How to make a gravity jump in dead space. Dead space: guides and walkthroughs

Light bulbs burn out frequently

An 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, which year after year released dozens of sterile sports simulators, multiplied countless additions to the Sims and regularly fed the market with games under film licenses, was associated with anything but innovation.

However, as of the fall-winter 2008, this is exactly the case. This is a leader and a generator of new ideas, unusual worlds and atypical games. Just listen - “sci-fi horror from Electronic Arts”...

Breakdown

The premise in Dead Space is extremely banal. The huge spaceship "Ishimura" of the "Planet Ripper" class - it is in literally destroys planets in the process of extracting minerals - at one point he stopped communicating. To clarify the situation, a small repair shuttle is sent to the Ishimura.

On board, among other crew members, there is a certain Isaac Clarke, an ordinary engineer, 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 berth deck are not caused by problems, but by the terrible monsters that have infested the ship. The crew of the repair shuttle is partially eaten, and the survivors scatter to different corners and then work together, communicating mainly through radio communications, to try to get out of the damned ship.

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

Despite the standard beginning, the game quickly develops into full force. There is merciless space outside, not a soul around, and Isaac, along with the player, is gently overcome by a feeling of loneliness and despondency, which only intensifies from rare radio communication sessions. This is far from a bright future, where carefree spaceships plow the expanses of a smiling universe. Even if you put aside the flickering lights and bloody corridors with torn corpses, the overall design of the ship and environment sets an autumnal mood.

But it’s not the empty corridors, the semi-darkness, the sudden attacks of monsters and traces of blood on the walls and floor that are frightening. The environment only sets the mood; the real blow is the sounds. It is strange and disgusting sounds, be it incomprehensible screams or crazy nasty grinding, that make you nervous and look around. They do not escalate the situation by warning of future danger. No, it was too easy. The sounds hint that Ishimura is far from a safe place and you should not relax.

The developers use sound, which is often supported by some unpleasant, but not fatal event, to hint that something terrible is about to happen. You internally prepare 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 bears abundant fruit.

When monsters appear, the rush of emotions and adrenaline, especially in the early stages of the game, is so overwhelming that sometimes your hands naturally shake. Tension is a constant companion in Dead Space; anticipation and half-hints, and not the gaping mouths of monsters, make you look around nervously. At the same time, there is not a single safe place in the game. Even rooms with save points are sometimes inhabited by monsters.

Cruel space

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

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

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

Unfortunately, the developers were unable to maintain the tight pace until the end of the game. Having overcome two thirds of the levels, you will significantly improve your weapons, and fights will become much easier. At the very end of the game, monsters will no longer be a problem at all, which somewhat dilutes the atmosphere of tension and fear. However, we have to deal not only with shooting necromorphs. Dead Space is full of unusual game situations and interesting puzzles.

The biggest surprises come from spacewalks. There is nothing special about this, but what about how these situations are presented. Suddenly all sounds disappear, and all we hear is Isaac's heartbeat and deep breathing. Zones with zero gravity were also excellent, where the walls and ceiling become a second floor, and the character dashingly jumps in any direction for tens of meters. True, in the last two levels the game descends into banal extermination of monsters and persistent 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 vibrant, although sometimes there are cloudy textures. It is clear that the designers and artists have worked on the overall style of the game. Isaac's smooth and unhurried movements, excellent animation during close fights with monsters and in interactive scenes. In Dead Space, the interface is built right into the game: the health indicator - a strip on the back, the number of cartridges - directly 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 several times with unusual twists. But the writers, having taken a fairly brisk pace at the beginning of the game, sometimes cut off the storylines too abruptly and senselessly. I especially liked the characters. But the heroes in Dead Space can be counted on the fingers of one hand.

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

However, these inconsistencies cause only surprise, but not irritation. The plot in Dead Space serves more as a frame for the surprisingly accurate and careful citation of primary sources, an eerie atmosphere and precise gameplay. I would like to believe that the contradictions will be eliminated in other games in this universe. If such appear, of course...



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


ADVANTAGES FLAWS
Fun
9
battles with monsters, various game situations, an atmosphere of feartowards the end of the game the fights become too simple, in the last levels game situations are repeated too often
Graphic arts
8
nice models, special effects, level design, animationsometimes muddy textures
Sound
10
sounds and music that skillfully create an atmosphereNo
Game world
8
at first glance, a simple story, but a strong story with unexpected twistslogical inconsistencies in the plot, disregard for the characters
Convenience
9
management, optimizationsome bugs, it’s inconvenient to play on non-widescreen monitors

Basic character skills

Isaac can move in two modes - walking and running. Apart from speed, they are no different. It is clear that you need to run when you are escaping from monsters, and walk the rest of the time. But the character can run sideways. You can't shoot, but this way you can dodge shots, especially when the enemy is far away. The camera in Dead Space is directed in such a way that you can clearly see what is happening in front, and practically not 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, this is exactly what will happen - Isaac will suffocate and die.

When you enter a zero-gravity zone, the rules change a little. You can also walk and run, but now not only on the floor, but also on the ceiling and walls. To quickly move from the wall to the ceiling, aim at the place where you want to go and press the jump key. Isaac will push off from the surface and fly across the room.

This way 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 characteristic 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 character’s back. When it ends, Isaac will die of suffocation. Oxygen will automatically be restored when you reach a 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 you will soon be in outer space.

If the monster gets too close and you don’t have time to shoot, then you can hit it hard with your fist. This will cause him to fly back, and you can shoot or run away. The punch does not cause 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. This makes it convenient to finish off wounded monsters and crush small monsters, having previously slowed them down with stasis.

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

Sometimes the monster doesn’t just hit you with razor-sharp growths, but jumps on the character and starts biting different parts of the body. To reset the necromorph, press the key indicated on the screen. Sometimes Isaac doesn't just knock back an enemy, but kills him right away without your help. This usually works against small monsters. However, such attacks are very harmful to health, so sticking 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? Take aim and shoot. That’s true, but at least at first you will have a shortage of ammunition, 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 exactly to fire at necromorphs in a specific situation.

Dead Space has elegantly designed level navigation. You can open a general map, study it in detail from different angles, zoom in or out. But constantly opening an additional menu to determine where to move next is quite inconvenient. Therefore, you can press the shortcut key. A blue beam will shoot out from the device on Isaac's hand, which will show where to go. If there are several targets, the navigator will lead to the closest one.

Who are necromorphs?

Necromorphs are not the living dead and are not a form of mutation. It is an alien life form that uses dead bodies as construction material. Necromorphs have no consciousness and are created solely for killing. After all, the more corpses, the more brothers. Therefore, monsters are unusually active and completely devoid of the instinct of self-preservation. They are just tools, guided 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 pull it up with kinesis.

The stasis module allows you to temporarily slow down necromorphs and mechanisms necessary for the plot. Does the door open and close quickly? Slow it down with stasis and run past it. Stasis is a lifesaver against monsters. What good is it to you when the enemy stands still, it seems to me that it’s clear. You can precisely aim for a shot, run away to a safe distance, go around the monster from behind, or hold it off until you deal with other opponents. But stasis has a habit of ending, so look charging device 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: clear a blockage in front of a door, pull a cart to the site, etc. It is also convenient to collect objects using kinesis. The cartridges are on the shelf, but you can’t get into them with your hands? Is there a box lying in the distance, but you really don’t want to go to it? So pull up with kinesis.

Kinesis is a good weapon at times. The module can not only pull up objects, but also launch them at 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. Using kinesis, you can lift some massive object and block the monster's path. True, this should only be done for fun, when Isaac is not in danger.

Monster battles

Each type of necromorph requires a special approach, so we will look at specific tactics for 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 you need to know is the strengths and weaknesses of each weapon type. The Pulse Rifle fires quickly but hits a small area, while the Plasma Cutter does heavy damage, hits a large area, but struggles with its rate of fire. Therefore, the first important point is to choose a combination of weapons that is convenient for you. It is advisable to do this as quickly as possible, so that later you can immediately begin improving the trunks.

The second thing you shouldn’t forget about is the method of transportation. Considering that there are a lot of monsters and they unexpectedly jump out from different corners, and sometimes even fall from the ceiling, walk slowly and carefully. There is no need to rush; you will see plenty of monsters during the game. As you approach the turn, rotate the camera 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 your maximum benefit. For example, you can put barrels of fuel in one big pile if you know that a horde of necromorphs will soon run towards you. Try to look for secluded corners where the rear and flanks will be covered. If the enemy moves in a crowd along a narrow corridor, this 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.

The age-old tactic of luring works great in Dead Space too. But there is one factor that should not be forgotten. Monsters can climb into the ventilation and then suddenly emerge behind you. This needs to be taken into account, but there is no need to be afraid. Besides, if the necromorphs start jumping out of the ventilation one by one, this will only benefit you. Stand still and shoot the monsters one by one.

Rippers

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

Not a very dangerous opponent. The main thing is to avoid being surrounded by these creatures, that’s when problems can start. There are two types of rippers - regular and improved. The latter differ in appearance only in skin color (or whatever they have...), but are much more tenacious. You'll have to spend a lot more shots to cut off limbs. The battle tactics do not change - first the legs, then the blade arms.

Trade and improvement

Ammo and equipment can not only be found, but also purchased. The locations of the stores can be seen on the map. Initially, the assortment wants to leave the best, but as you look for new patterns, you add items for sale. Some items can only be purchased in the store. For example, armor and weapons.

There are five levels of armor, plus a sixth prize, which is unlocked upon repeated playthroughs. You start the game with level 1 armor. Level two armor can be purchased at level one for 10,000 credits. Level 3 armor will become available at level 4 and costs 20,000 credits.

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

Level four armor will have to wait until level seven, and it will cost 35,000 credits. You will receive level 5 armor at level 10 for 60,000 credits. Finally, level six armor can be purchased upon replay for 99,000 credits.

You can buy cartridges in the store. For this, as for any other product, you first need to find a diagram. But I believe that you can safely do without these extra expenses. Ammunition with reasonable consumption is more than enough, and at the end of the game it often doesn’t even fit in the backpack. If it’s not enough, you need to work on improving shooting accuracy. In addition, prices are steep, and if you constantly buy cartridges, you won’t have 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 your supplies will grow, and you will no longer have enough space in your backpack. In this case, you can transfer items to the safe through the menu in the store. If stocks are too abundant, it makes sense to sell some of the items. Don't forget that most often you will find ammo for the weapon you have on hand. So be sure to keep it in the safe or, even better, sell the guns you don't use.

You can buy first aid kits, oxygen and a stasis battery in the store, but, again, they can be found on the level without any problems. The stasis battery restores the energy of the stasis module. I don't recommend keeping more than two in your backpack. And it’s best to get by with just one, since there are enough stationary rechargers.

There are three types of first aid kits - small, medium and large. The small one restores one bar of health, the medium one - two, the large one - all at once. It was enough for me to carry two medium ones with me. Large medical packs 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 to sell unwanted items. Also, credits are scattered throughout the level, hidden in lockers and from time to time fall out of monsters. There are special items - microcircuits - that 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.

Improve your weapons using a workbench.

The last item in the store on the list, but not least, is a power unit. It is used to improve weapons and equipment. But there are rooms in the game that can only be opened by spending a power block. In such a room there are many valuable items, by selling which you can usually buy back the power unit 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, if you have free funds, it makes sense to buy an extra one. Improvements are made at the workbench.

Each weapon or equipment has its own improvement scheme, and often, in order to get to the desired damage plus three, you have to invest not only in side improvements, for example, increasing the clip capacity, but also in empty nodes that do not provide any advantages. There are always not enough power blocks, so you can upgrade a maximum of two barrels and some equipment.

We will talk about improving weapons in a separate chapter. Here we will consider only the equipment. You can improve your health four times, the maximum result is plus 100% to the initial value. But for this you will 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.

You can increase the radius of the kinesis module to 12 meters. This will require three power units. There are no empty nodes in the diagram. Useful, but not critical improvement. Therefore, you don’t have to rush too much. It is much more useful to invest in a stasis module. You can increase your maximum energy by 75%, and also extend your slow time by up 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 enormous. You'll be able to slow down more enemies, they'll stay helpless longer, and you'll need to reload less often, which saves a lot of time.

Where to look for items

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

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

Also, items are stored in tall and narrow cabinets (like in locker rooms) and low containers. Not all boxes and containers can be opened. Closed ones have a red indicator light, while open ones have a white indicator. Finally, you can get ammo and equipment by breaking small boxes with a green round light bulb on the surface with a kick and kinesis throw.

