Dead Space 2 Hardcore walkthrough

DEAD SPACE 2

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Hard Core FAQ

Written by: Daniel Bradburry

Email: [email protected]

About this document

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This is perhaps the second real 'achievement' I have obtained in my 360 

history.  Given that at present there was no FAQ posted for this online, I felt

compelled to write one up.  Please note that I will not hesitate to spoil 

anything here, so if you happen to be reading this before you have even 

finished the game once, be forewarned.

About me

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I've been playing games now for 33 years, the first of which I 'beat' was

Pitfall II for the Atari 2600.  My god that was a long time ago.  By now, I 

have completed hundreds, if not thousands of titles on dozens of systems.

Back in 1997, I would run through the original Resident Evil, and even Resident

Evil 2 without saving in under 3 hours.  I was pretty consistent with my pace, 

as long as I managed the inventory well enough it was pretty easy to do.  This 

challenge is basically the same concept, done three times in a row.

Table of Contents

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What is Hard Core?  ............[01]

About the Guide  ...............[02]

General Advice  ................[03]

Weapon Advice  .................[04]

Enemy Advice  ..................[05]

Chapter Advice  ................[06]

Chapter 1  ....................[C01]

Chapter 2  ....................[C02]

Chapter 3  ....................[C03]

Chapter 4  ....................[C04]

Chapter 5  ....................[C05]

Chapter 6  ....................[C06]

Chapter 7  ....................[C07]

Chapter 8  ....................[C08]

Chapter 9  ....................[C09]

Chapter 10  ...................[C10]

Chapter 11  ...................[C11]

Chapter 12  ...................[C12]

Chapter 13  ...................[C13]

Chapter 14  ...................[C14]

Chapter 15  ...................[C15]

Credits  .......................[07]

[01] What is Hard Core?

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The buzz about this mode is out there.  No kidding, you have limited 

ammunition, decently tough enemies and only 3 saves during what is known as a 

6 hour campaign.  Hard Core mode is not physically tough to complete; rather, 

it is the constant stress and panic that can be overwhelming.  I highly 

recommend that you finish the campaign on a basic level, and then again on 

Zealot mode before starting the craziness.

You can expect Zealot-level quantity of ammo per pickup, and about Hard-level 

weapon-damage-to-enemy and enemy-damage-to-you.  This is not Zealot as you will

come to experience it, but on the whole it can be much, much tougher due to the

necessary precision under intense pressure.

[02] What this guide will and will not do

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I am not going to tell you how to fight, as you should know before starting.  

I am not going to tell you where all of the enemies or items are, as everything

is where it is in other modes.  I won't be breaking down damage specs from the 

weapons to pinpoint which is best.  What I will do is offer you advice on how I

ran the campaign, including where and when I saved, the weapons I brought to 

the table, and how to tackle each enemy type reliably.  You will find that I 

advocate heavily for carrying both the Plasma Cutter and the Ripper, and I will

break down the reasons why (and why I didn't go with the others).

I will not be spelling out every step of the campaign; rather, only sections 

that can be particularly troubling and suggested tactics for 'mini-bosses' and 

certain enemy types.

[03] General Advice

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There are certain things to know immediately.  

If you die, quit playing and come back later, unless you are 5 minutes

from your save point.  Let the wasted time slip from your mind and get 

back at it.  If you start over again immediately, you will be 

frustrated and cavalier, neither of which you want.

Target your first save at the end of level 5 (I saved at the beginning

of 6) in case you fail the do-or-die dragging section.  He takes a good 

number of shots, and you don't want to start over from the beginning.  

I was literally one second from failing before I blew him away.  If you

want to risk it, the Tormentor section after is terribly easy.

Target your second at the end of 9 for the same reason, with the nest

of Tripods.  I will give you advice for blowing through this later, but

its best to save just before it.

Target the final save at the end of 13, before the eye poke machine.

You will need to buy your ammo from the start - the drops just won't

cut it.  They will keep you alive in the interim until you find a 

store, but I tended to carry 50-60 extra plasma rounds at all times.  

Once I started using the Ripper, I carried about 20-30 blades at once.  

