Chapter 1: New Arrivals

<Objective: Walk to the door>

Hangar Bay

Once you have control, feel free to set the subtitles (I would have tried to press start as the movie played but you know how that goes).

Move around, get adjusted to the control of Isaac and the camera, then press select to enter the systems screen. Note that the game doesn't pause and you can move around like normal as you read; whatever motivates you to do that is anyone's guess.

In the systems screen you can toggle between the systems. First is the map, then objectives, then a database, and an inventory screen. Map is always a good tool, and only the database has a single, short vid to view. So there isn't a whole lot here right now.

Just turn around and start the training and by going down the hall your CEC suit will load up the tutorial as you move along; this info is in your database under "training" if you need it later. First you learn to run, but head to the left shortly after for a med pack. Then go right to get onto the bay walkway.

*NOTE: CEC stands for Concordance Extraction Corporation, or I guess you could even call your suit RIG.*

Head down toward the door with your group but feel free to watch the little vid above the door. Then walk to the door - success!

Just throwing it out there, but the blue lights on your spine is your health meter, if you didn't know that like a year ago.

<Objective: Open the door>

Flight Lounge

Walk up, the blue door will be highlighted, press X or A, and you're in. You cannot enter the red door, it's locked.

<Objective: Load damage report>

Go inside the lounge and there are only two things to do. First you must save at the save station in the corner behind your leader dude. Save, then use the Locator System (R3) to see that you must open the nearby door. Don't worry, yet. Just go in and head to the opposite corner to load the damage report onto the screen.

<Objective: Reach Tram Control>

Hall to Lift Room

Yeah, now you can worry. You can watch your friends get taken out for a while, then once the door near you is open, RUN! Don't stop, just keep running down the hall until you hit an elevator, then go inside and press the button. Once the door is closed you are perfectly safe.

Workshop

Did I get ya? Cool. Now you're not safe yet. Go out and look to the left for what should be the picture you've seen that represents this game "Cut off their limbs." Pick up the Plasma Cutter on the table and I'm sure you've heard that sound of someone pleading for help. Well, go around to where the door is and before you open it there is some ammo to the left of the door. Pick up the energy, then stand back from the door, aim, and fire at the purple lines. And as the hint suggests, aim for the limbs. Shooting off this thing's head does you no good at all.

*NOTE: A small note that is pretty important. You can shoot boxes with lights on them to get items. Something I failed to realize until chapter 2, so maybe I'll fix on my second run. Not a huge deal, just something you should know if you didn't realize yourself.*

*NOTE: These are called Necromorphs, "dead" and "changing", or something like that. I'll try to remind myself to name the different types if there aren't already names out there.*

Tram Control Hallway

Just walk down to the other end and through the door. Go left and down, aiming so you have light, and keep looking to the debris until something runs by. Then pick up the 1000 credits on the floor and come back. Heading right brings up a tiny note about health and then you pick up the green thing on the floor, a health pack. Then pick up the audio log, orange thing, on the floor and it will auto-play. Through the door now.

*NOTE: This audio log goes in your database, just scroll down. There is also "Run!" which is strange, but oh well.*

Tram Control

Turn right for a panel on the wall you can open for creds. Head up to the windows and they will raise to reveal Hammond and Kendra.

<Objective: Repair damaged tram>

Head to the opposite side and look for two blue lights on two lockers and you can open both for creds and a med pack. Get both, then come back around and save at the station on the wall. Don't worry about the big computer where you entered, you need a data board to use that. Just go through the door that is unlocked.

Tram Control Hallway

*NOTE: You reload by pressing the "use" button while aiming. You can tell your ammo amount on the gun; hint, it's a number.*

If you didn't realize, you can zoom in on your map and move it around for easy viewing of the detailed paths. You are supposed to go right, but let's go left for some fun. You should be ready for a fight when you get near the corner, but the thing is already dead all of the sudden. Pick up the energy pack and the thing should come to life, big surprise. Shoot its limbs, but when you go to pick up the creds and medium med pack, be ready for possibly another surprise (maybe only if you aim for the legs the first time). Either way, save and then grab the audio log nearby before heading back the other way.

*NOTE: You can use the alternate fire for a horizontal cut, which stays permanent unless you press the button again.*

Open the door, surprise, and then down the hall for yet one final reminder you must shoot the limbs.

*NOTE: You can use a small health pack if you've taken enough damage to have lost a unit of health. Health bar is your blue spine, four units.*

Tram Tunnel

Go left for creds, then right for a Stasis Module by the spazzing door. Use it, just like slow motion for so many other games only this just affects the thing you are aiming at. The door is closed and you have about five seconds or so to get through; there is a recharge port on the right if you somehow waste all of it.

Access Hallway

Pick up a stasis pack and then save. Go left, the lights go out, so just get through the door so you're out of this hallway.

Tram Repair

In the corner nearby is a Power Node in a box on the wall. You can then activate the panel nearby, then up the walkway to fight with a morph who will bust out of the wall by the dead guys. Kill it, at least a leg and arm, then pick up the creds and audio log by the bodies; there is also a stasis recharge if you really needed to use it.

There is also a box on the wall, but once you open it and grab the creds, of course another, bigger morph will jump through the adjacent panel on the wall, so be ready.

