SpiderHeck

SpiderHeck

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The (incomplete) Complete SPIDERHECK Compendium
By MutantVampire
An abandoned SPIDERHECK compendium containing information regarding just about everything you need to know about SPIDERHECK - weapons, enemies, tech, etc.
I don't think I'll pick SPIDERHECK up again (I can't stand ping in these kinds of games, and peer-to-peer play is now overshadowed by dedicated servers impossible outside of friends-only), so I'm just publishing this guide as is. Some information might be out of date or incorrect, but you can tell me if there's anything to add or correct!
   
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Basic Mechanics, in Excessive Detail
You are a Spider.
    Fig. 1: A Spider.

You can crawl around on the ground and walls, jump, control yourself slightly midair, and shoot webs around; these webs pull you towards their attachment point, and allow you to swing around. Webs have a minimum duration of about a quarter of a second - you cannot release them until then. In addition, after shooting a web, there is a slight cooldown until you can shoot another one (starting from when you initially shoot the first one). This cooldown grows every time you fire a web mid-air, and resets as soon as you land.

In addition, Spiders can commit violence.

    Fig. 2: Violence.

They can hold laser swords, guns, and other weapons, and with them they can do many things - including but not limited to charge attacks, the release of projectiles, flight via projectiles, and murder. They can also recall weapons to themselves via their mighty telekinetic spider powers; the last item they were holding will be attracted to them, as well as any other items sufficiently nearby.

Spiders die as soon as their head makes contact with lethal sources, including swords, bullets, and the Death Zone. In reality, a Spider's legs are purely cosmetic - they are effectively just disembodied heads hovering slightly above the ground.
Weapons
A list of weapons and their functionality.
General Weapon Facts
  • When weapons are thrown, they always spin clockwise (unless they were already rotating very fast counterclockwise when they were thrown). The sole exception to this is the Particle Spear.
  • Even if you don't have a blade, other weapons can still block blades and projectiles with their hitbox. However, they won't inflict recoil upon blade users, won't reflect projectiles, and will be dislodged from your hand on collision with a projectile (although they can be immediately picked back up)
  • Weapons can be destroyed by contact with the Death Zone, or when they run out of ammo (or durability for Particle Blades). Note that Particle Blades are a special case of this, as they also lose durability when their hilt is hit (see Particle Blades § Durability); as such, they are the ONLY weapons that can be destroyed by other weapons.
Railvolver
(the blue gun)
Comes in two flavors: single and double
- High recoil (Single) / Very high recoil (Double)
- 5 ammo (Single) / 4 ammo (Double)
- Fires a powerful piercing but slow-moving projectile. The Double Railvolver fires two side-by-side
- Can be reflected by blades and Hecksaws
- Projectile can pierce through the invulnerable jaws of Cicadas (see Enemies)
- Its high recoil can be used to fly; especially with the double railvolver
Shotgun
Comes in two flavors: baby and normal
- 3 ammo
- High? recoil
- Fires a large spread of projectiles
- Relatively high damage to Particle Blades
- Normal shotgun has a spread of 30°
- Baby shotgun fires a much wider spread (90°) with higher projectile speed, but has much shorter range
Auto Shotgun
Added in the "Our Park" update
- 3 ammo
- High recoil
- Fires 5 bursts of shotgun pellets in short succession
- Lower spread than regular shotguns
Particle Blades
Laser swords! Comes in four flavors - particle blade, particle spear, double particle blade, and big particle blade.
- The blade doesn't collide with terrain; rather, it shortens when in contact with it
- Can reflect Railvolver projectiles, and deflect shotgun bullets & lasers - at the cost of durability
- Holding left click "charges" an attack, quickly shortening the blade the longer it is held. Once released, the blade instantly extends back to full length and launches the player forwards; the distance travelled depends on how long left click was held. The charge is at full strength as soon as the blade finishes retracting.
-- For a short time after charging, knockback appears to be artificially magnified
- When thrown, the blade remains active for 3 seconds before turning off - allowing disjointed attacks. Telekinesis is quite useful in combination with this.
- Blades also appear to have slightly different physics when they are active vs. when they are off; more research is needed
- Save for the spear, all of the particle blades spin when thrown. However, the spear does not naturally spin when thrown, only taking on the angular velocity it had at the moment it was thrown.
- Also worth noting: the Muscle Arms modifier reduces the recoil from particle blade collision.
Durability
- The blade deteriorates as it is used - each hit shrinks it a bit. Disappears when completely used up. The Efficiency modifier [which increases weapon ammo] can increase their lifespan.
Here is a partial list of things that can reduce the durability of Particle Blades:
  • Collision with other blades and Hecksaws (16, 8 on hilt)
  • Reflecting or deflecting bullets (Railvolver: 4?/2)
  • Proximity to explosions (damage dealt depends on distance)
  • Bounce pads... apparently?
  • Collision with certain AI enemies (todo)
Particle Blades also lose durability when their hilt is hit by any of the above, even if inactive. Hitting the hilt appears to deal twice as much damage as hitting the blade.
Hecksaw

