January 25, 2011
Dead Space 2
Weapon Achievements Guide
This file may only be published at FAQS.IGN.COM through IGN Entertainment.
If you need a walkthrough, you're not pressing R3. D-Pad will cycle the locator
to the next save point, store, and workbench, so you never get lost. Just stuck.
 Difficulty can be switched in the middle of the game. It affects
achievements, so don't change it unless you need to.
 Hard Core difficulty can only be done from a New Game, not a New Game (+).
 Weapons and items in the store are inaccessible until you reach the store
towards the end of chapter 1 on rounds 2 and onward.
 Schematics still appear after they are uploaded to the store (in subsequent
rounds). You can skip them since they do nothing at that point.
 Isaac can change into different suits to use its special ability without
losing his maximum Armor Rating and Inventory Space. Switch often if you need to.
 RIG upgrades (life, air, TK) are not affected by suits (well, only positive
upgrades to Armor).
 New "Elite" suits are unlocked on subsequent rounds.
 Accolades (achievements/trophies) may all be done in Single-player mode.
 Items Isaac possesses on his RIG are available after the Quick Heal tutorial.
 Only Plasma Cutter ammo is available in the first chapter.
 252 nodes are needed to fully power up the RIG, Stasis Module, and all weapons.
 Re-Speccing an item can be done after you reach the first workbench in
chapter 7 (it can be done at any workbench thereafter).
 Casual difficulty increases the ammo you get by 50%. Sell excess ammo for an
easier Zealot run.
 You don't need to fight all enemies; sometimes you can use stasis and flee
 Enemy encounters are always the same on nearly every difficulty.
 Welding a node to a CAP or HP slot refills a weapon's ammo or Isaac's life
AIR - RIG node. Increases air available in vacuum. Note there are no more O2
tanks in Dead Space 2.
ALT - Increases the effectiveness of the ALT-fire mode of a weapon (damage, etc.).
CAP - Increases the magazine capacity of a weapon. When this node is welded,
the weapon magically refills its magazine to its new maximum.
CHG - Decreases the time needed to charge a weapon's shot to its maximum level,
or to restore energy (stasis only).
DMG - Increases the damage done by a weapon. More damage means less ammo used.
For the RIG, this increases the damage done by TK-ed objects.
DUR - Increases the duration of a weapon's or stasis module's shot. Basically
turns the Ripper into the Crotch-Ripper.
ENG - Stasis node. Increases the number of stasis shots (basically the CAP
node) on the RIG.
HP - RIG node. Increases Isaac's life. Like CAP, when this node is welded,
Isaac magically refills his life to its new maximum. Once you unlock the
Re-Spec ability, you can use workbenches to refill your life by re-speccing
your RIG for 5000 CR (cheaper than the large medkit).
REL - Decreases the time needed to reload a weapon.
SPD - Increases the weapon's shot speed (the rate of fire, not necessarily the
shot's actual speed).
WID - Linegun node. Increases the width of the linear mines.
SPECIAL - Five of the game's core weapons: Contact Beam, Detonator, Javelin
Gun, Line Gun, and Plasma Cutter have nodes with special abilities. When
welded, the special nodes confer additonal abilities to the weapons; all are
well worth the expense.
A great weapon. The special node essentially turns your Contact Beam ammo into
stasis packs for ALT-fire. Very handy on harder difficulties.
There are two trophies related to this weapon - C-Section and Elevator Action.
For C-Section, do not power up the ALT fire nodes. This is because you want to
knock down enemies (not kill them) so your primary charged shot can do the
kill. You may want to use your RIG's stasis on the enemy when it's down so you
have the time to charge up your Contact Beam for the kill shot.
For Elevator Action, upgrade the Contact Beam completely and start Chapter 7
(the Solar Array). During the ride in the maintenance pod to Watchman Phillips'
quarters, necromorphs attack the elevator pod. Use the Contact Beam's maxxed
out ALT-fire to knock away (or kill) enemies. If enemies manage to survive the
blast, dial down the difficulty temporarily for this task.
The cast is fleshed out, but Isaac steals the show.
Most useful new weapon in Dead Space 2. Essentially a grenade launcher, the
grenades become sticky laser-mines if they don't hit an enemy or movable object
(i.e., a solid wall or floor). Once deployed, the last mine set can be disarmed
for retrieval (as a single unit of ammo). This is easily one of the best
weapons to use once you know where enemies appear in rounds 2 and on.
The special node for the Detonator is increasing the blast radii of its mines.
Only one accolade - It's a Trap! - is linked to this weapon, and it's a slow
accrual of kills from deployed mines (kills from impact explosions do not
count). Since necromorphs are pretty dumb, you can easily deploy several mines
through one run-through and get the kill quota.
Multiplayer failed to thrill me.
