hide results

    FAQ/Walkthrough by nofxgamer

    Version: 1.2 | Updated: 11/10/08 | Printable Version | Search Guide | Bookmark Guide

    ==============================================================================
    Dead Space FAQ/Walkthrough For The XBOX 360
    By Matt 'nofxgamer' Biro
    ==============================================================================
    
    History..............................................................DS-01
    Overview.............................................................DS-02
    Controls.............................................................DS-03
    Walkthrough..........................................................DS-04
    	Chapter 01: New Arrivals........................................DS-04a
    	Chapter 02: Intensive Care......................................DS-04b
    	Chapter 03: Course Correction...................................DS-04c
    	Chapter 04: Obliteration Imminent...............................DS-04d
    	Chapter 05: Lethal Devotion.....................................DS-04e
    	Chapter 06: Environmental Hazard................................DS-04f
    	Chapter 07: Into the Void.......................................DS-04g
    	Chapter 08: Search and Rescue...................................DS-04h
    	Chapter 09: Dead on Arrival.....................................DS-04i
    	Chapter 10: End of Days.........................................DS-04j
    	Chapter 11: Alternate Solutions.................................DS-04k
    	Chapter 12: Dead Space..........................................DS-04l
    Weapons & Items......................................................DS-05
    	Store...........................................................DS-05a
    	Upgrade Bench...................................................DS-05b
    Database (Logs & Other Data).........................................DS-06
    Power Nodes..........................................................DS-07
    Schematics...........................................................DS-08
    Characters & Enemies.................................................DS-09
    Extras (Achievements & Other Stuff)..................................DS-10
    Review...............................................................DS-11
    FAQ/Credits..........................................................DS-12
    
    
    ==============================================================================
    DS-01	History
    ==============================================================================
    
    v0.7	Initial version of the guide, about 70% done, mostly working on the
    	walkthrough portion for now, but slowly working everything else in as
            I go on. I would expect it to be finished within a day or two.
    
    v1.0    Second version. Walkthrough and the extras are complete. Thinking of
            putting an achievements portion in, but most are straight forward.
            Also made a few name changes to the enemies to make a bit more sense.
    
    v1.1	Added an "Extras" section for achievements/cheats/extra stuff.
            Corrected some info for Chapter 1 regarding log entry 13. Corrected
            some minor errors and added some additional tips to a few small
            things.
    
    v1.2	Added some info per request, missed a power node and some minor tips
            from some people.
    
    
    ==============================================================================
    DS-02 	Overview
    ==============================================================================
    
    Well this is one of my first walkthroughs in awhile, but once I started
    playing the game I decided that I would like to write one, I liked the game a
    lot from the beginning and it really struck me as a fun game to write a
    walkthrough for, so here goes.
    
    Also as a note, I know some games change with difficulty, the walkthrough is
    being composed off of the the Medium difficulty so there may, or may not, be
    some small errors as far as certain items not being in places or more enemies,
    or harder enemies, being in other places so please remember this. I've also
    noticed some of the ammo you get may be various depending on what weapons you
    currently have.
    
    Please enjoy and feel free to email me with any questions, concerns, tips,
    hate mail (lol), or compliments. I do my best to answer everything in a timely
    fashion and I always document any used suggestions or tips. Please don't email
    me with grammatical or spelling errors. I do my best to type coherently and
    correctly, but I may make a few errors since I use Notepad and not Word when
    making my guides so I don't have a spellcheck to assist.
    
    Enjoy!
    
    P.S. As a note, I'm not putting an achievements section in here, they are
    pretty straight forward on the GameFAQs website. Go here if you want to see
    what they are: http://www.gamefaqs.com/console/xbox360/code/943338.html
    If you need further help, visit the message boards or toss me an e-mail.
    
    
    ==============================================================================
    DS-03 	Controls
    ==============================================================================
    
    The controls are fairly simple, the scheme can be a bit difficult to get used
    to, but you should pick everything up fairly quickly.
    
    LS - Move
    RS - Aim/Deck Nav (push to show where your objective is)
    Diag Pad - Choose Weapon (Up/Down/Left/Right)/Navigate Menus
    Y - Rig Inventory
    X - Use Health Pack
    A - Action/Shake Enemy Off
    B - None by itself
    LT - Aim
    RT - Melee Weapon Attack
    LB - Run (hold and move with LS)
    RB - Melee Stomp
    Start - Pause/Options Menu
    Back - Map
    
    Combo Buttons:
    
    LT+RT - Fire Weapon
    LT+RB - Secondary Fire
    LT+A  - Reload
    LT+B  - Kinesis (press RT to propel object)
    LT+X  - Stasis
    LT+Y  - Jump in zero-G
    
    
    ==============================================================================
    DS-04 	Walkthrough
    ==============================================================================
    
    Well here it is, what you have all been looking for, enjoy.
    
    
    The game starts out with you and your other crew members on the USG Kellion
    looking for the USG Ishimura, a mining vessel, to diagnose and repair the
    communication problems onboard the USG Ishimura.
    
    You start out seeing a message from Nichole, who seems to be some signifcant
    other to your character, Issac.
    
    Once you start to try and dock with the USG Ishimura, the horror ensues.
    
    Welcome to the USG Ishimura :)
    
    
    ==============================================================================
    DS-04a	Chapter 01: New Arrivals
    ==============================================================================
    
    After the cut scene you finally gain control of your character get acquainted
    with your controls (as you go on the game sort of helps you with giving you a
    pop up screen telling you how to do something). Turn around from the front of
    the ship and head towards the back, turn to your left and look around the
    corner, there is a small med pack. Pick it up by pressing A and head towards
    the exit of the ship to meet up with your crew.
    
    Head into the first corridor and go to the door that has the blue outlining,
    this means it is unlocked and usable while the red means that the door is
    locked. Approach and press A to open the door. Enter into this room and
    then once prompted head into the door to the right of Hammond (the commander
    guy) and then head to the computer at the end of this room. Activate it and be
    prepared for the next scene.
    
    Once the scene cuts and the door in this same room, not the one you entered
    from, is open quickly run (LB+LS) into it and follow this hall all the way
    down and quickly open the elevator and get in and it will bring you to the
    floor below. Exit the elevator and head to your left and by the dead body will
    be your first weapon, the Plasma Cutter. This is a fairly good weapon since
    it works pretty accurately and ammo is aplenty. Grab it and then to the right
    of the gun are two boxes with supplies, a small med pack and 1,000 credits.
    Grab both and turn around and go to the green boxes with the blinking light.
    You can destroy these easiest by pressing RB when standing next to them, you
    will stomp them open and inside are 1,100 credits and 6 Plasma Energy (ammo
    for the Plasma Cutter). Once you are good, head towards the locked door across
    from the elvator and shoot the blinking light thing to unlock the door.
    
    Once you open the door the guy that is screaming will then be attacked by an
    enemy. The easiest way to destroy these enemies is by aiming for their limbs.
    The best way to kill them is either to aim your Plasma cutter vertically (as
    it should be) and shoot at the two armblades, or two aim it horizontally (to
    change it, press LT and then press RB) and shoot at the legs to shoot them
    off. Then shoot at the arms/head to kill it. Once dead it will drop some
    ammo, some drop credits and other items, so be sure to check around the body
    after killing an enemy. Now head through the same door and down the hallway.
    
    Once you get to the end of this hallway, open the next door and go to your
    left. At the bottom is 1,000 credits and behind some rubble is a green box,
    you can get access to this by going through a hallway in an upcoming area. Now
    head back up the ramp and down the otherside. On the top of the ramp is a
    small med pack and at the bottom is an audiolog, grab it and continue into the
    next room. You will meet up with the remaining two crew members, Hammond and
    Kendra, but they are in the other room. They will prompt you on what you need
    to do so that the tram can get up and running and they can continue onwards.
    After they are done talking with you, to the right of the door that you
    entered is a supply locker on the wall, open it to get 2,000 credits, also in
    the room is a save station in the center of the back wall. Save if you need to
    and head towards the opposite side of the room, before exiting, open the two
    supply lockers by the door to get some ammo and a small med pack. Continue on.
    
    Head into the corridor and go to your left first, down here there should be
    some credits neard the corner of the first part, right around the corner will
    be what looks like a dead necromorph, you can take advantage and shoot it
    before it gets up, or step close enough and then take it out. Once dead grab
    the few items, there should be some ammo and a med pack, and then head down
    the hall to grab the next audiolog. Once you have that, head backwards and go
    into the door all the way at the end on your left (to the right of the door
    you entered the room from). Also in this hallway there is a hallway that will
    lead to that green box you saw earlier.
    
    **Thanks to Alex W. who pointed out how to get to this supply box.**
    
    Head into the next room, there will be some credits to your left, grab these
    and then head to the right side of this room. There will be a door that is
    moving way too fast to get through. There will be a supply box with credits
    and a stasis module (grab this first). Once you grab  this Kendra will tell
    you to use your Stasis Module to slow the door down, to do this aim at the
    door when it is closing and hold LT and press X, once you do this, go to your
    right and use the Stasis Recharge to fully recharge your Stasis and then head
    through the door before it speeds back up.
    
    Once in this hall, head to the top and grab the Stasis pack and continue down
    the hall, to your right is a bathroom (first door on the left), go in and grab
    the ammo and med pack and then head out and go to the right as you exit. Grab
    the ammo from the supply box on your right just past the save station and
    continue to the unlocked door at the end of the main hall (Tram Repair Room).
    To the right in the corner is probably one of the most important things in the
    game, a Power Node, press A and then A again to obtain it, then head to the
    screen at the bottom of the ramp. Activate this arm and then head to the top
    of the ramp, once at the top a necromorph will jump out and advance towards
    you. Kill it and head down, grab the supplies and the audiolog on the floor
    and open the supply locker on the wall. After you open it another necromorph
    will jump out, kill it and then turn around and go to the computer screen to
    activate the other arm.
    
    This one wont stay so once you activate it and it is close to being fully
    extended, aim at it and use your stasis on it to freeze it. Quickly run up to
    the top of the ramp and initiate the tram repair. Once you do this is will
    remove the old tram out, also after the new tram is put in, an enemy will
    start to advance towards you from where you entered the room. Kill it and then
    head out into the same hallway, now go all the way to the other end of the
    hall, grab the credits here and head back towards the malfunctioning door. Go
    through the same way you came in, once out, head to the other side. Two
    enemies, including a new crawler one will advance towards you. The crawler one
    has a tail that it uses as a third leg to move quickly towards you, they are a
    little hard to hit using the horizontal aim so I aim at them vertically and
    try to take off the arms. Kill them both and continue on.
    
    Now head into the next hallway, but head back to the main tram room where you
    can see Kendra and Hammond. Try to use the main tram terminal and this should
    give you an audio log. If not, try waiting around in here for a minute and try
    again. Then head back out.
    
    Now once back into the main hallway, head to the opposite side (where the
    necromorph was laying that was still alive, continue all the way down into the
    next room, the Maintenance Bay. Enter the elevator and exit once it stops.
    Once you enter, a necromorph will come from straight ahead and from the right.
    The one on the right can be killed by shooting the explosive tank once it
    walks by it, if you want to conserve ammo. Once both are dead head to the
    right, once you get to the middle of the walkway a necromorph will jump out
    from straight ahead and one will come from the left. Kill both and continue on
    this walkway and once you get to the elevator, a necromorph will start coming
    from behind you, kill it and head past the elevator and to your left will be
    some supplies at the end of the catwalk. Grab them and head back and into the
    elevator.
    
    Once at the top, head out and go to the left, grab the supplies out of the
    wall locker and the supply box to the right of the elevator and then kill the
    necromorph that is laying on the catwalk, continue across the catwalk and kill
    the necromorph that jumps out from the left. Grab the maintenance bay keycard
    and the other goodies, including a repair invoice for the USG Ishimura, and
    then head back to the elevator. An enemy will come out from the right of the
    elevator, kill it and head down. Once the door opens and enemy will pop out to
    attack, kill it and go to the right and up the catwalk to the locked door. Use
    the keycard here and go into the room. Inside the room will be the data board,
    a power node, a medium med pack and an upgrade bench. Use the upgrade bench
    however you see fit. Typically in situtions like this, I upgrade my weapons a
    little first to give them more power so I use less ammo and kill enemies
    easier, but you can go any route you want. Once you are done head out of the
    room.
    
    Once you exit the room you will encounter two enemies, kill them and head
    towards the beginning of the room. There is a necromorph on the floor here,
    kill it and get into the elevator. Once the door opens a necromorph will come
    around the corner, kill it and back down the hall and into the main tram room
    (where you met back with Hammond and Kendra earlier). Put the data board in
    the far right computer, then go to the computer to the left and activate the
    tram. After the tram departs, head back to where the ship is at, take the door
    at the opposite end that entered it from just now. Head down this hallway and
    into the room where you got the Plasma Cutter and into the elevator.
    
    Once you head out, you will see a necromorph walk around the corner, and then
    around the next. Follow it, but watch out since another one will drop from the
    ceiling just about where you should be standing when the first necromorph sees
    you. Kill them both and continue down the hallway and into the next room.
    Collect any supplies and continue to make your way towards the ship. After
    exiting the next room, you will encounter a crawler necromorph, kill it and
    head into the ship to the front controls and actiave the ship.
    
    Quickly exit the ship as it will start to blow up and several necromorphs will
    start to advance towards you, kill them and then continue back to the room you
    just came from. Head into the door on the left which will lead towards the
    tram, in the corridor there will be two supply boxes on the floor to the left,
    grab the supplies and then enter the door to the right of those boxes. Grab
    the large med kit in here and head back into the hallway and into the elevator
    and head down. Once you are down you are at the tram room and there is a store
    to the right and an upgrade bench to the left. Make any purchases/upgrades,
    and then head onto the tram.
    
    
    ==============================================================================
    DS-04b	Chapter 02: Intensive Care
    ==============================================================================
    
    As the tram comes to a stop, head off and towards the left to the person who
    is alive. Ther person will give you your Kinesis Module. This is a very useful
    item. To use it, aim with LT and then press B, this will grab the item you are
    aiming at, then to throw/project the item press RT. Use the store on the left
    if you need to, grab the small med pack to the right of the person who gave
    you the module, then remove the two large box type things in the hall by the
    no dead person. Continue down the hall and you will come upon your first
    schematic, which is for the Flamethrower. Grab it and go back to the store to
    download it into the store, once ready, head back down the hall and into the
    next room.
    
    Once in the room Hammond will contact you, there are some credits on the floor
    by the save station as well as a supply locker to the left of the save
    station. Once ready, head into the door that is to the right of the save
    station, which is marked Research Wing. Head down the hall and there will be
    some pulse rounds on the ground by the dead bodies, grab them then slow the
    door down and head into the room. Once into the next room, walk around a bit
    and a quarantine will activate. Four necromorphs will start to advance on you
    (three will come from the opposite side of the room and one should come by the
    door across from where you entered. After you kill them, collect any supplies
    from the corpses and any supplies (there is a supply locker on the wall and
    some ammo near where you entered) and then head down the elevator at the end
    of the room.
    
    Once down, head to the room that is directly across from you, there should be
    a necromorph who is decapitated advancing towards you, kill it and then three
    more full necromorphs and one half necromorph will show up. You can go into
    the room for safety, but the necromorphs will make there way in from a ground
    vent in the corner, but this is a good way to just pick them off as they come
    in, then open the door and kill the half necromorph. Once you do this go back
    into the room and grab any supplies and the video log. Now look towards the
    book case and use your kinesis to move the book case and grab the gold
    semiconductor, which has no purpose beyond selling, the other supplies and
    the text log and then head out of this room.
    
    Now head behind the room you were just in, which leads to the bathroom, in
    here there will be an audio log and some ammo. Grab these and head back
    towards the elevator, when facing the elevator go into the door on the right
    there will be more ammo in here, then go into the door right next to the
    elevator. In here will be some ammo and a save station, save if you want
    and then head into the next door.
    
    Watch the guy die and grab the ammo in the corner and go into the room
    where the guy is. Now I wont spoil the fun, go grab the ammo by the corpse and
    you will be ambushed (if you wanted to you could just wait for the necromorph
    to show in the corner and shoot him, but thats no fun). Press A to knock it
    off and kill it and grab the other ammo in the next corner, then take the
    small elevator up to the top. two more of the lurker necromorphs will show up,
    quickly dispatch them and head to the end of the catwalk and into the next
    room.
    
    Grab the Thermite and any other supplies in the room, including the Power Node
    and then head out of the room. Make your way back to the room that had the
    barricade, there will be two necromorphs around the corner in the room that
    has the malfunctioning door. Kill them and continue on your way back. Once
    back in the central room, use the store and save if you need and head into the
    other unlocked door that leads to the Imaging Diagnostics Wing.
    
    Head down the hall and to the right of the guy who just killed himself is some
    ammo and a stasis charge, then head into the next room. Once you enter a
    necromorph will run away on the wall. Straight ahead is a text log, grab it
    and then you can use the upgrade bench to the right, but also note that the
    door to your left can be opened by sacrificing a single power node. I would
    say to do this because the room contains some ammo, a gold semiconductor, a
    large med pack and an audio log. Do what you want and then head on towards the
    large orange structure, you have to move this with you kenesis, once you do
    that two crawler necromorphs will pop out and attack you, kill them and
    continue forward.
    
