- "That look in his eyes... Reminded me of a kid that went crazy last week. He was just an engineer, but something in him snapped."
- —Nathan McNeill
Crazed Colonists are ordinary people who went insane due to the effects of the Red Marker on Aegis 7. In Dead Space: Extraction, they attacked only with their fists to the point of dropping any weapons that they are carrying to do so.[note 1] Some crazed colonists are equipped with some form of armor, notably Engineer, Miner and security RIGs while others only wore their normal work clothing.
Despite these individuals appearing as common enemies only in Dead Space: Extraction, numerous characters displayed the same hostile behaviour in the entirety of the Dead Space franchise. What distinguishes them from other people suffering from Dementia is their homicidal aggressiveness and complete lack of self-preservation.
- 1 Description
- 2 Notable Afflicted Individuals
- 3 Strategy
- 4 Gallery
- 5 Notes
- 6 Sources
- "I have no doubt they are somehow linked to discovery of the marker, but the exact nature of that connection is still unknown. Almost 40 percent of the colonists are experiencing a form of dementia. The obvious symptoms are acute depression, insomnia and hallucination. Incidence of violence and even murder also indicate extreme paranoia."
- —Dr. Terrence Kyne
All of those who became affected by the Marker showed similar psychological problems which could not be cured and only got worse with time. The first symptoms appeared to be: Difficulty sleeping, nausea and mild paranoia. They could sometimes be treated with over-the-counter sedatives as it was seen with Brant Harris and Vera Cortez, but this treatment remained highly ineffective. These symptoms did not interfere with the victims' perception of reality and allowed them to function for the most part, normally. However, within a short time, most afflicted personnel began to suffer from mood swings and a general decrease in self-preservation.
Also notable are visual and audio hallucinations with increasing frequency. This stage was very short and typically lasted less than one day as it was seen with Natalia Deshyanov. Final stage colonists appeared to be immersed in total delusion or complete despair which are acting on their hallucinations in either suicidal or homicidal ways.
Crazed colonists are significantly more durable than normal humans. some are fighting back even with multiple limbs dismembered. It was currently unknown how they managed to fight through the pain and shock of such serious injury, but it was possibly related to the Marker's influence - boosting adrenaline levels beyond normal human ability. Decapitation was the most effective way to take down crazed colonists.
Notable Afflicted Individuals
Second Aegis VII Incident
On Aegis VII
- Albert Rutterschmidt
- Brant Harris
- Hans Leggio
- Jennifer Barrow
- Mario Lemus
- Natalia Deshyanov
- Pete Fancher
- Ruben Villa
- Sam Caldwell
On the USG Ishimura
- Benjamin Mathius
- The crewman banging his head against a wall
- The insane nurse who kills a patient with a cleaver
- The Unitologist woman who commits suicide with a P-Sec Pistol
Magpies visiting the USG Ishimura
On the USG O'Bannon 
Titan Station's Outbreak
Tau Volantis' Incidents
- The crazed colonists appear as enemies only during Chapter 1 and in the first half of Chapter 2. As soon as the first Necromorphs show up, this type of enemy completely vanishes from the rest of the game.
- They mimic the movement pattern of the Slashers, except that they will constantly move around to avoid shots while the Slashers are more prone to charge at the player.
- The Crazed Colonists are more dangerous when they are attacking in groups as one of them can distract the player, giving the others a chance to approach. You must aways priorize the closest Colonists in order to avoid cheap hits.
- Despite they being human, body shots are less effective just like with the Necromorphs.
- Crazed colonists are susceptible to decapitation which will aways result in an instant-kill.
- A Crazed Colonist often will die when they have two limbs severed, be it their legs, their arms or a leg and an arm. They are more durable in the higher difficulty settings, but even so, they are far easier to deal with than the Necromorphs.
- The weapons available to fight them are the Rivet Gun, the P-Sec Pistol and the Plasma Cutter. The best option os the Plasma Cutter, as it is meant for fighting Necromorphs, it will overpower them.
- If you are replaying the early chapters, the best weapon by far is the Line Gun. One single shot on the legs or the shoulders will kill a Crazed Colonist.
- Near the end of Chapter 1, when Sam Caldwell is trying to reach the exit elevator, the game interface will become lurred as part of a hallucination making it harder to see the enemies. Beware the Crazed Colonists coming from the dark areas.
- In the middle of Chapter 2, when Nathan McNeill is walking alone, the Crazed Colonists can come out from multiple doors and even vents. They have multiple spawn points randomly selected in each playthrough.
- During the Rivet Gun puzzle at the P-Sec HQ, if the player takes too long to seal off the main entrace, the insane colonists will invade it and attack overwhelmingly, causing an automatic Game Over sequence.
Dead Space: Extraction
- It is important to remember, however, that numerous colonists who lost it prior to planet crack did use weapons when attacking others.