Dead Space Remake Trophy & Achievement Guide

Dead Space Remake Trophy Achievement Guide

Welcome to the Dead Space remake Trophy & Achievement guide!

6/10 Estimated Difficulty
30 – 40 Estimated Hours to completion
2 Minimum Play-throughs, but 3 is Preferred.
2 Missable – Front Toward Enemy & Reunion

Impossible!

This can be done in 2 play-throughs, but that is going to require your very first play-through of the game to be on the Impossible difficulty setting. The reason for this is because Impossible cannot be done on New Game Plus unless your initial play-through is on that difficulty. Unfortunately, you won’t be able to play through on easy first getting all the upgrades and then do Impossible on NG+. It has to be done on a brand new save.

So, the easier way forward is to play through the game and NG+ on whatever difficulty you choose. Get everything done on those two play-throughs and then do Impossible last. That way you won’t have to go out of your way for misc. Trophies/Achievements. You’ll be able to just focus on getting through Impossible.

Collectables

There are a lot of collectibles to find in Dead Space. You’re going to be looking for Logs, Weapons, Weapon Upgrades, Suit Upgrades and side quest items. Luckily, the game is pretty forgiving with these. You can backtrack to any place on the Ishimura for almost the entire game. So, if you miss something, you can go back at almost any point and pick it up. This applies to every collectible type.

The point of no return is the very end of Chapter 11. The game will warn you when you reach this point. It would be best to make a separate manual save at this point just to be safe. You will also want to make a separate manual save at the beginning of Chapter 9. More on that below.

If you happen to miss out on any collectibles on your first play-through, your progress will carry over to NG+ and you’ll be able to clean up anything you may have missed.

There is a text Collectible Guide at the bottom of this Trophy/Achievement guide that will walk you through everything you need to find including misc. Trophies/Achievements and side quests.

Missables

Despite being able to backtrack to almost anywhere. There are two missables to be aware of. “Front Toward Enemy” takes place in Chapter 9. After you finish Chapter 9, you will not be able to go to that specific location. So, you want to make a manual save just in case at the beginning of the chapter. There are collectibles that can be missed in there as well as “Front Toward Enemy.”

The other missable is “Reunion.” That is earned by seeing the alternate ending. In order to do that, you will need to collect 12 Marker fragments on NG+ and place them in a specific location. They are only available on NG+. If you beat NG+ with collecting and placing them, you will need to play through again.



 Concordance Officer

Collect all Trophies


Welcome Aboard

Complete Chapter 1 on any difficulty setting.

This is an unmissable story related Trophy/Achievement.


 Lab Rat

Complete Chapter 2 on any difficulty setting.

This is an unmissable story related Trophy/Achievement.


 All Systems Go

Complete Chapter 3 on any difficulty setting.

This is an unmissable story related Trophy/Achievement.


 Cannon Fodder

Complete Chapter 4 on any difficulty setting.

This is an unmissable story related Trophy/Achievement.


 True Believer

Complete Chapter 5 on any difficulty setting.

This is an unmissable story related Trophy/Achievement.


 Greenhouse Effect

Complete Chapter 6 on any difficulty setting.

This is an unmissable story related Trophy/Achievement.


S.O.S.

Complete Chapter 7 on any difficulty setting.

This is an unmissable story related Trophy/Achievement.


 Strange Transmissions

Complete Chapter 8 on any difficulty setting.

This is an unmissable story related Trophy/Achievement.


 Wreckage

Complete Chapter 9 on any difficulty setting.

This is an unmissable story related Trophy/Achievement.


 Keeper of the Faith

Complete Chapter 10 on any difficulty setting.

This is an unmissable story related Trophy/Achievement.


 Betrayed

Complete Chapter 11 on any difficulty setting.

This is an unmissable story related Trophy/Achievement.


 Exodus

Complete Chapter 12 on any difficulty setting.

This is an unmissable story related Trophy/Achievement.


 Final Regeneration

Discover the Hunter’s origins.

This is earned by completing the side quest “Premeditated Malpractice.”

This can be started in Chapter 6 and completed in Chapter 7. However, if you don’t do it right away, that’s okay. It will be available until the end of Chapter 11.

The Collectible Guide at the bottom of this Trophy/Achievement guide will walk you through the steps from beginning to end as soon as the quest and its following steps become available.


 Whole Again

Pursue Nicole’s investigation.

This is earned by completing the side quest “Scientific Methods.”

This can be started in Chapter 2 and completed in Chapter 10. However, if you don’t do it right away, that’s okay. It will be available until the end of Chapter 11.

The Collectible Guide at the bottom of this Trophy/Achievement guide will walk you through the steps from beginning to end as soon as the quest and its following steps become available.


 Set A Benchmark

Complete the game on Medium difficulty or above.

See the “Untouchable” Trophy/Achievement below for more details.


 Untouchable

Complete the game in Impossible Mode.

Impossible is the hardest difficulty in the game. If you’re a Dead Space series veteran, don’t worry. This is not a three save difficulty like in Dead Space 2.

The actual game difficulty here is Hard. The extra layer of difficulty here is that you are only allowed to use one save file. You can save as many times as you want, but it can only be done on one save file slot. In fact, you have to manually save. Auto saving will be turned off. You will also not be able to play this on NG+. It has to be done on a brand new play-through.

If you die, the game will allow you to continue, but the difficulty will be automatically changed from Impossible to Hard. That means it’ll end your Trophy/Achievement run and you’ll have to start over. So you cannot die at all on Impossible or else you’ll need to start over.

However, you are allowed to quit the game. That means you can save your game and then back up the save file to either the cloud or to a USB drive. If you die, you can just download your backed up save file and continue. If you use the cloud for this, make sure you have auto upload turned OFF.

Below are some tips to help you get through Impossible mode.

  • Collect as many Nodes as you can.
  • Collect as many credits as you can.
  • Stomp on dead enemies to get them to drop items or credits.
  • You can run away from some enemies avoiding a fight all together.
  • Stasis will slow enemies down help you run by them or kill them.
  • Refill your Stasis every chance you get at the wall mounted stations.
  • Use Kinesis to shoot explosives and sharp objects at enemies.
  • You can use Kinesis on dead enemy limbs and use those as weapons. The blades from enemies do a lot of damage.
  • The Plasma Cutter is the strongest weapon in the game. Focus on upgrading this.
  • Upgrade your suit.
  • Pick up and sell the Peng! collectible.
  • Keep your health in the green at all times.
  • Maintain a constant stock of health and ammo.
  • Make sure your weapon is reloaded and ready for a fight at all times.
  • Take your time and don’t be hasty.
  • Completing objectives often spawns enemies. Make sure you’re ready for a fight before completing an objective.
  • Try to be aware of where enemies can spawn. Look for the vents on the walls and ceiling.
  • The Line Gun is good for hitting multiple limbs in a single shot.
  • The Force Gun is very powerful when upgraded and the ammo can be sold for 6,000 credits in case you’re running low on health or other ammo.
  • During the final Hive Mind boss, kill the exploders without blowing up their explosive arms. You can use Kinesis on those and throw them at the boss’ weak points which will damage multiple targets at the same time.
  • Save your game every time you come across a save station.

 Trusted Contractor

Complete New Game Plus on any difficulty mode.

New Game Plus will be unlocked upon completing the game for the first time. The option to start NG+ will be added to the main menu.

NG+ is not only needed for this Trophy/Achievement, but it will also be needed to fully upgrade your suit, weapons and to see the alternate ending. A new collectible type will be introduced in NG+ as well. These are called, Marker Fragments. There are 12 of them and they will need to all be collected in order to see the alternate ending. The locations of those can be found in the NG+ Collectible Guide.

All of your upgrades, weapons and logs will be carried over. So anything you may have missed on your first time through will be available here.

NG+ will raise the difficulty a bit by making enemies stronger and by introducing different variants of the necromorphs.


 Full Arsenal

Own every weapon in the game.

There are nine different weapons in the game. You’ll find most of them by following the story objectives, but there are some that are in optional areas. You’ll need clearance levels to get to some of the optional areas as well.

  • Plasma Cutter – Chapter 1
  • Stasis Module – Chapter 1
  • Kinesis Module – Chapter 2
  • Pulse Rifle – Chapter 2
  • Ripper – Chapter 3
  • Flamethrower – Chapter 3
  • Contact Beam – Chapter 4
  • Line Gun – Chapter 5
  • Force Gun – Chapter 6

All of the locations for the weapons as well as the clearance levels are included in the Collectible Guide below.


