Xbox 360 Dead Space 3 Achievement Guide

MSLewis

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Dead Space 3 is the third installment in the survival/horror third-person-shooter franchise by Visceral Games. Released on February 5, 2013, the game throws the player back in control of Isaac Clark. The game takes place (mostly) on an ice planet that may hold the key to end the Necromorph plague once in for all. The enemies are crazier, the game maintains its adrenaline inducing game play, and introduces the player to customizable weapons and craft-able items.

100% the achievements in DS3 will definitely take some time and dedication, but none of them are ridiculously hard (though there are collection achievements, and we all know how tedious they can be). After the list of achievements you’ll find my suggestion for the most effective way to earn them all and a list of the collectibles throughout the game. If you have any additional input, please add a comment to the thread!


Achievements
Get On My Level.jpg GET ON MY LEVEL (10G)
Complete the game on any difficulty setting.
Just complete the game on any of the four default difficulty settings and the achievement is yours!

The Explorer.jpg THE EXPLORER (25G)
Complete all optional missions.
There are a total of 10 optional missions in Dead Space 3. They are usually marked by a message over your com unit, so they can't be missed. Thankfully, you don’t need to complete them all in one playthrough, so if you miss one don’t fret. When an optional mission is available, it will show up in the objectives window in your menu. If you select it your navigation indicator will lead you to the optional objective. In chapter select you can review your progress through the game, including the optional missions. If you select one of the optional missions that you’ve passed by the game will load up right before that mission. The missions are:
  • Single Player Optional Missions
    • Chapter 4: CMS Greely – Choose to go to the CMS Greely instead of the Terra Nova and complete the mission.
    • Chapter 5: Conning Tower – When on the tram, get off at the middle station and enter the door on the left, grab the key, and enter the elevator to complete the mission.
    • Chapter 9: Supply Depot – You’ll find the key to the supply depot during the course of the mission, which activates the mission in your log. Switch your active mission and follow the navigation indicator to the door and complete the mission.
    • Chapter 11: Armory – Once you’ve fought the boss for the second time you’ll see a bunch of flares on the ground. Isaac makes a comment and the mission becomes available.
    • Chapter 14: Disposal Services – The door for this mission is by the Geology building, near the Armory door.
    • Chapter 14: Reaper Barracks – Do the puzzle for the Rosetta that requires you to line up three sections and you’ll find the elevator down through the door nearby.
    • Chapter 17: Artifact Storage – After blowing up the roadblocks and watching the cinematic you’ll come to a fork in the path. Take the left path and take the elevator to the entrance to the mission.
  • Co-Op Optional Missions
    • Chapter 4: CMS Brusilov – Choose to go to the CMS Greely instead of the Terra Nova and complete the mission.
    • Chapter 11: Archeology – You’ll find the entrance while fighting through the Unitologist forces.
    • Chapter 14: Marker Containment – While playing through the mission in Co-Op Carver will start to talk about things that aren’t there, which Isaac mentions to him. This marks the beginning of the mission, so switch you active mission in the menu and follow the navigation indicator.
Complete all 10 and the achievement is yours!

Aren't You Thankful.jpg AREN’T YOU THANKFUL? (50G)
Complete the game on Hardcore Mode.
Hardcore Mode is unlocked by beating the game on any difficulty.
If you’ve played Dead Space 1 and 2, you have an idea of what you’re in for. This time it’s a bit different though. Rather than being limited to saves like the previous game, this time you are able to save as usual, but when you die, your save is reset to the beginning of the game. There are two ways to get through this: the honest way or the cheap way.
The Honest Way: Play careful. Carry a LOT of health items and use them frequently. You’ll have played the game a few times by now, so build the weapons you were most comfortable with and carry them all the time. Don’t worry about being fancy, just play safe and get it done.
The Cheap Way: Every time you create a save that you’re happy with (you have good weapons, ammo, and health stocks), copy it to a flash drive and continue playing from the original. If you die: quit, delete your hardcore save, copy the save from the flash drive, and continue from there. Just be sure to copy your saves often! Obviously you’ll still need to play cautiously since there’s no respawning at checkpoints, and copying your saves constantly is tedious and annoying, but this method definitely gives you a nice safety net!
Completing Hardcore Mode grants the achievement and unlocks Retro Mode.

