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2SAS: Zombie Assault is a famous series of {{Shoot Em Up}}s by Creator/NinjaKiwi. Currently, there are four main games (Five if you count ''[[ExpansionPack Insane Asylum]]'') and a TowerDefense SpinOff. Alternatively, the guys down at the SAS Zombie Assault Wiki have created a list of tropes for SAS 4 which can be accessed [[http://saszombieassault.wikia.com/wiki/Forum%3ASAS_4_Tropes here]]. So far there are 4 parts of the game made in the following order: ''[[http://www.saszombieassault4.net/sas-zombie-assault1 SAS 1]]'', ''[[http://www.saszombieassault4.net/sas-zombie-assault2 SAS 2]]'', ''[[http://www.saszombieassault4.net/sas-zombie-assault3 SAS 3]]'' and ''[[http://www.saszombieassault4.net/ SAS 4]]''.
3----
4!!Tropes across the entire series include:
5
6* AffectionateParody: The first games were this to ''VideoGame/NaziZombies'', but it then became a full-blown franchise.
7* AKA47: '''MASSIVELY''' [[AvertedTrope averted]]. Every weapon that you can find in RealLife has its real name. Except for the M249 SAW, but that's just what the UsefulNotes/YanksWithTanks call it, so it doesn't count.
8* ArtEvolution: The first game's graphics was good for its time, but the zombies looked rather unrealistic. The second game did get improved graphics though. On the third / TD games, the graphics and the zombies appeared to be more realistic. It culminates by the fourth game, where everything appears to by hyper-realistic. Oh yeah, and it's subtle, but you finally get to see some legs when anyone is moving.
9* AsteroidsMonster: ''SASTD'', starting with bloaters, will release smaller fast moving zombies when they're slain.
10* DeadWeight: Bloaters in ''SAS 2'', ''Insane Asylum'', ''SAS 3'', ''SASTD'', and ''SAS 4''. Also, Regurgitators in ''SAS 4''.
11* ExcusePlot: The first two games and ''Insane Asylum'' have a plot that runs like "You are in a church/military base/insane asylum that is being attacked by zombies. Survive." The third game had a plot that was AllThereInTheManual. (If you look at the loading screens, you can get some info as to what the story is about). Averted in ''SAS 4''. The missions clearly tell you what the objectives are and the story of the game.
12* FinalBoss: Averted. Even though the Ruin or Necrosis are very strong, there is no zombie leader, as far as declassified SAS reports go.
13* ImprobableUseOfAWeapon: Sniper rifles work differently in these games from other ones. Instead of charging up for BoomHeadshot, they perform a OneHitPolykill on each shot.
14* MoneySpider: Played straight in ''SAS: Zombie Assault 4'', where you can clearly see some killed zombies dropping stacks of SAS Dollars.
15* OurZombiesAreDifferent: The first two games and ''Insane Asylum'' feature [[FleshEatingZombie Flesh-Eating Zombies]], but the rest of the series has [[PlagueZombie Plague Zombies]], with a few [[ParasiteZombie Parasite Zombies]].
16* SentryGun: Every game has them.
17** The first one featured sentries referred to as Light and Heavy Sentries.
18** The second game featured the Vickers Sentry and the Area Denial Weapons System.
19** The third game features the [[GatlingGood GECAL50]] and the Area Denial Weapons System.
20** ''SASTD'' and ''SAS 4'' feature a ridiculous amount of them.
21* StandardFPSGuns: Despite not being an FPS, there are some here.
22** Knife: Tactical Chainsaw in ''SAS 2'' and ''Insane Asylum''; CQC Skill for the Assault Class in ''SAS 4''.
23** Pistol: P226 Sig Sauer in ''SAS'', ''SAS 2'', and ''Insane Asylum''; Glock 17, Ruger P97, Desert Eagle, IMI SP-21 Barak, [[MoreDakka MAC-10, Beretta 93R and Glock 20]] in ''SAS 3''; HVM 001, RIA 313, [[MoreDakka RIA 1010, CM 225, CM 205]], CM 202, [[HandCannon Ronson 45]], and Sabre in ''SAS 4''.
