Magnet Gun

The Magnet Gun is a rare weapon in MadWorld.

Description
The Magnet Gun is a very large weapon. It is larger than Jack Cayman himself, similar to the Rocket Launcher. It also has three handles on its case, as well as a stylized lightning hinting towards its electrical nature. On its front, instead of a barrel, it has two large coils that are used to give the gun its electromagnetic properties.

Involvement in the Jefferson Island DeathWatch games
This weapon appears only in the Maintenance Facility of Area 66. It can be obtained from a Mayhem Dispenser after Jack has reached 200,000 points.

Its primary use is to pull in Grunt Enemies and launch them with tremendous force, preferably into environmental hazards, as the Magnet Gun does not grant any points by itself. The Magnet Gun can also be used to shortly paralyze the Cyber Slicers, as their robotic nature makes them vulnerable to strong magnetic fields.

The Magnet Gun will be of no use against The Masters, as they will erect a force field to counter the magnetic pull of the weapon.

Attacks
This weapon has two modes of operation.


 * B button (hold): Attractive mode. With this, up to three Grunt Enemies can be drawn to the gun's coils. Attracting an enemy first is a requirement before Jack can use the gun's second mode of operation.
 * A button: Repulsive mode. The Grunt Enemies that have been attracted are launched with such powerful force that they will die upon impact, so to maximize points it is recommended to aim the gun at the multitude of hazards that can be found around the facility.

Trivia

 * The Magnet Gun might be a reference towards the Zero Point Energy Field Manipulator, better known as the Gravity Gun from Half-Life 2, as they are both themed around one of the four fundamental forces of the universe (Magnetism and Gravity), and also function in a extremely similar way, as they convert objects (or foes, in the Magnet Gun's case) into makeshift projectiles with the alternative fire, and then launch them with the primary fire.