recursal/Fanatic-Fandom huggingface dataset:
D.C. Meltdown

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## Continuity

**Zone**
Z1 · Z2 · Z3 · Z4 · Z5 · Z6 · Z71. Abandonment Issues
2. Alphabet Soup
3. Defense Farce
4. **D.C. Meltdown**
5. Nukage Nightmare

**D.C. Meltdown** is the fourth map of five in Downtown Disaster Relief.

## Secrets

1. In the huge, open area of the map filled with enemies, you should immediately see a tall metal post with girders sticking out of various sides, with a Portable Medkit on top. This is your secret. Make a series of looping jumps to get to the top; try not to fall!
2. From this previous secret, head to where you can see a bombed-out building next to another building (when you look at it, the area with the crashed semi truck should be to your left). Head up into it and face the girders. Instead of jumping to them (for now), instead jump onto the slanted ledge to your left and take it all the way to a very faintly translucent black windowed area on the adjoining building and jump through it.
3. This time, jump up the brown girders. From the final one, jump up into the room with the purple ramp and follow this path to the end. But don't leave yet!
	1. **ZONE MEGA SECRET!** While in this secret, toss a Bowling Bomb (carefully) up into the crack high up on the grey wall. If you threw it correctly (it may take more than one try, as the bomb has to explode in a somewhat particular spot), you will hear a massive explosion. Head back out to where the girders are and you will see that a giant hole has been blown out of the building. Go through this hole into a hidden area with a garage in the back, and head towards the garage to open it to find a car from Carmageddon! "Wasted!"
4. Inside the shopping mall, head up the escalators; you will notice there are 4 hanging light fixtures above them. You must jump to them and platform up them. On the top one, there is a vent grate just above it. Open or destroy it and head inside to access the otherwise-inaccessible upper floor of the mall with plenty of goodies!
5. From the escalators, this time go straight back to where the keycard is. On the right wall is a poster labelled "The Waking Dead"; just to the right of that is a cracked wall. You know the drill by now! Head inside and go around the left corner into a secret room with some goodies as well as a special cameo from a robot from Chopping Mall!
6. Back out on the main street area, there is an overturned red car next to a streetlight with a ladder on it. Use the grassy median on the road to jump on the car, then to the ladder. Jump from the top of this streetlight to a catwalk to your right. Jump from there to the next streetlight's ladder (you should snap to it if you're close enough), then jump from the top of this streetlight to the next metal catwalk. On this catwalk, walk over to the ladder on the opposite side, climb it, then activate a switch on the opposite wall of this catwalk to lower a ladder back on the other side, and climb this ladder to your final secret, featuring a special Portal Easter Egg!
Turret

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The **turret** is a static defensive emplacement in *Ion Fury*. Once a turret detects the player, it has a delay during which it makes a whirring sound, after which it turns to the player and shoots its rapid-firing machine gun. Turrets have a limited arc of fire. All of the Turrets have voice modules installed, since they clearly shout "Fire!" right before they attack the player.

Most of the Turrets met throughout the campaign are surrounded by 3 or 4 glowing blue vials with animated lightnings inside. These act like power sources to the Turret they surround. These vials are way more fragile then the Turret itself and usually can be taken out by 2 or 3 precise Loverboy's primary shots. Upon destroying one of the vials, the Turret it used to power will malfunction, stop firing, spark and rotate 360 degrees multiple times, giving you a moment to fall back or reload. After that the Turret returns to it's normal state to seek targets and fire. Once all of the vials are destroyed, the Turret will immediately blow up. This, however, doesn't apply to Turrets which originally have no vials around them - such as found at GDF HQ and metro tunnels.

It is usually easier to destroy a turret with explosive weapons than precision shot ones. A well put Disperser 40mm grenade shot usually enough to wreck a deployed turret by arcing explosive shot behind a cover or bouncing it from nearby walls. Even if you miss the turret the bouncing grenade can take out the vials with the resulting explosion, giving you crucial time for a reload or running back to cover. Instead of trying to confront the turret, making use of cover and arcing and bouncing abilities of the grenades usually safer. Coming out at the open from a small choke like a door however, direct shot to its muzzle head from Loverboy's or a well aimed Ion bow would be required to make quick work of turrets.

Multiple dismantled Turrets can be found throughout the game, often seen on early levels lying in cargo boxes. These consist of voxels, when active Turrets are just sprites. Dismantled Turrets cannot be destroyed, activated or used for any other purpose - they are just decorations.
Motherflakker (game)

***Motherflakker*** was an internal prototype game developed by Slipgate Ironworks following *Ion Fury'*s release. The aim of the project was to envision a 3D *Bombshell* first-person shooter with late 90s/early 2000s aesthetics.

The prototype took assets from *Ion Fury*, *Half-Life 2*, and *SiN Episodes: Emergence*, as well as some originally-made assets. The prototype features an endless survival mode with tougher waves of enemies.

