Extremity | ||||
| ||||
Developer(s) | ||||
Publisher(s) | ||||
Platform(s) | Nintendo Switch | |||
Genre(s) | Platformer, Action RPG, Beat-Em Up, Dating Simulator | |||
Release Date(s) | June 15th 2019 (Internationally) | |||
Age Rating(s) | ||||
Media Included | Nintendo Switch Cartrigde |
Extremity is a beat-em-up shooter game developed by Gear Games and released for the Nintendo Switch in June 15th, 2019. The basic premise involves a made-for-combat insect-like hybrid called Versapex to hunt powerful monsters made by a mad god.
Gameplay[]
The main gameplay primarily involve heavy combat, which includes defeating an army of enemies, defeating the bosses, smashing out enemy buildings, and staying alive until the mission is done. The player can walk, run, dash, fly or glide, and use a variety of damaging or beneficial moves.
The player can switch between two playstyle in the middle of the fight; Close Combat and Ranged. Close Combat allows for head-to-head combat and freely move unless if using a Lock-On, while Ranged allows to automatically Lock-On on aimed enemies and move while still facing the same direction, only moving by camera control.
Each playable character have three type of moves; Standard, Special and Power, with each of them having various damage level, effectiveness, element, attack speed and brief cooldown.
Standard Moves are regular attacks that split into two distinct category; Melee Attacks and Ranged Attacks. Melee Attacks have five input (neutral, forward, backward, upward and downward) and is done in Close Combat mode, while Ranged attacks only have three (neutral, upward and downward) but have unlimited range and while dealing less damage, better at hitting an aerial target. They can be used at any time without restriction.
Special Moves are special attacks that splits into four inputs; neutral, directional, upward (SR + Up) and downward (SR + Down). Their function varies between different character, with some being a strong attack, an escape move or have other function. Like standard attacks, they can be used without restriction.
Power Moves are even stronger special attacks, but generally have increased endlag compared to other moves, making them riskier. Some characters have a few of them executed quicker or that are even stronger, but at a cost of anything depended on the moves themselves and the characters. Just like Special Moves, Power Moves are splits into the four same inputs; neutral, directional, upward and downward, and have no restriction of use for most characters, but some of the characters have a cost when using them (such as costing some of Wave's Water meter).
Attempting to perform a Power Move also make the user to take 1.2x more damage than usual if they get hit. While not a much of a big deal at first, this can become detrimental if not used properly, as the character might ended up losing more HP when improperly spamming them than if they did used them correctly.
Versapex had one unique ability to change between two sizes; "Regular Size" and "Kaiju Size". The Regular Size allows Versapex to enter buildings that would otherwise be demolished (or simply cannot be entered) with her Kaiju Size, as well as more useful for stealth and avoid stronger attacks, while Kaiju Size is even more combat oriented and crowd control, effortlessly demolishing helpless enemies but also at the expense of being seen and hit more easily, especially by stronger moves.
Up to four player can play in one screen under splitscreen, and up to twelve players can play in online mode and wireless play. The player one always control Versapex, but the rest of the player can freely choose any of the eleven Mercenaries, each of their advantages that Versapex does not have, but also a disadvantage. In single player mode, Versapex can also call up to four of the eleven Mercenaries available.
In Single Player mode, the game is over if Versapex runs out of health, but in multiplayer, this is only the case if all of the players are taken down. In Multiplayer however, Versapex takes longer to respawn than the Mercenaries, does to her having greater power overall than the others. The Mercenaries will respawn in one minute regardless of mode, while Versapex respawns in one and a half minute in Multiplayer modes.
There are a few missions and a mode called Mercenary March where the player 1 can play as one of the Mercenaries, allowing those who wanted to play Single Player mode while also wanting to play as anyone else other than Versapex.
Bosses are unusual as despite having health, most bosses will hastily retreat in fear if the player(s) managed to make a combo of 50 without stopping, and this counts as a victory. With that said, this is difficult to do so, as the bosses will start to see Versapex (or the Mercenaries in Mercenaries March) as a dangerous threat and dodge more often. A few bosses are always aggressive, at the cost of being prone to hit by hazards, which smart players can take advantage.
Control[]
This is the default set and assumes that the player is using a single Joy-Con.
Jump/Fly | Power Move | Attack/Shoot | Special Move | ||||
Switch Combat Mode | or |
Lock-On | Guard/Dodge | Movement | |||
Look Up/Look Down/Ascend/Descend | or (Hold) |
Freelook | Grab | ⇑ |
Tap for Dash |
Game Modes[]
There are three main game modes the player(s) can play; Mission Mode, Arcade Mode and the unlockable Mercenary March. There are also two extra modes known as Training Mode and Boss Rumble. Mission, Mercenary March and Boss Rumble can be played in online multiplayer, but Arcade Mode's multiplayer is only offline or wireless play, while Training Mode is only offline multiplayer.
Mission Mode[]
Mission Mode is the main mode of the game, which permits the player to progress thorough the twenty locations (with five extra bonus and optional locations at post-game) with three missions on each of the location (some locations works differently or have one extra objective) that shall all be completed in order to advance into another location.
The objectives tend to vary from location to location; one is involving rescuing a few citizens, another involving eliminating a set amount of enemies, and yet another involving collecting important items. Boss battles usually take place in the third mission, although a few exceptions do take place in prior missions instead.
Dying (or having all of the players defeated) in this mode will only restart from the last checkpoint, which is spread proportionally. That is to say, the boss battles does not save progress by using another checkpoint, at which is to prevent the player from steadily cheesing the fight by steadily decreasing the boss's HP, touch the checkpoint and redo the same two steps until the boss is taken out.
Because of that, the player(s) should instead focus on strategy and either attack with brute force, or figure a more safe way about how to take the boss down. That said, a multi-phased boss will have progress saved in-between phases, which means the player only need to start over from the furthest phase they reached if they had been defeated.
There are "secondary" objectives in the form of badges called Search Files, which is in the form of vertical rectangular shapes. Some of them are well hidden in objects that should be break, others being held by strong enemies (or even weak ones!), and a few others being given by friendly NPCs. The Search Files have a glowing green aura which help the player to detect them when they are close enough into their range.
As already explained, the player 1 can only use Versapex while the other players can use the Mercenaries of their choice, but the former have better abilities to compensate.
Arcade Mode[]
The Arcade Mode is the faster paced version of the Mission Mode, allowing the player to simply defeat a wave of different enemies and taking on bosses. That said, the player(s) have limited lives, and they can only stock up to five lives, which they can gain by winning five stages.
The player can set into Easy (5 Stages), Average (10 Stages), Hard (15 Stages) and the unlockable Hardcore (25 Stages) and Extreme (30 Stages). The final boss for each difficulty is Dr. Magmer (Easy), Diamountain (Average), Decayon (Hard), Leak Quifive (Hardcore) and a surprise bonus boss fight against Captain Cube KiloBot (Extreme).
If this mode is played in multiplayer mode, the life limit is upped to fifteen, and the players can gain the exact amount of lives depended on the number of players. Up to eight players can also cooperate in an online session.
Each stage have really random set of enemies and bosses to be faced (the final bosses in their respective difficulty always faced last as exceptions), but the score received will be based off the player's maximum combo, the remaining HP and how quick the player had finished the enemies or bosses.
