GetDotted Domains

Retro Game Walkthroughs For
"Dead Space"
(PlayStation 3)

This game is also available on Xbox 360 and PC.

Retro Game Walkthroughs for Dead Space (PlayStation 3)
Submitted By: thug1
Mission 1: New ArrivalsCrash Landing


Sprint to the elevator at the end of the hall before the creatures tear you to ribbons!After the crash of the Kellion into the Ishimura, get up and walk around the room a moment to get used to the game's controls. Bring up the map to get your bearings, then enter the rear left room for some medical supplies on the floor.

Exit the ship now and follow the team into the Ishimura. At the exit, go right and follow the walkway to a chamber. Open the hatch, then follow Zach and Kendra to the next room. Check the cubby holes on the left for items, then use the Save Point in the far left corner (it's the console with a camera icon).

To the right of the Save Point is a door; head through it and take the hall to another computer. Log in and reroute the power to the elevator. When the lights go out, watch the gruesome scene on the other side of the glass, and when a monster appears in the room you're in, run past it! Go right into the hall the monster came from and run to the elevator at the end, ignoring the other monster that comes out to play. Quickly get inside and hit the button to close the doors before the beasts get in!

Lower Level


Be prepared to gun down this monster on the other side of the door after you find the Plasma Cutter.Head out of the elevator and check the back left corner for two green-light crates. There's a corpse you can check out in the far corner, and a Plasma Cutter on the table. Finally, a weapon! Open the two footlockers to the right of the table for items, and note the message about "cutting off their limbs" written in blood on the wall. This is good advice! Now then, go to the locked door on the right side. Hit the lock with a shot from your Plasma Cutter, and go through (alternatively, you can use melee attacks to break locks if you're low on ammo).

Have your Plasma Cutter ready to open fire, as there's a monster on the other side of the door! Once it's dead, take the hall left to the next doorway and go through. Grab the small medical pack here, then move slowly down the ramp on the left. Grab the credits by the debris, then head back up the ramp, and down the one on the other side. At the bottom, pick up the audio log on the floor and go left.


This monster's only pretending to be dead. Don't be fooled!Head into the Tram Control Room and you should get a message from Hammond and Kendra. After the message ends, check all the unlocked lockers here for items, and use the Save Point.

Exit the room on the far left side to reach the hall, and go left. Take the item(s) from the green-light crate when you see it, and continue down the hall to the corner. There's a monster playing dead here, so open fire on its legs while it's still lying on the ground. Keep shooting at its legs to sever them, then kill it with body shots.


Use Stasis on the rapidly opening and closing door to get through.Take the plasma charges at the corner, then grab the medium Med pack by the Save Point. Go left now to the next corner, and grab the audio log there by the locked door. Return to where you entered the hall and go right this time to the next unlocked door. Open it and head in slowly with your weapon raised in case there's anything inside.

You should come out in a large open room. Grab the credits on the left, then go right to the other end of the room. Break the crate here for items, and most importantly, pick up the Stasis Module near it. Equip it and you'll be able to use Stasis to slow down enemies and other hazardous objects! There's also a Statis Station to the right where you can refill your stasis module; look for these throughout the ship. Use Stasis on the door that keeps opening and closing too quickly for you to get through, and run through when it's open.

Repairing the Tram


This beast will appear after you use the stasis recharging station at the top of the ramp.Go up the ramp on the left to find a stasis pack, then go right into the next area. Use the Save Point here, then go right, down the hall to the locked door. Pick up the credits here, then go back toward the Save Point. Enter the restroom on the right just before you get to the Save Point to find a small Med pack and plasma energy. Leave the restroom, go right past the Save Point, then turn right again to find a crate; break it to see what it contains. Leave this dead end hall and go right to the unlocked door at the end of the hall. Head through to reach the Tram Repair Room.

Head right and open the storage panel on the wall to find a power node. Spin around and use the console with the blue panel to make the first claw grab hold of the stuck tram. When the lights on the claw start glowing yellow, cross the catwalk at the right end of the room and use the stasis recharging station. A monster will come out of the vent at the far end of the room while you're doing this, so shoot off its limbs, then finish it off. Check the wall container for items, and anything else that's scattered on the floor.

Another monster will pop out of a vent as you're grabbing stuff, so make a quick about-face and use Stasis to slow that puppy down. Now you can safely shoot off its limbs and gun it to death.


Use Stasis on this claw when it grasps the tram, then head up the ramp and activate the repair console.Now use the other blue console to activate the second claw; it will grab the tram, but let go of it a second later. Activate the claw again, but hit the claw with Stasis to slow it down. Your timing has to be right on for this, but you can use the recharging station nearby to fill up your meter if it runs low.

Okay, now that both claws are attached to the tram, head to the middle of the catwalk on the right and use the repair console there. Leave the room now and you'll hear a message from Kendra. A monster will burst from the wall vent as you're about to leave, so de-limb it, kill it, and leave. Or just de-limb it and leave; you don't have to kill it.


Be prepared for two creatures to appear from the floor grates when you return to the large open room.Leave the Tram Repair Station and backtrack to the opening-and-closing door. Use Stasis on it again to slow it down, run through, refill the stasis module at the station to the left, then go right with your weapon raised and ready. Move slowly to the right, aiming at the metal grates on the floor. Two monsters will appear from those grates, so hit them with Stasis to slow them down, then gun their arms and legs off before finishing them off. Take the items they drop, refill your stasis module, then head through the door on the left.

Take the ramp left, go through the door, then go right into the hall with several suitcases in it. Go past the hall going to the Tram Control Room and follow this corridor to the end, listening to the message from Kendra on the way. Head through the previously-locked door, activate the elevator there, and let it take you down to the Maintenance Bay.


Shoot the red canister when a monster is near for explosive results.Leave the elevator and break open the green-light crate on the floor, then quickly turn left and fire upon the monster running at you from that direction! Take out its legs, then shoot the monster coming up behind you, then the one to the right. Move slowly toward the walkway to the right, aim your weapon at the red explosive canister, and wait for a monster to emerge from the vent before shooting the canister and ending the monster's life quickly. Stand where the canister was, wait for another monster to appear, and take it down from a distance. One more monster will appear from a nearby vent, so once that one's killed, you should be safe for now.

Grab the items the creatures dropped upon death, then head to the elevator at the far right corner. Take it to the second-level catwalks, then step out and open the wall container on the left and the crate on the right.

There's a monster playing dead by the elevator exit, so quickly dismember it before it can get at you. Now go to the end of the walkway, walking slowly toward the key on the floor. A monster will emerge from the vent to the left before you can get it, so cut off its limbs and kill it fast. Grab the text log and Storage Room Key off the floor now, then return to the elevator. An enemy will attack on the way back, so be ready for it. Ride the elevator down to the lower level with your weapon raised. As soon as the doors open, start firing on the monster on the other side!


Use one Power Node at the Upgrade Bench to boost the Damage stat on your Plasma Cutter.Leave the elevator and head right. Take the walkway to the locked storage room, and unlock the door. Enter, take the replacement data board off the left table, then check the storage bin in the right corner. Take the power node, and open the storage locker on the right wall. There's an Upgrade Bench you should use as well to upgrade your Plasma Cutter, RIG, and/or stasis module. Make sure you put at least one point into the Plasma Cutter's Damage stat!

Exit the room with your Plasma Cutter raised, and shoot the monster to the right as you move toward it. Once the first monster falls, quickly spin around and shoot the monster behind you. Head around the corner back toward the exit elevator, and be ready to shoot another monster that attacks before you can reach it. De-limb it, then run past it into the elevator, and ride it up to the corridor again.

Outside the elevator, move slowly toward the first corner; a monster will attack as you round it, so try to get the jump on it. Use the Save Point in the center of the hall, then return to the Tram Control Room. Use the data board on the second console, then go back and use the first console to call back the tram, allowing Kendra and Hammond to ride it to the bridge.

Launch Prep


When you see this screen, get off the ship!Take the door in the far right corner and start making your way back to the Kellion with your weapon ready to shoot on sight. In the room where you found the Plasma Cutter, ride the lift to the top level and move through the corridors toward the Waiting Room. When you see a monster here, don't shoot it. Instead, allow it to escape via the vent it crawled from. Turn right at the corner, wait for the monster to re-emerge from the ceiling vent down the hall, and shoot its limbs off when it drops to the floor. Quickly spin around and shoot the monster behind you, then grab the items the monsters dropped.


Use Stasis to slow down the army of creatures attacking you from the Waiting Room area.Proceed to the Waiting Room for a message from Hammond, then open the green-light crates here. Save your game, then leave the Waiting Room. Return to the Kellion, killing the monster on the way. Inside the ship, head to the bridge and load the computer protocols. Something will malfunction, so quickly get out of the ship! The Kellion will explode in a fiery inferno behind you.

Monsters will pouring out of the Waiting Room, so blast off the limbs of the closest one, then aim for the ones farther back and slow them with Stasis. Dismember and kill them now, then listen to the message from Kendra and Hammond.

When the message cuts out, head into the Waiting Room, and go through the hatch on the left. Open the footlockers on the left side of the hall for items, and enter the restroom on the right to find more items. Ride the elevator at the end of the corridor to the Tram Station, board the tram, and activate it. You're off to the Medical Bay! Before you leave, be sure to use the Store kiosk to store extra items, buy new ammo or power nodes, and upgrade your suit to Level 2 if you have the credits.