Weapon

There are seven types of weapons in the game. The first one - a plasma cutter - you will receive for free at 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. The 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.

Which weapon should you choose? A matter of taste. Each gun has its own strengths and weaknesses, and they all complement each other. Therefore, to say that a plasma cutter is the best, and other models can be thrown away, would not be true. 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’s better when theory is supported by practice.

Plasma cutter

The Plasma Cutter is the first weapon you get in the game. It is issued free of charge, while others must be purchased. The cutter fires 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 improvement. A fully upgraded cutter will remain a relevant weapon until the end 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 cut limbs accurately. They chopped off the legs, unwrapped the trunk, and worked on the arms. For example, a plasma cutter is a pleasure to gut gutters, where special care is required, but against guards or tentacles there is simply no 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 each, and the clip in your backpack can hold 25.

Belly

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

When you see a belly, try to slow it down with stasis. Then cut off his legs with shots, and when he starts to fall, carefully shoot off his head. As a result, the monster is dead, but the belly is intact. If you do release the monsters, switch to a flamethrower or some other weapon that hits the area, and burn the creatures. If one or two of the bastards jumped on Isaac, nothing bad would 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 blast radius that it eliminates the need to aim accurately to dismember monsters.

The laser rifle operates like a plasma cutter - it fires a wide beam of energy. Only this weapon has a larger impact area, a stronger shot, plus you cannot rotate the barrel. Let's talk about the disadvantages right away. The first is the low rate of fire. It is much smaller, even than that of a plasma cutter. The second is a small clip, both on the weapon itself and in the backpack.

The advantages include, first of all, the monstrous power and area of ​​destruction. The best weapon if you want to make mincemeat of monsters. My favorite technique 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 improvements are made, only a few will survive. True, with paunches this automatically guarantees additional problems. There is no trace of targeted shooting with this approach, so have a weapon on hand against the swarm.

An alternative firing mode is mine. Before rushing, it spins for a while, and then shoots deadly rays in all directions. Not a bad attack against a crowd, but you need to prevent the monsters from running away, so use stasis. If you choose this weapon, be prepared to devote most of your backpack to ammo. Too little to fit in one clip.

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

Pulse rifle

The pulse rifle is not very powerful, but it is convenient for shooting at moving targets.

The pulse rifle is a controversial weapon. On the one hand, there is little damage, and it is inconvenient to cut off limbs. But thanks to the high rate of fire, if you count the damage done per second of time, it turns out quite well. True, the higher the difficulty level, the smaller this advantage. Monsters become tenacious. In addition, the clip holds a decent amount of cartridges, which greatly saves space in your backpack.

I usually used the 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. It also turned out to be convenient to use a rifle to destroy level bosses. You can switch from running to shooting almost instantly and not worry if some of the charges miss the target.

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

There are seven empty nodes in the diagram. What to improve first? First, I would improve the damage twice so that the monsters would have a worse life, and then invest the maximum in the clip capacity. When the rifle can hold 175 rounds of ammunition, you will not only free up your backpack, but also increase your effectiveness in combat. Reload speed can be left for last or not done at all. Monsters drop 25 rounds of ammunition; the clip in the backpack fits a hundred.

Guards usually hang in front of the doors and prevent passage. They look like a shapeless pile of meat with a human head and four tentacles protruding from their chest. These monsters can't 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, a tentacle grows from it, from which it begins to shoot. You can kill the pods by cutting off the tentacle, but until you kill the parent, they will constantly spawn. The Guardian can be killed by cutting off all four tentacles. This can 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 produce pods.

Flamethrower

The industrial gas burner is perhaps the most unsuccessful weapon in the game. It’s convenient for them to burn small creatures, but that’s about it. Healthy monsters can be grilled long and hard and won't experience much discomfort. Often, a whole clip is not enough for one necromorph. Plus, the flamethrower doesn't work in space. After the improvements, things are better with damage, but the useful return comes too late.

An alternative attack is shooting a ball of fire that explodes after a while. It does 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 burning duration, then the capacity of the cylinder and the recharge speed.

There are eight empty nodes in the diagram, which, in my opinion, is too many. The monster drops 25, ahem, rounds of ammunition, and a total of 150 units fit into the cylinder 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 delivered to the enemy, which breaks bones. If a plasma cutter is a scalpel, then a power pistol is a huge club. A normal shot not only cripples monsters, but also throws them back. Therefore, even if you don’t finish off the necromorph, at least throw it away from you.

An alternative 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 a zone of broken gravity and thereby instantly finished off without wasting extra ammo.

There are seven empty nodes in the diagram. First, as usual, raise the damage, then the speed, then the reload (it's too slow) and the clip capacity. Enemies drop three rounds, and the clip holds 15.

Pipe cutter

The main source of ammunition in Dead Space is gutted monsters.

Having suffered with a flamethrower, I bought a pipe cutter and realized that this was an excellent 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 key. The pipe cutter spits out a circular blade that rotates at a certain distance from the tool. As long as the blade does not stop, you can control its flight.

If the monster is inhibited by stasis, slowly cut off its limbs and watch how it cutely crumbles into pieces on the floor. If the necromorph is active and hungry, quickly move the saw along the legs to first immobilize them, and then saw off the remaining limbs. Small monsters are destroyed in the same way. Freeze them until they crawl into the corners, and use the saw until the necromorphs stop twitching.

An alternative attack is a saw shot. It pierces all enemies in its path, but the small affected area does not produce a noticeable result. No matter how much I tried to adapt this attack for different situations, nothing came of it. The low rate of fire negated all the advantages gained.

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 a good idea to add recharge and capacity (in that order). Monsters drop 4 discs, the clip in the backpack holds 15.

Power cutter

Always keep an eye on the number of cartridges so as not to start reloading at such an unfortunate moment.

The power cutter, like the power pistol, is an area-of-effect energy weapon. Only it has a different operating principle. First, you hold down the shoot key and accumulate energy. When it reaches maximum, press the key to start the charge. One shot is usually enough to destroy several necromorphs.

The catch, actually, is that you need to accumulate charge. This does not always work out. Enemies don't like to stand around and wait for you to shoot at them. But not using it against a crowd of monsters is a waste of ammunition. Not only is the clip of the cutter small, but the clip in the backpack only fits four rounds. There is a catastrophic lack of space, and after a serious mess there will be a shortage of ammunition.

Alternate Shot - Isaac points the barrel down and fires. The attack knocks the enemy 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 from a cannon. The weapon is effective against crowds. But even so, I preferred to use a laser rifle, which does not require pre-charging before firing.

There are twelve empty nodes in the diagram - this is an absolute record among all weapons. The first thing you need to invest in is damage. Then go to charge, smoothly switch to clip capacity and finish with reload speed. The enemy drops one cartridge, the clip in the backpack can hold four.

Walkthrough

The small repair ship "Kellion" is slowly approaching the gigantic "Ishimura", which suddenly stopped communicating. This is not to say that this is a typical task. It is surprising that on a ship of this class and scale, all communications equipment failed at once. Extinguished parking lights cause even greater concern.

The docking begins smoothly, but suddenly the Kellion shuttle is suddenly pulled in by a gravitational field, which is why the landing takes place in an extremely hard mode. 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 talk of escape, you first 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 - engineer and repairman, as well as main character games. Zach Hammond is a security officer and Kendra Daniels is a computer systems specialist. We will not introduce the two pilots; they are destined to be the first victims...

Arrival

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

We will have to survive our first meeting with monsters with our bare hands. We'll have to run away as best we can.

The elevator started working, but monsters appeared and quickly devoured the pilots. The beauty of the situation is that we don’t have any weapons, so all we can do is run. It’s impossible to get lost, the main thing is not to slow down. Once you reach the elevator, quickly press the button to get away. When the lift 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 clear. Finish off the monster, collect all the items and go to 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, there is no way to get out of the Ishimura.

Leave the control room. Move forward, carefully collecting all the items. At the beginning of the game, literally everything will be useful. When you see the corpse of a monster, shoot at its legs so that it stops pretending. Having reached a 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.

Continue moving forward, collecting all the items until you reach the repair shop. Take the power block from the box on the wall and activate the left grabbing mechanism. It will catch on the transport trolley. Finish off the monsters that appear and go to the second console. The gripping mechanism is acting up, therefore, using the remote control, you need to immediately shoot stasis at the “claw”.

When both gripping mechanisms engage the transport cart, operate the center console. The broken cart has now been removed from the tracks, but repairs are not yet complete. Therefore, deal with the monsters and go to the jammed door. Look on the map where you need to go next. The previously locked door is now open. Now we have to fight our way to the key that is needed to open the storage room.

Despite their creepy appearance, the monsters clearly have human traits. Which makes it even creepier.

Once you have the key, go to the storage room. I'm not even talking about monsters - they will delight you throughout the journey. In the storage room, pick up the power unit and upgrade your weapon or equipment on the layout. Take the data and leave the room. You need to return to the control room.

You know the way, all that remains is 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.

Well, 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 rapidly explode. Run out of the ship and immediately take aim at the exit from the waiting room. From there a crowd of monsters will come down, which need to be quickly shot.

After the battle, Kendra and Hammond will contact you. Now you don’t have a shuttle, which means your chances of getting out of the Ishimura alive are diminishing. 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 quickly run to the station to finish the level.

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

You can try to shoot the crawlers as they move, but due to their high speed it is not so easy. Stasis doesn't help much either, because the energy charge travels 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 trolley stops, approach the wounded and dying doctor, who will hand you a kinesis module. Using kinesis, clear away the trash near the door and enter the hall. Select the flamethrower diagram and load it into the store. 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 away from 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 don't search the room, you may be attacked even while you're shopping.

The door to the morgue is littered with rubble, and we'll need special equipment to clear the rubble. Hammond suggests that he has found a thermal mixture that can burn a hole. So make your purchases, look at the map and hit the road. Slow down the door with stasis and enter the laboratory. 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 weapon ready.

Before entering Kane's office, use kinesis to move the bookcase to reveal a hiding place. Then collect all the items, record the game and go to the biological laboratory. You will see a scientist who, like all the Ishimura crew members encountered, will quickly be chewed to death by a necromorph. Meet the new monster - the creeper. Wait until the scientist throws off his skates, go into the room and shoot the creature.

Collect the items and use the lift to get to the second level. A small surprise awaits you here, after the death of which you will be able to pick up a thermal mixture and other items, which include a power unit. Return to the main room and use stasis to slow down the door so you can slip through without fear of being cut 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 use a flashlight to illuminate the road. A wonderful sight awaits you ahead - a corpse banging its head against the wall. You can relax, nothing will happen now. This is purely to build up the atmosphere.

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 oncoming monsters and collect all the items. Then search the rooms. There are also a lot of interesting things lying around there. Then return to the main room, use kinesis to pick up the power supply and insert it into the receiver in the wall to supply power to the lift.

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 reach the door. Shoot the control panel to open the door and go inside. In the next room, the meteorite has made a hole, and you will find yourself in outer space. Therefore, monitor the oxygen level so that Isaac does not die from suffocation. But there is no need to rush too much; there is plenty of time and air reserves. So take your time and search all the lockers.

Swarm monsters are dangerous when they attack in a crowd. The character is chewed up instantly.

There is no gravity in the next room, so get used to the idea that you can walk on the ceiling and walls, and also jump tens of meters forward. 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 and ammunition and go back to the zero gravity zone. There are already two monsters swimming there, so learn to fight in new conditions. Now such fights will occur quite often.

Go out 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. Slow them down with stasis, and then burn them with a flamethrower. When you reach the barricade, plant the bomb and wait until it clears the way. So we ended up in the medical bay.

Clear the room of monsters, collect the items and insert the power supply into the receiver to open the door. Now all that remains is to fight our way to the intensive care ward. Ignore the crazy doctor tending to the patient and move on immediately. There are a few unpleasant surprises along the way, but eventually you'll take the elevator to the morgue. You will see how the captain is turned into a necromorph. Well, let's wait until there's nothing we can do...

When the necromorph captain and the infester rush at Isaac with wild screams, shoot the monsters and collect the items. Be sure to take the access codes and power pack. All you have to do is return to the transport station. Along the way you will be weakly harassed by monsters. While you are stomping along the corridor, Hammond will contact you and tell you that the monsters are not the result of mutations, but an alien life form. But this is nonsense. He's much more concerned about failed engines. If we don't fix them, the ship will simply crash onto the planet.

Infectors

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

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

Orbital correction

Your global tasks at the level are to launch the centrifuge and refuel the engines. 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. There's no point in pretending to be a bastard.

Kill the infesters first before they make new monsters from the corpses.

