RetroSpace walkthrough: station progression, codes and final missions

Statue in the circular Nexus station hall in RetroSpace

Start RetroSpace by collecting the Power Wrench and flashlight in the stasis chamber. The first route takes you through the Nexus Plaza Gardens to the Janitors’ Haven, then into Medical and Security. After reaching the trains, the station opens into several connected areas. The later missions return you to those areas for genetic samples and purification units before the final destination choice.

This route includes story and ending spoilers. It uses combat and destroys the Luxury section’s server computer, so it should not be used as a Clean Hands or Never There achievement route. The game covered here is RetroSpace on Steam.

Stasis chamber and the first power circuit

Take the ramp on the left when you wake up. The Power Wrench is beside the ramp; turn back to the table for the flashlight and food. Leave the starting room and use the stasis terminal to open the pod sections. Search the pods as you climb the left ramp. The A.U.C.S Helmet near the upper left gives you the HUD.

There are loose valve wheels on the floor along this opening route, including one near the ramp and another beside the large movable box. Keep their location in mind when a later service passage is blocked by steam. Beside the seat with the audio log, take the wall-mounted extinguisher. Use it on the burning debris, then return to the floor hatch near the first gas leak.

Drop through the hatch, crouch into the low passage on the left and follow it past the bodies. The locked hatch is not your exit. Search the back of the passage for the unlocked one, then enter the room beyond. The Universe Cleaner is at the rear, beside the console marked with a medical symbol.

The terminal here has no power. Find the two electrical boxes with water beneath them, one near the terminal and another farther back. Use the Universe Cleaner’s alternate spray to join the separate puddles into a continuous strip of water. Stand on dry flooring and strike the rear electrical box with the wrench. The water carries the current across the room and powers the terminal.

If the terminal remains dark, examine the gap between the original puddles. Spray the dry section before striking the box again. Stepping into the connected water exposes you to the same electricity you are using to repair the circuit.

Go to the ramp beneath the ceiling gun and collect the green audio log at its base. Its janitor closet code is 0937. Use the biometric scanner on the other side of the room to open the lockers; the note inside gives the security override code, 1477. Return to the bloodstained terminal, choose Security Override and enter 1477 to switch the local security equipment to friendly.

Use 0937 on the janitor closet downstairs. Open the chest at the back for the Suzie Smallgun and ammunition, then return up the ramp to the door marked Stasis Distribution Nexus Plaza.

Descend to the conveyor area near the Helo Dome. Turn right toward the elevator that is out of order. Pass it and climb down the ladder beside the belts. A low opening on the left leads to a grille; shoot through it and reach the generator. Strike the generator with the Power Wrench to restore the elevator.

Nexus Plaza, the Gene Sucker and Haven

Return to the repaired elevator and ride up. Of the two doors at the top, take the unlocked door on the right. Beyond the first enemy, descend the ramp and unlock the door behind it. This opens a shortcut to the lobby with the earlier password terminals.

Continue to the door with the two angel symbols. After Dr. Nebula contacts you, collect the PHCD beside the body on the right. Go around the electrified water beneath the statue to reach the desktop and the map terminal behind it. Download the map data before heading upstairs to the Garden entrance beside the Security door.

In the gardens, head toward Sector B and its Helo Dome. The left path leads to a hanging body with the Bertha Shotgun beneath it. Continue toward the Head Gardener’s Office. At the nearby Sector C map terminal, pick up the Map Attachment beside the corpse and download the local map.

The service passage on the left is obstructed by steam. If you do not have a valve wheel for it, use the nearby console to open the other door. Beyond that doorway, pass the broken elevator and edge along the narrow ledge. The Hacking Attachment is at the far end. Continue onto the balcony with the damaged railing to loop back toward the office.

The office entrance accepts a keycard or a hack. With the new attachment, complete the door’s hacking puzzle and loot the body inside for the Gene Sucker. This tool will also matter in the late game: defeating a target and extracting its genetic material are separate actions.

