The Alternate Revolver (colloquially known as the Slab Revolver) is the Alternate Weapon form of the
Revolver. It has a slower firing speed than the standard Revolver, and cannot utilize locational damage, but in turn has much more powerful shots. It is the first Alternate Weapon found in the game, obtained in 1-4: CLAIR DE LUNE after unlocking secrets found throughout the rest of the Limbo layer.
It resembles the standard Revolver, possessing many futuristic elements, batteries within its chamber, and a heads-up display directly above. Unlike the Revolver, it has a contoured grip, with color indicators being placed along the side of the barrel rather than on its chamber. The chamber is cross-shaped, only holding what appears to be four batteries. The Alternate Revolver also has an external hammer which must be pulled back before each shot, and possesses a normal muzzle rather than the tall, rectangular glowing opening present on the standard Revolver.
Obtaining
The Alternate Revolver can only be obtained after activating a set of four stone slabs, each one found in one of the four levels of the Limbo layer. Upon activation, each slab (excluding the fourth one) triggers the prompt:
Somewhere in the depths of Limbo, a mechanism is set in
motion.
The first slab is located in 1-1: HEART OF THE SUNRISE. In the final arena of the level, there is a glass skylight in the ceiling directly above, which can be broken. Climbing up to the room above reveals the slab
.
The second slab is found in 1-2: THE BURNING WORLD. In the small room housing a pool of lava within the Lower Castle region lies a small cracked piece of wall to the left of the doorway. Breaking the cracked wall with an explosive reveals a hidden room with a shallow pool of water, and a compartment on the right housing the second slab, locked behind a gate. Proceeding further to the end of the room, there is another cracked wall on the left which can be broken leading to a set of corridors. Navigating to the end reveals a door bathed in growing green light, which bursts open to reveal the
Cancerous Rodent. After killing it, the player can go back to the previous room to find the
Very Cancerous Rodent, which upon defeat unlocks the gate that was preventing the player from reaching the compartment housing the second slab
.
The third slab is found in 1-3: HALLS OF SACRED REMAINS. If the player collects both the Red and Blue Skull Keys and places them on their respective pedestals at the door in the starting room, one of the stained glass paintings in the room begins to descend into the ground, revealing a hidden passageway behind it. Inside the passageway, the player is led to an arena housing a boss fight with
Swordsmachine "Agony" and
Swordsmachine "Tundra". Upon defeating them, the gate behind them opens, revealing the third slab
.
The fourth and final slab can be found in 1-4: CLAIR DE LUNE. Upon entering the main foyer room, the player can take the lower left door to find a garden area, containing a large gate marked with each of the four stone slab icons. Certain ones are lit up light blue, depending on if they were activated in the previous levels. In front of the gate is the fourth slab
. Pressing it activates the gate and leads to a room containing the Alternate Revolver.
Upon obtaining the Alternate Revolver, the player receives a prompt briefly detailing its mechanics and difference from the standard Revolver:
ALTERNATE REVOLVER: Higher damage.
Hammer has to pull back after each shot.
Mechanics
The Alternate Revolver fires two 1.25 damage hitscans per shot, for a total of 2.5 damage. Unlike the standard Revolver, these hitscans are not affected by locational damage, but they still give locational style bonuses such as + Headshotand + Limb Hit, and produce a greater amount of blood from an enemy when performing locational attacks. The primary fire of the Alternate Revolver, in general, heals the player more than the standard Revolver. When used against weaker enemies, it can quickly restore the player's health to full or to their Hard Damage cap.
After each shot, the hammer is pulled back to fire again, making continuous shots much slower. If the player swaps away from the Alternate Revolver before the hammer animation is finished, and then back to it within a few seconds, a longer reload animation plays before the Alternate Revolver can be fired again. Unlike weapons such as the
Rocket Launcher, each variant of the Alternate Revolver has an independent firing cooldown.
The Alternate Revolver's primary fire shot has the ability to destroy breakable objects, such as cracked rubble/walls or glass panels.