Move on, making sure to collect all the items while visiting the store and workbench at the same time. Clear the corridor of monsters, and then use kinesis to lower the switch to activate the power. Go to the cart and pull it up with kinesis. Get inside and use the remote to move to the other side. A delegation will already meet you there, so prepare your weapons. After collecting the trophies, find the power block and climb the stairs to the second tier. Select the pipe cutter circuit and use kinesis to activate the second remote control.

Shoot the monsters that appear, return to the cart and ride back. Now go to the control room. Through the glass you will see how the infector is tending the corpses, so get ready to meet necromorphs. Use the elevator to get to the next level. Search the lockers, upgrade your weapons if desired, and go to the disinfection room. Use the remote control to begin the disinfection process.

True, everything will not go according to plan. The lights in the room will go out, and monsters will crawl through the ventilation. Raise your weapon to turn on the flashlight and shoot back at the necromorphs. Having repelled 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 as not to interfere with the task.

There is zero gravity in the room, so feel free to jump to the lower tier. You need to connect two large rotors to the centrifuge. But in order for them to join successfully, 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 before 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 shelter. At the same time, do not forget about the monsters. In one of the shelters you can recharge your oxygen supply. Once you reach the elevator, go up 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 a hole. Shoot the yellow bag to destroy the giant limb.

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

Take a breath, look on the map where to go, and run to the elevator. Kendra will contact you and begin pumping up Isaac. useful information. In the control room, visit the store, save your game and go to the fuel storage. You will have to go through the destroyed part of the ship in outer space. There is no direct path, so you will have to jump over the rubble. Just don’t forget to collect items while doing this.

Once in the whole room, collect the items, among which there is a power unit, and take the elevator to the next tier. Continue moving towards the goal, trampling the small monsters you encounter. Go to the broken door. Wait until she cuts the necromorph down, slow her down with stasis and rush inside. Throw the fuel canister at the small creatures, reload all your weapons and go into the fuel storage room.

There are a lot of monsters inside, but there are also enough fuel cans, so half of the necromorphs can be killed without wasting ammo. After destroying the monsters, reload your weapon, restore your health and use the remote control. Now you need to repel the second attack. Try to gather enemies in a group so that you can cover them all with a laser rifle or throw them with a fuel tank, if there are any left. The battle will be difficult, so don’t relax and, most importantly, don’t 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 asteroid protection is not working. 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 bag. You always have enough time to hit the monster.

Death is inevitable

It seems that Kendra is less concerned about the meteorite attack and more concerned about Hammond's knowledge of the obelisk. While your comrades are arguing, collect your items and go to the control room. You can ignore the paw that appears and disappears. We will meet its owner a little later. On the bridge, you will witness a meteorite hitting the ship. Everything around will rumble and begin to collapse. Calmly - this is not a reason to panic; without a script, nothing will completely collapse. 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 weak spot.

Select a level 3 costume design. Now you need to take it to the store as soon as possible to immediately buy new armor for 35,000 credits. In the meantime, go to Hammond's control room. 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 protection system, this will no longer be relevant.

Hammond can activate the system, but to do so 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 door will be broken down by a creature. Its 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 your weapon, it won't take much time.

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 as you descend to the lower tier. Pick up the power cutter circuit and wake up the sleeping monster with a shot. Then, with a clear conscience, go towards the server room. Kendra will contact you and tell you that there are some gravity problems 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 avoiding the broken plates, move forward, knocking out monsters. If you have a power pistol, you can throw their monsters into fields with broken gravity. True, the trophies will then have to be selected carefully. Recharge stasis and go into the server room. There another creature will attack you. Slow down the necromorph with stasis and shoot him in the back while he helplessly moves his paws.

Pick up the power node from the corpse and go to the corner of the room. Slow down the electrical cable when it is on the left side, quickly run to the remote control and turn off the power. This will redirect the energy in the first circuit. Return to the control room, 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.

Once you arrive, look at the map to see where to go next. As soon as you go forward, the partition will collapse and you will find yourself in outer space. Run quickly to the next room. Deal with the monsters and, bypassing the disturbed gravity zones, go to the control panel. Redirect the energy in the second circuit and return to the elevator. Destroy the necromorphs that have come running, go into the lift and go to the third level.

With a punch you can temporarily stun the monster so that you can then run away or finish off the necromorph.

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

Drive to the next level, collect oxygen cylinders and go outside. The ship is periodically bombed by asteroids, so run during calm periods and hide behind steel shelters the rest of the time. Having reached the gun cabin, pick up the ruby ​​chip and power unit and sit in the chair. Your task: destroy the asteroids until Hammond activates the defense. At the beginning of the mission, the hull defense is 85%, if it drops to zero, Isaac will die. In general, an ordinary shooting gallery. Just don’t overheat the gun, shoot in short and accurate bursts.

When Hammond turns on the protection, you will complete the global task for 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 toxic fumes. Hammond goes to the hydroponics section, Kendra struggles with a solution to the problem. It's time for you to go too. Run to the transport trolley. There will be monsters along the way, but this is nonsense.

This necromorph is certainly dangerous, but with the right approach you can defeat it within a minute or two. You will always have to fight the creature one on one. The creature loves to rush around, 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 creature's front 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 it down with stasis and run around from behind. This is his weak spot. Shoot in the back with the most powerful weapon, remembering to immobilize him with stasis in time and bypass the monster when he starts spinning. Having defeated the creature, you will receive a power node.

Deadly Haven

After exiting the trolley, wait for Kendra's message. The poison is spreading faster and faster in the air, and you need to rush to the laboratory to get the ingredient for the antidote. Go to the security room and some religious fanatic will contact you and start talking about natural selection and divine destiny. Collect the items and stomp towards the diagnostic 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 to the other side. If you don't get through in time, Isaac will be fried by electricity. Finish off the next crawler, go around the wall, slow down the platform again and run to the door. Take the elevator down to the laboratory and enter the room on the right. Take the circuit and power block and activate the remote control to get the reagent.

When you take the reagent, the shutters on the window will open and you will be able to chat with the crazy doctor. The doctor will again begin to talk religious nonsense about the fall of humanity and necromorphs as a new and ideal form of life. In general, everything is clear with him. But the doctor decides not to limit himself to just words and sets his brainchild, the hunter, on Isaac. This creature is practically immortal, so cut off its arms and legs, throw stasis into the stump to slow down regeneration, and run out of the room.

If Kendra did not have time to unlock the lock, you will have to wait a little. Shred limbs and constantly freeze them in stasis until you can leave the room. Run to the diagnostic room. There are monsters crawling there. Stop them with stasis and burn them with a flamethrower or chop them with a pipe cutter. If you're short on ammo, you can throw the fuel bottle that's in the corner.

Once you reach a safe place, 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 exit into 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 regular 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 the items, pick up the canister and go down the corridor. Hit the canister at the guard to the left of the door and search the corridor on the right. At the end of it stands a crazy nurse who only gets on your nerves with her crazy laughter. Pick up the items and move on.

Go to 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 let out the air, and now we need to quickly get to a safe place while there is room to breathe. In the corridor, slow down the small monsters with stasis and run past.

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

In the large 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 easy, so the best option would be to cut off the hunter’s legs, slow down the 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 delay the escape somewhat.

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

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 introduce 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’ll have to fight the hunter. No running away this time.

First, as per tradition, dismember and slow down the hunter. Then quickly destroy the crawlers. 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, cut off his limbs again and slow him down with stasis. Run to the control room and use the remote control to freeze the hunter forever.

Now there is no problem. At least for a while. Take the power unit from the box on the wall and run to the transport compartment. You are all set to poison Leviathan and stop air pollution. It's time to go to the hydroponics compartment, where poor Hammond is probably already turning green from the nasty necromorphs.

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

Hazardous impurities

Collect all the items at the station and go to the elevator. Go down to the lower level and find Hammond. He's still alive, but he's already 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 air was being polluted by the killed and converted employees of the hydroponics section. They must be destroyed before the Leviathan can be dealt with closely.

Purchase the necessary items from the store and go to the west wing. Kendra will contact you, who will once again express her distrust of Hammond. Well, of course, he’s a security officer, who else should we suspect? Go through the door on the left. In the corridor, hot steam occasionally escapes from the pipes. To avoid getting 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 have no room to maneuver.

Move forward carefully, shooting monsters. Once you reach the large 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 you to shreds. Having defeated them all, search the hall and alternately visit the small rooms on the right and left sides. There you will find one poisoner each.

Of course, when you finish off the poisoner and enter the hall, you will be traditionally greeted by necromorphs. So, two creatures are ready, and we can move on. Take the elevator to the third floor. Pick up the items, go down to the second level and go 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 infesters before they turn the corpses.

Return to the elevator and go into the room opposite. In the long corridor, two demolitionists will attack you. Shoot the orange bag on the left hand before they get too close. You will then exit into a room with zero gravity. Jump to the hatch and use kinesis to open the lock. Finish off the monster and, being careful not to fall on the spikes, jump further. You will have to suffer a little, but in the end you will achieve your 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 flames subside, run to the middle corridor - this is a safe place. Fight off the monsters, wait for the flames in the second corridor to subside, and run through it. All that remains is to reach and finish off the poisoner. Now return to the great hall, and from there go to the room where you started your journey through the west wing. Sell ​​your excess items in the store and go to the east wing.

A guard will greet you here. Cut off his tentacles before he produces monsters. Search all the rooms to collect many useful items and go to the large hall. There the creature will attack Isaac. You already know how to deal with it. Brake with stasis, run around from behind and shoot in the back with the most powerful weapon. Pick up the power block and stomp towards the poisoner. No one will try to stop you.

After finishing off the living barrel of chemicals, go to the power system control panel and press the button to raise the panel. When it opens, slow it down with stasis and look inside. Oh, another poisoner has hidden. 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 bad, go into the room and collect everything that is bad again.

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

Then the tentacle will grab Isaac and try to drag him into the hole. Shoot the orange node to place it in the plans. Freed from the strong embrace of the monster, confidently step into the zero gravity zone. Do you see a faulty electrical appliance that is sending electric shock to the floor? If you step on the panel, you will die instantly. Therefore, wait until the unit stops sparking, throw stasis at it and quickly jump over the danger zone. Finish off the necromorphs. Don't forget to turn off the electricity; the remote control is located next to the device. Now go to the poisoner, shoot him and return the old way to the corridor where Isaac was attacked by the tentacle.

Go to the elevator and go to the third floor. The last poisoner is sitting 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 level 5 to poison the Leviathan. The poison will affect the monster, but will not kill it. Well, we'll have to figure it out the old fashioned way, with the help of guns. The battle will take place in a zone of zero gravity, so draw appropriate conclusions.

Despite its impressive size, Leviathan is not a very serious opponent. First he will flail his 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 node on the monster's limb. This way you must destroy three tentacles. The battle will move into the second stage.

Leviathan will still attack with its tentacles, and much more actively than the first time. But now they don't interest us. You need to explode yellow balls in your mouth, which act as 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. By exploding a certain number of balls in its mouth, you will finish off the Leviathan. This means it’s time to head to the transport compartment. Moreover, Kendra figured out how to send an SOS signal.

Demoman

The Demoman is a terrorist among the Necromorphs. His only goal is to limp towards the main character and get blown 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 its low movement speed. By and large, it is only dangerous in confined 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 fire one shot at the yellow bag on your left hand, and almost all your opponents die at once. Beauty! Ammo savings are significant.

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 exiting the transport cart, collect all the items in the surrounding rooms - there really are a lot of them - and take the elevator down to the processing room. When the lift starts moving, monsters will start jumping from above. Therefore, stand in the corner and shoot back with a more powerful cannon.

Cut off monsters' legs to slow down your opponent. The creeping reptile is much easier to finish off.

First, there will be 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 move on. But to do this, you must first remove all dangerous and unstable elements. Grab the small asteroids flying around the room and throw them into the force beam. Twice - after each successful throw - you will be harassed by monsters, so be careful.

When all the asteroids are destroyed, go to the remote control in the corner, but take your time 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 unit, to hack the room behind the control panel and hold 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 to remain in a small plus.

Then go to the unlocked door. Pick up the access key, collect other items and return to the elevator. Just don’t forget to sell any junk in the store. It won't be long before you reach the retail outlet. 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 before they spawn monsters. Then use kinesis to pull up the cart and ride it to the other side. Monsters will jump out from right and left and shoot all sorts of nasty things at Isaac. If you quickly destroy the necromorphs, you will even have time to collect all sorts of prizes scattered on the side platforms. Once you reach the point, you will see Nicole on the other side. It turns out that this is not a hallucination after all? She will open the door for you, but you need to cover the girl.

