Estimated time to platinum/100%: 25 – 35 hours
Missable trophies: None
Glitched trophies: None
Difficulty related: Yes (Set a Benchmark/ Untouchable)
Playthrough: 2/3 (Optionally 3 playthroughs)
Welcome to the Dead Space Trophy Guide!
Return to the Nightmare, re-enter the horror, and reignite the franchise in Dead Space! Return to the USG Ishimora, the biggest Planet Cracker of her class, and survive the Necromoph outbreak in an updated version of the game that defined a generation.
Not sure if you want to pick up the game and play it? Then why not check out our Dead Space (2023) Review.
Step 1: (Optional!) Impossible Difficulty with only Plasma Cutter
Yes, you read correctly! This is optional for those who are crazy enough like, the author, who wants to rise to the challenge and complete the hardest challenge in the game using only a Plasma Cutter. Needless to say, this is ill-advised if you have any sanity or lack of confidence in lasting the 12 chapters without dying.
You’ll be earning these trophies:
All Systems Go
Keeper of the Faith
Raise The Stakes
There’s Always Peng!
Get Off My Ship!
Set A Benchmark
Built To Order
Should you choose this route, below is the reward that you will gain from completing the game. Note that the Hand Cannon is a reward for completing the game in Impossible difficulty.
Step 2: Convergence averted… for now
Simply play through the campaign on whatever difficulty you feel you can handle to get a feel for the game. Take notes about hard sections for you personally and try to devise a perfect strategy for taking on Untouchable and One Gun. These 2 trophies will be the ones that probably are the hardest in the Remake and will take some effort.
If you are one of the Elite Dead Space Professionals out there who laugh at danger and actually completed the optional Stage 1 on the roadmap this stage can be missed
During this step you’ll earn these trophies:
All Systems Go
Keeper of the Faith
Live with the Hot Ones
A Cut Above
Raise The Stakes
Front Toward Enemy
There’s Always Peng!
Get Off My Ship!
Set A Benchmark
Built To Order
Step 3: Re-enter the Nightmare of the USG Ishimora
Stage 3 will push you back into the action this time in New Game Plus in hopes of completing the final trophies you need. If you haven’t completed One Gun this is the perfect time to attempt this, just don’t use other weapons, store them in your locker if you need to. The only other trophy, if you haven’t completed it in the optional Stage 1, is Untouchable which will be covered in Stage 4.
During this step you’ll earn the following trophies:
Front Toward Enemy
Step 4: Ultimate Challenge
This final stage sees you heading for the Untouchable trophy which will test what you know of the game. By now you should have a good idea of what you are going to be facing and how you can combat enemies, the one thing that will be new to you is the Permadeath system that is incorporated into the Impossible difficulty, thankfully you can attack this using whatever gun you feel most comfortable with, along with all the upgrades and equipment you have probably been hoarding.
During this step you’ll earn the following trophies:
Tips and Strategies:
DISCLAIMER & NOTES:
|There are Spoilers in this Guide! You have Been Warned!|
|There is a Health warning upon starting the game. This can be seen below.|
|The game is probably a lot easier for a good portion of gamers, this means that they will breeze through Impossible Difficulty. For the reasoning that Impossible requires a Clean Run a Difficulty rating of 5 was Picked However, this could be a 3.5/10.|
|This has been stressed throughout the guide, DO NOT try to play through the game in Impossible with just the Plasma Cutter from the beginning. This is a “DO AS I SAY NOT AS I DO“. Where it is possible to do the game like that it will cause too many headaches along the way. THIS IS YOUR FINAL WARNING!!|
Reanimated corpses of the crew of the USG Ishimora, infected by the Marker and mostly fodder to be absorbed in Convergence. Throughout the game, you will encounter more than your share of these, below is a breakdown of all the enemies, barring the little spawned ones like Swarm, and the variations.
|Slasher||The standard Necromoph unit that you will encounter in the game. They are mostly easy to take on, taking out a leg and stomping them is a good way to conserve ammo. If you are not that bothered about conserving ammo just take out whatever limbs you like.||Image found on The Dead Space Wiki|
|Leapers||These are annoying and fast units that have no lower body but can deal you a fair amount of damage quickly. It is advised to prioritise them if they are in the area as they can be more lethal to you than standard slashers. The best way to take them down is to sever an arm which will drastically limit their mobility and make them a lower-level threat to you.||Image found on The Dead Space Wiki|
|Lurkers||The smallest and hardest to find in dark areas, the lurkers are the “Children” of the game. Most of the time they will keep their distance and engage in ranged combat, however occasionally they will move close and attack you directly. In these instances DO NOT be fooled into stomping them, you will receive more damage than they will and you probably won’t kill them. The best way to take them out is with the Plasma Cutter and slice through the tentacles that sprout from their back, cutting two will kill it.||Image found on The Dead Space Wiki|
|Infector||Although these are easy to overlook it is highly advised to dismember any and all corpses of the crew that you come across. The reason is these guys. They will re-animate any and all corpses in an area giving you more work to do. They are pretty weak is the only consolation, meaning you can kill them without much effort, by simply shooting the membrane across the arms (looks like wings) while they crawl across the floor.||Image found on The Dead Space Wiki|
|Tentacle||Technically a boss, the Tentacle is a hostile that will hunt Isaac at set times in the game, thankfully you will only need to worry about it until you deal with Leviathan, so, in essence, this is a Mini-Boss. There is only one way to “kill” this monster and that is to shoot the glowing Yellow weak spot on it. It shouldn’t take more than a few shots, but you will need to make it quick as you only have until it pulls you into the hideyhole.||Image found on The Dead Space Wiki|
|Brutes||The first real mean boss class of the game, brutes are amply named for their toughness and practical immunity to attack, at least from the front. The way to cheaply terminate these nightmares is to stasis them and quickly run around behind them shooting at the weaker more vulnerable joints. If you have no stasis then you will have to play the long game with them, waiting until they attack and then running behind them and shooting as fast and as much as you can, rinse and repeat as needed.||Image found on The Dead Space Wiki|
|Hunter (AKA The Immortal)||One might think that Butes, Exploders, or the Hive Mind takes the central place as the most annoying adversary in Dead Space. You would be wrong! The Hunter is probably the most irritating as he is literally unkillable and will track you across the Ishimora given the chance. There is no way to permanently put this guy down, well other than the scripted event in Chapter 10 when you can turn him into BBQ, instead, you will need to put up with slowing him using Stasis and severing Limbs. At the end of Chapter 5, he will be put into deep freeze for a while but it’s only temporary.||Image found on The Dead Space Wiki|
|Exploders||One of the worse enemies to fight in close quarters, and Dead Space had plenty of them. These enemies can terminate an Impossible run in seconds with the attacks they use. It is highly advised to kill them as far away from you as possible in case you hit their arm. If you are more confident in your shooting then by all means sever the arm and throw it at other enemies for some cheap kills.||Image found on The Dead Space Wiki|
|Guardian||Although technically introduced in Chapter 3, they don’t play a threatening role until later. They are basically corpses that are merged into the corruption on the walls which can spawn a basic Lurker enemy, which will not move from where it pops into existence. The best way to take out a guardian is to shoot at the tentacles that are coming out of the main body.||Image found on The Dead Space Wiki|
|Divider||One of the later enemies in the game, anyone who has played a Dead Space game will remember this annoyance. The divider is adequately named for its ability to separate into its 5 parts and attack independently of one another. Unfortunately, the best method to combat this adversary is to use the Force Gun and not let it get close, if you are on a Plasma Cutter-only run you will have to try to either run past them or shoot each part.||Image found on The Dead Space Wiki|
|Wheezer||The only enemy class in the game, that is a “Non-Combatant” in the sense of hostility towards Isaac. They instead feature heavily in the build-up to the Leviathan Boss Fight where they are polluting the air and making the Ishimora uninhabitable. The immediate area around them is a toxic zone so you will be utilising the suit’s oxygen gauge, they are immune to conventional weaponry, however, the game provides an answer to killing them.||Image found on The Dead Space Wiki|
|Pregnant||This evil-looking enemy is one that hides a nasty surprise. Where they are classified as “Pregnants” they are also the carriers of the enemy class known as “Swarm”. There are not many encounters throughout the game where you come across one without the other but there are one or two. Much like Slashers, these need to have their limbs removed, the only downside is when they feel like death will take them they slice open their belly and unleash the Swarm. This doesn’t always kill them either, so you could be left dealing with your original enemy and the swarm. Be cautious of them for this reason and IF the opportunity arises kill them before the Swarm can spawn.||Image found on The Dead Space Wiki|
|Leviathan||The one enemy who is maybe worse than the Hive Mind in Impossible Difficulty, the only reason is the Tentacles that appear throughout the ship and the strange Coruption growth that you can see. Overall the battle with Leviathan is actually pretty easy, like most big Necromorphs in the Dead Space Series just shoot at the glowing yellow spots and avoid the attacks it throws your way. You can always use Kinesis and throw the explosive tanks at them to try to cause mass damage however Impossible this seems more of a hindrance.||Image found on The Dead Space Wiki|
|Hive Mind||The end game boss who lives up to its reputation. Anyone who knows the series will know those big impressive, and imposing bosses are something that is a staple, Dead Space Remake is no exception. The Hive Mind is the final hurdle of the game and is actually pretty easy. All you really need to do is shoot his weak spots, of which he has an abundance, watch out for his many AOE attacks, and slay the Necro Slashers he spawns. That might actually sound like a daunting task, considering the words “Pretty Easy” are stated. If you are doing this in Impossible Difficulty with only using the Plasma Cutter you do deserve a pat on the back, however you should, at least by this stage have a nearly fully, if not fully, upgraded Rig and Plasma Cutter. They will be critical assets to help you through this fight. You will need a good amount of Health kits and Ammo for this fight, carrying Stasis Packs might help if you are comfortable with using them but they will only really work on the Slashers that spawn so it is best to ignore them. Finally, Take it slow and keep calm, you should have a save from before you enter the fight so if you die or things go wrong reload it and try again. There will be nothing worse for this fight than charging in thinking you are this god and dying in the first seconds, BE PATIENT!||Image found on The Dead Space Wiki|
|Corruption||The last “enemy class” in the game is the organic growth over the Ishimora, known as the Corruption. This is a non-combatant like the Wheezers, however walking on areas of the environment with Corruption will slow Isaac and make his reaction time slower. If you have to engage enemies attempt not to do it while standing on Corruption. There are corpses that grow out of the corruption which will act hostile towards Isaac but it’s more to push him away and not really deal damage, which can be seen in the first encounter when Isaac moves back from one.||Image found on The Dead Space Wiki|
- Save, Save, and save some more!
