Brave New World
Obtain all trophies.
Collect all the below trophies to unlock this new shiny Dead Space 3 platinum trophy.
Stranger in a Strange Land
Complete the Prologue.
You start off as an EarthGov soldier on Tau Volantis. Your superior has tasked you with finding a cylindrical object that can stop the Marker Outbreak. Make your way through the snow scavenging for ammo. Eventually you will reach a large spacecraft that has crashed. Shoot the covering over the way to open it. Necromorphs will start to pop out. Kill them and head through the spacecraft, killing Necros along the way. You will finally reach the cabin of the spacecraft and retrieve the object you have been looking for. Something will go wrong with the spacecraft and you will have to repel down the side of the mountian. At the bottom, you will have to dodge falling debris until you land in what appears to be a settlement. A seemingly normal high ranking military officer approaches you. He will kill our soldier, deactivate the object that had been found and commit suicide.
Survive your first spacewalk.
During Chapter 3
the spacecraft you are on will start colliding with bombs and debris. This will cause it to go completely to hell. You will help the EarthGov soldiers get free of the ship. During this, you will sort of but not really, get seperated. You will ahve to follow them, dodging debris and mines. Eventually, you will come to a stop and will see a big hunk of spacecraft that you all thing will be safe to enter. You will have to open one door/airlock to get it. When you get there, you will have to press
to set down on the little walkway leading to the door. You will then open it and the trophy will pop. The spacewalk is literally all of a minute or less.
Recover the shuttle.
The main basis of Chapter 6 is getting a ship ready to head to Tau Volantis. After youbuild the necessary part for the ship, you will have to go re-engage the fuelpod. After doing so, Ellie will accidently be start up the launch process. Youwill have to escape through bursts of fire and Necromorphs. Eventually, youwill come to figure out that something is jamming up the process. You willenter a room with a large amount of explosive containers and a heavy duty gun.Hop on the gun and clear the first explosive. More explosives will start to jamthe mechanics of the machine and a whole load of Necromorphs will start comingout. Shoot at the Necros first, then the explosives. Once all explosives arecleared Isaac will get sucked into space and the ship will be recovered.
Reach Tau Volantis.
You will get this during Chapter 7
. After you get all the required parts for the ship, you and Ellie and some other no namers will be ready to head to Tau Volantis. As you fly down, you will shoot debris along the way, hit objects and as usual everything that can go wrong WILL go wrong. After burning through the atmosphere, shooting as many objects as possible and losing a few people you will eventually crash land. You will wake up hours later, upside down. Isaac will unlatch himself and land on the ground. Welcome ...... to Tau Volantis!
Defeat the Hive Mind.
During Chapter 12
you will find the Hive Mind, remeniscent to that of the one in the original Dead Space. This one is different though ... it reminds me of a Black version of the Hive Mind, sort of like the other Black Necromorphs. It's main attack is slamming it's tenticles, which is easily avoidable. Also, it spits out orange blobs which you can shoot, but if you don't do so quick enough it hatches a Black Feeder. During this, you will have to shoot the Hive Mind large, yellow heart. After doing enough damage to it, it will suck you towards it. You will have to shoot the four yellow sacks around its mouth. After repeating the process a few times, it will suck you in and swallow you due to there being no more sacks around the mouth to shoot. You will arrive in its stomach. There will be three tenticle nests, each which three tenticles. Focus on one at a time while trying to contantly move to avoid all the their attacks. When you're focusing on one, use stasis on it and then shoot at the tenticles. Do this to all three tenticles on all three nests. The Hive Mind will then spit you out .... that's it, you have killed it.
Kill the Snowbeast.
During Chapter 13
you will finally come to a good face to .... mutilated face with the Snow Beast. The Snow Beasts only attack is a rush and stomp type deal. At times, it will show all three tenticles. Once you shoot one off, it will go into an attack. After you remove all three, a section on its belly will open up revealing four yellow sacks. You will have to repeat it all until no yellow sacks on its stomach remain. Then, it will continuously respawn the tenticles. In the back right of the area, use kinesis to get the engines starting for the harpoons. Lead the Beast into them, and when he gets impaled head over to the control board near the left harpoon and use kinesis on it. Now watch the gore!!!
Together as One
During Chapter 15
you'll have to put this girl .... well actually some mutant alien thing back together. All the pieces you found will be lined up. You can't move the pieces at the end ... that is the big help for this. Line up the cuts and use kinesis to shift the pieces around. The cuts are easily identifiable so it's just finding a matching cut on another piece. After you put it all together Isaac will have a vision and the trophy will pop!
Reach the Alien Machine.
is spent trying to get to the heart of this machine. You'll make your way through, fighting Black Necros and Alien Necros. You'll have to solve mini puzzles to open doors, bend large pieces of metal and even rotate large spikes. Towards the end of the level, Unitologist Soldiers will come as you try to place three batteries in a specific order to open a door. Once all soldiers are dead, put in the batteries and the door. Head in and continue onward. You have reached the machine.
Shoot for the Moon
Defeat the Moon.
At the end of Chapter 19
you will face The Moon. This is a big alien, ugly bastard. You'll be standing on a super kinesis/stasis pad. When the Moon's eye is facing you, grab one of the floating Markers and throw it at the eye. The Moon with then spit/throw these cacoons on the pad you are on. They will hatch Necros. It seems that if it hatches on its own, two spawn. If you shoot the cacoon until it opens, only one spawns. After you kill all of the Necros it will throw two of its tenticles on the pad and try to drag you in. Shoot the yellow sack on each until they explode. Complete that process another time. Finally, The Moon's final eye will show. Throw a Marker at it. It will put the pad that the machine and Carver are on in its mouth. Use the kinesis pad to pull it out. Then, Isaac will activate it and it will all go to hell. Carver gets blown away, as does Isaac. The Moon, defeated, falls and crashes onto Tau Volantis.
