![]() ![]() ![]() Unless you're dying for a node, head right instead of left past the DeCon area exit. Power Node - Dead-end past the decontamination room. Don't scrimp, and remember that if you have spare power nodes, you can upgrade a weapon's CAP to refill its internal ammunition (you can do the same with the RIG's HP nodes). All of them are elite (black) so you need weapons that do the damage. Pukers, Lurkers, Exploders, and Parasite carriers mix with the Slashers to give you a hard time. The fighting will be heavy and close (and explosive). If you need to use the workbench near the DeCon room, do so and head back upstairs to the store. There are no enemies until you go past DeCon and hit the next doorway. Head for the decontamination room in Engineering (note the save/store in the engineering control booth). And unless you are on Hard, Zealot, or Hard Core, you may be able to recover some items from slain enemies. Slipping by the enemies and ignoring them may not be a terribly good idea as you need to spend time hacking the lift. Power Node - End of the tram trackway with the two brutes. If you can slip by the brute and hit the stasis station, you can keep the enemies in lock-down while chucking out mines and what-not. With your back somewhat covered and your stasis energy back to full, trigger the second brute (it comes at you from a distance after invisi-spawning in the dark). ![]() Just scatter the five mines you're alloted to cover the tram track behind Isaac (you're going to stasis the second brute and slip past it). The mines don't need to be attached to a wall they can be placed on the floor with the laser aiming up. Use this time to assess your situation, recover stasis energy, and to lay Detonator mines. Assuming you didn't stray far from where you spawned the brute, you should be safe - no more necromorphs appear until you continue down the tram track. ![]()
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