Read the Head Gardener’s messages while you are here. They contain 1212 for garden storage and 9636 for the Nexus Gardens security override. These are useful local detours, but neither is the code for the Haven portal.

The four-symbol Haven code

Set the Haven panel to Black Hole, Cell Mitosis, Triangle, Square, in that order, then activate it and walk through the portal. The panel uses symbols, so the numerical garden passwords will not open it.

After Black Hole, Cell Mitosis and Triangle, choose the highlighted Square as the fourth symbol.
After Black Hole, Cell Mitosis and Triangle, choose the highlighted Square as the fourth symbol. Video still 00:00:34.5; supplied Part 3 recording.

If you want to follow the clue route, the poster in the janitor break room supplies the first and fourth symbols. The other clues are on the gardens’ upper walls. One route into that upper area passes through Sector A, up the ladders and toward the elevator near the Hacking Attachment route. Repair its generator with the wrench, reach the circular balcony and cross the gap in the ramp. A ladder leads toward the central pillar and the upper wall clue.

In Haven, speak to Mia and Dr. Nebula before leaving for Medical. Take the head provided for the medical retinal scanner. The Haven also houses storage and the people you recruit later. A janitor break room with a portal gives you a way back to this hub, so remember those rooms when you revisit a sector.

Equipment to prepare in Haven

Mutamods use one active slot and two passive slots. Credits buy Mutamods, while biomatter pays for their upgrades. Scrap belongs to weapon and gadget upgrades, so spending one resource does not substitute for the other.

For a route that uses the wrench, read Rhino Body’s condition before equipping it: its strength and resistance benefits apply while you hold a melee weapon. Unicellular creates a decoy, and Bat Ears helps reveal enemies through walls. These effects address different situations; the walkthrough does not require a particular combination.

Medical, quarantine and the morgue

Carry the head from Haven to the retinal scanner at Medical’s entrance and use it there. It is the orange-haired female head. Keep it after entering Medical: you will use the same head for the two Machine Brain rooms in Security F2. Your immediate target is Professor Hammond’s office and the computer controlling the quarantine.

Rafael Mirage’s email provides 0451 for the ICU door. It does not unlock the reception computer. For the medical security override, use 2177. The clue is beneath a stain, so spray the stained surface with the Universe Cleaner if you want to reveal it before entering the code.

For the service route to Hammond’s office, find the short staircase beside the green-lit restroom entrance. The small janitor room near these stairs has a yellow bench, an orange pipe and a red ladder. Open its floor hatch with the green control and drop into the pipe passage.

The floor hatch in the janitor room leads into the service passage.
The floor hatch in the janitor room leads into the service passage. Video still 00:47:37; FHSFullHorrorStories.

Take the branch between the two large orange pipes. Crouch through the low passage beside the white pipes, then continue to the vertical room with the red ladder. Climb into the storage room with the orange-lidded crates and leave through the door marked with a medical cross. This brings you into the waiting area with the green Mutamod machine and the map terminal.

Climb from the red-ladder passage into this storage room with orange-lidded crates.
Climb from the red-ladder passage into this storage room with orange-lidded crates. Video still 00:48:42; FHSFullHorrorStories.

Hammond’s office is through the other medical-cross door beside that map terminal. Inside are scattered papers, red desks and a computer at the back. Open Control Panel, choose Quarantine Lockdown and enter 1234, then confirm. The quarantine command triggers the jump and changes the medical section around you.

Open Quarantine Lockdown from the Control Panel menu.
Open Quarantine Lockdown from the Control Panel menu. Video still 00:50:03; FHSFullHorrorStories.

After the jump, make for the morgue and enter 2236 at its door. You can find the number in the blood marking around the bend at the end of the corridor. There is also a route above the small storage room behind the nearby turret: stack a box, look up and climb into the concealed opening.

The return route through Medical includes a mutant boar encounter. This combat route uses the shotgun against it before continuing to the morgue. Keep moving along the corridor as you fire and reload; the objective at this point is to return to Haven.