 Built To Order

Install every weapon upgrade.

There are 21 weapon upgrades to install across the nine different weapons.

Each time you find a weapon upgrade, you will need to interact with a workbench and the upgrades will be automatically applied. These will open more Node slots on the weapons so you can raise their stats further.

The weapon upgrades are often in optional areas that are going to require Master Clearance and level 3 clearance.

All of the locations for the weapon upgrades as well as the clearance levels are included in the Collectible Guide below.


 Autofire

Kill 30 enemies with the Pulse Rifle.

The Pulse Rifle is first found in Chapter 2. All you have to do is equip it and kill 30 enemies with it.

Remember, you need to do this on a playthrough when you are not going for the “One Gun” Trophy/Achievement.


 Live with the Hot Ones

Kill 30 enemies with the Flamethrower.

The Flamethrower is first found in Chapter 3. All you have to do is equip it and kill 30 enemies with it.

Remember, you need to do this on a playthrough when you are not going for the “One Gun” Trophy/Achievement.


 A Cut Above

Kill 30 enemies with the Ripper.

The Ripper is first found in Chapter 3. All you have to do is equip it and kill 30 enemies with it.

Remember, you need to do this on a playthrough when you are not going for the “One Gun” Trophy/Achievement.


 Pusher

Kill 30 enemies with the Force Gun.

The Force Gun is first found in Chapter 6. All you have to do is equip it and kill 30 enemies with it.

Remember, you need to do this on a playthrough when you are not going for the “One Gun” Trophy/Achievement.


 Eviscerator

Kill 30 enemies with the Line Gun.

The Line Gun is first found in Chapter 5. All you have to do is equip it and kill 30 enemies with it.

Remember, you need to do this on a playthrough when you are not going for the “One Gun” Trophy/Achievement.


 Full Contact

Kill 30 enemies with the Contact Beam.

The Contact Beam is first found in Chapter 4. All you have to do is equip it and kill 30 enemies with it.

Remember, you need to do this on a playthrough when you are not going for the “One Gun” Trophy/Achievement.


 One Gun

Beat the game using only the Plasma Cutter.

This may sound difficult, but it really isn’t. The Plasma Cutter will be the first weapon you get in the game, but it is a very powerful weapon. You’ll still be able to use Kinesis, Stasis and Melee. Just do not use any other projectile weapon.

When going for this, make sure to fully upgrade the Plasma Cutter.

When you find other weapons, put them in your storage as soon as you can to avoid accidentally using them. Not only will that prevent an accident from happening, but it will also make the game only give you Plasma Cutter ammo. You’ll only find ammo for the guns you’re carrying. So if you only have the Plasma Cutter, you’ll be finding plenty of ammo.

This can be done on any difficulty as well.


 Pack Rat

Place 25 items in Storage.

As you progress through the game you’ll be picking up a lot of items and ammo. All you have to do here is store 25 items.

Your item storage can be accessed by interacting with the various stores that you’ll come across. Select an item from your inventory and choose to send it to storage in the store menu.

There has to be 25 items stored all together at the same time. It’s not cumulative and you can’t transfer over the same item back and forth 25 times.


 Story Teller

Collect 75 Logs.

See the “Legend Teller” Trophy/Achievement below for more details.


 Legend Teller

Collect 150 Logs.

The Logs are a type of collectible in Dead Space. You can find these in the environment and you’ll be given some automatically as part of the story. There are more than 150 and if you miss any, your progress will carry over to NG+. So, you’ll be able to pick up anything if missed.

Follow the Collectible Guide below for their locations.


 Merchant

Collect all Schematics.

Schematics are another type of collectible. Finding these will unlock items in the stores that you can buy. There are 13 schematics to collect.

Follow the Collectible Guide below for their locations.


 Marksman

Dismember 50 Limbs.

See the “Surgeon” Trophy/Achievement below for more details.


 Surgeon

Dismember 500 Limbs.

This is something that you will come naturally over time as you play through the game and complete the Trophy/Achievement list.

The main way to kill the enemies is to dismember their limbs. You’re going to be doing this during every enemy encounter. This list is going to require 2 to 3 playthroughs depending on your preference, so you will be dismembering more than enough limbs over the course of multiple playthroughs.


 Wishbone

Rip off a dangling limb using Kinesis.

Shoot an enemy’s limb to weaken it, but don’t shoot it off completely. When the limb is weakened,  use Kinesis on it and you’ll pull it off.


 Raise The Stakes

Pin an enemy.

Part of dealing with enemies in Dead Space is using the environment. As you play through the game, there will be metal poles that you can use to kill enemies. They can be single on the ground, or that can be legs of a small shelf. Melee the shelf and the poles holding it up will collapse. Use Kinesis on one to pick it up and then shoot it at an enemy.

In order to get this Trophy/Achievement, you’re going to need to use one of these poles to stick an enemy to the wall.

dead space trophy achievement guide

dead space trophy achievement guide

 

 

 

 

 

dead space trophy achievement guide


 Freeze

Use Stasis on 50 enemies.

You can use Stasis on enemies in order to slow them down when they’re attacking or chasing you. You can use Stasis multiple times on the same enemy if you’d like as well. Just wait for it to wear off before using it again.

This is a mechanic that will be very helpful when encountering multiple enemies at the same time. So, this is something that should come naturally, as long as you’re remembering to use it.


 Backbreaker

Kill 10 enemies with a stomp attack.

Despite the wording of this, you actually have to use a single stomp on an enemy in order for it to count toward this. Weakening an enemy and then stomping on them will not count.

The best way to get this is to stomp on the small baby like enemies. One stomp will be enough to kill them.

Later in the game you’ll be introduced to the Guardian enemy type. These are the enemies that are anchored to the walls. They will spit out small enemies at you. You can farm this Trophy/Achievement at those types.

Don’t kill the Guardian. Instead, let it spit out enemies at you and then stomp on them. Keeping doing this until the Trophy/Achievement pops.


 Maxed Out

Fully upgrade all weapons and equipment.

In order to unlock this, you’re going to have to do a few things over the course of multiple play-throughs.

You’ll need to find all of the Nodes and all of the weapon/equipment upgrades.

First, you’re going to need to find all of the Nodes. These are used for upgrading your equipment at workbenches. Below is a breakdown of how many nodes you can get.

It is going to cost 189 Nodes to fully upgrade everything.

  • 57 to find in the environment of a single play-through.
  • 21 for finding all weapon upgrades
  • 10 for beating the game.

That’s a total of 88 for a single play-through.

You’re going to have to collect all 57 on your NG+ play-through and that’ll get you to 145. For the remaining 44, you’re going to have to buy them from the stores. They will cost 10,000 credits each. So, you’re going to have to grind out 440,000 credits.

Comb through the Ishimura and pick up all of the credits that you can. You’ll also be able to find Semiconductors that you can sell as well. Also, make sure to fin Peng! and sell it for 30,000 credits.

Luckily, there is a somewhat quick method to grind out some money. Keep a gun that you’ll use and then just have the Force Gun in your inventory so you find the ammo for it. The ammo can sell for a lot of credits.

Overall though, you should come up with enough credits across your two playthroughs as long as you’re thorough.

Just having the Nodes won’t be enough. You also need to find all of the weapon upgrades. Once you have an upgrade, go to a workbench and it’ll auto install on the weapon which will open more Node slots.

All of the Nodes and Upgrade locations can be found in the Collectible Guide below.


 Front Toward Enemy

Survive the Shooting Gallery.

MISSABLE

This Trophy/Achievement can be earned in Chapter 9.

After disposing of the nuke, you’ll head to your next objective through the Armory.

While you’re in the Armory, there will be a doorway on the right labeled, “Shooting Range.” Go in there and activate the Shooting Range.

Run through the course to the end. You don’t actually have to shoot any of the targets. Just run the through the course. When you get to the end, you’ll be ambushed by enemies. Kill them all and you’ll earn this Trophy/Achievement.

dead space trophy achievement guide

dead space trophy achievement guide

 

 

 

 

 


 Z-Baller

Complete Level 6 in Zero-G Basketball.

This can be earned in Chapter 10.

In the cafeteria of the Crew Deck is a big circular door. Go in there and you’ll see four hoops. Interact with the computer console to start the game.

In order to get the Trophy/Achievement and Node, you’re going to have to beat level 6 of Z-Ball. That is going to require scoring 220 points.

