Dead Space
47 Achievements
Legend Teller
Collect 150 logs.
How to unlock the Legend Teller achievement in Dead Space - Definitive Guide
TrueAchievements
TrueAchievements
30 Jan 2023 12:37
Dead Space Log Collectibles Guide
To keep track of which collectibles you have collected. Press Y button and Press LB to go to Database tab. Use the left and right buttons on the D-pad to see all the different chapters.Chapter 1: New Arrivals
Log #1 – Background Request
At the start of the game when you take control of Isaac, turn around and go into the first room on your left to find the collectible on the floor.
Log #2 – Sponsored Article: The USG Ishimura
After entering the USG Ishimura and synching your suit, you will enter the Flight Lounge. Once inside turn left to find the collectible on some seats.
Log #3 – Run!
This is story related and is unlocked whilst you’re running away from the enemies towards the elevator.
Log #4 – Send Help
After picking up the Plasma Cutter and defeating your first enemy. In the next room, you enter the intel will be on the wall in front of you, this is just before the small ramp you go down which leads to the Tram Control Room.
Log #5 – Repair The Tram System
This is story related and is unlocked whilst you are on a video call with Daniels and Hammond talking about repairing the Tram System.
Log #6 – Stasis Door
From the Tram Control Room take the door on the right. Go down the stairs and pick up the Stasis Module off the floor. Don’t use the Stasis on the door straight away, wait for Daniels to call you, Daniels will say “Reading a door malfunction between you and the Maintenance Bay.”. Once the audio call has happened you can continue.
Log #7 – Dismemberment
This is story related and is unlocked when you enter the Tram Repair Room. Hammond will talk about the best way to take out the Necromorphs.
Log #8 – Stasis Module Request
On your right, as you enter the Tram Repair Room the audio log will be on a table. It will be glowing pink.
Log #9 – Auto Loader
Whilst repairing the Tram you will need to use Stasis on the right claw for it to grab the vehicle. Don’t use stasis on it right away, wait for Daniels to call you. Daniels will say “Any luck moving that tram car?”.
Log #10 – Replaced The Tram Car
This is story related and is unlocked after replacing the Tram in the Tram Repair Room.
Log #11 – Repair Invoice
Once you’ve reached Maintenance Bay, take the first right and follow the path around to the elevator. Once on the upper floor go to the Circuit Breaker. To the right of the circuit breaker, you can find the collectible on the chair.
Log #12 – Poker Invitation
After rerouting power the room will go dark, make your way back to the elevator. Once back downstairs run forward and go into the room on your left to find the log along with a node.
Log #13 – Found The Data Board
This is story related and is unlocked after picking up the Data Board, which is in the same room as Log #12. You will have a conversation with Hammond telling you your next objective.
Log #14 – En Route To The Bridge
This is story related and is unlocked after calling the tram in the Tram Control Room.
Log #15 – Arrived On The Bridge
This is story related and is unlocked after re-entering Flight Lounge.
Log #16 – Go To Medical
This is story related and is unlocked after going back to the Kellion. After the ship blows up Hammond will tell you to go to Medical.
Chapter 2: Intensive Care
Log #17 – Destroy the Barricade
This is story related and is unlocked after you enter the Security Station. You will have a conversation with Hammond about destroying the barricade.
Log #18 – Patient Harris
Once you’ve reached Imaging Diagnostics, place the battery in the wall to turn on the circuit breaker in this area. Interact with the circuit breaker and turn on the doors. Go into the room called Consultation Room. The collectible will be on the table.
Log #19 – Calculated Risks
In the same area, you are in go back to the circuit breaker and select the elevator option. Once you are on the upper-level turn right to go into the corridor and go into the room called Observation Room. The collectible will be on the table on your right.
Log #20 – Found a Hydrazine Tank
This is story related and is unlocked after you pick up the Hydrazine Tank. Isaac will have a conversation with Hammond about the next objective.
Log #21 – Shook The Whole Ship
This is story related and is unlocked just before you go back outside into space. Hammond will call you about something shaking the whole ship.
Log #22 – Almost Got Me
This is story related and is unlocked after you fly down an elevator shaft. You will have a conversation with Hammond.
Log #23 – Nicole’s Log
After entering the Main Lab you will fight a bunch of enemies. Clear floors of enemies and the lockdown will be lifted. On the bottom floor, go into the room called Dr. N. Brennan – SMO. The intel can be found on the main desk.
Log #24 – Anonymized Transcript
In the same room as the previous collectible, the intel can be found on a shelf on the right side of the room as you enter.
Log #25 – Marker Discovery
In the same area enter the room called Dr. T. Kyne – CSO, the intel can be found on your left as you enter the room.
Log #26 – They Defy Death Itself
The next collectible can be found behind Dr. T. Kyne – CSO office in the bathroom on the floor.
Log #27 – Vital Personnel
When you reach the Biological Prosthetics Center, before going up the elevator turn right to find the intel on the table.
Log #28 – Found a Shock Pad
This is story related and is unlocked after you pick up the Shock Pad from the Limb Stimulation Therapy room. Next head back to the barricade.
Log #29 – Find the Captain’s RIG
This is story related and is unlocked after blowing up the barricade. As you enter the Ishmura Clinic, you will have a conversation with Hammond.
Log #30 – Patient Observations
After entering the Ishimura Clinic, go into the Emergency Room, the intel can be found on an operating table on the right of the room.
Log #31 – Nicole’s Study
From the previous collectible watch the hologram cutscene in the middle of the room, once the cutscene has finished you will have unlocked a new side mission objective. Go to the side missions tab in the pause menu and make sure the Scientific Methods mission is tracked.
Once that’s done interact with the circuit breaker and turn on the showers. A hidden room will then be revealed. Use Kinesis to move the door that’s in the way, once inside the intel will be on a table.
Log #32 – Rats in the Walls
A little while later you will enter ER Hallway B. Directly in front of you, you will see the intel on the wall.
Log #33 – Colony’s Problems
In the same area as the previous collectible before going into the Intensive Care Unit, turn right and go down the corridor to find the intel on the floor. Some enemies will attack you here so watch out.
Log #34 – Autopsy Report
After using an elevator, you will reach the Morgue. Once inside the intel can be found on the right side of the room next to a fire extinguisher.
Log #35 – Transmitting Codes
This is story related and is unlocked after you pick up the Captain’s Rig. You will need to defeat a few enemies before this so watch out.
Log #36 – Go To Engineering
This is story related and is unlocked after you use the next elevator. You will have a conversation with Hammond about what to do next.
Chapter 3: Course Correction
Log #37 – It’s Mine
At the start of this chapter, the hangar doors to the station will open resulting in Zero Gravity. Engage fly mode and fly along the gap to your right, along here you will see the collectible use Kinesis to grab it.
Log #38 – Growth
When you get to the Engineering area before using the elevator, the collectible will be on a table next to the elevator. This is just after the Zero Gravity section where you need to fly down the cargo lift.
Log #39 – Temple’s Log 01
After using the elevator, you will need to access the control console. Turn right and you will send the intel on a chair next to the buy station.
Log #40 – Engine Diagnostics
This is story related and is unlocked when you interact with the main console in the Engineering Control Room.
After this make sure you have the Refuel Engines [South] objective tracked.
Log #41 – His Own Teeth
Make your way into the Machine Shop, as you go downstairs you will find the Ripper weapon. To the left of this is the bathroom. Once in here, the collectible will be directly in front of you.
Log #42 – Temple’s Log 02
Whilst making your way through the Refuelling Control Station you will use a Gondola to cross a large gap, once on the other side take out the enemies. Before going up the stairs, the intel will be on the floor next to the red pipe.
Log #43 – Kendra is Alive
This is story related and is unlocked after you pick up the Fuel Station Keycard. You will have a conversation with Daniels.
Log #44 – Engines are Refuelled
This is story related and is unlocked after refueling both engines. You will have a conversation with Hammond just after refueling the 2nd engine.
Log #45 – Chaos
Continue with the Centrifuge objective, you will need to use an elevator. Just after this before going into the Decontamination Room, follow the left path to find the intel in a locker next to an upgrade bench.
Log #46 – Rig Transcript
After battling the enemies in the decontamination room, you will find a schematic in front of you as you continue onwards. In the next room turn right to follow the main path. You will find the intel on the floor directly in front of a hole in the wall. This is just before the next airlock.
Log #47 – Centrifuge is Online
This is story related and is unlocked after restarting the Centrifuge. Just after restarting use the elevator that’s behind you. Whilst going down, you will have a conversation with Hammond.
Log #48 – They Found an Artifact
This is story related and is unlocked when you return to the Control Room via the elevator. You will have a conversation with Daniels about the fuel storage.
Log #49 – Temple’s Log 03
Make your way to the fuel storage, whilst on your way there an enemy will jump-scare you. Before using the elevator in this area. Go into the room that’s left of the elevator to find the intel on a table. There is a node in this room also.
Log #50 – Go to the Bridge
This is story related and is unlocked after you restart the engines. As you leave the engine room you will have a conversation with Hammond.
Log #51 – Nicole?
This is story related and is unlocked whilst making your way back to the control room. Isaac will have a conversation with Nicole.
