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    FAQ/Walkthrough by Deuce ex Defcon

    Version: 1.01 | Updated: 11/01/08 | Printable Version | Search This Guide

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    Copyright 2008 - Staley, Deuce ex Defcon.  Any site that wishes to host any of
    my guides is free to do so, provided you contact me prior to posting the
    guide(s), as I like to know where they're being used.
    
    I can't guarantee any site other than GameFAQs will always have the most
    current form of my guides, so if there's ever any doubt, always check GameFAQs.
    If you find an outdated form of any of my guides on any other site(s), please
    contact me, and I will contact the site(s) to get it updated.
    
    All questions, comments, and so forth concerning this guide can be posted on my
    site here:
                               http://thebrink.us/boards
    
    Or if you're not fond of message boards, please feel free to email at
    deucestaley@gmail.com or try me on AIM (Deuce ex Defcon).
    
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    |                          =========================                          |
    |                         |        CONTENTS         |                         |
    |                          =========================                          |
     -----------------------------------------------------------------------------
    
    0.00)  General Notes
    
    1.00)  Walkthrough
    
         1.01)  Chapter 1:  New Arrivals
         1.02)  Chapter 2:  Intensive Care
         1.03)  Chapter 3:  Course Correction
         1.04)  Chapter 4:  Obliteration Imminent
         1.05)  Chapter 5:  Lethal Devotion
         1.06)  Chapter 6:  Environmental Hazard
         1.07)  Chapter 7:  Into the Void
         1.08)  Chapter 8:  Search and Rescue
         1.09)  Chapter 9:  Dead on Arrival
         1.10)  Chapter 10:  End of Days
         1.11)  Chapter 11:  Alternate Solutions
         1.12)  Chapter 12:  Dead Space
    
    2.00)  Other
         2.01)  Store
         2.02)  Weapons/Equipment
         2.03)  Log Entry List
         2.04)  Known "Tricky" Log Entries
    
    7.00)  End
         7.01)  Version History
         7.02)  Closing
    
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    |                  -----------------------------------------                  |
    |                 |          0.00)  General Notes           |                 |
    |                  -----------------------------------------                  |
     =============================================================================
    
    ----
    Ammo
    ----
    
     - The clips of ammo that you find on the ground (some of them, anyway) are
    somewhat random and can be influenced by which weapon you're carrying.  Due to
    this, it's hard for me to include the exact items that will be found in each
    area.  I will just be listing ammo items as "Ammo" in my item lists.  Also, you
    should note that sometimes an "Ammo" spot could turn out to be something else,
    like a Stasis Pack, but that's fairly rare.
    
    -----------------
    Green Light Crate
    -----------------
    
     - Along the way, you'll see little crates with green lights on them all over
    the place.  If you smash them, random items will drop for you.  As you follow
    this guide, you'll see that I've put Green Light Crate in the items list for
    areas that have them since there's no way to perfectly predict what's going to
    come out of them.
    
    ---------------------
    Locker/Cabinet/Carton
    ---------------------
    
     - You'll also see many lockers, cabinets, and carton things on the floor as
    you move through the ship.  The ones with red lights can't be opened, but the
    ones with blue lights will have random items in them.
    
    -----------
    "Log Names"
    -----------
    
     - In the items list in this guide, you'll sometimes see that I've included
    some phrases in quotation marks.  These are log entry titles for log entries
    that you won't get automatically.  Sometimes you'll pick them up off the floor,
    off of tables, off of shelves, by doing special events, and so forth.
    
     =============================================================================
    |                     -----------------------------------                     |
    |                    |        1.00)  Walkthrough         |                    |
    |                     -----------------------------------                     |
     =============================================================================
    |                  -----------------------------------------                  |
    |                 |                                         |                 |
    |                 |     1.01)  Chapter 1:  New Arrivals     |                 |
    |                 |                                         |                 |
    |                  -----------------------------------------                  |
     =============================================================================
    
    ----------
    Hangar Bay
    ----------
    
    Items:  Small Med Pack (inside the shuttle)
    
    Follow the Security Team:  The Ishimura looks like it's in bad shape, and our
                               shuttle is going to need extensive repairs.  Where
                               the hell is the flight crew?
    
    Open the Hangar Door:  I can use my uniform's RIG (Resource Integration Gear)
                           to interface with the Ishimura's holographic display
                           system.
    
    Grab the Small Med Pack from inside the shuttle, then head out through the
    opening and move towards the rest of the group.  When Hammond asks you to, move
    towards the hangar door and press your action button (X) to open it.
    
    -------------
    Flight Lounge
    -------------
    
    [Save Station]
    
    Items:  Small Med Pack (near entrance in cubbyhole)
            Credits:  1700 (near entrance in cubbyhole)
    
    Activate the Security Console:  There should be a security console nearby where
                                    I can run a systems diagnostic check.
    
    Get to Safety:  We've been attacked!  I've been cut off from Hammond and
                    Kendra.  I've got to find somewhere safe, somewhere to hide...
    
    Grab the Small Med Pack and credits from the cubbyhole thing directly to the
    left after you enter this room, then head for the door near Hammond (make use
    of the save station first if you want).  At the end of the hall, you'll find
    a security console.  Use your X button to activate it, then exit this room
    through the nearby door as fast as you can (hold the L2 button down to run).
    
    -----------------
    Hall to Lift Room
    -----------------
    
    Nothing to do here except run as fast as you can.  When you reach the lift
    door, open it, get inside, and use the button near the door to close it.
    
    --------
    Workshop
    --------
    
    Items:  Plasma Cutter (on the workbench)
            Green Light Crate (near the lift door)
            Green Light Crate (near the lift door)
            Carton (on the floor by workbench)
            Carton (on the floor by workbench)
    
    Approach the workbench to the left and pick up the Plasma Cutter on it.  The
    locked door in this room as a blue energy thing to its right - smack it by
    swinging your arm with your R1 button, and the door will be unlocked.  Open it
    and quickly deal with the enemy that comes out of it.
    
    --------------------
    Tram Control Hallway
    --------------------
    
    Items:  Credits:  1000 (near the blocked doorway)
            Small Med Pack (right after the first door)
            "Vent Warning" (on the floor near the door to Tram Control)
    
    Turn left and grab the credits near the blocked doorway, then head down the
    other part of this hallway and grab the Small Med Pack and audio clip along the
    way.  Head out the door at the end of the hallway when you're ready.
    
    ------------
    Tram Control
    ------------
    
    [Save Station]
    
    Items:  Cabinet (wall next to entry door)
            Locker (wall next to exit door)
            Locker (wall next to exit door)
    
    Replace the Damaged Tram:  A broken tram car is blocking the whole system.
                               Looks like it got delivered to tram repair, but
                               never got switched off the tracks.
    
    Use the save station on the wall if you'd like, then head through the next
    door.  There's nothing else to do here for now.
    
    --------------------
    Tram Control Hallway
    --------------------
    
    [Save Station]
    
    Items:  Green Light Crate (smash the crate with the green light)
            Ammo (on the floor near save station)
            Medium Med Pack (on the floor near save station)
            "Shoot the Limbs" (on the floor near locked door)
    
    Take a left and grab the ammo off of the floor by the save station.  Slaughter
    the enemy, pick up the medium med pack, and continue down this hall to find an
    audio log.  Once you've picked it up, use the save station if you want, then
    head all the way to the opposite end of this hallway and head through the
    unlocked door.  Another empty hallway awaits you, so just head out the next
    door you come to as well.
    
    -----------
    Tram Tunnel
    -----------
    
    [Stasis Recharge]
    
    Items:  Credits:  1000 (on the floor on opposite side from the stasis recharge)
            Green Light Crate (near malfunctioning door)
            Stasis Module (on the floor by malfunctioning door)
    
    Take a left and grab the credits, then head for the malfunctioning door.  Grab
    the Stasis Module from the ground in front of it, then aim your Plasma Cutter
    at the door and use a stasis shot to slow it down (use your square button while
    aiming at the door).  While it's slow, move through it.
    
    --------------
    Access Hallway
    --------------
    
    [Save Station]
    
    Items:  Stasis Pack (on the floor near save station)
            Credits:  3000 (on floor by locked door right of save station)
            Green Light Crate (down hallway by save station)
            Ammo (on the floor in bathroom)
            Ammo (on the floor in bathroom)
            Small Med Pack (on the floor in bathroom)
    
    Head up the ramp and grab the stasis pack, then turn to the right and head all
    the way to the locked door to find some credits on the ground.  Head down the
    hallway by the save station to find a green crate that you can smash, then
    enter the bathroom near the save station.  Grab the small med pack and the ammo
    from there, then use the save station if you want.  Head out the unlocked door
    when you're ready.
    
    -----------
    Tram Repair
    -----------
    
    [Stasis Recharge]
    
    Items:  Power Node (on the wall near first claw control)
            "Tram Status" (on floor by second claw control)
            Small Med Pack (on floor by second claw control)
            Cabinet (on the wall near second claw control)
    
    Find the Data Board:  The tram computer is offline because of a missing data
                          board.  Kendra thinks the data board is in the
                          Maintenance Bay.  Did someone deliberately try to shut
                          down inter-deck transport?  We aren't getting far unless
                          I get that tram system running.
    
    Activate the first claw using the panel near the room's entrance, then head up
    the ramp and down the other side.  You'll find an audio log and a small med
    pack over there, so go ahead and grab them.  Use the second claw control panel
    now, and once the claw has extended, quickly tag it with a stasis shot to slow
    it down (use your square button while aiming, if you've already forgotten).
    Quickly run up the ramp and use the control panel there before the stasis wears
    off.  Head out the door you originally came in when you're done.
    
    --------------
    Access Hallway
    --------------
    
    [Save Station]
    
    Hmm...  nothing much to do here.  Save if you'd like, then head down the ramp
    and go through the malfunctioning door.
    
    -----------
    Tram Tunnel
    -----------
    
    [Stasis Recharge]
    
    Fight off the enemies and collect anything they drop, then head through the
    other door.
    
    --------------------
    Tram Control Hallway
    --------------------
    
    [Save Station]
    
    Nothing of interest here.  Head up the ramp and out the first door, take a
    right, and head all the way past the save station (stopping to save if you
    want) through the door on the other side.
    
    ----------------
    Maintenance Lift
    ----------------
    
    It's just a lift.  Press the button on the wall to ride it, then get out.
    
    ---------------
    Maintenance Bay
    ---------------
    
    Items:  Green Light Crate (by maintenance lift)
            Ammo (on the floor in front of lift to crane controls)
            Green Light Crate (lowest part of the catwalk)
            Cabinet (lowest part of the catwalk)
            Cabinet (wall near crane lift exit)
            Green Light Crate (next to crane control lift upper exit)
    	Maintenance Bay Key (on the floor in the upper catwalk area)
            Ammo (on the floor in the upper catwalk area)
            "Repair Invoice" (on the floor in the upper catwalk area)
            
    
    Find the Maintenance Bay Key:  The data board is locked up in a storage room.
                                   The key should be somewhere in the Maintenance
                                   Bay.
    
    Sweep the lower area for enemies, collecting items along the way.  When you've
    gotten everything, take the second elevator up to the upper section of catwalk
    and clear it out as well.  The Maintenance Bay Key (key item) is on the floor
    up here, so make sure you grab it.  Take the elevator back down to the lower
    area when you're ready.
    
    Fend off any more enemies that spawn, then head for the orange door to the room
    that's attached to this one.  You can open it now that you have the card, so go
    ahead and go in there.
    
    ----------------------
    Maintenance Bay Office
    ----------------------
    
    [Upgrade Bench]
    
    Items:  Data Board
            Power Node (on the wall in one of the corners)
            Locker (to the right when you enter)
    
    Install the Data Board:  Before I can operate the tram, I need to take the Data
                             Board back to Tram Control and install it.
    
    Grab the Data Board from the table and open the unlocked locker, then grab the
    power node off of the wall.  You can use the upgrade bench if you'd like, but
    I'll be waiting until later to make my first set of upgrades.
    
    ---------------
    Maintenance Bay
    ---------------
    
    Turn to the right and fight your way through here to get to the elevator.
    
    ----------------
    Maintenance Lift
    ----------------
    
    Just press the button and ride the elevator up.
    
    --------------------
    Tram Control Hallway
    --------------------
    
    [Save Station]
    
    Fight through here, using the save station if you'd like.  Take a right when
    you get to the split in the hallway.
    
    ------------
    Tram Control
    ------------
    
    [Save Station]
    
    Call the Tram:  Looks like I've got the tram system up and running.  I can call
                    a tram for Hammond and Kendra from Tram Control.
    
    Return to the Kellion and Run Diagnostic:  Hammond wants me to prep the Kellion
                                               for launch despite the damage it
                                               took on our landing.  I can probably
                                               get it functional, but I'm not sure
                                               how far we can get in it.
    
    Head to the back corner of this room and use the Data Board to repair the tram
    system, then find the nearby panel to call a tram in.  Save if you'd like, then
    head out the door to the left of the save station.
    
    --------------------
    Tram Control Hallway
    --------------------
    
    Nothing of interest here, just run through the doors until you're in the
    workshop.
    
    --------
    Workshop
    --------
    
    Get in the elevator and use it to head up.
    
    -----------------
    Hall to Lift Room
    -----------------
    
    Fight your way through to the door on the opposite side.
    
    -------------
    Flight Lounge
    -------------
    
    [Save Station]
    
    Items:  Green Light Crate (near save station)
            Green Light Crate (near door to Hangar)
    
    Smash the crates to get some items and use the save station if you'd like, then
    head through the door to the Hangar Bay.
    
    ----------
    Hangar Bay
    ----------
    
    Items:  Green Light Crate (near entrance to Flight Lounge)
    
    Go to the Medical Deck:  The Kellion is completely destroyed.  There's no way
                             out of here.  If I can find the Captain's RIG on the
                             Medical Deck, maybe Hammond can figure out just what
                             the hell happened.
    
    There's a crate directly to your left, so smash it before you head for the
    shuttle.  Fight your way in and activate the console in the cockpit, then bail.
    Fight off the enemies on the catwalk and collect the items they drop, then head
    back into the Flight Lounge.
    
    -------------
    Flight Lounge
    -------------
    
    [Save Station]
    
    Save if you'd like, then head through the large door next to the save station.
    
    ---------------
    Hallway to Tram
    ---------------
    
    Items:  Large Med Pack (on the floor in the bathroom)
            Carton (on the floor in hallway)
            Carton (on the floor in hallway)
    
    Take a right and enter the bathroom.  Grab the Large Med Pack off of the ground
    on the male side, then leave the bathroom and get in the elevator.
    
    ------------
    Tram Station
    ------------
    
    [Store]
    [Upgrade Bench]
    
    Store
         Plasma Cutter                    0
         Line Gun                      9000
         Pulse Rifle                   7000
         Level 2 Suit                 10000
         Plasma Energy [6]             1200
         Small Med Pack                2000
         Small Air Can                 1000
         Stasis Pack                   5000
         Power Node                   10000
    
    What you do at the stores and work benches is of course entirely up to your
    personal play-style.  I'll share what I chose to do if you're curious, but you
    should note that my choices could quite possibly turn out poorly for you if you
    don't like to play the same way I do.  Anyway, I sold a lot of my extra items,
    stuck all but one clip of plasma energy in the safe, and bought the second suit
    so I'd have more carrying capacity.
    
    I used the two power nodes at the upgrade bench to get both starting point
    upgrades for my plasma cutter since I didn't buy any of the other weapons.  The
    paths you take when upgrading your weapons can take some thought if you want to
    ensure that you get the maximum benefit, so there'll be more on that later in
    this guide if you're interested.
    
    Anyway, regardless of what you choose to do, get on the tram when you're ready.
    
    *Note:  If your inventory was full and you wound up leaving a bunch of items
            behind, now is a good time to backtrack and pick them up so you can
            sell them at the store before moving on.
    
     =============================================================================
    |                  -----------------------------------------                  |
    |                 |                                         |                 |
    |                 |    1.02)  Chapter 2:  Intensive Care    |                 |
    |                 |                                         |                 |
    |                  -----------------------------------------                  |
     =============================================================================
    
    ------------
    Tram Station
    ------------
    
    [Store]
    
    Store
         Plasma Cutter                    0
         Line Gun                      9000
         Pulse Rifle                   7000
         Level 2 Suit                 10000
         Plasma Energy [6]             1200
         Small Med Pack                2000
         Small Air Can                 1000
         Stasis Pack                   5000
         Power Node                   10000
    
    Items:  Kinesis Module (next to the chick dressed in white)
            Small Med Pack (on the ground near all the corpses)
    
    Retrieve the Captain's RIG:  The captain's body made it down to the morgue,
                                 probably before the ship was totally compromised.
                                 Nicole worked on this deck.  Maybe I can find
                                 something...  anything showing that she's still
                                 alive.
    
    Grab the small med pack from the ground in the room with all the corpses, then
    pick up the Kinesis Module once the lady in white drops it.  You can use it to
    move objects by aiming your weapon at something and pressing the circle button
    while you're still aiming.  Pressing the circle button again will let go of the
    object.  Try it out on the crates that're blocking the next hallway.
    
    ----------------
    Security Station
    ----------------
    
    [Store]
    [Save Station]
    
    Store
         Plasma Cutter                    0
         Line Gun                      9000
         Pulse Rifle                   7000
         Flamethrower                 11000
         Level 2 Suit                 10000
         Plasma Energy [6]             1200
         Small Med Pack                2000
         Small Air Can                 1000
         Stasis Pack                   5000
         Power Node                   10000
    
    Items:  Flamethrower Schematic (on the floor in the hallway)
            Credits:  3000 (on the ground near the save station)
            Green Light Crate (near life support console)
            Locker (near the save station)
            Ammo (in the pile of corpses between the two doors)
    
    Find the Thermite:  There's some thermite stored near the Main Lab.  A small
                        amount of that, plus a timed electrical charge, and I
                        should be able to blow through that barricade.
    
    Find the Shock Pad:  A portable defibrillator should provide enough juice to
                         detonate the thermite.  There's one in Zero-G Therapy,
                         according to Hammond.
    
    Destroy the Barricade:  Once I've put together an explosive, I can blow up the
                            barricade.  Then I need to make my way through the
                            Emergency wing and find the Morgue.
    
    Grab the Flamethrower Schematic on the ground and head through the door.  Pick
    up the credits by the save station and the ammo in the pile of corpses in the
    corner, then check the little area to the left of the save station to find a
    green light crate and a locker.  Head for the store so you won't have to carry
    that flamethrower schematic around in your inventory, then use the save station
    if you'd like.  Head through the door right next to the save station when
    you're ready.
    
    --------
    Main Lab
    --------
    
    [Stasis Recharge]
    [Save Station]
    
    Items:  Ammo (second pile of corpses by the stasis recharge)
            Cabinet (on the wall to the left after entering the main area)
            Ammo (on the floor to the left of the first locked door)
            "Mercer's Journal" (on the floor in the bathroom)
            Ammo (on the floor in the bathroom)
            Ammo (on the floor in the bathroom)
            Ammo (on the floor in an office)
            "Kyne and the Captain" (on the floor in an office)
            "Marker Overview" (move the shelves in the office by the bathroom)
            Gold Semiconductor (move the shelves in the office by the bathroom)
            Locker (move the shelves in the office by the bathroom)
            Locker (move the shelves in the office by the bathroom)
            Green Light Crate (on the floor in an office)
            Locker (in an office)
            Locker (in an office)
            Locker (in the office with the save station)
            Locker (in the office with the save station)
            Locker (in the office with the save station)
    
    Head down the hallway until you see the second pile of corpses by the stasis
    recharge station, then examine the pile for some ammo.  Use a stasis shot on
    the door to slow it down, then head through it as well as the door behind it.
    Turn to your left and open the cabinet on the wall for an item, then grab the
    ammo to the left of the nearby locked door.  Once you walk towards the
    catwalks, the quarantine will activate again.
    
    After you've fought off the enemies in the upper area, head for the back and
    use the lift there to move down into the lower area.  This part is crawling
    with enemies too, so be ready to fight them off.  Don't hesitate to spam your
    stasis ability either, since there's a recharge station down here.  Once the
    quarantine is lifted, scour the bathroom and offices for items, saving the one
    closest to the lift for last.  Don't miss the two log entries in the office
    closest to the bathroom - one is fairly obvious on the floor, but you'll have
    to move the shelves to get to the second one.
    
    After you've raided the office closest to the lift and used the save point in
    it if you'd like, head through the other door in it.
    
    -------
    Bio Lab
    -------
    
    Items:  Ammo (on the floor outside of glass area)
            Ammo (near the decapitated guy)
            Ammo (on the floor by a table on the lower level)
            Green Light Crate (on the floor by lift)
            Ammo (on the floor between tube things on the upper level)
    
    Grab the ammo on the ground to the right when you see the guy, then wait until
    the door is unlocked and head through.  Fight off the enemy, then collect the
    two ammo clips and smash the green light crate.  Take the lift up and deal with
    the enemies there, then grab the ammo on the ground between the two big tube
    things and head out the next doors.
    
    --------
    Main Lab
    --------
    
    [Stasis Recharge]
    [Save Station]
    
    Items:  Ammo (on the floor in the office with the thermite)
            Ammo (on the floor in the office with the thermite)
            Power Node (on the wall by the door in the office with the thermite)
            Thermite (on the desk in the office)
    
    Grab the ammo, the power node, and the Thermite, then head out the door in the
    office as well as the next one right in front of you.  Use stasis on the
    malfunctioning door, then head through and fight off the enemies in this part
    of the hallway.  Recharge your stasis and head to the end of the hallway to get
    back to the Security Station.
    
    ----------------
    Security Station
    ----------------
    
    [Store]
    [Save Station]
    
    Store
         Plasma Cutter                    0
         Line Gun                      9000
         Pulse Rifle                   7000
         Flamethrower                 11000
         Level 2 Suit                 10000
         Plasma Energy [6]             1200
         Small Med Pack                2000
         Small Air Can                 1000
         Stasis Pack                   5000
         Power Node                   10000
    
    Make use of the store if you need to, then save at the save station if you'd
    like.  Head through the door to the left of the store when you're ready.
    
    -------------------
    Imaging Diagnostics
    -------------------
    
    [Stasis Recharge] x 2
    [Upgrade Bench]
    [Save Station]
    
    Items:  Ammo (on the ground next to the stasis recharge station)
            "Interesting Results" (on the ground near power node door)
            Pulse Rounds Schematic (in the small room in the back of the lab)
            Ammo (in the small room in the back of the lab)
            Power Node (on a wall in room in the back of the lab)
            Locker (office behind power node door)
            Locker (office behind power node door)
            "Mercer and Kyne" (on the floor in office behind power node door)
            Gold Semiconductor (on a table in office behind power node door)
            Ammo (use your kinesis from the top of the lift to grab them)
    
    Move through the hallway and grab the ammo next to the stasis recharge module,
    then head through the next door.  The door directly to the left will require a
    power node if you want to get in there.  You should have one from the lab area
    you just came from, but if not, you can buy one at the store (or use one from
    earlier in the game if you haven't already used them to upgrade your
    equipment).  You can also just completely skip this room if you'd like.
    Whether you choose to do so is entirely up to you.  If you want the log file,
    you'll have to cough up the power node one way or another.  You can sell
    everything else from that room and get almost all of your 10000 credits back,
    depending on what items you get from the lockers (the one on the right seems to
    like giving a large med pack) if that information helps you make your decision.
    
    Anyway, when you're ready to move the giant cylinder thing, aim your weapon up
    at the blue symbol on it and press your circle button.  Drag it to the left for
    a while, then leave it there (you'll walk over the top of it later).  Head
    farther back into the room and deal with the enemies, then step into the office
    to grab some items, including a Power Node.
    
    To get the lift back online, use kinesis on the block thing that's on the
    ground next to it and stick it back in the wall (press circle again to let go
    of it once it's in the hole).  After you've taken the lift up, aim down and
    use kinesis to grab the ammo from the ledge below.
    
    Proceed down this walkway, then go around the corner towards the door.  You'll
    probably have to move that cylinder thing again if you can't quite walk on it,
    so grab it with kinesis again and slide it a bit more to the left.  Use the
    save station if you'd like, then swat the electrical thing on the right side of
    the door to unlock it and head through.
    
