Your survival guide to the wastelands


Preloop is the default experience of NT and will be what the majority of players experience. The game is divided into 7 major areas, where each of the first 5 areas have their own secrets to unlock. At the end awaits the Nuclear Throne, in which defeating will win the game.

When hitting Play there are three options presented to start with. Normal will always have random generation for every new run and is the default experience. Dailies can only be done once a day always rolling over at Midnight GMT+0, these runs have one set generation that every player shares. Weeklies can be played infinitely on the same seed within their 6 day period, ending on Sundays with the new ones starting on Mondays; these use crowns as modifiers which may make the game a lot easier or harder depending on the loadout.

The game always start with character selection, of which two are unlocked by default. Fish has good maneuverability and ammo recovery while Crystal has good defense, and either are great picks to start off with. The Tech Guide does a fantastic job at describing each character's strengths and weaknesses in each part of the game, as well as the technical aspects of their powers. Each character has their own unlocks; a unique b-skin which includes alternative spriting, a golden weapon that new runs can be started with, and starting with crowns which are gained through vaults but requiring beating the game to unlock.

The areas in the game follow a simple pattern. There is a major area which consists of three levels, where at the end of the third level awaits a boss fight. After which, a transitional area will be entered which is only one level but is in the dark making navigating more dangerous, yet do not have a boss fight in preloop. This process is repeated until the run is ended, either by death or by winning.

Each area hosts their own enemies and hazards, however some enemies may appear between multiple areas. Bandits and their variations are the only ones who appear in every major area in the game. A level may only be exited once every enemy is killed*. Upon clearing a level, an exit portal will appear sucking in nearby weapons and the player to the next level. Any pickups/radiation left in the level will automatically be attracted to the player, though if it makes contact with the portal the player will also gain them automatically.
* Some enemies may be in transitional animations(sleeping assassins, flying ravens, idpd yet to spawn, etc.) so even when the exit portal appears there may still be threats alive, just not required to kill at that point.

Each character has a default starting weapon which is usually the Revolver. There are also Golden weapons unlocked through the Scrapyards secret area that can be started with (explained in detail below). Only two weapons can be held, being the primary and secondary held weapons. Weapons can be found in weapon chests that spawn in every level, or drops from enemies. Weapons currently held from the player are removed from the drop pool, but are readded once that weapon is swapped out for another one. Each level exit portal entered will increase difficulty, which can increase the total enemy count per. level, but will also add more weapons to the drop pool. Every weapon has an equal chance to drop so long as they're within the drop pool; every level in Preloop adds new weapons to the pool.

Every weapon has a cooldown, some being instant while others taking a few seconds. Only the primary held weapon will cooldown, if swapped to the secondary weapon position its cooldown will freeze. Entering a new level will always reset cooldown on both weapons. "Hotswapping" refers to quickly dropping a weapon for another one, and then picking up the original weapon; this will also reset cooldown and can be done to rapid fire heavy-hitting weapons with higher cooldowns. The only other way to fire weapons more quickly is specific mutations (skills) such as Trigger Fingers and Stress.

If playing Steroids, no weapons are ever removed from the drop pool due to dual wielding. Both weapons held can be shot at the same time and will actively cooldown.

Many enemies are able to drop ammunition and weapons. The lower the ammo count the player has, the more likely enemies may drop ammo. Ammunition drops have a chance to convert to health drops so long as the player is not at max health; thus the lower the ammo the better chances are to regain health, and the lower the players health the more likely ammunition may convert to health. There are 5 ammo types which weapons may use one of; the exception being melee weapons, many of which do not consume ammo and can be used infinitely without any breaking mechanic. The player can hold up to 55 ammo total for each weapon type, bullets being the exception with 255 max ammo.

Each level will usually contain one chest for ammunition, one chest with a weapon in it, and one radiation canister. Sometimes the levels may bug and fail to spawn one of them, though this is a fairly infrequent bug. (3-1 and 3-3 being the most common). There can be some benefits to skipping weapon chests and radiation canisters; but there is no benefit to skipping ammo chests and thus should always be opened.

Walking over an ammo chest will give ammunition for the players primary weapon. If the primary weapon's ammo is full, or carrying an ammoless melee, then it will give one random ammo type instead. Ammo chests have a few variations;
- The most common being present chests which will give 1.5x ammo of a normal ammo chest but only for ammo types of weapons not currently held. If holding a bolt and energy weapon, presents will give one of explosive/bullets/explosive for example; so if needing energy ammo for instance the present chest should be opened while not holding an energy weapon.
- Starting from sewers onwards, Mimics may replace ammo chests which will needs to be killed instead of opened and will drop ammo packs directly along with some rads.
- Starting from caves onwards, IDPD chests may replace ammo chests which will spawn waves of police units who will ambush the player; the chest will drop 5 ammo packs where chests usually give 2.

