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Dead Space 2 – FAQ/Walkthrough
FAQ/Walkthrough by SMFDoomas
Version: 1.45 | Updated: 06/13/11
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ FAQ/Walkthrough VERSION 1.45 Author: SMF Doomas Game: Dead Space 2 Console: Xbox 360 Difficult Written On: Survivalist Gametype Played On: New Game+ ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ ----------------------------------------------- + + + ~ Introduction ~ (I) + + + +___________________________________+ Would you like a side of necromorphs with that paranoia? Why of course! Isaac Clark is back, but this time three years after the events of Dead Space. Your mental condition is getting worse by the minute, and you need a cure. ----------------------------------- + + + ~ Table of Contents ~ (TOC) + +_________________________+ Side Note: Hit Ctrl+F to skip to a certain section by using the code. Include the parenthesis to make the search easier. Introduction...........................(I) Table of Contents......................(TOC) FAQS...................................(II) Weapons..........................(II.I) Armor............................(II.II) Aid/Etc..........................(II.III) Sellable Items...................(II.IV) Definitions......................(II.V) Writing Style....................(II.VI) Know Something I Don't?..........(II.VII) Quick Tips for Beating Stalkers..(II.VIII) Updates................................(III) Controls...............................(IV) Walkthrough............................(1.00) Chapter 1: And the Paranoia Begins.....(1.01) Chapter 2: Why Hate Trains You Ask?....(1.02) Chapter 3: I Wish I Had Boot Thrusters (1.03) Chapter 4: Women Who'll Stalk You......(1.04) Chapter 5: Is It Sunday Already?.......(1.05) Chapter 6: Same Place, New People......(1.06) Chapter 7: Of Solar Arrays and Men.....(1.07) Chapter 8: Quid Pro Quo................(1.08) Chapter 9: Fun Little Tram Rides.......(1.09) Chapter 10: Fresh Wounds, Old Memories.(1.10) Chapter 11: ...........................(1.11) Chapter 12: ...........................(1.12) Chapter 13: ...........................(1.13) Chapter 14: ...........................(1.14) Chapter 15: ...........................(1.15) Credits/Legal..........................(C/L) ------------------------------------------- + + + ~ FAQS ~ (II) + +________________________________+ This little section will describe; the weapons and correlating ammo, what I mean when I say something like, "random item", etc. Weapons (Alphabetical)/Corresponding Ammo: (II.I) ------------------------------------------------- - Contact Beam (9,000): Heavy damage energy projector. Primary Fire: Pull and hold RT to charge a high intensity blast, then release. Secondary Fire: Press RB to fire a blast of kinetic energy into the ground to push away all nearby objects. Uses: Contact Energy (4,000 x2) - Detonator (8,000): Proximity mine deployment tool. Primary Fire: Pull RT to deploy a single proximity mine. Secondary Fire: Press RB to disarm the last deployed mine for recovery. Uses: Detonator Mines (1,200 x3) - Flamethrower (11,000): Hydrazine industrial torch. Primary Fire: Pull and hold RT got a steady stream of flame. Secondary Fire: Press RB to launch an entire flame fuel canister at a target for heavy damage. Uses: Flame Fuel (1,000 x25) - Force Gun (11,000): Handheld Graviton Accelerator. Primary Fire: Pull RT for a short range, high powered blast of kinetic energy with wide area of effect. Secondary Fire: Press RB for a long range, tight radius energy projection. Uses: Force Energy (900 x3) - Hacker Contact Beam (0): Primary Fire CHG -0.1 sec Seconday Fire DAM +5% Primary Fire: Pull and hold RT to charge a high intensity blast, then release. Secondary Fire: Press RB to fire a blast of Kinetic Energy into the ground to push away all nearby objects. Uses: Contact Energy (4,000 x2) Note: This is the same weapon as the Contact Beam, but upgraded as stated in the weapon description. - Javelin Gun (11,000): Pneumatic spear launcher with electrical charge. Primary Fire: Pull RT to launch a javelin. Caution: Danger of impalement. Secondary Fire: Press RB to electrify the last javelin that was launched. Uses: Javelin Spears (400 x2) - Line Gun (7,000): Wide-beamed slicer with timed mines. Primary Fire: Pull RT to fire a wide energy beam. Can slice many objects at once. Secondary Fire: Press RB to fire a timed energy mine Uses: Line Racks (2,000 x2) - Plasma Cutter (N/A): High-energy mineral cutter. Primary Fire: Pull RT to fire a narrow cutting beam. Secondary Fire: Press RB to rotate the cutter 90 degrees. Uses: Plasma Energy (1,250 x6) - Pulse Rifle (4,000): Military-grade assault rifle with a high rate of fire. Primary Fire: Pull and hold RT to fire a fully automatic barrage of energy packets. Secondary Fire: Press RB to launch a grenade at your target. Uses: Pulse Rounds (1,250 x25) - Refurbished Plasma Cutter (0): Dead Space Unlock, used and refurbished by CEC. Primary and Secondary Fire: Same as Plasma Cutter. Uses: Plasma Energy (1,200 x6) Note: This gun is unlocked by having a Dead Space save on your Hard Drive - Ripper (8,000): Remote industrial saw. Primary Fire: Pull RT to tether a blade in a short radius from the saw. Secondary Fire: Press RB to eject a blade from the saw at high velocity. Uses: Ripper Blades (1,350 x3) - Rivet Gun (0): Rapid-fire rivet tool. Primary Fire: Pull RT to fire rivets. Rapid fire is enabled on this model. Secondary Fire: Press RB to discharge embedded rivets. Warning: Impalement damage is possible. Uses: Rivet Bolts (750 x10) Note: This gun is unlocked through pre-order of Dead Space 2. - Seeker Rifle (11,000): Advanced scouting rifle with precision scope. Primary Fire: Pull RT to fire a single long-range round. Secondary Fire: Press RB to toggle zoom mode and increase shot damage. Uses: Seeker Shells (1,000 x5) Armor (Alphabetical) (II.II) ---------------------------- Advanced Suit (35,000): The Advanced Suit grants unique functionality to the wearer: Stasis Bonus: Stasis recharge time is decreased by 50%. Purchase guarantees a minimum of 25 inventory slots and 20% armor. Your RIG retains the highest upgrade of Armor and Inventory. Elite Engineering Suit: Equipping this suit will give the wearer the following benefits: 15% increase in health restored by Med Packs. Purchase guarantees a minimum of 25 inventory slots and 25% armor. Your RIG retains the highest upgrade of Armor and Inventory. Elite Security Suit (30,000): Equipping this suit will give the wearer the following benefits: 15% damage bonus to Javelin Gun. Purchase guarantees a minimum of 25 inventory slots and 25% armor. Your RIG retains the highest upgrade of Armor and Inventory. Elite Vintage Suit (50,000): Equipping this suit will give the wearer the following benefits: 15% discount on purchases at the Store. Purchase guarantees a minimum of 25 inventory slot and 25% armor. Your RIG retains the highest upgrade of Armor and Inventory. Engineering Suit: Purchase guarantees a minimum of 10 inventory slots and 5% armor. Your RIG retains the highest upgrade of Armor and Inventory. Hacker Suit: The Hacker Suit grants unique functionality to the wearer: Hacking Bonus: Hack consoles require one less stage to complete. Purchase guarantees a minimum of 15 inventory slots and 15% armor. Your RIG retains the highest upgrade of Armor and Inventory. Note: This armor is unlocked by playing Dead Space: Ignition Riot Security Suit (0): The Riot Security Suit grants unique functionality to the wearer: Weapon Bonus: Contact Beam receives a 10% bonus to damage. Purchase guarantees a minimum of 25 inventory slots and 25% armor. Your RIG retains the highest upgrade of Armor and Inventory. Note: This armor is unlocked through completion of Dead Space 2 Security Suit: The Security Suit grants unique functionality to the wearer: Weapon Bonus: Pulse Rifle receives a 5% bonus to damage. Purchase guarantees a minimum of 15 inventory slots and 10% armor. Your RIG retains the highest upgrade of Armor and Inventory. Vintage Suit (40,000): The Vintage Suit grants unique functionality to the wearer: Store Discount: Items at the Store are discounted 10%. Purchase guarantees a minimum of 20 inventory and 15% armor. Your RIG retains the highest upgrade of Armor and Inventory. Aid/Etc. (Alphabetical) (II.III) -------------------------------- Large Med Pack: Medical gel pack that restores a large amount of health. (10,000) Medium Med Pack: Medical gel pack the restores a medium amount of health. (5,000) Power Node: A Circuit Node used to upgrade your RIG, Stasis, and Tools at the Bench. (10,000) Small Med Pack: Medical gel pack the restores a small amount of health. (2,000) Stasis Pack: Restores Stasis Energy. (2,500) Sellable Items (Alphabetical) (II.IV) ------------------------------------- Peng: There's always Peng! (10,000) Bronze Semiconductor: {Write Details} () Ruby Semiconductor: {Write Details} () Gold Semiconductor: {Write Details} () Definitions (II.V) ------------------- "Random Items": When I say, "random items" I mean any items that are not always there on every play through. For example, at one certain place, there may be 1,000 credits, but the next play through it may be reduced to 800. Or may be something completely different. Writing Style (II.VI) --------------------- I wrote this guide trying to keep the surprise factor of Dead Space 2 intact. So I DO NOT tell you where every enemy is, I do this so the game does not lose it's fun. However, whenever I think it is wise to restock on ammo, health, Stasis, and so on I will tell you. I will also tell you when something major is about to happen, but not what is about to happen. So yes, I know it seems like I'm speeding through the walkthrough. But that is only due to the fact that I don't tell you where the enemies are. Know Something I Don't? Questions? (II.VII) ------------------------------------------- If you found something that I did not list, or even know something that I don't, please tell me. For example, if you know the price of the Elite Engineering Suit, or the Line Gun, or even a Random Item I might have missed. Please contact me to let me know at, email@example.com. Your contribution is always welcome, and your name, gamertag, or GameFaqs user name, will be listed in my credits. Or if you just have a question you can also feel free to ask me and I will get back to you as soon as I can. Thanks, SMFDoomas Quick Tips for Beating Stalkers (II.VIII) ----------------------------------------- I highly suggest using either of the following; the Secondary Fire on the Pulse Rifle, the Secondary Fire on the Javelin, the Seeker Rifle, or the Flamethrower. (It only really works well if the Stalker is in Stasis). If you see a Stalker charging you, hit it with Stasis fast! Also, when you are in a rather crowded room, pick a spot where you can't easily get ambushed. ---------------------------------- + + + Updates (III) + +________________________+ Now --- 2/16/11: Alright, I'm going to get back to work on my walkthrough as soon as I can. Most likely around Sunday will be the next major update. Which I plan on having at least three chapters added. 2/18/11: *sigh* Well Dead Space 2 does not allow you to have DLC one one Xbox, bring your HDD to another, and then play it on a different one, due to it authorizing with a the code for the original 360. Which means that I can't load my save until I return to my original 360 back home. I will try to delete the DLC, and try again, but the outlook seems rather grim. Sorry guys, you will have to wait until Tues to see my next major update. 4/11/11: Well it seems that my walkthrough has fallen through the floor with me not doing it, and others posting theirs. So, once I get home today I will get right back to work on it. I may currently be the only one reading this update, but it gets me to get back on track. Also, I made a few spelling/grammatical/overall updates as I spotted them re-reading my walkthrough. 