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Dead Space (2023): Dead Space (2023) 100% Completion Guide

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Chapter 1: New Arrivals

The Kellion crash-lands on the Ishimura's Flight Deck: find the Plasma Cutter and the Stasis Module, replace the broken tram car, install the Data Board, go back to the Kellion and set off for Medical.

Chapter 1 stays on the Flight Deck (the Hangar–Cargo tram stop). You start aboard the Kellion, lose the crew in the Flight Lounge, pick up the Plasma Cutter, and reach the Tram Control Room, the chapter's safe room, with its Save Station. From there, two objectives can be done in either order; this route does the tram first and the Data Board second. The first Bench is in the Maintenance Bay Office and the first Store at the Flight Deck Tram Station, on the way out to Medical. Two moments need care: once you have the Stasis Module, wait for Daniels to call before you use Stasis, both on the jammed door and on the right claw in the Tram Repair Room. Using it too early loses a log for this run.

Log: Background RequestCollectible
Location
Flight Deck · USG Kellion – As soon as you can move, turn round: it lies on the floor in the alcove behind Isaac, facing the exit. Don't leave without it. The Kellion can't be revisited after this chapter, and it isn't confirmed that the log can still be picked up when you come back aboard later.
Summary
A text log on the Kellion: the background check Hammond asked for on the two repair specialists. Pick it up straight away, before you leave the ship.
Report an issue
Follow the Security TeamQuest step
Location
Flight Deck · Security Check-In – Once the docking scene ends, walk off the Kellion behind Hammond's team and stop at the security door; Isaac is scanned and registered so doors open for him.
Summary
Leave the Kellion with the crew and get Isaac registered at the Ishimura's security check-in.
Report an issue
Log: Sponsored Article: The USG IshimuraCollectible
Location
Flight Deck · Flight Lounge – From the security door, enter the Flight Lounge. It sits on the left as you walk in, on a bench under the "Welcome Aboard" sign.
Summary
A text log in the Flight Lounge: a promotional piece about the Ishimura.
Report an issue
Activate the Security ConsoleQuest step
Location
Flight Deck · Flight Lounge – The console is in a separate room off the Flight Lounge; follow the objective marker to it and use it. The lights cut out as soon as you do.
Summary
With the lounge's lift dead, Hammond points Isaac to a security console. Using it sets off the first Necromorph attack.
Report an issue
EscapeQuest step
Location
Flight Deck · Flight Lounge – Sprint down the dark corridor to the lift at its end. You don't have to call it: run in, turn round and start it, and ignore the creature at the doors.
Summary
Isaac has no weapon yet: outrun the Necromorph to the lift at the end of the corridor.
Report an issue
Plasma CutterWeapon
Location
Flight Deck · Service Workshop – Ride the lift down to the Service Workshop. The Plasma Cutter lies on the left-hand workbench, beneath the scrawled warning to cut off their limbs; ammo is in the boxes on the right.
Requires
Summary
Isaac's first weapon, and the only one for most of the early game. Aim for limbs: cutting them off is how Necromorphs die.
Report an issue
MarksmanAchievement
Location
Flight Deck · Service Workshop – Starts with the Plasma Cutter you just picked up in the Service Workshop. Shoot legs and arms rather than bodies in every fight from the first Necromorph on.
Summary
Dismember 50 limbs. The count builds up over run 1 and usually completes during this chapter.
Trophies
  • Achievement · SteamMarksman
  • Achievement · XboxMarksman
  • Bronze · PlayStationMarksman
Report an issue
SurgeonAchievement
Location
Flight Deck · Service Workshop – Counts from the Plasma Cutter pickup in the Service Workshop until it pops. Stomping limbs off dead Necromorphs and corpses also counts, so stomp bodies after fights (it shakes loot loose too).
Summary
Dismember 500 limbs. The count builds up over run 1; aiming for limbs in every fight gets it.
Trophies
  • Achievement · SteamSurgeon
  • Achievement · XboxSurgeon
  • Bronze · PlayStationSurgeon
Report an issue
Log: Send HelpCollectible
Location
Flight Deck · Hangar–Cargo corridors – From the Service Workshop, break the wall console by the locked door with a melee hit and kill the first Necromorph. Go down the corridor and through the next door: the security phone is straight ahead.
Summary
An audio log played from a security phone along the route to the Tram Control Room.
Report an issue
Get to SafetyQuest step
Location
Flight Deck · Tram Control Room – From the security phone, follow the corridors on to the Tram Control Room. The objective ends as you walk in.
Summary
Fight through the corridors to the Tram Control Room, where Hammond and Daniels call in.
Report an issue
Don't use Stasis on the door yet

Right after picking up the Stasis Module, the log Stasis Door is lost for this run if you use Stasis on the jammed door before Daniels calls. Stand at the door and wait about half a minute for her call; only then slow the door and go through.

Log: Stasis DoorCollectibleMissablePoint of no return
Location
Flight Deck · Tram Station Hall – From the Tram Control Room, take the right-hand door and go downstairs. The Stasis Module lies in front of a malfunctioning door; pick it up, then stand still facing the door, without using Stasis, for about 30 seconds until Daniels calls.
Why you can lose it
Using Stasis on the malfunctioning door, or getting through it, before Daniels calls skips the call for good in this run. It can be had again in New Game+.
Point of no return
Using Stasis on the malfunctioning door below the Tram Control Room before Daniels's call.
Summary
Daniels's call about the jammed door, which only plays if you wait before using Stasis on it.
Report an issue
FreezeAchievement
Location
Flight Deck · Tram Station Hall – Starts now that the Stasis Module is fitted, once you are through the jammed door. Freeze Necromorphs freely wherever a wall Stasis recharge station is close; the Tram Repair Room just ahead has one.
Summary
Use Stasis on 50 enemies. The count builds up over run 1 and usually comes without trying.
Trophies
  • Achievement · SteamFreeze
  • Achievement · XboxFreeze
  • Bronze · PlayStationFreeze
Report an issue
Log: DismembermentCollectible
Location
Flight Deck · Tram Repair Room – Past the jammed door, follow the corridor (the washroom along it has supplies) to the Tram Repair Room. It plays as you enter. If you did the Data Board first, it plays on entering the Maintenance Bay instead.
Summary
A call that plays by itself on reaching the Tram Repair Room.
Report an issue
Power Node: Tram Repair RoomUpgrade
Location
Flight Deck · Tram Repair Room – Just inside the Tram Repair Room, open the Node cabinet on the wall to your right, in the room's south-east corner.
Summary
The first of the chapter's four Power Nodes, used at a Bench to upgrade weapons and the suit.
Report an issue
Log: Stasis Module RequestCollectible
Location
Flight Deck · Tram Repair Room – From the Node cabinet, go to the claw controls: the log is on the workbench near the left claw's control panel.
Summary
An audio log on a workbench in the Tram Repair Room.
Report an issue
Fail the right claw before using Stasis

The log Autoloader is lost for this run if the right claw is attached with Stasis before Daniels calls. Attach the left claw, then try the right claw's controls at least twice without Stasis and wait for her call; only then freeze the claw.

Log: AutoloaderCollectibleMissablePoint of no return
Location
Flight Deck · Tram Repair Room – Use the left claw panel first; that claw locks on by itself. Then work the right claw's panel at least twice and let it fail, without Stasis, until Daniels calls. Necromorphs break out of the vents while you work.
Why you can lose it
If Stasis puts the right claw in place before Daniels calls, the call never plays in this run. It can be had again in New Game+.
Point of no return
Attaching the right claw in the Tram Repair Room with Stasis before Daniels's call.
Summary
Daniels's call about the broken claw, which only plays if you try the right claw without Stasis first.
Report an issue
Replace the Damaged TramQuest step
Location
Flight Deck · Tram Repair Room – After the call, freeze the right claw with Stasis and use the central tram terminal before it wears off. A Stasis recharge station sits behind the claw controls, and Necromorphs keep coming out of the vents until the car is replaced.
Summary
Swap the broken tram car for a new one with the repair room's claws, so the tram line works again.
Report an issue
Power Node: Cargo Hall storage roomUpgrade
Location
Flight Deck · Cargo Hall Storage Room – Head back to the Tram Control Room and take the door marked Cargo and Baggage Hall. The storage room's dead door is on your left soon after; use the breaker where the hall ends to power the storage room, walk back, and take the Node from the wall crate by the lockers.
Summary
The second Power Node, in a storage room that needs power first.
Report an issue
Log: Repair InvoiceCollectible
Location
Flight Deck · Maintenance Bay – Back at the hall's breaker, switch the power to the Maintenance Bay and go in; expect Necromorphs. Take the lift on the far side from the office up a floor and walk the length of the walkway to the breaker where it stops: the log is on a chair just right of it.
Summary
A text log upstairs in the Maintenance Bay.
Report an issue
Power Node: Maintenance Bay OfficeUpgrade
Location
Flight Deck · Maintenance Bay Office – At the upstairs breaker, power the Maintenance Room and the lift, which turns the lights off. Ride down; the office is ahead and slightly left. The Node is in the wall cabinet facing the door, next to a vent.
Summary
The third Power Node, inside the office that holds the Data Board.
Report an issue
Log: Poker InvitationCollectible
Bench: Maintenance Bay OfficeArea
Location
Flight Deck · Maintenance Bay Office – In the same office as the Node and the Data Board; it works as soon as the office has power. Spend the Nodes you have so far here.
Summary
The game's first Bench, where Power Nodes go into weapon and suit upgrades.
Report an issue
Log: Found the Data BoardCollectible
Location
Flight Deck · Maintenance Bay Office – Plays automatically as you pick up the board. If you want light on the way out, switch it back on at the upstairs breaker.
Summary
A call from Hammond that plays by itself when you take the Data Board.
Report an issue
Call the TramQuest step
Location
Flight Deck · Tram Control Room – Go back through the Cargo and Baggage Hall to the Tram Control Room and fit the board into the Tram Network Main Circuit console, then call the tram.
Summary
Install the Data Board and call the tram so Hammond and Daniels can reach the Bridge.
Report an issue
Power Node: Flight Deck Supply RoomUpgrade
Location
Flight Deck · Flight Deck Supply Room – Walk back through the corridors to the Service Workshop and ride the lift up. Kill the Necromorph ahead, then follow the corridor round to the left to the now-open Flight Deck Supply Room; the Node is in a wall crate by the lockers.
Summary
The fourth Power Node, in a supply room that is locked until now.
Report an issue
Log: Arrived on the BridgeCollectible
Location
Flight Deck · Flight Lounge – From the supply room, carry on into the Flight Lounge; it plays as you enter. Expect an ambush on the way.
Summary
A call from Hammond that plays by itself when you get back to the Flight Lounge.
Report an issue
Run DiagnosticsQuest step
Location
Flight Deck · USG Kellion – Use the damage-report terminal beside the seat where Johnston sits. When the scene is over, fight off the Necromorphs that close in on you on the Flight Deck before they surround you.
Summary
Check the Kellion's damage report with Johnston, then survive what follows.
Report an issue
Store: Flight Deck Tram StationArea
Location
Flight Deck · Flight Deck Tram Station – Follow the objective back through the Flight Lounge and turn left. Necromorphs jump you in the corridor beside the washroom. The Store is at the Flight Deck Tram Station, by its waiting area.
Summary
The first Store: buy ammo, packs, Nodes and suit levels, sell spare items, and use Storage, which every Store shares.
Report an issue
Store: Level 2 suit (Standard Miner RIG)Armor
Location
Flight Deck · Flight Deck Tram Station – The Store at the Flight Deck Tram Station sells it. If you are a little short, sell spare Plasma Energy or other spare items to the same Store; failing that, buy it at a Store in Chapter 2.
Summary
The first suit upgrade, sold at the first Store for 10,000 credits; it needs no schematic.
Report an issue
Pack RatAchievement
Location
Flight Deck · Flight Deck Tram Station – Open the Storage tab at the Flight Deck Tram Station Store, or any later Store. Leave spare ammo, packs and items you mean to keep in it until 25 sit there at the same time; taking items back out lowers the count.
Summary
Place 25 items in Storage. Fill it up gradually over run 1.
Trophies
  • Achievement · SteamPack Rat
  • Achievement · XboxPack Rat
  • Bronze · PlayStationPack Rat
Report an issue
Get to the Medical DeckQuest step
Location
Flight Deck · Flight Deck Tram Station – Take the small lift beside the Flight Deck Tram Station down and follow the corridors to the Medical Deck; the chapter ends as you arrive.
Summary
Head down to Medical to find the captain. Arriving there ends Chapter 1.
Trophies
  • Achievement · SteamWelcome Aboard
  • Achievement · XboxWelcome Aboard
  • Bronze · PlayStationWelcome Aboard
Report an issue

Chapter 2: Intensive Care

The Medical Deck: Kinesis and the Pulse Rifle, a bomb built from a Hydrazine Tank and a Shock Pad, and the fight in the Morgue for the captain's RIG and Security Clearance Level 1.

Chapter 2 is spent on the Medical Deck. You come down from the Flight Deck Tram Station, pick up Kinesis and the Pulse Rifle, and use the Security Station, with its Save Station and Store, as the hub for two errands: the Hydrazine Tank to the west and the Shock Pad to the south. Together they blow the barricade into the Ishimura Clinic, the way to the Morgue, where the captain's RIG gives Security Clearance Level 1. Spend Level 1 on two Power Nodes before you ride the tram out. Nothing here is missable before the end-of-Chapter-11 shuttle; the one order that matters is Nicole's recording in the Emergency Room before her hidden room, so the side mission Scientific Methods registers cleanly.

Retrieve the Captain's RIGQuest step
Location
Medical · Medical Cargo Depot – When the lift from the Flight Deck Tram Station stops, take the Kinesis Module lying in the first room. In the cargo room after it, grab the crates with Kinesis and slide them along their rails to clear a path, then climb the stairs toward the Medical Tram Station.
Summary
The chapter's opening objective: get into the Medical Deck to recover the captain's RIG. The very first room hands you the Kinesis Module, which this chapter uses constantly.
Report an issue
Wishbone: Kinesis a loose limb offAchievement
Location
Medical · Anywhere – From the Kinesis Module above. Grab an arm or a leg (never the torso) of an empty suit dangling from the ceiling, tug it, let go, and repeat a few times with short pauses; if you spot none on Medical, Engineering's Preparation Room has one in Chapter 3. On Necromorphs, wear a limb down until it dangles by a thread, then pull it off.
Summary
Trophy for tearing off a limb that is hanging loose, using Kinesis. Earn it any time from now on; an empty suit hanging from a ceiling hook is the easy way.
Trophies
  • Achievement · SteamWishbone
  • Achievement · XboxWishbone
  • Bronze · PlayStationWishbone
Report an issue
Raise The Stakes: pin an enemyAchievement
Location
Medical · Main Lab – Possible from the Kinesis Module on. The surest moment is the Main Lab entrance on the Shock Pad errand: pick up the metal bar on the floor before you step in, and when the quarantine starts, launch it at a Necromorph close to a wall.
Summary
Trophy for pinning an enemy to a surface with something launched by Kinesis, such as a metal rod or a severed blade arm. The game sets it up for you at the Main Lab later in this chapter.
Trophies
  • Achievement · SteamRaise The Stakes
  • Achievement · XboxRaise The Stakes
  • Bronze · PlayStationRaise The Stakes
Report an issue
Pulse RifleWeapon
Location
Medical · Medical Tram Station – Up the stairs at the Medical Tram Station, an injured guard dies as you reach her; pick up the rifle she drops, and the credits behind her.
Summary
The second gun, a fast-firing assault rifle. Thirty kills with it earn Autofire, so make it your main weapon for a while.
Report an issue
Autofire: 30 Pulse Rifle killsAchievement
Location
Medical · Medical Tram Station – Start from the Pulse Rifle pickup above. Use it as your main gun through Medical and Engineering, finishing off enemies the Plasma Cutter has softened when ammo runs low; it usually arrives in Chapter 3 or 4. Stores sell its ammo once you have uploaded the Pulse Rounds schematic, found later in this chapter.
Requires
Summary
Trophy for 30 kills with the Pulse Rifle. Run 2 allows the Plasma Cutter only, so earn it in this run.
Trophies
  • Achievement · SteamAutofire
  • Achievement · XboxAutofire
  • Bronze · PlayStationAutofire
Report an issue
Store: Medical Tram StationArea
Location
Medical · Medical Tram Station – In the Medical Tram Station where the Pulse Rifle dropped, near the glass waiting area. While you're here, use the station's lockdown terminal to open the tram line to Medical; if it won't lift yet, do it on your way out at the end of the chapter.
Summary
A Store beside the Medical tram platform, for buying, selling and Storage.
Report an issue
Log: Destroy the BarricadeCollectible
Location
Medical · Security Station – From the tram station take the southern corridor, moving its crates aside with Kinesis, into the Security Station. The call plays by itself as you enter.
Requires
Summary
A video call that plays when you reach the Security Station and find the way to the Morgue blocked. It sets the chapter's two errands: a Hydrazine Tank and a Shock Pad.
Report an issue
Store: Medical Security StationArea
Location
Medical · Security Station – Beside the Save Station above, in the Security Station. Any Store visit also uploads the schematics you are carrying.
Summary
The Security Station's Store. Stock up here before each errand; the Main Lab fight is a heavy one.
Report an issue
Two errands, either order

The Hydrazine Tank (west) and the Shock Pad (south) can be fetched in either order. This guide follows the objective marker and takes the Hydrazine first; its way back runs through the Coolant Pipelines and past the Pulse Rounds schematic.

Power Node: Diagnostic TechnicianUpgrade
Location
Medical · Diagnostic Technician – Through the Security Station's western door into Imaging Diagnostics. Near the cargo lift, the Diagnostic Technician room's door still has power before you touch the breaker; the cabinet is on its south wall beside a fire extinguisher. A Slasher drops out of the vent here.
Summary
A Power Node in a wall cabinet, spent at a Bench on weapon and suit upgrades.
Report an issue
Log: Patient HarrisCollectible
Location
Medical · Consultation Room – Back in Imaging Diagnostics, shift the large object in the way with Kinesis and slot the Power Cell into the red socket beside the circuit breaker. Set the breaker to Doors, then cross to the Consultation Room on the far (south-east) side; the log is on the desk.
Summary
An audio log on a desk in the Consultation Room. It counts toward the 188 logs.
Report an issue
Log: Calculated RisksCollectible
Location
Medical · Observation Room – Go back to the same breaker, switch it to Elevators, and ride the small lift on its left up to Floor 5, where Necromorphs drop from vents along the hallway; a Slasher jumps you just before a wall daubed "infidels", and the Observation Room is right behind it, with the log on a bed.
Summary
A text log on a medical bed in the Observation Room, one floor up.
Report an issue
Save: route to Zero-G Therapy, by Dr. Warwick's officeArea
Location
Medical · Zero-G Therapy corridor – From the Observation Room, carry on through the next door along the hallway instead of returning to the lift. The Save Station is just before Dr. B. Warwick's office, a door that stays locked until a later clearance.
Summary
A Save Station on the upper route to Zero-G Therapy.
Report an issue
Find the Hydrazine TankQuest step
Location
Medical · Zero-G Therapy Maintenance – Past Dr. Warwick's office the corridor leaves the ship's air: cross the exposed stretch before your air runs out (air canisters along the way top it up) and enter Zero-G Therapy. Push off the floor and fly across the drum to the maintenance room on the far side, where the canister waits.
Summary
The first errand: a Hydrazine canister from the Zero-G Therapy Maintenance room, half of the bomb for the barricade. The way there crosses a stretch open to space and your first zero-g room.
Report an issue
Log: Found a Hydrazine TankCollectible
Location
Medical · Zero-G Therapy Maintenance – Plays by itself as you pick up the canister in the maintenance room above.
Summary
An audio call that plays when you take the Hydrazine canister. It counts toward the 188 logs.
Report an issue
Log: Shook the Whole ShipCollectible
Location
Medical · Zero-G Therapy – Heading back, a Necromorph comes at you across the Zero-G room; shoot it from range. The call plays by itself as you re-enter the airless section toward Imaging Diagnostics and the ship shakes.
Summary
An audio call on the way back from Zero-G Therapy, after the ship lurches.
Report an issue
Log: Almost Got MeCollectible
Location
Medical · Zero-G Therapy Access Corridor – Rubble now blocks the way you came. Push off the floor and fly up (an air refill is on the way) to Floor 6 and the Zero-G Therapy Access Corridor; the call plays by itself as you go through it toward the empty elevator shaft.
Summary
An audio call in the Zero-G Therapy Access Corridor, on the detour back to the Security Station.
Report an issue
Schematic: Pulse RoundsItem
Location
Medical · Coolant Pipelines – Drift down the empty elevator shaft in zero-g and go through the door at the bottom into the Coolant Pipelines: the schematic glows on the worktable directly on your left. Further on, an ambush waits past the steam, and a melee hit on the console beside the far door lets you back toward the Security Station.
Summary
Lets every Store sell Pulse Rifle ammo once you visit one. One of the 13 schematics.
Report an issue
Log: Nicole's Log (starts Scientific Methods)Collectible
Location
Medical · Dr. N. Brennan's office – From the Security Station take the southern passage to the Main Lab and clear its quarantine: the fight starts a few steps in, then the small lift at the far end takes you down to Floor 1, where everything must die too. Brennan's office is on Floor 1 next to that lift; take the log from her desk and let it play to the end.
Summary
An audio log on Dr. N. Brennan's desk in the Main Lab; listening to it starts the side mission Scientific Methods. It counts toward the 188 logs.
Report an issue
Log: Anonymized TranscriptCollectible
Log: Marker DiscoveryCollectible
Location
Medical · Dr. T. Kyne's office – Cross to Dr. T. Kyne's office, opposite Brennan's; the log lies on a bench by the door.
Summary
A text log in Dr. T. Kyne's office on the Main Lab's lower floor.
Report an issue
Log: They Defy Death ItselfCollectible
Location
Medical · Main Lab bathroom – Go through to the bathroom behind Kyne's office; the log is on the floor of one of the toilet cubicles.
Summary
An audio log in the Main Lab's bathroom. It counts toward the 188 logs.
Report an issue
Schematic: Stasis PackItem
Location
Medical · Main Lab Changing Room – The Main Lab Changing Room is to the left of Brennan's office, through the Main Lab's north-east door. The schematic is on the bench on your right as you enter, by the lockers.
Summary
Lets every Store sell Stasis Packs, which refill your Stasis. One of the 13 schematics.
Report an issue
Log: Vital PersonnelCollectible
Location
Medical · Biological Prosthetics Center – Go on from the Changing Room into the Biological Prosthetics Center: a lab worker behind the glass calls for help just before the first Lurker kills him. Shoot the three tentacles it shows to put it down, then take the log from the computer desk in the room's corner.
Summary
A text log on a desk in the Biological Prosthetics Center, where you meet your first Lurker.
Report an issue
Find a Shock PadQuest step
Location
Medical · Limb Stimulation Therapy – Take the small lift up out of the Biological Prosthetics Center, killing more Lurkers, and go through the two doors into Limb Stimulation Therapy. At its circuit breaker cut the current around the body on the bed and power the doors, then take the Shock Pad from the body.
Summary
The second errand: a Shock Pad from a body in Limb Stimulation Therapy, the other half of the bomb.
Report an issue
Power Node: Limb Stimulation TherapyUpgrade
Location
Medical · Limb Stimulation Therapy – Before you leave Limb Stimulation Therapy by the doors the breaker opened (they lead back onto the Main Lab's upper floor), take the cabinet on the wall beside them, in the room's right-hand corner.
Summary
A Power Node in a wall cabinet, on the way out of Limb Stimulation Therapy.
Report an issue
Plant the Explosive ChargeQuest step
Location
Medical · Security Station – Leave through the Main Lab's upper floor and head back to the Security Station; use the barricade. Then step into the side room behind the reception desk: Isaac sets the charge off once you are in cover.
Summary
With both parts in hand, build the bomb at the barricade in the Security Station. It opens the Ishimura Clinic.
Report an issue
Log: Find the Captain's RIGCollectible
Location
Medical · Ishimura Clinic – Walk through the gap where the barricade stood into the Ishimura Clinic; the call plays by itself as you enter.
Summary
An audio call as you enter the Ishimura Clinic through the blasted barricade. It counts toward the 188 logs.
Report an issue
Cartridge Rack (Plasma Cutter)Upgrade
Location
Medical · Ishimura Clinic – In the Clinic's reception, right past the barricade: it lies on a bench against the left wall, under graffiti reading "It's Time".
Summary
A Plasma Cutter upgrade part: a larger magazine, and it opens a special slot on the cutter's Bench tree. Installing it at a Bench counts toward Built To Order and gives a free Power Node.
Report an issue
Log: Patient ObservationsCollectible
Location
Medical · Emergency Room – Carry on from the Clinic reception into the Emergency Room, south of the Clinic; the log lies on a medical bed with a body on it.
Summary
A text log on a bed in the Emergency Room.
Report an issue
Scientific Methods: recording first, hidden room second

Watch Nicole's recording in the Emergency Room right to the end before you open her hidden room. Done the other way round, the side mission's later rooms can stay locked; replaying the recording in full at its panel puts it right.

Scientific Methods: Investigate Emergency RoomQuest step
Location
Medical · Emergency Room – Walk toward the middle of the Emergency Room and the recording starts at the bed at the end of the room; watch until it fades. Then press the Play prompt where it stood to run it once more, which makes sure the step registers.
Summary
The side mission's first step: watch a recording of Nicole in the Emergency Room.
Report an issue
Log: Nicole's Study (Scientific Methods: Follow Nicole's Hologram)Collectible
Location
Medical · Emergency Room – At the circuit breaker in the Emergency Room's corner, switch the lights off to power the emergency shower (expect an attack). Drag the metal cover to the left of the shower aside with Kinesis and take the log from the operating table in the room behind; let it play through.
Summary
An audio log in a hidden room off the Emergency Room; taking it completes the step Follow Nicole's Hologram. It is filed in the logs' Side Missions tab.
Report an issue
Log: Rats in the WallsCollectible
Location
Medical · ER Hallway B – Back at the breaker, switch both fuses off to uncover the battery on its right. Carry it with Kinesis to the socket on the far wall by the ER Hallway A door and fight off the attack. Follow ER Hallway A until it becomes ER Hallway B; use the phone on the wall beside the Intensive Care Unit door, on its right.
Summary
An audio log on a security phone in ER Hallway B. It counts toward the 188 logs.
Report an issue
Log: Colony's ProblemsCollectible
Location
Medical · ER Hallway B – Before going into the Intensive Care Unit, walk to the end of ER Hallway B; the log lies on the floor.
Summary
An audio log lying where ER Hallway B ends. It counts toward the 188 logs.
Report an issue
Log: Autopsy ReportCollectible
Location
Medical · Morgue – Enter the Intensive Care Unit and watch the scene, then take the western corridor. It breaches to space for a moment and Necromorphs follow; afterwards carry the Power Cell with Kinesis to the red slot to power the lift, and ride it down to the Morgue. The log is on a shelf along the Morgue's right-hand wall.
Summary
A text log on a shelf in the Morgue.
Report an issue
Find the Captain's BodyQuest step
Location
Medical · Autopsy Room – Before going in, stomp the heads off the corpses lying around the Morgue (pull them off the tables with Kinesis first) so they can't be raised against you. Then enter the Autopsy Room; a scene plays.
Summary
Reach the Autopsy Room at the back of the Morgue, where the captain's body lies. Stock up first: a hard fight starts the moment you walk in.
Report an issue
Captain Mathius (reanimated) and InfectorHidden spoiler – activate to revealBossMinor spoiler
Location
Medical · Autopsy Room – Right after the scene in the Autopsy Room. Slow the Infector with Stasis and kill it first, then take the captain apart limb by limb like a tougher Slasher. More Necromorphs, the Infector among them, then come in through the narrow doorway; hold it so they arrive one at a time.
Summary
A new enemy, the Infector, turns the captain's body into a Necromorph, and it can raise other corpses too. A story fight with no trophy.
Report an issue
Kill the CaptainQuest step
Location
Medical · Autopsy Room – When the last Necromorph in the Morgue and the Autopsy Room is down, take the RIG from the table in the Autopsy Room.
Summary
Take the captain's RIG once the Morgue is clear. It grants Security Clearance Level 1, which opens Level 1 doors, crates and lockers across the ship.
Report an issue
Log: Go to EngineeringCollectible
Location
Medical · Autopsy Room lift – Open the lift at the back of the Autopsy Room with your new Level 1 clearance; the call plays by itself as it rises.
Summary
A video call on the lift out of the Morgue; it sends you toward Engineering by way of the Flight Deck.
Report an issue
Level 1 sweep before the tram

Security Clearance Level 1 opens two Power Node cabinets on Medical. Take both before you ride the tram: one is on your way back through the Clinic, the other a short detour west from the Security Station. Other Level 1 crates, lockers and rooms you pass hold loot only.

