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Also see Revolver (disambiguation).
The Alternate Revolver (also known as the Slab Revolver) is the alternate form of the Revolver. It can be unlocked in [ 1-4: CLAIR DE LUNE ] after interacting with all four secret slabs found throughout Limbo. It is the first alternate weapon players can find in the game.
Visual Differences[]
- Its grip is contoured instead of straight.
- It has an external hammer that must be pulled back before each shot.
- Its color indicators are on the sides of its barrel, rather than on its chambers.
- Its "cylinder" is X-shaped and appears to hold only four batteries.
- When shot, V1 cocks the hammer in a fashion similar to a single-action revolver.
Behavioral Differences[]
Primary Fire[]
The Alternate Revolver fires two 1.25 damage hitscans, totaling 2.5 damage per shot. These have piercing, allowing hitting two enemies at once, assuming the first one is killed. The bullets are not affected by locational damage. After firing, the hammer must be pulled down to fire again, and if V1 swaps back to the Alt Revolver without pulling down the hammer, or by not waiting 2 seconds after firing, a longer swap animation will play. Unlike the Rocket Launcher, different Alternate Revolver variants have independent primary fire cooldowns, allowing up to three primary fire shots in quick succession.
Like the Standard Revolver, the Alternate Revolver's fire rate is the same between variants.
The primary fire of the Alternate Revolver, in general, heals the player more than the Standard Revolver. When used against weaker enemies, it can restore the player's health to full or to their Hard Damage. When used against larger enemies and bosses, it can restore a significant portion as well, but restores more when hitting the head.
Charge Shot[]
Charge Shot fires six 1.25 damage hitscans, totaling 7.5 damage, with a longer recharge than Standard. However, if 4 hitscans hit a single enemy, the next 2 hitscans will pass through, meaning only 5 damage dealt to a single enemy.
Just like with the default variant, the revolver's primary fire still works during the charge shot's cooldown.
Coin Ricoshots[]
Hitscan Damage - The first coin adds 0.5 damage to each hitscan, and subsequent coins add 0.25, resulting in +1 damage from the first coin (3.5 total), and +0.5 damage from subsequent coins.
Split Interaction - Rather than splitshot like Standard, hitting splitshots with any Alternate Revolver will, for each split coin hit, add an additional hitscan to the Ricoshot (a single split coin becomes 1.75 x 3 = 5.25 damage). Additionally, Charge Shot will no longer pass through at 4 hitscans if any coin splits, resulting in 7 hitscans from a single split coin (1.75 x 7 = 12.25 damage total).
If one lands a Ricoshot with the 2 pass-through hitscans of Charge Shot, they'll still get a full damage Ricoshot. Known as Slabcoining, this lets the player get an additional 5 damage on a Ricoshot.
Performing a Splitshot with any Alternate Revolver will now instantly reload all revolver variants, allowing for faster firing speed. This is most convenient to achieve with Alternate Marksman Revolver as it can hit the coin within its first timing window.
What is important to note is that coins thrown by the Standard Marksman and Alternate Marksman are the same. Splitshots with coins react differently depending on the type of Revolver that shot the coin.
Sharpshooter Revolver Differences[]
Charges - Unlike the default variant (with three charges that each have an approximate 6.67 second cooldown), the Slab variant only has one charge with an approximate 8.57 second cooldown. The Slab Sharpshooter spins up instantly compared to the default variant, allowing for the maximum 3 ricochets to be reached with very little prep time. Each hit of the secondary fire deals the increased 1.25 damage of all Slab hitscans; the number of hits on a single target per ricochet begins at 2 for 2.5 damage, matching the Slab's primary fire, and maxes out at 4 hits for 5 damage.
Aim Assist - Since Slab variants do not have the stock Revolver's locational damage bonuses, the Slab Sharpshooter's minor aim assist on ricochets does not prioritize heads or limbs. This can result in more consistent ricochet angles, especially for targets near the ricochet surface or when attempting to pierce through multiple targets of disparate heights with multiple ricochets.
Slab Locations[]
- Slab Ⅰ - This first Slab is located on [ 1-1: HEART OF THE SUNRISE ] at the final room, break the glass on the ceiling and the slab should be up there.
- Slab Ⅱ - The second Slab is located on [ 1-2: THE BURNING WORLD ] at the small lava room beside the left side of the staircase there will be a small cracked wall which you can break with weapons or the Knuckleblaster arm. After breaking and entering there will be another cracked wall to the left at the end of the passage, break that and you will find Civvie11's intro room where a cancerous boss will spawn and a more cancerous one after you go back. Once you've defeated both of them a small vent will open, revealing the second Slab.
