Overview
A collection of data for the game, ranging from Monster Knowledge to the locations of Health Cores and Sweezy Coins, as well as upgrades, power ups, and hidden monsters
Disclaimer
This guide is intended to supply information about the world of Sweezy Gunner. Though it has locations of collectables, such as Health Cores and Sweezy Coins, it is not intended as a reference to which items a player is missing, because such information cannot be ascertained; rather, it aims to give the player tips on where to look for missing Health Cores, Sweezy Coins, and rare monsters.
I hope you find some of the information useful, or at least interesting.
Monsters
In Sweezy Gunner, monsters are an integral part of the game. Defeating enough of a type of monster (called Monster Knowledge) as well as collecting its Monster Card (through random drop chance) opens up the opportunity to buy a permanent upgrade to the Sweezy Gunner for a price in GP. Monsters also reward a player with money, through dropped cash and job completion. Below is a list of all 40 monsters, how much Monster Knowledge is needed from them, and what upgrade the monster will grant at what GP cost. Bosses always award their card and their ability automatically.
For an explanation of what an upgrade/ability does, see the Upgrades & Abilities section.
Green Slime
100 Kills
Speed (1000 GP)
Doh Nut
100 Kills
Bullet Speed (1500 GP)
Robo Wasp
50 Kills
Shot Rt (2000 GP)
Water Worm
50 Kills
Magnet Size + (3000 GP)
Beast
40 Kills
Cash Orb Upgrade (5000 GP)
Tuber
75 Kills
Card Drop Rate + (5000 GP)
Cave Spider
75 Kills
HP Drop Rate (5000 GP)
Giant Cave Slug
Boss
Water Tyre
Boglin
60 Kills
Death Penalty (5000 GP)
Bubba Fly
60 Kills
Shot Rt (6000 GP)
Emerald Crusher
Boss
Flash Shield
Blue Slime
250 Kills
Prize % (7000 GP)
Sneagle
80 Kills
Flash Shield + (7000 GP)
Stone Golem
60 Kills
Power (8000 GP)
Spindoll
50 Kills
Cash Upgrade (8000 GP)
Pandargh
50 Kills
Power Up Ammo + (9000 GP)
Sdot Roy
Boss
Break Bullet
Zoom Bot
80 Kills
Speed (10000 GP)
Eye Borg
50 Kills
Cash Upgrade (10000 GP)
Blorbix
Boss
Dash
Cacticus
100 Kills
Flash Shield + (12000 GP)
Desert Moth
80 Kills
Card Drop Rate + (12000 GP)
Dry Face
75 Kills
Bullet Speed (13000 GP)
Slugger
100 Kills
Prize % (13500 GP)
Land Shark
60 Kills
Multi Plus (13500 GP)
Crack Pot
50 Kills
Cash Orb Upgrade (15000 GP)
Dust Mage
50 Kills
HP Drop Rate (16000 GP)
White Slime
200 Kills
Shot Rt (17500 GP)
Clown
100 Kills
Multi Plus (19000 GP)
Splorg
120 Kills
Power (20000 GP)
Blok
100 Kills
Death Penalty (20000 GP)
Twinkle Toes
Boss
Lava Tyre
Demon Boar
80 Kills
Power (22000 GP)
Slice Flyer
120 Kills
Speed (23000 GP)
Lava Worm
100 Kills
Power Up Ammo + (24000 GP)
Horned Spider
150 Kills
Cash Upgrade (25000 GP)
Rainbow Pig
Boss
Fields Myth
1 Kill
Bullet Speed (30000 GP)
Tundra Myth
1 Kill
Magnet Size + (40000 GP)
Dunes Myth
1 Kill
Flash Shield + (50000 GP)
Modello’s Shop
At Modello’s shop, the player can buy upgrades and accept jobs to earn GP.
Modello offers upgrades for purchase provided the player has found enough Sweezy Coins to unlock them. The following is a list of those upgrades along their Sweezy Coin requisite and the GP price to actually purchase them.