Chapter 4: Obliteration Imminent
Log #52 – The Marker
This is story related and is unlocked once you arrive at the Bridge Tram Station. Isaac will have a conversation with Hammond and Daniels.
Log #53 – Bridge Attack
Make your way to the Main Atrium, once inside the room will get damaged by debris. On the right side of the room where there’s a hole in the floor turn right here to find the intel on the floor next to a console.
Log #54 – Eckhart’s Clearance
Follow the main objective and you will use an elevator, just after this you’ll meetup with Hammond. In the next room, you can find the intel on the right side of the room on a ledge.
Log #55 – More Time
This collectible is just left of the previous collectible in the same room.
Log #56 – Shoot It In The Back
Once you’re back upstairs, as you attempt to go through the Security door a Brute will appear. Do not shoot the Brute until Hammond calls you. You can use Stasis on it to slow it down if you need to whilst waiting. This one can be missable if you shoot the Brute too soon.
Log #57 – Captain’s Fate
After defeating the Brute, go into the room where it came from. Inside the room will be a workbench. Just right of this will be the collectible.
Log #58 – Electrical Fault
This is story related and it unlocked whilst making your way to Mining Administration on floor 2. This is just after a hallway gets damaged which causes a vacuum.
Log #59 – Tracking Infection
Once you reach Mining Administration, you will fight some enemies. Turn left and go into the Main Fuses room. Shoot the fuse that’s on the wall. Go to the right corner of the Mining Administration room that leads to Admin Server Maintenance. The intel can be found on the table along with a node.
Log #60 – Mining Admin Rerouted
This is story related and is unlocked when you reroute power from the Mining Administration to the ADS Cannons.
Log #61 – Believers
After finishing with stuff inside Mining Administration. Go back to the elevator and select floor 3. Once on the next floor, before going into the Electrical Systems room go into the Break Room. Once you go inside here a conversation will automatically start between Isaac and Daniels.
Log #62 – Unitology Article
This is in the same room as the previous collectible, it will be on the floor on the left side of the room.
Log #63 – Watch The Outlets
This is story related and is unlocked after you reroute power from the Electrical System to the ADS Cannons.
Log #64 – Med-Sci Reports
This is story related and is unlocked as you are making your way back to the elevator. Isaac will have a conversation with Daniels about the Necromorphs.
Next, make your way down to floor 1 and use the elevator that goes to Water Purification.
Log #65 – Looking For Elizabeth
Straight after using the elevator, turn left to find the intel on some benches.
Log #66 – Manual Targeting?
This is story related and is unlocked by rerouting all 3 areas to the ADS Cannon.
Log #67 – Water Purification
If you have obtained Logs #60 and #63 in this playthrough, this Log will not get triggered, to get this log you will need to reroute power to the Water Purification first on 2nd playthrough. From what I’ve read is that these 3 collectibles cancel each other out somewhat. Whichever objective you do last you will only get the Manual Targeting? dialog. No need to worry about missing this one too much as you only need to collect 150 logs. In total there are 188 logs, up to you if you decide to go back for this one.
Log #68 – Sync The ADS Cannons
Just after using the elevator in the Water Purification area, you will have a conversation with Hammond about the best way to use the ADS Cannons.
Log #69 – Hold On
In the same area you are just in there will be a save station directly in front of you. To the right of this, the intel will be on the wall. This is just before you go outside to sync the ADS Cannons.
Chapter 5: Lethal Devotion
Log #70 – Follow Nicole’s Signal
This is story related and is unlocked after you arrive at the Medical Tram station. Isaac will have a conversation with Daniels.
Log #71 – Locked In
This is story related as is unlocked when you return to the Security Station. As you enter all the doors will close and Isaac will have a conversation with a stranger.
Log #72 – Mercer’s Volunteer
Continue along with the story, as you get to Imaging Diagnostics, you will use the small lift. Just after this, you will need to shoot the big tentacles that are all over the room to open the path. Once that’s done before going down the corridor, go into the Observation Room. The collectible can be found on a table.
Log #73 – Open The Door
This is story related and is unlocked after a brief cutscene where you are introduced to a red necromorph that can regenerate limbs. Daniels will open the door for you.
Log #74 – Hunted
This is story related and is unlocked after you have escaped the creature and returned to Security Station. Isaac will have a conversation with Daniels about releasing the lockdown manually.
Log #75 – Dr. Kyne’s Dementia
After entering ER Hallway A, the collectible will be on your left on a hospital bed, this is just before the hole in the wall where you turn right.
Log #76 – Sterile Instruments
Just before entering the Intensive Care Unit you will encounter another stuck to a wall that has red tentacles, take out the enemy. From here turn right and go down ER Hallway B. The collectible will be on one of the beds on the left side of the room. By this point, you will have unlocked the Story Teller achievement.
Log #77 – Harris’s Choice
Next, go into the Intensive Care Unit, as you enter the collectible will be in the back left corner of the room on a table.
Log #78 - Mercer’s Journal
Next, go into Dr. Mercer’s office, the collectible will be on the main desk.
Log #79 – Our Air Supply
This is story related and is unlocked after you speak to the Survivor at the table inside Dr. Mercer’s office. Isaac will then have a conversation with Daniels about the air quality deteriorating.
Log #80 – Get To Cryogenics
This is story related and is unlocked when you return to the Security Station to turn on life support. Isaac will then have a conversation with Daniels about getting to Cryogenics fast.
Log #81 – Go to Hydroponics
This is story related and is unlocked after you freeze the red Necromorph. After this Daniels will contact Isaac and discuss Mercer escaping.
Chapter 6: Environmental Hazard
Log #82 – A Tissue Sample
Make sure you pick up the Tissue Sample from the red Necromorph you just took out. Daniels will then contact Isaac and will discuss scanning the Tissue Sample.
Log #83 – Hydroponics Access
This is story related and is unlocked at the start of this chapter. Isaac will have a conversation with Daniels and will discuss the best way to reach Hydroponics. Logs #82 and #83 will play one after another if you pick up the tissue sample before this dialog plays out.
Log #84 – Find a Workstation
This is story related and is unlocked as you approach the Hydroponics Tram Station. Daniels will contact Isaac talking about the air not being safe to breathe.
Log #85 – Cross’s Log 01
Just after the previous collectible in the next room you enter the collectible will be in front of you on some chairs.
Important notes about Log #86 and Log #87
Log #86 and #87 cancel each other out depending on what you do first.
Log #86 – Go To Food Storage
This is story related and is unlocked only if you craft the Enzyme before going to the Food Storage corridor.
Log #87 – Inject The Wheezers
This is story related and is unlocked only if you go to the Food Storage corridor first before you craft the Enzyme. If you crafted the Enzyme first, you need to get this in new game plus.
Log #88 – The Leviathan
This is story related and is unlocked as you approach the food storage corridor. Isaac will have a conversation with Cross and discuss the next objective. Depending on if you do Log #86 or 87 first, the dialog will be slightly different. Found this interesting when going back over the footage.
After this make sure you have Inject Wheezer 01 as your objective by clicking the right stick.
Log #89 – Cross’s Log 02
When you reach the West Grow Chamber you will need to fight some enemies. Before going into West Seedling Room B, you can find the collectible on the right side next to a red explosive barrel.
Log #90 – Use The Enzyme
When you reach the Wheezer in West Seedling Room B, before walking up to it shoot it a few times. Cross will say that shooting doesn’t work and will tell you to inject the Enzyme. This will be missible if you inject the Enzyme first before shooting.
Log #91 – Jacob and Nicole
After injecting the Wheezer you will fight some enemies, take them all out. Then Cross will call Isaac. This is story related and will trigger automatically.
Next, make sure you have Inject Wheezer 02 as your objective.
Log #92 – Corruption
Make your way to the Wheezer 02 objective once you reach the room where the Wheezer is the collectible will be on your right on a table next to the Wheezer.
Next, complete the objective Inject Wheezer 03 in the flying section.
Log #93 – Help Me…
This is story related and is unlocked as you enter Hydroponics control where Wheezer 04 is located. Isaac will get a call from Nicole.
Log #94 – Ghosts in the Monitors
This is story related and is unlocked as you enter East Grow Chamber. Daniels will contact Isaac.
After this, complete the objective related to Inject Wheezer 05.
Next, you will need to disable gravity by collecting the key card from East Seedling Room B, to reach Wheezer 06.
Log #95 – Cross’s Log 03
Next, fly up to the toxic area in the upper part of the room you are in. Before injecting Wheezer 06 go to the back to the left side of the room to find the collectible on the floor.
Log #96 – Corporate Assholes
This is story related and is unlocked after you are grabbed by a tentacle. A conversation will trigger with Isaac and Daniels just before you enter Air Filtration Tower.
Next, complete the Wheezer 07 objective.
Log #97 – Technical Manual
Before continuing with Wheezer 08 objective, go into the Annex Control Room. Here you will find the collectible on the floor, there is also a node in this room too.
Log #98 – I Need You
This is story related and is unlocked after you use the next elevator. Nicole will contact Isaac just after leaving the elevator.
Log #99 – Space the Leviathan
This is story related and is unlocked after you inject Wheezer 08.
Log #100 – Bad Ideas
This is story related and is unlocked when you enter the food storage Airlock. Isaac will have a conversation with Daniels about the Leviathan.
Log #101 – Finish It Off!