- Take your time
- Conserve ammo if you need to, and use a Melee attack
- Upgrade your active weapons and rig. Don’t use Nodes on weapons you don’t feel comfortable using or don’t intend to until later. You do need to fully upgrade the weapons but save them for when you want to use them.
- Remember that there is no oxygen in the vacuum of space, Don’t try to use the Flamethrower!
- More Tips can be found under Untouchable.
|Concordance Officer |
Collect all Trophies
The threat of the Necromoph infection on the Ishimora is over but shadows still linger, at least the platinum is claimed.
|Welcome Aboard |
Complete Chapter 1 on any Difficulty Setting
Awarded when you head to the Medical Bay
|Lab Rat |
Complete Chapter 2 on any Difficulty Setting
Awarded after your disturbing medical checkup
|All Systems Go |
Complete Chapter 3 on any Difficulty Setting
Once you have re-started the engines, and prevented the decaying orbit of the Ishimora
|Cannon Fodder |
Complete Chapter 4 on any Difficulty Setting
Once you have recalibrated the ADS cannons and returned to learn survivors are heading to the Medical Bay
|True Believer |
Complete Chapter 5 on any Difficulty Setting
Awarded once you have cryogenically frozen the Hunter and survived its ruthless hunt for you.
|Greenhouse Effect |
Complete Chapter 6 on any Difficulty Setting
Awarded after you have slayed the beast for the deep, Leviathan, and saved Hydroponics.
Complete Chapter 7 on any Difficulty Setting
Once you leave the Mining platform, after being assaulted by the Hunter and need to escape.
|Strange Transmissions |
Complete Chapter 8 on any Difficulty Setting
Awarded once you step foot on board the USG Valor, once you have beaten the Leviathan Remnant.
Complete Chapter 9 on any Difficulty Setting
Upon learning Hammonds’s Fate and getting the Singularity Core you will need to evacuate the Valor before it detonates. Once out you will complete the chapter.
|Keeper of the Faith |
Complete Chapter 10 on any Difficulty Setting
Awarded after you finally put an end to the Hunter and have made sure the Executive Shuttle is working correctly.
Complete Chapter 11 on any Difficulty Setting
Once you have prepared the Marker for transport to Aegis VII you will need to check if you have completed everything that you need to onboard the Ishimora. Interacting with the Shuttle will prompt you that you are at the PONR (Point Of No Return). When ready head to Aegis VII and unlock the trophy.
Complete Chapter 12 on any Difficulty Setting
Awarded for surviving the horrors of Aegis VII and vanquishing the monstrous Hive Mind.
|Final Regeneration |
Discover the Hunter’s Origins
This trophy is for the Side Quest line “Premeditated Malpractice“, in which you learn the origins of the Necromorph known as the Hunter. There are 5 steps for this trophy starting in Chapter 6: Environmental Hazard. Below are the steps to complete this:
- Collect Tissue Samples from Hunter (Frozen at the end of Chapter 5)
- Scan Tissue Sample. Find your way to the Main Lab in Medical, where Nicole’s Room is. There is a Scanner on one of the benches around the side of the room.
- Find Harris’s ICU. Still in Medical Head over to the area where you learn about the problems in Hydroponics. You might recall a set of glass pods where one doctor kills their patient and then themselves. You will want the pod in the very back.
- Investigate Ore Storage. This will lead you to the Mining Platform which is at the end of the corridor where all the lasers are. You will find a door here and, when opened a broken store, to the side is a terminal which will reveal what has happened.
- Find Report on the Bridge. Simply head up to the bridge and interact with the terminal to the right as you enter from the Tram station. This will be Nicole arguing with the Captain and taking you over toward the Captain’s Nest.
- Investigate Hydroponics. The conclusion of this mission line will send you back to Hydroponics and into a back room located in Hydroponics Control. There is a room that should have been previously locked which says Nutrition Storage above the door. The final log can be found in the back of the room.
For video reference please refer to Legend Teller.
|Whole Again |
Pursue Nicole’s Investigation
This trophy is for the Side Quest line “Scientific Methods“, in which you follow the investigation of Nicole Brennan. There are 5 steps for this trophy starting in Chapter 2: Intensive Care. Below are the steps to complete this:
- Investigate Nicole’s Office. (Found in Chapter 2 when you are in the Main Lab)
- Investigate Emergency Room. In the Emergency Room in Medical, you can find a Hologram of Nicole with a Patient.
- Follow Nicole’s Hologram. You will notice Nicole heads to the wall, there is a nearby Circuit Breaker which can be used to gain access to a room hidden behind the nearby boxes.
- Find Autopsy Location in Engineering. before you continue your objective in Engineering you can find this little hidy hole located below the stairs from the control terminal. Back here there will be a room called Calibration Room, this is the location you are looking for.
- Find Kyne’s Mining Deck Hideout. Located on Deck D: Maintenance you will need to make your way to the Equipment Supply. In here there is a Circuit Breaker, for continuing this questline, you will need to open Storage 2.
- Investigate Mercer’s Quarters. To conclude this quest you will need to head to the crew quarters, the room you are looking for is found in the Deluxe Quarters and is a back room of the Guest Consultant’s Suites.
For video reference please refer to Legend Teller.
|Set A Benchmark |
Complete the Game on Medium Difficulty or Above
Simply complete all 12 chapters in the game, for more information please refer to Untouchable
Complete the Game in Impossible Mode
STORY/ DIFFICULTY SPECIFIC
Impossible Difficulty is the hardest difficulty Dead Space Remake has to offer and is available from the start of the game. Before anything is outlined you should know that this difficulty features a Permadeath, meaning that if you die it’s GAME OVER! Before you get panicking about if you can complete it or not know that you can’t complete it using New Game Plus, utilising all the upgrades and equipment you have been hoarding.
That all being said Impossible isn’t all that tough, it even has glitches and exploits that can be used to make the playthrough so much easier. With that in mind, it is ill-advised to take on the challenge unless you are actually prepared. There is even a warning before you confirm to start the game which can be seen below.
Now all that is out of the way you should know that you should NOT combine this with One Gun. The challenge in this mode is not to die and take as little damage as possible, limiting your offensive capabilities even more is just suicidal, DO NOT DO IT!! For clarity, the author did this on their first run and limited the power using only the Plasma Cutter, which doubled the time to platinum taking around an hour or more per chapter.
YOU HAVE BEEN WARNED!
