Dead Space 3

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This walkthrough is intended to be spoiler free. My goal is to help you understand what is required to unlock the 50 achievements as efficiently as possible without discussing the plot.

You will need to play through the game four times, once on each of the four different game modes. You will have a separate save file for each playthrough.

47 achievements can be earned in your Standard mode playthrough, which I suggest doing on Casual difficulty (there is no achievement-related incentive to play on a higher difficulty). Nothing is "missable", as you can replay chapters to mop up anything you might have missed this first time through the game (optional missions, location-specific achievements, situational achievements, collectibles, etc). Note that three missions require an online co-op partner and include numerous collectibles, so online co-op play is required for 100%. Completing the 47 achievements in this playthrough took me about 25 hours.

The remaining three achievements require completing the game on Classic, Pure Survival, and Hardcore modes, which are unlocked by completing the main story on your Standard playthrough. These three playthroughs took me about 10 hours each.

Classic mode is played on Hard difficulty and does not include the new weapon system, making it feel a little more like the previous games in the series.

Pure Survival mode is played on Hard difficulty and forces the player to use the new resource system to build weapon parts/circuits, ammo, med packs, and stasis packs. These items are no longer found in-game or dropped by enemies.

Hardcore mode is played on Hard difficulty, but (to me, at least) feels more like Normal difficulty. Death causes an immediate auto-save that resets your progress to ZERO. You can copy your save file to a memory device and then overwrite your main file with this copy whenever you die so you only lose progress to your most recently backed-up checkpoint. Or you can attempt to do this "legit" and potentially lose hours of progress at any given death.

I suggest reading through this entire walkthrough, so you can get a basic understanding of what is expected for completion. There are no spoilers.

Dead Space 3 is mostly linear. The game has an objective locator, which can be activated by pressing in the right stick. This locator draws a blue path to your objective and can be toggled with the d-pad to instead show the direction to the nearest bench or suit kiosk.

A major change from the previous games is the bench/weapon/resource system. You can still find weapon blueprints to build basic weapons (Ripper, Line Gun, etc), but you can also find blueprints for pre-designed "advanced" weapons (which are really just templates for weapons that you could build yourself from parts). You can also build your own "advanced" weapons and consumables (ammo, med packs, and stasis packs) from weapon parts (frames, tools, tips, attachments, and circuits) and resources (tungsten, semiconductors, scrap metal, somatic gel, and transducers). Resources are readily found throughout the game, primarily from dead enemies, in lockers, or in breakable containers. Weapon parts are one of the collectible types and are found in specific locations throughout the game.

Ammunition is also different than in the previous games: there is now only one ammo type and it works with all weapons.

Also worth noting is that the save system is slightly different than in previous games. There are two ways to save your game:

1) Autosave. This happens automatically after reaching certain areas or completing certain tasks and creates a "checkpoint." An autosave icon in the upper right corner of the screen indicates when this happens.

2) Save and Quit. You can choose to do this through the game menus. This option only saves your character status (any items you've acquired or achievement progress you've made since the last save) and does not save your story progress. Continuing will put you back at the last checkpoint you had reached, so when you want to stop playing, try to first reach a checkpoint with an autosave.

Like in previous games, the best way to kill enemies is to sever their limbs. There are two achievements for severing limbs that will eventually come through normal play.

As you progress through the game, you will find Scavenger Bots (the first is story-related and cannot be missed). These bots can be deployed anywhere to search for resources. They have a location detector function to help locate high-yield deployment points (there is an achievement for deploying your bots from 15 such locations). The bots spend 10 minutes searching for resources and, once done scavenging, can be retrieved at any bench.

I suggest only searching for these high yield spots up until you unlock the Metal Detector achievement. In my experience, the quicker you deploy your bots, the quicker they get back, resulting in more Ration Seals (which are used to buy resource packs).

Most collectibles can be found with minimal exploration, but a few are in somewhat tricky locations and likely will require a guide. I suggest trying to explore thoroughly as you work through your first playthrough, then using a collectibles guide find what you missed. The game has a progress tracker that tells you how many of each collectible type you have for each chapter, making it easier to zero in on the collectibles you might have missed in your first playthrough.

There is a new consumable item called a Tungsten Torque Bar that can be crafted at the bench. This is a single-use item that is needed to unlock certain doors. There are a total of eight such doors in the game and each contains at least one collectible.

You can earn 47 achievements in your Standard playthrough, replaying chapters after completing the story to complete anything you missed initially. The final three achievements will come from playing through on the three game modes unlocked by completing the game on Standard mode.

The reward for completing Classic mode is a godly weapon called the Devil Horns, which looks like a giant red foam finger. The primary fire is a semi-automatic rifle and the secondary fire is a shotgun. It deals insane damage and has an ridiculously large clip size. This weapon is intended to only be available in Standard and Classic modes, but there is a way to get it in to both Pure Survival and Hardcore modes ONLY IF YOU ARE PLAYING THE PHYSICAL VERSION OF THE GAME AS THERE IS NO WAY TO REMOVE THE TITLE UPDATE FROM THE DIGITAL VERSION:

1) Beat the game on Standard mode to unlock Classic, Pure Survival, and Hardcore modes.
2) Beat the game on Classic mode to unlock the Devil Horns. It can now be accessed in Classic mode and Standard mode.
3) Disconnect from Xbox LIVE and clear your system cache.
4) Start or continue a Pure Survival or Hardcore mode game and get to a bench. The Devil Horns will be there! Equip them and save/quit.
5) Reconnect to Xbox LIVE and re-download the latest title update. Continue your Pure Survival or Hardcore game and you will still have the Devil Horns.


If you have not yet played Pure Survival or Hardcore mode, you will need to advance the story until you get to the bench in Chapter 3 (aboard the Roanoke) to get the Devil Horns.

