Dead Space 2 Upgrade Optimization guide

DEAD SPACE 2 UPGRADE OPTIMIZATION GUIDE

-by Locke Quinn Seavello (aka BakusaiTenketsu of GameFAQs)

Whenever possible, try to upgrade Capacity for your weapons when they are out 

of ammo.  Doing so will give you a full clip of ammo, plus the upgraded 

amount.  Same with upgrading Health on the Rig.  When you upgrade an HP node 

on the Rig, you will fully regenerate all lost health including the health 

HP  = Hitpoints

   [SPD]-----------{xxx}

     |         |

     |      |

     |      |

   [DMG]---[CAP]---[XXX]           [CAP]---[SPC]

     |      |

     |      |

     |      |

     |      |      |      |      |

     |      |      |      |      |

     |      |      |      |      |

   [REL]---[SPD]     |    {xxx}---[CAP]

     |      |      |      |

     |      |      |      |

     |      |      |      |

The Upper Right Empty Node or the Middle Empty Node on the Second Line are 

interchangeably skippable (You need one but not the other, depending on how 

you want to upgrade).  Optimally, you should skip 4 total nodes.

Focus on getting the Damage upgrades.  Speed and Reload are less crucial to 

the Plasma Cutter than Damage is.  Several Capacity upgrades can be picked up 

when you are out of ammo for a full reload plus two more shots.  The Special 

=================

=================

   [XXX]---[ALT]---[ALT]

     |          

     |          

     |          

   [ALT]---[ALT]---[XXX]

     |

     |

     |

   [DMG]---[XXX]---[DMG]---[XXX]---[CAP]---[XXX]

     |      |      |      |

     |      |      |       |

     |      |      |      |

==> [CAP]---[XXX]---[REL]-----------[CAP]     |     [CAP]---[DMG]

     |      |      |      |

     |      |      |      |

     |      |      |      |

   [CAP]---[XXX]---[DMG]---{xxx}---[REL]---{xxx}

Either empty space on either side of the bottom damage upgrade can be skipped 

and either empty space above and below the far right capacity upgrade can be 

skipped.  The maximum skippable nodes for this weapon is two.

Upgrade the capacity of this the first time, trying to get the first three 

damage nodes.  The power of the Pulse Rifle comes from a large clip, so 

continually focus on getting Capacity upgrades when you run out of ammo for a 

large boost in ammunition each upgrade.  Save the Alt Fire upgrades for last 

==============

==============

   [ALT]

     |

     |

     |

    [REL]---[XXX]---[DMG]---[XXX]---[DMG]

      |      |      |

      |      |      |

      |      |      |

==> [DMG]-----------{xxx}    [ALT]

      |      |

      |      |

      |      |

    {xxx}    [CAP]---[WID]---[XXX]---[DMG]---[DUR]

      |      |

      |      |

      |      |

==> [CAP]-----------[ALT]    [CAP]   [ALT]   [XXX]---[ALT]

      |      |        |       |      |

      |      |      |      |      |

      |      |      |      |      |

    [CAP]---{xxx}---[WID]---[REL]---[XXX]---[XXX]---[ALT]

Either empty node below or to the left of the top middle damage can be 

skipped.  The other two nodes that are skippable are not negotiable.  You 

The Line gun shines mostly in it's wide pattern and ability to "knee-cap" 

enemies in a preferably a single shot.  In order to best accomplish this, it 

is best to upgrade Width and damage as soon as possible.  The Alt Fire mine 

is quite devastating once fully upgraded and the timer shortened, though I 

feel as if this mode of fire isn't what the gun is best intended for.

