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Old 02-05-2013, 11:28 PM   #1
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Dead Space 3 Collectible Guide

Intro to collectibles

There are a lot of collectibles in this game. They are mostly easy to find but follow the guide in order to collect them all without too much backtracking or chapter replay. The game shows you in the start menu and in main game menu a progress tracker. It shows you what collectibles you are missing.

Torque Bar Required to access warning

Some doors you cannot open unless you have this item. This begins in chapter 4. To create a torque bar, you must be at a bench to craft it. It requires 20 Tungsten and 100 Scrap Metal. When you can buy them, do so. It's good to keep a couple of them in your inventory at all times just in case.

Videos
Maka has made videos for all collectibles in the game with commentary. They will be above where his chapters start.

Predni has made one HERE that has time links.


Color Coded Key
Purple = Artifact
Red = Circuit
Blue = Weapon Part
Green = Audio/Text Log
Pink = Optional Mission
Brown = Achievement Opportunity
Light Blue = Blueprint

Blueprints
These specific collectibles are not required for any achievements, but do allow you to make various weapons. Collecting them is optional, but they are in the guide if you want them.
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Old 02-05-2013, 11:31 PM   #2
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S.C.A.F. Artifact - 01
When you start the game, you will be in a blizzard. Keep to your left when you start to see a shimmering object. Go up to it and collect your first artifact.

Chapter 1: Rude Awakening
Artifacts:2
Logs 2:

Audio Log
From the start of the chapter, you will be in your apartment. Turn around to see the screen with an audio message on the table.

Text Log
Look on your bed near the table to find the text log.

EarthGov Artifact - 01
This is an EarthGov artifact. You will get to a freeway/expressway. There are cars passing and you must stasis them. Once they all crash, go immediately to your left to find the artifact.

Unitologist Artifact - 01
You will eventually go down an elevator. Once you exit, look to your right to see a reception desk. By the chair on the ground is the artifact.
Chapter 2: On Your Own
Artifacts: 1
Logs: 1

Audio Log
When you start, you will be in a medical area. Start walking straight and look right. You will see a computer with an audio log to play.

EarthGov Artifact
As you continue on, you will go through a locker area and then down a ramp with fog in the middle of the room. Exiting, you will see a long corridor with blue lights. Go down that corridor and at the very end you will find the artifact.

Chapter 3: The Lost Flotilla
Artifacts: 1
Logs: 2
Weapon Parts: 2
Circuits: 2

Weapon Parts: Heavy Standard Frame
Once you get inside of the ship after floating around space, you will have to use kinesis to open a door. Before going into the next door using the same method, look to the right on the floor.

Weapon Parts: Tesla Core
After entering the door where the previous weapon part was, you'll see the guy to the left using the welding tool. Go to the right and you'll find the weapon part.

Circuit

From the previous weapon part, you will walk through two more doors you must use kinesis on. You will find yourself in a larger room. Go immediately right and then look right to find a box on the wall with the circuit inside.

S.C.A.F. Artifact
You will enter a room that has stadium seating and looks like a movie theater. Go up the stairs and around until you go down the stairs on the opposite side. To the left up a smaller set of stairs is the artifact.

Circuit
After the artifact above, you will come to a corridor. Continue to the end passing area labeled Service Deck. You will see a box to the right before the dead end.

Text Log
Right after the circuit, this text log is at the dead end of the corridor.

Text Log
You'll complete a section where you are weightless and new enemies attack you (the smaller ones). Once you open the door, you will be back on normal ground. Before going up the ladder, make sure you pick up the text log on the shelf.
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Old 02-06-2013, 03:11 AM   #3
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Chapter 4: History's Ember
CHAPTER NOTICE: Chapter 7 revisits the space areas of this chapter. If you miss certains ones, you can get them at that time.
Optional Quest: 1
Co-Op Quest: 1
Artifacts: 6
Logs: 8
Weapon Parts: 12
Blueprints: 1
Circuits: 7

Text Log
When you start the chapter, you will be in a circular room with a bench nearby. Look to the right of the bench on a crate.

Weapon Parts: Plasma Core
In the same area as above, go around the opposite side by the two beams. You will see it on the ground behind some boxes.

Circuit
To the right of the bench in the same area as the collectibles above, you should see what appears to be a tent. If you go to the edge of it, you can peak through and see sleeping bags and a lamp. You should see a bright glowing pink object on the ground. Use kinesis to grab it and collect it.

Audio Log
You will arrive at the Admiral's Quarters. There will be a short cut scene involved. As soon as you can take control again, look in the back of the room to play this log.

Text Log
In the same room (Admiral's Quarters), to the right of the audio log above, you will see a table with a text log on it.

EarthGov Artifact
In the Admiral's Quarters described, to the right of the body you will see a book shelf. In front of the shelf is an artifact.

Achievement Opportunity
Before getting onto the elevator to leave the Admirals Quaters, look behind you in the hallway. You should see a deer head. Shoot it down for the achievement "Under a Buck".

Circuit
As you make your way to regroup with the crew, you will go through a hallway then into a room with 3 doors. This is a small room, and the door you will want to enter is the right. Inside you will find the circuit on the wall in the box.

Shotgun Blueprint
In the same room as the above circuit, you will find the shotgun blueprint.

S.C.A.F. Artifact
You will open an airlock and space will be in front of you. You will be told how to use kinesis to get oxygen tanks. Right as you leave the platform and are floating, you will see a trench type area on the ship. In the middle on ground level you will find the artifact. You will have to watch your oxygen levels.

Weapon Parts: Defraction Torus (likely meant to be obtained later in chp 7)
This can be obtained on Chapter 7 instead when you are back in this area (it counts for this chapter and not for Chapter 7).

Look at the giant structure behind you. Fly around to the right of it. You will see an ever bigger part of the ship that looks like it was the living quarters. It has windows you can shoot out (you must get close to see it better). The top/left most window has the weapon part. Be careful of the mines. Shoot them first. The game doesn't tell you about them at this time because it doesn't expect you to be roaming around.

Optional Quest: C.M.S. Greely
After getting to the skiff, you will enter inside. This is like a shuttle. You will have a display in front of you and can choose where you want to go. Choose C.M.S. Greely go to to the new area where an optional quest is.

Weapon Parts: Compact Standard Frame
Right when you get to the floating in space part, go to the end of the platform near the oxygen tanks. Look down and to the right a little. You will see a greenish chunk of debris with a S.C.A.F. logo on it with a bird. Go to that piece and travel around it until you find a spot to land and enter a door. Inside is a container you can open that contains the frame.

S.C.A.F. Artifact
Same room as the above weapon part. It is in the corner to the right of the container.