    ----------------------
    Zero-G Therapy Hallway
    ----------------------
    
    Items:  Locker (in the exposed area)
            Locker (in the exposed area)
            Locker (in the exposed area)
            Credits:  10000
    
    Go through the unlocked door to enter a breached hallway.  Don't worry too much
    about your air supply - you have more than enough for this small hallway.  Just
    run through, grabbing the items from the three lockers along the way, and go
    out the next door you come across.  As soon as it closes behind you, pressure
    will be restored.  Go through the next door to enter your very first Zero-G
    situation.
    
    (If you stop where the corpse is floating near the second airlock and look to
     the left towards the planet, you should be able to find some credits floating
     there.  You can grab them with kinesis.)
    
    --------------
    Zero-G Therapy
    --------------
    
    Items:  Green Light Crate (floating in the Zero-G, grab it with kinesis)
            Shock Pad (in the small room)
            Cabinet (in the small room)
            Locker (in the small room)
            Credits:  1000 (on the floor in the small room)
    
    Use the console to deactivate gravity, then aim your weapon towards the wall
    across from you and press your triangle button (if it flashes red, keep looking
    for somewhere until your character actually jumps).  From the wall next to the
    door, re-orient yourself and aim at the floor in front of the door for your
    next jump.  Use kinesis to grab one of the battery things floating around so
    you can open the door, then head through it.
    
    Grab the Shock Pad from the table, then grab the credits off of the floor and
    the items from the cabinet and the locker.  Go back into the Zero-G area and
    make your way back through the door on the other side.
    
    ----------------------
    Zero-G Therapy Hallway
    ----------------------
    
    Hmm, combat sounds a lot different out here, doesn't it?  Deal with the enemies
    and make your way back through the doors at the other end of this area.
    
    -------------------
    Imaging Diagnostics
    -------------------
    
    [Stasis Recharge] x 2
    [Upgrade Bench]
    [Save Station]
    
    Use the save station again if you'd like, then make your way back down the lift
    and out the doors leading back to the Security Station.  The small enemies are
    annoying, but with a stasis recharge station right here, you can just freeze
    them to make it really easy.
    
    ----------------
    Security Station
    ----------------
    
    [Store]
    [Save Station]
    
    Store
         Plasma Cutter                    0
         Line Gun                      9000
         Pulse Rifle                   7000
         Flamethrower                 11000
         Level 2 Suit                 10000
         Plasma Energy [6]             1200
         Pulse Rounds [25]             1250
         Small Med Pack                2000
         Small Air Can                 1000
         Stasis Pack                   5000
         Power Node                   10000
    
    Use the store to get rid of some of your excess inventory, then save at the
    save station if you'd like.  Examine the barricade by the door to the clinic,
    then use your shock pad and thermite to destroy it.
    
    *Note:  If you don't have any power nodes left, you might want to buy one from
            the store right now.  There's a door coming up that will need one to
            open it, and the Line Ammo Schematic is behind it (as well as plenty of
            plasma energy, a green light crate, and a locker).  You'll get a free
            power node on the floor in the morgue anyway, so if you'd prefer to
            wait until the return trip, you can do that too.
    
    ------
    Clinic
    ------
    
    [Oxygen Recharge]
    
    Items:  "Nicole's Report" (on the floor right after you enter the hallway)
            Green Light Crate (on a chair in the waiting room)
            Green Light Crate (in the main clinic area)
            Ammo (on a shelf in the main clinic area)
            Plasma Energy [6] (on the floor against a wall in the main clinic area)
            Credits:  1000 (on the floor in a corner of the main clinic area)
            Locker (in the small room attached to the main clinic area)
            Locker (in the small room attached to the main clinic area)
    
    Smash the green light crate to your left, then open the next door.  Deal with
    the two enemies, then raid the main clinic area and the small room attached to
    it for items.  Find the battery thing on the ground and use kinesis on it to
    stick it back in the wall by the door to the Emergency Room to unlock it, then
    go through it.
    
    --------------
    Emergency Room
    --------------
    
    [Oxygen Recharge]
    [Save Station]
    
    Items:  Line Ammo Schematic (behind power node door)
            Ammo (behind power node door)
            Ammo (behind power node door)
            Ammo (behind power node door)
            Ammo (behind power node door)
            Ammo (behind power node door)
            Locker (behind power node door)
            Green Light Crate (behind power node door)
            "Eileen" (on the ground in front of the Intensive Care Unit door)
            "Newborns" (on the ground at the end of dead-end)
            Ammo  (on a shelf at the end of dead-end)
            Green Light Crate (on the ground at the end of dead-end)
            Green Light Crate (on the ground at the end of dead-end)
            "More Time" (on the ground right before save station)
            "Colonist Problems" (on the ground right after save station)
    
    Fend off the hoard of enemies, then use a power node to get in the locked door
    if you want (if you don't have one, you can either wait until you pick one up
    on the floor in the morgue or return to the Security Station and buy one).  The
    Line Ammo Schematic is behind it, along with tons of ammo, a green light crate,
    and a locker.  Once you've gathered everything, head down the hallway again and
    pick up the Eileen audio log in front of the Intensive Care Unit door.
    Continue down the hallway towards the dead-end and fight off the enemies there,
    then collect all of the items and backtrack to the Intensive Care Unit door.
    
    Check the floor in here for another log entry, then use the save station if
    you'd like before heading through the door next to it.  Grab the log entry from
    the floor here, then continue down the hallway and get in the elevator.
    
    ------
    Morgue
    ------
    
    Items:  Credits:  1000 (in one of the morgue drawers)
            Ammo (on the floor next to the office)
            "Autopsy Report" (on the floor in the morgue)
            Captain's Rig (dropped after the fight)
            Credits:  1000 (on the floor in the area with the shattered glass)
            Small Med Pack (on the floor in the area with the shattered glass)
            Power Node ( on the floor in the area with the shattered glass)
    
    Kill the Captain:  The captain's body has been...  transformed by one of those
                       things.  I've got to take him down to get his RIG.
    
    Go to Engineering:  So the infection started planetside, and somehow got onto
                        the ship.  And these creatures came from within the planet.
                        It's almost too incredible to believe.  Hammond needs me on
                        the Engineering deck now, to try to correct the ship's
                        orbit.  As if things could get any worse.
    
    Move into the room and wait for the enemies to break out of the glass, then
    freeze them with stasis so you can open fire on them.  Move as far away as you
    can while you're firing so you'll have more room to freeze them again if you
    have to.  Once they're all down, grab all of the items in the room as well as
    in the area behind the shattered glass, making sure you don't miss the power
    node on the floor.
    
    If you skipped the power node door a few rooms ago and you'd like to go back
    for it now, go ahead.  Otherwise, use the elevator next to the shattered glass
    area to get back to the Clinic.
    
    ------
    Clinic
    ------
    
    [Oxygen Recharge]
    
    Head for the door right in front of you, take out the enemy, and then go
    through the next door and the hallway behind it to get back to the Security
    Station.
    
    ----------------
    Security Station
    ----------------
    
    [Store]
    [Save Station]
    
    Store
         Plasma Cutter                    0
         Line Gun                      9000
         Pulse Rifle                   7000
         Flamethrower                 11000
         Level 2 Suit                 10000
         Plasma Energy [6]             1200
         Line Racks [2]                2000
         Pulse Rounds [25]             1250
         Small Med Pack                2000
         Small Air Can                 1000
         Stasis Pack                   5000
         Power Node                   10000
    
    Head to the store and use the save station if you'd like, then head out the
    door to the tram station.
    
    ------------
    Tram Station
    ------------
    
    [Store]
    
    Store
         Plasma Cutter                    0
         Line Gun                      9000
         Pulse Rifle                   7000
         Flamethrower                 11000
         Level 2 Suit                 10000
         Plasma Energy [6]             1200
         Line Racks [2]                2000
         Pulse Rounds [25]             1250
         Small Med Pack                2000
         Small Air Can                 1000
         Stasis Pack                   5000
         Power Node                   10000
    
    Just hop in the tram, there's not a whole lot else to do here.
    
     =============================================================================
    |                  -----------------------------------------                  |
    |                 |                                         |                 |
    |                 |   1.03)  Chapter 3:  Course Correction  |                 |
    |                 |                                         |                 |
    |                  -----------------------------------------                  |
     =============================================================================
    
    ------------
    Tram Station
    ------------
    
    Items:  Carton (on the floor by the tram)
            Cabinet (on the wall in the glass area)
    
    Re-Fuel the Engine:  I find it hard to believe that the Ishimura ran out of
                         fuel.  They haven't been on mission long enough for that.
                         Either the fuel lines are disengaged or something very bad
                         has happened.
    
    Activate the Centrifuge:  Hammond's right about this one.  Ships like the
                              Ishimura use massive centrifuges to negate the pull
                              of dismantled pieces of planet.  Undoubtedly, it's
                              offline so I'll need to assess the problem and get it
                              restarted.
    
    After gathering the items, head down the hallway to enter the Control Room.
    
    ------------
    Control Room
    ------------
    
    [Save Station]
    [Store]
    
    Store
         Plasma Cutter                    0
         Line Gun                      9000
         Pulse Rifle                   7000
         Flamethrower                 11000
         Level 2 Suit                 10000
         Plasma Energy [6]             1200
         Line Racks [2]                2000
         Pulse Rounds [25]             1250
         Small Med Pack                2000
         Small Air Can                 1000
         Stasis Pack                   5000
         Power Node                   10000
    
    Items:  "Temple Report 1" (on the floor in control area)
            Locker (next to save station)
            Locker (next to save station)
            Locker (in small hallway by elevator)
            Cabinet (on wall left of control area)
    
    Gather the items from the cabinet and the lockers as well as the log on the
    floor, then use the store and save point if you'd like.  Head out the door next
    to the save station when you're ready.
    
    ------------
    Machine Shop
    ------------
    
    [Upgrade Bench]
    
    Items:  Flame Fuel Schematic (in the storeroom at the bottom of the stairs)
            "Temple Report 2" (in the storeroom at the bottom of the stairs)
            Locker (in the storeroom at the bottom of the stairs)
            Locker (in the storeroom at the bottom of the stairs)
            "Chaos" (on a table near the upgrade bench)
            Ammo (near Refueling Chamber door, need kinesis)
    
    Take the stairs down and deal with the enemy, then enter the little storeroom
    to raid it for items.  Work your way through the other side of the room now,
    making sure you don't miss the ammo that's on a shelf thing beyond your reach
    near the door to the Refueling Chamber.  You'll have to tag it with kinesis if
    you want it.
    
    -----------------
    Refueling Chamber
    -----------------
    
    [Save Station]
    
    Items:  Small Med Pack (on a shelf in a small room)
            Cabinet (on a wall near the 1000 credits)
            Credits:  1000 (on a shelf in the middle of the catwalks)
            Green Light Crate (by the cabinet and 1000 credits)
            Cabinet (near the gondola controls)
            Green Light Crate (on the ground shortly after exiting the gondola)
            Cabinet (directly to the left when exiting the gondola)
            Credits:  1500 (on a shelf in the room with the power node)
            Power Node (in a small room in the middle of the second catwalk area)
            "Temple Report 3" (on the ground in the middle of the 2nd catwalk area)
            Ripper Schematic (on the ground by second refueling lever)
            Cabinet (upper catwalk area near second refueling lever)
            Stasis Pack (shelf by corpses on catwalk near second refueling lever)
            Small Med Pack (on the ground near upper control room entrance)
            Green Light Crate (catwalk right outside upper control room entrance)
    
    Enter the area and scour it for items as you eliminate enemies, then use
    kinesis on the arm thing that's sitting on a high circular platform to refuel
    the first engine.  Use kinesis to drag the gondola car back to your side of the
    area, then hop on it and ride it to the other side.
    
    Focus your attention on the catwalk area as you approach it and try to aim at
    one of the explosive red canisters on the ground when the enemies are close to
    it.  After you've done that, just slaughter them the regular way until they're
    all dead.  Collect what they drop, then raid the place for items.  Make sure
    you don't miss the power node on the wall in one of the little rooms in the
    middle of the area.
    
    Find the circular platform with the second refueling lever on it and use
    kinesis to activate it, then use the save station if you'd like and return to
    the gondola.  When you get off, head to the right and go up the catwalk where
    you saw the enemy run.  Fight your way through to the door leading to the
    control room area and go through it, then enter the other unlocked door in
    there to get back to the area where you started.
    
    ------------
    Control Room
    ------------
    
    [Save Station]
    [Store]
    
    Store
         Plasma Cutter                    0
         Line Gun                      9000
         Pulse Rifle                   7000
         Flamethrower                 11000
         Ripper                        8000
         Level 2 Suit                 10000
         Plasma Energy [6]             1200
         Line Racks [2]                2000
         Pulse Rounds [25]             1250
         Flame Fuel [25]               1000
         Small Med Pack                2000
         Small Air Can                 1000
         Stasis Pack                   5000
         Power Node                   10000
    
    Fight off the enemies in here, then use the store so you won't have to carry
    those two schematics around with you anymore.  Save if you'd like, then make
    your way into the elevator leading towards the centrifuge area.
    
    ---------------
    Decontamination
    ---------------
    
    [Upgrade Bench]
    
    Items:  Locker (outside of decontamination room)
            Locker (outside of decontamination room)
            "Temple Report 4" (locker outside of decontamination room)
            Locker (outside of decontamination room)
            Locker (outside of decontamination room)
            Locker (outside of decontamination room)
            Ammo (under a chair near the upgrade bench)
            Locker (on other side of decontamination room)
    
    Enter the area and raid the lockers for items, then use the upgrade bench if
    you'd like (personally I chose to wait until later, when I could have more
    power nodes to fill a bunch of slots at once).  Enter the main decontamination
    area when you're ready and activate the console, then fight off the three
    enemies to make the doors unlock.  Head out and check the last locker, then
    enter the door leading to the centrifuge area.
    
    ----------
    Centrifuge
    ----------
    
    [Save Station]
    [Oxygen Recharge]
    [Stasis Recharge]
    
    Items:  Power Node (wall on dead-end side of curved hallway)
            Credits:  1700 (on the floor by power node)
            Ammo (in a hole in the wall on right side of hallway)
            Gold Semiconductor (in a hole in the wall on right side of hallway)
            Medium Air Can (on the floor by save station)
            Cabinet (next to door in the Zero-G area)
            Green Light Crate (grab it with kinesis in the Zero-G area)
            Ammo (by save station, after activating centrifuge)
    
    Manually Ignite the Engine:  Now that the ship has fuel and the centrifuge is
                                 working, I just have to re-engage the engines from
                                 the Engine Room.  The automatic navigation systems
                                 should then correct our orbit.
    
    Take a left and head for the dead-end to grab a power node and some credits,
    then go back down the other side of this hallway.  Take the ammo and the gold
    semiconductor from the hole in the wall, then open the next door.  Take the
    medium air can and use the save station if you'd like, then open the door to
    enter another Zero-G area.
    
    There's a cabinet directly to your left, so open it before looking for the
    floating green light crate that you can pull towards yourself with kinesis.
    Fight off the enemies, then launch yourself to the floor (aim your weapon and
    press the triangle button, in case you've forgotten how to jump).  If you're
    low on stasis energy, look around on the catwalk ring until you see the stasis
    recharge station.  Otherwise, approach one of the big cylinder things with the
    rotating end and hit the rotating part with a stasis shot, then quickly grab
    the whole thing with kinesis and pull it towards the main piece of machinery in
    the middle of the room
    
    Repeat the process with the second generator cylinder, then get up on the
    catwalk to refill your stasis energy.  The controls for activating the
    centrifuge are near the stasis recharge station, so walk over to them.  As soon
    as you activate the centrifuge, this area is going to have gravity again, but
    it will lose compression.  You'll need to plan your escape to avoid running out
    of air, and you'll have to avoid the giant spinning machinery in the middle of
    the room.
    
    As soon as you activate the centrifuge, turn around and use the lift behind
    you to get to the lower level.  Wait for the giant spinning thing to go by,
    then sprint to the right and duck in the first cubbyhole you find.  Wait until
    the thing spins by again, then run to the next cubbyhole to the right.  There's
    an oxygen recharge station in this one, so use it.  Continue moving to the
    right from cubbyhole to cubbyhole as the arm spins by until you find the lift,
    then ride it up and turn to the right to find the exit.
    
    Grab the ammo and use the save station, then open the next door.  When the
    thing grabs you, quickly aim your weapon at the giant yellowish blob on its
    tentacle and shoot it a few times until it lets you go.  Continue moving down
    the hallway and head back into the decontamination room again.
    
    ---------------
    Decontamination
    ---------------
    
    [Upgrade Bench]
    
    Head through here to the elevator on the other side.
    
    ------------
    Control Room
    ------------
    
    [Save Station]
    [Store]
    
    Store
         Plasma Cutter                    0
         Line Gun                      9000
         Pulse Rifle                   7000
         Flamethrower                 11000
         Ripper                        8000
         Level 2 Suit                 10000
         Plasma Energy [6]             1200
         Line Racks [2]                2000
         Pulse Rounds [25]             1250
         Flame Fuel [25]               1000
         Small Med Pack                2000
         Small Air Can                 1000
         Stasis Pack                   5000
         Power Node                   10000
    
    Definitely take advantage of the store right now.  The area you're headed to
    has a ton of items in it, so you'll want to have your inventory as empty as
    possible if you want to avoid having to make more than one trip.  Use the save
    station if you'd like, then head for the big circular door that's now unlocked
    thanks to Kendra.
    
    ------------
    Fuel Storage
    ------------
    
    Items:  Small Air Can (floating in space, use kinesis)
            Ammo (floating in space, use kinesis)
            Green Light Crate (floating in space, use kinesis)
            Medium Air Can (floating in space, use kinesis)
            Medium Med Pack (stuck in some metal near second airlock, look down)
    
    Open the door to enter a vacuum, then use kinesis to grab the items that're
    floating in front of you.  Re-enter the previous room to get your air back,
    then go back into the vacuum.  Look up and to the left to find a platform
    floating in space that you can launch your self to, then immediately turn and
    face the next platform area to find two enemies that're going to attack you.
    Deal with them, then look around for a medium air can and a medium med pack.
    Launch yourself to the next airlock and head through it when you're done.  (If
    you run short on air during any of this, just open the airlock to refill your
    supply.)
    
    -------------------
    Engineering Storage
    -------------------
    
    [Stasis Recharge]
    
    Items:  Medium Med Pack Schematic (on the floor when you first enter the room)
            Cabinet (on wall next to really loud machines)
            "Corruption" (floor of right upper storeroom)
            Locker (right upper storeroom)
            Locker (right upper storeroom)
            Locker (right upper storeroom)
            Power Node (on the wall in right upper storeroom)
            Locker (left upper storeroom)
            Ammo (shelf in the left upper storeroom)
            "Temple Report 5" (shelf in the left upper storeroom)
            Small Med Pack (on the floor in left middle storeroom)
            Locker (right middle storeroom)
            Green Light Crate (right middle storeroom)
            Stasis Pack (right lower storeroom next to stasis recharge station)
            Medium Med Pack (storeroom behind power node door)
            Ripper Energy Schematic (storeroom behind power node door)
            Credits:  5000 (storeroom behind power node door)
    
    Grab the schematic from the floor and raid the cabinet next to it, then
    continue down the hallway.  This area is filled with small storerooms and
    elevators, so make sure you raid all six of the store rooms on your way down.
    If you don't want to waste a power node on the power node door, you'll be
    missing out on a schematic for ripper ammo.
    
    Anyway, use a stasis shot on the malfunctioning door to get past it.  In the
    hallway on the other side, make use of the explosive red cylinder thing to take
    out some of the enemies as they approach, then deal with the survivors.
    
    -----------
    Engine Room
    -----------
    
    [Save Station]
    
    Items:  Green Light Crate (near entrance)
            Gold Semiconductor (big enemy drops it)
            Medium Med Pack (to the left in the middle of the room)
            Ammo (to the left in the back of the room)
            Cabinet (on the right in the front of the room)
            Cabinet (on the right in the back of the room)
            Power Node (in the area under the catwalks on the right of the room)
            Green Light Crate (upper catwalk area on the right side of the room)
            Green Light Crate (upper catwalk area on the right side of the room)
    
    Go to the Bridge:  From bad to worse.  We're no longer going to crash, but
                       we're going to get smashed to pieces by the asteroid field
                       surrounding the planet.  I've got to get to the Bridge and
                       meet up with Hammond.
    
    Save at the save station, then grab one of those explosive red cylinders with
    kinesis if there's still one around.  Drop it in front of the door to the left
    of the save station, then open the door and pick it back up.  This room is
    crawling with enemies, and if you press your R1 button while you're still
    holding the explosive thing with kinesis, it'll launch like a rocket.  Use it
    to do whatever damage you can, then open fire on the enemies to finish the
    fight.  When the big one comes out, try to down it before it gets too close to
    you - a bunch of those tiny things will come out of it when you kill it, so
    you'll want plenty of distance to deal with them.
    
    Raid the room for items once the fight is done, and make sure you don't miss
    the power node on the right in the room with all of the explosive cylinders.
    Use the console to start the process of reactivating the engines, then fight
    off the hoard of enemies that attacks you.  Once the fight is over, use the
    console again to complete the process, then leave out the door you originally
    came in through.  Use the save station if you want, then head out the door
    right next to it.
    
    -----------------
    Refueling Chamber
    -----------------
    
    [Save Station]
    
    Items:  Green Light Crate (to the left when you come in the room)
            Cabinet (to the left when you come in the room)
    
    Take the items from the crate and the cabinet to the left, then head up the
    ramp to get back to the Control Room.
    
    ------------
    Control Room
    ------------
    
    [Save Station]
    [Store]
    
    Store
         Plasma Cutter                    0
         Line Gun                      9000
         Pulse Rifle                   7000
         Flamethrower                 11000
         Ripper                        8000
         Level 2 Suit                 10000
         Plasma Energy [6]             1200
         Line Racks [2]                2000
         Pulse Rounds [25]             1250
         Flame Fuel [25]               1000
         Ripper Blades [4]             1800
         Small Med Pack                2000
         Medium Med Pack               5000
         Small Air Can                 1000
         Stasis Pack                   5000
         Power Node                   10000
    
    Use the store and save station if you'd like, then head back to the tram and
    use it.
    
     =============================================================================
    |                  -----------------------------------------                  |
    |                 |                                         |                 |
    |                 | 1.04)  Chapter 4:  Obliteration Imminent|                 |
    |                 |                                         |                 |
    |                  -----------------------------------------                  |
     =============================================================================
    
    ------------
    Tram Station
    ------------
    
    Items:  Cabinet (near door)
            Cabinet (near door)
            Small Med Pack (in glass area)
    
    Meet Hammond on the Bridge:  Hammond is waiting for me in the Captain's Nest.
                                 It's clear that Kendra doesn't trust him.  As for
                                 me, for the moment I've got no choice.
    
    Collect the small med pack from the floor and raid the two cabinets, then head
    out the door into the atrium area.
    
    --------------
    Atrium Hallway
    --------------
    
    [Store]
    
    Store
         Plasma Cutter                    0
         Line Gun                      9000
         Pulse Rifle                   7000
         Flamethrower                 11000
         Ripper                        8000
         Level 2 Suit                 10000
         Plasma Energy [6]             1200
         Line Racks [2]                2000
         Pulse Rounds [25]             1250
         Flame Fuel [25]               1000
         Ripper Blades [4]             1800
         Small Med Pack                2000
         Medium Med Pack               5000
         Small Air Can                 1000
         Stasis Pack                   5000
         Power Node                   10000
    
    Items:  Plasma Energy [6] (next to a corpse before store)
    
    Grab the plasma energy off of the ground next to the corpse on your way to the
    store, then head out the door next to the store when you're ready.
    