If you had already advanced past chapter 3 in your pure Survival or Hardcore playthrough, then disconnect from Xbox LIVE, clear your system cache, load up your game and go to any bench (chapter 4 starts in a room with a bench). I had already completed both modes and the Devil Horns were at the first bench I visited.

NOTE: The Awakened DLC includes an update that prevents the Devil Horns from being accessed in Pure Survival and Hardcore modes. If you try to delete the DLC and clear cache, the game will not allow you to load any of your previous saves. It does not matter if you've never played the DLC.

If you downloaded the DLC before completing your Pure Survival and Hardcore playthroughs, there is a workaround to get the Devil Horns but it involves another full standard playthrough, so it might not be worth it. I completed Pure Survival and Hardcore before the Devil Horns exploit was discovered and it wasn't that bad.

Start by completing your standard and Classic playthroughs to unlock the Devil Horns. Then delete the DLC from your hard drive and complete a new standard playthrough (not a new game+). At this point, you can follow the steps above (starting on #3) to access the Devil Horns in your Pure Survival and Hardcore playthroughs. Just be sure not to redownload the DLC until you're done with all your playthroughs.

This page will give you a basic overview of the new resource and weapon system introduced in this game.

Resources

There are five resources that appear in abundance throughout the game: tungsten, semiconductors, scrap metal, somatic gel, and transducers. These resources can be found in lockers, in breakable containers, just laying around, and on dead enemies. They can also be acquired by deploying scavenger bots. Resources are used to build weapon parts (frames, tools, tips, attachments, and circuits), to craft consumables (Ammo, Med Packs, Stasis Packs, and Torque Bars) and to upgrade the RIG (your body suit). A sixth resource, ration seals, are found only by scavenger bots and can be used at the bench to purchase resource packs. I suggest never buying the 60-seal pack as two 30-seal packs are a better deal. In Classic mode, only buy the 10-seals pack because you can't craft weapons (so any weapon parts you get would be useless).

Weapons

The weapon system in Dead Space 3 is slightly different than the previous games. Weapons can be crafted from scratch or built from blueprints. Every weapon consists of a frame and up to two tools, where tools determine the basic functionality of the gun. Each tool can have a tip that modifies how the weapon behaves (the default tip provides the basic function of the tool). Weapons can have up to two attachments that further modify/improve the weapon (a scope, added elemental damage, etc). Weapons can also be further improved by adding circuits, which give minor bonuses to clip size, reload speed, damage, and rate of fire.

Frames, tools, tips, and attachments are considered Weapon Parts, one of the collectible types. Once you find a weapon part or circuit, you can build more of that part or circuit with resources. You can disassemble weapons at any time to re-use parts.

There are hundreds of possible combinations to be made from all the various weapon parts. In my somewhat limited testing, I've found the Plasma Cutter to be a very versatile weapon when upgraded with damage and rate of fire circuits. If you have a Dead Space 2 save file, then you will receive a special upgraded Plasma Cutter when you reach the bench in chapter 3.

The most powerful weapon I've found is a Chain Gun/Force Gun combination. The upper tool is a Telemetry Spike with a Diffraction Torus tip (both found in chapter 4). The lower tool is a Plasma Core with the default tip (found in chapter 11). You can use a Military Engine with a Conic Dispersal tip as the lower tool (found in chapters 4 and 5, respectively) to create a Shotgun until you get the Plasma Core in chapter 11. This weapon is great, because the Chain Gun has a huge clip and does decent damage with great stopping power and the Force Gun knocks back and stuns anything that gets close to you. If you add the Ammo Box attachment (found in chapter 14), you get one instant reload when the clip is empty, effectively doubling the already huge clip.

Another great weapon is the Seeker Rifle (essentially a sniper rifle). Is is made with a Military Engine tool with a Precision tip and is great against ranged enemies (like Unitology soldiers, Lurkers) and against single targets. It's a great compliment to the Chain Gun/Force gun combo.

Feel free to experiment with other weapons and combinations. You'll need to build a Ripper (Rip Core tool) and a Grenade Launcher (Survey Charge tool) for the Electric Lawnmower and Blast Corps achievements. You'll also need to add an Acid Bath attachment to any weapon to work towards the Dropping Acid achievement.

RIG

RIG, short for Resource Integration Gear, is a health management and strength augmentation system built into your suit. It contains three areas that can be upgraded with resources: RIG (health, armor, and oxygen), Stasis (energy, duration, and recharge) and Kinesis (impale damage and range). The RIG must be fully upgraded to unlock the RIG Master achievement. For upgrades, I give priority to RIG Hit Points and Stasis Energy and Duration, then RIG Armor and Stasis Recharge, then Kinesis, and finally RIG Oxygen.

The Bench

Benches serve several purposes. At a bench, you can:

1) Build/modify weapons from parts (and craft part from resources).
2) Build weapons from blueprints (using resources).
3) Add circuits to weapons (and craft circuits from resources).
4) Craft (and sell) consumable items from resources.
5) Store items in your safe.
6) Retrieve Scavenger Bots (and the resources they find).
7) Use Ration Seals to buy resource packs (through the DLC menu, where you can also buy resource packs and other DLC items for MSP).

This page serves as an introduction to the 13 "cumulative" achievements that you will work on during your Standard mode playthrough. Many of these achievements will be brought up in greater detail during the Story Walkthrough.

You must sever 500, and then 1000, enemy limbs (from live enemies) to unlock two achievements. The latter may take until your second playthrough depending on how efficient you are.

Go for the Limbs!

Dismember 500 limbs from living enemies.

Go for the Limbs!
1 guideOnline/OfflineSingle PlayerCooperativeCumulative +

And Then We Doubled It!

Dismember 1000 limbs from living enemies.