    Pick up the energy cell using your kinesis and then put it into the empty slot
    to activate the elevator. Go into the other door behind the elevator, grab the
    power node but beware, once you grab it a necromorph will pop out of the vent
    next to it. Kill it and grab the schematic for Pulse Rounds and any other
    supplies and then head out and up the elevator. As the elevator is rising,
    just below the walkway on a small ledge are some Line Racks, ammo for the Line
    Gun, you can grab them using your kinesis. Now if the platform (the large
    orange thing) is not all the way over, move it so you can walk across, then
    move it all the way over so you can walk back to the door on the other side.
    Once you start to advance a two necromorphs, one normal and one crawler will
    come out, kill them then head to the door, shoot the light to unlock it and
    head in.
    
    Head into the door straight ahead, once it opens you will be in a vaccuum,
    i.e. in space so there is no oxygen. Move quickly but be sure to pick up the
    few supplies in the lockers. Once you get to the next door quickly get in and
    move away so that the oxygen will return. Now head through the large circular
    door. Activate the panel to turn off the gravity, after this aim across the
    room from where you entered (aim at the wall) and hold LT and press Y to jump
    across. Then make your way onto the platform and grab the spare energy cell
    and put it into the empty slot and go into the next room. Grab all the
    supplies and the shock pad and head back out.
    
    **Also, thanks to Jarret H. once you first move out into space, by a dead body
     there is 10,000 credits that you can grab with your Kinesis. Thanks Jarret!**
    
    Once you come out two crawler necromorphs will slowly try to make it to the
    platform to kill you. You can shoot them or grab the explosive tanks floating
    in the air with your kinesis and project them at the enemy using RT. After you
    kill them both, continue to make your way back to the room with the barricade.
    Once you head back into open space there will be a necromorph in one of the
    blown up rooms, kill it and continue, once you enter the next room another
    necromorph will drop from the ceiling, kill it and move on. Move the platform
    again to get back across, when heading to the elevator there is a vent right
    in front of you and a necromorph will come out from it. Kill it and head down.
    Another crawler necromorph will come out, kill it and then exit this room.
    
    Before running down this hall, if you have the flamethrower, get it out. A
    bunch of bugs will come around the corner and the flamethrower makes easy work
    of them. Now head down the hall and back into the room with the barricade.
    Purchase anything, save if you want, and then blast open the door and head
    into it.
    
    Once in the door head forward and pickup the video log and continue into the
    next room. In this room will be some ammo, grab it and go into the room with
    the operating tables, two lurker necromorphs will attack you, kill them and
    grab any supplies in this room and the small room in the area by the locked
    door. Now grab the energy cell and put it into the empty slot by the locked
    door and go into the next room. Once in here a lurker necromorph will run
    across and then come back towards you, kill it and advance forward.
    
    A necromorph will come around the corner, kill it and keep going ahead, then
    one will drop from the ceiling and another will come from the door you
    enetered. Kill them both you can go to the locked door right where you are at
    and use a power node to open it, inside are some supplies and a schematic for
    Line Rails. Grab it and continue on the way, a decapitated necromorph will
    head towards you, kill it and keep going. In the next hall, on the left is an
    audio log, grab it and then head to the other end of the hall, there will be a
    necromorph who comes up from the floor, quickly kill it and turn around
    because two more necromorphs will come from behind. Kill them, grab the
    supplies and the text log and then head back to the end of the hall and into
    the door on the right.
    
    Not much in here except some creepy lady killing a guy and then killing
    herself and a text log, grab the log and advance into the next room. Pick up
    the audio log and head down this hall, around the corner is a lurker
    necromorph, kill it and head into the elevator. Once off the elevator head
    into the next room and start to advance towards the dead body. Once close
    enough a bat type thing will pop out and consume and mutate the captains body.
    Kill both the bat and the captain, the bat I just pummeled with bullets and
    the captain I treated as a normal necromorph, just a lot stronger so it took
    some more ammo. Now collect all the supplies from the room including the text
    log and the power node, the node is in the room where the captains body was
    before mutating. Once you've got everything head into the elevator to the
    right of where the body was.
    
    Exit the elevator and start to head back to where you started, where the
    barricade and tram are. As you exit the first room after the elevator stops
    there will be a necromorph in the corner, quickly kill it and continue on and
    once you get to the tram, use the store and then get on the tram.
    
    
    ==============================================================================
    DS-04c	Chapter 03: Course Correction
    ==============================================================================
    
    As you get off the tram, head to left to get the small supply box for some
    ammo and then to the right inside the small room-like area to get some more
    ammo. Then turn around and head down the hallway and into the control room.
    Head forward once in the room and grab the audio log, then collect the
    supplies from the supply lockers, use the store if you need to and then go
    into the door that is right next to the save station and the supply locker.
    
    Head down and once you reach the bottom to the side of the stairs will be a
    necromorph on the floor, shoot and kill it and then go to the room to the side
    of the stairs and collect the supplies, audio log, and the schematic for Flame
    Fuel. once you grab these head back to the stairs and go the way where the
    necromorph was laying. There is an upgrade bench here if you choose to use it,
    also, grab the text log as well and then head to the door, but just before the
    door on your left is some ammo, use your kinesis to grab it and then go
    through.
    
    In this room, head up and then go to the left, as you go there is a small
    cubicle type room with a med pack, grab it and then go back to the other side.
    Grab the supplies as you follow the path and it will come back around to where
    you just were, but continue around the corner. Once you get to the corner a
    necromorph will drop from the ceiling, kill it and continue around the corner.
    You will come to the gondola controls, use your kinesis to move the gondola to
    where you are at, then continue up the ramp and go to the left, a necromorph
    and some bugs will pop up, kill them and continue up and grab any supplies.
    Then go back down towards the gondola, but just before it is another control.
    Aim at it and use your kinesis and look down to pull the lever down. Now get
    on the gondola and activate it.
    
    As you start to get close you can se severl necromorphs from afar, kill them
    as soon as you can so that you don't have to deal with them up close. Once it
    stops, grab any supplies that the enemy dropped then go to your left, grab
    the other supplies here and the audio log as you round the corner. Also right
    here is a small room thing, inside contains a power node, grab it. Then go up
    the ramp. As you start to get to the top at the end of the walkway, a
    necromorph will be walking and will walk into a vent, you can kill it if you
    have the chance, but it may get away. Once up here head to the end of the
    walkway and go down this walkway, around the corner to your right is a stasis
    pack, grab it and the wall locker and continue to follow the path to the left.
    You will come upon a save station, a schematic for the Ripper, and the other
    refueling mechanism. Grab the schematic and refuel as you did the previous
    way. Then start making your way back to the gondola.
    
    As you start to head back you will be attacked by 3 lurker necromorphs, kill
    them and then get on the gondola and head back across. You will see a
    necromorph run across, but you don't need to kill it, it will disappear
    anyways. Now head to the right and to the top of the ramp and into the door at
    the top, which will take you back to the control room. In here another there
    is a bat and it will mutate the corpse in the room. Grab the supplies outside
    the door and then move inside to kill both the bat and the necromorph. Use the
    store and save if you need to, then head into the enter the elevator that is
    on the opposite side of the room of the save station.
    
    Exit the elevator and follow the hallway down, pickup any supplies from the
    lockers as you go, including and audio log in one of the lockers. Skip the
    middle room and continue down to the end to pick up the rest of the supplies,
    there is also an upgrade bench here if you need to use it. Once you've grabbed
    everything head into the center room and activate the decontamination process.
    As it is going on you will see in the room that you will go into a few
    necromorphs will show up and then disappear into a vent. They come one by one,
    the first two will be normal necromorphs and the third is a crawler
    necromorph. Kill them and once the process is done head through the next door
    into the next room.
    
    In this room, first go down to the left all the way and get the credits and
    the power node and then go the opposite way. Grab the gold semiconductor and
    the ammo from the corpse and continue into the next room. Once you enter you
    will be in zero-G and there will be a few crawler necromorphs, kill them off
    and make your way down to the floor. Don't bother looking for any supplies,
    the only set of supplies in the room is a green supply box floating in the air
    and the one on the wall by the door that you came from. Once on the ground,
    move the first of the two large clutches toward the center but stop just
    before putting it into the slot. You need to use your stasis on the spinning
    part to slow it down, then put it in. Do this on both sides and then two
    crawler necromorphs will come out, kill them and make your way back to the
    top ledge.
    
    Make your way around on the ledge to the terminal and activate the centrifuge,
    once activated it will take away zero gravity and put you into open space so
    you will be on air, make sure to move quickly. Turn directly around and take
    the elevator down. Then run to the right into the next hole area, avoid the
    big part of the centrifuge because it will kill you. In the first hole area a
    necromorph will drop from above, kill it and move to the next one when you
    have the chance, at this one, you can refill your oxygen and then move to the
    next when you have a chance. At this one a crawler necromorph will be here,
    quickly kill it and proceed to the next one. Get on the elevator, then move
    out onto the ledge and into the door to the right. Once in here head to the
    next door and the oxygen should return.
    
    Before exiting this room, equip the Pulse Rifle if you have it. Once you exit
    you will be grabbed by some tentacle thing, shoot the yellow pulsing part of
    the tentacle to dismember it and save yourself. Now make your way back to the
    control room. On your way back you'll encounter a single necromorph just after
    the decontamination chamber. Once back up to the control room, use the store
    if you need and save if you want and go into the room to the left on the
    center area, it is the large circular door.
    
    Once you exit the next door you will be in zero-G and in open space. Aim at
    the platform directly across from you, once you land, look down and kill the
    crawler necromorph, then land where it was, another will show up, kill it and
    walk around the railing into the door. Now head into the next door and go
    straight ahead and pickup the schematic and the supplies, then head forward
    into the area where all the slime stuff is, go to the right and into the door
    on the right. In here is a text log, some supplies and a power node, grab them
    and head back out and follow around into the door on the opposite side. In
    here will be some more supplies and an audio log, grab them and go out and to
    the left will be an elevator. Take it down to the next level.
    
    Step off the elevator and go into the room just to the right of it, grab the
    med pack and make your way around to the other room, there will be some bugs
    in here so kill them and grab the supplies and take the elevator next to this
    room down to the bottom level. Grab the supplies in room next to the elevator
    and then go to the room across from it, use a power node to open the door to
    get a bunch of supplies, credits, and a schematic for ripper blades then go
    back out.
    
    Don't slow the door down just yet, approach it first and a necromorph will run
    up and be killed by it, then slow it down and go through the door, before
    going too far down the hall, grab the explosive container and move forward and
    project it at the bugs and the decapitated necromorph then make your way to
    the top of the ramp, save if you need and then go into the door on the left.
    
    Once you enter there will be several necromorphs and a new, fatter,
    necromorph. This necromorph is a bit tougher and will spread bugs when it is
    decapitated or if it has the chance to. Kill everything and then scour the
    area for any supplies before firing up the engine, including a power node
    which is in an area to the right of the activation panel. Once you are ready
    to go, turn it on and then get on the ramp to the right of the panel. Once you
    activate it several necromorphs will attack, kill everything and go back to
    the panel to activate the engines. Then head out the door you came in and into
    the door across from it.
    
    Head into this room and grab any supplies on your way back to the control
    room. Once you get back, a necromorph will come from where the tram is at,
    kill it and grab the supplies, use the store and if you want you can backtrack
    to an upgrade bench before getting on the tram. Once you are ready, head to
    the tram and get on.
    
    
    ==============================================================================
    DS-04d	Chapter 04: Obliteration Imminent
    ==============================================================================
    
    Head off the tram once it starts and grab the supply boxes and the med pack to
    the right, then head through the door on the left. Head around the corner and
    the worm-like thing will pop out, and then once again, don't worry about it
    though, continue forward and use the store if you need, then head into the
    door on the left.
    
    This is the main atrium, the main room you will be going to and from within
    the chapter. Once inside, head forward and an asteroid will crash into the
    bridge. Head around the room and pick up any of the supply boxes and the audio
    log to the right of where the asteroid crashed. Then head down the stairs to
    the left of where the asteroid crashed and take the elevator down.
    
    Once the elevator stops, head off and grab the Level 3 suit schematic to your
    left and proceed into the next room. Here you will meet back with Hammond,
    grab the supplies in the room and the text log on the captain's chair. After
    his spiel, head back up the elevator and into the main atrium, you will have
    to face a new enemy, called a Brute, they can be tough so be sure to be ready.
    
    Once at the top of the elevator, head up the stairs and head back towards the
    room where the store was, but go to the right of that room to head towards the
    security office. Once you get close enough a Brute will bust out from the
    room. The key to fighting these guys are to hit them in the head/torso enough
    to make them curl into a ball, then head around to their back and pummel them
    with bullets. The easiest way to do it, I found, is to try and distance
    yourself and shoot it until it goes down, once it starts going down use stasis
    on it to slow it down and shoot the back. I've been able to kill them in one
    down like this, but if you don't have stasis it shouldn't take more than two
    downs. After you kill it, collect the credits and go into the room it came
    from.
    
    In this room go to the right and activate the elevators using the panel, then
    grab the power node to the left of that and the supplies in the room with the
    upgrade bench. Now head back to the store and, if possible, purchase the Level
    3 suit which costs 20,000 credits. Once ready, head back into the main atrium
    and go to the two central elevators, use the one that is closes to the office
    that the Brute came out of. Inside will be a video log, grab it and head down.
    
    If you want, though not necessary, use the other elevator and go to Level 3,
    once at the top and it is just outside the elevator the left, grab it and go
    buy the gun since it can be used very effectively here, but isn't dire. If you
    do this, once you get back to the main atrium you will be attacked by 5 or 6
    crawler necromorphs.
    
    Once you get to the lower level using the elevator previously mentioned, get
    off and grab the supplies and then head into the hall on the right. In this
    hall will be another schematic for the Contact Beam, grab it and continue
    forward into the room directly ahead. This room will contain some supplies and
    a necromorph that is on the ground, kill it grab the supplies, and return to
    the hall and continue forward. 
    
    Now once you go into the next room you will see some of the floor panels have
    a blue streak thing coming out of them. DO NOT step on them, it will launch
    you into the ceiling or into any hanging sharp objects and kill you. If you
    purchased the Force Gun as I mentioned above, here is where it comes in handy.
    You can propel the enemies into the reverse gravity panels and kill them
    easily, and if you care, you can get an achievement for doing so.
    
    In this room, move your way around the panels and kill the necromorph and the
    lurker necromorph that first come at you, then the subsequent lurker
    necromorphs that come from around one of the corners. Finally one last
    necromorph will come from where you enetered the room, kill it and then
    continue into the next room, which is blocked by two cart things, be sure to
    fill up your stasis since you will need it. Now proceed into the next room and
    go to the left.
    
    Once you get close enough a brute will burst through some of the walls, once
    it is in clear view, slow it down with your stasis and pummel it with bullets.
    Once it drops, kill it asap, then collect the power node from its body and any
    supplies in the room and continue forward to where the brute came from. There
    will be two large electrical wires going nuts, slow them down with stasis and
    use the computer module to the right to stop everything and to reroute power.
    Once you've done this, make your way back to the elevator.
    
    On your way back you will encounter two necromorphs just before the elevator,
    kill them and head back to the main atrium. Once here re-visit the store to
    download the schematic and store/sell/buy anything you need. Then go back to
    the main atrium and into the other elevator (behind the one you got off of)
    and head to Level 1. Once off the elevator, grab the supplies and head into
    the next room.
    
    As you head down the hall, the room to the right will explode and put you into
    open space, quickly run into the room dead ahead. Grab the supplie and use the
    upgrade bench if you need to, then head back into the hall and into the door
    at the end. Kill the two necromorphs you see walking ahead and then go to the
    right of the door you came from into the room next to it. In this room will be
    a some supplies and a text log and in the next room inside of this one will be
    some more supplies and a power node, grab everything then exit back to the
    main room.
    
    Now go into the room to the left of the elevator, grab the supplies here and
    then head back into the main room and to the opposite side that you are on.
    There will be a room to the right that requires a power node to open, open it
    and grab everything then return to the main room and continue advancing to the
    other side. Once you get to the end a lurker necromorph will pop out, kill it
    and then activate the panel. Once you do this a bat will pop out from your
    left. Kill it and head back to the elevator and head to the store if you need
    to, if not, then head to level 3.
    
    Once you reach the top, grab the supplies in the room and the hall and once
    you round the corner there will be a fat necromorph. Kill it and then another
    necromorph will come out. Quickly kill it as well, grab any remaining supplies
    and then activate the computer panel.
    
    Now head into the next hallway and then into the door on the right. Grab any
    supplies and then continue down this hall into the elevator. Once off the
    elevator follow this hall down into the next room, be prepared because the
    next part is a bit hectic.
    
    Head out into the open space and quickyl run, or space jump from blockade to
    blockade, I chose to just run straight down the middle. Be sure to be behind a
    blockade when you see the gusts come from the center of the screen or you will
    die. Make your way all the way across and into the next room.
    
