DEATHLOOP – All Different Weapons + Quality + Full Details

DEATHLOOP – All Different Weapons + Quality + Full Details 1 - steamlists.com
DEATHLOOP – All Different Weapons + Quality + Full Details 1 - steamlists.com

A comprehensive guide of all the different weapons you can acquire in Deathloop. DISCLAIMER: This guide does not include any .45 Colts, nor any related handgun cartridges.
 
 

Prelude: Weapon Basics

This is intended to be a helpful guide for both new and experienced players, whether you’re just starting off and learning about all the different weapons of Blackreef or you’re just looking for a little extra detail on each weapon. In it, every single weapon available in the game will be discussed, along with where to find them and some of their potential extra quirks.
 
 
This guide does NOT discuss Slabs or Trinkets, and I have no plans to include them in this guide.
 
 
Before we begin, let’s discuss how much you can carry for an arsenal. At any point in the game, you will have up to three available slots for guns. You are free to bring as many (or as few) as you desire into an area when adjusting your loadout (provided you’ve reached the point in the game where you are able to infuse items), but once in an area, you will not be able to access your infused items again until you leave, so choose carefully.
 
 
All weapons in the game will use one of three types of ammuntion: Small Caliber Rounds, Large Caliber Rounds, and Shotgun Shells. Although you can carry multiple weapons that use the same type, your ammo supply will be shared between them, and it is a fairly limited amount for all three types. Fortunately, ammunition is plentiful on Blackreef, whether from the corpses of Eternalists or free vendor machines, so as long as you manage your supply carefully, you shouldn’t be too concerned about running out.
 
 
You can carry as many rounds as follows as extra ammunition; this is NOT affected by how many rounds your weapon’s magazine can fit (though it can be boosted by a select trinket, if equipped). In a couple of cases, your weapon’s magazine size may even exceed the amount of bullets you can carry for it, in which case you will need to be extra careful about how much ammo you burn.
 

  • Small Caliber Rounds: 50 Bullets
  • Large Caliber Rounds: 25 Bullets
  • Shotgun Shells: 20 Shells
  • Nails: 15 Nails

 
Certain weapons in the game may also be one-handed, meaning that you can dual-wield them. This allows you to equip another one-handed weapon in your off-hand, if desired, and use both of them at once, at the cost of losing your ability to aim down the sights (as the button will instead fire your off-hand weapon). Do keep in mind that this can burn ammo incredibly fast when using weapons that use the same type of ammunition.
 
 
 

Prelude: Weapon Quality

Another key principle of weapons in Deathloop is the “quality” (i.e. rarity) of them. The rarity can be seen in the color of their description, and comes in three levels, in ascending order: “Crude” (marked by plain, colorless text), “Sleek” (marked by light blue text), and “Exemplar” (marked by bright magenta text). This affects both overall weapon quality, and the number of available trinket slots. Though a fourth level is technically present as an orange “Legendary,” this is only used for a select few unique weapons and will never be found in the wild. If you are interested in these Legendary weapons, scroll down to the “Concerning Legendary Weapons” section.
 
 
At “Crude” quality, a weapon is at its most basic form. These are the most common types (obviously), and you will see many Eternalists wielding them. There is absolutely no advantage to them in comparison to their rarer counterparts: they have less ammo, presumably less damage and accuracy (untested), and worst of all, they have an annoying tendency to jam, forcing you to manually reload and sit through a long animation to get your weapon into working order again. Don’t use these unless you have no other options.
 
 
At “Sleek” quality, a weapon has a more polished, well-maintained texture. With a slightly higher performance than their predecessors, you’ll find these to be a much better addition to your arsenal. As an added benefit, they will no longer jam, saving you from potentially fatal poor timing in the middle of a firefight. Though you’ll likely be pleased to see them beginning to pop up more often as you progress through the game, be warned: their higher performance also works against you when in the hands of Eternalists.
 
 
At “Epic” quality, a gun undergoes a number of changes. Not only is it at its highest performance, but is granted one of two randomized skins (per weapon) and one of several unique gimmicks that adds further utility to your weapon. These are essentially your endgame guns, and several can be found in scripted locations early in the game, giving you an extra edge if you know where to look. It should be noted that different guns have a different “pool” of unique traits, so some qualities may not be available for certain weapons.
 
