Sublevel Zero Redux

Sublevel Zero Redux

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Sublevel Zero Basics & Info
由 Feuver 制作
This is a WIP guide that will try to include information on all enemies, items, crafting and levels of Sublevel Zero.
   
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Sublevel Zero
Welcome to this Sublevel Zero guide! This is a WIP!

This guide will try to include and contain most information about Sublevel Zero and help you escape from its 5 levels!

Sublevel Zero is a roguelite 6DOF* procedurally generated dungeon crawler. You will make your path through many procedurally generated floors in an attempt to escape its many robotic occupants, collecting weapons, engines and hulls on the way to make your own badass ship and destroy the cores.

The drill is simple, you start with two weapons, one launcher, a hull and an engine, and you have to fight through an increasing amount of robots. Each level ends with a Core to defeat. Every Core has its own gimmick to defeat it. You defeat a core, you go to the next level.

6DOF means 6 Degrees of Freedom. This means you can move freely in 6 directions in 3D space: Forward, Backward, Upward, Downward, Left and Right. In more mathematical terms, instead of being stuck to two axis (like someone walking on ground X and Y coordinates), you can move in the whole three axis X, Y and Z.
Gunships
This is a section containing data on all starting gunships in Sublevel Zero. Gunships are unlocked by completing "achievements".

Unless otherwise stated, all ships starts with these:
Weapon 1 : Autocannon & Pulsar
Weapon 2 : Dumbfire
Standard Engine
Standard Hull


  • Standard Gunship

    Armor : 100
    Inventory : 12


    The Starting ship, with all rounded stats. You will generally use this one a lot.

    Unlocked from the start

  • Pyro


    Weapon 1 : Autocannon & Flamethrower


    Armor : 80
    Inventory : 12


    A ship focused on Plasma gameplay. Instead of Energy Regeneration, you get Plasma Regeneration and you get more starting Plasma ammo, at the cost of reduced Bullets and Energy ammunition. As the name implies, it's a pyromaniac's gunship.

    Destroy 300 enemies with plasma weapons to unlock. Self-explanatory really. Use plasma weapons as a main weapon until it unlocks. I recommend using the Plasma Caster asap, then using tier 3 plasma weapons when you unlock them.

  • Hulk

    Armor : 125
    Inventory : 14


    A ship focused on being a tank. It does have more Inventory and starting armor, but receives less nanites per drops, which could impede late-game crafting and Nanocarts acquirement.

  • Berserker

    [WIP]

    This ship grants you better ramming damage and lowers the amount of damage you receive from exploding enemies. While it might sound fun to ram into other bots in SL 1-2, starting on SL3-5, enemies will be much stronger than you and have devastating short range weapons. It's simply not viable in my opinion.

    Destroy 150 enemies with ramming to unlock. You might as well do a lot of runs and just ram into everything until it dies or you die. Ramming is terrible in general, so if you want this ship, just spend a few runs doing nothing but ramming and dying.

  • Hunter


    Weapon 1 : Autocannon & Impact Rifle


    The hunter is a ship focused on accuracy and damage, reducing the rate of fire of all weapons connected inside. Particularly useful if you prefer long range high burst damage weaponry. A better choice than the gunship simply for the fact it starts with an impact rifle and improved accuracy.

    Finish a sublevel with 85% accuracy or more and more than 5000 damage dealt. This can be done on the first sublevel if you have a lot of enemies, but can certainly be done on SL 2-5. I recommend using decently accurate weapons (Pulsar works great) in Ripple Fire mode ( Two shots is often too wide for an enemy).


  • Larva


    Armor : 50
    Weapon 2 : Homing
    15% Unique Speed Boost


    The Larva is an extremely weak ship. The upside is its nanite gains are much greater than the standard gunship. Could be useful if you want to craft Tier 2 and 3 very early on. You should change your hull ASAP. 40 Armor DOES NOT leave a lot of room for errors.

    Earn 50 Nanocarts to unlock. Just play the game, really. You gain nanocarts by collecting a set amount of nanites each run. You'll unlock this one eventually. Most SL5 runs will grant you with 4-5 nanocarts.


  • Stormtrooper


    WIP


    WIP

    Finish one of the SL with 15% or less accuracy. To achieve this... simply fire at walls or everything that is not an enemy until you feel like you're one of Star Wars very own StormTrooper.
Engines & Hull
Hull

The hull is simply the structure that surrounds your ship. Your choice of Hull will decide your capacity of Primary and Secondary ammo, your max armor and your inventory size.