Now that the warnings are out of the way you should know that the mode is not too difficult, the overall difficulty is Hard Mode so damage output is low and what you receive is pretty vicious. Because of this, it is advised to try staying one step ahead of the enemies. If you are familiar with the franchise you should know the kind of enemies that will make an appearance in the game and should be able to plan each encounter to a degree. That being said knowledge of the original Dead Space will help.
Hardest Sections to Survive:
If you are familiar with the Dead Space games there are some sections of all the games that are harder than others, the Remake of the original Dead Space is no different. This small section will outline some of the worst parts of the game in this mode.
- Chapter 1: New Arrivals
- When you have to repair the tram you can get pretty overwhelmed really easily. Because this is early in the game you might think you stand a chance to make it through with ease however a lot of videos show one Constant, players don’t watch their six and get flanked here too easily. It is advised to Stasis enemies in front of you and sprint past them, perform a 180 and start picking off limbs until everyone is dead. This will eliminate getting flanked if you hunker down on one of the sides and you will have a pretty wide range to see anything coming for you.
- Chapter 2: Intensive Care (Find Shock Pads and Trigger)
- Upon reaching the Main Lab you will encounter a Quarantine Zone, where you will need to combat some Necros before you can progress. This can be a tricky fight for some users, but it will depend on the Upgrades you have and the location you stand in to take on the fight. This author recommends making the top floor your Killzone so you can hunker down in the corner next to the door you enter and be relatively safe. This will also provide you with a wide-angle view which will let you see any enemy approaching from either walkway. The only downside to this location is there is a vent nearby which Necors can jump through and take you by surprise if you are focusing on far-off enemies.
- It is also recommended to run back here once you have used the lift to head to the lower floor, enemies will take time to get up to you, so if you are fast enough heading back up the lift you can pick off one or two of them before they jump into a vent and move to the upper floor.
- Chapter 2: Intensive Care (Find the Captains Body)
- The fight in the morgue is one of the most irritating if you are unprepared. The only reason is that there is an Infector who will turn the captain and then run off to turn all the other bodies in the Morgue. It is highly advised to stomp all bodies in the vicinity if you haven’t already been doing so. This will reduce the total number of enemies you need to deal with to two, the Captain and the Infector. This is by far more manageable than having to deal with the possible six or so enemies available in the area.
- Chapter 3: Course Correction (Distributing the Fuel)
- For this one, it’s more of a warning for sorting the fuel. In this area, you will get Necros coming at you quite a bit, and when you finally get across to the other side you will find a Circuit Breaker which you must pick what to do. First, you will need to pick from Oxygen or Lights, both options are more or less a death sentence however the lesser of two evils is the best way to go. By this, pick the Lights, you have a torch so you will not be blind, but if you haven’t been spending on your Air gauge on your Rig you will suffer for this. Just take it slow and have your gun ready to blast Necros who show. Without Oxygen, you will be against a time limit and probably panic to kill things and get to the nearest Air meter.
- Chapter 3: Course Correction (Decontamination Room)
- This is the one that will probably catch a lot of people out, and it’s easy to see a trap. Basically, you enter a room which is meant to decontaminate and push you out the other side, simple right? During the process Necros will attack, the author, had six in total which were three Slashers, one Leaper, and two Lurkers. They will spawn offset from each other but be warned that two will likely spawn at once and you might have another in the shadows. Overall this isn’t that difficult, simply find a corner to hunker down in and pan the camera until you see a vent break, Stasis and shoot the limbs.
- Chapter 3: Course Correction (Centrifuge)
- This is more of a “Miss-adventure” rather than a difficult part. The reason it has been added is it can be confusing as to which way to go. Once you start the Centrifuge you will need to run around the ring you are on and hide in the alcoves until the arm passes. Inside each alcove a basic Slasher spawns so be warned, the only benefit is there are only 2 of these, with a third one running around the ring to you. With this in mind, you will want to go Clockwise around the room, meaning running towards the arm coming at you. This might sound crazy but the idea is the second it passes you you sprint to the next alcove, kill the Necro and take a second the compose yourself. Rinse and Repeat until you get to the lift. You should have enough Oxygen even if you haven’t upgraded it yet, there are Oxygen tanks in the alcoves if you need them as well.
- Chapter 3: Course Correction (After Centrifuge)
- Once out of the Centrifuge chamber, make sure you save. This is very important as your next challenge is a Tentacle which can kill you pretty much instantly. Fortunately, you will be able to fight back, unfortunately, you will have to deal with a panicked state where your aim is a little all over. The goal is to aim at the yellow weak spot and shoot, it will take a good few shots to break the tentacle so be ready.
- Chapter 3: Course Correction (Engine Room)
- For the last challenge in this chapter, you will be tasked with restarting the engines. It sounds like an easy task but you will have a few waves of enemies coming for you while you wait for the engines to start. There are a few methods to surviving this, however, there is nothing really concrete. The way the author did this was by camping at the door and using a combination of Stasis and the environment with the Plasma Cutter to take off the Legs. When they got too close run to the other end of the room and repeat until all Necros were leg-less, then it was just a case of slowly picking off enemies one by one. Do keep in mind that in slow sections when enemies were just slowly making their way towards the player, that is a good time to kill some of them.
- Chapter 4: Obliteration Imminent (Mining Administration)
- This room has exposed flooring, and a good number of enemies, including a Brute, and can kill you with ease. It is highly advised to utilise the exposed panels on the floor to weaken some of the Necros for you, if not kill them. Using Stasis and taking off Legs is worth it in this room as the floors will do more for you if you plan your attack correctly. As for the floors, you will have windows of time when they are safe to walk on, it is a good idea to take the shortest route across them and not just across the middle. Stick to the edges and you should be able to get by easily. In regards to the Brute at the end of the room, you should employ the same method to take him out as you did the first one, there is a stasis recharge in the area so you should be good.
- Chapter 4: Obliteration Imminent (Calabrate the ADS Cannons)
- This is done outside of the Ishimura, and as you might know different from the original 2008 release of the game. The idea is you are in the vacuum of space, need Oxygen and have to avoid getting hit by asteroids. All this while manually aligning the cannons to save the ship. All told the only danger of death is running out of Air, as Asteroids only come close to hitting you very occasionally, and there are not many enemies (there were only two Lurkers for the author). All you need to do is head to the first cannon, interact with it and then aim at an asteroid with your gun and press the X Button when you are happy to shoot the Cannon, rinse and repeat for the other cannons, there are Air tanks on the walls opposite the cannon so you should head there when you get to 20/15 seconds of air.
- Chapter 6: Environmental Hazard (Pulsing Corridor)
- Although simple and straightforward, this part needed addressing. About halfway through the main objective, you will come to a corridor that looks like it’s pulsing, mainly because of the lighting. This is a “kill-Corridor” due to the presence of a new enemy which might kill you in a single hit, even from full health. This is of course the Exploder. These are semi-slow enemies who will move towards you and commit suicide by detonating the yellow sack on their left arm. In this first encounter, you will have to deal with a few of these enemies all coming from the far end of the corridor from you, thankfully they aren’t that fast you can take your time and aim at the sack and kill them easily. On your way back through here some more will spawn at the other end of the corridor to you as well, but it should be one or two.
- Chapter 6: Environmental Hazard (Air Filtration Hall)
- This will be the second encounter with the Tentacle, just like the first time take your time and shoot the glowing yellow weak spot to kill it. You will have less time in this encounter so urgency is somewhat important, the only real reason is the corridor feels shorter than the one you were attacked in during Chapter 3. Simply kill it and carry on.
- Chapter 6: Environmental Hazard (Filtration Tube Annex)
- This room can be the bane of a lot of runs on both the original Dead Space and Dead Space 2, basically, you are in a room with flames going across and enemies attacking. Your task is to make it to the other side of the room without being BBQed or diced by the enemies. Although it sounds difficult it is actually pretty simple, shoot the locks on the doors from the safety of outside the tunnels, if you can get all three of them all the better. Once you are happy wait for an opening when the flames are stopped and run to the second doorway and wait there. Enemies will spawn but you will hopefully only have two Slashers, pick them off and wait for a chance to safely make it through the second tube of flames.
- Chapter 7: Into the Void (Elevator Battle)
- Shortly into this chapter, you will have to ride an elevator down some floors, which will breakdown down a little way. This will spawn some Necros to attack you in an environment that is not well-lit and limited in space. The idea behind this battle is to utilise your Stasis and pick which targets are more lethal to you, there will be some Slashers, at least one Leaper and a Lurker. Out of all of them, the worst to fight will be the Leaper, as it can hide below your line of sight or pounce you from a wall, Lurkers will most likely attack from a distance so you should see or hear them at the least, and Slashers you can take the legs out and Stomp them if you are feeling brave.
