Dead space level 6 protective suit. Dead space: guides and walkthroughs. Location of schemes with new goods in Dead Space

Unusual play with interesting ideas- from Electronic Arts? A year ago, I would have been very surprised if you had told me who about this. The game publisher, which from year to year released dozens of sterile sports simulators, multiplied add-ons 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, it turns out that way. It is a leader and generator of new ideas, unusual worlds and atypical games. Listen to it - "a sci-fi horror movie from Electronic Arts" ...

Nervous breakdown

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

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 quay deck are not caused by malfunctions, but by terrible monsters that have flooded the ship. The crew of the repair shuttle is partially eaten, and the survivors scatter to different corners, so that later, by joint efforts, communicating mainly through radio communication, they try to get out of the damned ship.

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

Despite the standard start, the game develops quickly enough to full power. The merciless space is overboard, there is not a soul around, and Isaac, along with the player, gently picks up a feeling of loneliness and despondency, which only intensifies from rare radio communications. This is far from a bright future, where the careless spaceships ply the vastness of the smiling universe. Even with the shimmering light and bloody corridors torn to pieces aside, the overall design of the ship and its surroundings sets the mood for autumn.

But it is 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 sounds strike the real blow. It is the strange and disgusting sounds, be it incomprehensible screams or crazy disgusting grinding, that make you nervous and look around. They do not escalate the situation by warning of future danger... No, it was too easy. Sounds hint that Ishimura is far from a safe place and should not be relaxed.

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

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

Cruel space

Fights with monsters also do not allow to relax. Necromorphs, this is what the alien life form is called, are very resistant to damage, and the only effective method fight - cut off important limbs. You have to use a plasma cutter and other construction tools to literally gut monsters.

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

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

Unfortunately, the developers were unable to keep up with the hard pace for the rest of the game. Having overcome two-thirds of the levels, you will significantly improve your weapons, and the 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 surprise comes from spacewalks. There is nothing special about this, but how these situations are presented. Suddenly, all sounds disappear, and we hear only the pounding of Isaac's heart and deep breathing. Zero-gravity zones, where the walls and ceiling become the second floor, and the character dashingly jumps in any direction for tens of meters, were also excellently successful. True, in the last two levels the game slides down to the 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 lively, although sometimes there are muddy textures. It can be seen that the designers and artists have worked on the overall style of the game. Isaac's smooth and unhurried movements, great animation during close fights with monsters and in interactive scenes. In Dead Space, the interface is built right into the game: the health indicator is a strip on the back, the number of cartridges is right on the weapon, the level map, the task menu, the backpack are displayed as a hologram and the game is not paused.

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

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

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



Despite a number of miscalculations in game mechanics and plot, Dead Space deserves close attention and genuine love / fear. The heart is captivated by familiar and carefully quoted elements from Aliens and Something (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 made up your mind? Then get ready for an exciting journey.


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

Basic character skills

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

If you do not have time to get out of the vacuum before the oxygen runs out, exactly this will happen - Isaac will suffocate and die.

When you get into the 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 with walls. To quickly move from wall to ceiling, aim at the place where you want to get, and press the jump key. Isaac will push off the surface and fly through the entire room.

Thus, you can simply move quickly or flee from monsters. If for some reason Isaac is unable to jump, the ammo indicator will flash red and you will hear a characteristic sound. Remember that monsters in zero gravity also crawl well on walls and ceilings, so you have to actively twist 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 is over, Isaac will die of suffocation. Oxygen will automatically be restored when you get to the room with air. You can also refuel from special devices or carry a spare air cylinder with you. Know, if you find a container with oxygen, it means soon to open space.

If the monster got too close and you do not have time to shoot, then you can hit it well with your fist. From this he will fly back, and you can shoot or run away. The punch does not deal serious damage, but it stuns the enemy. So only use it to push the necromorph away. If the monster is crawling on the floor, you can kick it. Thus, it is convenient to finish off wounded monsters and crush small monsters, having previously slowed them down with stasis.

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

Sometimes the monster does not just strike with razor-sharp growths, but jumps on the character and begins to bite on different parts of the body. To reset the necromorph, press the key indicated on the screen. Sometimes Isaac not only knocks back the enemy, but immediately kills him without your help. This usually works against small monsters. However, such attacks are very harmful to health, so 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 can be difficult here? Aim and shoot. This is so, but at least at first you will have a shortage of ammo, so you need to shoot accurately in order to inflict maximum damage. Also, each weapon has an alternative firing mode, so sometimes you need to think about how exactly to charge the necromorphs in a particular situation.

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

Who are the Necromorphs?

Necromorphs are not undead or a form of mutation. It is an alien life form that uses dead bodies as building materials. Necromorphs are unconscious and 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 controlled by a powerful alien intelligence.

Stasis and kinesis

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

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

Having received the kinesis module, you will be able to move objects at a distance. This skill is usually used to solve simple problems: disassemble the blockage in front of the door, pull the cart to the platform, etc. It is also convenient to collect items with the help of kinesis. Ammunition is on the shelf, but you can't reach it with your hands? A box is lying in the distance, but you really don't want to go to it? So tighten with kinesis.

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

Fighting monsters

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

Slow down enemies with stasis so that they do not attack and it will be easier for you to aim.

The first thing to know is the weak and strengths each type of weapon. The Pulse Rifle fires quickly but hits a small area, while the Plasma Cutter deals serious damage, hits a large area, but has difficulty rate of fire. Therefore, the first important point- choose a combination of weapons convenient for you. It is advisable to do this as soon as possible, so that you can immediately start improving the trunks.

The second thing to keep in mind is the way of getting around. Considering that there are many monsters and they suddenly pop out from different corners, and sometimes even fall from the ceiling, walk slowly and carefully. You have nowhere to rush, you will see enough of the monsters during the game. Having approached the turn, turn the camera in order to see what is happening there. Sometimes you can spot a necromorph before he sees the main character.

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

Ancient lure tactics work great in Dead Space as well. But there is one factor that should not be forgotten. Monsters can climb into the ventilation, then suddenly emerge behind their backs. This should be taken into account, but there is no need to be afraid. In addition, if the necromorphs begin to jump out of the ventilation one by one, it will only benefit you. Stand still and shoot the monsters one by one.

The rippers

The Rippers are probably the most common monsters in the game. They were erect, with human arms protruding from the abdomen, and two huge paws-blades growing from the shoulders. At first, they slowly hobble towards the victim, but, coming closer, they make a sharp dash. First of all, shoot their legs to slow down the movement, and then cut off the razor paws to finish off the monster.

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

Trade and improvement

You can not only find cartridges and equipment, but also buy. The location of the shops can be viewed on the map. Initially, the assortment wants to keep the best, but as you search for new schemes, you add items to sell. Some items can only be purchased at the store. For example, armor and weapons.

There are five levels of armor, plus a sixth prize, unlocked upon repeated passage. You start the game with level 1 armor. Tier 2 armor can be purchased at Tier 1 for 10,000 credits. Tier 3 armor will become available at Tier 4 and cost 20,000 credits.

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

Armor of the fourth level will have to wait until the seventh level, and it will cost 35,000 credits. You will receive level 5 armor at level 10 for 60,000 credits. Finally, Tier 6 armor can be purchased on repeat play for 99,000 credits.