Armor = HP. There is no damage reduction in the game. When your HP goes low enough, it generally stay stuck at 1 HP until your "invulnerability frame" is over, then if you take another hit, you die. This is unconfirmed, but the amount of time I got stuck at 1 HP seems to indicate it..

Ammo 1 = Primary ammo is divided into three sections, your bullets, your energy, and your plasma reserves. The higher the number, the more you can fire.

Ammo 2 = Secondary ammo is divided into three sections again. Your missiles, your darts, and your advanced missiles. The higher the number, the more you can fire.

Inv = Inventory slots. More is always nice, as it means you can carry more Repair kits and weapons for tier three crafting.

There are multiple archetypes of hull :

  • Standard Hull
    Armor : 100
    Primary Ammo : ~1800
    Secondary Ammo : ~100
    Inventory: ~12


    An average hull, with average everything. Nothing much to say about it.

  • Bomber Hull
    Armor : ~90
    Primary Ammo : ~1400
    Secondary Ammo : ~120
    Inventory: ~12

    A bulkier hull, with a lot of room for Secondary ammo, but little room for Primary ammo. Also generally has more capacity than the standard Hull, and more Armor.

  • Strafer Hull
    Armor : ~120 pts
    Primary Ammo : ~2200
    Secondary Ammo : ~150
    Inventory: ~16


    An hull design that combines the advantage of the Standard and Bomber, making a hull with higher carrying capacity, more Armor, More Ammo. Great Hull.

  • Gunship Hull

    A more offensive hull. Has a focus on Primary ammo, with less Secondary Ammo. It has more carrying capacity and armor than the Standard Hull. A flat-out upgrade if you aren't going to use Secondary ammo a lot.

  • Tortoise Hull
    Armor : ~120 pts
    Primary Ammo : ~1400
    Secondary Ammo : ~100
    Inventory: ~12


    An hull focused on Armor, offering lower Primary and Secondary ammo.

  • Tank Hull
    Armor : ~150
    Primary Ammo : ~1700
    Secondary Ammo : ~150
    Inventory: ~16


    A mix between the Tortoise and Bomber Hull. This hull is focused on Armor and Launchers, making it a very good late-game hull if you have very good launchers. Its primary ammo count could impede your main weapons, especially at SL5.

Engines

The engines is what makes your ship move around. It allows movement in all directions, banking, boosting and trichording.

  • Standard

    The Standard engine you start with. Good speed, boost and ram very average. 50% Trichording

  • Scout

    An engine with a focus on the boost, with lower speed and ram. 50% Trichording

  • Jumpjet

    An upgrade over the standard engine, it features better speed and boost, but bad ram damage. It also has slower trichording (Which means slower movements in every direction but forward/back. 0% Trichording

  • Assault

    An aggressive engine, the focus being on the ramming damage, with average boost, but very slow speed.

General Weapons Information
Tiers

Tiers are categories weapons can be divided into. Tiers aren't written anywhere in the game, there's no written indication, but they are indicated in achievements (like the achievements to craft three tier 3 modules in one game). However, it is good to be aware that higher tiers does not mean better weapons. For an example, the tier 2 railgun IMO is much better than the Ion Beam (Because you can see where you're firing, and it almost kills everything instantly).

Tiers 1 weapons are found from random kills, chest, and your default loadout. They're quite weak, and generally won't carry you on SL4 and SL5. They're mainly fodder for upgrades into later tiers.

Tiers 2 weapons are always crafted out of a combination of Tiers 1 Weapons. They're generally a combination of two weapons mechanics to make a weapon that has combined mechanics. Like the Impact Rifle and Laser to make a Railgun, or the Flamethrower and Firebolt to make a PlasmaCaster.

Tier 3 weapons are generally crafted out of two tiers 2 weapons or one tier 2 and one tier 1. They generally are much more powerful weapons, but your ability to craft them is limited by the drops you'll acquire on different runs and your nanites count (Some weapons can cost upward 2000 nanites to build, if not more). You should use all the Tier 3 weapons and find the one you perform best with, and make it a goal to craft it as soon as you can.

All crafting recipes I know of can be found in the Blueprints parts of the guide.

Main/Primary Weapons

Main Weapons (Ammo 1) are your bread and butter in Sublevel Zero. They are the guns you will shoot the most, and your choice of weaponry will change your playstyle dramatically. Main Weapons have three divided Ammo counters : Bullets, Energy, and Plasma.