    Once inside be sure to grab the ruby semiconductor to the left of the door,
    then go up to the seat and sit down and prepare for some more annoyances. Your
    goal here is to shoot, using LT and RT, the cannon and shoot any asteroids
    coming your way while Hammond repairs the autofire for the ADS Cannon. You
    have 85% hull integrity and that cannot get to 0. I can't suggest any specific
    method of beating this, just be patient and try to pick everything off as
    early as you can.
    
    Once you finish this, head back out, you don't need to worry about asteroids
    now though, but you will encounter two crawler necromorphs on your way back,
    oncey ou reach the other side head into the room and head down the hall and
    make your way back to the tram. Just before the elevator you will encounter
    these tripodal type bugs, I call them hatchlings since they somewhat resemble
    the lurker necromorphs in a way. They are small and harmless, but can cause
    some damage if you don't kill them quickly.
    
    Once you get to the store, use it if you need, then continue towards the tram.
    A necromorph will drop from the ceiling and one will come from behind so kill
    them both quickly and then head onto the tram.
    
    
    ==============================================================================
    DS-04e	Chapter 05: Lethal Devotion
    ==============================================================================
    
    Once the tram stops, head off and use the store on the left if you need to,
    then head down the hall and into the next room. This room should look
    familiar, since it was the main room in Chapter 2. After Kendra is finished
    talking, head into the door on the right which is for the imaging diagnostics
    wing. If you have it, grab the Flamethrower and bring it with you since it
    will come in handy later on.
    
    Head down the hall and you will encounter two lurker necromorphs, kill them
    and continue down the hall, just before the room is a stasis recharge, use it
    if you need to and head into the next room. In here you have the upgrade bench
    and the room to the left should have a supply locker, grab everything and then
    grab the explosive container in the corner, then head around to the other
    side.
    
    On this side will be a new enemy, I would call it a Wall Necromorph, since
    is pretty much what it is. If you can shoot the container at it once its
    tentacles start to emerge from the center of the body, this should kill it
    instantly. If it doesnt, or you do it too late, then aim at each tentacle and
    dismember them one by one by shooting the end of the tentacle, don't get too
    close or it will decapitate you, also if it shoots anything out of its stomach
    kill the things it shoots out by decapitating the tentacle from the piece of
    flesh.
    
    After you kill it, take the elevator to the top and you will need to use your
    stasis on the platform to slow it down and cross without getting electrocuted.
    Before doing this though, step to the edge and a lurker necromoprh will pop
    out on the other side, kill it and then cross. Then turn around and do the
    same thing on the other side to get to the door down the hall, once across
    enter the next room.
    
    Head down the hall and to the right into the next room, take the elevator down
    and grab the audio log, then head into the room on the left. Grab the
    supplies, the power node, and the schematic for Force Energy and then go to
    the computer and obtain the chemical capsule with the dna inside it. You will
    then meet Dr. Mercer and the Indestructable Necromorph also known as the
    Hunter. Once it breaks from its chamber, slow it down with kinesis and the lob
    off the limbs, but don't waste too much ammo, it cannot be killed and will
    regenerate its limbs. Once Kendra talks, quickly run out of the room into the
    hall.
    
    Now head into the room that is across from the one you came from, if you have
    the flamethrower, bust it out because you will encounter a bunch of bugs. Step
    forward to the left and some will come from the circular hole on the left kill
    them and proceed forward and just past the wall some more will come from the
    right. Kill them and head into the next room, you will see the hunter climb
    into a vent, continue down the hall and into the security station.
    
    Use the store if you need and head into the room directly across from the
    store. Head down the hall and into the next room, you will meet Dr. Mercer
    again, after his speech you will need to head into the next room. This part
    can be a bit hectic since you will have to fight 2-3 necromorphs, a lurker
    necromorph, and have to deal with the hunter. My best suggestion is to get in
    the room and quickly run around and pick up the supplies in the room, there
    are quite a few. Once the enemies show up, slow down the hunter and then take
    out the others. Once all the other necromorphs are dead, Kendra will unlock
    the large door in the room, quickly run in to get away from the hunter.
    
    There will be some ammo on your left, then go into the room on the right
    and there will be some supplies in here. Head out and continue down, before
    you turn the corner there will be some credits in the corner, grab this and
    the explosive container. At the end of the hall you will come upon another
    wall necromorph. Kill it and then grab the supplies by it and head down to the
    end of the hall to grab some more ammo, head back to where the wall necromorph
    was and head into the next room.
    
    Make your way to the end of the room and save your game, if you want to, then
    head into the Dr. Mercer's office. Grab the supplies and the audio log, then
    put your chemical sample into the batch mixer. Once you are ready, grab the
    sample and then head back to the security station asap. Dr. Mercer will cut
    off life support so you wont have any oxygen, but there are a few oxygen
    recharge stations on your way back. Once you get into the room that had the
    wall necromorph, as you round the corner to enter the next door you will
    encounter some bugs, kill them and continue. Also if you want, where the
    hysterical lady was, there is an oxygen recharge, you can fill up before the
    next room.
    
    In the next room will be two fat necromorphs and the hunter. If you sit just
    inside the hall they wont come to get you and you can kill the two fat
    necromorphs, once they are dead, slow down the hunter and then grab any oxygen
    you need and head out of this room. Then head into the next room, as you head
    down the hall a lurker necromorph will come out of the hole, kill it and head
    into the security station. Go to your left and in the small room and
    reactivate the life support.
    
    Use the store if you need to, then head back into the room that you first went
    into when you got here. Head down this hall and the door will malfunction just
    before you go through, go through and refill your stasis if you need to and
    head into the next room. Use the upgrade bench if you need to, then head to
    the otherside and through the door here. Head into the room to the right and
    then insert the chemical sample into the batch mixer. After you grab the
    poison, the door to your right will unlock and the one you came through will
    lock, continue through the unlocked door and go to the right. Grab the
    supplies and head the other way, grab the supplies in the lockers just before
    the door and go into the door.
    
    Once in the room, go around the room and grab the supplies and refill your
    stasis if it is low. After Dr. Mercer is done talking the hunter and three
    lurker necromorphs will emerge from a vent. Slow down the hunter and kill the
    three babies. Once they are dead lure the necromorph into the center chamber
    thing and slow it down with stasis. Now quickly run into the room Dr. Mercer
    was just in and activate the cryo controls. Now grab the power node and the
    supplies in the room Dr. Mercer was in and continue forward. Once you get to
    the room with the tram there will be some supplies on the left, grab it and
    get on the tram.
    
    
    ==============================================================================
    DS-04f	Chapter 06: Environmental Hazard
    ==============================================================================
    
    Head off the tram and grab the audio log to your left, then grab the ammo in
    the small room to the right. Continue down the hall and head into the
    bathroom. In the bathroom go to the right first, a few bugs will pop out of
    the toilets, kill them and grab any supplies from both sides and head back
    into the hall. Continue down the hall and take the elevator down.
    
    Head off of the elevator and grab the supplies in the room and the schematic
    for Contact Energy, continue into the next room and grab the supplies and you
    will meet back with Hammond, after you are done talking, continue down the
    hall into the next room. Grab the supplies from the supply locker next to the
    store and use the store if you need to, once you are good to go, head through
    the door that leads to the west grow chamber, this is the door to the left of
    the door you came from.
    
    In this hall, occasionaly the steam releases in a burst and alerts you before
    it blows out, avoid this by jumping into the rooms on the left. The first
    unlocked room has nothing in it, but the second contains an upgrade bench.
    Continue down this hallway and there will be some supplies to your left and
    and an elevator to your right, take the elevator up and once you reach the top
    there will be a necromorph on the walkway, kill it and continue into the next
    room.
    
    This room can be somewhat hectic, once you enter and go far enough in, you
    will be attacked by several, 5-6 necromorphs and 2-3 lurker necromorphs, my
    best suggestion is to either grab an explosive container and use that on a
    group while they are slowed down via stasis, or to just find a corner and kill
    them as they come. Once everything is dead, head to the room that is past the
    central elevator and on the right. In here will be the first of the 8 poison
    pods, shoot it a few times to kill it.
    
    After killing it, a necromorph will emerge and so will a lurker necromorph,
    but they are outisde the room. If you stay inside the room too long though the
    necromorph will find its way inside. After killing both, head into the room
    that is to the left of the elevator, kill the poison pod in here and grab any
    supplies, then return back out. As you come out there will be a fat necromorph
    in the room, quickly kill it and then use the elevator and go to Level 3.
    
    At the top, walk around the walkway and grab the supplies and the ruby
    semiconductor, then head down to Level 2. Head into the room behind the
    elevator, hydroponics control, just before you get into the room on a ledge to
    your left will be some credits, use your kinesis to grab it. Then head into
    the room. Head forward and kill the poison pod, then quickly grab one of the
    explosive containers and turn to the door you came in from and project it at
    the two bats that will come out. After they are dead, head back out and to the
    other room on Level 2.
    
    Once in this room, grab the supply box and head into the next room, in this
    hallway you will encounter a new enemy, the Bomber Necromorph. The bright
    orange part on one of its arms acts like an explosive device, they are really
    easy to kill, just shoot the orange part a few times, but if they get close
    they can cause a lot of damage. Kill the first one that is there, then advance
    forward and a few more will pop out of the vents, kill them and head into the
    next room. In here grab the supplies and refill your stasis and head into the
    zero-G area.
    
    If you look up, there will be a door type thing that needs to be opened using
    your kinesis, open it and two lurker necromorphs will jump into the room you
    are in. Kill them and jump into the room they came from. In this room there
    will be another door thing to open, open it and jump into the next room. In
    here will be another lurker necromorph, kill it and then jump to the floor
    towards the next door and enter it.
    
    In this room, grab the supplies and the audio log by the elevator, then take
    the elevator down. Grab the supplies and refill your stasis, then shoot the
    light that is keeping the door closed. You can shoot some of the other lights
    closing the other doors from outside, once the fire stops in the one by you,
    quickly make your way through the doors and to the other side.
    
    Once you reach the other side there will be a necromorph and a poison pod,
    kill both and take the elevator up. Up here grab the supplies and go to the
    control room thing in this area and grab some more supplies and a power node.
    Head back out and head past the elevator you just took to take an elevator
    back down to the west grow chamber. Once you get off the elevator there will
    be a fat necromorph and two lurker necromorphs. Kill them and head through the
    large door that will lead you back to the central control room (where the
    store is).
    
    Once back in this room, use the store if you need to and then take the door
    that will lead to the east grow chamber, it is the one that will be to the
    right of the main door/store. Once you enter the hall grab the text log
    and move into the next room. In this room will be a wall necromorph, quickly
    kill it, then the rooms on the right will contain some stuff. The first one
    has an upgrade bench, the second contains some supplies and a necromorph, the
    third which requires a power node to open, contains a ton of supplies. Grab
    everything and then take the elevator just pass the wall necromorph up.
    
    Head down the walkway into the east grow chamber, once you proceed in far
    enough a brute will attack, kill it and it will drop a power node, grab it and
    then go into the room that is to the left of the elevator. Grab the supplies
    in here and kill the poison pod then head back out and go into the room to the
    right of the elevator. Grab the supplies in here and then take the elevator up
    to Level 3.
    
    Up here there will be a poison pod on the walkway, kill it and head down to
    Level 2. Grab the supplies and the audio log on the walkway and then head to
    the only unlocked door on Level 2. In the hallway will be a save station and a
    power node, grab the power node and save if you need to. As you start to
    proceed in this room you will be grabbed by the tentacle thing, quickly shoot
    the bulging yellow part to dismember it, then continue down the hall in the
    next room.
    
    Grab the audio log in the hall and proceed into the next room, grab the
    supplies and go into the zero-G area. Jump up from where you are at and then
    look to the power generator, you will have to jump to the power generator,
    then into a room to the right of it, first slow the generator down using your
    stasis and jump to it, then jump into the room to the right. Once you arrive
    in this room there will be two lurker necromorphs, kill them and proceed to
    the next room. In here will be the poison pod and two lurker necromorphs, kill
    them and then head back to the entrance of this room.
    
    On your way back you can stop the power generator using a computer terminal,
    continue down and then out of the room. Once you are back in the central room,
    take the elevator to Level 1. Just to the right of the elevator is a control
    to initiate the feeding system. Activate it and slow the door that it opens
    up. Now run around to the other side and you can see the last poison pod,
    quickly shoot it and kill it and then head back to the centeral control room
    where the store is at.
    
    On your way back, in the next hall in fact, there will be three necromorphs.
    Kill them and proceed, once back in this room use the store and if you want,
    return to an upgrade bench to upgrade. Once you are ready, if you are low on
    ammo I would suggest filling up on any ammo for the gun you prefer the most,
    activate the computer and head into the room in front of it.
    
    In this hall grab the audio log and supplies and continue forward into the
    next room. Grab the supplies and then use the poison by activating the panel.
    Now head forward into the next room, to fight the Leviathan. Once you enter
    the room, don't step too far in. You can grab a bunch of supplies that are
    floating around using your kinesis, once you are ready, step forward and the
    Leviathan should come to life.
    
    
    Boss Fight
    __________
    
    Leviathan - The huge creature that is causing so much trouble on the ship. It
                consists of three large tentacles, which now that you have
                encountered it, are the same ones that grabbed you twice before
                and a huge mouth like opening that spits out bomblike projectiles.
    
                Difficulty: 3 out of 5.
    
                Method of Defeat: This boss isn't too hard, but can cause you to
                use a suprising amount of ammo if you don't know what you are
                doing. It will start out attacking with its tentacles, it will
                slam them down and then slide them on the floor (sometimes it will
                just slam them). If it slides them, gravity jump towards the
                tentacle and you should avoid it hitting you. When the tentacle
                retracts in, aim for the yellow part to dismember it. After
                dismembering all three it will shoot these bomb-like projectiles
                from its mouth. It should shoot 5, now the easiest way to do this
                here is to use your kinesis and catch, then shoot the projectiles
                back, the first two you catch will run into the other two it
                shoots and third will go into its mouth causing damage. Now it
                should brings its tentacles back, they don't attack each time like
                they did before, it mixes it up between tentacles and mouth, just
                do the same thing and it should be dead in no time and you should
                have used little ammo.
    
    After killing the Leviathan, grab any supplies still remaining in the room and
    head back to the room you came from, ultimately head back to where the tram is
    at.
    
    
    ==============================================================================
    DS-04g	Chapter 07: Into the Void
    ==============================================================================
    
    Once the tram stops, get off and grab the supplies on the right, then head
    down the hall, in the area where the door is at there will be some more
    supplies and a power node to the left of the door, grab everything and head
    in. In here you have some more supplies, a store, an upgrade bench and a save
    station. Do what you need to do and then call up the elevator.
    
    Get on the elevator and head to Deck B: Processing. As the elevator descends
    you will encounter a total of 4 necromorphs, kill them as they come and once
    the elevator stops head off and straight ahead and grab the audio log. Now
    head to your left, you will encounter a necromorph, then 3-4 more will come
    along with a fat necromorph. Kill everything and search the room for supplies
    and make your way to to the end of the room and down the ramp into the next
    room.
    
    Head to your right and you will encounter a necromorph, kill it and then grab
    the audio log and the supplies. Use the store if you need then run past the
    asteroid and grab the small med pack by the corpse. Now head into the room and
    you will enter zero-G. You need to use your kinesis to move the asteroids into
    the center thing so they burn up. After you move the first one you will be
    attacked by two or three crawler necromorphs. After destroying 2-3 of the
    asteroids, you will be attacked by two lurker necromorphs. Kill everything and
    destroy all the asteroids, then move to platform that has the control.
    
    Unlock the door behind it using a power node and then grab everything inside
    the room. Now return and deactivate the zero-G. You will be attacked by 3 or
    so necromorphs, 2-3 bomber necromorphs and a fat necromorph. If you run back
    into the room you just unlocked and run back to where the destroyed wall is
    you can sit there and they will come in via a vent by the door. This makes it
    easier to kill them, after you've killed everything, except the fat necromorph
    since it stays outside the door, go out and kill the fat necromorph and make
    your way around to the door that is across from the hole that you entered this
    area from.
    
    In this room will be the mining access key, some supplies and then in the next
    hall will be another power node. Make your way through the hall, which will
    bring you right to the door that will lead you back to the elevator. Make your
    way back and you will encounter a crawler necromorph, kill it and then take
    the elevator down to Deck D: Maintenance.
    
    Once down, in the room that you stop in, will be two bats and there are two
    corpses. If you give them the time they will make two necromorphs. Kill
    everything as fast as you can, then collect the supplies and the audio log and
    advance into the next room. Pull the gondola to you and then get on and
    activate it. As you move you will encounter tentacle things that drop on the
    two sides that shoot projectiles at you. They come in this order: One right,
    Two Left, Two Right, One Left. Once you get to the end you will meet up with
    Nicole. Grab the supplies and head into the next room.
    
    In here you have to protect Nicole while she unlocks the door. Pretty straight
    forward, after everything is dead, head into the room behind you, grab the
    supplies, the schmeatic for the Level 4 Suit and the S.O.S. Beacon. Now head
    back to the gondola and activate it. Once again you will be attacked, also by
    lurker necromorphs, this is the order: One right, One left, Lurker right, One
    left and Lurker left, One right and Lurker right. As you get to the end two
    necromorphs will also approach the end of the platform. Kill them and head
    back into the next room.
    
