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** ''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.

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** ''VideoGame/MegaMan8'': The Mega Ball can be bounced upon for a slightly higher jump than normal[[note]]And with some skill and good timing, can be used in mid-air to continuously propel him upward[[/note]]. 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/MegaManIV'': Although it lacked the ability in the original series, the Ring Boomerang could fetch items for Megaman.

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** ''VideoGame/MegaManIV'': Although it they lacked the ability in the original series, the Rain Flush can stop the quicksand in Pharaoh Man's stage (also puts out the fires in Napalm Man's stage, but he represented a different game), the Ring Boomerang could fetch items for Megaman.Megaman, and the Charge Kick can be used to break through blocks
and open side rooms in the depths of Wily's ship.
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* ''VideoGame/WarcraftIII'':
** Maiev's Blink spell is a short-ranged teleport used to let her catch enemies, escape danger, or position her more efficiently. The campaign puts it to good use by adding a bewildering variety of areas she can explore with it, often with powerful items waiting for her.
** Kael'thas' Flame Strike spell summons a big pillar of fire that hurts all units caught in it. It also kills trees, allowing it to be used to find hidden areas and secrets.
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* ''WesternAnimation/MiraculousLadybug'': The weapons used by the Miraculous Holders (yes, even the villains) have all sorts of extra functions: cell phone access, trackers, doubles as a rebreather, etc. Cat Noir's staff can be used as a periscope, and Ladybug's yo-yo can catch and purify the akuma butterflies (and amok feathers). This is beside the obvious on-the-spot utilities of a yo-yo with an absurdly long, unbreakable string, and a staff that can extend to any length.
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crosswicking example not written by myself

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* ''VideoGame/GenshinImpact'':
** Claymores, and thus their users, can smash iron, crystal chunks and [[SuspiciouslyCrackedWall breakable walls]] quicker than other weapons. Some chests are also covered in rocks, which are easily broken by Claymore wielders.
** Ningguang and Klee can also break ore veins quickly with their launched stones and bombs.
** [[PlayingWithFire Pyro]] users can burn brambles or melt ice in order to unlock some paths or treasure chests.
** [[BlowYouAway Anemo]] users can activate pinwheels, which often lead up to secret paths, treasure chests, or upward wind currents.
** [[AnIcePerson Cryo]] users can freeze water surfaces, which allows them (and the party) to cross bodies of water without having to swim.
** Some [[DishingOutDirt Geo]] characters' elemental skills create {{Improvised Platform}}s which can be climbed up and stood on, mostly for platforming purposes. The Geo-elemental Traveler can crate a small meteor made of rock, Zhongli can create a tall rock pillar, while Albedo can spawn a flower platform that floats after a short delay.
** Bow users can charge their shots with elements. Aside from combat, this helps in activating element switches and torches from a distance without relying on elemental skills (which come with a cooldown).
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* ''WebComic/GirlGenius'': A lot of the weapons in the Wulfenbach arsenal are like this. Mecha-moles can be used for mining and tunneling for infrastructure... or for sapping city walls. The mirrors of the heliographs can be used as an optic telegraph to signal morse code with light on a huge scale... or focus sunlight into a DeathRay that can burn cities. The armor and gas projectors that make Wulfenbach firefighters a blessing in a housefire can just as easily be used to distribute chemical weapons.
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* Like most huntsmen in ''{{WebAnimation/RWBY}}'', Professor Oobleck carries a customized and extremely powerful SwissArmyWeapon. In combat it serves as a combination club/flamethrower, but otherwise collapses into a fully functional thermos. Very fitting for a man who lives in a nearly constant state of CaffeineBulletTime.

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* Like most huntsmen in ''{{WebAnimation/RWBY}}'', Professor Oobleck carries a customized and extremely powerful SwissArmyWeapon. In combat it serves as His is called Antiquity’s Roast, a combination club/flamethrower, but otherwise collapses club crossed with a flamethrower which can also collapse into a fully functional functioning thermos. Very fitting Fitting for a man who lives in a nearly constant state of CaffeineBulletTime.
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* The german newspaper comicstrip ''ComicStrip/VaterUndSohn'' once features a rifle being used to fire raisins into a cake after the eponymous father and son forgot to add the raisins before baking.
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* All [[UsefulNotes/GameEngine Build Engine]] games (''VideoGame/DukeNukem3D'', ''VideoGame/ShadowWarrior'', ''VideoGame/{{Blood}}'', ''VideoGame/RedneckRampage'') have [[SuspiciouslyCrackedWall 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" (VideoGame/ShadowWarrior has a grenade launcher instead).

