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Weapon FAQ by Sol4688

Updated: 02/07/11

Weapon FAQ

Written by: Sol4688
E-mail: hypersonic444@yahoo.com

Hello, and welcome to my Dead Space 2 weapon FAQ. In this guide, I
will tell you about all the weapons available in Dead Space 2:
Where to find them, where to find their ammunition schematics,
how much they cost, how they upgrade, Primary and secondary firing
modes, the strengths and weaknesses, and how to fight with them.
You may remember me as that guy who made the Dead Space 1
weapon FAQ. I received some positive feedback from that, so I'm
trying again with this game. I've given each weapon an extensive
study and training, carefully weighed their pros, their cons, and
overall usefulness. Any person can be good with any weapon
in Dead Space.

But I will assist you on picking what weapon(s) is right for you.

I'm also aware that there is DLC content for additional weapons on PSN.
I will NOT be covering these, at least not yet. But I won't rule it out for the

Here we go again!

Table of Contents


Part 1....................Combat basics...............[PT01]
Part 2....................Plasma Cutter*..............[PT02]
Part 3....................Line Gun....................[PT03]
Part 4....................Pulse Rifle.................[PT04]
Part 5....................Flamethrower................[PT05]
Part 6....................Ripper......................[PT06]
Part 7....................Force Gun**.................[PT07]
Part 8....................Contact Beam***.............[PT08]
Part 9....................Rivet Gun...................[PT09]
Part 10...................Seeker Rifle................[PT10]
Part 11...................Detonator...................[PT11]
Part 12...................Javelin Gun.................[PT12]
Part 13...................Hand Cannon.................[PT13]
Additional notes and tips.............................[PT14]

* = Refurbished Plasma Cutter will also be discussed.
** = Zealot Force Gun will also be discussed.
*** = Hacker Contact Beam will also be discussed.

Let's get started, shall we?

COMBAT BASICS.............................................[PT01]

Okay, so this being the Dead Space weapon FAQ, it’s only natural we
begin with controls and basic combat strategies, right?

Let’s start with the controls you’ll need for fighting.

Select: Bring up item menu. Under most combat circumstances, you should never
use this in the heat of battle. It’s only useful in the instance that you want
to check on your supplies, or use a specific medikit. But use this only when
there’s a lull in combat or the nearest necromorph is very far away.

Left analog stick: Move. Moving is the first key to successful combat.
There are no swift fancy dodges in this game. You don’t want to get hit,
you need to learn to move.

Directional buttons: Switch weapon. Pick the right tool for the right job!
Pick a weapon layout that works best for you. Obviously, with there being 
four directional buttons, you can only equip four weapons at a time.

Right analog stick: Look around. Looking around will be the next key.
If you can’t see your enemy, you’re already at a massive disadvantage. 
Always keep your surroundings in mind.

Square: Reload your current weapon. When your weapon is
low or out of ammo, a reload is exactly what you need.
Isaac will reload his weapon, and bring it back up to maxed out.
Keep an eye on your weapon’s ammo, and always make sure you got
enough to get through your current bout with little trouble.
Sometimes all a necromorph needs is that split second you’re
reloading to take you out.

Circle: Use a medi-kit hotkey. Staying alive and watching your health is
important. When you tap square, you will use a medikit right away.
Take note, you will use whatever your smallest medikit is on hand 
(for example, if you’re equipped with one large medikit, one medium, and 
one small, tapping square will automatically make Isaac use the small medikit.)

Triangle: Use a stasis pack hotkey. Tapping triangle will make Isaac use (if you
have one in your inventory) a stasis pack, and refill your stasis on the fly.
Very handy for when you're in a jam and need that stasis quickly.

X: Open doors/Examine/Pick up items/Quick time event action. Throughout most
of the game, you will only use the X button for opening doors and picking 
up supplies. However, the X button has its uses in combat. Some necromorphs
will grab on to Isaac and initiate a quick time event (or QTE, for short)
where you must tap X repeatedly to repel your assailant. In these events.
a prompt will come up next to Isaac’s rig with the X button flashing.
Mash X to remove your attacker, and watch Isaac desperately fend off his
foes, be it with a struggling shove, a panicked punch, or a wild kick.
Note that if you don’t press X, you will continue to take damage…
and eventually die.

R1: Melee attack. Isaac will bash his foe with his currently equipped weapon.
Tap repeatedly to strike multiple times.

R2: Melee stomp. Isaac do a powerful stomp with his massive boots.
Tap repeatedly to strike multiple times.
The stomp is a very formidable attack, hindered only by the fact you
must be right next to an enemy for it to hit. 
The stomp is best used as a finisher after you’ve removed a necromorphs’
legs, or as an ammo-saving alternative to dealing with a necromorph you’ve
used stasis on.
If you have a necromorph who is down, but not out, consider a stomp
instead of wasting precious ammo.

L1: Aim your weapon. If you want to hit your enemy, you need to aim at
them first, right?

L2 + Left analog stick: Run. The old phrase “Run away and fight another day"
come to mind? Well remember it, because sometimes, fleeing is the best option.
Even if it’s to flee to the other side of a room, running can give you
precious extra seconds to plan a strategy. NEVER be too afraid to run.

L1 + Left analog stick: Move while aiming. In this game, you can move while
aiming your weapon and shooting. Learn to fight on the move,
and you’ll end up as a target much less often.

L1  + Right analog stick: Aim in different directions.
Learn to adjust your aim on the fly. Enemies won’t just stand there
and let you pummel them senseless.
You’re going to have to meet them halfway, and aim for them.

L1 + R1: Fire your current weapon.
Each weapon has different properties and different firing abilities.
Read up on the weapons to learn how each one shoots differently.

L1 + R2: Secondary fire for your current weapon.
Each weapon has different properties and different secondary fires.
Read up on the weapons to learn each ones’ specific secondary firing modes.

L1 + Circle: Activate kinesis. Kinesis can be a valuable tool in combat,
both for offensive AND defensive purposes.
On the offensive, you can use it to knock your opponents away with whatever
objects you can throw at them. Keep an eye peeled for objects like 
poles, javelins, or exploding canisters. These are very potent weapons and
can defeat necromorphs in one toss, eliminating the need
to resort to your weapons and wasting ammo altogether.
On the defensive side, kinesis can be use to build makeshift barricades
to stop necromorphs in their tracks.
Keep an eye out for large objects you can use to build barricades
if you have the time to or if you know an attack is coming.
Preparation is your friend. Also, kinesis can be used to grab
not just objects, but item drops and supplies lying around.
In the heat of battle, sometimes you won’t have the luxury of
running to a distant ammo pack or medikit.
Use your kinesis to snatch up an item on the fly and hop back into combat.