24** Revolver: Raging Bull and [[HandCannon .600 Nitro Express]] in ''SAS 3'', [[ShockAndAwe Trailblazer]] and [[HollywoodAcid Poison Claw]] in ''SAS 4''.
25** [[ShotgunsAreJustBetter Shotgun]]: M870 in ''SAS'', ''SAS 2'', and ''Insane Asylum''; [[MoreDakka AA-12]] and Benelli M4 in ''Insane Asylum'' and ''SAS 3''; Stoeger Side-by-Side, Winchester 9140, SPAS-12, Saiga .401K, Striker, UTAS UTS-15, and [[PlagueMaster SCM]][[FlechetteStorm ITR]] in ''SAS 3''; HVM 004, RIA 30 Strikeforce, [[SawedOffShotgun Mustang]], [[HollywoodAcid Stripper]], [[MoreDakka Hard Thorn]], and 1887 Shockfield in ''SAS 4''.
26** Assault Rifle: [=L85A2=] in ''SAS''; Lee Enfield, G3, and [=HK417=] in ''SAS 2'' and ''Insane Asylum''; AK-47, [[Franchise/{{Aliens}} M41A Grendel]], and SCAR in ''SAS 2'', ''Insane Asylum'', and ''SAS 3''; [=M16A4, REC7, ARX160=], Steyr AUG, FAL, M1 Garand, Beowulf .50, and ZCS Wipeout in ''SAS 3''; Z-1 Assault, Mixmaster, Ronson 65-a, Raptor, CM 405 Planet Stormer, CM Gigavolt, [[MagneticWeapons Sub-light COM2]], CM 451 Starburst, RIA 20 DSC, RIA 20 PARA, RIA 20 Striker, and HVM 006 G-Class in ''SAS 4''.
27** [[MoreDakka SMG]]: [=MP5=] in the first three games; [=MP7=] in ''SAS 2'', ''Insane Asylum'', and ''SAS 3''; Skorpion, Vector,, Minibea PM-9, [[MoreDakka ZCS Seizure]], [=PP19=] Bizon, and P90 in ''SAS 3''; Z-2 LMP, CM 307, RIA 7, RIA T-7, Ronson 55, CM 351 Sunflare, and Phantom in ''SAS 4''.
28** [[{{BFG}} Machine Gun]]: M240 MAG in ''SAS'' and ''SAS 3''; M60 in ''SAS 2'' and ''Insane Asylum''; [=MG4=] in ''SAS 2'', ''Insane Asylum'', and ''SAS 3''; HK 221, Bren, RPD, M249 SAW, [[GatlingGood M134]] [[{{BFG}} Minigun]], IMI Negev N67, and [[{{BFG}} M2 Browning]] in ''SAS 3''; Z-5 Heavy, HVM 008, Ronson LBM, CM 505, and Supermarine in ''SAS 4''.
29** SniperRifle: Arctic Warfare Magnum in ''SAS'', ''SAS 2'', and ''Insane Asylum''; .700 Nitro Express in ''Insane Asylum''; Mk. II and [[MagneticWeapons JKH .887 Coiled Assault Weapon]] in ''SAS 3''; RIA 50, Hornet, and HIKS S300 in ''SAS 4''.
30** Rocket Launcher: RPG-7 in ''SAS 3''; HVM MPG, T101 Feldhaubitz, T102 Jagdfaust, and [[MacrossMissileMassacre Gebirgskanone]] in ''SAS 4''.
31** Grenade Launcher: Milkor in ''SAS 2'', ''Insane Asylum'', and ''SAS 3''; PAW-20 in ''SAS 3''.
