Gun Mayhem 2 Campaign: All Sixteen Missions and What Each Modifier Changes
Published · 2 min read
How the campaign is built
Sixteen missions, unlocked left column first, then right. Only two are open when you start: Tutorial and Easy AI. Each mission is a normal knock-off match against bots, but most of them bolt on a rule that changes how knockback works, and that rule is the whole mission. The bots do get sharper as you go, but a player who can clear Hard AI in a custom match can still lose Too Fast three times in a row by bringing the wrong gun.
The plain ones
Tutorial, Easy AI, 2x Easy AI, Moderate AI, 2x Moderate AI, Hard AI and 2x Hard AI are straight matches, the 2x ones against two bots at once. Against two bots the trick is to let them fight each other: stand on the highest platform and only shoot the one that is already airborne. A fighter who is in the air cannot recover as well as one on the floor.
The modifier missions
Triple Jump gives every fighter a third jump. It sounds like a gift, and it is, for the bots: they recover from knockbacks that would normally end them, so you need a weapon with a heavy single push, a shotgun or a sniper, and you need to hit them at the edge, not in the middle. Invisible Man hides the fighters; watch for muzzle flashes and the dust from landings, and keep firing along the platform you are on. Dynamite Only removes the guns. Throw at the platform the bot is heading to, then jump, because your own stick will move you as far as it moves them. Gangster Shotguns is a shotgun-only brawl at close range; keep your back to the middle of the map. Mini AI shrinks the bots into a smaller, harder-to-hit target, so switch to an automatic weapon and hold the fire key. Flawless Pistol Duel is one bot, pistols only, and you have to win without losing a life. Too Fast doubles the speed of everything, so short bursts and no long jumps. De-materializer gives everyone the one-hit weapon from the 1 Hit 1 Kill mode; whoever fires first and lands wins the exchange, so never stand in a straight line with a bot. Final Test is the exam: the hardest bots and a full weapon crate rotation.
A starting-weapon rule of thumb
Heavy push for anything with extra jumps or extra bots, fast fire for anything small or fast, and a pistol for the pistol-only missions, obviously, but pick the one with the best recoil bar in the Weapon Library before you start.
More from the blog
- No Health Bar: How Knockback Actually Works in Gun Mayhem 2
Bullets push and the push grows. Once you understand what the game is counting, edge play, weapon choice and dynamite all make sense.
- Four Players, One Keyboard: Setting Up Gun Mayhem 2 for a Room Full of People
How the key clusters are laid out, which modes suit a crowd, and the settings that stop the match ending before everyone has found their keys.