Reliance on the Ripper cut the plasma usage down hard, as one blade 

would tear through multiple enemies, as opposed to 15-20 plasma rounds 

for the same encounter.

Stomp your enemies after they die.  Make sure that they drop their

items before moving on, or you will regret it quickly.

Be liberal with healing.  In the regular campaign I would happily run

around with 60% health, but here I was concerned if I only had 90% 

filled.  Don't overuse and waste it, just don't leave it in your pack 

as the unknown incoming swipe can erase a couple hours of work.

Don't blow out the windows unless you have to.  There is a spot in

Chapter 7 where you can safely detonate one and get away with it.

Abuse the respec-healing trick.  From Chapter 7 on, when you use the

bench you have the option of respeccing your nodes for 5,000 credits.

If you are in need of a full health kit, pay the respec fee for your

rig and leave the bench.  Go back into it and reset all of your nodes,

and BAM!  Full health.  Total cost for that is half of the price of a

full health kit, so use this trick when you need it.  Make sure to

walk away and reengage the bench, or the trick will not work.

[04] Weapon Advice:

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You should know how to handle all of the weapons and enemies proficiently 

before you even start, that much is given.  I chose my weapons for their 

overall reliability and applicability to any given situation.  It's also about 

your placement for certain encounters, so that you can get a drop on the enemy 

before he kills you.

Plasma Cutter-

This is the only weapon I ever used in DS1, because of the range, 

immediate impact, rapid fire and decent damage.  At max damage here 

(plus the added flame effect), you can take down most enemies with 4-5 

precise shots.  This should be a powerful mainstay in your arsenal.  

Ripper-

The Ripper needs to be number two because of the constant damage

potential, and its ability to tear through multiple enemies at the

same time.  Your ability to miss a primary fire, and then retrain the

weapon on the enemy and chew it apart without taking damage cannot

be overemphasized.  The definitive close quarters beast in terms of

DPS, throw in the long distance range attack (for times of crisis), 

and the Ripper is a must have.

Line Gun-

Great, but you can't bring back a missed shot and there are too few 

rounds in the chamber.  And the secondary file can kill you.  It comes 

a decent third on my list.

Pulse Rifle-

Decent, but chews up the ammo and doesn't do anything for reliably 

holding back a tough crowd.

Detonator-

Great in theory, but you better hope they walk over it.  And that you 

don't.

Force Gun- 

This was something I played with in DS1, but to be frank I've never 

even pulled the trigger here.  I've heard that it is very competitive 

with the Ripper, but I don't recall the damage in the DS1 version being 

very dramatic, as the elites took 4-5 shots and several seconds to 

kill.  Kill time is my problem here, as I can kill an elite slasher in 

under a second with the Ripper.

Contact Beam-

The Contact Beam was great for Brutes in DS1.  The alt-fire gives great

crowd control, but you don't even get it until Chapter 7.  No defense 

against Spitters, Pukers or Lurkers.  It just feels like a one-trick 

pony to me.

Seeker Rifle-

Decent at range, but if you have it equipped when they invade your 

personal space, get ready to turn off the machine.

Flamethrower-

Throw it in the first trash can you find.  

Javelin Gun-

For this mode, throw the Javelin Gun in there with it.

Node Application Advice-

Spread your nodes evenly across your rig, stasis, Ripper and Plasma

Cutter.  You have no need of air, so only apply one extra node for it.

Ignore the TK damage increase.  Stasis needs duration and energy

quite evenly, so spread them around here.  The Plasma Cutter needs

damage, speed and some capacity and some reload.  Damage (and the

special) is the easy priority.  The Ripper needs both duration and

damage quickly, as both apply to DPS.  Everything else is secondary

on this weapon.  By the end of the game you will be maxing out all

nodes on all four pieces of hardware.

[05] Enemy Advice:

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Slasher-

Plasma Cutter- Put two rounds into the same leg with the Plasma Cutter, 

and the two more into the same arm.  That should do it.

Ripper- Aim for the legs to drop it immediately, then drag the blade 

over its arms and face to kill it for good.  

