Gloom
Gloom is aliens vs humans in an all out war for survival. The object in Gloom is to exterminate the other team. To do this
you must eliminate all the opposing players and all of their spawn points Teleporters and Eggs) while defending your own. There are two main classes
for each side. Engineers and Breeders construct base structures and defenses
to help protect the spawns. Grunts and Hachlings are on the offensive looking to take out the enemy base and collect frags. Players can buy upgrades or become an improved class by spending frags. Whether you're playing as the heavily armed humans or the deadly close combat orientated aliens, Gloom is
an addictive and sometimes down right terrifying experience. To find out more about each playable class scroll down to the class info section.
*Note: |
Install the Gloom client followed by Erwin's Gloom Pack. |
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Then launch the game via the Erwin shortcuts. |
Gloom Client
Erwin's Gloom Pack
Server Adress:
titan.servequake.com:27950
*Note: To connect bring down the console with (~) and type in; connect titan.servequake.com:27950
Server Status
GLOOM Class Info
Humans
All human classes have a flashlight (cmd flashlight). Most of the classes also have one or more health packs, which heal up to 80 health. The humans are probably the easiest team to learn how to play as most of their attacks are ranged weapons fire similar which you will be familiar with from standard deathmatch. Read on for more information about the unique abilities of each class.
Engineer |
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Cost
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0 Frags
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Description |
Weak utility unit. Can repair armor, restore inventory and build structures. The ATTACK button is your repair button. When you place a teleporter or turret, you will need to repair it before it is functional. Detectors and tripwires are instant.
Building things takes build points. This number is listed in the upper right side of the screen. To get more build points, there might be map objectives to complete or when a player reaches 10 frags, any additional frags are converted to build points. However you are usually limited to however many you start with. When items are destroyed, their points value is refunded.
The USE button brings up your build menu.
Repair armor: You can also repair marines' armor and give them ammo with the ATTACK key. A beep will sound when armor repair is complete. Inventory restoration is instantaneous for most classes.
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Building
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Teleporter
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Can only be destroyed by a strong attack. This is where humans spawn. 40 build points.
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Turret
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An automatic defense turret. 60 build points.
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MG Turret
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Machinegun turret to deal out damage to the smaller classes. 40 build points.
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Detector
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A cheap item which sounds a unique alarm whenever an enemy passes into a radius near it, and makes the enemy light up.
When 'painted', enemies are easier for the turrets to track and may take additional damage. 20 build points.
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Tripwire
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Explosive device which can be placed on walls or floors. Triggers when an enemy passes through the laser.
Keep in mind only the 'bomb' portion does damage, not the actual laser itself. 30 build points.
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Depot
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Marines can refill their inventory by touching this structure. Does not repair armor though. 60 build points.
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Primary Weapon
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None, although "poking" aliens with ATTACK will cause minor damage.
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Secondary Weapon
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None.
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Accessories
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None.
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Stats |
75 health and 30 power armor. |
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Grunt |
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Cost
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0 Frags
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Description
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Standard light attack unit. The grunt is the backbone of the human team. Costing 0 frags, you can always spawn grunt and with the rapid
fire autogun, killing low class aliens is your primary objective. |
Primary Weapon |
Autogun, 30 rounds per clip.
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Secondary Weapon |
Pistol, 13 rounds per clip.
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Accessories |
1 health pack (use health).
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Stats
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100 health and 25 light armor.
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Shock Trooper |
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Cost
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1 Frag
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Description
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The ST is a close quarters combat unit armed with a powerful shotgun. Due to a protective suit he wears, the ST is immune to infestations,
gas and is more resistant to poison. With the explosive shell clip, the ST is a threat to even high level alien classes.
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Primary Weapon |
Shotgun, 5 shots per clip.
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Secondary Weapon |
Pistol, 13 rounds per clip.
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Accessories |
1 health pack (use health), 1 clip of explosive shells (use special), 2 smoke grenades (cmd grenade).
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Stats
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100 health and 25 light armor.
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Bio Tech |
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Cost
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1 Frag
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Description
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The biotech is a lightly armored medic, providing healing and support to other classes. The USE key will heal anyone in front of you,
restoring full health and replenishing health packs immediately. If no one is in front of you, holding USE will heal friendly players around you but is slower and
does not give out health pack refills.
Equipped with IR goggles, the biotech can see alien classes much more easily and is the only human class able to spot cloaked guardians. A cloaked guardian will
appear as a shadow of red on the ground or wall immediately around it. To expose it for other humans to see, simply shoot it or throw a flare.
When the biotech is aiming at an enemy class it will glow, allowing other humans to see it easier. She is also equipped with a flash grenade which will shock and
disorientate any aliens caught in the blast. The biotech is able to self-heal automatically over time.
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Primary Weapon |
Scattergun, 12 shots.
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Secondary Weapon |
Pistol, 13 rounds per clip.
