Necromorph Guide
Wasters
Of all the necromorphs in Dead Space 3, these look nearest to a human being. If you shoot their arms off, three tentacles will pop up out of their torso while their legs carry them around. Shooting off the waster's legs slows them down more as the three tentacles now have to be used to crawl.
Slashers
These are the dusty necromorphs you'll encounter when you first board the derelict frigate in orbit around Tau Volantis. It's recommended you fire on the legs first to slow them down. Once they're on the ground you can remove their arms or just stomp them out.
Leapers
Leapers are some of the fastest monsters in the game, despite the fact that they have no legs. They can be hard to spot as they climb around the ceiling. The key to dealing with Leapers efficiently is stasis. Target, fire, and then dissect.
Cysts
These lumps make a lot of noise so you'll hear them before you see them. Use kinesis to grab and object and throw it at them. That'll trigger their explosive pod and kill them in the process.
Pukers
These guys throw up on you from long distance in order to slow you down while they close the gap. Sidestep their projectile vomiting to negate the threat. Then, dismember quickly to stop them from leveling a second volley at you. You can shoot their heads off too, but this does nothing to impede them from coming up close and showering you with vomit.
Feeders
These necromorphs have replaced the necro-kids from Dead Space 2. Unfortunately, they're not as dumb as those little punks. Instead, they rely on site and sound to find their next victims. Use kinesis to distract them with a sound in the opposite direction while you sneak around. If you get into a fight with them, make sure you have an automatic weapon of some kind to mow the feeders down as they come at you.
Pregnant Necromorphs
Never, ever shoot the big-bellied monsters you'll find throughout the game. Their spawn are more likely to kill you. The best course of action is to hit them with stasis and then carefully remove both arms and the head. The pregnant monster should fall then.
Swarm
The pesky little necromorphs that spill out of a pregnant's belly can be as, if not more dangerous than a fully grown necromorph. Still, you can always refill your health and move on, but encountering the Swarm as part of a larger group of necromorphs is a recipe for disaster. As you back away and reposition yourself, be sure to mop up the swarm as they crawl towards you. You don't want one leaching your health while you're busy dealing with bigger monsters.
Lurkers
These dog-like animals have been attacking you with their trio of tentacles since the beginning. If you're still shaky, remember to fire a line-gun just above their bodies. Do it right and you'll dismember all three limbs in one blast.
Exploders
These are the monsters with the big yellow cysts on them. Removing the cyst and using it against another monster is ideal, but it's not always so easy. If they're standing in a crowd, use the opportunity and fire for the yellow. When you hear them scream and shout, make sure to locate them visibly without delay. They could be sneaking up behind you.
Snow Beast
The snow beast pops up from time to time throughout the campaign, but each encounter requires different things to progress. The first just asks you to shoot at the yellow flesh. Pretty simple. The second encounter requires Isaac to lure the beast towards harpoon guns. Once you've got it strung up, use kinesis to turn the knife and damage the beast. Three times and you'll be done.
Twitchers
These are the most difficult enemies in the entire game due to their speed and numbers. Twitchers frequently travel in pairs and can close the distance between your throat and their blades in an instant. Stasis is a must, but make the most of one slow-down. Wasting an entire stock of stasis on one twitcher will hurt you in the long run.
Alien Necromorph
These hulking monsters are made from the aliens that originally inhabited Tau Volantis. Just like all the rest, you'll want to aim for the limbs, but because of their massive size, it can be more efficient to lead with brute force. Having an explosive secondary fire will make short work of the aliens.
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