05/05/11: I've added two more chapters! Chapter 8 and Chapter 9! I also added two new sections! [Sellable Items] and [Quick Tips for Beating Stalkers]. As well as I added new weapons, and armor to their respective lists. Um, I'm adding what I can to the Sellable Items list, just after I find the price. Note: The Sellable Items list will include items that are not armor, weapons, or ammo. Mainly Semiconductors, and other items that have no other purpose in the game. ---------------------------------- + + + Controls (IV) + +________________________+ A: Action Confirm B: Kinesis (While Aiming) Quick Heal Y: Stasis (While Aiming) Recharge Stasis X: Reload Right Stick (RS): Look/Aim Locator (Click and hold RS) Left Stick (LS): Move Zero-g Launch (Click LS) D-Pad: Switch Weapon (Any Direction) Left Bumper (LB): Run Right Bumper (RB): Alternate Fire (While Aiming) Stomp Right Trigger (RT): Fire (While Aiming) Melee Left Trigger (LT): Aim (Pull and Hold) Back Button: RIG Start Button: Pause Menu ----------------------------------- + + + Walkthrough (1.00) + +_________________________+ ~ Chapter 1: And The Paranoia Begins ~ (1.01) --------------------------------------------- ~ Chapter 2: Why Hate Trains You Ask? ~ (1.02) ---------------------------------------------- ~ Chapter 3: I Wish I Had Boot Thrusters ~ (1.03) ------------------------------------------------- All right, with the Brute killed, and the train sequence finished, look around. Behind the train on the left side is the <Pulse Rifle Schematic> and a random item, hooray! Now turn to the right, and run straight until you see a room with four CORE crates and a large toolbox. Behind these crates is...another Power Node, again hooray! Okay, now head back in front of the train and head towards the only lit room for miles. Inside are a couple open lockers, gather the items. head up and the ramp and find a Save Station. **SAVE NOW** After the save, head through the door. Head up another ramp, and as you come out the door, head towards the Titan Station Elementary, to find a random item. Now turn around and head towards the unlocked elevator. Near the elevator is a Save Station and a Store, near the store should be a random item. **SAVE NOW** As you exit the elevator, turn to the left, and shoot the moving statue a bit. *Achievement/Trophy Unlocked!* Moving on...as you head near the statue turn to the left, facing BOLD Stylings, and find a Text Log. Continue on your path, near the vending machine should be a random item. Now as you head towards the Unitologist Recruitment center, keep going straight, to find another random item. In the Unitologist Recruitment Center to the right is another Text Log, now begin hacking to open the elevator. As you exit the elevator, on the desk is a Text Log and a random item. Do not go straight into the vent, instead go into the room on the right, wait for the necromorphs to appear. Make sure you are against a wall where you CAN'T get sucked out by rapid decompression. Now, bust open that window to cause a rapid decompression, and wait for the door to close. Head towards the closed door, and head left into this room, for a random item. In the room across from this one is a another random item. Now head into the vent. Head straight once you get out of the vent, for some Supply Crates. Turn around and head towards the two corpses, finding another Supply Crate on top of covered crates. Ignore the Trash Compactor door for now, and head up the ramp. Once you come into the room, you'll see a Bench, a Save Station, an active console, and some open lockers to your left. **SAVE NOW, Upgrade if you like** Activate the console to stop the Trash Compactor, head back down the ramp into the Compactor Room. Welcome the your first interaction with Zero Gravity! Press down on the Left Stick to move around in Zero G, go ahead and get a feel for it and grab the items. (Reminder: Hold LB to activate the boosters, and press RB to orient Isaac to the ground. This makes Isaac's feet face the floor, so you wont be upside down.) Head straight from the room you entered, into the Tunnel 1 Fan Control room. Which is the room to the right of the Fan Tunnel. Activate the fan, head back out and go to the room to the left of the door you entered from first. You will find a Power Node, and some open lockers. Now...fly into the wind tunnel, you can boost the whole way through, just to make it go faster, and making it easier to dodge the giant blocks of trash. As you get close to the garbage chute, look to the right to find a platform, with the doorway that you need to go through. Head straight to find some Supply Crates, now head up the ramp, and go right at the top to find a random item. Now, in the room with the flickering light is a door activated by a Power Node, feel free to open it. (You will find a replacement in just a second) This room contains a number of random items. If you didn't go into the room, pick up the battery with Kinesis, and put it into the battery plug next to the elevator door. Outside the elevator door to the left is a Power Node, head through the door, and head straight to find a random item and a Text Log. Leave this room, and go into the next one to find a random item. Leave this room as well, head to the right and enter yet another open door. Go towards the baby room, but head right for a random item. Face the right to see a dresser, for another random item, and head out the door. Turn to the right, go to the busted vending machine for another random item. Head back and out the door, and through the other. Head towards the back, and to the right to find the elevator. Feel free to have a fun ride! Now, Leave the elevator, to find a Save Station. **SAVE NOW** Now head to left, and turn left at the opening. Now head behind the Marker statute, and turn left to find a <Schematic for Javelin Spears>. Turn around and head to the other table on the right side to find a random item. Leave the statue area and head towards the open door, and through the other at the end of the long hall. Once you enter this room, head through the open door across the hall, to reach...Chapter 4! ~ Chapter 4: Women Who'll Stalk You ~ (1.04) -------------------------------------------- All right, after that warm welcome, head through the door on the left. Turn right, grab a random item by the corpse, and head through that door. After you get the Text Log underneath the chair head out, up the stairs, and into the Gift Shop. **SAVE NOW, Upgrade if you like** (I suggest stocking up on supplies) After you're done in the gift shop, head back into the room that triggered the start of Chapter 4. Now go into the room on the right side, in here there are 3 random items, and a door to another security booth, go in there. After you collect this Audio Log head back out and all the way up these stairs. Head through the only unlocked door, and keep an eye out for random items as you head near the stairway. Head into the unlocked elevator at the back of the pillar, and through the open door. Once you do, you can head to the right, to find a door that will lead you back into one of the main rooms. If you don't and just head forwards, you will find your self in the Indoctrination Room. !-Rapid Decompression Room-! Head towards the back to find two things of random items and towards the red door for another. Now head into the unlocked red door. (REDRUM! REDRUM!) Towards the glass window are two Supply Crates, and near a chair is a Text Log. **Puzzle Solution!** Take off the second panel, near the first one that flew off when you first entered this room. This will expose the empty fuse slot. Now near the chair where you found the Text Log, is a panel that is still attached to the wall. (Not for long) Take it off with Kinesis and take the spare fuse. Now take said fuse, and put it into the empty fuse spot to unlock the door to the Observation Room. **Puzzle Solution, Fin** Now leave this room, and use Stasis on the now malfunctioning door, and slip under it when you have the chance. To your right will be a random item and a Supply Crate, as well as a random item on the table to the left. Continue onwards to find a Save Station. **SAVE NOW** In this room on the left shelf is a <Security Suit Schematic>, a random item, and a Supply Crate on the middle shelf. Now into and out of the vent! Now once you're finished with that little sequence, pick up that Power Node on the desk in front of you. As well as a random item on a table in the back of the room. Through the door on the left side, is a door that leads you back to the room that takes you to the library. *RECCOMENED: Restocking* Head through there back into the room that triggered Chapter 4, and go back into the Gift Shop room. Start restocking on health, ammo, and Stasis. You can upgrade your weapons if you like. I would also suggest having either a Pulse Rifle, or a Javelin Gun, as well as plenty of ammo or each/both. Now head back through the room on the right side, up the stair case, and into the room on the right. Turn left and enter the door at the end of the hall. Turn left again, and through the door at the end of the hall, to enter the Basilica. Now, instead of immediately entering the elevator, head to the end of the walkway for two Supply Crates, and two random items. Now you can enter the elevator. Now head left, out the gated hallway thing, and to the unlocked door...Or not. Well, might as well enjoy the scenery. **TIPS* Now for fighting these enemies called, Stalkers. I highly suggest using either of the following the Secondary Fire on the Pulse Rifle, the Secondary Fire on the Javelin, or the Seeker Rifle. If you see a Stalker charging you, hit it with Stasis fast! Once you killed all of them, there should be about four, take a breather. **TIPS* You will also know when it's over when Daina contacts you. Head into one of the hallway like things and begin hacking to activate the elevator. Once you take the elevator up, take a left to find a Power Node underneath the corpse. Now turn around and follow the walkway to the end to find two random items, and an open door. Head through this door and to the left, into the Conduit Room. In this room is an Audio Log, a Power Node, and a random item. Leave the Conduit Room, follow the hallway to the end, to find a door the leads you back to the room with the Gift Store. **I recommend restocking, upgrading, saving** If you did go to the Gift Store, head back up the stairs, to the right, and into the Funerary Wing. Follow the hallway until you reach the red door that leads the Reunion Chapel. Head towards the suspended coffin, on both sides of the coffin are a random item. Head behind the coffin area, to an active elevator. Leave the elevator, AND RUN TO THE OTHER DOOR! Are you safe? Good. Because there was nothing even there! Open the door to find...a Save Station! **SAVE NOW** This room also triggers Chapter 5! ~ Chapter 5: Is It Sunday Already? ~ (1.05) ------------------------------------------- Head through the door, and go to the right, all the way down the hall is a Supply Crate. Now go left, turn right at the bottom of the ramp, and go through the door, into the second cryochamber room. You can head either way, because both side have a Supply Crate on them. Now head through the door into the third cryochamber room. Now go to right, and enter the room on the left to find a Text Log. Leave this section the same way you entered, and continue down the hall, to find another Supply Crate. Go down the ramp and enter the fourth cryochamber room, you can head either way you want again, being that their are Supply Crates on both sides again. Once again, after collecting the items, head into the fifth and final cryochamber room. Now...WHO'S READY TO RUUMMMBLLE!? Once you have finished the fight...So many quotes, so little time. Head through the door, and go forward to get a Text Log. Now get in front of the elevator, but turn around first to find a Gold Semiconductor between two groups of the mechanical arms. Now ride the elevator down to see the Gravity Flux Generator (for lack of a known name). Head behind it to find a Power Node and the hacking panel. But don't hack it just yet, turn to the left a little ways to see the <Ripper Schematic>. Ok, now you can begin to hack the controls for the Gravity Flux Generator, which will release mechanical arms to stop certain parts of the Generator. **Puzzle Solution!