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Below is the sixth chapter of The Callisto Protocol's main story. Read on for a detailed walkthrough, list of rewards, tips for completion, Below Data Bios Locations, as well as other strategies!
Previous Chapter | Next Chapter |
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Lost | Colony |
List of Contents
Below Objectives |
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Follow Dani.
Find another way down.
Find Dani.
Find another way down.
Find the Power Tunnels Keycard.
Unlock the Power Tunnels Door.
Locate the Power Reactor.
Reset the Breakers.
Return to the Transport Platform
Ride the Platform to Arcas.
Survive the Platform Ride.
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Objectives | |
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1 | Follow Dani. Follow Dani as she tells the story of the first colony in Callisto. Keep on heading in the direction she's walking until you get separated by a collapsing walkway. Find a way down going around the other walkways and using collapse catwalks as new paths, until you get separated again. |
2 | Don't make a sound. You wake up upside down and encounter a new enemy type: an older mutation that is blind but very reactive to sound. Once the cutscene is over, you will have to face three of this enemy. Follow the yellow light to L1 Maintenance. Drop down to the lower level and wait for the Blind to turn around. Sneak up on them and stab them with the Shiv. |
3 | Stay Quiet and Low. You are given the option of going left or right. If you want to scavenge for more items, go right and wait until it circles back to the starting area. For the purpose of this guide, we directly went left. If you crouch and slowly walk past the Blind as they emerge, you can stab them once the prompt appears. Stabbing a Blind in close proximity to another Blind does not alert other Blind. Continue on the path and encounter more Blind. You can save your ammo and just use the GRP to hurl them onto the spikes in the room. Continue until you reach W2 Workshop. Go down the ladder and a Blind will be sleeping as you turn around. This enemy will not take notice unless you attack it first. Continue to the other side of the room and down the infested cavern. |
4 | More Blind ahead. Descend into the cavern and try not to make any noise as this level is composed mostly of Blind. You can follow the blood trails on the walls to find your way out of the tunnels. You'll know you're out of the tunnels once you see the giant rock slab with the word “Caution” etched on it. Head to Tunnel 3A, use the elevated platform to get some distance between you and the 4 Blind circling the hall. Once you're through climb up the wall following the trail of blood. |
5 | Keep moving forward. Head straight into another tunnel system untill you reach the end where you see a slab of rock that reads “Carry Light”. A Spitter will spawn there, you can deal with them swiflty using the GRP and the spikes. Continue down the hall then climp up the ladder at the end. Head through two doors to the Access Junction. |
6 | Holster all weapons. Once you reach the Access Junction area, you will find that it's crawling with Blinders. Go into the Garage to pick up the schematics for the Tactical Pistol. If you head straight for the Power Tunnels gate, you'll be disappointed to know that you can't access the power tunnels just yet - first you have to get the keycard.Take the path right of the Power Tunnels. There are more Blinders in this area so be quiet. Go to the Transport Platform and get the keycard from by the Platform Console. ►Tactical Pistol Upgrades and How to Get |
7 | Return to the Access Junction. Now that you have the keycard you can go inside the Power Tunnel and reroute power back to the Transport Platform. Follow the cable down to the Power Station Maintenance Access. Yes there will be more Blinders down the path. Go inside the Power Station. There will be a Reforge Station and some supplies in the room to your left. Resupply and then go up the stairs. Go to the other side of the room, following the arrows, until you reach a hole in the ground. Drop down and you'll see the sign telling you that you are going in the direction of the Power Reactor. |
8 | Get to the Power Reactor. Ignore the Spitter on the way to the Power Reactor so as not to alert the other enemies sleeping in the room. Squeeze through the gap in the wall, and through the walkway where you have to deal with another Spitter and a couple of Crawlers. Go near the light, then squeeze through another gap in the wall, then continue forward until you see the ladder by a giant fan. Climb up this ladder to reach the Power Reactor. |
9 | Reset the Breakers. First Breaker Go through the door on the other end of the room, continue on the walkway to reach the first breaker, then turn it back on. Afterwards, some enemies will appear. Second Breaker Climb down the ladder from the first breaker, and the second breaker will be directly across. There are some Blind around, but at this point, you will be used to dealing with them. Third Breaker Head right from the second breaker into the room full of spikes. Use the spikes to deal with the Blind that are circling that area. reach the end of the room and follow the arrows that will lead you to the third breaker. |
10 | Return to the Transport Platform Now that power has been rerouted. Follow the glowing power cable back to the Transport Platform. If you don't remember where the Transport Platform is, it'll be on your left as you exit the Power Tunnels. A new group of Blind will have spawned by then. You can either choose to sneak past them or stab them with the Shiv. Once you're in the Transport Platform, time to resupply because you're in for a fight. |
11 | Ride the Platform to Arcas. Before you turn on the terminal, loot all 4 boxes on the platform and prepare for 4 waves of Mutated Biophages. These are the ones with tentacles who become stronger. You will have to deal with all 4 waves for the game to create an autosave for the next fight. |
12 | Survive the Platform Ride After dealing with the 4 waves of enemies, you only have a few seconds to heal and reload because the next boss fight is just around the corner. Use the crates on the platform to create cover and circle the Two-Head as it tries to attack you. ►How to Beat the Two Head |
Previous Chapter | Next Chapter |
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Lost | Colony |
Tactical Pistol | |
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Preferred by ex-military officers for its low recoil and high rate of fire. Based on the UJC Modular Weapons Platform. |
|
Type | Sidearm |
Acquisition Type | Printed at the Reforge Station |
Print Price | 600 Credits |
Base Ammo Capacity | 10 |
A fully automatic pistol that can replace the Hand Cannon as your sidearm. The schematics for this gun can be found inside the workshop when you reach the Access Junction area.
