End of Abyss weapons: six-gun location lookup
The six weapons are Pulse Gun, Riot Breaker, Security Rifle, Support Gun, Incinerator and Particle Disruptor. Start with the sector and floor, then check the access tools before making the trip.
- Early gun routesHabitation F1 · Factory East F2
- Return targetsOuter Sector B2 · Lower Levels F1
- Later gun routeInfirmary B1 after its boss
Find a missing weapon
Tool status checks only the named dependencies below. Reaching a floor may require further story progression.
| Weapon | Sector / floor | Access reminder |
|---|---|---|
| Pulse Gun | Starting equipment Start | Available at the start |
| Riot Breaker | Habitation F1 | Reach the Habitation weapon route |
| Security Rifle | Factory East F2 | Keycard: small room near the Factory East shuttle; blast its left wall with an Explosive Charge.Named tools missing |
| Support Gun | Outer Sector B2 | Return after reaching Lower Levels. Maintenance F2: blast floor by safe room, go left to Outer Sector shuttle; F1 upper-right door, descend and blast floor. |
| Incinerator | Lower Levels F1 | Reach Lower Levels; clears growth for Infirmary Key |
| Particle Disruptor | Infirmary B1 | Infirmary Key + clear its bossNamed tools missing |
Use the access requirement, not just the room name
The Security Rifle route uses the Factory Keycard and an Explosive Charge. Having reached Factory East is not the same as being able to open every route there. Put that gun on your backtracking list until the prerequisites are ready.
The Incinerator is part of a later dependency: it clears growth needed to obtain the Infirmary Key. The Particle Disruptor follows the Infirmary boss. These relationships are more useful than invented coordinates on an incomplete map.
Plan ammunition separately from unlocking a gun
The basic energy pistol has unlimited use; shotgun ammunition is limited. Getting another weapon does not remove the cost of failed attempts. Read save pods and death before spending your crafting materials as if every retry refunds them.
At the workbench, keep permanent upgrades and consumable ammunition as separate choices. The table identifies a destination, not a tested damage ranking. Choose supplies for the encounter you are preparing to repeat.
A missed weapon can still be a return trip
All six weapons remain obtainable after finishing the story. That applies to the weapons; it is not a blanket guarantee for every hidden achievement or collectible. Use the achievement checklist to keep those completion categories separate.
Before you leave a sector, scan its blocked routes and write a floor-specific return note. The Scanner guide explains the difference between key requirements, explosive barriers and powered doors, so you do not return with the wrong tool.