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Dead Space 2 – Weapon FAQ
Weapon FAQ by Sol4688
Updated: 02/07/11
DEAD SPACE 2 ================================================================ Weapon FAQ Written by: Sol4688 E-mail: email@example.com ======== Overview ======== Hello, and welcome to my Dead Space 2 weapon FAQ. In this guide, I will tell you about all the weapons available in Dead Space 2: Where to find them, where to find their ammunition schematics, how much they cost, how they upgrade, Primary and secondary firing modes, the strengths and weaknesses, and how to fight with them. You may remember me as that guy who made the Dead Space 1 weapon FAQ. I received some positive feedback from that, so I'm trying again with this game. I've given each weapon an extensive study and training, carefully weighed their pros, their cons, and overall usefulness. Any person can be good with any weapon in Dead Space. But I will assist you on picking what weapon(s) is right for you. I'm also aware that there is DLC content for additional weapons on PSN. I will NOT be covering these, at least not yet. But I won't rule it out for the future. Here we go again! =============== Table of Contents =============== Section...................Weapons....................Shortcut Part 1....................Combat basics...............[PT01] Part 2....................Plasma Cutter*..............[PT02] Part 3....................Line Gun....................[PT03] Part 4....................Pulse Rifle.................[PT04] Part 5....................Flamethrower................[PT05] Part 6....................Ripper......................[PT06] Part 7....................Force Gun**.................[PT07] Part 8....................Contact Beam***.............[PT08] Part 9....................Rivet Gun...................[PT09] Part 10...................Seeker Rifle................[PT10] Part 11...................Detonator...................[PT11] Part 12...................Javelin Gun.................[PT12] Part 13...................Hand Cannon.................[PT13] Additional notes and tips.............................[PT14] Credits...............................................[PT15] * = Refurbished Plasma Cutter will also be discussed. ** = Zealot Force Gun will also be discussed. *** = Hacker Contact Beam will also be discussed. Let's get started, shall we? ================================================================ COMBAT BASICS.............................................[PT01] ================================================================ Okay, so this being the Dead Space weapon FAQ, it's only natural we begin with controls and basic combat strategies, right? Let's start with the controls you'll need for fighting. Select: Bring up item menu. Under most combat circumstances, you should never use this in the heat of battle. It's only useful in the instance that you want to check on your supplies, or use a specific medikit. But use this only when there's a lull in combat or the nearest necromorph is very far away. Left analog stick: Move. Moving is the first key to successful combat. There are no swift fancy dodges in this game. You don't want to get hit, you need to learn to move. Directional buttons: Switch weapon. Pick the right tool for the right job! Pick a weapon layout that works best for you. Obviously, with there being four directional buttons, you can only equip four weapons at a time. Right analog stick: Look around. Looking around will be the next key. If you can't see your enemy, you're already at a massive disadvantage. Always keep your surroundings in mind. Square: Reload your current weapon. When your weapon is low or out of ammo, a reload is exactly what you need. Isaac will reload his weapon, and bring it back up to maxed out. Keep an eye on your weapon's ammo, and always make sure you got enough to get through your current bout with little trouble. Sometimes all a necromorph needs is that split second you're reloading to take you out. Circle: Use a medi-kit hotkey. Staying alive and watching your health is important. When you tap square, you will use a medikit right away. Take note, you will use whatever your smallest medikit is on hand (for example, if you're equipped with one large medikit, one medium, and one small, tapping square will automatically make Isaac use the small medikit.) Triangle: Use a stasis pack hotkey. Tapping triangle will make Isaac use (if you have one in your inventory) a stasis pack, and refill your stasis on the fly. Very handy for when you're in a jam and need that stasis quickly. X: Open doors/Examine/Pick up items/Quick time event action. Throughout most of the game, you will only use the X button for opening doors and picking up supplies. However, the X button has its uses in combat. Some necromorphs will grab on to Isaac and initiate a quick time event (or QTE, for short) where you must tap X repeatedly to repel your assailant. In these events. a prompt will come up next to Isaac's rig with the X button flashing. Mash X to remove your attacker, and watch Isaac desperately fend off his foes, be it with a struggling shove, a panicked punch, or a wild kick. Note that if you don't press X, you will continue to take damage… and eventually die. R1: Melee attack. Isaac will bash his foe with his currently equipped weapon. Tap repeatedly to strike multiple times. R2: Melee stomp. Isaac do a powerful stomp with his massive boots. Tap repeatedly to strike multiple times. The stomp is a very formidable attack, hindered only by the fact you must be right next to an enemy for it to hit. The stomp is best used as a finisher after you've removed a necromorphs' legs, or as an ammo-saving alternative to dealing with a necromorph you've used stasis on. If you have a necromorph who is down, but not out, consider a stomp instead of wasting precious ammo. L1: Aim your weapon. If you want to hit your enemy, you need to aim at them first, right? L2 + Left analog stick: Run. The old phrase "Run away and fight another day" come to mind? Well remember it, because sometimes, fleeing is the best option. Even if it's to flee to the other side of a room, running can give you precious extra seconds to plan a strategy. NEVER be too afraid to run. L1 + Left analog stick: Move while aiming. In this game, you can move while aiming your weapon and shooting. Learn to fight on the move, and you'll end up as a target much less often. L1 + Right analog stick: Aim in different directions. Learn to adjust your aim on the fly. Enemies won't just stand there and let you pummel them senseless. You're going to have to meet them halfway, and aim for them. L1 + R1: Fire your current weapon. Each weapon has different properties and different firing abilities. Read up on the weapons to learn how each one shoots differently. L1 + R2: Secondary fire for your current weapon. Each weapon has different properties and different secondary fires. Read up on the weapons to learn each ones' specific secondary firing modes. L1 + Circle: Activate kinesis. Kinesis can be a valuable tool in combat, both for offensive AND defensive purposes. On the offensive, you can use it to knock your opponents away with whatever objects you can throw at them. Keep an eye peeled for objects like poles, javelins, or exploding canisters. These are very potent weapons and can defeat necromorphs in one toss, eliminating the need to resort to your weapons and wasting ammo altogether. On the defensive side, kinesis can be use to build makeshift barricades to stop necromorphs in their tracks. Keep an eye out for large objects you can use to build barricades if you have the time to or if you know an attack is coming. Preparation is your friend. Also, kinesis can be used to grab not just objects, but item drops and supplies lying around. In the heat of battle, sometimes you won't have the luxury of running to a distant ammo pack or medikit. Use your kinesis to snatch up an item on the fly and hop back into combat. L1 + Triangle: Activate stasis. When you activate stasis, Isaac will shoot out a blue beam at his enemy, slowing time down around them, and slowing their movements to a literal crawl. Even the toughest, quickest, deadliest necromorph becomes a laughable sitting duck with the tiniest touch of stasis. Be swift with your actions, though: Stasis doesn't last forever, and if an enemy is in the middle of an attack, getting too close to them will still make the attack go through, causing you to take damage. Stasis is a formidable tool, but don't abuse it. Energy for it is limited, although you can restore it at Stasis recharge stations or with Stasis packs, or when you upgrade it at a bench, it will recharge on its own overtime. L3: Depart for flight. When you're fighting in zero gravity, tapping L3 will make Isaac lift off the ground and float around in zero gravity. From there, you can use the left analog stick to move around, hold L2 with the left analog stick to activate your thrusters, press R2 to reorient yourself with the ground, or tap L3 again to land (on a surface that can be landed on, as indicated by a blue reticule near Isaac's feet) Enemies can still come after you in zero gravity, and combat controls are the same. Combat in zero gravity can be mixed. On one hand, Isaac's maneuverability in zero g is impressive. On the other hand, it's very easy to get disoriented and lose track of your enemy. Be wary. We got our moves down? Good. Now let's move on to the fun stuff: The weapons! ================================================================ PLASMA CUTTER.............................................