The Store is a series of vending-machine-like stations located throughout EarthGov installations, ships, and colonies.
Stores are present in Dead Space and Dead Space 2, but not in Dead Space 3. The ability to change suits is handled using the Suit Kiosk in the third game and all other items must be crafted at a Bench or found in the environment. The safe function of the store is handled by the Bench in Dead Space 3.
Overview
Utilizing on-site fabrication technology, Stores make use of stored amounts of pre-mixed, refined raw materials, plastics, metals, and composites to quickly create and dispense a set of pre-programmed products ranging from tools and toys, to weapons and ammunition.
In order to regulate and record resource usage, the Store employs a non-fluctuating credit system tied into a user's RIG. The Store also has a "safe" feature which can assure users specific items without credit transfer provided that they "put something into the safe," e.g.: they surrender any items to the Store for dis-assembly and possible recycling into other products for other users with the promise that the initial user can get their items back elsewhere.
The assortment of items available to a user appears to be entirely dependent upon which designs to an item is associated with his or her RIG. There is always a certain set of basic survival and work-related products associated with each RIG, but the selection can be expanded upon with the application of schematics. Schematics, true to name, are likely to contain device specifications in case of a failure in the central fabrication database. Once downloaded to one Store, the device associated with the schematic is "unlocked" in any Store, so it's also likely that the information stored upon them are both copied onto the RIG and the Store network. This adds a layer of safety in the redundancy of vital information.
In addition to schematics, Stores also appear to be keyed to the wants and concerns of local authority. This is best evidenced in the differences between the items available in the first Stores encountered in Dead Space and Dead Space 2, and the availability of the Pulse Rifle product. On board a mining vessel filled with highly trained, motivated, and largely trusted individuals during a crisis the Pulse Rifle seems to be available to anyone with access to a Store. In the The Sprawl, where a large contingent of active security personnel looks afters a massive civilian population, the Pulse Rifle must actually be unlocked via a schematic by anyone that isn't a security officer.
Stores are also required to change into different RIG suits in Dead Space and Dead Space 2, but not in Dead Space 3, where the same duty is performed by the Suit Kiosk.
Items Available in Dead Space
Items that are available in the Store when Isaac first finds and uses the store at the end of Chapter 1.
Item | Price |
---|---|
Small Med Pack |
2,000 Credits |
Small Air Can | 1,000 Credits |
Stasis Pack | 5,000 Credits |
Plasma Energy (6) | 1,200 Credits |
Level 2 RIG | 10,000 Credits |
Plasma Cutter | 0 Credits |
Line Gun | 9,000 Credits |
Pulse Rifle | 7,000 Credits |
Schematics in Dead Space
Items that are unlocked by bringing Schematics to the Store in order of appearance in Dead Space:
Items available in Dead Space 2
Items that are available when Isaac finds and uses the store at the beginning of Chapter 2.
Item | Price |
---|---|
1,000 Credits | |
Plasma Energy (6) | 1,200 Credits |
Line Gun | 9,000 Credits |
Javelin Gun | 11,000 Credits |
Rivet Gun | 0 Credits (1) |
Rivet Bolts (16) | 500 Credits (2) |
Refurbished Plasma Cutter | 0 Credits (3) |
Notes:
- (1) - Only available from Collector's Edition or pre-ordered copies of Dead Space 2.
- (2) - Available from Collector's Edition or pre-ordered copies of Dead Space 2, or with installed Supernova DLC.
- (3) - Dead Space save game required for unlocking.
Schematics in Dead Space 2
Items that are unlocked by bringing Schematics to the Store in order of appearance in Dead Space 2:
Schematic | Item Price | Chapter | Location |
---|---|---|---|
Power Node | 10,000 Credits | Chapter 2: I Need Transportation | First Node Locked Door |
Stasis Pack | 2,500 Credits | Chapter 2: I Need Transportation |
In the ditch opposite of the train Isaac is supposed to get on. Use Kinesis. |
Pulse Rifle | 7,000 Credits | Chapter 3: Im
Back to Walking Again |
Behind the Crashed Train, on a shelf |
Javelin Spears(2) | 400 Credits | Chapter 3: I'm Back To Walking Again |
The area outside the Church where you get ambushed, near the window to the left facing it under some tables and chairs. |
Security RIG | 20,000 Credits | Chapter 4: Going To Church |
Right after the door, a Stasis shot (To the left) has to be used to get by. |
Ripper | 8,000 Credits | Chapter 5: Cold And Cryptic |
In the Gravity Gyroscope puzzle room, found on the shelf. |
Medium Med Pack | 5,000 Credits | Chapter 5: Cold And Cryptic |
After the Gyroscope puzzle when in zero-gravity, very top of the next room. |
Line Racks (2) | 2,000 Credits | Chapter 5: Cold And Cryptic |