This is story related and is unlocked halfway through the Leviathan boss fight. The Leviathan will start to poison the room. Cross will tell Isaac to finish off the Leviathan.
Log #102 – Head Back Inside
This is story related and is unlocked after you defeat the Leviathan. Cross will tell Isaac to go back inside the Food Storage Airlock.
Log #103 – The SOS Beacon
This is story related and is unlocked after you return to the Food Storage Airlock. Cross will contact Isaac about an SOS beacon.
Log #104 – Go to the Mining Desk
This is story related and will trigger straight after the Log #103 message. Daniels will contact Isaac and will open some doors.
Chapter 7: Into the Void
Log #105 – Hammond’s Return
This is story related and is unlocked when you reach the Mining room. Once here, Isaac will have a conversation with Daniels and Hammond. This is just before you need to move the out of the way.
Log #106 – Weird Malfunctions
This is story related and is unlocked whilst going down the elevator. This is just after the RIG Control Room.
Next, select Deck C Mining on the elevator controls.
Log #107 - Ore Storage Report
Once you reach Deck C Mining, you will see a sign on the wall that says “Beware Traps Ahead”. Make your way through the laser traps by blocking the traps with the box or you can use the explosive canisters on them to disable them. Before entering the Extraction Area, go into the room called Ore Storage.
Once inside, move the boxes in the left corner to reveal the collectible.
Log #108 – Miner’s Log
When you reach the Extraction Area, follow the path all the way to the right to find a workbench. To the right of the workbench, the collectible will be on a table.
Next put the battery into the wall to turn on the elevator.
Log #109 – Mining Process
After using the elevator, you will go to Mining Control. Just as you enter the collectible will be on a table on your right.
Log #110 – Launch Tubes Sealed
This is story related and is unlocked when you attempt to use the Launch Tube console. Daniels will contact Isaac about what to do next.
Next make your way to Deck B Processing
Log #111 – Dr. Kyne’s Hostage
Whilst making your way through the Mining area, you will fight some enemies. Before going down the ramp turn left to find the intel on the wall next to a locked room.
Log #112 – Fail-Safes
This is story related and is unlocked when you enter Processing Chamber. In the room there will be loads of debris that you need to clear. Isaac will have a conversation with Daniels about the next objective.
Next, push the 4 rocks into the beam of fire. Also, take out the enemies in this area before continuing. After this, use the console to restore gravity.
Log #113 – Supervisor’s Choice
Next, you will go to the Mineral Processing Control, before picking up Dalla’s RIG, turn left to find the collectible on a table.
Log #114 – Found the Admin’s RIG
This is story related and is unlocked when you leave Mining Processing Control. Daniels will contact Isaac about the Administrator’s RIG changing location. I had this trigger when I got to the Mineral Processing Area.
Log #115 – Through the Vents
This is story related and is unlocked when you go to Deck D – Maintenance. Whilst riding the elevator down, Isaac will have a conversation with Daniels and Hammond about the Marker.
Log #116 – Nicole and Dr. Kyne
When you reach the Mining Room, instead of turning left to follow the main objective. Follow the right path through the door where the enemy with the tentacles was. Once inside Equipment Supply, reroute power to Storage 02. Go inside the room to find the collectible on the floor.
Log #117 – Thank you Isaac
This can be found in the same room as the previous collectible.
Log #118 – Found the SOS Beacon
This is story related and is unlocked when you pick up the SOS Beacon, the conversation will get triggered when you walk towards the elevator. Make sure to grab the schematic in this room also.
After this make continue with the main objective and make your way to Deck C – Mining.
Log #119 – Launch The Asteroid
This is story related and is unlocked when you try and interact with the console inside Mining Control. The console will break, and Isaac will have a conversation with Daniels about what to do next.
Log #120 – Gravity Tethers
This is story related and is unlocked when you get to the Mining Bay, it will trigger when you get to the big room with the Asteroid in front of you. It’s just after you use an elevator.
Next, remove all the tethers surrounding the asteroid. After this make your way back to Mining Control.
Log #121 – Beacon is Away
This is story related and is unlocked when you go back to Mining Control and successfully launch the Asteroid into space.
Log #122 - Manual Override
This is story related and is unlocked in the same room when the red necromorph starts to attack Isaac.
Log #123 – Go to Communications
This is story related and is unlocked when you go back to the elevator to escape from the Hunter. Once at the elevator select Deck A – Preparation. Whilst going upward Daniels will contact Isaac and discuss where to go next.
Chapter 8: Search and Rescue
Before continuing, make sure you have the side mission You Are Not Authorized – Find Chief Engineer Rousseau’s RIG selected, as we will be doing some backtracking. Make your way to Mining – Engineering Tram Station.
Log #124 – Chief Engineer’s Log
Make your way to Fuel Storage by following the waypoint on the floor. Once here, go through the level 3 access door. Inside this room, there will an audio log and a RIG piece.
Log #125 – Chance For Rescue
This is story related and is unlocked when you arrive at the Bridge Tram Station. Isaac will have a conversation with Daniels about a potential rescue.
Log #126 – Eavesdropper
This is story related and is unlocked after the lockdown in the Main Atrium. There will be loads of enemies in here, use the explosive barrels if you need to. Once all enemies are dealt with go towards the elevator in the middle of the room. Some dialog will then get triggered between Isaac and Daniels talking about being watched.
Next, use the elevator in the Main Atrium and select floor 3.
Log #127 – Comm Array Error
Make your way to the Comms Control Room, once inside run to the window in front of you and you’ll see a Necromorph crawl across it. Daniels will then contact Isaac about the next steps.
Log #128 – Mayday
Instead of going right to continue, go into the room called E Bailey 1st Co which is on the left side of the Comms Control Room. Inside here will be the audio log along with Bailey’s RIG.
Log #129 – Open a Channel
This is story related and is unlocked once you complete the array puzzle in the Communications Array.
Log #130 – First Contact
This is story related and is unlocked when you activate the Communication console. You will hear a message from Commander Cadigan.
Log #131 – Manual Release
This conversation will trigger straight after Log #130, Daniels will contact you about increasing the signal.
Log #132 – The Comms Relay Crew
After riding a gondola, you will reach Maintenance Gondola. The collectible will be directly in front of you on a bench. This is just before the save station and crafting table.
Log #133 – Big Problems
This is related to the story and is unlocked when you interact with the console inside Comms Maintenance. You will see the Leviathan in front of you.
Log #134 – Deploy The Antenna
This is story related and is unlocked when you defeat the Leviathan for the 2nd time. Daniels will contact Isaac about launching the Antenna.
Next, make your way back to the console inside Comms Maintenance.
Log #135 – Collision Imminent
This is story related and is unlocked after you interact with the console. Some dialog will start where Daniels will tell USM Valor to not open the escape pod.
Log #136 – No Survivors
This is story related and will play straight after log #135. USM Valor will crash into USG Ishimura.
Log #137 – Get to the Valor
This is story related, this will play just after log #136. You will speak to Hammond again.
Log #138 – Hammond on the Bridge
This is story related and is unlocked as you are flying in space to the USM Valor ship. Just after this chapter 9 will start.
Chapter 9: Dead on Arrival
Log #139 – Eject the Warhead
This is story related and is unlocked whilst walking through the Barracks. Hammond will contact Isaac about what to do with the Warhead.
Log #140 – Transformed Soldiers
This is story related and is unlocked after you defeat the first necromorph that teleports all over the place. After taking it down, Hammond will contact Isaac.
Log #141 - Orders
Straight after defeating the necromorph that teleports, go into the briefing room. The intel can be found on the table in the middle of the room.
Log #142 – Alien Borders
This collectible is in the same room as the previous collectible. It will be on the floor on the right side of the room.
Next, replace the battery in the elevator so it can be used.
Log #143 – Dr. Kyne
This is story related and is unlocked as you go down the elevator. Isaac will have a conversation with Dr. Kyne.
Log #144 – Why Bring a Nuke?
This is story related and is unlocked once you dispose of the Nuke. In this area make sure to not shoot the exploding arms on the enemies otherwise that will destroy the entire room.
Log #145 – He’s Alive
This is story related and is unlocked after you leave the Infirmary. The Infirmary room is the one that has the spinning laser in the middle of it. Watch out as there will be teleporting necromorphs that appear. After leaving the room Hamond will contact Isaac.
Log #146 – Dead on Arrival
This is story related and is unlocked after you defeat the Brute in Cargo Bay. Whilst on your way out Hammond will contact Isaac.
Log #147 – Go! Go!
This is story related and is unlocked after you pickup the Singularity Core. After this you need to escape the USM Valor.
Log #148 – Go to the Crew Deck
This is story related and is unlocked after you return to the Communications Array. Daniels will contact Isaac about the next steps.
Chapter 10: End of Days
Before continuing with the main story in this chapter make sure you have the side mission Premeditated Malpractice tracked. Next, make your way to Hangar – Cargo – Tram Control. When you get there follow the waypoint on the floor to reach the room where Log #149 is located. I had trouble finding my way back to the room where the collectible is as the objective is pointing to a Tram Station that is currently offline.
Log #149 – Working Discreetly
Follow the Premeditated Malpractice waypoint to the Diagnostic Lab. Once here, the collectible will be on the table in the room. You will also earn the Final Regeneration achievement here for completing the side mission.