The efforts of the prototype would eventually lead to the development of *Phantom Fury*.
Like a Bitch in Heat

## Enemy Count

**Like a Bitch in Heat** is the second level of Hell Hath No Fury.

## Secrets

1. Near the start of the level, you will come across a river of lava coming from a hole in the wall. This is gonna result in some hot feet, but you're gonna have to get inside that hole in the wall for this one.
2. Immediately when you enter the green-hued room after the catwalk area, there is a window on a wall with a "Coffee Shoppe" sign to the right of it. Through this window, you can see a small cave on the opposite wall; get to that cave.
3. Inside the room with the giant "WAREHOUSE" sign and a bunch of exits, right underneath the sign is a broken server that can use to slide out of the way.
4. Enter the men's restroom. Use the red condom dispenser to the right of the sinks to open a discolored portion of wall across from it, to the right of the urinals.
5. Just past a door that you have to open by flipping a switch, you will be a in a new catwalk area, with a bluish-purple column of light in the middle, surrounded by metal. At the end of this catwalk is an orange wall that can be opened.
6. Inside the giant fan room, on the opposite side from the ladder you first climb up, there is a differently-textured section of wall to the left of the suit of Heavy Armor that can be opened and entered.
	1. **ZONE MEGA SECRET!** Follow the path behind that panel of wall in the aforementioned secret. Entering the room itself is just a secret with hardly anything in it, but following the path of rafters(?) that come after it is what leads to the Zone Mega Secret. Jump from the rafters to the A/C duct and head inside to emerge in a very familiar setting. ***"Mmm...Donuts"***
Mechsect

*This article is a stub. You can help Bombshell Wiki by expanding it.*

The **mechsect** is a common cybernetic enemy that appears in *Bombshell* and *Ion Fury*. It is a human skull modified with cybernetic hardware, including spider-like legs and weaponized extensions on the face. It is capable of jumping to the average human height.

In *Ion Fury*, each direct hit from a mechsect deals 10 damage ignoring your armor value. When swarmed by a few and unaware, death may come swiftly or leave you at the need of medical assistance. While they're not entirely threatening even as a flock as explosives deal with them swiftly. They can be problematic in a combined attack with other enemy types, attracting Bowling bombs away from higher threats and biting your ankles at inappropriate times.

A single hit from the Electrifryer overloads its systems, causing it to briefly spin in circles and explode. It is given away by the clicking sound of its legs while moving and a loud whooshing noise when jumping. As of the released version of *Ion Fury* (v1.00), they can stick on ceilings and wait for any unfortunate human being to pass by to get a drop on them. Once alerted, they have no idle state and relentlessly give a chase to the target until either is dead.
Queen of the Hill

**Queen of the Hill** is a hardcore survival mode in *Ion Fury*, where Shelly fights against escalating waves of enemies in a circular arena. The player is armed with a Warmech chaingun that has unlimited ammunition.

The mode was announced on 5 April 2018, and was playable for attendees at the 3D Realms booth at PAX East 2018. The mode was publicly added to the game on April 12 of the same year.

## References

1. ↑ 3D Realms (5 April 2018). "Queen of the Hill Announced!". *Ion Fury Steam News*. Retrieved 23 June 2019.
Diopede

*This article is a stub. You can help Bombshell Wiki by expanding it.*

The **Diopede** is a cybernetic enemy in *Ion Fury*. It is a modal millipede-like robot which is initially encountered with multiple segments following each other, but they can be separated by destroying a segment that is not on any of its edges. Like the Mechsect, it is given away from afar by the clicking sound of its legs but being able to fuse with others Diopede units around and bearing so many mechanical legs, they're more distinct and louder. Their clacking of their legs intensify when they combine together.

The segment that acts as the head in a combined **Diopede** structure fires a corrosive liquid that remains briefly on the surface that it is squirted on. This liquid is also released and briefly stays on the ground when a segment is destroyed. Hazard Suit can protect from Diopede's acid attacks and residues they left behind after their termination.

Diopedes are difficult to destroy with bullet-based weaponry, but are more easily disposed of using explosives such as Disperser grenades or Bowling bombs. Destroying the head kills the entirety of fused segment units together, aiming at middle units only separates the segments. Their movement speed, attack frequency, behavior of locking to each other and their resistance against bullet weaponry scales up with difficulty.

Single segment units share similar capabilities at a smaller degree compared to a longer structure of units together. Segment units individually are heads on their own but their movement options are limited that way. When multiple **Diopedes** come together to create a longer unit they get capabilities of spraying their acidic liquid to further distances by standing up on their back legs and climb vertical surfaces in an eerie motion to drop down at unexpected areas.

Diopedes first appeared in the full release of *Ion Fury* (v1.00).
Factions

*Cet article est une ébauche. Vous pouvez aider Freeman: Guerrilla Warfare Wiki en ajoutant à l'article.*

Les factions rivalisent pour le contrôle de la nation, dans le but d'établir leur supériorité sur les ruines du pays. Vous contrôlez votre propre faction, que vous nommez et dotez d'un drapeau approprié. Ensuite, il s'agit de conquérir le reste de la carte.

## Relations

Vous commencez la campagne en tant que l'une des factions, sans la moindre ville sous votre contrôle. Les autres factions vous seront au départ neutres, sauf celles que vous devez détruire afin de terminer la partie et les bandits. Chaque faction possède ses propres forces et faiblesses, visibles dans l'onglet d'information de factions. Ces informations sont utiles afin de préparer vos escouades et leur déploiement lorsque vous vous battez contre l'une ou l'autre des factions.

