Nuclear Throne

Nuclear Throne

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"no popo" - Complete Guide to the IDPD
By sly
In this guide, you will learn about every single enemy you will fight in the ranks of the Inter-Dimensional Party Destroyers Inter-Dimensional Police Department.
   
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Who are the I.D.P.D.?
According to the wiki,
Originally posted by Nuclear Throne Wiki:
"The I.D.P.D. (Inter-Dimensional Police Department) is a group of enemies set on killing the player when they reach a certain level of power. Gameplay-wise, they are designed to be the equivalent of the player, but using tech to augment their abilities rather than mutations."

The I.D.P.D. are not mutants - as a result, they do not drop rads (experience) upon death, they can only drop ammo and health if you're damaged. When they enter a level, a siren noise accompanied by a pair of, or more, blue portals will appear, along with troops. They can hurt you and other enemies, but not themselves. The policemen and women have unique abilities, special guns that fire faster blue bullets, and only spawn under certain circumstances, such as:

  • When you damage a Proto Statue or fully charge it.
  • When you open a special blue I.D.P.D. Ammo Chest.
  • If you take a crown from the crown vault, they will spawn as you enter the next level. (If you start off the game with an unlocked crown, they will immediately spawn in 1-1.)
  • When you enter the Palace, they have a random chance of spawning. (Except in 7-3).
  • Lil' Hunter has the ability to summon 2 I.D.P.D. at will.
  • Upon looping, I.D.P.D. will always spawn in the Campfire area. (0-1).
  • When playing as Rogue, the I.D.P.D. will spawn when you kill approximately half of the enemies in the level, when you kill everything in the level, and can spawn like this in every level except for 7-3.
  • After looping the game, the I.D.P.D. will spawn randomly in every area excluding the Crown Vaults and 7-3, and two I.D.P.D. portals will appear whenever you kill a bunch of enemies in the level. The post-loop I.D.P.D. are unique, stronger variants of pre-loop I.D.P.D. When playing as Rogue, in loop, the "half-level" and "finished level" I.D.P.D. spawn in addition to the post-loop ones.



Pre-Loop I.D.P.D. Enemies, Stats, & Abilities
Now that you understand who the I.D.P.D. are, and when they can appear, it's time to learn about each individual enemy and what they can do.

Starting with...

Grunt

Abilities
Damage/Weapon Type
HP
  • Can roll to dodge, similarly to Fish.
  • Shoots small, fast, accurate blue bullets.
  • Can throw blue I.D.P.D. grenades to destroy cover & hurt you.
  • Always spawn in pairs through one blue I.D.P.D. portal.
Projectile: Deals 3 damage per shot.
Grenade: Can deal anywhere between 8-16 damage if standing in the explosion's center.
8 total HP.

Interesting note about the grenades; you can use a melee attack to bounce the grenade back at the thrower, saving yourself and the cover you're hiding in.

Inspector

Abilities
Damage/Weapon Type
HP
  • Can use telekinesis to move you towards itself, similarly to Eyes.
  • Uses an I.D.P.D. exclusive version of the Slugger, which shoots a larger, faster, further reaching blue slug.
  • Just like the Grunt, the Inspector can also throw grenades.
  • Inspectors don't come in pairs, they only spawn once per portal.
Projectile: Deals 5 damage per shot, regardless of range.
Grenade: See "Grunt" section.
10 total HP.

Like Grunts, Inspectors are generally not much of a threat if you play smart and stay at range, giving yourself time to dodge their attacks.

Shielder

Abilities
Damage/Weapon Type
HP
  • Can shield itself against projectiles for a short time, similarly to Crystal.
  • Fires inaccurate, yet fast moving bursts of 8 blue bullets in rounds of 3 before pausing.
  • Like Inspectors, Shielders don't come in pairs. They spawn once per portal.
  • Unlike Grunts and Inspectors, Shielders can't throw grenades.
Projectile: Deals 3 damage per shot. Reflected projectiles also deal 3 damage per shot.
45 total HP.