All you have to do here is use Kinesis on the ball and shoot it into the hoops. You’ll get 5 or 10 points for making it in a hoop. When a hoop is glowing, shoot the ball into it and you’ll be given extra time. Always shoot for the extra time hoops and you should have no problem with this as long as you are quick and accurate. After scoring 220 points, the lockers in the cafeteria will open up and the Node will be in locker six.

dead space trophy achievement guide

dead space trophy achievement guide

 

 

 

 

 

dead space trophy achievement guide


 There’s Always Peng!

Find the Peng Treasure.

Peng can be collected in Chapter 11.

Follow the objective marker to the Cargo Bay. When you enter, there will be a work bench on your left and a small platform elevator on your right. Go down the elevator. Step off of the elevator and turn around to see some Kinesis crates behind you. Move the crates out of the way and then open the locker to find Peng.

dead space trophy achievement guide

dead space trophy achievement guide

 

 

 

 

 

dead space trophy achievement guide


 Full Clearance

Create the Master Security Override.

This is earned by completing the side quest “You Are Not Authorized.”

This can be started in Chapter 4 and completed in Chapter 10. However, if you don’t do it right away, that’s okay. It will be available until the end of Chapter 11.

The Collectible Guide at the bottom of this Trophy/Achievement guide will walk you through the steps from beginning to end as soon as the quest and its following steps become available.


 Brute Force

Kill a Brute.

This is an unmissable story related Trophy/Achievement.

You will encounter your first brute in Chapter 4.


 Exterminator

Kill the Leviathan.

This is an unmissable story related Trophy/Achievement.

You will encounter the Leviathan in Chapter 5.


 Get Off My Ship!

Kill the Leviathan Remnant.

This is an unmissable story related Trophy/Achievement.

You will fight the Leviathan Remnant in Chapter 8.


 Mindless Prey

Kill the Hive Mind.

This is an unmissable story related Trophy/Achievement.

This is the final boss in Chapter 12.


 Marked

Pick up a Marker fragment for the first time.

See the “Reunion” Trophy/Achievement below for more details.


 Reunion

See the alternative ending on any difficulty mode.

MISSABLE

The alternate ending can only be seen by collecting all 12 Marker fragments on NG+.

Marker fragments are a type of collectible that are only available during NG+.

Once you have them all, go to Captain Mathius’ Office in the Executive Chambers of the Crew Deck. Place the Marker fragments on the empty displays. Once they’ve all been placed, return to the main objective and finish the game to see the alternate ending.

You can view their locations in the New Game + Collectible Guide below.



Collectibles Guide



Again, the collectibles can be picked up in any order up until the end of Chapter 11. The order below is the order that makes it so that you get just about everything on your first pass through the various areas of the Ishimura.


Chapter 1 – New Arrivals


Log #1 Background Request – As soon as you gain control of Isaac, turn around and go into the doorway on your left to find this on the ground.

Log #2Sponsored Article: The USG Ishimura – As soon as you enter the Ishimura Flight Deck, turn left and you’ll find this log on a table in front of a “Welcome Aboard” sign.

Log #3 – Run! – Story related.

Weapon #1Plasma Cutter – After running from your first enemy enemy encounter, you’ll go down an elevator. Exit that elevator and go left to find this on a table.

Log #4 – Send Help – After you kill your first necromorph, follow the hallway and around to the next closed door on the right. Open it and you can find this log up on the wall on a security phone. This is immediately in front of you on the wall as you go through the door.

Log #5 – Repair the Tram System – Story related.

Weapon #2Stasis Module – Exit the Tram Control room through the door on the right. Go down the stairs and head toward the malfunctioning door. This will be on the ground in front of the door as it is required to progress through the story.

*Missable* Log #6 – Stasis Door – Pick up the Stasis Module and don’t move or use Stasis on the door. Just stand there until you receive a call which will be this log.

Log #7 – Dismemberment – Story related.

Node #1 – Walk through the Tram Repair Room and go right. This is found in a blue box hanging on the wall in the Tram Repair Room.

Log #8 – Stasis Module Request – From the previous Node, turn around and you’ll see this log on the table immediately behind you.

*Missable* Log #9 – Autoloader – This is acquired in the Tram Repair Room. Interact with the panel on the left to connect the left arm to the Tram. Go over to the other side and use the panel to try and connect the right arm. It won’t connect and you’ll be required to use Stasis. Don’t use Stasis yet. Daniels will call you and explain what to do.

Log #10 – Replaced the Tram Car – Story related.

Node #2 – Connect the Tram and then return to the Tram Control Room. Once there, go through the door labeled, “Cargo and Baggage Hall.” Follow the hallway down to the end where you’ll see a circuit breaker. Interact with it and choose the Cargo Hall Storage fuse. Turn it on and it will unlock a door back down the hallway. Follow the blue light back down the hallway to the unlocked door. It will be labeled, “Cargo Hall Storage.” This is in a blue box hanging on the wall in that room.

Log #11 – Repair Invoice – Use the circuit breaker to enter the Maintenance Bay. Make your way through and use the elevator to go up to the next floor. Follow the path until you come to another circuit breaker. This log is on a chair to the right of the circuit breaker.

Node #3 – Reroute the power to the Maintenance Bay Office and then go back down the elevator you just used to come up to this floor. Exit the elevator and go into the now unlocked Maintenance Bay Office. This will be in a blue box hanging on the wall inside of the office.

Log #12 – Poker Invitation – This is found to the left of the previous node in the Maintenance Bay Office on a shelf.

Log #13 – Found the Data Board – Story related.

Log #14 – En Route to the Bridge – Story related.

Node #4 – After fixing the Tram, you’ll have to return to the Kellion. Backtrack and you’ll ride an elevator up. Exit the elevator and enter the Flight Deck Supply Room on the left down the hallway. This is found on the back right corner on the wall.

Log #15 – Arrived on the Bridge – Story related.

Log #16 – Go to Medical – Story related.

Level 2 Suit Upgrade – As you approach the end of the chapter, you’ll ride an elevator up to the Flight Deck Tram Station. The store will be right in front of you as you step out of the elevator. You can buy the first suit upgrade here for 10,000 credits. If you don’t have enough right now, do not worry. There will be more opportunities later for suit upgrades.


Chapter 2 – Intensive Care


Weapon #3 Kinesis Module – This is found to your immediate left as soon as the chapter begins on a crate next to a body.

Weapon #4Pulse Rifle – Progress through the section and this will be dropped by a dying soldier.

Log #17 – Destroy the Barricade – Story related.

Node #5 – Make your way through Imaging Diagnostics and you’ll have to use Kinesis to put insert a battery in to a circuit breaker. Go through the door labeled, “Diagnostic Technician.” This node is on a wall in this room.

Log #18Patient Harris – Interact with the circuit breaker in Imaging Diagnostics and switch on “Doors.” Turn around go through the door labeled, “Consultation Room.” This log is found in this room on the desk.

Log #19Calculated Risks – Return to the circuit breaker and switch on “Elevators.” Ride the small platform elevator to the left of the circuit breaker up to the next floor. Follow the path into the next hallway and enter the room labeled, “Observation Room.” This log is found on a bed to the right as soon as you enter the room.

Log #20 – Found a Hydrazine Tank – Story related.

Log #21 – Shook the Whole Ship – Story related.

Log #22 – Almost Got Me – Story related.

Schematics – Pulse Rounds – Progress the chapter until you fly a bit back through the area with no oxygen and gravity. You’ll enter an area called the Coolant Pipelines. The schematic will be on your left on a table as soon as you enter the room.

Log #23 – They Defy Death Itself – Progress through the chapter and you’ll eventually reach the Main Lab. You’ll be trapped in here under quarantine and will need to fight off a wave of necromorphs. Once they’re all dead, the quarantine will lift. Go straight back on the bottom floor into the bathroom and you can find this Log in one of the stalls.

Log #24 – Marker Discovery – From the bathroom, exit and enter Dr. T. Kyne’s office. This is found on a table on the left inside of the office.

Log #25 – Nicole’s Log / Scientific Methods Side Quest – Exit Kyne’s office and go across the room and enter Dr. N. Brennan’s office. This is found on the table in the office.

Log #26 – Anonymized Transcript – This is found in the same office as the previous collectible on the bookshelf.

Schematics – Stasis Pack – Head over to the Main Lab Changing Room and enter. This can be found on a bench in front of some lockers on the right as soon as you enter.

Log #27 – Vital Personnel – Progress through the area a bit and you’ll come to a window where a human will be killed by a new enemy type. Enter that room labeled, “Biological Prosthetics Center.’ You can find this log on a desk in the corner of this room.