Weapon Parts: Compact Standard Frame
Once actually inside the Greely (the main ship among the debris), you will get to a room with a ladder in the middle going down. Before descending, look to the right to see a helmet on a shelf. Below is the frame.

Audio Log
As you move through the optional quest, you will ride an elevator and then come to a box that glows blue around the edges and has a lightning bolt on it. Do the little puzzle it provides and the audio log will instantly count for you. You can also replay it if you want, as you go down the stairs (the audio can be played on the wall).

Circuit
After restoring power from the above mini puzzle, you will go through the door and see the ladder. To the right of the ladder is a now unlocked door to the bathroom/showers. When you enter, you will see the circuit on the left wall.

Weapon Parts: Telemetry Spike
Exit the bathroom/shower area from above. Pass the ladder again and the door on the right needs to be unlocked. Torque Bar Required to access. If you do not have this item you must craft it. Inside you will find the weapon part.

Note: If you cannot create the torque because you do not have Tungsten, you need not worry. Continue playing and you will backtrack to this area again.

Circuit
This is in the same exact room as above. It's on the wall. Torque Bar Required to access.

Alien Artifact
When you finally continue down a ramp, you will enter a very strange room. Progress to a bigger room which looks like some kind of lab with a lot of monitors. There is a fog all around. To your right you will see a purple light. Pass it, and you'll find another purple light. Right by the second purple light you will find the artifact.

Weapon Parts: Electric Charge
After taking a lift down from the above collectible, you will continue on for a bit. You will reach a room that has a bunch of electricity blocking your path. Remove the middle piece of the generator with kinesis. Continue forward and up some steps to the work area. In the center on top you'll find the part.

Audio Log
To the right of the above part is a box with a blue circle. Rotate the center with kinesis to turn the audio log next to it on.

Co-Op Quest: C.M.S. Brusilov
This is a Co-Op only mission. Just like the optional missions described above, you must pick C.M.C. Brusilov in order to complete the quest. You cannot do this quest without an online partner in your game

Weapon Parts: Precision Tip
When you get to the C.M.S. Brusilov area, you will see a big piece of debris with a 6 on it. Go to it and to the left of the number 6 are breakable windows. Shoot the one on the left to get the weapon.

S.C.A.F. Artifact
After the above collectible, go around the debris with the number 6 on it to find a door to enter. When you enter, look right to see a computer and next to it an artifact.

Circuit
Same area as above. This circuit is found in the container with a lot of other resources.

Text Log (Co-Op Only)
Inside the main ship for the Co-Op mission, you will go down a ladder. There is a area ahead with lockers before you go through a door. Look to the right.

Weapon Parts: Explosive Module (Co-Op Only)
You will eventually get to an elevator and then you will go to the objective which is to turn the air back on. Right on the ground at the control panel puzzle is the part.

Text Log (Co-Op Only)
Right next to the above puzzle is a text log.

Earthgov Artifact (Co-Op Only)
Exit the oxygen room and continue towards the main objective. Take a left in the hallway with blinking lights. There is a small living area with beds and the artifact is on the bed.

Text Log(Co-Op Only)When you get to the co-op mini game to open a door, go left first. You'll find another small sleeping quarters with the log on the right.

Circuit (Co-Op Only)
Same room as above, but on the sink.

Weapon Parts: Plasma Core
Weapon Parts: Ammo Support
Weapon Parts: Compact Conic Dispersal (Co-Op Only)
You will get to a room where Carver will hallucinate. After disposing of a good amount of enemies, look in the room for a co-op based container you must both open. All are inside.

S.C.A.F. Artifact - 07 (Counts for Chapter 6)
When you get to the Terra Nova, do not board it. Instead look left of the door and float through the tunnel entrance on the ground. Fly straight down and up to debris that looks like a U shape with greenish coloring. In front of the part above the U shape (which is upside down). The artifact is shiny and floating by itself.

Circuit
Weapon Parts: Miltary Engine
On the opposite side of the U shaped debris is a place to land. Check the container for both the circuit and weapon part.
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Old 02-07-2013, 12:56 PM   #4
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Weapon Parts: Heavy Standard Frame
As soon as you enter the Terra Nova you will start this chapter. Before going through the first door, look to the right to find the frame.

Audio Log
Once you get to the bridge area where there are the pilot seats, look to the right for the recording.

S.C.A.F. Artifact
This is on the right pilot's seat in the bridge area where the audio log is.

Circuit
As you leave the bridge, you will go up stairs. Look to your left for the circuit on the wall.

Text Log
You'll have to do a little puzzle to turn on the schematics of the ship (it's a big screen). To the left up some small steps is a corpse with the log on it.

Weapon Parts: Hydraulic Engine
When you climb down a ladder, go through a door and to the right. Follow around to a dead end.

Text Log
You will get to a room where a small scene plays out where the spider like enemies drop down to take over corpses. After killing them, you will see a work bench in this room. On the desk is a text log nearby.

Circuit
You will get to a tram station and you will be attacked by enemies. To the right of where you entered, you will see a visual display on the wall, lockers, and a vending machine. Next to the vending machine is a box on the wall with the circuit inside.

Audio Log
You'll get to an enemy that's on a wall. Kill it and go into the elevator. Once you exit the elevator, take a right to find the log.

Text Log
In the same room as above, go to where you are supposed to activate the controls. Turn around and you'll see the log down some small steps and to the right.

Weapon Parts: Compact Directed Ejection Field
This is just left of the text log, on the ground.

Audio Log
After doing the puzzle, you will go down an elevator. Right when you exit look to the right.

S.C.A.F. Artifact
Shortly after above you will see a video on some stasis technique. Go up the ladder and to your right is the artifact.

Optional Quest: Conning Tower
Make sure you choose to go to the Mid Station to complete this quest and fulfill your collection.

Audio Log (This audio log counts for Chapter 6)
Once you complete the puzzle to get into the door, you will go up some stairs to the tower key. To the right is the audio message.

Weapon Parts: Conic Dispersal
To the left of the audio log and key is this part.

Circuit
After lifting the panels and shooting the boxes to stop the electric traps, you will go into a room with some lockers. Turn right into the next area to find the circuit.

Circuit
Torque Bar Required to access. You'll get to a work bench after climbing down a ladder. Continue on and you'll go up a ladder. Destroy another electric box and when you see a ladder going down, look to the door on the left. Use the Torque Bar to open the door. Find the circuit on the left wall.

Weapon Parts: Rotator Cuff Module
Torque Bar Required to access. Same room as above, on the shelf.

S.C.A.F. Artifact
Continue on and shortly after you'll get to a control room. There are a ton of computers and chairs with multiple levels. Go down the stairs to the very bottom. On the right side are two chairs. To the left are some boxes, with the artifact on top.

