Dead Space FAQ/Walkthrough

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* Dead Space *

Dead Space FAQ
For PS3, XBox 360
Version 1.2 (10/31/08)
Written by Brad Russell "TheGum"
Email: [email protected]

Version 0.5 - have a little over half the game finished.

Version 0.6 - two more chapters finished.

Version 0.7 - two more chapters.

Version 1.0 - finished walkthrough, will flesh out the remaining sections
over the weekend, I hope.

Version 1.2 - added shop items and enemy sections; sorry for the wait, it's
just crazy around here.

Table Of Contents
Use Ctrl + F to quick find in this guide.


1. A Brief Foreword
2. Controls( CON2222 )
3. Starter Tips( TIPS333 )
4. Walkthrough( FAQ4444 )

Chapter 1: New Arrivals
Chapter 2: Intensive Care
Chapter 3: Course Correction
Chapter 4: Obliteration Imminent
Chapter 5: Lethal Devotion
Chapter 6: Environmental Hazard
Chapter 7: Into the Void
Chapter 8: Search and Rescue
Chapter 9: Dead on Arrival
Chapter 10: End of Days
Chapter 11: Alternate Solutions
Chapter 12: Dead Space

5. Enemies
6. Shop Items
7. Bench Upgrade Trees
8. Author Info / Copyright

* 1. A Brief Foreword                                                         *

Something to the effect of "Resident Evil 4 @ Dead Space" with RE4 jumped out
to a quick lead and Dead Space narrowed the gap.

RE4 38, Dead Space 31. Did I mention they're playing baseball?!

Okay, to be honest, this game is pretty awesome and as solid as I was hoping
it would be. Of course my expectations were high coming into it, but they
soon fell when I realized how this game would run.

Yes, this game and RE4 do the same things: fetch keys to advance, fight a 
big monster here and there, fight a boss every now and then, and the story is 
a weak element. Seriously, I thought the story in this game was going strong 
until they started trying to explain things.

You see, from the early previews and the back of the box, "There's no help
coming" I thought that we would be on a ship, we would be trying to escape
it all on our own, and fun would follow. What this game is in fact is a series
of fetch quests while you walk around on your cell phone talking to all sorts
of crazies on board this ship. So you're not alone, the enemies aren't that 
intimidating after a while, the boss fights are few and weak, and the story
really loses all sense in act 3. I understand if this is just the intro to a
great series, but they're just trying to set up too much in this first game 
if so.

Do not get me wrong: this is a great game. You pick up the controller, beat a
chapter or two, then go off to bed or whatever. There's replay value up the
roof and everything about the game is polished and clean. It's a great game,
but not a "classic." It succeeds in showing that the RE4 style of play works
well in any form, but this game needed to deliver more in terms of gameplay
or story depth to outshine the classic.

Basically, I'm not itching to play this game 40 times like I probably did with
RE4. I guess blood on every wall, doors in my face every ten seconds, and 
tight quarters aren't my thing.


PS - I forgot to mention BioShock. Instead of water, this game has blood;
instead of Big Daddies, this game has brutes; instead of whatever, this game
does the same thing. BioShock was more like an RPG though, and this game is 
more on the RE4 side of action.

* 2. Controls ( CON2222 )                                                     *

PS3 Controls

X - use, *reload
O - *kinesis to grab then R1 to fire object
SQU - health, *stasis
TRI - inventory, *jump in zero-g
L1 - aim
L2 - run
R1 - melee, *fire
R2 - curbstomp, *alternate fire
LS - look around, aim
RS - move
D-pad - select weapons
START - pause
SELECT - look at the map, objectives, inventory, and database

*press L1 (aim) and the button

**I assume the 360 controls match these, with maybe the shoulder buttons being
switched or something.

* 3. Starter Tips ( TIPS333 )                                                 *

#1. Reload before a fight, after a fight, and any and all phases in between.

#2. Use small items, such as med packs, to open up space when your inventory
is full.

#3. Your "gun" has a light, and aiming while you walk is always smart if you
don't get nausiated or something. Don't aim all the time, but don't just run 
around a corner or dart into an uncharted room.

#4. Use the freaking map! When confused, use the map and the locator to help
you find your way around. The locator breaks the fourth wall a bit, but still,
it's there so use it.

#5. Aim for the limbs. That means arms and legs. I like to aim for the legs 
since you know where they will be at all times, and once a leg is gone you can
pick off the "walking arms" at a nicer angle.

#6. Music is bad, especially loud and striking music. If you don't see anything
in front of you when you hear bad music, turn around.

#7. Shoot boxes with lights on them for items, or curb stomp if you wish.

#8. Once you start having too many items to carry, you can probably afford 
anything you need. Once you have all the guns, no sense sitting on 40,000 creds
when you can buy at least one power node and ammo for your favorite gun, such
as the Line Gun. Not to mention med packs if things have become more difficult
for you.

#9. Know the "health" and "inventory" buttons on your controller as they are 
meant to make the game faster. The health button spends a med pack on you, and
the inventory button brings up your inventory if you need to sort or whatever.
Both are when not aiming.

#10. Kinesis those boxes with lights on them and toss them to open; when you
get that power of course.

#11. If you are a seasoned gamer, probably never need a large med pack. And
you certainly don't need more than 12 med packs in your storage and inventory
combined unless you just can't hold onto them at all.

#12. Upgrade the Cutter, but save the capactiy spots for when you are out of
ammo, then get them. The Cutter is your best weapon, so get it tricked out 
early. Then the line gun, then the force gun. Never need to touch the contact
beam's upgrade tree.

#13. About those capacity upgrades, just like Resident Evil 4, you can get
them when you gun is empty to have free ammo. It's just smart.

#14. When you need to drop an item, say for a medium med pack, it makes 
sense to drop a small med pack, if you can't use it, because you're trading
for a better version of what you had. Of course use anything before you drop
it completely. Also, if you are trying to pick up ammo for a gun that can
absorb the ammo, drop something, load that ammo into the gun, and pick up the
other item, duh.

* 4. Walkthrough ( FAQ4444 )                                                  *

Dead Space Walkthrough

FYI, there is an intro movie if you let the start menu stand for a minute or 
so. Be sure to set it so the logo is barely visible when you start a new game;
not too dark, but not all the way to one side unless you must.

So you start off with just control of the camera as the game begins. Look 
around and get a taste of that bright sun! 

Chapter 1: New Arrivals

<Objective: Walk to the door>

Hangar Bay

Once you have control, feel free to set the subtitles (I would have tried to
press start as the movie played but you know how that goes). 

Move around, get adjusted to the control of Isaac and the camera, then press
select to enter the systems screen. Note that the game doesn't pause and you
can move around like normal as you read; whatever motivates you to do that is
anyone's guess. 

In the systems screen you can toggle between the systems. First is the map,
then objectives, then a database, and an inventory screen. Map is always a good
tool, and only the database has a single, short vid to view. So there isn't a
whole lot here right now.

Just turn around and start the training and by going down the hall your CEC 
suit will load up the tutorial as you move along; this info is in your database
under "training" if you need it later. First you learn to run, but head to the
left shortly after for a med pack. Then go right to get onto the bay walkway.

*NOTE: CEC stands for Concordance Extraction Corporation, or I guess you could
even call your suit RIG.*

Head down toward the door with your group but feel free to watch the little
vid above the door. Then walk to the door - success!

Just throwing it out there, but the blue lights on your spine is your health
meter, if you didn't know that like a year ago.

<Objective: Open the door>

Flight Lounge

Walk up, the blue door will be highlighted, press X or A, and you're in. You
cannot enter the red door, it's locked. 

<Objective: Load damage report>

Go inside the lounge and there are only two things to do. First you must save
at the save station in the corner behind your leader dude. Save, then use the
Locator System (R3) to see that you must open the nearby door. Don't worry,
yet. Just go in and head to the opposite corner to load the damage report onto
the screen.

<Objective: Reach Tram Control>

Hall to Lift Room

Yeah, now you can worry. You can watch your friends get taken out for a while,
then once the door near you is open, RUN! Don't stop, just keep running down 
the hall until you hit an elevator, then go inside and press the button. Once
the door is closed you are perfectly safe.


Did I get ya? Cool. Now you're not safe yet. Go out and look to the left for
what should be the picture you've seen that represents this game "Cut off their
limbs." Pick up the Plasma Cutter on the table and I'm sure you've heard that
sound of someone pleading for help. Well, go around to where the door is and 
before you open it there is some ammo to the left of the door. Pick up the 
energy, then stand back from the door, aim, and fire at the purple lines. And
as the hint suggests, aim for the limbs. Shooting off this thing's head does 
you no good at all.

*NOTE: A small note that is pretty important. You can shoot boxes with lights
on them to get items. Something I failed to realize until chapter 2, so maybe
I'll fix on my second run. Not a huge deal, just something you should know if
you didn't realize yourself.*

*NOTE: These are called Necromorphs, "dead" and "changing", or something like
that. I'll try to remind myself to name the different types if there aren't 
already names out there.*

Tram Control Hallway

Just walk down to the other end and through the door. Go left and down, aiming
so you have light, and keep looking to the debris until something runs by. Then
pick up the 1000 credits on the floor and come back. Heading right brings up
a tiny note about health and then you pick up the green thing on the floor,
a health pack. Then pick up the audio log, orange thing, on the floor and it
will auto-play. Through the door now.

*NOTE: This audio log goes in your database, just scroll down. There is also
"Run!" which is strange, but oh well.*

Tram Control

Turn right for a panel on the wall you can open for creds. Head up to the
windows and they will raise to reveal Hammond and Kendra.

<Objective: Repair damaged tram>

Head to the opposite side and look for two blue lights on two lockers and you
can open both for creds and a med pack. Get both, then come back around and 
save at the station on the wall. Don't worry about the big computer where you
entered, you need a data board to use that. Just go through the door that is

Tram Control Hallway

*NOTE: You reload by pressing the "use" button while aiming. You can tell your
ammo amount on the gun; hint, it's a number.*

If you didn't realize, you can zoom in on your map and move it around for 
easy viewing of the detailed paths. You are supposed to go right, but let's
go left for some fun. You should be ready for a fight when you get near the 
corner, but the thing is already dead all of the sudden. Pick up the energy 
pack and the thing should come to life, big surprise. Shoot its limbs, but when
you go to pick up the creds and medium med pack, be ready for possibly another
surprise (maybe only if you aim for the legs the first time). Either way, save
and then grab the audio log nearby before heading back the other way.

*NOTE: You can use the alternate fire for a horizontal cut, which stays 
permanent unless you press the button again.*

Open the door, surprise, and then down the hall for yet one final reminder 
you must shoot the limbs.

*NOTE: You can use a small health pack if you've taken enough damage to have
lost a unit of health. Health bar is your blue spine, four units.*

Tram Tunnel

Go left for creds, then right for a Stasis Module by the spazzing door. Use it,
just like slow motion for so many other games only this just affects the thing
you are aiming at. The door is closed and you have about five seconds or so
to get through; there is a recharge port on the right if you somehow waste all
of it.

Access Hallway

Pick up a stasis pack and then save. Go left, the lights go out, so just get
through the door so you're out of this hallway.

Tram Repair

In the corner nearby is a Power Node in a box on the wall. You can then 
activate the panel nearby, then up the walkway to fight with a morph who will 
bust out of the wall by the dead guys. Kill it, at least a leg and arm, then 
pick up the creds and audio log by the bodies; there is also a stasis recharge
if you really needed to use it. 

There is also a box on the wall, but once you open it and grab the creds, of
course another, bigger morph will jump through the adjacent panel on the wall,
so be ready. 

Now you must drag the tram into the repair area. You should have already set
the first arm, and it is a permanent grab. For the one on this side the arm 
does not stay for very long. Press the panel to send out the arm, use your 
stasis to slow it down, then run up the ramp and activate the main panel to 
pull in both arms and complete the objective.

*NOTE: Always use recharge stations no matter how little juice you have used.
The stasis meter is the tiny blue circle on your back.*

<Objective: Find Data Board>

As the tram is being repaired, quite loudly I might add, a morph will come 
out of the wall by the door. Fell free to use stasis, and I would recommend
you do. Stasis used on these guys seems to last a long time, and once you knock
off two limbs and/or see an item drop, that means you've killed it.

Once that is done, check your objective, map, locator and head back. A new 
type of morph teases you in the hall, so wait until he leaves and then go
save your game. Head to the tunnel, slow the door, and then go out. Refill
before going down the tunnel becuase there are two morphs who strike from the
floor vents. One is standard, the other is a leaper. You can try to use stasis
on them if you can hit them, but try to shoot them above all else.

Now backtrack and head down the left path in the hall you started in, you 
should have already killed the morph around the corner, save, and then take
the Maintenance Lift down.

<Objective: Find the Maintenance Bay Key>

Maintenance Bay

You start with two Necromorphs, one in front and one to the right. Kill both,
maybe stasis one, and then collect any fallen ammo. To the right is a vent 
panel on the wall and a morph does come out when you approach. There is a red
cannister on the ground you can use on this one, the first one, or the third
morph who is walking down the catwalk as well; that's four in total. Kill them
all and then check the map. You can go one of two ways, either left or toward
the elevator, and there is one more monster and a box on a wall at a dead end;
if you come from the upper path, you can use the red cannisters on the monster,
so long as he doesn't come from somewhere else I guess. When done, take the 
lift up.

