The Haunted: Hell's Reach Wiki
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See also: Explosives.
Ammunition

Weapon ammo box

To conquer the minions on The Haunted, you must use the weapons you are equipped with and any upgrades you do to them. These weapons will make quick work of minions and will often save your life. Ammunition is limited but minions can drop extra ammo at random if you have none for at least one weapon type.

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Weapon upgrade box

Each type of weapon can be fully upgraded five times. To see when your next upgrade is available, check the meter near the bottom center of your screen. When it's completely filled in, the next minion you defeat will drop an upgrade box. To upgrade your weapon equip the one you want upgraded, then press 'F'. Make sure you don't upgrade something you don't want!


Melee Weapons

Knife: used by pressing 'C'. Does small damage but useful for breaking stones or killing raged minions.

Upgrade 1 - Scythe: Does two slashes instead of one and has longer reach. Deals less damage than the Knife per hit, but hits twice faster. It can also hit more than one enemy in a single swipe and has longer range than the knife.

Upgrade 2 - Chainsaw: A short-range weapon with continuous damage, similar to the Witch Hammer. However, it can only hit a single target at a time and does not kill as quickly. It can overheat if used extensively, requiring several seconds to cool down. It can deflect Reaper Scythes from the front if revved while the Scythe lands.

Upgrade 3 - Teutonic Mace: A swinging weapon with good range that can kill anything in a single hit, though it can only hit a single enemy per swing.

Upgrade 4 - Witch Hammer: Like the Chainsaw, the Witch Hammer will deal damage continuously in front of the wielder, but deals more damage over a larger area. It will instantly kill Wendigos and can deflect Reaper Scythes.

Upgrade 5 - Typhoon Glaive: The final CQC weapon upgrade is a double-edged blade that is thrown like a boomerang. Upon killing an enemy, it will spin in place for a short duration before returning. It will not penetrate enemies after being thrown, but it will pierce and damage enemies while returning. It kills most minions in a single hit, barring Headsmen with shields and enraged Reapers.

Pistols/Handguns

Pistol [12 rounds/clip]: Modeled after the USP45, the pistol holds 12 rounds in each clip. It fires moderately fast, has decent accuracy and does a fair amount of damage.

Upgrade 1 - Burst Pistol [15 rounds/clip]: It uses the model of the Glock and as the name suggests, it fires in bursts of three. Normally one burst will kill most lower minions. It fires faster than the pistol due to the burst fire, has slightly less accuracy and does the same amount of damage, just at a quicker pace.

Upgrade 2 - Vendetta Revolver [6 rounds/clip]: This pistol share a similiar look to a .44 Magnum. Not many rounds per clip but should kill most minions in one hit. It's also very useful for breaking stones from a distance due to it only taking one shot to break them with this revolver. It fires moderately fast, has less accuracy than the other pistols but by far does the most damage.

Upgrade 3 - Dual Pistols [15 rounds/clip on each]: This is essentially two USP45 pistols which fires moderately fast, but more rounds are able to be fired at once due to the second pistol. It has slightly less accuracy than a single pistol and strangely deals more damage per shot with a higher rate of fire.

Upgrade 4 - Dual Burst Pistols [15 rounds/clip on each]: This is essentially two Glocks and fires the most bullets at once due to the dual burst fire and can deal more damage due to this. Also deals more damage per round than its single-weapon counterpart.

Upgrade 5 - Dual Vendetta Revolvers [6 rounds/clip on each]: The final upgrade gives you two .44 Magnums which means more rounds can be fired off. Due to there being two revolvers, it can output the most firepower, in the smallest amount of time.

Shotguns

Shotgun [6 rounds/clip]: A common pump-action Shotgun. Large pause between shots, not much damage done.

Upgrade 1 - Sawed-Off Shotgun [4 rounds/clip]: A double-barrel 12 gauge with the pipes sawed off. This shotgun version deals significantly more damage but only holds 4 rounds per clip. Also fires much faster than its predeccessor.

Upgrade 2 - Outlaw Shotgun [12 rounds/clip]: A lever-action shotgun, similar to the starting shotgun but more damage and a much faster fire rate. It also holds more rounds and has much more range.

Upgrade 3 - Riot Shotgun [20 rounds/clip]: A Striker shotgun. Has a fairly fast firing rate and deals damage similar to the pump-action shotgun, but much faster and with more ammo.