Text Log
After spinning the controls around and getting on the elevator, you will arrive in a dark area. As you walk, look to your right to spot some stairs that lead down to a brighter area. The log is easily spotted.

Text Log
After backtracking to the elevator and going to the second floor, grab the text log to the left. This is where you had to grab the key.

Audio Log
When you get to level 3 from the elevator, you'll find the dead body and an audio log next to it.

Circuit
Circuit
Weapon Parts: Medic Support
Go to the lift in the same room as a corpse and unlock the door up there. Open the container to find all 3 items.
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Old 02-08-2013, 10:22 AM   #5
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Chapter 6: Repair To Ride
Artifacts: 1
Audio Logs: 1
Weapon Parts: 1
Circuits: 2

Audio Log (If following guide, should have gained in Chapter 5)
When you first start, go to the area nearby that requires a Torque Bar. Go up the small set of stairs to the computers and you'll see the log.

Weapon Parts: Stasis Support

Once you take the elevator at the start of the chapter, you will move on and see a ship that needs parts below for your main objective. Take the Shuttle Bay Multi Axis Gondola straight across (it's like a lift but moves horizontal). Follow the path to the work bench. Pass it, and go left to the dead end by the railing.

Circuit
Once you find the 3 parts, you will move on to the shuttle bay. Run along the catwalk past the engines of the shuttle. When you get to the other side, look to the left to see a ladder. The circuit is right next to the door down there. Note that you will have to come back down this ladder later anyways, so get it now or wait until a little later.

Circuit
Go back to the shuttle bay area, and up the lift. Once at the top, look straight across to see lockers and an upgrade circuit right next to the on the nearby wall.

S.C.A.F. Artifact - 07 (if following guide, you obtained this in Chapter 4)
When you get to the floating in space part of the mission, look for the U shaped debris while you head out. It's green looking. Search around the bottom part that is straight (the block) to find the artifact.


Chapter 7: Mayhem
N/A
You revisit space areas from Chapter 4 and any collectibles found were ones you missed in that chapter.

Achievement Opportunity - Space Ace
Shoot at least 70 targets during the ride to Tau Volantis.

While using the guns on the ship, shoot down 70 targets before finishing the trip to the next location. This is at the end of Chapter 7. There aren't many more than 70 total targets. You move the ship somewhat with but to aim your guns, use . Shoot with whenever there are red target squares around the various objects. This can be done solo or with a co-op partner.

Chapter 8: Off the Grid
Artifacts: 1
Logs: 4
Blueprints: 1
Weapon Parts: 3
Circuits: 2

Weapon Parts: Survey Charge
As soon as you start, you will be in a blizzard. Keep close to the fires to stay warm. Just little bit ahead of you is the weapon on the ground.

Circuit
When you get down the narrow path and a scene plays out where part of the ship is about to fall on you, a small scene will play out. Afterwards, you will get up. Look around on the ground nearby to find the circuit.

Audio Log (Pip Worker)
Text Log (Gravy Train)
Once you get knocked off the ledge, start following the flares again. Continue straight and to your left is a red building with extended walls. Go within the walls to open a door and enter. The text log is on your left. The video log is in front of you at the foot of the bed. You have to start the generator in the room to make it work.

Bolas Gun Blueprint
You'll climb a ladder and go into another room with a generator. On the desk under some Christmas lights is the blueprint.

Circuit
Once you go down a lift and down a small set of stairs, you'll go into a broken part of a pipe. To the right as you enter the pipe is a circuit on the ground.

Weapon Parts: Compressor
As you head down the pipe from the previous circuit, you will exit the pipe. Turn completely around back towards the pipe and see that you can travel underneath it. Continue on and to the left you'll find another red building you can enter which has a generator and this weapon part on the bed.

S.C.A.F. Artifact
Head all the way back to where there is a locked door that you need a keycard to get into. Nearby is a ladder, so go ahead and climb it. Go down the left catwalk to find the artifact.

Text Log
Audio Log

Climb back down the ladder from above, and continue on to another red building with extended walls. Inside is another text log and a generator. Start the generator for the audio log.

Weapon Parts: Stasis Coating
As you move on, keep to your right. Enemies will be coming out of the snowy ground. You'll eventually see where there is a side cave to your right. Head inside to find this on the ground.
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Old 02-10-2013, 07:34 AM   #6
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Chapter 9: Onward
Artifacts: 3
Logs: 11
Blueprints: 3
Weapon Parts: 8
Circuits: 5

Weapon Parts: Canister Recovery Module
This chapter begins when you find the man on the ground. Continue on to start a generator. In that same room with the generator is the weapon part.

Weapon Parts: Compact Standard Frame
Once you ride the elevator down after using the gear, the door on your left leads into a kitchen. On the counter inside is the weapon part.

Achievement Opportunity - Hungry
Reach the pump room of the Waystation without alerting any Feeders

From here on out (kitchen area from above) press to crouch and walk carefully. There are a couple groups of Feeder enemies in the areas next. They cannot see, but they can smell and hear you. Walk slowly and when you see food cans, use kinesis to throw them in another part of the area to distract them. Once you get to the Waystation, you will see a saving icon appear and the achievement will unlock. The amount of time spent sneaking around is really only a couple of minutes. Since it's at the start of the chapter, this becomes extremely easy to do if you missed it.

Audio Log (Care and Feeding of Feeders)
Once you pass the first group of feeders, you will open a door and see a very obvious log on your route.

Circuit (+2dmg -1clp)
You'll come to another couple of feeders but they have a precious circuit near them. Throw a food can to distract them and grab it quickly.

S.C.A.F. Artifact 11
As you continue through one of the last doors, you will see some weird machinery on a wall in front of you. To the left is an open door. Go in to grab the artifact in the corner. Also, don't forget to drop off a bot, as this is a great spot to. If you hit your checkpoint and are in a giant new area, then you just went one door too far.

Weapon Parts: Explosion Amplifier
You will come to a couple puzzles involving spinning wheels to match the ends to create sparks. Once you have done the 2nd one, you will climb up a ladder. Look at the big machine in the middle to notice the glowing weapon part. Use kinesis to grab it.

Audio Log (Depot 212)
Once you get into the control room, you will see a key and a audio log to the right.

Medic Support Handgun Blueprint
Just beyond the log above, on a desk.

Audio Log (Last Ditch Effort)
After opening the gate with kinesis, it's to your left.

Optional Quest: Supply Depot
Instead of going on to the main objective, now backtrack all the way back to where there was a locked door by the ladder. You have the key now, and can enter.

Audio Log (Where's Lumley?)
Once you unlock the door to the Supply Depot, you will find this on a desk opposite of the next door you must go through.

