Dead Space™ 2 Guide

F Your Marker : Hardcore Guide for Dead Space 2

F Your Marker : Hardcore Guide

Overview

A quick reference to the masochistic Hardcore Mode.

Safety Protocol Head’s Up

This is hard.

Like, legitimatly difficult.

To even have a chance to win you MUST be more than accustomed to the game’s mechanics, and not half ass it. A run can be completely wasted due to poor planning, a foolish mistake, or bad management of your resources. This game is not afraid to kill you.

If you truly wish to face this challenge, you should be ready for the worst.

Introduction

Maybe you spotted a gif of the Foam Finger, or are looking to enjoy a good, meaty ass-beating in this duology (No, there is no third game, if you think otherwise close this guide and never talk to me again), well welcome aboard, friend.

The intent of this guide is to help other people who are going to tackle this mode, coming from a fan who’s very much into the RE4 clone thing.
Unlike many special game modes in other games, I feel Hardcore makes a fair, and yet extremely difficult ride with a good balance to make a great ride to overcome. However there are some genuinely annoying quirks and bits that it’s best to know they are coming.

This is a beefy one so pack in, we are going to slice some necros kids.

“I Am A Chew Toy”

Sometimes, you want a challenge, but you have stuff to do. So fine, let me give you some tips to get a head start.

Now you DON’T have to follow this. The tips that I’m detailing are just for those who are either too careful with their time, or can’t get it legit for whatever reason. Just because I bring this up does not mean it’s what you should do.

The infamous infinite power node glitch can be helpful in upgrading various weapons. With it you can dupe nearly 130 nodes, and can upgrade your RIG, stasis module, and more than four weapons by chapter 2. You can find many guides on Youtube but just in case here’s how to:

  • Before the fight with the tripod in Chapter 1, there is a node near a reception and one in a vacuum. Don’t grab them.
  • Defeat the tripod. Leave without grabbing anything.
  • Head back and grab the node in the reception
  • Go back, and place the node in the end of the white slope near the door to a maintenance room after the tripod area.
  • Do the same with the vacuum one.
  • Proceed and take off the panel. Get near the exit of the level.
  • Go back to the reception, stand around for 15 seconds.
  • Return to the slope, and grab a node. Place it in the grating.
  • If you see this, then profit


There IS a drawback- you will want to save as soon as you reach the first save spot in Chapter 2. Why?
Because this glitch is extremely tedious and time consuming, good luck repeating it as many times as you need. There is also the rumor that it can corrupt saves .
Now I didn’t try and it might just be an urban legend, but if you fear that can happen, don’t risk it.

At Least to me the best weapon set with DLC taken into account, is the Forged Plasma Cutter, Line Gun, Heavy Duty Contact Beam, and EarthGov Pulse Rifle. Pretty much a head start. The drawback is not being able to sell back the weapons. My suggestion in general is stick to what you prefer, except for a single item if you desire to resell later on, or have it as a way to spawn ammo and sell (more later).

The one gun I would 100% recommend from personal experience is the Contact Beam. A RIDICULOUSLY overpowered piece of work, and the attosecond stasis is attached to it almost nothing can stand in your way. You can easily mop the place once you get the timings right. The drawback is it’s only this great after upgrading a lot, so maybe consider it for late-game.

It’s also a good idea to pick up the stasis upgrade suit, but that’s really up to you.

“I Have No Fear”

Right, so you want to take it like a man? Then there are some caveats I do have to mention.

Real talk- the game doesn’t have as much crap as you’d think. Once you know how the game works, it’s a matter of keeping it cool.

Worth mentioning in case you forgot, EA let loose a lot of console DLC on the PC version, making a fresh save a damn festival of unlocks.
The fact is, these reskin weapons are overpowered and the suits are too. So want to boost your ego? Don’t touch this DLC crap, my friend.

  • I encourage you to “buy” the weapon reskins and store them in your safe.
  • Buy weapons you unlock.
  • The suits however, DON’T touch them. Using one will unlock extra space, which is supposed to be bought. If a suit costs cash, it’s the one you’re meant to have.

That’s really it. Just play the game normally. I would also suggest picking a god and praying.

Economical Dance at the Devil’s Door

Money is extremely important. So is ammo. A huge focus is driven to ensuring you always have enough cash for nodes, ammo and your suit upgrades.

However a little factor comes into play. Enemies will only drop loot after being torn apart post mortem.
This is a big problem, as you want to not let any loot be wasted. My tip? Refer to this.
We all like to stomp but you have to be as efficient as possible here. Everyone loves to stomp but you really cannot and should not mess around in this mode. Explosions, throwing sharp things and very powerful weapons will all do the job.

Seriously, use kinesis, move the body around, throw something at it, maybe even just slam the thing down. Kinesis is your best friend in this mode. It costs nothing, can kill enemies and save ammo, bring stuff with you, get far away crates closer, it’s such a useful tool you wouldn’t believe it.

An idea I toyed with and worked well with is having an extra gun (like DLC one) to just farm it’s ammo. Then I would sell this for other stuff. For early game, this is a good way to get a lot of extra cash. The drawback is wasting a slot, and lacking ammunition for your “real” weapons.

Other methods include selling small medkits and keeping looted ammo for weapons you don’t have to sell, but this leaves you out of a quick health fix and it occupies space in your inventory for nothing.