    Just in front of the elevator is a necromorph on the floor, kill it then take
    the elevator to Deck C: Mining. Head into the hall, the back up, two lurker
    necromorphs and 2 decapitated necromorphs will pop out. Kill them then head
    back out, grab the supplies and go to your left. Head forward and there will
    be a necromorph to the left of the elevator, kill it and grab the supplies and
    the audio log by the store. Also download the Level 4 Suit schematic and
    purchase it. Now go and grab the battery and head the opposite way you came,
    to the right of the main elevator. On your way to it there will be a bomber
    necromorph, kill it then put the battery into the socket and take this
    elevator down.
    
    Head down this hall and grab all of the supplies and the text log, then take
    either door into the next room. In here you need to untether the asteroid.
    There are two inside the room, and three in open space. Once you move in far
    enough, you will be attacked by two crawler necromorphs. Kill them and then
    look at the asteroid, aim to the lower left corner of it and when the two
    spinning things on it move away, zero-G jump to it, then quickly jump off to
    another platform. You are now in open space so work quickly since you will
    rely on your air. There will be two lurker necromorphs out here, kill them,
    then jump to the two big spinning circles on either side of the asteroid.
    
    DO NOT PLANT THE BEACON YET OR YOU WILL MISS A LOG ENTRY!!!
    
    Head back into the room and destroy the other two tethers. Now make your way
    back to the elevator you came from, you will come on a decapitated necromorph
    on your way back as well. Kill it then take the elevator back up. Grab the
    battery and take it back to where it was, avoid the fire when it is on, then
    take the elevator by this area up. Go into the control room and take the
    supplies and power nodes, now try to release the asteroid. Kendra will tell
    you that you still need to plant the beacon, this is the data log I was
    talking about. Now go through the hastle of moving the battery back, jump on
    the asteroid and press A to plant the beacon, then return back to the control
    room and release the asteroid.
    
    After doing this you will communicate with Kendra, then four necromorphs will
    burst into the room and attack. Kill them and then head back to the main
    elevator and return to Deck A: Preparation. On your way up a necromorph will
    drop onto the elevator, kill it and then once you are back to the top, there
    will be three hatchlings, kill them and make your way back to the tram.
    
    
    ==============================================================================
    DS-04h	Chapter 08: Search and Rescue
    ==============================================================================
    
    Head off the tram and go to the left, grab the supplies and head through the
    door. Head down the hall and use the store if you need, then head into the
    main atrium. In here you will have to fight quite a few enemies. Just stick
    by this door and pick them off as they come. The first few enemies will be
    bomber necromorphs, then a few normal necromorphs and crawler necromorphs
    will come. Once everything is dead, search the room for supplies and take
    the elevator up the Level 3.
    
    Get off of the elevator and head down the hall, there will be a wall
    necromorph in site, there is another just around the corner. Kill them one at
    a time and then proceed through the unlocked door. Once you get down the hall
    you will encounter a new enemy, the carrier necromorph. These things are a bit
    taller and skinnier then your average necromorph, but they have a twist to
    them. Their body is made up of hatchlings. Regardless of how you kill it, it
    will die and break into 3-4 hatchlings. I usually just slow it down with stasis
    and take my time with it. The more limbs you dismember should result in fewer
    hatchlings coming from the body.
    
    After you kill it, it will drop a ruby semiconductor, grab that and the other
    supplies in the room and head around the corner. Move the stuff blocking the
    door and then proceed into the next room. Use the upgrade bench and save
    station if you need to, then take the elevator up. Grab the audio log and
    proceed through to the next room. Grab the power node to your left and there
    will also be some ammo to the right of the gondola. Get on the gondola and
    activate it.
    
    Get off and proceed through the door, refill your stasis and grab the supply
    box and the schematic for Medium Air Can and then proceed through the next
    door. Grab the power node and supplies and then go through the next door, grab
    the supplies here and proceed into the comm array room. In here you will be
    attacked by three crawler necromorphs. Kill them and head to the middle of
    the room.
    
    Remove the broken three antennas from the middle circle and replace them with
    the other three good antennas in the room. Then return back to the room where
    you got the schematic. Activate the comm array and then go back on the gondola
    to the area you were at before.
    
    Once you get into the room after the gondola, a necromorph will come up on the
    elevator, kill it and take the elevator down. Exit this room and head into the
    elevator to the right. Exit the elevator and grab the supplies in this hall,
    then head through the big door. Grab the power node in this room and then man
    the ADS Cannon and prepare for a boss fight!
    
    
    Boss Fight
    __________
    
    Slug Boss - This creature is similar to the Leviathan, and may actually be one
                as well if it is just a classification. It has 5 tentacle arms
                with the designated yellow weak spots. Its only attack is to rip
                chucks of junk off the ship and throw it at you, which can be
                blown up to avoid damage.
    
                Difficulty - 4 of 5.
    
                This boss can be a bit annoying if you try to hit all the arms at
                once. Try to spread the damage around, but focus mainly on one
                tentacle at a time. As the number of tentacles are reduced it is
                easier to avoid taking any damage and control the situation. Also
                you can use both RT and LT to fire at the same time so that two
                shots hit at the same time. After all 5 tentacles are destroyed,
                it will detach from the ship and float off in space.
    
    After you kill the Slug Boss, head out of this room and then back onto the
    elevator. Start to make your way back to the tram. On your way back you will
    encounter two hatchlings before getting to the elevator that leads to the main
    atrium. Once in the main atrium you will encounter a carrier necromorph. Kill
    it and then continue on.
    
    Use the store and continue on, you will encounter a fat necromorph before the
    tram, kill it and continue onto the tram.
    
    
    ==============================================================================
    DS-04i	Chapter 09: Dead on Arrival
    ==============================================================================
    
    Get off of the tram and use the bench upgrade if you need to, grab the
    supplies, and then head down the hall to the left. Use the store if you need
    to and grab the supplies, then head through the door. Grab the supply locker
    and head into the next room.
    
    Here you will have these green floating things in the air, you will need to
    remove them from the room before you can go into the USM Valor. Head down to
    the floor and there will be three lights near the cargo door on each side.
    Shoot all 6 and this will open the cargo door, this is where you shoot the
    radioactive green things out of. After opening the door you will be attacked
    by a crawler necromorph and a lurker necromorph.
    
    Use your kinesis to grab and then project the green things into outer space,
    after you shoot a few out, two more crawler necromorphs will come out and
    attack you. Kill them and then finish up, once you've shot them all out, there
    should be two more lurker necromorphs that will come out, kill them and head
    into the door that is across from the one you came in from.
    
    Head through the next door, you will see a necromorph run off, follow where it
    went, grabbing any supplies on the way, then head into the next room. Grab any
    supplies and then you will have to move the containers with your kinesis. Now
    with your screen facing the containers and the door you came in from on your
    right do the following:
    
    Move the first container on your right towards you, then move into that area.
    Move the container that was behind the one you just moved, go behind there and
    grab the ammo. Then return and go to the left of where the first container
    was. Now head all the way against the wall, move the one that has another one
    to move behind it, then move the one that was behind it. Now move in and move
    the one that is blocking your way and then move around the corner.
    
    Now you get to meet a new enemy, the fast necromorph, as I would call it.
    These things infected the USM Valor soldiers and when transforming their
    stasis modules merged with the newly formed necromorph and increased its speed
    by a lot. They can be pretty annoying, but they are fairly simple to kill,
    just treat them like a normal necromorph and use stasis on them if you can.
    The only downside is they can jump out of the way of your stasis attack. After
    you kill the first one, two more will come, kill them as well and then to your
    left will be another container, push it against the wall and then head in and
    grab the ammo and supply box, now head to the door that is at the end on the
    left, once you get close to the door another fast necromorph will pop out,
    kill it and head through the door.
    
    Grab the supplies in this room and head across the bridge thing, grab the
    other supplies and head through the big door. Head down this hall, grab the
    supplies and then try to enter the first door you come upon. Upon doing this
    two bats will pop out, quickly kill them and then grab the battery from behind
    you, and put it back into the slot and then head into the door you just tried
    to enter.
    
    Once the elevator stops head down the hall to the right, to the right of the
    hall will be some supplies, grab them and continue down the hall into the door
    to the armory. In here you will face quite a bit of enemies. There will be a
    carrier necromorph and 2-3 bomber necromorphs, the bombers don't pop out right
    away so you have to move in quite a bit to have them pop out of the vents.
    After you kill everything, grab the power node, the audio log, and any
    supplies and then go to the shooting range (by where the audio log was).
    
    Get out your pulse rifle and then start the shooting range by using the
    terminal in front of it. This is fairly straight forward, each target gives
    you 100 points, only shoot the red targets and not the blue, you need to
    kill all the targets to advance to the next level and there are 5 levels. The
    rewards for each level are:
    
    Level 1 - Ammo
    Level 2 - Ammo
    Level 3 - Medium Med Pack
    Level 4 - Ruby Semiconductor
    Level 5 - Power Node
    
    Don't worry about ammo, during the game it doesn't use any ammo. I prefer the
    pulse rifle since it works the best in my opinion for this, especially for
    levels 4 and 5. If you miss a target or hit a blue one, don't worry. Let the
    level run its course and once it stops, use the terminal and just hit start
    and it will restart the same level you were on.
    
    After you've completed this, head into the next room. Refill your stasis and
    head into the next room. Once you open the door, a fast necromorph will run
    from the other end of the room, but will be killed by the malfunctioning lazer
    thing. Now move in, slow the lazer thing down with your stasis, another fast
    necromorph will come from the opposite side and should be killed as well. Now
    slow it down again and move to the left, grab the schematic for Large Med Pack
    and make your way around and grab some supplies and exit the room through the
    door behind the machine.
    
    Down the hallwill be a bomber necromorph and a fast necromorph, kill these and
    run to where they were at because two bomber necromorphs will pop out by where
    you came from. Kill them, grab all the supplies and head down to the right of
    the door you came from. Grab the supplies and the power node and enter the
    door to the barracks, which is by where the first bomber necromorph was at.
    
    You'll face a bunch of enemies in here, crawler necromorphs, lurker
    necromorphs, fast necromorphs, bomber necromorphs and a fat necromorph. I just
    hid in the corner to the left of the door in the other doorway and let
    everything come to you and kill them as they come. Once you've killed
    everything, grab all the supplies in the room (there are plenty) and head to
    the other side and grab the text log and use the store if you need to. Then
    head out the door to the right of the store.
    
    Head down the hall, grab any supplies and head into the next room. Grab the
    supplies in here and head through the large door on the right. Grab the
    supplies and take the elevator up. There are three lights on each side and the
    engines fire up every few seconds which will hurt you. You need to maneuver
    the two spare engine things to be in front of you (stay close to them) and
    move them forward periodically and then shoot the three lights on each side.
    After you finish with one side, back the same way you moved forward, but be
    careful, if you go too far away from the thing it will hurt you. Once you
    complete both side the engines will stop.
    
    Grab the singularity core, it is at the end in the middle. Then head through
    the door, grab the supplies and head down into the next room. Down here there
    are a few more supplies, grab them and you'll see Hammond come in from where
    you originally came. Watch and then prepare to fight the brute. After killing
    it it will drop a diamond semiconductor, grab it and head through the glass it
    just broke open. 
    
    Head through the door and head into the door on the right, grab any supplies
    and then put the battery into the socket and take the elevator down. Get off
    the elevator and go to your left through the two doors. Space jump across to
    the other door and go through. Start heading down the hall and you will
    encounter a fast necromorph, kill it, use the store and use the upgrade bench
    if you need to. Then get on the tram.
    
    
    ==============================================================================
    DS-04j	Chapter 10: End of Days
    ==============================================================================
    
    Head off the tram and grab the supplies on the left and right and then proceed
    into the next room. Grab the supplies in here, use the store if you need to
    and then take the lift up. Then grab the text log and go into the door on the
    right, try to open the unlocked door to get an audio log, head back out and go
    through the door next to the upgrade bench.
    
    Watch the scene with Dr. Mercer, then head into the same room that he is in.
    Make your way around and grab the supplies, then take the lift down. Down here
    you will have to face to carrier necromorphs. You can either stasis them and
    kill them both down here or quickly take the lift back up and you should be
    able to take one out from up top. After both are dead, collect the supplies,
    the power node, and in one of the supply boxes is the crew key. Grab it and
    head out of this room.
    
    Go into the door to the right of the room you were just in, in this room will
    be a wall necromorph, kill it and then go into the bathroom, which is the
    first door on the left. In here will be a supply box, grab it and then head
    through into the elevator to the left of the wall necromorph. Head through the
    hall, grab the supply box and then head into the next room.
    
    Grab the supplies in here and then go in the door to the left of the of the
    door you came from. Grab the supplies in here, don't worry this necromorph is
    actually dead, then head back out. Now go into the room that is across from
    the door you first came in from. A tentacle thing will grab you, shoot the
    yellow weak spot and then continue going the way it was pulling you. Grab the
    supplies and head back and enter the door to the left on the one you came
    from.
    
    In this room will be a lock mechanism, use your kinesis to pull the lock down.
    Now head back into the hall, in here will now be a necromorph, kill it and
    then head back into the main room. Now go through the door to the right of the
    one you just came from. Head down the hall and into the next room, in here
    will be a fat necromorph and a normal necromorph. Kill them both and grab the
    supplies in the room. Then enter the two rooms to the left of the door you
    just came from.
    
    In both rooms will be some supplies, then head back out, refill your oxygen
    and kill the necromorph by the oxygen refill thing. Then head through the door
    to the left of the oxygen thing. In here you'll face a few enemies as you move
    forward, including two lurker necromorphs, a decapitated fat necromorph, and a
    fast necromorph. Kill everything as you make your way through and the nav card
    will be where the fat necromorph came from.
    
    Grab it and continue to the other end of the hall and go through the door that
    is straight ahead. In here will be a power node and some other supplies, grab
    everything and head back to the main room. Now take the elevator you came in
    from back up. Get off the elevator and head down the hall and go through the
    door on the left. Proceed forward and 3 bomber necromorphs will come from a
    vent on the right and a few hatchlings will come from around the corner, kill
    everything and go forward into the next room.
    
    Take the lift down and use the store, then head into the door to the right of
    the store. Kill the necromorph and grab the supplies, then go through the door
    on the right. In this room you'll find some supplies and the schematic for the
    Level 5 Suit. Grab both and continue into the next room. Grab the text log and
    the supply box and then head into the next room. On the middle platform will
    be the second nav card.
    
    Grab it and three lurker necromorphs will come out, kill them and then head to
    the first platform by the door, a console should pop up asking if you want to
    start the z-ball game. Start it and you only need 15 points (fairly easy to
    get, jump from light platform to another to get a multiplier, then grab the
    ball with your kinesis and aim at an open basket. There are 6 levels in total
    and here are the rewards for each:
    
    Level 1 - Ammo
    Level 2 - Medium Med Pack
    Level 3 - Stasis Pack
    Level 4 - Credits
    Level 5 - Ruby Semiconductor
    Level 6 - Power Node
    
    After you are finished with this, head out, grab the supplies from the lockers
    and go through the next door, once you open the door a necromorph will attack.
    Kill it and make your way back to the central room, when you get near the lift
    a bat will come from the right, quickly kill it and then a necromorph will
    come from the left, kill it and then sell some stuff and purchase the Level 5
    Suit. Now head back to the hall you were just in and go into the elevator on
    the left.
    
    Continue through the hall into the next room, there will be a few tentacle
    things that the wall necromorph's spit out in the room here, but no wall
    necromorph. Kill them and grab the supplies, then head into the room next to
    the door you came from. Grab the supplies here and then head back into the
    main room and go into the door that is across from the one that you originally
    came in from.
    
    Head into the room on the right using a power node, grab all the supplies and
    then go out. From the room, move the bunk in the top right hand corner back
    and then move the one that was to the left of it to the right. Move in and
    move the one you just moved back, then the one to the right (which would be
    the one that was behind the very first on you moved) move it back and then,
    move the one behind that as well. Nowe move the one thatwas to the left of
    those two to the right and proceed through. Grab the supplies and make your
    way around and then grab the last nav card.
    
    This part will be quite hectic so be prepared to use any stais and ammo you
    have. start heading back the way you came and the hunter will pop in, as well
    as a necromorph, kill the necromorph and make your way as quick as you can
    back to the start of this room. Now when you are proceed out, this part is
    going to be pretty crazy.
    
    You'll face several necromorphs, lurker necromorphs and have to deal with the
    hunter while Kendra unlocks the door to the elevator. Just do your best to run
    around in circles to keep the hunter walking around and kill anything else
    that comes in. If you need to, use stasis on the hunter to slow him down. Once
    she unlocks the door, quickly run through and board the elevator as quick as
    possible.
    
    Now head back to the main room, use the store if you need to and then head up
    the lift and into the door on the right. Go through the door at the end of the
    hall and list to Dr. Kyne and then head down the elevator. Once off the
    elevator proceed into the next room. In this room will be four, yes four, fat
    necromorphs. Kill them and collect the supplies from this room and the
    four rooms (two on each side). There will be a bunch of different supplies and
    a text log and an audio log. Once you've gathered everything, proceed into the
    next room.
    