Mission 2: Intensive CareFinding the Captain, Part 1


Use Kinesis to clear out the hallway by the tram.Get off the tram and walk toward the doctor lying on the floor. She'll hand you the Kinesis Module, which allows you to perform Kinesis, i.e. moving large objects with your mind. Use it now: move the big crates out of the hall to the left. Grab the small Med pack of the floor in the Tram Waiting Room on the right, then go down the hall you cleared.

Take the Flamethrower schematic when you come across it, then go into the room at the end of the hall. Use the Store to the right to download the schematic, and buy the Line Gun if you haven't already. Hammond will contact you as you enter the room, so hear him out. Be sure to open the storage containers here for items, and save your game at the Save Point. After that, exit through the door to the right of the Save Point.


There's a Slasher down there; try to hit it with a mine from above.Equip the Line gun and head down the hall slowly. Use the stasis refill station, then use Stasis on the malfunctioning door behind you and go through to the main lab. Take the items from the wall storage panel to the left, then go right and move slowly across the lab with your weapon drawn to shoot the monster that emerges from the vent to the right. Take care of it with the Line gun, then quickly back into the right corner. More monsters will come out of the room's other vents, so dismember them all with your Line gun.

When you've killed everything on this level, ride the lift at the back of the room down to the lower level, launching a mine from the Line gun at the Slasher on the level below as you descend. If you miss, just gun it down.


Use Kinesis to move this bookshelf and find a hidden room.Run to the stasis refill station, use it, then go left into the room there. Open the lockers and storage crates for items, then return to the main bay. Head toward the far left corner with your weapon ready: a Slasher will appear en route. Kill it, then enter the restroom it came out of. Pick up the audio log, and when you enter the second section of the room, quickly spin around and shoot the monster that tries to get you from behind. Wait there and shoot the other two monsters that enter the room, using Stasis if necessary. When they're all dead, enter Kyne's office, grab the video log, and use Kinesis to move the bookshelf to reveal a hidden room with items and a text log inside.


Shoot the Lurker's tentacles off before it can latch onto you.Move around the hall to return to the main room, and move toward the elevator. The door to the left should be unlocked now, so enter it and open the lockers for items. Use the Save Point by the bio lab door, and head through. Approach the scientist behind the glass and watch him get eviscerated by a Lurker. Now head through the door on the left with your weapon raised and try to shoot the Lurker before it jumps on you; if it does manage to latch onto you, hit the onscreen button prompt to pry it off, then shoot it!

Break the container here for items, then ride the lift in the corner to the upper level. Move slowly to the right and be prepared to shoot the Lurker that will emerge from the door to the left. Hit it with Stasis first to slow it down, then shoot it. Another monster will burst from the glass on the right once you reach the middle of the room, so quickly gun it down with the Line gun. Look left of the glass cases now for some ammo, then head through the door in the far corner. Pick up the thermite on the table and any other items in the room, and open the storage container in the corner for a power node.

Leave the room via the door on the far wall and return to the main room. Head back through the malfunctioning door, use the stasis refill station, then move slowly toward the left corner with your weapon raised. Two monsters will attack as you round the corner, so shoot the one closest to you, then hit them both with Stasis. Blast 'em dead now, then return to the main room with the blocked door. You still can't get past that debris, so head through the hatch to the left of the Store.

Finding the Captain, Part 2


Use Kinesis to move this giant cylinder to the left, but be prepared for the two Leapers on the other side!The lights will go out as you enter the hall, so raise your Line gun to see in front if you. When you see a corpse banging itself against the wall (and then falling down), use the stasis refill station to the right, then go past the corpse to the next room, which contains a large glass cylinder. Pick up and read the text log to the left, then use Kinesis to move the glass cylinder to the right. Leapers will spring on you when you move the cylinder, so be ready for them. If you want, you can use a power node to open the locked door on the left; inside you'll find ammo, some Med packs, and a gold semiconductor you can sell for 3,000 credits. You don't have to open it now, or at all if you don't want to.

Head across the room and go left, and shoot the Leaper there. Look at the walls or behind you for a second Leaper, and kill it before it can kill you! If it manages to get the drop on you, hit the onscreen prompts to shake it off, then waste it. Go in the room in the far left corner, and get ready to blast the monster that emerges from the wall vent. Kill it, pick up any items on the floor and the pulse rounds schematic in the corner, then open the wall container for a power node.


Place this power cell in its slot to restore power to the lift.Go back to the main room and use Kinesis to pick up the blue power cell on the ground. Set it in its slot on the far wall to restore power to the lift in the corner, then take it to the upper level. As you ascend, use Kinesis on the ammo sitting on the overhang to the right.


Open these lockers as you head through the room that opens onto outer space, but be quick so you don't run out of oxygen.When you reach the top, use Kinesis to lift the large cylinder to the gap in the catwalk, then walk safely across. Shoot the Leaper on the wall on the other side, then shoot the one sneaking up behind you. Follow the catwalk around until you reach another gap, then use Kinesis to move the metal slider into place over the gap so you can cross. Use the Save Point at the end of the catwalk, then shoot or stomp the red doorlock to the right of the door to open the way forward.

Move into the next room, and go through the unlocked door here to reach a room that has a rather substantial hole in it, opening out into deep space. Your Oxygen meter will activate as soon as you're outside, so you'll need to be quick. Cross the walkway to find some lockers, and open them for items. You'll also pick up an oxygen canister which boosts your current Oxygen level. Keep going to the next door to reach the zero-gravity therapy area.


In the zero-gravity room, jump across to the opposite wall, then jump down to this platform to be level with the exit.Here you'll get your first taste of zero-gravity. Activate it to make everything float, then aim your weapon at the wall above the door on the far side of the room and hit the onscreen prompt to jump to that wall. Now jump to the floor in front of the door here. Take a moment to draw the storage crates floating around here to you with Kinesis, and set them on the ground in front of you to open them. After that, grab the power cell here with Kinesis and set it into its slot to the right of the door to unlock it. Head through.

Take the shock pad from this storage room, and open the lockers and storage bins for items. Return to the zero-gravity room to find a pair of Leapers in the room. Blast them or use Kinesis to pull an explosive red canister to you and launch that the creatures. When both are dead, jump to the wall above the platform at the far side of the room, then jump down to the platform and go back through the door from which you entered.

When you get to the room with the damaged bulkheads, get ready to quickly dismember the monster there and sprint past it to the exit before your Oxygen runs out. On the other side of the exit, quickly shoot the monster that drops down from the ceiling, then return to the room with the gaps in the walkway. Use Kinesis to move the sliding device so you can cross the gaps, then get on the lift and turn right to shoot a monster that emerges from the vent. Ride the lift down, getting your Line gun out and shooting a mine at the Leapers below as you descend. Use Stasis to slow them down when they're near the mine so they're close to it when it explodes.

Leave the room and move slowly around the corner to the right. Small swarm monsters will converge on you, so hit them with Stasis, then shoot 'em up with the Line gun or stomp on them.

Finding the Captain, Part 3


Set the thermite/shock pad bomb here to reach a new doorway.When you reach the main room again, set the thermite on the debris blocking the door, and detonate it. Head through, and pick up the video log at the first corner. Proceed down the corridor and through the door at the end. Break the green-light crate to the left for an item, then raise your weapon and move forward slowly. Lurkers will be crawling on the walls, so wait for the lights to flicker so you can see them, and gun them down. When both are dead, look for other green-light crates in the room, and open the lockers in the small room on the other side of the clinic for more items.


An enemy will appear from this grate; lay a mine next to it to show you care.Check the far right side of the clinic's main room to find a power cell in a niche. Use Kinesis to set it in the niche by the locked door, get your Line gun ready, and go through the now-unlocked door. Wait for a creature to come around the corner and get close to you, then cut off its legs. Fire a mine at the corner behind it; a Lurker will come around the corner in a moment, and if timed right, the mine should take it out. Finish off the first monster, then head slowly toward the corner. Drop a mine at the corner, then use Stasis on the first monster coming at you so that it gets hit by the mine's blast. There's another monster behind that one; it's possible to hit it with Stasis to get it killed in the mine's blast too, if you time it right.

Head left around the corner and pick up the audio log by the door. We'll go through that door in a moment, but first go right, moving slowly toward the end of the corridor until you see a metal grate on the floor. Fire a mine between you and the grate, wait for a monster to appear from the grate, and hit it with Stasis. Quickly spin around and shoot the three monsters approaching from behind. When everything's dead, take the text log at the end of the hall, then return to the door to the intensive care unit.

The Captain


When the Captain stands up, fire a mine in front of the glass, and when he bursts through the glass, hit him with Stasis so he stays within the mine's blast radius.Watch the surgeon work on the corpse, and when she kills herself, take the text log in the far corner, then go right and use the Save Point. Step into the hall leading to the morgue, and pick up the audio log on the right side. Kill the Lurker waiting at the corner, then round it and go to the elevator at the end of the corridor. Ride that to the morgue.

There's an Infector attacking the Captain's corpse here in the glass room, so run to the area to the right of this room to find some ammo. Now head to the far left corner, get your Line gun out, and take aim at the Infector. The Captain's body will become a large monster, so fire a mine in front of the glass when he stands up. Hit both him and the Infector with Stasis when they start running at you, then shoot the Captain's legs out with the Line gun. The mine should go off about then, killing them both.

Take the credits from the body bay on the left wall, then grab the text log by the right wall. Grab the Captain's RIG, then enter the glass room through the broken window. Grab the power node here, as well as the other items, then exit through the door in the right corner.

Head back to the Waiting Room; when you open the door, be prepared to blast a fast-moving creature on the other side! Kill it, then continue to the main room, where Hammond will send you a message. After you listen to it, leave the room and get on the tram to travel to the next section of the ship.

