The next couple rooms are infested with enemies. Past the centrifuge is a save station in a large room (no store). A few necromorphs drop in (via vents) when Isaac ventures near items, but that's to be expected by now. Just beware of the enemies who spawn closer than you expect some are exploders, and need to be taken out without triggering their bio-bombs.Īt the top of the laser centrifuge, lower the bridge and cross over the spinning chamber. The exit is the room to the left of the one where you started (use the guideline in a safe spot to check). Take them down and you can continue on the next leg of the trip. Since you can see easily into the center chamber and hear the noises of spawned enemies, you can wait for them to come to you. Stasis and plasma cutter shots are more tedious and methodical, but that also works.Įnemies are spawned after Isaac enters each room. The Detonator is handy, as are the Line Gun or Javelin spears (electrocution only). Unlike previous stalker encounters, the floor here is sticky and slows down all movement. Stalkers hold the next puzzle room hostage. Nonetheless, if you need the health and don't mind spending 5000 Credits for the re-spec RIG exploit, you can refill Isaac's health using the workbench. Entering the locked supply room will certainly spawn it. Spawns a parasite gestalt.īe aware that approaching the workbench sometimes triggers the parasite gestalt (from the direction of the locked door). Node-Lock - By the workbench in Government Sector. The mix here isn't any more lethal than before (Pukers, Lurkers, Exploders, and Slashers), but they are elite and hence, take time to whittle down. Use stasis and back-up to a corner so enemies have to run around the counters to get you (Isaac can shoot over the counters).
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