Spitter/Puker- 

Plasma Cutter- Same as the Slasher.

Ripper- Hide out of line of sight to get it to charge into your range.

The approach is then the same as for the Slasher.  The Puker will still

try to spit at you while on the ground, so work fast.

Pack-

Plasma Cutter- One shot anywhere.

Ripper- Hold down the primary attack and saw through the whole group.  

It's actually best to use this weapon, as you destroy the bodies 

immediately this way causing them to drop their items on the spot.  

When the Pack corpses start piling up, they will disappear when 5 or so

are already on the ground and you lose the items they would have 

dropped otherwise.

Stalker (raptors that hunt in packs)-

Plasma Cutter- Blast the legs as he runs at you, then the arms.  

Dangerous, as if you miss it will knock you down and he will still be 

in your face when you get up.  Very easy to die this way, as two hits 

will finish you.

Ripper- Aim at the feet mid-run with primary fire (make sure you are 

pretty low), which will drop him where he is.  Move the blade up across

the body and arms, and he's done.  Once practiced, it's the safest and 

easiest method to kill them.

*note: In all cases, back up to a wall with an open pathway in front of

you and wait for them to charge you.  Only one will come at a time, and

you will know it by sound when they do.

Crawler (babies that explode)-

Plasma Cutter- Hit the yellow spot to make them detonate and take out 

other enemies.

Ripper- DON'T!

Lurker-

Plasma Cutter- One or two shots per tentacle, 2 or 3 tentacles to kill.

Ripper- In some hallways where they can't get out of range this makes 

sense, otherwise use the Plasma Cutter only.  Don't use secondary fire 

on them.

Exploder-

Plasma Cutter- One shot to the pus sac, and BAM.  In one area in 

Chapter 9, go for his legs instead.

Ripper- If he is bearing down on you, secondary shot the sac, but don't

miss as reloading isn't as quick as the Plasma Cutter is.

*note: If he manages to detonate on or near you, it will wipe out 60%

or so of your health.  This is great compared to Zealot mode where it

would one-shot you no matter what.  Still, don't let it happen.

Pregnant-

Plasma Cutter- Put two rounds into the same leg, and then two more into

the same arm.  Same as the Slasher.  Don't hit the belly or you will 

regret it.

Ripper- Charge into him with the primary fire, cutting his legs apart 

and then his torso.  Chances are he will be dead before the babies pop 

out, but if they do they will be instantly destroyed.  This is the best

weapon to use on him - no panic, no tactics.

Leaper (scorpion)-

Plasma Cutter- Open fire rapidly if you have this equipped.  Hope you 

hit the arms and head, because you won't really get his tail.  He will 

tear you apart in a matter of seconds, and he is rarely alone.  

Ripper- Hide out of his line of sight, and make him come to you.  Hide 

right behind the corner, and charge into him with primary fire and tear

him to pieces.  It's the safest way to go.

*note: In my opinion, this guy is easily your biggest threat in the 

game.

Swarmer (babies in Pregnant's belly)-

Plasma Cutter- One shot per, but expensive.

Ripper- One blade will tear them all apart.

Cyst-

Plasma Cutter- One to two rounds per.

Ripper- Don't use, but secondary fire only if you have to.

*note: TK bodies or objects at them to cause them to self destruct.

Infector-

Plasma Cutter- Multiple shots to drop it, 5-6 or so.

Ripper- Chew it up with a single blade.  Ignore secondary fire.

*note: Destroy any available dead bodies before the infector appears, 

and it will walk up to you to be slaughtered instead.

Tripod-

Plasma Cutter- The only weapon to use on him, as you need to keep your 

distance.  Stasis him, and then blast off his arms.

Ripper- For this mode, don't use it or you risk dying and reverting 

back to an earlier save.

Brute-

There are four of them in the game, and I will deal with each encounter 

as it comes up, as tactics differ.

Guardian (the guy stuck in the wall)-

In every case, do one of two things:

1. If there is an available explosive canister, grab it before he can 

see you, stay out of sight and then pop out and throw it in his face 

for an easy kill.

