********************************************************************** Crimsonlands 1.9.8 Survival FAQ Version 1.0 ********************************************************************** =============== 1.0) Preface =============== This guide is principally devoted to the means of getting very high scores in Crimson Lands survival mode. The information here is not entirely useless for the game's quests, however the quests do function quite differently from survival mode, so beware trying to apply the advice given here outside of survival mode. ======================== 1.1) TABLE OF CONTENTS ======================== 1.0) Preface 1.1) Table of Contents 1.2) Copyright 2.0) Survival Mode Overview 2.1) Survival Mode Weapon Selection 2.2) Survival Mode Perk Selection 2.3) Bonus Management 2.4) Late Survival Mode Strategic Tips 2.5) Unusual Strategies 3.0) Bonus Information 3.1) Perk Information 3.2) Weapons of Note 3.3) Hidden Weapons ================ 1.2) Copyright ================ Copyright 2004 Charlie Pilliod. This document may be distributed in its unaltered form without prior permission by the author so long as the distributor makes this document freely available. Entities that require fees, registration, or significant disclosure of personally identifiable information from viewers wishing to read this document are explicitly denied the right to distribute it without prior permission by the author. Alterations which do not significantly impact the informational content of this document, including but not limited to minor layout changes and HTML formatting, may be freely made by anyone lawfully distributing it. All trademarks and copyrights contained in this document are owned by their respective trademark and copyright holders. ============================= 2.0) Survival Mode Overview ============================= Presumably you'll have worked your way through quest mode and possibly hardcore quest mode before really going after a 5M+ survival mode score. If you haven't finished the game's quests, you should certainly do so in order to unlock the full selection of the game's perks and weapons. Survival mode is an entirely different animal than quest mode, and some of the weapons and tricks you picked up and thought would never let you down will now be hampering you. Quest mode battles consist of a series of prescripted spawns and events which you can memorize and exploit. Your goal is generally to deal with each spawn (or spawner) before the next one shows up. The monsters are by and large fairly weak, so splash weapons like the rocket launcher and ion cannon are good choices. Survival mode is quite different. The only truly significant prescripted event is the appearance of the aracnoids later on, which serves as a good signpost that the game is about to start getting much harder. In general survival mode consists of never ending hordes of increasingly powerful monsters, who grow in strength as your level rises and soon render weapons like the ion cannon useless. Your savior here will not be splash damage but a spread of piercing shots. In other words, you are going to want a good shotgun style weapon and the ability to keep the fire bullets bonus running as constantly as possible. ===================================== 2.1) Survival Mode Weapon Selection ===================================== In rough order of popularity, the three generally accepted weapons for survival scoring are the Plasma Shotgun, the Gauss Shotgun, and the Jackhammer. The plasma shotgun is overall the best due to it's large spread of bullets and lack of significant drawbacks. The gauss shotgun is nice because it fires piercing shots all the time, but it is slow and still needs fire bullets in the long run to help make up for it's lower output of bullets. Finally there is the Jackhammer, which can pump out a very respectable number of shots, but runs into issues with reload times. Furthermore, the Jackhammer's individual shots are actually fairly weak. The later survival mode monsters are big enough that standing on ground zero of a nuke won't bother them all that much. As they get stronger, they also get faster and more numerous. Your only method of damaging them significantly will be Fire Bullets, and if that bonus runs out, you will have a very hard time killing monsters, which in turn means you will have little chance of getting more bonuses to stay alive with. The only way you can survive for very long over a million points is through intelligent perk selection and bonus management. The rest of what you need is a combination of good old fashioned gaming skill and plenty of luck with the bonuses. ================================== 2.2 Survival Mode Perk Selection ================================== Every session of survival mode plays out differently, especially in terms of what perks are actually offered to you each level. I'm not even going to pretend there is any one way of approaching the matter of perk selection, so you should only take the below ordering as a very broad recommendation on the order perks should be taken. Your weapon selection also makes a difference of course. The