 
 

Machete

Though not a gun, the machete is still an important tool in Colt’s arsenal from the very start of the game, and still potentially useful all the way to the end if used properly. Essentially your only melee option in the game, the machete is useful in both stealth and combat, able to kill an unaware Eternalist instantly and silently or slay an alerted one in just a couple of swings in a desperate situation. Though you can perform stealth executions barehanded, the machete is slightly faster in doing so. Additionally, the machete can be dual-wielded with other suitable weapons, allowing you to potentially wield a gun-and-slash combo in combat.
 
 
It should be noted that for both stealth and (most) combat kills, an animation will play while killing your target, potentially leaving you vulnerable to be spotted and/or shot while immobile. Also note that the machete will always be equipped in your inventory, and cannot be removed; rest assured that this does not count against any achievements related to empty loadouts.
 
 
 

Strelak Sapper Charge

Once again, not a gun, but still a part of Colt’s arsenal, so it qualifies. The Sapper Charge is a grenade that is automatically acquired early in the game, and able to be adapted for a number of situations. It has three different modes, able to be toggled by repeatedly pressing the unique “equip” button for it (default: G): Grenade, Proximity Charge, and Trip Mine, with the latter two being useful for setting potential traps.
 
 
In grenade mode, you’ll find the Sapper Charge to function…well, like a grenade. Pull pin, throw, step back. When you pull the pin, if you hold the button down, a meter will appear next to the grenade to show its timer (incredibly similar to the Dishonored franchise): when the meter fills, the grenade explodes. You can use this knowledge to effectively cook your grenade; it seems that the fuse burns for roughly 5 seconds. A red zone will warn you when you’ve cooked it too long to throw it far enough away to avoid damage, so don’t let it reach that zone. Note that you can quickly cancel the “cooking” process by pressing the “interact” key (default: F) without releasing the grenade button.
 
 
In Proximity mode, the Charge will function extremely similar to landmines found in the environment, complete with an identical beeping sound to confirm they are active. Unlike landmines, however, they can be attached to any surface: walls, ceilings, and even people (where they will promptly explode on impact, so be cautious if doing so). The large explosion can damage multiple people; this can be especially useful if placing one in a narrow space mid-firefight and luring the masses through. However, they tend to go off before the target is directly on top of them, watering their potential damage down somewhat.
 
 
In Trip mode, the Charge becomes incredibly similar to the “laser mines” also found in the environment, which fire a damaging directional charge when the emitted beam is crossed. Like Proximity Charges, they can be attached to floors, walls, and ceilings alike, though they cannot be placed on people as they must be “set” rather than thrown as a grenade (which you can do with the Proximity Charge, if not against a surface). Though there isn’t really a blast radius to them, the laser’s range is considerable, and the damage is guaranteed to be dealt in full force. Very useful for setting a more precise sort of trap.
 
 
When used for the latter two stealth modes, enemies will apparently remain blissfully unaware of the loud beeping or bright lasers your traps give off. When throwing a grenade, however, enemies will react immediately, even if caught off guard. You are given an allowance of 4 Charges per area; they cannot be found anywhere on Blackreef, and thus cannot be replenished without traveling to the next area. You can, however, recover any mines that you have placed (provided they haven’t been triggered, obviously). Like the Machete, they cannot be unequipped and will always remain in your inventory.
 
 
For Julianna: Note that, while playing as Julianna, you have a unique ability to pick up environmental mines (similar to how Colt disarms them) to replenish your charges.
 
 
 

Hackamajig

Okay, okay, not a weapon at all, but still an important part of Colt’s arsenal. Like the Machete and Sapper Charges, it is acquired at the very start of the game and cannot be removed from your loadout at all. Equip it in your off-hand with its unique key (default: H) to use it, locking onto hackable objects and simply keeping the button held down until it finishes.
 
 
Note that while you need line of sight to BEGIN a hack, you can break line of sight as soon as you lock on; also, while not infinite, your range while hacking is longer than your range to start a hack, allowing you to move away. This is useful if hacking a dangerous object (i.e. a turret) and trying to get out of harm’s way until finished. If you can’t see the bar on the hackable object’s nametag due to breaking line-of-sight, the green lights on the device also act as a progress bar.
 