Weapon Parts: Electrocution Module
From the log, look over to the workbench. Go up that elevator. Go straight and take a right at another workbench, and you'll see the glowing part in the dark in the top corner.

Text Log (Lumley's Log)

Go back to the previous area down the elevator and continue through the door to the objective. Inside, it's on a desk to the right.

Audio Log (Shouldn't We Turn Back)
As you continue through to the main objective, you will get into an area with bodies in what appears to be torture devices. There are lockers in this room and the audio log is by them.

Weapon Parts: Repeater
You'll get to a point where you will see a blue highlighted box with a lightning bolt under a no smoking sign. Take that generator with kinesis and put it in the box on the left. Go inside to find t he part.

Text Log (SFC Lumley)
After a while you will get to a box you must put your hand into and solve a mini puzzle. Afterwards, you will go up a lift. Once at the top, enter a door to see it on your right.

Heavy Metal Thunder Blueprint Torque Bar Required to access.
Over a steel looking small bridge over a gap, you'll see writing on the wall that says "3at of us". Go left of this wall and through a door to discover a place to put the torque bar. Inside the room is the blueprint.

Audio Log (Soon We Feed)
After a ways of playing, you will get to a room with lockers after you exit an elevator. Look to the left of the door ahead.

S.C.A.F. Artifact 12
You'll get to an area called Explosive Storage (name above the door). Enter and you will see some ice caves to your right. Go down the small steps and head left. Go to the dead end and you'll find the artifact before the corner.

Circuit (+2reload -1rate of fire)
Circuit (+2reload -1clp)
Weapon Parts: Scope
Eventually you will get to a spot where you must trigger a lift and fight many enemies. Once they are dead, the lift will have brought you a container with all of these items inside.

Audio Log (Food All Gone)
As you exit the area with the container, you will get to a work bench and a very obvious log on the right. This is also a great place to put the bot to scavenge.

Circuit (+2reload -1dmg)
Once you get out of the elevator, you will find yourself in a room of lockers on the side. Next to them is the circuit on the wall.

- End of Optional Quest -

Weapon Parts: Tesla Core
After the optional mission, head back to the main objective. In the room where the computer must read your suit as being safe, you'll find the part.

Weapon Parts: Heavy Standard Frame
You will have to enter Disc 2 in order to continue the game. Once you do so, walk forward and you'll see the part on your right.

Pulse Rifle Blueprint
Text Log (Trying to get in)
S.C.A.F. Artifact 13
After the above, you will see a ladder to the right before you continue on. Head up there to find the blueprint and a text log. Behind what appears to be a curtain (there's a toilet behind it), you'll find the artifact.

Text Log (Grease Monkey)
You'll go down a slow lift after continuing from the above collectibles. Once you are outside, go straight and look to the right for a door. Head inside and you'll see the log on the left.

Circuit (+2clip-1dmg)
After grabbing the log above, you'll come to a door. Once you enter, you'll get attacked by a ton of feeders. Right next to the door you just came through is a box with the circuit inside. In this same room, you should notice this is a garage and there is a vehicle lifted up in the middle. Below it is a great spot to place a scavenger bot.
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Old 02-11-2013, 09:00 PM   #7
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Chapter 10: Now We Know
Artifacts: 2
Logs: 1
Blueprints: 3
Weapon Parts: 4
Circuits: 1

Audio Log (Brandy, Cigars, and Aliens)
When you start the mission, you will watch a scene play out. To the left of the giant table is an audio log.

Weapon Parts: Pneumatic Torch
Torque Bar Required to access. In the same room with the log, you'll see a door that requires the torque bar. Open the door and find the part on the left shelf.

Weapon Parts: Directed Suspension Field
After killing soldiers, you will go down a lift. There will be a battle with more soldiers and you'll eventually get into a tent area that has a suit kiosk and a workbench. The weapon part is next to the suit kiosk.

Alien Artifact 2
Continue on for a while, fighting enemies and making your way to the main objective. You'll pass some mine carts and end up at a well lit door. Turn around from the door and you'll see the artifact to your left below the scaffolding.

Weapon Parts: Hammond's Heavy Frame
From above, go down the elevator and when you emerge, you will continue on to a ladder. When you go down the ladder, look behind it to kinesis this weapon part.

Achievement Opportunity - Payback
Kill a Soldier by TK'ing a grenade or rocket back at them
You can get this earlier in the chapter, but this is a really easy spot to get it. Once you exit the elevator from the above weapon part, you will come to a couple enemies who throw grenades at you every time. This part is meant almost like a tutorial because it will explain how to throw the grenades back. The first one that gets thrown can easily be used against the enemies and you will gain the achievement.


Circuit (+2clip-1reload)
To get into the Drill Site elevator, you must complete the puzzle. Once you get out of the elevator, look right next to the door you just exited to find the circuit on the wall.

Weapon Parts: Telemetry Spike
On the table to the right of the next workbench near the drill area.

Achievement Opportunity - Drill Sergeant
Complete the Drill Room without taking any damage
This is quite the obvious area. There will be a giant drill you must stasis and shoot. There will be multiple enemies that drop in to attack you. This can be pretty tough. If you do not get the achievement when you reach the next elevator, save and quit to try again. There are 3 phases/waves of enemies. Focus on killing the enemies at first while the drill is in stasis. Then quickly shoot the yellow parts in the middle. When the drill comes back down, kill some enemies and when it looks clear stasis it again and shoot the middle again. It will come down one last time. When it does, stasis it and shoot the middle quickly before the feeders get to you. They will all vanish once you have taken out the drill.

S.C.A.F. Artifact 14
As soon as you get off the lift after taking care of the drill, go straight and you will find this behind the box. This is also a great area to put the scavenger bot.
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Chapter 11: Signal Hunting

Artifacts: 4
Logs: 10
Blueprints: 2
Weapon Parts: 9
Circuits: 10
Optional Quests: 1
Co-Op Quests: 1

Audio Log (Serrano discusses Facility One)
Enter the furnace room near the start of the chapter. It's left as you enter the section before actually getting to the furnace.

Circuit (+2clip -1rate of fire)
Once you get into the furnace room, look to your left. It's on the wall next to the lockers. When you continue on and get outside, right after the ladder is a great spot for a scavenger bot.

Circuit (+2rate of fire - 1clip)
Once down the lift, you will be outside. Turn around completely and next to where you just got off the list is a hatch to open. Just a head's up that you will need to take this to the window across the way and put it inside the room through a window. Once that is done, climb the later and brace the wind until you get to another ladder leading down into that room. The circuit is at the end of the other side within the room.

Probe Gun Blueprint
This is a story related blueprint. You will get it during the main objective. This does not actually count towards your "blueprint" count. If you want a good scavenger bot location, after going down the elevator but before going up the next lift, you'll find a spot on the radar.

