If you find any mistakes in the manual, or you think I've left
something out, or you think something isn't explained clearly, just e-mail me
and let me know.
There are a total of 32 weapons in PAIN! They are sorted into 8 categories by
type and four classes by power. The types are the normal keys 1 through 8 and
types are (from best to worst) A through D. New weapon classes are gained by
gaining different colored armor (green=C, yellow=B, red=A). You begin with the
shotgun and the hammer, both class-D weapons. Weapon classes can be cycled with
impulse 123 or by selecting the same weapon more than once. The following is a
table of all the weapons in PAIN sorted by class and type followed by a
detailed description of each.
Max ammo has also been increased along with ammo gained from some enemies:
Axes(50), Shells(200), Nails(200), Rockets(100), Cells(150)
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Class-D |
Class-C |
Class-B |
Class-A |
Type-1 (Tools) |
Hammer |
Flare Gun |
Grappling Hook |
Harpoon |
Type-2 (Axes) |
Axe |
Vampric Axe |
Throwing Axe |
Flaming Throwing Axe |
Type-3 (Shotguns) |
Shotgun |
Super-Shotgun |
Chaingun |
Sniper Rifle |
Type-4 (Lasers) |
Laser Gun |
Super Laser Gun |
Auto-Laser |
BFG |
Type-5 (Nailguns) |
Nailgun |
Super-Nailgun |
Poison Dart |
Spike Trap |
Type-6 (Grenades) |
Grenade Launcher |
Trigger Bomb |
Proximity Mine |
MIRV |
Type-7 (Rockets) |
Rocket Launcher |
Drunk Missile |
Drill Rocket |
Homing Missile |
Type-8 (Elemental Energy Guns) |
Lightning Gun |
Air Fist |
Flame-Thrower |
Freeze Ray |
Tools
Hammer
Your basic beat-em-upside-the-head weapon.
Cost: 0
Flare Gun
Will light your way and distract homing missiles.
Cost: 3 shells
Grappling Hook
Use this to hang from ceilings, walls, or your enemies as you rip them to
shreds! Hold down to attach, pull, and hold. Let go to drop. You can change
weapons while using the hook, but you must be on the hook to let go.
Cost: 0
Harpoon
This can also be used to hang from ceilings and walls, but unlike the grappling
hook it will pull your enemies towards you!
Cost: 0
Axes
Axe
"Chop it up!"
Cost: 0
Vampric Axe
You will gain five health for each successful hit with this axe, but I wouldn't
try this on any undead.
Cost: 0
Throwing Axe
Lob your axe across the room at someone, then go pick it right back up again.
Cost: 1 Axe
Throwing Flaming Axe
Torch your enemies! Throw burning axes that will light up any party... or
zombie.
Cost: 3 Axes
Shotguns
Shotgun
Your trusty boomstick.
Cost: 1 shell
Super-Shotgun
Double-Barreled Action.
Cost: 2 shells
Chaingun
Rip your enemies to shreds at high speeds.
Cost: 1 shell
Sniper Rifle
For those who like to take their time. Hold the trigger to charge up and slow
your movement for better aiming. You will hear a beep when you are locked on an
enemy. The laser sight will give you helpful information on your status.
light blue - ready
white - reloading
yellow - targeted
dark red - charged
bright red - charged and targeted
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Cost: 15 shells
Lasers
Laser Gun
Fire short blasts of energy right up your foe's ass!
Cost: 1 cell
Super Laser Gun
Double your pleasure, double your fun. "Delete" your enemies.
Cost: 2 cells
Auto-Laser
High-speed energy action.
Cost: 1 cell
BFG
Awe yeah... this is one Big Fucking Gun! Experts will notice that it does not
work like your "standard" BFG.
Cost: 20 cells
Nailguns
Nailgun
Fire huge spikes right into his forehead!
Cost: 1 nail
Super-Nailgun
Twice as fast, twice as deadly.
Cost: 2 nails
Poison Dart
Fire a tiny
dart into your enemy and watch them die slowly. The effects of poison are
cumulative, so the more darts, the faster they die. If you get poisoned, grab
some health fast! It may cure you.