 
You can hack the following objects: some to simply disable them, while others can be controlled:
 

  • Sensors: Sensors will turn green to indicate they are harmless, allowing you to quietly disable them without shooting them. They will not, however, target Eternalists (as this would likely activate undesirable security measures that would only work against you.)
  • Turrets: Turrets can be hacked while active or folded, turning them to your side and giving you remote access. Like sensors, their detection lasers will turn green when friendly, though they WILL target Eternalists. They can also be remotely activated or shut down once hacked.
  • Field Nullifiers: Though these are generally rare, they can be a pain if deployed somewhere you don’t really want them. Though they can’t control which slabs they nullify, meaning hacking them will still leave you vulnerable within their range, they can be activated and deactivated at will like turrets once hacked.
  • Disturbance Objects (certain radios and other things): Simply causes a noise disturbance when hacked, creating a distraction for nearby Eternalists.
  • Doors: Certain automatic doors may have antenna that allow you to hack them open; while simple, this is actually useful in a great number of areas, and can open a wide range of doors for you, physically and metaphorically. One such instance is infiltrating Ramblin’ Frank’s high-security mansion without subjecting yourself to the debilitating ClassPass.

 
 
 

LIMP-10

To start off with the actual weapons, the LIMP-10 seems a fitting choice, as it is the first weapon you will acquire in the game, as part of the tutorial. This is your straightforward SMG of Deathloop (in fact, the ONLY proper SMG, barring legendaries): high fire rate, decent magazine size, but lacking power and accuracy at range. Regardless, though one might be inclined to think the starting weapon could be outclassed later in the game, it is a highly dependable weapon from start to finish and can be especially useful with a couple of select qualities.
 
 
The LIMP-10 fires Small Caliber Rounds. At Crude quality, it has a magazine size of 20, adding 5 per quality level (up to 30). While this is one of the highest in the game (being an automatic weapon, of course), it burns through its magazines fast (being an automatic weapon, of course). Make sure you keep an eye on your ammo count when using it. It is also one-handed, allowing you to dual-wield it; with another LIMP-10, you can deal incredible amounts of DPS, though be warned: so can Eternalists.
 
 
At Exemplar Quality, the LIMP-10 can have one of five unique traits:
 

  • Ace in the Hole: Last few rounds in a magazine deal extra damage. (Exact amount unknown)
  • Open Wounds: Enemies shot bleed over time.
  • Snare: Enemies are slowed down on hit, making for an easier target.
  • Suppressor: Weapon is silenced, making no noise.
  • Vampire: Recover health for damaging weapons.

Of these qualities, two of note are the Suppressor and Vampire perks. Both of them are only found in scripted locations, and both are incredibly useful. The one with the Suppressor perk can be found in Egor’s lab in the Complex, simply sitting inside for the taking. As one of only two weapons in the game that can be suppressed, it is incredibly useful for stealth gameplay, being far more reliable at scoring kills than the stealth-oriented Spiker and far easier to find for ammo for.
 
 
Meanwhile, the Vampire gun (or rather, both of them) can be a little more troublesome to acquire early on, as it can only be found on Alexis, who is surrounded by several dozens of guards in his mansion during his nightly party in Updaam. As he wields them in combat against you, he can be considerably dangerous to face head-on; however, it’s easily worth the effort, as it’s almost undeniably one of the best weapons in the game. No other weapon has this perk, which restores incredible amounts of health even in a firefight; reliably headshotting enemies only boosts this even further. If you’re looking to go loud, you needn’t look much further than this gun, especially as it can be dual-wielding for twice the killing-healing power.
 
 
 

Tribunal

At first glance, the Tribunal doesn’t seem exceptionally useful as your average, run-of-the-mill semi-automatic pistol of the game. However, it’s surprisingly powerful for its dimunitive nature and, far more importantly, its accuracy and ammo efficiency outclasses others of its caliber. Its unique perks also have some utility to them, having a number of unique traits other guns can’t get.
 
 
The Tribunal fires Small Caliber Rounds. At Crude quality, it has a magazine size of 8, with an additional 2 per level (up to 12). Despite its small magazine size, its accuracy and low recoil make it a very good gun for scoring headshots. It is also one-handed, allowing it to be dual-wielded, which is surprisingly effective due to its low hip-fire spread.
 
 
At Exemplar Quality, the Tribunal can have one of six unique traits:
 

  • Golden Shot: Damage dealt will stack bonus damage to the last round in the magazine, reset upon reload.
  • Hunter’s Mark: Shooting enemies will automatically tag them.
  • Marked For Death: Deal extra damage to tagged enemies.
  • Run and Gun: Hip-fire while sprinting.
  • Suppressor: Weapon is silenced, making no noise.

