==============================================================================
Dead Space FAQ/Walkthrough For The XBOX 360
By Matt 'nofxgamer' Biro
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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

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