After falling through the vent, through the next door. |
Detonator | 8,000 Credits | Chapter 5: Cold And Cryptic |
The office with a save point after getting attacked on the elavator. |
11,000 Credits | Chapter 6: I Need Some Transportation |
After the talk with Stross, head through the first door then to the left door. | |
Pulse Rounds(25) | 1,250 Credits | Chapter 6: I Need Some Transportation | After the Talk with Ellie, go right. |
Flamethrower | 11,000 Credits | Chapter 6: I Need Some Transportation | After the fight in the school theatre, in the last unlocked classroom that you find before exiting the school premises. |
Ripper Blades (3) | 1,350 Credits | Chapter 7: Power From The Sun | Solar Arays Zero Gravity area. |
Force Gun | 11,000 Credits | Chapter 7: Power From The Sun | After The Elevator Tripod section. Through the next door in a locker. |
Contact Beam | 9,000 Credits | Chapter 7: Power From The Sun | Power Node door past the Solar Array Control Pod locked door. |
Vintage Suit | 40,000 Credits | Chapter 8: Through The CEC | First power node door of the chapter (right after the first necromorph encounter). |
Detonator Mines (6) | 1,200 Credits | Chapter 8: Through The CEC | The room Ellie opens up for Isaac after they speak. |
Large Med Pack | 10,000 Credits | Chapter 8: Through The CEC | The room where you meet Ellie and Stross. |
Flame Fuel (25) | 1,000 Credits | Chapter 9: Transportation Preparation | The first right in a small hallway, a small ramp protected by 2 plasma cutter lasers. Behind a small pile of kensis-movable objects. |
Seeker Shells(5) | 1,000 Credits | Chapter 9: Transportation Preparation | Behind the Pod-spitting Guardian in the room with the Stalkers right at the elevator. |
Force Energy (3) | 900 Credits | Chapter 10: Déjà Vu on the Ishimura | At the bottom of the zero-gravity area where the centrifuge is. |
Contact Energy (2) |
4000 Credits | Chapter 11: Down In The Mines | After being tossed outside by the Drag Tentacle, at the right outside the tunnel that has the large mines poining at it. |
Advanced RIG |
40,000 Credits |
Chapter 11: Down In The Mines | The Power Node door opposite of the 3 Detonator mines. |
Downloadable Content
Items that can only be bought at the store once they have been downloaded. All downloaded items and suits are free in-game, but the downloadable content must be paid for. The weapons included with the following suits are free and are not listed.
Item | Price | Download Price US$ | Game |
---|---|---|---|
Tank Suit RIG | 0 Credits | $4.00 |
Dead Space |
Elite Suit RIG | 0 Credits | $3.00 | Dead Space |
Scorpion Suit RIG | 0 Credits | $4.00 | Dead Space |
Astro Suit RIG | 0 Credits | $3.00 | Dead Space |
Obsidian Suit RIG | 0 Credits | $1.50 | Dead Space |
Agility Advanced Suit | 0 Credits | $4.99 | Dead Space 2 |
Bloody Vintage RIG | 0 Credits | $4.99 | Dead Space 2 |
0 Credits | $4.99 | Dead Space 2 | |
Forged Engineering RIG | 0 Credits | $4.99 | Dead Space 2 |
Hacker RIG | 20,000 Credits | Dead Space Ignition file required | Dead Space 2 |
Hazard Engineering RIG | 0 Credits | $4.99 | Dead Space 2 |
Heavy-Duty Vintage RIG | 0 Credits | $4.99 | Dead Space 2 |
Shockpoint Advanced RIG | 0 Credits | $4.99 | Dead Space 2 |
The weapons included are already loaded when "bought". Considering they are free, this is a big exploit for the game, since a player can infinitely reload at the store by selling and rebuying his weapons without cost. It is not even an impediment for upgrading, since the upgrades won't be lost as long as the player keeps at least one variant on Isaac or in the safe, be it the original weapon or another DLC variant. This is notably the source of the awesome Detonator exploit.
New Game +
Items that are acquired by completing the game once.
Item | Price | Available In | Location | Game |
---|---|---|---|---|
Level 6 Military Suit | 99,000 Credits | The Store | Requires a cleared save game. Available as a schematic upon starting New Game+. | Dead Space |
Elite Engineering RIG | 11,000 Credits | Chapter 1: Where Am I ? | In the room where you find the first Store. | Dead Space 2 |
Riot Security RIG | 0 Credits | The Store | Requires a cleared save game. Available for purchase from the nearest Store. | Dead Space 2 |
Elite Vintage RIG | 50,000 Credits | Chapter 6: I Need Some Transportation | In the Transport Hub area of the Mall, next to a Vintage Suit that is on display. | Dead Space 2 |
30,000 Credits | Chapter 9: Transportation Preparation | In the platform area, after Isaac leaves the tram to find out what is blocking the path. | Dead Space 2 | |
Elite Advanced RIG | 50,000 Credits | Chapter 11: Down in the Mines | After the fight in the elevator, turn around before heading to the exit. | Dead Space 2 |
Arctic Security RIG | 0 Credits | The Store | Requires a completed game on Zealot mode. Available for purchase from the nearest Store. | Dead Space 2 |
Soldier RIG | 0 Credits | The Store | Requires a completed game on Hard Core mode. Available for purchase from the nearest Store. | Dead Space 2 |