Menu

Guide for achievements is the main game. Achievements Guide - Main game Dead Space 3 Why nonsense

Fertilizers

Developer (S) Visceral Games Publisher (S) Electronic Arts Composer (S) ... Wikipedia

Dead Space. - Saltar A Navegación, Búsqueda Dead Space [] Box Art Desarrolladora (S) EA Redwood Shores Distribuidora (S) Electronic Arts ... Wikipedia Español

Dead Space 2. - LOGO ... Deutsch Wikipedia

Dead Space 2. - Éditeur Electronic Arts Développeur Visceral Games D ... Wikipédia EN Français

Dead Space. - Schriftzug ... Deutsch Wikipedia

Dead Space. - May Refer To: Contents 1 Physiology 2 Video Game and Media Franchise 2.1 Video Games ... Wikipedia

Dead Space 3. - Éditeur Electronic Arts Développeur Visceral Games Date de Sortie Non Communiqué Genre ... Wikipédia en Français

dead Space. - N 1) Space In The Respiratory System in Which Air Does Not Undergo Significant Gaseous Exchange See Anatomical Dead Space, Physiological Dead Space 2) A Space (As That In The Chest Following Excision Of A Lung) Left In The Body As The Result Of A ... Medical Dictionary

This article lacks references to sources of information. Information must be checked, otherwise it may be questioned and deleted. You can edit this ... Wikipedia

This term has other values, see Dead Space. Dead Space PC Cover Version Fashion Dead Space Developer Visceral Games Publisher Electronic Arts Locallet ... Wikipedia

Books

  • Dead Space, Tempilsmith B., Anthony D .. On a distant Planet of Aegis VII, a team of miners, mining minerals for a depleted land, finds an unusual artifact - red-made red, covered with strange symbols. Soon…
  • Dead Space. Book 2. Catalyst, B. K. Evedon. The life of Ishthan and Jens Sato under the dome with an artificial atmosphere did not differ in diversity: a school, games, a house with unloved sons of his mother. Senior of the brothers, Ishthan, was not from this world, ...
Minimum requirements Intel Core 2 DUO E8400 processor 2.8 GHz / AMD ATHLON 64 3000+, 2 GB RAM, video card with DirectX 9.0c and 256 MB of memory, such as NVIDIA GeForce 6800 GT / AMD ATI Radeon HD 2600, 10 GB on the hard disk, Internet connection and account in Origin Recommended requirements Intel Core 2 Quad Q6600 2.4 GHz / AMD ATHLON II X4 600E 2.2 GHz, 4 GB RAM, Video Card with DIRECTX 10 and 512 MB of Memory, such as NVIDIA GeForce GTX 260 / AMD RADEON HD 4870 release date February 8, 2013 Age centers from 18 years old Platform PS3, X360, PC Official site

The game is tested on PC

Dead Space 3 Even before the release, they began to blame in the unnecessary emphasis on entertainment - they say, the game finally lost her roots of Horrora, turning into an next blockbuster with explosions, fireworks and other special effects, which here seems to be not needed. Such a criticism is not constructive for the reason that the development of the series proceeded according to quite logical scenario, and the third part is the organic evolution of the ideas of two predecessors.

However, the original game is difficult to call really scary. Yes, it was attended by some distinctive elements of horror like artificial restrictions for the user and the general slowness of what is happening. This can also be attributed to the conditional atmosphere - corridors with poor lighting, predictable by the appearance of monsters and some inactiveness in history. With all this, the first Dead Space was an excellent game, but did not scare because of his sterile academity - it was all so right and verified that there was no place for imagination. And the last one, as you know, can draw much more in the horror head than the monitor screen shows.

But the game concept itself was immediately appeared in almost the perfect form - it was highly improved in the sequel, therefore, so as not to repeat, Visceral Games remained focused on scale and epic. As a result, the Universe of Dead Space proportionally expanded, to acquire new characters, scenario lines and worlds.

Accordingly, the further movement forward followed by a clear slogan "faster, above, stronger." The updated realities appear in the first chapters of the third part - Isaac Clark shoots due to shelters on terrorists, makes a trip to the distant planet, and then straight under his legs beautifully collapsing the stellar station. Yes, Dead Space 3 really places reminds uncharted or Call of Duty - and in this, perhaps, there is nothing wrong.

⇡ Acceleration, braking and payments

But after a rugged entry, the game slows down the turnover and offers the usual pastime - leisurely walks through narrow tunnels, populated monsters. At such moments, too obvious contrast with dynamic scenes begins to work in minus: because of the sharp slowdown in the pace becomes boring, then with the beginning of the next epic rotation of the events, on the contrary, there is a sense of inappropriateness. Still, in this regard, the balance was much better in the second part - here the shape is very uneven.

The enemies in general began to be more like their colleagues from traditional action - monsters are now much more, they are faster, larger, moreover, the habit is much more likely to attack a squash. Izek, in turn, does not have time to adapt to new realities - the protagonist is still slow and awkward, and the fresh techniques owns frankly ineptly. It becomes critical when shootouts with soldiers-unittologists - the hero is so clumsily scattered and aims because of the shelters, which sometimes it is easier to shoot everyone standing. It aggravates the situation uncomfortable implementation of new teams in management - alas, the original scheme has not yet implied special changes from the first game.

First aid kits and cartridges fall much more often - this is compensation for strengthening opponents, both high-quality and quantitatively. At the normal level of complexity, even with the very rational use of resources, almost no situations occur when there are nothing around the enemies, and there is nothing to shoot.

But the main innovation and at the same time the vision of the hero is the system of manual assembly of weapons. In addition to the already symbolic for a series of laser cutter (well, another story cannon), there are no longer there are no ready-made means to reduce the monsters population. But everywhere there are drawings and materials for assembly - on special machines you can independently build an interesting tool. For example, a revolver with flamethrower. Or electric harpoon with a pneumatic hammer. Or, let's say, the same laser cutter, but with the system of automatic attracting useful items.

In general, with all this will have to figure it out a little, especially with the method of work machines - the assembly of the cannons is not the most obvious. In addition, no one is insured against the creation of an unsuccessful copy - for example, it turned out that an optical sight comes far from everything, and the electric trap is uncomfortable expensive in use. But you can always disassemble something created on parts and try other combinations.

You can search for useful raw materials both in the process of research levels and with the help of a search bar, which after a certain time it will drag all things to the machine. There is a third option - microplates, a thing for ordinary "box" games is very unusual and practically innovative. For quite real rubles you can buy missing materials and objects, significantly intensifying your character. It should be noted here that no one makes an additional fee forces - the game normally works and without elements of a conditionally free model; The latter are only an option for lazy or wishing to experiment with weapons once again.

