Welcome to the ‘Temp Zero: Weapons / Tools Compilation’ gaming guide! If you’re looking to master Temp Zero’s gameplay, then this guide is perfect for you. It focuses on the concept of learning by doing and figuring out what works, and compiles all the essential weapons and tools you need to succeed in the game. Get ready to level up your skills and dominate the game with this comprehensive Steam Guide.
Introduction
You start the game in a room called Origin with 2 weapons, 2 spells, and 2 songs. To start a run, you’ll need to select a weapon, a song, and attack the portal at the center of the room.
If you won a game at 184 BPM, there would be an extra room where you can set modifiers Challenges to make your current run harder. Otherwise, you will start at Room 1, which is randomly generated from a set of rooms. To progress to the next room, you’ll have to defeat ALL of the enemies and then shoot the portal that appears afterwards.
At rooms 3, 6, 11 and 16, you’ll encounter a room where you must choose 1 upgrade out of 3 potential upgrades to progress to the next room. These upgrades can range from weapon upgrades to spell upgrades, dash upgrades or health upgrades, explained later in the guide.
At room 17, you’ll encounter a ring of hearts that would replenish your HP for the fight ahead, and a boss summoning tool at the center of the room. Activating all 4 points will summon the final boss – Entropy – to finish the run.
Finishing a run with Defeat or Victory nets points that will unlock new spells or weapons. Winning with a song would usually unlock another song on a faster BPM.
This is what a Defeated Run looks like
And this is what a Victorious Run looks like
Note that if you win with a new strategy (E.g. Win with a weapon/spell for the first time) you’ll get a trophy or two depending on what you did.
A finished run usually has a score that is increased via different means. These are the rubrics of the scoring system.
- Progression – Shows how far your run went before it ended
- Time – How fast your run was
- Score – Progression and Time summed up before the bonuses are included
- Time Bonus – Extra points for finishing the run fast
- Tempo Bonus – Extra points for interactivity with the beat (Explained later)
- Challenge Bonus – Extra points for any challenges active for the run
- Total – The net sum of all points
The total score will be included in the leaderboard if your run is victorious. You could try different spells, weapons or upgrades to increase this score and net a higher rank.
Weapons
- Starting Weapon.
- Fast.
- Mid Damage.
- Short Melee Range.
- Empowered Swing on Dodge Attack.
- Can destroy projectiles (except for lasers)
Perfect starting point for beginning melee builds. Frog Tongue, Pinball and Shooting Star are some good spells to compliment the limited range. Like all melee weapons, it can stunlock enemies.
- Starting Weapon.
- Fast.
- Mid Damage.
- Mid Range.
- Empowered shot on Dodge Attack.
- 15 shots before reload
- 2 Bullets per single shot.
Perfect starting point for beginning ranged builds. Orbital Strike, Bubble and Mirror are some good spells to maximise damage output or give yourself a breather.
- Slow.
- High Damage.
- Short Melee Range.
- Empowered Swing on Dodge Attack.
- Can destroy projectiles (except for lasers)
Get Faster Weapon ASAP.The sluggish swing rate WILL be harder to deal with in the later rooms. Other than that, Frog Tongue, Pinball and Shooting Star can help compliment the limited range. Like all melee weapons, it can stunlock enemies.
- Fastest.
- Low Damage.
- Longest Range.
- Triple-shot on Dodge Attack.
- 5 beats before slowed fire-rate
- 2 beats to refresh fire-rate
Great for hitting a target across the room, but doesn’t deal a lot of damage on its own. Get More Weapon Damage Upgrade to kill faster, or use Orbital Strike or Mirror to compliment its limited damage.
- Fast.
- Mid Damage.
- Short Range.
- Empowered Shot on Dodge Attack.
- 2 shots before reload
- 1 Bullet per single shot
- Pretty short range, Triple pellets per shot
Frog Tongue, Orbital Strike, Pinball or Shooting Star can help with the limited range and keep the multiplier for the associated achievement.
- Fast.
- High Damage.
- Range depends on Charge Shot.
- Triple-shot on Dodge Attack.
- Hold to Charge Shot Range and Damage
- 1 Arrow per single shot
Pretty finicky to use, but each shot can penetrate enemies. Orbital Strike can help with finishing off enemies while Bubble can give you a breather or two to line up shots.
- Fastest.
- Low Damage
- Shortest Melee Range.
- Throwable on Dodge Attack.
- 2 Stabs per beat
More Weapon Damage will compliment the fast rate and stunlock ability of this weapon. Frog Tongue, Pinball and Shooting Star can help with the Abysmal range.
- Fast.
- High Damage.
- Mid Range.
- Triple-shot on Dodge Attack.