All Main Weapons have three stats :
  • Rate, which calculates how quickly the weapon can fire after being fired.
  • Damage, which calculates how much damage each weapon shot inflicts to the target.
  • Accuracy, which adds a random factor to how close your weapons will fire from your crosshair. A very high accuracy means your aim will generally be straight on target, while the opposite means you will be struggling to hit close to your target.

For these stats, the higher is ALWAYS better.

Accuracy I feel is the most important stat, even if your guns fire very quickly, if all of your shots tend to go off course, you'll hardly deal as much damage as you potentially could. This is especially noticeable with slow weapons, like the rail gun, the impact rifle, or the Ion Beam, where sometimes the guns aim like garbage and shoots 3 meters away from your target, making you waste precious ammunition and time.

Mosts weapons also tend to "Crossfire" at a distance of about 15-20 meters in front of you. What does this mean? It simply means that most weapons will not fire dead in front of you until the projectile hits the wall, but instead, attempt to fire so the projectile hits the same spot at a distance of 15-20 meters. You should test fire the guns you craft so you find that "sweet spot" of distance where your two guns hit the same spot on a wall. This will cause maximum damage to the enemy.

  • Kinetic bullets

    Bullets works pretty much like you'd expect. They have a massive ammo drum, but that's compensated by all of their weapons using a lot of ammo. Bullets can bounce or track ennemies.

  • Energy Battery

    Energy weapons works on a limited stockpile, with much less ammo than bullets. Energy weapons tends to be beams, pulses and otherwise stun enemies. Energy weapons are unique in the way that once your ammo is empty, it will slowly recharge to 15. This means that always carrying an energy weapons on you is the only way to truly never be stuck without shots (Unless you grab ammo regen nanocarts)

  • Plasma fuel

    Plasma fuel are weapons based on doing what seems to be heat damage. Plasma weapons are often unconventionnal weapons that have very specific uses and mechanics.

The list of Main Weapons that can be found in Sublevel Zero can be found in the next section, Main Weapons.

Secondary Weapons/Ammo 2

While Secondary weapons ammo is generally much rarer, these weapons are generally much stronger than the main weapons. Their uses are mostly to deal with stronger robots/cores, and to get you out of dangerous situation (if you don't blow yourself up).

  • Missiles

    Missiles works as intended, being a small rocket with an explosive shell and self-propulsed. They generally land on something and explode, unless it was designed as a grenade. They deal massive burst damage to single-targets, and sometimes multiple with splash damage.

  • Darts

    Darts are much smaller explosives, generally found in a small battery. They can be fired very quickly, their focus on spraying explosive damage around. Darts have very little to no splash damage, and their own damage is limited, but the ammo supply is much larger. Can be modified with Missiles to make more powerful variants.

  • Advanced Missiles

    Advanced missiles are special missiles that are focused on causing different effects, combinations of darts or missiles, and more powerful explosives. Weapons that use this are very rare, and the ammo supply is also extremely limited.

The list of secondary weapons can be found after the list of Main Weapons.

Modifiers

Most weapons you will find in Sublevel Zero will have random modifiers applied to them. These modifers can vary slightly or greatly how the weapon is used. Some of these modifiers can make the weapons literally useless, while others can make terrible weapons worthwhile alone.

Razor : ++ Damage, -Firerate, + Accurate

Lethal : ++ Damage, + Accuracy. Great!

Marksman : ++ Accuracy, + Damage

Slow : -Firerate. Bad

Brutal : ++ Damage, -- Firerate

Chaotic : -- Accuracy, ++ Firerate, + Damage

Relentless : ++ Firerate, ++ Damage

Rusty : -- accuracy, - Damage. Terrible.

Useless : Don't use these weapons. Every stats are decreased.

Dangerous (Explosives only) : + Splash, - Damage

FIREMODE

To note that there is a key in game ( Default X) That allows you to change firemode. It only works on some Main Weapons, but it will allow you to fire the left and right weapon in a cycle, rather than at the same time. This will half your ammo consumption, at the cost of smaller burst damage, but faster firing rate. In game, the default mode is called Linked Fire, which shoots both guns at the same time, the alternative being called Ripple Fire. All Weapons able of Linked/Ripple will have the tag FIREMODE in the weapons list.

OVERHEAT

Some weapons have an OVERHEAT mechanic. This means the weapon generate heat when fired rapidly, and upon reaching a critical heat level (Showed at the bottom of the crosshair as a blue bar) will lock down until the weapon has cooled down. The weapon will unlock itself when it reaches 50% Heat again. Weapons with overheating will have the OVERHEAT tag in the weapons list.

