Dead Space™ 2 Guide

Dead Space 2 Survival Guide for Dead Space 2

Dead Space 2 Survival Guide

Overview

How To Survive Dead Space 2 And Keep One Step Ahead of The Enemy

1. Introduction

Welcome to my Dead Space 2 survival guide, here i will tell you as much as i can about Dead Space 2 which will hopefully help you in the success of surviving the necromorph onslaught.

Dead Space 2 is a place where no man could possibly survive unless thay have my Dead Space 2 survival guide, in which case you are in the right place.

I hope you enjoy my survival guide and i hope it helps you in many ways other than surviving.

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2. The Basics

A horrific infestation is decimating a massive space city. Isaac Clarke must dismember, impale, and stomp his way across the Sprawl.

  • Familiar as well as all-new grotesque creatures lurk around every corner.
  • Wield a set of devastating tools to bring the terror to space. Impale with the Javelin, and turn limbs into deadly weapons with improved telekinesis, plus much more.
  • Fire up Isaac’s suit boosters to rocket around in zero gravity like never before with full 360° movement.
  • For the first time, experience the horror of a Necromorph outbreak with others in online Multiplayer.
  • Scavange the enviroment for schematics, ammo & cash to buy & upgrade your weapons & suits

3. Suits

Unlike the original Dead Space, which saw Isaac mostly adding armor to his existing suit, Dead Space 2 has a handful of different looking suits, each of which carries it’s own benefits for killing the necromorph.

If you want to make sure you don’t miss any of the suits, you’ll want to open up the different power node doors you come across throughout the game. Apart from receiving a bunch of cash and ammo, some of the basic suit schematics are found behind these doors.

Once you complete the game, elite versions of each suit can be unlocked in New Game +. These elite suits come with different statistics and color schemes.

Engineering

Basic Engineering
Name : Engineering Suit
Suit Type : Basic
Benefits : 10 Inventory Slots, 5% Armor

Elite Engineering
Name : Elite Engineering Suit
Suit Type : Elite
Benefits : 25 inventory slots, 25% armor, 15% increase in med pack effectiveness.

Security

Basic Security
Name : Security Suit
Suit Type : Basic
Benefits : 15 inventory slots, 10% armor, 5% bonus damage with pulse rifle.

Elite Security
Name : Elite Security Suit
Suit Type : Elite
Benefits : 25 inventory slots, 25% armor, 15% bonus damage with javelin gun.

Vintage

Basic Vintage
Name : Vintage Suit
Suit Type : Basic
Benefits : 20 inventory slots, 15% armor, 10% discount on store purchases.

Elite Vintage
Name : Elite Vintage Suit
Suit Type : Elite
Benefits : 25 inventory slots, 15% armor, 15% discount on store purchases.

Advanced

Basic Advanced
Name : Advanced Suit
Suit Type : Basic
Benefits : 25 inventory slots, 20% armor, 50% reduced stasis recharge time.

Elite Advanced
Name : Elite Advanced Suit
Suit Type : Elite
Benefits : 25 inventory slots, 25% armor, 10% damage to all weapons, 15% increase in stasis duration

4. Weapons

As you can probably guess, weapons are important in Dead Space 2. You are likely to find that some weapons are more useful than others, however. Apart from basic descriptions of each weapon, I be listing the overall usefulness of each weapon

If you are looking to collect all of the weapons in the game, be sure to open up any power node doors you come across, as they often contain schematics for new weapons, along with large amounts of money and ammo.

NAME: Plasma Cutter
DESCRIPTION: Returning from the original “Dead Space,” the plasma cutter acts as a pistol which can cut the limbs off your enemies with ease. Secondary fire rotates the aiming mechanism, allowing you to fire horizontal or vertical shots, depending on your target.
USEFULNESS: Very, very useful. Arguably the most versatile weapon in the game, the plasma pistol can handle many different situations and becomes devastating once upgraded. Never leave home without it.

NAME: Line Gun
DESCRIPTION: Like the plasma cutter, but with a much wider attack line. Secondary fire unleashes a powerful, timed explosive.
USEFULNESS: Rather useful for large, heavy enemies, as you can take out multiple limbs with one shot. Slow-moving enemies can also be devastated by the secondary fire. Limited, expensive ammo means you’ll have to pick your shots, though.

NAME: Pulse Rifle
DESCRIPTION: Basically an assault rifle which can take out crowds of small enemies very quickly. The secondary fire has changed since “Dead Space 1,” and now fires a grenade projectile, causing a large swath of splash damage.
USEFULNESS: My personal favorite for crowd-control, especially with small enemies. Upgrade the clip size and you’ll be able to make it through large encounters without having to reload. Ammo is plentiful and cheap.

