Nuclear Throne

Nuclear Throne

302 ratings
A Comprehensive Guide to Nuclear Throne
By spider
The aim of this guide is to explain every little bit of Nuclear Throne, ranging from enemies and floors to achievements and (extremely) basic modding. This guide does not include information about Nuclear Throne Together
12
4
17
4
5
5
3
3
3
3
   
Award
Favorite
Favorited
Unfavorite
Introduction
This guide's goal is to be a quickly accessible wiki-like page for Nuclear Throne, describing every aspect of it, big or small.

Due to this, the guide is absolutely large; I heavily advise you to use CTRL+F to search for the thing you need.


This guide does not bother with hiding spoilers for Nuclear Throne, so if you care about those, you have been warned.

Additionally, please report any mistakes you find in the comments, whether they're simple grammatical/lexical errors or straight up misinformation. Every little report is of great value, and the accompanying error will be fixed as soon as possible.

Some parts of this guide were based purely on speculation, as I was not able to verify the information, or it was too risky to do it. Those parts will be marked with a "(source needed)" tag. If you can provide further details on these topics, that would be greatly appreciated. To find these tags, just open the search window (CTRL+F), and type in (source needed)

A good part of the images in this guide have the exact width of a Steam guide section (638 pixels). This width lets an image take up the entirety of the guide while retaining its original pixelscale. Resolutions that are too small (a very minimized browser window) or too big (source needed) may display these images in a manner that's not intended, and as such may result in lower visual quality.

The guide will also not go into the most extreme details in every section, especially ones related to enemies and bosses, as learning the game yourself is also an important part of gameplay.

Additionally, the guide will not include information about the characters Frog, and Skeleton (besides the information and tips for the achievement related to him), as these characters are quite redundant in my opinion.

I also want to give special thanks to the Official Nuclear Throne Wiki[nuclear-throne.fandom.com], as it helped me verify a good chunk of information

If you're a The Binding of Isaac: Rebirth player, you might also want to check out my comprehensive guide for that game:
https://steamcommunity.com/sharedfiles/filedetails/?id=1441000071
Index


Here you can take a quick look at what will be discussed in the guide:

The Basics:
    Controls & Settings
  • Quick overview of the controls and settings
    UI Elements
  • Elements of the user interface, including HP, ammunition, radiation, and more
    Environment
  • Elements of the environment and their effects on the player
    Pickups
  • Various pickups which may spawn during gameplay
    Characters
  • Overview of the 12 (14) playable characters in Nuclear Throne

The Wasteland:
    Areas
  • A quick look at the 7 main areas and the 9 special areas present in the game.
    Area Map
  • A subsection hosting a full route map of the Wasteland
    Enemies
  • A list of all enemies in the game, along with their behavior, HP and damage values, spawn locations, and combat tips
    Bosses
  • A list of all the big baddies and how they're going to beat your ass for absolutely free
    Game Modes
  • A quick overview of the few gamemodes in Nuclear Throne
    Looping
  • Nuclear Throne's biggest gameplay mechanic, explained in detail

Items:
    Mutations
  • Acquiring enough rads gives you access to mutations — gameplay modifiers, that can increase your chances of living
    Weapons
  • A section hosting all of the available weaponry in the Wasteland, listing their stats and potential uses
    Crowns
  • Gameplay modifiers hidden deep within the Crown Vault

Miscellaneous:
    Achievements
  • A list of all achievements, and tips on how to get them
    Game files
  • The very basic modding of the game, a.k.a. the lang.ini file and NT's sound files
    Changelog
  • All changes made to the guide throughout its lifespan
Controls & Settings


The controlset of Nuclear Throne is quite simple, consisting of only 8 keys
    Movement
  • W (up)
  • S (down)
  • A (left)
  • D (right)
    Combat
  • LMB or Z (primary fire)
  • RMB or X (special ability)
    Interactions
  • E or LEFT SHIFT* (pick up/use)
  • SPACE (swap active weapon)
* - LEFT SHIFT is a hidden keybind, not changeable





A quick overview of the 4 categories of settings in Nuclear Throne:
AUDIO, VIDEO, GAME, and CONTROLS.
Settings will be explained in the order they appear in the menu.

NOTE:
These settings are from the [openbeta] branch of the game, which is available in the Steam properties of Nuclear Throne (right click on NT >> click Properties >> select Betas >> select [openbeta] from the list).
If you do not have the [openbeta] branch installed, the settings might look slightly different



MASTER VOLUME:
Controls the overall volume of the game.
Note that there is no SFX VOLUME slider, meaning this setting is the only one that lets you change the volume of normal sound effects

MUSIC VOLUME:
Controls the volume of the music

AMBIENCE VOLUME:
Controls the volume of the background sound effects, e.g. wind

3D SOUND:
Determines if directional sound should be on or off.
Directional sound plays sound effects happening to the right of the player on the right channel and sounds to the left on the left channel for a more immersive experience.


FULLSCREEN:
Determines fullscreen mode.
OFF renders the game in a window, ON renders the game fully on the screen, while BORDERLESS is the same as ON, but allows for faster alt-tabbing at the cost of performance.

VSYNC:
Determines if V-Sync should be on or off.
Short for vertical synchronization, V-Sync synchronizes the frame rate limit to the refresh rate of your monitor in order to prevent screen tearing.

WINDOW SCALE:
Determines the scale of the game window.
Only available in windowed mode (FULLSCREEN: OFF).

CROSSHAIR:
Lets you change how your cursor looks.

SIDE ART:
Lets you change how the black bars on the sides of the screen look.
Black bars appear when the aspect ratio of your monitor conflicts with the aspect ratio of Nuclear Throne.

SCREENSHAKE:
Determines screenshake amount.
Screenshake is a cosmetic feature, that does what the name implies: it shakes the screen when something like an explosion happens.
Nuclear Throne is notorious for having comical amounts of screenshake; it's best if you keep the screenshake at 0% or under 10%

FREEZE FRAMES:
Determines the length of frames during which the screen is frozen upon killing enemies.

HIDE HUD:
Determines if the user interface during gameplay should be hidden or not.

GAMEPAD STYLE:
Determines how the game displays gamepad controls when using one.


BOSS INTROS:
Determines whether boss intros should play when a boss enemy spots the player.

PLAY TUTORIAL:
Determines if the game should launch in tutorial mode upon starting a new run.
Only toggleable in the main menu

TIMER:
Determines whether the timer should be on or off.
The timer tracks gameplay time during a run, and pauses whenever the game is paused.

STREAM KEY:
Prints a stream key.
The stream key allows for game data to be sent to streaming software.

CURSOR:
Determines the mode of the cursor.
NATIVE makes the PC render the cursor, which results in a smoother experience.
COMPATIBLE makes the game render the cursor, which helps if the cursor is not visible under normal circumstances. This, however, results in a choppier cursor if the frame rate isn't consistent.
DEFAULT makes the game render the cursor, and confines it to the pixelspace of the game, resulting in a very choppy cursor.

MOUSELOCK:
Determines if the mouse should be kept within the confines of the game window or not.

AUTOPAUSE:
Determines if the game should automatically pause if it detects that the window is out of focus.

FRAMERATE:
Determines the FPS limit.
Unconfigurable during gameplay.

VIEW CREDITS
Shows the credits

DELETE DATA
Deletes local save data.
Steam achievements unaffected (source needed)


GAMEPAD:
Determines if the controls should be handled through a gamepad, assuming one is available.

AUTOAIM:
Determines the amount of auto-aim when using a gamepad.

AIM:
Determines which joystick should be responsible for aiming when using a gamepad (source needed).

FIRE:
Keybind for primary fire

ACTIVE:
Keybind for the special ability

SWAP:
Keybind for swapping the active weapon

PICK UP/USE:
Keybind for interacting

MOVEMENT:
Keybinds responsible for moving up, left, down and right.
Upon requesting to change them, the game will ask for the 4 keybinds one after another.
UI


Short for user interface, the UI informs the player of their current status regarding health, ammunition, their equipment, etc.
Just like everything else, the UI of Nuclear Throne is very simple, as shown below.

A typical Nuclear Throne run

Health
Informs you of your current health, with the left number being your current health, and the right number being your maximum health.

Max HP reaches a few important breakpoints:
  • At 1 HP, you can be killed by anything
  • At 2 HP, you can tank a maggot or a single fire projectile
  • At 3 HP, you can tank a venom shot
  • At 4 HP, you can tank a common projectile
  • At 5 HP, you can tank a Snowbot melee
  • At 6 HP, you can tank a small explosion, or a single heavy melee attack
  • At 7 HP, you can tank a Dog Guardian melee
  • At 9 HP, you can tank an Elite Inspector melee hit
  • At 11 HP, you can tank a superheavy melee attack

Radiation
Nuclear Throne's equivalent of experience. Every radiation level gives you access to one new mutation. When you reach a new level, the icon will have a white outline, as shown on the right.

Higher radiation levels require more rads to reach them.
Every subsequent level requires 60 more rads to reach
(e.g. lv1 requires 60, lv2 requires 120, lv3 requires 180, and so on)

Weapons
Shows you your currently equipped weapons
along with their remaining ammo and reload time.
Golden weapons have a yellow outline, while ultra weapons have a green outline.

Ammo
Shows all of your ammo reserves.
From left to right: bullets, shells, bolts, explosives, energy

Bullets are your starting type of ammunition for most characters. They're weak by themselves, but can pack a punch in numbers. They're a common find in earlier areas

Shells are just heavy bullets; strong individually and even stronger in a cluster. Shells are a relatively common find in most areas.

Bolts are tightly packed pieces of damage designed to swiftly take care of a single target at once, potentially more if you're a good shot. They're a relatively uncommon find in most areas.

Explosives are a type of ammunition designed to take care of multiple targets at once, but work just as well for singular targets. For how much damage they deal, they're a paradoxically common find in most areas of the game. This is offset a bit by their friendly fire potential, which can sometimes end a run.

Energy is the last of the five types of ammunition. This type of ammo is utilised by some of the strongest weapons in the game, and its general purpose is to just deal craptons of damage. It's a relatively common find in most areas of the game, but usually gets used up very fast.

By default the player can have at max:
  • 255 bullets
  • 55 shells
  • 55 bolts
  • 55 explosives
  • 55 energy
With the Back Muscle mutation the caps increase to 555, 99, 99, 99 and 99 respectively.

Mutations
Shows mutations the player has acquired throughout the run.
Ultra mutations have a green outline.

Timer
Shows the current gameplay time,
assuming the timer is turned on in the settings.
The timer's format is [minutes]:[seconds]:[milliseconds]
Environment - Introduction


Unlike other roguelikes, the world generation of Nuclear Throne is extremely simple, meaning there isn't much of an environment to talk about.

Screenshot of one of the many ways 1-1 can generate in.
Note the ammo chest, weapon chest and the radiation canister to the left.

As you can see above, every area you'll be going through in NT is simply a big chunk of empty space surrounded by walls. Throw in a few enemies and a few props and you're ready to go. This section will be focusing on the latter; the props - things like the cacti in this screenshot's case. The ammo chest, weapon chest and the radiation canister to the left are one of the few global props - props, that appear in most levels of the game. Those, however, are discussed in the Pickups section.

Props can be split into four categories:
  • Non-functional props
  • Functional props
  • Explosive props
  • Portals (or portal-related)
All of them are described below, except non-functional props, which will be skipped over, because let's be honest, why even bother discussing them when all they do is look pretty, yeah?
Environment - Functional Props
These are objects that serve a certain purpose, whether it's activating something
or blowing your face off.

The objects will be sorted by the area in which they appear in.

The Desert, Oasis and the Sewers have no functional props



Pizza Box
Has a 20% chance to drop a small Medkit pickup upon being destroyed



Fire Trap
Spews fire in horizontal and vertical directions, alternating between the two.
Can be destroyed by explosives, or the Hammerhead mutation

Y.V's Mansion has no functional props



Cocoon
Has a chance to spawn either a pickup or an Alligator upon being destroyed.

The Cursed Crystal Caves have no functional props



Snowman
Spawns three Snow Bandits and a couple Rads upon being destroyed





Frozen Corpse Flower
Spawns in 5-1, if you have the Last Wish mutation upon spawning in.
The player can interact with the plant, which will damage them for 1 HP.
Sacrificing 4 HP to the plant opens a portal to the Jungle.

The Jungle has no functional props.



Mutant Tube
Spawns 8 Freaks when destroyed



Guardian Statue
Spawns a Guardian when destroyed.
Destructible via the Nuclear Throne (boss) and its attacks/movements.
They can also be destroyed by any weapon that destroys walls without using explosions (weapons such as the Plasma Cannon and its Super variant, the Lightning Cannon, the Devastator up close, etc.)



Vault Guardian Statue
Spawns a Crown Guardian when destroyed.
Unlike its Palace counterpart, this statue can be damaged by the player,
using any weapon.

Y.V's Crib and the HQ have no functional objects.
Environment - Explosive Props
These are the objects which explode when destroyed.

The objects will be sorted by the area in which they appear in.



Explosive Barrel
Explodes when destroyed.
Bandits tend to spawn near them.



Naval Mine
When destroyed, floats off the chain and explodes shortly after.
The explosion additionally sends out 10 shots in a big circle.



Toxic Barrel
Explodes and releases a cloud of toxic gas when destroyed.

The Pizza Sewers have no explosive props.



Car
Explodes in a wide radius when destroyed.




Broken Golden Car
Explodes in a wide radius when destroyed.
Spawns exclusively in 3-1.
Can be repaired with a screwdriver, which gives you access to Y.V's Mansion.
The car is still explosive, even after being repaired.



Golden Explosive Barrel
Explodes when destroyed.

The Crystal Caves and the Cursed Caves have no explosive props.



Frozen Car
Explodes in a wide radius when destroyed.

The Jungle and the Laboratory have no explosive props.



Generator
Explodes in a small, yet extremely damaging radius when destroyed.
Additionally drops a few Rads upon destruction.

The Crown Vault, Y.V's Crib and the HQ have no explosive props
Environment - Portals
Portals are a key part of Nuclear Throne. They are your main way of transport around the Wasteland. This section describes every portal and one portal-related object

Portal
The portal you'll be seeing the most.
They spawn after every enemy on the map has been killed, but can also spawn on other special occasions, e.g. blowing up the manhole in the Sewers or using the Golden Car.
When a portal spawns, all enemies that are alive are instantly killed, regardless of health, and every pickup currently sitting on the map gets pulled to the player, unless stopped by a wall.
Any destructible/openable object near the portal gets instantly destroyed/opened (e.g. cars/chests).
Being near the portal will make the player gravitate towards it until they get past the "event horizon", past which the player cannot get out of the portal's pull.
The player is immune to all damage except explosions when past the event horizon, and is immune to absolutely all damage while inside of the portal's sprite.

Loop Portal
A unique and absolutely giant
portal used in initiating a loop.

Spawns exclusively after destroying all of the giant generators in the Nuclear Throne fight and then killing the Throne.

The Loop Portal has infinite pull distance - any entities in the area (including the player) will start getting pulled into the portal shortly after it stabilises.

Other than that, the Loop Portal works identically to the normal Portal.

Proto Portal
A special variant of the regular Portal, which transports you to the Crown Vault.
To spawn it, you need to destroy a charged Proto Statue.
Proto Portals do not kill enemies upon spawning, unlike regular Portals.

Proto Statue
A unique prop used to access the Crown Vault.
These statues always spawn in 3-2 and 5-2, but can also spawn in 1-2 and 7-2 if you're in a loop.
The cover of the statue can be taken off by damaging it, after which, the statue will start charging (the statue shown on the right is without the cover).
The statue charges by collecting Rads around it in a wide radius. The dots on the sides of the statue indicate the charge level.
After the statue is fully charged, a small portal will appear in the place of the cover. Destroying the statue will spawn the Proto Portal, which will take the player to the Crown Vault.

I.D.P.D. Portal
Portals used by the I.D.P.D. to quickly get their units onto the scene.
In most cases, the player cannot interact with them, and their only purpose is to spawn I.D.P.D. units, however, in the HQ, these portals are the main way of transport.
Environment - Grid Entities
The walls in Nuclear Throne aren't the same everywhere at all times.

Sometimes, a piece of a wall may be spiced up with something, such as having a car lodged inside of it, or a crystal, that provides light.

Sometimes this may not even be a wall, but a piece of the floor, which affects the player in a certain way.

These are what I like to call grid entities - special pieces of the map grid, that affect the player or the environment in a certain way. There aren't many of these in the game, and even they have got their cosmetic division, just like props.

From left to right:
A car lodged into a wall in the Scrapyard,
which explodes upon being destroyed,
a crystal in the Crystal Caves,
that provides light,
and a generator in the Palace,
that explodes upon being destroyed

Wall entities will always be 2x2, and will be destroyed all at once (i.e. destroying one of the corners of a wall entity will make the entire 2x2 wall collapse). This sometimes has an effect on gameplay, especially when the player tries to use the environment as cover.

Tile entities (or Floor entities) on the other hand can be of any size, or shape. There are only two functional tile entities in the game, these being the Cobweb and Ice tiles; the former slows you down, while the latter makes your movement slippery.
Pickups - Introduction


As with any other roguelike, throughout your adventure in Nuclear Throne you will find various pickups during gameplay — small items that are attracted to you if nearby that can reward you with various resources, of which there are three: ammo, health, and radiation.

A full list of them is down below.
Pickups - Ammo
There are 5 pickups (+1 secret chest) in Nuclear Throne, which provide ammunition for your weapons.
All of them are listed in the table below.

Ammo crates only give a single type of ammunition. Possible contents are divided with a row of dashes.

Ammo crates give you ammunition for your currently held weapons unless specified otherwise

Appearance
Name
Contents         
Spawn conditions
Notes
Small Ammo Crate
32 bullets
-----
8 shells
-----
7 bolts
-----
6 explosives
-----
10 energy
Drops from enemies.
The lower your ammo is, the higher the drop chance
If not picked up for a certain period, the pickup fades away.
The fadeaway time is shorter with every loop.
Cursed Small Ammo Crate
48 bullets
-----
12 shells
-----
11 bolts
-----
9 explosives
-----
15 energy
50% to replace a regular Small Ammo Crate if the player is holding two cursed weapons
They fade out three times as fast as regular small ammo crates,
and they also explode upon fading out.
Unlike any other small pickup, these crates aren't pulled towards the player from any distance
Ammo Crate
2 Small-Ammo-Crate's worth
1 Ammo Crate spawns in almost all floors.
More Ammo Crates can spawn at once if the player has the Open Mind mutation.
-
Present Crate
3 Small-Ammo-Crate's worth
25% chance to replace a regular Ammo Crate (except in 7-3, where the Present Crate can't spawn)
This crate gives you random ammo types.
If the chest is opened via a portal, it drops 2 Small Ammo Crates, which give you ammo for your currently held weapon.
I.D.P.D. Ammo Crate
5 Small-Ammo-Crate's worth
After 3-3 and until 7-3, has a 6.6% chance to replace a regular Ammo Crate
Opening it causes a bunch of I.D.P.D. units to spawn.
Pickups - Health
There are only two pickups in Nuclear Throne, which can give you health.
They're listed below.

Appearance
Name
Contents
Spawn conditions
Notes
Small Medkit
+2 HP (4 with Second Stomach)
Has a chance to replace Small Ammo Crate drops when the player is injured
Small Medkits fade out, just like Small Ammo Crates.
The fadeout time gets shorter with every loop.
Medkit
+4 HP (8 with Second Stomach)
If the player enters a floor when below 50% HP, the Radiation Canister has a 50% chance to be replaced with a Medkit
-
Pickups - Radiation
There are 5 pickups in Nuclear Throne, that increase your radiation level.
All of them are listed below.

The Portal Strike Canister was included to not waste space on a section holding just one pickup
(and also it looks like a radiation canister)


Appearance
Name
Contents
Spawn conditions
Notes
Rad
1 rad
Drops from just about every enemy
Fades out, as small pickups do.
Fadeout time gets shorter with every loop.
Radiation Chunk
10 rads
Dropped by stronger enemies/objects.
Fades out just like the regular Rad
Radiation Canister
25 rads
Spawns in almost every floor.
Very fragile.
Can be broken by walking over it, or when the canister is hit with any projectile.
Infested Radiation Canister
Rarely spawns in the Desert
Spawns 20 Radioactive Maggots, each of which drop 2 rads.
Thus, the total amount of rads dropped is 40.
The maggots die upon contact with the player.
With enough luck, you can kill all maggots at once by walking over the container.
This will cost you 1 HP though.
Large Radiation Canister
45 rads
Spawns if the previous floor's Radiation Canister was not broken.
This means that leaving a radiation canister gives you a net loss of 5 rads.
If you leave the large canister too though, a hostile Horror will spawn in the next floor, which could potentially result in a net rad gain, as in an optimal scenario, a hostile Horror will drop 115 rads for a net gain of 40 rads.
Portal Strike Canister
1 Portal Strike
Replaces radiation canisters when playing as Rogue
-
Pickups - Weapon Chests
While not really pickups per se, the Weapon Chests can be counted as pickups regardless, because of how they spawn, and because weapons spawned by them give you ammo upon walking on them (2 Small Ammo Crate's worth).

There are 4 (+3 secret) chests in the game that can grant the player weapons.
All of them are listed below.

Appearance
Name
Contents
Spawn conditions
Notes
Weapon Chest
1 weapon, quality depends on current difficulty level
(for more info on difficulty, see Areas - Introduction)
Spawns in almost every floor.
Additional weapon chests can spawn if the player has the Open Mind mutation
-
Cursed Weapon Chest
1 cursed weapon, quality is higher than that of a regular weapon spawn
Has a chance to replace a regular Weapon Chest if the player has a Crown equipped
-
Large Weapon Chest
3 weapons, quality depends on current difficulty level
Not opening a Weapon Chest adds a 25% chance for the next floor to contain a Large Weapon Chest.
This chance stacks additively, and is reset only when a Large Weapon Chest is opened.
-
Proto Chest
Rusty Revolver by default.
The player can use the Proto Chest to store weapons between runs.
Always spawns in the Crown Vault if the player enters it with a crown already equipped.
Very useful for getting certain golden weapons on characters without praying to RNG for the right one to drop in the Mansion.
Pickups - Secret Chests
In addition to the regular pickups you see everywhere in your journey there are also 4 secret chests, that appear only in specific circumstances.

The sprites have been downscaled to a 1:1 pixel ratio, unlike in the other sections. This is because that giant ass chest you see down below would take up half the screen if I uploaded it in the normal ratio.

Appearance
Name
Contents
Spawn conditions
Cursed Large Weapon Chest
3 cursed weapons
Guaranteed spawn in 4-? (Cursed Crystal Caves)
Golden Weapon Chest
1 golden weapon
Guaranteed spawn in 3-? (Y.V.'s Mansion)
Large Golden Weapon Chest
25 weapons from 11 difficulties higher
(see Areas - Introduction for more info on difficulty)
Two of these spawn in Y.V.'s Crib.
Three if you have Open Mind.
(For accessing the Crib, consult Secret Areas - Y.V.'s Crib)
Large Golden Ammo Chest
25 Small Ammo Crate pickups
Two of these spawn in Y.V.'s Crib if the player has Crown of Love.
Three spawn if the player has Open Mind.
Characters - Introduction


In Nuclear Throne there are 12 (+2 secret) characters you can play as.
Each of these characters have a unique trait or ability (such as more max HP, rolling, telekinesis, etc.), that separate them from other characters.

Every character is described in depth below in their own section.
Characters - Fish


The 'default' character. Doesn't particularly lean into either defense or offense.
His active ability increases his mobility substantially, making dodging much easier, while his passive allows the player to be more lenient with their ammo efficiency, making Fish a good pick for beginners.

Max HP: 8
Passive Ability: More Ammo
Active Ability: Roll

Fish likes ammo. A lot.

His passive lets him start with more ammo than other characters, 25% more ammo to be exact.
Fish also gains 25% more ammo from ammo crates, meaning ammo will be mostly a non-issue throughout the run.

His active ability lets you move around the map much faster, and can also help in a pinch to escape a tough situation (Do note though, that rolling does not make you invulnerable to damage; you're still just as vulnerable as before rolling). Such high mobility also means that Fish will usually be the faster one to clear an area than other mutants, making him a good pick for players that want to have a quick run.

His biggest upside, though, lays all the way in 0-1.
The Guitar; one of the best, if not the best melee weapon in the game. It combines the speed of the Wrench with the damage almost equal to that of the Sledgehammer, meaning that if you manage to loop with Fish, you get a melee weapon unlike any other that will carry you through a good chunk of the run.

Surprisingly enough, Fish can also be an excellent level cleaner. His Gun Warrant ultra mutation lets him have infinite ammo for 7 seconds after entering a level. My favorite things to combine with that are always the Super Plasma Cannon and the Trigger Fingers mutation. This devilish mix lets you spam SPC shots for as long as Gun Warrant is up, and by the time it goes out, most of the level will be dead anyway.


  • Starts out with 25% more ammo
  • Can roll, making dodging and getting around the map easier.
  • Can access one of the best melee weapons in the game
  • Level clearing potential after reaching Level Ultra
Characters - Crystal


The tank. Certainly the most defense-oriented character in the game.
With 10 HP and a powerful shielding ability, Crystal is aimed at players who value survivability over offense

Max HP: 10
Passive Ability: -
Active Ability: Shield

Crystal specializes at avoiding damage, and tanking it, if the former is unachievable.

Her shield is the most valuable asset, allowing her to instantly turn into a large crystal that keeps her out of harm's way by deflecting or destroying projectiles, only letting a few attacks actually get through, like melee swings (from enemies like the Assassin), or explosions.

The shield lasts roughly 1.2s, and can be spammed very fast; the only cooldown of the shield is its disappearing animation, which lasts roughly 0.6s.

Crystal's large health pool doesn't hit any important breakpoints, however it makes Crystal more resillient to chip damage from things such as fire, maggots, rogue venom shots, etc., and also makes recovering from heavy shots much less stressful; getting hit by a Scorpion's melee will render other mutants one-shotable by typical projectiles, while Crystal will still be able to tank that and then some before going down.

With Rhino Skin mutation and the Fortress ultra mutation, Crystal's large health pool also allows her to attain the largest possible amount of max HP in the game: 20


  • Has higher max HP, making the player more resillient to chip damage
  • Can shield, deflecting or destroying all oncoming projectiles
Characters - Eyes


A mutant with eyesight better than everyone else and a mutant with one of the more versatile active abilities.

Max HP: 8
Passive Ability: Night Vision
Active Ability: Telekinesis

Eyes appears to be a seemingly weak mutant on paper, but in reality I've managed to get further in the game with him than any other mutant, reasons for that still being unknown.

His passive ability is only really useful in the dark levels, those being the Sewers (2-1), Crystal Caves (4-1), and the Laboratory (6-1), but it's a nice thing to have regardless. It allows the player to see quite clearly pretty much everywhere, as opposed to mutants without night vision, who have a much smaller field of view. This allows the player to react to threats much better, but doesn't really serve any other purpose.

His active ability is where things get interesting though. As long as the active ab. button is held, Eyes will use his telekinesis, which can:
  • Bring pickups (such as rads, ammo crates, etc.) closer to him
  • Bring enemies closer to him (more useful than it may seem)
  • Bring weapons closer to him, allowing the player to carry additional weapons through levels by bringing them to the portal.
  • Push away most projectiles (including fire and toxic gas, although explosives are unaffected)
Due to telekinesis' interaction with enemies, Eyes is quite a good character to use melee builds with, as you can use the active ability to get enemies into melee range without much risk or hassle.


  • Sees in the dark, allowing the player to react much faster to threats in darker levels.
  • Has a versatile active ability, allowing the player to pick up items easier and to get enemies into melee range if necessary
Characters - Melting


The challenge character. At a mere 2 max HP, your offense becomes your best defense.
Even with such low health though, Melting still manages to be a fun character to play.

Max HP: 2
Passive Ability: More Rads
Active Ability: Blow Up Corpses

Unlock Method: Die.

Let's take care of the elephant in the room.

Melting's puny 2 max HP really does not allow you for much, especially at the start of a run. It's just about the lowest of breakpoints, only allowing you to tank one maggot melee, or one fire projectile, meaning that in all other cases, you will be one-shotted. This can be partially remedied by mutations like Rhino Skin or Strong Spirit, both of which offer an excellent boost to survivability. At least one of those is heavily recommended to have in a run, because otherwise you'll have to be on your toes through the entire journey.

Melting's passive slightly offsets the disadvantages of his low health pool, by making every enemy drop one extra rad, which may not sound like much, but in reality it lets Melting level up faster than any other mutant, often being extremely close to reaching level Ultra by the time they kill the Throne, whereas other mutants would still be at the doorstep of level 9.

Melting's active lets him obliterate corpses of fallen enemies, creating a blood explosion in their place, which destroys all projectiles that are in its blast radius. This can sometimes get you out of a tight situation, but is mostly used for dealing damage to any enemies that happen to walk over corpses. Do note, that the active ability destroys corpses that are on-screen; off-screen corpses are not affected.