On the other hand, the future trend becomes an obvious: microplating (especially in games from Electronic Arts, which is understandable which reputation) will soon become the norm. The danger is that the story with DLC can repeat when the whole pieces cut out from the finished projects to sell them later separately. And if in Dead Space 3 internal transactions the game is not broken, then the obvious answer to the question is that we are waiting for us in the future.

⇡ History for two

Another fundamental difference between Dead Space 3 from predecessors is the presence of a cooperative regime. The second player gets the role of Sergeant Carver - the character is also present in a single campaign, appearing only in some scenes with a hint - they say, everything is designed for a joint passage.

When playing together, the balance of complexity is aligned - the hordes of the incoming monsters are no longer so dangerous, but several battles with bosses (certainly huge) are becoming more honest. The plot content is not particularly changing; True, a row of scenes each of the heroes sees in its own way - the periodic madness of the carver be originally photographed, which sometimes rolling into the hero in the form of hallucinations. Talking about the right horror in the cooperative is not at all at all relevant - the game is finally turning into a fighter A la Gears of War, only with a correction for narrow spaces, where the damn itself will not be able to turn around.

The plot session of all the events occurring remains the right tradition of the series and sufficiently ascetic. The overall message of stories fits literally in one sentence: the heroes find the source of the Devil Signal and go to the native planet of the obelisk; Fanatics-junitologists prevent the mission in every way. Some special emotions in the course of the story are difficult to feel - almost immediately clearly, some of the characters will live to the final and what will eventually end. Dead Space 3 In this regard, it is a typical tricvel agriculture - the universe of the franchise, despite the artificial inflating books and full-length cartoons, is quite poor and built around a slide scenic rod. All intrigue remained in the first game, when was the mystery "What kind of damn is going around around?". At the end of the trilogy, somehow stretched out a line with alien artifacts-repeater, but all this does not cause serious interest.

Although the dialogues and plot scenes in the game are plenty - it is a pity that most of them are designed to outset motivation for further actions like a walk in three ends of a huge base in search of several pieces of equipment. Heroes are methodically pronounced their plans and a hundred times reminded the user exactly what is happening now. But the staged moments are excellent from a visual point of view - Aizek every hour is very beautiful from somewhere falls (from the platform, from the cliff, from the orbit of the planet and so on), sometimes even sticks with someone. In this regard, Dead Space 3 is not lagging behind Uncharted, and the corporate indestructible editing of the video and "floating" camera make a picture of an even more impressive and alive.

It may seem that there is a lot of criticism in the text. Yes, Dead Space 3 is really available, and it's hard not to talk about them. With the advantages, in turn, and so everything is clear - they are inherited from the previous two games of the series. As a result, it turns out a classic situation with the completion of thematic trilogy - the idea and production have already ceased to amaze, and after an almost flawless second part, any uninterested element is particularly stronger. So it was, for example, with Mass Effect 3, Uncharted 3 or Gears of War 3 - the sequels of these series were very difficult to surpass.

To complete the conversation about Dead Space 3 I would like a simple thesis: it is interesting to play, the twelve-fifteen hours fly almost unnoticed. A good adventure fighter that makes sense to go with a friend.

Advantages:

  • a long fighter who is really fascinated;
  • interesting combinations of weapons;
  • beautiful game design;
  • excellent formulation of dynamic scenes;
  • adequate cooperative.

Disadvantages:

  • uneven pace of narrative;
  • not fit into new realities management;
  • often the game repeats the episodes of their predecessors.
Graphics An ordinary expensive game on your own engine Visceral Engine. There are no serious differences from Dead Space 2, but it is worth noting several beautiful locations in space and on a snow-covered planet. 8
Sound Powerful volumetric sound and reliable cries of the main characters, as well as monster's squeal. 9
Single player game For more than twelve hours, it's really not a plot campaign for modern standards, for which there are many interesting events. It is a pity that the feed is somewhat messy, and a lot of selfoveris. 8
Collective game The same thing as a single game, but already with a brother in arms. Several non-critical differences and completely different impressions. 9
Overall impression The third part of the dear franchise, released after a largely immaculate second one. Standard for the current generation of games Situation. 8

⇡ Video:

Everyone who is at least minimally fond of games, know that the eternal winter and merciless cold came to the third issue in Dead Space. Recall that Isaac Clark, the main character of the series, spent most of the on-screen time of previous games in the suffocating darkness among the dead and alien monsters. By itself. When the star shimme the star of the space station. And no one will hear your suicide cry.

The twilight of uncomfortable closed spaces was replaced by a dazzling blizzard and an oiled snow on an abandoned planet Tau Volantis. Darkness and light have changed places, but it did not become safer: through the cruel blizzard it is impossible to consider the environment even a few meters ahead. Such a change of scenery opens potentially new ways to make the player get a nervous breakdown. Behind the busty wind, you do not recognize the sound of the steps of something terrible, and you will not see the silhouette behind the snow veil, which in a few seconds materializes and touches your head.

Union

Do not think that Dead Space 3 will be limited to the winter planet.

At the same time, Dead Space tells about the tragedy of simple workers, who first seeks his dead wife, and then gradually go crazy from nightmarish hallucinations. It so happened that the Izek Clark engineer is experiencing horror once at a time and faces obeliski, necromorpses and the consequences of the painstaking work of religious fanatics. But now everything is different - humanity seems to have found a way to get rid of the epidemic. For details to fly to the planet Tau Volantis - they know how to stop the nightmare once and forever. Experienced Clark in this case is the best candidate for the expedition, and therefore local power structures forcing him to go on the frozen block.

In the new game Izek almost stopped seeing hallucinations and gradually came to my senses. Partly because this time with nightmares it faces not alone. Together with Clark, someone John Carver is collected on the snow-covered planet.

This is an important difference between Dead Space 3: so that it is not so scary to play, we were allowed to walk through abandoned stations and ruins in the company with a partner. The joint regime is almost not imposed on - at will the game remains almost personal journey. It is terrible to imagine how many trifles had to take into account developers to create such an adaptive cooperative and not to go crazy. It was necessary to plan a script and all gameplay situations with the calculation that another person may be with the player. And B. Visceral It is quite worthy of coped with the task.

Flight to Tau Volantis is a separate and extremely dangerous adventure.

At the same time, this approach predictably weakened the atmosphere, the integrity of perception disappeared. Where one character would seek adequately, two look at least stupid. If you play alone, Carver will be a faceless statist, which is given the word only closer to the final. So, snapped a couple of times, uttered a complete patter monologue, and that's all. In some sense, it is even good - sure, some players are not ready to engage in resource management and distracted by cooperative gameplay elements on the manner Resident Evil 5-6 (Subjects, Treatment of each other, etc.).

