Powerups
Shield Boost |
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Value (Trainee-Insane): 18, 15, 12, 9, 6 |
Maximum: 200 |
Boosts your shields. Very important! |
Energy Boost |
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Value (Trainee-Insane): 18, 15, 12, 9, 6 |
Maximum: 200 |
Boosts your energy. Since Energy Centers can only recharge your energy to 100 units, you must pick up either Energy Boosts or primary weapons (except Vulcan) that you already have in order to boost it beyond 100. |
Cloaking Device |
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Value: 30 seconds of cloak |
First appears: Level 2 |
Gives your ship cloaking power for a limited time. Be careful, though: if you fire at a robot, it will still fire back! |
Invulnerability |
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Value: 30 seconds of invulnerability |
First appears: Level 5 |
The Invulnerability Shield Chargers protect your ship from all harm for a limited time. Use them wisely! |
Items
Extra Life |
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Value: 1 extra life |
First appears: Level 5 |
Self-explanatory. The extra ships you have left over at the end of the game are tallied for a Ship Bonus (100K per ship, I think). |
Hostage |
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Value: 1000 pts. |
Appear: Every level except 27 |
These are one of the secondary goals in the game. Collecting all of the hostages in a level gives you a Full Rescue Bonus at the end of that level. |
Access Keys
Blue Access Key |
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Allows you to open blue-colored doors. |
Yellow Access Key |
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Allows you to open yellow-colored doors. |
Red Access Key |
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Allows you to open red-colored doors. The Reactor is always behind one. |
Weapons (Primary)
Laser Cannon |
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Relative Damage Low - Medium |
Relative Energy Usage Low |
Maximum 4 |
First appears Level 1 |
Your ship's primary weapon. You start out with Laser Level 1, and can pick up an additional 3 to bring it to LL4. The major advantage of the Laser over the other cannons is precision; you can peek around a corner and score continuous hits without hitting the wall, or pick off enemies 300 units away with no loss of effectiveness. |
Quad Laser |
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Relative Damage Medium - High |
Relative Energy Usage Low |
Maximum 1 |
First appears Level 5 |
Doubles the amount of shots fired with the Laser, with 50% more damage. Overall, in my opinion QL4's are the best primary weapon—high power and firing rate, and low energy consumption (as well as high precision, as stated above). |
Vulcan Cannon |
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Relative Damage Medium |
Relative Energy Usage N/A |
Maximum 10000 rounds |
First appears Level 1 |
The equivalent of a machine gun. Fires very fast, and uses ammunition instead of energy; it comes pre-loaded with 2500 rounds. |
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Ammo for the Vulcan Cannon. Each pack adds 1250 rounds of ammunition. |
Spreadfire Cannon |
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Relative Damage High |
Relative Energy Usage Medium |
Maximum 1 |
First appears Level 3 |
This rapid-firing cannon rotates 90° as you shoot it, creating a "plus" firing pattern. |
Plasma Cannon |
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Relative Damage Very High |
Relative Energy Usage High |
Maximum 1 |
First appears Level 8 |
This weapon fires superheated plasma! Although not as energy-efficient as QL4s, still an excellent weapon. |
Fusion Cannon |
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Relative Damage Very Very High |
Relative Energy Usage High |
Maximum 1 |
First appears Level 10 |
This weapon fires huge blasts of purple energy directly from your ship's reactor, and is strong enough to take out the weaker enemies with only one shot! If you charge it up (by holding the fire button), it uses more energy, but fires a more powerful shot. Don't charge it too long, though, as it will also start draining your shields! |
Weapons (Secondary)
Concussion Missile |
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Relative Damage High |
Maximum 20 |
First appears Level 1 |
Your standard secondary weapon, a dumb missile. |
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A 4-pack of Concussion Missiles. |
Homing Missile |
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Relative Damage High |
Maximum 10 |
First appears Level 1 |
Slightly more powerful than the Concussion Missile, with a limited homing mechanism (by limited, I mean it can't avoid walls very well). |
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A 4-pack of Homing Missiles. |
Proximity Bomb |
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Relative Damage High |
Maximum 10 |
First appears Level 2 |
Slightly less powerful than the Concussion Missile, these will explode when an enemy (or your ship!) is in range, or if they are hit by an enemy or fired at. Proximity Bombs come in packs of 4 only. |
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A Proxy Bomb, already dropped. |
Smart Missile |
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Relative Damage Very Very High |
Maximum 5 |
First appears Level 8 |
One of the best weapons in the game. This powerful missile releases superheated plasma bomblets, which have homing capability, on impact. One of the very best weapons in Anarchy multiplayer games. |
Mega Missile |
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Relative Damage Insane |
Maximum 5 |
First appears Level 10 |
The ultimate weapon, save for DESCENT II's Earthshaker; the equivalent of a nuclear missile. Its homing capability is exceptional, able to slip around corners a Homing Missile would surely hit. Face one of these with less than 150 shield units, and you're asking for a swift death. |