infectors are at work.

Descend and turn right to find an Infector at work. Expend another Line Gun
grenade to kill it and its victim. Waste no time retreating back to the balcony.
Your incursion will draw the enemy onto the stairwell, but their approach will
now be channeled 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. Freeze it to take it down. 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.

Listen to the propaganda video of the Unitologists. They advocate convergence
for all mankind courtesy of the Marker. They are striving to make it happen.

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 the cover from and grab the “grip enabled” 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 exit the room three Slashers will attack from near the windows. 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. If you hit the symbol too quickly,
however, one of the Slashers may also survive. You can also take out each
Slasher individually, without hitting the glass-waste of ammo.

Use stasis on the slamming doorway. As it slowly travels up, sprint through it.
Try again if the timing isn’t right. There is a stasis re-charge station well
positioned right next to the door.

After Nicole’s tirade-shut up Nicole-loot both rooms and don’t miss the SECURITY
SUIT SCHEMATIC. Take it 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 if you have the needed 20,000 credits. You must melee the two fuse
blocks to access the locked doors. Just follow the yellow pathway-down the
stairs not back into that library-to the STORE. Sell the SEMICONDUCTOR, if you
have it, and download the SECURITY SUIT SCHMETATIC and the JAVELIN SPEARS
SCHEMATIC.

Purchase the Security Suit. It has 15 inventory slots, a 10% armor bonus and a
5% Pulse Rifle damage bonus. Another perk is that the new suit will max out both
your health and stasis.

I spent one Power Node at the nearby 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 and into the Reading
Room, where you will find some items and another 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 you approach.

This room is the domain of four Stalkers, which 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 provoke them into
activity by advancing toward the central circle, below the skylight. Get back to
the doorway without delay. You’ll know they are sufficiently provoked when the
side gates open. Once they begin to reveal themselves they will begin to charge
straight in, or will, rarely, come in from the flanks via the now opened
archways.

You have four Stalkers to deal with. The optimal way is with the Pulse Rifle’s
alternate grenade attack. If you have 100 Pulse rounds and an extra stasis
charge the task is quite easy. Let them charge, freeze them and take them out
with the grenade. Its immediate effect trumps the Line Gun grenade attack in
this case. Occasionally you can kill two with a single shot, if one is peeking
around a corner at the right time. You can also just freeze them and take them
down with another weapon.

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 its
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 enter Reunion Chapel.

Advance slowly toward the Altar. A Swarm and then a pair of Slashers will emerge
near it. Use stasis to freeze the Slashers, and then fire a grenade from the
Line Gun into the mix. Finish off the Slashers if need be, and be aware that
this Swarm will likely need further attention. I used the Javelin Gun to
eliminate the pesky vermin, shooting a spear in their path and electrifying it.

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
arise 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     

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 just around the first left turn. Freeze it and
dismember it with the Plasma Cutter to avoid being fouled in the cozy corridor.

Things will, however, get nasty in the fifth crypt. Allow your Stasis Mod to
fully recharge before entering the fifth crypt.

There are potentially six Necromorphs in the fifth crypt-four Slashers and two
Pukers. A Slasher will first appear ahead as you make the first left turn. Try
not to use excessive force by using the Line Gun too much on the Slasher, its
ammo is better spent on tougher foes. Take the initial Slasher down and quickly
look left toward your entry area. A Puker will emerge on your left flank. Use
stasis on it and place a Line Gun grenade at its feet to kill it. Don’t go for
the Puker’s drop yet.

Two Slashers may or may not follow the same pattern as the first two
Necromorphs, but another Puker will be triggered as you make the left turn
toward the door. Once again use stasis in the cramped quarters and dismember it.
The middle corpse near the exit is playing dead, and will charge if you don’t
deal with it first. Now, the crypt is cleared, so you can return to stomp the
first Puker and collect the loot; but, if you didn’t encounter the other two
Slashers, exiting is the more prudent choice. They will attack from random
locations if you stay in the crypt.

Exit the Crypts to find yourself on a walkway above a 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 now lockdown the rotating artificial
gravity rings to allow it.

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 symbols when each ring aligns with the grip stations.
Each of the three rings requires a restraint on opposite sides of the ring. If a
ring isn’t secured when the beeping timer times out you will just have to try
again. When all the rings are secured it will stop and go dormant. You will be
in Zero G.

Refill your Stasis Mod and locate the hard to miss spinning blades above. Launch
into Zero G. and quickly slow the spinning blades with a stasis shot. Boost past
the blades.

Coffins will periodically emerge from the rotating hatch. Get close and boost
through it as a 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 that is jamming her communication signal 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 for 8,000 credits. This weapon will prove to be your most
useful tool for close quarter combat for the balance of the game. Don’t leave
home without it. 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 dark 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 “grip enabled” 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 rasping calls of a pair of wall climbing Lurkers as you make
the turn. Take off the tentacles they display to kill them. Don’t hesitate to
freeze them after they display the tentacles. They will shoot three punishing
projectiles from those tentacles, and they are difficult to dodge, especially in
the cramped corridor. Force them to come to you by ducking back around the
corner. A lone Slasher will greet you near the incline.