Text Log (Instability)
Once you backtrack through the drill area and back to the door you can now unlock, you will go down an elevator. When you get to the next elevator in the small corridor, make sure you turn around to spot the audio log before leaving.

Unitologist Artifact
As you travel outside, you'll get to the barracks. Before going up the elevator to the barracks, look left of this door. There's a little area on that side that has it.

Text Log (All Hands Memo)

Exit the elevator, you'll see lockers to your left. Look ahead from the lockers to find the log.

Text (Mess Hall: Crew Log)
In the same room as the above log, look on the table in the middle.

Circuit (+2rate of fire - 1dmg)
Weapon Parts: Repeater
Torque Bar Required to access. In the same room as the above logs, you will see a video playing on a film projector. To the right is a room requiring the Torque Bar. Open the door and find the circuit straight ahead, and the weapon part to the left.

Circuit (+2rate of fire - 1reload)
After doing the mini game to unlock the system, you will take an elevator down to another area. Exit the elevator and go right. Look on the wall to the right to gain the circuit. When you go down the ladder and grab a part, you will then go to a second part to pick up for the main objective. Next to that location put down a scavenger bot.

Optional Quest: Armory
After fighting the giant necromorph monster for the 2nd time, you will hear about the armory and be able to choose it in your mission log. Just make sure you move over and activate it so you can find it easier.

Unitologist Artifact
Once inside the armory, you'll see the counter and desk at the front. Behind the counter is the artifact.

Circuit (+2Reload)
You'll get to a circular room where you are on a narrow catwalk. On both sides are gates you can open with kinesis. One of them (the right) contains a circuit.

Weapon Parts: Stasis Amplifier
After the above catwalk, you'll enter a room with many flares. On the left side on a shelf is the part.

Contact Beam Blueprint
From above, you will ride an elevator. Once through the next corridor, go left to some lockers. It's on the ground near them.

Circuit (+2dmg)
Audio Log (Munitions Request)
You'll eventually get to the "back hall". There is a locked door here and on the right is the munitions control. You should notice both the log and the circuit upon entering.

Weapon Parts: Plasma Core
Audio Log (Train Shipment)
You'll come to an area with humans on the ground level. You will fight these enemies as well as necromorphs. Once you go down the lift, you'll find the weapon part on a box in the middle. The audio log is down the steps ahead of it.

Unitologist Artifact
After unlocking the door with the recently obtained key, continue on and you'll pass a series of mine carts. Go to the end where there is a door that says Black Tube Turn. You can't enter, but behind the boxes next to this door is an artifact.

Weapon Parts: Acid Bath
Weapon Parts: Stasis Support
You will reach the munitions which is the main final part of the this optional quest. Fight off the enemies and open the box to gain the parts.

Achievement Opportunity - Dropping Acid
Dissolve 50 Enemies with Acid
Now that you have the Acid Bath part, you can go ahead and use it to gain these types of kills.

Co-Op Optional Quest: Archaeology
For this quest you must backtrack from the drill all the way to where there was a camp you fought soldiers. There is an Co-Op door on one of the tents.

Text Log (Anger Management Program)
Once you go through the door after clearing out the first set of enemies, you will find it on your right. This is in the room with the ladder.

Audio Log (Never Home)
You'll find a workbench with lockers nearby. It's next to the door you must exit.

Circuit (+2rate of fire)
You'll find a core in a room that you can take out. Look for the ladder and throw the core up on the catwalk. Now climb the ladder and use the core to open a door. There is a circuit on the wall next to the red symbol.

Audio Log (Like Father Like Son)
Weapons Part: Directed Ejection Field
You'll come through a door and go up a small set of steps, and see the log in front of you. Then go through the door on the left of the log. This is on some boxes to the right.

Audio Log (Soulless)
You'll take an elevator and see a ladder to the right, and an audio log to your left.

Weapons Part: Rip Core
Climb the ladder, go through an area, and you'll end up with a door in front of you. To the left there is a weapon part around the corner by a chair.

Flamethrower Blueprint
Torque Bar Required to access. Once you enter the area with the workbench, look to your right to see the door you need a torque bar. The blueprint is inside.

Circuit (+2dmg)
Circuit (+2reload)
Weapons Part: Weller's Compact Frame
Weapons Part: Flame Glaze
This is the main part of the optional quest, opening the container from the lift. All of the above collectibles are in this box.

Earthgov Artifact
After the armory and above collectibles, head through a corridor. In the next room, on the middle part of the shelf, is the artifact.

Circuit (+2clip)
After the above, continue on to see the workbench. Pass it and on your right is a circuit on the wall.

Chapter 12: Autopsy
No Collectibles
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Old 02-12-2013, 04:49 AM   #9
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Chapter 13: Reach for the Sky
Artifacts: 1
Blueprints: 1
Weapon Parts: 4
Circuits: 1

Circuit (+2dmg +1reload)
You will start the chapter and being walking. You'll notice a small building to your right that you can enter and turn a generator on. On the wall is a circuit.

HUN-E1 BadgerBlueprint

After exiting the above, it's to your right as you leave.

Weapon Parts: Compact Standard Frame
Once you get to the most ridiculous ladder you have ever seen in your life (one that you must use kinesis on to deploy), climb up and move forward to your left. It's in front of the tent there.

Weapon Parts: Weller's Compact Frame
As you move on, just keep to your right every chance you get. You will eventually get to this weapon part.

Weapon Parts: Ammo Support
You will eventually get to more grappling hooks (the things you must activate to start climbing). Opposite of the one on the right is the weapon part.

S.C.A.F. Artifact
15
You will get to the enemies that have the glowing orange exploding limbs. As you move on from this fight, keep to your left. You will see this in the dark easily. There is also the scavenger bot nearby to pick up.

Weapons Part: Rip Core
When you exit the cave, move to your right. You will see a workbench. The weapon part is opposite of it, on a box.

Chapter 14: Everything Has It's Place
Artifacts: 7
Logs: 11
Blueprints: 3
Weapon Parts: 14
Circuits: 13
Optional Quests: 2
Co-Op Quests: 1

Circuit (+2dmg +1rate of fire)
As soon as the chapter starts, go left of the ladder and spot it on the box.

Seeker Rifle Blueprint
Eventually you'll pass a sign called "site map". Move forward and the vehicle in front of you has the blueprint on the back wheels.

Weapons Part: Heavy Standard Frame
Once you finally get inside a building again, you'll see this obvious weapon part to your right when you enter.

Achievement Opportunity - Weedkiller
Kill 5 Cysts in the Biology Building with a single poison gas cloud. See the guide for a video. The start is through the biology door mentioned below.