The necromorphs will mostly try to get Nicole, but a few will attack Isaac. In any case, you should think about the girl first. It only takes a few hits for her 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 a beacon, a level four costume diagram and other useful things. Then ride the cart back. Monsters will attack you again, so keep your weapons ready. Make your way to the elevator - the infesters are at work again - and go to the second tier.

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

In the room where you will find yourself upon arrival, you can’t really see anything and is full of monsters. Therefore, lure them to the elevator, where visibility and aiming are much better. Go to the room to the left - there is a store there, you can buy armor - remove the power supply from the receiver, throw it, return to the dusty room and finish off the monsters that appear. Pick up the power supply again and take it to the room opposite. Insert the block into the receiver to activate the elevator. Now you can reach the asteroid.

After dealing with the monsters, carefully inspect the hangar. You need to destroy the four rotors that hold the stone. The first is on the floor, the second is on the ceiling. Where exactly can be determined by the force 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 at the power supply through the hole in the side protection.

The remaining two rotors are on the other side of the asteroid, and you will have to climb out onto the hull of the ship. Wait until the clamps come off, jump on the stone and quickly run outside. Shoot the necromorphs, break the rotors the old way and place a beacon on the asteroid. This needs to be done quickly - oxygen reserves are rapidly falling, and we still need to have time to return inside the ship.

Come back. The dusty room is now on fire, but there are safe places left and you can slip to the elevator (the small one in the room to 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 to take your time 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. Let's hope someone gets the signal. However, even if this is so, we will not know the answer. The antenna is broken and needs to be fixed. Return to the transport station via the large elevator. You will be attacked by necromorphs - there are many of them, so be careful.

Find and rescue

We've already been here, so you should be able to easily navigate the area. Run to the bridge, not forgetting to visit the store first. On the bridge, the electronic security service will notify you of the 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.

Having repelled the attack, you will lift 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 go 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. You will have to spend most of your time alone.

In the next corridor, one of the nastiest necromorphs - the octopus - is waiting for you. Cut off his legs and kill the creatures on his back. To prevent them from spreading, don’t forget to cast stasis. On the body of the octopus you will find a ruby ​​chip. Scatter the garbage with kinesis near the entrance and go to the elevator. Having reached the next tier, pick up the power unit and ride the transport cart through the tunnel. This time no one will attack you. You will be taken to the communications room, from where you can go to the antenna itself.

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

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

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

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

When you destroy the monster, Kendra will begin to transmit a signal, but it will be too late. You will see how the ship's captain is finished off by a necromorph. The warship will then crash into the Ishimura and Isaac will be knocked unconscious. When the character wakes up, Hammond will contact you and say that someone was blocking his signal. This is very strange, but there is good news. Looks like my friend found a working shuttle.

To launch the ship, you need to sneak onto a wrecked warship and steal one important part. The dark future is once again illuminated with the light of hope, and you need to hurry to the transport station. Along the way you will meet several necromorphs, including the evil octopus. The last monster, it will be the belly, will generally be waiting by the transport.

This lanky monster is one of the nastiest necromorphs in the game. He doesn't move too fast, but he can hit with a tentacle from a decent distance or even grab onto a character. It is not difficult to shoot him, but the death of the monster is only the beginning. After death, small octopuses are separated from the necromorph’s back, which quickly crawl and painfully cling to Isaac’s head. They are even more dangerous than a swarm of bellyfish.

Try to shoot the octopus from afar. When the monsters start crawling from behind, slow them down with stasis and knock them down before they crawl 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 octopuses.

Dead on arrival

Upon arrival, Hammond will contact you and say that it was no coincidence that the warship was nearby. He purposefully flew to the Ishimura, but not for a rescue operation, but to destroy the ship. Somehow this doesn't seem surprising. Go to the weapons room of the crashed ship. During the crash, radioactive elements leaked, and until you clear the room of them, you will not be able to move on.

In zero gravity zones you can jump great distances.

This is a zone of zero gravity. Go down to the large hatch and destroy the six mechanisms on the sides. To save ammunition, you can kick. The hatch will open, and after that all the air will disappear. Now watch carefully the amount of oxygen. Shoot the crawlers and start using kinesis to collect and throw green spheres into the open hatch. From time to time you will be disturbed by necromorphs.

After clearing the room, jump to the exit and leave the zero-gravity zone. On the ship itself, everything is broken and exploding. Therefore, you will constantly come across areas with broken 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 compartment, use kinesis to move the containers to move on. Soon you will meet new necromorphs - runners. Try to slow them down with stasis or cut off their legs to stop the enemy.

Turn left and clear the rubble in front of the door to move on. Continue moving forward, shooting monsters. Try to open the door that leads to the upper deck. You won't succeed, but necromorphs will appear behind you. 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 your way to the upper deck, you will be contacted by Dr. Kane, who will tell you that running away is not the best option in the current situation. You need to deliver the obelisk to the planet to stop this madness, otherwise humanity is doomed. Go to the weapons depot and shoot the octopus and his back friends. Deal with the other monsters, collect the items (there is one power block) and leave the warehouse.

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

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

Belly animals need to be killed especially carefully so as not to release the little monsters from their bellies.

Go inside and walk forward a little. The script will work and you will be attacked by monsters. There will be an indecently large number of them. Constantly move and do not spare ammo, the battle is really difficult. Having defeated the necromorphs, start collecting trophies. In addition to items dropped from monsters, the hall is full of boxes, plus a lot of interesting things in the side niches. One good thing is that everything unnecessary can be sold in the store, which is located here.

Once you reach the engine room, take the elevator up. You need to turn off the engines, and to do this you will have to turn off the power. The problem is that the room periodically gets really hot. Take a close look at the strange barrel-shaped devices on the left and right. You can stand behind them without being hit by the flames. These devices will serve to protect us. Stand behind the object and grab it with kinesis. Pull it to the side a little, then push it forward.

Look carefully at the center of the room. See the purple devices? They need to be destroyed with well-aimed shots. There are three of them on each side. By destroying everything, you will turn off the flame and be able to take the core. But this will be the final blow for the ship, which will begin to rapidly fall apart. Run where the navigator points until you meet Hammond. This is your last meeting, because your 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 place it in the old receiver to block the door. Now run to the weapons room, where we got rid of radioactive elements, fly to the exit and stomp to the transport station. Along the way, monsters will attack you, but this is already a tradition that is not even surprising.

Runners are the result of turning corpses of soldiers equipped with a stasis module into necromorphs. These monsters are strong, fast and twitchy. It is advisable to slow them down with stasis so that they don’t run too much. But this does not always work out, because they move too quickly. Therefore, it is better to keep a powerful cannon ready to shoot down the runners as they approach.

Last days

One core was not enough to launch the shuttle. We need to find three navigation maps. But 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, having finished your chores, exit through the door at the end of the hall. In the corridor, through the glass, you will see how the mad doctor will finish off the surviving crew member and leave the room. Go to the dining room where the murder was committed and take 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 access key and take the elevator back to the dining room. Dr. Kane will contact you and ask you to meet him when you have found three navigation maps. He won't open the door before. Leave 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 node to free yourself. Use kinesis to open the magnetic lock, collect all the items and go to block B. Its climate control system has failed, and the bedroom has 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 you opened the door with the key.

In the hall you will be attacked by demolitionists. Having dealt with them, go to block C. Go to the basketball court. In the locker rooms, select a pattern for level 5 armor. In the basketball gym - this is a zero gravity zone - jump to the court in front and pick up the navigation map. Crawlers immediately materialize in the room. Don't stand still, jump from platform to platform so as not to be passed over from behind.

If you want to receive prizes, do not rush to leave the site. You can play space basketball. The rules are quite simple. Using kinesis, grab the flying ball, jump onto the illuminated area and throw the ball into the ring. You are limited by the total time and the time for a specific throw. The prizes are as follows. The first and second rounds are ammunition, the third is a medium first aid kit, the fourth is credits, the fifth is a ruby ​​chip.

Leave the basketball court and stomp into block C. In the room where the mad doctor is broadcasting 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 mad doctor has set the hunter on you again. True, it is not clear whether it is old or new. Immediately shoot off the limbs and slow the monster down with stasis. Quickly move the bunks back to leave the room and run towards the exit. The door, as luck would have it, is closed, and until Kendra breaks the lock, we must hold the line.

Soon the obelisk, the monster, and the entire 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 from ordinary necromorphs and a hunter. The latter must be constantly dismembered and slowed down with stasis so that it does not 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.

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

You need to get to the shuttle. You will go through the officers' cabins, which must certainly be searched for valuable items. Having reached the shuttle, collect all the items, enter the ship and download navigation maps. Nothing bad happened, which is a little surprising. Go to the control room and use the remote to activate the system.

You succeeded, but a hunter appeared behind you. Now full order. Slow him down and run out of the control room. Other necromorphs also appeared on the quay deck. Deal with them, and then lure the hunter to the shuttle engines. Dismember, slow down with stasis and run to the control room. Use the second remote to start the engines. The hunter will burn out and will not bother you anymore.

All that remains is to release the clamps and watch Dr. Kane board the ship. Now you need to deliver the obelisk to the ship. Exit the control room, pick up the power unit from the hunter's body. Run to the transport station. Monsters will again bother you, but what’s more interesting is that a crazy doctor will contact Isaac, who will again preach a sermon and sacrifice himself to the infester. What an enthusiast...

Alternative solution

Having reached the desired station, run to the cargo compartment. There are few monsters. Having reached the control panel in the cargo compartment, take the items from the boxes and the power unit from the container on the wall and press the button to raise the obelisk from the bowels of the ship.

Pushing the cart at the end of the game is clearly overkill. She will have to be dragged two whole levels.

You need to push the cart with the obelisk to the cargo bay. It's done like this. You grab the cart with 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, destroying the monsters you encounter. The loading system does not work, so you will have to load the obelisk manually. Run to the control room and turn off the 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. You will have to move the arrows on the rails twice with the help of a computer to push the cart through. And of course, necromorphs will rush at you.

Return to the control room and turn on the gravity. Now run to the ship to meet Kane. True, it’s not destiny to get to him. 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 tell you that the obelisk was created by people. This is an unsuccessful copy of an alien artifact that was found on Earth. The theory of alien intelligence has failed. Everything that happens is just the consequences of a failed experiment.

Nicole will intervene in the conversation and call Isaac to the mission control center. Run there - there is a guard on the wall, a lot of things in the lockers - and listen to what the main character’s beloved will say. Nicole has figured out how to stop Kendra, and soon the shuttle will begin returning to the Ishimura. True, the traitor was able to escape in an escape capsule. But that 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 at all from this feature. You will see this for yourself when you see how fast they crawl along the ceilings and walls. The jumper can simply crawl up and hit with his tail, but he does not hesitate to attack while jumping. They especially like to pull this trick in zones with zero gravity.

Jumpers move quite quickly, 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 up almost close and shoot in 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 forklift towards the cargo bay. Push the obelisk as far as you can along the tracks and go into the room on the left. Open the room on the right and quickly finish off the infesters before they have time to break into the main room and turn a pile 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 that she shouldn’t try to take the artifact away from the planet...

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

Enter the warehouse. As soon as you take a step forward, a crowd of monsters will appear. Run around the room, shooting at monsters until they are all dead. 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 lets go, freeze the bridge with stasis and quickly move the cart forward. Enemies will periodically pop out of the vents as the obelisk advances. One of the necromorphs will even drop a ruby ​​chip.

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

Along with the bridges, the 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 avoid getting chopped into pieces, freeze them with stasis before jumping. A creature will attack you in the room. Proceed according to the old scheme. First, slow down with stasis, then go around behind and shoot in the back. You will no longer encounter resistance, so you can calmly push the obelisk to the excavation site. Just remember to collect all the items in the rooms.

Continue pulling the obelisk. To the left, three tentacles will emerge from the abyss. Shoot the orange bags to destroy them. Then a crowd of monsters will attack you from the side of the base. Hold the defense until the necromorphs run out. 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 completed. Perhaps we were in a hurry to leave, because Kendra appeared and, having pushed her speech, took the obelisk back to the shuttle.

When the monster grabs Isaac's leg, continue shooting at the eyes. And don’t hesitate, otherwise you’ll go straight into the mouth.

We urgently need to catch up with her. Run along the corridor. If you reach a room with a save point, a store, a workbench and a bunch of items, then the final battle awaits you behind the next door. Go outside and watch how the huge monster finishes off Kendra, and then, blocking the retreat with a tentacle, goes after Isaac. However, the devil is not as scary as he is painted, and you can deal with the main monster without any problems.