Power Node: Ishimura Clinic, L1Upgrade
Location
Medical · Ishimura Clinic – The lift comes up in the Emergency Room; move the crates in the way with Kinesis (two crates and a locker here now open with Level 1). Go back into the Clinic, where you found the Cartridge Rack: the Level 1 cabinet is on the wall near the barricaded entrance to ER Hallway A.
Summary
A Power Node in a Level 1 cabinet in the Ishimura Clinic.
Report an issue
Power Node: Patient Locker Room, L1Upgrade
Location
Medical · Patient Locker Room – From the Security Station go west into Imaging Diagnostics and through to the Coolant Pipelines, the way you came back with the Hydrazine, then fly up the zero-g shaft to the Zero-G Therapy Access Corridor. The Patient Locker Room, a Level 1 door, is on the left; the cabinet is on its wall among the lockers.
Summary
A Power Node in a Level 1 room above the Coolant Pipelines.
Report an issue
Go to the Hangar BayQuest step
Location
Flight Deck · Main Hangar – Back past the Security Station, return north to the Medical Tram Station (lift its lockdown at the terminal if you haven't) and ride to Hangar–Cargo. Cross the Flight Deck Tram Station, ride the cargo lift up to the Flight Deck and pass through the Flight Lounge; the chapter ends when you step through the doors into the Main Hangar Bay.
Summary
Leave Medical by tram for the Flight Deck and enter the Main Hangar; Chapter 2 ends there.
Trophies
  • Achievement · SteamLab Rat
  • Achievement · XboxLab Rat
  • Bronze · PlayStationLab Rat
Report an issue

Chapter 3: Course Correction

Cross the zero-g Main Hangar to the Engineering Deck, refuel both engines, restart the Gravity Centrifuge and ignite the engines by hand, picking up the Ripper and the Flamethrower on the way.

Chapter 3 starts in the Flight Deck's Main Hangar in zero-g and crosses the void to the Engineering Deck. The Engineering Control Room, with its Save Station and Store, is the hub: the three repair jobs (South refuel, North refuel, the centrifuge) branch from it, and you pass back through it between them, so it is where the first Store-only weapon upgrades are bought. Two new weapons, the Ripper and the Flamethrower, start two more 30-kill trophies. Nothing in this chapter can be lost before the Chapter 11 shuttle leaves; the only care needed is with the call logs (see the tip below).

Check the call logs as they play

Some players found that the automatic calls in this chapter (Kendra is Alive, Engines are Refueled) never registered, mostly after loading the save made just after the call. Open the Database after each call to confirm it is listed, and avoid reloading that save.

Log: It's MineCollectible
Location
Flight Deck · Main Hangar Bay – Right as the chapter opens and a message comes in, look down towards the south of the hangar: the log glows on the floor between the two catwalks. Pull it to you with Kinesis.
Summary
A text log in the Main Hangar Bay, where the original game hid Peng; it hints at Peng's new home. It counts toward the 188 logs.
Report an issue
Leave Voelker's RIG for now

Hangar Overseer Voelker's RIG, one of the crew RIGs for the Master Override, floats in this hangar. Leave it here: picking up a crew RIG before the Custom Lockdown call in Chapter 7 may stop that call from playing. The guide brings you back for it after that call, through the Cargo Lift from Engineering in Chapter 8.

Reach the Engineering DeckQuest step
Location
Engineering · Engineering lift – From the It's Mine log, leave by the large gate on the hangar's east side; it locks once you are through. Your air runs down in the void, so make for the opening to the south-east, where you can top up oxygen. Sink down the wide shaft to an airlock, then walk the corridors to the lift that takes you to Engineering, fighting Lurkers and Slashers as you go.
Summary
Leave the hangar and cross the void, on a limited air supply, to the Engineering Deck.
Report an issue
Log: GrowthCollectible
Location
Engineering · Floor 6 hallway – Off the lift, follow the first hallway (Floor 6) to its end, where a Necromorph appears; the log lies on a box under the corruption growth there.
Summary
A text log in the first Engineering hallway. It counts toward the 188 logs.
Report an issue
Save: Engineering Control RoomArea
Location
Engineering · Control Room – Past the Growth hallway, the Control Room lies straight ahead; the Save Station is inside. It is there from your first visit. Enemies can appear here when you come back, so clear the room before saving.
Summary
The Save Station in the Engineering hub, used between every job this chapter.
Report an issue
Store: Engineering Control RoomArea
Location
Engineering · Control Room – Beside the Save Station in the Control Room. Clear any enemies first when you return to it.
Summary
The Engineering Deck's Store, and where this chapter's Store-only weapon upgrades are bought.
Report an issue
Log: Temple's Log 01Collectible
Activate the Control ConsoleQuest step
Location
Engineering · Control Room – Use the console in the middle of the Control Room and load the diagnostic report; Hammond then explains what has to be fixed. The Engineering Tram Station's lockdown terminal is down the hallway on the Control Room's right side, if you want the stop open early.
Summary
Load the diagnostic report in the Control Room. It sets the three repair jobs, which can be done in any order.
Report an issue
Log: Engine DiagnosticsCollectible
Location
Engineering · Control Room – Plays by itself when you use the diagnostic report at the Control Room console (the step above).
Summary
A video log that plays with the diagnostic report. It counts toward the 188 logs.
Report an issue
Store: Heat Accumulator (Plasma Cutter), 11,000Upgrade
Location
Engineering · Control Room Store – At the Control Room Store, buy it from the upgrades list once the console is active. If it isn't listed yet, it appears when you come back from the Machine Shop. Fitting it at any Bench also gives a free Power Node.
Summary
The Plasma Cutter's Store-only part: its shots set enemies alight, and it opens a special slot on the Bench tree. One of the 21 parts for Built To Order.
Report an issue
Store: Kinetic Autoloader (Pulse Rifle), 11,000Upgrade
Location
Engineering · Control Room Store – At the Control Room Store, next to the Heat Accumulator in the upgrades list. If it isn't listed yet, it appears when you come back from the Machine Shop. Fitting it at a Bench gives a free Power Node.
Summary
The Pulse Rifle's Store-only part, for a faster rate of fire. One of the 21 parts for Built To Order.
Report an issue
RipperWeapon
Location
Engineering · Machine Shop – Take the Control Room's west exit into the Preparation Room and go down the ramp to the Machine Shop (Floor 4). At the foot of the ramp the Ripper is on the floor straight ahead, beside a headless body outside the bathroom. If it isn't there, reload a save from before the Machine Shop.
Summary
A close-range weapon that is deadly against big Necromorphs. One of the weapons for Full Arsenal.
Report an issue
A Cut Above: 30 Ripper killsAchievement
Location
Engineering · Machine Shop – Start from the Machine Shop where the Ripper lay. Make it a main weapon for the rest of Engineering and on the Bridge in Chapter 4, saving it for the large Necromorphs, and keep the Plasma Cutter for emergencies. The trophy unlocks on the 30th kill.
Requires
Summary
Kill 30 Necromorphs with the Ripper. The count builds up over run 1.
Trophies
  • Achievement · SteamA Cut Above
  • Achievement · XboxA Cut Above
  • Bronze · PlayStationA Cut Above
Report an issue
Log: His Own TeethCollectible
Location
Engineering · Machine Shop bathroom – From the Ripper, step into the bathroom right beside it; the security phone is straight ahead as you enter. Use it to play the log.
Summary
An audio log on a security phone. It counts toward the 188 logs.
Report an issue
Bench: Machine Shop / Calibration Room rampArea
Location
Engineering · Machine Shop – At the bottom of the Machine Shop ramp, in front of the Calibration Room door, near where the Ripper lay. A Slasher may hide behind the stacked cargo just before it.
Summary
The first Bench on the Engineering Deck, for spending Power Nodes and fitting weapon parts.
Report an issue
Scientific Methods: Find Autopsy Location in EngineeringQuest step
Location
Engineering · Calibration Room – From the Bench, enter the Calibration Room at the back of the Machine Shop; the recording plays as you go in. Watch it to the end. If the door is locked, the Chapter 2 steps did not register: track the mission and rewatch Nicole's hologram in the Emergency Room in full.
Summary
Step 3 of Nicole's side mission: a recording in the Calibration Room. It moves the mission on to the Mining Deck.
Report an issue
Log: Temple's Log 02Collectible
Location
Engineering · Refueling Control Stations (south) – Take the Machine Shop's south exit into the Refueling Control Stations, pull the far gondola over with Kinesis and ride it across; kill the Necromorphs that come as it arrives. Walk round to the toppled locker next to the locked room on this south side; the log is on it (it may instead be on a nearby bench).
Summary
The second Temple's Log, an audio log. It counts toward the 188 logs.
Report an issue
Save: Refueling Control StationsArea
Location
Engineering · Refueling Control Stations (south) – Still on the south side, in the corner where the metal walkways end at the top. A table right next to it holds the Fuel Station Keycard.
Summary
A Save Station on the south side of the Refueling Control Stations.
Report an issue
Log: Kendra is AliveCollectible
Location
Engineering · Refueling Control Stations (south) – Pick up the Fuel Station Keycard from the table next to the Save Station (a severed hand lies on it); the call plays by itself. Check the Database afterwards, and don't reload a save made right after it.
Summary
A video call that plays when you take the Fuel Station Keycard. It counts toward the 188 logs.
Report an issue
Power Node: Fuel ManagementUpgrade
Location
Engineering · Fuel Management – With the keycard, go back to Fuel Management, the small room you passed on the south side; the Node cabinet is on the wall near the entrance.
Summary
A fixed Power Node in the Fuel Management room. Optional.
Report an issue
Refuel the Engines: SouthQuest step
Location
Engineering · Fuel Station South – At the Fuel Management breaker, give power to the South station by switching off either the lights (fight in the dark by flashlight) or the life support (watch your air; refill points stand on this side). The choice stays until you change it. Then take the stairs down beyond the Save Station to Fuel Station South and pull its latch down with Kinesis; enemies attack on the way.
Summary
Power and pull the South fuel station's latch. One of the two refuel jobs.
Report an issue
Refuel the Engines: NorthQuest step
Location
Engineering · Fuel Station North – Ride the gondola back across to the north side and take the right-hand ramp up to Fuel Station North. Kill the Necromorphs there and pull the latch down with Kinesis.
Summary
Pull the North fuel station's latch, finishing the refuelling.
Report an issue
Log: Engines are RefueledCollectible
Location
Engineering · Refueling Control Stations – Plays by itself after the second latch (the North station, above). Open the Database to check it registered, and don't reload the autosave made just after it.
Summary
An audio call once both fuel stations run. It counts toward the 188 logs.
Report an issue
Store: Ricochet Tracer (Ripper), 11,000Upgrade
Location
Engineering · Control Room Store – Walk back to the Control Room; on the way, smash the lock on the console beside its north door with a melee strike, which opens a shortcut. The Ricochet Tracer is now in the Store's upgrades list (along with the two above, if they weren't there before). One player did not see it listed; any later Store sells it too.
Summary
The Ripper's Store-only part, which opens one of its special slots on the Bench tree. One of the 21 parts for Built To Order.
Report an issue
Bench: before the Decontamination RoomArea
Location
Engineering · Decontamination corridor – From the Control Room, take the east lift to the centrifuge level. The Bench stands in the corridor at the end of the ride, next to an open locker, a few steps short of the Decontamination Room.
Summary
A Bench on the way to the centrifuge, before the quarantine fight.
Report an issue
Log: ChaosCollectible
Location
Engineering · Decontamination corridor – In the open locker just to the right of the Bench, at the end of the hallway (Floor 2).
Summary
A text log in an open locker beside the Bench. It counts toward the 188 logs.
Report an issue
Schematic: Medium Med PackItem
Location
Engineering · Decontamination Room exit – Use the Decontamination Room console and survive the quarantine wave; the exit opens when the last Necromorph dies. As you step out, the open locker facing you has the schematic on one of its shelves. If it isn't there, reload a save from before the room.
Summary
Lets every Store sell Medium Med Packs. One of the 13 schematics for Merchant.
Report an issue
Power Node: hallway past the decontamination roomUpgrade
Location
Engineering · Centrifuge ring corridor – From the schematic, go through the next door into the ring corridor and follow the signs left towards Centrifuge Control North. At the dead end, the Node rests on the corruption growth on the floor.
Summary
A fixed Power Node at a dead end of the centrifuge ring corridor. Optional.
Report an issue
Log: RIG TranscriptCollectible
Location
Engineering · Centrifuge ring corridor – Back from the Node, follow the ring corridor the other way (right from the door) to its far end. The log lies on the floor in front of a bloody hole, under wrecked machinery, just before the centrifuge.
Summary
A text log outside the centrifuge chamber. It counts toward the 188 logs.
Report an issue
Activate the CentrifugeQuest step
Location
Engineering · Gravity Centrifuge – In the zero-g chamber, freeze one clutch at a time with Stasis and drag it into its socket with Kinesis while Necromorphs (a Leaper among them) attack. Then land on the balcony and confirm the restart at its console.
Summary
Fit the two clutches and restart the Gravity Centrifuge, the third repair job.
Report an issue
Log: They Found an ArtifactCollectible
Location
Engineering · Centrifuge exit – With the air gone, ride the cargo lift down and run against the spin, sheltering in the side alcoves as the arm passes; take the small lift up. Outside, a huge tentacle grabs you: shoot its glowing growths to break free. The call plays by itself on the way back, by the time you reach the Control Room.
Summary
An audio call on the way back from the centrifuge. It counts toward the 188 logs.
Report an issue
FlamethrowerWeapon
Location
Engineering · Corridor to Fuel Storage – In the Control Room, take the right-hand door by the Save Station (the east airlock). In the zero-g fan room, slow the big fan with Stasis and fly past it to the breaker on the far side; set the fans to off and Airlock 2 to on, then return and use the second airlock. Shoot the orange growth blocking the corridor: the Flamethrower is in the hands of a body grown into the wall just past it.
Summary
A short-range fire weapon, best against swarms of small Necromorphs; it doesn't fire in vacuum. One of the weapons for Full Arsenal.
Report an issue
Live with the Hot Ones: 30 Flamethrower killsAchievement
Location
Engineering · Corridor to Fuel Storage – Start from the corridor where you took the Flamethrower. Use it on the Swarmers in Fuel Storage just ahead and on small Necromorphs from then on, never in vacuum, where it won't fire. The trophy unlocks on the 30th kill.
Requires
Summary
Kill 30 Necromorphs with the Flamethrower. The count builds up over run 1.
Trophies
  • Achievement · SteamLive with the Hot Ones
  • Achievement · XboxLive with the Hot Ones
  • Bronze · PlayStationLive with the Hot Ones
Report an issue
Log: Temple's Log 03Collectible
Location
Engineering · Fuel Storage, Floor 5 – Squeeze through the flesh-filled passage beyond the Flamethrower into Fuel Storage (Floor 5). The log sits on a chair in the little side room left of the elevator (south-east corner).
Requires
Summary
The third and last Temple's Log, an audio log. It counts toward the 188 logs.
Report an issue
Schematic: Ripper BladesItem
Location
Engineering · Fuel Storage, lower floor – On the same floor as the Bench, fight off the Swarmers and step into the side room standing open at the floor's south end, near the second cargo lift; the schematic is on a large crate.
Requires
Summary
Lets every Store sell Ripper ammo. One of the 13 schematics for Merchant.
Report an issue
BackbreakerAchievement
Location
Engineering · Fuel Storage, lower floor – From the Ripper Blades schematic, stomp the Swarmers on this floor as they rush you, and later the small creatures a Pregnant releases (the first waits one floor down), the pods Guardians spit, and the parts a Divider breaks into. The trophy unlocks on the 10th stomp kill.
Summary
Kill 10 enemies with a stomp. Only enemies a single stomp kills count, and the first of them appear here in Fuel Storage; the count builds up over run 1.
Trophies
  • Achievement · SteamBackbreaker
  • Achievement · XboxBackbreaker
  • Bronze · PlayStationBackbreaker
Report an issue
Power Node: Engine Room under the stairsUpgrade
Location
Engineering · Engine Room – Ride the second cargo lift to the bottom floor, where the first Pregnant appears. Slow the faulty door with Stasis to get through, then head south down the hall into the Engine Room. Once the room is clear, look in the little cubicle under the stairs, beneath the primary engine console.
Requires
Summary
A fixed Power Node in the Engine Room. Optional.
Report an issue
Schematic: Flamethrower FuelItem
Location
Engineering · Engine Room – From the Node, go up the walkway above it: the schematic lies on the seat facing the primary engine console. Take it before fitting the power cell, which starts a fight.
Requires
Summary
Lets every Store sell Flamethrower fuel. One of the 13 schematics for Merchant.
Report an issue
Manually Ignite the EnginesQuest step
Location
Engineering · Engine Room – Up the ramp, a power cell rests on a desk: carry it with Kinesis into Power Substation 03. A wave of enemies answers; Stasis canisters thrown into the crowd with Kinesis help. When it is over, go back to the restart console and use it a second time.
Summary
Power the engine and restart it by hand, which ends the repair work.
Report an issue
Log: Nicole?Collectible
Location
Engineering · Corridors to the Control Room – Leave the Engine Room and follow the corridors north; a melee hit on the console to your right opens the shortcut into the Control Room. The message plays by itself on this walk back.
Summary
A short audio message on the way back to the hub. It counts toward the 188 logs.
Report an issue
Store: Gellified Hydrazine (Flamethrower), 11,500Upgrade
Locked rooms for later

Engineering has locks you can't open yet: a storage room in the Refueling Control Stations and a room in Fuel Storage that need a higher security clearance, and a Master Override chest in the Machine Shop. Their contents come later, when the guide brings you back with the clearance.

Return to Tram StationQuest step
Location
Engineering · Engineering Tram Station – From the Control Room, go to the Engineering Tram Station north-west of it (lift its lockdown at the terminal if you haven't). The chapter ends, and All Systems Go unlocks, as you enter.
Summary
Reach the Engineering Tram Station to end the chapter.
Trophies
  • Achievement · SteamAll Systems Go
  • Achievement · XboxAll Systems Go
  • Bronze · PlayStationAll Systems Go
Report an issue

Chapter 4: Obliteration Imminent

On the Bridge, Hammond grants Security Clearance Level 2, a Brute guards the elevators, three power reroutes feed the ADS cannons and a space walk calibrates them; three choices here decide missable logs.

Chapter 4 takes the tram to the Bridge. Hammond waits in the Captain's Nest, below the Main Atrium, and gives you Security Clearance Level 2; then a Brute fight in the Atrium, the Security Room's elevator switch, three power reroutes on three floors, and a space walk to calibrate the ADS cannons. Your anchors are the Bridge Store by the Main Atrium, the Save Station in the Captain's Nest and the Bench in the Security Room armory. Three choices matter in this run: never touch the Bridge Security console beside Hammond, don't hurt the first Brute until Hammond calls, and reroute Mining Administration, then Electrical Systems, then Water Purification.

Check each call in the Database

Several logs in this chapter are calls that play by themselves. Open the Database's Chapter 4 list after each one, and don't reload an autosave made just after a call: some calls have failed to register that way.

Go to the BridgeQuest step
Location
Bridge · Bridge Tram Station – From the Engineering Tram Station where Chapter 3 ended, take the tram to the Bridge. Hammond and Kendra talk over the radio on arrival; the way on opens once the call ends.
Summary
The chapter's first objective: ride the tram from Engineering to the Bridge.
Report an issue
Store: Bridge Main AtriumArea
Location
Bridge · Main Atrium – Follow the hallway from the Bridge Tram Station toward the Main Atrium. Just before the Store a huge arm smashes through the glass; it can't reach you unless you go close. It may instead be the Store behind the Main Atrium door toward the Crew Deck.
Summary
The Bridge's Store, used again at several points in this chapter. Storage is shared by every Store.
Report an issue
Log: Bridge AttackCollectible
Location
Bridge · Main Atrium – An asteroid strike breaches the hull as you enter the Main Atrium. Once the air is back, go right up the short flight of stairs; the log lies on the floor by the damaged section.
Summary
An audio log on the floor of the Main Atrium. It counts toward the 188 logs.
Report an issue
Meet Hammond in the Captain's NestQuest step
Location
Bridge · Captain's Nest – From the Main Atrium's entrance, take the ramp to the lift and ride it down to the Captain's Nest under the Atrium. Hammond explains the ADS cannons; Level 2 arrives as the conversation ends.
Summary
Meet Hammond in person; when the talk ends he grants Security Clearance Level 2, which opens Level 2 doors and containers from here on.
Report an issue
Never use the Bridge Security console in this run

The console on the far side of the holographic globe from Hammond, right by the logs here, offers the side mission You Are Not Authorized. Starting the mission here means the Chapter 7 log "Custom Lockdown" never plays in this run, and the log is then lost for good: New Game+ starts with the Master Override already in your Key Items, so the call can't play there either. The Chapter 7 call starts the same side mission for you anyway. Leave this console alone, and leave the crew RIGs you find until after Chapter 7.

Log: Eckhardt's ClearanceCollectible
Location
Bridge · Captain's Nest – After the talk with Hammond, look on the right side of the Captain's Nest.
Summary
A text log in the Captain's Nest. It counts toward the 188 logs.
Report an issue
Log: More TimeCollectible
Don't hurt the first Brute before Hammond calls

Back up in the Main Atrium, a Brute bursts out of the Security Room and the Atrium locks down. Don't attack it yet: keep running from it for about half a minute until Hammond calls. That call is the log "Shoot It In the Back", and damaging or killing the Brute before it plays loses the log for this run. Check the Database, then fight.

Log: Shoot It In the BackCollectibleMissablePoint of no return
Location
Bridge · Main Atrium – Ride the lift back up from the Captain's Nest and head for the Security Room on the Atrium's east side; the Brute breaks out of its door. Dodge it without attacking for about 30 seconds until Hammond calls, then confirm the log in the Database's Chapter 4 list.
Why you can lose it
The call plays only during the first Brute fight, and only if the Brute hasn't been hurt yet. Shooting or killing it before Hammond calls loses the log for this run.
Point of no return
Damaging or killing the first Brute in the Main Atrium before Hammond's call.
Summary
An audio call from Hammond with advice for the Brute fight. It plays only while the first Brute is still unhurt.
Report an issue
Brute: Main AtriumBoss
Location
Bridge · Main Atrium – Once Hammond's call has played, freeze the Brute with Stasis, get behind it and shoot the soft spots on its back. When Stasis runs dry, sidestep its charge and turn to fire.
Summary
The first Brute, a heavily armoured charger that the Atrium quarantine locks you in with. Killing it earns Brute Force.
Trophies
  • Achievement · SteamBrute Force
  • Achievement · XboxBrute Force
  • Bronze · PlayStationBrute Force
Report an issue
Power Node: first Brute, Main AtriumUpgrade
Activate the ElevatorsQuest step
Location
Bridge · Security Room – With the Brute dead the quarantine lifts. Enter the Security Room it came out of (Level 2) and use the elevator terminal inside.
Summary
Turn the Bridge elevators back on from the Security Room. Three reroute objectives open, in any order.
Report an issue
Reroute Mining Administration first, Electrical Systems second, Water Purification last

The game lets you do the three reroutes in any order, but only the first two play their own log; the third plays "Manual Targeting?" instead. In this order you get "Mining Admin Rerouted" and "Watch the Outlets" now. Doing Mining Administration or Electrical Systems last loses its log for this run, and rerouting Electrical Systems last may also cost "Med-Sci Reports". The "Water Purification" log comes in New Game+, where you do that reroute first.