Circuit (+2reload +1clip)
Text Log (Hysterics)
You will go to through the Biology door. There will be enemies that spit out explosives. Stasis them for now and continue on. You will see the obvious collectibles in the room with the lift.

Audio Log (Piece: Brain)
You'll enter a room later after releasing the gas. There is a audio log on the left. This is the room with X-Rays and where you must place the piece in the spot the game tells you.

Alien Artifact
In the same room as above, go to the end and spot it no the barrel by the X-Rays which are on the other side.

Circuit (+2reload +1dmg)
After some talking goes on, you can pull off a panel and spin a valve to open a door. Pass the lockers ahead, go to the desk, and turn completely around. You'll see the circuit on the wall.

Weapons Part: Explosive Module
Torque Bar Required to access. In the same room as the above collectible, you'll see a door that needs a torque bar. Inside on the right you'll find the part.

Audio Log (Two Strands)
There will be a point where you are on some catwalks and you get attacked by many feeders. After defeating them, take a lift down. Keep to your right to find the audio log.

Optional Quest: Reaper Barracks
You'll rotate three discs to let a sample through. After placing it, you'll head to the next area. You'll see the Barracks elevator. Go through it to start the mission.

Text Log (Head Above the Rest)
Once you enter the optional mission, you will find this on the ground after you exit the elevator.

Text Log (Getting A Head of the Game)

From above, open the gate and go forward. It's on the ground next to the two suit kiosks.

Text Log (The Axe is of Evil)
From above, enter the room opposite the suit kiosks. You'll see it to the right.

Weapons Part: Damage Support

Once you climb down a ladder, you'll notice a stasis refill. There is a spiked wall being pushed back and forth. Wait until it goes back the farthest and stasis it. Run through until you can turn into a room. The part is on the table.

Achievement Opportunity - There's Always Peng!
Find Peng.
Turn around from where you exited the pump. Look in the corner where it pushes out from. You should see the little Peng statue. Stasis the pump when it's extended, and grab Peng with Kinesis.

Circuit (+2dmg +1reload)

From above, you'll get to another tunnel with a trap. Luckily, this one is not moving. Take your first left out and left again to find it on the wall.

S.C.A.F. Artifact
After you climb a ladder and make your way forward, you will get to some sleeping quarters. You should notice the workbench in the room. Right of the workbench is another room which has the artifact in it. It's on the dresser at the foot of the bed.

Weapons Part: Heavy Elite Frame
Show Stopper Blueprint

Weapons Part: Rail Accelerator
You'll arrive to a room with a video playing on the wall from a projector. The container nearby has all of the above.

Circuit (+2rdmg +1rate of fire)
You'll get to a kitchen area. There is a locked door with a control panel you must solve. This leads to a freezer, and at the end of it you'll find a circuit on the wall.

-End of Optional Quest-

Circuit (+2rdmg +1clip)
When you're back on the main mission again, you'll notice the computer room on your right which releases the gas. Behind it to your right there is a circuit box.

Alien Artifact 3
After releasing gas, you'll come to room with a giant necromorph body. To the right of where you entered there is desk with an artifact on it.

Audio Log (Piece: Gills)
Turn around from the artifact and look right, against the wall, to see the log.

Weapons Part: Rip Core (This counts for Chapter 15)
After getting attacked by the gunship and fighting a new type of enemy, you'll go back inside, then back outside again.You'll see a site map sign and a bridge. The part is in view to the right, before going on the bridge.

Weapons Part: Full Zoom Scope
From the bridge mentioned above, go to the right in the tunnel. Continue straight to find the scope. There is a spot around here that is good for the scavenger bot as well.

Unitologitst Artifact
Cross the bridge and continue on. You'll see a door that needs a keycard. To the left of the door behind a column, you will find an artifact. This is before going up the lift.

S.C.A.F. Artifact
After you step off the lift, go straight and you'll see a box to your right. Next to the box tucked away is an artifact. You'll have to fight off a bunch of enemies first.

Circuit (+2reload +1rate of fire)
You'll get to a room with frozen necromorphs and a workbench. You'll find the circuit box in the corner opposite of the door you must enter to continue on.

Hot Death Blueprint

Weapons Part: Earth Gov Frame
Torque Bar Required to access. After entering the door from above, straight ahead is a room requiring the torque bar. The blueprint is on the right as you enter. The weapon part is to the left of the lockers.
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Optional Quest: Disposal Services
At this point, you'll want to go ahead and backtrack to where you had found that locked door next to the artifact. You'll have to backtrack and take the lift down. You should have found the key while getting the collectibles.

Text Log (Exterminate)
Once you enter the optional mission, you'll use an elevator. Fend off the enemies and go down a small set of stairs. Look next to the lockers to find the log.

Circuit (+2clip +1reload)
You'll get to a bridge you can't cross, then you'll go down a ladder to do a puzzle. Face the opposite direction of the puzzle to see the circuit box on the right.

Text Log (First Contact)
After quite some traveling to places that will look very familiar, you will have to call a lift up to you. Ride it down and fight off the enemies. Enter the next room to find the text log on a desk.

Weapons Part: Full Zoom Scope

Circuit (+2clip +1rate of fire)
Torque Bar Required to access. Ahead from the previous text log, you'll see a spot to place a torque bar. Do so and grab the collectibles inside.

Text Log (Last Contact)
You'll pass an area with a workbench on your left and some computers on the right. Through the next door you should see the shining log on the desk ahead, before going through the nearby door.

S.C.A.F. Artifact
From the log above, go through the door and head straight. Do not go down the stairs you see, just continue forward to the dead end. The artifact is in the left corner.

Weapons Part: Precision Tip
Weapons Part: Ammo Sweeper
Weapons Part: Compressor
Weapons Part: Conic Dispersal

After calling down the lift with the container full of stuff, kill a ton of enemies that will rush you. This part can be pretty hectic. Afterwards, collect the items and you will be done with the mission.

-End of Optional Quest-

Co-Op Quest: Marker Containment
On the circular path, there is a workbench near the suit kiosk. This is in the main building. You may want to complete the mission and just pick it from chapter select to make it faster to get to. To the right of the workbench you will find an elevator. Go up the elevator and look right to the elevator to the Co-Op mission.

Audio Log (Hysterics)
You will get to a catwalk that spins after you press a button. Go through the next door and find the audio log on the left.

Circuit (+2fire +1reload)
You'll get to a door that says Black Tube 02. The player playing Carver is tasked with reaching the end of the area he sees. Straight ahead is a great spot for a bot. Continue on through where there is an ice cave area to your right. Open the next door and spot the collectible either in front of you or to the right. Seems to have two different locations.