damage boosters like Uranium Filled Bullets are a lot more desirable early on if you are using the Jackhammer than if you are using the Gauss Shotgun, and you have to hold off far longer on Regression Ammo if you are using the Jackhammer. The following list assumes you are using the Plasma Shotgun, as that is more or less the most solid of the survival mode weapons. ---------------------- Recommended Perk Order ---------------------- Long Distance Runner Telekinetic Ammo Maniac My Favorite Weapon Fastloader Dodger Bonus Magnet Fastshot Perk Expert Bonus Economizer Uranium Filled Bullets Ninja Thick Skinned Regeneration Barrel Greaser Doctor Perk Master Regression Ammo Unstoppable Greater Regeneration Bloody Mess Reflex Boost Hot Tempered Poison Bullets Veins of Poison Toxic Avenger Angry Reloader Radioactive Pyrokinetic Lean Mean Exp Machine Mr. Melee Evil Eyes Final Revenge Plaguebearer Stationary Reloader Anxious Loader Ion Gun Master Monster Vision Instant Winner ------------- Harmful Perks ------------- These perks are generally harmful. Some might have a few good points, but for the average game they hurt more than they help and should be avoided. Alternate Weapon (unless you're trying for a splitter gun in the other slot) Ammunition Within Jinxed Infernal Contract Highlander Sharpshooter Fatal Lottery --------------- Emergency Perks --------------- These perks are only useful when faced with imminent death. Bandage Breathing Room Death Clock Grim Deal ======================= 2.3) Bonus Management ======================= The key to high survival scores is to keep as many useful bonuses active as possible. The critical bonus is of course Fire Bullets, since they permit you to kill the tougher monsters and thus get more of the bonuses you need. Weapon Power Up will of course help to double your ability to dish out damage, and Reflex Boost offers critical thinking time during intense combat. Speed is as useful as ever, giving you an edge over the increasingly rapidly moving monsters. Aside from the the above bonuses, to get far into the millions of points it is crucial that you be able to keep Shield or Freeze bonuses running continually, otherwise you will quickly be pulled down by the monster hordes. The trick is to remember that shield bonuses won't appear when you have a shield running, and that freeze bonuses won't appear when you have a freeze running. To survive, you have to alternate these two bonuses and try to keep just one or the other running at all times. If you have a shield running, don't collect a freeze until the second the shield is about to end. Similarly, if a freeze is running, don't collect a shield until the monsters are starting to thaw. Of course, it is equally important not to wait so long before collecting a shield or freeze that it disappears. Double Experience may be last and least, but it remains just as critical as the other bonuses for getting a high score. Double experience is what makes the difference between a score of six million and a score of twelve million. It won't help you blast things harder or live longer, excepting that it will get you levels faster early on, but it just as important for a high score as all the rest of the bonuses. ======================================== 2.4) Late Survival Mode Strategic Tips ======================================== 1. First off, learn to mentally and visually keep track of how long the bonuses that have appeared have till they vanish. Timing your freeze/shield collection is critical for high scoring. This can be tricky with reflex boosts altering the flow of play, but is very important. 2. Shoot in the direction you are running away from. Hopefully you have My Favorite Weapon by now, so collecting a blowtorch isn't an issue, but you now instead have to worry about accidentally collecting shield and freeze at the same time, which is more or less a death sentence, since you will have to then try and generate and collect shield or freeze without either being on to keep you alive. 3. Past 5M, if a freeze is available for collection and you have a shield on, consider standing still briefly and allowing the monsters to collect around you while you, then teleknise the freeze. This gives you a solid clump to fire into, meaning you won't have to move your cursor off of viable targets to teleknise bonuses. This tactic is particularly nice if a Shock Chain shows up, and can give nukes a new lease on usefulness. 