Many of these qualities are notably unique to the Tribunal, though most of them can be found in the wild. The only exception to this is the Golden Shot gun, which can be found in a crank-wheel safe in Updaam, hidden in an alcove right against the cliffside on the way up from the Moxie when you leave the tunnels. The easiest way to get a crank wheel to open the safe is from a delivery booth, provided you’ve unlocked them (the code can be found near the rear entrance to Fia’s bunker in Fristad Rock at noon).
 
 
The Run-and-Gun quality can be fun for going loud, especially given that the Tribunal has a relatively low hip-fire spread. It is also the only other gun that can get the Suppressor perk, and is far more efficient than the LIMP-10 for pure stealth gameplay with its accuracy at scoring headshots, without sacrificing versatility in combat if you’re caught.
 
 
 

The Fourpounder

On the other end of the handgun spectrum is The Fourpounder, a hand cannon you’re sure to recognize from at least one piece of marketing if you’ve seen it. Despite being a semi-automatic handgun like the Tribunal, the similarities stop there, as it excels (and struggles) in almost everything the Tribunal doesn’t: high damage, high recoil, and low-hip fire accuracy (though it’s fortunately still fairly accurate to ADS).
 
 
To emphasize its additional power, the Fourpounder fires Large Caliber Rounds; this gives it half the ammo supply of Small Caliber Rounds, so make sure to place your shots carefully. At Crude, it has a magazine size of 6, with one more per level up to 8 shots. It is one-handed, allowing it to be dual-wielded, though caution is advised due to its wide hip-fire spread.
 
 
At Exemplar Quality, it can have one of five following traits:
 

  • Explosive Decapitation: Headshots cause a small explosion, damaging and staggering nearby enemies.
  • Focus Fire: Shots deal extra damage, at the cost of slightly delaying your gun firing from your trigger pull (by roughly half a second or so).
  • Hunter’s Mark: Shooting enemies automatically tags them.
  • Marked For Death: Deal additional damage to tagged enemies.
  • Toxic Haze: Bullets automatically create a small cloud of toxic gas on impact, regardless of what they hit.

Of these, Explosive Decapitation and Toxic Haze are unique and cannot be found in the wild. The Explosive Decapitation gun can be found in a crank-wheel safe in the Complex, inside the entrance to the power station (near the sealed door; the safe is close to the staircase leading down to the generators). It is worth noting that the damage dealt by the headshot’s explosion is relatively minor, and is more useful for staggering enemies than outright hurting them.
 
 
Meanwhile, the Toxic Haze one is found on Harriet Morse, giving her morning sermon in Karl’s Bay; another randomized (but always Exemplar) Fourpounder can also be found in her bedroom, potentially allowing you to grab two in one go. Be warned that the toxic gas created from it can hurt you as well, and may or may not explode like the gas usually does (theoretically, it should always explode when shot, though it doesn’t always seem to). The damage the poison does is relatively minor to Eternalists, as they will often move out of it before it has any significant effect.
 
 
 

PT-6 Spiker

Finishing off the list of handguns is a rather unique one, the Spiker, a repurposed nailgun now used for stealth kills. You’ll likely stumble across this one for the first time fairly early on, as a Sleek one will spawn in Colt’s apartment earlier in the day, though it can still (rarely) be found on random Eternalists. It is solely useful for stealth kills, as has the unique trait of being completely silent at the cost of dismal bodyshot damage.
 
 
The Spiker has a magazine size of 12 at Sleek, with another 3 for 15 at max quality (never found a Crude Spiker to prove it, but presumably its magazine size would be 9). The Spiker is unique in that it uses a special ammunition, Nails, which are relatively rare in the environment (especially as Eternalists very rarely carry this gun) and cannot be found from ammo vendors. You can carry up to 15 of them, which should be enough to get by if you’re going for headshots. Like the other handguns, the Spiker can be dual-wielded, although there isn’t much practicality to it.
 
 
At Exemplar quality, it can have one of five unique perks:
 

  • Echolocation: On impact, shots will tag nearby enemies.
  • Lights Out: Temporarily shuts down nearby security devices on impact.
  • Marked For Death: Deals extra damage to tagged enemies.
  • Open Wounds: Shots cause enemies to bleed over time.
  • Wait For It: Magazine size is reduced to 4, but shots explode after a short delay on impact.

Several of these can only be found in unique locations, including the Echolocation, Lights Out, and Wait For It perks. The first one can be found in a story-related bunker in Karl’s Bay; if you’ve played far enough in the game, you’ll likely know it when you see it. It adds an extra layer of utility to its effectiveness in stealth, as you can use it to essentially “peek” around corners by firing at an enemy or wall to reveal anyone near the point of impact.
 