RESONANCE

Some weapons will react to the crystals found in mines environment of the game. These weapons will have the RESONANCE tag. When a weapon has resonance, any of its bullet hitting a crystal will cause a massive splash effect all around where the weapon hit. This can be applied to both your weapons and enemy weapons. Resonance can be both good and bad, as it can cause massive damage when enemies are close to a crystal, but the same applies to you. Standing close to crystals might cause massive damage and kill you. Be careful!
Main Weapons
List of Weapons that can be found/Crafted in SubLevel 0
Arranged by Ammo Type and Tiers

Kinetic Bullet Weaponry

    Tier 1
  • AutoCanon : 6 bullets/shot FIREMODE

    This basic weapon attempts to help you destroy your ennemy by guiding your aim toward it. Fairly innaccurate, meager damage, and really it's a placeholder for much better weapons.

  • Shredder : 21 bullets/shot FIREMODE

    This is basically a shotgun, shooting a spray of pellets toward your ennemies. Very effective if you intend to take combat very close and personnal, and can tear down slower, bulkier ennemies very fast, but leaves you exposed to more ranged combat.

    Tier 2

  • Minigun : 2 bullets/shot

    A fast firing, inaccurate automatic weapon. It fires very quickly, so ammo conservation can be tricky. However, it can quickly clean a room with fast fire while you can focus on dodging. Fun to use, but trickier to use in an effective way.

  • Smartgun: 36 bullet/shot

    Remember the smartgun in aliens? Yeah, that's what this gun is. It chews through ammo faster than you can count, but in exchange, this gun allows you not to aim. Simply aim in the general direction of something you want dead, and all the bullets will guide themselves on the target. You can also hold down the fire key to use a targeting reticle to manually decides where the bullets go. With decent damage and fire rate, this gun is very fun to use.

  • Railgun : 20 bullets/shot

    The railgun is the upgraded bullet variant of the Impact Rifle. With amazing firepower and accuracy, this thing can destroy most enemies if the two bullet hit. Also has the advantage that the bullet go through enemies, meaning that lining up your shot can be profitable. Also apparently passes through crystals.

  • Flak Cannon : 16 bullets/shot FIREMODE

    The Flak Cannon is an upgrade to the shredder. It's bullets bounce on walls like a grenade, allowing you to shoot enemies you wouldn't be able to otherwise, and allows you to pump damage without exposing yourself. Powerful weapon, but its bullet can easily hit yourself.

    Tier 3

  • Gauss Cannon : 2 bullets/shot RESONANCE

    While the damage of the Gauss Cannon is fairly small, its bullet reaches the target instantly, at a fairly fast fire-rate. However, the best thing about this weapon is that it deals splash damage in a close radius to the impact, meaning that clusters of enemies takes a great amount of damage every hit.

Energetic Weaponry
    Tier 1
  • Pulsar : 0.7 Energy/shot FIREMODES

    The other basic weapon. While it doesn't attempt to "correct" your aim like the AutoCanon, it deals an acceptable damage and is much more accurate. However, the smaller ammo supply can impede its use as a main weapon.

  • Laser : 0.2 Energy/shot OVERHEAT

    An effective, cheap fast firing energy weapon. It fires quickl, full-auto instantaneous lasers that crossed approximately 10-15 meters in front of you. Its only downside is the fact that it overheats, meaning that you have to keep an eye on the heat meter while in constant use.

  • Impact Rifle : 2 Energy/shot

    A "long-range" stunning weapon. This weapon has an extremely slow fire-rate, and requires good accuracy, but provides impressive burst damage. While the shot reaches the enemy is instantaneous, the inaccuracy of the weapon often means one beam will miss (that, and the right beam seems always higher than the left for some reason). It still is one of the better ranged option when you want to clear a room from a good distance.

    Tier 2

  • Spreadpulse : 0.3 Energy/shot RESONANCE FIREMODE

    The energy variant of the shredder. It's a full-auto (Much faster) shotgun that can clean rooms pretty quickly as description implies. Approaching an enemy and giving it a full blast or two will be enough to dispatch them with ease.

    Tier 3

  • Ion Beam : 4 Energy/second OVERHEAT

    The Ion Beam is the holy grail of energy weapons. Upon firing, it sends a constant directed beam of energy at whatever you're pointing, dealing insane amounts of damage and rendering you almost blind. The only downpoint is that it is instantaneous, meaning that you have to be exposed to fire it. Probably should equip sunglasses or a welders mask when using this one.