Power Node: Storage Room near Mining AdministrationUpgrade
Location
Bridge · Storage Room, Floor 2 – Take the cargo lift from the Main Atrium to Floor 2. An asteroid vents the corridor to vacuum as you walk it: run into the Storage Room ahead, where the air comes back once the door shuts, and take the Node from the wall cabinet beside the crates.
Summary
A Power Node in a wall cabinet on the way to Mining Administration.
Report an issue
Log: Electrical FaultCollectible
Location
Bridge · To Mining Administration – Leave the Storage Room and carry on toward Mining Administration; it plays as you enter the passage leading there.
Summary
An audio log that plays by itself on the way into Mining Administration. It counts toward the 188 logs.
Report an issue
Contact BeamWeapon
Location
Bridge · Records Office – At the end of the corridor, the Records Office (Level 2) is on your right as you come into the next room. The Contact Beam lies on the floor inside, near the door, by a body in a pool of blood.
Summary
A heavy beam weapon with a slow, charged shot that hits large Necromorphs hard. One of the guns for Full Arsenal.
Report an issue
Full Contact: 30 Contact Beam killsAchievement
Location
Bridge · Records Office – From the Records Office where you picked the Contact Beam up, make it your main gun through Mining Administration, Electrical Systems and its Brute. Weaken tough enemies with another gun if you must, and finish them with the beam.
Requires
Summary
Kill 30 enemies with the Contact Beam. Its ammo is expensive in the Store, so spend the ammo you find.
Trophies
  • Achievement · SteamFull Contact
  • Achievement · XboxFull Contact
  • Bronze · PlayStationFull Contact
Report an issue
Log: Tracking InfectionCollectible
Location
Bridge · Admin Server Maintenance – In Mining Administration, open the Main Fuses room (Level 2) and shoot the fuse box on its wall; that unlocks Admin Server Maintenance, to the right as you enter Mining Administration. Open its inner room with Level 2; the log is on a table.
Summary
A text log in Admin Server Maintenance, behind Level 2 doors. It counts toward the 188 logs.
Report an issue
Reroute Power from Mining AdministrationQuest step
Location
Bridge · Mining Administration – Find the circuit breaker in the large Mining Administration hall, keeping clear of the electrical discharges. Switch the Mining fuse off and the ADS Cannons fuse on; Necromorphs attack once it's done.
Summary
The first of the three reroutes: send Mining Administration's power to the ADS cannons.
Report an issue
Log: Mining Admin ReroutedCollectibleMissablePoint of no return
Location
Bridge · Mining Administration – Plays by itself at the Mining Administration circuit breaker once you switch power to the ADS cannons.
Why you can lose it
Only the first two of the three power reroutes play their own log; the last one plays "Manual Targeting?" instead. Rerouting Mining Administration last loses this log for the run.
Point of no return
Switching the last of the three power breakers. If Mining Administration or Electrical Systems is still left, its log never plays this run. Rerouting Mining Administration first, Electrical Systems second and Water Purification last keeps both logs.
Summary
An audio call that plays when the Mining Administration reroute is done, as long as it isn't the last of the three. It counts toward the 188 logs.
Report an issue
Save: Comms level, by E. Bailey's officeArea
Location
Bridge · Comms level – Ride the cargo lift from Floor 2 to Floor 3, the comms level. Leave the small lift room by its only door and follow the corridor round the corner to the Save Station, by 1st CO E. Bailey's office.
Summary
A Save Station on the comms level, before the Break Room and Electrical Systems.
Report an issue
Log: BelieversCollectible
Location
Bridge · Break Room – Beyond the Save Station, the Break Room opens on your right. Step into the red circle on its floor and look at the orange screen showing the Marker; the log plays.
Summary
An audio log that plays in the Break Room. It counts toward the 188 logs.
Report an issue
Log: UnknownCollectible
Location
Bridge · Break Room – Stand inside the red circle and enter: Melee, Stomp, Stomp, Stomp, Melee, Stomp, Melee, Stomp, Stomp, Stomp, Melee, Stomp. Keep each run of three stomps fast and stay inside the circle (stepping out resets the code); the screen flickers red and the log drops on the floor.
Summary
A secret text log, filed under the Side Missions tab, earned with a code in the Break Room circle.
Report an issue
Log: Strange ShantyCollectible
Location
Bridge · Break Room – In the same circle, enter: Melee, Stomp, Melee, Melee, Stomp, Melee, Stomp, Melee, Melee, Melee, Melee, Stomp. The log drops on the floor. The clues to this code are spread around the ship, but it works now.
Summary
A secret audio log, filed under the Side Missions tab, earned with a second code in the same circle.
Report an issue
Power Node: Break Room floor codeUpgrade
Location
Bridge · Break Room – In the same circle, enter: Melee, Melee, Stomp, Melee, Melee, Stomp, Stomp, Melee, Melee, Melee, Stomp, Stomp. Both Nodes drop inside the circle.
Summary
Two Power Nodes from a third code in the Break Room circle. Its in-game clue only turns up much later, but the code works now.
Report an issue
P.C.S.I. Custom Magazine (Pulse Rifle)Upgrade
Location
Bridge · Electrical Systems Storage – On this floor, find Electrical Systems Storage by the body hanging through its broken window. From the window, use Kinesis to move the crates blocking the fuse inside, shoot the fuse to unlock the door, and take the part from a shelf.
Summary
One of the Pulse Rifle's three upgrade parts: more ammo, and a special slot on its Bench tree. Needed for Built To Order.
Report an issue
Brute: Electrical SystemsBoss
Location
Bridge · Electrical Systems – Enter Electrical Systems and cross its main hall, running over the arcing floor tiles only while they are dark. Close to the hall's far end a Brute jumps you; a Stasis recharge station there lets you freeze it again and again; shoot its back and don't get pushed onto live tiles.
Summary
The second Brute, fought in Electrical Systems among live floor tiles. Optional as an entry, but it stands on the story path.
Report an issue
Power Node: Brute in Electrical SystemsUpgrade
Reroute Power from Electrical SystemsQuest step
Location
Bridge · Electrical Systems – At the end of the hall, loose live cables whip around the circuit breaker: freeze them with Stasis, run to the breaker, switch the Electrical Systems fuse off and the ADS Cannons fuse on.
Summary
The second reroute: send Electrical Systems' power to the ADS cannons.
Report an issue
Log: Watch the OutletsCollectibleMissablePoint of no return
Location
Bridge · Electrical Systems – Plays by itself at the Electrical Systems circuit breaker once you switch power to the ADS cannons.
Why you can lose it
Only the first two of the three power reroutes play their own log; the last one plays "Manual Targeting?" instead. Rerouting Electrical Systems last loses this log for the run.
Point of no return
Switching the last of the three power breakers. If Mining Administration or Electrical Systems is still left, its log never plays this run. Rerouting Mining Administration first, Electrical Systems second and Water Purification last keeps both logs.
Summary
An audio call that plays when the Electrical Systems reroute is done, as long as it isn't the last of the three. It counts toward the 188 logs.
Report an issue
Log: Med-Sci ReportsCollectible
Location
Bridge · Electrical Systems – Plays as you walk back from the breaker toward the cargo lift. Check the Database's Chapter 4 list before you leave the floor.
Summary
An audio call that plays by itself after the Electrical Systems reroute. It may be lost if Electrical Systems is the last of the three reroutes; the order here keeps it safe.
Report an issue
Store: Supersymmetry Tether (Contact Beam)Upgrade
Location
Bridge · Main Atrium – Ride the cargo lift back to the Main Atrium (Leapers drop from the ceiling there) and buy it at the Bridge Store.
Summary
The Contact Beam's Store-only upgrade part, sold once you own the gun, for 12,000 credits. Needed for Built To Order.
Report an issue
Log: Looking for ElizabethCollectible
Location
Bridge · Water Purification – From the Main Atrium, ride the second lift (the one to Water Purification, not the cargo lift). The log lies on the floor of the first room, to your left as you step out.
Summary
An audio log just off the Water Purification lift. It counts toward the 188 logs.
Report an issue
Reroute Power from Water PurificationQuest step
Location
Bridge · Water Purification – Follow Water Purification to its circuit breaker and switch the Water Purification fuse off and the ADS Cannons fuse on. This floor is quieter than the other two.
Summary
The last reroute: send Water Purification's power to the ADS cannons, which brings them back online.
Report an issue
Log: Manual Targeting?Collectible
Location
Bridge · Water Purification – Plays by itself at the Water Purification breaker as you complete the third reroute.
Summary
An audio call that plays once all three reroutes are done, in place of the last reroute's own log. It counts toward the 188 logs.
Report an issue
Schematic: Intermediate Engineer RIGItem
Log: Sync the ADS CannonsCollectible
Location
Bridge · Exterior Access – Past the EVA Prep Room, ride the lift up toward the airlock; the call plays on the way.
Summary
An audio call that plays by itself on the way out to the cannons. It counts toward the 188 logs.
Report an issue
Save: Exterior AccessArea
Location
Bridge · Exterior Access – On the wall where the lift stops at the top, beside a security phone.
Summary
A Save Station right before the airlock to the hull. Save before the timed space walk.
Report an issue
Calibrate Three ADS CannonsQuest step
Location
Bridge · Bridge exterior – Go through the airlock; the hull's integrity starts dropping at once. Fly to cannons DH-ADS 012, 013 and 014 in turn, use each terminal and fire the cannon (not your gun) at incoming asteroids until it reads 100%, refilling air at the O2 stations. Then head back in through the airlock.
Summary
The chapter's last objective: calibrate the three ADS cannons from outside the hull before the hull gives way. The chapter ends, with Cannon Fodder, once you are back inside.
Trophies
  • Achievement · SteamCannon Fodder
  • Achievement · XboxCannon Fodder
  • Bronze · PlayStationCannon Fodder
Report an issue
Leave White's RIG for now

First Officer White's RIG, one of the crew RIGs for the Master Override, floats out here on the hull, a little past the third cannon. Leave it for now: picking up a crew RIG before the Custom Lockdown call in Chapter 7 may stop that call from playing. The guide brings you back to the Bridge for it in Chapter 8, after that call.

Store: Level 3 suit (Intermediate Engineer RIG)Armor
Location
Bridge · Main Atrium – Back inside, walk to the Main Atrium on your way to the tram and buy it at the Bridge Store. If the credits are short, any later Store sells it too.
Summary
The Level 3 suit, sold once its schematic is loaded. Every suit level is needed for Maxed Out.
Report an issue

Chapter 5: Lethal Devotion

Back to the Medical Deck to trace Nicole's broadcast to the Chemical Lab, then lift a deck lockdown, clear the poison gas and freeze the Hunter in Cryogenics.

Chapter 5 starts on the Bridge once the ADS Cannons are calibrated and plays out entirely on the Medical Deck, which you already know from Chapter 2. Your anchors are the Save Station and Store in the Medical Security Station, the Save Station on the way to Zero-G Therapy, the Bench in the Diagnostics Technician room in Imaging Diagnostics, and a new Save Station outside Cryogenics. Security Clearance Level 2 from Chapter 4 opens Dr. Warwick's office and Emergency Equipment Storage here. There are no missable choices in this chapter. The Hunter cannot be killed: cut off a leg or freeze it with Stasis, then run, and save your ammunition for everything else.

Log: Follow Nicole's SignalCollectible
Location
Medical Deck · Medical Tram Station – Back on the Bridge after the cannons, ride the lift up to the Main Atrium, then walk on to the Bridge Tram Station and ride to Medical. The call plays by itself as you arrive at the Medical Tram Station.
Summary
An audio call from Daniels about Nicole's broadcast, which plays as you reach Medical. It counts toward the 188 logs.
Report an issue
Log: Locked InCollectible
Location
Medical Deck · Security Station – From the Medical Tram Station, follow the locator to the Security Station, the hub with the Save Station and Store. The doors lock as you walk in and the log plays by itself; a voice on the intercom speaks, then the door to the Imaging Diagnostics Wing opens.
Summary
Isaac's short call when the door locks behind him in the Security Station. It counts toward the 188 logs.
Report an issue
Stock up before the Chemical Lab

What happens at the Chemical Lab keeps you fighting all the way back here. Save, buy ammunition and Stasis Packs now, and collect Dr. Warwick's office on the way down.

Log: Mercer's VolunteerCollectible
Location
Medical Deck · Observation Room – From the Security Station, go through Imaging Diagnostics (a Guardian is stuck to the wall here; shoot it from range) and ride the lift up to the walkway. Destroy the large tentacle blocking the doorway by shooting its yellow-orange sacs, then go into the Observation Room; the log is on the table.
Summary
An audio recording of a doctor with a patient in a treatment trial. It counts toward the 188 logs.
Report an issue
Schematic: Line RacksItem
Location
Medical Deck · Dr. B. Warwick's office – From the Observation Room, skip the lift down and take the next door toward Zero-G Therapy, past the Save Station. Dr. B. Warwick's office is on the right behind a Security Clearance Level 2 door; the schematic lies on the desk.
Summary
Unlocks Line Racks, the Line Gun's ammunition, in every Store. One of the 13 schematics.
Report an issue
Power Node: Dr. Warwick's office, L2Upgrade
Location
Medical Deck · Dr. B. Warwick's office – In the same office as the Line Racks schematic, the Node crate hangs on the wall.
Summary
A Power Node crate fixed to the wall in Dr. Warwick's office.
Report an issue
Power Node: Chemical LabUpgrade
Location
Medical Deck · Chemical Lab – Back out of Dr. Warwick's office, return to the lift you skipped by the Observation Room and ride it down a level toward the Chemical Lab. The Node crate is on the wall straight ahead as you step off.
Summary
A Power Node crate at the foot of the lift to the Chemical Lab.
Report an issue
Locate the Source of the BroadcastQuest step
Location
Medical Deck · Chemical Lab – From the Node, go on into the Chemical Lab and use the console that is sending the broadcast. Isaac is held in place for a cutscene once you do.
Summary
Find where the broadcast in Nicole's name comes from and switch it off.
Report an issue
Dr. Challus MercerHidden spoiler – activate to revealNPCMinor spoiler
Location
Medical Deck · Chemical Lab – Plays out by itself after the broadcast console: Mercer appears at the Chemical Lab window and talks before letting his creature out.
Summary
The doctor behind the Medical lockdown, first heard over the Security Station intercom and seen in person here. He returns in Cryogenics.
Report an issue
Log: Open the Door!Collectible
Location
Medical Deck · Chemical Lab – Plays by itself while you are shut in the Chemical Lab with the creature after Mercer's speech. Keep moving, use Stasis or shoot off a leg, and wait for the door to open.
Summary
A short call to Daniels while Isaac is trapped in the Chemical Lab. It counts toward the 188 logs.
Report an issue
Escape the CreatureQuest step
Location
Medical Deck · Security Station – When the Chemical Lab door opens, run. Go back through Imaging Diagnostics instead of taking the lift, keep straight past the Diagnostics Technician room (a dead end), and push through the Swarmers to the Security Station; Stasis the Hunter whenever it closes in.
Summary
Get out of the Chemical Lab and back to the Security Station alive.
Report an issue
Log: HuntedCollectible
Location
Medical Deck · Security Station – Plays by itself after the first escape, as you reach the Security Station.
Summary
A call with Daniels once you have got away, setting up the trip to Mercer's office. It counts toward the 188 logs.
Trophies
  • Achievement · SteamStory Teller
  • Achievement · XboxStory Teller
  • Bronze · PlayStationStory Teller
Report an issue
The Emergency Room fight

The Hunter comes back in the Emergency Room together with other Necromorphs. The door to ER Hallway A needs power: carry the Power Cell to its slot with Kinesis, holding the Hunter in Stasis while you do.

Log: Dr. Kyne's DementiaHidden spoiler – activate to revealCollectibleMinor spoiler
Location
Medical Deck · ER Hallway A – From the Security Station, go through the Ishimura Clinic into the Emergency Room and survive the fight there. Once the Power Cell opens ER Hallway A, the log is on a hospital bed just outside the Emergency Equipment Storage door.
Requires
Summary
An audio surgical log from Mercer about a colleague. It counts toward the 188 logs.
Report an issue
Line GunWeapon
Location
Medical Deck · Emergency Equipment Storage – Right beside the bed with Dr. Kyne's Dementia, open the Security Clearance Level 2 door to Emergency Equipment Storage; the Line Gun lies on the floor inside. The room can also be reached in Chapter 4 by taking the tram back to Medical once you hold Clearance 2.
Summary
A handheld ore cutter that is good at taking limbs off and can also set traps. One of the weapons for Full Arsenal.
Report an issue
Eviscerator: 30 Line Gun killsAchievement
Location
Medical Deck · Emergency Equipment Storage – Start from Emergency Equipment Storage where the Line Gun lay. Keep it as one of your main weapons through the rest of run 1, for cutting down groups and setting traps. The trophy unlocks on the 30th kill.
Requires
Summary
Kill 30 Necromorphs with the Line Gun. The count builds up over run 1.
Trophies
  • Achievement · SteamEviscerator
  • Achievement · XboxEviscerator
  • Bronze · PlayStationEviscerator
Report an issue
Log: Sterile InstrumentsCollectible
Location
Medical Deck · ER Hallway B – From Emergency Equipment Storage, carry on into ER Hallway B. The log is on a hospital bed outside the door that leads back into the Emergency Room.
Summary
An audio surgical log from Mercer's experiments. It counts toward the 188 logs.
Report an issue
Log: Harris's ChoiceHidden spoiler – activate to revealCollectibleMinor spoiler
Location
Medical Deck · Intensive Care Unit – From ER Hallway B, deal with the Guardian on the wall by the Intensive Care Unit (or Stasis it and run past), then enter the unit. The log is on the desk in the back corner of the room before Mercer's office.
Summary
A text log from Mercer's patient notes. It counts toward the 188 logs.
Report an issue
Log: Mercer's JournalCollectible
Location
Medical Deck · Dr. C. Mercer's office – From the Intensive Care Unit, the corridor toward the Morgue is locked, so go right into Dr. C. Mercer's office. The journal is on his desk; take it before using the lockdown console.
Summary
A text log from Mercer's personal notes. It counts toward the 188 logs.
Report an issue
Lift the LockdownQuest step
Location
Medical Deck · Dr. C. Mercer's office – In Mercer's office, use the lockdown console. The office seals for a moment and a dying survivor inside speaks to Isaac.
Summary
Reset Mercer's lockdown of the Medical Deck from his office.
Report an issue
Log: Our Air SupplyCollectible
Location
Medical Deck · Dr. C. Mercer's office – Plays by itself after the survivor in Mercer's office has spoken.
Summary
A call with Daniels about the ship's air, which sends Isaac to Cryogenics. It counts toward the 188 logs.
Report an issue
Oxygen timer

Stepping out of Mercer's office fills Medical with poison gas and starts your air running down. Don't stop to fight: Stasis whatever blocks you, refill at the oxygen stations on the way, and don't burst a pregnant Necromorph's belly, which lets out a swarm.

Stop the Poison GasQuest step
Location
Medical Deck · Security Station – From Mercer's office, leave the Intensive Care Unit, turn left and follow the locator back through the Clinic to the Security Station. Use the life-support console behind the reception desk.
Summary
Restore Medical's life support before your air runs out.
Report an issue
Log: Get to CryogenicsCollectible
Location
Medical Deck · Security Station – Plays by itself once life support is back on at the Security Station console.
Summary
A call with Daniels as the gas clears, opening a faster way to Cryogenics. It counts toward the 188 logs.
Report an issue
Store: Ionized Capacitor (Line Gun)Upgrade
Location
Medical Deck · Security Station – At the Security Station Store, right after the gas clears. It is on sale once you own the Line Gun, for 11,500 credits. Install it at a Bench, such as the one in the Diagnostics Technician room on the way to Cryogenics, for a free Power Node.
Summary
The Line Gun's Store-only upgrade part, bought once. It opens a special slot on the Line Gun's Bench tree and counts toward the 21 parts for Built To Order.
Report an issue
Save: outside CryogenicsArea
Location
Medical Deck · Corridor to Cryogenics – From the Security Station, go back through Imaging Diagnostics and down to the Chemical Lab; Daniels has opened its second door, which leads straight toward Cryogenics. The Save Station is in the corridor outside Cryogenics. Save here before going in.
Summary
A Save Station in the corridor just before Cryogenics, the last one before the Hunter fight.
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Freezing the Hunter

Fill up at the Stasis recharge station in Cryogenics and clear the Lurkers when they come. Shoot off the Hunter's legs inside the central chamber, Stasis it there, then sprint to the control room where Mercer stood and use the cryo freeze console. It only works if the Hunter is still inside the chamber.

The Hunter: frozen in CryogenicsBoss
Location
Medical Deck · Cryogenics – From the Save Station, enter Cryogenics and lift the liquid nitrogen tank from the central chamber; Mercer speaks from the control room on the left, then the Hunter appears. Hold it in the central chamber with Stasis and trigger the freeze from that control room.
Summary
Mercer's regenerating creature, which can't be killed here, only frozen. Doing so ends the chase through Medical.
Report an issue
Acquire the Liquid NitrogenQuest step
Location
Medical Deck · Cryogenics – The tank is in the central cryo chamber of Cryogenics; it is yours, and the chapter ends, as soon as the freeze above succeeds.
Summary
Take the liquid nitrogen tank from Cryogenics for the air repairs in Hydroponics. The objective, and the chapter, close once the Hunter is frozen.
Trophies
  • Achievement · SteamTrue Believer
  • Achievement · XboxTrue Believer
  • Bronze · PlayStationTrue Believer
Report an issue
Log: Go to HydroponicsCollectible
Location
Medical Deck · Cryogenics – Plays by itself right after the Hunter is frozen in Cryogenics.
Summary
A video call with Daniels after the freeze, pointing Isaac at Hydroponics. It counts toward the 188 logs.
Report an issue

Chapter 6: Environmental Hazard

From Cryogenics to Hydroponics: the Enzyme, eight Wheezers, the Force Gun and the Leviathan in Food Storage, with a short Medical detour for Premeditated Malpractice.

The chapter opens in Cryogenics on the Medical Deck. Before leaving Medical, take the Tissue Sample and do the first two steps of the side mission "Premeditated Malpractice" in the Main Lab and the Intensive Care Unit. Then ride the tram to Hangar–Cargo and walk through the Tram Repair Room into Hydroponics. The Hydroponics Central Hub, with a Save Station and a Store, is your anchor: every Wheezer trip starts from it and the Leviathan fight ends the chapter behind its east airlock. Two choices cost a log each if you get them wrong: craft the Enzyme before you set foot in Food Storage, and shoot Wheezer 01 before you inject it. The Force Gun, the last weapon, waits behind a Level 2 door in the West Grow Chamber.

Log: Hydroponics AccessCollectible
Location
Medical · Cryogenics – It plays by itself as the chapter opens in Cryogenics, with the Hunter frozen. Open the Database to confirm it registered: a few players reached the end of the chapter without it.
Summary
An audio call that sets the chapter's goal. It counts toward the 188 logs.
Report an issue
Log: A Tissue Sample (starts Premeditated Malpractice)Collectible
Location
Medical · Cryogenics – Go back from the hallway into Cryogenics and enter the middle cryo chamber, where you froze the Hunter; the Tissue Sample is in there.
Summary
Taking the Hunter's tissue sample plays this audio log and starts the side mission "Premeditated Malpractice", needed for the trophy Final Regeneration. It is filed under the Database's Side Missions tab.
Report an issue
Premeditated Malpractice: Scan the Tissue SampleQuest step
Location
Medical · Main Lab – Set "Premeditated Malpractice" as the active mission so the locator shows the way from Cryogenics. The DNA scanner stands on the Main Lab's level 1, in the Research Wing; use it and stay until the scan completes.
Summary
Run the Hunter's tissue through a DNA scanner. The first step of the side mission.
Report an issue
Premeditated Malpractice: Find Harris' ICU BedQuest step
Location
Medical · Intensive Care Unit – From the Main Lab, follow the locator to the Intensive Care Unit on level 4 of the Ishimura Clinic. At the back of the room, start the hologram at the broken chamber and watch it all the way through.
Summary
Watch a recording at the bed of the patient behind the Hunter. The second step; the next one waits for the Mining Deck in Chapter 7.
Report an issue
Go to Tram MaintenanceQuest step
Location
Flight Deck · Tram Station Hall – Set the main objective active again and follow the locator back past Cryogenics to the Bridge Tram Station, which sits beside the Cryogenics side of Medical. Ride to Hangar–Cargo and step out into the Tram Station Hall.
Summary
Leave Medical for the Flight Deck, the only way into Hydroponics for now.
Report an issue
Power Node: Tramway Storage Room, L1Upgrade
Location
Flight Deck · Tramway Storage Room – From the Tram Station Hall, take the left door and turn left down the hallway into the Tram Tunnel. The Level 1 door to the Tramway Storage Room is at its far east end; the cabinet is inside.
Summary
A Power Node cabinet behind a Security Clearance Level 1 door on the Flight Deck.
Report an issue
Log: Find a WorkstationCollectible
Location
Hydroponics · Hydroponics Tram Station – Follow the marker back to the Tram Repair Room you crossed in Chapter 1 and take its east passage, closed until now. The call plays by itself as you near the Hydroponics Tram Station.
Summary
An audio call that plays on the way into Hydroponics. It counts toward the 188 logs.
Report an issue
Go to HydroponicsQuest step
Location
Hydroponics · Hydroponics Tram Station – At the end of the Tram Repair Room's east passage you arrive in the Hydroponics Tram Station. Its lockdown terminal is optional; lifting it makes this a tram stop for later visits.
Summary
Reach the Hydroponics Deck, which opens for the first time.
Report an issue
Log: Cross's Log 01Collectible
Location
Hydroponics · Hydroponics Tram Station – It lies on the seats straight ahead as you walk into the station. One player reported not finding it, so check the Database after picking it up.
Summary
An audio log lying in the Hydroponics Tram Station. It counts toward the 188 logs.
Report an issue
Craft the Enzyme before you enter Food Storage

The log "Go to Food Storage" only plays if the Enzyme is already made when you first walk into Food Storage, the room behind the Central Hub's east airlock. If you go in first, a different log plays instead and "Go to Food Storage" is lost for this run. Use the synthesis terminal in the hub before you touch the east airlock. The other log is collected in New Game+.

Save: Hydroponics Central HubArea
Location
Hydroponics · Hydroponics Central Hub – From the tram station go east via the Sapling Room, where a hologram starts (you needn't stop for it), into the Central Hub. The Save Station is in this rest area, beside the enzyme terminal, with the doors to Food Storage and both Grow Chambers around it.
Summary
The Save Station in the Hydroponics hub, the anchor for the whole chapter.
Report an issue
Create EnzymeQuest step
Location
Hydroponics · Hydroponics Central Hub – Use the enzyme synthesis terminal in the Central Hub, then use it a second time to take the finished Enzyme. It is made from the Liquid Nitrogen you carried out of Cryogenics.
Summary
Synthesise the Enzyme that will poison the Leviathan through the Wheezers. Do this before entering Food Storage.
Report an issue
Log: Go to Food StorageCollectibleMissablePoint of no return
Location
Hydroponics · Hydroponics Central Hub – It plays after you craft the Enzyme, at the latest as you reach Food Storage, as long as you have not yet been inside. Check the Database before entering Food Storage.
Why you can lose it
The call only comes if the Enzyme is already crafted when you first walk into Food Storage. Entering Food Storage first swaps it for a different log, and this one then has to wait for New Game+.
Point of no return
Walking into Food Storage through the Central Hub's east airlock. If the Enzyme was not crafted first, "Go to Food Storage" can no longer play in this run.
Summary
An audio call that only plays if the Enzyme is crafted before you first enter Food Storage. It counts toward the 188 logs.
Report an issue
Gain Access to Food StorageQuest step
Location
Hydroponics · Food Storage – From the Central Hub take the east airlock into Food Storage and go to the locked door at its far end. A video call from a scientist explains the plan and adds eight Wheezer objectives.
Summary
Reach Food Storage, where the Leviathan blocks the air supply. The door stays locked until all eight Wheezers are injected.
Report an issue
Log: The LeviathanCollectible
Location
Hydroponics · Food Storage – It plays by itself when you get to the locked door on Food Storage's far side.
Summary
A video call that plays on the first visit to Food Storage, whichever order you took. It counts toward the 188 logs.
Report an issue
Dr. Elizabeth CrossHidden spoiler – activate to revealNPCMinor spoiler
Location
Hydroponics · Food Storage – You first meet her in the video call above, at the locked Food Storage door. She keeps in touch by call for the rest of the deck.
Summary
A surviving Hydroponics scientist who guides the Wheezer plan over video calls.
Report an issue
Angled Launcher (Ripper)Upgrade
Location
Hydroponics · Flow Control – Back in the Central Hub, head north into Flow Control. Its machines vent scalding blasts on a timer: pause until each one ends and duck into the side rooms for cover. The part lies on the desk of B. Andonov (Flow Supervisor), whose office is the first door you pass on the left.
Summary
A Ripper upgrade part that adds a ricochet. One of the 21 parts for Built To Order; the in-game name may read Deflecting Edge.
Report an issue
Bench: West Vats Maintenance RoomArea
Location
Hydroponics · West Vats Maintenance Room – It is in the next room along from B. Andonov's office. Install the Angled Launcher here: fitting a found upgrade part hands back a free Power Node.
Summary
A Bench in Flow Control, the first on the Hydroponics Deck.
Report an issue
Log: Cross's Log 02Collectible
Location
Hydroponics · West Grow Chamber – Carry on through Flow Control to the lift and follow the corridor into the West Grow Chamber; clear the large group of necromorphs that attacks there. The log plays from the security phone on the wall just outside West Seedling Room B; use the phone.
Summary
An audio log on a security phone in the West Grow Chamber. It counts toward the 188 logs.
Report an issue
Force GunWeapon
Location
Hydroponics · West Seedling Room A – West Seedling Room A opens off the West Grow Chamber with Security Clearance Level 2. The gun lies behind the plant cabinets in the room's far left corner, next to a dead scientist.
Summary
The last weapon to find, a Kinesis-powered blast whose alternate fire hits several nearby enemies at once. Picking it up completes Full Arsenal.
Trophies
  • Achievement · SteamFull Arsenal
  • Achievement · XboxFull Arsenal
  • Bronze · PlayStationFull Arsenal
Report an issue
Pusher: 30 Force Gun killsAchievement
Location
Ishimura · West Seedling Room A – The count starts from the Force Gun pickup in West Seedling Room A. Make it your main weapon through the rest of Hydroponics and the Mining Deck: its alternate fire catches groups, and it works well on the wall-mounted Guardians. It pops on the 30th kill.
Requires
Summary
Kill 30 enemies with the Force Gun. The count builds over the rest of run 1.
Trophies
  • Achievement · SteamPusher
  • Achievement · XboxPusher
  • Bronze · PlayStationPusher
Report an issue
Shoot Wheezer 01 before you inject it

The log "Use the Enzyme" only plays if Wheezer 01 takes a shot before the injection; inject it first and the call is lost for this run. West Seedling Room B is full of poisonous air, so go in with a weapon drawn, fire once at the Wheezer, wait for the call to start, then inject.