You can buy cartridges in the store. For this, as, indeed, for any other product, you first need to find a scheme. But I believe that you can safely do without these extra spending... Ammunition with a reasonable consumption is more than enough, and at the end of the game they often do not even fit into a backpack. If not enough, you need to fight to improve the accuracy of shooting. In addition, prices bite, 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 the stocks will grow, and there will already be not enough space in the backpack. In this case, you can transfer things to the safe through the menu in the store. If the stocks are too abundant, it makes sense to sell some of the items. Do not forget that more often than not you will find ammunition for the weapon that you have on hand. Therefore, be sure to leave in the safe, or better yet, sell the barrels that you don't use.

You can buy first aid kits, oxygen and a stasis battery in the store, but again, I repeat, they can be found at the level without any problems. The stasis battery restores the energy of the stasis module. I do not recommend keeping more than two in your backpack. And the best thing is to do it alone, since there are enough stationary recharges.

There are three types of first aid kits - small, medium and large. The small one restores one health division, the middle one - two, the large one - all at once. It was enough for me to carry two medium ones with me. Large med packs are relevant only at certain points in the game. Oxygen cylinders restore air reserves and are of three types - small, medium and large. You will usually find them before your spacewalk.

One way to make money is by selling unwanted items. Also, credits are scattered throughout the level, hidden in lockers and from time to time fall out of the monsters. There are special items - microcircuits, which are exclusively for sale. They most often lie in secluded places or hiding places. A gold chip costs 3,000 credits, a ruby ​​one - 10,000 credits, and a diamond one - 25,000 credits.

Upgrade your weapons with a workbench.

The last item in the store on the list, but not in importance, is the power block. It is used to upgrade weapons and equipment. But in the game there are rooms that can be opened only by spending a power block. In such a room there are many valuable items, selling which you can usually buy the power unit back and stay in the black. But it's better to record the game first, and then check it out. 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. Upgrades are carried out at the workbench.

Each weapon or equipment has its own scheme of improvements, and often in order to get the desired damage plus three, you have to invest not only in side improvements, for example, increasing the capacity of the clip, but also in empty nodes, which do not give any advantages. Power blocks are always in short supply, so you can upgrade no more than two barrels and some of the equipment to the maximum.

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

At the kinesis module, you can increase the radius to 12 meters. This will require three power blocks. There are no empty nodes in the diagram. A useful but not a critical improvement. Therefore, you can take your time. It is much more useful to invest in the stasis module. You can increase the maximum amount of energy by 75%, as well as extend the deceleration time to 30 seconds.

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

Where to find items

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

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

Also, items are in tall and narrow lockers (like in changing rooms) and low containers. Not all crates and containers can be opened. For closed ones, a red indicator bar is lit, for open ones - a white one. Finally, you can loot ammo and equipment by smashing small boxes with a green circular light on the surface with a kick and kinesis throw.

Weapon

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

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 the plasma cutter is the best, and the rest of the models can be thrown away, would be untrue. I will try to describe the pros and cons of each model based on my own experience. What to choose is up to you. But remember - it is better when theory is supported by practice.

Plasma cutter

The Plasma Cutter is the first weapon you get in the game. It is issued free of charge, while others need to be bought. 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. The fully upgraded cutter will remain a valid weapon for the rest of the game.

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

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

Belly

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

When you see a gut, try to slow it down with stasis. Then cut off the 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, nevertheless, the monsters were released, switch to a flamethrower or some other weapon that hits the area, and burn the creatures. If one or two bastards jump on Isaac, nothing bad will happen. Press the indicated key quickly to crush your opponent. But if the whole swarm attacks, the hero will be devoured alive.

Laser rifle

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

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

The advantages, first of all, include the monstrous power and the area of ​​destruction. The best weapon if you want to make minced monsters. My favorite trick is to slow down a few monsters, wait until a crowd gathers in a narrow corridor, and slash at the legs and arms. If damage upgrades are made, only a few will survive. True, with the belly, this automatically guarantees additional problems. Aiming fire with this approach does not smell, so have a weapon against the swarm at hand.

An alternative firing mode is a mine. Before jerking, it spins for a while, and then shoots deadly rays in all directions. Not a bad crowd attack, but you want the monsters not to run away, so use stasis. If you choose this weapon, prepare to give up most of your backpack for ammunition. Too little fits in one clip.

There are nine empty nodes in the circuit, which is not at all great. First of all, you need to invest in damage. Then, if there are problems with the space in the backpack, start improving the capacity of the clip. If there are no problems, then first in the mine, and then in the cage. Then to the angle of attack. Finally, the last thing to improve is the reload speed. Monsters drop two rounds, a clip in a backpack holds six.

Pulse Rifle

The Pulse Rifle is not very powerful, but it is convenient to shoot at moving targets with it.

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

I usually use the Pulse Rifle against small and nimble creatures. If you miss, you don't have to waste time recharging. And if you hit, the necromorph will stop and you can finish him off. Also, it turned out to be convenient to destroy level bosses from a rifle. You can almost instantly switch from running to shooting and not worry if some of the charges miss the target.

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

There are seven empty nodes in the diagram. What should be improved first? First, I would double the damage so that the monsters live worse, and then I would invest the maximum in the capacity of the clip. With 175 rounds in the rifle, you will not only free up your backpack, but also increase your effectiveness in combat. The reload speed can be left for last or not at all. 25 rounds fall from monsters, a hundred fits into a clip in a backpack.

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

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

Flamethrower

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

An alternative attack is a shot with a ball of fire, which explodes after a while. Here it does more damage, but is rather difficult to use. If you nevertheless decided to seriously use a flamethrower, first of all, improve the damage. Then the duration of burning, then the capacity of the cylinder and the recharge rate.

There are eight empty nodes in the scheme, which, in my opinion, is too many. 25, ahem, cartridges fall from the monster, and in total 150 units fit into the balloon in the backpack. This is, however, 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 inflicted on the enemy, which breaks bones. If the plasma cutter is a scalpel, then the power pistol is a huge club. A normal shot not only cripples monsters, but also knocks them back. Therefore, even if you do not finish off the necromorph, at least throw it away from you.

An 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 a monster can be pushed into a zone of disturbed gravity and thereby instantly finish off without spending extra cartridges.

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

Pipe cutter

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

Having suffered with a flamethrower, I bought a pipe cutter and realized that this is a great replacement with much more functionality. The pipe cutter is also a melee weapon, so it is advisable, but not always necessary, to slow down the enemy with stasis. Then press the fire key. The pipe cutter spits out a circular blade that rotates a certain distance from the tool. Until the blade stops, 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 drive the saw over his legs to first immobilize, and then saw off the remaining limbs. Small monsters are destroyed in the same way. Freeze them until they crawl to the corners, and crawl with the saw until the necromorphics stop twitching.

An alternative attack is a saw shot. It pierces all enemies in its path, but a small area of ​​destruction does not give a tangible result. No matter how hard I tried to adapt this attack for different situations, nothing sensible came out. The low rate of fire nullified all the advantages obtained.

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

Power cutter

Always keep an eye on the number of rounds so you don't start reloading at such an unfortunate moment.