- Low recoil
- 4 ammo
- Fires a long-lasting bouncy saw projectile that is slightly affected by gravity
The Hecksaw doubles as a melee weapon; it does not count as a particle blade and differs from them in the following ways:
- Not affected by Particle Blade-specific modifiers
- Does not deteriorate, unlike Particle Blades - thus, it can be used infinitely and is very useful for wearing down the blades of other Spiders.
- On collision with a projectile, the Hecksaw is ejected from the Spider's hand, but the projectile is still deflected/reflected, and the Hecksaw can immediately be picked up again.
- Since the "Our Park" update, will automatically fire on contact with Wasp or Sith blades, or the bodies of Cicadas
Laser Cannon
- Continuous, medium recoil
- 2 ammo
- The Laser Cannon fires a large, powerful laser beam for a duration of 2 seconds (more with the Beaming Technology modifier), after which it goes on cooldown for another 2 seconds.
- The cannon's recoil renders it hard to reposition while firing, and it is capable of snapping webs.
- The laser can be blocked by blades (preferably the big variant) and Hecksaws, but will dislodge other weapons from the hands of Spiders.
- Spiders and other enemies caught within the beam will begin to exhibit symptoms of a condition known as death
- The cannon will continue firing if it is thrown
Staff of Khepri
- 3 ammo
- Medium recoil. However, firing into terrain generates massive recoil; see "Staff Boost" in Techs for more information.
- Fires slow-moving energy spheres that are magnetically pulled towards all nearby targets, creating a homing effect.
- Energy spheres are not magnetized towards their "owner"
- If hit by a particle blade, the energy sphere will become neutral; it will no longer have an "owner"
Grenade
- Can be armed by left clicking while held
- Also arms automatically if hit with a particle blade
- Detonates after 3 seconds once armed [3 beeps]
- Will instantly detonate when shot with most guns, including Shotguns and Particle Guns
- Will also instantly detonate on contact with the Death Zone.
- If primed, will (usually) instantly detonate on contact with AI enemies or their weapons.
Mine
- Can be armed by left clicking or via particle blade, as with grenades
- Once armed, pulses indefinitely until it lands on a solid surface.
- Once it lands, the Mine will "activate," sticking to the surface. After a brief delay, it will turn red, indicating it is prepped for explosion.
- ANY solid surface does the trick - terrain, items, Spiders, enemies, Staff of Khepri spheres, even Hecksaws! Particle blades don't count, however.
-- However, they will NEVER stick to the Spider that (armed/threw?) the mine
- If a Spider or AI enemy enters the proximity of an engaged mine, it will prime and explode after a short delay.
Laser Cube (incomplete?)
- Arms under the same conditions as grenades.
- 3 seconds after arming, the laser cube is locked in place by gaining massive air resistance. Because it is not truly fixed in position, it can still be moved slightly afterwards - it will fall slowly due to gravity, and can be moved by Recall.
- After 3.5 seconds, the cube activates - rotating slowly and firing Laser Cannon beams from each of its 4 sides.
- The laser cube deactivates 4 seconds after activation; if rotation is not blocked, it will complete just under a quarter of a revolution in this time.
Weapons [cont]
Burst Launcher (incomplete?)
- 2 ammo
- No recoil
- Fires 5 mini rockets in a fixed spread
- Rockets need a brief amount of time to accelerate to full speed
- Mini rockets have a very small explosion radius
- Due to their proximity during flight, when one mini rocket explodes, it will usually set off the rest
Gravity Saw (incomplete?)
Added in the "Our Park" update
- 2 ammo
- Identical recoil to the Hecksaw
- Fires a purple Hecksaw
- After one second, the gravity saw will lock in place and begin attracting nearby players and objects
- Peculiarly, the attraction zone does damage to nearby Particle Blades and primes nearby explosives
- Disappears after 4 seconds from activation (5 seconds from being fired)
Gravity Grenade
- Explosive; armed with left click or particle blade
- Cannot be forced to explode early
- Experiences more drag while midair than other objects
- Locks in place and activates gravity field 1 second [2 beeps] after it was last thrown (or armed, if it is never thrown)
-- Will never activate gravity while being held
- Explodes 6 seconds after being armed [12 beeps], with the same radius as a regular grenade
Particle Blade Launcher
- 5 ammo
- Low recoil
- Shoots ordinary particle blades, with no rotation
-- Particle blades can hit user
- Large frontal crossbow arm can function as a shield
Death Ray
- 1 ammo
- Medium recoil
- After a 3(?) second chargeup time, fires a purple hitscan ray that pierces all terrain
- Victims will not scream
Enemies
This section details all of the AI-controlled enemies that can appear in Wave Survival and Tiers of Heck [given names by me].
Bunker