** In order to solve this puzzle, you have to pull down the mechanical arms that have been exposed by the panels dropping down. The first set of mechanical arms are easy to match up, just pull them down and get ready for the next set. The second set requires you to be a bit faster, so I would suggest running from the the first arm of the second set, to the second arm. Now the third and final set will require you to be much faster. So once you bring down the first arm, hit the Generator with Stasis and run to the second arm and bring it down. Now gravity has been disabled! **Puzzle Solution, Fin** Once gravity has been disabled, a fan will be turned on to slow the descent of the coffins coming from the top area. Hit the fan with Stasis, fly past it, and continue to the very top. For safety reasons, hit the door with Stasis just as it is letting a coffin through. Once again, fly through that part, and head towards the top middle of the room to find the <Medium Med Pack Schematic>. You can land anywhere you want, but it would be easier if you land near the Artificial Gravity Control panel. Activate it to open the door across from you. Through the door to the right is a store. **I would suggest stocking up on your supplies here**. Continue on through the door way and up the stairs. Hey look a Bench!...Wait, what? Power outage? Now?! *sigh* Well, wait for the power outage to be over and head behind the coffin to find a random item. Go back to the middle of the room, and take a left. Wait, the door ways blocked?! Great, just great! Head towards the Bench, and turn around to see three coffin holders blocking your way to a vent and a Save Station. Move those out of the way to be able to save and progress through the story. Yay! **SAVE NOW, Upgrade if you like** Head through the vent, and exit it once you reach the end. Have a nice fall! Now turn around to find three random items, turn to the right to find...more random items! Now leave this little corner, and go back the way you were facing when you fell. You will find a door, go through it, and head straight to find the <Line Racks Schematic>. Now turn around and head through the only opening, head to the right and on the shelf are two random items. Turn to the left again, to find a Supply Crate and an open door. Open the box, and head through the door. In this hallway there is nothing that special until you reach the door, where there are two Supply Crates. After collecting the items, head through this door as well. Get out a strong weapon, one that you are good with helps, and get ready. After that little fun part is over, look at the base of the second to last Marker Pillar, on the left, to find a Medium Med Pack. Now head up stairs, either side works, there's nothing special on the left or right side. Once you reach the point where the paths meet, go through the door. Head behind this Marker statue, (Can you say obsessed?) to find an active elevator. Go ahead and ride the elevator all the way to the top. Now, feel free to exit the elevator any time. In this circular room are three random items, but in the office are; a Power Node on the desk, the <Detonator Schematic> on a shelf behind the desk, a Save Station also behind the desk, and a random item in front of a shelf on the right side. **SAVE NOW** Leave the office and go right, open the door, and get man handled by a couple of security guards. Cutscene and Sequence time! In case you do not know what to do, and are actually still reading this...SHOOT THE YELLOW PARTS NOW! Once he drops you, RUN! Great...the gunships back.... After a short little cutscene, you have to shoot a gas canister to get rid of him. Once that's over, hooray! You made it to Chapter 6! ~ Chapter 6: Same Place, New People ~ (1.06) ------------------------------------------------- Ok, after flying through that window, (what fun) and through the door, (even MORE fun). Turn around back into the room you flew in through, to find a random item by the fallen lamp, and a Power Node on the desk in the back on the left. Now, turn to your left to find a bathroom, and in the shower area on the left is another random item. Now leave this room, and head for the open room on the right. In this room are two random items; one on the shelf to your right as soon as you enter. Also in the bathroom, lying near the shower. Once you've taken the items in this room go ahead and leave. Straight ahead of you is an unlocked door that you'll want to go through. Once you've entered this room, there is a washing machine section to your left, feel free to break the glass to enter. In here is a random item on the table to the left, and a Save Station to your right. **SAVE NOW** Now face the exit of the washing machine section, to see an unlocked door, start walking towards it. Near the door though on a table to the right is yet another random item, pick it up, and head through the door. On this little overview area is a Supply Crate directly in front of you. There is also the <Seeker Rifle Schematic> near the door to the right. Once you've collected these goodies, head back into the room with the washing machines. Now you can take the door on the right side, and continue on! Walk down the hall a ways until you see an open door to the left, go ahead and enter the room. In here there is one random item, it can be found by going through the doorway on the right, and it's just lying on the table near the corpse on the couch! Haven't you always wanted to take other people's stuff? Go ahead and leave this room, again continuing down the hall, and entering the supply room on your left. There are two random items here, one on the shelf to your left as soon as you enter. As well as one on the work bench to your right. With those items collected, face the exit, and go into the room across from you. There will be a random item on the chair on the right side. Check the bathroom for any extra items. See any? No? Well leave the room then. GAH! I hate alarm clocks! *begins to shot alarm clock* That will teach it... Right, back to the walkthrough. Once you have left this room, turn right and through the unlocked door. Once you enter this hallway, have a nice little chat with Stross. Once that conversation is over, there is a Supply Crate on the left side of the hall. But on the right side of the hall, (opposite the Supply Crate), is an active elevator. Ride the elevator down, and find a corpse of an EarthGov soldier, replaying a message from Tiedemann and a Save Station in front of the corpse. **SAVE NOW** Continue on down the hall past the Save Station, to find an open walk way, with another Marker Statue. Now behind this Marker Statue is two random items, and a Supply Crate. The first random item is near the far left window. On the right is a Supply Crate hugging the statue, and the second random item is on a table also on the right side. Oh, and I would suggest making sure all your weapons have full mags. Now leave the statue area, and head towards the door at the far back of the room. I would also suggest not running into the hallways but staying in this open area so you have the advantage...Now, once that ambush is taken care of, continue towards that door to find a random item. Turn around, and head back up the staircase on the right, and turn right again to enter another hallway. Begin to turn right, and head closer to the Store. There should be the yell/growl of a Pregnant, so be sure to take him out before you enter the store. **I would suggest stocking up on items.** Once you've stocked up on supplies, turn towards the left and head to the unlocked door. Mmmm...Look at all that blood! My advice to you in this area, is if you hear a kind of deep guttural sound, keep an eye out for little liver looking blobs. These beauties are called Cysts, and they will blow you to hell. Now follow the blood trail to see what looks like a waiting area for the Sprawl's tram. Also, I would suggest walking on the moving sidewalk, considering that that will be the area with less Cysts. Keep a close eye out for them, especially the one on the support beam on the right. Once you are clear of the walkway, you will see; a Save Station, a Bench, and a Power Node enabled door. **SAVE NOW, Upgrade if you like.** It is recommended that you open the Power Node door if you are low on supplies. Once you have saved, upgraded, and/or opened the Power Node door. Head through the unlocked door into the Hyperion Hall Apartments. If you head to the back of this hallway, on the left is a random item. If you collected the item, turn around, and head back towards the door, but turn right when you can. Now before you try and kill the fire there are some items that you can collect. Activate Zero Gravity mode and fly up to the first balcony to find an Audio Log on the left side. How sad... Well, fly up to the second balcony to find a Supply Crate floating on the left side. Now run to the right side to see another Supply Crate floating a little ways from the balcony. And take note of that little station attached to the ceiling. Now head back down to the first floor. **Puzzle Solution!** Alright, to stop the fire and allow yourself to continue, you have to put it out. How you ask? Well keep reading! In this room you will see two active Oxygen Stations which are fueling the fire. The first one is simple to turn off, just pull out the battery that is powering the station. Now, turn around to see the second Oxygen Station, walk behind the area that is facing you. You should see a panel just underneath the Oxygen pumps. Pull it off to expose the battery, and then pull out the battery. What? The fire still burns you say? Well, do you remember that thing I told you to take a note of? The one that's on the ceiling? That's another Oxygen Station, and you have to disable it. Just do what you did to the second station and, there you go! The fire is out! **Puzzle Solution, Fin** Once the fire is out, you can feel free to leave the room with it having no Oxygen. You can also turn an Oxygen Station back on if it makes you feel better. Either way, head into the area that was once blocked by flames, and head left to find an unlocked door. Once you head through the door, head into the only room you can, to find a random item on a table to your left. You will also see a blown battery, looks like we need a replacement... Hmmm...now where can we go to get an extra battery? Oh! That's right, the room you were just in! So head back into that room with the three Oxygen stations, take an extra battery, and bring it back to the room with the bad one. Take out the bad battery, if you haven't already, and put the good one in. Hooray! Now we can use the elevator!...Wow, that was a close one...Once you exit the elevator you will see; a Supply Room, a Supply Cabinet, a Save Station, and a Power Node holder near a locked door. **SAVE NOW** After you have saved, and collected everything you want, shoot the fuse to allow yourself entry to the Supply Storage room. Well, there's a lot of boxes, and some shrieking, guess it's time to run into some more women. Make sure all your weapons are loaded, your Stasis bar is full, and you are comfortable with your health level. Once the check is complete, head down the ramp to find 3 sets of Detonator Mines (1 each) I would suggest using the same strategy discussed in Section 1.04. Which is, "using either of the following the Secondary Fire on the Pulse Rifle, the Secondary Fire on the Javelin, or the Seeker Rifle. If you see a Stalker charging you, hit it with Stasis fast!" But since this room is a lot more crowded always keep an eye out behind you. **NOTE** If you leave the caged area and turn right as soon as you can, you will see a Stasis Recharge Station. Remember its location. Walk