Die Hard

The rest of the Dead Space 3 remains a game about torn off limbs, claustrophobia and intestine on the floor. The authors try to play in contrast: the main character is constantly placed in close closed spaces and turn off the light, and then the same light and pushed. In the dark anxious, from the ventilation can sharply jump into the necromorph and sprinkle something to you, and then spit into the face of acid. In open spaces, the monsters appear at all from anywhere - on top, from the bottom, from the same snowdrifts - and also unexpectedly, and therefore the essence does not change. Snow levels most likely needed that for the third time it was not so boring to get to the next technical complex, and in space he or not - for Dead Space it does not matter.

Unittologists have finally cheered up and announced a hunt for an engineer. All the horror of the plasma cutter is fully revealed - people shout from pain, losing her arms and legs.

Real emotions The game transmits not sudden attacks of monsters from the back and scattered corpses, and limited resources. Here you need to spend the cartridges only in cases of extreme necessity, constantly run away from the monsters, slowing their stasis module, just not to overtake. It is adrenaline from a constant deficit of resources spurs the player. The goal becomes as soon as possible to get to the workbenka, deal with medicines and ammunition.

Do it yourself

Even at the stage of creating the original, the developers wanted us constantly experimenting and did not prefer some kind of weapon, the rotation was to be performed constantly. For small and weak opponents, a power gun was perfectly suitable, for the mutants raging tentacles and the crowd controls it was best to use a linear cutter and so on. In fact, the player chose the most convenient tool and used it to the very end.

In Dead Space 3, the system has been recycled. First, rare power nodes and loans were disappeared, now Isaac is forced to collect various types of resources to which you can immediately buy everything. Secondly, ammunition became universal. Thirdly, the tools now consist of several parts that are allowed to recharge or change. Let's say the automatic gun can be screwed to the plasma cutter and with the help of an additional module to remake it into the revolver. Izek, in the end, the engineer and the creation of the murder must get creatively.

Unlike Clark, the necromorpses are not terrible cold and blizzard. In the bad weather, the monsters move as fast as soon as the hero go on his knee in the snowdrifts is not particularly convenient.

The weapon disappeared the usual nodal panel, it was replaced by the compartments for the improvement chips, which increase the characteristics (recharging rate, damage, cooler capacity and rapidity). Over time, the details are becoming more and more, and attempts to determine which upgrades are suitable for a particular tool, turn into hard work, since the interface does not come to the rescue, it has to sort out the details at random.

Additionally, you can refer to the list of drawings. For an unjustifiably high price on the workbench, individual weapons are collected - for example, slowing down the enemies. This greatly saves time, but, in principle, any device of Isaque to construct themselves.

In the event that resources are missing for the purchase of items, you can always replenish their reserve in exchange for a rather modest amount of money. Around the ability to use your credit card in an expensive boxed game, hot spores have been blown up to the release of Dead Space 3. Someone considered that it is the beginning of the end, and Electronic Arts. Made a terrible sin. We, in turn, let's say that you should not panic. In the game, simply does not arise the moments when you necessary spend real money. Well, if someone wants to do it - why not? Blizzardearns on Diablo 3. Good money, and other publishers do not want to be aside.

Polar necromorf is more like a zombie, and when it is dismembrance, the situation becomes only worse: the tentacles grow up on the site of the crushed limbs and the monster begins to pursue Aizek faster and more.

Moreover, in DS3 there is an alternative way to get first aid kits and cartridges. Throughout the game, Aizek will come across side locations - there you can find additional resources and a couple of parts for weapons. Thus, the duration is artificially increasing. Each location tells a separate story. For example, on one scare with horrids about the dissatisfied Gaupvatahta Comrade, who at night cut the elite detachment and scattered the head of the soldiers on the barracks for the entourage. It is at the additional charges that unexpectedly resembles a "optional" cooperative regime - in some places without a partner just do not let.

Hard-space

Another thing is that the opportunity to buy resources for real money is contrary to the basic idea of \u200b\u200bthe game, the very essence of Survival Horror. The series, with the exception of the iconic welding mask, is still associated with a constant lack of resources and the struggle for survival. The real Dead Space is when Isaac lame in a seven-minded state, because there is no first aid kit, and the telecision screws their own claws in the monsters, and then presses a heavy boot into porridge to save the cartridges. At such moments, the game is transformed, becomes a terrible and uncomfortable, which should be. In space or on the planet, no one should hear your cry. It is in this case that everything works as it should. Only it becomes insanely scary to peering in a blizzard, seeing monster in every stone.

The horror is creating not only monsters - religious fanatics sometimes approach the tortures of victims.

But the Dead Space 3 has an incredibly low entry threshold, it is very adaptive - play as you want, and not how it requires that gamedizer. Who knows, maybe in such an approach the future.

Uncomfortable questions disappear after the first passage: you are offered to run the game anew, but on other conditions, without bills. In the first mode, they remove the crafting and make Dead Space 3 similar to the first part, in the other, on the contrary, the creation of weapons and the collection of resources is given the most close attention - with necromorphs cease to fall ammunition and medicines, and it is possible to provide themselves with everything you need only at the workbench. The level of complexity is traditionally high. For the most stubborn there is even a slightly modified hardcore mode - you can maintain how much and ever, but in the event of death, be kind to start the passage of rebound.

What happened to Dead Space is a fairly predictable process, and there is nothing to be surprised. The evolution of the series is easily traced on advertising campaigns of different parts. From injecting and cracked voice with a lullaby Twinkle Twinkle Little Star, we gradually moved to the rollers with a common idea "Your mother will hate Dead Space 2." And in the trailer for Dead Space 3 Phil Collins for some reason performs in the air tonight. It seems that in marketing this is called Shotgun Approach. Mom is still unlikely to like necromorphs, but from the vocalist of the group Genesis, she will definitely be delighted.

Recharacterness:

Cool plot:

Originality:

Easy to master:

Gameplay:

Sound and music:

Interface and control:

Wait?

Dead Space has become in every sense of a mass game, but at the same time he lost a little in individuality.

"Excellent"

Chief editor of "Game"

Even if you close your eyes on a wave of the universal hatred, which flushed after everyone understood that microtransactions in the game did not joke developers, but a given, personally, for me, the exit Dead Space 3 - the event is very sad, if not tragic. The canons of the first part are loneliness, darkness, complete uncertainty and feeling of lost - were slightly broken in the sequel. DS3 had two choices: either move further along the path of Hollywood, turning into a cheerful, but completely unstained Balagan; Or, on the contrary, become a 100% horror, frightening not special effects and non-stop action, but a secret, inexpensive and chamber gameplay.

Dead Space 3 went on the first to the most simple and commercially favorable way. It turned into a juicy blockbuster, capable of scaring only those who did not see the "psychosis" of Hichkok, "something" carpenter and "radiance" Kubrick.