The monster attacks with tentacles, just like Leviathan. You need to run to the side to avoid the blows and shoot the yellow eyes around the mouth. When you destroy the three eyes, the monster will grab Isaac by the leg and hang him upside down. This is no reason to panic, so continue to shoot from this position at the two remaining eyes. By depriving the monster of his sight - were they even eyes? - you will find yourself 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 the five yellow bags in the chest-mouth. They are more difficult to hit, so wait until the monster leans closer. I also advise you to stop throwing fuel cylinders. All the same, the tentacles will knock them out before you have time to make a throw.

By destroying the yellow bags, you will finish off the monster and clear the way to the shuttle. Quickly run into the ship and enjoy the not entirely clear, but final video.



Wait until the credits roll and record. Now you can download it to start the game over again, but with all the weapons and upgrades you made as you progress through Dead Space. You will also receive 50,000 credits, 10 power blocks and prize armor, which can be purchased at any store for 99,000 credits.

Everything is fine on Earth, 2012 did not come, crises did not eat anyone up and humanity quietly developed, multiplied, and became smarter. A new religion has appeared - Juventology, which has found a response in the hearts of very, very many, including those in power. The essence of religion was rebirth into the good and immortal through death, everything was clear, but it was not clear how to do this. Supporters of the new religion were called Juventologists; the new church itself had enormous financial and human resources because it controlled the material assets 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) game will be released January 26-28, 2011

An obelisk of unearthly origin has been discovered on a distant, distant planet. Juventologists decided that this was a divine message, and it was decided to deliver the obelisk to Earth. To do this, the huge planet ripper “Ishimura” (a mining spaceship 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 on, 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 turned into terrible monsters with bone sabers instead of hands. I haven’t watched the cartoon - it’s very scary and ends badly, everyone died, the worst prospects for humanity...

While chaos reigned on the spaceship, the systems began to gradually fail, the engines were the first to fail, and since everything was not completely bad yet, then the repair team was called(a very important point, because the second part, namely the game Dead Space, begins with it), then everything changed 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 set to it:

Dead Space

And so the repairmen fly to the aid of “Ishimura”, there are four of them, 3 guys and an aunt, one guy is Isaac Clarke (Isaac Clark) - who we play with. Repairmen arrive at the mining ship, and there is disaster, their shuttle breaks down, one is eaten by monsters, Isaac Clarke fights off the group and off we go.

The game is good, interesting, the plot is addictive despite the clumsy controls - Isaac does not know how to jump, runs slowly, is 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 middle of a battle until he reloads will not do anything else). And still the game is good. I assume that she received such a control option because of this? which was also released on game consoles. In general, the difficulty of the game has a lot to do with the controls, but again, the game is good.

Controls in Dead Space

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

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

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

In aiming mode, it is possible to slow down object C (uses battery stasis) and attract objects F (the object can then be thrown with force with the left mouse button or lowered by pressing F).

Combat system.

Left mouse button - strike with a weapon, Azek swings and boom. Spacebar - stamp your foot in a heavy shoe, crush monsters.

Shooting can only be done in aiming mode - right mouse button or Caps Lock, while you cannot run, visibility is limited, the turning speed drops (what, scary?), the shot is fired with the left mouse button, alternative shooting is by pressing the spacebar 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 not lying around. Open boxes and cabinets are illuminated with a blue light, they open along E, green boxes (in zero gravity they often float, pull up F) - we press with our foot and select resources. Enter all open rooms, always have 1 power unit with you, to open rooms with a large supply of useful items.

After the death of monsters, cartridges and money remain, and cartridges for the weapons that are in your inventory.

Along the way there are shops where you can buy weapons, ammunition, first aid kits, stasis field batteries, oxygen cylinders, armored suits, and you can sell what you managed to collect along the way or transfer it to your personal safe. The assortment in the store is initially limited, but as Isaac progresses, he collects diagrams for new products and costumes, expanding the list of products. You need to go to stores more often, leaving extra ammunition there, selling excess equipment and circuits.

IN Dead Space you need to carry with you: 2 first aid kits, 1 battery, 1 oxygen cylinder, a small supply of ammunition, 4 types of weapons, 1 power unit.

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

Everything else is sold to the store, without regret. During the entire time of the game, I had to buy only weapons, power units, an armored suit and cartridges from the store (and this was because before that I had not spent them sparingly and often sold them to the store).

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

Weapon

Keep your weapon always charged, during the battle after running out of ammunition, switch to the next weapon, reloading takes time.

I didn't like all the weapons, but maybe I just didn't realize their full potential.

Pulse cutter - shoots off limbs with a horizontal or vertical beam, the very first weapon, alternative firing mode - horizontal shot, upgrade in the direction of increasing damage, at the same time the magazine capacity increases (up to 16 rounds).

Pulse rifle - automatic, upgrade to increase damage, at the same time the capacity increases (up to 150 rounds).

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

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

Power pistol - inflicts massive damage and knocks back enemies, upgrades for damage, in parallel with magazine capacity (14 charges).

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

Pipe cutter - I haven’t tried it, I’m sorry for the money.

Weapon upgrade

Upgrading equipment is done at workbenches that are scattered throughout the ship. Upgrades require power units, which we have marked as priority when purchasing in the store.

Upgrade procedure.

1. Pulse cutter - damage.

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

3. Armored suit - we pump up life, we didn’t really need air - the standard supply is enough to go through all the sections.

Monsters of the Dead Space universe and the fight against them

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

A 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 out cocoons (endlessly) - shoot the tentacles or throw an exploding gas cylinder at it.

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

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

Walkthrough

There are many walkthrough links you can find online, but for the most part they are the same. In general, passing the game is not difficult, they will always helpfully tell you where to go, the B button will indicate the direction, but there are hiccups when you simply don’t know what to do, so we’ll talk about them.

1. Battle with an immortal monster. Around the 5th episode we encounter this creature, we go into a large room, and there is this clumsy fellow, 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. This is the bastard:

2. Running under meteorites, hiding behind the bollards while the meteor shower is going on, in moments of calm we run to the next shelter.

3. An asteroid on which you need to place a beacon. We climb onto the asteroid and stomp along its surface into space, there we calmly place a beacon and there are two holding generators there (we find them using the B key).

4. Episode 10 (here, in my opinion, we need to collect 60,000 money for a costume), the immortal monster came up again, 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 by testing the engine.

The game is over, the bad guys are defeated, the Earth is saved, Isaac is saved, everything is fine...

But no. And then it begins

Dead Space 2

comes out on January 26, 2011 in Russia, so the translation will be excellent, the controls, atmosphere, equipment will probably be preserved, but for now the videos:

There are no related posts

.
2. 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. Search and Rescue.
.
.
.
.

  • Questions - answers .
  • Walkthrough

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

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


    Ore Storage

    We are entering the zero-gravity zone. Below, near the huge doors, we kick 6 fuses, they are located on both sides. After this, the gate will open and 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 a round platform. Near the open doors there are two panels where you can replenish the oxygen supply. Having thrown out all the balls, we enter the recess in the wall and get on board the Vailor ship.


    Cargo Bay

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

    Then there are again narrow corridors. You can't take the first battery out of the wall, but you can take the second one. In the last room, the elevator battery will fail, mice will appear and begin to revive the corpses. We deal with the enemies, insert any other battery, and take the elevator up.

    Dr. Terrence Kane will contact us in the elevator car. He will tell you that the cause of all the troubles is the “Marker” artifact, which was discovered on the planet and taken 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 task, and not evacuated.



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

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

    2. Kill 12 enemies, 1200 points. Reward: pistol cartridges.

    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 Node (24) .


    Infirmary

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

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


    Engine Room

    We get to the engine room, behind the glass we see the ship's engine. We go up the elevator, and 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 sideways. Along the way you need to destroy 3 fuses on the pillars. Afterwards you need to go back and pull the cylinder towards you, which is much more difficult. We pass forward on the other side, and also destroy 3 fuses. After this, the engine will stop. We take it away singular converter in the center.

    Let's go down. Behind the glass we will see Hammond running, but he will be immediately killed by the red Brute. This monster has more health than a regular big guy, but is killed in the same way. For defeating him we will receive diamond semiconductor for 25,000 credits.

    Valor's ship 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. End of Days
    Dead Space walkthrough. Chapter 10

    Kendra reports that she has 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 residential section of the station. In the foyer we see many dead, as if 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 diagram (Level 5 Suit). We can immediately return and buy this suit for 60,000 credits. Further down the dead end is the 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 four holes ahead, we need to catch it and throw it back into any hole. But if we do it right away, we will 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. The holes close slowly. Reward: Medium First Aid Kit.

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

    4. One hole is opened temporarily. Reward: 3,000 credits.

    5. The holes open one by one. Reward: ruby semiconductor.

    6. The holes open one by one faster. Reward: Power Node (26) .


    Mess Hall

    We go up 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 don’t have time to catch the doctor. We go down under the cafe, kill two long monsters, and take the power unit (27) from the wall behind the table. Near the woman who has grown into the wall, we take crew key. We get up and go to the next room.


    Sleep Block A

    In the corridor we kill the necromorph that has grown into the wall. We go along the next floor through the rest room. A tentacle will grab us and drag us away, we shoot at the yellow growth. At the end we reach the panel, on the left we move 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 a lot of monsters here, but we don’t pay attention to them, we don’t have much time. You especially shouldn't kill fat monsters, leeches will appear from them, and the flamethrower doesn't work here. We turn right twice, in a dead-end room we find a power unit (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 using the key we can open the door to the sleeping area. Along the way we will see a video of the doctor’s speech.

    In the bedroom on the right we can use a power node to open the door, behind it are various cartridges and a medium first aid kit. Using kinesis, we move the beds to go into the hiding place behind them: we move the bed against the wall, then the bed across. Having entered the intermediate part, we push the transverse bed back, move two more beds against the right wall, and exit.

    In the hiding place we find many corpses and a laughing girl who immediately commits suicide. To the right of it we take 3rd navigation map.

    Let's quickly go back. A regenerating monster will begin to chase us. The doors in the intermediate room will close, and we will have to run in circles from the invulnerable monster for some time until Kendra breaks open the doors. In the hall we take the elevator.


    Security Station

    We find the shelter of Doctor 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 there is the captain’s audio diary, in another there is a note from the assistant, in the rest there are cartridges. We enter the double doors.

    Executive Shuttle Bay

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

    But before the doctor, a regenerating monster will get here. To kill this boss, we lure him to the platform opposite the shuttle exhaust pipes, shoot off his legs, and freeze him in stasis. We quickly run into the room and turn on the engine again. All that will remain from the monster is 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 return on foot to the monorail. On the way back, we'll watch a video of how the crazy Dr. Mercer voluntarily turns into a necromorph. We go into the next room, kill the bat and the mutated doctor.

    11. Alternative Solutions
    Dead Space. Video walkthrough. Chapter 11

    Cargo Bay

    Kane will explain via radio that we must find the black and red obelisk in the cargo bay and load it into the shuttle. We go down to the floor below, first we go around the entire location along the square path, and activate the panel. In the far corner on the wall there 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 enter the central paths, we are attacked by giant tentacles, first we 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, we will find a dead end ruby semiconductor and cartridges. Then we go to the spaceport.


    Hangar Bay

    Kane's shuttle will arrive at the hangar. The loading system is not working, we need to manually load the obelisk into the shuttle. We go to the room on the right, turn off gravity on the panel, and jump down under the ship.

    Secret. In the hangar we look down into the ditch between the bridges, at the bottom there is a 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 approach is on the right. At the first intersection, we move the obelisk to a side dead end, turn the rails to the left, and move the load to the end.

    We return to the panel on the balcony, turn on gravity, the obelisk will submerge. We run to the lowered ramp into the shuttle. But right in front of us, Doctor Kane will be killed, and the shuttle will fly away without us. All this was arranged by Kendra, 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 get in touch. We go up to her on the top floor of the control room, along the way we take diamond semiconductor. There is interference and extraterrestrial symbols on the screens around. Nicole will tell you that the shuttle can be returned to the hangar by emergency remote control. The shuttle does return, and Kendra is catapulted to the planet, afraid 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 site 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, storage. There are two bat monsters locked in a side locked room.

    We move the platform under the shuttle, load the obelisk onto it, and move it along the rails. There is not enough battery near the door, let's go look for it inside the building, then continue on 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 many panels to replenish it. In block "B" in the far right corner there is a door that opens through the power unit. In some places you need to place the obelisk under the bridges; to do this, press the panel and freeze the bridges with stasis.


    Gravity Control

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

    In the next small compartment on the right there is a power node (32).