Epic Tier 4 Engineer.jpg EPIC TIER 4 ENGINEER (40G)
Complete the game in Classic Mode.
Classic mode is unlocked by beating the game on any difficulty. In Classic, Co-Op is disabled, you can only build classic weapons, and you play the game on Hard difficulty. Completing Classic mode grants the achievement and the Devil Horns weapon.

Survivalist.jpg SURVIVALIST (40G)
Complete the game in Pure Survival Mode.
Pure Survival mode is unlocked by completing the game on any difficulty. In Pure Survival, enemies only drop resources (you have to make all your own ammo, health, and stasis items), and you play the game on Hard difficulty. Completing Pure Survival mode grants the achievement, a MK-II Overclocked Parts set, and a Mega Resources deposits.

Gun Collector.jpg GUN COLLECTOR (25G)
Collect all weapon parts.
There are 73 in total, and they are scattered throughout the game. Always carry a couple Tungsten Torque Bars with you, as a lot of parts will be found behind the doors you unlock with those. You will also need to play through the Co-Op only missions in order to get this, as some of the parts are hidden in those. Check the bottom of this guide for a comprehensive list of collectibles in each chapter.

The Professor.jpg THE PROFESSOR (25G)
Collect all Artifacts.
These include Unitologist, EarthGov, SCAF, and Alien artifacts. There are a lot of them, and they are usually around dead end corners or hidden out of site. You’ll need to do all the optional and co-op missions in order to find them all. Thankfully the mission review window in the RIG menu will show you blank spaces for anything you missed, including logs and artifacts! Check the bottom of this guide for a comprehensive list of collectibles in each chapter.

The Librarian.jpg THE LIBRARIAN (25G)
Collect all Logs.
These include both text and audio logs. Text logs are items that you pick up, audio logs are throughout the world and require you to simply activate them. You’ll need to do all the optional and co-op missions in order to find them all. There are a lot of them, but thankfully the mission review window in the RIG menu will show you blank spaces for anything you missed, including logs and artifacts! Check the bottom of this guide for a comprehensive list of collectibles in each chapter.

The Armorer.jpg THE ARMORER (25G)
Collect all circuits.
Again, there are a lot of these. Follow the same guidelines as the Gun Collector achievement and you should be able to find them all. Check the bottom of this guide for a comprehensive list of collectibles in each chapter.

There's Always Peng!.jpg THERE’S ALWAYS PENG! (50G)
Find Peng.
This achievement is available in Chapter 14 during the optional mission “Reaper Barracks. While going through the mission you’ll find a large pump room (down the ladder after the huge spiked piston). If you turn around at the end of the piston and you’ll see a machine labeled “Pump 2.” You’ll see the piston you just came out of going back and forth. Wait for the piston to pass and hit it with stasis. Now you can see past the piston, and if you look around carefully (or just keep mashing Kinesis) you’ll find the Peng statue. Grab it and the achievement is yours!

My Buddy.jpg MY BUDDY (10G)
Retrieve Resources from a Scavenger Bot at a Bench.
You get your first Scavenger Bot during Chapter 5. To get the achievement just equip the bot (press up on the d-pad) and drop it anywhere (right trigger). After about 10 minutes you’ll be notified that the bot is waiting at a Bench. Activate a bench and the bot drops resources into your inventory, along with the achievement!

Metal Detector.jpg METAL DETECTOR
Successfully deploy Scavenger Bots to 15 Resource Areas.
A Resource Area is an area where you hear a consistent, loud pinging noise. There are TONS of these throughout the game. To find them, press up on the d-pad when you have a bot in your inventory. When you aim you will see a radar indicator that will point in the direction of the nearest resource area. Follow the radar until concentric circles start going a bit nuts on the display. Press the right trigger to deploy the bot. Do this 15 times and the achievement is yours!

