*DISCLAIMER* - First and foremost, this hardcore guide is entirely based on personal observation after having attempted 20+ full runs. While I believe the following information is very accurate, it is possible you could get different results at some points.
The following results are derived from the PC version of Dead Space 2. While it makes sense that the 360 and PS3 versions would be similar, in some cases this may not be so. I am not aware of any such cases, however I'm merely stating caution on your behalf.
The following observations are comparisons between Dead Space 2 played on Zealot and Hardcore difficulties.
- Enemies on Hardcore have more health than enemies on Zealot
No. Enemies on Hardcore have the same health as enemies on Zealot.
- Enemies on Hardcore hit harder than enemies on Zealot
No. It's in fact the opposite. Enemies on hardcore hit for less than enemies on Zealot. Example: wearing the engineering suit with 5% armor (the first suit you buy from the store), an advanced slasher on Zealot will hit you for roughly 4-5 bars of health, while on Hardcore the same advanced slasher will hit you for roughly 3-4 bars of health.
- The quantity of ammo per drop and supplies found on Hardcore are even scarcer than on Zealot
In terms of the quantity of ammo per drop, no. Example: plasma cutter ammo found on Zealot difficulty are in stacks of 3 (ie. each drop of plasma cutter ammo has a quantity of 3), and it is the same situation for Hardcore.
In terms of supplies found on the ground, no. HOWEVER, there is something important to note:
All loot in Dead Space 2 is either one of two types: dynamic or static.
When a piece of loot is dynamic, then it has the ability to change the next time you find it. Almost all loot dropped by necromorphs (but not all, examples below for static) are dynamic. Example: you kill a necromorph in Chapter 2, and it drops 3 plasma cutter ammo, you die 5 minutes later. You reload from a saved game, and upon reaching that same necromorph in Chapter 2 and killing it, it drops a small health pack.
When a piece of loot is static, then it does not have the ability to change the next time you find it. Example: a specific hallway in Chapter 13 contains a medium health pack. If you die, reload from a saved game, and enter that same hallway, you'll find the same medium health pack in the same position. Example with necromorphs: upon killing a guardian on Zealot difficulty, it will drop a gold semiconductor, and on Hardcore a guardian will drop a gold semiconductor as well.
So, dynamic loot has the ability to be different the next time you find it regardless of difficulty, however quantities of dynamic loot are the same on Zealot and Hardcore difficulties. Static loot is also the same for Zealot and Hardcore difficulties.
- Enemies change their locations on Hardcore compared to Zealot
No. As with loot, enemies can be dynamic and static.
Example of dynamic: a room in Chapter 13 spawns 4 advanced slashers, you die. You reload from a save game, and enter the same room, which now spawns 2 spitters and 2 exploders instead of 4 advanced slashers.
Example of static: a vent in Chapter 3 bursts, and a slasher drops out, you die. Upon reloading from a saved game and passing by the same vent, the same slasher bursts out, but this time you're ready!
For more information on which rooms contain dynamic and static enemies, refer to the comments below each video.
- The final boss fight with Nicole is even harder on Hardcore than on Zealot
No. Nicole and the Marker heart have the same amount of health on Zealot and Hardcore. For more information, and a possible strategy guide, see the last video and its comments.
- I can save more than 3 times on Hardcore for the PC version of Dead Space 2
If you have the first version of Dead Space 2 for PC, then yes you can. EA released a patch for the PC that fixed this issue, along with other things such as access to the Elite Engineering suit. The patch and details can be found here:
- If I don't kill an enemy and merely run past it, it will follow me throughout the entire game unless I kill it
No. This has to do with game architecture. Without going into too much detail, the rooms in Dead Space 2 are loaded whenever you open a door (this explains why doors open faster on PC than on consoles, since consoles load from discs). When rooms are loaded or deleted into and from memory (respectively), the necromorphs are also loaded and deleted into and from memory respectively.
So, suppose you entered room B from room A, and are about to open the door to room C. When you press the open hologram for room C, room A's door closes (if it wasn't already), and it actually gets removed from your memory. Then room C is loaded into memory, along with its enemies.
