recursal/Fanatic-Fandom huggingface dataset:
Electrifryer

The **Electrifryer** is a melee weapon in *Ion Fury*. It appears to be a standard police baton modified to deal additional damage by electrocution. It is used for combinating another attack after a successful tazing hit and attacks faster in a combo of three swings at once when attack button is tapped.

It is available at all times and does not require ammo. A single well-placed baton hit can overload and destroy Mechsects and its voltage is high enough to reactivate common power generators. Primary fire can keep some weaker enemy types stunned with repeated hits or smashing small trash cans without wasting ammunition, making it a useful tool for conserving ammo.

Its alternate attack mode is a continuous zap that can jump up to nearby enemies in crowded spaces. Alternate attack mode causes Shelly to fully commit until the charge fade out finally after 2 seconds, but stunning multiple enemies may worth the risk for arraying another attack.
Eruption Disruption

## Enemy Count

**Eruption Disruption** is the third and final level of Hell Hath No Fury, and the final level of Ion Fury: Aftershock.

## Secrets

1. In Heskel's "throne room", behind the projection screen, there is an open hole in the floor you can drop through.
2. Just past the yellow key door, in the round room labelled "Service Access", there is a vent on the wall that you can enter; do so and take the left path.
3. In the open, lava-filled area after the control room, there is a random island in the middle of the lava with a strange door on it. Get to it; be careful getting back out!
4. In the final arena where you face off against Heskel's "Almighty Magmatron", there are a set of 3 blue terminals; behind these terminals is a giant blast door with Heskel's "H" logo on it; you can simply get around this door by going through a hole in the lefthand wall; you may then open the blast door from the other side.
Global Defense Force

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

The **Global Defense Force** (abbreviated as **GDF**) is a peace-keeping organization and enforcing entity of martial law in *Bombshell*, *Ion Fury* and *Phantom Fury*.

## Official *Bombshell* profile

The Global Defence Force is Earth's largest military organization. Forged in the spirit of cooperation and unity, the GDF is a combination of the world's most-highly trained international forces lead by the United States.

In addition to being an international military alliance, the Global Defence Force invests in scientific research, space exploration and medical science for military and civilian applications. It also has "off-the-books" operations that are classified to the general public.

The organization's size can make it inflexible and compels them to hire private military contractors in desperate and extreme circumstances.

## Known members

* James Holloway
* Shelly Harrison (discharged)
* Berengard
* Bowie
* Cook
* Corwin
* Dorian
* Hedjazi
* Hulshult
* Palamar
* Pollitt
* Rance
* S. Miller
* Taguchi
* Zawada
* Rad Rogers (KIA)
* Paul Freeman (KIA)
* Joshua Thomas (KIA)
* Billy Keen (KIA)

## Trivia

The organization is essentially a renamed Earth Defense Force (EDF) from the *Duke Nukem* universe, a move made after 3D Realms lost control over that license.

The Global Defense Force shares their name with Earth's military in *Enemy Territory: Quake Wars*, who are the direct predecessors to the Terran Coalition of Man from *Quake II* and *Quake 4*, and serve as one of the two playable factions in the game (the other being the Strogg). Like the GDF in *Quake Wars*, the GDF of *Bombshell* and *Ion Fury* oppose a faction of evil cyborgs and extraterrestrials.
Marina Massacre

## Enemy Count

**Marina Massacre** is the second level of Suburbia Under Siege.

## Secrets

1. Very early on in the level, get onto dry land and cross the bridge. Follow the building towards the tunnel and destroy the weak point near the dead end.
2. Pass the bridge. Underneath the "Washington 4skins" billboard is a broken ledge. Under that, under the water, is a hole in the wall, obscured by fake rocks. Go through it.
3. Check the first boat (yellow in color) you come across getting out of the baseball field area. The green pipe onboard the boat is hollow.
4. In the dam gate control building, ride the elevator up to the second floor. Get out of the elevator, send it back down and quickly drop down on top of it. Make it take you back up while standing on it and climb up onto the rafters.
5. On the second floor of this building, next to the door to the restrooms is a brick wall you can open.
6. Inside the control room, use the blank monitor screen right next to the orange wall panel to open the panel up and head inside.
7. On the second floor of the demolition exhibition, jump into the broken windows next to the elevator; this is the room where there was a Greater Priest sniping at you.
8. After riding on the demolished building, you will come to a spot with an apartment door and an out of order elevator. Use the doorbell and listen for a Liberator's aggro cry. Head out the hole in the wall and around the building to discover an open window with the Liberator right next to it.
9. After flooding the area, get back on the Road Ripper and head into the water. In front of you is a building with a skull on it, and to the left of that is a bridge you can pass under and find a floating platform and a floating box. Swim under the water and up into the box.
3D Realms

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

**3D Realms Entertainment, Inc.** is a video game publishing company founded in late August 1994 as a brand of Apogee Software, Ltd.. Apogee Software itself was founded in 1987 by Scott Miller, who is still active in 3D Realms' operations.