Under a Buck
Shoot the deer head trophy in the Admiral's Quarters.
During Chapter 4
you will have to head up to the Admiral's Quarters. To do so, you will take an elevator up. Once at the top, you will enter a small hallway with a large room at the end on the left. At the end of the hallway is the deer head. Simply shoot it and it will fall off. If you happened to miss it and enter the room first, go through the cutscene with Carver and Isaac. You will then have to go back to the elevator. When doing so, it will be next to you on the left. This section is the only time you can get this trophy.
Shoot at least 70 targets during the ride to Tau Volantis.
This trophy is earned at the end of Chapter 7
. You will control the escape ship as it flies towards Tau Volantis ANd man the guns. Use
to move the aimer and
to shoot. youre best bet is staying along the path, which is highlighted for you. There aren't much more than 70 targets so you will have to be quick and patient. The mines are first, and the key to this trophy. There are so many it is impossible to get them all, but getting most will put you in a good spot. Next is just random debris as you carrine towards the planet. The final set of stuff is a few chunks of ice you need to shoot. This will take patience, luck and practice. If you don't complete it, you will have to restart the chapter UNLESS you make a backup save right before it (like saving to a flash drive). This trophy seems to be a lot easier when being played in co-op. Isaac flies while Carver shoots. Once the problem in the back happens, Carver takes over and flies and shoot, a part that is missed out completely in the solo version. Basically, you'll have one person soley focusing on shooting (for the most part) while the other drives AND you have an extra minute or so to shoot shit.
Reach the pump room of the Waystation without alerting any Feeders.
Firstly, as you do this you will see Feeders life their head and look around, that's fine. What they mean by not alerting them is not to have a hoarde of them come after you. That being said, this is earned during Chapter 9
. At the beginning, after you get the elevator working you will go down it. You will open the first door and see a Feeder run off. Enter the room and then head into the freezer with all the bodies wrapped up. Open the next door to exit the freezer and crouch with
. Go right and hug the wall the wall until the wall turns into the next door to open. Head through this little room and open the next door. You will see a Feeder off to the right, blocking a way around. Thats okay. Use the pass on the left and slowly head for the door. Once it is opened you can continue like normal.
Complete the Drill Room without taking any damage.
This trophy is earned during Chapter 10
. You will lower the gates to the drill and it will come out. There will be three waves: Wave 1 is Wasters and Slashers, Wave 2 is more of the same and Wave 3 is a hoarde of Feeders. Firstly, I HIGHLY suggest you play on Casual
. Now some people may have their way of doing it, like with a Force Gun or something, but I personally like the way it's done in the Alternate Method
. Either use the Evengalizer that you got as either Limited Edition or Pre-Order DLC, or make your own. Use a Heavy Frame with a Military Engine as both the Top and Bottom Tool. For the Rifle portion use a Default, Repeater or Compressor Tip (the first being the single shot option). For the Shotgun, use the Conic Dispersal Tip. The Attachments you use are up to you, as well as your second weapon. The Evengalizer/Craft Version works like a charm. You will want to upgrade the Damage and Clip for each as much as you can, the other two categories won't matter as much. Next, make sure you have around 120 rounds of ammo ... just in case. Next, have in the area of ten Stasis Packs (I had 24 .... a bit overkill but it was for precaution). The Stasis will be used on the drill AND Necros if they start to get too much to handle. Having your Stasis in your suit upgraded will help, mainly the Duration. Now you're ready to go for this bastard. Head into the drill room and stand just to the left (or right in front of) the Stasis Recharge that is on the right side of the drill, near a vent. If you look directly across from the Recharge, you will be facing a vent. By standing in your location, Necros should only come from that vent and the one to the right. When you are Stasising the drill, you will want it to block the path between you and the right vent. This will cause the Necros to go right into the drill. When you are ready, lower the gates and take your spot.
Once the drill is almost on the ground, Stasis it and start gunning the Necros. If they get too close, use the shotgun portion and/or Stasis. Keep the drill in constant Stasis. Once all are dead, Stasis the drill and shoot the inner core. It will pick up and say something about 75%.
Once the drill is close to the ground, Stasis it. Basically, repeat and do the exact same things you did during the first wave. This time though, you may have to move a little to the left but it won't affect the Necro spawn points. Once all are dead, Stasis the drill and shoot the core. It will go down to 50%.
Feeders come this time, and a fair amount. For drill to block the right vent this time, you will have to Stasis it before it is about to hit the ground and constantly keep it in Stasis so it blocks the vent. If it turns on its side this method won't work. For the Feeders, start off using either the rifle or shotgun portion of your gun, it doesn't matter. When one gets down to "1" bullet remaining or close to it, switch to the part of the gun you didn't use. Once the clip is empty, Stasis the drill for cautionary reasons and Stasis Feeders as well. Feeders move quick and are agile. The rifle and shotgun can take them out with ease, but due to the amount of them it is best to wait to reload until both guns are near empty. Once all Feeders are dead, Stasis and shoot the drill, destroying it. Collect the stockpile of Ammo, Stasis, Health and Resources and head towards the exit. The trophy will pop near when you get to the door. If it doesn't pop, see the bolded section for details.
Originally Posted by ferretbusiness
NOTE: This trophy may glitch but there is an easy fix. If it glitches on you and you know you didn't take any damage, press and choose "Save & Quit". Then, choose to "Continue from Last Checkpoint" (do not choose "Continue Story"). Then, start the drill sequence and allow yourself to be hit by a Necromorph. "Save & Quit" again, then "Continue from Last Checkpoint" again. Play through it without taking damage and the trophy will unlock.
Originally Posted by ferretbusiness
Kill 5 Cysts in the Biology Building with a single poison gas cloud.
