Dead Space 3 – Tips and Tricks for Getting Started

Before you play the Dead Space 3 game, you will definitely want to know these simple but useful tips and tricks. If you have any tips feel free to share with us!

Things to Know Before Playing

  • You get a bonus weapon for a Dead Space 2 save and a bonus suit for a Mass Effect 3 save. If you are on PC there are online guides on how you can fool the game that you have those files.
  • The game only has auto-saving, unlike the previous games. There are “progress saves” and “inventory saves”. It’s easiest to just keep playing until you see a progress save notification before quitting.
  • When you assemble a weapon you typically choose a Compact Frame or a Heavy Frame. Both of them have different tool combinations, but the Heavy Frame has a lot more options.
  • The difference between Standard quality Frames and Elite quality has to do with upgrade circuits. Standard has 4 additional circuit slots that need to be unlocked for 20 Tungsten each. Elite already has all circuit slots unlocked and costs 80 Tungsten to craft. That’s it, there are no other differences.
  • It costs nothing to dismantle a weapon and ammo is universal. Just experiment with creating weapons! Under the Solo Campaign menu there even is a Weapon Crafting Arena to test combinations with unlimited ammo.
  • Special weapons that you might not want to dismantle are the Planet Cracker Plasma Cutter and the Probe Gun. The Planet Cracker is the DS2 bonus weapon and you can’t put the parts back together… unless you made a blueprint first. The Probe Gun is something you create for a mission and you get nothing for dismantling it afterwards.
  • Upgrade circuits are not permanently attached and can be easily removed. Keep in mind that not every kind of circuit will show a noticeable improvement depEnding on the tool. For example, the Line Gun will Always have a low Rate Of Fire.
  • Upgrade circuits will only affect the tool they are inserted into, with the exception of Reload circuits. Those affect both tools since a weapon reloads them at the same time. This is useful for tools you mainly use for their utility, like the Rotator Cuff or the Force Gun.
  • You can sell most items at a Crafting Bench. It will typically give you half the resources for an item that you would need to craft one. Since your Benches have a safe with unlimited(?) storage space you shouldn’t sell things unless you can really use the resources.
  • Tungsten Torque Bars can be crafted and used to open up special item rooms, just like Upgrade Nodes in the previous games. It’s worthwhile to keep one on you at all times.
  • Scavenger Bots can be deployed at any time to collect resources, but you get a lot more if you deploy them in special zones. You will hear a constant “wubwubwub” noise as you are approaching one, although the sound goes through walls and ceilings.
  • Scavenger Bots will also collect something called Ration Seals. If you have 30 of them you can buy a “Weapon and Resource Pack” if bring up the DLC menu via a Bench or a Suit Kiosk. The extra resources it gives are nice but not necessary to survive the game.
  • The Plasma Cutter might not be as good as in previous games, but it can still be fantastic. Combine a Compact Plasma Core with a Rip Core (you’ll probably need to craft it) and give it a Stasis Coating attachment. Max the Damage and Reload stats with upgrade circuits. Have fun blasting and ripping at the same time!
  • If you are struggling to come up with ideas for an early Heavy Frame weapon, try Telemetry Spike + Tesla Core. The Spike’s default Tip is okay, but modifying it with any of the other three Tips makes it great. The Tesla’s default Tip is the Line Gun, a staple slow-firing hard-hitting weapon.
Volodymyr Azimoff
About Volodymyr Azimoff 13678 Articles
I love games and I live games. Video games are my passion, my hobby and my job. My experience with games started back in 1994 with the Metal Mutant game on ZX Spectrum computer. And since then, I’ve been playing on anything from consoles, to mobile devices. My first official job in the game industry started back in 2005, and I'm still doing what I love to do.

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