Note: Lurkers can be a pain. They are small, scurry about unpredictably, hide in
dark areas and often come in groups or accompany more in-your-face types when
necessity make them secondary targets. Their ranged projectile attack can be
very damaging. Whenever possible, freeze them and aim for the area where the
tentacles sprout from the tiny body for maximum effect. If you have the ammo a
timed Line Gun grenade will vaporize a frozen Lurker and cost a single round of
ammo.

Stomp the crates. Allowing your Stasis Mod to re-charge is also a good idea
before continuing but isn’t really essential. Enter the high vaulted chamber. A
Tripod sporting a single golden orb on its flailing tentacle will attack and
must be driven off. Hammer the glowing orb with Plasma Energy or Pulse Rifle
rounds. The wounded Tripod will retreat and summon a pack of about fifteen
shrieking Juveniles with its bellowing.

Equip the Ripper and retreat toward your entry point to meet the rush. Allow the
fanatical pack to rush into the suspended blade as you rapidly sweep in back and
forth. It will take a few blades to accomplish the carnage, and if any Juveniles
get past the deadly blade it will interrupt the devastation. Just deploy another
when you can. An occasional stasis shot can also help. The fast firing Pulse
Rifle is also a decent choice against the Juveniles. 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. As you raid the corpse, a Puker will come out
ahead to be closely followed by another Slasher. Use stasis to quickly put down
the Puker. Another Slasher will enter to be followed by another Exploder.

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 in the Observation Room, including the DETONATOR SCHEMATIC-
don’t miss it-and the POWER NODE in the alcove where you will also find a SAVE
STATION.

Equip the Plasma Cutter or the Pulse rifle and make your way to Daina. If you
have a full clip-at least 50 rounds-the fast-firing Pulse Rifle is your best
choice.

When you reach her, her henchmen will immediately seize you. She is a Unitology
Fanatic and means to use the codes stored in your mind to create Markers. She is
at odds with Tiedemann, but she has an even more sinister goal-the convergence
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 own demise and you will grasp a hatch and will
then tumble through a system of ducts only to be seized by a raging Brute. You
must now substantially damage its glowing weak spot to be released. All this
happens while you are upside down, between intermittent cut scenes when you
cannot fire your weapon. Whenever your weapon is enabled hit it or you’re the
Brute’s lunch.

Once the creature is sufficiently damaged, you will be tossed aside, but the
Brute will again pursue you. Don’t fire at it. Turn and immediately run toward
the closed door, quickly use kinesis on the grip symbol and sprint through the
door.

You will both be sucked out into space when the gunship destroys the window-no
breach symbol this time. 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’. . .?  

A panicky Stross will ramble, but will inform Isaac that you have been
manipulated and are largely responsible for creating the Marker, but you also
have the capability of destroying it. This tirade gives substance to the late
Daina’s recent revelations. Stross says that the Marker is housed in the
Sprawl’s Government Sector but time isn’t on your side. You must get there
before it’s too late.

You now find yourself in a candlelit corridor. Don’t take the path until you
loot the two small apartments. 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 other random item. 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” and the “steps.”

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 snarling Pregnant will attack from well 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 as they swarm onto you, hampering your movement and slowly but steadily
draining your health bar.

Turn around. 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 and bite you to death and
slashing with their tail claws. 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.

You can kill a Leaper by taking off its low-slung front limbs or by taking off a
leg and its slashing tail. 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 random pick-ups. The game usually provides ample mine
pick-ups.

Enter the Transport Hub and you will hear the deep grunting of a Cyst. These
disgusting little Necromorphs plant themselves on any available surface and will
blast a nasty stream of very damaging acid on anyone intruding into their space.
Pop the first Cyst. Always stay to the side or well away from Cysts as you kill
them, the spray will burst out for a fair distance.

Continue into the long hallway. You will hear the grunting of more Cysts. Take
out the first four, two on each side of the corridor and advance a bit. You can
use available environmental objects against them-rods, crates, legs from
deceased security guards etc. to save on ammo. 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 random
SEMICONDUCTOR and sometimes it’s a RUBY SEMICONDUCTOR-a 10,000 credit 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 upper “Capacity” slot. 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, as 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. Freeze the little nuisances and 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, but a grenade will also do the job if they are
placed in stasis. Loot their corpses and take the Power Cell along into the next
area. Grab the Med Pack and replace the dead Cell.

Allow your stasis to at least partially recharge and immediately be prepared for
a Puker as you open the Maintenance Elevator. Hit it with stasis before it can
foul you and then take it out with the Ripper. Step back to avoid its “pukey”
death gurgle.

An apprehensive Stross will again contact Isaac with his “steps” and “crawl into
the dark machine” rhetoric. Grab the POWER NODE from the wall unit and the item.
Use the SAVE STATION. Melee 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. Equip the Detonator
and run to your right, past the stasis refill station and then go left past two
cargo containers to position yourself near the line of storage lockers.
Immediately place a mine so that the tripwire goes horizontally 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 because on rare occasions one might only be crippled. If they give you
the time between their 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 now hack the Concourse’ Maintenance Access doorway. As you traverse the
misty corridors and ramps, Stross will drop additional tidbits about the “Crawl
into the dark machine” and the “screws going tight all around,” scenarios,
emphasizing again 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 near the center of
the concourse.