    -----------
    Main Atrium
    -----------
    
    [Save Station]
    
    Items:  Carton (around the outside of the atrium)
            Carton (around the outside of the atrium)
            Carton (around the outside of the atrium)
            Carton (around the outside of the atrium)
            Carton (around the outside of the atrium)
            "Initial Attack" (near the hole in the floor)
            Ammo (near one of the stations on the left side of room)
            Ammo (near one of the stations on the left side of room)
            Ammo (near one of the stations on the left side of room)
    
    Gather the items from the cartons and the floor around the outside of this
    room, then head for the very front and take the stairs to find a save station.
    Use it if you'd like, then take the lift down to the Captain's Nest.
    
    --------------
    Captain's Nest
    --------------
    
    Items:  Level 3 Suit Schematic (sitting on the floor by the lift)
            Cabinet (in the Captain's Nest)
            Cabinet (in the Captain's Nest)
            Green Light Crate (on the floor in the Captain's Nest)
            "List of Dead" (on the Captain's chair)
    
    Activate the Elevators:  The elevators leading to the other sub decks of the
                             Bridge are offline.  The controls are in the Security
                             Room.
    
    Pick up the Level 3 Suit Schematic from the ground when you get off the lift,
    then walk through the big door.  Smash the green light crate and raid the
    cabinets while Hammond talks, and don't miss the text log on the Captain's
    chair.  Exit the nest and take the lift back up to the Main Atrium.
    
    -----------
    Main Atrium
    -----------
    
    [Save Station]
    
    Items:  Credits:  5000 (dropped by the big "boss" enemy)
    
    A boss fight is coming up, but you can get back to the store in the previous
    room as long as you don't go anywhere near the door to the right of the one
    that leads back to the tram.  If you'd like to head back to grab your Level 3
    Suit, go ahead and do so now - that's what I did, anyway.  Otherwise, stay in
    the Main Attrium.
    
    Approach the big door next to the one you originally used to enter this room,
    then get ready for a fight.  If you have stasis shots, this fight's pretty
    simple.  Just freeze the thing when it gets near you, then quickly side step it
    and shoot the yellowish spot on its back as many times as you can before it
    unfreezes.  After enough hits, it falls on the ground for a while, at which
    point you'll be able to continue shooting the yellowish spot on its back.
    
    Repeat this process as many times as necessary, or if you don't have any stasis
    shots, run around the room as fast as you can to put some distance between you
    and it.  Then, as it dashes towards you, its back will be exposed.  Carefully
    aim a few shots at the yellowish spot, then side step to avoid getting hit.
    After enough of these hit-and-run attacks, it'll fall down for a while, so you
    can run up and blast the weak spot as many times as you can.
    
    Either way, you'll have to shoot it a lot before it finally goes down, leaving
    you five thousand credits for your trouble.  Grab them and head through the
    door it destroyed on its way into the room.
    
    ----------------
    Security Station
    ----------------
    
    [Upgrade Bench]
    
    Items:  Power Node (on the wall near elevator controls)
            Green Light Crate (floor next to upgrade bench)
            Locker (next to upgrade bench)
            Locker (next to upgrade bench)
    
    Re-Route ADS Power:  There are power junctions scattered around the Bridge.  I
                         can hack into them and redistribute power to the ADS
                         system.  Then Hammond can start it up and the ship will be
                         protected from the asteroid bombardment.
    
    Assuming you've been doing the same things I have so far, you should have five
    power nodes in your inventory after you grab the one in here, so now is a great
    time to upgrade some of your equipment if you'd like.  What you choose to do is
    again entirely up to you, but I chose to upgrade my Plasma Cutter with the five
    I had as well as three more that I bought from the store.  The diagram below
    represents the Plasma Cutter's upgrade plan, with the two X characters
    representing the two starting points that I already had upgraded from earlier.
    The numbers represent the circuits I filled with power nodes, in the order that
    I filled them.
                                          S------[ ]
                                          |       |
                                  D---C--[ ]      C
                                      |           |
                              X--[1]-[4]--5---6--[ ]
                                  |   |   |   |   |
                                  2---3   |  [ ]--C
                                  |       |   |
                              X--[ ]-[ ]--7---8
    
    
    Anyway, regardless of what you choose to do, use the elevator controls to
    activate the elevators and return to the Main Atrium.
    
    -----------
    Main Atrium
    -----------
    
    [Save Station]
    
    Save if you'd like, then enter the lift that's facing the Security Station.
    
    ------
    Lift 1
    ------
    
    Items:  "Captain's Demise" (on the floor in the lift)
    
    Grab the log file, then activate the elevator to ride it down.
    
    ------------
    Ship Systems
    ------------
    
    [Save Station]
    [Stasis Recharge] x 2
    
    Items:  Cabinet (near lift entrance)
            Carton (near lift entrance)
            Green Light Crate (near lift entrance)
            Contact Beam Schematic (on the floor in the hallway right after lift)
            Cabinet (in the small storage room)
            Cabinet (in the small storage room)
            Green Light Crate (in the small storage room)
            Ammo (on the floor near 1st malfunctioning gravity plate)
            Ammo (in the middle of a bunch of broken gravity plates)
            Ammo (on the ground where "boss" shows up)
            Ammo (on the ground where "boss" shows up)
            Power Node (dropped by the big "boss" enemy)
            Medium Med Pack (on the ground by broken electric cables)
    
    Raid the cabinet, carton, and green light crate for items, then move into the
    hallway.  Some of the gravity plates are malfunctioning, which you can use to
    your advantage - if you can trick an enemy into touching one (or force them to
    touch one), they'll be killed instantly.  Move through here, dodging broken
    gravity plates and collecting items until you reach the stasis recharge station
    on the wall.  Move the two metal things that're blocking the entrance to the
    next area using kinesis, then make sure your stasis is fully charged and enter
    the next part of the room.
    
    Another one of those giant enemies that you just fought in the Main Atrium is
    going to attack in here, and since this is an even tighter area, this fight
    might be a bit harder.  Since you were given a stasis recharge station this
    time though, you can just spam stasis shots and recharge yourself whenever you
    need to.  When he dies, he'll drop a power node.  Grab the nearby ammo from the
    ground, then move towards the broken electric cables that're flailing around
    wildly.
    
    See the console to the right of them?  You need to activate it.  Wait until the
    cables fly to the left, then hit them with a stasis shot and run to the console
    to deactivate them.  Grab the medium med pack off of the ground nearby, then
    work your way back out of this area to the lift that goes to the Main Atrium.
    
    ------
    Lift 1
    ------
    
    Nothing of interest here, just use it to get up to the Main Atrium.
    
    -----------
    Main Atrium
    -----------
    
    [Save Station]
    
    Fight your way out of this elevator and into the one on the other side of the
    Atrium, stopping at the save station along the way if you'd like.  You could
    also make a stop at the store in the nearby room if you really want to.
    
    ------
    Lift 2
    ------
    
    This lift can go to multiple floors.  Level 2 is the Main Atrium where you are
    right now.  Select level 1 and ride the lift down.
    
    -----------------------------
    Mining Administration Hallway
    -----------------------------
    
    [Save Station]
    [Upgrade Bench]
    
    Items:  Carton (floor by save station)
            Carton (floor by save station)
            Ammo (use kinesis to grab it through the breach in the hull)
            Cabinet (in the storage room by the upgrade bench)
            Locker (in the storage room by the upgrade bench)
    
    Grab the items from the two cartons on the floor, then head out the door.  Use
    kinesis to grab some ammo through the breach in the hull, then head into the
    nearest door to find a storage room with an upgrade bench, a locker, and a
    cabinet in it.  Head back out of that storage room and through the doors to the
    right when you're ready to proceed.
    
    ---------------------
    Mining Administration
    ---------------------
    
    Items:  Stasis Pack (Storage Room B)
            Gold Semiconductor (Storage Room C, the power node door)
            Credits:  5000 (Storage Room C, the power node door)
            Large Med Pack (Storage Room C, the power node door)
            Medium Med Pack (Storage Room C, the power node door)
            Green Light Crate (Storage Room C, the power node door)
            Cabinet (Storage Room C, the power node door)
            Locker (Storage Room C, the power node door)
            Locker (Storage Room C, the power node door)
            Small Med Pack (near power transfer controls)
    
    Enter this room and trick the enemies into walking on the malfunctioning
    gravity plates to kill them, then raid the unlocked storage room to find an
    item.  The other storage room will require a power node if you want to get in
    it, but you should have one from the large enemy you recently killed.  There's
    nothing significant in the room though, so skipping it won't make much of a
    difference.  There're enough items to easy make up for the cost of a power node
    though, if that affects your decision at all.
    
    Anyway, work your way through the maze of broken gravity plates to the controls
    for the power transfer on the far side of the room (picking up the small med
    pack while you're at it).  Activate the controls, then defend against the
    enemies that appear.  Exit this room through the door to the left of the one
    you originally used to enter it.
    
    --------------------
    Mining Admin Storage
    --------------------
    
    Items:  Locker (near entrance)
            "Report of Infection" (near entrance)
            Power Node (wall in MA Storage Room D)
            Carton (MA Storage Room D)
            Green Light Crate (MA Storage Room D)
    
    Raid these two small rooms for items, then return to the previous room.
    
    ---------------------
    Mining Administration
    ---------------------
    
    Just take a left and get out of this room.
    
    -----------------------------
    Mining Administration Hallway
    -----------------------------
    
    [Save Station]
    [Upgrade Bench]
    
    Work your way back through the hallways to the lift and take it to level 3.
    
    ------
    Lift 2
    ------
    
    Nothing of interest in here, just take the lift to level 3.
    
    --------------
    ADS Lower Hall
    --------------
    
    [Save Station]
    
    Items:  "Temple on the Bridge" (next to the lift)
            Force Gun Schematic (near the lift)
            Cabinet (near the lift)
            Carton (near the lift)
            Cabinet (save station hallway)
            Cabinet (save station hallway)
            Ammo (near the two locked doors)
            Green Light Crate (Storage Room 47)
            Ammo (Storage Room 47)
            Locker (Storage Room 47)
    
    Destroy the Asteroids:  One of the cannons has failed to start, which means a
                            big portion of the ship is unprotected.  I've got to
                            take manual control and buy Hammond enough time to fix
                            it on his end.
    
    Move through here collecting items, then fight the enemies by the locked doors.
    Use the control panel to reactivate the ADS, then use the nearby door to find
    another hallway.  Head through the entrance to Storage Room 47 and raid it for
    items, then use the elevator next to the storage room to head up.
    
    --------
    ADS Lift
    --------
    
    Nothing of interest here, just hit the button to ride the elevator.
    
    ---
    ADS
    ---
    
    [Save Station]
    
    Items:  Medium Air Can (on the floor near door to ship exterior)
            Ruby Semiconductor (next to the save station)
    
    Go to the Tram Station:  The ADS is now fully operational.  It should protect
                             us from any asteroid collisions.  Looks like we've
                             bought ourselves some time.
    
    Grab the medium air can off of the floor by the airlock (you're probably going
    to actually need one this time).  When you go outside, you'll have to carefully
    plan your trip down the straightaway.  Whenever the screen starts to shake and
    asteroid fragments fly around, you'll have to duck behind one of the little
    things of machinery for protection, or you'll be killed instantly.  Make your
    way to the other side carefully, using your air can when necessary, and head
    through the airlock on the other side.
    
    Save if you'd like and pick up the Ruby Semiconductor, then use the control
    panel on the cannon's chair to activate it.  Your R1 and L1 buttons will both
    fire when you're manning the cannon, so start blasing asteroids as fast as you
    can to prevent them from hitting the ship.  Pay special attention to the big
    ones, since they do major damage if they hit the ship.  They'll also split into
    smaller pieces when hit, so make sure you get them all.
    
    If you're able to defend the ship for long enough, the system will be repaired.
    Save if you'd like, then head back to the lift.
    
    --------
    ADS Lift
    --------
    
    Nothing of interest here, just hit the button to ride the elevator.
    
    --------------
    ADS Lower Hall
    --------------
    
    [Save Station]
    
    Fight your way through here, stopping at the save station if you'd like, and
    then get in the lift.
    
    ------
    Lift 2
    ------
    
    Nothing of interest in here, just take the lift to level 2.
    
    -----------
    Main Atrium
    -----------
    
    [Save Station]
    
    Save if you'd like, then head out the door that leads back to the tram.
    
    --------------
    Atrium Hallway
    --------------
    
    [Store]
    
    Store
         Plasma Cutter                    0
         Line Gun                      9000
         Pulse Rifle                   7000
         Flamethrower                 11000
         Force Gun                    11000
         Ripper                        8000
         Contact Beam                  9000
         Level 2 Suit                 10000
         Level 3 Suit                 20000
         Plasma Energy [6]             1200
         Line Racks [2]                2000
         Pulse Rounds [25]             1250
         Flame Fuel [25]               1000
         Ripper Blades [4]             1800
         Small Med Pack                2000
         Medium Med Pack               5000
         Small Air Can                 1000
         Stasis Pack                   5000
         Power Node                   10000
    
    Stop at the store to clean out your inventory, then head for the tram.
    
    ------------
    Tram Station
    ------------
    
    Jump in the tram and use its controls to end Chapter 4.
    
     =============================================================================
    |                  -----------------------------------------                  |
    |                 |                                         |                 |
    |                 |    1.05)  Chapter 5:  Lethal Devotion   |                 |
    |                 |                                         |                 |
    |                  -----------------------------------------                  |
     =============================================================================
    
    ------------
    Tram Station
    ------------
    
    [Store]
    
    Store
         Plasma Cutter                    0
         Line Gun                      9000
         Pulse Rifle                   7000
         Flamethrower                 11000
         Force Gun                    11000
         Ripper                        8000
         Contact Beam                  9000
         Level 2 Suit                 10000
         Level 3 Suit                 20000
         Plasma Energy [6]             1200
         Line Racks [2]                2000
         Pulse Rounds [25]             1250
         Flame Fuel [25]               1000
         Ripper Blades [4]             1800
         Small Med Pack                2000
         Medium Med Pack               5000
         Small Air Can                 1000
         Stasis Pack                   5000
         Power Node                   10000
    
    Find the Chemicals:  Kendra thinks she can create an agent that will poison and
                         kill the creature on Hydroponics that is contaminating the
                         life support system.  Bio-chemistry is a little out of my
                         field.  I'll have to trust her.
    
    Nothing much of interest here unless you'd like to use the store, so go ahead
    and move into the hallway.
    
    ----------------
    Security Station
    ----------------
    
    [Store]
    [Save Station]
    
    Store
         Plasma Cutter                    0
         Line Gun                      9000
         Pulse Rifle                   7000
         Flamethrower                 11000
         Force Gun                    11000
         Ripper                        8000
         Contact Beam                  9000
         Level 2 Suit                 10000
         Level 3 Suit                 20000
         Plasma Energy [6]             1200
         Line Racks [2]                2000
         Pulse Rounds [25]             1250
         Flame Fuel [25]               1000
         Ripper Blades [4]             1800
         Small Med Pack                2000
         Medium Med Pack               5000
         Small Air Can                 1000
         Stasis Pack                   5000
         Power Node                   10000
    
    Items:  Locker (left of save station)
    
    One of the lockers left of the save station will have an item in it.  Use the
    store and save station if you'd like, then head through the only unlocked door.
    
    -------------------
    Imaging Diagnostics
    -------------------
    
    [Stasis Recharge] x 2
    [Upgrade Bench]
    [Save Station]
    
    Item:  Locker (in the room that required a power node to enter)
    
    Find the DNA Sample:  There is a sample of the necromorph's DNA somewhere on
                          this deck.  Kendra needs me to find it to mix with the
                          Chemical Capsule, in order to target the creature's
                          pathology.
    
    Move through here, stopping at the stasis recharge station if you need to.  If
    you've already opened the door that required a power node, stop by there to
    open the third locker.  Otherwise, move towards the lift and deal with the
    bizarre enemy stuck on the wall there.  Ride the lift up, then use stasis on
    the flailing machinery to use it as a safe platform.  Recharge your stasis at
    the second charge station, then cross the machinery again to reach the save
    station.  Head through the door when you're ready.
    
    -----------------
    Chemical Lab Hall
    -----------------
    
    Open the door and head down the lift.
    
    ------------
    Chemical Lab
    ------------
    
    Items:  "Mercer's Experiment 1" (on the floor at the bottom of the lift)
            Credits:  1000 (on the floor in the lab)
            Force Energy Schematic (on a desk in the lab)
            Carton (on the floor in the lab)
            Green Light Crate (on the floor in the lab)
            Green Light Crate (on the floor in the lab)
            Power Node (on the wall between the two glass chambers)
            Chemical Capsule (table in the lab, after activating the controls)
    
    Go through the open door down here and raid the room for items, making sure you
    don't miss the schematic and the power node.  Use the controls on the lab table
    to create the Chemical Capsule, then pick it up.
    
    When the enemy breaks out of the glass, dismember it just like you normally
    would.  This one has a little trick up its sleeve, though...  dismember it
    again, then freeze it and wait for the door to be unlocked.  When it is, go
    back into the hallway, then use the closest door (that will now be unlocked) to
    return to Imaging Diagnostics.
    
    -------------------
    Imaging Diagnostics
    -------------------
    
    [Stasis Recharge] x 2
    [Upgrade Bench]
    [Save Station]
    
    A wave of those tiny annoying enemies will be in here, so deal with them before
    they latch onto you.  Head out the hallway leading back towards the Security
    Station, using the stasis recharge station along the way.
    
    ----------------
    Security Station
    ----------------
    
    [Store]
    [Save Station]
    
    Store
         Plasma Cutter                    0
         Line Gun                      9000
         Pulse Rifle                   7000
         Flamethrower                 11000
         Force Gun                    11000
         Ripper                        8000
         Contact Beam                  9000
         Level 2 Suit                 10000
         Level 3 Suit                 20000
         Plasma Energy [6]             1200
         Line Racks [2]                2000
         Pulse Rounds [25]             1250
         Flame Fuel [25]               1000
         Force Energy [3]               900
         Ripper Blades [4]             1800
         Small Med Pack                2000
         Medium Med Pack               5000
         Small Air Can                 1000
         Stasis Pack                   5000
         Power Node                   10000
    
    Use the store so you can get rid of the Schematic you're carrying, then save at
    the save station if you'd like.  The door leading into the medical area is
    unlocked again, so go ahead and go through it.
    
    ------
    Clinic
    ------
    
    [Oxygen Recharge]
    
    Items:  Ammo (next to the actual clinic's waiting room door)
            Ammo (on a table near the lift door)
            Credits:  1000 (on a table in the actual clinic area)
            Ammo (in a corner of the actual cinic area)
            Ammo (by the door to the Emergency Room)
            Locker (in the small room attached to the clinic)
            Locker (in the small room attached to the clinic)
    
    Enter the waiting room area and wait for the door to be unlocked, then head
    into the actual clinic area.  Collect the items around the outside of the room
    while you fight off the enemies, and don't be afraid to spam your stasis to
    deal with the big guy (who you'll once again need to disable, even though he'll
    just regenerate).  Eventually Kendra will unlock the door to the Emergency Room
    for you, so head through it.
    
    --------------
    Emergency Room
    --------------
    
    [Oxygen Recharge]
    [Save Station]
    
    Items:  Ammo (right next to the entrance)
            Locker (storage room that required a power node)
            Locker (storage room that required a power node)
            Credits:  2500 (in the corner of the first hallway, use kinesis)
            Gold Semiconductor (on the floor near wall enemy)
            Credits:  2200 (on the floor by oxygen recharge station)
            Ammo (on a table by oxygen recharge station)
            Ammo (by one of the big glass cases outside of Mercer's office)
            Medium Air Can (Mercer's office)
            Credits:  1000 (Mercer's office)
            Gold Semiconductor (Mercer's office)
            Green Light Crate (Mercer's office)
            Green Light Crate (Mercer's office)
            "Mercer's Experiment 2" (Mercer's office)
            Chemical Capsule W/DNA (Mercer's office)
    
    Restore Life Support:  Mercer just flushed all the air out of the Medical Deck!
                           I've got to get back to the Security Station to seal the
                           breach!
    
    Grab the ammo next to the door, then head into the nearby storage room that
    required a power node for you to get in it earlier (if you didn't get in there
    earlier, you might want to consider doing so now).  Grab the credits from the
    corner of the hallway using kinesis, then pick up the explosive red canister
    and walk towards the next door.  Another one of those bizarre wall enemies is
    waiting for you, so use the canister as a rocket to deal some major damage.
    
    Finish it off, then pick up whatever it drops as well as the gold semiconductor
    on the ground next to it.  There're two more items down the far end of this
    hallway, so grab them before heading into the small room with the save station.
    Use it if you'd like, then enter the unlocked door next to it.
    
    Raid this place for items, then use the control panel thing to get your DNA
    sample.  Be ready to sprint all the way back through the ER to the Clinic,
    since you're about to be in a vacuum.  Leave the office as soon as you've
    picked up the capsule, and you'll have a huge head start (the air won't be
    drained until Mercer's little lecture stops).  Use a stasis shot on the pack of
    tiny enemies to easily get around them at the end of the ER hallway.
    
    ------
    Clinic
    ------
    
    [Oxygen Recharge]
    
    Yeah, this place is still infested...  If you have stasis shots left, freeze
    whatever you can as you run through here, stopping at the oxygen recharge
    station on the way.
    
    ----------------
    Security Station
    ----------------
    
    [Store]
    [Save Station]
    
    Store
         Plasma Cutter                    0
         Line Gun                      9000
         Pulse Rifle                   7000
         Flamethrower                 11000
         Force Gun                    11000
         Ripper                        8000
         Contact Beam                  9000
         Level 2 Suit                 10000
         Level 3 Suit                 20000
         Plasma Energy [6]             1200
         Line Racks [2]                2000
         Pulse Rounds [25]             1250
         Flame Fuel [25]               1000
         Force Energy [3]               900
         Ripper Blades [4]             1800
         Small Med Pack                2000
         Medium Med Pack               5000
         Small Air Can                 1000
         Stasis Pack                   5000
         Power Node                   10000
    
    Create the Poison:  With the DNA combined with Kendra's chemical mixture, I
                        just need to run it through the chemical station again to
                        create the poison.
    
    Take a left and enter the small area by the save station to find the life
    support controls.  Activate them, and you'll have air again.  Use the store and
    save station if you'd like, then head back into the Imaging Diagnostics area.
    
    -------------------
    Imaging Diagnostics
    -------------------
    
    [Stasis Recharge] x 2
    [Upgrade Bench]
    [Save Station]
    
    Creepy, but all you need to do is head for the door by the lift.
    
    ------------
    Chemical Lab
    ------------
    
    [Save Station]
    
    Items:  Poison Capsule (examine the controls in the lab)
            Green Light Crate (hallway with the save station)
            Green Light Crate (hallway with the save station)
            Locker (next to the save station)
            Locker (next to the save station)
            Locker (next to the save station)
            Locker (next to the save station)
    
    Go to Hydroponics:  Mercer got away.  I can only hope one of his beloved
                        necromorphs finds him before I do.  Now that I've got the
                        poison, it's time to go to the Hydroponics deck and kill
                        that Leviathan creature before the air is totally
                        contaminated.
    
    Take a right and enter the actual lab, then examine the console to get the
    poison capsule.  Exit the new door that'll be unlocked in here and take a right
    to find two crates, then head down the other side of the hallway to find a save
    station and four unlocked lockers.  Raid them and save if you'd like, then head
    through the door.
    
    ----------
    Cryogenics
    ----------
    
    [Stasis Recharge]
    
    Items:  Ammo (next to the stasis recharge station)
            Green Light Crate (on the outside edge of the room)
            Green Light Crate (on the outside edge of the room)
            Green Light Crate (on the outside edge of the room)
            Ammo (in the cryogenic control area)
            Credits:  1000 (in the cryogenic control area)
            Power Node (on the wall in the cryogenic control area)
    
    With that stasis recharge station there, this fight isn't too hard.  Keep
    freezing the big guy as you deal with the small enemies, and make sure you keep
    your stasis energy as full as possible.  When only the big guy is left, get him
    to run at you through the thing in the middle of the room, then hit him with a
    stasis shot to keep him in there.  Quickly run to one of the doors to the
    control area and use the controls to activate the cryogenic freezing unit to
    end the fight.
    
