Rate of Fire (SPD):
- "Detonator Mines are sensor-tripped mining charges that can be placed onto any surface."
- —Dead Space 2 Manual
- EarthGov Detonator (damage 10%, firing speed 5%)
- Heavy-Duty Detonator (reload speed 10%, damage 5%)
- Obviously do not cross the beams when the mines are deployed as Isaac can detonate the mines himself and if he's too close, he will damage himself.
- The Detonator on its own is highly powerful, even when unupgraded, capable of killing even Enhanced Necromorphs in just 1-2 mines. Due to this reason, it would be best to reserve its mines for the later parts of the game, where Enhanced variants of the creatures began replacing standard enemies.
- Use a combination of telekinesis and its secondary fire to retrieve the mine easily and safely.
- Don't be afraid to use the mines to cover your flanks. Even if no enemies trigger the mines, you can always retrieve them later. But beware, Isaac can't mine the whole room. There can be only five mines activated at the same time, the first being deactivated when launching a sixth. Set your mines strategically.
- It can be used as a grenade launcher with its ability to detonate on contact, but be aware of the detonation radius if targeting enemies at close range. With enemies emerging unexpectedly from vents anywhere, you take a big risk to harm or even kill yourself. Try to always keep your target at distance and don't hesitate to stasis and run to gain room. You must also have a great accuracy, because many times, the necromorph you miss will have time to come too close to be shot safely the time you reload. Besides, it appears the blast of mines is weaker when launched directly as a grenade than when set up as a mine and detonated by the target itself.
- Remember that if you miss an enemy while using the Detonator as a grenade launcher, it will still do its primary function as a mine, and create its trip beam. Be careful not to be in front of your shots if this happens.
- If you are suspicious of a vent, you may blast it open and lay a mine inside of it. Do not do this with all vents encountered, as most are harmless and, with many vents, you cannot retrieve your ammo.
- The Detonator excels in engaging enemies who tend to rush in to attack, such as Stalkers, the Pack, and the Brute. Mines may have to be detonated manually by shooting them, when deployed against the Pack, due to a long activation time.
- Planting them on walls is useful against Lurkers that crawl on the wall.
- The mine can quickly kill Swarmers by firing in the center of a pack.
- This weapon is not advised against Pregnants which can unleash Swarmers after being blown up.
- This weapon is perfect against Guardians as one direct fire mine will completely kill it. Damage upgrades are recommended before doing this, however.
- This weapon works best in tight corridors. Just don't be too close to your own blasts.
- The Detonator is extremely efficient against Stalkers. Since the places you encounter Stalkers always have narrow passages and many surfaces, like the warehouses, (save for the first encounter in the Unitology Church) you can place mines all around yourself. The Stalkers will charge right into them.
- In Dead Space 2, it is useful to have the Detonator on you at all times, since it is much, much more effective at dealing with Stalkers than any other weapon. In Dead Space 3 however, it is recommended to only carry a Detonator into confined areas, due to the reduced carrying capacity.
- The Detonator is also very useful for taking out Nests. Due to only being in encountered in Zero-G (where all projectiles go in a straight line) and the large blast radius the mines have, a single Detonator can easily kill a Nest before spamming volleys upon volleys of projectiles at Isaac.
- The Detonator is heavily recommended for the elevator battle on the way up to the Solar Array, a single Detonator Mine can damage or even kill two Tripods if they are next to each other in the windows, just keep aware of the blast radius.
- If Isaac is in range of a mine when it detonates, it will knock him on his back, leaving him wide open for Necromorphs to attack him. Keep this in mind and only have the Detonator equipped before engagements or certain instances, otherwise you may instinctively fire on sight if startled by a Necromorph, causing unnecessary damage to yourself and leaving you open to attack.
- In Dead Space 3, the Detonator is ineffective in outside areas on the surface of Tau Volantis due to the fact mines will automatically detonate upon contact with snow-covered surfaces. It is largely recommended to save the Detonator for inner structures.
- Using the canister recovery module in Dead Space 2 allows you to recover the ammunition and fold it back into your ammunition stacks. Using the recovery module in Dead Space 3 however changes a trip mine into scrap metal, which still results in wasted ammunition.
- The Detonator is probably a combat weapon due to its mines exploding from the movement of something, and rocks do not move. However, it may be used to destroy certain asteroids close to ships and may also be used to clear out ship debris in zero gravity areas.
- Like most of the weapons in Dead Space 2 the Detonator has its own achievement/trophy. It is called "It's a Trap" and is earned when the player kills 20 enemies with the Detonator when the mines are in a deployed state.
