Upon exiting the elevator, turn right and follow the walkway into the room at the end, continue through this room and into the next, and look to the left beside the door to find a save station (ss35). To the right of the save station is an unlocked door blocked by crates and other obstructions, use kinesis to clear the doorway and head through. To find a text log (Log 30 -The Clogger). Enter the unlocked door behind the log and pick up the power node (29) from the wall cabinet here, then turn left and go around the corner to find an audio log (Log 31 - Cursed Ship) next to the toilet here. Once you have grabbed both logs, backtrack to the save station.
Go through the unlocked door indicated by your suit locator and activate the blue panel in here. After a short conversation with Ellie, the door nearby will unlock, so head on through. Fallow the hallway all the way to the end and enter the elevator. At the bottom, exit the lift and use the bench here to upgrade your gear if you wish before continuing through the next door.
Following the hallway, enter the door and go down the ramp to the right and into the room at the end. You can save your game at the save station (ss36) or continue through the door. Once you reach the next hallway, your suit locator will tell you to go right, instead follow the pathway all the way to the left to find an audio log (Log 32 - No transfer). Return to the main hallway and continue to the right as the locator wishes. Head on down the ramp, through the door and around to the right into a tube-like room, you should collect the ammo scattered around the area here and prepare for a fight behind the door.
When you are ready, enter the door and proceed forward into the darkness. After a short distance a brief scene will show and a brute will attack you. As with the fight at the transport hub, the brutes can be quite easy, just keep them in stasis and work the arms. Once it has fallen continue along for a short distance and you will see another brute charging at you from a distance, again use stasis for an easy takedown. The second brute will drop a diamond semiconductor (worth 25,000 credits at the store) so be sure to pick it up as you press onwards.
Once the second brute has been downed, a group consisting of a pregnant necromorph, 1-2 super-slashers and 3-4 regular slashers will start climbing up from the right and crawling up through vents in the floor. Your best bet is to keep running for the dead end at the far side of the room and only shooting stuff that gets in the way. Once you reach the end, turn around and eliminate the baddies as they come using stasis as necessary.
After the area has been cleared, check the wall behind you for a power node (30) and then hack the panel for and use the nearby lift to reach the next floor. You will find yourself at a familiar looking tram station (from the first Dead Space), remember this area as we will be returning here shortly. Enter the unlocked door here and follow the hallway until you reach the next open room. Here you will find a shop and a save station (ss37) once you are ready, look in the corner opposite for an elevator. Inside pick up the audiolog (Log 33 - Re-animate) and ride it down to the next section.
Enter the door at the end of the hallway, and follow the passage past the unlocked door on the right to find a bench if you need to upgrade. Return to the door we just walked past and enter it. Remember this decontamination room from the original game? Well this time through it is much less challenging, in fact nothing will attack you at all, so chill out for a few moments until the lights come back on and exit the door when the decontamination cycle is complete.
Continue through the next door and turn left, kill the spitter and its legless counterpart here before turning around to kill a lurker sneaking up from the right. Continue to the left, killing the super-slasher and the pregnant as you go and at the end you will find a power node (31). Turn around and make your way back, you will have to kill another two legless spitters, a slasher and a super-spitter before you reach the door you entered from.
Continue into the corridor past the entrance and kill the lurker ahead, and then the slasher who magically appears from behind. When you reach the first right turn, kill the pregnant here and the lurker, legless spitter and the slasher nearby before progressing. As you approach the exit door, watch out for a super-slasher that appears from behind. Once he is dead, head through the doorway and use the save station (ss38) here if you so wish.
Continue into the door to the left of the save point to enter a zero gravity zone. Fly down to the ground floor and head around behind the structure in the middle to find a schematic (Schematic 19 - Force Energy) hidden near the wall here.
Now let's turn our attention to the large structure in the centre of the room. Fly up to it and inspect it. You will notice that there are several empty slots situated around the core. To complete this section, we need to find the missing pieces to re-activate it. First up grab the floating object nearby with the flashing red light, this is what the missing pieces look like. Insert it into the core here. You will need to insert the missing piece so that when it enters the socket it turns green, if it remains red it is in the wrong slot, so try another until you get it.
The next missing piece is under the catwalk just in front of the door we came in from, the third is floating at the back of the room and the final piece is sitting inside one of those side alcoves on the ground floor. Once all the pieces have been inserted, the core will start to spin. Fly over to the balcony and activate the blue panel near the furthest door to the right, this will activate the gravity centrifuge.
