Dead space zero gravity jump does not work. Passage of Dead Space. Battles with monsters

Unusual game with interesting ideas - from Electronic Arts? A year ago, I would have been very surprised if anyone had told me about this. The game publisher that produced dozens of sterile sports sims year after year, churned out Sims add-ons, and fed the market with film-licensed games was associated with anything but innovation.

However, as of autumn-winter 2008, this is exactly what happens. This is a leader and a generator of new ideas, unusual worlds and atypical games. Just listen - "sci-fi horror from Electronic Arts" ...

Nervous breakdown

The plot in Dead Space is utterly banal. The huge Ishimura spaceship of the Planet Ripper class - it literally destroys planets in the process of mining - at one fine moment stopped communicating. To clarify the situation, a small repair shuttle is sent to Ishimura.

On board, among other crew members, there is a certain Isaac Clarke, an ordinary engineer who is completely unsuitable for the role of a rescuer. After a hard landing on the Ishimura, it quickly becomes clear that the radio silence and emptiness on the docking deck are not caused by malfunctions, but by terrible monsters that have flooded the ship. The crew of the repair shuttle is partially eaten, and the survivors scatter to different corners, so that later, by joint efforts, communicating mainly through radio communications, they try to get out of the damned ship.

Here is the Ishimura - suspiciously silent. The crew of the "Kellion" does not yet know what awaits them in the near future.

Despite the standard start, the game quickly unfolds to its full potential. There is a merciless space overboard, not a soul around, and Isaac, along with the player, gently picks up a feeling of loneliness and despondency, which only intensifies from rare radio sessions. This is far from a bright future, where careless spaceships plow the expanses of a smiling universe. Even if we discard the flickering light and bloody corridors with torn corpses, the overall design of the ship and the environment sets the autumn mood.

But it is not the empty corridors, twilight, sudden attacks of monsters and traces of blood on the walls and floor that scare. The environment only sets the mood, the real impact is delivered by the sounds. It is strange and vile sounds, whether they are incomprehensible screams or crazy nasty rattles, that make you nervous and look around. They do not escalate the situation, warning of future danger. No, it was too easy. Sounds hint that "Ishimura" is far from a safe place and you should not relax.

The developers of the sound, which is often supported by some unpleasant, but not fatal event, hint that something terrible is about to happen. Internally you are prepared for the worst, but nothing happens. The charge of fear does not receive an emotional outburst, and after a while you begin to fear constantly, literally every minute of the game. This incredible psychological attack is bearing fruit.

When monsters appear, the release of emotions and adrenaline, especially in the early stages of the game, is so confusing that sometimes hands naturally tremble. Voltage is a constant companion of Dead Space; expectation and half-hints, and not the gaping mouths of monsters make you nervously look around. At the same time, there is not a single safe place in the game. Even in rooms with save points, monsters sometimes live.

cruel space

Fights with monsters don't let you relax either. Necromorphs, as the alien life form is called, are quite resistant to damage, and the only effective way to fight is to cut off important limbs. You have to use a plasma cutter and other construction tools to literally gut the monsters.

You will have to periodically go into space, where monsters are also found.

There is always a shortage of cartridges, you have to think through every shot so as not to be left with empty pockets in the midst of the battle. Saving - Foundation stone in the gameplay. And the matter is not limited to some cartridges and first-aid kits. Weapons and equipment need to be improved, and power blocks - this is the material for improvements - are always in short supply. Therefore, you have to choose what you really need and where to invest in the first place. There are enough spare parts for a maximum of three models.

Unfortunately, the developers couldn't keep up the hard pace until the end of the game. After completing two-thirds of the levels, you will significantly improve the weapons, and fights will become much easier. At the very end of the game, monsters will cease to be a problem at all, which somewhat dilutes the atmosphere of tension and fear. However, we have to deal not only with the shooting of necromorphs. Dead Space is full of unusual game situations and interesting puzzles.

The biggest surprise is the spacewalks. There is nothing special about it, but how these situations are presented. All sounds suddenly disappear, and we hear only the beating of Isaac's heart and deep breathing. The zones with zero gravity were also excellent, where the walls and ceiling become the second floor, and the character famously jumps in any direction for tens of meters. True, in the last two levels, the game slides down to the banal extermination of monsters and the stubborn pushing of the cart across the entire map.

In the game, even the backpack is made in an unusual way - in the form of a holographic menu.

The picture in the game is surprisingly lively, although sometimes there are muddy textures. It can be seen that the designers and artists have worked on the overall style of the game. Smooth and unhurried movements of Isaac, great animation during close fights with monsters and in interactive scenes. In Dead Space, the interface is built right into the game: the health indicator is a strip on the back, the number of rounds is right on the weapon, the level map, the task menu, the backpack are displayed in the form of a hologram and the game is not paused.

The plot, despite its apparent simplicity, will surprise you with unusual twists several times. But the scriptwriters, having taken a fairly vigorous pace at the beginning of the game, sometimes cut off too abruptly and senselessly storylines. Especially the characters. But the heroes in Dead Space can be counted on the fingers of one hand.

It was evident that the developers were trying on the universe of the game. Animated comics before the release, a full-length cartoon after, it even threatens to reach a feature film. But nevertheless, with close attention, logical inconsistencies in the plot immediately become visible, and additional materials - such as the Dead Space Downfall cartoon - do not provide answers to questions, but only add new contradictions.

However, these inconsistencies cause only surprise, but not irritation. The story in Dead Space serves more as a frame for the amazingly accurate and careful quoting of primary sources, the eerie atmosphere, and the rigorous gameplay. I would like to believe that the contradictions will be eliminated in other games in this universe. If there are, of course...



Despite a number of miscalculations in the game mechanics and plot, Dead Space deserves close attention and sincere love / fear. The heart is captivated by familiar and carefully cited elements from Aliens and The Thing (which, by the way, is already a movie classic), an unusual approach to intimidation and an incredible atmosphere of panic, suspense and the future. Have you already decided? Then get ready for an exciting journey.


ADVANTAGES LIMITATIONS
Fascination
9
battles with monsters, a variety of game situations, the atmosphere of feartowards the end of the game, the fights become too simple, in the last levels the game situations are repeated too often
Graphic arts
8
nice models, special effects, level design, animationcloudy textures at times
Sound
10
sounds and music skillfully creating an atmosphereNo
Game world
8
at first glance, a rustic, but strong story with unexpected twists and turnslogical inconsistencies in the plot, disregard for the characters
Convenience
9
management, optimizationseparate bugs, it is inconvenient to play on non-widescreen monitors

Basic character skills

Isaac can move in two modes - walking and running. Other than speed, they are no different. It is clear that you need to run when you are escaping monsters, and walk - all the rest of the time. But the character can run sideways. You cannot shoot, but this way you can dodge shots, especially when the enemy is far away. The camera in Dead Space is aimed in such a way that you can clearly see what is happening ahead, and you can hardly see what is happening to the side. Therefore, turn your head more often so as not to miss the Necromorph.

If you don't get out of the vacuum before the oxygen runs out, that's exactly what will happen - Isaac will suffocate and die.

When you get into the zero gravity zone, the rules change a bit. You can also walk and run, but now not only on the floor, but also on the ceiling with walls. To quickly jump from the wall to the ceiling, aim at the place you want to hit and press the jump key. Isaac will bounce off the surface and fly across the room.

Thus, you can simply move quickly or flee from monsters. If for some reason Isaac is unable to jump, the ammo indicator will flash red and you will hear a distinctive sound. Remember that monsters in zero gravity are also great at crawling along walls and ceilings, so you have to actively turn your head to determine their position and not miss the attack.

Sometimes you have to go into outer space. At the same time, an oxygen indicator appears on the back of the character. When it's over, Isaac will suffocate to death. Oxygen will automatically regenerate when you reach the room with air. You can also refuel from special devices or carry a spare air tank with you. Know that if you find a container with oxygen, it means that soon you will go into outer space.

If the monster gets too close and you don't have time to shoot, then you can put a good fist on it. From this, he will fly back, and you can shoot or run away. Punch does not deal serious damage, but stuns the enemy. Therefore, use it only to push the Necromorph away. If the monster is crawling on the floor, you can kick it. Thus, it is convenient to finish off wounded monsters and crush small monsters, having previously slowed them down with stasis.

If you get lost, use the navigator to find your way.

Sometimes the monster does not just hit with razor-sharp growths, but jumps on the character and starts biting on different parts of the body. To reset the Necromorph, press the key indicated on the screen. Sometimes Isaac doesn’t just knock back the enemy, but immediately kills him without your help. This usually works against small monsters. However, such attacks are very harmful to health, so sticky monsters should be feared like fire.

And of course, the most important aspect in the game is the ability to handle weapons. It would seem, what could be difficult here? Aim and shoot. So it is, but at least at first you will have a shortage of ammo, so you need to shoot accurately to inflict maximum damage. Also, each weapon has an alternative firing mode, so sometimes you need to think about how to load the Necromorphs in a particular situation.

In Dead Space, navigation through the level is elegantly done. You can open common card, examine it in detail from different angles, increase or decrease the view. But constantly opening an additional menu to determine where to go next is quite inconvenient. Therefore, you can press the quick navigation key. From the device on Isaac's arm, a blue beam will shoot out, which will show where to go. If there are several targets, the navigator will take you to the nearest one.

Who are Necromorphs?

Necromorphs are not the walking dead or a form of mutation. It is an alien life form that uses dead bodies as building material. Necromorphs have no consciousness and are created solely for the purpose of killing. After all, the more corpses, the more brothers. Therefore, the monsters are unusually active and completely devoid of the instinct of self-preservation. They are just tools controlled by a powerful alien intelligence.

Stasis and kinesis

Sometimes you need to alternate your skills to solve a problem. For example, first slow down the rotor with stasis and drag it with kinesis.

The stasis module allows you to temporarily slow down Necromorphs and mechanisms that are necessary for the plot. Does the door open and close quickly? Slow it down with stasis and run past. Against monsters, stasis is generally a lifesaver. What is the use for you when the enemy stands still, it seems to me, and so it is clear. You can accurately aim for a shot, run to a safe distance, go around the monster from behind or hold it until you deal with other opponents. But stasis has a habit of ending, so look for chargers or spare batteries.

Having received the kinesis module, you will be able to move objects at a distance. This skill is usually used to solve simple problems: dismantle the blockage in front of the door, pull the cart to the platform, etc. Also, with the help of kinesis, it is convenient to collect objects. The cartridges are on the shelf, but you can’t get there with your hands? A box is lying in the distance, but you really don’t want to go to it? So pull up with kinesis.

At times, kinesis is a good weapon. The module can not only pull up objects, but also launch them at a terrible speed. Therefore, sometimes, especially when Necromorphs gather in a crowd, it's a good idea to throw a barrel of fuel at the monsters. You can easily recognize fuel containers by their alarming red color. With the help of kinesis, you can lift some massive object and block the path of the monster. True, this should only be done for fun, when Isaac is not in danger.

Battles with monsters

Each type of Necromorph requires a special approach, so we will analyze the specific tactics of fighting monsters in the bestiary. Now let's talk about general things.

Slow down enemies with stasis so they don't attack and make it easier for you to aim.

The first thing to know is the strengths and weaknesses of each type of weapon. The Pulse Rifle fires fast but hits a small area, while the Plasma Cutter deals heavy damage, hits a large area, but struggles with rate of fire. Therefore, the first important point is to choose a combination of weapons that is convenient for you. It is desirable to do this as quickly as possible, so that later you can immediately start improving the trunks.

The second thing to keep in mind is the mode of transportation. Considering that there are a lot of monsters and they suddenly pop up from different angles, and sometimes even fall from the ceiling, walk slowly and carefully. You have nowhere to hurry, the monsters during the game have seen enough with a vengeance. Approaching the turn, rotate the camera in order to see what is happening there. Sometimes you can notice a Necromorph before he sees the main character.

Try to use the architecture of the premises to the maximum advantage for yourself. For example, you can arrange fuel barrels in one big pile if you know that a horde of Necromorphs will soon run at you. Try to look for secluded corners where the rear and flanks will be covered. If the enemy goes in a crowd along a narrow corridor, it will only benefit you. Necromorphs will interfere with each other, and you can freeze those in front, creating an excellent traffic jam and targets for shooting.

Ancient as the world of luring tactics works great in Dead Space. But there is one factor that should not be forgotten. Monsters can climb into the ventilation, then suddenly emerge behind them. This must be taken into account, but there is no need to be afraid. In addition, if the Necromorphs start to jump out of the ventilation one by one, it will only benefit you. Stay where you are and shoot the monsters one by one.

Rippers

Rippers are probably the most common monsters in the game. They walk upright, with human arms protruding from their stomachs and two huge bladed paws growing from their shoulders. At first, they slowly hobble towards the victim, but, having come closer, they make a sharp jerk. First of all, shoot off their legs to slow down the movement, and then cut off the razor paws to finish off the monster.

Not a very dangerous opponent. The main thing is to prevent being surrounded by these creatures, then problems can begin. Rippers come in two types - normal and improved. The latter outwardly differ only in skin color (or whatever they have ...), but they are much more tenacious. You will have to spend a lot more shots to cut off the limbs. At the same time, the battle tactics do not change - first the legs, then the blade arms.

Trading and Upgrading

Ammo and equipment can not only be found, but also bought. You can see the location of the shops on the map. Initially, the assortment wants to leave the best, but, looking for new schemes, you add items for sale. Some items can only be bought in the store. For example, armor and weapons.

Armor comes in five levels, plus a sixth prize, unlocked upon replay. You start the game with level 1 armor. Tier 2 armor can be purchased at tier 1 for 10,000 credits. Tier 3 armor becomes available at tier 4 and costs 20,000 credits.

Don't forget to buy new armor as soon as you find a new blueprint.

The armor of the fourth level will have to wait until the seventh level, and it will cost 35,000 credits. Tier 5 armor is available at level 10 for 60,000 credits. Finally, Tier 6 armor can be purchased on replay for 99,000 credits.

You can buy ammo in the shop. For this, as, indeed, for any other product, you first need to find a scheme. But I think that you can safely do without these extra expenses. Ammunition at a reasonable expense is more than enough, and at the end of the game they often do not even fit in a backpack. If not enough, you need to fight to increase the accuracy of shooting. In addition, prices bite, and if you constantly buy cartridges, there will not be enough money for anything else.

By the way, about the birds. At the beginning of the game, you will experience a shortage of everything, but gradually stocks will grow, and there will no longer be enough space in your backpack. In this case, you can transfer items to the safe through the menu in the store. If the stocks are too plentiful, it makes sense to sell some of the items. Do not forget that most often you will find ammo for the weapon that you have on hand. So be sure to keep it in the safe or, even better, sell guns you don't use.

You can buy first-aid kits, oxygen and a stasis battery in the store, but, again, I repeat, they can be found on the level without any problems. The stasis battery restores the energy of the stasis module. I do not advise keeping more than two in a backpack. And the best thing is to get by with one, since there are enough stationary recharging.

First aid kits are of three types - small, medium and large. A small one restores one bar of health, a medium one - two, a large one - all at once. It was enough for me to carry two medium ones with me. Large medpacks are only relevant at certain points in the game. Oxygen cylinders restore air reserves and come in three types - small, medium and large. You will usually find them before going into space.

One way to make money is not to sell necessary items. Also, credits are scattered throughout the level, hidden in lockers and from time to time fall out of monsters. There are special items - chips, which are used exclusively for sale. They most often lie in secluded places or hiding places. A gold chip costs 3,000 credits, a ruby ​​chip costs 10,000 credits, and a diamond chip costs 25,000 credits.

Upgrade your weapons with a workbench.

The last item in the store on the list, but not least, is the power block. It is used to upgrade weapons and equipment. But in the game there are rooms that can be opened only by spending a power block. There are a lot of valuable items in such a room, by selling which you can usually buy back the power block and stay in the black. But it's better to record the game first, and then check it. Each block costs 10,000 credits, and although they are regularly found at levels, it makes sense to buy an extra one if you have free funds. Improvements are carried out at the workbench.

Each weapon or piece of equipment has its own upgrade path, and often, to get to the desired damage plus three, you have to invest not only in side upgrades, such as increasing clip capacity, but also in empty nodes that do not provide any benefits. Power blocks are always in short supply, so you can upgrade no more than two barrels and a piece of equipment to the maximum.

We will talk about improving weapons in a separate chapter. Here we consider only the equipment. You can improve health four times, the maximum result is plus 100% of the initial indicator. But for this you have to invest in eight empty nodes. Also in this diagram is oxygen. You can extend your stay in space up to 120 seconds. But, to be honest, I don’t see much point in investing in this improvement.

At the kinesis module, you can increase the radius to 12 meters. This will require three power blocks. There are no empty nodes in the diagram. Useful, but not a critical improvement. So you don't have to rush too much. Where it is more useful to invest in a stasis module. You can increase the maximum amount of energy by 75%, as well as extend the slowdown time to 30 seconds.

Each parameter will require three power blocks, and you will also have to spend five blocks on empty nodes. The costs, of course, are decent, almost like with health. But the benefits are huge. You will be able to slow down more enemies, they will remain helpless for longer, and you will need to reload less often, which saves a lot of time.

Where to look for items

Finding items in the game is not as easy as it might seem at first. Due to the lack of normal prompts, it is difficult at first to understand which objects are interactive and which are just interior items.

Of course, items fall out of the monsters or just lie on the floor. They gleam invitingly from afar, and when you get closer, an image with the name of the thing will appear. Items can be picked up by hand or dragged with kinesis.

Also, items are in tall and narrow lockers (like in locker rooms) and low containers. Not all boxes and containers can be opened. Closed ones have a red indicator strip, open ones have a white one. Finally, you can get ammo and equipment by kicking and throwing kinesis through small boxes with a green round light bulb on the surface.

Weapon

There are seven types of weapons in the game. The first one is the Plasma Cutter - you get it for free on the first level. The rest will have to be bought in the store. There is no point in buying everything. You can place four barrels in quick access slots. Improvements will be enough for a maximum of two, well, maybe three types of weapons. In addition, as practice shows, three guns are usually used, and the rest are lying around idle.

What weapon to choose? A matter of taste. Each gun has its own strengths and weaknesses, and they all complement each other. Therefore, to say that the plasma cutter is the best, and the rest of the models can be thrown out, would be untrue. I will try to describe the pros and cons of each model based on my own experience. What to choose is up to you. But remember - it is better when theory is supported by practice.

Plasma cutter

The Plasma Cutter is the first weapon you get in the game. It is issued for free, while others need to be bought. The cutter shoots out a fairly wide beam of energy that deals decent damage. True, this is only at the first levels, then you will begin to feel a lack of power, and you will have to invest in improvements. The fully upgraded cutter will remain an actual weapon for the rest of the game.

Alternative fire - turning the barrel. That is, you can shoot both horizontally and vertically. This is very convenient when you need to accurately cut off limbs. Chopped off the legs, turned the barrel, took up the handles. For example, it is a pleasure to gut the belly with a plasma cutter, where special accuracy is required, and against guards or tentacles, you simply cannot find a better weapon.