Earthgov Artifact
You'll get to an area with an optional lift to the right. Ride the lift to the catwalk, and follow it all the way around. This is before another nightmare of Carver's happens.

Circuit (+2fire +1dmg)
After Carver has another episode (nightmare scene), you will go into the next room and look on the wall in the right corner.

Weapon Parts: Rail Accelerrator
You'll get to another spinning bridge. Once you get to Hall 02, enter inside and through a corridor to another spinning bridge. You'll get to Escape Passage. Enter this very dark area. Take a left at the ladder and head to the right of the lockers. Go down the stairs and you'll find it in the corner to the right.

Circuit (+2clip +1dmg)
Circuit (+2rate of fire +1clip)
Weapon Parts: Ammo Box
At the very end of the mission, Carver will have one more final nightmare where he has to shoot the symbol at the end (the big black/red thing). You can open the container and grab the rest of the collectibles.

-End of Optional Quest-
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Old 02-12-2013, 11:05 PM   #11
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Chapter 15: A Change of Fortune

Weapon Parts: 2

Weapons Part: Rip Core (Obtained in Chapter 14)
While outside, you will be going across a bridge. If you missed this in chapter 14, then you will see it on the box in front of the bridge.

Weapons Part: Flame Glaze
After going up a lift, you'll run by some fire and into a door. There are 2 corpses sitting in chairs in front of some flashing screens. The part is on the desk.

Chapter 16: What Lies Below
Logs: 1
Blueprints: 1
Circuits: 1
Weapon Parts: 4


Weapons Part: S.C.A.F. Frame
After you repel down and fight off the enemies, you'll eventually get to a 2nd repel point. To the right of the repel is a container with the part on top.

Weapons Part: Rail Accelerator
As you repel the 2nd time, you will be shooting explosive red canisters to clear the way of enemies. Keep an eye out to your right as you repel to spot the glowing part.

Weapons Part: Safety Guard
Once you get back on ground from repelling, you'll enter a room. Look left to find the part on the shelf. This is in the same room you do the electrical engineering interface puzzle.

Audio Log (Turn it Off)
As soon as you do the above interface puzzle, enter the door and look left to find the log on a desk.

Circuit (+2dmg +1clip)
In the same room as the audio log, just look left of the door you must exit.

Javelin Blueprint:
After you repel again, you'll have an alien necropmorph attacking you. As you get to regular ground you should see the shimmering collectible. Continue on and look to your right after the ramp.

Weapons Part: Heavy Standard Frame


After the blueprint, look to the left to spot the part. Get it before going through the next door in the tent structure.

Chapter 17: A Strange City
Logs: 7
Artifacts: 4
Circuits: 10
Weapon Parts: 2
Optional Quests: 1

Alien Artifact
In the start area, you will see a workbench on the left. Go there then look back from where you came to spot the artifact between two objects.

Text Log (The Sound of Music)
Head through the first door and look right to spot the log.

Circuit (+2reload +1dmg)
After solving a puzzle with symbols and sounds, you'll get to an area with a giant green light with fog effects. Go down a series of ramps and you'll have to bridges, one to your left and one to your right. Look to your right and spot the glowing circuit. You will need to use kinesis to grab it.
Unitologist Artifact
After blowing up the blockade, you'll have people shooting at you (or at least told to shoot at you). You'll find another blockade to blow up. From the blockade, look backwards and spot the artifact next to a breakable box.
Audio Log (Witness Protection)
After the scene where you fall, you'll fight one of the aliens and find a ramp on the main path that leads up. Turn completely around and see the yellow light behind you. Go towards it and look right to spot the log. Work no the control panel to the left to get it going.

Optional Quest: Artifact Storage

Enter the door where the yellow light was from above.

Audio Log (Prized Posession)
Once you get off the elevator, you will have a workbench to your left and a kiosk to your right. Go down the set of steps ahead and turn right. You'll see the audio log on the table.

Text Log (Witnessing the Truth)
As you turn around to continue on, you'll see the text log on the steps in front of the door.

Text Log (Realistic Statuary)
You'll come to a zero gravity room on a catwalk. Go past the next catwalk, and find the log on the catwalk after.

Weapons Part: Stasis Coating
Go down one more catwalk where there are 2 doors. Look across the gap to spot the glowing weapon part. Use kinesis to grab it.

Circuit (2+reload 2+clip)
Enter through the door and you'll get to another zero gravity room. Look across the gap to spot the circuit box on the wall in an alcove. Boost over to get it.

Text Log (Strangeness in the Tubes)
Float past the yellow lasers and onto the next catwalk down. The log is resting on a railing.

Alien Artifact
You'll come to the Ordinance Tower 02 door that has lockers and a video message near it. When you enter the door, you will be in zero gravity again. This time, you will be going up. Get to the catwalk above that has the engineering interface puzzle. Look to the side where there is an artifact in the alcove. You must float over to it.

Circuit (2+dmg 2+clip)
After the interface puzzle, it's to the let of the next workbench.

Circuit (2+rate of fire 2+clip)
Circuit (2+rate of fire 2+dmg)
Circuit (2+reload of fire 2+dmg)
These are in the container near where you pick up the manifest and see the enemies in holding containers.

Circuit (2+reload 2+rate of fire)
As you continue on, enemies will start to jump out. Go up some stairs where there is a green light. When you turn the corner, look for a ladder leading down to a small area to your left. It's on the wall.

-End of Optional Quest-

Circuit (2+reload 1+rate of fire)
You'll use the same symbols as before for the auido puzzle, then activate a generator to enable zero gravity. Fly straight up and spot the pink glow.

Circuit (2+reload 1+clip)
Activate another door with another audio puzzle. Once through the door, you will notice a blue circle in the middle on the ground. Look up and to the let on the scaffolding to spot the circuit. Use kinesis to grab it.

Weapons Part: Compact Standard Frame
From the blue circle, you can move the blocks in your way. Go down and pass the generator. You will see a ramp leading up to your left. The part is on a box to the right of the ramp.

Audio Log (Hieroglyphs 1)
Go up the lift after you start the generator. At the top, you will see a blue circle on the ground. Step on the circle to activate the log.

Alien Artifact
You will do fly over through a section and land. Do another audio puzzle and the door opens. Go left and hug the wall around until you get to the dead end with the artifact.

Circuit (2+reload 2+dmg)
Go back to the regular path and you'll see a blue circle on the ground. Ahead are feeders. Kill them and you should notice the circuit on the stone block.
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Old 02-13-2013, 03:03 AM   #12
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Chapter 18: Kill or Be Killed
Logs: 3
Artifacts: 2
Circuits: 1
Weapon Parts: 2

Weapon Parts: Acid Bath
Weapon Parts: Electrocution Module
As soon as the chapter starts, go right and find these on some boxes.