Plasma Weaponry
    Tier 1
  • Flamethrower : 0.3 Plasma/flame

    Does exactly what it says on the tin ; it sprays plasma at an extremely close range. Has an incredible firerate, but the range also means you have to remain close, nearly blind to an enemy which you'll have a hard time dodging or avoiding. I generally stay clear of this one, although I could see it being useful for a ramming run.

  • Firebolt : 0.25 Plasma/shot OVERHEAT

    A powerful semi-automatic fire shot. You have to mash the fire button to fire it quickly, which can become tiring in a large fight. The bullets also travel very slowly, meaning that you have to either spam the shot or lead them correctly. Much better than the Flamethrower, IMO.

    Tier 2

  • Welder : 10 Plasma/seconds OVERHEAT(0.5s)

    The welder is a terrible Ion Beam. It overheats extremely quickly, and while it does insane amount of damage, you have to be in contact range with the enemy to use it, otherwise it does nothing. Avoid this weapon unless you're doing a ramming run, or if you want to kiss the core/enemies while it blows you up.

  • PlasmaCaster : 0.6 Plasma/shot OVERHEAT RESONANCE

    This weapon has two firemodes. The default one is by, again, mashing the fire button, sending 4 quick shots of plasma that are very accurate and fairly damaging at the enemy.

    The other mode allows you to charge the weapon so it deals much more damage, but leaves you open to enemy fire while you charge. The gun will automatically discharge itself if you charge it for too long. Charging the Plasma caster raises the ammo usage by around 2 Plasma/shot. This shot is amazing if you can land it.

    Tier 3
Secondary Weapons
Missiles

    Tier 1
  • Dumbfire : 1 missile/shot

    The basic launcher. It fires a single, unguided rocket, alternating from left/right wing. The missile is fairly slow, but deals massive damage. Mostly a risk/reward launcher, where your accuracy is rewarded.

  • Homing Missile : 1 missile/shot

    A more advanced launcher. However, the guiding mechanism insides reduces the damage done per missile. Much safer to use than the dumbfire, as it is hard to miss with it, but you'll lose some damage.

  • Grenade : 2 missile/shot

    A missile variant that goes forward until it hits an enemy, bouncing on walls, exploding instantly on enemies, dealing massive splash damage. Very good at clearing crowded rooms. Use it in rooms where enemies are packed or Cores.

    Tier 2

  • Concussion : 2 missile/shot

    Descent missile nostalgia! The concussion missile is a mix of grenade and dumbfire, allowing you to fire a missile that deals a lot of damage, and upon impact, makes a large splash explosion that deals damage in a sphere. Very powerful and insane room clearing abilities.


Darts

    Tier 1
  • HVRL : 1 dart/shot

    The HVRL shoots full-auto darts that guide themselves slightly toward the closest enemy before exploding. Deals low damage/darts, but easy to fire & forget, allowing you to use it while hammering away with main guns at the same time.

    Tier 2

  • Homing Swarm : 8 dart/shot

    The Homing Swarm is the love child of the homing missile and the HVRL. It does respectable damage and guides itself toward enemy threats, however, its 8 dart burst firing will mean you will go through ammo very quickly.

  • Cluster : 8 dart/shot

    The cluster shot acts like a dumbfire missiles until it hits a hard surface. It then scatters, shooting darts everywhere in the room. Dangerous for friendly fire if you are close.

Advance Missiles

    Tier 1
    Tier 2
    Tier 3
  • Shield Launcher

    This weird launchers shoots a shield that will block incoming enemy fire, and allow you to shoot back. This also means that enemies using explosive weapons can kill themselves if the shield is close enough. Situational.

  • MagCluster

    A dumbfire Cluster of magnetic bombs. It fires like a dumbfire missiles and a Cluster HVRL, but instead of the darts scattering around, they instantly target the closest enemies to the first explosion, causing multiple smaller explosions. Very powerful launcher.
[WIP] Blueprints And Nanocarts
Blueprints are crafting recipes that allows you to craft weapons with nanites you collect from the corpses of your enemies. They're the only use for nanites, so feel free to craft weapons. Using nanites will not remove nanocarts, as nanocarts are granted for the TOTAL you collect. Blueprints are unlocked by playing the game, finishing cores, and accomplishing hidden objectives.

If you don't see the option to craft the item, you either DON'T have the components, OR you are lacking the BLUEPRINT. NO BLUPRINT = NO CRAFT.