There are seven empty nodes in the upgrade scheme, which is standard when compared to other weapons, but still quite a lot. First of all, you need to improve the damage, then the clip capacity, then the rate of fire and, finally, the reload speed. Monsters drop six rounds, and 25 fits into a clip in a backpack.

belly

The belly is slightly reminiscent of a ripper, only it weighs more and human hands do not grow from the stomach. Don't be fooled by the size of the monster. He is not at all as clumsy as it might seem at first glance. Seeing Isaac, he will quickly rush forward, brandishing huge blades. I don't think you'll like meeting him. But the main danger of the monster is in its huge belly. There are dozens of small monsters sitting there. It is worth shooting in the stomach, as they will instantly be free.

Seeing the belly, try to slow it down with stasis. Then cut off the legs with shots, and when it starts to fall, carefully shoot off the head. As a result, the monster is dead, but the belly is intact. If, nevertheless, the monsters were released, switch to a flamethrower or some other weapon that hits the area and burn the creatures. If one or two bastards jump on Isaac, nothing bad will happen. Quickly press the indicated key to crush the enemy. But if the whole swarm attacks, the hero will be eaten alive.

laser rifle

The laser rifle has such a wide range of damage that there is no need to accurately aim to dismember monsters.

laser rifle in principle, it resembles a plasma cutter - it shoots a wide beam of energy. Only this weapon has a larger area of ​​effect, a stronger shot, plus you cannot rotate the barrel. Let's talk about the cons right now. The first is the low rate of fire. It is much smaller, even than a plasma cutter. The second is a small clip, both at the weapon itself and in the backpack.

In the pros, first of all, it is necessary to attribute the monstrous power and the area of ​​\u200b\u200bdestruction. The best weapon if you want to mince monsters. My favorite trick is to slow down a few monsters, wait until a crowd has gathered in a narrow corridor, and slash at the legs and arms. If damage upgrades are made, units will survive. True, with the belly, this automatically guarantees additional problems. Aimed shooting with this approach does not smell, so have a weapon against the swarm at hand.

Alternative firing mode - mine. Before jerking, it spins for some time, and then shoots deadly rays in all directions. Not a bad attack against the crowd, but you need the monsters not to run away, so use stasis. If you choose this weapon, be prepared to give up most of the backpack for ammo. Too little to fit in one clip.

There are nine empty nodes in the circuit, which is not great at all. First of all, you need to invest in damage. Then, if there are problems with the place in the backpack, improve the capacity of the clip. If there are no problems, then first into a mine, and then into a clip. Then into the angle of attack. And finally, the last thing that needs to be improved is the reload speed. Monsters drop two rounds each, and six can fit in a clip in a backpack.

Pulse Rifle

The pulse rifle is not very powerful, but it is convenient to shoot moving targets from it.

The Pulse Rifle is an ambiguous weapon. On the one hand, there is little damage, and it is inconvenient to cut off limbs with it. But thanks to the high rate of fire, if you calculate the damage inflicted per second of time, it turns out well. True, the higher the level of complexity, the less this plus. Monsters become more tenacious. In addition, a decent amount of cartridges fits into the clip, which greatly saves space in the backpack.

I usually used a pulse rifle against small and nimble creatures. If you miss, you won't have to waste time reloading. And if you hit, the necromorph will stop and you can finish it off. Also from a rifle, as it turned out, it is convenient to destroy the bosses of the levels. You can almost instantly switch from running to shooting and not worry if some of the charges miss the target.

Alternative attack - circular shot. Isaac raises the weapon up and fires 360 degrees. Not very useful because it wastes a lot of ammo and suffers from accuracy range. But if the enemy is surrounded, it can be used for defense. Having used up the clip, you will surely finish someone off, thereby creating an escape corridor.

There are seven empty nodes in the diagram. What should be improved first? First, I would improve the damage twice so that the monsters live worse, and then I would invest to the maximum in the capacity of the clip. When the rifle will fit 175 rounds, you will not only free up the backpack, but also increase your effectiveness in battle. Reload speed can be left for last or not done at all. 25 rounds fall from monsters, 100 rounds fit into the clip in the backpack.

Guardians usually hang in front of the doors and do not let you pass. They look like a shapeless pile of meat with a human head and four tentacles protruding from the chest. These monsters cannot walk, but that doesn't make them harmless. If you get close to them, they will blow off Isaac's head with one blow of their tentacles.

When the guards notice the character, they begin to spit out pieces of meat from the stomach. A second after the pod is born, it grows a tentacle from which it begins to shoot. You can kill the pods by cutting off the tentacle, but until you finish off the parent, they will constantly spawn. The Guardian can be killed by cutting off all four tentacles. This may take time because you have to aim from a distance. Therefore, it is advisable to slow it down with stasis so that the monster does not spawn pods.

Flamethrower

The industrial gas burner is perhaps the most unfortunate weapon in the game. It is convenient for them to burn small creatures, but, perhaps, that's all. Healthy monsters can be roasted long and hard without much discomfort. Often, one Necromorph and a whole clip is not enough. In addition, the flamethrower does not work in space. After the improvements, the damage is better, but the useful return comes too late.

An alternative attack is to shoot a ball of fire, which explodes after a while. Here it deals more damage, but is quite difficult to use. If you still decide to seriously use a flamethrower, first of all improve the damage. Then the duration of burning, then the capacity of the cylinder and the recharge rate.

There are eight empty nodes in the diagram, which, in my opinion, is too many. The monster drops 25, ahem, rounds, and in total, 150 units fit into the tank in the backpack. This, however, is quite a bit at the rate of fuel consumption.

Power Pistol

The Power Pistol not only deals damage, but also knocks back the monster.

The Power Pistol uses the same technology as the Kinesis Module. A powerful force blow is applied to the enemy, which breaks the bones. If a plasma cutter is a scalpel, then a power pistol is a huge club. A regular shot not only cripples monsters, but also knocks them back. Therefore, even if you do not finish off the Necromorph, at least throw it away from you.

An alternate attack is a ball of energy that pierces and then scatters opponents. In general, a kind of grenade. The Power Pistol is not an accurate or long-range weapon, it can even be compared to a shotgun. The weapon works best against small enemies, as well as in chapters 4 and 9, when the monster can be pushed into the zone of disturbed gravity and thereby instantly finished off without spending extra ammo.

There are seven empty nodes in the diagram. First, as usual, go up the damage, then the speed, then the reload (it's too slow) and the clip capacity. Three rounds fall out of the enemies, 15 fits into the clip.

pipe cutter

Gutted monsters are the main source of ammo in Dead Space.

Having suffered with a flamethrower, I bought a pipe cutter and realized that this is a great replacement with much more functionality. The pipe cutter is also a melee weapon, so it is desirable, but not always necessary, to slow down the enemy with stasis. Then press the shoot button. The pipe cutter spits out a circular blade that rotates at a certain distance from the tool. As long as the blade has not stopped, you can control its flight.

If the monster is stasis-inhibited, slowly cut off its limbs and watch how cute it crumbles into pieces on the floor. If the Necromorph is active and hungry, move the saw around the legs quickly to immobilize them first, then saw off the remaining limbs. In the same way, small monsters are destroyed. Freeze them until they crawl into the corners, and crawl with a saw until the Necromorphs stop twitching.

Alternative attack - shot with a saw. It pierces all enemies in its path, but a small area of ​​​​damage does not give a tangible result. No matter how much I tried to adapt this attack for different situations, nothing sensible came out. The low rate of fire nullified all the advantages received.

There are eight empty nodes in the diagram. Of course, we start with damage, then we certainly invest in the duration of sawing. In principle, this is enough, but it’s also good to do reload and capacity (in that order). 4 discs drop from monsters, 15 can fit in a clip in a backpack.

Power Cutter

Always keep an eye on your ammo count so you don't start reloading at such an unfortunate moment.

The Power Cutter, like the Power Pistol, is an area-of-effect energy weapon. Only he has a different principle of work. First you hold down the shot key and accumulate energy. When it reaches the maximum, press the key to start the charge. One shot is usually enough to destroy several Necromorphs.

The catch, in fact, is that you need to accumulate a charge. This does not always work out. Enemies do not like to stand and wait for you to deign to shoot at them. And to use it not against a crowd of monsters is a waste of ammunition. Not only is the clip of the cutter small, but only four cartridges fit into the clip in the backpack. There is a catastrophic lack of space, and after a serious mess, ammunition will also be lacking.

Alternative shot - Isaac points the barrel down and fires. The attack knocks the opponent down while dealing damage. Works well against small monsters and when you are surrounded.

Let's summarize. Yes, the power cutter is a deadly weapon, but using it against single monsters is like shooting sparrows with a cannon. The weapon is effective against the crowd. But even so, I preferred to use a laser rifle, which does not require pre-loading before firing.

In the scheme, twelve empty nodes are an absolute record among all weapons. The first thing you need to invest in is damage. Then switch to charge, smoothly switch to clip capacity and finish with reload speed. One cartridge falls from the enemy, four can fit into the clip in the backpack.

Walkthrough

A small repair ship "Kellion" is slowly approaching the gigantic "Ishimura", which suddenly stopped communicating. It cannot be said that this is a typical task. It is surprising that on a ship of this class and scale, all communications failed at once. The extinguished marker lights cause even greater concern.

The docking begins smoothly, but suddenly the Kellion shuttle is suddenly pulled by a gravitational field, which makes the landing extremely hard. The crew survived, but the ship was seriously damaged, so in order to get out of the Ishimura, the engines will have to be repaired. But while there is no question of escape, first you need to contact the crew of the Ishimura, who for some reason are in no hurry to the landing site.

However, let me introduce you to the characters. Isaac Clarke is an engineer and repairman, as well as the protagonist of the game. Zach Hammond is a security officer, Kendra Daniels is a computer systems specialist. We will not represent two pilots, they are destined for the role of the first victims ...

Arrival

After landing, wait until control is returned to you, and go to the room at the stern to pick up a first aid kit. Get out of the broken shuttle and go to your comrades. Open the door and enter the waiting room. The elevator is not working and needs to be powered up. Go to the room on the left, save the game and use the computer.

The first date with the monsters we happen to survive with bare hands. We'll have to run away with all our strength.

The elevator started working, but monsters appeared and quickly ate the pilots. The beauty of the situation is that we do not have any weapons, so we can only run. It is impossible to get lost, the main thing is not to slow down. When you get to the elevator, quickly press the button to get out. When the elevator stops, search the room and pick up the plasma cutter from the table.

Approach the closed door and destroy the panel with a shot. Now the passage is free. Finish off the monster, collect all the items and step into the transport system control room. Through the glass you will see Hammond and Kendra, who managed to escape. First of all, you need to establish a transport system so that it is possible to move around the ship. Without this, it will not be possible to get out of the Ishimura.

Exit the control room. Go forward, carefully collecting all the items. At the beginning of the game, literally everything is useful. When you see the corpse of a monster, shoot him in the legs to stop pretending. After reaching the large room, pick up the stasis module - now you can slow down enemies and mechanisms. Go to the broken door, shoot it with stasis and run into the corridor.

Keep moving forward collecting all the items until you get to the repair shop. Take the power block from the box on the wall and activate the left gripping mechanism. He will catch on to the transport trolley. Finish off the monsters that have appeared and go to the second console. The gripping mechanism goes haywire, therefore, using the remote control, you need to immediately shoot the “claw” with stasis.

When both grippers are hooked onto the transport cart, use the center console. Now the broken cart has been removed from the tracks, but the repair is not yet complete. Therefore, deal with the monsters and go to the jammed door. Look at the map where you need to go next. The previously locked door is now open. Now we have to fight to break through to the key, which is needed to open the storage room.

Despite the creepy appearance, human features are clearly discerned in the monsters. Which makes it even creepier.

After getting the key, go to the storage room. I'm not talking about monsters - they will delight throughout the journey. In the storage room, take the power block and upgrade your weapons or equipment at the layout. Take the data and leave the room. You need to return to the control room.

You know the way, it remains only to break through the Necromorphs. Download the data to the computer and use the second remote to activate the transport system. Hammond and Kendra will go to the bridge, and you need to prepare the Kellion for flight. Look at the map and hit the road. When you get to the waiting room, you will be contacted by Hammond, who has safely reached the bridge. There is no one there, but the computers are still working.

It's just great, what else can I say. Go to the "Kellion", go into the cockpit and use the computer. Something clearly went wrong as the ship began to explode rapidly. Run out of the ship and immediately take aim at the exit from the waiting room. From there, a crowd of monsters will fall, which you need to quickly shoot.

After the battle, you will be contacted by Kendra and Hammond. Now you do not have a shuttle, which means that the chances of getting out of the Ishimura alive are falling. However, let's not despair. As long as we are alive, there is hope. We need to find the captain's body to get the access codes. To do this, you need to get into the medical compartment. Hammond has already sent the transport cart back, so run to the station quickly to finish the level.

Small and nimble creatures that crawl along the walls and ceilings. Seeing the hero, they take a comfortable position, raise three tentacles and shoot. The projectiles travel in a wide arc, making it difficult to dodge a shot. Crawlers are easiest to kill when they are preparing to attack. Wait until they raise their limbs and shoot them carefully. To prevent the monsters from attacking, you can slow them down with stasis.

You can try to shoot the crawlers when they are moving, but due to the high speed it is not so easy. Stasis doesn't really help either, because the energy charge flies even slower than the shot. There are two types of sliders - regular and improved. The latter differ in skin color and amount of health.

Intensive therapy

When the cart stops, approach the wounded and dying doctor, who will hand you a kinesis module. With the help of kinesis, clear the trash at the door and go into the hall. Pick up the flamethrower blueprint and upload it to the shop. Now you can buy an industrial burner. Hammond will also contact you. He survived the monster attack but lost Kendra. However, this does not change our plans - if we want to get out of the Ishimura, we need to take the access codes from the captain's body.

There are no absolutely safe places in the game. If you do not search the room, you may be attacked even when you are shopping.

The door to the morgue is littered with rubble, and we'll need special equipment to remove the blockage. Hammond suggests that he has found a thermal mixture that can burn a hole. So make the necessary purchases, look at the map and hit the road. Slow down the door with stasis and enter the lab. Clear the room of monsters, collect items and go down to the lower level. The security system will detect the presence of monsters and close the doors. This is your signal, so keep your weapons ready.

Before entering Kane's office, use Kinesis to move the bookcase to find the cache. Then collect all the items, record the game and step into the biolab. You will see a scientist who, like all the members of the crew of the Ishimura, will quickly be gnawed by a Necromorph. Meet the new monster - the creeper. Wait until the scientist drops his skates, go into the room and shoot the creature.

Collect the items and use the elevator to get to the second level. Here you will find a small surprise, after the death of which you can pick up a thermal mixture and other items, including a power block. Go back to the main room and stasis slow the door to get through without fear of being split in two.

Go to the rubble... No, you can't use the thermal mixture yet, so after shopping in the store, look at the map again to figure out where to go now. Once in the hall, raise your weapon to illuminate the road with a flashlight. Ahead of you is a wonderful sight - a corpse banging its head against the wall. You can relax, nothing will happen now. It's purely for atmospheric pressure.

In the next room, you need to use Kinesis to move the platform to get to the other side of the room. Fight off the attacking monsters and collect all the items. Then search the rooms. There is also a lot of interesting things lying around. Then return to the main room, use Kinesis to pick up the power supply and insert it into the receiver in the wall to power the elevator.

Pull up the platform to get to the other side and finish off the monster. After going around the wall, drag the platform again to get to the door. Shot knock out the control panel to open the door, and go inside. In the next room, a meteorite made a hole, and you will find yourself in open space. Therefore, keep an eye on the level of oxygen so that Isaac does not die of suffocation. But there is no need to hurry, there will be enough time and air supply in abundance. Therefore, slowly search all the lockers.

Swarm monsters are dangerous when swarming. The character is gnawed instantly.

There is no gravity in the next room, so get used to the idea that you can walk on the ceiling and walls, as well as jump tens of meters ahead. Fly to the door, pick up the power supply floating nearby and insert it into the receiver in the wall. Take the item we need, collect money with cartridges and go back to the zero gravity zone. Two monsters are already swimming there, so learn to fight in new conditions. Now such fights will occur quite often.

Go into space, finish off the Necromorph and return to the morgue. Now you have the necessary items and you can burn through the barricade. Go back the old way, only this time small monsters will be waiting for you. Brake them with stasis, and then burn them with a flamethrower. After reaching the barricade, plant the bomb and wait until it clears the way. Here we are in the medical bay.

Clear the room of monsters, collect items and insert the power supply into the receiver to open the door. Now it remains to fight to get to the intensive care unit. Do not pay attention to the crazy doctor taking care of the sick, but immediately move on. There are a few unpleasant surprises waiting for you along the way, but in the end you will get to the mortuary by elevator. You will see how the captain is turned into a necromorph. Well, wait until there's nothing we can do...

When the Necromorph Captain and the Infestor rush at Isaac with wild screams, shoot the monsters and collect items. Be sure to take the access codes and the power unit. You have to return to the transport station. Along the way, monsters will sluggishly disturb you. As you stomp down the corridor, Hammond will contact you and say that the monsters are not the result of mutations, but an alien life form. But this is nonsense. He's much more worried about failed engines. If we don't fix them, the ship will simply crash into the planet.

Infectors

These Necromorphs look like flying rays. Their primary task is to create new monsters from corpses. Therefore, they usually do not pay attention to Isaac, preferring to create backup for their brethren. Now, if there is already no one to convert, then they will definitely attack.

Infectors must be killed first before they can infect corpses. Miss this one, and you will soon be met with new monsters. These monsters are quite weak and die from a body shot. But for the best result, still try to shoot at the wings.

Orbital correction

Your global tasks at the level are to start the centrifuge and fill the engines with fuel. Collect all the items and an audio recording from which you will learn about the events that took place on the ship. From the save point, go right and shoot at the supposedly dead monster. Nothing to pretend to be a bastard.

Kill the Infestors first before they turn their corpses into new monsters.

Move on, remembering to collect all the items while visiting the store and the workbench. Clear the corridor of monsters, and then lower the switch with kinesis to activate the power. Go to the cart and pull it up with kinesis. Get inside and use the remote control to move to the other side. A delegation is already meeting you there, so prepare your weapons. After collecting the trophies, find the power unit and climb the stairs to the second tier. Pick up the pipe cutter scheme and activate the second remote control with kinesis.

Shoot the monsters that appear, return to the cart and drive back. Now go to the control room. Through the glass, you'll see the Infestor grooming the corpses, so get ready to face the Necromorphs. Use the elevator to get to the next level. Search the lockers, upgrade your weapons if you wish, and enter the disinfection room. Use the remote control to start the decontamination process.

True, things don't go according to plan. The light will go out in the room, and monsters will climb through the ventilation. Raise your weapon to turn on the flashlight and shoot back at the Necromorphs. After repulsing the attack, you will unlock the doors and be able to go outside. Through the corridor - there is a gold chip and a power unit - you will find yourself in a room with a centrifuge. Finish off the monsters so that they do not interfere with the task.

There is zero gravity in the room, so feel free to jump down to the lower tier. You need to connect two large rotors to the centrifuge. But in order for them to successfully join, you must first slow them down with stasis. When both rotors are connected, go up to the second level and use the remote control.

Gravity returned to normal, but the air evaporated. You will have to quickly get out of the room until the character suffocates from lack of oxygen. Take the elevator down to the first tier, and when the rotor rushes past you, quickly run to the next cover. Don't forget about the monsters though. In one of the shelters you can recharge your oxygen supply. After reaching the elevator, go upstairs and leave the room. But this is not the end of the adventure. When you find yourself in the corridor, Isaac will be grabbed by a huge tentacle and dragged into the hole. Shoot the yellow bag to destroy the giant limb.

