============================================================================= Dead Space 3 Collectibles Location Guide ============================================================================= By: Kairi Copyright: Kairi ============================================================================= Table of Contents ============================================================================= Version History [VH] 0. Introduction [000] I. Disclaimer [001] II. Important Notes and Tips & Tricks [002] A. Prologue: Codex Crash Site [PRO] B. Chapter 1: Isaac's Apartment [C01] C. Chapter 2: U.S.M. Eudora [C02] D. Chapter 3: C.M.S. Roanoke [C03] E. Chapter 4: Roanoke Command Saucer [C04] F. Chapter 5: Terra Nova Airlock [C05] G. Chapter 6: Terra Nova Aft Station [C06] H. Chapter 7: C.M.S. Greely [C07] I. Chapter 8: Tau Volantis Crash Site [C08] J. Chapter 9: Waystation [C09] K. Chapter 10: Archeology Compound [C10] L. Chapter 11: Dissection Hangar [C11] M. Chapter 12: Entering the Nexus [C12] N. Chapter 13: Cliffs of Volantis [C13] O. Chapter 14: Research Compound [C14] P. Chapter 15: Rosetta Lab [C15] Q. Chapter 16: Underground Descent [C16] R. Chapter 17: Alien Ruins [C17] S. Chapter 18: The Alien Machine [C18] T. Chapter 19: Blood Moon / Convergence Vortex [C19] III. Contact [003] ============================================================================= Version History [VH] ============================================================================= February 6th, 2013 [VERSION 1.00] - Guide is created and posted on GAMEFAQS ============================================================================= 0. Introduction [000] ============================================================================= Hello and welcome to my collectibles guide for Dead Space 3. I have compiled all the data for the all the collectibles in this game to help you locate them. It is required to unlock some achievements/trophies and in-game items, such as the Flight Suit, and Deep Dig Suit, along with some MK-II OverClocked weapon parts. If you found this guide helpful, please don't forget to support my work and recommend this FAQ and share it. ============================================================================= I. Disclaimer [001] ============================================================================= This guide is written by Kairi (GFAQs). This may be not be reproduced under any circumstances except for personal, private use. It may not be placed on any web site or otherwise distributed publicly without advance written permission. Use of this guide on any other web site or as a part of any public display is strictly prohibited, and a violation of copyright. ============================================================================= II. Important Notes and Tips & Tricks [002] ============================================================================= - There is one important thing to keep in mind with these collectibles, namely the weapon parts. Unlike other collectibles such as artifacts or logs, weapon parts are not static. The developers did not want the player to miss out on too many weapon parts, and if you missed some from a previous chapter, you will probably find it in a visible place in a later chapter. For instance, if you missed the 'Military Engine' weapon part in Chapter 4, you'll probably find it in Aft Station Command Tower in Chapter 6. However if you collect it in Chapter 6, it will be accounted for in Chapter 4 in 'Progress & Unlocks'. - Change your controller sensitivity settings to 10 (default is 2). This will help you turn your camera around to face your back much faster, so you can aim at any necromorphs coming at you quickly from behind. Use LT (Xbox 360) to have your character face that way. Your precision aiming will suffer at first, but you will get used to it and adapt. You can try setting it at 6, before setting it at 10. - Turning off the music reduces distraction when searching for collectibles. - Weapon parts can be identified as cubical in shape, emitting 4 orange-colored lights. Weapon parts can be manipulated with kinesis. - Upgrade circuits emit a purple light, and are usually found in cabinets on a wall. They can also be manipulated with kinesis. - Audio logs are clear and easy to find. Text logs have an orange-color interface, but emit a soft white light. They can be manipulated with kinesis. - Artifacts emit a soft white glow, and cannot be manipulated with kinesis. This means they are always within arms reach, so you don't have to worry about searching in the distance for them. - It would seem logical to turn up the brightness to see things better, but in fact this works against you since most items emit a white light. The contrast of dark areas with the soft light makes it easier to find items. However this is personal preference, choose a brightness that works well for you. ============================================================================= A. Prologue: Codex Crash Site [PRO] ============================================================================= Video link: http://youtu.be/wdOilZV8xrA Artifacts: 1 S.C.A.F. Artifact 01 Immediately from the beginning, use your Locator to navigate through the snowstorm. Once the character says, "Okay Tim, you can do this...", look to your left. You should see something glimmering on the ground in the distance, which is the S.C.A.F. Artifact 01. Alternatively, you can just stick to the left wall at the very beginning and follow that, you can't miss it. ============================================================================= B. Chapter 1: Isaac's Apartment [C01] ============================================================================= Video link: http://youtu.be/zjOU6pUJZOI Artifacts: 2 Logs: 2 Audio Log: Rent Due Text Log: I For An Eye Both Audio (Rent Due) and Text Logs (I For an Eye) can be found right at the start, in Isaac's apartment. The audio log is to the right on a terminal, and the text log is on the bed. Earth Gov Artifact 01 Once you get to the Auto Freight Freeway and use Statis to stop the traffic, walk out into the freeway, and then turn left. You will see an room to your left that has the Earth Gov Artifact 01. Unitology Artifact 01 After you enter Dreg Corp, you will take an elevator down. Upon exit of the elevator, look to your right and there will be a desk. On the floor there will be Unitology Artifact 01. ============================================================================= C. Chapter 2: U.S.M. Eudora [C02] ============================================================================= Video link: http://youtu.be/DLoaITVW1l8 Artifacts: 1 Logs: 1 Audio Log: Eudora life Right at the beginning, on a pull-out desk will be a terminal with a Radio Message waiting. The words USM EUDORA is in black text right above it. Earth Gov Artifact 02 As you are proceeding to Meet Capt. Norton on the bridge, you will come to a set of stairs leading downwards, and through the next area will be a long hallway to your right. There are illuminated signs above that read: 'EUD-104-W Eudora Deck 104 Ward'. Follow this hallway down and at the end will be the artifact. ============================================================================= D. Chapter 3: C.M.S. Roanoke [C03] ============================================================================= Video link: http://youtu.be/Zo8_xRdxz5A Artifacts: 1 Logs: 2 Weapon Parts: 2 Upgrade Circuits: 2 Weapon Part: Heavy Standard Frame As you are making your way to open the cargo door for the crew module, you'll open a door and enter into an area that has writing on the wall, "All is Lost". Turn left here, and up ahead is the weapon part. Weapon Part: Tesla Core Once you open the door for Norton and receive orders to reach the command saucer, follow your Locator to a door, which the Tesla Core is right before it on the ground. Circuit: Reload +1 You'll enter a room with Human Remains coffins, a workbench, and a door that has QUARANTINED written in big letters on it. On the right side of the room is a cabinet that you can interact with to reveal a Circuit part. S.C.A.F. Artifact 02 Once you reach the C.A.G. Briefing Room (a room with a bunch of rows of chairs), head around this area to access the front of the projector screen, which will have the artifact nearby. Circuit: +1 Rate of Fire Once you enter the Crew Access Central Concourse, before you head through the Service Deck door, continue down the hallway to the Crew Access East Concourse door. On the right wall will be a cabinet where you can interact to reveal an upgrade circuit. Text Log: Official Orders Next to where you found the upgrade circuit, there will be a dead human in the corner, close to East Concourse door. On the floor next to the body is the text log. Text Log: S.C.A.F.