Strapped.jpg STRAPPED (10G)
Craft a weapon.
You’ll get a basic walkthrough of the Bench in the game. The easiest way to get this achievement is to simply disassemble a weapon in your inventory and put it back together. Once you’ve built a weapon on the bench (one frame and one tool) and placed it one of your equipment spaces you’ll get the achievement.

Circuit's Edge.jpg CIRCUIT’S EDGE (10G)
Add a circuit to a weapon.
The Bench has a section dedicated to updating weapons (the middle option). Open the section and add a circuit to any of your weapons. Close the menu and the achievement is yours.

EMT.jpg EMT (25G)
Craft a Large Med Pack.
The Bench has a section to craft items (second from the right). Open the section and create a Large Med Pack for 240 Somatic Gel and the achievement is yours.

Full House.jpg FULL HOUSE (25G)
Craft a Weapon with two Tool, Tips, and Attachments with all Circuit slots filled.
Self-explanatory, just create a weapon that contains two of everything and a full circuit board. You’ll find plenty of items throughout the game even if you don’t search too hard, so you’ll get this easily by the halfway mark.

RIG Master.jpg RIG MASTER (50G)
Fully upgrade your RIG.
At any suit kiosk you have the option to upgrade your RIG. To get the achievement you’ll need to fully upgrade every section of your RIG. If you concentrate on this you’ll have it completed around Chapter 15.

Master Plan.jpg MASTER PLAN (25G)
Create a Blueprint that needs at least 2000 resources worth of parts and Circuits to build.
The easiest way to get this is to create a blueprint from the weapon that gets you the Full House achievement. If that doesn’t do it, try tossing higher level circuits, an elite frame, and any special parts you have on the gun and recreate the blue print to get the achievement.

Axes High.jpg AXES HIGH (20G)
Kill 30 enemies using Fodder axes.
Fodder axes are carried by fodders. Fodders are the first enemy that you encounter during the prologue. They look like humans and they carry axes. Kill them, grab one of their axes with kinesis, kill another enemy by shooting the axe into them. Early on you’ll need to weaken the enemies with a few shots first, but once you’ve upgraded the kinesis module in the RIG you’ll be able to kill enemies on regular difficulty in one shot. Kill 30 and the achievement is yours!

Payback.jpg PAYBACK (15G)
Kill a Soldier by TK’ing a grenade or rocket back at them.
During Chapter 11 Unitologist soldiers will start actively throwing grenades. They are marked by bright red circles and arrows, so they’re very easy to spot. Just grab one with Kinesis and shoot it back at one of the Soldiers to kill them and get the achievement.

Go for the Limbs!.jpg GO FOR THE LIMBS! (10G)
Dismember 500 limbs from living enemies.
See “And Then We Doubled It!”

And Then We Doubled It!.jpg AND THEN WE DOUBLED IT! (10G)
Dismember 1000 limbs from living enemies.
The Dead Space franchise is based around the idea that dismemberment is better than straight shooting. Dismemberment does more damage that a straight shot, so you should be going for this throughout the game anyway. The enemy must be alive when you shoot the limb off, and you don’t need to kill the enemy with the dismemberment, so shoot limbs as you play and you’ll get the achievement in time. If you haven’t gotten it by the end of your first playthrough don’t worry, just adjust your play style and you’ll get it during one of the subsequent playthroughts.

Slow Mo.jpg SLOW MO (10G)
Kill 50 enemies while they are in stasis.
Press Y to nail enemies with stasis. The best places to do this are near a stasis recharge station. The achievement gets easier after you’ve upgraded the stasis section of your RIG. Just keep putting enemies in stasis before killing them and you’ll get the achievement soon enough.

Blast Corps.jpg BLAST CORPS (10G)
Kill 30 enemies with explosion damage.
Explosive canisters shot at enemies with Kinesis, grenade launchers, rocket launches… any kill with anything that goes boom counts, so blow up 30 enemies and the achievement is yours.