To free yourself from the grip, shoot the yellow bag.

Take a breath, look at the map where to go, and run to the elevator. You will be contacted by Kendra, who will start pumping Isaac useful information. In the control room, visit the shop, save your game and go to the fuel storage. You will have to go through the destroyed part of the ship in open space. There is no direct path, so you have to jump over the debris. Just do not forget to collect items while doing this.

Once in the whole room, collect items, among which there is a power block, and take the elevator to the next tier. Keep moving towards the goal, trampling the small monsters you meet. Go to the broken door. Wait until she cuts down the necromorph, slow her down with stasis and dash through. Hit the small creatures with the fuel canister, reload all weapons and go into the fuel storage.

There are plenty of monsters inside, but there are also enough fuel canisters, so half of the Necromorphs can be killed without spending ammo. After destroying the monsters, reload the weapon, restore health and use the remote control. Now you need to repel the second attack. Try to collect enemies in a heap so that you can cover everyone with a laser rifle or throw a fuel canister, if there are any left. The battle will be difficult, so do not relax and, most importantly, do not stand still.

When you finish off all the monsters, you will be released from the room. Go to the transport cart. On the way you will meet only one Necromorph. Hammond will contact Isaac and say that they are no longer in danger of falling to the planet. But then Kendra will call and say that the protection against asteroids does not work. This means that if nothing is done, the ship will soon be destroyed by boulders.

Tentacle

Sometimes the main character will be grabbed by a huge tentacle and dragged into a hole. It cannot be slowed down, but it can be destroyed. When the tentacle stops to rest, shoot the yellow pouch. You always have enough time to hit the monster.

Death is inevitable

Kendra seems to care less about the meteor attack than what Hammond knows about the obelisk. While the comrades are scolding, collect the items and go to the wheelhouse. You can ignore the paw that appears and disappears. We will meet its owner a little later. On the bridge, you will witness how the ship will be hit by a meteorite. Everything around rumbles and starts to crumble. Calm down - this is not a reason to panic, without a script, nothing will collapse to the end. Therefore, thoroughly search the boxes, save the game and go down.

Freeze the creature with stasis and shoot in the back - there is simply no other vulnerable spot.

Pick up the costume scheme of the third level. Now you need to take it to the store as soon as possible in order to immediately buy new armor for 35,000 credits. In the meantime, go to the control room to Hammond. He will say that he knows nothing about the obelisk, and Kendra is extremely impressionable. And in any case, if Isaac does not fix the asteroid defense system, this will no longer be relevant.

Hammond can activate the system, but for this you need to redirect the energy. And first you have to start the elevator. Go back to the bridge. When you approach the elevator, the creature will break the door. Her armor can only be penetrated from the back, so first slow down with stasis, go around from behind and shoot until the monster dies. If you upgraded weapons, it won't take long.

Pick up the trophy and go to the room where the monster jumped out. Search all the lockers, activate the power and go to the elevator. Be sure to watch the recording while you go down to the lower tier. Pick up the power cutter circuit and shoot the sleeping monster with a shot. Then, with a clear conscience, step towards the server room. Kendra will contact you and tell you that there are some problems with gravity in the room. If you step on a piece of floor with a distorted field, Isaac will be torn to pieces. This also applies to monsters.

Carefully bypassing the broken plates, go forward, knocking out the monsters. If you have a power pistol, you can throw their monsters into fields with disturbed gravity. True, trophies then have to be selected carefully. Recharge the stasis and enter the server room. There, another creature will attack you. Stop a Necromorph with stasis and shoot it in the back while it's helplessly pawing.

Pick up the power node from the corpse and step into the corner of the room. Slow down the electric cable when it is on the left side, quickly run up to the remote and turn off the power. This will redirect the energy in the first circuit. Return to the cabin, finish off the Necromorphs and go to the elevator. You need to go down to the lowest level. While you are riding the lift, Kendra will contact you and tell you that Necromorphs appear by transforming dead tissue. Some monsters make corpses, others create new creatures.

Upon arrival, look at the map to understand where to go next. As soon as you go forward, the partition will collapse and you will find yourself in open space. Run faster to the next room. Deal with the monsters and, bypassing the violated gravity zones, go to the control panel. Redirect the energy in the second circuit and return to the elevator. Destroy the attacking Necromorphs, go into the lift and go to the third level.

With a blow of the hand, you can temporarily stun the monster, so that later you can run away or finish off the Necromorph.

Exit the elevator and collect your things. Among other junk, you will find a diagram of a power pistol. Ready your weapons and slowly move forward, preparing to repel the massive attack of monsters. After clearing the path, use the remote control to redirect the energy in the third circuit. Hammond will contact you and inform you that the defense system is not yet working, but the gun is activated and can be controlled manually. But to get to the gun, you have to walk around the hull.

Ride to the next level, collect oxygen tanks and go outside. The ship is periodically bombarded by asteroids, so run during periods of calm, and hide behind steel shelters the rest of the time. When you reach the gun cabin, pick up a ruby ​​chip and a power unit and sit in a chair. Your task is to destroy the asteroids until Hammond activates the defense. At the beginning of the quest, hull defense is 85%, if it drops to zero, Isaac will die. In general, the usual shooting gallery. Just do not overheat the gun, shoot in short and accurate bursts.

When Hammond turns on protection, you will complete the global task on the level. The ship is safe, but now something is poisoning the air. You need to urgently eliminate the threat, otherwise you will simply suffocate from poisonous fumes. Hammond goes to the hydroponics section while Kendra struggles to solve a problem. It's time for you to go too. Run to the transport cart. There will be monsters along the way, but this is nonsense.

This Necromorph is certainly dangerous, but with the right approach, you will defeat him within one to two minutes. You will always have to fight the creature one on one. The creature loves to rush about, taking out thin walls and trying to crush Isaac. From afar, he can launch explosives, which, however, can be caught with kinesis and sent back to the owner.

The front of the creature is covered with impenetrable armor. You can cut off the legs at most, but the Necromorph will not lose much in speed. Therefore, wait until the monster rushes at you, slow down with stasis and run around from the back. It is his vulnerable spot. Shoot in the back with the most powerful weapon, remembering to immobilize with stasis in time and bypass the monster when it starts to spin. After defeating the creature, you will receive a power node.

death haven

After leaving the trolley, wait for Kendra's message. The poison is spreading faster and faster in the air, and you need to hurry to the laboratory to get the ingredient for the antidote. Go to the security room, and some religious fanatic will contact you, who will begin to broadcast about natural selection and divine destiny. Collect the items and stomp towards the diagnostics room.

Don't forget to upgrade your weapons because the monsters are gradually getting healthier and healthier.

Finish off the two crawlers and go to the elevator. Shoot the guard on the wall and take the elevator to the second floor. Slow down the rolling platform and jump over to the other side. If you do not have time to slip through, Isaac will be fried with electricity. Finish off another crawler, go around the wall, slow down the platform again and run to the door. Take the elevator down to the lab and enter the room on the right. Take the circuit and the power block and activate the remote to get the reagent.

When you pick up the reagent, the shutters on the window will open, and you can chat with the crazy doctor. The Doctor will again begin to carry religious nonsense about the fall of mankind and Necromorphs as a new and ideal life form. In general, everything is clear with him. But the doctor decides not to confine himself to words alone and set his offspring, the hunter, on Isaac. This creature is practically immortal, so chop off the arms and legs, throw stasis on the stump to slow down regeneration, and run out of the room.

If Kendra didn't have time to unlock the lock, you'll have to wait a bit. Shred limbs and permanently freeze with stasis until you can leave the room. Run to the diagnostic room. There are monsters crawling around. Stop them with stasis and burn them with a flamethrower or shred them with a pipe cutter. If you feel sorry for the cartridges, you can throw a fuel tank, which is in the corner.

Once you get to safety, take a break and listen to Kendra. Now you need to get to the clinic to get DNA samples. Look at the map to see where you need to go next. In a small room, you will once again communicate with the doctor through the glass. You will then enter a large room. Here you will be met by a hunter with other necromorphs. Immediately dismember and freeze the hunter, and then take on the rest of the monsters.

When you kill the normal Necromorphs, the doors will automatically open. But if you want to collect things, do not forget to slow down the hunter in time. Once in the next corridor, you can forget about the immortal monster for a while. Collect items, pick up the canister and go down the corridor. Use the balloon on the guard to the left of the door and search the corridor to the right. At the end of it stands a crazy nurse who only gets on your nerves with insane laughter. Pick up items and move on.

Enter the crazy doctor's office, collect the items and use the computer. When the DNA samples are ready, take the capsule and quickly run out into the hall. Our madman has let out air, and now we need to quickly get to a safe place, while there is something to breathe. In the hallway, stasis slow the small monsters and run past.

All the members of the Ishimura ship are already dead or, like this nurse, slightly out of their mind.

In the big room where you met the hunter and a bunch of monsters, you will meet the hunter and a bunch of monsters again. Fighting them is not at all handy, so the best option would be to cut off the hunter's legs, slow down other necromorphs and quickly run past. True, if there is no spare cylinder, you will have to replenish the supply of oxygen from the apparatus on the wall. This may take some time to get away.

In any case, in the security room, use the remote control to pressurize the compartment. Now you need to make poison, so it's time to visit the chemistry lab. While you stomp to the target, Kendra will report that, most likely, the air is poisoned by a huge Leviathan creature, which has settled in the hydroponics compartment. Having reached the target, create poison, reload the weapon and the stasis module and step into the cryogenics laboratory with hope.

There you will meet the doctor again, who will reveal his plans. He wants to take the Necromorphs with him to Earth in order to attach all the inhabitants of the planet to the divine happiness. Oh, how smart! True, we won’t get to the doctor yet, but now we have to fight the hunter. No escape this time.

Traditionally dismember and slow the hunter first. Then quickly destroy the creepers. Run into the control room where the doctor was standing and wait for the hunter. Dismember and immobilize again. Return to the main room and wait for the monster. Lure him into the freezing section exactly in the middle of the room. When he enters the cell, chop off the limbs again and slow down with stasis. Run to the control room and use the remote control to permanently freeze the hunter.

Now there is no problem. At least for a while. Take the power block from the box on the wall and run to the transport compartment. You are all set to poison Leviathan and stop air pollution. Time for the hydroponics bay, where poor Hammond must have turned green from the Necromorph muck.

These Necromorphs, which we will have to grapple with twice, are a kind of level bosses. They cannot be killed with conventional weapons. Even if you cut off all the limbs, the monster will quickly regenerate and rush after you again. You have to kill with improvised means. Until you get to them, and this will happen only as you move up the level, all that remains is to flee. What is the best way to neutralize the hunter? Cut off his legs, then his arms, slow him down with stasis and start running.

Dangerous impurities

Collect all the items at the station and go to the elevator. Go down to the lower tier and find Hammond. He's still alive, but barely breathing, so we need to hurry up and clear the air faster. But a friend can still help with advice. He learned that the dead and converted employees of the hydroponics bay were polluting the air. They need to be destroyed before the Leviathan comes to grips with.

Buy the necessary items in the store and go to the west wing. You will be contacted by Kendra, who once again expresses her distrust of Hammond. Of course, he's a security officer, who else to suspect? Go through the door on the left. Hot steam occasionally escapes from the pipes in the corridor. In order not to get burned, wait for a pause between emissions and quickly run through the dangerous area.

It is convenient to shoot monsters in doors and narrow corridors. They don't have room to maneuver.

Carefully move forward, shooting monsters. When you reach the big hall, reload your weapon, become Mr. Caution and quietly move forward. Growling Necromorphs will periodically jump out at you from different sides and try to tear them to shreds. After defeating them all, search the hall and alternately visit the small rooms on the right and left sides. There you will find one poisoner.

Of course, when you finish off the poisoner and go out into the hall, you will be traditionally greeted by necromorphs. So, the two creatures are ready, and you can move on. Take the elevator up to the third floor. Pick up items, go down to the second level and step into the room behind the elevator. Nicole's image will tell you that you are on the right track. Shoot the poisoner, quickly turn around and throw stasis at the infestors before they turn the corpses.

Return to the elevator and step into the room opposite. In a long corridor, two Demomen will attack you. Shoot the orange bag on the left arm before they get too close. You will then exit into a zero gravity room. Jump to the hatch and use Kinesis to open the lock. Finish off the monster and, carefully, so as not to get on the spikes, jump further. You will have to suffer a little, but in the end you will reach the goal.

Go to the elevator and go down to the lower tier. Now you need to go through two corridors, which are periodically burned out by jets of flame. Without stepping into the first corridor, shoot the control panels to unlock the doors. When the flame subsides, run to the middle corridor - this is a safe place. Fight off the monsters, wait until the flames subside in the second corridor, and run through it. It remains to reach and finish off the poisoner. Now return to the great hall, and from there step into the room where you started your journey through the west wing. Sell ​​extra items in the store and go to the east wing.

Here you will be greeted by a guard. Cut off his tentacles before he spawns monsters. Search all the rooms to collect a lot of useful items and go to the big hall. There, a creature will attack Isaac. How to deal with it, you already know. Brake with stasis, run around from behind and shoot in the back with the most powerful weapon. Pick up the power block and stomp to the poisoner. No one will try to stop you now.

After finishing off the living barrel of chemicals, go to the control panel of the power system and press the button to raise the panel. When it opens, slow it down with stasis and look inside. Oops, another poisoner hid. Finish off the infection and use the elevator in the center of the hall to go up to the second floor. Collect everything that is badly lying, go into the room and collect everything that is badly lying again.

Yellow spots are vulnerable points. This rule applies not only to tentacles, but to other monsters as well.

Then Isaac will grab the tentacle and try to drag him into the hole. Shoot the orange knot to put it on the planes. Freed from the strong hugs of the monster, confidently step into the zone of zero gravity. Do you see a faulty electrical device that pierces the floor with electric current? If you step on the panel, you will instantly die. Therefore, wait until the unit stops sparking, throw stasis at it and quickly jump over the danger zone. Finish off the Necromorphs. Do not forget to turn off the electricity, the remote control is located next to the device. Now go to the poisoner, shoot him and go back the old way to the corridor where Isaac was attacked by a tentacle.

Go to the elevator and go to the third floor. The last poisoner sits there. You will reach it without incident, therefore, having eliminated the last source of toxins, return to the large hall and fight your way into the central room. Use the mixture on the computer obtained at the fifth level to poison the Leviathan. The poison will affect the monster, but will not kill it. Well, you have to deal the old fashioned way, with the help of guns. The battle will take place in a zero gravity zone, so draw your own conclusions.

Despite its impressive size, Leviathan is not a very serious opponent. At first, he will thresh with tentacles. Run from side to side to dodge the attack. When the tentacle hits the ground, you have a few seconds to shoot the orange knot on the monster's limb. Thus, you must destroy three tentacles. The battle will move into the second stage.

Leviathan will still attack with tentacles, and much more actively than the first time. But now they do not interest us. You need to blow up yellow balls in the mouth, which play the role of projectiles. If you hesitate, the monster will launch them at the main character. You can grab them with kinesis and throw them back, but it's easier to just jump to the side. After blowing up a certain number of balls in the mouth, you will finish off the Leviathan. And that means it's time to head to the transport bay. Especially since Kendra figured out how to send an SOS signal.

Demoman

The Demoman is a terrorist among the Necromorphs. His only goal is to hobble to the main character and blow himself up. The explosion not only removes a lot of health, but also knocks the character down. The Demoman is not a very harmful monster due to the low movement speed. By and large, it is dangerous only in enclosed spaces.

I was usually able to use the Demoman against other monsters. Use stasis to slow down the monster and wait until a larger crowd forms next to it. You make one shot, into the yellow bag on your left hand, and almost all opponents die at once. The beauty! Capital savings on ammo.

Step into the void

Kendra's plan is simple enough in theory. You need to install a beacon on an asteroid and launch a stone into space. With a high degree of probability, he will fly far, far away, and someone will hear a call for help. After leaving the transport cart, collect all the items in the surrounding rooms - there are really a lot of them - and take the elevator down to the processing room. When the elevator starts moving, monsters will start jumping from above. Therefore, stand in the corner and shoot back from the cannon more powerfully.

Cut off the legs of monsters to slow down the enemy. Creeping reptile is much easier to finish off.

First, there is a rather nervous walk through the corridors, surrounded by necromorphs. Then, through the gap in the wall on the left, you will reach the ore processing hangar. You need to restore gravity in the room in order to go further. But for this, you must first remove all dangerous and unstable elements. Grab small asteroids flying around the room and throw them into the force beam. Twice - after each successful roll - you will be disturbed by monsters, so be careful.

When all the asteroids are destroyed, go to the console in the corner, but don't rush to press the button. As soon as you restore gravity, huge crowds of monsters will run from both sides. Therefore, it makes sense, at the cost of a power block, to break into the room behind the console and keep the defense there. Necromorphs will jump from the ceiling, but one at a time, and you can easily kill them. And the prizes found in the room will allow you not only to buy a new power unit, but even stay in a small plus.

Then go to the unlocked door. Pick up the access key, collect other items and return to the elevator. Just do not forget to sell any trash in the store. You won't get to the outlet anytime soon. Then go to the elevator and go to the lowest level. This time no one will try to eat you.

After exiting the elevator, quickly finish off the infesters while they spawn monsters. Then use kinesis to pull up the cart and ride it to the other side. To the right and left, monsters will jump out and shoot at Isaac with all sorts of muck. If you quickly destroy the Necromorphs, you will even have time to collect all sorts of prizes scattered on the side platforms. When you reach the point, you will see Nicole on the other side. It turns out that this is still not a hallucination? She will open the door for you, but you need to cover the girl.

Necromorphs will mostly try to get Nicole, but will attack Isaac a few. In any case, you should think first of all about the girl. It only takes a few hits to go to heaven. After completing the task, you will gain access to the room, but Nicole will escape. Well, we can't change anything. Go into the room, pick up the lighthouse, the fourth level costume scheme and other useful things. Then return back on the cart. Monsters will attack you again, so keep your weapons ready. Make your way to the elevator - the Infestors are back in business - and ride to the second tier.

Sometimes monsters literally jump on Isaac. To remove the enemy, quickly press the key indicated on the screen.

In the room where you will find yourself upon arrival, nothing really is visible and full of monsters. Therefore, lure them to the elevator, where it is much better with visibility and it is more convenient to aim. Go to the room to the left - there is a shop, you can buy armor - remove the power supply from the receiver, throw it, return to the dusty room and finish off the monsters that have appeared. Pick up the power supply again and carry it to the room opposite. Insert the block into the receiver to activate the elevator. Now you can get to the asteroid.

Having dealt with the monsters, carefully inspect the hangar. You need to destroy the four rotors holding the stone. The first is on the floor, the second on the ceiling. Where exactly, you can understand by the power beam coming from the asteroid. You are in a zero gravity zone, so getting to the rotors is not a problem. Slow down the mechanism with stasis and shoot through the hole in the side protection at the power supply.

The remaining two rotors are on the other side of the asteroid, and you will have to get to the ship's hull. Wait for the clamps to come off, then jump onto the rock and quickly run outside. Shoot the Necromorphs, break the rotors the old way and put a beacon on the asteroid. This must be done quickly - oxygen supplies are rapidly falling, and we still need to have time to get back inside the ship.