2. If not, stay out of sight, pop out and stasis him.  Blast away at 

his tentacles as they are all centered in his midsection and slowly 

move out as he awakens.  He will be dead before he can do anything.

Do not use the Ripper, as he will tear your head off before you get a 

chance.

Nest (stationary enemy in zero-G with three yellow pods, throws projectiles)-

Plasma Cutter- 2-3 shots per sac will kill it.  Dodge the projectiles 

at range.  This method is dangerous and unnecessary.

Ripper- Dash straight at him (immediately!) while he is waking up, and 

saw the sacs apart at close range with primary fire.  He will drop as 

soon as your blade touches all three.  I have done this several times 

and have never been hit.

Divider (tall lanky necro with smaller necros attached)-

Plasma Cutter- Shoot it at range until it falls apart, then shoot each 

smaller piece until they stop moving.  Uses a lot of ammo this way.

Ripper- Charge up the main and cut out his legs, and then sweep over 

the body until they are all dead.

Squiggly Necros (as I call em)-

Um... really?

[06] Chapter Advice

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The first five chapters are fairly easy, so I just have a few notes regarding.

Real details start to come at Chapter 6.

[C01] Chapter 1: 

The only concern here is the Tripod.  This is something you should be 

practiced with.

[C02] Chapter 2:

When you start up the train, some enemies will rush through the 

opposite door. After they are dead, run to the door and turn around to

ambush the two that bust in right where you were standing.

When you are hanging upside down, I avoid using kinesis and just blast 

them, as I can find it difficult to aim accurately with TK items.

[C03] Chapter 3:

You can generally blast out the window here safely.  Overall, this 

chapter is not hard.

[C04] Chapter 4:

Coming to the rounded staircase just before the elevator, an infector 

is in front of you making a new slasher.  Kill it and his new friend 

right there, and then hesitate to charge down into the fray below you.  

Let the infectors do their work, and kill everything as they funnel up 

the stairs.  It's not worth charging into the group to get surrounded.

Ammo is fairly cheap, as long as you are prepared to buy it.

I avoid blasting out the window in this level, and make the slashers 

funnel into the door.  It's not worth risking it this far into it 

before your first save.

In your first encounter with stalkers, stand at the door they break, 

and take out their legs as they charge you.  Kinesis is a good idea 

here, as they bee line for you, running straight at the screen.

[C05] Chapter 5:

Nothing too critical in this chapter.  

Make sure you grab the Ripper schematic here, but don't start using it 

until you have a few nodes in it.

Save before the do-or-die dragging sequence in the chapel.  The save 

point is in the room where you have to TK the three objects to crawl 

through the vent.

[C06] Chapter 6 (where things are starting to get tough):

The first fight here can be a decent challenge if you are unprepared.  

It's a giant open area with a huge statue of a marker to one side.  Run

into the middle of the room to spawn a pregnant, and then run back into

the hallway you came from.  Kill it here, a two leapers will spawn and 

rush you.  Force them to come to you, and nail them when they round the

corner into the hallway.  Once they are on you, hope for the best.  

Step out of the hallway, and as soon as you cross the threshold into 

the big room a second pregnant will spawn right behind you.  Kill it, 

and then run back to where you fought the leapers.  Four more will show

up, two at a time.  After all that, run across the big room towards the

store.  Turn around and face back into the big room as a third pregnant

shows up.  Blast it, and finally you can move on.

The cysts here are no problem.

After the fire sequence and two lurkers, remember that there is a puker

waiting for you in the elevator!

The stalker sequence should be your first real test with the Ripper.  

Cause them to activate, and then stand in a corner where you have a 

path in front of you and a path to the side.  You should see several of

their heads poking out looking at you.  They will mostly be coming at 

you from the center of the room, so face in that direction.  If you 

hear a scream and don't see one running at you, whip 90 degrees and 

take out the one coming from your side.  It's rare, but happens.

Advance to the meeting point with Ellie, and take the elevator.

In the hallway before the school, 3 groups will charge you.  Take out 

the cysts as you proceed, and watch for a the first two groups coming 

from the front, and the third from behind.  They are all ranged 

attackers, so keep the Plasma Cutter out until you get inside the 

school.

