The Callisto Protocol

Chapter 8: Tower Walkthrough and Data Bios Locations

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Callisto Protocol - Tower

Tower is the last chapter of The Callisto Protocol's main story. Read on for a detailed walkthrough, list of rewards, tips for completion, Tower Data Bios Locations, as well as other strategies!

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Colony -

Tower Walkthrough

Tower Summary

Tower Objectives
Checkmark.pngSearch for the Lab.

Checkmark.pngTalk to Dr. Mahler.

Checkmark.pngLook for the Warden.

Checkmark.pngGet to the Escape Pods.

Tower Objectives

Objectives
1 Find Mahler
The Callisto Protocol placeholder quest iconFind Dr. Mahler.
Jacob is right back where he started; in his prison cell. After the conversation with Mahler, get out of your cell and go right towards Securty P341. The loot crate has a Larvae in it, don't bother opening. Go through the door and resupply with the Reforge, there's a Two-Head in the other room.
2 Get the Fuse
The Callisto Protocol placeholder quest iconGet the Gate Fuse.
Panopticon Surveillance B330 needs a Gate Fuse to unlock. Head on back to Server Room B315 to get the Fuse. The Two-Head will be right in front of where the Fuse is. Use the server room's tight square layout to your advantage.
►How to Beat the Two Head
3 Panopticon
The Callisto Protocol placeholder quest iconGet to Psyc Block 1 A320.
Once you have the fuse, go through Panopticon Surveillance B330. There will be a couple of enemies that will spawn, if they bare tentacles be sure to shoot those immediate before they get a chance to mutate. Use the Shiv to unlock the yellow door at the end of the hall.
4 Morgue
The Callisto Protocol placeholder quest iconGet to Psych Black 2 A220.
Once your're inside Psyc Block 1 A320, be wary of every body you see, every glass window and vent. Enemies will be popping left and right in this area, all of them will mutate if not dealt with immediately.

Go down the stairs at the end of the hall. More enemies will appear. Take a detour through Morgue A222. Two enemies will appear inside the Morgue, but you can use the GRP to hurl them into the spikes. When you exit the Morgue a Crawler and a Spitter will spawn the end of the room. Use the GRP to get the explosive cannister and chuck it at both enemies to save time.
5 Storage
The Callisto Protocol placeholder quest iconPass through Biohazard Storage A230.
If you want to loot for some items, you can go into Nurse Station 2 A240. Go back to the hall and into storage room. Another enemy will spawn in there. Use the GRP to throw them off the ledge then climb down the ladder.
6 Psyc Block 1 A110
The Callisto Protocol placeholder quest iconPass through Psyc Block 1 A110.
Once inside, the door to your right requires a Gate Fuse to be operational. It goes without saying, there will be enemies that randomly pop as you go down the hall. Go left and use the GRP to open the vent at the end of the hall.

Crawl up the vents and when you get down, the Gate Fuse will be in the room to your right. Run back down the hall and use the Shiv to unlock the door. Then use the Gate Fuse to open Access Hall M150 down the hall.
7 Mezzanine M123
The Callisto Protocol placeholder quest iconHead to Mezzanine M123.
Resupply with ammo and use the Health Injector from the wall mounted box. Head up the Mezzanine and go down the stairs where a Spitter will spawn. Use the GRP to chuck the Splitter to the giant fan at the end of the room.
8 2nd TwoHead
The Callisto Protocol placeholder quest iconFace another Two-Head.
After dealing with the Spitter, head to the large open area and the Two-Head will appear. You can use the layout of the room to make this another game of cat and mouse. Creat some distance and shoot at it as it tries to close in that distance.
►How to Beat the Two Head
9 Research Checkpoint R001
The Callisto Protocol placeholder quest iconGo through Research Checkpoint R001.
Head to the end of the hall and then make a left towards the research lab. Keep moving forward until you reach Mahler and Dani at the very end of the hall. Wait until the cutscene finishes and then you and Dani can go straight to the Warden.
10 Learn the truth
The Callisto Protocol placeholder quest iconLearn the truth of your actions.
Once you regain control, go throught the hall at the other end of the room. Follow the path until you hit the elevator. Once you get off from the elevator, just keep moving forward until you reach the door that triggers another cutscene.