[PT02] ================================================================ Image of the Plasma Cutter: http://images.wikia.com/deadspace/images/b/b9/211-V_Plasma_Cutter.png Description: High energy mineral cutter. Ammo: Plasma Energy. Ammo description: Ionized Gas Cartridge for the Plasma Cutter. Ammo per pack: 6 Inventory slot stack size: 25 Where to find ammo: This item is featured in the store by default. Ammo cost: 1,200 credits. Where do you find it: Chapter 1 This is the first weapon you will obtain in the game. After Isaac flees from the necromorphs with naught but a flashlight to his name, you will be forced to rely on kinesis to carry you through your fights. Eventually, you will reach a room with a man strapped to a table begging to be released. Examine the console behind the man, and Isaac will take apart the machine hanging over the man, and remove the Plasma Cutter from it. It's actually impossible to miss this, as you need this event to progress with the game. In a new game+, you will be unarmed until you reach this point. Then, upon obtaining the Cutter here, it will have the stats of your Plasma Cutter from your prior game. Weapon cost: 0 credits. How to upgrade: S------------0 | | D------C--------- 0 C ---X | | ---> D-----------0------0----------D--------R---0 | | | | | R------S | 0---C | | | ---> C-----------0------0----------C--------D Key: D= Damage (increases max damage of weapon) C= Capacity (increase amount of ammo the weapon can hold) R= Reload (reduce amount of time, in seconds, taken to reload a weapon) S= Speed (reduce amount of time, in seconds, the weapon takes to fire) X= Special (Adds fire damage to your attacks) 0= Blank Node spot (nothing) --->= Starting point (where you have to begin your node insertion) Upgraded stats: Damage 10 ---> 12 ---> 14 ---> 16 ---> 18 Capacity 10 ---> 12 ---> 14 ---> 16 ---> 18 ---> 20 Reload 1 ---> 1.25 ---> 1.5 Speed 1.0 ---> 0.8 ---> 0.6 Special 0 ---> 1 Primary firing mode: Isaac holds the Plasma Cutter at a vertical angle. When you shoot the Plasma Cutter, the shots will slice your target vertically. Secondary firing mode: When you press R2, the Plasma Cutter's front will turn 90 degrees, and the firing angle will be horizontal. When you shoot the Plasma Cutter, the shots will slice your target horizontally. Press R2 again to return your Plasma Cutter's angle to vertical. Pros: The Plasma Cutter is still easy to use. It works at an impressive range, and has a fairly quick rate of fire. These in combination can swiftly cut down most necromorphs in little time. Ammo for the Plasma Cutter is also plentiful at 6 shots per pack, and can at times be very commonly found. Cons: The Plasma Cutter isn't terribly strong early on. Being the first weapon obtained in the game, you may have trouble taking on slightly stronger enemies. It's also a tough weapon to use to fight off groups of enemies, due to its small firing area. In close quarters, it's dangerous to be pinned in close quarters with only this to rely on, so tread carefully. Recommended strategies: Target your enemy's limbs carefully, and start dicing away! If you have the energy to spare or are nearby a station, then use stasis first to line up your shots better. Stay a relatively safe distance away from your foe too. Mid range should be good. With their legs cut out first, a good stomp makes a handy finisher. When fighting multiple enemies, try and stay on the move. Strafe your foes and try to take out their legs first, then move on to their arms. If you can find a safe spot that's a good distance from your enemies, then stay and try to hold your ground. Otherwise, don't stop moving. Run and gun is the name of the game here, folks. When you can, get the Plasma Cutter's special upgrade. This will make your Plasma Cutter do an additional spot of damage by burning whatever enemy you hit with it. Comments: The Plasma Cutter is still king, it seems! A well upgraded Plasma Cutter will slice through any problem you throw at it. It's a great weapon for handling almost every enemy, and should be a mainstay of your arsenal. It can be invaluable as both your primary and backup weapon. Never leave home without it. The Plasma Cutter is ideal for fighting any enemy you come across, but as long as you target their weak points. Otherwise, you'll be doing minimal damage. The Plasma Cutter is the weapon for everyone, and fares well in all situations with appropriate upgrades. Additional notes: The Refurbished Plasma Cutter is a bonus weapon that some of you players might have access to. People wonder if there is a difference between the regular Plasma Cutter and the Refurbished. The answer is no, there is no difference. Just a cosmetic change. If you liked the look and feel of the Plasma Cutter from Dead Space 1, then go with Refurbished. I personally prefer it. The Plasma Cutter from this game just seems... I dunno. Less intimidating? It's all in the mind, surely. ================================================================ LINE GUN..................................................[PT03] ================================================================ Image of Line Gun: http://images3.wikia.nocookie.net/__cb20081212031624/deadspace/ images/a/a2/LineGun.jpg Description: Wide-beamed slicer with timed mines. Ammo: Line Racks Ammo description: Rack of Charged Ion Gas for the Line Gun. Ammo per pack: 2 Inventory slot stack size: 6 Where to find ammo: Chapter 5 After you crawl through the first duct after the zero G room from the demo, Isaac will crash land into what seems to be a Unitology storage room. In the next room, there will be a little nook to the right, and on a shelf there, will be the schematic. Ammo cost: 2,000 credits. Where do you find it: Chapter 2 This weapon is a default item at the store, however, it does not become available until you reach the second store of the game (or the one you see right at the start of chapter 2) Weapon cost: 9,000 credits. How to upgrade: A | R-------0----------D------------0------------D | | | ---> D------------------0 A | | 0 C------0------W-----0----D---X | | ---> C------------------A C A 0---A | | | | | C-------0----------W----------R--------------0-----0----A Key: D= Damage (increases max damage of weapon) C= Capacity (increase amount of ammo the weapon can hold) R= Reload (reduce amount of time, in seconds, taken to reload a weapon) W= Width (increases the maximum width of your line gun shots) A= Alt Fire (increases max damage of the mine secondary fire) X= Duration (Shortens the timer on the mine secondary fire) 0= Blank Node spot (nothing) --->= Starting point (where you have to begin your node insertion) Upgraded stats: Damage 15 ---> 18 ---> 21 ---> 24 ---> 27 Capacity 5 ---> 6 ---> 7 ---> 8 ---> 9 Reload 1.6 ---> 1.45 ---> 1.3 Width 1 ---> 1.5 ---> 2 Alt 20 ---> 25 ---> 30 ---> 35 ---> 40 ---> 45 ---> 50 Duration 5 ---> 2.5 Primary firing mode: Isaac shoots out a wide sized cutting beam. This cuts at a horizontal angle. Secondary firing mode: Isaac fires off a miniature energy mine which detonates after several seconds, emitting a high-powered blast with a wide damage area. Pros: The Line Gun's instantly most noticeable pro is its extremely wide firing area. Easily three times that of the Plasma Cutter's, if not more; one shot with the Line Gun can hit both a necromorphs' arms or legs at the same time, effectively crippling it with much less use of ammo. It also boasts impressive firepower, and decent range. Shots are easily capable of striking multiple targets. The secondary fire is also incredibly powerful. Cons: Probably the Line Gun's most crippling fault is ammo. Ammo for it can be rare, and it's quite expensive at the store for only 2 shots a clip. With the Line Gun, you must make all your shots count; otherwise you may find yourself backed up in a fight scrambling to another gun. Its rate of fire is slow, but not crippling. The mine can be hard to time exactly, and if you're not careful, you'll blow yourself up. Recommended strategies: Like the Plasma Cutter, proper use of the Line Gun involves a bit of accuracy (although slightly less due to the Line Gun's excellent firing range) Take careful aim, making sure you're blasting range envelops both a necromorphs' limbs, then cut away. You should be able to take out all limbs with very little trouble. If the necromorph is incapacitated, but not dead, I recommend switching to another weapon (or turn to your melee skills) and move in for the kill. When facing groups, stay on the move and try to take out the foes one pair of limbs at a time. Preferably legs to limit their mobility. Don't be afraid to use the mine in hectic situations as well, but plan it carefully. The Mine works on a timer, so it requires strategy to use it carefully. Throw one down, and lure the necromorphs into it, or throw it down, then use stasis to trap the enemies within the mine's blasting area. Comments: The Line Gun is not much different from the Plasma Cutter. If you can use one, you can use the other with little effort. The Line gun simply requires more ammo conservative tactics. If you like a weapon you can use to conquer foes with brute force, or simply like to end your battles quickly, the Line gun is for you. The Line Gun is ideal for fighting Slashers of any kind, and will make short work of Lurkers. The Mine can also blow apart the pesky wall Guardians or missile launching zero-g freaks with ease, just as long as you can get the mine in range... ================================================================ PULSE RIFLE...............................................[PT04] ================================================================ Image of the Pulse Rifle: http://images3.wikia.nocookie.net/__cb20090605144109/deadspace/ images/thumb/6/69/00028.jpg/237px-00028.jpg Description: Military-grade assault rifle with a high rate of fire. Ammo: Pulse Rounds Ammo description: Magazine of Ammunition for the Pulse Rifle. Ammo per pack: 25 Inventory slot stack size: 100 Where to find ammo: Chapter 6 Right after you meet Ellie for the first time, head to the right of gate area she was in. This schematic be on the floor, near the spinning mascot statue. Ammo cost: 1,250 credits. Where do you find it: Chapter 3 Right at the beginning of chapter 3, while you're catching your breath after narrowly surviving the train crash, you can go on the hunt for this schematic. Facing the destroyed train, head to the end of the room on the left side. You'll see this schematic sitting on a shelf. Weapon cost: 7,000 credits. How to upgrade: 0----------A----------A | A---------A----------0 | D---------0---------D----------0----------C----------0 | | | | ---> C------0---------R--------------------C | C-------D | | | | C---------0----------D---------0----------R----------0 Key: D= Damage (increases max damage of weapon) C= Capacity (increase amount of ammo the weapon can hold) R= Reload (reduce amount of time, in seconds, taken to reload a weapon) A= Alt Fire (increases damage of secondary fire) 0= Blank Node spot (nothing) --->= Starting point (where you have to begin your node insertion) Upgraded stats: Damage 5 ---> 6 ---> 7 ---> 8 ---> 9 Capacity 50 ---> 75 ---> 100 ---> 125 ---> 150 ---> 175 Reload 1 ---> 1.2 ---> 1.4 Alt Fire 3 ---> 4 ---> 5 ---> 6 ---> 7 Primary firing mode: Isaac fires the gun directly forward, bombarding his opponents with rapid fire. Hold down the fire button to go into rapid fire mode. Secondary firing mode: Isaac will shoot a miniature grenade from the rifle that explodes on impact. It's similar to the Force Gun's secondary fire from Dead Space 1. Pros: Speed is the name of the game with the Pulse Rifle. It fires and reloads quickly, making it a reliable weapon in a pinch. The range on the Pulse Rifle is also quite remarkable. You can take out most necromorphs before they even know what hit them. The secondary fire now is much more reliable. It can blast and clear hordes with little trouble. Cons: While not as bad as it was in DS1, it's still not a very heavy hitter of a gun. While not a very taxing weapon to upgrade, it's still quite an effort to get its damage level up to even acceptable standards. Also, be on the constant look out for ammo. If you exercise minimal control over your rapid fire, you'll be paying for it in ammo. Recommended strategies: Pummel your enemy with quick bursts of fire, concentrating on limbs. Keeping fire on your enemy constantly will prevent them from moving, making the fight that much easier. Keep an eye on your ammo, and don't let up till the bad guy bites it. For fighting groups, learn to quickly alternate between your multiple targets. If the group is proving too much, use a secondary fire to clear the herds. Comments: The Pulse Rifle is back, and better than ever. The new secondary is loads better, and makes the Pulse Rifle a solid choice for any situation that arises. It's a great choice for holding off small and quick enemies, like critters or the Pack, and can do so while using up very little ammo. For the frugal player, a Pulse Rifle may fit in very nicely. The addition of the grenade secondary fire makes the Pulse Rifle a decent choice to use against heavier hitting enemies. OVerall, a well-rounded weapon. ================================================================ FLAMETHROWER..............................................