The only concern in the school is the gymnasium.  Make sure to stomp on

all of the bodies before hacking the panel, as an infector will bring 

them to life.  Keep the Plasma Cutter out until all of the crawlers are

dead (4, I think) and then focus on using the Ripper to cut through 

everything else.  Hold your ground on the stage and force them to come 

to you.

Exit the school and head to the transit station.  The fight with the 

brute can go badly, or seriously quick if you are prepared for it.  

Immediately grab all loose ammo around the room, pick up the statis 

canister by the door, and run over to the side of where he drops in.  

When he lands, I am facing his right shoulder.  Once he hits the 

ground, fire the canister, close the distance and begin sawing into 

his shoulder with the Ripper.  As the stasis wears off, reapply it 

from your reserves and continue sawing into him.  After about three 

stasis charges, he will collapse on the floor, never having been able 

to move an inch.  Don't get smart and try to have him run into a

support beam, as he will simply slide around it and happily kill

you.

Advance towards the elevator to Chapter 7, but stasis and kill the 

Guardian before doing so.

[C07] Chapter 7:

Use the Ripper to chop up the advancing enemies.  Repair the elevator, 

and rip up the leaper that approaches you before you board.

The elevator ride is crazy, so bring a lot of health, a lot of Plasma 

Rounds and one or two stasis packs.  Once the first tripod bursts in, 

he will do so in the window to the left of the switch that activates 

it.  My technique is to run to the other side, stasis them and then 

blast away.  Always keep moving, as they appear to spawn in different 

places at different times around you.  Just hold on and survive, that's

all I can say.  Don't worry about what you've used - there is a store 

coming right up.

Remember that there is a cyst right above the door when you exit the 

room after the elevator, and another next to the store.  Don't get 

blown up.

In the next major encounter, proceeding across the floor will trap you 

between lasers that detonate the opposite window.  This has the 

potential of killing you if you miss the target, so before advancing 

into the room, stand in the preceeding hallway and aim the glass with 

the Plasma Cutter.  As the door starts to close between you and the 

room, blast the glass.  You will hear the air being sucked out as the 

room is locked down, and it will be safe to enter a few seconds later.

This way you can control the encounter on your own terms.

There is nothing more to really speak of until the section where life 

support is shut down, just keep the Ripper out for advancing enemies.

When the life support is shut down in the hallway, stay put and let the

two stalkers advance on you from the door.  Hack the panel and move on 

to the mainframe.

Remember to get the Peng treasure - everything in there is valued at 

55,000 and trust me you will need it.  Keep the Ripper out and mow down

the enemies as they funnel towards the mainframe hatch.  Blast the 

mainframe circuits and move on.

Blast the squiggly necros in the next room with the Plasma Cutter.

Use the Ripper on the slasher and leaper that charge you, and switch to

the Plasma Cutter to shoot down the three lurkers.  Move to the node 

door and turn around to rip up the ambushing leaper.  He jumps onto the

platform right in front of the hackable door.

Upon stepping out to fix the solar array, immediately launch and 

dash/fly down to the left.  Engage the nest immediately with the Ripper

before doing anything else.  There is a ton of air on the array, so 

take your time and make sure to open every crate.  When ready, repair 

it, use the ejector to fly back down to the transit station and start 

a really insane fight.

Your air is running out, and the enemies are infinite.  You just have 

to hold out until Ellie unlocks the door, so make sure to keep moving 

in a circle around the room.  The Ripper is best for this, because 

everyone will be running up to you to say hello.  The only problem with

this idea are the pukers that nail you from out of nowhere, so just do 

the best you can.  It's best to bring as much health as you can manage 

before starting, as there is a store just before and after.  As Ellie 

is wrapping up things up, get moving to the door and back into it when 

she tells you its ready, but don't go early because they will surround

and kill you if you are not careful.

[C08] Chapter 8:

In the beginning you will see an infector through the window doing his 

busy work - open the node-locked door and make the enemies funnel into

it, and rip them up from there.  Don't chase them down hoping to make 

things easier.