There's a box on the wall to the left, then be ready for the monster hiding in
the dead bodies. Kill it, be ready for another down the walkway, and then you
are free to grab the key, energy, and text log. One more morph as you head back
to the lift; take it back down. 

<Objective: Find Data Board>

Another monster who attacks when the lift doors open, so be ready. Use your 
locator to go right and then up the ramp to the locked door. Use the key and 
go in for a single open locker, the Data Board, and an Upgrade Bench. Use the
bench to spend those power nodes to upgrade either your Cutter, RIG suit, or 
Stasis power. I believe that for all you have to start where the arrow points
and there of course needs to be something in that spot or there's no reaons to
use it. So pretty much you only have power and capacity for you Cutter. Get
both and exit.

<Objective: Call the Tram>

Leaving the room you are attacked by a morph over the rail, and hopefully you 
can pop that red tank to blow him up, then look to your right for one more
enemy. When you head back to the door to exit, beware the dead-looking morph
on the ground because he is alive, so be ready, or run by and into the lift,
I think (just shoot it). 

Go back up and be ready for a morph to blaze in and attack. Then go save now,
or save at Tram Control. Get back to the main room (the windows auto-open once
you enter FYI), insert the board into the big computer by the opposite door, 
then use the smaller computer by the window to call the tram. Save again after
the other two are safe and then start heading back the way you came.

<Objective: Return to Kellion>

*NOTE: I hope you realize you can only carry so many items, so use small med
packs when full or toss them to take on more items. And of course, reload at
all times.*

Just go back the way you came, use the locator if you must, and there are 
really no enemies from the control room to the workshop lift; bit watery in the
workshop though. Once up, you're kinda baited by one of those morphs you fled 
from earlier; noticed I used the word "baited." Follow him around the corner 
twice and he will jump into a vent. You have better run to this corner and 
then be ready for an ambush from both sides by two monsters, so freeze either
one and quickly pick apart the other. 

Then it's all safe in the flight lounge, and I guess you are contacted by one
of the "red shirts" from your party. Save and then back to the ship. A leaper 
will drop down on the catwalk as you approach, so freeze if you can and then
cut those limbs off.

Head into the ship and load the damage report. After you see the stuff hit 
the fan, turn and run out the ship for a short clip. Once you are back in 
control, you can run all the way down the end of this walkway, it's open, or
just fight off the four Necromorphs right here, whatever works for you, but
try to save any Stasis for the leaper one. 

<Objective: Go to the Medical Deck>

Then listen to the vid from your friends as you make your way back toward
the lounge. Now instead of going right down the path you took, just use the 
door on the left that is now open. 

Hallway to Tram

Go right into a bathroom, and aside from any graffiti to read, there is a 
large med pack on the men's side, and no monsters for once. Then go out and 
take the lift down to the Tram.

Tram Station

There is a store terminal in front of you, so let's use it. At the store you
can buy a Pulse Rifle or Line Gun, suit upgrade, power node, or items you
can find all over. I think you should get the suit upgrade if you have the 
dough (I was just 200 over). Even if you don't, I would consider saving up for
it because unless you really can't handle these bad guys, which you should be
able to, then I guess you can buy a gun. Again, get the upgrade, you could
even sell some of your bigger health packs from the inventory screen.

As far as inventory, the upgrade gives you three extra slots. You don't need
the large med pack, and if you keep all your small packs you should only need
one medium pack at the most. Of course if you don't have enough items to make 
these decisions, keep everything you got. You need the energy, stasis module,
and it's easy to carry all your small health packs. Carry one, two at the most,
medium packs. I guess you could sell them, but just store them for now.

Then you can use the bench if you've somehow obtained any nodes, then get on
the tram to end this chapter. Save of course.

Chapter 2: Intensive Care

<Objective: Retrieve the Captain's RIG>

Tram Station

Get out and go see the wounded gal and let her go peacefully. Pick up the 
Kinesis Module and now you can move objects. You pick them up by aiming and 
once you have them you press the shoot button to throw them. There is no limit
to how much you can use it.

There is a med kit among the all too deliberately-placed body bags, there is a 
store, but first move the crates in the hallway and pick up the Schematic.
These add items to the store; this one adds a Flamethrower to the store. Sure,
you could sell all your large med kits or not get the suit upgrade, or just 
wait, which is cool, trust me.

Security Station

Keep going enter this crossroads in your journey. There are creds on the floor,
a box in the little room, a locker, and another store. Just save your game at
the station and hit hay if you've played non-stop up to this point. 

<Objective: Find the Thermite>

Main Lab

Moving right along, Head up the middle door to the Main Lab, labeled "Research
Wing" over the door. You are told how to use the alternate fire for your gun,
and for the Cutter it's a horizontal cutting angle. Go down the hallway and 
you'll hit a broken door. There is a recharge for your stasis on the wall, and
then some ammo in the nearby dead bodies. Slow the door and go through.

On the wall to the left is a box with creds, then go around the little wall
to find some ammo. When you try to move up the room, an alarm goes off and then
the infected appear. You can run any direction you like, but there are two from
both sides that appear, but not four at one time; I advise making your way to
the other side of this upper area and fend them off, but don't take the lift 
down just yet. Once you take care of them, stay up here and you should hear 
one more monster somewhere. He's below you, so take him out, then find the 
lift at the opposite end of the walkway to go down there.

There is a recharge to the left, and the door to the left of the lift is open,
and inside there are lockers and a box to shoot. Once you come out and try to 
advance up the room, four more enemies will use the vents on the walls to 
ambush you. You can either run to the bathroom and hide, or just use your 
fighting skills to fend them off; don't forget you have two powers to use, 
stasis and kinesis, and any guns you may have bought. 

*NOTE: Fans from broken vent panels make for nice weapons, if you can find 

After you fight them off, there are items around the perimeter of the room,
even in that door by the lift that was locked. In the bathroom is an audio log
and in the middle room is a video log. Also in the middle room is a shelf that
prevents access to a "hidden" area. Just use kinesis to slide it over. Inside
there is a text log, a gold semiconductor, and two lockers of items; the 
conductor is sell bait. Now just go to the corner room by the lift for items 
in the lockers and then save.

Bio Lab

Go in and forward to watch a bit of a scene at the window; not sure if you
can save this guy. Anyway, go in and it's safe upon entry, but when you look to
the left and see the box to shoot on the ground, you'll meet the new enemy.
Let's call them "babies" for now, and I guess they have guns on them or 
something. It's best to use the horizontal firing mode (alt fire), and you can
only shoot at one of the three arms when they are out. When the arms are 
retreated you can do nothing. Just shoot the arms and the thing will die. Shoot
the box, grab the energy by the doc, then another in the corner, and then take
the lift up. There is one more baby hiding by the door up here, but you don't
have to move far from the lift for him to come out, and then if you notice 
the orange glass on the right, another baby will bust out of there when you
get close. Kill them both and go through the door.

Grab the thermite, energy, and the power node from the wall box. Go out and 
back to the broken door. Freeze it and go through, but be ready for a quick 
fight with two monsters; use stasis on both since the recharge is right there
on the wall. Return to the security area (look in the body bags for an item I
missed earlier), use the store, and then save.

<Objective: Find the Shock Pad>

Now may be a really good time to buy a new gun, since guns don't take up a 
slot in your inventory. Guns are set to the d-pad for easy access. I say get
the Line Gun, or Flamethrower, or both. If you have so far not struggled with
the "more than two enemies" encounters, then perhaps you are fine without them.
Still, now is a good time to at least get the Line Gun. It's alt fire is a 
timed mine that uses the same ammo as the normal fire. 

*NOTE: Line Gun uses Line Racks while the Flame gun uses Flame Fuel, in case
you were wondering. So no, plasma energy does not work for all guns. This means
if you want the extra guns, probably need extra item slots via the upgrade for
the suit if you don't already have it.*

*NOTE: I don't care much for the flamethrower, but it does help for big 
fights with many enemies.*

Imaging Diagnostics

Save and go through to the next area. Despite the sound, just keep going until
you run into the poor fellow who is obviously just bored waiting for death. 
Pick up the ammo in the corner, recharge, and go through the door.

Quick scare and then feel free to use the bench to upgrade your line gun. You
may realize that power nodes must be spent in empty spots in order to reach
the remaining good spots, but for now we can upgrade the damage for the line 
gun right off the bat. Then come around and use kinesis to move the tank all 
the way to the left. Once you move forward you have a chance to test out the 
Line Gun on two leapers.

After that, go left and into a small room where someone is freaking out on 
the other side of the table. Go counter-clockwise around the table, picking up
the two items, then pick the power node out of the box, and then be ready for
the monster to surprise you out of the vent.

Come back out and notice that the lift and other door are both locked. Well, 
look on the ground and there is a block. Get on the side of the lighting bolt
symbol and pick it up. To the right of the lift is a slot on the wall to insert
the block and power the lift.

Take it up and if you didn't position the tank into place earlier, move it so
that you can walk across. A leaper comes on the vent in front of you, so get 
him while he's on the wall, and then when you try to go right there is normal
enemy out the wall. Pick up their items, use the recharge station, and then 
move the tank to this side to walk over. Use the Cutter to shoot the box to
the right of the door and then save.

Zero-G Therapy Hallway

When you open the door in front of you, you're outside of the ship. A timer 
appears on your back to tell you how long you have before you die. Don't worry
for now, there are just two items in lockers to grab, then a quick look at the
view, and then go through the other door. Of course it takes about two seconds
through a door before it closes again too.

Zero-G Therapy

Open the next door and you're in the first zero-g area. You must aim like 
you would use your other two powers, then press the jump button (Y or TRI)
while aiming to leap. Use your Cutter here so you move quicker. All you can do
is go to the opposite platform, so get there however you wish. Once to the 
locked door, grab one of the many power blocks and stick it in there. Go in 
for creds on the ground and two lockers, then the Shock Pad.

<Objective: Destroy Barricade>

Go back into the chamber and a single leaper appears from under the platform
with your exit. Just use kinesis to grab a cannister and shoot it at him while
he's on the side wall, then get back and go out.

Enter the outside area ready to fight one enemy, then another when you're 
through the other door; both are hard to hear because there is no sound in 
space, or music apparently. 

Go through the door to be in the Diagnostics area, save, use the recharge, and
be sure to move the tank so you can get across. When you are near the lift,
be ready for one enemy through the vent, and when you get on the lift there is 
a leaper to the right on the wall.

*NOTE: Feel free to use that power node you picked up at this bench if you
want to. However, I think you should save it, trust me.*

Head back to the hallway with the dead guy, but have your Cutter set to 
horizontal ready. Look at the doorway to the hall for little crawlers to swarm
after you. Shoot them, or use your fire, and if they get on you you'll need to
press the button displayed to shake them off. After that, use the recharge and
head back to the security point.

That schematic from way back adds Pulse Ammo for the Pulse Rifle. If you have
the Line Gun and the Flame gun, no need to buy the rifle at the moment unless
you really want to. Remember, if you have too much energy and you like the 
Line Gun better, you only need two spots for energy in your pack. If you 
haven't used a med pack in a while, just keep three small ones. Then use the 
Thermite Bomb on the barricade and then save your game.

<Objective: Retrieve the Captain's RIG>


Approach the door and Hammond calls you, then go in for a video log on the 
ground. After that's over, go up and through the door. A box to the left, then
go through the door and be ready for two babies to attack from directly ahead
of the door; remember, only hit the arms. There is ammo to the right by the
dead guy, ammo by the power block, and the items in a room with lockers; 
there is also a recharge station if you need it. Just take the power block 
and stick it into the slot by the door if you want the lights turned on
quicker. Then go through when done.

Emergency Room

Be ready for a baby, then a normal enemy when you step inside, both will be
in front of you. When you get to the corner, two morphs from the right and one
from behind you. 

You may have noticed that locked door. Well, beside it is a panel that will
ask if you want to use a power node to get inside. You should have one if you
didn't waste it at the bench on your way back. No big deal, there is just 
ammo and a schematic for Line Racks. 

Keep going and when you hit the second half of this area, to the left in the 
corner is an audio log. Now go up along the beds and toward the end a few 
monsters will ambush you from both sides. Use the line gun to kill the one in
front of you, then run to the end, turn, and kill the other two. Items are
to be found with a schematic. Come back, go through the door, watch the eerie
scene, and then go around and pick up the text log on the floor. Save and 
go through the next door, pick up audio log, listen, kill baby at the corner,
and then take the elevator down.


Move forward and keep an eye on the window. Eventually an "infector" will drop
down and turn the Captain's body into a morph. The objective quickly changes 
to tell you to kill him, but if you have the Line Gun with a power upgrade, it
should just take two hits to the leg to take him out, then about two to the 
infector to take it out. Then you are free to collect the items about the room:
text log, creds, RIG, creds in a body drawer on the wall, more creds, a med
pack, and a power node. Then you take the door next to the exam room to take 
a lift back to the start of the clinic.