4. You might try using your large number of excess perks to take Alternate Weapon and then try for a Splitter Gun by taking Random Weapon repeatedly. This works best with the Gauss Shotgun, since there is a limit to how many bullets can be flying around at once, and you'll still want a safe primary weapon. This is a risky thing to attempt, due to the speed loss and the sheer randomness of the Random Weapon perk, but is potentially a good way to get a high score. Remember that you need to pause with F1 to safely check which weapon you got, going back into the perk selection screen will hide your status bar and your new weapon. ========================= 2.5) Unusual Strategies ========================= ------------------- Pulse Gun Berserker ------------------- Method: Collect a Pulse Gun and take the angry reloader perk. Set your reload key to something you can hold down constantly, mouse1 for example. Result: You will unleash endless rings of plasma bullets. Combine with perks that speed up reloading and Weapon Power Up for better results. Concerns: You only emit the bullets in a preset star shaped pattern, so you can't actually aim the streams you are unleashing except by moving around. Take pretty much any reloading speedup perk and you will start hitting the maximum number of projectiles allowed on the screen at once, which will cause gaps in your streams. The projectiles do poor damage and don't work with Fire Bullets, so it's hard to get a high score with this strategy. Uses: You can get an ok score with this, but it's really only useful for the amusement value, though you may be able to have some luck in Hardcore Quest mode with it. ------------ Reaper Twins ------------ Method: Begin a two player game of Survival Mode. Set the controls for each player so that they share the same keys for the same actions. For example, make both fire on mouse1. Now, move both and push them against a corner of the screen, so that they merge into each other and occupy the same space. Result: As long as they occupy the same space, they will be able to each collect bonuses when they run over them. You will effectively have a character who fires twice as many bullets and gets double duration on many powerups. Once you take the "unstoppable" perk, they will be inseparable. Concerns: Fire Bullets and Shield are exclusive to one character, so they will not have the doubled duration that most of the other bonuses have. Telekinesis will only work for one character. If you run over freeze it will still last twice as long, which makes it hard to time shield collection, so consider telekinising it. Since you are in two player mode, the monsters will come on twice as fast, giving you less time to find a good weapon to use. Since two non-piercing bullets that hit a monster at the same time are both absorbed, even if only one was needed to kill the monster, you lose some of your potential firepower with non-piercing attacks. Since there is a limit to how many bullets can exist at once, you may lose firepower to the limitations of the engine. Some perks don't appear in Two Player mode, including random weapon. This means that if you take My Favorite Weapon, you will be unable to get a different one. Uses: This is a popular method of beating some of the Hardcore Quests, and can be lots of fun to fiddle around with in Survival Mode. Hi-scores are separate for two player survival mode of course. ======================== 3.0) Bonus Information ======================== 500 PTS ------- Gain 500 experience instantly. This doesn't seem to be influenced by any experience enhancing bonuses or perks. A useful thing to grab early on, and something to be ignored after around 50k points. 1000 PTS -------- Gain 1000 experience instantly. This doesn't seem to be influenced by any experience enhancing bonuses or perks. A useful thing to grab early on, and something to be ignored after around 50k points. Double Experience ----------------- You earn double experience for all kills while this is running. This is essential for scoring high. Energizer --------- A very rare bonus, Energizer is a cousin of the power pills in Pac-Man. Energizer turns monsters blue for the duration, and if you run over them they will disappear and you will gain some health back. This bonus is fun, but too rare to bother including in an overall strategy. Fireblast ---------- A ring of plasma bullets sprays out from this bonus when it is activated. Not very powerful, but still a sometimes useful bonus. Is not enhanced by Fire Bullets. Fire Bullets ------------ Your clip is refreshed, and for every bullet that leaves your weapon, a Fire Bullet will also be released and follow the same path. These bullets do large amounts of damage and will pierce monsters like gauss shots. This bonus will not drop while you are wielding many of the game's weapons, notably the sawed off shotgun and the rocket launchers. Switching to or collecting the sawed off shotgun with Fire Bullets already collected will enable it to shoot them normally however. Fire Bullets are compatible with Hot Tempered and nukes, but not with Angry Reloader. Freeze ------ Every monster is encased in ice, including those which spawn during the Freeze duration. The two immediately obvious effects are that they can't move and can't hurt you, giving you time to blast them safely. There are a host of less obvious things that happen when freeze is active however. Perhaps most importantly, monsters continue spawning as usual just off the edge of the screen you can view. This means that when the freeze ends any accrued nasties immediately unfreeze and charge into the field en mass, which can be overwhelming later on in survival mode. Monsters also will generally not show a death animation from some effects until after the freeze has ended. These include damage