And Then We Doubled It!
3 guidesOnline/OfflineSingle PlayerCooperativeCumulative +

You must fully upgrade your Rig to unlock the RIG Master achievement. RIG upgrades are done at Suit Kiosks and require various amounts of resources. This will be a work-in-progress for most of your playthrough.

RIG Master

Fully upgrade your RIG.

RIG Master
5 guidesOnline/OfflineSingle PlayerCooperative

Med Packs can be used from your inventory or by pressing "B" during gameplay. Doing the latter 20 times unlocks an achievement.

Overpowered Healing

Use quick heal to heal yourself 20 times.

Overpowered Healing
1 guideOnline/OfflineSingle PlayerCooperativeCumulative +

Stasis temporarily slows down enemies. You must kill 50 stasis affected enemies to unlock the Slow Mo achievement.

Slow Mo

Kill 50 enemies while they are in stasis.

Slow Mo
2 guidesOnline/OfflineSingle PlayerCooperativeCumulative +

You must kill 30 Unitology soldiers with headshots to unlock the Shootbang achievement.

Shootbang

Kill 30 Soldiers with head shots.

Shootbang
1 guideOnline/OfflineSingle PlayerCooperativeCumulative +

You can perform a melee attack by pressing RT. You must kill 30 enemies with melee attacks to unlock the Empty Chamber achievement.

Note: The Hydraulic Engine tool, found in chapter 5, allows a weapon to deal a more powerful melee attack.

Empty Chamber

Kill 30 enemies using melee strikes or a melee Weapon Part.

Empty Chamber
2 guidesOnline/OfflineSingle PlayerCooperativeCumulative +

You must build a gun with a Rip Core tool and an Electric Charge attachment, then kill 30 enemies with it to unlock the Electric Lawnmower achievement.

Electric Lawnmower

Kill 30 enemies using an electrified Ripper blade.

Electric Lawnmower
5 guidesOnline/OfflineSingle PlayerCooperativeCumulative +

You must add an Acid Bath attachment to a weapon, then kill 50 enemies with it to unlock the Dropping Acid achievement.

Dropping Acid

Dissolve 50 enemies with acid.

Dropping Acid
6 guidesOnline/OfflineSingle PlayerCooperativeCumulative +

You must build a gun with a Survey Charge tool, then kill 30 enemies with it to unlock the Blast Corps achievement.

Blast Corps

Kill 30 enemies with explosion damage.

Blast Corps
5 guidesOnline/OfflineSingle PlayerCooperativeCumulative +

You must kill 30 enemies with Fodder axes to unlock the Axes High achievement. This is done by severing the arms of Wasters (axe carrying enemies), then using Kinesis on the axes.

Axes High

Kill 30 enemies using Fodder axes.

Axes High
4 guidesOnline/OfflineSingle PlayerCooperativeCumulative +

You must kill 10 alien Necromorphs to unlock the Close Encounter achievement. You won't encounter these enemies until chapter 16.

Close Encounter

Kill 10 alien Necromorphs.

Close Encounter
1 guideOnline/OfflineSingle PlayerCooperativeCumulative +

You must deploy your scavenger bots from 15 high yield areas to unlock the Metal Detector achievement.

Metal Detector

Successfully deploy Scavenger Bots to 15 Resource Areas.

Metal Detector
4 guidesOnline/OfflineSingle PlayerCooperativeCumulative +

This section will guide you through the achievements that can be unlocked during a Standard mode playthrough. There are no spoilers!

You should play on Casual difficulty as there is no incentive to play on harder difficulties for your first playthrough.

The actual progression of the story is left up to the player to discover. Dead Space 3 is mostly linear and if you're ever unsure where you need to go, remember to use your objective locator by pressing in the right stick.

In terms of collectibles, I suggest just find what you can through exploration in your first playthrough, and then use Chapter Select to go back and find anything you have missed. You can press "Y" at the Chapter Select screen to get a breakdown of what collectibles have been found in each chapter. Remember, there are many collectibles to be found in the 10 optional missions. A full breakdown of collectibles, including YouTube videos are shown on the next page.

Prologue: Beginnings

Complete this chapter to unlock the Stranger in a Strange Land achievement.

Stranger in a Strange Land

Complete the Prologue.

Stranger in a Strange Land
1 guideOnline/OfflineSingle PlayerCooperativeMain Storyline

Chapter 1: Rude Awakening

Note: Remember to try to kill Unitology Soldiers with head shots to work towards the Shootbang achievement.

Chapter 2: On Your Own

You will unlock the Space Odyssey achievement near the end of chapter 2.

Space Odyssey

Survive your first spacewalk.

Space Odyssey
1 guideOnline/OfflineSingle PlayerCooperativeMain Storyline

Chapter 3: The Roanoke

You will find your first circuit in this chapter. From a bench, choose "weapon upgrades" and add a circuit to any weapon to unlock the Circuit's Edge achievement.

Circuit's Edge

Add a Circuit to a Weapon.

Circuit's Edge
1 guideOnline/OfflineSingle PlayerCooperative

Craft a weapon at a bench to unlock the Strapped achievement. You can modify (add to) an existing weapon rather than creating one from scratch.

Strapped

Craft a Weapon.

Strapped
1 guideOnline/OfflineSingle PlayerCooperative

Once you have 240 Somatic Gel, you can craft a Large Med Pack at a bench (in the "craft items" menu) to unlock the EMT achievement.

EMT

Craft a Large Med Pack.

EMT
2 guidesOnline/OfflineSingle PlayerCooperative

Note: If you want this achievement without permanently committing 240 somatic gel to the Large Med Pack, you can craft it, dashboard, then continue (from your last checkpoint).

Chapter 4: History's Ember

Just outside the Admiral's quarters (after a cutscene), you can find a mounted deer head on the wall. Shoot it to unlock the Under a Buck achievement.

