Experimental Auxiliary Research Ship
The CMS Greely is a Sovereign class research vessel that makes up one of the ships in the orbital flotilla around Tau Volantis.
Events of Dead Space 3Edit
The CMS Greely is a research vessel that is a location in Dead Space 3 when Isaac is venturing to the CMS Terra Nova to repair the CMS Crozier. When Isaac ventures outside of the CMS Roanoke he begins to pick up on a signal of unknown origin; a looping message mentioning a code "Papa Sierra". Jennifer Santos realizes that the signal is being generated from the Greely and then becomes an accessible location for Isaac.
Entering the Greely starts the optional mission. Upon venturing into the Greely, Isaac meets a problem, a security lockdown locking most of the doors and a power outage. After turning on the power, Santos tells Isaac that the lockdown originated from the Greely's radio room, and after disabling the lockdown, an audio log reveals what caused the power outage and security lockdown; a Doctor Barton was attempting to broadcast the coded message to Tau Volantis, but was caught by S.C.A.F. soldiers during the Scenario Five order. When the soldiers attempted to interrogate them, they locked themselves inside with the broadcasting equipment. Since the order was to ensure no one lives, they cut the power in order to disable life support and stop the broadcast.
Upon further exploration of the Greely, Isaac finds a room with an overloading power generator and disabling it, overloading some of the gravity plating. Further investigation of the room will reveal a key and an audio log by a Laura Engstrom pleading for Barton to send the coded message to Dr. Serrano or all of their work would be destroyed. The key opens Engstrom's office, so Isaac decides to head for her office to decrypt the coded message. Because the power generator was disabled earlier by Isaac, some of the gravity plating was overloading on the way to Engstrom's office, making backtracking more difficult. Upon reaching the office, it is revealed that "Papa Sierra" meant "Hide Rosetta". When talking about it with Santos Isaac believed that the research involving "Rosetta" could be a key factor to the mission, which prompts Santos to question why issue the cleanse order if it meant destroying Rosetta, and Isaac figured that they either panicked or knew something the others didn't. Afterwards, Santos thanks Isaac for looking into the Greely and Isaac continues the mission at whatever the point the player left off.
Later in the chapter after Isaac goes to the Terra Nova he must venture back to the CMS Greely and salvage a port side engine from a dismantled shuttle. After getting the engine Isaac returns to the Roanoke and the Greely is left in orbit with the rest of the ships in the flotilla after Isaac and the other survivors launch the shuttle to the surface.
You will have access to this optional mission during chapter 4 and then again during chapter 7. To reach the mission area you will need to get in the SKIP and fly to the C.M.S Greely destination choice. When you arrive, exit the vehicle to enter zero gravity mode.
C.M.S Greely Debris Field Edit
Walk to the end of the platform and look down for a piece of debris with a bird logo on it. Fly down here. You will likely encounter a few lurkers here so kill them if you like, or ignore them for now. Work your way over to the frayed end of the debris and you will find a door. Use kinesis to open this and head inside. Open the chest here for a weapon part – Compact standard Frame [Weapon part 1/4], a med pack and some resources. To the right of the chest in the corner is an S.C.A.F Artefact [Artefact 1/2].
Return outside and use your suit locator. Fly over to the objective marker and head inside the door here.
C.M.S Greely Edit
Enter the door in front and continue through the next hallway. In the room here there is a ladder on the left side as you enter are some lockers containing some med kits and to the right of the ladder there is a shelf containing a weapon part – Compact Standard Frame [Weapon Part 2/4]. When you are ready to continue, climb down the ladder.
Turn around and kill the lurker that jumps out of the vent. Use a torque bar on the wall socket here to open the door (if you don't have one, there is a nearby bech that we will activate soon so you'll be able to get one then!). Inside you will find a weapon part – Telemetry Spike [Weapon Part 3/4], a upgrade circuit [Circuit 1/2] in the locker on the wall and a bunch of resources and ammo. Return outside and climb down the stairs indicated by your suit locator. Enter the door at the bottom and mosey on through the hallway to the other side.
