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* In ''VideoGame/{{Marathon}}'', grenades and fusion bolts can (and sometimes must) be used to trigger switches from a distance.



* In ''{{Glider}} PRO'', rubber bands can be used to trip switches; they're more useful for this purpose than killing enemies, which give out nothing and respawn quickly.

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* In ''{{Glider}} PRO'', ''GliderPRO'', rubber bands can be used to trip switches; they're more useful for this purpose than for killing enemies, which give out nothing and respawn quickly.
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* In ''CliveBarkersUndying'', dynamite can be used to blow open certain walls.

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* In ''CliveBarkersUndying'', ''VideoGame/CliveBarkersUndying'', dynamite can be used to blow open certain walls.



* The ''UnrealTournament'' series has the teleporter gun, which shoots a projectile and allows to the user to teleport to it.

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* The ''UnrealTournament'' ''VideoGame/UnrealTournament'' series has the teleporter gun, which shoots a projectile and allows to the user to teleport to it.
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* All [[GameEngine Build Engine]] games (''VideoGame/DukeNukem3D'', ''ShadowWarrior'', ''{{Blood}}'', ''RedneckRampage'') have cracks in the walls that can be blown open with explosives. Explosives come in two varieties in these: a "rocket launcher" weapon a la Doom, and a ballistic thrown "grenade" or "dynamite" (ShadowWarrior has a grenade launcher instead).

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* All [[GameEngine Build Engine]] games (''VideoGame/DukeNukem3D'', ''ShadowWarrior'', ''{{Blood}}'', ''RedneckRampage'') ''VideoGame/{{Blood}}'', ''VideoGame/RedneckRampage'') have cracks in the walls that can be blown open with explosives. Explosives come in two varieties in these: a "rocket launcher" weapon a la Doom, and a ballistic thrown "grenade" or "dynamite" (ShadowWarrior has a grenade launcher instead).

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Compare SwordOfPlotAdvancement for when a weapon has a non-combat use in the plot rather than gameplay. Unintended examples of this trope (for example using the recoil on a weapon to jump higher) may lead to SequenceBreaking. Within the story of the game itself, the weapon might be an ImprovisedWeapon (if it's a tool which could normally be used to bypass the puzzles which the game allows the player to use as a weapon) or an example of MundaneUtility (if it's something made as a weapon which just happens to be useful for solving the game's puzzles). Also related to the InverseLawOfUtilityAndLethality (where abilities and weapons are more useful when they're less effective at dealing out damage). This may also function as one of the StandardFPSGuns.

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Compare SwordOfPlotAdvancement for when a weapon has a non-combat use in the plot rather than gameplay. Unintended examples of this trope (for example using the recoil on a weapon to jump higher) may lead to SequenceBreaking. Within the story of the game itself, the weapon might be an ImprovisedWeapon (if it's a tool which could normally be used to bypass the puzzles which the game allows the player to use as a weapon) or an example of MundaneUtility (if it's something made as a weapon which just happens to be useful for solving the game's puzzles). Also related to the InverseLawOfUtilityAndLethality (where abilities and weapons are more useful when they're less effective at dealing out damage). This may also function as one of the StandardFPSGuns. Often leads to a form of EquipmentBasedProgression.
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[[folder: Miscellaneous ]]
* In ''{{Glider}} PRO'', rubber bands can be used to trip switches; they're more useful for this purpose than killing enemies, which give out nothing and respawn quickly.
[[/folder]]
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* Since every dungeon in ''TheLegendOfZelda'' series contains one new piece of equipment (which will be needed to kill the boss and progress further) you can bet your last rupee that it'll have a use in both puzzle solving and combat (unless you end up against a PuzzleBoss, of course).

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* Since every dungeon in ''TheLegendOfZelda'' ''Franchise/TheLegendOfZelda'' series contains one new piece of equipment (which will be needed to kill the boss and progress further) you can bet your last rupee that it'll have a use in both puzzle solving and combat (unless you end up against a PuzzleBoss, of course).