Her humorous outburst is reminiscent of Ripley’s assault on the Alien Hive.
“Come on, come on you mother----ers!! This is the last stand! You like that!
Come un’ get it. You like that, you like that, huh, well come and get it! You
want a piece of me. I’m still standing, you pieces of sh..!

Ah, but you may now be the target of the brazen Lass, so talk to her to ease her
fears and to avoid being killed by one of the Sprawl’s few human survivors. She
will unlock the gate but warns you not to follow her, even though both of you
have the same destination-the 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 then save your
progress at the nearby SAVE STATION.

A Spitter and a Pregnant will attack as you advance from the save station. As
they come from the far end, deploy a mine ahead of each of them. If well placed,
the mine will eliminate the Slasher. The Pregnant may survive so freeze it and
finish it off with the Plasma Cutter. 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 near the “Fashion Kid” entry, a Spitter and a Puker will appear
ahead. When you hear them, place a mine in their paths and then retreat. Finish
the survivor with the Plasma Cutter. 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 a Puker will attack from behind as you pass “Trixies.”
Freeze the Spitter to prevent taking damage and place a Line Gun grenade in
front of it. With a little luck the Puker will be taken out with the Spitter.
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.
This will allow your Stasis Mod some recharging time as well. 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. Try to hit groups to save ammo. Beware of one
dawdling 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. 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.

Note: Enhanced variants of the Necromorphs will now begin to frequently show up
among the enemies’ ranks. The Super Puker is a tougher breed than the standard
Puker, and their ranged attack definitely makes them a high priority target. If
possible, always use a stasis shot on them.

Continue around the stage, past the falling star and then to the control
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 among them. 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
off the nearest ones with the Pulse Rifle while remaining near the hacked
console. Watch for the sneaky little Crawlers that will be trundling toward you.
Hit them before they get close to help thin out the pack. If you run out of
ammo, use the Ripper.

Even before the pack is eliminated, an Infector may attack or will begin to
raise a corpse. You will likely have to deal with the Infector during or just
after the Juveniles. There may also be a Super Slasher if the Infector does its
worst. 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. Keep your slotted weapons-the Ripper, the Line Gun, the Plasma Cutter
and the Pulse Rifle.

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, found in the back room.

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 and she doesn’t trust him; but Isaac believes he needs him
for his information, so he urges Ellie to resist killing him. Everyone is now
heading for the transport hub. Continue on after the rather lengthy elevator
ride, and loot your way to the nearby SAVE STATION.

Enter the spacious Transport Hub. Ellie and Stross are on the upper level, you
the lower. Grab the stasis canister near the C E C doorway while you learn that
Ellie also worked for C E C and that the horror for her started in the adjacent
C E C facility. Isaac gets labeled a nerd.

Tiedemannn suddenly kills the power in the hub, taking out life support and
transportation to prevent his last runners-Isaac and Stross-from getting
anywhere near the Government Sector and his precious Marker.

Suddenly as Ellie begins battling Necromorphs on the upper walkway, a Brute pays
you a call, coming down near the large red “TRANSPORT HUB” sign. First use the
stasis canister to slow it down. You will now have to shoot off both of its arms
and it will take several additional stasis shots and about 100 accurate Pulse
Rifle rounds to accomplish the trick. Keeping mobile is also helpful, since any
momentum it has when you re-freeze it may allow it to ram you with force. If
you’re willing to expend a Med Pack or two you can use stasis, get in close and
apply the Ripper, freezing it again as it breaks free-a bit risky but it can
work. Be forewarned; once it’s crippled, it can shoot a deadly fireball at you.
Take the valuable RUBY SEMICONDUCTOR when it dies.

You must now get to and activate the mothballed Solar Array to restore power to
life support and transportation. 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 watchful 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!          

Take the Solar Array elevator. Stross is raving and Ellie is scared he will
compromise their position with his noisy ravings. Near the WORKBENCH A Leaper
will charge and a crippled Puker will attack from the other side of the chamber.
Use stasis on the Leaper and then the Ripper. Take advantage of the central
mechanism to hit the crippled Puker with stasis from cover so you don’t take
damage. Then dismember it.

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.

You should still be carrying the Ripper, the Line Gun, the Plasma Cutter and the
Pulse Rifle. Only take the Pulse Rifle if you have at least 100 rounds. I had
116 and took it. If its ammo is short of that, take sufficient Plasma Energy.

Head for the Solar Array Elevator, but pause and kill the corpse feigning death
near the exit. A couple of Swarm creatures will emerge from its corpse-freeze
and stomp them.

Go down the ramps only to find that the Solar Array elevator isn’t operational.
Its docking pod has collapsed 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 still 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. There will also be a couple of crates and a few
loose items floating about.

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. Thrust up and head for the repaired elevator. A lone Leaper
will confront you near the elevator. 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.

Board the repaired Solar Array Elevator and activate it. Stand in the central
octagon. As you go up, Tripod’s 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. The
Tripods will change sides and then 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
explosive canisters to kill the two Cysts grunting near the item lockers. 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, the 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
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 can 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. You can also just use other debris despite the holograms
insistence that you need Howard’s authorization. Grab the POWER NODE and raid
the area before going into the next chamber.