Climb down the ladder here and activate the generator with kinesis (note there is an upgrade circuit on the table to the right on new game +). Climb back up the ladder and you will be attacked by a pair of slashers and a spitter. Go and use the now activated lift. At the top, loot the lockers in the hall here before proceeding through the door.
In the next room there are a couple of lockers to loot in the control room to the right. What we want to do though is check out the glowing blue box. Approach this and interact with it for a puzzle. We need to balance the power so that both needles are sitting in the green area.
- Move 45 to the right
- Move 60 to the right
- Move 90 to the left
- Move 60 to the right
- Move 45 to the right
When you have successfully completed the puzzle an audio log [Log 1/2] will play and the nearby door will unlock. If you want to double check, the audio log is at the bottom of the stairs and you can replay the message if you wish (note there is a upgrade circuit on the floor next to the chair to the left of the unlocked door on new game +). When you are ready proceed through the now unlocked door. Continue through the next hallway and exit back into the main room.
Two slashers and an exploder will be waiting for you. Kill them and then head over to the now active bench. Make a torque bar if you don’t have one and then enter the door to the right, just above the stairs we ventured down earlier. Grab the upgrade circuit [Circuit 2/2]. Exit the shower room and follow the suit locator down the ramp and through the door indicated.
When you reach the large room with what looks like a biology lab in the centre you’ll be attacked by a lurker and spitter. When the room is clear examine the right hand wall of the room. There is a pair of purple alcoves, and the one furthest from the door has an Alien Artefact [Artefact 2/2] in it. There are tonnes of destructible crates strewn around the room as well so feel free to smash them for some ammo and when you are ready go down the lift at the back of the room.
Work your way around the set path here, around the low wall and kill the slasher hiding here. As you approach the exit another slasher will appear, so smash him down as well before proceeding through. As you interact with the next door, deal with the slasher that appears before continuing.
Follow the walkway around to the left and kill the swarmers that emerge from the wall in front. Go past the bench here and use kinesis on the blue circle on the wall to open the next door. Go on through and continue until you reach a room that has plenty of electricity blocking your progress.
To get rid of this, use kinesis on the central structure to remove the panel sitting on top. Remove the semiconductor and after a few moments the electricity will stop running. Incidentally this will also cause a number of floor panels to turn into gravity panels. Stepping on these glowing orange/pink panels is instant death, so avoid!
At the back of this room you will find a weapon part – Electric Charge [Weapon part 4/4] (note this is still there on new game + but appears as the upgraded MK-II Electric Charge). There is also a blue circle on the control panel to the right. Use kinesis on this to activate an audio log [Log 2/2]. Grab the security key from off the table to the right.
Now it’s time to backtrack. As you approach the entrance to the room a group of swarmers will rush in. Try to kill them before they can reanimate the corpses on the ground. Once you are clear continue back through the tunnel to the lift, avoiding the gravity panels as you go. Once on board, head back up to the lab.
This part can be quite tricky. There are quite a few enemies now populating the lab and more will show up as you progressively kill them. To make things a little more interesting, there are active gravity panels all over the place, so try not to back up into any of them! We can however use the gravity panels to your advantage. When a necromorph comes at you, try and put a gravity plate between them and you and 80% of the time they will run over it and be killed.
After first stepping off the elevator, four slashers and a spitter will find their way over to you in the midst of the gravity panels. Once they have been dealt with, head for the door and as you approach a further three slashers will also come out to play. Dispatch them before cruising through the door.
Return to the main area and kill the five exploders that emerge from the various vents around the room. When they are all cleared out, use the security card on the panel next to the bench to unlock the door here. Loot the various bits and bobs in here and interact with the blue monitor on the back wall to complete the mission.
Back track outside to resume the main story.
- The Greely is one of the flotilla ships dispatched with the other Sovereign Colony warships over 200 years before the events of Dead Space .
- The Greely was a research vessel smaller than all the other ships in the fleet.
- The CMS Greely is an optional mission location in the game and it is up to the player to venture inside.
- The Greely seems to be the exact same model as the CMS Brusilov.
- A scuttled Shuttle is near the Greely and the port engine is taken for the CMS Crozier .
- Following a common theme, the ship is named after an officer of the United States Army and a Polar explorer Adolphus Greely.
- According to the SK-1P, its alias is "Think Tank".