Usage
The considerable damage dealt by the Alternate Revolver makes it great for picking off medium-health enemies from a distance. A single shot takes down many common enemies, and gives the player a good option for finishing off enemies that were weakened by other attacks. Additionally, the double-hitscan of the primary fire results in twice as much healing when attacking enemies at close range, providing up to 60 health recovery against larger enemies with a headshot, and providing a full heal (or up to Hard Damage) when hitting/killing weaker enemies.
The long cooldown of the primary fire is the Alternate Revolver's primary drawback, but it can be mitigated or even negated by swapping between weapons regularly. After swapping off of the Alternate Revolver for long enough, its attack cooldown will have finished, allowing for another shot without interruption. It takes the duration of approximately three swaps while shotgun swapping for the Alternate Revolver to finish its cooldown. This allows the player to implement a more flexible weapon-swapping rhythm, where standard shotgun swapping is used for close-range enemies and occasional Alternate Revolver swaps take down targets that are out of shotgun range without having to wait for the primary fire cooldown.
Variants
The Alternate Piercer Revolver is the blue variant of the Alternate Revolver. Its alternate fire charges a large hitscan piercing shot with high damage, much like its standard counterpart, but with greater strength and piercing ability.
Mechanics
The heavy piercing shot fires six 1.25 damage hitscans, totaling 7.5 damage, with a longer recharge than Standard. However, if 4 hitscans hit a single enemy, the next 2 hitscans pass through, meaning only 5 damage is dealt to a single enemy. This downside can be negated by hitting a coin with a piercing shot within its split-shot window, causing all of its hitscans to damage a single target.
Just like with the standard Revolver variant, the revolver's primary fire still works during the piercing shot's cooldown.
The Alternate Piercer's piercing shot has the ability to destroy breakable objects, such as cracked rubble/walls or glass panels.
Usage
The Alternate Piercer's long recharge time makes it a less optimal choice to repeatedly use the weapon at a time, but makes it fantastic when acting as a high burst damage source, similar to an
Electric Railcannon shot. It becomes an incredibly powerful tool when used in conjunction with coins, considering the ability for split-shots to enhance the number of hitscans which can hit a single target, alongside normal damage ramp-up.
The Piercer's high burst damage makes it a great healing tool at close range, especially when hitting headshots against bulkier enemies such as
Cerberi and
Guttermen.
The Piercer works nicely in combination with the Marksman's coins due to their damage increase, but requires more precise aiming due to the charge time necessary before a piercing shot can be ready and hit the coin.
The Alternate Marksman Revolver is the green variant of the Alternate Revolver. Like the standard Marksman, its alternate fire throws a coin which can be shot by any hitscan to cause it to lock onto the nearest enemy.
Mechanics
The coins themselves which are thrown by the Alternate Marksman are functionally identical to those thrown by the standard variant. The difference in mechanics is instead based on which kind of Revolver shot the coin.
The Marksman Revolver's alternate fire throws a coin, of which the weapon has up to four of at a time. Coins recharge at a rate of 4 seconds per coin, one coin at a time. When thrown, a coin flies into the air over the course of a small arc. The direction and speed of the arc is dependent on the player's own momentum when the coin is thrown, and follows the player's movement to a degree.
Coins can be hit by any hitscan attack while midair, be it fired by player or enemy (provided that the hitscan attack is not a sustained beam, such as that of a
Mindflayer's laser). When shot by a hitscan attack or another coin, coins reflect the hitscan into the nearest target within their "line of sight".
Coins have a list of targets which they prioritize in order of availability:
Priority |
Target
|
Highest |
Other midair coins
|
|
Cores, unridden rockets and cannonballs within 100 units of the coin's position
|
|
Interruptible enemy projectiles
|
|
Enemy weakpoints
|
|
Any available point on an enemy (if no weakpoints or interruptibles can be hit)
|
Lowest |
Breakable glass
|
If there are multiple targets with the same priority available, the coin targets whichever is closest to it. If nothing at all is present to target, the coin reflects the hitscan shot in a random direction.
