End of Abyss Weapons: All 6 Guns, Locations and Ammo Rules

All 6 End of Abyss weapons with sector, floor and unlock requirement, plus the ammo rule that decides which gun you carry.

Last Updated: 2026-10-03

End of Abyss Weapons: All 6 Guns, Locations and Ammo Rules

There are exactly six firearms in End of Abyss: Pulse Gun, Riot Breaker, Security Rifle, Support Gun, Incinerator and Particle Disruptor. The Pulse Gun is in Cel's hands from the first minute and is the only one with unlimited ammo; the other five sit behind a sector, a floor number and a hard unlock requirement — and you can only equip two at a time, so the ammo rule, not damage numbers, decides what you carry. All of this is the launch-day 1.0 state on October 1, 2026.

All 6 End of Abyss weapons at a glance

Weapon Where it is What you need first Ammo
Pulse Gun In Cel's hands from the start Nothing Unlimited
Riot Breaker Habitation Sector, F1 Unlock Shuttle Entrance objective Crafted at a workbench
Security Rifle Factory East, F2 Factory Keycard + Explosive Charges Crafted at a workbench
Support Gun Outer Sector, B2 Grappling Hook + Explosive Charges Crafted at a workbench
Incinerator Lower Levels, F1 Three SCUs overridden, central elevator unlocked Crafted at a workbench
Particle Disruptor Infirmary, B1 Incinerator + Infirmary Access Keycard Crafted at a workbench

The Requirements column is the useful one: four of the six weapons sit behind a keycard, an explosive item or another gun. If you are stuck on why a door will not open, the sector and floor map reference tells you which building you are in.

Cel's gloved hand and a Husk in a flooded green facility tunnel in End of Abyss
Cel's gloved hand and a Husk in a flooded green facility tunnel in End of Abyss

Where each weapon actually is, floor by floor

Riot Breaker — Habitation Sector F1. After you activate the beacon in the Communication Center, Cel is sent back to the Habitation Sector to unlock the shuttle entrance. Re-enter, head south, take the first door on the west wall, follow that hallway until it crosses a north-south corridor, and vault through the window on the east side of the junction. The Riot Breaker is on the ground.

Security Rifle — Factory East F2. Explosive Charges come from Factory West, on the way to overriding that area's SCU as part of the chain that unlocks the central elevator. In Factory East F2, find the rectangular room west of the floor's Save Room and use the Factory Keycard — which you already carry from pursuing the reactor — on the door in the northwest corner. Blow the weak west wall behind it and the rifle is inside. The SCU and central elevator order covers the Factory West step.

Support Gun — Outer Sector B2. The optional one, and the only weapon whose requirements sit further along the critical path than the weapon itself: the Grappling Hook from the Containment Sector, plus Explosive Charges. From the southeast corner of Factory West F1, enter Maintenance (where the Mechanical Crank was), charge the weak floor west of the Save Room door and drop through. Grapple west to the bottom of Factory West F2, keep west into Outer Sector B2, climb the ladder, work west-south-east to the Outer Sector shuttle and take the two stair flights up to F1. Extend a ladder down to B1, charge the weak floor at the south end, fall through, clear the lockdown encounter, and the gun is on the floor. Without the hook you also take radiation damage — see Suit Power and Suit Mods.

Incinerator — Lower Levels F1. Handed to you on the critical path. After the three SCUs and the central elevator, the Neural Chamber objective takes you down a corridor leading to a Save Room on F1, and the Incinerator sits in that corridor, very near the end of the game.

Particle Disruptor — Infirmary B1. The last weapon, and the one that makes the Incinerator mandatory.

The ammo rule is the whole loadout decision

Every source that played the launch build agrees: the Pulse Gun is unlimited, everything else is crafted. IGN states it directly — "With the exception of the pistol, you'll need to manage your ammo and craft more at workbenches found around the different save points." GamingTrend is blunter: "Aside from the pulse gun, you will need to craft ammo for each weapon, meaning they are best saved for dire situations."

The rule that actually constrains you is loadout size. GamingTrend again: "Thankfully, you can equip two weapons at a time, allowing you to swap between your unlimited pulse gun and your secondary weapon of choice on a whim." Six guns, two slots, one permanently occupied by the gun you can always fire. That is why "which is the best weapon in End of Abyss" is not one gun — it is the Pulse Gun in slot one forever plus a deliberate second choice per area.

