Collectibles in Dead Space Remake – text and audio recordings, force

Where to find all text and audio recordings, how to improve armor and weapons using power nodes

There are a total of 324 collectibles in Dead Space Remake, and all of them are associated with obtaining certain achievements. It is noteworthy that the location of many items in the remake has been changed compared to the original.

So, in Dead Space Remake you can find:

  • 188 records (text and audio) – of which only 150 are needed for the Story Teller and Legend Teller achievements
  • 13 blueprints – and only 12 are needed for the Merchant achievement (we talked about the blueprints in detail in a separate guide)
  • 9 types of weapons – you need everything to achieve Full Arsenal (told in a separate guide)
  • 21 weapon upgrades – for Built To Order achievement (in a separate guide)
  • 6 costume upgrades – to achieve Maxed Out (separate guide)
  • 67 Power Nodes – 189 nodes are required to complete the Maxed Out achievement, so they will need to be collected again in New Game Plus mode
  • 3 side missions – for achievements Full Clearance, Final Regeneration and Whole Again
  • 5 specific achievements for specific chapters
  • 12 Marker Fragments (New Game Plus) – You will need one Marked fragment and that’s it to get the Reunion achievement

As mentioned above, in this guide we will look at the location of all records (text and audio) and power nodes. As for everything else, we have written separate guides for these categories.

Text and audio recordings can be found both in the form of physical collectibles directly in the interior of Ishimura, and during communication with comrades. More than 100 entries will be obtained automatically as you progress through the storyline, so you won’t miss them. Power Nodes are upgrade resources that can only be found inside unique wall cabinets/shields. You will also receive power nodes along with each weapon upgrade. Some can be bought at the store.

The “Database” tab contains information on the collected records (both text and audio) for each chapter individually and for all side missions.

Everything on USG Ishimura can be collected at any time up to the point of no return at the end of Chapter 11 “Alternative Solutions”, with the exception of a small number of entries that only appear when performing certain actions at certain points in the story. Everything in the ninth chapter “Dead on Arrival” is skippable, so be sure to collect all the items from the first time.

Upon completion of the game, you will receive a bonus reward, which will include power nodes and records. Everything you collect on your first playthrough will end up in New Game Plus, so if you miss something, you can collect it during this playthrough. There’s no chapter selection here, but with the combination of Ishimura being fully explored and everything carrying over to New Game Plus, you’ll have plenty of opportunity to pick up everything you’ve missed.

Chapter 1. Arrival

  • Text / audio recording No. 1. background request. Once you gain control of Isaac, go into the alcove on the right side to find an item on the ground.
  • Text / audio recording No. 2. Sponsored article: The USG Ishimura. As soon as you enter USG Ishimura, look for an item on the left hand side.
  • Text / audio recording No. 3. Run! This is a story entry that you will receive automatically as you progress through the game. It’s impossible to miss. Just go through the storyline.
  • Text / audio recording No. 4. send help. After defeating your first Necromorph, go down the corridor and open the next door. The magazine is on the facility directly in front of you.
  • Text / audio recording No. 5. Repair the Tram System. This is a story entry that you will receive automatically as you progress through the game. It’s impossible to miss. Just go through the storyline.
  • Text / audio recording No. 6. Stasis door. After picking up the stasis module, stand in front of the door for about 30 seconds and Daniels will contact you. An ambiguous entry that is easy to miss. Never use stasis on the door!
  • Text / audio recording No. 7. Dismemberment. This is a story entry that you will receive automatically as you progress through the game. It’s impossible to miss. Just go through the storyline.
  • Power node number 1. Inside the Tram Repair Room, on the wall next to the entrance.
  • Text / audio recording No. 8. Stasis Module Reque. On the bench next to the Claw Control.
  • Text / audio recording No. 9. Autoloader. Connect the left claw to the cart first, then try to connect the right claw a few times, but don’t use stasis. Daniels will contact you again to advise you on how to secure the grips properly. An ambiguous entry that is easy to miss. Under no circumstances should you use stasis on the claw until you call Daniels.
  • Text / audio recording No. 10. Replaced the Tram Car. This is a story entry that you will receive automatically as you progress through the game. It’s impossible to miss. Just go through the storyline.
  • Power node number 2. Return to the Tram Control Room, where you will receive the previous entry. From the Tram Control Room, go to the Cargo and Baggage Hall (room names are above the doors). Flip the right circuit breaker at the end of the corridor to open a room a little further down the corridor. Don’t enter the Maintenance Bay yet, turn around and head back through the corridor. Enter the room where the power was connected and look for the node in the corner.
  • Text / audio recording No. 11. Repair invoice. Return to the switch at the end of the corridor, redirect the power to the Maintenance Bay and enter it. In the maintenance bay, use the elevator to go upstairs. The entry is on the chair next to the circuit breaker.
  • Power node number 3. After redirecting power to the Maintenance Bay Office, use the same elevator you took here to return to the lower floor. After exiting the elevator, you will see an office in front of you (ahead and slightly to the left). Enter it to find a power node.
  • Text / audio recording No. 12. Poker invitation. On a shelf, next to the previous power node.
  • Text / audio recording No. 13. Found the Data Board. This is a story entry that you will receive automatically as you progress through the game. It’s impossible to miss. Just go through the storyline.
  • Text / audio recording No. 14. On the way to the bridge. This is a story entry that you will receive automatically as you progress through the game. It’s impossible to miss. Just go through the storyline.
  • Power node number 4. After taking the elevator, enter the supply room on the left side, and look for an item in the corner.
  • Text / audio recording No. 15. Arrival at the bridge. This is a story entry that you will receive automatically as you progress through the game. It’s impossible to miss. Just go through the storyline.
  • Text / audio recording No. 16. Go to Medical. This is a story entry that you will receive automatically as you progress through the game. It’s impossible to miss. Just go through the storyline.