Mercenary March[]
Training Mode[]
Boss Rumble[]
Story[]
The story take place in the Mission Mode. While it is not super long like typical epic RPG games would have, there are some hidden lore within items and bosses.
Act 0: Origin[]
This Act can be skipped if the player does not want to go thorough the tutorials in the Clandestine Laboratory.
During ten years of uninterrupted and vigorous researches in the planet Stalequal, a clandestine laboratory had been developing a combat-ready powerful hybrid called Versapex. During those ten miserable years, Versapex had potential but didn't properly controller her power, much to the increasing worries of the scientists. But at the tenth year, she had proved perfected enough to be able to do her task; stop all assaulting superpowerful beings from invading the Secretverse.
Unfortunately for them, as Versapex get into her capsule for recovery, an unseen force had come in and demolished the laboratory. There were only prisoners, but as the unseen force quickly take hasty retreat, they had left the capsule unharmed. It wasn't five days later that the capsule reactivate and unleash Versapex, perplexed by the sudden carnage that happened during her slumber.
As she felt lonely and abandoned, she quickly get back to her act and decided to investigate, cost by cost. She took the training rooms to ensure that her abilities are ready, and once she saw eleven mercenaries working for the Stalequal's Headquarter of the Galaxy Protection Agency.
The eleven mercenaries at first were about to attack her out of fear of getting killed does to her potentially unparalleled power, but as a call from the headquarter told them to put their power down and instead have her investigated to see her potentials, with Dusk the leader of the eleven Mercenaries giving a request for Versapex to follow them. Versapex hesitate at first, thinking that it would be a trap, but decided to give it a chance and follow his request.
As several days passes, the principal of the Stalequal G.P.A., Leak Quifive had noted her friendly and optimistic demeanor, but also her deadly abilities, thus give order to the Mercenaries to have her work with them in order to combat the deadly and barbaric Barbarks... at the condition that if Versapex dared to betray them, the G.P.A. will not hesitate to go all-out to stop her.
Act 1: Scouter Attack[]
In Downward Town, Dusk had investigated a lone citizen who was victim of the Barbark attack. Versapex feels bad for the citizen and try to give a warm hug, but Drums pulled her and claims that she's making distraction and that the lone citizen should be left alone, much to Versapex's dismay.
After they took out Angstrike, Commander Fulzar, in the headquarter, had received information about a suspect who is dwelling in the Lava Beach, but no other information had been confirmed. He give order to the mercs to investigate the Lava Beach, but Drums was harassing the lone citizen to the point that Versapex intervened, and Dusk had to break up the conflict, reminding the both of them that the G.P.A. will not pay Drums for harming citizens, and not let Versapex to be distracted by minor problems, and tell the both of them to focus.
While Versapex obliges without problem, Drums scoffs and almost punched Dusk's face, but Umbre blocked the hit and the other Mercs aimed at Drums, causing the latter to reconsider. Versapex is surprised with Drums' behavior, but Dusk reassured her that as much as Drums can be such a jerk, he's necessary for electric support alongside Volt.
Act 2: Conflicted Reflection[]
Act 3: Barbarks Beware[]
Act 4: Dark Truth, Bright Persistence[]
Act 5: Stalequal goes Staler[]
Act 6: Demonic Insanity[]
Final Act: Extremity[]
Characters[]
Playable Characters[]
Each playable character have one of the following six elements; Fire, Water, Wood, Thunder, Light and Dark. There are twelve characters available at the start, which consist of Versapex and eleven different Mercenaries. Each of them have a specialty for either combat or support, and some are better to handle one boss than another.
Each element is used by two different Mercenaries, with the exception of Light which is used by just Shimmer. However, Versapex also counts as Light because of her EX Energy being a powerful light-energized source and being stronger against Dark-based enemies.
All characters have a different set of Standard Moves, Special Moves and Power Moves, which require the player to practice with them in Practice Mode. For sake of briefness, only Special and Power Moves are listed.
Versapex[]
Advantages | Disadvantages |
---|---|
Strongest character; high HP, high attack, high defense and high agility. | Requires correct use of Copy Ability in order to open new paths. |
Changes between "Medium" to enter places she cannot enter as Kaiju, and "Kaiju Size" for even more power and resilience. This is done by pressing both A and B at once. | Cannot enter into small holes and places when giant. |
Deals double damage to Gods, Eldritch, Negative Emotions, and anyone with Dark Element. | Receive extra damage when affected by Negative Emotion status or when getting hit too many times. |
Moveset | Info |
---|---|
EX Charge Neutral Special |
Versapex charges in order to make her other Special and Power Moves to deal up to 2x more damage, but it takes seven seconds to get maximum charge. Cannot charge further once fully charge. |
Slice and Dash Directional Special |
Versapex dashes forward and slices with two light-made blades. Can cut ropes and chains. |
Catch and Release Upward Special |
Versapex chases at a locked-on target. When she catches a target, she grabs it and throw it into another locked-on target. |
Breaker Fall Downward Special |
Versapex falls down in fast speed, and send a forward shockwave of light that damages enemies. Can also be used to press hard buttons or stamps. |
Inhale Neutral Power Move |
Versapex inhales, eating up enemies. Ineffective against bosses with remaining HP and larger than Versapex. She also get a Copy Ability of Flame, Aqua, Wood and Thunder (not Dark unfortunately) to give her attacks elemental boost. She can also shoot Stars after inhaling projectiles. |
Ten Tons Punch Directional Power Move |
Versapex launches a brutally powerful punch that sends an enemy flying, but have a slow startup animation. Best use is when an enemy is stunned or distracted. |
Star Rain Upward Power Move |
Versapex throw a star that explode in the sky (or ceiling), with falling smaller stars landing on up to 10ft away from Versapex. |
Stinger Missile Downward Power Move |
Versapex show up her wasp-abdomen with her stinger, leap forward and use a penetrating blow that make an enemy with defensive perks to lose them for a while. |
Celsius[]
Image + Name | Info | |
---|---|---|
Celsius |
Celsius the Combusting is a Fire Mercenary that is absolutely hot-headed; when he get excited, he will not hesitate to yell like how happy he is! That said, he's also stubborn at what he's doing, leading to embarrassing situations even when warned before hand.
