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DEAD SPACE EXTRACTION
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Rules
Powerups Bad Guys My Tips About This Guide Cheats/Unlockables |
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RULES:
You have a cursor which will show you where you are aiming, which firing mode you are in, and how much ammo you have in your clip. To reload, either simply fire when out of ammo, or shake the nunchuk/Wiimote (or press Z) depending on the control scheme. Reloading takes a certain amount of time, which depends on the weapon. However, each weapon has a reloading 'sweet spot' which is indicated on the gauge. If you press the Z button when it is within the 'sweet spot', the weapon will be instantly reloaded. However, you only get one chance per reload, so you can't just mash the button. You can check your RIG at any time, which tells you your current health, weapon selected (in case you suffered some head trauma a moment ago), upgrade level of weapon, and current Ammo supply for weapon. To view this, press the - button. Each weapon in the game has 2 firing modes: primary and secondary. Primary mode is what the gun fires in default. Secondary mode is activated by holding the Wiimote sideways. The aiming reticule changes to indicate firing modes. With the exception of the Rivet Gun, every weapon has a limited amount of ammo. Once you obtain the Rock Saw, you can perform a melee attack. To do so, aim the Wiimote offscreen and shake the nunchuk. This attack does minor damage and will only hit enemies that are very close, but it will knock them back. You will occasionally need to destroy obstacles with this. Once you obtain the Glow Worm, you can use it to illuminate areas, improving visibility. It is not available at all times; only certain dark areas. It must be charged first, which is done by shaking the Wiimote a certain amount. The Glow Worm will eventually go dark after a minute or so. You can charge while it's on to prevent that. To keep it charged, you only need to shake it once, instead of a bunch when it's off. Once you obtain the Stasis Module, you can use it to slow down objects. To do so, aim at the object and press the C button. This is used at a few objects in order to proceed. However, it can also be used to slow enemies or projectiles for a short period of time. Remember, it SLOWS an object, but doesn't STOP one. You are limited by the module's battery, which only allows for a certain amount of uses in a time (the amount of uses can be upgraded.) The module charges when not in use. It can not be used while you are holding something with Kinesis. You carry a Kinesis Module which is used to grab objects. Activate it by pressing Z. Powerups are simply collected. Certain objects can be grabbed and either dropped or flung straight ahead. To drop an item, press Z, while to fling an object, press B. Flung objects can harm enemies. Sometimes Kinesis must be used on an object to proceed. Kinesis can't penetrate solid objects though, so no grabbing things through glass or grating for example. There are numerous actions to be performed in the course of the game: open doors; open lockers; manipulate controls; or jump. To perform context-sensitive actions, press the Z button. At certain points, you will enter Free Look Mode. In this mode, you can freely look around. To move the camera, aim the Wiimote offscreen in the direction you want to pan the camera. Usually you only have a limited amount of time to do so before returning to the rails, but sometimes it is unlimited. Whenever you enter this mode, there are powerups to be found. You will encounter terminals that you will need to solder/hack. The goal of such 'puzzles' is to travel along the path from one node to another. To solve these little 'puzzles', aim at a node, press and HOLD Z, then follow the path linking the node to the next by aiming, while still holding Z. If you aim too far out of the line or release Z, the connection breaks and you have to start over. Once you reach a node, you only have to work from there rather than the beginning. Sometimes there will be obstacles you will have to avoid or the connection will be broken and you will take a (very) small amount of damage. There are 3 obstacles: firewalls; flippers; and gates. Firewalls are just outside the line, so if you go outside it at all, you'll hit them. Flippers (so named because they look and function like pinball flippers) are outside the circuit and will flip in and out of the line. They follow a pattern, so just wait until it is out of the way and then go. Gates are just outside the line and conduct electricity between them. Again, they follow a pattern, so wait until they are off, then go. Flippers and gates will only break connection if they touch you (the cursor) and not if they touch the line you leave behind. If you make contact with an obstacle 3 times, it will be destroyed. Once the nodes are all powered, press the button. Note that