Keep the Pulse Gun in one slot permanently

Slot one should never change. The Riot Breaker earns the second slot early because of its knockback — the Xbox Wire hands-on called the limited-ammo shotgun the tool for tougher enemies and for crowds.

Two things loosen the rule. Workbenches sit next to save points and materials drop from enemies, so IGN stopped watching its ammo counter after a couple of hours because crafting materials "felt like drops in a bucket." And death is cheap but not free: GamingTrend reports no death penalty, yet consumables already spent are not refunded. The difficulty and death penalty page covers what a death costs beyond bullets.

Official source: Xbox Wire hands-on

Will Fulton's June 19, 2026 preview describes the crafting economy and the two modes that shape fights: holding fire on the pistol charges a powerful shot that temporarily drains your ability to fire, and the grenade button taps for a close toss or holds for a longer one. End of Abyss hands-on on XBOX Wire

The Incinerator is a key item, not just a damage toy

Reviews treat it as a flamethrower — IGN called it "a flamethrower that lights up entire rooms in a wall of fire" — but its progression role is closer to a key. Two hard gates depend on burning Parasitic Growth: the room directly south of the Lower Levels F1 pickup hides the Infirmary Access Keycard, and in Infirmary B1, past the boss arena, the growth in the corridor opens the item box holding the Particle Disruptor. That makes the Incinerator mandatory even if you never fire it in anger.

No launch-day damage numbers exist for any of the six guns

None of the sources behind this page — the GameRant weapon guide, the GamingTrend and IGN reviews, or the Xbox Wire hands-on — publish damage figures, magazine sizes, fire rates, or what an upgrade costs in Fragments. Any End of Abyss damage chart you find elsewhere is invented.

What the reviews call them vs what the game calls them

Published End of Abyss weapon coverage genuinely disagrees with itself, and it is worth knowing before you read another guide and go hunting for a "shotgun" that does not exist under that name. The in-game names come from GameRant, which names all six directly. The reviews use nicknames: GamingTrend lists "an assault rifle, grenades, explosives, a shotgun, and even a flamethrower", Xbox Wire says "unlimited-use energy pistol" and "limited-ammo shotgun", and IGN writes "my Riot Breaker shotgun" and "the Security Rifle — an armor-piercing long-range gun."

Review wording In-game name Confidence
pistol / energy pistol Pulse Gun Confirmed — IGN uses both names
shotgun Riot Breaker Confirmed — IGN writes "Riot Breaker shotgun"
armor-piercing long-range gun Security Rifle Confirmed — IGN names it directly
flamethrower Incinerator Likely by role; neither outlet names it
assault rifle Unconfirmed Probably the Security Rifle, but no source says so
not described Support Gun, Particle Disruptor No launch-day review covers them

Use the in-game names on a map or in a walkthrough. One more divergence: GameRant calls the Infirmary B1 boss arena the Vault Dweller, while the PlayStation trophy list records a Dweller boss as Morgue Dweller — the boss guide reconciles the trophy names.

A grab order that wastes the least backtracking

Take them in unlock order: Pulse Gun at the start, Riot Breaker the moment you return to the Habitation Sector, Security Rifle once Factory West hands you Explosive Charges, Incinerator when the central elevator goes live, then Particle Disruptor right behind it. Leave the Support Gun last — it is the one weapon you go back for rather than collect in passing. The shuttle station list decides whether that trip is ten minutes or twenty.

FAQ

Is the Pulse Gun really the only unlimited-ammo weapon? Yes. IGN and GamingTrend say so independently, and the Xbox Wire preview calls it an "unlimited-use energy pistol." Everything else is crafted.

Can I miss the Support Gun? No. It is optional rather than missable — the GameRant route is walkable once you have the Grappling Hook and Explosive Charges, and it ends in a lockdown encounter, not a one-time event.

Do I need the Incinerator before the Particle Disruptor? Yes, twice. It burns the Parasitic Growth hiding the Infirmary Access Keycard, and again to open the item box holding the Particle Disruptor.

What happens to my ammo if I die? Nothing drops and there is no death penalty, but GamingTrend reports that consumables already spent are not refunded, so you craft them again.

Which should I upgrade first? A Fragments and Complex Alloy budgeting question, not a location one — the weapon upgrade priority page has the answer.

Sources

Locations, floors and unlock requirements come from GameRant's weapon guide (October 2, 2026), routed against its walkthrough. Ammo, loadout and death rules come from the GamingTrend and IGN reviews of September 30, 2026. Weapon behaviour comes from the Xbox Wire hands-on, June 19, 2026.

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