Celsius uses the Combustion meter that allows him to minimize Fire damage, immunity to lava, and when using his own move, allowing his Power Moves to deal burning damage! However, Water damage (including ice variants) will also lower his Combustion meter. |
Advantages | Disadvantages |
---|---|
Immunity to lava, being able to freely swim thorough these. | Takes damage when swimming on water. |
Take 50% less damage from Fire attacks. | Water attacks drain his Combustion meter. |
His Power Moves are generally very powerful and done quickly. | Using Power Moves will drain his Combustion meter depended move used. |
Moveset | Info |
---|---|
Burning Stomp Neutral Special |
Celsius repeatedly stomps to the ground until the player stopped pressing the Special button. After a few seconds, fire starts to come out and slowly charges Calcius' Combustion meter by 5% per second. |
Lava Lob Directional Special |
Throw a handful of exploding lava forward, in an upward arc. Upon landing or hitting an enemy, it will explode. A successful hit will give a 10% charge. |
Eruption Jump Upward Special |
Celsius makes an explosive leap, allowing him to travel long distances, especially when needed to go into an important spot in a hurry. Makes 20% charge per use. |
Volcanic Dig Downward Special |
Celsius uses his claws to dig down, and then a small eruption of lava sprout out for five seconds. Only one eruption occurs at a time. Makes 10% charge per use. |
Burning Tornado Neutral Power Move |
Costs 25% Combustion to use. Celcius spin around to make a hot tornado that burns any enemy that get caught in it. While some enemies are too heavy to be lifted, they get more damaged does to damage per second! |
Rabid Turret Directional Power Move |
Celsius charges his portable turret and shoots exploding balls of flames that have insane damage per second, but consume 15% Combustion per second and is slightly inaccurate. |
Assault Jump Upward Power Move |
Stronger version of Eruption Jump. Costs 50% but allows Celsius to make an explosive landing and is performed much faster, dealing heavy hit on enemies within large vicinity! |
Ka-Blammo! Downward Power Move |
Costs 100% of Combustion (which is a fully charged one!), but deals great damage, have very large vicinity, and is able to leave a burn status for a minute, allowing for crowd control. |
Firework[]
Image + Name | Info | |
---|---|---|
Firework |
Firework the Flippant is one crazy woman with a severe rebelling streak; while all he wants is fun, he often take his amusement too far and cause destruction without meaning to. That said, his skill in firework makes him a surprisingly good Fire Mercenary.
Like Versapex, Firework can fly, but she have more agility with her Firework Jetpack and thus help her to chase flying foes, and she can also install firework-themed traps to pack a fun (or for her foes, annoying) surprise, waiting for the target to come out! |
Advantages | Disadvantages |
---|---|
Fly faster than others thanks to her Firework Jetpack. | The jetpack may overheat after attacking too many times using it. |
Most of her attacks have at least a small explosive radius, allowing for crowd control and attacking running away foes. | She can get herself hurt by her Special Moves and Power Moves. Thankfully she cannot hurt her allies this way! |
Her traps are near invisible (fully invisible to her enemies), thus the enemies will only detect them if they saw Firework installing these. | Her traps can get dud if they get damaged enough by any attacks, including her own. |
Moveset | Info |
---|---|
Fountain Trap Neutral Special |
Installs a trap that will activate upon an enemy getting near enough. Up to ten traps of this type can be installed before the oldest one will self-destruct shall Firework install another one. |
Roman Shotgun Directional Special |
Draw two roman candles and unleash grenade-type bombs. Those bombs will only explode after three seconds, but deals heavy knockback. |
Jetpack Ka-Boom Upward Special |
Firework makes her jetpack to overheat and make it chase into the nearest target, but this also leaves her unable to fly. She regenerate one on the block once ten seconds passed. This attack automatically activate if she overheat by her Power Moves. |
Dynamite Rolls Downward Special |
Throw three dynamite rolls upward, and each rapid explosion deals a good amount of damage per second. Their unpredictable movement makes it difficult for the enemies to dodge them, but this also applies for Firework herself! |
Box Trap Neutral Power Move |
A heavier trap that slowly float down to the ground when on the air. When an enemy comes by, it will cause multiple fireworks to explode, dealing disastrous damage, but she can only install one at a time. |
Jetpack Heat Directional Power Move |
Firework lean her jetpack forward and set its propulsion harder, dealing fiery damage to enemies. Deals continous damage and have surprisingly long range, but using it for more than five straight seconds will make the jetpack to overheat and launches the Jetpack Ka-Boom! |
Surprise Gift Upward Power Move |
An anti-air trap that is armed with an automatic Roman candles that shoots homing fireballs. Like Box Trap, only one Surprise Gift can be used at a time. |
Fountain Cake Downward Power Move |
Install a cake firework that will detonate in fifteen seconds, with an alarm clock installed into it to tell when it would activate. Upon activation, the fireworks start to spread and each missile deals moderate damage. Perfect gateway when there are too many enemies to handle. |
Wave[]
Image + Name | Info | |
---|---|---|
Wave |
Wave the Wholesome is a chill, calm Water Mercenary who focuses on his missions, but willing to cheer up the other Mercenaries long as they will accept his cheering. A few had said that he did snapped against a few ungrateful people... and the result was not too pretty.
Wave focuses on battling near water areas, but can also fight just fine on the ground. He have the Water meter that refills overtime and allows him to perform his unique Power Moves. |
Advantages | Disadvantages |
---|---|
Swims faster than the others. | Below average jumping height. |
His Power Moves allows him to recover HP, move faster on ground and put up a water shield. | Electric moves can end his Power Moves earlier. |
His Water meter refills over time, allowing him to perform his Power Moves and get more resilience. | Power Moves costs some Water, and running out of them resets his defense back to normal. |
Moveset | Info |
---|---|
Tail Sweep Neutral Special |
Spin around with his tail, tripping grounded enemies and swatting away assault aerial enemies. If there are water under Wave, a wave of water is sent forward. |
Smackdown Leap Directional Special |
Leap forward and deliver a downward kick. Can make an aerial enemy to drop into the ground. |
Jet Nozzles Upward Special |
Spew two nozzles downward to get an uplift. If used underwater, it instantly cause Wave to shoot himself out of the water but will not be performed if there is a ceiling that prevent such jump. The nozzles deals weak damage but can clean up mess without too much danger. |
Drizzle Bomb Downward Special |
Wave throw a Drizzle Bomb upward if grounded, downward if aerial, and spew an explosion that sprouts ten mini-bombs that explode on impact. Each mini-bomb deals moderate damage. |
Zen Neutral Power Move |
Wave take a deep breath to slowly recover his and his allies' 5% HP per 7% Water at each second. Only safe to use when outside of the battle. |
Aqua Laser Directional Power Move |
A shield-penetrating attack that cost 5% Water per second. Can be continuous and adjusted for aim. |
Geyser Splash Upward Power Move |
An emergency move that costs 55% Water, but deals powerful damage, pushes back non-Water enemies, and very large vicinity. |
Rain Attack Downward Power Move |
Costing 20% of Water, Wave summons a cloud that rain out Mini Drizzle Bombs, allowing for aerial assault. |
Clamshell[]
Image + Name | Info | |
---|---|---|
Clamshell |
Clamshell the Cordial is always friendly to people, even those she considers enemies. She's a daydreaming Water Mercenary who wants to retire from hunting bounties and become a singer, but alas, she don't have enough money for her career... Not that she doesn't like her Mercenary job.