Mission 3: Course CorrectionRefueling the Engines

Check the container to the left for some ammo, then check the wall container in the waiting area for another item. Now turn around and take the corridor to the control room. Use melee attacks to dismember the corpse here a an Infetor who arrives later can't turn it into another deadly creature. Listen to the audio log by the main console, open the lockers and wall containers here for items, and save your game at the Save Point.

Head through the door to the right of the Save Point and take the walkway down to the lower level. When you see a creature lying on the floor playing dead, open fire on it before it can get up and attack. Head into the room on the left at the bottom and open the lockers for items. Take the flame fuel schematic and audio log as well, then return to the control room. Use the schematic at the store to get it out of your inventory, then go back down the ramp.

Go right this time and take this walkway to a text log and an upgrade station. We suggest upgrading your RIG's air capacity and your Line gun's Damage stat. Grab the ammo off the right shelf with Kinesis, then head into the adjacent room. Go right, open the wall container for an item, then go left. Pick up the credits, then turn right and break the storage crate for an item.

Take the walkway back to the gondola-loading platform, where you'll encounter a monster to kill, then go left to the platform itself. Open the container on the left, then take the walkway up to the gondola control console and kill the monster and little spawn creatures up there on the left, hitting them first with Stasis. When they're all dead, use Kinesis to lower the switch on the console.

Return to the gondola loading station, then pull a gondola to you with Kinesis. Get in and take it over the gap, aiming your Line gun ahead of you to fire a mine at the monsters on the opposite side; it should take them out before you get there. Grab any items they drop, then break the container to the left for more. Take the walkway around, breaking open any containers you see, and picking up the audio log when you reach it. Enter the alcove to the right and open the wall container for a power node, then step out and take the walkway to the right.

Watch the creature up the ramp jump into the vent, but don't bother shooting at it. Instead, continue to the end of the walkway, open the wall container there for an item, and nab the stasis pack off the right shelf. Take the walkway around the corner, use the Save Point there, then grab the Ripper schematic at the end of the ledge. Now use Kinesis on the second control console to activate it, then get your weapon ready. Shoot the Lurker when it appears, then run back to the gondola and ride it back over the gap.

Head up the walkway on the right and enter the Control Room. If you didn't destroy the corpse here earlier, the Infector will transform it into a nasty monster. Hit it (or them) with Stasis, then go in for the kill with shots or a mine. When the coast is clear, go to the Store and download the schematics you picked up. If you haven't already, buy the Flamethrower and Pulse Rifle.

To the Centrifuge


Don't get too close to a Leaper, or it'll sting you with its tail.Take a ride in the far right elevator, then step out and take the hall to the next room, where you'll find some lockers to loot. Head into the second area to find more lockers to loot, and use the upgrade station if need be.

Step into the decontamination room to the right, and activate the console in the middle of the room. The lights will start to flash and gas will start coming out from the floor. When the lights go completely out, raise your weapon so you can see -- monsters have just entered the room and are about to attack! Look for the first one by the exit, hit it with Stasis, then quickly kill it. Get in the corner, reload your weapon, then look for the second beast to drop from the ceiling. Finish it, then stay in the corner to take out the rest of the monsters that enter the room, which include some Leapers on the walls. Keep your back to the wall at all times!

Once the creatures are all killed, the lights will come back on. Take the door to the far left, then turn right in the corridor. Open the locker at the end of the hall, then head through the door on the right. Go left in the next hall to the end of the passage and take the credits from the floor and the power node from the wall container.

Now take the hall the other way past the hole in the wall. When you get to the second corner, take the gold semiconductor from the nook and the ammo near it, then head to the end of the hall and go through the door. Use the Save Point here, and pick up the air canister from the floor. Now go into the next room.

The centrifuge is here, but the gravity panels are off, leaving the room in total weightlessness. Break out your Flamethrower and torch the Leapers here, then open the container on the left wall. Jump down to the lower level and hit the first spinning rotor with Stasis to slow it down. Now use Kinesis to move it into the centrifuge motor in the middle of the room. Do this again with the second rotor, then jump to the centrifuge control station on the upper walkway. Activate the centrifuge and a Leaper will attack from the left. Torch it!

Now that gravity has been returned and the air has been removed from the room, use the stasis refill station to the left, then ride the lift behind you to the lower level. Get your Plasma Cutter out, wait for the centrifuge to spin past, then sprint out of the niche onto the walkway and go right. Sprint while hugging the right wall, and enter the next nook when you reach it. Quickly shoot the monster above you here!


When the huge tentactle grabs you, shoot its orange bulb to force it to release you.Wait for the centrifuge to pass by again, then move out and spring to the right again until you reach another niche. Refill your oxygen here, reload your weapon, then rush out again to the right. You'll see a Leaper enter the next niche, but don't slow down! Just run into the niche with it, then shoot the little bugger to bits. Wait for the centrifuge one more time, then rush right to the last niche. Take the elevator up and return to the exit. Save your game at the Save Point, equip your Flamethrower, and leave the corridor...

...whereupon you are immediately snatched up by a huge tentacle! Quickly start shooting at the orange nob about halfway down the tentacle whenever it drags you toward it, and keep shooting it until the tentacle is severed from whatever it's attached to (the mind quakes to think...).

Back out of the hall now through the decontamination chamber, and make your way back toward the tram station. Be prepared to torch a creature as it rounds a corner en route! Once you reach the elevator, Kendra will send you a message about the "Marker" on the planet.

Restabilizing the Ship

Exit the elevator and head to the main control room now. Save your game, and use the Store to clean up your inventory. Exit via the door going to the fuel room. Past the second door you'll be in an area with no air and zero-gravity. Grab the air canister and storage crate floating near you with Kinesis, then jump to the damaged catwalk above and to the left. Ignore the other enemies here, just jump to the catwalk, then jump to the door to the next room and go through.

Pick up the medium Med pack schematic off the floor, then check the wall storage bin for an item. Head into the next room at the end of the walkway, which is covered in alien flesh that prevents you from running while stepping on it, and check the upper part of the room for a text log, audio log, power node, and other items. Head out of this room now and take the elevator down to the next level. Check the rooms here for swarm creatures, hit them with Stasis, then torch them.

Ride the lift down to the bottom level now and use the power node you picked up earlier to unlock the locked room here; inside you'll find a Ripper blades schematic, as well as some ammo and credits. Check the next room for items, refill the stasis module, then go back to the main room and approach the malfunctioning doors. Wait there for a Slasher to appear, and let it get cut up by the doors. Now hit the doors with Stasis and go through.

In the hallway, go left, pick up the explosive canister, then wait for some spawn creatures to come down the ramp ahead. Chuck the canister at them to blow 'em all up, and torch any survivors with your Flamethrower. Take the catwalk to the Save Point at the end, use it, get your Line gun out, pick up the explosive canister with Kinesis, then enter the fuel room with it.


Note that if you shoot open a Pregnant necromorph's belly, you'll have to kill whatever spawn was inside it!Move slowly into the room! Two hulking beasts will come at you as you enter, so wait until their close together, then launch the canister at them. That should kill them, but more monsters will come at you after they're dead, so slow them with Stasis, then dismember them.

Eventually, a big fat pregnant monster will appear and attack. Use your Flamethrower to torch it, causing its belly to burst open, spilling out Leapers. Torch them, too, until everything's dead. Now look around the room for storage crates and wall containers with items in them, as well as a gold semiconductor and a power node. You probably won't be able to carry them all, so just take what you want.

When you're done looting the room, use Kinesis to move some of the explosive canisters here into the main room and set them in front of the computer. Now activate the computer to begin the ignition sequence. Several monsters will pour into the area, so hit them with Stasis, then launch the canisters at them to kill them.

After you've decimated the enemies, leave the fuel room and return to the tram. There's a nasty necromorph waiting to attack you there, so be prepared to cut it up with the Line gun. Now get on the tram to end the Chapter.

Mission 4: Obliteration Imminent
Shoot the weak spot on a Brute's back to take it down.Reunion at the Bridge

After the back and forth between Hammond and Kendra, check the storage bins in the station for items, then head into the left hallway. When you reach the dead body in the hall, stop and get ready to blast a Brute that breaks through the windows to the left. Get behind it and shoot the weak orange spot on its back. Once it's dead, use the Store kiosk here (it's the only one in this Chapter), then enter the main atrium at the end of the hall.

An asteroid will crash through the hull here. Look around for items in the footlockers, and pick up the audio log by the crater the asteroid made. Head down the steps at the far end and use the Save Point there. Ride the lift at the bottom of the steps down to the entrance to the bridge, where you'll find the Suit Level 3 schematic (go back and use the Store kiosk to get this great upgrade, if you can afford it). Now go through the door to the bridge to reunite with Hammond.

Open the three containers for items as Hammond talks to you. The main power is out and must be rerouted from three different junction boxes, but to get to the boxes, you need to activate the elevator system on the main atrium. Leave the bridge now, noting the escape pods on the right as you exit.

Elevator Repairman

Return to the atrium and move slowly toward the large door on the far wall. A Brute will then burst through the door! Quickly hit it with Stasis, sprint behind it, and start shooting the weak spot on its back with your Line gun. Lay a mine behind it, and hit it with Stasis again when the first round wears off. There's a chance the Brute will try to protect itself with its shell; just run behind it and shoot its back to get around this. When it's dead, grab the credits it drops and go through the hatch the Brute burst through.

Head to the room at the end of the hall with the monitors and open the containers and lockers for items. Use the console outside the room to activate the elevators, then leave the hall. Go to the elevator in the middle of the atrium and watch the video log there as you descend. Exit the elevator and check the containers and crates here for items.