    Pedestal Chamber

    We reach 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.

    The alarm goes off, we run into the glass room on the left. We find ourselves locked, 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 commits suicide. It turns out that the real Nicole has been dead for a long time, and all we saw were hallucinations caused by the obelisk. (There is a hint about this hidden in the game: from the first letters of the titles of the chapters of Dead Space on English language the phrase is formed: Nicole is dead - Nicole is dead).


    Living Space

    It's too early to give up. From the glass room we go into a side corridor overgrown with biomass. Along the way, let's take the power unit (33). We return to the first room, shop for the last time in the store, spend power nodes, 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 are left alone with this monster. This is the leader of the necromorphs; while on this planet, he telepathically controlled all the monsters.

    1st phase. The boss will hit with tentacles from above. We constantly look in his direction, run away left and right. After the blow, the boss will move its mouth closer to us. He has 5 yellow growths around his mouth, you need to shoot at them. It's better to spend powerful slow weapons and save the fast-firing basic pistol for later.

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

    Phase 3. Having shot the yellow dots in time, we remain alive and fall onto the platform. The boss does the same thing, but now after several 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, and gradually shoot off the hearts.

    When all the hearts are shot, a huge monster will fall off the cliff. We board 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 completed!

    For completing we will receive the following bonuses:

    Military Suit (Military armor);

    Backstory Logs (text messages with plot background);

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

    10 Power Nodes (10 power nodes);

    Impossible Mode (maximum difficulty will open).

    Questions - answers

    Question: How to install a beacon on an asteroid? What to do with an 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 this we will be able to install a beacon. More details are provided in Chapter 7.


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

    Answer: In the first part of the game you cannot fly in zero gravity, we can only jump onto the walls and ceiling. 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: Take aim (hold down the right mouse button), release a slowing charge (C key).


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

    Answer: The licensed version of the game does not have Russian voice acting, only subtitles. To enable subtitles, in the main menu, select the line “Settings” - “Sound” - “Subtitles: enable”.


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

    Answer: At the end of the 4th chapter. In order not to die, before the meteor shower begins, you need to stand behind a high shelter, close to it, and wait out the dangerous moment. After this, 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: The game has service vaults that are locked with a power lock. To open them you need to spend 1 power node. Nodes can be found in secrets or purchased in game stores for 10,000 credits.


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

    .
    2. 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. Search and Rescue.
    .
    .
    .
    .

  • Questions - answers .
  • Walkthrough

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

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


    Ore Storage

    We are entering the zero-gravity zone. Below, near the huge doors, we kick 6 fuses, they are located on both sides. After this, the gate will open and 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 a round platform. Near the open doors there are two panels where you can replenish the oxygen supply. Having thrown out all the balls, we enter the recess in the wall and get on board the Vailor ship.


    Cargo Bay

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

    Then there are again narrow corridors. You can't take the first battery out of the wall, but you can take the second one. In the last room, the elevator battery will fail, mice will appear and begin to revive the corpses. We deal with the enemies, insert any other battery, and take the elevator up.

    Dr. Terrence Kane will contact us in the elevator car. He will tell you that the cause of all the troubles is the “Marker” artifact, which was discovered on the planet and taken 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 task, and not evacuated.



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

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

    2. Kill 12 enemies, 1200 points. Reward: pistol cartridges.

    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 Node (24) .


    Infirmary

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

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


    Engine Room

    We get to the engine room, behind the glass we see the ship's engine. We go up the elevator, and 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 sideways. Along the way you need to destroy 3 fuses on the pillars. Afterwards you need to go back and pull the cylinder towards you, which is much more difficult. We pass forward on the other side, and also destroy 3 fuses. After this, the engine will stop. We take it away singular converter in the center.

    Let's go down. Behind the glass we will see Hammond running, but he will be immediately killed by the red Brute. This monster has more health than a regular big guy, but is killed in the same way. For defeating him we will receive diamond semiconductor for 25,000 credits.

    Valor's ship 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. End of Days
    Dead Space walkthrough. Chapter 10

    Kendra reports that she has 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 residential section of the station. In the foyer we see many dead, as if 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 diagram (Level 5 Suit). We can immediately return and buy this suit for 60,000 credits. Further down the dead end is the 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 four holes ahead, we need to catch it and throw it back into any hole. But if we do it right away, we will 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. The holes close slowly. Reward: Medium First Aid Kit.

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

    4. One hole is opened temporarily. Reward: 3,000 credits.

    5. The holes open one by one. Reward: ruby semiconductor.

    6. The holes open one by one faster. Reward: Power Node (26) .


    Mess Hall

    We go up 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 don’t have time to catch the doctor. We go down under the cafe, kill two long monsters, and take the power unit (27) from the wall behind the table. Near the woman who has grown into the wall, we take crew key. We get up and go to the next room.


    Sleep Block A

    In the corridor we kill the necromorph that has grown into the wall. We go along the next floor through the rest room. A tentacle will grab us and drag us away, we shoot at the yellow growth. At the end we reach the panel, on the left we move 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 a lot of monsters here, but we don’t pay attention to them, we don’t have much time. You especially shouldn't kill fat monsters, leeches will appear from them, and the flamethrower doesn't work here. We turn right twice, in a dead-end room we find a power unit (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 using the key we can open the door to the sleeping area. Along the way we will see a video of the doctor’s speech.

    In the bedroom on the right we can use a power node to open the door, behind it are various cartridges and a medium first aid kit. Using kinesis, we move the beds to go into the hiding place behind them: we move the bed against the wall, then the bed across. Having entered the intermediate part, we push the transverse bed back, move two more beds against the right wall, and exit.

    In the hiding place we find many corpses and a laughing girl who immediately commits suicide. To the right of it we take 3rd navigation map.

    Let's quickly go back. A regenerating monster will begin to chase us. The doors in the intermediate room will close, and we will have to run in circles from the invulnerable monster for some time until Kendra breaks open the doors. In the hall we take the elevator.


    Security Station

    We find the shelter of Doctor 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 there is the captain’s audio diary, in another there is a note from the assistant, in the rest there are cartridges. We enter the double doors.

    Executive Shuttle Bay

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

    But before the doctor, a regenerating monster will get here. To kill this boss, we lure him to the platform opposite the shuttle exhaust pipes, shoot off his legs, and freeze him in stasis. We quickly run into the room and turn on the engine again. All that will remain from the monster is 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 return on foot to the monorail. On the way back, we'll watch a video of how the crazy Dr. Mercer voluntarily turns into a necromorph. We go into the next room, kill the bat and the mutated doctor.

    11. Alternative Solutions
    Dead Space. Video walkthrough. Chapter 11

    Cargo Bay

    Kane will explain via radio that we must find the black and red obelisk in the cargo bay and load it into the shuttle. We go down to the floor below, first we go around the entire location along the square path, and activate the panel. In the far corner on the wall there 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 enter the central paths, we are attacked by giant tentacles, first we 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, we will find a dead end ruby semiconductor and cartridges. Then we go to the spaceport.


    Hangar Bay

    Kane's shuttle will arrive at the hangar. The loading system is not working, we need to manually load the obelisk into the shuttle. We go to the room on the right, turn off gravity on the panel, and jump down under the ship.

    Secret. In the hangar we look down into the ditch between the bridges, at the bottom there is a 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 approach is on the right. At the first intersection, we move the obelisk to a side dead end, turn the rails to the left, and move the load to the end.

    We return to the panel on the balcony, turn on gravity, the obelisk will submerge. We run to the lowered ramp into the shuttle. But right in front of us, Doctor Kane will be killed, and the shuttle will fly away without us. All this was arranged by Kendra, 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 get in touch. We go up to her on the top floor of the control room, along the way we take diamond semiconductor. There is interference and extraterrestrial symbols on the screens around. Nicole will tell you that the shuttle can be returned to the hangar by emergency remote control. The shuttle does return, and Kendra is catapulted to the planet, afraid 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 site 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, storage. There are two bat monsters locked in a side locked room.

    We move the platform under the shuttle, load the obelisk onto it, and move it along the rails. There is not enough battery near the door, let's go look for it inside the building, then continue on 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 many panels to replenish it. In block "B" in the far right corner there is a door that opens through the power unit. In some places you need to place the obelisk under the bridges; to do this, press the panel and freeze the bridges with stasis.


    Gravity Control

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

    In the next small compartment on the right there is a power node (32).


    Pedestal Chamber

    We reach 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.

    The alarm goes off, we run into the glass room on the left. We find ourselves locked, 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 commits suicide. It turns out that the real Nicole has been dead for a long time, and all we saw were hallucinations caused by the obelisk. (There is a hint about this hidden in the game: from the first letters of the titles of the chapters of Dead Space in English, the phrase is formed: Nicole is dead - Nicole is dead).


    Living Space

    It's too early to give up. From the glass room we go into a side corridor overgrown with biomass. Along the way, let's take the power unit (33). We return to the first room, shop for the last time in the store, spend power nodes, 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 are left alone with this monster. This is the leader of the necromorphs; while on this planet, he telepathically controlled all the monsters.

    1st phase. The boss will hit with tentacles from above. We constantly look in his direction, run away left and right. After the blow, the boss will move its mouth closer to us. He has 5 yellow growths around his mouth, you need to shoot at them. It's better to spend powerful slow weapons and save the fast-firing basic pistol for later.

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

    Phase 3. Having shot the yellow dots in time, we remain alive and fall onto the platform. The boss does the same thing, but now after several 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, and gradually shoot off the hearts.

    When all the hearts are shot, a huge monster will fall off the cliff. We board 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 completed!

    For completing we will receive the following bonuses:

    Military Suit (Military armor);

    Backstory Logs (text messages with plot background);

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

    10 Power Nodes (10 power nodes);

    Impossible Mode (maximum difficulty will open).

    Questions - answers

    Question: How to install a beacon on an asteroid? What to do with an 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 this we will be able to install a beacon. More details are provided in Chapter 7.


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

    Answer: In the first part of the game you cannot fly in zero gravity, we can only jump onto the walls and ceiling. 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: Take aim (hold down the right mouse button), release a slowing charge (C key).


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

    Answer: The licensed version of the game does not have Russian voice acting, only subtitles. To enable subtitles, in the main menu, select the line “Settings” - “Sound” - “Subtitles: enable”.


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

    Answer: At the end of the 4th chapter. In order not to die, before the meteor shower begins, you need to stand behind a high shelter, close to it, and wait out the dangerous moment. After this, 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: The game has service vaults that are locked with a power lock. To open them you need to spend 1 power node. Nodes can be found in secrets or purchased 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, do not waste ammo; it will be most effective to shoot off its limbs, i.e. arms, legs, head. How do you know if you killed a monster? Shoot off all the limbs and it will be 100% corpse =)
    • Don’t forget to collect resources and items, they will be needed to upgrade your ammunition and weapons.
    • Some huge monsters have weak points, these are usually highlighted and colored yellow-orange (ochre). Just carefully aim there and shoot him all the way ^_^
    • Oh, I almost forgot, you will probably be wondering where we can 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 is the best weapon - plasma 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 Rescue
    • Chapter Nine: Dead on Arrival
    • Chapter Ten: The Last Days
    • Chapter Eleven: Alternative Solutions
    • Chapter Twelve: Dead Space

    A little preface.

    2507 The resources on Earth are completely exhausted. For humanity to survive, there is only one way left - space, the search for resources on other planets. During space exploration, the planets found become an ideal source of minerals. Huge cargo ships - rippers deplete planet after planet. One of the ships, Ishimura, did not contact...

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

    Well, let's start the game!

    Chapter 1: Arrival

    SES Mission ER529

    Status….

    USG “KELLION”, COURSE – AEGIS SYSTEM…

    The main crew consists of 5 people

    • Isaac Clarke - the main character - engineer (technician), specialist in ship systems
    • Kendra Daniels – Computer Systems Specialist
    • Zac Hammond - Senior Security Officer
    • Corporals Chen and Johnston - pilots

    DIRECTIVE A: ESTABLISH THE LOCATION OF MINING SHIP USG ISHIMURA...

    DIRECTIVE B: ESTABLISH AND ELIMINATE THE CAUSE OF COMMUNICATION PROBLEMS...

    Our main character (gg) Isaac sits quietly, listening to the discussions of the team located on the Callion shuttle. It was not possible to get in touch with Ishimura. After landing, simply follow your team and fulfill 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 " IN", 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 with. Your salvation is the elevator. So you met the monsters - necromorphs.

    Necromorph - (Greek morphe - form, necro - death) - an alien life form, most often found in the form of mutated corpses. Roughly speaking, the necromophyte bacterium enters a dead organism and instantly begins to multiply, leading to 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 its limbs.