Clamshell plays more defensively than the others, which involve taking hits, hindering the enemies and give extra protection to her teammates. |
Advantages | Disadvantages |
---|---|
Better defense than even non-giant Versapex. | Slower than average. |
Guarding allows her to reflect non-explosive projectiles. | Her shells can be damaged by explosives and this take ten seconds before her shells fully recovers. |
Supportive; can help Versapex and other Mercenaries by giving them extra defenses while hindering her enemies. | Her Power Moves are situational, as they are only strong in the right situation. |
Moveset | Info |
---|---|
Hide and Seek Neutral Special |
Hide in her shell and charges forward to a nearest enemy. When inside of the shell, she takes minimal damage from projectiles. If held, the player can manually control the shell spin, but after ten seconds she will become dizzy for two seconds. |
Clamp Cramp Directional Special |
Leap forward to clamp into an opponent, which greatly slow them down but initial damage is weak. Over time damage depends on how large the opponent is (small is tons of damage, but bigger ones takes only a few per second). |
Carriage Upward Special |
Allows Clamshell to fly upward and pushes enemies away. Can be performed after grabbing an enemy for a sky drop action, and can also carry any ally (except Giant Versapex) while granting them 50% resistance. |
Clam Coverage Downward Special |
Gives a clam shell to an ally to provide 50% damage protection. The clam shell would break after it take 500 damage. Clamshell have to wait for a minute before giving another one. |
Clam Counter Neutral Power Move |
Clamshell waits for a moment before giving a counter attack when an enemy makes a physical strike. Does only give 75% damage than the potential strike but have great knockback. |
Catch Boomerang Directional Power Move |
Catches a faraway item and small enemy by throwing two clam shells attached like a boomerang. Moderately strong but slow and can be dodged. |
Shell Missiles Upward Power Move |
Shoot pointy shells like missiles and travels in an arc. Useful for artillery assault, but the arc makes it useless at close range. |
Bouncing Slam Downward Power Move |
Slam downward and bounces back up to the air, but the air movement afterward is slowed down. The slam is powerful and can rack up more damage on a single enemy, so time and position yourself right for maximum damage! |
Drums[]
Image + Name | Info | |
---|---|---|
Drums |
Drums the Direful is an uncaring, vindictive but reckless Thunder Mercenary whose reputation is rotten even among fellow Mercenaries. After failing his first attempt thanks to a double-crosser, he start to believe that it is better to get missions done as quickly as possible, even going into harming his allies if they get into his way...
Drums should not be relied on if the team had to stick together does to his reckless moves, but his Power Moves are helpful to at least slow down incoming hordes of enemies. Make him separated from the group as far as possible is highly recommended. |
Advantages | Disadvantages |
---|---|
Great crowd control moves, allowing him to quickly finish off weaker enemies. | His Special Moves and Power Moves can harm his allies. |
Can distract enemies with his Loud Drums, allowing his allies to strike their back. | Low Defense. |
His basic attacks are surprisingly strong to make up for him able to harm his allies. | Water attacks can short-circuit his drums and disable them for fifteen seconds. |
Moveset | Info |
---|---|
War Beat Neutral Special |
Loudly pounding on the drums to distract nearby foes. This is an useful distraction tool when Versapex needs diversion. |
Thunder Buster Directional Special |
Aim his thunder drums forward and shoot out bouncing electric bombs, and leave an explosion on contact or after bounding three times. |
Thunderstorm Upward Special |
Summon a dark cloud that shoot out lightning bolts downward, dealing large damage per second. Drums can also harmlessly hop above it for higher grounds. |
Drum Quake Downward Special |
Causes a continuous tremor that covers a large vicinity, but doesn't work on flying enemies. |
Cloud Bomb Neutral Power Move |
Put a cloud bomb and in five seconds, it produces a powerful electronic shock with medium vicinity. Only one Cloud Bomb can be used at a time. |
Raging Strike Directional Power Move |
Dashes forward and smack down multiple enemies in the straight line. Cannot be redirected until the attack is canceled or hitting a wall, or going out of bound (which is harmless). |
Thunder Staff Upward Power Move |
Pull a thunder staff to make lightings coming out from the clouds, striking his staff without harming him. Useful anti-air attack. |
Last Chance Beat Downward Power Move |
Hop into a foe and slammed his drums so hard that it exploded and disabled for thirty seconds, but inflict major damage on that enemy and paralyze it. It also heavliy damage Drums himself (by 60% HP) and even potentially kill him if he had low enough HP. |
Volt[]
Image + Name | Info | |
---|---|---|
Volt |
Volt the Vigilant focus on her mission, more so than the other Electric Mercenary Drums, but with much more caution and make sure that no one will botch her duties. She tend to be unaware of other situations, which might get on her way...
Volt is easily the fastest of the group, being able to perform hit-and-run strategy to take out harder threats. However, she also have Battery meter which while able to deal more damage, also cause her to have a self-knockback recoil. |
Advantages | Disadvantages |
---|---|
Fastest of the characters. | Her Dash have a lower traction to stop, thus slightly sloppier than others'. |
Can charge her Battery to deal more damage, up to 1,5x more damage with 100% full charge. | The higher charge, the more severe self-knockback recoil it would be. |
Her Dash can inflict damage, and can be benefited by her Charge. | Diving on water will make her short-circuit and knock her back to land. |
Moveset | Info |
---|---|
Charge Neutral Special |
Charge her Battery meter. It takes 5 seconds to fully fill it, and each 10% takes 0,5 second. Trying to charge beyond 100% for 5 seconds will instead overcharge her, explode and loses 50%. Good news is that the explosion deals powerful damage and great knockback! |
Zap Whiplash Directional Special |
Draw her Zap Whiplash and whip it forward. It can stun a weak enemy, take an item from far away, and allows her to swing thorough the poles. |
Screech Mic Upward Special |
Picked a microphone that cause a screeching sound when whistling, hurting nearby enemies. Pin down aerial foes. |
Shock Sniper Downward Special |
A weak but long-ranged sniper rifle that leave paralysis to an enemy. Require good aim. Only attack that does not deal knockback recoil. |
Rapid Shock Neutral Power Move |
Spin around and shoot with her sniper rifle in quick succession to five nearest enemies. The last shot will knock her back. |
Power Whip Directional Power Move |
Charges her Zap Whiplash and whip even harder. This costs 25% of her Charge, but can deal heavy knockback to a hit enemy. |
Great Leap Upward Power Move |
Perform a powerful leap before landing on far away. Can deal severe damage and pin down an aerial enemy, but cause doubled hazard damage. |
Discharge Bomb Downward Power Move |
Only works if Volt have 100% charge. Completely discharge her Battery to activate her almighty Discharge Bomb, which deals great damage, have huge vicinity and completely stuns the enemies and even bosses hit by this for five seconds. |
Hurricane[]
Image + Name | Info | |
---|---|---|
Hurricane |
Hurricane the Hyper is a constantly agitated Wood Mercenary, controlling both nature and wind. Always on guard and rarely get tired, Hurricane makes sure that his missions are done with style.