Shielders are serious business, and the toughest of the pre-loop I.D.P.D. enemies. Take your time when fighting one, as they can reflect your bullets right back at you, take lots of hits, and dish out plenty of damage in short bursts. Interesting note, though; using an energy weapon, such as a Laser Pistol, shoots straight through any Shielder's shield. The same goes for melee weapons. Use this to your advantage when they aren't able to shoot back by hitting them through their shield.
Post-Loop I.D.P.D. Enemies, Stats, & Abilities (Spoilers!)
After fighting your way through the Throne and looping the game, you've got a whole new set of I.D.P.D. after you. Immediately after defeating the Throne, and arriving at the Campfire area (0-1), several pre-loop I.D.P.D. will spawn, and after subsequent loops, the post-loop I.D.P.D. described here will start to spawn in the Campfire area.

We begin with...

I.D.P.D. Van

Abilities
Damage/Weapon Type
HP
  • Unloads several pre and post-loop I.D.P.D. troops.
  • Teleports into any level post-loop in a massive I.D.P.D. Portal, accompanied with a distinct alarm signaling its arrival. When it spawns, it will rush in one direction very quickly, destroying walls and running over everything in its path, including other enemies.
  • Deals contact damage while moving.
  • After unloading several I.D.P.D. troops, the van will remain stationary and no longer deal contact damage, signaled by an open back door and the lights on the top no longer flashing.
  • Upon being destroyed, the van creates 3 I.D.P.D. grenade-like explosions, and drops up to 3 pickups.
  • You don't need to destroy the van to beat the level.
  • After looping twice, two vans will appear. One van will appear per loop you are currently on, (Loop 1 - 1 van, Loop 2 - 2 vans, Loop 3 - 3 vans, and so on.)
Contact Damage: Deals a fatal blow of 20 damage.
Destruction Explosions: See "Grunt" section.
262 total HP on 1st loop, increments slowly upward upon loops.

Vans are dangerous run-killers. If a van touches you, you instantly die, regardless of how much health you have. The only preventative measure you can take against this is to take the Strong Spirit mutation. When a van enters a level, you should immediately turn your attention to it, as the I.D.P.D. that it unloads are much more of a threat than the other enemies. A common strategy is to grab an Energy Sword/Hammer, follow behind the van as it enters the level, and kill each troop immediately as they spawn when the van unloads. Killing the van isn't required, however it is a nice investment to sink your ammo into it in hopes of getting more ammo or health back. Stay back from the van when you attack it, though, as the explosions can surely kill you if you aren't careful.

Elite Grunt

Abilities
Damage/Weapon Type
HP
  • An upgraded verson of the I.D.P.D. Grunt.
  • The Grunt's dodge roll has been upgraded, and he can now fly across the level similarly to Fish when he has Throne Butt.
  • Uses an I.D.P.D. exclusive version of the Assault Rifle, which shoots fast, small blue bullets.
  • Fires in short bursts of 3 bullets at a time.
  • Instead of a grenade, Elite Grunts occasionally shoot a missile that deals 4 damage on contact and creates an I.D.P.D. explosion upon impact.
  • Can spawn out of vans, once per portal, and in the Campfire area on your 2nd loop.
Projectile: Deals 3 damage per shot.
Missile: Deals 4 damage on contact + I.D.P.D. explosion damage (See "Grunt" section).
42 total HP.

Elite Grunts are tough. With their new Throne Butt-like ability, they can fly very fast across the level and hit you with near perfect accuracy. In addition to being tough to hit, they have about as much HP as a regular Shielder, making them hard to kill. The rocket he fires is an instant kill unless you're Crystal with Rhino Skin/Fortress Ultra, or have the Strong Spirit mutation. The rocket also tends to blow up cover that you're behind, so hiding isn't always the best option. The easiest way to kill him is by waiting for him to stand completely still as he prepares to fire his gun.