This is done at the beginning of Chapter 14
. Once you go see whatever Rosetta is in the lab, Ellie will give you a key card to open a door. Opening this door takes you to the Biology area. As soon as you open the door a Cyst will be right in front of you. Throw some stasis at it and run a few feet past it. Use your kinesis to catch and throw the pod it releases away from it, towards the door. There will be another Cyst a few feet behind you. Like the previous one, stasis it, run past and grab the pod with kinesis and shoot it away from any Cysts in the area. The next Cyst is on the wall to the left as you proceed, with another Cyst on the ground right near it. Stasis the Cyst on the ground and go run past a few feet. The Cyst on the wall will shoot its pod to the wall across from it, which is fine. Catch the ground Cyst's pod and throw it at the window behind you. The final Cyst is when the long hallway turns into the little room. It is on the right near the storage lockers. Go up to the little ccontrol room, hugging the wall and open the door. Head up the elevator, do the power thing and head back down. Go into the little room and activate the decontamination, killing the Cysts.
Get On My Level
Complete the game on any difficulty setting.
Simple, just beat Chapters 1 - 19
on either Casual
. The Optional and Co-op Optional Missions do not have to be done for this trophy to unlock.
Complete all optional missions.
For this trophy, you will have to complete all seven Singleplayer Optional Missions
and all three Co-op Optional Missions
found in Face of the Past
. These are basically little missions with no major objective other than grabbing something or gaining a little intel. The main point of these is to just go through and grab the collectibles in them. Here is a rundown of the singleplayer missions:
Chapter 4 - C.M.S. Greely
How To Start:
While flying to the little taxi spaceship, you will hear static. Santos says it is coming from the C.M.S. Greely. When you enter the little taxi, set it as your destination.
Its a straightforward mission, not hard at all. You have to aquire a key card from a location on the ship in order to gain access to a crew member's room. Once in there, you will get the transmission, giving you some nice information. There aren't any difficult parts, but in the UV room afer coming up the lift, watch out for floor panels blowing out.
Chapter 5 - Conning Tower
How To Start:
After facing the Hunters and fixing the tram, you will enter. Bucknell will say Mid Station is Conning Tower. Select it as your destination and hop off at the stop.
During the whole mission you are trying to get to a cash of weapons some guy locked himself up with. He'll come up over comms and say stuff to you. The main threat are the rooms with explosives on the vents. Getting too close when they go off will harm you and it's also a decontamination/biological anomoly area .... so a load of Necros will come. Eventually, you will come to the main room and the guy will be long dead, a member of the crew 200 years ago. Get his stash of goodies and the level ends.
Chapter 9 - Supply Depot
How To Start:
At the beginning of the level, you will head down an elevator into the kitchen. When you get past the room with the spike punchers and head up the ladder, you will come to a control room. The key card is on the desk near the audio log. Head out of the Waypoint Station, back the way you got to it. On the left will be a door, the entrance to the depot.
Another staightforward mission. You're just trying to go through the level to collect weapons and circuits and eventually come to a little stash. You only have to worry about the large, straight away halls for the most part. These areas are where most of the Necros come from. The other hard-ish part (if you want to call it that) is when you try to bring down the elevator. It will come halfway down before stopping. Then, a hoarde of necros will come. Once all of them are dead the elevator comes down, collect your "winnings" and get the hell out.
Chapter 11 - Delta Armory
How To Start:
After you collect the pieces you need, you will backtrack back to the area with the Hive Mind. On the way back, you will fight the Snow Beast but after doing some damage he'll escape. Isaac will then mention if anyone has checked out the armory. The door is near where the Snow Beast escaped.
Tips: The premise is getting the the main room of the armory and securing the armory key card. The fighting to there isn't that bad, but once you get there and for the rest of the level Unitologist Soldiers will join in along with more Necros. You will then have to head up to the tram station and fight off more Unitologists until they are all dead. You can then open the munitions box to reveal resources and weapons parts.
Chapter 14 - Reaper Barracks
How To Start:
On the way to Paleontology you will come upon a small office with a desk and a Circuit. The key to open the door to this mission is on the desk. Use the elevator to get to the next room with a piece of Rosetta. After you get the piece out and put it in the tube, you will open a door. Directly in front of you is the entrance to this mission.
Tips: Another straight forward level. Watch out for the spike puncher and be careful in open areas as well. When you get to the room with Detonator Mines, shoot at them so they explode. After yoy grab the needed key, open up the supply crate in the same room. During this time more Neccros will come for you. Use the key to open a door, kill the Necros and then hack the final door. Then fight through the remaining Necros and head back up the elevator.
Chapter 14 - Disposal Services
How To Start:
When going to Geology for the final Rosetta piece, you will enter a room with a ton of frozen specimens. The next room you enter, a door requiring a Torque Bar will be directly in front of you. To the right is the key to get to this area. It is the door between the bridge and lift on the way to Geology that you need to enter.
Tips: One of the other straight forward missions. It follows the same style as a few other optional ones. There will be an lift that you need to lower in order to reveal a crate. After it lowers a bit, a hoarde of Necros will attack. Once all are dead it will finish coming down. This is the only hard part/part that can give you trouble.
Chapter 17 - Artifact Storage
How To Start:
After to put the bomb on the rock and you, Carver and Danik fall off, you will be in a new area. Go to the left, along the path. When the path goes right, look left to see a hackable panel. Hack it and the door will open, thus allowing you to do the mission.
Tips: You will need to look out for Alien Necros and Crawlers in this one, along with the loads of Black Necros. Focus on Alien Necros and Crawlers first, they can do the most damage. The Alien Necros takes the most damage and the Crawlers can be beheaded and used as a weapon against other Necros. There will also be a crate that contains a few Circuits, you will have a lot come to you in this area as well.
Aren't You Thankful?
Complete the game on Hardcore Mode.