Shootbang.jpg SHOOTBANG (10G)
Kill 30 Soldiers with head shots.
Soldiers show up throughout the game. Whenever you fight them, concentrate on headshots and you’ll get the achievement sometime after Chapter 11.

Empty Chamber.jpg EMPTY CHAMBER (10G)
Kill 30 enemies using melee strikes or a melee Weapon Part.
The easiest way to get this achievement is against the Feeders. Feeders are the child-like looking creatures that start showing up about halfway through the game. They are very weak and have no ranged weaponry, so they are ideal to melee to death. Kill 30 by beating them with the butt of your gun and the achievement is yours.

Dropping Acid.jpg DROPPING ACID (10G)
Dissolve 50 enemies with acid.
You’ll find an Acid Bath attachment in Chapter 11. Once you’ve put it on a weapon you’ll be dealing acid damage, so just kill enemies with the weapon that has Acid Bath attached and you’ll get the achievement after 50 kills.

Electric Lawnmower.jpg ELECTRIC LAWNMOWER (10G)
Kill 30 enemies using an electrified Ripper blade.
Go to a bench and enter the weapon crafting. Take a Large Frame, add a Ripper Core, then throw an Electrical Charge attachment in slot 2 and you’re set to go. Equip it and saw some limbs of Necromorphs. Kill 30 with this gun and the achievement is yours!

Overpowered Healing.jpg OVERPOWERED HEALING (10G)
Use quick heal to heal yourself 20 times.
You will definitely get this without even thinking about it. Just use B while you have a health pack in your inventory 20 times and you’ll get the achievement.


Co-Op Achievements
From the Jaws.jpg FROM THE JAWS (10G)
Save your Co-Op partner from an execution by killing the attacker.
An execution is when a necromorphs grabs you and you have to mash A to get it off. When you see this happen to your partner in Co-Op, shoot the attacking necromorphs off him and the achievement is yours.

Share and Share Alike.jpg SHARE AND SHARE ALIKE (10G)
Use the RIG to give an item to your Co-Op partner.
Load a Co-Op game, open up your RIG, and hit the button to give an item to your partner. If you’re playing through Co-Op you’ll get this by simply playing the game, as sharing resources is a large part of the challenge.

Medic!.jpg MEDIC! (10G)
Revive your Co-Op partner 10 times.
When playing Co-Op, if your partner goes down you can revive him by mashing the A while next to him. Do this 10 times and the achievement is yours.

Ghosts of the Past.jpg GHOSTS OF THE PAST (25G)
Face all of Carver’s demons by completing all Co-Op only optional missions.
Just complete all the Co-Op optional missions. You’ll get this while working on “The Explorer” achievement. The Co-Op missions are in Chapters 4, 11, and 14. Once you complete the third one the achievement is yours!

Architect.jpg ARCHITECT (10G)
Share a Blueprint with your Co-Op partner.
Load up a Co-Op game and head for a Bench. Once there, open the blueprints menu and click the share button. This will give your partner the Blueprint for their own bench, and give you the achievement.


Secret Achievements
Note: As these are secret achievements, obviously some will contain spoilers.

Stranger in a Strange Land.jpgSTRANGER IN A STRANGE LAND (10G)
Complete the Prologue.
Story related and can’t be missed, you’ll get this achievement after completing the Prologue.

Space Odyssey.jpg SPACE ODYSSEY (15G)
Survive your first spacewalk.
Story related and can’t be missed, you’ll get this achievement in Chapter 2.

Critical Mass.jpg CRITICAL MASS (15G)
Recover the shuttle.
Story related and can’t be missed, you’ll get this achievement in Chapter 6.

Snow Crash.jpg SNOW CRASH (15G)
Reach Tau Volantis.
Story related and can’t be missed, you’ll get this achievement in Chapter 7.