<Objective: Get back to Tram>

Head straight into the starting room to face another Super Slasher, same
as the Captain. Now head back to the Tram with no fear of enemy encounters. 
You can save, shop (nothing you should need so store items if anything),
and then back on the Tram to end chapter.

*NOTE: Stasis packs just refill your stasis, they are not the power itself.*

Chapter 3: Course Correction

<Objective: Re-fuel Engines>

Tram Station

A box on the ground to the left and another in the waiting area. Head to the
control room.

Control Room

This is another crossroads in your path. For now there is an audio log by the
dead guy, items in the lockers, a store, a locker to the left, and a save 
station. No reason to use the store unless you wish to purchase a power node;
but only one in case you need 10,000 creds later. After that, take the door to
the right to enter the machine shop.

Machine Shop

Go down the ramp and then aim at the body on the ground, get close, and then
kill it when it's up (perhaps shoot it with the Cutter first if you don't want
to get close). Then go into the men's room to the left for an audio log, a
Flame Fuel schematic, and then two lockers with ammo. Come back out and follow
the path to a bench, where you'll find a text log to the right of it. At the
bench you could always use your two nodes on the top of the Line Gun tree to
get a reload, but then you'll use one on an open spot, so do as you wish.

Refueling Chamber

Go up and left; something under your feet. There is a med in the tiny sleeping
area, then if you go around you'll run into an enemy, but before you follow
that path forward, go right for creds and a box, which is on the path if you
had gone right at the start of this catwalk. So keep following the path (use
the locator if I've confused you), and you'll hit a fork in the road. You can
pull the gondola to the right, but you need to go left. There's a box with
creds on the wall. 

On the left path, go right to hit the fueling panel. Use kinesis to pull the 
handle down and the thing will fuel up. You can go up to face an enemy and some
of those crawling things (there's a wicked blade on the ground to the right).
There's an item and a door back to the control room further up this path, but
you need to go back. 

Now use the gondola, pull it to you if you didn't already, and take it across.
Don't get comfortable though. No, there are no enemies that attack you on the 
ride, but there are about four of them when you're across, one a hyper. Use 
your line gun's mines before you get across; stick em in front of where the 
ride will end. There are also a few cannisters you can use kinesis on, or just
explode with a shot, but better to grab them with you power before the ride 
ends. When it does stop, hopefully you've done enough setup before the end so
that you only have one or two to fend off.

Pick up dropped items and pop a box on the right. Then follow the path to the 
left for a box on the wall, then keep going to get an audio log among some 
bodies. Follow the ramp up to see a slippery enemy escape into a vent. Go to 
that end, he won't pop up, but get the item out the box down the path and then
turn right for a stasis pack in a dark corner. Then follow the path to a save
station, with a schematic nearby. Then push down the fuel handle to complete
the objective. Feel free to save again if you're OCD like me.

<Objective: Activate Centrifuge>

Three babies, not all at the same time, will attack when you head back (if
one grabs you, just mash the button to free yourself). When you're down the 
ramp, head forward for a power node in a blue box and creds on a shelf; feel
free to bring that cannister with you too. Get back on the gondola and take it
back across. Don't worry about that enemy that runs by, I think he's just the
enemy you may have already beaten. If you didn't take the shortcut to the 
control room and cleared it earlier, then there is an enemy and crawlers 
waiting for you.

Go through the door to be on the opposite side of the control room where you'll
see an infectore turn the body into a hyper enemy. There is a box at the end
of this walkway if you want it. When you open the door to the control room, 
be ready to stasis the hyper or infector, then pick them apart with what you
have. Be mindful that retreating back through the doorway is a cheap way to
keep them away to some degree, but it's easiest just to kill them outright.

Once they are dead, visit the store to unload your schematics, which one gives
you a new gun to buy, the Ripper. This gun is worth a buy if you have the 
creds for it. Then for the sake of being on the same page, let's go down the 
left path to the centrifuge, left from entrance of the control room; opposite
the save station.

*NOTE: The first fire of the Ripper sends out a blade the length of the 
laser and holds it in place as it spins. So it's like a chainsaw with wicked
range. The alt fire shoots that blade straight. So the first fire mode is the 
best as it lasts about five seconds.*


There are tons of lockers with creds, ammo, and an audio log. Then use the 
bench to upgrade whatever you please; maybe the Ripper, but probably the Line
Gun first. Then into the decon chamber. Yes, during this wait you are amushed,
but only by three enemies. This is a good time to test out the Ripper if you
got it. The enemies drop from the opposite side, so just stay by the door you
came in from. They drop one after the other, so shouldn't be too hard picking
them off, and you always have stasis. The last one is a leaper who will be on
the walls. Once it's over, go out the door and get a locker before heading 
through the next door.


Go to the left for a node and item. Then go all the way back for two items by
an open hole in the wall, one a conductor. Go through the door, pick up the 
air can, and then save.

Enter the centrifuge and then go left to bring out two leapers below you, so
consider jumping to the ceiling or floor so they don't have any angle to attack
you from; remember there are a ton of cannisters so long as the enemies are 
not right next to you. You're locator points you to a panel on a walkway,
but first you must insert those two power blocks into the centrifuge. There is
a stasis recharge by the control panel if you need it. 

*NOTE: There is a floating box to shoot, an oxygen recharge on the floor, and
remember to use kinesis on items that are floating out of your reach, such as
dropped ammo.*

Get on the floor and go to one of the two power blocks. Notice the front has a
spinning thing. You need to stasis that, then use kinesis to gently insert the
block into the slot. After you set in each one, a leaper will attack. Do this
on both sides and then return to activate the panel.

<Objective: Manually ignite the Engine>

*NOTE: Don't be shy to use any air cans if you are running low, but the 
standard RIG level 2 air supply should be enough.*

The gravity is back to normal, and there is no air in here, so your oxygen 
meter is going down. No panic, just take the lift behind the panel down; get 
on the lift as the automated voice is talking to not waste time. Watch out down
here, there is a big spinning block that you cannot stasis. Wait for it to go
by and run to the right into a nook, fight an enemy that drops in, then run to
the next safe nook in the same way for oxygen. Run to the next nook as a leaper
enters with you, so be ready for a close quarters combat. Should have 30 secs
of air left, plenty to make it to the next nook, up the lift, run to the exit,
grab the item in the box on the right, then run in and hopefully the door 
closes in time. Grab an item on the floor and save. Have your line gun in 

Go out and a big ass arm grabs you and slowly drags you away. You can still
aim at the big yellow spot on the arm. Two line gun blasts should get you 
free. Then make your way back to decon, where one monster waits on the other 
side. Feel free to use a node at the bench, maybe for air on your RIG if you've
been running low on it, then back to the lift.

Store, most likely just to store items, save, and then through the newly 
unlocked door on the left side. 

Fuel Storage

Enter the next door to be out in space. There is a box and two items floating 
about that you can kinesis to you (retreat into the ship if you take a long ass
time getting them). When ready to leap, look straight and jump to a flat piece
of floor, then be ready to fight two leapers, or just jump to the ground, but
they are quick so I suggest you fight them. Jump to the opposite floor, then 
walk up the "bridge"-like piece up the wall to reach the door, then stand away
from the door so it closes.

Engineering Storage

Go through the next door to his loud area, but no worries. Just grab the 
schematic on the floor, then the item in the box and move on. No enemies in
this shaft either. Go left and into the first door for some items and an audio
log. Then go into the right side closet for a text log, power node, and more
items. Then come back out and take the lift down.

This level have two more closets with just a few med packs. The one on the far
side have three crawlers, keep an eye on that dude, and then you'll be teased
by monsters running about. Take the lift down and enter the first room on the
left. Don't bother shooting the box, it's a trap with three crawlers inside.
There's one item and then a stasis recharge. Come out, the guy in the corner 
will moan like a little baby at times, then stasis the door for a morph to 
run out and attack. Recharge if you must, then go through the door.

Engine Room

Down the hall you should see a cannister. Grab it and move forward until you
hear and see crawlers coming down the ramp. They are trailed by a normal enemy,
so let them get down the ramp, then fire to the center of them and hopefully
you get all the enemies in one blast. Then move forward and save.

Take the left door to see a sight to behold. Use the line gun to cut off as 
many legs as you can, then finish them off however from long range. Once the
normals enemies are gone, a Pregnant will emerge. DO NOT aim for the legs or
stomach. Use the line gun and aim for the shoulder area to get those big arms.
If you do rupture the stomach, not only do you unleash a ton of crawlers but 
the mother also stays alive for a while. If you have to fight them off, 
hopefuly you have a flamethrower to handle them. 

*NOTE: Pregnants are super slow, and there are a bunch of cannisters in the 
little room on the right if you want blast it and then the little ones away.
Also saw blades on the ground, FYI.*

After that is over with, there are a lot of items all over the place. Two are
in the upper area in boxes, more ammo to the left and right of the main 
computer, and a power node in that room; not to mention any dropped stuff by
the enemies. When ready, use the computer. 

Now you have to fight about six enemies, slashers and leapers. I like to go up
the ramp to the right of the computer and hold my ground by attacking anything
that comes up the ramp. Remember any items you may have left lying around, and
the cannisters. When that's over with, use the computer again, then exit this 
room. Save and use the opposite door.

<Objective: Return to the Tram>

Just two items down this hallway, both to the left. Follow the path back to the
control room, one enemy appears, then unload your schematic and conductor at
the store. Store any other items, then save. Now back to the tram and end this

Chapter 4: Obliteration Imminent

<Objective: Meet Hammond>

Tram Station

Just three items, then through the door after the vid.

Atrium Hallway

Item on the floor, then two scares before you reach the store. Into the next

Main Atrium

There is an audio log up and to the right. There are three items around by the
surrounding computers, then go up the middle to reach a save station. Turn 
around to take the lift down.

*NOTE: Also, there are about 8 boxes on the sides of this area that have 
items. They are hard to spot.*

Captain's Nest

A schematic at the bottom, then go through the door to meet Hammond. There are
four boxes on the walls, two should be open, a box on the left, and a text log
to read after Hammond is done talking. Then come out for a quick scare, then up
the lift.

<Objective: Activate Elevators>

Save if you like, then head to the door behind the elevators to run into your
first Brute. Don't freak out, especially if you have good stasis power. Simply
freeze it, run behind it, and then aim for any yellow you see. You can also hit
yellow along his shoulders in the front, but hitting his back side is easy. 
Use your Line Gun ammo on his back, and when out feel free to shoot between his
armor in the front; at the joints. He tends to lie on the ground for long 
periods of time, which means you can hack away at his back. When he's damaged
enough, he'll stand up, shake a bit, and then shoot some blob at you. You can
kinesis it and shoot it back if you like, or just keep moving to the side to
avoid it. A few line racks and then a bunch of Cutter ammo and about three
stasis blasts should be enough to take him out.

After he's gone, go into that room, turn on the elevators at the computer,
get a power node, get items in the back closet, and then use the bench; should
have 3 or so power nodes to spend. Then go out and take the first elevator up
to the ship systems.

<Objective: Re-route ADS Power>

Ship Systems

Weird vid. Three items in this first room, then go save. Go into the closet up
ahead, kill the slasher before it wakes up, then collect the items, recharge,
and don't miss that schematic outside the door. Keep going to enter a room
with some missing panels on the floor, so watch out. The first enemy you see
behind the walls will suffer the fate of stepping on one of these panels. 

Go to the right to again watch a baby get flung to the ceiling. I shouldn't
have to tell you, but don't step on those panels. Go around the corner for a
baby to attack, then when you keep going a slasher comes out of the ground from
where you entered this area, so just wait and kill him. When you go around the
next corner, two babies attack, so take them out quickly.

Recharge you stasis on the wall. Move the clutter, then go left and walk 
forward to meet with a second brute. Now, all I did was stasis him, shoot at 
his shoulders, then I went left and around the pillar in the corner, making 
sure he followed. The result was him getting stuck in the corner. From there I
just Cutter-ed him to death at the shoulders. Of course if you aren't so lucky
then just use stasis and aim for the shoulders as you maneuver around the 

Once you take him out, go to the back, stasis the wires, go around them, and
use the panel to get the first ADS power. Grab the med pack in the corner if
you need it and then make your way back to the save point, with two slashers
in the hall with the save station. Save and then head back down. 

Five leapers attack, from the walls and places unseen. Best to use the cutter
for the long-range attacks, unless you have a lot of line gun ammo. Kill them,
collect dropped items, then exit the atrium to hit that store from earlier.

One of your schematics yields a level 3 RIG, so get that. Now, you may have 
noticed that line gun ammo is scarce, the flamethrower is crap, and the ripper
is kinda crap too. Now is a great time to store the flamethrower and line gun
and buy the Pulse Rifle and Contact Beam. Should have a few pulse rounds from
earlier, so get those too. With four guns, you only need one back of ammo for
each; maybe two packs of Cutter ammo. Then go use the bench to probably spend
a node on the Cutter, since it's your only constant weapon. Then save.