Hardcore mode can be unlocked after completing the game on any difficulty. To start it, go to New Game + :
. Hardcore mode is set on Hard difficulty
and has one, serious drawback. You only live once!
). But yeah, you have one life to complete the entire game, with only autosaves. When you die, you get sent right back to the beginning. Sounds fun, right?
- After you get to a save point (you'll see Progress Saving in the top right corner of the screen) you can exit to the XMB and copy your save to a USB stick. Then if you die, you can copy the save from the USB to the save data and you'll be right where you saved.
- You can also use the infinite ammo and infinite health and metals glitches that are listed in the section above, note that you'd need to delete the patch by deleting the game data to successfully do them. These obviously can help tremendously.
- If you're a purist and look down upon glitches, you'll need your favorite weapons to help you through the game. Remember to craft health and ammo when you are running low on them, and send scavenger bots to resources areas whenever possible to maximize your resources. Resources are crucial to your survival. Be sure to save ration seals as well and buy the resource packs with them for addition resources.
- Collectibles are enabled in Hardcore, and the enemies will drop anything from Health Packs, Stasis Packs, Ammo and Resources. Stuff will cost a bit less, but you also get a lot less Resource wise. Focus on your RIG and Stasis first, it's better to have them close to max before you start upgrading weapons (unless it's with a Circuit).
- You can manage upgrades however you want, but I suggest you focus on your RIG pronto. Upgrade your health and armor first, while using a mediocre to okay weapon.
- It helps if you have the pre-order DLC because it includes some great weapons. If not, even a save from Dead Space 2 can net you an extra weapon (that's actually pretty good).
Below is a not-so-helpful glitch a few people have experienced in their hardcore run. Be sure to back your saves up before this point.
Originally Posted by Elpoko
Epic Tier 4 Engineer
Complete the game in Classic Mode.
Classic is unlocked after beating the game on any difficulty. Basically, it consists of Dead Space 1 aiming and you can only craft guns from Dead Space 1 and 2. Weapon Parts collectibles are removed from this game mode, all other collectibles are present. Luckily, any Pre-Order and Limited Editon DLC will carry over. Also, the mode is set to the Survivalist. Enemies will still drop ammo and resources, although the quantity is not much for the most part. Med Pack drops are usually Medium or Small and Stasis Packs are standard. Luckily, even though the Resource quantity is diminished, Visceral lowered the Resource requirment for upgrades, whether it be circuits or RIG/Stasis/Kinesis. I would definately recommend the Plasma Cutter as your primary weapon, and a weapon that you feel comfortable with as your second. Focus on upgrading your RIG first, followed by Stasis. Only upgrade your weapons if you happen to find any Circuits, other than that, wait until the RIG and Stasis are maxed. Also, don't do any of the Optional Missions, they add unneccessary time to the playthrough as well as a difficult part or two. This mode is pretty easy though and is finishible around the 10 hour mark.
Complete the game in Pure Survival Mode.
You unlock Pure Survival by completing the game on any difficulty. First off, all Pre-order and Limited Edition DLC carries over. Now for what this mode entails. Basically, you can only scavenge Resources. You must make things such as Ammo, Health Packs, Stasis Packs, Weapon Parts and Circuits from the Resources that fallen enemies drop or that you find lying around. Enemy difficulty is set to the Survivalist difficulty setting. Collectibles like Blueprints, Artifacts and Logs can still be obtained during this run. Also, you can play co-op in this as well. If you have any extra Resources, focus on upgrading your RIG and Stasis first, it will make a huge difference. After they are upgraded enough you can start working on upgrading weapons. Also, skip all of the Optional Missions, they add unneccessary time and possible difficulties to the playthrough. For the most part, you are given a fair quantity of the Resource you pick up, although you can get the occassional low count pick up. You will get a huge abundance of Scrap Metal.
Collect all Weapon Parts.
Weapon parts come in many shapes and sizes for many different things in Dead Space 3. They are used to craft and upgrade weapons for you to use. You can find frames, cores, tips and much more for you to add on to weapons and making them even more deadly is the aim of the game. For this trophy, you're going to have to collect each weapon part. There is a total of 73 weapon parts. A full collectable walkthrough can be found in the collectables section of this trophy guide.
Collect all Alien Artifacts.
Alien artifacts don't have much purpose and there's only roughly around 10 of them. They are usually well hidden within the chapters of Dead Space 3. A full collectable walkthrough can be found in the collectables section of this trophy guide.
Collect all Artifacts.
Artifacts come in different groups in Dead space 3. They are Unitologist, S.C.A.F., Earth Gov and more. They have no true purpose but to act as collectables. There are 40 artifacts to find in the game. A full collectable walkthrough can be found in the collectables section of this trophy guide.
Collect all Logs.
Logs come in two different types, audio and text. Audio logs are screens with the words "play" on them and they are usually fairly easy to spot. Text logs just looks like any other loot, but give off a white glow. Both types of logs can give you a great back story to the game you're playing. There is a total of 71 logs. A full collectable walkthrough can be found in the collectables section of this trophy guide.
Collect all Circuits.
Circuits are very useful in Dead Space 3. They act as nodes from the other Dead Space games, as they can upgrade certain things for your weapons. Weapons have circuit slots where a limited number of circuits can be placed. Circuits can upgrade things like damage, rate of fire, reload speed and more. There is a total of 61 circuits. A full collectable walkthrough can be found in the collectables section of this trophy guide.
There's Always Peng!
Peng is a recurring thing in the Dead Space series. It's a little, well-hidden trophy that you can find within the game that can be sold for plenty. In Dead Space 3, Peng can be found in Chapter 14
during the optional mission Reaper Barracks
. Once you get to the pump room a little bit into the mission, after the first pump, you need to stasis it while the spikey end is at the other end and you can look behind it. You should see a figure in a vent near the bottom right rod of the pump. Use kinesis to bring it over to you (it's tough to get, but keep trying and it will eventually pick up) to find Peng!