Chapter 2

  • Text / audio recording No. 17. Destroy the barrier. This is a story entry that you will receive automatically as you progress through the game. It’s impossible to miss. Just go through the storyline.
  • Power node number 5. After completing the Imaging Diagnostics, the item should be looked for inside the Diagnostic Technician, on the wall.
  • Text / audio recording No. 18. Patient Harris. In Imaging Diagnostic, open the doors by turning on the left circuit breaker (DOORS). Return to the other side of the room to the Consultation Room to find the note on the table.
  • Text / audio recording No. 19. Risk calculation. In Imaging Diagnostics, use the same circuit breaker as before, and turn it to the right side, giving it to the elevators. Then take the small elevator to the left of the switch, go up the stairs to the corridor and enter the Observation Room. The record is on the medical bed.
  • Text / audio recording No. 20. Found a Hydrazine Tank. This is a story entry that you will receive automatically as you progress through the game. It’s impossible to miss. Just go through the storyline.
  • Text / audio recording No. 21. Shook the Whole Ship. This is a story entry that you will receive automatically as you progress through the game. It’s impossible to miss. Just go through the storyline.
  • Text / audio recording No. 22. Almost got me. This is a story entry that you will receive automatically as you progress through the game. It’s impossible to miss. Just go through the storyline.
  • Text / audio recording No. 23. Nicole’s post. After getting quarantined in the main lab, go to Dr. N. Brennan’s office downstairs to find the item on her desk.
  • Text / audio recording No. 24. Anonymous transcript. On a shelf in the same Brennan office.
  • Text / audio recording No. 25. Marker detection. Inside Dr. Kine’s office (opposite Dr. Brennan’s office), on the seat by the door.
  • Text / audio recording No. 26. They defy death. In the bathroom, behind Dr. Kine’s office, on the cubicle floor.
  • Text / audio recording No. 27. Vital staff. On a table in the corner of the Biological Prosthetics Center, where you will meet an invisible Necromorph.
  • Power node number 6. Take the elevator up and go through the two doors inside the Limb Stimulation Therapy room. Look for an item on the wall in the right corner.
  • Text/audio recording #28. Found a Shock Pad. This is a story entry that you will receive automatically as you progress through the game. It’s impossible to miss. Just go through the storyline.
  • Text / audio recording No. 29. Find the Captain’s Rig. This is a story entry that you will receive automatically as you progress through the game. It’s impossible to miss. Just go through the storyline.
  • Text / audio recording No. 30. Patient monitoring. In the Emergency Room, in a medical bed.
  • Text / audio recording No. 31. Workshop Nicole. Use the switch and direct the energy to the left block, towards the soul. Then use kinesis to move the wall, revealing a secret room with a recording inside. You need to get here as part of the side mission “Scientific Methods”.
  • Text / audio recording No. 32. Rats in the walls. Go back to the switch, turn off both fuses to see the battery on the right. Pull out the battery with kinesis, place it by the door to Emergency Room A (ER Hallway A) and defeat the enemies. Proceed through Emergency Room A, halfway there will be a transition to Emergency Room B (ER Hallway B). The entry is on the wall next to the entrance to the intensive care unit (flashing mail icon; Intensive Care Unit). Before entering the ICU, pick up the two items listed below in the same hallway.
  • Text / audio recording No. 33. colony problems. On the floor at the end of the same corridor.
  • Power node number 7. On the wall next to the previous entry.
  • Text / audio recording No. 34. Autopsy report. After using the elevator and entering the morgue, you will find the entry against the right wall.
  • Text / audio recording No. 35. Transmission of codes. This is a story entry that you will receive automatically as you progress through the game. It’s impossible to miss. Just go through the storyline.
  • Text / audio recording No. 36. Go to engineering. This is a story entry that you will receive automatically as you progress through the game. It’s impossible to miss. Just go through the storyline.
  • Power node number 8. Return to the Ishimura Clinic, where you will receive a weapon upgrade. Clearance Level 1 required. Grab the collectible before heading to the funicular stop (don’t use the funicular yet; Medical Tram Station).
  • Power node number 9. Before you use the funicular, head back through the Imaging Diagnostics Wing / Coolant Pipelines / Zero-G Therapy Access Corridor. Press Z to take off and look on the left side for the Patient Locker Room that the power node is located in. Clearance level 1 required.

