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Psi-foci can be used by all of the mercenaries, but the duration, area of effect and power of a psi-focus depends on the user's mental power ability. Mortimer has the highest initial mental power. Developing his mental power by fitting Mental Power Upgrades makes him a veritable psionic killing machine.

The Psi-foci Canisters differ from the Cybernetic Upgrades in some ways. Canisters can be found throughout the levels (as well as in the shop). Canisters are consumed when used. You can only carry one canister at a time. Psi-Foci effects have shorter duration, but can be very powerful.

Psi Foci Canisters
Name Rarity Price Description
Regenerate 50% 200 Regenerate increases the health of all active mercenaries with 150 points as well as an additional 150 points per the user's mental power level for the duration of the focus. Since the effect is affected by the user's mental power level, this is a powerful healing ability in the hands of a skilled psionicist.
Fatal Blast 60% 200 Fatal Blast creates a psionic explosion originating from the user and having a blast area proportional to his mental power. The amount of damage done is also determined by the user's mental power. Remember that machines only take one-quarter damage from mental attacks. Brains-in-vats and Disembodied Minds on the other hand are more vulnerable to this kind of damage.
Invisibility 50% 200 Invisibility makes the user invisible to enemies. They will stop hunting the invisible person, but can still do damage to him. The invisibility psi-focus is thus not very useful in two-player mode when the mercenaries are lined up in a narrow corridor, unless both of them are invisible. Monsters will not fight back if an invisible person attacks them from a distance, so it is very useful in large open rooms. The duration of invisibility is determined by the user's mental power.
Instant Recall 50% 150 Instant Recall teleports the user (and his companion) directly back to the level's entrance. This is sometimes the only method to exit a level where you accidentally get stuck. You can also use it to get out of a tight spot when surrounded by enemies.
Instant Exit 10% 500 Instant Exit teleports the user (and his companion) directly to the level's active exit elevator. This is sometimes the only method to exit a level where you accidentally get stuck, or even to get past a particularly nasty level.
Paralysis 50% 200 Paralysis makes enemies unable to move for the duration of the focus. Non-living enemies like robots or gun turrets only have a 50% chance of being affected. The duration of the paralysis is determined by the user's mental power.
Time Stop 50% 150 Time Stop halts the timer that is activated on some levels either as the player characters enter or because they activated it by shooting a blow-up switch. The timer is halted for the duration of the focus, which is determined by the user's mental power.
Confusion 50% 200 Confusion makes enemies confused. They act irrationally and no longer move with a purpose (which is often to hunt the mercenaries). Non-living enemies like robots or gun turrets only have a 50% chance of being confused. Notice: there is a bug in version 1.0.1 that makes this psi-foci canister unusable; we have fixed it in version 1.0.2.
Fear 50% 200 Fear makes enemies scared of the user and will do everything they can to avoid him or her. It is, however, only the user that frightens them, and it is therefore a good idea for him or her to walk first, to scare the enemies away. The duration of the fear is determined by the user's mental power.
Telekinesis 50% 150 Telekinesis makes all small items fly towards the user. The user can collect items without having to get close to them and can sometimes get items that are otherwise hard or very dangerous to reach. Barrels are not small enough to be affected by the telekinesis and the same goes for all creatures regardless of size. The duration of the telekinesis, as well as the range items are attracted from is determined by the user's mental power.
Lightning Strike 60% 200 Lightning Strike creates a rain of lightning bolts that shoots from the user in all directions. The lightning bolts make electrical damage, which is especially useful against robots and other kinds of machines. The amount of damage done depends on the user's mental power.
Fire Shield 60% 250 Fire Shield creates a cloud of fire around the user. The amount of fire damage done, the duration, and how far the flames reach out depend on the user's mental power. This is a formidable weapon, especially in the hands of a powered-up Mortimer. The fire shield can be your only hope on some levels that are veritable hatcheries of deadly enemies. Have both Mortimer and the other character buy one and then use the trade trick to transfer the second fire shield to Mortimer once he has used his own canister.