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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 9: Dead on Arrival
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	Tram Station

Just a box and a bench. Proceed to more items and a store. Go through the next
door for one more item before entering the next area.

*HARD: Should bring an extra stasis pack or two, and buy up to four packs of 
cutter ammo if on a cutter run.*


		

	Ore Storage

*NOTE: You can stomp of these panels if you want.*

There are two floating boxes. The goal is to get all six of those orbs down to
the ground level for easy tossing. I would say you should start by going around
the room and getting all six and getting them down there and over the door.
Once you do, get on the ground and cut the six lines to the door to open it.
Two lurkers attack, then two super leapers, then two more lurkers. Kill them as
you toss each ball through the door and into space; you can bounce them off
the side of the doors or around the rim. Once you do, just look to the opening
in the ship, jump to it, walk to the door from the curved side, and you're in;
you can ignore the last to lurkers that appear, stasis those leapers if you
want.


		

	Starboard Corridors

A box to the right after the quick scare. Proceed to the save station, then
go through the door. 

	Cargo Bay

There are four items: two in boxes to the right of the door and across the 
way by the debris, an item you can grab standing by the pod's door, and an 
item you can kinesis from the right side, behind the pod. Then look up the room
and to to the right. Pull the crate back with kinesis, then the next one along
the wall to grab a single item.

Move the crates on the left to make a path and get to the other side of the 
room to face a new enemy, Twitchers; soldiers with stasis packs that make them
faster, somehow. Use the force gun to knock them back, then either keep using
the blasts over and over or shoot a grenade, just know that missing a grenade
on these guys will cost you some damage if you don't recover. Three will come
after you to start with, then a fourth when you move up the room. From this
side of the room, find the path on the side to get two items, then go through
the door to exit.

*CUTTER: Yeah, these are the toughest enemies you'll face. You must aim low
because they like to use the advanced tactic of ducking as they move. Just
make sure your clip if full for each encounter and you have plenty of med
packs to heal your wounds. If you can, you can stasis these guys, but they
are hard to hit.*

	Torpedo Room

A box to the left. Box on the opposite side, then a box by the other door that
has a semiconductor. 

*NOTE: Across from where you entered this room, if you move the boxes by the
vent cover you will be met by an enemy, so don't do that.*

	Port Corridors

*NOTE: If you don't want to have a chance of fighting additional enemies, 
stomp the three bodies in here. If you don't mind that thought, stack them up
somewhere and be ready to stasis them or hit the infector as it goes for
them. One drops by the elevator, then another by the save point.*

Enter the next area for a box by the save point. Go to the elevator with 
Force Gun in hand and try to open it only to have two infectors drop in. They
go for the bodies, so either blast them off and grenade them, or use some other
gun to kill them quickly. Once they are gone, get that power block on the 
other end of the wall and put it in the slot to take the lift up.

	Armory Corridors

Head down the narrow passage, turn right for two items, then head into through
the door.

	Armory

A divider in front of you and two exploders to the right, so maybe get them
first and then force blast the divider. When you move into the little area 
in front of the door, two more bombers come out of the vent by the door you
entered from. There is an audio log by the shooting range, a node by the bench,
and more items around; please don't run onto a gravity panel. 

You may want to try out the shooting range. For one, your ammo used will be
provided, so no worries there. The rules are simple, hit the red targets, don't
hit the blue ones, and at the end you are rewarded free ammo. If on a cutter
or hard run, this may be needed ammo since you're away from a store. Not sure
if you can use other guns, but use the cutter for this one; should be easy for
the first three rounds. You must be perfect, not missing a target, and it 
doesn't matter where you hit the body, each hit is worth 100.

The rounds add levels and the rewards do build up. I find it best to stand in
the middle aim below the score board so you have all three levels of the field,
and keep your base sight to the left so you can see the left side targets. You
have two shots at the most to any one target for the first three rounds, but
starting with round four you have to be quick. It's best to move to your 
target and make sure you have a shot rather than shooting quickly. 

There are five rounds, here are the rewards: ammo, ammo, medium med pack, 
semiconductor, power node. And after you beat all five the ammo then is your
own, so you can only play the five rounds.

So anyway, onto the next area after you spend your node at the bench if you
got it, or save it if you have nothing to get of interest. Then exit the room
to see a guy die. Refill stasis and go into the next area.