L1 + Triangle: Activate stasis.  
When you activate stasis, Isaac will shoot out a blue beam at his enemy, 
slowing time down around them, and slowing their movements to a
literal crawl.
Even the toughest, quickest, deadliest necromorph becomes
a laughable sitting duck with the tiniest touch of stasis.
Be swift with your actions, though: Stasis doesn’t last forever,
and if an enemy is in the middle of an attack,
getting too close to them will still make the attack go through,
causing you to take damage. Stasis is a formidable tool,
but don’t abuse it.
Energy for it is limited, although you can restore it
at Stasis recharge stations or with Stasis packs, or when you upgrade
it at a bench, it will recharge on its own overtime.

L3: Depart for flight. When you’re fighting 
in zero gravity, tapping L3 will make Isaac lift off the ground and
float around in zero gravity. From there, you can use the left
analog stick to move around, hold L2 with the left analog stick to
activate your thrusters, press R2 to reorient yourself with the ground,
or tap L3 again to land (on a surface that can be landed on, as 
indicated by a blue reticule near Isaac's feet) 
Enemies can still come after you in zero gravity, and combat
controls are the same. Combat in zero gravity can be mixed. On
one hand, Isaac's maneuverability in zero g is impressive. On
the other hand, it's very easy to get disoriented and lose track of
your enemy. Be wary.

We got our moves down? Good. 

Now let’s move on to the fun stuff: The weapons!

PLASMA CUTTER.............................................[PT02]

Image of the Plasma Cutter: 

Description: High energy mineral cutter.

Ammo: Plasma Energy.
Ammo description: Ionized Gas Cartridge for the Plasma Cutter.
Ammo per pack: 6
Inventory slot stack size: 25
Where to find ammo: This item is featured in the store by default.

Ammo cost: 1,200 credits.

Where do you find it: Chapter 1
This is the first weapon you will obtain in the game.
After Isaac flees from the necromorphs with naught but a flashlight
to his name, you will be forced to rely on kinesis to carry you
through your fights. Eventually, you will reach a room with a man
strapped to a table begging to be released. Examine the console
behind the man, and Isaac will take apart the machine hanging over
the man, and remove the Plasma Cutter from it.
It's actually impossible to miss this, as you need this event to
progress with the game.
In a new game+, you will be unarmed until you reach this point.
Then, upon obtaining the Cutter here, it will have the stats of your
Plasma Cutter from your prior game.

Weapon cost: 0 credits.

How to upgrade:

                                   |            |
		 D------C--------- 0            C ---X
                        |                       |
---> D-----------0------0----------D--------R---0
                 |      |          |        |   |
                 R------S          |        0---C
                 |                 |        |
---> C-----------0------0----------C--------D

Key: D= Damage (increases max damage of weapon)
     C= Capacity (increase amount of ammo the weapon can hold)
     R= Reload (reduce amount of time, in seconds, taken to reload a weapon)
     S= Speed (reduce amount of time, in seconds, the weapon takes to fire)
     X= Special (Adds fire damage to your attacks)
     0= Blank Node spot (nothing)
     --->= Starting point (where you have to begin your node insertion)

Upgraded stats:
10 ---> 12 ---> 14 ---> 16 ---> 18
10 ---> 12 ---> 14 ---> 16 ---> 18 ---> 20
1 ---> 1.25 ---> 1.5
1.0 ---> 0.8 ---> 0.6
0 ---> 1

Primary firing mode: Isaac holds the Plasma Cutter at a vertical angle.
When you shoot the Plasma Cutter, the shots will slice your target vertically.

Secondary firing mode: When you press R2, the Plasma Cutter's front will
turn 90 degrees, and the firing angle will be horizontal.
When you shoot the Plasma Cutter, the shots will slice your target
Press R2 again to return your Plasma Cutter's angle to vertical.

Pros: The Plasma Cutter is still easy to use.
It works at an impressive range, and has a fairly quick rate of fire.
These in combination can swiftly cut down most necromorphs in little time.
Ammo for the Plasma Cutter is also plentiful at 6 shots per pack,
and can at times be very commonly found.

Cons: The Plasma Cutter isn't terribly strong early on.
Being the first weapon obtained in the game, you may have trouble
taking on slightly stronger enemies.
It's also a tough weapon to use to fight off groups of enemies,
due to its small firing area. In close quarters,
it's dangerous to be pinned in close quarters with only this to rely
on, so tread carefully.

Recommended strategies: Target your enemy's limbs carefully, 
and start dicing away!
If you have the energy to spare or are nearby a station, then use
stasis first to line up your shots better. Stay a relatively safe distance
away from your foe too. Mid range should be good. With their legs cut out first,
a good stomp makes a handy finisher.
When fighting multiple enemies, try and stay on the move. 
Strafe your foes and try to take out their legs first, then move on
to their arms.
If you can find a safe spot that's a good distance from your enemies,
then stay and try to hold your ground. Otherwise, don't stop moving.
Run and gun is the name of the game here, folks.
When you can, get the Plasma Cutter's special upgrade. This will make
your Plasma Cutter do an additional spot of damage by burning whatever
enemy you hit with it.

Comments: The Plasma Cutter is still king, it seems!
A well upgraded Plasma Cutter will slice through any problem you throw at it.
It's a great weapon for handling almost every enemy,
and should be a mainstay of your arsenal.
It can be invaluable as both your primary and backup weapon.
Never leave home without it.
The Plasma Cutter is ideal for fighting any enemy you come across,
but as long as you target their weak points. Otherwise, you'll be
doing minimal damage.
The Plasma Cutter is the weapon for everyone, and fares well in all
situations with appropriate upgrades.

Additional notes: The Refurbished Plasma Cutter is a bonus weapon that
some of you players might have access to. People wonder if there is a
difference between the regular Plasma Cutter and the Refurbished. The
answer is no, there is no difference. Just a cosmetic change. If you
liked the look and feel of the Plasma Cutter from Dead Space 1,
then go with Refurbished. I personally prefer it. The Plasma Cutter
from this game just seems... I dunno. Less intimidating? It's all
in the mind, surely.

LINE GUN..................................................[PT03]

Image of Line Gun:

Description: Wide-beamed slicer with timed mines.

Ammo: Line Racks
Ammo description: Rack of Charged Ion Gas for the Line Gun.
Ammo per pack: 2
Inventory slot stack size: 6
Where to find ammo: Chapter 5
After you crawl through the first duct after the zero G room
from the demo, Isaac will crash land into what seems to be a
Unitology storage room. In the next room, there will be a little
nook to the right, and on a shelf there, will be the schematic.

Ammo cost: 2,000 credits.

Where do you find it: Chapter 2
This weapon is a default item at the store, however, it does not
become available until you reach the second store of the game (or
the one you see right at the start of chapter 2)

Weapon cost: 9,000 credits.

