All weapons in Serious Sam: Siberian Mayhem
There are multiple weapons for you to pick through while playing Serious Sam: Siberian Mayhem, and these are how each one works.
Serious Sam is a series that’s been around since 2001, and in every game since, Sam has had an entire arsenal of weapons to mow through enemies with. Siberian Mayhem is no different — with a whopping 13 different weapons to choose from.
There’s no question that you’ll always have the right tool for the job at your disposal. Here’s a list of all weapons in Serious Sam: Siberian Mayhem.
Every Weapon in Serious Sam: Siberian Mayhem
There are 13 weapons for you to pick from in Serious Sam: Siberian Mayhem. You’ll be using them as you progress through the game, and we have some notable changes that you can pick from.
Combat Knife
The Knife is your standard melee attack. It’s very effective at dispatching singular enemies, and with the right skill investment, it can even be used to eliminate medium and larger enemies. However, Serious Sam regularly throws hordes of enemies at you, and you might find yourself swarmed to the point where melee attacks may not save you.
SOP38 Semi-automatic Pistol
Ah, ol’ reliable. SOP38 is your starting weapon, with unlimited ammo to boot. Until you unlock the AK74, this will be your only weapon with enough range to pick off distant targets, but once you open other options, you may not use this weapon much at all.
12 Gauge Pump Action Shotgun
This bad boy will be one of your most effective weapons throughout the game, especially when you can dual-wield them. The shotguns in Serious Sam have some very stellar range and spread, so don’t be afraid to use it to pick off targets at a medium distance away from you. This weapon has a Grenade Launcher attachment, allowing your alt-fire to launch a grenade that deals AoE explosive damage.
Double Barrel Coach Gun
The Coach Gun is your heavy hitter — up close, this monster deletes enemy health in only a few shots. It costs two shells per shot and has a very slow reload, so make sure you’re killing whatever you’re aiming at. Dual-wielding these can erase bosses in no time flat — as long as you can avoid their counterattacks.
AK-74MX
Like the most well-known and reliable rifle in the real world, the AK-74MX is one of your main-stay weapons. This baby can shred enemies from about any range and is one of the most effective mid-range weapons, especially when dual-wielded. The spread gets wilder the further you’re aiming, and you can’t carry a lot of ammo, so expect to dry up quickly if you’re spray-and-praying.
C-4 Demolition Charge
Love explosives? Then you’ll love the C-4. Your primary fire will toss a bundle at a set location, while your alt-fire will detonate all active bundles. C-4 is extremely handy for laying down some traps to clear out hordes of enemies — be careful, though, as you can damage yourself in the explosion. These are also somewhat hard to find, so use them wisely.
XPML21 Rocket Launcher
The Rocket Launcher is your medium enemy killer. Rockets can kill most medium enemies, such as Kleer Skeletons and Minor Bio-mechanoids, in one hit. The single-shot rockets do not track enemies; however, once you obtain the Multirocket weapon upgrade, you can load up to five rockets with your alt-fire. Once more than one rocket is loaded, you can lock on to enemies, firing off rockets that will seek and destroy.
TCC-2 “Perun” Crossbow
The Crossbow is your sniping weapon of choice. This weapon is hitscan, meaning you will damage it if you click on a target at any range. The Crossbow is very important, as it not only does fantastic boss damage when dual-wielded but also eliminates most medium enemies in one hit (and most large enemies in a few hits.)
Autoshotgun
The Autoshotty is a hidden weapon in Stage 3 underneath some boxes in a side-mission tunnel. However, it’s worth the trip as this weapon is one of the game’s highest, if not the highest, DPS weapons. Ammo is minimal, making this a weapon to keep stocked for bosses.
XPMR “Burner” Raygun
The Raygun is another core weapon that you’ll find yourself using often. Although you first obtain it in Stage 4, its usefulness is immediately known. Aside from dealing increasing damage the longer you keep the beam on target, the Raygun also makes a fantastic crowd-control weapon — waving the beam back and forth instantly disintegrates most small and medium enemies after a second or two. The Raygun is beneficial when dual-wielded for bursting down Technopolyp Helicopters, Khnums, and bosses.
Grenade Launcher
The Grenade Launcher differs from your Pump Shotgun-mounted Launcher in a few ways. For one, the grenades launched from this do not explode on impact unless they are near a live target. This means you can pepper the landscape with grenades that will sit, primed, until a target walks near them. The second difference is that, with the Cluster Grenade upgrade, these grenades will cover a wider radius and deal more damage.
XM214-A Minigun
This weapon is what Serious Sam is all about. By picking up this baby, you should have the Heavy Weapon Dual-wield perk unlocked, allowing you to dual-wield two. The 1000 max ammo count lets you hold primary fire and watch your targets splatter over your screen. Ammo is typically plentiful for this weapon, too, so don’t hold back — have a little fun with it.
SBC Cannon
Do you remember that scene in The Patriot where a cannon misfires and a cannonball is rolled down the battlefield, taking some dude’s leg off as it collides with the army? This weapon does that — it fires a moving giant cannonball downrange, eliminating any small and medium enemy it connects with while heavily damaging larger enemies. Ammo for this is scarce until Stage 5, but Stage 5 is nothing but Cannon ammo, so go wild with it.