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What would the glorious and courageous Jet Force Gemini be without weapons? Thankfully, they are armed to the teeth (and then some) with top-notch weaponry guaranteed to send any enemy back to the grave. Here's a list of the weapons you can get, a brief summary on what they do, and where you can find them.

Note: some of the weapons in this game are optional and not necessary to complete the entire game, so there will be a * beside those weapons.

Weapon Location Notes
Pistol

Standard Jet Force pistol

Each character starts with this. The first weapon you get in the game. It's a standard Jet Force pistol that is assigned to every member of the Federation for self-defense use. It's a pretty basic weapon that can fire six shots in succession before having to reload. If you run out of ammo, the pistol will generate, smaller, weaker shots that are unlimited in quantity but crappy overall, so make sure you always reload where possible.
Machine Gun

Machine Gun

  • Juno: In a high cave outside the Outset; must defeat Weevil Drone and have a Red Key to get it.
  • Vela: In room with the first Gemini capacity increase on Battle Cruiser; must kill all Drones before you can unlock the door.
  • Lupus: In starting room of Troop Carrier; no requirement.
The second weapon you receive, and overall, the only weapon you will ever need to use for the majority of the game. Its spray makes it ideal for close combat, but terrible at long-distance shooting. Make sure to always reload this weapon, as an empty machine gun can spell disaster for any of your characters at any given point in the game.

Can be reloaded at any time by picking up the guns carried by slain Drones while having this gun equipped, otherwise you will receive ammo for your pistol.

Plasma Shotgun
  • Juno: On second floor of Anubis 'landing pad'; no requirement.
  • Vela: In room with Fishface on Battle Cruiser; must destroy the barricade Drones to get to room.
  • Lupus: In starting room of Troop Carrier; no requirement.
A weapon that when fired immediately, let loose a weak blast but when charged, lets out a powerful shot. Its charge time requires team members to plan ahead when using it. Notes aside, this weapon is probably the least used weapon in you entire armory. It's only use is against the zombie Drones that roam the bogs of Tawfret, so unless you plan on heading there, keep this gun away from your favorites.

Can be reloaded at any time by picking up the guns carried by slain Drones while having this gun equipped, otherwise you will receive ammo for your pistol.

Grenades

Grenades

  • Juno: Inside one of the graves in Bog graveyard; must have Tri-Rocket Launcher.
  • Vela: In the Sekhmet landing pad; no requirement.
  • Lupus: In area before entering the big worm on Eschebone; no requirement.
This stealth weapon is great when it comes to controlling the hordes of Drones that come your way. Unfortunately, grenades tend to bounce a bit, and Drones do have access to this weapon as well, so you best use them with care. You also want to make sure that there are absolutely no Tribals around you when you throw a grenade; 90% of all Tribal deaths are caused by the player, not the enemy AI, and grenades are notorious Tribal-killers (next to Tri-Rockets). Use grenades sparingly, and try not to blow yourself up.
Tri-Rocket Launcher

Tri-Rocket Launcher

  • Juno: Given to you by King Jeff on Tawfret; must speak with the king.
  • Vela: Brought from Fishface on Cerulean; must find three gold bars
  • Lupus: In area outside Buff on Rith Essa; no requirement.
Everyone's favorite weapon and possibly the best known of the series. The Tri-Rocket Launcher is a heavy-firepower gun that shoots three spiraling warheads to create an explosion of immense proportions. Be warned, however; you can get carried away while using it, and if you're not careful, you could cause some damage to yourself and not the enemy (not to mention, kill some poor defenseless Tribal). They're best used against bosses and the like (Mizar).
Shurikan*
  • Juno: In a cave just before heading to the Outset; must kill the hulking Stag Drone at the bottom of the stairs and have a Yellow Key.
  • Vela: Same as Juno.
  • Lupus: Same as Juno.
Despite being a old-concept weapon, Shurikan have survived the passage of time and even been included into the high-tech weaponry of the Jet Force. These lethal blades have a special lock-on device that homes in on enemies and is dangerously sharp; the perfect beheading tool to use against those pesky barricade and reflector Drones. Unlike other weapons, you don't need to refill them, because they can be used over and over again. Just make sure to collect them after you're done throwing them. (Note: This weapon is only found in one place, so the location will be the same for every character.)
Cluster Bomb*
  • Juno: At the end of long corridor, second floor of the SS Anubis; no requirement.
  • Vela: Inside a room with a Floyd pad on Ichor; must destroy glass window in order to access the room.
  • Lupus: In area with Flopsy the dog, near the entrance of the Mine on Rith Essa; no requirement.
This bomb is unlike any you have seen before; when you throw it, it explodes, causing massive damage and releases three smaller bombs that slowly parachute to the ground before releasing a second explosion. It's kill radius is huge, but the bomb is somewhat slow when detonating, making it almost useless. Just try not to blow yourself (or some Tribals) when using this sucker.
Homing Missiles
  • Juno: Inside a room on Peak; must kill the Drones in order to access the room.
  • Vela: Inside a room/cave in Dune; no requirement.
  • Lupus: Inside room behind a waterfall on Buff; no requirement.
This weapon is the motherload of all weapons. Each missile (when using Manual Targeting) can instantly home in on the enemy and follow it without fail until your foe has fallen (in a noticably gooey and awesome splattered mess). Unlike the Tri-Rockets, however, this sucker's ammo is very hard to come by, so exercise caution and plan every shot with the utmost care.
Sniper Rifle

Sniper Rifle

  • Juno: Inside room with Tribal and Drone on Bridge; no requirement (but you can still kill the Drone for sick fun).
  • Vela: Inside room with Flares on Military Base; no requirement.
  • Lupus: Inside a room with the Yellow Key; must kill Sniper Drones to access room.
This handy weapon may seem useless, but don't let it fool you. Unlike some of your weapons, the Sniper Rifle is actually used frequently in-game and even vital for you to access new areas in which you would otherwise be denied. It has an extensive 'zoom' feature that allows you to get closer to your enemy without alerting them to your presence. However, the shooting time is somewhat slow, so if you're not quick and you get spotted, then it sucks to be you.
Flares*
  • Juno: In room with Tribals on Bridge; must have Tri-Rocket Launcher to open the door.
  • Vela: In room with Sniper Rifle on Military Base; no requirement.
  • Lupus: N/A (Lupus doesn't really use the flares, but going to either above location will allow you to acquire them)
No, these aren't the 70's accessories. In reality, flares are technically not even a weapon; they're a portable lighting device that can be activated in order to light up suspicious-looking dark areas. Unfortunately, this piece of armory is useless, as there are very few areas in which you can even use it in the first place.
Shocker
  • Juno: In magma-filled room on Troop Carrier; no requirement.
  • Vela: Unknown.
  • Lupus: In room inside Rim; must kill the Drones before you can access it.
Affectionately referred to as the 'Shocker', this weapon is a new experimental machine that shall recieve it's first field test in your hands.