Les relations entre factions changent conformément a vos actions. Attaquer une faction vous inflige un lourd malus en terme de relation, pouvant entraîner une hostilité de la part de la faction attaquée. Les factions hostiles ne vous autoriserons pas a entrer dans leurs villes pour commercer et vous demanderons un paiement pour votre passage. Leurs unités de patrouille pourront aussi parfois vous intercepter et demander de l'argent en échange de votre passage.

## Gallerie

Drapeaux disponibles
Costive Canal

## Enemy Count

**Costive Canal** is the first level of Suburbia Under Siege.

## Secrets

1. Very early in the level, there is a "Bike Recall Station" on the right side of the titular canal. To the right of it are some trees covering up an indent in the ground.
2. In the rafters above Heskel's office in the "Stan's Boats" building, there is a wall on the right side with an mistextured panel; open it up.
3. There is a rundown building opposite "Stan's" that can be entered via a window just to the right of an overturned vehicle. Open the "Cola" ad in the back of the room.
4. Just across from the previous secret's entrance, blow up the manhole cover and dive under the water. Surface up the first junction you come across and you will end up on the other side of the fenced-off area you could see from before. Watch the ambush!
5. On the water in the Road Ripper, you will see a makeshift "ramp" and a poster directly across from it. Jump through it.
6. Just past the second brick archway on the train bridge there is a broken ledge immediately to the right of it. Park the Road Ripper by the shack across from the broken ledge and platform up to it.
7. In this same area, in between two exits into the previous section, there is a metal sheet covering a hole in the ground. Crawl through to the very end and use the radio inside the room to trigger the secret.
8. Just before the river of sludge is a bridge underpass with a "Welcome to Outer DC" sign on it. Jump up to it via the purple ledge and ladder on the right side (if facing the sign, left side otherwise), then go towards the bridge and platform across the multiple small ledges to reach the secret area.
9. After taking the big leap, you will end up in a parking lot area. Climb the left side platforms and look for a hole in the chain-link fence. Go through it and go all the way through the boxes and behind another stack of boxes.
10. Going upstairs you will enter a room with an overturned desk. On the underside of this desk is a button which raises a ramp just outside. Go up this ramp and use the brown "X" panel on the left wall to open it.
11. Clear out the garage-like area after it refills with enemies and go towards the blow-out dead end. To the left of it is a poster with a vent behind it; go through it.
12. Just before the exit on the river of slime, there is a path to the right, which leads to a destructible wall.
	1. **ZONE MEGA SECRET!** Just after the last secret, enter the purple tunnel and instantly make a left turn, going through the door. In the "Sector 1" red-walled hallway you will see pipes. Jump down the one on the right. Turn right to see a button and press it. Head outside to end up back at the start of the level (going down the pipe again will bring you back to the "Sector 1" hallway). Go back to the rundown building where Secrets 3 and 4 were located at/near and head inside. The apartment with the spooky number is now open. Head inside, if you dare!
Chain gun

The **Chain gun** is a heavy weapon in *Ion Fury*. It was first seen in the preview campaign as a remnant of the destroyed Warmech. In the full version of the game, Shelly acquires a Chain gun at the end of second zone by destroying a Warmech, making this the last weapon to achieve in her arsenal. Once boss Warmech destroyed at the end of second chapter, Shelly can not progress further to the next chapter without picking the scripted Chain gun up for first time. As the last weapon to be wielded, it also plays a key role at the next boss fight with Revenant 8991-PX which indicated by an infinite ammo stash nearby the combat area. It slowly builds up its firing speed, so it is not to be used in the middle of close encounters.

When ambushed in a large room, Chain gun can easily obliterate flanking enemies to answer it once spun up. Limited ammunition holds the damage output back and bullet packs give plenty on pickup; so try to spare ammo pack and Chain gun pickups laying around for emergencies to not exceed the maximum allowed. Firing cone is tight and allows Shelly to move and change focus rapidly between multiple targets with bursts. Perforated enemies from successful headshots and decapitation will leave small armor shards as a reward just like Disperser or other explosives do. This kill reward, become a key feature to recover from boss fights and big ambushes at the oncoming levels as Bowling bomb and Clusterpuck splash area radius may fall small when enemies are separated, splash damage may cause you to get stuck in a position and require taking cover for single toss operation as they're slow.

Chain gun shines at clearing massive waves of small grade humanoid enemies varying from cybernetic to mutated, perforating their corpses for little amount of armor shard bonuses without getting your hands dirty on narrow corridors with explosives. Best approach to using Chain gun is looking for a way to position just to catch multiple small to medium tier enemies with the tight cone of bullets it sprays to chew through the lot of them without needing to cease fire. That requires one to run into the flank areas to go upclose and personal as they unlock their doors, but offered reward is sweeping clear the alley in a blink.