Inside the morgue, go past the body drawers and the Helo Dome to the service opening marked by an orange ladder sign. Climb down and follow the metal walkway over the contaminated water. Use the wall terminal’s Open Door command at the airlock, wait for pressurization and climb into the orange-pipe crawlspace beyond.

Use the service opening beside the orange ladder sign to leave the morgue route.
Use the service opening beside the orange ladder sign to leave the morgue route. Video still 01:00:37; FHSFullHorrorStories.

Continue through the crawlspace to the red ladder and the breakable grille above it. Break the grille with the wrench and climb into the green restroom. Leave the restroom and return to Nexus Plaza’s circular concourse. After the Void Child’s appearance, take the Security route beside the Garden entrance and continue along its corridor. The next jump leaves you inside Security.

Security and access to the trains

The next jump leaves you in Security without the clearance needed to leave. Haven is temporarily out of reach. Go downstairs to the area guarded by the Steve O2 robot and obtain the level 2 security card. You can get past the robot by sneaking or fighting; the card is the item that advances this section.

The local turret panel accepts 5973 and can switch its turret to friendly. If you are using the hacking route, hack this panel instead. This Security password is separate from Medical’s 2177 and the opening area’s 1477.

Download the Security map before leaving. With the level 2 card, leave for the train station and travel to Engineering. The reactor warning on arrival leads into Marco’s repair task.

Engineering and Marco

Speak to Marco in Engineering. He asks you to open three drain valves to stabilize the overheating core. The area contains other repairs and an optional security override, so a repaired machine or a friendly turret does not by itself mean the reactor task is finished.

Take the service approach into the reactor hall, using the gray door’s hacking option if it is locked. The side office connects to a low pipe passage through a green-controlled hatch. Follow the service passage and break the low grille to reach the main hall.

At the foot of the hall’s stairs, look in the small service alcove for a red cylindrical machine with three indicator lamps. Strike it with charged Power Wrench hits until all three lamps turn cyan. The wall hatch beside it is another useful landmark for finding this repair again.

The first reviewed machine repair is in the small service alcove below the stairs.
The first reviewed machine repair is in the small service alcove below the stairs. Video still 01:28:31; FHSFullHorrorStories.

Climb to the control room with the banks of monitors. Another damaged cylindrical machine stands against the far wall beside the orange pipe. Repair it with the wrench until its three lamps turn cyan. These are machinery repairs; do not leave Engineering until the drain controls and the core objective are also complete.

Repair the red-lamped control-room machine beside the orange pipe.
Repair the red-lamped control-room machine beside the orange pipe. Video still 01:31:48; FHSFullHorrorStories.

The final drain control is on the catwalk beside the reactor hall’s three large round openings. Find the red wheel on the vertical pipe and operate it. The nearby capsule lights up yellow as the mechanism runs. When the core task is complete, the objective changes to Speak with Marco and the station reports an acceptable core temperature with the emergency alarm disabled.

The red drain wheel is on the vertical pipe beside the three round openings.
The red drain wheel is on the vertical pipe beside the three round openings. Video still 01:34:29; FHSFullHorrorStories.

Return to Marco once that objective appears. Talk through the repair result and his Haven conversation, then return to the hub to find him there. The next exploration objective directs you toward the newly opened areas, including Borealis, Luxury and Security F2.

Engineering also has a security override using 0715. Enter it on the security terminal and confirm that the status changes from hostile to friendly. This is a local security setting; use the reactor temperature announcement and Marco objective to judge whether the core repair is done.

The four Borealis garden domes

In Borealis, the task is to stabilize four garden domes. Each dome has an ecology control terminal, and AMIRA announces that dome’s recovery after you activate it. The route below visits A, D, C and B. The dome letters help you track progress through the interconnected stairs and bridges.

Garden A

In the orange, misty garden, climb to the outer catwalk around the large planters. Follow the walkway to the compact ecology terminal on the upper level and operate it. AMIRA announces that Garden A’s ecological stability has been restored. Return to the entrance foyer with the map terminal and red seating, then take the Entrance doorway toward the green garden.