A more useful weapon now than in Dead Space 1 thanks to the fewer number of
vacuum (airless) areas. The flamer is actually handy in some dark areas of Dead
Space 2 against weak enemies (like the necromorph midgets) since enemies on
fire are (very dim) light sources. Other than that, there's nothing special
about the weapon.
One accolade is tied to the flamer. Necro-flambe is about killing enemies with
the flamer, and that's easily done with a maxxed weapon and weak enemies.
The Force Gun is essentially a slower space shotgun. Since it requires
charging, sticking to the Line Gun is better. Get your minimum one enemy kill
with this weapon in story mode for The Sample Platter accolade.
The Javelin Gun is one of the few weapons available in the store (once you
reach it). The weapon is difficult to use, but its value lies in its two-stage
damage. Enemies impaled by the spear can be stuck to walls and floors. The
subsequent ALT-fire will electrocute enemies near the impact point, hence you
do damage twice with one shot.
The special node makes the Javelin Gun more deadly, because after the shock,
the spear explodes like a grenade.
Three accolades are tied with this weapon - Going for the Distance, Shock
Therapy, and Skewered in Space. Some of them can be done with TK-ed stakes and
necromorph claws, but the Shock Therapy one must be done with the Javelin Gun.
For Going for the Distance, pick a long hallway and let an enemy get close
before firing your impaler. When the enemy flies back 17 meters or more, you
meet this condition.
For Skewered in Space, do the same thing as above (Javelin Gun or TK-ed object)
but against a breakable window. It may be handy to have the Pulse Rifle on
another slot so you have a rapid-fire weapon to close the window before you are
For Shock Therapy, you need to locate an enemy who is near at least three other
enemies. Impale one enemy and let the lightning fly. Parasites count as enemies
in this case, and stasis can help you cluster enemies together in a small group.
The old standby, the Line Gun, is a great weapon to use. It's simply a wide
shotgun disguised as a "mining weapon". The special node decreases the time the
line-mine needs to explode.
Two accolades are tied to this weapon - My Boom Stick and Clean Cut.
For Clean Cut, locate the small dog-like necromorphs with three tentacles that
come out from their backs (Lurkers). Wait for them to get off from the wall;
once on the ground wait for them to display their three tentacles and sever all
three with one Line Gun shot.
For My Boom Stick, the idea is the same, but you need to get six enemies with
one Line Gun shot. You can use standard shots or the ALT-fire for this
condition. Stasis and a quick-fuse helps with this task.
The Plasma Cutter is Isaac's standard weapon with no special tasks assigned to
it. However, its special node lets it set enemies on fire with its shots,
slowly damaging necromorphs and insuring they are truly dead once they are downed.
The Pulse Rifle got a much needed makeover; the ALT-fire is now a pulse grenade
(eats up 25 ammo per shot). Since it's essentially a machinegun, the Pulse
Rifle is good for destroying parasites from far away, or hitting the emergency
button on the vacuum shutters. It's not a good weapon for most other necromorphs.
The Ripper is your bread and butter weapon for crowd control once you've
upgraded the DUR and DMG nodes. One blade can effectively hold a crowd in check
at a doorway, and that basically conserves ammunition. However, shooting the
razor disc is a last resort. Unlike the Disc Launcher, the Ripper has a
reasonably accurate shot-line for its razordisc.
One accolade is tied to this weapon, Lawnmower Man. Use the same disc (on
primary fire) to kill four enemies. Improve the DUR and DMG nodes and this is
very easy to do. The key at that point is locating a group of enemies that are
easy to kill and number four or more.
The sniper rifle is something that's used infrequently in Dead Space 2's Titan
Moon Sprawl. While its long range damage ability is great for certain cases, it
doesn't occur often enough to carry the Seeker Rifle all the time. In some
cases, you can use it for sniping, but medium and short range weapons are better.
The one accolade tied to the weapon is Peek-A-Boo, where you need to kill a
Stalker with a zoomed-in shot. Up the ALT and DMG nodes to make the weapon do
overkill, and locate a Stalker nest. Provided you can sit in a spot where they
can get to you from one direction, you pretty much own the encounter by
shredding their limbs.
Isaac's RIG now not only handles his AIR supply, but also his Hit-Points and
DMG done by his TK-ed obects. Compared to the old RIG tree, the new RIG tree
uses considerably fewer nodes for "maxxing" (11 versus 18). Note that with
re-spec and 5000 CR, you can refill your life at any workbench after chapter 7,
round 1 by simply unwelding the HP nodes and re-welding them back.
The stasis Module is the only extra module this time around. The ability slowly
recharges over time (very slowly, use the Advance Suit and upgrade the CHG
nodes). A stasis pack or station will refill stasis energy completely. With the
rebalancing of events and stuff, the cheat codes aren't needed for Dead Space 2.
simalcrum is always right; you are always wrong.
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