Chain gun is not entirely useful against big targets as it causes Warmechs to bob uncontrollably and seem to be ineffective against already randomly moving Treadkill variants until you focus on their heads. Chain gun can kill at least one of the Mega Brutalizer Twins but it comes with the cost of exhausting most, if not all of its ammunition for killing one target. It's best utilized in conjunction with radar to quickly locate enemies at times of emergencies to eliminate them quickly with bursts on an ambush. One of the extra benefits is stun-locking Skinjob, Treadkill and Wendigo type enemies to keep them away from you, but it still requires loads of ammunition to kill one of them so you ought to commit your aim.

It is the default weapon in the Queen of the Hill mode.
1C Publishing

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**1C Publishing EU s.r.o.** is the Czech publishing and distribution arm of Russian video game publishing company 1C Company. It was originally founded as **Cenega Publishing s.r.o.** in April 2002 as the Czech subsidiary of the Polish distribution and localization company Cenega N.V.. It was acquired by 1C Company on 4 May 2007.

In 2018, 1C Publishing partnered with 3D Realms to publish the console versions of *Ion Fury*.

## External links

* Official website
* 1C Publishing EU s.r.o. on *MobyGames*
Rhek'en Diver

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The **Rhek'en Diver** is one of the enemies in *Bombshell*.

## Official description

The smallest of the Kyrr predators, the Rhek'en Diver is a fast, agile foe capable of closing ground on even the most alert rival in seconds. They are considered specialists in close-quarters combat large in part to their bite attack, which is said to penetrate even the toughest armor. They can also move underground to later launch a surprise assault.

Their cellular adaptations allow them to extract nutrients directly from Kyrron's mineral-rich rock, allowing them to remain buried for prolonged periods of time as they await the perfect opportunity to attack. Once a Diver perceives a threat it will remain hidden to position itself for the perfect strike, even if it takes weeks or months.

## References

1. ↑ "Rhek'en Diver" (25 November 2015). *Bombshell Steam News*. Retrieved 7 April 2016‎.
Abandonment Issues

*This article is a stub. You can help Bombshell Wiki by expanding it.*

## Continuity

**Zone**
Z1 · Z2 · Z3 · Z4 · Z5 · Z6 · Z71. **Abandonment Issues**
2. Alphabet Soup
3. Defense Farce
4. D.C. Meltdown
5. Nukage Nightmare

**Abandonment Issues** is the first map of five in *Downtown Disaster Relief*.

## Secrets

1. In the starting hub area, go to the white concrete divider in between the orangish walls (where the armor pickups are) ahead and you and to your right and open it.
2. When you get to the security office, you will see two switches, one labelled "Door Control" (which opens level progression) and "Service Access"; this second switch opens a locked wooden door outside the office and going around the left corner, down a flight of stairs; the door will have a light shining just above it.
3. In the Crew Quarters area, you will eventually come to a brick wall in the back of one of the rooms with a crack in it; blow it up and head in.
4. Just past the "GDF Offices", you will come across a Men's restroom to your left (at the base of a set of stairs) with a boarded-up entry. These boards have a crack in them. You know what to do!
5. In the final outside area, go into the tank garage to the left of where you entered from. Bay 5 can be entered via some bushing obscuring a low entrance. Use the tank inside there to blast open the door to the unnumbered bay (technically Bay 1) and head inside.
6. Using the Jump Boots that you obtained in the previous secret, go back out into the outside area and jump up the back wall where the ladder is located, then simply climb the ladder up to the secret items.
Five Finger Discount

## Enemy Count

**Five Finger Discount** is the third and final level of Rock Bottom.

## Secrets

1. Early in the level, climb up the catwalks. Skip the window and go straight for the corner and around it to the bridge. Check on the wall on the other side for the A/C unit.
2. Near where there were two Greater Priests sniping at you is a room with a vending machine in it. Use the vending machine to open it and get to that very room they were sniping at you from.
3. Right after the dialogue where the General tells Shelly that she's fired from the GDF, there is a flight of stairs going down to some turrets on the road. At the top of these stairs is a metal girder with armor pickups on it leading to a mistextured wall. Might be safest to take the turrets out before attempting this one, as they can deal very heavy damage in very little time.
4. Just around from this previous secret is a destructible window with goodies inside (to the right of a window with a red heart on it.
5. In the outside arena battle, look for the Humvee and the WTF poster; there is a vent just to the right of said poster that you can go inside.
6. Across from the parking lot is a purple wall with a fence on top, with a broken section. You must jump up to it. It might be best to use that Nuvachair you got from the first level to help you get the height you need for this one.
	1. Alternatively, you can access it from inside the "Build Megastore" store, by jumping on top of the vertical sliding "door" prop on the left.
7. In the middle of the parking garage there is a vent shaft just across from the bed of a red truck. Hop into it.
8. In the "Garden Court" section of the mall, dive under the water surround the lower part of the escalator.
9. Inside the "Grease Stranglers" concession stand kitchen is a stack of crates with an openable section of wall across from the top one.
10. Complete the "Gun Reng" minigame in the "Active Shooter" area. You must get a perfect score or else the secret will not trigger. Fear not, however, for you can retry this game as many times as it takes.
11. In the back of "Food and Stuff" there is a freezer. Just under the ceiling there is a vent you can enter. Make your way up to it and go inside. You will eventually come across a small gap within the duct which is where your secret item is. You WILL need to crouch jump to get this one.
12. Along the purple rafters of the "Garden Court" section of the mall, there is a discolored section of wall you can open and go through.
Shellshock

The **Shellshock** is one of the weapons in *Bombshell*.