Text Log (Language Speculation)
Go up the ramp in this first area and head to your right. The log is to the right of the workbench.

Alien Artifact
After clearing the red colored area of enemies, you will move to another audio puzzle. Pass the door and you'll find the glowing artifact at the dead end.

Audio (Point North)
You'll get to a generator that powers a lift. Once you activate the generator you will automatically get the log.

Circuit (+2rate of Fire +dmg)

Once you get off the lift, turn around and go behind and to the right of it to find the circuit.

Alien Artifact
Head to the blue circle in the middle of the ground on the narrow paths ahead. Go left and grab the artifact at the base of the stone block.

Audio (Serrano's Last Words)
Once you put the 3 green blocks with alien symbols into the red highlighted areas, you will move into a door with fog. You will notice it in front of you.

Chapter 19: Endings
Artifacts: 1

Alien Artifact
Move along in the chapter until you get blocked by the tentacles. Turn around backwards and look to the right to see a decline. Go down to grab the artifact.


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Another great guide, you are the best Tyger. There should be a forum section comprised entirely of your guides alone with a top sticky thread for praise.
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Old 02-13-2013, 03:14 AM   #13
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Guide is now finished for the most part, I may add the rest of the titles soon. Open now for discussion, so if you see any mistakes let me know
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Old 02-13-2013, 05:07 AM   #14
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Thank you, kind sir, for all of your hard work.
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Old 02-13-2013, 07:53 AM   #15
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no problem, hope it helps people
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Old 02-13-2013, 08:34 AM   #16
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Thumbs up Thank You - One Minor Correction - Chapter 9

First of All, let me say "Thank You for the extremely helpful guide!"

I'm currently at Chapter 10, so if I find anything else I will let you know. I did notice one thing when I completed Chapter 9. Your Collectibles Guide is missing one of the Weapon Parts from Chapter 9. You listed the location of Seven of them but there are Eight in total.

The omitted Weapon Part is Weapon Part #6 in the Video Guide which you have attached. (Also very helpful. Thank You again.) It is at the 17:57 Time Marker in the Video Guide. According to the guide it can be obtained at the Beginning or the End of the Optional Mission. I missed it, so personally I'm not sure.

Hope this helps. Thanks Again.
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Old 02-13-2013, 03:02 PM   #17
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Originally Posted by King Ian Rulz View Post
First of All, let me say "Thank You for the extremely helpful guide!"

I'm currently at Chapter 10, so if I find anything else I will let you know. I did notice one thing when I completed Chapter 9. Your Collectibles Guide is missing one of the Weapon Parts from Chapter 9. You listed the location of Seven of them but there are Eight in total.

The omitted Weapon Part is Weapon Part #6 in the Video Guide which you have attached. (Also very helpful. Thank You again.) It is at the 17:57 Time Marker in the Video Guide. According to the guide it can be obtained at the Beginning or the End of the Optional Mission. I missed it, so personally I'm not sure.

Hope this helps. Thanks Again.
That collectible counts to Chapter 9, and can be collected at the beginning and end of the optional mission as you said.

I believe it can also be collected later on, as you will revisit this area multiple times within the next few missions, but it recommended to go for it as soon as you can.
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Old 02-13-2013, 05:43 PM   #18
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Thanks tyger for a wonderful guide. Been following this whilst playing with my cousin in co-op so we can have an easier time in pure survival

Cheers!
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Old 02-13-2013, 06:12 PM   #19
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Thanks Tyger, am up to chapter 8 with 100% collectibles/achievements thus far. Your hard work is appreciated, especially by those of us who prefer text walkthroughs to video.
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Old 02-13-2013, 07:51 PM   #20
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Thanks, added that part. I remember getting it but I guess I forgot to write it down. Glad the text format is still valuable to people.
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Old 02-13-2013, 08:00 PM   #21
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Am i right in thinking after getting the acid bath attachment in lvl 11 the remaining collectables are all coop in the level so if playing single player u r done with the collectables until reaching level 13.
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Old 02-13-2013, 08:11 PM   #22
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Am i right in thinking after getting the acid bath attachment in lvl 11 the remaining collectables are all coop in the level so if playing single player u r done with the collectables until reaching level 13.
I forget, when reading it there's a possibility you still need the last 2 but I can't be certain. Anyone else have an answer that is going through that level?
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Old 02-14-2013, 02:36 PM   #23
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I've been using this guide as a reference. Approaching the end of chapter 9 and no problems so far. I usually look for your guides first as I love the way you organize them. Very handy indeed.
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Old 02-14-2013, 05:24 PM   #24
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Question - on chapter 9 can you put that you can go for the hungry achievement and then backtrack to pick up the collectibles afterwards? It is slightly ambiguous as it is currently worded, as though you can do one or the other. Otherwise, looks great!
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Old 02-14-2013, 08:43 PM   #25
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Question - on chapter 9 can you put that you can go for the hungry achievement and then backtrack to pick up the collectibles afterwards? It is slightly ambiguous as it is currently worded, as though you can do one or the other. Otherwise, looks great!


I will add that info. I got it at same time I believe. Then i went back and slaughtered those monsters. I will edit and make it clear that it is easier to just go back after gaining achievement. Good input appreciate it!
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Old 02-15-2013, 03:44 AM   #26
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Thank you, your guide is great. In my opinion, it would be better if you include "key" to every optional mission or how to trigger them. For example, in chapter 14, there is keys to disposal service and barrack. I know that the keys are hard to miss but for comprehensive guide...


And there is one thing I've seen. I played disposal service optional mission in C.14 with a friend and then when I came back to my game to collect some collectibles I'd missed, I couldn't find the key to disposal service. I quit and reload and it's not there. So I have to choose to play the optional mission via chapter select and choose the optional mission. It seems to be like this for everyone who wants to replay optional mission.
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Old 02-15-2013, 03:48 AM   #27
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Thank you, your guide is great. In my opinion, it would be better if you include "key" to every optional mission or how to trigger them. For example, in chapter 14, there is key to disposal service and barrack. I know that the keys are hard to miss but for comprehensive guide...
You'll have to let me know where to add them. I completely forgot by now!
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Old 02-15-2013, 06:10 PM   #28
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Mistake in Chapter 3. The guy in on your left not your right as you enter through the door.

Also put arrows in the quote where you're missing a word. Sentence doesn't make sense.

Quote:
Weapon Parts: Tesla Core
After entering the door >where< the previous weapon part was, you'll see the guy to the right using the welding tool. Go to the right and you'll find the weapon part.
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Old 02-15-2013, 07:46 PM   #29
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Thanks fixed it.
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Old 02-17-2013, 12:47 AM   #30
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Thanks for the guide, been helping me alot lately!
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