	Infirmary

The laser will kill a twitcher that charges you. There is a schematic left
of the laser that you can grab with kinesis, but if you want the box item you
will have to stasis the laser. When you go for the box a twitcher comes out 
of the vent, and I would suggest force blasting him so he lands where the 
laser will slash over, and be sure to stand away from the area yourself. You'll
probably have to use another stasis to get the box item. There is one more box
by the exit door that you can get freely, then go out.

	Barracks Corridors

A Twitcher will charge you from the left, then you'll have exploders from both
sides and a second from the left; you could use the infirmary door as a funnel
if you want. Go right for a few items and a node, then come back around, and
when you approach the door you can look further down to see an exploder in
the back, so feel free to shoot him if you want to; mainly to kinesis his 
dropped item. Collect the items, save, and enter the next area.

	Barracks

You can get the two items on the sides of this first column, then pull a med
pack out a cell on the right. When ready, move up a bit to stir up the place.
I won't go over every enemy, but there are about three Twitchers, three babies,
a pregnant early, six or so exploders, and about four leapers; with maybe more
that get caught in gravity panels. They don't come at once, and the twitchers
come one at a time, while the exploders will slowly move in the back. Just 
stay at the door and you should only have to move a bit to the left to avoid
the lurker fire. It's not a hard fight, just handle the twitchers and avoid
the projectiles of the lurkers and you should be able to handle the other 
enemies from long range. 

*CUTTER: Yeah, the enemies are tougher to down, and with the cutter you pretty
much have to take your lumps. All I can say is you need to know to use your
health button, and to move around. You only need to circle the column nearby,
but don't move into a more crowded area. Just try to take out the twitchers
first as you can outrun the rest.*

After the fight, all is clear. No more items in cells, just lots of dropped 
items to find and two wall boxes on each column. There is a store at the back
to drop off that large med pack schematic and sell your conductor. Put away
excess items, refill four or five med packs, and you should have plenty of 
ammo. Don't forget the text log, and go through the door. Everyone should have
at least two stasis packs on them.

*CUTTER: Should have tons of ammo to sell, should be able to have five medium
med packs on you, two stasis packs, and at least two full packs of ammo.*

You're back in the engine corridors. Move forward and save, then get the item
in the box, and then into the next area.

	Engine Hall

A few boxes along the hall, and three at the end by the locked door. Then into
the next room.

	Engine Room

Two boxes on the wall, then take the lift up. The puzzle here is to take out 
all six power boxes along the columns in the middle of the room, but you have
to do it by using the two blast shields on this end. 

Thanks to reader Mike Kirby I learned it's much easier than I first thought.
All you have to do is stand directly behind each shield, move them up the room,
hit the three panels on the columns, come back, and do the same on the other
side. Careful not to move from directly behind the shield or you may get 
burned; you can take some, but no more than three hits, and you can move
a little bit from side to side.

Once all six are shot, the thing shuts down and you are free to grab the core
up the middle. Make sure you have stasis ready to go.


		

Take the path on the right for five boxes, then out the door there is a box
just to the left. Move forward and say goodbye to an old friend. The Super
Brute isn't much different from the normal ones if you have stasis and 
cutter ammo. The strategy is the same: freeze, run behind, shoot back, and when
normal shoot the shoulders, or shoot the shoulders to start with. Your guns are
hopefully more powerful than normal, so this fight should be pretty easy if 
you have handled previous brutes well. Remember, use a stasis pack when you
need to and when he is down.

Go through the door and take a right into the next door, not back the way you
came.

	Corridors

Two items in boxes, pick up the battery and put it in place, grab the wall
box item, then go down. I don't think you are timed, but pick up the pace a 
little just to be sure.

*NOTE: People have said the battery isn't there, so I don't know what you
would do, it's just a glitch I guess.*

No need to save, unless OCD, then exit this ship. Outside, jump to the wall
with the door back onto the Ishimura, and go in. There is a twitcher at the 
corner by the store. You can stop at the store if you must, and feel free to
spend you node(s) at the bench before stepping onto the tram.

*NOTE: The next power node room is far away, and the next RIG is 60,000 at 
about halfway through the next level. So, depends on your situation, but feel
free to spend until you have 50,000 or so, even more if you have stuff to sell
and you want to get some beefy upgrades.*

*CUTTER: You should have all the but the speeds for the cutter, all of the RIG,
one kinesis at the most, and by this point you should be able to get all the 
duration nodes for the stasis mod.*
 

Walkthrough

 




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