forwards through the gap between the two sets of CORE crates, and turn to your right, you should see a Supply Crate. Use Kinesis to pull it towards you. Now heads towards the set of lockers on your left, walk forwards a bit to see two more Supply Crates on top of some CORE crates. This one is a bit tricky to see, but there is a Stasis Pack near the Supply Crate that is closest to you. Now keep your finger on the aim button, and walk between the set of CORE crates closest to you. This should cause the Stalkers to engage you. Get ready for a fight! Just remember the advice I gave you! Also, if you feel safer camping near the ramp that brought you into this room, go ahead because they can't get behind you from there. There should be maybe 4 to 5, possibly 6. I wasn't exactly counting how many I killed, but the end of the dramatic music should be a clue. There are still a few more things in this room that you can collect though. If you head to the very back of this room, you will see a set of lockers, some open, some not. Once you arrive at the lockers, and collect the items, turn a bit more than 90 degrees to the right, to see more open lockers. Head back towards the set of lockers I mentioned before this one. On your way there you should see a locked door, head towards it, but turn left to see a panel you can hack to open the smaller door. Now hack the panel to open the door. Follow the hallway, and go all the way up the ramp to your left...Man, that's A LOT of blood! Head through the open door at the top of the ramp, and continue on through the open door way...Do you hear gun shots? And swearing? Go towards the source of the gunshots and yelling. But first make a stop at the Unitologist Recruitment Center, near the elevator is a Supply Crate. Now you can continue towards the source of the gunfire. Also, before you cross the bridge there is another Supply Crate at the end of the walkway. Now you can cross the bridge. ...How friendly. Well, continue walking towards her for now, once you do reach her, enjoy the cutscene! After you and Ellie have a nice little chat, she decides to continue on her own. Well that sucks, so much for a friend for the ride. Before you go into the elevator turn right and walk down the hall, near what used to be BOLD Stylings is a Supply Crate, hugging the right wall. If you turn around you will be staring the <Pulse Rounds Schematic>, face to...well you get my point. Once these little items have been collected, head back towards the elevator and hop on. Outside of the elevator, directly to your left is a Store, and a Cyst blocking a safe entry to the store. I suppose you know what to do with it. If you don't need anything from the store, head forward to find a Save Station, or if you accessed the Store turn around to find the Save Station. Either way, **SAVE NOW** On the left side of the moving walkway, directly across from the Save Station, is a random item. Now turn to your right, and head towards Fashion Kid. Underneath the busted out door is a Power Node. Continue on towards the Titan Station Elementary. Once you are in front of the door, turn left to find a Supply Crate. Now before you enter the Titan Station Elementary, look closely at the door. If you see it, and have taken care of it, continue on. Otherwise, there is a Cyst on the upper right hand side of the entry to the Elementary. Once the door is clear, go ahead and enter. Creepy, huh? Well head to the left side of the pillar, towards the fence, to find a random item. Start walking down the hall that's on the right side of the pillar. But stop for a moment and look through that window...Well... moving along! Once you reach the end of the hall, go into the unlocked door on the left. Once you've cleared the crib room, enter the classroom...Oh great. Well, once even more are taken care of, approach the teachers desk. Surprise! Ok, now that this room is completely empty head behind the teacher's desk. Now through the unlocked door on the left wall. And continue down another hallway to your right. After the first set of colored lights on the right wall is another unlocked door, go on through. On the desk is a Text Log, along with two Supply Cabinets on the walls. Now near the unlocked door is a Save Station. **SAVE NOW** Head through the door, turn right, and head all the way down the hall. Looks like your paranoia is acting up again. After that little scene is over, continue down the hall to find a random item. Now you can turn around and enter the gymnasium. In order to get to the stage, head behind the seating area. Once you have made it through the seating area, weave your way to the stage. I never really was one who enjoyed doing plays. So work your way back stage. After the surprise passes take a right to find a panel that controls the power to the stage. Hack it to bring the gym back to normal. (At least somewhat). Once you have cleared the gym of the mutant children, head towards the newly exposed door. Near the door you will find a number of unlocked lockers just waiting to be opened! Once you've collected everything you want, head through the unlocked door. Make a left once you've gone through the door, and make a mad dash to the end of the hall. Now, directly behind the pillar is an unlocked door that leads to a room with a Text Log right in front of the door. As well as the <Flamethrower Schematic> in the back room. Exit the room, and take a right to find a random item near another gate. Turn around, and enter room 305. Now, in the blue rocket ship is a Power Node, take it, and head towards the elevator...Wow, she's getting more and more evil by the second. Right, into the elevator. Once you exit the elevator, there are two Supply Cabinets, and a Supply Crate near the cabinets. Now to the right are two Supply Crates, and a Save Station. **SAVE NOW** Continue on down the hall, past that GIANT hole in the wall. What could have even caused that? Well, anyways, moving along. I would suggest doing another self check before you go through the door. Which means, check your health, check your Stasis, and check all your mags in your weapons. Ready? Head through the door. After Ellie says, "I can't hold it back!" Do a swift search of the room. You should see a Brute. Here's a good tactic to bring him down. *TIPS* When he gets about 10 feet away from you hit him with Stasis, run behind him, and hit the yellow spots on what looks like backwards knees. I would highly suggest using either; the Line Gun, the Pulse Rifle, or the Plasma Cutter. As these fire fast, and/or do a good amount of damage per area. *TIPS* **WARNING** With no legs, the Brute will begin to fire what looks like puss balls at you! These come at you at blinding speeds so keep a good distance! You can either throw them back at him, or dodge them and shoot his shoulders! **WARNING** With this Brute defeated there are a lot of items to gather. So head to the middle of the room, the area with the odd statues, and face the Transport Hub sign. Now, turn to the left until you see a locked door, head towards it. Near this door you will see two Supply Cabinets and the <Vintage Elite Suit Schematic> behind some glass to your right. NOTE: I believe this Schematic is only there after you have beaten the game once before. At the door just two steps to the right of where the Schematic can be found, is a Supply Crate. Now turn right again, and walk straight past the door you have to go through, to find another Supply Crate. This gets repetitive, I know. But turn right once more, and straight again to find some open lockers and a Supply Crate behind them. Turn to the left, and go straight towards the bar to find a Supply Crate somewhat hidden behind a chair. Now you can head through the only unlocked door there is. In front of you are two more Supply Crates, and to the left of those two crates, are two MORE crates. Turn around, and head through the unlocked door. See that blue beam blocking the hall way? Shoot the part that is projecting the beams to destroy it. Head down the ramp now, but beware of the Guardian! Once he is killed there is a Supply Crate next to the tables, and a random item behind the tables in the right corner. Pick up the Conductor the Guardian dropped, open the Supply Cabinet behind you, and enter the elevator. **INSERT DISC TWO** Congratulations! This elevator ride triggers Chapter 7! ~ Chapter 7: Of Solar Arrays and Men ~ (1.07) --------------------------------------------- So, head forward and towards your left and right are a Bench and a Store, respectively. Towards the down ramp at the back of this room is a Save Station. Head towards it, kill 'em all yet? If you have... **Restock, Upgrade, and Save Now** I would suggest stocking up on Line Racks, Pulse Rounds, or Contact Energy, if you have the weapons to use the ammo with. If you don't I would suggest purchasing one of them and getting a feel for it. Now you can continue on down the ramp. How beautiful...head through the door to the Solar Array Elevator, and follow the walkway. Well so much for riding the elevator right away. Head left and into the Elevator Maintenance Bay. Right as you exit the second door, there will be a Supply Crate floating in front of you. Grab it with Kinesis and smash it. Onto another puzzle! But first, there are some items you can collect. Once you have access to the elevator shaft, head towards the giant glass window to find a random item. Now, go just below the elevator to find two random items, and a <Ripper Blade Schematic>. Finally head to the very bottom of the shaft, (through the area the elevator would usually be) to find a Power Node. If you are going to use the puzzle solution, read on. **Puzzle Solution!** Near the elevator and you will see two more chunks of debris blocking your way. Luckily both have thrusters already attached to them, shoot them, and continue downwards. Head underneath the elevator to find two thrusters already attached to the bottom. Shoot them, and head back to the area you first entered through. **Puzzle Solution, Fin** Head back through the two doors, and into the elevator to begin your ride to the Solar Array. As I mentioned before with getting certain types of ammo/weapons, they would come in handy around now. Which are either/or the Pulse Rifle, Line Gun, or Contact Beam. If you use the Pulse Rifle, use the Secondary Fire. The Line Gun I am sure is rather self explanatory. Or if you use the Contact Beam use the Secondary to knock off any and all enemies that are there. Also my suggestion is that you work fast, and stick to the middle of the elevator. What fun that was. Well leave the elevator and to the right towards the unlocked lockers. Remember keep your eyes and ears open! Near these unlocked lockers is a Supply Crate, feel free to take what's inside. Turn around and go towards the left side of the elevator to find another set of unlocked lockers, and a Supply Crate a few steps before the lockers. In one of these lockers you will find a <Force Gun Schematic>. Now head through the door behind the elevator. After this...bizarre welcome head to the right, and right again, to find a corpse on a bed to the right. And a Text Log on a table to the left of the bed. Turn around to find a random item on the table. Now leave this room and go straight. In front of you, next to the door, is a Save Station. To the left of you is a Store, as well as a Supply Cabinet, and a random item on the desk in the back, right side of the room. **SAVE NOW, Restocking is recommended.** Head through the door...wait, what? No access? Well, do you remember that corpse on the bed I pointed out? Turns out you need it. So grab the corpse and bring it to the door. Howard Phillips? Well anyways, head right on through the door. A ways in front of you is a Supply Crate, take what's inside. Traps? She doesn't want you here, does she? Head back out the door where you most likely ditched the body. Sorry Howard, this time your our scapegoat. Take his body and throw him through the traps. Cruel, I know, but necessary none the less. Once you have cleared the second trap in the main hall, turn left to find a Supply Cabinet. Turn around to find another trap, you can trigger it using Howard or an item laying by the opening of this hall. Head towards the pipes closest to you to see a circuit breaker, open it up to find a Power Node. Back into the main hall, and through the door. !