- The name of the achievement/trophy "It's a Trap!" is a reference to the film Star Wars Episode VI: Return of the Jedi: Admiral Akbar yells "It's a Trap!" when his Rebel strike group runs into the entire Imperial Fleet.
- Sometimes, if you launch a mine, Isaac or Gabe will pull back the part where you insert the Mines. This doesn't do anything except make the fire rate go down.
- In Dead Space 2, if you have at least 1 DLC Detonator, it is theoretically possible to gain infinite credits / detonator mines. By buying the weapon, launching the mines already loaded in, then deactivating them, collecting them, and selling back the weapon and mines. With mines costing 200 credits, this can net you 600 Credits each time you do this (1200 with the two DLC detonators), and can be repeated at the store indefinitely. Be careful through, as activated mines can be set off by almost anything. This is extremely tedious, though, and thus best used only in situations where it is absolutely necessary. Note there is no use to upgrade the weapon if you want to repeat the operation all along the game. However, once you find the schematic in chapter 5 or starting at the first store if you have the two DLC detonators, you can still upgrade one and use the other to provide you infinite ammo. Strangely, with DLC's, the upgrade of any weapon will apply to the other variants, allowing to accelerate the process. The best tactic is the following: once you reach the first store, buy one DLC detonator for free and upgrade its capacity circuits as quick as possible. NB: You need a minimum of 13 nodes to upgrade the detonator capacity to its max. You are supposed to have four nodes when reaching the first store, and one branch starts directly on the first CAP circuit. It means that, if you want the total upgrade immediately, you must do the trick 13 times to buy the two nodes required to unlock the second circuit, 15 times to buy the three nodes till the third, and 16 times to buy the four nodes till the fourth. However, with an average of four nodes by level, you can as well save time by seeking nodes directly on the path. Besides, don't forget the money that you save by not spending it in ammo, since the game still give resources at the same rate. Until chapter 5, you can do the cheat with the only other DLC detonator but as soon as you find the schematic of the standard detonator, go to the store, buy it and put it in the safe. At this moment, with a full upgraded capacity, the exploit is optimized: sell and rebuy the two DLC detonators, launch the 14 mines loaded in (max of 7 by weapon), retrieve them and sell the whole for 2800 credits if you want money, or keep the ammo if you want to use it for future fights. Repeat the procedure as much as you want (be careful to always keep at least one detonator to not accidentally "sell" your upgrades). Note that you can as well sell and rebuy the DLC detonators one after another if you don't want to pay for the standard detonator, but it's more laborious than doing it two by two, and it's not worth taking the risk to make a slip up and lose your upgrades in the course of a long chain.
Thanks to this bug, the detonator can be considered the cheapest weapon in the game after the Hand Cannon, and is indispensable in hard difficulty settings, whatever reproach you may formulate beside.
- There are random Detonator Mines placed in corridors around the Sprawl, possibly placed by survivors setting traps from advancing Necromorphs. These mines cannot be disarmed and must be destroyed to proceed.
- There is a possible glitch in which a detonator mine will not disarm with the Alt-Fire. This can be resolved by launching another mine, then you can disarm both.
- There is a funny glitch in fights with cinematic movement, for example after the tram crash or against the Tormenter. If Isaac walks on his mine, he won't immediately die but continue to move with only his remaining members and the weapon floating in air. He dies when the player take the control back. It is probably because this movements are scripted.
- The Detonator mine cannot touch the Marker, whether this was intentional or a glitch is not known.
- The Detonator is one of the few weapons of Dead Space 2 to have a Special upgrade on the Bench. It increases the blast radius of your Detonator Mines.
- Although the Detonator is one of the few returning weapon configurations of previous games to not have a blueprint in Dead Space 3, the weapon can be recreated in the game, using a special survey-charge specific module called the Canister Recovery Module as the lower weapon.
- The Detonator has a blueprint specific to Dead Space 3's Classic mode. The resulting Detonator however is bugged, and its Canister Recovery Module, although present, is nonfunctional, leaving the player unable to de-activate any deployed tripmines.
- If Isaac sets off a Detonator mine by walking into it when low on health, he will be blown in half.
- There is a glitch in Dead Space 3 where the detonator can reload indefinitely. This, however, does not affect the player's ammunition.
- Also one direct shot on a guardian will kill it instantly on casual.
- When you save to quit the game, the set mines will have disappeared once you load back. Be careful to desactivate and retrieve them before.
- The Detonator from Dead Space 2 can be recreated in the sequel by placing a Survey Charge with a Directed Ejection Field tip on a Heavy Frame. However, mines that have been placed cannot be disarmed and retrieved.