Node #6 – Take the small platform elevator and continue through the second floor. This node is on the wall of the room labeled, “Limb Simulation Therapy.” This is the same room where the dead body is being electrocuted. You have to come here.

Log #28 – Found a Shock Pad – Story related.

Log #29 – Find the Captain’s Rig – Story related.

Weapon Upgrade – Cartridge Rack – Progress through the chapter and blow up the debris blocking your path to the Ishimura Clinic. As soon as you enter the clinic, this upgrade can be found to the left on a couch under graffiti that says, “it’s time.”

Log #30 – Patient Observations – Enter the Emergency room and this straight back from where you enter on a bed with a dead body.

Scientific Methods Step – From the previous collectible, go to the left side of the room near the circuit breaker to see a hologram of Nicole tending to a patient. Watch the entire hologram until it ends. If your progress doesn’t update for the side quest, you can interact with the console where the hologram was to watch it again.

Log #31 – Nicole’s Study / Scientific Methods Step – From the previous side quest step, go to the circuit breaker nearby and interact with it. Switch on the power to “Shower.” After that, Look to your immediate left from the breaker and you should see a small blue Kinesis icon on the wall. Use Kinesis on that wall to open a hidden door to a small room. The log is on a table in there. This log is the next step of the Scientific Method side quest.

Log #32 – Rats in the Walls – Return to the circuit breaker and turn both switches off and grab the battery. Carry it to the opposite side of the room and insert it to the open slot next to the ER Hallway A door. Go through the door and follow the hallway around until you see this log up on the wall to the right of the Intensive Care Unit door.

Log #33 – Colony’s Problems – From the previous Log, do not go through the Intensive Care Unit door yet. Instead, turn right and follow this hallway to the very end and this log will be on the ground at the very end.

Node #7 – On the wall next to the previous log.

Log #34 – Autopsy Report – Progress through the chapter and you’ll take an elevator to the morgue. Enter the morgue and make your way around the beds and this log can be found on the right side of the room. If you’ve entered the Autopsy Room, you’ve gone too far.

Log #35 – Transmitting Codes / Security Clearance Level 1 – Acquired Automatically

Log #36 – Go to Engineering – Story related.

Node #8 – As you head back, you’ll make your way through the Ishimura Clinic again. This node is in the clinic on the wall to the right of where the graffiti says, “it’s time.” This is where the Cartridge Rack was found earlier. The node case can now be unlocked with Level 1 Clearance.

Node #9 – Before getting on the Tram and finishing the chapter, it’s time to back track a little bit. From the Security Station where you blew up the debris earlier, you need to go through the door that says, “To Imaging Diagnostics Wing.” Go through the following areas, Imaging Diagnostics Wing > Coolant Pipelines > Zero-G Therapy. Fly up the elevator shaft. Follow the hallway at the top around the corner and you’ll see a room on the left labeled, “Patient Locker Room.” This door was locked, but we can now enter with the proper clearance. This is on the wall inside of the room.


Chapter 3 – Course Correction


Log #37 – It’s Mine – As soon as the chapter begins walk forward a bit to the small floating debris in front of you. Look down to the right in between the two walkways. You should see the log. Use Kinesis to grab the log.

Voelker’s Rig – You Are Not Authorized Side Quest – After grabbing the previous log, continue down the hangar all the way to end. You’ll need to float to get through the section. Continue until you reach the section where there is no air. When you reach that, float to the end and go to the left side. There will be an oxygen station and this item will be floating next to it. The item will be highlighted in purple.

Log #38 – Growth – Exit the floating section and follow the hallway all the way to the end and this will be on some equipment right before going into the elevator to the Engineering Deck.

Log #39 – Temple’s Log 01 – This will be on a chair next to the store in Engineering at the top of the elevator we just rode on.

Weapon Upgrade – Heat Accumulator – For sale in the store for 11,000 credits.

Weapon Upgrade – Kinetic Autoloader – For sale in the store for 11,000 credits.

Log #40 – Engine Diagnostics – Story related.

Weapon #5 – Ripper – Follow the story path and the Ripper will be on ground in front of a dead NPC at the bottom of the stairs.

Log #41 – His Own Teeth – This is on the wall in the bathroom to the immediate left of the Ripper.

Scientific Methods Step – Exit the bathroom and go to the opposite side of the room in the back under the stairs to the Calibration Room. Do not follow the story path yet. Enter the Calibration Room and the hologram will start playing. Watch it all the way to the end.

Log #42 – Temple’s Log 02 – Ride the platform across the gap and survive the wave of enemies at the other side. After that, follow the path to the stairs. Don’t go up. Instead, look to left of the stairs to find this on an locker laying on the ground.

Log #43 – Kendra’s Alive – Story related.

Node #10 – First, you will need to go upstairs from the previous log and grab the Fuel Station Keycard. Once you have that, go back downstairs and enter the Fuel Management room. This is on the left on the wall.

Log #44 – Engines are Refueled – Story related.

Weapon Upgrade – Ricochet Tracer – After refueling both of the engines, you’ll return to the room that had the last store. This is will now be available for purchase for 11,000 credits.

Log #45Chaos – Ride the elevator up and follow the story path until you reach the Decontamination Room. Don’t go in there yet. Instead, continue follow the hallway around the very end and this will be in an open locker.

Schematics – Medium Med Pack – This will be in the first locker after stepping out of the Decontamination Room.

Node #11 – Enter the next hallway and there will be a sign with arrows that point left and right. The story path is right. In order to get this Node, you need to go left. Go all the way to the end of that hallway to find this Node.

Log #46Rig Transcript – Follow the story path back around to the end of the right hallway and you’ll see this on the ground in front of a hole in the wall.

Log #47 – Centrifuge is Online – Story related.

Log #48 – They Found an Artifact – Story related.

Weapon #6 – Flamethrower – This will be hanging from a dead NPC who is stuck to the wall in a short hallway through a door labeled, “To Engine Room.”

Log #49 – Temple’s Log 03 – This is found in the room next to the elevator that takes you to Fuel Storage. You’ll reach this room after squeezing through walls that are covered in necromorph material.

Node #12 – This is in the same room as the previous log.

Schematics – Ripper Blades – Go down the elevator from the previous collectible location and follow the path to the next elevator. Go into the room to the right of the next elevator to find this on a crate.

Node #13 – This is found inside of the engine room on the right side. It is in a small side room underneath the walkway above on the right.

Schematics – Flamethrower Fuel – This is found in the engine room on a chair right next to the control panel that you need to use.

Log #50 – Go to the Bridge – Story related.

Log #51 – Nicole? – Story related.

Weapon Upgrade – Gellified Hydrazine – This will now be for sale in the store for 11,500 credits.


Chapter 4 – Obliteration Imminent


Log #52 – The Marker – Story related.

Log #53 – Bridge Attack – As you enter the Atrium, there will be a breach. When it’s over, look to the right side to see a hole in the ground. Across from that hole is a small set of stairs with this log at the bottom.

Log #54 – Eckhardt’s Clearance – This is in the Captain’s Nest on the right side of the small office.

Log #55 – More Time – This is found to the left of the previous log.

You Are Not Authorized Side Quest Step – Interact with the console to the left of the two previous logs. This is where you will need to bring the Rigs when you’ve found them. They won’t all be available yet, but they will be listed in this guide as they become available.

Security Clearance 2 – This will be automatically given to you.

Log #56 – Shoot It In the Back – As you exit the Captain’s Nest and go back to the Atrium, you’ll have your first encounter with a brute enemy type. Do not attack it. Run around the area avoiding it until you receive a call from Hammond. Do not shoot it until you have received the call.

Node #14 – This will be dropped by the brute when you kill it. Stomp on the dead body to get it to drop.

Log #57 – Captain’s Fate – This is found in the Armory. This is the room that the brute just came out of. It’s on the ground next to the work bench.

Node #15 – Take the elevator up to the second floor. Follow the hallway and the side of the wall will be blown open. This node is found inside of the Storage Room right next to where the wall blew open.

Log #58 – Electrical Fault – Story related.

Weapon #7 – Contact Beam – Follow the path into the next section where the atmosphere will return. There will be a level 2 door on your immediate right. It’s labeled as the “Records Office.” This is on the floor in that room.

Log #59 – Tracking Infection – Enter the Mining Administration room and look to your immediate left. You’ll see a level 2 door. Go in there and shoot the fuses on the wall. Exit that room and head back to where you originally entered. Go past the main door and you’ll see another door. This one is labeled, Admin Server Maintenance. Go in here, go through the level 2 door and you’ll finally find this log.