    Raid both areas for items when you're done, making sure you don't miss the
    power node near the control terminal.  Head out the door in the control area
    when you're ready.
    
    --------------------
    Cryogenics Tram Hall
    --------------------
    
    Nothing of interest here, just run through to the other side.
    
    -----------------------
    Cryogenics Tram Station
    -----------------------
    
    Items:  Credits:  2400
    
    Grab the item from the area with the benches, then board the tram to end the
    chapter.
    
     =============================================================================
    |                  -----------------------------------------                  |
    |                 |                                         |                 |
    |                 | 1.06)  Chapter 6:  Environmental Hazard |                 |
    |                 |                                         |                 |
    |                  -----------------------------------------                  |
     =============================================================================
    
    ------------
    Tram Station
    ------------
    
    Items:  "Cross Report 1" (on the floor near the tram)
            Ammo (by the area with the benches)
            Carton (in the bathroom)
            Ammo (on the floor in the bathroom)
            Carton (in the bathroom)
            Carton (in the bathroom)
            Medium Med Pack (in the bathroom)
    
    Poison the Leviathan:  I can dispense the poison through the filtration system
                           of Food Storage.  It should kill anything alive inside.
    
    Collect the items out here and in the bathroom down the hall, then ride the
    lift up.
    
    ------
    Lift 1
    ------
    
    Nothing special here, just a lift.
    
    ------------
    Sapling Room
    ------------
    
    Items:  Green Light Crate (on the floor by the lift)
            Contact Energy Schematic (on the floor by the lift)
            Ammo (on the ground by Hammond)
            Green Light Crate (on the ground by Hammond)
    
    Destroy the Poison Pods:  According to Hammond, the necromorphs have
                              transformed some of the crew into these "poison
                              pods," which are contaminating the aire.  I need to
                              find and destroy them.
    
    Grab the schematic and break open the crate, then head through the door.  Pick
    up the ammo on the ground and break open the second crate, then head through
    the door after the scene is over.
    
    ------------------
    Atmosphere Control
    ------------------
    
    [Save Station]
    [Store]
    
    Store
         Plasma Cutter                    0
         Line Gun                      9000
         Pulse Rifle                   7000
         Flamethrower                 11000
         Force Gun                    11000
         Ripper                        8000
         Contact Beam                  9000
         Level 2 Suit                 10000
         Level 3 Suit                 20000
         Plasma Energy [6]             1200
         Line Racks [2]                2000
         Pulse Rounds [25]             1250
         Flame Fuel [25]               1000
         Force Energy [3]               900
         Ripper Blades [4]             1800
         Contact Energy                2000
         Small Med Pack                2000
         Medium Med Pack               5000
         Small Air Can                 1000
         Stasis Pack                   5000
         Power Node                   10000
    
    Items:  Locker (near the store)
    
    Raid the locker, then save and use the store if you'd like.  Head through the
    door next to the store when you're ready.
    
    ---------------------
    Hallway to West Tower
    ---------------------
    
    [Upgrade Bench]
    
    One unlocked door in here has an upgrade bench in it, but that's pretty much
    the only thing of interest.  The steam blasts coming from those things on the
    wall will hurt you if they hit you, so pay attention to them as you move to the
    lift.  Ride it up and head out the door on the upper level.
    
    -----------------
    West Grow Chamber
    -----------------
    
    Items:  Ammo (on the floor near entrance)
            Ammo (on the floor near entrance)
            Carton (on the floor near entrance)
            Cabinet (on one of the outer walls)
            Ammo (near one of the poison pod people)
            Green Light Crate (near one of the poison pod people)
            Large Med Pack (under the nutrient vat distribution thing)
            Credits:  1200 (Level 2 catwalk)
            Credits:  2000 (Level 2 catwalk, use kinesis to reach it)
            Green Light Crate (Level 3 catwalk)
            Green Light Crate (Level 3 catwalk)
            Green Light Crate (Level 3 catwalk)
            Ruby Semiconductor (Level 3 catwalk)
    
    Collect the ammo on the ground to the left and raid the carton and cabinet on
    the other side of the room, then get ready to fight off a ton of enemies.  Use
    the explosive crates to your advantage to deal some heavy damage, but other
    than, just keep moving while you sever as many legs as you can.  Once the place
    is clear, check the two opened doors in the back of the room to find your first
    two poison pod people.  Kill them (they only seem to be able to be hurt from
    the front), then be prepared to defend against counter-attacks from other
    enemies.
    
    Head towards the lift and use the controls for the nutrient vat replacement
    system, then quickly hit the sliding cover with a stasis shot to slow it down.
    Run around the lift to the right and look down into the area below the sliding
    cover to find a large med pack - grab it with kinesis to retrieve it.
    
    Once the first level is entirely clear, hop on the lift and ride it to level
    three to pick up some items.  Take the lift back down to level 2 and grab the
    item on the catwalk, then look across the room until you see an item sitting on
    a ledge out of your reach.  Grab it with kinesis, then step into the door
    marked Hydroponics Control.
    
    -------------------
    Hyrdoponics Control
    -------------------
    
    Items:  Locker (near entrance)
    
    Grab the item from the locker to your right, then use kinesis on one of the red
    explosive tanks and move it to the middle of the room by the corpses.  Head for
    the poison pod guy and stand in the corner by him when you kill him, then face
    the corpses.  When they reanimate, blast the red canister thing to deal some
    major damage, then finish up the rest with your weapon.
    
    -----------------
    West Grow Chamber
    -----------------
    
    Run across the catwalk and head through the door on the other side.
    
    ------------------
    Refrigeration West
    ------------------
    
    [Save Station]
    [Stasis Recharge]
    
    Items:  Carton (by entrance)
            Locker (by stasis recharge station)
            Locker (by stasis recharge station)
            Green Light Crate (floating in the first Zero-G area)
    
    Grab the item from the carton and save if you'd like, then head through the
    door to enter a long hallway.  The enemies in here can be easily killed with a
    single shot if you aim for the swollen thing on their arm.  Slaughter them all
    and collect their items, then go through the next door to find two lockers and
    a stasis recharge station.
    
    The foggy area is a Zero-G environment.  When you step in, take a look up and
    find the hatch with the blue kinesis icon on it.  Use kinesis to open it, then
    be ready to fend off the enemies.  Launch yourself through the open hatch from
    the floor, then open the next hatch and position yourself in a spot to jump
    through it.  Land yourself in front of the next door that you see and go
    through it.
    
    --------------
    Air Filtration
    --------------
    
    [Stasis Recharge]
    
    Items:  "Cross Report 2" (on the ground near lift)
            Carton (near entrance)
            Ammo (catwalk near entrance)
            Ammo (near stasis recharge station)
            Green Light Crate (catwalk by second lift)
            Carton (catwalk by second lift)
            Medium Med Pack (in the control room on the upper level)
            Locker (in the control room on the upper level)
            Power Node (on a wall in the control room on the upper level)
    
    Grab the items up here, then ride the lift down and pick up the item near the
    explosive canisters.  Smash the glass circuit thing by the door to open it,
    then take a little time to look through the door to understand the area ahead.
    The chambers will fill with fire every few seconds in sequence, so you'll need
    to plan your trip through the area very carefully.
    
    Start by shooting the other three glass circuit things from the safety of the
    lift hallway, but be prepared to fend off an enemy that'll charge at you from
    the blast chambers.  With all of the doors open, wait until the fire goes away
    in the chamber closest to you and make a mad dash for the other side.  Kill the
    poison pod guy on the other side, then ride the elevator up.
    
    Collect the items up here, and don't miss the power node on the wall in the
    control room.  Head for the door next to the lift you just used when you're
    done - it's another lift, and it'll take you back down to the West Grow
    Chamber.
    
    -----------------
    West Grow Chamber
    -----------------
    
    Fight your way through here and head through the big door on the first level.
    
    ---------------------
    Hallway to West Tower
    ---------------------
    
    [Upgrade Bench]
    
    Take the lift back down to the lower level and carefully navigate through the
    steam pipe area to get back to Atmosphere Control.
    
    ------------------
    Atmosphere Control
    ------------------
    
    [Save Station]
    [Store]
    
    Store
         Plasma Cutter                    0
         Line Gun                      9000
         Pulse Rifle                   7000
         Flamethrower                 11000
         Force Gun                    11000
         Ripper                        8000
         Contact Beam                  9000
         Level 2 Suit                 10000
         Level 3 Suit                 20000
         Plasma Energy [6]             1200
         Line Racks [2]                2000
         Pulse Rounds [25]             1250
         Flame Fuel [25]               1000
         Force Energy [3]               900
         Ripper Blades [4]             1800
         Contact Energy                2000
         Small Med Pack                2000
         Medium Med Pack               5000
         Small Air Can                 1000
         Stasis Pack                   5000
         Power Node                   10000
    
    ---------------------
    Hallway to East Tower
    ---------------------
    
    [Upgrade Bench]
    
    Items:  "Corruption"
            Carton (middle room on the lower level)
            Large Med Pack (behind power node door)
            Credits:  5000 (behind power node door)
            Ammo (behind power node door)
            Ammo (behind power node door)
            Ammo (behind power node door)
            Carton (behind power node door)
    
    Deal with the wall-mounted enemy, then enter the middle room in this hallway to
    find a carton (the first one just has an upgrade bench in it).  The door that
    requires a power node is covered with items, but nothing unique - it's probably
    worth your money to open it, but there's nothing in there that you can't get
    elsewhere.  Ride the lift up to the upper door in this room and go out it.
    
    -----------------
    East Grow Chamber
    -----------------
    
    [Stasis Recharge]
    
    Items:  Cabinet (walls around the outside of the room)
            Cabinet (walls around the outside of the room)
            Cabinet (walls around the outside of the room)
            Ammo (on the floor in one of the corners)
            Green Light Crate (on the floor in one of the corners)
            Green Light Crate (on the floor in one of the corners)
            Power Node (the big enemy drops it)
            Green Light Crate (near one of the poison pod people)
            Green Light Crate (near one of the poison pod people)
            Green Light Crate (in one of the small corner rooms)
            Ammo (in one of the small corner rooms)
            Ammo (in one of the small corner rooms)
            Ammo (in one of the small corner rooms)
            Medium Med Pack (in one of the small corner rooms)
            Green Light Crate (level 2 catwalk)
            Green Light Crate (level 2 catwalk)
            Ammo (level 2 catwalk, use kinesis to reach it)
            Small Med Pack (level 2 catwalk)
            "Cross Report 3" (level 2 catwalk)
    
    Same old song and dance with this giant enemy, just tag it with stasis and move
    behind it to dish out some massive damage.  Continue hitting it in the back
    when it falls down, then repeat until it's dead (and make sure you grab the
    power node it drops).  Raid the outside walls of the room for items, then head
    into both of the small rooms on the lower level, cleaning out their items and
    killing the poison pod guy in the process.  Be careful when dealing with the
    lone green light crate in the smaller of the two rooms - it's got some of those
    annoying little enemies in it.
    
    Anyway, there's a poison pod guy in the nutrient capsule thing in the ground by
    the lift.  Use the controls to activate the replacement system, then hit the
    retracting door with a stasis shot to slow it down.  Quickly run around the
    lift to the left so you can aim down there and kill the guy.
    
    Ride the lift to the third level.  Kill the poison pod guy, then use the lift
    to go to the second level.  Raid the catwalk for items, and make sure you don't
    miss the ammo that's out of your reach near the locked door (use kinesis to
    grab it).  Head through the unlocked one when you're ready.
    
    ------------------
    Refrigeration East
    ------------------
    
    [Stasis Recharge]
    [Save Station]
    
    Item:  Power Node (by the save station)
           Gold Semiconductor (right after the save station)
           "Temple's Search" (in the small hallway)
           Carton (near the stasis recharge station)
           Carton (near the stasis recharge station)
           Ammo (floating in the last Zero-G section)
    
    Recycle the Atmosphere:  Once the poison pods are all destroyed, I can return
                             to Atmosphere Control and recycle the air.  That will
                             unlock Food Storage, where the Leviathan is holed up.
    
    Grab the power node on the wall near the save station, then use the save
    station if you'd like.  Open the door by it and go through, making sure you
    grab the gold semiconductor on the floor.  Head down the hallway, and another
    one of those tentacle things will grab you.  Aim at the big yellowish spot on
    it and hit it a few times to take care of it, then continue down the hallway.
    
    Pick up the audio log on the ground in the small hallway, then raid the two
    cartons on the ground near the stasis recharge station.  This upcoming Zero-G
    area can be a tad confusing to navigate.  First, launch yourself up into the
    second area, where you should see a malfunctioning power conduit electrifying
    large sections of the floor.  Position yourself so that you're looking up to
    see that thing, then tag it with a stasis shot to stall it while you launch
    yourself to the wall above it.  From there, quickly realign yourself so you can
    see the hole in the wall leading to the next section.  If you look around, you
    should be able to find a blue console that you can use to turn off the
    electricity to the broken conduit.
    
    Here, you'll have to find a hole leading up to the final area, but it can be
    tricky.  Look for some light and some of that fog stuff that the poison pod
    guys spit out.  When you enter an area that makes you start using your oxygen
    tank, you'll know he's around there somewhere - just look around long enough,
    and you'll find him.
    
    Backtrack your way through the series of holes and through the hallways when
    you've gotten your new mission objective.
    
    -----------------
    East Grow Chamber
    -----------------
    
    [Stasis Recharge]
    
    Ride the lift down to the first level and go through the big door down there.
    
    ---------------------
    Hallway to East Tower
    ---------------------
    
    [Upgrade Bench]
    
    Deal with the enemies on the catwalk, then ride the lift to the lower level and
    head through the hallway to get back to Atmosphere Control.
    
    ------------------
    Atmosphere Control
    ------------------
    
    [Save Station]
    [Store]
    
    Store
         Plasma Cutter                    0
         Line Gun                      9000
         Pulse Rifle                   7000
         Flamethrower                 11000
         Force Gun                    11000
         Ripper                        8000
         Contact Beam                  9000
         Level 2 Suit                 10000
         Level 3 Suit                 20000
         Plasma Energy [6]             1200
         Line Racks [2]                2000
         Pulse Rounds [25]             1250
         Flame Fuel [25]               1000
         Force Energy [3]               900
         Ripper Blades [4]             1800
         Contact Energy                2000
         Small Med Pack                2000
         Medium Med Pack               5000
         Small Air Can                 1000
         Stasis Pack                   5000
         Power Node                   10000
    
    Use the store and save if you'd like, then use the controls to recycle the
    atmosphere.  Head through the giant door behind the controls when you're ready.
    
    -----------------------
    Hallway to Food Storage
    -----------------------
    
    Items:  "Cross Report 4" (on the floor)
            Green Light Crate (by the first door)
            Green Light Crate (by the first door)
            Medium Med Pack (on the ground by the controls)
    
    Kill the Leviathan:  The poison dissolved some of the corruption, enough to
                         allow me inside Food Storage.  But the Leviathan is still
                         alive.
    
    Grab the log from the catwalk, then smash the two crates and head through the
    door.  Pick up the medium med pack, then use the controls to introduce the
    poison into the system.  Head through the big door once it's unblocked.
    
    ------------
    Food Storage
    ------------
    
    Items:  (Tons of ammo and health floating in the middle of the room)
    
    Go to the Mining Deck:  Finally, the ship seems stable.  I've bought us some
                            time, hopefully enough to find this SOS Beacon.  But
                            even if we send out a distress signal, is anyone close
                            enough to this system to hear it...?
    
    This room is absolutely swarming with items, so step in just a little bit and
    take your time scanning the place for floating items that you can grab with
    kinesis.  When you're ready to start the fight, move towards the other end of
    the room.  One of the tentacle things will come out of the wall, so aim at its
    yellowish spot and hit it as fast as you can.  When it slams into the ground,
    immediately turn away from it and start running up the wall to avoid its swing.
    
    Repeat this process until all three tentacles are destroyed, at which point the
    mouth thing will open and spit out explosive clumps.  Use kinesis to catch them
    and throw them back, right down its mouth.  Repeat the tentacle and mouth parts
    until the thing dies, then finish cleaning the room for any remaining items.
    
    -----------------------
    Hallway to Food Storage
    -----------------------
    
    Head out the door on the far side of the hallway.
    
    ------------------
    Atmosphere Control
    ------------------
    
    [Save Station]
    [Store]
    
    Store
         Plasma Cutter                    0
         Line Gun                      9000
         Pulse Rifle                   7000
         Flamethrower                 11000
         Force Gun                    11000
         Ripper                        8000
         Contact Beam                  9000
         Level 2 Suit                 10000
         Level 3 Suit                 20000
         Plasma Energy [6]             1200
         Line Racks [2]                2000
         Pulse Rounds [25]             1250
         Flame Fuel [25]               1000
         Force Energy [3]               900
         Ripper Blades [4]             1800
         Contact Energy                2000
         Small Med Pack                2000
         Medium Med Pack               5000
         Small Air Can                 1000
         Stasis Pack                   5000
         Power Node                   10000
    
    Save and use the store if you'd like, then head out the door to the left of the
    store to make your way back to the tram.
    
    ------------
    Sapling Room
    ------------
    
    Nothing in here, just move through to the other side to get in the lift.
    
    ------
    Lift 1
    ------
    
    Again, nothing special here...  just ride it to the tram station.
    
    ------------
    Tram Station
    ------------
    
    Hop on the tram and save if you'd like, and you'll move on to Chapter 7.
    
     =============================================================================
    |                  -----------------------------------------                  |
    |                 |                                         |                 |
    |                 |     1.07)  Chapter 7:  Into the Void    |                 |
    |                 |                                         |                 |
    |                  -----------------------------------------                  |
     =============================================================================
    
    ------------
    Tram Station
    ------------
    
    Items:  Carton (on the ground near the glass area)
            Cabinet (inside the glass area)
    
    Find the Mining Access Key:  Kendra located the Mining Access Key on the
                                 Processing Sub Deck.  That must be where the
                                 mining supervisor died...  I knew these men.  I
                                 can't believe they are all dead.
    
    Find the S.O.S. Beacon:  That beacon could be our only way off this goddamn
                             ship.  It's stored somewhere on the Maintenance Sub
                             Deck.  It sends out a strong sub-space broadcast that
                             should alert any ship in the sector.
    
    Plant the Beacon:  I need to secure the SOS Beacon to the asteroid.  Once the
                       asteroid is launched, the beacon will clear the Ishimura's
                       navigation array, and it will be able to broadcast a clear
                       signal.
    
    Raid the cabinet and the carton, then head down the hallway.
    
    ------------
    Tram Hallway
    ------------
    
    Items:  Power Node (on the wall to the left of the exit)
            Carton (to the right of the entrance)
            Credits:  2000 (high on a ledge, use kinesis)
    
    Grab the power node and check the carton, then look up near the big door to
    find some credits sitting on a ledge that you can grab with kinesis.
    
    --------
    RIG Room
    --------
    
    [Save Station]
    [Upgrade Bench]
    [Store]
    
    Store
         Plasma Cutter                    0
         Line Gun                      9000
         Pulse Rifle                   7000
         Flamethrower                 11000
         Force Gun                    11000
         Ripper                        8000
         Contact Beam                  9000
         Level 2 Suit                 10000
         Level 3 Suit                 20000
         Plasma Energy [6]             1200
         Line Racks [2]                2000
         Pulse Rounds [25]             1250
         Flame Fuel [25]               1000
         Force Energy [3]               900
         Ripper Blades [4]             1800
         Contact Energy                2000
         Small Med Pack                2000
         Medium Med Pack               5000
         Small Air Can                 1000
         Stasis Pack                   5000
         Power Node                   10000
    
    Items:  Small Med Pack (on the floor by the store)
            Ammo (in some shelves by the lockers)
            Locker (near the store)
            Locker (near the store)
            Carton (near the upgrade bench)
            Carton (near the upgrade bench)
    
    Since there's a store and an upgrade bench in the same room with each other
    (and a save station), I figured now was a great time to upgrade my weapon the
    rest of the way.  I already had five power nodes in my inventory, so I bought
    two more and used all seven of them in the following sequence to finish my
    upgrades:
                                          7------[ ]
                                          |       |
                                  5---4--[6]      3
                                      |           |
                              X--[X]-[X]--X---X--[1]
                                  |   |   |   |   |
                                  X---X   |  [ ]--2
                                  |       |   |
                              X--[ ]-[ ]--X---X
    
    The X characters represent the circuits I had already filled, and the numbers
    indicate the sequence I used to finish upgrading.  Again, what you choose to
    upgrade and how you choose to do it is entirely up to you - I'm only including
    this information as a reference.
    
    ---------------
    Mining Elevator
    ---------------
    
    Use the controls on the wall and select Deck B - Processing.  Fight the enemies
    that show up, then exit the elevator.
    
    ----------------------
    Processing Antechamber
    ----------------------
    
    [Save Station]
    
    Items:  "Temple and Elizabeth" (floor in front of the elevator)
            Carton (in a corner of the room on the elevator side)
            Carton (in a corner of the room on the elevator side)
            Locker (across from save station)
    
    Grab the log entry right in front of you, then turn to the left and raid the
    two cartons on the ground.  If you head down the hallway a little bit, a large
    wave of enemies will attack you, so be ready for a fight.  Make sure you grab
    the item from the locker before heading down the ramp by the save station.
    
    ------------------
    Processing Hallway
    ------------------
    
    [Store]
    
    Store
         Plasma Cutter                    0
         Line Gun                      9000
         Pulse Rifle                   7000
         Flamethrower                 11000
         Force Gun                    11000
         Ripper                        8000
         Contact Beam                  9000
         Level 2 Suit                 10000
         Level 3 Suit                 20000
         Plasma Energy [6]             1200
         Line Racks [2]                2000
         Pulse Rounds [25]             1250
         Flame Fuel [25]               1000
         Force Energy [3]               900
         Ripper Blades [4]             1800
         Contact Energy                2000
         Small Med Pack                2000
         Medium Med Pack               5000
         Small Air Can                 1000
         Stasis Pack                   5000
         Power Node                   10000
    
    Items:  "Processing Room Problem" (on the floor by the store)
            Carton (near the store)
            Carton (near the store)
            Small Med Pack (on the ground by a corpse near the hole in the wall)
    
    Turn to the right and raid the crates by the store, then continue down the
    hallway to find a small med pack on the ground by a corpse.  Enter the Zero-G
    area via the hole in the wall near here.
    
    ------------------
    Mineral Processing
    ------------------
    
    Items:  Green Light Crate (floating in the room)
            Green Light Crate (floating in the room)
    
    Look directly above you to find a crate floating there, then look around to
    find the second one and jump over to it.  Next, scan the area for chunks of
    asteroid floating in the air.  There're four of them, and you need to grab each
    one with kinesis and toss it into the end of the powerful stream thing in the
    middle of the room to get rid of them.
    
    When they're gone, float your way to the gravity control panel next to the huge
    warning sign.  There's a power node door here that you should go through.
    There's nothing unique on the other side, but the Ruby Semiconductor alone will
    pay for the cost of a power node, so it's worth it.
    
    ------------------
    Processing Hallway
    ------------------
    
    Items:  Ammo (power node door near gravity controls in Mineral Processing)
            Ammo (power node door near gravity controls in Mineral Processing)
            Ammo (power node door near gravity controls in Mineral Processing)
            Medium Med Pack (power node door in Mineral Processing)
            Carton (power node door in Mineral Processing)
            Ruby Semiconductor (power node door in Mineral Processing)
    
    Raid this place for items, then return to Mineral Processing.
    
    ------------------
    Mineral Processing
    ------------------
    
    Now you can go ahead and restore gravity using the controls near the door.
    Deal with the slew of enemies that attacks, then head for the corner opposite
    of the controls and head through the door.
    