The most offensive thing is that metamorphosis has been voiced by direct text a long time ago, which means, and scold developers, in general, not for what. They perfectly worked out the program, created another Hollywood action with Horror elements, which, no doubt, will sell great, and the next game in the series will be even more expensive and tearing.

But with all his advantages, it was the third part that finally buried the hope that from Dead Space could ever get the most terrible, before trembling in the knees, frightening horror, which was almost able to become the first part. R.i.p.

Alexander Pushkar

"Gameria.ru"

No matter how cool, and the original Dead Space remains my beloved. It was primarily a space horror and only then action: fear was injected without jumped up monsters due to an angle with wild cries and other unexpected surprises, but due to the utmost unknownness and its own helplessness. That Aizek moved slowly and handed over, silently silent the whole game and generally reminded the hippopotamus, which, as is known, very cowardly and massive, and therefore every exterior stimulus tries to stop walking to stop steaming about his occasion. So Isaac - first feared the battle from all the trunks, and then translated his breath among the Mount of prospectors and walked on.

But in the second part, the management in the game became a typical-chamber, and the main character learned hysterically to the fracture, destroying the former image of the indifferent phlegmatics. Monsters became greater, they became more dangerous, but no longer a panic fear, and the desire to enthusiastically recalculate the teeth before cutting in half from the laser rifle. The atmosphere was supplied to the staged scenes, a lot of driving moments appeared like flights on jet boots ...

Well, the third part went even further: the staged scenes here is no less than in some Uncharted.. From the game everything is also difficult to tear away, but now it causes about the same feelings as Call of Duty.- one-time attraction. It is not that bad, but still I want Dead Space to remain myself, and did not try to become something else.

Maxim Ivanov

The change of entourage is a necessary step for the series. I'm tired of narrow spaces in the second part and therefore, with difficulty, I suffered the first half of Dead Space 3. The standard set of "horror strokes" - the flickering light, the cold cries of monsters and confused bodies - no longer works, and the need to shoot the limbs turned into a routine for two more years Back.

oh, as soon as you are pulled out to the surface, the game is transformed. Refusing a shaft corridors, the authors found new ways to influence the player. You are afraid of not the creatures themselves, but the fact that the clutch is not enough at all and someone does not take it on time. And now the enemies are very, very much.

Dead Space 3 - The game is absolutely not terrible. Uncomfortable, unpleasant, even nasty places, but not completely terrible. The first ten minutes, while you remember what what, every rustle is killing goosebumps. But after half an hour of necromorphs, you meet with open arms and cheerful hook: "In the queue, kids!" Lack of horror elements The game with more than compensates for a scope and excellent production. Electronic Arts released a one hundred percent blockbuster, which will give the part of the entertainment to the majority of high-class action, including the Uncharted series. What is one prologue worth! And the most important thing - after passing there is no feeling of inexpensive. Hardly the third part will be the last in the series, but this chapter is completed. Isaac Clark can relax.

Maxim Bukrak

During his press conference, last year's E3 Electronic Arts showed a bright excerpt from the new Dead Space, where Isaac Clark, a couple of with John Karver, shot a lot, shot and tumbled in the snow - a word, excellently spent time. But winter fun was not impressed by the conservative fans of the series, who had time to prepare new molesquins for accurate counting of cartridges and aidhechkops, sketching the sinister corridors and record all cases when they were scared in the game. Snowballs, microplates, a cooperative campaign - tears about the lost uniqueness of Dead Space murdered without ceasing.

At first glance, the third part is really different from the predecessors in everything: here is another submission, another pace, other scenery and other gameplay. But if you wipe off the snot and continue to play, it will become clear that, even when, instead of necromorphs, people with automata appear on the screen, DS3 remains the same chamber action with Horror elements.

As in the case of Resident Evil, Dead Space tried to decorate fireworks, turn into an affordable blockbuster. But if Capcom, by and large, failed, then Visceral Games everything turned out - and the production, muscles, and explosions, and corridors. This is a real fighter, in which there is still all the best of Dead Space 1 and 2.

In Russia, the game was localized only at the subtitle level.

Gameplay

Plot

Prehistory

In an unknown period of history (perhaps long before the emergence of mankind), an unknown alien race on the inhabited planet Tau Volantis finds one of the obelisks around which, by analogy with people, organizes its own cult of unitology. Others, radically tuned aliens, were confident that Obelisk is the key to an inexhaustible source of energy, so they built a car around it, which had to extract energy from it. However, over time, Obelisk showed his true nature, starting the process of "convergence" - many aliens in religious hysteria committed with them or killed each other, after death, turning to necromorphs, who attracted Obelisk to themselves, forming a new bloody moon - a gigantic intelligent necromorph. The remaining capable aliens reprogrammed the car built around the obelisk, in a giant terrarifer, who very quickly made a Volantis ice period on Tau, who killed all the rest of the aliens and frozen necromorphs, but at the same time froze the bloody moon, immersing her hibernation "Convergence".

In the distant future, when humanity came into open space, civil war broke out between the Government of the Earth (Rus. Earthgov) and V.S.K. (Armed forces of sovereign colonies (Rus. Sovereign Colonies Armed Forces, or S.C.A.A.)). After the incident associated with black obelisk and the creation of Unitology (Dead Space: Martyr), V.S.K. Still, it is decided to repeat the experiment with copies of the obelisk to find the source of inexhaustible energy. The method of triangulation of the obelisk signal, they find Tau Volantis and equip the scientific and military expedition out of five ships there. Arriving on the planet in 2313, the military is building a research station at the top of the mountain, under which the aliens car stands, and the camp at her foot. The head of the Expeditionary Fleet was Admiral Marjeri Graves, Army Parts were led by General Spencer Mahad, and the studies of the planet and the aliens were headed by Professor Earl Serrano. However, over time, local obeliski began to drive colonists crazy (although there were not a single unitologist among them): Admiral was planted for home arrest in his cabin because of strange visions, and Lamley's apartment browser spoiled all the reserves of food. During work, the terraformer began to awaken the aliens necromorphs, and therefore part of the personnel disappeared and returned already in the form of necromorphs. Part of necromorphs were delivered for research on the fleet ships, where they ran and organized local epidemics.