In the next area a crippled Slasher will crawl towards you. Take off its arms to
kill it. The cargo lift on your left, however, isn’t working. Equip the Force
Gun and move ahead only to be trapped by parallel laser barriers. Allow the
Leaper to trigger the laser fields 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 depressurization. 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 attack from ahead. Use the stasis canister and shred the Leaper.
Quickly move toward the cargo life and a Slasher will attack from behind,
followed by another. Raid the corpses and board the lift. Another Slasher will
swipe at you and will attack once you get off.

Exit the elevator, run toward the workbench and turn around. Grab the rod lying
there and save a few rounds of ammo by impaling the Slasher. Don’t worry about
the Leaper flashing past outside the window.

There is a WORKBENCH here if you have spare Nodes. I had three and upgraded the
Stasis matrix with a “Connecting” space and one in “Energy.”

Move around the catwalk, slide 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 another POWER NODE and other items. Waste the Slasher leaping from
the vent before the doorway 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 Stalkers with stasis and the Ripper. One is a
cripple. 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 and the Solar Array. You
must now 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 use the control station to reroute the duct to
access the left terminal room. Crawl through the duct. After you remove the
cover plates, a Super Slasher will join you. Hit it with stasis and shred it
with the Ripper. This dark creature has progressed into a much tougher version
of the more human-like Slasher. You will now begin to encounter these enhanced
Slashers frequently.

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 charging Super Slasher and Slasher with the
Ripper. Stay in the control room and let them come to you. Step forward until
the five fragile computer circuit cores rise up. 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 locked out and off line, follow the path to the Solar
Array Control Pod access hatch. After the harmless corpse drops down onto you,
Ellie will come on line. Nolan Stross is getting progressively worse and is now
in a panicked state.

Four skittering Divider Spawn will come at you one at a time. The Force Gun will
easily neutralize the pesky Necromorphs. Just stay near the back area until they
are all 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 heels and three Lurkers will follow them. The Lurkers can be hard
to keep track of and hard to hit as they skitter about, climbing walls and over
ceilings. If you still have stasis, don’t hesitate to use it on them.

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. Rip it to
shreds. Inside the storeroom is the CONTACT BEAM SCHEMATIC-don’t miss it. There
will also be a random 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 with no
atmosphere. Closely 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 panel’s superstructure. 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 and is centered
on the “windshield.” You will be released 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 huge 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 while it stands
guard.

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 nesting Blob. 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 floating near its support structure. It’s the RUBY SEMICONDUCTOR
released by the dead Blob.

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 anyway.

With Ellie’s new intel on the massive influx of Necromorphs, access to the
Government Sector seems to be in jeopardy. Necromorphs 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 and there is a lot of debris to dodge, so don’t
boost during the fall. As soon as you gain control, veer hard right-steering
with the left thumbstick-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.

Note: What to expect in the coming battle? Ellie and Stross are just ahead in
the Transport Hub but they are on the upper level. The Hub is large and Ellie is
trying to get the C E C 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. Grab
what you can, but don’t leave the doorway.

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 ranged
attackers like Pukers 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. Only a short time before her friends and co-workers were
infected, and she had to kill them, mutilate them just to stay alive, and now
she is back where it all began. She will send you new coordinates to follow to
the main facilities central hub.

                           CHAPTER 8: NO PRESSURE        

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.

Equip the Ripper and stay near the locked storage room. As you attempt to use a
Power Node on the locked storeroom, a Slasher will drop down virtually on your
head. Have the Ripper ready. The first Super Slasher may not survive the mines,
but a second will, and will come at you and then another Slasher right after it.
Use stasis and the Ripper to survive the onslaught.

Open the Secure Storage room and grab the POWER NODE the VINTAGE SUIT SCHEMATIC
and the RUBY SEMICONDUCTOR. (Sometimes this room has two Power Nodes, sometimes
not) 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 three
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, where you entered. This should adequately cover
your right flank. Advance toward the stairwell to draw the enemy out and then
retreat. A Super Slasher will trigger the mine, but it probably won’t kill it.
Take it and the Slasher following it with your Ripper. A Puker will next appear.
Freeze it and use the Line Gun to take care of the Puker. The Slasher coming in
from the right should be taken down by the mine.

Continue through the circular hatch into the Zero G area. Ellie’s manipulation
of the Fuel processing equipment has caused the large gate valves to close. You
must now find a way to open them. Grab the thrust canister near the pivoting
gate valve and place it at the top or 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. If you’re using the Line Gun, use its grenade attack on these
frozen pests. The grenade will adhere to the walls and ceilings it contacts.

Ahead there are four plasma streams with a traveling apparatus 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.

Stross is again going crazy and the transmission is terminated as Ellie screams.

Top off your Stasis Mod. 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 next 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. Fire a Line
Gun grenade at the Blob when its tentacles are exposed to kill it-you may have
to pass one or two of the rings to get it to cooperate.

Boost past the rings as they alternate off and grab the RUBY SEMICONDUCTOR the
Blob dropped and then grab 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 now be. Grab the POWER NODE. Enter the
next room to find Ellie and Stross. Take the LARGE MED PACK SCHEMATIC from the
back of the room and raid the other containers. “Twitchy” is frenzied, gibbering
about “step four.” It’s time to get the cargo transport operational so you can
make it to the Government Sector. Use the SAVE STATION.

