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Weapons are items that Cactus McCoy can use to defeat enemies with fewer numbers of hits, hit enemies from a distance, or defeat several enemies together.

Curse of Thorns[]

In The Curse of Thorns there are five classes of weapons, the most prevalent type of weapon is swinging weapons, with a total of 23 different weapons of that type. Swinging weapons are followed by shooting weapons (14 different weapons), and shooting weapons are followed by whipping and throwing weapons (both having 9 different weapons). Perhaps because they are merely enhancements to Cactus McCoy's fists, the number of punching weapons in the game is much lower, with only 3 different weapons (excluding the fists).

All of these make 58 + 1 (the fists) = 59 different weapons in total. The fists are also included in this list because their use is required as well in order to earn the badge Full Armory. A 60th weapon, Hatfield's Gun is unlocked if the player achieves 100% completion in the game. Upon unlocking the pistol, Cactus McCoy will carry it automatically at the beginning of all 12 areas.

(Note: Those marked in Bold were only available in the first game)

Punching Weapons[]

  1. Fists (the basic attack that Cactus McCoy uses if he isn't carrying a weapon)
  2. Boxing Gloves
  3. Brass Knuckles
  4. Iron

Swinging Weapons[]

  1. 2 x 4
  2. Nightstick
  3. Crowbar
  4. Club
  5. Banjo
  6. Pool Cue
  7. Machete
  8. Pipe
  9. Shovel
  10. Mallet
  11. Cactus
  12. Stick
  13. Guitar
  14. Axe
  15. Sickle
  16. Pickaxe
  17. Bone
  18. Cutlass
  19. Katana
  20. Morningstar
  21. Scythe
  22. Longsword
  23. Bat

Shooting Weapons[]

  1. Squirt Gun
  2. Crossbow
  3. Harpoon Gun
  4. Shotgun
  5. Machine Gun
  6. Blunderbuss
  7. Flamethrower
  8. Gatling Gun
  9. Revolver
  10. Roman Candle
  11. Bazooka
  12. Derringer
  13. Hex Hatfield's pistol

Whipping Weapons[]

  1. Bullwhip
  2. Chain
  3. Rope
  4. Rattlesnake
  5. Barbed Wire
  6. Tow Chain
  7. Meteor
  8. Cat O' Nine Tails
  9. Thorn Whip

Throwing Weapons[]

  1. Sheriff badges
  2. Darts
  3. Daggers
  4. Tomahawks
  5. Cherry Bombs
  6. Lanterns
  7. TNT
  8. Playing cards
  9. Tear Gas
  10. Grenades
  11. Scorpions

Cactus McCoy 2[]

(Note: Those linked are new weapons.)

In Cactus McCoy 2, many new weapons were added and some were removed or replaced. Throwing weapons had the most changes (10 new weapons and 6 removed, with a total of 13), followed by Shooting weapons (3 new weapons and 2 removals). Punching weapons had the most additions when compared to removals (5 new weapons and no removals, with a total of 9, tying it with Whipping weapons). There still are more Swinging weapons with 23 (with 5 of them each being new replacements), while Whipping weapons only had 1 replacement (still remaining 9). The Bazooka (formerly a shooting weapon) has been superceded into a new class with 3 new weapons (Launching weapons), while 4 new weapons were placed in another class (Thrusting weapons). Note that the Gatling Gun is still a shooting weapon, but is now used by Thrusting Enemigos.

A new mechanic exists called Weapons Mastery (replacing the "kill x amounts of Enemigos with <insert specific weapon here>" badges from the previous game) where you are required to kill enemigos (bosses count as well if you use that weapon to kill) with a certain weapon to fill up the mastery bar. Only the killing blow is required to fill up the mastery bar, so the weapon's durability can be saved by substituting it with a mastered weapon or fists, masking it somewhat easier to master it if it's durability is low or if it cannot be found in that area due to being purchased from Arsenal.

Once a weapon has been mastered, they will deal 50% more damage when used (note that the Butterfly Net is buffed to be quicker to master).

You can now also buy weapons from the arsenal to bring them in when you're starting a level (or restarting from a checkpoint). Buying all weapons is not required for 100% completion (at least 10 is required), but mastering all weapons is, so purchasing only the weapons with the lowest mastery bars is more economical than purchasing a weapon with a nearly full mastery bar.

There are a total of 74 + 2 (the fists and ladder spears), bringing it a total of 76 different weapons. The Ladder Spear (a utility tool/Throwing weapon that is unpurchasable in the Arsenal, but can also be mastered) and the Fists are required to be used to unlock the badge Fully Loaded. Like the previous game, a 77th weapon, the Serpent Blade is unlocked if the player achieves 100% completion in the game, and can be found in the Arsenal.