This also explains why necromorphs don't follow you into other rooms (there are some exceptions however) or elevators.
SPEEDY HARDCORE VIDEO WALKTHROUGH:
*ANOTHER, MORE IMPORTANT DISCLAIMER* - The original intention of these videos was to showcase a "challenge run" of Dead Space 2 on Hardcore difficulty. The run was successful after numerous attempts and hours of practice. Suit and weapons are not upgraded, and no save points are used. I DO NOT RECOMMEND doing this for your hardcore run. By all means, USE YOUR SAVES at times YOU SEE FIT, and UPGRADE YOUR WEAPONS AND SUIT ASAP.
At times, I use risky maneuvers to save time. These maneuvers were practiced time and again in order for me to get comfortable with them. Perform them AT YOUR OWN RISK.
What these videos ARE useful for:
- Showing which enemies are able to be easily skipped, saving you ammo (and time if it's a factor for you)
- Showing where and which enemies are dynamic and static (definitions above), which is explained in each video's description below it.
- Showing combat techniques for the Plasma cutter, Pulse rifle (only used Chapters 3 - 5), Detonator, Seeker rifle, and Force gun (only used Chapter 15).
What these videos ARE NOT useful for:
- Showing the locations of all suit and weapon schematics
- Showing combat techniques for the weapons not mentioned above.
You can also find these videos and their descriptions on YouTube. Just search for "Dead Space 2 Very Hardcore" (without the quotations) and look for videos uploaded by the user br0wner (the 0 is a zero, not an O). Total time of all videos: 2 hours, 39 minutes, 59 seconds.
Spawn point - where an enemy appears, or which vent it it chooses to pop out of
Spawn type - the type of enemy that appears in the game (eg. slasher, infector, exploder, etc.)
"Spawn types and points are consistent" - this means that every time you play through hardcore, you'll get the same enemies and their spawn points for that room. If either or both are inconsistent, it means that it could possibly be different the next time you enter the room.
(I highly recommend reading the description of each video, as it provides additional information the videos do not.)
1:51 - For some reason, FRAPS caused the game to freeze around a second now and then. It becomes less frequent later on, as this is the worst of it.
8:46 - Merely showing it is indeed hardcore, since no checkpoint restart.
10:20 - Spawn types and points are consistent for this room, you'll get 3 slashers every time. The first slasher drops out of the front or back vent.
11:25 - Spawn types and points are consistent for this room. First slasher can spawn either in the left or right hallway.
0:10 - TRIPODS: you don't have to shoot the glowing parts of their arms to deal damage. Running too far from a tripod can be fatal, as its leap attack will most likely catch you off guard. Staying close is best, as its regular attacks are very easy to dodge (can even do it by walking backwards when facing it).
2:28 - The tactic I initially use for leapers is to shoot them anywhere in the body to stall them, then get their arms.
3:04 - Spawns types for this room are consistent, and what you see is what you'll encounter every time. Which vent they exit from varies each time however.
4:48 - Spawns types and spawn points for this room are consistent.
6:28 - Spawns types for the entire train ride is consistent, including spawn vents. Same scenario every time.
7:03 - "Cutscene immunity", enemies don't attack you (in this case, puker started attack before cutscene) and you're immune to damage. This happens other places as well.
8:20 - Spawns types and spawn points are consistent every time.
10:40 - Even if you enter the elevator, it won't open to the next area until the end of the video. Time to waste.
11:58 - Spawns types and spawn points are consistent every time.
12:10 - The vent opens after a certain amount of time (as you can see), giving you a little free time to grab whatever.
12:50 - Spawns types and spawn points are consistent every time.
13:17 - Wait for the message to show up before landing, otherwise the message remains and the door can't be opened unless you launch and land again.
14:00 - Slasher can come from either the right or left vent.
0:34 - This room is interesting. The first infector is always there, the rest however are inconsistent. It's safe to say you'll MOST LIKELY see: 1-2 pukers, 1-2 exploders, 1-2 slashers, and an additional infector. This would be the ideal case for me.