- Area of Effect [AoE] explosion after 4 beats that also damages you with 8 HP per hit
Enclosed Rooms are the bane of the user’s existence for this weapon. Bubble could help with the AoE but it’s down to the user to not blow themselves up with this.
Spells
- Starting Spell.
- Propels you on a set trajectory.
- Stops at walls.
- Lasts 2 beats.
- 4 beat cool-down.
A good starting spell for re-positioning yourself or finishing off an enemy. Synergizes well with melee weapons and the shotgun due to their limited range.
- Starting Spell.
- Propels you on a faster set trajectory.
- Ricochets off walls.
- Lasts 2 beats.
- 6 beat cool-down.
This spell can pierce through enemies and is great for repositioning like Shooting Star, but requires good route calculation due to its ricocheting nature. Also great with melee weapons and the shotgun.
- Creates a projectile destroying bubble.
- Can damage enemies with spell creation.
- Lasts 4 beats.
- 6 beat cool-down.
This spell can help with difficult situations by giving you a breather or two, but it does not stop the environmental hazards or enemies’ melee attacks from damaging you. Synergizes well with defensive builds.
- Damages enemies that are already hit with a weapon.
- Double reticle appears when enemy is killable with spell.
- 8 beat cool-down.
One of the best spells for finishing off enemies that aren’t dead yet. If there is only one reticle on the enemy, it means that the enemy is still too healthy to be finished off with the spell, so soften them up before applying it.
- Unleashes a grappling tongue that reels in enemies or pickups.
- Can also hook to walls.
- No cool-down.
Great for reeling in enemies from far away and pickups like the heart. Especially useful if accompanied with melee weapons and the shotgun.
- Creates a clone that has a mirrored input.
- Can switch positions with clone.
- Lasts 12 beats.
- 8 beat cool-down.
The clone itself does not have HP or shares your own, so it can be hit by enemies with no consequences, and the cool-down period does not apply if you do not swap positions with it. However, its grenade launcher AoE can also damage you, so beware of that.
- Teleports to general direction the character faces.
- Automatically teleports back after 4 beats. Can prematurely teleport back
- 6 beat cool-down.
This spell is great for getting out of sticky situations and repositioning yourself, although its uses are niche compared to the starting spells, so feel free to use an alternate spell if this one doesn’t work out for you.
- Changes current weapon to selected weapon.
- Swaps between available weapons on beat at Origin.
- 8 beat cool-down.
Perfect for builds that prefer utilising both melee and ranged attacks, and the Faster Spell Cool-down Upgrade can really help with these kind of builds, and Stronger Spell provides an empowered shot each swap.
Songs
Starting with a faster song would net a higher Tempo Bonus at the end of the run, provided if you dodged the attacks or the environment at the right time.
Note: Some tactics that you employ in the slower BPM songs may not work well in faster BPM songs, and faster songs leave less room for trial and error.
These songs are available upon starting the game. Perfect for getting a feel for the flow of the game-plan and tempo.
Singularity
Comet
General tips: Experiment with what works best for your preferred playstyle. Don’t worry too much about getting a victory first, make sure your game play flow is improved before delving into the faster songs.
Slightly faster than 114 BPM, these songs are available after winning a game with any 114 BPM Song. This pace is still good for learning the game.
Berserk
Redeemer
General tips: There may still be some room for error on these, but don’t get too comfortable. If in doubt, try some troublesome rooms in 114 BPM to get a feel for it, especially rooms with Ball or Beam Hazards.
This is where the game gets harder and raises the skill floor. You’ll need to be better at the game to consistently play well at this pace as there’s not a lot of room for error. As usual, these songs are available after winning a game with any 134 BPM Song.
Pulsar
Impact
General tips: Most weapons or spells would be downright impractical for 154 BPM songs or above. You’ll need to match the BPM’s fast pace with faster weapons like the dagger or laser. Orbital Strike is also a great spell for these kind of songs.
Definitely harder than 154 BPM, this will truly test your mettle and endurance with zero room for error. Runs like these produce either the best scores or the hardest defeats. As usual, these songs are available after winning a game with any 154 BPM Song.
Transient
Infinity
General tips: As with 154 BPM Songs, most weapons will be downright impractical. Staying still for more than 1 second will spell the end for your run, especially after room 6. Room 20 is especially devious with dealing with both the boss and enemies at the same time.
Upgrades
Increases your Weapon’s Damage.
A good upgrade to get if your weapon’s damage is lackluster.
Increases your Weapon’s Fire/Swing Rate.
Especially useful for slow weapons like the Hammer.
Adds a second dash
An especially useful upgrade for those who prefer to dodge attack.
Increases your Spell’s Damage.
Most spells should be able to kill with one use with this upgrade. In Weapon Swap’s case it Empowers your swapped weapon as if you successfully dodged an attack, and in Bubble’s case it increases the size of the bubble.