Come back. The dust room is now on fire, but there are safe spots left and you can slip through to the elevator (the small one in the room on the right). True, you first need to return the power supply to the receiver, where you got it from. It's not too difficult, the main thing is not to rush and throw the block forward using kinesis.

Take the elevator up to the control room, collect the items and use the remote control to send the beacon with the stone into free flight. It remains to be hoped that someone will receive a signal. However, even if this is the case, we will not know the answer. The antenna is broken and needs to be fixed. Return to the transport station through the large elevator. You will be attacked by Necromorphs - there are a lot of them, so don't lose your caution.

Find and rescue

We have already been here, so you should be able to navigate the terrain easily. Run to the bridge, not forgetting to visit the store first. On the bridge, the electronic security service will notify you of danger, close all entrances and exits and leave you alone with the monsters. Various creatures will begin to actively jump out from the ceiling, among which there will be many demolitionists. Considering that Necromorphs can literally fall on their heads, do not stand still and constantly move.

Repelling the attack, you will remove the quarantine. Run into the room where the creature once jumped out, and take the power block from the box on the wall. Collect the items left after the battle and go to the elevator. Go to the third tier. Kendra will contact you and tell you about the current situation. There are two guards in the next room, which is no joke. Prepare for this meeting with the utmost seriousness and caution. There is a little trick - until you stick around the corner, the pods of the second monster cannot shoot at you.

From time to time you will meet comrades, but, unfortunately, these meetings are short and not too frequent. Most of the time you will have to spend alone.

In the next corridor, one of the most obnoxious Necromorphs, the octopus, is waiting for you. Cut off his legs and kill the creatures on his back. To prevent them from spreading, do not forget to throw stasis. On the body of the octopus you will find a ruby ​​chip. Use Kinesis to scatter the trash near the entrance and go to the elevator. When you get to the next level, pick up the power block and ride the transport cart through the tunnel. This time no one will attack you. You will enter the communication room, from where you can go to the antenna itself.

Collect all the items in the control room and stomp to the antenna. Standing near the entrance, finish off the jumping necromorphs. Now carefully inspect the device. Half of the batteries don't work, but the rest will suffice. Your task is to remove the non-working batteries and place the working ones in such a way that a circle forms around the center. The room has zero gravity, so assembling the devices is a matter of two minutes. After that, the antenna will work, and you will be able to receive the signal.

The warship has received an SOS signal and is heading towards the Ishimura. True, he also picked up an escape pod that contained one of the creatures that Hammond stuffed into it. It would be necessary to warn the military, otherwise it could turn out to be embarrassing. But the transmitting antenna doesn't work either. More precisely, it works, but something big prevents it from transmitting a signal. You need to quickly get rid of the monster and contact the ship.

Exit the room and ride the cart to the elevator. By the way, a monster will sit in it, so keep your weapons ready. Take the elevator down to the lower tier and run to the gun control room. Collect items, including a power block, and sit in the gunner's chair. You need to destroy the monster that has entangled the antenna. We'll have to shoot four tentacles. You need to shoot, as usual, at the yellow bags.

But the monster is not going to just give up. He will throw pieces of the Ishimura's hull and other rubbish at you. Armor at the beginning of the battle is 100%. If it drops to zero, Isaac will die. Shells can be destroyed on approach, but it's not so easy. All four limbs will be thrown, try to keep track of everyone! It is better to focus on destroying the tentacles, trying to shoot down the debris as much as possible.

When you destroy the monster, Kendra will start transmitting a signal, but it will be too late. You will see how the captain of the ship is finished off by a Necromorph. The warship then crashes into the Ishimura and Isaac is knocked unconscious. When the character wakes up, Hammond will contact you and say that someone blocked his signal. This is very strange, but there is also good news. Looks like a friend found a working shuttle.

To launch the ship, you need to get on the wrecked warship and steal one important detail. The dark future is once again lit up with the light of hope, and you need to hurry to the transport station. Along the way, you will meet several Necromorphs, including a malevolent octopus. The last monster, it will be a belly, will generally be waiting at the transport.

This lanky monster is one of the most obnoxious Necromorphs in the game. It does not move very fast, but it can strike with a tentacle from a decent distance or even cling to the character. Shooting him is not difficult, but the monster's death is only the beginning. After death, small octopuses are separated from the back of the necromorph, which crawl quickly and painfully cling to Isaac's head. They are even more dangerous than a belly swarm.

Try to shoot the octopus from afar. When the monsters start crawling from the back, slow them down with stasis and bring them down until they spread around the room. Or slow down the octopus, cut off its legs and, while it falls to the floor, burn the monsters with a flamethrower. True, if the flamethrower is without improvements, it will take a lot of fuel to kill the squids.

Dead on arrival

Upon arrival, Hammond will contact you and say that the warship was not nearby by chance. He purposefully flew to the Ishimura, but not for a rescue operation, but to destroy the ship. Somehow this doesn't seem surprising. Step into the armory of the crashed ship. During the crash, there was a leak of radioactive elements, and until you clear the room of them, you will not be able to go further.

In zones with zero gravity, you can jump great distances.

This is a zero gravity zone. Get down to the large hatch and destroy the six mechanisms on the sides. In order to save ammo, you can kick. The hatch will open, and after that all the air will disappear. Now carefully watch the amount of oxygen. Shoot the crawlers and start collecting and throwing green spheres into the open hatch with kinesis. Necromorphs will periodically disturb you.

After clearing the room, jump to the exit and leave the zero gravity zone. On the ship itself, everything is broken and explodes. Therefore, you will constantly stumble upon zones with disturbed gravity. After walking a little forward, you will see a monster running away. Don't shoot after him, he won't come back anyway. In the cargo hold, use Kinesis to move the containers to go further. Soon you will meet new Necromorphs - Runners. Try to slow them down with stasis or chop off their legs to stop the enemy.

Turn left and dismantle the blockage in front of the door to go further. Keep moving forward while shooting monsters. Try to open the door that leads to the upper deck. You won't succeed, but Necromorphs will appear from behind. Finish off the monsters, pick up the power supply and insert it into the receiver. This will activate the elevator, which will take you to the upper deck.

On the way to the upper deck, you will be contacted by Dr. Kane, who will say that running away is not the best course of action in the current situation. You need to deliver the obelisk to the planet to stop this madness, otherwise humanity is doomed. Go to the armory and shoot the octopus with its dorsal buddies. Deal with other monsters, collect items (there is one power block) and exit the warehouse.

However, if you are not in a hurry, you can take part in the competition for accuracy and speed of fire. To do this, go to the shooting gallery on the left and use the remote control. You need to shoot the red figures and not touch the blue ones. You have no right to make a mistake. For the first and second victory you will receive ammunition, for the third - a medium first-aid kit, for the fourth - a ruby ​​\u200b\u200bchip, for the fifth - a power block.

On the way to the medical bay you will meet a mortally wounded soldier. To get through the next room, you need to stasis freeze the laser machine and carefully slip past the death beams. Just before that, wait until all the curious monsters die, and collect the scattered items. Run forward, shooting monsters, until you reach the barracks (just don't miss the power block).

The bellies must be killed especially carefully so as not to release small monsters from the belly.

Go inside and walk forward a little. The script will work, and monsters will attack you. There will be a lot of them. Constantly move and do not spare ammo, the battle is really difficult. After defeating the Necromorphs, start collecting trophies. In addition to the items dropped by the monsters, the hall is full of boxes, plus a lot of interesting things in the side niches. One thing is good - all unnecessary can be sold in the store, which is located here.

After reaching the engine room, take the elevator upstairs. You need to turn off the engines, and for this you will have to cut off the power. The problem is that the room is periodically well fried. Take a close look at the incomprehensible barrel-shaped devices on the left and right. You can stand behind them and not be touched by the flames. These devices will serve to protect us. Stand behind the object and cling to it with kinesis. Take a little to the side, then push forward.

Look closely at the center of the room. See the purple devices? They need to be destroyed with well-aimed shots. There are three in total on each side. After destroying everything, you turn off the flame and you can pick up the core. But this will be the last blow for the ship, which will begin to rapidly fall apart. Run where the navigator indicates until you meet Hammond. This is your last meeting, because the comrade will be trampled by the creature. Wait until the monster breaks the glass, slow it down with stasis and shoot it in the back.

Take the diamond chip from the corpse and quickly run out of the engine room. Remove the power supply near the elevator and put it in the old receiver to block the door. Now run to the weapon room, where we got rid of the radioactive elements, fly over to the exit and stomp to the transport station. Monsters will pounce on you along the way, but this is already a tradition that is not even surprising.

Runners are the result of the transformation of the corpses of soldiers equipped with a stasis module into Necromorphs. These monsters are strong, fast and jerky. It is desirable to slow them down with stasis, so that they do not particularly run. But this does not always work out, because they move too briskly. So you better be ready powerful cannon to shoot down runners on the way.

Last days

One core was not enough to launch the shuttle. We need to find three navigation maps. But in order to get into the room where they are stored, you need to get an access key. Go to the living room, where the crew members committed mass suicide, and after finishing the household chores, exit through the door at the end of the hall. In the corridor through the glass you will see how the crazy doctor will kill the surviving crew member and leave the room. Step into the dining room, where the murder was committed, and ride the elevator to the lower tier.

Two octopuses are waiting for you below, which you need to quickly neutralize. Search the room, take the power unit and the access key and take the elevator back to the dining room. Dr. Kane will contact you and ask you to meet him when you find the three navigation maps. He won't open the door before. Exit the dining room and go to the living quarters. Finish off the Necromorphs and use the found key to open the door leading to block A.

As soon as you step into the bedroom, Isaac will be grabbed by a tentacle and dragged into the hole. Shoot the orange knot to free yourself. Use Kinesis to open the magnetic lock, collect all the items and go to block B. The climate control system in it failed, and the bedroom turned into a huge freezer. And without oxygen. Deal with the monsters, replenish your air supplies and go into the next room. Finish off the Necromorphs again, pick up the navigation map and return to the hall where the key opened the door.

Demolitionists will attack you in the hall. Having coped with them, step into block C. Go to the basketball court. In the locker rooms, pick up a scheme for armor level 5. In the basketball hall - this is a zone of zero gravity - jump to the court in front and pick up the navigation map. In the room, crawlers immediately materialize. Do not stand still, jump from platform to platform so that you are not bypassed from the rear.

If you want to receive prizes, do not rush to leave the site. You can play space basketball. The rules are simple enough. Grab a flying ball with Kinesis, jump onto the illuminated area and throw the ball into the ring. You are limited by the total time and the time for a particular roll. Prizes are like that. Round 1 and 2 are ammo, round 3 is a medium first aid kit, round 4 is credits, and round 5 is a ruby ​​chip.

Get out of the basketball court and stomp into block C. In the room where the crazy doctor broadcasts from the monitor screens about the need for self-sacrifice, finish off the monsters and go to the bedroom. You need to move the beds using kinesis so that you can go to the opposite side of the room. Just remember what and where to move back, because soon you will have to flee.

After picking up the last navigation map, turn around immediately. The crazy doctor set the hunter on you again. True, it is not clear whether the old or the new. Immediately shoot off the limbs and slow the monster with stasis. Quickly move the beds back to exit the room and run to the exit. The door, as luck would have it, is closed, and until Kendra breaks the lock, we must keep the defense.

Soon the obelisk, the monster and the whole colony in general will come to an end. A piece of the planet the size of a small continent will fall on them.

You will have to shoot back from the usual necromorphs and the hunter. The latter must be constantly dismembered and slowed down by stasis so as not to get underfoot. When Kendra opens the lock, run to the room where the crew members committed suicide. Don't forget to slow down with stasis and dismember the monsters you encounter.

After reaching the room with the corpses, quickly find and destroy the two infesters. If you miss them, they will raise all the dead and have to deal with a horde of monsters. After clearing the room, sell the items in the store and drive to Dr. Kane. He will open the door and tell you that all the monsters are telepathically controlled by the main monster that lives on the planet. The only way stop him - return the obelisk to the planet.

You need to get to the shuttle. You will go through the officers' quarters, which must be searched for valuable items. After reaching the shuttle, collect all the items, go into the ship and download navigation maps. Nothing bad happened, which is a bit surprising. Go to the control room and use the remote to activate the system.

You succeeded, but a hunter appeared from behind. Here is now the full order. Slow it down and run out of the control room. Other necromorphs appeared on the docking deck as well. Deal with them, and then lure the hunter to the shuttle engines. Dismember, stasis slow and run to the control room. Use the second remote to start the engines. The hunter will burn out and will not disturb you again.

It remains to release the clamps and watch Dr. Kane get into the ship. Now you need to deliver the obelisk to the ship. Exit the control room, pick up the power node from the body of the hunter. Run to the transport station. You will again be disturbed by monsters, but what is much more interesting is that Isaac will be contacted by a crazy doctor who will preach again and sacrifice himself to the infector. What an enthusiast...

Alternative Solution

Having reached the desired station, run to the cargo hold. There are few monsters. After reaching the console in the cargo hold, take the items from the boxes and the power block from the container on the wall and press the button to raise the obelisk from the bowels of the ship.

Pushing the cart late in the game is overkill. It will have to be dragged for two whole levels.

You need to push the cart with the obelisk to the cargo hold. It is done like this. Grab the cart with your kinesis and drag it along the rails. As soon as you start moving, a crowd of Necromorphs will immediately materialize in the room. Also, tentacles will periodically rise from the bowels of the ship, which must be destroyed by shooting at the orange bags. After pushing the cart to the lift, which will move the obelisk to the hangar, return to the transport station.

From there, run to the hangar, exterminating the encountered monsters. The loading system does not work, so you will have to load the obelisk manually. Run to the control room and turn off gravity. Now go down to the hangar, finish off the Necromorphs and run to the obelisk. You need to take the cart to the hold of the ship. Twice, using the computer, you will have to translate the arrows on the rails in order to drag the cart. And of course, Necromorphs will rush at you.

Return to the control room and turn on gravity. Now run to the ship to meet with Kane. True, getting to him is not destiny. The Doctor will be shot by Kendra! She, it turns out, works for the government and must deliver the obelisk to Earth. Moreover, Kendra will reveal that the obelisk was created by humans. This is an unfortunate copy from an alien artifact that was found on Earth. Here is the theory of alien intelligence has failed. Everything that happens is just the consequences of a failed experiment.

Nicole will intervene in the conversation, who will call Isaac to the mission control center. Run there - the guard is on the wall, there are a lot of things in the lockers - and listen to what the beloved of the protagonist will say. Nicole figured out how to stop Kendra, and soon the shuttle will start returning to the Ishimura. True, the traitor was able to escape in an escape pod. But it doesn't matter anymore. Run to the ship. It's time to return the cursed artifact to the planet.

Jumpers have no legs and move exclusively by crawling. However, they do not suffer from this feature. You will see for yourself when you see how fast they crawl on ceilings and walls. A jumper can simply crawl up and strike with his tail, but he does not hesitate to attack in a jump. They especially like to pull this trick in zero gravity areas.

Jumpers move quite fast, so try to slow them down with stasis. To hit the monster, you need to shoot off the arms and often the head. If you don't want to waste stasis, wait until the monster crawls close to you and shoot at the hands. When hit, the jumper will stop for a while, and you can finish him off.

Dead space

Exit the shuttle and pull the loader up to the cargo hold. Push the obelisk as far as you can along the rails and go into the room on the left. Open the room on the right and quickly finish off the infestors before they can break out into the main room and turn a bunch of corpses into monsters. Then search all the boxes, pick up the power block and pick up the power supply. Get to the exit, throw it on the ground and step outside.

But Kendra was told not to try to take the artifact off the planet...

Shoot the octopus in the street, return for the power supply and insert it into the receiver to power the base gate. Go to any opened door - the rooms are opposite each other and lead to one place - and push the obelisk inside. Use the remote to open the second gate inside the base.

Come to the warehouse. As soon as you take a step forward, a crowd of monsters will appear. Run around the room shooting at the monsters until they all die. You need to push the obelisk to the next checkpoint. It's done like this. Use the remote control to raise the bridge. Before he releases, freeze the bridge with stasis and quickly move the cart forward. Enemies will periodically pop out of the vent as the obelisk advances. One of the Necromorphs will even drop a ruby ​​chip.

Open and close the gate again to get into the next room. Go to the door on the right. There are two guards hanging there that need to be gutted quickly. The bridge controls don't work, so run through the door where the monsters were hanging. You will fall into a long tube with zero gravity. Run up, shooting off oncoming monsters, until you get to the very top. Use the remote to give power.

Along with the bridges, fans have started working, so the walk back will be more difficult. You need to not only shoot monsters, but also jump through the fans. To prevent you from being chopped into pieces, freeze them with stasis before jumping. A creature will attack you in the room. Follow the old pattern. First brake with stasis, then go around behind and shoot in the back. You will no longer meet resistance, so you can safely push the obelisk to the excavation site. Just remember to collect all the items in the rooms.

Keep pulling the obelisk. To the left, three tentacles will emerge from the abyss. Shoot at the orange pouches to destroy them. Then a crowd of monsters will attack you from the side of the base. Hold the line until you run out of Necromorphs. Then collect the trophies, push the obelisk to the very edge and activate the lift. Enter the room on the right and wait until the disinfection is over. We must have been in a hurry to leave, because Kendra appeared and after a speech she carried the obelisk back to the shuttle.

When the monster grabs Isaac's leg, keep shooting at the eyes. And do not hesitate, otherwise you will go straight to the mouth.

We need to catch up with her urgently. Run down the corridor. If you reach a room with a save point, a shop, a workbench and a bunch of items, it means that behind the next door you will find final battle. Go outside and watch how a huge monster will finish off Kendra, and then, blocking the retreat with a tentacle, will take on Isaac. However, the devil is not as scary as he is painted, and you will cope with the main monster without any problems.

The monster attacks with tentacles, just like Leviathan. You need to run to the side to avoid getting hit and shoot at the yellow eyes around the mouth. When you destroy three eyes, the monster will grab Isaac by the leg and hang him upside down. This is not a reason to panic, so keep shooting from this position at the two remaining eyes. Depriving the monster of sight - although it was the eyes? - you will be on the ground.

The monster will scream terribly and begin to wave its tentacles more actively. However, not enough to stop us. Now you need to destroy five yellow bags in the chest-mouth. They are harder to hit, so wait until the monster leans closer. I also advise you to stop throwing fuel tanks. Anyway, the tentacles will knock them out before you have time to make a throw.

After destroying the yellow bags, you will finish off the monster and clear the path to the shuttle. Run into the ship faster and enjoy the final cutscene, which is not entirely clear.



Wait for the credits to roll and record. Now you can download it to start the game again, but with all the weapons and upgrades that you made as you progressed through Dead Space. You will also receive 50,000 credits, 10 power packs, and bonus armor that can be purchased at any shop for 99,000 credits.

Everything is fine on Earth, the year 2012 has not come, the crises have not eaten anyone, and humanity has quietly developed, multiplied, and grown wiser. A new religion appeared - Juventology, which found a response in the hearts of very, very many, including those in power. The essence of religion was in rebirth into the good and immortal through death, everything was clear, but it was not clear how to do it. Supporters of the new religion were called juventologists, the new church itself had huge financial and human resources because it disposed of the material values ​​of its followers.

