A wide variety of weapons can be found throughout the game, but there are some special ones that have a harder time being acquired. The following is how to get all Teen weapon sets:
Teens players may construct a number of weapons to use against the Monster in VHS. Each of these weapons works in a unique manner and is best suited for a certain circumstance. So, how do you decide which one to make? So, based on what I saw in the VHS closed beta, I’ll tell you all you need to know about firearms in VHS. For the time being, I’m going to focus on the basic weaponry rather than weapon modifications.
In VHS, there are four different sorts of weaponry, each of which symbolizes a different Stigma. For each Stigma, there are presently three weapons. When a Monster is exiled by a single Stigma, all weapons of that sort will instead stun them from that point forward. If you use a Curse weapon to expel the Monster, all further Curse weapon hits will stun the Monster rather than damage it.
A Teen may only manufacture one weapon per Stigma when they initially start the game. Using the weapon in matches and accumulating XP with it is the only method to unlock new weapons for a Stigma. After you’ve used the weapon a certain number of times, the next weapon for that Stigma will become available. Let’s look through each Stigma’s weaponry one by one.
Hellbent Games’ picture of a smithing weapon
Weapons Should Be Burned
The first Stigma is named Burn, and it includes all weapons that employ fire. The Flamethrower will be the first weapon available to Teens. The Flamethrower fires a cone of flame that may be used to extinguish the monster. The Flamethrower takes a second to activate, so make sure the Monster isn’t too near before you use it. You must maintain the fire on the Monster for two seconds in order to banish it using the Flamethrower.
If you’re new to the game, the Flamethrower is a good choice since it’s simple to strike the Monster with it. However, if you have the necessary talents to utilize the following weapon, you should construct it instead. The Fire Bomb is the second Burn weapon, and it works similarly to a Molotov. If there is nothing in your path, you can aim the Fire Bomb and toss it fairly far. The Fire Bomb bursts in flames and leaves a circle of fire on the ground for a few seconds when it strikes the ground.
It will take more experience to use the Fire Bomb; you must have a feel for how far you can toss it and how quickly it triggers once you launch it. The Fire Bomb is excellent for obstructing regions and preventing the Monster from capturing a fellow Teen. It may also be used to entrap the Monster in a chamber or set up an ambush. If you use the Fire Bomb on the Monster, you’ll almost certainly kill it. The Monster can only escape death if they are on the outskirts of the Fire Bomb’s radius.
Hellbent Games’ depiction of a flamethrower weapon
The Solar Flare is the last Burn weapon, and it functions differently than the others. It’s a disc that the player must place someplace on the map. This disc floats in position, with rays indicating its impact area. The Survivor may activate the disk to attack if the Monster comes too near to the Solar Flare. The Solar Flare will auto-target towards the Monster, so the Teen does not need to aim it. This is what makes the Solar Flare such a powerful weapon.
The Solar Flare, on the other hand, has flaws. For starters, it cannot be moved after it has been put. You must dismiss the disk and put it again if you need to relocate it. Furthermore, the Monster may diminish the Solar Flare charges by glancing at the disk, so if you can’t strike the Monster with it, be sure you dismiss it.
The Solar Flare is still effective in preventing the Monster from moving through an area, and you may use it to set up an ambush for a fellow Teen who is being pursued. If you’re one of the last Teens alive, though, you should create a Flamethrower or Fire Bomb instead.
Weapons of Mass Destruction
The Shock Stigma utilizes electricity to drive the Monster away, and the Raygun is the first weapon you may make. It’s a gun that fires electric rays that can ward off the Monster, as the name implies. This is unquestionably a weapon that requires talent to use. The Raygun may be a weapon to be reckoned with in the hands of an inexperienced Teen, but if you’ve become accustomed to it, it can be a force to be reckoned with. It takes some time to master the weapon’s range and how to aim, but the time spent learning is well worth it.
Following the Raygun comes the RC Flyer, a remote-controlled aircraft that fires an electric beam. The Teen cannot see their body when piloting the RC Flyer, but has complete control over the RC Flyer. Because you must know where the Monster is before employing the RC Flyer, it is simpler to utilize when you have a team that communicates. The RC Flyer is ideal for ambushing the Monster because of this.
Hellbent Games’ illustration of a raygun weapon
Another benefit of the RC Flyer is that you are not interrupted if the Teen is standing beyond the distort range when another Teen is struck. This will take the Monster off surprise since the Monster will believe the RC Flyer will vanish instantaneously.
You should be mindful that the RC Flyer is quite noisy, so the Monster will hear you approaching, however you should be able to catch up to them most of the time if they flee. Just keep a safe distance since the Monster may strike the RC Flyer if you get too near. If this occurs, the RC Flyer will be destroyed instantaneously, and all Teens in the area will be disrupted.
It takes some time to get accustomed to the RC Flyer’s controls, and this weapon isn’t as handy if you’re the only Teen remaining. This is due to the fact that you cannot use the RC Flyer while the Monster is after you, and activating the RC Flyer takes time.