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

The catch, in fact, is that you need to accumulate a charge. This is not always the case. Enemies do not like to stand and wait for you to deign to shoot at them. And using it not against a crowd of monsters is a waste of ammunition. Not only is the clip of the cutter small, but only four cartridges fit into the clip in the backpack. There is a catastrophic lack of space, and after a serious mess 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 lethal weapon, but using it against single monsters is like shooting a cannon at sparrows. The weapon is effective against the crowd. Even so, I preferred to use the laser rifle, which does not require pre-charging before firing.

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

Passing

The small repair ship "Kellion" slowly approaches the gigantic "Ishimura", which suddenly stopped communicating. This is not to say that this is a typical assignment. It is surprising that on a ship of this class and scale, all means of communication were out of order at once. Extinguished side lights are even more worrying.

Docking starts smoothly, but suddenly the Kellion shuttle dramatically tightens gravitational field, which is why the landing takes place in an extremely hard mode. The crew survived, but the ship was seriously damaged, therefore, in order to get off the Ishimura, the engines will have to be repaired. But while there is no question of flight, first you need to contact the Ishimura crew, who for some reason are in no hurry to get to the landing site.

However, let me introduce you to the characters. Isaac Clarke - Engineer and Repairer, and the main character games. Zach Hammond is a security officer and Kendra Daniels is a computer systems specialist. We will not introduce two pilots, they are destined for the role of the first victims ...

Arrival

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

The first date with the monsters we will have to go through with bare hands. We'll have to get away with all the strength.

The elevator started working, but monsters appeared and quickly devoured the pilots. The beauty of the situation is that we have no weapons, so all that remains is to run. It is 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. The passage is now 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, it will not be possible to get out of the Ishimura.

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

Keep moving forward collecting all the items until you reach the repair shop. Take the power block from the box on the wall and activate the left grappling mechanism. It will hook onto the transport cart. Finish the appeared monsters and go to the second console. The gripping mechanism is knocking, therefore, using the remote control, you need to immediately shoot at the "claw" with stasis.

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

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

Having obtained the key, go to the storage room. I'm not talking about monsters - they will delight you all the way. In the storage room, take the power block and upgrade your weapon or equipment on the layout. Take the data and leave the room. You need to go back to the control room.

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

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

After the battle, Kendra and Hammond will contact you. Now you have no shuttle, which means that your chances of getting out of the Ishimura 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 difficult to dodge the shot. Crawlers are easiest to kill when they are preparing to attack. Wait until they raise their limbs and shoot them carefully. To prevent the monsters from attacking, you can slow them down with stasis.

You can try to shoot the crawlers when they are moving, but because of the high speed, this 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 advanced. The latter differ in skin color and the amount of health.

Intensive therapy

When the trolley stops, go to the wounded and dying doctor, who will hand you the kinesis module. Use kinesis to clear the trash at the door and enter the hall. Pick up a flamethrower scheme and upload it to the store. You can now buy an industrial burner. Hammond will also contact you. He survived the attack of the monsters, but lost Kendra. However, this does not change our plans - if we want to get off 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 ransack the room, you may be attacked even when you are shopping.

The door to the morgue is littered with debris, and in order to remove the blockage, we need special equipment. Hammond reveals that he has found a thermal mixture that can burn a hole. Therefore, make the necessary purchases, look at the map and hit the road. Slow down the door with stasis and enter the lab. Clear the room from 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 find the cache. Then collect all the items, record the game and go to the biolaboratory. You will see a scientist who, like all the members of the Ishimura's crew, will be quickly gnawed by a necromorph. Meet the new monster - the crawler. Wait until the scientist throws away the skates, go into the room and shoot the creature.

Collect items and use the elevator to get to the second level. Here you will find a small surprise, after the death of which you will be able to pick up a thermal mixture and other items, including a power block. Return to the main room and use stasis to slow down the door in order to 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 illuminate the road with a flashlight. Ahead of you is a wonderful sight - a corpse beating its head against the wall. You can relax, nothing will happen now. This is solely for pumping 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 running monsters and collect all the items. Then search the rooms. There is also a lot of interesting things lying around. Then return to the main room, use kinesis to pick up the power supply and insert it into the receiver in the wall to 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 get to the door. Use a shot to knock out the control panel to open the door and go inside. In the next room, a meteorite made a hole, and you will find yourself in open space. Therefore, keep an eye on the oxygen levels so that Isaac does not die of suffocation. But there is no need to hurry too much, there will be enough time and air supply. Therefore, slowly search all the lockers.

Swarm monsters are dangerous when attacked in a crowd. The character is gnawed instantly.

There is no gravity in the next room, so get used to the idea that you can walk on the ceiling and walls, as well as jump tens of meters forward. Fly to the door, grab the power supply floating nearby and insert it into the receiver in the wall. Take the item we need, collect the money with the ammo 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. You now have the necessary items and can burn through the barricade. Go back the old way, only this time small monsters will be waiting for you. Stop them with stasis, and then burn them with a flamethrower. After reaching the barricade, plant the bomb and wait until it clears the way. So we got into the medical compartment.

Clear the room from monsters, collect items and insert the power supply into the receiver to open the door. Now it remains to fight through to the intensive care unit. Ignore the crazy doctor dealing with the sick, but move on immediately. Several unpleasant surprises await you along the way, but in the end you will take the elevator to the morgue. You will see how the captain is turned into a necromorph. Well, let's wait until we can do anything ...

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

Infectors

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

Infectors need to be killed first, before they have time to infect the corpses. Miss this, and you will soon be assured of a meeting with new monsters. These monsters are weak enough and die from being shot in the body. But for better result still try to shoot at the wings.

Orbital correction

Your global tasks at the level are to start 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. Don't pretend to be a bastard.

Kill the infestations first, before they make new monsters out of the corpses.

Move on, remembering to collect all of the items while visiting the shop and workbench at the same time. Clear the corridor from the monsters, and then use kinesis to lower the switch to activate the power. Go to the cart and pull it up with kinesis. Sit inside and use the remote to move to the other side. The delegation is already meeting you there, so get your weapons ready. After collecting trophies, find the power unit and climb the stairs to the second tier. Pick up the pipe cutter circuit and use kinesis to activate the second remote control.

Shoot the monsters that have appeared, return to the cart and drive back. Now go to the control room. Through the glass you will see how the infestator is courting the corpses, so get ready to meet the necromorphs. Take the elevator to the next tier. Search the lockers, upgrade the weapon if you wish, and go to the disinfection room. Use the remote control to start the decontamination process.

True, things will not go according to plan. The light in the room will go out, and monsters will crawl through the ventilation. Raise your weapon to turn on the flashlight and fire back at the necromorphs. After repelling the attack, you will unblock the doors and be able to go outside. Through the corridor - there are a gold microcircuit and a power unit - you will find yourself in a room with a centrifuge. Finish off the monsters so they don't interfere with the task.

The room has zero gravity, 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 successfully join, you must first slow them down with stasis. When both rotors are connected, go up to the second level and use the remote control.

Gravity returned to normal, but the air evaporated. You will have to quickly get out of the room 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 cover. Do not forget about the monsters. In one of the shelters, you can recharge your oxygen supply. After reaching the elevator, go upstairs and leave the room. But this is not the end of the adventure. When you find yourself in the corridor, Isaac will grab a huge tentacle and drag him down the hole. Shoot the yellow bag to destroy the giant limb.