Next, make sure you have the mission Reach the Executive Shuttle tracked. Make your way to the Bridge Tram Station. Once here follow the waypoint on the floor.
Log #150 – The Marker is Active
This is story related and is unlocked once you return to the Crew Deck Tram Station. Daniels will contact Isaac about the radio signal not being good. Also, make sure to lift the lockdown of Crew Deck by interacting with the console on your right.
Log #151 – Z Ball Rules
This can be found in the room just after Standard Bathrooms. Instead of using the elevator, turn right to find the collectible on some table.
Before going up the elevator and retrieving the security card, make sure to enter the Zero-G Gym to unlock the Z-Baller achievement. Once you’ve completed all 6 waves, make sure to loot all the lockers before leaving. Next, put the battery into the wall to repair the elevator.
Next, proceed to floor 1 by following the main objective. Continue along with the main path eventually you will reach a room where Dr. Mercer will be talking via a hologram. After this, you will need to remove all the chairs and tables blocking the path to Standard Quarters.
Log #152 – Thank You Doctor
Once you are inside Standard Quarters, the room will be poisonous. On your right, as you enter the collectible will be on one of the beds. There will be two enemies in this room that stick to the wall and spawn tentacles all over the place.
By this point, if you are following this roadmap the Legend Teller achievement will have been unlocked by now. I will list the remaining logs for those who are interested in learning more about the story.
Log #153 – Get to the Shuttle
This is story related and is unlocked when you reach the Deluxe Quarters to destroy the 2nd Tendril. Daniels will call Isaac about reaching the shuttle.
Next, destroy the Tendril in Deluxe Quarters and make your way back to Central Nexus.
Log #154 – More than Sacrifices
In the next room, you enter as part of the main objective the collectible will be on your left under some tables. This is just before you enter Executive Quarters.
Log #155 – An Investor’s Guide
When inside Executive Quarters, the collectible can be found in the middle of the room on the floor next to some chairs.
Log #156 – Eternal Rest
Still in Executive Quarters, go into the 1st room on the left side, in here will be the collectible.
Log #157 – White’s List
Still in the Executive Quarters, go into the 2nd room on the left side, in here will be the collectible.
Now destroy the tendril in Executive Quarters.
Log #158 – Nexus Organism
After reaching Chief Steward’s Office, Isaac will have a conversation with Dr. Kyne. Dr. Kyne will then open a door for you. The collectible can be found next to the tendril you need to destroy on a table.
Log #159 – Mercer is Close
This is story related and is unlocked when you interact with the console to retrieve the marker. Dr. Kyne will then have a conversation with Isaac. Just before this, a lockdown will happen and you’ll need to fight some enemies.
Log #160 – Retrieve the Marker
This is story related and is unlocked after you defeat the Hunter and will get attacked by a tentacle. To defeat the Hunter use stasis on it by the engine and take off the limbs, then run to the console to incinerate it. After all this Isaac will have a conversation with Dr. Kyne and Daniels about what to do next.
Chapter 11: Alternate Solutions
Log #161 – Get to Cargo
This is story related and is unlocked when you arrive at Hangar – Cargo – Tram Control. Isaac will have a conversation with Daniels and Dr. Kyne.
There’s Always Peng! Achievement
When you get to Cargo Bay use the elevator, then turn around to find the Peng treasure behind some crates in a locker. You will then earn the There’s Always Peng! Achievement.
Log #162 – Last Word
From the elevator that you just used to get to the Peng treasure, walk forward just past the enemy on the right side of the room that’s stuck to the wall. The collectible will be just past the orange chest on the floor. Make sure to loot the orange chest also as the Suspension Module upgrade is in there.
The rest of the log collectibles are all story related. I will explain when they occur.
Log #163 – Wish Me Luck
This will get triggered after you move the marker across the room, and it ascends upwards. There will be lots of enemies in this room so watch out.
Log #164 – He’s Here
This will get triggered when you board the elevator that goes to Flight Deck. Follow the waypoint on the floor to get here.
Log #165 – Arrival
This will get triggered after a lockdown event with a bunch of enemies. Go outside into Hangar Bay, and the shuttle will land to your right.
Log #166 – Loading Procedure
This will get triggered straight after the previous log.
Log #167 – Safety First
This will get triggered after you place the marker underneath the shuttle. You will need to use the different consoles to move the marker.
Log #168 – Let Him In
This will get triggered when you disable zero gravity. They will tell you to go to the shuttle.
Log #169 – Betrayal
This will get triggered when you reach the shuttle. This conversation is quite long.
Log #170 – Nicole’s Return
This will get triggered straight after the previous log. Nicole will contact Isaac.
Log #171 – We Lost Her
This will get triggered during a conversation with Nicole where the shuttle will return to the USG Ishimura.
Before going in the shuttle double check, you have everything up to this point as you won’t be able to return to the USG Ishimura in Chapter 12. You will need to play in new game plus to collect any remaining items.
Chapter 12: Dead Space
Log #172 – Retrieval Order
After unloading the marker off the ship, the Living Quarters room will become accessible. Inside this room, the collectible will be in front of the buy station.
Log #173 – They Left Us
Next, go into the room on the left side of the Living Quarters, the collectible will be found on the right side of the room. There is also a node in here.
Log #174 – There’s A Dead Space
Next, go into the room on the right side of the Living Quarters, you will then get attacked by some enemies. Defeat them all and Nicole will trigger a conversation.
Log #175 – Do you Miss Them?
This is story related and is unlocked when you go into Supply Depot and will have another lockdown where you battle some enemies. After clearing the enemies, Nicole will have another conversation with Isaac.
Log #176 – Groundside Tether
This is story related and is unlocked when the marker gets stuck because of no power.
Log #177 – Power is Restored
This is story related and is unlocked when you restore power to Tether inside Tether Control. In this area, you just need to place all 3 batteries into the wall.
Next, clear your way through Storage Chamber by taking the tentacles and enemies in this area.
Log #178 – Return the Marker
This is story related and is unlocked when you get to the Extraction Site area. This area is outside.
Log #179 – Recombination Study
After destroying the 3 big tendrils that move about and defeat all the enemies. Before interacting with the console, the collectible can be found on the right side of this area on the floor near some crates.
Log #180 – Nicole’s Farwell
This is story related and is unlocked when you attempt to restart the gravity tethers. This conversation is quite long. After this, you can finish the story.
When I started New Game Plus on the same save file I noticed that I was given the following logs in the side missions tab.
Negotiations
Unexpected Visitors
Last Will and Testament
Life on the Sprawl
{Indecipherable}
I'm not sure what the conditions are for unlocking these, as I noticed that on the game completion screen, it says Text Logs Awarded.
Edit - 05/02/2023
Just finished New Game Plus having collected all of the Marker Fragments. Still missing 3 logs in the side missions tab. Have no idea how you get those. Haven't found any information online about them.
30 Jan 2023 12:37
The Text log, Titled UNKNOWN, requires this combination. of Stomps and Melee: M, S, S, S, M, S, M, S, S, S, M, S
The Audio Log, Titled Strange Shanty: M, S, M, M, S, M, S, M, M, M, M, S
TrueAchievements
TrueAchievements
30 Jan 2023 12:37
Dead Space Log Collectibles Guide
To keep track of which collectibles you have collected. Press Y button and Press LB to go to Database tab. Use the left and right buttons on the D-pad to see all the different chapters.Chapter 1: New Arrivals
Log #1 – Background Request
At the start of the game when you take control of Isaac, turn around and go into the first room on your left to find the collectible on the floor.
Log #2 – Sponsored Article: The USG Ishimura
After entering the USG Ishimura and synching your suit, you will enter the Flight Lounge. Once inside turn left to find the collectible on some seats.
Log #3 – Run!
This is story related and is unlocked whilst you’re running away from the enemies towards the elevator.
Log #4 – Send Help
After picking up the Plasma Cutter and defeating your first enemy. In the next room, you enter the intel will be on the wall in front of you, this is just before the small ramp you go down which leads to the Tram Control Room.
Log #5 – Repair The Tram System
This is story related and is unlocked whilst you are on a video call with Daniels and Hammond talking about repairing the Tram System.
Log #6 – Stasis Door
From the Tram Control Room take the door on the right. Go down the stairs and pick up the Stasis Module off the floor. Don’t use the Stasis on the door straight away, wait for Daniels to call you, Daniels will say “Reading a door malfunction between you and the Maintenance Bay.”. Once the audio call has happened you can continue.
Log #7 – Dismemberment
This is story related and is unlocked when you enter the Tram Repair Room. Hammond will talk about the best way to take out the Necromorphs.
Log #8 – Stasis Module Request
On your right, as you enter the Tram Repair Room the audio log will be on a table. It will be glowing pink.
Log #9 – Auto Loader
Whilst repairing the Tram you will need to use Stasis on the right claw for it to grab the vehicle. Don’t use stasis on it right away, wait for Daniels to call you. Daniels will say “Any luck moving that tram car?”.
Log #10 – Replaced The Tram Car
This is story related and is unlocked after replacing the Tram in the Tram Repair Room.
Log #11 – Repair Invoice
Once you’ve reached Maintenance Bay, take the first right and follow the path around to the elevator. Once on the upper floor go to the Circuit Breaker. To the right of the circuit breaker, you can find the collectible on the chair.
