Dead Space 2 Walkthrough - Chapter 5: Part 2

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Dead Space 2
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Full Walkthrough: http://www.gamefront.com/dead-space-2-walkthrough/

In the next room, you'll find a Bench. Use it, then do a 180 and face the wall behind it. You'll see three hanging pieces of metal marked with Kinesis, blocking a hatch and a Save Point. Slide the objects out of the way and you can access both. Take the hatch out when you're ready to go.

When you exit the tube, turn around and check the room behind you for some loot and ammo. Spin back around and take the door into the next room, where the path spread out in front of you and to the left.

SCHEMATIC: First, walk straight forward and look around the corner to the left for the Line Racks schematic.

Take the other path and walk toward the far end of the room, then turn back and check beside the lighted statue for more ammo. There's a loot crate in the corner on the left near the door also. The door is just ahead and leads to another hallway.

A new kind of necromorph appears in this hallway — the Lurker, which is basically a human infant with three long tentacles sprouting from its back that shoot barbs. Take out the tentacles and you'll kill them, but be careful, as they can move on walls and ceilings.

With those two dead, keep your eyes peeled for a slasher to come out of a nearby vent ahead of you. Kill it and you're clear to pass through this hallway and out into the cathedral.

You'll need to act fast here. Shoot the glowing yellow point and you'll be released, but as soon as you get your feet back under you, the Pack shows up. Back up and put your back to the wall.

Remember when I told you to bring the Ripper? Now's a good time for it. It suspends a spinning saw blade directly in front of you, and it's great for mulching up attacking children before they can hurt you. Keep the blades coming and you'll make short work of all the enemies. The attack is finished off with one last slasher, which you should be able to handle easily.

Clear the room of loot, then take to the ramps — use the one on the left and round the corner until you reach the top. Pull out your Javelin Gun, because there's an opportunity for an achievement.

ACHIEVEMENT: This is a great spot for your "Going for Distance" Achievement with the Javelin Gun. As you walk up the ramp, you'll first see an explosive necromorph out ahead of you. Kill it from far away. When you step forward, another necromorph will leap out to ambush you. Plug it with a javelin to weaken it, then aim carefully and hit it with a javelin in the center mass — try to line it up so you'll get him to fly all the way to the end of the hall, and at a slightly upward angle so he'll hit the wall and stick. If you nail it from far enough back, the enemy will fly the 17 meters you need to unlock the achievement — but he has to stick to the wall.

Head up the ramp. You'll have more necromorphs to fight as you reach the top, with a few guys appearing on the other side of the walkway and one crawling over the middle. Clear through them all, collect your loot (there's a Medium Health Pack on the balcony in the middle of the room) then move through the door with your Javelin Gun ready.

As soon as you enter the next room, you'll have to tag out a stalker barreling toward you. A sharp javelin shot will do the trick. Go through the door into the next room, then get into the elevator past that. Stand in the corner of the elevator with your gun ready — trust me.

SCHEMATIC: Leave the elevator and look around for some loot, then head into the office to the right of the hallway. Inside on the back wall, you'll find the schematic for the Detonator. Grab it and save.

Head to the end of the hall, where you'll get a cutscene of sorts. You'll wind up fighting a creature: aim for its yellow vulnerable spot.

When you're tossed loose, turn around and open the Kinesis door behind you, then sprint through as fast as you can manage. A second later, another cutscene. When you see the red tanks, shoot them, and when it's all over you'll hit the next chapter.

You'll need to look for a Save Point. First, look the apartments nearest you — the one on the left just has basic items in it, as does the one further down.

POWER NODE: Check the bathroom of the second apartment, the one in front of you when you start this chapter, for a node.

Head through to the next room. You'll find a Save Point, but there's one more thing you can do before saving and starting the next chapter.

SCHEMATIC: Check your Objective Indicator — it'll advise you to take the door next to the Save Point. Instead, take the other door, to the right of the first. Hang a right when you go through it and you'll find the schematic for the Seeker Rifle.

Now you should save.

Full Walkthrough: http://www.gamefront.com/dead-space-2-walkthrough/







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