Chapter 3 Orbital Correction

  • Text / audio recording No. 37. It is mine. While standing between the two bridges of the Main Hangar Bay, the recording can be captured using kinesis. This is where Pan was in the original version of the game. Instead, this entry will indicate where to look for Pan now.
  • Text / audio recording No. 38. Growth. Arriving at the Engineering Department, look for the entry at the end of the first corridor, where you will encounter a Necromorph.
  • Text / audio recording No. 39. Recording from the temple 1. On a bench in the Control Room, next to the store.
  • Text / audio recording No. 40. Engine diagnostics. This is a story entry that you will receive automatically as you progress through the game. It’s impossible to miss. Just go through the storyline.
  • Text / audio recording No. 41. His own teeth. Enter the bathroom next to the Ripper, look for the recording straight ahead.
  • Text / audio recording No. 42. Temple Recording 2. After using the moving platform to cross the chasm at the southern end of the Refueling Control Stations and fight the wave of Necromorphs. Approach the overturned locker next to the locked room to find the entry.
  • Text / audio recording No. 43. Kendra is alive. This is a story entry that you will receive automatically as you progress through the game. It’s impossible to miss. Just go through the storyline.
  • Power node number 10. Inside the Fuel Management room. Access requires a Fuel Station Keycard.
  • Text / audio recording No. 44. The engines are primed. This is a story entry that you will receive automatically as you progress through the game. It’s impossible to miss. Just go through the storyline.
  • Text / audio recording No. 45. Chaos. After using the elevator, before entering the Decontamination Room, the note can be found in an open locker at the end of the corridor, next to the workbench.
  • Power node number 11. From the drawing located nearby, go through the next door. Go along the left path until you find a record at the very end of the corridor. Located between some overgrown matter.
  • Text / audio recording No. 46. Rig Transcript. From the last location, move to the opposite end of the corridor. Look for the record on the floor in front of the bloody hole, right in front of the entrance to the centrifuge.
  • Text / audio recording No. 47. Centrifuge is Online. This is a story entry that you will receive automatically as you progress through the game. It’s impossible to miss. Just go through the storyline.
  • Text / audio recording No. 48. They Found an Artifact. This is a story entry that you will receive automatically as you progress through the game. It’s impossible to miss. Just go through the storyline.
  • Text / audio recording No. 49. Temple Entry 3. In a small room next to the elevator to the Fuel Storage.
  • Power node number 12. On the wall in the same room.
  • Power node number 13. Inside the Engine Room, in a small room under the stairs.
  • Text / audio recording No. 50. To the bridge. This is a story entry that you will receive automatically as you progress through the game. It’s impossible to miss. Just go through the storyline.
  • Text / audio recording No. 51. Nicole? This is a story entry that you will receive automatically as you progress through the game. It’s impossible to miss. Just go through the storyline.

Chapter 4

Important : it is impossible to get all the entries in the fourth chapter in one playthrough! Text entries #60, 63 and 67 are interchangeable. You can only pick up two of the three entries in one playthrough. No matter where you redirect the energy the first time, select the missing target in New Game Plus. Following the order shown in our guide, you can collect Records #60 and 63 on the first playthrough, and #67 in New Game+ by first redirecting the power to Water Purification. This does not affect achievements because you only need to collect 150 out of 188 records in total.