1:39 - Spawn types and spawn points seem to be consistent for this room. The elevator door doesn't open until a set amount of time passes, NOT until after all enemies are dead. Almost got jumped :/
2:41 - The slashers always exit from the same vents, and in the same order.
2:57 - Vent doesn't unlock until after hallucination.
4:27 - Spawn points seem to be inconsistent, however there are always 4 stalkers in total.
5:53 - Spawn types and spawn points for this room are consistent.
7:38 - Whether you go left or right, a puker will pop out.
10:46 - Going to the left of the slasher causes the lurker to stumble me when it exists the vent.
11:02 - Its claw movements are the same every time, makes practice worthwhile.
11:30 - The door exiting the room doesn't open until all of the pack are dead. Waiting by the door makes them come from 2 fronts however, so I chose to play it safe.
12:10 - The exploder and slasher are consistent.
12:18 - Hiding in the corner of the door stops the puker from spitting (because of line-of-sight).
12:58 - For some reason, shooting the vent stops the slasher from dropping in and giving you a hug...unless you really want it to.
0:44 - Your gun gets reloaded every sequence, so no need to worry. I even think it gets reloaded for free, but not too sure.
2:06 - The door to the next area doesn't open until the video ends.
3:10 - The elevator doesn't stop descending until the video ends.
3:42 - Spawns for this room, in order, are: 1 pregnant, 2 leapers and 1 pregnant, 2 leapers, and 2 leapers. Spawn points for the first pair of leapers is not consistent. There is always a lull of time between the first pregnant and the first pair of leapers, which I use to buy guns.
4:20 - The door is on a timer, and opens after a certain amount of time, NOT when all enemies are dead.
4:26 - The broomstick falling over causes the cyst to spit, and if you don't move it before you run around the corner, there's a good chance of dying. Also, this goes without saying, but spawn points for the cysts (and in general, for all cysts in the game) are consistent.
5:08 - 2 lurkers are always there.
6:31 - The first stalker is always there, the remaining are inconsistent. A slasher or jumper always jumps out of the vent on the opposite wall with respect to the hack panel, but when it chooses to do so is inconsistent.
7:31 - Another case of "cut-scene immunity". In this case, I believe the game de-spawns remaining necromorphs (eg. the leaper).
8:50 - The elevator doesn't open for about 4 seconds.
9:05 - Spawn types and spawn points are consistent every time.
9:28 - Spawn points for these babies are ALMOST consistent. At 9:29, a baby falls slightly to the left of Isaac, however it can fall directly in front sometimes, blocking your path and well...screwing you over. That case seems rare however.
9:59 - Spawn points for the 3 pack and puker are consistent.
10:53 - Spawn types are consistent, but not spawn points. There are 2 waves, the first always consisting of babies, pack, and 1 infector. The second wave has 4 pack, and spawn points can be: 2 from either side of the front stage, 1 from either side and 2 from behind the curtain, or all 4 from behind the curtain. In this case, it was the second one.
0:10 - That's what I call a STASIS-MINE! I put 2 extra mines for more damage. Putting the mines too close to where the brute hits the ground sometimes detonates them prematurely.
1:30 - As evident, the door to the next section doesn't open until after their conversation.
2:22 - There's always a leaper and half-dead puker.
3:50 - For this elevator, standing in the middle prevents any tripods from hitting you when they climb into a window, though they can still hit you if you don't take them down. The first tripod always pops in that window, the rest seem random. Once again, you don't need to shoot the yellow part of the arms to damage them.
6:43 - Half-dead slasher is always there
6:52 - Leaper can spawn from either the right or left vent in the room. Baby spawn points seem to be consistent.
7:39 - Stepping out of the room causes the leaper to spawn and head towards you.
7:48 - A slasher also comes out of the floor vents, however which one it comes out of is inconsistent.
8:13 - The stalker spawn points seem to be consistent. There is always 1 stalker and 1 half-dead stalker.
9:10 - There are 5 swarmers that come out, however they spawn 1 after another making Area-of-Effect explosions ineffective to take out quickly, unless you wait for all 5 to spawn. I merely let them grab me to save a bit of ammo.