Elite Inspector

Abilities
Damage/Weapon Type
HP
  • An upgraded version of the I.D.P.D. Inspector.
  • The Inspector's Telekinesis has been upgraded, and he can pull you towards himself, as well as deflect projectiles away from himself, similarly to Eyes with Throne Butt.
  • Very quick and dangerous, his erratic movement pattern (comparable to that of an Assassin) makes it tough to kill him.
  • The Elite Inspector uses an I.D.P.D. exclusive version of an Energy Sword, attacking you with a strong, far reaching melee slash that can hurt you and reflect your projectiles if timed right - strangely, though, your reflected projectiles can't hurt you, only other enemies.
  • Before attacking, the Elite Inspector will play a small animation of exclamation marks above their head (!!!), which gives you time to react.
  • Elite Inspectors don't deal contact damage, but if you're close enough to touch them, chances are you're getting hurt anyway.
  • Just like their non-Elite counterparts, Elite Inspectors can throw grenades.
  • Can spawn out of vans, once per portal, and in the Campfire area on your 2nd loop.
Melee Attack: Deals 8 damage per swing.
Grenade Explosion: See "Grunt" section.
42 total HP.

Elite Inspectors, in my opinion, are the least scary of the post-loop I.D.P.D. troops. While their telekinesis is strong and can throw off your dodging, you should be absolutely fine as long as you keep your distance. Don't sit idly by and let an Elite Inspector charge you, as their attacks cut deep. The best time to shoot them with bullets is when they aren't actively using telekinesis, so your bullets connect instead of bending around them. Bolt and Energy weapons also aren't affected by the telekinesis.

Elite Shielder

Abilities
Damage/Weapon Type
HP
  • An upgraded version of the I.D.P.D. Shielder.
  • Just like the regular Shielders, Elite Shielders can shield against projectiles and reflect them back at you, but now they can teleport afterwards, similarly to Crystal with Throne Butt.
  • Elite Shielders use an I.D.P.D. exclusive version of the Plasma Minigun.
  • When shooting, they fire inaccurate bursts of blue plasma projectiles, roughly 4-6 at a time.
  • Each plasma projectile behaves like regular plasma projectiles, and erupt in a small Plasma Explosion after contact with something.
  • Can spawn out of vans, once per portal, and in the Campfire area on your 2nd loop.
Projectile: Deals 4-16 damage upon contact.
Plasma Explosion: Deals 10-20 damage upon explosion.
105 total HP.

Elite Shielders are by far the toughest post-loop common I.D.P.D. troops. They are the beefiest of the Elites, have the deadliest weapons, and has arguably the best ability of the three. When you see an Elite Shielder, immediately focus on him, as he is likely going to be the largest threat. When taking cover or running away from one of his Plasma Minigun blasts, be careful where you take cover - plasma projectiles explode after contact with anything, including walls - it's entirely possible that the plasma explosion will reach through the wall and kill you. The only saving grace about the Elite Shielder is that the Plasma Minigun projectiles travel much slower than other I.D.P.D. bullets, but they still aren't very slow. Elite Shielders can teleport, but this ability is currently bugged; he won't teleport right next to you, though he can teleport about and create sounds in places where he isn't. Take utmost care when fighting Elite Shielders, as small mistakes will cost you your run. Don't panic, take your time, and shoot him while he's vulnurable.
Special I.D.P.D. (Spoilers! x100)
You now know about every single I.D.P.D. troop, both pre and post-loop. Except for two very special I.D.P.D. that warrant their own section dedicated to them due to their uniqueness.

Beginning with...

I.D.P.D. Freak

Abilities
Damage/Weapon Type
HP
  • A special "mutated" version of the I.D.P.D. Grunt.
  • These bizarre police troops will replace every single Regular and Elite I.D.P.D. troop after you've reached Loop 3, and they will show up in the Campfire area.
  • The I.D.P.D. Freak will shoot 15 blue bullets in a wide, random spread.
  • I.D.P.D. Freaks can also throw 3 grenades at once, creating massive explosions.
  • I.D.P.D. Freaks deal contact damage.
  • I.D.P.D. Freaks have a special ability where they can resurrect themselves from the dead. They will continue to resurrect themselves until the entire level is cleared.
  • I.D.P.D. Vans will now unload I.D.P.D. Freaks and then immediately explode after deploying them.
  • Unlike every other I.D.P.D. troop in the game, I.D.P.D. Freaks will drop rads upon death.
Contact: Deals 5 damage per touch.
Projectile: Deals 3 damage per shot.
Grenade: See "Grunt" section.
34 total HP.

