RoboCop Unfinished Business Beginner Guide
RoboCop Unfinished Business Beginner Guide

Update Datetime: 2026-09-06 14:52
Beginner Guide
RoboCop Unfinished Business Beginner Guide
Fighting like an armoured unit instead of a soldier, and how a building full of traps wants to be cleared.

1 You are armour, not a soldier

The central design idea of this series is that RoboCop does not take cover the way a normal shooter character does. He walks through the door, absorbs fire and answers it.

Playing it like a cover shooter makes it worse, not safer. Peeking from behind a wall gives up the one advantage you have, which is that most enemies cannot meaningfully hurt you while you are advancing on them.

The exception is the enemies that were designed to break that rule, and recognising them quickly is most of the skill in this game.

2 The Auto-9 and when to leave it

The Auto-9 is the signature weapon and the one you will use most, because it never runs out in the way a scavenged rifle does. The store offers a wide range of powerful weapons alongside it, and the useful habit is to treat those as situational rather than as upgrades.

Pick up a heavy weapon when you can see the problem it solves, use it on that problem, and go back to the pistol. Carrying something you are saving for later is how players arrive at the fight that needed it with the wrong tool in hand.

3 Finishing moves are positioning tools

Teyon describes unleashing unmatched strength for devastating finishing moves, including smashing an opponent into a concrete wall or a vending machine. The comedy is the point, but so is the function.

A finisher removes one enemy from a crowd instantly and usually moves you while it happens. Used at the right moment it turns a bad encirclement into a manageable line of enemies. Used at the wrong moment it locks you in place while three more shoot you.

4 Clearing a floor safely

Every floor is described as riddled with deadly traps as well as troops. That changes the order of operations compared with an open battlefield.

  1. Look before entering. Turrets and traps are static and can be spotted from a doorway.
  2. Deal with anything that fires continuously first, because sustained damage is what actually threatens you.
  3. Kill drones early. They are weak, they follow you, and they will still be shooting during the next fight.
  4. Advance last. Once the room has no automated threats left, walking into the remaining troops is the correct play.

5 The three enemy problems

ProblemWho causes itAnswer
Sustained fireMinigun armoured squads, turretsBreak line of sight or close the distance fast. Do not trade at range
Vertical movementDrones, jet pack special forcesLook up before you look forward. They flank while you fight the floor
Melee pressureKatana wielding foes, exploding botsKeep space, and use finishers only when nothing else is closing

Nearly every hard moment in the OmniTower is two of those three at once. Solving them in the wrong order is the usual cause of death.

6 The Cryo Cannon changes the maths

The Cryo Cannon is the headline new weapon, and a freezing weapon in a game about advancing through rooms is a crowd control tool more than a damage tool.

Use it on the enemies you cannot walk through
Freezing the minigun squad or the melee specialist buys you the seconds you need to deal with everything else. Spending it on enemies the Auto-9 already handles wastes what makes it special.

7 Missions as Murphy play differently

Some missions place you before the transformation, as officer Alex Murphy, described as brave and resolute but all too vulnerable on the beat.

Vulnerable is the word to take seriously. Everything in the previous sections about walking into rooms is wrong here. These are the parts of the game where cover, patience and picking your moment matter, and treating them as RoboCop sections is the fastest way to fail them.

8 Your first hour

  1. Set a difficulty where advancing feels powerful. That is the intended experience, and it is adjustable.
  2. Get comfortable with the Auto-9 before experimenting, since it is your constant.
  3. Practise looking up. Aerial enemies are the most common cause of unexplained damage.
  4. Clear turrets and drones before troops in every room.
  5. Save finishers for crowds rather than for single enemies.
  6. Slow down completely when the game hands you Murphy.
Summary

Advance rather than take cover, because armour is your advantage and hiding gives it up. Keep the Auto-9 as your constant and treat heavy weapons as situational. Clear turrets and drones before troops, look up before you look forward, and save finishing moves for crowds where they reposition you. Use the Cryo Cannon on the enemies you cannot simply walk through. When the game hands you Alex Murphy, forget all of it and play carefully.

Comment

No comments yet. Be the first to post one.


Note Do not post abuse, off-site solicitation or illegal information.
None
Attached image preview