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			Death Stranding | Don't go into the forest and Sam's first combat encounters
Gameplay Part 2
In the future, a mysterious event known as the Death Stranding has opened a doorway between the living and the dead, leading to grotesque creatures from the afterlife roaming the fallen world marred by a desolate society.
As Sam Bridges, your mission is to deliver hope to humanity by connecting the last survivors of a decimated America. Can you reunite the shattered world, one step at a time?
In this playthrough we cover:
Episode 2: Amelie:
Order No. 7: Recovery – Chiral Printer Interface:
Sam arrives at the Distribution Center West of Capital Knot City and is tasked with retrieving a vital piece of tech—the Chiral Printer Interface—from the ruins of a mule-infested area. This mission serves as his introduction to stealth-based retrieval, testing his ability to move undetected through hostile territory. The successful recovery unlocks the capability to fabricate gear, marking a turning point in the rebuilding efforts.
Order No. 8: Collection – Rare Metals Delivery to the Distribution Center:
With the Chiral Network expanding, Sam now gathers rare metals needed to strengthen infrastructure. The trek across rocky terrain and shallow rivers isn’t just about cargo—it’s about establishing the connective tissue of a fragmented nation. Delivering the resources pushes the frontier forward and enhances the center's capabilities.
Order No. 9: Power Supply Unit Delivery to Wind Farm:
Sam hauls a heavy generator unit through dense forest and treacherous elevation to reach the Wind Farm. Along the way, he's ambushed by BTs in one of the game’s first intense supernatural encounters, forcing him to carefully navigate through time-warped rain and spectral threats. The delivery brings essential power online, though the Wind Farm remains reluctant to join the Chiral Network due to fear of the unseen world creeping closer.
Order No. 10: Construction – Postbox:
To support other porters and future travel, Sam constructs his first Postbox along the way, establishing a shared tool in the world’s asynchronous multiplayer system. It’s a quiet moment, one that emphasizes cooperation in isolation—one of the game’s core themes.
Order No. 11: Resins Delivery to the Distribution Center:
This order returns Sam to more familiar terrain but emphasizes weight balancing and terrain management, as he carries heavy resin containers across slippery inclines. His arrival and successful drop-off continue to earn trust from the facilities scattered across post-collapse America.
Order No. 12: Confidential Documents Recovery:
Sam is sent to retrieve sensitive intel lost in MULE territory, hidden among decayed ruins. This stealth-focused mission is high risk, as the documents contain classified information tied to the UCA, and recovery without alerting MULEs is critical to national security efforts.
Order No. 13: Cryptobiote Delivery to Capital Knot City:
Sam transports a fresh batch of cryptobiotes—life-saving, BT-repelling organisms—back to Capital Knot City. Though the journey is uneventful, it’s an important piece of logistical groundwork, reinforcing the city’s defenses and symbolizing the quiet victories in rebuilding what was lost.
Order No. 15: Equipment Trial – Hematic Grenades:
Now armed with hematic grenades crafted from his own blood, Sam tests this new weapon against the BTs lurking near the Distribution Center. This mission marks a crucial shift from avoidance to confrontation, giving players the first means to fight back against the supernatural. The test is successful, but it leaves Sam physically drained—literally—hinting at the personal toll this journey will take.
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