Punching Weapons[]

  1. Fist
  2. Brass Knuckles
  3. Boxing Gloves
  4. Brawler Gloves
  5. Iron
  6. Bear Claws
  7. Ironclad Gloves
  8. Meat Hooks
  9. Katar

Swinging Weapons[]

  1. Serpent Blade
  2. Machete
  3. Pipe
  4. Shovel
  5. Mallet
  6. Cactus
  7. Stick
  8. Cleaver
  9. Guitar
  10. Crowbar
  11. Butterfly Net
  12. Axe
  13. Sickle
  14. Pool Cue
  15. Pickaxe
  16. Bone
  17. Nunchucks
  18. Cutlass
  19. Katana
  20. Morningstar
  21. Longsword
  22. Macana
  23. Scythe

Shooting Weapons[]

  1. Crossbow
  2. BB Gun
  3. Harpoon Gun
  4. Shotgun
  5. Machine Gun
  6. Flamethrower
  7. Blunderbuss
  8. Revolver
  9. Roman Candle
  10. Dart Gun
  11. Flare Gun
  12. Gatling Gun
  13. Hatfield's pistol

Whipping Weapons[]

  1. Bullwhip
  2. Chain
  3. Rope
  4. Rattlesnake
  5. Barbed Wire
  6. Tow Chain
  7. Meteor
  8. Fly Trap
  9. Cat O' Nine Tails

Throwing Weapons[]

  1. Daggers
  2. Eggs
  3. Tomahawks
  4. Bottles
  5. Firecrackers
  6. Fuse Bomb
  7. Cherry Bombs
  8. Boomerang
  9. Lanterns
  10. TNT
  11. Power Ball
  12. Water Balloons
  13. Proximity Mines
  14. Thorn Bomb
  15. Ladder Spear (Cannot be aimed upwards)

Thrusting Weapons[]

  1. Chainsaw
  2. Buzzsaw
  3. Power Drill
  4. Crocodile

Launching Weapons[]

  1. Bazooka
  2. Grenade Launcher
  3. Tear Gas Launcher
  4. Cannon

Trivia[]

  • The following weapons in Cactus McCoy 2 were superseded from the first game:
    • Darts -> Dart Gun: Slightly more ammo, deals more damage.
    • Grenades -> Grenade Launcher: Less ammo, deals more damage.
    • Tear Gas -> Tear Gas Launcher: More ammo and damage.
    • Squirt Gun -> Water Balloons: Same function (water-based weapons required for a challenge), but durability nerfed, more common, and deals more damage overall.
    • Squirt Gun -> Butterfly Net: Same function (joke weapons required for a challenge), though the Butterfly Net deals more damage overall than a Squirt Gun.
  • There does exist a few weapons with anomalies:
    • The Flare Gun co-exists with the Roman Candle, being similarly themed weapons/projectiles with the latter being slightly more powerful.
    • Hatfield's Pistol does not get replaced, but the durability and damage has been nerfed, but is no longer a 100% weapon and appears more commonly.
  • Weapon with unique properties.
    • Squirt Gun and Water Balloons - Water-based weapons that can douse torches.
    • Flamethrower - Can light torches.
    • Butterfly Net - Catches Butterflies. Quicker Mastery.
    • Scorpions - Projectile crawls through the map if target missed until it hits an enemigo or a ceiling. Can break targets.
    • Derringer - Can break targets.
    • Bladed Swinging Weapons (Machete, Katana, Longsword, Sickle, Scythe, Cutlass, Cleaver, and the Serpent Blade) and Chainsaw and Buzzsaw - Can cut down Tumbleweed, Tall grass, bushes, and Stinkflowers
    • Chainsaw and Buzzsaw - Can cut down logs.
    • BB Gun - Can shoot cans.
    • Boomerang - If caught after being thrown, durability is gained.
    • Power Ball - Remains in motion if an Enemigo is not hit until otherwise.
    • Proximity Mine - Remains primed until McCoy or an Enemigo makes contact.
    • Thorn Bomb - Thrown in an arc with 8 separate fragments.
    • Lanterns, Firecrakers and Tear Gas (Launcher) - Projectile remains active (flames or clouds) after thrown or launched.
    • Ladder Spear - If thrown into a wall, it can be used to traverse over that wall.
    • Pickaxe - Break Gem Boulders.
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