-!-Highly Dangerous Rapid Decompression Room-!-! Alright with the room cleared, head back towards the door you entered from to find a Supply Crate, open it up as well. Turn around, and take note of the elevator here. Head into the room that AI is flickering by, to find two unlocked lockers, a Stasis Recharge Station, and a hacking panel. Do what you will with the lockers, and Recharge Station. Once you have, begin hacking the panel. Head towards the now activated elevator, and ride it up. Right in front of you is a Supply Crate, and a Bench. I would not use the Bench at all right now, just make a note of it. Once you feel, and hear, it is safe to do so, use the Bench if you would like to. Turn around and follow the walk way until you see something blocking your path forward, move it with Kinesis. Once you have moved it, pull down the bridge to continue on. A trap will activate, but you can shoot it, causing it to explode. A little ways past the trap is a hallway with a set of unlocked lockers to the left. Be careful as a trap will activate around the second to last set of pillars in the hall. Turn around and head towards the door to find another Supply Crate, and a Save Station on the wall to the right of the door. **SAVE NOW** Head through the door...damn, AI cut off life support. I would suggest hacking the panel first before collecting any items. Just so you won't run out of time and not notice. There are two Stalkers in this room, one with no legs, and one that has legs. That is one of the few times I will tell you! Once they have been taken care of head to the panel and hack it. Ahhh, breath in that air. Now, there are items in this room, both of which are in Supply Cabinets, on either end of the secondary hallway. Head through the door to enter the Computer Mainframe Access room. Follow the walkway to see the Mainframe...Lockdown? Looks like we have to do this the hard way. Turn to the left, and head to the back of this room and turn right to find a random item. **Hidden Item Guide** Now tear off the panel on the back wall to expose a vent. Reroute the vent, and head through. Take off all the panels on the walls, and remove every fuse. Take the fuse with dots that form a square and place it in the lower left opening on the third panel. If it turns blue you're good. Take the fuse with dots that form a plus sign a place it in the slot above the one above the one you just put in. Now look for the fuse that has the design below and place it in the lower right hand slot. * * * * * * Take the final fuse and place it in the only open spot. If you did this correctly all the fuses should be blue, and you should hear a faint hiss. Head back towards the vent to find a panel that allows you to re-route the vent again, so go ahead and activate the panel. Head into and out of the vent, look to your left to find a circuit breaker with a Power Node in it. Now in front of the vent are two Supply Crates, and two Supply Cabinets. Now between the pillars is PENG! **Achievement/Trophy Unlocked** **Hidden Item Guide, Fin** **Puzzle Solution!** Now head back through the vent, and back into the fuse room. And head towards the window, and look down to see a diagram of how to arrange the fuses. Look back towards the window and activate the panel. Leave the room via vent, leave the vent, re-route it, and head back through the vent. Do the same with this room by looking at the floor and arranging them the way the diagram states. Face the window again and activate the panel. **Puzzle Solution, Fin** Leave this room, by the vent, again. Once you exit the vent, you will see five circuits in total. Destroy them all to deactivate AI. Head through the door to come into another hallway. In this hallway are five Supply Crates. There are three in the secondary hallway, and two in the main hall. Also in the secondary hall are two Supply Cabinets on either side. Leave this hallway, to find a random item on the table right. Towards the back of the walkway are a Save Station and a Power Node locked door. In the Power Node locked door is a <Contact Beam Schematic>, a plethora of random items, and a Text Log. **SAVE WHEN IT IS SAFE** Head towards the locked door, and hack the panel to open the door. Head through the long hall way, listen to a bit of ranting, and activate the lift. Exit the door and activate Zero Gravity mode. The panel in front of you is not aligned, see that odd little station attached to the panel? Fly towards it, go behind it, and activate it, and align it with the panel in front of you by using the RS. If you look all the way down you will see an area with an 02 recharge station, and three Supply Crates. Now, look up slightly, see that giant lump of flesh? Get near it so it notices you, and get behind cover to where you can shoot it, but it's little spores can't get to you. A good place would be the walkway between the Solar Array you just aligned and the one near the blob. But, on this walkway are three Supply Crates. Once you've killed it, it will spit out a Conductor, collect it. At the base of this Array are three more Supply Crates, collect them also. Head up to the top of Array and activate and align it with the panel opposite this one. Head towards the collector panels, and back into the lift, and take a seat. **TIPS** To get through this area successfully stay towards the far right side, the far left, and once the debris with the glass appears, far right. For the tube, stay in the middle and fly through it, only moving to make sure you don't hit a wall. For the GIANT piece of debris, aim for the green spot, and maneuver with the same idea as the tube. Which is only to make sure you don't hit a wall. Go immediately far right, and aim for the bright spot. If you made it, well done! **TIPS** In this room are four Supply Cabinets, two in front, two in back, as well as a Medium Med Pack in the back. Outside of the room is a Supply Crate, and a Store to your right. **Restocking is strongly Recommended** Turn around head towards the stairs, but to the right is a Save Station. **SAVE NOW** Turn around to find a Supply Crate, head down the stairs, and through the door. Prepare for a fight! Once you hear your queue to leave, go ahead and do so. Get on the elevator and activate it. Feel free to enjoy this heart-to-heart with Ellie. Leave the elevator to trigger...Chapter 8! ~ Chapter 8: Quid Pro Quo ~ (1.08) ---------------------------------- To your left is a Supply Crate on a wall, head down the ramp and through the door. In the right hand corner of this room is a Save Station and a Store. **SAVE NOW, Restocking is Recommended** If you saved, turn to right to see a random item, and a Audio Log collect them. Now turn around and go up the ramp towards Administrator Entrance. Open, the door and head into this beautiful room! On your right just a few steps into the room is a Circuit Breaker, which holds a Power Node. Turn right once again to find a Supply Cabinet. Turn around and walk past the stack of desks, and turn around to find a Small Health Pack. Take it, and leave this room. In this room, to your right is a Power Node enabled door. This room is quite special, as it has the <Vintage Suit Schematic>. If you don't have a Power Node to open it, you can run back to the store and buy one. The room also contains a few nice random items. Leave the Secure Storage room, if you entered it, and head towards the door on the other side of the room. But, to the right of the door is a Supply Cabinet. Take what's inside again, and leave this room. As soon as you enter, to your right is another Supply Cabinet, now turn around and continue down the hall. In the back of this hallway, near the locked door, is an Audio Log. If you picked it up, turn around and leave this room. Walk towards the back of this room. Oh, hello, nice to see you again!...Not! Well, turn to the left and exit the Record Room. To your left is another unlocked door you'll want to go through. Follow this walkway into the Fuel Processing Control room. After you have a warm welcome, take the items in the lockers to your left, turn around, head towards the door. To the right of the door to the Pressurization Control room is a Save Point. **SAVE NOW* Once you've saved, turn and enter the Pressurization Control room. Walk forward and to the left to find the <Detonator Mines Schematic>. Now follow this walkway to just before the ramp leading to the Bench. Make sure the room is clear before you use it! If you used the Bench, turn to the right and head through the door. And if not, then head through the door! Ahh Zero Gravity, how fun it is! **Puzzle Solution!** Activate Zero-G mode, and attach that thruster to the bottom of the metal door. Once it's attached, shoot it. Head past the door and take the two Supply Crates in front of you. Turn to your left, and move right along. Well this makes things slightly more difficult! No worries though! First you want to clear the first set of fans, so float past the opening. But be sure you are high enough to float past the second set. Now the third set might sneak up on you, so go slowly past the second set, and position yourself so you can make it past the third. Once you've cleared the fans, float into this large, and nicely lit room. In this room, close to the floor in the left corner, are two Supply Crates. Turn to the source of the light. See the thing that is blocking those beams of energy? Get ready to fly past it. Hit it with Stasis, and fly past when you feel it's safe. Once you've gotten past that, and into the next room, look down. On the floor is a Stasis Recharge Station, and two Supply Crates. Now, in order to get past this obstacle you have to hit one of the rotating gears with Stasis. Fly past as you see the gear turn towards you. You have about 6 seconds to get past that thing from when you hit it, to when it does a full rotation. Once you've cleared that, once again go into the next room. Face the metal door, and turn around to find a thruster pack. Take it, attach it to the door, and shoot it. Go past the door and look down to see three Supply Crates. Take what you need and look up. See all of that? Notice the three rings, the pattern they activate in, and how long they stay on for. Once you have taken note of these, use them to your advantage to get past them. Now, stop between the second and third ring of fire once you have, get ready for a fight. After you've killed him, take the Semiconductor he dropped, as well as a thruster pack. Look around the ring to see a metal door. Once again, attach it to the door, and shoot. Go past the door, and to the unlocked door. **Puzzle Solution, Fin!** Head through the unlocked door, being sure to pick up that Small Med Pack before going through! Huh, weird. Well, walk along this walkway, and through the next door. Face the left, and pick up the Power Node inside the Circuit Breaker. Turn to the right, and head through the door. Sure is nice to finally see a friendly face, am I right? Well, after the cutscene, turn around and head to the back of the room. In this little dark corner is a Supply Crate, and a <Large Med Pack Schematic>. Turn around, and head to the lockers. Once you've collect the items in the lockers, I would say you should... **SAVE NOW** Now head towards the unlocked door, and remove the items blocking it. Head on through into the Fuel Pressurization Tower Lower Level. Congratulations! This room triggers Chapter 9! ~ Chapter 9: Fun Little Tram Rides ~ (1.09) ------------------------------------------- So, follow this walkway to the the end, and on the left wall is an elevator. Ride it to the top. Go forward and the left into this little hall. At the end of this hall to your left, is a Conduit Room. This room is great for restocking! This room has several assorted random goodies, plus an Audio Log as well as the <Hacker Contact Beam Schematic>. Leave the room, and follow the walkway in front of you. But go left when you can, turn around, and there will be two Supply Crates. Leave this little area and continue to the unlocked door. On, and near the shelf in the back of this room are two random items, and an Audio Log, respectively. To the right of the unlocked door, is a store. **I would suggest restocking!