Gadgets and abilities Gunpoint Guide
Last update: 11 May 2016
Gadgets
In Gunpoint you play as a spy, and as we know a spy can't get around without a wide selection of gadgets. There are a few gadgets in the game that you can, and most of the time even have to, use. This is the list:
Crosslink - used to rewiring electrical devices. For example, you can wire a light switch so that it opens a selected locked door.
Wirejack - used to rewiring secured circuits.
Dropshot - thanks to this every landing after a jump will not make a sound and won't alert any guards.
Deathfluke - gives you a chance to dodge incoming shots fired by enemies.
Hushcracker - won't make any sound when you break the glass.
Prankspasm - electrical traps that will stun enemies.
Longshot - used to rewiring the guns of your enemies. For example: you can connect a guards' gun to an activating panel of a certain door, which will make the door open when a guard pulls the trigger.
Resolver - a simple handgun. Warning! After firing at least one shot, you will have 30 seconds left to finish the mission, otherwise a guard with a machine gun will appear at the exit, making it impossible to get to.
Battery
Battery - a battery with a limited amount of charges, required to use certain gadgets, eg. Longshot.
Gatecrashers - thanks to this, you can go through doors by simply kicking them out.
Abilities
There are three abilities in Gunpoint. After each mission you get one point that you can spend on either of those abilities.
Bullfrog Jump Strength - increases the speed and the distance of your jumps.
Bullfrog Charge-Up Time - allows you to charge a longer jump - the more points you add, the faster it charges.
Power Capacity - charge slots for your battery. You get one slot with each added point.