5. Story - Chapter 2
Chapter 2 - Intensive Care
Leave the tram and approach the NPC to receive a new objective. After a disturbing cutscene, you receive a new gadget: the Kinesis module. If you feel like grinding the 50 Kinesis throws immediately, pick up one metal crate in front of you with + and shoot it with . Rinse and repeat until this pops:
Once you're done with shooting objects around, head into the nearby glass compartment for a Small Med Pack. Take note of the Store nearby. In case you haven't done already, remove the metal crates in your pathway. Grab the Flamethrower schematic (#I/XVI) on your way to the next area. Entering the Security Station triggers a cutscene and changes your objective. Gather Credits in front of you and ammunition hidden between body bags. Loot both green crate and locker to your left before you continue. Enter Research Wing, pick up ammunition next to the Stasis Recharge station and and slow down the malfunctioning door in order to gain access to the Main Lab. Go for a wall container to your left, then approach a nearby locked door and nab ammunition to your left. Turn around and walk towards the railing to trigger a quarantine procedure. Immediately turn to where you picked up ammunition to face a Slasher. Two more will join you soon, closing in on you from both sides. A third one will join your party too, approaching from the right - be mindful of that.
Once they're dead, take a nearby cargo lift downstairs. A crawling Slasher lurks down here. Kill it, then take note of the Stasis Recharge Station – soon you'll have more chances to stasis Necromorphs and melee them to death. Enter the door on your left to find 2x lockers and a green crate. Leave the room, then approach the rest room on the other side of this area and wait for another crawling Slasher to appear. Watch out for three more Slashers behind you, although this time with perfectly functioning legs. Once they are dead, the quarantine is over. Go to the rest room area (where the second crawling Slasher popped out) to pick up an audio log (#5/47, “Mercer's Journal”) and ammunition. Continue exploring this level clockwise and grab ammunition again. Opposite the cargo lift is a room containing ammunition and a video log (#6/47, “Kyne and the Captain“). Use Kinesis on the bookshelf to move it aside. There's a hidden room behind it with 2x lockers, a Gold Semiconductor and a text log (#7/47, “Marker Overview”). Follow your locator to Bio Lab and loot the 3x lockers on your way. You'll be introduced to a new kind of Necromorph, the Lurker. Don't bother shooting it. Pick up ammunition tucked away to your right before entering Bio Lab.
Once you enter the Bio Lab, start working on:
Escape from a Lurker's grab attack 10 times
Keep in mind that the Lurker's jump attack drains your health.
Approach a green crate which in turn will trigger a Lurker. Get close and force it to jump on you. Mash to remove it. If you succeed, a scripted "kick-kill" will follow. Once you're done with the Lurker, nab 2x ammunition (one is next to a desk), then go for a green crate.
Continue your way through Bio Lab and use the cargo lift. You can probably see a Lurker crawling around somewhere. Once the cargo lift stops, try to close in on it and force another jump attack. Same as before: mash to remove and kick-kill it. Before you resume your path to the objective, collect ammunition placed between the glass tubes and the railing. When you reach your destination, you complete your objective. Grab a Power Node and 2x ammunition. Leave the room and voilà, you're back in the Main Lab. Move past the malfunctioning door and you bump into two Slashers. Backtrack to Security Station, keep storing excess items in the Safe and buy the Line Gun.
Follow your locator. Next to the recently deceased person is a Stasis Recharge Station and ammunition. Step into Imaging Diagnostics Room and snag a text log (#8/47, “Interesting Results”). Ignore the Upgrade Bench and open the emergency supply room to your left. In here you find 2x lockers, ammunition, a Gold Semiconductor and an audio log (#9/47, “Mercer and Kyne”). Leave and keep ignoring the Upgrade Bench unless you have more than one Power Node. We need that one later in this chapter.
Continue on your path by moving the large cylinder out of your way and soon two Leapers will pop out of air vents. Go into the room on your left and brace yourself for a Slasher attack once you collect a Power Node. Afterwards, go for a Pulse Rounds schematic (#II/XVI) and everything else inside. Leave and use Kinesis to insert the power unit into its wall socket. Use the now functional cargo lift and grab ammunition with Kinesis tucked away below the railing while taking the lift. On top of the large cylinder is a platform you have to move with Kinesis to bridge the gap. Once across, two Necromorphs burst out of air vents. Use Stasis liberally since a Stasis Recharge Station is next to you.