The Bunker is one of the most basic enemies - it is merely an armored flying ball that deals contact damage and chases down the player. Destroying all of its "shields" will kill it; it can take two hits from particle blades and Hecksaws, but only one hit from guns such as shotguns or Railvolvers.

The Bunker also has a purple variant that spawns later in the game, which boasts far more durability. It can take many hits from Particle Blades and two from a shotgun, but a Railvolver will kill it instantly.

Info
  • Earliest spawn: First wave (Purple: ≤20)


Wasps

Wasps are basic flying sword enemies; they follow spiders, hovering around them, and then eventually charge - holding their sword directly in front of them when they charge. Their sword can easily deflect particle blade and shotguns, but sometimes fail to deflect well-placed Railvolver shots [and cannot reflect them].

Wasps can only be killed with a blow to the head, which can be somewhat troublesome if you are using a particle blade due to their often well-positioned blade. I recommend either quickly getting behind a wasp to acquire a clean head bonk before their blade moves, or waiting until they charge to strike - as they leave themselves open during a charge.

Wasps also have a variant with a longer, purple blade. In addition, Wasps sometimes spawn with purple shields that protect them from one hit in later stages.

Info
  • Earliest spawn: First wave (Purple: ≤17)
  • Shields: Yes


Drone
Drones are erratically-moving spherical enemies that can fire Railvolver shots at Spiders, which can be reflected by Particle Blades. They take a while to charge up their shots, and will cancel their attack if line of sight is broken. They try to maintain a distance from Spiders, keeping them safe from blades, and their erratic movement makes it difficult to hit them with slow-moving projectiles (e.g. Railvolvers).

Here are some tips for fighting Drones:
  • If you're using a blade, I would not recommend trying to reflect their attack to kill them; due to how thin blades are, the projectile can very easily slip by for a direct hit. Instead, I'd recommend using your blade's charged leap attack to get close to them for a kill.
  • The Objectification modifier is your best friend against Drones; being able to latch onto Drones will make it incredibly easy to close the distance for a quick blade swipe.
  • Shotguns are quite effective against Drones, as they're almost guaranteed to hit at close range.
Info
  • Earliest spawn: ?
  • Shields: Yes (≤ Wave 15)


Centrifuge
Centrifuges are erratically-moving spherical enemies, akin to Drones, with a sickle that rapidly spins clockwise around them. They are quite intimidating at close range, especially against blades, because they constantly threaten to "juke" you with their jagged movement and slip past your blade. In addition, their sickle can block projectiles like ye olde Wasp blade.

