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Table of Contents
Dead Space Walkthrough- Introduction
- On-the-Job Training
- The Campaign
- Chapter One: New Arrivals
- Chapter Two: Intensive Care
- Chapter Three: Course Correction
- Chapter Four: Obliteration Imminent
- Chapter Five: Lethal Devotion
- Chapter Six: Environmental Hazard
- Chapter Seven: Into the Void
- Chapter Eight: Search and Rescue
- Chapter Nine: Dead on Arrival
- Chapter Ten: End of Days
- Chapter Eleven: Alternate Solutions
- Chapter Twelve: Dead Space
- Achievements
- Complete Achievements
- Known Achievements
- Marksman
- Surgeon
- Butcher
- Armstrong
- Freeze
- Air Alert
- Brawler
- Ragdoll Check
- Big Spender
- Pack Rat
- Story Teller
- Legend Teller
- Merchant
- Full Arsenal
- Crackshot
- Z-Baller
- Maxed Out
- [[Dead Space - Achievements#There's Always Peng!|There's Always Peng!]]
- Tool Time
- Eviscerator
- Autofire
- A Cut Above
- Live with the Hot Ones
- Full Contact
- Pusher
- Secret Achievements
- Kickin It
- Brute Force
- Don't Get Cocky, Kid
- Exterminator
- Playing Catch
- [[Dead Space Secret Achievements#Get Off My Ship!|Get Off My Ship!]]
- Slugger
- Mindless Prey
- Introduction
-
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Chapter Ten: End of Days
- YouTube: Dead Space - Mission 10
- Your next stop is the crew deck. The area is littered with bodies and loot. Start picking up the loot that's scattered around and stop by the Store if you need to. Then make your way up to the second level via the elevator beside the store.
- Text Log! Just at the top of the lift.
- There's a work bench here if you need it. If not, continue into the Residential Hall, the door beside the bench.
- Go through the door to the room Mercer was in. Check behind the bar as you go to grab ammo, and clean out the lockers and crushable crates. Then make for the elevator around the corner.
- At the bottom are necromorphs. You'll start with two tall man monsters and the bits to go with them. Plus there's an explosive pod necromorph that was looking for a way from the hallway you entered from upstairs. So be ready.
- Kill the tall men and their assorted pieces. The best way is to freeze them so they have no chance of gang-beating you.
- Gather up the loot from the area, which is mostly money. Make your way forward from the lift and along the right wall, which is covered in alien gunk. You'll find a footlocker and the Crew Key you're searching for.
- Power Node! Blue panel at the far end of the room, to the right of the lift.
- Take the lift back up. Exit the room and turn right to take the door. You'll enter a hallway with a bloated hanging necromorph. As usual, this will be an ammo drain.
- Pick off a few of the little guys and sit tight a second, because a black necromorph will momentarily drop in at the far end of the hall. Kill it, then return your attention to the hanger.
- When it's dead you can start by taking the first door on the left, which leads to a bathroom. Inside is a locker and 3,000 credits.
- Go to the door at the end of the hall and open it with your Crew Key. Take the elevator to Sleep Block A.
- In the Common Area, Start with the room to your left, which is another bathroom. Inside is an (actually) dead necromorph, so don't bother shooting it. You can test it by using Kinesis to pull off its limbs. You'll find some ammo in a locker in here.
- Save in the common room. Take the door into Sleep Block A Bunks.
- Deal with our old friend, the Leviathan tentacle. Two solid hits with the Contact Beam will take it out.
- Turn around and go into the Storage Room behind you. Inside is a switch that overrides the lock on the door to Sleep Block B.
- Exit the storage room and fight the necromorph that's in the bunk room. Kill it, then go around the corner in the bunk room to get a medpack from the locker there. Head back to the commons and save.
- Sleep Block B is in vacuum and filled with necromorphs. It won't be an easy fight, and you'll need plenty of ammo. Note that the Flamethrower doesn't work in here because of the lack of oxygen.
- Start by clearing the common room, where there's also an oxygen recharger on the far wall. Here you'll deal with one bloated pregnant necromorph and one spitter necromorph. If you travel too far forward into the room, you'll also wake up a headless black necromorph that's lying on the ground.
- Contain the fight to this side of the room. Kill these first two monsters, then deal with the one on the ground from a distance. Charge your oxygen. You're headed to the Bunk room next, which is massive and under hostile control.
- TIP: Go into the Sleep Block B bathroom first. It's the only unmarked door. Inside are ammo and credits.
- TIP: If you have any doubts about your ammunition supply or healing items, now is the time to double back to the main floor and hit the Store and work bench. It's a longish, sticky walk, but you won't be hassled.
- TIP: Treat the common room in Sleep Block B as your staging area. From here you can recharge your oxygen, and you can use this room as a place to run clear of the fighting. You can also draw some of the enemies in here for a one-on-one battle in a much bigger, more open area. Finally, if things get rough, you can run back to Sleep Block A to get back in the air, save, or potentially walk back to the Store. Saving during this fight will save you a lot of hassle if you're accidentally killed.
- The plus side of Sleep B is it's well lit. In the Bunk room, you'll face one crawling pregnant necromorph, a pair of black fetus monsters and, as you're leaving, a soldier.
- First, clear out the monsters. Do this with hit-and-run tactics. The pregnant necromorph will chase you all the way to do the door out of the Bunk room and beyond if you let it, but it's a relative pushover. Just don't pop its stomach.
- Kill the two lurker fetuses and look around. Near the center of the area is the Nav Card, your objective. Find it and fight the soldier, then return for more oxygen.
- Power Node! Backtrack to the Bunk room and look at one end for a Storage Room. The node is inside to the right. There's also other ammo on the floor.