 
Meanwhile, the Wait For It weapon can be found among the ordnance in Updaam’s Library in the morning, although its spawn location may not be consistent. Though the added explosion somewhat diminishes the Spiker’s stealth capabilities, it also adds extra damage to the gun; do with that information what you will.
 
 
I’m told that the Lights Out weapon can be found in Karl’s Bay, though I haven’t been able to uncover it yet; further information would be greatly appreciated.
 
 
 

Vopat Trencher

On to the shotguns of the game! The Trencher is the pump-action version of the two mainline shotguns, useful as your typical shotgun is: low range, high spread, high damage, the works. Being pump action, it is slow to fire, though efficient in ammo usage.
 
 
The Trencher has a magazine size of 5 at Crude, increasing to 6 at Sleek; oddly enough, it does not increase up to 7, instead remaining at 6 at top quality. Naturally, it uses Shotgun Shells for ammo; as you’re able to carry more than 3 magazines worth in your pockets, it’s unlikely you’ll run out quickly in most firefights, especially if you’re picking up more ammo from fallen Eternalists.
 
 
At Exemplar quality, it can have one of five unique perks:
 

  • Bird Shot: Inflict more damage while airborne.
  • Choke Point: Shots have reduced spread.
  • Scattergun: Shots have increased spread.
  • Double-Tap: Fire two shots before pumping (only 3 pumps per full load ( ͡° ͜ʖ ͡°))
  • Open Wounds: Enemies will bleed over time.

As far as I know, pretty much all variants of these can be found in the wild. None of the prefixes are unique to it save for Double Tap (as no other shotgun is pump action). However, if you’d like an easy spot to grab one, a randomized Exemplar Trencher is guaranteed to spawn in the pump control room in Charlie and Fia’s afternoon hideout (which you’ll have to play more of the story to discover and enter).
 
 
 

Strelak 50-50

The other mainline shotgun of the game, the 50-50 is a semi-automatic shotgun with a large magazine size and high fire rate. Easily identifiable by its twin drum magazines, the 50-50 can dish out damage faster than its pump-action counterpart due to its automatic firing mechanism, though it burns ammo at an incredible speed due to the fact that it takes TWO shots per trigger pull.
 
 
The 50-50 has a magazine size of 20 at Crude, going all the way up to a whopping 30 at max quality. As this is more ammo than you can carry, it’s actually impossible to perform a full reload from empty (barring extra ammo capacity from a select trinket), and your actual number of rounds is halved due to the fact it consumes two shells per shot.
 
 
At Exemplar quality, it can have one of five unique perks (most of which are identical to the Trencher’s):
 

  • Bird Shot: Deal more damage while airborne.
  • Choke Point: Shots have reduced spread.
  • Scattergun: Shots have increased spread.
  • Open Wounds: Damaged enemies bleed over time.
  • Snare: Damaging enemies slows them on hit.

As far as I know, pretty much all of these can potentially be found on Eternalists, though a guaranteed way to snag one is killing Charlie Montague and stealing his Snare 50-50. The Choke Point and Scattergun perks are probably the most useful ones, depending on which style you prefer, and the same can be said for the Trencher. Given that both guns perform relatively similar, it’s up to you which shotgun and perk you prefer the most.
 
 
 

MG-1 ‘Pepper Mill’

The closest thing to an “assault rifle” the game has, the Pepper Mill is really more of a LMG, though classified in game as a rifle due to the fact it’d be completely alone otherwise. It’s about everything you’d expect from one of its kind: high fire rate, high DPS, high magazine size, at the cost of poor reload speed and mobility when in use.
 
 
The Pepper Mill has a magazine size of 40, which strangely doesn’t seem to change between levels of item quality. It uses Small Caliber Rounds, which are thankfully the most plentiful, although it still burns them at a considerable pace. It should also be noted that this is probably one of the most dangerous weapons Eternalists can use against you: it’s surprisingly accurate at range, and a barrage of shots will quickly deplete your health if you aren’t careful.
 
 
At Exemplar quality, it has one of five unique perks:
 

  • Explosive Decapitation: Headshots cause a small explosion, damaging and staggering nearby enemies.
  • Marked For Death: Deals extra damage to tagged enemies.
  • Open Wounds: Damaged enemies bleed over time.
  • Snare: Slows enemies down on hit.
  • Zero In: Tightens spread the longer you fire.