Intestinal Fortitude.jpg INTESTINAL FORTITUDE (25G)
Defeat the Hive Mind.
Defeat the monster that swallows you in Chapter 12 and the achievement is yours.

Hydra.jpg HYDRA (15G)
Kill the Snowbeast.
Defeat the Snowbeast in Chapter 13 by pulling him apart with the harpoons and the achievement is yours.
Here’s a quick guide if you’re having trouble: Don’t waste any ammo shooting the beast, it won’t do any good. Instead, run past him and activate the generator you’ll find to the right. This activates laser guided harpoon guns. Lure the beast to the lasers by running past them and into an alcove. Once in the lasers, harpoons will shoot into it. Run towards the mountain and you’ll find a crank, use it and the beast will get ripped in half!

Together as One.jpg TOGETHER AS ONE (15G)
Reassemble Rosetta.
Story related and can’t be missed, you’ll get this achievement in Chapter 14.

Infernal Machine.jpg INFERNAL MACHINE (15G)
Reach the Alien Machine.
Story related and can’t be missed, you’ll get this achievement in Chapter 18.

Shoot for the Moon.jpg SHOOT FOR THE MOON (50G)
Defeat the Moon.
Story related and can’t be missed, you’ll get this achievement in Chapter 19 after defeating the final boss.
If you’re having trouble, Kinesis is the key to this fight. Use it to kill the smaller necromorphs that come at you by shooting their limbs at them so that you don’t run out of ammo. If the boss shoots tentacles at the ground, cut them off quckly. To damage the boss, grab the markers that float by with you Kinesis module and shoot them into one of the creature’s three eyes. Once all three eyes are gone, grab the green light that appears with your Kinesis. After that, run to the rock with the green light and complete the real-time event to climb it. Sit back and enjoy the end of the game and the achievement.

Under a Buck.jpg UNDER A BUCK (10G)
Shoot the deer head trophy in the Admiral’s Quarters.
This achievement is available in Chapter 4. When you’re on your way to the admiral’s office during the mission (after backtracking past the giant fans) you’ll need to complete an electronic puzzle to unlock the elevator (like most all of the electronic puzzles, it’s very simple). Ride the elevator, and when you exit turn left and walk down the hallway. You will see the deer head hanging at the end of the hall. Just shoot the deer head and the achievement is yours!

Space Ace.jpg SPACE ACE (20G)
Shoot at least 70 targets during the ride to Tau Volantis.
During Chapter 7 you will pilot a ship to the surface of Tau Volantis. During the flight there will be a LOT of red markers indicating things you can shoot. Scroll over them with the left stick and hit the right trigger when they light up orange to shoot them with missiles. If hit the planet and didn’t get the achievement, save and quit as soon as you can and load back up. Try increasing your sensitivity if you still have trouble, and just mash the right trigger during the flight. Once you’ve shot 70 targets the achievement is yours!

Hungry.jpg HUNGRY (20G)
Reach the pump room of the Waystation without alerting any Feeders.
In Chapter 9, when you’re going through the halls, crouch and sneak past the Feeders (the really thin, lanky creatures) without shooting any or getting their attention. It may sound tough, but it’s not too difficult. They will only come after you if you’re walking/running past them, if you make a loud noise, or if you shoot/get too close to one. Once you reach the ladder in the pump room the achievement is yours!

Drill Sergeant.jpg DRILL SERGEANT (30G)
Complete the Drill Room without taking any damage.
This is during Chapter 10, when your path gets blocked by the drill. Once you lower the safety walls the drill starts moving around the platform. You have to shoot it with stasis and take out the yellow fuses inside it three times to destroy it, all while the drill moves more erratically and necromorphs come pouring out of the walls. Do it without taking damage and the achievement is yours. If you have trouble, try using stasis more and a pulse rifle/line gun weapon. If you still can’t get the achievement, trying knocking the difficulty down to easy.