[PT05] ================================================================ Image of the Flamethrower: http://images1.wikia.nocookie.net/__cb20100915233951/deadspace/ images/d/de/-2054278500.jpg Description: Hydrazine industrial torch. Ammo: Flame Fuel Ammo description: Tank of Liquid Hydrazine for the Flamethrower. Ammo per pack: 25 Inventory slot stack size: 150 Where to find ammo: Chapter 8 In Chapter 8, there will be a room where you fight a wall Guardian. Well, near the beginning of this room, you should see a path blocked with those explosive trip-laser traps. Disarm those by tossing something through there, and head through. You'll see some boxes stacked up on your right. Use your kinesis to move them out of the way, and you'll see an audio log on the ground, as well as the schematic. Ammo cost: 1,000 credits. Where do you find it: Chapter 6 This schematic is found in the one of the children's classrooms. After your big rumble in the gym/theater area, Isaac will be in a hallway. To your right, you can enter one of the classrooms here. The schematic will be in a small back room to the right of the class. Weapon cost: 11,000 credits. How to upgrade: ---> A--------0 | A--------A--------0-----A | R--------0 R--------0 0 0----------C | | | | | | | ---> C------0 C--------Dr-------0 R-----0--------C D | | | | | | 0--------D C--------0 Dr---------0 Key: D= Damage (increases max damage of weapon) C= Capacity (increase amount of ammo the weapon can hold) R= Reload (reduce amount of time, in seconds, taken to reload a weapon) Dr= Duration (increase amount of time, in seconds, how long fires burn) A= Alt fire (increases the damage of secondary fire) 0= Blank Node spot (nothing) --->= Starting point (where you have to begin your node insertion) Upgraded stats: Damage 4 ---> 8 ---> 12 Capacity 50 ---> 75 ---> 100 ---> 125 ---> 150 ---> 175 Reload 1 ---> 1.15 ---> 1.3 ---> 1.45 Duration 5 ---> 10 ---> 15 Alt Fire 1 ---> 1.3 ---> 1.6 ---> 1.9 ---> 2.2 Primary firing mode: Isaac shoots out a steady stream of fire. Hold down the fire button to continuously shoot fire. Secondary firing mode: Isaac shoots out a small sheet of fire, coating whatever it hits with flames. Pros: The Flamethrower's best quality, without a doubt, is the ability to constantly damage an opponent. It's also a change of pace, being able to kill necromorphs by shooting them wherever you want instead of just their limbs. Used properly, it's very ammo efficient. Also, enemies on fire will automatically drop any items they have when they die. No stomping required! Cons: The Flamethrower's biggest weakness is possibly the time it takes to kill an enemy. While an enemy is being toasted, it's still capable of attacking you, so you might want to have a plan of what to do while the enemy is being grilled. The Flamethrower also lacks decent range or stopping power, a combination of faults that can be deadly in certain areas of combat. Recommended strategies: Not much has changed since DS1 with this gun. The number one rule is still don't treat the Flamethrower as a "spray 'n' pray†weapon. It's a weapon you fire in short bursts. Continuous blasting will do no more damage than one quick blast. If you have your finger on the fire button for more than one whole second, you're wasting ammo. Fighting groups is no different than fighting one on one. Scorch the limbs, keep moving, wait for the fire to damage a bit, then start burning again. If you get cornered, it'll be a challenge to get free again. A quick blast in a necromorph's face will delay them, but only for a second or so. The Flamethrower also now works in a vacuum, which is handy. Comments: The Flamethrower is a favorite of mine, yet boasts one of the more challenging learning curves. But I can guarantee that once you learn to use the Flamethrower to its max potential, it's an excellent weapon to have in a pinch. Due to its ammo efficient nature, it's probably the perfect weapon for taking out weak enemies that require minimal damage to kill. It's perfect for dealing with the little critter necromorphs, the bat-like Infectors, and Packs. ================================================================ RIPPER....................................................[PT06] ================================================================ Image of the Ripper: http://images1.wikia.nocookie.net/__cb20081127001645/deadspace/ images/d/d8/Ripper.jpg Description: Remote industrial saw. Ammo: Ripper Blades Ammo description: Blade Cartridge for the Ripper Tool. Ammo per pack: 3 Inventory slot stack size: 15 Where to find ammo: Chapter 7 When you're going to fix the elevator to the Solar Array, you'll be in a large, empty shaft in zero gravity. Towards the bottom of this shaft is a hole, and near it, a dead body floats. Near this body is the Ripper ammo schematic. Ammo cost: 1,350 credits. Where do you find it: Chapter 5 For those of you who played the DS2 demo, remember the room with the gravity core, and the panels you have to move around with kinesis? The schematic is in this room, towards the right on a shelf. Weapon cost: 8,000 credits. How to upgrade: ---> A--------------A---------------0-----D------0--------A--------A | 0-----C------0--------R | | ---> C--------------0---------------R------------Dr-------0--------D | | | ---> D--------------0---------------0--------C | 0--------C | | | Dr-----------0--------D Key: D= Damage (increases max damage of weapon) C= Capacity (increase amount of ammo the weapon can hold) R= Reload (reduce amount of time, in seconds, taken to reload a weapon) Dr= Duration (increase amount of time, in seconds, the blade will stay in midair during primary firing mode) A= Alt Fire (increases the damage of secondary firing mode) 0= Blank Node spot (nothing) --->= Starting point (where you have to begin your node insertion) Upgraded stats: Damage 8 ---> 10 ---> 12 ---> 14 ---> 16 Capacity 8 ---> 10 ---> 12 ---> 14 ---> 16 Reload 1 ---> 1.2 ---> 1.4 Duration 5 ---> 7 ---> 9 Alt Fire 20 ---> 22.5 ---> 25 ---> 27.5 ---> 30 Primary firing mode: Isaac fires out a ripper blade which hangs a short distance in front of him, slicing at everything it touches. While firing the weapon, you can move Isaac around, and control where he moves the ripper blade. The blade will fire for a several seconds, then disappear. Secondary firing mode: The Ripper shoots out a single blade at high speed straight forward, and is very similar to the Plasma Cutter in range. You can also use your kinesis to grab the blade and throw it. Pros: The Ripper can be the most ammo efficient weapon in the entire game when used properly. With proper aiming, you can use one blade to cut through several enemies. Combined with its pretty good firepower, the Ripper can be very formidable. The secondary fire also provides decent range. Ammo is also fairly plentiful at times. Cons: Sufficient stopping power must be the Ripper's one major weakness. Unlike other weapons, if you're hitting an enemy with the Ripper's primary fire, it won't stop them as it slices through their limbs. They'll still continue their attack, which may force you to think quickly for another tactic. And any attack on Isaac will cause him to stop the Ripper's attack, potentially wasting much of your ammo. Recommended strategies: Use the primary fire to dice your opponents in their weak spot repeatedly. Your enemy will sometimes try to move away from the blade. Follow them if they attempt to take cover. Keep the weapon trained on their limbs at ALL times. Let up for a second, and your enemy will recover and get on the attack again. When fighting multiple opponents, learning to alternate your fire between your enemies is crucial. Hack a bit at the limbs of one enemy, then quickly swap to the other, and go back again. If the pressure becomes too much, put some distance between you and your foes, target the limbs, and use the secondary fire. Once they're incapacitated, move in and finish them with the primary fire or a stomp. Comments: The Ripper has changed slightly from DS1. The range has been reduced, but the blade is larger. Using it to its max potential requires steady hands and keeping an eye on your opponent if he moves. If you like a weapon that requires a bit of thinking, keeping on the move, and LOTS of ripping into necromorph flesh, then the Ripper will be your best friend. The Ripper can deal with Slashers, Lurkers, and Packs nicely. ================================================================ FORCE GUN.................................................[PT07] ================================================================ Image of the Force Gun: http://images3.wikia.nocookie.net/__cb20081127001444/deadspace/ images/d/d6/Force_Gun.jpg Description: Short range kinetic booster device. Ammo: Force Energy. Ammo description: Compressed Energy Charge for the Handheld Graviton Accelerator. Ammo per pack: 3 Inventory slot stack size: 15 Where to find ammo: Chapter 10 In the Ishimura's gravity centrifuge room is where you'll find this schematic. On the ground floor, in the nook near an elevator lift (under the console where you activate the centrifuge.) Ammo cost: 900 credits. Where do you find it: Chapter 7 After your nice big solar array elevator ride, you will arrive in a circular area, populated with a bunch of Cyst enemies and stasis canisters. There are lockers in these areas, and the Force Gun schematic is hidden in one of them. Weapon cost: 11,000 credits. How to upgrade: ---> A-----0--------------0--------A | | A A | | ---> D-----R-----0--------R--------0-----------D D | | | | C-----D C C--------0 C 0 | | | | | | ---> S-----0-----D 0--------S-----------0-------C Key: D= Damage (increases max damage of weapon) C= Capacity (increase amount of ammo the weapon can hold) R= Reload (reduce amount of time, in seconds, taken to reload a weapon) S= Speed (reduce amount of time, in seconds, the weapon takes to fire) A= Alt fire (increases damage of secondary firing mode) 0= Blank Node spot (nothing) --->= Starting point (where you have to begin your node insertion) Upgraded stats: Damage 20 ---> 23 ---> 26 ---> 29 ---> 32 ---> 35 Capacity 5 ---> 6 ---> 7 ---> 8 ---> 9 ---> 10 Reload 1 ---> 1.25 ---> 1.5 Speed 1 ---> 0.8 ---> 0.6 Alt Fire 15 ---> 18.75 ---> 22.5 ---> 26.25 ---> 30 Primary firing mode: The Force Gun emits a large burst