After its 1995 debut with publishing *Terminal Velocity*, 3D Realms gained international attention and popularity for the in-house developed 1996 shooter *Duke Nukem 3D*. In the same year, they released *Stargunner*. The second and final game fully developed by 3D Realms was the 1997 shooter *Shadow Warrior*. Further titles involving 3D Realms' intellectual properties were co-developed, produced, or licensed to other companies. The most successful such titles were *Max Payne*, *Max Payne 2: The Fall of Max Payne*, and *Prey (2006)*.

On 6 May 2009, 3D Realms' internal development team was laid off while they were working on *Duke Nukem Forever*. The game was ultimately finished by Gearbox Software with additional development from Piranha Games and Triptych Games in 2011, ending the notorious 14-year development period. Around that time, Gearbox Software acquired the Duke Nukem IP from 3D Realms.

A separate company, Apogee Software LLC acquired the rights to the name and several intellectual properties previously owned by 3D Realms as the legal successor of the original Apogee Software. One of the results of this acquisition was the 2013 remake of *Rise of the Triad* developed by Interceptor Entertainment.

Alongside the new Apogee and Interceptor, 3D Realms attempted to produce a Duke Nukem title named *Duke Nukem: Mass Destruction*, which caused Gearbox to file a lawsuit against them, as they had not given those companies permission to use the license for the project. The game was quickly cancelled as such and the project was overhauled as *Bombshell* in 2014 and ultimately released in 2016.

On 2 March 2014, the Danish holding company SDN Invest, who were the owners of Interceptor Entertainment, purchased 3D Realms, with the company's founder and chairman Mike Nielsen becoming the CEO of 3D Realms. An internal development team was formed once again, and was assigned to the *Shadow Stalkers* project that is currently in an unknown status. 3D Realms announced *Ion Maiden* in 2018 and *WRATH: Aeon of Ruin* in 2019. Over the former, 3D Realms is facing a lawsuit from the the holding company of Iron Maiden for supposed intentional mimicking of their intellectual property, because of which the game was renamed to *Ion Fury*.

In November 2019, they announced to be the publisher of the game *Ghostrunner* and another yet unrevealed shooter game.

## References

1. ↑ Hilliard, Kyle (3 March 2014). "Interceptor Purchases Duke Nukem Publisher 3D Realms" (archived). *Game Informer*. Retrieved 5 March 2014.

## External links

* Official website
* Official forums
* Official Discord server
* Official Facebook page
* Official Twitter profile
* Official LinkedIn page
* Official Instagram profile
Grand Slam

## Continuity

**Zone**
Z1 · Z2 · Z3 · Z4 · Z5 · Z6 · Z71. The Washington Institute
2. Corporate Chaos
3. Subhuman Resources
4. Executive Disorder
5. **Grand Slam**

**Grand Slam** is the fifth and secret level of Institutionalized.

## Secrets

1. Go behind the burger stand of the concession area near the start. There is a vent just below the "McMonster" poster you can go into. Do so, go to the dead end, bash open the one section of duct wall that looks slightly different from the rest, and follow this new path to the end.
2. In the very room you started in, there is a vent high up on the wall across from you, and a potted plant behind you. Push the plant to the vent and head on inside.
3. After taking the elevator from the bottom floor, you will end up in a hallway with the restrooms in a brown section of hallway on one side. Look at the set of double doors next to some seats sitting against the left wall to spot a crack in the wall. Blow it up, head inside the vent and follow the path all the way into the other elevator that you couldn't open from the outside.
4. In this same hallway, face the bathrooms and look right. There is a locked door with some seats next to it. Use the seats to push them out of the way and go through the vent on the floor.
5. When you get to the ballpark area of the stadium, grab a pair of Jump Boots from the seats, then head towards the billboard across from where you entered from. Use the crates behind it to double jump to the ladder just across from them and climb up to the top; these should come in handy for the upcoming fight!
Drift Bruiser

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

The **Drift Bruiser** is one of the enemies in *Bombshell*.

## Official description

Spawned by the Rhek'en Conqueror, Drift Bruisers are small, fly-like creatures with vampiric tendencies. Besides extracting blood from their victims, Bruisers will sacrifice themselves to protect the Conqueror, exploding into a pool of deadly acid on impact.

When acting as retrievers for their Conqueror, Drift Bruisers use their acid to mark notable locations for later access by their host. They also use their acid to breakdown material for consumption. GDF reports tell of missing weapons with pools of acid in their place, suggesting that Conqueror’s can consume almost anything once it has been corroded.

## References

1. ↑ "Drift Bruiser" (25 November 2015). *Bombshell Steam News*. Retrieved 7 April 2016‎.
Bombshell patch 1.2.1

**Patch 1.2.1** for *Bombshell* was released on 9 May 2016.

## Changelog

* Cutscenes now work throughout the game (including the hallway in the first level).
* 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. ↑ Schreiber, Frederik (9 May 2016). "Bombshell Patch 1.2.1 is LIVE!". *Bombshell Steam Discussions*. Retrieved 15 February 2023.
Clusterpuck

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

The **Clusterpuck** is a throwable explosive weapon in *Ion Fury* which detonates upon impact. Its alternate fire mode allows it to deal less damage but release bouncing cluster of shrapnels to a larger area.