Information about Dead Space universe can be obtained from two serious sources:

1. Dead Space: Downfall (2008) (cartoon)

3. Dead Space 2 (2011) the game will be released 26-28.01.2011

On a far distant planet, an obelisk of unearthly origin has been discovered. Juventologists decided that this is the divine message, it was decided to deliver the obelisk to Earth. To do this, the huge Ishimura planet ripper (a mining spacecraft that processed asteroids and soil from planets, extracting minerals) was sent to the planet Aegis 7. Most of the crew was replaced by juventologists. There is a human colony on the planet.

From this moment, the events of the cartoon Dead Space: Downfall begin to unfold, in which people unsuccessfully struggle with the consequences of the destructive influence of the obelisk on the mind and appearance of people on the Ishimura ship. People have turned into scary monsters with bone sabers instead of hands. I didn’t watch the cartoon - it’s very scary and ends badly, everyone died, the worst prospects for humanity ...

While the spacecraft was in disarray, the systems began to gradually fail, the engines were the first to fail, and since everything was still not completely bad, the repair team was called(a very important point, because the second part begins with it, namely the game Dead Space), then everything broke completely and everyone died.

Twinkle, twinkle, little star

How I wonder what you are!

Up above the world so high

Like a diamond in the sky!

When the blazing sun is gone

When he nothing shines upon

Then you show your little light

Twinkle, twinkle, all the night…

The cartoon ends with this song and the game is installed under it:

dead space

And now the repairmen are flying to the aid of Ishimura, there are four of them, 3 uncles and an aunt, one uncle Isaac Clarke (Isaac Clarke) - whom we play. Repairmen arrive on a mining ship, and there is trouble, ruin, their shuttle breaks, one is eaten by monsters, Isaac Clark fights off the group and away we go.

The game is good, interesting, the plot is addictive despite clumsy controls - Isaac cannot jump, runs slowly, clumsy, clumsy, slow, takes up most of the left side of the screen, cannot stop if he starts an action (for example, reloading a weapon in the midst of a battle until he reloads won't do anything else). And still the game is good. I suppose that she received such a control option because of that? which was also released on game consoles. In general, the complexity of the game is largely related to the controls, but I repeat - the game is good.

Management in Dead Space

Movement and inspection control is standard, running is enabled with the left Shift key, pick up / open E, reload R, inventory Tab, map M (in map / inventory mode 1,2,3,4 they are responsible for switching the map / inventory / database ...) .

Important button B - indicates where to go next, it is very convenient to never get lost.

Jumping in zero gravity aim (Right mouse button or Caps Lock), press the left Ctrl - if the ammo indicator flashes red, you cannot move, and if not, it will fly to the aiming point and it will become the floor.

In aiming mode, object slowing C (uses battery stasis) and object pulling F (the object can then be forcefully thrown with the left mouse button or lowered by pressing F) are available.

Combat system.

Left mouse button - hit with a weapon, Ahzek swings and boom. Spacebar - stomp your foot in a heavy shoe, crush monsters.

Shooting can only be done in aiming mode - right mouse button or Caps Lock, while you can’t run, the view is limited, the turning speed drops (what, scary?), the shot is made with the left mouse button, alternative shooting is on the space button.

Economy in Dead Space

Yes, yes, there is an economy about the same as in Bioshock.

First of all, we collect everything that is bad. Open boxes and lockers are illuminated with a blue light, they open along E, green boxes (in weightlessness we often hover by pulling F) - we press with our foot and select resources. Login to all open rooms, always have 1 power block with you, to open rooms with a large supply of useful items.

After the death of monsters, ammo and money remain, and ammo for the weapon that is in your inventory.

Along the way, there are shops where you can buy weapons, ammunition, first-aid kits, stasis field batteries, oxygen tanks, armored suits, and you can sell what you managed to collect along the way or transfer to a personal safe. The assortment in the store is initially not rich, but as you progress, Isaac collects schemes for new goods and costumes, expanding the list of goods. You need to go into stores more often, leaving extra ammunition there, selling extra equipment and circuits.

AT Dead Space must be carried with you: 2 first aid kits, 1 battery, 1 oxygen tank, a small supply of ammo, 4 types of weapons, 1 power unit.

AT safe to create stock: 5 first aid kits, 1 battery, 1 oxygen tank, surplus ammunition, these resources should be more than enough to pass difficult areas.

Everything else is sold to the store, no regrets. For the entire time of the game, I had to buy only weapons, power blocks, armored suits and cartridges in the store (and this was because before that I did not spend them economically and often sold them to the store).

Priority Purchases- try to buy an armored suit immediately after the appearance occurs 4-5 times; the last one cost 60,000 rubles, power units.

Weapon

Keep your weapon always loaded, during the fight after running out of ammo, switch to the next weapon, reloading takes time.

I didn’t like all the weapons, but maybe I just didn’t fully reveal its potential.

Pulse cutter - shoots limbs with a horizontal or vertical beam, the very first weapon, an alternative firing mode - a horizontal shot, an upgrade in the direction of increasing damage, the magazine capacity is increased in parallel (up to 16 rounds).

Pulse rifle - automatic, upgrade to increase damage, capacity increases in parallel (up to 150 rounds).

Laser rifle - very strong damage even without an upgrade, small magazine capacity (5 rounds), breaks almost any monster and even a few, upgrade for damage and magazine capacity, alternative mode - leaves a mine.

Flamethrower - used against small monsters running in a flock, did not upgrade, was replaced with a power pistol, does not work in a vacuum.

Power Pistol - Deals massive damage and knocks back enemies, damage upgrade, in parallel to the capacity of the magazine (14 charges).

I didn’t like the power cutter - before the shot it must accumulate energy, and then shoot and save again.

Pipe cutter - I haven’t tried it, it’s a pity for the money.

Weapon upgrade

Upgrading equipment is done at workbenches that are scattered throughout the ship. Upgrades require Power Blocks, which we have marked as a priority when buying in the store.

Upgrade order.

1. Pulse cutter - damage.

2. Laser rifle, power pistol, pulse rifle - pumping to increase damage, as a result of this, other weapon indicators will also increase. The order is not important, the main thing is the consistent pumping of each weapon used.

3. Armored suit - pumping life, air was not particularly required - the standard supply is enough to complete all sections.

Monsters of the Dead Space universe and the fight against them

Monsters attack almost always unexpectedly, but before they start tearing your flesh, they stand and growl and wave their limbs for about 5 seconds, this is enough to aim, shoot off the legs (for slowing down) and shoot off the arm for the final victory. To kill a monster, he needs to shoot what is sticking out of him, legs - slow down, arms and head for finishing.

Monsters are divided by strength into pink and black (reinforced, require more ammunition).

The appearance of monsters is accompanied by oppressive music without fail.

Giant tentacle that grabs and drags into the wall - shoot at the yellow area on the tentacle.

A monster with tentacles attached to the wall shoots cocoons (infinitely) - shoot the tentacles or throw an exploding gas canister at it.

A big fast monster - we send it into stasis, we go in from the back and bring it down, two or three times is enough.

Immortal monster (the most vile creature, occurs twice, both times it is released by a bad juventologist) - here you can only slow down by shooting off your legs and arms, after that there are 10-20 seconds until it regenerates, then you need to run or throw stasis on it in the destruction zone.

Walkthrough

There are many walkthrough links on the net, but for the most part they are the same. In general, the passage of the game is not difficult, they will always helpfully tell you where to go, the B button will indicate the direction, but there are plugs when you just don’t know what to do, so we’ll talk about them.

1. Battle with an immortal monster. Around the 5th episode, we run into this creature, we go into a large room, and there is this clumsy, a bunch of other monsters and the doors are all closed. Calmly. We immobilize the immortal, kill simple monsters, run, repeat the procedure and your colleague will take care of opening the doors. In the same episode, we need to finish him off in the cryochamber - shoot off his legs, when he crawls into the chamber, throw stasis, run into the room with the remote control and freeze him. Here is the bastard:

2. Jogging under the meteorites, we hide behind the pedestals while the meteor shower is going on, in moments of calm we run to the next shelter.

3. An asteroid to place a beacon on. We climb onto the asteroid and stomp on its surface into space, calmly set up a beacon there and there are also two holding generators (we find them by pressing the B key).

4. The 10th episode (here, in my opinion, we need to collect 60,000 money for a costume) the immortal monster again pinned down, and we just had to move the sleeping places, immobilize, throw into stasis, move the beds, leave. To destroy the monster, we lure it to the shuttle engines, immobilize it, throw stasis and burn it with an engine test.

Game over, bad ones defeated, Earth saved, Isaac saved, all is well...

But no. And here it begins

Dead Space 2

comes out on 01/26/2011 in Russia, so the translation will be at its best, management, atmosphere, equipment will probably be preserved, but for now the videos:

No related posts

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2. Intensive care (Intensive Care).
3. Orbital correction (Course Correction).
4. Death is inevitable (Obliteration Imminent).
5. Lethal Devotion.
6. Dangerous impurities (Environmental Hazard).
7. Step into the void (Into the Void).
8. Find and save (Search and Rescue).
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  • Questions - answers .
  • Walkthrough

    9 Dead on Arrival
    Dead Space how to get. Chapter 9

    Officer Hammond offers to retrieve parts from the crashed warship Valor and repair the local shuttle. Then the connection disappears, we communicate with Kendra about the same.


    ore storage

    We are entering the zone of weightlessness. Below, near the huge doors, we kick 6 fuses, they are located on both sides. After that, the gate will open, air will begin to be consumed. We need to catch flying round radioactive balls, and throw them into space. One of them is hidden on the wall behind the round platform. Near the open doors are two panels where you can replenish the supply of oxygen. Having thrown out all the balls, we enter the recess in the wall, we will get on board the Vaylor ship.


    Cargo Bay

    In the corridors, a very fast necromorph will run away from us. We go out to the platform where you need to move the magnetic boxes with kinesis in order to go forward. In the side dead ends on the right and left, you can find cartridges if you move the extra boxes. After these obstacles, two fast monsters will attack at once. In combat, they are no different from ordinary enemies, only they quickly reach us.

    Further narrow corridors again. The first battery cannot be taken from the wall, but the second one can. In the last room, the elevator battery will fail, mice will appear and begin to revive the corpses. We deal with enemies, insert any other battery, go up the elevator.

    Dr. Terrence Kane will contact us in the elevator car. He will tell you that the cause of all troubles is the "Marker" artifact, which was found on the planet and delivered to Ishimura. To stop the invasion of Necromorphs, you need to return the "Marker" to its place. If we manage to repair the shuttle, then it should be used for this case, and not evacuated.



    We fight with a separating monster, a little further - with a kamikaze. We take a power unit from the wall (23). At the turn we find a shooting range, where we can practice shooting. You need to shoot at the red armed dummies, and do not shoot at the unarmed blue ones. Training cartridges are endless, any modem weapon can be used, but a standard pistol is preferable. There are 5 tests in total:

    1. Kill 10 enemies, 1000 points. Reward: extra ammo.

    2. Kill 12 enemies, 1200 points. Reward: Pistol ammo.

    3. Kill 14 enemies, 1400 points. Reward: medium first aid kit.

    4. Kill 16 enemies, 1600 points. Reward: ruby semiconductor.

    5. Kill 20 enemies, 2000 points. Reward: Power Knot (24) .


    Infirmary

    We pass into the infirmary, there is a faulty laser scalpel, the rays of which are deadly. We slow down the laser with stasis, quickly run past. On the way to the left of it you can take scheme of a large first aid kit (Large Med Pack).

    In the barracks at the dead end on the right, we take the power node (25). In the double corridor, various monsters will attack for a long time until the door opens.


    engine room

    We get to the engine room, behind the windows we see the engine of the ship. We go up the elevator, a powerful stream of fire periodically passes from above. We need to hide behind one of the cylinders, move it with kinesis, and so move forward. If the cylinder is stuck, move it to the side. Along the way, you need to destroy 3 fuses on the pillars. After you need to go back and pull the cylinder towards you, which is much more difficult. We pass forward from the other side, we also destroy 3 fuses. After that, the engine will stop. Pick up singular converter in the center.

    We go down. Behind the glass we will see Hammond who has come running, but the red Brutus will immediately kill him. This monster has more health than a normal big guy, but is killed the same way. For the victory over him we will receive diamond semiconductor for 25,000 credits.

    The ship Valor began to collapse, we quickly get out of it. Along the way, we kill a couple more ordinary monsters. We get to the trolley.

    10. Last days (End of Days)
    Dead Space walkthrough. Chapter 10

    Kendra reveals that she found the location of the shuttle on the ship. But before launching it, you need to collect navigation maps to get to Earth. You will have to look for them in the living compartment of the station. In the foyer we see a lot of those killed, as in a sacrifice, and next to it is a strange obelisk figurine.


    Sleep Bock C

    On the right we enter open door, in the shower we will find costume scheme (Level 5 Suit). We can immediately go back and buy this costume for 60,000 credits. Further at the dead end mini-game "Z-ball" (Zero-G Basketball). Inside the low gravity gym lies 1st navigation map. Here we can play this game by turning on the panel on the first platform.

    Z-ball rules: A ball flies out of the four holes in front, we need to catch it and throw it back into any hole. But if we do it right away, we get only 1 point. When the next ball flies out, several platforms light up, first we jump on them, each visit will double the points, and after that you can catch and throw the ball back, we will earn 2, 4 or 8 points. In a minute you need to score from 12 to 40 points, depending on the level. There are 6 levels in total, for each of them we will receive prizes from the lockers:

    1. Just throw the balls. Reward: flamethrower fuel.

    2. Holes close slowly. Reward: medium first aid kit.

    3. Only one opening opens. Reward: Stasis Battery.

    4. One hole is opened for a while. Reward: 3,000 credits.

    5. Holes open one by one. Reward: ruby semiconductor.

    6. Holes open one by one faster. Reward: Power Knot (26) .


    mess hall

    We rise to the second floor. Behind the glass we see a crazy doctor, he makes a sacrifice - he kills a person. We enter the cafeteria, but we do not have time to catch the doctor. We go down under the cafe, kill two long monsters, take the power node from the wall at the table (27). Near the woman who has grown into the wall, we take crew key. We rise and go to the next room.


    Sleep Block A

    In the corridor we kill a necromorph that has grown into the wall. We go along the next floor through the rest room. We will be grabbed and dragged by a tentacle, we shoot at the yellow growth. At the end we reach the panel, on the left we shift the magnetic lever with kinesis, this will open the doors on the floor.

    Sleep Block B

    We enter the depressurized living compartment, where oxygen is consumed. There are many monsters here, but we do not pay attention to them, there is little time. It is especially not worth killing fat monsters, leeches will appear from them, and the flamethrower does not work here. We turn right twice, in a dead end room we find a power node (28). In the central hall between the rows of cubicles we will find 2nd navigation map.


    Sleep Bock C

    We return back to the hall, from there we go into compartment "C", now with the help of the key we can open the door to the sleeping area. On the way we will see a video of the doctor's speech.

    In the bedroom on the right, we can spend a power node to open the door, behind it are various cartridges and an average first-aid kit. With kinesis we move the beds to go into the cache behind them: we move the bed against the wall, then the bed across. Having entered the intermediate part, we push back the transverse bed, we move two more beds near the right wall, we leave.

    In the cache we find many corpses and a laughing girl who immediately kills herself. To the right of it we take 3rd navigation map.

    We're going back quickly. A regenerating monster will start chasing us. The doors will close in the intermediate room, and we will have to run in circles from the invulnerable monster for some time until Kendra breaks the doors. We take the elevator in the hall.


    Security Station

    We find the shelter of Dr. Kane, who helped us. We communicate with him through the glass. He lets us into the director's rooms.

    executive commons

    There are 3 fat monsters in the big red hall. We search 4 side rooms, in one of them is the captain's audio diary, in another note of the assistant, in the rest - cartridges. We enter the double doors.

    Executive Shuttle Bay

    We get to the launch pad of the shuttle, go inside it, install navigation maps. Dr. Kane asks you to wait until he gets here. While we go to the side room and test the engine there.

    But before the doctor, the regenerating monster will get here. To kill this boss, we lure him to the platform opposite the shuttle exhaust pipes, shoot his legs, freeze him with stasis. We quickly run into the room and turn on the engine again. The monster will be left with ashes and a power node (29) .

    Dr. Kane will come running and climb inside the shuttle. In the room on the second panel, open the valves, the shuttle will go down. We walk back to the monorail. On the way back, we will watch a video of how the insane Dr. Mercer voluntarily turns into a Necromorph. We pass into the next room, kill the bat and the mutated doctor.

    11. Alternate Solutions
    dead space. Video walkthrough. Chapter 11

    Cargo Bay

    Kane will explain over the radio that we need to find the black and red obelisk in the cargo hold and load it onto the shuttle. We go down to the floor below, first go around the entire location along the square path, activate the panel. In the far corner on the wall is a power unit (30).

    In the center on the conveyor belt we find an obelisk in a glass box. You need to move the obelisk along the conveyor using kinesis. Necromorphs interfere with us, and when we go out to the central paths, we are attacked by giant tentacles, first you need to scare them away, and only then move the load.


    Flight Lounge

    We return to the room where we first arrived at the station. If we go along the corridor where we ran away from the first monster, at a dead end we will find ruby semiconductor and ammo. Then we go to the spaceport.


    hangar bay

    Kane's shuttle will fly into the hangar. The loading system is down, we need to manually load the obelisk into the shuttle. We go into the room on the right, turn off gravity on the panel, jump down under the ship.

    Secret. In the hangar, we look down into the ditch between the bridges, at the bottom lies the Peng figurine, we can pull it with the kinesis module and pick it up. This is a unique, most expensive thing in the game, we can sell it for 50,000.

    We move the obelisk further, but here there are two forks on the rails, we turn them so that the entrance is on the right. At the first crossroads, we move the obelisk to a side dead end, turn the rails to the left, move the load to the end.

    We return to the panel on the balcony, turn on gravity, the obelisk will sink. We run to the lowered ladder in the shuttle. But right in front of us, Dr. Kane will be killed, and the shuttle will leave without us. Kendra arranged all this, she admits that she was a secret agent, and her goal was to get the obelisk. The obelisk itself is a copy created by people for experiments.

    Nicole will be in touch. We rise to it on the top floor of the control room, along the way we take diamond semiconductor. On screens around interference and extraterrestrial symbols. Nicole will tell you that the shuttle can be returned to the hangar with an emergency remote control. The shuttle does indeed return, and Kendra catapults to the planet, fearful of our revenge. We enter the returned ship and fly ourselves.

    12 Dead Space
    Dead Space (2008). Chapter 12

    Landing Pad

    On the planet, we land on a special platform of the earth colony. All the people here are killed. We enter the building, inside there is a semiconductor and everything you need: a store, a workbench, saving. Two monsters are locked in the side locked room - bats.

    Move the platform under the shuttle, load the obelisk on it, move it along the rails. There is not enough battery near the door, we go to look for it inside the building, then we continue our way.


    Airlock A, Airlock B

    We move the obelisk further, whole hordes of necromorphs will interfere with us, but we can constantly use stasis, there are a lot of panels to replenish it. In block "B" in the far right corner there is a door that opens behind the power node. In some places, you need to carry out an obelisk under the bridges, for this we press the panel, we freeze the bridges with stasis.


    Gravity Control

    On the path to the right are two enemies rooted into the wall. Bridges do not rise, you need to go into a large pipe and turn on the electricity. On the way back, all devices will turn on and we will have to pass through the moving blades, slowing them down with stasis. When we return to the main path, we have to fight with a brute, for defeating him we will get a power node (31).