of gravitational energy, knocking back any enemies within range. Secondary firing mode: The Force Gun charges up and shoots a single piercing energy beam, blowing through anything in its path. Pros: In close range, the Force Gun is the single most devastating weapon in the game. Sometimes, one shot from an un-upgraded Force Gun can be enough to kill several extremely close enemies. It's an excellent panic weapon. Cons: What the Force Gun has in power, it clearly lacks in range. Although the secondary fire makes up for it, it's not by much. Power decreases over range. Ammo is also, for the most part, fairly uncommon. Recommended strategies: The Force Gun is a weapon that's fairly flexible with strategies. You can either run in there, bowling over every necromorph in your way; or you can sit back, let them come to you, and blast them backwards when they rush you. Once you knock down your foe, either move in for a stomp or give them another blast while they're down. This should be enough to put them down. When fighting multiple enemies, the gungho approach should be less advised. Get to a safe spot, then wait for your foes to come to you. Knock them down with careful blasts, and move in for a quick shot when they're down, then get back on the move. One fun fact I've been recently alerted to with the Force Gun, Comments: The Force Gun, at the basic level, is a shotgun. It's a close range powerhouse, and makes a very good backup weapon. If you like a weapon that carries lots of security and defense in close range combat, then prepare a space in your arsenal immediately. If you prefer a more long range useful weapon, then perhaps you should pass on the Force Gun. The Force Gun will work well on any enemy you can get in range. It's great at killing Crawlers without detonating them, or kills Pregnants without rupturing their stomachs. In fights with the meddling Stalkers, it's easy to just camp somewhere and wait for them to come to you, then blast them over. Additional notes: The Zealot Force Gun is a bonus weapon that some of you players might have access to. When you reach the first store of the game, the Zealot Gun will be available for purchase of 0 credits. People wonder if there is a difference between the regular Force Gun and the Zealot. The answer is yes, there's a 5% bonus to primary fire damage, and reload minus 5% bonus. The Zealot Force Gun is skinned like Isaac's Zealot armor. Red, black, and symbols all over. If that's your thing, then use it. The Zealot Force Gun is also available in the first store you come across (I wouldn't recommend getting it here, though, as it's kind of worthless against the first boss.) ================================================================ CONTACT BEAM..............................................[PT08] ================================================================ Image of the Contact Beam: http://images3.wikia.nocookie.net/__cb20090605144538/deadspace/ images/thumb/3/33/Contact_Beam.jpg/296px-Contact_Beam.jpg Description: Heavy damage energy projector. Ammo: Contact Energy. Ammo description: Energy Cartridge for the C99 Supercollider Contact Beam. Ammo per pack: 1 Inventory slot stack size: 6 Where to find ammo: Chapter 11 In Chapter 11, there will be a part where you get yanked into space by a tentacle. Look around the structure where you have to go to if you want get back inside, and you should see this schematic floating around there. Ammo cost: 2,000 credits. Where do you find it: Chapter 7 After shutting down the ANTI mainframe, keep going and you'll reach an area that's a catwalk suspended over a lab, and you'll fight a few Leapers and Lurkers. At the end of this catwalk, you'll see a save station and to the left of that, a power node-locked room. Open the door with a node, and the schematic will be on a shelf on the left side of the room. Weapon cost: 9,000 credits. How to upgrade: --->A-----------0---------A A-------X | | | 0----------R 0 C A-------0 R | | | | ---> R-------0----------C---------0-----------0---------0-------0-------0 | | | | Ch---------0 0-------Ch C | | 0---------0---------------------R Key: R= Reload (reduce amount of time, in seconds, taken to reload a weapon) C= Capacity (increase amount of ammo the weapon can hold) Ch= Charge (reduce amount of time, in seconds, it takes to charge) X= Special (adds stasis effect to your primary fire) A= Alt Fire (increases the damage of the secondary fire) 0= Blank Node spot (nothing) --->= Starting point (where you have to begin your node insertion) Upgraded stats: Reload 1 ---> 1.25 ---> 1.5 ---> 1.75 ---> 2 Capacity 4 ---> 5 ---> 6 ---> 7 Charge 0.8 ---> 0.6 ---> 0.4 Special 0 ---> 1 Alt Fire 1 ---> 2 ---> 3 ---> 4 ---> 5 Primary firing mode: Isaac charges up and then releases a mighty concussive force blast. Hold down the fire button to charge, then release to fire. Secondary firing mode: Isaac places the gun to the floor, and shoots his blast into the ground, creating a powerful shockwave blasting back any nearby enemies. Pros: The Contact Beam's bread and butter is vast, overwhelming power. One shot will be more than enough to deal with even the toughest necromorphs. You don't even need to aim for their limbs, just have them in your sights, and BOOM. The weapon also boasts great range. The Stasis effect special upgrade is also a nice plus. Cons: The time it takes to charge the Contact Beam is the most prominent and frustrating con to an otherwise very good weapon. The charge makes it less than ideal for intense in-your-face action, and is the most useless weapon in close range combat. Ammo is also extremely expensive, and for so few shots, it's hardly justifiable to ever purchase Contact Energy. Recommended strategies: If at all possible, try to take an enemy out before they can see you or while they are far away from you. If they manage to get to mid range, I recommend switching to another weapon. This weapon is also perfect for taking out a necromorph that is playing possum. When fighting multiple enemies, keeping on the move is again the name of the game. This will be extremely difficult coupled with waiting for the gun to charge, but that's part of learning to use the Contact Beam. If you get swamped, use the secondary fire to get some breathing room, then go back on the move. Comments: The Contact Beam is the most destructive weapon in the game, no doubt. And while it is very handy to have when facing down a tough necromorph, it may not fit into every player's arsenal. It's really a matter of personal taste. If you like power-based weapons, and the ability to shatter your opponents in one charged shot, then hey, this will be a very welcome addition to your armory. For those players favoring quicker weapons, then just move on. The Contact Beam will do the job of dispatching any enemy in short work. It's best used on a large foe, like the Brute or Divider. Additional notes: The Hacker Contact Beam is a bonus weapon that some of you players might have access to. People wonder if there is a difference between the regular Contact Beam and the Hacker. The answer is yes, there is a 5% damage bonus for the secondary fire and 0.1 reduction in charge time. (Thanks Nightfox96 and Mr_Schade) The schematic for this is found in the beginning of chapter 9, in a conduit room right after you take the elevator. You will receive a bonus. ================================================================ RIVET GUN.................................................[PT09] ================================================================ Image of the Rivet Gun: http://images1.wikia.nocookie.net/__cb20101229014851/deadspace/ images/thumb/5/5f/Deadspace2_gunLG.jpg/610px-Deadspace2_gunLG.jpg Description: Rapid-fire rivet tool. Ammo: Rivet Bolts. Ammo description: Cartridge of Rapid-ejection Bolts for the Rivet Gun. Ammo per pack: 12 Inventory slot stack size: 30 Where to find ammo: Chapter 2 This item is a default item at the store, however, it does not become available until you reach the second store of the game (or the one you see right at the start of chapter 2) Ammo cost: 750 credits. Where do you find it: This is a default item at the store, assuming you have redeemed the code to get it. The Rivet Gun was a pre-order bonus offer from Gamestop. Weapon cost: 0 credits. How to upgrade: 0--------A--------0--------A | | ---> A--------0--------A C | | D | C-----------------0--------R S | | | | | ---> 0----R--------0--------D--------R 0--------D | | | | C | R--------0--------C | | D--------0 Key: D= Damage (increases max damage of weapon) C= Capacity (increase amount of ammo the weapon can hold) A= Alt fire (increases damage of secondary firing mode) R= Reload (reduce amount of time, in seconds, taken to reload a weapon) S= Speed (reduce amount of time, in seconds, the weapon takes to fire) 0= Blank Node spot (nothing) --->= Starting point (where you have to begin your node insertion) Upgraded stats: Damage 5 ---> 7 ---> 9 ---> 11 ---> 13 Capacity 16 ---> 18 ---> 20 ---> 22 ---> 24 Alt Fire 30 ---> 35 ---> 40 ---> 45 ---> 50 Reload 1 ---> 1.15 ---> 1.3 ---> 1.45 ---> 1.6 Speed 1 ---> 0.5 Primary firing mode: Isaac blasts out the rivets directly ahead of him. Hold down the button to go into rapid fire mode. Secondary firing mode: Isaac charges any rivets he'd fired out, and they go wild, ricocheting off any surfaces and tearing into enemies. Pros: The Rivet Gun has the speed of a Pulse Rifle and the rivets can pierce enemies like Javelins. It's a speedy little gun that can work wonders in plugging enemies quickly. Ammo is easy to come by. Cons: With few upgrades, the Rivet gun is by far the weakest weapon in the game. It doesn't hit hard at all, and the ricochet will be like gnats to your enemies. Also, the firing range is extremely miniscule, requiring your utmost attention to accuracy. Recommended strategies: Pepper your enemies weak points with the primary fire, and after four or five rivets, use the secondary to rip 'em all out. If you can group the enemies together first, you should do so to maximize the potential damage of the secondary fire. Close range combat with the Rivet gun is extremely risky and ill- advised. Keep a bit of distance between you and your enemy. Comments: Without upgrades, the Rivet gun is almost entirely useless. It lacks power, eats ammo, and the secondary is more a novelty than anything. With upgrades, however, it becomes a moderately decent weapon, able to make short work of slashers and lurkers. But, I have to say, I wouldn't really recommend it to most players. ================================================================ SEEKER RIFLE..............................................