See the door marked "Ship's Systems"? Go through that and make a left to find the Contact Beam schematic. Check the closer end of the storage room at the corner for items, and shoot the creature playing dead on the floor before checking the locker on the other end. Use the stasis refill station here, then return to the main hall and take it to the ship's system room at the end. On the way, you'll hear a message from Kendra saying that the gravity plating in the next room is malfunctioning...lethally.

If you step on a piece of floor plating with a distortion effect coming from it, you'll be launched into the ceiling to your death, so avoid them! The Lurker here in the room generously demonstrates this for you. Stay against the wall on the right and head past the first plate, and get ready to dismember a monster as it rounds the corner ahead. Continue to the corner, then aim your weapon left to take out the Lurkers coming at you from that direction.

Take the corner and avoid the damaged plates here, then go right and shoot the two Lurkers there. Go to the end of the corridor, use the stasis refill station there, then use Kinesis to slide the tables away from the door to the systems room. Head into the room with your Line gun out and stay on the right wall as you go around the first partition. A Brute will burst onto the scene, so hit it with your Line gun, then Stasis. Get behind it, drop a mine there, then get behind another partition until it goes off. Now run out and keep firing at the Brute until it falls. Grab the power node it drops, then head to the far end of the room.

Use stasis on the loose wires here, then run past them to the console in the corner. Activate the console to reroute the first ADS system, pick up the medium Med pack, then go back to the main hall. Remember to avoid the damaged gravity panels in the hall on your way back, and be prepared to shoot the two monsters in the hall as well. Get in the elevator past them, and ride it down to the atrium.

Return to the Save Point, shooting the Leapers en route. Save your game, then go back to the atrium and take the other elevator to the lower level. Check the bins and crates here, then enter the adjacent hall and start sprinting to the end of it as the bulkhead explodes and all the air is sucked out of the room. Enter the room at the corner and let the door close behind you so the room repressurizes. Grab all the items here, and use the upgrade station to increase your RIG's oxygen tank.


When you reach the outer hull, watch the sky for white lights; these indicate an incoming asteroid shower, so take cover.Exit the room and sprint right to the next room. Ignore the bio-recombinator dragging the body away here, and move forward slowly to trigger an attack by other bio-recombinators. Kill the monster that becomes transformed by the other bio-recombinator after you hit it with Stasis, then move past the broken gravity plates at the back of the room. Kill the Lurkers there, then activate the ADS power at the console. Go back toward the elevator now, but keep your eyes peeled for necromorphs in the distance as you go. Be sure to check the other rooms in the area for items (the locked room can be opened with a power node), then ride the elevator to the third level.

Pick up the Force gun schematic as you step off the elevator, as well as any other items in the room, then use the Save Point in the adjacent hallway. Get your Line gun out and head around the corner to find a Pregnant recombinator to kill. Be sure to use Stasis on it first to slow it down, and lay a mine by it. Kill any other necromorphs here, then activate the last ADS power system at the console.


Be careful when you shoot the larger asteroids, as they will burst into smaller asteroids that can still damage the ship!Asteroids

Go through the door to the left of the ADS console and enter the room on the right. Grab the credits and ammo here, then go down the hall and ride the elevator there to the next level. Pick up the air canister by the exit, then go through the air lock to reach the outer hull of the ship.

Sprint to the first cluster of structures here to avoid a smattering of asteroids slamming against the ship. When the shower is over, sprint to the next structure. Keep an eye on the space just above the ship for white marks that indicate more asteroids are coming. Since this is zero-gravity, jump between the outer walls from cover to cover until you end up at the far side of the passage. Go through the door there to get back inside.

Pick up the ruby semiconductor to the left here, then examine the defense turret to take control of it. You must now blast the incoming asteroids while Hammond gets the autotargeting system online. The hull starts out at 85% integrity, and if it falls to 0, it's game over for you. While you're shooting the asteroids, watch out for the large ones; they will break into smaller asteroids that you also need to shoot. Keep shooting asteroids until Hammond gets the autotargeting system back online.

Go back outside now. You won't have to deal with asteroids here anymore. Instead, you have necromorphs to worry about! They aren't so fast here, so just ignore them. Jump from wall to wall, floating past them until you reach the far side, then go back through the door into the ship.

Head back toward the tram. You'll receive a message from Kendra changing your mission objective. Now you must head to the medical bay to fix whatever's poisoning the life support system. On your way back to the tram, be prepared for two necromorphs en route, and two more in the last hall to the tram. When they're dead, get on the tram and take it to the medical bay once again.

Mission 5: Lethal DevotionToxic Air Supply

Head down the corridor to the security station, then enter the small control room in the left corner. Open the locker for an item, and save your game at the Save Point. Now head through the "Imaging Diagnostics Wing" door, and head around the corner. Blast the two Lurkers there, then refill your stasis module at the refill station at the end of the hallway. Turn around from there and enter the diagnostics room.

Ignore the malfunctioning cylinder here and head to the other side of the room, where you'll find a bio-recombinator on the wall. Hit it with Stasis, then shoot a mine at it with your Line gun, and gun down any necromorph pods it ejects. Even better, just grab the explosive canister with Kinesis on the way to it, then chuck it at the beast to kill it instantly. Once everything's dead, take the elevator to the next level.

Raise your weapon here to shine a light to the other side of the malfunctioning slider, and shoot the Lurker there. Now use Stasis on the slider, wait for it to swing back into position in front of you, then sprint across before it swings away again. Head around the U-turn to find a stasis refill station, use it, then slow the slider to cross this gap. Use the Save Point, then go into the next room.

Go right here, through the door marked "Chemical Lab." Ride the lift down, then listen to Dr. Mercer's audio log in the corner. Go through the door at the end of the hall and pick up the items there, as well as the force energy schematic and the power node. Use the console at the back of the room and take the chemical capsule.

Dr. Mercer will speak directly to you here, siccing a hulking Hunter on you! Get your Line gun out and start shooting at the beast's legs, then shoot off its arms. Hopefully Kendra has hacked the door and unlocked it for you by now, allowing you to escape. If not, hit it with Stasis once it's on the ground to keep it at bay. When you can, rush through the unlocked door to escape!

Once the door's shut, you'll be safe from the Hunter. Enter the room on the left, torch the little spiderling necromorphs with your flamethrower, then return to the Security Station to receive your next objective. Be sure to save your game! Now head through the door marked "Ishimura Clinic."

Go through the next door to find Dr. Mercer again, speaking to you behind another plate of glass. When he's done blathering, go through the now-unlocked door and look around the left corner. Hit the Hunter with Stasis, then turn around and start killing the other enemies in the room. Hit the Hunter with Stasis again when it starts moving, and go back to killing off the enemies. Once everything but the Hunter is dead, Kendra will unlock the door out of here. Get out!

Grab the explosive canister ahead with Kinesis, then chuck it at the Guardian around the corner. Grab the gold semiconductor, then turn around and walk toward the laughing nurse down the hall. Pick up the credits near her, then go back up the hall.

Go in the room on the right to find a Save Point in it, then proceed into Mercer's office on the right. Listen to the audio log here, and grab any items on the floor. Now use the DNA console. Open the exit door while the chemical capsule is being prepared, and stay by the door. When the capsule is ready, take it and sprint to the hall. Sprint to the security room as Dr. Mercer sucks the air out of the deck, and get ready to deal with some swarm creatures. Slow them with Stasis, quickly gun them down, then proceed to the ER.

A Hunter, Pregnant beast, and other necromorphs await you there. Slow the closest one with Stasis, sprint past it, quickly use the oxygen refill station on the wall, then sprint past the other monsters to the exit door. Don't fight them! Go through to the security office and use the Life Support console in the control room to repressurize the deck. Use the Save Point to save your game while you're here.

Mercer's Hunter

Return to the chem lab now and set the canister in the machine. When it's done mixing, take the poison capsule and exit via the door on the right. Move slowly around the corner to the right, bust open the crates for items, then go back down the hall to the left. Use the Save Point at the end and open the lockers for items. Get your Flamethrower or Ripper out, then enter the cryogenics lab.

Dr. Mercer unleashes his Hunter on you, as well as several other necromorphs. Slow the Hunter with Stasis, then quickly kill off the Lurkers. Use Stasis on the Hunter again when it speeds up again, and continue working on killing off the other monsters in the room. Slow the Hunter again, then go through the door to the control room. When the beast appears from the vent here, shoot its limbs off and slow it with Stasis when it drops to the floor. Return to the main cryo chamber and kill off any remaining creatures there. Use the stasis refill station at the back of the room before the Hunter gets back here.

When it does, lure the hulking beast into the freezing chamber in the middle of the room, then shoot off its feet when it's in the actual chamber. Use Stasis on it, then run to the control room. When the Hunter is in the middle of the freezing chamber, activate the freezing sequence to dispose of the beast!

Take the power node from the wall container in the control room now, then head through the door on the right to the secondary tram station. Hop aboard and head to hydroponics.

Mission 6: Environmental HazardTarget: Poison Pods

Get off the tram and listen to the audio log on the floor in the station. Pick up the ammo on the seats to the right, then head down the corridor behind you. Enter the restroom to find some items in the stalls, and open the footlockers for more. Return to the hallway and go right to the elevator.

Ride the elevator to the lower level, pick up the Contact Beam schematic then take the hall right. Head through the door marked "West Grow Chamber" and listen to Kendra's message. Go left into the western hall, then stop. Sprint past the burst gas lines when they're not shooting noxious fumes (the red lights will blink just before the gas shoots out) to the end of the hall, and enter the second unlocked door. Use the upgrade bench as necessary, then go back to the end of the hall. Open the storage bins for items, then ride the lift in the corner up.