Like other explosive weapons such as Bowling bomb and Disperser grenades, pucks have the capability of gibbing small enemies on its blast radius to leave small armor shard bonuses as a reward. Direct throw detonates on impact at any surface and comfortable for tearing down already weak cracked walls to reveal hidden areas behind them. As it requires a direct clear sight and has a wind up before dealing proper damage, this weapon pairs reasonable well with Electrifryer's tazing abilities.

If direct encounter is not an option, it offers wider reach beyond corners with variable wind up depending on the fire mode, where Disperser grenade shot would be deemed unreliable due to its fuse or deal lower damage by a ground roll to high grade enemies. At long range encounters puck become somewhat useless unless tossed behind a cover with shrapnel fire mode. Clusterpuck is useful when facing crowded rooms of small enemies when you can take cover near a choke or a narrow gate. High grade enemies such as Brutes noticably weaker against its cluster fire mode, going down at 2 puck throws when they caught the bouncing shrapnels in narrow areas. If Clusterpuck can not kill a highly vital enemy by direct contact, such as Wendigo and Skinjob, clustering shrapnels will stagger and slow them down if they can endure the blast. This stagger effect caused by lingering shrapnels will give an opportunity to inititate with Chain gun sprays to clear room full of enemies in no time.

Puck can be set on the rear walls by going close enough to hug them. Whenever available Shelly will prime the Clusterpuck in her hand, giving the indication that she can place one at the wall infront of her. There's a small animation delay between placing pucks on wall, so repetitive taps is a risk to blast yourself away with a stacked explosion. Just like its secondary cluster mode, wall planted Clusterpucks will have green lights lit up on them. Placed pucks will remain docile but armed, until enemies approach to it where they go off to rain shrapnels in a wide blast radius. A wall planted puck can be set off by another puck toss via primary attack or gun fire. Multiple pucks can be planted to the wall at one spot. Setting a few pucks around the choke points in a obvious ambush area or on retreat when facing slow but towering enemies may save you the headache and allow you to prioritize.
Rotten Underbelly

## Enemy Count

**Rotten Underbelly** is the (technically) second level of Appalachian Assault, and a "secret" mini-level found within Not from These Parts.

## Secrets

1. Flip the first red switch you come across, and then follow the corridor until you get to the locked golden gate. There's a lava pool nearby with a niche that you can fit into. Guess where you have to go.
2. Inside the labyrinth of colored doors, there is a blue and red door right in front of each other. Behind the red door is a discolored wall. It is open when the red door and closed and the blue door inside that corridor is open, so you will have to enter it from the other side of the corridor. The secret itself is a bit deeper through the discolored wall, behind some destructible walls. This can only be done after throwing the final switch in the labyrinth that opens the remaining doors and triggers an autosave, at which point you can throw the proper switches and run through the course in reverse in order to get to the opened wall section.
Ion bow

The **ion bow** is a precise long-range weapon in *Ion Fury*. In its primary firing mode, it fires a single bolt, while its secondary firing mode allows it to fire a spread of multiple bolts simultaneously with a wide spread. Each shot of the ion bow electrocutes the target and briefly prevents it from moving or attacking, and is equally viable for firing at lighter and heavier enemies alike. Headshots deal heavy damage and tend to not electrocute or paralyze the target.

While it's a precision weapon, spread penalty for moving at the long distance may make it appear somewhat unreliable. Walking around to position slightly negates that penalty when aligning a shot at long distances, still deviation may occur. While inaccuracy is a concern, it's still a great replacement for tackling down weak or big and slow enemies from safe or too far distances where Loverboy's lock-on doesn't register or bullets would be deemed ineffective. Ion bow can kill any weak enemy also can down beasts like Wendigo, Treadkill or Skinjob with less effort by precise headshots compared to Loverboy.

The ion bow's real power reveals itself at medium to close distance, where you can charge and unleash powerful blasts. At full charge, bow automatically looses a barrage of near 30 bolts at its climax in a wide spread area. Each bolt will be charged to deal more damage and even boss enemies falter at sheer firepower of it but the barrage don't last forever and forces you to go toe to toe with the enemy just to catch them on the wide spread barrage of bolts while giving away accuracy. Before its climax bow still creates noticeable amount of bolts to amass offensive barrages when let go off of alternate fire button abit earlier.

It is the weapon of choice of Greater Priest and was therefore first seen in the preview campaign, but could not be picked up until the Heskel's House of Horrors mission. On the full release of the game, it's available for pickup at the first episode in various secret areas right away.

A full-sized real-life replica was created and shown at PAX South 2019.