-ISC-31005 After passing through the Ventilation Chamber, you'll come to the Primary Generator Access (Service Deck)room. Inside will be the text log. ============================================================================= E. Chapter 4: Roanoke Command Saucer [C04] ============================================================================= Video link: http://youtu.be/UrlW9f-2R30 Artifacts: 6 Logs: 8 Weapon parts: 12 Upgrade Circuits: 7 Blueprints: 1 Text Log: Personal Log - Ellie Langford. Right at the very beginning of the chapter, next to the workbench. Weapon Part: Plasma Core In the same area where this chapter starts, there is a weapon part if you search behind some stacked cardboard boxes. Upgrade Circuit: +1 Damage In the same area where this chapter starts, look behind the workbench. It's an area that is curtained. There is a slight opening, you can use Kinesis to grab an upgrade. Earth Gov Artifact 03 Once you reach the Admiral's Personal Quarters via the Officers' Deck elevator, a cutscene will commence with Isaac looking at a giant board with drawings. In this room there is an Earth Gov Artifact. Audio Log: A Desperate Mission In the same room you found the Earth Gov Artifact is an audio log in the corner. Text Log: Turn It Off In the same room you found the Earth Gov Artifact, there is a little nook in the back with a text log. Upgrade Circuit: +1 Clip When going back to regroup with the crew, before you enter the Repair Bay, look to your right. There will be a Storage Room 2AS. Inside this room on the left wall will be a cabinet with the circuit upgrade. Blueprint: Shotgun In the same Storage Room 2AS where you found the circuit upgrade, is a blueprint in the corner. S.C.A.F. Artifact 06 When you leave the repair bay to go to the "Skip", you'll pick up a message and then talk to Santos about the Greely optional mission. Look below you and you should see a blue track. Fly down to the blue track and follow it to the other end, where an artifact will be floating. Weapon Part: Diffraction Torus While still out in the Roanoke airspace, explore the back area of the flotilla. There should be some satellites and a big saucer structure. Past the saucer section is a big sectional wall that circles the saucer. On that wall, inside one of the decompression windows is a weapon part. S.C.A.F. Artifact 08 Weapon Part: Compact Standard Frame Once you are on the "Skip", head over to the C.M.S. Greely. Fly over to the big floating ship wreck, with the number letters S & C on it with an eagle. On one of the ends is a door you can enter to find an artifact, and a weapon part. Weapon Part: Compact Standard Frame Optional Mission: Greely When you get the opportunity to go do the optional mission at C.M.S. Greely, go there and explore the flotilla. In the main room you enter (with a disabled suit kiosk) you can find a weapon part next to a wall that says Deck 05 and a helmet nearby. Audio Log: Interrogation Optional Mission: Greely You get this audio log automatically once you balance the power in the fuse box between the lights and CPU. Upgrade Circuit: +1 Damage +1 Clip Optional Mission: Greely Once you have balanced the power in the fuse box in the radio room, proceed on and you will find yourself back in an area you were previously (which now has an activate weapon bench), but is now lighted. Enemies will spawn here. After you destroy them, search for a door that was previously locked. This will lead to a bathroom that has an upgrade circuit on the sink. Weapon Part: Telemetry Spike Upgrade Circuit: +1 Rate of Fire, +1 Damage Optional Mission: Greely In the same area that has the weapon bench, there will be a door that requires a tungsten bar to open. Inside that room will be a weapon part, Telemetry Spike. Also in this room, on a cabinet on the wall will be a circuit upgrade. Alien Artifact 01 Optional Mission: Greely When you get to the room with the two rows of frozen ice slabs, search the side walls for the shelves illuminated by purple lights. In one of them is an artifact. Weapon Part: Electric Charge Audio Log: Research Mystery Discovered Optional Mission: Greely Once you enter a room full of electricity, pull out the cover and then the semiconductor to stop the flow of electricity. Proceed on to the console ahead and on it you will find a weapon part. Nearby is a black and blue circular interactive dial. Use your Kinesis on it to activate it, and the audio log will begin playing. Weapon Part: Precision Tip S.C.A.F. Artifact 09 Upgrade Circuit: +1 Reload Once you are on the "Skip:, head over to the C.M.S. Brusilov. Fly over to the big floating ship wreck, with the number 06 on it. On the face of the wreck, shoot one of the decompression windows, and a weapon part should be revealed. On the opposite side of the wreck is a door you can enter with an artifact and an upgrade. Text Log: Death at First Light Optional Mission: C.M.S. Brusilov After you head down the ladder to Crew Access, you'll come to another smaller room with a text log on the ground. Weapon Part: Explosive Module Text Log: Sleeping Puppets Optional Mission: C.M.S. Brusilov After climbing the ladder down to Life Support, you can find two items here: a weapon part and a text log. Eart Gov Artifact 04 Optional Mission: C.M.S. Brusilov As you are going down the long hallway, take a side trip to the left to find an artifact in a science quarters room. Text Log: Called to Study Upgrade Circuit: +1 Reload +1 Rate of Fire Optional Mission: C.M.S. Brusilov Before using the Electrical Engineering Interface to open the next area door, look to the opposite of that Interface for a door that has a text log and an upgrade circuit in that room. Weapon Part: Plasma Core Weapon Part: Ammo Support Weapon Part: Compact Conic Dispersal Optional Mission: C.M.S. Brusilov The storage container which you can open after defeating all the enemies holds 3 weapon parts. Upgrade Circuit: +1 Damage Weapon Part: Military Engine After docking at the C.M.S. Terra Nova, you can fly into outer space and pick up two items in the surrounding area. There is a big platform that is guarded by cysts, and a few mines that will track you. A storage container is on that platform, with an upgrade circuit and a weapon part. ============================================================================= F. Chapter 5: Terra Nova Airlock [C05] ============================================================================= Video link: http://youtu.be/1qFcPeiNe8I Artifacts: 3 Logs: 9 Weapon Parts: 6 Upgrade Circuits: 6 Weapon Part: Heavy Standard Frame Once you step on the C.M.S. Terra Nova, head into the decompression chamber. In here will be a locker with a weapon part. Audio Log: Keep on Truckin' Once you enter the Bridge, walk right and you will see an Audio log waiting to be played. S.C.A.F. Artifact 03 Opposite of the audio log you found on the bridge, in the crew chair will be an artifact. Upgrade Circuit: +1 Rate of Fire From where you found the audio log and artifact, use your locator. It will lead you up a set of stairs. At the top of the stairs on the left wall is a cabinet with the circuit upgrade. Text Log: Specimen Transfer A few feet ahead of the circuit upgrade you found, will be the text log next to a dead corpse. Weapon Part: Hydraulic Engine Once you've entered the Cargo Hull (big sign that says 'Authorized Personel Only'), take the right path at the sign. You will find a weapon