==================

==================

     |

     |

     |

   [ALT]---[ALT]---[XXX]---[ALT]

     |

     |

     |

   [REL]---{xxx}    [REL]---[XXX]   {xxx}   {xxx}---[CAP]

     |      |      |      |      |      |      |

     |      |      |      |      |      |      |

     |      |      |      |      |      |      |

==> [CAP]---[XXX]   [CAP]---[DUR]---[XXX]   [REL]---[XXX]---[CAP]   [DMG]

     |      |      |      |      |      |

     |      |               |       |               |       |

     |       |               |       |               |       |

   [XXX]---[DAM]    [CAP]---{xxx}    [DUR]---[XXX]

There are a variety of ways to get the optimal build out of the Flamethrower, 

but the way I have above is probably the most friendly as it separates the 

Alternate Fire branch and the Main branch, as well as hits Damage nodes and 

The Flamethrower is very similar to the Pulse Rifle, except it scales in 

damage much faster.  It burns through ammo quickly however, unlike being able 

to properly do spurt damage in key locations.  So you will probably have to 

upgrade capacity quite frequently, which thankfully happens as along the 

natural upgrade path.  Upgrade Alternate Fire separately if you prefer that 

============

============

     |

     |

     |

   [XXX]---[CAP]---{xxx}---[REL]

     |      |

     |      |

     |      |

     |      |       |

     |               |       |

     |               |       |

==> [DMG]---[XXX]---[XXX]---[CAP]     |     [XXX]---[CAP]

     |      |       |

     |               |       |

     |               |       |

   [DUR]-----------{xxx}---[DMG]

The Ripper is highly customizable based on user preference.  There are many 

ways to get the optimal path depending on whether you like the Alternate 

Fire or the Primary Fire more.  The Empty node after the middle start branch 

The Ripper is a comperable weapon to the Plasma Cutter.  I would not focus 

upgrading both weapons together.  Damage and Duration are the more important 

nodes to focus on with the Ripper as that is where the bulk of it's power 

comes from.  Alternate Fire route can be maxed early if you prefer shooting 

=================

=================

   [DMG]           [ALT]

                              |               |

                              |               |

                              |               |

     |       |

                                              |       |

                                              |       |

   [CAP]    [SPC]   [SPD]     |

     |               |               |

                      |               |               |

                      |               |               |

   [CAP]     |     [DMG]   [XXX]---[ALT]---[XXX]

     |       |       |                       |

              |       |       |                       |

              |       |       |                       |

==> [DMG]---[REL]---[XXX]---[REL]---[CAP]---{xxx}     |

     |       |

                                              |       |

                                              |       |

   [DMG]---[XXX]---[CAP]

The skipped node can be in one of 3 different places, but choosing the Empty 

node furthest right on the bottom starting branch allows you to get the most 

direct path to the Special Node for the deadly one-two punch combo.  If you 

want to focus more on damage balance, you could skip the middle Empty on 

Capacity for this weapon is worth jumping ahead of instead of waiting for no 

ammo moments.  The gun's primary and alternate fire modes offer a one-two 

punch which consumes ammo in even amounts fairly quickly.  At the very least, 

attempt to have an even number of shots in your gun to avoid firing and 

losing an alternate fire shot.  If you are rushing the Special node, you will 

get your one Capacity for 6 total shots early on in the gun's build.

===============

===============

                    [CAP]---[XXX]---[DMG]

                      |

     |

                      |

==> [REL]           [XXX]-----------[XXX]---[DMG]

      |               |                       |

      |               |                       |

      |               |                       |

    [XXX]---[XXX]---[DMG]   [REL]           [XXX]---[DMG]

      |               |       |               |       |

      |               |       |               |       |

      |               |       |               |       |

==> [CAP]           [XXX]---[XXX]---[CAP]   [CAP]   [SPC]

     |

                      |

                      |

                    [REL]

The only weapon that you can't skip any nodes on, but thankfully, it requires 

Damage is the only thing that matters besides the special bonus.  These are 

weapons you try to plant when you know you are about to be attacked and have 

some preparation time.  You can fire off your mines, recollect them without 

===============

===============

     |               |

     |               |

     |               |

   [ALT]    [ALT]

     |              |

     |      |

     |              |

==> [DMG]---[REL]---[XXX]---[REL]---[XXX]---[DMG]   [DMG]

      |               |               |               |

      |               |               |               |

      |               |               |               |

    [CAP]---[DMG]   [CAP]   [CAP]---[XXX]   [CAP]   [XXX]

      |               |       |       |       |       |

      |               |       |       |       |       |

      |               |       |       |       |       |

==> [SPD]---{xxx}---[DMG]   {xxx}---[SPD]---[XXX]---[CAP]