At the top, start shooting at the necromorph on the catwalk, taking out its legs first. Kill it, then go to the end of the hall and enter the west grow chamber. Head left and take the ammo off the floor, then go right to open a footlocker. Go back and stand by the door now, and wait for some necromorphs to attack. Shoot off their legs and kill them, then continue through the room. Some Slashers will attack as you cross the room, so gun them down until you reach the end. Look left and shoot the monsters coming from the vent in the corner (wait for them all to line up, then blast through all of them at once to conserve ammo).

When the coast is clear, head into the room in the right corner and destroy the poison pod there. Leave the room now, return to the main chamber, and check the wall container on the left for an item. As you come out of the small room, expect two more necromorphs to contend with, coming from the right.

Enter the room in the left corner now to find the second poison pod to destroy. More necromorphs will be in the main chamber when you return, so be prepared to gun them down. Obviously, the Pregnant one is the main concern. Hit it with Stasis, then shoot a mine at its feet, then finish it off with shots. Torch the spawn creatures with the Flamethrower.

Ride the lift in the middle of the room to the third level, take the semiconductor there, then ride the lift down to the second level. Go right behind the lift shaft, take the credits, then head through the door at the back of the walkway. Open the locker to the right for an item, then destroy the poison pod in this room. Quickly make an about-face and shoot the necromorphs that attack from behind, including two Infectors. Hit the one attacking you with Stasis, then kill the other one before it can infect the nearby corpse. Kill the slowed-down one, then leave the room.


Shoot the orange bulbs on the Exploders' left arms to quickly kill them, but don't shoot them up close!Head to the room at the other side of the catwalk and enter. Save your game at the Save Point, then head down the wide corridor, aiming you wapon at the two vents at the end. Exploder necromorphs will come out of the vents, so shoot the orange bulbs on their left arms to kill them quickly. You can also sever one of their orange pods, pull it to you with Kinesis, then fire that back at the Exploders. Once they're dead, head right to Refigeration West.

Use the stasis refill station, open the lockers for items, then enter the zero-gravity environment. Look up and to the right for the hatch, and jump toward it. Use Kinesis to open the lock, and get ready to blast the Lurker that jumps through it! Now jump into the next chamber. Watch out for the spikes here, and don't jump into them! Jump to the left wall over the spikes, then turn around and use Kinesis to unlock the door.

Launch into the next room, kill the necromorph in here, then jump to the ledge up and left. Enter the air filtration room and go left. Grab the ammo up the steps, then go back and take the walkway to an audio log. Now ride the lift in the corner to the lower level. Shoot or stomp the locking mechanism next to the door, then head through.

Blast open the first door here, then move slowly toward the entrance of the first jet. Before entering, find the two locking mechanisms at the other end of the passage, and shoot them to open the doors. Now wait for the fire to burst from the jet. As soon as it subsides, sprint into the passage past the first two jets, and stop when you reach the third. Destroy the locking mechanism to open the last door, then run through before you get burned.

A Slasher will attack as you enter, so be prepared to dismember it. Once it's down, go left and destroy the poison pod there. Take the lift on the right to the top level, then go right and open the footlocker and crate for items. Turn around now take the "Exit to West Grow Chamber" door.

When you reach the next lift, take it down to the west grow chamber, and hit the Pregnant necromorph there with Stasis before unloading a mine at its feet. Follow it up with shots from your Line gun, then shoot the Lurker behind you. Exit the main chamber now and go back toward the atmosphere control room. Use the Save Point when you reach it, then head through the "East Grow Chamber" door.

Grab the text log here, then go right in the passage and look for a Guardian on the wall across the hallway. Hit it with Stasis, then unload on it, killing any pods it may spit out. Once it and its pods are dead, enter the room to the right. Use the upgrade bench if you need to, then continue to the next room. Kill the necromorph there, spin around and kill the Slasher behind you, and pick up the items here. You can unlock the third room with a power node if you want some ammo, a med pack, and some credits, though we don't think this is quite worth the cost of a power node.

Ride the lift at the end of the corridor to the next level, then go through the "East Grow Chamber" door to find...a Brute! Yikes! Get your back against the wall, and when the Brute sees you, hit it with Stasis. Quickly get behind it, blast its weak spot on its back, then back off and shoot a mine at its feet. Hit it with Stasis again, then run away while the mine goes off. Get behind it again and shoot it until it's dead.

Grab whatever item it drops, then follow the left wall to the corner. Open the wall storage units on the way there, then enter the room in the corner. Destroy the poison pod here, and use the stasis refill station. Take any items in the room, then return to the main chamber.

Check the storage unit on the left wall for items, then enter the second room. Pick up the ammo here, then go back to the main chamber again. Activate the feeding system at the console in the center, then use Stasis on the sliding floor hatch. Get on the other side of the feeding system now and shoot the poison pod below the sliding hatch in the feeding chamber.

Ride the lift in the center of the chamber up to the second floor, then head to the back of the shaft to find some storage crates to loot. Take the other items at the end of the catwalk, then enter the "Refrigeration East" room. Pick up the power node from the storage bin on the left wall, then use the Save Point to save your game.

Move slowly into the next room and use Kinesis to grab the gold semiconductor in the corner, then watch as another huge tentacle grabs hold of you. Like before, wait for the tentacle to coil up, then shoot at the gold bulb until it bursts.

Now head to the end of hte hall and listen to the audio log. Head into the refrigeration room, use the stasis refill station to the left, then enter the zero-gravity area. Jump to the metal grating above and to the left, then find the malfunctioning electrical cell and hit with Stasis. Now launch to the grating above the cell, turn around, then jump through the hole on the left to reach the next room. Shoot the Lurkers here, then turn around and activate the switch by the hole you just came through to shut off the electricity.

Jump to the ceiling now, then go through the opening into the poison-filled room. Shoot the poison pod in the corner, kill the two Lurkers above, then return to where you were grabbed by the tentacle earlier. Ride the lift up to the third floor, and look behind the shaft for the last poison pod. Destroy it, then ride the lift down to the first floor. Go to the atmosphere control room, taking out the three Slashers just before it. Once you reach the atmosphere control room, activate the air-recycling system to clear it of all poison!


Shoot the orange bulbs on the Leviathan's tentacles with the Contact Beam when they lash out at you.The Leviathan

Take the hatch behind the console to reach the food starage bay. Open the storage crates for items, then set Kendra's poison into the console by the entrance to the main storage bay. This weakens the Leviathan, but it doesn't kill it. Far from it!

Head into the main food storage bay, which is a zero-gravity environment. The Leviathan is on the far wall, with three huge tentacles and a huge mouth to eat you with. Wait for a tentacle to reach out for you, then shoot the orange bulb by the tentacle's base (the Contact Beam is best for this) until the tentacle lands next to you. Quickly jump to the other side of the bay, then keep shooting the orange bulb from here until it bursts open. Repeat this process with the other two tentacles.

The Leviathan's maw will start spitting explosive balls from its mouth now, so take aim at the mouth and strafe left and right. When the mouth opens, shoot the explosive balls while they're still in the mouth to damage it.

Eventually, the creature will regrow its tentacles, but continue to focus on the mouth, stopping only to deal with the tentacles when they become a nuisance. Keep shooting the explosive balls in the Leviathan's mouth until it dies, then listen to the message from Kendra. She needs you on the mining deck, so head there now.

Mission 7: Into the VoidSOS Beacon

Get off the tram, open the footlocker to the right and the wall unit by the waiting area, then turn around and enter the hall behind you. Open the box across from the main door for some items, then go through to the rig room. Open all the storage containers here for items, deposit what you don't need in the safe at the Store kiosk, use the upgrade bench if need be, then use the Save Point to save your game.

Get on the elevator in the back of the room and select the processing room as your destination. Get in the back corner of the elevator with your weapon ready, because necromorphs will drop in on you here! Move from corner to corner, dismembering all the creatures that enter the elevator.

When you reach your destination, get off the elevator, pick up the audio log, and go left. Open the footlocker in the corner, then turn around and shoot the necromorph behind you. Two more monsters will appear, so shoot them, too. When a Pregnant one comes around the corner, hit it with Stasis, drop a mine by it, then start firing, same as you always have (we'll stop reminding you how to kill them now). A Slasher will appear after the Pregnant, so dismember it quickly.

Go to the far end of the corridor now and open the footlocker in the corner. Go left to find a Save Point, use it, then head through the "Mineral Processing Area" door. Go right in the hall, take out the necromorph there, then pick up the text log. Open the footlockers for items, then use the Store for whatever you need to do there.

Head around the hall to the big hole in the left wall and head through that hole. This is the mineral processing chamber and has malfunctioning gravity plates in it. With Kinesis, grab the large floating asteroid here, then send it flying into the gravity beam in the middle of the room. This lets the necromorphs know you're here, so shoot the two Lurkers that emerge from the vents, then jump to the other side of the chamber. Destroy the second asteroid here, kill any necromorphs that appear, then get on the opposite side of the entrance and jump to the ceiling. Take out the two asteroids here, then jump to the central console. Use it to reactivate the gravity panels.

Some walkways will appear now, so spring across the left one toward the entrance, and get ready to blast some necromorphs with Stasis en route. Take them out, then run past them onto the right walkway. Take out the Exploders there, then keep sprinting to the room at the end of the walkway.

