Chapter 4 in Dead Space 3, the video game, is named History s Ember and unlike previous chapters, it includes a large amount of DS3 collectibles that can be found by players. Chapter 4 is also the first one to have optional missions where players can search for even more Dead Space 3 Chapter 4 collectibles.
Chapter Items[edit]
- Node-Locks - Hallway with the first save station.
- Power Nodes - 1
- Schematics - Power Node, Stasis Pack
Proof of how seamless the chapters are, the end of chapter 1 occurs after falling into a Sprawl workshop. The workshop has a workbench (for node-welding) and a store. The save point however, is outside on the 'street'. Note that save points, workbenches, and stores are sometimes near places where enemies appear.
Power Node - Hallway just past the save point and node-locked door.
Node-Lock - Hallway where the save point is.
Schematic - Power node plans in the node-locked room.
Necromorphs start showing up after leaving the workshop. The Sprawl is mostly residential, meaning small, dark sleeping rooms where things crawl out and rip your face off. If you have trouble using the flashlight, up the Gamma correction (basically artificial night-vision) and you can see your surroundings.
Apart from the obvious Slasher, there's a Leaping necromorph who will attack right after Nolan Stross finishes his transmission. It appears at the balcony, and can be stasis'ed and shot as it clambers into the playfield. Follow the guideline to the next level.
It should be noted that you can never save/kill any NPC by accident in Dead Space. Hence everything you see is for dramatic purposes only. Ignore all cries for help, etc. and focus on preserving your items and life. Otherwise, you get surprised when you approach certain doors without steeling yourself for a battle.
In this instance, a necromorph pops through the left door as you approach the escaping Sprawl couple. If you inch forward slowly, you can trigger the enemy spawn, but not get knocked down. This gives you a one second head start to stasis or shred the limbs of the enemy, and thus preserve life.
Going out of the way in Dead Space yields variable results. For the most part, you do not want to wander around in order to preserve life and ammunition. However, not exploring means you lose out on credits, nodes, and schematics.
In the case of the woman's 'mother', it is now a Puker (complete with its bare ass, if you're into that sort of thing). It will spawn and crawl out from the bathroom. The reward (apart from the enemy drop) are some credits you may find handy.
Entering this Puker's bathroom will also trigger some Slasher necromorphs to attack from down the hall. Again, whether or not it's worth it is up to you (and the difficulty level you're playing on).
Hit the laundro mat and stop. Look at the ceiling. If you've been jacking around in multiplayer, you should notice the wall and ceiling vents necromorphs can crawl through. For the story mode, these are the vents where most enemies appear (although some simply invisi-spawn).
Locate a section of the laundry where these vents are directly above you. The glass partitions are actually a good obstacle, as necromorphs need to walk around them to get to you (the A.I. doesn't break them). Kill the ambush and go through the door.
Before moving on, note that the kinesis ability lets you avoid certain ambushes. The game tries to trick you into moving into areas by placing lucrative items on floorplates (invisible) that are tied to enemy spawns. Using kinesis, you can bring the items to Isaac where you can break them from where you stand.
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Naturally, the trick is to get close enough to kinesis an item without triggering the enemies. Another thing to keep in mind is that you can only kinesis one item at a time, so this can be a tedious process. However, during this time, your stasis energy slowly recharges; in this case, it's a win-win situation.
At the luggage-barricaded door, there's a necromporh who appears from the monster closet on the right. Approach it slowly, and like before, the door explodes, but will not touch Isaac. Use this chance to blast the sucker while it is stasis'ed.
The tram station conveyor area has some more ambushes; blast the Leaper and Slasher on the conveyor belt, then head towards the exit. Don't forget to check around for glowing items, especially on the sides.
Once on the other side of the conveyor belt, watch for exploding necromorphs (Exploders/Suiciders/Detonators) coming from the vents on the walls. A Javelin Gun's spear can help you 'trap' a spot, but a better idea (on round 2 and on) is the Detonator.
For now, use fast trigger fingers and blast the glowing portion of the enemy to insure a kill. Clean up the items afterwards. You're about to hit the end of the chapter.
The tram station has some enemies. Prepare by destroying the limbs of all the corpses you see (you can use Kinesis to drag bodies close to Isaac). This is because of the necromorph Infector who can turn corpses into elite (black) necromorphs that are tougher to take down. When the door opens, kill the Infector quickly, then the elite Slasher (stasis helps), otherwise you will have more enemies to fight.
Schematic - Stasis Pack plans on the empty tram track (not shown).
Don't stick around the station too long, or another Slashing bastard will spawn to urge you on the way (as well as a second Infector, hence the preparation before). If you can, take the stasis schematic back to the store in the beginning (not always possible, but something to think about). Otherwise, take it early and head into the train.
Hack the tram's control panel, then head towards the start of the train. A few necromorphs will appear in the car you're on. Destroy them in order to unlock the door to the next car (same exercise).
The train is chiefly a straight up fight, so use enemy claws (the Slasher's two claws) and other objects to injure or impale enemies. While Isaac can melee more quickly this time in Dead Space 2, it's probably not a good idea to go toe-to-toe with necromorphs while wildly flailing his arms. Enjoy the kill-fest and head for the next door.
A short free-fall section is next. Avoid the debris and enter the next car. While the flying debris here only damages Isaac, later such sections will instantly kill him. Use this as a practice run, and remember you can still dash during freefall. Finish the quick time event (QTE) and move on.
After a few steps, you will proceed to slide down the floor of the train while evading (or shooting) necromorphs. For the most part, you can ignore them (they have horrible accuracy), and opt to save ammunition for the 'boss' fight that's about to come.
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Dead Space 2 is less about 'boss fights' than it is about preset encounters. Here, you are stuck hanging upside down while a small hoard of necromorphs congregate around dinner (i.e., you). Use the stakes on the ground and the ammo drops to fend off the enemies.
Aside from the Exploding necromorphs, Pukers (crawling on the ground) and upright Slashers will approach from three directions -- from the vent past the cargo container 'ahead' of Isaac, and from the sides (off the screen) to your left and to your right.
Unless you absolutely remember the enemy appearances, you're likely going to have to use stasis to slow down one pack of enemies while you deal with another. Hopefully, you will have at least a couple shots in your weapons left, as the final event requires you to shoot (no kinesis objects availble).
The game's main mini-antagonist (the Tormentor) will attempt to kill your ass. Shoot the glowing yellow spots on the enemy appendages to escape. If you are out of ammo, you are pretty much out of luck. Better luck next time. Isaac auto-escapes the tram after this sequence.
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