- 0 Sweezy Coins: Speed (5000 GP)
- 0 Sweezy Coins: Bullet Speed (3000 GP)
- 0 Sweezy Coins: Shot Rt (4000 GP)
- 0 Sweezy Coins: Power (5000 GP)
- 5 Sweezy Coins: Cash Upgrade (3000 GP)
- 5 Sweezy Coins: Warp (10000 GP)
- 10 Sweezy Coins: Cash Orb Upgrade (8000 GP)
- 10 Sweezy Coins: Death Penalty (8000 GP)
- 15 Sweezy Coins: Flash Shield + (12000 GP)
- 15 Sweezy Coins: Speed (25000 GP)
- 20 Sweezy Coins: Prize % (28000 GP)
- 20 Sweezy Coins: Power (30000 GP)
- 25 Sweezy Coins: Flash Shield + (30000 GP)
- 25 Sweezy Coins: Bullet Speed (35000 GP)
- 30 Sweezy Coins: Shot Rt (40000 GP)
- 30 Sweezy Coins: Power Up Ammo + (35000 GP)
- 35 Sweezy Coins: Power (55000 GP)
- 35 Sweezy Coins: Speed (50000 GP)
- 40 Sweezy Coins: Card Drop Rate + (50000 GP)
- 40 Sweezy Coins: Multi Plus (75000 GP)
Modello also offers a choice of three different jobs at any given time. For each job, Modello requires enough of a particular material to be collected. The materials are dropped by the indicated enemy, and only when that particular job has been selected (meaning materials for other jobs cannot be stockpiled in advance). If the player decides to take on a different job before the current one is finished, his material count for that job will be reset. Once the amount of materials has been reached, the job is completed and the money is awarded on the spot. A new job replaces the completed one in the list of choices, and the player can take on a different job the next time he returns to Modello’s shop.
The following is a list of the 20 jobs available at Modello’s shop, in the order Modello will offer the jobs in. For example, if the player has jobs 1, 2 and 3 available and completes job 2, Modello will then offer jobs 1, 2 and 4. The player must then complete one of those jobs to unlock job 5.
- Tasty Green Slime: Green Slime – 30 Materials (3000 GP)
- Buzzing Batteries: Robo Wasp – 15 Materials (5000 GP)
- Bog Hat: Boglin – 10 Materials (6000 GP)
- Glow Bulbs: Cave Spider – 15 Materials (7500 GP)
- Tube ‘o’ Cloth: Tuber – 15 Materials (9000 GP)
- Taste the Rainbow: Bubba Fly – 15 Materials (10000 GP)
- Birds of a Feather: Sneagle – 15 Materials (11000 GP)
- Oh Two: Blue Slime – 30 Materials (12500 GP)
- Yin and Yang: Pandargh – 10 Materials (15000 GP)
- Making My Head Spin: Spindoll – 10 Materials (17000 GP)
- Speed Coils: Zoom Bot – 15 Materials (18500 GP)
- Micro Chips!: Eye Borg – 10 Materials (20000 GP)
- Dry Clay: Dry Face – 10 Materials (22000 GP)
- Deep Purple: Desert Moth – 15 Materials (23500 GP)
- Monocle: Cacticus – 30 Materials (25000 GP)
- Red Nose: Clown – 15 Materials (28000 GP)
- Blok of Wood: Blok – 15 Materials (29000 GP)
- Roast Ham: Demon Boar – 15 Materials (30000 GP)
- Razor Blades: Slice Flyer – 15 Materials (35000 GP)
- Glow Worm: Lava Worm – 20 Materials (40000 GP)
367,000 GP stands to be earned from completing jobs, out of a total 1,839,000 GP needed to purchase everything in the game, so the income from jobs accounts for about 1/5 of the GP the player will need (however, excluding extras, it costs 989,000 to buy every upgrade in the game, making jobs a significant part of that).