## References

1. ↑ "BEHOLD! The glorious ION BOW!" (26 January 2019). *Ion Fury Steam News*. Retrieved (23 June 2019).
Defense Farce

*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

**Defense Farce** is the third map of five in Downtown Disaster Relief and the first map of the preview campaign, Crisis in Columbia.

## Secrets

1. In the beginning area, you will see a switch with a light that glows in the flickering dark on one of the metal support beams in front of you and to the right. Flip it and head into the red-hued vent on the floor across from it.
2. When you get to the first office overlooking the opening area, look up and to your left to spot a secret suit of armor. Getting here is going to require some tricky platforming. Push one of the chairs in front of the glass display, jump from this chair to some very narrow metal ledges sticking out from the high wall and then carefully jump up to the metal beam hanging from the ceiling where the suit of armor is.
3. When you get to the area with the staircase leading up and left (where you will find Bowling Bombs near some destroyed crates), head to the upper walkway of the area of the room you entered from. There is a vent on the ceiling that you can shoot; doing so will lower a ladder that you can jump to and climb up into the ceiling for some enemies and pickups! Also an alternate way into the next map, D.C. Meltdown.
4. When you get to the end of the aforementioned staircase/Bowling Bomb area, you will see two high-up windows leading to a red-hued room. This room is the secret. Head up to the next office area and push one of the chairs back to where the window is and jump into it. Activate the switch in this room and look at what it opens!
5. The switch that you hit in the previous room opens this secret. Head directly across to the now-opened darkened office area.
Executive Disorder

## Continuity

**Zone**
Z1 · Z2 · Z3 · Z4 · Z5 · Z6 · Z71. The Washington Institute
2. Corporate Chaos
3. Subhuman Resources
4. **Executive Disorder**
5. Grand Slam

**Executive Disorder** is the fourth and technically final level of Institutionalized, which also contains the secret exit to the secret level (which is also the Zone Mega Secret)

## Secrets

1. Find the piano in Heskel's living room. Play the "DCADCF" notes you spotted in two spots in the previous map, and the floor lowers, allowing you to grab the super secret Purple Access Card, which is required to open the way to the secret level, Grand Slam.
	1. You can see which notes to hit in this video here, starting at the 1:36 mark.
2. Still in the living room, after the boss shoots out the windows, do a looping jump out the right-side window into the bathroom.
3. In Heskel's office, go ***under*** his desk; the floor will automatically lower.
4. In the boss arena (you can get this before actually triggering the fight), dive into the pool and blow open the crack in the back pool wall.
5. You will notice some box planters attached to the windows of the building (just to the left of the Chaingun and the ammo box for it); jump across them all the way to the end, and open the brown wall at the end of the final planter.
6. After defeating the boss, you will enter a room with a self-destruct button that you must press in order to leave the level via an elevator that takes you all the way to the bottom floor of the building. In this room, before pressing the button, look for the machine with the piston attached to it, going up and down. There is a secret niche at the bottom of this machine that you must carefully crouch into and out of. Don't get squished!
	1. **ZONE MEGA SECRET!** Using the Purple Access Card that you obtained from Secret #1, instead of taking the train to leave the unit, instead go through the purple key door, and follow this path all the way to the end, to reach the one and only secret level of the game, Grand Slam!
Bombshell patch 1.01

**Patch 1.01** for *Bombshell* was released on 2 February 2016.

## Changelog

* Reduced health for Abomination boss battle in Phase 1 and 3.
* Reduced damage and acid range for Abomination boss battle in Phase 3.
* Reduced number of creature spawns in B5.
* Fixed stats saving on player death.
* Fixed wobbly camera in character/shop menu.
* You can not "over-upgrade" powers, stats and weapons anymore.
* Some achievement fixes. If any of the past achievements are not unlocked, they will be recovered from saved save stats and unlocked when you load your profile.
* Execution chance is lowered to 10%.
* Bugfix for B3 Firerain (fixed glow).
* Quest rewards for "Find Holloway" quest in A1 now activate after the conversation is over (to avoid the level up message interfering with the dialog).
* Fixed default keybinds restoring dev commands.
* Depth of field is enabled by default.
* Disabled dev messages popping up.
* By default, textures/characters will be set to "high quality" instead of "medium/low".
* Fixed effects for two explosions.
* Got rid of glowing grid from occlusion mats, now it's a simple dither.
* Fix for subquest in C1.
* Texture and material tweaks for White House assets.
* B5 Boss battle - Alternate falling rocks in Phase 3 + respawning ammo.
* C5 - Fixed hidden pickups between phases & pickups now respawn.