gameplay doesn't stop while in a puzzle, so enemies can attack you (and you can attack too.) You will enter zero gravity areas where you will have to jump from one point to another to proceed. To do so, aim a destination (indicated by a cursor) and press the Z button. Sometimes, these sequences are in Free Look areas where there are 2 possible choices. Powerups can be found throughout the game. Some are just lying around, some are inside lockers, some are hidden in destructible objects like boxes and vents, and some are dropped randomly by defeated enemies. Pick them up with Kinesis (press Z.) You can carry 4 weapons at a time. If you pick up a weapon while carrying 4, you can choose to replace a weapon or to discard it. You can't replace the Rivet Gun, as it is permanently in your inventory. You can switch between your weapons at any time. To do so, move the joystick on the nunchuk in the correct direction. For example, the Rivet Gun is in the bottom box, so you press the joystick down to select it. You will always carry the Rivet Gun, and you can select another weapon that you have already obtained to begin a stage with. Gore is the name of this game. The limbs of the enemies can be shot off. Loss of arms or the equivalent will take away their attacks. Loss of legs result in the aliens having to drag themselves at you, which is much slower. And sometimes, the loss of the head results in death. Loss of certain limbs or an amount of limbs will kill an enemy outright. Limb loss is always faster than simply shooting an enemy repeatedly. Enemies will sometimes grab you and drain your health gradually if they hang on. To shake them off, shake the nunchuk and press "Z" when prompted. If you are pointing your weapon at an ally and pull the trigger, the shot will be denied. Projectiles fired by enemies can be dealt with by shooting them, which destroys them. They can also be grabbed by Kinesis, then dropped or thrown back. They can also be slowed down by Stasis. You are graded on your performance at the end of a stage. The stuff
you are graded on are: damage taken; perfect reloads; Stasis accuracy;
enemies killed; number of deaths; Text Logs collected; Audio Logs collected;
Video Logs collected; Weapons collected (even if rejected); Weapon Upgrades
collected; Your score is translated to a scale of 1-5 stars. Each Star
Rating earns you a certain amount of points. Accumulate enough and you
earn upgrades. You can replay stages to improve your ranking for more
points, however the game only awards you the ranking points minus what
you already earned. Since Upgrades only appear once, they automatically
count as collected during later plays. Rivet Gun: The 'default' weapon in the game. You will always carry this. In primary mode, it shoots rivets out. In secondary mode, it fires more powerful shots, but you must hold the trigger to charge the shot before releasing it. Also used to perform certain important non-killing tasks. Fires 7 shots before reloading. It is blessed with an unlimited amount of ammo. Plasma Cutter: In primary mode, it shoots plasma horizontally. In secondary mode, it shoots plasma vertically. The shots are otherwise identical. It can fire 8 shots before reloading. Not too bad of a weapon. P-Sec Pistol: In primary mode, this weapon fires plain, ordinary bullets. In secondary mode, the pistol fires 3 shots at once. Obviously, this means it uses 3 bullets per shot. Each clip has 21 bullets. The bullets are not very powerful. Not too good of a weapon. Line Gun: In primary mode, it shoots a very wide (horizontal) blast of energy. A blast actually covers about a third of the screen (widthwise), making hitting things a breeze. Furthermore, the blast will slice through enemies (and limbs) like a hot knife through butter, which coupled with the spread makes this a good crowd killer/maimer. In secondary mode, it fires a mine which explodes after a while. The explosion will greatly damage anything caught in its respectable blast radius. However, the time required is more than enough time for foes to simply walk out of range, so this is not very effective against quick enemies without some good anticipation. Can fire 8 shots before reloading. I LIKE IT! Pulse Rifle: In primarily mode, this shoots bullets which can be fired as long as the trigger is held down. In secondary mode, a bunch of bullets (the game says 10) will be fired in a circular pattern. However, this mode requires the shot to be charged first. Despite the supposed 10 bullet burst, it uses 14 bullets per blast. Holds 60 bullets in a clip. The bullets are not very powerful, but you can spam it so it adds up. A good weapon in most cases, but against bigger mobs later on, not so much. Flamethrower: In primary mode, this weapon fires a stream of napalm, and will continue to do so as long as the trigger is held. The flames do have a limited range, although it seems sufficient to hit nearly all foes, shooting destructible objects seems impossible at even moderate