By the beginning of 2314, General Mahad found that the situation on the planet was out of control and humanity threatens the necromorp epidemic if they leave this star system. Therefore, he initiates the "level quarantine", according to which all research data should be eliminated, the fleet ships are destroyed, research facilities are canned, the entire expeditionary personnel is executed, and the planet itself is listed in the "black list". Rota "Reznov" (Spetsnaz V.S.K.) Head with the general was carried out by the fulfillment of quarantine conditions, after which they committed suicide (as the program of neurolynguistic programming was required during their training). Professor Serrano by then managed to solve the reason for the infection of necromorphs and was going to re-run the aliens car to destroy the bloody moon, so he sent his proxied assistants to the Codex (DNA from the car) of his trusted assistants - Tim Kaufman and Sam Akkerman. Therefore, it is possible to get a code from a fallen shuttle "Mulle", but in the process of descent from Mount Sam dies, and Tima overtakes Mahad, who tells him that the professor is mistaken, and it's too late to correct anything. The general kills Tim, after which it destroys the code and performs suicide.

Basic game

2514 year. After the events at the station "Titan" of the path of Aizek Clark and Ellie Langford diverge: Isaac hides from UNITologists and the Government of the Earth on the Lunar Colony "New Horizons", and Ellie is looking for a way to end the obelisk epidemic. Meanwhile, the state coup - the unitological sect "Circle" under the leadership of Jacob Danika will overthrow the government of the Earth and performs a number of terrorist attacks on Earth and its colonies.

By that time, Captain Robert Norton and Sergeant John Carver, the Agents of the Earth's Government, find Ellie on the planet Usoro and convince it to find the mysterious station "Ptolemy", since 200 years ago with its help was discovered [ what?] Tau Volantis (which was classified as "native world of obelisk"). Ellie finds the planet, and the detachment is divided: Ellie, together with his colleagues - Austin Bakkl and Jennifer Santos, are sent to the planet, and Norton and Carver at the request of Ellie return to Earth in search of Isaac. After some time, Norton and Carver find Aizek and demand from him to go with them. Isaac first refuses, motivating this by the fact that he does not want to contact obeliski, but later agrees when he knows that Ellie is involved here. At the exit from the apartments on Isaac and agents, unitologists-cultists are attacked. During the battle, Isaac is separated from Norton and stumps on the leader of UNITologists, Jacob Danik, who is trying to kill him, but Aisku is able to escape. Reaching the cargo station in the industrial zone of the colony, Isaac hudals a transport train, which is later trying to stop unitologists. Before the transport explodes, Norton has time to pick up Aizek on his personal ship - "Eucdore". Falling from UNITologists, Eudor enters the hyper-jump, taking a course on Tau Volantis.

Eudor comes out of the hyperspace near the planet, but falls into the minefield and explodes, and the crew is evacuated to the nearest ship of the Expedition C.M.S. "Roanok", on board which Isaack finds Ellie, Bakla and Santos. The team develops a plan, how to go down on the planet. On board a neighboring ship of the Expedition C.M.S. "Terra Nova" they find partially functioning shuttle "Crozier", which Isaac chinit, collecting the necessary details on other ships of the Fleotilla V.S.K. (With the exception of C.M.S. Sheklton, which during the introduction of Quarantine has exploded on its own mines). Repairing the ship, the team goes on the planet, but the landing goes with a rigid, because of which the ship falls apart on the part in the air and breaks on the snow cliffs, and Locke and Rosen die from the crew. Isaac during a crash found himself in the bow of the shuttle, which is due to what is separated from the rest of the team. Having come to himself, Isaac discovers that his IK. (R.i.g.) is damaged - the heat exchange system is disabled, because of which Isaac risks climbing to death. Reaching the camp of the colonists, Isaac in one of the barracks finds a dying Bakkin. He says that the team was able to survive the fall and find the Arctic suits to survive the low temperatures of the planet, but one set was not enough at all; Baccuck decided to remain due to its relative uselessness. Dying from supercooling, he has time to tell Aizek that there should be more suits in the basement under the barracks, but there are too many necromorphs. Isaac descends there and with a battle makes himself a suit, after which he catches the rest of the group.

The survivors find the headquarters V.S.K., where they learn that obeliski is controlled by the machine, and they will be able to find it by tracking the location due to the frozen aliel necromorph under the name "nexus" using a special probe. Isaac collects this probe in parts, and after it is involved in the experiment on the introduction of a device into Nervous Nodes of Nexus, which, as it turned out, is still alive. Selecting outwards, Isaac scandalite with Norton, which locks it in the cage. He managed to get out, but outside Danik's thugs are captured - it turns out that Norton informed the location of the planet and Aizek in exchange for the ship to save himself and his team. Here they attack the rustic nexus, and Danik retreats. Isaque manages to kill the Nexus, after which it enters the fight with Norton and also kills him. After some time, Isaac, Ellie, Jennifer and John climb the mountain, at the top of which there is a laboratory of the colonists, but the Narromorp-Alieca is attacking the Aizek group - "Snow Beast." During the attack, Santos dies, and Isaac falls on the bottom of the gorge and soon kills the beast from Harpunov, and then catch up with John and Ellie. They get to the research center.

Having reached the control room of the center, Isaac learns about the existence of the Code, and that it can be obtained by gathering together the frozen parts of the alien creature (the indigenous inhabitant of this planet), which in the documents is called "Rosetta". When the key was assembled, Isaek visits the vision of the aid and the appearance of the bloody moon, and he understands what the code actually needs. But here the team find Danik and his unitologists and take the key from Isaac. To stop the UNITologists, Isaac gives to the gas-antiseptic room, fatally dangerous for any organics (even for necromorphs). After that, the Danic runs away, and Aizek and Carwaru manage to escape, but Ellie stuck in the room and, allegedly, dies.

Clark and Carve followed by Danik in the dungeon of the planet, where the city of aliens was located. There they managed to take away the key from the Danik, but then they are divided: Carver decides to wait for Aizek at the car control panel, and Eizek itself starts repairing the car. When he gets to the control panel, there they are met by Danik with the hostage of Ellie, which turns out to be alive. He demands to give them a key in exchange for her life, but Isaac refuses. Then the Carver selects from Isaac and the key and gives it to the Danik, as it considers the life of Ellie more important. Danik turns off the car, and the mountain begins to fall apart due to the awakened moon, which began to absorb everything. Danik kills the fallen club of the rock, and Isaac himself turns out to be discarded into the emptiness from the control panel. Using the reactive system of its costume, he can get to the control panel and weaken the moon. After that, he persuades Ellie to fly on the ship Danika, who was there, and re-includes the car. The moon is frozen and dies, falling on the planet, and Clark and Carver leans from the console, and they hide in the air for some time until they disappear from the view. In orbit, Ellie is trying to get into touch with them, but they do not respond, then she discovers that the obelisk signal is disappeared, which means they managed to stop the epidemic. She goes into the hyper-bargain. Titres are followed, after which the Ellie calls for the scenes of Isaac.

DLC "Awakened" ("Awakening")

Supplement for three chapters reveals the further fate of Aizek and John after the end of the scene of the original game.

