Obliteration Imminent

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Free Power Nodes: 2
Power Node Locks: 1
Item Schematics: Level 3 Suit, Contact Beam, Force Gun

This chapter will be easy until the end, where you will have the most retarded sequence in rail shooting in a console game. If you felt the sensitivity of the sticks are too fast, you will quickly change your opinion after this chapter.

We also have some more good news for you -- there will be another such sequence later in the game (against a boss) so get used to the continue screen now.

Do not meet Hammond until you do this.

Go around the bridge and take items. Put in 50 shots for your plasma cutter (if you have a Line Gun and about 12 line racks, you can cut things down to 35 rounds, but that's dangerous if you miss with your Line Gun).

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Go past the save station to the escape pod lift. There is a schematic for the Level 3 suit. Bring it back to the shop so you can buy the improved suit for the next fight.

Now go and meet Hammond (Brute Fight).

Once you go and meet Hammond at the Captain's Nest, heading back out will pit you against the only mini-boss in the game that is fully mobile (the brute necromorph).

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Use Stasis on the enemy and sprint around its back and fire into its back. Repeatedly fire into the monster's flesh (if it bleeds, you can kill it) and don't stop until you chunk off a few of its major limbs (or an item drops out).

Activate the elevators and in the control area, locate the free power node (1 of 3). You can also use the bench to upgrade any items if you think you can afford it.

Elevator to Ship Systems.

The elevator nearest the work bench is one floor only. It leads down to Ship Systems. There is a schematic for the Contact Beam on that floor (first room). Take it back upstairs to free up your slots. Beware an ambush of Leapers as soon as you exit elevator on the way back up. Navigate through the gravity plates and avoid them at all costs.

Note that enemies will avoid the gravity plates, so you will have to use the Force Gun to get your achievement with trapping enemies on gravity traps.

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The second brute is in the next room (no gravity traps). However, the flimsy barriers are enough to block you (but not the brute). Activate the brute, then use the doorway of the room to cause the monster to retreat. Lure the brute in close, back out (sprint backwards) and then fire on the enemy when it turns around. You should be able to kill the brute without taking damage.

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The brute will drop a free power node (2 of 3). Go to the back of the room and use stasis to slow down the electrified wires. Hit the ADS switch and head back to the bridge.

Elevator to Dorsal ADS Deck.

This is the elevator nearest the save station on the bridge. You will have the choice to go up or down in this elevator. It is recommended you go down to level 1 first.

Level 1: Mining Administration - The hull will breach near that level's work bench, but it is a short section, so don't worry about it. Some enemies will be in the administrative room. Use the gravity panels to corral enemies into an area your Line Gun or Plasma Cutter can damage them out in one shot. There is a node locked door with some handy dandy items (nothing special). Activate the ADS conduit and head topside.

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Level 3: Ship Exterior, Dorsal Facing - There is a schematic for the Force Gun in the first room (the lounge). Take back down to the store if you can (frees slots). Activate the final ADS conduit and head to the door marked "Ship Exterior". Time for a space walk.

Meteor Shower.

The vacuum area runs along the ship's spine. Use the raised obstacles to shield Isaac from the incoming meteorites. When you feel the controller shaking (or see the screen jiggle from a quake), take cover. If you even expose one part of Isaac to the shower, he explodes in a bloodbath (which in itself is quite hilarious in the vein of Mortal Kombat fatalites).

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There are no enemies going in (coming back is a different story, have 10 to 15 plasma shots ready) -- your chief enemy is lack of air. If you need more than 70 seconds to go across, use the air tanks or the air-replenishing cheat code. Timing this, it seems you need about 3 or 4 stops before you reach the safety of the turret room. There is an oxygen refill station on the second to last "cover", fifth one in, of the left shoulder. Immediately Zero-G jump to the left angled shoulder and do your run from there, taking cover when need be. Doing this will allow you to complete the run in and out with a base line of 70 seconds oxygen and without using any air tanks or cheats. There is also one on the very last cover on the right shoulder but if you have only the base line 70 seconds you will not make it to that one. Going to the refill on the left shoulder you should have around 10-15 seconds of air left depending on how your reaction time is with the incoming.

Reality Vs. Simulation

If rocks of that size and magnitude actually hit the Ishimura, chances are the entire ship would be destroyed. Somehow, Hollywood and popular culture has equated meteor showers with very large hailstones.

Nothing is further from the truth -- the destructive force generated by the impact of an object is given in the equation:

Momentum = (mass) x (velocity) x (velocity)

Simply put, if sufficient mass (greater than zero) moves at an ever increasing velocity, the energy generated is far more than simply increasing the mass of the moving object. The rocks hurtling towards the Ishimura from a "planet crack" would like hit with the force of an airliner diving full speed towards the earth.

This is of course, one aspect of the destructive nature of momentum (there is also one of time, as demonstrated by the follow-through of a golf swing or a boxer's punch).

Examples of this formula's application is present in the 5.556 mm NATO ammunition (smaller bullets at higher speed, although the technology of rifling destroys the mass hence reducing the killing power of a rifled bullet), the theory of rail guns (the theory of accelerating a small mass at exteremely high speeds to deliver killing power), and the destruction of the space shuttle Columbia (where a piece of styrofoam smashed open a TV-sized hole in the heat shielding and doomed the shuttle on re-entry).


I was reading your guide for the game and came across your "Reality vs. Simulation" bit and I was rather intrigued that you would put something like that in a guide, very informative, but upon reading, I have found several mistakes in a particular article, it follows as such:

First of all when you state that the force of impact is given by "momentum = mass X velocity X velocity".

That physical relation is not defined as momentum, but as energy since energy is defined by the units kg*m/s*m/s or N*m. Another thing, using "x" would denote a vector cross-product, where as energy is not a vector, but a scalar, and would be derived as the dot product of force along a direction. Again though using "m x v x v" is wrong because the proper form for kinetic energy is actually "K = .5 m*(v^2)".

In the case of the golf swing (and follow through), that is not momentum again, that is actually called impulse, impulse is what you want for follow through, which is defined generally as the integral of f with respect to time along a certain time interval from a to b, or f*t, which says more impulse will be transferred to a ball if the force is carried through a longer period of time.

Though momentum and impulse have the same units of (mass*distance)/time their principles and fundamental concepts are entirely different. It is like torque/moments of force and energy they are both N*m but where energy is a scalar is is the dot product of f along a distance, torque/moments are a cross product which leads to a vector perpendicular to both the force and distance.

I hope this discrepancy is fixed simply for the sake that someone else may read this and get confused or learn the concepts of physics in the wrong manner, thank you for your time,

--Luis Enrique Gasca


Awesome correction! Thanks Luis!

IGN Editorial

Once you reach the turret room, grab all the items and then save the game at the save station. While there is a checkpoint, you will need to re-grab all the items should you die in the next sequence.

For the turret, use either the right gun or left gun. Using both guns will quickly overheat the turret. The right stick aims your turret. Aim at the stone debris and tap a few rounds in its direction to completely destroy the debris.

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Some debris will not hit the ship, but you will need to gauge the very shallow angle where the rocks will go. If the rocks even touches the sides of your playing field (just past the window's edge), the hull's percentage will be damaged. Honestly, the hardest thing (aside from the lack of stick sensitivity) is that the green aiming laser, since there's no real good way to tell where the laser ends (and hence where you are aiming at).

Once the turret is operated by the computer once more, leave and head back down to the tram. It's on to the next section.

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Isaac Schwarzenegger's End Of Days | Guide | Walkthrough

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