Welcome Home 2: The Housewarming

Welcome Home 2: The Housewarming, also known as Welcome Home 2, or abbreviated as WH2, is the sequel to the first-person shooter-explorer game Welcome Home. Welcome Home’s page can be found on this wiki.

Gameplay
Unlike the first game, which was rougelike, this game in not split into arcs, and is instead mission-based and exploration based aswell. When the player enters the area, they cannot explore the entire map until certain requirements are met, such as getting a certain item or killing certain enemies. After a mission is cleared, the next one begins immediately after, unless there is a intermission in between. Once the player kills a boss, they are taken out of the area, and returned to the hub. There is also no death penalty, other having the restart from the previous check point.

Weapons
The weapon system returns from the first game. Once again, there are temporary and permanent weapons. Permanent weapons are mostly found during the stories for missions, but temporary weapons are hidden around the maps. The player loses their temporary weapons when they die or head to another area.

The complete original cast of weapons return from WM1, but there are changes. (T) stands for temporary, and (P) stands for permanent.

New weapons:

(T): Dual Pistols. Holds two pistols at once.

(T): Automatic Shotgun: Hold down the fire button for a continuous blast of pellets.

(T) Combo Rifle: Hold down button to charge. Move crosshair over enemies to target them. Releasing the button afterwards will fire a bullet, ricocheting of and hitting every targeted enemy, in order.

(P) Flare Gun: Fires a blast that burns enemies.

(T) Double Axe: Stronger Slegdehammer.

(T) Ice Grenades: Explodes and freezes enemies. Nuff said.

(T) Missile MG: A more powerful SMG, but it doubles as a mini-missile launcher.

(T) Overdriven Tether: A stronger Quantum Pulser.

(T) Gatling Mech: Six Miniguns. Its Ammo is scare and it chews it up very fast.

Notes:

The Plasmic Shotgun is replaced with another gun called the Plasmic Shotgun MK. III.

The Bolt Rifle is now called the Thunder Cannon, and hit nearby enemies if you get a headshot.

Grenades are now called Energy Spheres.

The Single-Barreled Chaingun is now called the Gatling Pistol.

The Unholy Gun is removed.

Story
The game takes place at least 2 years after its prequel. The opening cutscene begins with the scientist from the first game, Dr. Hippocampus, exploring a forest. He is seen conversing with a family of monsters, which do not appear to be hostile. The scene quickly transitions to a figure blasting the setting, the Fanglands, with a dark red blast of energy. After that, the monsters Hippocampus were talking to suddenly transform into a more horrifying form and try to attack. Hippocampus flees and needs help to deal with the cataclysm. He gets the idea, and the scene changes to Tennessee. The scene is the protagonist, Ishen Matthew, returning home to his apartment. He then gets a phone call, telling him to call a specific number. He dials it, which causes the phone to suck Ishen in, electricity transporting him across the telephone line, all the way to the Fanglands. Ishen wakes up in Hippocampus‘ study. Hippocampus says that he became a monster researcher after the incident with Tycoon’s Mansion. He says that the Fanglands have a pacifying effect on the monsters that reside, but something odd has happened, and is convinced the seven “Beacons” that induce the pacifying effect are tampered with. Hippocampus shows Ishen the Beacon just outside his house, which appears to be deactivated. Hippocampus uses touches it, which activates it, causing it to glow. He says that there are six Beacons left in the Fanglands. The closest Beacon is located is in an abandoned mansion nearby, called the Creaky Manor. He says that there should be a familiar weapon there to help him. He gives Ishen the dagger he used from Tycoon’s Mansion to use as self defense, and sends to the Creaky Manor.

Creaky Manor
Ishen arrives at the game’s first area, the Creaky Manor. He enters the front door and has to find the special tool Hippocampus was talking about. He enters a supply closest and finds a box with a Pistol in it. Ishen takes it and finds something else- The Plasmic Shotgun M.K. III. The Shotgun however, is not working, due to it missing a part known as the Plasmic Converter. Using his pistol, Ishen has to walk around the entry rooms of the Manor. Eventually, he gets the Converter and repairs the Plasmic Shotgun. Hippocampus, talking to him using an earpiece communicator, insists that he practices on some monsters nearby. After practicing, Hippocampus says that he should try looking in the deeper rooms of the manor to find the beacon. However, the elevator to that part of the mansion is deactivated, and that there are three fuse boxes needed to power it, located inside the Manor. Ishen finds them, along with the grande-like Energy Spheres, and uses the Plasmic Shotgun to power the Plasma Fuseboxes and restore power. Upon entering the deeper parts, Ishen enters a large ballroom and confronts a powerful monster, with the ability to summon small wind cycles. Ishen defeats it anyway, and enters a storage room with another invention of Hippocampus, a modified Bolt Rifle called a Thunder Cannon. Hippocampus runs through the basics of it, and Ishen runs around with it, exploring more of the mansion. Eventually, reaching the attic, Ishen encounters a small nest of monsters, with an Elite Monster in it. Ishen defeats it, and receives the Assault Rifle. After that, Ishen finds the key to the Manor’s basement. There he finds the first Beacon, guarded by a monster named Breezebeast. Defeating the monster causes it to be free of the mysterious influence it was under, and runs away. Ishen activates the Beacon, leaving five left. Hippocampus says he’ll teleport Ishen back, but only if he leaves some weapons and ammunition behind, as he is “over capacity“. Ishen returns to Hippocampus‘ lab, and is ready to head to the next area.

to be edited