Hurricane flies constantly, which means he is never considered as grounded unless if he get pinned down. He can float over grounded hazards with little worries, but this means that he cannot go underwater. |
Advantages | Disadvantages |
---|---|
Flies constantly, immune to ground-shaking moves. | Constantly locked from anti-air attacks, thus need to stay behind against them. |
His wind-based attacks can push enemies away and can activate windmills. | Quite slow without Dashing. |
His falling speed is lower than others, even when unable to fly, allowing him to cover large gaps. | His wind-based attacks can end up pushing valuable items, which can make them fall into water or worse, hazards such as pitfalls and lava! |
Moveset | Info |
---|---|
Blow Out Neutral Special |
Hurricane blow out wind forward, harmlessly pushing away enemies and bosses. |
Whirlwind Directional Special |
Inflict a whirlwind that lift up enemies before they fall down. The whirlwind deals 5 damage per second. |
Leaves Uplift Upward Special |
Lift up a big ball of leaves and then throw it down. Enemies stuck in the leaf ball will also be thrown alongside it. |
Lumber Hijack Downward Special |
Twirl and summons four lumbers that deals heavy hits, but the lumbers will also be left after the usage of the attack, allowing heavier enemies to throw them back. |
Tornado Area Neutral Power Move |
Create a small tornado that lift up enemies and one boss, but it move independently and may put them in the wrong area. |
Whirldown Directional Power Move |
Unleash a downward whirlwind that heavily damage and pin down aerial foes. Otherwise deal moderate damage to grounded opponents. |
Quick Rise Upward Power Move |
Rise to the sky in lightning speed, as well as completely reflect anti-air projectiles if timed correctly. Pushes enemies away and deals great damage if they hit a wall or the floor. |
Brutal Spin Downward Power Move |
Repeatedly pressing the Power button will cause it to charge. Stopping it will cause Hurricane to spin at infernal speed, dealing dangerous damage and knockback to enemies, but it also leaves Hurricane dizzy afterward. |
Coppice[]
Image + Name | Info | |
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Coppice |
Coppice the Calamitous loves disorder, much of her fellow Mercenaries' dismay. That said, she can also become very aggressive and attack anyone who dissed her like a wild animal she acted to be.
Coppice can climb, dig, make a primitive but effective trap and deliver quick and swift attacks. That said, her attacks aren't strong and require good practice for better DPS. |
Advantages | Disadvantages |
---|---|
Can see enemies from far away, allowing her to spot them very easily. | If hit by enough Light-based attacks, she become blind for a few moment. |
Her attacks comes out quick and ends quickly. | Her attacks are weak in general, requiring good timing to make great DPS. |
Can climb walls, ceiling, trees, poles and other harmless obstacle. | Cannot perform most Special or Power Moves when climbing. |
Moveset | Info |
---|---|
Disarm Neutral Special |
Claw out the enemies' weapon, rendering them only able to fist-to-fist fighting. Physically stronger enemies take more time to disarm. |
Leap Out Directional Special |
Leap forward with moderate distance, pinning down aerial enemies and pushing back weaker enemies. Can cling into a wall and leap out of there with this move. |
Front Flip Upward Special |
Deliver a frontal flip that dodge incoming projectiles and can be used right after dodging as an counterattack move. |
Dig Out Downward Special |
Dig into the ground and travel from below the ground, with multiple items that may pop out of there. Doesn't work on metallic floor. Ground-shaking moves will deals more damage to Coppice and make her pop out of the underground. |
Animal's Brutality Neutral Power Move |
Show the more aggressive side of her and maim a single enemy. While it deals dangerous damage, it also leave her vulnerable since she will not leave her enemy until after four seconds. |
Power Leap Directional Power Move |
Leap out with greater energy, pushing out enemies of her way, but if she goes out of bound, she takes slight recoil damage. |
Rope Trap Upward Power Move |
Install a rope trap that will put the enemies tied up after they stepped on it, immobilizing smaller ones while greatly slow down bigger ones. Only one Rope Trap can be set at a time. |
Pitfall Trap Downward Power Move |
Dig out a pitfall trap. Although the enemies will avoid them, they can be pushed into it for big extra damage and cancels their charging attacks. However, Coppice and her allies can fall on it if they were being careless! Up to three pitfall traps can be made at a time. |
Shimmer[]
Image + Name | Info | |
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Shimmer |
A Light Mercenary with an impressive talent with his nun-chucks, Shimmer the Showy is a big narcissist that may try to "hit it up" with Versapex, despite the latter having no interest with him. And for good reasons.
Not that he is a pushover; he got the best DPS among the Mercenearies and is able to blind his enemies with his Flash Show. This is all he can do though. |
Advantages | Disadvantages |
---|---|
Very fast and hard hitting on his attacks; best DPS among the Mercenaries. | All of his Moves are attacking, meaning that his mobility and versatility is limited compared to the others. |
His dodge covers greater range. | His guard, on the other hand, only allows him to block 50% damage as opposed to the usual 75%. |
His Power Moves instantly finishes off non-bosses shall their HP become lower than 40%. | Most of his attacks are Light-based. While not necessarily a bad thing, it can blow up his cover in dark areas shall he decide to attack. |
Moveset | Info |
---|---|
Flash Show Neutral Special |
Cast a flashing light, which stuns nearby enemies and get the attention of most type of further enemies. |
Nun-Chuck Throw Directional Special |
Throw a nun-chuck forward which explodes on impact, and Shimmer makes another one on the spot. |
Nun-Chunk Whirl Upward Special |
Hover from the ground by swinging the nun-chunks like helicopters. Deals great DPS when hit from above. |
Reflection Downward Special |
Guarded himself into reflective mirrors, reflecting nearly all projectiles except big lasers (though those won't damage him instead). No effect on physical attacks. |
Spectacular Smash Neutral Power Move |
Swing one of his nun-chucks so fast that the impact deals severe damage. The swinging part also deals damage but only from behind. |
Fantastic Fling Directional Power Move |
Create a large sphere of light before unleashing it. Takes 2 seconds before a full charge, but a fully charged sphere penetrate as many enemies as it can hit! |
Amazing Assault Upward Power Move |
Jump into up to six different enemies with great impact, jumping into a different one after each successful hit. If there is only one enemy remaining, he will continues into hitting it until he had made the sixth jump. |
Wonderful Wreck Downward Power Move |
Grab one of his mirrors and whack the enemies with all his might. Fairly slow move, but the enemy will be completely stunned does to the mirror's intense light. |
Dusk[]
Image + Name | Info | |
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Dusk |
A Dark Mercenary who is willing to protect his fellow Mercenaries and the whole Galaxy Protection Agency. Dusk the Dutiful will not let anyone down, and will stop at nothing to make his tasks done, but he sure love to scare his enemies straight.
Dusk's main role is to scare out enemies, preferably the more annoying ones, and is very good at hiding himself from danger, and then strike when the moment is appropriate. |
Advantages | Disadvantages |
---|---|
Can hide in almost any place with his own shadow in order to avoid most enemy attacks. | Lasers and light-based attacks can hit him regardless if he is hiding or not. |
Can spook out enemies with a few of his attacks. | Most bosses are unaffected of scariness. |
Great defense, allowing him to survive stronger attacks. | His Special and Power attacks are generally slow, which require preparing ahead and good use of hiding. |
Moveset | Info |
---|---|
Shadow Punch Neutral Special |
Punch the ground to make a shadow fist comes out from the floor, hitting an enemy. |
Grab and Twirl Directional Special |
Grab an enemy and spinning around, hitting many enemies if done correctly. The grabbing range is much larger than his normal grab. |
Stretch Uppercut Upward Special |
A swift uppercut which involve Dusk stretching his own body. While his vertical hitbox is extended, it is very fast, homing, and can pin down an aerial enemy. |
Hide Out Downward Special |
Hide in his own moving shadow. Use Hide Out again while hiding will make him normally pop out, or using any attack button will deliver a quick uppercut, or using Power button to use Shadow Shark. Unable to hide in very bright places. |
Scare Face Neutral Power Move |
Dusk deform his face to become terrifying to see, causing nearby enemies to run away until after twenty seconds or getting hit. |
Dark Fists Directional Power Move |
Unleash fists made of darkness, homing on the enemies like missiles. Can pin down an aerial enemy. |
Take Down Slam Upward Power Move |
Stretch upward and slam down an enemy back to the ground. While a bit slower than Stretch Uppercut, it works even better on aerial bosses! |
Shadow Shark Downward Power Move |
Works when using Hide Out. Sprout a very sharp fin and chases on nearest enemies. Only works on grounded enemies but deals fantastic DPS! |
Umbre[]
Image + Name | Info | |
---|---|---|
Umbre |
Umbre the Uneasy is a nervous Dark Mercenary, unhappy with the constant discrimination against darkness and feels nervous about failing. That said, she is incredibly talented, and when being pushed too far, no mercy for her enemies.