Take the items and mining access key from this room, then take the door on the far wall to the adjacent hall. Take the power node from the wall unit, then go left through the next door. Go right, ride the elevator to the rig room, then use the Store here as needed. Return to the elevator and ride it down to the maintenance area. Go left toward the corner and use Stasis on the Infectors there. Shoot them before they can do anything else, and avoid the pods on the ground, as they can severely hurt you if you're near them when they explode.

Grab the audio log and gold semiconductor here, then enter the "Equipment Maintenance" room. Use the Save Point here, then use Kinesis to pull the mining cart closer. Get in and it will start sliding over the chasm. Break out your Plasma Cutting and shoot the necromorphs on the side walls as you move along. Use Kinesis to grab ammo between the monsters.

You'll find Nicole at the other end of the chasm. Get out of the cart, take any items here, then enter the repair room. Go right to speak to Nicole, who's standing across the gap. She'll start to unlock the door to the beacon room, but then necromorphs will drop in and attack her! Quickly shoot out the monsters' legs, then kill them before they can get at Nicole. If Nicole's health drops to zero, it's game over, man, game over. Even when necromorphs drop on your side of the gap, focus on keeping Nicole alive!

When you've killed off all the necromorphs, head through the now-unlocked door. Grab the Level 4 RIG schematic, the power node, and most importantly, the beacon.

Asteroid Delivery Service

Return to the mining cart and take it back across the chasm. You'll want to use Kinesis to launch the explosive canisters here at the Super Leapers as you make your way back. Kill the bio-recombinators on the far platform, then get out of the cart and return to the elevator (be prepared for a necromorph in the hall).

Ride the elevator to the mining deck, then go right. Shoot the necromorphs in the way and run past them to the next room. Take the passage to the room on the far right, and use the Save Point there. Take out the Slasher here and the room should be cleared of enemy presence. Check the storage bins and green-light crates for items, then upload the Level 4 RIG schematic at the store (then buy the suit upgrade!).

Use Kinesis now to pull the power cell from the wall socket, then carry it back through the gas-filled room to the room on the opposite side. Set the cell in the wall slot there to restore power to the nearby lift, then take that down to the lower level.

Go to the end of the hall, use the stasis refill station, and open the storage units for items. Grab the gold semiconductor and text log off the floor, then head in through either hatch on the right to reach the zero-gravity mining bay. Get your best weapon out and take care of the Leapers in here. When you've cleared the room, use Stasis on the first rotor on the mining tethers. Now shoot at the glowing energy beams in the disc to disable the tether. Now jump to the wall, then jump to the ceiling and use Stasis on the second rotor. Disable it.

It's not obvious, so calling this out: You can run on the asteroid to the outside of the ship. Do not try to plant the beacon on the side with the rotating clamps!

Watch the rotating clamps on the large asteroid here. When they're about to lock into place for a few moments, launch yourself onto the astoroid just above the right clamp, then sprint over the asteroid until you're outside the ship.

Your oxygen is draining fast, so quickly jump off the asteroid onto the ship itself, and take care of the two tethers here as you did the first two. Jump back onto the asteroid and place the beacon as prompted. Now run back inside the ship and jump off the asteroid before the clamps kill you.

Leave the mining back and use the stasis refill station again. Ride the elevator up to the top level, wait for the flames to die down, then sprint to the other side of the room. Turn around there and pull the power cell from its socket with Kinesis. Carry it out of the room, past the flames, and across the gas-filled room to where you first found the cell. Set it back in its original socket to restore power to the right elevator, and ride that up to the next level.

Unlock the door with the mining access key, and go in. Open the wall unit on the right for a power node, and open the lockers here for more items. Use the console here to release the asteroid into space. But wait...the array's malfunctioning! To make matters worse, four necromorphs just entered the room. Run around the room, cutting them apart one by one until the room is safe again.

Head through the unlocked door now and return to the rig room (note that you'll be attacked by a necromorph in the elevator). Kill the Leapers in the rig room, save your game at the Save Point, then take the tram to the next Chapter.

Mission 8: Search and RescueArray Repairman

Step off the tram and open the wall unit to the right, then head through the door to the corridor. Use the Store if you need to, then go left into the main atrium. The doors will lock behind you and necromorphs will fill the room!

Take out the Exploders by shooting their orange bulbs (as always), then the rest of the first group, then spring to the other side of the atrium. A second wave of monsters will attack from where you just were, so hit them from a distance, and use Stasis if they get too close for comfort. Finally, a third wave of more-powerful Slashers will appear. Hit them with Stasis, put some distance between you and them, then dismember them.

The doors will unlock once the atrium has been cleared. Exit into the hall at the back of the atrium and open the storage crate for an item. Use the upgrade bench if needed, then return to the atrium. Save your game at the bottom of the steps, then ride the elevator to the third level.

Open the storage bins here, then enter the hallway. Go to the end of the hall to find a Guardian on the wall. Take it out with a mine from your Line gun (for starters) or Force gun, and once it's dead, look around the corner to find another Guardian. Kill it as you did the first one, then open any wall units for items. Now enter the "To Comms Array" door.

Move slowly into the hall and a Divider necromorph will come around the corner. Shoot out its legs, then kill it. But wait...its limbs will start to attack you even after the beast is dead! Quickly switch to a wide-range weapon and take them all out, one by one. Grab the ruby semiconductor it drops, then open the wall units for more items. Use Kinesis to move the junk blocking the next door, then head through.

Use the Save Point here, then take the elevator to the catwalk above. Pick up and listen to the audio log, grab the power node from the wall unit, then go to the next room and get into the gondola. Take it to the comms array, and get out.

Grab the medium air-can schematic here, use the stasis refill station, then go to the next room. Open the storage box for a power node, and open the lockers for more items. Now enter the main comms array bay, which just happens to be zero-gravity.

Look at the screen here to see the dishes that are currently operating: green means functional, red means broken, and empty means there is no dish in that particular slot. But more on that in a moment. For now, jump to one of the walls and start shooting the Leapers at the back of the room. When all three are dead, return to the main dish array to begin repairing it.

See the three operating dishes in the middle of the array? Leave them alone. Now use Kinesis to move the other operating dishes next to the three center ones. This gets the comm array functional again!

Man the Cannons!

Exit the comms array and use the comms console to send a message to the Valor. After you receive their message, Kendra informs you that you must blow open the blast doors to send a full signal. Exit the room now and ride the gondola back. Get out, exit to the right, and wait for the elevator to ascend to your floor. There'll be a Slasher on it, so get ready to blow out its legs when you see it! Once it's dead, ride the elevator down to the lower level. Save your game again, then go through the doorway to the left. Make a right and head through the door marked "ADS Cannon."

Ride the lift to the upper level, open the footlockers for items here, then head through the next door. Grab hte power node from the storage unit to the right, save your game at the Save Point on the left, then activate the ADS cannon.

When the viewing hatch opens, you'll see exactly why the blast doors won't open: there's a huge freaking Slug wrapped around them! Aim the cannon at the Slug and open fire. This should make it reveal its five tentacles. Each tentacle has orange bulbs on it that you have to shoot to sever the tentacles.

Your goal is to shoot all the orange bulbs, but the Slug won't go quietly. Throughout the battle it will rip off pieces of the ship and chuck them at you. When you see a piece of ship coming at you, shoot it! You need to keep the Ishimura's hull above 0% integrity if you want to survive. Some debris only deals minor damage to the ship, while others (like the orange fuel tanks) deal massive damage. When there's no debris flying at you, go back to the bulbs and keep firing on one until it explodes before moving on to the next. Be sure to alternate fire between the two barrels of the cannon to avoid overheating it.

After you've severed all its tentacles, the Slug will no longer be blocking the blast doors. Kendra will send the message, but she's too late to stop the Valor from crashing into the Ishimura. You'll be knocked out, but when you come to, you'll have a new mission: escape! You'll need to find a singularity core on the Valor to power the transport shuttle on the Ishimura's crew deck.

Save your game at the Save Point, then head to the main atrium; there'll be necromorphs to deal with on the way, but they're small and nothing too dangerous. At the main atrium, a Divider will attack. As you ride the elevator down, get your weapon ready, then rush out when it reaches the bottom. Hit the Divider with Stasis, then dismember it. Use Stasis on the creature's reanimated pieces after you kill it, and blast those into oblivion as well. Now exit the atrium.

You'll have to deal with a Pregnant necromorph as you head down the hall toward the tram. As usual, shoot its stomach, hit it with Stasis, then kill it. Or just sprint past it into the tram to end the Mission.

Mission 9: Dead on ArrivalRadioactive Clean-Up

Open the storage bins here, use the upgrade bench if needed, then go left into the hall and around the corner. Open the storage bins here, and use the Store to rearrange your inventory. Take the hall through two doors to reach the zero-gravity weapons bay.

Radioactive orbs are floating around in here and must be cleaned up. Jump down to the floor and destroy the six locking mechanisms by the lower hatch doors. This should create a vacuum and signal the arrival of some Lurkers. Take them out! Use the oxygen tank refill stations as needed; there are two, one on each side of the hatch doors.

When the room is cleared of enemy presence, use Kinesis to grab the radioactive orbs and carry them to the open doors so you can chuck them out into open space. After you chuck the second orb out, some powerful Leapers will enter the room. Kill them quickly, then get back to disposing of the orbs. You'll need to jump to the ceiling to reach the last three orbs. Once you've ejected all the toxic waste, the computer lockdown will be released. Jump to the circular exit surrounded by yellow lights and head through.

Now Where'd They Put That Singularity Core?

This ship is in sorry shape, and there are broken gravity plates on the floor. Go around them, and use the Save Point. Now go right into the cargo room.