Weedkiller.jpg WEEDKILLER (30G)
Kill 5 Cysts in the Biology Building with a single poison gas cloud.
In Chapter 14, once you reach the biology area you’ll see the Cysts: plat like growths that shoot pods out that explode (if you’ve played DS1 or 2 you’ll recognize them). What you need to do is hit them with stasis and move past them, turn around and grab their pods with Kinesis, then shoot the pod to a safe space. You must keep all five of them alive as you go through. Be careful when you get to the end of the hall, as there is a Cyst on the wall just around the corner.
Go through the door at the end of the hall, fight off the necromorphs, go down the elevator, hit the switches to turn on the pump, go back up the elevator, through the door (be careful of the cyst on the wall here, don’t let it die), into the booth, hit the switch, watch the room fill with gas, and the achievement is yours after the booth’s door opens again!

Aliens.jpg ALIENS (15G)
Collect all Alien Artifacts.
See “The Professor Achievement.” Check the bottom of this guide for a comprehensive list of collectibles in each chapter.

Close Encounter.jpg CLOSE ENCOUNTER (10G)
Kill 10 alien Necromorphs.
Alien Necromorphs don’t show up until Chapter 1. They are big, look like slimmer versions of brutes from DS2, and are a pain. Just keep shooting their limbs, make use of stasis, and you’ll get the achievement after you’ve killed 10 of them.



Playthrough Guide
Playthrough 1
Play through the game on either Normal or Easy difficulty. If you’ve never played through a third person shooter before, play through the game on Easy. This time through your goal is to get acquainted with the game’s mechanics and collect all but three of the achievements.

Playthrough 1.5
This won’t be a full playthrough. Grab a friend and play through the Co-Op missions in the game. If you don’t have all of the Co-Op achievements by the end of the missions, find a quiet place to chill and knock out the rest of them. If you haven’t gotten the “Medic!” achievement by the end of the Co-Op missions, find a place with no enemies (near a Bench is good) and use an explosive weapon to knock your partner down, revive him, rinse and repeat until the achievement is yours.

Playthrough 2
Now that you’ve gotten acquainted with the game, play through the game on Pure Survival Mode to get the “Survivalist” achievement. The game will be set to hard, but this mode is the closest to the standard game. The only difference is that you need to craft all health packs, stasis packs, and ammo at the Bench. Make good use of your scavenger bots to get some extra resources and you’ll make it through without too much trouble.

Playthrough 3
Play through the game on Classic Mode to get the “Epic Tier 4 Engineer” achievement. This mode restricts the weapons that you can build, but the game is easily playable with nothing more than a plasma cutter and a line gun. If you have trouble just move slow and play it safe.

Playthrough 4
Now you get to play through Hardcore Mode for the “Aren’t You Thankful?” achievement. This one is the last mode because after three playthroughs you will, hopefully, be very familiar with the game.Check the achievement above for some helpful tips on ways to get around the scariest aspect of Hardcore Mode: that death means a reset save file. Stock up on everything, especially health packs. Do not be afraid to heal often. Even if you’re using the trick to maintain save files, dying is a pain. Play it safe and be patient and you’ll make it through. When you finish the game you’ll definitely be thankful to be finished with this mode, and possibly even the game after four and a half playthroughs!



Collectibles

Prologue
Artifacts:
S.C.A.F. Artifact (1)​

Chapter 01
Logs:
Audio Log (1)
Text Log (2)​
Artifacts:
EarthGov Artifact (1)
Unitologist Artifact (1)​

Chapter 02:
Logs:
Audio Log (1)​
Artifacts:
EarthGov Artifact (1)​

Chapter 03:
Logs:
Text Log (2)​
Artifacts:
S.C.A.F. Artifact (1)​
Weapon Parts:
Heavy Standard Frame
Tesla Core​
Circuits:
+1 Reload
+1 Rate of Fire​

Chapter 04:
Logs:
Text Log (2)
Audio Log (1)​
Artifacts:
EarthGov Artifact (1)
S.C.A.F. Artifact (1)​
Weapon Parts:
Plasma Core
Diffraction Torus
Military Engine​
Circuits:
+1 Damage
+1 Damage
+1 Clip​
Blueprints:
Shotgun Blueprint​