over time effects like poison or plague, and instant death effects like Jinxed and Breathing Room. This is by far most visible if you take Breathing Room while they are frozen. Monsters are also immune to the Radioactive perk for the duration of the freeze. Since frozen monsters can't attack, Mr. Melee won't work on them, and they won't be poisoned by Poison Veins or Toxic avenger. They can still be poisoned by poison bullets however, and pyrokenetic works normally. Additional freeze bonuses won't appear while one is currently activated. MediKit ------- Heals you a bit, about 10% of your maximum health. A critical method of healing when you don't have regeneration. Nuke ---- Setting off a nuke does a blast of damage to everything nearby, inflicting more on the monsters closest to it. Nukes also release a few secondary projectiles, which can be enhanced by Fire Bullets. Nukes stop doing appreciable damage after a certain point in survival mode. Reflex Boost ------------ Your clip is refreshed, and time slows down a great deal, permitting you to consider your actions more carefully. Your ammo is frozen at it's current level while this is active, usually meaning full capacity, but taking My Favorite Weapon will leave you at two less than a full clip when this bonus ends. This bonus is particularly helpful for the Jackhammer when combined with Regression Ammo. Since you aren't using ammo, angry reloader will of course not work unless you reload manually. Shield ------ You are immune to attacks for the duration of this bonus. Additional shield bonuses won't appear while you have one already active. Shock Chain ----------- Unleashes a ricocheting ion bolt that bounces among monsters and does both direct damage to what it hits and splash damage to everything nearby. Since it bounces between monsters, this is the only splash damage attack that actually gets significantly better as the game progresses. It is unknown but suspected that Ion Gun Master will boost this bolt's power. Speed ----- Doubles your run speed. This still won't save you if you're lugging a Mean Minigun around, but is all in all a very helpful bonus when combined with Long Distance Runner, and possibly Reflex Boost to prevent you from accidentally charging into some thing's gullet. Weapon Power Up --------------- Your clip is refreshed and for the duration of this bonus you attack and reload at double the normal rate. ======================= 3.1) Perk Information ======================= Alternate Weapon ---------------- Permanently lowers your run speed somewhat, and allows you to carry two weapons at once, which you can switch between by hitting your reload button. Initially you start out with a pistol in the secondary slot, which you can then use to try for a better weapon. Swapping between guns is fairly quick, and the game does keep separate track of your ammo supply for each weapon. Sadly, there are few useful combinations of weapons to actually make this perk worth it, and the run speed reduction is extremely nasty. Ammo Maniac ----------- This gives your weapons a 20% larger clip size, rounded up, and also reloads it. Technically it gives you a new weapon of the exact same type but with the larger clip, which is why this bugs with My Favorite Weapon. Take this perk BEFORE My Favorite Weapon, or the ammo bonus will be overwritten. A nice perk, especially for weapons with long reload times. Ammunition Within ----------------- You can fire your weapon even while you are reloading, but every shot fired while your clip is empty causes you to lose health. This perk is inferior to Regression Ammo since it can kill you. Death Clock will protect you from the damage this perk causes. Angry Reloader -------------- Every time you reload your weapon, you emit a circle of fairly weak plasma projectiles. One interesting strategy with this perk involves manually reloading constantly with the Pulse Gun. For normal gameplay this can be a nice help against smaller monsters, but normally isn't a huge help in the long run. Does not benefit from Fire Bullets. Anxious Loader -------------- You can speed your reload time by hitting your fire button rapidly. A decent perk if you have a turbo control or a twitchy trigger finger. I don't have as much energy for rampant clicking as I did in my younger years, so I don't take it. Bandage ------- Heals you to full in the current version, however it does seem to take a second to work, so it may not always save you in time. Barrel Greaser -------------- Your shots travel faster and do more damage. This perk does NOT extend the range of flamethrowers and blow torches. A decent perk, assuming your shots aren't killing in one hit. Bloody Mess ----------- Grants you 30% more exp for kills, and helps coat the ground with a nice thick layer of red. Obviously a great perk for getting high scores and making your levels come faster, but since your point gain only starts to really come fast late in the game you can afford to put this off for a fairly long time if more tempting perks are available. Bonus Economizer ---------------- Kicks up the duration of any bonuses collected by 50%. A