Log #12 – Poker Invitation
After rerouting power the room will go dark, make your way back to the elevator. Once back downstairs run forward and go into the room on your left to find the log along with a node.
Log #13 – Found The Data Board
This is story related and is unlocked after picking up the Data Board, which is in the same room as Log #12. You will have a conversation with Hammond telling you your next objective.
Log #14 – En Route To The Bridge
This is story related and is unlocked after calling the tram in the Tram Control Room.
Log #15 – Arrived On The Bridge
This is story related and is unlocked after re-entering Flight Lounge.
Log #16 – Go To Medical
This is story related and is unlocked after going back to the Kellion. After the ship blows up Hammond will tell you to go to Medical.
Chapter 2: Intensive Care
Log #17 – Destroy the Barricade
This is story related and is unlocked after you enter the Security Station. You will have a conversation with Hammond about destroying the barricade.
Log #18 – Patient Harris
Once you’ve reached Imaging Diagnostics, place the battery in the wall to turn on the circuit breaker in this area. Interact with the circuit breaker and turn on the doors. Go into the room called Consultation Room. The collectible will be on the table.
Log #19 – Calculated Risks
In the same area, you are in go back to the circuit breaker and select the elevator option. Once you are on the upper-level turn right to go into the corridor and go into the room called Observation Room. The collectible will be on the table on your right.
Log #20 – Found a Hydrazine Tank
This is story related and is unlocked after you pick up the Hydrazine Tank. Isaac will have a conversation with Hammond about the next objective.
Log #21 – Shook The Whole Ship
This is story related and is unlocked just before you go back outside into space. Hammond will call you about something shaking the whole ship.
Log #22 – Almost Got Me
This is story related and is unlocked after you fly down an elevator shaft. You will have a conversation with Hammond.
Log #23 – Nicole’s Log
After entering the Main Lab you will fight a bunch of enemies. Clear floors of enemies and the lockdown will be lifted. On the bottom floor, go into the room called Dr. N. Brennan – SMO. The intel can be found on the main desk.
Log #24 – Anonymized Transcript
In the same room as the previous collectible, the intel can be found on a shelf on the right side of the room as you enter.
Log #25 – Marker Discovery
In the same area enter the room called Dr. T. Kyne – CSO, the intel can be found on your left as you enter the room.
Log #26 – They Defy Death Itself
The next collectible can be found behind Dr. T. Kyne – CSO office in the bathroom on the floor.
Log #27 – Vital Personnel
When you reach the Biological Prosthetics Center, before going up the elevator turn right to find the intel on the table.
Log #28 – Found a Shock Pad
This is story related and is unlocked after you pick up the Shock Pad from the Limb Stimulation Therapy room. Next head back to the barricade.
Log #29 – Find the Captain’s RIG
This is story related and is unlocked after blowing up the barricade. As you enter the Ishmura Clinic, you will have a conversation with Hammond.
Log #30 – Patient Observations
After entering the Ishimura Clinic, go into the Emergency Room, the intel can be found on an operating table on the right of the room.
Log #31 – Nicole’s Study
From the previous collectible watch the hologram cutscene in the middle of the room, once the cutscene has finished you will have unlocked a new side mission objective. Go to the side missions tab in the pause menu and make sure the Scientific Methods mission is tracked.
Once that’s done interact with the circuit breaker and turn on the showers. A hidden room will then be revealed. Use Kinesis to move the door that’s in the way, once inside the intel will be on a table.
Log #32 – Rats in the Walls
A little while later you will enter ER Hallway B. Directly in front of you, you will see the intel on the wall.
Log #33 – Colony’s Problems
In the same area as the previous collectible before going into the Intensive Care Unit, turn right and go down the corridor to find the intel on the floor. Some enemies will attack you here so watch out.
Log #34 – Autopsy Report
After using an elevator, you will reach the Morgue. Once inside the intel can be found on the right side of the room next to a fire extinguisher.
Log #35 – Transmitting Codes
This is story related and is unlocked after you pick up the Captain’s Rig. You will need to defeat a few enemies before this so watch out.
Log #36 – Go To Engineering
This is story related and is unlocked after you use the next elevator. You will have a conversation with Hammond about what to do next.
Chapter 3: Course Correction
Log #37 – It’s Mine
At the start of this chapter, the hangar doors to the station will open resulting in Zero Gravity. Engage fly mode and fly along the gap to your right, along here you will see the collectible use Kinesis to grab it.
Log #38 – Growth
When you get to the Engineering area before using the elevator, the collectible will be on a table next to the elevator. This is just after the Zero Gravity section where you need to fly down the cargo lift.
Log #39 – Temple’s Log 01
After using the elevator, you will need to access the control console. Turn right and you will send the intel on a chair next to the buy station.
Log #40 – Engine Diagnostics
This is story related and is unlocked when you interact with the main console in the Engineering Control Room.
After this make sure you have the Refuel Engines [South] objective tracked.
Log #41 – His Own Teeth
Make your way into the Machine Shop, as you go downstairs you will find the Ripper weapon. To the left of this is the bathroom. Once in here, the collectible will be directly in front of you.
Log #42 – Temple’s Log 02
Whilst making your way through the Refuelling Control Station you will use a Gondola to cross a large gap, once on the other side take out the enemies. Before going up the stairs, the intel will be on the floor next to the red pipe.
Log #43 – Kendra is Alive
This is story related and is unlocked after you pick up the Fuel Station Keycard. You will have a conversation with Daniels.
Log #44 – Engines are Refuelled
This is story related and is unlocked after refueling both engines. You will have a conversation with Hammond just after refueling the 2nd engine.
Log #45 – Chaos
Continue with the Centrifuge objective, you will need to use an elevator. Just after this before going into the Decontamination Room, follow the left path to find the intel in a locker next to an upgrade bench.
Log #46 – Rig Transcript
After battling the enemies in the decontamination room, you will find a schematic in front of you as you continue onwards. In the next room turn right to follow the main path. You will find the intel on the floor directly in front of a hole in the wall. This is just before the next airlock.
Log #47 – Centrifuge is Online
This is story related and is unlocked after restarting the Centrifuge. Just after restarting use the elevator that’s behind you. Whilst going down, you will have a conversation with Hammond.
Log #48 – They Found an Artifact
This is story related and is unlocked when you return to the Control Room via the elevator. You will have a conversation with Daniels about the fuel storage.
Log #49 – Temple’s Log 03
Make your way to the fuel storage, whilst on your way there an enemy will jump-scare you. Before using the elevator in this area. Go into the room that’s left of the elevator to find the intel on a table. There is a node in this room also.
Log #50 – Go to the Bridge
This is story related and is unlocked after you restart the engines. As you leave the engine room you will have a conversation with Hammond.
Log #51 – Nicole?
This is story related and is unlocked whilst making your way back to the control room. Isaac will have a conversation with Nicole.
Chapter 4: Obliteration Imminent
Log #52 – The Marker
This is story related and is unlocked once you arrive at the Bridge Tram Station. Isaac will have a conversation with Hammond and Daniels.
Log #53 – Bridge Attack
Make your way to the Main Atrium, once inside the room will get damaged by debris. On the right side of the room where there’s a hole in the floor turn right here to find the intel on the floor next to a console.
Log #54 – Eckhart’s Clearance
Follow the main objective and you will use an elevator, just after this you’ll meetup with Hammond. In the next room, you can find the intel on the right side of the room on a ledge.
Log #55 – More Time
This collectible is just left of the previous collectible in the same room.
Log #56 – Shoot It In The Back
Once you’re back upstairs, as you attempt to go through the Security door a Brute will appear. Do not shoot the Brute until Hammond calls you. You can use Stasis on it to slow it down if you need to whilst waiting. This one can be missable if you shoot the Brute too soon.
Log #57 – Captain’s Fate
After defeating the Brute, go into the room where it came from. Inside the room will be a workbench. Just right of this will be the collectible.
Log #58 – Electrical Fault
This is story related and it unlocked whilst making your way to Mining Administration on floor 2. This is just after a hallway gets damaged which causes a vacuum.
Log #59 – Tracking Infection
Once you reach Mining Administration, you will fight some enemies. Turn left and go into the Main Fuses room. Shoot the fuse that’s on the wall. Go to the right corner of the Mining Administration room that leads to Admin Server Maintenance. The intel can be found on the table along with a node.
Log #60 – Mining Admin Rerouted
This is story related and is unlocked when you reroute power from the Mining Administration to the ADS Cannons.
Log #61 – Believers
After finishing with stuff inside Mining Administration. Go back to the elevator and select floor 3. Once on the next floor, before going into the Electrical Systems room go into the Break Room. Once you go inside here a conversation will automatically start between Isaac and Daniels.
Log #62 – Unitology Article
This is in the same room as the previous collectible, it will be on the floor on the left side of the room.
Log #63 – Watch The Outlets
This is story related and is unlocked after you reroute power from the Electrical System to the ADS Cannons.
Log #64 – Med-Sci Reports
This is story related and is unlocked as you are making your way back to the elevator. Isaac will have a conversation with Daniels about the Necromorphs.
Next, make your way down to floor 1 and use the elevator that goes to Water Purification.