    The next small compartment on the right has a power node (32) .


    Pedestal Chamber

    We leave on the open surface of the planet. On the way we have a dozen monsters and three tentacles from the cliff. We clear the path and push the obelisk to the cliff.

    An alarm is triggered, we run into the glass room on the left. We are locked in, and Kendra appears outside, she moves the obelisk back to the shuttle. Kendra also sends us a full video message from Nicole in which she kills herself. It turns out that the real Nicole is long dead, and all we saw were hallucinations caused by the obelisk. (There is a hint about this hidden in the game: the first letters of the titles of the chapters of Dead Space in English form the phrase: Nicole is dead - Nicole is dead).


    living space

    It's too early to give up. From the glass room we go into the side corridor, overgrown with biomass. On the way, take the power node (33). We return to the first room, for the last time we buy in the store, we spend power nodes, we take more cartridges and first-aid kits. Let's go to the shuttle.


    Boss: Hive Mind(mind of the swarm)

    Kendra tried to escape on the shuttle, but at the last moment she was killed by the tentacle of a giant monster. We remain with this monster one on one. This is the leader of the Necromorphs, being on this planet, he telepathically controlled all the monsters.

    1 phase. The boss will strike with tentacles from above. We constantly look in his direction, run back to the left and right. After the blow, the boss will bring his mouth closer to us. He has 5 yellow growths around his mouth, you need to shoot at them. It is better to spend powerful slow weapons, and leave the rapid-fire basic pistol for later.

    2 phase. When we shoot off any three growths, the monster will grab us with a tentacle. The remaining two growths will have to be fired in the air, hanging upside down. If we don't make it, the boss will swallow us up.

    3 phase. Having shot the yellow dots in time, we remain alive and fall onto the platform. The boss does the same, but now, after a few hits with the tentacles, his ribs will open, and 5 yellow hearts will hang inside them. We use a more accurate weapon - the initial pistol, gradually shoot the hearts.

    When all the hearts are shot, a huge monster will fall off the cliff. We sit down in the shuttle and leave the planet. Inside, we watch the video with Nicole for the last time, and fly to Earth.

    Congratulations! The whole game is over!

    For passing we will receive the following bonuses:

    Military Suit (Military armor);

    Backstory Logs (text messages with story background);

    50,000 credits (money from the very beginning);

    10 Power Nodes (10 power nodes);

    Impossible Mode (Max difficulty unlocked).

    Questions - answers

    Question: How to install a beacon on an asteroid? What to do with the asteroid?(in the game Dead Space)

    Answer: The asteroid is held by 4 beams, two of them are turned off inside the ship, two more - outside. Only after that we can put a beacon. See chapter 7 for more details.


    Question: How to jump in weightlessness?(in the game Dead Space)

    Answer: In the first part of the game, you cannot fly in zero gravity, we can only jump over walls and ceilings. We aim at a suitable wall (hold down the right mouse button), make a jump (press the Ctrl key).


    Question: How to use stasis?(in the game Dead Space)

    Answer: We aim (hold down the right mouse button), release a slowing charge (C key).


    Question: How to enable, change the Russian language?(in the game Dead Space)

    Answer: There is no Russian voice acting in the licensed version of the game, only subtitles. To enable subtitles, in the main menu, select the line "Settings" - "Sound" - "Subtitles: enable".


    Question: How to get through the meteor shower?(in the game Dead Space)

    Answer: At the end of the 4th chapter. In order not to die, before the start of the meteor shower, you need to stand behind a high shelter, close to it, and wait out the dangerous moment. After that, we quickly run across to the next shelter, and so on until the end of the path.


    Question: How to remove the power lock?(in the game Dead Space)

    Answer: There are service storages in the game, locked with a power lock. To open them, you need to spend 1 power node. Knots can be found in secrets or bought in in-game stores for 10,000 credits.


    Question: Which part is better?(in the game Dead Space)

    Introduction:(a few rules for a pleasant passage)

    • When you meet a monster, don't waste your ammo, it will be most effective to shoot off their limbs, i.e. arms, legs, head. How do you know if you've killed a monster? Shoot off all the limbs and it will be 100% corpse =)
    • Do not forget to collect resources and items, they will be needed to upgrade ammunition and weapons.
    • Some huge monsters have weak points, they are usually highlighted and colored in yellow-orange (ocher color). Just carefully aim there and shoot him everything. ^_^
    • Oh, I almost forgot, you will probably be wondering where we save. So, saves in this game look like boxes that resemble a camera hanging on the wall.
    • From myself I will say that the first thing the best weaponplasma cutter, but still suitable for killing a large amount of meat running at you plasma rifle.

    The game has 12 chapters:

    • Chapter One: Arrival
    • Chapter Two: Intensive Care
    • Chapter Three: Orbital Correction
    • Chapter Four: Death is inevitable
    • Chapter Five: Deadly Addiction
    • Chapter Six: Dangerous Impurities
    • Chapter Seven: Step into the Void
    • Chapter Eight: Find and Save
    • Chapter Nine: Dead on Arrival
    • Chapter Ten: Last days
    • Chapter Eleven: Alternative Solutions
    • Chapter Twelve: Dead Space

    A little preface.

    2507 year. Resources on Earth are completely exhausted. There is only one way left for humanity to survive - space, the search for resources on other planets. In the course of space exploration, the planets found become an ideal source of minerals. Huge Ripper cargo ships are depleting planet after planet. One of the ships - Ishimura did not get in touch ...

    A team of experts on the Callion shuttle is immediately sent to find out the reason for the loss of communication.

    Well, let's start the game!

    Chapter 1: Arrival

    Mission CES ER529

    Status….

    USG KELLION, COURSE - AEGIS SYSTEM…

    The main crew consists of 5 people

    • Isaac Clark - the main character is an engineer (technician), a specialist in ship systems
    • Kendra Daniels – Computer Systems Specialist
    • Zach Hamond - Senior Security Officer
    • Corporals Chen and Johnston - pilots

    DIRECTIVE A: LOCATE USG PRODUCTION VESSEL ISHIMURA…

    DIRECTIVE B: FIND AND REPAIR THE CAUSE OF COMMUNICATION PROBLEMS…

    Our protagonist (gg) Isaac sits quietly, listening to the discussions of the team on the Callion shuttle. It was not possible to get in touch with Ishimura. After landing, simply follow your team and follow their requests. You will be asked to open the door, to do this, go to the door and press " E" (default). If you are lost, click " AT She will show you the way. Next, you will need to activate the console. Expect a cute scene) Your task is to run! And as quickly as possible, there is nothing to fight. Your salvation is the elevator. So you met monsters - Necromorphs.

    Necromorph - (Greek morphe - form, necro - death) - an alien life form, most often found in the form of mutated corpses. Roughly speaking, the necromophrean bacterium enters the dead organism and instantly begins to multiply, leading to the mutation of the entire organism. As a result, the corpses come to life and change the shape of the body - fangs, blades, tails, etc. appear. Organs also undergo mutation. If you want to kill a Necromorph, shoot off their limbs.

    This is what a necromorph looks like =)

    When you go down the elevator, you will enter a room with a corpse, not far from it is an eloquent inscription "Cut their limbs" - "Cut off their limbs". As I said above, it is better to do just that. On the table you will find your first weapon (Congratulations!) - a flame cutter. Perhaps the best weapon for instantly cutting off limbs. Trample the corpses and boxes, you will find a lot of useful things in them.

    Flame Cutter has 10-18 damage, 10-20 ammo, reload time 1-0.5 sec. rate of fire 1-0.6 sec. for the shot. It also has an alternative mode (vertical). This is a 90 degree turn. Suitable for improvement at a workbench

    Going to the front, you will see Kendra and Zach, they are the only ones who could survive. You will be asked to repair the transport system. Don't forget to save along the way. For the future - not all corpses are corpses ) therefore, if you notice a strange body on the floor, it is better to shoot it from afar, this will make your life much easier. And then you will, like me, bounce on an armchair, hearing the beautiful voice of a necromorph behind you ^^ Don't miss the resources that are hidden in the boxes. Because in the future, you can improve your things at the workbench. The first obstacle is a jammed door, raise the stasis module, a very useful thing, aim at the door and press " FROM”, and we can pass, just do not linger, because stasis slows objects down for a while.

    The stasis module has a charge level that needs to be replenished. With the help of stasis, you can slow down not only doors, but also objects and opponents that bother you a lot, use it when you don’t have time to kill the monsters running at you. Another stasis will help move some of the details in the game. Suitable for improvement at a workbench

    You find yourself in a room where you need to start the mechanism. We kill everyone. Move forward.

    In one of the rooms you will find a power unit on the wall, in the boxes - ammunition, on the table - information panel. There is also a workbench in the room.

    Workbench - a set of devices for improving the parameters of the GG. With it, you can improve all the weapons that you have with you, your suit - X or a stasis module. Power nodes are needed to improve. And also you can post extra things. (it works like a warehouse.)

    We return. A solid portion of monsters along the way is provided to you =P Further, we use “B” more often and move forward to adventure. On the way, we deal with necromorphs. After dispersing the Necromorph demonstration, head to the boarding terminal and then to the boarding station, exploring the restroom and breaking crates along the way. We go to the freight elevator, which will quickly take you down. There will be a store on your right.

    The store is the only way in Dead Space to buy, and not find, ammunition, first aid kits, weapons, power nodes. In addition, in the store you can buy new costumes that will become available as you progress through the game.

    Having bought all the money with shaking hands, we go to the trolley. She will take you to the next chapter.

    Chapter 2: Intensive Care

    At the exit from the trolley, we see a woman, do not be afraid, come up, she will give you a useful device - a kinesis module.

    Kinetic pistol - allows you to move objects at a distance, including picking up objects and throwing them at monsters. Suitable for improvement at a workbench.

    To go further, use the received device. Come forward. You will enter a room with three doors. One of them - leading to the intensive care unit - is barricaded and will have to be blown up. The components of explosives - glycerin and an electric pillow you have to find in the remaining two doors. Search all rooms and move forward. You should not be very scared when the light turns off and the siren starts to squeak, just take a comfortable position, you will have to fight more than one monster, I advise you to aim better. We move forward with the battle (do not forget to use the button " AT"). You will be able to breathe when you hear that the quarantine has been lifted. We explore all the premises. We get into the office, pick up the video there, search everything, the cabinets can be pushed back with kinesis, so you will get access to a secret room where you will find a golden semiconductor - a very high value that can be sold in the store.

    On the first floor you will meet the new kind the monster you are destined to kill. Then we go up in the elevator. This will be the main laboratory, here you can find explosives and a power node. Having searched everything, we return back. Don't forget to reload your gun =P On the way, we save and shoot back, the game invites you to the diagnostic wing.

    (sketch) - I'm going to kill myself against the wall ... This phrase is great for our corpse.

    We move forward to the elevator. It is de-energized, but this is not a problem, we use the power source located nearby. It must be inserted into the socket on the wall with the lightning sign. Before entering the elevator, inspect all rooms. Then boldly stomp into the elevator and go up to the second level. Climbing up, you will enter a large room with a mechanism. Your task is to move this mechanism using kinesis. Get ready to shoot. After the showdown, you will again have to move the mechanism (platform), now take the elevator and go further. Fun! Fun! Fun! =P

    Here you will have a walk in space, but do not be afraid - the air supply in your spacesuit will not let you die, but oxygen may run out, so do not count the crows. There are usually oxygen stations in such places. Another door, and now you are already in the usual corridors. Next - an interesting and huge hall with a door at the opposite end and a huge abyss in the middle. The only way to get over is to turn off gravity, good, the remote control is nearby. Now, by jumping, you can gain a foothold on any surface - the magnetic boots of your suit will provide reliable traction. That's exactly what Zach will tell you. We feed the door as we did before, we move forward, collecting everything along the way forward. We picked up an electric pillow. We are great, but after leaving the room, we again need to defend ourselves. We repeat the manipulations with the block. By the way, here you will get acquainted with a new type of monsters - larvae (Swarmer). It is easier to kill them with fire, if they jump on you, press " E', but they bite painfully. Moving forward into a large room, here you can change your costume or become blunt. Blow up the barrier. Zach will say that Isaac needs to go to the morgue. We go to the morgue, killing everything inanimate. You probably wanted to know how these monsters are made? One of the ways - a monster resembling a bat, sticks its a la trunk into the brain and infects the body with bacteria, which transform the corpse, reviving it. You will see all this when you get into a large room with a glazed office. It is advisable to kill the resulting type of monster as soon as possible, it is quite smart and strong. If you can't make it, don't feel sorry for stasis. And another tip - kill this mouse first, otherwise it will make a lot of necromorphs. We return. We are in the engine room, the path to which again runs through the Transport deck.

    Chapter 3: Orbital Correction

    Arriving at the next place of events, you will again receive instructions:

    • It is necessary to restore gravity on the ship;
    • It is necessary to restore the fuel supply to the engines.

    You will have to kill a few necromorphs, after which in a small room on the ground floor you can find ammunition with a scheme, there is also a workbench. Master. In one place (use the locator - " AT”) You can use your kinesis to pull the switch down, thereby activating the refueling mode. After wandering through the dark corridors and already getting used to the tramp of a wandering monster somewhere nearby, you can find a power node. We move forward, we save. And finally, we find the second lever. You are informed that fuel is being supplied. Now you need to go back, but the path will not be easy. A large number of mutants are waiting for you. Your further path leads to the centrifuge, where you can get on the elevator through another control room door. Before you enter the room, thoroughly search the cabinets and pick up ammunition. In the room, by pressing the button, you will start the disinfection process, this will attract the attention of a huge number of mutants that will constantly appear in the room, using the ventilation pipes to move. To cope, use stasis and severed limbs of enemies. Ahead of you is a zone of zero gravity with monsters who are not averse to lowering your health. We deal with them. To restore the power supply, it is necessary to freeze the large rotating shafts using stasis and immediately insert them using kinesis into the central part of the centrifuge. Turn on the power of the centrifuge from the console upstairs: gravity will return, and all the garbage will be sent into outer space. We are moving forward. And here we build a house of bricks. Who cares what. Get ready for an attack by a giant tentacle that will grab you. To get rid of the grip, shoot the yellow-orange growth on it. We run back along the corridors, killing the Necromorphs. We need to go to the engines. We move in the direction of the locator. He will lead us to a large room where we will activate the engines. A massive attack of monsters is waiting for you, be on the lookout. Go to the computer again to confirm the ignition. Now that the engines are running and the orbit has been adjusted, a new problem awaits you - the ship is moving in a field of asteroids that can destroy the ship, and the protection is deactivated. Isaac needs to go to the cart. Hammond will be waiting for him on the bridge.

    Chapter 4: Death is inevitable

    When you meet Haymond, in his words, it is in his power to fix the control of the anti-meteor defense weapon, but this requires energy, which is responsible for three key nodes that Isaac will have to repair. But first you need to activate the elevators through the security room. You can certainly continue playing Dead Space and go through the open door, but I advise you to first search the bridge for useful items. You need to return to the large hall where the meteorite fell. Here you will meet with a new, very dangerous type of monsters - Brutus.

    brutus- This is a huge Necromorph, covered with a thick layer of armor (resembling a crab shell), which is impenetrable for conventional weapons. The only way to defeat him is to shoot at his shoulders, or rather, at the yellow growths on them. The ideal option is to freeze with the help of stasis and slowly, tastefully, butcher the carcass. By the way, do not forget to search it afterwards.

    Use stasis more often, you have a slight advantage - the monster moves slower than you. Another hint from me personally to you - if you manage to get around him, then on the back of his back there are already familiar yellow-orange growths, aiming at them, you will kill him much faster. Search all rooms. Move further along the corridor, destroying everything along the way and carefully avoiding the bluish rays that shoot up - they are deadly. Deal with Brutus again. Ahead of you are waiting for two electric cables, under which I do not advise you to fall. To pass them, you need to use stasis. There you will find the first node.

    To get to it and turn it on, you need to freeze the cables. Go back to the elevator you came from and go back upstairs (if you forgot the way, use the locator). This time in the hall you have to deal with a considerable number of opponents. Use another elevator in the center. At the exit from the elevator you will find an audio log and a diagram. On the walls you will find ammunition and a save point, and a little further - a couple of strong opponents. Behind them is node 2.

    After that we go into the elevator. When you find yourself in a large hall, get ready to shoot back. Carefully explore the hall, and also go through all the doors. In addition, there is a door closed with a power lock (you have to spend a power node), behind it there is quite a lot of ammunition. Keep moving straight down the hall, at the end you will find the third node.

    Well, the anti-meteorite weapon is ready for firing, you just need to fix the data cable in order to accurately fire at asteroids. We use the locator, we will have to go back, having risen on several elevators and killing monsters in the hall. You need to get to the ship's hull outside. Zach gives good advice - look for cover so as not to be killed by asteroids. Do not forget that the supply of air is limited. You can also move by jumping between objects at a great distance. Entering the airlock, take the semiconductor on the left, you can also save. Your finest hour!!! Sit in a chair, let's check your accuracy and reaction =) After several misses, and maybe mats xDD auto-aim will turn on, and you can go back to continue the passage.

    This time there will be no meteorites on your way, but there will be several necromorphs that will try to kill you. It would seem that you can finally breathe easy, but it was not there. Soon you won't be able to breathe at all. Something is poisoning the air and your next task is to find the necessary medicines to stop the creature. Hammond goes to the hydroponics department to fight the creature, while you need to find the means to fight. You need to repeat all the way back and return to the transport station. After killing a couple of monsters and reaching the trolley, you will complete the passage of this stage.

    You can take a break =P

    Chapter 5: Deadly Addiction

    The passage of the chapter begins with a communication session with Kendra. According to her, the contaminated air is spreading faster than she expected. The only hope to survive is to prepare a chemical weapon for the creature poisoning the air. And you need to do it quickly. You can find the necessary ingredients in the chemical laboratory. You walked next to her in the second chapter, but this time Kendra will break open the door leading to the laboratory for you. Thank her very much.

    Go along the beaten paths to the room with three doors. There, enter the second door on the right "Imaging Diagnostics Wing", judging by the voices that are heard in the room, you are not the only survivors on the ship. Continue along a long corridor. It will lead you to the diagnostic room, where you will meet a new type of monster. To go further , you will need to use stasis. Next, we go into the chemical laboratory. The creatures in the tanks clearly hint that someone experimented with the source material of the Necromorphs, combining it with the human, and against the will of the latter. In the center of the room there is a device for creating chemical mixtures, use it, to get a chemical capsule ( E to take). The glass will suddenly open and you will see a mad doctor who has decided that the days of mankind have long since expired and it is time to move on. The result of such a "movement" will suddenly come to life in one of the chambers. It is useless to fight him - you simply cannot kill him, cut off limbs will be restored. The only way is to run, after freezing the creature with stasis and cutting off its legs. Quickly run out of the room, the creature will remain there for now, and you will have to face small necromorphs again. Go to the clinic so as not to get lost, use a map or a locator, you will meet with the doctor again. Exit the room, you will find yourself in a large hall where Hell is waiting for you ( xDD): in addition to the regenerating necromorph, you have to destroy a huge number of creatures. Actively use stasis and try to delay the immortal Necrophorf until Kendra opens the door lock. (Here's an asshole, you think) And again a dark corridor. At the end of it, there will be another creature on the wall, to the left of it, in the corner - a semiconductor. Finally, you will reach a small room filled with jars of tissue samples, next to an audio magazine, ammunition and a semiconductor on the floor. You will find a device in the room, load a chemical capsule into it, and in a few seconds you will receive an almost ready-made chemical, but once again you need to take it to the chemical laboratory. In the meantime, you need to continue the passage of the Dead Space game and get out quickly from the compartment - the abnormal doctor "pumped out the air", and you need to go back, making your way through large groups of necromorphs. In order not to get lost, use a map and a locator. The path is long and there is little air, so get moving. Having reached the room with three doors, get to the system responsible for the air supply, turn it on. Now your path lies again in the chemical laboratory. To celebrate, I will inform you - the path there will be free, mix the ingredients in the device and get the final chemical weapon. Now you need to return to the transport station. The mad doctor will get in touch. He will tell you about his plan. A new door will open - you go there, on the wall - a save point, in a large row of cabinets - ammunition. In the big room, you will learn that this psychopath wants to transfer the infection to Earth, but until you can stop him, it's time to deal with his immortal necromorph. It is simply impossible to kill him, but to freeze him forever is completely. Your task is to lure him to the freezing station. The task is to run headlong and freeze the monster with stasis. Run to the room above, there is a cryofreeze control center, press the key on the console and watch your almost invincible enemy go into a long freeze, and that's where he is going. Search the room. You can exhale, the second door leads you practically to the transport station.