                    CHAPTER 9: CAN I HAVE A RIDE?        

Remove the flimsy barricade and exit onto the metal grating. Leave a mine on the
grating behind you as you move toward the elevator. It will take out the Slasher
that will emerge near your entry point. 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. Freeze it and
place a Line Gun grenade at its feet. It may also get one of the pesky Lurkers.
Scavenge and stomp the corpses.

Visit the STORE to download the DETONATOR MINES SCHEMATIC and 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. Its wail is distinctive. Hit it with stasis and deploy a couple of
mines at its feet. The two mines should kill it, but its Spawn is likely to
survive. Use the Ripper to eliminate them. The Divider will usually 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 suicidal squeal of an approaching Exploder. Shoot
the glass window out and quickly hit the red symbol to prevent your demise-be
quick, you’re very close to the fractured window. 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 the
explosive sac from the Exploder with your Plasma Cutter and punch or shoot the
Exploder. Either way, be sure to take the POWER NODE.

Follow the path and you will see a set of tripwires blocking a dead-end side
passage. Toss the crate into the tripwires. Take the item and remove the
makeshift barricade to find the FLAME FUEL SCHEMATIC and another item. 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 near the
elevator, and freeze and carefully dismember the Pregnant that comes to call.
Take down the Slasher that follows from the Transport Mechanism Room.

You will find yourself in the Tram’s Mechanism service room. Looks like you
might be a while so deploy a couple of mines across both entryways, just in
case. If your short on mines just mine the far entry, closest to the Stasis
refill station. I had 14 mines and only mined the one entry.

Use the WORKBENCH to upgrade. I had eight Power Nodes and used 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’s
Spawn will scurry out from under it. Freeze it and stomp it to save a Plasma
round. 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 Module. Call the Tram
and as your communication with Ellie ends, start along the path. Two Super
Slashers will normally charge into the station, one from each side, but they
might come in together from only one side. The mines may get one or both if they
enter from opposite directions. You have a full Stasis Mod, so have the Ripper
ready for any survivor. Grab their drops. With the standard Detonator it will
now usually take two mines to kill the “Super” variants.

Get to the Tramcar and activate it. Nicole’s apparition will appear-talk about
bad breath! Open the doors for Ellie and an increasingly unbalanced Stross.
Ellie gets the car moving and the Ishimura appears ahead, bringing back
memories; but now 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. If you have
plenty of mines deploy two, one atop the other. These Stalkers may only be
crippled by a single mine.

Let the half dozen Stalkers come to you. Equip your Ripper and try to stay
hemmed in by your mines, so they can only get to you from dead ahead. When the
mines do their job, retreat and re-deploy them, but keep your guard up. Couple
these tactics with stasis and the Ripper and the Stalkers will soon be ready to
stomp. On the cluttered deck, stasis and the Ripper are a better choice than the
Line Gun. Watch out for a pair of sneaky Exploders on the far end as well.

A Guardian guards the storage room’s 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 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 or in inventory-great-if not
seriously consider buying one. Having a Stasis Pack will make life easier in the
coming encounter. 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 volatile 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 a couple
more from the wall dispenser to destroy it. This will allow Ellie and “Twitchy”
to get moving. The heat indicator on the storage unit will go from green to a
cautionary yellow and then red. It will take four canisters to do the job. When
you take the lift down, you will see that the tentacle 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 dispenser. This will get the undivided attention of a Tripod-the reason
you’re carrying extra stasis. 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.

The process is now a simple one, keep it snoozing with stasis shots, while you
grab an explosive canister from the dispenser and hit the unit to make it
overheat. Repeat the process until it blows, five or six canisters, and the
large tentacle blocking your way will pull back. 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   

Take everything along the pathway as you penetrate ever deeper into the
Ishimura. Use the first SAVE STATION. The nearby hatch, blocked by cases,
contains a lone Text Log, but the room beyond contains a POWER NODE and there
are several items in the restroom.

Follow the path through the quiet Necromorph-free areas to get to the console
for a system’s diagnostic. You will 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 three of my four Nodes to upgrade the
Detonator-“Connecting,” “Connecting” and “Damage.” Continue along the pathway
and farther along inaudible computer static marks the location of another SAVE
STATION. Raid the place.

Continue on and a system of corridors will bring you into a long tubular
passage. Loot everything along the way. The next long dark corridor will have
splashes of green light ahead. A Brute will attack after you pass through the
first green glowing area ahead. Freeze it and hit its weak spots with a couple
of blasts from the Contact Beam to easily take it out. Coupled with stasis, so
the weapon can charge, the Contact Beam is deadly from the time is comes out of
the box. This Brute’s drop is random, but it will most often be a 3,000 unit
credit chip.

After you advance about halfway down the corridor, another Brute will come
crashing at you. If your Stasis Mod is depleted, pause here to recharge it or to
let it auto recharge. This is a safe spot.

As you advance farther down the corridor another Brute will crash toward you
from the far end. Fire a couple of mines into its path, freeze it and take it
down with the Contact Beam.

