After the End/Weapons

Primary Weapons

 * Handgun – The first weapon you have in the game, it doesn't run out of ammo but you have 24 shots before you reload it, it has the weakest damage, while it will definitely lose its relevance as soon as you get the Shotgun, it still is good enough if you want to save ammo for all your weapons and the only enemies left are weak enough to die from it.


 * Shotgun - The second weapon you'll obtain, the Shotgun works in 2 ways, either as spread shot or full blown shot, the spread shot is effective for taking down 2 - 3 basic level mutants in a single shot, to do this you have to aim your cursor on the farther mutant while also making sure that there is an another basic mutant blocking your shooting range, this will cause the basic mutant you aimed and the one blocking the way to both die from the shot, this can take out up to 3 basic mutants at once, while a full blown shot means shooting a mutant at close range with a Shotgun, this will kill the Spider Mutant in one shot as well as the Detonator Mutant for up to 2 shots, this is good for taking down tougher enemies too.


 * Machinegun - The third weapon you'll obtain, while all weapons will fire continuously when holding the Fire button, only this gun automatically fires the best, the Machinegun works in 2 ways, either as a single shot or rapid fire, a single shot will kill all basic level Mutants and the Spider Mutant, this is good to do when you are going to pick off mutants one by one and you want to save ammo, while rapid fire is where you hold the Fire button and fire on whenever direction you want to, this is good to use when dealing with hordes, multi-hit enemies, and tougher mutants.


 * Rocket Launcher - The fourth weapon you'll obtain, this is by far the weapon you'll most likely use every single time due to how easy it is to use this weapon, its good AOE damage, and its ammo is not too rare to be found, to maximize the killing output of the Rocket Launcher you must launch its rockets to closely packed mutants as well as hordes with "weak points" such as Detonator Mutants close to each other or small spots in hordes where if you fire an AOE bullet in there such as a rocket, its blast radius will cover and kill a good number of mutants in a single shot, do note that rocket shots don't travel very fast so it can be a little tricky to aim, but this weapon will be relevant all the way to the last level even with better choices like the Sonic Cannon, kills most mutants with a single rocket.


 * Plasmagun - The fifth obtainable weapon, the bullets that this gun fires will pass through walls and also travels very fast, a perfect counter for Spawner Mutants, Monster Spawners, Mutant Leaders, and Anti-Human Artillery, however this is not ideal for common usage due to its ammo not being a common drop, if you run low on Rocket Launcher then you could go ahead and use this will also saving its ammo, aiming for weak spots in hordes with Plasmagun is easier due to its bullet travelling faster as mentioned above, kills most mutants in a single shot.


 * Bladethrower - The sixth weapon that can be obtained, this weapon fires blades that bounce off of killed enemies and explodes after a certain number of bounces or when it hits a wall, it is ideal for maze levels due to the narrow passageway and the nature of this weapon, it can also be used on open area hordes but only if you are planning to save or regain ammo for your other weapons like the Rocket Launcher, you should not rapidly fire with this weapon unless if its extremely required, its ammo is also a somewhat common drop, but I recommend that you stock up on ammo for this weapon first before you use it, it can also be used to quickly destroy the Anti-Human Artillery


 * Flamethrower - The seventh weapon obtainable, this weapon releases flames into targets, burning them for a few seconds before they die, this weapon deals great damage but some mutants may have to be burned again for them to die, very effective against hordes of enemies but you most likely won't use this weapon that much unless if the weapons you use cannot handle it anymore, best paired with certain power-ups such as Double Damage and Chrono Moderator, plus damaging environmental hazards, Flamethrower ammo can be hard to spot so use it wisely, however this weapon is still outclassed by the Sonic Cannon.