Once a coin hits a surface, it becomes inactive and cannot be shot. Coins disappear after reflecting a hitscan shot. If a coin stays midair for more than 5 seconds without hitting a surface, it disappears automatically. Coins can be sustained in midair without disappearing by being repeatedly hooked with the
Whiplash.
When a hitscan is ricocheted off of a coin, the coin increases the damage of the shot, with the amount of increase being dependent on the type of hitscan shot and, for some attacks, the number of coins the shot has reflected off of:
Attack |
First Coin |
Subsequent Coins |
Notes
|
Alternate Revolver primary fire |
+0.5 damage * 2 |
+0.25 damage * 2 |
|
Alternate Piercer charge shot |
+0.5 damage * 6 |
+0.25 damage * 6 |
Like normal Alternate Piercer charge shots, two of the hitscans automatically pierce enemies (but not coins).
|
Alternate Sharpshooter charge shot |
+1 hitscan |
+1 hitscan |
Each hitscan deals 1.25 damage.
|
Standard Revolver primary fire |
+1 damage |
+1 damage |
Affected by limb and headshot damage bonuses.
|
Standard Piercer charge shot |
+0.5 damage * 3 |
+0.25 damage * 3 |
Affected by limb and headshot damage bonuses.
|
Standard Sharpshooter charge shot |
+1 hitscan |
+1 hitscan |
Each hitscan deals 1 damage. Affected by limb and headshot damage bonuses.
|
Electric Railcannon |
+2 damage |
+1 damage |
The damage boost only applies after the beam hits all available coins; if the beam pierces an enemy while reflecting from one coin to another, only the base 8 damage is dealt.
|
Malicious Railcannon |
+2 damage |
+1 damage |
|
Cores and rockets boosted by the Impact Hammer |
+2 damage |
+1 damage |
|
The damage bonus applies to every hitscan in a multi-hitscan attack, such as a Piercer charge shot. Explosions caused by reflected coin shots also increase their damage.
Coins have the ability to reflect certain hitscan enemy attacks, in a technique known as a chargeback. This includes the
Malicious Face's beam attack, the
Sentry's shot, the
Ferryman's lightning strike attack, and the
Gutterman's rotary cannon bullets. When reflected, the shots redirect back into the enemy from which they were fired, or the nearest other enemy if the one which fired is blessed by an
Idol or otherwise unable to be attacked.
Once a coin reaches the peak of its arc midair, it can be punched using the
Feedbacker to redirect it into the nearest target within the coin's line of sight. Unlike a normal hitscan shot, the coin itself is redirected, and deals damage before bouncing up above the target it was punched into, resetting its state and allowing it to be shot or punched again. Coinpunching increases the damage of the punched coin for every time it is successfully punched, stacking with no limit for every punch that connects with an enemy. If a coin that was previously punched is shot by a hitscan attack, all the additional damage that was gained from coinpunches transfers into the reflected hitscan. Coinpunches generally follow the same priority system as regular coin shots, with the exception that they ignore player-shot explosives and other coins. If there are no targets to lock onto, a punched coin instantly travels to whatever surface the player is directly facing and bounces upward.
If a coin is shot at the exact peak of its arc (indicated by a small yellow flash on the coin roughly a third of a second after launch) or 2 seconds or more after it has been thrown (indicated by the coin creating a distinct ringing noise as it falls) then a split-shot triggers. Split-shots have different effects depending on whether the coin has been shot by a standard Revolver or Alternate Revolver variant. When a coin is shot within its split-shot window by an Alternate Revolver, the coin adds an additional hitscan to the initial shot, as well as instantly resetting the reload cooldown of all currently equipped Alternate Revolver variants. When a coin is shot within its split-shot window by a standard Revolver, the hitscan shot at the coin simply splits into two identical shots, each of which can independently chain to other coins, projectiles or hit multiple enemies simultaneously. Separate split-shot hitscans do not hit the same target, and if a target is already occupied by one of the hitscans and there are no other targets present, the other one simply shoots in a random direction.