Garden A's ecology terminal is on the outer upper walkway.
Garden A's ecology terminal is on the outer upper walkway. Video still 01:54:56; FHSFullHorrorStories.

Garden D

Follow the Entrance sign and stairs into the green, mist-filled dome. Climb around the curved walkway past the hostile plant. The terminal is near the corner wall on the upper stairs, above a pot covered with vines. Activate it and wait for the Garden D restoration message.

Garden D's terminal sits at the corner above a vine-covered planter.
Garden D's terminal sits at the corner above a vine-covered planter. Video still 02:01:11; FHSFullHorrorStories.

After the announcement, follow the curved walkway and climb the white-railed stairs to the rectangular service hatch with a green control. Open it and enter the pipe passage. Follow the passage through its storage connection to the corridor with the steam valve on an orange pipe. Operate the red wheel, then continue to the airlock leading into Garden C. Clear contaminated liquid from the catwalk with the Universe Cleaner before crossing it.

Garden C

From the airlock, take the stairs past the enemies and continue around the upper outer catwalk over the dark, striped planters. Operate the terminal on that walkway. After AMIRA names Garden C, follow the walkway back into the small foyer with the red sofa. Its adjoining passage leads into the chamber with green light columns and red bridges: Garden B.

Garden C's terminal is on the outer catwalk above the striped planters.
Garden C's terminal is on the outer catwalk above the striped planters. Video still 02:06:37; FHSFullHorrorStories.

Garden B

Garden B is the round chamber with vertical green light columns, red bridges and red ladders. Reach the upper walkway, climb the red ladder and cross the red bridge. Follow the wall marked B toward the narrow metal bridge and the terminal at its end, beside another red ladder.

The narrow bridge beside the red ladder leads to Garden B's terminal.
The narrow bridge beside the red ladder leads to Garden B's terminal. Video still 02:08:18; FHSFullHorrorStories.

Operate that terminal. After Garden B’s restoration message, the objective changes to Visit the Newly Opened Areas when all four domes are stable. If the objective still asks for garden stabilization, check which letter has not received its restoration announcement and return to that dome’s terminal.

The newly accessible laboratory route brings you to Dr. Miriam Green. Speak with her after completing the garden task. This is also a useful point to return to Haven and continue the survivor conversations before moving to Luxury.

Luxury and Joey’s server

Reach Joey in Madam’s office in the Luxury section. The vent beside the Mutamod machine in that office leads toward the Love Lounge. Use this connection after speaking with Joey, then find the Android Service Room at the back of the lounge.

Inside, locate the computer labelled Server Manager Machine. Shoot the computer itself. Its screen breaks, the server shuts down and the task changes to Speak with Joey. Killing androids elsewhere in Luxury does not perform this shutdown.

Destroy the computer labelled Server Manager Machine in the Android Service Room.
Destroy the computer labelled Server Manager Machine in the Android Service Room. Video still 02:51:24; FHSFullHorrorStories.

Retrace the Love Lounge connection to Madam’s office and talk to Joey again. Finish his conversation about Haven, then return to the hub to continue his recruitment. The room’s computer is the obstacle for this task; there is no server password to collect before destroying it.

Dahlia in Security F2

Dahlia’s radio call directs you to the Security F2 control room. On the approach, a steam obstruction has a valve fitting on an orange vertical pipe behind grating. Carry a loose red valve wheel to that fitting and operate it to open the passage.

Farther along, climb the stack of orange boxes to reach the upper opening and its green hatch control. Pick up the red-capped Human Head Rank: Shard from the bloodstained grating inside. Keep it for the door to Dahlia’s control room.

Collect the red-capped Shard head above the orange-box route.
Collect the red-capped Shard head above the orange-box route. Video still 03:14:07; FHSFullHorrorStories.

Continue through the service passage and leave by the green hatch above the Helo Dome hall. Follow the corridor past the enemies to the biometric scanner beside the pink-lit doorway. For this scanner, use the orange-haired female head with the round gold badge, the head used at Medical. Keep the red-capped Shard head for Dahlia’s own door. Enter the brain room once the scanner’s indicator turns green.