After the collapse and death of the bloody moon, Isaac and John come to themselves in crevice, but they cannot understand why they managed to survive this fall (as well as the state of Tau Volantis, while the clash with the moon was to destabilize the planet; more about it in the cartoon "Dead Space: Consequences"). Heroes are noticed on the horizon of plastered shuttles: followers of Danika, damaged defeat in this sector, retakes into the orbit of the planet. John and Isaacks understand that they risk being abandoned on the planet, so we rush to the nearest Fortpost V.S.K., in the hope of time to one of the shuttles, which is due to them, but that shuttle is not a hyperspace engine, Therefore, they will not be able to fly to the Earth.

Then the heroes take off in orbit and get to the frigate of the old flotilla CMS "Terra Nova" in order to prepare it to return to Earth. However, during the preparation of the Izeka reactor and the flight system, hallucinations are repeatedly visited (similar to those in Dead Space 2.), in which the leader of the surviving sectors tells him that the rest of the fraternal moon have already awakened, and that they are looking for the path to Earth. Isaac understands that the moon can use it so that he brings them to the ground, so trying to dissuade the carver from return. However, the latter does not agree with him, because he wants to survive, so attacks him. As it turns out later, the heroes fought with hallucinations of each other, while the Moon and so knew how to get to the ground, and the same cultist only wanking heroes so that they did not have time to return to Earth and warn everyone. After the victory over the leader of the cult, the characters still decide to fly to the ground and successfully launch the ship.

Isaac and John return to the solar system, coming out of the hyperspace from the dark side of the earthly moon, but attempts to go out with anyone to contact fail. But when the heroes are flying through the satellite horizon, they see how the earth attacks the three fraternal moon at once. And the next moment is one of the moon grows in front of the ship and the narrative is broken.

Characters

Protagonists

  • Isaac Clarke (English. Isaac Clark) - Protagonist, main character of the game and all the trilogy. After the tragic events on the ship usg "Ishimura" and at the Titan station hiding from UNITologists and the Government of the Earth, which are trying to get the drawings of the creation of obelisk laid in his head. It goes on the planet Tau Volantis to find his girlfriend Ellie Langford and once and forever destroy the epidemic caused by obels. Isaac almost completely overwhelmed his madness that happened to Him in Dead Space 2, and no longer suffers from hallucinations. His further fate, after the final battle, is shown in addition Awakened.. Voice is Ganner Wright.
  • John Carver (eng. John Carver) - surviving Sergeant Special Forces EarthGov. On the planet, the chorus faced with the activation of obelisk and the epidemic of necromorphs. The fault of Jacob Danika killed his wife and son. In a single game, Aizek helps slightly throughout the game. The cooperative is a game character and takes place side by side with Aizek all the way. Suffers hallucinations, like those who suffered from Isaac and Strauss in Dead Space 2.. Obeliski use images of his dead wife and son. His further fate, after the final battle, is shown in addition Awakened.. Voice - Ricardo Chavir.
  • Tim Kaufman. (eng. Tim Caufman.) - Young soldier who served on Tau Volantis at Flotilla V.S.K. 200 years before the game events. Was sent by Dr. Serrano to find Codex (The key from the aliens machine) in the fallen shuttle. Despite the success of the operation, General Mahad convinced him that he could not fix anything (the first catastrophe on Tau Volantis). Killed Mahad. The playl character is only in Prolog.
  • Sam Acherman (eng. Sam Ackerman.) - Caufman's colleague sent with him in search Code. Dyschat during the unsuccessful descent from the slope (perhaps crushed by fallen shuttle). It appears only with cooperative passage.

Antagonists

  • Jacob Arthur Danik (eng. Jacob Arthur Danik) - Unitologist, the leader of extremists, which is the fault of which is a new epidemic of necromorphs on the Lunar Colony "New Horizons" (English. New Horizons) At the beginning of the game. The main antagonist of the game. Through the game, trying to prevent Isaque to destroy obeliski. Killed rock fragmentation dropped on him. Voice - Simon Templeman.
  • Robert Norton (eng. Robert Norton.) - The Captain of the Eudor Space Ship and one of the surviving members of the EarthGov squad. He heads the rescue search operation of Ellie Langford. Helps Aizek and Carwaru during the events of the game. Everyone is jealous of Isaac to Ellie, as a result of which small conflicts arise between Norton and Aizek. I was betrayed by Izek, issuing it to unitologists in exchange for a ship to save with Tau Volantis. Shot Aizek. In addition Awakened. becomes necromorph. Voice - Robert Gant.
  • Damara Karver (eng. Damara Carver) - The deceased wife of John Carver, who died to the events of the game. The game is an analogue Nicole Brenan from Dead Space 2: It is Carwaru in hallucinations and torments his sense of guilt for his death. It appears only in additional missions available only during cooperative passage. Noteworthy is the fact that only the second player manager can see it, John.
  • "Prophet Circle"(eng. The Circle Prophet.) - a unitologist-fanatic, headed by the rest of the cultists after Danik's death. Trying to force Aizek to issue the location of the Earth, although he himself knew him initially. Appears in reality (in the form of immortal mirage) and in Halucinations of Isaac (becomes vulnerable when destroying luminous obelisks). Main antagonist add-on Awakened.. After the victory over him, Isaac can finish it or spare.

Others

  • Ellie Langford (eng. Ellie Langford.) - Pilot S.E.S. 4th grade. Together with Aizek survived events at Titan station. He had a short, but a stormy novel. After Isaac decided to try to live in a normal life, Ellie continued to look for ways to confront necromorphs. Searches led her to the planet Tau Volantis. Every woman helps the protagonist as the game is passing. After the destruction of the Moon, Ellie is trying to contact Aizek and Carver several times, but it does not receive a response. Desperate, decides that they died and go to Earth. Voice - Sonit Henry.
  • Jennifer Santos (eng. Jennifer Santos.) - Scientist, member of the team of Ellie Langford. Helps Isaque in search of methods for the destruction of necromorphs. Died as a result of the fall of the lift. Voice is Michel Ann Johnson.
  • Austin Blan (eng. Austin Buckell.) - Another surviving member of the Ellie Langford team. He died from frostbite. Voice - Frank Ashmore.
  • Mark Rosen. (eng. Mark Rosen.) I. Lokk (eng. Locke) - the pilots of the ship "Ayudor", on which Isaac, together with Norton and Carver, arrives at the orbit of the planet Tau Volantis. Later, Pilots of the Krozye ship. Dish with a rigid landing on the surface of the planet.
  • Spencer Mahad. (eng. Spencer Mahad.) - General forces V.S.K., providing the first expedition to Tau Volantis. During the incident on the planet, the expedition failed, and that information about it needs to be buried so that humanity does not know about it. For this, he kills most of his subordinates, including Kaufman, after which the life of suicide. It appears only in the Prolog.
  • Earl Serrano (eng. Earl Serrano.) - a scholarcheologist, the head of the scientific service V.S.K. Successfully investigated the history of the aliens and solved the secret of the waist on Tau Volantis cataclysm. I tried to destroy the moon with the help of a machine of aliens, but because of the fanaticism of Mahad could not bring the mission to the end. In the game, professor can only be heard in the Prologue, and in the final chapter you can find his corpse. Also, throughout the game, you can find his audio and research and slide films, where it gives explicit tips to start the aliens machine.