32** SentryGun: Light and Heavy Sentries in ''SAS''; Vickers and [[MoreDakka ADWS]] in ''SAS 2'' and ''Insane Asylum''; [[GatlingGood GECAL50]] and ADWS in ''SAS 3''; HVM Heavy Machine Gun Sentry, Ronson Cryogenics Turret, HIKS Heavyshot Protector Turret, Flugkörper, [[FireBreathingWeapon Ronson Mk. V Flamer Sentry]], [[EnergyWeapon CM Supernova]], and [[MoreDakka CM Zeus Exclusion Zone]] in ''SAS 4''.
33
34----
35!!Tropes specific to ''[[http://www.unblockedgamesroom.com/sas-zombie-assault SAS: Zombie Assault]]'' here:
36
37* ActionBomb: Occasionally, very late in the game, a [[BatOutOfHell bat-like]] version of DemBones will appear. These explode when killed, and will kill themselves instantly when hitting a barricade. [[ThisIsGonnaSuck Blown-up barricades will never, ever be able to be repaired]].
38* {{BFG}}: Yes, you can actually equip an FN M240 MAG general-purpose machine gun in this game. It still has [[DoNotRunWithAGun one helluva mobility penalty]].
39* DeadWeight: Occasionally, zombies that look like red-skinned women with giant boobs and overall look somewhat overweight will show up. [[KevLard They take forever to take down.]]
40* JumpScare / HellIsThatNoise: The sound of a bat-like DemBones appearing.
41* OurLichesAreDifferent: In the late game, liches show up. They wear black cloaks and shoot balls of magic at you, in addition to summoning huge groups of DemBones to fight you.
42* SmartBomb: The [[ShapedLikeItself Smart Bomb]], which wipes out every zombie in the area.
43* SniperRifle: The Arctic Warfare Magnum appears as a weapon capable of [[OneHitPolykill One Hit Polykills]].
44
45----
46!!Tropes specific to ''[[http://www.unblockedgamesroom.com/sas-zombie-assault-2 SAS 2]]'' and ''Insane Asylum'' here:
47* ActionBomb: The [[MonsterClown clowns]] in ''Insane Asylum''.
48* AffectionateParody: The whole series is a parody of ''VideoGame/NaziZombies'', but this game is the most obvious parody of it.
49* {{BFG}}:
50** The [[MoreDakka M60 and MG4]] in ''SAS 2'' and ''Insane Asylum''.
51** Also from ''Insane Asylum'' is the [[SniperRifle .700]] [[OneHitPolykill Nitro Express]].
52* BribingYourWayToVictory: This game was the first one to feature premium weapons. Said premiums include the [[BoringYetPractical Lee-Enfield]], [[OneHitPolykill MP7]], [[MoreDakka AA-12]], [[Franchise/{{Alien}} M41A Grendel]], [[StuffBlowingUp MGL-140]], [[ChainsawGood Tactical Chainsaw]], [[DeathRay Proton Cannon]], and [[FireBreathingWeapon Flamethrower]].
53* ChainsawGood: One of the [[BribingYourWayToVictory premium weapons]] is a chainsaw. It's AwesomeButImpractical, as it's exclusively melee.
54* DeadWeight: Again, there are fat zombies. However, these take the form of fat doods with meat cleavers [[AsteroidsMonster that pop into worms when killed.]]
55* OurDemonsAreDifferent: A large, muscular zombie sometimes appears that [[FlunkyBoss spawns in skeletons from fallen zombies.]] Nobody is really sure what exactly it is.
56* SentryGun: The Vickers gun and ADWS fit this role. In this game, you can actually reload the turrets, unlike in the others.
57* ShotgunsAreJustBetter:
58** Even more so than ''SAS 1'', as shotguns do ''ridiculous'' damage to zombies in this installment.
59** The M1014 appears in ''Insane Asylum'' as what may be the best non-premium weapon aside from the M60.
60* ShoutOut: One of the power ups is [[Film/MontyPythonAndTheHolyGrail The Holy Hand Grenade of Antioch]], which works as a SmartBomb.
61* SniperRifle: The AWM returns from ''SAS 1'' in ''SAS 2'', and ''Insane Asylum'' has the [[{{BFG}} .700 Nitro Express]].