Umbre is slow and heavy, but is able to slow down enemies, break down objects that only giant Versapex could break (and even pick them up unlike the latter), and is the only one who is completely immune to all statuses. |
Advantages | Disadvantages |
---|---|
Absolutely immune to all statuses. | Her boosts tend to end earlier than others'. |
Very durable and powerful. | Slow and heavy. |
Berserk Meter: If betrayed or getting hit too many times, she loses patience and get more aggressive, with her attacking power and speed greatly increased, for fifteen seconds. | During her Berserk, she lose her status immunity until her Berserk is over. Fortunately, the statuses will be quickly suppressed once her immunity had reactivated. |
Moveset | Info |
---|---|
Steel Punch Neutral Special |
Use her steel knuckles to smash the opponent, breaking their defense. |
Hectic Rush Directional Special |
Rolls ahead like a bowling ball and smashes the enemies. Holding the Special button will allow her to do manual rolling. |
Meteor Impact Upward Special |
Perform a high jump, and then make a crash landing, burrowing enemies to the ground and pin out aerial foes. |
Projectile Spits Downward Special |
Open her mouth wide and gobble up projectiles, and then spit them back. This include explosive projectiles, but she will get damaged if she didn't spit them back in time! |
Dark Break Neutral Power Move |
Swinging her arms to charge up her Dark Break, which charges forward, have high explosion vicinity and absorb projectiles for more damage. |
Gravity Pull Directional Power Move |
Use one of her hand to pull an opponent, object or movable obstacle from afar. Using this on aerial enemies will make them fall to the ground. |
Volleyball Roll Upward Power Move |
Rolls upward like a heavy volleyball. Pressing again when landing will cause her to bounce higher, up to 50% of additional height doing continuous uses. |
Calm Down Downward Power Move |
Umbre decided to go zen and relaxes for seven seconds. Upon ten seconds, she recovers all of her HP and her nearby allies' HP by 50%, but interruption will instead increase her Berserk by 20%. |
Supporting Allies[]
Image + Name | Info | |
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G.P.A. |
The main ally of Versapex (but only because the alternative is to hopelessly fight her). They will send out special units to take care of specific threats.
The G.P.A. will give specific counters to specific enemies that are painful to fight with. Tons of aerial enemies? Leave it to their anti-air missiles. Tons of dark enemies and Versapex is injured at the moment? The Light Dreadnought mecha will take care of them, even able to take on Dark Bosses. That said, they will only help out if the player is in danger. | |
Leak Quifive |
An aquatic catfish like entity that, while stern and strict, makes sure that the Stalequal G.P.A handles the situation.
He will give out advice about what's coming up in the next location, such as the potential hazards and the boss' weaknesses. He seems to know the Barbarks better than everyone else... a bit too much according to the God of Darkness. | |
Commander Fulzar |
An anthropomorphic bird who is reasonable and well-meaning, but will not hesitate to give order especially if something had gone wrong. He seems to doubt that Versapex would stay on their side, even if he have good reasons such as her overwhelming combat abilities and power.
He gives the directions for Versapex and the Mercenaries during the mission, but only between missions or when they asked them to remind them. He can become irritated when asked too often, but can keep up his cool and instruct the player as usual. |
Antagonists[]
Image + Name | Info | |
---|---|---|
Decayon |
A god of darkness who relish the death of the others, and wanted to make it comes as soon as he is able to in all of his power. Both selfish but strategic, he often try to mislead the heroes into another, but once he loses his sanity from constant failed plans, he shows his even more brutal side... But what if it is someone else that drives him even crazier?
Prior to the tenth Location, he put up traps and other obstacles in order to slow down Versapex and the Mercenaries, while also taunting them via telepathy. Once he gets taken out, his Barbarks will take his place to do the trap installment dirty work. | |
Barbarks |
Servants of the god of darkness. The more common enemies, all vulnerable to Versapex's EX Energy, but also very capable to cooperate, especially at late locations, which may end up slowing down Versapex and give rough time to the Mercenaries.
The Barbark bosses are considerably tougher and are able to go hand to hand against Versapex thanks to their special armor that allows them to take EX Energy-based attacks as normal damage, but no less. | |
Madnessins |
Under the guide of a hidden leader, the crazy crew of various elements are all prepared to spread madness, paranoia and panic thorough the entire world to have revenge on this planet for failing from their endless wars.
Madnessin Bosses are also capable to take on Versapex, long as she didn't get huge (even so, some can figure out how to deal with the giant Versapex). That said, they do need to be aware when they try to overpower her, as her Power Inversion will make them suffer. | |
Valerie Vexdom Heartgold |
Do not confuse her with the Valerie from the Zaxinian Lifts, but do not assume that she have a heart of gold either just because of her last name. This vicious, greedy and lustful capitalist was behind the whole fall of the planet Stalequal's global economy that started a permanent wars, but nobody of this planet (except the now arrested Leak Quifive) knows about her until now!