Use the orange-haired female head with the round gold badge at the first brain-room scanner.
Use the orange-haired female head with the round gold badge at the first brain-room scanner. Video still 03:16:02; FHSFullHorrorStories.

Inside, strike the Machine Brain with the wrench. The screen goes dark and AMIRA announces the local Machine Brain shutdown. You can disable this brain before receiving Dahlia’s formal request. Take the floor hatch into the passage below, then leave through the green hatch near the red bench.

Follow the hall past the janitor portal to the low grille beside the stairs. Break the grille, crawl through and use the green hatch at the far end. Drop into the small room and leave through its round-windowed door to reach the wider control hall.

Use the green-controlled hatch at the end of the service crawlspace.
Use the green-controlled hatch at the end of the service crawlspace. Video still 03:17:27; FHSFullHorrorStories.

Climb to the upper walkway and find the scanner at the side room. Use the Shard head collected above the orange boxes. The scanner turns green and opens the room with Dahlia and the banks of monitors.

The Shard head opens Dahlia's room. Keep it distinct from the female head used at the brains.
The Shard head opens Dahlia's room. Keep it distinct from the female head used at the brains. Video still 03:18:46; FHSFullHorrorStories.

Disable both Machine Brains

Ask Dahlia how you can help. She gives you a level 3 keycard and asks you to disable two Machine Brains through the janitor passages. The brain already shut down on your approach counts toward this task. If you bypassed it earlier, return to the pink-lit scanner room and strike its screen with the wrench.

For the remaining brain, leave the control hall and return toward the Helo Dome in the lower corridors. Use the level 3 card at locked door terminals along this route. Near the Helo Dome, follow the short side passage and stairs to the biometric doorway beside the desk and red chair. Present the same orange-haired female head with the round gold badge. Enter the room with the AMIRA face on the wall-mounted screen.

The second brain-room scanner accepts the same orange-haired female head.
The second brain-room scanner accepts the same orange-haired female head. Video still 03:25:28; FHSFullHorrorStories.

Strike that screen with the wrench. AMIRA announces the shutdown and the objective changes to Speak with Dahlia. Retrace the side passage, take the stairs back to the broad control hall and enter her monitor room again. Choose the dialogue option reporting that you disabled the Machine Brains.

Dahlia asks to meet at your hideout after her adjustments. Return to Haven and speak with her there. She takes over the shooting range and can use weapon blueprints for upgrades. The story now sends you toward Police to find Dr. Nebula.

Police Monitoring Room and Dr. Nebula

Enter Police from the Grand Station route and download its map. Your immediate task is to reach the Monitoring Room and activate the override that permits access to the Control Center. You will need the Monitoring Room keycard even if you have already changed the turrets to friendly.

At the security computer beside the corpse and the white ring lamp, enter 9947. The confirmation changes the local security status to friendly. The first digit is 9; entering 0947 will not reproduce this override.

Find the circular lounge with a pool in its center and red couches around the sides. Pick up the keycard from the table with the white orb. Return to the main hall and take the stairs to the upper railing. A low white vent beside that railing leads to the hatch above the Monitoring Room.

Pick up the Monitoring Room keycard from the table beside the white orb.
Pick up the Monitoring Room keycard from the table beside the white orb. Video still 03:47:17; FHSFullHorrorStories.

Use the hatch control, pass through and drop down into the room with the locked monitoring screens. Insert the keycard at the console. The override activates and your objectives change to Meet Dr. Nebula and Enter the Control Center.

If the screens still show locked, return to the orb table and confirm you collected the card. The 9947 terminal controls local security hostility; it cannot replace the card insertion at this console.

This low vent beside the upper railing leads toward the Monitoring Room hatch.
This low vent beside the upper railing leads toward the Monitoring Room hatch. Video still 03:48:22; FHSFullHorrorStories.

Return to Grand Station and enter Control Zone. In the Ready Room, use the desktop beside the white ring lamp. Open Control Panel, choose Open Door and enter 7649. Confirm the code and check that Open Door changes to Inactive.