 * Shocker - The eighth weapon you can obtain, this weapon shocks targets nearby delivering great amounts of damage, it can be overwhelmed with hordes of mutants due to its single target nature, so it is outclassed by the Flamethrower, this is still good however for targeting weak horde spots quickly or picking off single tough enemies, the ammo for this weapon is somewhat rare so use it wisely but you most likely won't be using this weapon much,


 * Sonic Cannon - The ninth weapon you can obtain, this weapon is the perfect late game weapon due to it being basically a more effective Shotgun, while the shot range is limited, the Sonic Cannon releases waves of energy in close range killing several mutants in a single shot, which is perfect to use when dealing with really thick hordes of enemies and is also perfect for making several Detonator Mutants explode all at once, this weapon is also really powerful that you don't have to rapidly fire and its usability is much better in Campaign due to reload reduction, this weapon also somewhat outclasses the Cannon in this aspect, but it cannot damage anything else such as Monster Spawners and Anti-Human Artillery, this is where the Cannon comes in, the ammo for Sonic Cannon can be hard to spot, but once you get to the point of obtaining this weapon you will be dealing with enemy hordes anyway, giving substantial chances for Sonic Cannon ammo to drop, if you ever see one, grab it immediately!


 * Cannon - The final obtainable weapon in the game, it is introduced late but it still has really good use, this weapon fires balls of depleted uranium that rolls over mutants, in other words the balls it shoots do not bounce or ricochet away, it will keep on rolling over mutants until it hits a wall and explodes or it explodes by itself off-screen, this weapon is also good for handling hordes of mutants but this weapon requires good aim due to how the balls are being launched, the balls are launched in some sort of a catapult way so if you want to hit enemies close to you, you have to aim the ball closer to you to hit enemies at close range as well, the killing potential of the Cannon varies greatly to what mutants a horde contains and how good your aim is, which is why the Sonic Cannon outclasses this weapon in this aspect because the Sonic Cannon is much easier to use while also having a potentially better overall killing output, but the Cannon can still destroy objects such as the Anti-Human Artillery and Monster Spawners too, which the Sonic Cannon cannot do.

Secondary Weapons

 * Mines - The first obtainable secondary weapon, the character basically just leaves Mines on where it is stepping, a good weapon to use for self-defense when say, a horde is chasing you and you are still reloading, which is what you will often experience in Firing Range mode, and also to surround yourself with Mines so only a few mutants could touch you, this is heavily outclassed by the Spider Mines however.


 * Spider Mines - The second obtainable secondary weapon, a good upgrade from the Mines, when you launch this it goes into whatever direction you aimed it to and explodes dealing great damage, this is basically your 2nd Rocket Launcher and much better to use for aggressive/offensive purposes, to maximize its killing output you must use it on hordes of enemies along with an AOE primary weapon as well like the Rocket Launcher.


 * Explosive Beacon - The third obtainable secondary weapon, a specialized upgrade from the Mines, putting an Explosive Beacon attracts all enemies and it explodes after being active for a short time, this is a good weapon to use both offensively and defensively, offensively means you can use it to redirect hordes of mutants away from you while taking them down, and defensively means you can use it to redirect hordes away from you while you are running away and reloading.


 * Sentry Machinegun - The fourth obtainable secondary weapon, this places an artillery that will fire at mutants that get close to it, it deals great amounts of damage but it can be easily overwhelmed, this weapon is used better for defensive purposes where you need some assistance in thinning out hordes and levels where there isn't too much to hide, the Sentry Machinegun will explode later but it will last long enough to serve its purpose.


 * Support Airstrike - The fifth obtainable secondary weapon, this will make bombs rain down on a very wide range almost covering your screen for a few seconds, killing mutants along the way, it is very effective for defensive purposes when hordes are almost impossible to control, but take note that the "support airstrike" will not follow you when you move around so you could get out of its radius and be vulnerable once more, only use this for emergency purposes.


 * Guardian - The last obtainable secondary weapon, this deploys a guardian bot that fires plasma bullets on mutants that are close to you, perfect for defensive purposes, this is also perfect for teleportation levels as the bot will instantly follow you after teleporting and immediately destroy mutants before they could do much damage to you, it also fires plasma bullets so it will destroy hordes very quickly.