9:15 - The plug pattern is always consistent (for both rooms), so easy to memorize.
10:22 - The advanced slasher spawns from either the vent in the ceiling or the one in the wall.
11:01 - The two slashers are always there.
11:11 - You don't have to wait for the tubes to open to destroy them. Upon destroying the first, 2 additional slashers spawn.
11:38 - As apparent, door doesn't open until after the AI stops talking.
12:06 - For this room there is: 1 leaper, 1 advanced slasher, and 3 lurkers, however the lurkers only spawn if the slasher and leaper die. The leaper spawns and jumps on the wall where the mine is placed, however WHEN it spawns can vary. The lurkers spawn for me because the stasis-mine I placed killed the slasher.
13:16 - Same 2 solar arrays are always out of alignment. If you're wondering how I drag the arrays, I switch between dragging my mouse and dragging on my laptop's mousepad. A small benefit of playing on a laptop.
0:21 - Obstacle trajectories are always the same.
1:43 - Accidental placement.
1:55 - Spawn types and points are consistent for the most part. Some things can differ depending on where you stand (eg. if you stood in the center of the room, the leaper at 2:21 would jump down a different place on the above balcony).
5:21 - The feigning slasher is always there. Another normal slasher pops out of the vent behind it, however the advanced slasher body-blocks it.
5:30 - I believe this pregnant is scripted to walk into the hallway before attacking you (unless you attack it first). This is good for me :)
5:42 - Even though power goes out, the door still opens for you when you try it.
5:54 - Exit door doesn't open until after the conversation.
6:37 - Spawn types and points are consistent.
8:35 - Another case of "cut-scene immunity".
9:35 - For this walkway, spawn types and points are consistent, however spawn TIMES are not. The spawn trigger is the corner at 9:36. There seem to be 3 cases: 1) slasher, then 2 leapers, then 1 leaper. 2) 2 leapers and slasher, then 1 leaper. 3) 1 leaper, then 1 slasher, then 2 leapers.
10:23 - Spawn point for the first lurker on the roof is not consistent. Sometimes it pops out of the vent above the door.
10:35 - Very odd behavior, but I'll try to explain it. Elevators are generally "safe zones", meaning necromorphs will not follow you into them. In this case, I believe this elevator's safe zone extends past its door into the hallway, causing the divider to give you the cold shoulder when you enter it.
10:47 - Spawn types and points are consistent. It's possible to keep running through the door without using stasis on the exploder, however if the loading time for the door is just a touch too long, you're dead (as this happened to me).
11:19 - Always a spitter and exploder.
11:28 - Always a pregnant and spitter.
12:04 - Don't know how the first 3 shots go through it, never happened before.
12:18 - De-limbing either advanced slasher before it's done climbing kills it. I believe this is to avoid odd climbing animations.
14:22 - This room is probably the most tricky to run through, and it's all based on the first stalker. If the first stalker at 14:24 runs by then the success rate of running through is good. However, if it doesn't run by, it's waiting behind the blocks ahead, and will potentially ram you if you run by. Initially, I thought killing the first cyst caused the stalker to run by, however that is not the case. Spawn types are consistent, however spawn points are not.
14:34 - For some reason, this stalker runs away instead of ramming me. Out of all my attempts, this happens the majority of the time (~70%), though sometimes it will ram you.
0:36 - FUEL DISPENSERS EXPLAINED: upon removing a canister with kinesis, the new one will be ready in 10 seconds. HOWEVER the first canister must be destroyed before the dispenser will open and allow the second canister to be grabbed. This is useful knowledge if you don't plan to kill the tripods, as I did.
1:06 - The first tripod jumps down as soon as you hit the tram with a canister.
4:32 - The door to the next area doesn't open until Ellie says: "Is it safe?"
6:04 - The brute pops out either when you get close enough to the pile, or move a piece of it with kinesis.
6:57 - The advanced slasher and pregnant are always there. Sometimes, if you shoot the slasher while it's climbing out the damage doesn't register, so I wait until it's done. There are at least 2 slashers that advance towards you from behind, but I have a feeling more spawn until you hack the panel (unconfirmed).