After learning that you are partially responsible for the attack on Europa, Jacob will try and rectify his mistakes by saving Dani and killing the Warden.
11 Last Chance
The Callisto Protocol placeholder quest iconPrepare for the final fight.
Head up the ramp and down the hall. Use the Reforge station to make last-minute upgrades and resupply with ammo. Heal up and selll the remaining items in your inventory save for ammo. Check the other end of the hall for lootable boxes for ammo, health, or other sellable items.
12 Use the Shiv
The Callisto Protocol placeholder quest iconFace the Warden.
Whenever you're ready, use the Shiv to open the locked door. After the cutscene, get ready to fight the Alpha.
13
The Callisto Protocol placeholder quest iconDodge Ferris's attacks.
Save your bullets for now and deal with Ferris in the same way you did in the previous chapter. Time your dodges, and just attack him with the Stun Baton. Don't even bother shooting him when the Strategic Targeting System prompt shows up. You'll need the bullets for later.
14 Alpha Ferris
The Callisto Protocol placeholder quest iconDefeat Alpha Ferris.
Ferris in his Alpha form is much stronger and durable. Its face will be its only weakspot. Circle the area to find explosive cannisters and use the GRP to chuck them at the barrier he creates around his face.

When the barrier is gone, this is the time to deal as much damage to Ferris before he screams and regenerates the barrier. Crawlers will start to spawn mid-fight. After break the barrier enough times, Ferris will go down and you can synthesize the antidote.
15 Escape Pod
The Callisto Protocol placeholder quest iconGet to the escape pods!
After defeating Ferris, Warden Cole will show up and offer you a chance in exchange for the antidote. Dani will arrive and you will both learn that the Warden was never in any real danger. Jacob will use the antidote on Dani. Once you regain control, you must both get to the escape pod. You must hurry because you can still die if you do not reach the pod in time. When you get there you lear that there is only one pod left. Jacob sacrifices himself to save Dani, and a cutscene will play triggering the end of the game.

Tower Obtainable Weapons

Tactical Pistol

Tactical Pistol
Tactical Pistol
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

If you missed the Tactical Pistol in the previous chapter, you can still pick its schematics inside the Tower. You can pick up the schematics in either in front of Cellblock 34 P340 or inside Mezzanine M123.
Tactical Pistol Upgrades and How to Get

UJC Assault Rifle

Assault Rifle
Assault Rifle
A three-round burst automatic rifle assigned only to the elite Black Iron Squad Nine. Based on the UJC Modular Weapons Platform.
Type Primary
Acquisition Type Printed at the Reforge Station
Print Price 1000 Credits
Base Ammo Capacity 20

If you missed the UJC Assault Rifle in the previous chapter you can still pick up its schematics in Access Hall M150. The only drawback to getting this at this point in the game lis that you may not have enough Callisto Credits to fully upgrade it before you face the final boss.
Assault Rifle Upgrades and How to Get

Tower Enemies Encountered

Two-Head Tips and Strategies

Anticipate Corners

Anticipate Corners

When you fight the Two-Head in the Server Room, the area might feel smaller than the last encounter but this is a good thing. Create distance between you and the Two-Head and simply anticipate for either of the two heads to pop up in the corner before you take your shot.

Chuck Enemies into Hazards

Chuck Enemies into Fans

In the area where you fight the second Two-Head, there will be 3 industrial fans in the area. Once the Two-Head spawns, a few enemies will sometimes spawn to flank you from other sides. Use the GRP to throw these enemies into the fans or the spikes before focusing on the Two-Head.

How to Beat Two-Head Boss

Alpha Ferris Tips and Strategies

Chuck Explosive Cannisters

The barrier Alpha Ferris puts up to cover his face is the main target you want to destroy to really deal some damage. There are explosive cannisters you can chuck towards the barrier making it more susceptible to gunfire.

Use the Crawlers as Bombs

Crawlers
While it makes sense to shoot the Crawlers the moment you see them, you can also use them to your advantage. When you run out of explosive cannisters to throw at Alpha Ferris, you can shoot the Crawlers that are close to him, triggering them to explode and dealing damage to Alpha Ferris in the process.

Ferris Boss Fight Guide: How to Beat the Final Boss

Tower Data Bio Locations

Dr. Tala Ismene: Observation (Audio Log)

1
After unlocking the door to Panopticon Surveillance B330 with a Gate Fuse, head through and turn toward the hallway on the left.
2
Reach the end of the hallway to find this Audio Log on top of a table. Note that two enemies will ambush you when you reach the Audio Log, so take them out first before picking it up.

Dr. Tala Ismene: Taken (Audio Log)

1
After entering the vent across the door to Access Hall M150, turn right to find a staircase leading up.
2
Go up the staircase to find this Audio Log on top of a biohazard container.

Edward Bates: Experimentation (Audio Log)

1
After defeating the two-head near the surgical theater, head through the door to Research Checkpoint R001.
2
Proceed past the security checkpoint and through the doors marked "Unlocked".
3
Once inside, you can find this Audio Log on a small metal structure on the right side.

Duncan Cole: Cole’s Triumph (Audio Log)

1
After heading up the elevator with Dani, move forward to the next room.
2
You can find this Audio Log on a table at the far left side of the room.

All Implant Bio Locations

The Callisto Protocol Related Guides

Callisto Protocol - Story Walkthrough Partial.png
Complete Story Walkthrough

List of Chapters

Chapter Summary
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.

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