Hook Gun and Goop Gun

Each of you carries one of Dr Dahne's prototypes for the whole game. Here is what each tool does, how it grows at each upgrade and which puzzles need it, as the game's own settings define it.

Who gets which

At 2-4 Experimental Prototypes the two guns hang on takeout machines in R&D. Either of you can take either gun; whoever takes the Hook Gun is the Hook Gun player for the rest of the run, and the other player becomes the Goop Gun player. Only there can a gun be put back. At every later takeout each of you can only take your own gun.

2-4 Experimental Prototypes · Swapping roles before a run

Hook Gun

Hook Gun

Fires a hook on a cable. It reaches 8 m, flies at 24 m/s and comes back at 40 m/s.

Pull things

Hook a chain, handle, button, slider or block and hold Pull hook to pull it toward you. Some chains have no hand grip: only the hook can work them. Pulling at a wrong angle for 2 s lets go.

Grab items from afar

Hook an item the game marks as hookable and it goes straight into your inventory. Some slots can be used with the hook the same way. Only the first hook does this.

Quickzip to energised goop

With the Goop Gun player's goop charged with energy, hook it and pull to fly to it in 0.4 s, onto the ledge above if there is one. The second hook must be in the gun. Some air vents and parts of the living maze block quickzip.

Connect to energy

The hook head also connects to energy sources, batteries and goop. With the upgrade's second hook, the gun mixes the elements of whatever the two hooks are connected to.

Pull the Goop Gun player

The other player can be hooked too: pull and they are yanked along for 1.4 s.

Monkey bars are for both of you

The handles you swing on are grabbed by hand, not with the hook: both players use them, and the tutorial teaches them before you have any gun.

Goop Gun

Goop Gun

Fires blobs of living goop in an arc (no maximum range is set: gravity alone brings them down). The gun holds up to 3 goops; recall one by aiming at it, or hold Recall Ability to call them all back.

Shapes

Goop takes its shape from where it lands, and more goop on the same spot makes it bigger:

On the floor: a block1 × 1 × 1 m
Second goop on it: a block twice as tall1 × 2 × 1 m
Third goop: three times as tall1 × 3 × 1 m
On a wall: a small node0.6 × 0.6 × 0.6 m
Second goop on a node: a platform1 × 0.4 × 2 m
Third goop: a bigger platform2 × 0.4 × 3 m

Weight and targets

Each goop weighs 1 on a pressure plate, so a three-goop block weighs 3. Goop targets swallow the goop; most take one, a few vent fans take three. Goop that hits a surface it cannot stick to comes back to the gun.

Energy charges

Goop picks up a charge at energy sockets, and you can switch which of your goops is active. Charged goop is what the Hook Gun player can quickzip to.

Time-glass panels

In the Temporal Research Centre, goop shot into a time-glass panel comes out of its twin in the other era. You cannot pass through it yourself.

Gooping the Hook Gun player

Goop sticks to the other player as well: one goop halves their speed, two or more stop them in place, and each goop adds to their weight. The posters in R&D say it best: do not goop your colleagues.

Decontamination

Walking through a decontamination doorway in the Farpoint Outpost calls all your goop or hooks back and wipes the goop's charge. You keep the gun.

Upgrades

The guns grow twice. The checkpoint state files set both tools' stage at once; what each stage changes is in the tools' code.

StageFromHook GunGoop Gun
12-4 Experimental Prototypes1 hook1 goop
24-5 Upgraded Prototypes2 hooks2 goops
36-1 Norček Proprietaryno change3 goops

At the third stage only the Goop Gun changes: the code gives the hook nothing new. The Director agrees on the radio:

Dr Kathleen Bowe

Got your upgraded gear? I say that, though I only gave the least incompetent one of you an upgrade. Tested it? Happy? Great - let's go.