Under a Buck

Shoot the deer head trophy in the Admiral's Quarters.

Under a Buck
4 guidesOnline/OfflineSingle PlayerCooperative

There are two optional missions in this chapter:

Optional mission: C.M.S Greely

Note: The Electric Charge attachment can be found in this optional mission. It will eventually be used with the Rip Core tool (found in chapter 13) to work towards the Electric Lawnmower achievement.

Co-op mission: C.M.S. Brusilov

Chapter 5: Expect Delays

As you progress through the chapter, you'll find a scavenger bot. Scavenger bots can be used by by pressing up on the d-pad. You can then press LT to open an indicator that will guide you to high-yield areas. The conical central part shows you the direction to the high yield area, while the outer arrows indicate level: arrows pointing up or down indicate that you need to move to a higher or lower level, while arrows pointing inward indicate that you're on the right level. Once the display changes to a pulsing blue circle, you are at the high yield spot: press RT to deploy the bot. The bot will search for resources, then return to your bench after 10 minutes. The first time it returns to a bench and you retrieve it, you will unlock the My Buddy achievement.

My Buddy

Retrieve Resources from a Scavenger Bot at a Bench.

My Buddy
1 guideOnline/OfflineSingle PlayerCooperative

Deploy Scavenger Bots 15 times at high yield areas to unlock the Metal Detector achievement. This will likely take you until much later in the playthrough to unlock.

Note: Scavenger Bots can be deployed anywhere, but it will not count towards the Metal Detector achievement unless they are deployed at high yield areas.

Note: The Hydraulic Engine tool can be found in this chapter. It can be used as the 2nd tool on a weapon and functions as an enhanced melee attack. The Empty Chamber achievement requires 30 kills made with basic melee strikes or attacks with a weapon that has this tool.

There is one optional mission in this chapter:

Optional mission: Conning Tower

Chapter 6: Repair to Ride

Around this time, you should have access to enough tools, tips, attachments, and circuits to "max out" a weapon to unlock the Full House achievement. You can build parts from resources if you don't have enough.

Full House

Craft a Weapon with 2 Tools, Tips, and Attachments with all Circuit slots filled.

Full House
2 guidesOnline/OfflineSingle PlayerCooperative

Once you've assembled the weapon for the Full House achievement, you can make a blueprint of it for the Master Plan achievement.

Master Plan

Create a Blueprint that needs at least 2000 resources worth of parts and Circuits to build.

Master Plan
2 guidesOnline/OfflineSingle PlayerCooperative

Note: There is a great spot in this chapter to work towards the 30 kills required for the Axes High achievement. You are sent to refuel a shuttle and when you reach a control room and activate a console, a checkpoint is created. You will then need to use Kinesis to attach the fuel nozzle, at which point four Wasters will attack you, one at a time, from the control room. You want to stasis one, then sever his arm, then grab the axe with Kinesis, then shoot it at him. The axe must be the killing blow, so you will need to figure out if you need to do any other damage to him before severing the arm and using Kinesis the axe. I had to shoot him once in the chest before severing the arm, so that the axe will deal a killing blow. After killing the four Wasters, save/quit, then reload checkpoint and repeat until you unlock the achievement. It might be easier to replay this chapter after completing the game when you have better weapons and upgraded stasis.

You will unlock the Critical Mass achievement near the end of chapter 6.

Critical Mass

Recover the shuttle.

Critical Mass
1 guideOnline/OfflineSingle PlayerCooperativeMain Storyline

Chapter 7: Mayhem

Space Ace is unlocked by shooting 70 targets during a flying event that occurs near the end of chapter 7. This achievement is MUCH easier if done in co-op. I suggest not worrying about it your first time through and instead replaying the chapter with your co-op partner.

Space Ace

Shoot at least 70 targets during the ride to Tau Volantis.

Space Ace
3 guidesOnline/OfflineSingle PlayerCooperative

You will unlock the Snow Crash achievement at the end of chapter 7.

Snow Crash

Reach Tau Volantis.

Snow Crash
1 guideOnline/OfflineSingle PlayerCooperativeMain Storyline

Chapter 8: Off the Grid

Note: You can find the Survey Charge at the start of this chapter. Use it to create a grenade launcher (at a bench) to work towards the Blast Corps achievement.

Chapter 9: Onward

Near the start of Chapter 9, you will enter a room and startle a new enemy called a Feeder. The Hungry achievement requires that you move through the next two rooms (connected by a hallway) undetected by Feeders. When you enter the first room, press in your right stick to crouch and slowly walk to the back-right corner, then move left along the back wall to the and into the exit door. Continue through a hallway and into the second room. You will see a Feeder to the right. You want to get to a door in the back-left area, so slowly move in that direction and you should be able to get by without any problems. If the other Feeders are in your path, then Kinesis a small object and shoot it to the opposite side of the room. The achievement will pop when you exit this room and enter the pump room. If you alert any Feeders, simply reload checkpoint and try again.

Note: there is a collectible in the 2nd room that you cannot get without alerting the Feeders.

Hungry

Reach the pump room of the Waystation without alerting any Feeders.

Hungry
4 guidesOnline/OfflineSingle PlayerCooperative

There is one optional mission in this chapter:

Optional mission: Supply Depot

Chapter 10: Now We Know

Near the start of this chapter, you will get separated from your group and then go down an elevator/lift. As you reach the bottom, you will be attacked by a group of Unitology soldiers across a small bridge. As soon as you get off the lift, aim ahead and a soldier will fire a rocket in your direction. Telekinesis this rocket and shoot it back at a soldier to unlock the Payback achievement. Should you miss the rocket, these soldiers will also throw grenades (red glowing dots) that can be used too.