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* All [[UsefulNotes/GameEngine Build Engine]] games (''VideoGame/DukeNukem3D'', ''VideoGame/ShadowWarrior'', ''[[VideoGame/ShadowWarrior1997 Shadow Warrior]]'', ''VideoGame/{{Blood}}'', ''VideoGame/RedneckRampage'') have [[SuspiciouslyCrackedWall 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" (VideoGame/ShadowWarrior (''[[VideoGame/ShadowWarrior1997 Shadow Warrior]]'' has a grenade launcher instead).
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*** Later on, his flamethrowers are given a patch that gives them a blast of compressed air as their SecondaryFire. Aside from knocking back foes far away, it can be used to extinguish a burning teammate, reflect projectiles (i.e not HitScan attacks) to where he points his weapon, and blast away {{sticky bomb}}s. Even its normal use (shooting flames) can be used for checking spies around or lighting your Sniper teammate's arrows.

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*** Later on, his flamethrowers are given a patch that gives them a blast of compressed air as their SecondaryFire. Aside from knocking back foes far away, it can be used to extinguish a burning teammate, reflect projectiles (i.e not HitScan {{hitscan}} attacks) to where he points his weapon, and blast away {{sticky bomb}}s. Even its normal use (shooting flames) can be used for checking spies around or lighting your Sniper teammate's arrows.

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* The ''Franchise/{{Metroid}}'' games run on this trope. The basic "Power Beam" doesn't do much outside of combat[[labelnote:NB]]Although in the very first game, it was upgraded from the short beam to the long beam, which made it possible to clear a few early obstacles (albeit it ones which later upgrades made a non-issue).[[/labelnote]], however all the later weapons in every game can be used to remove certain obstacles and open colour coded doors.

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* ''Franchise/{{Metroid}}''
**
The ''Franchise/{{Metroid}}'' games run on this trope. The basic "Power Beam" doesn't do much outside of combat[[labelnote:NB]]Although combat (although in the very first ''VideoGame/Metroid1'' game, it was upgraded from the short beam to the long beam, which made it possible to clear a few early obstacles (albeit it ones which later upgrades made a non-issue).[[/labelnote]], obstacles), however all the later weapons in every game can be used to remove certain obstacles and open colour coded doors.doors.
** ''VideoGame/SuperMetroid'': Every weapon you get (beyond the basic power beam, which can still open basic blue doors) will help you bypass a specific obstacle.
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* In ''TabletopGame/{{Starfinder}}'', there are a few different weapon properties that allow for this:
** "Breach" allows you to set up next to an obstacle and (provided that you're trained in Engineering) use your Strength modifier to bust the barrier as usual, adding the weapon's item level to the check. The aptly-named Breaching Gun is this as well as Penetrating; they see use on Absalom Station as a high-powered fireman's battering ram, but are generally used by SpacePirates for door-kicking and stuff-taking.
** "Penetrating" is primarily useful against armour and the like, but also works as a rather quicker (and ranged) alternative to Breach if you need to get through that wall right this second. The Dross Gun is an excellent example, a scavenger's tool that is also a refreshingly consistent DisintegratorRay.
** "Extinguish" is pretty much ExactlyWhatItSaysOnTheTin, allowing you to douse flames on yourself, an ally, or in an area if the weapon is already an area weapon. Foam Grenades are a fun example, and can be used to neutralise ongoing acid effects.
** "Injection" can be used to shoot your allies with [[HealingShiv medicinals/serums]], your enemies with [[PoisonedWeapon poisons]], or wild animals with {{Tranquillizer Dart}}s. "Needlers" come in handy dandy Pistol, Rifle and single-shot "[[SniperRifle Wraith-Sting]]" forms, as well as the mildly disturbing Injection Spear familiar to ''TabletopGame/{{Pathfinder}}'' players. The [[CombatMedic Biohacker]] class is especially good at using these, being proficient in all of them, not hurting their allies, and gaining [[GeneticAdaptation various]] [[StatusBuff buffs]] ([[{{Plaguemaster}} and]] [[MasterPoisoner debuffs]]) they can apply at-range.
** "Professional" is for weapons that are also tools, as well as tools that are also weapons. They give a bonus to appropriate Profession checks, and anyone with enough skill ranks is considered proficient with the weapon. The miner's Excavation Laser and Seismic Pick are good examples; the latter is primarily a tool at lower levels, with the advanced models being constructed as powerful weapons of war. As one might expect, both are Penetrating weapons.
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The reason for this trope is often rooted in the constraints of a UsefulNotes/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 '90s, 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.

