Items and Weapons
You might be a dweeb, but you're a resourceful dweeb! See the following for what you can collect and use.
| Appearance | Name | Description |
 | Normal Rocket |
You'll never run out of these. A standard rocket flies
forward in an accelerating fashion and explodes on impact, causing moderate damage. Be careful about
aiming at foes that are too close!
Briefly escaping foes is possible with a rocket jump. You'll probably want to have normal rockets
selected...you might regret rocket jumping with other types.
|
 | Super Rocket |
This is a collectible that often drops from enemies. When
selected, super rockets fly slower but have a much greater blast yield, reaching about twice as far as
a normal blast and inflicting twice the damage (and considerably more knockback). When you see a cluster
of foes, seize the opportunity and break out the super rockets!
|
 | Inferno Rocket |
This is a collectible that often drops from enemies. When
selected, inferno rockets burn for a while where they hit, causing continuous damage. Some foes and some
walls are especially vulnerable to fire (note that some might resist fire as well). Try not to launch such
a rocket when close to the blast--you wouldn't want to burn yourself up, would you?
|
 | Guided Rocket |
This is a collectible that often drops from enemies. When
selected, guided rockets move much slower than normal rockets, but they can be steered using the crosshairs
to any desired point in the arena. You can hit foes around corners and precisely hit certain locations with
such rockets.
|
 | Reflective Panel |
This is a collectible that often drops from enemies,
especially tanks. When selected, you don't actually fire rockets, but you can reflect laser beams. Just
make sure the shield is pointed at the beam's origin. Note that reflective panels will eventually wear
out with use.
|
 | Impact Shield |
Probably one of the best items you'll find, it can be found
in some arenas at the start, or as drops from enemies. Impact-related damage is immediately canceled as
long as shield power remains. Note that the damage isn't dependent on projectile type; P-shots drain the
shield just as much as rocket blasts.
Rocket jumps drain an impact shield less than other types of damage. If used intelligently, rocket jumps
plus an impact shield allow you to jump several times without any damage penalty.
For damage types other than impact, an impact shield offers no protection at all. Flames or
shocking probes from grunts will drain an impact shield immediately.
|
 | Fire Shield |
A specialized shield that protects against fire damage.
This is especially important in Stage 3, which is fire-themed. Close-range strikes of inferno
rockets becomes safer, but not that much safer.
If any type of damage other than fire hits you, the shield is lost.
|
 | Laser Shield |
A specialized shield that protects against laser beam damage.
Quite useful against tanks and other heavy-weapon foes.
If any type of damage other than laser hits you, the shield is lost.
|
Observe carefully the arsenal that will be used against you.
| Appearance | Name | Description |
 | P-shot Cannon |
Typical gun used by grunts. Some robots fire this in a spread
fashion. While the damage is minimal, it will stack up if you're not careful.
|
 | Vulcan Cannon |
Rapid-fire gun used by some grunts, and a favorite of L1-killers
and turrets. These guns are fired in bursts or long streams.
|
 | Bomber |
Grenade launcher used by some grunts and turrets. The grenade does not
inflict contact damage, but the explosion is just as damaging as a rocket blast. Don't ignore grenades once
they are fired!
|
 | Rocket Launcher |
Sadly, you are not the only one with a rocket launcher.
Mostly turrets and higher-tier robots will wield this weapon, but you might even see grunts with this eventually.
Since it is your weapon of choice, you know how problematic it is to be facing it yourself!
On rare occasions, you will find robots that not only have rocket launchers, but use special ammo as well...
|
 | Laser Cannon |
Beam weapon used by higher-tier robots, but even grunts might
eventually wield them. There is no nonsense with laser beams--once fired, no trajectory. They hit, the end.
You won't want to be in the path when this happens, so sidestep when you see the tracer line or else use
a reflective panel.
|
 | Flamer |
Some robots sport flamethrowers. These have limited range but can
deliver devastating damage. Generally, a robot with a flamer will also have fire resistance.
|
 | N2 Cannon |
Some robots sport liquid nitrogen emitters. These have limited
range but can deliver slowing damage. They also have the nasty effect of freezing the floor, making mobility
harder. Generally, a robot with an N2 cannon will also have cold resistance.
|
 | Slime Cannon |
If your luck is especially bad, you will encounter a robot with
an extermination-class bio-neutralizer. A single drop is enough to seriously hurt all organics, while robots
will shrug the slime off like it was nothing.
|
|