Below you’ll find list of all
weapons that occur in single player
mode, with short descriptions:
Primary weapon in commando’s
equipment. It doesn’t require
ammunition and/or reloading. Blaster
shoots single energetic bullets.
After holding the left mouse button
for a while, your shoot will become
stronger (more damages). It has also
an installed flashlight.
Damage: 50
Type of ammo: n/a
Magazine: n/a
Flashlight: Yes
Modification: No
Dark Matter Gun reminds BFG 9000,
the weapon of mass destruction from
Quake II. After loading (usually
few second), it fires violet slug
that absorbs smaller enemies. When
the slug hits any obstacle in the
area, it detonates and takes away 50
health points from all nearby
opponents. Dark Matter Gun is very
effective during the fight with
overwhelming numbers of enemies, but
it’s really hard to find ammunition
for this gun.
Damage: 200 (direct hit)
Type of ammo: Dark Matter
Cells
Magazine: 25 (max 25)
Flashlight: No
Modification: No
Grenade Launcher fires shells, which
detonate immediately after hitting
the enemy, or bounce off the walls
if there’s no opponent (in this
case, shell will explode after few
seconds). Very good weapon to
destroy enemies’ groups that are
located in large distance from Kane
or on lower platform. Grenade
Launcher can also be used to cover
retreats and to eliminate opponents
waiting for the player round the
corner.
Damage: 125
Type of ammo:
Grenades
Magazine: 8 (max 42+8)
Flashlight: No
Modification: No
Energetic weapon, which is an
effective substitute for the Machine
Gun. It’s extremely fast-shooting
gun and takes away some nice damage
with single hit. HyperBlaster can be
modified in Data Storage Terminal
level (bullets will bounce off he
walls – it’s very helpful in small,
narrow areas).
Damage: 14 (every bullet)
Type of ammo:
Batteries
Magazine: 60 (max 340+60)
Flashlight: No
Modification: Yes (Data
Storage Terminal)
Popular weapon, that remind of a gun
from the first
Quake. It fires energy beam,
which hit all the enemies in
straight line. After installing
modification, the beam can hurt
other nearby soldiers.
Damage: 11 (every battery)
Type of ammo:
Lightning Bolts
Magazine: 400 (max 400)
Flashlight: No
Modification: Yes (Tram Hub
Station)
First better weapon, that’ll run
into inside the Strogg’s complex.
It’s good choice during the distant
fight with enemies. You can also
activate Machine Gun’s sight (higher
damage), but it’ll make continuous
fire impossible. Very effective gun,
especially in first part of the
game. It has also an installed
flashlight, which is helpful in
level’s exploration. During the stay
on spaceship destroyer (Hannibal),
you’ll get new Machine Gun, with
better magazine.
Magazine: 40 (max 260+40) –
after modification 80 (max
320+80)
Flashlight: Yes
Modification: Yes
(Operation: Advantage)
The strongest weapon from all
machine guns. It fires nails (not so
fast as bullets in Machine Gun or
HyperBlaster). Nailgun becomes good
choice after installing modification
(activating sight) – nails will
auto-target the enemies then.
Damage: 25 (every bullet)
Type of ammo: Nails
Magazine: 50 (max 250+50)
Flashlight: No
Modification: Yes
(Aqueducts)
Thanks to installed sight and bonus
damage, it’s perfect sniper’s
weapon. Unfortunately, it reloads
slowly (no use in fighting with
group of enemies). Small magazine is
another disadvantage (necessary
reload after three shots). In the
game’s ending, one of the technician
will upgrade Railgun’s firepower –
you’ll be granted possibility to
eliminate all opponents standing in
straight line of a single shot.
Damage: 125
Type of ammo: Slugs
Magazine: 3 (max 37+3)
Flashlight: No
Modification: Yes (Data
Storage Security)
Classic rocket launcher with the
highest damage from all conventional
weapons (excluding Dark Matter Gun).
The missiles aren’t as fast as in
Quake III: Arena, but it’s very
effective gun. Rocket Launcher has
the best in-game weapon
modification. After pushing the
right mouse button, you’ll see green
mark, which assure player of hitting
locked target. Upgrade mean also
faster shooting (three rockets in a
row, without reloading).
Damage: 150
Type of ammo: Rockets
Magazine: 40 (max 40)
Flashlight: No
Modification: Yes (Data
Networking Terminal)
Deadly in short range combat,
completely useless in fighting from
the distance – these are features
related to every shotgun, including
the one from
Quake 4. Exceptionally fast in
use, but it’s not perfect (medium
damage). Good for weaker enemies,
but after some time it’s better to
switch over to a better weapon.
During the play you’ll get upgraded
Shotgun (more shells in the
magazine).
Damage: 140
Type of ammo: Shells
Magazine: 8 (max 42+8) –
after modification 10 (max
50+10)