## Description

Slow down and blow up enemies with the Shellshock - a household microwave turned deadly weapon.

* When upgraded, it can either use Deepfry, which emits a focused burst of electricity. Can be extremely useful when seemingly overpowered by a larger group of enemies
* Or it can use the Stitcher, which shoots auto-targeted laser needles into the nearest hostile, exploding after a short amount of time. The more needles you fire, the higher the damage.
Jadus Heskel

*This article is a stub. You can help Bombshell Wiki by expanding it.*

* Ion Fury
* Bombshell

Professor **Jadus Heskel** is the main antagonist in *Bombshell* and *Ion Fury*.

He was a cybernetics scientist whose experiments were successful, but deemed by authorities to be dangerous. At some point in his career, he offered cybernetic enhancements to the general populace to supposedly aid them in their troubles, as seen in the posters and advertisements in a clinic shown in the *Ion Fury* mission Institutionalized.

Having his work discarded despite his claim that the Global Defense Force funded it, he separated from society continuing to cybernetically augment humans, including himself. Whether his cult is related to clinics like the already mentioned one is not entirely clear, but such facilities were equipped to assemble full body parts of skinjobs.

Heskel planted an explosive device in his own institute, resulting in the Washington Incident. Some time later, he allied with a hostile alien race known as the Kyrr to dominate the universe. By this time, very little of his humanity remained, having been transformed to a flying cyborg not unlike a deacon, but with his sadistic personality intact.

He is voiced by Jon St. John.

## Gallery

* A portrait of Jadus Heskel before cybernetic augmentation

## References

1. ↑ Schreiber, Frederik [@Freschism] (1 May 2023). "A short history lesson on the GDF" (2/6). *Twitter*. Retrieved 1 May 2023.
2. ↑ Interceptor Entertainment, *Bombshell*. Episode 3: "The Final Frontier".
3. ↑ 3.0 3.1 "The one and only @JSJisDuke is back as Dr. Jadus Heskel!" (2 July 2019). *Twitter*. Retrieved 11 July 2019.
4. ↑ "BIO: Dr. Jadus Heskel" (25 October 2018). *Ion Fury Steam News*. Retrieved 3 October 2019.
EDuke32

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**EDuke32** is a source port of the Build engine. It was created by *Duke4.net* community leader Richard "TerminX" Gobeille and a team of programmers including Pierre-Loup "Plagman" Griffais, Philipp "Helixhorned" Kutin, and Evan "Hendricks266" Ramos. It was originally meant to run *Duke Nukem 3D* with certain improvements, and was later used as the technological core of the 2019 game *Ion Fury*. All the technological improvements made during the development of *Ion Maiden* will eventually be pushed to the open source version of the engine.

The most notable improvements over the original Build engine as used in *Duke Nukem 3D* include support for modern resolutions, full mouselook support, compatibility and stability fixes (including those relating to memory management), multiple new renderers, a fully functional console, enhanced scripting support, and Ogg Vorbis support.

EDuke32 is available for Windows, macOS X, and Linux, and is licensed under the GNU GPL and the BUILD license.

## External links

* Official website
* Official wiki
Slipgate Ironworks

*This article is a stub. You can help Bombshell Wiki by expanding it.*

**Slipgate Ironworks** is a Danish video game development company formed in 2010 as **Interceptor Entertainment** by Frederik Schreiber. Much of the studio's staff had experience in indie games and mods.

The studio's first project was *Duke Nukem 3D: Reloaded*. It was to be a remake of *Duke Nukem 3D* in Unreal Engine 3 with permission by Gearbox Software. However, its production ceased permanently in 2011 after the critical failure of *Duke Nukem Forever*.

In 2013, Interceptor released *Rise of the Triad*, a remake of the 1994 game *Rise of the Triad: Dark War*, also in Unreal Engine 3. Around the same time, they published ports of earlier *Duke Nukem* titles for iOS.

In 2014, they unveiled *Duke Nukem: Mass Destruction*, and several concepts were made, but was quickly sued by Gearbox despite having permission to use the *Duke Nukem* IP. The project was then overhauled to use portions of the IP that were not claimed by Gearbox, namely the unused sidekick from *Duke Nukem Forever*, and was retitled to *Bombshell*, ultimately releasing in January 2016.

Also in 2016, the first world of the game *Rad Rodgers* was released. The game was ultimately finished in February 2018 and received a content update, dubbed the *Radical Edition*, in February 2019.

In December 2016, Interceptor filed for insolvency, but re-formed as **Slipgate Studios** in April 2017. It was renamed to **Slipgate Ironworks** in February 2019 with permission from John Romero to use the name of his own former company to avoid confusion with another contemporary company sharing its name and developing virtual reality software.

Slipgate Ironworks is currently working on ports for several other games, the *Bombshell* patch 1.3 (dubbed the *Definitive Edition*), and support for *WRATH: Aeon of Ruin*.