Power Ups
Power ups can be collected from blue prize orbs, which have a random chance of dropping after defeating any monster. They are temporary boosts to the Sweezy Gunner. There are two types of power ups: special weapon power ups (with a gold border), and special effect power ups (with a red border). Special weapons cannot be stockpiled; for example, if you collect a Rapid Gun and then collect a Spray Gun before you get a chance to use the Rapid Gun, the Rapid Gun is still gone, and you now have the Spray Gun. Special effects can exist simultaneously with each other and with special weapons, and some can also be stockpiled.
Special weapons have limited ammo, and the ammo capacity can be increased with the Power Up Ammo + upgrade (the upgrade does not increase the capacity of special effect power ups). Ammo values for special weapons can be fractional; in this case, the number of shots is always rounded up. However, the fraction will affect how much the Power Up Ammo + upgrade increases the ammo capacity; a special weapon with an ammo capacity of 125, for example, will have 200 shots with all three Power Up Ammo + upgrades (1.6x ammo), while a special weapon with an ammo capacity of 31¼ will have 50.
The following is a list of small descriptions of what the 30 different power ups in the game do.
The “Rapid Gun” fires small missiles extremely quickly. Its ammo capacity is 125 shots.
The “Spray Gun” fires 4 bullets in a spreading arc. Its ammo capacity is 31¼ shots.
The “Phase Rifle” fires beams that travel at blistering speed and can only be stopped by walls and breakable objects. Its ammo capacity is 31¼ shots.
The “Bouncer” fires very powerful cannonballs that split out into bits of damaging shrapnel when they make contact with an enemy. Its ammo capacity is 25 shots.
The “Wide Shot” fires slow-moving arcs that grow as they travel, but will eventually die out, and can only damage one target despite their size. Its ammo capacity is 31¼ shots.
The “Flame Thrower” spews fire at an incredible rate with incredible strength. Easily one of the game’s most effective weapons, especially with an ammo capacity of 125 shots.
The “Ripper” fires large bullets very quickly, but with little regard to crosshair placement. Its ammo capacity is 83⅓ shots.
The “Blaze Cannon” fires a colossal laser that incinerates everything in its path, though it can be stopped for unclear reasons. Its ammo capacity is just 10 shots.
Restores the player’s life to max. Can appear even when not needed.
Restores half of the health the player is missing, rounded down (so this will have no effect with only half a health bar missing). Can appear even when not needed.
Creates a ring of 45 cash pieces around the player valued at 1 GP each. Its color is the same as the x2 Cash Multiplier gauge.
Creates a ring of 45 cash pieces around the player valued at 5 GP each. Its color is the same as the x3 Cash Multiplier gauge.
Creates a ring of 45 cash pieces around the player valued at 10 GP each. Its color is the same as the x4 Cash Multiplier gauge.
Creates a ring of 45 cash pieces around the player valued at 25 GP each. Its color is the same as the x5 Cash Multiplier gauge.
Creates a small golden orb that flies around leaving a trail of cash behind it. Lasts for about 6 seconds.
Fires blue bullets from the back of the Sweezy Gunner’s turret (not the back of the tank itself). Its ammo capacity is 100 shots.
Fires purple bullets from the direction the Sweezy Gunner is facing. Its ammo capacity is 100 shots.
Creates a shield on the back of the Sweezy Gunner that is able to block bullets. Seems to be able to block about 4 or 5 bullets.
Destroys every enemy on the screen. Its effects linger for a second or two, meaning traveling to get more enemies on the screen destroys those too.
Fires huge amounts of bullets from the Sweezy Gunner in a spiraling fashion. Lasts about 10 seconds.
Creates 10 explosions around the Sweezy Gunner each a second apart, destroying one enemy around it. Has a deceptively large range.
Creates 8 mines the spin around the Sweezy Gunner. Each mine is good for destroying one monster, and the mines have no time limit on them.
Creates a spinning light around the Sweezy Gunner that blocks any bullets it touches. Only 180 degrees of the Sweezy Gunner are protected at one time. Lasts about 8 seconds.