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Accessories |
1 health pack (use health), 1 flash grenade (cmd grenade), 4 flares (use special).
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Stats
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100 health and 30 light armor.
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Heavy Trooper |
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Cost
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2 Frags
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Description
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The heavy trooper is the artillery of the human team. Armed with a huge rocket launcher, he is able to destroy structures and aliens with ease.
However the rocket launcher is slow and difficult to fire, requiring that the HT be crouching and holding ATTACK for 3 beeps until it launches. During this time the HT is very
vulnerable to attack and if disrupted, the rocket launcher will not fire. Firing from a standing position, while possible, is not recommended due to the heavy recoil.
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Primary Weapon |
Heavy rocket launcher, 3 warheads.
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Secondary Weapon |
Pistol, 13 rounds per clip.
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Accessories |
2 health packs (use health).
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Stats
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180 health and 100 heavy armor.
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Commando |
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Cost
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3 Frags
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Description
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The commando is a silent and deadly attacker. He is able to walk and jump without a sound and when remaning still, will not show up on alien's
IR vision. With a wide array of weapons, the commando is dangerous threat if he makes it near the enemy base. Equipped with 2 grenades, these are used to destroy enemy structures
quickly and efficiently.
Planting C4 explosive is possible with the commando. To do this, press the SPECIAL bind to prime the C4 and again to drop it. C4 takes about 3 seconds to arm and while armed,
the commando is unable to fire his weapon. Be careful though, as if damaged, the commando will drop any C4 he has armed, so make sure you are well clear of the human base before
priming it!
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Primary Weapon |
Silenced submachinegun, 50 rounds per clip.
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Secondary Weapon |
Magnum BD, 8 rounds per clip. Able to kill eggs.
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Accessories |
2 health packs (use health), 2 grenades (cmd grenade), C4 explosive (use special).
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Stats
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200 health and 50 medium armor.
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Exterminator |
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Cost
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4 Frags
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Description
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An armored suit provides the human user with a large range of abilities. The exterminator is able to use a jetpack by holding JUMP,
allowing him to reach otherwise inaccessible areas. All of the exterminators energy comes from a cell pack that refills automatically. Using the jetpack will drain it
completely and firing your weapon will slowly deplete it. If the cell pack is overworked, it will overheat and take 10+ seconds to cool down, during which you will be
unable to shoot or jetjump.
The exterminator is also able to use power armor to augment the suit armor. This shares the energy of the cell pack, so if you take damage, you will lose cells. Engaging
the power armor will drain 45 cells immediately and while active, the exterminator cannot use the jetpack.
In dire situations, the exterminator can press the USE key to overload his weapon and discharge the cell pack in one burst. This powerful blast is very damaging to aliens
and can kill eggs, but it damages the exterminator and leaves him vulnerable to attack as the cell pack has to cool for 25 seconds. There is also a risk of permanently
damaging the cell pack from discharging too much.
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Primary Weapon |
Laser pulse rifle, unlimited ammo. The Stinger is immune to the laser due to its cell structure.
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Secondary Weapon |
None.
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Accessories |
2 health packs (use health), 4 grenades (cmd grenade).
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Stats
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200 health and 50 medium armor.
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Mech |
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Cost
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5 Frags
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Description
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The mech is a hugely armored killing machine with twin autocannons. Able to kill aliens and structures with similar ease, the mech will not
receive any frags for any kills except for eggs and stalkers. The main weakness of the mech is the limited ammo and his huge size makes him an easy target for alien attacks.
However no other class comes close to the amount of damage a mech can absorb and still keep going.
Due to it's huge size, the mech is unable to jump. Pressing the JUMP key will instead electrify the hull, zapping any aliens touching you.
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Primary Weapon |
Twin autocannon, 150 rounds.
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Secondary Weapon |
None.
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Accessories |
None.
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Stats
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120 health and 550 heavy armor.
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Aliens
Specializing in melee attacks, aliens rely on stealth and surprise in order to kill. Each class tends to have substantially different methods of attacking so be sure you know how to actually
use your chosen class before jumping into the game!
Breeder |
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Cost
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0 Frags
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Description
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The breeder is the core of the alien team, responsible for creating and maintaning a nest with appropriate defense. The USE key will bring up
the build menu. Holding the ATTACK key and running into structures will allow you to 'nudge' them into position.
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Building
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Egg
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Can only be destroyed by a strong attack. This is where aliens spawn. 40 build points.
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Obstacle
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A static defense, obstacles are very tough and deal immense damage to any humans foolish enough to run into them. Very effective
for slowing mechs down. 20 build points.
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Spiker
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Plant/animal genetically created to defend the nest. When a foriegn form enters it's range of perception, it fires a shower of
spikes in it's direction. Very lethal to the lower human classes, but easily killed by grenades or other explosives. 30 build points.