- Chapter 7: Into the Void (Mining Processing Room)
- This isn’t really a surprise encounter as you have plenty of warning signs that indicate that there is going to be a battle. Once you have restored the gravity to this area you will be ambushed by a few enemies, including Exploders. This is where you will need to be extremely careful as one wrong step could cost you your progress very easily. Enemies will spawn in front and behind you in a pincer manoeuvre so the best option here is to focus on one side and reduce the threat of the Exploders by either killing them with their own weapon or severing the limb and running past them to get all enemies in one direction. Once the immediate enemies are taken out don’t let your guard down there are still 2 or 3 enemies which spawn by the door to the office.
- Chapter 7: Into the Void (Maintenance Deck)
- This part isn’t really tricky just slightly irritating. The main culprit for this is the tram sequence across the deck and the sequence with the survivor. These two instances are more of an irritation as there is limited manoeuvrability, in the case of the tram you have no manoeuvrability. On the tram you will be being attacked by ranged units on either side of the line, they shouldn’t take too much to kill but the ones that should be watched out for are the Slashers who spawn, where they can’t seem to get to you they are worth taking out so they don’t come back. In the Survivor sequence, you will need to take out 3 Slashers who spawn on your platform and 1 that is going after the survivor. The one that goes after your partner isn’t really that much trouble, this is mainly for the 3 that you will have to fight, if you fail to kill them fast enough the survivor will die.
- Chapter 7: Into the Void (Control Room)
- This one is highlighted as it can really be the one that kills you, the author had trouble with this as the Intensity Director kicked in and made it near impossible to survive. If this happens to you it’s best to try and run. The idea is you have to survive in the control room against the Hunter. This on its own isn’t bad, however after a minute other enemies will spawn in the room making your chances of survival go down. You will be informed to manually overwrite the lockdown, when that happens then get out and to the elevator as fast as you can. This is where the author had trouble, in the corridor connecting the elevator and control room there were 4 Slashers. Normally this wouldn’t be a problem, sever the legs and run past them, however, the tight quarters and the locations made this remarkably difficult, especially with just a Plasma Cutter.
- Chapter 8: Search and Rescue (Bridge Atrium)
- The Battle in this area is a tough one, what you will need to do is find a corner and hole up. The best place for this is the computer terminals to your right as you enter, as nothing spawns there and there is a good view of what is coming towards you. The benefit of being here is you can run to the opposite side if you are overwhelmed and start picking enemies off from there. You will have to fight a few Slashers and Exploders, there might be a Leaper as well but it was too chaotic to keep track.
- Chapter 9: Dead on Arrival
- During this chapter, you will encounter a new variation of the Slashers, known as Twitchers. These are ridiculously fast and you cant use Stasis on them because they have a Stasis Module merged into their body. The best way to combat them is to aim for their Stasis Module and turn the advantage they have against them. This will cause a localised Stasis field which you can take advantage of to kill them by removing their limbs. Once the chapter is over you will encounter these onboard the Ishimora.
- Chapter 9: Dead on Arrival (Torpedo Bay)
- Where this is not really a problem it’s worth noting that the Torpedo Bay aboard the Valor is a panic situation for one reason. This is because you are confronted by two Exploders in a very volatile location. If you have been shooting the bombs on the Exploder’s arm you might be in for a nasty shock here as you will get an instant death. The reason is there is an unstable Nuclear Warhead and the slightest tap in the vicinity will detonate it. As stated not a problem just remember to shoot the limbs and NOT the bomb.
- Chapter 9: Dead on Arrival (Cargo Bay)
- On your way through the Valor, you will end up going to the cargo bay, in which a quarantine zone will activate and you will have to fight to survive an onslaught. There is an easy strategy to combat this area which will keep you safe, most people might charge in and end up getting overwhelmed, however, if you spawn the Quarantine Zone once you are comfortable and then sprint back to the escape pod which Hammond jettisoned from the Ishimora your chances will increase. The real reason for this is nothing spawns that far back into this room and you will have a clear line of sight to everything that is moving towards you, which positions you perfectly to not lose health. The majority of the enemies don’t need this strategy however having a good distance between you and the enemies is good, the only enemy that will need some caution is the Brute. He will be the last guy to spawn and since you have the distance in this room and a mostly open area here you have the perfect situation to take him out without much effort.
- Chapter 10: End of Days
- It should be noted that there are a vast number of bodies in this area of the ship and where there are bodies there are usually Infectors. It is highly advised that you mutilate all the bodies of the crew that you come across as you don’t want more enemies coming after. Even if you don’t think an Infector will attack it’s best not to take the chance, you should have been doing this throughout the game to ease your progress.
- Chapter 10: End of Days (The Hunter)
- This is an ongoing thing from when you meet the Uniontologist in front of the marker. In most of the encounters you will have with the Hunter you will need to pacify him by removing limbs and running away.
- Once you have sorted out the Executive Shuttle you will need to actually kill the Hunter which is pretty easy in comparison to the pain he has been putting you through. The idea is once you have tested the engines you will need to run out of the room and stand in the line of fire for the engines. Once here wait for the Hunter to come to you and start chopping off limbs until he does his regen animation, when this happens Stasis him and run back to the room and start the engines. Provided you have got him in the line of fire for the engines he will be toasted. Where this sounds easy enough there is a trick to it, you will have to contend with Slashers, Lerkers and maybe another type.
- Chapter 10: End of Days (Quarantine Zones)
- During your exploration, you will encounter three troublesome quarantine zones. They have been highlighted as the lighting condition and areas are pretty bad and you can get jumped pretty easily. The first one is in the open area where you see the hologram of Mercer and the second is in the Executive lobby. Both of these have the same strategy, hunker down in a corner, shoot at some enemies and stasis others then move to another corner. Rinse and Repeat until all enemies are dead. It’s made to sound easy but you don’t have a wide view and the lighting you can rely on is from your torch meaning you are really limited. The final one is in the area where the Hunter jumps you first off, in front of the Marker. This one is highlighted as the closer enemies are to the Marker the stronger they are, meaning more damage is needed to bring them down. The author can’t recall if they took note of the Marker’s influence over the Necromorphs in this instance. There are some Exploders here so keep an eye on your surroundings.
- Chapter 11: Alternative Solutions (Cargo Bay)
- If you are familiar with the original release of Dead Space you might be dreading this sequence, however, in the remake, this phase has been significantly improved. Originally you needed to use Kinesis to move the Marker along the track and you would be attacked while doing it. In the remake, you only need to worry about the enemies who will spawn. The Marker will automatically move along the track to the destination once you start the crane, so the strategy is simple. All you need to do is run to the central bridge once you start the crane and keep your eyes on either side for attacking forces, and don’t forget the tentacles which attack from the depth of the cargo bay. This all sounds simple but it’s not that easy, the benefit of this strategy means you are in a defendable position and only being attacked from two angles, you can also use stasis to slow enemies if you need to escape or use the bridge controls to raise one side to provide some breathing room.
- Once you get the Marker to the endpoint you will be in the home stretch all you need to do is go back to the loading bay and load the Marker onto the shuttle. This is easy enough just don’t let your guard down just yet you will be attacked by enhanced versions of the Lerkers and Leapers, if they are near the Marker they will also be buffed meaning they will damage you more and take more to put down.
- The Quarantine Zone in the Flight Lobby is a bit irritating however it is simple if you stand by the door leading to the Loading Bay. Utilise Stasis if you need to and remember to take off the legs to slow the advance. The only troublesome enemy is the Twitcher but shooting the Stasis Module in its chest will be enough to give you breathing room.
- Chapter 12: Dead Space (Transport Junctions)
- This is being highlighted, although not all that tough, as an irritating part. All you need to do is move the Marker to the endpoint in all these instances however you will be attacked. The first Junction will be annoying as the limited space and enemies feel like they spawn everywhere, the trick here is to keep them away from the Marker, this means you should run to the far side of the map when it is safe to, keeping an eye on what enemies are nearby. This encounter is pretty simple and straightforward so you shouldn’t have much trouble, just be warned that there are Leaper and Lerkers mixed in with the Slashers which can get you from a distance.