[PT10] ================================================================ Image of the Seeker Rifle: http://images1.wikia.nocookie.net/__cb20110120204150/deadspace/ images/a/a4/Isaac_-_SeekerRifle.jpg Description: Advanced scouting rifle with precision scope. Ammo: Seeker Shells. Ammo description: Projectile Ammunition for the Seeker Rifle. Ammo per pack: 5 Inventory slot stack siZe: 15 Where to find ammo: Chapter 9 In Chapter 9, when the tram gets stopped, Isaac will go out to see what the problem is. You will go through a maze-like area of cargo crates until you fight a wall guardian. After slaying it, look to its left, and you'll see a small nook you can go through. Inside are some supplies and this schematic on the floor. Ammo cost: 1,000 credits. Where do you find it: Chapter 6 In Chapter 6, you will pass a room filled with washing machines. In this room, look for door to right. It will lead you to a balcony overlooking some statues. Go to the right, and you will find this schematic. Weapon cost: 11,000 credits. How to upgrade: 0-------0------A-------0-------0 | | ---> 0------A C-------0 A | | | D--------------0-------0 0-------A | | ---> R------0-------C D-------0-------C | 0------R | D-------0--------------D-------0-------R Key: D= Damage (increases max damage of weapon) R= Reload (reduce amount of time, in seconds, taken to reload a weapon) C= Capacity (increase amount of ammo the weapon can hold) A= Alt Fire (increases the damage of the secondary fire) 0= Blank Node spot (nothing) --->= Starting point (where you have to begin your node insertion) Upgraded stats: Damage 50 ---> 55 ---> 60 ---> 65 ---> 70 Reload 1 ---> 1.15 ---> 1.3 ---> 1.45 Capacity 4 ---> 5 ---> 6 ---> 7 Alt Fire 50 ---> 62.5 ---> 75 ---> 87.5 ---> 100 Primary firing mode: Isaac blasts his target with a single rifle shot. Secondary firing mode: The camera pulls closer, allowing you to make more accurate shots. The shots are also stronger in this mode. Press R2 again to adjust the camera back to normal. Pros: The Seeker Rifle is a powerful gun. Even when not upgraded, it's capable of blasting apart necromorph limbs in a single shot. It's range is its pride, allowing you to scope out far away necromorphs and destroy them before they even detect your presence. The zoom also helps out in just giving you a better look around your surroundings. You might be able to spot an item or something you wouldn't normally catch. Cons: Sadly, the gun's power is fairly negligible if you don't use the secondary fire with it. And in secondary fire, you won't be able to see around you very well, so it's a weapon you must exercise much caution with. It's extremely unwieldy in close range combat. It's also a tad on the slow side, in reloading and firing speed. If you don't make your shots count, a necromorph will quickly close the gap and you will suffer. Recommended strategies: With as much distance placed between you and your enemy as possible, zoom in and blast away. The gun should always be used zoomed in, for the power boost and maximum accuracy. Otherwise, you'll really just be wasting your time with trivial attacks. Zoomed in, it shouldn't take you long to dispatch a foe. With groups, you might want to switch to another weapon. Stasis may help buying you some time, enough to take out your foes legs, then move back for more powerful blasts. Comments: I was skeptical of the Seeker Rifle when I first got it. I mean, I assumed it would be your typical first person shooter sniper rifle. What good is a gun made for headshots going to do when headshots just make my enemies angrier, right? Boy, was I wrong. It's not like that at all. Instead, zooming in while maintaing the third- person over the shoulder view works nicely. In combat, I really favored this gun. Zoomed in, it's easy to take out necromorphs before they sprint at you. Even without upgrades, a zoomed in shot or three is all it takes to mow down a Slasher. The gun works great against any enemy, really. You won't want to waste ammo on smaller foes, but it's always a good option for larger enemies. ================================================================ DETONATOR.................................................[PT11] ================================================================ Image of Detonator: http://i212.photobucket.com/albums/cc129/Sol4688/ mms_picture.jpg Description: Proximity mine deployment tool. Ammo: Detonator Mines. Ammo description: Cartridge of Mines for the Detonator Tool. Ammo per pack: 3 Inventory slot stack size: 10 Where to find ammo: Chapter 8 After the scene where you meet back up with Ellie and Stross and Isaac is told to go through the hydrogen processing area, you will be in a room with machinery and a bench. To the left when you walk in is the schematic, near a dead body. Ammo cost: 1,200 credits. Where do you find it: Chapter 5 After messing around in the main church, you'll take an elevator to a nice, lounge-looking place with windows overlooking the city. Opposite of this is an office-type area, lined with bookshelves. In this room is the schematic. Weapon Cost: 8,000 credits. How to upgrade: C------0-------0------D | ---> R 0--------------0------D | | | 0--------0-------D R 0-------D | | | | | ---> C 0------0-------C C X | R Key: R= Reload (reduce amount of time, in seconds, taken to reload a weapon) C= Capacity (increase amount of ammo the weapon can hold) D= Damage (increases max damage of weapon) X= Special (adds wider blast area to your mines) 0= Blank Node spot (nothing) --->= Starting point (where you have to begin your node insertion) Upgraded stats: Reload 1 ---> 1.15 ---> 1.3 ---> 1.45 Capacity 3 ---> 4 ---> 5 ---> 6 ---> 7 Damage 20 ---> 22.5 ---> 25 ---> 27.5 ---> 30 Special 1 ---> 2 Primary firing mode: Isaac shoots out a small mine. The mine will make a beep and emit 3 trip laser beams to tell you it's armed. When anything gets near the mine, it will blow up, damaging the area around it with a powerful blast. Secondary firing mode: Isaac disarms any mines currently deployed. When the mines are disarmed, Isaac can gather them up and restore his ammo. Pros: For making traps and taking advantage of necromorphs that you know are coming, there's no better weapon then the Detonator. Necromorphs won't dodge around the mines, as they make a beeline right for you. So it's easy to manipulate this to your advantage and have a nice explosion waiting for them. Even with minimal upgrading, its power is impressive. Being able to replenish your own ammo supplies is also a huge plus for the more frugal players. Cons: The biggest fault to the Detonator is its own explosive force. In hectic situations, it's all too easy for Isaac to be caught in the blast zone of a detonated mine. Also, if you place mines too closely together, you risk blowing up an extra mine when you didn't need to. Recommended strategies: This is one weapon where it pays off to be a bit paranoid and trigger happy. If you're scared exploring a new area, throw down mines around you. If it turns out to be nothing, you can always deactivate it and scoop it back up again. Handy, right? It's pretty much the perfect weapon for later playthroughs, since you'll have some knowledge of necromorph spawn points, and can effectively win the battles before they start. For the most part in combat, you're gonna need space. This makes the Detonator absolutely lethal and a big no-no for close range combat. You'll need space to run, but also enough to wait for the mine to activate. Space and time is key. Without these, you'll either have a mine sitting there doing nothing while you get beat up, or you'll just blow yourself up completely. Comments: The Detonator is a gem. It has a myriad of uses and in the hands of the prepared player, is a tool of victory. I recommend it mainly for later playthroughs, when you can take the most advantage of its tricks. It's also an invaluable weapon against Stalkers. Simply throw down mines around you or in spots where they run around. Show them a new definition of "speed bumps." ================================================================ JAVELIN GUN...............................................[PT12] ================================================================ Image of the Javelin Gun: http://images4.wikia.nocookie.net/__cb20100710000912/deadspace/ images/thumb/2/27/Javelin_Gun_Cropped.jpg/351px-Javelin_Gun_Cropped.jpg Description: Pneumatic spear launcher with electrical charge. Ammo: Javelin Spears. Ammo description: Electrocution Spears for the Javelin Gun. Ammo per pack: 2 Inventory stack size: 10 Where to find ammo: Chapter 3 Later on in chapter 3, shortly before you enter the Unitology church area, you'll find yourself in an open arena-type place, where you'll be attacked by infectors and such. In this area, look near the windows. You'll see some chairs set up, and to the left you'll find this schematic. Ammo cost: 400 credits. Where do you find it: Chapter 2 This weapon is a default item at the store, however, it does not become available until you reach the second store of the game (or the one you see right at the start of chapter 2) Weapon cost: 11,000 credits. How to upgrade: D A | | ---> A------S-----0------A-----0------0------C | | C X S | | | | C | D 0------A------0 | | | | ---> D------R-----0------R-----C------0 | | | D------0------C Key: A= Alt Fire (increases the damage of the secondary fire) S= Speed (reduce amount of time, in seconds, the weapon takes to fire) D= Damage (increases max damage of weapon) C= Capacity (increase amount of ammo the weapon can hold) X= Special (adds exploding effect to secondary fire) R= Reload (reduce amount of time, in seconds, taken to reload a weapon) 0= Blank Node spot (nothing) --->= Starting point (where you have to begin your node insertion) Upgraded stats: Alt Fire 10 ---> 11.5 ---> 13 ---> 14.5 ---> 16 Speed 1 ---> 0.8 ---> 0.6 Damage 50 ---> 62.5 ---> 75 ---> 87.5 ---> 100 Capacity 5 ---> 6 ---> 7 ---> 8 ---> 9 ---> 10 Special 0 ---> 1 Reload 1.5 ---> 1.75 ---> 2 Primary firing mode: Isaac fires out a single javelin directly ahead of him. The javelin will either pierce the enemy and stick, or impale them completely and send them flying until they hit a surface. Secondary firing mode: Isaac sends out a signal which will jolt the last Javelin fired with an electric charge. The charge damages all enemies nearby. A later upgrade you can get will also make the Javelin self destruct, causing extra damage. Pros: The Javelin Gun is a very solid power weapon. It hits hard, and can be used in a variety of ways. The secondary fire hits in a wide area, making it a good choice for crowd control. Ammo can be quite plentiful too. Cons: While it is strong, the Javelin Gun is not very fast. Its rate of fire leaves much to be desired. Also, the tiny firing area of the javelins requires you to be quite accurate. It's all too easy to meet your demise because your javelin soared right past an enemy and you were too slow setting up another shot. Also, it's easy to shock yourself if you're too close to an enemy with the secondary fire. While the secondary fire is shocking an enemy, you are unable to do anything else, making you a sitting duck. Recommended strategies: There are many ways you can approach a fight with the Javelin Gun. If you're going one on one with an enemy, spear them on a javelin, then light them up with the secondary fire. This will also work well if your being attacked by a group. Impale one, then light your foe up and do damage to all his surrounding buddies! If your enemy is too fast like those pesky Stalkers or Packs, then maybe tagging them with a javelin is a tall order. However, if you fire a javelin into the ground, then use its secondary to shock the area around your enemies, that too will suffice to stop them in their tracks. Comments: People who played the demo may remember how the Javelin Gun was overpowered beyond belief. It's not so much the case anymore (though it could be with the proper time to upgrade) but the Javelin gun can make a solid addition to any player's arsenal. It's one of the few weapons I'd recommend, no matter how much you've upgraded it. The Javelin Gun works wonders on many enemies, but I find that its "spear 'n' sear" tactic works best on wall guardians or those large sac bosses in zero gravity areas. ================================================================ HAND CANNON...............................................