NAME: Javelin Gun
DESCRIPTION: A gun which fires highly-damaging spears. Secondary fire causes the last fired spear to electrocute nearby enemies.
USEFULNESS: Slow fire and reload times makes this good for large, predictable enemies. The secondary burst can take out smaller packs, but it can be risky as you can become surrounded very easily. Good for long range.

NAME: Detonator
DESCRIPTION: Allows you to place proximity mines which, when tripped, cause big splash damage. Secondary fire simply deactivates mines you’ve already placed so that you can collect them again.
USEFULNESS: Tremendously useful, but only in specific circumstances. When defending a specific point, for example, the detonator can guard entrances without you having to worry about them. Basically this is a must-have for battles where you can prepare before the onslaught begins.

NAME: Contact Beam
DESCRIPTION: Fires a single, highly-damaging, charged shot at an enemy. Useful against large, slow enemies. Secondary fire causes nearby enemies to be knocked off their feet.
USEFULNESS: Not very. It’s rare you’re only fighting a single, large enemy, and even in the cases where you are, the secondary fire from the line gun is plenty effective.

NAME: Force Gun
DESCRIPTION: Basically a shotgun. The primary fire on the force gun emits a close-range blast of kinetic energy, sending enemies back and oftentimes blowing limbs off. Secondary fire is the same idea, but at longer ranges. The spread is much more narrow, though.
USEFULNESS: Arguably the best close-range gun in the game, the force gun is good option when you’re surrounded by enemies. At range, though, it’s pretty useless, as the secondary fire attack does very little damage.

NAME: Flamethrower
DESCRIPTION: It’s, well, a flamethrower. Primary fire shoots out a stream of flames, while secondary fire launches an incendiary grenade.
USEFULNESS: Another good pick for close-range, as it can stun just about any enemy, and make short work of crowds of smaller enemies. Just be wary of the long reload time, as you can easily find yourself overwhelmed by killer babies.

NAME: Ripper
DESCRIPTION: Primary fire causes a spinning blade to hover in front of Isaac, which you can then maneuver into enemy limbs for a few seconds. Secondary fire shoots a blade like a projectile.
USEFULNESS: Like the flamethrower, the ripper can make short work of smaller enemies in your vicinity, and can take down one or two larger enemies if you’re quick with your blade movement. Definitely takes some getting used to, though.

NAME: Seeker Rifle
DESCRIPTION: It’s a sniper rifle, pure and simple. While it’s not very good at cutting limbs, it deals tremendous damage to anything it hits. Alternate fire allows you to zoom in on a target, dealing even more damage.
USEFULNESS: For single enemies at long range, there’s no better weapon. It’s awful at dealing with more than one enemy at a time, though, thanks to a small clip size and long reload time.

5. Enemies

Dead Space 2 has a morde of enemies ranging from small to extremely large.

One of the main things to know is how to take down the necromorph without getting killed in the process.

The necromorph are extremely dangerous and can completely destroy you if needed so you will need to stay one step ahead of them at all times and you will also need a good stock of ammo and weapons on you at all times just incase you come across more than one necromorph.

Here is a list of the enemies in Dead Space 2.

Slasher :
Slashers are the basic grunt of the necromorph infection. Created from infected adult humans, they resemble an incredibly emmaciated corpse, with massive blades on the ends of their arms. Driven completely by instinct, they will charge the player when they notice him, and can cause a good deal of damage if allowed to get close. They typically will let out a loud shriek before attacking, but are capable of remaining silent if approaching from behind, or attempting to play dead.

Puker :
Keep at range to bait their projectile. TK it and use it on it or other Necromorphs. The first two Pukers encountered do not use this move. The third (halved) encounter introduces this ability, which does no damage, but slows instead. If it lands, more glob fire is unlikely as it will close the distance while it has the chance instead.

Pack :
A hit from just about anything will take one out and perhaps any setting. Even weak TK’able objects. It takes practice to safely ‘melee only’ a group though.

Crawler :
If killed without setting off the bomb (blunt force, beheading, etc.), the body can be TK’d as an explosive. Merely shooting it near foes is a less complicated approach.

Lurker :
As in DS1, just the three tentacles and the hindlegs can be dismembered. The barbs are a near worthless class 2. They only go for their grab when both parties are on the ‘floor’ with gravity on and at close proximity. Reversing it kills one instantly. They don’t do well when under pressure from melee. Their overall HP seems lower in DS2.

Exploder :
Simply stasis and walk by, cut off (save for later) or open fire on their arm. Preferably with other Necros nearby. Mind the sizable splash radius!