Log: Use the EnzymeCollectibleMissablePoint of no return
Location
Hydroponics · West Seedling Room B – Walk from the Force Gun room into West Seedling Room B next door and shoot Wheezer 01 before using the injection prompt; the call comes straight away.
Why you can lose it
The call only comes if Wheezer 01 takes a shot before you inject it. Injecting it first loses the call for this run.
Point of no return
Injecting Wheezer 01 in West Seedling Room B. If it was not shot first, "Use the Enzyme" can no longer play in this run.
Summary
An audio call that only plays if you shoot Wheezer 01 before injecting it. It counts toward the 188 logs.
Report an issue
Inject Wheezer 01Quest step
Location
Hydroponics · West Seedling Room B – Once the call has started, use the injection prompt on Wheezer 01; you don't fight it. Be quick, since the air here is poisonous, and get ready for necromorphs once it is done.
Summary
The first of the eight Wheezers, in West Seedling Room B.
Report an issue
Log: Jacob and NicoleCollectible
Location
Hydroponics · West Seedling Room B – It plays by itself once Wheezer 01 is injected and the necromorphs that attack afterwards are dead.
Summary
An audio log that plays after the first Wheezer. It counts toward the 188 logs.
Report an issue
Inject Wheezer 02Quest step
Location
Hydroponics · Dr. E. Cross's office – Go back into the West Grow Chamber and take the cargo lift to Floor 3 (the RIG map calls it Floor 4; the lift and map numbers differ). Dr. E. Cross's office is off the east balcony. On this floor a Ruby Semiconductor waits by a vent in a dead end: sell it for credits.
Summary
The second Wheezer, in Dr. E. Cross's office high in the West Tower.
Report an issue
Power Node: Refrigeration TowerUpgrade
Location
Hydroponics · Refrigeration Tower – Ride the cargo lift down to Floor 2 and go through the north door; leave the breaker beside it for now. In the corridor past it you meet the first enemies carrying explosive glands; hit those from a distance. The cabinet is on the wall facing you as you enter the Refrigeration Tower.
Summary
A Power Node cabinet at the entrance of the zero-g Refrigeration Tower.
Report an issue
Inject Wheezer 03Quest step
Location
Hydroponics · Refrigeration Tower – From the Node, fly up the tower in zero-g, using Kinesis to open the way, and touch down on the firm ledge up top. Kill the tentacled Guardian on the wall of the gas-filled room, then inject Wheezer 03.
Summary
The third Wheezer, at the top of the zero-g Refrigeration Tower.
Report an issue
Log: Help Me...Collectible
Location
Hydroponics · Hydroponics Control – Fly back down and return to the breaker by the Floor 2 north door. Leave the Jungle Ambiance fuse (it does nothing) and power the door fuse: the south door to Hydroponics Control opens. The log plays as you walk in.
Summary
A video log that plays on entering Hydroponics Control. It counts toward the 188 logs.
Report an issue
Log: Ghosts on the MonitorCollectible
Location
Hydroponics · East Grow Chamber – From Hydroponics Control take the southern passage; the log plays as you step into the East Grow Chamber.
Summary
An audio log that plays on entering the East Grow Chamber. It counts toward the 188 logs.
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Leave Holt's RIG for now

Lt. Commander Holt's RIG, one of the crew RIGs for the Master Override, lies on the floor behind this chamber's cargo lift. Leave it for now: picking up a crew RIG before the Custom Lockdown call in Chapter 7 may stop that call from playing. The guide brings you back to Hydroponics for it in Chapter 10, after that call.

Brute: East Grow ChamberBoss
Location
Hydroponics · East Grow Chamber – Shoot the growths around the chamber to open more of the balconies and reach the cargo lift, then ride it down to Floor 2. The Brute attacks there: slow it with Stasis (canisters lie around to throw with Kinesis) and shoot the weak spots on its back.
Summary
A Brute that attacks on the way down to East Seedling Room A. It drops a Power Node.
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Inject Wheezer 06Quest step
Location
Hydroponics · East Grow Chamber – Back in the East Grow Chamber, carry the loose power cell to the empty red socket high in the top-left corner, then fetch the Deck Systems Keycard from the right side of East Seedling Room B. Use the breaker beside the socket to switch gravity off, push off the floor and fly to the highest balcony, the one with poison gas.
Summary
The sixth Wheezer, on the highest balcony of the East Grow Chamber.
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Store: Air Filtration HallArea
Location
Hydroponics · Air Filtration Hall – From the main balconies of the East Grow Chamber take the south door into the Air Filtration Hall; the Store is just inside. Stock up on ammo before the corridor ahead.
Summary
A Store at the start of the Air Filtration route.
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Store: Subsonic Oscillator (Force Gun), 12,000Upgrade
Location
Hydroponics · Air Filtration Hall – Buy it at the Air Filtration Hall Store for 12,000 credits and fit it at any Bench for a free Power Node. Every Store stocks it, so it can wait if you are short of credits.
Summary
A Force Gun upgrade part sold in Stores once you own the gun. One of the 21 parts for Built To Order.
Report an issue
Log: Corporate AssholesCollectible
Location
Hydroponics · Air Filtration Tower – A huge tentacle grabs you in the hall's long corridor: shoot its orange growths quickly. The log plays by itself as you go on into the Air Filtration Tower.
Summary
An audio log that plays after the tentacle ambush in the Air Filtration Hall. It counts toward the 188 logs.
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Schematic: Force EnergyItem
Location
Hydroponics · Air Filtration Tower – Fly up the zero-g tower, freezing each sparking turbine generator with Stasis to pass it. Between the first and the second generator, drift into the small red-lit alcove full of corruption; the schematic floats in the middle of it.
Summary
Unlocks Force Gun ammo in every Store. One of the 13 schematics for Merchant.
Report an issue
Log: Technical ManualCollectible
Location
Hydroponics · Annex Control Room – At the top, use the console in the opening on Floor 6 to stop the turbine, then work through the Filtration Tubes: destroy the console at each passage and back off while the fire burns out; don't stop to fight in the pipes. Past the tubes, take the lift to the Annex Control Room; the log is inside.
Summary
A text log in the Annex Control Room. It counts toward the 188 logs.
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Log: I Need YouCollectible
Location
Hydroponics · East Seedling Room B – From Annex Storage go east to the lift that takes you down into the sealed-off top of East Seedling Room B; the log plays by itself on the way.
Summary
An audio log that plays on the way to the last Wheezer. It counts toward the 188 logs.
Report an issue
Log: Bad IdeasCollectible
Location
Hydroponics · Food Storage – Head back to the Central Hub (follow the locator); save there, and buy ammunition, med packs and air at the Store. The log plays as you enter the east airlock to Food Storage.
Summary
An audio log that plays at the Food Storage airlock. It counts toward the 188 logs.
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Log: Finish It Off!Collectible
Location
Hydroponics · Food Storage – Use the lockdown release terminal to open Food Storage and start the Leviathan fight. The call plays by itself once the Leviathan fills the room with gas.
Summary
An audio call partway through the Leviathan fight. It counts toward the 188 logs.
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The LeviathanBoss
Location
Hydroponics · Food Storage – The room is zero-g with no oxygen refills, so bring spare air; grab loose items with Kinesis before you start. Boost aside from the telegraphed tentacle swipes and shoot the orange growth on each one, then catch the spat projectiles with Kinesis and throw them back into its mouth. In the last phase gas drains your air: aim for the mouth.
Summary
The tentacled growth choking Food Storage, the chapter's boss. Killing it earns Exterminator.
Trophies
  • Achievement · SteamExterminator
  • Achievement · XboxExterminator
  • Bronze · PlayStationExterminator
Report an issue
Log: The SOS BeaconCollectible
Location
Hydroponics · Food Storage – Fly back to the airlock you came in by; the call plays by itself as you enter it.
Summary
A video call back at the Food Storage airlock. It counts toward the 188 logs.
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Log: Go to the Mining DeckCollectible
Location
Hydroponics · Food Storage – It follows straight after The SOS Beacon, in the same airlock. Chapter 7 starts once it ends, and Greenhouse Effect unlocks.
Summary
The audio call that closes the chapter and points to the Mining Deck. It counts toward the 188 logs, and the chapter's end earns Greenhouse Effect.
Trophies
  • Achievement · SteamGreenhouse Effect
  • Achievement · XboxGreenhouse Effect
  • Bronze · PlayStationGreenhouse Effect
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Chapter 7: Into the Void

The Mining Deck: the Custom Lockdown call at the Tools Storage door, the sealed launch tubes, Dallas's RIG and Security Clearance Level 3, the SOS Beacon on Deck D, and the asteroid launch.

The whole chapter is on the Mining Deck, reached on foot from the Hydroponics hub. Its cargo lift links four sub-decks: Deck A (the RIG Room, with a Save Station, Store and Bench), Deck C (Mining Control and the Extraction Area), Deck B (Processing) and Deck D (Maintenance). The RIG Room and the Extraction Area are your anchors. One thing must not be skipped: try the sealed Tools Storage door in Mining Operations, before you pick up any crew RIG, to get the call "Custom Lockdown". Dallas's RIG on Deck B gives Security Clearance Level 3, which opens two rooms on the way back up: the Utility Room and the Deck C Storage Room. Keep 35,000 credits in hand for the Level 4 suit.

Go to the Mining DeckQuest step
Location
Mining Deck · Mining Tram Station – From the Hydroponics Central Hub, take the north passage and follow the locator to the Mining Tram Station, which shares a platform with Engineering's. Lifting its lockdown at the terminal is optional. Leave the station by the west door.
Summary
Walk from Hydroponics to the Mining Deck, which opens for the first time.
Report an issue
Log: Hammond's ReturnCollectible
Location
Mining Deck · Mining Operations – It plays by itself on your first steps onto the Mining Deck past the tram station. Check the Database afterwards.
Summary
A video call that plays as the chapter's work on the Mining Deck begins. It counts toward the 188 logs.
Report an issue
Power Node: behind crates, first Mining areaUpgrade
Location
Mining Deck · Mining Operations – In Mining Operations, the large room past the tram station hall, slide the crates on their rails with Kinesis. The stack against the wall of the south alcove hides the Node crate.
Summary
A Power Node crate hidden behind stacked crates in the first big room of the deck.
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Try the Tools Storage door now

In this same room, Kinesis-slide the crates until you can reach the sealed Tools Storage door, then interact with it. Daniels calls, giving the log "Custom Lockdown"; the same call opens the side mission "You Are Not Authorized". The call only comes if that mission hasn't started yet: if you used the Bridge Security console in Chapter 4, it won't play in this run, nor in New Game+. Don't pick up any crew RIG before this door; Dallas's RIG later in this chapter is the first one this route takes.

Log: Custom Lockdown (starts You Are Not Authorized)CollectibleMissablePoint of no return
Location
Mining Deck · Mining Operations – Push the crates aside with Kinesis to clear a path to the Tools Storage door; a Slasher lies in wait here. Interact with the door: it stays shut (it needs the Master Override), but Daniels calls straight away. Check the Side Missions tab of the Database before moving on.
Why you can lose it
This call only plays while "You Are Not Authorized" has not begun. Using the Captain's Nest's Bridge Security console (available from Chapter 4), or, by one player's report, picking up a crew RIG before this door, loses it for this run; New Game+ opens with the Master Override already owned, so it is gone for good.
Point of no return
Starting "You Are Not Authorized" any other way before trying the Tools Storage door: using the Captain's Nest's Bridge Security console (from Chapter 4), or, by one report, picking up a crew RIG first. The call then never plays in this run, and New Game+ begins with the Master Override, so it can't play there either.
Summary
A call from Daniels at the sealed Tools Storage door. The same call begins "You Are Not Authorized", the side mission behind Full Clearance. It is filed under the Database's Side Missions tab.
Report an issue
Log: Weird MalfunctionsCollectible
Location
Mining Deck · RIG Room – Board the RIG Room's cargo lift and pick Deck C; the call starts by itself as you step on or as the lift heads down. Slashers drop onto the lift on the way, so keep moving and use a close-range gun.
Summary
An audio call on the deck's main cargo lift. It counts toward the 188 logs.
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Log: Ore Storage Report (Premeditated Malpractice step 3)Collectible
Location
Mining Deck · Ore Storage – On Deck C the corridor is crossed by laser traps that kill on touch: Kinesis a crate into each beam (one crate can be reused) and don't bump it while you are next to the beam. Skip the first way up and follow the corridor to its end, into Ore Storage. The phone hangs to the left of the doorway as you come in, next to the ruined Store, hidden by stacked crates: drag them clear with Kinesis. The room only opens while the mission is on this step, after the two Chapter 6 steps. A Ruby Semiconductor to sell is in the same room.
Summary
An audio log on a security phone in Ore Storage. It is step 3 of the side mission "Premeditated Malpractice" (Investigate Ore Storage) and is filed under the Side Missions tab.
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Save: Extraction Area, Deck CArea
Location
Mining Deck · Extraction Area – Go back along the corridor, past the blocked lasers, and through the door into the Extraction Area. Clear the necromorphs that attack there; a miner without limbs dies in this room. The Save Station is near where you come in.
Summary
A Save Station off the laser-trap corridor, in the Extraction Area.
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Log: Miner's LogCollectible
Location
Mining Deck · Extraction Area – Look on the table beside the Bench, across the room from the door you entered by.
Summary
A text log in the Extraction Area. It counts toward the 188 logs.
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Log: Mining ProgressCollectible
Location
Mining Deck · Mining Control – Take the power cell in the Extraction Area to the red socket to start the small lift, and ride it up. Small creatures wait on the next floor. The log is on the desk in the middle of Mining Control, facing you as you walk in.
Summary
A text log in Mining Control. It counts toward the 188 logs.
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Activate the Launch TubesQuest step
Location
Mining Deck · Mining Control – Use the terminal in Mining Control. It fails for lack of clearance, and two new objectives replace this one.
Summary
Try the launch tubes from Mining Control. They refuse you, which sends you after the Level 3 clearance and the SOS Beacon.
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Save: Deck B ProcessingArea
Location
Mining Deck · Deck B: Processing – Go back through the lasers (block them the same way) to the cargo lift and ride it to Deck B. Kill the necromorphs in the first area; the Save Station is on its far side, by a locked room.
Summary
A Save Station in the first area of Deck B.
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Log: Dr. Kyne's HostageCollectible
Location
Mining Deck · Deck B: Processing – The phone hangs on the wall right beside the Save Station, next to the locked door of a small room.
Summary
An audio log on a security phone in the first area of Deck B. It counts toward the 188 logs.
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Power Node: Deck B locked roomUpgrade
Location
Mining Deck · Deck B: Processing – The locked door left of the phone opens from inside: walk round to the room's north-east side, where a shutter is missing, and shoot the fuse box through the broken window. The Node is inside.
Summary
A Power Node crate in a locked room on Deck B.
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Schematic: Contact EnergyItem
Log: Fail-SafesCollectible
Location
Mining Deck · Processing Chamber – Follow the objective marker deeper into Deck B; the call plays by itself as you step into the zero-g Processing Chamber.
Summary
An audio call on entering the Processing Chamber. It counts toward the 188 logs.
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Log: Supervisor's ChoiceCollectible
Location
Mining Deck · Mineral Processing Control – In the chamber, catch the four floating rocks with Kinesis and throw each into the yellow beam while fending off necromorphs. Then restore gravity at the terminal on a balcony, and survive the attack that follows from two sides (explosive canisters help). The control room door opens; the log is on the desk just left of Dallas's RIG.
Summary
An audio log in Mineral Processing Control. It counts toward the 188 logs.
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Find Admin RIG: Dallas's RIG (Security Clearance Level 3)Quest step
Location
Mining Deck · Mineral Processing Control – The RIG lies on the floor by Dallas's body, across from the desk with Supervisor's Choice. Level 3 doors and chests open from now on.
Summary
Take Mining Supervisor Dallas's RIG, which raises you to Security Clearance Level 3. It is also one of the seven crew RIGs for "You Are Not Authorized".
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Log: Found the Admin's RIGCollectible
Location
Mining Deck · Deck B: Processing – It plays by itself as you head out of Mineral Processing Control toward the lift, just after an enemy falls on you from above in the following room.
Summary
An audio call once Dallas's RIG is taken. It counts toward the 188 logs.
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Log: Through the VentsCollectible
Location
Mining Deck · Deck D: Maintenance – Back at the cargo lift the power drops out for a moment; wait for it. Choose Deck D, and the call plays by itself during the ride down.
Summary
A video call on the ride down to Deck D. It counts toward the 188 logs.
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Log: Nicole and Dr. Kyne (Scientific Methods step 4)Collectible
Location
Mining Deck · Equipment Supply – On Deck D, deal with the tentacled enemies blocking the way by throwing explosive canisters at them from a distance. Then go west into the Equipment Supply corridor, with three dark storage rooms. At the hall's far end, switch its breaker over to Storage 02 and go in; the log is on the bedroll on the floor.
Summary
An audio log in Dr. Kyne's hideout. It is step 4 of the side mission "Scientific Methods" (Find Kyne's Mining Deck Hideout) and is filed under the Side Missions tab.
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Log: Thank You, IsaacCollectible
Location
Mining Deck · Equipment Supply – On the desk in the same storage room as Nicole and Dr. Kyne.
Summary
An audio log in Dr. Kyne's hideout, filed under the Side Missions tab.
Report an issue
Nicole at the Maintenance BayHidden spoiler – activate to revealNPCMinor spoiler
Location
Mining Deck · Equipment Maintenance Bay – From the cargo lift go south to the Equipment Maintenance Bay. Drag the gondola to you using Kinesis, climb on and ride it south, shooting the enemies that come at you from both sides. She is waiting on the western balconies at the end of the ride, out of reach.
Summary
The first in-person meeting with Nicole on the ship, across the Maintenance Bay. She opens the way to the beacon while you guard her.
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Schematic: Intermediate Miner RIGItem
Location
Mining Deck · Equipment Workshop – Go on to the Repair Room and keep the necromorphs off Nicole while she works the door, including one that appears on a shelf by her. Then walk into the Equipment Workshop: the schematic is on the desk facing the SOS Beacon.
Summary
Unlocks the Level 4 suit in every Store. One of the 13 schematics for Merchant.
Report an issue
Find the SOS BeaconQuest step
Log: Found the SOS BeaconCollectible
Power Node: after the small elevatorUpgrade
Location
Mining Deck · Equipment Maintenance Bay – Ride the Workshop's small lift one floor up and step out of the room, then turn round toward the wall you just came out of: the Node crate is on it.
Summary
A Power Node crate on the wall just above the Equipment Workshop.
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Macroliter Fuel Tank (Flamethrower)Upgrade
Location
Mining Deck · Utility Room – The gondola won't run any more. At the breaker nearby, cut the gondola's fuse and switch zero gravity on instead, then thrust down along the left side to Floor 1. The Level 3 Utility Room is tucked behind corruption; the part lies on the floor just inside. Fit it at a Bench for a free Power Node.
Summary
A Flamethrower upgrade part behind a Level 3 door. One of the 21 parts for Built To Order.
Report an issue
Store: Level 4 suit (Intermediate Miner RIG), 35,000Armor
Location
Mining Deck · Extraction Area – Fly north out of the bay to the cargo lift and pick Deck C; the lift stops halfway while enemies cling to its walls, so shoot them off at range. Walk back through the lasers to the Extraction Area and buy the suit at its Store for 35,000 credits. Install the Macroliter Fuel Tank at the Bench here too.
Summary
The Level 4 suit, sold once its schematic is loaded. Every suit level is needed for Maxed Out.
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Power Node: Deck C Storage Room, L3Upgrade
Location
Mining Deck · Storage Room – Ride the small lift up from the Extraction Area. The Level 3 Storage Room is right before Mining Control; the Node is inside.
Summary
A Power Node crate in a Level 3 Storage Room just short of Mining Control.
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Launch the SOS BeaconQuest step
Location
Mining Deck · Mining Control – Use the Mining Control terminal again with the beacon. The launch fails, and a new plan takes its place.
Summary
Load the beacon into Mining Control's launch tube. It doesn't go to plan.
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Log: Launch the AsteroidCollectible
Plant the SOS BeaconQuest step
Location
Mining Deck · Mining Bay – Return to the Extraction Area and take its east passage, closed until now; exploding enemies come at you here. The lift at the end is dead: go back, pull the power cell out of the small lift's socket and carry it to the new one with Kinesis, then ride down.
Summary
Take the beacon down to the Mining Bay and its captive asteroid.
Report an issue
Log: Gravity TethersCollectible
Destroy the Gravity TethersQuest step
Location
Mining Deck · Mining Bay – Refill Stasis at the station first. Break the two inner tethers: slow each one, then shoot one of its weak points. Time your flight past the two spinning rings round the rock (touching them kills), refill air at the oxygen station outside, and break the two outer tethers the same way. Then fix the beacon at the marked spot on the rock's surface and fly back in.
Summary
Free the asteroid by breaking its four gravity tethers, then fix the beacon to it.
Report an issue
Launch the AsteroidQuest step
Location
Mining Deck · Mining Control – Carry the power cell back west to the red socket of the small lift, tossing it past the fire jets (the flames don't harm it) and fighting between throws. Ride up and use Mining Control's central release terminal, Release Payload 8772.
Summary
Send the asteroid, beacon and all, out into space from Mining Control.
Report an issue
Log: Beacon is AwayCollectible
The Hunter: Mining ControlBoss
Location
Mining Deck · Mining Control – Trying to leave Mining Control after the launch locks the room. Freeze the Hunter with Stasis and cut off its legs to keep it down while you clear the Slashers. When the lockdown lifts, use Kinesis to pull the exit open and leave.
Summary
The regenerating Hunter traps you in Mining Control with other necromorphs. It can't be killed here; you hold out until the lockdown lifts.
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Log: Manual OverrideCollectible
Location
Mining Deck · Mining Control – It plays by itself while you are shut in with the Hunter, as Daniels works on overriding the lock.
Summary
An audio call during the Hunter lockdown. It counts toward the 188 logs.
Report an issue
Log: Go to CommunicationsCollectible
Return to the Tram StationQuest step
Location
Mining Deck · Mining Tram Station – From the RIG Room head east the way you came in, keeping exploding enemies at a distance. Chapter 8 starts and S.O.S. unlocks as you reach the tram station.
Summary
Get back to the Mining Tram Station, which ends the chapter and earns S.O.S.
Trophies
  • Achievement · SteamS.O.S.
  • Achievement · XboxS.O.S.
  • Bronze · PlayStationS.O.S.
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Chapter 8: Search and Rescue

A short Engineering detour for two crew RIGs and a schematic, then the Bridge: repair the Comms Array, ride the gondola to Comms Maintenance and clear the way for the long-range antenna.

Chapter 8 opens at the Mining Tram Station where Chapter 7 ended. Before the story sends you to the Bridge, cross the shared platform into Engineering: Security Clearance Level 3 now opens a room in Fuel Storage (Rousseau's RIG and a log) and a storage room by the Refueling Control Stations (a schematic and a Node), and the service lift behind the Control Room leads out to Voelker's RIG, left behind in Chapter 3. The Engineering Control Room, with its Save Station and Store, is the hub for these trips. On the Bridge, stock up before you head down to Communications: a spacewalk ends the chapter, with no Store for a while. Take White's RIG on the hull outside first. Nothing in this chapter can be lost before the Chapter 11 shuttle.

You Are Not Authorized: Rousseau's RIGQuest step
Location
Engineering · Fuel Storage, Floor 5 (Level 3 room) – From the Mining Tram Station, cross the shared platform into Engineering and walk to the Control Room; leave by the doorway right of its Save Station, cross the zero-g fan room to the far door and push through the corridors beyond to the top floor of Fuel Storage. Open the Level 3 door there: the RIG is on the floor to your right, in front of the lockers.
Summary
Chief Engineer Rousseau's RIG, one of the seven crew RIGs for the Master Override (Full Clearance). It sits behind a Security Clearance Level 3 door in Engineering.
Report an issue
Schematic: Oxygen TankItem
Location
Engineering · Refueling Control Stations, Floor 4 (storage room) – Head back through Fuel Storage and the fan room to the Control Room, then take its west exit through the Preparation Room and down the ramp into the Machine Shop; its south exit opens on the Refueling Control Stations. The locked storage room on Floor 4 now opens with your clearance; the schematic lies on the table.
Summary
Lets every Store sell Oxygen Tanks. One of the 13 schematics for Merchant.
Report an issue
Power Node: Refueling Control storage room, L2Upgrade
Location
Engineering · Refueling Control Stations, Floor 4 (storage room) – On the back wall of the storage room, across from the schematic's table.
Summary
A Power Node cabinet in the same storage room as the Oxygen Tank schematic.
Report an issue
You Are Not Authorized: Voelker's RIGQuest step
Location
Flight Deck · Main Hangar exterior – Go back to the Control Room and take the service lift at its rear, which links up with the cargo lift serving the hull outside and the Flight Deck. Ride it out into the vacuum, then float across to the far north-east corner facing the cargo lift doors: the RIG hangs there next to an O2 station, so refill your air before you head back.
Summary
Hangar Overseer Voelker's RIG, one of the seven crew RIGs for the Master Override (Full Clearance), left drifting in the vacuum outside the Main Hangar in Chapter 3. The big hangar gate sealed behind you back then, so the way out to it now is the cargo lift from Engineering.
Report an issue
Log: Chance for RescueCollectible
Location
Bridge · Bridge Tram Station – Take the cargo lift and the service lift back down to the Control Room, walk to the Engineering Tram Station north-west of it and ride to the Bridge; the call plays by itself as you arrive.
Summary
A video call as you reach the Bridge. It counts toward the 188 logs.
Report an issue
Log: EavesdropperCollectible
Location
Bridge · Main Atrium – Head back into the Main Atrium; stepping into the middle of the room starts a quarantine. Kill every Necromorph, taking the ones with explosive glands first, and the log plays by itself as the lockdown lifts.
Summary
An audio log that plays once the Main Atrium quarantine is over. It counts toward the 188 logs.
Report an issue
Premeditated Malpractice: Find A Report On The BridgeQuest step
Location
Bridge · Main Atrium – With the atrium clear, go to its north end: the report is a tall interactive terminal on the right as you come in. The game doesn't mark the exact spot. Use it and watch the recording to the end.
Summary
Watch a hologram recording in the Main Atrium. The fourth step of the side mission; the last one is in Hydroponics.
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Stock up before Communications

A spacewalk ends the chapter, with no Store for a while. Buy ammunition and med packs at the Main Atrium Store now, and top up again at the Store in the Maintenance Locker Room, past the gondola. The Pulse Rifle is a good weapon to carry: plenty of its ammunition lies ahead.