Centrifuges have a variant with a larger purple sickle that extends further out from their body. In addition, they can spawn with shields in later stages.
Info
  • Earliest spawn: ? (≤7)
  • Shields: Yes


Cicada

Cicadas are flying enemies that hover around while facing towards a Spider, periodically firing Staff of Khepri energy spheres which home in on Spiders. These spheres can be destroyed with most guns, or reflected via Particle Blade. When reflected, the spheres change allegiance to the Spiders and begin to home in on any nearby enemies - but beware! Reflected Cicada spheres can still kill Spiders, and will resume homing in on Spiders if there are no enemies nearby.

Cicadas are quite the nuisance to kill, because their "jaw" is invulnerable, protecting them from shotguns and particle blades. However, Railvolvers can still pierce through the jaw and kill the Cicada directly. In addition, when a Cicada fires, they will not only be stunned by the recoil, but forced to briefly turn around - leaving the belly vulnerable to a Particle Blade, To defeat Cicadas, I recommend either grabbing a Railvolver to shoot them with, using a particle blade to reflect their shots in the hopes they will home in onto the Cicadas, or striking the belly with a particle blade after they fire [although this is rather risky].

Cicadas also have a purple variant that have extra defensive "wings" on the side - these wings protect the Cicada, but break off after taking enough damage. They are also much more agile than normal Cicadas, moving faster, more erratically, and having a much shorter post-fire stun period.

Info
  • Earliest wave: 8? (Purple: ≤20)
  • Shields: Never
Trivia
  • Although Hecksaws can block Cicada energy spheres, like particle blades, they do NOT change their "allegiance."


Kamikaze
The Kamikaze is a high-speed Bunker-like enemy with an explosive core. They rush towards Spiders and, once in proximity, prime their core - causing a grenade-sized explosion after a few seconds. They will still continue to chase the player even after their core is primed, making them quite dangerous.

Like Bunkers, they have rotating shields capable of dealing contact damage. Destroying all of their Bunker shields will automatically prime their core and render them immobile; if you can hit them with a gun, you can safely get away - perhaps even dealing some collateral damage to other enemies.
Info
  • Earliest wave: ?
  • Shields: Never
  • Affected by Bigger Boom
Enemies (cont.)
Hornet Sith
The Hornet Sith is a powerful double-bladed variant of the Wasp; its dual blades are absurdly good at blocking nearly all types of attacks save for explosives and lasers. When near a Spider, it may charge, rapidly spinning its blade and rushing quickly towards a nearby Spider for a while. After its charge is finished, it is somewhat stunned for a time - unable to charge again or move much for a while - rendering it somewhat vulnerable.

There are four main ways to kill a Hornet, each of which may be more viable depending on your current state of mind:
  • (Absolutely terrified) Find a grenade, mine, or laser cannon, and fire away at the Hornet with extreme prejudice from a safe distance.
  • (Willing to do some close-range blade combat) Wait for the Hornet to charge, and once its charge is over, look for an opening to its head while it is still stunned.
  • (Feeling quite bold) Poke a Particle Blade through the gap in its double-blade and into its head.
  • (In possession of a gun) Gun.

The Sith have no purple variant, but they may spawn with purple shields.

Info
  • Earliest spawn: Wave 24
  • Shields: Yes
  • Unholiness: Maximum


Hornet Mage
The Hornet Mage is a rather unique enemy - it casts a large energy bubble that slowly homes in on Spiders, with a cosmetic stream of energy linking it with its bubble. The bubble does not kill Spiders instantly, but still does so quite quickly. Mages try to position themselves opposite to Spiders across the bubble, using it as a sort of barrier; and if a Spider gets too close to them, they will flee with magnificent speed. The trident they use to cast their bubble can also sometimes block shots, and the very tip of it seems to be capable of doing contact damage - although this will almost never kill a Spider.