Take the elevator facing the save station, go to level 1.

Mining Administration Hallway

Two boxes to open, one that should be closed on the wall. Save and then out
the door. Move up and then this place turns to a vacuum. Look out the door and 
grab the item with kinesis that's to the right. You can retreat into the closet
up the hall for items and a bench. Come back out and proceed to the end of 
the hallway, through two doors into the admin area.

Mining Administration

There are two supers in front of you, so now is a good time to charge up the
Contact Beam and take them both out. To the left is a single item in a box.
To the right is a storage area with a text log, items, and a power node. When
you come back to the main room, on the right and up is a door that takes one
node to open, so do so if you don't mind giving it up. Items in here, and a 

Back in the main room, navigate up and around the broken panels, but be ready
for a baby to attack. Approach the computer and when you use it, an infector
behind you turns that dead body into a super. Use a contact blast to take out
the super, but watch the vents for the infector, and pulse rounds take him
out if you have time to switch over. Now back your way back, save, and then 
up to level 3.

ADS Lower Hall

Yikes, what's his problem? There's an audio log, schematic, boxes on the 
walls, and a save station; venture too far into the room and you'll fight the
next two enemies. First is a pregnant around the corner (aim for the arms),
then a super drops in (not sure if you need to, but avoid hitting the dead
pregnant). Kill both, collect items, save if you didn't already, then use the

<Objective: Destroy the Asteroids>

Take the door near the computer, then the first door on the right for items.
Take the door at the end of the hall to take the lift up.


*NOTE: One RIG air upgrade at the bench should be enough for this area, 
otherwise you'll need to use that air can.*

Yeah, that air can may be kinda important to pick up if you can. Open the door
and the next, then look to the right and up two blocks to see an oxygen station
on a block. Quickly point, aim, to the ground behind the block, and jump over
there. Replenish your air as the asteroids bombard the area around you; just
stay directly behind this and you're safe. Once it's over, run along this 
side up to the next block and hide again. Then continue to run up, maybe up two
blocks, but when you get toward the end, jump to the middle, wait for one more
spray, and then run for the door and inside; feel free to use that air can if
you must, it's not like you'll need it often. 

Inside, bust a box, pick up conductor, save, and get on the turret. Now, you
have unlimited ammo, but you cannot hold down the two trigger buttons (the two
buttons you use to aim and shoot, you use both of those). You can keep firing
so long as you don't over-do it. The rocks are very faint in the distance, and
don't mis-judge for going slow, they aren't. You'll need to make quick aiming
and shootings or you'll be too slow, and if you've missed a rock, just let it
go. The counter on your gun is for the ship's hull, so try to keep as many away
as you can, but you obviously won't take them all out; at least you don't have
to. Point, shoot, really nothing more I can tell you other than that big rocks
break into smaller pieces.

<Objective: Return to Tram>

After that, save and go back outside. There are just two leapers to fight,
then run all the way to the end and inside; if you don't trust that, use one
of the oxygen supplies on the side like before. Get in to be told you're needed
back at medical.  In the lower hall, there are these squid-like things, three,
so shoot them or just run to the elevator and go down. 

Head to the tram and stop at the store along the way. Your schematic yields a
Force Gun, which you should buy and store the Pulse Rifle. This gun is like a 
shotgun basically. Don't forget to sell those two semiconductors and store
all the other stuff you don't use. Two female slashers ambush you behind the
store, and the force gun doesn't help kill them I'm afraid; maybe the grenade,
the alt fire. Then into the tram.

Chapter 5: Lethal Devotion

<Objective: Find the Chemicals>

Now for the first taste of backtracking in this game. Notice how there are not
only things missing, but new things in these next few areas from last time. 
Just get to the security station and save after the chatter. Your only open
path is to Imaging Diagnostics. 

*NOTE: Some lockers will be open now, like the one here in security.*

In this hall there will be two babies to attack. Keep going and into the next
area to see the tank is moving crazy, and there is some ugly thing on the 
wall across the way; if you have a power node, feel free to use the bench. When
to get close to the ugly thing, it spits out baby-things that have one tentacle
to shoot, or they shoot you. Kill them if they pop out, but you want to aim at
the tentacles coming out of that thing. There should be four, then it dies.

*NOTE: If you want to do the right thing to kill these wall monsters, take that
red cannister and shoot it at the thing as all the tentacles are exposed.*

Take the lift up and near the moving platform a baby appears, so shoot it from
afar. Stasis the platform to get across, recharge, then do it again to save.
Into the next area to see the door on the right is open. Take the lift down.

Chemical Lab

Listen to the audio log, then go into the only open door. Schematic, node, and 
a few other items to collect. Go up to the computer and use it twice to get
the chemicals, then you meet a special someone. Use the cutter to try and fell
this new beast, hitting the arms like normal, but it's all futile. Just wait
for Kendra to speak and you're clear to exit the door you entered. Then take
the door on the left to get out of here.

<Objective: Find the DNA Sample>

Back in this area, another transmission, but get out the contact beam as those
little crawlers are coming out of that hole in the wall to the left. Get up
close to them and do the alt fire to blast them away. Head back, but there are 
more crawlers, and I suggest you run past them and through the door. Not so
fast, the regenerator is here too, so quickly run back to the security area.

Catch your breath, save, and visit the store. Now you're off to the clinc
area. Proceed until you meet the old doc again. Go through the door when it
opens, then be ready for some fierce and nerve-shattering combat. For one,
you still can't kill the regenerator. For two, you must quickly kill all the
other enemies so Kendra will open the door faster. If you can handle those,
then maybe focus on grabbing the items in the room. Basically, you can shoot
the force gun's mines into the big guy to hold him back a lot, then kill the 
female slashers and babies that appear. After you take them out, and you'll
probably be running from one end of the room to the other, then stasis and 
chop up the big guy until Kendra calls, then head for the big door and go

If you spent a node here earlier, the room on the right will have two lockers
of items. If not, then spend the one you got to restock on stuff. Head down the
hall and grab that red cannister on the left. Use it when the wall creature
spits out all tentacles for a quick kill. Then pick up the conductor and other
item. There are two items at the other end by the crying lady; don't worry,
nothing you can do about her. Then come back and go through the door.

Make your way to the save point, then into Dr. Mercer's Office right behind
it. There is a conductor, audio log, and a bunch of items in here. Then use 
the computer, and then the ol' doc pulls a fast one on ya.

<Objective: Return to Security>

Can't save, so don't try, and you can start running back before everyone is
done talking. In the emergency area, at the far end of the first hall is an
oxygen supply, so use it. On the way back you hit a swarm of crawlers, and 
again, use the alt fire of the contact beam (remember, you have to aim). In
the main area, the big guy is gone, but there are a few more enemies in your
way. Just stasis the ones in between you and the door, then run, and in the
last hall there is a baby, but you can just run right past him. In security,
just use the computer to restore O2 levels.

<Objective: Return to Chemical Lab>

Before you go, sell conductors, get out your health, and maybe bring a few 
stasis packs just in case. Save, then head back into that hallway. At the end
the door closes, but it opens again - wtf? Recharge your stasis and go into
the next area. Feel free to now use a power node on the room to the left, but
it's no big deal, you could use it on the bench if you like. Then into the
chem lab and insert the mixture into the machine and get the new stuff.

<Objective: Go to Hydrophonics>

Now you must exit via the right door. Go right for some boxes, then left for
lockers and a save. Go through the door.


The fight here has three babies and the big dude. You have a recharge on the
wall, so stasis away. You want to kill the babies, so freeze the big guy and 
hack away at the little ones. Look to the doors by the window, once those are
blue you will go into phase two. It's really easy, just get the regenerator
into the middle column area, stasis him, then run into that room and use the
computer on the window to freeze him for good. Then you are free to collect the
items as you wish, especially the node right behind the computer. 

After that, take the door to the tram station, one item in the waiting area,
and you're done.

Chapter 6: Environmental Hazard

<Objective: Poison the Leviathan>

Tram Station

Audio log and an item, then head to the deck. There is a bathroom on the right,
with items on the ladies' side, and more items and some crawlers on the guys'
side. Take the lift up.

Sapling Room

Schematic and some items, then go meet Hammond and more items. After the chat 
go into the next room.

<Objective: Destroy Poison Pods (8)>

Atmosphere Control

Some lockers on the left, and a store. At this point I had enough money to buy
a power node and then buy 10 line racks so I could bring back the old Line Gun
and set the Ripper in storage. That means I have the Cutter, Contact Beam, Line
Gun, and Force Gun, with the force gun only needed for its grenades. Save and
feel free to take a breather before moving on. Take the left door.

Hallway to West Tower

The sprouts here emmit hot water, so don't get close when the lights blink. 
The first room on the left has a box that is probably locked, and the second 
room has a bench; maybe work towards a second damage upgrade for the Cutter.
Come out, avoid the sprouts, collect two wall boxes, then up the lift, kill
the slasher, and through the door.

West Grow Chamber

Items to the right, then come around to the left from the door for items on
the ground, then when you try to advance up the room the ambush is on. The
first wave is two babies and two slashers, then two slashers come in waves from
the back of the room. Just fight them off, or run to the back and go through
the door, however you wish to get through that door.

Once inside, move forward to see a Poison Pod wheezing his fumes into the air.
Shoot the box, then shoot him twice with the cutter to take out the first of
eight. Get out your line gun, or strong weapon of choice, turn around, and wait
for the super to leap out of the vent. Go outside for a single baby. Then go
to the opposite end of the area into another room for a second pod. Kill it,
collect the items, come out, shoot the pregnant in the arms, and then head
for the lift in the center of the room to go up a level. There is and item
beside the lift, an item to kinesis to the left of the door, then enter the 
door behind the lift.

Hydroponics Control

A locker to the right, then move up and before you kill the pod to the left,
take the two cannisters and place them among the dead bodies in the center of 
the room and put all three on around the cannisters; hopefully you have 3
cutter blades, two for the pod and then one for a cannister. So kill the pod,
then quickly shoot a cannister to not only explode the dead bodies but also
to damage the infectors. Kill them because though they didn't do their job,
they can still kill you (if they jump on you mash the button to kill them).
Exit and take the opposite door to get a box and save.

*NOTE: If you want to take the lift to level 3, do so for more ammo and items.
You could get them now or later.*

Refrigeration West

You will go inside, turn right, and there is an exploder coming right at you.
Use the force gun to knock him back, then toss grenades from that gun at him
(alt fire), or if it is not too close you can aim for the bulb bomb on its 
side and blow it up. Then a few waves of these things come from the opposite
end, so you could try more grenades or aim for the bombs. Whatever you do,
don't let them get close to you or they blow up. Collect the items and into the
next room.

*NOTE: For all parts zero-g, remember to kinesis the items out of reach.*

In the next room are a few items and a stasis recharge. This part can get 
tricky since I won't lay out the course step by step. Go into the zero-g area,
look up, and kinesis that panel with the arrow on it to the side. Two babies,
which I've long known are called Lurkers but babies sounds better, will fall
out, so kill em. Go throug the opening and in this "cage" you would do well to
avoid the spikes, a clever idea. Get over to the side so you can open the next
panel. Jump through and then locate the single baby in this cage. Jump over to
the solid ground and through the door.

Air Filtration

Item to the sides of the door, then get an audio log before taking the lift
down. From here you need to shoot four purple panels to open the path. The
first is on this side, the next is in the first tube, the third is through
the panels of the first tube, and the final one is through the doorway of the
second tube; all of which can be shot with the cutter from the first doorway
without entering the tube. Once the four are down, you're going to make a mad
dash. It's pretty simple, you wait for the fire to pass, then run, in the 
second tube run past the slasher, then keep going to get on the other side.
Then get to the corner behind the pod, kill the slasher following you, then
kill the poison pod.

*NOTE: Jacob Guerro says there are panels inside the chambers, opposite the
fire sources, that you can stasis and allow you more time. I just ran through
the first time, so I didn't notice these.*

Take the lift up and go right for two items, then into the control room for two
items and a power node. Then follow the left path and take the elevator back
to the grow chamber. There is a pregnant to the left and two babies on either
side. If you didn't take the central lift up to level 3, do so now for free
items, then return to hallway. 

Something busts open all the vents, but no worries. Take the lift down, 
careful to avoid the sprouts, use the bench if you wish, and return to the
control center. At the store, sell the conductor, set aside your excess items,
and buy all the ammo you want; probably just four sets of ammo for the line 
gun and cutter. You only need four med packs, medium I would think, and then
feel free to buy two power nodes if you have around 40,000 or so creds. Save
and take the right door.

Hallway to East Tower

Text log, and inside there is a Guardian across the way. Use the cutter on the
tentacles, then the tentacles on the egg-things. There are three doors. The
first one has a bench, the second has a slasher and a box, the third requires
a power node to open. Spend a node on the last door first, collect the items,
then open the second door only if you want to get a single item and kill an
enemy. Then spend what you wish on the bench.