You Are Not Authorized: White's RIGQuest step
Location
Bridge · Bridge exterior (ADS cannon trench) – From the Main Atrium, take the lift to Water Purification as in Chapter 4, pass its breaker into the Exterior Access corridor and ride the lift up to the airlock by the Save Station. Outside, fly a little past the third cannon: the RIG floats on a ledge against the trench's south wall on your left, between two bodies and facing the O2 dispenser. Go back in the same way.
Summary
First Officer White's RIG, one of the seven crew RIGs for the Master Override (Full Clearance), out on the hull where you calibrated the ADS cannons in Chapter 4.
Report an issue
Log: Comm Array ErrorCollectible
Location
Bridge · Comms Control Room – Back in the Main Atrium, ride the lift down to the comms level, kill the two Guardians on the corridor walls from a distance, then pass the Comms Access door and follow the hall beyond to the Comms Control Room. Walk up to the control panel and Daniels calls.
Summary
An audio call at the Comms Control panel. It counts toward the 188 logs.
Report an issue
Log: MaydayCollectible
Location
Bridge · E. Bailey's office – Bailey's office opens on the left of the control panel, next to the comms-level Save Station from Chapter 4. The log is on the first desk, straight in front of you as you enter.
Summary
An audio log in E. Bailey's office off the Comms Control Room. It counts toward the 188 logs.
Report an issue
You Are Not Authorized: Bailey's RIGQuest step
Log: Open a ChannelCollectible
Location
Bridge · Communications Array – Go through the airlock from Comms Access Storage into the zero-g array room and clear the Necromorphs. Leave the working receiver just left of the control screen, pull the orange broken receivers out with Kinesis and slot working ones whose white markings carry the power on, in a zigzag, to the central node. One working receiver is a spare. The call plays as the circuit closes.
Summary
An audio call once the Comms Array puzzle is solved. It counts toward the 188 logs.
Report an issue
Power Node: Maintenance GondolaUpgrade
Location
Bridge · Maintenance Gondola – Leave Comms Access Storage by its newly unlocked north exit and push the crates out of the way with Kinesis. The cabinet is on the wall immediately to your left as you step into the gondola room.
Summary
A Power Node cabinet at the entrance of the Maintenance Gondola room.
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Weighted Blades (Plasma Cutter)Upgrade
Location
Bridge · Maintenance Locker Room – The Maintenance Locker Room opens off the Bench room where the Divider attacked; the part sits on a seat inside. Fit it at that Bench for a free Power Node.
Summary
A Plasma Cutter part that makes its melee swings knock enemies down. One of the 21 parts for Built To Order, and the Plasma Cutter's last.
Report an issue
Power Node: hallway after the elevator downUpgrade
Location
Bridge · Comms Maintenance, Floor 1 hallway – Ride the cargo lift down to Floor 1 and walk to the end of the hallway; the cabinet is on the wall opposite the way out to the ADS cannons.
Summary
A Power Node cabinet in the hallway on the lowest floor of the Communications Hub.
Report an issue
Log: Big ProblemsCollectible
Location
Bridge · Comms Maintenance – Use the Antenna Control Panel. The Leviathan Remnant cuts the attempt short, and the call plays by itself.
Summary
An audio call when your first try at the antenna is interrupted. It counts toward the 188 logs.
Report an issue
Leviathan RemnantBoss
Location
Bridge · Bridge exterior (antenna platform) – Go out through the airlock; your air runs down, so note the two O2 stations, one on each side. Use the centre ADS cannon on the armoured orange sacs, boosting aside from the telegraphed tentacle swings, then shoot the growths off the side cannons and their O2 stations and use those; some players prefer the side cannons first. Dodge the mines, throw its orange spit back with Kinesis, and once the cannons are wrecked, finish the orange parts with your own guns.
Summary
What is left of the Leviathan, clinging to the hull outside Comms. Killing it earns Get Off My Ship!
Trophies
  • Achievement · SteamGet Off My Ship!
  • Achievement · XboxGet Off My Ship!
  • Bronze · PlayStationGet Off My Ship!
Report an issue
Log: Collision ImminentHidden spoiler – activate to revealCollectibleMinor spoiler
Location
Bridge · Comms Maintenance – It plays by itself once the antenna is deployed.
Summary
An audio call after the antenna goes up. It counts toward the 188 logs.
Report an issue
Log: No SurvivorsHidden spoiler – activate to revealCollectibleMinor spoiler
Location
Bridge · Comms Maintenance – It starts as soon as the previous call ends.
Summary
A video call that follows Collision Imminent. It counts toward the 188 logs.
Report an issue
Log: Get to the ValorHidden spoiler – activate to revealCollectibleMinor spoiler
Location
Bridge · Comms Maintenance – It plays by itself shortly after the two ships collide.
Summary
An audio call after the USM Valor strikes the Ishimura. It counts toward the 188 logs.
Report an issue
Log: Hammond on the BridgeHidden spoiler – activate to revealCollectibleMinor spoiler
Location
Bridge · Bridge exterior – Go back out through the airlock you used for the Remnant fight and head for the Valor; the call plays on the way.
Summary
An audio call on the flight over to the USM Valor. It counts toward the 188 logs.
Report an issue
Go to the USM Valor AirlockHidden spoiler – activate to revealQuest stepMinor spoiler
Location
Bridge · Bridge exterior – Boost over to the Valor; its airlock is beside the ship's name painted large on the hull. Chapter 9 starts inside, and there is no Store aboard.
Summary
Cross to the USM Valor and go inside. The chapter ends, and Strange Transmissions unlocks, as you enter.
Trophies
  • Achievement · SteamStrange Transmissions
  • Achievement · XboxStrange Transmissions
  • Bronze · PlayStationStrange Transmissions
Report an issue

Chapter 9: Dead on Arrival

Aboard the wrecked USM Valor: the warhead in the Torpedo Bay, the Shooting Range, the Infirmary, a Brute in the Cargo Bay and the Singularity Core in the Engine Room, then the escape back to the Ishimura.

The whole chapter happens on the USM Valor, the military ship lodged in the Ishimura's hull, and you can't come back to it once the chapter is over. Every pickup on board is therefore a last chance: two text and audio logs, the Large Med Pack schematic, four Power Nodes and the trophy Front Toward Enemy in the Armory's Shooting Range. The Valor has no Store, so restock on the Bridge before the spacewalk at the end of Chapter 8. Four Save Stations are your anchors: the airlock room where you board, the corridor outside the Torpedo Bay, the Armory, and the corridor before the Engine Room. There are no choices to get wrong; just take everything before you pick up the Singularity Core, because that starts the escape.

Save: Valor airlock roomAreaMissablePoint of no return
Location
USM Valor · Airlock – You float in from the Ishimura's comms exterior at the end of Chapter 8 and land in this room; the station is here, before the way into the Barracks.
Why you can lose it
The USM Valor can't be boarded again once you escape it at the end of Chapter 9, and the run never returns to it. Anything left on board is gone until New Game+.
Point of no return
Taking the Valor's Singularity Core, which starts the escape; the Valor is lost for good once you go out through its airlock.
Summary
The Save Station in the room where you come aboard the Valor.
Report an issue
Log: Eject the WarheadCollectible
Location
USM Valor · Barracks – From the airlock room, go through the hatch and turn left into the Barracks. The call plays by itself as you step in.
Summary
Hammond's call that sets your first job on the Valor. It counts toward the 188 logs.
Report an issue
Log: Transformed SoldiersCollectible
Location
USM Valor · Barracks – Keep going through the Barracks until the first of the fast, twitching soldiers attacks; the call plays once it's dead. Stasis slows these soldiers, and so does a shot to the stasis pack on the chest; a Ripper blade holds them still too.
Summary
Hammond calls about the fast new enemies that used to be the Valor's marines. It counts toward the 188 logs.
Report an issue
Log: OrdersCollectibleMissablePoint of no return
Location
USM Valor · Briefing Room – Carry on down the hall where the first fast soldier jumped you into the Briefing Room at its end. The log lies on the big table in the centre of the room.
Why you can lose it
The USM Valor can't be boarded again once you escape it at the end of Chapter 9, and the run never returns to it. Anything left on board is gone until New Game+.
Point of no return
Taking the Valor's Singularity Core, which starts the escape; the Valor is lost for good once you go out through its airlock.
Summary
A text log in the wrecked Briefing Room. It counts toward the 188 logs.
Report an issue
Log: Alien BoardersCollectibleMissablePoint of no return
Location
USM Valor · Briefing Room – Step round to the right of the table and face the room's second door, the one leading back toward the airlock: the log is on the body lying beside it. A few players found no body here after patch 1.03, so check the Database once you have it.
Why you can lose it
The USM Valor can't be boarded again once you escape it at the end of Chapter 9, and the run never returns to it. Anything left on board is gone until New Game+.
Point of no return
Taking the Valor's Singularity Core, which starts the escape; the Valor is lost for good once you go out through its airlock.
Summary
An audio log on a dead marine in the Briefing Room. It counts toward the 188 logs.
Report an issue
Power Node: Valor airlock wallUpgradeMissablePoint of no return
Location
USM Valor · Airlock – Open the Briefing Room's second door, next to Alien Boarders, and walk back into the airlock room past the debris. The cabinet is on the right-hand wall. Take it before you ride the lift down.
Why you can lose it
The USM Valor can't be boarded again once you escape it at the end of Chapter 9, and the run never returns to it. Anything left on board is gone until New Game+.
Point of no return
Taking the Valor's Singularity Core, which starts the escape; the Valor is lost for good once you go out through its airlock.
Summary
A Power Node cabinet in the airlock room, behind a door that was blocked when you came aboard.
Report an issue
Log: Dr. KyneCollectible
Dr. Terrence KyneHidden spoiler – activate to revealNPCMinor spoiler
Location
USM Valor · Briefing Room lift – He is the face on the video call during the same lift ride as the log above; there is nothing to do but listen.
Summary
A scientist still alive on the Ishimura, met here for the first time over a video link.
Report an issue
Save: outside the Torpedo BayAreaMissablePoint of no return
Location
USM Valor · Torpedo Bay corridor – Step off the lift at the bottom; the station is in the corridor just before the Torpedo Bay door.
Why you can lose it
The USM Valor can't be boarded again once you escape it at the end of Chapter 9, and the run never returns to it. Anything left on board is gone until New Game+.
Point of no return
Taking the Valor's Singularity Core, which starts the escape; the Valor is lost for good once you go out through its airlock.
Summary
A Save Station in the corridor before the Torpedo Bay. Save here: one stray explosion inside sets off the warhead.
Report an issue
Dispose of the WarheadQuest step
Location
USM Valor · Torpedo Bay – Destroy the console beside the door to get in. Kill the Exploder that charges you by its legs and body, never the glowing sac, and leave the second one trapped behind rubble on the right alone. Shoot the six electrical fuses around the warhead, pull the battery from that rubble with Kinesis into the socket on the left wall, then use the warhead panel.
Summary
Cut the live nuclear warhead loose and launch it out of the Valor. Any explosion in the room sets it off and ends the run at the last save.
Report an issue
Log: Why Bring a Nuke?Collectible
Save: Valor ArmoryAreaMissablePoint of no return
Location
USM Valor · Armory – Leave the Torpedo Bay and follow the marker west; the Armory door opened when the warhead launched. Clear the two soldiers and the Divider inside first; the station is in the Armory.
Why you can lose it
The USM Valor can't be boarded again once you escape it at the end of Chapter 9, and the run never returns to it. Anything left on board is gone until New Game+.
Point of no return
Taking the Valor's Singularity Core, which starts the escape; the Valor is lost for good once you go out through its airlock.
Summary
A Save Station in the Armory. Save here before the Shooting Range.
Report an issue
Don't skip the Shooting Range

The range is a side room off the Armory and the game never sends you in, but it is your only chance at Front Toward Enemy in this run. It opens once the warhead is gone. Save at the Armory station first: if you die in the fight that follows, you load back and start the range again. Once you survive it, it can't be replayed, and it doesn't need to be.

Front Toward Enemy: survive the Shooting RangeAchievementMissablePoint of no return
Location
USM Valor · Shooting Range – From the Armory Save Station, turn right twice to reach the Shooting Range; take the ammo off the desk, then use the screen. Shoot the red targets and spare the blue ones. After a few targets the room locks down for about 30 seconds and Necromorphs pour out of the vents: keep moving away from the vents, use Stasis, and stomp corpses for med packs; the Pulse Rifle works well. The trophy pops when the last one dies.
Why you can lose it
The USM Valor can't be boarded again once you escape it at the end of Chapter 9, and the run never returns to it. Anything left on board is gone until New Game+.
Point of no return
Taking the Valor's Singularity Core, which starts the escape; the Valor is lost for good once you go out through its airlock.
Summary
Start the Valor's target range and kill every Necromorph that floods in during the lockdown that interrupts it. Your score doesn't matter.
Trophies
  • Achievement · SteamFront Toward Enemy
  • Achievement · XboxFront Toward Enemy
  • Bronze · PlayStationFront Toward Enemy
Report an issue
Power Node: Shooting Range lockerUpgradeMissablePoint of no return
Location
USM Valor · Shooting Range – When the range fight is over, the five lockers beside you unlock; open each one, as only one holds the Node.
Why you can lose it
The USM Valor can't be boarded again once you escape it at the end of Chapter 9, and the run never returns to it. Anything left on board is gone until New Game+.
Point of no return
Taking the Valor's Singularity Core, which starts the escape; the Valor is lost for good once you go out through its airlock.
Summary
A Power Node inside a locker in the Shooting Range, one of the few Nodes not in a wall cabinet.
Report an issue
Schematic: Large Med PackItemMissablePoint of no return
Location
USM Valor · Infirmary – Follow the marker on from the Armory to the Infirmary, where a wounded marine sits by the door. The schematic is on the X-ray-covered desk immediately to your left as you enter, before the spinning lasers.
Why you can lose it
The USM Valor can't be boarded again once you escape it at the end of Chapter 9, and the run never returns to it. Anything left on board is gone until New Game+.
Point of no return
Taking the Valor's Singularity Core, which starts the escape; the Valor is lost for good once you go out through its airlock.
Summary
Lets every Store sell Large Med Packs. One of the 13 schematics for Merchant, and the only one that can be missed.
Report an issue
Log: He's AliveHidden spoiler – activate to revealCollectibleMinor spoiler
Location
USM Valor · Infirmary – Fill up at the stasis station and freeze the spinning lasers to slip past them; they kill on contact, so don't back into them during the fight on the far side. The call plays as you walk out toward the Cargo Bay.
Summary
An audio call from Hammond as you leave the Infirmary. It counts toward the 188 logs.
Report an issue
A side room worth a look

A Power Node may wait in a marines' locker room to the right as you leave the Infirmary (the Cargo Bay is to the left). Duffel bags lie on a broken, electrified floor plate in front of it: clear them with Kinesis and time a dash over the plate. This Node isn't confirmed, but check the room while you can.

Brute: Valor Cargo BayBoss
Location
USM Valor · Cargo Bay – Walk into the Cargo Bay from the Infirmary, watching for the electrical discharges. A quarantine starts and sends a few waves at you, ending with the Brute. Sidestep its charges, slow it with Stasis (throw the stasis canisters nearby with Kinesis when you run low) and shoot the weak points on its back.
Summary
The Valor's Brute, last enemy of the Cargo Bay lockdown. It drops a Power Node.
Report an issue
Power Node: Brute in Valor Cargo BayUpgradeMissablePoint of no return
Location
USM Valor · Cargo Bay – Loot it from the Brute's body before you leave the room.
Why you can lose it
The USM Valor can't be boarded again once you escape it at the end of Chapter 9, and the run never returns to it. Anything left on board is gone until New Game+.
Point of no return
Taking the Valor's Singularity Core, which starts the escape; the Valor is lost for good once you go out through its airlock.
Summary
The Power Node the Cargo Bay Brute drops when it dies.
Report an issue
Log: Dead on ArrivalCollectible
Save: before the Valor Engine RoomAreaMissablePoint of no return
Location
USM Valor · Engine Room corridor – Follow the corridors from the Cargo Bay toward the Engine Room; the station comes before you enter.
Why you can lose it
The USM Valor can't be boarded again once you escape it at the end of Chapter 9, and the run never returns to it. Anything left on board is gone until New Game+.
Point of no return
Taking the Valor's Singularity Core, which starts the escape; the Valor is lost for good once you go out through its airlock.
Summary
A Save Station in the corridors before the Engine Room. Save here: its flame jets kill instantly.
Report an issue
Power Node: Valor Engine Room past the fireUpgradeMissablePoint of no return
Location
USM Valor · Engine Room – Run between the jets' bursts, then push a crate in front of each nonstop jet with Kinesis to reach the circuit breaker at the end and switch on fire suppression. Head back toward the entrance, where the lift now runs: the cabinet is on the left past the spot where the fire was, by the pipes. Some players reach it before the breaker, by blocking both nonstop jets with crates.
Why you can lose it
The USM Valor can't be boarded again once you escape it at the end of Chapter 9, and the run never returns to it. Anything left on board is gone until New Game+.
Point of no return
Taking the Valor's Singularity Core, which starts the escape; the Valor is lost for good once you go out through its airlock.
Summary
A Power Node cabinet in the Engine Room, behind a stretch of flame jets.
Report an issue
Last chance on the Valor

Taking the Singularity Core sets off the Valor's destruction, and the escape that follows ends the chapter with no way back aboard. Before you ride the Engine Room lift up to the core, make sure you have: the logs Orders and Alien Boarders (Briefing Room), the Large Med Pack schematic (Infirmary), the trophy Front Toward Enemy (Shooting Range), and the optional Power Nodes at the airlock wall, in the Shooting Range locker, from the Cargo Bay Brute and in the Engine Room. The four Save Stations on board go with them. Open the Database to check the two logs.

Salvage the Singularity CoreQuest step
Location
USM Valor · Engine Room – Ride the now-working lift by the Engine Room entrance up to the next level and head west. Survive the short lockdown, watch the cutscene, then take the core.
Summary
Take the Valor's Singularity Core, the part the survivors need for their escape. This objective runs from boarding until now.
Report an issue
Log: Go! Go!Collectible
Escape the USM ValorQuest step
Location
USM Valor · Mess Hall – There is no timer and only one way to go. Take the door behind you and the lift to the Upper Deck, fight through the Mess Hall, destroy the console at the Barracks passage to open it, and use the airlock's evacuation door at the end.
Requires
Summary
Run back through the burning Valor to its airlock and out into space.
Report an issue
Log: Go to the Crew DeckCollectible
Location
Bridge · Communications Array – After the escape cutscene you are back in the Chapter 8 comms puzzle room; the call plays by itself there, and Wreckage unlocks as it ends.
Summary
Daniels's call once you are back on the Ishimura, which closes the chapter and earns Wreckage. It counts toward the 188 logs.
Trophies
  • Achievement · SteamWreckage
  • Achievement · XboxWreckage
  • Bronze · PlayStationWreckage
Report an issue

Chapter 10: End of Days

The Crew Deck and the Executive Shuttle, with the last crew RIGs, the Master Override and an optional loop around the ship by tram for everything it opens.

The chapter starts on the Bridge. A door by the Bridge Store, shut until now, leads into the Tram Tunnels: the last crew RIG lies down there, and a lift climbs to the Crew Deck Tram Station. Lift that station's lockdown and the Crew Deck becomes a tram stop. From there the guide takes an optional free-roam loop by tram before the story goes on: Holt's RIG in Hydroponics (left there on purpose in Chapter 6), the Master Override in the Captain's Nest, then every Master Override and Level 3 lock left on the ship, plus the end of Premeditated Malpractice. Back on the Crew Deck, the Common Area (Save Station and Store) is the anchor: Zero-G Basketball, the key, then four tendrils around the Central Nexus and the Executive Shuttle. Nothing in this chapter can be lost before you board the shuttle that closes Chapter 11.

You Are Not Authorized: Benson's RIGQuest step
Location
Bridge · Tram Tunnels – From the Comms Control Room where the chapter opens, ride back up to the Main Atrium and go east: the door beside the Bridge Store is open now, and a corridor leads to the Tram Tunnels. Take the stairs down to the tracks, turn back under them and walk to the end of the tunnel; the RIG lies by a container. A pack of necromorphs waits in the dark here.
Summary
Tram Supervisor Benson's RIG, the last of the seven crew RIGs the Master Override needs.
Report an issue
Reach the Executive ShuttleQuest step
Location
Crew Deck · Crew Deck Tram Station – Back in the tunnels, take the small lift up to the Crew Deck Tram Station and use its terminal to lift the station lockdown; trams stop here from now on. Daniels then calls and the objectives change. The shuttle objective returns once the Marker is moving.
Summary
Climb from the Tram Tunnels to the Crew Deck. Unlocking its tram station is what makes the free-roam loop below quick.
Report an issue
Log: The Marker is ActiveCollectible
Location
Crew Deck · Crew Deck Tram Station – It plays by itself the first time you reach the Crew Deck Tram Station.
Summary
A video call from Daniels on arrival at the Crew Deck. It counts toward the 188 logs.
Trophies
  • Achievement · SteamLegend Teller
  • Achievement · XboxLegend Teller
  • Bronze · PlayStationLegend Teller
Report an issue
Optional free roam: one tram loop before the Crew Deck

Nothing in this loop is needed for the story, and everything in it stays reachable until you board the Chapter 11 shuttle. The guide does it now because the Crew Deck station is open, the Master Override only needs Holt's RIG, and four of the six weapon parts it unlocks are on this loop (the High-Pressure Nozzle comes on the Crew Deck later in this chapter, the Suspension Module in Chapter 11). Four tram rides in all, starting and ending at the Crew Deck Tram Station; Mining and Engineering share one platform, and Medical is a walk from the Bridge station. Install each weapon part at the next Bench: fitting one hands back a free Power Node.