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This is a video game gameplay trope where a weapon in the game can be used for something other than fighting enemies; typically by bypassing obstacles or being used to solve puzzles. This could be as simple as explosives (dynamite's a popular one) which can destroy specific barriers other weapons can't touch, however on the other end of the spectrum, {{Metroidvania}} style games often give the player equipment which allows them to bypass a given obstacle but also comes in handy against the various enemies the game throws at them (for example, a jump attack which allows them to both get over large gaps and to attack flying {{mook}}s). Another popular variant is to have the player's melee weapon be an ImprovisedWeapon which can also be used as originally intended (e.g. repairing things, cutting through barriers, digging etc).

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This is a video game gameplay trope where a weapon in the game can be used for something other than fighting enemies; typically by bypassing obstacles or being used to solve puzzles. This could be as simple as explosives (dynamite's a popular one) which can destroy specific barriers other weapons can't touch, however on the other end of the spectrum, {{Metroidvania}} style games often give the player equipment which allows them to bypass a given obstacle but also comes in handy against the various enemies the game throws at them (for example, a jump attack which allows them to both get over large gaps and to attack [[AirborneMook flying {{mook}}s).mooks]]). Another popular variant is to have the player's melee weapon be an ImprovisedWeapon which can also be used as originally intended (e.g. repairing things, cutting through barriers, digging etc).


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* The ''VideoGame/MegaMan'' series has several.
** ''[[VideoGame/MegaMan1 Mega Man]]'' has the Super Arm and the Thunder Beam, the former can be used to pick up those blocks in your way, while the latter can destroy them in a shot.
** ''VideoGame/MegaMan2'' has Crash Bombs, useful for blowing up those otherwise indestructible doors. Bubble Lead can also be used to find the fake platforms with spikes underneath.
** ''VideoGame/MegaMan3'' has the Hard Knuckle, which is the only weapon that can break those hard walls.
** ''VideoGame/MegaMan4'' has the Drill Bomb, for breaking those hard walls.
** ''VideoGame/MegaMan6'' has the Power Adapter, for breaking those hard walls.
** ''VideoGame/MegaMan7'' has several. The Freeze Cracker can be used to freeze instant-kill molten metal, Thunder Bolt can power up machines, while Scorch Wheel can burn off foliage and light up candles.
** ''VideoGame/MegaMan8'': Tornado Hold can be used to rapidly damage an enemy, as well as lift Mega Man to a higher platform. Thunder Claw can be used to grab onto bars.
** ''VideoGame/MegaMan9'': Concrete Shot can be used to create platforms and block lasers. The Tornado Blow allows Mega Man to do a higher jump. The Hornet Chaser can pick up otherwise-unreachable items for Mega Man.
** ''VideoGame/MegaMan10'': Commando Bomb, for breaking those hard walls. Wheel Chaser can also be used to scale up walls.
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* The Apple II game Aztec (1982). The dynamite you found could be used to blow up enemies. It could also be used to blow holes in the floor, which could not only prevent enemies from reaching you but could also allow you to drop down to lower levels.

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* The Apple II AppleII game Aztec ''Aztec'' (1982). The dynamite you found could be used to blow up enemies. It could also be used to blow holes in the floor, which could not only prevent enemies from reaching you but could also allow you to drop down to lower levels.
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* In ''[[VideoGame/TheElderScrollsVSkyrim Skyrim]]'', Mining picks (and other tools) are needed to carry out certain actions, but can also be equipped as weapons (indeed, some NPCs will use them as an ImprovisedWeapon).