1 HP gained per successful kill
Perfect spell for newcomers or experimentation, it gives you more room for trial and error, provided if you kill your enemies before they do the same to you.
Decreases your Spell’s Cool-down time.
Especially useful for Spells with long cool-down times like Pinball, Bubble, Orb Strike, Mirror, Blink and Weapon Swap.
Adds 15 Max HP (DOES NOT APPLY IF 1HP CHALLENGE IS ACTIVE)
Recommended upgrade for newcomers or experimentation along with Heal on Kill. Being able to take more hits is definitely a plus.
Adds a Speed Buff after dashing
Like Double Dash, this upgrade can compliment builds that prefer dodge attacking.
Recommended Starter Builds
Laser’s long range to mark targets for Orbital Strike to finish em off. With Damage upgrades you can dispatch enemies fast with just the laser.
These 2 spells can offset the poor range for melee and can help you maintain the multiplier for more points.
Frog Tongue helps you rope in enemies to finish off with your melee.
As with Melee, point blank shotgun shots are more devastating than at a distance.
Bubble can help with dealing with the AoE of the grenades.
Laser’s initial damage can be offset by Grenade Launcher’s better initial damage, but this requires more forethought than the builds above.
Enemies & Boss
Their attacks are synced to the beat, with each hit taking 10 HP off your Health-bar, with most enemies’ attacks easily telegraphed with a white flash before they attack.
If you dodge their attack perfectly, you’ll get an empowered attack with your current weapon, which can one-hit most enemies with the right upgrades.
They move forward every beat, and will turn around if they hit a wall.
These enemies don’t have a lot of HP to start with so they’ll die to a few shots.
They stay stationary and sends out Area of Effect Shockwaves every 2 beats.
These enemies are a pain in enclosed areas, interrupt their AoE attack with melee attacks or take them out quickly.
They follow your movements and shoot a projectile every 4 beats.
The projectile can be dodged for an empowered attack. Just watch out for rooms where there are more than one of these, and account for the subsequent projectiles.
They shoot out 4 Cardinal shots then switch to 4 Diagonal shots or vice versa every 4 beats.
Depending on the room layout, they may start out diagonal, so watch their orientation and act accordingly.
They shoot out a laser every 2 beats that lasts for 2 beats.
These lasers cannot be destroyed by melee weapons, so dodge attack them or use spacing to avoid them.
They shoot out 4 Cardinal lasers that spins clockwise or anti-clockwise every 4 beats that lasts for 4 beats.
Like Laser, their lasers cannot be destroyed, so the same tactic applies to them. Especially painful to deal with in some rooms where the Quad Laser shares a space with two other Lasers.
This Boss has multiple attacks that it cycles through, so here’s a list instead
- Shoots out Cardinal Shots, then Diagonal Shots.
- Shoots out 8 Lasers that spins Anti-clockwise.
- Creates a Shield that Destroys Projectiles.
- (Exclusive to Phase 3) Summons Pointer, Cannon, Spike, Laser and Quad Laser to help.
This boss has 3 phases that switches its arenas upon dealing enough damage to it in each phase. Under a faster BPM song, these attacks will start to feel overwhelming, so I’d suggest perfecting a run under a slower BPM song, then moving up to a faster one.
Another pointer is to use melee attacks to stun-lock it to prevent it from attacking. If it puts up a shield, either use Orbital Strike to interrupt it or wait it out until the shield drops down to attack it again.
For phases 2 and 3, hazards will start to appear, so account for those and if possible, dodge them perfectly to get empowered attacks to take down the boss faster.
These don’t count as enemies per se, but you can dodge them to get empowered attacks. However, these hazards also vary per beat, and may be harder under certain challenges. These will appear after Room 6.
Sphere Hazard
Beam Hazard
Challenges
Enemies deal 5 more damage to your HP.
Death in 2 hits with no upgrades, 3 with upgrades, and 1 with 1 HP active.
Enemies get MORE HP. Some weapons will require twice the hits to kill.
Rooms get spikes that deal 10 HP Damage if touched.
These spikes can be used to setup dodge attacks too.
Fish-eye Black-white FILTER for screen, with white flashes every 30~ beats
FOV is reduced to a circle that blacks out anything outside it
HUD is removed.
This may prove troublesome if you want to keep track of your health or multiplier.
Max HP is LOCKED to 1, Taking ANY hit WILL KILL and end the run.
Enemies and Environment act FASTER, up to twice as fast.
Achievements
For this guide, there are tips that can help you attain some of the achievements, labelled in quotation boxes.
Win a Game with these Weapons equipped OR meet the requirements for these
These are easier to get with 114 BPM Songs, but do experiment with each weapon, practical knowledge can’t be gained from reading text.
