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This is Part 12 of our complete Dead Space Walkthrough, featuring Chapter Eleven: Alternate Solutions and Chapter Twelve: Dead Space.
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Chapter Eleven: Alternate Solutions
- YouTube: Dead Space - Mission 11
- First stop is the Store here. You should also hit the Work Bench. Make sure you're set before moving on.
- Follow the hall until you hit a save point, then go into the Cargo Room around the corner. From your vantage here, you'll be able to see a couple of distant necromorphs marauding around. One's an exploder, the other a bloated pregnant. Hit the exploder's pod from here to do in both.
- When the coast is clear, take the lift down. Explore this level, as there are a lot of lockers and loot from murdered necromorphs.
- Power Node! Take the catwalk ahead from the lift, and when you come to the corner, look left.
- Head to the console and hit the button to retrieve the Marker. As you do so, necromorphs fill the room, and a few huge tentacles erupt from the bottom of the hold.
- Kill what necromorphs you can from a distance. These are the weaker versions and you should be able to kill them in just one or two hits. Meantime, make for a corner, as the tentacles' job is to smash you as your run across the catwalks.
- Keep your eyes open for the explosive necromorph that appears about midway through the fight. Stay away from it and use it to take out some of the others.
- Clear the room. When all the monsters are dead, step out and try to draw out the tentacles. You can do this by standing near the beginning of the catwalk they attack. There are four total: One for each catwalk along the walls, and two for the center catwalk, with one at each end. Two good shots with the Contact Beam in the yellow joint will kill them.
- Reload and grab items. When you're ready, head over to the Marker and use Kinesis to start pushing it along the track. You won't get far before more necromorphs appear. Work to get them all on the same side of you.
- You're dealing with two regular necromorphs, two black necromorphs and a bloated necromorph. Stasis is the key here. Use it liberally and quickly thin the numbers of the enemy. If you can keep the two black ones together and under Stasis, your life will be a lot easier.
- Continue pushing the Marker along its track when the room's clear. It'll lock into place on the other side and a cargo lift will take it up to the hangar bay. Another squad of necromorphs attacks you also.
- These enemies have the same diversity as the last group. You can fight them, or make a run for the lift and the door that leads out. Be aware, however, that there's a vent on that little platform near the exit, which means they can and will chase you.
- Return to the tram station. Buy supplies at the Store and take the door that Kendra unlocked, which is an elevator to the Flight Lounge. At the top, check the door on the left, a bathroom, for ammo.
- Save in the Flight Lounge. As you try to leave it, it'll lock down and fill with necromorphs. Standing by the door is a relatively safe place at the outset, so use it as a good spot to bottleneck and freeze all the enemies. Thin them out and move clear of the vent that's right above you, as another black necromorph will soon be behind you.
- After the lockdown is lifted, head out into the Flight Hangar. When the shuttle lands, take the door to the right to Runway Two and then up toward the Control Room.
- TIP: Before you hit the switch to disengage the gravity, go around the corner and empty the lockers.
- Turn off the gravity so you can load the Marker onto the shuttle. Jump down and as you approach the bay where the Marker is, you'll be ambushed by something like five or six fetus monsters. Conserve ammo by employing the numerous exploding canisters in the area.
- When they're dead, drag the Marker along the track. As you near the shuttle, two black crawling necromorphs will join the fight. Again, exploding canisters make fighting easy.
- Finish moving the Marker. You now need to restore the gravity.
- TIP: The hangar is huge. The entire other side is available for you to explore. There are a few lockers over there, so give the whole room a thorough sweep for items.
- Restore the gravity and head down to the shuttle. Some story ensues.
- ACHIEVEMENT ALERT! Before you leave, head down the first runway. This is where you started the game back in Chapter One. Look off the side of the walkway to a small trench between this one and the next. You should see a small object there that looks like a doll. Nab it with Kinesis to earn the [[Dead Space Walkthrough#There's Always Peng!|There's Always Peng!]] achievement.
- Go back and head to the Flight Control Room. It's the door near where you turned off the gravity. In the hallway, you'll have to kill a hanging wall necromorph and its minions.
- Continue into the control room and loot it. Then press the console.
- Power Node! On the wall on the left side of the control room.
- ACHIEVEMENT ALERT! You should unlock the Legend Teller achievement if you've been following the guide when Kendra sends you another transmission.
- Return to the shuttle. When you get to the runway, you'll be attacked by three black crawling necromorphs. Kill them and run to the shuttle to end the chapter.
Chapter Twelve: Dead Space
- YouTube: Dead Space - Mission 12
- If you were looking for a worse place to be than the Ishimura, you've found it in the Colony. This is the place where everything began.
- Grab the loader near Nicole and drag it to the shuttle. Then hit the console beside it.
- TIP: Before doing too much, run around and look for items, lockers and crates to break open.
- Pull the Marker to the elevator. It jams because it needs a power cell. Head into the Control Room Barracks, the only door available to you.
- Save and use the Store and Work Bench here. Start with the room to the left, which is the control room you can see from the outside. Clear it of items.
- Audio Log! On the floor in the control room.
- Now go back in and get ready to clear the room to the right, which has a zombifying necromorph clearly on its window.
- There are actually two in there. Get them together and Stasis them, then destroy them before they can resurrect more enemies.
- When they're dead, look for a pile of green crates in the corner. Destroy them and you'll discover a power cell behind them. Nab it and take it out of the Barracks.