Engines

Tier 2 Engines

  • Jumpjet : Scout + Standard

  • Recon : Standard + Assault

  • Helo : Scout + Assault

Tier 3 Engines

  • Spartan = Recon + Assault

  • Storm = Recon + Scout

  • Taurus = Helo + Assault

  • Spiker = Helo + Standard

Hull

Tier 2 Hulls

  • Gunship/Porcupine = Standard + Tortoise (?)

  • Strafer : Bomber + Standard

Tier 3 Hulls

  • Comanche : Standard + Strafer

  • Apache : Strafer + Bomber

Main Weapons

Tier 2 Main Weapons

  • Minigun : Pulsar + Autocannon

  • Railgun : Impact Rifle + Laser

  • Flak Cannon : Firebolt + Shredder

  • Smartgun : Autocannon + Impact Rifle

  • Spreadpulse : Shredder + Pulsar

  • Plasma Caster : Flamethrower + Firebolt

  • Welder : Flamethrower + Laser

Tier 3 Main Weapons

  • Gauss Cannon : Minigun + Railgun

  • Ion Beam : Plasma Caster + Railgun

  • Saturation Cannon : Minigun + Flak Cannon

  • ArcPulse : Spreadpulse + PlasmaCaster

  • TransPulse : Spreadpulse + Smart Gun

  • ShockPulse : Smart Gun + Smart Gun

  • Archthrower : Welder + Flak Cannon

Secondary Weapons

Tier 2 Secondary Weapons

  • Cluster : HVRL + Dumbfire

  • Concussion : Dumbfire + Grenade

  • Homing Swarm : Homing Missile + HVRL

Tier 3 Secondary Weapons

  • MagCluster : Dumbfire + Homing Swarm

  • Shield Launcher : Concussion + Homing

  • Super Cluster : Cluster + Grenade

Modifers and Blueprints

When crafting weapons, the modifiers of the components can affect the crafted weapon. On this list, the left designates the component modifiers, and the right the resulting modifiers.

2 Identical Modifiers = That Modifier

No Modifiers = No Modifiers

None + Lethal = Razor

Razor + Lethal = Marksman

Lethal + Chaotic = Relentless
Enemies
SL 0 Enemies

Blue Orbs

Weakest enemy in the game. Very weak, shoots two autocannon bullets very slowly. Slow and clumsy.

Drones

Yellow, more aggressive looking enemy. Shoots a small burst of autocannon shots before trying to ram into you.

Missile Battery

Large Rectangular enemy. Generally stands still and slowly fires dumbfire missiles toward you. Has a lot more armor than typical enemies, but otherwise non-threatening.

Red Turrets

Generally stands on walls. Will slowly fire slow autocannon rounds toward the players. Fairly easy to dispatch.

SL1 Enemies

Drillers

A small ship equipped with two drills on each side. Will make a distinguishable groan, throwing pixels around before boosting into you. Can only do ramming damage. Keep moving and you should be fine.

Impact Sentries

Tiny ships with a single Impact Rifle barrel at the bottom. Will generally flash a bit before firing its main guns. Generally inaccurate, but dangerous in groups. Hard to hit with guns due to their small size.

SL2 Enemies

Ion Beams

These enemies are really just a triangular device sticked to walls that shoot a Ion Beam continuously, perpendicular to their position, until destroyed. Don't pose much of a threat unless you jam yourself right into them.

Mining Sentries

These robots are the only neutral opponent in the game. They will slowly move around, doing absolutely nothing. Killing them awards you with a huge amount of nanites. Kill them all, you murderer.

Blue Pulsar batteries

Most annoying drone in the game. Will shoot a few pulsar shots, then start spinning and shoot an absolute ♥♥♥♥♥♥♥♥ of shots into you. Get to cover and kill them ASAP.

SL3 Enemies

Purple Orbs

Similar to the blue orb, however, it fires purple round pellets that will slowly track you, even around corners or behind cover, making them hard to avoid. They can even stop and go backward if you skip past them. I recommend using spread weapons or the minigun to break the pellets, as they can be destroyed.

Green Orbs

A more aggressive Orb variant. Will fire a shreadpulse green gun at sporadic intervals. Hard to avoid, deadly up close. They can really destroy you or ruin no-damage runs, so keep an eye out for them.

Green turrets

A more aggressive Turret variant. Will shoot extremely quickly when spotting the player, and the bullets are quite fast, making them trickier to deal with.