[PT13] ================================================================ Image of the Hand Cannon: http://www.cinemablend.com/images/sections/29719/ Dead_Space_2_Hand_Cannon_29719.jpg Description: Real space. Real terror. Real foam. Ammo: N/A Ammo description: N/A Ammo per pack: N/A Inventory stack size: N/A Where to find ammo: N/A Ammo cost: N/A Where do you find it: Chapter 1 If you manage to defeat Dead Space 2's infamous "Hard Core" difficulty, you will be rewarded with this magnificent weapon when you reach the first store of the game. Weapon cost: 0 credits. How to upgrade: ---> 0 Key: 0= Blank Node spot (nothing) --->= Starting point (where you have to begin your node insertion) Upgraded stats: N/A Primary firing mode: Isaac aims his gun and yells "BANG BANG" while the finger shoots, doing massive damage. Secondary firing mode: Isaac aims his gun and yells "PEW PEW" while the finger shoots, doing massive damage. Pros: The Hand Cannon is supremely overpowered, which is just fine for a weapon you have to go through such trouble to earn. It's capable of one-shotting just about anything you point it at, and it does so with respectable range and speed. Cons: If I have to nitpick this weapon, I'd say its only fault is that it lacks a proper aiming sight. It will provide light for you, but that's about it. Then, there's always the matter of how fun the game is anymore when you have such an overpowered weapon. But, details... Recommended strategies: What else? Point, shoot, profit. If you can't win fights with this thing on your hand, then you REALLY need to rethink your gaming ability. Comments: Not much else needs to be said. The Hand Cannon is a beast of a weapon and a very fitting reward for beating the notoriously daunting Hard Core difficulty. If you can beat the difficulty and and claim this weapon, you are truly a Dead Space master! ================================================================ ADDITIONAL NOTES AND TIPS.................................[PT14] ================================================================ - While it is VERY possible to purchase every weapon in a single playthrough, I cannot stress enough that you SHOULDN'T. For one, it'll be a severe drain on your money. Not just for purchasing the weapons, but for the ammo, and the nodes to upgrade them. I suggest you stick to maybe 2 or 3 weapons at a time for a single playthrough. The last thing you want when you're stranded towards the hectic moments towards the end of the game (and take my word for it- they WILL be hectic) is to be backed into a corner with few or no supplies, and no money for anything. - When you're looking for cash, DON'T be in a hurry to sell your weapon off and get it back later... Once you sell it, all the upgrades will be gone with it, flushing all your hard work down the toilet. Only sell a weapon if you're POSITIVE you won't need it ever again. - Don't like some upgrades you made? For a mere 5,000 credits, you can respec your weapon. You'll get all your nodes back. - Learn to conserve ammo. Yes, this is a survival horror, so this should be a given. But in Dead Space, it's easy to get carried away in battles and blow your much needed ammo. Important ways to save ammo include learning to use your kinesis for offense, using your melee, luring your enemy into a trap, or even just running away if you're given the option. Following these simple guidelines will help you maintain your supplies and give you a better fighting chance for future instances where combat is unavoidable and your supplies are necessary. - After you get a weapon, find a save point, save your game, then just take some time and train with it. Get a feel for your weapon... Shoot with it a couple of times, try the primary and secondary fires, just get used to your weapon. Taking the time to bond with your weapon is crucial. If you purchase a weapon, yet don't end up touching it until you're forced into the heat of battle, then you may find yourself fairly disoriented. It's one thing to have a good weapon, but a whole other to know how to use it. And better to learn to use it in free time than in a split second before a necromorph attaches itself to your throat... - Learn to fight necromorphs with your weapons. Silly sounding, yes. But knowing how each weapon works against what necromorphs is just as crucial. So when you hop into battle, take note of how effective each weapon is against that necromorph. Doing so will grant you greater preparation when dealing with your foes. - Ammo drops and finds are not always fixed, and a good majority of the time, will be confined to whatever weapons you're currently carrying. For example, if all you're using is a Plasma Cutter and Ripper, then the vast majority of your ammo drops and finds will be Plasma rounds and Ripper blades. Keep this in mind, as you can easily manipulate what ammo you find. - If you would like to add something to my faq or comment, please do not hesitate. E-mail me at firstname.lastname@example.com Any and all feedback is welcome. ================================================================ CREDITS...................................................[PT15] ================================================================ Special thanks go out to Samporo, for helping me with the stats on each gun. Thanks to the Dead Space 2 board for their experiences, ideas, and thoughts. I would like to thank all my readers and those who have offered their input to my FAQ. It's the players who make the FAQ, so you guys matter the most! This faq is copyright 2008 Nick Foster. This may be not be reproduced under any circumstances except for personal, private use. It may not be placed on any web site or otherwise distributed publicly without advance written permission. Use of this guide on any other web site or as a part of any public display is strictly prohibited, and a violation of copyright. All trademarks and copyrights contained in this document are owned by their respective trademark and copyright holders.
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U.S. Representative set to make first visit to Jones County since entire county redistricted into 3rd District
POLLOCKSVILLE �U.S. Rep. Walter Jones, R-N.C., will be making a Jones County visit today.
Jones, who has been a representative for the 3rd District since 1995, will be at Pollocksville Town Hall at 6 p.m. to meet constituents individually, make a brief statement and answer questions from those in attendance.
Pollocksville Mayor Jay Bender had been trying to get the congressman to make his way back to the town since Jones County was folded completely in the 3rd Congressional District in the last redistricting.
�I had talked to him on a previous occasion, and asked him to come to Pollocksville and pay the town a visit,� Bender said. �This is the first time in about 20 years all of Jones County has been represented by one congressman, so this was a great time to have him here.�
The event will be free to the general public and all are encouraged to attend.
Junious Smith III can be reached at 252-559-1077 and email@example.com. Follow him on Twitter at @JuniousSmithIII.
Breakout box:
U.S. Rep. Walter B. Jones, R-N.C., is visiting Pollocksville today; some details:
Where: Pollocksville Town Hall
When: Today at 6 p.m.
Cost: Free

subset: commoncrawl


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Cabbage, because it grows best in cool weather, is one of those vegetables that will withstand frosts, says Anne, the gardener. You can put cabbage plants out in the garden in late summer or early fall. Depending on the variety, these plants should have cabbage heads to harvest in about two months.
To determine the exact time to plant, count backwards from your expected first frost, and then add a couple of weeks if you are not in a heavy freeze zone. This will tell you when you should plant cabbage in the garden.
The plants should be spaced about 15 inches apart. They should go in the ground no deeper than they are growing in their seedling pot.
Avoiding insects
In the spring, wrap the stem of each plant with a strip of newspaper extending it above and below ground. This will help to keep cutworms from finding and boring into the stems. These are not much of a problem on fall grown cabbage.
The best way to combat cabbageworms is to cover your plants with a floating row cover as soon as you have planted. This keeps the cabbage moth from laying her eggs on your plants. No eggs, no caterpillars/worms.
Make sure you fertilize with a good dose of nitrogen. Green vegetables need nitrogen to produce their leaves. If the fall rains are sparse, add water to keep the soil moist. Covering the ground with mulch will also keep the roots cool and moisture in the soil.
Harvest when the heads are firm when you squeeze them. (If they feel airy, they are not ready.) Cut them off at the soil level and try your fresh cabbage with chef Linda's easy recipe, which follows.
Bibba's steamed cabbage by way of Japan
Bibba and I (Linda) were in the kitchen, and she motioned for me to come over toward the stove as she said, "Come here and let me show you what that girl from Japan taught me to cook," referring to the foreign exchange student visiting our house.
So I peeked into the pot as Bibba raised the lid, and there was a steamed cabbage with onion wedges, bell pepper wedges, and sticks of celery. At the bottom of the pot, I could see a small amount of water with the butter pooled on top of it.
While I was looking, I was thinking, "Hmmm, this is not our usual Southern cabbage," but it looked so good. So I said, "Bibba, let's taste it," and that we did.
It was delicious. Tender yet crisp wedges of green cabbage, onions, peppers, and celery steamed with butter made a sweet mélange of vegetables with each of the other vegetables marrying into the cabbage.
I guess they don't call it a mélange of vegetables in Japan. But that exchange student sure did teach Bibba the cook how to make really good steamed cabbage. Bibba taught me how to make the cabbage in 1964, and that cabbage recipe is still one that I make today.
It's the simplest and easiest of my recipes for vegetables. Oh, it's so good.