Enter 7649 for Open Door on the Ready Room desktop, then confirm.
Enter 7649 for Open Door on the Ready Room desktop, then confirm. Video still 03:55:07; FHSFullHorrorStories.

Enter the low wall vent in the Ready Room and crawl into the room with server racks. Open the small wall safe with the teal frame. The item inside is labelled AMIRA Chip; pick it up and wait for the Reconfiguration Chip pickup message. Crawl back through the vent to the Ready Room.

The safe in the server room labels its item AMIRA Chip; collecting it awards the Reconfiguration Chip.
The safe in the server room labels its item AMIRA Chip; collecting it awards the Reconfiguration Chip. Video still 03:55:37; FHSFullHorrorStories.

Return to the hall and follow the Helo Dome signs toward Bridge. Take the service route beside the steam obstruction. There is a loose red valve wheel in the corridor; carry it to the fitting on the orange pipe, then repair the nearby cylinder with the wrench until its indicators turn cyan.

Open the service door at its terminal. Break into the low vent and follow the passage to the room overlooking the red, smoke-filled chamber. At the AMIRA terminal beside this chamber, select Insert Reconfiguration Chip. After the lockdown is deactivated, cross the red bridge and open the door at the far end to reach Dr. Nebula.

His later mission asks for genetic material from three super beings in the other timeline: Rose, the Many Machine and the Abomination. Keep the Gene Sucker available for these encounters. A dead boss is only the start of collecting its sample.

Rose, the Many Machine and the Abomination

After Dr. Nebula gives you the sample mission, leave his chamber and return through Control Zone to Grand Station. Go through the Great Dome airlock and down toward the central pool. Find the bright pink Portal Gate beside the memorial display with photographs and candles. Use the gate’s interaction prompt to enter the other timeline. You arrive beside the pool in the overgrown version of the Great Dome.

Use the Portal Gate prompt beside the photographs and candles to enter the other timeline.
Use the Portal Gate prompt beside the photographs and candles to enter the other timeline. Video still 04:42:34; FHSFullHorrorStories.

Rose, the Many Machine and the Abomination occupy different parts of the station. At each target, use the Gene Sucker’s Extract Genes action and wait for the named sample pickup before leaving. Ordinary biomatter from other bodies will not satisfy this mission.

Rose

Return to Borealis in the other timeline and take the passage marked Borealis Garden. Follow the stairs to the airlock with the medical cross, use its terminal and enter the overgrown garden beyond the Helo Dome. Follow the curved walkway past the planters and red seating.

This route kills Rose to collect the sample. Fire at the hovering blue figure from the walkway; a ray gun provides a ranged option here. Move along the railing as you shoot, keeping the planters out of your line of fire. Once Rose falls, find the body beside the red sofa and hold Extract Genes until you receive A Piece of Rose.

Find Rose's body beside the red sofa and complete Extract Genes.
Find Rose's body beside the red sofa and complete Extract Genes. Video still 05:00:38; FHSFullHorrorStories.

The Many Machine

Return through the Grand Station and Crew connections to Luxury. In the pink-lit interior, take the vent route down toward the broader hall with red seating, then descend the stairs to the club’s lower dance floor.

The Many Machine is the large enemy with several television screens. After the fight, find its remains beside the doorway marked Dressing Room Female. Hold Extract Genes there and wait for A Piece of the Many Machine to appear. Looting another nearby body or collecting ordinary biomatter does not substitute for this named sample.

The Many Machine's remains are beside Dressing Room Female. Extract its named sample here.
The Many Machine's remains are beside Dressing Room Female. Extract its named sample here. Video still 05:13:45; FHSFullHorrorStories.

If the objective has not advanced, return to this body and complete the extraction. The remains stay distinct from the other enemies around the club, and the dressing room sign gives you a fixed landmark for finding them again.

The Great Dome invitation

The Void Child can contact you before you have all three samples. The route to the Island of Memories passes through the Great Dome: reach the central pool and cross the bridge on its right toward the pink-lit Void Child. Talk there and use the portal to return when you are ready to resume the station tasks.