The free-roam loop, ride by ride
RideToWhat you collect
1HydroponicsRare Specimens Node, Nutrition Systems Node, Working Discreetly (Final Regeneration), Prototype Stasis Module, Holt's RIG
2Bridge (then Medical on foot)Master Override (Full Clearance), High-Yield Grenades, Water Purification Node, Photon Energizer, Portable Heliotron
3Hydroponics, then on foot to Mining and EngineeringPrecision Lasers, Diffraction Module, Carbon-Fiber Blades
4Crew DeckBack to the story
Power Node: Rare Specimens, L3Upgrade
Location
Hydroponics · Rare Specimens – Ride the tram from the Crew Deck to Hydroponics, walk east through the Sapling Room to the Central Hub and go north into Flow Control. Rare Specimens opens off it with Level 3; the cabinet is on the wall facing you as you step in.
Summary
A Power Node cabinet behind a Security Clearance Level 3 door in Hydroponics.
Report an issue
Power Node: Nutrition SystemsUpgrade
Location
Hydroponics · Nutrition Systems – Carry on through Flow Control and its lift into the West Grow Chamber, then ride the chamber's cargo lift to the floor its panel calls 2 (Floor 3 on the map). Set Premeditated Malpractice active and follow the locator into Nutrition Systems: the air is toxic and enemies are inside. The cabinet is on the wall to your right as you enter.
Summary
A Power Node cabinet in Nutrition Systems, a room that only opens on the last step of Premeditated Malpractice.
Report an issue
Log: Working Discreetly (Premeditated Malpractice: Investigate Hydroponics)Collectible
Location
Hydroponics · Diagnostics Lab – Cross Nutrition Systems into the Diagnostics Lab; the log is on the desk in the back room. A tougher Slasher variant may jump you once the mission completes, so keep a weapon ready.
Summary
An audio log in the Diagnostics Lab. Taking it finishes the side mission "Premeditated Malpractice" (its fifth and last step) and earns Final Regeneration; it is filed under the Side Missions tab.
Trophies
  • Achievement · SteamFinal Regeneration
  • Achievement · XboxFinal Regeneration
  • Silver · PlayStationFinal Regeneration
Report an issue
Prototype Stasis ModuleUpgrade
Location
Hydroponics · Diagnostics Lab – It sits on a desk in the same Diagnostics Lab room as the log.
Summary
The side mission's reward, a Stasis upgrade: targets hit by Stasis stop dead instead of slowing, and take damage while held.
Report an issue
You Are Not Authorized: Holt's RIGQuest step
Location
Hydroponics · East Grow Chamber – Set You Are Not Authorized active; the RIG is marked now and the locator leads from the Diagnostics Lab to the East Grow Chamber. Just inside the entrance, clear away the three corruption growths to your left if any remain; the RIG is on the ground behind the cargo lift, next to a body.
Summary
Lt. Commander Holt's RIG, the crew RIG this route left in Hydroponics until the Chapter 7 Custom Lockdown call had played.
Report an issue
You Are Not Authorized: Create the Master OverrideQuest step
Location
Bridge · Captain's Nest – Follow the map back to the Hydroponics Tram Station and ride to the Bridge. Walk to the Main Atrium, take the ramp to the lift down to the Captain's Nest and use the Bridge Security console you left alone in Chapter 4. Master Override locks you have already seen now show a star on the map.
Summary
Hand all seven crew RIGs in at the Bridge Security console to build the Master Security Override, which opens every star-marked door and chest. Finishes the side mission and earns Full Clearance.
Trophies
  • Achievement · SteamFull Clearance
  • Achievement · XboxFull Clearance
  • Silver · PlayStationFull Clearance
Report an issue
High-Yield Grenades (Pulse Rifle)Upgrade
Location
Bridge · Water Purification Storage – Ride the lift back up to the Main Atrium and take the second lift, the one to Water Purification. The star-marked door to Water Purification Storage is on your right as you step out; the part is in the first locker.
Summary
A Pulse Rifle upgrade part behind the first Master Override door. One of the 21 parts for Built To Order.
Report an issue
Power Node: Water Purification Storage, Master OverrideUpgrade
Location
Bridge · Water Purification Storage – On the back wall of the same storage room.
Summary
A Power Node cabinet in the Master Override room on the Water Purification level.
Report an issue
Photon Energizer (Line Gun)Upgrade
Location
Medical · Lab Storage – Head back to the Bridge Tram Station and take the Medical entrance beside it, on the Cryogenics side. Lab Storage, a Level 3 door, opens off the corridor that links Cryogenics with the Chemical Lab; necromorphs ambush you inside. The part is in a crate against the far wall.
Summary
A Line Gun upgrade part behind a Level 3 door on the Medical Deck. One of the 21 parts for Built To Order.
Report an issue
Portable Heliotron (Contact Beam)Upgrade
Location
Medical · Bioprosthetics Locker Room – Make your way down to the Main Lab on Floor 1 and through to its back hallway. The Bioprosthetics Locker Room there opens with Level 3; the part lies on the workbench.
Summary
A Contact Beam upgrade part behind a Level 3 door in the Main Lab area. One of the 21 parts for Built To Order.
Report an issue
Precision Lasers (Line Gun)Upgrade
Location
Hydroponics · Hall to the Mining Tram Station – Follow the map to the Medical Tram Station and ride to Hydroponics. From the Central Hub take the hall signed for the Mining Tram Station; the large star-marked chest stands straight ahead in it.
Summary
A Line Gun upgrade part in a Master Override chest in Hydroponics. One of the 21 parts for Built To Order.
Report an issue
Diffraction Module (Contact Beam)Upgrade
Location
Mining Deck · Tools Storage – Walk on down the hall to the Mining Deck. In its first room, slide the boxes aside with Kinesis to reach Tools Storage, the door where the Custom Lockdown call played, just short of the RIG Room. Open it with the Master Override and take the part from the chest; the RIG Room Bench is a few steps on.
Summary
A Contact Beam upgrade part in a Master Override chest on the Mining Deck. One of the 21 parts for Built To Order.
Report an issue
Carbon-Fiber Blades (Ripper)Upgrade
Location
Engineering · Machine Shop – Walk back across the tram platform, which Mining shares with Engineering, into Engineering. Leave the Control Room by its west exit into the Preparation Room and go down the ramp to the Machine Shop; the star-marked chest is in the back corner, next to the Bench.
Summary
A Ripper upgrade part in a Master Override chest in Engineering. One of the 21 parts for Built To Order.
Report an issue
Save: Crew Deck Common AreaArea
Location
Crew Deck · Common Area – Ride the tram from the Engineering platform to the Crew Deck and walk into the Common Area, the first room past the station. Bodies lie everywhere: stomp them apart, or at least take their legs, before they get up. The Save Station is here; the north door needs a keycard.
Summary
The Save Station in the Common Area, the Crew Deck's anchor for the first half of the chapter.
Report an issue
Schematic: Advanced Engineer RIGItem
Location
Crew Deck · Standard Bathrooms – Follow the path from the Common Area toward the Zero-G Gym. The Standard Bathrooms come just before it; the schematic lies on a bench in the middle of the changing room.
Summary
Unlocks the Level 5 suit in every Store. One of the 13 schematics for Merchant.
Trophies
  • Achievement · SteamMerchant
  • Achievement · XboxMerchant
  • Bronze · PlayStationMerchant
Report an issue
Find the Crew Deck KeyQuest step
Location
Crew Deck · Zero-G Gym – The path ends at a small lift with no power. Go into the Zero-G Gym: the power cell floats at the far end of the court by the goal sign, and Lurkers attack once you grab it, so kill them all. Fit the cell in the lift's red slot, ride up, and take the keycard from a body on the floor above.
Summary
Power a small lift and take the keycard that opens the Common Area's north door.
Report an issue
Z-Baller: clear level 6 of Zero-G BasketballAchievement
Location
Crew Deck · Zero-G Gym – Go back into the gym, now clear of Lurkers, and start a game at the console. Each ball flies out of one of three launchers: catch it with Kinesis and throw it into one of the four hoops for 5 points, or 10 if that hoop is lit. Every level won adds time, from level 3 shutters slide over the hoops, and level 6 needs 220 points in total; standing on the square court in the middle helps.
Summary
Beat all six levels of Zero-G Basketball. Losing costs nothing, so retry as often as you need.
Trophies
  • Achievement · SteamZ-Baller
  • Achievement · XboxZ-Baller
  • Silver · PlayStationZ-Baller
Report an issue
Power Node: Z-Ball Locker 6Upgrade
Location
Crew Deck · Cafeteria – Beating each level unlocks one of six lockers in the cafeteria outside the court; Locker 6 holds the Node. The others hold ammo, credits and a Ruby Semiconductor to sell. Replays give no more prizes.
Summary
The prize in the sixth Z-Ball locker, the only fixed pickup the lockers hold that the guide lists.
Report an issue
Store: Level 5 suit (Advanced Engineer RIG), 60,000Armor
Location
Crew Deck · Common Area – Walk back to the Common Area with the keycard; a large necromorph fight breaks out there. Once it is over, buy the suit at the Common Area Store for 60,000 credits. If you are short, any later Store sells it too.
Summary
The Level 5 suit, sold once its schematic is loaded. Every suit level is needed for Maxed Out.
Report an issue
Jacob TempleHidden spoiler – activate to revealNPCMajor spoiler
Location
Crew Deck · Central Nexus – Use the keycard on the Common Area's north lift and ride to the floor marked 1 on its panel. The cut-scene plays as you step out into the Central Nexus.
Summary
The engineer heard in the Temple logs since Chapter 3, seen in person in a Central Nexus cut-scene.
Report an issue
Escape the HunterQuest step
Location
Crew Deck · Central Nexus – The Nexus itself is sealed, so head east. Stasis and cutting off limbs only slow the Hunter. A tendril blocks the exit: shoot the explosive sac on it, up on the second level at the room's east end.
Summary
Run from the Hunter, which can't die yet, and burn a way out of the Central Nexus.
Report an issue
Log: Thank You DoctorCollectible
Location
Crew Deck · Standard Quarters – Ride the small lift past the Mess Hall, fight through the next area (the Flamethrower handles the small crawlers) and take the door upstairs. Clear the barricade on the north door with Kinesis. The room beyond is full of toxic gas with Guardians on the walls; the log is on a bunk on the right near the entrance.
Summary
A text log in the gassed Standard Quarters. It counts toward the 188 logs.
Report an issue
Power Node: Storage Room past Standard QuartersUpgrade
Location
Crew Deck · Storage Room – The Storage Room is at the south end of the gassed room. It has no vents, so you can breathe in it; the cabinet is on the wall, and the power cell you need next lies here too.
Summary
A Power Node cabinet in the storage room off the gassed Standard Quarters.
Report an issue
Log: Get to the ShuttleCollectible
Location
Crew Deck · Deluxe Quarters – The Nexus is safe to explore for now. Take its lift up to the upper balconies and the passage to the Deluxe Quarters; the call plays by itself in the hallway there.
Summary
An audio call from Daniels after the first tendril. It counts toward the 188 logs.
Report an issue
Scientific Methods: Investigate Mercer's QuartersQuest step
Location
Crew Deck · Guest Consultant's Suites – Go into the Guest Consultant's Suites off the Deluxe Quarters hall. After the scene there, the back room (Mercer's own suite) is open, because the side mission is on its last step. Play the recording on the terminal at the desk.
Summary
Play the last recording of Nicole's investigation in Mercer's suite. Finishes the side mission "Scientific Methods" and earns Whole Again.
Trophies
  • Achievement · SteamWhole Again
  • Achievement · XboxWhole Again
  • Silver · PlayStationWhole Again
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Gravitic Amplifier (Force Gun)Upgrade
High-Pressure Nozzle (Flamethrower)Upgrade
Location
Crew Deck · Deluxe Shift Bunks – Exploring the Deluxe Quarters sets off a lockdown: kill every necromorph to lift it. Then carry the power cell out of the Deluxe Quiet Bunks to the breaker beside the Deluxe Bathrooms and switch power to the doors. The newly opened Deluxe Shift Bunks beside the bathrooms hold the star-marked chest; while you are up on the Crew Deck's higher floors, keep an eye out for any other star-marked chest.
Summary
A Flamethrower upgrade part in a Master Override chest in the Deluxe Quarters. One of the 21 parts for Built To Order.
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Log: More than SacrificesCollectible
Location
Crew Deck · Executive security room – Return to the Central Nexus and take the western passage off the upper balconies. In the first room, a small security room, look below the seating to the left of the doorway; the log is on the floor.
Summary
An audio log in the security room on the way to the Executive Quarters. It counts toward the 188 logs.
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Log: Planetary Mining - An Investor's GuideCollectible
Location
Crew Deck · Executive Quarters – Walk on into the Executive Quarters' main room; it lies on the floor next to a body. It may instead be on a table in one of the side rooms.
Summary
A text log in the Executive Quarters. It counts toward the 188 logs.
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Log: Eternal RestCollectible
Location
Crew Deck · Executive Quarters – The door signs here don't match the map. Go into the room with Captain B. Mathius on its door sign (the map calls it Lt. Commander V. Holt's); the log is on a shelf in the corner.
Summary
A text log in one of the officers' rooms. It counts toward the 188 logs.
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Log: White's ListCollectible
Location
Crew Deck · Executive Quarters – Next along is the door that reads First Officer D. White (on the map, Second Officer J. Chic's room). Move the crates in front of it with Kinesis; the log is immediately on your left inside.
Summary
A text log in another officer's room. It counts toward the 188 logs.
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Power Node: Captain Mathius's roomUpgrade
Location
Crew Deck · Executive Quarters – Take the Exec Quarters Keycard from the Executive Bathrooms through the south door, but leave the tendril in there for now. Open the door signed Lt. Commander V. Holt with it and shoot the fuse box on the wall: the door signed Second Officer J. Chic, the captain's room on the map, unlocks, with the cabinet on its right wall.
Summary
A Power Node cabinet in the locked captain's room of the Executive Quarters.
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Log: Nexus OrganismCollectible
Location
Crew Deck · Inquiry Desks – Head back to the Central Nexus, where a lockdown starts: kill every necromorph. Then take the new south-west path to the Chief Steward's Office and watch the meeting there. The Inquiry Desks next door open afterwards; the log is on a table.
Summary
A text log in the Inquiry Desks. It counts toward the 188 logs.
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Power Node: past the doors opened by loading the MarkerUpgrade
Location
Crew Deck · Executive Shuttle Bay – Once the Marker is loaded, go through the doors that unlock and into the next room; the cabinet is on the wall to the left, beside the south-east entrance from the Nexus.
Summary
A Power Node cabinet in the room beyond the Marker loading area.
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Test-Fire the EnginesQuest step
Location
Crew Deck · Executive Shuttle Bay – Search the hangar for supplies first: a hard fight follows. Board the shuttle, install the Singularity Core, then use the terminal in the Shuttle Bay Controls room.
Summary
Fit the Singularity Core to the Executive Shuttle and test its engines. The test brings the Hunter.
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The Hunter: killed at the Executive ShuttleHidden spoiler – activate to revealBossMinor spoiler
Location
Crew Deck · Executive Shuttle Bay – Freeze the Hunter with Stasis straight away and leave the control room. Thin out the other necromorphs, keep the route from the shuttle's rear thrusters to the control room clear, and use the Stasis recharge on the wall. Lure the Hunter behind the shuttle, freeze it there, sprint back and test-fire again; if it breaks free first, repeat.
Summary
The last Hunter fight, the only one where it can die: the shuttle's engines finish it.
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Log: Retrieve the MarkerHidden spoiler – activate to revealCollectibleMinor spoiler
Location
Crew Deck · Executive Shuttle Bay – It plays by itself once the tentacle is beaten. Chapter 11 starts when it ends, and Keeper of the Faith unlocks.
Summary
The video call that ends the chapter and sets up Chapter 11. It counts toward the 188 logs, and the end of the chapter earns Keeper of the Faith.
Trophies
  • Achievement · SteamKeeper of the Faith
  • Achievement · XboxKeeper of the Faith
  • Bronze · PlayStationKeeper of the Faith
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Chapter 11: Alternate Solutions

Hangar–Cargo and the Flight Deck: Peng and the last weapon part in the Cargo Bay, the cargo run to the main hangar, Flight Control, and the shuttle that leaves the Ishimura for good.

A short chapter on the Flight Deck. Take the tram to Hangar–Cargo and walk to the Cargo Bay. Before you start the crane, clear the bay's lower floor: Peng, the Force Gun's last upgrade part (in a Master Override chest), a log and a Node are all down there, and the Bench on the upper floor lets you fit the part at once. Then move the cargo across the bay and up to the main hangar, load it in zero-g, and finish in Flight Control. Your anchor is the Flight Deck Tram Station, with its Store and the Save Station in the Tram Control Room. There are no choices to get right until the very end: boarding the shuttle closes the whole Ishimura for this run. The warning just before that step lists everything to check first.

Log: Get to CargoCollectible
Location
Ishimura · Tram station (chapter start) – The chapter opens near Medical or the Bridge; in either case, follow the locator to the nearest tram station. Get on the tram and pick Hangar–Cargo; the call plays by itself as you board.
Summary
A video call that sets the chapter's first goal. It counts toward the 188 logs.
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Reach the Cargo BayQuest step
Location
Flight Deck · Cargo Bay – You step off at the Flight Deck Tram Station; if you need them, the Store is by the glass waiting area and the Save Station is in the Tram Control Room in front of it. Follow the locator east and then south to the Cargo Bay. The objective changes in the first room inside, on the bay's upper floor.
Summary
Walk from the Flight Deck Tram Station to the Cargo Bay, where the Marker has been stored.
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The Peng TreasureCollectible
Location
Flight Deck · Cargo Bay lower floor – Ride the cargo lift down. At the bottom, double back to your left to the lockers set beneath the ledge you came in on, covered in Peng posters and stickers. Kinesis the boxes out of the way and open the leftmost locker. It may instead be in the main flight hangar, close to the chapter's start.
Summary
A one-off statuette that sells for 30,000 credits at a Store. Picking it up earns There's Always Peng!
Trophies
  • Achievement · SteamThere's Always Peng!
  • Achievement · XboxThere's Always Peng!
  • Bronze · PlayStationThere's Always Peng!
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Suspension Module (Force Gun)Upgrade
Location
Flight Deck · Cargo Bay lower floor – From the Peng lockers, work counterclockwise along the walkways to the bay's west side, where a Guardian grows out of the wall; kill it. The star-marked chest stands beside it, against the corruption, and opens with the Master Override.
Summary
The Force Gun's last upgrade part and the 21st of the 21 for Built To Order. It is locked in a Master Override chest.
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Log: Last WordCollectible
Location
Flight Deck · Cargo Bay lower floor – Carry on a few steps beyond the chest, toward the south-west corner. The log lies in the corruption to the left of the wall Guardian, beneath a tendril weak point.
Summary
An audio log lying in the corruption past the Master Override chest. It counts toward the 188 logs.
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Built To Order: install all 21 weapon upgrades at a BenchAchievement
Location
Ishimura · Cargo Bay upper floor – Go back up in the cargo lift to the Bench beside it and put the Suspension Module on the Force Gun; fitting it also gives you a free Power Node. If the trophy stays locked, look through every weapon's tree for a special slot that is still closed: its part is still out on the ship.
Summary
Fit all 21 weapon upgrade parts. The Suspension Module is the last one, so the trophy should unlock as you install it here.
Trophies
  • Achievement · SteamBuilt To Order
  • Achievement · XboxBuilt To Order
  • Silver · PlayStationBuilt To Order
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Engage the Cargo CraneQuest step
Location
Flight Deck · Cargo Bay – From the Bench, take the lift back down. Shoot the orange growth in the hall to free its balconies, then use the cargo recovery terminal on the east side of the hall.
Summary
Start the crane that carries the Marker out of the Cargo Bay.
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Transfer the Marker to the Loading BayQuest step
Location
Flight Deck · Cargo Bay – As the Marker comes to each gap, use the terminals in the centre of the hall to raise the bridge, and shoot the tentacles that seize it. Kill each wave as it arrives, starting with the ones that carry explosive growths; loose Stasis canisters can be thrown at the rest.
Summary
Guide the Marker across the bay on the crane while necromorphs and tentacles try to stop it.
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Log: Wish Me LuckCollectible
Location
Flight Deck · Cargo Bay – It plays by itself as the Marker leaves the Cargo Bay on its way up to the hangar.
Summary
An audio call once the Marker is through the bay. It counts toward the 188 logs.
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Log: He's HereCollectible
Location
Flight Deck · Flight Deck Tram Station – Walk back through the tram rooms to the Flight Deck Tram Station and take the lift beside the Store up toward the Flight Lounge. The call plays by itself during the ride.
Summary
An audio call on the lift up from the tram station. It counts toward the 188 logs.
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Meet Kyne at the Hangar BayQuest step
Location
Flight Deck · Main Hangar Bay – The Flight Lounge seals for a quarantine fight at the top of the lift; a close-range weapon such as the Ripper handles it well. When it lifts, go through the doors to the Main Hangar Bay and let the shuttle land and the talk play out.
Summary
Get to the main hangar, where the shuttle for the trip comes in to land.
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Power Node: Main Hangar Bay zero-g wallUpgrade
Location
Flight Deck · Main Hangar Bay – Follow the locator to the small balconies on the hangar's south side and use the gravity terminal to switch to zero-g; bay doors open along that side. Float into the south-east bay, where the Marker has risen from below; the cabinet is on its wall.
Summary
A Power Node cabinet in the hangar bay where the Marker comes up from the Cargo Bay.
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Re-position the MarkerQuest step
Location
Flight Deck · Main Hangar Bay – In the Marker's bay, use the terminal next to it to free it. Float left to a loose battery, put it in the circuit breaker and give the Cargo Rail Tracks power. The three terminals on the balconies above turn rail sections to steer the Marker; necromorphs attack at each stop, but there is no timer. Once it is under the shuttle, fly to the take-off spot and use its terminal to restore gravity.
Summary
Run the Marker along the hangar's cargo rails until it sits under the shuttle, then turn gravity back on.
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Log: Safety FirstCollectible
Location
Flight Deck · Main Hangar Bay – It plays by itself when the Marker finishes its rail run, just before you restore gravity.
Summary
An audio call once the Marker is in place under the shuttle. It counts toward the 188 logs.
Report an issue
Meet Kyne at the ShuttleHidden spoiler – activate to revealQuest stepMajor spoiler
Location
Flight Deck · Main Hangar Bay – Go back along the side corridors to the runway where the shuttle set down; walking up to it starts the cutscene.
Summary
Rejoin the others at the shuttle, where a long story scene plays.
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Log: BetrayalHidden spoiler – activate to revealCollectibleMajor spoiler
Location
Flight Deck · Main Hangar Bay – It registers by itself during the cutscene; there is nothing to pick up.
Summary
A video log added by the scene at the shuttle. It counts toward the 188 logs.
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Log: Nicole's ReturnHidden spoiler – activate to revealCollectibleMajor spoiler
Location
Flight Deck · Main Hangar Bay – It follows Betrayal in the same scene and registers by itself.
Summary
A video log added right after Betrayal. It counts toward the 188 logs.
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Power Node: Flight Control CenterUpgrade
Location
Flight Deck · Flight Control Center – The way up to Flight Control starts by the balconies where you restored gravity; follow the locator. The cabinet is on the wall on your right as you walk in.
Summary
A Power Node cabinet just inside Flight Control.
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Meet Nicole in Flight ControlHidden spoiler – activate to revealQuest stepMinor spoiler
Location
Flight Deck · Flight Control Main Tower – From the Flight Control Center go on into the Main Tower, the room above the Flight Lounge that looks out over the hangar. Nicole stands there; use the terminal next to her to bring the shuttle back.
Summary
Find Nicole in the Flight Control tower and use the remote-flight terminal there.
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Log: We Lost HerHidden spoiler – activate to revealCollectibleMinor spoiler
Location
Flight Deck · Flight Control Main Tower – It plays by itself after you use the terminal in the Main Tower.
Summary
An audio call once the shuttle has been recalled. It counts toward the 188 logs.
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Save: hangar lobby before the shuttleArea
Location
Flight Deck · Lobby by the Main Hangar – Head back down from Flight Control toward the hangar and look for the Save Station in the lobby on the way; the map shows its icon. The exact room isn't confirmed. The Flight Lounge, between the tram lift and the hangar, is the likeliest spot.
Summary
A Save Station on the way back to the shuttle. Make a save here before boarding, so a missed item can still be fetched.
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Last chance on the Ishimura: check all of this before you board

Boarding the shuttle takes you off the Ishimura for the rest of this run; no deck, door or chest on the ship can be reached again until New Game+. The game asks you to confirm as you step aboard, and you can decline and walk back out. Before you accept, go through this list, using the tram to reach any deck you need. Side missions: Scientific Methods, Premeditated Malpractice and You Are Not Authorized all finished, with Whole Again, Final Regeneration and Full Clearance earned. Peng: the treasure from the Cargo Bay lockers, with There's Always Peng! earned. Z-Baller: level 6 of Zero-G Basketball cleared in the Crew Deck gym. Master Override chests: every star-marked door and chest opened, the one in the Cargo Bay included. Logs: every Ishimura log in the Database, side-mission logs included; check each chapter's list. Nodes and pickups: every Power Node cabinet, every schematic and all 21 weapon upgrade parts taken. Built To Order: all 21 parts installed at a Bench. Then save at the station in the lobby, so you can come back if something turns out to be missing.

Pilot the Shuttle to Aegis VIIHidden spoiler – activate to revealQuest stepMinor spoiler
Location
Flight Deck · Main Hangar Bay – Walk back into the hangar and up into the shuttle. Accept the point-of-no-return prompt, then go to the cockpit to start the flight. Betrayed unlocks on arrival at Aegis VII.
Summary
Board the recalled shuttle and fly it down to the planet. The chapter ends when you land, earning Betrayed.
Trophies
  • Achievement · SteamBetrayed
  • Achievement · XboxBetrayed
  • Bronze · PlayStationBetrayed
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Chapter 12: Dead Space

Down on Aegis VII: escort the Marker through the colony one area at a time, sweeping each before you follow it on, then face the last fight and leave the planet to finish run 1.

The last chapter is played entirely on the colony of Aegis VII, and there is no tram and no way back to the Ishimura. The Living Quarters, right next to the Main Landing Pad, hold a Save Station, a Store and a Bench; you open them early on and pass through them again just before the final fight. The Marker moves through five areas: the landing pad, the Supply Depot, the Transfer Junction, the Storage Chamber and the Excavation Site. Treat every area as closed once the Marker leaves it (the Living Quarters, which you pass again, are the one exception): take its Nodes and logs first. The Transfer Junction holds a Master Override chest with three Nodes, so you need the Master Override from Chapter 10. When the chapter ends, run 1 is complete.

Unload the MarkerQuest step
Location
Aegis VII · Main Landing Pad – Step off the shuttle onto the Main Landing Pad and use the loader terminal on the pad, where Nicole waits. The Marker rolls along its track until a closed shutter stops it.
Summary
Get the Marker off the shuttle and onto the colony's rails. The first objective on Aegis VII.
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Power Node: Main Landing PadUpgradeMissablePoint of no return
Location
Aegis VII · Main Landing Pad – Before leaving the pad, check its corners: the cabinet sits in one of them. It is the least documented Node of the chapter, so if it isn't there, carry on.
Why you can lose it
Aegis VII has no backtracking: once you follow the Marker out of this part of the colony, assume you can't get back to it in this run. Anything left behind waits for New Game+.
Point of no return
Following the Marker through the opened shutter into the Supply Depot, where a quarantine seals you in. The strictest reading is that the landing pad area can't be revisited for its pickups after that.
Summary
A Power Node cabinet on the landing pad where you arrive.
Report an issue
Save: Living QuartersArea
Location
Aegis VII · Living Quarters – Once the Marker stops, the entrance to the Living Quarters beside the landing pad opens. The Save Station is in this hub.
Summary
The Save Station in the Living Quarters, the hub of the chapter. You come back to it before the last fight.
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Log: Retrieval OrderCollectibleMissablePoint of no return
Location
Aegis VII · Living Quarters – It lies on the floor just in front of the Store kiosk.
Why you can lose it
This log lies in the Living Quarters, which the route passes again just before the final fight, so its last chance is that return visit. Once the final fight starts there is no going back, and a missed log waits for New Game+.
Point of no return
Walking out onto the Main Landing Pad toward the shuttle, which starts the final fight. The storage room's Node and anything left in the Living Quarters are lost for this run after that.
Summary
A text log in the Living Quarters. It counts toward the 188 logs.
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Log: They Left UsCollectibleMissablePoint of no return
Location
Aegis VII · Landing Pad Atrium – From the Store, take the door just left of the spot where Retrieval Order lay into the Landing Pad Atrium. Cross to the far right corner: the log is on the floor under a body.
Why you can lose it
Aegis VII has no backtracking, and nothing confirms that this room is still open after you move on, so treat it as lost once you leave the area. A missed log waits for New Game+.
Point of no return
Following the Marker through the opened shutter into the Supply Depot, where a quarantine seals you in. The strictest reading is that the landing pad area can't be revisited for its pickups after that.
Summary
An audio log in the Landing Pad Atrium. It counts toward the 188 logs.
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Power Node: Landing Pad AtriumUpgradeMissablePoint of no return
Location
Aegis VII · Landing Pad Atrium – In the same room as They Left Us; the cabinet hangs on one of the Atrium's walls. Take it before you plug in the shutter's battery.
Why you can lose it
Aegis VII has no backtracking: once you follow the Marker out of this part of the colony, assume you can't get back to it in this run. Anything left behind waits for New Game+.
Point of no return
Following the Marker through the opened shutter into the Supply Depot, where a quarantine seals you in. The strictest reading is that the landing pad area can't be revisited for its pickups after that.
Summary
A Power Node cabinet in the Landing Pad Atrium.
Report an issue
Log: There's A Dead SpaceCollectible
Location
Aegis VII · Server Room – Back through the Living Quarters, carry on into the Server Room, where the shutter's battery is. Necromorphs attack there; the call plays by itself once they are all dead.
Summary
An audio call after the Server Room fight. It counts toward the 188 logs.
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Last look at the landing pad

Plugging in the battery opens the shutter, and the Marker heads into the Supply Depot, where a quarantine shuts you in. The route does come back through the Living Quarters and onto the pad at the very end, but don't count on reaching these spots then: take the Node on the pad, the Node in the Atrium and the log They Left Us now. Retrieval Order is safest picked up now too.

Log: Do You Miss Them?Collectible
Location
Aegis VII · Supply Depot – Follow the Marker into the Supply Depot. A quarantine traps you with a large group of necromorphs; use the Stasis refill stations in the room. The call plays by itself once the last one dies.
Summary
An audio call after the Supply Depot fight. It counts toward the 188 logs.
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Power Node: Holding Zone 2BUpgradeMissablePoint of no return
Location
Aegis VII · Holding Zone 2B – Two Holding Zones open off the Supply Depot along the Marker's route, both worth searching for supplies. Holding Zone 2B is the side room at the depot's far end, just before the way on; the cabinet is on its wall. One of the two Holding Zones is sealed by growth: shoot it to get in.
Why you can lose it
Aegis VII has no backtracking: once you follow the Marker out of this part of the colony, assume you can't get back to it in this run. Anything left behind waits for New Game+.
Point of no return
The Marker reaching the Transfer Junction. Under the strictest reading, the Supply Depot and its Holding Zones are gone for this run after that.
Summary
A Power Node cabinet in one of the Supply Depot's side rooms.
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Last look at the Supply Depot

Once the Marker rolls into the Transfer Junction, treat the Supply Depot and its Holding Zones as closed. Make sure the Node in Holding Zone 2B is yours first.

Transport the Marker through Supply DepotQuest step
Location
Aegis VII · Supply Depot – Work the bridge terminals around the depot to raise the bridges for the Marker's track; some only come on later. The step completes as the Marker reaches the Transfer Junction.
Summary
Move the Marker across the Supply Depot to the Transfer Junction.
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Log: Groundside TetherCollectible
Location
Aegis VII · Transfer Junction – It plays by itself as the Marker arrives in the Transfer Junction and stalls.
Summary
An audio call when the Marker loses power in the Transfer Junction. It counts toward the 188 logs.
Report an issue
Power Nodes: Transfer Junction Master Override chestUpgradeMissablePoint of no return
Location
Aegis VII · Transfer Junction – Cross the Transfer Junction's bridges to its south-east corner, next to a Stasis recharge station. The chest only opens with the Master Override from "You Are Not Authorized".
Why you can lose it
Aegis VII has no backtracking: once you follow the Marker out of this part of the colony, assume you can't get back to it in this run. Anything left behind waits for New Game+.
Point of no return
Following the Marker out of the Transfer Junction into the Storage Chamber. Under the strictest reading, the junction's pickups can't be reached again in this run.
Summary
A Master Override chest holding three Power Nodes.
Report an issue
Restore Power to JunctionQuest step
Location
Aegis VII · Tether Control – Take Tether Control's west corridor, thinning the tentacled enemies at the entrance from range (a nearby explosive canister helps), and ride the lift down. Fill the left, middle and right sockets: one cell comes out of the lift you rode, one lies close by and one is behind crates you shift with Kinesis. Then use the central terminal.
Summary
Restart the tether generator in Tether Control so the Marker can move again.
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Log: Power is RestoredCollectible
Location
Aegis VII · Tether Control – It plays by itself after the central terminal restarts the generator. The room then loses gravity: fly back toward the entrance, shooting the orange growths and slowing the big fans with Stasis to get past them.
Summary
An audio call once the tether generator is running. It counts toward the 188 logs.
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Brute: Transfer JunctionBoss
Location
Aegis VII · Transfer Junction – Walking back into the Transfer Junction from Tether Control sets off a large fight. Pull back and kill the necromorphs with exploding growths first, keep off the floor corruption that slows you, then freeze the Brute with Stasis and shoot the weak spots on its back.
Summary
The last Brute of the game, in a big fight back in the Transfer Junction. It drops a Power Node.
Report an issue
Power Node: Brute in Transfer JunctionUpgradeMissablePoint of no return
Location
Aegis VII · Transfer Junction – Pick it up where the Brute falls before you send the Marker on.
Why you can lose it
Aegis VII has no backtracking: once you follow the Marker out of this part of the colony, assume you can't get back to it in this run. Anything left behind waits for New Game+.
Point of no return
Following the Marker out of the Transfer Junction into the Storage Chamber. Under the strictest reading, the junction's pickups can't be reached again in this run.
Summary
The Power Node the Transfer Junction Brute drops.
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Last look at the Transfer Junction

The terminal that sends the Marker into the Storage Chamber is the last chance for the Transfer Junction. Check you have the three Nodes from the Master Override chest and the Brute's Node.