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Healer
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A blob of genetic material that replenishes alien health and inventory. Easily killed but essential for any nest. 50 build points.
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Gasser
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A tiny plant-like structure that emits clouds of blinding, poisonous gas to deter the weaker human classes and blind the higher ones.
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Primary Ability |
None, can use the 'breeder nudge' though to do minor damage.
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Secondary Ability |
None.
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Accessories |
None.
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Stats
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150 health.
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Hatchling |
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Cost
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0 Frags
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Description
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Fast, small and deadly. The base alien class is easily killed in just one bullet but has excellent movement and stealth skills.
The ATTACK key will launch a grappling-like thread you can use to hook onto surfaces. Following and jumping onto unsuspecting humans is the primary method of attack.
Using double jumps the hatchling can attain great speeds allowing it to cover distances far quicker than humans.
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Primary Ability |
Grappling-thread.
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Secondary Ability |
None.
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Accessories |
None.
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Stats
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20 health.
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Drone |
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Cost
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1 Frag
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Description
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Able to jump to extreme heights, the drone is a dangerous 1 frag class. With the ability to produce sticky spit, the drone can easily immobolize
weaker humans and jump onto their head to finish them off.
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Primary Ability |
Melee slash.
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Secondary Ability |
Sticky spit (USE key)
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Accessories |
None.
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Stats
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100 health, 25 light armor.
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Wraith |
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Cost
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1 Frag
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Description
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A sub-species developed from the same genetic strain as the drone, the wraith has developed wings instead of a thicker armor and leg muscles.
Flying around and spitting acid, the wraith is primarily a support class to distract and weaken humans. The wraith is unable to kill teleporters, however the acid spit is
effective against all other structures.
To fly, hold down the JUMP key. You will be unable to fly if damaged, however the wraith regenerates health over time.
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Primary Ability |
Melee slash.
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Secondary Ability |
Acid spit (USE key)
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Accessories |
None.
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Stats
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75 health.
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Kamikaze |
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Cost
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2 Frags
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Description
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A version of the hatchling that boasts an explosive abdomen. Hitting the USE key will cause you to detonate, causing widespread damage to
structures and humans. However the kamikaze is only slightly less vulnerable than the hatchling and a few bullets can easily kill it. Beware when near a dead kamikaze as
the body will explode with a weak explosion when shot.
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Primary Ability |
Grappling-thread.
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Secondary Ability |
Kamikaze explosion (USE key)
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Accessories |
None.
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Stats
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20 health, 5 light armor.
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Stinger |
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Cost
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3 Frags
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Description
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The stinger is the alien's primary attack unit. With the ability to breathe fire combined with a powerul tail slash and resistance to turrets, the
stinger is a good all-round attack unit. Due to its unique cell structure, the stinger is immune to the exterminator's laser.
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Primary Ability |
Breathe fire (10 shots, auto refilling)
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Secondary Ability |
Melee tail slash.
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Accessories |
2 gas spores (cmd grenade) that damage humans and structures (except teleporters).
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Stats
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200 health.
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Guardian |
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Cost
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4 Frags
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Description
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Designed for nest defense, the guardian has two massive claws mounted on it's back that have a long range and powerful attack. When motionless,
the guardian can bend light in order to make itself invisible to the naked eye. This light bending technique also allows it to pass through laser tripwires without setting
them off, however the guardian is more vulnerable to the laser-based weapons of the exterminator and turret. When invisible, the guardian will regenerate armor.
The guardian can also infest human corpses, implanting an alien creature that will damage any nearby unprotected humans (USE key). The USE key can also be used to eat C4
explosive planted by a commando, saving the nest from destruction. The two spike grenades the guardian is equipped with will stick to any surface and explode into a shower
of spikes if a human gets too close. These spikes will remain on the ground for a short period making the area impassable for humans.
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Primary Ability |
Dual melee claw attack.
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Secondary Ability |
Infest corpses, eat C4 (USE key).
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Accessories |
2 spike proxy spores (cmd grenade).
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Stats
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200 health, 30 medium armor.
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Stalker |
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Cost
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5 Frags
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Description
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The largest of the alien classes, the stalker has a huge ripping claws that can shred apart armor and structures in seconds. With a strong carapace,
the stalker is the most heavily armored alien and will not get frags except for killing mechs and teleporters. 20 shoulder-mounted spikes allow the stalker to attack targets from
a distance, a unique change from the mostly melee attacks of other classes.
Due to the heavy mass, the stalker's legs do not permit it to jump very high, instead focussing on speed (use the JUMP key repeatedly whilst moving to gain speed as a stalker)
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Primary Ability |
Heavy melee slash.
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Secondary Ability |
Shoulder mounted spikes (USE key), fire in pairs.
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Accessories |
3 spike spores (cmd grenade) that explode into a blast of spikes.
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Stats
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200 health, 250 light armor.
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