Melting surprisingly enough has quite the level clearing potential after reaching Level Ultra.
His Brain Capacity ultra mutation lets you obliterate enemies that have 5 HP or less as opposed to being able to obliterate only corpses. This works nicely in areas with high enemy density (those being basically all post-loop levels). Most of the times you will be able to start blasting away at that right mouse button immediately, blowing up all low HP enemies, which damages other enemies, which turns them into low HP enemies, which, after being blown up, turns more enemies into low HP enemies, and so on. Melting's Throne Butt makes this exceptionally reliable, whereas without it, starting the chain reaction takes a bit of luck.

If you're not into that though, you can also choose the Detachment ultra mutation to lose half of your HP (which isn't a big loss anyway), to obtain three more mutations; a pretty balanced trade in my opinion. Do note though, that if you reduce your max HP to 1 with Detachment, Strong Spirit will break and not recharge itself after being used up, so take Detachment without Rhino Skin only if really necessary.


  • Has only 2 max HP, making Melting a very fragile character
  • Can blow up corpses, potentially destroying incoming projectiles, or other enemies
  • Level clearing potential after reaching Level Ultra
Characters - Plant


The speedster. The usual pick for players, who want to do things fast.

Max HP: 8
Passive Ability: Faster Movement Speed
Active Ability: Snare

Unlock Method: Reach 3-1 (the Scrapyard)

Fast and violent, the perfect, or at the very least a decently good pick for speedrunners.

Plant's passive isn't much to talk about, really. You're faster, meaning you get around the map faster, which translates into clearing the map faster, which translates into a faster run in general. You can double down on your speed if you pick the Extra Feet mutation, turning you into the fastest mutant in the game, while also eliminating the movement hinderances of cobwebs and ice.

The active ability is where things start to pick up though. Plant can launch seeds, which ensnare an area upon impact. Enemies inside of the snare's area of effect will get significantly slowed down, essentially immobilising them. This can prove to be useful in a few situations, especially ones where enemies are coming from multiple entrances; snaring one of the entrances eliminates a point of contact most of the time, giving you more room to breathe.

The snare gets a considerable upgrade if you pick up the Throne Butt mutation, as it will now be able to instantly kill enemies that are under 33% health. In typical Nuclear Throne fashion, this also includes bosses, which helps a lot with eliminating a lot of the fight, especially with the big baddies like the Throne or even the Captain.

The snare's killing potential can be further increased by any of Plant's ultra mutations; which one you pick depends on if you want a more passive or a more active playstyle.
Trapper will let you be more lenient with where you aim your snare, and will generally catch a lot more enemies, while Killer will give you a bigger incentive to use your snare as a combat tool, by spawning (sometimes) helpful sapling minions, that home in on enemies and deal damage to them.


  • Is faster, allowing the player to clear levels much quicker than other mutants.
  • Can ensnare enemies, which helps with group control.
  • The snare can be used for combat and for finishing off bosses after picking the Throne Butt mutation
Characters - Y.V.


By far the most offense-oriented character in the game.
With the ability to fire multiple times at once, Y.V. is an effective boss killer.

Max HP: 8
Passive Ability: Faster Reload
Active Ability: Pop Pop

Unlock Method: Reach 3-? (Y.V's Mansion)

The triangle man himself.

His passive ability reduces the reload time of all weapons by 20%, for a total of 80% of the default reload time, making slow-yet-powerful weapons much more effective. This helps both in the early-game, with weapons like the Crossbow, but also in the late-game, with weapons like the Super Plasma Cannon.

His active ability on the other hand lets Y.V. fire the currently equipped weapon 2 times at once, e.g. a Grenade Launcher will fire 2 grenades at once instead of just one. This obviously comes at a cost; using Pop Pop will consume twice the normal amount of ammunition, and will double the reload time of the weapon, which equals to 160% of the default reload time because of Y.V.'s passive. This ability is very useful for taking care of bigger foes faster, such as some of the early-game bosses and late-game enemies, but can also help a lot with level clearing if you've got the right weapon for the job.

Pop Pop can be upgraded further by taking Throne Butt, which lets Y.V. fire off four shots at once, at four times the ammo cost, and three times the realod time (240%). This isn't the end, though, as taking the Back 2 Bizniz ultra mutation lets Y.V. fire of 50% more shots at once at no cost, which means that without Throne Butt you'll be firing off 3 shots at once instead of two, and with Throne Butt you'll be firing an astounding six shots at once, which, when combined with the right weapons, can one-shot most bosses or at least severely wound them. Additionally, Trigger Fingers can help with the reload times immensely, most of the times nullifying one of Pop Pop's costs.

One more thing worth mentioning is that taking any of Y.V.'s ultra mutations teleports the player into Y.V's Crib, a small area containing two Giant Golden Weapon Chests, each of which drop 25 weapons, letting the player restock on ammo and potentially upgrade their gear.


  • Reloads weapons 20% faster.
  • Can fire off two shots at once and can fire more with the right mutations.
  • Can access the Crib after taking an ultra mutation
Characters - Steroids


The strongest mutant of all.
Being able to operate two weapons at once, Steroids is made for gunning stuff down.

Max HP: 8
Passive Ability: Inaccurate, Automatic Dual Wielding
Active Ability: -

Unlock Method: Reach 6-1 (the Laboratory)

Unfortunately all that muscle mass doesn't translate into extra health.

Steroids is unique in the way he operates weapons, as he can fire both of his equipped weapons at once. Additionally, Steroids can also fire any weapon automatically at the cost of being 80% less accurate. This multiplier doesn't affect weapons that are already perfectly accurate, like the Crossbow, Laser Cannon, Golden Grenade Launcher, etc. (since 0 degree spread times 1.8 is still 0).
The ability to fire both weapons at once eliminates the downtime resulting from reload times, and lets the player maintain a constant stream of damage.

Such power obviously needs ammo to maintain, and your ammo economy when playing as Steroids is usually going to be bad. Taking Throne Butt as Steroids helps to mitigate this, as it makes the player sometimes gain ammo for their weapons when firing them; firing the primary weapon has a chance to give ammo for the secondary and vice versa.
The formula for this perk is as follows:

(shot / crate) × 0.5 [when firing one weapon only] (shot / crate) × 0.66 [when firing two weapons at once]
With shot being the amount of ammo used when the weapon is fired,
and crate being the amount of ammo given for the weapon from a Small Ammo Crate pickup.

For example, let's say you have a Minigun and a Flak Cannon.
Firing the minigun uses up 1 ammo, and the player gains 32 bullets from a Small Ammo Crate.
The player proceeds to fire just the minigun, thus, the formula works like this:
(1 / 32) × 0.5 == 1/64 ≈ 1.56% chance to gain ammo for the FC for every shot fired
Whereas with firing just the Flak Cannon:
(5 / 6) × 0.5 == 5/12 ≈ 41.6% chance to gain ammo for the minigun for every shot fired
Firing both weapons at once gives us the following chances:
Minigun: (1 / 32) × 0.66 == 1/48 ≈ 2.08% chance Flak Cannon: (5 / 6) × 0.66 == 5/9 ≈ 55.5% chance
If you want the highest chances, you need a weapon that fires more than it takes from a SAC.
One of those weapons could be the Super Plasma Cannon, as it uses up 25 energy, while SACs only give 10 energy, which means that the SPC will give you free ammo for your other weapon every shot.


  • Can wield two weapons at once, and fire them automatically at the cost of lower accuracy.
  • Has problems with ammo, mitigated by the Throne Butt mutation.
  • Dual wielding lets the player maintain a constant stream of damage.
Characters - Robot


Robot specializes in weapons, whether it's finding better weapons or... eating them.
His excellent ammo economy makes him a great pick for players who like using very ammo-demanding weapons

Max HP: 8
Passive Ability: Better Gear
Active Ability: Eat

Unlock Method: Reach 5-1 (the Frozen City)

When ammo is an issue, Robot makes his own ammo.

Robot gets pretty strong pretty fast, as his passive ability lets him find weapons from two tiers higher.
This lets the player get more than decent starting gear, and acquire super strong weapons in the lategame faster than other mutants.

His active ability on the other hand lets Robot sacrifice one of his weapons in exchange for ammo or health. The ammo reward is different based on what weapon Robot eats:
  • Eating a regular weapon will give the player one Small-Ammo-Crate's worth of ammo
  • Eating a golden weapon will give the player four SACs' worth of ammo
  • Eating an Ultra weapon will give the player one SAC's worth of ammo and 14 rads
  • Eating a cursed weapon will damage the player for 7 HP and grant one SAC's worth of ammo.
Eating weapons can also grant the player one Small Medkit's worth of HP if the player is injured.

The active is both a blessing and a curse though, as missclicks do happen, and when they happen as Robot, you lose one of your main weapons, which may prove to be lethal in certain situations.

Robot's ultra mutations also double down on his abilities.
Refined Taste further increases the quality of weapons found throughout the run, while Regurgitate has roughly a 43% chance to spawn a random chest on top of Robot when eating a weapon, further improving his ammo economy. Both ultra mutations also add the ability of eating any weapons left behind, which in most cases fills up all of your ammo types.


  • Finds better weapons, letting him gear up better early, and find late-game loot faster
  • Can eat weapons in exchange for ammo
Characters - Chicken


Hard to kill is her motto, and it checks out.
Chicken relies on smart yet brutal and quick gameplay to keep herself alive in the worst of cases.

Max HP: 8
Passive Ability: Hard to Kill
Active Ability: Throw Weapon

Unlock Method: Reach 5-? (the Jungle)

Chicken can pack quite a punch at times.

Her passive keeps Chicken alive for a short while after taking fatal damage, after which Chicken will turn headless, losing 2 max HP in the process, and will be unkillable for 5 seconds. When the timer runs out, Chicken dies for good. Death can be avoided by healing yourself in any way, whether it's through a medkit drop, or the Bloodlust mutation. Note, that while Chicken is headless, the camera will stay focused on the head, not on the player, making combat more difficult. Chicken will also regain one lost max HP point upon walking over a Medkit (the large one), or by choosing the Last Wish mutation, which will restore all of her lost max HP.

For players who prefer a defensive and careful playstyle, this ability will not matter much, but otherwise it lets the player play much more recklessly, running head first into combat with some sort of a safety net, albeit the player still can't go full in because of the max HP penalty upon taking fatal damage, which will eventually reduce the player down to 0 max HP, making them unable to revive themselves.

Chicken's active lets her throw the currently equipped weapon. Upon doing so, it will travel extremely fast in the direction in which the player was aiming, and will deal damage relative to the player's current radiation level. A thrown weapon by default deals 22 damage, and gains +2 damage every radiation level, meaning that at level 1, the level you start with, a thrown weapon will deal 24 damage, while at level ultra (lv10), a thrown weapon will deal 42 damage. Thrown weapons will additionally bounce off of walls, and any enemies hit with them will travel extremely far upon death, potentially hitting more enemies on their way.

The ability can be further upgraded through Throne Butt or through Chicken's Determination ultra mutation; the former will make thrown weapons pierce through enemies, significantly increasing their effectiveness, while the latter will make thrown weapons return to the player after they drop down to the ground.

One other important thing worth mentioning, is that unlike other mutants, Chicken does not start with a gun. Instead, by default she starts with the Chicken Sword, a relatively weak melee weapon, which is better used when thrown rather than swung.


  • Can live for 5 seconds after taking fatal damage and can revive herself during that state by healing herself in any way.
  • Every headless state costs the player 2 max HP, the loss of which can be reverted by walking over big Medkits or by choosing the Last Wish mutation.
  • Can throw weapons, a powerful ability in the early-game.
Characters - Rebel


Rebel is the only mutant that attains strength through numbers. However, those numbers, as everything in life, have a cost.

Max HP: 8
Passive Ability: Portals Heal
Active Ability: Summon Minion

Unlock Method: Enter a loop

Rebel in comparison to other mutants requires a bit more effort to make effective, but the reward is worth it.

Her passive heals her for half her missing health every time she enters a portal. For example, if Rebel has 2/8 health, the portal will heal 3 health upon entering it. If the player happens to have an odd number of health missing, the portal will heal the smaller half. This ability grants the player an additional way of regenerating health, albeit not a powerful one, considering that by the time you enter another area, you should be at full health.

However, this passive ability makes Rebel the only mutant that Crown of Luck is actually quite decent on, and that's because the Crown of Luck HP decrease applies before Rebel's passive, which in turn means that at the start of every level Rebel will spawn with 4 HP instead of 1. If you manage to snag the Strong Spirit mutation on the way, it will neuter its downside even more by giving you an additional safety net.

Her active ability on the other hand lets Rebel sacrifice a bit of her health in order to spawn an ally, who will try their best to protect Rebel, firing at enemies and tanking a few incoming shots. Spawning allies initially costs 1 HP, but if there is one or more allies alive, the cost increases to 2 HP. The allies have 12 health, and they bleed it out over the course of 20 seconds, after which they will die, sending out an additional ring of projectiles, that will hurt any enemies that stand in its way. The allies also spawn rads and rarely pickups upon death. Spawning an ally fully heals all other active allies, increasing their lifespan.

This makes Rebel a character that is supposed to attain strength through numbers, depleting her health to the lowest possible amounts to spawn as many allies as possible, then grabbing any medkits that spawn to spawn even more allies. By default this may prove to be difficult to pull off, and may be quite risky too, as one stray bullet that manages to sneak through your wall of allies will end your run. However, you can take survivability mutations like Rhino Skin, Strong Spirit, Second Stomach, and/or Bloodlust. When playing as Rebel, even one or two of these mutations can help a lot (especially Strong Spirit), but if you manage to pick all of them you will be basically unstoppable until the exponentiality of loops will kick your ass back to start.


  • Heals through the use of portals, which heal half of Rebel's missing health.
  • Can spawn allies which serve as protection at the cost of health
Characters - Horror


The abomination. Horror is a strong character in the earlygame thanks to their passive ability, while their ultra mutations make Horror an excellent character in the lategame as well.

Max HP: 8
Passive Ability: Extra Mutation Choice
Active Ability: Radiation Beam

Unlock Method: Kill Hostile Horror. For how to spawn the enemy, see Achievements - Characters

Horror could be considered a jack of all trades.

Their passive grants the player 5 mutations to choose from upon levelling up, instead of the usual four, greatly reducing the effect of RNG on a run.

The active is where things get interesting. It lets Horror shoot a radiation beam that can damage enemies and destroy projectiles. The beam costs radiation, and any radiation that hits an enemy will be dropped along their usual rad drops when the enemy dies. Any beam particles that hit walls or projectiles will not refund any rads. The beam will charge up the longer it's fired, increasing its damage output, but also the radiation intake. Horror's active cannot reverse level ups, meaning that once all of your current level's radiation is depleted, you cannot use your active ability anymore until you gain more rads. Horror will also not attract any rads on the ground for 3 seconds after the beam has stopped firing. Additionally, the beam can be used to charge up opened Proto Statues, meaning the player no longer has to rely on enemy placement to reliably enter a Vault.

The ability gets an extremely useful upgrade upon taking the Throne Butt mutation; it makes the beam get wider faster, and makes the beam heal the player for 1 HP for every 1.5s of firing, giving the player a very reliable way to regenerate health. The healing is used best by only allowing the first tick to heal, then stopping and firing again, as this doesn't let the beam get wider, wasting more rads for the same output.

Horror's passive also affects their ultra mutations, letting the player choose from three ultra mutations instead of the usual two. Out of the three, Anomaly is especially useful. The mutation opens up a portal before all enemies are killed; once the combined HP of all enemies drops below 140, a portal can open prematurely, killing all remaining enemies in the process. This becomes useful in loops, as the portal can open before I.D.P.D. vans spawn, which will destroy them when they do eventually spawn. This means that small or tightly packed areas will be instantly decimated with a good loadout. Areas with little to no enemies also get instantly cleared, such as the Pizza Sewers, or sometimes even the HQ, surprisingly enough.


  • Can choose from 5 mutations instead of 4 when levelling up.
  • Can fire a beam of radiation, which can be used both offensively and defensively.
  • Big level clearing potential after reaching Level Ultra
Characters - Rogue


After escaping with an I.D.P.D. prototype, Rogue is constantly chased by the department's forces, putting additional pressure on the player in exchange for a powerful superweapon.

Max HP: 8
Passive Ability: Blast Armor
Active Ability: Portal Strike

Unlock Method: Defeat the Nuclear Throne and sit on it.

Getting cocky with this character will often be a bad call.

Rogue's passive ability, the Blast Armor is a double-edged sword. It makes the player explode every time they take damage; the explosion does not hurt the player directly, and deals roughly 8-16 damage to any nearby enemies and destroys any nearby projectiles and props. This can be useful as a satisfying retaliation from an enemy that just smacked you in the face, or can give you more room to breathe by decimating a part of the bullet hell you may be going through. What the armor can do as well, though, is destroy a nearby explosive barrel, or a car, maybe even a generator, heavily wounding if not outright killing the player in most cases. Thus, the player needs to exercise caution in regard to where they stand, as being in the wrong place at the wrong time can end a run in a split second.

And then there's the Portal Strike, a versatile superweapon stolen by Rogue from the I.D.P.D.
Holding the active ability button creates a large blue line of arrows in the area where the cursor was aimed at. The player then can adjust the rotation of the line. After releasing the button, a row of large explosions will appear over the path of the line, destroying walls, props and dealing immense damage to any entities standing in the line's path... including you, which makes the Portal Strike a powerful ability in the right hands. The Strike can be used to eliminate problematic choke points or to create or even destroy cover.

Nothing comes without a price though, and the Portal Strike is no exception. The player starts out with one PS, and can hold a maximum of three strikes at once. Portal Strike Canisters will appear in every area, replacing the usual Radiation Canister spawn. This means that overall, Rogue gets less radiation than any other mutant.

Such Portal Strike capacity can feel underwhelming at times though; after all, in a level you'll probably want to use more than one strike to give yourself a big advantage, and yet you only gain one strike per area. This becomes very apparent in loops, where the large amounts of enemies can prove to be way too overwhelming for your Portal Strike, making you go back to the ol' ways of shooting everything until it's dead. Rogue's Super Portal Strike ultra mutation can fix that issue, though, by doubling your Portal Strike capacity and intake, meaning that after taking the mutation you'll be able to hold an impressive six PSs, and every canister you find will grant you two strikes instead of just one.

Additionally, Rogue starts with her rifle instead of a regular revolver, which is a substantial upgrade in the early-game.


  • Starts with a rifle instead of a revoler, giving her a slight head start in the early-game.
  • Explodes when hit, dealing moderate damage to surrounding enemies and terrain
  • Possesses a versatile superweapon, which specializes both in defense and combat situations
  • Runs into Portal Strike Canisters instead of Radiation Canisters, meaning that Rogue levels up slower than other mutants.
Secret Characters
Nuclear Throne also offers two secret characters — Skeleton, and Frog.

Skeleton and Frog are not available in the character selection screen as characters, although Frog can be selected as such due to their unlock method.

Both of the characters will be covered very briefly as they don't affect game progression at all.



To turn into Skeleton, the player must take fatal damage whilst in a Necromancer circle while playing as Melting.

► Less max HP (4)
► Slower movement speed (66% of normal)
Blood Gamble active ability: Fire your weapon with no ammo cost at a risk of taking 1 damage.
► The formula for the chance of taking damage is as follows:
<< APS / APC >> where: APS = ammo per shot of your weapon APC = ammo acquired from a single Small Ammo Crate pickup
► Skeleton's Throne Butt reduces the chances of taking damage whilst using Blood Gamble
► Skeleton's Ultra Mutations:
  • Redemption
    • Turns the player back into Melting, removing all of their mutations, and setting their max HP to 2.
  • Damnation
    • Firing a weapon with Blood Gamble will reduce the reload time of the shot by 80%



To play as Frog, the player needs to uniock a Golden Frog Pistol for any character and start the run with it.

To acquire the GFP, the player needs to kill the Mom boss whilst having a golden weapon in their inventory. This will make Mom drop a regular Frog Pistol, which the player will then need to put into the Proto Chest in the Crown Vault.

On the next visit to the Crown Vault, the Proto Chest will output the Golden Frog Pistol, after which the player can unlock it by going into a portal.


► Immunity to damage from toxic clouds
► Makes the player unable to stand still; Frog will constantly move in the direction the player was going in
► Active ability stops Frog in place. While this is happening, Frog will generate gas particles, which will release upon releasing the active ability button. The amount of gas depends on the length of time the player was using the ability, capping out at full capacity at around 2,5s
► Frog's Throne Butt increases the spread radius of the active ability's toxic cloud
► Frog's Ultra Mutations:
  • Distance
    • Rads have a 33% chance to spawn a toxic gas particle when they spawn. Large Rads will spawn 4 toxic gas particles 100% of the time.
  • Intimacy
    • Frog will continuosly spawn toxic gas as they move and will passively spawn giant amounts of it when using the active ability. The amount of gas released upon releasing the active is not changed.
Areas - Introduction


The vast world of Nuclear Throne, known as the Wasteland, consists of 16 playable areas. Each area differs from one another in their theme, enemy types and density, or even how they generate.

In Nuclear Throne, areas are designated by two numbers separated by a dash. The first number indicates the area, while the second indicates the sub-area. For example, the Desert always has three sub-areas, which divides it into the following levels: 1-1, 1-2, 1-3.

The 16 areas can be divided into 7 main areas, and 9 secret areas. Main areas are the ones you'll be going through if you make no attempt to get off the beaten track. If you do however, you'll end up in secret areas. All of them require the player to perform a certain action to gain access to them, like interacting with objects, accomplishing certain objectives, taking specific mutations, etc.

The main areas can be divided into regular areas and "intermission areas", which, as the name suggests, occur inbetween the regular areas.

Regular areas (those being the Desert, Scrapyard, Frozen City and the Palace) will always have three sub-areas, while the intermission areas (the Sewers, Crystal Caves and the Laboratory) have only one sub-area instead of three. Intermission areas compensate for having one sub-area by having very low visibility due to a lack of light, making your life just that tiny bit harder. They also tend to have a lot of tight hallways, complicating things even further. Secret areas always have one sub-area.

In the Scrapyard and Frozen City, a Proto Statue will appear in the second sub-area of these levels (3-2 and 5-2 for the Scrapyard and Frozen City respectively), which allow the player to reach the Crown Vault. The statues will not spawn in either 1-2 or 7-2 until the player has looped at least once.

Additionally, the amount of enemies in an area is not tied to the area itself, but is instead dictated by a secret ingame parameter called the "difficulty". This stat increases by 1 each time the player enters a portal. This means that if the player enters a portal that skips one or more sub-areas (for example, the portal in the Oasis, which can skip up to 5 areas), the amount of enemies will be lower than usual.

Areas will also get significantly harder after looping the game, mainly because of new enemies entering the roster, and also because of the aforementioned difficulty parameter steadily increasing the amount of enemies in subsequent biomes. Intermission areas post-loop will also host new bosses. Secret areas remain mostly unaffected by looping, with the only real difference being enemy numbers being higher.

That being said, all areas will be explained in detail in the sections below.
Main Areas - The Desert


A screenshot of a random, completed 1-1.

The Desert typically generates either as a series of wide tunnels, or as in this case, a wide "arena" of sorts. Random pillars of stone tend to generate to act as cover for the player, and sometimes the enemies.

With its simplicity and lack of difficulty, the Desert becomes a "run & gun"  type of biome that doesn't offer the player much to worry about.

Click picture to enlarge

The Desert is always the biome you will be spawning in upon starting a new run.

Due to this, enemies of the area are quite simple, and aren't really tanky, with the toughest of non-special enemies having just 22 HP, making the Desert an area where the player can ready up for the journey ahead, which will be much tougher.

The Desert also introduces one of the most universal enemies in the entire game; the Bandit, a small, scrawny humanoid creature with a makeshift gun that can't even hit the broad side of a barn. These tiny guys are seemingly everywhere, even in places they shouldn't be in, so the Desert isn't going to be the last place in which you're gonna be seeing them.

Each sub-area of the Desert under normal conditions will always have one Ammo Chest, one Weapon Chest and one Radiation Canister. This trend will appear in pretty much all other main areas. In the Desert, however, the Radiation Canister will rarely be replaced by an Infested Radiation Canister, which will spawn 20 Radioactive Maggots upon being destroyed, each of which give 2 rads for a total of 40 rads from the canister. This special canister tends to spawn on the darker, muddy ground, but instances of it spawning on the regular sand do happen.

Key environmental objects of the area include explosive barrels surrounded by packs of bandits, and a giant skull, which indicates if you're eligible to enter the Oasis (more info on that in Secret Areas - The Oasis)

The final sub-area of the Desert (1-3) hosts a boss enemy, the Big Bandit, a jacked up version of the regular Bandit. Killing him and entering the portal will lead you to the Sewers

Post-loop
After looping, alongside the increased difficulty resulting in increased enemy count, new enemies get introduced into the roster:
  • Assassins
  • Snipers
  • Giant Flies (replaces Giant Maggots)

Additionally, 1-2 will now host a Proto Statue, and 1-3 will spawn an additional Big Bandit for every loop (2 BBs spawn at Loop1, 3 at L3, etc.). Their AI also gets upgraded, making them faster, and in turn much more dangerous.
Main Areas - The Sewers


A screenshot of a completed 2-1.

The Sewers tend to generate as a series of narrow tunnels with occasional, wider "hubs".

The lack of light (not pictured) with the addition of the cramped environment makes losing focus very dangerous, and sometimes fatal.

All of this makes the Sewers give the player much less freedom than in the Desert, forcing them to play a bit more carefully.

Click picture to enlarge
.

The Sewers are the first intermission area the player will usually encounter.

Just like the Desert, the Sewers' enemies aren't all that powerful, with most of them just being cannon fodder. That being said, occasionally you will run into some problematic enemies; notable entries include the Big Green Rats, which act as a bullet sponge, and the Buff Alligator, a rare foe, which can instantly either end your run or severely wound you using their trusty Flak Cannon, making them a very terrifying enemy to get flanked by.

From the Sewers and onward a new, universal albeit rare enemy is introduced — the Mimic. These creatures disguise themselves as ammo chests in order to fool the player and snatch some of their health. After you reach the Sewers, there is a 1 in 11 chance of an Ammo Chest turning into a mimic. Their disguises aren't perfect though, and a trained eye can spot them almost instantly.

Key environmental objects of the area include only the Explosive Toxic Barrels, which are identical to the Desert's explosive barrels, with the added feature of spraying toxic gas in a small area when blown up.

Going into a portal in the Sewers under normal circumstances will take you to the Scrapyard.

Post-loop
After looping, alongside the increased difficulty resulting in increased enemy count, a new enemy gets introduced into the roster:
  • Laser Crystal

In addition, a new boss spawns: Mom — a large frog and a killer of runs due to her insane health pool combined with meat-shield type attacks. Seriously, how do you even get past her on Hard Mode??. The entrance to the Pizza Sewers will also be blocked off as long as Mom is alive.
Main Areas - The Scrapyard


A screenshot of a completed 3-1.

The Scrapyard generates as a series of hubs connected by small alleys.

The Scrapyard's structure forces the player to take a much more careful approach to everything, from movement and positioning to combat.

Click picture to enlarge

Things finally start to ramp up by the time you reach the Scrapyard.

Enemies in this area take considerably longer to kill in comparison to the enemies in previous biomes, and have slightly more complex behavior/attacks. The trademark enemy of the biome is the Crow, which basically acts as an upgraded Bandit; they have more HP, aim at the player much better, shoot a three-round burst instead of a single shot, and can quickly relocate by flying up into the air and moving into another spot. Notable enemies also include the Assassin — a very fragile, yet powerful enemy, who can chop most of your health off with a single swing if you give them the chance to catch you off guard, and the Sniper — a robotic enemy whose sole function is to pin you down in a choke point and keep you in there for an indefinite amount of time until you manage to destroy him.

The Scrapyard is littered with broken car wrecks, that explode upon being destroyed. They're not the most fragile prop, but can be easily set off regardless, by the player or the enemies. The best course of action to not blow yourself up is to make sure there is nothing to blow you up; destroy every car you see, and perhaps use a few of them to your advantage if you get the chance.

By the time you reach the Scrapyard you should also start to see relatively good weapons drop; some of these can even carry you with relative ease to 7-3.

Additionally, the second stage of the area hosts a Proto Statue, which you can use to access the Crown Vault. The enemy density near these statues is higher than anywhere else on the map, to ensure that the player gets a chance to activate the statue if they wish to do so.

The boss of the biome is Big Dog, located in 3-3. Killing him and going through the portal will lead you to the second intermission area: the Crystal Caves

Post-loop
After looping, alongside the increased difficulty resulting in increased enemy count, new enemies get introduced into the roster:
  • Snowbots
  • Buff Alligators

Additionally, Big Dog's missiles get upgraded to fire projectiles in the direction they're flying in.
Main Areas - The Crystal Caves


Screenshot of a completed 4-1.

The Crystal Caves tend to generate as large chasms connected by narrow corridors.