Immediately deploy a couple of mines ahead and do an about face. 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 two Slashers ahead with the Ripper and run back toward your entry
point, putting distance between yourself and the mob of Necromorphs. Turn and
deploy a couple of mines in front of the Necromorphs and change to the Line Gun
or Contact Beam, freezing the survivors and putting them down. Use the Ripper on
any that get in close. A Pregnant will be a latecomer. Take it out carefully but
if a Swarm erupts, lay a mine in their path. A couple of Slashers will sometimes
emerge from a floor hatch when you start looting the corpses, so watch out for
them.

Gather up all the drops and continue unopposed. Don’t miss the DIAMOND
SEMICONDUCTOR the second Brute dropped. It’s worth 25,000 credits. Go past the
lift 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 its ammo. With 106,200
credits, I also purchased five Power Nodes. Use the SAVE STATION to record your
progress.

You will now have the Line Gun, the Ripper, the Detonator and the Force Gun.

Take the elevator and exit to a place familiar to Dead Space players-the
Decontamination Chamber.

Use the WORKBENCH if desired. I had seven Nodes. I spent two on the Line Gun-for
“Connecting” and “Damage.” Two went on the Ripper matrix-a “Connecting” space
and “Reload.” One went to 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 in its path and duck back into the doorway to avoid its
immobilizing spray. When the mine explodes, Equip the Ripper and be ready to
eliminate the crippled Stalker crawling toward you. If the mine didn’t take out
the Puker, take it out as it approaches the doorway as well.

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. (Sometimes the
Pregnant doesn’t show) Place a mine in its path to take it out. Use the Force
Gun on an emerging Swarm if necessary. A Lurker will follow it and then a Puker.
The 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. You have
four bad guys and four stasis shots-four dead Necromorphs.

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 Station a pair of Super Slashers, one at a time, will
charge from the glassed waiting area. Place a pair of mines near its entry to
address the first one and another pair to address the second. The mines should
do the job but man the Ripper if necessary. As you approach the Tram, a Swarm
will scuttle out. Place a mine in their path and greet the Slasher that will
charge from that direction with the Ripper. You will hear its 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 now 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 well ahead. As you advance
several Necromorphs can be heard: a Lurker, a Super Slasher, a Spitter 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 well take out all of the
survivors, en masse. If not feed them another, but have the Ripper ready for
action. Stomp the corpses and grab the POWER NODE and the Stasis Pack in the
next corridor.

Enter the room with the central glass cubicle. Deploy a couple of mines near the
glass cubicle, one inside it and one on its left. Go 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 because another
Super Slasher and an Exploder will then enter the room. The mines should help.

Use the stasis fill station and go to the exit and deploy a couple of mines
behind you just in case. Hack the console. Hopefully, the Super Puker that
enters from behind will trigger a mine or two. An Exploder and another Slasher
will then follow a Super Slasher. The mines will help but use stasis and the
Ripper to shred any survivors. Gain space from the Exploder by hitting it with
stasis if it gets too close.

Refill your Stasis Module, loot the corpses and take the exit. Loot your way
down the blue splattered hallway. Use the SAVE STATION before entering 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 annoying 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 Super Leapers will
pour from the vent, one at a time. Greet them with a stasis shot and a spinning
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 the Necromorphs scream in protest. Get
back to the Power Cell, freeze the Slasher near you, reinsert the 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 you 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.

Note: It will take several well-placed Plasma Rounds or a Line Gun round or two
to kill each Lurker. So freeze the little pests and quickly shoot a Line Gun
grenade nearby. You may get lucky and kill two with one shot. The grenades will
stick to any surface so it doesn’t matter if they walk along ceilings or walls.

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 really 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 then have your Ripper equipped for a
charging Super Leaper. Once it’s down, deploy mines between the containers while
working your way along the path. A single mine is more likely to just cripple
these tough Stalkers, so deploy two or be prepared to deal with one crawling
your way.

There is a side corridor where you can find an item and a WORKBENCH. I had six
Power Nodes and spent three on the Ripper matrix. One went to a “Connecting”
space and one each to “Capacity” and “Damage.” Two Nodes went to the Detonator.
One went to a “Connecting” space and one to “Capacity.” This left one Power Node
in reserve. This chamber seems to be off limits for the bad guys.

When the Stalkers charge hit them with stasis as they charge and Rip them to
shreds. Two, sometimes three Super Pukers will also enter the fight nearer the
exit. Use 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 must 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 a screaming Ellie with a screwdriver!

                CHAPTER 11: STROSSED OUT        

Go down the stairs, loot the place and use the SAVE STATION.

You can sometimes grab an item or two from the corpses to the left behind the
wall. You should be able to grab the dead Super Stalker and get an item from it
as well.

Enter the large inclined area and be aware that it harbors five tough 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, and be ready to freeze them and rip them apart. A pair of
Crawlers will also appear when you least expect them.

Stomp the carcasses and exit. Stross’ increasing madness is apparent as he rants
about “step three.” 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 on the catwalk ahead and will assault you if you annoy it with a
Plasma round. Stay near the doorway and drop a mine or two in its path, be ready
with the Ripper if it gets to you. It will now usually take two mines to take
down “Super” types. 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 or two 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 toward the ramp going down into the low area. A pair of Super Pukers,
coming one at a time, will confront you. The ambush should damage or kill the
first Super Puker. You can save ammo by toting one of the red explosive
canisters from near the objective door with you to address the second.