part in the dead end. Text Log: Planetside Confidential Once you've reached an area with a workbench, search around in this room on a desk with a lamp for a text log. Upgrade Circuit: +1 Reload +1 Damage Once you reach the Fore Station, look on the right wall to find a cabinet with an upgrade. Audio Log: Not Many Runs Once you reach the control room to remove the debris from the tracks, in the right corner there should be an audio log. Text Log: Kept in the Dark In the same control room, right behind the main controls, there is a text log on the floor in front of a couple of lockers. Weapon Part: Compact Directed Ejection Field Next to the text log in the control room, is a weapon part. Audio Log: Terra Nova 2 After the control room to remove the debris from the tram tracks, you'll go inside and elevator and start falling. When you emerge, text on the screen will let you know you are at Cradle Ops. In the right corner, there is an audio log. S.C.A.F. Artifact 04 Enter through the door that has a sign above it: Cargo Filtration Command. Climb up the ladder to your left. Before you pass the Green and White 'Safety First' sign, you can find an artifact on some boxes. Weapon Part: Conic Dispersal When you are on the tram, you will go to Mid Station. Get off at this stop, and you will find yourself at the Central Tram Control Station. Inside the control tower will be the Conning Tower key, and right next to it is a weapon part. Upgrade Circuit: +1 Reload +1 Clip Optional Mission: Conning Tower On Deck 3, you'll come to a door that has writing on the ground before it that says: "Go Ahead and Open it". Go through that door, and turn right, and you will find the upgrade circuit on a console. Weapon Part: Rotator Cuff Module Upgrade Circuit: +1 Reload +1 Rate of Fire Optional Mission: Conning Tower When your objective is to get to Environmental Control, you'll come to a door that requires a Tungsten Bar. Inside you'll find a weapon part and an upgrade circuit. S.C.A.F. Artifact 05 Optional Mission: Conning Tower When you reach Engine Room Access, head down to the lowest floor. On a cardboard box near a chair will be the artifact. Text Log: PL - Lt. Edwards Optional Mission: Conning Tower When you reach the room with a big fan and have to pull out the generators from the blades, there is a little path in this room that leads off to another console with two chairs. A text log is here. Text Log: Edwards Diary Optional Mission: Conning Tower When using the elevator to go locate Edwards, choose to go to the 2nd floor. There will be a text log on this floor right as you get off the elevator to your left. Audio Log: Edward 06 Optional Mission: Conning Tower Using the elevator to the 3rd floor to locate Edwards. Next to the body sitting in the chair is the audio log. Upgrade Circuit: +1 Rate of Fire +1 Clip Upgrade Circuit: +1 Reload +1 Damage Weapon Part: Medic Support Optional Mission: Conning Tower When you get to the 3rd floor to locate Edwards, you can use a lift nearby to reach a room to use Edwards key (you found on the 2nd floor). In this room is a storage bin that contains all these items. ============================================================================= G. Chapter 6: Terra Nova Aft Station [C06] ============================================================================= Video link: http://youtu.be/6Fl-c5E7-Uw Artifacts: 1 Logs: 1 Weapon parts: 1 Upgrade Circuits: 2 Audio Log: Tram Radio 2 In the same control tower that you found the weapon part on the Central Tram Control Station (Mid Station), is an audio log which is hard to miss. This audio log is accounted for under Chapter 6, in the 'Progress & Unlocks' menu. Weapon Part: Stasis Support Take the elevator to the Shuttle Bay. After you get out of the shuttle, call the Gondola over for transport. Choose to transport yourself to the opposite side of this Shuttle Bay. Run down the walkway past the Workbench, onto a ledge outlooking the shuttle. On the floor should be a weapon part. Upgrade Circuit: +1 Rate of Fire +1 Damage On your way to get fuel for the Crozier, you'll head to the Master Control. Take the lift up, and in the room that has controls to align the fuel nozzle, there is a cabinet in the far wall that has an upgrade. Upgrade Circuit: +1 Damage +1 Clip As you are running for your life, since the shuttle has started spewing flames, you'll climb down a ladder. On the wall is a cabinet that is hard to miss, which has the upgrade. S.C.A.F. Artifact 07 After being blown out into space attempting to get the hangar doors open, fly past the big floating platform ahead of you. There are some mines present so be careful. Just as you pass over the platform, look down. You should see a glimmering white light. That is the artifact. ============================================================================= H. Chapter 7: C.M.S. Greely [C07] ============================================================================= There are no collectibles accounted for in this chapter. ============================================================================= I. Chapter 8: Tau Volantis Crash Site [C08] ============================================================================= Video link: http://youtu.be/RueuJKNA8IQ Artifacts: 1 Logs: 4 Weapon parts: 3 Upgrade Circuits: 2 Blueprints: 1 Weapon Part: Survey Charge From the very beginning, you can find a weapon part on the snowy ground if you walk straight and keep your eyes open. It is right at the point when the path expands to a wider area. Upgrade Circuit: +2 Damage -1 Reload After discovering a ship wreckage, the structure will collapse on Isaac as he tries to walk past. When you pick yourself up, look around the fires nearby to find an upgrade. Text Log: Gravy Train You'll come to a red shed that has the big letters 'HU' on it (stands for Hospitality Unit). Go inside, and you will find a text log on the left table. Audio Log: Pipe Worker Log In the same Hospitality Unit, there is a generator that can be activated by using your Kinesis. An audio log should start playing thereafter. Blueprint: Bolas Gun Entering the RS10 shack, you can find a blueprint across from a generator. Upgrade Circuit: +2 Damage -1 Rate of Fire When you leave the RS10 Shack and use the cargo lift to head down, reach the long tunnel path, but before you go too far, look at the right pathway. You will find and upgrade at the dead end. Weapon Part: Compressor When going through the long tunnel, it will collapse and break. Continue until you get to solid ground, and the game will autosave. Before heading further, turn back around and go underneath the tunnel you just were on. Back here you should find another Hospitality Unit, with a weapon part. S.C.A.F. Artifact 10 When you get ambushed by some snow necromorphs, destroy them and look for a ladder leading up to a high platform. At the end of the short ledge is the artifact. Audio Log: It's Me Again The next hospitality unit you come to after being ambushed by Necromorphs, has a generator inside. Turn it on to play the audio log. Text Log: Tighten Your Belt The same hospitality unit you found the previous audio log, is a text log on the floor. It's hard to miss. Weapon Part: Stasis Coating From the hospitality unit where you found the last audio and text log, head out into the snowstorm. You'll having to fight more necromorphs here. Follow the flares until you get to a large building out in the clearing, and stay right of that building. Hug the right wall perimeter, and you'll find a little passageway that leads to another area. In the center of this area are some rocks, and a weapon part in the middle of it. ============================================================================= J. Chapter 9: Waystation [C09] ============================================================================= Video link: http://youtu.be/V8FqlQt5Xjk Artifacts: 3 Logs: 11 Weapon parts: 8 Upgrade circuits: 5 Blueprints: 3 Weapon Part: Canister Recovery Module After speaking with Buckell, work your way around this area to the room with the generator and workbench. A weapon part will be to the