- Slab Ⅲ - The third Slab is located on [ 1-3: HALLS OF SACRED REMAINS ] at the room where you enter, after getting both skulls and placing them on the pedestals one of the giant glass panes will open and will lead to a small arena where you have to fight 2 Swordsmachines AGONY and TUNDRA. After defeating them both a door will open at the back of the arena and that's where you can activate the third Slab.
- Slab Ⅳ - This final Slab is located on [ 1-4: CLAIR DE LUNE ] at the left side of the manor in front of a giant stone roman numeral door that can only be opened after activating all three previous Stone Slabs.
Pros and Cons[]
Pros:[]
- Higher damage
- Higher pierce
- Higher healing (against weaker enemies and if used correctly against larger ones)
- Primary fire can splatter smaller enemies, resulting instant heal
- Splitshots instead add additional piercing
- Charge shot benefits from coins more
- Slightly larger hitscan detection radius
- Hitting splitshots resets all Alternate Revolver hammers
- Projectiles destroyed by ricochet charge have a larger and more damaging red explosion
Cons:[]
- Slower firing speed
- Cannot perform regular splitshots
- Slower charge shot and ricochet charge cooldown
- Only one ricochet charge
Are the Base or Slab versions better?[]
Here we displayed the most common/main uses for the revolver and show which one is better.
Charge shot (Blue)[]
- On a single target, on a head hit only, the base version does slightly more damage (up to +1 dmg).
- On any number of targets more than two, especially if you don't aim for the head (esp. if there is no head to aim at), the Slab one heavily outperforms (up to +1.5 dmg, up to 3 (double) additional weak targets killed)
- Slab generally outperforms, especially since it doesn't need to line up multiple headshots
Coin shots[]
- Without splitshots, the Base slightly outperforms (Only with headshot damage; +1/+1.75 dmg).
- With splitshots, the Base heavily outperforms on multiple targets, while the Slab very slightly outperforms on single targets (Only with headshot damage; +3.75/+6 dmg with multiple targets, +0.75 on single targets with one splitshot)
- Generally speaking, the Base is superior.
Charge shot (Blue) into Coin[]
- While Base is technically better with no splitshots, Slab heavily outperforms with 1 splitshot and up. (+3.25/+5.5/+8.25/+11.5 dmg for 1/2/3/4 coins).
- Under normal circumstances you will always get max splitshots
- The advantage is amplified even further if there is no headshot damage (like with the malicious head).
- Slab is massively superior, essentially just better with no drawback.
Regular shot[]
- On Bodyshoot, Base and Slab go about even (with slab being a tiny bit better), but limb hit/headshots deal about 1.5/2 times more damage, thus very heavily outperforming the Slab (about even on bodyshot; ~+2 dps on headshot).
- The Base slightly outperforms when dealing with groups of weak enemies as well
- The Slab has slightly better burst potential.
- The Slab creates a blood fountain on killed enemies, greatly healing you when close.
- You need to aim much less with the Slab over a duration, on top of not having to prioritize heads.
- For raw dps, the Base is superior, but the Slab can be used to easily heal without parrying, and have an easier time when you aim for bodyshots
Rico charge (Red)[]
W.i.P (Even more complicated, literally comes down to preference in the end)
Bonus tech[]
More advanced techniques
Bonus tech: Slabcoin/Slabrailcoin[]
Slab charge revolver (blue) allows for two techniques, which can greatly amplify the damage: Slabcoin and Slabrailcoin
Both require the Slab version of the charge revolver (blue).
Bonus tech: Ricoshot[]
W.i.P
Bonus tech: Slabswapping[]
You can quickly unload up to 3 shots for each Slab variant by quickly swapping from each of them, allowing for a burst of 5 (for 2) and 7.5 (for 3). If used properly, you can greatly increase the damage output for a short time. The viability of this is questionable.
Bonus tech: Slab reload reset[]
To add on top of Slabswapping, you can reload all your Slabs with one splitshot, extending the Burst and potentially enabling a semi-consistent source of dps. Might require very tight timing to consistently hit early splitshots.
Conclusion[]
Blue: Slab is generally heavily superior
Green: Base is generally better
Red: Choose based on preference/feel
Strategy[]
The considerable damage dealt by the Alternate Revolver makes it great for picking off medium-health enemies from a distance. A single shot will take down most common enemies in one shot, and gives the player a good option for finishing off enemies that were weakened by other attacks. Additionally, the double-hitscan of the primary fire results in twice as much healing when attacking enemies at close range, providing up to 60 health recovery against larger enemies with a headshot, and providing a full heal (or up to Hard Damage) when hitting/killing weaker enemies.