Cobwebs frequently litter the floor, hindering the player's movements.

The Caves are best completed by methodically and slowly eliminating enemies, as forcing yourself into a group of them in this area tends to end very badly for you.

Click picture to enlarge

Just like you felt the ramp up between the Desert and the Scrapyard, the Sewers and this biome are no different.

Enemies by this point get fairly tough, meaning that stronger weapons are required to one-shot enemies. Thankfully, the Crystal Caves only have three different enemies, as opposed to the 6 different types in the Desert and Scrapyard and 9 in the Sewers. The Bandits obviously make an appearance here just like in any other biome, with the two other enemies being the Crystal Spider — an extremely simple enemy who only crawls around and does contact damage, and then there's the slightly more complex Laser Crystal — a floating mass of crystals, that shoots lasers at you once it spots you, which also has a relatively big pool of HP and immense contact damage (20), enough to one-shot any character in the game if they don't have Strong Spirit.

Just like in every other intermission biome, the Crystal Caves lack adequate light, lowering your field of view if you're not playing as Eyes. Additionally, cobwebs will be scattered around the floor, hindering your movement. This could prove to be dangerous when cornered by Crystal Spiders, as their movement is unaffected by the cobwebs.

Clearing the area and entering the portal will lead you to the Frozen City

Post-loop
After looping, alongside the increased difficulty resulting in increased enemy count, new enemies get introduced into the roster:
  • Buff Alligators
  • Explo Freaks
  • Rhino Freaks

In addition, a new boss is introduced: the Hyper Crystal — an enormous and anomalous crystal structure, that can summon regular Laser Crystals at will, and manipulate them.
Main Areas - Frozen City


Screenshot of a completed 5-1.

The City generates as a series of alleys with occasional courtyards.

Ice can be sometimes seen on the floor. It makes the player's movement slippery.

The Frozen City shares many features with the Scrapyard, while additionally amping up the difficulty, which forces the player to be on their toes constantly while they repel the seemingly never-ending assault of enemies.

Click picture to enlarge.

The Frozen City is the first skill check of the playthrough. Most runs tend to end here.

The enemies of the area are a big step up from the previous biomes. There are three main enemies in this area you have to worry about:
  • the Snowbot — a large humanoid robot, that slides around when the player is near, dealing heavy contact damage.
  • the Robot Wolf — probably the most annoying cannon fodder enemy in the entire game; when in numbers, they can spray the entire screen with bullets
  • the Snow Tank — a strong yet slow piece of machinery that occasionally fires a barrage of bullets at the player and explodes upon death.
Now these are the normal enemies that appear on absolutely every run. However, additionally you may sometimes spot a Golden Snow Tank. These guys are absolute menaces, and an untrained mutant will be quickly erased by one. As the name suggests, they're an upgraded version of the regular Snow Tank, boasting extreme reaction times, an additional rocket launcher, and utterly horrifying sound effects to accompany all of that.

The second stage of the area hosts a Proto Statue.
As with the Scrapyard, the enemy density around Proto Statues is much higher. Additionally, a few Snow Bandits will spawn around the statue. These guys are basically retextured Bandits that drop a few more rads than their regular counterpart.

Additionally, the Frozen City shares the infamous car props of the Scrapyard, just this time they're reskinned to look frozen; other than that, they behave the same.

The last stage is the home of one of the hardest pre-loop bosses in the game — Lil Hunter.
Killing him and taking the portal will lead you to the Laboratory

Post-loop
After looping, alongside the increased difficulty resulting in increased enemy count, new enemies get introduced into the roster:
  • Necromancers
  • Explo Guardians
  • Dog Guardians

In addition, Lil Hunter in 5-3 will now be able to summon Elite I.D.P.D., will cause a larger explosion upon death, and will spawn faster with every loop.
Main Areas - The Laboratory


A screenshot of a completed 6-1.

The Laboratory can generate either as a series of anomalously long and narrow corridors with small hubs in between, or as a large, open complex, connected by short corridors. This particular level belongs to the latter category.

Packed with failed experiments and maniacal necromancers, the Laboratory tries to deal with the player by swarming them with enemies until they run out of ammo, or sanity.

Click picture to enlarge.

The penultimate area of the regular game.

The Laboratory gives you a partial break from the tanky madness in the previous areas, by introducing enemies that make up for their small HP in their sheer numbers. In the Lab there are only four main types of enemies:
  • the Freak — a small, scrawny mutant that does only contact damage
  • the Explo Freak — an agile, walking bomb, that can kill you instantly if not taken care of
  • the Rhino Freak — an uncommon tank-type enemy that acts as a meat shield for the others
  • the Necromancer — humanoid mutants who boast a device able to revive dead corpses, turning them into Freaks
The Frozen City attempts to kill the player through force, but the Laboratory does that through swarms of enemies. It is not uncommon for the player to run out of ammo in this area if they don't have a melee weapon, and whenever that happens, death follows soon after. Your top priority once you enter the area is killing Necromancers and Explo Freaks ASAP, as the former will keep spawning Freaks endlessly, while the latter will blow your face clean off.

Just like other intermission biomes, the Laboratory lacks adequate light, limiting your field of vision. Unlike those other biomes though, the Labs appear much darker due to their color palette, which could make gameplay more difficult at times.

Taking the portal will lead you to the final area, the Palace

Post-loop
After looping, alongside the increased difficulty resulting in increased enemy count, new enemies get introduced into the roster:
  • Big Green Rats
  • Laser Crystals

Additionally, a new boss will spawn: the Technomancer — a Necromancer with access to a powerful necromancy complex, which must be destroyed to finish the level.
Main Areas - The Palace


A screenshot of a completed 7-1.

The Palace generates as one large room split into smaller pieces by occasional walls.

This area is the ultimate pre-loop test of skill and the answer to the question — "Can you reach the Nuclear Throne?"

Click picture to enlarge.

The last, and undoubtedly the hardest main area of the game.

The Palace is home to the Guardians, who, as the name suggests, do their best to guard the Throne and protect it from intruders. There are three types of them:
  • the regular Guardian — a humanoid mass of radiation, which eerily floats around and fires very slow orbs at the player that deal massive damage upon contact.
  • the Explo Guardian — an enemy that becomes stationary and starts charging up upon noticing the player, sending out a ring of projectiles once charged up.
  • the Dog Guardian — the enemy with the largest health pool in the game (excluding bosses), that you do NOT want to be near to.
All of these enemies boast quite large health pools, meaning that ammo could be an issue. In addition to HP, they also deal large damage, with the exception of the Explo Guardian, who deals 2 HP at max. In short, these enemies are going to beat your ass back to the Desert if you let them; keeping distance is a priority, as it increases your reaction window, and lets you be out of the enemies' attack range.

Additionally, the I.D.P.D. starts taking interest of you once you reach this area, and some of its troops will deploy in 7-1 and 7-2 when you spawn in, however rarely they may not spawn at all. Taking them out should be your top priority, as they complicate things by a lot, and at times can blow up your cover with their grenades, exposing you to the Guardians.

The last area, 7-3, is not randomly generated. Unlike other main areas, it always generates as one large corridor leading upwards, with a weapon and ammo chest near the place where the player spawns, and with the Nuclear Throne at the top.

7-3 is the ultimate pre-loop level of the game. Beating the Nuclear Throne finishes the run, while beating it in a specific way lets you loop the game (navigate to the Looping section for more info).

Post-loop
After looping, alongside the increased difficulty resulting in increased enemy count, new enemies get introduced into the roster:
  • Snipers
  • Explo Freaks

Additionally, a Proto Statue will spawn in 7-2, and the Nuclear Throne gets its stats slightly buffed. No new attacks are introduced, however.
Secret Areas - The Oasis


A screenshot of 1-?

The Oasis in generation is similar if not identical to the Desert.

Click picture to enlarge

The first secret area of the game, and probably the most obscure one due to it's access method.

The Oasis can be accessed from the Desert.

It requires the player to get every container in any sub-area of the Desert without killing any enemies (in reality there is a small window for error in the kill count; you can kill one or two enemies and still be granted access).

To see if you're eligible or not, you can check the skull prop that spawns on every level of the Desert. If the jaw is open, you're good to go. If otherwise, like on the sprite on the right, you are no longer eligible

After fulfilling the conditions, Big Bandit will spawn shortly after, and the player will have to kill him in under 10 seconds from when he spawns. Doing so will instantly kill all enemies and spawn a portal to the Oasis.

Failing to kill BB in under 10 seconds will proceed the game as normal, with the portal taking you instantly to the Sewers, regardless of which sub-area you started the sequence on.
(this is because the game silently sets the current stage to 1-3 when Big Bandit spawns;
you can see it happen in the pause menu
)
TL;DR:
  • Sequence can be activated on any sub-area of the Desert
  • To access the Oasis:
    • Get the Radiation Canister, Weapon Chest and Ammo Chest without killing any enemies
    • Kill Big Bandit in under 10 seconds when he spawns

The enemies of the Oasis are just as simple as the ones in the Desert. However, this time there are only three types of enemies, with two being unique to the area, those being:
  • the Bonefish — a very fragile fish, that swims towards the player and does contact damage
  • the Hermit Crab — the Oasis' version of the Desert's scorpion, which shoots venom particles in a 'V' shape
Overall, the Oasis becomes less threatening than the Desert once the player becomes accustomed to it, and getting through the Oasis itself takes much less time due to how fragile all of the enemies in this area are.

The biggest upside of the Oasis though is its use in getting through the game as fast as possible, as the Oasis will drop the player off at 3-3, skipping the entirety of the Sewers, and the first two areas of the Scrapyard. This largely cuts down on time, and areas will additionally have less enemies than usual (as to why, navigate to the 'difficulty' note in Areas - Introduction). This is obviously offset by having to fight Big Dog with low-tier weapons, but an experienced player shouldn't have any problems with that.

Key environmental objects of the area include naval mines, that will detach from their chains and explode into a ring of projectiles when damaged enough.
Secret Areas - The Pizza Sewers


A screenshot of a completed 2-?

The Pizza Sewers tend to be more open than the Sewers, but that isn't always the case.

With this area's free loot and lack of significant enemies, the Pizza Sewers give the player no reason to not visit them, should the opportunity arise.

Click picture to enlarge.

The easiest secret area to enter, and certainly one of the better ones.

The Pizza Sewers are accessed through the regular sewers. In every Sewers area, there will be a tile with a manhole in a random location on the map. Dealing damage to this tile through explosion damage (blood explosions do not count) will kill all enemies in the area, and spawn a portal to the Pizza Sewers. Do note that the manhole may sometimes spawn under a chest, leading the player under the false assumption that it hasn't spawned.

Pictured: The
manhole in question

This area differs from others greatly in the enemy numbers, as in the Pizza Sewers the player will always encounter only five enemies; 4 turtles, and 1 rat — a reference to Teenage Mutant Ninja Turtles. This makes the area a literal cakewalk, and an opportunity to grab some free loot. This is offset a bit by the fact that the Pizza Sewers act as a mid-point between 2-1 and 3-1, essentially making you go through one extra portal, raising the difficulty faster than it would usually happen (navigate to the 'difficulty' note in Areas - Introduction for more info).

Key environmental objects of the area include only the pizza boxes, which have a chance to drop a small medkit when destroyed.

Taking the portal from the Pizza Sewers will lead you to 3-1, a.k.a. the Scrapyard
Secret Areas - Y.V's Mansion


A screenshot of 3-?

The Mansion generates as a series of small hubs connected by wide corridors.
Rarely it may generate as the opposite; a series of large hubs connected by small corridors.

Y.V's Mansion is quite a tough area for how early you can access it. Watch out for rockets.

Click picture to enlarge

A secret area with a special prize.

To enter the Mansion, the player needs to find a broken golden car in the Scrapyard, or to be more precise, in 3-1, as that's the only area in which it spawns. The player will also need to bring a Screwdriver with them. After the player has found the car and has the Screwdriver, they can smack the car with it to repair it. Interacting with the car will promptly take the player to the Mansion. Try to clear the area around the car of enemies first, as the golden car can still be damaged, and will explode upon death, just like other cars.

The enemies inside the mansion are a bit of a step-up from the enemies of the previous secret areas. There are five types of enemies that can appear in this area:
  • the Mole Fish — a scrawny fish, similar in behavior to the Bandit
  • the Mole Sarge — a jacked up version of the Mole Fish, this time wielding a shotgun instead of a pistol
  • the Fireballer — an... orb?-, which fires slow fireballs at the player occasionally
  • the Super Fireballer — an upgraded. tanky version of the Fireballer, that fires a burst of fireballs at the player
  • the Jock — a strangely fragile resident of the mansion, that fires rockets at the player
The only real threat here are the Jocks, which can quickly blow up the player to smithereens if they catch them off guard. Other than that though, just proceed through the area and methodically kill enemies as they come by.

The Mansion gives a good incentive to visit it, in the form of golden weapons. Every Mansion has a golden weapon chest in it, which will drop a random golden weapon when opened. These golden weapons can be unlocked for a character by going through a portal with them, and after being unlocked, they can be used at the start of a run instead of the revolver.

Y.V's Mansion acts as 3-2, and thus, will take you to 3-3 upon taking the portal.
Secret Areas - Cursed Crystal Caves


A screenshot of 4-?

The Cursed Caves tend to reuse presets when generating, leading to visuals like the one in the picture (although this is an extreme case; the Cursed Caves usually look less linear than this).
Cobwebs sometimes litter the entire area (as pictured), further expressing the corrupt nature of the place.

The Cursed Caves' extreme difficulty requires the player to be on their toes at all times, and even just one mistake can prove to be fatal.

Funnily enough, the Bandits still managed to get in here

Click picture to enlarge

The Cursed Crystal Caves are by far the biggest sh—tshow in the game.

To enter them, the player needs to carry a cursed weapon with them to 4-1. If they happen to do so, they will instantly be taken to 4-? upon taking the portal.

Cursed weapons can be found from Cursed Weapon Chests and as random drops from enemies.
Both of these occurences are only possible if the player has a crown; not having a crown prevents cursed weapons from spawning.

The area has a mere two enemies unique to the place, but the Caves compensate for that by having these enemies be extremely dangerous. These enemies are:
  • the Cursed Crystal Spider — a corrupt version of the regular crystal spider, that has a chance to duplicate upon death, sometimes causing an entire wave of them to spawn.
  • the Cursed Laser Crystal — a corrupt version of the regular laser crystal, which snaps to different places occasionally, sometimes being able to instantly telefrag the player.
The spiders usually act as cannon fodder while the crystals start moving towards you.
You need to keep your distance when near the crystals, as they still deal 20 contact damage, just like their regular counterpart, and they do NOT care where they will teleport, meaning they may as well just telefrag you if you're in range. Move slowly and methodically through the area and you should be fine.

The Cursed Caves slightly compensate for this difficulty by always having one Cursed Large Weapon Chest, which will drop three cursed weapons when opened (cursed weapons are of a higher tier than regular weapons).

The Cursed Caves act as 4-1. Thus, taking the portal from here will lead the player to 5-1, a.k.a. the Frozen City
Secret Areas - The Jungle


A screenshot of 5-?

The Jungle's generation is very different to that of the City's; it generates much more akin to the Desert.

Packed with surprises and close encounters, the Jungle is no place to run & gun in.

Click picture to enlarge

One of the more obscure secret areas, for sure.

The Jungle, unlike other areas, requires a specific mutation to access, that mutation being Last Wish. Entering 5-1 with Last Wish will spawn a Frozen Corpse Plant somewhere near the map's spawn. The player can interact with the plant to sacrifice 1 HP to it. Giving away 4 HP instantly turns the plant into a portal, killing all alive enemies, and taking the player to the Jungle. (entering the Jungle additionally gets rid of Last Wish, and lets the player choose another mutation to replace it.)

The enemies in the Jungle are just about equal to the Frozen City in terms of difficulty, if not lower, with only two enemies that you have to really worry about:
  • the Giant Fly — a grown up version of the Giant Maggot, that flies around and occasionally fires bursts of maggots at the player
  • the Jungle Assassin — a much more stealthy version of the regular Assassin, that camouflages itself as a bush, and strikes with staggering speed when the player gets close.
Regular Bandits also get upgraded into the Jungle Bandits, that fire bursts of projectiles at the player. Their accuracy also gets massively upgraded, making them an actual threat.

The Jungle ultimately is one of the more pointless areas to go to, as its only real use is to reroll Last Wish, should you take it earlier in the run. The area acts as 5-2, meaning that upon taking the portal, you'll end up in 5-3
Secret Areas - Y.V's Crib


A screenshot of the crib.

The Crib generates in a similar manner every time; a bottom area where the large chests are, and the top area with golden cars.

Don't ask how Eyes got here.

Click picture to enlarge.

The Crib is an area exclusive to Y.V., making it the only character-dependent area in the game.

It can be accessed by reaching Level Ultra as Y.V. Doing so will teleport the player to the crib right after they pick either of the two ultra mutations.

The area consists of two rooms; a bottom room, hosting a decorative couch and TV, Yung Cuz, and two Large Golden Weapon Chests, and a top room, containing a bunch of golden cars.

Each Large Golden Weapon Chest contains 25 random weapons, totaling to 50 weapons in the area, making the Crib an excellent area to upgrade your gear in, or to potentially stock up on ammo. Or both.

The area can be exited via the cars in the top section of the map. Should the player destroy the cars, they will respawn shortly after.
Secret Areas - I.D.P.D. HQ


A screenshot of HQ1

The HQ is one of the few areas that isn't random in terms of generation; the game chooses one of the few patterns to generate the headquarters in.

Filled with every flavor of the I.D.P.D., the HQ has the player cornered at all times.

The home of the popo itself.

The HQ can only be accessed post-loop via the I.D.P.D. Vans that spawn regularly on post-loop levels. When a van spawns, it will drive either to the left of the right, and come to a stop for a very brief period of time before dropping off the troops. In this extremely tight period, the player can actually interact with the van, which will spawn a portal to the HQ, killing all enemies in the current area. The timing is relatively difficult if inexperienced though; come in too early, you'll get run over, come in too late, you'll miss the time window.

The area itself hosts just about every type of I.D.P.D. enemy (except the mutated guys), which makes the HQ a big clusterf—ck. When entering the area, your top priority should be taking out any Elite Grunts that spawn, as they're extremely mobile and have got way too much breaching power for their rank; these guys will not hesitate to blow up your cover if the opportunity arises, and as such, they need to be taken care of first. Then you should watch out for Elite Inspectors, as letting these guys near you will get you killed in the matter of a swing or two from their energy swords. Afterwards the course of action is entirely dependent on you.

The Headquarters are also the only secret area to have more than one sub-area, contradicting the single line of text in the introduction to this group of sections, that stated that "every secret area has one sub-area". The third level of this area contains a boss fight, the Captain — arguably the hardest boss fight of them all. Beating the Captain will finish the game, and unlike the Throne, there is no way to initiate a loop or anything similar to that after killing the Captain. By going into the HQ you're making a decision to finish the run.
Secret Areas - The Crown Vault


A screenshot of the Vault.

The Crown Vault generates as a series of long, tight hallways leading to a pedestal room.

Click picture to enlarge.

The Crown Vault is a hidden area in which the player can obtain and unlock gameplay modifiers in the shape of crowns.

It can be accessed via Proto Statues located in 3-2, and 5-2 (also in 1-2 and 7-2 post-loop).
The statue's cover needs to be broken by damaging it. Afterwards, the statue will begin picking up any nearby radiation. Once the statue is charged up, indicated by the glowing dots on its sides, the statue can be broken in order to spawn a portal leading the player to the Vault.

When inside, the player has to navigate through the myriad of long, tight hallways that will eventually lead them to the crown pedestal. Upon walking onto the crown pedestal, a portal will spawn under it, and suck the player in. The player will then be able to choose what crown they want to take with them, if any. Upon selecting the crown, the player will get transported to the third sub-area of the biome they were in.

The contents of the Vault change depending on a few factors.
Entering the Vault a second time in a run will add two Vault Guardian Statues near the pedestal, which will spawn the Crown Guardians either upon destroying any of the statues, or by walking onto the pedestal. The Guardians have to be killed for the player to progress. Additionally, a Proto Chest will be present.
Entering the Vault a third time will increase the amount of statues to four, and Proto Statues will stop spawning for the rest of the run, making the player unable to access the vault again.
Entering the Vault for the first time with a crown in your possession (via equipping it from the starting menu), will make the Vault generate as if it has been entered once already. This can be useful for accessing the Proto Chest as early as 3-2.

As for the crowns themselves, navigate to the Crowns section.
Secret Areas - The Campfire


A screenshot of 0-1

You can take a look at how this area will generate by looking at the character selection screen when starting a run.

Click picture to enlarge.

Considering that looping in itself is sort of a secret mechanic, I feel like this area should be classified as secret as well.

The Campfire is a small area the player gets teleported to after going through the Loop Portal. The player spawns in to the sight of all fellow mutants dead, and the campfire having been put out. Shortly after, they will get ambushed by the I.D.P.D., indicated by police siren sound effects and blue portals appearing around the area.

Killing every I.D.P.D. unit will spawn Throne II, a posthumous version of the Nuclear Throne. Killing it will truly begin the loop, taking the player back to 1-1.
Area Map
This section hosts the Area Map — a map of all areas in the game, and their access points (and requirements).

!!!Crown Vaults in 1-2 and 7-2 have been excluded to avoid needless clutter.

!!!The image is 638 pixels wide, a.k.a. the exact width of a Steam guide section. If your window resolution is small enough, the image might appear blurred. This also might be the case if your window resolution is too high (source needed)

Enemies - Introduction


No roguelike is without enemies and Nuclear Throne is no exception.
The game contains around 58 different enemies, scattered across all of the 16 areas.

This section will list each and every one of these enemies, along with their HP values, spawn locations, attacks and combat tips.

Do note, that enemies will be sorted by the area they originate from; if an enemy appears in multiple areas, it will only be noted in their description, and they will not be put into multiple sections.
For example, the Bandit — a basically universal enemy — will be put only into Enemies - Desert, but every area it spawns in will be listed in its description

Every enemy will be listed in a convenient table, as shown below:




Line
————————————————————————————————————————————
Appears in:
Desert (native),
Palace (as spawn from Dog Guardians)
HP | Rads:
25 | 2
Attacks:
Does contact damage (3)
Shoots a morbillion projectiles (5)
Charges at the player when nearby, dealing contact damage (10)
Explodes upon death (~10)
Behavior:
Walks around randomly.
Upon spotting the player, starts moving towards them.
Occasionally dodges projectiles fired by the player
Notes/Tips:
You can prevent these guys from spawning in the Palace by quitting the game.

This is a monstrosity of an enemy I made up in the span of a few minutes, which conveniently displays most of the things you will see in each individual cell of this table preset. Let's take this table apart one by one to clarify everything in it, starting from the top:

Image
An image of the enemy sprite in-game, with its name to the right of it. Names that are short enough will have a pixelscale of 4, while large names that cannot fit in the borders of the image will have a pixelscale of 2. (To clarify further, the in-game font in Nuclear Throne has every character in it be 8x8 pixels. The font having a pixelscale of 2, means that each individual character will be 16x16 pixels. The similar happens with a pixelscale of 4 — each symbol will be 32x32)

Line
The Line™ is used to force every table to be the same width, making every section look much cleaner. Without it, entire sections would look like a mess made in 5 minutes by a 10 year old. The Line™ may not appear crucial, but it's the only thing that makes these tables look good.

Appears in:
As the name suggests, this cell tells you where this enemy appears, and in what manner.
The way an enemy spawns will be indicated in parentheses.

HP | Rads:
The amount of hit points the enemy has, and how much radiation they drop upon death, separated by a vertical bar, with the former being on the left side, and the latter being on the right side.
HP: Depleting the enemy's HP to 0 kills it. For reference, a bullet fired by the player (from weapons such as the Revoler or the Assault Rifle) does 3 damage, and a regular crossbow bolt deals 20 damage
Rads: The amount of radiation the enemy drops upon death. Radiation is the main source of experience in Nuclear Throne. Enemies with larger health pools tend to drop much more radiation.

Attacks:
This cell lists anything that the enemy can deal damage to you with, whether it's contact damage, or a projectile attack, or something else. Next to the attack method, a damage number is appended to it, in parentheses. The parentheses will always list the damage value of a single hit, meaning that if an enemy fires a burst of projectiles, or many projectiles at once, the damage value given will be that of a single projectile, not the entire burst. Explosion damage will be given as an approximate due to their nature (I.D.P.D. explosions are an exception), and because any explosion will deal a f—ckload of damage to you regardless. Stay away from explosions.

Behavior:
This cell lists how the enemy behaves in relation to the environment, a.k.a. how the damn thing moves. Any actions that do not directly damage the player will also be listed in this cell.

Notes/Tips:
A miscellaneous cell for listing any additional tidbits of information, or tips on how to avoid or fight the enemy. Not all enemies will have this cell filled out.

NOTE: 'Line of sight' will be a common term in this section, and sometimes it will be abbreviated as 'LoS'. Just a heads up
Enemies - Desert
These are the enemies that are unique to the Desert.




Line
————————————————————————————————————————————
Appears in:
Desert (native)
Jungle (as spawn from Giant Flies)
HP | Rads:
2 | 1
Attacks:
Does contact damage (1)
Behavior:
Crawls around randomly.
When near the player, starts crawling in their general direction
Notes/Tips:
-




Line
————————————————————————————————————————————
Appears in:
Desert (as spawn from Infested Radiation Canisters)
HP | Rads:
2 | 2
Attacks:
Does contact damage (1)
Behavior:
Moves around randomly.
Crawls in the direction of the player when nearby.
Dies upon contact with the player.
Notes/Tips:
By standing on top of the rad canister from which they spawn,
you can eliminate a good chunk of them for the cost of 1 HP




Line
————————————————————————————————————————————
Appears in:
Desert (native)
HP | Rads:
12 | 5
Attacks:
-
Behavior:
Spawns six Maggots upon death.
Can drop a pickup, or weapon upon death
Notes/Tips:
The HP of this enemy rapidly depletes when the player is near.
A good strategy (if you have a melee weapon), is to sit near the nest
for roughly two seconds and smack it with your melee, killing all maggots
that were about to spawn.




Line
————————————————————————————————————————————
Appears in:
Desert (native)
HP | Rads:
22 | 10
Attacks:
Does contact damage (1)
Behavior:
Crawls around randomly.
Moves in the direction of the player when nearby.
Spawns six Maggots upon death.
Can burrow into the ground, reappearing near the player shortly after.
Can drop a weapon upon death
Notes/Tips:
A melee hit that deals overkill damage will also kill the Maggots
spawned upon the Giant Maggot's death.




Line
————————————————————————————————————————————
Appears in:
Every area of the game with the exception of:
The Frozen City
The Laboratory
The Pizza Sewers
Y.V.'s Crib
I.D.P.D. HQ
The Campfire
The Vault
HP | Rads:
4 | 1
Attacks:
Fires a projectile (3)
Behavior:
Walks around randomly.
Notes/Tips:
These guys fire their projectiles before aiming at the player, which
makes their accuracy as good as dogsh—t




Line
————————————————————————————————————————————
Appears in:
Desert (native)
HP | Rads:
15 | 10
Attacks:
Does contact damage (5)
Fires projectiles in a wide spread (2)
Behavior:
Walks around randomly.
When firing, glides in the direction it was moving in.
Generally prefers to move away from the player.
Notes/Tips:
-




Line
————————————————————————————————————————————
Appears in:
Desert (native, rare spawn)
HP | Rads:
37 | 30
Attacks:
Fires two waves of projectiles; one fast stream, and one slow burst (2)
Explodes into a big ring of projectiles upon death (2)
Behavior:
Same behavior as the regular Scorpion.
Notes/Tips:
Makes a nice metallic 'ping' sound when hit, unlike its normal counterpart.
Enemies - Sewers
These are the enemies unique to the Sewers




Line
————————————————————————————————————————————
Appears in:
Sewers (native)
HP | Rads:
7 | 4
Attacks:
Does contact damage (2)
Behavior:
Runs around randomly.
After spotting the player, moves towards them, often attempting to flank the player.
Notes/Tips:
-




Line
————————————————————————————————————————————
Appears in:
Sewers (as spawn from Big Green Rats)
HP | Rads:
4 | 0
Attacks:
Does contact damage (2)
Behavior:
Identical to the regular Rat.
Can drop a pickup upon death
Notes/Tips:
Leaves a barely visible corpse after death




Line
————————————————————————————————————————————
Appears in:
Sewers (native),
Laboratory (post-loop)
HP | Rads:
35 | 20
Attacks:
Does contact damage (1)
Charges when empty (5)
Behavior:
Remains mostly stationary, and regularly spawns batches of regular
Green Rats when in proximity to the player.
After spewing out more than 12 rats, becomes enraged, and will charge
at the player when close. The charge can tear through walls.
Upon death when enraged, explodes into a couple regular Green Rats.
Notes/Tips:
Kill these guys before they become enraged, otherwise they'll be
a huge nuisance.