Coins are one of multiple projectiles which are able to receive and transmit conductor aftershocks created via the
Jumpstart Nailgun or the
Electric Railcannon.
Usage
Coins are an incredibly flexible and versatile tool when used properly, functioning as one of the player's most powerful combo weapons. Their consistent, controllable angle allows the player to shoot an enemy from virtually any position with perfect accuracy. This can be used to more consistently hit enemies or bosses which are fast-moving and hard to predict, such as
Ferrymen or
Drones. The lock-on of coins can also be used to hit enemies from behind cover or around corners when in risky situations due to their individual line of sight, and to locate enemies which are hard to see or have wandered out of view.
As the arc of a coin is momentum-based, it can be consistently hit regardless of player velocity as long as they move in a consistent direction, meaning that the player can memorize the timing of a coin's movement to hit it in almost any situation, regardless of speed or direction. Coins can be used to quickly fill combos between other weapons and pick off small enemies in one or two shots, making them a useful option for getting rid of stragglers or smaller groups. The effects of split-shots on the Alternate Revolver also make its use in conjunction with coins devastating when the player is up against bosses or large high-priority enemies, due to their additional hitscans. The instant reset of firing cooldowns can also make follow-up shots with the Alternate Revolver easier and faster to perform, especially if the player is equipped with a loadout that has 2 or even all three Alternate Revolver variants.
Punching coins with the
Feedbacker may initially be more difficult to perform than regular shots, due to the coin's arc sending it far away from the player, but the momentum of a coin throw can be taken advantage of to make coinpunches simpler. By walking backwards and throwing a coin, then walking slightly forwards, the player can position themselves within punching range of a coin. Coinpunching is primarily useful for its ability to ramp up the damage of consecutive coin chains without actually consuming coins. Since coinpunches infinitely stack damage for every time they hit an enemy, a player can deal extremely high damage if they can consistently punch a coin between enemies as it bounces in the air, allowing the weapon to more significantly harm bulkier, high health enemies. Coinpunches can also be used to prolong a single coin's lifespan when other coins are on cooldown, letting the player perform longer combos when their coins aren't immediately available.
Marksman coins not only work well with the Revolver's base fire, they can be utilized in conjunction with the Piercer and Sharpshooter's respective alternate fires for unique effects. Piercing shots reflected off of coin chains are useful for greater damage ramp-up, and ensure that the shot consistently hits enemy weakpoints for greater blood spilling. Sharpshooter shots, when reflected off of coins, gain additional bounces that do not cause the shot to dissipate, a trait which lends itself well to Sharpshooter coin setups against bulkier, slow-moving enemies. Additionally, hitscan
Railcannon variants benefit from the lock-on of coins, as it ensures that shots never miss their target, which is helpful if the player is not confident in their ability to hit an enemy alone. This can even be used to more easily perform techniques such as core nukes or cannonball/core snipes, since coins prioritize player-shot explosives over enemies.
The Alternate Sharpshooter Revolver is the red variant of the Alternate Revolver. Its alternate fire spins the gun, preparing a shot which pierces enemies and ricochets off walls, as well as detonating midair projectiles. Unlike the standard form, it can only shoot one charge at a time, but with much greater strength.
Mechanics
The Sharpshooter Revolver's alternate fire can be held down to begin spinning the gun. On release, the gun shoots a beam which bounces off of walls and other surfaces. The Alternate Sharpshooter's spin-up to maximum charge at 3 possible bounces when using alternate fire is near-instantaneous, unlike the standard Sharpshooter which must spin for up to 1 second to maximize the amount of possible bounces per shot. The Alternate Sharpshooter contains only a single charge which takes slightly longer than a standard Sharpshooter charge to regain.
Alternate Sharpshooter shots fire two 1.25 damage hitscans initially, and gain an additional hitscan for every bounce they perform. Shots infinitely pierce through enemies, and bounce at a roughly equal and opposite angle from that which they strike the surface from. When bouncing, the Sharpshooter Revolver attempts to aim roughly towards an enemy's location to ensure its hits are accurate.