*NOTE: Capacity upgrades WILL refill empty guns. This should come into play
with your Cutter, as mine was empty. It's like a clip-extender and 10,000 cred
ammo in one node.*

Take the lift up and into the next chamber.

East Grow Chamber

*NOTE: I realize that you can use kinesis on boxes, then shoot them at a 
wall to open them, rather than wasting ammo.*

Yep, not as colorful as the other one. Just left of the door is a box on the
wall, then go further left for another box on the wall. The door in front of 
you closes, so move forward with the Cutter/Line Gun in hand as a Brute is 
waiting to the right of the door. Stasis, run behind, slash away, and repeat
until you hear the door open or see the item drop from him. There is another
box on the opposite door to this room, a line rack at the back of this area,
and two boxes in the lower right corner.

*NOTE: By this time I'm all out of Cutter ammo, so the Force Gun is a good
second. With a few power upgrades it's like a shotgun, only you can't focus
the fire on limbs.*

When ready, enter the upper left room, kill the poison pod, collect the items
in the boxes, and recharge on the wall. Exit and enter the upper right room,
but DO NOT open that box unless you want crawlers to shoot. Just collect the
three items and come back out. 

Go to the lift and notice that behind it and on the ground is poison pod under
some glass. What you'll do is use the panel on the right side of the lift,
stasis the glass door, run to the left, and then beam/cut the poison pod from
the opening. Careful not to hit one of the containers or you'll take damage.

Take the lift up to level 3 and kill the lone poison pod up here. Then go
back down to level 2 for an audio log, some items, an item to kinesis to
the left of the locked door, and even a power node in the open door that leads
to refrigeration east; save first.

Refrigeration East

You start with another one of those arms, so use any Cutter ammo to hit that 
yellow spot, or line it to free yourself. An audio log past the next door,
then into the the series of cages. Get under and to the right of the opening in
the ceiling and jump up. From here you must freeze the electric conductor, 
then jump to the wall adjacent, then jump through the hole to fight two babies
to your right.

Now you get to the other side to jump through the hole, kill two babies in this
top cage, then take out the last poison pod. Collect floating items and now 
make the long return trip back down. No enemies, and all I'll say is you need
to be positioned almostf perfectly adjacent to an opening to jump through it;
when you reach the electric part, there is a switch you can press (it's blue)
to turn off the power.

<Objective: Recycle the Atmosphere>

Make your way back, save, and when you get back to the hallway, there are three
slashers prime for a few force gun grenades. The rest is you and the bench. 
You can hit it the first time through, or go to the shop, store your items,
sell what you wish (though I think you should keep spare items), buy a few 
power nodes, and then get that Cutter up to snuff with capacity and damage 
upgrades, or maybe trick up any other gun. Then buy ammo for low guns, and 
then save. When ready, press the buttom on the computer by the save station,
then go through that big door in the front.

<Objective: Poison the Leviathan>

Hallway to Food Storage

Audio log as well as a few items. Open the door, grab an item, then insert the
poison into the machine. Now into the food storage.

<Objective: Kill the Leviathan>

Food Storage

*NOTE: Set the Cutter to vertical.*

Just as you step inside and the lights turn on, don't move up too far. Look
around through the blur and look for about six items, mainly a med pack.
Move forward a bit to wake the Leviathan. 

There are two parts to this fight: three tentacles and then the mouth. You
start facing the tentacles, one of the three. For every encounter with an arm,
you need to always be strafing to one side; may as well be to the left since
you'll have more view. Once an arm commits to attacking you, it sticks out 
further to reveal it's yellow, so start shooting it with clear shots. If you
take it out, great; if not, the arm will slam down away from you. When it
slams down, you need to look to an area at or behind the arm and then jump to
there, and the arm should be away by the time you land. If you are directly 
in front of opening for the arm, it may land right on you. Then resume your 
attacks on the yellow. 

*NOTE: A given, but please reload after each few shots.*

Keep this up for all three arms until they are gone, then the thing will roar.
While he exposes the orange mass in his mouth, shoot it with a contact beam
shot or whatever. Quickly be ready for him to start shooting his bombs at 
you. There are five in each attack. You can shoot them, but that's not the 
wise choice. You want to use kinesis to grab the first, shoot it at the second,
then grab the third and shoot it at the fourth, and then grab the fifth and 
shoot it at the mouth. You may have to do this more than once, but it seems 
like a good hit will send it into the final phase.

Just to make sure we're clear, the way to grab the bombs is when they are 
reasonably close, not when they are just spat out. Be careful not to mix your
buttons and just let the final bomb float in space or something. If a bomb is
moving toward you and there is no "wavy" sound, you're about to get blasted.

*NOTE: Remember that you have a "health" button that instantly uses a med pack
from your inventory, because you don't want a regular hit to kill you instantly
and have to start over. Just keep an eye on your health because it seems like
the tentacles are more likely to land on you if your health is low.*

And then you will face both the tentacles and mouth at the same time, but it's
usually one or the other. All you have to do here is avoid the tentacles when
it's attacking, then make sure you have a shot to grab the bombs rather than
all of them hitting an arm. Get in about 3 or so good bombs on the core, then
maybe a few beams or cutter slices when the things roars, and the fight
should be over. It's not terribly hard, and if the arm kills you, it shouldn't 
take but a few tries to get this fight over with.

<Objective: Return to Tram>

Collect any new stray items floating around, then make your way back to the 
save station. Buy any ammo needed, store some, maybe refill your med packs,
and then head back to the tram to end this chapter.

Chapter 7: Into the Void

<Objective: Find the Mining Access Key>

Tram Station

How much more SHE can take of this? Isn't she just sitting on a chair hoping 
not to die? A box to the left, another inside the waiting area. Down the hall,
right for a box in the corner, then a power node to the left corner of the 
door to the RIG Room.

RIG Room

There's just a single box to the left side, then lockers, creds, and a med 
pack on the right. You can buy a node or two by selling excess ammo for 
seldom-used guns, then go to that bench and spend them; probably on empty
slots on the RIG or stasis, or whatever gun you like. Save and then down the 
lift to deck B. You're attacked by four slashers on the way down, so stay in a
corner and use the cutter or force gun.

*NOTE: You could save one node for a bit later, but you'll have a chance to
buy another then.*

Processing Antechamber

Audio log, then go left for a few boxes. Now go right from the start and 
advance up the path to see a slasher crawl up a vent. Now you are about to be
ambushed by three slashers, a fourth to come, and a pregnant. You could retreat
to the lift to funnel them to you, or stand your ground like a man, your call;
best to at least run to the left side. After that, there is a locker at the 
back of the area, then save and down the ramp.

Mineral Processing

Do the hall a single slasher strikes. Some items and a text log, then you can
use the store; either buy a power node now or after the coming battle where you
can get free creds. You can continue down the hall to a dead end for items,
even a few you can grab through the opening. Then turn around and enter the 
big hole in the wall.

There are four rocks, and for clearing the first two you are greeted by a 
wave of leapers, then babies; just two of each though. There are items to grab
all over, but the objective is to get the four rocks and throw them into the
beam. Again, get into a corner, maybe by that door, to handle the enemies that 
appear. Once all four are gone, head to the corner with the computer and use 
it to restore gravity and call up an ambush of enemies. Once you do, get on one
of the bridges so you can't be attacked from that vent behind you. There are 
several waves of slashers and exploders. Remember, aim for the bombs with the
cutter, then handle the remainder. There is also a pregnant that demands a line
gun blast to the shoulders to take out quickly, or stasis him or others.

After that, feel free to buy a power node to open the door by the computer, or
enter the opened room where you'll get a node through the second door. Either
way, there are just a few items and a conductor in this locked room. Then go
to the control room for boxes and the key. Take the back door, get the node on
the wall, then head to the end, where the lights go out, but just stay calm and
the power is restored. Head out and to the previous area. 

<Objective: Find the SOS Beacon>

Save, and if you follow the path on the left, should be a single leaper in the
narrow spot. Then you're free to take the lift down to deck D. You'll hear a 
monster on the way down, but I'm sure that's from deck C.

Repair Room

You can barely step out the elevator and then start shooting force gun grenades
down the paths to take out some of the bodies before the infectors turn them
all. Deal with the supers, collect as many items as you can, including an audio
log and semiconductor, then into the next area. 

Maintenance Chamber

Save and look off into the gap. Pull the gondola to you and get on. Items
can be pulled from the sides, if you want or can carry them. During the ride 
there will just be those egg-things that have a tentacle, but the shots go
to you, and not in front of you, so they usually miss. Still, it's a good idea
to shoot their tentacles if you have the cutter ammo. At the end is a very
interesting sight, a ton of items, and then through the door.

Maintenance Annex

Okay, maybe you aren't seeing things. Now you must defend, that person, from
a bunch of waves of slashers. A few will pop up on your side, and a single baby
will be on the left wall. You could use the line gun early, then go to the 
cutter after the first three or four slashers. Don't worry when she's - I mean,
that person - mobbed, she doesn't seem to die quickly or when touched by 
enemies, but do try to defend her. Collect any items through the bodies, there
is one in the corner by the red cannister, and then go through the door.

*NOTE: For the part upcoming, feel free to stow excess items you can't carry
now onto the gondola. Mainly line gun ammo and med kits since those are the
only things you would be using. If you were savy enough to carry items over on
the gondola, get off and use kinesis to pick them up as you may accidentally
return the lift across from which you cannot stop it.*

<Objective: Plant the Beacon>

In the storage, grab the schematic, items, and the beacon. Now return to the
gondola and take it back across. There are fewer eggs, but now there are about
four lurkers to deal with too. At the end you have two slashers before you 
land. Save and there is just one enemy before you reach the lift. Take it up
to deck C. 

Mining Hallway

You better have the force gun out and ready because you'll be rushed by a few
torsos and a few babies; just knock them back and fire a few grenades. Get out
the contact beam, go left, and kill the slasher in this room. Now come back to
the middle room and there are two boxes on either side of the lift doorway. 
Enter the left room and here are the items: three boxes (one with crawlers),
two fixed boxes, an audio log (a good one), a bench, a store, and a save 

Deposit your schematic to buy the suit 4 upgrade, then deposit all but four
med packs and at the most two of each set of ammo. Feel free to spend your 
nodes at the bench, but upon exiting a slasher attacks, which is quite uncommon
in any video game. Don't forget to save.

*NOTE: Best to bring an air can or two.*

Go to the bench and pick up the power block. Take it to the middle area and set
it down as you fight off the two bombers from the sides. Take them out and then
bring the block to the right room and insert it in the slot. Take the lift down
to the control room.

Control Room

There are no enemies, just a ton of wall boxes and a text log. Enter the next

Mining Bay

<Objective: Plant Beacon, Destroy Gravity Tethers>

There are some boxes floating around. Once ready, move forward and you'll stir
up the super leapers, who are leapers with super health. There are three, so
either jump around or let them come to you, either way. 

For the objectives, you actually need to hit the first two tethers on this 
side. You'll need stasis, which is in the control room. You go to the spinning
thing, freeze it, shoot the blue thing inside, and then do the same for the 
tether on the ceiling.

That's two of those and still need to plant the beacon. Watch the blades that 
skim over the rock. Run toward a corner of the rock and wall where both blades 
will not occupy, or as they go away, and jump to an area of the rock that is
very close to the outside of the ship. Once one, run outside, kill the two 
babies, and then plant the beacon. 

Now for the tricky part. You'll need to jump to a side of a tether, freeze and
blast it, then run all the way over to the opposite side for this tether. Once
the tethers are down, now it's a matter of you getting back in for air. If you
have air on you, then you have more time to plot this out. If not then you
still have time if you don't mess around too long. Get back on the asteroid, 
get close to the "inside" zone, and if you really need air, run in for a quick
breath and run back out (die and you start this whole area over, so be a bit
patient). When you believe you have a time to run, just run inside, look to any
piece of flat surface and jump before you die.

<Objective: Launch the Asteroid>

Make your way back to the lift where a single torso is waiting around the 
corner. Go up and take that block back to the left room; the catch, there is 
now fire in the way. No problem, just run past this first blaze when it goes
away, then turn around and pull out the block. Swing around the middle area,
careful of the timed blaze on the second column, and then you're good. Insert
the block back into the original slot, shop and save if you wish, then up the

A few crawlers greet you, then go around and use the key on the door. Go in
for a node and a few items, then use the computer to send the asteroid off.
now stand in front of the door, but not directly in front of it. Two supers 
and a few slashers drop in from the vents, so use the force gun to knock them
all back, then finish them off with the line gun or whatever. Then head back
to the lower level and save.

<Objective: Return to Tram>

Take the central lift back up the deck A. A super attacks you on the ride up,
then you have three dividers to deal with up here, so don't let them choke you.
Spend your node if you wish, wheel and deal, save, and head back to the tram.

Chapter 8: Search and Rescue

<Objective: Contact Military Ship>

Yes, you've been here before. One box should be unlocked, then head to the shop
where you may want to stock up on any low ammo; especially cutter. When you
enter the Atrium it's the biggest fight you've been in so far. When you're 
even with the elevator tower, two exploders drop on each side, so you'll have
to act quick to blow them up. This continues for about two more waves, then 
leapers and supers drop. It's really not a whole lot, but if you let a bomber
go and the leapers drop on top of you, it could get hairy. Lots of dropped 
items and then the boxes on the sides are all unlocked too. You could use the 
bench in the back for whatever reason too. 