Line
————————————————————————————————————————————
Appears in:
Sewers (native),
Scrapyard (native)
HP | Rads:
5 | 5
Attacks:
Explodes into projectiles upon death (2)
Behavior:
Randomly bounces around the area.
Upon spotting the player, attempts to bounce towards them.
When in extremely close proximity, explodes into projectiles;
the explosion itself does not deal damage.
Notes/Tips:
Dangerous when killed by guns, puny when killed by melee.




Line
————————————————————————————————————————————
Appears in:
Sewers (when a Ballguy walks into toxic gas),
Scrapyard (when a Ballguy walks into toxic gas)
HP | Rads:
21 | 8
Attacks:
Releases projectiles passively and upon death (2),
Releases toxic gas upon death (3)
Behavior:
Identical to the regular Ballguy, just this time with more dangerous attacks.
In addition, their explosion can also destroy terrain.
Can drop pickups upon death
Notes/Tips:
With their massive health pool and excellent suppressive capabilities
these guys are an absolute menace to deal with. Killing them is top
priority no questions asked. Make sure to kill any other Ballguys near
this lad, as they'll turn into their upgraded versions if you kill the
Toxic Ballguy first.




Line
————————————————————————————————————————————
Appears in:
Sewers (native),
Crystal Caves (as rare spawn from Cocoons)
HP | Rads:
12 | 8
Attacks:
Uses a shotgun to attack the player (1)
Behavior:
Walks around randomly.
When a line of sight with the player has been established,
the Alligator will fire at them after a short period of time,
telegraphed by three red exclamation marks appearing
above their sprite.
Notes/Tips:
These guys take a long time to react, so the best strategy is
to just rush them. Even if you fail, you'll take 6 damage in the
absolute worst case scenario, as they only fire 6 shells per shot.




Line
————————————————————————————————————————————
Appears in:
Sewers (extremely rare spawn),
Scrapyard (post-loop),
Crystal Caves (post-loop)
HP | Rads:
30 | 12
Attacks:
Uses a flak cannon to attack the player
(main orb deals 4 dmg, shells spawned by it deal 1)
Behavior:
Very similar to that of the regular Alligator's,
but with much faster reaction times this time around.
Can drop a pickup upon death.
Notes/Tips:
Peeking from behind a corner is the best strategy for dealing
with these guys.




Line
————————————————————————————————————————————
Appears in:
Sewers (native),
Scrapyard (native),
Desert (post-loop)
HP | Rads:
7 | 8/16
Attacks:
Uses a metal pipe to attack the player (5)
Behavior:
Often spawns as a disguised corpse of itself.
When in proximity, the Assassin wakes up, and waits for
roughly a second before its AI activates.
Afterwards, the Assassin will move towards the player at a rapid pace,
while attempting to dodge the player's attacks.
When in close proximity, the Assassin will swing their pipe, telegraphed
by three red exclamation marks appearing above the Assassin's sprite.
Can drop pickups on death.
Notes/Tips:
Just fire away at every one of their corpses and their disguise
factor gets thrown into the ground.
These guys will give you twice the rads if you kill them in a single
shot while they're disguised
.
In addition, please be wary of them post-loop, as more often than not,
they will get woken up by other things happening in the area as you spawn
in due to the huge enemy density, and they will start sprinting towards
you immediately.
Enemies - Scrapyard
These are the enemies unique to the Scrapyard




Line
————————————————————————————————————————————
Appears in:
Scrapyard (native)
HP | Rads:
10 | 4
Attacks:
Shoots a burst of three projectiles at the player (3)
Behavior:
Walks around randomly.
Upon spotting the player, keeps their distance and attempts to shoot at them.
Will sometimes relocate by flying up into the air.
While midair they're invincible to any type of damage.
Can drop pickups upon death.
Notes/Tips:
Don't get too close to them, as unlike Bandits, these guys will
have absolutely no issue with unloading a burst into your face.




Line
————————————————————————————————————————————
Appears in:
Scrapyard (native),
Desert (post-loop)
Palace (post-loop)
HP | Rads:
6 | 8
Attacks:
Fires a tight spread of three very fast projectiles at the player (3),
Explodes upon death (>5)
Behavior:
Keeps their distance at all times.
Upon establishing a line of sight with the player, activates their laser sight
and prepares a shot. After a short period, the Sniper will fire a tight spread
of three very fast projectiles.
Can drop pickups on death.
Notes/Tips:
These guys have a very distinct sound cue upon scoping in,
so locating them won't be an issue.
A melee weapon can be used to swiftly deal with Snipers by simply deflecting their
projectiles in their general direction.




Line
————————————————————————————————————————————
Appears in:
Scrapyard (native)
HP | Rads:
25 | 12
Attacks:
Does contact damage (1),
Spews fire in the general direction of the player (1)
Behavior:
Walks around randomly.
Upon spotting the player, the Fire Salamander will often
spew an arcing stream of fire towards them.
Can drop a pickup/weapon on death.
Notes/Tips:
Be wary of them if you're at low HP.
Enemies - Crystal Caves
These are the enemies unique to the Crystal Caves




Line
————————————————————————————————————————————
Appears in:
Crystal Caves (native)
HP | Rads:
18 | 9
Attacks:
Does contact damage (3)
Behavior:
Crawls around randomly.
Rapidly attempts to crawl towards the player when in close proximity.
Can drop a pickup or weapon upon death.
Notes/Tips:
-




Line
————————————————————————————————————————————
Appears in:
Crystal Caves (native),
Sewers (post-loop),
Laboratory (post-loop)
HP | Rads:
45 | 22
Attacks:
Does contact damage (20),
Fires lasers at the player (1 per tick)
Behavior:
Floats around randomly.
Upon spotting the player, charges up for a brief moment
before firing a couple lasers in the direction the player was spotted in.
Can drop a pickup or weapon upon death.
Notes/Tips:
Make sure you have room to dodge the lasers, as an unlucky salvo can
shred your health.




Line
————————————————————————————————————————————
Appears in:
Crystal Caves (post-loop)
HP | Rads:
45 | 25
Attacks:
Does contact damage (20),
Fires lightning at the player (2)
Behavior:
Moves randomly at a slightly faster pace than a regular Laser Crystal.
Constantly emits short-range lightning that can damage the player.
Upon spotting the player, attempts to fire lightning bolts in their general direction.
Can drop a pickup or weapon upon death.
Notes/Tips:
Keep your distance and you're gonna be fine
Enemies - Frozen City
These are the enemies unique to the Frozen City




Line
————————————————————————————————————————————
Appears in:
Frozen City (native)
HP | Rads:
8 | 4
Attacks:
Fires a projectile (3)
Behavior:
Identical behavior to the regular Bandit.
Can drop a pickup upon death.
Notes/Tips:
-



Line
————————————————————————————————————————————
Appears in:
Frozen City (native)
HP | Rads:
12 | 6
Attacks:
Does contact damage (2),
Fires a spread of three projectiles (3)
Behavior:
Walks around randomly while at the same time trying to move closer
to the player.
Upon spotting the player, the Robot Wolf can roll, firing three projectiles
in the direction of the player.
Notes/Tips:
Annoying as all hell




Line
————————————————————————————————————————————
Appears in:
Frozen City (native),
Scrapyard (post-loop)
HP | Rads:
15 | 5
Attacks:
Does contact damage while charging (4)
Behavior:
Stands around until the player gets into close proximity,
after which the Snowbot will attempt to charge in the general direction
of the player. The activation distance isn't affected by walls.
Can drop a pickup or weapon upon death.
Notes/Tips:
Keep your distance or get behind reliable cover.
Don't stand too close to corners, as they can melee you through those.




Line
————————————————————————————————————————————
Appears in:
Frozen City (native)
HP | Rads:
50 | 10
Attacks:
Fires a salvo of bullets (3),
Explode upon death (>10)
Behavior:
Moves around randomly.
Upon spotting the player, can lock onto them, telegraphed by a red laser and
a distinct sound, before firing an expanding salvo of bullets shortly after.
On the next shot, the pattern will invert, starting wide and ending tight.
After reaching 0 HP, the Snow Tank will freeze in place for a brief period,
and explode.
Can drop a pickup or weapon on death.
Notes/Tips:
-




Line
————————————————————————————————————————————
Appears in:
Frozen City (native, rare spawn)
HP | Rads:
70 | 13
Attacks:
Fires a salvo of bullets (3),
Fires a non-homing missile (>10),
Explodes upon death (>10)
Behavior:
Near identical to the regular Snow Tank, but with near-instantaneous
reaction and attack times. The Golden Snow Tank also will fire a missile in addition
to the salvo of bullets.
Notes/Tips:
Makes one of the scariest noises in the game.
The key to beating this lad is attacking faster than they can.
Enemies - The Laboratory
These are the enemies unique to the Laboratory




Line
————————————————————————————————————————————
Appears in:
Laboratory (native),
Frozen City (post-loop, as spawn from Necromancers)
HP | Rads:
7 | 1
Attacks:
Does contact damage (3)
Behavior:
Attempts to move towards the player at all times.
Is more successful when up close.
Can drop a pickup on death.
Notes/Tips:
The very definition of cannon fodder. Kill any Necromancers
that might be bringing these guys back to life.




Line
————————————————————————————————————————————
Appears in:
Laboratory (native),
Crystal Caves (post-loop),
Palace (post-loop)
HP | Rads:
5 | 10
Attacks:
Does contact damage (2),
Explodes upon contact or death (>10)
Behavior:
Slowly roams around.
Can spot the player from any distance as long as a line of sight can
be established, and after doing so, the Explo Freak will run towards
the player.
Can drop a pickup on death.
Notes/Tips:
If you're on a level that has these guys, just peek from behind a corner
and patiently wait for one of these lads to come to you.
You do NOT want to be taken off guard by them.




Line
————————————————————————————————————————————
Appears in:
Laboratory (native),
Crystal Caves (post-loop)
HP | Rads:
80 | 20
Attacks:
Does contact damage (5)
Behavior:
Roams around randomly.
After spotting the player, slowly moves towards them.
Can drop a pickup or weapon on death.
Notes/Tips:
-




Line
————————————————————————————————————————————
Appears in:
Laboratory (native),
Frozen City (post-loop)
HP | Rads:
6 | 8
Attacks:
-
Behavior:
Attempts to avoid the player.
Uses their rifle to spawn Necromancy Rings, that revive dead corpses
after a brief period, turning them into Freaks
Can drop a pickup on death.
Notes/Tips:
These guys should be your top priority. When they're on-screen at least.




Line
————————————————————————————————————————————
Appears in:
Laboratory (native, uncommon spawn)
HP | Rads:
40 | 2
Attacks:
Fires a line of projectiles at the player (3)
Behavior:
Rises from the ground near the player occasionally.
Silently tracks the player and locks onto them, firing a line of projectiles
in the direction the player was in roughly half a second before firing.
Can drop a pickup on death.
Notes/Tips:
-
Enemies - The Palace
These are the enemies unique to the Palace




Line
————————————————————————————————————————————
Appears in:
Palace (native)
HP | Rads:
35 | 11
Attacks:
Does contact damage (2),
Fires a spread of three very slow projectiles (5)
Behavior:
Floats around slowly.
Upon spotting the player, fires a spread of three very slow projectiles
in their direction.
Occasionally relocates via teleporting.
Destroys nearby walls on death.
Can drop a pickup on death.
Notes/Tips:
-




Line
————————————————————————————————————————————
Appears in:
Palace (native),
Frozen City (post-loop)
HP | Rads:
50 | 18
Attacks:
Does contact damage (2),
Fires a ring of projectiles after a charge-up period (2)
Behavior:
Attempts to float towards the player.
Upon spotting the player and when in medium proximity,
the Explo Guardian will attach to the floor and begin charging up.
After a brief period, the Guardian will release a ring of low-damage
projectiles.
Destroys walls on death.
Can drop a weapon on death.
Notes/Tips:
-




Line
————————————————————————————————————————————
Appears in:
Palace (native),
Frozen City (post-loop)
HP | Rads:
160 | 24
Attacks:
Does contact damage (6)
Behavior:
Slowly crawls around.
Upon spotting the player, leaps towards them, destroying nearby walls upon landing.
The Dog Guardian can chain leaps to gain distance in a short period of time.
Can drop one or two pickups on death.
Notes/Tips:
As a last resort you can try and bait the Dog Guardian into bouncing off of nearby walls, potentially giving you enough time to kill them.
Enemies - I.D.P.D. #1
The I.D.P.D. (Inter-Dimentional Police Department) are a unique bunch, as they don't originate from any biome (except their HQ, I guess), but can appear in any if the conditions are met, the common ones being:
  • Damaging a Proto Statue
  • Fully charging a Proto Statue
  • Exiting the Crown Vault after taking a crown
  • Starting a run, if a crown has been equipped prior
  • Opening an I.D.P.D. Ammo Chest
I.D.P.D. troops also spawn:
  • As backup during the Lil' Hunter fight
  • After entering 7-1 and 7-2 (random amount of portals, sometimes 0)
  • After entering 0-1 (4 portals)
  • After progressing far enough in an area when playing as Rogue, or after looping
  • From I.D.P.D. Vans, that spawn after the player has looped
There are 8 different flavors of these guys, all listed below (in the next section, since everything bunched up together would exceed the 8k character limit).
Enemies - I.D.P.D. #2



Line
————————————————————————————————————————————
Appears in:
I.D.P.D. HQ (native),
Almost any area (after conditions are met)
HP | Rads:
8 | 0
Attacks:
Fires projectiles at the player (3),
Rarely throws a grenade at the player (16)
Behavior:
Tries to keep their distance relative to the player
and fires projectiles at them if a line of sight has been established.
Otherwise, the Grunt may toss a grenade in order to get the player out of hiding.
Sometimes rolls in an attempt to dodge any attacks.
Can drop a pickup on death.
Notes/Tips:
-




Line
————————————————————————————————————————————
Appears in:
I.D.P.D. HQ (native),
Almost any area (after conditions are met)
HP | Rads:
10 | 0
Attacks:
Fires a slug at the player (5),
Rarely throws a grenade at the player (16)
Behavior:
Tries to keep their distance while also staying in their effective range.
When a line of sight has been established, the Inspector can fire a large, blue slug.
The slug can bounce off of walls.
The Inspector will often try to drag the player closer towards them
using their telekinesis.
Can drop a pickup on death.
Notes/Tips:
Unless you're confident in your dodging skills, don't come close to these guys.




Line
————————————————————————————————————————————
Appears in:
I.D.P.D. HQ (native),
Almost any area (after conditions are met)
HP | Rads:
45 | 0
Attacks:
Fires a salvo of projectiles at the player (3)
Behavior:
Walks around aimlessly, but tries to move up on the player occasionally.
Upon establishing line of sight, sprays a salvo of 8 bullets at the player.
Occasionally shields for a brief period. When shielded, the Shielder is
invulnerable to most types of attacks, and most of those attacks will
get deflected, while only some will be simply deleted/absorbed/whatever.
Can drop a pickup on death.
Notes/Tips:
Be careful around using bullet, shell, or plasma weapons near these
guys, as they will reflect them towards you using their shield.

The following I.D.P.D. troops appear post-loop




Line
————————————————————————————————————————————
Appears in:
I.D.P.D. HQ (native),
Almost any area (post-loop, after conditions are met)
HP | Rads:
42 | 0
Attacks:
Fires projectiles at the player (3),
Fires a missile if LoS is broken (4 on contact, 16 via explosion)
Behavior:
Moves much more erratically than the regular Grunt.
The roll gets replaced by an auto-roll, just like Fish's Throne Butt roll.
Fires projectiles at the player if a line of sight has been established.
If not, the Elite Grunt will stop in place for half a second before firing
a missile in the player's direction, as a means to destroy cover.
Can drop a pickup on death.
Notes/Tips:
Their staggering offensive capabilities make these guys a top priority.
If not taken care of, they can shred you within seconds.




Line
————————————————————————————————————————————
Appears in:
I.D.P.D. HQ (native),
Almost any area (post-loop, after conditions are met)
HP | Rads:
42 | 0
Attacks:
Swings their energy sword at the player when in close proximity (8),
Occasionally throws a grenade in the direction of the player (16)
Behavior:
Constantly tries to get close to the player, aiding themselves with their
strong telekinesis.
When close, three red exclamation marks will appear above the E.Inspector's
sprite before they swing their energy sword.
Notes/Tips:
Being in melee range of these guys always means death,
but with precise positioning and some luck you can dodge their strike,
albeit the chances of that occuring are quite low.




Line
————————————————————————————————————————————
Appears in:
I.D.P.D. HQ (native),
Almost any area (post-loop, after conditions are met)
HP | Rads:
105 | 0
Attacks:
Fires plasma projectiles at the player (sh-tton, no, like genuinely, do NOT get hit)
Behavior:
Similar, if not identical behavior to the regular Shielder.
This time around, the Elite Shielder also uses the shield to teleport.
Right before the shield drops, the E.Shielder will teleport to a random location.
Can drop a pickup on death.
Notes/Tips:
The tip in the regular Shielder's table also applies to this lad.




Line
————————————————————————————————————————————
Appears in:
Almost any area (post-loop, after enough enemies have been killed)
HP | Rads:
262 | 0
Attacks:
Does contact damage (20),
Explodes on death (16)
Behavior:
Spawns out of an enormous portal after enough enemies in the area
have been killed. The portal is accompanied by a distinct sound cue.
After spawning in, the van will drive out in a straight line, ramming through any walls.
The van will come to a stop shortly after and will release a few i.D.P.D. troops.
Can drop up to 3 pickups on death.
Notes/Tips:
If you have an arsenal strong enough,
you can destroy a van before it unloads its troops.
Vans after loop 3 will explode immediately upon deploying

The following I.D.P.D. troops appear after loop 3




Line
————————————————————————————————————————————
Appears in:
Almost any area (after loop 3, after conditions are met)
HP | Rads:
34 | 25
Attacks:
Does contact damage (5),
Fires a wide spread of bullets (3),
May drop three grenades on death (16)
Behavior:
Agressively moves towards the player.
When line of sight has been established, fires a very wide wave of projectiles.
May drop three grenades when killed.
When dead, the corpse will turn back into an
alive I.D.P.D. Freak after roughly 20-30 seconds.
Can drop a pickup on death.
Notes/Tips:
-
Enemies - Crown Vault
These are the enemies unique to the Vault




Line
————————————————————————————————————————————
Appears in:
Crown Vault (after conditions are met)
HP | Rads:
70 | 12
Attacks:
Fires large orbs (12) at the player, that split into smaller orbs (5)
Behavior:
Behavior is identical to the regular Guardian.
The triple orb attack gets replaced by a single enormous orb,
that after a brief period splits into a ring of seven lines of smaller orbs.
The Vault Guardian's large orbs can drop pickups on death.
The Vault Guardian itself may also drop a pickup on death.
Notes/Tips:
Legend has it that on the ancient PS4 version of NT this
guardian will crash your game if you die to him
.
Enemies - Oasis
These are the enemies unique to the Oasis




Line
————————————————————————————————————————————
Appears in:
Oasis (native)
HP | Rads:
6 | 2
Attacks:
Does contact damage (2)
Behavior:
Swims aimlessly, bouncing off of walls.
When in close proxmity to the player, tries to approach them.
Notes/Tips:
-




Line
————————————————————————————————————————————
Appears in:
Oasis (native)
HP | Rads:
12 | 3
Attacks:
Does contact damage (3),
Fires a wide V-shaped pattern of venom projectiles at the player (2)
Behavior:
Can drop a pickup on death.
Notes/Tips:
Biggest counter to these guys is simply standing still
Enemies - Pizza Sewers
These are the enemies unique to the Pizza Sewers




Line
————————————————————————————————————————————
Appears in:
Pizza Sewers (native)
HP | Rads:
15 | 12
Attacks:
Does contact damage (4)
Behavior:
Stands still and occasionally hides in its shell and starts rolling around.
Notes/Tips:
-
Enemies - Y.V.'s Mansion
These are the enemies unique to Y.V.'s Mansion




Line
————————————————————————————————————————————
Appears in:
Y.V.'s Mansion (native)
HP | Rads:
6 | 3
Attacks:
Fires a projectile (3)
Behavior:
Identical to a Bandit.
Can drop a pickup on death.
Notes/Tips:
-




Line
————————————————————————————————————————————
Appears in:
Y.V.'s Mansion (native)
HP | Rads:
14 | 6
Attacks:
Fires a shotgun blast at the player (1)
Behavior:
Walks around aimlessly.
Upon spotting the player, the Mole Sarge may fire their shotgun at them,
much like an Alligator.
Notes/Tips:
-




Line
————————————————————————————————————————————
Appears in:
Y.V.'s Mansion (native)
HP | Rads:
25 | 5
Attacks:
Fires a slow fireball at the player (3)
Behavior:
Floats around aimlessly and fires fireballs at the player if it spots them.
Notes/Tips:
-




Line
————————————————————————————————————————————
Appears in:
Y.V.'s Mansion (native),
Sewers (post-loop)
HP | Rads:
60 | 15
Attacks:
Does contact damage (1),
Fires fast lines of fireballs at the player (3)
Behavior:
Behaves identically to a regular Fireballer, but fires
fast lines of fireballs at a fast rate, unlike its regular counterpart.
Notes/Tips:
-




Line
————————————————————————————————————————————
Appears in:
Y.V.'s Mansion (native)
HP | Rads:
25 | 8
Attacks:
Does contact damage (2),
Fires accelerating missiles at the player (>4)
Behavior:
Walks aimlessly and fires accelerating missiles at the player if it spots them
Notes/Tips:
Jocks can actually run out of ammo;
they've got an unreplenishable stock of 5 rockets,
and after they deplete it, they will only be able to do contact damage.
Enemies - Cursed Crystal Caves
These are the enemies unique to the Cursed Crystal Caves




Line
————————————————————————————————————————————
Appears in:
Cursed Crystal Caves (native)
HP | Rads:
18 | 20
Attacks:
Does contact damage (3)
Behavior:
Identical to the regular Crystal Spider.
Upon death, has a chance to split into two copies of itself that
do not drop radiation on death. These copies also have a
chance to split.
Can drop a pickup on death
Notes/Tips:
-




Line
————————————————————————————————————————————
Appears in:
Cursed Crystal Caves (native)
HP | Rads:
45 | 25
Attacks:
Does contact damage (20),
Fires lasers at the player (1)
Behavior:
Floats around aimlessly and fires lasers at the player after a brief
charge-up period, just like a regular Laser Crystal.
Snaps from place to place every now and then. The maximum teleport
distance seems to be around 5 blocks.
Can drop a pickup on death.
Notes/Tips:
Unless you have Strong Spirit and are feeling ballsy, do NOT approach them.
Enemies - Jungle
These are the enemies unique to the Jungle




Line
————————————————————————————————————————————
Appears in:
Jungle (native)
HP | Rads:
9 | 5
Attacks:
Fires projectiles at the player at a fast rate (1)
Behavior:
Similar to a Bandit, but has better aim, fires a burst of bouncing bullets,
and moves more aggressively.
Can drop a pickup on death
Notes/Tips:
-




Line
————————————————————————————————————————————
Appears in:
Jungle (native)
HP | Rads:
12 | 8
Attacks:
Uses a metal pipe to swing at the player (5)
Behavior:
Behaves much like a regular Assassin, but this time they disguise
as one of the many Jungle bushes. The whole "waiting for AI to activate"
quirk is also gone, meaning the second a Jungle Assassin is awake,
they're instantly combat-ready, unlike the regular Assassin, that stays
still for about a second. Their movement pattern also seems to be more
erratic.
Can drop a pickup on death.
Notes/Tips:
Listen to the sounds of rustling bushes; that's how you know they're coming.




Line
————————————————————————————————————————————
Appears in:
Jungle (native),
Desert (post-loop)
HP | Rads:
40 | 10
Attacks:
Does contact damage (5),
Fires maggots at the player (1)
Behavior:
Moves towards the player and fires a stream of maggots at them
when they spot them. Spawns six Maggots on death.
Can drop a pickup on death.
Notes/Tips:
-
Enemies - Pickups
In Nuclear Throne even pickups can turn against you! Ammo Crates and Health Crates may rarely become mimics, and leaving a radiation canister unattended can make it mutate.




Line
———————————————————————————————————————————
Spawn conditions:
11% chance of replacing an Ammo Chest
HP | Rads:
12 | 6
Attacks:
Does contact damage (3)
Behavior:
Tries to disguise as a regular Ammo Chest.
Occasionally breaks their disguise by playing an animation,
and a distinct sound cue.
Drops two pickups on death.
Notes/Tips:
Another way to diffirentiate Mimics from Ammo Crates is by the Mimic's
lack of the occasional shine a regular Ammo Crate has.




Line
———————————————————————————————————————————
Spawn conditions:
2% chance to replace a Medkit Chest
HP | Rads:
15 | 15
Attacks:
Does contact damage (4)
Behavior:
Identical to a regular Mimic.
Drops two pickups on death.
Notes/Tips:
In my 300+ hours of this game I have not seen this enemy even once.




Line
———————————————————————————————————————————
Spawn conditions:
Leaving the Radiation Canister intact for two levels will spawn this
enemy on the third level
HP | Rads:
60 | up to 115
Attacks:
Does contact damage (4),
Fires a stream of radiation at the player (1)
Behavior:
Runs erratically and sprays radiation at the player if a line of sight
has been established. The enemy Horror uses their radiation as
ammunition, and if they run out, they start running at the player.
Notes/Tips:
cutie
Bosses - Introduction


Bosses are going to be your major roadblocks in a Nuclear Throne run. They range from babymode bosses that appear as early as the first area of the game to the tanky and dangerous menaces in the final levels of the game. Nuclear Throne contains nine bosses, with 5 of them being exclusive to loops. As such, pre-loop and post-loop bosses will be in their own categories.

That being said, all bosses are listed down below, sorted by the order they appear in a run.
Bosses - Big Bandit


▬▬▬▬▬▬▬▬▬
▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬
Encountered in
1-3 (Desert)
HP
100
Rads dropped
30

The first boss of the game. Does not pose a threat even to novice players.

Spawn Conditions
  • After killing 10% of the floor's enemies, the game will choose a random 2x2 section of the wall near the player (about 6 blocks away) to serve as Big Bandit's spawn location. Big Bandit will charge out of that wall shortly after. If the player happens to be too close, the game will not spawn Big Bandit until the player moves away.

  • The player can also spawn Big Bandit via opening all containers on the level without killing any enemies (there is a margin of error though; about 1 or 2 enemies). After doing so, Big Bandit will spawn in the same manner as shown above. Do note that the level will instantly switch to 1-3, even if you were on 1-1 or 1-2 beforehand, allowing the player to skip one or two floors.

Attacks
  1. Charge (10 damage)

    • When the player is in close proximity, or line of sight is broken, Big Bandit will stop in place for half a second, and play a charge-up animation, before charging in the direction of the player. The charge deals immense damage and destroys walls.

  2. Bullet Barrage (3 per projectile)

    • When Big Bandit has a clear line of sight with the player, he will fire a barrage of bullets for roughly 3 seconds with average accuracy.

Behavior details
  • Big Bandit will not always attempt to close in on the player. Sometimes he may be sitting on the other side of the map.

  • If the player does not establish line of sight with Big Bandit at all after he spawns, he will not attack. Big Bandit will start attacking the player if he takes any damage or if he sees the player

  • Melee weapons are exceptionally strong against Big Bandit. When charging, Big Bandit can be hit by a melee swing multiple times, dealing extreme damage.

Post-loop
After looping:
  • More Big Bandits spawn at once per loop. At loop 1, 2 BBs will spawn at once. This number increases by 2 with each loop.
    • This applies also when attempting to enter the Oasis in a loop

  • Big Bandit's AI becomes much more agressive, now having almost instant reaction time, and being able to chain attacks as a result.
Bosses - Big Dog


▬▬▬▬▬▬▬▬▬
▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬
Encountered in
3-3 (Scrapyard)
HP
300
Rads dropped
90

The second, yet still relatively easy boss. Can become a problem if not taken care of quickly.

Spawn Conditions
Big Dog automatically spawns on the side of the map opposite of the player's spawn and starts off as dormant. In this state Big Dog does quite literally f—ckall and just sleeps. Big Dog will wake up if any of the 4 conditions below are met:
  • The player gets too close (a few blocks away from Big Dog)

  • The player maintains line of sight with Big Dog for more than 5 seconds

  • Big Dog is damaged for more than 30 damage while asleep

  • There are fewer than 3 enemies alive on the level
After waking up, Big Dog will start attacking the player.

Attacks
  1. Bullet Spiral (3 damage per projectile)
    • Big Dog spins around, firing a spiral of very slow bullets in every direction. Small gaps will occasionally form in the pattern.

  2. Missiles (>5 damage per missile)
    • Fires three missiles in random directions, which start slowly flying towards the player. The missiles explode on contact with the player and bounce off walls or when taking projectile/melee damage.