Chapter

As in the previous part, Dead Space 2, The game follows without visible loading fields of the next level. Names can be seen in the lower right corner of the screen at the beginning of the chapter. Also, from time to time, the names of locations appear instead of the names of the heads.

If you combine all the first letters of each chapter in English, then it turns out to be B.r.O.T.H.E.R.M.O.O.N.S.A.R.E.A.W.A.K.E., or " Brother Moons Are Awake", Which is translated from English as" Fraternal moon awakened" This can be seen at the end of the "awakened" add-on when the bloody moon attack the Earth for the purpose of absorption. And if you connect all the first letters of the heads of addition, then it turns out R.i.p. that translated means " rest in peace».

After the introductory roller, we begin to move along the field listed in the snow. We focus using the device on the wrist of Tim. Arrange to the collapsed flying machine. We destroy the boxes and thereby produce cartridges to weapons. Shot on a junk on the main door. Opening it, the enemies are chosen from the inside. The most vulnerable zones - limbs and head. Entering the ship, we move to the stairs, passing the opponents along the way. Pin the corpses for the extraction of ammunition and the aidhechki. We rise to the bridge, click on the side control panel and select a cylindrical device. An unexpectedly ship rows from the place, and therefore jump over with a rope on the gorge. Moving the lower and lower, occasionally jumping the pits. Go to the left, so as not to be above the explosive wave. Roll from side to the side to avoid collisions with fragments.

Chapter 1. Sudden awakening.
Moon Colony "New Horizons".
200 years later.

We look at the apartment, after which we go to the corridor, turn left and leave out. We go to the fighters at the gate. After the dialogue, squeezing with the shelter. We kill a couple of opponents for training and pass to the car right. After the explosion, we turn out at the bottom. We go straight, destroying enemies. Do not forget to use shelters. Another suicide is shifting before it approaches us. We enter the construction, climb on the stairs. Talking with Norton, inspecting in the room and go out in the alley. Carefully envelope corners and shoot opponents. For a minute, not a permit stopping the flow of trucks on the highway will not allow crossing the road. Aims into the stream and slow one of the Machines of the Stasis. Now the flow is stopped, and we can go to the other side and go upstairs.

Inside the hall is faced with a large number of enemies. The main thing is not to allow to surround yourself and go back on time. On the elevator we will rise to the top floor. Immediately exposed to attack, but Isaack escapes from Diana and his people. We get up, pick up the aid kits, until the enemies broke. By killing them, we go further to the next elevator. Rising, we go to a number of stores. Turn to the right, pass through the souvenir shop. We go out in the alley, destroying enemies. We go down the stairs in the building, on the elevator climb upstairs. We arrive at the station where you pull up the locomotive to the central platform with the help of a kinesis. Then he move it into the tunnel. Similarly, connect the fuel composition with the head carriage. We wait for the last car and climb in front of it. We are moving towards the locomotive, exterminating enemies trying to stop us.

Chapter 2. By itself.
U.S.M. "Eudor".

Come into consciousness, speak with the carver. On the shelf on the right we turn on the audio recording. We follow the corridors to the Captain Bridge. The ship makes a leap in space, after which it is subjected to a collision with mines. We leave from the bridge, give allies of instructions, then moving forward for the costume. Wearing it, tearing into weightlessness and catch up with the last and main element - helmet.

We arrive to cargo and use the kinesis on the arrows depicted on it. After pushing them along different directions, we interact with the control panel. We rush across the space, labby between debris and mines.

Chapter 3. Roanok.

We meet with Norton at the cargo dock. Inside, do not pass, so we go to the neighboring doors. Open them by sending an eye on the central castle and applying kinesis. Now again press the kinesis button and scroll through the lock. Through the gateway, we turn into the corridor, turn to the left and get into the room, from where you open the cargo door with the use of kinesis in the control panel. We return to the corridor, turn left and open the door. For the coordinates of Norton, we go to the group of headed Ellie. Let's go to the right and collect all useful items. We pass through the door and get to the room, in which all the doors are blocked. Capture the battery near the central door to the kinesis and install it into the appropriate hole next to the machine.

Now we can open the central door and go to the corridor. We destroy creatures and remove the barricade near the side door with the help of a cruise. We are growing with enemies in a room with a de-energized projector. We go into the corridor, get to the door on the left side. Going away, we fly in weightlessness and shoot from the opponents flipping to the walls. Then climb the stairs and proceed to the launch of the main generator. All three mechanisms are lowered the top parts. Next, we capture the locks opened on top and hold the kinesis button to promote and subsequently submit energy. Turn on the generator through the control panel. We call the elevator and wait for the arrival. Raised Ellie and to other surviving workers.

We return to the generator on the elevator and proceed to the destruction of a huge necromorph. Lower the tops and spin them, as we have already done earlier. On the bottom will appear tentacles that shoot in the red areas. Since they move too quickly, I will apply the Stasis. Walking in all generators, we go down the same way that profits. Being in weightless, we use the stasis on the fans. Go to the opposite direction and climb up the stairs. Going out into the corridor, come to the control panel on the wall. We move the sliders to the allocated cells and activate them. By filling out the entire area, the elevator will be available on the left side, which goes on the top floor.

Isaac is viewed on images in the wall. Now we can return to Ellie to the station and go through the left pass from the machine. Through the corridor, we will get into open space and go to the trolley that will deliver us to Terra Novu.

Chapter 5. Expected delays.
Crew Crew Terra New.

Arriving at the station, moving through the gateway. Opening the door, we get to the elevator before the captain's bridge. To open the next door, you need to hack the control panel. Rotate with stip and find three blue zones that need to be fixed. We pass into the corridor and we clean it from opponents. We go down to the folding room, where we also spend stripping. Get to the trolley and call it through the console on the left side. Together arrival, we are talking about the problem. We go through the door on the left, climb upstairs. Follow the enemy stuck to the wall. It is necessary to shoot all his tentacles and only then can go to the elevator. We go to the next floor. Here it is necessary to free the way from the cargo. This is done by the connection of two cargoes by the parties corresponding to each other. Visually pick them enough easily. Next, we are separated with the enemies that appeared and go back to the elevator.