Payback

Kill a Soldier by TK'ing a grenade or rocket back at them.

Payback
4 guidesOnline/OfflineSingle PlayerCooperative

Well into this chapter, you'll enter a circular area where a giant drill is blocking your path. You must get through this event without taking any damage from enemies to unlock the Drill Sergeant achievement. I suggest coming back to this event after completing the game when you have access to weapons that can one-shot the enemies AND the drill's weak spot.

Drill Sergeant

Complete the Drill Room without taking any damage.

Drill Sergeant
14 guidesOnline/OfflineSingle PlayerCooperative

Chapter 11: Signal Hunting

There are two optional missions in this chapter:

Optional mission: Armory

Note: The Acid Bath attachment can be found during this optional mission. Add it onto a weapon to work towards the Dropping Acid achievement.

Co-op mission: Archaeology

Chapter 12: Autopsy

You will unlock the Intestinal Fortitude achievement at the end of chapter 12.

Intestinal Fortitude

Defeat the Hive Mind.

Intestinal Fortitude
3 guidesOnline/OfflineSingle PlayerCooperativeMain Storyline

Chapter 13: Reach for the Sky

Note: The Rip Core tool can be found during this mission. Craft a weapon with the Rip Core tool and the Electric Charge attachment to work towards the Electric Lawnmower achievement.

You will unlock the Hydra achievement near the end of chapter 13.

Hydra

Kill the Snowbeast.

Hydra
2 guidesOnline/OfflineSingle PlayerCooperativeMain Storyline

Chapter 14: Everything Has Its Place

In the first hallway of the Biology area, there are five Cysts. Cysts are small pods on the ground/walls that spit out a bomb-like explosive when you get close killing them and possibly you. You'll want to stasis the first two Cysts, run past them, then turn around, catch their projectiles with Kinesis, and shoot them away so the explosives don't kill the cysts. Then Kinesis the third and fourth Cysts (the third is on the wall), run past, and again Kinesis their projectiles and shoot them away from the Cysts. For the fifth Cyst on a wall around a corner, stasis it and run into the door on the right. Go down a lift, kill a few lurkers, and complete a puzzle to activate power in the previous room. Head back upstairs and into a small room with a computer console and activate the gas, which will kill the 5 Cysts and unlock the Weedkiller achievement.

Weedkiller

Kill 5 Cysts in the Biology Building with a single poison gas cloud.

Weedkiller
5 guidesOnline/OfflineSingle PlayerCooperative

There are three optional missions in this chapter:

Optional mission: Disposal Services

Optional mission: Reaper Barracks

You can find Peng in the Reaper Barracks optional mission. You will reach a room with a giant spiked piston that you must stasis to get past. Once you move past the first piston, stasis it as it extends and look behind it. Use Kinesis to grab the Peng statue, unlocking the There's Always Peng achievement.

There's Always Peng!

It's always there.

There's Always Peng!
4 guidesOnline/OfflineSingle PlayerCooperative

Co-op mission: Marker Containment

Chapter 15: A Change of Fortune

You will unlock Together-As-One at the start of chapter 15.

Together as One

Reassemble Rosetta.

Together as One
1 guideOnline/OfflineSingle PlayerCooperativeMain Storyline

Chapter 16: What Lies Below

Note: there is a collectible on a right-hand-side-platform that you pass during the second rappelling section.

Note: You will encounter Alien Necromorphs for the first time in this chapter. You must kill 10 of them to unlock the Close Encounter achievement.

Chapter 17: A Strange City

There is one optional mission in this chapter:

Optional mission: Artifact Storage

Chapter 18: Kill or Be Killed

You will unlock the Infernal Machine achievement near the end of chapter 18.

Infernal Machine

Reach the Alien Machine.

Infernal Machine
1 guideOnline/OfflineSingle PlayerCooperativeMain Storyline

Chapter 19: Endings

You will unlock the Shoot for the Moon and Get on My level achievements once the main credits start.

Shoot for the Moon

Defeat the Moon.

Shoot for the Moon
2 guidesOnline/OfflineSingle PlayerCooperativeMain Storyline

Get On My Level

Complete the game on any difficulty setting.

Get On My Level
1 guideOnline/OfflineSingle PlayerCooperativeMain Storyline

There are 257 collectibles found throughout the game, broken down as follows:


12 Blueprints (not required for an achievement)

73 Weapon Parts

Gun Collector

Collect all Weapon Parts.

Gun Collector
3 guidesOnline Game ModeOnline/OfflineSingle PlayerCooperativeCollectable

71 Logs

The Librarian

Collect all Logs.

The Librarian
3 guidesOnline Game ModeOnline/OfflineSingle PlayerCooperativeCollectable

61 Circuits

The Armorer

Collect all Circuits.

The Armorer
3 guidesOnline Game ModeOnline/OfflineSingle PlayerCooperativeCollectable

40 Artifacts

Aliens

Collect all Alien Artifacts.

Aliens
2 guidesOnline/OfflineSingle PlayerCooperativeCollectable

The Professor

Collect all Artifacts.

The Professor
1 guideOnline Game ModeOnline/OfflineSingle PlayerCooperativeCollectable

I suggest you find what you can through exploration in your first playthrough, and then use Chapter Select to go back and find anything you have missed. You can press "Y" at the Chapter Select screen to get a breakdown of what collectibles have been found in each chapter. Remember, there are many collectibles to be found in the 10 optional missions.

You might also consider waiting until you complete Classic mode (your second playthrough) to go back and find the collectibles you missed in your Standard playthrough. The Devil Horns weapon, unlocked after completing Classic mode, will make it much easier to blaze through chapters to find any missing collectibles.

