May 8, 2010 at 10:29 PM
Join Date: May 2, 2010
Location: beverly hills is where i WANT to be
Posts: 743
Age: 30
Pronouns: he/him
This is meant to be a comprehensive guide to all the weapons, given from my point of view. This is in relation to the weapon's usefulness endgame (Final Bosses, and Sacred Grounds). All of the analyses will be in relation to the weapon's third level, unless stated otherwise. Level * rateings are hidden.
May 15, 2010: Weapon * rateings have been added on for each weapon. Also removed a bit of redundancy in the Nemisis analyses.
May 17 2010: Suggestions implimented for * rateings on: Fireball, Bubbler, Blade, and Nemisis
First Weapon Slot
- Polar Star -
This is your basic weapon, which can fire a couple shots on screen at once. It's pretty useful at first, but is outclassed by the other three weapons you can exchange it for.
- Machine Gun -
This is a powerful weapon that is fully automatic, just hold down the fire button an unleash a barrage of bullets upon your enemies! It can also be used as a propulsion system by aiming at the ground, or ceiling at level 3. Unfortunately it is outclassed by the other weapons due to lack of damage output, and the limited ammo. Recommended for beginners.
- Snake -
This unique weapon allows you to shoot through walls, and rivals the Nemesis in terms of damage output per second (they have a simmilar damage output, Nemesis has a farther range and pierces weak enemies, but only fires two shots at once, while the Snake doesn't pierce, but can fire four shots). This is really useful in the Sacred Grounds, because it can preemptively activate the barriers. Also it's notable that it frees up one of the "useless" weapon slots (Fireball) when you obtain it.
- Spur -
Pretty much considered the "best" of the slot one weapons. It doesn't require any exp to level up, and thus is not affected by being hit. As well, the charging feature is really unique, and can let you deal some massive damage if used correctly; the level three shot has the most damage and range, and the level two shot is very not as powerful, but is charged quicker.
Second Weapon Slot
- Missile Launcher -
It's of note that if you don't pick up the Missile Launcher until Sacred Grounds, you will get a Missile Launcher with 100 ammo! It doesn't do as much damage as the Super Missile Launcher, though. Make your pick. For further analysis, see below.
- Super Missile Launcher -
Used to deal massive damage in a short amount of time. While most people (myself included) don't tend to use this in play outside of boss fights, it's nice to remember that enemies drop missiles, so you CAN use it, but do so sparingly.
Third Weapon Slot
- Fireball -
This is really useful, but only for a short amount of time, in game. Use it on slopes that go downwards or upwards, or on long, flat planes. (such as the slopes in Grasstown, or Sand Zone). It can also be spammed at short range on bosses for a better damage output than the Polar Star, but it is outclassed by the Blade's level two form, once you obtain it.
Fourth Weapon Slot
- Bubbler -
It forms a barrier of bubbles around you, and can be launched for some pretty moderate damage. Really useful in Grasstown, Sand Zone, and Labyrinth, but is pretty much useless after that. Although it's range is pretty decent.
Fifth Weapon Slot
- Blade -
This is really useful in dealing massive damage in close range pre-nemesis with it's second form (18 damage per hit, wow!) and can be used to take out cloves of enemies with it's second form. It's really useful in boss fights, but losses it's usefulness once the Nemesis becomes available, due to it's longer range.
- Nemesis -
This gun is amazing for boss fights, but not much else. Due to it's long range and piercing, as well as being leveled DOWN by collecting exp, it's hard to use on normal enemies. It really shines in battle with the Doctor, Ultimate Heavy Press, and Ballos. It has the second greatest range in the game (seconded only by the Spur's charge shots, and Snake) This gun is pretty much mandatory if you plan to do a run of Sacred Grounds.
This is it for the Analysis. Feel free to give your own opinions, and suggest ways to improve this.
May 15, 2010: Weapon * rateings have been added on for each weapon. Also removed a bit of redundancy in the Nemisis analyses.
May 17 2010: Suggestions implimented for * rateings on: Fireball, Bubbler, Blade, and Nemisis
First Weapon Slot

This is your basic weapon, which can fire a couple shots on screen at once. It's pretty useful at first, but is outclassed by the other three weapons you can exchange it for.
Lv. 1
Range: *
Speed: ***
Power: *
Lv. 2
Range: **
Speed: ***
Power: **
Lv. 3
Range: ***
Speed: ***
Power: ***
Range: *
Speed: ***
Power: *
Lv. 2
Range: **
Speed: ***
Power: **
Lv. 3
Range: ***
Speed: ***
Power: ***

This is a powerful weapon that is fully automatic, just hold down the fire button an unleash a barrage of bullets upon your enemies! It can also be used as a propulsion system by aiming at the ground, or ceiling at level 3. Unfortunately it is outclassed by the other weapons due to lack of damage output, and the limited ammo. Recommended for beginners.
Lv. 1
Range: ****
Speed: ****
Power: *
Lv. 2
Range: ***
Speed: ****
Power: **
Lv. 3
Range: ***
Speed: ****
Power: ****
Range: ****
Speed: ****
Power: *
Lv. 2
Range: ***
Speed: ****
Power: **
Lv. 3
Range: ***
Speed: ****
Power: ****