    This is what a necromorph looks like =)

    When you go down the elevator, you will find yourself in a room with a corpse, not far from it there is an eloquent inscription "Cut their limbs" - "Cut off their limbs". As I said above, it’s 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.

    The flame cutter has 10-18 damage, 10-20 rounds of ammunition, and a reload time of 1-0.5 seconds. rate of fire 1-0.6 sec. per shot. It also has an alternate mode (vertical). This is a 90 degree turn. Suitable for improvement at the workbench

    Walking to the front, you will see Kendra and Zach, they are the only ones who were able to survive. You will be asked to fix 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 at it from afar, this will make your life much easier. Otherwise you will, like me, jump up in your chair when you hear the beautiful voice of a necromorph behind you ^^ Don't miss the resources that are hidden in the boxes. Because in the future you will be able to improve your things on the workbench. The first obstacle is a jammed door, raise the stasis module, a very useful thing, aim at the door and press “ WITH", and we can pass, just don’t linger, because Stasis slows down objects for a time.

    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 greatly; use it when you do not have time to kill the monsters running towards you. Stasis will also help move some parts in the game. Suitable for improvement at the 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, ammunition in the drawers, and an information panel on the table. There is also a workbench in the room.

    Workbench - a set of devices for improving the parameters of the gas generator. With its help, you can improve all the weapons that you have with you, your X-suit or stasis module. To improve, power nodes are needed. You can also post extra items. (it functions as a warehouse.)

    Let's go back. You are guaranteed a good portion of monsters along the way =P Next, we use “B” more often and move forward to adventure. On the way we deal with necromorphs. After dispersing the necromorph demonstration, go to the landing terminal, and then to the landing station, exploring the restroom and breaking boxes 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, rather than find, ammunition, first aid kits, weapons, and power units. 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 set off for the trolley. She will take you to the next chapter.

    Chapter 2: Intensive Care

    At the exit from the trolley we see a woman, don’t 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 the workbench.

    To proceed further, use the received device. Go ahead. You will come to a room with three doors. One of them, leading to the intensive care unit, is barricaded and will have to be blown up. You will find the components of the explosive - glycerin and an electric pad - in the remaining two doors. Search all the rooms and move forward. Don’t be too scared when the lights turn off and the siren starts beeping, just take a more comfortable position, you will be fighting more than one monster, I advise you to aim better. We are moving forward with battle (don’t forget to use the “ IN"). You will be able to sigh when you hear that the quarantine has been lifted. We explore all the rooms. We get into the office, there we take the video, search everything, the cabinets can be moved aside with kinesis, so you will get access to a secret room where you will find a gold semiconductor - a very valuable value that can be sold in the store.

    On the first floor you will meet a new type of monster that you will be destined to kill. Next we take the elevator up. This will be the main laboratory, here you can find explosives and a power unit. Having searched everything, we return back. Don't forget to reload your gun =P Along the way, we save and shoot back; the game invites you to the diagnostic wing.

    (skit) - I’m going to go kill myself against the wall... This phrase is perfect for our corpse.

    We move forward to the elevator. It is de-energized, but this is not a problem; we use a power source located nearby. It needs to be inserted into the socket on the wall with the lightning symbol. Before entering the elevator, inspect all areas. Next, we boldly stomp into the elevator and rise to the second level. As you rise, you will find yourself in a large room with a mechanism. Your task is to move this mechanism using kinesis. Get ready to shoot back. After the showdown, you will again have to move the mechanism (platform), now take the elevator and move on. Funny! Funny! Funny! =P

    Here you will have a walk in space, but don’t be afraid - the air supply in your spacesuit will not allow you to die, but oxygen may run out, so don’t count the crows. Such places usually have oxygen stations. Another door, and now you are already in the familiar corridors. Next is an interesting and huge hall with a door at the opposite end and a huge abyss in the middle. The only way to get across is to turn off gravity, fortunately, the remote control is nearby. Now, after jumping, you can gain a foothold on any surface - the magnetic boots of your suit will provide reliable grip. Zach will tell you exactly this. We feed the door, as we did before, and move forward, collecting everything along the way forward. We picked up an electric pillow. We're great, but once we leave the room, we need to defend ourselves again. We repeat the manipulations with the block. By the way, here you will meet a new type of monster - a larva (Swarmer). It’s 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 suit 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 way is for a monster resembling a bat to dig into the brain with its trunk a la and infect the body with bacteria, which transform the corpse, reviving it. You will see all this when you get into a large room with a glass-enclosed office. It is advisable to kill the resulting type of monster as soon as possible, it is quite fast and strong. If you don't have time, don't regret stasis. And another tip - kill this mouse first, otherwise it will make a lot of necromorphs. Let's go back. We go to the engine room, the path to which again runs through the Transport Deck.

    Chapter 3: Orbital Correction

    Arriving at the next scene 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 several necromorphs, after which you can find ammunition with a diagram in a small room on the first floor, and there is also a workbench there. Craft. In one place (use the locator - “ IN") You can use kinesis to pull the switch down, thereby activating the refueling mode. After wandering through the dark corridors and already getting used to the stomping of a wandering monster somewhere nearby, you can find a power node. We move forward, save. And finally, we find the second lever. You are informed that fuel is being supplied. Now you will need to go back, but the path will not be easy. A large number of mutants await you. Your further path leads to the centrifuge, where you can get to by 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 who will constantly appear in the room, using 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 reducing your health. Let's deal with them. To restore power, the large rotating shafts must be frozen using stasis and immediately inserted into the central part of the centrifuge using kinesis. Turn on the power to the centrifuge from the control panel above: gravity will return and all the garbage will be sent into outer space. Let's move forward. And here we build a house of bricks. Who is good at what. Be prepared to be attacked 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 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 activate the engines. A massive attack of monsters awaits you, be on your guard. Go to the computer again to confirm the ignition. Now that the engines are running and the orbit is corrected, a new problem awaits you - the ship is moving into a field of asteroids that can destroy the ship, and the protection is deactivated. Isaac needs to go to the trolley. Hammond will be waiting for him on the bridge.

    Chapter 4: Death Is Inevitable

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

    Brutus- This is a huge necromorph, covered with a thick layer of armor (reminiscent of a crab shell), which is impenetrable to conventional weapons. The only way to defeat him is to shoot at the shoulders, or more precisely, at the yellow growths on them. The ideal option is to freeze it using stasis and slowly, tastefully cut up the carcass. By the way, don’t forget to search her later.

    Use stasis more often, you have a slight advantage - the monster moves slower than you. I also give you a hint from me personally - 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 the rooms. Move further along the corridor, destroying everything along the way and carefully avoiding the bluish rays shooting upward - they are deadly. Deal with Brutus again. Ahead of you are two electrical cables, which I do not recommend getting under. To get through 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. Return to the elevator you came from and go back up (if you forget the way, use the locator). This time in the hall you will have to deal with a considerable number of opponents. Take another elevator in the center. At the exit of 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 the 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 will have to spend a power node), behind it is quite a lot of ammunition. Continue straight along the hall, at the end you will find the third node.

    Well, the anti-meteorite weapon is ready to fire; you just need to fix the information cable in order to accurately fire at the asteroids. We use the locator, we will have to go back, going up several elevators and killing the monsters in the hall. You need to get out onto the ship's hull from the outside. Zach gives good advice - look for cover so as not to be killed by asteroids. Don't forget that the air supply is limited. You can also move by jumping between objects over a long distance. After entering the airlock, take the semiconductor on the left, you can also save. Your finest hour!!! Sit down in a chair, let's check your accuracy and reaction =) After several misses, and maybe even swearing 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 will finally be able to breathe easy, but that was not the case. Soon you won't be able to breathe at all. Something is poisoning the air and your next task is to find the necessary medical supplies to stop the creature. Hammond goes to the hydroponics department to fight the creature, and in the meantime you need to find means to fight. You need to repeat the entire path back and return to the transport station. Having killed a couple of monsters and reached the trolley, you will complete 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 that poisons the air. And this needs to be done quickly. You can find the necessary ingredients in the chemical laboratory. You passed next to her in the second chapter, but this time Kendra will break down the door leading to the laboratory for you. Thank her very much.

    Follow the well-trodden paths to a room with three doors. There, go into 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 the long corridor. It will lead you to the diagnostics room, where you will meet a new type of monster. To go further , you will need to use stasis. Next we go to the chemical laboratory. The creatures in the tanks clearly hint that someone was experimenting with the source material of the necromorphs, combining it with human ones, 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). Suddenly the glass will open and you will see a mad doctor who has decided that the days of humanity are long over and it’s 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 escape, having first frozen the creature with stasis and cut off its legs. Quickly run out of the room, the creature will remain there for now, and you will again have to face small necromorphs. Go to the clinic so as not to get lost, use a map or locator, and you will meet with the doctor again. Leave the room, you will find yourself in a large hall where HELL awaits you ( xDD): in addition to the regenerating necromorph, you still have to destroy a huge number of creatures. Actively use stasis and try to delay the immortal necrophorf until Kendra opens the door lock. (What an asshole, you think) And again the 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 with tissue samples, next to an audio magazine, ammunition and a semiconductor on the floor. In the room you will find a device, load a chemical capsule into it, and after a few seconds you will receive an almost ready-made chemical, but you need to take it to the chemical laboratory again. In the meantime, you need to continue passing the Dead Space game and quickly get out of the compartment - the crazy doctor has “pumped out the air”, and you need to go back, making your way through large groups of necromorphs. To avoid getting lost, use a map and locator. The path is long and there is little air, so move. Having reached a room with three doors, get to the system responsible for the air supply and turn it on. Now your path again lies in the chemical laboratory. To celebrate, I will inform you - the path there will be clear, 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 there is a save point, in a large row of cabinets there is ammunition. In the large room, you will learn that this psychopath wants to spread the infection to Earth, but while you cannot stop him, it’s time to deal with his immortal necromorph. It is simply impossible to kill him, but freezing him forever is quite possible. Your task is to lure him into the freezing station. The task is to run at breakneck speed and freeze the monster with stasis. Run to the room above, there is a cryofreezing control center, press the button on the console and watch how your almost invincible enemy is sent into a long freeze, where he belongs. Search the room. You can exhale, the second door leads you almost to the transport station.

    Chapter 6: Hazardous Contaminants

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

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

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

    Follow the map or locator prompts and move forward. Try not to get exposed to gas fumes. We go forward, take the elevator, and we find ourselves in the “Western Greenhouse”. From now on, be extremely attentive and careful, use the locator.

    You find yourself in a huge room, which is fraught with many dangers, monsters and supplies. The locator will lead you to a room with an infector in the middle, a sure sign is greenish air and Isaac's use of an oxygen cylinder. It is not necessary to shoot at the creature, just stomp on it well.

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

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

    Quickly kill them before they create 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 Fuse.

    If you shoot the yellow growth on your hand, it will explode, so don't do this 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 find yourself in a large room with no gravity. To continue advancing, you need to remove the damper from the ceiling using kinesis. There will be a lot of necromorphs behind her. Having finished with them, go straight to the hole you opened. We use the locator, move forward, and don’t forget to interact with the switches.

    When you get into a room with pipes, be extremely careful, I hope it goes without saying that you shouldn't go into a pipe when there's a fire 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, entering 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, we use the power unit and open the door, taking away the goodies. We run to the elevator and go to a higher level. You will encounter Brutus, and a little further on there will be another Infector.

    The next infector hid from us among the oxygen cylinders.

    You must immediately 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 towards the last infector.

    screenshots of infectors: (from left to right)





    When you encounter a tentacle, remember my advice =) we shoot him in the growth. We run along the corridor, the locator leads us to a zone of zero gravity - Be careful! A drum with electrical energy blocked our way; 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. Let's go back. The way back will be practically free. The locator will guide you to the console, confirm the activation of the air recirculation system. The door leading to the food storage will become accessible. Insert the flask with chemicals into the device, the door ahead of you will open.

    Say hello to the friendly Leviathan.

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

    The Liviathan will want to stroke you with its tentacles (behind the scenes - what a beauty the tentacles are :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 fail you. We shoot at mines and growths. 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 impacts of the tentacles are quite painful.

    After winning, return to the transport deck. Kendra came up with a rescue plan. It is necessary to send an SOS signal. Let us be free and clean, let us calmly walk around the ship.