    Grab the supply box in this hall and then head into the next room. In here
    grab the supplies around the walkway and then go onto the shuttle and put in
    the nav cards. Then go into the control room and grab the supplies. Now be
    prepared, you need to test fire the engines and when you do so, the hunter
    will reapper in the room with you. Quickly run out and then kill any fast
    necromorphs that appear. Now your goal here is to stasis the hunter behind the
    engines and then quickly get into the room and activate them to kill him. It
    can be tricky, but can be done.
    
    After it is dead, Dr. Kyne will show up. release the dock clamps on the
    shuttle by activating the terminal on the right, then once Dr. Kyne moves the
    shutte, head out and grab the power node that the hunter dropped. Then make
    your way back to the tram room. On your way back, in the room where you first
    met Dr. Kyne, go into the room he was standing for a large med pack. Then head
    out, after you get to the main room, there will be a bat eating a corpse,
    quickly kill it. Then use the store and upgrade bench if you need to and then
    get on the tram.
    
    
    ==============================================================================
    DS-04k	Chapter 11: Alternate Solutions
    ==============================================================================
    
    As the chapter starts out head off the tram and go into the small room behind
    the upgrade bench and grab the supply box, then head into the room on the
    left. Then head down the hall into the bathroom, grab the supplies here, there
    are some more further down the hall on the left. Then enter the door that is
    on the right.
    
    In this room you'll be doing quite a lot and have to face quite a few enemies.
    Once you enter, stay up top, you should see a fat necromorph and a bomber
    necromorph. If you have the patience you can wait until they cross paths and
    shoot the bomber necromorph to take them both out at once. Then two lurker
    necromorphs should come out, kill them and take the lift down.
    
    Now circle the room and grab all the supplies, you'll need everything you can
    get, also there is a power node in the corner that is across from the door and
    upgrade bench. Once you are ready, go to the computer terminal and activate it
    and then run back to where the lift was. You'll face several enemies so I
    prefer to hide in the corner and let them come to me and pick them off. After
    you kill this wave of necromorphs (should be 3-4 normal necromorphs and a fat
    necromorph) head to the marker and use your kinesis to move it.
    
    Once you start to move it another wave of necromorphs will come (3-4 normal
    necromorphs and a fat necromorph). Kill them and the start to move the marker.
    When you walk down the center walkway you will encounter tentacles on the side
    and they will try to slam down onto you. Just move the marker a bit, then run
    away, then repeat until it is on the other side.
    
    Once it reaches the end it will automatically move up to the top floor, now
    you will face another way of necromorphs (2-3 normal necromorphs, 1 lurker
    necromorph and a fat necromorph.) Kill them all and head back to the lift and
    go up and return to the tram room.
    
    Now take the elevator to the left and go up, once you are at the top, get out
    and go into the room on the left, grab the supplies and head back into the
    hall and out the next room. In here go in the door right ahead, grab the
    supply box and then head through the big door that leads to where you
    originally crash landed.
    
    When you get close enough the room quarantines and you will have to face 4-5
    necromorphs. Kill them all and grab any supplies and head out and then to your
    right. Then head through the door straight ahead afrer Dr. Kyne unlocks it.
    Then follow this walkway into the next room, then go around the corner for
    some supplies and then activate the computer to enable zero-G.
    
    First things first, go to the two walkways (the ones where you came from your
    ship on at the beginning of the game. Near the entrances to the building
    between the two walkways will be the Peng idol. This will get you an
    achievement and it sells for 30,000 credits. Now space jump all the way to the
    top left corner for some more supplies. Then head to the top right corner for
    some more supplies.
    
    Before you actually do anything a few lurker necromorphs will come out and
    attack you, kill them and then grab all the supplies on this side, then start
    to move the marker. You will get to the little terminal thing, switch it
    around and move the marker onto it and then above it, then switch it back and
    continue the marker on the path. Once you get to the second switch two
    crawler necromorphs will attack, then once you get to the end of the track
    two lurker necromorphs will attack. Kill them then go switch the gravity back
    on.
    
    After you do this, head down to go to board the shuttle, watch the scene and
    then go back to where you activated the gravity, go into the other room next
    to the controls and head up the walkway. In this room will be a wall
    necromorph, kill it and then head through into the next room. Grab the
    supplies and the power node and the diamond semiconductor, then activate the
    shuttle override to bring the shuttle back.
    
    Now head back down and get onto the shuttle. You'll encounter three crawler
    necromorphs.
    
    
    ==============================================================================
    DS-04l	Chapter 12: Dead Space 
    ==============================================================================
    
    The final chapter, this chapter can pack a punch, you don't really do much,
    but you do have to deal with a lot of enemies. Step off the shuttle and enjoy
    the scenic view of the colony.
    
    Ok down to business here step off the shuttle and grab the supplies in this
    area, then grab the platform that is by nicole and move it to where the
    shuttle is and then activate the loader to load the marker onto the platform.
    Now go around to the other side of where you unloaded the marker, there will
    be a power node and some green boxes here.
    
    **Thanks to Ryan H. and John S. for the info on this power node since I missed
      it.**
    
    Now move it back to where nicole is standing and onto the other platform. Now
    run into the room behind you and open the large door to the right and kill the
    bats asap. Then grab any supplies in these two rooms, use the store or upgrade
    bench and keep at least 1 power node (you need it to unlock a door later) and
    go into the room to the right of the upgrade bench, grab any supplies and the
    audio log in here and return to the room that had the bats.
    
    Grab the battery in here and take it back outside to where the marker is,
    there is an empty slot for it to unlock the doors. Once outside you will
    encounter a carrier necromorph. Kill it and drag the marker into the room that
    opened when you put the battery in. Now go through either door and close the
    shutter to open the other one and proceed into the next room.
    
    This room is by far one of the most hectic in the game. You have to deal with
    a lot of enemies once the room quarantines. Head far enough in and this will
    happen. Now I just find a good corner (I never found a good spot to hide since
    most areas have a vent near them, I just pick a corner and try to use as much
    stasis as possible to slow everything down and pick them off as they come.
    Kill necromorph after necromorph and it will cease, if the quarantine is still
    going, start to move the marker around and when you get to the end of the room
    you should encounter a few more enemies.
    
    In order to move the marker through the room you have to raise the bridges by
    using their terminal and then quickly use your kinesis on the marker to move
    it through. Once you get it to the end and have collected all the supplies
    there is a room that uses a power node to open near the new room you need to
    go to, go in there and collect the supplies and then head out, there is also
    a ruby semiconductor in front of the right door of where you move the marker
    to.
    
    In the next room there are two wall necromorphs off to the right hand side,
    quickly kill them both off and then search the room for supplies, use the
    store if you need to, and then head through the door between the two wall
    necromorphs. Make your way to the end of the tunnel, you'll encounter a
    crawler necromorph and a lurker necromorph on your way to the end. Once you
    get to the end, grab the supplies and refill your stasis, then use your
    kinesis to reactivate the power using the terminal.
    
    Now head back to the room that the marker is in, the fan blades will be on so
    you need to uses your stasis on them, you will also encounter two lurker
    necromorphs and a crawler necromorph on your way back. Once back in the main
    room you will encounter a brute, kill it and grab the power node it drops.
    Then move the marker through this room and head into the next room.
    
    In this room grab all the supplies and the power node and refill your stasis
    then move the marker out of this room and proceed into the next room. Once you
    move into the next room you will get a quick glimpse at the hive mind. Grab
    the supplies on the left and the right. Now start to move the marker and once
    you move it out far enough you will be attacked by a necromorph, three fast
    necromorphs and two lurker necromorphs and three tentacles will pop out. Kill
    the necromorphs and then shoot the tentacles from afar.
    
    Now start to move the marker forward and move it in front of the pedestal, now
    turn around and kill the lurker necromorph, the fast necromorph and the two
    normal necromorphs that will attack, then load the marker onto the pedestal
    and watch. Once the scene is done head into the little room just off the
    walkway.
    
    Watch this scene and after it is over, head through the door behind you and
    down the hall. Grab the supplies and the power node and head into the next
    room. Grab all of the supplies in here and head out into the next room. You
    are back at the beginning in the room by the shuttle. Sell anything and
    upgrade anything now. I suggest you stock up on Pulse Rifle/Contact Beam ammo
    and then head outside.
    
    Grab the supply boxes (I try to grab them from afar) and then once you have
    everything head towards the shuttle. This will trigger a scene and a boss
    fight.
    
    
    Boss Fight
    __________
    
    Hive Mind - The big bad boy that is the controller of the necromorphs. This
                thing is huge in size and puts up a strong fight. It has two
                stages to it, during both stages the main attack is with its left
                and right tentacles, it will slam them down in order to hit you
                and cause damage. It also at a point will spit bombs at you
                (similar to the Leviathans bombs) and it can also spit out two
                eggs that will develop into fat necromorphs.
    
    	    Dufficulty - 5 of 5.
    
                This boss can be fairly annoying until you get your rhythm down.
                The first stage it has 5 pod things (bright yellow) around its
                mouth, you need to destroy these in order for it to go into stage
                two and be able to attack the chest area weak spots. Fairly
                straight forward, strafe right and left when it slams its tentacles
                down and then shoot the bright yelow things when it puts its face
                down. It will grab you after you destroy three of these things and
                you have to destroy the last two while hanging as quickly as
                possible. The best item I found to use for this was the Pulse
                Rifle.
    
                For the second stage it is pretty much the same, it has 5 chest
                cavity weak spots. It will expose the chest after each time of
                slamming its tentacles. Just strafe left and right to avoid them
                and then shoot the chest cavity spots when it exposes them. It may
                spit some bombs at you, if it does, just try to run and avoid these
                and it may also spit two eggs that will develop into fat
                necromorphs. Quickly kill them off and then go back to the chest
                cavities and dodging the tentacles. After you destroy all 5, the
                hive mind will die. For this stage, the best item to use is the
                Pulse Rifle or Contact Beam.
    
    After you kill the hive mind, head onto the shuttle and enjoy the ending.
    
    I hope you enjoyed your stay on the USG Ishimura :)
    
    
    ==============================================================================
    DS-05	Weapons & Items
    ==============================================================================
    
    As a note, you can carry four weapons at a time. The weapons you carry are the
    ones you get ammo for. For example, if I have the Line Gun, Plasma Cutter,
    Pulse Rifle, and Contact Beam on me, I will get ammo for these weapons only.
    
    Throughout the game I usually carry the four I just mentioned because the Line
    Rails drop constantly and sell really well, the same goes for Contact Energy,
    but I usually just save those to use later on.
    
    Weapons
    _______
    
    Plasma Cutter - The first weapon you get, fairly accurate close and long range
                    and can go from having vertical aim to horizontal aim.
    
    Line Gun - Similar to the Plasma Cutter, but with a much wider horizontal
               range. Also has a mine option for its secondary fire.
    
    Pulse Rifle - Automatic rifle that offers a lot of shots with at the cost of
                  overall damage. Has a area of effect type attack for its
                  secondary attack that attacks in a circle around your character.
                  This is extremely useful if surrounded by multiple enemies,
                  because it will do tons of damage to each one, though it does
                  use quite a bit of ammo.
    
    Flamethrower - A fairly weak weapon, but works some wonders on smaller things
                   like the Bugs and some necromorphs. The main fire fires a
                   steady stream of fire where you aim and the secondary fire
                   shoots a small fireball which stays lit for quite some time.
    
    Ripper - Somewhat like a high-tech chainsaw. The main fire shoots the blade
             and tethers it to the gun at about maybe a meter away and you use it
             like you would a really long saw. The alternate fire shoots the blade
             directly out and doesn't tether it to the gun. Very useful for
             dismemberment.
    
    Force Gun - This is a nifty gun, though I don't find too often a use for it.
                The main blast sends a blast of energy knocking enemies down/back.
                It works well with the reverse gravity panels and for knocking
                groups of enemies away. The secondary fire fires a small grenade
                that when it detonates, knocks everything away around it (similar
                to the main fire).
    
    
    Contact Beam - This gun is by far the most powerful. It does a ton of damage,
                   but the downside is the charging that you need to do in order
                   to fire it as well as the amount of power nodes you need to use
                   to upgrade it. It does do a lot of damager per shot though and
                   is very useful at that and the secondary does a shockwave type
                   thing with the gun, which also works very nicely when
                   surrounded by multiple enemies.
    
    
    Items
    _____
    
    Small Med Pack - Restores a small amount of health, roughly about 1 bar of
                     health.
    
    Medium Med Pack - Restores a medium amount of health, roughly about 2 bars of
                      health.
    
    Large Med Pack - Restores full health.
    
    Stasis Pack - Restores stasis energy.
    
    Small Air Can - Restores a small amount of air, restores 30 seconds of air.
    
    Medium Air Can - Restores a medium amount of air.
    
    Power Node - Used at the upgrade bench for upgrades.
    
    Plasma Energy - Ammo for the Plasma Cutter.
    
    Pulse Rounds - Ammo for the Pulse Rifle.
    
    Line Racks - Ammo for the Line Gun.
    
    Flame Fuel - Ammo for the Flamethrower.
    
    Ripper Blade - Ammo for the Ripper.
    
    Force Energy - Ammo for the Force Gun.
    
    Contact Energy - Ammo for the Contact Beam.
    
    Gold Semiconductor - Item that is valuble and only use is to be sold.
    
    Ruby Semiconductor - Item that is valuble and only use is to be sold.
    
    Diamond Semiconductor - Item that is valuble and only use is to be sold.
    
    Peng - Item that is valuble and only use is to be sold.
    
    Level 1 Suit - The suit you start with, 0 armor and 10 inventory slots.
    
    Level 2 Suit - The first suit upgrade you can purchase, 5% armor and 13
                   inventory slots.
    
    Level 3 Suit - The second suit upgrade, found via schematic, 10% armor and 17
                   inventory slots.
    
    Level 4 Suit - The third suit upgrade, found via schematic, 15% armor and 20
                   inventory slots.
    
    Level 5 Suit - The fourth suit upgrade, found via schematic, 20% armor and 25
                   inventory slots.
    
    Level 6 Suit - Military Suit, obtained by beating the game on medium
                   difficulty, 30% armor and 25 inventory slots.
    
    
    ==============================================================================
    DS-05a	Store
    ==============================================================================
    
    There are several stores throughout the game, here is a list of what all is
    sold at the stores and for how much, also it includes how much each item sells
    for. The stores also include a safe that can hold up to 25 items.
    
    
    Buy
    ___
    
    Small Med Pack - 2,000
    Medium Med Pack - 5,000
    Large Med Pack - 10,000
    Stasis Pack - 5,000
    Small Air Can - 1,000
    Medium Air Can - 2,000
    Power Node - 10,000
    Level 2 Suit - 10,000
    Level 3 Suit - 20,000
    Level 4 Suit - 35,000
    Level 5 Suit - 60,000
    Level 6 Suit - 99,000
    Plasma Cutter - 0
    Line Gun - 9,000
    Pulse Rifle - 7,000
    Flamethrower - 11,000
    Ripper - 8,000
    Force Gun - 11,000
    Contact Beam - 9,000
    Plasma Energy - 1,200 for 6 (or 200 for 1)
    Pulse Rounds - 1,250 for 25 (or 50 for 1)
    Line Racks - 2,000 for 2 (or 1000 for 1)
    Flame Fuel - 1000 for 25 (or 40 for 1)
    Ripper Blades - 1,800 for 4 (or 450 for 1)
    Force Energy - 900 for 3 (or 300 for 1)
    Contact Energy - 2,000 for 1
    
    
    Sell
    ____
    
    Small Med Pack - 1,000
    Medium Med Pack - 2,500
    Large Med Pack - 5,000
    Stasis Pack - 2,500
    Small Air Can - 500
    Medium Air Can - 1,000
    Plasma Cutter - 0 (only worth money with upgrades)
    Line Gun - 4,500
    Pulse Rifle - 3,500
    Flamethrower - 5,500
    Ripper - 4,000
    Force Gun - 5,500
    Contact Beam - 4,500
    Plasma Energy - 600 for 6 (or 100 for 1)
    Pulse Rounds - 625 for 25 (or 25 for 1)
    Line Racks - 1,000 for 2 (or 500 for 1)
    Flame Fuel - 500 for 25 (or 20 for 1)
    Ripper Blades - 900 for 4 (or 225 for 1)
    Force Energy - 450 for 3 (or 150 for 1)
    Contact Energy - 1,000 for 1
    Gold Semiconductor - 3,000
    Ruby Semiconductor - 10,000
    Diamond Semiconductor - 25,000
    Peng - 30,000
    
    
    ==============================================================================
    DS-05b	Upgrade Bench
    ==============================================================================
    
    This shows the layout of the upgrade bench for each item, showing the paths
    you can take, and the maximum upgrade of each category you can get.
    
    
    Rig
    ___
    
    Key: HP - Health Points, AIR - Air, >> - Start Node, O - Blank Node.
    
    
    >>AIR    AIR    AIR
       |      |      |
    >>>O---O--O---O--O---O--O---O
           |      |      |      |
           HP     HP     HP     HP
    
    
    Max HP - 200 pts
    Max Air - 130 pts
    
    
    
    Stasis Module
    _____________
    
    Key: ENG - Energy, DUR - Duration, >> - Start Node, O - Blank Node.
    