- The second Encounter is the trickier one, as you will need to restore power before it will start. Once you have you will be attacked by a good number of enemies ranging from Exploders to a Brute. The author isn’t sure how he survived this particular encounter as it was way too easy to get swamped by enemies and with the Brute things got very chaotic. The best plan is to utilise Stasis and keep an eye on your surroundings, the Exploders are one of the most lethal to you so it is advised to take them down when you see them, basically ignore the Brute and aim for an Exploder if it’s a choice. If the opportunity arises it is advised to use the Exploders or the bombs they have against your other enemies as you might get lucky and take out the Brute with minimum effort.
- Chapter 12: Dead Space (Excavation Site)
- This is the final and rather annoying encounter in the game. Where it is straightforward there are a few enemies here who are difficult. The main strategy that could be used can differ slightly, but the main principle is the same. Either run to the end of the walkway or hunker down on the far Left where the Tentacle you needed to destroy was. One of these two locations will provide the best possible defensible location, however, the end of the walkway is probably better. There you might have enemies coming from two angles but before they reach you, they will need to come together before they attack you. It will also give a pretty good line of sight across the area.
Where this will act as a subcategory it is still relevant to the Hardest Sections to Survive.
- Chapter 4: Obliteration Imminent (Brutes)
- Although not a true Dead Space Boss, the Brute has the qualities to meet the requirements of being a boss enemy. The first time that you encounter the Brute is on the Bridge when Hammond directs you to the security room. The way to battle any Brute is easy enough, Stasis it and manoeuver behind to shoot its limbs. It is that simple. If you are out of Stasis on the other hand then you will want to take your time and wait for it to charge at you so you can move out of the way and position yourself behind to shoot it. This method doesn’t give you a lot of time but it’s better than emptying your weapon’s ammo into a Brute head-on.
- Chapter 5: Lethal Devotion (The Hunter Enters)
- This, like the Brutes, should be classed as a Boss. The Hunter is introduced as an unkillable Necro who can regenerate any damage you deal. The way you will handle this encounter is simple… RUN! You can’t kill something that is unkillable so you need to escape through the maze-like Medical deck. Once you return to the Main Terminal where you would head to the tram the Hunter will stop chasing you for a little while, so you earn a reprieve.
- At the end of the chapter, The Hunter will return when you are in Cryogenics and you will be able to temporally disable him by freezing him. To do this it is highly recommended to kill off all the other Necros in the area that spawns, this will limit interference and let you focus solely on the Hunter. When he is the only one left all you need to do is draw him into the central room and disable him by taking off limbs and Stasising him. When he is in place make a beeline for the control console where the Dr was talking to you from, and interact. If all goes to plan the Hunter will be frozen and disabled until Chapter 7.
- Chapter 6: Environmental Hazard (Leviathan)
- Out of all the memorable Bosses in Dead Space, this guy is one of the most. Granted there are not that many in the original Dead Space but that makes this easy. The reason Leviathan is so impactful for a lot of gamers is its sheer size. This boss is massive and sadly only has 2 attack patterns. He will only really use his tentacles to swipe at you and shoot explosives at you, which do more damage to him if you throw them back. Instead of telling you the same information again please refer to Exterminator for a video.
- Chapter 8: Search and Rescue (Leviathan Remains)
- Unlike the Leviathan battle in Chapter 6: Environmental Hazard this battle will take place in the vacuum of space, with zero gravity and normal weapons will not harm this monstrosity. The way to combat it this time is to head over to the mounted cannons on the platform just down from you. There are 3 of them located, straight in front of where you enter, one to the far Left and the other to the far Right. If you think this will be a nice simple fight you might be in for a surprise, there is some strategy that is involved. It is down to personal preference as long as you start at either the Far Left or Far Right and go across to the opposite you should be good. The reason for this tactic is to make it so you are not an easy target darting around from cannon to cannon. If you start on the Center one you will then have to go to either the Far Left or Right, and because this is a boss fight the attack patterns will alter. This is a poor strategy as the attacks can be more dangerous as you go on and the more you are left out in the open the more chance you have to die. With that stated once you have activated the cannon, you will want to use it the same way as the ADS Cannons in Chapter 4: Obliteration Imminent. The final cannon will be a little different however, this is because the cannon will be destroyed before you can finish the Leviathan off. In order to kill it for good all you will need to do is use Kinesis to grab a bomb and throw it back at the weak spot. There are a few Oxygen points around the area so when you start to get near 30 seconds or less start to move towards one. In addition to this when moving from cannon to cannon you will want to fly high as the Leviathan will do an area attack swiping across the platform where the cannons are, this can be a one-hit-kill move, be warned.
- Chapter 12: Dead Space (The Hive Mind)
- As end bosses go Dead Space’s Hive Mind is pretty impressive, however, it is still a simple fight. Once you have initiated the fight you will need to wait for an opening and start picking off the 5 weak points around its head. When they are gone some Necromorphs will spawn before it attacks again, its next pattern will start with spraying acid over the area in lines. This is easy enough to evade by going to one side or the other when it is safe to, it will also slam down its tentacles on the area which you can avoid by staying in the opposite corner for the far ones and moving around for near ones. If you shot off the bombs from the Exploders that spawned this is a good chance to use them, the Hive Mind will open its chest and reveal 5 new weak points. If you have the Exploder’s bombs you will be able to detonate a few of them or all of them for the 2 bombs. This will speed up the phases if you can destroy multiple ones in a single hit meaning you can finish the battle faster. When all 5 are down it will grab Issac and hang him upside down where you can shoot at the new weak point on his head. Upon destroying it you will have defeated the boss and completed the game once you enter the shuttle. For more information please refer to Mindless Prey for a video.
- There is no Autosave
- You can save infinitely, over the same save slot
- You CAN NOT cheat this by using New Game Plus. A clean Save needs to be used!
- Utilise your Nodes wisely
- DO NOT exclusively use the Plasma Cutter
- Take your time
- LEARN!! Don’t try this on your first attempt, play smart!
- Enemies will deal a lot of damage
- See a human Corpse relatively intact? Stomp it to death! Don’t let Infectors turn it, who wants more work?
- Remember that you can be attacked while in a Store, Workbench, Inventory or initiating a Save. Take care and check before entering!
- Don’t Rambo situations!
- The Flamethrower is a good weapon to kill enemies slowly over time, however, you could die before the Necro. In addition to this, it is useless in the vacuum of space, without oxygen fire won’t work, basic science.
- Don’t Risk Death because you don’t want to use a Health Pack.
- You will only find Ammo Drops for weapons you have equipped. This means you should only keep the weapons you are proficient at using.
- Save your Credits for things you might need like Health and Ammo, don’t spend on Stasis or weapon upgrades you don’t need.
- Keep in mind that the Intensity Director might try to trip you up!
- Try to not make detours, this difficulty can be unforgiving.
- Sell any items you do not need, this includes Ammo for weapons that you do not use and Semi-Conductors. You can store other weapons in your storage chest accessed from the shop.
- Using different Weapons produces different results. The Plasma Cutter will dismember and break a bone while the Pulse Rifle will expose the bone to being severed. Pick your weapons carefully! they might just save your life.
- IF you Flatline, pause and quit to menu IMMEDIATELY! This will save your run and you can continue in Impossible from your last save.
- Uploading your save to the cloud will give you an added safety net should you mess up and not quit in time. It is advised to Upload every few hours or each new chapter so you don’t lose so much. Make sure AUTO Sync is disabled as that can mess this up.
- Playing on Patch 0, if you are able, makes this even easier. This is only available to Disk users, however.
- You might think that Item Drops are rarer, but they were pretty generous. (Author did this on Patch 0, and every enemy dropped something) This might have been altered on higher Patches but the author can not confirm this at the time of writing.
|Trusted Contractor |
Complete New Game Plus on any Difficulty Mode
For more information please refer to Untouchable and Tips and Strategies.
All you really need to do is complete the game a second time, difficulty doesn’t matter, however, keep in mind that you will need to do at least one run of the story in Impossible, which can’t be completed in New Game Plus.
|Full Arsenal |
Own Every Weapon in the Game
Throughout the game, you will encounter and collect different weapons for killing the Necromorph threat. All you need to do for this trophy is obtain each of them, for convenience they are listed below.