Creates 4 large spinning blades around the Sweezy Gunner that kill any monster they touch. Lasts 30 seconds.
Turns all red bullets on the screen into 5 GP cash pieces, while blue bullets are turned into 10 GP cash pieces.
15 comets rain down, popping into either small bunches of cash or blue prize orbs.
Causes the Sweezy Gunner to leave an illuminated trail behind itself. Any monsters that touch the trail will be destroyed.
Makes the Sweezy Gunner’s normal bullets much larger and stronger. It is exclusive from special weapon power ups, waiting until they have been used up. Lasts about 30 seconds.
Makes the Sweezy Gunner move much faster. Combined with permanent tank speed upgrades, this can cause for one very fast tank. Lasts 30 seconds.
Fills 50% of the Cash Multiplier gauge. However, it does not carry over through the next level (so if it is picked up when at 99% to the next level, it only gives the remaining 1%).
Upgrades & Abilities
What would a game like Sweezy Gunner be without upgrades and abilities to max out your tank with? A lot less awesome. But fortunately, Sweezy Gunner has a healthy supply of great stuff to give your tank that much-needed edge as it travels across Terrafort. The following lists each upgrade and ability in the game, what they do, and the monsters that offer it, as well as the amount of Sweezy Coins needed for the shop to offer it. Each time the same upgrade is purchased, it provides a boost in addition to the last, so obtain all the upgrades to fashion a formidable war tank out of the Sweezy Gunner.
Power
This increases the power of the Sweezy Gunner’s bullets.
This does not affect blue prize orb power ups.
Monsters: Stone Golem, Splorg, Demon Boar
Shop: 0 Sweezy Coins, 20 Sweezy Coins
Speed
This increases the speed at which the Sweezy Gunner moves.
This does stack with the speed power up, allowing for blistering speed.
Monsters: Green Slime, Zoom Bot, Slice Flyer
Shop: 0 Sweezy Coins, 15 Sweezy Coins
Shot Rt
This increases the speed at which the Sweezy Gunner fires.
This does not affect blue prize orb power ups.
Monsters: Robo Wasp, Bubba Fly, White Slime
Shop: 0 Sweezy Coins, 30 Sweezy Coins
Bullet Speed
This increases the speed at which the Sweezy Gunner’s bullets travel.
This does not affect blue prize orb power ups.
Monsters: Doh Nut, Dry Face, Fields Myth
Shop: 0 Sweezy Coins, 25 Sweezy Coins
Magnet Size +
This increases how far away the Sweezy Gunner is able
to pull cash and items into itself to be collected.
Monsters: Water Worm, Tundra Myth
Flash Shield +
This increases the capacity of the Sweezy Gunner’s Flash Shield.
When loading the game, the gauge is only filled to original capacity to start.
Monsters: Sneagle, Cacticus, Dunes Myth
Shop: 15 Sweezy Coins, 25 Sweezy Coins
Cash Upgrade
This increases the base value of all cash found throughout the game by 2.
This increase does stack with the Cash Multiplier.
Monsters: Spindoll, Eye Borg, Horned Spider
Shop: 5 Sweezy Coins
Multi Plus
This increases how quickly the Cash Multipler gauge increases.
Each kill will grant more towards multiplying the value of all cash picked up.
Monsters: Land Shark, Clown
Shop: 40 Sweezy Coins
Card Drop Rate +
This increases the chance of a defeated monster dropping its Monster Card.
Monster Cards give info about monsters and allow upgrades to be purchased.
Monsters: Tuber, Desert Moth
Shop: 40 Sweezy Coins
Prize %
This increases the chance of a defeated monster dropping a blue prize orb.
Blue prize orbs contain power ups giving special weapons and effects.
Monsters: Blue Slime, Slugger
Shop: 20 Sweezy Coins
HP Drop Rate
This increases the chance of a defeated monster dropping a heart.
Hearts restore one unit health and only drop when the player is missing health.
Monsters: Cave Spider, Dust Mage
Cash Orb Upgrade
This increases the amount of money that cash orbs contain.