## References

1. ↑ Macgregor, Jody (1 January 2023). "Canceled Duke Nukem 3D remake is the latest Duke project to leak". *PC Gamer*. Retrieved 1 January 2023.
2. ↑ Slipgate Ironworks [@SlipgateIron] (21 March 2019). "We're now called Slipgate Ironworks!" [Tweet]. *Twitter*. Retrieved 15 August 2019.

## External links

* Official website
* Official Facebook page
* Official Twitter profile
* Official LinkedIn profile
* Slipgate Ironworks on *MobyGames*
Amiga

*This article is a stub. You can help Bombshell Wiki by expanding it.*

**Amiga** is Shelly Harrison's bionic arm with an AI which she customized to have a more feminine voice than the default one. Amiga was made from technology researched by Jadus Heskel.

It can transform to fire a number of different weapons, and can detach and move independently from Shelly's body. It can also conduct research and access GDF information, even in the middle of a fight.

In the final fight against Heskel, Amiga was impaled in the section joining it with Shelly's shoulder.

## Official *Bombshell* profile

Amiga is an A.I. housed within a sophisticated prosthetic arm. Capable of both self-repair and the ability to transform into an as-of-yet-unknown number of weapons, Amiga and her various abilities can be used to annihilate enemies, find secrets and solve complex puzzles.

Beyond its physical form, Amiga is programmed to act as a companion computer. She assists in combat operations, intel retrieval, communications and operates the arm's Sentry mode, which allows it to detach from its user and operate as an independent machine.
Power Up!

## Continuity

**Zone**
Z1 · Z2 · Z3 · Z4 · Z5 · Z6 · Z71. Off the Rails
2. Casual Casualties
3. Tunnel Disturbance
4. **Power Up!**
5. Twist of Freight

**Power Up!** is the fourth level of The Six Underground.

## Secrets

1. Soon after the start of the level, you will come across a section of train track with a sunken floor. In this floor is a vent you can destroy and head through, following the path all the way to the end.
2. Just past the previous secret, head for the 4-way junction. On the right-side path, you will see a darkened wall with a black grate on it. Quickly open the grate, and watch for the Deacon missiles!
3. Further along, you will come to a section of tunnel with an "Exit" door on your far right. Head in here. If you look ***very*** carefully on the lower-hand left wall -- just past the blue pipe -- you will see that one section of it is ever so slightly brighter; open it and head in. Make sure to throw the switch!
4. After throwing the switch in the previous secret, head back outside and down the barricaded train tunnel you noticed earlier. You will see that the stationary train there has since moved forward a bit, allowing you access to a door on a ledge. A real "Hellraising" secret awaits!
5. When you get to the tall shaft-like room with a set of stairs leading down and water at the bottom, grab the Jump Boots on the top level (where you enter from) and carefully jump up to the girder above you. Your target item is on the far side girder and just to the right.
6. In this same room, dive under the water. On one side of this pool, you will see a dead-end tunnel with a fan that pushes you out of it. Fight the current to get your items!
7. Inside the control room (where you see Heskel taunt you again), go behind the railings of Gate A until you see a slightly differently-colored wall panel with a worn-down "ATTENTION" sign over it, open it, and jump inside.
8. You will soon end up in a room where you have to reactive the power to some coolant pumps (there is a display above the switch telling you the current status of the coolant pump, for reference). Turn around and use the green terminal to raise the wall-mounted terminal on the wall to your left.
9. Inside the tall room where you have to platform across pistons, head to the bottom of the room where the Diopede is. There is a purple panel on the floor opposite from a vent grate that you must step on to open said grate (the panel in question is sticking up a bit further than the other panels to make it easier to see). Step on the panel and head into the duct. Inside, you will eventually come a section of duct that you can stand up in. One of these metal panels is clean, unlike the rest, which are grimy. Destroy the clean panel and jump through for yet another pop culture reference secret!
10. Just past the door with the "Lockdown" sign next to it, look to your left to see a series of narrow platforms attached to the wall. Platform over them to the alcove on the other side, and open the section of wall that is colored differently than the rest.
Reformation Plaza

*This article is a stub. You can help Bombshell Wiki by expanding it.*

## Continuity

**Zone**
Z1 · Z2 · Z3 · Z4 · Z5 · Z6 · Z71. The All-Seeing Eye
2. Trouble in Paradise
3. Fan Service
4. Cultural Divide
5. **Reformation Plaza**

**Reformation Plaza** is the fifth and final map of Night on the Town.

## Secrets

1. Head out into the outside plaza where the final big fight of the Zone takes place. Head all the way across from where you entered and then to the right to spot a light brown dumpster. The lid of this dumpster can be opened; your secret item is right inside.
2. After the fight has concluded, head back to where you entered this plaza from, face the door and look down and to your right; there is a hole here obscured by vines which has a junction box for you to power up via your Electrifryer. Do so, then head back through the now-reopened doors all the way back to where the vending machines are in the corner of the staircase. In the left corner of the vending machines is a vent grate, which hides another junction box for you to power up. Do so, and the door to the right of vending machines will open up.
Heskel's House of Horrors