    
              DUR
               |
               O---ENG
               |    |
    >>O---O---ENG---O---DUR
          |    |
         DUR---O
               |
              ENG
    
    
    Max Energy - 180 pts
    Max Duration - 14 pts
    
    
    
    Kinesis Module
    ______________
    
    Key: RNG - Range, >> - Start Node, O - Blank Node.
    
    
    >>RNG---RNG---RNG
    
    
    Max Range - 32 pts
    
    
    
    Plasma Cutter
    _____________
    
    Key: DMG - Damage, CAP - Capacity, REL - Reload, SPD - Speed, >> - Start Node,
         O - Blank Node.
    
    
                   SPD--------O 
                    |         |
          DMG-CAP---O        CAP
               |              |
    >>DMG--O---O---DMG--REL---O
           |   |    |    |    |
          REL-SPD   |    O---CAP
           |        |    |
    >>CAP--O---O---CAP--DMG
    
    
    Max Damage - 18 pts
    Max Capacity - 20  pts
    Max Reload - 0.50 pts (-0.50 sec)
    Max Speed - 0.6 pts (-0.40 sec)
    
    
    
    Pulse Rifle
    ___________
    
    Key: DMG - Damage, CAP - Capacity, REL - Reload, >> - Start Node, O - Blank
         Node.
    
    
          DMG---O---DMG---O---CAP---O
           |              |    |    |
    >>CAP--O---REL-------CAP   |   CAP--DMG
           |    |              |    |
          CAP---O---DMG---O---REL---O
    
    
    Max Damage - 9 pts
    Max Capacity - 175 pts
    Max Reload - 0.6 pts (-0.40 sec)
    
    
    
    Line Gun
    ________
    
    Key: DMG - Damage, CAP - Capacity, REL - Reload, WID - Width, MIN - Mine,
         >> - Start Node, O - Blank Node.
    
    
      REL--O---DMG--O---DMG
       |        |        |
    >>DMG-------O       MIN
       |        |        |
       O        O--CAP--WID--O---DMG
       |        |        |
      CAP-------O       CAP
       |        |        |
      CAP--O---WID--REL--O
    
    
    Max Damage - 27 pts
    Max Capacity - 9 pts
    Max Reload - 0.7 pts (-0.30 sec)
    Max Width - 2 pts
    Max Mine - 30 pts
    
    
    
    Flamethrower
    ____________
    
    Key: DMG - Damage, CAP - Capacity, REL - Reload, DUR - Duration, >> - Start
         Node, O - Blank Node.
    
    
           REL--O         DMG--O         O---CAP
            |   |          |   |         |    |
    >>CAP---O  CAP---DUR---O  REL---O---CAP  DMG
            |   |          |   |         |    |
            O--DMG        CAP--O        DUR---O
    
    
    Max Damage - 1.5 pts
    Max Capacity - 250 pts
    Max Reload - 0.7 pts (-0.30 sec)
    Max Duration - 7 pts 
    
    
    
    Ripper
    ______
    
    Key: DMG - Damage, CAP - Capacity, REL - Reload, DUR - Duration, >> - Start
         Node, O - Blank Node.
    
    
                  DMG
                   |
               O--CAP---O---REL
               |             |
    >>CAP--O--REL------DUR---O--DMG
               |        |    |
    >>DMG--O---O---CAP  |    O--CAP
               |        |    |
              DUR-------O---DMG
    
    
    Max Damage - 12 pts
    Max Capacity - 16 pts
    Max Reload - 0.8 pts (-0.2 sec)
    Max Duration - 7 pts
    
    
    
    Force Gun
    _________
    
    Key: DMG - Damage, CAP - Capacity, REL - Reload, SPD - Speed, >> - Start Node,
         O - Blank Node.
    
    
    
    >>DMG--REL---O---REL---O---DMG  DMG
       |         |         |         |
    >>CAP--DMG  CAP  CAP---O   CAP   O
       |         |    |    |    |    |
    >>SPD---O---DMG   O---SPD---O---CAP
    
    
    Max Damage - 35 pts
    Max Capacity - 20 pts
    Max Reload - 0.50 pts (-0.5 sec)
    Max Speed - 0.60 pts (-0.4 sec)
    
    
    
    Contact Beam
    ____________
    
    Key: DMG - Damage, CAP - Capacity, REL - Reload, CHA - Charge, >> - Start
         Node, O - Blank Node.
    
    
          O---DMG      CAP         DMG
          |             |           |
    >>O---O---CAP---O---O---O---O---O
               |    |       |   |   |
         CHA---O   REL      O--CHA CAP
               |    |       |
               O----O------DMG
    
    
    Max Damage - 175 pts
    Max Capacity - 7 pts
    Max Reload - 0.75 pts (-0.25 sec)
    Max Charge - 0.6 pts (-0.4 sec)
    
    
    ==============================================================================
    DS-06 	Database (Logs & Other Data)
    ==============================================================================
    
    The database contains any data you obtain in the game, which includes texts
    that you find, audiologs, and any conversations with other characters. The
    logs that have a * are ones that you actually find and obtain, the rest are
    obtained via the storyline automatically.
    
    
    Chapter 01: New Arrivals
    ________________________
    
    **Note for Chapter 1**
    
    To get audio log 13, after replacing the tram, make your way back, instead of
    going to the maintenance bay, first head into the room where you can activate
    the tram (it is the room you can see Hammond and Kendra from) and try to use
    the main tram computer terminal, this should prompt Kendra to contact you and
    tell you that you need to find the data board. If not, try standing in the
    room for a bit and try again.
    
    
    01 - Message From Nichole - You start with this, this is the log you were
                                watching as the first scene of the game starts.
    
    02 - Repair The Tram System - You get this once you meet back with Kendra and
                                  Hammond and head off to repair the tram system.
    
    03 - Replaced The Tram Car - You get this after replacing the tram car.
     
    04 - Found The Data Board - You get this after gett the data board.
    
    05 - Activated The Tram - You get this after activating the tram.
    
    06 - Go To Medical - You get this after your ship is destroyed.
    
    07 - Run! - You get this after you first encounter the mutated enemies on the
                USG Ishimura.
    
    08* - Vent Warning - This is just after you get the Plasma Cutter, the room
                         after you fight your first enemy.
    
    09 - Dismemberment - You get this just before you head into the tram room.
    
    10 - Stasis Door - You get this once you get to the malfunctioning door and
                       you obtain your stasis module.
    
    11* - Tram Status - This is the log in the tram repair room, by the broken arm
                        that wont stay latched to the tram.
    
    12 - Replacing The Tram - You get this once you enter the tram repair room.
    
    13 - Find The Data Board - You get this after you replace the tram and try to
                               use the tram terminal before finding the data
                               board.
    
    14 - Maintenance Bay Unlocked - You get this once you start heading towards
                                    the maintenance bay.
    
    15* - Shoot The Limbs - This is the log you find on your way to the
                            maintenance bay, by the elevator.
    
    16 - Locked Door - You get this sometime on your way to the maitenance bay,
                       inside the actual bay I believe.
    
    17 - Arrived On Bridge - You get this once you get close to getting back to
                             your ship.
    
    18* - Repair Invoice - This is found where you found the maintenance bay
                           keycard is at.
    
    
    
    Chapter 02: Intensive Care
    __________________________
    
    01 - Destroy The Barricade - You get this once you get into the room with the
                                 where the barricade is.
    
    02* - Kyne And The Captain - You get this in the room where the quarantine
                                 activates and you are attacked by multiple
                                 enemies, it is in the lower floor central room.
    
    03* - Nicole's Report - You get this just past the barricaded door after
                            you've blown up the barricade.
    
    04 - Engine Problems - You get this on your way back to the room with the
                           barricade after you obtain the captain's rig.
    
    05* - Mercer's Journal - You get this just behind the room where you get logs
                             02 and 15, it is in the bathroom in the same area.
    
    06 - Found The Thermite - You get this after obtaining the Thermite.
    
    07* - Mercer And Kyne - You get this in the first room that you unlock using a
                            power node. It is in the same area as the upgrade
                            bench and log 16.
    
    08 - Found The Shock Pad - You get this after obtaining the Shock Pad.
    
    09 - Barricade Destroyed - You get this after destroying the barricade,
    
    10 - We'll Find Her - You get this automatically after obtaining log 3.
    
    11* - Eileen - You get this in a hall on your way to find Captain Benjamin's
                   body.
    
    12* - Colonist Problems - You get this in the hall just after where you get
                              log 18.
    
    13 - Codes Received - You get this after obtaining the captain's rig.
    
    14 - Ship Gravity - You get this just before you head into the zero-G room.
    
    15* - Marker Overview - You get this in the same room as log 02, it is behind
                            the bookcase in the small hidden room.
    
    16* - Interesting Results - You get this in the room that has the big cell
                                type structure that has to be moved via kinesis,
                                also the room has an upgrade bench.
    
    17* - Newborns - You get this in the same hall as log 11, on the opposite end
                     of the hall.
    
    18* - More Time - You get this in the room with the lady who is cutting up the
                      corpse and laughingand then kills herself.
    
    19* - Autopsy Report - You get this in the same room as Captain Benjamin's
                           body.
    
    
    
    Chapter 03: Course Correction
    _____________________________
    
    01 - Repair The Ship's Orbit - You get this right as you step off of the tram
                                   at the beginning of the chapter.
    
    02 - Kendra Is Alive - You get this after you get back to the control room
                           after activating the centrifuge.
    
    03 - Engine Fired - You get this after firing up the engines.
    
    04* - Temple Report 1 - This is the center of the control room, one of the
          first rooms you enter in the chapter.
    
    05* - Temple Report 2 - This is in the machine shop room, where the first
                            upgrade bench is, it is the room that is next to the
                            save station and store in the control room. It is in
                            the small room at the bottom of the stairs.
    
    06 - Engine Refueled - You get this after activating both fueling stations by
                           the gondola.
    
    07* - Temple Report 3 - This is found in the room on after taking the gondola
                            across, it is by power node 06.
    
    08* - Temple Report 4 - This is found in the room with the decontamination
                            chamber, it is on the way to the centrifuge.
    
    09 - Centrifuge Activated - You get this after activating the centrifuge.
    
    10* - Temple Report 5 - This is found in the same area as log 13, it is
                            directly across from the room log 13 is in.
    
    11 - Strange Transmission - You get this as you return to the contorl room to
                                get back on the tram to end the chapter.
    
    12* - Chaos - This is found in the same room as 05, next to the upgrade bench.
    
    13* - Corruption - This is found in the same room as power node 08, on your
                       way to fire up the engines.
    
    
    
    
    Chapter 04: Obliteration Imminent
    _________________________________
    
    **Note for Chapter 4** 
    
    Chapter 4 is tricky and you will come up with one log missing, regardless. The
    three logs that you will choose between are logs 06, 07, and 09. They are
    given to you in the order that you reroute power and on the third power
    reroute (the one that activates the cannon) will give you log 18 and not the
    corresponding log (06, 07, or 09 depending on what order you went in.)
    
    You have to play through a second time and then for the missing log, reroute
    that power either first or second to get that log.
    
    
    01 - The Marker - You get this right after you step off the tram at the
                      beginning of the chapter.
    
    02* - Captain's Demise - This is found in the elevator in the main atrium, it
                             is in the elevator closest to where the brute came
                             from.
    
    03 - Atmosphere Contaminated - You get this on your way back to the tram
                                   station.
    
    04* - Initial Attack - This is found in the main atrium, where the asteroid
                           crashed, lying near where the asteroid crashed.
    
    05* - Temple On The Bridge - This is found right outside the elevator on Level
                                 3.
    
    06 - Astrogation Module Placed - You get this after rerouting the power on
                                     Level 3.
    
    07 - Control Module Placed - You get this after rerouting the power on Level
                                 1.
    
    08 - Report From Kendra - You get this once you use one of the elevators in
                              the main atrium.
    
    09 - Systems Module Placed - You get this once you reroute the power on the
                                 lower level (where the second Brute is).
    
    10 - Hurry Up! - You get this while manning the ADS Cannon.
    
    11 - Asteroid Impact - You get this as you go into the main atrium and an
                           asteroid crashes into the hull of the ship.
    
    12 - Almost Fixed - You get this while manning the ADS Cannon.
    
    13 - One More Minute - You get this while manning the ADS Cannon.
    
    14 - Brute Compat - You get this once you encounter the first Brute.
    
    15 - Reveresed Gravity - You get this as you continue on your way to re-route
                             the ADS power.
    
    16 - Avoid The Asteroids - You get this just before you go out onto the ship's
                               exterior.
    
    17 - Aim The ADS Cannon - You get this after rerouting all three power
                              stations.
    
    18 - ADS Online - You get this after you finish manning the ADS Cannon.
    
    19* - Report Of Infection - This is found on Level 1, take the elevator down
                                and in the room with the reversed gravity tiles it
                                is in the room to the right.
    
    20* - List Of Dead - This is found in the room where you first meet back with
                         Hammond.
    
    
    
    Chapter 05: Lethal Devotion
    ___________________________
    
    01 - Go To Chemistry - You get this at the start of the chapter right as you
                           get off the tram.
    
    02 - Interrupted - You get this after mixing the batch sample in Dr. Mercer's
                       Office.
    
    03 - Got The Poison - You get this after 
    
    04 - Someone Else - You get this once you move into the security station, the
                        room just beyond the tram.
    
    05 - Door Opened - You get this once you encounter the hunter for the second
                       time, after Kendra unlocks the door.
    
    06* - Mercer's Experiment 1 - This is found just past the elevator in the
                                  chemical research lab.
    
    07 - Creating The Poison - You get this just after you get back to the
                               security area, after encountering the hunter.
    
    08* - Mercer's Experiment 2 - This is found in Dr. Mercer's office.
    
    09 - Hammond On Hydroponics - You get this in the room just after the room
                                  with the hunter.
    
    10 - Finish The Poison - You get this after reactivating the life support.
    
    11 - Poison Complete - You get this after completing the poison.
    
    12 - Indestructable - You get this after facing the necromorph that is, well
                          indestructable, which is also known as the hunter.
    
    13 - Secret Lab - You get this after completing the poison.
    
    14 - DNA Needed - You get this just before you get to the door to the Chemical
                      Research Lab, just after the room with the moving platform
                      that goes through the electricity.
    
    15 - Leviathan - You get this after you restore the life support and head to
                     finish the poison.
    
    
    
    Chapter 06: Environmental Hazard
    ________________________________
    
    01 - Hammond's alive - You get this once you meet back up with Hammond.
    
    02 - Victory Against The Leviathan - You get this after killing the Leviathan.
    
    03* - Cross Report 1 - This if found just outside of the tram at the start of
                           the chapter.
    
    04* - Cross Report 2 - This is found in the air filtration room, the room with
                           the large tube-things that have fire going through
                           them. It is the same area as where power node 15 is.
    
    05* - Cross Report 3 - This is found in the east grow chamber on the Level 2.
                           
    06* - Temple's Search - This is found in the hallway to refrigeration in the
                            east grow chamber, just after where the tentacle grabs
                            you.
    
    07 - Pods Destroyed - You get this after destroying all 8 poison pods.
    
    08 - A Message - You get this just before you return to the atmosphere control
                     room, the one with the big computer screen and the room that
                     leads to food storage, after destroying all 8 poison pods.
    
    09* - Cross Report 4 - This is found in the hall that leads to food storage.
    
    10 - Getting To The Leviathan - You get this once you enter the room right
                                    after you meet back with Hammond.
    
    11 - Kill The Leviathan - You get this after administering the poison.
    
    12 - Trust - You get this once you start to make your way to destroy the
                 poison pods.
    
    13* - Corruption - This is found in the hallway to the east grow chamber.
    
    
    
    Chapter 07: Into the Void
    _________________________
    
    **Note for Chapter 7**
    
    To get Log 11, you must not plant the beacon on the asteroid, release the
    tethers and go to the control room, try to release it and Kendra will contact
    you telling you that you need to plant it. This will give you that log entry.
    
    
    01 - Distress Call - You get this once you get off of the tram.
    
    02 - Asteroid Launched - You get this after launching the asteroid.
    
    03 - Elevator Problem - You get this after you call up the elevator in the rig
                            room.
    
    04* - Temple And Elizabeth - This is found on the floor of Deck B: Processing,
                                just outside the elevator.
    
    05 - Clear Boulders - You get this once you get into the zero-G area with the
                          free floating boulders.
    
    06 - Key Found - You get this after finding the mining access key.
    
    07* - Kyne's Hostage - This is found on Deck D: Maintenance, in the room that
                           has the elevator.
    
    08 - Beacon Recovered - You get this after recovering the S.O.S. beacon.
    
    09 - Elevator Fixed - You get this after getting back on the elevator after
                          recovering the S.O.S. beacon.
    
    10* - Supervisor's Choice - This is found by the store on Deck C: Mining.
    
    11 - Attach The Beacon - You get this after failing to attach the beacon and
                             trying to release the asteroid.
    