Upgrade 4 - Arsonator [12 rounds/clip]: A shotgun with fire decals that ignites enemies on hit. Excellent in every aspect.

Upgrade 5 - Akimbo Shotguns [12 rounds/clip each]: The final upgrade is Akimbo Shotguns which are two stockless shotguns. Has a very fast rate of fire and a very high damage output.

Fully Automatic Weapons

SMG [50 rounds/clip]: good ranged weapon when using burst firing but doesn't deal too much damage. When the trigger is held down, this weapon is somewhat inaccurate unless at close distances.

Upgrade 1 - Commando Rifle [40 rounds/clip]: on the first upgrade, you are given a Commando Rifle which uses the M4a1 model. This rifle fires slightly slower than the SMG but does slightly more damage and has better accuracy.

Upgrade 2 - Heavy Assault Rifle [60 rounds/clip]: has the same model as an AK47 but with a drum magazine. Fires relatively fast and slightly stronger than the SMG.

Upgrade 3 - Akimbo Uzis [50 rounds/clip each]: both Uzis fire extremely fast. Due to the sheer speed of both of these guns fired, it can tear through most minions pretty quickly but consumes almost twice as much ammo.

Upgrade 4 - Machine Gun [300 rounds total]: looks like an M60 and can carries only one magazine. It fires somewhat slow and is quite inaccurate, but is quite powerful and due to the large clip, can often be useful in close fights.

Upgrade 5 - Gatling Gun [300 rounds total]: fires much faster, stronger and somewhat more accurate compared to the Machine Gun. This can tear through anything that stands in your way, but the ammo is consumed very quickly so be careful.

CQC (Close Quarter Combat)

Next to all the various weapons, players can - at any time - perform a couple of different melee attacks. All melee attacks have commonly low direct damage (compared to any gun), but a high stun effect. A series of melee attacks will always stun any minion, except for raged ones (which are entirely immune to stun). As well, armored minions have a chance of the melee attack not causing a stun, but breaking their armor. Pressing a directional key while hitting the melee key will cause an attack in the pressed direction, either a kick or a punch (with same effect).

This move list is in the Help and Options section of the pause menu.

  • Roundhouse
  • ChargeAttack
  • HeadPunch/Execution
  • SidePunch Left
  • SidePunch Right
  • BackElbow
  • ReverseKick
  • Uppercut
  • JumpKick
  • ReverseJumpKick
  • GroundSlam
  • ThrustKick
  • LegSweep
  • ReverseLegSweep


Roundhouse

('E' key) - hitting the melee key will make the character perform a simple roundhouse kick, capable of hitting all minion in front of him (however, it's only possible to stun a single minion per kick, regardless of how often you hit a group of minions). Most minions take two hits to become stunned, larger ones will need three. Due to the high "Rate of Fire" of the kick it's possible to keep kicking raged enemies into environmental hazards.


ChargeAttack

(hold 'E' for two seconds) - this will cause the character to make a hand gesture, taunt the minion and start to glow slightly red (not as intense as the rage mode). Releasing the melee key will make the character perform either a strong punch or a kick (if running). Both attacks are lethal to any unarmored minion (and will break the armor of an armored one). Due to the fact it needs two seconds to charge up, this attack is not useful for casual brawling, though it can be used to take out raged minions precisely.


HeadPunch/Execution

('F' key) - the simplest way of destroying your minion while stunned (yellow glow around them). It's also possible press this key and your character will punch the minion until an Execution is possible. Be warned that if a group of stunned minions are close together that executing one will rage the others. There are ways around that, however.


SidePunch Left

('A' + 'E') -


SidePunch Right

('D' + 'E') -


BackElbow

('S' + 'E') -


ReverseKick

('S' + 'E' x2) -


Uppercut

('Q' -> 'E') - performed by dodging/rolling into any direction and then hitting the melee key. Upon end of the dodge, the character will pop out of his roll with a devasting uppercut, capable of instantly stunning nearly everything it hits, except for Bruisers and ranged minions. Even more important, the stun consists of the minion flying off to some distance, followed by a much longer then the usual stun, in a laying pose. Due to the fact this attack has a high knockback and always hits after the end of a dodge, players can essentially "roll around" an minion in front of them and hit him into any direction they possibly want to. This makes the uppercut a perfect move to punch any minion into a pit or any other hazard.