After dashing through the rings of fire, charge right up to the nest 

and saw it to pieces with the Ripper.

[C09] Chapter 9:

The immediate beginning of this chapter has several leapers and a 

slasher pounce on you. Move far enough towards the opposite elevator 

to activate them, then run back and turn the corner on the platform.  

Unless they have a direct path to you on the walkway, they will treat 

you as if their line of sight is broken, so use this to your advantage 

and rip them up when they round the corner.

A slasher busts out of the wall after you ride the elevator up.

Use the Plasma Cutter to blow away the Crawlers in front of you and on 

the wall.  Ride up the next elevator.

Open the door and move in far enough to cause the puker to begin 

walking toward you.  When he gets in your line of sight, take him out 

with the Plasma Cutter, and then step further in the room to activate 

the two lurkers.  Doing it this way splits up the fight.

Make sure to use the explosive canister on the Guardian.

When you get to the place to repair the tram, remember that there is a 

squiggly head under the big cog.  It will choke the heck out of you at 

this difficulty.

As soon as you summon the tram, hightail it back to the elevator and 

stand in it.  Two elite slashers will spawn, and ordinarily would run 

through both entrances at the same time and murder you, but this way 

you ambush the ambushers.  One of them will drop right in front of you,

only to be torn apart while his buddy will arrive too late to help.

Ride the tram until you get off.

The next section is decently hard, and your last challenge before save 

#2.  Several stalkers and 2 exploders are hiding in here, and must be 

systematically hunted down.  There are basically three waves.  The 

first is two running stalkers and then a crawling stalker.  After 

killing those three, an exploder will jump out of the left wall, with

a couple more stalkers coming after you.  If you start running, chances

are the stalkers will catch you, so its best if you pick a spot and 

defend it.  Once you make it to the far right corner, the final wave of

stalkers (2-3) and an exploder will appear and chase you again.  Once 

cleared, prepare to stasis and kill another guardian.  Head down the

elevator and use save point #2 before the final challenge of Chapter 9.

Like the brute, this fight can go easy or really, really bad, so that's

why I say save before.  The tank can take 6 shots at this level, and 

you have no need to kill a single tripod.  Once you descend to the 

floor, pull both available canisters out and drop them, as the battle 

will not start until the first one is fired.  Once a can explodes, the 

timer to replace it starts ticking.  When ready, quickly launch both 

and prepare to deal with the first tripod.  My sincere advice is to 

stasis it and rapidly blow off a single arm, which will impede its 

movement and threat level.  Keep it under stasis in this condition 

while racing around to fire 4 more shots.  Once successful, get to the 

tram before you die.

[C10] Chapter 10:

Ah, the Ishimura.  I love this level.  No threats at all until the 

first brute, in the tram pit.

Handle the brute basically in the same fashion as before - stasis it 

quick and then move to his rear and saw up the arms to drop it quickly.

You will need to have enough stasis in reserve to handle the second 

that will charge you shortly.  Once you move forward enough to spawn 

him, back up considerably, taking several shots at his shoulders with

the Plasma Cutter at distance.  This will soften him up for the 

statis/Ripper combo soon to come, but it also moves you out of the trap

that springs right after he dies.  In the dark, several enemies spawn 

in what would have been in front and behind you, but this way you keep 

them all in front, only to run them all down with the Ripper.  Ride the

elevator up and head to engineering.

After decontamination, the hallway has enemies that come from both 

sides, and they will not follow you back in the decon room.  My advice 

is to pick off those in your immediate vicinity, and then run all the 

way left with your Ripper leading the way.  Once there, turn around and

head all the way to the exit.  You may encounter a few popping up 

behind you, so be forewarned.

Fix the centrifuge, and then head back to decon.  Several pack will 

bust in from opposite sides, and 4 pukers/slashers will drop from the 

ceiling.  Rip everything, and leave.

On your way out, an elite slasher will be playing dead on the floor.  

Cut off his legs before he can even stand.

Once you get back to the tram loading station, there will be two elite 

slashers and swarmers in the area, and another enemy that climbs up 

onto the platform.  Use the Plasma Cutter to keep everything at bay 

here.

