Marcus picks up a long string of guns, grenades and deployables as he fights across Kalona, and almost every one of them shows up as a loose pickup on the ground, an issued weapon in a cutscene, or an option at a Supply Cache. If you want to know when a particular gun first becomes available, the act and chapter it belongs to matters as much as the room it sits in.
Quick answer: More than two dozen weapons, grenades and deployables appear across the campaign’s acts, each named on an X pickup prompt, the weapon wheel, or the Supply Cache. The tables below list where each first turns up.
During one run on Normal, these weapons, grenades, and deployables are identified by name in pickup prompts, on the weapon wheel, or at the Supply Cache. This list is not confirmed to cover the entire campaign, and some pickups may be found earlier than the locations given.
How weapon slots and pickups work
Marcus can hold four items: in the Supply Cache, their slots are marked PRIMARY, SECONDARY, SIDEARM and EQUIPMENT 1. Taking a weapon off the ground replaces the one in his hands; the displaced gun falls at his feet with its own pickup prompt.
- Primary sits on the right of the wheel, secondary on the left, and the sidearm at the bottom.
- The equipment slot sits at the top and holds either grenades or a single deployable.
- Grenades and deployables are carried two at a time.
- Heavy Boomshot, Vulcan and Troika sit above your loadout and occupy no slot.
A weapon on the ground has a white outline, its name in capitals and an X below it. An ammo box instead shows AMMO above the same X. Each weapon wheel entry gives the gun’s name and reserve count; an early loadout, for example, shows GNASHER 36, LANCER MK1 184 and SNUB 132. A small yellow “!” also appears beside many names, with no explanation provided on screen.
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Add to Google Preferences →Campaign weapons by act and chapter
Act 1
| Weapon | Chapter | First appears |
|---|---|---|
| Snub | Ch. 1 Emergence | Starting sidearm on the first playable street |
| Gnasher | Ch. 1 Emergence | Against a concrete planter beside two bodies, before the underpass |
| Lancer Mk1 | Ch. 2 Survival of the Fittest | On the central table in the police armory |
| Hammerburst | Ch. 2 Survival of the Fittest | Dropped by the first Drones in the alley after the station |
| Frag Grenade | Ch. 3 A Gear in Need | On a green COG crate under the “K Transit Authority” sign |
| Gut-Puncher | Ch. 4 Back in the Fold | At the City Hall plaza, next to the police car lying on its side |
Just ahead of the road underpass, the Gnasher leans against a street planter; picking it up puts 36 on the wheel. The Lancer Mk1 is beneath the “Find the armory / Grab a Lancer” objective, and its HUD icon shows a blade under the barrel. The Gut-Puncher replaces your secondary weapon, leaving the Gnasher on the ground when you take it. Its card says a tap of RT launches a timed grenade, while holding RT launches one that detonates when you release the button.
Act 2
| Weapon | Chapter | First appears |
|---|---|---|
| Breechshot | Ch. 1 Bravo Squad | By a dead Locust on the bridge’s west catwalk |
| Heavy Boomshot | Ch. 1 Bravo Squad | On the bridge’s roadway, at the spot where the first Boomer goes down |
| Prototype Lancer | Ch. 2 Hold the Line | Issued in the chapter’s opening scenes |
| Vulcan | Ch. 2 Hold the Line | Beside a dead Gear at a metal alley door |
| Stim Grenade | Ch. 2 Hold the Line | On a loading dock floor by a roller shutter |
| Concussion Grenade | Ch. 2 Hold the Line | Lying along the storage yard’s back lane |
| Longshot | Ch. 2 Hold the Line | Inside the green truck’s bed at the courthouse |
| Machine Gun Sentry | Ch. 2 Hold the Line | On the green crates at the courthouse barricade |
| Incinerator | Ch. 2 Hold the Line | On the hotel lounge carpet after the lobby fight |
| Lancer – Custom | Ch. 3 No Gear Left Behind | Around the statue scaffold before the Seeder |
The Prototype Lancer replaces the Lancer Mk1 as your primary and holds 600 rounds. This is the Lancer with the chainsaw, so if you are hunting for that gun, this is it. The Heavy Boomshot shows 8 rounds on this first pickup as a row of rockets, with later copies showing 9.
The Vulcan is a heavy rotary machine gun found in several forms. A 147-round version sits by a fallen Gear near a metal door; COG sandbag-post turrets use the same gun and can be removed with 220 rounds. If dropped in front of the courthouse, its ground prompt says VULCAN. The Machine Gun Sentry uses the equipment slot: you can carry two and place one on the ground. The weapon wheel lists Lancer – Custom in the primary slot with 246 rounds.
Act 3
| Weapon | Chapter | First appears |
|---|---|---|
| Troika | Ch. 1 Stranded | Dropped by the first Grinder at the helipad gate |
| Spike Trap | Ch. 1 Stranded | From a crate in the Fairlight Outpost hangar bay |
| Striga | Ch. 2 Enemy Lines | By a stack of red Locust crates in the tunnels |
| Razor Mine | Ch. 2 Enemy Lines | On top of red Locust crates on the station floor |
| Smoke Grenade | Ch. 2 Enemy Lines | In the Supply Cache equipment grid |
| Ripper | Ch. 3 Last Foothold | By a stone balustrade on a raised plaza |
| Torque Bow | Ch. 5 Desperate Times | On the stone floor atop the sniper tower |
| Incendiary Grenade | Ch. 6 Desperate Measures | In the equipment slot at Fort Vigil |
When the first Grinder drops the Troika, it has 96 rounds; a loose one is named on its ground prompt. The Spike Trap is another deployable, supplied in the same type of crate as the sentry and set down in the same manner. At the sniper tower’s top, the Torque Bow rests by a blood trail. You can carry two Incendiary Grenades in the equipment slot.
Act 4
| Weapon | Chapter | First appears |
|---|---|---|
| Gorehook | Ch. 1 | On a terrace (harpoon gun, 8 shots) |
| Mortar Sentry | Ch. 5 Paths Diverge | At the start, resting on several rusty barrels in the yard |
The Gorehook is the Flayers’ harpoon gun from Act 3, Chapter 2 onward; one can be picked up on a terrace with 8 shots. The Mortar Sentry is a deployable that occupies the equipment slot, with two carried at once. When picked up, the wheel displays MORTAR SENTRY 2 alongside your other gear.
What the Supply Cache stocks
The cache weapon grid fills out as you find guns. Across the run it holds the Lancer Mk1, Prototype Lancer, Hammerburst, Gnasher, Breechshot and Gut-Puncher, and later the Longshot and Incinerator. The equipment grid lists the Frag Grenade, Smoke Grenade, Razor Mine and Stim Grenade, with the Machine Gun Sentry and Incendiary Grenade added later.
Tactical Gear is a separate slot and not a weapon. It covers the Adrenaline Injector, Sonic Disruptor, Pulse Drone and Stim Vaporizer.
Common questions about the weapons
- Where is the chainsaw Lancer? The Prototype Lancer is given to you as Act 2, Chapter 2 begins.
- Can you keep heavy weapons? No slot holds them. You carry one until it runs empty or until you select another weapon.
- Is there a plain Boomshot? All launcher pickup prompts use the name HEAVY BOOMSHOT, including the weapon dropped by a Boomer in the final chapter.
Knowing the act and chapter each pickup belongs to is the fastest way to plan a loadout for a tough fight ahead, since the gun you want may be a chapter away or sitting in the next Supply Cache rather than lying on the ground in front of you.