  3. Explodes upon death (>10 damage)
    • The explosion radius is slightly bigger than Big Dog

Behavior details
  • Big Dog will keep advancing on the player when not attacking, even though they don't deal contact damage

  • Big Dog will always start the fight by using the spiral attack

Tips
  • If possible, clear the area of enemies before engaging Big Dog. Snipers especially could be a big issue when fighting Big Dog

  • If you happen to have a melee weapon, you can deflect Big Dog's projectiles back into them for a small damage boost. You can also attempt to detonate Big Dog's missiles next to them for more damage.

Post-loop
After looping:
  • Big Dog will have much more HP (80% more on Loop 1, for a total of 540). This is a much bigger health increase percentage-wise than for other bosses.

  • The spiral attack will take more time, resulting in more lines of projectiles

  • Big Dog's missiles will start firing projectiles in the direction they're flying in. Big Dog will also fire an additional missile per loop, and the missiles themselves will have a faster fire rate with each loop.
Bosses - Lil' Hunter


▬▬▬▬▬▬▬▬▬
▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬
Encountered in
5-3 (Frozen City)
HP
140
Rads dropped
20

A strange and big spike in difficulty considering the previous two bosses. Often catches even experienced players off-guard. Requires good knowledge of the game and the boss itself to beat consistently.

Spawn conditions
After entering 5-3, Lil' Hunter will attempt to divebomb the player after seven seconds. This is telegraphed by a distinct sound cue and a small shadow appearing somewhere next to the player.
After divebombing, Lil' Hunter attempts to attack the player.

Attacks
  1. Leap (1 damage per fire particle)
    • Lil' Hunter will fly into the air and try to land on the player, as indicated by a small shadow appearing next to the player. Upon landing, a ring of blue fire particles will spread out.

  2. Bullets (3 damage per projectile)
    • When in close proximity (when closer than around 7 blocks), Lil' Hunter will fire a wide spread of bouncing pellets
    • When far away, Lil' Hunter will fire a tightly-packed line of projectiles with average accuracy.

  3. Backup
    • After taking enough damage, Lil' Hunter will summon I.D.P.D. troops to aid him in battle. This can happen 6 times at max.

  4. On-death event (>10 damage)
    • On death, Lil' Hunter's jetpack malfunctions, and he starts spiraling out. After impacting three walls he will stop and explode. The blast radius is about twice as large as Lil' Hunter himself.

Tips
  • During the downtime before Lil' Hunter spawns, it is heavily advised to clear the surrounding area of any enemies that may be posing an immediate threat to you.

  • If you have a strong enough weapon, you can kill or at least heavily damage Lil' Hunter as he spawns. This can be achieved by, for example:

    • Stacking Sticky Launcher grenades in the general vicinity of LH's spawn location
    • Firing a Super Bazooka at LH as he spawns
    • Firing a Cluster Launcher grenade at LH as he spawns with excellent timing
    • Firing a Super Crossbow at LH as he spawns
    • Firing a Heavy Crossbow at LH as he spawns
    • Firing a Heavy Grenade Launcher at LH as he spawns
    • Unloading your Auto Crossbow into LH as he spawns

  • If possible, spawnkill the I.D.P.D. backup troops.

Post-loop
After looping:
  • Lil' Hunter will spawn substantially faster

  • Lil' Hunter's death explosion will become much larger after loop 2 and onward

  • Lil Hunter will be able to spawn Elite I.D.P.D. after loop 2 and onward
Bosses - The Nuclear Throne


▬▬▬▬▬▬▬▬▬
▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬
Encountered in
7-3 (Palace)
HP
1500
Rads dropped
200

The final (not really) boss of the entire game. Surprisingly a notch down in difficulty in comparison to the manic individual discussed above, even with the crazy boost in health. At times though, one simple mistake can spiral the entire fight out of control.

Spawn conditions
The Throne sits dormant at the top of 7-3, with the seat being occupied by a very old skeleton. The Throne can be damaged to destroy the skeleton and activate the boss fight. After a long period of silence, the Throne will begin rumbling, and will fire a laser that covers the entirety of the red carpet, DO NOT STAND ON THE CARPET. It's exhilirating how many people get instantly obliterated by that laser on their first fight, myself included.

Attacks
  1. Melee damage (10)
    • The Throne passively does 10 damage on contact

  2. Laser (5 per tick, 20 per second)
    • When the player stands on the carpet, the Throne will often attempt to damage the player by firing the same laser as in the beginning. During the first phase, the Throne cannot perform any other attack, whereas in the final phases the Throne can start attacking again shortly before the laser finishes firing.

  3. Orbs (12 damage from large orb, 5 from small orb)
    • The Throne fires two orbs from both of its sides towards the player. The orbs decelerate and burst into a ring of 7 lines of smaller orbs. The large orbs often drop pickups on death.

  4. Pellets (2 damage)
    • Fires lines of pellets in various formations, three lines per side for a total of six lines of pellets. Easily dodgeable from mid-range

Behavior details
  • The Throne will close in on the player if they're far away. As a result, the Throne can walk over the statues on the sides of the room, spawning Guardians that can overwhelm the player.

  • The Throne will attack faster the less health it has. This is indicated by the distinct sound cues.

Tips
  • Try not to back up from the Throne, as that will cause it to close in on you. An exception to this is when you're trying to activate a loop and have a close-range weapon.

  • Always try to bait the laser whenever possible, as that essentially prevents the Throne from using any other attacks

  • Ultimately, defeating the Throne as fast as possible is always the best choice. You may want to search for a good heavy hitting weapon prior to entering 7-3. Some good choices are the Super Crossbow, Super Bazooka, Gatling Bazooka, Sticky Launcher, Plasma Cannon, Auto Crossbow, or maybe even the Heavy Auto Crossbow if you somehow manage to acquire one. If you're looping, also make sure you have a reliable secondary.
Post-loop Bosses - Throne II


▬▬▬▬▬▬▬▬▬
▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬
Encountered in
0-1 (Campfire)
HP
880
Rads dropped
70

The posthumous version of the Throne, and the only thing stopping you from truly beginning a loop.

Spawn conditions
Spawns in 0-1 after killing the last remaining I.D.P.D. officer. Throne II will spawn on top of its corpse, and will not deal contact damage for as long as the spawn animation is playing.

Attacks
  1. Melee damage (10 damage)
    • Throne II floats in circles around the playable space, dealing 10 contact damage.

  2. Giant Orbs (12 damage per large orb, 5 damage per small orb)
    • Fires three giant orbs, identical to the ones fired by the regular Throne. These orbs decelerate and split into a ring of multiple lines of smaller orbs upon stopping. The large orbs also often tend to drop pickups on death.

  3. Laser Orbs (12 damage per laser orb, 2 damage per laser projectile)
    • Fires three orbs with a white core that swiftly stop and fire a laser in a random direction afterwards. The orbs tend to drop pickups on death.

  4. Laser (5 damage per projectile)
    • Throne II stops in place to fire a ring of continuous lines of small orbs.

Behavior details
  • The quantity of orbs fired at once and the amount of orb laser lines fired at once will increase with each loop.

Tips
  • Throne II's constant and high mobility can be used against it by weapons that split into multiple projectiles. The most notable examples of such weapons are the Plasma Cannon and the Super Plasma Cannon. Firing those in front of Throne II's path will cause the entire projectile to fully split inside of Throne II, dealing maximum possible damage. On loop 1, a single well-timed Super Plasma Cannon Shot is more often than not enough to instantly kill Throne II
Post-loop Bosses - Mom


▬▬▬▬▬▬▬▬▬
▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬
Encountered in
2-1 LX (Sewers, post-loop)
HP
490
Rads dropped
100

A large Ballguy and an equally large pain in the ass. Constantly spawns smaller enemies that act as a meat shield. Can additionally heal herself through toxin projectiles. Unarguably the tankiest boss in the game even with only a third of the Throne's health.

Spawn conditions
Mom will spawn in a random place in the Sewers after looping and will generally start moving towards the player as soon as possible, breaking through walls as she goes.

Attacks
  1. Melee damage (10 damage)
    • Mom passively does 10 damage on contact.

  2. Toxic Orb (5 damage per projectile, 2 damage per gas particle)
    • Fires a toxic orb in the direction of the player. The orb leaves a dense trail of toxic gas particles, and destroys walls on contact.

  3. Eggs
    • Occasionally, Mom will spawn green eggs as she moves, which, if not killed, burst into Ballguys. Those Ballguys will most likely also come into contact with toxic gas, turning them into Toxic Ballguys

Behavior details
  • Upon making contact with toxic gas, Mom will heal for 1 HP. Such a small health boost is made up for by the sheer quantity of gas produced, alongside a lack of cooldown on the healing effect.

Tips
  • Due to the sheer volume of enemies she spawns alongside her healing abilities, an aggressive playstyle is necessary to kill Mom, as leaving her alive for too long will result in the player being cornered and subsequently killed.

  • When engaging Mom, prioritise the eggs she lays
Post-loop Bosses - Hyper Crystal


▬▬▬▬▬▬▬▬▬
▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬
Encountered in
4-1 LX (Crystal Caves, after looping)
HP
770
Rads dropped
150

Probably the easiest of the loop-exclusive bosses. Don't get too comfortable with it, however, as one wrong touch could mean instant death.

Spawn conditions
Hyper Crystal will spawn in a random far away location in the Crystal Caves after looping.

Attacks
  1. Melee damage (200 damage)
    • Hyper Crystal passively does the highest amount of contact damage in the game, that being 200

  2. Laser Crystals (indirect damage)
    • Hyper Crystal has no direct means of dealing damage, and will actively surround itself with Laser Crystals to do the job for it. The Laser Crystals will shoot at the player as normal and will orbit the Hyper Crystal at varying distances and speeds, and will be replaced by another set if enough of them are killed. If the player breaks line of sight, Hyper Crystal will blow up one of the crystals, sending a few lasers in every direction, and breaking a huge amount of walls in the process.

Behavior details
  • Hyper Crystal doesn't try to close in on the player. This can give you some breathing room, should the situation become difficult, although do keep in mind that Hyper Crystal can still destroy walls to get to you.

Tips
  • A melee weapon or a similarly ammo-efficient weapon is heavily recommended, should you run out of ammo for your primary, which often tends to be the case with Hyper Crystal
Post-loop Bosses - Technomancer


▬▬▬▬▬▬▬▬▬
▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬
Encountered in
6-1 LX (Laboratory, post-loop)
HP
490 per station
Rads dropped
50 per station

One hell of a hectic boss fight, and the last loop-exclusive boss the main areas have to offer.

Spawn conditions
A number of Technomancer's stations spawn all over the Laboratory. On the first loop, three stations spawn, and this number increases by one with each loop.

Attacks
The Technomancer has no direct means of attacking the player; their stations don't even deal contact damage. The only two actions the Technomancer can perform within their stations is turning a random corpse into a Necromancer (needs LoS with the corpse), or spawning a Turret next to the player.

Behavior details
  • Only one station can be active at a time. The Technomancer will move between them as the player navigates the Laboratory.
Post-loop Bosses - Captain


▬▬▬▬▬▬▬▬▬
▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬
Encountered in
HQ3 (I.D.P.D. Headquarters)
HP
1540
Rads dropped
0

The actual final boss of the game, located at the very end of I.D.P.D.'s Headquarters. Unarguably the hardest boss, but that doesn't mean it can't be mastered.

Spawn conditions
The Captain will be seated at her desk in HQ3, doing paperwork. Upon spotting the player, she will put the tablet down and wait for the player to attack her. Upon doing so, the fight starts.

Attacks
  1. Melee damage (10 damage)
    • The Captain passively does 10 contact damage

  2. Charge (10 damage)
    • The Captain's apparatus takes on the shape of a fist, and charges at the player, dealing 10 contact damage. The charge distance is roughly half the screen's length. The charge does not predict the player's movements, so putting a fair bit of distance between you and the Captain allows you to simply strafe around the charge.

  3. Teleport (>8 damage per large orb, 3 damage per small projectile)
    • The Captain teleports somewhere near the player (rarely can teleport far away from them), and fires a large blue orb at them, that splits into multiple lines of projectiles upon collision with the player or a wall. The orb often drops pickups on death.

  4. Projectile Circle (3 damage per projectile)
    • Fires a "circle" of slow, relatively tightly-packed projectiles.

  5. Projectile Arcs (3 damage per projectile)
    • Fires a wide arc of extremely fast projectiles at the player, that gradually tightens, similar to a Snow Tank. At the end of the attack, there is a small gap right in the middle of the arcs that the player can squeeze through.

Tips
  • A melee weapon can almost trivialize the fight, if you are familiar with the Captain's attackset and melee weapon mechanics. Without one, make sure you have absolutely mastered your dodging abilities, as the projectile attacks may prove to be very difficult to dodge.

  • A well-timed melee swing while the Captain is firing the orb can deflect it back into the Captain, and make it blow up inside of the Captain, dealing extreme damage.

  • Constantly maintain distance between yourself and the Captain, as the charge will catch up with you no matter what if you're in close proximity.
Game Modes


Nuclear Throne offers five different game modes, those being Normal, Hard, Daily, Weekly, Co-op. Each of them have a unique quirk that brings something new to the game.

Normal
The default gamemode. Contains all standard features of Nuclear Throne.
Hard
A harder version of Normal.
Unlocked by reaching 0-1 L2 (looping twice).

From the start of your run, every change caused by looping the game will apply, with the exception of I.D.P.D. Vans, which will not spawn. The game does little to compensate for that, only spawning a Large Weapon Chest on top of the player.

In addition:
  • The difficulty parameter (navigate to Areas - Introduction for more info) will start at 18 instead of 1, greatly increasing enemy count, roughly to the same amounts as in 1-2 L1.

  • The difficulty parameter will increase by 2 instead of 1 when entering a portal, resulting in a much faster increase in enemy count.

  • Weapon drops will be much of much worse quality

  • Health drops will spawn less often

  • Enemies will drop half the rads, rounded down, meaning some enemies won't give rads at all

From the changes listed, you may think that Hardmode is extremely difficult to beat, and you are absolutely correct on that, as you cannot even make it through 2-1 (the best way to get through 2-1 is to not go there at all and use the Oasis skip).

Hardmode is in all possible meanings unfair and exceptionally difficult, requiring a ton of skill or luck to beat. Unfortunately, a couple achievements are locked behind this mode, but thankfully there's a way to easily cheese them. If you're having trouble with Hardmode achievements, please navigate to the Achievements - Hardmode section.
Daily
This is a sort-of-competetive mode, where you get one run per day to get as far as possible.

After you die, or quit, you are unable to play a Daily Run until another one generates. Each daily run is the same for every player, and upon completing a daily, whether through dying or defeating the Throne/Captain, you can view the leaderboards and see how far you've made it. Alternatively, you can also view the leaderboards on thronebutt[www.thronebutt.com]

Daily Runs get reset every day at 00:00 GMT
Weekly
Weekly is a mode very much similar to Daily, but you get unlimited tries, and the game starts you out with a certain kit, unlike Dailies where you get a regular run and that's it.

Weekly Runs get reset every Monday at 00:00 GMT
Co-op
Co-op in Nuclear Throne by default is local, requiring two players to play on the same PC (players can play on separate PCs if they use Steam Remote Play).

Each player has to select a different mutant to start the run (players can play as the same mutants if one chooses using the mouse, and the other using a controller).

In coop, health, ammo and weapons are tracked separately, but radiation is shared, and so are mutations. This requires the players to consider which mutation will suit them both the best. If one player happens to play as Horror, they need to watch out for the radiation bar, as using Horror's active will drain the bar for both players. Additionally, to get an additional mutation choice as Horror, Horror needs to be the one who enters the portal first; otherwise, the regular amount of choices will be presented.

If one mutant happens to die, they freeze in place and need to be revived. Reviving another player takes away half of your current HP and revives the other player with that amount. Any HP that goes over the other player's max health simply is removed. If you attempt to revive the other player with 1 HP, you will die. To progress, both players need to be alive, and if the dead mutant is not revived for long enough, the other will start to lose health. If you happen to leave the dead mutant behind, progressing the game becomes impossible.

Once you reach Level Ultra, the players will get to choose from two different Co-op Ultra Mutations. Entering the portal as Horror first does not give you a third ultra mutation choice.

If you're using Co-op to unlock skins and/or crowns, keep in mind that only the host will be able to unlock skins, and crowns will be unlocked for whoever sits on the Throne or goes through the Loop Portal first.
Looping


Looping is Nuclear Throne's version of New Game+

The game can be looped by destroying the four giant generators in 7-3 after initiating the fight with the Nuclear Throne.

One of the four generators.

If all 4 generators have been destroyed, a Loop Portal will spawn after the Throne has been killed. The player will then be taken to 0-1, where they will fight Throne II. After killing Throne II the player is taken to 1-1, and the loop truly begins.

One change that's instantly noticeable upon looping is that enemy count and density is much higher than it should be. This is due to the difficulty parameter (explained in Areas - Introduction) and the fact that it does not get reset upon looping, meaning that enemy count is going to keep going up and up, eventually reaching a point where the game will start lagging if the player loops enough times.

Enemy rosters of all main areas also get upgraded, featuring stronger enemies, or enemies from secret areas, notably the Jungle and Y.V.'s Mansion. For details, every main area section in this guide has a "post-loop" part at the very bottom of the section, where it lists every enemy that gets introduced when looping.

In addition, the I.D.P.D. will also start taking heavy interest in the player. After killing 20-80% of enemies of a given area, two I.D.P.D. portals will spawn which will deploy a few troops. After killing enough enemies and at least one I.D.P.D. officer, one of I.D.P.D.'s vans will also drive onto the scene, deploying more troops. Elite variants of the I.D.P.D. also get introduced, which are much better at kicking your ass than the basic troopers. With each loop, the I.D.P.D. will send in two more portals and one more van, making gameplay exponentially more difficult.

Other changes introduced by looping include:
  • A +5% health increase for all enemies per loop, which stacks additively
  • A +33% health increase for all bosses on loop 1, and a +5% health increase on loop 2 and onward
    • Big Dog is a small exception, and gets +80% health instead of +33%. Everything else remains the same
    • The health boosts stack additively
  • Increased chances of elite variants of enemies spawning
  • Inclusion of loop-exclusive bosses into intermission areas (check the Bosses section for more info).
  • Golden and Ultra weapons being introduced as drops from regular Weapon Chests
  • Pickups fading out faster
  • A new set of crowns to choose from the Crown Vault
  • Inclusion of Proto Statues in 1-2 and 7-2

After loop 3, all I.D.P.D. officers will get replaced by I.D.P.D. Freaks, and the vans will immediately explode upon deploying troops.

The player can loop infinetely, however they will get quickly stopped in their tracks, as the game will get exponentially harder with each loop.
Mutations - Introduction


After gathering enough radiation, going through a portal will present you with a choice of four mutations — small enhancements to your character that will aid you in your journey through the Wasteland. These can range from additional max HP to being able to break through walls.

The mutation selection screen.
The Strong Spirit, Hammerhead,
Trigger Fingers, and Boiling Veins
mutations are presented.

If the player happens to earn multiple levels in one area,
the game will present multiple sets of four mutations to
choose from; the next set will appear after choosing a
mutation from the previous set.

Each level of radiation will give you one set of mutations to choose from. After you reach the maximum level — Level Ultra — you will be able to choose from a set of two, character-specific Ultra Mutations

Both types of mutations will be listed below.
Normal mutations will be sorted alphabetically (with one exception),
and Ultra Mutations will be sorted by the characters they belong to.
Mutations #1
Name             
Icon
Description
Back
Muscle
Increases the maximum amount of ammunition the player can carry.

After taking the mutation, the player will be able to carry 555 bullets, and 99 of every other ammo type.

Useful for ammo-intensive weapons and playstyles.
Bloodlust
Killing an enemy has a 1/13 chance to restore 1 HP.

The enemy doesn't have to be killed by the player for the effect to trigger.
Boiling Veins
When the player has 4 HP or less, explosion and fire damage will not be able to hurt the player.

When above 4 HP, explosions and fire damage will at max bring the player down to 4 HP.

Useful when using explosive weapons.
Bolt Marrow
Bolt-type projectiles will slightly home in on enemies.

Bolts and splinters will change direction if in close proximity to an enemy.

Seekers will have improved homing capabilities.

Discs will gradually slow down and home in on enemies.
Eagle Eyes
Reduces weapon spread by 70%.

Weapons with fixed spread will have their projectiles grouped tighter.

Nullifies Steroids' horrible accuracy
Euphoria
Slows down enemy projectiles by 20%.

Eyes' telekinesis complements this mutation quite well
Extra Feet
Increases the player's movement speed substantially.

Special floor tiles like cobwebs and ice will no longer hinder the player's movements.
Gamma Guts
Makes the player immune to melee damage from enemies that have 6 HP or less.

The player will also be immune to melee damage from enemies that have between 7 and 12 HP as long as they're holding down a movement key.

Coming into contact with enemies will deal heavy contact damage to them.

Killing an enemy with Gamma Guts' melee damage will create an AoE blast around the player that deals 8 damage to all nearby enemies.
Hammerhead
The player is able to break through walls by pushing against them.

The player can break at most 20 blocks per floor.

Useful for creating cover or flanking enemies. Can also be used to break Fire Traps in the Scrapyard.
Heavy Heart
Enemy weapon drop rate is increased by 2.1x

This mutation will only appear if the player has at least three weapon-related mutations, those being Recycle Gland, Shotgun Shoulders, Bolt Marrow, Boiling Veins, Laser Brain, and Long Arms.
Impact Wrists
Enemy corpses fly much faster, and hit other enemies for twice the normal damage (2 damage)
Laser Brain
Increases the size and lifetime of most projectiles shot by energy weapons, making them hit more times.
Last Wish
Upon selecting this mutation, the player will get fully healed, will regain all of their lost max HP when playing as Chicken, give the player 200 bullets and 20 of every other ammo type, and refill the player's Portal Strikes when playing as Rogue. The mutation also removes curse from any cursed weapons the player might be holding.

Entering 5-1 with this mutation will make it possible for the player to access the Jungle (see Secret Areas - Jungle for more info
Long Arms
Melee swings will spawn farther from the player, having more reach as a result.

Essential for melee builds.
Lucky Shot
Killing an enemy has a 2/17 chance to give the player one small-ammo-crate's worth of a random type of ammo.

The enemy doesn't need to be killed by the player for the effect to trigger (source needed)
Open Mind
An extra Ammo Chest, Weapon Chest, or Radiation Canister will spawn in most areas.
Patience
Grants another set of mutations to choose from at the end of the next area, essentially acting as a deck re-roll
Plutionium Hunger
Greatly increases the pickup range of attractable pickups
Rabbit Paw
Small Ammo Crates and Small Medkits drop from enemies 40% more often
Mutations #2
Name             
Icon
Description
Recycle Gland
Bullet projectiles shot by the player that hit enemies have a 60% chance to return themselves to the player as +1 bullet ammo.

Heavy and Ultra bullets give +2 ammo.

Pop Gun/Rifle projectiles not affected.
Rhino Skin
+4 max HP.

An overall good mutation to have.
Scarier Face
Enemies spawn with 20% less HP, rounded to the nearest whole number.

Bosses are also affected.

Synergizes well with Gamma Guts
Second Stomach
Small Medkits give twice the normal amount of health (4).

Large Medkits are affected identically, giving 8 HP.

Other healing sources not affected.
Sharp Teeth
Upon taking damage, all enemies currently on the screen take 2.5x that amount of damage..

A very useless mutation to have more often than not.
Shotgun Shoulders
Upgrades shotgun shells, making them able to bounce further.

After bouncing, there is a 2 frame period where the shell will deal increased damage.
Stress
Reduces reload time linearly as the player's health lowers, up to a +100% reduction at 0 HP.
Strong Spirit
Upon taking fatal damage, Strong Spirit will absorb that damage and leave the player at 1 HP. Afterwards, Strong Spirit is used up and can be recharged only by going to another area and healing yourself to full HP. There is an additional 5 frame period of invincibility after Strong Spirit activates.

An overall good mutation to have; it comes in clutch more often than you may think.

Do note, however, that having 1 max HP will make you unable to recharge Strong Spirit due to an oversight in the code.
Trigger Fingers
Lowers your remaining reload time by 40% for each enemy death.

This reload reduction also applies for weapons that aren't currently being used.

Exceptionally useful for high reload time weapons.
Mutations - Throne Butt
There is one mutation I specifically did not add to the tables above, and that mutation is Throne Butt, due to the fact that its effect is different depending on the character you're playing as. As such, it would be way too big to reasonably fit in a table, and thus, every one of its effects will be listed below.

Character
Throne Butt's effect
Fish
Allows the player to roll for as long as they hold down the active ability button, greatly enhancing the player's mobility
Crystal
Reduces the duration of your shield, and allows the player to teleport to their cursor's location after shielding for long enough
Eyes
Doubles the effectiveness of Eyes' telekinesis
Melting
Corpse explosions will now produce three tightly-packed explosions instead of one
Plant
Allows Plant's snare to kill enemies that have less than 33% HP
Y.V.
Using the active ability now fires the weapon 4 times at thrice the reload time
Steroids
Firing one weapon has a chance to add ammo to the other weapon.
The chance depends on a few parameters, discussed in Characters - Steroids
Robot
Eating weapons gives one extra pickup
Chicken
Thrown weapons pierce through enemies
Rebel
Increases Rebel's allies' fire rate by 60%
Horror
The player will heal 1 HP for every second of continuous usage of the radiation beam.
A great source of healing, which you can make more rad-efficient by letting it heal only the first tick and repeating the process, as not doing that will lead to exponentially higher rad consumption due to the beam getting bigger.
Rogue
Greatly increases the explosion size of the Portal Strike explosions
Ultra Mutations #1
Ultra Mutations are a unique set of mutations that the player can choose from once they reach the last radiation level — level Ultra. The mutations differ depending on which character the player is playing as, and the player will always have two (three when playing as Horror) Ultra Mutations to choose from.

Fish

Name              
Icon
Description                                                                                                                   
Confiscate
Enemies have a 20% chance to spawn a random chest on death
Gun
Warrant
After exiting a portal, the player receives a 7-second period of infinite ammo
Crystal

Name              
Icon
Description                                                                                                                   
Fortress
+6 max HP.

Is complemented well by Rhino Skin
Juggernaut
Allows the player to move at a slow speed while shielding
Eyes

Name              
Icon
Description                                                                                                                   
Projectile
Style
Allows the player to hold their projectiles using telekinesis.
Upon activating, the projectiles will move back to Eyes
and stop in front of him and will remain static for
as long as the active ability button is held.
Releasing the projectiles will make them fly
in the direction they were shot at.
Monster
Style
Makes the player passively push away nearby enemies
Melting

Name              
Icon
Description                                                                                                                   
Brain
Capacity
Melting's active will be able to blow up enemies that have 5 hp or less
Detachment
Halves the player's max HP in return for 3 additional mutations
Plant

Name              
Icon
Description                                                                                                                   
Trapper
6 snares spawn instead of one, resulting in much greater area of effect
Killer
Each snared enemy will spawn a sapling upon death, which homes in
on enemies and blows up on contact
, dealing 5 contact damage,
and spawning three tightly-packed blood explosions.
Depending on how well the sapling connects, it can deal up to 17 damage
Y.V.

Name              
Icon
Description                                                                                                                   
Ima Gun
God
Increases fire rate by 2.0x
Back 2
Bizniz
Y.V.'s ability will fire off 1.5x the trigger pulls it usually would, for free.
This means that without Throne Butt the player will fire 3 times at once
for twice the reload time, whereas with TB, the player will fire 6 times
at once for thrice the reload time.
Steroids

Name              
Icon
Description                                                                                                                   
Ambidextrous
Weapon Chests will drop two weapons instead of one, and
Large Weapon Chests will drop four instead of three.
Get Loaded
Ammo Chests will now give the player 2 small-ammo-crate's worth
of every ammo type
Ultra Mutations #2
Robot

Name              
Icon
Description                                                                                                                   
Refined
Taste
Greatly increases the chances of finding better weapons.

Robot will automatically eat any weapons left behind when entering a portal.
Regurgitate
Eating a weapon has a ~43% chance to spawn a random chest on top
of the player
, which will immediately open and grant the player its contents.

Do note, that because the mutation gives you a random chest, it can also
be an I.D.P.D. Ammo Chest, which will immediately spawn the troops
upon eating the weapon.

Robot will automatically eat any weapons left behind when entering a portal.
Chicken

Name              
Icon
Description                                                                                                                   
Harder
to Kill
Each enemy killed while Chicken is headless will add one second to the
bleedout timer
, for a max of 5 seconds.
Determination
Thrown weapons will teleport to your secondary slot after being thrown.

If the weapon disappears (i.e. when it goes into the portal),
it will not get teleported.
Rebel

Name              
Icon
Description                                                                                                                   
Personal
Guard
Rebel will now spawn with two allies at the start of each level.

Increases ally lifespan by over 2.0x
Riot
Each use of Rebel's active ability will use 2 HP and spawn two allies at once.
Horror

Name              
Icon
Description                                                                                                                   
Stalker
Enemies that drop rads will explode into radiation pellets
upon death
. The projectiles spawned by Stalker will be
the exact same ones that Horror fires when using its active ability.