left of he workbench. Weapon Part: Compact Standard Frame Use the elevator to go down, and then proceed through a door into the kitchen. A necromorph that resembles Gollum will scurry away. Proceed forward and turn right; a weapon part is there on the counter. Audio Log: Care and Feeding of the Feeders After you get through the dining room (where a bunch of necros are feeding), you'll come to the next room which has an audio log on a shelf waiting to be played. Upgrade Circuit: +2 Damage -1 Clip Pass the laundry room where you found the audio log, you'll come to an area that has a couple of bunk beds. Before going to the pump room, collect the upgrade circuit laying on the ground in the center aisle between the bunkbeds. S.C.A.F. Artifact 11 Proceed through to the Pump Station, you will be alerted by something banging on a door that says 'Quarantined'. There is a doorway adajacent that has a lighted room - which has the artifact in the dark corner. Weapon Part: Explosive Amplifier Once you get to the Pump Station, solve the puzzle to go through the first pump tunnel. Once you find yourself in an area between the two pumps, look up to find a Weapon Part. You will need your Kinesis powers to get this. Audio Log: Depot 212 You will climb ladder after going through the pump station needle death traps, and find yourself heading toward the Monitoring Station. In here is the Suppley Depot Key on the center console. Picking it up will activate the audio log. Blueprint: Medic Support Handgun In the same Monitoring Room where you found the Supply Depot Key, is a blueprint. Audio Log: Last Ditch Effort When you get to an area with two suit kiosks, you must wear the Arctic Suit to proceed. After changing into the suit and gaining access pass the gate, you will find an audio log. Audio Log: Where's Lumley? Optional Mission: Supply Depot In the optional mission: Supply Depot, once you enter the main room with the workbench and suit kiosk, there is an audio log waiting to be played on one of the tables on the center. Weapon Part: Electrocution Module Optional Mission: Supply Depot Still in the main room with the workbench and suit kiosk, is an elevator that takes you up to the Tram Access. Take the elevator up, and search for a weapon part on top of a cabinet. Text Log: Lumley's Log Optional Mission: Supply Depot Proceed through the door that says 'Records room'. On the desk to the right is a text log. Audio Log: Shouldn't We Turn Back? Optional Mission: Supply Depot Making your way deeper into the Supply Depot, you'll come to a room with some dead bodies hung up on some apparatus made for torture. There's also a big sign that says 'ENG 03'. In this room is an audio log. Weapon Part: Repeater Optional Mission: Supply Depot In a room that has the sign 'REP 03', there will be a battery you have to remove from the Water Supply System. Bring the battery to the Bypass Circuit-B system, to power up the associated door. Go inside the door and on the shelf is the weapon part. Text Log: Log Entries: SFC Lumley Optional Mission: Supply Depot Work your way until you get to a room that leads to a door that goes out to the Construction Chamber. This room also has a workbench. On a table, you can find a text log here. Blueprint: Heavy Metal Thunder Optional Mission: Supply Depot Past the room that has a sign that says, '3AT OF U5', you will pass through a door that has a sign above it, 'Construction Chamber Hall'. There is a tungsten door here, which you will need a tungsten bar to open. Inside is a blueprint. Audio Log: Soon We Feed Optional Mission: Supply Depot Go through a door that says, Refuse Disposal Hall. It's actually an elevator that takes you to the next section. Once you step out, look ahead and you'll see an audio log. There's also a door in this room that has a sign above it saying, 'Explosive Storage'. S.C.A.F. Artifact 12 Optional Mission: Supply Depot Enter the Explosive Storage room. Take the right path, and follow the right wall all the way down. A cargo lift will be on your left. Once you reach the dead end wall, you will find an artifact down low. Weapon Part: Scope Upgrade Circuit: +2 Reload -1 Rate of Fire Upgrade Circuit: +2 Reload -1 Clip Optional Mission: Supply Depot After you call down the elevator in the Explosive Storage room, finish off the enemies, and then open the storage box to reap the rewards. Audio Log: Food All Gone Optional Mission: Supply Depot Leave the Explosive Storage room to the Security Access. Head down the ways a bit and you will discover a well-lit command center, with an Audio Log waiting to be played. Upgrade Circuit: +2 Reload -1 Damage Optional Mission: Supply Depot From the Security Access, take the elevator down to Central Chamber 02. The room you emerge into will have a door that leads to the 'Office' (sign on the ground). In this room there is a cabinet on the wall that has an upgrade. Weapon Part: Tesla Core When you emerge back on the surface and exit the Waystation, run through the snowstorm to your right. You can see a Security Checkpoint building in the distance. In here, is a weapon part. Weapon Part: Heavy Standard Frame After the fight with the big spider, it will knock down a ledge for you to climb up on the platform. Follow the platform to head inside out of the snowstorm. You'll be inside one small area -- proceed on to the only door in here. After passing through that door, you can see a weapon part, clearly on your right side by 3 chairs. Blueprint: Pulse Rifle Text Log: 'Trying to get in' S.C.A.F. Artifact 13 In the same room with the 3 chairs where you found the weapon part, there should be a ladder to climb. Climb the ladder into a small area that has a blueprint, text log, and artifact. Text log: Grease Monkey Upgrade Circuit: +2 Clip -1 Damage When you come outside after using the cargo lift, head straight instead of left toward the FAC-1 Headquarters. You'll come to a door that says: 'Garage'. Get inside here, and on the left shelf, should be a text log. Explore the Garage further and out a doorway. Once you are beyond the doorway into the larger area of the Garage, turn around from where you came and you will find a cabinet with an upgrade inside. ============================================================================= K. Chapter 10: Archeology Compound [C10] ============================================================================= Video link: http://youtu.be/IplmOwxiIWg Artifacts: 2 Logs: 1 Weapon parts: 4 Upgrade circuits: 1 Audio Log: Brandy, Cigars, and Aliens At the start of the chapter, look to the left wall. There is an audio log there. Weapon Part: Pneumatic Torch At the start of the chapter, there is a door that requires a tungsten bar. Use it to enter and find a weapon part. Weapon Part: Directed Suspension Field When you reach an area with a suit kiosk and a weapon bench, a weapon part is lying on the ground next to the suit kiosk. Alien Artifact 02 Continue on until you reach an area with some mine carts. There is a door that leads to 'Exacavation Site'. Before going through the door, look to the right, and you will find an artifact. Weapon Part: Hammond's Heavy Frame Inside the Exacavation Site, you'll see a big necromorph hung up on some cables/wires. Go down the ladder from this platform, and at the bottom of the ladder look in the snow rocks ahead. Use Kinesis to pull the weapon part to you. Upgrade Circuit: +2 Clip -1 Reload Going to the Exacavation Drill Site, you'll come to the Coring Platform. Walk out and to the right a bit, and look at the wall. You'll see a cabinet with an upgrade inside. Weapon Part: Telemetry Spike Exploring the Coring Platform, you'll come to an area with a workbench and a generator. Next to the workbench is a weapon part. S.C.A.F. Artifact 14 After the battle with the drill, use the cargo lift. When you reach the top, you'll see 3 dead bodies and a bunch of boxes in the area. Head straight toward the lighted column. Next to the column is a S.C.A.F. box, and behind it is the artifact. ============================================================================= L. Chapter 11: Dissection Hangar [C11] ============================================================================= Video link: http://youtu.be/ei_keGH7MwY Artifacts: 4 Logs: 10 Weapon parts: 9 Upgrade circuits: 10 Blueprints: 2 Audio Log: Serrano discusses Facility One As you make your way to the Furnace Room, you'll pass a hallway that has an audio log on the left. Upgrade Circuit: +2 Clip -1 Rate of Fire After you pick up the audio log, head into the next room. You'll get a notice that you unlocked a new suit at the kiosk. Turn around and look at the doorway you just passed, and to the right on the wall is a cabinet with an upgrade. Upgrade Circuit: +2 Rate of Fire -1 Clip On the rooftop, once you get into the room to put the battery in, there is a cabinet on the wall at the far end (left side) that has an upgrade. Text Log: Instability When you return to the exterior to reach the Plateau Access, ride the elevator to the area and before you head out the door with the sign that says 'Plateau Access', look before you for the log. Unitology Artifact 02 Out on the plateau, before you go through the door with the sign 'Delta Barracks', head left and follow the snowy ledge. There will be two green boxes with an artifact among them. Text Log: ALL HANDS MEMO Text Log: MESS HALL: CREW LOG Upgrade Circuit: +2 Rate of Fire -1 Damage Weapon Part: Repeater Once you enter Delta Barracks, search the area for two text logs. One is in the corner, while another is on a top opposite the projector. In this room, there is also a door that requires a tungsten bar to open. Inside you will find an upgrade circuit, and a weapon part. Upgrade Circuit: +2 Rate of Fire -1 Reload Head up through the door/evelator to the NX-2 Site. Once you get there and talk to Santos, turn right and look at the wall. A cabinet holds an upgrade. Unitology Artifact 03 Optional Mission: Armory Before you build the probe gun, you can do the optional mission and go to the Armory. In the armory, there is a security checkpoint desk. Go around to the desk and find an artifact on the floor by the chair. Upgrade Circuit: +2 Reload Optional Mission: Armory Make your way up the Armory, to the Ordnance Tower, and you will find yourself in a big silo with the words Traversal Shaft 02 on the wall. To the left and right of the walkway are gates that can be opened with Kinesis. Use your powers on the right gate, and there is an upgrade you can get by using Kinesis to bring it to you. Weapon Part: Stasis Amplifier Optional Mission: Armory Past the Ordnance Tower, go through to the Security Hall, you will find a Weapon Part on the shelf about arm-height. Blueprint: Contact Beam Optional Mission: Armory Past the Security Hall, and through Junction, you will find a blueprint just before the door to Munitions Control. Upgrade Circuit: +2 Damage Audio Log: Munitions Request Optional Mission: Armory Pass through Ordnance Tower 02, to the Back Hall. In here you will find an upgrade on the desk, along with an audio log. Weapon Part: Plasma Core Audio Log: Train Shipment Optional Mission: Armory In the area where you find the Munitions Supply Key (you will be attacked by both humans and necromorphs), you can find a weapon part on the ground in the center region of the room (by the yellow paint tracks), and an audio log opposite the console where you found the key. Unitology Artifact 04 Optional Mission: Armory Once you get the Munitions Key, you can go through the Back Hall. In here, are those necromorphs that like to hide behind cover before attacking. At the very end of this room is a dead-end door (Back Tube Turn), but next to it is a crate that an artifact is hiding behind. Weapon Part: Acid Bath Weapon Part: Stasis Support Optional Mission: Armory Once you've reached the end of the optional mission at the tram station, just loot the storage container to reap the weapon parts. Text Log Optional Mission: Archeology Heading past the door with the sign 'Construction Chamber' above it, but before climbing the ladder, you can find a log on your left on an inactive generator. Audio Log: Never Home Optional Mission: Archeology Head into the Construction Office to find an audio log before the door to the Central Chamber. Upgrade Circuit: +2 Rate of Fire Optional Mission: Archeology Once you get to the Control room, pull the power cell out from the socket and place it in an area nearby where you can grab it from the catwalk above. Climb the ladder to the catwalk, and use the power cell on the socket next to the door on that same catwalk. This unlocks a door to a hallway that has a cabinet on the wall with an upgrade circuit. Audio Log: Like Father Like Son Optional Mission: Archeology Aftering using the power cell to unlock a door leading to another short corridor, you can find an audio log on the ground in the next room. Weapon Part: Directed Ejection Field Optional Mission: Archeology Beyond the room where you found the last audio log, head into Engineering Hall 02. There is a weapon part here on some crates. Audio Log: Soulless Optional Mission: Archeology After taking an elevator to another tube area, you can find another audio log in plain sight. Weapon Part: Rip Core Optional Mission: Archeology In the Trash Control room, you can find a weapon part across from the Disposal Lift door, hiding behind a chair. Blueprint: Flamethrower Optional Mission: Archeology Before heading to the Explosives Storage room, there will be a door that can be unlocked with a Tungsten bar. Use a tungsten bar to find a blueprint inside. Weapon Part: Flame Gaze Weapon Part: Weller's Compact Frame Upgrade Circuit: +2 Damage Upgrade Circuit: +2 Reload Optional Mission: Archeology In the Explosives Storage room, after you have defeated all the enemies, you can find a lot of items in the storage container that is delivered by the cargo lift. Earth Gov Artifact 05 Upgrade Circuit: +2 Clip Optional Mission: Archeology In the Security room, you can find an artifact on the shelves (right as you enter), and a cabinet with an upgrade circuit further past the security command console. ============================================================================= M. Chapter 12: Entering the Nexus [C12] ============================================================================= There are no collectibles in this chapter. ============================================================================= N. Chapter 13: Cliffs of Volantis [C13] ============================================================================= Video link: http://youtu.be/4zpH_KaYUdg Artifacts: 1 Weapon parts: 4 Upgrade circuits: 1 Blueprints: 1 Upgrade Circuit: +2 Damage +1 Reload Blueprint: HUN-E1 Badger At the beginning of the chapter, you'll come to a S.C.A.F. Base Camp hut. Inside you'll find an upgrade circuit on the wall, and outside opposite the generator you'll find a blueprint on some boxes. Weapon Part: Compact Standard Frame Weapon Part: Weller's Compact Frame After rappling up the side of a mountain, you'll use Kinesis to extend a ladder. Up and beyond this ladder is an ice cavern, with tents around. Head left, and on the path you should see clearly a weapon part on the ground in front of a tent. Facing the tent and weapon part, turn right go forward. You'll see a necromorph mining some rock. Kill all the necromorphs and keep going straight until you reach a dead end. At that end, is another weapon part. Weapon Part: Ammo Support On your way to find the lift controls, you'll enter another cavern. Behind two green boxes sits a weapon part on some barrels. S.C.A.F. Artifact 15 In the Frozen Encampment, you'll come to a point where the path forks. Use your locator, and it should tell you to go right. Go left instead, to find an artifact, and scavenger bot. Weapon Part: Rip Core Exiting the cavern back out to the exterior, you'll find another Winch point. Head right and follow the path down to a work bench. Keep going to the dead end that wraps around to find another weapon part. ============================================================================= O. Chapter 14: Research Compound [C14] ============================================================================= Video