  • Text / audio recording No. 52. Marker. This is a story entry that you will receive automatically as you progress through the game. It’s impossible to miss. Just go through the storyline.
  • Text / audio recording No. 53. Bridge attack. After breaching the hull in the Main Atrium, turn right to find an item on the floor next to the damaged area.
  • Text / audio recording No. 54. Eckhard permission. Follow the main goal. The entry is inside Captain’s Nest on the right side.
  • Text / audio recording No. 55. More time. To the left of the previous entry.
  • Text / audio recording No. 56. Shot in the back (high chance to miss). Back in the Main Atrium, you will encounter the first Brute. Instead of attacking him, run away for 30 seconds. About then Hammond will contact you. As you can see, it’s very easy to miss a recording. The main thing is not to attack the monster until a call comes from Hammond.
  • Power node number 14. Dropped by the Brute in the Main Atrium.
  • Text / audio recording No. 57. The fate of the captain Inside the Armory of the Security Room (where the goon came from; Armory of the Security Room), next to the workbench.
  • Power node number 15. Enter the elevator, go up to the second floor. The recording is inside the Storage Room next to the Mining Administration on the second floor where a vacuum is created.
  • Text / audio recording No. 58. Electrical failure. This is a story entry that you will receive automatically as you progress through the game. It’s impossible to miss. Just go through the storyline.
  • Text / audio recording No. 59. Infection tracking. You need a second floor. After entering the Mining Administration, turn right to enter the Admin Server Maintenance. Clearance level 2 required. To open the first door, head south across the map to the main fuses and destroy it to open the door.
  • Power node number 16. On the wall in the same room.
  • Text / audio recording No. 60. Mining Admin Rerouted. This is a story entry that you will receive automatically as you progress through the game. It’s impossible to miss. Just go through the storyline.
  • Text entries #60, 63 and 67 are interchangeable. You can only pick up two of the three entries in one playthrough. No matter where you redirect the energy the first time, select the missing target in New Game Plus. Following the order shown in our guide, you can collect Records #60 and 63 on the first playthrough, and #67 in New Game+ by first redirecting the power to Water Purification. This does not affect achievements because you only need to collect 150 out of 188 records in total.
  • Text / audio recording No. 61. Believers. Return to the elevator and ride to the third floor. Inside the Break Room next to the Electrical Systems on the third floor.
  • Text / audio recording No. 62. Unitology article. On a bench in the corner of the same room.
  • Power node number 17. Dropped by a brute in Electrical Systems.
  • Text / audio recording No. 63. Follow the exits. This is a story entry that you will receive automatically as you progress through the game. It’s impossible to miss. Just go through the storyline.
  • Text entries #60, 63 and 67 are interchangeable. You can only pick up two of the three entries in one playthrough. No matter where you redirect the energy the first time, select the missing target in New Game Plus. Following the order shown in our guide, you can collect Records #60 and 63 on the first playthrough, and #67 in New Game+ by first redirecting the power to Water Purification. This does not affect achievements because you only need to collect 150 out of 188 records in total.
  • Text / audio recording No. 64. Medical reports. This is a story entry that you will receive automatically as you progress through the game. It’s impossible to miss. Just go through the storyline.
  • Text / audio recording No. 65. Looking for Elizabeth. Enter the second elevator in the main atrium to go to Water Purification. On the floor in the first room after leaving the elevator in Water Purification.
  • Text / audio recording No. 66. Manual aiming? This is a story entry that you will receive automatically as you progress through the game. It’s impossible to miss. Just go through the storyline.
  • Text / audio recording No. 67. Water purification. This is a story entry that you will receive automatically as you progress through the game. It’s impossible to miss. Just go through the storyline.
  • Text entries #60, 63 and 67 are interchangeable. You can only pick up two of the three entries in one playthrough. No matter where you redirect the energy the first time, select the missing target in New Game Plus. Following the order shown in our guide, you can collect Records #60 and 63 on the first playthrough, and #67 in New Game+ by first redirecting the power to Water Purification. This does not affect achievements because you only need to collect 150 out of 188 records in total.
  • Text / audio recording No. 68. Synchronization of ADS guns. This is a story entry that you will receive automatically as you progress through the game. It’s impossible to miss. Just go through the storyline.
  • Text / audio recording No. 69. Hold on. Right after the previous entry, on the wall next to the save station. Appears in the side quest section of the journal, not Chapter 4.

Chapter 5

  • Text / audio recording No. 70. Follow Nicole’s signal. This is a story entry that you will receive automatically as you progress through the game. It’s impossible to miss. Just go through the storyline.
  • Text / audio recording No. 71. Locked. This is a story entry that you will receive automatically as you progress through the game. It’s impossible to miss. Just go through the storyline.
  • Text / audio recording No. 72. Mercer Volunteer. Inside the Observation Room, above the Imaging Diagnostics.
  • Power node number 18. On the wall in the same room.
  • Power node number 19. Right in front of you after taking the elevator down to the Chemical Lab.
  • Text / audio recording No. 73. Open the door! This is a story entry that you will receive automatically as you progress through the game. It’s impossible to miss. Just go through the storyline.
  • Text / audio recording No. 74. Hunting. This is a story entry that you will receive automatically as you progress through the game. It’s impossible to miss. Just go through the storyline.
  • Text / audio recording No. 75. Dr. Kane’s dementia. After running away from the red creature a second time. On a hospital bed in ER Hallway A, near the Emergency Equipment Storage.
  • Power node number 20. On the back wall in the same room.
  • Text / audio recording No. 76. Sterile instruments. On a hospital bed in ER Hallway B, behind the door leading back to the Emergency Room.
  • Text / audio recording No. 77. Harris’ choice. On a table in the far corner of the Intensive Care Unit.
  • Text / audio recording No. 78. Mercer’s Journal. On the table in Dr. Mercer’s office.
  • Text / audio recording No. 79. Our air supply. This is a story entry that you will receive automatically as you progress through the game. It’s impossible to miss. Just go through the storyline.
  • Text / audio recording No. 80. Get to Cryogenics. This is a story entry that you will receive automatically as you progress through the game. It’s impossible to miss. Just go through the storyline.
  • Text / audio recording No. 81. Road to Hydroponics. This is a story entry that you will receive automatically as you progress through the game. It’s impossible to miss. Just go through the storyline.