Retrieve Resources from a Scavenger Bot at a Bench.
You will first receive the Scavenger Bot in Chapter 5
. When you pick it up, it will mold to your arm. To use it, press
on the D-pad. Then press
. A little screen on the bot will pop up with waves coming out from the center in a certain direction. Go in the direction that the waves are going. When you get to the resource area, the waves will turn to full circles. When it does this, press
to relesae the bot. Let it scavenge while you continue on your mission. When the bot is done, you will get a notification on your screen and the bot will be at the next bench you go to. It's resources will be added to your inventory. Once you hit the bench after it's done the trophy will pop.
Successfully deploy Scavenger Bots to 15 Resource Areas.
This is basically the same as My Buddy
. Whenever you get an opprotunity where you aren't beingassaulted by Necromorphs or soldiers, press
on the D-pad to activate the Scavenger Bot then press
to have a screen pop up and start scanning. Follow the way the half-circle waves are pointing until you come up on a spot where the half-circles turn to full circles. Deploy the Bot with
and when it's done it will meet up with you at the next bench you visit. Simply do this fifteen times. Here is a list of good, scavengable areas:
- In the area where you aquire the bot.
Optional: Conning Tower: Area #1
- In the first room you enter after the first decontamination and vents with mines.
Optional: Conning Tower: Area #2
- After the gravity panels give way, you will go down a ladder then up another. The location is in the back, left area of the room.
- After exiting the tram, there will be a door on the left and right. Use the left door and head to the little control station office/area.
- Once you gain access to the back portion of the ship, go up the ladder the the back area on the right side of the ship. Right at the top, a few feet in front of you is a good resource area.
- After you reach the end of the first walk there will be a quick little scene where I believe the Snow Beast knocks you down a cliff. Once you get up, you will be walking down a long, narrow path. This area is a little past the halfway point where the path bends right. It will be on the left side of the bend.
Another Scavenger Bot is aquired in the first building you enter after the long pipe you are walking in collapses.
- Immediately when you enter the large area with the Way Station, head to your left along the rocks/border of the area.
- Behind the back, right of the Way Station is a little alcove. Enter it to find the area behind a large rock.
- When you enter the kitchen area, proceed to the very last room of the kitchen. It's in the room with the Artifact.
Optional: Supply Depot: Area #1
- Right at the base of the first ladder you're supposed to go up.
Optional: Supply Depot: Area #2
- When you have to move the power cell into the slot of the door to continue, there will eb another door with a power slot. Put it in that one and this area is in that room.
Optional: Supply Depot: Area #3
- Around the last workbench of the side quest.
- After you get outside, it will be along the path to the little hut you have to enter.
- After the Suit "Kiosk", you will head outside and the path will branch right and left, take the left all the way to the alcove.
- Almost immediately after you take the elevator outside after the drill scene.
- After taking the first elevator up to get the power cell, go to the left and head behind the little tin room.
- After heading back through the drill area and through some rooms you will come in contact with Stalkers. Go to the left and follow the narrow path to an alcove which has some resources.
- In the next Stalker area with all the crates, walk along the right side of the area.
- When you have to find the three parts, it is next to the part to the left of the ladder once you come down.
Optional: Armory: Area #1
- Take the first elevator down. It is to the left of the Suit "Kiosk".
Optional: Armory: Area #2
- After you pass the first big circular room, go down the elevator and follow your waypoint until you pass through another large circular room. Once you pass through it and head into the next room, the area will be in the back left.
- At the start, in front of the building on the right.
- After climbing the second ice wall, it is on the left when the path splits.
You can aquire another Scavenger Bot that is on the other side of Area #2.
- Immediately after the third ice wall.
- In the area where you fight the Snow Beast.
- After climbing the ladder, take a path on the right to a large opening.
- After entering the large red doors, take the lower path on the left.
- It is right after you enter the first little room in the level.
- Same room as the first piece of Rosetta you find.
- After you walk through a glass encased walkway and get ambushed by some Necros, it will be in the next room you enter.
Optional: Reaper Barracks: Area #1
- When you get to the second spike puncher (not working), enter the tube and take the first left out of it.
- You will get swarmed by feeders in the room where this area is found. It's also some type of display/trophy room with a Rosetta piece.
- Eventually, you will wind up sort of on the same path you started the level on. Eventually, you will come to a bridge on the left. Go straight instead and you'll come to a large, open area.
- After going up the lift after the first stalker area, it is on the left.
- Near the last piece of Rosetta.
Optional: Disposal Services: Area #1
- You'll come to an area with a torque bar door straight ahead and the main path taking you through the door on the right. Go left.
Optional: Disposal Services: Area #2
- It is in the next room after going down the elevator, on the left.
- After sprver, go up the elevator and past the Unitologist gunship. It's in the area near the door you must hack open.
- After the third rappel but bfore you enter the door.
- When you get towards the bottom of the metal scrap path, you'll see a small dead end pth on the right. It's along the main path on the left.
Optional: Artifact Storage: Area #1
- In the area where you get swarmed by Leapers and Alien Crawlers.
Optional: Artifact Storage: Area #2
- In the same room as all the objectives and Hunters.
- Right after you take the warped space flight an land, it will be to the right after you open the door.
- It is near the Red Marker in the middle of the circular room.
- This one is near the elevator that has the audio recording right next to it.
Craft a Weapon.
You will first be able to craft weapons in Chapter 3. After finding both the Heavy Standard Frame and Tesla Core you can craft a very standard weapon. Crafting a weapon is also an optional objective in this chapter and Isaac will be talking about weapon crafting when you're there. All you need to do is pick up the energy core and place it next to the bench and you can craft away. For tips on how to find the 2 weapon parts, please refer to the collectable guide at the bottom of the page. Also, there are two trophies that will require you to craft a special weapon, so you will get it regardless of how you go about it.