Going down, go to the door on the left. We climb upstairs and run to the warehouse. A new opponent appears, which cannot be killed. When leaving all the limbs, it can be stopped for a few seconds. After that, it is regenerated and again continues to attack us. We quickly get to the trolley and call it through the console. Keep the defense before the arrival of the transport. Actively use the stasis to slow down the immortal necromorph. On the arriving trolley, we get to the central station.

Chapter 6. Repair before shipping.
Tail section C.M.S. Terra Nova.

We approach the console next to the left door. Hacking it, we enter inside and select the key from the combat cutting. Now we can return to the trolley and go to the tail station. After arrival, we call the elevator and are waiting for it, cut off the limb to immortal enemies.

The elevator will deliver us to the shuttle. Let's go through all levels and collect the necessary modules. Then climb up and call the platform. It goes on the opposite direction and similarly to the modules. Use the remote control machine. Next, on the platform, go to the center to the shuttle. Open the cover with the help of a cruise and install the assembled remote.

Without fuel, shuttle does not budge. We will move again on the right side. Going down on the lift, we will turn right and go through the unlocked door. Climb upstairs, then go down and back up the lift again. Activate the fuel pump, we go to it and a kinesis in the tank. During the refueling, prog to the murder of approaching necromorphs. After the end of the refueling, deactivate the pump and please the Ellie to carry out the final stage in the preparation of the shuttle to flight.

Unexpected overheating will fail. Go down and turn to the right. I do not rush to run the head, as the fire will constantly break the path. The pointer will indicate the right road. Get to the stairs and go down. We pass to the lift, causing it, restrain the immortal necromorph. Climb upstairs, call the platform. Now fought back from two opponents. We move on the opposite direction, follow the lift and pass to the left. We go to the building and get to the elevator on which we go to the top floor. We are located for stationary weapons and we destroy the cylinders stuck in the meat grinder. Also do not forget about enemies, which over time will be more and more.

The explosion brought us into outer space. Get to the station, along the way, shooting mines. Their approximation is easy to recognize through frequent sounds. We use a shuttle for sending grills.

Chapter 7. Chaos.
C.M.S. Grills.

Go to the engine using a pointer. Kinesis pull the shields, then square devices under them and, of course, the engine. Returning to the shuttle, we get to the station of Roanoka. Here you need to get three registrars from three different satellites. Up to the first easy to get through the pointer, but the rest finds not work on the green light.

Further, according to the pointer, we find the nearest machine. We combine objects found in it and return to weightlessness. Fix the module on the shuttle. Immerse yourself in a shuttle where you notice damaged oxygen cylinders. We insert them on the connectors and turn one hundred eighty degrees. Now we can go to the path, running the shutter through the control panel. Do not deviate from the course, that is, keep the shuttle in the framework of the blue squares. We shoot marked enemies and try to avoid obstacles in every way. We still have to return to the cylinders and again place them in the right location.

Chapter 8. No connection.
Tau Volantis.

After crash, we begin searching for the second part of the shuttle. As a reference point, we use fire. They also replenish the stock of the heat. We go to the open area, and the shuttle is collapsed on top. Quickly press the corresponding button. We continue to advance, and soon you will find the tail of the ship. There are no survivors here, so we go to the next point, focusing on red signal checkers. On the slope is attacked by the enemy, which reckoning us far ahead.

We find a bridge, follow it along it until we find the stairs. We are climbing up, we turn to the left and enter the warm room. We launch the generator, we find the first message from Ellie. We go to the snow, descending on the lift. We move along the pipe, go down on Earth. We destroy emerging enemies and go to the next building. After passing through it, we will continue to go straight until I see the signal checker. From it, we will return to the left and get until the next checker, near which you will find a passage to the construction. We communicate with a bare bale.

Chapter 9. Forward.
Transit station.

We go to the left and get to the end room. Run the generator, kinesis stretch the gear on the wall. We deliver it to the location of the core and inventing the axis in a nearby. We are going down on the elevator where we clean the room from small creatures. They love to attack large groups, but they quickly die.

We get to the workshop, on the stairs we go to the lower level. We set into the correct position of the mechanisms on the appropriate type of tips. When the device starts, we wait for a couple of tens of seconds. Then we run behind it and pass to the extreme left passage. We repeat the action with the mechanisms and immediately slow down the structure of the Stasis to have time to come to the passage and not be clamped. We climb up and proceed to the wardrobe. We will change into an arctic suit in which protects from the cold.

Using the locator, choose out. We get to the inclusive crane and quickly press the displayed buttons. Upstairs, we find a carver, which actively behaves with enemies. We go to the room from the right side of the lift and launch the generator. Now we can go upstairs, but we will interrupt the necromorf, which we have already met earlier. Shooting him constant growing on the back of the tentacle. We evaporate from the enemy attacks by double pressing the acceleration button. The tentacles will constantly grow, so after several successful attempts, the monster will run away. We rise higher and, focusing on the locator, reach the command item.

Chapter 10. Now we know.
Department of Command Excavations.

The team is waiting for us outside, go out to them and immediately attacked by enemies. We use shelters and destroy Diana people. We need to get to the drilling platform where we run the generator and exempt the drilling device from protective stems. A huge, constantly rotating device will appear on the site. Move in a circle to not be under it. We slow down the Burmashin Stasis and shoot the yellow parts in his center. We charge the Stasis through wall installations and destroy necromorphs. Having won, heading to the existing passage.

Chapter 11. Hunting for the signal.
Building for samples.

Get on the lift to heaters. After talking with Ellie, heading to the boiler room, and then go out into the street. On the right there is an energy unit. Pulling it out, deliver to the building at the other end. All the ways will attack the enemies. Wake up block through the window. Returning back, we climb up and run right to the same building. Going along the stairs, insert the unit into the appropriate hole. Manually run the boiler.

Let's go back to heaters and adjust the pressure. Activate the central console and rotating the kinesis mechanisms over which the figure will turn around. When the pressure is 100%, it means that we did everything right and can climb the team. Santos transmits us a probe scheme. It is necessary to get several parts for its creation. We get to the snow-covered lands, where we are faced with new enemies. They are cowardly and therefore attack unexpectedly, after which it is trying to hide as quickly as possible. The surest way, stand still and wait for them. Reaching the barracks, pass through it and find themselves at the auxiliary area. We destroy many opponents, after which we turn to the left and we wake the console. We arrive at the warehouse, which is in a dilapidated condition. We pass to the end on the right side. On the left notice the winch, pulling her kinesis. Then go down and collect the components of the probe. All of them are highlighted, the latter is in the same cell that we raised.

Let's go back to the site and fight with a familiar enemy, which will hide from us again. Let's return to the allies and collect the probe on the machine.