Node #16 – This is found in the same room as the previous log. It is to the right of the log.

Log #60 – Mining Admin Record – This will be automatically acquired after you reroute the power from Mining Administration. However, it will depend on what order you reroute the power. There are three logs tied to this and you can only get 2 out of the 3 per playthrough. So, whatever one you don’t get on this playthrough, you will have to get on your New Game + playthrough. For the purposes of this guide, we’ll be getting Mining Admin Record and Watch the Outlets on this initial playthrough. Divert the power from Mining Admin first on your initial playthrough.

Log #61 – Believers – Head back to the elevator and go up the level 3. Enter the Electrical Systems – Comm Array. Follow the hallway and you’ll see the Break Room on the right just after a save point. Go in there and this automatically start to play as you look at the TV.

Log #62 – Unitology Article – This is found in the same room as the previous log in the corner on a desk.

Weapon Upgrade – P.C.S.I Custom Magazine – Exit the Break Room and go around to the backside of the area. There will be two doors. A locked door to Comms Access Hall and a door to Electrical Systems. Before going further, look to your left to see a broken window with a body hanging out of it. Use Kinesis on the crates stacked in front of the door in that room to reveal fuses. Shoot the fuses and the door will be unlocked. Go inside and grab this upgrade.

Node #17 – This will be dropped by the brute that ambushes you in Electrical Systems.

Log #63 – Watch the Outlets – This will be automatically acquired after you reroute the power from Electrical Systems. There are three logs tied to this and you can only get 2 out of the 3 per playthrough. So, whatever one you don’t get on this playthrough, you will have to get on your New Game + playthrough. For the purposes of this guide, we’ll be getting Mining Admin Record and Watch the Outlets on this initial playthrough. Divert the power from Electrical Systems second on your initial playthrough.

Log #64 – Med-Sci Reports – Story related.

Weapon Upgrade – Super Symmetry Tether – You’ll need to back track a bit in order to reroute the final power supply. As you back track, you’ll end up in the Atrium again where you fought the first brute. You can go through the Crew Deck – Bridge Tram Station while you’re here and buy the Super Symmetry Tether from the store for 12,000 credits.

Log #65 – Looking for Elizabeth – Continue to the Water Purification area. As soon as you step off the elevator and see the human, look left and you’ll find this on the ground.

Log #66 – Manual Targeting – Story related.

Log #67 – Water Purification – If following this guide by rerouting the other power sources first, you will need to get this on NG+. In order to get it, you will need to reroute the power from Water Purification FIRST.

Schematics – Intermediate Engineer Rig – After diverting the Water Purification power, go into the next hallway and you’ll see EVA Prep Room on your right. Go in there and this can be found on a bench.

Log #68 – Sync the ADS Cannons – Story related.

Log #69 – Hold On – Ride the elevator up and follow the hallway at the top. This log will be on the wall to the right of a save station.

White’s Rig – You Are Not Authorized Side Quest Step – Complete the ADS section. This Rig is found just past the third ADS cannon on the left. It will have a purple hue around it that you can see easily.


Chapter 5 – Lethal Devotion


Level 3 Suit Upgrade – This will now be available in the store to purchase for 20,000 credits. This will require the Intermediate Engineer Rig Schematics that we found toward the end of Chapter 4.

Log #70 – Follow Nicole’s Signal – Story related.

Log #71 – Locked In – Story related.

Log #72 – Mercer’s Volunteer – This is found in the Observation Room on the second floor of Imaging Diagnostics. You’ll ride a small platform elevator to the second floor and then will have to shoot glowing yellow spots on some growth up here to clear the path. This room is right after shooting the third growth weak spot.

Node #18 – Continue on and you’ll come to a hallway with a save station. Go in the door next to it labeled, “To Zero-G Therapy.” Then, go through the level 2 door on the right labeled, Dr. B. Warwick – CPO. This will be on your immediate left as you enter the office.

Schematics – Line Racks – This is in the same room as the previous Node.

Node #19 – This will be right in front of you as you step off of the small platform elevator.

Log #73 – Open the Door! – Story related.

Log #74 – Hunted – Story related.

Log #75 – Dr. Kyne’s Dementia – You can find this on a bed after escaping the regenerating necromorph for the second time. You’ll use Kinesis on a battery to place it in a slot which will open the door to ER Hallway A. This log will be on the left side down the hallway a little bit.

Weapon #8 – Line Gun – Dirctly across from the previous log will be a level 2 door labeled, Emergency Equipment Storage. Go in that room to find this on the ground inside.

Node #20 – This in the same room as the previous weapon.

Log #76 – Sterile Instruments – Follow the hallway and you’ll enter ER Hallway B. Before going into the Intensive Care Unit, go right to the very end of the hallway to find this on the left side.

Log #77 – Harris’ Choice – This is found in the back left corner of the Intensive Care Unit on a desk.

Log #78 – Mercer’s Journal – This is found on the desk inside of Dr. Mercer’s office. You will go here to advance the story.

Log #79 – Our Air Supply – Story Related.

Log #80 – Get to Cryogenics – Story Related.

Weapon Upgrade – Ionized Capacitor – This will be available for purchase from the shop for 11,500 credits.

Log #81 – Go to Hydroponics – Story Related.


Chapter 6 – Environmental Hazard


Log #82 – Hydroponics Access – Story Related.

Node #21 – Exit the control room where you used the console to freeze the hunter through the door labeled, “To Bridge Tram Station.” Grab the Node on the wall.

Log #83 – A Tissue Sample / Premeditated Malpractice Side Quest – Return to where you fought the hunter and go pick up the tissue sample where you froze it. Set Premeditated Malpractice as your active objective and follow the marker. Follow the objective marker and scan the tissue. After that, Set the “Find Harris’ ICU Bed” as the active objective. Complete that objective as well.

Node #22 – After watching the hologram from the previous side quest step, continue on with the story by riding the Tram to Hangar Cargo Tram Control. Go through the Tram Station Hall door. Go down this hallway and take the first left that’ll take you down stairs. Go through the malfunctioning door and then go to the opposite end of the tunnel to find the Tramway Storage Room on the left. Go in and get this Node off of the wall.

Log #84 – Find a Workstation – Story related.

Log #85 – Cross’ Log 01 – This will in front of you on the right on a chair as soon as you enter Hydroponics Tram Station.

Log #86 – Go To Food Storage / Log #87 – Inject the Wheezers – You can only get one of the two logs, “Go to Food Storage” and “Inject the Wheezers” per playthrough. You will get one or the other depending on what you do first. If you craft the Enzyme Syringe in Hydroponics Central Hub first, you will get “Go to Food Storage.” If you ignore that and go straight to Food Storage without having crafted the Enzyme, you will get “Inject the Wheezers.” It does not matter what order you do them. Just make sure you do the opposite on your NG+ playthrough.

Log #88 – The Leviathan – Story related.

Weapon Upgrade – Angled Launcher – You’ll eventually enter a hallway where there will be liquid shooting out from the right side. This upgrade is in the first room on the left labeled B. Andonov – Flow Supervisor.

Weapon #9 – Force Gun – This is found in a level 2 room inside of the West Grow Chamber on the left side of the room.

Log #89 – Cross’ Log 02 – This is also found inside of the West Grow Chamber on the back wall. Go straight back from where you originally entered the room.

Log #90 – Use the Enzyme – This is done inside of the West Seeding Room B inside of the West Grow Chamber. When you get inside, do not inject the enzyme. First, shoot the Wheezer and you’ll receive a call explaining that shooting them does not work,

Log #91 – Jacob and Nicole – Story related.

Log #92 – Corruption – Ride the small platform elevator in the center of the room to floor 3. This is found in in Dr. E. Cross’ office on a desk. The second Wheezer is in here as well.

Weapon Upgrade – Subsonic Oscillator – Return to the small platform elevator and take it to the second floor. There is a shop on your immediate right when entering the next door. This upgrade will now be for sale for 12,000 credits.

Node #23 – This is found in the next section called Refrigeration Tower. It will be on the wall in front of you as you enter the area.

Log #93 – Help Me – Story related.

Log #94 – Ghosts on the Monitor – Story related.

Holt’s Rig – You Are Not Authorized Side Quest Step – As soon as you walk into the East Grow Chamber, look to your left to see some necromorph growth. There are three glowing yellow weakspots that you can shoot. All of them are on the left side of this upper floor. Shoot them and the growth will disappear allowing you to walk on the walkway behind the elevator. Go to where the growth disappeared and this Rig will be on ground.

Node #24 – Go down the small platform elevator and fight the brute down here. The brute will drop the Node.

