Post Void Guide

Weapons and Enemies for Post Void

Weapons and Enemies

Overview

All you need to know about Post Void’s weapon selection and enemy roster.

== WEAPONS ==


PISTOL
Your tried and true sidearm.

DETAILS:
Capacity – 6 shots
Damage – Low (bodyshot), High (headshot)
Rate of Fire – As fast as you can click

TIPS:
Aim for the head. You can and will dispatch every enemy with one shot using this weapon if you know where to shoot. This weapon is enough to carry you through Act I (if you have a reaction speed faster than cement).


KNIFE
A serrated combat knife for close range confrontations.

DETAILS:
Capacity – N/A
Damage – Medium (stab), High (charged slash)
Rate of Fire- Medium

TIPS:
Charge the knife by holding attack. The knife can kill multiple enemies with one slash. Charge right after a kill. Keep it held until you want to kill something. For speedrunners. Surprisingly effective weapon. Use while sliding for maximum efficiency.


UZI
Compact automatic lead dispenser.

DETAILS:
Capacity – 20
Damage – Medium
Rate of Fire – High

TIPS:
Control your recoil. Pay attention to enemies telegraphing their death. Do not waste time. Kills will feel unsatisfying but the UZI will do the job. Ammunition upgrades are recommended with this weapon. In an emergency, don’t be afraid to spray and pray.


SHOTGUN
Double barrel shotgun, sawn off.

DETAILS:
Capacity – 2
Damage – High, Low (out of range)
Rate of Fire – Slow

TIPS:
This one. Aim carefully, don’t miss. It feels good in your hand. Ammunition upgrades are extremely recommended for this weapon. You know what to do. Make sure there are no flamingos nearby when you reload.

== ENEMIES ==


BLACK-SUITS
Gun-wielding businessmen. They don’t respect your presence here.

INFO:
Blacksuits are your first enemy encounter. They will shoot medium-damage bullets at you and occasionally roll to evade. A headshot will instantly kill them, and it takes a few bodyshots to kill with a pistol. A shotgun will make short work. Medium threat.

FIRST APPEARANCE:
Act I


Flamingo
Humanoids with razor-sharp teeth. Hungry. Itchy.

INFO:
Flamingos are your second enemy encounter. They charge at you and start attacking once they are in melee-range. High damage. Beware. Their footsteps are easily discernible and serve as a warning that one is nearby. Sometimes your shot will not hit if you are inside them. High threat.

FIRST APPEARANCE:
Act I


Crying Mouth
Eyeballs with thick stalks. Not what they appear to be.

INFO:
Crying Mouthes open up when you’re close and rapidly fire bullets at you. Weak and easy to kill, provided you dodge the stream of bullets. Sometimes accompanied by drones. Medium threat.

LIFE PER KILL:
Medium

FIRST APPEARANCE:
Act I


DRONE
Mechanical flying drones. Their purpose, outside of harming you, is unknown.

INFO:
Drones are usually found in groups. A melee-only enemy, their strategy is to surround and slow you down. Contact damage is minimal but can overwhelm in numbers. Explosive rounds is extremely effective against this type of enemy. Low threat.

FIRST APPEARANCE:
Act II


Bulb Hand
Small creatures with lightbulbs as heads. Bio-mechanical creation or controlled evolution?

INFO:
Bulb Hands will seek to blind you by approaching and flashing their bulbs. They make a high pitched sound before they do so, alerting you to their presence. Easy to kill and serves no direct threat, but the flash can disorient and distract you. Low threat.

FIRST APPEARANCE:
Act III


WHITE-SUITS
Thugs with a strap. Every fiber of their being reeks with hatred and vitrol directed towards you.

INFO:
Much like their blacksuit counterpart, whitesuits shoot at you and roll to evade. They are sturdier and hit a little harder. Evades all the time. Do not let their similarity to blacksuits fool you. High threat.

FIRST APPEARANCE:
Act III

FLESHWALLS
A growth of some kind. Something is crawling out. Put it out of its misery.

INFO:
Not an enemy in the traditional sense, Fleshwalls serve to impede your progress. Shoot them until they die. Their weakspot is the center: one well placed shot will destroy the fleshdoor. No threat.

LIFE PER KILL:
Medium

FIRST APPEARANCE:
Act II

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