How to upgrade:
     |		        |                         |
---> D------------------0                         A
     |				                  |
     0                                     C------0------W-----0----D---X
     |                                            |
---> C------------------A                         C     A    0---A
     |		        |                         |     |    |

Key: D= Damage (increases max damage of weapon)
     C= Capacity (increase amount of ammo the weapon can hold)
     R= Reload (reduce amount of time, in seconds, taken to reload a weapon)
     W= Width (increases the maximum width of your line gun shots)
     A= Alt Fire (increases max damage of the mine secondary fire)
     X= Duration (Shortens the timer on the mine secondary fire)
     0= Blank Node spot (nothing)
     --->= Starting point (where you have to begin your node insertion)

Upgraded stats:

15 ---> 18 ---> 21 ---> 24 ---> 27
5 ---> 6 ---> 7 ---> 8 ---> 9
1.6 ---> 1.45 ---> 1.3
1 ---> 1.5 ---> 2
20 ---> 25 ---> 30 ---> 35 ---> 40 ---> 45 ---> 50
5 ---> 2.5

Primary firing mode: Isaac shoots out a wide sized cutting beam.
This cuts at a horizontal angle.

Secondary firing mode: Isaac fires off a miniature energy mine
which detonates after several seconds, emitting a high-powered blast
with a wide damage area.

Pros: The Line Gun's instantly most noticeable pro is its
extremely wide firing area. Easily three times that of the Plasma Cutter's,
if not more;
one shot with the Line Gun can hit both a necromorphs' arms or legs
at the same time, effectively crippling it with much less use of ammo.
It also boasts impressive firepower, and decent range. Shots are easily
capable of striking multiple targets.
The secondary fire is also incredibly powerful.

Cons: Probably the Line Gun's most crippling fault is ammo.
Ammo for it can be rare, and it's quite expensive at the store for
only 2 shots a clip. With the Line Gun, you must make all your shots count;
otherwise you may find yourself backed up in a fight
scrambling to another gun. Its rate of fire is slow, but not crippling.
The mine can be hard to time exactly, and if you're not careful, you'll
blow yourself up.

Recommended strategies: Like the Plasma Cutter, proper use of the Line Gun
involves a bit of accuracy (although slightly less due to the
Line Gun’s excellent firing range)
Take careful aim, making sure you’re blasting range envelops
both a necromorphs’ limbs, then cut away.
You should be able to take out all limbs with very little trouble.
If the necromorph is incapacitated, but not dead, I recommend switching to
another weapon (or turn to your melee skills) and move in for the kill.
When facing groups, stay on the move and try to take out the foes one pair
of limbs at a time. Preferably legs to limit their mobility.
Don’t be afraid to use the mine in hectic situations as well, but plan
it carefully. The Mine works on a timer, so it requires strategy
to use it carefully. Throw one down, and lure the necromorphs into it,
or throw it down, then use stasis to trap the enemies within
the mine's blasting area.

Comments: The Line Gun is not much different from the Plasma Cutter.
If you can use one, you can use the other with little effort.
The Line gun simply requires more ammo conservative tactics.
If you like a weapon you can use to conquer foes with brute force,
or simply like to end your battles quickly, the Line gun is for you.
The Line Gun is ideal for fighting Slashers of any kind, and will
make short work of Lurkers. The Mine can also blow apart the
pesky wall Guardians or missile launching zero-g freaks with ease,
just as long as you can get the mine in range...

PULSE RIFLE...............................................[PT04]

Image of the Pulse Rifle:

Description: Military-grade assault rifle with a high rate of fire.

Ammo: Pulse Rounds
Ammo description: Magazine of Ammunition for the Pulse Rifle.
Ammo per pack: 25
Inventory slot stack size: 100
Where to find ammo: Chapter 6
Right after you meet Ellie for the first time, head to the right of
gate area she was in. This schematic be on the floor, near the
spinning mascot statue.

Ammo cost: 1,250 credits.

Where do you find it: Chapter 3
Right at the beginning of chapter 3, while you're catching your breath
after narrowly surviving the train crash, you can go on the hunt for
this schematic. Facing the destroyed train, head to the end of the room
on the left side. You'll see this schematic sitting on a shelf.

Weapon cost: 7,000 credits.

How to upgrade:
            |                              |          |          |
---> C------0---------R--------------------C	      |          C-------D
            |	      |                               |          |
Key: D= Damage (increases max damage of weapon)
     C= Capacity (increase amount of ammo the weapon can hold)
     R= Reload (reduce amount of time, in seconds, taken to reload a weapon)
     A= Alt Fire (increases damage of secondary fire)
     0= Blank Node spot (nothing)
     --->= Starting point (where you have to begin your node insertion)

Upgraded stats: 

5 ---> 6 ---> 7 ---> 8 ---> 9
50 ---> 75 ---> 100 ---> 125 ---> 150 ---> 175
1 ---> 1.2 ---> 1.4
Alt Fire
3 ---> 4 ---> 5 ---> 6 ---> 7

Primary firing mode: Isaac fires the gun directly forward, bombarding his
opponents with rapid fire. Hold down the fire button to go
into rapid fire mode.

Secondary firing mode: Isaac will shoot a miniature grenade from the
rifle that explodes on impact. It's similar to the Force Gun's secondary
fire from Dead Space 1.

Pros: Speed is the name of the game with the Pulse Rifle.
It fires and reloads quickly, making it a reliable weapon in a pinch.
The range on the Pulse Rifle is also quite remarkable.
You can take out most necromorphs before they even know what hit them.
The secondary fire now is much more reliable. It can blast and clear
hordes with little trouble.

Cons: While not as bad as it was in DS1, it's still not a very heavy
hitter of a gun.
While not a very taxing weapon to upgrade, it's still quite an effort
to get its damage level up to even acceptable standards.
Also, be on the constant look out for ammo.
If you exercise minimal control over your rapid fire,
you’ll be paying for it in ammo.

Recommended strategies: Pummel your enemy with quick bursts of fire,
concentrating on limbs. Keeping fire on your enemy constantly will prevent
them from moving, making the fight that much easier.
Keep an eye on your ammo, and don’t let up till the bad guy bites it.
For fighting groups, learn to quickly alternate between your multiple targets.
If the group is proving too much, use a secondary fire to clear the herds.

Comments: The Pulse Rifle is back, and better than ever.
The new secondary is loads better, and makes the Pulse Rifle a solid
choice for any situation that arises. It's a great choice for holding
off small and quick enemies, like critters or the Pack, and can do so
while using up very little ammo. For the frugal player, a Pulse Rifle
may fit in very nicely. The addition of the grenade secondary fire
makes the Pulse Rifle a decent choice to use against heavier hitting
enemies. OVerall, a well-rounded weapon.


Image of the Flamethrower:

Description: Hydrazine industrial torch.

Ammo: Flame Fuel
Ammo description: Tank of Liquid Hydrazine for the Flamethrower.
Ammo per pack: 25
Inventory slot stack size: 150
Where to find ammo: Chapter 8
In Chapter 8, there will be a room where you fight a wall Guardian.
Well, near the beginning of this room, you should see a path blocked
with those explosive trip-laser traps. Disarm those by tossing
something through there, and head through. You'll see some boxes
stacked up on your right. Use your kinesis to move them out of the
way, and you'll see an audio log on the ground, as well as the

Ammo cost: 1,000 credits.