    Chapter 7: Step into the Void

    This chapter begins with the connection with Kendra. The situation is sad, you need to find a radio beacon capable of transmitting a signal to a rescue ship, attach it to the asteroid =P

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

    The control room is closed, but don’t worry, somewhere here, after wandering around this chapter in our favorite game, you will find a spare key. (Just like in Pinocchio, everything comes with hard work) Well, let’s go look for this key, I hope you’re ready ) Go…

    You go straight down the corridor until you reach the doors. There will be a power node on the left. Behind the door there will be, no, no, don’t be afraid, it’s just an impressively sized corridor in which you will find a lot of useful things for yourself, look carefully. At the end of this corridor there will be an elevator. 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 – IN. I advise you not to lower the gun, you will have to fight. Because monsters will jump on Isaac from the roof. Having gone down to the deck, go straight and left - another series of monster attacks awaits you. Use " IN" for reference. Near the save point, you should turn left and go down. A break in the wall will lead you to a zone of zero gravity. According to Kendra, you need to restore gravity. But to do this, you need to throw the meteorites that are in the room (4 pieces, the quantity sensor is on the wall) straight into the flame that is blazing in the room.

    To do this, drag the meteorites using kineses. Be prepared to repel the attack of necromorphs, there will be a lot of them in the room. When you destroy 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 - it will be useful to you further in the passage of Dead Space, this is the same key.

    Go through the second door - it will be faster, there will be a power unit on the right wall. Soon you will reach an elevator leading to other decks. Use it to get down to the deck - D. Be careful - a couple of necromorphs are waiting for you, who are able to revive corpses. It is advisable to deal with them quickly. Search the room carefully (you will find a gold semiconductor in the corner). Go through the door and use kinesis to pull up the trolley. As soon as you press the start button, immediately look around carefully - there will be necromorphs capable of shooting 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 start to have 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, on the shelf in the room there is a diagram of a level four protective suit - it can be very useful to you.

    Let's go back. Let's shoot back and don't get scared =) We take the elevator to the deck - WITH.

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

    We use the locator and 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 store. 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. To find out the location, use the map. After inserting the battery into the socket, go down the elevator nearby. Be careful, demolitionists will attack you. A long corridor will lead you to considerable supplies of ammunition and a gold semiconductor.

    When you find yourself in a huge hall with zero gravity, you will need to turn off four disks. Two of them are in the hall, two are outside. You can get out by jumping onto the asteroid and running along it to the vacuum. Don’t forget to install a radio transmitter on the top of the asteroid (in a specially designated place). To stop the disk, you need to stand on the side and shoot at the inside, it is covered with a metal rotating plate, it can be frozen. All this time you will be bothered by necromorphs. Next, we use a map or locator and go back, only carefully. We reach the elevator and go higher. We reach the door of the mineral extraction management office, use the found key. Don't forget to collect all 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, if possible, repair it. But the seemingly safe path back to the transport module suddenly ends - quarantine is turned on in the office, and monsters begin to climb out of the ventilation holes from everywhere. We knead them all into porridge)

    Having had some fun, we go to the deck - A. Be on alert, the elevator will be unsafe. Using the locator, we return to our favorite transport deck.

    Chapter 8: Find and Rescue

    Hurray! They heard you, a warship is flying to rescue you. The only problem is they don't hear you. Kendra asks you to fix this. You need to get to the bridge and from there to the communications center. Don't forget to shop in stores and use the workbench. There will be a lot of necromorphs on your way, the black ones will especially catch your eye, they are stronger. We deal with them and go to the elevator, which takes us to the third level. Walking a little further along the corridor, a new type of opponent awaits you - Divider (divided), it is easy to recognize by its tall stature and thinness, after death this creature will split into many small ones, each of which strives to kill you, it is good to fight them with weapons of mass destruction.

    Let's move forward using " IN", we reach the trolley and launch it. Let's move forward on the task. Through the large round doors you will reach the zero gravity zone. 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, we use kinesis to throw out non-working (broken, dented) transmitters and instead of them, using the same kinesis, install working ones (with blue backlight). Elementary =)

    We return to the panel and send our coordinates. By activating the panel, you will learn 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 could already be happening on board the rescue ship? Perhaps you have a chance to warn them. But the signal is very weak - something organic and definitely huge covered the entire communication zone outside the ship. Ride the trolley back. Instead of an open elevator, you will see a black necromorph; having dealt 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 debris and barrels flying at you, they will damage your ship. On the right there 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, from the video on the screen we see that it is already too late. The ship crashes into Ishimura and Isaac loses consciousness. Finally, Hamond gets in touch; someone, he says, was blocking the signal. He discovered a working shuttle that could be used to escape Ishimura. To check this, you will have to go to the cargo area. Take the elevator down, then along the corridor to the second elevator, down again, you will find yourself on the deck, here another splitting enemy awaits you. Repeat the path back to the transport bay.

    Chapter 9: Dead on Arrival

    The chapter begins with a dialogue with Hamond, he will please you with one piece of news. The same rescue ship - Valor, It was no accident that I ended up here. The ship was equipped for a combat operation. Unfortunately, it is not yet possible to find out everything completely... again there are interferences. Afterwards, Kendra will contact us, she will tell us that she lost it again (she meant the connection with Hamond) We need to find the converter and get out of here. Let's go ahead. You are entering a zero-gravity zone, and you are required to throw the flying green buns into outer space.

    But first of all, we go down and destroy the hatch locks. Get ready to shoot back, and also replenish oxygen as necessary. Don't forget to collect resources. When you deal with radioactive materials, the locks will unlock; 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, at the stern. Naturally, you won’t get there directly; you’ll have to take a detour. Well, let's go. Once in the room, we are afraid of the hustlers (advice: when attacking with them, use stasis, if problems arise) I think that you will master the path, your task is to move the boxes with kinesis, I advise you to nimble every corner. Oh yes, if you are nervous about killing these hustlers, I suggest you relieve your stress on the corpses =) maybe something will fall out xDD Okay, when you've stomped your feet, move forward. Save, the lights will go out, and two necromorphs will appear in the room, capable of reviving corpses. You shouldn't let them do their dirty work. Afterwards you need to power the elevator with the battery. While you are riding in the elevator, a survivor, Dr. Terrence Kane, will contact you. Indeed, the crew of Valor knew much more than you when arriving on the damned Ishimura. The marker is the source of everything that happens, until he returns to the planet from where he 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 will this ongoing nightmare 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.

    You can have fun here.

    We strongly recommend that you practice your skills in it. And here's why: there are 5 levels in the shooting gallery, for each level you complete you will receive a prize. The first level is cartridges, the fourth is semiconductor, the fifth is power unit. To win, you need to shoot at the red figures, but do not touch the blue ones. Do everything quickly and clearly and you will significantly improve your situation. 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 get hit by lasers. Using the locator, we move forward, keep the gun 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 right turn and take the open elevator to the top. You will find yourself in the hall of hellfire bugaga ^^ 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 shortcut keys, sometimes this saves you. These actions will have to be done on both sides. Having completed this task, we take the converter. Now your path lies to the crew deck.

    We are watching an epic scene...

    I won't spoil it =P oh, okay, here's a screenshot for you:

    Hint: this Brute 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 kill him somehow, and in the meantime I’ll write a continuation further (he-he-he).

    As you kill the annoying monster, don’t let the diamond guide pass your eye. Use the locator, run to the elevator, power it up 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. Good - Kendra knows where the shuttle is and is generally ready to launch it, bad - someone removed the navigation maps 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 will await you where a mad doctor kills a survivor as a sacrifice. Unfortunately, you cannot reach the doctor yet; the entrance to this room is located a little further down the corridor, on the right. In the room you will find some supplies and you can take the elevator down.

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

    There are many battles ahead of you =) while fighting off enemies, you will find yourself in a room with gravity and many monsters. In addition to necromorphs, in the room there are cylinders for replenishing oxygen. Use the map to get enough air. Search the neighboring rooms. Continue down the corridor and you will find a navigation map.

    When you get to the elevator and go down, you will again find yourself in narrow corridors, and along the road to the right you can find a diagram. I draw your attention to this diagram, as it will allow you to buy a level five protective suit in the store. Further down on the ground you will find a text message with detailed description a new mini-game - Z-ball - we will tell you about it a little later. In the meantime, open the door and you will find yourself in an unusual gaming room where there is no gravity. Before you start 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 onto the lighting platforms, when you touch them they will go out, after you touch the last platform, catch something like a basketball with kinesis and throw it into the hole. And so on several times. Time is limited. The game has five levels. For each level passed there is a prize.

    After the game, using the locator, we move forward, killing everyone on our way))

    Having reached the elevator, which will be located in the room, go down into 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 go 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 its legs, freeze it in stasis and run into the room nearby. Run engine check. And make a shish kebab out of it)

    You will see Dr. Kane again, he will sit in the shuttle and ask you to release the shuttle clamps - which you do. After this, you are left with the last passages of the tenth chapter. In the place of the immortal monster you fried, pick up a power unit, examine the deck and collect ammunition. That's it, now you can go back (use the map and locator), along the way killing the necromorph that brings you back to life 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 the passage as easy as possible at this stage, use a locator and a map; however, it is not difficult to find the road without using them. Soon you will find yourself in a large cargo compartment, having dealt with the necromorphs, go to the console and activate it, after a few seconds a marker will appear before your eyes. You can move it using kinesis, but you will be greatly disturbed by, guess who? ) That's right - necromorphs, and then - tentacles after tentacles. In the breaks between attacks on the conveyor belt, pull the marker to the elevator on the opposite side. As soon as the marker is on the platform, it will be raised into the landing compartment, where you also need to move. The absence of a marker will clearly not be to the taste of many local inhabitants, so the way back will hardly be called an easy walk.

    Take the elevator up one level, then through the doors into 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 your time, take your time, check every corner ;) Then return to the corridor again and go to the large door. You will find yourself in a room with a save point, here an unpleasant surprise awaits you in the form of a sudden quarantine and an attack from opponents. Return to the room that was quarantined and go through the large door, you will 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, switch it on the panel, place the marker on the perpendicular rails, switch the arrow again and move it further towards the shuttle.

    Necromorphs will interfere with you in every possible way. At the second arrow, you will need to pull the marker directly under the shuttle, after which you need to restore gravity. Follow the corridors to get to the shuttle. You only need a few seconds - Dr. Kane will fall from the shot, and the traitor, I won’t spoil it, will escape on the shuttle. The next communication session will clarify everything, including the origin of the marker.

    And Kendra turns out to be a government agent who just needed a marker.

    You were left to die here. Or not?! Suddenly, Nicole will get in touch - your beloved, the one for whom you came. Glitches? Isaac goes straight to the mission control room. As we are already accustomed to, we run back, killing everything in our path, and maybe we’ll pick up something else that we missed at first (I’m talking about resources). When you find Nicole, she will tell you "good" news... You can control the shuttle remotely. Kendra will have time to eject in the 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 carefully, there is a small mobile platform nearby - a loader, it needs to be pulled up to the ship using kinesis. You will be able to pull the platform only to the side of the ship, there will be a control panel nearby - you need to activate it, the obelisk will automatically submerge 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 the workbench and the store, go further and kill a couple of monsters, take the battery and drag it to the closed door. We drag the marker. It will be fun here and the smell of gunpowder will be in the air...

    You will have to run a lot, just use the locator. Complete the task (turn on the fan) It's cool to run through a huge ventilation right? =) We go back and continue to 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 ^^ Lots of action =) You not only need to drag the marker, but also fight off tentacles and necromorphs =) Well, I hope you coped with this task. Now Isaac needs to leave this planet. By the way, another surprise will be waiting for you here in the form of Kendra O_O She's back. And while you are in the room, you will be able to watch the FULL message from Nicole. Unfortunately, your beloved is no longer there, and what you saw was only a figment of your imagination, supported by the mystical powers of the marker.

    Very fun fact - If you add up the first letters of the titles of the chapters of Dead Space in English, you 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 it up loud and turn off the lights ^^ You will see Kendra's death and immediately meet the main boss of the entire game, now think about how many first aid kits you have? How many rounds? ))) And his name Hive Mind.

    BUGAGAGAGAGAGA

    Okay, I believe in you ;)

    The Hive Mind is the main boss of the game, the 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 something like 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 fast, for example RIFLE. If there are few cartridges on it, here are the alternatives: plasma cutter, power cutter, pipe cutter. You should attack when the creature “howls” 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 key to victory. Naturally, you should dodge the attacks of the tentacles. You can also use exploding canisters, carefully left by the developers, to deal damage to yellow growths. Be prepared for the hive mind to spit out a couple of necromorphs - you will need to deal with them too. 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 have taken revenge.

    ALL! Well done, now run to the ship. This is the end of a great game Dead Space .