The amount of radiation expelled is 60% of the amount of rads dropped
by the enemy
(plus whatever rads may have been put into them by
Horror's active
).
Anomaly
Opens a portal prematurely if the combined health of all enemies
in the area goes below 140. The portal will kill all enemies on the map
upon opening.
Meltdown
Doubles the player's radiation capacity.

Useful for Horror's active and Ultra weapons
Rogue

Name              
Icon
Description                                                                                                                   
Super
Portal Strike
Doubles the player's Portal Strike capacity.

Portal Strike Canisters will also now give two strikes instead of one.
Super
Blast Armor
Getting hit will cause four explosions instead of one.
Ultra Mutations - Co-op
When playing coop mode, the character-specific ultra mutations will get replaced by co-op mutations

Name              
Icon
Description                                                                                                                   
Blood Bond
Health pickups are shared, meaning that they will fully benefit both players,
regardless of who picks one up.
Gun Bond
Ammo pickups are shared, meaning that they will fully benefit both players,
regardless of who picks one up.
Weapons - Introduction


The arsenal of the Wasteland is pretty diverse in comparison to its other features, containing 127 weapons (some of which are unused, and therefore don't spawn).

Weapons can be found from the many Weapon Chests scattered around the Wasteland, but also from some enemies, that might drop one on death.

Weapons dropped on the ground will also give the player two Small-Ammo-Crate's worth of their respective ammunition when walked over. This effect happens only once per weapon.

All of the weapons in this chapter will be described in tables like the one shown below.

Example Weapon
▬▬▬▬▬▬▬
▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬
Description
This is an example weapon.
Damage,
Firing mode
30 × 2,
full-auto
Fire rate,
Ammo/shot
0.25s / 240 RPM
5 / 20 per second
Spread
Drops after
4-1 (Crystal Caves)

There is a fair amount of elements to this table, so let's go over them one by one.

Image & Name
The weapon's ingame sprite and name.
The sprite will always be a 32x32 square with 1:1 pixel ratio.

Line™
Keeps the tables the same width

Description
Short description of the weapon and how it functions.

Damage & Firing mode
Shows the damage value and firing mode of the weapon.
If a weapon fires multiple projectiles, the damage value per projectile will be on the left, and the amount of projectiles shot will be on the right. If a weapon's projectile is very complex, every projectile damage number will be listed. The numbers will be separated by a multiplication sign.
A very small portion of weapons will also have their damage values in parentheses. Those numbers indicate the maximum practical damage on a single target, as some weapons are not able to hit for their true potential amount of damage (mostly due to the invincibility frames they set on hit enemies).
Additionally shows the firing mode of the weapon, of which there are three possible ones:
  • Semi-auto: The weapon will fire only once per mouse click, and holding the firing button will do nothing.
  • Burst-fire: The weapon will fire multple times per mouse click, and holding the firing button will do nothing
  • Full-auto: The weapon will fire for as long as the firing button is held down.
Melee weapons will have firing modes depending on the projectile they fire.

Fire rate & Ammo per shot
Lists the fire rate in two values. The one on the left is the time interval between shots, and the right value lists how many rounds the weapon fires per minute (RPM). If the weapon fires multiple projectiles per click, the fire rate will be expressed in shots per minute (SPM)
Additionally lists the amount of ammo the weapon uses per shot and per second. If the weapon uses a fractional amount of ammo per second, it will be rounded down to the nearest whole number. Weapons that have a fire interval bigger than 0.5s will have no 'ammo per second' value.

Spread
Shows the weapon's accuracy, measured in degrees. Accurate weapons will have a spread of two degrees or lower, while inaccurate weapons will have a spread higher than two degrees.
Some weapons will also have fixed spread, meaning they will fire their projectiles in a fixed pattern. This pattern is also called a spread, and is measured in degrees, but in this case this pattern much closer to an area of effect. In a few weapons, spread will actually apply to a fixed pattern, meaning the weapon will have both regular and fixed spread at once.

Drops after
Weapon drops in Nuclear Throne are calculated by the difficulty parameter (explained in Areas - Introduction), which can be conveniently translated into the areas the weapons can drop in. Weapons that require a high difficulty value to appear will do so in areas that occur much later in the game. Because the game uses difficulty to calculate drops, you can artificially inflate the difficulty by going to secret areas to obtain higher-tier weapons slightly faster. Do also note, that weapons dropped from enemies will be of much lower quality, and weapons dropped from cursed chests will be of much higher quality on average.
Weapons that can only drop post-loop will have 'LX' next to the area code

Additionally, there are four types of weapons: regular weapons, Golden weapons, Ultra weapons, and melee weapons

Golden weapons are upgrades of their regular counterparts, often featuring higher fire rate, better accuracy, and sometimes upgraded projectile stats, such as speed or amount per shot.
Golden weapons can also be unlocked for a character by going through a portal with one. Afterwards, the player can choose in the character selection screen whether they want to start with the Revolver or the golden weapon they unlocked for that specific character.

Ultra weapons are significant upgrades of their regular counterparts, in return for requiring radiation in addition to ammo to fire. If the player runs out of radiation, the weapon will be unable to fire.

Melee weapons are a completely separate weapon type. Most of them don't require ammo to be used, and fire either of the two types of melee projectiles: shanks, or swings. The main difference between the two is that the former will have a much smaller area of effect and will destroy enemy projectiles on contact, while the latter will have a wide area of effect and will reflect projectiles. Other than that, their function is similar: deal damage up close and protect the player from projectiles.

Weapons found in Cursed Weapon Chests will also be cursed (as indicated by the purple smoke emitted from the weapon, alongside the purple outline while in the player's inventory), making the player unable to drop them after they pick them up. There are three ways to lift the curse:
  • Initiating a loop
  • Touching the Crown Pedestal in the Crown Vault
  • Taking the Last Wish mutation.
  • Eating the gun when playing as Robot (will damage you for 7 HP)
The weapons in this chapter will be grouped into sections based on the type of ammunition they use and their type. The single exception to this is the Ultra Shovel, which will be listed alongside the Ultra weapons instead of the melee weapons.

The weapons will also be sorted by the area they appear in, and damage, if the area is the same.

Some weapons also have secret drop conditions, and as such will be listed in their own section.
They will also be sorted by their damage instead of the drop area.
Bullet Weapons #1
These are the weapons that use bullets as their ammunition

Revolver
▬▬▬▬▬▬▬
▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬
Description
The starting weapon of all characters (except Y.V., Chicken, and Rogue).
Fires a single bullet with medium accuracy.
Damage,
Firing mode
3 damage,
semi-auto
Fire rate,
Ammo/shot
0.20s / 300 RPM
1 ammo / 5 per second
Spread
Drops after
-

Rogue Rifle
▬▬▬▬▬▬▬
▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬
Description
Rogue's starting weapon. Vastly superior to the Revolver.
Fires a burst of two projectiles with medium accuracy.
Damage,
Firing mode
3 dmg × 2 projectiles,
burst-fire
Fire rate,
Ammo/shot
0.20s / 300 RPM
2 ammo / 10 per second
Spread
Drops after
-

Rusty Revolver
▬▬▬▬▬▬▬
▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬
Description
A rusted and barely functional version of the Revolver.
Fires a single bullet with anomalously perfect accuracy.
Damage,
Firing mode
3 damage,
semi-auto
Fire rate,
Ammo/shot
0.23s / 261 RPM
1 ammo / 4 per second
Spread
Drops from
The Proto Chest, if a weapon hasn't been placed in it.

Machinegun
▬▬▬▬▬▬▬
▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬
Description
Looks to be based off of the Thompson M1921.
Fires projectiles with medium accuracy and rate of fire
Damage,
Firing mode
3 damage,
full-auto
Fire rate,
Ammo/shot
0.17s / 355 RPM
1 ammo / 5 per second
Spread
Drops after
1-1 (Desert)

Assault Rifle
▬▬▬▬▬▬▬
▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬
Description
A more modern-looking successor to the Machinegun.
Fires a burst of three projectiles with good accuracy.
Damage,
Firing mode
3 damage × 3 projectiles,
burst-fire
Fire rate,
Ammo/shot
0.37s / 162 SPM
3 ammo / 6 per second
Spread
Drops after
1-1 (Desert)
Bullet Weapons #2
SMG
▬▬▬▬▬▬▬
▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬
Description
Looks to be based off of the Ingram MAC-10.
Fires projectiles at a fast rate but with horrendous accuracy
Damage,
Firing mode
3 damage,
full-auto
Fire rate,
Ammo/shot
0.10s / 600 RPM
1 ammo / 10 per second
Spread
16°
Drops after
1-2 (Desert)

Triple Machinegun
▬▬▬▬▬▬▬
▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬
Description
Three Machineguns held together by what is presumably superglue and good thoughts.
Fires a fixed pattern of three projectiles with high spread.
Damage,
Firing mode
3 damage × 3 projectiles
full-auto
Fire rate,
Ammo/shot
0.13s / 461 SPM
3 ammo / 21 per second
Spread
Fixed spread of 15° with an additional offset of 3°
Drops after
1-3 (Desert)

Minigun
▬▬▬▬▬▬▬
▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬
Description
The iconic Minigun.
Fires projectiles at a staggering rate with low accuracy.
Damage,
Firing mode
3 damage,
full-auto
Fire rate,
Ammo/shot
0.03s / 2000 RPM
1 ammo / 33 per second
Spread
13°
Drops after
3-1 (Scrapyard)

Hyper Rifle
▬▬▬▬▬▬▬
▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬
Description
Fires a burst of five bullets with rapid fire rate and good accuracy
Damage,
Firing mode
3 damage × 5 projectiles,
burst-fire
Fire rate,
Ammo/shot
0.10s / 600 SPM
5 ammo / 50 per second
Spread
Drops after
3-3 (Scrapyard)

Heavy Revolver
▬▬▬▬▬▬▬
▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬
Description
An upgraded version of the regular Revolver.
Fires large bullets with excellent accuracy
Damage,
Firing mode
7 damage,
semi-auto
Fire rate,
Ammo/shot
0.17s / 353 RPM
1 ammo / 5 per second
Spread
Drops after
4-1 (Crystal Caves)
Bullet Weapons #3
Smart Gun
▬▬▬▬▬▬▬
▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬
Description
A gun with aimbot. Simple as that.
Automatically aims at enemies and fires projectiles at a fast rate and medium accuracy.
Damage,
Firing mode
3 damage,
full-auto
Fire rate,
Ammo/shot
0.10s / 600 RPM
1 ammo / 10 per second
Spread
Drops after
5-1 (Frozen City)

Heavy Machinegun
▬▬▬▬▬▬▬
▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬
Description
An upgraded version of the regular Machinegun.
Fires large bullets at medium accuracy and rate of fire
Damage,
Firing mode
7 damage,
full-auto
Fire rate,
Ammo/shot
0.17s / 355 RPM
2 ammo / 10 per second
Spread
Drops after
5-1 (Frozen City)

Quadruple Machinegun
▬▬▬▬▬▬▬
▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬
Description
The Triple Machinegun on steroids.
Fires a fixed spread of four bullets with high spread
Damage,
Firing mode
3 damage × 4 projectiles,
full-auto
Fire rate,
Ammo/shot
0.13s / 461 SPM
4 ammo / 28 per second
Spread
Fixed spread of 12° with an additional offset of 3°
Drops after
5-3 (Frozen City)

Heavy Assault Rifle
▬▬▬▬▬▬▬
▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬
Description
An upgraded version of the regular Assault Rifle.
Fires a burst of three projectiles with excellent accuracy.
Damage,
Firing mode
7 damage × 3 projectiles.
burst-fire
Fire rate,
Ammo/shot
0.30s / 200 SPM
6 ammo / 18 per second
Spread
Drops after
6-1 (Laboratory)

Double Minigun
▬▬▬▬▬▬▬
▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬
Description
The minigun... but double.
Fires projectiles at a staggering rate and horrible accuracy.
Pushes the player back when firing.
Damage,
Firing mode
3 damage × 2 projectiles,
full-auto
Fire rate,
Ammo/shot
0.03s / 2000 SPM
2 ammo / 66 per second
Spread
19°
Drops after
7-1 (Palace)
Pop Weapons
Pop Weapons are a small sub-section of bullet weapons which fire pop projectiles — shotgun-like pellets that bounce off of walls.

Pop Gun
▬▬▬▬▬▬▬
▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬
Description
Fires pop projectiles at a very fast rate and medium accuracy
Damage,
Firing mode
2 damage,
full-auto
Fire rate,
Ammo/shot
0.07s / 857 RPM
1 ammo / 14 per second
Spread
Drops after
1-2 (Desert)

Pop Rifle
▬▬▬▬▬▬▬
▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬
Description
One of the few weapons that fire bursts in full-auto. Addtionally uses less ammo than it fires.
A peculiar gun indeed.
Fires bursts of 3 pop projectiles with medium rate of fire and low accuracy
Damage,
Firing mode
2 damage × 3 projectiles,
full-auto burst
Fire rate,
Ammo/shot
0.30s / 200 SPM
2 ammo / 6 per second
Spread
Drops after
1-3 (Desert)

Incinerator
▬▬▬▬▬▬▬
▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬
Description
A Triple Machinegun-esque weapon that uses flaming pop pellets,
which spawn fire particles on contact that deal fire damage.
Fires a fixed spread of three projectiles at a high rate of fire and low accuracy.
Damage,

Firing mode
2 damage × 3 projectiles,
2-6 damage per fire particle,
full-auto
Fire rate,
Ammo/shot
0.07s / 857
3 ammo / 42 per second
Spread
Fixed spread of 18° with an additional offset of 5°
Drops after
7-3 (Palace)
Bouncer Weapons
Bouncer weapons are a small subset of bullet weapons that fire bouncer pellets, which, as the name suggests, bounce around on contact with walls.

Bouncer SMG
▬▬▬▬▬▬▬
▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬
Description
An SMG suited to fire bouncer pellets.
Fires bouncer pellets at a high rate of fire and horrible accuracy
Damage,
Firing mode
4 damage,
full-auto
Fire rate,
Ammo/shot
0.10s / 600 RPM
1 ammo / 10 per second
Spread
20°
Drops after
3-1 (Scrapyard)

Bouncer Shotgun
▬▬▬▬▬▬▬
▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬
Description
Fires a big spread of 7 bouncer pellets with low rate of fire and accuracy
Damage,
Firing mode
4 damage × 7 projectiles,
full-auto
Fire rate,
Ammo/shot
0.60s / 100 SPM
6 ammo per shot
Spread
13°
Drops after
3-1 (Scrapyard)
Shell Weapons
These are the weapons that use shells as their ammunition.

Shotgun
▬▬▬▬▬▬▬
▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬
Description
The good 'ol shotgun.
Fires a spread of 7 pellets.
Damage,
Firing mode
2 damage × 7 projectiles
semi-auto
Fire rate,
Ammo/shot
0.57s / 105 SPM
1 ammo per shot
Spread
20°
Drops after
1-1 (Desert)

Double Shotgun
▬▬▬▬▬▬▬
▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬
Description
Double the barrels for double the fun.
Fires a spread of 14 pellets.
Damage,
Firing mode
2 damage × 14 projectiles,
semi-auto
Fire rate,
Ammo/shot
0.93s / 64 SPM
2 ammo per shot
Spread
30°
Drops after
2-1 (Sewers)

Auto Shotgun
▬▬▬▬▬▬▬
▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬
Description
An automatic version of the Shotgun.
Fires a spread six pellets at a high fire rate
Damage,
Firing mode
2 damage × 6 projectiles,
full-auto
Fire rate,
Ammo/shot
0.13s / 461 SPM
1 ammo / 7 per second
Spread
15°
Drops after
3-1 (Scrapyard)

Sawed-off
▬▬▬▬▬▬▬
▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬
Description
A double shotgun with a shortened barrel, resulting in more spread.
Fires a spread of 18 pellets
Damage,
Firing mode
2 damage × 18 projectiles,
semi-auto
Fire rate,
Ammo/shot
0.93s / 64 SPM
2 ammo per shot
Spread
45°
Drops after
3-1 (Scrapyard)

Flak Cannon
▬▬▬▬▬▬▬
▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬
Description
Fires an orb that splits into 16 pellets on contact with enemies or after a short period of time.
Damage,

Firing mode
8 damage per orb
2 damage × 16 pellets
semi-auto
Fire rate,
Ammo/shot
0.87s / 69 RPM
2 ammo per shot
Spread
Drops after
3-1 (Scrapyard)

Eraser
▬▬▬▬▬▬▬
▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬
Description
Fires an accurate line of 17 pellets with differing speeds.
Damage,
Firing mode
2 damage × 17 pellets,
semi-auto
Fire rate,
Ammo/shot
0.67s / 90 SPM
2 ammo per shot
Spread
Drops after
3-3 (Scrapyard)

Wave Gun
▬▬▬▬▬▬▬
▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬
Description
Fires 16 pellets in a V-shaped pattern, similar to a Snow Tank.
Damage,
Firing mode
2 damage × 16 projectiles,
semi-auto
Fire rate,
Ammo/shot
0.57s / 105 SPM
2 ammo per shot
Spread
Fixed spread of 16° with an additional offset of 2°
Drops after
5-1 (Frozen City)

Super Flak Cannon
▬▬▬▬▬▬▬
▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬
Description
An upgraded version of the Flak Cannon.
Fires a large orb, that splits into five normal Flak Cannon orbs, which then split
into 16 pellets each.
Damage,


Firing mode
45 damage per large orb,
8 damage × 5 normal orbs,
2 damage × 16×5 pellets,
semi-auto
Fire rate,
Ammo/shot
2.13s / 28 SPM
8 ammo per shot
Spread
Drops after
5-3 (Frozen City)
Slug Weapons
Slug weapons are a subset of shell weapons that fire large slugs that deal a lot of damage to a single target. Just like shells, slugs also bounce.

Slugger
▬▬▬▬▬▬▬
▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬
Description
Fires a slug with a slow rate of fire.
Damage,
Firing mode
22 damage,
semi-auto
Fire rate,
Ammo/shot
0.73s / 82 RPM
1 ammo per shot
Spread
Drops after
1-1 (Desert)

Assault Slugger
▬▬▬▬▬▬▬
▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬
Description
An upgraded version of the Slugger.
Fires a three slug burst.
Damage,
Firing mode
22 damage × 3 projectiles,
burst-fire
Fire rate,
Ammo/shot
1.17s / 51 SPM
3 ammo per shot
Spread
Drops after
2-1 (Sewers)

Gatling Slugger
▬▬▬▬▬▬▬
▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬
Description
An automatic version of the Slugger.
Fires slugs at a fast rate
Damage,
Firing mode
22 damage,
full-auto
Fire rate,
Ammo/shot
0.23s / 261 RPM
1 ammo / 4 per second
Spread
Drops after
4-1 (Crystal Caves)

Super Slugger
▬▬▬▬▬▬▬
▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬
Description
Five Sluggers connected together to form whatever this is.
Fires a fixed spread of five slugs.
Damage,
Firing mode
22 damage × 5 projectiles,
semi-auto
Fire rate,
Ammo/shot
1.07s / 56 SPM
5 ammo per shot
Spread
Fixed spread of 10° with an additional offset of 4°
Drops after
5-1 (Frozen City)

Heavy Slugger
▬▬▬▬▬▬▬
▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬
Description
Fires an extremely large slug that has very limited range.
Damage,
Firing mode
60 damage,
semi-auto
Fire rate,
Ammo/shot
0.43s / 139 RPM
2 ammo / 4 per second
Spread
Drops after
5-1 (Frozen City)

Hyper Slugger
▬▬▬▬▬▬▬
▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬
Description
Fires extremely fast slugs at a medium rate of fire
Damage,
Firing mode
26 damage,
semi-auto
Fire rate,
Ammo/shot
0.33s / 181 RPM
1 ammo / 3 per second
Spread
Drops after
7-2 (Palace)
Flame Shell Weapons
Flame shell weapons are a subset of shell weapons that fire flame shells, which spawn fire on contact with enemies in order to deal more damage.

Flame Shotgun
▬▬▬▬▬▬▬
▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬
Description
Fires a spread of six flame pellets with a medium rate of fire.
Damage,

Firing mode
2 damage × 6 projectiles,
2-6 per fire particle,
semi-auto
Fire rate,
Ammo/shot
0.67s / 89 SPM
1 ammo per shot
Spread
15°
Drops after
2-1 (Sewers)

Double Flame Shotgun
▬▬▬▬▬▬▬
▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬
Description
Double the barrels for double the flame.
Fires a spread of 14 flame pellets with a slow rate of fire
Damage,

Firing mode
2 damage × 14 projectiles,
2-6 damage per fire particle,
semi-auto
Fire rate,
Ammo/shot
0.93s / 64 SPM
2 ammo per shot
Spread
25°
Drops after
3-2 (Scrapyard)

Auto Flame Shotgun
▬▬▬▬▬▬▬
▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬
Description
An automatic version of the regular Flame Shotgun.
Fires spreads of five flame pellets with a fast rate of fire and tighter spread
Damage,
Firing mode
2 damage × 5 projectiles,
full-auto
Fire rate,
Ammo/shot
0.17s / 353 SPM
1 ammo / 5 per second
Spread
10°
Drops after
5-1 (Frozen City)
Bolt Weapons
These are the weapons that use bolts as their ammunition.

Bolts can pierce through enemies that have an HP value that's less than or equal to half of the bolt's damage.

Most bolt weapons have a laser sight, that helps the player while aiming and lining up shots.

Crossbow
▬▬▬▬▬▬▬
▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬
Description
Fires a bolt with a slow rate of fire and pinpoint accuracy.
Damage,
Firing mode
20 damage,
semi-auto
Fire rate,
Ammo/shot
0.87s / 69 RPM
1 ammo per shot
Spread
Drops after
1-1 (Desert)

Toxic Bow
▬▬▬▬▬▬▬
▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬
Description
Quite a risky crossbow to use for little reward in comparison to something like
a regular Crossbow. Be careful near Ballguys with this gun.
Fires a toxic bolt that spews toxic gas everywhere on contact.
Damage,
Firing mode
16 damage per bolt,
3 damage × 15 gas particles,
semi-auto
Fire rate,
Ammo/shot
0.97s / 62 RPM
semi-auto
Spread
Drops after
2-1 (Sewers)

Heavy Crossbow
▬▬▬▬▬▬▬
▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬
Description
Fires a heavy bolt with perfect accuracy and sluggish reload time.
Damage,
Firing mode
50 damage,
semi-auto
Fire rate,
Ammo/shot
1.33s / 45 RPM
2 ammo per shot
Spread
Drops after
2-1 (Sewers)

Auto Crossbow
▬▬▬▬▬▬▬
▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬
Description
An automatic version of the Crossbow.
Fires bolts at a high rate of fire and medium accuracy.
Damage,
Firing mode
20 damage,
full-auto
Fire rate,
Ammo/shot
0.27s / 222 RPM
1 ammo / 3 per second
Spread
Drops after
3-2 (Scrapyard)

Super Crossbow
▬▬▬▬▬▬▬
▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬
Description
Fires a fixed spread of five bolts.
Damage,
Firing mode
20 damage × 5 projectiles,
semi-auto
Fire rate,
Ammo/shot
1.00s / 60 SPM
5 ammo per shot
Spread
Fixed spread of 5°
Drops after
3-3 (Scrapyard)

Heavy Auto Crossbow
▬▬▬▬▬▬▬
▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬
Description
Your best choice in terms of bolt weapons. Can carry you a long way with the right mutations.
Trigger Fingers and Bolt Marrow complement this gun really well.
Fires heavy bolts at a fast rate of fire and medium accuracy.
Damage,
Firing mode
50 damage,
full-auto
Fire rate,
Ammo/shot
0.43s / 139 RPM
2 ammo / 4 per second
Spread
Drops after
7-3 (Palace)
Non-bolt Weapons
These are the weapons that don't fire bolts, but still use bolt ammo.

Disc Gun
▬▬▬▬▬▬▬
▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬
Description
Fires discs with a fast rate of fire.
Discs bounce off of walls and can damage the player.
Damage,
Firing mode
6 per hit,
full-auto
Fire rate,
Ammo/shot
0.27s / 222 RPM
1 ammo / 3 per second
Spread
Drops after
1-2 (Desert)

Splinter Gun
▬▬▬▬▬▬▬
▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬
Description
Fires a spread of five splinters.
Damage,
Firing mode
4 damage × 5 projectiles,
semi-auto
Fire rate,
Ammo/shot
0.63s / 95 SPM
1 ammo per shot
Spread
10°
Drops after
2-1 (Sewers)

Splinter Pistol
▬▬▬▬▬▬▬
▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬
Description
A faster and more accurate Splinter Gun.
Fires 4 splinters at a fast rate.
Damage,
Firing mode
4 damage × 4 projectiles,
semi-auto
Fire rate,
Ammo/shot
0.27s / 222 SPM
1 ammo / 3 per second
Spread
Drops after
3-1 (Scrapyard)

Seeker Pistol
▬▬▬▬▬▬▬
▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬
Description
Fires two seeking projectiles with a medium rate of fire and horrendous accuracy.
Damage,
Firing mode
9 damage × 2 projeciles,
semi-auto
Fire rate,
Ammo/shot
0.53s / 113 SPM
1 ammo per shot
Spread
30°
Drops after
3-2 (Scrapyard)

Super Splinter Gun
▬▬▬▬▬▬▬
▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬
Description
Fires a burst of 12 splinters with low fire rate and accuracy
Damage,
Firing mode
4 damage × 12 projectiles,
semi-auto
Fire rate,
Ammo/shot
0.93s / 64 SPM
2 ammo per shot
Spread
16°
Drops after
3-3 (Scrapyard)

Seeker Shotgun
▬▬▬▬▬▬▬
▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬
Description
Fires six seeking projectiles at a low rate of fire and atrocious accuracy.
Damage,
Firing mode
9 damage × 6 projectiles,
semi-auto
Fire rate,
Ammo/shot
0.93s / 64 SPM
3 ammo per shot
Spread
70°
Drops after
4-1 (Crystal Caves)
Explosive Weapons #1
These are the weapons that use explosives as ammunition.

Most explosive weapons can friendly fire. The exceptions to this are weapons that cause Blood Explosions and fire weapons.

Regular grenades can also be reflected by melee swings. Melee shanks on the other hand will detonate the grenade.