NOTE: To get this out of the way early by doing the given method, you must not have any Pre-order Bonus/Limited Edition DLC installed, this set up is given in one of them.
Add a Circuit to a Weapon.
At the workbenches there will be an option to upgrade a weapon. The Upper Tool and Lower Tool each have four circuits you can upgrade. If you find a circuit during the game, you can unlock the circuit block in the upgrade section and then choose the upgrade that coincides with the circuit you found (if you find a +1 Damage circuit, it will aloow you to use it to upgrade the weapon after you free up a circuit block in the upgrades section). Alternately, once you have enough resources you can unlock a circuit block then use the resources to create one of the available upgrades. No matter how you do it, this will come naturally over the course of the story.
Craft a Large Med Pack.
Once you hit the bench for the first time, there will be a Craft/Create section which will have stuff like Ammo, Stasis Packs and Med Packs available to create. In order to create a Large Med Pack, you will need 240 Somatic Gel. To check the total amount of Gel you have, press
and look at the right side of the RIG. To get the Gel you can either pick it up off dead enemies, from containers or just lying about. Perhaps the easiest way to get it is via the workbench. Go to the Safe section if you have excess Med Packs. Select a Med Pack and press
to sell it. You won't get credits like the first two games, you will sell it and get the Gel you need. However which way you do it, once you have enough head over to a bench and craft it.
Craft a Weapon with 2 Tools, Tips, and Attachments with all Circuit slots filled.
This is best done when you have most of the Weapons Parts and Circuits are collected. That will require you to not have to use any resources to build or upgrade your weapon. You will have the parts and circuits to do so. Take a look at our Weapons guide for a rundown of every weapon part and its function as well as some kick-ass weapons (especially my RPG/Pulse Rifle combo). If you are having trouble getting this to unlock, make sure you have all circuit slots unlocked. They require 20 tungsten each for a total of 8. You need all 8 slots filled with circuits for the trophy to unlock. You can also only have one tip for any weapon, be it the upper or lower one. Once all slots are filled with parts (except a tip slot if you don't want two) the trophy should unlock after you craft the weapon.
Fully upgrade your RIG.
The RIG is back and c'mon, how could you survive without it? lUnike Dead Space 1 and 2 where you upgraded your suit at a bench, you actually upgrade your suit at the few and far between Suit "Kiosks". This is where you can change your suit as well. Now there are Kinesis and Stasis portions that need to be upgraded for this trophy. You will need to completely upgrade all three areas in order to receive the trophy. The RIG consists of Hit Points, Air and Armor. Kinesis consists of ..., ... and .... Finally, Stasis includes ..., ... and .... Since we aren't using credits, you will need vast amounts of resources to do this. Here is a complete list of what resources and how many of each you will need to max out your RIG, Stasis and Kinesis:
Scrap Metal: 6,750
Somatic Gel: 1,875
Create a Blueprint that needs at least 2000 resources worth of parts and Circuits to build.
If you've been following the collectable guide and got every collectable up to the first bench in Chapter 5, you can earn this trophy there. This was my blueprint:
Frame: Heavy Compact Frame
Upper Tool: Military Engine
Lower Tool: Hydraulic Engine
Upper Tool Tip: Precision Tip
Lower Tool Tip: Default Tip
Attachment 1: Scope
Attachment 2: Electric Charge
Upper Tool Upgrade Circuits: +1 Rate of Fire and +1 Damage, +1 Damage
Lower Tool Upgrade Circuits: +1 Clip, +1 Rate of Fire
When all is said and done you will have built the Heavy Standard Seeker Rifle with Hydraulic Eviscerator
. To make a blueprint of the weapon, go to the editing screen on the bench and hit
. Obviously this isn't the only weapon blueprint that you can make that will bring you above 2000 resources, but it's the first time I tried and was only screwing around. If you are missing parts of this blueprint and would like to build this weapon, refer to the collectables section of the guide.
From the Jaws
Save your Co-Op partner from an execution by killing the attacker.
Another very simple trophy. An execution is when you have to mash
to get the necromorph off of you. When you see your partner getting attacked like this, shoot the nercomorph in the limbs and try to kill it as fast as possible. I suggest using a powerful weapon to kill it faster. Once it's dead and your partner is safe the trophy will pop. If you're having trouble getting an execution to happen randomly, get your partner to stand next to the necromorphs without hitting them. Sit in a corner and just watch your partner and if he's about to be executed just shoot the hell out of the necromorph.
Share and Share Alike
Use the RIG to give an item to your Co-Op partner.
Very simple. From the main-menu just select Co-Op Campaign, and play with another person by whatever means. Now press
to go into your RIG, and press
on any item. Then scroll down to where it says Give to give the item to your partner. A message will say your partner has received the gift and the trophy will pop.
Revive your Co-Op partner 10 times.
You can only revive your co-op partner once their health has been depleted. Once they are hunched over with a big
above them, go to them and hit
to revive them. You need to do this 10 times. A good strategy for this is to never heal yourself
, just play normally and if you have low health, die and get revived. This will help both of you. It would also help to play on slightly harder difficulties so you have the chance to die easier. Playing on easy you may not die at all.
Ghosts of the Past
Face all of Carverís demons by completing all Co-Op only optional missions.
The biggest co-op trophy only requires you to complete all three co-op optional missions, which can be selected from the Chapter Select or found in the game. They are all easy, the hardest being the last one if you don't know what to do. All you need is a friend to play with and you should have this trophy in no time.
Chapter 4 - C.M.S. Brusilov
How To Start: Travel to the C.M.S. Brusilov when you get to the shuttle that tours you around the wreckage. There's a door to another ship that can only be opened in co-operative play.