## References

1. ↑ "Bombshell Patch 1.01 Released + Message from Fred" (2 February 2016). *Bombshell Steam News*. Retrieved 15 February 2023.
Not from These Parts

## Enemy Count

**Not from These Parts** is the first level of Appalachian Assault.

## Secrets

1. At the start of the level, turn towards the waterfall opposite the destructible wall and dive underneath the waterfall.
2. Break the aforementioned wall and follow the river to the end. Jump onto the narrow left cliff edge and follow it all the way to the end.
3. Just behind the yellow key door is a crack in the wall; blow it up and head on in.
4. Inside the chapel, use the face on the front of the altar to open the discolored section of wall to the right.
5. You will eventually come to an area where there is a brick fence separating the houses from the river. Hope over the fence and head upstream in the tree-filled area.
6. In building 405, on the first floor, there is a bookshelf; simply use it to open it and head inside.
7. After the wraiths bust the 2nd floor of the same building, head into the only bedroom that is open, get out onto the roof, and strafe jump over to the window of the locked room.
8. Take the red key door, which will lead you to the "secret" mini-level within this level, Rotten Underbelly. When you hear "Now I know where the bury the bodies", take the left into the water-filled room. There is a destructible wall to the right of a ramp of bones where some pickups are. Go through it and take the path to the right and jump up into a bathroom where the secret is. Doing so will take you back to **Not from These Parts**, on the other side of the locked doors of the mausoleum you saw where the Yellow Access Card was.
	1. This is the final secret you can find in this level for now. The other 4 will be found after coming back from Rotten Underbelly.
9. Just outside the "Morningwood" mill, there is a crack on the left side of the ramp that leads into the mill.
10. In the same area, use the ramp to platform to the brick wall and up to the Morningwood sign. From there, tightrope walk across some electrical wires to the enclosed area nearby, or just clear the gap from the wires to the enclosed area.
11. In the final building, after fighting a mini-boss, go through the office and stop at the bottom of the stairs. On the wall here is a painting which is covering a destructible wall.
12. In the same building, but on the top floor this time, is another painting that covers a vent you can access.
Kyrron

**Kyrron** is one of the Planets in the game Bombshell.

Home and birthplace of the Kyrr and its various factions, Kyrron was a once-bountiful world packed with resources and life, not unlike Earth. That was until the Great Catastrophe knocked the planet into the orbit of a dying sun.

Often referred to as “the scorching from the stars,” the event warped the Kyrr’s flourishing homeworld into a place of unimaginable chaos and hostility.

The Kyrr turned to augmentation to survive and grew to believe that the universe seeks their demise. In response to this perceived threat, they developed portal technology and used it to pillage neighboring worlds to restore their dying planet - and to take back what was taken from them: resources.
Electrocutioner

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

## Official description

The Electrocutioner is an aptly-named weapon that's aptly-equipped to kill with shocking results.

One of its upgrades is the Black Hole, it fires a super-dense concentrated mass that attracts nearby enemies using a strong gravitational field.

## References

1. ↑ "The Electrocutioner" (11 January 2016). *Bombshell Steam News*. Retrieved 7 April 2016‎.
Rhek'en Conqueror

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

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

## Official description

The Rhek'en Conqueror is considered to be the mother of Rhek'en due to her ability to spawn Drift Bruisers. The Conqueror is a fierce fighter in its own right, with a heavy melee attack and a grapple maneuver that crushes its target with four large tentacles.

## References

1. ↑ "Rhek'en Conqueror" (11 December 2015). *Bombshell Steam News*. Retrieved 7 April 2016‎.
Nukage Nightmare

*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**

**Nukage Nightmare** is the fifth and final map of Downtown Disaster Relief.

## Secrets

1. In the beginning area, to the right of the "Cyber Outlaw" poster, is a vent grate on the lower wall, partially covered by a trash bag and trashcan. Break through them and head inside to wind up on the inside of the locked "Color Code" store you can see from the street with plenty of goodies to help you in your fight against the boss, as well as a special Easter Egg from the level designer!
Weapons

As an action RPG, it can be expected to be a wealth of weapons as seen in the screenshots. Guns may be the primary weapon, with the change to use swords and fists along with Shelly's mechanical parts.

## List of *Bombshell* weapons

* Bowling bomb
* Electrocutioner
* Firestorm
* Holo bombshell
* Ion Maiden
* Loverboy
* Mighty fist
* Motherflakker
* Personal Missile System
* Power sword
* Shellshock

## List of *Ion Fury* weapons

* Electrifryer
* Loverboy
* Disperser
* Penetrator
* Ion bow
* Chain gun
* Clusterpuck
* Bowling bomb
Masticon Scout

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

The **Masticon scout** is one of the enemies in *Bombshell*.

## Official description

A precursor to Heskel's modification of the Kyrr, the Masticon scout is a staple of his mercenary attack force. Their non-specialized nature makes them the perfect reconnaissance unit as they scout a hostile environment and easily replaced if lost.

Agile and quick, the Masticon scout is equipped with a standard plasma cannon - the perfect weapon for mass deployment. Combined with light armor, they can be deployed en masse with few resources, making them well-suited for an overpowering first-wave assault.

## References

1. ↑ "Masticon Scout" (7 November 2015). *Bombshell Steam News*. Retrieved 7 April 2016.
Zeroth Stinger

The **Zeroth Stinger** is one of the enemies encountered in *Bombshell*.