In the end, it’s all about what works best for you, but being smart and using your inventory to the fullest is extremely useful.

Chapter 1 – Wakey-wakey

  • This is a fairly easy chapter.
  • After getting the stasis module, a necro will show up and run at you. Freeze him quickly or you will certainly be killed.
  • A tripod shows up, easy early death. Abuse stasis and keep your distance. Do not get near him after defeat, as he tries a last attack.

Chapter 2 – New York Minute

  • If you did the power node glitch, maybe save at the first station. You already wasted like 30 minutes on this so sacrifice a save unless you are confident.
  • This is a fairly easy chapter too, excluding the train section at the end, I suggest you have your sensibility up as it’s easy to be killed if you are not looking around quickly.
  • Keep your eyes peeled when hanging off the train, you can be overwhelmed fast.

Chapter 3 – School’s out

  • This chapter is a piece of cake, unless you find jumpscares hard.
  • If you die here, go back to middle school, tough guy. I really don’t know what else to say.
  • How did they get away with the killing of toddlers?

Chapter 4 – Altman won’t come out

  • NOW we are having a good one. This chapter introduces the Stalkers, an enemy that hunts in packs. Stalkers differ from almost every enemy in the game by working in groups and trying to overwhelm you by baiting your reactions.
  • Use your stasis, waste all the ammo, spare no expense, these utter pieces of inhuman trash are one of the absolute banes of your run. Later encounters do let you run past them no issue, but they are still a menace you should not take lightly. If you’re confident, run and don’t look back. If you stand still you are a dead man walking.
  • Also careful with the machinery in the zero g.

Chapter 5 – Issac, take your meds

  • Aside of two QTEs of sorts and a environmental hazard, nothing too severe. The church does have a big fight but it’s children, just shoot at them.
  • Hope you have a line gun for the toddlers in the church and the tentacle thing. Both can overwhelm you fast.
  • The big monster at the end is just a spectacle. Just keep it cool and don’t forget to shoot the orange stuff and the gas tanks.

Chapter 6 – Oh not you pricks again

  • Say hello to our bird friends once more. Hope you have a stasis buddy, haha.
  • Again, spare no expense, the next area restocks you quite well so just slam with what you got.
  • Watch out the heart attack jumpscare at the stage play.

Chapter 7 – Suntan

  • Fairly manageable chapter for the most part, save for the nest that strips a lot of your ammo. Oh and the elevator. Good luck.
  • The elevator. I’m sorry for you.
  • At the end, there is the falling sequence heading into the station which can kill you if you’re not careful but you’re given ample room to see the dangerous rocks coming.

Chapter 8 – Fire and Flames

  • A zero g darling. Use stasis, move carefully and you should be fine.
  • Consider buying extra stasis duration if you want to be sure, move slowly and don’t forget to orient your camera if disoriented.

Chapter 9 – Next stop, pain

  • This chapter is more intimidating than actually dangerous. The final fight with tripods can easily be managed with stasis, but don’t get comfortable.
  • Move around and just slam the fuel as hard as you can, don’t waste much time fighting the tripods.

Chapter 10 – Fun times with PTSD

  • A lot of the chapter is surprisingly harmless and just for building tension. I didn’t say all of it, however.
  • The dark hallway is a complete nightmare. Using kinesis you can set up flashlights to aid yourself and see the cluster of enemies coming your way to tear a new one.
  • It’s also useful for when walking around, you can throw it as a quick stun.

Chapter 11 – Something Stross

  • Despite being a dark area, it surprisingly has like only a couple of really difficult spots.
  • As soon as you enter the area our bird friends are back! Hopefully you know how to deal with them by now.
  • After the bit with Stross and Ellie’s eye, there is a pretty crammed linear fight to get to their location.
  • Another nest will annoy you a bit, deal with it or just fly to get the lasers out of the way to go back inside. To find Stross. Don’t forget to spam E!
  • The elevator is a rough close fight, staying in a corner and moving around abusing stasis.

Chapter 12 – Deep Rock Goverment

  • One of the shortest chapters, and surprisingly easy too.
  • To speed up the process of the mining fixing, go first for the board, and throw down where the explosive things are the bodies of the few necros who will show up as you climb. Pick the battery and jam both in, presto.
  • The drill defense is nothing too hard, save for a few enemies popping on the sides.
  • Stay very away from the drill if you don’t want to get maimed. It’s easy to get kicked into it.

Chapter 13 – Local man ruins everything

  • After an initial little trolling, it’s time to face everything the game will throw at you.
  • The necros will start to really diversify in their groups, so be ready to fight dear life.
  • Did you miss the birds? I bet you didn’t.
  • Run like hell in the laser room and be extremely damn careful, as even touching them slightly kills you.
  • The eye bit. Need I say more? Just be slow and careful.

Chapter 14 – #### YOU

  • The final push. You can do this, probably.
  • When you see the Ubermorph, chop him apart and run.
  • Don’t stop running.

Chapter 15 – AND #### YOUR MARKER

And alas the finale.

  • It’s possible to lock the Ubermorph in the fuses rooms, use stasis to slow him, run to the second room and shoot the fuse. This will trap him inside.
  • Good luck with the massive horde. Don’t forget to restock in the final room.
  • The final boss isn’t hard but ensure nobody can get close to you.
  • Don’t forget to spam E at the end.

Congrats

Bang bang, pew pew.
Enjoy the bragging rights.

SteamSolo.com