Place a couple of mines behind you, near the head end of the ramp. Stop halfway
down and be prepared for a Super Puker coming toward you from the far end of the
low area. Freeze it and park a Line Gun grenade at its feet to kill it. The
Super Slasher, creeping in behind you, should be killed by the mines. An
Exploder will also need killing before you can descend. 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 a Line Gun energy grenade to take it out.

The Power Cell 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 with kinesis and you will hear
the hiss of Lurkers. Go quickly clockwise around the central framework to the
lighted area and drop the Cell. Don’t replace the bad Cell yet-that will trigger
additional hostiles. Three or four pesky Lurkers will now begin to target you.
They can be hard to locate and target, so don’t spare the stasis and use the I
beam in the lighted area as cover. The best policy is to freeze them and drop a
Line Gun grenade near them.

When the Lurkers are dead, refill your 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 and move slowly forward to lure it into the mines. If
the mines don’t do the trick, take it down. Don’t use the locator’s path yet.
Stay in the low area.

You must now eliminate several Crawlers and an Exploder before starting up the
ramp. Use the Plasma Cutter from near the base of the ramp. Don’t use the path,
it leads to the lift’s shaft and the lift isn’t there.

When the Exploder goes down, start up the ramp and place a mine or two at the
bottom of it. Equip the Ripper. A Super Slasher will meet you at the head of the
ramp and another Super Puker will come up it. Freeze and shred the Super Slasher
and quickly turn to freeze and kill the Super Puker if the mines didn’t kill it.

It is now clear sailing to the exit door, but a Super Slasher will pursue if you
loiter. 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. In a
deranged state, he says that you’re next. As the shutter 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
the Blob pulses and starts to expose its three glowing orbs, hit it with a Line
Gun grenade. A single grenade, well placed, will 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 designated, 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-one hatch actually has a floating canister that
can be had with kinesis. 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
Slasher 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 Slasher when it gets there.

Two Lurkers will scramble below. Grab a red explosive canister from the grating
below and shoot it at the Lurkers. Repeat if one of the pests escape the first
attack.

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 quickly 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 provide
relief from the Super Slasher coming in behind you.

When you get near the top of the ramp deploy another pair of mines to your rear.
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 below and take it out. Address the Super Slasher that follows it with
stasis and the Ripper. 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 the crates
and continue on into Mining Hall B.

Ignore the lasers for now and use a Power Node to enter the storeroom. Grab the
ADVANCED SUIT SCHEMATIC, the SEMICONDUCTOR and any of the other items that you
can carry. Sometimes you will find a POWER NODE in this storeroom as well. I
found one on this trip.

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 demented 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 also be several 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 the Nicole vision seems to believe he has been beaten-“step four”-
acceptance.

At last a STORE and a SAVE STATION. Sell the random 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 also need the Ripper, the Line Gun and the Plasma Cutter.

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.

Note: If you had to leave drops on the elevator you can go back for them now.
Use the SAVE STATION.

                      CHAPTER 12: YOU KNOW THE DRILL  

Move down the ramp and access the WORKBENCH. I had ten Nodes and I used eight,
placing three in the Ripper matrix-one in “Duration,” “Connecting” and “Damage.”
Five went to the Line Gun-“Reload,” “Capacity,” “Connecting,” “Damage,” and
“Alternate Damage.”

Enter the exploratory mine, looting as you go. A one-eyed Ellie, freed of
Stross, is examining a broken Industrial Rock Drill. Isaac isn’t running away
from his past anymore and his goal is now 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 that 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 Necromorphs of many types will climb up onto the
drill’s deck-they 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 Necromorphs, 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 just dodge many of their
attacks.

          CHAPTER 13: EXACTLY HOW MANY OF YOU GUYS ARE THERE?   

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 your position a steady stream of
assorted Necromorphs pour into the room. Go back to the lower Security Office
when the door is enabled and place a mine at the bottom of the stairwell.
Numerous Necromorphs are still visible in the next room.

Grab the stasis canister-its there for a reason. Be patient-an Infector, coming
from the upper security office, will be coming to call. A Super Slasher will
follow it. The mine will damage or kill the Infector. Use the stasis canister on
the Super Slasher and then 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, if it survived the grenade,
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 mines take the first one and 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 Lars Nordstrom, the corpse 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. Ahead an Infector is raising corpses.
Don’t go after it. Place a couple of mines ahead near the curved desk, another
to the left side near the power cables and then take up position near the wall.
As the Necromorphs ahead go down, re-deploy the mines. They will also start to
drop down in front of you; so use stasis and the Ripper, backing away into the
corner to keep the blade spinning. 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 take them out quickly. 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. You will hear a crash before exiting. A Divider
will confront you upon exiting. Hit it with a stasis shot, and then twice with
the Contact Beam. 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 “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 toward the entry area. They can only come straight
in. Use stasis as they charge and then cut them down with the Line Gun or the
Contact Beam. If the mines take one out, try to re-deploy them between charges.

When the four Stalkers go down, a pair of Pukers will approach from the
direction of the path. Use stasis and 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 a mine in
their path or use the Rippers alternate fire mode 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.
As far as I can see stasis doesn’t affect the rotating lasers. Retreat to the
back of the niche 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 and there
is no checkpoint. Once again dash to your right and 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. A crippled Slasher will sometimes crawl in behind you as you
deal with them.