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* In ''[[VideoGame/TheElderScrollsVSkyrim Skyrim]]'', Mining picks (and other tools) are needed to carry out certain actions, but can also be equipped as weapons (indeed, some NPCs [=NPCs=] will use them as an ImprovisedWeapon).
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Compare SwordOfPlotAdvancement for when a weapon has a non-combat use in the plot rather than gameplay. Unintended examples of this trope (for example using the recoil on a weapon to jump higher) may lead to SequenceBreaking. Within the story of the game itself, the weapon might be an ImprovisedWeapon (if it's a tool which could normally be used to bypass the puzzles which the game allows the player to use as a weapon) or an example of MundaneUtility (if it's something made as a weapon which just happens to be useful for solving the game's puzzles). Also related to the InverseLawOfUtilityAndLethality (where abilities and weapons are more useful when they're less effective at dealing out damage). This may also function as the StandardFPSGuns.

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Compare SwordOfPlotAdvancement for when a weapon has a non-combat use in the plot rather than gameplay. Unintended examples of this trope (for example using the recoil on a weapon to jump higher) may lead to SequenceBreaking. Within the story of the game itself, the weapon might be an ImprovisedWeapon (if it's a tool which could normally be used to bypass the puzzles which the game allows the player to use as a weapon) or an example of MundaneUtility (if it's something made as a weapon which just happens to be useful for solving the game's puzzles). Also related to the InverseLawOfUtilityAndLethality (where abilities and weapons are more useful when they're less effective at dealing out damage). This may also function as one of the StandardFPSGuns.

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Compare SwordOfPlotAdvancement for when a weapon has a non-combat use in the plot rather than gameplay. Unintended examples of this trope (for example using the recoil on a weapon to jump higher) may lead to SequenceBreaking. Within the story of the game itself, the weapon might be an ImprovisedWeapon (if it's a tool which could normally be used to bypass the puzzles which the game allows the player to use as a weapon) or an example of MundaneUtility (if it's something made as a weapon which just happens to be useful for solving the game's puzzles). Also related to the InverseLawOfUtilityAndLethality (where abilities and weapons are more useful when they're less effective at dealing out damage).

to:

Compare SwordOfPlotAdvancement for when a weapon has a non-combat use in the plot rather than gameplay. Unintended examples of this trope (for example using the recoil on a weapon to jump higher) may lead to SequenceBreaking. Within the story of the game itself, the weapon might be an ImprovisedWeapon (if it's a tool which could normally be used to bypass the puzzles which the game allows the player to use as a weapon) or an example of MundaneUtility (if it's something made as a weapon which just happens to be useful for solving the game's puzzles). Also related to the InverseLawOfUtilityAndLethality (where abilities and weapons are more useful when they're less effective at dealing out damage). This may also function as the StandardFPSGuns.
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** Your pistol's bullets could not only kill enemy soldiers but shoot open lockeddoors (very useful if you don't have any keys) and speed up the unlocking of chests (better hope the chest isn't full of explosives like bullets or grenades).

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** Your pistol's bullets could not only kill enemy soldiers but shoot open lockeddoors locked doors (very useful if you don't have any keys) and speed up the unlocking of chests (better hope the chest isn't full of explosives like bullets or grenades).
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** Your pistol's bullets could not only kill enemy soldiers but shoot open doors (very useful if you don't have any keys) and speed up the unlocking of chests (better hope the chest isn't full of explosives like bullets or grenades).
** Grenades can be used to destroy dangerous enemies such as SS troops. They can also be used to blow open doors and destroy interior walls and chests to make it easier to get around.

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** Your pistol's bullets could not only kill enemy soldiers but shoot open doors lockeddoors (very useful if you don't have any keys) and speed up the unlocking of chests (better hope the chest isn't full of explosives like bullets or grenades).
** Grenades can be used to destroy dangerous enemies such as SS troops. They can also be used to blow open locked doors and destroy interior walls and chests to make it easier to get around.
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** Grenades can be used to destroy dangerous enemies such as SS troops. They can also be used to blow open doors and destroy interior walls to make it easier to get around.