The three skippable nodes are not negotiable for the optimal path.  Thanks to 

The gun serves best as a pushing weapon for those moments that you feel 

claustrophobic, however the Alt Fire is a good weapon to take down Necros in 

one or two shots if you have good aim.  Upgrading, you can pick up the Alt 

Fire Nodes relatively early and then finish off the rest of the branches 

==================

==================

            [XXX]---[XXX]---[ALT]---[XXX]---[XXX]

     |      |

     |      |

     |      |

==> [XXX]---[ALT]    [CAP]---{xxx}   [ALT]

     |       |       |

     |       |       |

     |       |       |

   [DMG]-----------[XXX]---[XXX]   [XXX]---[ALT]

     |      |

     |                       |

              |                       |

==> [REL]---[XXX]---[CAP]    [DMG]---[XXX]---[CAP]

     |

     |

     |

   [XXX]---[REL]

     |

     |

     |

   [DMG]---[XXX]-----------[DMG]---[XXX]---[REL]

There is no choice on which node you can skip on the Seeker Rifle.  This 

weapon is a pain to upgrade due to it's limited use through the game for the 

The Scoped damage accelerates faster than the standard damage does.  If you 

are good at scoping and firing quickly, you may want to upgrade the Alternate 

Fire mode first.  Enemies die quickly to this weapon even with limited damage 

==================

==================

                        ==> [ALT]---[XXX]---[ALT]   [ALT]---[SPC]

     |               |       |

                              |               |       |

                              |               |       |

            [XXX]---[REL]   {xxx}   [CAP]   [ALT]---[XXX]   [REL]

              |               |       |                       |

              |               |       |                       |

              |               |       |                       |

     |                       |       |       |

                      |                       |       |       |

                      |                       |       |       |

   [CHR]---[XXX]    [XXX]---[XXX]   [CAP]

     |      |

     |                       |

     |                       |

   {xxx}---{xxx}-----------[REL]

The bottom two Capacities, and the empty between the top and bottom branches 

Reload speed is an absolute must for this weapon.  The Alternate Fire, 

especially after the Stasis upgrade, is extremely useful.  If you use 

this weapon for it's control purposes, consider focusing most your early 

                    [DUR]

     |

     |

     |

   [XXX]

     |

     |

     |

     |       |

     |       |

     |       |

   [DUR]---[XXX]---[CHR]---[CHR]

     |

     |

                      |

   [ENG]

Stasis is the most important tool in Isaac's repertoire.  Upgrading the uses 

is the most important effect to focus first, so grab the Energy upgrades as 

soon as possible.  Charge time reduction is the least important attribute.

=========

=========

    [AIR]    [AIR]    [AIR]    [DMG]

      |      |      |      |

      |      |      |      |

      |      |      |      |

     |      |      |      |

     |      |      |      |

     |      |      |      |

   [HP ]    [DMG]    [XXX]    [XXX]

     |      |

     |      |

     |      |

   [HP ]    [HP ]

HP  = Base 100 health, with 4 upgrades of 25 health each.

Air is worthless and should be your last upgrade.  You can never have too 

much health, so upgrade that first, unless you like to use Telekinesis alot 

==================

==================

This guide was written solely by Locke Quinn Seavello and may not be copied, 

If you wish to leave comments, suggestions, complaints, or queries regarding 

If I find suggestions acceptable to be added into the guide, I will credit 

Iain Wilson
Guides Editor

Iain originally joined Future in 2012 to write guides for CVG, PSM3, and Xbox World, before moving on to join GamesRadar in 2013 as Guides Editor. His words have also appeared in OPM, OXM, PC Gamer, GamesMaster, and SFX. He is better known to many as ‘Mr Trophy’, due to his slightly unhealthy obsession with amassing intangible PlayStation silverware, and he now has well over 900 Platinum pots weighing down the shelves of his virtual award cabinet. He does not care for Xbox Achievements.