Transport the Marker through Storage ChamberQuest step
Location
Aegis VII · Storage Chamber – Tendrils cover the rails. Shoot the orange growth on the lower balconies to open the way up, fight through the upper balconies to a second growth, then take the lift back down and use the new terminals to send the Marker through.
Summary
Clear the tendrils from the Marker's rails through the Storage Chamber.
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Log: Return the Marker!Collectible
Location
Aegis VII · Excavation Site – It plays by itself as you follow the Marker out of the Storage Chamber into the Excavation Site.
Summary
An audio call on reaching the Excavation Site. It counts toward the 188 logs.
Report an issue
Log: Recombination StudyCollectibleMissablePoint of no return
Location
Aegis VII · Excavation Site – Three tendril weak points block the Marker's path; the first one you destroy calls in a big wave, so back off and fight at range, and sidestep the giant tentacles that slam the balconies. Where the third weak point was, the log lies on the platform floor near the pedestal.
Why you can lose it
Aegis VII has no backtracking, and nothing confirms that this room is still open after you move on, so treat it as lost once you leave the area. A missed log waits for New Game+.
Point of no return
Using the last terminal, where the balconies end, which plays the pedestal cutscene. Under the strictest reading, the Excavation Site's platforms are closed to you after it.
Summary
A text log hidden under necromorph tissue at the Excavation Site. It counts toward the 188 logs.
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Take the log before the pedestal

The last terminal, where the balconies end, starts a cutscene, and the chapter heads for home after it. Pick up Recombination Study from the third weak point's spot before you use it.

Reactivate the TethersHidden spoiler – activate to revealQuest stepMajor spoiler
Location
Aegis VII · Excavation Site – After the cutscene, walk into the glass-walled control room that has just opened and use its console. A long cutscene plays.
Summary
Restart the gravity tethers from their control room. A long story scene follows.
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Log: Nicole's FarewellHidden spoiler – activate to revealCollectibleMajor spoiler
Location
Aegis VII · Excavation Site – It plays by itself during the cutscene started by the tether console; nothing to pick up.
Summary
A video log that plays during the confrontation in the tether control room. It counts toward the 188 logs.
Report an issue
Power Node: past the Access TunnelUpgradeMissablePoint of no return
Location
Aegis VII · Living Quarters Storage – Head back by the Access Tunnel, a shortcut that skips the Marker's route. Past it, just before the Living Quarters, step into the storage room: the cabinet is on the wall, among plenty of supplies.
Why you can lose it
Aegis VII has no backtracking: once you follow the Marker out of this part of the colony, assume you can't get back to it in this run. Anything left behind waits for New Game+.
Point of no return
Walking out onto the Main Landing Pad toward the shuttle, which starts the final fight. The storage room's Node and anything left in the Living Quarters are lost for this run after that.
Summary
The last Power Node in the game, in a storage room on the way back.
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Last pickup before the final fight

From the Living Quarters on, the chapter runs straight into the last fight and the ending. Make sure the Node in the storage room before the Living Quarters is taken, and, if you skipped it at the start, the log Retrieval Order lying by the Store kiosk.

Reach the Landing PadQuest step
Location
Aegis VII · Living Quarters – Carry on from the storage room into the Living Quarters. Save there, then buy Med Packs and ammo at the Store and put any spare credits into Nodes for the Bench. Walk out onto the landing pad toward the shuttle when you are ready.
Summary
Get back to the Main Landing Pad and the shuttle.
Report an issue
The Hive MindHidden spoiler – activate to revealBossMajor spoiler
Location
Aegis VII · Main Landing Pad – It attacks as you cross the pad to the shuttle. Shoot the five orange growths on its head and keep away from the bulbs it spits; then deal with the necromorph wave, during which it holds back. Next, hit the chest growths in the short moments they open, sidestep the tentacle slams and the acid lines, and when it grabs Isaac, shoot the last growth. Break the crates on the pad for ammo and health.
Summary
The final boss, fought on the Main Landing Pad. Killing it earns Mindless Prey.
Trophies
  • Achievement · SteamMindless Prey
  • Achievement · XboxMindless Prey
  • Bronze · PlayStationMindless Prey
Report an issue
Leave the PlanetHidden spoiler – activate to revealQuest stepMajor spoiler
Location
Aegis VII · Main Landing Pad – With the boss dead, head across the pad and board the shuttle. Nothing attacks after this, so there is no need to gather supplies. The chapter, and Exodus, complete once the escape is over.
Summary
Board the shuttle and get off Aegis VII. Finishing the chapter earns Exodus.
Trophies
  • Achievement · SteamExodus
  • Achievement · XboxExodus
  • Silver · PlayStationExodus
Report an issue
Standard endingHidden spoiler – activate to revealEndingMajor spoiler
Location
Aegis VII · Executive Shuttle – It plays straight after you leave the planet, followed by the credits. This ends run 1: finishing the game unlocks New Game+, and the New Game+ section follows.
Summary
The ending of run 1, after the escape from Aegis VII. On Medium or higher it earns Set A Benchmark.
Trophies
  • Achievement · SteamSet A Benchmark
  • Achievement · XboxSet A Benchmark
  • Silver · PlayStationSet A Benchmark
Report an issue

New Game+: Chapters 1–5 (Plasma Cutter only)

Run 2 begins: New Game+ on Hard with only the Plasma Cutter fired, the rewards for finishing run 1, the first six Marker Fragments and the Water Purification log.

Run 2 is New Game+, loaded from the save the game makes when run 1 ends, on Hard. Your weapons, upgrade trees and credits come with you; Security Clearance starts again from zero and comes back at the same story points, while the Master Override stays yours from the start. This list only covers what is new: the logs one run can't give, One Gun, the Level 6 suit and the 12 Marker Fragments, which appear only in New Game+. Each fragment is listed in the chapter where you first pass it; any you miss can still be fetched later, as long as all 12 are placed before the shuttle leaves in Chapter 11. Expect Phantom necromorphs, which are much tougher, and enemies in new places. Run-1 anchors (Save Stations, Stores and Benches) are where they were. The Power Nodes are back too, but the guide keeps your run-1 ticks on them, so take each chapter's Nodes again from its run-1 list; every chapter checkpoint below gives the count. Any run-1 log, schematic or other pickup you left unticked can still be taken in this run, except the Chapter 7 log "Custom Lockdown".

Start New Game+ on Hard from the run-1 completion saveQuest stepNG+1
Location
Main menu · New Game+ – After the run-1 credits, pick New Game+ from the main menu and choose the save made when the game ended; earlier manual saves stay untouched. Set the difficulty to Hard: a Hard finish is what unlocks Impossible under every reading, which run 3 needs.
Summary
Begin run 2. Finishing run 1 unlocks New Game+, which adds 50,000 credits and 10 Power Nodes to everything you carried, and much tougher Phantom necromorphs.
Report an issue
Save credits for Maxed Out

Maxing every weapon and the suit takes more Nodes than the ship holds: plan to buy about 40 at a Store, at 10,000 credits each, on top of the Level 6 suit at 99,000. That is roughly half a million credits. Keep what you carried over from run 1, sell spare items you won't use at any Store, and buy Nodes a few at a time as the credits come in rather than all at the end.

Log: NegotiationsCollectibleNG+1
Location
Database · Logs, Side Missions tab – Open the Database right after New Game+ begins and look in the Side Missions tab of the Logs: it should already be listed there. If it is missing, it may instead turn up as a pickup somewhere on the ship during this run.
Summary
A text log handed out for finishing the game once, filed under Side Missions. It counts toward the 188 logs.
Report an issue
Log: Last Will and TestamentCollectibleNG+1
Location
Database · Logs, Side Missions tab – Open the Database right after New Game+ begins and look in the Side Missions tab of the Logs: it should already be listed there. If it is missing, it may instead turn up as a pickup somewhere on the ship during this run.
Summary
A text log handed out for finishing the game once, filed under Side Missions. It counts toward the 188 logs.
Report an issue
Log: Unexpected VisitorsCollectibleNG+1
Location
Database · Logs, Side Missions tab – Open the Database right after New Game+ begins and look in the Side Missions tab of the Logs: it should already be listed there. If it is missing, it may instead turn up as a pickup somewhere on the ship during this run.
Summary
A text log handed out for finishing the game once, filed under Side Missions. It counts toward the 188 logs.
Report an issue
Log: Life on the SprawlCollectibleNG+1
Location
Database · Logs, Side Missions tab – Open the Database right after New Game+ begins and look in the Side Missions tab of the Logs: it should already be listed there. If it is missing, it may instead turn up as a pickup somewhere on the ship during this run.
Summary
A text log handed out for finishing the game once, filed under Side Missions. It counts toward the 188 logs.
Report an issue
Log: (Indecipherable)CollectibleNG+1
Location
Database · Logs, Side Missions tab – Open the Database right after New Game+ begins and look in the Side Missions tab of the Logs: it should already be listed there. If it is missing, it may instead turn up as a pickup somewhere on the ship during this run.
Summary
A text log handed out for finishing the game once, filed under Side Missions. It counts toward the 188 logs.
Report an issue
One Gun: fire nothing but the Plasma Cutter all runAchievementNG+1
Location
Ishimura · Whole run – From the first room of this run to the credits, the Plasma Cutter is the only gun you may shoot. You may still melee, stomp, throw things with Kinesis, use Stasis and set off explosive objects, and other guns may sit in your inventory or be upgraded as long as they never fire. Firing anything else voids it, and players report that the Pulse Rifle's alternate fire counts too.
Summary
Finish the game having fired only the Plasma Cutter. The trophy unlocks at the end of this run.
Trophies
  • Achievement · SteamOne Gun
  • Achievement · XboxOne Gun
  • Silver · PlayStationOne Gun
Report an issue
Marker Fragment 1: Maintenance Bay OfficeKey itemMissablePoint of no returnNG+1
Location
Flight Deck · Maintenance Bay Office – From the Tram Control Room Save Station, power the Maintenance Bay Office from the breaker upstairs in the Maintenance Bay, exactly as on the Data Board objective in run 1. In the office, the fragment sits in the bookcase on the right near the Data Board; Kinesis isn't back yet, so knock it loose with a melee hit or a Plasma Cutter shot.
Why you can lose it
Fragments exist only on the Ishimura in New Game+. Boarding the Chapter 11 shuttle takes you off the ship for the rest of this run, so a fragment not picked up by then is lost, and with it the alternate ending.
Point of no return
Accepting the boarding prompt at the shuttle in New Game+. The Ishimura is closed for the rest of the run: a fragment not yet taken, or a placement not yet made, can no longer happen, and the standard ending plays.
Summary
The first of the 12 fragments the alternate ending needs. Picking it up earns Marked.
Trophies
  • Achievement · SteamMarked
  • Achievement · XboxMarked
  • Bronze · PlayStationMarked
Report an issue
Store: Level 6 suit (Advanced Soldier RIG)ArmorNG+1
Location
Flight Deck · Flight Deck Tram Station – The Store at the Flight Deck Tram Station, where Chapter 1 ends, is the first to stock it. Your run-1 credits came with you, plus the 50,000 for finishing; if that still falls short, any later Store sells it. The same Store's Storage holds everything you carried over.
Summary
The last suit level, sold only in New Game+ for 99,000 credits, with no schematic needed. Maxed Out needs it.
Report an issue
New Game+: Chapter 1 completeQuest stepNG+1
Location
Flight Deck · Flight Deck Tram Station – From the Store, take the lift beside it and follow the corridors down to Medical; Chapter 2 begins on arrival.
Summary
Chapter 1 ends on the lift down toward Medical. This run needs Fragment 1 from it, plus the chapter's 4 Power Nodes again (run 1's Chapter 1 list) and any run-1 item there still unticked.
Report an issue
Marker Fragment 2: Dr. Kyne's hidden roomKey itemMissablePoint of no returnNG+1
Location
Medical · Main Lab, Dr. T. Kyne's office – On the Shock Pad branch, clear the Main Lab quarantine fight and go into Dr. T. Kyne's office on the lab's lower floor. Shift the bookcase aside with Kinesis to open a hidden room; the fragment lies to the right of the desk inside.
Why you can lose it
Fragments exist only on the Ishimura in New Game+. Boarding the Chapter 11 shuttle takes you off the ship for the rest of this run, so a fragment not picked up by then is lost, and with it the alternate ending.
Point of no return
Accepting the boarding prompt at the shuttle in New Game+. The Ishimura is closed for the rest of the run: a fragment not yet taken, or a placement not yet made, can no longer happen, and the standard ending plays.
Summary
The second fragment, in a room hidden behind a bookcase in the Main Lab.
Report an issue
New Game+: Chapter 2 completeQuest stepNG+1
Location
Medical · Medical Tram Station – After the Autopsy Room fight and the RIG, ride the tram from Medical to Hangar–Cargo and walk up to the hangar; Chapter 3 starts there. Fragment 2 must be in your Key Items by now.
Summary
Chapter 2 ends with the tram ride back to the Flight Deck. Take its 5 Power Nodes again (run 1's Chapter 2 list) and any run-1 item there still unticked; Level 1 clearance returns here, from the Captain's RIG, as in run 1.
Report an issue
Marker Fragment 3: Engine Room alcoveKey itemMissablePoint of no returnNG+1
Location
Engineering · Engine Room – On the Manually Ignite the Engines objective, fight through to the Engine Room and put the story power cell into Power Sub-Station 03, at the back of the room. Walk round behind that sub-station into the dark alcove: the fragment is at the very back.
Why you can lose it
Fragments exist only on the Ishimura in New Game+. Boarding the Chapter 11 shuttle takes you off the ship for the rest of this run, so a fragment not picked up by then is lost, and with it the alternate ending.
Point of no return
Accepting the boarding prompt at the shuttle in New Game+. The Ishimura is closed for the rest of the run: a fragment not yet taken, or a placement not yet made, can no longer happen, and the standard ending plays.
Summary
The third fragment, tucked away at the back of the Engine Room.
Report an issue
New Game+: Chapter 3 completeQuest stepNG+1
Location
Engineering · Engineering Tram Station – Take the shortcut from the Engine Room back to the Control Room and carry on to the Engineering Tram Station; Chapter 4 starts there.
Summary
Chapter 3 ends at the Engineering Tram Station. This run needs Fragment 3 from it, plus the chapter's 4 Power Nodes again (run 1's Chapter 3 list) and any run-1 item there still unticked.
Report an issue
This time, reroute Water Purification first

Of the three power reroutes, only the first two play their own log, and the third plays "Manual Targeting?" instead. Run 1 took the other two logs, so now go to Water Purification before Mining Administration or Electrical Systems; done any later, its log "Water Purification" may not play this run. The order of the other two doesn't matter.

Log: Water PurificationCollectibleMissablePoint of no returnNG+1
Location
Bridge · Water Purification – Once the elevators are back on, cross the Main Atrium from the Security Room and ride the second lift, the one to Water Purification, before touching either other reroute. At its circuit breaker, switch Water Purification's fuse off and the ADS Cannons' on; the call plays straight away.
Why you can lose it
Only the first two of Chapter 4's three power reroutes play their own log; the third plays "Manual Targeting?" instead. Doing Water Purification later than first risks losing this log for the run.
Point of no return
Finishing the Mining Administration or Electrical Systems reroute before Water Purification's. Rerouting Water Purification first, then the other two in either order, keeps its log safe.
Summary
An audio call that plays when Water Purification's power goes to the ADS cannons, as long as that reroute isn't the last of the three. It counts toward the 188 logs.
Report an issue
Marker Fragment 4: Bridge Break RoomKey itemMissablePoint of no returnNG+1
Location
Bridge · Break Room – Heading for the Electrical Systems reroute, pass the Save Station by E. Bailey's office; the Break Room opens on the south side. The fragment lies on the floor beneath the TV, beside the red circle.
Why you can lose it
Fragments exist only on the Ishimura in New Game+. Boarding the Chapter 11 shuttle takes you off the ship for the rest of this run, so a fragment not picked up by then is lost, and with it the alternate ending.
Point of no return
Accepting the boarding prompt at the shuttle in New Game+. The Ishimura is closed for the rest of the run: a fragment not yet taken, or a placement not yet made, can no longer happen, and the standard ending plays.
Summary
The fourth fragment, on the floor of the Break Room on the comms level.
Report an issue
New Game+: Chapter 4 completeQuest stepNG+1
Location
Bridge · Exterior Access – Finish the last two reroutes in either order, then go out through the EVA Prep Room airlock and calibrate the three cannons; Chapter 5 begins back at the airlock. Security Clearance Level 2 came back from Hammond in the Captain's Nest at the start of the chapter, as in run 1.
Summary
Chapter 4 ends after the space walk to calibrate the ADS cannons. This run needs the Water Purification log and Fragment 4 from it, plus up to 6 Power Nodes again (run 1's Chapter 4 list; the Break Room pair may not drop twice) and any run-1 item there still unticked.
Report an issue
Marker Fragment 5: Dr. Mercer's officeKey itemMissablePoint of no returnNG+1
Location
Medical · Dr. C. Mercer's office – The Lift the Lockdown objective leads you to Dr. C. Mercer's office through the Intensive Care Unit. The fragment is on his desk, under the body of a dead Infector.
Why you can lose it
Fragments exist only on the Ishimura in New Game+. Boarding the Chapter 11 shuttle takes you off the ship for the rest of this run, so a fragment not picked up by then is lost, and with it the alternate ending.
Point of no return
Accepting the boarding prompt at the shuttle in New Game+. The Ishimura is closed for the rest of the run: a fragment not yet taken, or a placement not yet made, can no longer happen, and the standard ending plays.
Summary
The fifth fragment, on the desk in Dr. C. Mercer's office.
Report an issue
Marker Fragment 6: Cryogenics, on top of the chamberKey itemMissablePoint of no returnNG+1
Location
Medical · Cryogenics – From the Save Station outside Cryogenics, go in and freeze the Hunter as in run 1. Once every enemy is dead, walk to the far end of the central chamber, near where Mercer stood, and pull the fragment down from its top with Kinesis.
Why you can lose it
Fragments exist only on the Ishimura in New Game+. Boarding the Chapter 11 shuttle takes you off the ship for the rest of this run, so a fragment not picked up by then is lost, and with it the alternate ending.
Point of no return
Accepting the boarding prompt at the shuttle in New Game+. The Ishimura is closed for the rest of the run: a fragment not yet taken, or a placement not yet made, can no longer happen, and the standard ending plays.
Summary
The sixth fragment, resting on top of the cryogenic chamber where the Hunter is frozen.
Report an issue
New Game+: Chapter 5 completeQuest stepNG+1
Location
Medical · Cryogenics – The chapter changes as the freeze succeeds, and Chapter 6 starts in the same room, so take Fragment 6 before you head off toward the tram.
Summary
Chapter 5 ends once the Hunter is frozen in Cryogenics. This run needs Fragments 5 and 6 from it, plus the chapter's 3 Power Nodes again (run 1's Chapter 5 list) and any run-1 item there still unticked.
Report an issue

New Game+: Chapters 6–10

Run 2 through Hydroponics, Mining, the Bridge, the USM Valor and the Crew Deck: five more Marker Fragments and the one Hydroponics log that run 1 had to skip.

Chapters 6 to 10 of the New Game+ run. Keep firing only the Plasma Cutter. One order matters in Hydroponics: walk into Food Storage before you craft the Enzyme, the reverse of run 1, for the log "Inject the Wheezers". Fragments 7 to 11 lie in the East Grow Chamber, a Level 3 room on the Mining Deck, the Comms Array room and two rooms on the Crew Deck; Chapter 9, on the Valor, has none. The Master Override came with you, so there is no RIG hunt this time.

This time, go into Food Storage before crafting the Enzyme

Run 1 made the Enzyme first and got "Go to Food Storage". This run needs the other log, "Inject the Wheezers", and it only plays if Food Storage is visited while the Enzyme doesn't exist yet. Leave the synthesis terminal in the Central Hub alone until you have been through the east airlock to the locked door in Food Storage.

Log: Inject the WheezersCollectibleMissablePoint of no returnNG+1
Location
Hydroponics · Hydroponics Central Hub – From the Save Station in the Central Hub, skip the enzyme terminal and take the east airlock all the way through Food Storage to its sealed far door. Then return to the hub and craft the Enzyme; check the Database for the call once it is made.
Why you can lose it
This call only plays if you reach Food Storage before the Enzyme exists. Crafting the Enzyme first plays "Go to Food Storage" instead, the log run 1 already gave.
Point of no return
Crafting the Enzyme at the Central Hub terminal before walking into Food Storage. Walking into Food Storage first and crafting the Enzyme afterwards keeps "Inject the Wheezers" safe.
Summary
An audio call that replaces "Go to Food Storage" when Food Storage comes before the Enzyme. It counts toward the 188 logs.
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Marker Fragment 7: East Grow Chamber, top balconyKey itemMissablePoint of no returnNG+1
Location
Hydroponics · East Grow Chamber – Fly up to the top balcony to inject Wheezer 06, as in run 1. In the north-west corner of that gantry, the fragment is stuck in corruption behind some tentacles; pull it free with Kinesis, or float across while gravity is off.
Why you can lose it
Fragments exist only on the Ishimura in New Game+. Boarding the Chapter 11 shuttle takes you off the ship for the rest of this run, so a fragment not picked up by then is lost, and with it the alternate ending.
Point of no return
Accepting the boarding prompt at the shuttle in New Game+. The Ishimura is closed for the rest of the run: a fragment not yet taken, or a placement not yet made, can no longer happen, and the standard ending plays.
Summary
The seventh fragment, caught in corruption on the highest walkway of the East Grow Chamber.
Report an issue
New Game+: Chapter 6 completeQuest stepNG+1
Location
Hydroponics · Food Storage – With all eight Wheezers injected, go back through the Central Hub's east airlock to Food Storage, kill the Leviathan, and let the talk afterwards play out; Chapter 7 follows.
Summary
Chapter 6 ends with the Leviathan dead in Food Storage. This run needs Inject the Wheezers and Fragment 7 from it, plus the chapter's 6 Power Nodes again (run 1's Chapter 6 list) and any run-1 item there still unticked other than "Go to Food Storage".
Report an issue
Marker Fragment 8: Mineral Samples (Level 3)Key itemMissablePoint of no returnNG+1
Location
Mining Deck · Mineral Samples – Security Clearance Level 3 comes back when you take Dallas's RIG in Mineral Processing Control on Deck B. Before leaving the processing area, open Mineral Samples on the west side of Floor 5; the fragment is on the first shelf of the cabinet.
Why you can lose it
Fragments exist only on the Ishimura in New Game+. Boarding the Chapter 11 shuttle takes you off the ship for the rest of this run, so a fragment not picked up by then is lost, and with it the alternate ending.
Point of no return
Accepting the boarding prompt at the shuttle in New Game+. The Ishimura is closed for the rest of the run: a fragment not yet taken, or a placement not yet made, can no longer happen, and the standard ending plays.
Summary
The eighth fragment, in a Level 3 room in the Mining Deck's processing area.
Report an issue
New Game+: Chapter 7 completeQuest stepNG+1
Location
Mining Deck · Mining Tram Station – Launch the asteroid, escape the lockdown at Mining Control, and ride up to Deck A to walk east to the tram station; Chapter 8 starts there.
Summary
Chapter 7 ends back at the Mining Tram Station after the asteroid launch. This run needs Fragment 8 from it, plus the chapter's 5 Power Nodes again (run 1's Chapter 7 list) and any run-1 item there still unticked other than "Custom Lockdown".
Report an issue
Marker Fragment 9: Comms Array roomKey itemMissablePoint of no returnNG+1
Location
Bridge · Communications Array – From the comms-level Save Station by E. Bailey's office, go on through Comms Access Storage into the zero-g room where you align the array. Float to its north-east side: left of the Communication Control panel is an opening choked with corruption, and the fragment drifts at the back; reach it with Kinesis.
Why you can lose it
Fragments exist only on the Ishimura in New Game+. Boarding the Chapter 11 shuttle takes you off the ship for the rest of this run, so a fragment not picked up by then is lost, and with it the alternate ending.
Point of no return
Accepting the boarding prompt at the shuttle in New Game+. The Ishimura is closed for the rest of the run: a fragment not yet taken, or a placement not yet made, can no longer happen, and the standard ending plays.
Summary
The ninth fragment, hidden in a hole in the zero-g Comms Array room.
Report an issue
New Game+: Chapter 8 completeQuest stepNG+1
Location
Bridge · Bridge exterior – Deploy the antenna, beat the Leviathan Remnant, and fly from the comms airlock to the Valor's airlock; Chapter 9 begins inside.
Summary
Chapter 8 ends with the flight from the Ishimura across to the USM Valor. This run needs Fragment 9 from it, plus the chapter's 3 Power Nodes again (run 1's Chapter 8 list) and any run-1 item there still unticked.
Report an issue
New Game+: Chapter 9 completeQuest stepNG+1
Location
USM Valor · Valor airlock – Play through the Valor as in run 1, from the warhead to the Singularity Core, then escape back to the Ishimura's comms room, where Chapter 10 begins.
Summary
Chapter 9, on the USM Valor, has no Marker Fragment. This run needs its 4 Power Nodes again (run 1's Chapter 9 list) and any Valor item still unticked from run 1, all before you leave the ship.
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Marker Fragment 10: Deluxe Shift BunksKey itemMissablePoint of no returnNG+1
Location
Crew Deck · Deluxe Shift Bunks – From the Central Nexus upper balconies, enter the Deluxe Quarters and win the lockdown fight. Carry the power cell out of the Deluxe Quiet Bunks to the breaker down the hall and switch power to the doors, then take the main room's southern door into the lower Deluxe Shift Bunks; the fragment is on the desk on the east side.
Why you can lose it
Fragments exist only on the Ishimura in New Game+. Boarding the Chapter 11 shuttle takes you off the ship for the rest of this run, so a fragment not picked up by then is lost, and with it the alternate ending.
Point of no return
Accepting the boarding prompt at the shuttle in New Game+. The Ishimura is closed for the rest of the run: a fragment not yet taken, or a placement not yet made, can no longer happen, and the standard ending plays.
Summary
The tenth fragment, on a desk in a powered-down room of the Deluxe Quarters.
Report an issue
Note the captain's room on your way through

The third tendril takes you through the Executive Quarters. On your left as you come into its larger room is Captain Mathius's room, its door sign reading Captain B. Mathius (the map labels it as Lt. Commander V. Holt's). The table with twelve pedestals inside is where the fragments go in Chapter 11, once you hold all 12.

