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Dead Space - Game Guide
System: PC
Rated: M
Also On: PlayStation 3 · Xbox 360
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Chapter 3: Course Correction
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	Tram Station

A box on the ground to the left and another in the waiting area. Head to the
control room.

	Control Room

This is another crossroads in your path. For now there is an audio log by the
dead guy, items in the lockers, a store, a locker to the left, and a save 
station. No reason to use the store unless you wish to purchase a power node;
but only one in case you need 10,000 creds later. After that, take the door to
the right to enter the machine shop.

*HARD: For everyone really, just start curb stomping that dead body, pull it 
off and stomp off the limbs and the head. That way when you come back you 
won't have to fight the super!*

	Machine Shop

Go down the ramp and then aim at the body on the ground, get close, and then
kill it when it's up (perhaps shoot it with the Cutter first if you don't want
to get close). Then go into the men's room to the left for an audio log, a
Flame Fuel schematic, and then two lockers with ammo. Come back out and follow
the path to a bench, where you'll find a text log to the right of it. At the
bench you could always use your two nodes on the top of the Line Gun tree to
get a reload, but then you'll use one on an open spot, so do as you wish.

	Refueling Chamber

Go up and left; something under your feet. There is a med in the tiny sleeping
area, then if you go around you'll run into an enemy, but before you follow
that path forward, go right for creds and a box, which is on the path if you
had gone right at the start of this catwalk. So keep following the path (use
the locator if I've confused you), and you'll hit a fork in the road. You can
pull the gondola to the right, but you need to go left. There's a box with
creds on the wall. 

On the left path, go right to hit the fueling panel. Use kinesis to pull the 
handle down and the thing will fuel up. You can go up to face an enemy and some
of those crawling things (there's a wicked blade on the ground to the right).
There's an item and a door back to the control room further up this path, but
you need to go back. 

Now use the gondola, pull it to you if you didn't already, and take it across.
Don't get comfortable though. No, there are no enemies that attack you on the 
ride, but there are about four of them when you're across, one a hyper. Use 
your line gun's mines before you get across; stick em in front of where the 
ride will end. There are also a few cannisters you can use kinesis on, or just
explode with a shot, but better to grab them with you power before the ride 
ends. When it does stop, hopefully you've done enough setup before the end so
that you only have one or two to fend off.

Pick up dropped items and pop a box on the right. Then follow the path to the 
left for a box on the wall, then keep going to get an audio log among some 
bodies. Follow the ramp up to see a slippery enemy escape into a vent. Go to 
that end, he won't pop up, but get the item out the box down the path and then
turn right for a stasis pack in a dark corner. Then follow the path to a save
station, with a schematic nearby. Then push down the fuel handle to complete
the objective. Feel free to save again if you're OCD like me.


		

Three babies, not all at the same time, will attack when you head back (if
one grabs you, just mash the button to free yourself). When you're down the 
ramp, head forward for a power node in a blue box and creds on a shelf; feel
free to bring that cannister with you too. Get back on the gondola and take it
back across. Don't worry about that enemy that runs by, I think he's just the
enemy you may have already beaten. If you didn't take the shortcut to the 
control room and cleared it earlier, then there is an enemy and crawlers 
waiting for you.

Go through the door to be on the opposite side of the control room where you'll
see an infectore turn the body into a hyper enemy. There is a box at the end
of this walkway if you want it. When you open the door to the control room, 
be ready to stasis the hyper or infector, then pick them apart with what you
have. Be mindful that retreating back through the doorway is a cheap way to
keep them away to some degree, but it's easiest just to kill them outright.

*HARD: Should just be the infector, and if you want a capacity for the plasma
cutter and you used it to kill the thing, go to the bench, or maybe get an
extra node to give it power.*

Once they are dead, visit the store to unload your schematics, which one gives
you a new gun to buy, the Ripper. This gun is worth a buy if you have the 
creds for it. Then for the sake of being on the same page, let's go down the 
left path to the centrifuge, left from entrance of the control room; opposite
the save station.

*NOTE: The first fire of the Ripper sends out a blade the length of the 
laser and holds it in place as it spins. So it's like a chainsaw with wicked
range. The alt fire shoots that blade straight. So the first fire mode is the 
best as it lasts about five seconds.*

*CUTTER: For you cutter-only people, consider buying a power node to go with
the one you got and at the next bench buy BOTH reloads to make up for not
having a single capacity upgrade, or buy a capacity on your way to one of the
damage nodes. Considering you only have the cutter, going through a capacity
node without needing ammo isn't so bad.*

	Decontamination

There are tons of lockers with creds, ammo, and an audio log. Then use the 
bench to upgrade whatever you please; maybe the Ripper, but probably the Line
Gun first. Then into the decon chamber. Yes, during this wait you are amushed,
but only by three enemies. This is a good time to test out the Ripper if you
got it. The enemies drop from the opposite side, so just stay by the door you
came in from. They drop one after the other, so shouldn't be too hard picking
them off, and you always have stasis. The last one is a leaper who will be on
the walls. Once it's over, go out the door and get a locker before heading 
through the next door.

	Centrifuge

Go to the left for a node and item. Then go all the way back for two items by
an open hole in the wall, one a conductor. Go through the door, pick up the 
air can, and then save.