Cabbage With Bell Pepper, Celery, and Onion
1 medium cabbage (about 2 pounds)
2 stalks celery, cut in half
1 large green bell pepper, cut into 6 wedges
1 large (10-to-12-ounce) onion, cut into 6 wedges
2 tablespoons cold water
2 tablespoons butter, plus more for serving
Salt and pepper to taste
Cut the cabbage into quarters. Cut the quarters in half horizontally. Place the cabbage into the bottom of a Dutch oven large enough for all the cabbage to fit on the bottom. Add the celery, bell pepper, and onion. Salt and pepper the top. Add 2 tablespoons cold water and 2 tablespoons butter.
Cover tightly, place on medium high heat (on my gas stove, a 4), and cook until cabbage is tender, about 25 to 28 minutes. Check cabbage for desired tenderness before removing to a plate or platter.
Remove the vegetables to a platter and dot the top with more butter plus salt and pepper to taste. Serve hot. Makes 4 to 6 servings.
Editor's Note: To read more of Anne and Linda's "how to grow and prepare" series, click here.
Linda Weiss and Anne Moore met while Linda was the food editor and Anne was the garden editor for South Carolina Homes & Gardens magazine. They now write articles for the ETV GardenSMART television show website, where Anne is the horticulture editor, gardening consultant, and e-newsletter editor. Anne has written for magazines and newspapers. She is a member of and a recipient of a Silver Award for magazine writing from the Garden Writers Association. Linda is a personal chef. She attended Le Cordon Bleu of Paris' catering program, has appeared as a guest chef on numerous television shows, has been a culinary educator for 10 years, and a food writer for a number of magazines. She is a professional member of The James Beard Foundation and the Southern Foodways Alliance. She has written a cookbook, "Memories From Home, Cooking With Family and Friends."


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Rio is as Product Manager at Google. He was at Google Japan as an Associate Product Manager intern, as well as the Knowledge Sharing group at IDEO. His focus is on online-offline interaction, behavior change, and ways to redefine physical, social and linguistic barriers. His passion is largely around the use of carefully designed technology as enablers to changes in behavior, with humans as the driving force behind the interactions that form.
He integrates his knowledge in electrical engineering and web design to create hybrid interactions and visualizations that promote new interpretations of old technology. His expertise is in rapid prototyping, user interface design, and web design.
Rio is a MSCS graduate of the Human Computer Interaction program at Stanford University. He conducted research with Jeff Heer from the HCI Group working on "New Interfaces for Media Browsing" with Sony. He graduated from Swarthmore College with a B.S. in Engineering and a B.A. in Linguistics. He was born and raised in Switzerland and has lived in France, Brazil and Japan. He is a member in good standing with IEEE, BayCHI and UPA.


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What you won't learn about the "Istook amendment" from The New York Times
In a November 22 New York Times article titled "G.O.P. Says Motive for Tax Clause in Budget Bill Was Misread" -- about a provision inserted into a $388 billion omnibus spending bill that would allow the chairmen of the House and Senate appropriations committees to view federal tax returns -- reporter David E. Rosenbaum failed to verify claims made by people he quoted and omitted key pieces of information relevant to the story, including the exact language of the clause in question. While Rosenbaum filled in some additional details in a follow-up article on the subject published on November 23, he ignored contradictions between the two stories and failed to point out that an unverified claim made by a Republican committee staff member he quoted the previous day was, in fact, false.
Media Matters for America has compiled a list of key points a reader will not pick up from the Times' coverage of this subject:
-- That the language of the provision conflicts directly with what Republicans say was intended
While Rosenbaum correctly reported in his November 22 article that a provision was inserted into the budget bill (H.R. 4818) recently passed by the House and Senate that would explicitly authorize the chairmen of the House or Senate appropriations committees to inspect individual tax returns, he reported without rebuttal: "Republican leaders said that their motives had been misread and that there was never any intention to invade the privacy of taxpayers."
Rosenbaum quoted Representative Ernest Istook Jr. (R-OK) as saying that "nobody's privacy was ever jeopardized" by the provision and reported that, according to House Appropriations Committee spokesman John D. Scofield, "the only purpose was to allow investigators to have access to revenue service offices" in order to "examine how the money was being spent." While only those members and staffers responsible for the provision can truly know their own intent, the language of the provision, which Rosenbaum did not quote in the article, flatly conflicts with Istook's and Scofield's claims. The provision clearly authorizes not just access to Internal Revenue Service (IRS) facilities, but also to any and all information contained within, including tax returns.
Here is the text of the provision:
Hereinafter, notwithstanding any other provision of law governing the disclosure of income tax returns or return information, upon written request of the Chairman of the House or Senate Committee on Appropriations, the Commissioner of the Internal Revenue Service shall allow agents designated by such Chairman access to Internal Revenue Service facilities and any tax returns or return information contained therein.
In the follow-up November 23 article, Rosenbaum did include the relevant language from the provision but still neglected to tell his readers that this language was in conflict with the claims Istook and the committee staff made the previous day.
-- That a GOP staffer falsely suggested that members of Congress were notified of the provision's impact
On November 22, Rosenbaum passed along a claim by Scofield that senators should not have been surprised by the existence of this provision because Representative C.W. Bill Young (R-FL), chairman of the House Appropriations Committee, had previously spoken "briefly" about the provision on the House floor. Rosenbaum did not verify either that Young had actually spoken about the provision on the floor or, if he did, that he had accurately characterized it. In fact, Young had spoken about the provision. Young's comments were made in an exchange with Representative Bill Thomas (R-CA), on the floor of the House.
But while Rosenbaum did verify in the November 23 article that Young had spoken about the provision on the House floor, he failed to point out that Scofield's defense was misleading. Scofield falsely suggested that Young's floor statement had put members on notice about the provision. In fact, while Young did talk about the provision, he mischaracterized it, wrongly asserting that Thomas was "correct" in his understanding that the provision did not allow for the examination of "individual tax returns, data or information."
-- Whether GOP senators who expressed outrage over the provision attempted to confirm that the bill contained no other objectionable provisions before they voted for it
Rosenbaum quoted Senators Bill Frist (R-TN), Kay Bailey Hutchison (R-TX) Ted Stevens (R-AK), and John McCain (R-AZ), expressing disapproval of the provision's insertion into the spending bill, which came to light only after it was discovered by the staff of Senator Kent Conrad (D-ND), as the Associated Press reported. Hutchison noted that "[s]omething happened clearly in the dark of night."
Rosenbaum did not indicate whether he had asked Frist, Hutchison or Stevens -- all of whom voted for the final bill -- or their staff if they were satisfied that no other objectionable provisions had been inserted into the bill without their knowledge. (According to an article in the November 21 New York Times, the Senate went forward with the final vote after obtaining a commitment from House leaders that they would join the Senate in passing a resolution to strip the provision from the bill before it went to President George W. Bush for his signature). And Rosenbaum certainly did not note what is widely recognized as the far broader problem -- congressional leaders give members little or no time to read legislation before voting on it. According to the Associated Press, Conrad described the problem as "the recent trend in Congress not to pass spending bills by the Oct. 1 start of the fiscal year and then have to combine unpassed bills into giant omnibus packages before Congress adjourns for the year." The AP quoted Conrad saying that "'there is no earthly way' for lawmakers and their staffs to learn what's in these bills in the few hours they have to inspect them before the vote. 'What else is in this stack of paper that people don't know about?' [he] asked."
-- Who was responsible for writing the provision and for inserting it into the bill
On November 22, Rosenbaum asserted that Istook "was responsible for the insertion of the tax provision." But on November 23, he reported that Istook denied responsibility. While Rosenbaum does note that Istook's later denial is inconsistent with his previous statements regarding the provision, Rosenbaum did not acknowledge in the later story that he had himself been inconsistent in reporting responsibility for the amendment.


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What a great time we had ..... again. Lots of laughs and food at our Base Camp in Larry's River, chased by some fog, a few sprinkles of rain, sun/cloud games of tag, touching clouds in the Highlands, live theater, tour through a Fortress, modest mud to Meat Cove, excellent campfires, distillery tour and lots of great food.... really great food.
The report, likely of significant volumn, is forthcoming soon! It will be with a new thread title. - Bob


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Incorrect info? Claim or edit this listing
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Protection Racket Drum Bags are in use by some of the top drummers of today. All drum cases have been designed with the gigging drummer in mind. Protection Racket uses incredibly durable construction of lightweight protective material. Easy storage at gigs, and super quick pack up time at the end of the night.
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Copyright © 1996-2019 American Musical Supply, Inc. All rights reserved. American Musical Supply reserves the right to correct pricing and/or product specifications in the event of typographical errors found in our print catalog or on our website. If a product is listed at an incorrect price due to such errors or because of inaccurate information received from a supplier, American Musical Supply shall have the right to refuse or cancel any orders placed, whether or not the order has been confirmed and your credit card charged. If your credit card has already been charged for the purchase and your order is canceled, American Musical Supply will issue a credit to your credit card account in the amount of the charge.


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By now, we've all seen and heard the parade of public officials predicting doom and gloom if the $85 billion budget "sequester" kicks in on Friday. Both sides of the aisle apparently want us to forget that this is a problem of Washington's own making.
The histrionics are entirely unnecessary. There isn't a CEO in this country who would allow himself to get trapped in such a predicament, or would wait until the last minute to find a way out.
On the first point, that the "crisis" is self-made, I refer you to the Budget Control Act of 2011. Signed into law in August of that year, the act provided that automatic spending cuts would take effect on Jan. 2, 2013, if Congress's Joint Select Committee on Deficit Reduction was unable to craft an acceptable bipartisan plan to cut long-term deficit spending by at least $1.5 trillion over 10 years.
Just before Thanksgiving 2011, that committee threw in the towel, stating: "After months of hard work and intense deliberations, we have come to the conclusion that it will not be possible to make any bipartisan agreement available to the public before the committee's [Nov. 23] deadline."