nice perk in general, and absolutely critical for late survival mode. Bonus Magnet ------------ Bonuses get dropped more often by monsters. A nice perk in general, and absolutely critical for late survival mode. Breathing Room --------------- Kills every monster on the screen and cuts your health to 1/3 of what it was. When they die, the monsters effected give no experience and will not drop any powerups. This perk should be taken as a last ditch effort to survive before resorting to Death Clock or Grim Deal. Death Clock ----------- Fills your health to 100%, makes you almost invulnerable, and inflicts damage equal to 3.333% of your maximum health to you per second. When this is active, Bandage and MediKits stop showing up, Regeneration/ Greater Regeneration stop working, and Internal Ammo will no longer harm you. This perk lets you keep fighting when death is inevitable, and is good up to around 7M, when grim deal becomes more effective for eking out a higher score. Death Clock has two flaws: Splitter Gun shots will still hurt you if you don't have a shield on, and Jinxed can continue to sap off health at random intervals. Doctor ------ You can see the health bar of any monster you target, and you gain a small damage bonus. An acceptable but not critical perk. Dodger ------ You have a chance of avoiding attacks instead of automatically taking damage. Very helpful, especially as the game progresses. Evil Eyes --------- Any monster you target stops moving and is unable to attack till you stop targeting it. Fairly worthless since it only works on such a tiny area and stops doing anything once you target something else. Fastloader ---------- Cuts down your reloading time significantly. A good perk overall, this is obviously very important for weapons with long reload times. A less obvious benefit is that it will help reduce losses from the Regression Bullets and Internal Ammo perks. Fatal Lottery ------------- You either die or get 10k exp. Worse than useless. Final Revenge ------------- Your death will set off a nuke centered on your corpse. Fairly useless since nukes become less and less effective as the game progresses. Greater Regeneration -------------------- Requires Regeneration. You heal at a modest rate whenever wounded. Much nicer than basic regeneration. Grim Deal --------- Adds 18% to your score and instantly kills you. Over a certain score, about 7M, this becomes more valuable than Death Clock for getting a high score. Highlander ---------- You become immune to normal damage, but every hit has a 10% chance of killing you instantly. On the whole this is worse than useless. The only time it has any merit at all is in the highly unlikely event that you are almost dead and can't get Death Clock, Bandage, Breathing Room, or Grim Deal, and also can not reach a shield or freeze. Hot Tempered ------------ You periodically emit a ring of fiery projectiles. Since they are boosted by the fire bullets bonus, it is generally better than angry reloader. Infernal Contract ----------------- The description states that it drops your life to almost nothing and gives you three extra perks. What it actually does is give you three extra levels, but not the experience that would normally go with them. So in order to level again, you still need to earn all the missing experience. All in all a bad trade off. Instant Winner -------------- Gives you 2500 experience points. This perk is obviously worthless in terms of what it gives, but can be valuable as a harmless perk to take when the only other perks available would kill or damage your ability to fight. This perk can be taken more than once. Ion Gun Master -------------- Increases the damage of ion weapons and the radius of their shocks. This perk is of course a big boost for ion weapons, making it potentially very useful in quest mode. Jinxed ------ Every few seconds this perk will usually kill a random monster, but it can also sometimes damage you for about 5% of your health. You do get the experience for anything that dies because of this perk. Probably the best of the harmful perks, but still a harmful perk. Lean Mean Exp Machine --------------------- You automatically gain about 20 exp per second. Essentially useless. Long Distance Runner -------------------- Enables you are able to reach a much higher top running speed. Since it vastly improves your ability to avoid the endless hordes of monsters, this is almost without argument the best perk in the game. Monster Vision -------------- All monsters take on a bright yellow aura. This helps you fight the invisible monsters in Hidden Evil and is other wise pretty useless. Mr. Melee --------- You gain the ability to do melee damage just like the monsters you are fighting. Sadly you don't do very much at all, attack fairly slowly, and it won't work unless the monsters are close enough to chew on your face. A nearly useless perk. My Favorite Weapon ------------------ Adds 2 to your weapon's clip capacity (but does NOT refill your current clip), and stops random weapons from being dropped as bonuses. Once you have the weapon(s) you want this perk is a huge huge help, since