## Official description

A creature native to the ice world of Zeroth, the Stinger has evolved to protect its kind at the expense of the individual. The Stinger explodes when approached, firing spiky ice projects in all directions. If hit, Bombshell will temporarily lose her abilities.

## References

1. ↑ "Zeroth Stinger" (16 December 2015). *Bombshell Steam News*. Retrieved 7 April 2016‎.
Firestorm

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

The **Firestorm** is a weapon in Bombshell.

## Description

The Firestorm is a flamethrower attachment for the Amiga. Like all Amiga attachments, it has two upgrades:

* Chemical shot that produces a forward-moving wall of fire.
* Explosive shot that makes a powerful fire burst.
Nhorr Vanquisher

The **Nhorr Vanquisher** is one of the enemies in *Bombshell*.

Using its powerful ice projectile attack, the Nhorr Vanquisher can freeze and slow Bombshell and momentarily disrupt her abilities by temporarily disabling her companion A.I., Amiga.

They are also known to wield a shield, which can reflect Bombshell’s ballistics and Mighty Punch attack. Like Nhorr Vindicators, Vanquishers can be resurrected by Nhorr Proponents.
The Underneath

## Continuity

**Episode**
Earth · Kyrron · Zeroth · Planet Eater1. **The Underneath**
2. Vertigo Arena
3. Structure
4. Plateau
5. Alien Tomb

**The Underneath** is the first level of Kyrron in *Bombshell*.

Track down Holloway and his squad. They were headed toward a structure to the north.
Outpost
Kill all the alien troopers attacking the outpost.
Defend the Outpost
Check back with Commander Pollitt.
### Secondary

The Rescue
Rescue the lost GDF soldier.
Wendigo

The **Wendigo** is an enemy in *Ion Fury*. It is a massive monstrosity capable of leaping through large distances at a high speed, and has a powerful melee attack. They're hulking, genetically modified beasts by Heskel. By appearance they are bipedal beasts that balance themselves on their long piston work arms and short back legs, attacking with eeriely long metallic claws enhanced by cybernetic augments. They seem to have tubes at their back for injecting them chemicals and a metal visor enveloping their creepy skull like face. They're capable of leaping forward at great distances. Looking at their characteristics, it can theorized that **Wendigos** are a fusion of different wild animals living in the tropics to appear humanoid and highly mobile also cybernetically enhanced and armored.

By standard, Wendigo deals 20 damage with each hit and ignores armor just like Mechsects, when combined with other enemies they'll be troublesome with their speed and will always have company around them. Their movement speed, attack speed and leap distance scale up with difficulty making them deadlier to take head on. Getting cornered by one when off-guard, means a sure death most of the time because their attack speed gives a very small frame to recover.

It is highly durable, and can most easily be killed with a few single or slightly charged headshots from an Ion bow even at confined spaces. When you lack ammunition or have space to dodge, albeit slow a few bursts of Chain gun, Disperser buckshots or grenade shots to the head can kill a loner **Wendigo** easily once you bait them to leap forward and away from you. Explosives like Bowling bombs and Clusterpuck can be effective as latter can be set on walls to lure them toward the blast, showering them in shrapnels and bombs can seek them out while staying behind cover.

Any repetitive bursts like Chain gun and Disperser has the capability of flinching them for a small moment as long as you are accurate, however they seem to shrug off Penetrator flechettes and recover from tazed states quickly. They seem to have a refined resistance against flechette bullets from Penetrator and can not be set on fire despite looking semi-organic. They can get soaked in a full magazine from both sub-machine guns yet stay alive and bodyshot Ion bow bolts and Electrifryer has little effect on them.

They're mildly rare enemies that roam alone instead of hunting in packs. Multiple Wendigos only faced at secret levels or bossfights.
Cyst

The **Cyst** is an armored mutant enemy in *Ion Fury*. Like regular Mutants, they are slow but are more durable and attack with corrosive vomit instead of an organic projectile attack. They appear to be fallen GDF members of shock response unit. They're heavily armored what looks to be very sturdy but weak at any exposed area, especially head. They let out a loud howl when they located the player for the first time at a distance.

It can be theorized that their armor is not only protecting them but also preventing their acidic bile from bursting them open upon taking damage. Any bullet shot that land on their armor will be absorbed with a huge rating making them annoying to deal at long ranges where they require precise aiming or bigger more destructive weapons. Until killed, they will pose as a threat at narrow chokes effectively blocking your path while you try to deal with bigger issues at hand. When killed they leave behind a small pool of acidic bile just like mechanical Diopede units.

A precise shot from Loverboy or Disperser to their head usually enough to dispatch them. When encountered at a crowd you can ignore them until too close or they're blocking an area that you need to pass through in a hurdle, if that's the case quick use of explosives will get rid of them. It's hard to get them catch fire with Penetrator shots as their armor absorbs any shot were to be aimed at their body frame but they let out another scream of pain when lit on fire. They can be tazed by Electrifryer or Ion bow shots but given their armor, low hitpoints and close range projectile attack those options are not worth the attempt of precision.

