![]() ![]() Stun it by throwing stuff, then run past it. Go around the right corner to bump into the Ubermorph. Move onwards until you see a cylindric canister rolling from right to left. Take a short detour to your right to find 2x lockers. Power Node - Across the chasm at the large elevator (before the ride up).Take a few steps to trigger 2 Leapers, coming from either side. The Line Gun is directional (meaning enemies behind you are untouched) and the Javelin Gun's elecrtrocution can injure Isaac at this range. IGN recommends the ALT-fire for the Contact Beam as a back-up to the Ripper. You need to kill a lot of enemies quickly. Prepare for the large lift fight by bringing Contact Beam ammo or the Javelin Gun/Line Gun (either works). Head for the hall leading to the lift room. Afterwards, some more necromorphs appear in the large mining room (you can save at the save/store from where you began this chapter - use the guideline to locate a store). If you ever want to see what a 12-inch Craftsman™ screwdriver does to soft tissue, check out the QTE. Don't forget to open the node-lock the first time - you need that Advance Suit for the final few stages. Get ready to spam the action button and you will do fine. Once you locate the node-locked door, you will be near a quick time event (QTE) where failing means death. Schematic - Advance Suit plans in the node-locked room. Node-Lock - Past the upper mining gantry and before meeting Stross. Move slowly and carefully and you won't have too much trouble. Mines on the walkway are good, and there are some red canisters on the level below you can use on enemies. Power Node - Upper mining gantry after the zero-G zone. If you have the range, ammo, and inclination, provoke some enemies to come towards you and take them out as they waddle your way. ![]() It's all elite slashers, lurkers, pukers, and exploding bastards. Ride the lift to the upper mine gantry and prepare for a battle to the death. Re-enter the mines and you'll be in a control booth with a save station. ![]() They only travel straight forward once fired. The cysts in the airlock tunnel are not threatening, but remember that in zero-G, their seeds do not fall to any ground. ![]()
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