Take the lift 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, but 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. Place a couple ahead near 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 many 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
couple of latecomers will straggle in-usually Spitters and maybe a Super Slasher
climbing up from below.

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 at the bottom of the ramp. Hit the
Puker with stasis and then the Contact Beam. A Slasher will also drop in on the
action-treat it the same way.

Continue on to find another oval catwalk. Deploy mines behind 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 ahead of you and equip the
Ripper or the Line Gun. Two Super Pukers, a Spitter and a pair of Super Slashers
will enter the action. Use stasis on the Pukers and the Spitter, 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. A guttural snarl will give you
warning, but all seems quiet as you move through 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 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 or
two 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,” “Connecting” “Connecting,” “Damage.”

Exit the room, take the lift and you will see the colossal Marker surrounded by
a seething mass of Necromorphs. Tiedemann knows things have gone awry and Nicole
appears once again 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 massive influx of Necromorphs has foiled his plans and
things have gone awry-badly awry.

Go into the Project Interface Room. The Marker pulses just outside the windows.
Activate the “dark machine.” This was one of Stross’ nightmare visions-stick a
needle in your eye.

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 you have the eye highlighted blue and then the Marker
codes will roll-for better or for worse.

              CHAPTER 14:  SAY UNCLE-UBER!    

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 take 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. Take the time to scavenge-the Ubermorph won’t
attack again in this area.

Continue on past the Marker, through Marker Access and into the Marker Thermal
Vent Conduits. Hit the Super Puker appearing on the right 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 now 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 and another Super Puker will enter the
action. Use stasis and the Ripper to put them down. 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, and then take it down. 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 or see the
Super Slasher, use stasis and deploy a couple of timed Line Gun grenades around
the dark corner. Retreat to put the Ubermorph down again. It’s possible that the
regenerating carcass may block your passage-not so good. Continue on, the Swarm
and the Super Slasher should have been destroyed by the grenade attack. Have the
Ripper ready for two more 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 may again 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 an Infector at work. Don’t go for the door. That
will bring the enemy onto you in tight quarters. Deploy several mines near the
wall by the exit hatch. Turn to take out the Ubermorph. Go forward to draw the
Necromorphs into the minefield. The first comers, including the Infector should
be killed by the mines. A pair of Super Slashers will follow. Make liberal use
of stasis, you will soon be out of their reach. By now 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. You will not be alone for long. The
Ubermorph will probably be back before the door can open or you will encounter
it in the next area before exiting.

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 get close and
boost through when they begin to slide open. Make sure you clear them or you
will be crushed. 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 really 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 one 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.

Note: This is the final store and you will need sufficient ammo for the finale.
Get there short on ammo and you can’t finish the game unless you receive
fortuitous drops. If you use the advised weapons, you will need, in theory, less
than a single clip of Line Gun ammo, about eight or ten rounds of Contact Beam
ammo and around 25 rounds of Force Gun ammo but you must get there. Carry 4 or 5
Med Packs, (Medium are sufficient) a Stasis Pack, and fill your slots with ammo
for the other weapons, no use economizing now-the penalty for an ammo shortfall
could be “Convergence” or, at least, re-doing chapter 15 from its beginning.

With 55,300 credits in stock, I purchased four Nodes, giving me eight. I
assigned three to the Line Gun-two Nodes went to “Alternate Damage,” and one to
“Width.” Four went to the Force Gun for “Reload,” “Capacity,” “Damage” and
“Speed.”

              CHAPTER 15:  WILL YOU GO AWAY ALREADY     

As you depart the STORE, 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 or Contact Beam, while
ducking behind the corner near the doorway. It can be hard to hit at this
distance, but you must take it down before proceeding. You can even go back to
the store and get the Seeker Rifle, and then return it after the shot. Raid the
lockers that are to the right of the entry door.

The Ubermorph will greet you at the turn, so put it down and in stasis and run
down the path, ignoring the Lurker-unless its on the walkway rather than above.
Get into the next room and two Super Slashers will assault you. If you stop to
loot, the Ubermorph will again need your attention.

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 to call. Put it down again if need
be.

Continue on and a Super Slasher and a Super Puker will need attention and they
will be joined by another of each and the Ubermorph will also be hot on your
heels. To survive make liberal use of stasis on this tough bunch in tight
quarters and shred everything in sight with your Ripper.

Heal if need be and use kinesis to clear a small crate from the exit door. 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. The
Lurkers have a bit of trouble targeting you from above so try to again ignore
them. A Super Slasher will defend the exit, and the Ubermorph may again be on
your heels.

Exit and take the lift. Use the final SAVE STATION. Pause here if you are out of
stasis re-charge packs and let your Stasis Mod recharge. It is actually SAFE!

Move along and the Ubermorph will again need attention. Put it down and melee
the fuse box on the right side and run through the doorway. Follow the path and
melee 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 weapon is enabled after the cut
scene.

You have to be glad he didn’t electrify that first javelin and even happier he
didn’t get the weapon’s 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 in 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 and they will be briefly, 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 of your 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.












































































































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17


GameFaqs: Dead Space 2  by SENIORBILL            Page 56 of 56

     
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