Chapter 9: Dead on Arrival

<Objective: Enter Military Ship>

Tram Station

Just a box and a bench. Proceed to more items and a store. Go through the next door for one more item before entering the next area.

<Objective: Clear Radioactive Material (6)>

Ore Storage

There are two floating boxes. The goal is to get all six of those orbs down to the ground level for easy tossing. I would say you should start by going around the room and getting all six and getting them down there and over the door. Once you do, get on the ground and cut the six lines to the door to open it. Two lurkers attack, then two super leapers, then two more lurkers. Kill them as you toss each ball through the door and into space; you can bounce them off the side of the doors or around the rim. Once you do, just look to the opening in the ship, jump to it, walk to the door from the curved side, and you're in.

<Objective: Find the Singularity Core>

Starboard Corridors

A box to the right after the quick scare. Proceed to the save station, then go through the door.

Cargo Bay

There is a box to the right, behind the pod, and an item can be grabbed from directly behind the pod if you position yourself correctly. For the crates, go around the left side and then head to the right side (not moving the crates on the left) and move the crates here so you can get the one item; easier to do than explain.

Move the crates on the left to make a path and get to the other side of the room to face a new enemy, Twitchers; soldiers with stasis packs that make them faster, somehow. Use the force gun to knock them back, then either keep using the blasts over and over or shoot a grenade, just know that missing a grenade on these guys will cost you some damage if you don't recover. Four will come after you to start with, then a fifth when you move up the room. From this side of the room, find the path on the side to get two items, then go through the door to exit.

Torpedo Room

A box to the left. Box on the opposite side, then a box by the other door that has a semiconductor.

Port Corridors

*NOTE: In the area upcoming, you could set the bodies in one spot, or try to blow them up early. However, then the infectors will be after you, and I find it a little easier to kill them when they are infecting. It's your call.*

Enter the next area for a box by the save point. Go to the elevator with Force Gun in hand and try to open it only to have two infectors drop in. They go for the bodies, so either blast them off and grenade them, or use some other gun to kill them quickly. Once they are gone, get that power block on the other end of the wall and put it in the slot to take the lift up.

Armory Corridors

Head down the narrow passage, turn right for two items, then head into through the door.

Armory

A divider in front of you and two exploders to the right, so maybe get they first and then force blast the divider. When you move into the little area in front of the door, two more bombers come out of the vent by the door you entered from. There is an audio log by the shooting range, a node by the bench, and more items around; please don't run onto a gravity panel. Then exit the room to see a guy die. Refill stasis and go into the next area.

Infirmary

The laser will kill a twitcher that charges you. There is an item to the left of the laser that you can grab with kinesis, but if you want the box item you will have to stasis the laser. When you go for the box a twitcher comes out of the vent, and I would suggest force blasting him so he lands where the laser will slash over, and be sure to stand away from the area yourself. You'll probably have to use another stasis to get the box item. There is one more box by the exit door that you can get freely, then go out.

Barracks Corridors

A Twitcher will charge you from the left, then you'll have exploders from both sides and a second from the left; you could use the infirmary door as a funnel if you want. Go right for a few items and a node, then come back around, and when you approach the door you can look further down to see an exploder in the back, so feel free to shoot him if you want to; mainly to kinesis his dropped item. Collect the items, save, and enter the next area.

Barracks

You can get the two items on the sides of this first column, then pull a med pack out a cell on the right. When ready, move up a bit to stir up the place. I won't go over every enemy, but there are about three Twitchers, three babies, a pregnant early, six or so exploders, and about four leapers; with maybe more that get caught in gravity panels. They don't come at once, and the twitchers come one at a time, while the exploders will slowly move in the back. Just stay at the door and you should only have to move a bit to the left to avoid the lurker fire. It's not a hard fight, just handle the twitchers and avoid the projectiles of the lurkers and you should be able to handle the other
enemies from long range.

After the fight, all is clear. No more items in cells, just lots of dropped items to find and two wall boxes on each column. There is a store at the back to drop off that large med pack schematic and sell your conductor. Put away excess items, refill four or five med packs, and you should have plenty of ammo. Don't forget the text log, and go through the door.

You're back in the engine corridors. Move forward and save, then get the item in the box, and then into the next area.

Engine Hall

A few boxes along the hall, and three at the end by the locked door. Then into the next room.

Engine Room

Two boxes on the wall, then take the lift up. The puzzle here is to take out all six power boxes along the columns in the middle of the room, but you have to do it by using the two blast shields on this end. The ones on the right are easy because you can slide the shield to the end, park it, and peek around and pop each power box twice with little risk, maybe for the farthest one. If in doubt all you have to do is run to the side to get a clear view, aim, fire, and run back to safety with no time wasted at all.

The ones on the left are trickier as the shield only extends out a little. You can move the shield over, stand far back directly behind it, and then aim for the box. Getting two hits on the middle one is harder because you'll have to run to the left as the fire is dying out, aim and fire, then run back as the fire starts up, but it shouldn't get you. Do this stressful exercise twice on the middle one, then once on the back box. The last hit on the farthest box is easy because you can just sit, shoot and once all six are gone the whole thing shuts off.

<Objective: Return to Tram>

Now head straight down the room and pick up the core. Exit the door nearby and pick up the items along the way. In the lower engine room, there is a wall box directly left of the door. Move forward and say goodbye to an old friend. The Super Brute isn't much different from the normal ones if you have stasis and cutter ammo. The strategy is the same: freeze, run behind, shoot back, and when normal shoot the shoulders, or shoot the shoulders to start with. Your guns are hopefully more powerful than normal, so this fight should be pretty easy if you have handled previous brutes well. Go through the door and take a right.

Corridors

A few items, even one you may miss behind the rest, and then put the power block in the slot to take the lift down.

Feel free to save if you must, then exit this ship. Outside, jump to the wall with the door back onto the Ishimura, and go in. There is a single twitcher between you and the tram. You can stop at the store if you must, and you have one node to spend at the bench. Then end this chapter.

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