    12* - Processing Room Problem - This is found in the hall on Deck B:
                                    Processing, in the room just past the elevator
                                    room.
    
    13* - Mining Timeline - This is found in the hall on your way to untether the
                            asteroid.
    
    
    
    Chapter 08: Search and Rescue
    _____________________________
    
    01 - Go To Communications - You get this right after you get off of the tram.
    
    02 - First Contact - You get this after you activate the comm array.
    
    03 - Impact - You get this after destroying the Slug Boss.
    
    04 - Hammon Returns - You get this after destroying the Slug Boss.
    
    05 - Eavesdropper - You get this as you take the elevator up to Level 3.
    
    06* - Illegal Mining - This is found after you take the elevator up when
                           heading to fix the comm array, just before you take
                           the gondola.
    
    07 - Main Array Problem - You get this once you arrive in the comm array
                              room.
    
    08 - Array Fixed - You get this after fixing the comm array.
    
    09 - Big Problems - You get this after you activate the comm array.
    
    
    
    Chapter 09: Dead on Arrival
    ___________________________
    
    01 - The Valor - You get this right after you get off of the tram.
    
    02 - Dr. Kyne - You get this once you board the elevator to the upper deck.
    
    03 - Singularity Core Found - You get this after you obtain the singularity
                                  core.
    
    04 - Radiation Hazard - You get this once you enter the room where the USM
                            Valor is.
    
    05 - Find The Singularity Core - You get this after you get onto the USM
                                     Valor.
    
    06 - Infected Soldiers - You get this in the room that has the large movable
                             box like things.
    
    07 - Hammond's Assistance - You get this in the room that leads to the
                                elevator to the upper deck, it is just after the
                                room with the cargo box things that you use
                                kinesis on to move them around.
    
    08* - Emergency - This is found in the room where power node 25 is, the same
                      room where the upgrade bench and shooting gallery are.
    
    09 - Hammond's Death - You get this after killing the brute that killed
                           Hammond.
    
    10* -  Orders - This is found in the barracks, the room where you get attacked
                    by a bunch of different necromorphs.
    
    
    
    Chapter 10: End of Days
    _______________________
    
    **Note for Chapter 10**
    
    To get log 05, you need to try to open the executive door that leads to Dr.
    Kyne before you have all three nav cards. This door is to the right of the
    elevator in the tram room (the one that brings you up to the walkway that has
    the upgrade bench).
    
    
    01 - Find The Nav Cards - You get this right after you get off of the tram.
    
    02 - Kyne's Gambit - You get this after picking up the crew key from the mess
                         hall.
    
    03 - Hive Mind Glimpse - You get this once you reach and talk with Dr. Kyne.
    
    04 - Mercer's Last Sermon - You get this after Dr. Kyne moves the shuttle to
                                the flight deck and you start to make your way
                                back to the tram.
    
    05 - Locked Executive Door - You get this if you try to enter the executive
                                 security room, it is the room to the right of
                                 the elevator in the room that is connected to
                                 where the tram is. You need to try before you get
                                 all three nav cards.
    
    06 - Life Support Down - You get this after you go into the Sleep Block A
                             Commons.
    
    07 - The Hunter Returns - You get this after getting the last nav card.
    
    08 - SOB Override - You get this while Kendra is working on overriding the
                        lock while the hunter is chasing you down.
    
    09 - Lock Bypassed - You get this after Kendra bypasses the lock while the
                         hunter is chasing you down.
    
    10 - Executive Area Unlocked - You get this after getting all three nav cards
                                   and heading back to the beginning area.
    
    11 - Kendra's Warning - You get this after Dr. Kyne tells you he unlocked the
                            executive area.
    
    12* - Captain's Report - This is found in the captain's room, which is the in
                            the area below where you meet Dr. Kyne.
    
    13 - On My Way - You get this after placing the nav card back into the
                     shuttle.
    
    14 - Meet Me On The Flight Deck - You get this after Dr. Kyne boards and moves
                                      the shuttle to the flight deck.
    
    15 - New Ally - You get this after Dr. Kyne boards and moves the shuttle to
                    the flight deck.
    
    16* - Unitology Article - This is found on the floor after taking the elevator
                             up from the tram room.
    
    17* - Z-Ball Rules - This is found in the room just before the basketball
                         room.
    
    18* - White's List - This is found in the room next to the captain's room,
                        which is in the area below where you meet Dr. Kyne.
    
    
    
    Chapter 11: Alternate Solutions
    _______________________________
    
    01 - Find The Marker - You get this right after you get off the tram.
    
    02 - Come Onboard - You get this after restoring gravity and the marker is
                        loaded onto the shuttle.
    
    03 - Betrayal - You get this after you go to board the shuttle with Dr. Kyne.
    
    04 - Nicole's Alive - You get this after you go to board the shuttle with Dr.
                          Kyne.
    
    05 - Marker Transferred - You get this after moving the marker in the cargo
                              room.
    
    06 - Terrible Mistake - You get this after overriding the shuttle's controls.
    
    07 - Rendezvous - You get this once you get back to the tram room after moving
                      the marker.
    
    08 - Landing The Shuttle - You get this as Dr. Kyne brings the shuttle into
                               the flight deck.
    
    09 - Load The Shuttle - You get this as Dr. Kyne brings the shuttle into the
                            flight deck.
    
    10 - Restore Gravity - You get this after placing the marker under the
                           shuttle.
    
    
    
    Chapter 12: Dead Space
    ______________________
    
    01 - Nicole's Farewell - You get this after you load the marker onto the
                             pedestal.
    
    *02 - Colony Chaos - This is found in the gravity control room (adjacent to the
                        room with the upgrade bench and store.)
    
    03 - The Pedestal - You get this after you enter the room with the upgrade
                        bench and the store at the beginning of the chapter.
    
    04 - Restore Power - You get this after you enter the room with the two wall
                         necromorphs.
    
    05 - Unitology Exposed - You get this after beating the game once.
    
    06 - The USG Ishimura - You get this after beating the game once.
    
    07 - Background Request - You get this after beating the game once.
    
    08 - Planetary Mining - You get this after beating the game once.
    
    09 - Recombination Study - You get this after beating the game once.
    
    10 - The Red Marker - You get this after beating the game once.
    
    
    ==============================================================================
    DS-07	Power Nodes
    ==============================================================================
    
    There are a few Power Nodes to be found in each chapter, but they can also be
    purchased from the store for 10,000 credits. Here are the locations of the
    ones that can be found in each chapter in order of how they are found in the
    game.
    
    
    Chapter 01: New Arrivals
    ________________________
    
    Power Node 01 - Found in the Tram Repair Room in the right corner of the
                    entrance.
    
    Power Node 02 - Found in the Maintenance Bay Room where the Data Board is.
    
    
    
    Chapter 02: Intensive Care
    __________________________
    
    Power Node 03 - Found in the room where you obtain the Thermite.
    
    Power Node 04 - Found in a room in the same area as the upgrade bench and as
                    logs 16 and 7, on your way to get the Shock Pad.
    
    Power Node 05 - Found after you kill Captain Benjamin, in the room where his
                    corpse was before it was mutated.
    
    
    
    Chapter 03: Course Correction
    _____________________________
    
    Power Node 06 - After you take the gondola across, just after you finish
                    refueling.
    
    Power Node 07 - After going through decontamination and gaining entry into
                    the hall that leads to the centrifuge, head all the way down
                    to the left.
    
    Power Node 08 - After you head to engineering storage, the path you take after
                    finally hearing from Kendra. It is in a small supply room.
    
    Power Node 09 - In the engine room to the right of the engine terminal in a
                    small area.
    
    
    
    Chapter 04: Obliteration Imminent
    _________________________________
    
    Power Node 10 - In the room where the first Brute comes from.
    
    Power Node 11 - This is dropped by the second Brute you face in the chapter,
                    on the lower level part.
    
    Power Node 12 - On the Level 1, take the elevator down and in the room with
                    the reversed gravity tiles it is in the room to the right.
    
    
    
    Chapter 05: Lethal Devotion
    ___________________________
    
    Power Node 13 - This is found in the same room as the force energy schematic,
                    it is the room with the two stasis tanks with specimens in the
                    chemical research lab, just past the elevator.
    
    Power Node 14 - In room with the cryo chamber controls (where Dr. Mercer was
                    when he was talking to you before you fight the hunter.)
    
    
    
    Chapter 06: Environmental Hazard
    ________________________________
    
    Power Node 15 - This is found in the air filtration room, it is the one with
                    the three large tubes that shoot fire, it is in the central
                    control room there.
    
    Power Noce 16 - This is found after killing the brute in the east grow
                    chamber.
    
    Power Node 17 - This is found in the hallway to refrigeration in the east grow
                    chamber on Level 2.
    
    
    
    Chapter 07: Into the Void
    _________________________
    
    Power Node 18 - This is right at the beginning of the chapter, it is on the
                    left hand side before the door to the rig room, the first room
                    you enter after exiting the tram.
    
    Power Node 19 - This is in the hallway just past the room with the mining
                    access key.
    
    Power Node 20 - This is in the room just after where you protect Nicole while
                    she unlocks the door for you.
    
    Power Node 21 - This is found in the mining control room, the room where you
                    use the mining access key to get into.
    
    
    
    Chapter 08: Search and Rescue
    _____________________________
    
    Power Node 22 - This is found just after log 06, on your way to fix the comm
                    array, just before you take the gondola.
    
    Power Node 23 - This is found in the room after the main comm array control
                    room.
    
    Power Node 24 - This is in the same room as the ADS Cannon.
    
    
    
    Chapter 09: Dead on Arrival
    ___________________________
    
    Power Node 25 - This is found in the same room as the shooting gallery and the
                    upgrade bench.
    
    Power Node 26 - This is found by winning Level 5 of the shooting gallery.
    
    Power Node 27 - This is found in the room just past the infirmary, the one
                    with the crazy lazer thing, down the hall by a corpse.
    
    
    
    Chapter 10: End of Days
    _______________________
    
    Power Node 28 - This is found on the bottom floor of the mess hall, where the
                    crew key is found.
    
    Power Node 29 - This is found in the Sleep Block A Storage, the area that has
                    no oxygen.
    
    Power Node 30 - This is found by winning Z-Ball on Level 6.
    
    Power Node 31 - This is found after killing the hunter by using the shuttle's
                    engines.
    
    
    
    Chapter 11: Alternate Solutions
    _______________________________
    
    Power Node 32 - This is found in the cargo room, directly across from where
                    the lift/door you came from was.
    
    Power Node 33 - 
    This is found in the room where you meet up with Nicole
                    again.
    
    
    
    Chapter 12: Dead Space
    ______________________
    
    **Thanks Ryan H. and John S. for details on Power Node 34**
    
    Power Node 34 - This is found just at the beginning of Chapter 12, as you go
                    around the corner of the loader where you unload the marker
                    there will be some green boxes and a power node.
    
    Power Node 35 - This is found after killing the brute just after you restore
                    the power.
    
    Power Node 36 - This is found in the room after the one you fight the brute
                    in.
    
    Power Node 37 - This is found in the hall just after you load the marker onto
                    the pedestal.
    
    
    ==============================================================================
    DS-08	Schematics
    ==============================================================================
    
    Schematics are found throughout the game and are items that you obtain and
    then download into the store. Once downloaded you can purchase the newly
    obtained item.
    
    
    Chapter 01: New Arrivals
    ________________________
    
    NONE!
    
    
    
    Chapter 02: Intensive Care
    __________________________
    
    Flamethrower - This is the first schematic you find, it is in plain site down
                   the very first hall past the store at the beginning of chapter
                   2, just pass where you get your Kinesis Module.
    
    Pulse Rounds - Found in the room with Power Node 04, on the way to find the
                   shock pad.
    
    Line Racks - Found in a room as you head to the morgue after you've blasted
                 down the barricade. You need to use a Power Node to open the door
                 to get inside the room.
    
    
    
    Chapter 03: Course Correction
    _____________________________
    
    Flame Fuel - Found in the machine room, the room by the store/save station in
                 the control room, it is in the small room at the bottom of the
                 stairs.
    
    Ripper - This is by the second fueling station in the same room as the
             gondola.
    
    Medium Med Pack - This is found in the room just past the control room, you
                      exit the control room into the zero-G open space area and it
                      is in the room right after that.
    
    Ripper Blades - This is found on the bottom of the three levels on your path
                    to start the engine, this is the same general area that power
                    node 08 is found. You have to unlock the door using a power
                    node to get in.
    
    
    
    Chapter 04: Obliteration Imminent
    _________________________________
    
    Leve 3 Suit - This is found in the room just below the main atrium, the room
                  where the asteroid crashed into.
    
    Force Gun - This is found on Level 3 using the main atrium elevator, right
                outside the elevator door.
    
    Contact Beam - This is found on the lower level area, you need to use the
                   elevator closest to where the first brute came from, then
                   follow hallway down and you will come to it right in the
                   middle of the floor.
    
    
    
    Chapter 05: Lethal Devotion
    ___________________________
    
    Force Energy - This is found in the room of the chemical research lab with the
                   two stasis tanks with specimens in them, just past the
                   elevator. It is in the same room as power node 13.
    
    
    
    Chapter 06: Environmental Hazard
    ________________________________
    
    Contact Energy - This is found just outside the elevator that you take just
                     after getting off of the tram.
    
    
    
    Chapter 07: Into the Void
    _________________________
    
    Level 4 Suit - This is in the room just after where you protect Nicole while
                   she unlocks the door for you.
    
    
    
    Chapter 08: Search and Rescue
    _____________________________
    
    Medium Air Can - This is found just after you take the gondola to the
    
    
    
    Chapter 09: Dead on Arrival
    ___________________________
    
    Large Med Pack - This is found in the infirmary room, it is the room with the
                     lazer thing going haywire.
    
    
    
    Chapter 10: End of Days
    _______________________
    
    Level 5 Suit - This is found in the room before the basketball room.
    
    
    
    Chapter 11: Alternate Solutions
    _______________________________
    
    NONE!
    
    
    
    Chapter 12: Dead Space
    ______________________
    
    NONE!
    
    
    ==============================================================================
    DS-09	Characters & Enemies
    ==============================================================================
    
    Here is a list of the various characters and enemies you encounter in the
    game, as well as any strategies on killing the enemies.
    
    Characters
    __________
    
    
    Issac Clarke - Engineering and Ship Systems Specialist. This is the main
                   character, the one you control. He is romantically linked to
                   Nicole Brennan on the USG Ishimura.
    
    Kendra Daniels - Computer Specialist, the first of the two other main
                     characters. She is part of your crew from the USG Kellion.
    
    Zach Hammond - Chief Security Officer, the second of the two main characters.
                   He is part of your crew from the USG Kellion.
    
    Nicole Brennan - Senior Medical Officer on the USG Ishimura, she is
                     romantically linked to Issac Clarke, the main character.
    
    Dr. Mercer - The main antagonist of the story. He created the hunterh and is
                 working to make the colony of necromorphs prosper and take over
                 the ship, as well as Earth. He is also a firm believer in
                 Unitology.
    
    Jacob Temple - Second Engineer, though currently acting Chief Engineer. He is
                   one of the main characters that you follow through the audio
                   logs from area to area providing information about what is
                   going on.
    
    Dr. Kyne - Seems to be an ally later on, he is a known Unitologist, wants to
               return the marker to the colony and stop the hive mind. Plays a big
               role throughout the game, but mainly in the latter chapters (10+).
    
    
    
    Enemies
    _______
    
    **As a note the darker the enemy is (only seen in Necromorphs, Crawlers,
    Lurkers, and Brutes) the stronger they are. They will take more damage before
    dying and are less prone to dismemberment.**
    
    
    Necromorph - This is the main classification, the main type are standing like
                 a human, with two arms that have been changed to be blades. There
                 are several types throughout the game, most have similar ways to
                 attack and ways to be killed, but some do have differences and it
                 can be hard to characterize. The simplest way to kill them is to
                 take out both arms or to take out the legs and then the
                 head/arms. They vary widely and most are fairly similar, but even
                 some can spit projectiles at you.
    
    Crawler Necromorph - I would call this a crawler because it crawls using its
                         two hands and its tail to move quickly and jump from
                         place to place. It is fairly easy to kill, just aim to
                         dismember the two arms and you are set.
    
    Lurker Necromorph - These are mutated baby dog like things. They have three
                        tentacles on their backs that extend out to attack. They
                        also seem to have a projectile like attack. I've found
                        that shooting them once or twice and prompting them to
                        bring out their tentacles then dismember them is the best
                        way to kill them.
    
    Hatchling - This is the only thing I can describe it as, it seems to be
                similar to the bugs, there are two kinds of these things. The
                first is a standard bug type thing that just jumps at you and
                looks like it is just a three-legged bug-like thing. The second
                has a skull on it which will try to latch onto you when it jumps
                at you. Really no specific strategy, just pick them off with
                whatever you have.
    
    Bugs - These things look like small little harmless insects, but are quite
           harmful. I prefer to use the Pulse Rifle or Flamethrower on them, but
           the Pulse Rifle also works well on them. Try not to let them swarm on
           you because they can cause quite some damage.
    
