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Weapons[edit]

In this game, players normally access all weapons from the beginning, with only ammunition being the limitation. In multiplayer, the game may be set to powers mode, where players join as a specific mutant and only have a subset of weapons. However, the weapons are more complex, with a primitive implementation of reloading and weapon switch times.

Power Fist[edit]

This is an emergency melee weapon, inflicting 9-12 damage.

Shotgun[edit]

The shotgun fires 7 pellets in a spread, each inflicting 4 damage. This weapon can fire twice in succession, before it needs to reload. The weapon does push you back when fired.

Chain-gun[edit]

The chain gun will fire shells much more rapidly but is much less efficient. Each shell fired causes 4 points of damage, and it will fire 1-2 shells on each cycle. It can fire for 15 frames before a small pause to cool down. It's benefit over the regular shotgun is that it's slightly more accurate, and lack of recoil.

In general, the shotgun and plasma cannon do a similar job.

Plasma Cannon[edit]

This weapon fires up to three shots, each shot inflicts 12 damage. It is precise, but it's projectiles have a velocity. If you stop firing early, there's a short delay before you can fire again (as if you fired three shots). This weapon also doesn't fire underwater.

Note that Bishop is immune to this weapon.

Flame-thrower[edit]

This weapon will launch a stream of fire at close range, but will rapidly drain ammunition. It consumes 4 pieces of ammo, then inflicts 8 damage on a direct hit, and two points in the flamethrower stream inflict 10 splash damage (in the middle) and 13 splash damage (at the end). In deathmatch, these are 15 and 20 respectively. This weapon doesn't work underwater, and will eat its ammo if attempted.

It's advantage is that it doesn't need cooldown, but it's otherwise uses ammunition inefficiently.

Orb-launcher[edit]

The weapon will fire a grenade. It may also fire two in rapid succession. On a direct hit, or after a few seconds, these orbs inflict 60 splash damage

Phoenix will not cause the grenades to explode, and Angel using a wing defense will also not cause a detonation.

Dual Rocket-launcher[edit]

This weapon fires two rockets at once, but the rockets will track enemy targets, while attempting to avoid walls. Each rocket does 35-40 damage on a direct hit, and 40 splash damage.

Nuclear Energy Radiation Dispatcher[edit]

This is the most powerful weapon, which can be charged up and launched. Each unit of atomic energy increases the power, and it inflicts proportional damage to anything hit by it - 100 atomic energy resulting in a 1-hit kill on most targets. Additionally, there's a flat amount of damage also applied, in addition to damage with direct hits.

If a charge of 50 atomic energy is held too long, it will damage the user.

Special Weapon[edit]

To defeat the boss, you will need to find four weapon components in the levels. The last component is within the boss level - it's function is to destroy the boss which is normally immune to any lesser weapons.

Items[edit]

Armor[edit]

Provides a basic protection, reducing health damage slightly by directing it to armor damage.

Rapid Fire[edit]

When collected, your shots will skip the reload time or cooldown normally present after firing a certain amount of shots. In case of the Nuclear Energy weapon, it increases charge speed.

Superpower[edit]

Causes your weapons to inflict double damage.

Red Supercharge[edit]

Gives 100 health. Health above 100 will gradually decay.

Ruby of Cyttorak[edit]

This grants temporary invulnerability for a short period of time.