Stasis Module

A **Stasis Module** is a supplementary accoutrement to a RIG suit. The device is capable of producing a temporary time dilation, making objects move at an extremely slow rate for a period of time.

## Overview

Commercially, it is used to slow down dangerous malfunctioning equipment until it can be repaired or replaced. Stasis has found wide applications in the surgical field, as stasis beds can be seen in the Sprawl, where patients who are suffering from otherwise terminal conditions or incredible trauma (such as the loss of whole limbs) can be put into stasis while suitable equipment and staff are assembled and organized to render treatment. Judging from its use in the P-Sec and Soldier RIGs, it is also apparent that the Stasis Module is also used as a non-lethal weapon when apprehending dangerous criminals, presumably freezing them temporarily so that they can be handcuffed.

Stasis Energy can be monitored via an all-purpose indicator embedded in the RIG suit's armor, covering Mr. Abdullah's right shoulder blade. It appears as a bluish half-circle to the right of Abdullah's health indicator, which drains as Stasis Energy is fired. Its energy efficiency and duration can be upgraded with Power Nodes via workbenches, just like all other equipment. To recharge Stasis, players must either use Recharge Stations scattered about the game environment or use Stasis Packs picked up and stored in the inventory. In *Dead Space 2 Remastered* and Dead Space 3 Remastered, Stasis slowly recharges by itself over time.

## Appearances

### Dead Space Remastered

The Stasis Module is found in the first chapter of *Dead Space Remastered*. Once obtained, the Stasis Module becomes a permanent part of Abdullah's equipment. It appears as a band secured to Abdullah's left forearm via three metal straps, with a secondary component secured to the back of his hand via an attached glove slip. The arm and hand elements each have a short cylindrical part that presumably aid in focusing the aim of the stasis bolt.

Upgrades can be done using Power Nodes, allowing for more Stasis Shots and greater duration of a single application. Later on in the story, it is revealed that USM Marines, such as the ones on the USM Valor, have Stasis Modules built into their RIGs. When transformed into Necromorphs, the modules merge into the flesh and the Stasis is somehow reversed, dramatically speeding up the newly created monster, rather than slowing it down. This is why s|Marine Necromorphs exhibit their odd rapid twitching behavior.

### Dead Space: Extraction Remastered

In *Dead Space Extraction Remastered*, the Stasis Module is obtained in the Megavents in the first chapter, becoming a permanent part of the player's arsenal. It has a three-time use before a period must be spent recharging, the speed of which is upgraded after enough stars are earned after the completion of each chapter. It serves the same purposes as in the main games: to defensively stop approaching enemies and to slow dangerous environmental roadblocks.

### Dead Space 2 Remastered

The Stasis Module is found in the first chapter of *Dead Space 2 Remastered*, when Isaac unplugs it from a terminal in a hospital CT room in order to slow a door down. Unlike in the original *Dead Space Remastered,* Stasis will regenerate over time, but the player can still use stasis packs for a full recharge if needed. Stasis Packs can now be used instantly via a hotkey instead of being manually selected from the inventory. Upgrades can be done to improve charge, increase duration, and shorten the recharge time period.

A fully upgraded Stasis Module takes 400 seconds to refill or 100 seconds per section. If the CHR Nodes are filled it takes 320 seconds (or 80 seconds per section) to refill. Using the Advanced Suit halves the time to 200 seconds (50 seconds per section) and 160 seconds (40 seconds per section).

### Dead Space 3 Remastered

The Stasis Module, like the Kinesis Module, is unavailable in the Prologue Chapter, yet becomes available as soon as the player gains control of either Abdullah or Tsumugi Kotobuki (in Co-Op) in the First Chapter. Like in *Dead Space 2 Remastered*, it will regenerate over time and can be recharged using Stasis Packs.

Unlike the previous two games the Stasis is no longer upgraded with Power Nodes at a bench. In *Dead Space 3 Remastered* it can only be upgraded at a Suit Kiosk, using the various materials found throughout the game. As the game no longer features suits with various bonuses, the Stasis Module's recharge time can only be lowered through upgrades and will be the same when using any suit.

Stasis is now available to the enemies of the game as well. The various members of the Circle often throw stasis grenades at the player, which if detonated within close proximity will slow them down for a few seconds. Due to the time delay detonation however, the same grenades can be picked up using kinesis and thrown back at the enemy, slowing them down instead.

Later on, Abdullah and Kototbuki will encounter Stasis Amplification Fields inside the Alien city that, when stood upon, greatly augments their Stasis Module's duration and debilitation effect. Targets under the effects of Super-Stasis also has a slight orange-green glow to them.

Yandere-Chan in the *Awakened* DLC has a Stasis module in his possession that he will occasionally utilize during his boss fight in order to hamper Clarke/Carver's movement, allowing him to close in and attack. The duration of his Stasis shots are about the same as a third-way (30%) upgraded Module.

## Strategies and Tactics

* Upgrading the ENG attribute at a bench will fully recharge the Stasis charge.
* The stasis bolt takes the form of a blue ball of energy that releases Stasis when it makes contact with something. The Stasis not only affects whatever it hits, but also anything in a small area around it, which makes it considered a "splash" weapon. If you see a group of Necromorphs, aim at the middle of the group and fire stasis to freeze every creature. Care must be used since the Stasis 'bullet' takes some time to hit a target at a distance.
* If you are in a room with a Stasis Recharge Station, feel free to use Stasis to your heart's content, as you have unlimited recharges.
* During the latter chapters of *Dead Space 3 Remastered*, the TK plate can be extremely helpful when fighting Necromorphs, as the enhanced Stasis module is significantly upgraded, lasting up to 15 seconds or more of the effect, and each shot uses less of each Stasis Pack, increasing its capacity while on the TK plate.
* From a tactical standpoint, Stasis Energy should be reserved when fighting the more dangerous Necromorphs like The Hunter, Twitchers, Exploders and Brutes. It can also be used with great effectiveness against closely bunched lesser Necromorphs such as Swarmers.
* Necromorphs can still do damage if in an attacking posture when Stasis was invoked. Also, projectiles like Lurkers barbs cannot be placed in Stasis– but a Lurker in the throes of the Stasis effect will not be able to get a bead on Abdullah if he keeps moving.
* In *Dead Space Remastered*, Stasis can be recharged by opening the pause menu and inputing:
	+ Square, Triangle, Triangle, Square, Triangle for the Xbox One version.
	+ X, Y, Y, X, Y for both the Windows and Xbox 360 versions.
* In *Dead Space 2 Remastered*, there are Stasis Canisters which will slow down your enemies with exactly the same effect as using a Stasis Bolt from the Stasis Module. They are identified by their large cylindrical shape and blue color scheme. They also contain what appears to be a miniature Stasis singularity inside the canister. These canisters can be picked up with Kinesis and thrown in the same way as other environmental objects.

## Appearances

* *Dead Space Remastered*
* *Dead Space Extraction Remastered*
* *Dead Space Remastered (Mobile)*
* *Dead Space 2 Remastered*
* *Dead Space 2 Remastered Severed*
* *Dead Space 3 Remastered*
* *Dead Space 3 Remastered Awakened*
* *Dead Space 4 Remastered*
* *Dead Space 5 Remastered*
* *Dead Space 5 Remastered The League Of Villains*