Where do you find it: Chapter 6
This schematic is found in the one of the children's classrooms.
After your big rumble in the gym/theater area, Isaac will be in
a hallway. To your right, you can enter one of the classrooms here.
The schematic will be in a small back room to the right of the class.

Weapon cost: 11,000 credits.

How to upgrade:

                ---> A--------0
            R--------0                 R--------0     0        0----------C
            |        |                 |        |     |        |          |
---> C------0        C--------Dr-------0        R-----0--------C          D
            |        |                 |        |              |          |
            0--------D                 C--------0              Dr---------0

Key: D= Damage (increases max damage of weapon)
     C= Capacity (increase amount of ammo the weapon can hold)
     R= Reload (reduce amount of time, in seconds, taken to reload a weapon)
     Dr= Duration (increase amount of time, in seconds, how long fires burn)
     A= Alt fire (increases the damage of secondary fire)
     0= Blank Node spot (nothing)
     --->= Starting point (where you have to begin your node insertion)

Upgraded stats:

4 ---> 8 ---> 12
50 ---> 75 ---> 100 ---> 125 ---> 150 ---> 175
1 ---> 1.15 ---> 1.3 ---> 1.45
5 ---> 10 ---> 15
Alt Fire
1 ---> 1.3 ---> 1.6 ---> 1.9 ---> 2.2

Primary firing mode: Isaac shoots out a steady stream of fire.
Hold down the fire button to continuously shoot fire.

Secondary firing mode: Isaac shoots out a small sheet of fire,
coating whatever it hits with flames.

Pros: The Flamethrower’s best quality, without a doubt,
is the ability to constantly damage an opponent.
It’s also a change of pace, being able to kill necromorphs by
shooting them wherever you want instead of just their limbs.
Used properly, it's very ammo efficient.
Also, enemies on fire will automatically drop any items they have
when they die. No stomping required!

Cons: The Flamethrower’s biggest weakness is possibly
the time it takes to kill an enemy. While an enemy is being toasted,
it’s still capable of attacking you,
so you might want to have a plan of what to do while the enemy is
being grilled.
The Flamethrower also lacks decent range or stopping power, a
combination of faults that can be deadly in certain areas of combat.

Recommended strategies: Not much has changed since DS1 with this gun.
The number one rule is still don't treat the Flamethrower as a
“spray ‘n’ prayâ€￾ weapon.
It’s a weapon you fire in short bursts.
Continuous blasting will do no more damage than one quick blast.
If you have your finger on the fire button for more than one whole second,
you’re wasting ammo. 
Fighting groups is no different than fighting one on one.
Scorch the limbs, keep moving, wait for the fire to damage a bit,
then start burning again. If you get cornered,
it’ll be a challenge to get free again. A quick blast in a necromorph's
face will delay them, but only for a second or so.
The Flamethrower also now works in a vacuum, which is handy.

Comments: The Flamethrower is a favorite of mine, yet boasts one of the
more challenging learning curves.
But I can guarantee that once you learn to use the Flamethrower to
its max potential, it’s an excellent weapon to have in a pinch.
Due to its ammo efficient nature, it's probably the perfect weapon for
taking out weak enemies that require minimal damage to kill.
It’s perfect for dealing with the little critter necromorphs, the bat-like
Infectors, and Packs.


Image of the Ripper:

Description: Remote industrial saw.

Ammo: Ripper Blades
Ammo description: Blade Cartridge for the Ripper Tool.
Ammo per pack: 3
Inventory slot stack size: 15
Where to find ammo: Chapter 7
When you're going to fix the elevator to the Solar Array, you'll be in
a large, empty shaft in zero gravity. Towards the bottom of this
shaft is a hole, and near it, a dead body floats. Near this body is
the Ripper ammo schematic.

Ammo cost: 1,350 credits.

Where do you find it: Chapter 5
For those of you who played the DS2 demo, remember the room with the
gravity core, and the panels you have to move around with kinesis?
The schematic is in this room, towards the right on a shelf.

Weapon cost: 8,000 credits.

How to upgrade: 

---> A--------------A---------------0-----D------0--------A--------A
                                    |                     |
---> C--------------0---------------R------------Dr-------0--------D
                                    |            |        |
---> D--------------0---------------0--------C   |        0--------C
                                    |            |        |

Key: D= Damage (increases max damage of weapon)
     C= Capacity (increase amount of ammo the weapon can hold)
     R= Reload (reduce amount of time, in seconds, taken to reload a weapon)
     Dr= Duration (increase amount of time, in seconds, the blade will stay 
     in midair during primary firing mode)
     A= Alt Fire (increases the damage of secondary firing mode)
     0= Blank Node spot (nothing)
     --->= Starting point (where you have to begin your node insertion)

Upgraded stats:

8 ---> 10 ---> 12 ---> 14 ---> 16
8 ---> 10 ---> 12 ---> 14 ---> 16
1 ---> 1.2 ---> 1.4
5 ---> 7 ---> 9
Alt Fire
20 ---> 22.5 ---> 25 ---> 27.5 ---> 30

Primary firing mode: Isaac fires out a ripper blade which hangs a
short distance in front of him, slicing at everything it touches.
While firing the weapon, you can move Isaac around, and control where
he moves the ripper blade. The blade will fire for a several seconds,
then disappear.

Secondary firing mode: The Ripper shoots out a single blade at
high speed straight forward, and is very similar to the Plasma
Cutter in range. You can also use your kinesis to grab the blade and
throw it.

Pros: The Ripper can be the most ammo efficient weapon in the entire game 
when used properly.
With proper aiming, you can use one blade to cut through several enemies.
Combined with its pretty good firepower, the Ripper can be very formidable.
The secondary fire also provides decent range.
Ammo is also fairly plentiful at times.

Cons: Sufficient stopping power must be the Ripper’s one major weakness.
Unlike other weapons, if you’re hitting an enemy with the Ripper’s
primary fire, it won’t stop them as it slices through their limbs.
They’ll still continue their attack, which may force you to think
quickly for another tactic. And any attack on Isaac will cause him to
stop the Ripper's attack, potentially wasting much of your ammo.

Recommended strategies: Use the primary fire to dice your opponents
in their weak spot repeatedly.
Your enemy will sometimes try to move away from the blade.
Follow them if they attempt to take cover.
Keep the weapon trained on their limbs at ALL times.
Let up for a second, and your enemy will recover
and get on the attack again.
When fighting multiple opponents, learning to alternate your
fire between your enemies is crucial.
Hack a bit at the limbs of one enemy, then
quickly swap to the other, and go back again.
If the pressure becomes too much, put some distance
between you and your foes, target the limbs,
and use the secondary fire.
Once they’re incapacitated, move in and finish
them with the primary fire or a stomp.

Comments: The Ripper has changed slightly from DS1. The range
has been reduced, but the blade is larger.
Using it to its max potential requires steady hands and keeping
an eye on your opponent if he moves.
If you like a weapon that requires a bit of thinking,
keeping on the move, and LOTS of ripping into necromorph flesh,
then the Ripper will be your best friend.
The Ripper can deal with Slashers, Lurkers, and Packs nicely.

