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Monsters and Other Targets

As you're all too aware, AGM has been busy creating a new breed of military abominations, and now their bases are overrun with the tentacled freaks. This here's a guide to what sort of nightmares are waiting for you, what they're capable of, and some suggestions on how best to put 'em down like the diseased dogs they are.

Undead

AGM has some interesting ideas about human resources. They've been working on "improving" the species with their evil science, and the results speak for themselves - or they would, if there was anybody home to do so. Do 'em a favor and put 'em out of their misery.

A single blast from the Pump-action Shotgun at medium range is usually enough, but the Minigun or Ripsaw works just as well. Save the heavier weapons for tougher targets.

Zombie
Threat Level: Low
Run of the mill cannon fodder. Plug 'em and move on.


Shotgun Zombie
Threat Level: Moderate
That gun can do a lot of damage. Take 'em out before they a chance to fire. As a bonus, you can keep the weapon for yourself.


Minigun Zombie
Threat Level: High
Big guy, big gun - and a massive pain the ass. Hit them fast before they can draw a bead on you or you'll be sorry.


Weaker Mutations

These ugly bastards are AGM's weaker creations or just every grunts. Some are tough. Some can fly. But none of them can fire a gun - and that means you're faster than they are. The best these things can do is chuck a fireball your way, so leave yourself room to move around.

Serpentipede
Threat Level: Low
Their fireballs are the main threat, but unless you're in a tight hallway, you should be able to dodge easily enough.


Flesh Worm
Threat Level: Moderate
These bad boys are surprisingly tough, but they can only attack at close range. The Ripsaw is an excellent tool for deworming, but the Double-barrel Shotgun can also kill them with one solid hit.

These buggers can also be nearly invisible. If you hear one grunting but don't see anything obvious, watch for the tell-tale shimmer in the air.


Hatchling
Threat Level: Low to Moderate
More of a living missile than a proper foe, the best attack they have is to fling themselves at people. The Double-barrel Shotgun makes 'em pop, but consider using the Minigun or Polaric Energy Weapon if there's a lot of them or if they're accompanied by a Matribite.


Trilobite
Threat Level: Moderate
Somewhat tough flying brain thingy that can barf up fireballs. Try to take 'em out at a distance with a few quick taps on the Polaric Energy Weapon or Missile Launcher. But, never fire at them repeatedly - a direct hit can knock the Trilobite out of the path of fire and waste precious ammo.


Matribite
Threat Level: High
Although these brood mothers have no real attacks of their own, focus on hitting them hard and fast. Otherwise they'll be dropping Hatchlings all over the place.

NEVER try to hit a Matribite with missiles! You might hit a freshly birthed Hatchling and get caught in the blast radius!


Big Bullies

You know it's gonna be a bad time when these assholes show up. Built like bricks and just as smart, their attacks pack a painful wallop and can leave you hurting if they catch you with yer pants down. Pull out the big guns - Minigun or better - when you hear them nearby.

Combat Slug
Threat Level: Moderate
Yeah, you read that right. AGM though it'd be a great idea to stick some flamethrowers on the back of a giant angry slug. They aren't just for show either - they launch huge plasma bursts that are difficult to dodge.

Thankfully these brutes are fairly rare, fairly slow, and make massive targets. You can usually take them out without too much trouble by using the Missile Launcher while ducking in and out of cover.


Octaminator
Threat Level: High
Squidward here has a wicked punch, a missile launcher, and a bad case of the Mondays. The rockets they send your way are also heat-seekers, so be ready to make very sharp turns around corners or other objects.

On the plus side, they stun easily.


Technospider
Threat Level: High
The bad news about these bugs is that their Polaric Energy weapon is just as powerful as the one you're using. The good news is that they make a lot of noise, so it's very obvious when there's one around.

Hit 'em hard and fast with missiles or energy beams, and don't stop moving.


Pain Bringer
Threat Level: Moderate
These guys are tough, but they're only a threat in tight spaces. Anything that fires quickly can take 'em out just fine, but if you're really feeling daring, run up close and fire the Double-barrel Shotgun in their beaks, then jump back to avoid its attack. A few rounds of that works surprisingly well when there's room to do it.


Pain Lord
Threat Level: High
The advanced version of the Pain Bringer. Focus on attacking from a distance; they seem immune to knockback, so just let your Polaric Energy Weapon or Missile Launcher do the talking.


Necromancer
Threat Level: Very High
Just what everyone doesn't need - a healer on the bad guy's team. But the fact that they can bring their comrades back from the dead isn't the thing to watch out for - that would be their ability to make you burst into flames.

On the plus side, they need to keep their target in the line of sight for their attack to land. Just duck out behind something for a moment to break the connection.


Boss Monsters

The ringmasters of this horror show are these two nightmares. In Phase 1, their first appearances are as the final bosses of their respective episodes, so killing them rolls the credits. Later on, they'll make unwelcome appearances as extremely dangerous foes.

Assault Tripod
Threat Level: Very High
Everybody's worst nightmare of genetic and cybernetic engineering, these bastards are fast and can pummel their targets with an endless supply of deadly missiles. Try to keep as far away as possible while circle strafing with any strong weapon seems to be the best way to deal with them.

Mind you, they don't take damage from explosions, so only a direct hit will work!


Large Technospider
Threat Level: Moderate
You'd think something that huge with a bigass machine gun would be a living nightmare, but the reality is that these things are just too damn big for their own good. They can only attack whatever's right in front of them, and thanks to their massive bulk they can't turn around quickly.

Run circles around these guys with any rapid fire weapon to easily finish them off.


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