Info
  • Earliest spawn: Wave 24
  • Shields: Never
Tips and Tricks
Wave Survival
Some tips and tricks for Wave Survival in general, especially regarding modifiers:
  • Don't underestimate Bigger Boom. While it may seem rather uninteresting in early waves, later on you will be very, very happy you have access to strong crowd control (and a way to breach the defenses of those pesky Sith!)
  • Positive Encouragement [which gives you a chance to gain a shield on spawn] may usually seem rather mediocre in Solo, but it is significantly more powerful in Multiplayer. Why? Because it can proc even if some players survived - if all but one Spider dies in a wave, the rest will have a chance at getting shields without losing any lives.
Fragile/Pain 6 info
Efficiency works in Pain 6; it will give each gun 2 shots and particle blades 2 hits. Interestingly, blades won't shorten to half length on their first hit.
Things that will use up your particle blade:
  • Hitting Bunkers, Kamikazes, Drones, or Centrifuges [shielded or not]
  • Hitting the blades/sickles of Wasps, Centrifuges, or Hornets
  • Reflecting Drone bullets
  • Hitting Cicada orbs
  • Having the hilt get hit by any of the above will also destroy the blade
Things that won't:
  • Hitting the heads of Wasps, Sith, or Mages
  • Popping the shields of Wasps and Sith (although you will most likely hit their blade immediately after anyway)
  • Hitting Cicadas at all - whether it's the back, the jaws, or the Purple Cicada wings
Techs
The following section details some obscure tricks that may come in handy every so often.
  • The Switcheroo: If another Spider is trying to Recall an item, throw a grenade at them! Because Recalling and grabbing items uses the same key, if your aim is good enough, your foe will end up grabbing the grenade - and likely won't have enough time to react before the cessation of their vital life functions.
  • Handle with Care: It's possible to hold activate Laser Cubes without dying, as long as you position it so that none of the lasers hit your head. You can even rotate it slightly to aim it a bit. However, be careful of camera movement.
  • Staff Boost: For some reason, if you fire a Staff of Khepri while its "head" is inside of terrain, you will receive significantly more recoil than the Staff usually provides. Firing straight downwards into the terrain, this will launch you upwards about half as far as a Particle Blade charge.
  • Sawjump: If you jump and then immediately fire a Hecksaw to where you jumped from, the saw will propel you and give you a slight extra boost. (Slightly risky.)
  • Hyperjump: Simultaneously jumping and charging or recoil boosting massively increases the distance you travel. With recoil boosting, however, this often results in the weapon shooting itself, thereby disarming you until you recall it back. To practice this, go to the No Web parkour course and try to use this to jump over to the purple switch; if you jump too soon, you'll just do an ordinary jump, and if you jump too late, you won't make it over.
  • Pike Spike: My signature technique! Charge a Particle Spear, and then throw it at your enemy - the spear will instantly re-extend to full size, allowing it to pierce straight through weapons. It will also mysteriously gain a brief burst of speed when first thrown, allowing for precise mid-range strikes.
  • Web Stalling: If you shoot a web when there is no surface to web onto, your web will cling to "nothing" for a split second. This can be used to stop instantly, maintain vertical speed, or - if you shoot upwards and slightly opposite to the direction you are moving in - convert a bit of horizontal momentum into vertical momentum.
Trivia
Bonus trivia!
  • Missiles from Burst Launchers and RPGs(?) can be knocked back by explosions!
  • Flares last 1 minute. However, if you are in a lobby for a Pain 6 Wave Survival game, they deplete instantly!
  • Explosions have a persistent hitbox and can "hit" the same thing more than once, meaning they are the ONLY thing capable of piercing through shields.
  • Enemies die instantly if they are clipped inside of a wall for over half a second. This also causes Kamikazes to instantly explode.
  • There is one exception, and only one exception, to the rule that legs are entirely cosmetic: sliders. Sliders activate whenever they are touched by the leg of a Spider.
5 Comments
Tylertothekore 21 Dec, 2024 @ 6:30pm 
canonically
Tylertothekore 21 Dec, 2024 @ 6:27pm 
and the mages r called stormcasters
Tylertothekore 21 Dec, 2024 @ 6:27pm 
exept the bunkers r called rollers ips
Tylertothekore 21 Dec, 2024 @ 6:27pm 
i agree
green bean 23 Dec, 2023 @ 4:02pm 
basic mechanics in excessive detail