Alternate Sharpshooter shots can detonate
Hell Orb and
Seeker Orb projectiles mid-flight at any time, creating a large red explosion on-hit. This can also be performed as an interruption when an enemy is charging up a projectile.
Alternate Sharpshooter shots bounce off of coins thrown by the Alternate Marksman. Unlike most hitscans, which gain a direct damage increase from each coin, the Sharpshooter gains an additional hitscan for each coin it bounces off, much like when it bounces off normal surfaces.
If the player has one or more Dual Wield power-ups active, spinning the Alternate Sharpshooter causes the player to float in the air when jumping to increasingly strong degrees, eventually allowing the player to fly directly upwards with a sufficient amount of power-ups.
The Alternate Sharpshooter's alternate fire shot has the ability to destroy breakable objects, such as cracked rubble/walls or glass panels.
Usage
As the Alternate Sharpshooter Revolver's alternate fire is based around the weapon's ability to bounce shots off of surfaces, the best way to utilize the Sharpshooter is by taking advantage of walls and floors to ramp up the damage in each shot. In rooms with parallel walls in close proximity, the Sharpshooter can deal shots very quickly and efficiently. In areas where a wall or other surface is not immediately available, the player can take advantage of the floor by firing shots directly above enemies, guaranteeing multiple hits and spewing blood on headshots if the enemy possesses such a weakpoint. This is further amplified if a ceiling is present, allowing the shot to bounce back once again.
The Alternate Sharpshooter's instant spin-up makes it incredibly easy to ready and set up in the heat of combat, and allows it to be used quickly as a relatively situational burst damage tool. Because of its limited lock-on, the Sharpshooter can be useful for getting rid of groups of low-health enemies at a distance, usually when a wall or two is present to bounce off of. It can be a reliable method of instakilling
Streetcleaners due to its ability to hit them from behind. However, its lack of multiple charges makes using it a much greater trade-off, as if the player misses or makes little use of their bounces, much of the weapon's potential damage may end up wasted. For this reason, the Alternate Sharpshooter is less potent than its standard counterpart for detonating projectiles mid-air, but it can still be a powerful option against singular enemies.
When reflected off of Marksman coins, the Sharpshooter's additional hitscans at no cost of a shot's individual bounces make it a good tool for powerful damage setups with coin chains against bulkier, slow-moving enemies.
Advanced Techniques
Revolver Swapping
Due to the independent cooldowns of each Alternate Revolver, a player can briefly bypass the long reload time of each variant if they have multiple Alternate Revolver variants equipped by swapping between each one in quick succession. The burst damage provided by this is incredibly powerful and can be utilized well on groups of stronger common enemies such as
Soldiers or enemies with medium health such as
Malicious Faces and
Sentries.
Revolver Swapping (w/ Split-shots)
Revolver Swapping on its own is a strong source of burst damage, but it is not able to last very long, and quickly swapping between all three variants renders them unusable for a brief time due to their individual cooldowns. However, the Alternate Marksman's ability to reset all primary fire cooldowns instantly when hitting a coin splitshot can bypass this effect, allowing the player to repeatedly chain revolver swaps as long as they can consistently hit a splitshot on every swap to the Marksman.
Chargeback
The Marksman's coins, having the ability to reflect any single-shot hitscan, can also be used to counter enemies which fire hitscan attacks themselves. This can be performed against the
Malicious Face's beam attack by throwing a coin when the beam is about to fire, deflecting it back into the enemy and instantly killing it. Due to the Malicious Face's predictive attack nature, it may be difficult to sustain player momentum in the right direction so that the coin connects with the shot, however. This can also be done against a
Sentry with comparative ease due to the Sentry's almost one-hundred-percent accurate beam and more apparent attack indicator making timing easier.
The lightning attack of a
Ferryman can also be deflected using a coin. This is best done by waiting to throw the coin during the lightning's telegraph, which is a blue flash above the player when within the attack's summoning range. Chargebacks are also possible with a
Gutterman's rotary cannon bullets, but they are comparatively weak, only dealing the damage equivalent of a normal coin shot back to the Gutterman for every chargeback.