Now that she knows about the arrest of Leak Quifive leading to a temporary shutdown to Stalequal's G.P.A., she can freely conquer Stalequal with her Vexdom Knights, take the sources of all of the planet, in order to make her rich even further. She also seems to be interested with Versapex's EX Energy, but also knows the danger of using it very well. |
Locations[]
Location + Info | Missions |
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Clandestine Laboratory 000 An abandoned laboratory where Versapex is fully completed, ready for a fight... although she seems way too enthusiastic about it. This location can be skipped as this is a tutorial level, but it can be revisited if the player had forgot some essential basics. It also shows up the hazards found throughout the multiple locations, be it spikes, lava, and even automated turrets. |
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Downward Town 001 A town that had been on a downward regression does to a corrupt mayor that had been killed by the Barbarks long ago. The location have a standard flat arena and a few routes, allowing the player to practice as Versapex or one of the Mercenaries. There are no particular gimmicks in this location, and instead have optional instruction from "The Instructor" that will help the player to know how this game work, how to fight enemies and the advantages and disadvantages of Versapex's EX Energy. |
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Lava Beach 002 An ever active volcano is under constant eruption, with lava being sprouted from there to the nearby beach that is too tall for the lava to surmount, with icy cold water from the north pole cooling it down. Not that it is safe to go thorough. This location is mostly flat, but the smoke of the volcano will greatly limit the aerial assaults, so unless that the volcano had stopped sprouting lava, stick to the ground. There are large conch shells that can be used for cover, and there are still lava under loose over the solidified rock of lava. The lava will mostly disappears once the volcano returns to inactivity. |
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Floating Stones 003 Huge, floating islands in front and above Lava Beach, where the people called Neolithans lives in there. Although generally peaceful, it is recently invaded by the Barbarks. There are four islands, one very large and three much smaller ones. The large one is in the middle while each small island is on the west, north-east and south-east respectively. Below them is obviously a long trip to the ground, so falling will deal severe damage. The structure of the islands are tumbling, balancing set of rocks that is called art as the Neolithans claims. Although they can be fall by attacks or strong wind, those can quickly goes back to their normal, balancing state, but the rocks are heavy and deals damage if anyone get hit by them. |
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Snow Mechanics 004 Frozen engines that had been abandoned long ago does to rampaging Barbarks prevent them from fully working, leaving them frozen in the ices. This is a more building based location, with multiple factories that Versapex cannot enter in her giant size. The structure in each building tend to be complex, but not to the point of maze-like. There are multiple treadmills that speed up or slow down depended on the unfrozen engines; the more unfrozen, the more active treadmills. Some treadmills does the opposite; the bigger amount of active engines will instead make them slower. There are also lightning spheres that spread electricity in ordered direction. |
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Diamond Maze 005 This maze made of hard diamonds is made by a protective colossus who wanted to protect her children from intruders. Although the maze is simple to navigate, its the big mama that smashes both the player and the enemies the player should worry about. This location is a simple maze, with some aspect of a colosseum, as in an arena full of foes. A few cracked diamond walls can be destroyed by Versapex or Umbre to make shortcuts. Although there are easy-to-avoid obstacles such as slow firelines, spiked walls and falling platforms, its the diamond colossus the player should worry more, and cannot be attacked from anyone except explosions, Versapex or Umbre, or until they managed to reach where her upper body can be seen. |
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Toxic Bamboos 006 The people of the Toxic Bamboos, Pandoxics, are used to eat the titular toxic bamboos, but the arrival of Madnessins had caused disruption on the bamboo gardens. There are multiple level of heights in this location, allowing those on the higher ground to get an advantage in shooting range. The entire location is circular, with a ring of sludge, and the center having the highest ground. As it should be obvious, poisonous obstacles are more common than anywhere else. Only poison enemies are immune to those, but they are sparce compared to the more varied enemies. Just be careful to not full into the sludge river! |
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Flooded Cemetery 007 A cemetery where dead aquatic people rest, with a few Merspirits resides to make sure everything is in order. Unfortunately, the Barbarks embarks into the cemetery with intention to make something they dubbed "Mer-Zombies"... Although a two-leveled location, the lower floor is flooded with water, needing good use of one of the two Water Mercenaries to progress with little worries. Aside of abundance of water, there are also thorns that drink the water. Allowing them to drink them by moving the toxic crates, although the flood will raise back as the thorns get satisfied after five minutes. |
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Red-Hot Highway 008 This highway was only accessible for those who are immune to heat, moreso lava, but those who can fly can fly over it with no problems. Below the highway is full of lava, and only Celsius can hope into it. Be thankful that the G.P.A. agents had evacuated the highway, preventing passerby cars. That said, a few damaged routes will collapse, requiring staying away from. The highway itself is straightforward and have multiple curved paths from forked paths, but enemies are much more common than usual, requiring extra firepower like Versapex's giant size to get thorough. |
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Fated Darkness 009 A village destroyed by the Barbarks, with some sort of dark magic to permanently make cloudy night in the village's vicinity. The nearby tower is where the God of Darkness reside, thus the goal is not far away... right? The village is completely emerged into darkness, which only Versapex, Dusk and Umbre can see thorough it. Attempting to enter it without illumination will receive a very bad surprise from Brutack, Deceyon's strongest Barbark minion who gives a mean beat-up which costs 25% of any victim's total HP. The village is squarely, but the total darkness makes it instead an X-shaped level with no Illumination Lantern used. When all of the Illumination Lanterns are used, the dark magic is expelled, causing Brutack to react. |
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Terror Tower 010 A tall tower full of vicious traps, elite Barbarks, and a hundred of skeletons. Living skeletons. The final battle is on-- wait, something is not right! As expected, the tower have twenty floors to pass thorough. But once the player had gotten to the tenth floors, the God of Darkness Deceyon goes on a rampage and attempted to demolish his tower in a vain attempt to kill Versapex and allies! There are multiple hazards and enemies that appeared in the previous locations. Clone version of bosses also appears, but they have lower health and are less powerful. |
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Furious Woods 011 Home of sentient trees that goes on killing visitors and each others, but especially each others. Despite their endless violence, the seeds from their death ensures that the Furious Woods will not go extinct just yet. This location is constantly moving does to the trees being sentient and violent. However, there is still obvious patterns and also isolated large rocks to sit on. The only real enemies are the titular Furious Woods; the only enemies are the aerial ones, and even so they could be swatted away by the angry trees. |
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Ludicrous Richness 012 Owned by a now deceased man who was once the richest man of the whole Stalequal... and he become so greedy that he put them all in a forbidden temple so that no one could retrieve them in legal way or not. Nowadays it is guarded by equally greedy Madnessins. A squarely area with a large temple the player(s) can enter, with large, golden and silver poles used for flightless characters to climb on. The mountains of treasures can cause a treasure-slide if stepped on the top or if an earth-shaking move is used near them. Anyone burrowed under them are immobilized for a while and get severely damaged. |
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Hazard Streets 013 A polluted section of an abandoned city. Clearly the mayor did a poor job handling the city. However, there are important items dropped by the Madnessins that would grant Versapex and the Mercenaries the access to the Foul Laboratory... This location is only small part of the very large city, which you can explore with many treasures and items out there, but going beyond is optional. The streets themselves are heavily damaged, making it difficult to navigate without some reparation first. Down below is the toxic liquid that will hurt anyone that have contact into it, and gives Poison status for ten seconds. There are also other hazards such as collapsing walls and dust devils. |
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Foul Laboratory 014 A laboratory ran by a corrupt president of the sandy country, arrested for his war crimes. This are where the Madnessins and a few of the Barbarks are made. Turns out that the two factions used to work together before the former proved too violent and psychopathic, even for the now dead Deceyon. This location is structured in four parts, which are the Test Room, the Creation Room, the Weapon Chamber and the locked Meeting Room, each with different hazards, enemies and The player have to explore the three former rooms in order to find clues about their full origin and why are they made, but it would be no easy as tougher enemies, with some toughen up Barbarks attacking both the Madnessins and the player(s) out of revenge, are guarding the place. Unlike other locations, there is four missions to complete, but the first three can be done in any order. |
