Weapons and Enemies
Weapons
PISTOL
Your tried and true sidearm.
DETAILS:
- Capacity – 6 shots
- Damage – Low (bodyshot), High (headshot)
- Rate of Fire – As fast as you can click
TIPS:
- Aim for the head. You can and will dispatch every enemy with one shot using this weapon if you know where to shoot. This weapon is enough to carry you through Act I and Act II (if you have a reaction speed faster than cement).
KNIFE
A serrated combat knife for close range confrontations.
DETAILS:
- Capacity – N/A
- Damage – Medium (stab), High (charged slash)
- Rate of Fire- Medium
TIPS:
- Charge the knife by holding attack. The knife can kill multiple enemies with one slash. You will most likely be taking lots of hits when carrying this weapon. Don’t expect a good score. Stab only in emergencies. Surprisingly effective weapon. Use while sliding for maximum efficiency.
UZI
Compact automatic lead dispenser.
DETAILS:
- Capacity – 20
- Damage – Medium
- Rate of Fire – High
TIPS:
- Control your recoil. Pay attention to enemies telegraphing their death. Do not waste time. Kills will feel unsatisfying but the UZI will do the job. Ammunition upgrades are recommended with this weapon. In an emergency, don’t be afraid to spray and pray.
SHOTGUN
Double barrel shotgun, sawn off.
DETAILS:
- Capacity – 2
- Damage – High, Low (out of range)
- Rate of Fire – Slow
TIPS:
- This one. Aim carefully, don’t miss. It feels good in your hand. Ammunition upgrades are extremely recommended for this weapon. You know what to do. Make sure there are no hounds nearby when you reload.
Enemies
BLACKSUITS
Gun-wielding businessmen. They don’t respect your presence here.
INFO:
- Blacksuits are your first enemy encounter. They will shoot medium-damage bullets at you and occasionally roll to evade. A headshot will instantly kill them, and it takes a few bodyshots to kill with a pistol. A shotgun will make short work. Medium threat.
FIRST APPEARANCE:
- Act I
HOUNDS
Humanoids with razor-sharp teeth. Hungry. Itchy.
INFO:
- Hounds are your second enemy encounter. Hounds charge at you and start attacking once they are in melee-range. High damage. Beware. Their footsteps are easily discernible and serve as a warning that one is nearby. Sometimes your shot will not hit if you are inside them. High threat.
FIRST APPEARANCE:
- Act I
EYE TURRETS
Eyeballs with thick stalks. Not what they appear to be.
INFO:
- Eye-turrets open up when you’re close and rapidly fire bullets at you. Weak and easy to kill, provided you dodge the stream of bullets. Sometimes accompanied by drones. Medium threat.
LIFE PER KILL:
- Medium
FIRST APPEARANCE:
- Act I
DRONE
Mechanical flying drones. Their purpose, outside of harming you, is unknown.
INFO:
- Drones are usually found in groups. A melee-only enemy, their strategy is to surround and slow you down. Contact damage is minimal but can overwhelm in numbers. Explosive rounds is extremely effective against this type of enemy. Low threat.
FIRST APPEARANCE:
- Act II
BULBUGS
Small creatures with lightbulbs as heads. Bio-mechanical creation or controlled evolution?
INFO:
- Bulbugs will seek to blind you by approaching and flashing their bulbs. They make a high pitched sound before they do so, alerting you to their presence. Easy to kill and serves no direct threat, but the flash can disorient and distract you. Low threat.
FIRST APPEARANCE:
- Act III
WHITESUITS
Gun-toting businessmen. Every fiber of their being reeks with hatred and vitrol directed towards you.
INFO:
- Much like their blacksuit counterpart, whitesuits shoot at you and roll to evade. They are sturdier and hit a little harder, but should not pose a threat to someone who has reached Act III. Treat them as blacksuits. Medium threat.
FIRST APPEARANCE:
- Act III
FLESHDOORS
A growth of some kind. Something is crawling out. Put it out of its misery.
INFO:
- Not an enemy in the traditional sense, fleshdoors serve to impede your progress. Shoot them until they die. Their weakspot is the center: one well placed shot will destroy the fleshdoor. No threat.
LIFE PER KILL:
- Medium
FIRST APPEARANCE:
- Act II