    Bats - These can transform corpses into full necromorphs, the corpses they
           transform will be of the darker/tougher necromorphs so try to kill them
           before they change the corpses. Just shoot them with whatever, no
           strategy here, if you know a part is upcoming where they will pop out,
           dismember any corpses by stomping on them so they wont have a corpse to
           transform.
    
    Fat Necromorph - These things are like storage units, they carry bugs in them
                     and if given the time, they will spew them out, or if you
                     do damage to its torso they will come out. I typically try to
                     avoid cutting them in half with the Line Gun, though this is
                     fairly easy, I just aim for the arms and dismember them and
                     then go for the head, or go for the legs and then the arms.
                     Later on in the game they will sometimes spew out lurker
                     necromorphs instead of bugs.
    
    Brute - These things are big and they are bad, the are quite large with two
            large arms and are covered in a thick plating that resemebles a Rhino.
            The key to taking it down is to run from it, shoot it in the head area
            and when it curls up in a ball, make your way around to the backside
            and unload into the back. May have to do this once or twice before it
            dies. You can also aim ait their shoulder area to try and dismember
            the arms.
    
    Wall Necromorph - These things can be annoying if you don't take care of them
                      quickly, the easiest way is to use an explosive container
                      and fire it at the center once the tentacles emerge, if you
                      fail to do so, then pick off each tentacle by shooting the
                      end of the tentacle to dismember it. If you give it time it
                      shoots out a single tenactle that will shoot projectiles at
                      you, to kill this dismember the tentacle from the flesh.
                      Also if you get too close, a tentacle will come from the
                      middle of the body and decapitate you and kill you
                      instantly.
    
    Hunter - This is the regenerating necromorph that is indestructable. Avoid
             wasting ammo on this guy beyond a few shots. Use your stasis on him
             when you encounter him and finish what you are doing in the area fast
             because he does a good amount of damage and is a huge annoyance. If
             you are in a situation where you are trapped and have no stasis you
             can dismember its limbs to slow it down while it regenerates them.
    
    Bomber Necromorphs - These guys are by far the easiest the kill, but the most
                         painful if they get too close. They have a large
                         bomb-like arm that will explode if damaged, this is good
                         in one way because it makes them easy to kill, shoot it a
                         few times and it explodes, the downside is if they get
                         too close they slam their arm into you causing a lot of
                         damage and killing themselves.
    
    Carrier Necromorph - This necromorph looks somewhat normal, a bit taller and
                         skinnier but it has a somewhat annoying part to it. After
                         killing it, it breaks up into a few hatchlings, which you
                         then have to kill. I just kill it as I would a normal
                         necromorph, aim to dismember limbs to take it down
                         faster.
    
    Fast Necromorphs - These things appear after the USM Valor crashes onto the
                       USG Ishimura. They infected the soldiers and their stasis
                       modules merged with them when they transformed so they are
                       extremely fast. They act just as a normal necromorph does,
                       but I highly suggest using stasis on them to slow them down
                       so they aren't as annoying.
    
    
    Bosses
    ______
    
    Leviathan - The huge creature that is causing so much trouble on the ship. It
                consists of three large tentacles, which now that you have
                encountered it, are the same ones that grabbed you twice before
                and a huge mouth like opening that spits out bomblike projectiles.
    
                Difficulty: 3 out of 5.
    
                Method of Defeat: This boss isn't too hard, but can cause you to
                use a suprising amount of ammo if you don't know what you are
                doing. It will start out attacking with its tentacles, it will
                slam them down and then slide them on the floor (sometimes it will
                just slam them). If it slides them, gravity jump towards the
                tentacle and you should avoid it hitting you. When the tentacle
                retracts in, aim for the yellow part to dismember it. After
                dismembering all three it will shoot these bomb-like projectiles
                from its mouth. It should shoot 5, now the easiest way to do this
                here is to use your kinesis and catch, then shoot the projectiles
                back, the first two you catch will run into the other two it
                shoots and third will go into its mouth causing damage. Now it
                should brings its tentacles back, they don't attack each time like
                they did before, it mixes it up between tentacles and mouth, just
                do the same thing and it should be dead in no time and you should
                have used little ammo.
    
    
    Slug Boss - This creature is similar to the Leviathan, and may actually be one
                as well if it is just a classification. It has 5 tentacle arms
                with the designated yellow weak spots. Its only attack is to rip
                chucks of junk off the ship and throw it at you, which can be
                blown up to avoid damage.
    
                Difficulty - 4 of 5.
    
                This boss can be a bit annoying if you try to hit all the arms at
                once. Try to spread the damage around, but focus mainly on one
                tentacle at a time. As the number of tentacles are reduced it is
                easier to avoid taking any damage and control the situation. Also
                you can use both RT and LT to fire at the same time so that two
                shots hit at the same time. After all 5 tentacles are destroyed,
                it will detach from the ship and float off in space.
    
    
    Hive Mind - The big bad boy that is the controller of the necromorphs. It is
                on the planet where the colony was at. This thing is huge in size
                and puts up a strong fight. It has two stages to it, during both
                stages the main attack is with its left and right tentacles, it
                will slam them down in order to hit you and cause damage. It also
                at a point will spit bombs at you (similar to the Leviathans
                bombs) and it can also spit out two eggs that will develop into
                fat necromorphs.
    
    	    Dufficulty - 5 of 5.
    
                This boss can be fairly annoying until you get your rhythm down.
                The first stage it has 5 pod things (bright yellow) around its
                mouth, you need to destroy these in order for it to go into stage
                two and be able to attack the chest area weak spots. Fairly
                straight forward, strafe right and left when it slams its tentacles
                down and then shoot the bright yelow things when it puts its face
                down. When it grabs you do your best to destroy the remaining spots
                as quickly as possible. The best item I found to use for this was
                the Pulse Rifle.
    
                For the second stage it is pretty much the same, it has 5 chest
                cavity weak spots. It will expose the chest after each time of
                slamming its tentacles. Just strafe left and right to avoid them
                and then shoot the chest cavity spots when it exposes them. It may
                spit some bombs at you, if it does, just try to run and avoid these
                and it may also spit two eggs that will develop into fat
                necromorphs. Quickly kill them off and then go back to the chest
                cavities and dodging the tentacles. After you destroy all 5, the
                hive mind will die. For this stage, the best item to use is the
                Pulse Rifle or Contact Beam.
    
    
    ==============================================================================
    DS-10	Extras (Achievements & Other Stuff)	
    ==============================================================================
    
    This section is to detail the achievements (for the Xbox 360 players) as well
    as other small stuff, like the extras you get in the game and some of the
    cheats that can be used.
    
    
    Achievements
    ____________
    
    Most of these are pretty straight forward, but for a few I'll go in depth on
    them.
    
    
    Dead On Arrival - 20G - Finish Chapter 01 on any difficulty.
    
    Lab Rat - 20G - Finish Chapter 02 on any difficulty. 
    
    All Systems Go - 20G - Finish Chapter 03 on any difficulty.
    
    Cannon Fodder - 20G - Finish Chapter 04 on any difficulty.
    
    True Believer - 20G - Finish Chapter 05 on any difficulty.
    
    Greenhouse Effect - 20G - Finish Chapter 06 on any difficulty.
    
    S.O.S. - 20G - Finish Chapter 07 on any difficulty.
    
    Strange Transmissions - 20G - Finish Chapter 08 on any difficulty.
    
    Wreckage - 20G - Finish Chapter 09 on any difficulty.
    
    Keeper Of The Faith - 20G - Finish Chapter 10 on any difficulty.
    
    Betrayed - 20G - Finish Chapter 11 on any difficulty.
    
    Exodus - 20g - Finish Chapter 12 on any difficulty.
    
    Survivor - 50G - Beat the game on any difficulty.
    
    Epic Tier 3 Engineer - 150G - Beat the game on Impossible difficulty.
    
    Marksman - 5G - Dismember 20 limbs.
    
    Surgeon - 20G - Dismember 500 limbs.
    
    Butcher - 40G - Dismember 1000 limbs.
                           
    Tool Time - 10G - Kill 30 enemies with the Plasma Cutter.
    
    Autofire - 10G - Kill 30 enemies with the Pulse Rifle.
    
    Live With The Hot Ones - 10G - Kill 30 enemies with the Flamethrower.
    
    Eviscerator - 10G - Kill 30 enemies with the Line Gun.
    
    A Cut Above - 10G - Kill 30 enemies with the Ripper.
    
    Pusher - 10G - Kill 30 enemies with the Force Gun.
    
    Full Contact - 10G - Kill 30 enemies with the Contact Beam.
    
    Air Alert - 10G - Zero-G Jump 100 times or more.
    
    Pack Rat - 10G - Place 25 or more items in the safe.
    
    Merchant - 10G - Collect 8 Schematics.
    
    Full Arsenal - 30G - Collect all 6 weapons.
    
    Big Spender - 10G - Spend 300,000 credits at the store.
    
    Armstrong - 10G - Shoot 50 objects with Kinesis.
    
    Freeze - 15G - Use stasis on 50 enemies.
    
    Crackshot - 5G - Get a perfect score on the shooting gallery (this is in
                     Chapter 09.)
    
    Z-Baller - 5G - Beat Z-Ball on Level 6 (this is in Chapter 10.)
    
    Story Teller - 20G - Collect 75 logs.
    
    Legend Teller - 40G - Collect 150 logs.
    
    Brute Force - 15G - Kill a Brute.
    
    Exterminator - 15G - Kill the Leviathan.
    
    Get Off My Ship! - 15g - Kill the Slug Boss.
    
    Mindless Pray - 30G - Kill the Hive Mind.
    
    Slugger - 10G - Kill the Slug Boss with more than 50% shield strength
                    remaining.
    
    Don't Get Cocky, Kid - 10G - Survive the ADS Cannon with over 50% shield
                                 strength remaining (this is in Chapter 04.)
    
    Brawler - 10G - Kill 30 enemies with a melee attack (RT or RB without aiming.)
    
                    The easiest way to get this achievement is early on in the
                    game, use your stasis and just whack the crap out of the
                    necromorph until it dies. Just repeat this until you get the
                    achievement.
    
    Maxed Out - 75G - Upgrade all weapons and equipment.
    
                      This means all 6 weapons and your kinesis/rig/stasis
                      modules. You don't need to fill in all the empty node slots
                      just the ones that give you the bonuses. You must retain all
                      the upgraded weapons as well until you've upgraded
                      everything.
    
    Playing Catch - 10G - Catch a Brute or Leviathan Pod using Kinesis.
    
                          The easiest way to do this is during the boos fight with
                          the Leviathan in Chapter 6. When it shoots the bomb
                          things at you, catch it with your kinesis to get this
                          achievement.
    
    Ragdoll Check - 5G - Force an enemy into a Gravity Panel 5 times.
    
                         The best place to do this is on Chapter 4 on Level 1 and
                         the sub-level. I suggest to either use the force gun to
                         push the enemy into the panel to kill them, or stasis
                         them and push them into it by running into them. You can
                         also lure them into it, but this is a bit more tricky.
    
    There's Always Peng! - 15G - Find the Peng Treasure.
    
                                 This cannot be done until Chapter 11. The
                                 treasure is found between the two walkways on the
                                 docking area where you first crashed during
                                 Chapter 01, but you need your Kinesis or Zero-G
                                 to get to it. It is near the two entrances
                                 heading into the flight deck.
    
    One Gun - 40G - Beat the game using only the Plasma Cutter.
    
                    This sounds hard but is fairly simple. If you want an easy
                    run, play the game on easy to do it and upgrade the Plasma
                    Cutter, your Rig/Stasis/Kinesis modules and thats it. You can
                    carry another weapon, BUT, if you use them in any way (even if
                    you don't fire at an enemy) it will nullify the achievement,
                    so I suggest to not carry any other weapon with you.
    
    Kickin It - 10G - Escape the Lurker's grab attack 10 times.
    
                      This is easy, the Lurkers are the annoying small dog-like
                      things that have three tentacles come from their heads. Just
                      stand in front of them (close to them is better) and they
                      will jump on you, then just spam A until you punt it off.
    
    
    
    Cheats
    ______
    
    **Thanks to the following (got this from the GameFAQs cheat page) Plisken1911,
    chrono2888, abordoli, FrenchToastMan for this info**
    
    These cheats can all be used once per playthrough, they DO NOT affect
    achievements. The only cheats that can be done more than once are the ones to
    refill your oxygen and your stasis energy.
    
    You do all the cheats from the pause menu.
    
    
    1,000 credits - X, X, X, Y, X.
    
    2,000 credits - X, X, X, Y, Y.
    
    5,000 credits - X, X, X, Y, X, Y.
    
    10,000 credits - X, Y, Y, Y, X, X, Y.
    
    2 Power Nodes - Y, X, X, X, Y.
    
    5 Power Nodes - Y, X, Y, X, X, Y, X, X, Y, X, X, Y.
    
    Refill Oxygen - X, X, Y, Y, Y.
    
    Refill Stasis - X, Y, Y, X, Y.
    
    
    
    Extras
    ______
    
    Backstory Logs - These are the few logs that give some more background on the
                     game. These are the extra 6 logs you get for Chapter 12 after
                     beating the game and starting a new game on that same file.
    
    Impossible Difficulty - This says it all, the hardest difficulty available.
                            You get this after beating the game on any difficulty.
    
    Military Suit - This is the Level 6 Suit Upgrade, you get this after beating
                    the game once on any difficulty. It will be in your inventory
                    when you reload that game to play again, it will be in your
                    inventory as a schematic.
    
    New Game+ - You get this when you beat the game, it will ask if you want to
                save. When you reload your game you will start with all your same
                stuff, plus the backstory logs, the level 6 suit schematic and
                some extra power nodes and credits. It does not allow you to
                change the difficulty though.
    
    
    ==============================================================================
    DS-11	Review	
    ==============================================================================
    
    Ah, here we get to state our opinion. This game was great all around. It has
    been successful in several areas and has a great all around mix to it. I would
    classify it as a survial horror and if I had to compare it to any game, it
    would be something like Resident Evil 4 mixed with Metroid Prime.
    
    This game works so well with the way the HUD is. I thought it would be weird
    using all the holograms for your menus and your guns showing your ammo, but
    it turned out to work really well. The controls took a few minutes to get used
    to, but are solid.
    
    The graphics are definitely next-gen, great graphics all around, you even see
    the burn marks when you use the flamethrower and you see the blood and other
    stuff float through space so realistically it is amazing.
    
    The sound is great, you have the suspensful sounds, the scary background
    noises of pipes dropping or stuff creaking. Great music all around and superb
    voice acting.
    
    The gameply is definitely top notch, lots of unique enemies, sometimes you
    think they are dead and they aren't, bosses that aren't a simple spam A to
    kill type of thing. The puzzles are nice and the uniqueness of the outer space
    genre makes the game work really well. Storyline is great as well.
    
    Overall I definitely recommend this game and definitely recommend buying it if
    you like survival horror games and replaying them later on. I know I do so I
    will keep this in my collection to play when I have the urge to. This surely
    will be up there with the best games of 2008.
    
    Overall rating: 9/10.
    
    
    ==============================================================================
    DS-12	FAQ/Credits 
    ==============================================================================
    
    Frequently Asked Questions
    __________________________
    
    Q: Where is the Peng Treasure so I can get that achievement?
    
    A: It is found in Chapter 11, it is between the two walkways of the docking
       area, which is the area you came from in the beginning of the game, it is
       near the entrance portion and is a small tiny item, you can either use your
       kinesis to grab it or wait until you activate the zero-G to jump to it.
    
       It has no use beyond getting the achievement and selling for 30,000
       credits.
    
    
    Legal Junk
    __________
    
    This guide is purely by me, Matt Biro aka nofxgamer. Anything that is not mine
    or was provided to me to help the guide has been properly noted, both in the
    credits section and in the guide where it is used. 
    
    I give thanks to the great developers of this game, always love playing great
    games that come out every year, the people I do these guides for, you are who
    I give the most thanks to. The compliments I get from people who use these
    makes it all the worth it, even if I don't get anything out of it. Also thanks
    to the great music by Flogging Molly, makes typing up a walkthrough so much
    faster and a lot more fun!
    
    Also thanks to the great GameFAQs community, I've been coming to this site
    since early 2000 and loved it for the free hard work individuals put out there
    that in most cases the quality exceeded even the strategy guides that are put
    out for sale. I return the favor now by writing guides as well.
    
    ***Thanks to Seth M., Jarret H., John S., Ryan H., Alex W., and Sam A. for
    some minor corrections and tips.***
    
    
    Feel free to contact me if you have any tips, questions, concerns, or wish to
    use my guide on another site. My contact information is:
    
    E-mail: my_crack_habit@hotmail.com
    MSN: my_crack_habit@hotmail.com
    AIM: fatmikefatty
    
    
    Copyright 2008 Matthew Biro
    
    All trademarks and copyrights contained in this document are owned by their
    respective trademark and copyright holders.
    
    This may be not be reproduced under any circumstances except for personal,
    private use. It may not be placed on any web site or otherwise distributed
    publicly without advance written permission. Use of this guide on any other
    web site or as a part of any public display is strictly prohibited, and a
    violation of copyright.
    
    This guide was originally produced and published for the GameFAQS website.
    Please visit and continue to support the great community at www.gamefaqs.com