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Dead Space (2023) missables

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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.
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
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.
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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.
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
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
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

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.
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
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.
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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.
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.
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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.
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: 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
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
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
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
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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
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
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

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.

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.
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
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.
Report an issue
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.
Report an issue
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
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.
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
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.
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.
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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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.
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
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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
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
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.
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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.
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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.
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.
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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.
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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.
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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.
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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.
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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.
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.
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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.
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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.