- A tall man necromorph is waiting for you. Kill it and its limbs, then plug in the cell.
- Push the Marker into the room and hit the console to close the gate and open the way forward. Push it on until you can't anymore.
- The room is about to fill with necromorphs in your biggest battle yet. You'll deal with the black variety, the exploders, and the fetuses in this fight. And in huge quantities.
- The bridges can be your friend here. Raise one and hit it with Stasis to temporarily cut off access to you. Do it while a monster as aboard to see what happens. Better yet, though, use the Force Gun to knock down any enemies in your way and use the bridges as a way to quickly distance your enemies from you, plus force them all together.
- But your greatest ally is Stasis. There are Stasis chargers all around this room - three, in fact - because it's really your best hope of survival. Use it constantly for best results, especially when faced with enemies all around you.
- Sooner or later, you'll clear the room. Pick up whatever's left around and recharge your Stasis. Notice that quarantine is still in effect, because there are still monsters around.
- Unfortunately, you just have to keep going. Push the switches to raise the bridges, then drag the Marker underneath. Don't bother using Stasis, as any bridge that closes to fast will bounce off the Marker harmlessly.
- You'll be attacked by a wave of fetus monsters when you move the Marker. Kill them and keep going. The next wave is four or five exploders. Freeze one and run by it, then wait till they all pile up in the same spot and blow one.
- That should do it for the quarantine. Move the Marker into the next room and take the left side catwalk.
- Get ready for a situation that really sucks. Stasis is the key, however, as there is a charger on this side of the room. On the other side are two bloated hanging necromorphs, and they're kicking out little minions faster than you can keep up.
- Run to the alcove to the left of the Marker where there are some lockers. Grab everything and try to keep moving as you come under fire. Then run to the Stasis charger and charge up if you need to.
- Keep running to the far end of the room, near where you're taking the Marker. Grab the health pack and clear the way across the bridge. When you can, run to the column that's closest to the left hanging necromorph.
- From here, kill these two hangers. Use the Force Gun's alternate fire grenades, they're fairly effective, or whatever else you brought. You need to stop the onslaught of minion monsters.
- When they're dead, mop up. You can use Stasis on the minions and then just stomp them if need be.
- Clear the room and hit the Store for fresh supplies. Go through the round door into the maintenance tube next.
- You'll run into a black crawler at the first bend. Don't be afraid to use Stasis to make these fights easier. You can always backtrack and get more.
- The second bend has a black fetus monster. Use the same strategy.
- At the end you'll find a Stasis charger and some ammo, as well as the power switch. Throw it and head back up the tube. Make sure you refill your Stasis.
- You now have to cross active fans. Use Stasis to slow them down and get through quickly. At the next bend, two black fetuses and a black crawler attack you. Instead of fighting, dodge past them and run for it. Freeze the fan to get by and just haul out of there. The fan should keep them from pursuing.
- Stop when you get to the airlock door. Open it and take a look - you should see a black Brute straight across from you. When you get close to the edge, it'll start moving.
- With unlimited Stasis, this isn't as hard as it looks. Just keep freezing the Brute, bashing him, and freezing him again. When you need Stasis, run to the charger. He should fall without too much trouble.
- Power Node! Your reward for killing the Brute.
- Save and resupply. Once you're past here, there's no going back.
- Move the Marker past the bridges and go into the next room. When you get there, you'll hear a big, scary sound. Get ready to deal with that by gathering up the ammo and items around this room.
- Power Node! Right next to the door on the right side of the catwalks. If you go a little ways forward from that and look between the two big boxes to the right, you'll find a large medpack.
- Keep moving the Marker. Charge your Stasis on the right catwalk as you enter the last shutter room.
- The battle to get the Marker back on the pedestal starts here. Quickly run around to either side of the railway and pick up all the ammo you can get your hands on. Reload and get ready.
- First off, you'll have to deal with tentacles along the railway. Your overall goal is to guide the Marker up the rails to the end. That's it. Unfortunately, necromorphs will appear on either side of the rail from the vents there. These are limited to black standard necromorphs, black fetuses, and soldiers. They'll also come at you one or two at a time, for the most part. Use Stasis and kill them as fast as you can.
- When there's a lull in defending yourself, use whatever you can to cut off those tentacles. If you brought the Contact Beam, two solid hits to each one will bring them down. You definitely have to kill the first two - the third you might be able to skate past.
- When the coast is clear, bring the Marker up the railway as far as possible. Once you've fought off three or four waves of monsters, and especially if you're on the rail, you'll get some relief from enemy attacks. Speed is of the essence, however.
- The third tentacle slams the bridge that leads to the left as well as the walkway along the rail. When you're in front of it, closest to that offshoot walkway, it slams against it. This change in behavior can allow you to move the Marker up close to the tentacle, then dash across to the console ahead.
- At the console, you're safe from the tentacle. Drag the Marker into place and hit the button.
- Now it's evacuation time. Go to that round room near where the tentacle was trying to kill you. Then head through the door on the other side.
- Power Node! At the end of this sticky hallway.
- At the end of the hall, you'll be provided all kinds of gear. Ready yourself for the coming storm.
- Continue through the Control Room Barracks. Hit the Store and get whatever you can get as far as ammo.
- TIP: Two words. Contact Beam. Highly effective in the next fight. Make sure you bring it and load up on its ammo.
- Save and head out. Run toward the shuttle, but stop just behind the big crates. Ahead are piles of ammo boxes. Use Kinesis to grab the ones you can reach and stock up now.