Hand Grenade
AP: 500(direct hit)/500 (area of affect)
Fragmentation device, easily thrown or dropped into a crowd. Detonates after landing and rattling to a halt. Up to five can be carried in one slot, and a common slip is for players to endure tough battles while forgetting they’re carrying a belt of useful explosives. Overcome this by assigning your grenades to a quick Equip (direct up, down, left or right in the Inventory Menu).
Incendiary Grenade
AP: 500(direct hit)/500 (area of affect)
As the description implies, this grenade is good for slowing down pursuers–with the implication that it is unlikely to be fatal to many creatures. With good co-op work though, this will keep them pinned-down and injured. Employ it at choke points such as stairwells and corridors.
Flash Grande
AP: 0 (Special)
The Flash Grenade was designed to stun and subdue enemies with a sudden flash of bright light and a concussive wave. The effect can briefly halt or drive back crowds of Majini. Players caught in the flash will experience a bright light and be unable to act for the duration of the light (you can still move, but unless you know where you’re going, why bother?). In a single-player game, this will actually be resolved as a time-advancement effect in which unaffected creatures will be able to move in and prepare an attack.
But just because it has a zero attack power doesn’t mean that this grenade is worthless. It’s actually the most powerful weapon in the game. Certain BOWs are hyper-sensitive to light, including the most dangerous enemies in the game (Duvalia, for example). Drop one of these babies next to them and they’re toast.
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