On returning to the Great Dome, collect the Human Head Rank: Star from the memorial display with framed photographs and candles beside the portal. This head opens the Experimental retinal entrance on the Abomination route.

Take the Star head from the memorial display after returning to the Great Dome.
Take the Star head from the memorial display after returning to the Great Dome. Video still 05:23:10; FHSFullHorrorStories.

An early invitation is not confirmation that Dr. Nebula’s collection task is finished. Keep track of the three named pieces in your inventory, especially if you visit the island between the Many Machine and Abomination encounters.

The Abomination

The Abomination route runs through the Experimental section. Pick up the charged cyan battery near the robot and carry it to the retinal entrance beside the Helo Dome. Set it down while you use the Star head at the scanner. Once the scanner turns green, retrieve the battery and carry it along the long corridor. Open the airlock at the far end and follow the rooms beyond their Helo Dome toward the elevator capsule.

Cyan battery on the floor beside a robot in the Experimental entrance corridor.
The cyan battery lies beside the robot near Experimental's entrance corridor. Video still 05:32:05; FHSFullHorrorStories.
Present the Star head at the Experimental retinal scanner; put the battery down while scanning.
Present the Star head at the Experimental retinal scanner; put the battery down while scanning. Video still 05:32:18; FHSFullHorrorStories.

Carry the battery onto the capsule’s platform and set it down beside the control. Once the capsule lights up, use its elevator button to reach the arena. The room below has glowing red coils, green liquid and blue-lit walkways.

The powered capsule has an Elevator Button beside its platform.
The powered capsule has an Elevator Button beside its platform. Video still 05:35:18; FHSFullHorrorStories.

Fight from the raised blue walkways around the central machinery. The Abomination moves through the chamber and leaves green material around the floor; keep to the walkway while firing and use the machinery to break its approach when you need to reload. A ray gun is one workable ranged option on this route, with the shotgun available when the creature closes in. The target can pursue you around the platform, so keep moving instead of holding one corner.

Use the raised walkway while firing at the Abomination; green material spreads around the lower floor.
Use the raised walkway while firing at the Abomination; green material spreads around the lower floor. Video still 05:38:02; FHSFullHorrorStories.

Once the Abomination collapses, approach its remains beside the green spill and hold Extract Genes until you receive A Piece of the Abomination. If you die and return through the Helo Dome, retrace the airlock and elevator route and complete the fight before checking the body for the sample.

Once all three pieces are collected, return to Dr. Nebula through the Grand Station’s Control Zone entrance. Take the white stairs through the metal doorway and follow the red catwalk toward his cradle. Place the genetic pieces in the nearby Brain Sockets. Wait for AMIRA to finish the analysis and announce completion before following the next mission.

The sample socket is on the side of the central cradle in Dr. Nebula's chamber.
The sample socket is on the side of the central cradle in Dr. Nebula's chamber. Video still 05:43:59; FHSFullHorrorStories.

Purification units and the final mission

After AMIRA finishes analyzing the three samples, speak with Butler in Dr. Nebula’s chamber. Ask about the plan and how to help, then finish the conversation.

Turn to the red wall fixture beside Butler and pick up the small Purification Unit lying at its base. The pickup awards 50 units and adds The Last Step to your task list. Its four area entries are Nexus Gardens, Engineering, Police and Borealis; you do not need to find 50 separate installation sites.

The Purification Unit lies at the base of the red wall fixture beside Butler.
The Purification Unit lies at the base of the red wall fixture beside Butler. Video still 05:51:51; FHSFullHorrorStories.

The installation route below starts with Nexus Gardens already marked complete when The Last Step appears. It covers the three outstanding areas: Engineering, Police and Borealis. If Nexus Gardens is still unchecked in your task list, that branch is not covered here; do not assume that completing the other three entries will finish your mission.

This route starts with Nexus Gardens already checked in The Last Step.
This route starts with Nexus Gardens already checked in The Last Step. Video still 05:51:58; FHSFullHorrorStories.