    Chapter 6: Dangerous impurities

    At the station, pick up the audio recording, it will give you the initial information about what is happening in the hydroponics department. Moving forward, taking the elevator, you will meet with a barely alive Hamond. He will tell you that he was able to find out that there is some huge creature in the food storage. That is the root cause of air pollution. Hydroponic deck workers have mutated into air pollutants. If you want to survive, you will have to kill them all, or rather, eight, and only then destroy a huge creature - Leviathan.

    Leviathan is a huge creature. The body is round, there is a semblance of a mouth, three tentacles. From the mouth fly yellow mines that explode on impact, they can be shot down from a distance. (The pulse rifle and plasma cutter have proven themselves as excellent weapons against the leviathan).

    You will enter a room with several doors. One of them, leading to the food storage, is closed for now, the other leads to the hydroponics department, where the infected workers are located.

    Follow the map or locator prompts to move on. Try not to get caught in the gas fumes. We pass forward, we ride the elevator, and we get into the "Western greenhouse". From now on, be extremely careful and careful, use the locator.

    You fall into huge size a room that is fraught with many dangers, monsters and supplies. The locator will lead you to a room with an infestor in the middle, a sure sign is the greenish air and Isaac's use of an oxygen tank. It is not necessary to shoot at the creature, it is good enough to stomp on it.

    Again a large hall and a similar room at its other end, the finale with the infector is the same.

    On the elevator, which is located in the middle of the hall, go up to the third, uppermost floor, you can find a semiconductor and some ammunition. It is better to do this before visiting the second floor, because then the road will not return here. Go down to the second level. The locator will lead you back to the infected room, at the end of which the third infector will sit on the left. However, once you kill him, a surprise awaits you. A couple of creatures will appear that can revive corpses and turn them into necromorphs.

    Kill them quickly before they build an army against you. Your task is to get to the room on the other

    side of the hall. Be careful, here you will face the Exploder.

    If you shoot the yellow growth on your hand, it will explode, so don't do it when the enemy is at close range. You can cut off the hand with the bomb and throw it at other opponents. Hell continues. You will enter a large room with no gravity. To continue advancing, you need to remove the damper from the ceiling with the help of kinesis. Behind it will be a lot of Necromorphs. Having finished with them, go straight to the hole you opened. We use the locator, move forward, do not forget to interact with the switches.

    When you get into the room with the pipes, be extremely careful, I hope it's not necessary to say that you don't need to poke into the pipe when the fire is blazing in it. Tip: you can turn off the switches (second and third pipes) while in the doorway. Use the locator and move forward. As soon as you pass all the pipes blazing with fire, going into a small room, you will find the next infector.

    We move along the locator to the second greenhouse. We make our way forward along the corridor, mutants are waiting for us there. If possible, use the power node and open the door, pick up the goodies. We run to the elevator, we go to the level above. You will encounter Brutus, and a little further there will be another Infector.

    The next infector hid from us among the oxygen tanks.

    Immediately it is necessary to activate the cylinder replacement system. We take the elevator to the third level. The Penultimate Infector awaits us there. We use the locator and move to the last infector.

    screenshots of infectors: (from left to right)





    When you meet the tentacle, remember my advice =) we shoot him in the growth. We run along the corridor, the locator leads us to the zone of zero gravity - Beware! We were blocked by a drum of electrical energy, to get through, just use stasis.

    Climb up, there in the corner you will find the last infector. To move forward, you need to restore the oxygen supply. We return. The way back will be practically free. The locator will guide you to the console, confirm the activation of the air recirculation system. A door leading to the food storage will become available. Insert the flask with chemicals into the device, the door in front of you will open.

    Say hello to the friendly Leviathan.

    Don't be afraid, come closer, just gather all the supplies first ^^

    Liviafanchik will want to stroke you with his tentacles (behind the scenes - what a beauty of tentacles :R)

    This is one of his attacks, the second - he will spit mines at you. It will not be difficult to cope with it if your vigilance and attention do not let you down. We shoot at mines and outgrowths. You can play ping pong with Liviathan's mines: we catch them and throw them at him. Fun!! Try to move more often, because. the blows of the tentacles are quite painful.

    After the victory, return to the transport deck. Kendra has an escape plan. You need to send an SOS signal. Let free and clean, calmly walk around the ship.

    Chapter 7: Step into the Void

    This chapter begins with a bond with Kendra. The situation is sad, you need to find a radio beacon that can transmit a signal to the rescue ship, attach it to the asteroid =P

    This asteroid was specially prepared for melting. You have to send it into outer space to get a high-quality and strong signal.

    The control room is closed, but do not be discouraged, somewhere here, wandering through this chapter in our favorite game, you will find a spare key. (Just like in Pinocchio, everything is hard) Well, let's go look for this key, I hope you are ready ) Go…

    You go straight down the corridor until you get to the door. On the left will be the power node. Behind the door will be, no, no, do not be afraid, this is just an impressive corridor in which you will find a lot of useful things for yourself, look carefully. There will be an elevator at the end of this corridor. The elevator can take you to four decks: 1( A),2(B),3(C),4(D). You yourself are on the first - A, the game takes you to the second deck - AT. I advise you not to lower the gun, you have to fight. Because monsters will jump on Isaac from the roof. After going down to the deck, go straight and to the left - you will find another series of monster attacks. Use " AT» for reference. Near the save point, turn left and go down. A breach in the wall will lead you to the zero gravity zone. According to Kendra, you need to restore gravity. But for this it is necessary to throw the meteorites that are in the room (4 pieces, the quantity sensor is on the wall) straight into the flame that blazes in the room.

    To do this, drag the meteorites using kinesis. Be ready to repel the attack of Necromorphs, there will be a lot of them in the hall. When you destroy the meteorites, gravity will appear, and with it new opponents. Next to the gravity activation panel, you will find a room that requires a power node. Once inside, you will find some ammunition and a semiconductor. In the control room on the opposite side you will find an access key - you will need it later in the passage of Dead Space, this is the same key.

    Go to the second door - it will be faster, there will be a power node on the right side of the wall. Soon you will reach an elevator leading to other decks. With it, go down to the deck - D. Be vigilant - a couple of Necromorphs are waiting for you, which are able to revive corpses. It is desirable to deal with them quickly. Search the room carefully (in the corner you will find a gold semiconductor). Go through the door, use kinesis to pull up the cart. As soon as you press the start button, immediately look carefully around - there will be necromorphs that can shoot at you. Since their number is large, and there is nowhere to run, you need to deal with them quickly.

    Having reached the end, Isaac will begin glitches - he will see Nicole. She will help open the room. Protect Nicole.

    Use kinesis to pull supplies towards you. Take all the supplies in the room and the beacon. In addition, in the room on the shelf there is a diagram of a protective suit of the fourth level - it can be of great use to you.

    We return. Shoot and don't get scared =) On the elevator we go to the deck - FROM.

    Your task is to disable the gravity clamps holding the asteroid.

    We use the locator, move forward, fighting off the Necromorphs. Along the corridor you can get to the elevator, but first look to the left - here you will find a workbench and a shop. You need to take the battery and take it to the opposite end of the level. There will be a de-energized socket where the battery must be inserted. Use the map to check the location. After inserting the battery into the slot, go down the elevator nearby. Be careful, bombers will attack you. A long corridor will lead you to a considerable supply of ammunition and a gold semiconductor.

    When you get into a huge hall with zero gravity, you will need to turn off four disks. Two of them are in the hall, two - outside. You can get out by jumping onto the asteroid, and running along it to a vacuum, do not forget to install a radio transmitter (in a specially designated place) on the top of the asteroid. To stop the disk, you need to stand on the side and shoot at the inside, it is covered by a metal rotating plate, it can be frozen. All this time Necromorphs will bother you. Then we use a map or a locator, we go back, only carefully. We reach the elevator and go up. We reach the door of the mining management office, use the found key. Don't forget to collect all the supplies. Activate the console. The signal is now broadcast. In addition, there is another problem - the transmitter works, but there are problems with the receiver. You need to go to the bridge and repair it if possible. But the seemingly safe path back to the transport module suddenly breaks off - quarantine is turned on in the office, and monsters start crawling out of the ventilation holes from everywhere. Knead them all into porridge)

    Having fun, we go to the deck - BUT. Be on the alert, the elevator will not be safe. Using the locator, we return to our favorite transport deck.

    Chapter 8: Find and Rescue

    Hooray! You have been heard, a warship is flying to rescue you. The only problem is they can't hear you. Kendra asks you to fix it. You need to get to the bridge and from there to the communication center. Don't forget to buy in stores and use the workbench. There will be a lot of Necromorphs on your way, especially black ones will catch your eye, they are stronger. We deal with them and go to the elevator, we are on the third level. Going a little further along the corridor, you will find a new type of opponents - Divider (dividing), it is easy to recognize him by his tall stature and thinness, after death this creature will fall apart into many small ones, each of which strives to kill you, it is good to fight them with weapons of mass destruction.

    Moving forward using AT”, we reach the trolley, we launch it. Let's go ahead with the assignment. Through large round doors you will reach the zone of zero gravity. Pay attention to the wall - do you see a schematic representation of working (green) and non-working (red) transmitters? You need to use kinesis to rearrange the transmitters so that in the first circle there are only working transmitters. That is, the technology is as follows - from the first circle by kinesis we throw out non-working (broken, rumpled) transmitters and instead of them we install working ones (with blue illumination) with the same kinesis. elementary =)

    We return to the panel, we send our coordinates. By activating the panel, you will find out that the ship that was supposed to save you has taken on board a lifeboat with a Necromorph. I don’t think it’s worth explaining what can already be happening on board a rescue ship? Perhaps you have a chance to warn them. But the signal is very weak - something organic and uniquely huge covered the entire communication zone outside the ship. Ride the cart back. Instead of an open elevator, you will see a black necromorph, having coped with it, calmly go down. Take the freight elevator up. Now sit down behind the turret.

    Well, how do you like the carcass? ))

    Shoot the monster once to make it react. Tentacles with yellow-orange growths will appear, and you need to shoot at them, just beware of garbage and barrels flying at you, they will spoil your ship. On the right is an indicator that shows how many percent of the protective shield is left, do not let it fall to zero if you do not want to start the passage from the next save point. When you kill the creature, Kendra will try to contact the rescue ship, we can see from the video on the screen that it is already too late. The ship crashes into Ishimura, knocking Isaac unconscious. Finally, Hammond gets in touch, someone, according to him, blocked the signal. He discovered a working shuttle that can be used to escape from Ishimura. To check this, you will have to go to the cargo compartment. On the elevator, go down, then along the corridor to the second elevator, down again, you will find yourself on the deck, here another enemy is waiting for you. Repeat the path back to the transport bay.

    Chapter 9: Dead on Arrival

    The chapter begins with a dialogue with Hammond, he will please you with one piece of news. That rescue ship valor, It wasn't by accident that I ended up here. The ship was equipped for combat operations. Unfortunately, it is not yet possible to find out everything to the end ... again interference. After Kendra will contact us, she will tell that she lost it again (she meant the connection with Hammond) We need to find the converter and get out of here. Let's go ahead. You are entering a zero gravity zone, you are required to throw flying green koloboks into outer space.

    But first of all, we go down to the bottom and destroy the hatch locks. Get ready to shoot back, and replenish oxygen as needed. Don't forget to collect resources. When you deal with radioactive materials, the locks will be unlocked, so as not to get lost, use the locator. Kendra will contact Isaac again. She will tell you what you need to find. The task is to find the necessary parts in the engine compartment, aft. Naturally, you won't get straight, you will have to go around. Well, let's go. Once in the room, we are afraid of the quickies (tip: when attacking with them, use stasis if there are problems) I think that you will master the path, Your task is to move the boxes with kinesis, I advise you to sharpen every corner. Oh yeah, if you're overkill when killing these quickies, I suggest de-stressing on corpses. =) guess what will fall xDD Okay, when you trample heartily, go ahead. Save, the lights will go out, and two Necromorphs will appear in the room, capable of reviving corpses. Don't let them do their dirty work. After you need to power the elevator with a battery. While you are in the elevator, you will be contacted by a survivor - Dr. Terrence Kane. Indeed, the Valor crew knew much more than you did when they arrived on the cursed Ishimura. The marker is the source of everything that happens, until it returns to the planet from where it was taken, hordes of Necromorphs will threaten all of humanity. The shuttle, which you may be able to repair, must be used to return the marker to the planet, only then this ongoing nightmare will be over. Go around the blockage, turning right, a little to the right there is a small room with supplies, at the end of the corridor there is a door. Behind it you will find a splitting monster, explosives and a power node on the left wall. There will be a shooting range nearby.

    Here you can have fun.

    We strongly recommend that you practice your skills in it. And here's why: there are 5 levels in the dash, for each level you pass you will receive a prize. The first level is cartridges, the fourth is a semiconductor, the fifth is a power unit. To win, you need to shoot at the red figures, the blue ones - do not touch. Do everything quickly and clearly and significantly improve your position. Having played enough, it's time to return to the passage =)

    We move forward and find that same martyr ... Immediately behind him we enter the room. I DO NOT ADVISE hit by lasers. Using the locator, move forward, keep the cannon at the ready. There will be a lot of killing in the next 3-5 minutes ^^

    After passing a long corridor with an impressive number of necromorphs, you will soon reach the engineering compartment. Gather supplies. In the middle of the corridor you will find a turn to the right, take the open elevator upstairs. You will be taken to the bugag hellfire hall ^^ So, your task will be to push a huge engine with kinesis O_O or something similar to it, it will protect you from fire, provided you stand as close to it as possible. There will be switches on the side that you need to shoot, otherwise you will fry Isaac (tip: if you still fry the poor fellow, Isaac will become uncontrollable, at such a moment, in order not to die, you can use the first-aid kit with quick keys, sometimes it saves. These actions will have to be done on both sides. Having coped with this task, we pick up the converter. Now your path lies to the crew deck.

    Watching an epic scene...

    I won't spoil =P ok, here's a screenshot:

    Hint: this Brutus has about x2 HP, but his shoulders and torso are now much better protected, consider him your mini-boss for this chapter =) Well, in general, you somehow kill him there, but for now I will write a continuation further (he-he-he).

    As you kill the annoying monster, do not miss the diamond conductor. Use the locator, run to the elevator, feed it by inserting the battery. We quickly run away from Valor. We kill the monster. Here we are at the transport station.

    Chapter 10: The Last Days

    There are two news for you - good and bad. The good news is that Kendra knows where the shuttle is and is generally ready to launch it, the bad news is that someone removed the navigation charts from the shuttle. Now you have to find them on the deck. In this chapter, I advise you to use the locator more often.

    When you get into the elevator and go up to the top floor, a cutscene awaits you, where a mad doctor kills a survivor as a sacrifice. Unfortunately, you cannot get to the doctor yet, the entrance to this room is a little further down the corridor, on the right. In the room you will find some supplies and you can go down the elevator.

    A little further, in the corner, near the woman who has grown into the wall, in the box you will find what you are looking for. Be careful - the woman is not quite dead yet. To continue the passage, return to the room where the murder took place, and from there to the corridor. Move forward using the locator.

    There are many battles ahead of you =) fighting off enemies, you will find yourself in a room with gravity and many monsters. In addition to necromorphs, the room has oxygen replenishment tanks. Use the map to get enough air. Search the adjacent rooms. Go further down the corridor and find the navigation map.

    When you get to the elevator and go down, you will find yourself in narrow corridors again, also along the road on the right you can find a diagram. I draw your attention to this scheme, as it will allow you to buy a protective suit of the fifth level in the store. Further on the ground you will find a text message with detailed description a new mini-game - Z-ball - we will talk about it a little later. In the meantime, open the door and find yourself in an unusual game room, where there is no gravity. Before starting the game, pick up the navigation map in the middle of the hall and deal with the Necromorphs. The essence of the game is quite simple. You need to jump on the platforms that light up, when you touch them, they will go out, after you touch the last platform, catch the semblance of a basketball with kinesis and throw it into the hole. And so several times. Time is limited. The game has five levels. There is a prize for every completed level.

    After the game, using the locator, we move forward, killing everyone in our path))

    Having reached the elevator, which will be in the room, go down to the large hall. Here you will find a good fight with monsters. Explore all the rooms in the hall - you will find a lot of interesting things, including the captain's personal audio recording. Next, we pass through the large doors in the middle. You can go straight to the shuttle, install navigation maps, visit the next room and try to start the shuttle engines.

    You will again meet with the immortal necromorph. It's time to end this. Lure the creature to the shuttle engines, shoot off the legs, freeze with stasis and run to the room next. Run an engine test. And make a barbecue out of it)

    You will see Dr. Kane again, he will get into the shuttle and ask you to release the clamps of the shuttle - which you do. After that, you are left recent playthroughs tenth chapter. In the place of the immortal monster you roasted, pick up a power node, explore the deck and collect ammunition. That's it, now you can go back (use the map and the locator), along the way, killing the reviving Necromorph and his new victim - the mad doctor. Return to the transport station.

    Chapter 11: Alternative Solutions

    Welcome to the penultimate chapter of the game!

    Dr. Kane will contact you to explain the essence of the task - you need to find the cargo compartment, find the marker in it and use the freight elevator to deliver it to the hangar. In the transport compartment you will find a workbench and a store. To make it as easy as possible to pass at this stage, use the locator and map, however, it is easy to find the way without using them. Soon you will fall into a large cargo hold, having dealt with the Necromorphs, go to the console and activate it, after a few seconds a marker will appear in your eyes. You can move it with the help of kinesis, but you will be greatly interfered with, guess who? ) That's right - Necromorphs, and then - tentacles by tentacles. In between attacks on the transport belt, drag the marker to the elevator on the opposite side. As soon as the marker is on the platform, it will be raised to the landing bay, where you need to move. The lack of a marker will obviously not be to the taste of numerous local residents, so the way back will hardly be called an easy walk.