*HARD: It would not be a bad idea to go back, spend your new node, and then go
back to the store and deposit extra med packs. Depends on if you want to drop
items or if you plan to get hit a lot I guess.*

Enter the centrifuge and then go left to bring out two leapers below you, so
consider jumping to the ceiling or floor so they don't have any angle to attack
you from; remember there are a ton of cannisters so long as the enemies are 
not right next to you. You're locator points you to a panel on a walkway,
but first you must insert those two power blocks into the centrifuge. There is
a stasis recharge by the control panel if you need it. 

*NOTE: There is a floating box to shoot, an oxygen recharge on the floor, and
remember to use kinesis on items that are floating out of your reach, such as
dropped ammo.*

Get on the floor and go to one of the two power blocks. Notice the front has a
spinning thing. You need to stasis that, then use kinesis to gently insert the
block into the slot. After you set in each one, a leaper will attack. Do this
on both sides and then return to activate the panel.


		

*NOTE: Don't be shy to use any air cans if you are running low, but the 
standard RIG level 2 air supply should be enough.*

The gravity is back to normal, and there is no air in here, so your oxygen 
meter is going down. No panic, just take the lift behind the panel down; get 
on the lift as the automated voice is talking to not waste time. Watch out down
here, there is a big spinning block that you cannot stasis. Wait for it to go
by and run to the right into a nook, fight an enemy that drops in, then run to
the next safe nook in the same way for oxygen. Run to the next nook as a leaper
enters with you, so be ready for a close quarters combat. Should have 30 secs
of air left, plenty to make it to the next nook, up the lift, run to the exit,
grab the item in the box on the right, then run in and hopefully the door 
closes in time. Grab an item on the floor and save. Have your line gun in 
hand.

Go out and a big ass arm grabs you and slowly drags you away. You can still
aim at the big yellow spot on the arm. Two line gun blasts should get you 
free. Then make your way back to decon, where one monster waits on the other 
side. Feel free to use a node at the bench, maybe for air on your RIG if you've
been running low on it, then back to the lift.

Store, most likely just to store items, save, and then through the newly 
unlocked door on the left side. 

	Fuel Storage

Enter the next door to be out in space. There is a box and two items floating 
about that you can kinesis to you (retreat into the ship if you take a long ass
time getting them). When ready to leap, look straight and jump to a flat piece
of floor, then be ready to fight two leapers, or just jump to the ground, but
they are quick so I suggest you fight them. Jump to the opposite floor, then 
walk up the "bridge"-like piece up the wall to reach the door, then stand away
from the door so it closes.

	Engineering Storage

Go through the next door to his loud area, but no worries. Just grab the 
schematic on the floor, then the item in the box and move on. No enemies in
this shaft either. Go left and into the first door for some items and an audio
log. Then go into the right side closet for a text log, power node, and more
items. Then come back out and take the lift down.

This level have two more closets with just a few med packs. The one on the far
side have three crawlers, keep an eye on that dude, and then you'll be teased
by monsters running about. Take the lift down and enter the first room on the
left. Don't bother shooting the box, it's a trap with three crawlers inside.
There's one item and then a stasis recharge. Come out, the guy in the corner 
will moan like a little baby at times, then stasis the door for a morph to 
run out and attack. Recharge if you must, then go through the door.

*NOTE: Before that enemy goes beyond the stasis-ed door, shoot his legs and 
maybe he will get caught when the door normalizes.*

Before going through the stasis door, be sure to have spent that node 
on the locked door on the side. Has ripper ammo schematic and more items.

	Engine Room

Down the hall you should see a cannister. Grab it and move forward until you
hear and see crawlers coming down the ramp. They are trailed by a normal enemy,
so let them get down the ramp, then fire to the center of them and hopefully
you get all the enemies in one blast. Then move forward and save.

*NOTE: I believe there was a med pack atop that ramp, and if you can't bring it
with you, set in in front of the save point for when you come back through.*

Take the left door to see a sight to behold. Use the line gun to cut off as 
many legs as you can, then finish them off however from long range. Once the
normals enemies are gone, a Pregnant will emerge. DO NOT aim for the legs or
stomach. Use the line gun and aim for the shoulder area to get those big arms.
If you do rupture the stomach, not only do you unleash a ton of crawlers but 
the mother also stays alive for a while. If you have to fight them off, 
hopefuly you have a flamethrower to handle them. 

*NOTE: Pregnants are super slow, and there are a bunch of cannisters in the 
little room on the right if you want blast it and then the little ones away.
Also saw blades on the ground, FYI.* 

After that is over with, there are a lot of items all over the place. Two are
in the upper area in boxes, more ammo to the left and right of the main 
computer, and a power node in that room; not to mention any dropped stuff by
the enemies. It's a good idea to grab the cannisters from the side areas and
place them anywhere in front of the computer; maybe even those saw blades too.
When ready, use the computer. 

Now you have to fight about six enemies, slashers and leapers. I like to go up
the ramp to the right of the computer and hold my ground by attacking anything
that comes up the ramp. Remember any items you may have left lying around, and
the cannisters. When that's over with, use the computer again, then exit this 
room. Save and use the opposite door.

*NOTE: Don't reload after the fight if you want to spend a node on a capacity 
upgrade, such as for the cutter.*


		

Just two items down this hallway, both to the left. Follow the path back to the
control room, one enemy appears, then unload your schematic and conductor at
the store. Store any other items, then save. Now back to the tram and end this
chapter.

*HARD/CUTTER: Don't reload after that fight, and you should have at least 50
thousand cred, so buy at least one node, maybe even two, and go spend them at
the bench in the shop area. Should be able to get that last damage node.*
 

Walkthrough

 




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