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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 Two: Intensive Care
- YouTube: Mahalo Games: Dead Space - Mission 2
- You disembark from the tram in the med lab. The survivor here will give you the Kinesis module, which allows you to manipulate objects in the area. Use it by aiming with the Left Trigger and pressing B to pick things up, then Right Trigger to launch them.
- ACHIEVEMENT ALERT! Shooting 50 objects with Kinesis unlocks the Armstrong achievement. You can get this achievement right now by just picking up and throwing objects over and over. It'll take less than two minutes.
- Head through the hall and grab the Schematic up ahead. It opens up the Flamethrower for you at the store. Then go through the door (or backtrack and buy a Flamethrower if you can afford it).
- Save, grab the items around the room, and head through the right door to the Diagnostic Wing.
- Ahead you'll see someone missing a lot of skin commit suicide in a very unfun way. Charge your Stasis on the wall to the right of his body, and grab the ammo there before continuing.
- Go through the door at the end of the hall. Use Kinesis on the big orange medical tube and strafe to the left to slide it out of your way.
- Two crawling monsters appear. One might be kind of dumb and stay put if you don't cross the orange tube track, but the other will come after you using the vents. Stay away from the walls and take shots at him when he pops out.
- Now kill the other one from a distance if you can.
- With the room clear, go through the open door. You'll see a man croak on the floor. There's ammo here, as well as a node box directly in front of you on the wall. Stand to the right of the box, facing left, as you open it.
- Leave the room. Use Kinesis to pick up the red cylinder and place it in the wall socket near the door. That powers up the elevator in the corner. Ride it to the top.
- Use Kinesis to move the orange medical tube to make a bridge if you haven't already. You'll face a couple of enemies on the other side.
- Now move the tube further over so you can get to the door to the right. Save at the save station ahead.
- Use a melee attack on the sparking conduit next to the door to break it. Go through the door and through the one just beyond.
- You've entered a vacuum, so you only have a set amount of time to move through the area. You don't have far to go, however, so don't worry.
- As you move through the destroyed hallway, check the lockers for some credits and ammo. Make your way to the door on the far side.
- Through the round door ahead is a large room where you'll be able to deactivate the gravity. Here you'll learn Zero-G Jumping, which is executed by aiming at a surface with Left Trigger and pressing Y.
- ACHIEVEMENT ALERT! Performing 100 zero-g jumps nets you the Air Alert achievement. If you've got a few minutes to kill, you can earn the achievement in this room pretty easily just by hopping around. It's not a bad idea for two reasons: First, you'll be unmolested by any enemies here, so you're free to mess around. Second, it will help you get a sense of zero-g jumping, the distances and surfaces you can hit and when and where you can hit them. The practice now might be helpful when you're under attack.
- Your goal is to get to the door across from you, but you'll need one of those cylindrical power cells that are hanging around the room. Jump to one and use Kinesis to shoot it over by the door.
- Now jump to the door and plug the cell in to unlock it. Go through.
- Clean out this room of items - there's some ammo and credits in the lockers and scattered around - and grab the shock pad. That completes one objective.
- Backtrack to the room you were just in. Now you'll face your first zero-g combat experience (aren't you glad you practiced?), in which two enemies crawling enemies will engage you.
- Zero-g has its pros and cons. The con is, enemies will fling themselves as you from all directions, but the pro is that you can do the same to quickly escape any rough situation you might get into. Get yourself onto the round part of the room and you can backtrack safely indefinitely while taking shots as the enemies as they struggle to catch you.
- When you're done, head through the door and you'll be back in the destroyed compartment. Keep your eyes open, as there's (almost) no sound in vacuum, meaning you won't hear the enemies ahead of you. There's one in the locker area and one through the first door you come to. Kill them quickly to avoid suffocating.
- Soon you'll be back to air and the room with the orange medical tube. You'll face one enemy on top here, which will pop out of the wall, and another that pops out when you reach the elevator. You get to fight them one at a time, so it won't be too trying.
- Audio Log! On the bottom floor of this room, near the workbench, is a locked door. You can enter it by accessing the panel beside the door, but it'll cost you a power node. Inside is a gold semiconductor you can sell for credits, an audio log, a medpack and ammo.
- Exit the room to where you saw the skinless man kill himself. Wait near the door, as you'll be quickly confronted by a swarm of weird little monsters that squirm around on the ground.
- These little guys are weak, but they're also an ammo drain. Tear into them as best you can, keeping your distance. If they jump on you, they can kill you quickly, especially as a swarm.
- Clear them out and continue through the hall to get back where you started. Drop by the store if you think you need to. You should be able to afford either the Flame Thrower or the Line Gun. (The author took the Line Gun, having no idea which was better. It seemed to work out.) Then head into the Research Wing.
- Go through the hall and zap the crazy door with Stasis to get through. Charge up at the recharge station nearby if you need to. Continue into the main lab.
- To your left is a panel that contains ammo, and in the alcove ahead of it, left of the locked door, is some more.
- Progress any further into the lab and you'll be attacked by about three necromorphs. Stasis is your friend here, as you're outnumbered heavily. Use it to get to a better position, kill off one or two of your enemies quickly, or to give you a breather to heal or reload.
- TIP: See that necromorph that looks like its wearing yellow pants? That one will spit some kind of acid goo at you. It hurts.
- TIP: If you get too far away from these guys, they'll hop into the vents surrounding the room in order to get behind you. Move fast and use Stasis to turn the fight in your favor.
- Clear the enemies up top, then look over the railing to see a legless monster dragging itself around the bottom. Kill it from here.
- Head to the elevator when the way is clear. Carefully descend and pick up any ammo that's in the immediate area.