Cash orbs are large golden orbs found in various places across Terrafort.
Monsters: Beast, Crack Pot
Shop: 10 Sweezy Coins
Power Up Ammo +
This increases the ammo capacity of special weapon power ups (gold border).
Ammo increases by 1.2x, 1.4x and 1.6x with each level of this upgrade.
Monsters: Pandargh, Lava Worm
Shop: 30 Sweezy Coins
Death Penalty
This decreases the cash penalty for bringing the player back to life from death.
However, this upgrade currently has no effect, and the penalty is fixed at 10%.
Monsters: Boglin, Blok
Shop: 10 Sweezy Coins
Water Tyre
This allows the Sweezy Gunner to travel across water.
Monsters: Giant Cave Slug (first boss)
Flash Shield
This allows the Sweezy Gunner to put up a shield around itself.
The shield protects from bullets, but not from collisions with monsters.
Monsters: Emerald Crusher (second boss)
Warp
This allows the player to warp to any checkpoint he has reached.
This ability cannot be used in a dungeon.
Shop: 10 Sweezy Coins
Break Bullet
This gives the Sweezy Gunner’s bullets the power to break various objects.
Monsters: Sdot Roy (third boss)
Dash
This gives the Sweezy Gunner the ability to dash through barriers.
Dashes can be chained together in different directions infinitely.
Monsters: Blorbix (fourth boss)
Lava Tyre
This allows the Sweezy Gunner to travel across lava.
Monsters: Twinkle Toes (fifth boss)
Sweezy Coins
Sweezy Coins unlock upgrades in Modello’s shop for purchase. The following is a list of every location the 40 Sweezy Coins are located in. Each coin is marked by a white X on the map screen it is found. The coordinate given is based on the x axis being the letter, while the y axis is the number, with the top-left square being the origin (so the first example, I5, would mean the 9th square from the top and the 5th square from the left when looking at a full map in-game). The coins are listed in the order you gain access to them, not by area.
If you need to enlarge the images, you can click on them to blow them up in an image viewer.
Sweezy Coin 1
Glow Shroom Caverns
I5
Sweezy Coin 2
Glow Shroom Caverns
I6
Sweezy Coin 3
Glow Shroom Caverns
H5
Sweezy Coin 4
Glow Shrrom Caverns
H6
Sweezy Coin 5
Frantic Fields
I2
Sweezy Coin 6
Frantic Fields
G4
Sweezy Coin 7
Frantic Fields
G2
Sweezy Coin 8
Frantic Fields
F3
Sweezy Coin 9
Emerald Caves
B4
Sweezy Coin 10
Emerald Caves
B2
Sweezy Coin 11
Emerald Caves
C2
Sweezy Coin 12
Twisted Tundra
D3
Sweezy Coin 13
Forgotten Temple
H2
Sweezy Coin 14
Forgotten Temple
G3
Sweezy Coin 15
Forgotten Temple
F4
Sweezy Coin 16
Frantic Fields
H2
Sweezy Coin 17
Twisted Tundra
A4
Sweezy Coin 18
Twisted Tundra
D4
Sweezy Coin 19
Twisted Tundra
E5
Sweezy Coin 20
Mech Fortress
A6
Sweezy Coin 21
Mech Fortress
C5
Sweezy Coin 22
Mech Fortress
E5
Sweezy Coin 23
Emerald Caves
C4
Sweezy Coin 24
Twisted Tundra
B2
Sweezy Coin 25
Arid Dunes
F8
Sweezy Coin 26
Arid Dunes
E7
Sweezy Coin 27
Arid Dunes
E9
Sweezy Coin 28
Arid Dunes
C8
Sweezy Coin 29
Twilight Cove
D8
Sweezy Coin 30
Twilight Cove
E8
Sweezy Coin 31
Twilight Cove
F10
Sweezy Coin 32
Twilight Cove
D9
Sweezy Coin 33
Twilight Cove
B10
Sweezy Coin 34
Arid Dunes
D6
Sweezy Coin 35
Arid Dunes
E6
Sweezy Coin 36
Arid Dunes
F6
Sweezy Coin 37
The Scorch
G6
Sweezy Coin 38
The Scorch
I6
Sweezy Coin 39
The Scorch
F7
Sweezy Coin 40
The Scorch
H9
This order presents the coins in the earliest possible times the player can acquire them, but to save the most time in backtracking, it is recommended to wait until clearing the Mech Fortress to get the Dash ability (Lava Tyre is only required for one Health Core very far back, so waiting to get it won’t save much time in backtracking, if any).