FORCE GUN.................................................[PT07]

Image of the Force Gun:

Description: Short range kinetic booster device.

Ammo: Force Energy.
Ammo description: Compressed Energy Charge for the Handheld
Graviton Accelerator.
Ammo per pack: 3
Inventory slot stack size: 15
Where to find ammo: Chapter 10
In the Ishimura's gravity centrifuge room is where you'll find
this schematic. On the ground floor, in the nook near an
elevator lift (under the console where you activate the centrifuge.)

Ammo cost: 900 credits.

Where do you find it: Chapter 7
After your nice big solar array elevator ride, you will arrive
in a circular area, populated with a bunch of Cyst enemies and
stasis canisters. There are lockers in these areas, and the
Force Gun schematic is hidden in one of them.

Weapon cost: 11,000 credits.

How to upgrade:

---> A-----0--------------0--------A
           |              |
           A              A
           |              |
---> D-----R-----0--------R--------0-----------D       D
     |           |                 |                   |
     C-----D     C        C--------0           C       0
     |           |        |        |           |       |
---> S-----0-----D        0--------S-----------0-------C

Key: D= Damage (increases max damage of weapon)
     C= Capacity (increase amount of ammo the weapon can hold)
     R= Reload (reduce amount of time, in seconds, taken to reload a weapon)
     S= Speed (reduce amount of time, in seconds, the weapon takes to fire)
     A= Alt fire (increases damage of secondary firing mode)
     0= Blank Node spot (nothing)
     --->= Starting point (where you have to begin your node insertion)

Upgraded stats:

20 ---> 23 ---> 26 ---> 29 ---> 32 ---> 35
5 ---> 6 ---> 7 ---> 8 ---> 9 ---> 10
1 ---> 1.25 ---> 1.5
1 ---> 0.8 ---> 0.6
Alt Fire
15 ---> 18.75 ---> 22.5 ---> 26.25 ---> 30

Primary firing mode: The Force Gun emits a large burst of gravitational energy,
knocking back any enemies within range. 

Secondary firing mode: The Force Gun charges up and shoots a single
piercing energy beam, blowing through anything in its path.

Pros: In close range, the Force Gun is the single most devastating weapon
in the game.
Sometimes, one shot from an un-upgraded Force Gun can be enough to
kill several extremely close enemies.
It’s an excellent panic weapon.

Cons: What the Force Gun has in power, it clearly lacks in range.
Although the secondary fire makes up for it, it's not by much.
Power decreases over range.
Ammo is also, for the most part, fairly uncommon.

Recommended strategies: The Force Gun is a weapon that’s fairly flexible
with strategies.
You can either run in there, bowling over every necromorph in your way;
or you can sit back, let them come to you, and blast them backwards
when they rush you.
Once you knock down your foe, either move in for a stomp
or give them another blast while they’re down.
This should be enough to put them down.
When fighting multiple enemies, the gungho approach should be less advised.
Get to a safe spot, then wait for your foes to come to you.
Knock them down with careful blasts, and move in for a quick shot
when they’re down, then get back on the move.
One fun fact I've been recently alerted to with the Force Gun,

Comments: The Force Gun, at the basic level, is a shotgun.
It’s a close range powerhouse, and makes a very good backup weapon.
If you like a weapon that carries lots of security
and defense in close range combat, then prepare a space in your
arsenal immediately. If you prefer a more long range useful weapon,
then perhaps you should pass on the Force Gun.
The Force Gun will work well on any enemy you can get in range.
It's great at killing Crawlers without detonating them, or kills
Pregnants without rupturing their stomachs. In fights with
the meddling Stalkers, it's easy to just camp somewhere and wait
for them to come to you, then blast them over.

Additional notes: The Zealot Force Gun is a bonus weapon that
some of you players might have access to. When you reach the
first store of the game, the Zealot Gun will be available for
purchase of 0 credits.
People wonder if there is a difference between the regular Force
Gun and the Zealot. The answer is yes, there's a 5% bonus to
primary fire damage, and reload minus 5% bonus.
The Zealot Force Gun is skinned like Isaac's Zealot armor. Red,
black, and symbols all over. If that's your thing, then use it.
The Zealot Force Gun is also available in the first store you
come across (I wouldn't recommend getting it here, though, as
it's kind of worthless against the first boss.)

CONTACT BEAM..............................................[PT08]

Image of the Contact Beam:

Description: Heavy damage energy projector.

Ammo: Contact Energy.
Ammo description: Energy Cartridge for the C99 Supercollider Contact Beam.
Ammo per pack: 1
Inventory slot stack size: 6
Where to find ammo: Chapter 11
In Chapter 11, there will be a part where you get yanked into
space by a tentacle. Look around the structure where you have to go
to if you want get back inside, and you should see this schematic
floating around there.

Ammo cost: 2,000 credits.

Where do you find it: Chapter 7
After shutting down the ANTI mainframe, keep going and you'll reach
an area that's a catwalk suspended over a lab, and you'll fight a
few Leapers and Lurkers. At the end of this catwalk, you'll see a
save station and to the left of that, a power node-locked room. Open
the door with a node, and the schematic will be on a shelf on the left
side of the room.

Weapon cost: 9,000 credits.

How to upgrade: 

                              --->A-----------0---------A       A-------X
                                  |                     |       |
             0----------R         0           C         A-------0       R
             |                    |           |                         |
---> R-------0----------C---------0-----------0---------0-------0-------0
                        |                               |       |       |
             Ch---------0                               0-------Ch      C
                        |                               |

Key: R= Reload (reduce amount of time, in seconds, taken to reload a weapon)
     C= Capacity (increase amount of ammo the weapon can hold)
     Ch= Charge (reduce amount of time, in seconds, it takes to charge)
     X= Special (adds stasis effect to your primary fire)
     A= Alt Fire (increases the damage of the secondary fire)
     0= Blank Node spot (nothing)
     --->= Starting point (where you have to begin your node insertion)

Upgraded stats:

1 ---> 1.25 ---> 1.5 ---> 1.75 ---> 2
4 ---> 5 ---> 6 ---> 7
0.8 ---> 0.6 ---> 0.4
0 ---> 1
Alt Fire
1 ---> 2 ---> 3 ---> 4 ---> 5

Primary firing mode: Isaac charges up and then releases 
a mighty concussive force blast.
Hold down the fire button to charge, then release to fire.

Secondary firing mode: Isaac places the gun to the floor,
and shoots his blast into the ground,
creating a powerful shockwave blasting back any nearby enemies.

Pros: The Contact Beam’s bread and butter is vast, overwhelming power.
One shot will be more than enough to deal with even the toughest necromorphs.
You don’t even need to aim for their limbs, just have them in your sights,
and BOOM. The weapon also boasts great range. The Stasis effect special
upgrade is also a nice plus.