Log #95 – Cross’ Log 03 – Insert the battery and card to turn off the gravity in the East Grow Chamber. Float up to the very top floor where Wheezer 06 is located. This log is on the ground up on this platform at the opposite end from where the Wheezer is. It’s on the ground in front of fan in the wall.

Log #96 – Corporate Assholes – Story related.

Node #25 – This will be on the wall directly in front of you next to the lockers as you enter the Air Filtration Tower.

Schematics – Force Energy – Continue on in the Air Filtration Tower to the floating section. Float up and get by the first electricity hazard by using Stasis. Look to the right wall next to the Stasis refill machine to see one of the windows open. There will be a small enemy inside. Kill the enemy and go in that window to find this schematic. If you’ve gone past the second electricity hazard, you’ve gone too far. It is after the first, but before the second.

Log #97 – Technical Manual – Progress through the chapter and make your way through the fire puzzle section. Ride the small platform elevator up and then go into the Annex Control Room to find this log on the ground between the two panels.

Node #26 – This is in the same room as the previous log. It’s on the wall next to the fuses that you can shoot.

Log #98 – I Need You – Story related.

Log #99 – Space the Leviathan – Story related.

Log #100 – Bad Ideas – Story related.

Log #101 – Finish it off! – Story related.

Log #102 Head Back Inside – Story related.

Log #103 – The SOS Beacon – Story related.

Log #104 – Go to the Mining Deck – Story related.


Chapter 7 – Into the Void


Log #105 – Hammond’s Return – Story related.

Node #27 – Enter the Mining Deck and go into the area where the crates are that have the Kinesis symbols on them. Move the two crates stacked on top of each other on the left side of the room to see this Node on the wall.

Log #106 – Weird Malfunctions – Story related.

Log #107 – Ore Storage Report / Premeditated Malpractice Side Quest Step – Continue following the story path until you reach the section with the laser traps in Deck C. Go past the first two sets of lasers by blocking them with the crate. Do not go in the door on your right to advance the story yet. Instead, go to the end of this hallway around the corner. There will be another laser trap. Go past it and into the Ore Storage room. Move the three Kinesis crates on the left side of this room to reveal this log on the wall.

Log #108 – Miner’s Log – This is inside of the Extraction area. When you enter, go straight, down the ramp, turn right, go up the next ramp and this will be on your immediate left on a table next to a workbench.

Log #109 – Mining Progress – This will be on the desk right in front you of as you enter Mining Control.

Log #110 – Launch Tubes Sealed – Story related.

Log #111 – Dr. Kyne’s Hostage – This is on a wall in Deck B Processing. Make your way to the back of this area. You’ll need to kill a few waves of enemies first. This is on a wall across from the save station next to a (at the time) locked door.

Schematics – Contact Energy – While facing that previous log location, go right, left and then stop at the intersection. Look to your left and you will see that the window is broken open. Aim through the window and shoot the fuses to unlock the door next to where the previous log was. Go in that room to find schematic on a small table.

Node #28 – This is in the same room as the previous schematic up on the wall.

Log #112 – Fail Safe – Story related.

Log #113Supervisor’s Choice / Security Clearance 3 – Destroy the four anomalies and restore the gravity. Then, go in to Mineral Processing Control and you’ll see Dallas’ Rig on the ground and the log on the desk right next to it.

Log #114 – Found the Admin’s Rig – Story related.

Log #115 – Through the Vents – Story related.

Log #116 – Nicole and Dr. Kyne / Scientific Methods Side Quest Step – Ride the elevator down to Deck D – Maintenance. Follow the story path to the door labeled, Equipment Maintenance Bay. Don’t go through yet. Instead, look to your right to see a door labeled, “Secure Storage. Go through that door to the end of the hallway and interact with the circuit breaker. Turn on Storage 02 and go through that door to find this on a bed on the ground.

Log #117 – Thank you, Isaac – This is in the same room as the previous collectible on a desk.

Schematics – Intermediate Miner Rig – Advance the chapter until you have to defend Nicole. After that, enter the Equipment Workshop. You’ll see this as you round the corner in the workshop on a table.

Log #118 – Found the SOS Beacon – Story related.

Node #29 – Ride up the small platform elevator and go through the Equipment Maintenance Bay door. As soon as you enter, turn to your immediate right to see this on the wall next to the door you just came in through.

Weapon Upgrade – Macroliter Fuel Tank – Interact with the circuit breaker on the wall and turn on zero gravity. Float all the way down to the bottom floor and go through the door labeled, Utility Room. This is in this room on the ground.

Node #30 – This is in the same room as the previous weapon upgrade.

Suit Upgrade 4  – Requires the Intermediate Miner Rig schematics we found earlier. This will be for sale for 35,000 credits at the next store you come across in Deck C: Mining.

Node #31 – Ride the small platform elevator up in Deck C: Mining. Go through the Storage Room level 3 door to find this inside. This room comes before the Mining Control room.

Log #119 – Launch the Asteroid – Story related.

Log #120 – Gravity Tethers – Story related.

Log #121 – Beacon is Away – Story related.

Log #122 – Manual Override – Story related.

Log #123 – Go to Communications – Story related.


Chapter 8 – Search and Rescue


  • Before we move on with the story, we’re going to clean up a few more collectibles on this part of the Ishimura.

Rousseau’s Rig – You Are Not Authorized Side Quest Step – Before riding the Tram to advance the story, go through the door labeled, “Engineering” next to the Tram. You’re going to have to make your way back to Fuel Storage. If you open your map, Fuel Storage is on the far right side. If you come to a door that says, “No Energy,” go into your Missions tab and select Rousseau’s rig. The objective marker will take you another way around. Once you get to Fuel Storage, open the level 3 door on the top floor to find this Rig.

Log #124 – Chief Engineer’s Log – This is found in the same room as the previous Rig.

Schematics – Oxygen Tank – Backtrack to Refueling Control Station on the fourth floor. Go to the level 2 door and you’ll find this Schematic inside. This area including the locked door will show up on your map, so you know exactly where to go.

Node #32 – This is in the same room as the previous Schematic.

  • With all of that done, you can now advance the story by riding the Tram.

Log #125 – Chance for Rescue – Story related.

Log #126 – Eavesdropper – Story related.

Premeditated Malpractice Side Quest Step – As you enter the Main Atrium, go forward a few steps and look to your right to see an orange terminal that you can interact with. Interact with it and watch the hologram.

Log #127 – Mayday – Enter the Comms Control Room and look to your left to see the room E. Bailey – 1st CO. Go inside and you’ll find this log on the table as soon as you walk in.

Bailey’s Rig – You Are Not Authorized Side Quest Step – This is in the same room as the previous log.

Log #128 – Comm Array Error – Exit the office from the two previous collectibles and go left toward the front of this room where the big window is. Walk up to the red error message and you’ll receive a call. This is console that says, “Dishes Misaligned.”

Log #129 – Open a Channel – Story related.

Log #130 – First Contact – Story related.

Log #131 – Hit the Manual Release – Story related.

Node #33 – After completing the comm array puzzle, you’ll make your way to the next objective. When you go through Maintenance Gondola, this will be on your immediate left on the wall.

Log #132 – The Comms Relay Crew – This will be right in front of you on a bench after riding the gondola.

Weapon Upgrade – Weighted Blades – This is found in the Maintenance Locker Room on your way to the next objective. It’ll be on the right side of the hallway before the door, “To Comms Maintenance.”

Node #34 – This is on the left side of the hallway after riding down the elevator. Go past the Comms Maintenance door and grab it.

Log #133 – Big Problems – Story related.

Log #134 – Deploy the Antenna – Story related.

Log #135 – Collision Imminent – Story related.

Log #136 – No Survivors – Story related.

Log #137 – Get to the Valor – Story related.

Log #138 – Hammond on the Bridge – Story related.


Chapter 9 – Dead on Arrival


  • Everything except for story related Logs in this chapter are missable.

Log #139 – Eject the Warhead – Story related.

Log #140 – Transformed Soldiers – Story related.

Log #141 – Orders – Enter the Briefing Room in the hallway where you kill your first necromorph here. This log will be on the table in the room.

Log #142 – Alien Boarders – This is in the same room as the previous log on the floor next to a dead soldier on the right side of the room next to the Airlock Door.

Node #35 – From the previous log in the Briefing Room, go through the Airlock door to find this on the wall around the corner next to the debris.

Log #143 – Dr. Kyne – Story related.

Log #144 – Why Bring a Nuke? – Story related.

