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

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Chapter 2: Intensive Care
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	Tram Station

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

There is a med kit among the all too deliberately-placed body bags, there is a 
store, but first move the crates in the hallway and pick up the Schematic.
These add items to the store; this one adds a Flamethrower to the store. You
don't need to go back to the first store, just use it up ahead.

	Security Station

Keep going enter what is your only safe haven. There are creds on the floor,
a box in the little room, a locker, and another store; don't miss the item
in the body bags in the corner. 

I don't think you want to buy the flamethrower unless you really feel like 
wasting some creds. Save your game.

		
		

	Main Lab

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

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

*HARD: So I saw a female slasher, and if I'm not mistaken, they did not show
up at this point on normal. I would also like to say that there was a second
torso on the ground and only three enemies from the vents. Same number of
enemies, different types though. Remember, stasis and use that recharge.*

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

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

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

	Bio Lab

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

*NOTE: They are called Lurkers, just FYI.*

*HARD: They seem to move their tentacles around and make them harder to hit,
so watch out for that. Also, they seem to move into you much quicker, so be
ready to fend them off, or just back up when you meet one.*

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

		
		

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

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

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

*HARD: You only need four packs of plasma energy at the most, even if you are 
on a Plasma Cutter only run. Minimum is two, which is 50 rounds of ammo.*

	Imaging Diagnostics

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

*NOTE: There is a text log to the left of the bench that I missed.*

Quick scare and then go left and spend your node on the door. Inside is some
ammo, an audio log, and a conductor; you can only get the audio log now, so
that's why we used it. Then come around and use kinesis to move the tank all 
the way to the left. Once you move forward you have a chance to test out the 
Line Gun on two leapers; stasis them if you must.

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

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

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

	Zero-G Therapy Hallway

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

*CUTTER: If you are on a cutter-only run, hard mode or not, you don't need to
ever pick up ammo for other guns, unless you have a ton of extra space.*

	Zero-G Therapy

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


		

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

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

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

*NOTE: Feel free to use that power node you picked up at this bench if you
want to. However, I think you should save it, trust me. If you used it earlier
or want to use it now, you may want to buy another at the shop.*

Head back to the hallway with the dead guy, but have your Cutter set to 
horizontal ready. Look at the doorway to the hall for little crawlers to swarm
after you. Shoot them, or use your fire, and if they get on you you'll need to
press the button displayed to shake them off. One thing I found to work was to
stasis them all, stomp them with my alt fire while not aiming, and shake off
the rest. It costs some health, but it saves ammo. If you got lots of ammo,
stasis them and shoot away to save health. Your call. Head back to the security
area.

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


		

	Clinic

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

	Emergency Room

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

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

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

	Morgue

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

*HARD: Best to use a stasis on him, or the infector, or both. If you don't 
have full stasis and you should have a stasis pack, use it. If you don't
the infector will quickly make more enemies. This also applies to Cutter-only
runs.*

		
		

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

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

Walkthrough

 




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