Armored mutants are first encountered in the Countryside Carnage chapter.
Ion Maiden

*For the 2019 video game which was announced under the name "Ion Maiden", see Ion Fury.*

## Appearances

### Game(s)

*Bombshell*

The **Ion Maiden** is one of the weapons in *Bombshell*.

## Official description

The Ion Maiden, the gun that keeps on gunning. Shelly's trusty weapon that will never run out of ammo. Ever.

* When upgraded it can either work as a Railgun that fires a powerful projectile using an advanced electromagnetic launcher.
* Or it can become the Splinter which fires multiple overcharged projectiles that bounce off non-organic surfaces.

## References

1. ↑ "The Ion Maiden" (18 January 2016). *Bombshell Steam News*. Retrieved 7 April 2016‎.
Penetrator

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

Dual-wielded Penetrators

The **Penetrator** (originally named the **SMG-9000** in the Preview Campaign) is a submachine gun in *Ion Fury*. As of the demo variant with the Heskel's House of Horrors mission, this weapon fires incendiary rounds, and can be dual-wielded if a second Penetrator is obtained. The player can switch to a single-wielded weapon with the alternate fire button or by pressing the button to pick respective weapon slot again.

When fired continuously, Penetrators always tend to spray bullets to the above of indicated sights, spreading to the adjacent side of grip. When only a single Penetrator wielded, the pattern will spread to the upper right; on dual wield however it's possible to observe an "X" shaped pattern when fire button held down. Whichever fire mode the player chose, it's crucial to fire Penetrator in short bursts for control at the distance and recoil must be compensated for at the close quarters.

Most weaker, semi-cybernetic or undead humanoid enemies, have a chance of being set on fire when hit and they will continue to burn until dead. Among them only Greater Priests appear to be resistant against afterburn damage naturally and will try retaliate before fire succumbs them finally. Cultists, and Liberators gain resistance against afterburn at high difficulties. Only mutant types like Pustule and Cyst become completely incapacitated when lit on fire at any difficulty but shots must be aimed precisely at the Cyst's head or limbs else it will be absorbed by their armor. Small frame enemies such as Mechsects and Bony Whoops won't pose much of a problem at the face of small bursts but such great firepower shouldn't be wasted against them often. While incendiary flechettes may sound weak against fully cybernetic enemies immune to its ignition, Deacons and Skinjobs can't withstand much against focused bursts on their head.

Despite looking only semi-cybernetic with limb augments, Wendigos appear to have highly resistant against Penetrator flechettes; they're capable of absorbing a full mags of flechettes emptied on them and stay alive at high difficulties. Another resistant enemy be the Diopede units as expected but they can be dispatched by using less than a single magazine per unit killed; while they can be killed that way in desperation, flechettes would still be wasted for killing one single unit. Boss and semi-boss enemies such as Warmechs, Treadkills and Mega Brutalizer Twins will almost ignore the damage output of Penetrators at high difficulty settings.
Bombshell

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

***Bombshell*** is a top-down shooter video game created and developed by Interceptor Entertainment and published by 3D Realms, released on 29 January 2016 for Microsoft Windows.

## Description

Bombshell is an top-down shooter in which bomb disposal technician turned mercenary for hire, Shelly "Bombshell" Harrison must strong-arm her way across 4 planets in an Unreal Engine-powered galactic adventure to rescue the president (and humanity) from an apocalyptic alien threat.

## Story

*Bombshell* takes place in the year 2105. The bubble gum and sunglasses-hating Shelly was a Colonel in the Global Defence Force and then became a bomb disposal specialist, where she lost her arm and team in an event known as the "Washington Incident." The protagonist accepted a job as private military contractor and was given a mechanical arm "built from unidentified remnants discovered in the aftermath of the Washington Incident."

## References

1. ↑ Schreiber, Frederik [@Freschism] (1 May 2023). "A short history lesson on the GDF" (2/6). *Twitter*. Retrieved 1 May 2023.

## External links

* Official site
* Steam store page
* GOG.com store page
* Twitter page
Motherflakker

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

## Description

The weapon is an AMIGA attachment, and the game's shotgun. It shoots six projectiles at once. Like most shotguns, it is most effective at close ranges.

It has two upgrades:

* Electric shells - fires shells with a built-in electrically-charged matrix that temporarily stun hit opponents. The effect varies by target.
* Explosive shells - fires shells filled with explosive gel that go off on contact with the target. One shot takes a double amount of ammo.

## Trivia

The weapon's name is a wordplay on the expression 'mother fucker'.
Timeline

This is a composite **timeline** of all events of the *Bombshell* series of games.

## *Bombshell* timeline

### 1962

* The Cuban Missile Crisis erupts between the United States and the Soviet Union. The crisis escalates into World War 3, resulting in a nuclear exchange.