Chapter 6

  • Text / audio recording No. 82. Access to Hydroponics. This is a story entry that you will receive automatically as you progress through the game. It’s impossible to miss. Just go through the storyline.
  • Power node number 21. On the wall in the hallway next to the Cryogenics Control Room.
  • Text / audio recording No. 83. Fabric sample.
  • Take a tissue sample from the Cryogenic Chamber.
  • Power node number 22. Go to the stop and take the tram to Hangar-Cargo-Tram Control. After arriving, enter the left door, turn left in the corridor and enter the Tramway Storage Room behind the corridor. Clearance level 1 required.
  • Text / audio recording No. 84. Find a workstation. This is a story entry that you will receive automatically as you progress through the game. It’s impossible to miss. Just go through the storyline.
  • Text / audio recording No. 85. Cross’s Log 1. Right in front of you at the entrance to the Hydroponics Tram Station.
  • The next two entries are interchangeable. In one playthrough, you can get one, but the next one will have to be found in New Game Plus.
  • Text / audio recording No. 86. Go to Food Storage. In the Hydroponics Central Hub, you can get the next entry via a call if you first craft an Enzyme Syringe in the Hydroponics Central Hub before you enter the next room called Food Storage. Cancels the next Inject the Wheezers entry (to get it, you need to do the opposite, but in New Game Plus).
  • Text / audio recording No. 87. Inject the Wheezers. You can get a different entry in the Hydroponics Central Hub if you do not create an Enzyme Syringe in the Hydroponics Central Hub. Ignore this action and go straight to the Food Storage instead. Go to the end of the Food Storage where there will be a locked door. Isaac will automatically take a lengthy video call, which will result in you receiving a recording of Leviathan (#88). After that, go back to the Hydroponics Central Hub and craft an Enzyme Syringe. After creating it, you will receive entry #87 Inject the Wheezers. Cancels the previous Go to Food Storage entry (you must do the reverse in New Game+ to get it).
  • Text / audio recording No. 88. Leviathan. This is a story entry that you will receive automatically as you progress through the game. It’s impossible to miss. Just go through the storyline.
  • Text / audio recording No. 89. Cross’s Log 2. On the wall of the West Grow Chamber, outside West Seedling Room B.
  • Text / audio recording No. 90. Use an enzyme. When entering the West Seedling Room B, before you enter Wheezer 01, shoot him. There will be a call. As you can imagine, the record is easy to overlook. If you enter Wheezer without firing a shot, there will be no video call. Accordingly, there will be no new record.
  • Text / audio recording No. 91. Jacob and Nicole. This is a story entry that you will receive automatically as you progress through the game. It’s impossible to miss. Just go through the storyline.
  • Text / audio recording No. 92. Corruption. Take the elevator to the third floor (on the game map it is marked as the fourth, although the third is depicted on the elevator itself). On the table in Dr. Cross’s office, next to Wheezer 02.
  • Power node number 23. On the wall in front of you, at the entrance to the Refrigeration Tower). After a corridor with enemies using explosive weapons.
  • Text / audio recording No. 93. Help me… This is a story entry that you will receive automatically as you progress through the game. It’s impossible to miss. Just go through the storyline.
  • Text / audio recording No. 94. Ghosts on the monitor. This is a story entry that you will receive automatically as you progress through the game. It’s impossible to miss. Just go through the storyline.
  • Power node number 24. Dropped by a brute in the East Grow Chamber.
  • Text / audio recording No. 95. Cross’s Log 3. At the top of the East Grow Chamber, next to Wheezer 06.
  • Text / audio recording No. 96. Corporate jerks. This is a story entry that you will receive automatically as you progress through the game. It’s impossible to miss. Just go through the storyline.
  • Power node number 25. On the wall in front of you, at the entrance to the Air Filtration Tower.
  • Text / audio recording No. 97. Technical guide. Inside the Annex Control Room, which can be reached after completing the fire puzzle and using the elevator.
  • Power node number 26. On the wall in the same room.
  • Text / audio recording No. 98. I need you. This is a story entry that you will receive automatically as you progress through the game. It’s impossible to miss. Just go through the storyline.
  • Text / audio recording No. 99. Space Leviathan. This is a story entry that you will receive automatically as you progress through the game. It’s impossible to miss. Just go through the storyline.
  • Text / audio recording No. 100. Bad ideas. This is a story entry that you will receive automatically as you progress through the game. It’s impossible to miss. Just go through the storyline.
  • Text / audio recording No. 101. Get it! This is a story entry that you will receive automatically as you progress through the game. It’s impossible to miss. Just go through the storyline.
  • Text / audio recording No. 102. head back inside. This is a story entry that you will receive automatically as you progress through the game. It’s impossible to miss. Just go through the storyline.
  • Text / audio recording No. 103. SOS beacon. This is a story entry that you will receive automatically as you progress through the game. It’s impossible to miss. Just go through the storyline.
  • Text / audio recording No. 104. Go to the Mining Deck. This is a story entry that you will receive automatically as you progress through the game. It’s impossible to miss. Just go through the storyline.