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

Take a breath, look on the map where to go, and run to the elevator. You will be contacted by Kendra, who will start pumping Isaac with useful information. In the control room, visit the store, save the game and go to the fuel storage. You will have to go through the destroyed part of the ship in open space. There is no direct path, so you have to jump over the rubble. Just remember to collect items.

Once in the whole room, collect items, among which there is a power block, and take the elevator to the next tier. Continue to move towards the goal, trampling on small monsters that you meet. Go to the broken door. Wait until she chops off the necromorph, slow her down with stasis and slip inside. Shake a can of fuel on small creatures, reload all weapons and go into the storage with fuel.

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

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

Tentacle

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

Death is inevitable

It seems Kendra is not more concerned with the meteorite attack, but that Hammond knows about the obelisk. While the comrades are scolding, collect the items and go to the wheelhouse. You can ignore the appeared and disappeared paw. We will get acquainted with its owner a little later. On the bridge, you will witness a meteorite hitting the ship. Everything around will rumble and begin to crumble. Calm down - this is not a reason to panic, without a script, nothing will collapse to the end. Therefore, thoroughly search the boxes, save the game and go downstairs.

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

Find a level 3 costume scheme. Now you need to take it to the store as soon as possible in order to immediately buy new armor for 35,000 credits. In the meantime, go to 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 defense system, this will no longer be relevant.

Hammond can activate the system, but for that you need to redirect the energy. And first you have to start the elevator. Go back to the bridge. When you come to the elevator, the door will be broken down by the creature. Her armor can only be pierced from the back, so first brake with stasis, go around from behind and shoot until the monster dies. If you have upgraded your weapon, it won't take long.

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

Carefully bypassing the broken plates, go forward, knocking out the monsters. If you have a power pistol, you can throw their monsters into fields with broken gravity. True, then trophies will have to be selected carefully. Reload the stasis and enter the server room. There you will be attacked by another creature. Slow down the necromorph with stasis and shoot him in the back while he helplessly fiddles with his paws.

Pick up the power unit 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 up to the remote and turn off the power. This will redirect the energy in the first circuit. Return to the wheelhouse, finish off the necromorphs and go to the elevator. You need to go down to the lowest level. While you are riding the lift, Kendra will contact you and tell you that necromorphs appear by transforming dead tissue. Some monsters make corpses, others create new creatures.

Upon arrival, take a look at the map to see where to go next. As soon as you go forward, the partition collapses and you find yourself in open space. Run faster to the next room. Deal with the monsters and, bypassing the disturbed zones of gravity, go to the console. Redirect the energy in the second circuit and return to the elevator. Destroy the oncoming necromorphs, go into the lift and go to the third level.

A blow of your hand can temporarily stun a monster in order to run away later or finish off a necromorph.

Exit 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, getting ready to repel a massive attack of monsters. Once the path has been cleared, 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 cannon 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 tanks and head outside. The ship is periodically bombed by asteroids, so run during periods of calm, and hide behind steel shelters the rest of the time. After reaching the gun booth, pick up the ruby ​​microcircuit and the power unit and sit down in the chair. Your task: to destroy the asteroids until Hammond activates the defense. At the beginning of the mission, the protection of the hull is 85%, if it drops to zero, Isaac will die. In general, the usual shooting range. Just don't overheat the cannon, shoot in short and precise bursts.

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

This necromorph is certainly dangerous, but with the right approach, you will defeat him within one to two minutes. You will always have to fight the creature one on one. The creature loves to rush, 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 is covered with impenetrable armor in front. You can cut off the legs as much as possible, but the necromorph will not lose much in speed. Therefore, wait until the monster rushes at you, slow down with stasis and run from behind. This is his weak point. Shoot in the back with the most powerful weapon, remembering to immobilize in time with stasis and bypassing the monster when it starts spinning. After defeating the creature, you will receive a power node.

Deadly haven

After exiting the cart, wait for Kendra's message. The poison is spreading faster and faster in the air, and you need to hurry to the laboratory to get the antidote ingredient. Go to the security room and you will be contacted by some religious fanatic who will start broadcasting about natural selection and divine destiny. Collect items and stomp towards the diagnostic room.

Do not forget to improve your weapons, because the monsters are gradually becoming healthier and healthier.

Finish off the two crawlers and head 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 do not have time to slip, Isaac will be fried with 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 unit and activate the remote control to get the reagent.

When you pick up the reagent, the flaps on the window will open, and you can chat with the crazy doctor. The doctor will again begin to carry religious nonsense about the fall of humanity and the necromorphs as a new and ideal form of life. In general, everything is clear with him. But the doctor will decide not to limit himself to words and set his brainchild - a hunter on Isaac. This creature is almost immortal, so chop off its arms and legs, throw stasis into the stump to slow down the regeneration, and run out of the room.

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

Once you're safe, take a break and listen to Kendra. Now you need to get to the clinic to get your DNA samples. Look at the map to see where you need to go next. In a small room, you will once again talk to the doctor through the glass. Then you will go out into a large room. Here you will be met by a hunter with other necromorphs. Dismember and freeze the hunter immediately, 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 items, lift the canister and head down the hallway. Bang the guard to the left of the door with a balloon and search the corridor to the right. At the end of it there is a maddened nurse who only gets on her nerves with insane laughter. Pick up items and move on.

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

All the members of the ship "Ishimura" are already dead or, like this nurse, a little out of shape.

In the large room where you met a hunter and a bunch of monsters, you will again meet a hunter and a bunch of monsters. Fighting them is not at all in hand, so the best option will cut off the hunter's legs, slow down other necromorphs and quickly run past. However, if there is no spare cylinder, you will have to replenish the oxygen supply from the apparatus on the wall. This may delay the flight somewhat.

In any case, in the security room, use the remote control to seal the compartment. Now you need to make poison, so it's time to visit the chemical laboratory. As you stomp to the target, Kendra will report that, most likely, the air is being poisoned by a huge Leviathan creature that has settled in the hydroponics compartment. Once you reach your goal, create poison, recharge your weapon and 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 bring all the inhabitants of the planet to divine happiness. Oh, how smart! True, we cannot get to the doctor yet, but now we have to fight with the hunter. No escape this time.

First, traditionally dismember and slow down the hunter. Then quickly destroy the crawlers. Run into the control room where the doctor stood and wait for the hunter. Dismember and immobilize again. Return to the main room and wait for the monster. Lure him into the freezer section right in the middle of the room. When he enters the chamber, chop off the limbs again and brake 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 block from the box on the wall and run into the transport compartment. You are all set to poison the Leviathan and stop air pollution. It's time to go to the hydroponics bay, where poor Hammond must have turned green from the necromorph filth.

These necromorphs, with whom we will have to fight twice, are the kind of bosses of the levels. They cannot be killed with conventional weapons. Even if you cut off all the limbs, the monster quickly regenerates and rushes after you again. You have to kill with improvised means. Until you reach them, and this will happen only as you move along the level, you will only have to flee. What's the best way to neutralize a hunter? Cut off his legs, then his arms, slow down with stasis, and start running away.

Dangerous impurities

Collect all the items at the station and go to the elevator. Go down to the lower tier and find Hammond. He is still alive, but 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 killed and converted employees in the hydroponics section were spoiling the air. They need to be destroyed before coming to grips with Leviathan.

