Here is a step by step guide to smooth play this game. In addition, we made a list of weapons, accessories and basic tips to not miss any detail.
Not much time for explanations, as you found. All you can run down the hall, dodging necromorphic your way, and turn to the left when you can. After the initial "shock", where you have to press A or X repeatedly, you can take the first breath.
Chapter 1
Go through the door and follow the signs leading you to the "safe zone" first and "Observation Room", after climbing the stairs later. There you will see on a monitor, Nolan Stross, and you will come to know him. Advance to the end of the room and proceed through the door on the left, the one that is not closed.
The talk with the doctor is not going as expected, but at least you are more or less free. Take the medicine cabinet and use it as the tutorial asks you, and take the torch of the cabinet also. Get into the elevator and go down to the lower floor. Use the flash light to see into dark. In one corner you will find the first sound recording. Follow the only possible way, where there are several wheelchairs, and if you save the game for the first time in the panel with the icon of a camera. Okay? Follow. Cross the next room and right, get on the vent is marked with a hologram of a spanner. Disables floating panel next to the guy to get the kinetic form, necessary to solve small puzzles like this: grab the tapered tubes of the couch and throw against the glass to break. Do the same with the two necromorphic coming towards you. Enter the elevator, take the medicine cabinet and up.
In the next room you will find three more Necromorphic, terminate them. The stamp that teaches you to do now is important. ALL the bodies of enemies drop items and money if you step (or they're still shooting after death). Progresses to the operating room where, finally, get the plasma cutter. Interact with your computer, and then shoot the two bugs that will come to you. Remember: it is much more effective to target limbs. You can kill him also that is tied to the couch to get. There is more room on the right, in the closet and on the table. Now, go through the door. In the next room there is nothing, so it advances to the terminal to save. In the room with several passages, first go to the bottom, right: there is ammunition, a small kit and money in the closet. Kill the four or five necromorphic to open the safety locks. Enter through either door and make sure you take the node energy in the circular sitting room, between two chairs. Move to the next terminal to save the game.
Continues to the "Hall of admission", where you will play your first machine hack. The mark is a hologram with the gears and it will serve to achieve the stabilization module. Use it against the enemy that appears, it is slightly stronger than the previous. In addition, you can reload the module power in panels of two walls. You can take the text log that is in the ground. Deactivate the security gate and is out there. Is it closes before that can happen? For this serves to stabilize: use it against the door while open and this time it will close very slowly so the crossings without problems.
Then you will come across a new type of necromorphic quite bastard, named Puker, vomiting which hurts and I slowed down. The strategy is the same: dismantling them both. At the end of the room are two closets and a power node. Proceed to the elevator. Along with these self-balloon can be popped, "find another text record on the counter, another power node. Follow the hallway only to discover unlocked the wonderful world of decompression: shoot the red triangle on the door to lock and follow the left. Beware that the bastard is not dead soil. Once it is, grab the power node from the wall and save the game if you like. At the store, for heaven's sake, buy the engineering outfit to remember old times, be somewhat protected and unlock an achievement or trophy. If you do not have enough money so badly you had to do, take the thousand bucks worth of the table with cups of coffee. Upon leaving a vacuum, do not stay long with the same views as you run out of air. Yes, look at the light that shines more and use the kinetic force to attract: a power node.
Walk with open Eye now because it comes the first enemy of great. When you enter is a panel to recharge the stabilization energy, so use all you want and move in there to fill time. Make the game against the columns bug makes you gain time, but he does not hurt. Watch your step, move quick and crush whenever possible and cut off the arms firing in the yellow zone. Concentrate first on one-to ten shots rip it off, so that they have to drag. Now go slower, but beware of the tentacle that comes out of the mouth, because it has a considerable extent. When you've split the other arm, reach to grab the gold semiconductor and vindictive the scare also wanted to give you cutting off the tentacle. When you've broken all the shit and caught their content, follows the only possible way. Eventually come to some sort of engine room where, at the end of a hallway, is an icon with a magnet. Throughout the game, that means you can grab the object with kinetic module: in this case, is the top of a ventilation duct through which you get to crawl to finish the chapter.
Chapter 2
Take the sound recording and see if you need something from the store: the linear and the gun barrel javelin are the two new flagship products. Gold sells semiconductor and if you want, move a chest or a bit of ammunition to the safe to make space in inventory. In the same room you will find the first bank to improve your team. Invest power nodes as you like, but try to spend one to increase the hit points of your costume and save one for opening a door shortly. You're ready to go. Take the conveyor belt kit and rock the monster gets up there. Turns the back door with the power node I told you to book. Inside is the diagram to add, precisely, the node energy as a product to buy in the shops. That is vital. Pilla also the ruby semiconductor and returns to the shop front room to get you 10,000 credits.