9:13 - This room contains: 1 puker, 1 half-dead puker, 1 half-dead stalker, 2 lurkers, 1 slasher, 1 advanced slasher, and 1 pregnant. Upon entering the room: if the lurker is on the left, then the puker is on the right, otherwise vise-versa. The stalker comes from either the right or left of the hallway. Upon moving forward, the pregnant either spawns in front or behind you in the hallway. The second lurker, half-dead puker, and slasher are always there, and the advanced slasher always comes up from the previous hallway.
10:13 - Spawn points for the floating parts are consistent, making it easy to memorize.
11:33 - You can actually melee this slasher through the window. Doing so will cause it to climb through the vent prematurely and enter your room before the pack do. This does not affect the spawning of either of the advanced slashers later on however.
11:47 - There are always 8 pack that enter the room, and initially the back or front window could shatter, but they both inevitably shatter. 1 pack always comes through the vent on the wall.
12:27 - There are always 2 advanced slashers and 2 advanced pukers, however their spawn points are not consistent.
13:13 - Feigning slasher is always there.
14:10 - Sometimes you'll see the slasher spawn, other times it's spawned before you enter. Either way, it's always there. The reason I shoot the mine at it is usually the slasher runs towards you, so I use the first mine to stall it, and place a second mine in case it runs again. I got lucky this time, killing it with the first mine.
0:04 - Spawn types and spawn points are consistent, however the spitter does not spawn until you come close to the open doorway.
0:23 - Spawn types and points are consistent.
0:57 - A puker always starts to spit when you finish. To avoid it, I simply line-of-sight it by running to the left.
1:36 - The lurker is always there.
1:42 - Upon passing the kinesis platform, a leaper will pop out of a vent on the opposite side of the room.
1:45 - Upon walking onto the platform, a slasher runs through the electric field in the room below.
2:00 - Normally, if you're on the ground floor and take out the battery, a slasher pops out an adjacent vent. To delay this by a few seconds, I take out the battery first before descending.
2:06 - The leaper is always there.
2:16 - CHARGING SLASHERS: If you're ever worried about slashers that spawn behind you to run up to you, stop worrying. I'm 99.99% confident a slasher only runs at you if you look at it after it has spawned. So, if a slasher spawns behind you, and you don't look at it and keep running forward, it won't charge you.
3:01 - Landing in the door frame causes you to land immediately. I believe this is because there is no room for the landing animation to take place, so the game skips it.
3:16 - Spawn types and spawn points seem to be consistent.
4:10 - Door exiting room doesn't open until Isaac says "Time to go".
6:22 - Spawn types are consistent, however I'm unsure about spawn points. There are always 5 stalkers. There are initially 2, and the other 3 don't spawn unless you go further into the room. I am unsure about the babies and their quantity, however they always come down the middle.
7:17 - The door doesn't open until all stalkers are dead. I didn't realize I killed 2 with a baby, so I was expecting a fifth.
7:52 - Brushing up against this corner is close enough to the cyst to cause it to spit.
8:27 - There seem to be 4 cases for the initial spawns to this room. There is always an advanced stalker on the catwalk, however there maybe also be one of the following: 1) a lurker, 2) an advanced slasher, 3) an exploder, 4) nothing.
8:44 - The mines are for ~3-4 lurkers and an advanced stalker.
8:49 - The spawn types and spawn points for the necros that come out of the side vents are INCONSISTENT. There will MOST LIKELY be: 1-2 advanced pukers, 1-2 exploders. There maybe also be additional lurkers.
9:24 - The puker always runs to you, and DOESN'T spit, but rather decides to get up close and personal with its puke.
9:47 - The baby is always there.
10:39 - Explosions from the mines, and I'm guessing other explosions or perhaps even just gunfire, moves the mining lasers.
11:36 - Spawn types and spawn points are consistent (aside from the lurkers since I don't pay much attention to them).
11:49 - This slasher has swarmers on its body, and that's what the first mine is for.