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** Grenades can be used to destroy dangerous enemies such as SS troops. They can also be used to blow open doors and destroy interior walls and chests to make it easier to get around.
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* ''VideoGame/CastleWolfenstein''.
** Your pistol's bullets could not only kill enemy soldiers but shoot open doors (very useful if you don't have any keys) and speed up the unlocking of chests (better hope the chest isn't full of explosives like bullets or grenades).
** Grenades can be used to destroy dangerous enemies such as SS troops. They can also be used to blow open doors and destroy interior walls to make it easier to get around.
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* The Apple II game Aztec (1982). The dynamite you found could be used to blow up enemies. It could also be used to blow holes in the floor, which could not only prevent enemies fro reaching you but could also allow you to drop down to lower levels.

to:

* The Apple II game Aztec (1982). The dynamite you found could be used to blow up enemies. It could also be used to blow holes in the floor, which could not only prevent enemies fro from reaching you but could also allow you to drop down to lower levels.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* The Apple II game Aztec (1982). The dynamite you found could be used to blow up enemies. It could also be used to blow holes in the floor, which could not only prevent enemies fro reaching you but could also allow you to drop down to lower levels.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

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[[folder: Survival Horror]]

* ''SilentHillHomecoming''. The Ceremonial Dagger can not only be used as a weapon (doing more damage than the combat knife) but also to unlock certain doors and mechanisms, such as the Church Organ Puzzle.
[[/folder]]



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** Bladed weapons can be used to pry open locked [[InexplicableTreasureChests chests]], though doing this [[BreakableWeapons carries the risk of breaking the weapon]].



** A [[WhipItGood bullwhip]] can be used to pick an up off the ground if your floating or riding and animal, to fish on item out of a pool of water, or can wrap around a large object and pull you out of a pit.

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** A [[WhipItGood bullwhip]] can be used to pick an up off the ground if your floating or riding and an animal, to fish on item out of a pool of water, or can wrap around a large object and be used to pull you out of a pit.
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[[folder: Roguelike]]
* In ''{{Nethack}}'' '''any''' item can be thrown at a monster or wielded and be used to bash a monster. [[TheDevTeamThinksOfEverything While some non-weapon items will cause specific effects upon hitting a monster]], there some weapon items that have non-combat uses:
** Pointy or sharp metallic weapons can be used to engrave words into the floor, though this is slow and dulls the weapon. But an athame (a specific type of dagger) can not only engrave without becoming dull, but also engraves much faster than other weapons.
** [[MagicWand Wands]] of fire and lightning can be used to throw [[KillItWithFire bolts of fire]] and [[ShockAndAwe bolts of lightning]] at monsters, but can also be used to ''burn'' words into the floor.
** Wands of striking, in addition to being used to strike monsters, can be used to destroy statues and boulders.
** [[KillItWithIce Wand of cold]] can be used to freeze pools of water into solid ice, which is useful since your character comes with SuperDrowningSkills.
** [[PowerfulPick Pickaxes and mattocks]] are considered weapons, but can also be used to [[DungeonBypass tunnel through walls]], destroy boulders and statues, dig pits in the floor, and [[DungeonBypass dig holes through the floor which let you fall down to the next dungeon level]].
** A [[WhipItGood bullwhip]] can be used to pick an up off the ground if your floating or riding and animal, to fish on item out of a pool of water, or can wrap around a large object and pull you out of a pit.
[[/folder]]
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* The ''UnrealTournament'' series has the teleporter gun, which shoots a projectile and allows to the user to teleport to it.

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Duke Nukem II is a platform game, not an FPP


!!Examples;
''Sorted by game genre.''

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!!Examples;
''Sorted by game genre.''
!!Examples:



[[folder: Action/Adventure ]]

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[[folder: Action/Adventure Action Adventure ]]



* ''VideoGame/DukeNukemII'''s flamethrower can be used to boost yourself up, like a jetpack.

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* ''VideoGame/DukeNukemII'''s flamethrower can be used to boost yourself up, like a jetpack.




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* ''VideoGame/DukeNukemII'''s flamethrower can be used to boost yourself up, like a jetpack.