Bombard

This annoying unit looks a lot like the Missile battery, but much thinner and smaller. They will slowly move around, dropping proximity mines around. They don't have any direct weapons, so fire at will. The proxy mines should be disposed of ASAP, as they can deal a lot of damage.

Mines

These large white orbs with red lines have only one purpose : slowly approach the player and detonate in his face. They can take quite a beating, and if they explode too close to the player, will deal upward 50 armor damage. Don't let them get close.

SL4 Enemies

Shield Sentries

These Sentries are quite annoying. They don't have any guns to damage you with, but however, they have an orb shield they can deploy around them and other robots to protect them from every single of your weapons. While this is in effect, all enemies can fire at you, but the opposite is false. Dispatch them asap as they will prevent you from killing the bad stuff.

Welders

These large bulky tanks have a welder in each arms. These weapons have an extremely short range, but deal extreme damage. These robots are also quite durable, needing multiple good shots to take them down, and will rush at you every chance they get.

Purple turrets

These annoying turrets will shoot purple pellets at you that will track you down for an extended range, following you even around corners and even if you skip past them. Just make sure to back off or shoot the pellets before they hit you. I recommend using spread weapons or the minigun to break the pellets.

Mobile Ion Platforms

These mobile Ion platforms are slow tanks that moves around, shooting a Ion Beam just above them, denying access to rooms or threatening the player during a gunfight. They deal massive damage, but lack any targeting abilities.

Swarm

This enemy is deployed as the ultimate attack by the last two cores. They are tiny ships that floats around, tracking you everywhere in the room. They deal massive damage, but have a very limited range. Keep moving and don't let them corner you.


Cores
SUBLEVEL ZERO

The core in sublevel Zero is a breeze. Just kill the enemies in its room first, then fire at it at will. It won't even defend itself. You murderer.

SUBLEVEL ONE

This core is a bit trickier. Again, don't worry too much about the core at first. Kill off the enemies in the room first (Try not to hit the core, as that will trigger its defense mode). When the core is alone, start moving in an orbit in the same direction the core is rotating, while facing the core. This means that the pillars inside should be moving along with you. Then, start hammering fire.

Soon enough, it will start shooting lasers. If you are moving in the direction of its rotation, the lasers should be "following" you, meaning that you have some room to dodge them. Go down or upward, while facing the core, to dodge the lasers and kill it off. Don't stand still, as that will give you much less time to dodge the lasers.

SUBLEVEL TWO

This core is just annoying. When you enter, you'll spot some sort of hallway right in front of the door. Go for it, but be careful about the green turrets (They are particularly fast to react and dangerous). Take your time to destroy the enemies rushing at you in the room. Then go up the hallway, where another turret is waiting. Kill it off, then watch out as the other corner is covered by a green turret. Then, go down. You'll be in front of a pillar that will protect you from the core.

If you have any bouncing weapons (Like a flak cannon or a grenade), shoot it at the walls so you can damage the core without it being able to hit you. After a few hit, it will go ♥♥♥♥♥♥♥, spraying red pellets everywhere to kill you. If you're out of bouncing ammunition, just strafe left of the pillar, fire a salvo, then hide back, then strafe in the other direction. Repeat until its dead. You may take some damage on this one, as the pillar doesn't provide perfect cover.

SUBLEVEL THREE

This one is arguably more dangerous than the two next, so be prepared. First of all, the room will have a large pillar right at the entrance, hiding the core. Wait for the enemies to come at you, and dispose of them. Next, go around the room to destroy the turrets. Check the ceilings, there is a hidden pathway that will lead you to a treasure chest. After you're ready, go behind the pillar at the entrance, and fire a bit at the core, but not too much.

The lava pillars WILL NOT STOP THE LASERS. I can't stress this enough. The only pillar that will protect you is at the entrance of the room, made of solid stone..

The core will react at first by spawning turrets on various walls of the room. Stay behind your pillar and take out the turrets that can hit you from behind it. There'll be one on the bottom right, and one on the upper left. You may want to dispose of another one on the right flank that can see you when you go out of cover.

When the turrets are dead, you'll see that the core is shooting lasers everywhere. Don't move from your stone pillar! The laval pillars WILL NOT STOP THE LASERS. Strafe to right bottom right, and pump some damage in the core, hiding behind your pillar when the lasers come close. Repeat until it dies.