Chapter 7

  • Text / audio recording No. 105. Return of Hammond. This is a story entry that you will receive automatically as you progress through the game. It’s impossible to miss. Just go through the storyline.
  • Power node number 27. Continue down the corridor to the larger part of the room and you will see some crates on the wall that you can move to get to the node.
  • Text / audio recording No. 106. Strange malfunctions. This is a story entry that you will receive automatically as you progress through the game. It’s impossible to miss. Just go through the storyline.
  • Text / audio recording No. 107. Ore stock report. On deck C (Deck C), as soon as you get to the laser traps, block them with kinesis boxes and go past. Instead of following the first path, go to the very end and enter the Ore Storage. Move the boxes to the corner and take the note hanging on the wall. This is part of a side quest.
  • Text / audio recording No. 108. Miner’s Log. In the Extraction Area, on the table next to the workbench.
  • Text / audio recording No. 109. Mining. On the table in front of you after entering Mining Control.
  • Text / audio recording No. 110. The launch tubes are sealed. This is a story entry that you will receive automatically as you progress through the game. It’s impossible to miss. Just go through the storyline.
  • Text / audio recording No. 111. Hostage of Dr. Kine. Proceed to Deck B: Defeat the Necromorphs in this area. Near the save point on the other side of the area, there is a note hanging on the wall.
  • Power node number 28. To the left of the entry, there is a locked door. To open it, go to the broken window on the side of the room and shoot the fuse on the door. The power node is located inside this room.
  • Text / audio recording No. 112. Safes. This is a story entry that you will receive automatically as you progress through the game. It’s impossible to miss. Just go through the storyline.
  • Text / audio recording No. 113. Leader’s choice. After destroying the four anomalies and returning gravity, go to the Mineral Processing Control. This magazine is on a table near Dallas’s Rig.
  • Text / audio recording No. 114. Found the Admin’s Rig. This is a story entry that you will receive automatically as you progress through the game. It’s impossible to miss. Just go through the storyline.
  • Text / audio recording No. 115. Through the mouth. This is a story entry that you will receive automatically as you progress through the game. It’s impossible to miss. Just go through the storyline.
  • Text / audio recording No. 116. Nicole and Dr. Kine. Head to the Equipment Supply in the west of this area. Set the circuit breaker on Storage 02 and enter to find a recording lying on the floor. This is part of another side quest.
  • Text / audio recording No. 117. Thanks Isaac. On a table in the same room.
  • Text / audio recording No. 118. SOS signal detected. This is a story entry that you will receive automatically as you progress through the game. It’s impossible to miss. Just go through the storyline.
  • Power node number 29. After taking the small elevator, go through the door and turn around. Hangs on the wall.
  • Power node number 30. In the same room as the weapon upgrade.
  • Power node No. 31. Deck C (Deck C): Mining on the fourth floor (Mining), inside the storage room (Storage Room), directly in front of the Mining Control. Clearance level 3 required.
  • Text / audio recording No. 119. Asteroid launch. This is a story entry that you will receive automatically as you progress through the game. It’s impossible to miss. Just go through the storyline.
  • Text / audio recording No. 120. Gravity ties. This is a story entry that you will receive automatically as you progress through the game. It’s impossible to miss. Just go through the storyline.
  • Text / audio recording No. 121. Lighthouse in the distance. This is a story entry that you will receive automatically as you progress through the game. It’s impossible to miss. Just go through the storyline.
  • Text / audio recording No. 122. Manual control. This is a story entry that you will receive automatically as you progress through the game. It’s impossible to miss. Just go through the storyline.
  • Text / audio recording No. 123. Go to Communications. This is a story entry that you will receive automatically as you progress through the game. It’s impossible to miss. Just go through the storyline.