    ------------------
    Processing Hallway
    ------------------
    
    [Store]
    
    Store
         Plasma Cutter                    0
         Line Gun                      9000
         Pulse Rifle                   7000
         Flamethrower                 11000
         Force Gun                    11000
         Ripper                        8000
         Contact Beam                  9000
         Level 2 Suit                 10000
         Level 3 Suit                 20000
         Plasma Energy [6]             1200
         Line Racks [2]                2000
         Pulse Rounds [25]             1250
         Flame Fuel [25]               1000
         Force Energy [3]               900
         Ripper Blades [4]             1800
         Contact Energy                2000
         Small Med Pack                2000
         Medium Med Pack               5000
         Small Air Can                 1000
         Stasis Pack                   5000
         Power Node                   10000
    
    Items:  Ammo (on the floor in control room)
            Carton (on the floor in control room)
            Carton (on the floor in control room)
            Carton (on the floor in control room)
            Mining Access Key (on the floor in control room)
            Power Node (on the wall in connecting hallway)
    
    Raid the control room for items, then enter the next door and find the power
    node on the wall.  Continue down the hallway and you'll find yourself back in
    the same hallway from before, except on the other side of it.  Use the store if
    you'd like, but otherwise, head back through the door leading to the area with
    the elevator in it.
    
    ----------------------
    Processing Antechamber
    ----------------------
    
    [Save Station]
    
    Nothing much to do here, just head for the elevator on the far side.
    
    ---------------
    Mining Elevator
    ---------------
    
    Use the controls to ride the elevator down to Deck D - Maintenance.
    
    -----------
    Repair Room
    -----------
    
    Items:  Ammo (high on a shelf near the entrance to the elevator)
            Medium Med Pack (on a shelf near the entrance to the elevator)
            Gold Semiconductor (lower corner of the room)
            Stasis Pack (on a shelf near the carton and audio file)
            Carton (on the ground near the audio file by the exit)
            "Kyne's Hostage" (on the ground near the exit)
    
    Fight your way through here and scour the area for items, then head out the
    other door in the lower section.
    
    -------------------
    Maintenance Chamber
    -------------------
    
    [Save Station]
    
    Items:  Ammo (catwalk, grab it with kinesis while on the moving thing)
            Ammo (catwalk, grab it with kinesis while on the moving thing)
            Small Med Pack (catwalk, grab it with kinesis on the moving thing)
            Medium Med Pack (catwalk, grab it with kinesis on the moving thing)
            Ammo (on the floor on the other side of the moving thing)
            Ammo (on a shelf on the other side of the moving thing)
            Medium Med Pack (high on a shelf on the other side of the moving thing)
            Carton (on the floor on the other side of the moving thing)
            Carton (on the floor on the other side of the moving thing)
    
    Save if you'd like, then use kinesis to pull the moving platform towards you.
    Get on it and use the controls to start it, then be ready to deal with the
    little enemies that'll fire at you from the catwalks.  There're also some items
    waiting for you to grab them with kinesis on those catwalks, so keep your eyes
    peeled for them (or just go back for them after you reach the other side).
    
    Raid the small area on the other side for items, then head through the door
    there.
    
    -----------------
    Maintenance Annex
    -----------------
    
    Items:  Ammo (on the ground near the explosive canisters in the corner)
            Ammo (on the shelves in the second area)
            Ammo (on the shelves in the second area)
            Large Med Pack (on the shelves in the second area)
            Level 4 Suit Schematic (on the shelves in the second area)
            Power Node (on a wall in the second area)
            SOS Beacon (on a table in the second area)
    
    Defend Nicole while she unlocks the door from you, and be prepared to defend
    against attacks on your side as well.  There's some ammo in the corner by the
    canisters, and you can use kinesis to pick up the stuff that the enemies on the
    other side drop when you kill them.
    
    When she unlocks the door, head in there and raid the place, making sure you
    don't miss the power node on the wall or the level 4 suit schematic on one of
    the shelves.  Head back into the room with the moving platform thing when you
    have everything.
    
    -------------------
    Maintenance Chamber
    -------------------
    
    [Save Station]
    
    Save thing as before, you'll have to fight off the enemies on the catwalk on
    your way to the other side.  Some of those mobile ones with the triple
    tentacles will be over there this time, though, and there'll be some regular
    enemies waiting for you by the save point.
    
    -----------
    Repair Room
    -----------
    
    Destroy the Gravity Tethers:  Mined asteroids are held in place by gravity
                                  tether beams.  I need to disable all of them in
                                  order to launch the asteroid away from the ship.
                                  A clean shot past the outer casing should do the
                                  trick.
    
    Launch the Asteroid:  The beacon's in place!  Just need to get to the Control
                          Room and launch the asteroid off the ship.
    
    Nothing new here, just head for the elevator on the other side of the room.
    
    ---------------
    Mining Elevator
    ---------------
    
    Use the controls to ride the elevator up to Deck C - Mining.
    
    ---------------
    Extraction Room
    ---------------
    
    Items:  Carton (near the entrance)
            Carton (near the entrance)
    
    Deal with the enemies, then head through the open door leading to the Mining
    Hallway.
    
    --------------
    Mining Hallway
    --------------
    
    [Save Station]
    [Upgrade Bench]
    [Store]
    
    Store
         Plasma Cutter                    0
         Line Gun                      9000
         Pulse Rifle                   7000
         Flamethrower                 11000
         Force Gun                    11000
         Ripper                        8000
         Contact Beam                  9000
         Level 2 Suit                 10000
         Level 3 Suit                 20000
         Level 4 Suit                 35000
         Plasma Energy [6]             1200
         Line Racks [2]                2000
         Pulse Rounds [25]             1250
         Flame Fuel [25]               1000
         Force Energy [3]               900
         Ripper Blades [4]             1800
         Contact Energy                2000
         Small Med Pack                2000
         Medium Med Pack               5000
         Small Air Can                 1000
         Stasis Pack                   5000
         Power Node                   10000
    
    Items:  "Supervisor's Choice" (near the store)
            Small Med Pack (near the store)
            Carton (near the store)
            Carton (floor near the upgrade bench)
            Green Light Crate (near the lift)
            Green Light Crate (near the lift)
            Carton (in the control room in the upper level)
            Carton (in the control room in the upper level)
            Power Node (on the wall in the control room in the upper level)
    
    Raid the lower level for items, then head to the store for your Level 4 Suit if
    you want it.  There's also an upgrade bench and a save station if you're
    interested.  The elevator will take you up to a small control room with two
    cartons and a power node in it, but you won't be able to do anything else in
    there yet.  Instead, use kinesis to remove the battery thing from the wall near
    the upgrade bench, then carry it out the door by the save station.
    
    ---------------
    Extraction Room
    ---------------
    
    Drop the battery thing and deal with the enemies, then pick the battery thing
    back up and head through the open door on the other side of this room.  Stick
    the battery thing in the hole in the wall here to activate the second elevator
    then ride it up.
    
    ------------
    Control Room
    ------------
    
    [Stasis Recharge]
    
    Items:  "Mining Timeline" (floor by the bay doors)
            Gold Semiconductor (floor by the bay doors)
            Cabinet (on the wall between bay doors)
            Cabinet (on the wall between bay doors)
            Cabinet (on the wall between bay doors)
            Cabinet (on the wall between bay doors)
            Cabinet (on the wall between bay doors)
            Cabinet (on the wall between bay doors)
    
    Run through the hallways and grab the log entry and gold semiconductor off of
    the floor, then raid the cabinets for some items.  Enter either of the two huge
    doors when you're ready.
    
    ----------
    Mining Bay
    ----------
    
    Items:  Green Light Crate (floating in the room)
            Green Light Crate (floating in the room)
            Green Light Crate (floating outside)
            Green Light Crate (floating outside)
            "Attach the Beacon" (sort of...  see the note below)
    
    Note:  If you're a completionist and want to have every log entry in the game,
           you'll have to avoid planting the beacon on the asteroid until after
           you've destroyed all four gravity tethers and return to the office at
           the top of Mining Hallway to attempt to use the controls.  If all four
           tethers are destroyed and you didn't plant the beacon, Kendra will nag
           you about it.
    
    Enter this area and find  the floating crates for some items while you fight
    off the enemies, then position yourself next to one of the rotating machines
    generating the blue tether beams.  You have to land a shot into one of the tiny
    slots on its outer case while it's spinning to stop it, so smack it with a shot
    of stasis to make it a lot easier.  Do the same thing for the other tether in
    this room, then move towards the asteroid.
    
    The last two tethers are outside, and the only way out there is by walking on
    the asteroid.  If you let those big moving arms touch you though, you'll be
    killed instantly.  Time your jump so you can immediately get to the other side
    of the asteroid as soon as you land, then deal with the enemies there.  Instead
    of wasting air cans to keep yourself alive out here, just refill your air when
    you need to by standing on the asteroid and walking in and out of the
    atmosphere really fast when the arms aren't in your way.
    
    There're two tethers out here just like there were inside, and they work the
    exact same way as the first two did.  Just slow them down and blast them
    through the gaps in their casing.  There're also two green light crates
    floating out here, so grab them with kinesis for some items.  If you haven't
    already planted the beacon on the outside of the asteroid, do so right now by
    standing still on it.  A small hologram will appear, and you can just press
    your X button to plant the beacon automatically.  Return to the inside area and
    head out one of the doors when you're done.
    
    ------------
    Control Room
    ------------
    
    [Stasis Recharge]
    
    Move your way back through here to the elevator and ride it.
    
    ---------------
    Extraction Room
    ---------------
    
    Hmm, this place seems a bit more hazardous now, doesn't it?  Move past the
    first flaming thing, then turn around and pull the battery thing out of the
    wall by the lift with kinesis.  You'll have to carry it through the flames with
    you so you can put it back in the wall where it originally came from in the
    next room, near the upgrade bench.
    
    --------------
    Mining Hallway
    --------------
    
    [Save Station]
    [Upgrade Bench]
    [Store]
    
    Store
         Plasma Cutter                    0
         Line Gun                      9000
         Pulse Rifle                   7000
         Flamethrower                 11000
         Force Gun                    11000
         Ripper                        8000
         Contact Beam                  9000
         Level 2 Suit                 10000
         Level 3 Suit                 20000
         Level 4 Suit                 35000
         Plasma Energy [6]             1200
         Line Racks [2]                2000
         Pulse Rounds [25]             1250
         Flame Fuel [25]               1000
         Force Energy [3]               900
         Ripper Blades [4]             1800
         Contact Energy                2000
         Small Med Pack                2000
         Medium Med Pack               5000
         Small Air Can                 1000
         Stasis Pack                   5000
         Power Node                   10000
    
    Go to the Bridge:  The beacon's on its way, broadcasting loud and clear.  Now
                       we cross our fingers and hope someone picks up the signal.
                       The chances are slim, but its our only hope.  Kendra says
                       there's something wrong with the Communications Array, which
                       means if someone tries to reach us, we can't hear them.  Got
                       to get back to the Bridge and fix it.
    
    Stick the battery thing back in the wall near the upgrade bench to reactivate
    the lift, then ride it up to find the room with the controls that will let you
    launch the asteroid.  If you didn't already raid this room for items, do so
    now, and make sure you don't miss the power node.  Otherwise, head back down
    the lift and make your way into the Extraction Room.
    
    ---------------
    Extraction Room
    ---------------
    
    Dodge the flames as you work your way to the elevator.
    
    ---------------
    Mining Elevator
    ---------------
    
    Use the controls to head to Deck A - Preparation.
    
    --------
    RIG Room
    --------
    
    Use the save station, store, and upgrade bench if you'd like.  Otherwise, just
    head through the big door on the other side of the room.
    
    ------------
    Tram Hallway
    ------------
    
    Nothing of interest here, just run through the hallway to get to the tram.
    
    ------------
    Tram Station
    ------------
    
    Board the tram to end Chapter 7.
    
     =============================================================================
    |                  -----------------------------------------                  |
    |                 |                                         |                 |
    |                 |   1.08)  Chapter 8:  Search and Rescue  |                 |
    |                 |                                         |                 |
    |                  -----------------------------------------                  |
     =============================================================================
    
    ------------
    Tram Station
    ------------
    
    Items:  Cabinet (near the door)
    
    Contact the Military Ship:  Somehow a military ship heard our distress call.
                                It's unbelievable luck.  Now I just need to see
                                what's wrong with the Comms Array and contact the
                                ship.
    
    Raid the cabinet near the door, then head through it.
    
    --------------
    Atrium Hallway
    --------------
    
    [Store]
    
    Store
         Plasma Cutter                    0
         Line Gun                      9000
         Pulse Rifle                   7000
         Flamethrower                 11000
         Force Gun                    11000
         Ripper                        8000
         Contact Beam                  9000
         Level 2 Suit                 10000
         Level 3 Suit                 20000
         Level 4 Suit                 35000
         Plasma Energy [6]             1200
         Line Racks [2]                2000
         Pulse Rounds [25]             1250
         Flame Fuel [25]               1000
         Force Energy [3]               900
         Ripper Blades [4]             1800
         Contact Energy                2000
         Small Med Pack                2000
         Medium Med Pack               5000
         Small Air Can                 1000
         Stasis Pack                   5000
         Power Node                   10000
    
    Stop if the store if you'd like, then go out the door near it.
    
    -----------
    Main Atrium
    -----------
    
    [Save Station]
    
    Items:  Carton (around the outside of the room)
            Carton (around the outside of the room)
            Carton (around the outside of the room)
    
    Run in here and fight off the hoard that attacks you, then collect the items
    from the cartons around the outside of the room.  There's also a green light
    crate (and an upgrade bench) in the Security Station room attached to this one,
    so stop by there quickly before getting on the lift.
    
    ------
    Lift 2
    ------
    
    Ride the elevator up.
    
    -----------
    ADS Hallway
    -----------
    
    [Save Station]
    
    Items:  Carton (near the elevator)
            Green Light Crate (near the elevator)
            Ammo (near the elevator)
            Ammo (near the elevator)
            Cabinet (by the save station)
            Cabinet (by the save station)
            Cabinet (by the save station)
    
    Gather the items in the entryway, then raid the cabinets by the save station
    after you've dealt with the enemies in there.  Head out the big unlocked door
    when you're ready.
    
    ----------
    Comms Hall
    ----------
    
    Items:  Cabinet (on the wall in the hallway)
            Cabinet (on the wall in the hallway)
            Cabinet (on the wall in the hallway)
            Ruby Semiconductor (the weird enemy drops it)
    
    Kill the bizarre enemy that comes around the corner, then quickly tag its
    remains with a stasis shot to stall the little enemies that come out of it.
    Slaugher them all, then raid the cabinets for some items (make sure you grab
    the ruby semiconductor that the weird enemy drops).  Use kinesis to move the
    stuff out of the way of the next door, then go through it.
    
    ----------
    Comms Lift
    ----------
    
    [Save Station]
    
    Items:  "Illegal Mining" (on the floor by the top of the lift)
    
    Not a whole lot going on in here unless you'd like to use the upgrade bench.
    Otherwise, just take the lift up, grab the log file, and go out the door.
    
    ----------
    Comms Hall
    ----------
    
    Items:  Power Node (on the wall by the door)
            Ammo (look around by the moving platform thing and use kinesis)
    
    Grab the power node from the wall, then get in the little moving platform thing
    and look around to find some ammo you can grab with kinesis.  Activate the
    platform and enjoy the ride, then exit through the door on the other side.
    
    -------------
    Comms Control
    -------------
    
    [Save Station]
    [Stasis Recharge]
    
    Items:  Medium Air Can Schematic (in the corner opposite of save station)
            Green Light Crate (in the corner opposite of stasis recharge)
    
    Fix the Array:  The communication dishes have taken some damage.  I need to
                    swap out the broken dishes and create a circle of working ones.
                    That should align the signal and allow us to transmit to the
                    ship.
    
    Use the save station and the stasis recharge if you'd like, then grab the
    schematic and raid the green light crate before opening the next door.
    
    
    -------------------
    Comms Array Airlock
    -------------------
    
    Items:  Power Node (on the wall)
            Green Light Crate (on the floor by the power node)
            Locker (on the wall)
            Locker (on the wall)
            Locker (on the wall)
            Ammo (in the actual airlock)
    
    Grab the items in here, making sure you don't miss the power node, and then
    open the airlock.  Grab the ammo, then head into the Zero-G area.
    
    -------------------
    Comms Array Chamber
    -------------------
    
    Items:  Green Light Crate (floating in the room)
            Green Light Crate (floating in the room)
    
    Deal with the enemies, then find the floating crates for some items.  Head into
    the main part of the room and look towards the center.  The goal here is to
    remove all of the broken (red) communications things from the center ring and
    replace them with unbroken (blue) ones from elsewhere on the array.  Simply
    remove the broken ones with kinesis, then remove the unbroken ones that aren't
    already in the center part and move them to the center part.
    
    The diagram on the wall might make it easier for you to understand if you're
    having problems.  When you're done, head back through the airlock.
    
    -------------------
    Comms Array Airlock
    -------------------
    
    Nothing to do, just head back to the previous room.
    
    -------------
    Comms Control
    -------------
    
    [Save Station]
    [Stasis Recharge]
    
    Use the ADS Cannon to Clear the Blast Doors:  The signal still isn't strong
                                                  enough, and Kendra needs the
                                                  blast doors opened above the
                                                  Comms Array.  Something big is
                                                  sitting right on top of them, no
                                                  doubt some kind of necromorph.
                                                  If I can get to one of the ADS
                                                  turrets, I hopefully can blast it
                                                  off into space.
    
    Save and recharge your stasis if necessary, then use the control panel between
    the two of them to activate the array.  Enter the room with the giant moving
    platform thing once you're done.
    
    ----------
    Comms Hall
    ----------
    
    Ride the platform to the other side.
    
    ----------
    Comms Lift
    ----------
    
    [Save Station]
    
    Take the lift down and save if you'd like, then head out the door.
    
    ----------
    Comms Hall
    ----------
    
    Head into the lift door directly to the right to get to the cannon.
    
    -------------
    ADS Cannon 48
    -------------
    
    [Save Station]
    
    Items:  Carton (before cannon)
            Carton (before cannon)
            Green Light Crate (on the ground near door to cannon)
            Power Node (across from the save station)
    
    Ride the lift up, then raid the small room before the cannon for items.  Grab
    the power node off of the wall to the right of the cannon, then jump in the
    chair.  Fire at the giant necromorph with the cannon to get it to bring its
    tentacles out, then focus on blasting the yellowish collored spots on the
    tentacles to sever them one by one.  Defend against any objects that get thrown
    at you if possible.
    
    When the battle's over, get back in the elevator and ride it down.
    
    -------------
    Comms Hallway
    -------------
    
    Run straight through the long part of this hallway and open the door on the
    other side.
    
    -----------
    ADS Hallway
    -----------
    
    [Save Station]
    
    Deal with the enemies, then get into the lift past the save station.
    
    ------
    Lift 2
    ------
    
    Ride the elevator down.
    
    ------------
    Main Atriuim
    ------------
    
    Deal with the weird enemy in here, then head out the door leading back towards
    the tram station.
    
    --------------
    Atrium Hallway
    --------------
    
    [Store]
    
    Store
         Plasma Cutter                    0
         Line Gun                      9000
         Pulse Rifle                   7000
         Flamethrower                 11000
         Force Gun                    11000
         Ripper                        8000
         Contact Beam                  9000
         Level 2 Suit                 10000
         Level 3 Suit                 20000
         Level 4 Suit                 35000
         Plasma Energy [6]             1200
         Line Racks [2]                2000
         Pulse Rounds [25]             1250
         Flame Fuel [25]               1000
         Force Energy [3]               900
         Ripper Blades [4]             1800
         Contact Energy                2000
         Small Med Pack                2000
         Medium Med Pack               5000
         Small Air Can                 1000
         Medium Air Can                2000
         Stasis Pack                   5000
         Power Node                   10000
    
    Stop at the store to dump your inventory.  I also chose to completely upgrade
    my stasis module at this point using the upgrade bench in the nearby room (I
    already had six power nodes in my inventory and I had plenty of money, so I
    bought another five).  Stasis is about to become very valuable for a reason
    you'll soon understand, but again, whatever you choose to do is entirely up to
    you.
    
    Head down the hallway to find the tram when you're ready.
    
     =============================================================================
    |                  -----------------------------------------                  |
    |                 |                                         |                 |
    |                 |    1.09)  Chapter 9:  Dead on Arrival   |                 |
    |                 |                                         |                 |
    |                  -----------------------------------------                  |
     =============================================================================
    
    ------------
    Tram Station
    ------------
    
    [Store]
    [Upgrade Bench]
    
    Store
         Plasma Cutter                    0
         Line Gun                      9000
         Pulse Rifle                   7000
         Flamethrower                 11000
         Force Gun                    11000
         Ripper                        8000
         Contact Beam                  9000
         Level 2 Suit                 10000
         Level 3 Suit                 20000
         Level 4 Suit                 35000
         Plasma Energy [6]             1200
         Line Racks [2]                2000
         Pulse Rounds [25]             1250
         Flame Fuel [25]               1000
         Force Energy [3]               900
         Ripper Blades [4]             1800
         Contact Energy                2000
         Small Med Pack                2000
         Medium Med Pack               5000
         Small Air Can                 1000
         Medium Air Can                2000
         Stasis Pack                   5000
         Power Node                   10000
    
    Items:  Carton (near the upgrade bench)
            Carton (near the store)
            Green Light Crate (near the exit)
            Green Light Crate (near the upgrade bench)
            Cabinet (in the airlock)
    
    Enter the Military Ship:  The military ship USG Valor slammed into the Cargo
                              Bay of the Ishimura.  The ship tore right through the
                              Ishimura's hull.  I need to find a way inside.
    
    Raid the cartons and green light crates by the upgrade bench and store, then
    head out the exit when you're ready.  Grab the item from the cabinet on the
    wall, then enter the next door.
    
    -----------
    Ore Storage
    -----------
    
    [Oxygen Recharge] x 2
    
    Items:  Green Light Crate (floating in the room)
            Green Light Crate (floating in the room)
    
    Clear Radioactive Material:  One of the Valor's weapon modules ripped open in
                                 the crash, scattering highly radioactive munitions
                                 through the Ore Storage chamber.  The radiation
                                 leak has caused the Valor's airlock to seal
                                 itself.  I need to clear the chamber of the
                                 munitions before I can get onboard the ship.
    
    Look around for the green light crates for some items, then head down to the
    hatch with the six little electric things around it.  Smash five of them, but
    not the sixth.  The bay doors are going to open as soon as you smash the sixth
    electric thing, and then a bunch of enemies are going to attack you while
    you're trying to get the radioactive stuff out of the bay doors.
    
    Instead of opening the bay doors right away, take the opportunity to float
    around the room and collect the six radioactive spheres to move them directly
    above the bay doors.  That way, when you finally destroy the sixth electric
    thing to make the bay doors open, you'll be able to quickly get the radioactive
    things out the doors before the enemies can interfere with you too much.
    
    Use the two oxygen recharge stations near the bay doors whenever you need to.
    When you've gotten the radioactive stuff out of the bay, head for the Valor's
    airlock.  If you're having trouble seeing it, launch yourself back to the door
    you used to enter this room, then look straight across.
    
    -------------------
    Starboard Corridors
    -------------------
    
    [Save Station]
    
    Items:  Carton (by entrance)
    
    Find the Singularity Core:  Made it inside.  Now I just have to find a way to
                                the engine room and salvage the Singularity Core.
    
    Not much to do here, just raid the carton, save at the save station if you'd
    like, and head through the next door.
    
    ---------
    Cargo Bay
    ---------
    
    Items:  Carton (by the entrance)
            Carton (across from the entrance)
            Ammo (behind the wreckage near the entrance - use kinesis)
            Ammo (behind some of the kinesis crates)
    
    Raid the carton right next to the door and the one across from it, then look
    behind the wreckage to find some ammo that you can grab with kinesis.  If you
    play around in the right side of the pile of kinesis crates, you can find some
    ammo on the ground.  When you get out of the crates, you'll discover a new type
    of enemy that'll probably keep you on your toes for a while, heh.  Remember
    when I upgraded my stasis module all the way because I said it'd come in handy
    later?  Yeah, these guys are what I was talking about.  Once you've dealt with
    them, use kinesis to clear the junk away from the door and enter it.
    
    ------------
    Torpedo Room
    ------------
    
    Items:  Carton (by the entrance)
            Carton (wall opposite from the entrance)
            Green Light Crate (wall opposite from the entrance)
            Green Light Crate (middle of the room)
            Carton (by the exit)
    
    Raid this place for items, then head out the door on the other side.
    
