Pistol: Nice as a starting weapon or if you're low of ammo.
Flare gun: Shoots a light projectile that can burn up the other guys. The color depends of the CTF team you're, and it can be used to avoid the homing rockets.
Airfist: One of the Quake favourite weapons of all time. You may use it to push opponents to lava/slime, to desviate hostile projectiles or to rocket-jump without damage :)
Blood Drainer: Once launched, it will stuck on the poor victim, draining his blood off (this means that armor doesn't applies...)
Double Impact: A faster, but less accurated, way to shoot grenades. If you use it wisely, it may be one of the best of your arsenal.
Flak Cannon: Deadly on short distances, this weapon will spend a pack of shrapnel that inflicts a lot of damage.
Machinegun with Explosive bullets: An alternate shoot for the old machinegun. It produces an strong kickback, but is really effective.
Pulse Rifle: Shoots projectiles that bounce around until inflicting their damage.
FlameThrower: A stream of fire bursts forth to ignite targets. It is very damaging but the range is relatively short.
Street Sweeper: Fires a steady stream of shotgun shells. Tends to clear the way -- just charge through a group of enemies and watch them disappear.
Cluster Grenades: It is based on the MultiGrenades from QMP#2, but the small grenades will be shoot even if it impact a target.
Napalm Grenades: When this grenade explodes, a cloud of fire will erupt and drop some flames. The cloud and flames are damaging and can ignite, making these modified grenades more powerful and dangerous to use than normal grenades.
Sticking Grenades: It will stuck on the first thing it touches.
Rail Grenades: Explodes into several railgun shots.
BFG Grenades: Explodes into a BFG shot.
Prox Grenades: It will wait to explode until someone is close enough.
Napalm Rockets: This rockets produce the same pyrotechnics as napalm grenades when exploding.
Guided Missiles: Fly your missile around to hunt people down.
Homing Rockets: Aim in someone's general direction and fire; it'll do the rest.
Freezegun: You may charge a cold ball with an energetic field that can be broken on contact. Once this shield disappears, the cold will freeze anyone on his radius...
Disruptor: A cool weapon that iD (or Id) removed from Ground Zero (by Rogue) before it launched.
Plasma Gun: An old heavy weapon developed by UAC. It shoots bursts of blue plasma balls, capable of making severe damage. Plasma balls dissolve immediately when they hit water, possibly electrifying nearby area, so be careful in places with water.
AntiMatter Cannon: The weapon creates small particles of anti-matter from pure energy, and accelerates them through the barrel by electric field. Since these particles are charged, they spread very much in distance, making this weapon less usable against targets on long range.
Positron Beam: Shoots a beam that produces a big sphere of destruction, that kills all it touches.
Vacuum Maker: It will pull all items and dudes to you, killing them with the electrodes placed infront of the weapon.
Energy Vortex: Once fired, you've 3 seconds to find a safe place. It absorbs all the stuff near it, inflicting tons of damage.
Nuke Launcher: It fires a big rocket that creates a BIG explosion that will kill anyone in it's radius. Be aware, don't shoot it if you are close to a wall.
Tripbomb: You'll remember the old Duke times with that one. Stick it on a wall, and when the laser becomes activated, it will explode.
Laser Tripbomb: The upgraded version of the Tripbomb. Since it has a high-voltage laser, instead of exploding the laser will inflict damages to everyone that touches it.
Power Screen: A power screen like the Brain and the Tech Soldier monsters. It will protect you against frontal attacks, but you'll be vulnerable on your back.
Medipak: When used, it will recover your life up to your max health points. Each medipak can heal up to 100 points.
IR Goggles: Now you can see in darkness (useful if Nightmare mode is activated).
Flashlight: Projects a cone of light. Useful to light up the dark areas.
Auto Sentry: When used, is dropped in front of the player and allowed to drop
to the floor. When it lands, it unfolds and starts scanning the area. Once a
target is found, the sentry will track it's enemy until dead or it can't be seen.
Jetpack: Will let you fly, but it's got all the problems of a real jetpack: you have to work at it to avoid slamming into walls and so on.
Steroids: It makes you run faster for some time.
Scanner: This item will inform you about the position of your enemies and other stuff... It comes with 3 modes:
-Life mode: detects live things (players and monsters)
*Green dot: live thing
*Blue dot: live thing using quad
*Red dot: live thing using 666
-Item mode: detects all items surrounding the player.
*White dot: health
*Blue dot: Quad Damage
*Red dot: 666
*Yellow dot: Tech
*Rounded Red dot: Red flag
*Rounded Blue dot: Blue flag
*Green dot: all other items
-CTF mode: Detects players, flags and techs
*Blue dot: Blue team player
*Red dot: Red team player
*Blue dot with a blue circle: Blue flag
*Red dot with a red circle: Red flag
*Blue dot with a red circle: Blue team player with red flag
*Red dot with a blue circle: Red team player with blue flag
*Yellow dot: tech
Can of Pork'N'Beans: Will give you a lot of health, but has secondary effects...
Fire Maiden: An enhanced version of the Iron Maiden (or Bitch). Fires Napalm Rockets.
Tech Soldier: New Soldier variant. Owns a power shield, and is armed with a laser.
Demon: Enhanced version of Mutant. Nice guy with red skin. It has an special attack... (remember Wyrm 1?).
Hammerstein: Tank variant. Very, very tough :) has an assault shotgun on his left arm, and fires random rockets types (normal, napalm, homing, and even perforating).
RWS (Random Weapon System): The most configurable weapon system ever made. Check the rw.cfg file. You can define you own weapon system with your own weapons.
Cycle command:: You can define your weapon cyclings with this command.
For example:
bind p "Cycle {bfg10k} {railgun} {chaingun} {rocket launcher} {super shotgun}"
each time you press "p" you'll cycle through these weapons.
New monster enhancements: Now, the Stroggs are a bit more "smart" than the original game, so they may be a match agains all the new armory :)
+Some Stroggs are able to jump
+They can enter and walk into water
+Won't crouch if you fire them at feet
+Soldiers have a new attack (shoot while running)
+Flipper (the fish) gained a new tail attack
+Berserk really goes berserk when it's hurt :)
New difficulty mode: Hell! (skill 3), where the stroggs respawn! (yeah, like in DooM :)
Chasecam: It converts Quake 2 into a 3rd-perspective game :)
Nightmare mode: You may play without lights (Lights off! mode) if you type "sv nightmare" into the console.
Controllable turrets: You may take control of the turrets :) Check out w2ctf1.
Custom Classes: Maybe, the coolest addition to Wyrm. You can define up to 32 classes, with it's own weapons and attributes. You may edit this classes with the Wyrm Editor (WyrmEd.exe), wich is a Windows program designed to help you with it.
Main | Introduction | Features | Gameplay | Server information | Credits | ||
Manual made by Josep del Rio | This manual can be viewed with any browser |