Once you locate the node-locked door, you will be near a quick time event (QTE) where failing means death. Schematic - Advance Suit plans in the node-locked room. Node-Lock - Past the upper mining gantry and before meeting Stross. Move slowly and carefully and you won't have too much trouble. Mines on the walkway are good, and there are some red canisters on the level below you can use on enemies. Power Node - Upper mining gantry after the zero-G zone. If you have the range, ammo, and inclination, provoke some enemies to come towards you and take them out as they waddle your way. It's all elite slashers, lurkers, pukers, and exploding bastards. Ride the lift to the upper mine gantry and prepare for a battle to the death. Re-enter the mines and you'll be in a control booth with a save station. They only travel straight forward once fired.
The cysts in the airlock tunnel are not threatening, but remember that in zero-G, their seeds do not fall to any ground. Stay out of the laser's way (it will take some ingenuity to use it as a weapon against the Lobber) and that's it. Shoot the booster once it's attached to the laser module you want to move. Boosters are randomly attached to some of the lasers (sometimes, they do not appear), so you can visit the booster dispensers if you want to be sure you have a thruster you can shoot. Locate these booster dispensers hovering in space and take them up for your own use. Explore the area after the Lobber is dead though - there are no other enemies and plenty of air stations to keep you alive. Two lasers (one's been removed in these still-shots) block the exit airlock. Schematic - Contact Beam ammo at the stem of the airlock tube going into the mines. Power Node - Perimeter of the zero-G zone (from emuthreat / ben4hearth). Unlike that time at the solar array or processing plant, you have some solid cover here. The beam can block the incoming mines, and you can stasis/fire by popping up slightly and hitting the Lobber's weakspots. Use a little Gears of War/cover here and note where the air stations are (should be one behind Isaac in the above left illustration). To get back in, you need to push aside some lasers using bossters, but that's hard with the Lobber throwing tracking mines at you. Past the save station, you get sucked out into space and battle a Lobber. Stock some plasma ammo and stasis energy. Swap batteries, deal with the Lurkers, and move to the next zone. Locate it and then locate the spent battery in the red-lit area. The spare battery is in this innocuous unmarked blue dispenser on the lower floor. The goal is to go down the ramp to locate the dead battery and spare battery dispenser. Use the guideline to reveal the path to your exit (though not the puzzle locking it down).įire across the catwalks to nick enemies and start locating a good spot to hole up. It's also dark and heavily infested with enemies. It leads to the exit and the surrounding areas (like the upper mining gantry). This large mining room is a hub of sorts. This will be the station you will save at before going to the next part of this chapter as well. Take the node by the exit and then head for the save/store. Power Node - Near the exit in the mining gantry to the store room. Pictures turn written guides into a total caption-fest, amirite? Power Node - Green item box across the chasm.īreak the box across the chasm and kinesis this node if you like. It will save you a lot of ammunition though. Use their seeds if you manage to capture one, but that's not always an issue. Hack the door and head into the wrecked mining tunnel. Any way you do it, head through the door. Work your way down - you may have a safer spot to attack enemies from the dead-end rooms at the bottom than the top. Stake them (the stakes are at the bottom of the ramp), or use Detonator mines and stasis/plasma. The ramp room features babies, stalkers, and Slashers. Considering Large Medkits cost 10,000 credits, this exploit costs considerably less. Your life will now reflect your new HP maximum. Re-enter the workbench a second time and re-weld all the nodes you had before.
The trick is to upgrade your RIG twice: after re-speccing your RIG, you weld one node to the first HP spot and exit the workbench (you can also weld no nodes and exit). You can use the Re-Spec exploit to refill your life if you are so inclined. A workbench is here next to the save station.