Front Toward Enemy – After disposing of the nuke, you’ll head to your next objective through the Armory. While you’re in the Armory, there will be a doorway on the right labeled, “Shooting Range.” Go in there and activate the Shooting Range. Run through the course to the end. You don’t actually have to shoot any of the targets. Just run the through the course. When you get to the end, you’ll be ambushed by enemies. Kill them all and you’ll earn this Trophy/Achievement.

Node #36 – This Node is found inside of one of the lockers in the Shooting Range. You will need to earn the above Trophy/Achievement in order to unlock the locker. It’ll unlock after killing all of the enemies.

Schematics – Large Med Pack – This inside of the Infirmary. As soon as you enter, kill the enemy and look to your immediate left. This will be on the desk next to the door in front of the laser trap.

Log #145 – He’s Alive – Story related.

Node #37 – This is dropped by killing the brute in the Cargo Bay.

Log #146 – Dead on Arrival – Story related.

Node #38 – Enter the Engine Room and there will be a lot of fire raging. Go down the left side path avoiding the fire. At the end of the hallway, there will be two streams of fire coming out of the way. This is where the Node is. First, you will need to follow the path around to the right avoiding more fire. Turn on the Fire Suppression System. Go back and grab this now that the fire is out.

Log #147 – Go! Go! – Story related.

Log #148 – Go to the Crew Deck – Story related.


Chapter 10 – End of Days


Benson’s Rig – You Are Not Authorized Side Quest Step – At the beginning of the chapter, back track to the Main Atrium where you fought the very first brute. Once there, go through the following doors. To Crew Deck – Bridge Tram Station > To Crew Deck > Tram Tunnel. in the tunnel, you go down the stairs and then go toward the back under the stairs to find this Rig.

Full Clearance – With all of the Rigs, we can now head back to the Main Atrium and go to the Captain’s Nest. Interact with the security console and you’ll create the master override. This will complete the You Are Not Authorized side quest. You can now back track across the Ishimura and open any doors that were locked now that you have the Master Override.

Weapon UpgradeHigh Yield Grenades – Return to the Atrium and take the elevator to Water Purification. As soon as you exit the elevator, the locked door will be on your right. Go inside and grab this upgrade from a locker.

Node #39 – This is in the same room as the previous weapon upgrade.

Log #149 – The Marker is Active – Return to the Tram so we can travel to Hydroponics. You’ll automatically get this upon entering the Tram station.

Weapon Upgrade – Precision Lasers – Take the Tram to Hydroponics. Get off the Tram and go through the following doors, To Hydroponics Hub > To Hydroponics Central Hub > Sapling Room > Hydroponics Central Hub > To Mining Tram Station. As you enter the last hallway, there will be a black and yellow crate right in front of you. Open it to get this upgrade.

Node #40 – Turn around from the previous weapon upgrade and go back into the Hydroponics Central Hub. From there, go through the To West Tower door and then into Flow Control. Make your way past the shooting poison and go into the last room on the left. It will be a level 3 door. Go inside to find this node on the wall.

Node #41 – From the previous Node, go up the small platform elevator nearby. Go into West Grow Chamber and head for the center of the room. Use the elevator and go to Floor 2. Once up there, go through the Hydroponics Control door. As you enter, look to the left to see the Nutrition Systems door and go in it. Look to your immediate right as you enter to see this Node on the wall.

Final Regeneration / Log #150Working Discreetly – From the previous Node, go to the back of the room inside of Nutrition Systems. Go through the Diagnostic Lab door. Go in and look right to see this Log underneath an orange RIG sign. Pick it up and that will complete the Premeditated Malpractice side quest.

Weapon Upgrade – Carbon Fiber Blades – Return to the Tram and travel to Mining/Engineering. Turn around from the Tram control panel and take the exit on the right to go to Engineering. Go through the following doors, Engineering > Preparation Room > Machine Shop. Go to the very bottom floor of the Machine Shop and head to the back of the room to find another black and yellow crate that you can open. This one is right next to the weapon bench.

Weapon Upgrade – Diffraction Module – Return to the Tram. Go through the Tram to the other side to enter Mining. Go through the Mining Operations door and follow the hallway. Use Kinesis to move the crates out of the way to reveal the locked door in the back right corner of the area. Go through the Tools Storage door and this black and yellow crate will be to the left.

Weapon Upgrade – Photon Energizer – Return to the Tram and use it to travel to Medical. Go through the following doors, To Security Station > Security Station > the door to the left of the store > Imaging Diagnostics > To Chemical and Cryogenics Labs > Chemical Lab > To Cryogenics. As you head through the last door, go right and you’ll see the level 3 door right in front of you. This upgrade will be in a small box on the ground that you need to open.

Weapon Upgrade – Portable Heliotron – Backtrack to the Security Station. It’s at the center of the map where the store was that we just passed. Once there, go through the door to the right of the save station. Go down the hallway and through the malfunctioning door. Keep going down and you’ll reach the Main Lab. Go to the far right side of the Main Lab and ride the small platform elevator down. Get off the elevator and go right through the Main Lab Changing Room > To Biological Prosthetics Center. Follow that hallway as it turns left, you’ll see this level 3 door. Go inside and pick up this upgrade.

  • With all that cleaned up, you can now return to following the main story objective.

Schematics – Advanced Engineering Rig – Follow the objective marker and it’ll take you through a room that looks like a cult suicide scene. From there, go through the To Zero-G Gym door. Go straight down the hallway to the very back and enter the Locker Room and Showers door. This schematic will be on a bench next to the lockers.

Log #151 – Z-Ball Rules – Exit the locker room through the opposite door you entered and you’ll enter a cafeteria like room. This log will be on a stool.

Z-Baller / Node #42 – In the cafeteria is a big circular door. Go in there and you’ll see four hoops. Interact with the computer console to start the game. In order to get the Trophy/Achievement and Node, you’re going to have to beat level 6 of Z-Ball. That is going to require scoring 220 points. All you have to do here is use Kinesis on the ball and shoot it into the hoops. You’ll get 5 or 10 points for making it in a hoop. When a hoop is glowing, shoot the ball into it and you’ll be given extra time. Always shoot for the extra time hoops and you should have no problem with this as long as you are quick and accurate. After scoring 220 points, the lockers in the cafeteria will open up and the Node will be in locker six.

Suit Upgrade Level 5 – Pick up the Keycard and you’ll backtrack to the to the Common Area. There is a store in here, so you can stop by and buy the Suit Upgrade for 60,000 credits as long as you picked up the Advanced Engineering Rig earlier.

Node #43 – Escape from the hunter and continue through the chapter until you come to the room where there is a workbench and a store. The door will be labeled, “To Standard Quarters.” Go through that door and turn left. Go to the end of the hallway to find this Node on the wall.

Log #152 – Thank You Doctor – Keep going and you’ll enter the Standard Quarters. There will be a lot of gas in here. As you walk in, look along the right side to find this on one of the beds.

Node #44 – In the very back corner of the Standard Quarters is a room labeled, “Storage Room.” Go in there and this Node is on the wall. This is right around the corner from where the first tendril is that you need to destroy. Grab this Node before destroying the tendril because the hunter will be after you again.

Log #153 – Get to the Shuttle – Story related.

Weapon Upgrade – Gravitic Amplifier – Head to the Deluxe Suits to destroy the second tendril. Before destroying it, go into the room labeled, Guest Consultant’s Suits. A scene will play. When it ends, go through the door in the back of this same room and the upgrade will be inside.

 Whole Again – Play the recording in the same room as the previous weapon upgrade and you will have completed the Scientific Methods side quest.

Weapon Upgrade – High Pressure Nozzle – Go into the room labeled, “Deluxe Quiet Bunks” and pick up the battery. Insert it into the circuit breaker on the wall next to the Deluxe Bathrooms. Interact with the circuit breaker and turn on power for “Doors.” Now turn around and exit this area through the door labeled, “To Central Nexus.” From that door, go straight across to the other side of the room. There are two doors with the blue power cable running above them. Go in them and you’ll find a black and yellow crate inside with the upgrade.

Log #154 – More Than Sacrifices – On your way to the Executive Quarters, you’ll pass through a door labeled, To Executive Quarters. Go through that door and look to your left to see this long on the ground near some chairs.

Log #155 – Planetary Mining – An Investor’s Guide – Enter the Executive Quarters and there will be dead bodies in the center of the room. This log is next to those bodies.

Log #156 – Eternal Rest – This log is in the back left corner of the room labeled, Captain B. Mathius in the Executive Quarters.