So Congress and the White House have had 15 months to get their act together.
But they couldn't. So late last year, with Washington in a state of high frenzy about going over the "fiscal cliff," they punted, passing legislation that increased taxes on high-income individuals, but delaying the automatic spending cuts – the so-called sequester – until March 1.
Now a new round of histrionics: the "Washington Monument ploy." The short version is this: If the budget cuts – really, reductions in planned increases – are allowed, drastic measures will be necessary, such as closing the Washington Monument to tourists. And worse, they'll also be forced, the storyline goes, to cut back on food safety inspections, school lunches, security screening at airports, processing income tax returns and other high-profile activities.
One of the problems with Washington is that, with federal spending nearing $4 trillion, nobody seems to know how much money is being spent on exactly what.
A corporate executive would do things differently.
First, he or she would know how the company's money is being spent and how much everything costs.
If belt tightening is needed, good executives would do everything they can to prevent across-the-board cuts, as the Budget Control Act requires.
Many executives have faced tougher decisions than Washington faces today.
The federal budget proposed by President Obama for fiscal year 2013 calls for $3.8 trillion in total spending. An $85 billion reduction – the amount spending would fall under the sequester – would trim overall spending by less than 3 percent.
If a CEO had to pare back 2 percent to 3 percent, he or she would look at the performance of the company's operating units, determine which units are under-performing (and why), and close, sell or spin off the ones that aren't meeting their goals. At the same time, he or she would provide additional resources to the most productive units and those with the most potential. Using this approach, the CEO probably would find 5 percent to cut without breaking a sweat.
Similarly, lots of government activities could be cut. A February 2012 Government Accountability Office (GAO) report found that Washington wastes tens of billions of dollars annually on overlapping government programs. An example: 53 programs run by four agencies that provide economic development assistance.
A good CEO wouldn't make indiscriminate cuts across the board; a CEO would eliminate waste, duplication and programs that aren't meeting their objectives.
Why can't Washington do this?
Harold L. Sirkin is a Chicago-based senior partner of The Boston Consulting Group.


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Posts Tagged 'FiT'
Sustainability, social progress, environmental protection, economic growth and energy
Sustainability, social progress, environmental protection, economic growth and energy are discussed using the sustainability framework in Figure 1, where sustainability is at the confluence of social progress, environmental protection and economic growth.
Figure 1 Sustainability framework
(Source: IUCN 2006)
There are designs being made toward Ecological Civilization and welcome moves to address the shortcomings of GDP in Completing the picture – environmental accounting in practice by the Australian Bureau of Statistics . Extending the national accounts to include degradation of natural resources makes a measurable target for politicians to focus on rather than purely GDP. However, there are problems when social progress is overlooked in the move toward more environmental protection. Read the rest of this entry »
Written by William Paul Bell
2012 August 18 at 5:46 pm
Posted in Economics, Sustainability
Tagged with allocative efficiency, calculated feed-in tariffs, climate change, Climate Change Adaptation, Climate change adaptation and mitigation strategies, climate change poverty, diffusion of innovation, dynamic efficiency, ecological civilization, economic growth, electricity prices, energy, environmental accounting, environmental protection, equity, feed-in tariff, FiT, market determined feed-in tariffs, smart grid, smart meters, social progress, Sociology Compass, Solar Energy, solar PV, Sustainability, Wiley Economics Focus, wileyeconomicsfocus


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Resetting your cpanel password
If you forget your cPanel account password or have lost it, this will guide you to show how to...Change Multiple Sites' IP Addresses
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The question is: Calculate the 146th digit after the decimal point of $\frac{1}{293}$
1 / 293 = 0,00341296928.., so e.g., the fifth digit is a 1.
We know that 293 is a prime, probably this would help us. I think an equation involving modulos has to be solved, but I am not sure how to tackle this.
Any help is appreciated! Could perhaps someone give a general method to solve these kind of problems?
EDIT: You are supposed to solve this without using a computer.


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245cm x 245cm Trellis Round Rug
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Brand new
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Colors include: Dark Gray, Beige. The primary colour is Dark Gray.
Pile Height: 1/2"
Size FT: 8' 0" x 8' 0"
Size CM: 244 cm x 244 cm
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Latest Lion Aid News
Whither CITES?
Monday 14th January 2013
As with other International Conventions like those on climate change and biodiversity, CITES has become increasingly bureaucratic. There are commissions, working groups, advisory groups and lots of discussion. As an example, a Periodic Review of the status of lion populations in Africa called for in July 2011 by the CITES Animals Committee has still not been completed, despite the relatively simple task assigned. LionAid knows that over 75% of trade in lion products (hunting trophies) is excluded via the loophole of "personal and household effects" given to hunters – in other words, these are not considered as "international trade" by CITES and are not allowed to be considered as an impact of trade on the species. The mind boggles.
CITES has not been effective in stemming the illegal trade in rhino horns (and indeed allowed a legal loophole for trade with the "pseudo-hunting" of rhinos in South Africa); has not been effective in preventing the illegal trade in ivory (and allowed past sales since the accepted international ivory ban); has failed to affect the illegal trade in tiger and lion products; has botched in making any change in the illegal trade in pangolins, seahorses, snake skins, deep sea corals, tunas, dolphins, rare birds and plants… the list is endless.
CITES conventions have become increasingly expensive talk shops. NGOs seek donor credibility and funding by attending, but after very many years (CITES was formed in 1975) we must now look very carefully at achievements. We are now seeing conservation NGOs like WWF opposing good proposals to CITES by the USA to end polar bear trophy hunting for example. Japan blocks all efforts to end trade in endangered tunas. Norway, Iceland and Japan oppose any efforts to control whale consumption. China opposes much of everything including the trade in shark fins.
We are living in years of austerity and accountability. So why is so much money spent by us on a Convention that should perhaps be scrapped? Also, CITES has no teeth – member nations can oppose decisions and continue trading as before, and always use political pressure to achieve vested interests often contrary to scientifically guided conservation proposals.
Let's propose an alternative. Sovereign nations are free to set their own conservation rules. Recently, Zambia announced a moratorium on all trophy hunting of large cats. The USA does not allow imports of cheetah hunting trophies from Africa. Europe and the USA allow no trading of ivory. Botswana will ban trophy hunting in 2014. Conservation starts at home and national decisions are both more binding and effective than trifling CITES edicts. It is after all national resources that form the basis of international trade?
Picture credit: http://www.africanskyhunting.co.za/trophies/lion-hunting.html
If you have not already signed up to our mailing list, you can add your name here and keep up to date with our ongoing work and, most importantly, financially support us to conserve the remaining fragile lion populations. Thank you.
Categories: Pieter's Blog, Hunting & Trophies, Lions in Africa
Posted by Chris Macsween at 18:30
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A Tiki Adventure: Don's Special Daiquiri
It was such a hectic week at my day job this past week. I couldn't wait to get away from it all in my very own Tiki bar. So, to relax and unwind I'm continuing my Tiki cocktail adventure through Beachbum Berry's Remixed and having Don's Special Daiquiri.
I love a daiquiri! Now, I'm not talking about those sickeningly sweet blended monstrosities that most places pass of as a daiquiri. I'm talking about a simple little cocktail made from rum, lime juice, and a little sugar. An original daiquiri is shaken and then strained into a cocktail glass. A daiquiri like that is simply perfection.
Originally, a light rum was used in the daiquiri, but it is fun to experiment with different rums in a daiquiri. When sampling a new rum for the first time I like to try it in a daiquiri. It gives a great sense of what the rum is like.
So, while I was thumbing through Beachbum Berry's Remixed to see what cocktail I wanted to try next I was excited to see Don's Special Daiquiri. So I mixed one up right away.
Don's Special Daiquiri was a little different than the traditional daiquiri, but the recipe didn't veer off course too far. It has a little less lime juice, honey mix (equal parts honey and water) instead of sugar, and some passion fruit syrup. Instead of one rum there was a light Puerto Rican rum, and a gold Jamaican rum.
After pouring the drink into the cocktail glass a nice aroma of citrus and passion fruit was in the air. Don's Special Daiquiri had a nice yellow color that came from the passion fruit syrup. My first sip started with a great passion fruit flavor that was followed by a hint of honey. That gave way to a hint of lime juice and a little tartness. You could also taste the rum. I used Appleton Jamaican rum and it worked beautifully in this drink.
With the honey and passion fruit syrup Don's Special Daiquiri is sweeter than the original, but it isn't too sweet. I really enjoyed it. If you find an original daiquiri too sour try Don's Special Daiquiri. It isn't nearly as sour as the original.
As usual, I'm not giving out the recipe to the cocktails in my Tiki Adventure series. Instead, I would encourage you to buy Beachbum Berry Remixed. You'll find this recipe in the book along with many other amazing Tiki cocktails.
After one of these, the stress from the week had melted away, and I was off to paradise.


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In the Morgan Stanley analyst's presentation at the Conversational Marketing Summit in New York [City], Meeker said mobile Internet use is ramping up faster than desktop Internet use did, with Apple leading the trend with the release of the iPhone nearly three years ago.
Mobile use will only continue to grow, Meeker predicted, with smartphone sales surpassing PC sales in 2012. And smartphone use will dominate – with mobile Internet users buying more smartphones (93 million) than basic-feature phones (90 million) by next year, she forecasted.
Why now? Among the factors that are driving the mobile Web, Meeker said, 3G wireless data networks rank most highly. All major carriers introduced 3G access for Android phones, the iPhone, Blackberry and Palm Pre this year, making mobile Internet use mainstream at 20 percent of all wireless users, Meeker said. There has also been an explosion of Wi-Fi connection hot spots.
Cecilia Kang / Washington Post / Post Tech / June 8, 2010/ 8:00 AM ET
Presentation Slides / w/Notes / Comments Available At
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