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The reason for this trope is often rooted in the constraints of a UsefulNotes/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 '90s, 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, trope (as well as AbilityRequiredToProceed), since it allows the player to both progress through the game and be more capable of fighting enemies at the same time.
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* ''Videogame/MegaManZx:'' Your acquired Biometals often has utility functions that your starting one (Models Z and X) lacks. Model H is good for mobility and its EnemyScan, its electric attack can be used to activate things while its tornado attack is used to lift some platforms, Model F can have its bullets' trajectory be manipulated to shoot through niches, its ChargedAttack can break blocks and burn things, Model L is used to traverse underwater and scan items in the area, its ChargedAttack creates an ice platform like charged Shotgun Ice above, and Model P gives you clearer look at blackout stages and has an EnemyDetectingRadar. The second game gives even more of this, due to the protagonists outright being able to [[DittoFighter transform into bosses]]; whenever they defeat a boss and acquire their form, there'll be a section right after the boss where Model A will teach you the form's uses with the obstacles of the section. E.g Chronoforce form is used for swimming underwater and protecting against spikes and some attacks with his shell, and Queenbee form is used to fly around and dock into heavy stuff/switches.

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* ''Videogame/MegaManZx:'' Your acquired Biometals often has have utility functions that your starting one (Models Z and X) lacks. Model H is good for mobility and its EnemyScan, its electric attack can be used to activate things while its tornado attack is used to lift some platforms, platforms. Model F can have its bullets' trajectory be manipulated to shoot through niches, while its ChargedAttack can break blocks and burn things, things. Model L is used to traverse underwater and scan items in the area, area; its ChargedAttack creates an ice platform like charged Shotgun Ice above, and above. Model P gives you clearer look at blackout stages and has an EnemyDetectingRadar. The second game gives even more of this, due to the protagonists outright being able to [[DittoFighter transform into bosses]]; whenever they defeat a boss and acquire their form, there'll be a section right after the boss where Model A will teach you the form's uses with the obstacles of the section. E.g g. the Chronoforce form is used for swimming underwater and protecting against spikes and some attacks with his its shell, and the Queenbee form is used to fly around and dock into heavy stuff/switches.
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"Phenomena" is plural, guys


** ''VideoGame/MegaManX6'': Ice Burst can give X a chunk of ice as a platform to stand on, and Hyoroga allows Zero to cling to ceilings and dash one time. Also, the Nightmare phenomena that occurs in other levels after you beat a certain boss can be destroyed/neutralized with said boss' weapon, i.e Ground Dash vs the colored blocks, Magma Blade vs the falling meteors, and Metal Anchor vs the moving iron blocks.

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** ''VideoGame/MegaManX6'': Ice Burst can give X a chunk of ice as a platform to stand on, and Hyoroga allows Zero to cling to ceilings and dash one time. Also, the Nightmare phenomena phenomenon that occurs in other levels after you beat a certain boss can be destroyed/neutralized with said boss' weapon, i.e Ground Dash vs the colored blocks, Magma Blade vs the falling meteors, and Metal Anchor vs the moving iron blocks.
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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 '90s, 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.

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The reason for this trope is often rooted in the constraints of a GameEngine.UsefulNotes/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 '90s, 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.



* All [[GameEngine Build Engine]] games (''VideoGame/DukeNukem3D'', ''VideoGame/ShadowWarrior'', ''VideoGame/{{Blood}}'', ''VideoGame/RedneckRampage'') have [[SuspiciouslyCrackedWall 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" (VideoGame/ShadowWarrior has a grenade launcher instead).