[[/folder]]

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[[/folder]][[/folder]]
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* In the ''RuneFactory'' series, you can use swords in place of your sickle and your war hammers in place of your normal hammer (though not nearly as efficiently as the normal tools). This comes in handy in [[RuneFactory3 RF3]], where using battle hammers during mining can yield metal ores like iron and copper more often than your leveled-up tool hammer (which tends to cough up jewels and crystals).
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* While RealLife tends to be devoid of (deliberatly designed) puzzles like the ones you'd find in games, certain objects which might be used as weapons (knives, small axes, entrenching tools) tend to be useful for more peaceful purposes.

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* While RealLife tends to be devoid of (deliberatly (deliberately designed) puzzles like the ones you'd find in games, certain objects which might be used as weapons (knives, small axes, entrenching tools) tend to be useful for more peaceful purposes.
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* ''WorldWarZ'' gives us an axe that's also a shovel. So you can fortify your position and then kill the shit out of zombies.

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* ''WorldWarZ'' gives us an axe that's also a shovel. So you can fortify your position and then kill the shit out of zombies.zombies.
[[/folder]]

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Folderised


[[AC: Action/Adventure]]

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[[AC: Action/Adventure]][[foldercontrol]]

[[folder: Action/Adventure ]]



[[AC: FirstPersonShooter]]

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[[AC: FirstPersonShooter]][[/folder]]

[[folder: First Person Shooter ]]



[[AC: Platformer]]

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[[AC: Platformer]][[/folder]]

[[folder: Platformer ]]



[[AC: Puzzle]]

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[[AC: Puzzle]][[/folder]]

[[folder: Puzzle ]]



[[AC: RolePlayingGame]]

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[[AC: RolePlayingGame]][[/folder]]

[[folder: Role Playing Game ]]



[[AC: WideOpenSandbox]]

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[[AC: WideOpenSandbox]][[/folder]]

[[folder: Wide Open Sandbox ]]



[[AC: Non-VideoGame Examples]]

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[[AC: Non-VideoGame Examples]][[/folder]]

[[folder: Non-Video Game Examples ]]



* ''WorldWarZ'' gives us an axe that's also a shovel. So you can fortify your position and then kill the shit out of zombies.

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* ''WorldWarZ'' gives us an axe that's also a shovel. So you can fortify your position and then kill the shit out of zombies.

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This was ninja launched, but I was about to launch it anyway so I\'ll just tidy it up and index it.


'''Examples;'''

* In ''VideoGame/TeamFortress2'', the Engineer's wrench melee weapon also repairs/upgrades his machines. In addition, several unlockable weapons can have other utility effects, such as;
** The Pyro's "Homewrecker" allows him to remove Spy saps from the Engineer's buildings
** The Scout's Force 'a Nature and Atomizer allows him to jump for a [[DoubleJump third time]] with the recoil.
* In ''DestroyAllHumans'', the {{Anal Prob|ing}}e can (if used on a human when fully charged) cause the target's brain to pop out, allowing you to extract the DNA and use it to buy upgrades.
* ''VideoGame/{{Half-Life 2}}'''s [[WreakingHavok gravity gun]] can be used to lift objects around (as well as punt them into enemies, of course).

to:

'''Examples;'''

* In ''VideoGame/TeamFortress2'', the Engineer's wrench melee weapon also repairs/upgrades his machines. In addition, several unlockable weapons can have other utility effects, such as;
** The Pyro's "Homewrecker" allows him to remove Spy saps from the Engineer's buildings
** The Scout's Force 'a Nature and Atomizer allows him to jump for a [[DoubleJump third time]] with the recoil.
* In ''DestroyAllHumans'', the {{Anal Prob|ing}}e can (if used on a human when fully charged) cause the target's brain to pop out, allowing you to extract the DNA and use it to buy upgrades.
* ''VideoGame/{{Half-Life 2}}'''s [[WreakingHavok gravity gun]] can be used to lift objects around (as well as punt them into enemies, of course).
!!Examples;
''Sorted by game genre.''