62
63----
64!!Tropes specific to ''[[http://www.unblockedgamesroom.com/sas-zombie-assault-3 SAS 3]]'' here.
65
66* AmusementParkOfDoom: Karnvale.
67* ArtificialStupidity: The buddy. Sure, he gives you some extra firepower, but if you die while he's still alive, [[YouAreAlreadyDead you've pretty much lost]], since he's incapable of shrugging off the zombies that can swarm him. Unless you can revive fast enough, however.
68* AsteroidsMonster: Mamushkas in a nutshell.
69* BangBangBANG: The [=MP5=] sounds significantly deeper in this game than in the previous 3.
70* EndlessGame: Apocalypse, [[ExactlyWhatItSaysOnTheTin obviously]]. Unintentionally subverted in the mobile version should you survive for a very long time, however as it's possible to kill every one of them.
71* LoopholeAbuse: In the mobile versions, you can watch an advertisement (up to 3) for a free powerup. However, it's possible to get all 8 for free if you go to multiplayer, exit, then repeat the process until all 8 powerups have been "purchased".
72* UnexpectedlyRealisticGameplay: Your character starts moving slower the longer you stay alive in Apocalypse.
73
74----
75!!Tropes specific to ''[[http://www.unblockedgamesroom.com/sas-zombie-assault-4 SAS 4]]'' here:
76* AIIsACrapshoot: Machines affected by the digital strain of the [[TheVirus Thera Virus]] become zombified.
77* AllYourPowersCombined: The Necrosis is a "Near perfect viral evolution" that can release [[BulletHell a wave of projectiles]] that correspond to the three damage types zombies can use. It also splits into three aspects upon death, one that represents physical that [[VillainTeleportation can teleport to any player]], one that represents thermal and leaves behind [[IncendiaryExponent a trail of fire]], and one that represents chemical, which constantly [[AcidAttack spits blobs of acid.]]
78* AmbiguousGender: The pilot in [[TimedMission Vaccine]]. In the intro cutscene of the said mission, it either looks male or female, but when (s)he appears in the dialogue, it's... Well, male.
79* [[ArmorPiercingAttack Armor Piercing Zombie]]: Downplayed with Dark Minion zombies: they disregard 75% of damage reduction from armor, but Heavies with the Tough Body perk still take less damage from their attacks.
80* ArtificialStupidity: The V.I.P. follows your steps, which could easily lead him to getting mauled by zombies.
81* ArtificialZombie: Zombdroid Servants and Soldiers. Doubles as AIIsACrapshoot.
82* AutoRevive: In multiplayer, you can use your revive tokens to revive yourself to full health. The catch is that you can only use it for multiplayer, ''and multiplayer only''. You'll have to pay 3 NK Coins (or Kreds) if you want to do this in single player. Fortunately, in mobile you can use revive tokens regardless of what game mode you're in.
83* AwesomeButImpractical: [[ExactlyWhatItSaysOnTheTin High Damage Ammo]] can [[ZigZaggingTrope sometimes]] be this, especially for [RED] and [BLACK] weapons, since it eventually takes a toll on your cold hard cash.
84* BloodlessCarnage: Invoked with the Gore setting. Specifically, turning off the gore is for people who are disturbed/offended by it. It also helps to turn it off if your computer can't run the game well, or there's going to be too many zombies to kill.
85* BoringButPractical: Standard ammo. It doesn't deal extra damage, but it's inexpensive.
86* BreakingTheFourthWall: On the mission Meltdown after collecting all three radioactive med kits, your character will break the fourth wall, [[WhatTheHellPlayer and demands to be controlled by a different player]].
87* ContinueYourMissionDammit: In the [[TimedMission Vaccine]] mission, the pilot will tell you to get focused should the timer hit 5:00, and you don't have the vaccine.
88* ContractualBossImmunity: Bosses cannot be frozen solid by [[KillItWithIce Cryo Grenades and Turrets]].