Purchase the items you need from the store and head to the west wing. You will be contacted by Kendra, who will once again express her distrust of Hammond. Well, of course, he's a security officer, who else to suspect? Go to the door on the left. Hot steam occasionally escapes from the pipes in the corridor. In order not to burn yourself, 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. When you reach the large hall, reload your weapon, become Mister Caution and quietly move forward. Snarling necromorphs will periodically jump at you from different sides and try to tear you to shreds. After defeating them all, search the hall and alternately visit the small rooms on the right and left sides. There you will find one poisoner.

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

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

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

A guard will greet you here. Cut off his tentacles before he spawns monsters. Search all rooms to collect many useful items and go to the large hall. There, a creature will attack Isaac. You already know how to deal with it. Brake with stasis, run from behind and shoot in the back with the most powerful weapon. Pick up the power block and stomp to the poisoner. Nobody will try to stop you.

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

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

Next, Isaac will grab a tentacle and try to drag him into the hole. Shoot the orange knot to place it on the plans. Having freed yourself from the strong embrace of the monster, confidently step into the zone of zero gravity. Do you see a faulty electrical appliance that shocks the floor? If you step on the panel, you will instantly die. Therefore, wait until the unit stops sparking, throw stasis into it and quickly jump over the danger zone. Finish off the Necromorphs. Do not forget to turn off the electricity, the remote control is next to the device. Now go to the poisoner, shoot him and the old road return 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 with battles. Use the computer mixture obtained on the fifth level to poison the Leviathan. The poison will affect the monster, but will not kill. Well, you 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 make the appropriate conclusions.

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

Leviathan will continue to attack with tentacles, and much more actively than the first time. But now we are not interested in them. You need to explode yellow balls in the mouth, which play the role of projectiles. If you hesitate, the monster will launch them at the main character. You can grab them with kinesis and throw them back, but it's easier to just jump to the side. By detonating a certain number of balls in the mouth, you will finish off the Leviathan. Which means it's time to head to the transport bay. 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 to the main character and blow 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.

Usually I was able to use the Demoman against other monsters. Stasis slow down the monster and wait until a larger crowd forms next to it. You make one shot at the yellow bag on your left hand, and almost all opponents die at once. The beauty! The savings in ammunition are capital.

Step into the void

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

Cut off the legs of monsters to slow down your opponent. A creeping reptile is much easier to finish off.

First, there is a rather nervous walk along 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 the force of gravity in the room in order to go further. But for this, you first need to remove all dangerous and unstable elements. Grab small asteroids flying around the room and throw them into the power beam. Twice - after each successful throw - you will be disturbed by monsters, so do not lose caution.

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

Then go to the unlocked door. Pick up the access key, collect other items and return to the elevator. Just don't forget to sell any junk in the store. You won't get to soon point of sale... Then go to the elevator and go to the lowest level. This time, no one will try to devour you.

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

The Necromorphs will mostly try to reach Nicole, but will attack Isaac somewhat. In any case, you should think about the girl first. A few blows will be enough 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 the lighthouse, the scheme of the fourth level suit and other useful things. Then return back on the cart. Monsters will attack you again, so keep your weapon ready. Make your way to the elevator - the contaminants are back in business - and ride to the second tier.

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

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

Having dealt with the monsters, carefully examine the hangar. You need to destroy the four rotors that are holding the stone. The first is on the floor, the second on the ceiling. Where exactly, you can understand by the force ray 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 get out onto the hull of the ship. Wait for the clamps to release, jump onto the rock and quickly run out. Shoot the necromorphs, break the rotors in the old way and place the beacon on the asteroid. This needs to be done quickly - oxygen supplies are rapidly falling, and we still need to have time to get back inside the ship.

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

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

Find and rescue

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

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

From time to time you will meet friends, but unfortunately, these meetings are short and not very frequent. You will have to spend most of the time alone.

In the next corridor, one of the nastiest necromorphs is waiting for you - an octopus. Cut off his legs and kill the critters on his back. Don't forget to throw stasis to keep them from spreading. On the body of the octopus, you will find a ruby ​​microcircuit. Scatter trash with kinesis near the entrance and go to the elevator. After reaching 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 communication room, from where you can go to the antenna itself.

Collect all the items in the control room and stomp to the antenna. Standing near the entrance, finish off the jumping necromorphs. Now take a close look at the device. Half of the batteries don't work, but the rest will be enough for us. Your task is to remove the non-working batteries and place the workers in such a way that a circle forms around the center. The room has zero gravity, so it's a matter of two minutes to assemble the devices. The antenna will then work and you will be able to receive the signal.

The warship has received an SOS signal and is heading for the Ishimura. True, he also picked up an escape pod, in which there was one of the creatures, which Hammond put there. It would be necessary to warn the military, otherwise the embarrassment may turn out. But the transmitting antenna doesn't work either. More precisely, it works, but something big prevents it from transmitting the 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 in it, so keep your weapon ready. Take the elevator down to the lower tier and run to the weapon control room. Collect the items, among them the power block, and sit in the shooter's chair. You need to destroy the monster that entangled the antenna. We'll have to shoot four tentacles. You need to shoot, as usual, at the yellow bags.

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

When you destroy the monster, Kendra will start transmitting a signal, but it will be too late. You will see how the captain of the ship is finished off by a necromorph. The warship will then crash into the Ishimura and Isaac will lose consciousness. When the character wakes up, Hammond will contact you and say that someone blocked his signal. Oddly enough, there is good news. It looks like a comrade has found a work shuttle.

To launch the ship, you need to get onto the wrecked warship and drag off one important detail. The dark future is lit up again with the light of hope, and you need to hurry to the transport station. Along the way, you will encounter several necromorphs, including a malicious octopus. The last monster, it will be a belly, will generally be waiting at the transport.

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

Try to shoot the octopus from afar. When monsters begin to crawl from the back, slow them down with stasis and bring down them until 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 octopuses.

Dead on arrival

Upon arrival, Hammond will contact you and say that the warship was not nearby by accident. He purposefully flew to the Ishimura, but not for a rescue operation, but to destroy the ship. For some reason, this does not seem surprising. Go to the weapon room of the crashed ship. During the crash, there was a leak of radioactive elements, and until you clear the room of them, you will not be able to go further.

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

This is a zero gravity zone. Go down to the large hatch and destroy the six mechanisms on the sides. In order to save ammunition, you can kick. The hatch will open, and then all the air will disappear. Now carefully watch the amount of oxygen. Shoot the crawlers and use 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. Everything on the ship itself is broken and explodes. Therefore, you will constantly bump into zones with disturbed gravity. After going a little forward, you will see a monster running away. Do not shoot after him, he will not return anyway. In the cargo hold, use kinesis to move the containers to go further. Soon you will meet new necromorphs - runners. Try to slow them down with stasis or chop off your legs to stop the enemy.

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

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

However, if you are in no hurry, you can take part in a competition for accuracy and rate of fire. To do this, approach the shooting gallery on the left and use the remote control. You need to shoot off the red pieces and not touch the blue ones. You have no margin for error. For the first and second victories, you will receive ammunition, for the third - a medium first-aid kit, for the fourth - a ruby ​​chip, and for the fifth - a power unit.

On the way to the medical compartment, 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 that, 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).

Grunts need to be killed especially carefully so as not to let small monsters out of the belly.