Optional Mission "C.M.S. Greely"
Logs:
Audio Log (2)​
Artifacts:
S.C.A.F Artifact (1)
Alien Artifact (1)​
Weapon Parts:
Electric Charge
Telemetry Spike
Compact Standard Frame​
Circuits:
+1 Damage +1 Clip
+1 Rate of Fire +1 Damage​

Optional Co-Op Mission "C.M.S. Brusilow"
Logs:
Text Log (3)​
Artifacts:
S.C.A.F. Artifact (1)
EarthGov Artifact (1)​
Weapon Parts:
Precision Tip
Explosive Module
Plasma Core
Ammo Support
Compact Conic Dispersal​
Circuits:
+1 Reload
+1 Reload +1 Rate of Fire​

Chapter 05:
Logs:
Audio Logs (3)
Text Logs (3)​
Artifacts:
S.C.A.F. Artifact (2)​
Weapon Parts:
Heavy Standard Frame
Hydraulic Engine
Compact Directed Ejection Field​
Circuits:
+1 Rate of Fire
+1 Reload +1 Damage​

Optional Mission "Conning Tower"
Logs:
Audio Log (1)
Text Log (1)​
Artifacts:
S.C.A.F. Artifact (1)​
Weapon Parts:
Rotator Cuff Module
Medic Support​
Circuits:
+1 Reload +1 Clip
+1 Reload +1 Rate of Fire
+1 Rate of Fire +1 Clip
+1 Reload +1 Damage​

Chapter 06:
Logs:
Audio Log (1)​
Artifacts:
S.C.A.F. Artifact (1)​
Weapon Parts:
Stasis Support​
Circuits:
+1 Rate of Fire +1 Damage
+1 Damage +1 Clip​

Chapter 08:
Logs:
Audio Log (2)
Text Log (2)​
Artifacts:
S.C.A.F. Artifact (1)​
Weapon Parts:
Survey Charge
Bolas Gun Blueprint
Compressor
Stasis Coating​
Circuits:
+2 Damage -1 Reload
+2 Damage -1 Rate of Fire​

Chapter 09:
Logs:
Audio Log (3)
Text Log (2)​
Artifacts:
S.C.A.F. Artifact (2)​
Weapon Parts:
Canister Recovery Module
Compact Standard Frame
Explosion Amplifier
Tesla Core
Heavy Standard Frame
Pulse Rifle​
Circuits:
+2 Damage -1 Clip
+2 Clip -1 Damage​
Blueprints:
Medic Support Handgun Blueprint​

Optional Mission "Supply Depot"
Logs:
Audio Log (4)
Text Log (2)​
Artifacts:
S.C.A.F. Artifact (1)​
Weapon Parts:
Electrocution Module
Repeater
Scope​
Circuits:
+2 Reload -1 Rate of Fire
+2 Reload -1 Clip
+2 Reload -1 Damage​
Blueprints:
Heavy Metal Thunder Blueprint​

Chapter 10:
Logs:
Audio Log (1)​
Artifacts:
S.C.A.F. Artifact (1)
Alien Artifact (1)​
Weapon Parts:
Pneumatic Torch
Directed Suspension Field
Hammonds Heavy Frame
Telemetry Spike​
Circuits:
+2 Clip -1 Reload​

Chapter 11:
Logs:
Audio Log (1)
Text Log (3)​
Artifacts:
Unitologist Artifact (1)​
Weapon Parts:
Repeater​
Circuits:
+2 Clip -1 Rate of Fire
+2 Rate of Fire -1 Clip
+2 Rate of Fire -1 Damage
+2 Rate of Fire -1 Reload​

Optional Mission "Armory"
Logs:
Audio Log (2)​
Artifacts:
Unitologist Artifact (2)​
Weapon Parts:
Stasi Amplifier
Plasma Core
Acid Bath
Stasis Support​
Circuits:
+2 Reload
+2 Damage​
Blueprints:
Contact Beam Blueprint​