Cons: The time it takes to charge the Contact Beam is the most prominent
and frustrating con to an otherwise very good weapon.
The charge makes it less than ideal for intense in-your-face action,
and is the most useless weapon in close range combat.
Ammo is also extremely expensive, and for so few shots,
it’s hardly justifiable to ever purchase Contact Energy. 

Recommended strategies: If at all possible, try to take an enemy out before
they can see you or while they are far away from you.
If they manage to get to mid range, I recommend switching to another weapon.
This weapon is also perfect for taking out a necromorph
that is playing possum.
When fighting multiple enemies, keeping on the move is
again the name of the game.
This will be extremely difficult coupled with waiting for the gun to charge,
but that’s part of learning to use the Contact Beam.
If you get swamped, use the secondary fire to get some breathing room,
then go back on the move.

Comments: The Contact Beam is the most destructive weapon
in the game, no doubt.
And while it is very handy to have when facing down a tough necromorph,
it may not fit into every player’s arsenal.
It’s really a matter of personal taste.
If you like power-based weapons, and the ability to shatter your opponents
in one charged shot, then hey, this will be a very welcome addition
to your armory. For those players favoring quicker weapons, then just move on.
The Contact Beam will do the job of dispatching any enemy in short
work. It's best used on a large foe, like the Brute or Divider.

Additional notes: The Hacker Contact Beam is a bonus weapon that
some of you players might have access to. People wonder if there is a
difference between the regular Contact Beam and the Hacker. The
answer is yes, there is a 5% damage bonus for the secondary fire
and 0.1 reduction in charge time. (Thanks Nightfox96 and Mr_Schade)
The schematic for this is found in the beginning of chapter 9, in a
conduit room right after you take the elevator.
You will receive a bonus.

RIVET GUN.................................................[PT09]

Image of the Rivet Gun:

Description: Rapid-fire rivet tool.

Ammo: Rivet Bolts.
Ammo description: Cartridge of Rapid-ejection Bolts for the Rivet Gun.
Ammo per pack: 12
Inventory slot stack size: 30
Where to find ammo: Chapter 2
This item is a default item at the store, however, it does not
become available until you reach the second store of the game (or
the one you see right at the start of chapter 2)

Ammo cost: 750 credits.

Where do you find it: This is a default item at the store,
assuming you have redeemed the code to get it. The Rivet Gun
was a pre-order bonus offer from Gamestop.

Weapon cost: 0 credits.

How to upgrade:

                            |        |
     ---> A--------0--------A        C
          |                          |
     D    |        C-----------------0--------R        S
     |    |        |                          |        |
---> 0----R--------0--------D--------R        0--------D
     |             |        |                 |
     C             |        R--------0--------C
                   |        |

Key: D= Damage (increases max damage of weapon)
     C= Capacity (increase amount of ammo the weapon can hold)
     A= Alt fire (increases damage of secondary firing mode)
     R= Reload (reduce amount of time, in seconds, taken to reload a weapon)
     S= Speed (reduce amount of time, in seconds, the weapon takes to fire)
     0= Blank Node spot (nothing)
     --->= Starting point (where you have to begin your node insertion)

Upgraded stats:

5 ---> 7 ---> 9 ---> 11 ---> 13
16 ---> 18 ---> 20 ---> 22 ---> 24
Alt Fire
30 ---> 35 ---> 40 ---> 45 ---> 50
1 ---> 1.15 ---> 1.3 ---> 1.45 ---> 1.6
1 ---> 0.5

Primary firing mode: Isaac blasts out the rivets directly ahead
of him. Hold down the button to go into rapid fire mode.

Secondary firing mode: Isaac charges any rivets he'd fired out,
and they go wild, ricocheting off any surfaces and tearing into

Pros: The Rivet Gun has the speed of a Pulse Rifle and the rivets
can pierce enemies like Javelins. It's a speedy little gun that
can work wonders in plugging enemies quickly. Ammo is easy to
come by.

Cons: With few upgrades, the Rivet gun is by far the weakest
weapon in the game. It doesn't hit hard at all, and the ricochet
will be like gnats to your enemies. Also, the firing range is
extremely miniscule, requiring your utmost attention to accuracy.

Recommended strategies: Pepper your enemies weak points with the
primary fire, and after four or five rivets, use the secondary to
rip 'em all out. If you can group the enemies together first, you
should do so to maximize the potential damage of the secondary fire.
Close range combat with the Rivet gun is extremely risky and ill-
advised. Keep a bit of distance between you and your enemy.

Comments: Without upgrades, the Rivet gun is almost entirely
useless. It lacks power, eats ammo, and the secondary is more a
novelty than anything.
With upgrades, however, it becomes a moderately decent weapon, able
to make short work of slashers and lurkers. But, I have to say,
I wouldn't really recommend it to most players. 

SEEKER RIFLE..............................................[PT10]

Image of the Seeker Rifle:

Description: Advanced scouting rifle with precision scope.

Ammo: Seeker Shells.
Ammo description: Projectile Ammunition for the Seeker Rifle.
Ammo per pack: 5
Inventory slot stack siZe: 15
Where to find ammo: Chapter 9
In Chapter 9, when the tram gets stopped, Isaac will go out
to see what the problem is. You will go through a maze-like
area of cargo crates until you fight a wall guardian. After
slaying it, look to its left, and you'll see a small nook
you can go through. Inside are some supplies and this
schematic on the floor.

Ammo cost: 1,000 credits.

Where do you find it: Chapter 6
In Chapter 6, you will pass a room filled with washing machines.
In this room, look for door to right. It will lead you to a balcony
overlooking some statues. Go to the right, and you will find this

Weapon cost: 11,000 credits.

How to upgrade:

            |                              |
---> 0------A              C-------0       A
                           |       |       |
            D--------------0-------0       0-------A
            |                      |
---> R------0-------C              D-------0-------C

Key: D= Damage (increases max damage of weapon)
     R= Reload (reduce amount of time, in seconds, taken to reload a weapon)
     C= Capacity (increase amount of ammo the weapon can hold)
     A= Alt Fire (increases the damage of the secondary fire)
     0= Blank Node spot (nothing)
     --->= Starting point (where you have to begin your node insertion)

Upgraded stats:

50 ---> 55 ---> 60 ---> 65 ---> 70
1 ---> 1.15 ---> 1.3 ---> 1.45
4 ---> 5 ---> 6 ---> 7
Alt Fire
50 ---> 62.5 ---> 75 ---> 87.5 ---> 100

Primary firing mode: Isaac blasts his target with a single rifle

Secondary firing mode: The camera pulls closer, allowing you to make
more accurate shots. The shots are also stronger in this mode. Press
R2 again to adjust the camera back to normal.

Pros: The Seeker Rifle is a powerful gun. Even when not upgraded, it's
capable of blasting apart necromorph limbs in a single shot. It's range
is its pride, allowing you to scope out far away necromorphs and destroy
them before they even detect your presence. The zoom also helps out in
just giving you a better look around your surroundings. You might be able
to spot an item or something you wouldn't normally catch.