Log #65 – Looking For Elizabeth
Straight after using the elevator, turn left to find the intel on some benches.
Log #66 – Manual Targeting?
This is story related and is unlocked by rerouting all 3 areas to the ADS Cannon.
Log #67 – Water Purification
If you have obtained Logs #60 and #63 in this playthrough, this Log will not get triggered, to get this log you will need to reroute power to the Water Purification first on 2nd playthrough. From what I’ve read is that these 3 collectibles cancel each other out somewhat. Whichever objective you do last you will only get the Manual Targeting? dialog. No need to worry about missing this one too much as you only need to collect 150 logs. In total there are 188 logs, up to you if you decide to go back for this one.
Log #68 – Sync The ADS Cannons
Just after using the elevator in the Water Purification area, you will have a conversation with Hammond about the best way to use the ADS Cannons.
Log #69 – Hold On
In the same area you are just in there will be a save station directly in front of you. To the right of this, the intel will be on the wall. This is just before you go outside to sync the ADS Cannons.
Chapter 5: Lethal Devotion
Log #70 – Follow Nicole’s Signal
This is story related and is unlocked after you arrive at the Medical Tram station. Isaac will have a conversation with Daniels.
Log #71 – Locked In
This is story related as is unlocked when you return to the Security Station. As you enter all the doors will close and Isaac will have a conversation with a stranger.
Log #72 – Mercer’s Volunteer
Continue along with the story, as you get to Imaging Diagnostics, you will use the small lift. Just after this, you will need to shoot the big tentacles that are all over the room to open the path. Once that’s done before going down the corridor, go into the Observation Room. The collectible can be found on a table.
Log #73 – Open The Door
This is story related and is unlocked after a brief cutscene where you are introduced to a red necromorph that can regenerate limbs. Daniels will open the door for you.
Log #74 – Hunted
This is story related and is unlocked after you have escaped the creature and returned to Security Station. Isaac will have a conversation with Daniels about releasing the lockdown manually.
Log #75 – Dr. Kyne’s Dementia
After entering ER Hallway A, the collectible will be on your left on a hospital bed, this is just before the hole in the wall where you turn right.
Log #76 – Sterile Instruments
Just before entering the Intensive Care Unit you will encounter another stuck to a wall that has red tentacles, take out the enemy. From here turn right and go down ER Hallway B. The collectible will be on one of the beds on the left side of the room. By this point, you will have unlocked the Story Teller achievement.
Log #77 – Harris’s Choice
Next, go into the Intensive Care Unit, as you enter the collectible will be in the back left corner of the room on a table.
Log #78 - Mercer’s Journal
Next, go into Dr. Mercer’s office, the collectible will be on the main desk.
Log #79 – Our Air Supply
This is story related and is unlocked after you speak to the Survivor at the table inside Dr. Mercer’s office. Isaac will then have a conversation with Daniels about the air quality deteriorating.
Log #80 – Get To Cryogenics
This is story related and is unlocked when you return to the Security Station to turn on life support. Isaac will then have a conversation with Daniels about getting to Cryogenics fast.
Log #81 – Go to Hydroponics
This is story related and is unlocked after you freeze the red Necromorph. After this Daniels will contact Isaac and discuss Mercer escaping.
Chapter 6: Environmental Hazard
Log #82 – A Tissue Sample
Make sure you pick up the Tissue Sample from the red Necromorph you just took out. Daniels will then contact Isaac and will discuss scanning the Tissue Sample.
Log #83 – Hydroponics Access
This is story related and is unlocked at the start of this chapter. Isaac will have a conversation with Daniels and will discuss the best way to reach Hydroponics. Logs #82 and #83 will play one after another if you pick up the tissue sample before this dialog plays out.
Log #84 – Find a Workstation
This is story related and is unlocked as you approach the Hydroponics Tram Station. Daniels will contact Isaac talking about the air not being safe to breathe.
Log #85 – Cross’s Log 01
Just after the previous collectible in the next room you enter the collectible will be in front of you on some chairs.
Important notes about Log #86 and Log #87
Log #86 and #87 cancel each other out depending on what you do first.
Log #86 – Go To Food Storage
This is story related and is unlocked only if you craft the Enzyme before going to the Food Storage corridor.
Log #87 – Inject The Wheezers
This is story related and is unlocked only if you go to the Food Storage corridor first before you craft the Enzyme. If you crafted the Enzyme first, you need to get this in new game plus.
Log #88 – The Leviathan
This is story related and is unlocked as you approach the food storage corridor. Isaac will have a conversation with Cross and discuss the next objective. Depending on if you do Log #86 or 87 first, the dialog will be slightly different. Found this interesting when going back over the footage.
After this make sure you have Inject Wheezer 01 as your objective by clicking the right stick.
Log #89 – Cross’s Log 02
When you reach the West Grow Chamber you will need to fight some enemies. Before going into West Seedling Room B, you can find the collectible on the right side next to a red explosive barrel.
Log #90 – Use The Enzyme
When you reach the Wheezer in West Seedling Room B, before walking up to it shoot it a few times. Cross will say that shooting doesn’t work and will tell you to inject the Enzyme. This will be missible if you inject the Enzyme first before shooting.
Log #91 – Jacob and Nicole
After injecting the Wheezer you will fight some enemies, take them all out. Then Cross will call Isaac. This is story related and will trigger automatically.
Next, make sure you have Inject Wheezer 02 as your objective.
Log #92 – Corruption
Make your way to the Wheezer 02 objective once you reach the room where the Wheezer is the collectible will be on your right on a table next to the Wheezer.
Next, complete the objective Inject Wheezer 03 in the flying section.
Log #93 – Help Me…
This is story related and is unlocked as you enter Hydroponics control where Wheezer 04 is located. Isaac will get a call from Nicole.
Log #94 – Ghosts in the Monitors
This is story related and is unlocked as you enter East Grow Chamber. Daniels will contact Isaac.
After this, complete the objective related to Inject Wheezer 05.
Next, you will need to disable gravity by collecting the key card from East Seedling Room B, to reach Wheezer 06.
Log #95 – Cross’s Log 03
Next, fly up to the toxic area in the upper part of the room you are in. Before injecting Wheezer 06 go to the back to the left side of the room to find the collectible on the floor.
Log #96 – Corporate Assholes
This is story related and is unlocked after you are grabbed by a tentacle. A conversation will trigger with Isaac and Daniels just before you enter Air Filtration Tower.
Next, complete the Wheezer 07 objective.
Log #97 – Technical Manual
Before continuing with Wheezer 08 objective, go into the Annex Control Room. Here you will find the collectible on the floor, there is also a node in this room too.
Log #98 – I Need You
This is story related and is unlocked after you use the next elevator. Nicole will contact Isaac just after leaving the elevator.
Log #99 – Space the Leviathan
This is story related and is unlocked after you inject Wheezer 08.
Log #100 – Bad Ideas
This is story related and is unlocked when you enter the food storage Airlock. Isaac will have a conversation with Daniels about the Leviathan.
Log #101 – Finish It Off!
This is story related and is unlocked halfway through the Leviathan boss fight. The Leviathan will start to poison the room. Cross will tell Isaac to finish off the Leviathan.
Log #102 – Head Back Inside
This is story related and is unlocked after you defeat the Leviathan. Cross will tell Isaac to go back inside the Food Storage Airlock.
Log #103 – The SOS Beacon
This is story related and is unlocked after you return to the Food Storage Airlock. Cross will contact Isaac about an SOS beacon.
Log #104 – Go to the Mining Desk
This is story related and will trigger straight after the Log #103 message. Daniels will contact Isaac and will open some doors.
Chapter 7: Into the Void
Log #105 – Hammond’s Return
This is story related and is unlocked when you reach the Mining room. Once here, Isaac will have a conversation with Daniels and Hammond. This is just before you need to move the out of the way.
Log #106 – Weird Malfunctions
This is story related and is unlocked whilst going down the elevator. This is just after the RIG Control Room.
Next, select Deck C Mining on the elevator controls.
Log #107 - Ore Storage Report
Once you reach Deck C Mining, you will see a sign on the wall that says “Beware Traps Ahead”. Make your way through the laser traps by blocking the traps with the box or you can use the explosive canisters on them to disable them. Before entering the Extraction Area, go into the room called Ore Storage.
Once inside, move the boxes in the left corner to reveal the collectible.
Log #108 – Miner’s Log
When you reach the Extraction Area, follow the path all the way to the right to find a workbench. To the right of the workbench, the collectible will be on a table.
Next put the battery into the wall to turn on the elevator.
Log #109 – Mining Process
After using the elevator, you will go to Mining Control. Just as you enter the collectible will be on a table on your right.
Log #110 – Launch Tubes Sealed
This is story related and is unlocked when you attempt to use the Launch Tube console. Daniels will contact Isaac about what to do next.
Next make your way to Deck B Processing
Log #111 – Dr. Kyne’s Hostage
Whilst making your way through the Mining area, you will fight some enemies. Before going down the ramp turn left to find the intel on the wall next to a locked room.
Log #112 – Fail-Safes
This is story related and is unlocked when you enter Processing Chamber. In the room there will be loads of debris that you need to clear. Isaac will have a conversation with Daniels about the next objective.