This unique weapon allows you to shoot through walls, and rivals the Nemesis in terms of damage output per second (they have a simmilar damage output, Nemesis has a farther range and pierces weak enemies, but only fires two shots at once, while the Snake doesn't pierce, but can fire four shots). This is really useful in the Sacred Grounds, because it can preemptively activate the barriers. Also it's notable that it frees up one of the "useless" weapon slots (Fireball) when you obtain it.
Lv. 1
Range: *
Speed: *****
Power: *
Lv. 2
Range: ***
Speed: ****
Power: ***
Lv. 3
Range: *****
Speed: ****
Power: ****
Range: *
Speed: *****
Power: *
Lv. 2
Range: ***
Speed: ****
Power: ***
Lv. 3
Range: *****
Speed: ****
Power: ****

Pretty much considered the "best" of the slot one weapons. It doesn't require any exp to level up, and thus is not affected by being hit. As well, the charging feature is really unique, and can let you deal some massive damage if used correctly; the level three shot has the most damage and range, and the level two shot is very not as powerful, but is charged quicker.
Lv. 1
Range: *****
Speed: ****
Power: ***
Lv. 2
Range: *****
Speed: ****
Power: ****
Lv. 3
Range: *****
Speed: ****
Power: *****
Range: *****
Speed: ****
Power: ***
Lv. 2
Range: *****
Speed: ****
Power: ****
Lv. 3
Range: *****
Speed: ****
Power: *****
Second Weapon Slot

It's of note that if you don't pick up the Missile Launcher until Sacred Grounds, you will get a Missile Launcher with 100 ammo! It doesn't do as much damage as the Super Missile Launcher, though. Make your pick. For further analysis, see below.
Lv. 1
Range: *****
Speed: ***
Power: **
Lv. 2
Range: *****
Speed: ***
Power: ***
Lv. 3
Range: *****
Speed: ***
Power: ****
Range: *****
Speed: ***
Power: **
Lv. 2
Range: *****
Speed: ***
Power: ***
Lv. 3
Range: *****
Speed: ***
Power: ****

Used to deal massive damage in a short amount of time. While most people (myself included) don't tend to use this in play outside of boss fights, it's nice to remember that enemies drop missiles, so you CAN use it, but do so sparingly.
Lv. 1
Range: *****
Speed: *****
Power: ***
Lv. 2
Range: *****
Speed: *****
Power: ****
Lv. 3
Range: *****
Speed: *****
Power: *****
Range: *****
Speed: *****
Power: ***
Lv. 2
Range: *****
Speed: *****
Power: ****
Lv. 3
Range: *****
Speed: *****
Power: *****
Third Weapon Slot

This is really useful, but only for a short amount of time, in game. Use it on slopes that go downwards or upwards, or on long, flat planes. (such as the slopes in Grasstown, or Sand Zone). It can also be spammed at short range on bosses for a better damage output than the Polar Star, but it is outclassed by the Blade's level two form, once you obtain it.
Lv. 1
Range: *
Speed: *
Power: **
Lv. 2
Range: ***
Speed: ***
Power: **
Lv. 3
Range: ****
Speed: ***
Power: ****
Range: *
Speed: *
Power: **
Lv. 2
Range: ***
Speed: ***
Power: **
Lv. 3
Range: ****
Speed: ***
Power: ****
Fourth Weapon Slot

It forms a barrier of bubbles around you, and can be launched for some pretty moderate damage. Really useful in Grasstown, Sand Zone, and Labyrinth, but is pretty much useless after that. Although it's range is pretty decent.
Lv. 1
Range: *
Speed: *
Power: *
Lv. 2
Range: ****
Speed: ***
Power: **
Lv. 3
Range: *****
Speed: ****
Power: **
Range: *
Speed: *
Power: *
Lv. 2
Range: ****
Speed: ***
Power: **
Lv. 3
Range: *****
Speed: ****
Power: **
Fifth Weapon Slot

This is really useful in dealing massive damage in close range pre-nemesis with it's second form (18 damage per hit, wow!) and can be used to take out cloves of enemies with it's second form. It's really useful in boss fights, but losses it's usefulness once the Nemesis becomes available, due to it's longer range.
Lv. 1
Range: ***
Speed: ***
Power: ****
Lv. 2
Range: **
Speed: ****
Power: *****
Lv. 3
Range: ****
Speed: ****
Power: ***
Range: ***
Speed: ***
Power: ****
Lv. 2
Range: **
Speed: ****
Power: *****
Lv. 3
Range: ****
Speed: ****
Power: ***

This gun is amazing for boss fights, but not much else. Due to it's long range and piercing, as well as being leveled DOWN by collecting exp, it's hard to use on normal enemies. It really shines in battle with the Doctor, Ultimate Heavy Press, and Ballos. It has the second greatest range in the game (seconded only by the Spur's charge shots, and Snake) This gun is pretty much mandatory if you plan to do a run of Sacred Grounds.
Lv. 1
Range: *****
Speed: *****
Power: ****
Lv. 2
Range: ****
Speed: *****
Power: ***
Lv. 3
Range: *
Speed: *
Power: *
Range: *****
Speed: *****
Power: ****
Lv. 2
Range: ****
Speed: *****
Power: ***
Lv. 3
Range: *
Speed: *
Power: *
This is it for the Analysis. Feel free to give your own opinions, and suggest ways to improve this.