Grenade Launcher
▬▬▬▬▬▬▬
▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬
Description
Fires grenades that explode on contact with enemies or props, or after a 2.0s delay.
Damage,

Firing mode
15 impact damage,
5-10 explosion damage
semi-auto
Fire rate,
Ammo/shot
0.67s / 89 RPM
1 ammo per shot
Spread
Drops after
1-1 (Desert)

Toxic Launcher
▬▬▬▬▬▬▬
▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬
Description
Fires toxic grenades, that stick to enemies, walls and props and detonate after two seconds.
Upon exploding, the grenades deal explosion damage and release 14 toxic gas particles.
Damage,

Firing mode
5-10 explosion damage,
3 damage × 14 toxic gas particles
semi-auto
Fire rate,
Ammo/shot
0.53 / 113 RPM
1 ammo per shot
Spread
Drops after
2-1 (Sewers)

bazooker
Bazooka
▬▬▬▬▬▬▬
▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬
Description
Fires a slow missile that swiftly accelerates and explodes on impact with anything.
Low rate of fire.
Damage,

Firing mode
20 impact damage,
5-10 explosion damage × 4 explosions,
semi-auto
Fire rate,
Ammo/shot
1.00s / 60 RPM
1 ammo per shot
Spread
Drops after
2-1 (Sewers)

Grenade Shotgun
▬▬▬▬▬▬▬
▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬
Description
Fires a spread of 4 tiny grenades with low accuracy and medium rate of fire.
Damage,

Firing mode
3 impact damage × 4 projectiles,
5-10 explosion damage × 4 explosions,
semi-auto
Fire rate,
Ammo/shot
0.53s / 113 SPM
1 ammo per shot
Spread
17°
Drops after
3-2 (Scrapyard)

Sticky Launcher
▬▬▬▬▬▬▬
▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬
Description
Fires grenades that stick to anything and explode after a short delay with a big blast radius.
Damage,
Firing mode
5-10 explosion damage × 6 explosions
semi-auto
Fire rate,
Ammo/shot
0.83s / 72 RPM
1 ammo per shot
Spread
Drops after
3-2 (Scrapyard)

Cluster Launcher
▬▬▬▬▬▬▬
▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬
Description
Fires a large grenade that splits into eight small ones after a 1.0s delay.
Damage,


Firing mode
7 damage on big grenade impact,
3 mini grenade impact damage × 8 mini grenades,
5-10 explosion damage × 8 explosions,
semi-auto
Fire rate,
Ammo/shot
0.87s / 69 RPM
2 ammo per shot
Spread
Drops after
3-2 (Scrapyard)

Heavy Grenade Launcher
▬▬▬▬▬▬▬
▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬
Description
Fires a large grenade that explodes on contact with enemies or props, or after a delay.
Damage,

Firing mode
30 impact damage,
12-14 explosion damage,
semi-auto
Fire rate,
Ammo/shot
0.87s / 69 RPM
2 ammo per shot
Spread
Drops after
3-3 (Scrapyard)

Grenade Rifle
▬▬▬▬▬▬▬
▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬
Description
Fires a burst of 3 mini grenades with a fast rate of fire and medium accuracy.
Damage,

Firing mode
3 impact damage × 3 mini grenades,
5-10 explosion damage × 3 explosions,
burst-fire
Fire rate,
Ammo/shot
0.33s / 181 SPM
1 ammo / 3 per second
Spread
Drops after
4-1 (Crystal Caves)
Explosive Weapons #2
Blood Launcher
▬▬▬▬▬▬▬
▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬
Description
Fires a grenade that explodes into a Blood Explosion on impact or after a short delay.
Blood Explosions do not damage the player nor break walls, but damage enemies and
destroy enemy projectiles.
The weapon can be used even when out of ammo at the cost of 1 HP
Damage,

Firing mode
10 impact damage,
4-12 blood explosion damage × 3 explosions (4-12 × 1),
full-auto
Fire rate,
Ammo/shot
0.40s / 150 RPM
1 ammo / 2 per second
Spread
Drops after
5-1 (Frozen City)

Nuke Launcher
▬▬▬▬▬▬▬
▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬
Description
The infamous Nuke Launcher.
Fires a chunky, cursor-controlled missile that explodes with an extremely large blast radius.
Multiple nukes can be on screen at once.
Damage,

Firing mode
60 impact damage,
5-10 explosion damage × 15 explosions,
semi-auto
Fire rate,
Ammo/shot
1.67s / 36 RPM
3 ammo per shot
Spread
Drops after
5-1 (Frozen City)

Super Bazooka
▬▬▬▬▬▬▬
▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬
Description
The bazooka to beat all bazookas.
Fires a spread of five missiles that behave identically to the ones shot by the Bazooka.
Damage,

Firing mode
20 impact damage × 5 missiles,
5-10 explosion damage × 20 explosions,
semi-auto
Fire rate,
Ammo/shot
1.33s / 45 RPM
5 ammo per shot
Spread
Fixed spread of 6°
Drops after
5-2 (Frozen City)

Gatling Bazooka
▬▬▬▬▬▬▬
▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬
Description
An automatic and less accurate version of the Bazooka
Damage,

Firing mode
20 impact damage,
5-10 explosion damage × 4 explosions,
full-auto
Fire rate,
Ammo/shot
0.33s / 181 RPM
1 ammo / 3 per second
Spread
Drops after
5-3 (Frozen City)

Blood Cannon
▬▬▬▬▬▬▬
▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬
Description
Fires a large and slow blood projectile that leaves blood explosions in its wake and
explodes on contact with anything into six blood explosions.
Can be used when out of ammo at the cost of 2 HP.
Damage,


Firing mode
4-12 blood trail explosion damage,
45 impact damage,
4-12 blood explosion damage × 6 blood explosions (4-12 × 1),
full-auto
Fire rate,
Ammo/shot
0.63s / 95 RPM
4 ammo per shot
Spread
Drops after
5-3 (Frozen City)

Hyper Launcher
▬▬▬▬▬▬▬
▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬
Description
Fires extremely fast grenades at a high rate of fire that detonate on contact with anything.
Damage,

Firing mode
25 impact damage,
5-10 explosion damage,
semi-auto
Fire rate,
Ammo/shot
0.23s / 261 RPM
2 ammo / 8 per second
Spread
Drops after
7-1 (Palace)

Auto Grenade Shotgun
▬▬▬▬▬▬▬
▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬
Description
An automatic version of the Grenade Shotgun.
Fires three mini grenades at a high rate of fire
Damage,
\
Firing mode
3 impact damage × 3 mini grenades,
5-10 explosion damage × 3 explosions,
full-auto
Fire rate,
Ammo/shot
0.27s / 222 SPM
1 ammo / 3 per second
Spread
14°
Drops after
7-1 (Palace)
Fire Weapons
Fire Weapons are a subset of explosive weapons that spew fire. Fire cannot damage the player unless it didn't originate from their arsenal.

Flamethrower
▬▬▬▬▬▬▬
▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬
Description
Spews short-ranged flames.
Damage,
Firing mode
2-6 fire damage per particle,
full-auto burst
Fire rate,
Ammo/shot
0.40s / 150 SPM
1 ammo / 2 per second
Spread
Drops after
2-1 (Sewers)

Flare Gun
▬▬▬▬▬▬▬
▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬
Description
Fires a projectile that leaves fire behind itself and explodes into fire on contact or after
a short delay.
Damage,

Firing mode
10 impact damage,
2-6 fire damage per fire particle,
semi-auto
Fire rate,
Ammo/shot
0.83s / 72 RPM
1 ammo per shot
Spread
Drops after
3-1 (Scrapyard)

Dragon
▬▬▬▬▬▬▬
▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬
Description
Spews a relatvely wide cone of fire. Uses up more ammo per second than the Flamethrower
Damage,
Firing mode
2-6 fire damage per fire particle,
full-auto burst
Fire rate,
Ammo/shot
0.23s / 261 RPM
1 ammo / 4 per second
Spread
Fixed spread of 8° with an additional offset of 5°
Drops after
6-1 (Laboratory)

Flame Cannon
▬▬▬▬▬▬▬
▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬
Description
Fires a fiery orb that spews fire in spirals and explodes into fire after a long delay.
If it hits an enemy, the projectile will attempt to ram through them, dealing contact damage.
Damage,

Firing mode
16 impact damage,
2-6 fire damage per fire particle,
semi-auto
Fire rate,
Ammo/shot
1.47s / 41 RPM
4 ammo per shot
Spread
Drops after
6-1 (Laboratory)
Energy Weapons
These are the weapons that use energy as their ammunition.

Laser Pistol
▬▬▬▬▬▬▬
▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬
Description
Fires an accurate laser that lingers for a few frames and deals damage per tick..
Damage,
Firing mode
2-10 damage,
semi-auto
Fire rate,
Ammo/shot
0.30s / 200 RPM
1 ammo / 3 per second
Spread
Drops after
1-1 (Desert)

Laser Rifle
▬▬▬▬▬▬▬
▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬
Description
An automatic and less accurate version of the Laser Pistol.
Fires lasers with medium accuracy and fast rate of fire.
Damage,
Firing mode
2-10 damage,
full-auto
Fire rate,
Ammo/shot
0.23s / 261 RPM
1 ammo / 4 per second
Spread
Drops after
2-1 (Sewers)

Laser Cannon
▬▬▬▬▬▬▬
▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬
Description
Fires a quick burst of 5 lasers with pinpoint accuracy after a short charge-up period.
Damage,
Firing mode
2-8 damage × 5 lasers,
semi-auto
Fire rate,
Ammo/shot
1.00s / 60 SPM
3 ammo per shot
Spread
Drops after
3-2 (Scrapyard)

Laser Minigun
▬▬▬▬▬▬▬
▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬
Description
A Laser Rifle on steroids.
Fires lasers at a very high speed and low accuracy
Damage,
Firing mode
2-10 damage,
full-auto
Fire rate,
Ammo/shot
0.07s / 857 RPM
1 ammo / 14 per second
Spread
12°
Drops after
4-1 (Crystal Caves)
Plasma Weapons
Plasma Weapons are a subset of energy weapons that fire plasma — energy orbs that deal massive damage on contact and explode on death. The explosion cannot friendly fire, making plasma an effective and safe choice. Plasma weapons tend to use up lots of energy in a short timespan.

Plasma Gun
▬▬▬▬▬▬▬
▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬
Description
Fires plasma balls with low fire rate and medium accuracy.
Damage,

Firing mode
4-16 contact damage,
10-20 plasma explosion damage,
full-auto
Fire rate,
Ammo/shot
0.53s / 113 RPM
2 ammo per shot
Spread
Drops after
2-1 (Sewers)

Plasma Rifle
▬▬▬▬▬▬▬
▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬
Description
A version of the Plasma Gun that trades accuracy for higher rate of fire.
Fires plasma balls with high fire rate and average accuracy.
Damage,

Firing mode
4-16 contact damage,
10-20 plasma explosion damage,
full-auto
Fire rate,
Ammo/shot
0.33s / 181 RPM
2 ammo / 3 per second
Spread
Drops after
3-3 (Scrapyard)

Plasma Cannon
▬▬▬▬▬▬▬
▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬
Description
Fires a large plasma ball that explodes into 10 smaller ones on death.
Very low rate of fire and good accuracy.
Damage,


Firing mode
13-57 big projectile contact damage,
4-16 small projectile contact damage × 10 projectiles,
10-20 plasma explosion damage × 10 explosions,
semi-auto
Fire rate,
Ammo/shot
1.33s / 45 RPM
8 ammo per shot
Spread
Drops after
5-2 (Frozen City)

Plasma Minigun
▬▬▬▬▬▬▬
▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬
Description
The Plasma Rifle but plain silly.
Fires plasma balls at a staggering rate of fire and low accuracy.
Pushes the player back when firing.
Damage,

Firing mode
4-16 contact damage,
10-20 plasma explosion damage,
full-auto
Fire rate,
Ammo/shot
0.10s / 600 RPM
2 ammo / 20 per second
Spread
10°
Drops after
7-2 (Palace)

Devastator
▬▬▬▬▬▬▬
▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬
Description
A very weird weapon.
Fires an invisible projectile that spawns plasma explosions in its wake.
The projectile pierces through enemies, deals contact damage, and dies upon contact
with a wall.
Firing this weapon breaks walls near the player
Damage,

Firing mode
8 contact damage,
10-20 plasma explosion damage,
semi-auto
Fire rate,
Ammo/shot
2.00s / 30 RPM
8 ammo per shot
Spread
Drops after
7-3 (Palace)

Super Plasma Cannon
▬▬▬▬▬▬▬
▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬
Description
The most utterly super ultra mega destructive weapon in the entire game.
Fires an absolutely giant plasma ball, that deals massive contact damage, and splits into
4 Plasma Cannon projectiles on death, which then split into a total of 40 plasma balls.
Damage,



Firing mode
22-96 giant projectile contact damage,
13-57 large projectile contact damage × 4 projectiles,
4-16 small projectile contact damage × 40 projectiles,
10-20 plasma explosion damage × 40 explosions,
semi-auto
Fire rate,
Ammo/shot
8.67s / 7 RPM
24 ammo per shot
Spread
Drops after
7-3 (Palace)
Lightning Weapons
Lightning Weapons are another subset of energy weapons that fire lightning bolts, that home in on enemies and slowly deal damage per tick.

Lightning Pistol
▬▬▬▬▬▬▬
▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬
Description
Fires a single lightning bolt with a medium rate of fire.
Damage,
Firing mode
7-14 damage,
semi-auto
Fire rate,
Ammo/shot
0.37s / 162 RPM
1 ammo / 2 per second
Spread
29°
Drops after
3-1 (Scrapyard)

Lightning Rifle
▬▬▬▬▬▬▬
▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬
Description
A longer-ranged version of the Lightning Pistol with a lower rate of fire.
Damage,
Firing mode
7-14 damage.
semi-auto
Fire rate,
Ammo/shot
0.80s / 75 RPM
1 ammo per shot
Spread
18°
Drops after
3-3 (Scrapyard)

Lightning Shotgun
▬▬▬▬▬▬▬
▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬
Description
Fires a burst of eight short-range lightning rails with a spread so high it covers your
entire front flank.
Damage,
Firing mode
7-14 damage × 8 bolts (7-14 × 1),
semi-auto
Fire rate,
Ammo/shot
0.67s / 90 SPM
2 ammo per shot
Spread
135°
Drops after
4-1 (Crystal Caves)

Lightning SMG
▬▬▬▬▬▬▬
▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬
Description
An automatic and faster version of the Lightning Pistol.
Damage,
Firing mode
7-14 damage,
full-auto
Fire rate,
Ammo/shot
0.23s / 261 RPM
1 ammo / 4 per second
Spread
45°
Drops after
6-1 (Laboratory)

Lightning Cannon
▬▬▬▬▬▬▬
▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬
Description
Fires a slow moving orb that electrocutes anything in its path and deals heavy damage
on contact. The orb also destroys any nearby walls on contact
Damage,

Firing mode
40 impact damage,
7-14 lightning damage,
semi-auto
Fire rate,
Ammo/shot
1.13s / 53 RPM
8 ammo per shot
Spread
Drops after
6-1 (Laboratory)
Non-Ammo Melee Weapons
These are melee weapons that do not use ammo.
To read up on what melee weapons are, check Weapons - Introduction

The tables in this section are slightly modified: the ammo/shot value is removed, and the firing mode tells you if the melee weapon swings, or shanks. The differences between the two are also mentioned in the section suggested in the paragraph above.

The fire rate will also no longer be expressed in RPM/SPM and will just be a time interval.

Chicken Sword
▬▬▬▬▬▬▬
▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬
Description
Chicken's starting weapon. One of the weakest melee weapons in the game.
Damage,
Firing mode
6 damage,
swing
Fire rate
0.60s
Spread
Drops after
-

Screwdriver
▬▬▬▬▬▬▬
▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬
Description
A small, fast and handy screwdriver that will shank your enemies harder than a
citizen of London.
Damage,
Firing mode
6 damage,
shank
Fire rate
0.37s
Spread
Drops after
1-1 (Desert)

Wrench
▬▬▬▬▬▬▬
▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬
Description
A good jack-of-all-trades option. Deals moderate damage with a moderate fire rate
Damage,
Firing mode
8 damage,
swing
Fire rate
0.73s
Spread
Drops after
1-1 (Desert)

Sledgehammer
▬▬▬▬▬▬▬
▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬
Description
The damage-over-speed option. Deals high damage at the cost of low fire rate.
Damage,
Firing mode
24 damage,
swing
Fire rate
1.17s
Spread
Drops after
1-3 (Desert)

Shovel
▬▬▬▬▬▬▬
▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬
Description
A slow yet heavy hitting weapon that fires a wide arc of swings.
Damage,
Firing mode
16 damage × 3 swings (16 × 1),
swing
Fire rate
1.17s
Spread
Fixed spread of 60°
Drops after
1-3 (Desert)

Blood Hammer
▬▬▬▬▬▬▬
▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬
Description
A high risk high reward option. Deals heavy damage, but can backfire and hit you instead.
Hitting enemies with this weapon will spawn blood explosions on top of them.
Missing completely (not hitting any enemies or props) will take 1 HP away from the player.
Damage,

Firing mode
25 damage,
4-12 blood explosion damage,
swing
Fire rate
0.70s
Spread
Drops after
5-1 (Frozen City)

Lightning Hammer
▬▬▬▬▬▬▬
▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬
Description
One of the best melee weapons in the game. Combines decent fire rate with good damage
output and AoE potential.
Damage,


Firing mode
14-28 damage,
7-14 lightning damage,
(21-35 damage total)
swing
Fire rate
1.07s
Spread
Drops after
5-2 (Frozen City)

Golden Wrench
▬▬▬▬▬▬▬
▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬
Description
Probably the best weapon to unlock for your characters.
Has higher fire rate than the regular Wrench.
Damage,
Firing mode
8 damage,
swing
Fire rate
0.60s
Spread
Drops after
1-1 LX (Desert, post-loop)

Golden Screwdriver
▬▬▬▬▬▬▬
▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬
Description
Faster than the regular Screwdriver
Damage,
Firing mode
6 damage,
shank
Fire rate
0.30s
Spread
Drops after
1-3 LX (Desert, post-loop)
Ammo Melee Weapons
These are melee weapons that use ammo

The ammo type will be specified in each table.

Jackhammer
▬▬▬▬▬▬▬
▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬
Description
Essentially a Screwdriver on hard crack. Deals decent damage, and can be used as a
projectile shield when in a pinch due to its spammability.
Damage,
Firing mode
6 damage × 12 shanks (6 × 3),
shank, automatic burst-fire
Fire rate,
Ammo/shot
0.40s
1 explosive ammo / 2 per second
Spread
15°
Drops after
2-1 (Sewers)

Energy Screwdriver
▬▬▬▬▬▬▬
▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬
Description
Trades ammo for very high damage and fire rate. Otherwise functions very similar
to a regular Screwdriver.
Damage,
Firing mode
22 damage,
shank
Fire rate,
Ammo/shot
0.13s
1 energy ammo / 7 per second
Spread
Drops after
4-1 (Crystal Caves)

Energy Sword
▬▬▬▬▬▬▬
▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬
Description
The energy equivalent of the Wrench.
Trades ammo for high damage and rate of fire.
Damage,
Firing mode
22 damage,
swing
Fire rate,
Ammo/shot
0.40s
2 energy ammo / 4 per second
Spread
Drops after
5-1 (Frozen City)

Energy Hammer
▬▬▬▬▬▬▬
▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬
Description
The heaviest hitting melee weapon in the game, but also the most ammo-intensive.
Use sparingly.
Damage,
Firing mode
42 damage,
swing
Fire rate,
Ammo/shot
0.67s
5 energy ammo per swing
Spread
Drops after
5-1 (Frozen City)
Golden Weapons
These are all of the Golden Weapons, with the exception of the g.Wrench and the g.Screwdriver, which are in Melee Weapons.

To read up on golden weapons, check Weapons - Introduction

Golden Revolver
▬▬▬▬▬▬▬
▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬
Description
Has a faster fire rate than the regular Revolver.
Damage,
Firing mode
3 damage,
semi-auto
Fire rate,
Ammo/shot
0.17s / 355 RPM
1 bullet / 5 per second
Spread
Drops after
-

Golden Machinegun
▬▬▬▬▬▬▬
▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬
Description
Has better accuracy than the regular Machinegun
Damage,
Firing mode
3 damage,
full-auto
Fire rate,
Ammo/shot
0.17s / 355 RPM
1 bullet / 5 per second
Spread
Drops after
1-1 LX (Desert, post-loop)

Golden Shotgun
▬▬▬▬▬▬▬
▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬
Description
Shoots one more pellet than the regular Shotgun
Damage,
Firing mode
2 damage × 8 pellets,
semi-auto
Fire rate,
Ammo/shot
0.57s / 105 SPM
1 shell per shot
Spread
20°
Drops after
1-1 LX (Desert, post-loop)

Golden Laser Pistol
▬▬▬▬▬▬▬
▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬
Description
Has better accuracy and a faster fire rate than the regular Laser Pistol
Damage,
Firing mode
2-10 damage,
semi-auto
Fire rate,
Ammo/shot
0.27s / 222 RPM
1 energy / 3 per second
Spread
Drops after
1-1 LX (Desert, post-loop)

Golden Crossbow
▬▬▬▬▬▬▬
▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬
Description
Has a faster rate of fire than the regular Crossbow.
Damage,
Firing mode
20 damage,
semi-auto
Fire rate,
Ammo/shot
0.77s / 78 RPM
1 bolt per shot
Spread
Drops after
1-1 LX (Desert, post-loop)

Golden Grenade Launcher
▬▬▬▬▬▬▬
▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬
Description
Has better grenade speed and accuracy than the regular Grenade Launcher
Damage,

Firing mode
15 impact damage,
5-10 explosion damage,
semi-auto
Fire rate,
Ammo/shot
0.67s / 90 RPM
1 explosive per shot
Spread
Drops after
1-1 LX (Desert, post-loop)

Golden Assault Rifle
▬▬▬▬▬▬▬
▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬
Description
Has a better rate of fire than the regular Assault Rifle
Damage,
Firing mode
3 damage × 3 projectiles,
burst-fire
Fire rate,
Ammo/shot
0.30s / 200 RPM
3 bullets / 9 per second
Spread
Drops after
1-3 LX (Desert, post-loop

Golden Slugger
▬▬▬▬▬▬▬
▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬
Description
Has a faster rate of fire than the regular Slugger
Damage,
Firing mode
22 damage,
semi-auto
Fire rate,
Ammo/shot
0.67s / 90 RPM
1 shell per shot
Spread
Drops after
1-3 LX (Desert, post-loop)

Golden Splinter Gun
▬▬▬▬▬▬▬
▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬
Description
Fires one more splinter than the regular Splinter Gun
Damage,
Firing mode
4 damage × 6 splinters,
semi-auto
Fire rate,
Ammo/shot
0.63s / 95 RPM
1 bolt per shot
Spread
10°
Drops after
1-3 LX (Desert, post-loop)

Golden Plasma Gun
▬▬▬▬▬▬▬
▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬
Description
Has better projectile speed and accuracy than the regular Plasma Gun
Damage,

Firing mode
4-16 contact damage,
10-20 plasma explosion damage,
full-auto
Fire rate,
Ammo/shot
0.53s / 113 RPM
2 energy per shot
Spread
Drops after
1-3 LX (Desert, post-loop)

Golden Bazooka
▬▬▬▬▬▬▬
▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬
Description
Has a faster rate of fire than the regular Bazooka
Damage,

Firing mode
20 impact damage,
5-10 explosion damage × 4 explosions,
semi-auto
Fire rate,
Ammo/shot
0.93s / 64 RPM
1 explosive per shot
Spread
Drops after
1-3 LX (Desert, post-loop)
Ultra Weapons
These are all of the Ultra Weapons.
To read up on them, check Weapons - Introduction

Ultra Revolver
▬▬▬▬▬▬▬
▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬
Description
Fires an ultra bullet with decent accuracy and a fast rate of fire.
Additionally supports automatic fire, unlike the regular Revolver.
Damage,
Firing mode
18 damage,
full-auto
Fire rate,
Ammo/shot
0.13s / 461 RPM
2 bullets + 4 rads / 14 bullets + 28 rads per second
Spread
Drops after
2-1 LX (Sewers, post-loop)

Ultra Crossbow
▬▬▬▬▬▬▬
▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬
Description
Fires a high-damage bolt, with pinpoint accuracy, that pierces through up to 3 walls.
Can be used to create makeshift cover.
Damage,
Firing mode
45 damage,
semi-auto
Fire rate,
Ammo/shot
0.37s / 162 RPM
1 bolt + 12 rads / 2 bolts + 24 rads per second
Spread
Drops after
2-1 LX (Sewers, post-loop)

Ultra Laser Pistol
▬▬▬▬▬▬▬
▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬
Description
Fires a fixed spread of five lasers with a high rate of fire.
Damage,
Firing mode
2-10 damage × 5 lasers,
semi-auto
Fire rate,
Ammo/shot
0.27s / 222 SPM
3 energy + 16 rads / 9 energy + 48 rads per second
Spread
Fixed spread of 8° with an additional offset of 1°
Drops after
2-1 LX (Sewers, post-loop)

Ultra Shotgun
▬▬▬▬▬▬▬
▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬
Description
Fires a spread of nine ultra pellets with a medium rate of fire.
Damage,
Firing mode
6 damage × 9 pellets,
semi-auto
Fire rate,
Ammo/shot
0.40s / 150 SPM
3 ammo + 14 rads / 6 ammo + 28 rads per second
Spread
22°
Drops after
2-1 LX (Sewers, post-loop)

Ultra Shovel
▬▬▬▬▬▬▬
▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬
Description
Essentially an upgraded Shovel that now costs rads to use.
Damage,
Firing mode
30 damage × 3 swings (30 × 1),
swing
Fire rate,
Ammo/shot
0.50s
14 rads / 28 rads per second
Spread
Fixed spread of 60°
Drops after
2-1 LX (Sewers, post-loop)

Ultra Grenade Launcher
▬▬▬▬▬▬▬
▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬
Description
In my opinion, the best weapon of the game. If you can keep it fed that is.
Fires an ultra grenade that attracts entities to itself (enemies and the player),
rams through any enemies with low enough HP, killing them,
and explodes upon contact or after a long delay into three ultra explosions.
The grenade will additionally drop 6 rads on death.
Damage,

Firing mode
40 impact damage,
12-24 explosion damage × 3 explosions,
semi-auto
Fire rate,
Ammo/shot
0.53s / 113 RPM
1 explosive + 20 rads per shot
Spread
Drops after
2-1 LX (Sewers, post-loop)
Secret Weapons
These are weapons that have unusual drop conditions.

Frog Pistol
▬▬▬▬▬▬▬
▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬
Description
A peculiar looking pistol.
Fires three venom particles at a high fire rate and medium accuracy.
Damage,
Firing mode
2 damage × 3 projectiles,
semi-auto
Fire rate,
Ammo/shot
0.23s / 261 SPM
2 bullets / 8 bullets per second
Spread
Drops after
Killing Mom while having a Golden Weapon in your inventory

Golden Frog Pistol
▬▬▬▬▬▬▬
▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬
Description
Has higher rate of fire than the regular Frog Pistol.
Unlocking this weapon for a character and starting with this weapon will turn the character
into Frog, a secret character.
Damage,
Firing mode
2 damage × 3 projectiles,
semi-auto
Fire rate,
Ammo/shot
0.20s / 300 SPM
2 bullets / 10 bullets per second
Spread
Drops from
A Proto Chest, if a Frog Pistol has been put there prior to starting the run.

Golden Disc Gun
▬▬▬▬▬▬▬
▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬
Description
Has higher projectile speed than the regular Disc Gun.
Damage,
Firing mode
6 damage per tick,
full-auto
Fire rate,
Ammo/shot
0.27s / 222 RPM
1 bolt / 3 bolts per second
Spread
Drops in
7-2 HX (Palace Second, hardmode) (requires Crown of Guns)

Black Sword
▬▬▬▬▬▬▬
▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬
Description
Chicken's now evil sword. A good alternative if you happen to still have a Wrench on you.
This weapon will deal massive damage (80) and have a wider swing if headless Chicken
is holding it.
Damage,
Firing mode
12 damage,
swing
Fire rate
0.53s
Spread
Drops in
1-1 LX (Desert, post-loop) if a Chicken Sword has been left in 1-1 L0 (Desert, pre-loop)

Gun Gun
▬▬▬▬▬▬▬
▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬
Description
Fires guns.
Guns fired by the Gun Gun do not give the player ammo upon walking on them.
Damage,
Firing mode
24 damage + 2 damage per radiation level,
semi-auto
Fire rate,
Ammo/shot
3.00s / 20 GPM
40 energy per shot
Spread
Drops after
1-2 LX (Desert, post-loop) (requires Crown of Guns)

Guitar
▬▬▬▬▬▬▬
▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬
Description
The best melee weapon in the game that combines firepower and rate of fire to make.. this.
Damage,
Firing mode
26 damage,
swing
Fire rate
0.70s
Spread
Drops in
0-1 when playing as Fish

Super Disc Gun
▬▬▬▬▬▬▬
▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬
Description
Now you can suicide in style!
Fires a fixed spread of five discs at a surprisingly high rate of fire.
Damage,
Firing mode
6 damage × 5 discs,
full-auto
Fire rate,
Ammo/shot
0.40s / 150 SPM
5 bolts / 10 bolts per second
Spread
Fixed spread of 7° with an additional offset of 1°
Drops from
Cursed Weapon Chests after 4-1 HX (Crystal Caves, hardmode) (requires Crown of Guns)

Golden Nuke Launcher
▬▬▬▬▬▬▬
▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬
Description
The fabled Golden Nuke Launcher. A symbol of true achievement.
Has a faster rate of fire than the regular Nuke Launcher
Damage,

Firing mode
60 impact damage,
5-10 explosion damage × 15 explosions,
semi-auto
Fire rate,
Ammo/shot
1.33s / 45 RPM
3 explosives per shot
Spread
Drops after
7-2 HX (Palace Second, hardmode) (requires Crown of Guns)
Crowns - Introduction


Crowns are hidden gameplay modifiers located within the depths of the Crown Vault (for instructions on how to enter the Vault, navigate to Areas - Crown Vault). They often grant the player a benefit at the price of a hindrance.

When in the Vault, the player has to walk onto the Crown Pedestal to be able to choose a crown. After doing so, they will be presented with 7 options. One of them will be not to take a crown at all, and the other six will be the crowns themselves. The Vault has two unique sets of six crowns; one you are presented with pre-loop, and the one you're presented with post-loop.

The player cannot have more than one crown at once. If the player happens to choose another crown while already having one, it will get replaced by the new crown.

After obtaining a crown there will be a 1/7 chance for any Weapon Chest to become a Cursed Weapon Chest. In addition, the player will get ambushed by a small group of I.D.P.D. after exiting the Vault and spawning in the next area.

Crowns can also be unlocked for a character, enabling the player to start a run with the unlocked crown. Crowns can be unlocked by finishing the game (either by sitting on the throne or beating the Captain), or by looping the game (entering the Loop Portal; Throne II doesn't need to be killed). Tips for unlocking crowns will be listed both in this section and also in the Ultra Mutant achievement's section. Make sure you're familiar with the game and its mechanics before attempting to unlock crowns.

That being said, all of the pre-loop and post-loop crowns will be listed in the section below.
The option to not take a crown will not be included because there simply isn't much to say about it.
Pre-loop Crowns
These are the crowns the player is presented with before looping.