Health Cores
Health Cores restore the player’s health to full when picked up. Collecting four Health Cores will also add another block of health to the player’s maximum. The following is a list of every location the 28 Health Cores are located in. Each heart is marked by a white X on the map screen it is found. The coordinate given is based on the x axis being the letter, while the y axis is the number, with the top-left square being the origin (so the first example, H4, would mean the 8th square from the top and the 4th square from the left when looking at a full map in-game). The hearts are listed in the order you gain access to them, not by area.
If you need to enlarge the images, you can click on them to blow them up in an image viewer.
Health Core 1
Glow Shroom Caverns
H4
Health Core 2
Frantic Fields
G3
Health Core 3
Frantic Fields
G2
Health Core 4
Emerald Caves
C4
Health Core 5
Emerald Caves
C1
Health Core 6
Twisted Tundra
B2
Health Core 7
Forgotten Temple
G4
Health Core 8
Forgotten Temple
F2
Health Core 9
Forgotten Temple
H2
Health Core 10
Glow Shroom Caverns
I6
Health Core 11
Frantic Fields
H2
Health Core 12
Twisted Tundra
B4
Health Core 13
Twisted Tundra
F4
Health Core 14
Mech Fortress
D5
Health Core 15
Mech Fortress
E7
Health Core 16
Twisted Tundra
D5
Health Core 17
Mech Fortress
A6
Health Core 18
Arid Dunes
F9
Health Core 19
Arid Dunes
D8
Health Core 20
Arid Dunes
C7
Health Core 21
Twilight Cove
F10
Health Core 22
Twilight Cove
C9
Health Core 23
Twilight Cove
B10
Health Core 24
Twilight Cove
B8
Health Core 25
Frantic Fields
G4
Health Core 26
Arid Dunes
D6
Health Core 27
The Scorch
H6
Health Score 28
The Scorch
F7
This order presents the hearts in the earliest possible times the player can acquire them, but to save the most time in backtracking, it is recommended to wait until clearing the Mech Fortress to get the Dash ability (Lava Tyre is only required for one Health Core very far back, so waiting to get it won’t save much time in backtracking, if any).
Hidden Monsters
The last three monsters, the Fields/Tundra/Dunes Myths, are hidden in only one place each in the game. While these places aren’t overly obscure, it can be tricky to spot the monsters in them, and you may kill them without even realizing it given the chaotic nature of the game. The following is the location of each Myth in a screenshot – can you spot the Myth?
Fields Myth (Frantic Fields F3)
The Fields Myth can be accessed once the player has cleared the third dungeon (Forgotten Temple) and has the Break Bullet ability.
Tundra Myth (Twisted Tundra A4)
The Tundra Myth can be accessed once the player has cleared the fourth dungeon (Mech Fortress) and has the Dash ability.
Dunes Myth (Arid Dunes F7)
The Dunes Myth can be accessed once the player has arrived at the Arid Dunes area on the overworld, which is after clearing the fourth dungeon (Mech Fortress).
Each of the enemies actually includes the object it’s hiding behind, so you don’t have to wait for them to pop out or anything; simply destroy the whole object along with them to receive the kill. A Myth will always drop its card, and once collected, the Myth will never appear again for the rest of the game.
Final Words
I hope you found even a little bit of this information helpful, entertaining, or any other positive adjective you find suitable. If I left important information out of the guide, don’t hesitate to let me know. Happy gaming!