Of these, it seems that Zero In is the only one that can’t be found randomly, being found in a story-related bunker in the Complex. It is also probably one of the most useful, as the tightened spread makes it considerably accurate even when hip-firing. Aside from that, Fia Zbrorowska carries an Open Wounds gun with her, which can be looted off of her body.
 
 
 

Rapier

This is your only real “rifle” in the game (barring legendaries): a single-shot, break-action, high-caliber ranged death dealer. It easily has the most dismal fire rate of any gun in the game, as it must reload after every single shot, but it has incredible accuracy and damage with little to no dropoff at long range.
 
 
The Rapier uses Large Caliber Rounds, only sharing it with the Fourpounder (as far as mainline guns are concerned). As a single-shot rifle, its magazine size does not increase with quality. Fortunately, with an ammo pool of 25 for Large Caliber Rounds, you’ll find it difficult to run out of ammo when wielding this, unless you incessantly spam it because it’s just so darn good.
 
 
At Exemplar quality, it has one of five unique perks:
 

  • Bird Shot: Deal more damage while airborne. (Good luck hitting anything.)
  • Eagle Eye: Increased zoom when aiming down sights.
  • More Bang: Bullets. Explode.
  • Myopic Muscle Memory: Faster reload, shorter range.
  • Silver Bullet: Ammo isn’t spent if you hit someone, but missing makes the gun unusable for the rest of the level.

Of these, the Eagle Eye and Silver Bullet perks are the only ones that can’t be found in the wild, instead being found from scripted points. The Silver Bullet gun can only be acquired from The Moxie, a Charlie Montague game found near the Updaam tunnels that’s only in the afternoon. It’s also pretty stupid, because you shouldn’t be running out of ammo with your single-shot rifle if you’re remembering to pick more up, and it’s not worth the risk of missing and losing your gun for the rest of the section.
 
 
The Eagle Eye gun is found on Egor Serling, normally able to be found in The Complex at night near his lab. Be warned that he’s a jumpy SOB and likes to cloak when you get close by, so there’s a good chance he’ll see you before you see him. The increased zoom is certainly helpful for picking off targets at range, but…
 
 
You don’t care about that. You don’t want Charlie’s lame prize, or Egor’s pseudo-sniper, or a faster reload that could just easily be achieved with an Exemplar Speedloader trinket. What you want–what you need–is the explosive Rapier. This gun is BROKEN. You don’t even have to shoot the Eternalists, just aim at their feet like a Soldier main and blow them back to the morning. It can even kill multiple at once if they’re in a tight enough cluster, especially if shot from above. On top of all that, it ragdolls Visionaries, making for a laughably easy kill. Be warned, however: later on, Eternalists can and WILL spawn with explosive Rapiers of their own, and can be just as deadly to you.
 
 
 

Concerning Legendary Weapons

As previously stated, all four of the “legendary” weapons cannot be found under any circumstances at random in the environment, save for potentially acquiring one off of an invading Julianna. All four have their own unique Arsenal Leads to guide you to them, and can even all be acquired in the course of a single day if one knows where to look. There is one legendary weapon for each “category” of weapons (Pistol, SMG, Rifle, Shotgun, as shown in the loadout screen), though some may have characteristics of multiple categories.
 
 
Like Exemplar weapons, a Legendary spawns with one of two randomized skins, and one of five randomized perks. It also has space for three Weapon Trinkets, just like a regular Exemplar gun. Note that all the legendaries are unique, and don’t really have a direct counterpart for a regular weapon, although they will obviously share similarities with others of their class.
 
 
Pistol: Strelak Verso (also something of an SMG), found in The Complex at noon
 
SMG: Constancy Automatic (visually resembles a pistol, but for is all points and purposes an SMG), found in Fristad Rock in the morning
 
Sepulchra Breteria: Rifle, found in Updaam in the afternoon
 
Heritage Gun: Shotgun (officially; really a Shotgun/Rifle hybrid), found in Karl’s Bay in the evening
 
 
 

Strelak Verso

The Strelak Verso (or simply, the Verso) is a very unique gun in one key regard: it is not a single gun, but rather two, which work in conjunction together. Despite being a pair of pistols, they uniquely only take one weapon slot, which is only the first of many odd characteristics about this weapon. It can be found by following the “In This Together” Arsenal Lead in The Complex at noon, leading you to a bunker in the tunnel across from the power station’s front entrance.
 