Crown of Life
Effects:

► Prevents Small Ammo Crate pickups from turning into Small Medkits

► Adds a 66% chance for a level's Radiation Canister to turn into a Large Medkit

► If the player is below half health, this chance increases to 83.33%

Probably one of the more useless crowns of the entire set. If the chance for the Medkit would've been 100% or at the very least higher than 66%/83.33%, then this crown would be at the very least considerable. If you're looking to unlock this crown, it shouldn't pose much of an issue. Switch to a more careful playstyle and you should be able to unlock this one with ease, especially if you get the Bloodlust mutation.

Crown of Guns
Effects:

► Enemies will no longer drop Small Ammo Crate pickups (Small Medkits not affected),
forcing the player to get ammunition from Ammo Chests or from walking over dropped weapons.

► Adds an 8% chance of dropping a weapon to all enemies in the game. For enemies that already have a drop chance, this 8% gets applied additively to the already existing drop rate.

A quirky little crown that can help you sometimes in finding better weapons. The crown benefits you more if you have a melee weapon, as running out of ammo with this crown is a relatively common issue. If you want to unlock this one, a melee weapon may even be necessary.

Crown of Haste
Effects:

► All pickups fade out three times as fast

► Ammo pickups and health pickups will give one more ammo and one more HP respectively. Other pickups unaffected, including Rads.

The main selling point of this crown is the extra health you get from Small Medkits, which can really come in handy at times. This crown synergizes well with the Plutonium Hunger mutation. This crown doesn't affect the gameplay as much as other crowns, so unlocking this one should be very similar to a regular Nuclear Throne run. One interesting tidbit about this crown is that its icon will change depending on your system time.

Crown of Destiny
Effects:

Limits your mutation choice to just one instead of four.

► Grants the player a free mutation.

Short and simple. If you're feeling lucky or are just skilled at the game, this crown may be a good pick. It's best to pick this crown up as late as possible, so you'll have more mutation options before you take it and get the extra mutation. You're also definetely going to need a fair bit of experience with Nuclear Throne to attempt unlocking this crown.

Crown of Curses
Effects:

► Increases the chances of Cursed Weapon Chests spawning from 1/7 to 2/3

The simplest crown of all. If you have an affinity for cursed weapons and don't give two sh—ts about the Cursed Crystal Caves, then this crown is a no-brainer for the early-game. In the late-game, this crown falls off dramatically and should be replaced ASAP. This crown by far has the least impact on gameplay, so unlocking it should not pose any issues.

Crown of Risk
Effects:

► Pickups will drop 50% more often if the player is at full health. Otherwise, they will drop 50% less often.

High risk, medium reward. Punishes the player heavily for taking any damage, as the reduced drop rate also includes Small Medkits. Sounds bad on paper, but in practice it doesn't change gameplay all that much, so unlocking this one shouldn't be an issue.
Post-loop Crowns
These are the crowns the player is presented with after looping.

Crown of Death
Effects:

-1 max HP

Adds three small explosions to every regular explosion and green/ultra explosion spawned in the game (other explosions unaffected)

► Cursed Small Ammo Crates will spawn two explosions instead of one upon fading out

Adds one more mini grenade to weapons that fire mini grenades

► Upon your character's death, the crown explodes, covering most of the screen. Any enemies killed by this will get added to the kill count.

If you take this without Boiling Veins, you've just turned your death wish into a death sentence. Otherwise this crown is actually quite good for putting out tons of damage with explosive weapons. Due to the increased damage output, you can easily attempt to beat the Captain instead of looping the game again to unlock the crown. Just to make the process faster, you know.

Crown of Blood
Effects:

► Increases the enemy count on every area without changing the difficulty parameter

► Each enemy will drop one less rad

Good for racking up a kill count. Otherwise the only other use of this crown is to fuel Ultra Weapons better or make death-based mutations proc more often. You could also start your runs with this crown to gain levels faster, with the obvious drawback of having to deal with more enemies. Due to this increased enemy count, unlocking this crown will be much harder than the other ones. Going for the Captain is heavily recommended, as it's a lower risk route in my opinion.

Crown of Hatred
Effects:

► Opening stationary chests will deal 1 damage to the player and reward them with 16 rads. This also applies to Radiation Canisters; walking over them will grant 16 extra rads and deal 1 damage (shooting them will not cause neither the extra rads or damage to happen)

Quite literally useless, especially at a point in the game that's this late, and even then, this crown still doesn't do a whole lot of good in the early-game, if you happen to start a run with it. It only serves as a hindrance and that's it. If you're looking to unlock this one, I suggest going for the absolute last crown vault you can to minimise the damage. For example, take this crown at, say, 3-2 L1 and go to the HQ immediately after, in 3-3 L1. This minimises the potential damage this crown can cause.

Crown of Love
Effects:

Replaces all Weapon Chests and Radiation Canisters with Ammo Chests, essentially leaving the area full of ammo chests and nothing else

This crown is one of the worst ones to equip when starting a run, but when you take it relatively late into a run when you have already settled with your build, then this is a great choice, as it replaces the now useless Weapon Chests and Radiation Canisters with Ammo Chests, which will be of much more use. If you're looking to unlock this crown, you should take it quite late into the loop for the reasons mentioned above and defeat the Throne with it.

Crown of Luck
Effects:

► Makes the player start every area off with 1 HP. Rebel due to her passive ability will start with half of her max HP.

Enemies will have a 10% chance to also start off with 1 HP. Bosses unaffected.

What even is this crown. Like actually. There is no crown worse than this. You start off every area with the ability to get one shotted by anything just for a measly TEN percent chance of your enemies having the same quirk? And it doesn't even affect bosses? If you're going to unlock this one then you're going to have to either be extremely skilled at the game or to just cheese this crown by acquiring a melee weapon, going to 7-2 L1, taking the crown there and demolishing the Throne without much risk (use the melee to blast the large orbs for health pickups). Strong Spirit is heavily recommended.

Crown of Protection
Effects:

► Dropped weapons no longer give ammo when walking over them and will instead give 1 HP.

Quite straightforward. If you're good on ammo and not good on health, this crown is a nice way to balance things out. Due to the ammo limitations I would not recommend equipping this crown when starting a run, but you do you. Difficulty in unlocking this crown should be similar if not easier than the Crown of Guns
Achievements - Introduction


In comparison to other roguelikes, 100%ing Nuclear Throne is quite comfortable (long, but comfortable) if you know what you're doing.

If you don't, NT automatically climbs to the near top of the hardest roguelikes to 100%, and this section will make sure you know how to unlock all of the hardest achievements in the most cheesy way possible, because some of the achievements here are actually straight up ridiculous.

Achievements in this chapter that may pose difficulty will have additional tips on how to get them, and the especially tough ones will have detailed sections about them.

All of the achievements in here will be grouped into 4+ categories:
  • Character unlock achievements
  • Boss achievements
  • B Skin achievements
  • Miscellaneous achievements
  • (any achievement hard enough to warrant its own section)
One thing you're going to notice is that a very large chunk of achievements (character achievements, boss achievements, and a part of B skin achievements) won't have any tips for them, and that is because you're very likely to get them through regular gameplay. You'll need a lot of experience with the game anyway for the harder achievements, and by the time you'll have it, all of these achievements will probably be unlocked by now.

That being said, let's get started.
Character Unlock Achievements
The achievements in this section will be sorted by character order

Eyes Unlocked
Requirements:
Reach 2-1 (Sewers)

Melting Unlocked
Widely regarded as the hardest achievement in the game
Requirements:
Die

Plant Unlocked
Requirements:
Reach 3-1 (Scrapyard)

Y.V. Unlocked
Requirements:
Reach 3-? (Y.V.'s Mansion)
Tips:
3-? is reached by repairing the broken car in 3-1 by hitting it with a Screwdriver and interacting with it afterwards

Steroids Unlocked
Requirements:
Reach 6-1 (Laboratory)

Robot Unlocked
Requirements:
Reach 5-1 (Frozen City)

Chicken Unlocked
Requirements:
Reach 5-? (Jungle)
Tips:
5-? is reached by taking the Last Wish mutation and entering 5-1 with it.
A Frozen Corpse Plant will spawn near the player.
The player then has to sacrifice 4 HP to it in order to enter the Jungle.

Rebel Unlocked
Requirements:
Reach 1-1 L1 (Desert, loop 1)

Horror Unlocked
Requirements:
Kill Hostile Horror
Tips:
To spawn Hostile Horror the player needs to leave two consecutive Radiation Canisters unbroken. In the third area, HH will spawn.

Rogue Unlocked
Requirements:
Defeat the Nuclear Throne (without looping)
Boss Achievements
The achievements here will be sorted by boss order

For tips on how to defeat individual bosses, navigate to the Bosses chapter.

Bandit Stopper
Requirements:
Defeat Big Bandit in 1-3

Dog Owner
Requirements:
Defeat Big Dog in 3-3

Hunter Killer
Requirements:
Defeat Lil' Hunter in 5-3

Throne Sitter
Requirements:
Defeat the Nuclear Throne in 7-3

Advanced Sitter
Requirements:
Defeat Throne II in 0-1

Frog Slayer
Requirements:
Defeat Mom in 2-1 L1

Crystal Smasher
Requirements:
Defeat Hyper Crystal in 4-1 L1

Techno Killer
Requirements:
Defeat Technomancer in 6-1 L1

The Struggle Is Over
Requirements:
Defeat Captain in HQ3
B Skin Achievements
The achievements here will be sorted by character order

Fish Can Roll
Requirements:
Loop (reach 0-1) with every character (excluding Skeleton and Frog)

Crystal Can Shield
Requirements:
Reach 4-? as Crystal
Tips:
4-? can be reached by having a cursed weapon with you when going into 4-1

MMMMMMHMMM!
Requirements:
Reach 2-? as Eyes
Tips:
2-? can be accessed by blowing up the manhole in 2-1 using an explosive weapon.

Everything Hurts
Requirements:
Defeat the Nuclear Throne as Melting without picking up Rhino Skin or Strong Spirit
Tips:
Essentially do a no-damage run as Melting. Mastery of enemies and their attacks is required for this one unless you want to have a bad time.

Blood Blood Blood
Requirements:
Defeat the Nuclear Throne in under 10 minutes as Plant.
Tips:
Going to the Oasis gives you a big head start, and is probably the easiest way to acquire this achievement.
You can additionally track your time via the in-game timer, which you can enable in the options.

Verified
Requirements:
Unlock a golden weapon for every character (excluding Skeleton and Frog)

Science
Requirements:
Defeat Technomancer in 6-1 L1 as Steroids

6e 69 63 65
The hexadecimal translates to 'nice'
Requirements:
Eat a Hyper Weapon as Robot.
Tips:
Hyper Weapons start spawning as early as 3-2 when playing as Robot

Way Of Fhe Chicken
Requirements:
Reach 2-1 H1 as Chicken

Forget The Old Days
Requirements:
Defeat Mom in 2-1 L1 as Rebel

Thriller
Requirements:
Defeat Hyper Crystal in 4-1 L1 as Horror

Never Look Back
Requirements:
Defeat the Captain as Rogue
Miscellaneous Achievements
I did my best here to sort these achievements by difficulty

Sincere Apologies.
Requirements:
Kill yourself with your own disc gun.

Good Find
Requirements:
Unlock a golden weapon for any character
Tips:
Golden weapons can be acquired from 3-? (Y.V.'s Mansion) or after 1-1 L1 (Desert, loop 1)

Not Bad
Requirements:
Reach 7-3 in a daily run

The Struggle Continues
Requirements:
Loop the game

Crown Life
Requirements:
Unlock a crown for any character

Ultra Time
Requirements:
Reach Level Ultra as any character

Impossible
Actually it's quite possible
Requirements:
Sit on the Throne as headless Chicken
Tips:
It's as easy as killing yourself right as the Throne finishes its dying animation.
You can suicide via explosive weapons, disc guns, blood weapons with no ammo, or even the explosions of the dying Throne itself.

Frog Zone
Requirements:
Start a run with the Golden Frog Pistol and become Frog
Tips:
The Golden Frog Pistol is acquired by taking it from the Proto Chest after putting a regular Frog Pistol in there prior. The player then needs to go through a portal with it to unlock it and start a new run with this pistol equipped.

Go Hard
Requirements:
Reach 0-1 L2 (loop the game twice)

Vault Raider
For tips on how to unlock crowns, refer to the 'Crowns' chapter
Requirements:
Unlock all crowns for one character.

Ultra Mutant
Requirements:
This achievement requires you to:
  • Unlock every B Skin
  • Unlock every crown for every character
  • Unlock a Golden Weapon for every character
Tips:
All in all this achievement is a pure grindfest. It's a good one though, as it lets you truly get familiar with all of the characters as you unlock all of the crowns (because you probably have the skins and weapons unlocked already). I recommend doing this achievement first before attempting anything that may be posing more difficulty.
Unstoppable
Unstoppable is the first of the two impossible achievements.
I call them that because that's exactly what they sound like on paper. Impossible.

Unstoppable requires you to reach Level Ultra as Skeleton, a secret character that's quite difficult to turn into. Yes, turn. You can't unlock Skeleton and play as him whenever you want (unless you're on NT Together), and instead you need to play as Melting, and die in a necromancer's resurrection circle to turn into Skeleton.

There are a few ways to kill yourself inside of the circle to achieve this:
  • Blow yourself up with an explosive weapon
  • Use a disc gun's disc to kill yourself.
  • Use a Blood Launcher/Cannon with no ammo to reduce yourself to 0 HP
  • Use a Blood Hammer to reduce yourself to 0 HP
  • Touch a Freak while inside of the circle.
Not all of these methods are entirely reliable, and if I had to choose the most reliable one it would probably be the blood launcher/cannon one, as there's no delay between pulling the trigger and the self-damage. The second one would be the Blood Hammer, and it's not first because the swing projectile needs to fully disappear before damaging you, introducing delay into the mix.

Afterwards, as risky as it is, touching a Freak is the third most reliable, while with explosives you need to rely on luck not to get hit twice by the explosion, and with the disc gun... you're not bringing the disc gun to 6-1.

And all of this is just for the first part of the achievement. Now that you're Skeleton, you need to reach Level Ultra with him. This objective is made ever so more difficult by the fact that when you turn into Skeleton, your experience/radiation gets set all the way back to 0, meaning you will need to loop, and will probably need to go quite far into that loop to reach Level Ultra. As the cherry on top, Skeleton has much lower movement speed than any other character, and has one of the more useless active abilities, especially in the early-game without any mutations.

And that's the achievement. Sounds near-impossible, right? You're gonna have to get through the Palace with close to no mutations, kill the Throne with close to no mutations, beat Throne II with a few mutations and then get through all of the crap the loop throws at you to reach Level Ultra. It's just not happening.

But there is a way to cheese this achievement. It's still going to be quite hard, but it's going to be much easier than the intended way.

What you need to do is start a Melting run with the Golden Wrench and Crown of Hatred (if you don't want to deal with the crown, you can acquire it later either at 3-2 or 5-2). Proceed through the game as normal, and turn into Skeleton via one of the ways mentioned above.

This is where the hard part starts, as you unfortunately will have to push through with Skeleton all the way to 1-2 L1. You're going to also have to get lucky with mutations; acquiring Extra Feet and Rhino Skin/Strong Spirit is almost necessary to even get to 1-2 L1 as Skeleton.

After you manage to get there, activate the Proto Statue and enter the Crown Vault with your Golden Wrench and the Crown of Hatred. When inside the Vault, kill one of the two Crown Guardians and leave the other one alive.

From here you essentially need to keep walking into the Proto Chest to gain rads from the Crown of Hatred, while also destroying guardian orbs for health pickups. Rinse and repeat until you reach Level Ultra.
Good Riddance
The second of the two impossible achievements.

Good Riddance requires the player to unlock a Golden Nuke Launcher or a Golden Disc Gun for any character.

The difficulty in this achievement is that these two weapons spawn only in Hardmode, and Hardmode, being the b—llshit mode that it is, makes this achievement instantly much harder than it should be.

As the cherry on top, these weapons will start spawning during and after 7-2 H1, meaning you'll have to go through what is essentially the entire main game in Hardmode to even have a chance of acquiring these weapons.

Thankfully, just like with Unstoppable, this achievement can be cheesed. If you're not into that and want to do it the legit way, the only tip I have for you is to always use the Oasis to skip 2-1 H1, since the first Sewers on Hardmode are actually impossible. Not joke-impossible, not near-impossible. Actually impossible. Mom is simply way too much of a sponge for this early in the run. You will run out of ammo. You will run out of health. You will run out of hope. Avoid the Sewers.

Now if you want to cheese this you have two options. The more legit way and the "f—ck this game" way.

The former requires you to play Hardmode normally until you reach Level Ultra as Y.V.
Afterwards, you can open the two giant chests in Y.V.'s Crib in hopes of getting one of the two weapons required, as Large Golden Weapon Chests will drop weapons from many difficulties higher. If possible, try to snag Open Mind on your way, as it will spawn an additional giant chest, increasing your chances of finding the weapon.

That was the more legit and much more simple way. The latter method will require a bit of setup.

Before you attempt the run, acquire the Crown of Guns in Normal mode as any character, and try to find the Gun Gun. After doing so, go to a Crown Vault and store the Gun Gun in the Proto Chest.

Now that that's done, start a Hardmode run as Robot with the Crown of Guns and Golden Wrench and get to the Crown Vault in 1-2 H1. inside the vault, kill one of the Crown Guardians and leave one alive.

From there you're going to get the Gun Gun from the Proto Chest and constantly fire it in hopes of it dropping the Golden Nuke Launcher or the Golden Disc Gun.

To get ammo for the Gun Gun, you need to destroy the guardian orbs and wait for them to drop a weapon, which you can eat afterwards. If you can snag the Throne Butt mutation on the way, it will make the process faster.

Do note, that the weapons fired from the Gun Gun will damage enemies for as long as they're moving, so to avoid killing the Guardian, use the Gun Gun cautiously, making sure the gun's trajectory does not hit the Guardian.
Modifying the Game Files


Nuclear Throne's assets are quite easily editable due to the fact that it's made in Game Maker Studio.

The game's file structure allows the player to edit localization files and music files with ease, with textures requiring a bit more tinkering. As far as I know, there is no definite way to modify NT's sound files. You can extract them though.

This section will focus only on the surface level, that being the lang.ini file and the music files. It will also briefly cover the method of extracting NT's sound files.

If you're not interested in any of the things in the paragraph above and want to edit textures, plantshop made a good guide on that.
https://steamcommunity.com/sharedfiles/filedetails/?id=2192756065


Modifying lang.ini
 


You can modify Nuclear Throne's lang.ini file to change what text displays in-game.

A modified lang.ini file that switches the
NONE crown text to... uh... ...yeah I may
have went a little bit overboard with this one.

Locating lang.ini
The file itself is located in NT's Steam directory, which will be:
For Windows: (DRIVE)\Program Files (x86)\Steam\steamapps\common\Nuclear Throne For MacOS: ~/Library/Application Support/Steam/steamapps/common/Nuclear Throne For Linux: ~/.steam/steam/SteamApps/common/Nuclear Throne
From there, you can open the file in any plain text editor, such as Notepad or Notepad++

Before you edit the lang.ini file, you should make a backup of it somewhere else so that you may return to the default localization if needed.

Inside the file is every text string in the game. Character names, weapon names, the entirety of the credits, etc.

Go wild. But before you do, you should also learn about tags

Tags
When you open lang.ini, you will quickly see that most strings in the game are covered in address signs (@).

Those are tags, which dictate what type of font should be displayed.

Tags in NT's lang.ini file can change the color of text, make the text quake, or embed in-game sprites into text, as shown to the right.

Tags are placed right before a word, and its changes will apply to a length of text depending on the type of tag used:
  • Color tags, advanced color tags, and quake tags will apply their changes all the way to the end of the string, unless interruped by another color/quake tag.
  • Sprite tags will add themselves to the text as a sprite and not affect anything else
  • New line tags will affect the rest of the string unless they get interrupted by any other tag.
Below is a table with every common tag and what they do. (Text in italics describes a custom value)

Tag
Description
Color tags:
@w,
@s,
@d,
@r,
@g,
@b,
@p,
@y
Changes the color of the text to:
white,
silver (default color),
dark gray,
red,
green,
blue,
purple,
yellow
@q
Introduces random offsets to the text, producing the illusion of the text quaking/shaking
@(color:INPUT)
Changes the color to a custom, user-defined color.
This tag operates with the BGR color palette, which is the reverse of RGB.
Below is going to be a section that goes indepth into the usage of this tag.
@(SPRITE)
Embeds itself into text as a sprite.
A full list of sprites can be found here[yal.cc].

Additionally, you can use @(SPRITE:FRAME) to display a specific frame of the sprite.

You can also use @(SPRITE:-SPEED) to alter the speed of the sprite's animation. SPEED is a multiplier of 30fps.
\n
Sets the affected word into the next line. Interrupted by any other tag, and as such, \n can only be used on plain text.

The \n tag also doesn't seem to work on some parts of the file.
#
Pushes all text after it into the next line on Nuclear Throne's rules
(Meaning it can only be used in lines where # was already present in the original lang.ini file. Using it anywhere else will have no effect)

Using @(color:)
If you want to use @(color:), you're going to have to play around with hexadecimal and decimal color values. Hexadecimal values so you can convert them to decimal, and decimal values because Nuclear Throne uses decimal color values in its tags to define color.

As mentioned in the table, Nuclear Throne uses the BGR color palette, which is the inverse of RGB.

What this means, is that to render color #4EA8FF (light blue), you would need to input #FFA84E. Simply switch the red and blue channels around and you've got yourself a BGR color.

Now to convert this into something Nuclear Throne can use, you will need your converted color, and run it through a hexadecimal-to-decimal converter. This site[www.mathsisfun.com] does the job quite well. Afterwards, you can use the converted value inside of the @(color:) tag.

As an example, let's say I want to use color #FFD700 (TF2 Yellow) so I can apply it to a piece of text.

Converting this value into decimal instantly will make Nuclear Throne render it as light blue, which is not what we want.

Thus, first you need to switch the R and B channels around, resulting in #00D7FF.

Then you put this hex value into the converter, resulting in 55295. Inputting this value into the tag will display the proper color.

End
That should be about it for lang.ini
Have fun!

Importing custom music into NT
 


Inside of NT's Steam directory (shown in Modifying lang.ini) alongside lang.ini there are also a multitude of sound files which correspond to the game's music and a few other sound effects.

The sounds inside of the directory can be split into three parts based on their prefixes:
  • snd(), which describes sound effects.
    The only sound effects in this directory are Ultra mutation
    sound effects, throne speeches (the one your character
    speaks upon sitting on the Throne),
    and miscellaneous sound effects.
  • mus(), which describes music.
    Thankfully, all of the music the game uses
    can be found in this directory
  • amb(), which describes ambience.
    Just like music, every piece of ambience is also present.
To replace these sounds with your own, you simply have to replace them. The file you're going to be replacing the original sounds with has to be an Ogg Vorbis file (.ogg), and has to have the exact same name as the file you're replacing.

The names of the sound files are self explanatory, but the names of music and ambience files is a little vague at first. All of the numbers appended to the files describe different areas within the game, with the exception of boss music files. In those, the number describes the boss.

The meanings of the numbers are as follows:

Area Number
Meaning                                                                                                                                          
1
Desert
2
Sewers
3
Scrapyard
4
Crystal Caves
5
Frozen City
6
Laboratory
7
Palace
100
Crown Vault
101
Oasis
102
Pizza Sewers
103
Y.V.'s Mansion
104
Cursed Crystal Caves
105
Jungle
106
I.D.P.D. HQ
107
Y.V.'s Crib

Boss Number
Meaning                                                                                                                                          
1
Big Bandit
2
Big Dog
3
Lil' Hunter
4
Nuclear Throne
5
Mom
6
Hyper Crystal
7
Technomancer
100
Captain

Some music files will also have a -b attached to them. That indicates an alternative track.

File Name      
Meaning                                                                                                                                          
mus1b
Desert rare alternative track
mus3b
Scrapyard rare alternative track
mus5b
Frozen City rare alternative track
mus7b
Palace very rare alternative track
mus100b
Crown Vault combat theme
mus106b
HQ alternative track when playing as Rogue
musBoss4A
Nuclear Throne track
musBoss4B
Throne II track
musBoss6B
Cursed Hyper Crystal track
Extracting NT's sound files
 


Extracting NT's sound files is surprisingly simple, and doable with just Audacity, a free open-source audio editor which you can download here[www.audacityteam.org]

First thing you have to do, after you have downloaded Audacity, is to open data.win in your Nuclear Throne Steam directory in Audacity using the Import » Raw Data option



After you import, there will be a window with a few parameters like encoding, byte order, etc. Leave those unchanged. 'data.win' is around a 100 MB, so it will take a while to import, but after it does, you will be presented with this:



The first 1:10 of the audio is gibberish, which is extremely loud and not pleasant to listen to.
The rest of the file is all of the sound files within the game in what seems to be a random order.

To extract individual sounds, you will have to select them, cut them out, paste them into a new Audacity project, and export as whatever format you prefer.
Changelog
This section lists all of the changes made to the guide throughout its lifespan.
27 June, 2022 (0 days) ► (11:42 CEST) Guide created
26 August, 2022 (60 days) ► (21:30 CEST) Guide published ► (21:53 CEST) Added Isaac guide shill in 'Introduction'
27 August, 2022 (61 days) ► (10:28 CEST) Fixed typo for the 'Projectile Style' ultra mutation ► (10:37 CEST) Updated description contents for 'Guardian Statue' and 'Vault Statue'                functional props ► (NOTE)       Working on updating weapon damage numbers ► (11:32 CEST) Updated damage numbers for: 'bloodlauncher', 'bloodcannon', 'lightningshotgun',                'lightninghammer', 'shovel', 'ultrashovel', 'jackhammer', 'killerultramutation' ► (11:41 CEST) Updated 'Characters - Robot' to include HP as eating product. ► (NOTE)       Taking a break, coming back this evening hopefully, to correct more things ► (15:17 CEST) Fixed lexical errors regarding 'compliment' ► (15:18 CEST) Fixed table contents for 'Quadruple Machinegun' ► (15:18 CEST) Adjusted table contents for 'Shielder', 'Elite Shielder', 'Elite Grunt' ► (15:25 CEST) Added a bit more content to 'Secret Areas - Oasis' regarding the                desert skull prop ► (15:31 CEST) Updated crown descriptions in 'Pre-loop Crowns' ► (15:37 CEST) Updated crown descriptions in 'Post-loop Crowns' ► (15:39 CEST) Updated description for 'Toxic Bow' ► (15:51 CEST) Updated 'Characters - Rebel' ► (16:08 CEST) Updated 'Lightning Cannon' ► (16:37 CEST) Added 'Pickups - Secret Chests' ► (16:37 CEST) Updated 'Pickups - Ammo' and 'Pickups - Weapon Chests' ► (17:47 CEST) Added 'Secret Characters'
11 September, 2022 (77 days) ► (12:55 CEST) Changed 'only' to 'just' in the sound file extracting section
2 June, 2023 (340 days) ► (21:37 CEST) Updated notes for Crown Guardian
14 August, 2024 (784 days) ► (17:25 CEST) Updated notes for Dog Guardian (thanks, Nebulous!)
31 Comments
spider  [author] Aug 14, 2024 @ 8:20am 
I recall having many moments where I didn't know what to write so I just wrote some generic stuff in there. I haven't played the game for almost 2 years now, so correcting all of this myself might be a bit difficult, so if you see any really glaring ones just point them out and I'll correct them right away. I'll go and update the Dog Guardian entry right now.
Multi Aug 14, 2024 @ 8:18am 
i edge to your guide
Father Nebulous Aug 13, 2024 @ 7:58pm 
This guide is really well constructed, but there are so many parts with minor misinformation or non-helpful/actively detrimental information, where some info would be extremely beneficial to newer players.

I can go through so many but I think the biggest issue I had with tips was just having "Keep your Distance" in the tips tab for Dog Guardians. Actual best tip is that you can have them bounce off of walls when they jump at you, making any place with a Corner a nice last-ditch hiding spot that could let you survive long enough to kill them.
spider  [author] May 31, 2024 @ 11:22am 
yeah, steam's like that unfortunately
Justitia Tiphereth May 31, 2024 @ 10:14am 
For those of you wanting the TBOI guide but due too steam being stupid, opens it in a seperate tab :
https://steamcommunity.com/sharedfiles/filedetails/?id=1441000071
A n u b a r u n Mar 7, 2024 @ 9:32am 
Wow Good Guide!
Drakkenlordz Feb 22, 2024 @ 1:43am 
sometyimes i be strokin it to chickens gyatt in the character select screen:broflex:
Coffeecoaster Sep 30, 2023 @ 9:27pm 
Helluva guide.
The fog is coming Jun 12, 2023 @ 7:33pm 
holy shit,that's a lot. nice guide btw
Syrium Jun 6, 2023 @ 10:53am 
im soooooooo bad at this game