Next, push the 4 rocks into the beam of fire. Also, take out the enemies in this area before continuing. After this, use the console to restore gravity.
Log #113 – Supervisor’s Choice
Next, you will go to the Mineral Processing Control, before picking up Dalla’s RIG, turn left to find the collectible on a table.
Log #114 – Found the Admin’s RIG
This is story related and is unlocked when you leave Mining Processing Control. Daniels will contact Isaac about the Administrator’s RIG changing location. I had this trigger when I got to the Mineral Processing Area.
Log #115 – Through the Vents
This is story related and is unlocked when you go to Deck D – Maintenance. Whilst riding the elevator down, Isaac will have a conversation with Daniels and Hammond about the Marker.
Log #116 – Nicole and Dr. Kyne
When you reach the Mining Room, instead of turning left to follow the main objective. Follow the right path through the door where the enemy with the tentacles was. Once inside Equipment Supply, reroute power to Storage 02. Go inside the room to find the collectible on the floor.
Log #117 – Thank you Isaac
This can be found in the same room as the previous collectible.
Log #118 – Found the SOS Beacon
This is story related and is unlocked when you pick up the SOS Beacon, the conversation will get triggered when you walk towards the elevator. Make sure to grab the schematic in this room also.
After this make continue with the main objective and make your way to Deck C – Mining.
Log #119 – Launch The Asteroid
This is story related and is unlocked when you try and interact with the console inside Mining Control. The console will break, and Isaac will have a conversation with Daniels about what to do next.
Log #120 – Gravity Tethers
This is story related and is unlocked when you get to the Mining Bay, it will trigger when you get to the big room with the Asteroid in front of you. It’s just after you use an elevator.
Next, remove all the tethers surrounding the asteroid. After this make your way back to Mining Control.
Log #121 – Beacon is Away
This is story related and is unlocked when you go back to Mining Control and successfully launch the Asteroid into space.
Log #122 - Manual Override
This is story related and is unlocked in the same room when the red necromorph starts to attack Isaac.
Log #123 – Go to Communications
This is story related and is unlocked when you go back to the elevator to escape from the Hunter. Once at the elevator select Deck A – Preparation. Whilst going upward Daniels will contact Isaac and discuss where to go next.
Chapter 8: Search and Rescue
Before continuing, make sure you have the side mission You Are Not Authorized – Find Chief Engineer Rousseau’s RIG selected, as we will be doing some backtracking. Make your way to Mining – Engineering Tram Station.
Log #124 – Chief Engineer’s Log
Make your way to Fuel Storage by following the waypoint on the floor. Once here, go through the level 3 access door. Inside this room, there will an audio log and a RIG piece.
Log #125 – Chance For Rescue
This is story related and is unlocked when you arrive at the Bridge Tram Station. Isaac will have a conversation with Daniels about a potential rescue.
Log #126 – Eavesdropper
This is story related and is unlocked after the lockdown in the Main Atrium. There will be loads of enemies in here, use the explosive barrels if you need to. Once all enemies are dealt with go towards the elevator in the middle of the room. Some dialog will then get triggered between Isaac and Daniels talking about being watched.
Next, use the elevator in the Main Atrium and select floor 3.
Log #127 – Comm Array Error
Make your way to the Comms Control Room, once inside run to the window in front of you and you’ll see a Necromorph crawl across it. Daniels will then contact Isaac about the next steps.
Log #128 – Mayday
Instead of going right to continue, go into the room called E Bailey 1st Co which is on the left side of the Comms Control Room. Inside here will be the audio log along with Bailey’s RIG.
Log #129 – Open a Channel
This is story related and is unlocked once you complete the array puzzle in the Communications Array.
Log #130 – First Contact
This is story related and is unlocked when you activate the Communication console. You will hear a message from Commander Cadigan.
Log #131 – Manual Release
This conversation will trigger straight after Log #130, Daniels will contact you about increasing the signal.
Log #132 – The Comms Relay Crew
After riding a gondola, you will reach Maintenance Gondola. The collectible will be directly in front of you on a bench. This is just before the save station and crafting table.
Log #133 – Big Problems
This is related to the story and is unlocked when you interact with the console inside Comms Maintenance. You will see the Leviathan in front of you.
Log #134 – Deploy The Antenna
This is story related and is unlocked when you defeat the Leviathan for the 2nd time. Daniels will contact Isaac about launching the Antenna.
Next, make your way back to the console inside Comms Maintenance.
Log #135 – Collision Imminent
This is story related and is unlocked after you interact with the console. Some dialog will start where Daniels will tell USM Valor to not open the escape pod.
Log #136 – No Survivors
This is story related and will play straight after log #135. USM Valor will crash into USG Ishimura.
Log #137 – Get to the Valor
This is story related, this will play just after log #136. You will speak to Hammond again.
Log #138 – Hammond on the Bridge
This is story related and is unlocked as you are flying in space to the USM Valor ship. Just after this chapter 9 will start.
Chapter 9: Dead on Arrival
Log #139 – Eject the Warhead
This is story related and is unlocked whilst walking through the Barracks. Hammond will contact Isaac about what to do with the Warhead.
Log #140 – Transformed Soldiers
This is story related and is unlocked after you defeat the first necromorph that teleports all over the place. After taking it down, Hammond will contact Isaac.
Log #141 - Orders
Straight after defeating the necromorph that teleports, go into the briefing room. The intel can be found on the table in the middle of the room.
Log #142 – Alien Borders
This collectible is in the same room as the previous collectible. It will be on the floor on the right side of the room.
Next, replace the battery in the elevator so it can be used.
Log #143 – Dr. Kyne
This is story related and is unlocked as you go down the elevator. Isaac will have a conversation with Dr. Kyne.
Log #144 – Why Bring a Nuke?
This is story related and is unlocked once you dispose of the Nuke. In this area make sure to not shoot the exploding arms on the enemies otherwise that will destroy the entire room.
Log #145 – He’s Alive
This is story related and is unlocked after you leave the Infirmary. The Infirmary room is the one that has the spinning laser in the middle of it. Watch out as there will be teleporting necromorphs that appear. After leaving the room Hamond will contact Isaac.
Log #146 – Dead on Arrival
This is story related and is unlocked after you defeat the Brute in Cargo Bay. Whilst on your way out Hammond will contact Isaac.
Log #147 – Go! Go!
This is story related and is unlocked after you pickup the Singularity Core. After this you need to escape the USM Valor.
Log #148 – Go to the Crew Deck
This is story related and is unlocked after you return to the Communications Array. Daniels will contact Isaac about the next steps.
Chapter 10: End of Days
Before continuing with the main story in this chapter make sure you have the side mission Premeditated Malpractice tracked. Next, make your way to Hangar – Cargo – Tram Control. When you get there follow the waypoint on the floor to reach the room where Log #149 is located. I had trouble finding my way back to the room where the collectible is as the objective is pointing to a Tram Station that is currently offline.
Log #149 – Working Discreetly
Follow the Premeditated Malpractice waypoint to the Diagnostic Lab. Once here, the collectible will be on the table in the room. You will also earn the Final Regeneration achievement here for completing the side mission.
Next, make sure you have the mission Reach the Executive Shuttle tracked. Make your way to the Bridge Tram Station. Once here follow the waypoint on the floor.
Log #150 – The Marker is Active
This is story related and is unlocked once you return to the Crew Deck Tram Station. Daniels will contact Isaac about the radio signal not being good. Also, make sure to lift the lockdown of Crew Deck by interacting with the console on your right.
Log #151 – Z Ball Rules
This can be found in the room just after Standard Bathrooms. Instead of using the elevator, turn right to find the collectible on some table.
Before going up the elevator and retrieving the security card, make sure to enter the Zero-G Gym to unlock the Z-Baller achievement. Once you’ve completed all 6 waves, make sure to loot all the lockers before leaving. Next, put the battery into the wall to repair the elevator.
Next, proceed to floor 1 by following the main objective. Continue along with the main path eventually you will reach a room where Dr. Mercer will be talking via a hologram. After this, you will need to remove all the chairs and tables blocking the path to Standard Quarters.
Log #152 – Thank You Doctor
Once you are inside Standard Quarters, the room will be poisonous. On your right, as you enter the collectible will be on one of the beds. There will be two enemies in this room that stick to the wall and spawn tentacles all over the place.
By this point, if you are following this roadmap the Legend Teller achievement will have been unlocked by now. I will list the remaining logs for those who are interested in learning more about the story.
Log #153 – Get to the Shuttle
This is story related and is unlocked when you reach the Deluxe Quarters to destroy the 2nd Tendril. Daniels will call Isaac about reaching the shuttle.
Next, destroy the Tendril in Deluxe Quarters and make your way back to Central Nexus.
Log #154 – More than Sacrifices
In the next room, you enter as part of the main objective the collectible will be on your left under some tables. This is just before you enter Executive Quarters.
Log #155 – An Investor’s Guide
When inside Executive Quarters, the collectible can be found in the middle of the room on the floor next to some chairs.
Log #156 – Eternal Rest
Still in Executive Quarters, go into the 1st room on the left side, in here will be the collectible.
Log #157 – White’s List
Still in the Executive Quarters, go into the 2nd room on the left side, in here will be the collectible.
Now destroy the tendril in Executive Quarters.