distance. The flames are not very powerful, but add up quickly. In secondary mode, it fires a single glob of flame which is more powerful. However, a flame glob uses 5 uh, units of ammo. Holds 55 units (whatever they may be) of ammo, although one squirt doesn't necessarily mean 1 'shot'. Regardless of firing mode, enemies struck by this weapon will burn for a couple seconds and continue taking damage. That's cool, but they can still attack while on fire, which is not so cool. Not so great of a weapon. Ripper: A creative weapon. In primary mode, it fires an apparently normal-looking saw blade. However, the blade stops in midair and can be remote-control piloted in any direction for a limited amount of time. To use, press and HOLD the trigger (letting go results in the loss of the blade) and move the Wiimote to control the blade. You can use this to chop an enemy repeatedly. However, the blade can only be commanded a short distance from you, so this is NOT a long-range weapon. In secondary mode, the blades will simply fly straight, but will actually hit enemies at any range. Fires 9 blades before reloading. Not a very good weapon at all considering the groups of enemies you'll be facing. Arc Welding Gun: In primary mode, this weapons shoots out a stream of electricity. It will continue to spray electric death as long as the trigger is held. Quite weak. In secondary mode, it shoots a gob of electricity that explodes shortly after contact with a solid surface. Much more powerful, and capable of hitting multiple enemies. It requires 5 units of ammo per shot this way. The delay between contact and explosion isn't much, but against quick foes, you may want to lead slightly to ensure they don't escape the blast. A full clip is 30 units. Not a great weapon, but not too bad. Force Gun: In primary mode, it fires a burst of energy that will knock any close foes backward and down, also likely amputating. However, the range is limited. You won't be able to hit far foes, and the attack does less damage the further away an enemy is. The gun isn't especially powerful to begin with. In secondary mode, it shoots grenades that explode in a decent blast area. Grenades explode upon contact with an enemy. If they hit an inanimate object, they bounce off and around, and will explode in a few moments. Fires 9 shots before reloading. I LIKE IT! However, it can be worthless in some situations, like against Lurkers. Contact Beam: In primary mode it fires a powerful blast of energy. This blast can also harm nearby enemies, although it won't do much splash damage. It must be charged first though, and that requires a significant amount of time. In secondary mode, it unleashes a blast that will knock back anything close to you like the Force Gun. However, it has very short range, and it does relatively little damage. It doesn't require charging though. Fires 7 blasts before reloading. A good weapon, perhaps worthy of "I LIKE IT!", although I really don't. The charging is a turn off, but with the secondary fire picking up the slack there, the gun is far from bad. Give it a try, and you will probably like it. Small Health: Replenishes a very small portion of your life bar. Sometimes dropped by enemies. Medium Health: Replenishes a slightly bigger portion of your life bar. Ammo: Adds ammo to a single weapon's load. There is some degree of variety in the Ammo you will find in the game. Some Ammo will be for the weapon you chose to bring along in the level, and thus will not appear if you don't have a secondary weapon. Sometimes dropped by enemies. Revival Pack: Will bring you back to life with a full health bar if you should die during the level. Good one time only. Text Log: Allows you to read a (small) article of text that provides some backstory to the setting. Audio Log: Allows you to hear an audio transmission for backstory or sometimes hints. Despite what the manual says, you DON'T have to hold the Wiimote to your ear to hear it. That just makes you look stupid. Video Log: Allows you see a clip of some action. There's exactly 1 in the entire game. Recharge: Very few of these in the game. This will fully recharge
your Stasis module. Insane: Very messed up humans. They weren't in the original, so the name is made up by me. They attack by slashing you with their mining equipment. Blowing off their head will kill them instantly. Taking off a leg forces them to crawl slowly, and taking an arm reduces attack capabilities, though hardly necessary. If they lose 2 limbs, they die anyway. There are some black ones that move faster and take more punishment. Slasher: Freaks with bladed arms. The most common enemy in the game. The name tells you exactly what they do if they get close enough. Be warned that these guys can suddenly sidestep and make you miss with slower weapons. I'm not sure, but they seem to do this deliberately. They walk slowly, but they can run fast, and that also means they're going to jump at ya. They will do what they feel like, so