    --------------
    Port Corridors
    --------------
    
    [Save Station]
    
    Items:  Carton (by the save station)
    
    Raid the carton and save if you'd like, then attempt to open the door closest
    to the save point.  Deal with the enemies that attack, then take the blue
    battery thing out of the wall on the far side of the hallway and stick it in
    the hole where the one just blew out.  Get in the elevator and ride it up to
    continue.
    
    ----------------
    Engine Corridors
    ----------------
    
    Items:  Carton (in the middle of the room)
            Cabinet (in the middle of the room)
    
    Raid the carton and the cabinet in the middle of the room, then head for the
    door in the narrow hallway.
    
    ------
    Armory
    ------
    
    [Upgrade Bench]
    
    Items:  Green Light Crate (between the two doors)
            Carton (near entrance)
            Power Node (wall by upgrade bench)
            Locker (in the shooting range area)
            "Emergency" (on the floor in the shooting range)
            Ammo (Shooting Range Level 1 prize)
            Ammo (Shooting Range Level 2 prize)
            Medium Med Pack (Shooting Range Level 3 prize)
            Ruby Semiconductor (Shooting Range Level 4 prize)
            Power Node (Shooting Range Level 5 prize)
    
    Clear out the enemies, then raid the place for items.  The shooting range in
    the small area attached to this room will give you prizes for completing each
    level, so spend some time there if you'd like.  It doesn't use any actual ammo,
    and it doesn't cost you money to play.  All you have to do is hit every red
    target that pops up (but not the blue ones).  If you miss a red one or shoot a
    blue one by accident, simply back away from the controls, and the game will
    reset so you don't have to wait for the end of the round.
    
    Anyway, head out the door to the next area when you're done.
    
    ----------------
    Armory Corridors
    ----------------
    
    [Stasis Recharge]
    
    Nothing of interest here except for the stasis recharge station.  Just head
    through the door to the next room.
    
    ---------
    Infirmary
    ---------
    
    Items:  Large Med Pack Schematic (on the floor near the laser thing)
            Carton (near the entrance)
            Carton (near the exit)
            Carton (on the far wall)
            Carton (on the far wall)
    
    Watch the laser thing to understand what it does, then freeze it with a stasis
    shot so you can move through the room safely.  Make sure you don't miss the
    large med pack schematic on the ground, then head out the door.
    
    ------------------
    Barracks Corridors
    ------------------
    
    [Save Station]
    
    Items:  Power Node (to the right, near the collapsed part of the hallway)
            Ammo (to the right, near the collapsed part of the hallway)
            Ammo (to the right, near the collapsed part of the hallway)
            Carton (middle hallway area)
            Carton (middle hallway area)
            Small Med Pack (on the floor near barracks entry)
            Ammo (on the floor near the barracks entry)
    
    Fend off the flood of enemies, then take a right and head down to the dead-end
    where part of the hallway has collapsed.  There're two things of ammo and a
    power node down there, so grab them before returning to the main part of the
    room.  Grab the rest of the items here and use the save station if you'd like,
    then enter the barracks.
    
    --------
    Barracks
    --------
    
    [Store]
    
    Store
         Plasma Cutter                    0
         Line Gun                      9000
         Pulse Rifle                   7000
         Flamethrower                 11000
         Force Gun                    11000
         Ripper                        8000
         Contact Beam                  9000
         Level 2 Suit                 10000
         Level 3 Suit                 20000
         Level 4 Suit                 35000
         Plasma Energy [6]             1200
         Line Racks [2]                2000
         Pulse Rounds [25]             1250
         Flame Fuel [25]               1000
         Force Energy [3]               900
         Ripper Blades [4]             1800
         Contact Energy                2000
         Small Med Pack                2000
         Medium Med Pack               5000
         Large Med Pack               10000
         Small Air Can                 1000
         Medium Air Can                2000
         Stasis Pack                   5000
         Power Node                   10000
    
    Items:  "Orders" (floor by the exit)
            Cabinet (middle of the room)
            Cabinet (middle of the room)
            Cabinet (middle of the room)
            Cabinet (middle of the room)
            Cabinet (middle of the room)
            Cabinet (middle of the room)
            Cabinet (middle of the room)
            Large Med Pack (second bunk to the right of the entrance)
    
    This place is absolutely crawling with enemies, so get ready for a fight.  The
    quarantine will lift once everything's dead, so take the opportunity to scour
    the room for items before stopping at the store.  Exit through the door near
    the store to continue.
    
    ----------------
    Engine Corridors
    ----------------
    
    [Save Station]
    
    Items:  Ammo (near the entrance)
            Carton (on the floor after the save station)
    
    Not a whole lot to do here, just grab the ammo and raid the carton on your way
    to the door on the other side.
    
    -----------
    Engine Hall
    -----------
    
    Items:  Green Light Crate (on the floor)
            Carton (on the floor)
            Carton (on the floor)
            Carton (on the floor)
            Carton (on the floor)
            Carton (on the floor)
    
    Raid the floor for items, then head through the giant door.
    
    -----------
    Engine Room
    -----------
    
    Items:  Cabinet (on the wall near the lift, lower level)
            Cabinet (on the wall near the lift, lower level)
            Cabinet (on the wall opposite of lift, lower level)
            Carton (hallway connecting upper and lower levels)
            Carton (hallway connecting upper and lower levels)
            Carton (hallway connecting upper and lower levels)
            Carton (hallway connecting upper and lower levels)
            Carton (hallway connecting upper and lower levels)
            Carton (hallway connecting upper and lower levels)
            Singularity Core (upper level, left of the hallway entrance)
            Diamond Semiconductor (the giant enemy drops it)
    
    Go to the Crew Deck:  I've got the Singularity Core now.  Removing it may cause
                          some bad side effects to the Valor's power system, so I
                          should get out of here quickly.  I'm heading to the crew
                          deck now, in hopes of repairing the shuttle docked there.
    
    Raid the two cabinets in here, then ride the lift up.  The flames in here will
    hurt you badly, so you have to avoid them as you move through the room.  The
    only way to do that is by using the cylinder things on each side that can be
    grabbed with kinesis as a shield.  Stand directly behind them and push them
    towards the other side of the room, stopping periodically to destroy the
    electrical circuits in the middle of both sides of the room.  When all six of
    the electrical things are destroyed, the flames will stop.
    
    Move to the back of the room and grab the singularity core from the middle,
    then head down the hallway.  Raid the six cartons on your way to the lower
    level, then raid the cabinet next to the entrance to the lower level.  Approach
    the glass on the far side of the lower level, then fight the giant enemy the
    same way you fought enemies of this type before.  Grab the diamond
    semiconductor it drops, then head out the door.
    
    -----------
    Engine Hall
    -----------
    
    Take a right and head through the newly unlocked door.
    
    ---------
    Corridors
    ---------
    
    Items:  Carton (on the floor in the hallway)
            Carton (on the floor in the hallway)
            Cabinet (near the door to the lift)
    
    Head through this hallway, raiding the two cartons and the cabinet along the
    way.  Use kinesis to put the blue battery thing back in the wall next to the
    lift door, then get in it.
    
    -------------------
    Starboard Corridors
    -------------------
    
    [Save Station]
    
    Take a left and head out the airlock.
    
    -----------
    Ore Storage
    -----------
    
    Nothing of interest here, just look across the room for the airlock door and
    launch yourself over to it.
    
    ------------
    Tram Station
    ------------
    
    [Store]
    [Upgrade Bench]
    
    Store
         Plasma Cutter                    0
         Line Gun                      9000
         Pulse Rifle                   7000
         Flamethrower                 11000
         Force Gun                    11000
         Ripper                        8000
         Contact Beam                  9000
         Level 2 Suit                 10000
         Level 3 Suit                 20000
         Level 4 Suit                 35000
         Plasma Energy [6]             1200
         Line Racks [2]                2000
         Pulse Rounds [25]             1250
         Flame Fuel [25]               1000
         Force Energy [3]               900
         Ripper Blades [4]             1800
         Contact Energy                2000
         Small Med Pack                2000
         Medium Med Pack               5000
         Large Med Pack               10000
         Small Air Can                 1000
         Medium Air Can                2000
         Stasis Pack                   5000
         Power Node                   10000
    
    At this point, I chose to buy enough power nodes to completely upgrade my RIG,
    but what you choose to do is entirely up to you.  Get in the tram when you're
    ready to end the chapter.
    
     =============================================================================
    |                  -----------------------------------------                  |
    |                 |                                         |                 |
    |                 |     1.10)  Chapter 10:  End of Days     |                 |
    |                 |                                         |                 |
    |                  -----------------------------------------                  |
     =============================================================================
    
    ------------
    Tram Station
    ------------
    
    Items:  Green Light Crate (corner across from glassed-in seating area)
            Ammo (very back of the glassed-in seating area)
    
    Find the Crew Key:  Once I find the Crew Key, I'll be able to access the
                        elevators down to the various Sleep Blocks on the deck.
    
    Find the Navigation Cards:  It sounds like someone sabotaged the shuttle and
                                ripped out the navigation cards.  I've got to find
                                them and bring them to the shuttle, along with the
                                Singularity Core.
    
    Repair the Shuttle:  Now that I've got the Singularity Core, I need to find the
                         shuttle on this deck and repair it.  It's the only way to
                         get off this ship.
    
    Grab the ammo in the glassed in area, then crush the green light crate in the
    corner near the entrance to the Commons to find another item.
    
    -------
    Commons
    -------
    
    [Upgrade Bench]
    [Store]
    [Save Station]
    
    Store
         Plasma Cutter                    0
         Line Gun                      9000
         Pulse Rifle                   7000
         Flamethrower                 11000
         Force Gun                    11000
         Ripper                        8000
         Contact Beam                  9000
         Level 2 Suit                 10000
         Level 3 Suit                 20000
         Level 4 Suit                 35000
         Plasma Energy [6]             1200
         Line Racks [2]                2000
         Pulse Rounds [25]             1250
         Flame Fuel [25]               1000
         Force Energy [3]               900
         Ripper Blades [4]             1800
         Contact Energy                2000
         Small Med Pack                2000
         Medium Med Pack               5000
         Large Med Pack               10000
         Small Air Can                 1000
         Medium Air Can                2000
         Stasis Pack                   5000
         Power Node                   10000
    
    Items:  Cabinet (near the bottom of the stairs)
            Cabinet (far wall by elevator)
            Green Light Crate (far wall opposite of the stairs)
            Ammo (floor near the door by the store)
            Ammo (floor in the corner near the table with the statue thing on it)
            Cabinet (upper floor)
            "Unitology Article" (upper level on the floor)
            "Locked Executive Door" (in the nearby Security Hallway room)
    
    Raid the lower level for items, then ride the elevator up and grab the log
    entry and the item in the cabinet.  Take a short sidetrip into the room next to
    the lift and go towards the door in there to get a log entry, then return to
    the Commons and head for the door by the upgrade bench.
    
    -------------------
    Residential Hallway
    -------------------
    
    Wait for the scene to finish, then enter the Mess Hall door.
    
    ---------
    Mess Hall
    ---------
    
    Items:  Ammo (in the center bar thing on the upper level)
            Green Light Crate (near the entrance)
            Green Light Crate (near lift on the upper level)
            Cabinet (near lift on the upper level)
            Green Light Crate (lower level)
            Green Light Crate (lower level)
            Green Light Crate (lower level)
            Power Node (on a wall on the lower level)
            Crew Key (in a carton on the lower level)
    
    Grab the ammo from the bar area near the door, then work your way around the
    room to the lift, grabbing the items from the green light crates and the
    cabinet along the way.  Ride the lift down, then deal with the enemies there.
    Raid the lower level for items, including a power node and the Crew Key, then
    ride the lift back up.  Exit the Mess Hall.
    
    -------------------
    Residential Hallway
    -------------------
    
    Take a right and head through the door there.
    
    -----------------
    Residential Lobby
    -----------------
    
    Items:  Ammo (on the floor near the entrance)
            Ammo (near the wall-mounted enemy)
            Cabinet (end of the hallway opposite of the wall-mounted enemy)
            Cabinet (back of the bathroom)
    
    Slaughter the thing on the wall, then grab the items from the hallway and the
    nearby bathroom.  Use your newly acquired Crew Key to enter the elevator near
    where the enemy was on the wall.
    
    -------------
    Sleep Block A
    -------------
    
    [Save Station]
    
    Items:  Cabinet (in the entry hallway)
            Ammo (near one of the doors)
            Small Med Pack (middle of the room)
            Green Light Crate (middle of the room)
            Cabinet (back of the bathroom)
            Ammo (floor of one of the bathroom stalls)
            Credits:  1000 (floor in the hallway)
            Carton (floor in the hallway)
            Green Light Crate (floor in the hallway)
            Carton (floor in the hallway)
            Ammo (on the floor in the storage room)
    
    Override the Locks to Block B:  Life Support is down in Sleep Block B and the
                                    door is locked.  I should be able to run an
                                    override from a nearby control station.
    
    Raid the bathroom to the left and the main part of the room for items, then
    head out the unlocked door.  Deal with the enemy, then raid the hallway for
    items.  Head into the door near where you came in to find a storage room with
    some ammo and a control panel in it.  Use kinesis to pull the controls down,
    which will open the doors to Sleep Block B.  Head back out of this storage room
    and go through the door right next to it.  Take a right to go through the newly
    unlocked door.
    
    -----------------
    Block Hallway A-B
    -----------------
    
    Just open the next door.
    
    -------------
    Sleep Block B
    -------------
    
    [Oxygen Recharge]
    
    Items:  Cabinet (on one of the walls in the commons)
            Cabinet (back of the bathroom)
            Ammo (floor of a bathroom stall)
            Small Med Pack (floor of a bathroom stall)
            Cabinet (wall in the hallway labled To Residential Hall)
            Carton (on the floor in the bunk area)
            Carton (on the floor in the bunk area by storage room door)
            Nav Card (on the floor in bunk area)
            Green Light Crate (storage room attached to bunk hallway)
            Ammo (storage room attached to bunk hallway)
            Power Node (storage room attached to bunk hallway)
    
    Enter the commons and clean out the enemies there, then raid the bathroom,
    dead-end hallway, and commons for items.  Enter the bunk area and clean out the
    enemies there, then gather the items from the cartons and pick up the Nav Card
    from the middle of the room.  Enter the nearby storage room to get some ammo, a
    power node, and an item from a green light crate, then re-enter the commons and
    enter the door heading back to Sleep Block A.
    
    -----------------
    Block Hallway A-B
    -----------------
    
    Just open the door on the other side.
    
    -------------
    Sleep Block A
    -------------
    
    [Save Station]
    
    Head for the back-right corner to enter the small hallway leading to the lift,
    then ride the lift up.
    
    -----------------
    Residential Lobby
    -----------------
    
    Fight the enemies in here on your way to the door on the far side of the room.
    
    -------
    Commons
    -------
    
    [Upgrade Bench]
    [Store]
    [Save Station]
    
    Store
         Plasma Cutter                    0
         Line Gun                      9000
         Pulse Rifle                   7000
         Flamethrower                 11000
         Force Gun                    11000
         Ripper                        8000
         Contact Beam                  9000
         Level 2 Suit                 10000
         Level 3 Suit                 20000
         Level 4 Suit                 35000
         Plasma Energy [6]             1200
         Line Racks [2]                2000
         Pulse Rounds [25]             1250
         Flame Fuel [25]               1000
         Force Energy [3]               900
         Ripper Blades [4]             1800
         Contact Energy                2000
         Small Med Pack                2000
         Medium Med Pack               5000
         Large Med Pack               10000
         Small Air Can                 1000
         Medium Air Can                2000
         Stasis Pack                   5000
         Power Node                   10000
    
    Ride the elevator down and head through the door next to the store.
    
    -----------
    Rec Hallway
    -----------
    
    Items:  Cabinet (on the wall near the entrance)
            Cabinet (on the wall in the corner)
            Cabinet (in the bathroom)
            Locker (in the bathroom)
            Level 5 Suit Schematic (in the bathroom)
            "Z-Ball Rules" (on the floor in front of the Z-Ball entrance)
            Cabinet (next to the Z-Ball entrance)
    
    Raid the cabinets, locker, and floor in this area, making sure you don't miss
    the Level 5 Suit Schematic, then continue into the cylindrical Rec Room.
    
    --------
    Rec Room
    --------
    
    Items:  Nav Card (on one of the platforms)
            Small Med Pack (floating in the room)
    
    Fend off the enemies and grab the items in the room, then stay to play if you'd
    like.  The point in the game is to grab the little orange ball with kinesis and
    toss it into one of the four holes, but you can greatly increase your score by
    increasing your multiplier, which you do by jumping to the panels as they light
    up, then throwing the ball.  If you get to three panels in a row and then make
    a shot, you'll get eight points instead of one.  If you have the patience to
    complete all six levels, these will be your prizes (which you can grab from the
    room right before the Z-Ball room):
    
    Level 1:  Locker with some ammo
    Level 2:  Locker with a medium med pack
    Level 3:  Locker with a stasis pack
    Level 4:  Locker with 3000 credits
    Level 5:  Locker with a Ruby Semiconductor
    Level 6:  Locker with a Power Node
    
    Anyway, all you really need from this room is the Nav Card, so if that's all
    you really care about, just leave once you have it.
    
    -----------
    Rec Hallway
    -----------
    
    Take a right and head for the lift door.  If you want, you can make a short
    detour first to go back to the store for your Level 5 suit.
    
    ------
    Lift C
    ------
    
    Just ride the lift.
    
    -------------
    Sleep Block C
    -------------
    
    [Save Station]
    
    Items:  Cabinet (wall in the commons)
            Cabinet (wall in the commons)
            Ammo (floor in the bathroom)
            Cabinet (wall in the bathroom)
            Carton (by entrance to bunk area)
            Ammo (behind the power node door)
            Ammo (behind the power node door)
            Ammo (behind the power node door)
            Ammo (behind the power node door)
            Ammo (behind the power node door)
            Ammo (behind the power node door)
            Ammo (behind the power node door)
            Large Med Pack (behind the power node door)
            Cabinet (behind the power node door)
            Ruby Semiconductor (in the middle of the bunk fort in the bunk area)
            Green Light Crate (second pocket of the bunk fort)
            Green Light Crate (third pocket of the bunk fort)
            Ammo (third pocket of the bunk fort)
            Ammo (third pocket of the bunk fort)
            Nav Card (third pocket of the bunk fort)
    
    Enter the commons and clean it out, then do the same to the bathroom.  Enter
    the bunk area and open the carton by the entrance, then raid the room behind
    the power node door if you'd like (there's nothing unique behind it, though -
    just a bunch of ammo and a large med pack).
    
    To navigate to the other side of the bunk area, you'll have to slide bunks to
    the side to create paths.  When you enter the first pocket area, grab the ruby
    semiconductor before opening up your next path.  Grab the two clips of ammo and
    raid the two green light crates before picking up the Nav Card.  I also suggest
    you take a little time to plan your escape from this room via the same path you
    used to enter it.  As soon as you pick that Nav Card up, your old friend is
    going to return, and your only option will be to continuously stall it and run.
    
    Work your way back through the bunk fort, stalling the thing with stasis after
    you've blown its limbs off.  Get back into the commons and prepare to defend
    against a bunch of other enemies along with the regenerating thing.  You have
    to fight them long enough for Kendra to get the door unlocked again.  Once she
    does, get through it to return to Lift C.
    
    ------
    Lift C
    ------
    
    Ride the lift and get off of it when it stops.
    
    -----------
    Rec Hallway
    -----------
    
    Just run for the door in front of you.
    
    -------
    Commons
    -------
    
    [Upgrade Bench]
    [Store]
    [Save Station]
    
    Store
         Plasma Cutter                    0
         Line Gun                      9000
         Pulse Rifle                   7000
         Flamethrower                 11000
         Force Gun                    11000
         Ripper                        8000
         Contact Beam                  9000
         Level 2 Suit                 10000
         Level 3 Suit                 20000
         Level 4 Suit                 35000
         Level 5 Suit                 60000
         Plasma Energy [6]             1200
         Line Racks [2]                2000
         Pulse Rounds [25]             1250
         Flame Fuel [25]               1000
         Force Energy [3]               900
         Ripper Blades [4]             1800
         Contact Energy                2000
         Small Med Pack                2000
         Medium Med Pack               5000
         Large Med Pack               10000
         Small Air Can                 1000
         Medium Air Can                2000
         Stasis Pack                   5000
         Power Node                   10000
    
    Stop at the store to get your Leve 5 Suit if you didn't already backtrack for
    it earlier, then take the lift up and go through the door right next to it.
    
    ----------------
    Security Hallway
    ----------------
    
    Just head through the other door.
    
    ----------------
    Security Station
    ----------------
    
    Items:  Green Light Crate (on the floor)
    
    Wait for the scene to finish, then enter the lift to the right.
    
    ------
    Lift D
    ------
    
    Just ride it and get out when it stops.
    
    ---------------------
    Sleep Block D Hallway
    ---------------------
    
    Open the door to the commons and pick off as many of the enemies as you can
    from the safety of the hallway, then head through the door.
    
    -----------------
    Executive Commons
    -----------------
    
    Items:  Cabinet (on a wall in the main commons)
            
    
    Deal with any remaining enemies, then raid the place for items.  Enter the
    first door to the left from the entry hallway to find the Captain's Quarters.
    
    ------------------
    Captain's Quarters
    ------------------
    
    Items:  "Captain's Report" (on a desk)
            Cabinet (on a wall)
            Ruby Semiconductor (on the floor by the bed)
    
    Grab the items and the log entry, then return to the commons.
    
    -----------------
    Executive Commons
    -----------------
    
    Take a left and head into the next set of quarters.
    
    ----------------
    White's Quarters
    ----------------
    
    Items:  Carton (on the floor)
            "White's List" (on a table)
    
    Grab the item from the carton and the log entry from the table, then exit the
    room.
    
    -----------------
    Executive Commons
    -----------------
    
    Head straight across the room and enter the quarters on the left.
    
    -----------------
    Temple's Quarters
    -----------------
    
    Items:  Carton (on the floor under some chairs)
    
    The green light crate in here just has some of those annoying small enemies in
    it, but there's a carton under the red chairs on the other side of the room.
    Head back into the commons once you've opened it.
    
    -----------------
    Executive Commons
    -----------------
    
    Take a left and head into the final set of quarters.
    
    ---------------
    Kyne's Quarters
    ---------------
    
    Items:  Carton (on the floor)
            Green Light Crate (on the floor)
    
    Grab the items from the carton and the crate, then return to the commons.
    
    -----------------
    Executive Commons
    -----------------
    
    Take a right and head through the big door.
    
    -------------------
    Shuttle Bay Hallway
    -------------------
    
    [Save Station]
    
    Items:  Cabinet (on the wall)
    
    Raid the cabinet and save if you'd like, then head through the next door.
    
    ---------------------
    Executive Shuttle Bay
    ---------------------
    
    Items:  Cabinet (near the entrance)
            Green Light Crate (on the floor next to the shuttle)
            Green Light Crate (on the floor next to the shuttle)
            Large Med Pack (on the floor next to the shuttle)
            Ammo (near the rear of the room)
            Ammo (floor of the control room)
            Ammo (floor of the control room)
            Ammo (floor of the control room)
            Power Node (the big enemy will drop it)
    
    Test Fire the Shuttle Engines:  The shuttle should be operational now, but I
                                    should test fire the engines to ensure flight
                                    readiness before Kyne gets here.
    
    Release the Shuttle:  Kyne's onboard and ready to fly.  I have to release the
                          docking clamps holding the shuttle in place.
    
    Go to the Flight Deck:  Kyne is on his way to the Hangar Bay.  He needs me to
                            meet him on the Flight Deck and load the Marker onto
                            the Shuttle.  With the Marker onboard, we can then fly
                            down to the planet.
    
    Raid the outside of this room as well as inside the control room for items,
    then head inside the shuttle and examine the panel on the wall to use the Nav
    Cards.  Enter the control room next to the shuttle and use the panel on the
    left to test fire the engines.  Guess who's back?  Stun the regenerating guy
    and get out of the control room, then hang out behind the shuttle.  You're
    going to have to deal with the regenerating guy in a manner quite similar to
    how you got rid of him earlier in the game.  Stun him/stasis him while he's
    standing behind the shuttle, then quickly run into the control room and
    activate the engines to pulverize him.
    