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* All [[GameEngine [[UsefulNotes/GameEngine Build Engine]] games (''VideoGame/DukeNukem3D'', ''VideoGame/ShadowWarrior'', ''VideoGame/{{Blood}}'', ''VideoGame/RedneckRampage'') have [[SuspiciouslyCrackedWall 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" (VideoGame/ShadowWarrior has a grenade launcher instead).
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* Both hammers and swords in ''VideoGame/DragonQuestBuilders'' can be used for combat and harvesting materials, though only hammers can break down blocks. This is downplayed significantly in [[VideoGame/DragonQuestBuilders2 the sequel]], where hammers do barely any damage at all ([[SituationalDamageAttack outside of stone enemies]]) and are mapped to a separate button [[AntiFrustrationFeatures to keep the player from accidentally destroying the environment during combat]].
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* In ''VideoGame/TombRaider2013'', several of Lara's weapons allow her to traverse the environment in new ways. For example the axe is upgraded so it can be used to pry open obstacles, and is later replaced with the [[ExactlyWhatItSaysOnTheTin climbing axe]], the shotgun can be used to blast certain types of barricade out of the way and the bow eventually gets "rope arrows".

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* In ''VideoGame/TombRaider2013'', several the only one of Lara's weapons allow her to traverse that doesn't have a practical, non-combat purpose is the environment in new ways. For example the axe is upgraded so it can be used to pry open obstacles, and is later replaced with the [[ExactlyWhatItSaysOnTheTin pistol. Her climbing axe]], axe is a prying aid, the shotgun can be is used to blast certain types of barricade out of destroy wooden barriers, the way rifle's grenade launcher attachment blows up metal barriers, and the bow eventually gets "rope arrows".bow's rope and fire arrows are useful tools for traversal and accessing collectibles and salvage.
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* The various ''VideoGame/GoldenSun'' games have items that teach psynergy that can not only be used in battle, but also on the world map to do things like turn puddles into platforms.


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* In the military, breaching shotguns served as a means of shooting open doors by blowing out their hinges and/or locks. The aptly named [[https://en.wikipedia.org/wiki/Knight%27s_Armament_Company_Masterkey KAC Masterkey]] and the [[https://en.wikipedia.org/wiki/M26_Modular_Accessory_Shotgun_System M26]] serve as attachments for an assault rifle that negate the need to carry a separate shotgun in the first place (the latter can be fitted with a pistol grip and stock to turn it into a standalone weapon, though).
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* On the ''Literature/{{Discworld}}'' the classic dwarfish axe design is a pickaxe on one side and a battleaxe on the other. According to the books, the pickaxe side is because you never know where you'll find interesting minerals, and the battleaxe side is because sometimes people whose land contains interesting minerals are just ''unreasonable'' about it.
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* The bombs in ''VideoGame/TheBindingOfIsaac'' have two main uses beyond killing enemies. They can destroy rocks, which may be blocking off areas containing something more valuable than a bomb, or could fall into a gap that's doing the same, or may be tinted rocks that contain valuable items in and of themselves. They can also breach any door that's not locked, letting you escape the room without having to deal with the enemies, especially useful in later levels.


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* The sword in ''VideoGame/{{Minecraft}}'' is the only item that can harvest string from cobwebs, if you're so inclined.

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None of Halo's weapons serve a purpose other than combat, as far as I know.


* ''Franchise/{{Halo}}'' mid-range weaponry can be commonly referred to as this, especially VideoGame/HaloCombatEvolved's Pistol, which is the best example of this trope in the series, given how powerful and useful it is an practically every scenario, though it's not the best in any scenario.



* The breaching shotgun in ''Videogame/SWAT4''.

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* %%* The breaching shotgun in ''Videogame/SWAT4''. (Zero Context Example, please expand)

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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.

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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, '90s, 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.


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* ''Franchise/{{Halo}}'' mid-range weaponry can be commonly referred to as this, especially VideoGame/HaloCombatEvolved's Pistol, which is the best example of this trope in the series, given how powerful and useful it is an practically every scenario, though it's not the best in any scenario.
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Pretty sure you can still damage enemies with uncharged CS shots even with invulnerable.