Go inside and walk forward a little. The script will work, and you will be attacked by monsters. There will be too many of them. Move constantly and do not spare bullets, the battle is really difficult. After defeating 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 thing is good - everything unnecessary can be sold in the store, which is located here.

After reaching the engine room, take the elevator upstairs. You need to turn off the engines, and for this you have to turn off the power. The problem is that the room is periodically well fried. Take a close look at the incomprehensible barrel-shaped devices on the left and right. You can stand behind them without being hit by the flames. These devices will serve to protect us. Become an object and grab it with kinesis. Take a little to the side, then push forward.

Look carefully at the center of the room. See purple devices? They need to be destroyed with well-aimed shots. There are three of them on each side. Destroying everything, you turn off the flame and you can pick up the core. But this will be the last blow for the ship, which will rapidly fall to pieces. Run where the navigator points until you meet Hammond. This is your last meeting, because the creature will trample your comrade. Wait until the monster breaks the glass, brake it with stasis and shoot it in the back.

Take the diamond microcircuit 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 lock 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. On the way, monsters will attack you, but this is already a tradition that does not even surprise you.

Runners are the result of the transformation of the corpses of soldiers equipped with a stasis module into necromorphs. These monsters are strong, fast and twitchy. It is advisable to slow them down with stasis so that they do not run too much. But this is not always the case, because they move too quickly. Therefore, it is better to keep a powerful cannon ready to shoot down the runners on the way.

Last days

One core was not enough to launch the shuttle. We need to find three navigation maps. But in order to get into the room where they are stored, you need to get an access key. Go to the living room, where the crew members committed a mass suicide, and after completing household 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.

Below you are waiting for two octopuses, which you need to quickly neutralize. Search the room, take the power block and the access key, and take the elevator back to the dining room. Dr. Kane will contact you and ask to meet him when you find three navigation charts. Previously, he would not open the doors. Exit the dining room and go to the living quarters. Finish off the necromorphs and use the key you found to open the door leading to block A.

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

Demolitionists will attack you in the hall. After coping with them, go to block C. Go to the basketball court. In the locker rooms, pick up the scheme for the level 5 armor. In the basketball court, this is a zero gravity zone - jump onto the court in front and grab a nautical map. In the room, sliders immediately materialize. Do not stand still, jump from platform to platform so that you are not bypassed from the rear.

If you want to get prizes, do not rush to leave the site. You can play space basketball. The rules are simple enough. With Kinesis, you grab a flying ball, jump onto a lighted area and throw the ball into the ring. You are limited by the total time and time for a specific throw. The prizes are as follows. The first and second rounds are ammunition, the third is the medium first aid kit, the fourth is credits, the fifth is the 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 with 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 nautical chart, immediately turn around. The crazy doctor has set the hunter on you again. True, it is not clear whether it is old or new. Shoot off the limbs immediately and slow the monster with stasis. Quickly move the bunks back to leave the room and run to the exit. The door, as luck would have it, is closed, and until Kendra breaks the lock, we must keep the line.

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

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

After reaching the room with the corpses, quickly find and destroy the two infestations. If you miss them, they will raise all the dead and have to deal with a horde of monsters. After clearing the room, sell the items in the store and go to Dr. Kane. He will open the door and tell you that all the monsters are telepathically controlled by the main monster that lives on the planet. The only way 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 be searched for valuable items. After reaching the shuttle, collect all the items, enter the ship and download the navigation maps. Nothing bad happened, which is a bit surprising. Go to the control room and use the remote control to activate the system.

You did it, but a hunter appeared from behind. Now everything is in order. Slow it down and run out of the control room. Other necromorphs appeared on the dock deck. Deal with them, and then lure the hunter to the shuttle engines. Dismember, stasis slow, and run to the control room. Use the second remote to start the engines. The hunter will burn out and no longer disturb you.

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. You will again be bothered by monsters, but much more interesting is that a crazy doctor will contact Isaac, who will preach a sermon again and sacrifice himself to the contaminant. What an enthusiast ...

Alternative solution

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

Pushing the cart at the end of the game is clearly overkill. It will have to drag two levels.

You need to push the obelisk cart to the cargo hold. This is how it is done. Grab the cart with kinesis and drag it along the rails. As soon as you start moving, a crowd of necromorphs immediately materializes 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 that will move the obelisk to the hangar, return to the transport station.

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

Return to the control room and turn on gravity. Now run to the ship to meet with Kane. True, it is not destiny to get to it. Kendra will shoot the doctor! 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 humans. This is an unsuccessful copy from an alien artifact that was found on Earth. Here is the theory of alien intelligence has failed. Everything that happens is just the consequences of a failed experiment.

Nicole intervenes and calls 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 beloved of the protagonist has to say. Nicole figured out a way to stop Kendra, and soon the shuttle would begin to return to the Ishimura. True, the traitor was able to escape in an escape pod. But it doesn't matter anymore. Run to the ship. It's time to return the cursed artifact to the planet.

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

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

Dead space

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

But Kendra was told that you shouldn't try to take the artifact off 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 one place - and push the obelisk inside. Use the remote to open the second gate inside the base.

Go to the warehouse. As soon as you take a step forward, a crowd of monsters will appear. Run around the room, shooting back at the monsters until they all die. You need to push the obelisk to the next checkpoint. This is how it is done. Use the remote to lift the bridge. Until he let go, freeze the bridge with stasis and quickly carry the cart forward. Enemies will periodically pop out of the ventilation as the obelisk progresses. One of the necromorphs will even drop a ruby ​​microcircuit.

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

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

Continue pulling the obelisk. On the left, three tentacles will crawl out of the abyss. Shoot the orange bags to destroy them. Then a crowd of monsters will attack you from the side of the base. Hold on to the defense until you run out of necromorphs. Then collect trophies, push the obelisk to the very edge and activate the lift. Enter the room to the right and wait for the disinfection to finish. Perhaps we were in a hurry to leave, because Kendra appeared and, giving a speech, took the obelisk back to the shuttle.

When the monster grabs Isaac by the leg, continue shooting in the eyes. And do not hesitate, otherwise go straight into the mouth.

We urgently need to catch up with her. Run down the hallway. 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 out into the street and watch the huge monster kill Kendra, and then, blocking the retreat with a tentacle, will take Isaac. However, the devil is not so terrible as he is painted, and you can cope with the main monster without problems.

The monster attacks with tentacles, just like the Leviathan. You need to run to the side to avoid blows and shoot at the yellow eyes around the mouth. When you destroy three eyes, the monster will grab Isaac by the leg and hang him upside down. This is not a cause for panic, so keep shooting from this position in the two remaining eyes. Depriving the monster of sight - even though they were eyes? - you will find yourself on the ground.

The monster will scream and start waving 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 harder 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. Hurry up to the ship and enjoy the not fully understandable, but the final video.



Wait for the credits to pass and record. You can now download it to start the game over, but with all the weapons and improvements that you made as you progress through Dead Space. You will also receive 50,000 credits, 10 power blocks and bonus armor, which can be purchased at any store for 99,000 credits.


A level 1 protective suit or Standard Engineer RIG is the main individual self-support kit used by most of all engineers and mechanics. It closely resembles a standard astronaut XI, as both of these suits are very skinny and have a small holographic display.