Log #158 – Nexus Organism
After reaching Chief Steward’s Office, Isaac will have a conversation with Dr. Kyne. Dr. Kyne will then open a door for you. The collectible can be found next to the tendril you need to destroy on a table.
Log #159 – Mercer is Close
This is story related and is unlocked when you interact with the console to retrieve the marker. Dr. Kyne will then have a conversation with Isaac. Just before this, a lockdown will happen and you’ll need to fight some enemies.
Log #160 – Retrieve the Marker
This is story related and is unlocked after you defeat the Hunter and will get attacked by a tentacle. To defeat the Hunter use stasis on it by the engine and take off the limbs, then run to the console to incinerate it. After all this Isaac will have a conversation with Dr. Kyne and Daniels about what to do next.
Chapter 11: Alternate Solutions
Log #161 – Get to Cargo
This is story related and is unlocked when you arrive at Hangar – Cargo – Tram Control. Isaac will have a conversation with Daniels and Dr. Kyne.
There’s Always Peng! Achievement
When you get to Cargo Bay use the elevator, then turn around to find the Peng treasure behind some crates in a locker. You will then earn the There’s Always Peng! Achievement.
Log #162 – Last Word
From the elevator that you just used to get to the Peng treasure, walk forward just past the enemy on the right side of the room that’s stuck to the wall. The collectible will be just past the orange chest on the floor. Make sure to loot the orange chest also as the Suspension Module upgrade is in there.
The rest of the log collectibles are all story related. I will explain when they occur.
Log #163 – Wish Me Luck
This will get triggered after you move the marker across the room, and it ascends upwards. There will be lots of enemies in this room so watch out.
Log #164 – He’s Here
This will get triggered when you board the elevator that goes to Flight Deck. Follow the waypoint on the floor to get here.
Log #165 – Arrival
This will get triggered after a lockdown event with a bunch of enemies. Go outside into Hangar Bay, and the shuttle will land to your right.
Log #166 – Loading Procedure
This will get triggered straight after the previous log.
Log #167 – Safety First
This will get triggered after you place the marker underneath the shuttle. You will need to use the different consoles to move the marker.
Log #168 – Let Him In
This will get triggered when you disable zero gravity. They will tell you to go to the shuttle.
Log #169 – Betrayal
This will get triggered when you reach the shuttle. This conversation is quite long.
Log #170 – Nicole’s Return
This will get triggered straight after the previous log. Nicole will contact Isaac.
Log #171 – We Lost Her
This will get triggered during a conversation with Nicole where the shuttle will return to the USG Ishimura.
Before going in the shuttle double check, you have everything up to this point as you won’t be able to return to the USG Ishimura in Chapter 12. You will need to play in new game plus to collect any remaining items.
Chapter 12: Dead Space
Log #172 – Retrieval Order
After unloading the marker off the ship, the Living Quarters room will become accessible. Inside this room, the collectible will be in front of the buy station.
Log #173 – They Left Us
Next, go into the room on the left side of the Living Quarters, the collectible will be found on the right side of the room. There is also a node in here.
Log #174 – There’s A Dead Space
Next, go into the room on the right side of the Living Quarters, you will then get attacked by some enemies. Defeat them all and Nicole will trigger a conversation.
Log #175 – Do you Miss Them?
This is story related and is unlocked when you go into Supply Depot and will have another lockdown where you battle some enemies. After clearing the enemies, Nicole will have another conversation with Isaac.
Log #176 – Groundside Tether
This is story related and is unlocked when the marker gets stuck because of no power.
Log #177 – Power is Restored
This is story related and is unlocked when you restore power to Tether inside Tether Control. In this area, you just need to place all 3 batteries into the wall.
Next, clear your way through Storage Chamber by taking the tentacles and enemies in this area.
Log #178 – Return the Marker
This is story related and is unlocked when you get to the Extraction Site area. This area is outside.
Log #179 – Recombination Study
After destroying the 3 big tendrils that move about and defeat all the enemies. Before interacting with the console, the collectible can be found on the right side of this area on the floor near some crates.
Log #180 – Nicole’s Farwell
This is story related and is unlocked when you attempt to restart the gravity tethers. This conversation is quite long. After this, you can finish the story.
When I started New Game Plus on the same save file I noticed that I was given the following logs in the side missions tab.
Negotiations
Unexpected Visitors
Last Will and Testament
Life on the Sprawl
{Indecipherable}
I'm not sure what the conditions are for unlocking these, as I noticed that on the game completion screen, it says Text Logs Awarded.
Edit - 05/02/2023
Just finished New Game Plus having collected all of the Marker Fragments. Still missing 3 logs in the side missions tab. Have no idea how you get those. Haven't found any information online about them.
30 Jan 2023 12:37
The Text log, Titled UNKNOWN, requires this combination. of Stomps and Melee: M, S, S, S, M, S, M, S, S, S, M, S
The Audio Log, Titled Strange Shanty: M, S, M, M, S, M, S, M, M, M, M, S
TrueAchievements
TrueAchievements
28 Jan 2023 13:51
In a slight twist to the original game, logs can also be found on terminals on the walls and you need to click it to retrieve the data from the USG Ishimura. They can be identified by an envelope hologram.
Logs can be found all over, but some are just interactive and you will not need to put any effort in to collect them. The key with collecting the logs is to be thorough; enter every room that is available to you and make sure you’ve collected everything before moving on.
For me, the achievement for 75 logs unlocked towards the end of Chapter 5 and the 150 logs towards the end of Chapter 10; so it should be easily done if you’re thorough. Logs can the tracked on the fourth tab of your RIG.
Edit: if you didn’t quite make the 150 logs required, you can find any you missed during a New Game Plus playthough.
Good luck!
28 Jan 2023 13:51
TrueAchievements
TrueAchievements
28 Jan 2023 13:51
In a slight twist to the original game, logs can also be found on terminals on the walls and you need to click it to retrieve the data from the USG Ishimura. They can be identified by an envelope hologram.
Logs can be found all over, but some are just interactive and you will not need to put any effort in to collect them. The key with collecting the logs is to be thorough; enter every room that is available to you and make sure you’ve collected everything before moving on.
For me, the achievement for 75 logs unlocked towards the end of Chapter 5 and the 150 logs towards the end of Chapter 10; so it should be easily done if you’re thorough. Logs can the tracked on the fourth tab of your RIG.
Edit: if you didn’t quite make the 150 logs required, you can find any you missed during a New Game Plus playthough.
Good luck!
28 Jan 2023 13:51
XboxAchievements
XboxAchievements
Audio Logs, Text Logs, and Security Recordings are often in plain sight, and if you’re careful to scour every room in the process of finding all of the Weapon Upgrades, Schematics, and completing the Side Missions (all of which you’ll need to do for other achievements) then you should easily find 150 logs by the end of Chapter 11.
If you’ve reached the end of the game and you haven’t unlocked this, then two sections in particular - Chapter 5 and Chapter 9- are worth looking out for.
Chapter 9 isn’t able to be revisited after you finish it, and it does hold a few optional logs, so you can revisit this on your New Game+ playthrough to find any stragglers.
Meanwhile, Chapter 5 sees you revisiting the Medical bay of the Ishimura, and it’s easy to miss that a lot of new logs have been dotted around this area since you last visited, especially once you start getting chased by the Hunter. If you feel like you’ve explored every area and haven’t gotten the achievement, it’s worth going back to Medical and revisiting areas where you were previously being chased by the Hunter.
Additionally, some of the logs are tied to the Side Missions, so make sure you’ve completed all three of those as well.
We’ll have a more in-depth guide incoming for the location of each log soon, but rest assured if you explore each side room in the Ishimura, you shouldn’t have a problem getting this achievement. There’s more than 150 logs to find in the game, meaning you don’t have to find them all to get the achievement.
XboxAchievements
XboxAchievements
At first I thought I was going to have a huge problem with this and have to go and find every one of them, but I actually got both achievements just going through the game once. You will come across text messages, audio logs, and video messages, just keep looking in every room and as you walk; you will come across many of them. You can miss 18 throughout the entire game meaning you do not need every single one, so don't fret if you miss one or two. There are 168 in total. You will also get a log for each time somebody talks to you and tells you what to do.
PlaystationTrophies
PlaystationTrophies
168 logs in total can be found throughout the game, however you only need to collect 150 for all log related trophies.
stratege.ru
stratege.ru
05 May 2009 10:23
Records include all the information that you receive during the game. These are audio recordings, video recordings and text logs. There are 168 entries in the game, some of them are simply scattered across different levels, and some you will receive when Hammond and Kelda give you tasks. Below is a list of the number of logs, broken down by chapter and type.
Chapter Selectable Story Total
1 4 14 18
2 11 8 19
3 7 6 13
4 5 15 20
5 2 13 15
6 6 7 13
7 5 8 13
8 1 8 9
9 2 8 10
10 4 14 18
11 0 10 10
12 1 3 10
From the list you can see that the “Story Teller” trophy will unlock around Chapter 5, and the “Legend Teller” trophy around Chapter 11.
05 May 2009 10:23
stratege.ru
stratege.ru
22 Oct 2010 21:53
22 Oct 2010 21:53
PSNProfiles
PSNProfiles
25 Sep 2024 00:00
PSNProfiles
PSNProfiles
02 May 2014 00:00