89* CriticalAnnoyance: Inverted, the V.I.P. in the EscortMission snaps should he take damage. Averted otherwise, as most of the other warnings aren't really annoying.
90* DamageSpongeBoss: The bosses' Savage variants.
91* ElevatorActionSequence: In the Vaccine mission, you get to ride on a subway train, which stops when you have to fight zombies.
92* EnergyWeapon: While the Hotspot just fires a solid one, the HIKS 3100 fires these despite being classified as a rocket launcher.
93* EscortMission: The mission V.I.P..
94* EveryCarIsAPinto: Cause enough damage to a car and it explodes, damaging all zombies in the blast. The said car will look very damaged after exploding.
95* FaceHeelTurn: The HVM soldiers after shooting down the ambulance in the Ice Station mission.
96-->'''HVM Captain:''' Do it. ''[the [=HVM=] soldiers start firing at the ambulance]''\
97'''SAS Soldier:''' [[YouMonster What have you done? Those people could have been saved!]]\
98'''HVM Captain:''' [[IDidWhatIHadToDo We have our orders]]. [[HeKnowsTooMuch And there can be no witnesses.]]
99* FadeToWhite: See NonStandardGameOver.
100* FriendlyFireproof: Anyone who is human; players, npcs, the sentries and inactive Loaderbots, yeah. But then the activated turrets and Loaderbots from the Power Out mission, and once friendly [=HVM=] Soldiers from the Ice Station mission avert this...
101* GatlingGood: The three-barreled Proposition (which is even depicted as a Gatling gun in the mobile port) and the HIKS [=M1000=] (which can either be obtained from Championships or crafting).
102* GoldColoredSuperiority: The Nantonium Strongbox has a [[LuckBasedMission 50/50 chance]] to give you a powerful weapon or armor, and it's ultra rare.
103** Premium weapons look gold and fancy[[note]]Well, at least most of them are[[/note]], have great perks, and allows you to augment it as much as you want. Best of all, you can reset their augments for free.
104* HoldTheLine:
105** The Heavy class has an ability called this that simply buffs him up as long as he is standing still.
106** The mission Onslaught. The drop ramps have been damaged, and you have to survive for about 4 minutes, while keeping the zombies, who are on the other side of the bars, at bay. The spaceship takes off when all the zombies and the boss have been killed.
107** The mission Last Stand. It's a Tower Defense-styled level, and you have to prevent the zombies from claiming all 25 lives.
108* JumpScare: Finding the loot room via one of the holes in the [[TimedMission Meltdown]] mission gives you a [[HellIsThatNoise loud scream]][[note]]Fun fact, that's the exact same sound you hear when you meet [[VideoGame/{{Doom}} Baron of Hell]].[[/note]], the objective message saying [[PrepareToDie "PREPARE TO DIE!"]], and '''[[YouAreAlreadyDead a lot of zombies]]'''. Killing them all gives you a lot of loot at the end of the room.
109* LevelLockedLoot: Championship weapons cannot be equipped until you're at least level 90.
110* LoadsAndLoadsOfLoading: Justified. [[Administrivia/TropesAreTools The incredibly detailed graphics and sections of levels all load at once.]] Averted for the mobile version, because the graphics and animation quality is downgraded, and it loads one section of a level at a time (Vaccine mission only), which means the loading times are significantly shorter than the online version.
111* MegaCorp: Several of them in the setting, either manufacturing guns, armor or both. [[AllThereInTheManual Their lore, official and unofficial, is expanded upon in the Ninja Kiwi Blog]].
112** Z-Arm Tech: A defunct arms manufacturer from the 3rd-millennium. Made the modern-ish guns you start out with.
113** HVM: A very large corporation that manufactures weapons and armor through exploitative business practices. Their equipment is a step above Z-Arm Tech's.
114** Rubicon Industries: A company that produces high-end weapons and armour, particularly [[MightyGlacier heavy but highly damage-resistant armor]] and the speed-enhancing [[PoweredArmor Power Assist]].