Railcoin
The
Electric Railcannon's ability to pierce infinitely through enemies can be taken advantage of in combination with Marksman Revolver coins to create devastating damage setups. By throwing a coin behind an enemy, then aiming the Railcannon to hit the coin through the enemy, the player can cause the electric beam to hit an enemy two times, the second with increased damage. Some players may even opt for setups that involve placing coins both behind and in front of the enemy, allowing them to hit a coin behind an enemy with the Railcannon's electric beam, let it lock on to the coin(s) in front of the enemy, then lock back on to the enemy, tripling the damage output of a single shot.
Coinadds
When performing hitscan attacks which create powerful hitstop, such as a Railcoin, the player has the opportunity to quickly switch to the Marksman Revolver and throw additional coins during the short period of time where the game is slowed by hitstop, due to the Marksman's lack of delay or equip speed when throwing a coin. With this technique, the player can add more coins to an existing attack to cause the hitscans to lock onto them mid-shot, amplifying the damage of techniques where it is not usually possible to throw more coins during its initial setup.
Railcoinpunch
When performing a Railcoin, the player may position a coin in such a way that they can punch the coin as the Electric Railcannon's beam is locking onto it, causing the coin to both reflect the shot and get punched into the enemy, bouncing it upwards and resetting its state, allowing it to reflect the same Railcannon shot back into the enemy once again. This technique can be performed alongside Coinadds to create complex damage setups that utilize the same coins multiple times to maximize single-target damage at incredible amounts.
Deadcoining
Immediately upon throwing a coin, there is a 0.1-second window "dead state" in which shooting the coin does not cause the coin to reflect the shot - it simply continues its arc unaffected. If an existing coin is chained into the newly thrown, dead coin, all damage from the first coin is stacked onto the second coin. This stacked coin increases the next shot's damage by 1 + the stacked damage. Repeatedly chaining coins this way can stack damage theoretically to infinity and produce very large amounts of style.
Slabcoining
Slabcoining is a technique utilized via coins in combination with the Alternate Piercer's powerful shot. Throwing all four available coins into the air at once and then quickly charging and shooting them with the piercing shot hits them during the splitshot window of each coin, greatly increasing the number of hitscans in the single shot and ensuring that every single one hits its target. The airtime of the coins can also be prolonged using the
Whiplash, if the player wants to set up the attack in advance, or add more coins to the chain. This technique is best used as setup directly before boss fights due to the positioning necessary to pull it off, and struggles in arenas with many fodder/weak enemies due to the potential for the coins to target a lesser enemy and waste much of the damage.
Sharpcoining/Sharpcoinadds
Coins can be used to greatly extend the number of Sharpshooter bounces, since they do not affect the amount a single shot can perform and effectively act as another surface to bounce off of.
With precise positioning, it's possible to utilize this in conjunction with Coinadding, throwing a coin in front of the shot as it returns from a wall bounce, causing it to strike the coin instead of a second wall and return to the first wall. By throwing a coin before firing the beam, then bouncing it off of a coin each time it bounces off of a wall, it can strike all four coins this way. This is extremely difficult to pull off against most enemies, but it can be a very stylish and powerful way to fight a stationary or especially slow enemy or boss.
Note that coins do not add damage to the Sharpshooter's charge shot the same way they do to other hitscan shots. Instead of increasing each hitscan's damage by 1, they add another hitscan per coin. Even with this limit, the damage output of the aforementioned technique reaches a minimum of 33 if no weakpoints are hit and a maximum of 66 if a weakpoint is hit each time.