Tips: This is a fairly easy optional mission. The main premise here is that you need to turn on the power in an abandoned space shuttle. It's fairly linear so you shouldn't have any trouble as everything is straight forward. This mission is also basically identical to the other optional mission in this chapter, but shorter. At the end you'll manage to turn the power back on, then you'll need to backtrack all the way to the entrance and the mission will be finished. Simple.
Chapter 11 - Archaeology
How To Start: Like the others, you'll come to a door that says co-op on it. This looks just like the other optional mission starter point.
Tips: Another simple co-op mission. Not much to say here, it's very linear and you really just need to circle around the area until you get back to the start. Extremely easy. At the end is the only mildly tough part where you need to lower the storage crate and kill waves upon waves of necromorphs. Though, if you've done the other optional missions you should be very used to this segment. Stand in a corner near your partner and do a last stand-esque fight or just run around. It's not hard to do. Gather the goods from the storage crate and you'll be finished.
Chapter 14 - Marker Containment
How To Start: When you enter the labs where you need to assemble Rosetta, there will be a co-op door.
Tips: The toughest co-op mission if you don't know what to do. It's still linear, but this time Carver will have weird hallucinations where he's attacked by shadow feeders. During these sequences, Isaac will need to defend the both of them against hordes of necromorphs until Carver is finished. These hallucinations can be somewhat tricky. The first just needs Carver to run to the end of it where the marker is, no biggy. The next, you have to shoot the shadow feeders and wait for it to be finished (I liked to hang by the marker area). Now the third. If you don't know what to do, you will not beat it at all. What you need to do is go to where the marker is, stay left near a sofa to stop the feeders from attacking and just lay into the marker until it is destroyed. Once it is, you'll be able to get the goods from the storage crate and end the mission.
Share a Blueprint with your Co-Op partner.
To share blueprints, you need to go to a bench, select blueprints and hit
to share it with you partner. If the partner already has the blueprint, it won't work!
Your partner cannot have the blueprint when you share it with them. So a good thing to do is make a blueprint for a custom weapon because they most likely haven't created the same weapon you have and then made a blueprint of it. So on the blueprint screen, scroll down to the custom blueprints and hit
for the trophy to pop.
Kill 30 enemies using Fodder axes.
The enemies carrying fodder axes are known as Wasters. Their suit usually has a bit of yellow on it, unless it is the Black variant. They carry an axe in each hand. If you don't shoot of their arms yourself, and say they split in it, the axes will just disappear (at least that's how it seems for me). Also, they don't do much damage. For the most part, you will need to hit an enemy with three of these axes. Your best bet would be to use these axes on weaker enemies when they are around. If you plan to use them on a Waster, either shoot off its head or let it separate in half. Stasis is key to this as well. Enemies won't stand still for you to do this. Early on in the game, there will be enemies holding something similar, but they are more liked spiked batons and won't count. Once you reach Tau Volantis is when they will start coming out, or at least the type you want. Playing on Casual
will allow you to kill Lurkers
with one shot and Waster/Slashers/Spitters with one decapitated arm
in one shot from the Fodder Axe
so long as you hit and dismember its other arm. You can also the The Swarm
with an axe and get it to count. Also, the place I was able to get the majority of mine was the C.M.S. Brusilov Co-op Optional Mission
. There are a lot of these enemies, as well as Lurkers and Swarm.
Originally Posted by TheFirstBandit
Originally Posted by flyingturk
Kill a Soldier by TK'ing a grenade or rocket back at them.
During the game, you will face Unitologist soldiers a fair number of times. Early on in the game, they throw grenades. As the game progresses, especially on Tau Volantis, they start to bring out the RPGs. Now, you can't garuntee that the soldiers will throw grenades, or if you throw it back if it will kill them. Luckily, the RPG Unitologists appear in Chapter 10. They basically stand still and have a triple beam aimer. They also are a little bulkier than the standard soldier. I recommend finding one and using stasis on him. Then, kill all surrounding enemies that way you are not taking damage from other soldiers when doing this. When the lone RPGer takes aim and fires, grab the rocket with kinesis and throw it right back at him for an insta-kill. The rockets travel a lot slower than grenades and have a straight line path so it should be much easier for you to grab. With the RPG, either a direct hit or a close proximity hit will kill the Unitologist. For the grenade, you practically have to hit dead on. If you do it by the grenade way, the charge/time to explode will pause while in kinesis.
Kill 10 alien Necromorphs.
Alien Necromorphs first come into play in Chapter 16. They are some weird ... alien ..... rhino .... alien queen from Aliens vs. Predator sons a bitches. They take A LOT of damage, even on Easy. The key for them is Stasis and then aiming for limbs. Without a doubt though, acid, electricity and explosive damage do a fair amount of damage to them. Their main attack is a rush and swipe with it's hand ... claw thingy. When you get a group of them it can get rather annoying. The also spit out things similar to the suicide baby things from Dead Space 2, but are know as Alien Crawlers. They can screw you over as well ... but can help you. If you just don't want to mess with them, shoot the sack to kill them. If you want to use them to your advantage, shoot of their head and use kinesis to throw them at the Alien Necro. This will come naturallu, as there as way more than ten for you to slaughter.
Go for the Limbs!
Dismember 500 limbs from living enemies.
This will come naturally during your first playthrough of the game. This is different than previous dismemberment trophies though. This go around, you acutally have to dismember the limb(s) while the enemy is alive. When doing this to a Unitologist, one dismemberment will kill them. For Necromorphs, dismembering both legs and then an arm will kill them, while some others may die once two limbs are off. Don't worry though as dismembering is part of the game.
And Then We Doubled It!
Dismember 1000 limbs from living enemies.