- As you leave, Sleep B, check the room that leads to the Residential Hall. It's sealed, but there's a locker with credits inside.
- Return to Sleep A and save. Take the lift up to the main level. Go back to the sticky hall outside the Mess, where you'll encounter two exploding necromorphs.
- Both these enemies come at you from the vent in the middle of the hallway, but it takes the second one a little time to get out. Therefore, you're fighting the first one alone without necessarily knowing the second is on his way.
- Kill the first exploder by try to save his pod. Then shoot the pod as the second is coming out to take out both and save ammo. Mop up the evil body parts that come after you next.
- Return to the Main Commons. Save and take the lift down. Drop by the Store, then take the door leading to Sleep Block C.
- You'll face a black necromorph here. Stasis will make him easy. Then turn right and head into the Zero-G Basketball Court. In the Locker Room, which is up first, you'll find a Schematic for a Level 5 suit on the way to the door. It might be a good idea to backtrack now and buy it.
- Text Log! Just in front of the door leading out of the Locker Room. It explains the rules of Zero-G Basketball.
- Go inside the court and grab the Nav Card off the floor. Three black fetus necromorphs will come in after you. Kill them quickly, as the round zero-g nature of the room makes their projectile attacks even more effective.
- ACHIEVEMENT ALERT! When the room is clear, you can play Zero-G Basketball. Start on the wood panel closest to the door to turn on the game. To score, Zero-G jump to two or three platforms, then grab the ball with Kinesis and shoot it into the lighted ring. The platforms multiply your score, so make sure to hit a few of them. Beating all the levels earns you several rewards and the Z-Baller achievement.
- Leave the court and gather up your winnings from the lockers. In the Locker room, another black necromorph will drop on top of you. Blast it.
- Continue out into the Recreation Hall and take a right. Open the door with your key and take the lift down to Sleep Block C. Save on your way in.
- Inside are three or four one-tentacle pod enemies. Kill them and stay away from their bodies, as they'll explode. Empty the lockers and check the bathroom, which is to your left. Then go through the other unlocked door toward Sleep Block C Bunks.
- The Bunk room is fairly well sealed off. You need to move the bunks out of the way with Kinesis in order to clear the path.
- TIP: The door ahead to your right is locked with a Power Node. Inside are lots of ammo pickups.
- Get to know the path well. It's a low-level puzzle moving the bunks out of the way in order to get through, and you'll want to know how to do it quickly in a moment.
- Make your way through, gathering up all the items you can find. You'll come to an area with a lot of bodies. Just beyond is the Nav Card. Reload, fill your Stasis and heal up before you grab it.
- Taking the Nav Card brings back our big friend, the Tyrant. You can't kill it, so freeze it and start opening the way back out of the room. Keep one eye on the Tyrant and keep it under Stasis.
- The vents in the room will allow the Tyrant to drop in between all the bunks, even if you try to seal him in, so don't bother. You'll face a necromorph or two along the way. Hit them with Stasis while you're freezing people. It's not worth spending time actually fighting them.
- Keep yourself healed and stocked and try to kill the monsters that will die. When you reach the opening of the bunk room again, you'll be stuck for a few minutes. Keep freezing and running. After a short battle, Kendra will unlock the door. Open it, bolt through and get in the lift. You aren't safe in the hallway where the save point is.
- Go back to the Main Commons. When you exit the lift, act fast! There's a zombifying necromorph resurrecting bodies in the area. Kill it quickly and deal with anything it brought back.
- Hit the Store for supplies. If you played through the Zero-G Basketball, you should have a Ruby Semiconductor or two to sell. Take the lift up and save, use the work bench, then go through the door near the lift to the Executive Security Hall.
- Take the elevator to the Executive Block. When it opens, take the hallway and open the door, but stay back.
- Inside are four pregnant necromorphs. For the cheapest win possible, stay in the doorway and back up when necessary. For the most part, they'll turn back rather than enter the hall, allowing you to cut them up from safety. If and when they do come into the hall, you can bottle neck them all with Stasis and something nasty like the Contact Beam or Line Gun.
- When the room's clear, start by sweeping each of the four executive suites on either side of the room. Each has items and ammo.
- Audio Log! In the first room on the left, on the right side. The log is on a table.
- Text Log! In the same position as the audio log in the second room on the left.
- Take the last door to the Executive Shuttle Hall. Save and enter the Shuttle Bay.
- Your Guide Arrow wants you on the shuttle, the entrance to which is on the left, but first take a look around the room for ammo. In the control room there are lots of pickups, and there are lockers and crates scattered around the bay outside the shuttle. Looks like you're being prepared for something.
- Enter the shuttle and plug in the Nav Cards. Then go to the control room and press the console.
- The Tyrant shows up, with his buddies, scary soldier guys. Get out of the control room as quick as you can, as you'll be ambushed in here from the vents.
- Your goal is to freeze the Tyrant on the catwalk behind the shuttle, then fire the engines to erase him. This is fairly doable. Your best bet is to freeze the Tyrant, stand on the catwalk, kill whatever else is attacking you, then freeze the Tyrant again on the catwalk when he approaches.
- You may even want to hack the Tyrant's legs off or knock him down with the Force Gun before freezing him, as this will make his recovery time even longer. You'll need a few seconds to get through the door, into the control room, and fire the engines.
- Power Node! It's your reward for killing the Tyrant. Look for it on the catwalk where the Tyrant used to be.
- When it's done, gather up any ammo on the ground and leave the shuttle bay. Return to the common room. Upon exiting the lift, you'll find a zombifyer trying to resurrect a corpse. Squash it before it can.
- Return to the tram to end the chapter.
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