Cost: 10 nails
Spike Trap
A helpful
little device. When fired this orb will fire nails at anything it passes. If
the orb runs into something it can damage, it explodes in a shower of nails. If
it hits a wall, it will stay there, firing nails at anything that passes by.
The spike trap only has a total of 20 nails to fire, and if it sits dormant for
too long, it will just shoot them all off and die.
Cost: 20 nails
Grenades
Grenade Launcher
Have a pineapple. They're from Hawaii =)
Cost: 1 rocket
Trigger Bomb
Toss a couple out and wait for someone to walk by, then hit "B" to Blow them to
Bits.
Cost: 3 rockets
Proximity Mine
Stick one to a wall and run. They will arm with a warning "beep beep" and then
explode if anything moves near it. Try sticking one of these on your friend's
back instead of a "kick me" sign.
Cost: 5 rockets
MIRV
Multiple Independent Reentry Vehicle. Toss one out and watch it blast off and
explode into ten smaller grenades that shoot out in all directions! Then again,
maybe you shouldn't stay to watch.
Cost: 10 rockets
Rockets
Rocket Launcher
"I am a big man, yes I am. And I've got a big gun."
Cost: 1 rocket
Drunk Missile
Remember ROTT? Fires three missiles with very erratic movement.
GREAT in open spaces with lotsa baddies.
Cost: 3 rockets
Drill Rocket
These things stick into what every they hit, spinning around and tearing flesh
apart before finally exploding.
Cost: 4 rockets
Homing Missile
Will follow you almost anywhere. While it may be difficult,
it's definitely possibly to avoid these homers. Run behind someone else and let
them get chased, run around a couple corners until you're out of it's "sight",
fire off a flare in it's direction, or just turn on auto-flare with impulse 20.
Cost: 8 rockets
Elemental Energy Guns
Note: Cells now recharge if you have the EEG, at least one cell, and no more
than enough cells for the BFG.
EEG-Earth
AKA The Lightning Gun. Electrocute those sons of bitches! But don't fire this
underwater; bad things will happen. Of course you could fire INTO the water and
watch the gibs fly out!
Cost: 1 cell
EEG-Air
AKA The Air Fist. Fire huge blasts of compressed air sending enemies flying
through the air!
Cost: 5 cells
EEG-Fire
AKA The Flame-Thrower. Anyone for some toasted shambler? Mmmm Mmm Good. Catch
your foes on fire. If you get torched, find some water or a teleporter to get
put out. This makes a nice bubble-blower underwater.
Cost: 2 cells
EEG-Water
AKA The Freeze Gun. Completely freeze your enemy for ten seconds, plenty of time
to blast them into tiny chunks of ice! Firing this underwater is almost as
stupid as firing the Lightning Gun underwater.
Cost: 8 cells
The ring and rune will change their location every fifteen seconds. If you
acquire either one, you will receive a random power. A rune power will last for
thirty seconds, but a ring power will last until death. The ring can be worn
and removed with impulse 150, but rune powers are automatic and do not need to
be activated. Only ONE player may hold the mystic rune or the mystic ring at a
time.
Be Warned: There are SOME undesirable powers!
The powers are as follows:
The Mystic Rune |
The Mystic Ring |
regeneration |
regenerate 1 point of health about every half second
only if health is below 100 and you are not dead
|
necromancy |
summons undead monster when touched
resurrection only takes half normal health
|
disease |
lose 1 point of health about every half second
will not go below 1 hit point
|
protection |
take half damage
|
jumping |
jump twice as high
|
strength |
inflict double damage
|
shroomz |
tunnel vision and swaying motion
a personal favorite =)
|
weakness |
can be removed, but I wouldn't suggest it
take double damage
inflict half damage
|
aura |
surrounds you in bright white light
|
illusion |
creates an illusionary double beside you
acts exactly as you do
can not be hurt or touched
|
war |
when you die, you will retain your weapons
|
killer heads |
you are surrounded by 4 disembodied heads
you can throw them at enemies causing an explosion
remember, the fifth head is yours
|
reflection |
half the damage you take is inflicted on your attacker
|
kamikaze |
blasts every enemy in sight with a lightning bolt doing
significant damage to them as well as greatly harming you for each hit
|
the fiend |
transforms you into the fiend
jump for jumping attack
attack to swing claws
take half damage
|
displacement |
you become completely invisible (no eyes)
a copy of you appears behind your actual location to throw off enemies
|
Hermes |
puts wings on your heels for "multi-jumping"
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|
armament |
you can neither gain nor lose ammo
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You will gain necromantic abilities from the quad damage power-up. These powers
last until death, or change of level. You can resurrect the dead with impulse
250, and you can sacrifice your undead using impulse 251 to receive a portion
of health relative to the amount of damage they have endured. If your corpse is
resurrected and you are still in it, your spirit will be forced out and you
will be respawned. If you die, your minions are set free. Undead will
automatically attack anything you attack or anything that attacks you. You may
only have five followers at a time. If you try to resurrect more than that, you
will automatically sacrifice your old followers.
