Chapter 3: Course Correction
A box on the ground to the left and another in the waiting area. Head to the control room.
This is another crossroads in your path. For now there is an audio log by the dead guy, items in the lockers, a store, a locker to the left, and a save station. No reason to use the store unless you wish to purchase a power node; but only one in case you need 10,000 creds later. After that, take the door to the right to enter the machine shop.
Go down the ramp and then aim at the body on the ground, get close, and then kill it when it's up (perhaps shoot it with the Cutter first if you don't want to get close). Then go into the men's room to the left for an audio log, a Flame Fuel schematic, and then two lockers with ammo. Come back out and follow the path to a bench, where you'll find a text log to the right of it. At the bench you could always use your two nodes on the top of the Line Gun tree to get a reload, but then you'll use one on an open spot, so do as you wish.
Go up and left; something under your feet. There is a med in the tiny sleeping area, then if you go around you'll run into an enemy, but before you follow that path forward, go right for creds and a box, which is on the path if you had gone right at the start of this catwalk. So keep following the path (use the locator if I've confused you), and you'll hit a fork in the road. You can pull the gondola to the right, but you need to go left. There's a box with creds on the wall.
On the left path, go right to hit the fueling panel. Use kinesis to pull the handle down and the thing will fuel up. You can go up to face an enemy and some of those crawling things (there's a wicked blade on the ground to the right). There's an item and a door back to the control room further up this path, but you need to go back.
Now use the gondola, pull it to you if you didn't already, and take it across. Don't get comfortable though. No, there are no enemies that attack you on the ride, but there are about four of them when you're across, one a hyper. Use your line gun's mines before you get across; stick em in front of where the ride will end. There are also a few cannisters you can use kinesis on, or just explode with a shot, but better to grab them with you power before the ride ends. When it does stop, hopefully you've done enough setup before the end so that you only have one or two to fend off.
Pick up dropped items and pop a box on the right. Then follow the path to the left for a box on the wall, then keep going to get an audio log among some bodies. Follow the ramp up to see a slippery enemy escape into a vent. Go to that end, he won't pop up, but get the item out the box down the path and then turn right for a stasis pack in a dark corner. Then follow the path to a save station, with a schematic nearby. Then push down the fuel handle to complete the objective. Feel free to save again if you're OCD like me.
Three babies, not all at the same time, will attack when you head back (if one grabs you, just mash the button to free yourself). When you're down the ramp, head forward for a power node in a blue box and creds on a shelf; feel free to bring that cannister with you too. Get back on the gondola and take it back across. Don't worry about that enemy that runs by, I think he's just the enemy you may have already beaten. If you didn't take the shortcut to the control room and cleared it earlier, then there is an enemy and crawlers
waiting for you.
Go through the door to be on the opposite side of the control room where you'll see an infectore turn the body into a hyper enemy. There is a box at the end of this walkway if you want it. When you open the door to the control room, be ready to stasis the hyper or infector, then pick them apart with what you have. Be mindful that retreating back through the doorway is a cheap way to keep them away to some degree, but it's easiest just to kill them outright.
Once they are dead, visit the store to unload your schematics, which one gives you a new gun to buy, the Ripper. This gun is worth a buy if you have the creds for it. Then for the sake of being on the same page, let's go down the left path to the centrifuge, left from entrance of the control room; opposite the save station.
*NOTE: The first fire of the Ripper sends out a blade the length of the laser and holds it in place as it spins. So it's like a chainsaw with wicked range. The alt fire shoots that blade straight. So the first fire mode is the best as it lasts about five seconds.*
There are tons of lockers with creds, ammo, and an audio log. Then use the bench to upgrade whatever you please; maybe the Ripper, but probably the Line Gun first. Then into the decon chamber. Yes, during this wait you are amushed, but only by three enemies. This is a good time to test out the Ripper if you got it. The enemies drop from the opposite side, so just stay by the door you came in from. They drop one after the other, so shouldn't be too hard picking them off, and you always have stasis. The last one is a leaper who will be on the walls. Once it's over, go out the door and get a locker before heading through the next door.
Go to the left for a node and item. Then go all the way back for two items by an open hole in the wall, one a conductor. Go through the door, pick up the air can, and then save.