Tactical Pistol Upgrades and How to Get
They will make up majority of the fights in this chapter. It is best to sneak around them and perform quick kills when possible.
Bloodworms are easily dealt with using melee and guns. They make a distinct sound so it is fairly easy to spot them.
Shoot its head with the hand cannon to neutralize its ranged attacks, then eliminated it with melee attacks. Take note you can also block its ranged attacks.
This is the last boss for this chapter. It is extremely durable and might consume most of your ammo just to take it down. Fortunately you will have lots of ammo to loot before the platform ride leading up to this encounter.
Most of the areas in Below are populated with The Blind. These enemy types are reactive to sound, especially from gunfire. While you can sneak your way through this area without killing anything, it is still recommended that you take them out one at a time with the Shiv, so you have less enemies to deal with when you return to this area later on.
The Arcas fight is composed of 4 waves of Mutated Biophages. The first wave will come on your right, then on your left, the back of the platform, and then the front. It is easy to get overwhelmed as just one Mutated Biophage is enough to deal damage that will surely kill you, let alone 4. The best strategy to use is the GRP and the Hand Cannon.
In this fight sequence, you have two choices: Shoot the tentacles, or use the GRP. For the waves coming from the sides, it is best to use the Hand Cannon. For the waves that will spawn near the industrial fans, it is recommended to use the GRP to hurl them into the fan before they mutate.
This fight will focus more on hit-and-run tactics. Shoot either of the heads as you move around the platform. This also counts for when you are reloading. You cannot afford to stand still while you shoot.
It is recommended that you focus on one head at a time. Use pistols for long-range hits, and shotguns for the Two-Head is staggered.
1 | After cutting yourself free from the wires and clearing out the area, progress through the chapter until you see a doorway marked L1 CMV Maintenance 2A. |
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2 | You can find the Audio Log on top of the desk to the left of the doorway. |
1 | Progress through the chapter until you reach an area filled with blind enemies and a doorway with an orange glow. |
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2 | Clear out the enemies or sneak past them and go through the doorway. |
3 | Once inside, you can find the Audio Log to the left at the end of the corridor. |
1 | After retrieving the keycard and heading through the Access Junction, move forward until you reach a tunnel with a Hard Hat Area sign. |
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2 | Reach the end of the tunnel to find the corpse containing this Implant Bio on the ground. |
1 | After climbing the ladder toward the Power Reactor, turn left to find a tight crevice on the wall. |
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2 | After getting past the crevice, progress through the cave and defeat the enemies along the way. |
3 | You will eventually reach a gate marked with a golden symbol. Turn right and move around the corner to get past the gate and end up in the room behind it. |
4 | Once inside the room, take out the long-necked that ambushes you and go to the table at the far end of the hall to find this Audio Log. |
1 | Near the end of the chapter, after riding the platform to the end, head toward the door at the far end of the room. |
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2 | You will find the corpse containing this Implant Bio on the ground beside the door. |
Chapter | Summary |
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Cargo
(Chapter 1) |
Jacob and Max are flying from Europa to Callisto on a standard supply run when they learn that they have been boarded by the Outer Way terrorist organization. |
Outbreak
(Chapter 2) |
Jacob finds himself a prisoner of Black Iron Prison. When he wakes up, Black Iron is in complete chaos. Now he has to find a way out of this hellhole. |
Aftermath
(Chapter 3) |
Jacob must help Elias free the one prisoner that can get them out Callisto. Jacob must venture deeper into the facility to access SHU, the maximum-security unit where that prisoner is held captive. |
Habitat
(Chapter 4) |
Jacob has to rendezvous with Elias at the Tram Station in the Habitat Dome. These creatures have begun mutating, evolving into stronger enemies. |
Lost
(Chapter 5) |
Jacob is out of Black Iron Prison, but now he finds himself in the barren wastelands of Callisto. Dani has a plan to get to the hangar, but everything doesn't always go according to plan. |
Below
(Chapter 6) |
Jacob wakes up underneath all the rubble of the fallen hangar and learns the existence of Arcas, the first colony. Now he has to bring power back to the station to use the transport platform to Arcas. |
Colony
(Chapter 7) |
Jacob arrives at the Arcas colony and learns of the truth behind the Callisto Outbreak. Now he must race back to the warden's tower or face the consequences. |
Tower
(Chapter 8) |
Jacob finds himself a prisoner of Black Iron Prison yet again. Only one thing remains: he has to race against time to save Dani and get off Callisto. |
Chapter 6: Below Walkthrough and Data Bios Locations
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