SUBLEVEL FOUR

When you arrive at this core, you can easily see two rows of three turrets from the entrance. Take them down before entering the room. It will make it a bit easier. Then, enter the room, and start getting into a rotating pattern like in the first Core. Shoot at the core, and keep moving. The turrets will be protected by SHIELDS YOU CANNOT DESTROY. Focus simply on firing at the core and keep moving in the same direction. The core will be shooting some sort of dart weapons at you, but as long as you keep moving, you should be fine.

SUBLEVEL FIVE

The last core is arguably the tankier of them all. Do like in the fourth core, destroying the turrets around the two pillars in the side of the room. Fire a bit at the core, and soon the core will protect itself with a shield, and start spawning enemies. You'll also spot that the two pillars will start glowing. Use your gamer logic and shoot the glowing pillar. Take some time to shoot the enemies to control the enemy flow. I'd recommend using strong secondary weapons against the small enemies, and use your main on the pillar. Keep moving around the room, and for the love of your progress, do not stop moving around. When both pillars are destroyed (They'll stop glowing when you did enough damage) the core will spawn an army of turrets on the ceiling. This is your cue to lower your ship near the floor and keep moving. Face toward the core and shoot everything you have at it. The armor of the core will soon be torn off, creating debris that will act as cover for you as you move around the room. Keep shooting the core and keep moving, and soon enough you'll take it down, and win the game.
30 条留言
FluxGoJuice 2024 年 8 月 8 日 下午 6:25 
Want some help with this? I was going to make my own guide, but I saw this one. I can help you clean it up and add images.
moat 2017 年 6 月 4 日 下午 12:09 
Rooms with doors marked with a single broad triangular icon and a single chest inside are extremely dangerous. When the chest is accessed, the door will lock and a force field will barracade the chest while multiple enemies are teleported into the room.

These enemies tend to be very tough and have devastating close-range armaments so it's essentially a brawl in a phone booth. The chests in these rooms always drops a few health pickups and other goods, and the larger enemies have a pretty good chance to drop buff items that will last for the rest of your run.
moat 2017 年 6 月 4 日 下午 12:09 
The "Mines" enemies are officially known as "Kamikaze" enemies. I learned that when I got killed by one and it said so on the death screen. FOR SCIENCE!

In some areas, there are static turrets that neither aim nor swivel and either endlessly fire a constant laser beam or streams of fire at regular intervals. It might not be obvious, but they can destroyed to render the area safer and also for the goodies they drop. You murderer.

Doors can be shot open from a distance with just about any gun. This might be useful when entering new areas or when you suspect enemies may be just behind them.
Nythano 2017 年 6 月 4 日 上午 8:41 
was wondering about the locked door at the end of the cave level?
how do i open it?
Feuver  [作者] 2017 年 2 月 28 日 下午 10:17 
Added the key to unlocking the StormTrooper hull and did some minor typo fixing. I will do some more work on it when I find the time.

Thank you for still supporting and pointing out problems with this guide. Even if I don't play Sublevel Zero anymore, I still want newcomers to the game to have a guide that can help them enjoy the game even more.
Owl Inspector 2017 年 1 月 19 日 下午 9:15 
I just got the stormtrooper after finishing sublevel 2 with 15% accuracy. Low accuracy probably is the key, as surmised
L4z3r 2016 年 5 月 28 日 下午 2:15 
Please read!
Just unlocked stormtrooper and I think I know how I did it.
Unlocked on sublevel 4 but I think the important part was that I won with only 8% accuracy. Given that this ship is the opposite of the hunter, I imagine that its secret unlock condition is similar to the hunter's requiring you to win a level by dealing a certain amount of damage but with a very low accuracy. If I had to guess, less than 10%. I hope this helps.
gigawood 2016 年 2 月 15 日 下午 11:54 
Stormtrooper: 100 Armor, 12 inventory
Starts with Laser and Shredder for primaries, and HVRLs as secondary.
Regenerates bullet ammo instead of energy.
Has increased fire rate and reduced accuracy.
Fastest base flight speed of any ship (112 when most are 90). VERY fast with a 100% trichording engine.

Rumors are still flying as to how to *actually* unlock this ship consistently.
gigawood 2016 年 2 月 11 日 下午 5:43 
Taurus engine: Jumpjet + scout engine: very high move speed, 100% trichording, high boost speed, low ram damage. Fastest move speed engine in the game, can go over 130 i(and roughly 225 if you're trichording) n the stormtrooper.
Edwyndham 2016 年 2 月 11 日 下午 4:47 
Found T3 'Sprinter Engine' = Jumpet Engine + Standard Engine - High Boost Speed at the Cost of Low Ram Damage - 100% Trichording