Cons: Sadly, the gun's power is fairly negligible if you don't use the
secondary fire with it. And in secondary fire, you won't be able to see
around you very well, so it's a weapon you must exercise much caution
with. It's extremely unwieldy in close range combat. It's also a tad
on the slow side, in reloading and firing speed. If you don't make
your shots count, a necromorph will quickly close the gap and you
will suffer.

Recommended strategies: With as much distance placed between you and
your enemy as possible, zoom in and blast away. The gun should
always be used zoomed in, for the power boost and maximum accuracy.
Otherwise, you'll really just be wasting your time with trivial attacks.
Zoomed in, it shouldn't take you long to dispatch a foe. With groups, you
might want to switch to another weapon. Stasis may help buying you some
time, enough to take out your foes legs, then move back for more powerful

Comments: I was skeptical of the Seeker Rifle when I first got it.
I mean, I assumed it would be your typical first person shooter
sniper rifle. What good is a gun made for headshots going to do when
headshots just make my enemies angrier, right? Boy, was I wrong. It's
not like that at all. Instead, zooming in while maintaing the third-
person over the shoulder view works nicely.
In combat, I really favored this gun. Zoomed in, it's easy to take out
necromorphs before they sprint at you. Even without upgrades, a zoomed in
shot or three is all it takes to mow down a Slasher. The gun works great
against any enemy, really. You won't want to waste ammo on smaller foes,
but it's always a good option for larger enemies.


Image of Detonator:

Description: Proximity mine deployment tool.

Ammo: Detonator Mines.
Ammo description: Cartridge of Mines for the Detonator Tool.
Ammo per pack: 3
Inventory slot stack size: 10
Where to find ammo: Chapter 8
After the scene where you meet back up with Ellie and Stross
and Isaac is told to go through the hydrogen processing area,
you will be in a room with machinery and a bench. To the left when you
walk in is the schematic, near a dead body.

Ammo cost: 1,200 credits.

Where do you find it: Chapter 5
After messing around in the main church, you'll take an elevator
to a nice, lounge-looking place with windows overlooking the city.
Opposite of this is an office-type area, lined with bookshelves.
In this room is the schematic.

Weapon Cost: 8,000 credits.

How to upgrade:

---> R                0--------------0------D
     |                |                     |
     0--------0-------D      R              0-------D
     |                |      |              |       |
---> C                0------0-------C      C       X

Key: R= Reload (reduce amount of time, in seconds, taken to reload a weapon)
     C= Capacity (increase amount of ammo the weapon can hold)
     D= Damage (increases max damage of weapon)
     X= Special (adds wider blast area to your mines)
     0= Blank Node spot (nothing)
     --->= Starting point (where you have to begin your node insertion)

Upgraded stats:

1 ---> 1.15 ---> 1.3 ---> 1.45
3 ---> 4 ---> 5 ---> 6 ---> 7
20 ---> 22.5 ---> 25 ---> 27.5 ---> 30
1 ---> 2

Primary firing mode: Isaac shoots out a small mine. The mine will
make a beep and emit 3 trip laser beams to tell you it's
armed. When anything gets near the mine, it will blow up,
damaging the area around it with a powerful blast.

Secondary firing mode: Isaac disarms any mines currently deployed.
When the mines are disarmed, Isaac can gather them up and restore
his ammo.

Pros: For making traps and taking advantage of necromorphs that you
know are coming, there's no better weapon then the Detonator.
Necromorphs won't dodge around the mines, as they make a beeline
right for you. So it's easy to manipulate this to your advantage
and have a nice explosion waiting for them. Even with minimal
upgrading, its power is impressive. Being able to replenish your own
ammo supplies is also a huge plus for the more frugal players.

Cons: The biggest fault to the Detonator is its own explosive force.
In hectic situations, it's all too easy for Isaac to be caught in
the blast zone of a detonated mine. Also, if you place mines too
closely together, you risk blowing up an extra mine when you didn't
need to.

Recommended strategies: This is one weapon where it pays off to be
a bit paranoid and trigger happy. If you're scared exploring a new area,
throw down mines around you. If it turns out to be nothing, you can always
deactivate it and scoop it back up again. Handy, right? It's pretty much
the perfect weapon for later playthroughs, since you'll have some
knowledge of necromorph spawn points, and can effectively win the battles
before they start.
For the most part in combat, you're gonna need space. This makes the
Detonator absolutely lethal and a big no-no for close range combat.
You'll need space to run, but also enough to wait for the mine to
activate. Space and time is key. Without these, you'll either have
a mine sitting there doing nothing while you get beat up, or you'll
just blow yourself up completely.

Comments: The Detonator is a gem. It has a myriad of uses and in the
hands of the prepared player, is a tool of victory. I recommend it
mainly for later playthroughs, when you can take the most advantage
of its tricks. It's also an invaluable weapon against Stalkers.
Simply throw down mines around you or in spots where they run around.
Show them a new definition of "speed bumps."

JAVELIN GUN...............................................[PT12]

Image of the Javelin Gun:

Description: Pneumatic spear launcher with electrical charge.

Ammo: Javelin Spears.
Ammo description: Electrocution Spears for the Javelin Gun.
Ammo per pack: 2
Inventory stack size: 10
Where to find ammo: Chapter 3
Later on in chapter 3, shortly before you enter the Unitology church
area, you'll find yourself in an open arena-type place, where you'll
be attacked by infectors and such. In this area, look near the windows.
You'll see some chairs set up, and to the left you'll find this

Ammo cost: 400 credits.

Where do you find it: Chapter 2
This weapon is a default item at the store, however, it does not
become available until you reach the second store of the game (or
the one you see right at the start of chapter 2)

Weapon cost: 11,000 credits.

How to upgrade:

                         D            A
                         |            |
---> A------S-----0------A-----0------0------C
                                      |      |
                  C            X      S      |
                  |            |             |
            C     |      D     0------A------0
            |     |      |                   |
---> D------R-----0------R-----C------0      |
                                      |      |

Key: A= Alt Fire (increases the damage of the secondary fire)
     S= Speed (reduce amount of time, in seconds, the weapon takes to fire)
     D= Damage (increases max damage of weapon)
     C= Capacity (increase amount of ammo the weapon can hold)
     X= Special (adds exploding effect to secondary fire)
     R= Reload (reduce amount of time, in seconds, taken to reload a weapon)
     0= Blank Node spot (nothing)
     --->= Starting point (where you have to begin your node insertion)

Upgraded stats:

Alt Fire
10 ---> 11.5 ---> 13 ---> 14.5 ---> 16
1 ---> 0.8 ---> 0.6
50 ---> 62.5 ---> 75 ---> 87.5 ---> 100
5 ---> 6 ---> 7 ---> 8 ---> 9 ---> 10
0 ---> 1
1.5 ---> 1.75 ---> 2

Primary firing mode: Isaac fires out a single javelin directly ahead
of him. The javelin will either pierce the enemy and stick, or impale
them completely and send them flying until they hit a surface.