Return to the previous area and save if you wish, then backtrack through the tunnels until you reach the decontamination chamber. This time, things will get a little trickier. After the decontamination sequence begins, two of the windows will open and a large group of the pack will break in. Stand in the centre and keep your eye on both sides of the room and eliminate the pack children as they approach. Once the pack children have been dealt with, a super-spitter will drop down from the ceiling and soon after will be joined by two super-slashers. Use stasis on them and use your most powerful weapons to take them out. Once they are dead the sequence will come to an end and the doorwill unlock.
Use the suit locator to return to the elevator and kill the super-slasher playing dead on the floor in front. Ride the elevator back up to the higher level. Use the save point or the shop here if you like and continue retracing your steps back to the tram station. Kill the two super-slashers here and the small group of swarmers and as you approach the tram, watch out for one more regular slasher who will climb up from below onto the platform just to attack you. When you are ready to go, enter the tram.
When the tram stops, get out and enter the open door to the left. Walk forward a bit and you will be ambushed by a legless spitter, a lurker, a slasher and a super-slasher. Kill them all and continue through the door. Check the right hand wall here for a power node (32) before heading through either of the two doors on the left to enter a larger room. As you move across the area you will be attacked by a pair of super-slashers and some exploders. Hack the panel next to the exit and then turn around to kill the super-spitter, super-slasher, exploder and regular slasher that appear in the room behind you. Once it is safe, continue through the now unlocked door.
You can utilise the save station (ss39) here and when you are done, enter the room to the left. Pick up the power node (33) off of the back wall and watch the televisions here for a short story sequence. Once it has finished the other door will unlock so cruise on through here and use the elevator at the end of the corridor.
Exit the lift and continue down the corridor and through the door you will reach the edge of the platform with a gap hindering your progress. Look to the left and use kinesis to pull the mobile platform across to your position and cross the gap. Kill the lurker here, pull a U-turn round the central wall and pull the platform back over to where it originally was to cross the gap here. Kill the super-leaper that appears and then ride the elevator at the end down to the ground level where you will need to defeat another two slashers.
Enter the door just next to the elevator and pick up the power node (34) off the back wall. Return to the elevator. If you look to the right you will see a whole bunch of loose electricity. If you look at the left wall, you will see a power core. Pull this out and leave it on the floor under the socket.
Run over to where the electricity was. This will trigger a few slashers and leapers to appear, so use stasis on those behind you and run back to the power core. Stick it back into the slot and then finish off any baddies on your side of the electricity. Because the necromorphs on the other side of the room are stupid, they will try to venture through the electricity to get you, but will get fried in the process, saving a bit of ammo. Once the room is clear, pullout the power core again and head across to the other side. Enter the storage room using a power node and use the bench here if you feel like partaking in abit of upgrading action. Once you are done, head through the unlocked door here.
Follow the hallways here until you enter the next large room. This area contains a save station (ss40) and a store. When you are finished with those, head through the door here, follow the hallway to the end and exit the door into another tram station, this time with zero gravity.
Float down to the ground level and run forward until your path forward is blocked by debris, Stay here for a second, and look towards the ceiling behind you to see a power node (35) floating above a damaged tram, pick that up, then turn around and float over the obstacle. There are 5-6 lurkers in the next section, so be sure to keep an eye out for them and to dodge the projectiles they fire your way. Boost up to the tram station on the right side of the area and enter the door here.
Make your way through the corridor, past the broken shop and into a large open room. Immediately turn left, hugging the wall and enter the first door here to find a bench and an audio log (Log 34 - Framing Cho). Use the bench if you so desire and return to the main room, killing the super-leaper and the swarmer sthat appear in the side room here before you do.
Head along the left hand side of the room and kill the two super-spitters here. You will also need to kill the three super-stalkers that are running about. Once they are dead, continue towards the windows at the far side of the room and kill one final spitter around the corner to the right. Go down the stairs behind it for a save station (ss41) then continue down the remainder of the stairs and into the lift, ride it down to the captain's nest and then continue onwards until you reach the control room. Move to the blue panel on the left hand side of the room and hold down the activation button until the gravity tethers engage.
Note: For engaging the gravity tethers you will earn thetrophy/achievement 'Operation!'.
Return to the previous room for a scene. Use the escape pod here to escape the ship.