link: http://youtu.be/mlzoikHpJxg Artifacts: 7 Logs: 11 Weapon parts: 14 Upgrade circuits: 13 Blueprints: 3 Circuit Upgrade: +2 Damage +1 Rate of Fire At the beginning of the chapter, before heading up the ladder, check out the area on the left. An upgrade on top of a box. Blueprint: Seeker Rifle Before you head into the elevator that goes to the Biology Laboratory, search the area for a Semitruck. On it's tail end is the blueprint. Weapon Part: Heavy Standard Frame Taking the elevator up to the Biology Sector, you'll see some small necromorphs run by. To your right should be a weapon part. Weapon Part: Full Zoom Scope Geology Path. Once you get the Facility Access Key, take the elevator to the Exterior Access to Geology. As you get off the elevator, head forward and you will find a weapon part on a box before a metal walkway (this part is accounted for in Chapter 15). After you picked that one up, take the right path. You should hear a beeping sound which means you can locate resources nearby with the Scavenger bot. In this area there is another weapon part in one of the alcoves. Unitology Artifact 05 Geology Path. Getting the point where you must ride a cargo lift up, this same area has the enemies that like to hide behind boxes. Also in this area is a card-locked door that leads to 'Disposal Services'. Look to the left of this door, hidden next to a beam column is an artifact. S.C.A.F. Artifact 16 Geology Path. Once you ride the cargo lift up, you'll be in an area with a lot of things frozen in ice cubes. Stick to the right wall, and the first cargo crate you see, inspect behind it to find an artifact. Upgrade Circuit: +2 Reload +1 Rate of Fire Geology Path. Once you enter the Geology Sector, Danick will begin talking to you. In the area there will be more frozen beings, cylindrical shaped. Search the wall for a cabinet for an upgrade. Blueprint: Hot Death Weapon Part: Compact Earth Gov Frame Geology Path. Exploring deeper into the Geology Sector, you'll come across a door that equires a tungsten bar. Inside is a blueprint and a weapon part. Text Log: Exterminate Opt. Mission: Disposal Services Once you enter the Workshop, look for a table that has a text log on it. Upgrade Circuit: +2 Clip +1 Reload Opt. Mission: Disposal Services Pass through the door that has a sign above it saying, 'Refuse Disposal Hall'. Climb down the ladder, and across from the Bridge Malfunction panel, is a dark area that has a cabinet on the wall with the upgrade. Text Log: First Contact Weapon Part: Full Zoom Scope Upgrade Circuit: +2 Clip +1 Rate of Fire Opt. Mission: Disposal Services Once inside the Central Chamber Hall, you can find a desk with a text log on it. Also nearby is a tungsten bar door. Enter it to find a weapon part and an upgrade. Text Log: Last Contact Opt. Mission: Disposal Services In the Ordnance Room, there is a small desk in view upon entering. Grab the text log. S.C.A.F. Artifact 17 Opt. Mission: Disposal Services In the Explosive Storage Room, head to the door that leads to the Explosive Storage Hall. To the left of it on the ground is an artifact. Weapon Part: Ammo Sweeper Weapon Part: Precision Tip Weapon Part: Compressor Weapon Part: Conic Dispersal Opt. Mission: Disposal Services After the big fight in the Explosive room, claim your reward from the storage box on the cargo lift. Upgrade Circuit: +2 Reload +1 Clip Text Log: Sterilization Procedure Biology Path. Heading pass the Pump Room door, you see a cabinet the right wall, and a text log a bit further. Audio Log: Piece: Brain Alien Artifact 04 Biology Path. After pumping the hallway full of gas to remove the organic blockage, head down the hallway and through the door on the right wall. You should see a doorway to Neurology. Inside is an audio log, and further down this room is an artifact. Upgrade Circuit: +2 Reload +1 Damage Weapon Part: Explosive Module Paleo Path. After tranversing over the Crossover bridge, you'll come to a main access room with a desk which has the Reaper Barracks Key. In this room is a cabinet with an upgrade. Also in this room is a tungsten door, which contains a weapon part. Audio Log: Two Strands Paleo Path. When you come to a cargo lift that takes you down to a lower level which has a giant enclosed cylindrical glass housing, there is an audio log on the counter to the right. Text Log: Head Above the Rest Text Log: Getting A Head of the Game Text Log: The Axe is of Evil Opt. Mission: Reaper Barracks Before heading to get the second slab in the Paleo section, go to the Reaper Barracks. As you enter, there should be a text log on the floor before the gate. Once you open the gate and head down towards the end, there will be another log. Then enter through the only door you see, and you'll come to the main control of the pump station. On the center of the console is another log. Weapon Part: Damage Support Opt. Mission: Reaper Barracks Between the two pump stations with spikes, there is a weapon part next to a severed head. Upgrade Circuit: +2 Damage +1 Reload Opt. Mission: Reaper Barracks While running through the second pump station, turn left through the opening and you can find a cabinet with an upgrade at the end. S.C.A.F. Artifact 18 Opt. Mission: Reaper Barracks Leave the Pump Room, and you'll enter a room full of bunk beds. Turn right into the next room, and you'll see a workbench. To the right of that, is another room that has an artifact. Blueprint: Show Stopper Weapon Part: Heavy Elite Frame Weapon Part: Rail Accelerator Opt. Mission: Reaper Barracks Proceed on until you get to the projector room. There will be a plasma trap; disable it and loot the storage box for weapon parts. Upgrade Circuit: +2 Damage +1 Rate of Fire Opt. Mission: Reaper Barracks After you leave the projector room and enter the kitchen, there is a door that you can open by playing a mini-game on the red console nearby. Unlock it and head through the iced room. At the end is a cabinet with an upgrade. Upgrade Circuit: +2 Damage +1 Clip Paleo Path. After you have gotten 1 slab of Rosetta sent back, proceed to the door to get the other. Behind the office that normally floods the hallway with gas, is a cabinet with an upgrade. Alien Artifact 03 Audio Log: Piece: Gills Paleo Path. In the room with the next ice slab (the door should have a red sign 'The Zoo), there is an artifact on a drafting table. Also nearby is an audio log. Audio Log Optional Mission: Marker Containment From Ordnance Tower 02, head into the Back Hall area and find an audio log on the desk. Upgrade Circuit: +2 Rate of Fire +1 Reload Optional Mission: Marker Containment From the Raised Hall, head into the Junction room. In the dark corner, you'll find an upgrade circuit on theh floor. Earth Gov Artifact 06 Optional Mission: Marker Containment After taking the elevator to Munitions Control, take the cargo lift up to a catwalk before proceeding to your objective. Up here, is an artifact. Upgrade Circuit: +2 Rate of Fire +1 Damage Optional Mission: Marker Containment Head the to Security Hall, and you can find an upgrade circuit in a cabinet on the wall. Weapon Part: Rail Accelerator Optional Mission: Marker Containment You'll come to a point where you must rotate some catwalks around to get to a door marked, 'Escape Passage'. Continue on the pat here to find a weapon part, in the dark recesses on your left. Upgrade Circuit: +2 Clip +1 Damage Upgrade Circuit: +2 Rate of Fire +1 Clip Weapon Part: Ammo Box Optional Mission: Marker Containment In the final room once Carver has slayed his demons and destroyed the Marker, you'll come to a storage container with a lot of items. ============================================================================= P. Chapter 15: Rosetta Lab [C15] ============================================================================= Video link: http://youtu.be/5_H1Bn-u6_8 Weapon parts: 2 Weapon Part: Rip Core Geology Path. Once you get the Facility Access Key, take the elevator to the Exterior Access to Geology. As you get off the elevator, head forward and you will
find a weapon part on a box before a metal walkway.  