Resurrection of corpses costs health (shown below in parenthesis).
dog(25) knight(40) grunt/player(50) enforcer(60) snakeman(65) ogre(70) vore(70)
hell knight(75) fiend(80) shambler(100)
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Enforcers now have auto-flare and biosuits.
Knights will bow after killing you.
Random Monsters
Many monsters now spawn as several random different types. The non-standard
types are as follows:
Dog
Hell Hound
Soldier
Zombie Soldier with laser gun
Soldier with nailgun (you can see him reload!)
Enforcer
Demon Soldier with flamethrower
Snakeman [replacing enforcers]
Snake-Man with dual nailguns
Demon Serpent with dual lasers
Ogre
Troll with weak homing missiles
Fiend
Lesser Demon with poison
Shambler
Greater Demon with fireball
Abominable Snowman with freeze ray
Knight
Zombie Knight with drain life
Lady Knight with harpoon.
Hell Knight
Demon Knight with fireball
Hell Knight with throwing swords
Vore
Shalrath with spike bomb
Crucified Zombie
Crucified player with axe in chest
Crucified female player with torn shirt
View Modes
Choose between normal view and rear camera view. Toggled with impulse 25.
Auto-Flare
Auto-flare protects against homing missiles. It is off by default, but
automatically turned on with use of the impulse 9 cheat. Goes into idle mode
when you don't have enough ammo, and is automatically returned to active mode
when correct ammo is received. Auto-flare is toggled with impulse 20 and costs
5 shells and 10 cells per shot.
Bio-Suit
Protects you from fire damage.
Gibbage
Corpses are solid.
Fish gib.
Crucified zombies are visible in DM and killable.
Graphics
"PAIN" logo in console.
Colorful comments for cheat codes and on start up.
Axe has axe graphic in ammo box.
Made axe icon for weapon bar (this was a pain).
Made laser-gun icon for weapon bar (this wasn't).
Shotguns eject empty cells.
Shub's death changed slightly.
Teleporting/Projectiles
Monsters can teleport.
Followers will sometimes follow you through a teleporter.
Projectiles teleport properly. (yes, it actually works right!)
Projectiles can hit owner. (you have no idea how hard that was!)
Bug Fixes
Obituaries say what you were actually killed with. They used to be what your
attacker was using at the time of your death.
Fixed wrong total monster count on levels with fish.
Bubbles are removed when they leave the water.
Fixed "<player> died" when killed by lava boss in e1m7.
Plus
A few little surprises... =)
impulse 14
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impulse list
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impulse 16
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remembers current weapon and class
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impulse 17
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switches to the weapon and class saved by impulse 16
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impulse 20
|
toggle auto-flare
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impulse 25
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toggle view mode
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impulse 50
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remote bomb detonation
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impulse 69
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switch between male and female player
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impulse 70
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taunt
|
impulse 101 |
weapon class D
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impulse 102 |
weapon class C
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impulse 103 |
weapon class B
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impulse 104 |
weapon class A
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impulse 123 |
cycle weapon class
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impulse 150 |
wear/remove/use mystic ring
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impulse 250 |
resurrect something
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impulse 251 |
sacrifice all undead minions
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BTW - No, not ALL the modifications are completely original, but the ones that
aren't are generally re-coded beyond recognition (or close to it). However, I
don't want to be accused of ripping code, so if ANYONE has a patch that they
think I used, just mail me and tell me you want your name here and what the
patch was and I'll put you on my credits page.
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