[[AC: Action/Adventure]]



* In ''CliveBarkersUndying'', dynamite can be used to blow open certain walls.

to:

* The ''LEGO'' series of games is full of these, practically every weapon in ''[[VideoGame/LEGOAdaptationGame LEGO Indiana Jones]]'' is useful for something else (the wrench for repairs, the shovel for hidden items).
* In ''CliveBarkersUndying'', dynamite can be ''VideoGame/{{Okami}}'', Amaterasu's brush is used to blow open certain walls.both as a weapon as well as pretty much everything else.
* As with the Okami example, the brush in ''VideoGame/EpicMickey'' serves as both a weapon and a tool (this time because of the ink based environment).



* In ''[[VideoGame/TheElderScrollsVSkyrim Skyrim]]'', Mining picks (and other tools) are needed to carry out certain actions, but can also be equipped as weapons (indeed, some NPCs will use them as an ImprovisedWeapon).

to:


[[AC: FirstPersonShooter]]
* In ''[[VideoGame/TheElderScrollsVSkyrim Skyrim]]'', Mining picks (and ''VideoGame/TeamFortress2'', the Engineer's wrench melee weapon also repairs/upgrades his machines. In addition, several unlockable weapons can have other tools) are needed utility effects, such as;
** The Pyro's "Homewrecker" allows him
to carry out remove Spy saps from the Engineer's buildings
** The Scout's Force 'a Nature and Atomizer allows him to jump for a [[DoubleJump third time]] with the recoil.
* ''VideoGame/{{Half-Life 2}}'''s [[WreakingHavok gravity gun]] can be used to lift objects around (as well as punt them into enemies, of course).
* In ''CliveBarkersUndying'', dynamite can be used to blow open
certain actions, but walls.
* All [[GameEngine Build Engine]] games (''VideoGame/DukeNukem3D'', ''ShadowWarrior'', ''{{Blood}}'', ''RedneckRampage'') have cracks in the walls that
can also be equipped as weapons (indeed, some NPCs will use them as an ImprovisedWeapon).blown open with explosives. Explosives come in two varieties in these: a "rocket launcher" weapon a la Doom, and a ballistic thrown "grenade" or "dynamite" (ShadowWarrior has a grenade launcher instead).
* ''VideoGame/DukeNukemII'''s flamethrower can be used to boost yourself up, like a jetpack.

[[AC: Platformer]]




[[AC: Puzzle]]
* ''RocksNDiamonds'' has a downloadable Zelda Level which has bombs destroy certain walls and objects

[[AC: RolePlayingGame]]
* In ''[[VideoGame/TheElderScrollsVSkyrim Skyrim]]'', Mining picks (and other tools) are needed to carry out certain actions, but can also be equipped as weapons (indeed, some NPCs will use them as an ImprovisedWeapon).




[[AC: WideOpenSandbox]]
* The Hookblade from ''VideoGame/AssassinsCreedRevelations'' is used for getting around the city and cutting folk up.
* In ''DestroyAllHumans'', the {{Anal Prob|ing}}e can (if used on a human when fully charged) cause the target's brain to pop out, allowing you to extract the DNA and use it to buy upgrades.

[[AC: Non-VideoGame Examples]]



* ''WorldWarZ'' gives us an axe that's also a shovel. So you can fortify your position and then kill the shit out of zombies.
* All [[GameEngine Build Engine]] games (''VideoGame/DukeNukem3D'', ''ShadowWarrior'', ''{{Blood}}'', ''RedneckRampage'') have cracks in the walls that can be blown open with explosives. Explosives come in two varieties in these: a "rocket launcher" weapon a la Doom, and a ballistic thrown "grenade" or "dynamite" (ShadowWarrior has a grenade launcher instead).
* ''RocksNDiamonds'' has a downloadable Zelda Level which has bombs destroy certain walls and objects
* The ''LEGO'' series of games is full of these, practically every weapon in ''[[VideoGame/LEGOAdaptationGame LEGO Indiana Jones]]'' is useful for something else (the wrench for repairs, the shovel for hidden items).
* In ''VideoGame/{{Okami}}'', Amaterasu's brush is used both as a weapon as well as pretty much everything else.
* As with the Okami example, the brush in ''VideoGame/EpicMickey'' serves as both a weapon and a tool (this time because of the ink based environment).
* The Hookblade from ''VideoGame/AssassinsCreedRevelations'' is used for getting around the city and cutting folk up.
* ''VideoGame/DukeNukemII'''s flamethrower can be used to boost yourself up, like a jetpack.