Weapon Part: Flame Gaze
When you separate from Carver to hunt down Danick, you'll return to the 
exterior where there are a lot of frozen cubes.  Follow the flares into the 
burning building, and pass through the door.  You'll find two dead bodies in
chairs, with some TV screens playing static.  Between the two of them is the
weapon part.


=============================================================================
Q. Chapter 16: Underground Descent					[C16]
=============================================================================

Video link: http://youtu.be/p0tLAHk4s2c

Logs: 1
Weapon parts: 4
Upgrade circuits: 1
Blueprints: 1


Weapon Part: Heavy S.C.A.F. Frame
Taking the elevator down to 'Platform 1', you can find a weapon part before 
you rappel down.

Weapon Part: Rail Accelerator
After reaching Platform 1, you'll rappel down once again.  There will be red
tanks you can shoot to explode the platforms.  During this scene, pay 
ttention to your right, as there will be a platform with a weapon part on 
it, you'll have to use kinesis to grab.

Weapon Part: Safety Guard
Go through the door marked 'Hydraulics', and on the left shelf is a weapon 
part.

Audio Log: Turn It Off
Upgrade Circuit: +2 Damage +1 Clip
Once you do the match'em-up mini-game to actually unlock the door to 
Hydraulics, go through the door to find a suit kiosk, and workbench.  Next to
the kiosk on the desk is an audio log.  Then proceed down to the next door 
out which leads to 'Ordnance Storage'.  Before you go through that door, 
there is a cabinet to the left wall with an upgrade.

Blueprint: Javelin Gun
Weapon Part: Heavy Standard Frame
You'll find yourself rappeling down a cave wall once more, only this time 
there will be a giant necromorph that is very difficult to kill.  Once you 
reach the flooring with a crane to the side, search the site for a blueprint 
and then further on for a weapon part.


=============================================================================
R. Chapter 17: Alien Ruins						[C17]
=============================================================================

Video link: http://youtu.be/dew9-1jRReA

Artifacts: 4
Logs: 7
Weapon parts: 2
Upgrade circuits: 10


Alien Artifact 05
Right from the beginning of the chapter, go left and search around a beam.  
An artifact is hiding there.

Text Log: The Sound of Music
From the beginning, go through the only door available, and look to the right
on a chalkboard.  Log is there.

Upgrade Circuit: +2 Reload +1 Damage
As you reach the ruins and separate from Carver, keep going down the ramps 
until a path splits.  Take the right path, and once you are on the walkway, 
look to the right.  You'll see an upgrade you can bring over with Kinesis.