it makes sure you don't have to worry about accidentally collecting a blowtorch or equally useless weapon. You should take this perk AFTER Ammo Maniac due to a bug that causes the ammo bonus to be overwritten. Ninja ----- Requires dodger. A souped up version of dodger, this is a big help for the later parts of survival mode. Perk Expert ----------- Expands the list of perk choices shown when you level from 5 to 6. Since there's nothing stopping the game from offering you five wretchedly awful "perks", Perk Expert can help prevent disastrous choices being forced on you, particularly later on when you've weeded out many of the best perks. Perk Master ----------- Requires Perk Expert. Adds to perk Expert, giving you a total of seven perk choices when taking a level. Plaguebearer ------------ Weak monsters that touch you will contract a contagious plague that they can spread to other monsters. This plague surrounds them with a black aura and does damage about as fast as veins of poison. This perk stops doing anything after a certain number of monsters have died of the plague, and also won't have any effect at all on the monsters that start showing up roughly in the midpoint of survival mode. Poison Bullets -------------- Your shots have something like a 1 in 6 chance of poisoning anything they hit. Not an especially powerful perk. Pyrokinetic ----------- Aiming at monsters does damage, about a pistol shot's worth every other second. Not extremely useful. Pyromaniac ---------- Adds a damage bonus to your fire based weapons, by which it probably only means flamethrowers and blowtorches, not Fire Bullets, Pyrokinetic, Hot Tempered or Fireblast. This perk will normally only show up if you are wielding a flamethrower or blowtorch. Radioactive ----------- You glow slightly and monsters that come close start taking damage. This perk is strong enough that if you stand still, the earlier survival mode monsters die faster than they can reach you to attack. As the game progresses, the perk rapidly approaches uselessness due to the high hit points of end game monsters. Random Weapon ------------- As the description says, this perk grants you a random weapon. You can take this perk multiple times. Random Weapon can give you a shot in the dark of surviving if you accidentally pick up a blowtorch or similarly useless weapon. This perk can also be paired with alternate weapon to try and generate a shotgun/splitter gun combo late in survival mode, but it's an iffy thing to attempt. Reflex Boosted ------------ Slows the game speed down by 10%, giving you more time to think about your actions. A helpful perk for those of us who can't react as fast as their computers. Regeneration ------------ You slowly but steadily gain back health when wounded. I'd say this is a decent but not critical perk which is sometimes overrated. Regression Bullets ------------------ You can fire your weapon even while you are reloading, but every shot fired while your clip is empty causes you to lose experience. This perk is absolutely 100% critical for getting high scores in survival mode. I usually take it around the time the arachnoids start showing up, as around then the experience starts coming in faster than I could be losing it due to the effects of the perk. Of course, the faster your weapon fires, the more this perk will penalize you for continual fire. Sharpshooter ------------ Slows your fire rate and gives you 0% recoil. Plus a laser sight. Perhaps it might be worth taking on the quests where monsters spawn in lines around you, if those quests weren't extremely easy. All in all a worse than useless perk. Stationary Reloader ------------------- The description claims that this perk cuts reload times down to 1/3 normal, but it seems a little buggy to me, sometimes allowing constant fire while constantly making the reload noise, and sometimes messing up normal reloads. Telekinetic ---------- You can activate bonuses just by targeting them for about a second. This lets you safely collect critical powerups like Fire Bullets and Shields from the middle of even the thickest hordes of monsters. Being able to trigger Nukes and Freezes at a distance is also nice. One of the most important perks in the game. Thick Skinned ------------- You lose 1/3 of your current health and gain 33% damage resistance. An important perk to have by the later parts of survival mode. Toxic Avenger ------------- Requires Veins of Poison. A souped up version of Veins of Poison, this is one of the many low priority but not entirely worthless perks. Unstoppable ----------- Your movement is uninterrupted by the attacks of monsters. This perk becomes increasingly critical as the game goes on and you occasionally find yourself forced to run through packs of fast monsters in order to reach an open space. Uranium Filled Bullets ---------------------- Adds a damage bonus to all your shots. A very helpful perk if your weapon can't kill the monsters you are fighting with only one shot. Veins of Poison --------------- Monsters that attack you become poisoned and steadily lose health until they die. Better than Mr. Melee, but certainly