** Now head right on through the unlocked door into the High Pressure Modulation Area. Continue down this, severely cramped hallway, into this room. Continue on past this little room as well, turning right at the end of the hallway to find an elevator. Going up! !-!-Highly Dangerous Decompression Room-!-! Run to the wall across from you, turn left and hug the wall. Be careful what you do here! Once that is taken care of, head back towards the elevator and look to the left to see a Circuit Breaker holding a Power Node. Now turn around and head through the unlocked door. See that box at the end of the hall? Pick it up, face the hall closest to the door, and destroy the traps using the box. Now, walk up the ramp, turn to the left, and move away the crates. Behind these crates are an Audio Log, and the <Flame Fuel Schematic>. Head back into the hall and walk up the ramp furthest from the door. Take the Supply Crate, and continue on once the area is clear. But turn to the left before going to the elevator to find a random item near an unlocked door. Now, ride the elevator up. Once the area is clear enter the Transport Mechanism Control room. On the back left side is a Save Station and a Bench. **SAVE NOW, Upgrade if you like.** On the shelf to the right of the Bench though, is a random item. Now, on the back right side of the room is a Stasis Recharge Station and a random item on the shelf to the right of it. **Puzzle Solution** On the back right side of the room, is a large blue gear. Pick it up, and put it in the top area of the malfunctioning gear mechanism. On both sides of the mechanism are two rounded panels that can be lifted with Kinesis. Both have a part you need. The left on is simple just lift it up to the roof and let go. Take the piece in here and put it in the lower area. Now for the right one, lift it up to the roof, hit it with Stasis, and snag the last piece. Place that piece in the only open spot, turn around and activate the control panel. **Puzzle Solution, Fin!** Once the area is clear I suggest **SAVING AGAIN**, just to be safe. Now, leave this room and enter the tram. Go to the front, and activate another control panel. Walk to the door after that little chat (AGAIN), and open it for Strauss and Ellie. After this cutscene, leave the tram, and turn to your left to find three Supply Crates. As well as another one behind you. Be sure you go to that stray Supply Crate as there is a <Security Elite Suit Schematic>. Now, turn to face the unlocked door, to see a Save Station. **SAVE NOW** Head right on through the door into the Pressurized Fuel Storage room. I'm guessing you know what this room has? Well, if you guessed Woman Who'll Stalk You, you are correct! Now, in front of you is a random item, as well as to your left is a Circuit Breaker. Take both of the items. Head a little bit forwards, toward the crate against the wall that the Circuit Breaker was on. Once you get past the crate, turn to the left to find an Audio Log. Head forward more until you hear that recognizable screech of a Stalker. Now, use the same strategy that we always have for beating Stalkers! (Reference Section II.VII) Once the room is cleared of any enemies, I counted about 8, one has no legs, take a breather. There are several things to find in this room however. And I will start from the beginning of the room. There is a Supply Crate a bit ahead of where the Audio Log was. And even further forward from that are two more Supply Crates in the back of the room. From these Supply Crates, turn left and forward so you are past these two stacked crates. To the left of them is another Supply Crate. Straight on forward from that Supply Crate is another in the back corner of this room. If you turn left and walk forward, there is a Supply Crate on top of a large crate. Now past this Supply Crate, is the exit. And near the exit are two more Supply Crates. Make sure the area is clear, and ride the elevator down. Walk through this rather lengthy hallway, once you reach the end there is a Store and a Save Station **SAVE NOW, restocking is highly recommended** Once you have done all that, head through the door to the Fuel Mega Storage room. See that giant tentacle? That's right, he's your enemy! Here's some tips to help you. **TIPS** Begin by taking the explosive red barrels, and chuck them at the giant tank the tentacle is holding. When it finally explodes take the elevator down. Now comes the fun part! Quickly take the two Supply Crates to the left of you, and continue to the machine that feed you the explosive barrels. Take them, and throw them at the tank under the tentacle. Be careful of any small Tormenters that may come after you! Keep up the assault until the tank explodes! Once it explodes, QUICK! RUN! GET TO THE TRAM! GOOO! NOW! There is an elevator to the left of where the tram is above. **TIPS** Once you are in the tram, sit back, and watch the cutscene! *sigh* Hello again, old friend. Walk on through the two sets of doors, and ride the transport. Get off the transport, and through the doorway. In this hallway there are two Supply Crates, both on a crate, and both on the left side of the hall. Now take this elevator up...and welcome to Chapter 10! ~ Chapter 10: Fresh Wounds, Old Memories ~ (1.10) ------------------------------------------------- Hop off the elevator and take a familiar walk down the docking bay. Near the unlocked door is two Supply Crates, take them, and head through the door. To the left of the door is an unlocked locker, take what's inside, and continue through the next door. On the seat in front of you is a random item, to the left is a Supply Crate and a Save Station. **SAVE NOW** --------------------------------------- + ~ Credits/Legal ~ (C/L) + + + +_______________________________+ Credits ------- Thanks to DyNaMiC AxTxS: For prices on armor/weapons Thanks to II Dexter II: For prices on weapons Legal Stuff ------------ Below is a list of websites/people that have permission to use my work. These permissions will stay valid unless changes have been made without my written consent. Websites ------------- www.gamefaqs.com www.neoseeker.com www.supercheats.com www.gamershell.com www.eurogamer.com www.gamerzines.com People --------- Paul Fisch, "Games Master: Xbox Game Guides" Please ask for my permission to use my FAQ/Walkthrough on your site. You can contact me at firstname.lastname@example.com Copyright 2011 Greyson Palmer
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Twitter Bootstrap modal is plugin of Twitter bootstrap. It easy to create modal functionality to the web application (example the modal form …) and to replace the basic functionality provided by the standard javascript alert(), confirm(), and prompt() functions.
- Easy to use.
- Plugin for twitter bootstrap .
- open the modal after x milliseconds.
- Support 2 effect and all type of easing.
- Form elements.
- Image support.
- Button support.
- CSS3 animate support.
- 3 callback function onStart | onShow | onClose
Changelog2013-12-14 v1.1
- Updated Twitter bootstrap version 3.0.3
- Updated jQuery version 1.10.2
- Initial release version 1.0

subset: commoncrawl


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During World War II there was a radio newscaster named Gabriel Heatter who used to start each of his programs with the words, �There is good news tonight.� Despite how dire the news or how bleak the outlook � Heatter would find one bright spot or small victory to lead off his reporting. It became his very own slogan.
During World War II there was a radio newscaster named Gabriel Heatter who used to start each of his programs with the words, �There is good news tonight.� Despite how dire the news or how bleak the outlook � Heatter would find one bright spot or small victory to lead off his reporting. It became his very own slogan.
Well, I can report that there is good news today, or as Lil Abner might say, �Today is a frabjous day.� And why should this be, you may ask. Let me tell you. Spenser did not die when Robert Parker, the author who wrote his books passed away. The Spenser series has been taken over by a new writer named Ace Atkins and I have been given to believe he will do others.
Since I have been a Robert Parker fan, especially of his Spenser series, for lo these many years, I am delighted the series will continue. If they continue at the same level as this novel we will be fortunate indeed.
The plot is not too intricate and the solution of the crime is fairly linear but it does involve Hawk, the faithful companion and helper.
Fourteen year old Mattie Sullivan asks Spenser to open an inquiry into her mother�s murder. She claims that the man now serving time for the murder of her mother is innocent and she also claims that she saw who the real murderers were and can name them. This is a dangerous idea. But of course she has no money to pay for Spenser�s services.
In addition to this handicap, when Spenser does start to investigate he runs afoul of some of the police who don�t want any further digging into the affair. They fill his car with dope and then try to arrest him as a dope dealer. Doesn�t work this time. His lawyer, the lovely Rita Fiori, puts some legal pressure on those trying to hold him back and it works. Spenser does not get arrested and picks up Hawk as a helper. As a friend of mine used to say, �I love these kinds of carrying on.� I look forward to more from Ace Atkins in this new role. Good read.
I also read Ghost Man by Roger Hobbs, Alfred A. Knoff, 321 pages, $24.95. This is a first novel and sometimes first novels leave something to be desired. However that is not true in this case. The story is about a bank robbery that went horribly wrong, told from the viewpoint of one of the robbers. I imagine, if Hobbs has his facts correct, that this could be a blueprint for other bank robbers. There is always an exception, of course. This bank robbery was not entirely successful.
A couple of the robbers were shot dead and the money never reached the head robber, the man who planned the entire operation. Now the Ghost Man is asked to find and retrieve the money. It is not an operation without some risk. Some of the robbers were able to escape with the loot and have apparently hidden it. Others have taken their cut and left the city, if not the country.
The Ghost Man is called by that name because he changes his appearance and no one knows what he really looks like. But he is clever at being anybody he wants to be and that helps him carry the day.
This is Roger Hobbs� first novel and it is a good one. Enjoy.
Ken Gruebel lives in New Bern.


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April 1, 2007
SAN FRANCISCO, Calif. - The women's tennis team lost 4-3 in a West Coast Conference match against the University of San Francisco at Golden Gate Park on Sunday. Santa Clara fell behind 3-0 in the match, before coming back to tie the match at three. However, USF won the final match of the day to snatch the 4-3 victory. Casey Knuston, Lindsay McBride and Stephanie Galainena won singles matches for the Broncos.
As they have all season, Knutson and Erika Barnes had a strong match at No. 1 doubles for Santa Clara. They defeated Camille Pamart and Mylene Martin 8-6 for their eighth dual match win of the season. However, the Dons won at both No. 2 and No. 3 to earn the first point of the match.
USF kept the momentum going in singles with wins at No. 5 and No. 3. Barnes fell to Joana Macedo 6-2, 6-3 in the fifth spot, while Kim Daniel lost at the third position to Martin 6-3, 6-0.