to:

* ''WorldWarZ'' gives us an axe that's also a shovel. So you can fortify your position and then kill the shit out of zombies.
* All [[GameEngine Build Engine]] games (''VideoGame/DukeNukem3D'', ''ShadowWarrior'', ''{{Blood}}'', ''RedneckRampage'') have cracks in the walls that can be blown open with explosives. Explosives come in two varieties in these: a "rocket launcher" weapon a la Doom, and a ballistic thrown "grenade" or "dynamite" (ShadowWarrior has a grenade launcher instead).
* ''RocksNDiamonds'' has a downloadable Zelda Level which has bombs destroy certain walls and objects
* The ''LEGO'' series of games is full of these, practically every weapon in ''[[VideoGame/LEGOAdaptationGame LEGO Indiana Jones]]'' is useful for something else (the wrench for repairs, the shovel for hidden items).
* In ''VideoGame/{{Okami}}'', Amaterasu's brush is used both as a weapon as well as pretty much everything else.
* As with the Okami example, the brush in ''VideoGame/EpicMickey'' serves as both a weapon and a tool (this time because of the ink based environment).
* The Hookblade from ''VideoGame/AssassinsCreedRevelations'' is used for getting around the city and cutting folk up.
* ''VideoGame/DukeNukemII'''s flamethrower can be used to boost yourself up, like a jetpack.
zombies.
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None

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This is a video game gameplay trope where a weapon in the game can be used for something other than fighting enemies; typically by bypassing obstacles or being used to solve puzzles. This could be as simple as explosives (dynamite's a popular one) which can destroy specific barriers other weapons can't touch, however on the other end of the spectrum, {{Metroidvania}} style games often give the player equipment which allows them to bypass a given obstacle but also comes in handy against the various enemies the game throws at them (for example, a jump attack which allows them to both get over large gaps and to attack flying {{mook}}s). Another popular variant is to have the player's melee weapon be an ImprovisedWeapon which can also be used as originally intended (e.g. repairing things, cutting through barriers, digging etc).

The reason for this trope is often rooted in the constraints of a GameEngine. If the engine was originally designed for a purely combat based game and the developer wanted to make it more puzzle based (as was the case in the 90's, when the FirstPersonShooter genre began experimenting with more story based games as well as RPGElements) then they have to modify it. Since the original engine probably already allows the player to carry and use weapons, it makes sense (from both a technical and gameplay point of view) to create weapons which can be used in puzzle solving. Another good reason is that doesn't force the player to fumble around switching from "puzzle solving equipment" to "weapons" (thus averting a ScrappyMechanic). The Action/Adventure (especially the aforementioned Metroidvania games) genre also favours this trope, since it allows the player to both progress through the game and be more capable of fighting enemies at the same time.

Note that a weapon being used to smash through barriers (or [[DieChairDie innocent furnishings]]) or do anything else which any weapon could achieve doesn't count; the utility effect must be unique to that weapon (or a couple of specific weapons). Nor do weapons which happen to be the weakness of particular enemies; those fall under AchillesHeel. Supertrope to MuzzleFlashlight.