don't be caught off guard. A select few spit gobs of yellow goo at you. Spitters are mostly just that, but some will get up close and attack too. All spitters wear pants that are still intact, but not all pants-wearing mutants are spitters. Cut off their arms to kill them quickly. Blast a leg to slow them down first for easy disposal. They also come in black variants who (usually) are faster and always take more damage to kill. Infector: A winged creature. These guys will take any human corpses lying around and transform them into Slashers. If they run out of corpses, they fly at you and latch onto your face. Kill them fast to keep ammo usage at a minimum. No extremities to cut off, so just shoot em'. If you shoot one while infecting, you will make them stop. Stinger: Freaks that have a tail instead of a lower body. Due to the lack of legs, they crawl along the ground, but with amazing speed. They will sting you with their tails. They can also jump at you from afar and grab onto you, so be careful if one stops suddenly. Cut off their arms or their tail to kill them. The former is much easier unless Stasis is used. Cutting off an arm slows them way down. Also comes in black, with a (slight) increase in speed and durability. Baby: Very small creatures that remind me of those facehuggers from Alien. These little buggers skitter along the ground and jump onto your face. One hit will pretty much kill them. You'll slash them when you shake them off. Airborne: It appears they weren't in the original Dead Space, so I shall have to dub them a name myself. A flying creature similar to Infectors, but bigger. Airbornes swoop in on your face. Although quite mobile, they fly very consistently so hitting them ain't no thang. You can cut off both wings, their head, or the tail to kill them. However, they aren't very durable anyway (or maybe it's just so easy to amputate them.) Pregnant: Freaks with a very large stomach, as if they were... pregnant. They also have bladed arms, which they use to cut you. However, they have a major trick up their sleeve... If you hit their big belly, it will burst open and several Babies will fall out. Avoid this, or the fight will get a lot more hectic. They aren't very fast otherwise. Cut off their arms to kill em'. Blowing off a leg will slow them down and make hitting that chest less likely. Using explosive ordinance is sure to release the Babies. Exploder: Freaks with an enormous glowing orange sack instead of an arm. Commence the snickering. If one of these guys happens to get close enough, he will smack you with his orange sack, which will promptly explode. The explosion will hurt you, but also kill the enemy (no surprise.) If you shoot his sack, it will explode, killing the poor guy as well as (or just maiming) nearby enemies. You can also cut off their sacks with fine aim. You can then grab their sacks with Kinesis and throw them at other enemies for an explosion on impact, or just simply shoot it for a handy bomb. Be careful though, detonating a sack (by shooting or throwing) too close to yourself will hurt you too. Their boom sacks are the only choosable attack for them as long as they have it. If they are desacked, they will strike you. I've never seen one grapple with me. Hey, I didn't think up this stuff, I just wrote about it. Tentacle: I don't know what they're connected to, but what you can see of them is a stalk with a head on it. They attack by swinging at you. If you blow off the head, they die, but they aren't very strong anyway. However, they sway and dip, making hitting them a real pain. They sometimes duck underwater (they're always found in water) and reappear elsewhere, usually closer. Stasis is a very good application here. They only appear in one level. Lurker: Small white creatures. When they are far away (and they usually
are) they will raise up 3 tentacles. Each tentacle will fire something
at you, and they will all fire one after another, meaning you can have
up to 3 projectiles coming at you. It's possible to Kinesis one, then
throw it and detonate the others, but this is not recommended. Lurkers
can get up close and jump onto you for a grapple, however this is very
seldom and I don't believe some are even capable of doing it. Shaking
them off will result in you instantly killing them. If you blow off
a tentacle, you reduce the number of projectiles it can fire, and if
you take off all 3, they will die. Remember to use Stasis liberally. Not really a hint but oh well. A common adage, but 3 times as true here: reload whenever you get a chance. Enemies tend to come at you in large amounts. Reloading gives them valuable time to get in an attack. You can't hurt innocent people, so fire with impunity. However, if you are pointing at an ally, you will NOT be able to fire your weapon. Don't shoot down the projectiles the enemy throws at you. Always grab
them and throw it back at them. They all cause some kind of explosion
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