a low priority perk. ====================== 3.2) Weapons of Note ====================== Most of the game's weapons are just too mediocre for me to bother with going over here, but some do have a few interesting points worth mentioning. Blowtorch --------- Perhaps not the worst weapon in the game, (both of the best known secret weapons are arguably less effective) but terrible enough that it's the canonical example of what happens to people who forget to take the My Favorite Weapon perk. High damage at a pathetic range, this is a weapon only used by those looking for a stiff challenge. Gauss Shotgun ------------- Probably the second best weapon in the game. Firing a spread of piercing shots, it innately has some of the nicer benefits of Fire Bullets, but a relatively low ability to pump out shots when compared to either the Jackhammer or the Plasma Shotgun. The Gauss Shotgun fires some of the strongest shots in the game, but eventually even it stops being able to hurt the survival mode monsters. This gun is also very good for ripping out spawners in quest mode. Ion Cannon ---------- Slowly fires shots that hit for strong damage and then hit everything nearby with a secondary blast. This is not effective in later survival mode because the secondary attack becomes ineffective as the monsters get stronger and stronger, it won't make enough of a dent even when they are in thick clumps around you when shielded/death clocked. On the other hand this is probably the best weapon in the game for hardcore quest mode. Ion Shotgun ----------- The only ion weapon that comes close to being good for survival mode, since it gets both the ion splash damage and the shotgun style spread of shots that is so critical for maximizing fire bullets. Ultimately its fairly weak shots and slow fire rate put it fourth or fifth down the line of good weapons. Jackhammer ---------- A rapidly firing shotgun that spits out bullets like there's no tomorrow, this is a quite fun weapon that is severely hampered by it's three second reload time and relatively weak individual shots. Using Regression Bullets to counteract the slow reload is a little risky, if you aren't careful it will chew through a huge amount of experience. Reflex Boosts are a must with this weapon. I'd rate it as the third best weapon for a survival game. Pistol ------ In most cases the weapon you start out with. It's quite weak, but every time you kill a monster with a pistol shot, there is large chance that a random weapon will appear as long as no other weapon is on the screen. Plasma Shotgun -------------- More or less the best weapon for survival mode due to it's huge spread of many fairly strong shots that are greatly enhanced by fire bullets. Aside from those features this is a fairly bread and butter weapon, without any exceptional drawbacks. Pulse Gun --------- A weak gun with a high fire rate, this mediocre weapon only sees use because it fires fast, has an extremely fast reload time, and can exploit angry reloader better than any other weapon. Make your reload button a keyboard key and hold it down and you will release endless hordes of angry reloader fire rings. Splitter Gun ------------ Unlocked by winning quest 5.10 on hardcore mode. Fires a strong bullet that splits into two more shots when it hits a monster, following a Y shaped pattern. These in turn will also split into two more bullets if they hit another monster. In this manner the entire screen can wind up swarmed by shots. Sadly, these shots can hit you just as easily as the monsters, which makes this weapon useless unless you have a shield on. In theory the splitter gun can be used to achieve high scores if you can swap to it late in the game when even fire bullet enhanced attacks stop doing much damage, but this is a difficult ploy to pull off, since Death Clock won't protect you from splitter gun shots, and you'll need to use a different gun whenever your shield drops. ===================== 3.3) Hidden Weapons ===================== Blade Gun --------- To get the blade gun, start survival mode and kill three monsters so that their corpses fall roughly into a fairly small triangle. Then stand in the middle of the triangle and allow monsters to take you down to roughly 1/6 or so of your health. Then run away without firing. If you do this correctly, you will immediately be equipped with the Blade Gun, which is a spectacularly awful weapon, more or less a pathetic version of the Gauss Gun with an eons long reload time and slowly moving shots that pierce weak monsters. I can state without exaggeration that the flamethrower is a better weapon. Shrinkifier Gun --------------- To get the shrinkifier gun, simply start survival mode and don't attack or get hit for 65 seconds. This weapon shrinks monsters, killing them on the third or fourth hit. Shrinking does nothing to hamper their attacks or speed, though running into tiny monsters will kill them after they take a chunk out of your face. An interesting but terrible weapon.
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Crimsonland :: Survival FAQ (v1.0)
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