After the ride to medical, keep the Plasma Cutter out killing 

everything in the hall in front of you at range, as there is a lurker 

in the mix.

Once you enter the cryo chamber, move to the far side as two elite 

slashers and two exploders will come at you, one at a time.  Use the 

Plasma Cutter to kill everything, as the exploders need to be detonated

safely.

Switch to the Ripper and hack the panel.  Before opening the door, you 

will be rushed by four enemies that can be taken down at close range.  

Wipe them out, and move on.

Proceed until the section with the lightning pouring out of the 

machine.  A lurker will crawl up the rail, which is not a problem, but 

two leapers will attack when you ride the elevator down.  Use the 

Ripper to tear the first one apart, but the second will spawn right

above you and has a nasty habit of staying out of sight and picking you

apart.  For that purpose, I recommend either running into the room 

downstairs next to the elevator, or riding the elevator back up.  

Either way forces him to chase you and puts the fight on your terms.

Pull out the battery, and walk backwards through where the electricity 

was.  Enemies will spawn in front and behind, so cut the legs off of 

the one that you are now facing and run back to the door by the 

elevator.  Take them down from here, but know that they will not follow

you inside the room.  Once cleared, you are safe to move to the tram 

loading area.

Fly past all of the lurkers, not stopping for ammo and run to the door 

leading to the bridge section. 

You will be facing a short section of stalkers and pukers, so force the

pukers to come to you by staying out of their line of sight, and 

waiting for stalkers to charge.  Finish what you came for here, and 

abandon ship to Chapter 11.

[C11] Chapter 11:

The first threat is a short stalker section, which actually happens in 

stages.  Kill the first two facing down slope, and then run all the way

to the door to initiate stage two.  Once you are at the door, turn 

around and take them out facing up slope.  The second group contains 

stalkers and crawlers, so swap back and forth between the Ripper and 

Plasma Cutter as necessary.

In the next major area, while preparing to change out the battery, you 

will be assaulted from several directions.  For the most part the 

safest option is the Plasma Cutter, so stick with that unless it makes 

sense otherwise.

After moving to the next room, you will be dragged out into space.  

Advance on the nest and rip it to pieces quickly.  Move on through the 

small passageway in zero-G with cysts.

Take the upper walkway section in stages.  The Plasma Cutter is good 

to have for the initial part, but once the two lurkers are dead swap 

back to the Ripper.  The latter half of the walkway has an elite 

slasher quietly drop behind you.

Stomp Stross's body for an audio log of him talking to his wife.

The elevator up seems daunting, but its not bad if position yourself 

well and apply a simple strategy.  If you position yourself across from

the switch that activates it, and on the right hand side, then the 

enemies will consistently drop in the corner on your left and the 

corner on your right.  Keep the Ripper ready to go, and quickly sweep 

the legs out from under one and then chew up and kill the other.  Once 

they are dead, return to your position.  Do this consistently and you 

will come out of this with very little damage.  Stasis is an option, 

but don't rely on it as there are too many waves and they won't stop 

coming if you haven't killed them all yet.

[C12] Chapter 12:

When you move across on the machine to get the new junction, keep the 

Ripper out to saw up the two slashers that climb over the railing.  

Once you grab the card and ride back, have the Plasma Cutter out to 

take out the puker at range, as you are a sitting duck for several 

seconds.

You will have to quickly change weapons on this crazy ride, and I 

highly advise blowing through your stash of plasma rounds hard, as a 

store is available at the beginning of 13.  While riding the machine, 

stand in front of Ellie the whole time.  Only a couple enemies ever 

spawn on the left side, as most will climb up right next to you.  For 

anything that climbs up, kill it fast and keep a solid watch for 

lurkers.  It is these that will do the most damage to you here.  If

you think you see one in the distance, unload with the Plasma Cutter.

I say ignore the red canisters, as it takes too long to be really 

accurate and if you hit with it you will kill one maybe two.  I tend 

to get shot up while trying to aim with it here, so just blow em away.

One less tentacle means one less projectile coming your way.