The long cooldown of the primary fire is the Alternate Revolver's primary drawback, but it can be mitigated or even negated by swapping between weapons regularly. After swapping off of the Alternate Revolver for long enough, its attack cooldown will have finished, allowing for another shot without interruption. It takes the duration of approximately three swaps while shotgun swapping for the Alternate Revolver to finish its cooldown. This allows the player to implement a more flexible weapon-swapping rhythm, where standard shotgun swapping is used for close-range enemies and occasional Alternate Revolver swaps take down targets that are out of shotgun range without having to wait for the primary fire cooldown.
The Alternate Piercer's longer charge time makes it a less useful when regularly using the weapon, but makes it fantastic as acting as a high burst damage source, almost making it similar to a second Railcannon shot. Considering the damage build-up that can occur when hitting Coins, this can turn into a wonderful combo when throwing coins with the Marksman and using the Charge Shot on them with the Alternate Piercer.
The Alternate Marksman, on the other hand, is something of an oddity. Shooting Coins with it allows for the Coins to pierce enemies, but this is a property shared by all Alternate Revolvers, not just the Alternate Marksman. This has resulted, for the majority of its lifespan, in it commonly being seen as a downgrade in almost every regard, as the ability to splitcoin and defeat two targets at once is more valuable in some situations than the ability to pierce through enemies. In addition to this, using either the Alternate Piercer or Alternate Sharpshooter with the Standard Marksman effectively means that, if you wished, you could have the piercing splitcoin ability without missing out on the normal splitcoin ability. However, its recent change to reset all Alternate Revolver hammers on splitcoins makes this weapon more valuable in single-target boss fights, like in the V2 or Gabriel encounters. At a certain point in the game's lifespan, shooting Alternate Revolvers, swapping off of them, and then swapping back did not require the player to pull back the hammer when swapped back to. This resulted in an Alternate Revolver damage meta where players quickswapped between Alternate Revolvers with no penalty, racking up ludicrous amounts of damage. This was changed in a balance update, but this recent change to the Alternate Marksman could allow for a potential resurgence of this damage strategy, even if harder to pull off. In conclusion, the Alternate Marksman is a horrible idea (although very funny) in heavily multi-target encounters such as the Cyber Grind, or Flesh Prison, but could have potential with Alternate Revolver swapping against single-target bosses.
The Alternate Sharpshooter, unlike the previous Alternate Revolvers, is more preferential on what the player desires to do with it. On one hand, having a more damaging ricochet, immediately spinning up to full speed, and creating larger, more damaging explosions from projectiles is great when dealing with bosses or enemies that commonly fire projectiles. However, the ability to have three charges at once can be helpful for followup shots or if the user misses the first shot. In a way, the Alternate Sharpshooter is similar to the Alternate Piercer, that being that both versions have potent alt fires that can be devastating when used properly, but forces the player to swap to other weapons. However, unlike the Alternate Marksman, the Alternate Sharpshooter is a great option against bosses and projectile-eccentric enemies (like Malicious Faces, Mindflayers, groups of Strays and Soldiers, and, like the Rocket Launcher, the Leviathan during its orb barrage). In short, if you want three ricochet shots instead of one, want more forgiveness with missing shots, or want to detonate a lot of projectiles in projectile-rich environments, the Standard Sharpshooter is a great pick, while the Alternate Sharpshooter is a great pick for maximum damage and going against bosses.
Trivia[]
- In its original introduction, the Alternate Revolver used to deal 2 damage with full locational damage. It also had no swap cooldown, no pass-through, and no split interaction.
- Rather than deal a flat 2.5 damage, there was a period where it dealt 2 damage with extremely diminished locational damage, only dealing 2.5 on a headshot, rendering it unable to kill a Soldier on a body or limb shot.
- The Alternate Revolver's model is known as "minosrevolver" in the files, as Action Dawg thought it would be an unlock from defeating The Corpse of King Minos.
- The cylinder of the revolver is slightly off-center in left and right positions, however it is centered in the middle.
- Due to the way the Alternate Revolver works, shooting an enemy's head with the primary fire counts towards two +HEADSHOT COMBO stacks at a time.
- Getting the Alternate Revolver without unlocking the base revolver will make you unable to get the base revolver in 0-1.
- It is possible to +INTERRUPT an enemy’s attack with the second hitscan shot of the primary fire.
- Hakita revealed that it was "Hank" that created and hid the weapon.
- The revolvers' HUD does not hide a small dog, unlike its regular counterparts.
Gallery[]
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