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Weapons
There are 8 weapons that can
be selected in Trooper 2. Here I will give a brief
description of their function, and the various
strategic ways in which they can be employed.
Whether they be cattle prods or sub-machine guns,
Fred is not a municions expert and requires you
assistance! If you press the number key corresponding
to the weapons as numbered below, you can use
that weapon.
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| Standard
blaster. This can be fired in two ways: either left
or right, by pressing "fire" (alt or enter);
or up, by holding the up arrow button and pressing
fire. Either way, this is your standard armament;
not too powerful, but not excessively dangerous
either; there is no risk to yourself in using this
weapon, where as blowing yourself up occurs far
more frequently. Nevertheless, the ammo is abundant,
and this is what you'll use to kill most of the
monsters in the game. Automatic, so will continue
to fire if you hold down the trigger; but there
is a short (half second) delay before reload. Bullets
always travle strair, even if Fred is on a moving
platform or falling; so they will appear to bend!
This can be used to your advantage: experiment!
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| Missiles. Quite
a step up from the blaster; because explosive, will
kill any standard monsters it hits in one shot,
and can set off chain reactions of other explosions.
When a missile is fired, it will travle in a flat
trajectory until it runs out of feul or meets some
obstruction, in which case it will explode, with
amusing consequences. Fred can be killed from his
own missiles; so watch them at close range. Missile
ammo is comparatively rare, so expend them wisely;
picking off tough monsters like tanks is probably
most appropriate. Handy against (some) bosses too... |
| Grenades. These
have an effect similar to that of missiles, but
are far more easy to obtain, and much harder to
use. To throw a grenade, press and hold the "fire"
key; the longer it is held, the more powerful the
shot will be. When you release the key, the grenade
will be thrown: and will fly in a (roughly) parabolic
trajectory. The grenade will bounce off walls, platforms,
and any other obstructions; and will explode after
a given time delay, proportinal to the strength
it was orignally lobbed at. Grenades can be used
as skillful missiles; but really come into their
own when shafts are concerned; dropping a grenade
between two walls can be really precise. Pretty
expendable, so experiment freely. Can also be used
to quickly clear big collections of monsters; the
chain reactions finish them off. |
| Sub Machine
gun. This is essentially an extremely rapid version
of the standard blaster: hold down the fire key
to emit a string of bullets; up to 10 a second,
in fact. These are very useful for picking off unpleasent
monsters, or legions of soft ones. Each shell does
as much damage as one blaster shot; but the rapid
rate of ammo usage can leave you wanting when the
going gets tough! |
| Invincability.
This is not an actual offensive weapon, but since
offence is the best defence, defence is therefor
the best offense, so learn how to use it. This does
not have to be selected to use it: if you have charge
for it, then it can be activated any time by pressing
and holding the "ctrl" key. DON'T TRY
TO SHOOT SIMULTANEOUSLY, becuase you will blow up.
As amusing as this is, it will not get you far in
the game. These are pretty few and far between;
so use them for situations that would otherwise
be impossible. NOTHING can harm you when you have
this activated. |
| Cattle prod.
Doesn't recquire ammo, so lasts unlimitedly; but
if you have to fall back on this then your in an
unfortunate position. Pushes mobile monsters back
a few pixels; but takes around 2 secs to recharge,
so can only just be used to keep them at bay. Its
only real use is that is you push monsters from
a spewer off a precipice, then they will not be
respewed, since the monsters are not dead; just
falling! |
| Daylight. Introduces
the cold, sane light of day into the imaginary world
of the computer, and so kills all the monsters in
a wide radius of Fred. Visually spectacular, and
obviously useful, this is something that you will
rarely get your hands on. Use it wisely. Note it
has no effect on bosses. |
| Landmines.
These can be placed in the path of oblivious monsters,
such as reds, who will then proceed to walk strait
into them and blow themselves up; or in the path
of perceptive moneters, such as "greens",
who will then avoid it and so change their path
of patrol. Can be used immensly cunningly, and are
surprisingly commom; but not much use again legions
of monsters. |
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