11:59 - An additional advanced slasher also pops out of the vent above, but I run by before this happens. Sometimes the puker body-blocks you when in stasis and you try to run by, and simply shooting it once will solve that problem.
12:54 - Pure awesome timing and luck.
14:00 - For this elevator, spawn types and points are consistent. There are 8 waves, each consisting of 2 slashers, or 1 slasher and 1 advanced slasher. Only the 3rd wave has 3 slashers. Upon killing your 3rd pair of a slasher and advanced slasher, the ride is over.
4:12 - Usually this puker spits, but I guess it had a change of heart.
5:03 - Spawn types are consistent, however spawn points don't seem to be. There will always be pack, and a couple of slashers when you head towards the lift.
5:48 - Spawn points and spawn types for the drill ride are SOMEWHAT consistent. Only the lurkers are consistent in both, however the rest differ in spawn type and points. There will always and only be slashers nd pukers climbing onto the drill. There seem to be 6 waves: 3 necros, then 4 lurkers on the side wall, then 2 lurkers on the side wall and 1 necro, then 4 necros, then 3 lurkers on the opposite side wall and 2 necros, then 3 lurkers on the same side wall and 2 necros...again.
7:20 - An ideal way of dodging lurker barbs during the ride is standing still. This works because lurkers aim their middle barb at your body, but your body is moving due to the drill, and the movement is at a perfect pace to place you between the barbs. This works best when the lurkers are beside the drill, and I can't guarantee it will work if the lurkers are ahead or behind it instead.
8:45 - Lurker was ahead there, and I also think it's because I moved a bit, so i failed to "stand-dodge".
11:39 - Door doesn't open until 3 seconds after their conversation, so you can scavenge for ammo during this time.
14:20 - Initially as you enter this room, there are 2 scenarios. There is always a puker in the same spot, however there is also one of the following: 1) an exploder, 2) an advanced slasher.
14:27 - The second wave of enemies don't spawn until (approximately) you walk past the white bench near the left wall. Spawn types are NOT consistent for this room, however spawn points seem to be solid (necros either come from the hole in the wall, or in the hallway to the left). Each time I played through this section, necromorphs differed. Sometimes I'd get 4 advanced slashers, other times I'd get zero. The left hallway, however, seems to be more consistent, as pukers and lurkers will MOST LIKELY spawn from there. In short, be ready for anything.
14:38 - I don't recommend retreating to the top of the staircase by the exit door. In my experience, this has caused necros to come from the left and right staircases, making you fight on 2 fronts rather than 1.
2:14 - Door doesn't open until ~10 seconds after the wave stops.
2:28 - Spawn types and points seem to be consistent. There's always that one swarmer that isn't in the canister's explosion radius.
3:00 - Door doesn't open until ~10 seconds after Nicole shows you her path.
3:22 - Spawn types and points seem to be consistent, as you'll always see the infector and slasher. I can't guarantee this however.
3:40 - I'm tempted to say spawn points are consistent for the stalkers, however one attempt they did not come from the top platform. Another time, as I rounded the corner at 3:54, a hiding stalker rammed me. It's safe to say that you'll MOST LIKELY have the same result as here.
4:19 - Spawn points and types are consistent. It is possible to ignore all enemies and skip the first safety room by following a VERY specific path when dodging lasers. I did not get consistent results from this however, so I didn't risk it. Perhaps I'll release a video later detailing how.
6:02 - Spawn types are NOT consistent for this room, however spawn points seem to be. Sometimes, an advanced slasher jumps out the side vent at 6:06 before you pass it.
6:48 - The brute spawns as soon as you cross the halfway point of the room.
10:37 - It's safe to lower the needle for 18 heartbeats (maybe 19 or 20) before you have to aim for the pupil. The rest is up to you.
12:58 - The ubermorph drops out of the vent as soon as you grab the body, regardless of where you stand.
13:24 - There are swarmers in this hallway, and picking up the stasis canister (instead of shooting it like I did) gives a small window of time for the swarmers to jump on your back, so shooting the canisters is preferred. Spawn types and points seem consistent, as I always encounter 3 advanced slashers.