Just when the day appeared lost, the Broncos responded with three straight match wins to get the match tied up. Galainena got the comeback started by defeating Lauren Hickey, 7-6, 6-3 at No. 6 and McBride followed that with a straight-sets win of her own. McBride defeated Jenny Sperry 6-4, 6-3 at No. 4.
To tie the match, Knutson pulled out a big win at No. 2 over Emma Taylor. She dropped the first set 6-3, but came back to win the next two 6-3, 6-2 to pick up the victory.
Despite having momentum on their side, the Broncos could not complete the comeback. Myra Davoudi fell in a close three-set match in the top spot, losing to Pamart 6-3, 3-6, 6-2.
With the loss, the Broncos are now 5-7 on the season and the team plays three matches this week. SCU hosts Washington State on Thursday, April 5 at 9:00 a.m. at the Degheri Tennis Center. The Broncos then hit the road for two matches in Texas, playing Texas-Arlington on Friday, April 6 at 2:00 p.m. PT and Southern Methodist University on Saturday, April 7 at 10:00 a.m. PT.
San Francisco def. Santa Clara 4-3
1. SCU Erika Barnes/Casey Knutson def. Camille Pamart/Mylene Martin 8-6
2. USF Joana Macedo/Jenny Sperry def. SCU Stephanie Galainena/Lindsay McBride 8-4
3. USF Emma Taylor/Lauren Hickey def. SCU Kim Daniel/Myra Davoudi 8-6
Singles: (Order of finish 5, 3, 6, 4, 2, 1)
1. USF Camille Pamart def. SCU Myra Davoudi 6-1, 3-6, 6-2
2. SCU Casey Knutson def. USF Emma Taylor 6-3, 3-6, 6-2
3. USF Mylene Martin def. SCU Kim Daniel 6-3, 6-0
4. SCU Lindsay McBride def. USF Jenny Sperry 6-4, 6-3
5. USF Joana Macedo def. SCU Erika Barnes 6-2, 6-3
6. SCU Stephanie Galainena def. USF Lauren Hickey 7-6, 6-3


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Since first being shown at the 2006 E3 gaming expo in Los Angeles, gamers have been eagerly looking forward to Final Fantasy XIII. They have not been looking forward to the in-game bugs.
Add this interminable jumping bug to the list of bugs that, like the LSD bug, apparently slipped past Square Enix quality control.
In this newly found bug, characters can get stuck in what appears to be endlessly jumping flips. Boing boing forever! (Note: While this footage is shaky, it is certainly possible that it has been looped.)
Character Oerba Dia Vanille does not seem impressed!
However, do not view the discovery of any bugs in FFXIII as a bad thing! The game is out in Japan only the PS3, but won't get its multi-platform release in the West until this Spring. Meaning? Square Enix has extra time to iron out any such kinks hopefully.
Good things come to those who wait. Better things come to those who wait longer. For the rest of us, fingers crossed for downloadable patches.


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These rugs are 95% virgin wool (a renewable resource), and reportedly very durable and colorfast. They are handwoven using flat braids by Capel in North Carolina. The cost is $80 to $570. They are available in nine colors and seven different sizes.
Capel also makes other carpets woven from renewable material.
Available from: L.L. Bean
Lead from: Apartment Therapy


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Moderator: Misc Mods
by Macabria on Sun Feb 03, 2008 2:02 pm
▄▄▀▀▀▄ ▄▄▀▀ ▄▄█ ▀▀▀▄▄▄▄ █ ▄▄█████▄███▄▄▄▄ ▀█▄▄▄▄▄ ▄█▀▀▀█ ▄▄▄ ▀▄▄ ▀███▀ ▀▀██████▄ ▀▀▀▀▀▀▀▀█▄█▀▀▀▀▀▀▀▀▀▀▀██▀ ▄▀ █▄▄█▀ ▄ ▀▀▀▀▄▄ █ ███ ▄█████▀ ▀▀▀████ ▀█ ▄█████████▄ ▄███▄ ▀ ▄▄██▄▀██▄▄ ▀▄ █ ███ ▄██▀▀▀▀ ▄▀ ▄██▀███ ▀█▀ ▄██▀ ▄█▀ ▀███▄ ███ ▀███▄ █ █ ███▄██▄ ▄▄██▀ ███ ▄ ███ ▀▄▄ ▄██▀ ▄██▄ ▀▄ ▀███▄███ ▄██▀▀ ▄▀ █ ███▀████▄ ██ ███▀ ███ ▀ ▄██▀ ▄████▄ ▀ ▄█▀ ███▀██▄ ▄▀ The entertainment phenomenon that conquered the digital universe is once again out to save the planet as the award-winning, best-selling Halo 2 is coming to the Windows Vista platform. Optimized for the advanced gaming features in Windows Vista, Halo 2 promises to revolutionize the first-person shooter experience for Windows gamers, as it did for consoles. With its classic story, enhanced visual presentation, multiplayer excitement and all-new Map Editor, Halo 2 for Windows Vista offers more game customization and new content than ever before. Epic Narrative: The saga continues with Halo 2 the international award-winning sequel to the highly successful and critically acclaimed Halo: Combat Evolved. In this sequel, the battle comes to Earth, and Master Chief, a genetically enhanced super soldier, is the only thing standing between the relentless alien Covenant and the destruction of all humankind. Exciting Single-Player Gameplay: Experience first hand the epic struggle between Master Chief and the Covenant armada. Brandish dual-wield weapons Covenant arms and pilot human and non-human vehicles and aircraft to battle intelligent AI alien enemies. Unmatched Online Gaming: Halo 2 for Windows Vista will tap into the power of Live Anywhere, a service similar to Xbox Live, to deliver online matchmaking for PC gamers. The service will enable Windows Vista gamers all over the globe to connect via their PCs and play on an innovative and competitive online forum. New Multiplayer Map Editor: The game will also feature the all-new new Map Editor, guaranteeing additional new, fan-generated content in the future. The Halo 2 community can now tap their endless creative potential to develop an unlimited number of user-created multiplayer levels. Complete Community Freedom: Halo 2 for Windows Vista offers gamers the freedom to host their own dedicated servers for maximum multiplayer action. Superior Presentation and Cinematic Excellence: Bring the vast, imaginative world of Halo 2 to life on the Windows Vista platform through higher-resolution textures and improved lighting effects. Experience the unmatched cinematic quality of Halo 2 through the power of Windows Vista. Unprecedented Pedigree: The Halo franchise is one of the best selling and monumental entertainment experiences in history with more than 14.5 million units sold worldwide, more than 18 Game-of-the-Year awards, 750 million hours and 500 million matches logged over Xbox Live. Halo 2 was also one of the most successful entertainment launches of all time ? including books, films, graphic novels, games and music. Halo 2 for Windows Vista brings this incredible experience to Windows Vista gamers everywhere. Repack Notes ~~~~~~~~~~~~ We want to thanks Aeris for their fine proper. Game stays uncracked for weeks and suddenly a proper using the exact same methods as our appears? Oh and thanks for porting it to another compiler! Regardless of all their fine work, their crack doesnt even work. Anyways, thanks for raping and abusing our work, we really enjoyed it! Here is our repack with a working startup.exe in the installer. We're also sorry for the long delay, we wanted to make a small patch instead of a full repack but in the end it wasnt possible. Install Notes ~~~~~~~~~~~~~ 1. Mount ISO / Insert disc 2. Run Autorun / Startup.exe 3. Select "Customize game install" 4. Enter installation path ("C:Program FilesMicrosoft GamesHalo 2" by default) 5. Select "Full install only, do not start" 6. When the game asks for activation, skip this step 7. Continue / Finish installation 8. Optionally apply the update patch #1 (if you feel offended by accidental nudity ) 9. Copy the provided crack files (startup.exe/MF.dll) to your installation folder (the one chosen in step 4) 10. Enjoy ! Note: If you want to play the game without getting the annyoing activation nag, make sure you use the shortcut on the startmenu or run halo2.exe directly. If you run it from the autorun of the disc you will still get the nag. Razor 1911 Greetings ~~~~~~~~~~~~~~~~~~~~~~ To the honorable competition. / Razor 1911 /__ Since 1985 / / /__/__ SUPPORT THE COMPANIES THAT PRODUCE QUALITY SOFTWARE! IF YOU ENJOYED THIS PRODUCT, BUY IT! SOFTWARE AUTHORS DESERVE SUPPORT!!
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- This event has passed.
ISU Planetarium Celebrates The Sugar Creek Arts Festival with Free Shows
Event Description
The Illinois State University Planetarium is pleased to offer a series of planetarium shows in celebration of the Sugar Creek Arts Festival, July 9 and 10. The shows are free and open to the public, with donations of any amount appreciated.
One World, One Sky: Big Bird's Adventure
Saturday, July 9 at 11 AM, 1 PM, and 3 PM
Sunday, July 10 at 12 noon and 2 PM
Free and open to the public, donations appreciated.
Elmo and Big Bird live in the United States and Hu Hu Zhu lives far away in China, but they discovered that they still see the same stars at night!
The word for star in Chinese is "xing xing" (pronounced sing sing). How many "xing xing" do you see in this sky? Take a look!
Musica: Why is the Universe Beautiful
Saturday, July 9 at 12 noon, 2 PM, and 4 PM
Sunday, July 10 at 1 PM and 3 PM
Free and open to the public, donations appreciated.
A flower, the sound of a forest, a sunset, the stars overhead…
A girl is mesmerized by the beauty of Nature and asks, "Why do I sense beauty?"
A quiet pianist who calls himself "Musica" shows her the common elements hiding in both music and Nature. And so begins the endless conversation she has with Musica… and the Universe.
Seating for all shows is limited and first-come-first-serve. The ISU Planetarium is located in the Felmley Hall of Science Annex, at the corner of College Avenue and School Street in Normal. For more information, please call the ISU Physics Department at (309) 438-8756.


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KENNESAW, GA. – After six games on five different days of the week in a two week period, the Lipscomb University Bisons were ready to conclude their road schedule Sunday afternoon in Kennesaw, Ga.