You will easily be able to pick this up during your playthroughs of Dead Space 3. Dismembering a limb for this trophy is when you shoot off a leg, arm of head of a live enemy. If the enemy is dead it won't count towards your total. Unitologists are less durable than Necromorphs as only one dismemberment will kill them, whereas Nercomorphs can take up to around 3 dismemberments. You should be able to earn this during your first playthrough of the game as dismemberment is a main game play mechanic of the series.
Kill 50 enemies while they are in stasis.
In order to Statis an enemy, you must press
to put it in Stasis. Now early on in the game, Statis won't last long, you won't have much of it and if you combine it with the "weaker" damage of your weapons, you may not kill the enemy while it is in Stasis. Early on, your best bet is to shoot out a leg or an arm and then Stasis it and kill it. As you progress in the game, you will upgrade your Stasis and weapons so it will be a lot easier to kill then later on. Odds are you will Stasis and kill over natural play so don't stress or focus on getting it. Also, there is an attachment called Stasis Coating. Once unlocked, you can equip it on your gun. Each fired shot will contain some stasis and the kills you get with it will count.
Kill 30 enemies with explosion damage.
If you want to go for this o'natural, you'll be going after this for a while. There are various ways to get this trophy, but your best bet in the end will be to make your own gun. Here is a list of possible ways to get the kills:
Explosive Barrels: The standard red barrel with the first symbol on it. You will find it at various points in the game. Kills with this seem to be iffy. I've gotten around five or six kills with it, but only one has counted.
Exploders' Sack: The Exploders have that big yellow sack that explodes when it impacts forcefully. If you are able to detach it you can use it to kill enemies. This is another iffy one as well, I have only gotten a kill or two with it to count.
Unitologists: Some use grenades, others use RPGs. Use Kinesis to grab it and throw it back at the soldiers.
RPG: Once you have the required parts you can make one. You will need a Heavy Frame, a Survey Charge as the Tool and the Direct Suspension Field as the Tip.
Grenade Launcher: You will need a Heavy Frame, a Survey Charge as the Tool and the Default Tip it gives you.
For locations of said parts needed for the RPG and Grenade Launcher, visit the Collectibles section. If need be, you could always craft the parts with your resources.
Kill 30 Soldiers with head shots.
During the game, you will fight Unitologist Soldiers. They'll be going after Isaac a lot. You'll find them in the beginning of the game before you leave the city with Carver and his guys and while you are on Tau Volantis. The best guns are use for headshots are either the Plasma Cutter, SMG or something along the lines of the Pulse Rifle (from previous Dead Space games). Unitologists are fairly easy to kill, so even a misplaced shot or two will kill them. For the most part, they just take cover and pop out to shoot or stand still. They won't evade you much. When you get a headshot it will be pretty obvious, the soldiers head will bust open with a spurt of blood and you cann even hear a type of squishy pop.
Kill 30 enemies using melee strikes or a melee Weapon Part.
There are two ways to melee, by pressing
to stomp while aiming with
OR to press
for a punch when not aiming. Don't do this when going against a group of enemies. Do this when you have only an enemy or two to face. If playing on a lower difficulty, you could just simply go up to a Necromorph and melee away. To make it easier overall, especially on a higher difficulty, soften up the Necro before going into hand to hand combat. I recommend shooting out it's legs the curb stomping its body as it crawls around. Also, you cound shoot of an arm and then begin to melee. To buy yourself time when doing this, use Stasis on them. You should get in a fair amount of damage or even kill them before the Stasis wears off.
This trophy is much easier if you have a melee attachment as a weapon. In the blueprint in Master Plan
, if you follow it to a tee you'll have the Hydraulic Engine as a lower tool. The hydraulic engine is like an electric sword that kills necromorphs in 1-2 hits on Casual difficulty. Note: I'm not sure if the electricity comes from the engine itself or the fact that I have an electric attachment on the gun.
Dissolve 50 enemies with acid.
Yeah man ... woah you see that? Righteous! Wait no ... wrong type of acid
This is a rather fun attachment. When it hits an enemy the have a greenish glow to them and start to dissolve. I have heard people fancy this on the Ripper. For the Ripper, the Rip Core is the Tool, either the: Directed Ejection Field, Compact Direct Ejection Field or Default Tips are used and you add the Acid Bath Attachment. This turns the already badassary of the Ripper into a gut wrenching beast. While this is cool, my favorite is it on the Pulse Rifle. To craft this beauty you will need: a Heavy Frame, the Military Engine Tool, the Repeater Tip and the Acid Bath Attachment. This gun ... my god I love it. It takes off the limbs like nothing but even if you misfire a bit the acid will still eat away at the Necro. For locations of the need parts, head over to the Collectibles guide.
Kill 30 enemies using an electrified Ripper blade.
Ah ... the Ripper. A fan favorite or fan hated from previous Dead Space games. In Dead Space 3 there is the standard floating blade, but you can also construct one shoot the blade. Also, you can ..... personalize it. First, you need a Frame, either the Compact or Heavy will do. Next, choose your Tool as the Rip Core. Now you can choose how your blade works with the Tips: Compact Direct Ejection Field, Direct Ejection Field (both allow shooting the blade) or Default (suspended in air blade). Finally, you need to add the Electric Charge Attachment in the second Attachment slot area. This gives the blade its spark. Now, you don't actually have to kill the Necros with the electric pluse the it lets out when it hits. Most of the time the direct impact will kill the Necro. Basically, all you need is the attachment equipped for the kills to count. See the Collectibles guide for locations of needed parts.
Use quick heal to heal yourself 20 times.
During the game, you will get damage inflicted onto you. The blue/tiel health bar on your back will get lower. You will find Med Packs thoughout the game, whether it's from dead enemies, just lying around or you making them at a crafting bench. When ever your health goes down, press
to automatically use a Med Pack if you have one. You will get injured a lot, so unless you are a god at the game this will come naturally.