14:04 - You can go through the door without stasising the infector, I was merely being cautious incase the door took a bit longer than usual to load.
14:23 - It's possible to keep flying through the remaining section by dodging nest projectiles and lasers, however I have died from this more than once so i played it safe.
1:43 - Spawn points for the 2 leapers seem to be consistent. These can be a real pain.
2:03 - For some reason, shooting a leg off of this puker kills it, rather than maiming it.
2:14 - This lurker is always there. I choose to kill it so I don't have to worry about it in the next outdoor hallway at 2:46.
2:25 - These 2 advanced slashers are always there, and always jump out the same vent. NOTE: if you didn't hinder the ubermorph as I did by taking off a leg (or both legs, or forcing it to regrow limbs, etc.), it is VERY LIKELY it will follow you into the room and kill you, leaving you thinking "WTF!!?!?!"...as it did me.
2:29 - What I usually do is knock this slasher back with the force gun, then finish it with the seeker rifle. For some reason I decided to reload the rifle before killing it...too damn close.
2:47 - There is always a leaper and puker, and they spawn in the same position. However, instead of the leaper running towards you (as it most likely will), sometimes it leaps on the wall to its left. Be mindful of this, as this has caused me to die in the past.
3:02 - There seem to be 2 scenarios for this room. There is always the first advanced slasher in the same spot, as well as one of the following: 1) a puker rising from the pit in the middle of the room, 2) an advanced slasher dropping out of the vent above the entrance to the room.
3:13 - This leaper is always there, so be prepared.
3:16 - Spawn types and points seem consistent for this outdoor hallway. There is always a lurker on the left wall, and the advanced slasher always jumps out of the vent.
3:43 - The ubermorph always drops out of the vent as you pass it. Hugging the left wall (maybe the right as well) stops it from knocking you down.
5:12 - FINAL BOSS: Nicole always spawns in front of where you are looking (except for the initial spawn I believe), so use this to position her to your liking after the heart closes. To make your life easier, there is a guaranteed way you can shoot the heart without having to worry about pack. Whenever Nicole dies, any remaining pack will be killed by the Marker's shock-wave. If you have upgraded weapons, it's faster to kill Nicole right away when she appears. However, since I didn't have upgraded weapons, I had to adjust. So, if you do as I did, and clear a wave of pack before killing Nicole, it is ideal to wait for the next pack to spawn before killing Nicole. You know they spawn from their screams, and you can also look around. It seems the first wave of pack doesn't spawn until you've killed Nicole.
MY FINAL BOSS STRAT (very consistent results): Always shoot the heart and Nicole with the seeker rifle to maximize damage in the shortest time-frame. After heart closes the FIRST TIME, take out the 2 pack in front and 3 pack behind. Position Nicole where I'm not going to run. When Nicole spawns, run away from her around outer edge of platform, killing pack in front of me. This causes other pack to funnel in behind me. Once all pack in front are dead, turn around and kill remaining pack. Only kill Nicole after the next pack wave has spawned. Repeat until done. Heart takes 13 seeker rifle shots in total to die.
GENERAL TIPS FOR HARDCORE:
- Just like playing an instrument, the more you practice the better you'll get.
- Obviously, you don't have to use the same weapons I did. I felt comfortable with the weapons I used, so you should use the weapons you feel most comfortable with.
- Knowledge is key! Knowing what to expect in a section could save your life, so refer to the videos and their descriptions as much as you need to.
- There is no golden rule for when you should use your saves. In general, you should use them when you know the next chapter(s) is going to be a real pain.
If you have any questions, please post a comment on the YouTube page of the specific video that is related to your question. If your question is more general, and not specific to a certain portion of the game, then post your question on any video comment section (NOTE: you must have a YouTube account to post a comment). All videos can be searched for on YouTube (they are titled Dead Space 2: "Very Hardcore" challenge run, Part x / 11), or can be found on my YouTube channel found here:
www.youtube.com/user/br0wner (again, the "0" is a zero, not an O)
I hope you found this guide useful, and I wish you the best luck for your Hardcore run!