The Bisons defeated Kennesaw State 61-44 with the support of 37 points off the bench in a sloppy game.
Lipscomb turned the ball over 20 times but easily walked away with the victory when Kennesaw, the cellar team in the A-Sun, shot an ice-cold 25.7 percent from the field.
Lipscomb took a 17-8 lead with 9:35 left in the first after back-to-back 3-pointers by Michael Teller and Jordan Burgason.
Kennesaw's Mirza Medinic nailed a jumper in the paint on the next possession. It was the last field goal of the first half for the Owls. They missed 16 attempts before Jonathan Whipple connected on a layup a minute and a half into the second period.
Lipscomb was up 27-14 at the intermission.
Burgason, who was 3-of-4 from beyond the arc and finished with 13 points, drained a three with 12:48 left to put the Bisons up 38-22. Michael Lusk added a layup to give Lipscomb an 18-point lead, their largest of the game, with 11:14 on the clock.
Kennesaw State whittled Lipscomb's lead down to 12 with 5:16 remaining. Kurtis Woods scored 10 of his team high 13 points in the second half as the Owls tried to close the gap.
The Bisons used a 6-0 run over a minute to go back up 18 with 3:47 left.
Adnan Hodzic and Brandon Brown each posted double-doubles for Lipscomb. Hodzic finished with a game-high 15 points and 10 rebounds. Brown posted 12 points and 10 boards.
Lipscomb held a 54-33 rebounding advantage.
Lipscomb finished shooting 21-of-48 (43.8 percent) from the field and 5-of-13 (38.5 percent) from the 3-point line.
The Bisons were 14-of-24 (58.3 percent) from the free throw line.
Kennesaw was 4-of-27 (14.8 percent) from downtown. The Owls were 4-of-9 from the charity line.
Lipscomb improves to 14-13, 10-8 in the A-Sun while extending its winning streak to six games. Kennesaw State falls to 7-20, 3-15 in the A-Sun.
Lipscomb returns to Allen Arena this weekend for their final two regular season games. Lipscomb faces Jacksonville at approximately 8:15 p.m. Thursday evening as part of a doubleheader with the Lady Bisons.
Jonathan Seamon and Benjamin Seamon will be on the call for the Lipscomb Sports Network. Free online audio streaming is available at www.LipscombSports.com/sportsnetwork/.
Article by Trevor Garrett of the Lipscomb Athletic Office of Media Relations.


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Here it is...a nice 30 min. sample of the full 2 hour and 8 minutes MegaMix that will be posted 1 May 2012.
Remember to watch in full screen 720 to get the most of it
I hope you all like it and give a comment to what you think about it so far
32 Tracks and some groovy mixing awaits you ;-D
Here is the complete tracklist to look forward to :
1.Intro [From The Virtual Concert]
2.The Expert
3.Tiger Dust [Virtual concert version]
4.Tangier Blue
5.On Track [Dough Laurent's First Journey] [Single Version]
6.Jungle Bill [Voodo Fudge Mix]
7.Out Of Dawn
8.The Race [Sample from full length 13 min version]
9.The Race [Carl Segal RockAmerica Mix]
10.Hands On Yello [Feat. Hooligan]
11.Plastic - Addicted [Radio-Club version in one go]
12.Yello vs Hardfloor - Vicous Games [Radio Video Edit]
13.Live at The Roxy [Sample]
14.Base For Alex
15.You Gotta Say Yes To Another Excess [12" Disco Mix]
16.Who's Gone
17.Oh Yeah [Dance Mix]
18.Squeeze Please [sounds of Life Club Mix[ [Sample]
19.Squeeze Please [Sounds Of Life Mix]
20.Call It Love [Trego Snare Version]
21.To The Sea [Radio Version-Northern Mix]
22.Pinbal Cha Cha [Sample]
23.Pinbal Cha Cha [Sample 2]
24.Angel No
26.She's Got a Gun [Normal+Istrumental in one]
27.Bostich [Reflected] [Sample]
28.Part Love
29.La Habanera
30.Gold Rush II [12" Mix]
31.Solar Driftwood-Beyond Mirrors
32.Scorpio Rising
Hail Yello Forever
Yello 2012 MegaMix 30 min sample
These are songs or DJ tracks that have Yello samples in them or
Yello songs that have been remixed by other artists
Yello songs that have been remixed by other artists
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Re: Yello 2012 MegaMix 30 min sample
Wild man… wild!
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Following the death of Hollywood veteran John Forsythe on Thursday at the age of 92, those who worked with the actor over the years reacted to the sad news.
"I'm mourning with the rest of the world for the talented, gorgeous, funny, intelligent John Forsythe but my heart is broken for the loss of my dear, dear friend and neighbor. I will miss him terribly. My husband and I send our warmest and deepest regards to his family and our cherished friend, his wife Nicole." – Forsythe's former "Charlie's Angels" co-star Cheryl Ladd
"John was a gentleman in every sense of the word. He was a gifted actor who knew the true meaning of being gracious and kind. He will be missed." – Heather Locklear, who co-starred with Forsythe on "Dynasty"
"I made an effort never to see him when he came in to [record] his voiceover, but I left messages for him. And he would leave me a note saying, 'Hi Sabrina, it's Charlie. You'll never catch me!'" – Former "Charlie's Angels" star Kate Jackson in a statement to People
"He was one of the last of the true gentlemen of the acting profession. I enjoyed our nine years of feuding, fussing and fighting as the Carringtons." – Forsythe's former "Dynasty" co-star Joan Collins
"We were so happy when he agreed to be the voice of Charlie, and he always laughed about having to take a back seat to Farrah's hair." – Candy Spellling, whose late husband Aaron, produced Forsythe's "Charlie's Angels"
Related Content from AccessHollywood.com:
VIEW THE PHOTOS: Hollywood Legends
VIEW THE PHOTOS: Heather Locklear: From 'TJ Hooker' to 'Melrose'
PLAY IT NOW: Access Remembers 'Charlie's Angels' & 'Dynasty' Star John Forsythe
PLAY IT NOW: Remembering John Forsythe: January 29, 1918 - April 1, 2010
MORE ACCESS ON THESE TOPICS: John Forsythe - Heather Locklear - Deaths


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Follow Cousteau footsteps and go diving in New Zealand
Anywhere that Jacques Cousteau placed in his top 5 locations to dive has to be worth a visit, so what are you waiting for? Let's go diving in New Zealand.
Anywhere that Jacques Cousteau placed in his top 5 locations to dive has to be worth a visit, so what are you waiting for? For me, probably due to its lack or touted tropicality, New Zealand isn't one of those locations that readily comes to mind when I think of scuba diving vacations, but the big man can't be wrong. Indeed, you'll find so many opportunities to dive it's hard to know where to start. New Zealand offers everything from wrecks to kelp forests and all sorts in between. Look at any New Zealand dive site location map and you'll see that the coastlines are brimming with sites waiting to for you to dive. If you travel with non-divers, there are so many land based adventure activities available that I would wear you out just listing them.
When to go?
New Zealand enjoys its summer between December and February with temperatures reaching 76 °f (25°c). Winter, which is June to August, see temperatures drop to 45 °f (8°c). Typical of temperate waters, the colder water brings the best visibility and the warmer water brings the plankton blooms that increase fish numbers but reduce the visibility. Expect winter temperatures to drop to 45 °f (8°c) and summer temperatures can rise to 70 °f (21°c).
North and South
New Zealand is made up of two main islands that are logically called North Island and South Island. The South Island is the larger of the two, and it's mountainous. 18 peaks rise to 10,000ft (3,000m) which make for some stunning scenery worthy. New Zealand wasn't the location of choice for The Lord of the Rings films by chance; its vistas underpin certain adventure. There's a myriad of smaller islands that dot the seas around both of the larger islands, some of which are inhabited, and some aren't like the Poor Knights which offer a fantastic underwater playground.
Likely the most famous dive area in New Zealand, the Poor Knights Islands, lie 14 miles (23km) off the Tutukaka Coast on the North Island. These islands are known for their topography of caves and arches as well as plentiful fish life caused by the meeting of the sub-tropical and temperate. Rumour has it that one of the caves hid a Japanese WWII submarine, yes the cave is that big. Although it's a little too cool for them to hang around, divers should keep their eyes open for passing turtles, humpback whales and manta rays too.
A little further along the coast lies the wreck of Greenpeace's infamous Rainbow Warrior. Sunk by saboteurs who wanted to stop her journey to protest nuclear testing that would harm the marine environment; it's heartening then that her demise has offered a new habitat for marine life. The wreck is carpeted with anemones and stalked by snapper and mackerel hunting the tasty morsels who make the wreck their home.
The Bay of Islands cloaks not only the Rainbow Warrior in her watery grave but also the more recently and less belligerently submerged HMNZS Canterbury. Sunk in 2007 to create a new artificial reef this frigate has already attracted much growth and new inhabitants. Expect kingfish, snapper and dory amongst a plethora of frenetic marine activity.
If you love wrecks then you'll be happy to hear that yet another two wrecks lie in easy reach of the Tutukaka Coast. Known as the Twin Wrecks, the Tui and the Waikato are both ex-navy vessels that were specifically prepared for diver's exploration before they were allowed to slip below the surface. You can enjoy the ease of entries and exits created so that you can enjoy effortless adventure and maximum exploration.
Something different?
New Zealand also offers you the chance to dive in a combination of fresh and saltwater. Milford Sound lies in the Fiordland National Park to the south of the South Island. Its top 30ft (10m) are fresh water that then gives way to the salt water below this. A visit to Milford Sound is more than just a dive trip. The stunning scenery and thundering waterfalls are worthy of any hobbit-style adventure where you will see seals, penguins and dolphins from the surface. Expect eels, sharks, octopus and much more underwater.
Another freshwater experience on the South Island, the Riwaka Caverns dive starts off with a bush trek to the entrance before exploring a series of caverns. Everything about this dive is large and bold from the stalagmites and stalactites to the pink limestone waterfall. Diving the system involves getting in and out of the water and enjoying the immense sights both above and below the surface.
These are just a few of the highlights that New Zealand has to offer the intrepid underwater explorer, and there are far too many others to mention.
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