I have never personally encountered I.D.P.D. Freaks, as I've never reached Loop 3. (Furthest I've been is 3-2 L2.) I have no idea how these enemies behave, nor do I have any strategies for beating them. If you've gotten this far into the game, though, you're likely good enough to deal with them somehow. And if you get this far, good luck.

Next, we have the quicker, more menacing...

Lil' Hunter

Abilities
Damage/Weapon Type
HP
  • The boss of the Frozen City, who has three distinct means of attacking.
  • Lil' Hunter will spawn on top of the player, after 7 seconds have passed upon entrance to 5-3. Upon impact, he will shoot out a ring of blue flames that deal a point of damage per frame of contact.
  • After his landing, he will fire bullets out in two unique patterns - one where he pops out of cover and shoots high speed streams of tightly packed red projectiles, and one where he fires a cluster of wide-spread bullets that bounce similarly to the "Bouncer" weapons.
  • Lil' Hunter has the ability to call on I.D.P.D. troops, spawning 2 I.D.P.D. Grunts at a time behind cover. He will spawn more troops more often, proportional to his current health - the less health he has, the more likely he'll call on the cops to help him.
  • Lil' Hunter and his assisting cops can damage each other.
  • Upon death, Lil' Hunter's jetpack will break, and he will spin out of control in a firey explosion, which will instakill you, keep a distance.
  • In loops, Lil' Hunter will spawn much sooner, and with each subsequent loop, he gains the ability to spawn tougher I.D.P.D. troops, including Elites. In addition to this, his posthumous jetpack explosions will become significantly larger.
Contact: Deals 0 damage per touch.
Projectile: Deals 3 damage per shot.
Fire: Deals 1 damage per frame of contact.
Explosion: See "Grunt" section.
140 total HP.

Lil' Hunter is a force to be reckoned with - and without the proper setup with regards to mutations or weapons, he will quickly kill you. He is designed to be a tougher I.D.P.D. troop, but not as tough as the head honcho. He has about the same amount of HP as Big Bandit, but has several more ways of attacking. The streams of bullets travel incredibly quickly, and are difficult to dodge, whereas the cluster of bouncy bullets is near impossible to dodge in enclosed spaces. The best option is to take cover before popping out to engage him, but if you stay too far away and cower behind a wall for too long, Lil' Hunter will fly up into the sky, and slam back down into the ground where the player is standing, exactly like when he spawns in the beginning of the level. This, combined with his ability to spawn I.D.P.D. troops, makes him a beefy, mobile opponent that punishes your own use of cover. To take him down, you have to have hard hitting weapons, like a Heavy Crossbow or Assault Slugger - and melee weapons help deal with his flurries of bullet patterns.

And last, but not least, we have the notorious...

Captain

I won't be going into super in-depth information about the Captain, or how to beat her. She's an intense secret boss fight, and if you wanna read something other than just basic stuff about the Captain/motive or strategies to beat her, read this lovely guide: http://gtm.steamproxy.vip/sharedfiles/filedetails/?id=642196648

That being said, here's the Captain's stats:

Abilities
Damage/Weapon Type
HP
  • The Captain is the "secret final boss" of the I.D.P.D. HQ area, which you can access by pressing "E" on a I.D.P.D. Van that is still unloading troops.
  • After fighting through 2 floors of the HQ, you will reach The Captain, who is sitting behind her desk, patiently, politely waiting for you to attack first. This gives you time to collect yourself before jumping in.
  • Upon shooting her, the desk will break, and the fight will begin. The Captain uses a robo-morph-suit that resembles the shape of a fist. After you damage her, she will immediately charge at you, be forewarned. Her charge will instantly kill you unless you have Rhino Skin or Strong Spirit.
  • The Captain can teleport at will, and can shoot massive Throne-like blue energy orbs. These blue energy orbs can't be broken by melee weapons (except for the Jackhammer, oddly), they can only be reflected back at the Captain. When an energy orb hits something, it will split into a star-shaped barrage of really fast blue bullets. If you have Rabbit Paw during the fight, the orbs will occasionally have ammo and health inside them, kind of like a deadly blue piñata. The blue energy orbs will instantly kill you if you don't have Rhino Skin or Strong Spirit, be careful.
  • When standing still, the Captain has two distinct, very fast bullet firing patterns. The first arcs around herself, and the other arcs towards you.
  • Defeating the Captain will end your run, and has the capability to unlock post-loop crowns, if you're daring enough to fight her.
Bullet Projectile: Deals 3 damage per shot.
Blue Energy Orb: Deals 8 damage per shot.
Contact: Deals 10 damage on touch.
The Captain has a whopping 1540 HP. Wow!