Interesting Facts
Isaac's identification number (ID) can be seen on the left side of the chest, but when upgrading the X, the number disappears.
From the beginning of the game, it seems that this suit is very shabby and worn out. However, with each upgrade of the IKS, the suit looks better and better.
This IKS has only 10 inventory slots - fewer than any other IKS.
This costume also appeared in Dead Space 2, during the showing of the ending of the first Dead Space.

Level 2 protective suit


The Level 2 Protective Suit or Standard Miner RIG is an upgraded version of the Engineering IKS, which is the standard model for miners, and is designed for mining and mining. The suit has armor pieces that provide protection against minor injuries when working in hazardous areas. It also includes an updated holographic display.

Interesting Facts
The suit does not require schematics and can be purchased in the store for 10,000.
This costume can also be seen in Dead Space: Downfall. The mining squad that first discovered the Red Obelisk is wearing this type of X-ray.
The faceplate on the helmet can be slid back to reveal the wearer's face, as seen in Dead Space: Downfall.
The two horizontal eye stripes on the faceplate of the helmet indicate the second level of this suit.

Level 3 protective suit

Level 4 protective suit


Location
A schematic of this armor can be obtained in the beacon room, which Nicole reveals to Isaac as a hallucination in Chapter 7.

Characteristics
The spacesuit gives the character 15% protection. There are three stripes on the front of the helmet, and two thin steel plates stretch along the mask, unlike the level 3 suit, this suit has better protection for the legs and hips, but the plates from the wrists are missing, which explains that the armor has only 15% protection, and not 20%, in the game files you can find a demo version of this suit with knee pads and wrists, the IKS is on the back in the same position, and the helmet looks a bit like a knight's one, (which does not exclude that this suit is a reference to the game dark souls), according to the external type of legs, we can say that the boots have become more bulky and heavy.

Level 5 protective suit


Location
A diagram of this spacesuit can be found in one of the rooms called "Zi-Ball Playground, in the tenth chapter (the room is small and well lit, it is impossible to miss the diagram).

Characteristics
Gives the player 20% protection. There are already four stripes on the face of the helmet, between which there are metal brackets.

Suit cost: 60 thousand.

Level 6 protective suit


Description
It is a combat suit of the crew of the USM "Waylor" with minor differences, the helmet of the spacesuit, unlike other helmets of the soldiers, Isaac has a respirator in place of the mouth to breathe in airless places. Also, only this suit has a minor war paint on the right eye. In addition, Isaac does not wear a steel shoulder pad on his left arm.

Characteristics
This armor gives 30% - the maximum level of protection.

Location
It can be obtained by starting new game after full passage(all bonuses and equipment from the previous playthrough will remain). Going to the first store you come across, you can purchase this armor.

Name of the game: Dead Space. (Dead space)

Genre: Third person shooter, survival horror

Developer: Visceral Games

Platforms: PlayStation 3, Xbox 360, PC

Plot

2507 A shuttle with a group of technical workers docks with the ship "Ishimura" - a planetary ripper designed to extract resources from planets. "Ishimura" has not been in contact for several days, so the group must establish communication on the ship and eliminate all problems.

But the crew is completely absent on the ship, and some strange creatures attack the group. Three survivors, including the main character Azek, for whom we will play, are trying to understand what happened to the ship. The shuttle on which they arrived was destroyed, and the monsters filled the entire ship.

Later, it turns out that the members of the ship "Ishimura" found a certain Obelisk on the planet, from which a strange radiation emanates. At first, people began to feel bad, and then completely go crazy. The dead turned into necromorphs, killing other living people and infecting the dead.

Isaac, repairs the shuttle, and at the request of one surviving Dr. Kane, loads the Obelisk onto it to return it to the colony where it was found. But Kendra, who flew in with Isaac in the shuttle, wanted to steal the Obelisk by flying away in the shuttle.

Isaac still manages to return the shuttle and deliver the Obelisk back to the planet, Cedar again tries to deceive him, but in the end he will be killed by the Roy Mind, a large monster on the planet. Isaac will destroy him and on the shuttle will see the last video message from Nicole to his girlfriend whom he always saw on the ship, in which she kills herself in order not to become a necromorph.

Gameplay and description

Dead Space is a corridor shooter, very similar to the Doom game. The main part of the game, in each chapter, we perform the same type of tasks, go to fix the minecar, find some part. To help, we have kinesis, with which we can move certain objects from place to place, and stasis, which slows down monsters and objects.

As the game progresses, we find new schemes for purchasing new weapons and costumes in the store. Weapons and suits can be improved at the workbench using the found communication nodes. Every time monsters interfere with us and we can meet them anywhere. Monsters jump from behind from ventilation shafts and so on. To destroy them, it is best to shoot at the limbs.

Dead Space Costumes

Protective suit of 1 level air 70 sec. armor 0% with us at the very beginning of the game

Protective suit level 2 suit 10,000 credits air 90 sec. Armor 5%

Level 3 protective suit 20,000 credits air 90 sec armor 10%

Level 4 protective suit 35,000 credits air 90 sec. Armor 15%

Protective suit 5 level 60 000 air 90 armor 20%

Protective suit 6 level 99 000 air 90 armor 30%. As soon as the game has been completed, we start a new game and buy it in the nearest store.

Weapon

The Plasma Cutter is the very first weapon we'll find in the game. The most optimal and convenient, it works like a scalpel, cutting off everything that falls under it. Alternative mode, changing the angle.

Pulse Rifle- you can shoot pointwise at long distances, it helps very well, against bosses, when you need to quickly move and shoot back. Alternate Fire - Isaac fires around him.

Laser rifle- a powerful weapon, shoots a wide radius so that you can shoot at a large concentration of enemies, cutting from. Alternative mode - releases a mine that explodes after 3 seconds. or when in contact with an enemy, deals great damage around it.

Pipe cutter- a good weapon releases a blade in front of itself with which we can saw through enemies. An alternate mode shoots out with a blade.

Power pistol- a very powerful weapon shoots straight ahead over a large area, knocking back necromorphs. Builds up energy for a long time before firing. Alternative mode. Alternative mode fires a grenade explodes after 3 seconds. or if it hits the enemy.

Semiconductors

In the game, you can find parts that can be sold in the store for credits. They can no longer be used.

Gold semiconductor- sold in the store for 3,000 credits

Ruby semiconductor- sold for 10,000 credits

Diamond semiconductor- the most expensive part is sold for 25,000 credits

Screenshots Dead Space

Some of the tips I described in the walkthrough Dead games Space. Here I will add a little and describe them.

1. When your backpack is full to the eyeballs, then it is worth checking whether all your weapons are reloaded, having fully loaded the weapon, you can completely free up one extra cell in your inventory.

2. If your backpack is completely full and you have found a large first aid kit, it is best to throw the small or medium first aid kit out of the backpack, replacing it with a large one. To do this, go into the backpack, click on what we want to get rid of with the right mouse button, click discard.

3. Fat necromorphs from which crawl out, small creatures, it is better to shoot carefully. If they just shoot off the limbs without hitting the stomach, then they will not crawl out of it.

4. Small creatures jumping on their backs are best killed with a flamethrower or alternative fire of the existing weapon, which releases mines or grenades. Throw a mine at a pile of them and run back so that they all explode.

5. Necromorphs in the wall die quickly if you throw a mine next to them or quickly shoot off the appendages with which they are attached to the wall.