- Plasma Cutter – Chapter 1: New Arrivals
- Pulse Rifle – Chapter 2: Intensive Care
- Ripper – Chapter 3: Course Correction
- Flamethrower – Chapter 3: Course Correction
- Contact Beam – Chapter 4: Obliteration
- Line Gun – Chapter 5: Lethal Devotion
- Force Gun – Chapter 6: Environmental Hazard
- Stasis Module – Chapter 1: New Arrivals
- Kinesis Module – Chapter 2: Intensive Care
They are kind of hard to miss so you shouldn’t have any trouble finding them, however, if you are, please refer to Legend Teller for more information.
|Built To Order |
Install Every Weapon Upgrade
Much like owning all weapons, this trophy is for installing all upgrades for the seven weapons in the game. There is one upgrade available at the store and two which can be located within the world, as you progress towards the end of Chapter 11: Alternate Solutions. In total, you will need to collect all 21 available overall weapons, you can find them listed below.
|Weapon||Upgrade||Where to find it|
|Plasma Cutter||Heat Accumulator||Bought for 11,000 Credits at a Store from Chapter 3: Course Correction onwards|
|Cartrage Pack||Located during Chapter 2: Intensive Care on the Medical Deck’s 4th floor|
|Weight Blades||Located during Chapter 8: Search and Rescue in the Maintenance Room’s Second Floor or the communication Hub|
|Pulse Rifle||Kinetic Autoloader||Bought for 11,000 Credits at a Store from Chapter 3: Course Correction onwards|
|P.C.S.I Custom Magazine||Located during Chapter 4: Obliteration Imminent in the store room on the 3rd floor of the Bridge.|
|High-Yield Grenades||Located during Chapter 10: End of Days in a Master Override room on the 5th floor of the Bridge.|
|Ripper||Riochet Tracer||Bought for 11,000 Credits at a Store from Chapter 3: Course Correction onwards|
|Angled Launcher||Located during Chapter 6: Environmental Hazard in Andonov’s Office in Hydroponics|
|Carbon-Fiber Blades||Located during Chapter 10: End of Days in a Master Override room on the 4th floor of engineering.|
|Flamethrower||Gellified Hydrazine||Bought for 11,000 Credits at a Store from Chapter 3: Course Correction onwards|
|High-Pressure Nozzle||Located during Chapter 10: End of Days in a Master Override room in the Deluxe Quarters of the Crew Deck|
|Macroliter Fuel Tank||Located during Chapter 7: Into the Void in a Level 3 Security locked door, after recovering the SOS Beacon and returning to the gondola room, this can be found in the bottom of the room.|
|Contact Beam||Supersymmetry Tether||Bought for 11,000 Credits at a Store from Chapter 4: Obliteration Imminent onwards|
|Portable Heliotron||Located during Chapter 10: End of Days in a Level 3 Security locked door in Medical, head over to Nicole’s Office and floor the route you took to get the Shock Pads and you will find this door.|
|Diffraction Module||Located during Chapter 10: End of Days in a Master Override room at the start of the Mining Deck.|
|Line Gun||Ionized Capacitor||Bought for 11,500 Credits at a Store from Chapter 5: Lethal Devotion onwards|
|Precision Lasers||Located during Chapter 10: End of Days in a Master Override Chest in Hydroponics. Head over to the Mining Deck and take the elevator to Hydroponics, it is just as you leave the elevator.|
|Photon Energizer||Located during Chapter 10: End of Days in a Level 3 Security Locked Room in Medical. Head over to the Chemical Lab, where you met the Hunter, and make a right out of the door leading you towards Cryogenics, the room is in front of you.|
|Force Gun||Subsonic Oscillator||Bought for 12,000 Credits at a Store from Chapter 6: Environments Hazard onwards|
|Suspension Module||Located during Chapter 11: Alternate Solution in a Master Override Chest in the Cargo Hanger down the right side next to a Guardian|
|Gravitic Amplifier||Located during Chapter 10: End of Days in the back of the Guest Consultant’s Room.|
Once you have them all go into them to look at that node tree in any workbench and the trophy will unlock.
Kill 30 enemies with the Pulse Rifle
Please refer to Full Contact for more information.
|Live with the Hot ones |
Kill 30 enemies with the Flamethrower
Please refer to Full Contact for more information.
|A Cut Above |
Kill 30 enemies with the Ripper
Please refer to Full Contact for more information.
Kill 30 enemies with the Force Gun
Please refer to Full Contact for more information.
Kill 30 enemies with the Line Gun
Please refer to Full Contact for more information.
|Full Contact |
Kill 30 enemies with the Contact Beam
For all these trophies all you need to do is kill a total of 30 Necromorphs with each gun other than the Plasma Cutter, overall you will need a total of 180 Necromorphs. If you are going for the One Gun Trophy you will NOT want to use any of the below-listed guns, as it will void the One Gun Trophy.
- Pulse Rifle – Chapter 2: Intensive Care (Autofire)
- Ripper – Chapter 3: Course Correction ( A Cut Above)
- Flamethrower – Chapter 3: Course Correction (Live with the Hot Ones)
- Contact Beam – Chapter 4: Obliteration (Full Contact)
- Line Gun – Chapter 5: Lethal Devotion (Eviscerator)
- Force Gun – Chapter 6: Environmental Hazard ( Pusher)
|One Gun |
Beat the Game using only the Plasma Cutter
STORY/ WEAPON SPECIFIC
This one is on par for the hardest trophy in the game for a lot of people, the other being Untochable, as it’s overlooked because it is your very first weapon. In actual fact, it’s the most powerful weapon in any Dead Space, the remake included. Although only a single firing mode most players favour the Plasma Cutter as it’s so versatile, not only can it be used in a Vertical mode, but you can switch it into a Horizontal one. This allows you to be able to parallel to the body and “sweep” the rug out from under Necros.
It is advised to either not collect other weapons in the game or put your other weapons into storage, for this playthrough. There are some exceptions but honestly, it’s not worth keeping your inventory cluttered with other weapons and ammo for them. Some gamers might recommend keeping the Force Gun and collecting its ammo for sale, however, the author does not recommend this method as it’s not worth the hassle. There might be times that it seems appropriate to do it, like when trying to afford the next suit upgrade, but the more diversity you have in your inventory the less you get what you want. If you are following the Roadmap of playing through in Impossible Difficulty (Untouchable) and using the Plasma Cutter it’s more important you do not take this approach, you will need the inventory space for things you need, like Health Packs, Stasis Packs, and Ammo for your Plasma Cutter.
As far as playing through there are some tips listed below:
- Keep in mind how much ammo you have available. There is nothing worse than needing to reload or having no ammo left!
- You can use Stasis and Kinesis
- You can kill enemies using Melee if you need to. This is Ill-advised on Impossible after Chapters 4/5.
- DO NOT equip any other weapon! IF you do, DO NOT Fire it. Firing any weapon other than the Plasma Cutter will Void this Trophy
- Take your time!
- If you need ammo in a hurry, buy some at a store
- Get ONLY the Plasma Cutter Upgrades.
|Pack Rat |
Place 25 Items in Storage
This trophy is surprisingly easy, however difficult to achieve. The only reason for this is you will first require 25 total items you can put into your storage, which is accessed from a Store. Until you get a better suit you will not have enough inventory slots available to achieve this, however, you can work on it throughout your playthrough. Your Suits and any other weapons will count for this, they will only count for 6 or 7 spots, however. The rest will be taken up with the following items:
- Health Packs (Small/ Medium/ Large)
- Stasis Packs
- Plasma Cutter Ammo
- Pulse Rifle Ammo
- Ripper Ammo
- Flamethrower Ammo
- Contact Beam Ammo
- Line Gun Ammo
- Force Gun Ammo
- Semiconductors (Bronze/ Gold/ Ruby/ Diamond)
You might get this naturally once you start New Game Plus and take control of Isaac as everything you had when you battled the Hive Mind will be placed in your Storage, this means if you stocked up on Health and Ammo you might just have enough in your inventory to make it over the 25 needed in your Storage.
|Story Teller |
Collect 75 Logs
Please refer to Legend Teller for more information
|Legend Teller |
Collect 150 Logs
For these trophies, you will need to collect so many of the data pad items around the world. There are more than the amount that you need for the trophies so you will have a little freedom if you happen to miss some. Below is an image that you can reference what you are looking for, they do not all look like this so they should be referenced and used as a visual marker.
Below is a video to help you find all the collections in Chapter 1: New Arrivals, other chapters can be located on the playlist of videos the below one is a part of, credit to PowerPyx for the video.
In addition to the ones that you will pick up in the Chapters, you will also be able to get Logs from the chapter. These are the story-related conversations that you will have with the other characters:
As a side note, there are some that are missable and demand a “this” or “that” outcome to certain actions. The first time this happens is in Chapter 4: Obliteration Imminent when you need to divert power to the ADS Cannons. You will get the conversation from two of them but that means that the third optional log is missed.
Collect all Schematics
For this trophy, you will need to collect all the schematics that the game has. There are a total of 13 that can be located throughout the game, out of all of them there is only one that you will need to be cautious of as it can be missed, meaning you would need to collect it in New Game Plus.
