Kill the lurkers and bring one operational battery to the next room. Having an air supply relieves you of any time constraints when dealing with the two Lurkers who spawn after the fire is extinguished. Once it's out, plug the battery back into the atmo to restore some air (all CEC suits have internal C0 2 scrubbers which provide breathable air if just one atmos is in operation). When you take out the third battery, stop and watch the fire. For the two other atmos on ground level, pull out their batteries but leave them near the sockets. Pull out the battery from the upper atmo and bring it down near the fire (you're going to use this battery later). If your air supply (the starting default being 2 minutes - you only upgrade one more minute with three nodes) gives you worries, don't worry. Two of them are on the ground, and one in the air. In the fiery zero-G hallway (notice the fire adheres to the surface and not any floating fuel just like in a real space fire) Isaac needs to disable the three atmos (atmosphere generators). Once you have the quivering seed, use it as a one-shot bomb on anything you like, but only cysts count for this condition. The best thing to do is approach a ground-based cyst with a seed and kinesis-grab the seed when it pops out (using stasis on the cyst makes this task easier). Use a cyst's explosive seed to kill it (or another cyst). Catch it with TK and you have a single-use bio-explosive. Nearing a cyst will cause it to expel the seed-bomb. TK-catch a cyst's explosive seed and use it to kill the cyst (SP only).
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