## Continuity

**Zone**
Z1 · Z2 · Z3 · Z4 · Z5 · Z6 · Z71. Inhospitable Hospitality
2. Knee Deep
3. **Heskel's House of Horrors**

**Heskel's House of Horrors** is the third and final level of Countryside Carnage.

## Secrets

1. Go to the hallway just across from the kitchen door to find a tucked-away area with 3 wooden crates. Behind these crates is a section of wall that looks different from the others, and can therefore be opened.
2. From the dining room, head through the doorway where the blue key door is. To your right is a chest of drawers with a potted plant on top which can be lowered.
3. Back on the midpoint between the first and second floors is a den with a fireplace. Down the hall from that is a green curtain with a pull rope to the left of it. Use the rope to open the curtain. ***"Dave's not here, man!"***
4. Inside the library, on the upper levels, there is a room with a desk flanked by bookcases, and a creepy portrait on the opposite wall. Jump through the portrait.
5. Still on the upper level of the library, just ahead of the red key door is a grey portrait on the wall (next to the ladder you can lower) which can be opened. Do so and head through to the end, opening the back wall.
6. In the outside area, jump onto the roof of the house the Liberator was firing at you from, and toss a Bowling Bomb carefully down the chimney. Once you hear the explosions, dive into the fountain and swim through the underwater path to emerge inside the house.
7. In the outside area, past the blue key door, find the cellar doors just down the road and go through them.
	1. **ZONE MEGA SECRET!** In a direct reference to the 1995 game *Terminator: Future Shock*, shoot the moon until it falls.
8. Drop down into the lower level of the mausoleum. Face ahead and go into the left watery tunnel. Head to the grate straight ahead of you on the corner wall and open it to discover a very meme-worthy secret, indeed!
9. Go through the red key door and enter the room on the left. In this room, shoot the portrait on the high right wall and push the chair on the opposite side under it to be able to jump inside.
Mega Brutalizer Twins

*This article is a stub. You can help Bombshell Wiki by expanding it.*

The **Mega Brutalizer Twins** are boss enemies in *Ion Fury*. They are large tracked robots on treads, armed with a buzzsaw on one arm and a sort of plasma launcher on the other. By appareance, they're bigger versions of the Brute just with higher hitpoints and larger frame. This is just like how red bosstype and regular brown Warmechs classify. Their distinguishing feature is their white and red visors that each wear. Besides very slight visual differences their patterns and power don't differ.

A well charged Ion bow barrage can pierce them both to cut the fight very short. Ion bow's over charged barrage is very effective against them, as it pierces and can drain their health pretty hastily if you align their body frames together. As they lack any hitscan attack, baiting them by walking around until you can juke the projectile, will allow you to not find yourself at the front of the other twin for an unnecessary aggro.

Focus fire from Chain gun to head can be used to tenderize one of them while also keeping them at bay for safe distance to use explosives later on. Getting cornered or trying to spam explosive weapons for long will encourage them to get closer to keep whittling your health by buzzsaw slashes or cause splash damage to self. Using Chain gun to keep distance just to spam explosives from edges of the area would work. Clusterpuck thrown at the deep corners of the area is also very effective strategy but facing them at enclosed spaces would deter one from using large spread cluster mode. Bowling bomb's fuse timer mode on their upper torso might be a valid and safer option if Chain gun is spent or Ion bow quivers finally dried and twin robots are still standing.

They are the bosses of The Six Underground chapter, appearing at the fifth map and then the first map of the Subterranean Climax chapter. At the first confrontation, before all crates in the area gets broken, you will have space to move and jump over. Once fight lasts long enough to get the crates broken by their bouncing plasma balls or any other explosions, you will lose the opportunity for a successful charged Ion bow barrage to catch them both for collateral damage. At the second confrontation, they're separated and fight will not be as easy as the first one. They seem to gain health back when they're low on health and left to their devices for a while by retaliating against small enemies that aggravate them.
Bombshell patch 1.2

**Patch 1.2** for *Bombshell* was released on 6 May 2016.

## Changelog

* Enemies now announce their attack when they spot the player.
* Removed splash damage on PMS.
* You can now tap "Y" on an Xbox controller to switch to the next weapon, and double tap "Y" to change to the previous weapon. You can hold "Y" to open the weapon wheel as per usual.
* Amiga no longer gets damaged by enemy bullets.
* Changed Holoshell icon.
* Holoshell will be teleported near the player if too far away.
* Possible fix for A1 cutscene issue.
* Tweaked Abomination Health to make the boss less frustrating.
* Tweaked Pickup Health amount. Changed HP pickup to 70 across the board.
* Executions instantly skippable by using the activate button.
* Weapon Effects improved to create more interesting visuals.