- Pulse Rifle Rounds – Chapter 2: Intensive Care
- Stasis Pack – Chapter 2: Intensive Care
- Medium Medical Pack – Chapter 3: Course Correction
- Ripper Blades – Chapter 3: Course Correction
- Flamethrower Fuel – Chapter 3: Course Correction
- Intermediate Engineer Rig – Chapter 4: Obliteration Imminent
- Line Gun Racks – Chapter 5: Lethal Devotion
- Force Gun Energy – Chapter 6: Environmental Hazard
- Contact Beam Energy – Chapter 7: Into the Void
- Intermediate Miner Rig – Chapter 7: Into the Void
- Oxygen Tank – Chapter 8: Search and Rescue
- Large Medical Pack – Chapter 9: Dead on Arrival
- Advanced Engineering Rig – Chapter 10: End of Days
Please refer to Legend Teller for more information.
Dismember 50 Limbs
Please refer to Surgeon for more information.
Dismember 500 Limbs
These trophies are simple and extremely hard to miss as it’s pretty much the aim of the game, cutting off limbs. Simply aim at a limb and shoot, it’s that easy, Arms and Legs count for this. A personal choice is the Plasma Cutter as you have the chance to take out multiple limbs with a single shot, but the Ripper or Line Gun will work for this. If you are having trouble try the Force Gun as it doesn’t take prisoners. The idea is just not aiming for the central mass of the Necromorph, just the stringy sprouting parts. You should obtain it in your first playthrough.
Rip off a Dangling Limb using Kinesis
This trophy was the bane of the author, despite weakening limbs and making it so they could be ripped off with Kinesis nothing seemed to work, so a workaround has been located. For the proper way of doing this, you will want to make a limb practically useless on a Necromorph before targeting it and using Kinesis to dismember them. Sound simple enough but no weapon tested seemed to achieve this.
The “Cheat” Method
Sadly the author can not take credit for this as there are plenty of videos to illustrate this, basically in Chapter 2: Intensive Care you will start noticing EVA suits hanging around the place. The idea is you go up to one and use your Kinesis on one to make it react, and presto Trophy. Below is an example of the EVA suits you will want to find, there are plenty throughout the game so you shouldn’t have too much trouble.
|Raise the Stakes |
Pin an Enemy
As the trophy highlights, you will want to “Pin” an enemy to something, preferably a wall. Much like Wishbone, this can only be done once you have entered Chapter 2: Intensive Care and got the Kinesis Module. With it in hand, there are two ways to complete this trophy, the first is with a Necromorph blade, and the second is with a metal rod. Out of the two, the Metal Rod is the preferred method as it’s an instakill but Necro blades will only take two. Simply pick one of them up with Kinesis and fire it at a Necromorph, if it’s the metal rod you should kill them and pin them to anything that is behind them, provided it’s not a drop. If you use a blade you will knock them down, meaning a second one will perform the artful manoeuvre of pinning.
use Stasis on 50 Enemies
This is simple and you will probably obtain it through natural progression as Stasis is pretty useful, particularly if you are going for Untouchable. All you need to do is make sure you have Stasis and aim at the enemy to use it, Rinse and Repeat until you have the trophy. The main enemies you will want to use Stasis on are:
- The Hunter
These are the enemies which will be the most irritating without using Stasis to slow them down. It should be noted that the Twitchers cant have stasis applied to them due to them having an inbuilt stasis module, however, if you shoot it you can slow them down giving you time to kill them. It is unclear if they count for this trophy, however.
Kill 10 enemies with a Stomp Attack
Firstly this trophy is misleading, you are asked to Stomp enemies. What it doesn’t specify is you need to “Stomp Kill” enemies, and secondly you can’t do it to just any enemy. There are certain types of enemies that count for this which you will need to find, luckily they are listed below:
- Pods (Spawned from Guardian)
- Appendages (Spawned from Divider)
- Swarm (Spawned from Pregnant)
All you need to do is Stomp kill 10 of these and there is more than enough opportunity in the game to get 10. If you want to farm it, however, it is recommended to use one of the Guardians and let it spawn Pods that you can stomp.
|Maxed Out |
Fully upgrade all weapons and equipment
Where you might think you’ll be in the clear if you get Unstoppable out of the way you might be wrong. This sounds like an easy trophy but you will need to complete the game at least twice to get enough Credits and Nodes to upgrade the 8 items. These items are:
- Suit/ Rig
- Plasma Cutter
- Pulse Rifle
- Contact Beam
- Line Gun
- Force Gun
To completely upgrade all of them you will require a total of 189 Nodes, of which you can collect 59 re-occurring nodes over all playthroughs (New Game Plus). There are also bonuses that you will get in your primary playthrough on top of these 59 nodes, which are awarded as such:
- 21 from Weapon Upgrades collected
- 10 from finishing the campaign
This means in your first playthrough of the game you will obtain half of the nodes that you require for upgrading all weapons. The other 90 nodes will need you to complete in New Game Plus, however, there will only be a total of 69 available to you (Provided you complete the story). This means that there are still 21 nodes that you need to collect. There are two ways to do this, the first is to buy the remaining nodes you need from the Store, which will set you back 10,000 Credits per Node. The second is to start up a third playthrough, a New New Game Plus if you will, and collect the remaining Nodes you need from the 59 that are available.
A third option for getting the number of nodes that you need is to use the Force Gun Energy Exploit, which is to collect Force Gun Ammo from the world (you will need to have the Force Gun in your inventory). The Force gun has the best sell value and if playing in Easy or Story difficulty you shouldn’t have too much trouble making your way through collecting plenty of items.
|Front Toward Enemy |
Survive the Shooting Gallery
This is located in Chapter 9: Dead on Arrival and is the only trophy that is regarded as missable because you can not return to this location. During your hunt through the USG Valor, you will come to the armoury and in the back of the armoury is the shooting gallery. On the surface, this is a simple test of shooting the targets, however in reality it is a death trap. You don’t need to interact with the shooting range to initiate Necromorphs attacking you, but if you want to shoot some targets while you wait that is up to you. After a little while you will be attacked by some Necromorphs from several vents around the range. you will have 6 total Necromorphs to deal with, thankfully not all at once, you might have two Lurkers and an Exploder but other than that there are three Slashers, one is a Twitcher so watch out for him.
Below is a recommended spot to camp in to kill the enemies, from here you will have a clear line of fire for all but 1 spawn location.
Complete Level 6 in Zero-G Basketball
For this trophy, you will need to make it to Chapter 10: End of Days. Once you are in the main reception area of the Crew Deck where the Save and Store is located you will be able to head to the Right, through the door and Down the corridor. You should see a door on your left which leads to the showers, if you went down the previous path you would have come to the staging room for the Z-Baller court.
Below is a reference image of the course.
All you are required to do is use your Kinesis Module to pick up the ball and throw it through the coloured rings. The ball will spawn in either the top, left or right, from a tube in front of the rings. To get to Level 6 you will need to reach a score of 220 points which can be tricky for some people. Where the concept is simple it’s normally the implementation that trips people up, below is a video by Powerpyx to show one way of how to do it.
Where Powerpyx is utilising Zero Gravity to do this the author found this difficult and wasn’t able to get the score required. To combat this the author used the final platform and stood on the edge to get the angles right before throwing the ball into the ring. Although utilising most of the same as the Powerpyx video standing on a stable platform could make the difference for you.
This is not missable and should you happen to fail all you need to do is head back to the terminal and restart the game. Be warned that the first time that you enter this area there are two Lurkers that you will need to take out.
|There’s Always Peng! |
Find the Peng Treasure
This is achieved in Chapter 11: Alternative Solution. Once you make it to the Cargo Bay you can make a sharp U-turn from the elevator and find some crates. If you use Kinesis on them you will see some lockers and a dead crew member proped up next to them. The locker on the left will have some labels over them saying about PENG, and opening it you will find the Treasure known as Peng.
|Full Clearance |
Create the Master Security Override
This Trophy relates to the “You Are Not Authorized” secondary Mission, which can be undertaken from Chapter 3: Course Correction until Chapter 10: End of Days. To complete it you will need to collect Executive Crew Rigs from 7 deceased officers, scattered around the Ishimora. Once you are in the Captain’s Nest with Hammond you can officially start this mission line during Chapter 4: Obliteration Imminent.
- Chapter 3: Course Correctioon (Voelker)
- Floating in the Loading Bay once Hammond disables the Gravity. Stick to the Left side and head all the way to the back through the force field into the void of space, when you get as far as you can possibly go you will find a body floating there with the rig nearby.