Sword
- Honorable – Win with this equipped
- One Stone Two Birds – 2 Kills with 1 Swing
Gun
- Pew Pew – Win with this equipped
- Gunslinger – 10 Dodge Attacks in the Same Room
Hammer
- A Man of Culture – Win with this equipped
- Subtlety – 3 Kills with 1 Swing
Laser
- IMA FIRIN MAH LAZOR – Win with this equipped
- Surgical – 5 Kills in the Same room without missing
Shotgun
- BANG! – Win with this equipped
- This is America – Hold MAX combo for 10 rooms
Bow
- Sharpshooter – Win with this equipped
- That still only counts as one! – 5 Hits with 1 Shot
Dagger
- Murderer – Win with this equipped
- Knife Thrower – 5 Kills with Dodge attack in a row
Grenade Launcher
- EXPLOSIOOON – Win with this equipped
- Oopsie – Self Kill with AoE damage
Win a Game with these Spells equipped OR meet the requirements for these
Similar to the weapon achievements, try it for yourself.
Shooting Star
- Staring at the Wall – Win with this equipped
- It’s Late and I’m Awake – 5 Kills in a row
Pinball
- Bouncy – Win with this equipped
- Strike – 3 Kills with 1 Shot
Bubble
- Boing – Win with this equipped
- Stay Out of my Bubble – 3 Kills with 1 Bubble
Orbital Strike
- It’s Not a Moon – Win with this equipped
- Let the Sky Fall – 5 Simultaneous Kills with 1 Strike
Frog Tongue
- Give Me a Kiss – Win with this equipped
- Slurp – Pickup a Heart with Spell
Mirror
- The Power of Friendship – Win with this equipped
- Subcontracting – 10 Kills in the Same room with Spell
Blink
- Here, There and There – Win with this equipped
- I’m Back! – 3 Kills with 1 Blink
Weapon Swap
- Gogo Gadgeto – Win with this equipped
- Artillery – Beat room with 10 swaps
Win a Game with these Songs active.
Tips for winning with these songs lie under the songs category above.
114 BPM Songs
Harder – Win with ANY of these songs
- SGT – Singularity
- CMT – Comet
134 BPM Songs
Better – Win with ANY of these songs
- BZK – Berserk
- RDM – Redeemer
154 BPM Songs
Faster – Win with ANY of these songs
- IMP – Impact
- PLS – Pulsar
184 BPM Songs
Stronger – Win with ANY of these songs
- TRS – Transient
- INF – Infinity
Win a Game with ANY Songs with these challenge(s) active
You can hit up any challenge that suits your fancy first, but I recommend winning a game with some active before going all out with the challenges.
- Looking for Difficulty – 1 Active
- Where is the Challenge? – 2 Active
- Too Easy – 4 Active
- I Felt Something… Nevermind – 7 Active
- EZ PZ – 8 Active
Win a Game under these conditions
There are no specific tips for these – Practice makes perfect.
- Perfect – Win without getting hit
- I Prefer to Win – 10 wins in a row
Hard hitting weapons could help with this, but you could also do it with the default gun.
- Out of Mana – Win without ANY Spells equipped
Get a flow for the beat beforehand, or pick any 114 BPM Song.
- The Sound of Silence – Win with Music Volume AT ZERO.
Dagger Builds or certain Laser Builds can help with this, especially with weapon upgrades or spell upgrades. Ultimately, you’ll still need to take down enemies fast and get to each room in the fastest time possible.
- A Wizard is Never Late – Win in less than 6 minutes
- Deja Vu – Win in less than 5 minutes
- Gotta Go Fast – Win in less than 4 minutes
Challenges and Fast BPM songs can help you get these, just make sure you can win with the challenges set or you’ll be at it for a long while.
- Good Score – Win with 200 000 points
- HIGH SCORE – Win with 250 000 points
I recommend having Challenges 1HP & Spikes active and then dashing into them each time.
- My Time has Come – Die in less than 1 second
Meet these conditions to get the achievements. May or may not be hard to achieve.
- Warrior – Unlock ALL 8 weapons
- Wizard – Unlock ALL 8 spells
- DJ – Unlock ALL 8 Songs
- We Are FA-BU-LOUS! – Open the Credits in the Main Menu
This one should be relatively easier to get on 114 BPM, with the right build.
- A Good Start – Beat Room 15
These achievements are not visible on Steam. Go to the Trophies Room to see these.
NOTE: These achievements ONLY count when a whole real-time day has passed and the scores are finalized on the leaderboard
- Competitor – Reach 100th rank or higher
- Challenger – Reach 10th rank or higher
- Champion – Reach 1st
Ending
And that wraps up our share on Temp Zero: Weapons / Tools Compilation. If you have any additional insights or tips to contribute, don’t hesitate to drop a comment below. For a more in-depth read, you can refer to the original article here by Maple Lapis, who deserves all the credit. Happy gaming!