Save and take the only open elevator up to level 3. A few items and a box in
this room, then in the hall there are more boxes and a save point. But at the 
end are two guardians, so cut off those tentacles before they spit out too many
little ones. Save and enter the opened door. 

Comms Hall

There is a full Divider here to handle, so cut him up, then be ready to pick
off the little parts with force gun ammo. There are boxes on the wall, then
go through the door.

Comms Lift

There is a bench if you need it, and another save point as if there weren't 
enough. Go up for an audio log, then open the door, get the node to the left,
then take the lift down the corridor (no enemies). 

<Objective: Fix the Array>

Lift 2

A schematic and item, as well as a recharge and save point - geez, they must 
really not trust you can take a step without dying. 

Comms Array Airlock

A few items and lockers, then through the two doors.

Cooms Array Chamber

There are three super leapers to fend off once you step inside. There are two
boxes floating to the left and right of the door. Now, notice that there is a 
big computer screen in front of the doorway. Look at it to see there are a 
few yellow dots on either side of the middle. Look down to see that there are
mostly broken dishes along the lines extending from the center. Your job is to
take the three green dishes from around the room and replace the broken ones 
around the center. One is near the door and the other two are on the right 
side of the room and up. You just take out the busted ones, shoot them toward
the ceiling, then get the working ones into their slots. It's not hard, 
especially since no enemies attack you.

<Objective: Contact Military Ship>

Now head back and go to where the save point is, save if you wish, then use 
the computer. Of course it doesn't work, so now head back the way you came on
the long lift.

<Objective: Use ADS Cannon>

A super in on the tiny lift when you step inside the hallway; force gun and 
grenades over and over seems to work. Feel free to spend your nodes at the
bench, then save. Go out and take the door on the right for the elevator.

ADS Cannon 48

Four boxes, and through the door is a node on the right, a save point on the
left. Then get on the gun. We'll call this the "48 Monster", because numbers 
are cool. To kill 48 you need to target the yellow of his five arms. The arms
swing down and around, but as they have something in their hand and are about
to toss it at you, that is your chance to fire at it; you both knock the item
out of the hand and cause damage. You can keep a constant stream of fire out 
of one gun, but you'll want to use both when you have a clear lock on some 
yellow. Aiming at the arms means that most of the debris they toss will cross
your line of sight, but some will go to the outer edges of your hull. You'll
most likely end up just trying to sweep your fire across the line where the 
yellow spots stand, so keep firing, try not to overheat too much, and you'll
eventually take out the arms one by one.

<Objective: Return to Tram>

After the scene, save and go back down the lift. You can stop and spend that
node, or head back where you'll run into two divider parts; remember, force
blasts work best. Save if you wish and then back to the atrium. There is just
one divider to the right as you exit, so be ready. Hit the store to deposit
your schematic for a crap item, then fight the pregnant behind you as you 
return to the tram.

Chapter 9: Dead on Arrival

<Objective: Enter Military Ship>

Tram Station

Just a box and a bench. Proceed to more items and a store. Go through the next
door for one more item before entering the next area.

<Objective: Clear Radioactive Material (6)>

Ore Storage

There are two floating boxes. The goal is to get all six of those orbs down to
the ground level for easy tossing. I would say you should start by going around
the room and getting all six and getting them down there and over the door.
Once you do, get on the ground and cut the six lines to the door to open it.
Two lurkers attack, then two super leapers, then two more lurkers. Kill them as
you toss each ball through the door and into space; you can bounce them off
the side of the doors or around the rim. Once you do, just look to the opening
in the ship, jump to it, walk to the door from the curved side, and you're in.

<Objective: Find the Singularity Core>

Starboard Corridors

A box to the right after the quick scare. Proceed to the save station, then
go through the door. 

Cargo Bay

There is a box to the right, behind the pod, and an item can be grabbed from
directly behind the pod if you position yourself correctly. For the crates, go
around the left side and then head to the right side (not moving the crates on
the left) and move the crates here so you can get the one item; easier to do
than explain. 

Move the crates on the left to make a path and get to the other side of the 
room to face a new enemy, Twitchers; soldiers with stasis packs that make them
faster, somehow. Use the force gun to knock them back, then either keep using
the blasts over and over or shoot a grenade, just know that missing a grenade
on these guys will cost you some damage if you don't recover. Four will come
after you to start with, then a fifth when you move up the room. From this
side of the room, find the path on the side to get two items, then go through
the door to exit.

Torpedo Room

A box to the left. Box on the opposite side, then a box by the other door that
has a semiconductor. 

Port Corridors

*NOTE: In the area upcoming, you could set the bodies in one spot, or try to
blow them up early. However, then the infectors will be after you, and I find
it a little easier to kill them when they are infecting. It's your call.*

Enter the next area for a box by the save point. Go to the elevator with 
Force Gun in hand and try to open it only to have two infectors drop in. They
go for the bodies, so either blast them off and grenade them, or use some other
gun to kill them quickly. Once they are gone, get that power block on the 
other end of the wall and put it in the slot to take the lift up.

Armory Corridors

Head down the narrow passage, turn right for two items, then head into through
the door.


A divider in front of you and two exploders to the right, so maybe get they
first and then force blast the divider. When you move into the little area 
in front of the door, two more bombers come out of the vent by the door you
entered from. There is an audio log by the shooting range, a node by the bench,
and more items around; please don't run onto a gravity panel. Then exit the
room to see a guy die. Refill stasis and go into the next area.


The laser will kill a twitcher that charges you. There is an item to the left
of the laser that you can grab with kinesis, but if you want the box item you
will have to stasis the laser. When you go for the box a twitcher comes out 
of the vent, and I would suggest force blasting him so he lands where the 
laser will slash over, and be sure to stand away from the area yourself. You'll
probably have to use another stasis to get the box item. There is one more box
by the exit door that you can get freely, then go out.

Barracks Corridors

A Twitcher will charge you from the left, then you'll have exploders from both
sides and a second from the left; you could use the infirmary door as a funnel
if you want. Go right for a few items and a node, then come back around, and
when you approach the door you can look further down to see an exploder in
the back, so feel free to shoot him if you want to; mainly to kinesis his 
dropped item. Collect the items, save, and enter the next area.


You can get the two items on the sides of this first column, then pull a med
pack out a cell on the right. When ready, move up a bit to stir up the place.
I won't go over every enemy, but there are about three Twitchers, three babies,
a pregnant early, six or so exploders, and about four leapers; with maybe more
that get caught in gravity panels. They don't come at once, and the twitchers
come one at a time, while the exploders will slowly move in the back. Just 
stay at the door and you should only have to move a bit to the left to avoid
the lurker fire. It's not a hard fight, just handle the twitchers and avoid
the projectiles of the lurkers and you should be able to handle the other 
enemies from long range. 

After the fight, all is clear. No more items in cells, just lots of dropped 
items to find and two wall boxes on each column. There is a store at the back
to drop off that large med pack schematic and sell your conductor. Put away
excess items, refill four or five med packs, and you should have plenty of 
ammo. Don't forget the text log, and go through the door.

You're back in the engine corridors. Move forward and save, then get the item
in the box, and then into the next area.

Engine Hall

A few boxes along the hall, and three at the end by the locked door. Then into
the next room.

Engine Room

Two boxes on the wall, then take the lift up. The puzzle here is to take out 
all six power boxes along the columns in the middle of the room, but you have
to do it by using the two blast shields on this end. The ones on the right are
easy because you can slide the shield to the end, park it, and peek around and 
pop each power box twice with little risk, maybe for the farthest one. If in
doubt all you have to do is run to the side to get a clear view, aim, fire, 
and run back to safety with no time wasted at all. 

The ones on the left are trickier as the shield only extends out a little.
You can move the shield over, stand far back directly behind it, and then aim 
for the box. Getting two hits on the middle one is harder because you'll have
to run to the left as the fire is dying out, aim and fire, then run back as the
fire starts up, but it shouldn't get you. Do this stressful exercise twice on
the middle one, then once on the back box. The last hit on the farthest box is
easy because you can just sit, shoot and once all six are gone the whole thing
shuts off.

<Objective: Return to Tram>

Now head straight down the room and pick up the core. Exit the door nearby and
pick up the items along the way. In the lower engine room, there is a wall box
directly left of the door. Move forward and say goodbye to an old friend. The
Super Brute isn't much different from the normal ones if you have stasis and 
cutter ammo. The strategy is the same: freeze, run behind, shoot back, and when
normal shoot the shoulders, or shoot the shoulders to start with. Your guns are
hopefully more powerful than normal, so this fight should be pretty easy if 
you have handled previous brutes well. Go through the door and take a right. 


A few items, even one you may miss behind the rest, and then put the power
block in the slot to take the lift down. 

Feel free to save if you must, then exit this ship. Outside, jump to the wall
with the door back onto the Ishimura, and go in. There is a single twitcher
between you and the tram. You can stop at the store if you must, and you have
one node to spend at the bench.  Then end this chapter.

Chapter 10: End of Days

<Objective: Find the Crew Key>

Tram Station

Just one box to the left.


Yes, those are people; look at their heads - weird huh? Two of those orange 
lights on the ground are ammo, then get the two wall items, visit the store for
any shopping and storage, then up the lift (yes, you should recognize that 
singing). There is a save point, item, bench, and text log; the log seems to
hint at the inner workings of this game, so read it if you planned otherwise.

Residential Hallway

A quick little scene, then go arounda and enter the mess hall.

Mess Hall

A single box to the left, and keep going to see an exploder appear in the hall
you came from, but he can't get you. A box and wall box, then take the lift
down. Use the force gun on the two dividers that attack, collect the items and
the power node, and open the box in the corner for the crew key.

<Objective: Find Navigation Cards (3)>

Back up the lift, back to the hall, then take a right to the next area.

Residential Lobby

To the right is a guardian with a super slasher. You'll do well to shoot either
line gun mines or grenades at the guardian to clear the eggs and damage the 
super a bit; down the slasher as you cut the guardian up and handle the eggs.
Some items around, then take the door to a tiny bathroom for a few items.
Come back out and use the key to take the lift down.

Sleep Block A

No enemies, just items and a save point. To the left of the left door is a
bathroom, and I don't know about you, but it sure doesn't hurt too much to 
blast that super slasher body without testing to see if it's alive; just two
items in here. Save, get out the cutter, and take the middle door.

<Objective: Override Locks to Block B>

You're still in the A block. Move forward to have the arm come out and grab 
you. Shoot the yellow with about four shots and you're free. There are two
items by the arm's hole, and two items by the door you came in (one hidden in
a corner). Take the door to the Storage Room and move the lever down; don't 
miss the item hidding to the left of the door. A super slasher is in the 
sleeping area, so either fight it or quickly go through the door. Save and 
enter B block.

Sleep Block B

Yep, no air in here. There is a pregnant and female slasher to the left as you
enter, so cutter them up. There are two rooms on the left: bathroom has a few
items and the dead-end hallway has a single item. In the middle room there is
an O2 recharge, but get close and that super wakes up, so get him first; if
you ever run low, return to this, or even out the door you came in for 
whatever reason.

Take the door to the bunk area and move forward a bit to bring out the new 
enemy, the Super Lurker. The only difference is they demand about four shots
to so to kill. The first drops from the ceiling, the second from the left,
and also from the left is a pregnant torso you may want to watch out for. If
you go left, a twitcher pops up behind you, so be ready for that. There is a
box in the corner (right of the door you entered) and then into the closet for
a node and two items - feel free to get more air.

Go around the left corner, finally, and pick up the first card on the floor.
Keep going to fight a twitcher (I think a lurker too but mine glitched and was
stuck in the ceiling). Kill, a box in front of the door and to the side, then
back to the starting room and out to the hallway with air. Head back, save,
and then up the lift.

An exploder scares you, but doesn't attack, yet. Go into the hall where he and
his friend and a few dividers parts will attack, so pop their bombs and force
blast the parts. 

In the commons, spend your two nodes as you wish, save, down the lift, visit
the store if you like (save around 60,000), then through the unlocked door. 

*NOTE: Feel free to buy or keep one node for a door later.*

*NOTE: If you want stasis, feel free to use and/or a stasis pack since there
are no recharge points nearby.*

Rec Hallway

A super slasher greets you (line gun him), a box to the left of the door, a box
in the left corner, then enter next area.

Tons of lockers, probably just one open. A few other items but I'll have to ask
you to pick up that suit 5 schematic, then go back to the store and buy it. 

Come back and enter the next part to read a text log, and get an item. The log
tells you how to play basketball. Go inside.

Rec Room

First, jump up a few platforms to lure out the lurkers. Three of them, so use
the line gun to quickly cut their tentacles. After that, pick up the nav card
and you're free to leave.