Chapters without the guns

You start 4-1–4-5, 6-1 without the guns (they are not in your inventory when the checkpoint loads) and pick them up again at the R&D takeouts. Before the final choice in 7-5 The Fate of Two Worlds you hang them on two racks.

How the game teaches it

The intake posters at the start of the Exotic Matter Laboratory, with the game's names for the keys:

  • Hook Gun Aim and press [Use Ability] to fire - press [Recall Ability] to recall the projectile Press & hold [Pull hook] to pull objects towards you
  • Goop Gun Press & Hold [Use Ability] to aim, release to fire While aiming at the projectile, press or hold [Recall Ability] to recall
  • Goop Gun You can carry multiple charges. Press [Switch goop] to switch your active goop.
  • Hook Gun Connect to an energized goop and press [Pull hook] to pull yourself to it.
  • Goop Gun Charge your goop at energy sockets.

Which puzzles use them

What the rooms of each puzzle hold for each tool. Puzzles played before you have the guns, or while you are without them, are listed at the end.

PuzzlesHook GunGoop GunFor both
Jigsaw Pieces 2-2pull points 16, hookable items 28goop targets 8, pressure plates 2–
Particle Accelerator Lock 3-3pull points 17goop targets 2, pressure plates 2–
Laser Crystals 3-7pull points 5, hookable items 79pressure plates 1–
Six Rings 3-9pull points 15––
P.A.T. Manual Override 3-11pull points 13goop targets 1monkey bars 2
Restart Generator 5-1pull points 31, hookable items 1goop targets 9, pressure plates 1energy sockets 9, monkey bars 1
Time Machine Activation 5-2pull points 2––
Thieves of Time 5-3pull points 1, hookable items 88goop targets 4, pressure plates 3, time-glass panels 4energy sockets 2
Greenhouse 5-4pull points 2, hookable items 27goop targets 2, pressure plates 7, time-glass panels 4energy sockets 12
Ghosts of Our Past 5-6pull points 2––
Beyond the Rift 7-3pull points 65, hookable items 160time-glass panels 12energy sockets 26, monkey bars 11
Farpoint Outpost 7-4pull points 31, hookable items 156–energy sockets 16, monkey bars 4

Counts are of the objects in the puzzle's rooms in the game files; a room can serve more than one checkpoint.

Played without the guns

Wellness Check, 3D Printer Grid, Floppy Disk Doors, 3D Resin Mixing, Circuit Matching, Routing Power

Achievements

Two achievements for each tool can only be earned in that role.

Goop Lookin'

Gooped your partner

As the Goop Gun player, hit your partner with goop once.

Goop Gun player onlyYour partner can only get it by playing the other role, so swap roles on a second run (the main menu has a Swap Role button).

Only the player who does it42.4% of Steam players

You’re Chatty for a Statue

Use the Goop Gun to lock your partner in place

As the Goop Gun player, keep gooping your partner until more than one goop sticks and locks them in place (the exact count is not confirmed in play).

Goop Gun player onlyYour partner can only get it by playing the other role, so swap roles on a second run (the main menu has a Swap Role button).

Only the player who does it6.7% of Steam players

Now I’m Hooked

Hooked your partner

As the Hook Gun player, hook your partner and pull them.

Hook Gun player onlyYour partner can only get it by playing the other role, so swap roles on a second run (the main menu has a Swap Role button).

Only the player who does it39.2% of Steam players

Danger! High Voltage

Use the Hook Gun to grapple to an Energized surface

As the Hook Gun player, hook onto energized goop and quickzip to it. The Goop Gun player charges goop at an energy socket and shoots it; the game teaches this in the Temporal Research Centre (5-1).

Hook Gun player onlyYour partner can only get it by playing the other role, so swap roles on a second run (the main menu has a Swap Role button).

Only the player who does it6.8% of Steam players

What the files do not settle

Which way the pulled player is yanked, exactly when a goop is crushed, and what the third goop element the files name does in play: these need a playthrough to confirm.

Co-op · Walkthrough