Marker Fragment 11: Inquiry DesksKey itemMissablePoint of no returnNG+1
Location
Crew Deck · Inquiry Desks – After the Central Nexus lockdown, take the south-west path to the Chief Steward's Office and watch the scene; the Inquiry Desks next door unlock afterwards. The fragment is on the desk facing the door, next to a wine bottle.
Why you can lose it
Fragments exist only on the Ishimura in New Game+. Boarding the Chapter 11 shuttle takes you off the ship for the rest of this run, so a fragment not picked up by then is lost, and with it the alternate ending.
Point of no return
Accepting the boarding prompt at the shuttle in New Game+. The Ishimura is closed for the rest of the run: a fragment not yet taken, or a placement not yet made, can no longer happen, and the standard ending plays.
Summary
The eleventh fragment, in the room with the fourth tendril.
Report an issue
New Game+: Chapter 10 completeHidden spoiler – activate to revealQuest stepNG+1Minor spoiler
Location
Crew Deck · Executive Shuttle Bay – Retrieve the Marker from the bottom of the Central Nexus, deal with the Hunter at the shuttle for good, and load the Marker; Chapter 11 follows.
Summary
Chapter 10 ends when the Marker is loaded at the Executive Shuttle Bay. This run needs Fragments 10 and 11 from it, plus the chapter's 8 Power Nodes again (run 1's Chapter 10 list) and any run-1 item there still unticked.
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New Game+: Chapters 11–12 and the alternate ending

The end of run 2: the last Marker Fragment, the trip to place all twelve before the shuttle leaves, the final upgrades, and the remake's second ending.

The last two chapters of the New Game+ run. Fragment 12 waits in the Cargo Bay. Once the cargo has crossed the bay, ride the tram to the Crew Deck and set all twelve fragments on the table in Captain Mathius's room, then come back and carry on. Boarding the shuttle closes the Ishimura for this run, fragments and placement included. On Aegis VII, finish Maxed Out at the last Bench, and end the run for Trusted Contractor, One Gun and Reunion.

Marker Fragment 12: Cargo Bay shelvingKey itemMissablePoint of no returnNG+1
Location
Flight Deck · Cargo Bay – From the Bench on the Cargo Bay's upper floor, take the small lift down into the crane hall. Make for its south-east corner, where shelving stands; the fragment is on the second shelf.
Why you can lose it
Fragments exist only on the Ishimura in New Game+. Boarding the Chapter 11 shuttle takes you off the ship for the rest of this run, so a fragment not picked up by then is lost, and with it the alternate ending.
Point of no return
Accepting the boarding prompt at the shuttle in New Game+. The Ishimura is closed for the rest of the run: a fragment not yet taken, or a placement not yet made, can no longer happen, and the standard ending plays.
Summary
The last fragment, on a shelf in the Cargo Bay where the crane moves the cargo.
Report an issue
Place all 12 Marker Fragments on the captain's tableHidden spoiler – activate to revealQuest stepMissablePoint of no returnNG+1Minor spoiler
Location
Crew Deck · Executive Quarters, Captain Mathius's room – When the cargo is through the bay and you walk back to the Flight Deck Tram Station, take the tram to the Crew Deck instead of the lift, ride the Central Nexus elevator to Floor 1 and take the Cargo Lift past the broken window up to the upper balconies. Go through the To Executive Quarters door off those balconies, the way you went for the third tendril in Chapter 10, and in the larger room open the door signed Captain B. Mathius, not the one signed Second Officer J. Chic that held Chapter 10's Node. Make a manual save, use the table, then ride the tram back to Hangar–Cargo for the lift up to the Flight Lounge.
Why you can lose it
The pedestals are on the Ishimura, which you leave for good when you board the Chapter 11 shuttle. Without the placement the alternate ending won't play this run.
Point of no return
Accepting the boarding prompt at the shuttle in New Game+. The Ishimura is closed for the rest of the run: a fragment not yet taken, or a placement not yet made, can no longer happen, and the standard ending plays.
Summary
Set all twelve fragments on the table of pedestals in the Executive Quarters. A whispered line from the Marker confirms it, and the alternate ending will play when the run ends.
Report an issue
Before you board the shuttle: all 12 fragments placed?

Boarding the shuttle that ends Chapter 11 leaves the Ishimura for the rest of this run. The game asks you to confirm as you step aboard, and you can say no and walk back. Accept only once the table in Captain Mathius's room holds all twelve: 1 Maintenance Bay Office, 2 Dr. Kyne's hidden room, 3 behind Sub-Station 03 in the Engine Room, 4 the Bridge Break Room, 5 Dr. Mercer's office, 6 on top of the Cryogenics chamber, 7 the East Grow Chamber top gantry, 8 Mineral Samples, 9 the Comms Array room, 10 the Deluxe Shift Bunks, 11 the Inquiry Desks, 12 the Cargo Bay shelves. A fragment still missing can be fetched now by tram. Without the placement there is no alternate ending and no Reunion this run.

New Game+: Chapter 11 completeHidden spoiler – activate to revealQuest stepNG+1Minor spoiler
Location
Flight Deck · Main Hangar Bay – After Flight Control, walk back to the shuttle in the Main Hangar Bay and accept the boarding prompt; Chapter 12 begins on landing.
Summary
Chapter 11 ends when the shuttle leaves the Ishimura. This run needs Fragment 12 and the placement from it, plus the chapter's 3 Power Nodes again (run 1's Chapter 11 list) and any run-1 item there still unticked.
Report an issue
Maxed Out: every weapon and the suit fully upgradedAchievementNG+1
Location
Aegis VII · Living Quarters – Run 1 gave about 90 Nodes (the cabinets and Brute drops, one back per weapon part fitted, and 10 for finishing) and this run's cabinets another 57 to 59, so expect to buy roughly 40 at 10,000 credits each; they can't be sold back. Take Chapter 12's 8 Nodes as you pass each area (run 1's Chapter 12 list), then, back in the Living Quarters on the way to the landing pad, buy what you lack at the Store and spend it at the Bench beside it. Any earlier Bench works too once you have them all.
Summary
Fill every slot on every weapon's and the suit's upgrade tree, with the Level 6 suit bought. It takes about 187–189 Power Nodes in all.
Trophies
  • Achievement · SteamMaxed Out
  • Achievement · XboxMaxed Out
  • Gold · PlayStationMaxed Out
Report an issue
New Game+: Chapter 12 completeHidden spoiler – activate to revealQuest stepNG+1Minor spoiler
Location
Aegis VII · Main Landing Pad – From the Living Quarters, walk out onto the landing pad, win the last fight and board the shuttle, as in run 1.
Summary
Finishing Chapter 12 completes New Game+ and earns Trusted Contractor, and One Gun too if the Plasma Cutter was the only gun fired. Its 8 Power Nodes came back as well (run 1's Chapter 12 list), so take them, and any run-1 item there still unticked, before each area seals behind you.
Trophies
  • Achievement · SteamTrusted Contractor
  • Achievement · XboxTrusted Contractor
  • Silver · PlayStationTrusted Contractor
Report an issue
Alternate endingHidden spoiler – activate to revealEndingNG+1Major spoiler
Location
Aegis VII · Executive Shuttle – It plays by itself after the escape from the planet, in place of the usual closing scene, but only if all 12 fragments were on the pedestals before the shuttle left the Ishimura. If the usual ending plays instead, the placement didn't count.
Summary
The remake's second ending, shown instead of the standard one after the fragments were placed. Seeing it earns Reunion.
Trophies
  • Achievement · SteamReunion
  • Achievement · XboxReunion
  • Silver · PlayStationReunion
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Impossible run

Run 3: a fresh game on Impossible, with one save slot and one life, for Untouchable and the platinum. Nothing to collect; each chapter lists its biggest danger and where to save before it.

The last run is a brand-new game on Impossible. Damage is the same as on Hard, but the game never saves for you, you get a single save slot, and you have one life: die once and that save becomes an ordinary Hard game, so the attempt is over. Everything else was done in runs 1 and 2, so this run is only about reaching the end alive; Untouchable (and on PlayStation the platinum) is the reward. Pick a short list of weapons, spend your Nodes on them, and treat Stasis as a weapon. This guide plays it straight: one life, no tricks around the death rule.

One save slot, no autosave, one life

Every save on Impossible overwrites the same single slot, and the game makes none on its own. If Isaac dies, the slot turns into a Hard save and Untouchable is out of reach for that game; the only way back is a new game from Chapter 1. So save at every Save Station you pass, once the room is clear.

Start a new game on Impossible (one save slot, one life)Quest stepNG+2
Location
Main menu · New game – From the main menu start a new game and choose Impossible; a screen spells out its rules before you begin. It can't be picked later in a running game, so choose it here. It should be on the list by now, because run 2 was finished on Hard (some players found it open from the very first boot). The first chance to save comes at the Tram Control Room in Chapter 1.
Summary
Begin run 3: a new game on Impossible, the only difficulty that counts for Untouchable. Nothing carries over from your earlier runs.
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Staying alive on Impossible

Keep a precise gun such as the Plasma Cutter or Pulse Rifle, add one weapon for crowds, and put your Nodes into those few rather than spreading them; damage upgrades save ammo. When you reload, circle enemies round cover instead of backing into a corner. Guardians, the tentacled growths stuck to walls, can kill with a single blow, so stay out of their reach and take blind corners slowly. Freeze anything dangerous with Stasis, and throw hazards in the room at enemies with Kinesis.

Impossible: Chapter 1 completeQuest stepNG+2
Location
Flight Deck · Medical Deck arrival – The run's most exposed moment is the dark sprint to the lift, which comes before any Save Station: don't stop to fight. Save in the Tram Control Room as soon as you get there, and again before the tram repair, where necromorphs keep crawling out of the vents until the new car is in.
Summary
Chapter 1 ends as you reach the Medical Deck. Welcome Aboard came in run 1, so this only marks progress.
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Impossible: Chapter 2 completeHidden spoiler – activate to revealQuest stepNG+2Minor spoiler
Location
Medical · Main Hangar Bay – The hardest fight is the captain's body and the Infector in the Autopsy Room, with more necromorphs following through the doorway. Save at the Security Station before you take the Clinic, stomp the Morgue corpses before you walk in, and kill the Infector first.
Summary
Chapter 2 ends as you step into the Main Hangar Bay. Lab Rat came in run 1.
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Impossible: Chapter 3 completeQuest stepNG+2
Location
Engineering · Engineering Tram Station – The spinning centrifuge, and the Drag Tentacle waiting on the way back from it, both count as instant deaths here. Save in the ring corridor just before the centrifuge chamber, and in the Engineering Control Room between jobs once the room is clear.
Summary
Chapter 3 ends at the Engineering Tram Station. All Systems Go came in run 1.
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Impossible: Chapter 4 completeQuest stepNG+2
Location
Bridge · Bridge exterior – Two Brutes: the first in the Main Atrium just after the Captain's Nest Save Station, the second among the live floor tiles of Electrical Systems after the station by E. Bailey's office. Save at both, freeze each Brute with Stasis and shoot its back, and save at Exterior Access before the timed walk on the hull.
Summary
Chapter 4 ends when the third ADS cannon is calibrated. Cannon Fodder came in run 1.
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Impossible: Chapter 5 completeQuest stepNG+2
Location
Medical · Cryogenics – The Hunter can't die in this chapter: Stasis and cutting off its legs only buy time. When it first breaks loose in the Chemical Lab, hold out until the door opens and run for the Security Station; later, save in the corridor outside Cryogenics before you lift the tank there.
Summary
Chapter 5 ends when the liquid nitrogen is yours in Cryogenics. True Believer came in run 1.
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Impossible: Chapter 6 completeQuest stepNG+2
Location
Hydroponics · Food Storage – The Leviathan fight in Food Storage is zero-g with no air refills, and in its last phase gas eats your oxygen, so carry spare air. Save at the Hydroponics Central Hub, next to the door into Food Storage, before you go in.
Summary
Chapter 6 ends after the Leviathan, with the call that sends you to Mining. Greenhouse Effect came in run 1.
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Impossible: Chapter 7 completeQuest stepNG+2
Location
Mining Deck · Mining Tram Station – This deck is full of things that kill on contact: the Deck C laser traps, the yellow beam in the Processing Chamber and the rings spinning round the asteroid. If Nicole falls during the Repair Room defence, that ends the run too. Save in the Extraction Area once past the lasers, and at Deck B Processing before the chamber and Deck D.
Summary
Chapter 7 ends back at the Mining Tram Station. S.O.S. came in run 1.
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Impossible: Chapter 8 completeQuest stepNG+2
Location
Bridge · Bridge exterior – The Leviathan Remnant is fought outside on the hull, where your air runs down; the oxygen stations sit by the two side cannons. Save in the Comms Maintenance corridor to the airlocks, and take the supplies lying there first.
Summary
Chapter 8 ends at the exterior airlock that leads into Chapter 9. Strange Transmissions came in run 1.
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Impossible: Chapter 9 completeQuest stepNG+2
Location
USM Valor · Communications Array – On the Valor, one stray blast in the Torpedo Bay sets off the warhead, the Cargo Bay ends with a Brute among electrical discharges, and the Engine Room's flame jets kill outright. Save outside the Torpedo Bay, at the Armory, and before the Engine Room; the Shooting Range is optional and its trophy is already yours.
Summary
Chapter 9 ends with the call that sends you to the Crew Deck. Wreckage came in run 1.
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Impossible: Chapter 10 completeHidden spoiler – activate to revealQuest stepNG+2Minor spoiler
Location
Crew Deck · Executive Shuttle Bay – The Hunter chases you across the Crew Deck again, and the bunk beds can be pushed to block it. The hardest fight is at the Executive Shuttle: save in the lift room by the Central Nexus where the power cell goes (or any later station your map shows), gather supplies in the hangar, and use the engine test against the Hunter.
Summary
Chapter 10 ends after the Executive Shuttle Bay. Keeper of the Faith came in run 1.
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Impossible: Chapter 11 completeHidden spoiler – activate to revealQuest stepNG+2Minor spoiler
Location
Flight Deck · Main Hangar Bay – The Cargo Bay sends waves at you while the Marker crosses it (kill the ones with explosive growths first), and the Flight Lounge locks you in a quarantine at the top of the lift. As soon as the tram drops you at the Flight Deck Tram Station, save in the Tram Control Room beside its waiting area; a close-range weapon suits the quarantine.
Summary
Chapter 11 ends when the shuttle leaves the Ishimura. On this run there is no sweep to do first: accept the game's departure prompt.
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Impossible: Chapter 12 completeQuest stepNG+2
Location
Aegis VII · Main Landing Pad – A large fight with a Brute waits back in the Transfer Junction, and the final boss attacks on the Main Landing Pad. Save in the Living Quarters whenever you pass it, above all just before the last fight, and check the map for any other Save Station icon on the way.
Summary
Chapter 12 ends when you leave the planet and the credits roll. Exodus came in run 1.
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Untouchable: finish on Impossible without dyingAchievementNG+2
Location
Aegis VII · Credits – Untouchable unlocks once the Impossible run's last chapter is done and the credits start. Treat any death as the end of the attempt, on every version of the game. On PlayStation, Concordance Officer unlocks when every other trophy is in; if it doesn't, look for the one still locked in the trophy list.
Summary
Finish the game on Impossible. On PlayStation this should be the last trophy you need, so the platinum, Concordance Officer, follows it.
Trophies
  • Achievement · SteamUntouchable
  • Achievement · XboxUntouchable
  • Gold · PlayStationUntouchable
  • Platinum · PlayStationConcordance Officer
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Burnished SuitArmorNG+2
Location
Ishimura · Store – It unlocks with the Impossible clear, together with the Hand Cannon. How it is handed over isn't documented; its in-game text reads like a Store entry, so check the Store and its Storage tab at the Flight Deck Tram Station when you next load a game.
Summary
A cosmetic suit, dark polished metal with a red visor, given for finishing Impossible. It is for a later game, such as another New Game+.
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Hand CannonWeaponNG+2
Location
Ishimura · Store – It unlocks with the same Impossible clear as the Burnished Suit, for use in a later game such as New Game+. Where it appears isn't documented: look in the Store and its Storage tab at the Flight Deck Tram Station.
Summary
A huge red foam finger that needs no ammo and kills most enemies in one shot, the Leviathan and the Hunter excepted. A reward for finishing Impossible, for a later game.
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Trophy list and points of no return

Every trophy with the run and the checklist item that earns it, and every point of no return with what it locks.

PlayStation has 48 trophies, including the platinum; Xbox and Steam have the other 47 as achievements. The table names the item in this guide that earns each one, so ticking the list in order earns them all. Run 1 is the long collecting run, run 2 is New Game+ with the Plasma Cutter only, and run 3 is the Impossible run.

All 48 trophies and where this guide earns them
TrophyPlayStation gradeRunWhere in this guide
Concordance OfficerPlatinumRun 3 (Impossible)Impossible run: Untouchable: finish on Impossible without dying
Welcome AboardBronzeRun 1Chapter 1: New Arrivals: Get to the Medical Deck
Lab RatBronzeRun 1Chapter 2: Intensive Care: Go to the Hangar Bay
All Systems GoBronzeRun 1Chapter 3: Course Correction: Return to Tram Station
Cannon FodderBronzeRun 1Chapter 4: Obliteration Imminent: Calibrate Three ADS Cannons
True BelieverBronzeRun 1Chapter 5: Lethal Devotion: Acquire the Liquid Nitrogen
Greenhouse EffectBronzeRun 1Chapter 6: Environmental Hazard: Log: Go to the Mining Deck
S.O.S.BronzeRun 1Chapter 7: Into the Void: Return to the Tram Station
Strange TransmissionsBronzeRun 1Chapter 8: Search and Rescue: Go to the USM Valor Airlock
WreckageBronzeRun 1Chapter 9: Dead on Arrival: Log: Go to the Crew Deck
Keeper of the FaithBronzeRun 1Chapter 10: End of Days: Log: Retrieve the Marker
BetrayedBronzeRun 1Chapter 11: Alternate Solutions: Pilot the Shuttle to Aegis VII
ExodusSilverRun 1Chapter 12: Dead Space: Leave the Planet
Final RegenerationSilverRun 1Chapter 10: End of Days: Log: Working Discreetly (Premeditated Malpractice: Investigate Hydroponics)
Whole AgainSilverRun 1Chapter 10: End of Days: Scientific Methods: Investigate Mercer's Quarters
Set A BenchmarkSilverRun 1Chapter 12: Dead Space: Standard ending
UntouchableGoldRun 3 (Impossible)Impossible run: Untouchable: finish on Impossible without dying
Trusted ContractorSilverRun 2 (New Game+)New Game+: Chapters 11–12 and the alternate ending: New Game+: Chapter 12 complete
Full ArsenalBronzeRun 1Chapter 6: Environmental Hazard: Force Gun
Built To OrderSilverRun 1Chapter 11: Alternate Solutions: Built To Order: install all 21 weapon upgrades at a Bench
AutofireBronzeRun 1Chapter 2: Intensive Care: Autofire: 30 Pulse Rifle kills
Live with the Hot OnesBronzeRun 1Chapter 3: Course Correction: Live with the Hot Ones: 30 Flamethrower kills
A Cut AboveBronzeRun 1Chapter 3: Course Correction: A Cut Above: 30 Ripper kills
PusherBronzeRun 1Chapter 6: Environmental Hazard: Pusher: 30 Force Gun kills
EvisceratorBronzeRun 1Chapter 5: Lethal Devotion: Eviscerator: 30 Line Gun kills
Full ContactBronzeRun 1Chapter 4: Obliteration Imminent: Full Contact: 30 Contact Beam kills
One GunSilverRun 2 (New Game+)New Game+: Chapters 1–5 (Plasma Cutter only): One Gun: fire nothing but the Plasma Cutter all run
Pack RatBronzeRun 1Chapter 1: New Arrivals: Pack Rat
Story TellerBronzeRun 1Chapter 5: Lethal Devotion: Log: Hunted
Legend TellerBronzeRun 1Chapter 10: End of Days: Log: The Marker is Active
MerchantBronzeRun 1Chapter 10: End of Days: Schematic: Advanced Engineer RIG
MarksmanBronzeRun 1Chapter 1: New Arrivals: Marksman
SurgeonBronzeRun 1Chapter 1: New Arrivals: Surgeon
WishboneBronzeRun 1Chapter 2: Intensive Care: Wishbone: Kinesis a loose limb off
Raise The StakesBronzeRun 1Chapter 2: Intensive Care: Raise The Stakes: pin an enemy
FreezeBronzeRun 1Chapter 1: New Arrivals: Freeze
BackbreakerBronzeRun 1Chapter 3: Course Correction: Backbreaker
Maxed OutGoldRun 2 (New Game+)New Game+: Chapters 11–12 and the alternate ending: Maxed Out: every weapon and the suit fully upgraded
Front Toward EnemyBronzeRun 1Chapter 9: Dead on Arrival: Front Toward Enemy: survive the Shooting Range
Z-BallerSilverRun 1Chapter 10: End of Days: Z-Baller: clear level 6 of Zero-G Basketball
There's Always Peng!BronzeRun 1Chapter 11: Alternate Solutions: The Peng Treasure
Full ClearanceSilverRun 1Chapter 10: End of Days: You Are Not Authorized: Create the Master Override
Brute ForceBronzeRun 1Chapter 4: Obliteration Imminent: Brute: Main Atrium
ExterminatorBronzeRun 1Chapter 6: Environmental Hazard: The Leviathan
Get Off My Ship!BronzeRun 1Chapter 8: Search and Rescue: Leviathan Remnant
Mindless PreyBronzeRun 1Chapter 12: Dead Space: The Hive Mind
MarkedBronzeRun 2 (New Game+)New Game+: Chapters 1–5 (Plasma Cutter only): Marker Fragment 1: Maintenance Bay Office
ReunionSilverRun 2 (New Game+)New Game+: Chapters 11–12 and the alternate ending: Alternate ending
Points of no return and what each locks
SectionPoint of no returnWhat it locks
Chapter 1: New ArrivalsUsing Stasis on the malfunctioning door below the Tram Control Room before Daniels's call.Log: Stasis Door
Chapter 1: New ArrivalsAttaching the right claw in the Tram Repair Room with Stasis before Daniels's call.Log: Autoloader
Chapter 4: Obliteration ImminentDamaging or killing the first Brute in the Main Atrium before Hammond's call.Log: Shoot It In the Back
Chapter 4: Obliteration ImminentSwitching the last of the three power breakers. If Mining Administration or Electrical Systems is still left, its log never plays this run. Rerouting Mining Administration first, Electrical Systems second and Water Purification last keeps both logs.Log: Mining Admin Rerouted, Log: Watch the Outlets
Chapter 6: Environmental HazardWalking into Food Storage through the Central Hub's east airlock. If the Enzyme was not crafted first, "Go to Food Storage" can no longer play in this run.Log: Go to Food Storage
Chapter 6: Environmental HazardInjecting Wheezer 01 in West Seedling Room B. If it was not shot first, "Use the Enzyme" can no longer play in this run.Log: Use the Enzyme
Chapter 7: Into the VoidStarting "You Are Not Authorized" any other way before trying the Tools Storage door: using the Captain's Nest's Bridge Security console (from Chapter 4), or, by one report, picking up a crew RIG first. The call then never plays in this run, and New Game+ begins with the Master Override, so it can't play there either.Log: Custom Lockdown (starts You Are Not Authorized)
Chapter 9: Dead on ArrivalTaking the Valor's Singularity Core, which starts the escape; the Valor is lost for good once you go out through its airlock.Log: Orders, Log: Alien Boarders, Schematic: Large Med Pack, Front Toward Enemy: survive the Shooting Range, Power Node: Valor airlock wall, Power Node: Shooting Range locker, Power Node: Brute in Valor Cargo Bay, Power Node: Valor Engine Room past the fire, Save: Valor airlock room, Save: outside the Torpedo Bay, Save: Valor Armory, Save: before the Valor Engine Room
Chapter 11: Alternate SolutionsAccepting the boarding prompt at the shuttle in the Main Hangar Bay. The Ishimura is closed for the rest of this run; anything still left on the ship has to wait for New Game+.nothing flagged (last-chance checklist above it)
Chapter 12: Dead SpaceFollowing the Marker through the opened shutter into the Supply Depot, where a quarantine seals you in. The strictest reading is that the landing pad area can't be revisited for its pickups after that.Power Node: Main Landing Pad, Power Node: Landing Pad Atrium, Log: They Left Us
Chapter 12: Dead SpaceThe Marker reaching the Transfer Junction. Under the strictest reading, the Supply Depot and its Holding Zones are gone for this run after that.Power Node: Holding Zone 2B
Chapter 12: Dead SpaceFollowing the Marker out of the Transfer Junction into the Storage Chamber. Under the strictest reading, the junction's pickups can't be reached again in this run.Power Nodes: Transfer Junction Master Override chest, Power Node: Brute in Transfer Junction
Chapter 12: Dead SpaceUsing the last terminal, where the balconies end, which plays the pedestal cutscene. Under the strictest reading, the Excavation Site's platforms are closed to you after it.Log: Recombination Study
Chapter 12: Dead SpaceWalking out onto the Main Landing Pad toward the shuttle, which starts the final fight. The storage room's Node and anything left in the Living Quarters are lost for this run after that.Log: Retrieval Order, Power Node: past the Access Tunnel
New Game+: Chapters 1–5 (Plasma Cutter only)Finishing the Mining Administration or Electrical Systems reroute before Water Purification's. Rerouting Water Purification first, then the other two in either order, keeps its log safe.Log: Water Purification
New Game+: Chapters 6–10Crafting the Enzyme at the Central Hub terminal before walking into Food Storage. Walking into Food Storage first and crafting the Enzyme afterwards keeps "Inject the Wheezers" safe.Log: Inject the Wheezers
New Game+: Chapters 11–12 and the alternate endingAccepting the boarding prompt at the shuttle in New Game+. The Ishimura is closed for the rest of the run: a fragment not yet taken, or a placement not yet made, can no longer happen, and the standard ending plays.Marker Fragment 1: Maintenance Bay Office, Marker Fragment 2: Dr. Kyne's hidden room, Marker Fragment 3: Engine Room alcove, Marker Fragment 4: Bridge Break Room, Marker Fragment 5: Dr. Mercer's office, Marker Fragment 6: Cryogenics, on top of the chamber, Marker Fragment 7: East Grow Chamber, top balcony, Marker Fragment 8: Mineral Samples (Level 3), Marker Fragment 9: Comms Array room, Marker Fragment 10: Deluxe Shift Bunks, Marker Fragment 11: Inquiry Desks, Marker Fragment 12: Cargo Bay shelving, Place all 12 Marker Fragments on the captain's table

About this guide

Three playthroughs. Run 1 on Medium or above collects everything the first run can give, including every weapon-kill trophy. Run 2 is New Game+ on Hard with the Plasma Cutter only: it adds the Marker Fragments and the alternate ending, and the few logs one run cannot reach. Run 3 is a fresh game on Impossible, where one save slot is all you get, so the guide keeps that run lean.

Last verified: Oct 31, 2026 · Patch 1.05 · 0 community corrections shipped

Unofficial fan guide. Not affiliated with the publisher.