Engineering installation

From Haven’s Engineering connection, enter the low white vent and follow the pipe corridor past the body. Continue along the walkway beside the Sidewalk Closed sign. At the round airlock, use the terminal to pressurize it and enter the blue control room beyond.

Reach the central floor of the reactor chamber and locate the red installation pad. Interact there to place a purification unit. A gray cylinder rises from the pad, the installation lights up and Engineering receives its completion mark in the task list.

Install the unit at the red pad on the central floor of the reactor chamber.
Install the unit at the red pad on the central floor of the reactor chamber. Video still 05:57:52; FHSFullHorrorStories.

Police installation

Use Haven’s Police portal and follow the stairs to the door marked Control. Pass down the long red corridor, then take the white side door into the blue control room. The red floor pad is inside this room.

The Police installation pad is inside the blue control room.
The Police installation pad is inside the blue control room. Video still 06:06:53; FHSFullHorrorStories.

Install a unit on the pad. The cylinder appears and Police is marked complete. If that area remains outstanding, check that you interacted with the red pad itself and that the pillar has appeared before returning to the portal.

Borealis installation

Take the train back to Borealis. Follow the Borealis Garden entrance and the Laboratory signs, then pass through the laboratory airlock. Continue into the green lab and take the doors on the right toward the vertical shaft.

Climb down the red ladder into the lower laboratory with the plants and bodies. Find the red installation pad on this floor and place the unit. The gray cylinder appears, AMIRA announces the beginning of purification and the objective changes to The Final Decision.

The Borealis installation pad is in the lower laboratory reached by the red ladder.
The Borealis installation pad is in the lower laboratory reached by the red ladder. Video still 06:13:02; FHSFullHorrorStories.

Leave for the ending route once The Final Decision appears. You can still have purification units in your inventory after the required installations are done.

The final destination controls

Return through Grand Station to the Great Dome. Cross the right-hand bridge beside the central pool and speak with the Void Child in front of the glowing circular backdrop. Finish the conversation, then leave the platform and walk into the bright pink rift in the nearby round doorway.

After the jump, follow the orange-lit cylindrical walkway into the control room. The destination console is at the front of the room, with a yellow button on its left and a red button on its right.

The right red button changes the destination shown by the projection. The left yellow button confirms the destination currently selected. Look at the projection before pressing yellow, because confirmation starts the ending sequence.

The fleet appears as a group of small ships above the destination console.
The fleet appears as a group of small ships above the destination console. Video still 06:25:03; FHSFullHorrorStories.
  • For the fleet destination, cycle the red button until the fleet projection is visible, then press the yellow confirmation button.
  • For the Earth destination, cycle the red button until Earth is visible, then press the yellow confirmation button.
The Earth projection identifies the other destination. Check the projection before confirming.
The Earth projection identifies the other destination. Check the projection before confirming. Video still 06:27:11; FHSFullHorrorStories.

The destination selector offers these two visibly different results. Other choices made earlier in the story are outside this destination procedure, so it should not be treated as a checklist for every possible ending variation.

Codes by room and purpose

Use the room and control in the second column to locate the correct input. Several terminals accept four digits, but their passwords do different jobs.

Code Room or control Result
0937 Opening janitor closet Opens the room containing the handgun chest.
1477 Stasis security override Changes the local security status to friendly.
1212 Nexus Gardens storage Opens the local storage lock.
9636 Nexus Gardens security override Changes the local security setting.
0451 Medical ICU door Opens the ICU; it is not the reception computer password.
2177 Medical security override Switches the local turret to friendly.
1234 Quarantine Lockdown under Hammond’s Control Panel menu Deactivates the quarantine and triggers the jump.
2236 Medical morgue Opens the morgue door after the jump.
5973 Security turret panel Switches the local turret to friendly.
0715 Engineering security override Changes the local security status to friendly.
9947 Police security terminal by the ring lamp Changes the local security status to friendly.
7649 Ready Room desktop in Control Zone Deactivates the door lock through Control Panel.