** ''VideoGame/MegaManX1'': Shotgun Ice can be charged to create a sled that X can ride to reach otherwise unaccessible places, charged Chameleon Sting gives X an invulnerability mode (but he's unable to damage the enemies as well) to traverse some dangerous sections or just speedrunning and Boomerang Cutter can be used to collect power-ups behind walls. Charged Rolling Shield gives him DeflectorShields.

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** ''VideoGame/MegaManX1'': Shotgun Ice can be charged to create a sled that X can ride to reach otherwise unaccessible places, charged Chameleon Sting gives X an invulnerability mode (but he's unable to damage the enemies as well) to traverse some dangerous sections or just speedrunning and Boomerang Cutter can be used to collect power-ups behind walls. Charged Rolling Shield gives him DeflectorShields.
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* ''VideoGame/TheLegendOfZeldaBreathOfTheWild'' takes this to extremes since every weapon in the game has some level of non-combat utility based on its different properties (though some are better at specific tasks than others). Sharp weapons such as swords and axes can be used to cut down tress and grass, blunt and heavy two-handed weapons can smash open ore deposits, metal weapons channel electricity to be used in circuit puzzles or strike flint to start fires, wooden weapons can be used as a makeshift torch, fire and ice weapons can keep Link at comfortable temperatures in places of extreme cold and heat, etc...
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* In ''Videogame/PREY2017'' the Huntress Boltcaster, a Toys/NerfBrand {{Expy}}, can be used to trigger touch-operated buttons and screens, also to distract enemies or kill the smaller ones.
* The breaching shotgun in ''Videogame/SWAT4''.
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** TruthInTelevision: [[https://en.wikipedia.org/wiki/Entrenching_tool#World_War_I entrenching tools]] from both WWI and WWII were often sharpened for use as weapons.
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* In-universe in ''VideoGame/{{Fallout 4}}'': the Super-Sledge (a sledgehammer with ''rockets'' attached) and Power Fist (pneumatically-actuated gauntlet) were construction items that were appropriated by the Wastelanders as weapons after the bombs fell. Unfortunately, the RidiculouslyFastConstruction of the settlement building mode doesn't allow for an in-game construction use of either weapons.
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** ''VideoGame/MegaMan11'': The Pile Driver allows Mega Man to do a fast dash in mid-air, making it easier to clear huge gaps in terrain.
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Corrected information.


** The underside-mounted Light Lancers cannot be used to target enemy ships, but will automatically fire upon incoming torpedoes, [[{{Space Mines}} mines]] and [[{{Asteroid Thicket}} asteroids]].

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** The underside-mounted Light Lancers cannot be used to target enemy ships, but will automatically fire upon incoming torpedoes, torpedoes and [[{{Space Mines}} mines]] and [[{{Asteroid Thicket}} asteroids]].mines]].

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Added link to Battle at Procyon.


* ''RocksNDiamonds'' has a downloadable Zelda Level which has bombs destroy certain walls and objects

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* ''RocksNDiamonds'' has a downloadable Zelda Level which has bombs destroy certain walls and objectsobjects.


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[[folder:Real Time Strategy]]
* ''VideoGame/TreasurePlanetBattleAtProcyon'' has several:
** Grav Charges are a medium weapon that don't do any damage, instead they create a small field with its own gravitational pull, which can be useful for stopping ships (especially fast ships) for boarding or making them an easy target for a broadside. Grav Charges also reveal hidden submarines.
** The Energy Net, similar to the Grav Charge, is a medium weapon that doesn't deal any damage, but can temporarily disable sails, slowing them down the ship to make it an easy targets for broadsides or boarding. Unlike the Grav Charge however, the Energy Net also reduces the rate of fire of ships it hits.
** The {{Harpoon Gun}} is a light weapon that fires a grappling hook, which does a [[{{Randomized damage attack}} random amount of damage]] (ranging from very low, to very high for a light gun) and has a relatively low rate of fire, its main use however, is enabling the player to grapple enemy ships, which can be used for manipulating the movement of hostile ships and is a prerequisite to boarding. Grappling hooks can even tear ships apart if two ships grapple one and move in the opposite direction.
** The underside-mounted Light Lancers cannot be used to target enemy ships, but will automatically fire upon incoming torpedoes, [[{{Space Mines}} mines]] and [[{{Asteroid Thicket}} asteroids]].
[[/folder]]

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