Home
Home · Twitter · Facebook · Giveaways: Battle Blasters · The Guild
Subscribe






- Sponsored links -

Animation School
Animation School




Dead Space - Game Guide
System: PC
Rated: M
Also On: PlayStation 3 · Xbox 360
Shop: Buy It Cheap · Get The Guide

Index · Codes · Guides · Your Reviews · Your Rating · Videos

=======================
Chapter 10: End of Days
=======================

		

	Tram Station

Just one box to the left.

	Commons

*NOTE: Please smash the legs off all of the dead people.*

Yes, those are people; look at their heads - weird huh? There are four items
to grab: one in the open, one in a green box, and two in wall boxes. Visit the
store for any shopping and storage, then up the lift (yes, you should
recognize that singing). There is a save point, item, bench, and text log;
the log seems to hint at the inner workings of this game, so read it if you
planned otherwise.

We are going to go out of order for where the locator points you because we
want that level 5 RIG. Instead of taking the top door, go on the ground and 
take the door on the right.

*NOTE: If you want a free log, go up the lift, take the door behind the save
point, and try to go through the locked door.*

	Rec Hallway

There is a scare to the right, but nothing attacks. A box to the left of the
door, a box in the left corner, then enter the next area.

Tons of lockers, probably just one open. A few other items but I'll have to ask
you to pick up that suit 5 schematic, then go back to the store and buy it now
if you want, or go into the next area. Read a text log, and get an item. The
log tells you how to play zero-g basketball. Go inside.

	Rec Room

*HARD: They make be supers on all levels, but I know they were supers when
on hard.*

First, jump up a few platforms to lure out the lurkers. Three of them, so use
the line gun to quickly cut their tentacles. If you can't see them immediately,
jump to a platform down the tube to make them move around. After that, pick
up the nav card and you're free to leave.

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

Don't quote me on this, but I believe the game just gets a little bit harder 
and all you have to do is get 16-20 points in each round. I find it best to 
NOT grab the ball as it does stop in the middle, just jump to two or all three
platforms, then fire when you're sure the goal won't close, repeat, and when 
down to 20 seconds or so, just stand up close and shoot without jumping around.
Do this for five levels to get a semiconductor, or don't do this at all since 
it takes a bit of time and patience. Level 6 is a trophy/achievement with a 
power node.

So anyway, open the door to get out the reward room and a super slasher attacks
right away. The hallway is clear, but upon returning to the commons there will
be a super slasher to the left and an infector on the right. Stasis both, kill
the infector, then kill the slasher. If you fail to kill the infector, and if
you failed to smash all the bodies' legs, prepare for death.

With the final suit schematic in hand, spend 60,000 to buy it. There is a
power node room in this level, so spend to around 20-30 thousand creds on nodes
and keep one in your hand, or just buy as many nodes as you need. Fill up, buy
any ammo, save, and head left.

*NOTE: You will get a few more nodes, so you can spend all you need now.*

*CUTTER: All I had was one speed node on the cutter and two kinesis range nodes
left, so you should be close to done upgrading too.*

	Residential Hallway

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

	Mess Hall

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

*CUTTER: You'll need to stasis the big guys, then probably go up and down the 
lift as you handle the many pieces. You could always hide in the corner if
you like, for real.*

		
		

*NOTE: You already have one nav card by getting the level 5 RIG early.*

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

	Residential Lobby

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

	Sleep Block A

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


		

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

*NOTE: Feel free to spend a stasis pack if you need some.*

	Sleep Block B

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

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

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

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

In the commons, spend your two nodes as you wish, save, down the lift, visit
the store if you like, then through the door to the rec hallway. 

*NOTE: Feel free to buy or keep one node for a door upcoming. For cutters,
should be able to get a speed node and still save one.*

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

A super slasher greets you (line gun him), then use you key on the lift to take
it down.

	Sleep Block C

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

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


		

Feel free to start making your way back because the regenerator and a few 
super slashers are unleashed. While in this room you should knock them back and
make your way to the sliding beds, then slide them so no one can get you. But
you may want to cool you jets before you try to rush back. Once you close off
the bed area, barely move the bed you just pushed so you can shoot the slasher
from safety. The regenerator will be by, but he can't touch you so long as you
beds are close.

*HARD: There are also lurkers as well. Not to mention, even if it may have 
been a glitch on normal, but the hunter did not follow into this room, he
stayed in the bunk room. So basically you will need to stasis everyone and 
then use a pack to refill because you'll just need to freeze all and run for
the elevator when it's open.*

When you open the beds to get out, the things will drop in on you, so knock
them down or stasis them and go out the door to the starting room. Now you
must fight off a few slashers before the door to the lift is opened, so
have at it. Once the door is opened, knock back the next one, go in, skip 
saving unless you have no other choice and get on the lift. But keep in mind
that the enemies can enter this area through the vents.

In the commons, feel free to visit the store and bench for anything you
want/need, and don't forget to keep a decent store of ammo. Save and follow
the door to meet a friend - I think he's a friend anyway.

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

*CUTTER: Bring three.*

	Security Station

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

	Captain's Quarters

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

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

	Shuttle Bay Hallway

A wall box and save point. 

	Executive Shuttle Bay

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


		

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

*HARD: Didn't seem like the hunter got stuck this time. So I had to run all
around the ship as the twitchers came from all sides. Just have health.*

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


		

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


		

Save your game through the first door, then up the lift and into the room 
Kyne was in for a med pack. When you return to the commons, quickly kill the
infector in front of the door before he turns anyone. FYI, that was the one in
the vid you just saw with Mercer.

Sell all your excess ammo, anything you don't need and the packs you will never
get to use. You should know that there is a lot of all but line and cutter ammo
anywhere you go. You really need just a few extra packs for ammo for you 
other guns. You are a level away from the next power node door, and there are
no more RIG suits to buy, so feel free to spend until you have 20,000 creds 
left on ammo and nodes.

*CUTTER: You should be able to finish off all of your upgrades at this time.*

You should pretty much be done with the RIG suit, if not close, and your 
favorite guns should only need a few more upgrades. Head back to the tram.
 

Walkthrough

 




Bookmark and Share  

 

Google  
www.gamerstemple.comWeb