JumpKick

('Spacebar' -> 'E' during first half of jump) - a useful solution to the above problem. Hitting the melee key in the first half of a jump (or right after jumping) will cause the character to do a kick mid-air. A jumpkick is "slower" as the time needed to jump and kick is much longer then a basic kick. However, all basic minons will be stunned with a single jumpkick hit. Bigger ones will need a follow-up hit of any kind, though.

This move can cause a Minion Missile if used on a stunned and standing minion.


ReverseJumpKick

('Spacebar' + 'S' + 'E') -


GroundSlam

('Spacebar' -> 'E' during second half of jump) - hit the melee key while falling down, or on the end of a jump to perform this move. Upon hitting the ground, the character will stun nearby minions or at least knock them back, giving you a second to do whatever you like. Opposed to all other melee moves, this one appears to be capable of stunning multiple minions at once. Minions stunned by this move will enter the Humilation state. Scoring a Headshot on that state will grant bonus points. This move can also destroy stunned minions.

Using this move on a stunned minion lying on the ground will reward the player with the 'Jackhammer' accolade and gain 300(Needs Verification) points.


ThrustKick

('LShift' + 'E') -

This move can cause a Minion Missile if used while charged.


LegSweep

('LShift' + 'Q' -> 'E') - upon sliding (hitting dodge while sprinting), players can perform a leg sweep consisting of the character spinning around, hitting all minions legs around him. Similar to the uppercut, this attack near always instantly stuns an minion by dropping him to the ground. However, these minions will not be knocked back, but just drop to your feet, permitting you to instantly execute them. As well, this move is capable of instantly stunning even armored minions, apparently due to the fact the kick always hits the unarmored feet.


ReverseLegSweep

('LShift' + 'Q' + 'S' + 'E') -

Special Weapons

Around each level, there are up to three special weapons laying around, which you can pick up and it will take up your fourth inventory slot. You can only carry one at a time, and these weapons cannot be upgraded. Once the ammo is used, the weapon disappears from your inventory so that you can pick up another special weapon. These weapons are only available once per encounter and if you die with one of the special weapons, you will no longer have it once you respawn.


Ramm-bow

Bow

This bow and arrow holds 15 explosive bolts. When a minion is hit by one of these, it will fly some distance, before exploding. It will kill all minions in one hit. The name Ramm-bow may be a hidden reference to Rambo.

The bow suffers from a quite long "windup", which means you cant dash around and then fire an arrow in the midst of battle. Holding your Aim key before even thinking about a shot is strongly advised.

Compared to the other special weapons, the bow DOES pack less of a punch, only posing threat for exactly 15 minions (unless you're lucky and another minion is caught in the small explosion) and not capable of killing full-health Bruisers in one shot. One can argue whether this is a quite stylish way of finishing minions off, though.


Enforcer Rifle

Rifle

Essentially a bolt action sniper rifle, without a scope. Holds 10 rounds, 5 in each clip and fires at an average speed. The rounds appear to be highly fatal and piercing, effectively killing anything in a straight line.

The weapon shouldn't be abused as a pure sniper rifle though, as there are more efficient ways of killing single minions and the Enforcer Rifle has a quite low ammo count.


Flamethrower

Flame

This is a dangerous weapon indeed. As the name suggests, it's a Flamethower which spits fire at minions. It is incredibly effective and will kill most minions in barely any time at all. It has 100 fuel, no reloads. Great for tackling crowds of minions.



Nitrogen Launcher

Nitro

One of the more useful and fun special weapons. It will instantly freeze any minion the shot touches. Any melee or shot fired will instantly shatter them. Also because of the easy melee kills with this weapon, it becomes handy if you need to get some melee kills for healing. Contains a single clip of 15 rounds.


RPG

Rpg2

Your bread and butter rocket launcher. Often in hard to reach areas but the power and splash damage radius is usually worth the payoff. Holds a clip of 10 rockets.

If you're not shooting at pointblanck it's even possible to perform the Explosive Barrel Roll (shoot, then instantly dodge with a roll to evade the explosion damage) whilst aiming at the ground next to you.



Grenade Launcher

Nade1

Despite being called a Grenade Launcher, it's actually a Triple Grenade Launcher. It will fire three grenades at once, dealing massive damage to anything in it's blast radius. It has 9 reloads on top of what is already loaded in the weapon. Due to the somewhat wide spread and low range (the projectiles tend to drop down quite fast), it's recommended to use this weapon either as panic weapon or for shooting crowds of enemies from higher locations, making it a useful support weapon.

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