If you stuck mostly to melee attacks up to this point, then you will unlock the following achievement once you (melee) kill the last Necromorph:
Kill at least 30 enemies with a melee attack
Depending on how diligently you used melee attacks, it may take a few more kills. Start working on your Pulse Rifle kills once you're done.
Destroy the fuse to open the door and enter a vacuum area. Move on while hugging the right wall (or what's left of it) to find ammunition floating in space. Resume your path and go for 3x lockers on your way. Keep an eye out for Credits floating in space. See picture for visual reference:
Press on until you reach Zero-G Therapy Area. Step inside and activate Zero-G mode on a console. Use Kinesis to grab a green crate floating nearby. You can grind your 100 jumps in a Zero-G environment here, if you want:
Jump across and insert the power unit into the wall socket. Enter, loot 2x containers, a locker and lastly, a key item. When you re-enter the Zero-G area, two Leapers spawn. Stand on the doorstep to force them to jump onto the platform one by one. For some reason, they can't be on it at the same time and can't use their jump attacks on you.
Once they're dealt with, backtrack to the vacuum area. You encounter a lone Slasher and another one when you're about to leave the vacuum area. Continue backtracking to the cargo lift. If you pay attention you can see a Slasher readying itself to burst out of the air vent. Step onto the lift and trigger a Leaper. Deal with it before you continue towards your objective. When you approach the Stasis Recharge Station, be prepared to face several Swarmers. Use Stasis and the secondary fire of your Line Gun. Mop up the rest with your Pulse Rifle. Follow your locator to your objective.
When the dust has settled, enter and pick up a video log (#10/47, “Nicole's Report”). Resume your way to Ishimura Clinic. Melee a green crate inside the waiting room, then proceed through the other door to Emergency Room. Inside you're greeted by two Lurkers. Stasis one and try to close in quickly to the other one for a kick-kill. Take care of the stasis'd one as well. Loot the area for 3x ammunition, a green crate and 2x lockers in the glass compartment. Insert the power unit into the wall socket and enter ER Hallway A. Step inside but don't chase after the Lurker. It returns with a Slasher buddy, followed by three more Slashers a few seconds later. Once they're dead, look for a nearby emergency supply room. Open it with a Power Node to get the Line Racks schematic (#III/XVI) plus randomised items. Leave, continue towards your objective and snag an audio log (#11/47, “Eileen”) on your left. Ignore the door for now and head right, deeper into ER Hallway B towards the Oxygen Recharge Station. Nearing the hallway's end, two Slasher pop out: one in front of you and another one behind you. After a few seconds a third one joins. Stomp the 2x green crates, grab a text log (#12/47, “Newborns”) and ammunition. Proceed to Intensive Care Unit.
Inside, you have a gruesome encounter. Make your way across the room and go for a text log (#12/47, “More Time”) on your way out to Morgue. Nab an audio log (#13/47, “Colonist Problems”) in the hallway. As you move on, you bump into a lone Lurker - perfect opportunity for another round of “Kick-Kill the Lurker”. Use the elevator to reach Morgue. Enter but don't venture too far into the room as you'll trigger an unnecessarily complicated fight. So do yourself a favour and grab the two nearby corpses with Kinesis but ignore the captain's as it's out of reach. It's safe to walk up to the nearest open medical storage unit's door. Then proceed to thoroughly dismember both corpses or drop them in the hallway you came from.
When you cleaned house, approach your objective. The game introduces you to a new Necromorph called Infector. You can't interrupt the birth procedure since it's scripted, so you might as well watch it to the bitter end. Stasis the captain and focus on the Infector. Killing the captain and picking up the key item fulfills your objective. Pick up Credits from an open medical storage unit and a textlog (#14/47, “Autopsy Report”) on the opposite side of the room. Inside the glass compartment are Credits, a Small Med Pack and a Power Node. Snag ammunition on your way to the next elevator. Be careful when you backtrack to Security Station as an Enhanced Slasher will ambush you in the waiting room.
Around here, this achievement pops:
Kill 30 enemies with the Pulse Rifle
In case it hasn’t popped for you yet, keep working on the Pulse Rifle kills. Afterwards, switch to your next weapon (likely Line Gun) and accumulate enough kills to unlock the specific achievement. Rinse and repeat throughout this playthrough for all remaining weapons.
Once it's dead, go on. Use the tram and you unlock:
Complete Chapter 2 on any difficulty setting
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