Style Bonuses
Name
|
Points
|
Description
|
+ QUICKDRAW
|
50
|
Hit any enemy within half of a second after swapping to a Revolver, Alternate Revolver or Shotgun.
|
+ LIMB HIT
|
60
|
Kill any enemy by hitting one of their limbs with any Revolver or Alternate Revolver.
|
+ HEADSHOT
|
80
|
Kill any small enemy with a headshot from any Revolver or Alternate Revolver.
|
+ BIG HEADSHOT
|
150
|
Kill any big enemy or boss with a headshot from any Revolver or Alternate Revolver.
|
+ HEADSHOT COMBO x#
|
20 * n
|
Land at least two consecutive, non-lethal headshots on enemies. The combo is reset if any shot does not hit a head, or if the combo disappears from the style information. Shots that disappear into the skybox, however, do not reset the combo.
|
+ RICOSHOT x#
|
50 + 15n
|
Hit any enemy with a Revolver Beam, Heavy Revolver Beam, or a Gutterman's rotary cannon bullet ricocheted off one or more Coins. Point gain is calculated as the power of the final coin multiplied by 15.
|
+ ULTRARICOSHOT x#
|
100 + 15n
|
Hit any enemy with a hitscan attack that isn't a Revolver Beam, Heavy Revolver Beam, or a Gutterman's rotary cannon bullet ricocheted off one or more Coins. Point gain is calculated as the power of the final coin multiplied by 15.
|
+ COUNTERRICOSHOT x#
|
100 + 15n
|
Hit any enemy with a Revolver Beam or Heavy Revolver Beam ricocheted off one or more Coins hit by V2. Point gain is calculated as the power of the final coin multiplied by 15.
|
+ ULTRACOUNTERRICOSHOT x#
|
150 + 15n
|
Hit any enemy with a hitscan attack that isn't a Revolver Beam or Heavy Revolver Beam ricocheted off one or more Coins hit by V2. Point gain is calculated as the power of the final coin multiplied by 15.
|
+ CHARGEBACK
|
400
|
Deflect any enemy's hitscan attack back into itself or another enemy by using a Coin.
|
+ RIDE THE LIGHTNING
|
200
|
Deflect the lightning strike summoned by a Ferryman back into itself or another enemy by using a Coin, the Jumpstart Nailgun, or a parry.
|
+ INTERRUPTION
|
100
|
Shoot a projectile out of the hand of a Stray, Schism, or Soldier with any Revolver or Alternate Revolver.
|
+ FISTFUL OF DOLLAR
|
50
|
Punch a Coin into any enemy.
|
+ INSTAKILL
|
200
|
Hit the explosive tank of a Streetcleaner with any Revolver or Alternate Revolver.
|
Media
Marksman Coin, heads side
Marksman Coin, tails side
Color Customization
Each unlockable preset is reproducible one-to-one with custom colors; their corresponding color and hex codes are also in the table below.
Name
|
Soul Orbs
|
Color Code
|
STANDARD
|
0
|
N/A
|
MAGNUM
|
10
|
R: 0.00 G: 0.00 B: 0.00
R: 0.00 G: 0.00 B: 0.00
R: 0.42 G: 0.19 B: 0.00
|
ICEBREAKER
|
25
|
R: 0.00 G: 0.60 B: 1.00
R: 0.40 G: 0.50 B: 0.55
R: 0.40 G: 0.50 B: 0.55
|
HOT & READY
|
50
|
R: 1.00 G: 0.24 B: 0.00
R: 0.25 G: 0.25 B: 0.25
R: 0.25 G: 0.25 B: 0.25
|
SANGUINE
|
100
|
R: 0.50 G: 0.00 B: 0.00
R: 0.25 G: 0.00 B: 0.00
R: 0.25 G: 0.00 B: 0.00
|
Trivia
- The Alternate Revolver is the only alternate weapon in the game without an officially designated name distinct from its Standard counterpart.
- In its original introduction, the Alternate Revolver used to deal 2 damage with full locational damage. It also had no swap cooldown, no pass-through, and no split interaction.
- Locational damage was extremely diminished in a later patch, only dealing 2.5 on a headshot, rendering it unable to kill a
Soldier on a body or limb shot.
- The Alternate Revolver's model is known as "minosrevolver" in the files, as its modeler, Action Dawg, thought it would be an unlock from defeating
The Corpse of King Minos.
- Obtaining the Alternate Revolver without unlocking the standard Revolver makes the player unable to obtain the latter in 0-1: INTO THE FIRE.