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Shit to Shoot

While ya can usually make do with just facing a foe and yanking on the trigger of whatever happens to be in those oven mitts you call hands, knowing what each of your toys can do and how they do them can make a lot of difference. Here's a run down of the equipment you'll find lying around and how to put it to good use.

Ripsaw
Ammo: none
These don't have any ranged uses, but that doesn't mean they're useless - they work wonders on slower monsters. Not only do they slice 'n dice, they have a "lock on" feature that grabs the target and holds them in place as it rearranges their guts.

Ripsaws are great for handling flesh worms: back into a doorway so they're forced to approach single file, and watch as everything sorts itself out!


Pump-action Shotgun
Ammo: Shells
It doesn't matter where you find one - grabbing one of these babies should be a priority for any lone fighter.

The trick with them is that each time you pull the trigger they actually fire seven bullets. Powerful at close range, but not so much as long range - the bullets spread out as they fly.


Double-barrel Shotgun
Ammo: Shells
Only found in Phase 2, this upgraded shotgun fires a big cluster of bullets at the cost of two shells per blast. Like its little brother, it's not accurate at long range, but up close this boomstick has enough power to take down a flesh worm in one hit.

If a group of weak monsters are standing close enough together, you might be able to take several of 'em out.


Minigun
Ammo: Bullets
The classic machinegun. Fires lots of bullets very quickly with hardly any spread, making it a great choice for targeting weaker baddies at a long distance or just mowing down a large group. Ammo is usually easy to find too. Once you get one, never touch the handgun again.


Missile Launcher
Ammo: Missiles
The sheer power of this weapon is matched only by its huge downside - the missiles explode when they hit anything, and it smarts when they go off close by. Never use this thing at a nearby target, and be wary of firing it too close to a wall or when the decor might block the shot.

Just because you can see around something doesn't mean the missiles will pass through it! Most of the time, the Polaric Energy Weapon is a safer option.


Polaric Energy Weapon
Ammo: Cells
Think of this as a Minigun that fires flaming hot death. There's no risk of hurting yerself with this powerful weapon, so fire away whenever you need to clear some space. That said, it can be hard to find enough ammo for longer bursts, so keep this puppy in reserve so you have something for the nastier freaks.


SKAG 1337
Ammo: Cells
More than a few weapon collectors have drooled over the idea of firing one of these bad boys only to be disappointed when they didn't live up to their hype. Thing is, the SKAG doesn't work like a normal gun, and knowing that makes all the difference.

When fired, they launch a plasma bomb that does some hefty damage. But what you don't see is what matters. When the bomb hits something - a wall, a monster, another player - forty invisible beams are fired from the player in a cone. These are what deal the real damage.

In order to get the most of out yer 50 Cells, ya gotta shove the SKAG right up against your target so all the beams smack them too.


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