Chapter 8

  • Text / audio recording No. 124. Engineer’s Log. Behind the drilling rig in the same room.
  • Power node number 32. On the back wall in the same room. After that, you can continue the story.
  • Text / audio recording No. 125. A chance for salvation. This is a story entry that you will receive automatically as you progress through the game. It’s impossible to miss. Just go through the storyline.
  • Text / audio recording No. 126. Eaves dropper. This is a story entry that you will receive automatically as you progress through the game. It’s impossible to miss. Just go through the storyline.
  • Text / audio recording No. 127. Communication array error. In the Comms Control Room, go to the control panel and Daniels will call you.
  • Text / audio recording No. 128. Distress call. Enter Bailey’s office next to the save station. The note is on the table in front of you.
  • Text / audio recording No. 129. Open a Channel. This is a story entry that you will receive automatically as you progress through the game. It’s impossible to miss. Just go through the storyline.
  • Text / audio recording No. 130. First contact. This is a story entry that you will receive automatically as you progress through the game. It’s impossible to miss. Just go through the storyline.
  • Text / audio recording No. 131. Hit the Manual Release. This is a story entry that you will receive automatically as you progress through the game. It’s impossible to miss. Just go through the storyline.
  • Power node number 33. On the left side after entering the Maintenance Gondola.
  • Text / audio recording No. 132. Communication relay command. On the bench in front of you, after the gondola ride.
  • Power node number 34. After going down the elevator, inspect the wall in the corridor.
  • Text / audio recording No. 133. Big problems. This is a story entry that you will receive automatically as you progress through the game. It’s impossible to miss. Just go through the storyline.
  • Text / audio recording No. 134. Expand the antenna. This is a story entry that you will receive automatically as you progress through the game. It’s impossible to miss. Just go through the storyline.
  • Text / audio recording No. 135. A collision is inevitable. This is a story entry that you will receive automatically as you progress through the game. It’s impossible to miss. Just go through the storyline.
  • Text / audio recording No. 136. There are no survivors. This is a story entry that you will receive automatically as you progress through the game. It’s impossible to miss. Just go through the storyline.
  • Text / audio recording No. 137. Get to the Valor. This is a story entry that you will receive automatically as you progress through the game. It’s impossible to miss. Just go through the storyline.
  • Text / audio recording No. 138. Hammond on the bridge. This is a story entry that you will receive automatically as you progress through the game. It’s impossible to miss. Just go through the storyline.

Chapter 9

  • Text / audio recording No. 139. Eject the Warhead. This is a story entry that you will receive automatically as you progress through the game. It’s impossible to miss. Just go through the storyline.
  • Text / audio recording No. 140. Transformed soldiers. This is a story entry that you will receive automatically as you progress through the game. It’s impossible to miss. Just go through the storyline.
  • Text / audio recording No. 141. Orders. Go to the Briefing Room at the end of the hall. The record is on the table in the middle of the room.
  • Text / audio recording No. 142. Aliens. In the same room, on a corpse by the second door.
  • Power node number 35. Go through the second door back to the airlock to find an item on the wall.
  • Text / audio recording No. 143. Doctor Cain. This is a story entry that you will receive automatically as you progress through the game. It’s impossible to miss. Just go through the storyline.
  • Text / audio recording No. 144. Why Bring a Nuke? This is a story entry that you will receive automatically as you progress through the game. It’s impossible to miss. Just go through the storyline.
  • Power node number 36. Inside one of the lockers in the Shooting Range after being attacked.
  • Text / audio recording No. 145. He is alive. This is a story entry that you will receive automatically as you progress through the game. It’s impossible to miss. Just go through the storyline.
  • Power node number 37. Dropped by a goon in the Cargo Bay.
  • Text / audio recording No. 146. Dead on arrival. This is a story entry that you will receive automatically as you progress through the game. It’s impossible to miss. Just go through the storyline.
  • Power node number 38. Go past the fire on the left in the Engine Room. Turn on the fire suppression system first, and then go back here on your way to the elevator.
  • Text / audio recording No. 147. Go! Go! This is a story entry that you will receive automatically as you progress through the game. It’s impossible to miss. Just go through the storyline.
  • Text / audio recording No. 148. Go to the crew deck. This is a story entry that you will receive automatically as you progress through the game. It’s impossible to miss. Just go through the storyline.

Chapter 10

  • Power node number 39. On the back wall in the same room.
  • Power node number 40. Go through Flow Control and enter Rare Specimens (security level 3). The node is on the wall.
  • Power unit No. 41. Take the elevator to West Grow Chamber, then follow it to the second floor. Go to the Nutrition Systems. Look for the node on the right hand.
  • Text / audio recording No. 149. Invisible work. Go to the Diagnostic Lab. The note is on the table, and if you pick it up, you’ll complete the Premeditated Malpractice side mission.
  • Text / audio recording No. 150. The marker is active. This is a story entry that you will receive automatically as you progress through the game. It’s impossible to miss. Just go through the storyline.
  • Text / audio recording No. 151. Z-Ball Rules. On a chair in the dining room, which is located in the next room.
  • Power node No. 42. After completing the sixth level of the Z-Ball, you will be able to open locker #6 in the dining room. A knot is hidden inside it.
  • Power node number 43. At the end of the corridor after the dining room.
  • Text / audio recording No. 152. Thank you Doctor. Inside the Standard Quarters, lies on one of the beds on the right side.
  • Power node No. 44. In the pantry, behind the Standard Quarters, where you will destroy the first tentacle.
  • Text / audio recording No. 153. Get to the shuttle. This is a story entry that you will receive automatically as you progress through the game. It’s impossible to miss. Just go through the storyline.
  • Text / audio recording No. 154. More than Sacrifices. Head to the Executive Quarters. In the first room, under the chairs on the floor, there is another record.
  • Text / audio recording No. 155. Eternal peace. On a shelf in the corner of Lieutenant Holt’s office (the door is marked differently on the map).
  • Text / audio recording No. 156. White list. On the left side of you when entering the room of the second officer Chick (the door is marked differently on the map).
  • Power node number 45. Take the Exec Quarters Keycard from the Executive Bathrooms, then use it to access First Officer White’s room (the door is marked differently on the map). Shoot the fuse on the wall, enter Captain Matius’s room and look for another knot on the wall to the right.
  • Text / audio recording No. 157. Nexus organism. At the Inquiry Desks, where you can get after the conversation.
  • Text / audio recording No. 158. Mercer is close. This is a story entry that you will receive automatically as you progress through the game. It’s impossible to miss. Just go through the storyline.
  • Power node No. 46. On the wall to the left after the doors that open when the marker is loaded.
  • Text / audio recording No. 159. Get a token. This is a story entry that you will receive automatically as you progress through the game. It’s impossible to miss. Just go through the storyline.