The big necromorph in here will run away as you enter the room, so don't fire on it. For now, grab the items on the floor, then proceed farther into the room. Use Kinesis to slide the large cargo container toward to you, then slide the container behind it to the right. Now slide the third container toward you to open a way into the back of the bay. Go through, then go right. Slide the container there back to clear the path.

Head to the opposite side of the deck, where you'll find the Twitcher necromorph. It will charge you, so hit it with Stasis, then shoot off its legs and kill it. Two more Twitchers will appear behind it, so deal with them as you did the first.

Look to the left and slide the cargo container there aside to find some items on the floor. Now use Kinesis to move the junk blocking the door to the torpedo room, and go through.

Watch Nicole's message to you here on the monitors, then move slowly toward the left side of the room with your weapon raised and ready. A necromorph will jump out from the fallen crates here, so hit it with Stasis before killing it. Now go through the "To Elevator to Upper Deck" hatch.

Save your game at the Save Point in this hall, then go left and try to open the door marked "To Upper Deck." The door will lock and an Infector will attack you from behind. Quickly kill it, then kill the second creature in the hall. It will sprout a winged necromorph, so kill that as well.

Head to the end of the hall now, grab the power cell with Kinesis, then set it in the slot on the other end of the hall. Head into the elevator now and take it to the upper deck, listening to Terrance Kyne's proposal on the way up.

Exit the elevator and go right. Enter the small room to the right and open the storage units for items. Now enter the armor at the end of the hall to find a Divider there. Blast it to pieces, then sprint past the pieces, as some Exploders will appear from the vent behind you. Shoot their orange bulbs to kill them (and the Divider's pieces) quickly.

Now open the wall unit for a power node, use the upgrade bench if needed, then look for anymore items in the room. You can also play the shooting gallery game here with no cost to your ammo. Just shoot the red targets and avoid firing upon the blue ones. You'll win prizes for doing well here:

Level 1: Ammo
Level 2: Ammo
Level 3: Med Pack
Level 4: Ruby Semiconductor
Level 5: Power Node
Take the door at the far end of the armory to find a dying (and then dead) soldier. Go past him into the infirmary, where a surgical laser is going berserk. To prove just how deadly it is, a Twitcher will run right into it and get sliced up good. Use Kinesis to grab the large Med pack schematic by the operating table, then hit the laser with Stasis. Sprint past the laser to the other side of the room, open the footlockers for items, then go left and enter the adjacent hallway.

Go right, open the wall unit for a power node, then turn around and head through the left hall to the corner. Go right there and kill the necromorph, and stay there to deal with a second one. Now move slowly forward, shooting any remaining necromorphs at a distance. Open the footlockers for items, save your game at the Save Point, then round the corner.

Hold your weapon up as you go through the door marked "Barracks." An array of necromorphs will attack here, so aim low and go to town! Once you've blasted all the necromorphs into the next life, grab any items they've dropped, and read the text log at the end of the hall. Use the Store if you need to, and open all the storage bins for even more items. Now go through the door on the right side of the hall, and take the halls to the engine room.

You'll see a necromorph in here, but ignore it as it runs away. Check the storage bins in the first room for items, then go right to the lower engine room. Ride the lift to the top, then move slowly out behind the booster to the right. Use Kinesis to slowly move it across the room, using it as a shield from the fire coming from the other side. Stick close to the booster, and when you see the three purple power conduits to the side, stop to shoot them.

Now pull the booster back to where you started, then get behind the booster on the left. Push it forward like the other one, then stop to take out the three power conduits here on this side. The flames should stop now, so head to the center of the room to grab the singularity core. Go right and take the walkway to the lower level of the engine room.

Sprint across the lower level to the wall of glass to find Hammond. Watch in horror as a Brute appears and makes mincemeat of Hammond before busting through the glass! Get your most powerful weapon out and hit the Brute with Stasis first and foremost. Get behind the Brute and fire at its weak spot until it's dead. It will drop a diamond semiconductor, so be sure to grab that to sell later.

Go back out of the engine room, set the power cell in the elevator going to the lower deck, then jump back across the zero-gravity weapons back toward the tram. You'll encounter one more necromorph in the storage bay hall, so kill it, then enter the tram to wrap this Mission up.

Mission 10: End of DaysNav Card Scavenger Hunt

You need to find the three navigation cards for the shuttle. To find them, you need the crew key. Damn these scattered items!

Bust the crate to the left open, then follow the lighted walkway to the Level 1 commons. Open the wall units and crate for items, and use the Store to the right. Now take the corner lift to the top level of the commons and read the text log. Use the Save Point, then head through the door at the end of the hall.

Watch Dr. Mercer's act of murder through the glass here, then take the hall left and enter the door on the right to reach the mess hall. Break open the green-light crates for items, and head to the corner of the mess hall. Ride the lift there to the bottom level, preparing yourself for a pair of Dividers when the lift stops. Dismember them, then sprint past them and turn around to take out the Divider pieces.

Check around for crates to open, then grab the crew key in the left corner footlocker, avoiding the torso hanging on the wall, as it will attack you if you get close to it. Open the wall unit for a power node, then ride the lift back to the top level of the mess hall. Exit the mess hall for a message from Kyne and go right to reach the residental lobby.

Turn left at the corner and stay out of the hall, behind the corner. Look around the corner and shoot the Slasher coming at you there. There's a Guardian on the far wall, too, so blast that one as well. When both are killed, enter the restroom to the left and open the wall unit for an item. Return to the hall and enter the door on the far left end of the hall. Open the "Sleep Block A" door with the crew key, then ride the elevator to the lower level Sleep Block A commons.

Save your game at the Save Point, then enter the dorm. Another large tentacle will grab you here, so destroy its golden orange bulb as you have before. When it's dead, use Kinesis to pull down the magnetic lock and override the door lock. Return to the dorm room, kill the Slasher there, then leave the dorms and head across to the main commons, then Sleep Block B.

Sleep Block B is a frozen vacuum right now, so you'll need to move quick to avoid losing your oxygen. Go left when you come in and shoot the necromorphs there. Slashers will also attack, so dismember them as well. Go left to find the first nav card, then exit the bunk room through the next door.

Head back toward the main commons room and use the Save Point there. Head into the hall outside the mess hall and Exploders will attack. Shoot their orange bulbs, then head to the main commons. Ride the lift back down toh te lower level, then enter the "Sleep Block C" door.

Kill the Slasher in the hallway, the go right into the "Zero Gravity Basketball" room. Open the wall unit and lockers for items, and grab the Level 5 suit schematic near them. Take this back to the Store and use it to upgrade your suit immediately, then return to the courts. Jump to the second hardwood pad, pick up the second nav card, then shoot the Lurkers nearby. If you want to play basketball, aim at the bottom of one of the four hoops so that the ball floats in perfectly. Later on in the game, you must shoot into a hoop that has four lit lights around it. Here are the prizes you can win here:

Level 1: Ammo
Level 2: Ammo
Level 3: Med Pack
Level 4: Credits
Level 5: Ruby Semiconductor
Exit the basketball courts now, then use the crew key to unlock the "Sleep Block C" door. Save your game at the Save Point in the hall, then enter the Block C commons. Shoot the pods here, then enter the bunk room.

Use Kinesis to slide the bunks around here to reach the opposite side of the room, grabbing the ruby semiconductor on the way. If you want to open the locked storage room at the back of the room for the ammo and credits in it, you'll need to sacrifice a power node. Go l eft around the room, then move the last bunk to the right to find the third nav card.

As soon as you pick up the card, spin around and shoot at the legs of the Hunter that just entered the room! Dismember it, hit it with Stasis as it lies on the floor, then go back through the bunks you moved around. Another necromorph will appear en route, so quickly dismember it and continue your escape from the room. Be sure to slide the bunks behind you to trap the necromorphs in.

Exit the room and return to the main room of Sleep Block C. Kill the Lurker and Slasher here, then run to the other side of the room and turn around. Dismember the Hunter again, hit it with Stasis, and wait for Kendra to unlock the door for you. When you get the word, run through the "To Main Commons" door to the adjacent hallway. Turn around there to blast any necromorphs pursuing you, then get on the elevator and return to the main commons.

Shuttle Scuffle

The Infectors have been busy in here, tranforming the corpses to necromorphs. Great. Take out the Slashers in your way, and quickly get to the Infectors so you can kill them before they wreak any more havoc. Kill any remaining Slashers here, then use the Store to buy/sell/store. When you're ready to move on, ride the lift in the corner to the second floor. Save your game, then head into the security room.

Dr. Kyne is here, on the other side of some glass, of course. Watch the video he shows you of the Hive Mind, which should convince you to put the Marker back on the planet. Go right, get your weapon ready, and open the door across the hall. Shoot the Pregnant necromorphs in here, using Stasis to slow them down. Kill off any spawn creatures with the Flamethrower or a mine, then head into the next hall. Save your game here, then enter the main shuttle bay.

Open all the crates and containers here for items, then enter the shuttle and set the new nav cards in place. Leave the shuttle now and etner the control room on the left. Activate the engines to check them out. Once you see the test is successful, the Hunter drops into the control room behind you. Spin around, shoot its limbs off, hit it with Stasis, then sprint out of the control room.

There are other necromorphs in the shuttle bay now, so quickly shoot their legs off and start circling the room, shooting and running to pick off the necromorphs one by one. Try to lure them toward the back of the shuttle, take off their legs there, then hit them with Stasis before rushing into the control room to fire up the boosters again to torch them!

When you've cleared the room of enemies, use the other console to release the shuttle's docking clamps. Leave the control room now, grab the power node the Hunter dropped, then exit the bay. Return to the securty room where you met Dr. Kyne to find it unlocked now. Grab the items here, then go to the red room where you killed the Pregnant necromorphs earlier.