115** Critical Mass: Manufactures gimmicky but powerful weaponry, most notably various [[EnergyWeapon energy weapons]] and the [[{{BFG}} Sub-Light [=COM2=]]].
116** Shotlite: A company specializing in extremely lightweight products, particularly their weapons which tend to have [[MoreDakka high rates of fire]].
117** Smoke Stack: A [[WeirdWest Wild West-themed]] company that makes powerful weaponry.
118** [[Creator/NinjaKiwi HIKS]]: A company that specializes in [[{{BFG}} heavy but extremely powerful weaponry]], like the S300 and the [[GatlingGood M1000]].
119** Rancor: A ''very'' niche weapons manufacturer whose weapons are explicitly stated to be outright war crimes.
120** Teknoboom: A German-themed company that makes [[StuffBlowingUp explosive weaponry]], all the way from a grenade pistol to ''an assault rifle firing [[AbnormalAmmo explosive gel]]''.
121** Ronson: A very old company that produces fire-resistant armor and a diverse range of weaponry that includes [[MoreDakka twin-barreled SMGs]] and, most notably, [[KillItWithFire flamethrowers]].
122** Spaceskin: Produces the highly versatile Graphene Armor set.
123** Atomic: Manufactures PowerArmor with high buffs such as faster reloading, increased walking speed or contact damage.
124** Morlok Mining Corporation: Introduced in the Faction Warfare update. A mining company that owns ''an entire star system'' and with weapons themed after their planets' environment and armor that provides a wide variety of buffs like increased loot collection range or increased loot drops.
125* MilestoneCelebration: In-Universe, according to Critical Mass's descriptions on their premium weapons.
126* MiniBoss: Zombdroid Servants and Zombdroid Soldiers.
127* MooksButNoBosses: Contract missions play this straight. Downplayed for the mission V.I.P., where there are only Mini Bosses, but obviously averted for Nightmare Mode.
128* MythologyGag: In the Recovery mission, you can find a very familiar farmhouse... specifically, the one from SAS 3, recreated near perfectly.
129* NintendoHard: Nightmare mode. The maps are designed to look scarier, the enemies hit harder with nightmarish zombies, major bosses can appear [[WakeUpCallBoss in the middle of the mission]], and zombie pods are almost everywhere, '''and they can contain nightmarish zombies.''' Oh, and [[BladderOfSteel you can't pause]], given that this is a multiplayer game mode. You think Adaptive is an unnecessary augment for your guns in this mode? '''Think again.''' [[HardModePerks On the other hand, killing the bosses in this mode will net you with a lot of loot]].
130* NoFairCheating: If you get an error that says "Unknown error: account data exception", you definitely cheated, preventing the game from loading. And of course, all progress on the account you were using to play this game is now lost.
131* NonStandardGameOver:
132** [[TimedMission Timed Missions]] (Vaccine and Meltdown): Time runs out. Aartis [[FadeToWhite Fades to White]] during its destruction.
133** [[EscortMission V.I.P.]]: The V.I.P. dies.
134** Last Stand: All lives have been lost ([[FadeToWhite similarly]] to Vaccine).
135* ObviousRulePatch: You can only have up to 2 (3 via masteries) active sentries at a time, so you can't just overpower the zombies.
136* OhCrap:
137** When a [[DamageSpongeBoss savage boss]] shows up, this will most likely be your response.
138** The [[NoNameGiven Ice Station truck driver]] does this if the [[EveryCarIsAPinto truck]] is critically damaged.
139--->'''Truck Driver:''' The truck is about to blow!
140* PowerEqualsRarity: Nantonium Strongboxes. Even more so with Black Strongboxes, but the latter has a catch: you can only hold up to 5, and every one of them requires a Black key.
141* PrivateMilitaryContractors:
142** The HVM Soldiers in the Ice Station mission. They later try [[FaceHeelTurn to kill you]] to [[HeKnowsTooMuch remove any witnesses]].