- Chapter 4: Obliteration Imminent (White)
- This one is found at the end of the chapter in the ADS Cannon Section. When you get to the final cannon you will want to fly past it and keep to the left side. Up on a ledge, you will see a Purple glowing item, this is the rig.
- Chapter 6: Environmental Hazard (Holt)
- In the second elevator chamber, you will find where this rig is hidden. You will know it by all the tentacles that are around the place. In order to get this rig you will need to shoot the tentacles that are blocking the progression around the room, once this is done you should be able to head to the left side of the walkway and claim this rig.
- Chapter 7: Into the Void (Dalla)/ (Clearance Level 3)
- This one is impossible to miss as it is a main objective and is located right in your way. Once you head to the Mining facility office after clearing the debris from the mining deck’s processing chamber you will find this one on the floor.
- Chapter 8: Search and Rescue (Rousseau)
- This one is located in Engineering and can only be collected once you have gained the Level 3 clearance. Remember where you found the Flamethrower, you will need to head back there and stick to the right side as you come to the walkway. There will be a door on your right which is locked by Level 3 Clearance, which now you should have. Upon entering you will find this on the floor next to a blood stain.
- Chapter 8: Search and Rescue (Bailey)
- This one is conveniently located in the Comms Array inside Bailey’s Office. It’s hard to miss, just left of the save point you can find the room and all you need to do is head behind the desk and pick up the purple glowing object next to Bailey’s Body.
- Chapter 10: End of Days (Benson)
- Once you have gained access to the Crew Deck you will be able to collect this final Rig. It is a simple one which is located in the Tram Systems path. Once you have entered the Tram Tunnel make a U-turn and head back into the darkness, be warned there might be a Slasher and Leaper who try to jump you here. This one is hidden behind a wall pillar next to a foot locker.
Upon collecting all of the Rigs you will need to head back to the Captain’s Nest and access the terminal in order to upgrade Issac’s access clearance to Master Override, enabling you to unlock the trophy.
|Brute Force |
Kill a Brute
This Boss class enemy is introduced in Chapter 4 when you head to the Bridge to talk to Hammond and gain access to the Security terminals. They are the massive armoured-looking enemies who use their arms to propel themselves forward. However daunting and overwhelming they might appear they are easy to take on. Stasis them and get around behind them to unload some shots into the joints to topple them. Severing both its arms is normally enough to drop one.
Kill the Leviathan
This is the Boss that is held up in Hydroponics in chapter 6 and has been hunting you using tentacles. To take this monster down you will first need to make your way to it by taking out the Wheezers which are polluting the air. Once you have you can go and confront this monster. The fight is nothing special, avoid its tentacles, and the explosive bombs it spits out, and shoot at his weak points to sever the tentacle. Once that is done shoot at his “Mouth” weak spots and finish the job, Rince and Repeat as needed.
Finally, there is a neat little trick you can do to profit and be better prepared for the fight, and conveniently it is just prior to entering the fight with Leviathan. If you stand on the platform just before starting the battle you will be able to use Kinesis to pull all the equipment that is floating around the area to you, some of which you can sell to get bonus Credits. There is an image of the platform below, as long as you don’t engage your thrusters you can stand here and get all the equipment that is in the area including some health that might be beneficial to you.
|Get Off My Ship! |
Kill the Leviathan Remnant
This is the remains of the boss you fought in Hydroponics during Chapter 6, which returns with vengeance at the end of Chapter 8. Like what is stated in the Boss section of Untouchable you will want to head to one of the end cannons and unleash hell on the Leviathan using the same method you used with the ADS Cannons in Chapter 4. After each of the parts is defeated the respective cannon will be destroyed meaning you will need to move on to the next cannon. It is highly advised to go Left to Right or Right to Left using the cannons, the final cannon will get destroyed early and you will need to get creative to kill the monster, either unload your weapons ammo on the weak point or use your Kinesis Module to grab the explosives the Leviathan spits at you and throw it back at him.
|Mindless Prey |
Kill the Hive Mind
The last real challenge the game has and if you are going Untouchable and One Gun in the same run this will prove to be the greatest challenge the game has. Encountered in Chapter 12: Dead Space the Hive Mind is the massive almost alien worm monster which doesn’t take prisoners. There is no way to avoid this confrontation so you need to have all the luck you can get in order to survive the fight.
That being said he is just a showy boss rather than a mean character to fight, it’s not like he can regenerate like the Hunter, or sneak up on you like Leapers or the like, just look at him. The main idea to taking this boss is utilising the area he gives you to fight which is pretty generous, like most bosses in a game you will have to show him you are serious by taking out his initial 5 weak points on his head. Take your time and aim carefully in order to conserve ammo, once all 5 have been destroyed he will spawn smaller units, mostly Slashers but 2 Exploders will spawn. It is important that you sever the bomb from the Exploder’s arm to make the next stage easier.
Most of the next phase of the fight will have him slamming tentacles down on the platform and spitting acid at you, revealing the weak point in his chest. When he does this you will be able to grab one of the Exploder’s Arm and throw it into the weak point, if you are lucky you will take out multiple weak points and skip some of the fight phases. The final phase of the battle will be undertaken suspended in the air, the Hive Mind will grab Issac and hold him upside down letting Issac shoot at the weak point on the Hive Mind’s Head, finishing the fight.
Pick Up a Marker Fragment for the First Time
Please refer to Reunion for more information.
See the alternative ending on any difficulty mode
For these trophies, you will need to play through and complete the game in New Game Plus. Thankfully if you completed the Untouchable and One Gun already you do not need to worry about them and you can take this run easy, and this should be combined with Trusted Contractor., Unlike the original game, the remake adds an additional set of collectables for you to find, which are distributed one per chapter for the most part. There is an exception to this which is Chapter 5 and Chapter 10, which have 2 and Chapter 9 and Chapter 12 which do not have any. The reason for this is they are related to the Crew of the Ishimora, Chapter 9 takes place on the Valor and Chapter 12 is past the point of no return.
- Chapter 1: New Arrivals
- Located in the corner of the Maintenance Bay Office, where you find the Data Board for the Tram System.
- Chapter 2: Intensive Care
- Located in a hidden room in Dr. Kyne’s office. Use Kinesis on the bookshelf to access the room.
- Chapter 3: Course Correction
- In the back of the Engine Room hidden behind the far Power Sub Station among some pipes. Head to the left and down the side to access the piping behind.
- Chapter 4: Obliteration Imminent
- From the Bridge take the elevator to the 3rd floor and follow the path around until you see the Break Room on your right. Head inside and find this next to the door.
- Chapter 5: Lethal Devotion
- On your way through the Medical Bay, you will come to Dr. Mercer’s Office. On the computer terminal in front of a dead Infector, you will find this.
- Chapter 5: Lethal Devotion
- At the end of the level you will head to Cryogenics, this collectable is located on the front right side of the Cryo chamber.
- Chapter 6: Environmental Hazard
- In the East Growth Chamber, you will find this on the Upper right side of the room on top of a platform. You can pick this up once you have activated the Zero-Gravity or when you have gravity.
- Chapter 7: Into the Void
- After obtaining Security clearance Level 3, ignore your objective and head back to the store at the start of this area. Nearby is a Level 3 Security locked door, which will lead you to the Mineral Samples room, you will find this inside on the back wall.
- Chapter 8: Search and Rescue
- In the Communications Array head to the far Left side where the organic growth is, hidden pretty well inside is the fragment you are looking for.
- Chapter 10: End of Days
- On the Crew Deck, you can find the Deluxe Crew Deck once you have put the Power unit in place and powered the Doors. Head over to the Deluxe Shift Bunks room off the main access room and you can find this fragment on a table in the back of the room.
- Chapter 10: End of Days
- In the room with the last Tentacle pod, you need to destroy and where you make the deal with Kyne you can find this fragment. Enter the room and it is hidden behind a bottle.
- Chapter 11: Alternative Solution
- Once you make it to the Cargo Bay, where you find and transport the Marker you can find this Fragment in the opposite corner that you enter from. Head around the room to find this fragment on a shelving rack.
Once you have collected all the fragments, and BEFORE you board the shuttle in Chapter 11, you will need to head over to Captain Mathius’s quarters in the Executive Quarters of the Crew Deck. If you went into here before you might recall there were 12 candles on a table around a replica of the Marker. All you need to do is interact with the table when prompted and you will place all 12 of the fragments that you have collected. All that is left is to complete the game and watch the alternative ending.