- Now go to the Stasis recharger a little out and to your left, but stay as far back from it as possible. If you go past it into the lab, you'll be attacked. Brutally.
- Instead, do an about face and go through the door behind you. Pillage it for supplies.
- TIP: When you advance into this lower area, you're attacked the same way you were at the top. However, you can avoid a major fiasco by breaking for the unlocked door across from the door you just exited. Once inside, the enemies will have only one access point to get at you - the vent in the ceiling right over the video log that's in that room. This allows you to control the battle by using Stasis on, more or less, all the enemies at once. Once they're slowed, you should have an easy time killing them. This is especially true if you grabbed the Line Gun at the store.
- Having killed all three of the enemies, gather up what's dropped in here. Listen up, also, as it sounds like there's another enemy outside. There is, but it's missing legs, so it can't attack you through the vents. Get ready to fight it upon leaving the room.
- Video Log! Make sure you nab it before leaving this room as well.
- Kill the last enemy when you get outside to lift the quarantine. Continue through the bathroom at the far end of the bottom floor for some ammo.
- Now backtrack to the elevator. The door beside it should be unlocked with the quarantine lifted.
- TIP: Don't forget to recharge your Stasis while you've got the chance.
- Take the newly opened door into the anteroom outside the Bio Lab. Check the lockers for ammo and save. Then continue to the lab.
- As you move through the lab, you'll see a new kind of monster attack a survivor. Get in there and kill it quickly and from a distance. It drops down from near the elevator.
- Grab any ammo and take the elevator up. There's another one at the top. And another that comes through the orange cabinet to your right.
- Continue to the door. It takes you to the locked room on the top floor of the main lab. Inside is the thermite you need for your bomb.
- Power Node! There's a node panel directly in front of you when you go through the door. It's blue and hard to miss.
- Take the ammo in the room and the thermite and exit. Leave the lab by the door straight ahead and use Stasis to go through the malfunctioning door past that.
- Quickly run up to the Stasis Charger right in front of you, because you're about to be attacked. Use it to slow up the two necromorphs ahead. Kill them and return to the Store room.
- Save and shop. Then plant your bomb on the barricade to open the way to the Ishimura Clinic.
- Video Log! It's right in front of you when you enter the hallway leading to the clinic. You can view it without worrying about being attacked.
- Enter the clinic anteroom and gather the ammo in the area. When you open the door to the clinic proper, you'll face two more of those creepy little fetus monsters. A great way to fight them is from the doorway - you can shoot with impunity and step clear to avoid their attacks. If things get too heavy, back up and let the door close to give yourself time to heal.
- TIP: You may have noticed that your Pulse Rifle is next to useless against the fetus monsters because there's so much space between their tentacles and the gun is fairly inaccurate. The Line Gun, on the other hand, sends a horizontal beam that works pretty well.
- Wander the room and pick up any ammo and credits. Then Kinesis the power cell and take it to the locked door that your Guide Arrow points you to. Use it to unlock the door and kick the lights on in the clinic.
- Go through that door and you're back in darkness. Get your Line Gun out to take on the fetus monster that appears in front of you.
- Another big yellow-pants necromorph comes at you from around the corner. Kill it, reload, and get ready to deal with two more. Of one them will be behind you.
- When that's over, continue through the area. You'll soon come to a corner with a door to the Intensive Care Unit and a hall that leads to a dead end.
- Audio Log! It's just to the left of the door to the ICU. You can grab it now.
- Go down the hall first to find some stuff, as well as three attacking monsters. Watch yourself, as two will be behind and one in front. They'll also use the ceiling vents to flank you.
- The trick is to move fast. Try to kill the front enemy as quickly as possible, or turn and run toward the two behind you. If you choose the run option, Stasis one or both of them as you go so you can run past. When all three are on the same side of you, you can shoot at them and have an easier time.
- Text Log! Grab it at the end of the hallway when the fight's over.
- TIP: While you're over here, note the oxygen recharge station at the end of the hall. There's also one in the clinic where you fought those two fetus monsters. Knowing those locations now will help you when this area is in vacuum, as it is sure to be.
- Head into the next room for a disturbing sight. Follow the path along to the next door, which leads to the morgue. Save along the way, to your left.
- Text Log! It's lying on the ground about fifteen feet in front of the door to the morgue.
- Audio Log! Right through the door to the morgue.
- A fetus necromorph appears around the corner in this hall. Stay back and shoot it with the line gun for an easy kill. Then advance to the elevator.
- Inside the morgue, advance slowly and get your guns loaded. Some kind of winged enemy will drop in and start turning the bodies in the area into necromorphs that have a slight orange hue. They're a little tougher than what you're used to.
- The best way to win here is to use whatever Stasis you have left on the captain and the winged necromorph almost immediately after they break through the glass. Use this opportunity to unload on the winged thing and kill it as quickly as possible. You should be able to kill it before it resurrects any of the other bodies, which it will.
- Now concentrate your fire on the captain with whatever gun you have left. Take your time and pick your shots and you'll be okay.
- Killing the first of the resurrected necromorphs, the captain, nets your objective. Grab his RIG when he drops it. When the rest are dead, you can wander the room, picking up ammo and credits.
- Text Log! Look to the right of the room once you move around the several tables and gurneys.
- Power Node! Look for a purple light on the ground of the autopsy room where the captain's body previously lay. You need to go through the broken glass to get it.
- Continue forward to the door near the autopsy room to access another lift and return to the clinic. Go through the door ahead of you and you'll be attacked by another orange-ish necromorph.
- Blast it. It's the last thing standing between you and the end of the chapter.
- Backtrack to the security station to save and use the Store. Then head to the tram station and board the train to reach Chapter Three.
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