Enter the centrifuge and then go left to bring out two leapers below you, so consider jumping to the ceiling or floor so they don't have any angle to attack you from; remember there are a ton of cannisters so long as the enemies are not right next to you. You're locator points you to a panel on a walkway, but first you must insert those two power blocks into the centrifuge. There is a stasis recharge by the control panel if you need it.
*NOTE: There is a floating box to shoot, an oxygen recharge on the floor, and remember to use kinesis on items that are floating out of your reach, such as dropped ammo.*
Get on the floor and go to one of the two power blocks. Notice the front has a spinning thing. You need to stasis that, then use kinesis to gently insert the block into the slot. After you set in each one, a leaper will attack. Do this on both sides and then return to activate the panel.
*NOTE: Don't be shy to use any air cans if you are running low, but the standard RIG level 2 air supply should be enough.*
The gravity is back to normal, and there is no air in here, so your oxygen meter is going down. No panic, just take the lift behind the panel down; get on the lift as the automated voice is talking to not waste time. Watch out down here, there is a big spinning block that you cannot stasis. Wait for it to go by and run to the right into a nook, fight an enemy that drops in, then run to the next safe nook in the same way for oxygen. Run to the next nook as a leaper enters with you, so be ready for a close quarters combat. Should have 30 secs of air left, plenty to make it to the next nook, up the lift, run to the exit, grab the item in the box on the right, then run in and hopefully the door closes in time. Grab an item on the floor and save. Have your line gun in hand.
Go out and a big ass arm grabs you and slowly drags you away. You can still aim at the big yellow spot on the arm. Two line gun blasts should get you free. Then make your way back to decon, where one monster waits on the other side. Feel free to use a node at the bench, maybe for air on your RIG if you've been running low on it, then back to the lift.
Store, most likely just to store items, save, and then through the newly unlocked door on the left side.
Enter the next door to be out in space. There is a box and two items floating about that you can kinesis to you (retreat into the ship if you take a long ass time getting them). When ready to leap, look straight and jump to a flat piece of floor, then be ready to fight two leapers, or just jump to the ground, but they are quick so I suggest you fight them. Jump to the opposite floor, then walk up the "bridge"-like piece up the wall to reach the door, then stand away from the door so it closes.
Go through the next door to his loud area, but no worries. Just grab the schematic on the floor, then the item in the box and move on. No enemies in this shaft either. Go left and into the first door for some items and an audio log. Then go into the right side closet for a text log, power node, and more items. Then come back out and take the lift down.
This level have two more closets with just a few med packs. The one on the far side have three crawlers, keep an eye on that dude, and then you'll be teased by monsters running about. Take the lift down and enter the first room on the left. Don't bother shooting the box, it's a trap with three crawlers inside. There's one item and then a stasis recharge. Come out, the guy in the corner will moan like a little baby at times, then stasis the door for a morph to run out and attack. Recharge if you must, then go through the door.
Down the hall you should see a cannister. Grab it and move forward until you hear and see crawlers coming down the ramp. They are trailed by a normal enemy, so let them get down the ramp, then fire to the center of them and hopefully you get all the enemies in one blast. Then move forward and save.
Take the left door to see a sight to behold. Use the line gun to cut off as many legs as you can, then finish them off however from long range. Once the normals enemies are gone, a Pregnant will emerge. DO NOT aim for the legs or stomach. Use the line gun and aim for the shoulder area to get those big arms. If you do rupture the stomach, not only do you unleash a ton of crawlers but the mother also stays alive for a while. If you have to fight them off, hopefully you have a flamethrower to handle them.
*NOTE: Pregnants are super slow, and there are a bunch of canisters in the little room on the right if you want blast it and then the little ones away. Also saw blades on the ground, FYI.*
After that is over with, there are a lot of items all over the place. Two are in the upper area in boxes, more ammo to the left and right of the main computer, and a power node in that room; not to mention any dropped stuff by the enemies. When ready, use the computer.
Now you have to fight about six enemies, slashers and leapers. I like to go up the ramp to the right of the computer and hold my ground by attacking anything that comes up the ramp. Remember any items you may have left lying around, and the cannisters. When that's over with, use the computer again, then exit this room. Save and use the opposite door.
Just two items down this hallway, both to the left. Follow the path back to the control room, one enemy appears, then unload your schematic and conductor at the store. Store any other items, then save. Now back to the tram and end this chapter.