Now you must drag the tram into the repair area. You should have already set the first arm, and it is a permanent grab. For the one on this side the arm does not stay for very long. Press the panel to send out the arm, use your stasis to slow it down, then run up the ramp and activate the main panel to pull in both arms and complete the objective.

*NOTE: Always use recharge stations no matter how little juice you have used. The stasis meter is the tiny blue circle on your back.*

<Objective: Find Data Board>

As the tram is being repaired, quite loudly I might add, a morph will come out of the wall by the door. Fell free to use stasis, and I would recommend you do. Stasis used on these guys seems to last a long time, and once you knock off two limbs and/or see an item drop, that means you've killed it.

Once that is done, check your objective, map, locator and head back. A new type of morph teases you in the hall, so wait until he leaves and then go save your game. Head to the tunnel, slow the door, and then go out. Refill before going down the tunnel becuase there are two morphs who strike from the floor vents. One is standard, the other is a leaper. You can try to use stasis on them if you can hit them, but try to shoot them above all else.

Now backtrack and head down the left path in the hall you started in, you should have already killed the morph around the corner, save, and then take the Maintenance Lift down.

<Objective: Find the Maintenance Bay Key>

Maintenance Bay

You start with two Necromorphs, one in front and one to the right. Kill both, maybe stasis one, and then collect any fallen ammo. To the right is a vent panel on the wall and a morph does come out when you approach. There is a red cannister on the ground you can use on this one, the first one, or the third morph who is walking down the catwalk as well; that's four in total. Kill them all and then check the map. You can go one of two ways, either left or toward the elevator, and there is one more monster and a box on a wall at a dead end; if you come from the upper path, you can use the red cannisters on the monster, so long as he doesn't come from somewhere else I guess. When done, take the lift up.

There's a box on the wall to the left, then be ready for the monster hiding in the dead bodies. Kill it, be ready for another down the walkway, and then you are free to grab the key, energy, and text log. One more morph as you head back to the lift; take it back down.

<Objective: Find Data Board>

Another monster who attacks when the lift doors open, so be ready. Use your locator to go right and then up the ramp to the locked door. Use the key and go in for a single open locker, the Data Board, and an Upgrade Bench. Use the bench to spend those power nodes to upgrade either your Cutter, RIG suit, or Stasis power. I believe that for all you have to start where the arrow points and there of course needs to be something in that spot or there's no reaons to use it. So pretty much you only have power and capacity for you Cutter. Get both and exit.

<Objective: Call the Tram>

Leaving the room you are attacked by a morph over the rail, and hopefully you can pop that red tank to blow him up, then look to your right for one more enemy. When you head back to the door to exit, beware the dead-looking morph on the ground because he is alive, so be ready, or run by and into the lift, I think (just shoot it).

Go back up and be ready for a morph to blaze in and attack. Then go save now, or save at Tram Control. Get back to the main room (the windows auto-open once you enter FYI), insert the board into the big computer by the opposite door, then use the smaller computer by the window to call the tram. Save again after the other two are safe and then start heading back the way you came.

<Objective: Return to Kellion>

*NOTE: I hope you realize you can only carry so many items, so use small med packs when full or toss them to take on more items. And of course, reload at all times.*

Just go back the way you came, use the locator if you must, and there are really no enemies from the control room to the workshop lift; bit watery in the workshop though. Once up, you're kinda baited by one of those morphs you fled from earlier; noticed I used the word "baited." Follow him around the corner twice and he will jump into a vent. You have better run to this corner and then be ready for an ambush from both sides by two monsters, so freeze either one and quickly pick apart the other.

Then it's all safe in the flight lounge, and I guess you are contacted by one of the "red shirts" from your party. Save and then back to the ship. A leaper will drop down on the catwalk as you approach, so freeze if you can and then cut those limbs off.

Head into the ship and load the damage report. After you see the stuff hit the fan, turn and run out the ship for a short clip. Once you are back in control, you can run all the way down the end of this walkway, it's open, or just fight off the four Necromorphs right here, whatever works for you, but try to save any Stasis for the leaper one.

<Objective: Go to the Medical Deck>

Then listen to the vid from your friends as you make your way back toward the lounge. Now instead of going right down the path you took, just use the door on the left that is now open.

Hallway to Tram

Go right into a bathroom, and aside from any graffiti to read, there is a large med pack on the men's side, and no monsters for once. Then go out and take the lift down to the Tram.

Tram Station

There is a store terminal in front of you, so let's use it. At the store you can buy a Pulse Rifle or Line Gun, suit upgrade, power node, or items you can find all over. I think you should get the suit upgrade if you have the dough (I was just 200 over). Even if you don't, I would consider saving up for it because unless you really can't handle these bad guys, which you should be able to, then I guess you can buy a gun. Again, get the upgrade, you could even sell some of your bigger health packs from the inventory screen.

As far as inventory, the upgrade gives you three extra slots. You don't need the large med pack, and if you keep all your small packs you should only need one medium pack at the most. Of course if you don't have enough items to make these decisions, keep everything you got. You need the energy, stasis module, and it's easy to carry all your small health packs. Carry one, two at the most, medium packs. I guess you could sell them, but just store them for now.

Then you can use the bench if you've somehow obtained any nodes, then get on the tram to end this chapter. Save of course.

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Submitted by ahmadnasr1989 on Sun, 06/10/2012 - 15:06.

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