DEAD SPACE 2 ------------------------------------------------------------------------------- Hard Core FAQ Written by: Daniel Bradburry Email: About this document ------------------------------------------------------------------------------- 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 ------------------------------------------------------------------------------- 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 ------------------------------------------------------------------------------- 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? ------------------------------------------------------------------------------- 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 ------------------------------------------------------------------------------- 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 ------------------------------------------------------------------ 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: ------------------------------------------------------------------------------- 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: ------------------------------------------------------------------------------- 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 ------------------------------------------------------------------------------- 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 ------------------------------------------------------------------------------- Feel free to repost anywhere, just please give me credit when doing so. Any additional advice, suggestions or comments email them to me at: Copyright 2011 Daniel Bradburry