### Post-World War 3

* A mysterious vining plant called "Tempest" begins emerging from the cracks of the Earth's crust, with much of the plant's growth concentrated around areas of high nuclear radiation.
* Humanity discovers and realizes the potential of Tempest as a valuable resource. Human civilization rebuilds.

### 1988

* The Global Defense Forces is formed from the remnants of the Allied Nations.

### 1997

* Events of ***Tempest Rising*** occur — After a few years of uneasy peace between the Tempest Dynasty and the GDF, the Dynasty disrupts GDF's Tempest harvesting operations. The GDF and Tempest Dynasty will soon wage a world-spanning conflict to control the Tempest resource.

### 2096

* 6 months after joining the GDF's domestic defense squad in Neo D.C., Shelly becomes its leader.

### 2097

* Events of ***Ion Fury*** occur — Shelly meets Dr. Jadus Heskel for the first time in Neo D.C.. She fights off his cybernetic cult and defeats Heskel in his terror dome.

### 2101

* Events of ***Phantom Fury*** occur — After losing her right arm and waking up from a coma, Shelly gains a bionic arm and embarks on a journey across the United States to secure the Demon Core.

### 2105

* Shelly rejoins the GDF as an external contractor, seeking revenge against Heskel.
* Events of ***Bombshell*** occur — Aided by Heskel's augmentations, the Kyrr launch an invasion of Earth. Heskel kidnaps American President Aurora Skye, forcing Shelly to pursue and fight Heskel's alien forces on Kyrron, Zeroth, and finally The Planet Eater.

## References

1. ↑ 3D Realms (28 August 2022). "Tempest Rising - Gamescom 2022 First Mission Developer Commentary". *YouTube*. Retrieved 1 January 2023.
2. ↑ Schreiber, Frederik [@Freschism] (1 May 2023). "A short history lesson on the GDF" (5/6). *Twitter*. Retrieved 1 May 2023.
3. ↑ Strander, Jonathan (10 February 2023). "Exploring the Game Design for Ion Fury - Part 1". *Ion Fury Steam News*. Retrieved 10 February 2023.
Hellmouth

## Continuity

**Zone**
Z1 · Z2 · Z3 · Z4 · Z5 · Z6 · Z71. **Hellmouth**
2. Hazard Disposal
3. Parting Procedure

**Hellmouth** is the first level of Ordinary Laboratory.

## Secrets

1. In the first room you come to after descending the staircase at the start, go towards the big "ATTENTION" sign on one of the walls; there is a metal section of wall to the left that can be slid out of the way; do so and jump on through.
2. Inside the room with the enemies that come out of the metal pillars with water surrounding the room, go to the stacked purple shipping containers to your immediate left after entering and open the bottom one.
3. When you open the main door in this very same room that you have to go through to progress, turn immediately to your left after entering to spot a fan vent on the wall. Break the vent, jump on the rail and go through.
4. After climbing a ladder in the train track area, go to your right to see a wall of lockers with a fan vent above them. Just like last time, break the vent and head on through.
5. Shortly after the previous secret, you will come across a green room with a fenced wall in the back, some crates on the right corner wall, and a mirror on the left wall immediately after entering. This mirror is actually a door. Rather spacious shower on the inside!
6. In the room preceding the previous secret, dive into the water, swim through the tunnel with the large metal door at the end, open the door and go through it, then immediately surface to find a secret weapon alcove.
Inhospitable Hospitality

## Continuity

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

**Inhospitable Hospitality** is the first level of Countryside Carnage.

## Secrets

1. As you head up the minecart track at the start, keep your eyes peeled for a cracked section of brick wall to your right.
2. In the first outside area, platform across the stone pillars towards the waterfall on the right and then jump through the waterfall.
3. Inside the hospital, you will come across a room with a filing cabinet on the left corner wall, with a countertop next to it with soft drinks on top (the room after this is the closed-off meeting room with idle enemies inside). Jump on the countertop and then on top of the filing cabinet to lower it down and access the secret.
4. When you reach the lobby of the hospital, go around the right side until you see a door with a "DANGER - High Voltage Keep Out" sign above and enter it. There is a somewhat-hidden button (due to the coloration matching the rest of the machine) on the upper-right portion of the machine. Pressing this button opens a door to a secret yard back near where you entered the lobby (next to the shelf with the suit of armor on it).
5. Further along, you will come across a room which looks kind of like a receiving dock of sorts, with a metal shutter that provides access to the minecart track from the beginning. In this room, jump on the medical crates near the shutter and you will spot a vent up on the ceiling that you can jump in. Do so and follow the duct all the way to the end. Watch your step afterwards!
6. In the lobby, across from the front desk is a small purple door you can go through. In this room, take the elevator up and use the piano poster on the back wall; doing so opens a niche in the wall on the other side.
7. When you get to the final outside area (with the destroyed train tracks), use the pair of Jump Boots out here to jump onto the rock wall to the left and go to the other side of the train tunnel.