CelSector Weapons: All 13 Guns and Where They Fit
Every CelSector gun family, how the 13 weapons divide into pistols, SMGs, shotguns, rifles and a sniper, and which pickups are easy to miss.
Quick answer: CelSector has 13 guns across five families: three pistols, SMGs, shotguns including a double barrel, rifles including a semi-auto, and a sniper. The three pistols use infinite ammo — the starter pistol, the revolver and the laser pistol — while everything else runs on scarce pickups. Later sectors add stronger models in the same families rather than new ammo types.
The roster looks bigger than it plays because the categories overlap. You do not need all 13 at once; you need one answer for trash, one for crowds and one for boss heads. This page is the catalogue: what each family does, where the important pickups are, and which ones are easy to walk past.
The starter pistol, revolver and laser pistol all use infinite ammo. One of them should always be in a slot.

The five weapon families
| Family | Count | Ammo | Role | First reliable pickup |
|---|---|---|---|---|
| Pistols | 3 | Infinite | Backup, precision, add clearing | Starter pistol |
| SMGs | 2 | Scarce | Crowd control, flyers | A1 SMG room |
| Shotguns | 2 | Scarce | Close-range burst, web clearing | A2 |
| Rifles | 5 | Scarce | Sustained damage, elites | B1 side room |
| Sniper | 1 | Scarce | Boss heads, long lanes | A2 high ledge |
The exact model names change with the pickup, and the game does not label them as "tier 1" or "tier 2". The rule of thumb is that a later model in the same family hits harder or fires faster, with one exception: the laser pistol stays relevant for the whole game because of its add-clearing pattern.
Pistols: the infinite-ammo backbone
Starter pistol. Fifteen rounds, infinite reserve, moderate fire rate. It is weak, but it is always loaded. Use it for lone mutants and for finishing enemies after a shotgun blast.
Revolver. Six rounds, infinite reserve, long reload. It hits harder than the starter pistol and punishes you for missing. The reload is the longest in the game, which is exactly why you should swap to another gun instead of reloading it in a fight.
Laser pistol. Four rounds, infinite reserve. This is the best utility gun in the game. Its shots clear rows of small enemies, which makes it the answer to the final boss's adds and to any corridor that spawns enemies in a line. It is not a boss-damage weapon; it is a room-control weapon.
SMGs: the crowd answer
The SMG is the first automatic weapon most players find, in A1's SMG room. It fires fast, spreads at range and burns ammo quickly. Its job is to kill wasps and clustered trash before they close.
The second SMG arrives later and replaces the first in the same slot. Do not carry both; the ammo economy does not support it.
Shotguns: the panic button
The shotgun is a close-range burst weapon. It clears a doorway, breaks a web and punishes anything that walks into your face. The double barrel is the later model: two shells, huge burst, long enough reload that you should always have a second gun ready.
The first shotgun is in A2, before the high drop. If you jump down early, you finish the sector without it. The A2 walkthrough→ marks the ledge.
Rifles: the sustained-damage family
Rifles are the middle ground: more accurate than an SMG, more sustained than a shotgun, less punishing than a sniper. The family includes an assault rifle and a semi-auto rifle with a distinct report. The later models are the ones worth carrying into C1 and C2.
The first rifle is a B1 side-room pickup, not a main-path reward. If you beeline the generators and the elevator, you can reach B2 with only pistols and a shotgun.
Sniper: the boss-head tool
There is one sniper rifle, found in A2 near the same high ledge as the shotgun. It is the highest per-shot weapon in the game and the worst choice for corridor trash. Its job is elite enemies and boss heads, especially the final boss's two heads.
Ammo is the constraint. If you spend the sniper on larvae, you will reach the boss with an empty magazine and a pistol.
Where the important pickups are
| Weapon | Sector | Location note | Missable? |
|---|---|---|---|
| SMG | A1 | SMG room, left side of the room | No, but easy to skip |
| Shotgun | A2 | Before the high drop | Yes, after the drop |
| Sniper | A2 | High ledge before the drop | Yes, after the drop |
| Rifle | B1 | Side room off the generator hub | Yes, if you take the elevator early |
| Laser pistol | C1 | Boss route side room | Check the C1 route |
| Double barrel | B2/C1 | Later-sector pickup | Yes, if you rush the exit |
The secrets and chests guide→ lists the exact cleanup order if you missed one.
How ammo works
The HUD shows a magazine count and a reserve count. The pistol family ignores the reserve because it is infinite. Everything else draws from pickups, and drops are sparse outside boss arenas.
Two rules follow:
- Do not reload in the open. Swap to the pistol, reposition, then reload behind cover.
- Do not carry two guns from the same family. You are spending two slots on one ammo pool.
The upgrades and capacity page→ explains the capacity stat and the achievement attached to it.
FAQ
How many guns are in CelSector? Thirteen, including the three pistols.
Which gun has infinite ammo? All three pistols: starter, revolver and laser pistol.
Can I miss a gun permanently? Yes, within a run. Stage select lets you replay the sector, but you have to re-clear it. The A2 shotgun and sniper are the most common misses.
Is the laser pistol a pistol or a rifle? It is a pistol in the game's own grouping, with infinite ammo and a four-round magazine. Treat it as a utility weapon, not a damage upgrade.
Sources
Official source: CelSector on Steam ↗ · CelSector demo on itch.io ↗ · Steam news and patch notes ↗