Here is a list of all collectibles, broken down by chapter. YouTube videos may contain spoilers. YouTube Video credits go to 360GameTV,

Prologue

S.C.A.F. Artifact

Chapter 1

Audio Log
Text Log
EarthGov Artifact
Unitologist Artifact

Chapter 2

Audio Log
EarthGov Artifact

Chapter 3

Heavy Standard Frame
Tesla Core
Upgrade Circuit ( +1 Reload)
S.C.A.F. Artifact
Upgrade Circuit ( +1 Rate of Fire)
Text Log
Text Log

Chapter 4

Text Log
Plasma Core
Upgrade Circuit ( +1 Damage)
EarthGov Artifact
Text Log
Audio Log
Upgrade Circuit ( +1 Clip)
Shotgun Blueprin
S.C.A.F. Artifact
Diffraction Torus
Optional Mission "C.M.S. Greely" - Compact Standard Frame
Optional Mission "C.M.S. Greely" - Audio Log
Optional Mission "C.M.S. Greely" - Upgrade Circuit ( +1 Damage +1 Clip)
Optional Mission "C.M.S. Greely" - Alien Artifact
Optional Mission "C.M.S. Greely" - Electric Charge
Optional Mission "C.M.S. Greely" - Audio Log
Optional Mission "C.M.S. Greely" - Upgrade Circuit ( +1 Rate of Fire +1 Damage)
Optional Mission "C.M.S. Greely" - Telemetry Spike
Optional Mission "C.M.S. Greely" - S.C.A.F. Artifact
Optional Mission "C.M.S. Greely" - Compact Standard Frame
Co-Op Mission "C.M.S. Brusilow" - Precision Tip
Co-Op Mission "C.M.S. Brusilow" - S.C.A.F. Artifact
Co-Op Mission "C.M.S. Brusilow" - Upgrade Circuit ( +1 Reload)
Co-Op Mission "C.M.S. Brusilow" - Text Log
Co-Op Mission "C.M.S. Brusilow" - Explosive Module
Co-Op Mission "C.M.S. Brusilow" - Text Log
Co-Op Mission "C.M.S. Brusilow" - EarthGov Artifact
Co-Op Mission "C.M.S. Brusilow" - Text Log
Co-Op Mission "C.M.S. Brusilow" - Upgrade Circuit ( +1 Reload +1 Rate of Fire)
Co-Op Mission "C.M.S. Brusilow" - Plasma Core
Co-Op Mission "C.M.S. Brusilow" - Ammo Support
Co-Op Mission "C.M.S. Brusilow" - Compact Conic Dispersal
Upgrade Circuit ( +1 Damage)
Military Engine

Chapter 5

Heavy Standard Frame
Audio Log
S.C.A.F. Artifact
Upgrade Circuit ( +1 Rate of Fire)
Text Log
Hydraulic Engine
Text Log
Upgrade Circuit ( +1 Reload +1 Damage)
Audio Log
Compact Directed Ejection Field
Text Log
Audio Log
S.C.A.F. Artifact
Optional Mission "Conning Tower" - Conic Dispersal
Optional Mission "Conning Tower" - Upgrade Circuit ( +1 Reload +1 Clip)
Optional Mission "Conning Tower" - Upgrade Circuit ( +1 Reload +1 Rate of Fire)
Optional Mission "Conning Tower" - Rotator Cuff Module
Optional Mission "Conning Tower" - S.C.A.F. Artifact
Optional Mission "Conning Tower" - Text Log
Optional Mission "Conning Tower" - Text Log
Optional Mission "Conning Tower" - Audio Log
Optional Mission "Conning Tower" - Upgrade Circuit ( +1 Rate of Fire +1 Clip)
Optional Mission "Conning Tower" - Medic Support
Optional Mission "Conning Tower" - Upgrade Circuit ( +1 Reload +1 Damage)

Chapter 6

Audio Log
Stasis Support
Upgrade Circuit ( +1 Rate of Fire +1 Damage)
Upgrade Circuit ( +1 Damage +1 Clip)
S.C.A.F. Artifact

Chapter 7

There are no collectibles in this chapter

Chapter 8

Survey Charge
Upgrade Circuit ( +2 Damage -1 Reload)
Text Log
Audio Log
Bolas Gun Blueprint
Upgrade Circuit ( +2 Damage -1 Rate of Fire)
Compressor
S.C.A.F. Artifact
Text Log
Audio Log
Stasis Coating

Chapter 9

Canister Recovery Module
Compact Standard Frame
Audio Log
Upgrade Circuit ( +2 Damage -1 Clip)
S.C.A.F. Artifact
Explosion Amplifier
Medic Support Handgun Blueprint
Audio Log
Audio Log
Optional Mission "Supply Depot" - Audio Log
Optional Mission "Supply Depot" - Electrocution Module
Optional Mission "Supply Depot" - Text Log
Optional Mission "Supply Depot" - Audio Log
Optional Mission "Supply Depot" - Repeater
Optional Mission "Supply Depot" - Text Log
Optional Mission "Supply Depot" - Heavy Metal Thunder blueprint
Optional Mission "Supply Depot" - Audio Log
Optional Mission "Supply Depot" - S.C.A.F. Artifact
Optional Mission "Supply Depot" - Upgrade Circuit ( +2 Reload -1 Rate of Fire)
Optional Mission "Supply Depot" - Scope
Optional Mission "Supply Depot" - Upgrade Circuit ( +2 Reload -1 Clip)
Optional Mission "Supply Depot" - Audio Log
Optional Mission "Supply Depot" - Upgrade Circuit ( +2 Reload -1 Damage)
Tesla Core
Heavy Standard Frame
Pulse Rifle
Text Log
S.C.A.F. Artifact
Text Log
Upgrade Circuit ( +2 Clip -1 Damage)

