Guides & Walkthroughs New Guides Popular RPG Action Strategy Adventure YouTube Guides Mobile App
Free iOS App iPhone & Ipad
Download Game Guide PDF, ePUB & iBooks

Magrunner: Dark Pulse Game Guide & Walkthrough by gamepressure.com

Magrunner: Dark Pulse Game Guide & Walkthrough

Table of Contents

Modules | Game Mechanics Magrunner Guide

Last update: 11 May 2016

Moving platform - Modules - Game Mechanics - Magrunner: Dark Pulse - Game Guide and Walkthrough
Moving platform

In all game you meet so called Modules. Most of them contains of riddles. Those are also the only items which charges can be changed in any random way and some also help you fight enemies.

Below you can find a list of all in-game modules with the description.

Cube - Standard, cube-shaped module. It's multifunctional. It can be attracted by bigger objects, shot from the catapult or be used as a transport. You can move it freely and rework for smaller cubes.

Mini Cube - Very similar to the standard cube but with smaller magnetic field and mass. It can be obtained from the yellow cube. You can jump during transporting it.

Explosive Cube - The only module, which can be very dangerous for the environment. When it shakes a little, it may cause an explosion. Very useful for destroying objects and hostile lifeforms.

Magnetic Field Module - This module, attached to some surface, is a immobile "container" of magnetic field. Useful in combination with mobile modules.

Platform - Another very common module. It works perfectly for transporting people and smaller modules. It makes its own magnetic field and has, usually, a Magnetic Engine. It moves through vertical, horizontal, circle and arc rays.

Magnetic Engine - It creates a cylindric magnetic field with a long range. It's usually used in platforms and as a horizontal launcher.

Cube Holder - It's a module with taken-off core. You can activate it by placing a normal or small cube inside. It works similarly to the Magnetic Engine.

Mod Cube - The biggest module. It has six separated parts, which are supported by the magnetic field. You can charge two opposite charges, what makes them push away and opens the module. Charged walls create cylindric magnetic field.

Cube Respawner - It regains yellow or exploding cubes. You just need to press a particular button on the control panel to summon a new cube.

Newton - A group of nanobots, which has a form of mechanical dog. It's the only one module which can be launched by the MagGlove. It can be set up on almost every surface and it creates a medium sized magnetic field.

Jumper/Catapult - This module fires out an item with an opposite pole. Route of flight has a shape of arc in the most cases. Very useful as a transport source (yellow cube) or improvised weapon (explosive cube).

Generator - One of modules which can't be charged. Active generator makes a force field similar to the orb. It can be deactivate, by making it touch the smaller object, like a yellow cube. They are used mostly for barriers.

Transformating module - This module appears only few times. It's built into wall and its charge cannot be changed. It can change the small cube into big and big into small.

Magnetic Gate - They work similarly to door, but they may be charged. You can open it, by charging the both half with different charges and close by charging with the same. They are rather efficient blocade.

See/Add Comments

You are not permitted to copy any image, text or info from this page.

This site is not associated with and/or endorsed by the Focus Home Interactive or 3 AM Games. All logos and images are copyrighted by their respective owners.

Copyright © 2000 - 2024 GRY-Online S.A. for gamepressure.com, unofficial game guides, walkthroughs, secrets, game tips, maps & strategies for top games.