Search for the four orbs scattered about the level at match start. Kill enemy players; take their orbs. As a team, bring all four orbs to the enemy's flag barrier. This unlocks the flag and allows you to try for that score.
The Goal
Search for the four orbs scattered about the level at match start. Kill enemy players; take their orbs. As a team, bring all four orbs to the enemy's flag barrier. This unlocks the flag and allows you to try for that score.
The Orbs
Each of the four orbs detriments the player in a certain way:
Blue - lowers your overall speed.
Green - weakens your defense.
Orange - hinders your ability to jump and dodge.
Purple - your attack power is hindered.
To throw an orb, either assign throw orb under controls or manually bind "mutate throworb" to a key in the user.ini file.
The Flag
The flags are surrounded by a glowing mist, and electrified with a current that harms anyone not holding an orb.
The Bots
Your AI teammates will hunt for orbs on their own. They'll try and kill any enemy player they find that holds and orb. Sometimes, they'll pass an extra orb to you if you don't carry any or they'll escort you if you're carrying an orb and are in a weakened state.
When a team gains control of all four orbs, the bots will either defend their homebase or make the run for the enemy flag.
The Classes
An optional way to play. When enabled, depending on what species a character is attributes will vary.
Humans - the Scouts.
They have the fastest overall speed and dodging, and start the game with the link gun. However, Scouts have low defense and attack capabilities.
Gen Mo' Kai, Nightmares - the Snipers.
Jumping is what they excel at and the lightning gun is their standard equipment. Attacks are high while defense and health are low.
Bots - the Tanks.
Starting off with the shock rifle, tanks have high attack power and defensive strength. However, this amount of artillery makes them the slowest of the classes.
Skaarj, Juggernauts - the Defenders
While not as slow and powerful as the Tanks, Defenders begin with the Bio-rifle and are no pushovers in defense.
Each class can gain a specific Super Weapon by doing the adrenaline combo (R D L U).