However, if you want to play some Z-Ball, step on the first platform and a 
panel shows up that you can use to start the game. The idea is that there is 
a shot clock and before that reaches zero you should jump to as many of the 
LIGHTED platforms as possible and shoot. The shot clock is on your back. 
There are usually two platforms to jump to for each shot. 

Don't quote me on this, but I believe the game just gets a little bit harder 
and all you have to do is get 16-20 points in each round. I find it best to 
NOT grab the ball as it does stop in the middle, just jump to two or all three
platforms, then fire when you're sure the goal won't close, repeat, and when 
down to 20 seconds or so, just stand up close and shoot without jumping around.
Do this for five levels to get a semiconductor, or don't do this at all since 
it takes a bit of time and patience.

So anyway, open the door to get out the reward room and a super slasher attacks
right away. In the hallway, go use the key on the lift to take it down.

Sleep Block C

Save, without listening to the message, then into the room to see the video
looping, but there are three eggs to kill first. The bathroom has a few 
items, then into the next area. Spend the node at the door for some goodies,
then turn to see the beds that form a puzzle.

Move the one on the far right, so slid it across the wall, then push the
one nearby into the wall. You should be able to walk in for a conductor. Now
turn and slid the bed you just moved so you can move more along the wall. And 
then you're free. Now follow the path to see a woman who does something that 
you may want to watch, then you are free to grab the nav card and health pack
in the corner. Then have the force gun in hand.

<Objective: Repair the Shuttle>

Feel free to start making your way back because the regenerator and a few 
super slashers are unleashed. While in this room you should knock them back and
make your way to the sliding beds, then slide them so no one can get you. When
you open the beds to get out, the things will drop in on you, so knock them 
down or stasis them and go out the door to the starting room. Now you must 
fight off a few slashers before the door to the lift is opened, so have at it.
Once the door is opened, knock back the next one, go in, save real quick if
you must, then go up the lift; more will attack you in the hall with the save
point, so no sense sticking around (they do end though).

In the commons, quickly run to the red-lit area and kill the infector as it is
infecting; stop it early or you'll face about five super slashers (good luck
if so). After that, feel free to visit the store and bench for anything you
want/need, and don't forget to keep a decent store of ammo. Save and follow
the door to meet a friend - I think he's a friend anyway.

*NOTE: I strongly advise you bring at least two stasis packs, just in case.*

Security Station

As he talks, get the semiconductor from the box. After you hear him out, take 
the lift down.

Captain's Quarters

Five pregnants in here, so chop away. I used the door to the hallway as a 
funnel and took on one pregnant at a time. Collect the items, and here are the
results for entering each room:

Lower Left: audio log and item
Lower Right: two boxes
Upper Right: one box of crawlers and one box under a chair
Upper Left: box, text log, and an interesting model

Shuttle Bay Hallway

A wall box and save point. 

Executive Shuttle Bay

Four items on the right side, of the room, an item to the left of the door,
three in the control room, then enter the shuttle and insert the cards in the
open panel.

<Objective: Test Fire Engines>

Enter the control room and use the computer. A single twitcher will appear,
then the regenerator. Knock him down and run out the room, quickly because we
want him to get stuck in the room. If you do get out, run to the back of the 
ship and look to the wall vents to fight the twitchers. If he is stuck, good
good. You are free to take out the five or so twitchers with the force gun as
they file out of the vent. Once they are gone, run to the door and lead the
big guy out. You need to get him to the upper right (from the entrance) area
and knock him down either by cutting his legs or force blasting him (not a 
stasis hit). Then run to the walkway where the engines fired and get across and
turn around. Let him get to the start of this walkway, slighty on it, and then
stasis him. Run to the control room and fire to melt him away.

*NOTE: Dragonball Z fans know these is a very real chance that guy is still
alive (Cell reference).*

<Objective: Release the Shuttle>

Kyne will appear at the shuttle doorway and when he's done talking use the 
other computer to let him go - sure feels like this is bad idea. After he's 
gone, go to the regenerator (aka Hunter, or all times to mention that), for
a power node.

<Objective: Return to Tram>

Save your game through the first door, then up the lift and into the room 
Kyne was in for a med pack. When you return to the commons, quickly kill the
infector in front of the door before he turns anyone. Now, at this point I 
was able to sell off my excess items, like there's no need having 10 medium
or large med packs in the storage, just like there's no reason having more than
one ripper ammo or 10 contact ammo. I spent all but 40,000 on on power nodes,
then went off and got a second RIG hp boost, then spent some on getting close
to putting up a stasis upgrade. Again, the choice is yours and you can spend
no money on nothing if you like. Or you can wait and do all of this in the
next chapter where there is a store and bench right next to each other.

Chapter 11: Alternate Solutions

<Objective: Transfer the Marker>

Tram Station

So that title of the chapter isn't encouraging at all. This is where you left
chapter 1, remember? Bench and store if you need them; or do more of the 
selling of items for nodes business. I would think you only need two L med 
packs and four M med packs in BOTH the storage and inventory at the most, any
extra can be sold for nodes. Just one ripper ammo, no flame fuel, maybe one 
pulse round ammo, three stasis packs, three air cans, and moderate amounts of
ammo for your other guns. Don't sell any guns, don't sell line gun ammo or 
plasma energy. 

When ready, head to the Access Hallway door to get a quick fright, but no 
bite, from an exploder, then you can enter the bathroom for a single item 
before saving. Enter the open door.

Cargo Bay

There is a bench, which I don't think you need, and then use the cutter to 
kill the exploder and pregnant down below (arms of pregnant and shoot the 
exploder when both are apart). An item and some lockers, then head left for 
more lockers and some boxes in the corner. 

Now, once you hit the button you'll activate one of the biggest fights yet,
hence why I was stressing you to upgrade. Normal monsters, about every type
but leapers, are unleashed. After you handle them, start trying to slide the 
Marker down the path, from the far-side walkway, and then supers and more will
be unleashed. I shouldn't have to go over the play-by-play, just know that 
if you have a few stasis packs you can freeze big enemies, and the Cutter is 
the weapon of choice; aim high in the presence of pregnants. 

*NOTE: Also, there are two arms on either side of this area. You can lure them
out by barely stepping on the far-end walkways, then shooting the yellow. I
shouldn't have to warn you, but I did.*

<Objective: Meet Kyne at the Hangar Bay>

After you move the Marker over and it's away, collect more items, feel free to
kinesis grab items in the middle walkway, and then another batch of super 
slashers and lurkers attacks. I would advise you make a clockwise circle around
this area so you can get the items from the corners, including a node in the 
corner opposite the computer. After the third wave, return to the lift, one 
slasher attacks, feel free to use the bench, and then exit.

Save and head back to the station, probably have items to stow away if not sell
some more. From how the last fight went, you should have a good idea of how
badly you may need more RIG hp. Take the lift up when done.

A pair of boxes, one box in the restroom, then return to the Flight Lounge.
Save if you wish, and when you head for the door that is when about five 
slashers come out and at least two supers. Handle them with force blasts and
line cuts, save, and head out to the hangar.

<Objective: Position the Marker>

Come back in a bit and take the unlocked door and follow the path to the 
control computer; around the corner are a few lockers. Use the computer and
now you can do a bit of free-roaming.

First, head to the left side of the room, but stop on the walkways in the 
middle, toward where the doors are. Look over the side and between these 
walkways to see a little trophy. Kinesis it and you get an achievement/trophy
for it. Then go to the left side. By the Kellion are two items on the floor,
then to the far end are three boxes on the wall by the door. 

Now go all the way back to the right side of the room, but to the end by where
the computer was. Get on the ground for three wall boxes and a box under the
computer. Make your way under the ship and head for the other door, but keep
an eye to the left as about four lurkers will appear, so use the cannisters 
for easy kills. Get the items in the wall boxes then approach the Marker.

Move it along the trail until it stops, then use the panel at the crossing in
the trail to move the path. Place the Marker in this dead-end, use the panel
again to reset the track, and then continue moving the Marker. Two super 
leapers appear when the thing is toward the end, so be ready. Once you've used
the panel to get the Marker on the track to under the ship, two lurkers appear
to the left, then you're free to push it under the ship. 

<Objective: Restore Gravity>

Just jump to the screen above the gravity panel, then jump down and turn on
the weight.

<Objective: Get in the Shuttle> 

Go forward for the shocking twist!

<Objective: Meet "Someone" in the Flight Control Room>

Go up the path to the gravity panel, just keep going to meet up with "someone."
A guardian and some items on the way.

<Objective: Remote Pilot the Shuttle>

Nothing says "I love you!" like walking around and collecting items while 
she talks to you. Pick up a node and conductor and a few others, then use 
the computer. Can't save, and notice the computers going all crazy when you
get near them...

<Objective: Get on the Shuttle>

Now run back out and there are just three super leapers on the walkway. Kill
and get on board. Oh yeah, like you don't know what is really happening here...

Chapter 12: Dead Space

<Objective: Bring Loader to Shuttle Door>

Landing Pad

First, go around the left side of the ship to get a power node and other
stuff - I'll fail to mention boxes and such because by this point if you can't
see a box on the wall or fail to look around then that is really on you. 

Living Space

Now head through the doorway in the corner for a peaceful stop. Go left into
the control room for boxes, a conductor, and an audio log. Come back into the
middle area to store items, sell the conductors, buy a few nodes if you want
to, and then upgrade at the bench. Just save and go back outside.

Side the little cart to the back of the ship, press the computer button,
then slide it back to the end and place it on the electric pad, don't step on
that please.

<Objective: Open the Supply Depot Door>

Once it's locked in place, come into the room and look to the right. See the
infector? There's another one inside too. There are four bodies in this main
room, so stand by the door to the outside and while the door is open start
tossing the bodies outside; you don't really have to, and overkill is tossing
those bodies down the shaft the Marker is sitting in. When the bodies are
moved, open the right door and kill the two infectors. Collect any items. 

You bring the thing outside by opening doors, going through, then pulling the 
battery out. When you get back outside though, kill the divider first. Put
the block into the slot and now the door nearby is open. Save if you want,
and bring a spare power node.

<Objective: Take Marker to Pedestal Site>

Gravity Tether Operations A

Go through the door and get by the panel. Pull the cart over to the next 
shutter and press the button. Let it finish, then go through the next door. The
goal here is simple: press the control to lift a bridge, freeze it, push the 
Marker through, then fight the enemies that drop. From where you entered the
room, cross the bridge to the right and push the marker past the first 
bridge. Move up from this long walkway and the alert should sound. If you
are at the end of this walkway then you'll just have to fend off enemies from
the other end of this walkway, and from across the middle bridge. You got
super slashers, normal lurkers, and exploders in this first wave; I suggest 
the line gun all around.

Once the first wave is gone, the alert will stay up, so keep moving the Marker
along the track as a couple of lurkers drop. Then move it to the shutter door
on the left side of the room for a final wave of four exploders to drop. The
alert should lift, so now you are free to collect items. When ready, push
the Marker along and into the next airlock and into the next room.

*NOTE: I know there is a node door in this room, but I failed to bring one.
I imagine it's just more items.*

<Objective: Restore Power to Bridges>

Gravity Control

Two guardians spitting out tons of eggs, so quickly go left and fill up on 
items if low on ammo, then go and hide behind either pillar near the beasts as
you pick off their tentacles; two force blasts will retract the tentacles of
the eggs if you want to save cutter ammo.

There is a recharge, store, and save point. Sell, store, and buy at the shop,
save, then enter the door on the side.

Gravity Tube

Box to the left of the door. So you want to walk and you want to walk so that
the curves in the tube go left or right, not up or down. Reason is because 
you'll face a leaper and a lurker around the first two turns. Then you'll soon
jump through an opening in some bars, then jump down to the bottom for two
boxes, a recharge, and the panel to turn on the power.

The debris flying around is not the tube moving, it's those fans blades in the
tube making wind. Jump back up and use stasis to get past the first blade, then
get the line gun out to face a leaper and two lurkers; feel free to freeze a
lurker or two. Then get past one more blade and you're out of here.

Sadly, a super brute awaits your return. I was able to school this guy with
just three stasis freezes and a series of line gun cuts and a few mines on
him and that was it; remember our shoulder strat, which is to aim for the 
shoulders. Recharge on the other wall if you need more juice. Shop around if
you want, save, and move the Marker to the next area.

*NOTE: If you don't have a bunch, please get like 6 portions of plasma energy
from the store, or more if you wish.*

Gravity Tether Operations B

Just items in about every corner, a power node too, then move the Marker along.
No enemies for once. Guess they devs also realize this game needs to end very

Pedestal Chamber

Items on either side, of course. Now the events that transpire could very well
happen differently for you. Here is what I did: as I collected items a few 
enemies attacked from the vents, happened on both sides. When I got near the 
bridge three arms rose up and started pounding away, causing no damage, so I
shot at them while I fought off enemies.

Then I started bringing the Marker up the track. I was able to just bring it
to the end of the track. While it was setting in place I turned around to make
sure there were no more enemies (there was a lurker), killed them, and then 
pressed the button. Just stay by the panel as the scene rolls.

