Callisto Protocol weapons and where to find them 1

Callisto Protocol weapons and where to find them

There are lots of Callisto Protocol weapons you can use to stay alive. Some, like the stun stick and handball, are given to you during the game, while others are sort of optional – they appear as schematics that you can find at various points as you play. If you miss it the first time, you will see more than once, but below I have listed the places I think you can find first.

What you go with depends on how you play and what works for you, but in my opinion the best Callisto Protocol weapons are:

  • Shock Baton – your only melee option and you will use it a lot
  • Hand Cannon – aim gun with good power and range
  • Riot Weapon – this basic shotgun is your first damage dealer
  • Skunk Gun – great for damage but limited in range and ammo

There are plenty of options though, so let’s take a look at all the Callisto Protocol weapons below in roughly the order you can find them. And you need some general Callisto Protocol tips, we’ve covered that too.

Shock Baton

The Stun Baton is the first available weapon you’ll unlock about 45 minutes to an hour into the game. It replaces the makeshift pickaxe you started when you go to the armory to search for a weapon, so you don’t miss it. It basically works the same as a pickaxe, but allows you to upgrade your abilities in a Reforge. How you want to upgrade depends on how you use it. We recommend focusing on the Riot Control Swing and Increased Velocity Alloy Cover paths as they maximize the damage you can inflict. Blocking Counterstrike will still see you take damage, and it’s expensive to get the final Blocking Feedback Damage upgrade that makes it worth using.

  • Riot Control Swing – Unlocks a slower but heavier attack on R1/RB (300 CR)
  • Damage Boost level 1 – Increases damage output (900 CR)
  • Damage Boost level 2 – Increases damage output again (2700 CR)
  • Blocking Counterattack – Unlocks a chase attack after blocking an enemy’s final blow (£300 CR)
  • Blocking Protection – Take less damage while blocking (900 CR)
  • Avoiding Feedback Damage – Damage enemies while blocking (2700 CR)
  • Speed ​​Alloy Case – Increases combo length (300 CR)
  • Block Breaking – Breaks the arm of the opponent who tries to block the attack (900 CR)
  • Aiming Module Upgrade – increases the chance of aiming at the critical area after the combo (2700 CR)

Hand Cannon

This will likely be one of your main weapons throughout the entire game. After about an hour you will unlock it as part of the story, so you shouldn’t miss it. The Magnum Rounds Damage Upgrade and High-Capacity Magazine give it some power and up to 10 shots before reloading, making it a weapon you’ll use to the end.

  • Stability Upgrade – Reduces recoil (200 CR)
    • High Capacity Magazine Upgrade – increase clip size to 10 (200 CR)
  • Magnum Rounds Damage Upgrade – Increases damage (600 CR)
  • TK23 Boom Shells – Bottom explosive shells (1800 CR)

FRP

GRP or Grip is the last piece of essential hardware you can’t miss. You will find it as part of the quest to reach the back entrance of the medical zone. You can use it to pick up and throw things like explosive canisters as well as enemies. Second, it can help you create much-needed space in a fight. Watch out for spiked walls, spinning fans, and large drops that will fire opponents to make the most of the attack. Focus on the GRP Charge Speed ​​Upgrade to recharge faster and the GRP Velocity Upgrade (for more damaging shots) to best use it in battle.

  • GRP Charge Speed ​​Boost, small – Increases charge rate (300 CR)
  • GRP Charge Rate Boost, medium – (900 CR)
  • GRP Charge Rate Boost, max. – (2700 CR)
  • Energy Boost, small – Increases energy capacity (300 CR)
  • Energy Boost, medium – (900 CR)
  • Energy Boost, max. – (2700 CR)
  • GRP Speed ​​Boost – Increases throwing power (300 CR)
  • GRP Speed ​​Boost – (900 CR)
  • GRP Speed ​​Boost – (2700 CR)

Skunk Gun

The Skunk Gun is the first optional weapon you can find. These optional weapons can be found in multiple locations, but the distances between them can vary, so depending on how carefully you look, you may find them sooner rather than later. You can find the Skunk Gun shortly after surviving the falling elevator. You’ll reach a cargo area that ends in a drop zone filled with enemies and a door that needs insurance to open. The fuse is nearby, but if you take it and go back to the beginning of the field, you will find the fuse with an open door – climb through the vent and you will find the diagram on the other side.

The Skunk is a shotgun pistol that is extremely good at short range, has a small magazine size and needs to be reloaded. As with most weapons, you want the High-Capacity Magazine Upgrade, which will give you four barrels instead of two, and the Magnum Bullet Damage Upgrade to get the most out of it.

  • High Capacity Magazine Upgrade – adds two extra barrels (400 CR)
  • Stability Upgrade – Reduces recoil (1200 CR)
    • Magnum Round Damage Upgrade – damage increase (1200 CR)
  • Reptile Tours – alternative fire-guided projectiles (3600 CR)

Riot Weapon

The Riot Gun is basically a shotgun that you get as part of the story so you don’t miss it. It has better range and less damage compared to the Skunk Gun, but is your first damage dealer in most cases.

  • Stability Upgrade – reduces recoil (300 CR)
    • Magnum Rounds Damage Upgrade – increases damage (300 CR)
  • High Capacity Magazine Upgrade – Adds eight beat drums (900 CR)
  • Explosive Bullet Upgrade – Explosive ammo subfire (2700 CR)

Tactical Pistol

You’ll find the tactical pistol where you woke up hanging upside down under the ground where you fell. Keep moving through this area until you reach a corridor-like room with spiked walls on one side and a few blind enemies lurking around. Go to the other side and go through the door there. If you have to go through a narrow doorway with two enemies sleeping on either side, you’ll know you’re on the right track. Go through there and you’ll find the Tactical Pistol on a table to the right. This is actually a low damage, high rate of fire weapon that can deal a lot of damage, so again focus on Magnum Round Damage Upgrade and High Capacity Magazine Upgrade to maximize its potential.

  • Magnum Round Damage Upgrade – damage increase (300 CR)
  • High Capacity Magazine Upgrade – increases clip size to 10 (900 CR)
    • Stability Upgrade – Reduce recoil (900 CR)
  • TK33 Burst Mode – five rounds of blast fire submod (3600 CR)

assault rifle

Once you reach the miner’s settlement, which consists of shipping container-style dwellings, you will find the Assault Rifle Diagram at Colony level. Find the building with the General Store sign and head to the other side – on the left you will see a bathroom with flashing lights, the Scheme is in front of the mirrors.

The assault rifle has a lot of recoil in three bullet bursts, so you really want the Stability Upgrade to make the most of it.

  • High Capacity Magazine Upgrade – increases ammo count (500 CR)
  • Magnum Rounds Damage Upgrade – Increases damage (1500CR)
  • Stability Upgrade – Reduces recoil (4500 CR)
    • TK63 Hometown Tours – Guided bullet alternative firing mode (4500 CR)

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