Compare SwordOfPlotAdvancement for when a weapon has a non-combat use in the plot rather than gameplay. Unintended examples of this trope (for example using the recoil on a weapon to jump higher) may lead to SequenceBreaking. Within the story of the game itself, the weapon might be an ImprovisedWeapon (if it's a tool which could normally be used to bypass the puzzles which the game allows the player to use as a weapon) or an example of MundaneUtility (if it's something made as a weapon which just happens to be useful for solving the game's puzzles). Also related to the InverseLawOfUtilityAndLethality (where abilities and weapons are more useful when they're less effective at dealing out damage).
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'''Examples;'''

* In ''VideoGame/TeamFortress2'', the Engineer's wrench melee weapon also repairs/upgrades his machines. In addition, several unlockable weapons can have other utility effects, such as;
** The Pyro's "Homewrecker" allows him to remove Spy saps from the Engineer's buildings
** The Scout's Force 'a Nature and Atomizer allows him to jump for a [[DoubleJump third time]] with the recoil.
* In ''DestroyAllHumans'', the {{Anal Prob|ing}}e can (if used on a human when fully charged) cause the target's brain to pop out, allowing you to extract the DNA and use it to buy upgrades.
* ''VideoGame/{{Half-Life 2}}'''s [[WreakingHavok gravity gun]] can be used to lift objects around (as well as punt them into enemies, of course).
* The ''VideoGame/{{Metroid}}'' games run on this trope. The basic "Power Beam" doesn't do much outside of combat, however all the later weapons in every game can be used to remove certain obstacles and open colour coded doors.
* Since every dungeon in ''TheLegendOfZelda'' series contains one new piece of equipment (which will be needed to kill the boss and progress further) you can bet your last rupee that it'll have a use in both puzzle solving and combat (unless you end up against a PuzzleBoss, of course).
* In ''CliveBarkersUndying'', dynamite can be used to blow open certain walls.
* ''VideoGame/CaveStory'''s machine gun can be used to jump with the recoil.
* In ''[[VideoGame/TheElderScrollsVSkyrim Skyrim]]'', Mining picks (and other tools) are needed to carry out certain actions, but can also be equipped as weapons (indeed, some NPCs will use them as an ImprovisedWeapon).
* Ratchet's wrench in ''RatchetAndClank'' is a decent melee wapon, but is also used to operate a few mechanisms that resemble large bolts.
* In ''{{Pokemon}}'', there are Hidden Machines, which not only teach {{mons}} attacks you can use in battles, but also outside of battles to bypass barriers. In addition, some non-HM moves like Flash or Headbutt can also be used outside battle (but aren't typically needed to progress through the story.
* While RealLife tends to be devoid of (deliberatly designed) puzzles like the ones you'd find in games, certain objects which might be used as weapons (knives, small axes, entrenching tools) tend to be useful for more peaceful purposes.
* ''WorldWarZ'' gives us an axe that's also a shovel. So you can fortify your position and then kill the shit out of zombies.
* All [[GameEngine Build Engine]] games (''VideoGame/DukeNukem3D'', ''ShadowWarrior'', ''{{Blood}}'', ''RedneckRampage'') have cracks in the walls that can be blown open with explosives. Explosives come in two varieties in these: a "rocket launcher" weapon a la Doom, and a ballistic thrown "grenade" or "dynamite" (ShadowWarrior has a grenade launcher instead).
* ''RocksNDiamonds'' has a downloadable Zelda Level which has bombs destroy certain walls and objects
* The ''LEGO'' series of games is full of these, practically every weapon in ''[[VideoGame/LEGOAdaptationGame LEGO Indiana Jones]]'' is useful for something else (the wrench for repairs, the shovel for hidden items).
* In ''VideoGame/{{Okami}}'', Amaterasu's brush is used both as a weapon as well as pretty much everything else.
* As with the Okami example, the brush in ''VideoGame/EpicMickey'' serves as both a weapon and a tool (this time because of the ink based environment).
* The Hookblade from ''VideoGame/AssassinsCreedRevelations'' is used for getting around the city and cutting folk up.
* ''VideoGame/DukeNukemII'''s flamethrower can be used to boost yourself up, like a jetpack.

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