143** HIKS is mentioned to have a private security force in several of their Premium weapons' FlavorText.
144** Faction Warfare [[InvokedTrope invokes this]] by having players be part of mercenary teams employed by the [[MegaCorp Morlok Mining Corporation]] to defend company assets.
145* PurpleIsPowerful: The [[DamageSpongeBoss Savage]] [[LargeAndInCharge Devastator]] has a hint of purple on it.
146* {{Retraux}}: Setting the graphics to Low makes the gameplay look something like this.
147* SchmuckBait: The [[TimedMission Meltdown]] Mission has one, but it's really subtle. When you see a hole that has zombies appearing, then disappearing immediately, it looks like it's bugged, right? Nope. If you enter it, a swarm of zombies will appear and they'll maul you to your death if you don't react immediately. You do get rewards for killing them all, though.
148* ScrewThisImOuttaHere: In Ice Station, if an HVM soldier takes too much damage, they'll retreat until all of the zombies have been killed. The HVM Captain's way of saying this?
149-->'''HVM Captain:''' "[[SuspiciouslySpecificDenial I'm not retreat'n,]] [[BlatantLies I just need some more ammo.]]"
150* ShootTheBullet: Averted. The Zombie Mech's missiles only explode when it hits a wall.
151* ShoutOut:
152** In the Zombie Pods mission, when walking through the aisles, you will get this line:
153--->[[Film/{{Zombieland}} "Hey, they still have twinkies here. Not even zombies will eat those."]]
154** There is an achievement called [[VideoGame/BloonsTowerDefense NLL]], though it might double as a FandomNod.
155** The [[Franchise/StarWars Star Wars]] references did not stop at Bloons Tower Defense 4; the devs snuck some in on some of the achievement icons.
156* SprintShoes: You can apply the Machine Assisted augment to any boot. Also, the Titan MEM Sprint is pretty much this.
157* TimedMission:
158** The mission Vaccine. You have to extract the vaccine before the jolt ships, sent by the Trans-System President, who didn't know about the vaccine, destroy Thera
159** The mission Meltdown. Shut down all the nuclear reactors and head to the main computer. The timer resets after shutting down the first two reactors and stops completely when the last one is shut down.
160* TokenWhite: Inverted. There's a yet to be used character icon of a black official.
161* TooDumbToLive: The HVM Captain and his Soldiers [[InvokedTrope invoking]] HeKnowsTooMuch, which could usually [[EpicFail lead them to underestimating you]], provided that you kill them before they kill you.
162* TurnsRed:
163** Sure, you may think that the Devastator is a joke at first, but then it gets '''dead serious''' when it's close to dying. During this phase, it moves and attacks faster, becomes resistant to everything, and it hits '''hard'''.
164** When reaching higher levels, weapons, armor, and support weaponry both play the trope straight and literally turn red. Mostly red stripes to be exact. And yes, they're stronger.
165*** Even better, their [BLACK] versions are ridiculously powerful, especially when augmented correctly. Pistols and support weaponry don't have this, [[DummiedOut unfortunately]]. There are files for them, however.
166* WakeUpCallBoss: Every Nightmare Mode map has them.
167* WhatTheHellPlayer:
168** See BreakingTheFourthWall.
169** Averted in the Survivors mission, unless you're playing this mission in multiplayer. No matter how many survivors get killed, you won't be penalized by anyone. In the case of multiplayer however, deliberately letting the survivors get killed may cause your teammates to scold you in chat.
170** In the V.I.P. mission, shooting the furniture or collecting anything while escorting the V.I.P. will cause him to start complaining. Your [=SAS=] soldier will be annoyed by this, saying...
171--->"I'm this close to putting a bullet in the guy's face..."
172*** While the game's on HolidayMode (where the V.I.P. is Santa instead), the soldier will instead say
173-->"I'm this close to being put on the naughty list..."
174* TheWoobie: Can be invoked during the [[TimedMission meltdown]] mission by allowing your character to collect three radioactive medkits.

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