Leaper :
Their tail is a class 5 (impale) object *you can tell this by the sound they make when lifted versus all other object types* you can TK and use after severed or the creature dies. A Leaper that loses an arm while non-zero-g wall-crawling will die instantly. Both arms in other cases will kill it. A single arm lost will at least cripple movement. *the degree of this truth in DS2 is untested*

Pregnant :
Like other Slasher variants, it’s blades are ammo for TK impales. Upon delegging one, you may want to finish it quickly as they tend to want to flip over and gut themselves (releasing their payload). Hitting their gut also encourages them to ‘open up’ (even melee seems able to do this in DS2). Explosives in general do the same (so mind this).

Swarmer :
Area-of-effect attacks like the Javelin secondary are suggested. Stasis and running away might be best when the option exists. TK use of any object will kill them.

Stalker :
A new enemy in Dead Space 2, and one of the most frightening to encounter, the stalker is one of the deadliest necromorphs players will fight in the game. Stalkers are tall, with thin legs, an exposed ribcage, and long arms with three razor sharp blades on each hand. Their faces have mutated to nearly non-human forms, and it is unclear how exactly a host becomes a stalker.

Stalkers are incredibly dangerous, for several reasons. For one, they are incredibly fast and agile, able to cross an entire room in only a few short seconds. While charging, they lean forward, and hold their arms back, making it hard to hit any of their limbs. More dangerous even, is that stalkers are arguably the most intelligent breed of necromorph. They hunt in packs, with similar behavior to a velociraptor. Stalkers of capable of remaining silent, and staying in the shadows as they manuever around Isaac. Very often, one will poke it’s head around the corner to draw the players intention, while another attacks from the side or rear.

Cyst :
Walk up to them and they fire their class 4 (explosive). You could merely trip this and back away to have it kill itself or TK the object for use on others. Tossing objects at the Cyst will trigger the attack. Should the explosion go off near it, death is pretty well assured. At the very least, you can chip away at them with lesser objects rather than using any real ammo. They cannot be hit while retracted and melee doesn’t seem to land on them even when exposed.

Infector :
In this entry, they can be dismembered at two locations (either wing). Presumably, they would deal poorly with a delimb of any kind. Their proboscis doesn’t seem to detach from what I’ve seen of DS2. They no longer make Super Slashers (just regular types it seems) or Twitchers. *unless you’re playing Severed DLC*

Tripods :
One case can be ignored if you so choose. Their pattern isn’t so hard to master with regards to avoiding gunfire, but it’s easiest to abuse the resources granted in using stasis and attacking the arm joint (doesn’t seem like melee can hit them). It’s demonstrated that attacking practically anywhere on their body will suffice. Good to know for the elevator encounter.

Brute :
These are much easier to kill than it would seem. Stasis them, then run around them and cut off their back legs, so that they cannot move. Then sit still and wait for them to start spitting their huge chunky grenade-things at you, then TK them and throw them back until they die. This saves much more ammo than trying to cut their arms off, and only takes some skill with TK to pull off.

Guardian :
Usually an explosive cannister around for them. Good to hit all their tentacles at once. For lack of those, explosive ammuntion will suffice (or even precise attacks aimed at removing the tentacles). You cannot kill it via damage to the body. Only through removing the tentacles. It’s doubtful that their ‘pods’ can be used against them even in this outing. Said pods act like a bouncing betty mine when you get too close unless you delimb them. There is a long reload after they fire a shot. I believe the MAX for pods at once to be around seven. Of course, close proximity to Guardians is suicide no matter what (decap tentacle).

Nest :
Destroy the weakpoints for a kill. Turn gravity on and it will simply retreat back into itself just as when you create too much range or otherwise leave their line-of-sight. The pods are a semi-homing explosive. It’s doubtful you can lead them to the Nest or that it would hurt it. They’re considered alive and therefore you cannot TK them. When they ‘die’, they are a class 5 that can be used to damage the Nest weakpoints. Explosives are fairly good at taking out multiple weakpoints (Detonator, Line Gun mine, etc.). Thrust Cannisters can be placed and set-off to kill them. Zero-g replaces ‘arcs’ with straight shots, which works out nicely.

Divider :
Tends to drop whatever ‘loot’ it’s worth upon splitting The parts (head, arms and legs) *like Swarm* are worth nothing to kill aside from being rid of a pest. The ‘whole’ cannot use vents while the parts can. Knocking off a live part from the whole (other than legs) can leave it attacking independently as to have made multiple threats. There are reports that Hand Cannon usage on it can crash the game (instant kills don’t play well with this foe).

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