6. Many players forget about stasis, which slows down opponents.

7. If you don't be blunt and buy protective suits, then oxygen cylinders are practically not needed. You can safely sell them in the store.

8. If you have very little health, then it is best to heal through the backpack and not through the quick button. Otherwise, to restore a small amount of health, you can spend a large first aid kit.

9. To kill pupae in the sixth chapter, you do not need to spend ammunition and it is quite possible to kill melee.

10 Bring at least one power unit with you to open power locks.

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A level 1 protective suit or Standard Engineer RIG is the main individual self-support kit used by most of all engineers and mechanics. It closely resembles a standard astronaut XI, as both of these suits are very skinny and have a small holographic display.

Interesting Facts
Isaac's identification number (ID) can be seen on the left side of the chest, but when upgrading the X, the number disappears.
From the beginning of the game, it seems that this suit is very shabby and worn out. However, with each upgrade of the IKS, the suit looks better and better.
This IKS has only 10 inventory slots - fewer than any other IKS.
This costume also appeared in Dead Space 2, during the showing of the ending of the first Dead Space.

Level 2 protective suit

The Level 2 Protective Suit or Standard Miner RIG is an upgraded version of the Engineering IKS, which is the standard model for miners, and is designed for mining and mining. The suit has armor pieces that provide protection against minor injuries when working in hazardous areas. It also includes an updated holographic display.

Interesting Facts
The suit does not require schematics and can be purchased in the store for 10,000.
This costume can also be seen in Dead Space: Downfall. The mining squad that first discovered the Red Obelisk is wearing this type of X-ray.
The faceplate on the helmet can be slid back to reveal the wearer's face, as seen in Dead Space: Downfall.
The two horizontal eye stripes on the faceplate of the helmet indicate the second level of this suit.

Level 3 protective suit


A level 3 protective suit or an Intermediate Engineer RIG is a special Individual Self-Support Kit available to class 4 engineers and included in standard equipment when working in a non-hazardous environment. environment... The suit is rather bulky appearance, since it has a large number of armor elements attached to the helmet, stomach, legs and forearm of the right hand.

Get
Take the scheme of this armor in the "captain's nest" in the fourth chapter. Then buy it at any store.

Interesting Facts

In Dead Space: Aftermath, the engineering team uses IKSs similar to this one, but gray in color and with a hinged front face.
This X has three eye slits on the helmet, indicating the third level of this suit.
This costume costs 20,000 and the schematic for it can be found in the captain's "nest" in the fourth chapter.
This costume has been used for all Dead Space commercials, in all trailers, gameplay videos, screenshots, films, and in the demo video.
This X can be purchased from the Xbox LIVE Avatar Store for 480 Microsoft Points (helmet for 160 Microsoft Points and body for 320 Microsoft Points). At PlayStation Home, the entire kit can be purchased for $ 3.98.
Dead Space 2 and Dead Space 3 have an IC like this called the CEC Engineering Suit. This is the first XI that can be bought in Dead Space 2 and an unlockable bonus XI in Dead Space 3.
Three Isaac figures were modeled: two in this suit (with and without blood) and the third was with an Advanced Unitologist RIG.
In the demo version of the game, the suit had a 30% damage reduction. IN full version games he has only 10%.

Level 4 protective suit


Location
A schematic of this armor can be obtained in the beacon room, which Nicole reveals to Isaac as a hallucination in Chapter 7.

Characteristics
The spacesuit gives the character 15% protection. There are three stripes on the front of the helmet, and two thin steel plates stretch along the mask, unlike the level 3 suit, this suit has better protection for the legs and hips, but the plates from the wrists are missing, which explains that the armor has only 15% protection, and not 20%, in the game files you can find a demo version of this suit with knee pads and wrists, the IKS is on the back in the same position, and the helmet looks a bit like a knight's one, (which does not exclude that this suit is a reference to the game dark souls), according to the external type of legs, we can say that the boots have become more bulky and heavy.

Level 5 protective suit


Location
A diagram of this spacesuit can be found in one of the rooms called "Zi-Ball Playground, in the tenth chapter (the room is small and well lit, it is impossible to miss the diagram).

Characteristics
Gives the player 20% protection. There are already four stripes on the face of the helmet, between which there are metal brackets.

Suit cost: 60 thousand.

Level 6 protective suit


Description
It is a combat suit of the crew of the USM "Waylor" with minor differences, the helmet of the spacesuit, unlike other helmets of the soldiers, Isaac has a respirator in place of the mouth to breathe in airless places. Also, only this suit has a minor war paint on the right eye. In addition, Isaac does not wear a steel shoulder pad on his left arm.

Characteristics
This armor gives 30% - the maximum level of protection.

Location
It can be obtained by starting a new game after completing a complete passage (all bonuses and equipment from the previous passage will remain). Going to the first store you come across, you can purchase this armor.

To expand the range of goods in the store, Dead Space uses schemes, which can be found in various locations of the ship. As soon as the scheme is delivered to the store, it will be available for sale. new product... It can be weapons, ammunition, or a new protective suit. Sometimes circuits are kept in locked rooms, which are used to hack. Each scheme takes up one slot in the inventory, which creates certain inconveniences when collecting other, more useful items. Consequently, the sooner the schemes are delivered to the store, the faster access to new goods will appear and the inventory will be freed up. is on every level, and are marked on the map with a special icon (see legend). In addition to performing their main function - buying and selling goods, they also serve as a storage place unnecessary items. It is enough to open the store and move the items from the inventory to the safe. Pick up goods from the safe available in any store and at any level. Gold, ruby ​​and diamond semiconductors can be sold without hesitation, they give decent money for them. True, they do not occur as often as we would like.

Location of schemes with new goods in Dead Space:

  • Chapter 2: flamethrower scheme- in front of the door of the security post on the scientific / medical deck.
  • Chapter 2: pulse charge circuit- in the room opposite the entrance to the chemical laboratory.
  • Chapter 2: laser shop diagram- in the corridor to the emergency room on the way to the morgue ().
  • Chapter 3: flamethrower fuel scheme- a side room in the machine shop after going down the stairs.
  • Chapter 3: pipe cutter diagram- fuel compartment, next to the place of storage and supply of fuel.
  • Chapter 3: medium first aid kit diagram- technical warehouse, on the way to starting the engines.
  • Chapter 3: pipe cutter blade diagram- the lower floor of the technical warehouse, in a closed room in front of a jammed door ().
  • Chapter 4: Layer 3 protective suit diagram- the captain's bridge, after going down the elevator.
  • Chapter 4: power cutter circuit- system control cabin.
  • Chapter 4: power pistol circuit- the lower compartment of the gun.
  • Chapter 5: power block diagram- a chemical laboratory, on a table next to two huge flasks.
  • Chapter 6: cutter battery circuit- botanical compartment, in the room with Hammond.
  • Chapter 7: level 4 protective suit diagram- auxiliary repair compartment.
  • Chapter 8: medium oxygen cylinder diagram- communication cabin.
  • Chapter 9: scheme of a large first aid kit- the infirmary of the warship "Waylor".
  • Chapter 10: level 5 protective suit diagram- in the showers on the way to the Z-Ball playground in the recreation area.
  • 6 level protective suit diagram- after completing the game.


 
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