Log #157 – White’s List – Exit the room from the previous collectible and go into the next room labeled, First Officer D. White. This will be to your immediate left as you enter.

Node #45 – Exit the room from the previous collectible and enter the Executive Bathrooms. Pick up the keycard in the bathroom and exit. Enter the Lt. Commander V. Holt door and then shoot the fuses on the wall. Exit this room and enter the one next to it labeled, “Second Officer J. Chic.” This Node is up on the wall inside.

Log #158 – Nexus Organism – Head to the next objective to destroy the tendril in Chief Steward’s Office. Go into the door labeled, “Inquiry Desks.” This log will be a table right as you walk in.

Log #159 – Mercer is Close – Story related.

Node #46 – After fighting off the enemies in the Central Nexus, go through the door labeled, “Executive Shuttle Bay.” As you enter, look to your left to see this on the wall.

Log #160 – Retrieve the Marker – Story related.


Chapter 11 – Alternate Solutions


Log #161 – Get to Cargo – Story related.

There’s Always Peng! – Follow the objective marker to the Cargo Bay. When you enter, there will be a work bench on your left and a small platform elevator on your right. Go down the elevator. Step off of the elevator and turn around to see some Kinesis crates behind you. Move the crates out of the way and then open the locker to find Peng.

Weapon Upgrade – Suspension Module – Turn around from the Peng locker and go straight down the path where you’ll see a glowing yellow target to shoot. Across from that is a black and yellow crate with the upgrade inside. It is next to the enemy type stuck to the wall.

Log #162 – Last Word – This is to the left of the previous upgrade. It is in the corner just a couple of steps to the left.

Node #47 – From the previous log, continue left on the path and this will be on the right around the corner to the right.

Log #163 – Wish Me Luck – Story related.

Log #164 – He’s Here – Story related.

Log #165 – Arrival – Story related.

Log #166 – Loading Procedure – Story related.

Node #48 – Continue with the chapter until you reach the Main Hangar Bay and turn off the gravity. Float over to the right side of the hangar bay to where “LIFT A2” is on the wall. Go in there and the Marker will be loaded in. This Node is on the wall near the Marker.

Log #167 – Safety First – Story related.

Log #168 – Let Him In – Story related.

Log #169 – Betrayal – Story related.

Log #170 – Nicole’s Return – Story related.

Node #49 – Advance the story until you enter the Flight Control Center. As you enter, look to your immediate right to see this Node on the wall.

Log #171 – We Lost Her – Story related.

  • If there is anything else you need to do, now is the time to do it. The end of this chapter is the point of no return. Do not get on the shuttle until you’ve done everything you need to do on the Ishimura.

Chapter 12 – Dead Space


Node #50 – Get off the shuttle, cross the bridge toward Nicole and then turn right toward her. Run past her and go the very end of the platform to find this Node on the wall.

Log #172 – Retrieval Order – Head into the Living Quarters and you can find this log on the ground in front of the store.

Node #51 – From inside of the Living Quarters, go through the Landing Pad Atrium door. Enter the room and head to the right to find this Node on the wall.

Log #173 – They Left Us – This is in the same room as the previous Node right next to it.

Log #174 – There’s a Dead Space – Story related.

Log #175 – Do You Miss Them? – Story related.

Node #52 – Once inside the Supply Depot moving the Marker, go to the back corner of the area to find the Holding Zone 2B room. Go inside and the Node will be on the wall be the control panel.

Log #176 – Groundside Tether – Story related.

Node #52 – 55 – Continue moving the Marker and go into Transfer Junction. Enter and go left across the bridge. Go right at the end of the bridge and you’ll see a black and yellow crate that has the Nodes in it.

Log #177 – Power is Restored – Story related.

Node #56 – This will be dropped by the brute in Transfer Junction upon killing it.

Log #178 – Return the Marker! – Story related.

Log #179 – Recombination Study – This will be on ground right where you destroy the third tendril outside.

Log #180 – Nicole’s Farewell – Story related.

Node #57 –  This is found in the room after going through the Access Tunnel after watching the video from Nicole. It’ll be in the room on the wall along with a lot of other gear.

Upon Completing the game you will receive:

  • 50,000 Credits
  • 10 Nodes
  • 5 Text Logs
  • Advanced Soldier RIG

New Game Plus


  • For New Game Plus, you’ll need to finish upgrading all of your equipment. You will also have a new collectible to find in order to see the alternate ending. There are 12 Marker fragments in NG+ to pick up. Also, you’ll need to make the opposite choices you made during your initial playthrough in order to get the missing logs. These aren’t needed if you already have the Trophy/Achievement for 150 Logs, but feel free to grab them you’re looking for a little more lore.
  • Remember, you have until the end of Chapter 11 to go back and grab any of the fragments if you miss any.

Marker Fragment 1 – Chapter 1 – After repairing the Tram, you’re objective will be to find the Data Board. Follow the objective marker to the Data Board’s location. Inside of the Maintenance Bay Office near the story objective Data Board. You’ll need to melee the shelf in order to get this.

Suit Upgrade Level 6 – You can buy the final suit upgrade for 99,000 credits.

Marker Fragment 2 – Chapter 2 – You’ll head to the Main Lab to get a Shock Pad in order to advance the story. While there, go into Dr. T. Kyne’s Office on the bottom floor. You can move the bookshelf opposite of the desk with Kinesis to reveal a hidden room.

Marker Fragment 3 – Chapter 3 – When you get the objective, “Manually Ignite the Engines,” it’ll be time to head to the Engine Room. Enter the Engine room and go straight in to where the missing battery is that you need to replace. That is the Power Sub Station 03. Go behind it to find this Marker fragment.

Marker Fragment 4 – Chapter 4 – Progress through the chapter until you get the “Reroute Power from Electrical Systems.” Ride up the elevator in the Main Atrium to the 3rd floor. Exit the elevator and enter the Break Room on the right side of the hallway. The fragment will be inside.

Marker Fragment 5 – Chapter 5 – The objective, “Lift the Lockdown” will take you to Dr. C. Mercer’s Office. This Marker fragment is on the desk in that office.

Marker Fragment 6 – Chapter 5 – Inside of Cryogenics where you freeze the hunter. This is on top of the chamber in the middle of the room. The one you lure the hunter into. You’ll need to use Kinesis to get it. You can grab it before grabbing the objective item.

Marker Fragment 7 – Chapter 6 – Near Wheezer 6 inside of East Grow Chamber. It’s stuck in the necromorph material on the wall, so you’ll need to use Kinesis to grab it. From the Wheezer up here, go to the opposite end of the catwalk to the circular vent. While staring at the vent, look to your left and you should see the purple glow of the Marker Fragment. There is an audio log on the ground over here as well.

Marker Fragment 8 – Chapter 7 – First, you’re going to need Level 3 clearance. Destroy the four anomalies and restore the gravity as part of the story. Then, go in to Mineral Processing Control and you’ll see Dallas’ Rig on the ground inside to the right. The story objective marker will lead you through that room.  Now, turn around and back track through the hole in the wall that you used to enter the Processing Chamber. Go through and then go right and enter the Mineral Samples room to find this on a shelf.

Marker Fragment 9 – Chapter 8 – This is found in the Communications Array. Stare at the main big red screen that says, “Communications Control.” Look to the left to see the necromorph growth on a section of the wall. You should see the purple glow in that section of the wall.

Marker Fragment 10 – Chapter 10 – Inside of Deluxe Shift Bunks when it’s time to destroy the second tendril. You will need to first use the circuit breaker to power the “doors” to get in. After powering on the doors with the circuit breaker, enter the Deluxe Quarters and look to the left to see this on a des.

Marker Fragment 11 – Chapter 10 – Inside of Inquiry Desks on a desk. It’ll be straight ahead of you as you walk in. This will be in the same room as the third tendril.

Marker Fragment 12 – Chapter 11 – As you ride the elevator into the Cargo Bay for the “Engage the Cargo Crane” objective, make your way around this catwalk over to the south east corner of the area. This will be on a shelf in the corner next to some lockers. “A2” will also be painted the across from the corner.

Marker Fragment Final Step – Once you have them all, back track to the Tram and travel to the Crew Deck. Once there, go through the doors labeled, “To Crew Deck” > “Common Area” > ride the elevator “Central Nexus” Floor 1 > “Central Nexus” > ride the elevator up > “To Executive Quarters” > “Executive Quarters” > “Captain B. Mathius.” Once inside, interact with the table that has the candles on it. After that, all you have to do is finish the game.



 

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