After that, go into that side chamber and you'll meet an old friend outside
the glass. Is that some EMOTION for once! But of course it's at the time when
we're all as shocked as when we *SPOILER ALERT!!!* found out Santa Claus wasn't

<Objective: Return to Shuttle>

Anyway, tons of items including a node as you return to the starter room. Feel
free to shop away as something terrible is just patiently waiting for you to
be done before it unleashes some hell fury upon the universe. Feel free to
get your kinesis fully upgraded. PLEASE, stock up on lots of plasma ammo and
get speed upgrades for the cutter; not needed but they help a bit, and the 
only guns I recommend are the contact beam and cutter, but mainly the cutter. 
Save and go outside.

Before you run out into the open, you may want to pull a few of those boxes 
to you and bust them nearby so you can safely collect the items. Then go into
the middle to face the Hive Mind.

This battle is easy. Aim for the yellow bulbs when he's roaring at you. This
is usually after he pounds the floor. You can avoid this attack by seeing 
which way he rears back, then just move to the opposite side; keep that health
button ready if you suck at dodging this. 

If and when he grabs you and pulls you in, use the cutter to aim for the 
remaining yellow bulbs and just shoot when the laser is near them and hope
you hit them. Really not much help I can give you here, other than when I told
you to bring a ton of plasma energy.

Now the last phase where he will repeatedly pound with one then the other 
arm. So he will rear to one side, you run to the other, then repeat until he
stops and roars. While he roars you have about three seconds or so to get
a lock on one of the six bulbs in his belly and fire. The contact beam is 
good for this, but the cutter is still the weapon of choice as you can fire
more recklessly. It's very simple, just run back and forth, fire, and don't
die or run out of ammo and it should be an easy completed game. 

After that, enter the shuttle to watch the ending cutscene.


Feel free to load that save file and play again with all your items and 
upgrades carried over!

* 5. Enemies                                                                  *

*For all enemies, keep in mind you have melee attacks: normal without aiming 
is the fire button, curb stomp is the alt fire button when not aiming.

*Aim for the limbs, duh.

*They all slash at you, so don't let them get close.

*The ones that can grab you and then you see a button on your back as you try
to fend them off, just tap that button as fast as you can for a kill animation.


Slasher - The basic enemy type. Shoot a leg off, then take out an arm while
it's on the ground and it's dead. Just use the horizontal cutter angle
and aim at the feet.

There is also a female slasher that spits, but I only ran into like 
four all game long. Perhaps there are more on hard.

Leaper - Just a torso, and they leap around. Not that many in the game, and
all you can do is aim low to hit them. 

Lurker - aka Babies, they have three tentacles that can shoot barbs at you, so
once you see the arms shoot at two of the to kill or at least stop them
from attacking. If they get close, they jump on you.

Infector - Fast and very hard to fight. Just lay into them with whatever you
got and don't let them jump on you. If dead bodies are around, you
have only seconds before these guys turn them into super slashers.

Pregnant - DO NOT SHOOT THE BELLY! You do and you'll also fight a ton of 
swarmers. Just aim high at the shoulders and these things die without
too much grief.

Swarmer - aka Crawlers. These are chunks of flesh rolling around the ground.
Need a contact beam alt fire, flamethrower, or force gun attack to 
take them out. Or let them jump on you and tap the button to shake them
off for free if you want to, but they hurt you if you don't shake fast

Brute - Only a handful in the game, so they are like mini boss fights, but not
really. You need about three stasis blasts, then either run behind 
them and aim for the yellow parts of their back, or just aim your 
vertical cutter blades into their shoulders. You could also just shoot
line racks into their shoulders and a few mines, that did work for me
once. Remember, they die when an item falls out of them, or you'll 
fire ammo at a dead body.

Divider - Just a few of these, maybe a few more of their parts. These are tall,
loud things that rush you and scare the crap out of you. All you can
do is aim at their long legs, then use force blasts on their parts.
The parts of hands or the head that crawl around and can jump on you
if you don't take them out. Again, one force blast and they are all

Guardian - These things are attached to walls and shoot out bady eggs. The 
eggs shoot at you from a tentacle, just like a lurker, but only one. 
Your best bet with the guardian is to shoot a cannister at it, or just
aim for its four tentacles attached to the wall. DO NOT get close or
you will be dead. You should ignore the egg fire unless you are just 
sickened by the thought of taking a slight bit of damage.

Exploder - Suiciders with a big, yellow bomb at their side. Shoot that bomb,
duh. If you kill the morph alone, you can use the bomb with kinesis
or like a cannister.

Twitcher - A soldier with a stasis mod, so a fast slasher. Just use the force
gun, make it simple. Anything works, but my way is easier.

Tentacle - These can grab you at a few times in the game and try to drag you
away. At other times they are just sticking up and trying to damage
you. Either way, aim for the yellow. During dragging sequences you
should use the cutter since the aim is easier.


Supers are fast, darker versions of their normal counterparts. They are just
tougher to compensate for your increased weapon power.

Super Slasher - Made by infectors, but can be seen at any time. They are just
faster, stronger slashers, simple as that. They are easily the 
scariest enemy in the game.

Super Lurker - Hardly any change from the normal form, mainly that you'll have 
to pump more ammo into each tentacle.

Super Leaper - Just a stronger leaper, that's it.


Hunter 1 - You just kill the lurkers, wait for the doors to unlock, stasis the 
big guy in the middle chamber, then run into the doors and use the computer 
on the window to send him away.

Leviathan - You shoot away the tentacles, then when you're facing the mouth
you kinesis the 1st and 3rd bombs, shooting them at the 2nd and 4th bombs 
respectively, and then you shoot the 5th bomb back into the thing's mouth. 
You can hit the bulb inside the mouth at any time, especially while it's 
roaring. You repeat this, keeping in mind you can jump to avoid the swipes of
the arms; and you aim for the yellow the arms.

Slug - This is an arcade shooting sequence in the ADS cannon. You just hit the 
yellow on the tentacles to prevent it from throwing crap at you. Remember not
to fire both turrets at once or it overheats, but it seems like you can hold 
down one side for quite a while.

Hunter 2 - This fight is only a bit harder as you should try to trap the big 
guy in the control room, or keep freezing him, then go kill the six or so
twitchers. Then lead him to behind the ship, freeze him in the bridge behind
the engine, and then run and melt him away; repeat until he's gone.

Hive Mind - Pretty easy, hopefully brought tons of plasma energy. You aim at 
the bulbs inside it's mouth as it roars, and then the rest when it's pulled
you up. To avoid the arm pounds, just run from side to side. Once the mouth
bulbs are gone, now you will have only a few seconds to aim at the under bulbs
between your running back and forth. Easy.

* 6. Shop Items                                                               *


Small Med Pack - 2000; about one block of health

Medium Med Pack - 5000; almost 3

Large Med Pack - 10,000; should fill you up

Small Air Can - 1000; shouldn't need to use one of these

Medium Air Can - 2000; maybe you'll use one all game long

Stasis Pack - 5000; should NEVER need to buy these unless you totally abuse
stasis throughout; even then you get a ton of these

Power Node - 10,000; these are good for opening about six doors in the game,
but mainly to upgrade weapons; you should be able to buy a good amount
of these during a game


Plasma Cutter
Cost: 0
Available: Chapter 1, Workshop
Rating: 1

Description: This is the handgun of RE4. That means you can get by this gun
for the whole game, that's an achievement by the way. The ammo is cheapest to
buy, the upgrade tree is easy to get through, so this gun becomes easy to
maintain for the whole game. 

Alternate fire: changes cut 90 degrees; I like horizontal best

Ammo: Plasma Energy (6) - 1200; be sure to have at least 2 full boxes of ammo
for this baby for almost the whole game.

Line Gun
Cost: 9000
Available: Chapter 1, Tram Station
Rating: 2

Description: This gun is like the cutter in that it fires a wide slash, but
only horizontally. This gun is far more powerful than the cutter, but it's
capacity is less and it fires much slower. It's best used for lurkers and 
taking out the legs of slashers. The

Alternate fire: a powerful explosive

Ammo: Line Racks (2) - 2000; midway through the game you'll probably need to
buy ammo, but late you get too much of it.

Pulse Rifle
Cost: 7000
Available: Chapter 1, Tram Station
Rating: 7

Description: This gun is extremely weak. The reason this gun is considered the
worst is because of the nature of the enemies, in that their limbs are their
weak point. This gun is best for just hitting big targets, like the body of
an enemy, but since that is not the weak point and there are better guns to 
aim at limbs, this gun is pretty worthless.

Alternate fire: 360 degree spray

Ammo: Pulse Rounds (25) - 1250

Cost: 11000
Available: Chapter 2, Tram Station
Rating: 6

Description: It's like an air conditioner set to really hot and focused on
the enemy. I only used it like three times and put it away. Also, doesn't work
in space.

Alternate fire: exploding ball of fire

Ammo: Flame Fuel (25) - 1000

Cost: 8000
Available: Chapter 3
Rating: 5

Description: This gun fires a blade in front of you that spins at a length,
almost like extended on a pole. Horrible when up close, but decent if you can
see the enemy coming. It lasts a short period.

Alternate fire: fires a blade forward, not wise with a small clip

Ammo: Ripper Blades (4) - 1800

Contact Beam
Cost: 9000
Available: Chapter 4
Rating: 3

Description: Hold and then release the trigger to shoot a powerful beam at the
enemy. It's extremely powerful, but the delay needed to fire detracts, not to
mention it holds very little ammo early and upgrades take more effort than
the other guns. Still, this gun un-changed is a powerful weapon. And no need to
aim for limbs with this baby.

Alternate fire: pound the ground, great for crawlers or when surrounded

Ammo: Contact Energy (1) - 2000; TONS of ammo for this thing, so you will 
probably sell it more than buy

Force Gun
Cost: 11000
Available: Chapter 4, end
Rating: 4

Description: It's extremely weak to start, especially if you use it like the
cutter, but this gun could very well replace the cutter as the default gun.
The blast is not as concentrated as a shotgun spray, but it does knock over
anything in front of it. Get close to an enemy's body and these shots will tear
them to pieces. Great against smaller enemies too.

Alternate fire: shoots a grenade, a bit hard to judge the trajectory though

Ammo: Force Energy (3) - 900; you should only buy this once or twice

* 7. Bench Upgrade Trees                                                      *

<coming soon, takes a while to get them lined up right, and it's not like
you really need them in this guide...>

* 8. Author Info / Copyright                                                  *



Dead Space Wiki - for enemy names



Q: How do I get the same stuff for my next game?

A: Load that completion file, and you can only be on the same difficulty.

Q: Did you know the first letter of each chapter spells out "Nicole is dead"?

A: Yes, doesn't everyone?

Q: When is your Gears 2 guide coming out?

A: Hopefully within a week of the release date. Probably won't be as easy of 
a guide as was the first game. I'm surprised I haven't been asked about RE5!
I don't care if I'm scheduled for open heart surgery that day, I'm going to
play that game ALL DAY LONG!



Please contact me if you need any help, if you want to praise me, if you want
to talk, or if you want to ask a question.  All flames are deleted, so you're
just wasting your time. All help is appreciated, but that doesn't mean it 
will be included in the guide.

***Please have 'Dead Space' in the title. Or anything to show it's not spam.***

My email: 

[email protected]

Extra points for good spelling, and the easier the question is to answer, the 
more likely I'll reply. Which means the better you set me up, the easier it is
for me to knock it down.

PS - To GameFAQ's users, if you like the guide, click "recommend" at the top
of the guide, but only if you like it.



I have other guides floating around too. They are:

Resident Evil 4
Dead Rising
Gears of War
Lost Planet
Rainbow Six Vegas
TES IV: Oblivion
Shivering Isles
Knights of the Nine
The Darkness
Halo 3
Half-Life 2
HL2: Episode One
HL2: Episode Two
Call of Duty 4
Assassin's Creed
Mass Effect
Advance Wars: Days of Ruin
Perseus Mandate
Sam & Max Episode 203
Devil May Cry 4
God of War: Chains of Olympus
Rainbow Six Vegas 2
Grand Theft Auto 4
Condemned 2: Bloodshot
Metal Gear Solid 4
Alone in the Dark (360)
NCAA Football 09
Madden 09



I've also been published in GamePro magazine, June 2007. Pretty cool if you ask
me, and all because I write these little guides.

Also, I am in the October issue as well, which should be out at the time of 
this guide's release. At least I ain't a one hit wonder.

In a nice surprise, I didn't even know I was in the March 2008 issue of 
GamePro, but I am. Maybe I'll be in more I don't know about...

Look to for a slew of other articles written by me in the 
featured article section.



Here is my list of sites:

GameFAQs (main host site)
GamersTemple (
CheatCodeCentral (
and more here and there, too many to keep up with
and even a few foreign ones too!

*NOTE: There are many more with single guides, and then others with a few, and
some that I just don't keep track of.*

All other sites must ask permission if they want this. All I ask is that the
guide be ad-free and in this text format.

And if you want to make a donation at my site for hosting a guide, that is 
fine too.



Here is my website:

You'll find all my other guides here too and perhaps something else you may



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

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

Copyright 2008 Brad Russell