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COMBAT / WEAPON REFERENCE

Choose a gun for the opening in front of you.

Updated Demo examples · official systems

For the demo boss, use a handgun or shotgun during the lowered-lamp recovery, and a fast-firing option for approaching red cubes. Choose according to your ammunition and the opening you can safely use. These are demonstrated situations, not a ranking of every ANOMALITH weapon.

What the three shown gun types are useful for

Gun typeUseful shown situationDecision to make
HandgunTaking shots at the boss’s rear lamps; also shooting red projectiles.Use a loaded handgun when it is the supply you can support. The Workshop demonstrates enhancing the one already owned.
Submachine gunRapid follow-up shots while aiming at moving red cubes.A fast-firing option gives room to correct aim. Break off boss damage to clear an approaching threat.
ShotgunA close recovery window after the boss buckles and lowers its lamps.Take the opening at close range, then reset before the next attack. Do not stay beside the enemy just to fire again.

Match the gun to an attack window

A short window: the rear lamps

A successful close counter can make the operating-room boss bend forward. Aim at the circular lamps while they are lowered. A close-range shotgun is practical here; a handgun is another demonstrated option. Read the counter-and-lamp sequence before treating this as an invitation to stand next to the boss.

The player faces the lowered lamp assembly while the operating-room boss bends forward.
Spend the shot on the lowered lamps, then return to watching the next movement.

A moving threat: the red cubes

Turn away from the boss to shoot red clusters that are closing in. The recorded sequence uses submachine-gun fire; handgun shots are also shown. Switch while you have a clear gap or cover, rather than waiting until the shapes surround you.

The player aims and fires at a floating red cluster of cubes.
Clear the approaching projectile before returning to a boss damage window.

The bright room-wide attack calls for pillar cover, not a different gun. Weapon choice cannot make an exposed aiming position safe.

Gun enhancement and attachments are different choices

Customize → Enhance improves a gun you already own. The demo shows the Handgun’s stat panel changing after enhancement. Use the Workshop guide for that path.

The official system presentation also shows an Attachment screen. In the pictured Stock category, Steel Stock has a Ready state, other options can be Locked, and the right panel lists materials and OV. Inspect the selected part’s requirements before spending; the picture is a menu example, not a current fixed recipe.

An Attachment menu shows the Stock category, Steel Stock marked Ready, locked alternatives and a Required Materials panel.
Read the attachment category, availability and material panel together. A Ready part is a different decision from choosing a gun type.

The official equipment overview describes attachments as gun customization and retrieved Artifacts as another way to improve stats. Gear and body Artifacts have their own equipment decisions.

Check ammunition before investing in a gun

At the Workshop computer, Develop → Ammunition separates the ammunition you have in inventory and storage from the materials needed to make more. If the recipe says Insufficient Materials, a gun enhancement will not resolve that shortage. Read the ammunition menu and reserve resources for the next encounter.

Are the Deluxe weapons required?

No special edition is needed to follow the combat examples above. The Digital Deluxe listing names a Semi-Automatic Sniper Rifle, Double-Barreled Shotgun and Prototype Handgun as bonus weapons. That listing is not a free-demo acquisition guide. Compare the package in the editions and bonuses reference if those extras matter to your purchase.

Combat examples use public demo footage. Follow your current build’s tuning and control prompts.