 
Separated, the Verso functions as dual-wielded two-shot burst pistols, which is arguably their more powerful form; by “switching forms,” they can be joined together into a four-shot burst-fire gun more comparable to an SMG. Though not as powerful, it is far more accurate in this form, and allows you to wield something in the off-hand. To switch forms, you simply need to press the equip button for its loadout slot (2, 3, or 4) to switch between dual-wield and SMG form. If attempting to equip something else in the off-hand, like a Slab or gadget, it will automatically switch to SMG form.
 
 
The Verso uses Small Caliber Rounds, and has a magazine size of 30 per pistol, joined together for a whopping total of 60 rounds in SMG form, 10 more than you can normally carry. Keep in mind that it burns ammo fast due to its burst fire, especially when dual-wielding them. Though it is a dual-wield gun, it cannot be dual-wielded with other guns, as it becomes a two-handed weapon in its SMG form.
 
 
The Verso can have one of five unique perks:\
 

  • Bird Shot: Inflict more damage while airborne.
  • Dualist: Dealing damage in one mode buffs the other; reloading resets the buff.
  • Explosive Decapitation: Headshots cause a miniature explosion.
  • Quick Change: Switch weapon modes faster.
  • Snare: Slows enemies on hit.

As there’s only one instance of the Verso spawning per loop, like all other legendaries, it is up to random chance which one you get. If you don’t find the perk you want, you will have to loop and find it again over and over until you find the one you want. The Dualist perk can be given a little extra utility by using the Big Box weapon trinket to increase your ammo capacity, allowing you to ride out the damage buff for longer if desired.
 
 
 

Constancy Automatic

Although visually a pistol, the Constancy Automatic functions more like an SMG in practice (being a fully automatic pistol), having dual side-mounted magazines that can be reloaded one at a time while firing. It can be found on the corpse of Frank Spicer in his Fristad Rock mansion in the morning, making it fairly straightforward to acquire.
 
 
The Constancy Automatic technically has a magazine size of 30, although it is essentially infinite in practice as you can continuously reload while firing by regularly pressing the reload button. It uses Small Caliber Rounds, giving you a decent supply, but as always, make sure to keep an eye on your count so you don’t run dry.
 
 
The Constancy Automatic can have one of five unique perks:
 

  • Ace in the Hole: The last few rounds of the magazine deal extra damage. (Kind of irrelevant, since you shouldn’t be running dry.)
  • Feedback Loop: Damaging enemies grants a stacking damage buff for a few moments.
  • Open Wounds: Damaged enemies bleed over time.
  • Snare: Slows enemies on hit.
  • Zero In: Tightens spread the longer you fire.

Of these, it’s safe to say that Feedback Loop and Zero In are likely the most useful, as you’ll constantly be firing with this gun (you can draw it out even longer if you have a plentiful supply of ammo from dead Eternalists). As always, there is no way to acquire the perk you want but random chance.
 
 
 

Sepulchra Breteria

The only scoped sniper rifle in the game, also a recognizable landmark from marketing. A favorite of Julianna’s, players and bots alike, and for good reason: as the only scoped weapon in the game, its range is unmatched by anything else available. The scope has two levels of zoom, and while it’s normally unstable to aim with due to a hold breath mechanic, you can hold your breath for a long time anyway, easily long enough to line up the shot you want.
 
 
The Sepulchra Breteria has a pitiful magazine size of 3, and uses Large Caliber Rounds, shared with the Rapier and Fourpounder. However, the rifle is semi-automatic, allowing you to fire all three rounds in quick succession if you’re confident enough in your aim (beware of recoil). While the damage isn’t quite enough to normally bodyshot an Eternalist, the scope makes it easy to line up a headshot even at several dozen meters away.
 
 
As usual, the Sepulchra Breteria can have one of five unique perks:
 

  • Coiled Snake: Holding the trigger down charges the shot for additional damage.
  • Deep Lungs: Hold breath for longer.
  • Explosive Decapitation: Headshots cause miniature explosions.
  • Hunter’s Mark: Damaged enemies are automatically tagged.
  • Open Wounds: Damaged enemies bleed over time.

Though it’s likely you’ll find at least one instance of the gun from Julianna before its regular spawn, even if playing single-player, it can normally be found in the hands of a very angry Eternalist in Updaam in the afternoon as part of the “Keep On Giving” Arsenal Lead. Note that you may need to kill at least one Visionary prior in the day to trigger this event. You’ll know they’re available as soon as you enter Updaam, as they’ll make their presence loud and clear on the intercom for you.
 
