After the End/Power-ups

Power-ups

 * Invisibility - A power-up that will make your character invisible, making enemies to lose sight of you and walk around randomly, this is good if you need to have short break in dealing hordes of enemies, this is also good on levels with environmental hazards as you could easily get free kills, do note that Detonator Mutants pursuing you before you activate this power-up will explode on contact if you approach them, do not mix with Panic Emitter.


 * Double Damage - This will make your guns inflict 2 times more damage, best paired with Machinegun, Shotgun, Flamethrower, and Shocker, and to some extend the Handgun, this power-up won't do anything for the rest of the weapons such as Rocket Launcher and Plasmagun unless if you are targeting multi-hit targets such as the Anti-Human Artillery, Monster Spawner, and Spawner Mutants, which doesn't happen often, it is compatible with almost all power-ups.


 * Accelerator - Causes your character to move faster, very useful in deactivated acid levels due to these levels hindering your movement, and also useful for destroying the Anti-Human Artillery, however move with care as this power-up could make you dart straight to a Detonator Mutant and get massive damage, best paired with Chrono Moderator, Contaminator, and Freezer to some extent.


 * Contaminator - Causes mutants that touch you to get infected and die on their own, basic mutants will die within 1 infection, while stronger mutants would take at least 2 - 4 reinfections before they die, this power-up will not protect you from Detonator Mutants however as they will still explode on contact if they approach you, this power-up helps you save ammo as all you have to do is to purposely infect enemies and some of them will die without you having to shoot a lot, best combined with Accelerator with a slight risk of running into a Detonator Mutant and Chrono Moderator, do not mix with Freezer.


 * Panic Emitter - Makes mutants run away from you, this will not make the Detonator Mutants run away however and they will still pursue you with this power-up activated, this power-up is best used on teleportation and maze levels along with the Chrono Moderator, this power-up is also useful on open area levels to some extent but only on Firing Range, do not mix with Invisibility.


 * Chrono Moderator - Slows down time for a certain duration, causing all mutants and enemies to move and attack slower, spawning rates will also be slowed, the rockets that the Anti-Human Artillery fires however are not affected, trains that go along on railroad levels that could potentially kill you are also not affected, best used along with Panic Emitter on teleportation and maze levels, this power-up is also useful on open area levels to some extent but only on Firing Range.


 * Freezer - Freezes all ground mutants for a while, only freezes mutants that are present in the entire level, any newly spawned ground mutants will not be affected, best used on open area levels due to enemies being easier to target from many directions, it doesn't affect the Anti-Human Artillery, best paired with Chrono Moderator as this also cover the Avian Mutants.


 * Neutron Bomb - Releases a massive explosion when taken, killing enemies in its blast radius, best used on hordes of enemies as well as maze levels due to some areas being somewhat difficult to reach, this power-up could also aid you in getting a certain kill count, it only destroys mutants.


 * Health increase - The bottle increases 10% Health while the box with a red plus sign gives 100% Health, when a 100% Health box appears on a level do not take it immediately! Save it for later, it could save your life.


 * Armor increase - The yellow suit gives 25% Armor while the blue suit gives 50% Armor, when a 50% Armor item appears in a level do not take it immediately! Save it for later when you have no more Armor left.


 * Ship replacement parts - They are there for plot purposes, they don't do anything else.