The Shock Sphere – a gadget that produces an electromagnetic forcefield around the Teen and makes them to travel endlessly forward at high speeds – is the last Shock weapon. A Teen may use the Shock Sphere to track down the Monster.
Hellbent Games’ picture of the Shock Sphere weapon
The Shock Sphere is unique in that it instantly kills the Monster if you strike it with it. Of course, there is a drawback to having so much power. After you’ve made a Shock Sphere, you’ll need to charge it at one of the map’s charge stations. These charging stations will be identified by battery icons. The Shock Sphere takes a few seconds to activate once completely charged, therefore it’s great for surprise assaults.
Another disadvantage of the Shock Sphere is that you can’t hear anything once you’re within the electric field. You’ll need to know the Monster’s precise position, or have your team relay it to you. If you’re the last Teen standing, you shouldn’t make this weapon.
Weapons should be cleaned.
To eradicate the Monster, the Purify Stigma uses purifying energy. The Radiant Cross, which fires a cone of energy, is the first cleanse weapon. This weapon is simple to use, as it only takes two seconds to retain the cone on the Monster. The Radiant Cross is a versatile VHS weapon that may be used at any time. It is particularly effective against the Dollmaster’s dolls, which are notoriously difficult to strike owing to their small hitboxes.
Following the Radiant Cross comes the Holy Slingshot, which is much more difficult to utilize. A little ball of Purify energy is launched by the Holy Slingshot. When it falls, it forms a tiny circle around the Monster and delivers damage to them for as long as they are within. However, since this circle is so tiny, correctly employing the Holy Slingshot may be difficult. If talented Teen players can aim appropriately, they may utilize this VHS weapon to create great moves.
Hellbent Games’ illustration of the Holy Slingshot weapon
The last and most powerful Purify weapon is also the most powerful Purify weapon. The Sacred Staff must be charged in a certain method before it may be used. You must use the Sacred Staff to cure wounded Teens, and after you have healed enough, it will be able to target the Monster. If you’re the last Teen standing, you won’t be able to utilize the Sacred Staff because of the downtime mechanism.
The Sacred Staff is particularly powerful since it has a long range and auto-aims at the Monster. To utilize it, all you have to do is turn it on. The Sacred Staff fires a focused beam of Purify energy at the Monster when it is triggered. You must maintain this beam on the Monster for two seconds to expel it.
Weapons of Curse
Curse is the last Stigma, and it uses evil energy to drive the Monster away. The Cursed Sword is the first weapon, and it is one of the game’s most powerful weapons. It’s vital to note that the Cursed Sword is a distant weapon rather than a melee weapon. So maintain your distance from the Monster while you’re utilizing it.
The Cursed Sword creates a purple wall that travels in a straight line when used. This wall only lasts a few seconds before it vanishes. If the Monster attempts to break through the wall, they will begin to take Curse damage and will be exiled after two seconds within the wall. You may use the Sacred Sword to cage the Monster within rooms or even create your own box around them so they can’t escape.
The Cursed Sword’s strength comes from its ability to instantaneously create a barrier that the Monster cannot safely pass through. You may still use the Cursed Sword to set the Monster up to be expelled by the other Stigmas after it has been banished by the Curse Stigma.
Hellbent Games’ picture of the Cursed Sword weapon
The Infernal Eye is the second curse weapon, and it is also a one-shot weapon. The Infernal Eye is summoned by the Teen, who then has power over the Infernal Eye rather than their character. Then they must use the Infernal Eye to quickly expel the Monster. Because the Infernal Eye is always moving ahead, it might be difficult to traverse at first. When using Infernal Eye, knowing where the Monster is ahead of time or having your squad inform you where the Monster is helps a lot.
Even though it is very powerful, the Infernal Eye is not a wise option if you are the last Teen standing. This is because the Teen chants loudly while calling it, giving the Monster an opportunity to disrupt the summon. Furthermore, summoning the Infernal Eye takes a few seconds, so you can’t use it while being pursued.
The Enigma is the last curse weapon, and it is also incredibly powerful. The Teen must charge the Enigma once it has been built, but they can only do it while in the Monster’s Tension Track. The Tension Track is a circle surrounding the Monster that plays special music to notify Teens that the Monster is approaching. If you’ve seen Dead by Daylight, it’s similar to a Killer’s Terror Radius. When staring directly at the Monster, teens may also charge the Enigma. Furthermore, when charging, the Enigma generates a lot of noise, which might put you in danger.
Hellbent Games’ picture of the Enigma weapon
When the Enigma is charged, it becomes a devastating weapon. When you activate the Enigma near the Monster, it will automatically aim towards the Monster. It fires a beam of curse energy towards the Monster, and the Monster is banished in less than 2 seconds.
If you’re the last Teen standing, the Enigma isn’t a smart weapon to make since it’s so deadly to charge. You’ll also have to think about where you stand in the game. You should construct a new weapon if the Monster exerts a lot of pressure. Because you are unable to devote the additional time required to charge the Enigma.
In VHS, all of the Teen weaponry are discussed; each weapon is suited for a certain function. Some are better at ambushing the Monster, while others thrive in direct combat. I hope you found this tutorial useful, and stay tuned for future VHS instructions!