Chapter 10

Audio Log
Pneumatic Torch
Directed Suspension Field
Alien Artifact
Hammonds Heavy Frame
Upgrade Circuit ( +2 Clip -1 Reload)
Telemetry Spike
S.C.A.F. Artifact

Chapter 11

Audio Log
Upgrade Circuit ( +2 Clip -1 Rate of Fire)
Upgrade Circuit ( +2 Rate of Fire -1 Clip)
Text Log
Unitologist Artifact
Text Log
Text Log
Upgrade Circuit ( +2 Rate of Fire -1 Damage)
Repeater
Upgrade Circuit ( +2 Rate of Fire -1 Reload)
Optional Mission "Armory" - Unitologist Artifact
Optional Mission "Armory" - Upgrade Circuit ( +2 Reload)
Optional Mission "Armory" - Stasi Amplifier
Optional Mission "Armory" - Contact Beam Blueprint
Optional Mission "Armory" - Upgrade Circuit ( +2 Damage)
Optional Mission "Armory" - Audio Log
Optional Mission "Armory" - Plasma Core
Optional Mission "Armory" - Audio Log
Optional Mission "Armory" - Unitologist Artifact
Optional Mission "Armory" - Acid Bath
Optional Mission "Armory" - Stasis Support
Co-Op Mission "Archeology" - Text Log
Co-Op Mission "Archeology" - Audio Log
Co-Op Mission "Archeology" - Upgrade Circuit ( +2 Rate of Fire)
Co-Op Mission "Archeology" - Audio Log
Co-Op Mission "Archeology" - Directed Ejection Field
Co-Op Mission "Archeology" - Audio Log
Co-Op Mission "Archeology" - Rip Core
Co-Op Mission "Archeology" - Flamethrower Blueprint
Co-Op Mission "Archeology" - Flame Glaze
Co-Op Mission "Archeology" - Wellers Compact Frame
Co-Op Mission "Archeology" - Upgrade Circuit ( +2 Reload)
Co-Op Mission "Archeology" - Upgrade Circuit ( +2 Damage)
Co-Op Mission "Archeology" - EarthGov Artifact
Co-Op Mission "Archeology" - Upgrade Circuit ( +2 Clip)

Chapter 12

There are no collectibles in this chapter

Chapter 13

Hun-E1 Badger Blueprint
Upgrade Circuit ( +2 Damage +1 Reload)
Compact Standard Frame
Wellers Compact Frame
Ammo Suport
S.C.A.F. Artifact
Rip Core

Chapter 14

Upgrade Circuit ( +2 Damage +1 Rate of Fire)
Seeker Rifle Blueprint
Heavy Standard Frame
Upgrade Circuit ( +2 Reload +1 Clip)
Text Log
Audio Log
Alien Artifact
Upgrade Circuit ( +2 Reload +1 Damage)
Explosive Module
Audio Log
Optional Mission "Reaper Barracks" - Text Log
Optional Mission "Reaper Barracks" - Text Log
Optional Mission "Reaper Barracks" - Text Log
Optional Mission "Reaper Barracks" - Damage Support
Optional Mission "Reaper Barracks" - Upgrade Circuit ( +2 Damage +1 Reload)
Optional Mission "Reaper Barracks" - S.C.A.F. Artifact
Optional Mission "Reaper Barracks" - Show Stopper Blueprint
Optional Mission "Reaper Barracks" - Heavy Elite Frame
Optional Mission "Reaper Barracks" - Rail Accelerator
Optional Mission "Reaper Barracks" - Upgrade Circuit ( +2 Damage +1 Rate of Fire)
Upgrade Circuit ( +2 Damage +1 Clip)
Alien Artifact
Audio Log
Full Zoom Scope
Unitologist Artifact
S.C.A.F. Artifact
Upgrade Circuit ( +2 Reload +1 Rate of Fire)
Hot Death Blueprint
Earth Gov Frame
Optional Mission "Disposal Services" - Text Log
Optional Mission "Disposal Services" - Upgrade Circuit ( +2 Clip +1 Reload)
Optional Mission "Disposal Services" - Text Log
Optional Mission "Disposal Services" - Full Zoom Scope
Optional Mission "Disposal Services" - Upgrade Circuit ( +2 Clip +1 Rate of Fire)
Optional Mission "Disposal Services" - Text Log
Optional Mission "Disposal Services" - S.C.A.F. Artifact
Optional Mission "Disposal Services" - Precision Tip
Optional Mission "Disposal Services" - Ammo Sweeper
Optional Mission "Disposal Services" - Compressor
Optional Mission "Disposal Services" - Conic Dispersal
Co-Op Mission "Marker Containment" - Audio Log
Co-Op Mission "Marker Containment" - Upgrade Circuit ( +2 Rate of Fire +1 Reload)
Co-Op Mission "Marker Containment" - EarthGov Artifact
Co-Op Mission "Marker Containment" - Upgrade Circuit ( +2 Rate of Fire +1 Damage)
Co-Op Mission "Marker Containment" - Rail Accelerrator
Co-Op Mission "Marker Containment" - Upgrade Circuit ( +2 Rate of Fire +1 Clip)
Co-Op Mission "Marker Containment" - Ammo Box
Co-Op Mission "Marker Containment" - Upgrade Circuit ( +2 Clip +1 Damage)

Chapter 15

Rip Core
Flame Glaze

Chapter 16

S.C.A.F. Frame
Rail Accelerrator
Safety Guard
Audio Log
Upgrade Circuit ( +2 Damage +1 Clip)
Javelin Gun Blueprint
Heavy Standard Frame