## References

1. ↑ "Bombshell 1.2 Released, 40%-OFF This Weekend!" (6 May 2016). *Bombshell Steam News*. Retrieved 15 February 2023.
Fan Service

*This article is a stub. You can help Bombshell Wiki by expanding it.*

## Continuity

**Zone**
Z1 · Z2 · Z3 · Z4 · Z5 · Z6 · Z71. The All-Seeing Eye
2. Trouble in Paradise
3. **Fan Service**
4. Cultural Divide
5. Reformation Plaza

**Fan Service** is the third map of five in Night on the Town.

## Secrets

1. Past the yellow key door, follow the stairs all the way up until you come to a door and a metal hatch on the wall. Open the hatch and head inside.
2. Just past the previous secret, open the door and you will immediately emerge into a hallway with brown walls and an opening on the left wall. Jump from this opening around the corner of the right duct to land on a ledge with the secret item.
3. Eventually, you will come to an outside alley of sorts with enemies both on and above your level, with a food stand to the right, next to a locked fence. Directly in front of you when you enter this area will be a fan vent that you can destroy and head inside.
4. In the same area, head to the top level towards the door you must head through to progress through the level. Face this door and turn left; jump onto the narrow ledge you see sticking out of the building's wall, and strafe-jump from there to the red-hued rooftop across from you. Here, find the generator and power it up with the Electrifryer. Next, head to the giant wall fan and have it blow you all the way to the green-hued hallway above where you started this secret; you MUST jump while the fan's blowing you, or else you will not be able to reach the ledge.
5. Inside the area with the many giant fans blowing you through tubes and tunnels, get to the fan that is hovering by a metal walkway (it'll have a red streamer attached to it), and jump across the gap to the adjoining tunnel. From this tunnel, face where you came from and carefully jump out of the tunnel to the right to land on a ledge. Jump from this ledge to the identical ledge on the opposite wall. Jump from this ledge to the metal girder-looking ledge just above you (with the armor pickups), then jump across to the red room.
6. You will eventually come to a room with a giant wall fan which can push you into a deadly fall down a pit unless you turn it off. In this room, head to the tunnel on your right, then turn right at the fork in the road; follow this long path all the way to the end. When you get to where the tunnel slopes down, jump from the edge of the "slide" to the ledge on your left, then open the vent and jump inside the secret room.
7. Directly across from the exit tunnel is an inactive fan with some goodies behind it. Simply blow the fan up and head in.
Bombshell Wiki

***Bombshell*** is a third-person shooter video game by Interceptor Entertainment (today Slipgate Ironworks) released in 2016, and running on Unreal Engine 3. It features 3D Realms' Shelly Harrison as its protagonist. This bomb expert turned mercenary is on a mission to save President Aurora Skye who was kidnapped by aliens, and seek revenge on Jadus Heskel. Shelly's bionic arm, affectionately named Amiga, can transform to different weapons, and even detach from Shelly's body and move around independently.
Read more...

***Ion Fury*** (originally announced as ***Ion Maiden***) is a first-person shooter video game released by Voidpoint in 2019. It is based on the EDuke32 source port of the Build engine and is a prequel to *Bombshell*. Set in the year 2097, *Ion Fury* features Shelly early in her career with the Global Defense Force, right at the start of an incursion by a cybernetic cult.

Read more... | **Featured Video**

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Liberator

A Preview Campaign-phase Liberator, without glowing eyepieces

The **Liberator** is a common cybernetic enemy in *Ion Fury*. He is armed with a Disperser and exclusively fires its buckshot or grenade rounds.

The common Liberator with green camo pants carries buckshot shells. He is joined by its cyborg-in-arms, another rare enemy type that is similar in appearance but wearing blue colored camo pants carrying a Disperser, though it is loaded with 40mm grenade rounds. When died, they have a chance of dropping either kind of Disperser ammunition depending on what type they've been using currently.

Liberators may not pose a huge threat when alone, but in conjunction with other enemies it can deal serious burst damage from varying distances. With both counter-part classes appearing at the same time, they will cover each others' weakness to flush you out from your position. When engaged in, Liberators will be in sneak and tracking mode as a first response, steering swiftly to follow unaware or distracted player in ducked position to evade shots. This trait scales up with difficulty and makes them harder to hit unless you opt-in for a counter attack as they stand first or lead the shot properly to their moving head. Their movement speed, frequency of their crouched steers, recovery against control impairing effects also fire rate, accuracy and damage scales up with difficulty level.

A simple Loverboy secondary attack or a well aimed Disperser buckshot to head are enough to dispatch them with ease. Unless confronted with a big group of enemies inbetween, using any bigger weapon would be a waste of ammunition as Liberators have limited chance of dropping ammunition and considered weak. Bodyshot Penetrator flechettes can lit them on fire and a bodyshot Ion bow and Electrifryer tazes them. At lower difficulties they'll be stunned and unable to attack along the duration of those effects, which they gradually shake tazes faster and ignore being lit on fire as difficulty scales up.

Like other small grade enemies; any weapon that can crush the target into giblets such as Bowling bombs, Clusterpuck and Disperser grenades will cause them to leave armor shards as a bonus reward behind. Chain gun and clean close up 12-gauge Disperser headshots also have the same armor shard reward effect, although somewhat dependent on luck due to their spread.

Liberators can pose as powerful at close quarters but has weak accuracy at distance and weak against any solid cover, anything that would allow you to keep that distance would give you an advantage while fighting them. While pellet spread of buckshots can be taken cover against with ease, it's hard to estimate a bouncing grenade's pathway in claustrophobic spaces. Wall ricochets can be frustrating to deal with when facing grenade launchers so it's adviced to stick to nearest corner for more movement space and react upon the arc of the incoming projectile.

## Trivia

* Until the full release of *Ion Fury* (v1.00), Liberators shared their voiceovers with the standard cultists.