Chapter 11 Alternative Solutions

  • Text / audio recording No. 160. Get to Cargo. This is a story entry that you will receive automatically as you progress through the game. It’s impossible to miss. Just go through the storyline.
  • Text / audio recording No. 161. The last word. Behind the chest, on the way to some kind of corruption.
  • Power node number 47. On the wall in the southwest corner.
  • Text / audio recording No. 162. Wish me luck. This is a story entry that you will receive automatically as you progress through the game. It’s impossible to miss. Just go through the storyline.
  • Text / audio recording No. 163. He is here. This is a story entry that you will receive automatically as you progress through the game. It’s impossible to miss. Just go through the storyline.
  • Text / audio recording No. 164. Arrival. This is a story entry that you will receive automatically as you progress through the game. It’s impossible to miss. Just go through the storyline.
  • Text / audio recording No. 165. Loading procedure. This is a story entry that you will receive automatically as you progress through the game. It’s impossible to miss. Just go through the storyline.
  • Power unit No. 48. On the wall next to the marker rising from the cargo bay (Cargo Bay).
  • Text / audio recording No. 166. Safety first. This is a story entry that you will receive automatically as you progress through the game. It’s impossible to miss. Just go through the storyline.
  • Text / audio recording No. 167. Let him in. This is a story entry that you will receive automatically as you progress through the game. It’s impossible to miss. Just go through the storyline.
  • Text / audio recording No. 168. Betrayal. This is a story entry that you will receive automatically as you progress through the game. It’s impossible to miss. Just go through the storyline.
  • Text / audio recording No. 169. The return of Nicole. This is a story entry that you will receive automatically as you progress through the game. It’s impossible to miss. Just go through the storyline.
  • Power node No. 49. On the wall to your right as you enter the Flight Control Center.
  • Text / audio recording No. 170. We have lost her. This is a story entry that you will receive automatically as you progress through the game. It’s impossible to miss. Just go through the storyline.

Boarding the shuttle is the point of no return. If you don’t find something, visit the right place on USG Ishimura.

Chapter 12

  • Power node number 50. In the corner of the Main Landing Pad.
  • Text / audio recording No. 171. Retrieval Order. On the floor in the Living Quarters, in front of the store.
  • Text / audio recording No. 172. They left us. On the floor in the corner of the Landing Pad Atrium.
  • Power node No. 51. On the wall in the Landing Pad Atrium.
  • Text / audio recording No. 173. This is Dead Space. This is a story entry that you will receive automatically as you progress through the game. It’s impossible to miss. Just go through the storyline.
  • Text / audio recording No. 174. Did you miss them? This is a story entry that you will receive automatically as you progress through the game. It’s impossible to miss. Just go through the storyline.
  • Power node No. 52. On the wall in Holding Zone 2B.
  • Text / audio recording No. 175. Ground cable. This is a story entry that you will receive automatically as you progress through the game. It’s impossible to miss. Just go through the storyline.
  • Power nodes No. 53 + 54 + 55. Inside a chest in Transfer Junction, behind the bridges.
  • Text / audio recording No. 176. Power has been restored. This is a story entry that you will receive automatically as you progress through the game. It’s impossible to miss. Just go through the storyline.
  • Power unit No. 56. Dropped by a brute in Transfer Junction.
  • Text / audio recording No. 177. Return of Marker. This is a story entry that you will receive automatically as you progress through the game. It’s impossible to miss. Just go through the storyline.
  • Text / audio recording No. 178. Recombination Study. On the floor, where you will destroy the third tentacle.
  • Text / audio recording No. 179. Farewell to Nicole. This is a story entry that you will receive automatically as you progress through the game. It’s impossible to miss. Just go through the storyline.
  • Power node number 57. On the wall after the Access Tunnel.

 

by Abdullah Sam
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