    Use the other controls in this room to release the clamps on the shuttle, then
    exit the control room and pick up the power node that the regenerating guy
    dropped when you killed him.  Head out of this room once you have it.
    
    -------------------
    Shuttle Bay Hallway
    -------------------
    
    [Save Station]
    
    Save if you'd like, then head through the other door.
    
    -----------------
    Executive Commons
    -----------------
    
    Head straight across to the door on the other side of the room.
    
    ---------------------
    Sleep Block D Hallway
    ---------------------
    
    Enter the lift via the door on the other side of the hallway.
    
    ------
    Lift D
    ------
    
    Just ride the lift up and get out.
    
    ----------------
    Security Station
    ----------------
    
    Items:  Large Med Pack (in the area where Kyne was standing earlier)
    
    Head into the small area where Kyne was standing earlier to find a large med
    pack, then exit through the other door in the room.
    
    ----------------
    Security Hallway
    ----------------
    
    Head out the door on the other side of the room.
    
    -------
    Commons
    -------
    
    [Upgrade Bench]
    [Store]
    [Save Station]
    
    Store
         Plasma Cutter                    0
         Line Gun                      9000
         Pulse Rifle                   7000
         Flamethrower                 11000
         Force Gun                    11000
         Ripper                        8000
         Contact Beam                  9000
         Level 2 Suit                 10000
         Level 3 Suit                 20000
         Level 4 Suit                 35000
         Level 5 Suit                 60000
         Plasma Energy [6]             1200
         Line Racks [2]                2000
         Pulse Rounds [25]             1250
         Flame Fuel [25]               1000
         Force Energy [3]               900
         Ripper Blades [4]             1800
         Contact Energy                2000
         Small Med Pack                2000
         Medium Med Pack               5000
         Large Med Pack               10000
         Small Air Can                 1000
         Medium Air Can                2000
         Stasis Pack                   5000
         Power Node                   10000
    
    Take the lift down and use the store if you'd like, then head up the big set of
    stairs to reach the tram.
    
    ------------
    Tram Station
    ------------
    
    Get on the tram to end the chapter.
    
     =============================================================================
    |                  -----------------------------------------                  |
    |                 |                                         |                 |
    |                 | 1.11)  Chapter 11:  Alternate Solutions |                 |
    |                 |                                         |                 |
    |                  -----------------------------------------                  |
     =============================================================================
    
    ------------
    Tram Station
    ------------
    
    [Store]
    [Upgrade Bench]
    
    Store
         Plasma Cutter                    0
         Line Gun                      9000
         Pulse Rifle                   7000
         Flamethrower                 11000
         Force Gun                    11000
         Ripper                        8000
         Contact Beam                  9000
         Level 2 Suit                 10000
         Level 3 Suit                 20000
         Level 4 Suit                 35000
         Level 5 Suit                 60000
         Plasma Energy [6]             1200
         Line Racks [2]                2000
         Pulse Rounds [25]             1250
         Flame Fuel [25]               1000
         Force Energy [3]               900
         Ripper Blades [4]             1800
         Contact Energy                2000
         Small Med Pack                2000
         Medium Med Pack               5000
         Large Med Pack               10000
         Small Air Can                 1000
         Medium Air Can                2000
         Stasis Pack                   5000
         Power Node                   10000
    
    Items:  Green Light Crate (in the glassed-in waiting area)
    
    Transfer the Marker:  The Marker is being stored in the Cargo Bay of the Flight
                          Deck.  I have to transfer it from there up to the Hangar
                          Bay.  Kendra seems more interested in the shuttle than in
                          Kyne's plan to trap the Hive Mind.  I can't really blame
                          her.  We need to get off the Ishimura.
    
    Smash the green light crate in the glassed-in area, then use the store if you'd
    like.  Head out the door to the right of it when you're ready.
    
    --------------
    Access Hallway
    --------------
    
    [Save Station]
    
    Items:  Green Light Crate (on the floor in the bathroom)
            Green Light Crate (on the floor in the hallway by save station)
    
    There's a crate in the hallway near the save station and one in the left side
    of the bathroom, so grab them before going through the unlocked door at the end
    of the hallway.
    
    ---------
    Cargo Bay
    ---------
    
    [Upgrade Bench]
    
    Items:  Ammo (near the lift, lower level)
            Locker (near the lift, lower level)
            Locker (near the lift, lower level)
            Locker (one of the corners of the lower level)
            Locker (one of the corners of the lower level)
            Power Node (one of the corners of the lower level)
            Locker (one of the corners of the lower level)
            Locker (one of the corners of the lower level)
            Locker (one of the corners of the lower level)
            Locker (one of the corners of the lower level)
            Locker (one of the corners of the lower level)
            Locker (one of the corners of the lower level)
            Green Light Crate (one of the corners of the lower level)
            Green Light Crate (one of the corners of the lower level)
    
    Meet Kyne at the Hangar Bay:  The Marker is on its way up to the Hangar Bay.
                                  Kyne should be arriving there now.
    
    Take the lift down, then sour all four corners of this room for items while
    dealing with the roaming enemies.  Activate the control panel in one corner to
    retrieve the Marker, then be prepared to fend off even more enemies, including
    four tentacle things in the middle of the room that you'll have to lure out
    (these can be killed the same was as before, by shooting the yellowish parts of
    them).
    
    Drag the Marker along the path, dealing with enemies when necessary.  As soon
    as you reach the other side of the room with it, you'll be told to meet Kyne at
    the Hangar Bay.  Return to the lift and ride it up, then exit the room.
    
    --------------
    Access Hallway
    --------------
    
    [Save Station]
    
    Take a left and head back where you just came from.
    
    ------------
    Tram Station
    ------------
    
    [Store]
    [Upgrade Bench]
    
    Store
         Plasma Cutter                    0
         Line Gun                      9000
         Pulse Rifle                   7000
         Flamethrower                 11000
         Force Gun                    11000
         Ripper                        8000
         Contact Beam                  9000
         Level 2 Suit                 10000
         Level 3 Suit                 20000
         Level 4 Suit                 35000
         Level 5 Suit                 60000
         Plasma Energy [6]             1200
         Line Racks [2]                2000
         Pulse Rounds [25]             1250
         Flame Fuel [25]               1000
         Force Energy [3]               900
         Ripper Blades [4]             1800
         Contact Energy                2000
         Small Med Pack                2000
         Medium Med Pack               5000
         Large Med Pack               10000
         Small Air Can                 1000
         Medium Air Can                2000
         Stasis Pack                   5000
         Power Node                   10000
    
    Use the store and upgrade bench if you'd like, then get in the elevator near
    the store, which is now unlocked.
    
    ---------------
    Hallway to Tram
    ---------------
    
    Items:  Green Light Crate (on the floor in the bathroom)
    
    Ride the lift up, then raid the bathroom for a crate before heading out the
    other door.
    
    -------------
    Flight Lounge
    -------------
    
    [Save Station]
    
    Items:  Green Light Crate (through the door near the save station)
            Medium Med Pack (floor by Hangar Bay door)
            Ammo (floor by Hangar Bay door)
    
    Raid this room for items, then fight off the attack until the quarantine is
    lifted.  Head through the big door to get to the Hangar Bay.
    
    ----------
    Hangar Bay
    ----------
    
    [Save Station]
    
    Items:  Peng (on the ground between the two docking walkways, use kinesis)
            Green Light Crate (in the room connecting the two docking walkways)
            Locker (wall around the corner by the gravity controls)
            Locker (wall around the corner by the gravity controls)
            Large Med Pack (floating on the side opposite of the shuttle)
            Green Light Crate (ground on the side opposite of the shuttle)
            Cabinet (far wall on the side opposite of the shuttle)
            Cabinet (far wall on the side opposite of the shuttle)
            Cabinet (far wall on the side opposite of the shuttle)
            Green Light Crate (floor on the shuttle side)
            Green Light Crate (floor on the shuttle side)
            Green Light Crate (floor on the shuttle side)
            Cabinet (far wall on the shuttle side)
            Cabinet (far wall on the shuttle side)
            Cabinet (far wall on the shuttle side)
            Cabinet (far wall on the shuttle side)
            Cabinet (far wall on the shuttle side)
            Cabinet (far wall on the shuttle side)
            Ammo (catwalk up to the control room area)
            Locker (room with the wall-mounted enemy)
            Locker (room with the wall-mounted enemy)
            Cabinet (control room)
            Cabinet (control room)
            Power Node (control Room)
            Diamond Semiconductor (on the ground in control room by save station)
    
    Position the Marker:  I have to move the Marker along the loading tracks and
                          position it underneath the shuttle.
    
    Restore Gravity to the Hangar Bay:  Kyne can't get the Marker onboard until I
                                        restore gravity to the Hangar Bay.
    
    Meet Kyne at the Shuttle:  The Marker is onboard.  Now we can all finally get
                               off this ship.
    
    Meet Nicole in Flight Control:  Nicole's alive!  I don't know how she tracked
                                    me here, and I don't care.  Kendra betrayed
                                    me...  this whole time, she was some kind of
                                    covert agent.  She's murdered Kyne and taken
                                    the Marker and the Shuttle.  If Nicole can help
                                    me get the Marker back, I still might be able
                                    to end this nightmare.
    
    Remote Pilot the Shuttle:  I can override Kendra's control of the shuttle from
                               here, and bring the shuttle back.
    
    Fly the Shuttle to the Colony:  Nicole is completely driven to return the
                                    Marker to the Colony.  If we can continue with
                                    Kyne's plan, and use it to trap the Hive Mind,
                                    we just might be able to survive this.
                                    Together.
    
    First, run down the open section of docking walkway until you're about even
    with the first part of the shuttle, then turn and face the valley between the
    two walkways.  Look around for a tiny object that looks like a gold metal award
    of some kind and grab it with kinesis.  It'll give you a trophy, and it'll also
    sell for quite a bit of money.
    
    Return to the entrance and head through the door to the left to find a green
    light crate, then head through the next door and move through the catwalks
    until you find a panel that controls the gravity.  Raid the two lockers around
    the corner, then use the control panel to turn the Hangar Bay into a Zero-G
    environment.
    
    Raid the side without the shuttle to find three cabinets, a green light crate,
    and a floating large med pack, then raid the side with the shuttle for another
    six cabinets and three green light crates.
    
    Drag the Marker along the tracks with kinesis until it stops, then use the
    control panel near where it gets stuck to change the track.  Move the marker
    onto the spot in front of the controls, then push it back onto the little piece
    of side track.  Use the controls again once the Marker's off of that platform,
    then drag the Marker back onto the platform and continue dragging it down the
    line until it stops again.
    
    Fight off the enemies, then use the controls to rotate the next chunk of track
    so you can finish shoving the Marker underneath the shuttle.  Jump back up to
    the gravity controls and use them to restore gravity to the room, then turn
    around and use the door to head up the catwalk to the control room area.  Fight
    your way through the first room, then raid it and the room after it for items
    before using the control panel to remote pilot the shuttle.
    
    Save if you'd like, then navigate back down to the boarding area, fight the
    enemies, and board the shuttle to end the chapter.
    
     =============================================================================
    |                  -----------------------------------------                  |
    |                 |                                         |                 |
    |                 |     1.12)  Chapter 12:  Dead Space      |                 |
    |                 |                                         |                 |
    |                  -----------------------------------------                  |
     =============================================================================
    
    -----------
    Landing Pad
    -----------
    
    Items:  Power Node (on a wall behind the shuttle)
            Cabinet (on a wall behind the shuttle)
            Green Light Crate (on the floor next to the shuttle)
            Green Light Crate (against one of the walls)
            Green Light Crate (against one of the walls)
            Cabinet (wall by the door marked Control Room Barracks)
    
    Bring the Loader to the Shuttle:  I need a mobile loading platform to move the
                                      Marker.  There should be one attached to the
                                      track somewhere around here.
    
    Open the Supply Depot Door:  I'll have to drag the Marker through the colony.
                                 The door to the Supply Depot is offline.  I need
                                 to find a power cell to get it working again.
    
    Take the Marker to Pedestal Site:  Nicole said something about a Pedestal
                                       Chamber.  I need to bring the Marker there
                                       and plug it back into the pedestal somehow.
                                       According to Dr. Kyne, that should trap the
                                       Hive Mind back into the core of the planet.
                                       Kendra had said that the Marker was
                                       responsible for starting the necromorph
                                       infection.  Somehow it must also have the
                                       power to contain the creatures.
    
    Raid the outside of the room for items, including a power node on a wall behind
    the shuttle, then head towards Nicole.  She's standing next to the loader that
    you're looking for, so grab it with kinesis and drag it behind the shuttle.
    Use the control panel there to load the Marker, then drag it back to Nicole.
    Head into the unlocked door nearby to continue.
    
    ------------
    Living Space
    ------------
    
    [Store]
    [Upgrade Bench]
    [Save Station]
    
    Store
         Plasma Cutter                    0
         Line Gun                      9000
         Pulse Rifle                   7000
         Flamethrower                 11000
         Force Gun                    11000
         Ripper                        8000
         Contact Beam                  9000
         Level 2 Suit                 10000
         Level 3 Suit                 20000
         Level 4 Suit                 35000
         Level 5 Suit                 60000
         Plasma Energy [6]             1200
         Line Racks [2]                2000
         Pulse Rounds [25]             1250
         Flame Fuel [25]               1000
         Force Energy [3]               900
         Ripper Blades [4]             1800
         Contact Energy                2000
         Small Med Pack                2000
         Medium Med Pack               5000
         Large Med Pack               10000
         Small Air Can                 1000
         Medium Air Can                2000
         Stasis Pack                   5000
         Power Node                   10000
    
    Items:  Ammo (floor in the main area)
            Ammo (floor in the main area)
            Ammo (one of the bunks near the store)
            "Colony Chaos" (in the Gravity Tether Control Room)
            Gold Semiconductor (in the Gravity Tether Control Room)
            Carton (in the Gravity Tether Control Room)
            Carton (in the Gravity Tether Control Room)
            Locker (in the Gravity Tether Control Room)
            Green Light Crate (in the Gravity Tether Computer Room)
            Green Light Crate (in the Gravity Tether Computer Room)
            Green Light Crate (in the Gravity Tether Computer Room)
    
    Pick up the three things of ammo off the floor in the main area, then enter the
    door marked Gravity Tether Control Room to find some more items, including a
    log entry.  Open the door marked Gravity Tether Computer Room next, but be
    ready to slaughter the two enemies in there before they can do any damage.
    There're three green light crates in one of the corners in that room, along
    with the energy cell you'll need to open the huge door in the landing pad area.
    Move it with kinesis and take it outside, then stick it in the hole in the
    wall.  Head into the newly opened door to the right of the Marker to continue.
    
    ---------
    Airlock A
    ---------
    
    Drag the marker in here, then use the control panel to close the first shutter
    and open the second one.  Head through the next door once the sequence is done.
    
    ------------
    Supply Depot
    ------------
    
    [Save Station]
    [Stasis Recharge] x 4
    
    Items:  Ammo (by corner entrance)
            Ammo (by corner entrance)
            Cabinet (by central entrance)
            Cabinet (by central entrance)
            Green Light Crate (catwalk in the middle of the room)
            Green Light Crate (catwalk in the middle of the room)
            Green Light Crate (catwalk in the middle of the room)
            Ruby Semiconductor (one of the back corners)
            Medium Med Pack (behind the power node door)
            Ammo (behind the power node door)
            Ammo (behind the power node door)
            Ammo (behind the power node door)
            Ammo (behind the power node door)
            Ammo (behind the power node door)
            Ammo (behind the power node door)
            Ammo (behind the power node door)
            Ammo (behind the power node door)
            Ammo (behind the power node door)
            Ammo (behind the power node door)
    
    Raid this room for items while you fend off the hoard of enemies that attacks
    you, then start dragging the Marker through the series of bridges to get to the
    other side of the room (the two in the middle and the one on the far side of
    the room).  There're four stasis recharge things on the walls, so don't be
    afraid to spam stasis whenever you feel like it.
    
    There's nothing important behind the power node door - just ten things of ammo
    and a medium med pack.  Go in there or skip it if you'd like, then head through
    the left door next to the marker to go through the next airlock.
    
    ---------
    Airlock B
    ---------
    
    Drag the Marker in here, then use the controls to close and open the shutters.
    
    ---------------
    Gravity Control
    ---------------
    
    [Save Station]
    [Stasis Recharge]
    [Store]
    
    Store
         Plasma Cutter                    0
         Line Gun                      9000
         Pulse Rifle                   7000
         Flamethrower                 11000
         Force Gun                    11000
         Ripper                        8000
         Contact Beam                  9000
         Level 2 Suit                 10000
         Level 3 Suit                 20000
         Level 4 Suit                 35000
         Level 5 Suit                 60000
         Plasma Energy [6]             1200
         Line Racks [2]                2000
         Pulse Rounds [25]             1250
         Flame Fuel [25]               1000
         Force Energy [3]               900
         Ripper Blades [4]             1800
         Contact Energy                2000
         Small Med Pack                2000
         Medium Med Pack               5000
         Large Med Pack               10000
         Small Air Can                 1000
         Medium Air Can                2000
         Stasis Pack                   5000
         Power Node                   10000
    
    Items:  Ammo (on the floor near the wall enemies)
            Ammo (on the floor near the wall enemies)
            Medium Med Pack (on the floor near the stasis recharge)
            Locker (corner near the stasis recharge)
            Locker (corner near the stasis recharge)
            Locker (corner near the stasis recharge)
            Locker (corner near the stasis recharge)
    
    Restore Power to the Bridges:  I don't know where Nicole went, but she said I
                                   need to restore power to the bridges.  There's a
                                   Zero-G maintenance tube nearby that should have
                                   a power grid inside.
    
    Deal with the two enemies mounted by the big door, then raid this room for
    items and use the store if you'd like.  You'll want to head for the door
    between where the two enemies were mounted to continue.
    
    ------------
    Gravity Tube
    ------------
    
    [Stasis Recharge]
    
    Items:  Cabinet (wall near entrance)
            Green Light Crate (floating near entrance to the tube)
            Green Light Crate (floating in the middle of the tube)
            Green Light Crate (floating near the end of the tube)
            Carton (floor at the end of the tube)
            Carton (floor at the end of the tube)
    
    Head through the tube, gathering items along the way, until you reach the
    controls at the end of it.  Use them, then head back out of the tube, using
    stasis to slow down the fans.
    
    ---------------
    Gravity Control
    ---------------
    
    [Save Station]
    [Stasis Recharge]
    [Store]
    
    Store
         Plasma Cutter                    0
         Line Gun                      9000
         Pulse Rifle                   7000
         Flamethrower                 11000
         Force Gun                    11000
         Ripper                        8000
         Contact Beam                  9000
         Level 2 Suit                 10000
         Level 3 Suit                 20000
         Level 4 Suit                 35000
         Level 5 Suit                 60000
         Plasma Energy [6]             1200
         Line Racks [2]                2000
         Pulse Rounds [25]             1250
         Flame Fuel [25]               1000
         Force Energy [3]               900
         Ripper Blades [4]             1800
         Contact Energy                2000
         Small Med Pack                2000
         Medium Med Pack               5000
         Large Med Pack               10000
         Small Air Can                 1000
         Medium Air Can                2000
         Stasis Pack                   5000
         Power Node                   10000
    
    Items:  Power Node (the large enemy drops it)
    
    Fight the big enemy the same way you always have, then grab the power node it
    drops.  Finish moving the Marker through the last two bridges, then save your
    game and enter the third airlock.
    
    ---------
    Airlock C
    ---------
    
    Just like before, drag the marker into the room until you can use the controls
    to switch the shutters, then exit the room.
    
    ------
    Tunnel
    ------
    
    [Stasis Recharge]
    
    Items:  Cabinet (near left entrance)
            Green Light Crate (near left entrance)
            Green Light Crate (near right entrance)
            Power Node (near right entrance)
            Large Med Pack (between two big containers near right entrance)
            Carton (back corner of the room)
            Carton (back corner of the room)
    
    Raid this room for items, then move the Marker past the final bridge and enter
    either side of the last airlock.
    
    ---------
    Airlock D
    ---------
    
    Pull the Marker into the airlock, then use the controls to switch the shutters.
    
    ----------------
    Pedestal Chamber
    ----------------
    
    Items:  Medium Med Pack (by the orange display thing)
            Carton (near left entrance)
            Carton (near left entrance)
            Carton (near right entrance)
            Carton (near right entrance)
            Ammo (near right entrance)
            Ammo (near right entrance)
            Ammo (near right entrance)
            Ammo (near right entrance)
    
    Raid the areas near the entrance for items, then start fighting the enemies and
    tentacles in the area.  With the tentacles out of the way, you can start
    dragging the Marker down the straight section of track to the loader, where you
    can use the control panel to return it to its rightful place.  Once you do,
    head into the little glassed-in area with the door in it.
    
    ----------------
    Emergency Tunnel
    ----------------
    
    Items:  Cabinet (near beginning of tunnel)
            Cabinet (near the end of the tunnel)
            Power Node (in the middle of the tunnel)
            Green Light Crate (on the floor in the tunnel)
            Green Light Crate (on the floor in the tunnel)
            Green Light Crate (on the floor in the tunnel)
    
    Return to the Shuttle:  Is Kendra right...  am I losing my mind...?  Nicole was
                            dead this entire time.  A hallucination created by the
                            Marker.  This whole time, it was the Marker pushing me
                            to return to the planet.  It's sentient...  alive in
                            some way.  And now Kendra has it again.  I've got to
                            get back to the shuttle and get off of the planet
                            before the chunk smashes into it!
    
    Raid the tunnel for items as you move through it, then head out the door on the
    other side.
    
    ------------
    Living Space
    ------------
    
    [Store]
    [Upgrade Bench]
    [Save Station]
    
    Store
         Plasma Cutter                    0
         Line Gun                      9000
         Pulse Rifle                   7000
         Flamethrower                 11000
         Force Gun                    11000
         Ripper                        8000
         Contact Beam                  9000
         Level 2 Suit                 10000
         Level 3 Suit                 20000
         Level 4 Suit                 35000
         Level 5 Suit                 60000
         Plasma Energy [6]             1200
         Line Racks [2]                2000
         Pulse Rounds [25]             1250
         Flame Fuel [25]               1000
         Force Energy [3]               900
         Ripper Blades [4]             1800
         Contact Energy                2000
         Small Med Pack                2000
         Medium Med Pack               5000
         Large Med Pack               10000
         Small Air Can                 1000
         Medium Air Can                2000
         Stasis Pack                   5000
         Power Node                   10000
    
    Items:  Medium Med Pack (on a shelf near entrance)
            Ammo (on a shelf near entrance)
            Ammo (on a shelf near entrance)
            Ammo (on a shelf near entrance)
            Carton (on the floor near entrance)
            Cabinet (wall near entrance)
            Locker (near entrance)
            Locker (near entrance)
            Locker (near entrance)
    
    Raid the initial room for items, then enter the main part of the room and make
    use of the store, upgrade bench, and save station if you'd like (this is the
    last time you'll have the chance before the end of the game).  Head out the
    door to the Landing Pad when you're ready for the final fight.
    
    -----------
    Landing Pad
    -----------
    
    Items:  Green Light Crate (on the floor)
            Green Light Crate (on the floor)
            Green Light Crate (on the floor)
            Green Light Crate (on the floor)
            Green Light Crate (on the floor)
            Green Light Crate (on the floor)
            Green Light Crate (on the floor)
            Green Light Crate (on the floor)
    
    Use kinesis to get as many of the green light crates as you can from a distance
    before approaching the shuttle, because once you approach the shuttle, you'll
    be involved in a boss fight.
    
    This fight is fairly easy except for one part...  start by shooting out three
    of the five yellowish eye things.  When there're only two left, it'll pick you
    up and slowly move you towards its mouth, and you'll have to blast the last two
    yellowish covered eye things as fast as you can to avoid being eaten.  The
    problem is that it's a lot harder to control your weapon once it's got you, so
    you'll have to re-learn how to aim.
    
