Melee weapons
| Weapon | Unlock chapter | Why choose it? |
|---|---|---|
| Saber | 1 — Revival | Keep both blocking and parrying available while learning enemy attacks. |
| Rapier | 3 — Rendezvous | Use quick thrusts and parries; stab glowing enemy weak points. It does not offer the Saber’s block. |
| Claymore | 6 — Punishment | Switch to the heavy melee option once you reach Chapter 6. |
The Saber is your starting melee weapon. The Rapier arrives on the route from the church toward Fallen Village in Chapter 3. Choose between them based on how you defend, then invest in skills that support that choice.
Firearms
| Firearm | Unlock chapter | Combat role |
|---|---|---|
| Pistol | 2 — Regroup | Precise shots at weak points and environmental targets. |
| Blunderbuss | 3 — Rendezvous | Close-range firepower. |
| Musket | 5 — Crime | Precise, long-range shots against individual targets. |
The Pistol is in a train car during the bridge section. The Blunderbuss is inside a carriage beyond the large-sword Volunteer in Fields. The Musket is in a locked wagon at the fort in Vale of Wrath; get the Wagon Key from the double-sword Volunteer first.
Use the gun-locations guide below for the route to each pickup.
Weapons and Transmutations
Fire, Stasis and Shield are abilities, separate from the six weapons. Fire opens routes blocked by golden vines. Shield later lets you cross poison areas. Plan around the tools you have unlocked instead of treating every ability as available from the start.
Choose before spending your final materials
Try a weapon’s attacks and defensive options before committing your final-tier materials. Saber suits a blocking style, while Rapier rewards a parry-focused approach. Choose a firearm for the range and targets you need to handle.