 
Out of the perks, Coiled Snake is almost certainly the most useful for PvE and PvP alike. The increased damage can make short work of Visionaries and players, and will certainly bodyshot any regular Eternalist in its crosshairs.
 
 
 

Heritage Gun

Last but certainly not least on the list, the Heritage Gun is a unique “shotgun” acquired as part of Charlie Montague’s nightly game in Karl’s Bay, Reward Scheme. This one can be a little tedious to get even if you already know how, due to an element of randomization each Loop and the possibility of being locked out until the next Loop if you fail.
 
 
Should you succeed, however, and claim the prize, you won’t be disappointed at the effort you put into getting it. The Heritage Gun actually acts as a rifle in its base form, firing slugs with remarkable accuracy and range (even from the hip), while transforming in a similar manner to the Verso (i.e. pressing the equip button again). Once transformed, it becomes a shotgun instead, making it a potent weapon at any range.
 
 
The Heritage Gun has a low magazine size of a mere 5 Shotgun Shells, even less than the Trencher. Additionally, it must reload each round individually, further handicapping its overall rate of fire. It operates as a lever-action weapon, though it is still able to fire relatively quick. Aiming down the sights seems to slightly increase the fire rate, as you perform a quicker animation to chamber the next round than hip-firing your gun. Note that it uses Shotgun Shells regardless of which mode the gun is in.
 
 
Once again, the Heritage Gun can have one of five unique perks:
 

  • Bird Shot: Deal more damage while airborne.
  • Choke Point: Shots have reduced spread. (Only really applicable in Shotgun mode)
  • Scattergun: Shots have increased spread. (See above)
  • Dualist: Damage dealt in one mode increases the other, resets buff on reload.
  • Inferno: Shots fired in Rifle mode create poison gas on impact; shots fired in Shotgun mode detonate it.

The Inferno is a very unique perk, with no real counterpart with any other weapon (save perhaps for the Toxic Haze Fourpounder, though it cannot detonate its own rounds). The Dualist perk’s usefulness is somewhat limited by the magazine size (even with trinkets, as its magazine size can only be boosted up to 8), but can still be deadly nonetheless.
 
 
 

Outro: Tips and Tricks

Before we close off, I’d like to go over a few quick tips, mostly for newbies, but possibly a helpful bit or two for experienced players as well.
 
 

  • If you’re anything like me, you’re likely tempted to go guns blazing as if you’re playing DOOM. While is this undeniably fun, it has limited viability in Deathloop. Eternalists may be idiots, but they shoot remarkably straight even while you’re on the move, and it only takes a few rounds to put you down. Unless you’re fully kitted out and know what you’re doing, don’t be afraid to hug cover, as you won’t last long in an open firefight.
  • On that note, aiming down the sights while crouching against a low wall or standing against a corner will automatically make you peek around the obstruction, allowing you to quickly pop in and out of cover.
  • Picking up ammo from fallen enemies is as simple as walking over their weapons while having space for the appropriate ammo type. Small Caliber Rounds and Shotgun Shells will generally be more common than Large Caliber Rounds, though you shouldn’t have any real difficulty finding them, either.
  • Don’t forget that higher quality weapons (and certain perks) work for the enemy just as well as they do for you. Enemies carrying powerful loot will emit an aura similar to Residuum objects around them: focus on going after them, but also use caution in open combat.
  • If you’re unsure what trinkets to put in a weapon, Speedloader is always a good choice. There’s no weapon that doesn’t benefit considerably from it, and weapons that are primarily offset by their long reload times can be made considerably more dangerous.
  • If you’re hunting a particular weapon, make sure you have enough Residuum to infuse it when you bring it back. It’d be a shame to forget and have to go through all that hard work a second time.
  • Speaking of infusing weapons, keep in mind that if you enter an area with all three weapon slots occupied, you’ll have to leave at least one behind if you plan on taking anything out with you. It’ll reappear next loop as long as it’s been infused, but it will be unavailable for the remaining duration of the loop.

That’s all for now! Hope you enjoyed! The guide is still something of a WIP; pictures ought to be coming soon! A potential guide about Slabs may be in the near future as well!
 
 

Written by Hobo Bill

 
 
Hope you enjoy the Guide about DEATHLOOP – All Different Weapons + Quality + Full Details, if you think we should add extra information or forget something, please let us know via comment below, and we will do our best to fix or update as soon as possible!
 
 


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