The Captain is an intense, super-difficult boss fight. You need the perfect mix of both survivability and weapon-specific mutations, in addition to the perfect weapons and skills, to defeat her. Mutations such as Rhino Skin, Strong Spirit, Back Muscle, Rabbit Paw, and Recycle Gland are almost required to take her down. If you're going to fight the Captain, be sure to start preparing your build at the start of your run. If you happen to run out of ammo during the fight, and don't have Rabbit Paw, you're merely delaying the inevitable. I don't think that you can use Gamma Guts on the Captain, because I believe she deals contact damage in the same way that she does when she charges at you.

Little Fun Fact about the Captain, she speaks broken Finnish! Her opening lines translate to "Dirty mutant!" and during the fight she'll yell "Fist!" when charging you, referencing the fact that her robo-morph suit is literally shaped like a fist. If you die, her lines translate to "I am the law! Be gone!", which I think is pretty neat.
Rogue
Rogue, though she isn't an enemy after defecting from the police force, is technically an I.D.P.D. trooper in her own right - she is a futuristic, combat-trained human - just like every other member in the ranks of the I.D.P.D.



Unfortunately, Rogue is too complex of a character to cover in one guide section alone. Her playstyle caters to experienced players looking for a challenge, though with clever thinking and practice, you can go as far into the lategame as top-tier characters - like Y.V., Horror, and Melting - with ease.

Linked below is a guide that will cover, in-depth, Rogue as a character, how to adapt to her playstyle and adopt an appropriate mindset to help overcome her more challenging aspects (i.e. Crown Unlocks, the B-Skin Gauntlet, etc). Feel free to read it - I hope it will help you understand Rogue and assist in your endeavors to get 100% completion.

http://gtm.steamproxy.vip/sharedfiles/filedetails/?id=655992966&preview=true
The End
Congratulations!

You're now an expert about each I.D.P.D. troop.

You have reached a maximum killing proficiency with regards to "da popo".

Yung Venuz would be proud.
17 Comments
DillJ1120 13 Aug, 2017 @ 6:04pm 
Of all the IDPD units I hate the most, it would me the Shielder. Their fully-automatic rifles seriously piss me off. And the act that they have 40 health, when the others have only 3 (Grunt) and 5 (Inspector) is bullsh*t. Your shielding ability is enough! There's no need to add more!
Zochiel 9 Jan, 2017 @ 3:39pm 
Yung Venuz would be proud, that is if you're as good as him
Yado 11 Aug, 2016 @ 1:11pm 
the inspectors are the scarest for me, those twats have ended a great amount of my runs. in pairs of two you cant get away and its so fucking annyoing having a run ended by two the suck you in.
:-) 5 Aug, 2016 @ 4:56pm 
:vlambeerPopo:
sly  [author] 8 May, 2016 @ 2:12pm 
Lil' Hunter has been added to the "Special" section, hope you enjoy!
sly  [author] 23 Apr, 2016 @ 10:26am 
@Nyo

You make a valid point - will update the "Special" section to incorporate Lil Hunter.
Bigweld 23 Apr, 2016 @ 9:53am 
What about Lil' Hunter?
Ultra Robot 18 Apr, 2016 @ 5:05pm 
Just a side note, if you're playing as Melting and take Rhino Skin without Strong Spirit, you can still die in one hit from anything that does 6 or more HP of damage anyways. :steamhappy:
sly  [author] 10 Apr, 2016 @ 12:01pm 
The Rogue Guide is officially complete! A small Rogue section has been added to introduce her, with the full in-depth guide linked inside. Hope it helps!
twuster 9 Apr, 2016 @ 10:04pm 
I had the fatty troop kill me and end my loop runs.
Thrice.
At LEAST.
I'm thankful that the bugged transportation is a thing, or otherwise I'd be fucked.
I really would be.