Weapons in End of Abyss
Six weapons are tracked for End of Abyss. Two are optional, the Support Gun and the Particle Disruptor. The other four are on the path a story clear already walks: the Pulse Gun at the start, the Riot Breaker in Habitation, the Security Rifle in Factory East, and the Incinerator in the Lower Levels. Sort the table by name, area, floor, or availability. Story order is the default and leaves the rows as they are written here.
Compare any pair with the checkboxes. When the Incinerator and the Particle Disruptor are both selected, the note under the table highlights, because the late optional gun depends on the fire weapon that creates the Infirmary Key. Pulse Gun availability is marked in the fourth column so the starter row stays obvious while you sort.
Compare
| Name | Area | Floor | Availability | Notes |
|---|---|---|---|---|
| Pulse Gun | starting loadout | start | Unmissable. You start with it. | Cel begins with this energy pistol. No sector pickup exists for it. |
| Riot Breaker | Habitation Sector | F1 | On the early path to the first Fast Travel Shuttle. | Room through an open window near Security, before the first shuttle shutter. |
| Security Rifle | Factory East | F2 | Behind the Factory Keycard and an Explosive Charge. | Keycard opens a small room near the shuttle, then a charge opens the left wall. |
| Support Gun | Outer Sector | B2 | Optional. Return after the Lower Levels. | Charge the Maintenance F2 floor to reach the Outer Sector shuttle, then take B2. |
| Incinerator | Lower Levels | F1 | Story. Required to progress. | On the right-side story path. Burns the Parasitic Spire for the Infirmary Key. |
| Particle Disruptor | Infirmary | B1 | Optional late weapon. | After the Infirmary Key, Restricted Access Keycard, a boss, and a burned wall. |
The Particle Disruptor is behind work the Incinerator already did. Burning the Parasitic Spire on Lower Levels F1 produces the Infirmary Key. That key opens the Habitation lift. Infirmary F1 then hides the Restricted Access Keycard, which opens B1. A boss and a burned wall still sit in front of the optional gun.
Starter, shotgun, and rifle
The Pulse Gun never has a map pin. If a sort by area sends it to the top or the bottom, that is because its area cell reads starting loadout, not because a sector owns it. Treat it as the weapon that must carry Habitation until the window room. The Riot Breaker is easy to walk past if you stay on the shuttle path and ignore the open window near Security. It is still early, and it is the first real change in how a crowd dies.
Factory East F2 asks for two keys you may not be holding at the same moment. The Factory Keycard is handed over by the story in that area and opens the small room near the shuttle. The Explosive Charge is the tool that breaks the left wall after you are inside. Spending the charge here is the intended use, not a trick. The Security Rifle is also the weapon named by the silver trophy Focused, which asks for multiple enemies in one shot, so leaving the rifle on the floor makes that silver impossible until you come back.
The two guns you can miss
The Support Gun is optional in Outer Sector B2, and the route to it is a return after the Lower Levels rather than a first-visit pickup. On Maintenance F2 an Explosive Charge in the floor outside the safe room opens a drop toward the Outer Sector shuttle. From that shuttle, B2 is the wing to search. Fallen Crew, a hidden bronze, is awarded for finding the Support Gun, so the optional label does not mean the trophy list ignores it.
The Particle Disruptor is the other optional weapon, deeper than the Support Gun and tied to fire. Without the Incinerator you do not get the Infirmary Key, and without that key the Habitation lift to the Infirmary stays shut. Players who only want a story clear can leave B1 alone. Players who want Super Power, which is every weapon fully upgraded, cannot. Overload, another hidden bronze, is specifically an upgrade of the Particle Disruptor, so the gun has to be in inventory before that row can move.
Fire, upgrades, and unpublished numbers
The Incinerator is not optional. It lies on the right-side story path of Lower Levels F1, and progress expects it. The same weapon burns the Parasitic Spire. Kill It With Fire is a Head Crawler set alight, which can happen before you ever reach that spire, and Burn Them All is every parasitic growth, which is a cleanup pass rather than a single boss. Do not confuse those two bronze rows with the act of picking the Incinerator up.
Power Up is one weapon taken to a full upgrade. Super Power is the whole locker. Fully Suited Up is separate again: it is maximum Suit Power, not a gun. Nothing in the weapon notes publishes a numeric upgrade cost, a damage figure, or an ammo capacity. Grenades, flares, and the limited shotgun described in the June hands-on are not extra rows in this six. The Riot Breaker is the shotgun this table can place on a floor. Grenade trophies live with the tools, on the Scanner page, because Well Done and Triple-Kill describe a throw rather than a permanent gun slot.
When you compare weapons, the highlight on a row is only a reading aid. It does not change damage or unlock anything. The useful compare is the fire pair. Select the Incinerator and the Particle Disruptor together and read the gate note while both rows are marked. If you are sorting by floor, remember that start, F1, F2, and B1 and B2 are text, so alphabetical floor order is not the order you walk the facility. Switch back to story order before you follow the table as a route.