Hey, something new to look at.
The basic gun, to which all other guns compare favorably.
A worthy weapon with three minor drawbacks: first, it uses up 2 shells per blast; second,
it's slow; third, its shot pattern is very loose at long range. But in general, once you
find this puppy, the other shotgun starts rusting from disuse.
A two-barrel dingus that prickles bad guys with armor-piercing darts, technically termed
The great equalizer. Four cyclic barrels that hose out spikes like crazy. Pro: foes drop
like flies. Con: eats ammo like popcorn.
Thumps neat exploding bombs into the air. You can even bounce a grenade off the wall or
floor.. When a grenade hits someone, it explodes. If it misses, the bomb sits on the floor
for a moment, then explodes.
For when a grenade positively, absolutely, has to be there on time.
Try it. You'll like it. Use the same technique as watering your rosebush.
High speed shotgun from Hell. You haven't lived until you've hosed down some baddies with
this. Just don't get carried away, it eats ammo like its going out of style.
Sprocket Launcher(Tsemochian Sprocket)
Crossbreed a spear, a rocket, and a grenade and you might end up with a Tsemochian
sprocket. This weapon takes some getting used to, but after a while, you'll feel nekkid
without it. :)
1 : SWORD : impulse 1
2 : SHOTGUN : impulse 2
3 : DOUBLE BARREL : impulse 3
4 : NAILGUN : impulse 4
5 : SUPER NAILGUN : impulse 5
6 : GRENADE LAUNCHER : impulse 6
7 : ROCKET LAUNCHER : impulse 7
8 : THUNDERBOLT : impulse 8
9 : SPROCKET : impulse 9
0 : AUTOSHOTGUN : impulse 100
In addition to the traditional power-ups, Nehahra offers:
This powerup never runs out, unless you die. You can accumulate these. The more
regeneration artifacts you have, the more you can regenerate and the faster you
regenerate. Five of these puppies is the maximum that will have affect.
This powerup runs out, but lasts longer than the others. This enables you to fly, even
take enormous leaps, or hang out on the ceiling. It takes some getting used to, but it's
good for getting to high places in a hurry :)
The most powerful of all power-ups. Like the Regeneration Artifact, you can accumulate
these. For every Resurrection Artifact you have, you can rise from the dead right where
you fell. It gives you 3 seconds of Invulnerability when you return, use this time wisely
to get away from the monsters who were likely standing right over you.
Remember, use your lives sparingly, these artifacts don't grow on trees.
You will notice that when you die, an icon appears on the screen. It could be one of
three. Don't rush to hit 'quickload' just yet....
SKULL WITH BLACK EYES:
This means you are dead, no resurrection artifacts available. That's all she wrote.
SKULL WITH RED EYES:
This means that you have one or more lives left. You can rejoin the living by simply
hitting the attack key or jump.
SKULL WITH RED EYES WITH AN 'X' OVER IT
This is unfortunate. Even this artifact has its limitations. If you fall into a void, your
accumulated lives will not help you. If you die in lava or you have been gibbed, the body
has suffered too much damage to be restored.
Bad, bad doggie! Play dead! -- blam! -- yipe! Good dog!
Between the probes wired up to their pleasure centers that give them paroxysms of ecstasy
from killing and the stimulants flowing through their veins, grunts range from slow to
paranoid, jumpy, and surprisingly dangerous. Take care, they could be armed with anything!
Grunt, Mark Two. Outfitted in combat armor, toting built-in blasters, and light on their
feet, they range from a nuisance to clever.
Canned meat. Open 'er up and see if it's still fresh.
This particular canned meat tends to open you up instead. Keep your distance though,
they've learned some new tricks over the years.
Disgusting little critters who dish it out, but can't take it.
Thou canst not kill that which doth not live. But you can blast it into chunky kibbles.
Floats like a butterfly, stings like a bee. Ugly as hell. Keep your aim steady because
these bastards can really move when they want to!
Since the death of Shub-Niggurath, ogres have come to exercise more free will than ever
before. Although sometimes cautious and other times wanting to save their ass, they can
still dish out the pain!
A merrily bouncing blob as dangerous to kill as to ignore. Blech.
In essence, organic buzzsaws, rife with pummeling power! Fiends are creatures of varied
dispositions, some may be indifferent. Beware the alpha fiends that walk among them, these
guys are especially territorial and cranky.
A spideresque hybrid horror. Keep your eye on the energy pod he hurls.
Even other monsters fear him, so expect a clobbering. He shrugs off explosions. Good luck.
These guys are on your side...in theory. You might find a few survivors of the latest
fiasco in the lands of Quake. Some of them might even help you out. Be wary of them at
times, they are stressed, scared shitless, and not sure who to trust. Don't set one of
them off or you might become a military statistic.
More human than he is ogre. One of the many half breeds from archgaunt experiments over
the course of years and nuclear contamination from the ravaged Dimension of the Doomed.
These guys are sent out with concealed body armor and an armor shard trench coat. With
automatic shotguns as a weapon and the stamina and strength of an ogre, they can prove to
be a tactical nightmare.
More ogre than he is human. He's missing an appendage but Tsemochian technology has
generously provided him with an alternative, a nice big gun with some convenient features.
He's a bit slow in the head, but once he's drawn a bead on you, run for cover; having a
weapon for an arm has allowed him to become very efficient with it.
Caffeine incarnate. With modern weaponry and unearthly metabolisms, they are the strange
products of evolution in an alternate dimension. A little more insect than man. Some of
them tote Tsemochian sprockets, if you hear a *thoomp*, head for the hills! It just takes
one sprocket to ruin your afternoon.
Once flourishing in the Tsemochian dimension, these animals have seeped into every
dimension touching it. It takes a lot to drop one so if you can deal with them peacefully,
save some ammo. Give them some respect and space and you might not get "jagged".
The monks of the medieval society. They like to gossip and they're not afraid to tell you
what's on their mind...not that you'll understand a word of it. Not too hard to drop, but
don't get them excited...their bag of tricks is deeper than you might suspect.
Hierarchs in the making. These pompous, elder gaunts are skilled in the Gaunt magics and
masters of aggravation. Fighting these guys is about as fun as a root canal. Good luck
A few hundred years ago, a large group of death knights deserted the ranks of
Shub-Niggurath, tired of tolerating Archgaunt councils and the restrictions of the former
Archgaunt Hierarch, Zagheida. Since the death of Shub- Niggurath and Hierarch Zagheida,
they've come out of hiding from remote medieval highlands and returned to their roots.
An organic gib fountain. Slow, stupid, and not too dangerous. Slip by them and fry the
bigger fish, a few years later, they might catch up with you.
Ghosts to the world, scavengers of souls. Existing in two planes simultaneously, they
vulture on the dead and go about their strange agendas. Try not to anger them unless you
have a handle on how to hurt them :)