[C13] Chapter 13:

Make sure that you have what you need from the store before attacking 

the necros that are advancing on the door.  The Plasma Cutter is the 

best option for the entire event here.  Hack the panel and continue on 

until you have let the swarm into the facility.

After the slaughter, poke your head out the door and have the enemies 

funnel up in the doorway, ripping them up.

In the round room just before the lab, open the door and watch an 

infector run off to do its work.  Let it, because if you chase it an 

exploder will drop in behind you and trap you against several elite 

enemies.  This will no doubt kill you, so wait at the door and take 

them down from here one at a time with the Ripper.

If you open the node-locked door, a Divider will attack you when you 

are outside.  If you don't mind the risk, take whats inside.

Another section just like the end of the Ishimura, except that you 

can't run.  Force the pukers to come to you, and wait out the stalkers 

like always.

Don't screw up the section with the spinning lasers.  Use whatever 

weapon you feel you need, but expect slashers and the explosive 

crawlers to give you a hard time.

This is the last real challenge before your final save.  In the three 

floor room, a veritable army will be coming after you, and you can't 

get them to follow you back through the door.  I have watched my Ripper

tear apart four of these guys at the same time here, which is nuts.  

It makes no sense to just run for it, so stand your ground when 

necessary and charge them when its a good idea.  Just remember that 

they have to run or jump along the walkway and won't leap over it, so 

use that to your advantage.  

Eventually the endless tide will cease, and you can advance to the 

bottom floor.

The final obstacle is another brute, with the same style of entrance 

as the first one in the transit station.  He will spawn when you near 

the door, so charge him and stasis/Ripper him to pieces.   This time 

you will be so overpowered that he goes down fast.

Resupply and use your third save.  The challenge of this mode is now 

over, as the final leg will take 20-30 minutes to complete.

[C14] Chapter 14:

Go slow and patient on the eye poke.  If Isaac is scared you will 

screw up.

As soon as the regenerator appears, saw off his legs and arms, 

'killing' him and then place him into stasis.  This gives you plenty 

of time to hack the panel.  If he is still 'alive', he will attack you

while you are trying to hack it.

In this entire chapter, your goal is to simply run, and ignore all 

drops and enemies that aren't in your way.  Rip up those that are, and

keep moving.  TK the body that opens the door and throw it in front of 

it.  I knocked the regenerator over when I did it.

Activate the zero-G section and rush through it.  Ignore the nest and 

keep moving.

The chapter is over before you know it.

[C15] Chapter 15:

Now... slow down and be patient.  The regenerator, while deadly and 

unceasing, cannot stand against your Ripper and stasis unit.  It's 

impatience that kills people here.  

Buy everything you think you need from the store, and be liberal about 

weapon fire.  There's no harm in buying everything you can carry.

While outside, if you have an open path in front of you, keep running.

If anything is in front of you, kill it.  If you are waiting for a 

door to open, turn around and guard your rear, backing through the 

door when it opens for you.  When you enter the indoor sections, use 

the Ripper on everything that spawns before proceeding outside.  While

outside, make it a point to keep moving.

Once you reach the elevator you are home free.

Unload everything you have on the final boss's forms.  You should be 

pretty familiar with this part by now.  Hope your healing holds up, 

and push through it.

The final flying section is unchanged.

MAKE SURE TO SAVE!  Your in-game rewards are well worth the time 

spent, although it is a complete game breaker.

[07] Credits

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Feel free to repost anywhere, just please give me credit when doing so.

Any additional advice, suggestions or comments email them to me at:

[email protected]

Copyright 2011 Daniel Bradburry

Iain Wilson
Guides Editor

Iain originally joined Future in 2012 to write guides for CVG, PSM3, and Xbox World, before moving on to join GamesRadar in 2013 as Guides Editor. His words have also appeared in OPM, OXM, PC Gamer, GamesMaster, and SFX. He is better known to many as ‘Mr Trophy’, due to his slightly unhealthy obsession with amassing intangible PlayStation silverware, and he now has over 600 Platinum pots weighing down the shelves of his virtual award cabinet. He does not care for Xbox Achievements.