Unitology Artifact 06
As you reach the area where you have to use explosives to blow up a rock for
the second time, look in the area for a green box.  There is an artifact 
hiding beside it.

Audio Log: Witness Protection
When you fall down with Carver with the Codex, you'll fight a necromorph with
a buttload of health.  After you kill him, continue on, and the path forks.  
Take the left path, and interact with the red console.  Once you pull the 
panel off, the audio log will play.

Audio Log: Prized Possession
Text Log: Witnessing the Truth
Opt. Mission: Artifact Storage
Taking the elevator to the optional mission, you'll come to Staging Area 03.  
Look around here you'll find an audio log next to a soldier necromorph 
encased in some capsule, and then next to the proceeding door, is a text log
on the floor.

Text Log: Realistic Statuary
Opt. Mission: Artifact Storage
Entering the No-Grav silo (Ordnance Tower 03), float down to the 3rd walkway.
There should be a log floating nearby.

Weapon Part: Stasis Coating
Opt. Mission: Artifact Storage
Still in the zero-grav silo (Ordnance Tower 03), land on the walkway which 
has a door to Tower 1 Access.  Look to the side walls of the silo for an 
opening; there is a weapon part you can use kinesis to bring over.

Upgrade Circuit: +2 Reload +2 Clip
Opt. Mission: Artifact Storage
In the next Ordnance Tower, you'll be in zero-grav again.  Look to the side 
walls; there is a cabinet in one of the dark recesses on the same level as 
the walkway.

Text Log: Strangeness in the Tubes
Opt. Mission: Artifact Storage
On the walkway that has doors leading to Mid Hall and Ordnance Hall (still
in the same Ordnance Tower that you found the upgrade circuit), there is a
text log floating nearby.

Alien Artifact 09
Opt. Mission: Artifact Storage
When you leave Back Tube 01, and go to the Back Hall, you'll see an alien
terminal that translates 'Final'.  Leave here to the door that says, 
'Ordnance Tower 02'.  Boost up the no-grav tower to the walkway that leads
the 'Security Station'.  Look on the side walls, to find a dark alcove with
an artifact inside.

Upgrade Circuit: +2 Damage +2 Clip
Opt. Mission: Artifact Storage
From 'Ordnance Tower 2', get on the walkway that leads to the Security 
Station.  Solve the mini-game to gain access, then enter.  There will be a 
workbench to the left.  To the left of the workbench on the floor is an 
upgrade.

Upgrade Circuit: +2 Rate of Fire +2 Damage
Upgrade Circuit: +2 Rate of Fire +2 Clip
Upgrade Circuit: +2 Reload +2 Damage
Opt. Mission: Artifact Storage
Head to the Workshop, where you will find an Artifact Manifest, and the 
Storage Container to loot.  Lots of upgrades.

Upgrade Circuit: +2 Reload +2 Rate of Fire
Opt. Mission: Artifact Storage
Before you head out the door with the sign 'Ordnance Tower 03', look behind
you in the green-lit area and go down the ladder.  There's a cabinet with 
an upgrade.

Upgrade Circuit: +2 Reload +1 Rate of Fire
Continuing on after completing the optional mission, open the alien door via
the translator machine, and then start the generator in that area.  It will 
make the area zero-gravity.  Use your Locator to make your way out, and you 
will find an upgrade floating in your path.

Upgrade Circuit: +2 Reload +1 Clip
Weapon Part: Compact Standard Frame
You'll get to a point where you will stand in a circular power amplifier 
that you will need to move some rock blocking the way.  After you do that, 
walk down the ramp and look up at the scaffolding.  There is an upgrade you 
need to use Kinesis to acquire.  After that, continue straight forward past 
a rock and you can find a weapon part.

Audio Log: Hieroglyphs 1
Ride the lift to activate the Alien Conduit.  The audio log will begin 
playing automatically.

Alien Artifact 06
After opening the portal to change the final instructions, pass through the 
alien door using the translator.  Immediately after you enter the new area, 
make a left all the way to the dead end.  It will be dark, but you can find 
an artifact hiding behind a rock.

Upgrade Circuit: +2 Reload +2 Damage
After using super stasis on those fast zombie necros, you can see a purple 
glimmer in the distance.  That is the upgrade.


=============================================================================
S. Chapter 18: The Alien Machine					[C18]
=============================================================================

Video link: http://youtu.be/lMn4GE61wYg

Artifacts: 2
Logs: 3
Weapon parts: 2
Upgrade circuits: 1


Weapon: Acid Bath
Weapon: Electrocution Module
Right at the very start, turn right and you can see the two weapon parts.  

Text Log: Language Speculation
Take the right path up the ramp from the start, to head to where you can 
starta generator.  There is also a workbench here.  On a shelf nearby, 
is a textlog.

Alien Artifact 08
Continuing to explore chapter 18, you'll come pass an alien door, to a room
with a mini Marker in the center, and the area is illuminated with red 
lighting.  Continue on towards the next Alien door, but before you go, follow
the left wall all the way to a dead end.  You'll find an artifact there.

Audio Log: Point North
As you fly over to align the Power Array, proceed to a point where you must
ride a cargo lift up.  There is a generator to the left of the cargo lift,
and to the left of that is an audio log.  Start the generator to play it.

Upgrade Circuit: +2 Rate of Fire +2 Damage
After riding the cargo lift up to align the Power Array, step out of the lift
and turn around.  Search the nearby area for an upgrade, lying on the ground.

Alien Artifact 07
In there area with the Power Array and Amp Pads, one of the nodes should be 
connected with a pulsing green power.  If you try to get to that node from 
the start, you are blocked by some organic root growth.  You can get to the 
other side by heading to the center of this area, and then wrapping around.
On the other side of that organic growth is the artifact.

Audio Log: Serrano's Last Words
After completing the 3 receptables to open the door to the Alien Machine, an 
audio log will be inside near a dead body.


=============================================================================
T. Chapter 19: Blood Moon / Convergence Vortex				[C19]
=============================================================================

Video link: http://youtu.be/jUpEGApGBJs
 
Artifacts: 1


Alien Artifact 10
At the point where you will have to fight the tentacles with the glowing 
orange weak points, there will be a lower path that wraps around to the left
and back.  Look for two green boxes in your path as your cue marker to turn 
left and around.


=============================================================================
IX. Contact								[003]
=============================================================================

If you got any tips or information that is useful for the FAQ or just want to 
send a message of thanks, you can send me a message through GameFAQs private
message system.  My username is Kairi.


=============================================================================