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On PAC ships with a Buzz Room, lead the Screw into the buzz tube, lock them in, and then launch them into space with the control panel.On WGC ships with a Drier Room, you can use the drier to damage them swiftly - be sure to collect the 50 Bio Dust Pak behind the drier control panel afterwards!.If they become irradiated it doesn't kill them right away, however they are more likely to spread that radiation to other Citizens while they're wandering around.Fire does significant damage to Screws.
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Electrical hazards will stun and damage the Screw.However, if the room has multiple exits, make sure they're ALL locked, otherwise the Screw will just hunt you from a new path. Imprison - If you can get a Screw trapped inside a locked room, then do it.The time and ammo required to take them down is not worth it, especially on ships with low oxygen. Avoid - It's almost never a good idea to engage Screws.These spikes are virtually impossible to block or dodge reliably. Spikes - Screws will periodically spray a volley of bouncing spikes at the Client.HOVER - This sound effect can indicate that an alerted Screw is nearby.STOMP - This sound effect indicates that there's a Screw in or near the room.
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They will slowly plod in the direction where it last saw the Client, taunting the Client sadistically. Screws are quite focused hunters once they are aware of the Client. They are very similar in appearance to regular Screws, except that their uniform has red highlights on it. The elite variant is called a Trusty Screw. They are covered in glowing blue energy spikes, which grow larger when they are alerted. The "faceless" helmet has been smashed, revealing a ghoulish mouth. If there are no hazards nearby, simply release the Zec into a room you can lock, and then forget about it.The Screw is a large humanoid dressed in a WGC prison guard environmental suit, bearing the WGC shield logo. A good tactic is to find a nearby environmental hazard such as fire or electricity and release the Zec into it. You won’t be able to use the Rifter again until you’ve released the Zec though. With the Rifter, you can warp a Zec right out of existence and carry it around with you. The splash damage will make short work of it.Īlternatively, make use of the Rifter gadget. Aim at the floor just to the left or right of the Zec instead. Don’t aim directly at the Zec as its shield will prevent it from taking any damage. The Nebulator gun causes a lot of splash damage at the point of impact, so using that is one option.
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When a Zec is aware of your presence, you have two options if you want to dispose of it. A shot to the back with most guns will kill a Zec outright if it hasn’t seen you. Zecs aren’t that strong when you do actually manage to hit them. There are a few ways to easily take them down though. And once they’re aware of you, you can’t move around them to get to their backs, either. Void Bastards Once you start reaching the depths of the Sargasso Nebula in Void Bastards, you might start bumping into a Zec or two.Īs enemies go, Zecs are possibly the most irritating in Void Bastards due to their shield that prevents them from taking any damage from the front.