    With the last two yellowish eye things gone, it'll drop you back to the ground.
    Now all you really have to do is sidestep its tentacles every time it swings
    them, then blast the five yellowish colored things in its chest whenever it
    opens up for you.  When all five are destroyed, get on the shuttle to end the
    game.  As a reward, you'll be given the following:
    
    Military Suit unlocked
    Backstory Logs unlocked
    50000 Credits awarded
    10 Power Nodes awarded
    Impossible Mode unlocked
    
     =============================================================================
    |                     -----------------------------------                     |
    |                    |           2.00)  Other            |                    |
    |                     -----------------------------------                     |
     =============================================================================
    |                  -----------------------------------------                  |
    |                 |                                         |                 |
    |                 |              2.01)  Store               |                 |
    |                 |                                         |                 |
    |                  -----------------------------------------                  |
     =============================================================================
    
    The following is the full list of things you can buy at the store when playing
    on the Medium difficulty setting.  Prices and quantities might be different on
    other settings, I haven't looked yet.
    
         Plasma Cutter                    0
         Line Gun                      9000
         Pulse Rifle                   7000
         Flamethrower                 11000
         Force Gun                    11000
         Ripper                        8000
         Contact Beam                  9000
         Level 2 Suit                 10000
         Level 3 Suit                 20000
         Level 4 Suit                 35000
         Level 5 Suit                 60000
         Level 6 Suit                 99000
         Plasma Energy [6]             1200
         Line Racks [2]                2000
         Pulse Rounds [25]             1250
         Flame Fuel [25]               1000
         Force Energy [3]               900
         Ripper Blades [4]             1800
         Contact Energy                2000
         Small Med Pack                2000
         Medium Med Pack               5000
         Large Med Pack               10000
         Small Air Can                 1000
         Medium Air Can                2000
         Stasis Pack                   5000
         Power Node                   10000
    
    Things will sell for half of their purchase price.  For a quick reference
    using the price of a single item (again, on Medium difficulty - haven't checked
    if they're different on other difficulties), refer to this list:
    
         Large Med Pack                5000
         Medium Med Pack               2500
         Small Med Pack                1000
         Stasis Pack                   2500
         Plasma Energy [1]              100
         Plasma Cutter                    0
         Gold Semiconductor            3000
         Ruby Semiconductor           10000
         Diamond Semiconductor        25000
         Peng                         30000
         Small Air Can                  500
         Medium Air Can                1000
         Line Racks [1]                 500
         Pulse Rounds [1]                25
         Flame Fuel [1]                  20
         Ripper Blades [1]              225
         Contact Energy [1]            1000
         Force Energy [1]               150
         Line Gun                      4500
         Pulse Rifle                   3500
         Flamethrower                  5500
         Force Gun                     5500
         Ripper                        4000
         Contact Beam                  4500
    
    If I left anything out or calculated something wrong, please let me know so I
    can correct it.
    
     =============================================================================
    |                  -----------------------------------------                  |
    |                 |                                         |                 |
    |                 |        2.02)  Weapons/Equipment         |                 |
    |                 |                                         |                 |
    |                  -----------------------------------------                  |
     =============================================================================
    
    -------------
    Plasma Cutter
    -------------
    
    This is your default weapon, the only one you can get without having to buy it
    from a store.  While fairly weak, it's highly effective against pretty much
    everything in the game, especially once it's fully upgraded.
    
    D = Damage (10, 12, 14, 16, 18)
    C = Capacity (10, 12, 14, 16, 18, 20)
    R = Reload (1, .75, .5)
    S = Speed (1, .8, .6)
    
    It's empty upgrade path is as follows:
    
                 S------[ ]
                 |       |
         D---C--[ ]      C
             |           |
     D--[ ]-[ ]--D---R--[ ]
         |   |   |   |   |
         R---S   |  [ ]--C
         |       |   |
     C--[ ]-[ ]--C---D
    
    If you'd like to fully upgrade it, you'll need 17 Power Nodes.  The numbers in
    the following upgrade path represent one possible path for you to take to
    fully upgrade it:
    
                17------16
                 |       |
         8---7--[ ]     15
             |           |
     1---3---6---9--12--13
         |   |   |   |   |
         4---5   |  [ ]-14
         |       |   |
     2--[ ]-[ ]-10---11
    
    --------
    Line Gun
    --------
    
    The Line Gun is like a larger version of the Plasma Cutter, only it's much more
    potent and its secondary function is a timed mine instead of just flipping
    which way the beams go.  This weapon is insanely effective against the small
    enemies with the three tentacles that shoot projectiles, and it's also insanely
    effective when shooting into a crowd.
    
    D = Damage (15, 18, 21, 24, 27)
    C = Capacity (5, 6, 7, 8, 9)
    R = Reload (1, .85, .7)
    W = Width (1, 1.5, 2)
    M = Mine (20, 25, 30)
    
     R--[ ]--D--[ ]--D
     |       |       |
     D------[ ]      M
     |       |       |
    [ ]     [ ]--C---W--[ ]--D
     |       |       |
     C-------M       C
     |       |       |
     C--[ ]--W---R--[ ]
    
    If you'd like to fully upgrade it, you'll need 17 Power Nodes.  The numbers in
    the following upgrade path represent one possible path for you to take to
    fully upgrade it:
    
     2--[ ]-15--14--13
     |       |       |
     1------[ ]     12
     |       |       |
    [ ]     [ ]-11--10--16--17
     |       |       |
     3-------5       9
     |       |       |
     4--[ ]--6---7---8
    
    -----------
    Pulse Rifle
    -----------
    
    The Pulse Rifle is one of the weaker and less useful guns in the game in my
    opinion, so I wouldn't really recommend getting it unless you're just curious
    about how it works.
    
    D = Damage (5, 6, 7, 8, 9)
    C = Capacity (50, 75, 100, 125, 150, 175)
    R = Reload (1, .8, .6)
    
        D--[ ]--D--[ ]--C--[ ]
        |           |   |   |
    C--[ ]--R-------C   |   C---D
        |   |           |   |
        C--[ ]--D--[ ]--R--[ ]
    
    If you'd like to fully upgrade it, you'll need 15 Power Nodes.  The numbers in
    the following upgrade path represent one possible path for you to take to
    fully upgrade it:
    
        3--[ ]--8---7---9--[ ]
        |           |   |   |
    1---2---5-------6   |  14--15
        |   |           |   |
        4--[ ]-12--11--10--13
    
    ------------
    Flamethrower
    ------------
    
    The main thing that makes the Flamethrower worth having is for easily dealing
    with those small crawling enemies, since you can fry a lot of them all at once
    with a few burts of flames.
    
    D = Damage (.75, 1, 1.25, 1.5)
    C = Capacity (125, 150, 175, 200, 225, 250)
    R = Reload (1, .85, .7)
    T = Duration (Time) (5, 6, 7)
    
        R--[ ]      D--[ ]     [ ]--C
        |   |       |   |       |   |
    C--[ ]  C---T--[ ]  R--[ ]--C   D
        |   |       |   |       |   |
       [ ]--D       C--[ ]      T--[ ]
    
    If you'd like to fully upgrade it, you'll need 18 Power Nodes.  The numbers in
    the following upgrade path represent one possible path for you to take to
    fully upgrade it:
    
        3---4       9--[ ]     [ ]-18
        |   |       |   |       |   |
    1---2   5---7---8  12--13--14  17
        |   |       |   |       |   |
       [ ]--6      10--11      15--16
    
    ------
    Ripper
    ------
    
    While amusing, the only really useful thing you can do with it is use it to
    annihilate those little annoying enemies that usually come in hoards.  It's not
    very practical against strong enemies.
    
    D = Damage (8, 9, 10, 11, 12)
    C = Capacity (8, 10, 12, 14, 16)
    R = Reload (1, .8, .6)
    T = Duration (Time) (5, 6, 7)
    
                D
                |
           [ ]--C-[ ]--R
            |          |
    C--[ ]--R------T--[ ]--D
            |      |   |
    D--[ ]-[ ]--C  |  [ ]--C
            |      |   |
            T-----[ ]--D
    
    If you'd like to fully upgrade it, you'll need 17 Power Nodes.  The numbers in
    the following upgrade path represent one possible path for you to take to
    fully upgrade it:
    
                8
                |
            6---7-[ ]-13
            |          |
    1---3---4------5--12--14
            |      |   |
    2--[ ]--9--10  |  15--16
            |      |   |
           11-----[ ]-17
    
    ---------
    Force Gun
    ---------
    
    Meh.  Amusing for a while, and hilarious when combined with broken gravity
    plates, but I don't think you'll find this weapon very useful most of the time.
    
    D = Damage (20, 23, 26, 29, 32, 35)
    C = Capacity (10, 12, 14, 16, 18, 20)
    R = Reload (1, .75, .5)
    S = Speed (1, .8, .6)
    
    
    D---R--[ ]--R--[ ]--D   D
    |       |       |       |
    C---D   C   C--[ ]  C  [ ]
    |       |   |   |   |   |
    S--[ ]--D  [ ]--S--[ ]--C
    
    If you'd like to fully upgrade it, you'll need 19 Power Nodes.  The numbers in
    the following upgrade path represent one possible path for you to take to
    fully upgrade it:
    
    1---5---6---9--10--11  19
    |       |       |       |
    2---4   7  13--12  16  18
    |       |   |   |   |   |
    3--[ ]--8  [ ]-14--16--17
    
    ------------
    Contact Beam
    ------------
    
    You have to hold the firing button for a while before this thing fires, but
    when it does, it's extremely powerful.  This thing's definitely worth keeping
    around if you've got the money.
    
    D = Damage (100, 125, 150, 175)
    C = Capacity (4, 5, 6, 7)
    R = Reload (1, .75)
    H = Charge (1, .8, .6)
    
        [ ]--D       C           D
         |           |           |
    [ ]-[ ]--C--[ ]-[ ]-[ ]-[ ]-[ ]
             |   |       |   |   |
         H--[ ]  R      [ ]--H   C
             |   |       |
            [ ]-[ ]------D
    
    If you'd like to fully upgrade it, you'll need 19 Power Nodes.  The numbers in
    the following upgrade path represent one possible path for you to take to
    fully upgrade it:
    
         4---5      11          18
         |           |           |
     1---2---3---8--10--[ ]-16--17
             |   |       |   |   |
         7---6   9      14--15  19
             |   |       |
            [ ]-12------13
    
    ---
    RIG
    ---
    
    Finishing the game without any RIG upgrades isn't really all that hard, but
    extra air and hit points are both still very nice to have.
    
    H = Hit Points (100, 125, 150, 175, 200)
    A = Air (70, 90, 110, 130)
    
     A       A       A
     |       |       |
    [ ]-[ ]-[ ]-[ ]-[ ]-[ ]-[ ]-[ ]
         |       |       |       |
         H       H       H       H
    
    If you'd like to fully upgrade it, you'll need 15 Power Nodes.  The numbers in
    the following upgrade path represent one possible path for you to take to
    fully upgrade it:
    
     1       6      10
     |       |       |
     2---3---5---7---9--11--13--14
         |       |       |       |
         4       8      12      15
    
    If you're looking for upgrades in the number of inventory slots you have,
    you'll have to purchase new suits from the store.  The number of inventory
    slots for each suit:
    
    Level 1 Suit (10)
    Level 2 Suit (13)
    Level 3 Suit (17)
    Level 4 Suit (20)
    Level 5 Suit (25)
    Level 6 Suit (25) (Military suit that you unlock after beating the game)
    
    -------------
    Stasis Module
    -------------
    
    Some extra stasis energy and duration certainly doesn't hurt, but it's by no
    means necessary to upgrade it at all to beat the game.
    
    D = Duration (100, 120, 140, 160)
    E = Energy (8, 10, 12, 14)
    
             D
             |
            [ ]--E
             |   |
    [ ]-[ ]--E--[ ]-[D]
         |   |
         D--[ ]
             |
             E
    
    If you'd like to fully upgrade it, you'll need 11 Power Nodes.  The numbers in
    the following upgrade path represent one possible path for you to take to
    fully upgrade it:
    
             8
             |
             7---9
             |   |
     1---2---3--10--11
         |   |
         4---5
             |
             6
    
    --------------
    Kinesis Module
    --------------
    
    Having more range on your kinesis will only really help you a few times for
    very minor things, so I wouldn't really bother upgrading this until you've had
    a chance to upgrade your other stuff first.
    
    R = Range (20, 24, 28, 32)
    
    R---R---R
    
    If you'd like to fully upgrade it, you'll need 3 Power Nodes.
    
     =============================================================================
    |                  -----------------------------------------                  |
    |                 |                                         |                 |
    |                 |          2.03)  Log Entry List          |                 |
    |                 |                                         |                 |
    |                  -----------------------------------------                  |
     =============================================================================
    
    The vast majority of log entries come automatically as you complete certain
    parts of the game.  There're only four that are really "tricky" to get, so I've
    included them in a separate section below this one.
    
    As for the rest of them, I've noted the ones that you have to actually pick up
    by putting their location after their name.
    
    [V] indicates a video log
    [A] indicates an audio log
    [T] indicates a text log
    
    ---------
    Chapter 1
    ---------
    
    [V] Message from Nicole
    [V] Repair the Tram System
    [V] Replaced the Tram Car
    [V] Found the Data Board
    [V] Activated the Tram
    [V] Go to Medical
    [A] Run!
    [A] Vent Warning (Tram Control Hallway)
    [A] Dismemberment
    [A] Stasis Door
    [A] Tram Status (Tram Repair)
    [A] Replacing the Tram
    [A] Find the Data Board [see Known "Tricky" Log Entries section below]
    [A] Maintenance Bay Unlocked
    [A] Shoot the Limbs (Tram Control Hallway)
    [A] Locked Door
    [A] Arrived on Bridge
    [T] Repair Invoice (Maintenance Bay)
    
    ---------
    Chapter 2
    ---------
    
    [V] Destroy the Barricade
    [V] Kyne and the Captain (Main Lab)
    [V] Nicole's Report (Clinic)
    [V] Engine Problems
    [A] Mercer's Journal (Main Lab)
    [A] Found the Thermite
    [A] Mercer and Kyne (Imaging Diagnostics)
    [A] Found the Shock Pad
    [A] Barricade Destroyed
    [A] We'll Find Her
    [A] Eileen (Emergency Room)
    [A] Colonist Problems (Emergency Room)
    [A] Codes Received
    [A] Ship Gravity
    [T] Marker Overview (Main Lab)
    [T] Interesting Results (Imaging Diagnostics)
    [T] Newborns (Emergency Room)
    [T] More Time (Emergency Room)
    [T] Autopsy Report (Morgue)
    
    ---------
    Chapter 3
    ---------
    
    [V] Repair the Ship's Orbit
    [V] Kendra is Alive
    [V] Engine Fired
    [A] Temple Report 1 (Control Room)
    [A] Temple Report 2 (Machine Shop)
    [A] Engine Refueled
    [A] Temple Report 3 (Refueling Chamber)
    [A] Temple Report 4 (Decontamination)
    [A] Centrifuge Activated
    [A] Temple Report 5 (Engineering Storage)
    [A] Strange Transmission
    [T] Chaos (Machine Shop)
    [T] Corruption (Engineering Storage)
    
    ---------
    Chapter 4
    ---------
    
    [V] The Marker
    [V] Captain's Demise (Lift 1)
    [V] Atmosphere Contaminated
    [A] Initial Attack (Main Atrium)
    [A] Temple on the Bridge (ADS Lower Hall)
    [A] Astrogation Module Placed [see Known "Tricky" Log Entries section below]
    [A] Control Module Placed [see Known "Tricky" Log Entries section below]
    [A] Report from Kendra
    [A] Systems Module Placed [see Known "Tricky" Log Entries section below]
    [A] Hurry Up!
    [A] Asteroid Impact
    [A] Almost Fixed
    [A] One More Minute
    [A] Brute Combat
    [A] Reversed Gravity
    [A] Avoid the Asteroids
    [A] Aim the ADS Cannon
    [A] ADS Online
    [T] Report of Infection (Mining Admin Storage)
    [T] List of Dead (Captain's Nest)
    
    ---------
    Chapter 5
    ---------
    
    [V] Go to Chemistry
    [V] Interrupted
    [V] Got the Poison
    [A] Someone Else
    [A] Door Opened
    [A] Mercer's Experiment 1 (Chemical Lab)
    [A] Creating the Poison
    [A] Mercer's Experiment 2 (Emergency Room)
    [A] Hammond on Hydroponics
    [A] Finish the Poison
    [A] Poison Complete
    [A] Indestructible
    [A] Secret Lab Revealed
    [A] DNA Needed
    [A] The Leviathan
    
    ---------
    Chapter 6
    ---------
    
    [V] Hammond's Alive
    [V] Victory Against the Leviathan
    [A] Cross Report 1 (Tram Station)
    [A] Cross Report 2 (Air Filtration)
    [A] Cross Report 3 (East Grow Chamber)
    [A] Temple's Search (Refrigeration East)
    [A] Pods Destroyed
    [A] A Message
    [A] Cross Report 4 (Hallway to Food Storage)
    [A] Getting to the Leviathan
    [A] Kill the Leviathan
    [A] Trust
    [T] Corruption (Hallway to East Tower)
    
    ---------
    Chapter 7
    ---------
    
    [V] Distress Call
    [V] Asteroid Launched
    [A] Elevator Problem
    [A] Temple and Elizabeth (Processing Antechamber)
    [A] Clear the Boulders
    [A] Key Found
    [A] Kyne's Hostage (Repair Room)
    [A] Beacon Recovered
    [A] Elevator Fixed
    [A] Supervisor's Choice (Mining Hallway)
    [A] Attach the Beacon [see Known "Tricky" Log Entries section below]
    [T] Processing Room Problem (Processing Hallway)
    [T] Mining Timeline (Control Room)
    
    ---------
    Chapter 8
    ---------
    
    [V] Go to Communications
    [V] First Contact
    [V] Impact
    [V] Hammond Returns
    [A] Eavesdropper
    [A] Illegal Mining
    [A] Main Array Problem
    [A] Array Fixed
    [A] Big Problems
    
    ---------
    Chapter 9
    ---------
    
    [V] The Valor
    [V] Dr. Kyne
    [V] Singularity Core Found
    [A] Radiation Hazard
    [A] Find the Singularity Core
    [A] Infected Soldiers
    [A] Hammond's Assistance
    [A] Emergency (Armory)
    [A] Hammond's Death
    [T] Orders (Barracks)
    
    ----------
    Chapter 10
    ----------
    
    [V] Find the Nav Cards
    [V] Kyne's Gambit
    [V] Hive Mind Glimpse
    [V] Mercer's Last Sermon
    [A] Locked Executive Door [see Known "Tricky" Log Entries section below]
    [A] Life Support Down
    [A] The Hunter Returns
    [A] SOB Override
    [A] Lock Bypassed
    [A] Executive Area Unlocked
    [A] Kendra's Warning
    [A] Captain's Report (Captain's Quarters)
    [A] On My Way
    [A] Meet on the Flight Deck
    [A] New Ally?
    [T] Unitology Article (Commons)
    [T] Z-Ball Rules (Rec Hallway)
    [T] White's List (White's Quarters)
    
    ----------
    Chapter 11
    ----------
    
    [V] Find the Marker
    [V] Come Onboard
    [V] Betrayal
    [V] Nicole's Alive
    [A] Marker Transferred
    [A] Terrible Mistake
    [A] Rendezvous
    [A] Landing the Shuttle
    [A] Load the Marker
    [A] Restore Gravity
    
    ----------
    Chapter 12
    ----------
    
    [V] Nicole's Farewell
    [A] Colony Chaos (Living Space)
    [A] The Pedestal
    [A] Restore Power
    [T] Unitology Exposed
    [T] The USG Ishimura
    [T] Background Request
    [T] Planetary Mining
    [T] Recombination Study
    [T] The Red Marker
    
     =============================================================================
    |                  -----------------------------------------                  |
    |                 |                                         |                 |
    |                 |    2.04)  Known "Tricky" Log Entries    |                 |
    |                 |                                         |                 |
    |                  -----------------------------------------                  |
     =============================================================================
    
    This section is just to list some of the log entries that aren't quite so
    obvious.  Mostly I'm just going to list the ones that're time-based, like the
    first one on this list, where you can only get it if you spend a certain amount
    of time between two objectives.
    
    If you have suggestions for things I should include in this list, please send
    them to me on my site:  http://thebrink.us
    
    ---------
    Chapter 1
    ---------
    
    "Find the Data Board"
    
     - This entry is time based.  After replacing the damaged tram car, take your
    time exploring and messing around before heading to the Maintenance Bay to get
    the Data Board.  If you take long enough, Kendra will eventually send you a
    message nagging you to go get the Data Board.
    
    ---------
    Chapter 2
    ---------
    
    "Marker Overview"
    
     - This is in a secret area in the office closest to the bathroom on the lower
    level of the Main Lab room.  Move the shelves out of the way to find it.
    
    ---------
    Chapter 4
    ---------
    
    "Astrogation Module Placed" / "Control Module Placed" / "Systems Module Placed"
    
     - These three have a small flaw in them that kinda screws you into only
    getting two of them in a single game.  Or at least, I certainly haven't found a
    way to do so...  if you know of one, please let me know.  Otherwise, once you
    activate two of the three power module things in this chapter, the third log
    entry never happens because the entry where Hammond tells you the ADS is back
    online happens when the third one should be happening.
    
    ---------
    Chapter 7
    ---------
    
    "Attach the Beacon"
    
     - This entry will only occur if you destroy all four gravity tethers that're
    holding the asteroid in place, then return to the office at the top of Mining
    Hallway and attempt to release the asteroid without having placed the beacon.
    Make sure you don't accidentally place the beacon when you jump onto the
    asteroid to get the two outside gravity tethers, then backtrack and attempt to
    use the controls.  You'll have to come back and plant the beacon before you can
    actually launch the asteroid.
    
    ----------
    Chapter 10
    ----------
    
    "Locked Executive Door"
    
     - You'll only get this one if you attempt to enter the door in Security
    Hallway (upper level of the Commons) before you have the Nav Cards.
    
     =============================================================================
    |                         --------------------------                          |
    |                        |        7.00)  End        |                         |
    |                         --------------------------                          |
     =============================================================================
    ===============================================================================
                                7.01)  Version History
    ===============================================================================
    ------------------
    October 17th, 2008
    ------------------
     - Chapter 1 is done, but that's about it.  More will come this weekend, but
    with all the other great games coming out in the next few weeks, I'm not making
    any promises about finishing this super fast.
    ------------------
    October 20th, 2008
    ------------------
     - Replayed Chapter 1 and added a bunch of stuff that I missed.  Also added
    Chapters 2 and 3.  Again, I'm making no guarantees about how fast I'll finish
    the rest of this guide considering how many other great games are coming out in
    the next few weeks.
    ------------------
    October 22nd, 2008
    ------------------
     - Added Chapter 4.
    ------------------
    October 23rd, 2008
    ------------------
     - Added Chapter 5.
    ------------------
    October 24th, 2008
    ------------------
     - Added Chapter 6.
    ------------------
    October 27th, 2008
    ------------------
     - Added Chapters 7, 8, 9, and 10.  I'll have Chapters 11 and 12 as well as
    some supplimentary sections added either tomorrow or the day after.
    ------------------
    October 28th, 2008
    ------------------
     - Added Chapter 11.  Chapter 12 will almost certainly come tomorrow.
    ------------------
    October 29th, 2008
    ------------------
     - Finished the walkthrough and added sections on the store and the
    weapons/equipment.
    
    ===============================================================================
                                    7.02)  Closing
    ===============================================================================
    
    As always, any comments are more than welcome.  If you need more specific help,
    feel free to contact me on The Brink:
    
                               http://thebrink.us/boards
    
    Or if you're not fond of message boards, please feel free to email at
    deucestaley@gmail.com or try me on AIM (Deuce ex Defcon).  Enjoy the game, and
    thanks for taking a look at the guide.
    
    ===============================================================================
            DEUCE                         EX                         DEFCON
    ===============================================================================