Optional Co-Op Mission "Archeology"
Logs:
Audio Log (3)
Text Log (1)​
Artifacts:
EarthGov Artifact (1)​
Weapon Parts:
Wellers Compact Frame
Flame Glaze
Rip Core
Directed Ejection Field​
Circuits:
+2 Rate of Fire
+2 Reload
+2 Damage
+2 Clip​
Blueprints:
Flamethrower Blueprint​

Chapter 13:
Artifacts:
S.C.A.F. Artifact (1)​
Weapon Parts:
Hun-E1 Badger
Compact Standard Frame
Wellers Compact Frame
Ammo Suport
Rip Core​
Circuits:
+2 Damage +1 Reload​

Chapter 14:
Logs:
Audio Log (3)
Text Log (1)​
Artifacts:
Alien Artifact (2)
S.C.A.F. Artifact (1)
Unitologist Artifact (1)​
Weapon Parts:
Heavy Standard Frame
Explosive Module
Full Zoom Scope
Hot Death
Earth Gov Frame​
Circuits:
+2 Damage +1 Rate of Fire
+2 Reload +1 Clip
+2 Reload +1 Damage
+2 Damage +1 Clip
+2 Reload +1 Rate of Fire​
Blueprints:
Seeker Rifle Blueprint​

Optional Mission "Reaper Barracks"
Logs:
Text Log (3)​
Artifacts:
S.C.A.F. Artifact​
Weapon Parts:
Damage Support
Heavy Elite Frame
Rail Accelerator​
Circuits:
+2 Damage +1 Reload
+2 Damage +1 Rate of Fire​
Blueprints:
Show Stopper Blueprint​

Optional Mission "Disposal Services"
Logs:
Text Log (3)​
Artifacts:
S.C.A.F. Artifact (1)​
Weapon Parts:
Full Zoom Scope
Precision Tip
Ammo Sweeper
Compressor
Conic Dispersal​
Circuits:
+2 Clip +1 Reload
+2 Clip +1 Rate of Fire​

Optional Co-Op Mission "Marker Containment
Logs:
Audio Log (1)​
Artifacts:
EarthGov Artifact (1)​
Weapon Parts:
Rail Accelerator
Ammo Box​
Circuits:
+2 Rate of Fire +1 Reload
+2 Rate of Fire +1 Damage
+2 Rate of Fire +1 Clip
+2 Clip +1 Damage​

Chapter 15:
Weapon Parts:
Rip Core
Flame Glaze​

Chapter 16:
Logs:
Audio Log (1)​
Artifacts:
S.C.A.F. Frame (1)​
Weapon Parts:
Rail Accelerrator
Safety Guard
Heavy Standard Frame​
Circuits:
+2 Damage +1 Clip​
Blueprints:
Javelin Gun Blueprint​

Chapter 17:
Logs:
Audio Log (3)
Text Log (4)​
Artifacts:
Alien Artifact (3)
Unitologist Artifact (1)​
Weapon Parts:
Stasis Coating
Compact Standard Frame​
Circuits:
+2 Reload +1 Damage
+2 Reload +2 Clip
+2 Damage +2 Clip
+2 Rate of Fire + 2 Damage
+2 Rate of Fire + 2 Clip
+2 Reload +2 Damage
+2 Reload +2 Rate of Fire
+2 Reload +1Rate of Fire
+2 Reload +1 Clip
+2 Reload +2 Damage​

Chapter 18:
Logs:
Audio Log (2)
Text Log (1)​
Artifacts:
Alien Artifact (2)​
Weapon Parts:
Acid Bath
Electrocution Module​
Circuits:
+2 Rate of Fire + 2 Damage​

Chapter 19:
Artifacts:
Alien Artifact (1)​
 
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It annoys me that I have to have a co-op buddy to play some of the side missions in the game. That kind of reminds me of Mass Effect 3's claim that you didn't need multiplayer to get the best ending.
 
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