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Computerized Gallery 015 A gallery run by a computer who had gone rogue in the recent time, controlling the Guard Robots in order to kill all uninvited visitors (reads; everyone but himself). This location is a real maze, as there are so many rooms that it is difficult to keep track. Thankfully, the player(s) can consult the map at anytime in the pause menu. There would be too many traps and hazards for this table to list, so here are a brief list of the more common traps; animatronic dinosaurs, active weapons that shoot in a certain interval, rolling stones, holographic version of enemies that cannot hurt and cannot be hurt to add paranoia, etc. |
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Antaron Colony 016 A small colony spaceship where the Antereons work together to survive. The invasion of a strong Madnessin had splinted the colony into two parts. There are seven rooms, three from each side and one that is begrudgingly shared by both sides, and each room have different maze-like structure that the player(s) should keep track. Although they can be knocked out, both the West Antarons and East Antarons will attack the player(s) shall they approach them, but will attack each others otherwise. |
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Destroyed Palaces 017 A ruined world that is victim of too many Maddened people, who went all-out violent does to their hatred toward each others getting intensified to deadly extent. This ancient ruin have multiple fallen small and shattered islands that can be hopped into, one of them constantly moving in circular pattern despite being heavily damaged. Unlike the other locations, there are no real hazards, only a mountainous amount of different Barbarks and Madnessins, thus not recommended to face them head-on unless if Versapex become giant, and even so they might end up overwhelming her if the player get too careless. |
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Skeleton Ship 018 One of the two hideouts of the Madnessins, being made of skeletons of fallen civilization. Thankfully it is not made of flesh or anything else related... because they will rot fast in the air. The ship have three floors; the top one allows for a free fly but tend to get attacked by homing missiles if not taken care of the cannons, the second one is filled with elite Madnessins, and the third one is more filled with explosions that can only be activated with a specific button. Spikes are more common, as well as barrels where some Madnessins stored themselves for an element of surprise. There are also isolated explosives that will destroy smashed walls. |
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G.P.A. Headquarter 019 One final Madnessin had managed to take over the G.P.A. HQ of Stalequal... but how is that even possible? Obviously there is one way to find out but that would be no easy task with the hacked security system! The player have to get to the upper floor where Leak Quifive usually resides, but the player have to collect the last Skull Key guarded by reinforcing Madnessins. All rooms after the entrance are locked by the Mad Gates, and each requires a Skull Key to unlock. Thankfully, the player starts with five Skull Keys to skip frustrating search of one key in one tough room. |
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Mad Orb 020 The bigger floating headquarter of the Madnessins. Leak Quifive turns out to be the one responsible for the Madnessins' creation, but everything else is only an unfortunate coincidence. Even Decayon's ascending insanity, much to Leak Quifive's surprise. Unlike the previous locations, this one is completely arena-like, something you would not expect for a final level. Five waves of different enemies comes after Versapex and her allies to make sure they will not stop Leak Quifive from spreading paranoia and madness. Each wave shift the floor into a new arena, making it difficult to keep on track. Thankfully each wave does give a warning via flashing floor, so that the player(s) can have time to stay off the flashing parts. |
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Extremity Sky Final So... Leak Quifive turns out that he wanted to spread madness because one now-dead god had attempted the same into him by controlling the weathers in an attempt to wipe out the civilization but ultimately failed. He only wanted to restart the civilization by exterminating all of the people and self-destructing his minions so that he can start a new life... but Versapex will not let him do such a genocidal dirty work. |
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Asteroid Route 021 Route of asteroids with the super gigantic floating island called the Vexdom Empire being not too far away. The Vexdom Empire had attempted to monopolize the asteroids of the galaxy to collect the resources, forcing Versapex and the Mercenaries to put a stop into it. Because of the lack of gravity, the player(s) that does not make flight uses a custom-made jetpack in order to travel. The asteroids forms what vaguely an "X" formation. Small, red asteroids can be break by anybody, but larger gray ones had to be broken by giant Versapex. There are also drillers fired from the Vexdom Empire, which can be destroyed but will deal severe damage if hit by them. |
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Sandstorm Sea 022 It was an entirely oceanic planet before the Vexdom Empire had absorbed around 55% of the water, leaving a big amount of sandstorm-prone lands. The Mercenaries landed there to help the injured Versapex to get into a shelter for her to rest. Completing all missions or waiting for three minutes in Mission 3 allows the player 1 to play Versapex as normally. The land the players are on right now is relatively safe, but there are still sandstorm that will hinder the sight of both the players and the enemies. There are also a few sand tornado that will transport the players and enemies alike away, with the exception of the largest enemies and the boss Diggtoro. |
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Ludicrous Luxury 023 An utterly massive treasure section of the Vexdom Empire, guarded by the strong Golden Drones. Stealing from there is not only unnecessary but also hypocritical, but the players may instead use the big gold key to unlock a deeper section. The location is squarely, limited by a forcefield that, while it can be broken by intense force, can be brought back quickly. The paving of the "ground" is very inconsistent does to being full of different treasures. There are not much real hazards other than making "treasure-slides", but the players should worry more about the tough Golden Drones that will not stop harassing them. |
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Underground Fortress 024 A section of the underground, heavily fortified by cannons and solid walls. This maze-like structure might use all of the abilities the players had mastered so far, so be prepared. As already stated, the location is a rather easy maze, and the map is circular with squarely corners on the north, south, east and west, where the towers are. That said, all of the previous hazards from all previous locations are there, with the remnants of Barbarks and the revived Madnessins prepared to take on Versapex and the Mercs once and for all. |
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Spiteful Richness 025 A post-end final fight with Valerie Vexdom Heartgold, who's proven to be more than a rich threat; she is able to take on anyone by aiming at their weak spot she can identify. Valerie's boss fight consist of three phases, the first one being a warm-up and the second one is where she started to be even more threatening. The third one is even further threatening, messing up with the stage. |
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Items[]
Attacking[]
Healing[]
Distraction[]
Traps[]
Special[]
Enemies[]
Dud Dummies[]
Name + Info | Attacks |
---|---|
Dud Dummy 000 Those programmed dud dummies were supposed to put up a fair match, but an invasion from an unknown force had caused them to go awry and attack anyone in sight. They are very weak and dies in one hit, but that doesn't mean that you should ignore them, period! |
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Barbarks[]
Name + Info | Attacks |
---|---|
Rough Fists 001 While not the smartest henchmen of Decayon at first, they focus on team play later on, making them dangerous if they get too close to the player. |
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Two-Headers 002 Dumber and more unwise than Rough Fists does to hating each others to the point of detrimental to their goal, their headbutt then to be very painful. |
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Snotorn 003 Those big-nosed Barbarks sprout freezing snots from their nose, which is both gross and dangerous. Thankfully, they are not quick on their feet. |
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Rotten Roots 004 An undead tree that attempt to leech the players' vitality by using their rotting roots, but are slow and hates fire, as this element can burn their leaves and make them deader than they already are. |
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Gloryfish 005 Humanoid fishes that seek for deathly glory by going into killing spree. Their spear can hurt, but can break by strong attacks, making them ashamed and cowardly. |
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Madnessins[]
Unaffiliated[]
Bosses[]
Barbarks[]
Name + Info | Attacks |
---|---|
Angstrike B01 A perpetually insulting monster made of magma and rocks, this one-eyed freak is all about destruction and spread despair. Too bad that he's no match for Versapex... but that does not means that he cannot hurt her! Hitting his eye, especially with Water-based and Light-based attacks, works best as not only it deals more damage to him, but it also cause him to be blind for a while, disabling him to aim well. |
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Dr. Magmer B02 Dr. Magmer is a golem who controls magma, and created Angstrike despite not caring about the disastrous result. He all cares about science and always wanted to experiment, something that will eventually cost his luck. Like Angstrike, Dr. Magmer is vulnerable to water-based attacks, but he takes light-based attacks as normal damage. He will also summon Magmutts for reinforcements. |
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Madnessins[]
Unaffiliated[]
Gallery[]
Trivia[]
- As the creator of the game, Samtendo, stated, although this game will have Versapex portrayed as a heroine, it is revealed that she would become more antagonistic does to her potential actions despite having no evil goals in her mind.