In the next room, kill the enemy first to find the front and then look to the right, after the rubble: Clear the field by always flying bug as soon as you can, because if it is not infecting bodies become necromorphic. Turn you again to find a power node on the floor. Take the elevator. When Stross tell you, the end of your call, watch out, let her case because it is one of those Leapers with sharp tail. They are extremely fast, so using stabilization with them is a good idea. After the next door, also kills the enemy that falls from the roof and continues to the right. In the laundry, be prepared when the lights go out, because few of the roof fall: one normal, one of those who spit, another sharp tail and three of the most typical, more or less in that order . Scroll down until you reach another lift very similar to last you used. Save game if you want and go to the back door. A Necromorphic will try to come through the wall to your left when you're about to open.
After watching the ship crashes, kills two necromorphic, take the kit on the couch to the right and wait until others come Exploders, those with a sort of stump explosive-remember that you can cut it and throw it at other enemies, by which you came. On the other side of the conveyor belt, of course, there is a gold semiconductor can attract up to you. Continue on the door that just opened. In the monorail station, kill the Infector first if you want to put all standing bodies of the swath. When you're done with all, look at the path that has been on fire and load attracts stabilization diagram shines down there. Hop on the train and advance through the cars until a terminal to put pirates in transporting up and do a few necromorphic appear. Continues use your new ability to propel freely for the first time. Avoid the two doors off the wagon in front-first left-and repeatedly press A or X to grab when you get there. Kill the Exploder and his two companions and continues until the train endurance.
Be hanging upside down is no impediment. Clear the field to any creature that comes near you. On the floor are enough irons that can be used as the launch kinetic harpoon to save ammunition. When they are all, including the Brute top-shoot in the yellow of their shoulders, take air and get ready for chapter 3.
Chapter 3
After the car fire in a corner, is the diagram for the pulse rifle. On the opposite side, there is a closet with a power node in it. Go up the stairs, before casting an eye to the open locker. In the corridor with the disturbing shadow, strip first to the left to get another power node and then back up the other side. Beware of rising from the ground. The child aspect of the room indicates that you are about to meet the new necromorphic child-like. His strength is not much, but always attack in groups and is quite fast. The gun line is really effective; it can reach several of them with every shot. Put yourself in a corner so they cannot surround you and be easier to achieve. When finished, stop by the store if you like and take the elevator.
On the ground, in this kind of business district, find some money and a text log. If you poke, you'll see on the floor below the blue light flashes from a chip. Gold is a semiconductor, but the rail prevents capture the kinetic module: Break the glass on the railing to get it. Go to the other end, to the temple of the ancestor, and hack the elevator to gain entry. Rounding the first corner, appear necromorphic of all kinds. The good news is that the rear window can be broken to send all travel into space, the bad, if not quickly shoot the red triangle, you will go after them. Then comes another wave of kids who do have to charge you the conventional style. Now you can sneak through the vent.
Watch the video of his friend and pray that his trick will serve only to him and up the hill to your left to reach a room with a save point and a bank of improvements. Activate the blue panel that says "OFF" and back the way you came. When you are in charge of four enemies, enter the door that is falling on the left side of the "compressor of waste that was previously closed. Here you can float and move freely by the grace of zero gravity. First go to the room on the left, where you'll find a couple of open lockers and a power node. Now go to the door on the other end and activate another blue panel to turn a huge fan. Go toward him through the tunnel and when you can get on the right, where is the door that leads to the "Infrastructure Cassini Towers."
Go up the dark hallway, you eliminate the necromorphic exits left and spends a power node if you get a gold semiconductor, a first aid kit and enough pasta medium-to trample on the corpse of the room. When you have it, get the power cell kinetics of soil and insert into the hole in the wall. That will make the elevator work again. Comes and goes. Walk out, grab the power node to your left and continue until the sect with candles and small spider-shaped critters that you get on your back if you do not kill quickly. Try to throw everything you can to avoid wasting ammunition. Enter the room down the hall, where the tune comes to children. He goes ahead until you come to call Daina and see a ship through the windows. In the hall with candles and painted over another necromorphic assail you out of the wall, remove it and takes the elevator to leave you facing a terminal to save game.
In the large room with several sculptures are bundled well. As always, kill first infects the small bodies. Take care after the other three enemies and then the other Infector that appears later. If you look behind the Effigies, where the window, find the diagram for the javelin. Enter the door and crosses the hall as fast as you can so you do not reach the fire.
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