Weapon chests will always give a weapon within the current drop pool that's not held by the player. If a weapon chest is skipped completely (cannot be opened by the exit portal either), then a big weapons chest may spawn instead which will contain 3 weapons to choose from instead of its usual one. For every chest skipped a 25% chance is added until a big weapon chest is opened; in which it will return to a 0% chance. Skipping four chests in a row will guarantee a big weapons chest to spawn. Opening a normal chest does not reset the counter. Radiation is NT's form of experience. Upon gaining enough from enemies and rad cans, the player will level up automatically. Entering any portal will then allow the player to pick a mutation from a pool of 4 choices normally inbetween levels, with a total of 28 normal mutations. Mutations are essentially skills that power up the player, which generally either increase maneuverability, offense or defense. While not all mutations are equally balanced, within preloop each has a solid placement and are worth fully experimenting with as they all interact with different builds in different ways.

If a radiation canister is skipped then the one in the next level will be overflowing. This will be a slight net loss of rads if opened; however if the overflowing version is skipped as well a secret enemy will appear that will give an excess of rads but at a high risk to the player. Any ammo chest variant being skipped provides absolutely no benefit and thus should always be opened.

With all these general details in mind, it is time to dive into each specific area.

The Desert
Sprite
Name Bandit Maggot Maggot
Nest
Big Maggot Scorpion Golden
Scorpion
Big Bandit
Health 4 HP 2 HP 12 HP 22 HP 15 HP 40 HP 100 HP

The Desert (also known as The Wastelands) is an area spanning the first three levels of the game. While it's the easiest area being first, new players may find themselves dying due to rushing through.

These levels are usually very open and filled with many props and few walls for cover. Normal desert levels is to be expected, however there are some level generation variants such as grey flooring that has increased amounts of big maggots and nest spawns.

The enemy layout is simple here, as there are three main groups. Maggots will try to follow the player and do melee damage, but can be one-shot by any weapon. Bandits hold mid-range and shoot bullets often randomly, which can damage a player who isn't paying attention. Scorpions hold the back-line trying to stay away from the player, and will shoot spreads of pellets to chip damage. As the first areas of the game basically any weapon is going to be more useful than the revolver, however generally having one weapon to deal with close/mid range and one weapon to deal with ranged scorpions is recommended.

Secret Area: Oasis
Sprite
Name Bandit Bonefish Hermit Crab
Health 4 HP 6 HP 12 HP

The Sewers
Sprite
Name Bandit Rat Green Rat Big Green Rat Ballguy Toxic Ballguy Gator Buff Gator Assassin
Health 4 HP 7 HP 4 HP 35 HP 5 HP 21 HP 12 HP 30 HP 7 HP

Rats are delicious!

Secret Area: Pizza Sewers
Sprite
Name Rat Turtle
Health 7 HP 12 HP

Scrapyards
Sprite
Name Bandit Ballguy Raven Sniper Assassin Fire
Salamander
Big Dog
Health 4 HP 5 HP 10 HP 6 HP 7 HP 25 HP 300 HP

Secret Area: YV's Mansion
Sprite
Name Mole Fish Mole Sarge Jock Fireballer Super Fireballer
Health 5 HP 14 HP 25 HP 60 HP 25 HP

Vaults & Others
All Areas
Name Mimic Health
Mimic
Hostile
Horror
Health 12 HP 15 HP 60 HP
Vault
Levels
Name Grunt Inspector Shielder Crown
Guardian
Health 8 HP 10 HP 45 HP 70 HP

Crystal Caves
Sprite
Name Bandit Crystal Spider Laser Crystal
Health 4 HP 18 HP 45 HP

Secret Area: Cursed Caves
Sprite
Name Bandit Cursed Crystal Spider Cursed Laser Crystal
Health 4 HP 18 HP 45 HP

Frozen City
Sprite
Name Snow
Bandit
Snowbot Wolf Tank Golden
Tank
Lil Hunter
Health 8 HP 12 HP 15 HP 50 HP 70 HP 140 HP

Secret Area: Jungle
Sprite
Name Bandit Jungle
Bandit
Jungle
Assassin
Maggot Fly
Health 4 HP 9 HP 12 HP 2 HP 40 HP

The Labs
Sprite
Name Freak Explo Freak Necromancer Turret Rhino Freak
Health 7 HP 5 HP 6 HP 40 HP 80 HP

The Palace
Sprite
Name Bandit Grunt Inspector Shielder Guardian Explo
Guardian
Dog
Guardian
The Nuclear
Throne
Health 4 HP 8 HP 10 HP 45 HP 35 HP 50 HP 160 HP 1500 HP