    Take the elevator up one level, then through the doors to the corridor and to the transport station. Here, Kendra will restore power to the elevator, and you will be able to get into it (a new door at the transport station will become available). Take a run, take your time, check every corner ;) Then again return to the corridor and go to the big door. You will find yourself in a room with a save point, here you will find an unpleasant surprise in the form of a sudden quarantine and an attack by opponents. Return to the room that was quarantined and go through the large door to find yourself in the hangar. Soon, Dr. Kane will fly into it on a shuttle.

    The automatic loading system does not work, so you will have to turn off gravity and load the marker manually. Using the locator, get to the control room. There you need to drag the marker using kinesis. When you get to the arrow, on the panel, switch it, put the marker on the perpendicular rails, switch the arrow again and drive it further towards the shuttle.

    Necromorphs will interfere with you in every possible way. On the second arrow, you will need to pull the marker directly under the shuttle, after which you need to restore gravity. Get to the shuttle through the corridors. Just a few seconds will not be enough for you - Dr. Kane will fall from the shot, and the traitor, I will not spoil, will disappear on the shuttle. The next communication session will clarify everything, including the origin of the token.

    And Kendra will turn out to be a government agent who needed only a marker.

    You were left to die here. Or not?! Unexpectedly, Nicole will get in touch - your beloved, the one for which you flew in. Glitches? Isaac goes straight to the mission control room. As we are used to, we run back, killing everything in our path, and maybe something else and pick up what we missed first (I'm talking about resources). When you find Nicole, she will tell you the "good" news... You can control the shuttle remotely. Kendra will have time to eject in a lifeboat. Leave the control room. Head to the landing platform.

    Chapter 12: Dead Space

    This final chapter begins on the surface of the planet. Exit the ship, Nicole will tell you to use the loader to get the marker from the shuttle. Look around carefully, there is a small mobile platform nearby - a loader, you need to pull it up with the help of kinesis to the ship. You can only pull the platform to the side of the ship, there will be a control panel nearby - you need to activate it, the obelisk will automatically sink and, now with the help of kinesis, you will need to pull the obelisk along with the loader.

    Hint - some bridges will have to be frozen.

    To go further, you need to find a battery. We go into the only open doors, if necessary, use a workbench and a store, go further and kill a couple of monsters, pick up the battery and drag it to the closed door. Drag the marker. It will be fun and the smell of gunpowder hovers ....

    You will have to run a lot, just use the locator. Complete the task (turn on the fan) It's cool to run through the huge ventilation, right? =) We go back and still pull the marker further. After the next buffer room, you will find yourself on the street. The landscape is simply unreal.

    Drag the obelisk to the edge. When you drag the obelisk further, a surprise awaits you. ^^ Sea of ​​action =) You not only need to drag the marker, but also fight off tentacles and necromorphs =) Well, I hope you are up to the task. Now Isaac needs to get his feet off this planet. By the way, here you will find another surprise in the form of Kendra O_O She's back. And while you're in the room, you can watch the FULL message from Nicole. Unfortunately, your beloved is no longer there, and what you saw was only a figment of the imagination, backed up by the mystical powers of the marker.

    A very funny fact - If we add the first letters of the titles of the chapters of Dead Space in English, we get the phrase: Nicole is dead - Nicole is dead

    Use the locator and get to the shuttle, a small scene (I advise you to turn up the volume and turn off the lights ^^ You will see the death of Kendra and immediately get acquainted with the main boss of the whole game, and now estimate how many first-aid kits you have? And how many rounds? ))) And his name hive mind.

    BUGAGAGAGAGA

    ok i believe in you ;)

    Hive Mind - main boss games, head of all Necromorphs. He did not leave the planet, but telepathically controlled all the Necromorphs. It is this creature that is responsible for all the misfortunes in the game, and it is she who you will have to kill if you want to complete the passage of Dead Space. The hive mind is more of a worm-like creature. Around the mouth, if you can call it that, there are yellow growths. The same growths are located in the chest, but they are initially covered with a semblance of ribs. To destroy the creature, you must first destroy the yellow growths around the mouth, and then, when the ribs "open", - the yellow growths on the chest.

    You can choose any weapon, but I advise you to take something smart, for example RIFLE. If there are few cartridges on it, here are alternatives: plasma cutter, power cutter, pipe cutter. You should attack when the creature will "howl" at you, approaching as close as possible.

    Don't be afraid when she grabs you, keep playing Mad Max!! =) Shoot and don't stop for a second - that's the whole guarantee of victory. Naturally, it is worth dodging the blows of the tentacles. Also, to deal damage to yellow growths, you can use exploding canisters, carefully left by the developers. Be prepared for the hive mind to spit out a couple of Necromorphs - they will also need to be dealt with. Then an attack will follow with the help of exploding balls, dodge. When the last growth is blown up, you will finally see how the boss, because of which your beloved died, dies. You took revenge.

    ALL! You are great, and now run to the ship. Here comes the end great game dead space .

    .
    2. Intensive care (Intensive Care).
    3. Orbital correction (Course Correction).
    4. Death is inevitable (Obliteration Imminent).
    5. Lethal Devotion.
    6. Dangerous impurities (Environmental Hazard).
    7. Step into the void (Into the Void).
    8. Find and save (Search and Rescue).
    .
    .
    .
    .

  • Questions - answers .
  • Walkthrough

    9 Dead on Arrival
    Dead Space how to get. Chapter 9

    Officer Hammond offers to retrieve parts from the crashed warship Valor and repair the local shuttle. Then the connection disappears, we communicate with Kendra about the same.


    ore storage

    We are entering the zone of weightlessness. Below, near the huge doors, we kick 6 fuses, they are located on both sides. After that, the gate will open, air will begin to be consumed. We need to catch flying round radioactive balls, and throw them into space. One of them is hidden on the wall behind the round platform. Near the open doors are two panels where you can replenish the supply of oxygen. Having thrown out all the balls, we enter the recess in the wall, we will get on board the Vaylor ship.


    Cargo Bay

    In the corridors, a very fast necromorph will run away from us. We go out to the platform where you need to move the magnetic boxes with kinesis in order to go forward. In the side dead ends on the right and left, you can find cartridges if you move the extra boxes. After these obstacles, two fast monsters will attack at once. In combat, they are no different from ordinary enemies, only they quickly reach us.

    Further narrow corridors again. The first battery cannot be taken from the wall, but the second one can. In the last room, the elevator battery will fail, mice will appear and begin to revive the corpses. We deal with enemies, insert any other battery, go up the elevator.

    Dr. Terrence Kane will contact us in the elevator car. He will tell you that the cause of all troubles is the "Marker" artifact, which was found on the planet and delivered to Ishimura. To stop the invasion of Necromorphs, you need to return the "Marker" to its place. If we manage to repair the shuttle, then it should be used for this case, and not evacuated.



    We fight with a separating monster, a little further - with a kamikaze. We take a power unit from the wall (23). At the turn we find a shooting range, where we can practice shooting. You need to shoot at the red armed dummies, and do not shoot at the unarmed blue ones. Training cartridges are endless, any modem weapon can be used, but a standard pistol is preferable. There are 5 tests in total:

    1. Kill 10 enemies, 1000 points. Reward: extra ammo.

    2. Kill 12 enemies, 1200 points. Reward: Pistol ammo.

    3. Kill 14 enemies, 1400 points. Reward: medium first aid kit.

    4. Kill 16 enemies, 1600 points. Reward: ruby semiconductor.

    5. Kill 20 enemies, 2000 points. Reward: Power Knot (24) .


    Infirmary

    We pass into the infirmary, there is a faulty laser scalpel, the rays of which are deadly. We slow down the laser with stasis, quickly run past. On the way to the left of it you can take scheme of a large first aid kit (Large Med Pack).

    In the barracks at the dead end on the right, we take the power node (25). In the double corridor, various monsters will attack for a long time until the door opens.


    engine room

    We get to the engine room, behind the windows we see the engine of the ship. We go up the elevator, a powerful stream of fire periodically passes from above. We need to hide behind one of the cylinders, move it with kinesis, and so move forward. If the cylinder is stuck, move it to the side. Along the way, you need to destroy 3 fuses on the pillars. After you need to go back and pull the cylinder towards you, which is much more difficult. We pass forward from the other side, we also destroy 3 fuses. After that, the engine will stop. Pick up singular converter in the center.

    We go down. Behind the glass we will see Hammond who has come running, but the red Brutus will immediately kill him. This monster has more health than a normal big guy, but is killed the same way. For the victory over him we will receive diamond semiconductor for 25,000 credits.

    The ship Valor began to collapse, we quickly get out of it. Along the way, we kill a couple more ordinary monsters. We get to the trolley.

    10. Last days (End of Days)
    Dead Space walkthrough. Chapter 10

    Kendra reveals that she found the location of the shuttle on the ship. But before launching it, you need to collect navigation maps to get to Earth. You will have to look for them in the living compartment of the station. In the foyer we see a lot of those killed, as in a sacrifice, and next to it is a strange obelisk figurine.


    Sleep Bock C

    On the right we enter the open door, in the shower we will find costume scheme (Level 5 Suit). We can immediately go back and buy this costume for 60,000 credits. Further at the dead end mini-game "Z-ball" (Zero-G Basketball). Inside the low gravity gym lies 1st navigation map. Here we can play this game by turning on the panel on the first platform.

    Z-ball rules: A ball flies out of the four holes in front, we need to catch it and throw it back into any hole. But if we do it right away, we get only 1 point. When the next ball flies out, several platforms light up, first we jump on them, each visit will double the points, and after that you can catch and throw the ball back, we will earn 2, 4 or 8 points. In a minute you need to score from 12 to 40 points, depending on the level. There are 6 levels in total, for each of them we will receive prizes from the lockers:

    1. Just throw the balls. Reward: flamethrower fuel.

    2. Holes close slowly. Reward: medium first aid kit.

    3. Only one opening opens. Reward: Stasis Battery.

    4. One hole is opened for a while. Reward: 3,000 credits.

    5. Holes open one by one. Reward: ruby semiconductor.

    6. Holes open one by one faster. Reward: Power Knot (26) .


    mess hall

    We rise to the second floor. Behind the glass we see a crazy doctor, he makes a sacrifice - he kills a person. We enter the cafeteria, but we do not have time to catch the doctor. We go down under the cafe, kill two long monsters, take the power node from the wall at the table (27). Near the woman who has grown into the wall, we take crew key. We rise and go to the next room.


    Sleep Block A

    In the corridor we kill a necromorph that has grown into the wall. We go along the next floor through the rest room. We will be grabbed and dragged by a tentacle, we shoot at the yellow growth. At the end we reach the panel, on the left we shift the magnetic lever with kinesis, this will open the doors on the floor.

    Sleep Block B

    We enter the depressurized living compartment, where oxygen is consumed. There are many monsters here, but we do not pay attention to them, there is little time. It is especially not worth killing fat monsters, leeches will appear from them, and the flamethrower does not work here. We turn right twice, in a dead end room we find a power node (28). In the central hall between the rows of cubicles we will find 2nd navigation map.


    Sleep Bock C

    We return back to the hall, from there we go into compartment "C", now with the help of the key we can open the door to the sleeping area. On the way we will see a video of the doctor's speech.

    In the bedroom on the right, we can spend a power node to open the door, behind it are various cartridges and an average first-aid kit. With kinesis we move the beds to go into the cache behind them: we move the bed against the wall, then the bed across. Having entered the intermediate part, we push back the transverse bed, we move two more beds near the right wall, we leave.

    In the cache we find many corpses and a laughing girl who immediately kills herself. To the right of it we take 3rd navigation map.

    We're going back quickly. A regenerating monster will start chasing us. The doors will close in the intermediate room, and we will have to run in circles from the invulnerable monster for some time until Kendra breaks the doors. We take the elevator in the hall.


    Security Station

    We find the shelter of Dr. Kane, who helped us. We communicate with him through the glass. He lets us into the director's rooms.

    executive commons

    There are 3 fat monsters in the big red hall. We search 4 side rooms, in one of them is the captain's audio diary, in another note of the assistant, in the rest - cartridges. We enter the double doors.

    Executive Shuttle Bay

    We get to the launch pad of the shuttle, go inside it, install navigation maps. Dr. Kane asks you to wait until he gets here. While we go to the side room and test the engine there.

    But before the doctor, the regenerating monster will get here. To kill this boss, we lure him to the platform opposite the shuttle exhaust pipes, shoot his legs, freeze him with stasis. We quickly run into the room and turn on the engine again. The monster will be left with ashes and a power node (29) .

    Dr. Kane will come running and climb inside the shuttle. In the room on the second panel, open the valves, the shuttle will go down. We walk back to the monorail. On the way back, we will watch a video of how the insane Dr. Mercer voluntarily turns into a Necromorph. We pass into the next room, kill the bat and the mutated doctor.

    11. Alternate Solutions
    dead space. Video walkthrough. Chapter 11

    Cargo Bay

    Kane will explain over the radio that we need to find the black and red obelisk in the cargo hold and load it onto the shuttle. We go down to the floor below, first go around the entire location along the square path, activate the panel. In the far corner on the wall is a power unit (30).

    In the center on the conveyor belt we find an obelisk in a glass box. You need to move the obelisk along the conveyor using kinesis. Necromorphs interfere with us, and when we go out to the central paths, we are attacked by giant tentacles, first you need to scare them away, and only then move the load.


    Flight Lounge

    We return to the room where we first arrived at the station. If we go along the corridor where we ran away from the first monster, at a dead end we will find ruby semiconductor and ammo. Then we go to the spaceport.


    hangar bay

    Kane's shuttle will fly into the hangar. The loading system is down, we need to manually load the obelisk into the shuttle. We go into the room on the right, turn off gravity on the panel, jump down under the ship.

    Secret. In the hangar, we look down into the ditch between the bridges, at the bottom lies the Peng figurine, we can pull it with the kinesis module and pick it up. This is a unique, most expensive thing in the game, we can sell it for 50,000.

    We move the obelisk further, but here there are two forks on the rails, we turn them so that the entrance is on the right. At the first crossroads, we move the obelisk to a side dead end, turn the rails to the left, move the load to the end.

    We return to the panel on the balcony, turn on gravity, the obelisk will sink. We run to the lowered ladder in the shuttle. But right in front of us, Dr. Kane will be killed, and the shuttle will leave without us. Kendra arranged all this, she admits that she was a secret agent, and her goal was to get the obelisk. The obelisk itself is a copy created by people for experiments.

    Nicole will be in touch. We rise to it on the top floor of the control room, along the way we take diamond semiconductor. On screens around interference and extraterrestrial symbols. Nicole will tell you that the shuttle can be returned to the hangar with an emergency remote control. The shuttle does indeed return, and Kendra catapults to the planet, fearful of our revenge. We enter the returned ship and fly ourselves.

    12 Dead Space
    Dead Space (2008). Chapter 12

    Landing Pad

    On the planet, we land on a special platform of the earth colony. All the people here are killed. We enter the building, inside there is a semiconductor and everything you need: a store, a workbench, saving. Two monsters are locked in the side locked room - bats.

    Move the platform under the shuttle, load the obelisk on it, move it along the rails. There is not enough battery near the door, we go to look for it inside the building, then we continue our way.


    Airlock A, Airlock B

    We move the obelisk further, whole hordes of necromorphs will interfere with us, but we can constantly use stasis, there are a lot of panels to replenish it. In block "B" in the far right corner there is a door that opens behind the power node. In some places, you need to carry out an obelisk under the bridges, for this we press the panel, we freeze the bridges with stasis.


    Gravity Control

    On the path to the right are two enemies rooted into the wall. Bridges do not rise, you need to go into a large pipe and turn on the electricity. On the way back, all devices will turn on and we will have to pass through the moving blades, slowing them down with stasis. When we return to the main path, we have to fight with a brute, for defeating him we will get a power node (31).

    The next small compartment on the right has a power node (32) .


    Pedestal Chamber

    We leave on the open surface of the planet. On the way we have a dozen monsters and three tentacles from the cliff. We clear the path and push the obelisk to the cliff.

    An alarm is triggered, we run into the glass room on the left. We are locked in, and Kendra appears outside, she moves the obelisk back to the shuttle. Kendra also sends us a full video message from Nicole in which she kills herself. It turns out that the real Nicole is long dead, and all we saw were hallucinations caused by the obelisk. (There is a hint about this hidden in the game: the first letters of the titles of the chapters of Dead Space in English form the phrase: Nicole is dead - Nicole is dead).


    living space

    It's too early to give up. From the glass room we go into the side corridor, overgrown with biomass. On the way, take the power node (33). We return to the first room, for the last time we buy in the store, we spend power nodes, we take more cartridges and first-aid kits. Let's go to the shuttle.


    Boss: Hive Mind(mind of the swarm)

    Kendra tried to escape on the shuttle, but at the last moment she was killed by the tentacle of a giant monster. We remain with this monster one on one. This is the leader of the Necromorphs, being on this planet, he telepathically controlled all the monsters.

    1 phase. The boss will strike with tentacles from above. We constantly look in his direction, run back to the left and right. After the blow, the boss will bring his mouth closer to us. He has 5 yellow growths around his mouth, you need to shoot at them. It is better to spend powerful slow weapons, and leave the rapid-fire basic pistol for later.

    2 phase. When we shoot off any three growths, the monster will grab us with a tentacle. The remaining two growths will have to be fired in the air, hanging upside down. If we don't make it, the boss will swallow us up.

    3 phase. Having shot the yellow dots in time, we remain alive and fall onto the platform. The boss does the same, but now, after a few hits with the tentacles, his ribs will open, and 5 yellow hearts will hang inside them. We use a more accurate weapon - the initial pistol, gradually shoot the hearts.

    When all the hearts are shot, a huge monster will fall off the cliff. We sit down in the shuttle and leave the planet. Inside, we watch the video with Nicole for the last time, and fly to Earth.

    Congratulations! The whole game is over!

    For passing we will receive the following bonuses:

    Military Suit (Military armor);

    Backstory Logs (text messages with story background);

    50,000 credits (money from the very beginning);

    10 Power Nodes (10 power nodes);

    Impossible Mode (Max difficulty unlocked).

    Questions - answers

    Question: How to install a beacon on an asteroid? What to do with the asteroid?(in the game Dead Space)

    Answer: The asteroid is held by 4 beams, two of them are turned off inside the ship, two more - outside. Only after that we can put a beacon. See chapter 7 for more details.


    Question: How to jump in weightlessness?(in the game Dead Space)

    Answer: In the first part of the game, you cannot fly in zero gravity, we can only jump over walls and ceilings. We aim at a suitable wall (hold down the right mouse button), make a jump (press the Ctrl key).


    Question: How to use stasis?(in the game Dead Space)

    Answer: We aim (hold down the right mouse button), release a slowing charge (C key).


    Question: How to enable, change the Russian language?(in the game Dead Space)

    Answer: There is no Russian voice acting in the licensed version of the game, only subtitles. To enable subtitles, in the main menu, select the line "Settings" - "Sound" - "Subtitles: enable".


    Question: How to get through the meteor shower?(in the game Dead Space)

    Answer: At the end of the 4th chapter. In order not to die, before the start of the meteor shower, you need to stand behind a high shelter, close to it, and wait out the dangerous moment. After that, we quickly run across to the next shelter, and so on until the end of the path.


    Question: How to remove the power lock?(in the game Dead Space)

    Answer: There are service storages in the game, locked with a power lock. To open them, you need to spend 1 power node. Knots can be found in secrets or bought in in-game stores for 10,000 credits.


    Question: Which part is better?(in the game Dead Space)



     
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