Secondary firing mode: Isaac sends out a signal which will jolt the
last Javelin fired with an electric charge. The charge damages all
enemies nearby. A later upgrade you can get will also make the
Javelin self destruct, causing extra damage.

Pros: The Javelin Gun is a very solid power weapon. It hits hard,
and can be used in a variety of ways. The secondary fire hits in a
wide area, making it a good choice for crowd control. Ammo can be
quite plentiful too.

Cons: While it is strong, the Javelin Gun is not very fast. Its rate
of fire leaves much to be desired. Also, the tiny firing area of the
javelins requires you to be quite accurate. It's all too easy to meet
your demise because your javelin soared right past an enemy and you
were too slow setting up another shot. Also, it's easy to shock
yourself if you're too close to an enemy with the secondary fire.
While the secondary fire is shocking an enemy, you are unable to
do anything else, making you a sitting duck.

Recommended strategies: There are many ways you can approach a
fight with the Javelin Gun. If you're going one on one with an
enemy, spear them on a javelin, then light them up with the
secondary fire. This will also work well if your being attacked
by a group. Impale one, then light your foe up and do damage to
all his surrounding buddies!
If your enemy is too fast like those pesky Stalkers or Packs,
then maybe tagging them with a javelin is a tall order. However,
if you fire a javelin into the ground, then use its secondary to
shock the area around your enemies, that too will suffice to stop
them in their tracks.

Comments: People who played the demo may remember how the Javelin
Gun was overpowered beyond belief. It's not so much the case anymore
(though it could be with the proper time to upgrade) but the Javelin
gun can make a solid addition to any player's arsenal. It's one of
the few weapons I'd recommend, no matter how much you've upgraded it.
The Javelin Gun works wonders on many enemies, but I find that its
"spear 'n' sear" tactic works best on wall guardians or those large
sac bosses in zero gravity areas.

HAND CANNON...............................................[PT13]

Image of the Hand Cannon:

Description: Real space. Real terror. Real foam.

Ammo: N/A
Ammo description: N/A
Ammo per pack: N/A
Inventory stack size: N/A
Where to find ammo: N/A

Ammo cost: N/A

Where do you find it: Chapter 1
If you manage to defeat Dead Space 2's infamous "Hard Core" difficulty,
you will be rewarded with this magnificent weapon when you reach the
first store of the game.

Weapon cost: 0 credits.

How to upgrade:

---> 0

Key: 0= Blank Node spot (nothing)
     --->= Starting point (where you have to begin your node insertion)

Upgraded stats: N/A

Primary firing mode: Isaac aims his gun and yells "BANG BANG"
while the finger shoots, doing massive damage.

Secondary firing mode: Isaac aims his gun and yells "PEW PEW"
while the finger shoots, doing massive damage.

Pros: The Hand Cannon is supremely overpowered, which is just fine
for a weapon you have to go through such trouble to earn. It's
capable of one-shotting just about anything you point it at,
and it does so with respectable range and speed.

Cons: If I have to nitpick this weapon, I'd say its only fault is
that it lacks a proper aiming sight. It will provide light for you,
but that's about it.
Then, there's always the matter of how fun the game is anymore when
you have such an overpowered weapon. But, details...

Recommended strategies: What else? Point, shoot, profit. If you can't
win fights with this thing on your hand, then you REALLY need to
rethink your gaming ability.

Comments: Not much else needs to be said. The Hand Cannon is a beast
of a weapon and a very fitting reward for beating the notoriously
daunting Hard Core difficulty. If you can beat the difficulty and
and claim this weapon, you are truly a Dead Space master!

ADDITIONAL NOTES AND TIPS.................................[PT14]

- While it is VERY possible to purchase every weapon in a single playthrough,
I cannot stress enough that you SHOULDN’T.
For one, it’ll be a severe drain on your money.
Not just for purchasing the weapons, but for the ammo,
and the nodes to upgrade them.
I suggest you stick to maybe 2 or 3 weapons at a time for a single playthrough.
The last thing you want when you're stranded towards the hectic moments towards
the end of the game (and take my word for it- they WILL be hectic) is to be
backed into a corner with few or no supplies, and no money for anything.
- When you're looking for cash, DON'T be in a hurry to sell your weapon off
and get it back later... Once you sell it, all the upgrades will be gone with
it, flushing all your hard work down the toilet.
Only sell a weapon if you’re POSITIVE you won’t need it ever again.
- Don't like some upgrades you made? For a mere 5,000 credits, you can
respec your weapon. You'll get all your nodes back.
- Learn to conserve ammo. Yes, this is a survival horror,
so this should be a given. But in Dead Space, it's easy to
get carried away in battles and blow your much needed ammo.
Important ways to save ammo include learning to use your kinesis
for offense, using your melee, luring your enemy into a trap,
or even just running away if you're given the option.
Following these simple guidelines will help you maintain your supplies
and give you a better fighting chance for future instances where combat
is unavoidable and your supplies are necessary.
- After you get a weapon, find a save point, save your game,
then just take some time and train with it. Get a feel for your weapon...
Shoot with it a couple of times, try the primary and secondary fires,
just get used to your weapon.
Taking the time to bond with your weapon is crucial.
If you purchase a weapon, yet don't end up touching it until you're
forced into the heat of battle, then you may find yourself
fairly disoriented.
It's one thing to have a good weapon, but a whole other to
know how to use it.
And better to learn to use it in free time than in a
split second before a necromorph attaches itself to
your throat...
- Learn to fight necromorphs with your weapons.
Silly sounding, yes. But knowing how each weapon works against
what necromorphs is just as crucial.
So when you hop into battle, take note of how effective each
weapon is against that necromorph.
Doing so will grant you greater preparation when dealing
with your foes.
- Ammo drops and finds are not always fixed, and a good majority of
the time, will be confined to whatever weapons you're currently
carrying. For example, if all you're using is a Plasma Cutter and
Ripper, then the vast majority of your ammo drops and finds will
be Plasma rounds and Ripper blades. Keep this in mind, as you can
easily manipulate what ammo you find.
- If you would like to add something to my faq or comment,
please do not hesitate.
E-mail me at hypersonic444@yahoo.com
Any and all feedback is welcome.


Special thanks go out to Samporo, for helping me with the stats
on each gun.
Thanks to the Dead Space 2 board for their experiences, ideas,
and thoughts.

I would like to thank all my readers and those who have offered
their input to my FAQ. It's the players who make the FAQ, so you
guys matter the most!

This faq is copyright 2008 Nick Foster.

This may be not be reproduced under any circumstances except for personal,
private use. It may not be placed on any web site or otherwise distributed
publicly without advance written permission. Use of this guide on any other
web site or as a part of any public display is strictly prohibited, and a
violation of copyright.

All trademarks and copyrights contained in this document are owned by their 
respective trademark and copyright holders.

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