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WEAPONS

                             Halloween Harry/Alien Carnage:

All the power levels and prices are based on the "Normal" difficulty. For the easy, they're smaller, while on Hard, they're higher. To purchase additional weapons, you must finding a vending machine that sells what you need. So if you come across a machine that sells Omegas, but you're running low on fuel, you'll have to keep searching.


Cost: 5
Power: Weak
Harry's weapon of choice. While also being a good weapon, Harry has modified his fuel tanks so that they also act as a jet pack! This allows Harry to attack and fly at the same time. Becuase your flames angle down as you fly up, this makes this a good weapon for hit and run attacks.


Cost: 10
Power: Weak (Rapid fire)
Harry can also attach Photon ammunition to his Flame Thrower. This allows him to conserve his fuel for flying and to attack with photon beams. While these beams may be weak by themselves, their rapid rate of fire more than makes up for their weak power.


Thermal Grenades
Cost: 10
Power: Strong
The Thermal Grenades are a very good, because they explode on contact with the enemy, while Harry himself remains unaffected. Because of this, grenades are very useful when dealing with small enemies (Such as Spikies) or fast ones (Such as Gremlins).


Cost: 15
Power: Strong (track your enemy)
These auto tracking missiles can be handy, but because you can't specify WHICH target to attack, sometimes they zoom off after a zombie, when you are trying to attack one of the flying punks!


Micro Nuke
Cost: 15
Power: Nuclear!!
Micro Nukes drop down right in front of you. After a few seconds they explode, sending clouds of nuclear energy off to the left and right, wiping out anything in their path. Luckily the nuclear power has been modified to only effect zombies and aliens, so Harry is safe from the effects.


Omega
Cost: 15
Power: CLEANS THE SCREEN!!
The "Awesome Omega" will instantly kill almost (Stress the almost) any enemy on the screen. Great if you find yourself in trouble or overwhelemed by sheer numbers. OR BOTH!



Zombie Wars:

Like the first game, Harry (and Diane) must purchase additional weaponry from the personal weapon dispensers (Vending machines). Each weapon has a different cost. The one difference is that unlike Alien Carnage, you may buy each weapon from any machine you come across, so there's no need to go hunting for a certain machine if you need more grenades, for example.
 

Cost: Free
Power: Weak
The Photon is the default weapon. Although it's fast firing and you have unlimited ammo, it's still very weak. Also, because it only fires in a straight line, even if you jump into the air, its use is limited. Best used against Zombies.


Cost: 10
Power: Medium
This is the next weapon, strength wise. Even though these grenades ARE stronger than the Photon, their use is somewhat limited by the fact that Thermo-Grenades detonate on a timer, NOT on contact, like they do in Halloween Harry. When faced directly with an enemy, the grenades will not be of any use, as they will simply bounce past your enemy. They are best used either for snipe attacks (eg. running into range, lobbing the grenades then running away and letting it destroy the enemy), over head attacks (e.g. dropping the grenades on the heads of enemies) or for simply destroying weak ground (Useful when searching for hidden areas)

Cost: 15
Power: Medium
While the missiles are just as strong as the grenades, they have the advantage of automatically tracking enemies. But their tracking abilities can work against you as sometimes as a missile will chase after a flying enemy that poses you no threat, while you have a zombie heading towards you. Because of this, missiles should not be relied upon as your main offense. But against flying foes, which can be difficult to hit with your Photon, the missiles are supreme!

Cost: 15
Power: NUCLEAR!!
These small nuclear devices are the strongest weapon you can obtain, replacing the Omega, which isn't in Zombie Wars. When released, you will drop the device right in front of you. Because of the delicate nature of Micro-Nukes, they cannot be thrown or fired. Best used for overhead assaults on very powerful foes. (e.g. Fly overhead using your jet pack, then release the Micro-Nuke.)