Chapter 17

Alien Artifact
Text Log
Upgrade Circuit ( +2 Reload +1 Damage)
Unitologist Artifact
Audio Log
Optional Mission "Artifact Storage" - Audio Log
Optional Mission "Artifact Storage" - Text Log
Optional Mission "Artifact Storage" - Text Log
Optional Mission "Artifact Storage" - Stasis Coating
Optional Mission "Artifact Storage" - Upgrade Circuit ( +2 Reload +2 Clip)
Optional Mission "Artifact Storage" - Text Log
Optional Mission "Artifact Storage" - Alien Artifact
Optional Mission "Artifact Storage" - Upgrade Circuit ( +2 Damage +2 Clip)
Optional Mission "Artifact Storage" - Upgrade Circuit ( +2 Rate of Fire + 2 Damage)
Optional Mission "Artifact Storage" - Upgrade Circuit ( +2 Rate of Fire + 2 Clip)
Optional Mission "Artifact Storage" - Upgrade Circuit ( +2 Reload +2 Damage)
Optional Mission "Artifact Storage" - Upgrade Circuit ( +2 Reload +2 Rate of Fire)
Upgrade Circuit ( +2 Reload +1Rate of Fire)
Upgrade Circuit ( +2 Reload +1 Clip)
Compact Standard Frame
Audio Log
Alien Artifact
Upgrade Circuit ( +2 Reload +2 Damage)

Chapter 18

Acid Bath
Electrocution Module
Text Log
Alien Artifact
Audio Log
Upgrade Circuit ( +2 Rate of Fire + 2 Damage)
Alien Artifact
Audio Log

Chapter 19

Alien Artifact

There are six achievements that require co-op play. The Space Ace achievement at the end of Chapter 7 can be done solo, but it is infinitely easier with a co-op partner.

Co-op campaign is available in all game modes except Classic mode. You can start at the beginning of any chapter or optional mission.

Open your inventory screen, highlight an item, and press "A." Then choose share to give it to your co-op partner to unlock the Share and Share Alike achievement.

Share and Share Alike

Use the RIG to give an item to your Co-Op partner.

Share and Share Alike
1 guideOnline Game ModeCooperative

From the bench, create a blueprint of an item made from non-dlc parts. Then share that blueprint with your co-op partner to unlock the Architect achievement.

Architect

Share a Blueprint with your Co-Op partner.

Architect
2 guidesOnline Game ModeCooperative

Have your co-op partner allow a necromorph enemy to get close enough to enter an execution attack (where you are prompted to mash the "A" button to escape). Kill the enemy once this attack is under way to unlock the From the Jaws achievement.

From the Jaws

Save your Co-Op partner from an execution by killing the attacker.

From the Jaws
4 guidesOnline Game ModeCooperative

Be sure to set co-op revive to ON in the co-op campaign menus. Then, when a player takes lethal damage from a non-execution attack, they will be in a "downed" state where their partner can revive them by getting close and tapping "A" a few times. An easy way to do this is with the first enemies in the prologue- simply kill one, let the other "down" your partner, quickly revive him, and repeat until you unlock the Medic achievement.

Medic!

Revive your Co-Op partner 10 times.

Medic!
4 guidesOnline Game ModeCooperativeCumulative +

There are three co-op missions. They can be found in chapters 4, 11, and 14. Complete them to unlock the Ghosts of the Past achievement.

Ghosts of the Past

Face all of Carver’s demons by completing all Co-Op only optional missions.

Ghosts of the Past
2 guidesOnline Game ModeCooperative

If you have already completed the seven other optional missions, then you will also unlock the Explorer achievement.

The Explorer

Complete all optional missions.

The Explorer
3 guidesOnline Game ModeOnline/OfflineSingle PlayerCooperative

Note: The three co-op missions contain numerous collectibles, so you'll have to play them to finish the collectibles achievements.

Three game modes are unlocked after completing the game on Standard mode. You must complete the main storyline on these three game modes to unlock the final three achievements. It is advised to only do the bare minimum in each of these playthroughs: no optional missions and no extensive collectible hunting (collectible completion does not overlap across game modes).

Classic mode

Start a new game in the spirit of the original Dead Space. Only classic weapons can be built via blueprints. Co-op play is disabled; classic aiming is enabled. Difficulty level is Hard. Unlocks the Devil Horns.

Complete Classic mode to unlock the Epic Tier 4 Engineer achievement.

Epic Tier 4 Engineer

Complete the game in Classic Mode.

Epic Tier 4 Engineer
3 guidesOffline Game ModeSingle PlayerMultiple Playthroughs Required

Note: Since there is no co-op campaign in Classic mode, it is possible to unlock the Explorer achievement by completing all seven optional missions.

Pure Survival mode

Start a new game where resource management is key. Enemies will not drop health or ammo. Everything must be crafted at the Bench. Difficulty level is Hard. Unlocks the Mark-II Overclocked Parts Set and Mega Resources deposit.

Complete Pure Survival mode to unlock the Survivalist achievement.

Survivalist

Complete the game in Pure Survival Mode.

Survivalist
5 guidesOnline/OfflineSingle PlayerCooperativeMultiple Playthroughs Required

Hardcore mode

Start a new game that's not for the feint of heart. You must beat the entire game without dying. You can save and continue playing, but death will reset you to the very beginning. Unlocks Retro mode.

Complete Hardcore mode to unlock the Aren't You Thankful? achievement.

Note: If you don't want to be faced with losing all of your progress if you die, then you can copy your save file to a memory device whenever you make what you consider to be significant progress. If you do die, then copy the save file from your memory device back to your HDD (overwriting the primary save file). You'll only lose the progress you've made since your most recent backup.

Aren't You Thankful?

Complete the game on Hardcore Mode.

Aren't You Thankful?
7 guidesOnline/OfflineSingle PlayerCooperativeDifficulty SpecificMultiple Playthroughs Required


Remember that it is possible to use the Devil Horns in your Pure Survival and Hardcore playthroughs as explained on the General Hints and Tips page.

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