Alternate way
when the hunter chases you out of control room run to the back of the the shuttle, the hunter will follow, chop him up and stasis his main body run to the other side of the hunters body, where the control room is to your back and the hunter is in front of you. when the hunter regenerates chop him up again and stasis his body again, then run not walk run to the control room and test fire the shuttle's engines this will evaporate the hunter. once you see it destroyed you will agree that is was totally worth it.

Check the side rooms for items and listen to Mercer's rant over the RIGlink. Return to the security hall, then go back to the main commons. Kill the two Infectors here, then ride the lift to the lower level and return to the tram to move on.

Mission 11: Alternate SolutionsMarker Movin'

At the hangar bay, bust opne the storage crate for an item, and use the Store and upgrade bench to optimize your suit and inventory. Head into the door on the left, and ignore the Exploder above you here, as it will escape into the vents. Use the Save Point at the end of the hall, then enter the cargo room.

Ride the lift in the corner to the lower-level catwalks, and kill the Pregnant necromorph down there. Open the two lockers for items, then go left and kill the Exploder there. Check the lockers in the four corners of the bay for more items, as well as a power node from the wall unit, then head to the cargo control console and activate it.

The Market should appear from the bay below. Lift it with Kinesis and move it onto the rails on the outside of the walkways. Necromorphs will enter the room now, so stay by the Market and shoot them all. When you've killed them all, shoot the orange bulb on the tentacle to the right, then continue your task of setting the Marker onto the rails on the other side of the cargo bay.

When you're halfway down the bay, more necromorphs and another tentacle will attack. Hit them with Stasis, then blast them to pieces. Finish moving the Marker into its proper place, and watch as it's lifted into the hangar bay. Head up the catwalk, shooting through more necromorphs as you go. Exit the cargo bay and return to the tram station, using the Save Point en route.

At the station, go left through the "Flight Lounge" door. Take the hall to the lounge itself, then go right toward the landing bay. The doors will lock and some Slashers will appear behind you, so head toward the back of the room, blasting Slashers as you go. On the opposite wall, turn around and move toward the edge of the room. More Slashers will emerge from the vents here, so gun them down. When you've killed them all the lockdown ends, save your game at the Save Point.

Wait in the docking bay until Kyne flies in with the shuttle, when you'll learn that you must turn off the gravity in the loading bay to manually load the Marker onto the shuttle. Exit the docking bay and go left into the control room. Use the gravity control panel up the passage to shut off the gravity in the second loading dock. Open the lockers here, then jump down to the bay floor now below the shuttle.

Head to the far right corner and kill the Lurkers there. When you've killed them all, head to the Marker in the corner and use Kinesis to move it onto the tracks. Move it around the first corner, and stop before you reach the yellow/black junction. Use the console to switch the junction around, then continue to move the Marker onto the junction and up the smaller track. Move the junction back to its original position now, then grab some nearby explosive canisters and launch them at the Leapers as they attack.

When they're dead, switch the second junction around to receive the Marker, then keep moving it down the tracks into place. Turn around there and shoot the necromorphs that attack from behind you, then jump back to the control panel above and use the console to restore gravity.

Betrayal

Return to the main docking bay and approach Kyne. Watch as your whole plan goes up in smoke, and after you receive the message from Nicole, return to the control room. Go right at the gravity control station and ride the elevator on the right to the control room, and shoot the pods here. Stay by the door, because there's a Guardian on the far wall. Fire a mine at it, then kill it. When the coast is clear, open the wall units and crates for items, then enter the control room.

Use the panel to the left of Nicole to override the shuttle controls, then open the wall unit here for a power node. Grab the diamond semiconductor from the corner, then head back to the docking bay, dismembering any necromorphs in your way as you sprint into the shuttle's cockpit.

Mission 12: Dead SpaceReturning the Marker

Get out of the shuttle, then pull the loader toward the shuttle with Kinesis and slide it over the rails to set it in place. Activate the console on the left to offload the Marker to the tracks.

Head over the landing pad to the living quarters and use the Save Point there. Go right into the gravity tether computer room and kill the two flying Infectors here. Open any crates for items, then pick up the power cell with Kinesis and carry it back to the landing pad. Drop it there as you enter and shoot the Divider to the right, then kill off all its pieces. Now carry the power cell into its slow on the left to power the supply depot door.

Return to the Marker and start sliding it toward the supply depot door. Set it in place, then enter the room to the left and use the console. Pull the Marker into the next room, then head into the next part of the depot. The doors will lock and necromorphs will enter the room. Get in the opposite corner, turn around, and gun them down, using Stasis on them if they get too close. Run if you have to! You can also run across a bridge and raise it to trap the necromorphs on the other side, leaving them sitting ducks.

When you've killed all the creatures here, head toward the Marker by the bridge and raise the bridge. Use Stasis on it to slow it down, then quickly pull the Marker across. Run to the other bridge now and kill the Lurkers near it. Pick up the ruby semiconductor in the corner, then move the Marker further forward.

Raise the next bridge, hit it with Stasis, then drag the Marker over and set it into place by the depot doors. Enter the control room on the left and use the shutter control. Now move the Marker to the next part of the depot.

There are two Guardians on the far right wall here, so take care of them and any pods they spit out, then use the Store to the left. Check the lockers for more items, use the stasis refill station, then head through the large door between the two Guardians you just killed.

These tubes are zero-gravity. Move forward slowly and be prepared to blast a Leaper when it appears. Go to the end of the tunnel, killing anymore necromorphs you see, then jump through the square opening near the end. Jump down to the main floor, open the footlockers, then use Kinesis to activate the power control console. This switches on the fans in the tunnel, meaning the trek out won't be as easy as it was getting in!

Stop before you get to the first spinning fan, slow it down with Stasis, then jump past it. Jump past the necromorphs here to the second fan, hit it with Stasis, then jump through. Enter the depot chamber before you exit the tunnel, use the stasis refill station, get your reloaded weapon ready, then go through the door.

You'll immediately run into a Brute, so hit it with Stasis, get behind it, then go to town on its back. Keep shooting and slowing it until it's dead, then get back to moving the Marker. Keep raising bridges, hitting them with Stasis, and sliding the Marker over the raised bridges. When you reach the Save Point, use it, then head left into the control room. Use the console, wait for the Marker to be moved into the last chamber, then enter the chamber.

There are lots of items in the footlockers here, so grab them, the move the Marker farther down the tracks. Activate the last shutter panel, then sprint out onto the planet's surface. Check the footlockers for items, then move the Marker to the end of the track. Sprint up the catwalk to the left of the track and keep dragging hte Marker. Three tentacles will emerge from the pit to the left as you do this, so deal with them as you have all tentacles: by shooting their orange bulbs!

At the end of the catwalk, turn around and wait for some necromorphs to come at you. Gun them to shreds until they stop coming, then use the loader console to set the Marker back in place. You've done it! Now to get out of here!

Escape!

Enter the decontamination room to the left of the Marker to get, well, decontaminated, then watch as Kendra moves the Marker off its pedestal. Oh no she di'int! When the door behind you opens, go through, head down the hall, and open the wall unit for a power node. Open the storage crates as well, take any items from the storage room, and when you get to the room before the landing pad, use the store to bulk up on med packs and ammo for your Plasma Cutter, Line Gun, Contact Beam, and Pulse Rifle. Stick the Flamethrower and Force Gun in the safe, as you won't need them. Make any final upgrades at the bench, and save your game at the Save Point.

Exit the room now and run to the shuttle. Watch the events that unfold, and when you're back on your feet, watch the horrible Hive Mind rise to its full height. Yes, you're going to have to defeat it.

The Hive Mind has five orange eyes around its mouth, and these are your first targets. Move from side to side, avoiding the Hive Mind's tentacles as you grab an explosive canister with Kinesis. When the Hive Mind moves in closer, chuck the canister at one of its eyes to damage it. Keep doing this, but never damage the same eye twice in a row. Spread the damage out between the eyes, damaging all five. Eventually, you'll destroy three of them, at which point the Hive Mind will grab you with a tentacle.

You'll be dangling upside-down, so use the Plasma Cutter or Contact Beam to shoot at the Hive Mind's two remaining eyes. Be quick about it, or you'll be the Hive Mind's lunch!

Once you destroy the final two eyes, its chest will open up, revealing five golden sacs. Don't bother grabbing any explosive canisters now, as the Hive Mind will just destroy them before you can use them. Take aim at the five sacs and open fire, strafing back and forth as you destroy them one by one. When the Hive Mind closes its chest, take a moment to pick up any items on the ground, and wait for the chest to open again so you can go back to shooting.

When all five sacs have been burst, the Hive Mind will fall. Sprint into the shuttle to get off this godforsaken planet! Watch the game's closing scenes and credits, after which Impossible Mode is unlocked. Be sure to start a new game and save it to keep Impossible Mode unlocked!

Freeola & GetDotted are rated 5 Stars

Check out some of our customer reviews below:

Many thanks!
You were 100% right - great support!
Simple, yet effective...
This is perfect, so simple yet effective, couldnt believe that I could build a web site, have alrealdy recommended you to friends. Brilliant.
Con

View More Reviews

Need some help? Give us a call on 01376 55 60 60

Go to Support Centre
Feedback Close Feedback

It appears you are using an old browser, as such, some parts of the Freeola and Getdotted site will not work as intended. Using the latest version of your browser, or another browser such as Google Chrome, Mozilla Firefox, or Opera will provide a better, safer browsing experience for you.