Weapons

Dementium: The Ward Weapons
Flashlight: Although technically not a weapon (as it can't be used to kill monsters) the Flashlight is the first actively usable item that the player acquires. Despite not being able to deal damage, the player can use it to dispatch swarms of Scritters. It is found at the start of the game, in the second room. The primary usage of the flashlight is to improve the visibility of the player.

Nightstick: The first proper weapon obtained by the player, shortly after acquiring the flashlight. It is the primary melee weapon for the good first half of The Ward and has a standard left-to-right swinging pattern. It deals a moderate amount of damage, dispatching most enemies in 3-4 hits (Original The Ward and Normal Difficulty for Remastered) but has a short range, and is unable to deal critical damage to enemy weak points.

9mm Pistol: A basic pistol, It is found in a maintenance room in Chapter 2, dropped by Kraig upon his death at the hands of a Chest Maw. It holds a Maximum count of 24 bullets in The Ward and a maximum count of 45 bullets in Remastered (15 in the magazine, 30 in reserve.)

Ammunition for the pistol is scattered around Blackmoore Hospital in abundance, making it quite suitable as your primary means of defense. It deals identical damage to the Nightstick, killing most common enemies in 3 shots, but has the added benefit of being able to deal critical damage to enemy weak points that can kill them in a single shot.

Shotgun: A pump action, 12 gauge shotgun. Although shotguns can be found in several locked cabinets throughout the starting chapters. It is only accessible from Chapter 4 in a cabinet that requires a code to it's lock, rather than a key. It holds a maximum count of 16 Shells in The Ward and a maximum count of 24 shells in Remastered (8 in the magazine, 16 in reserve)

Ammunition for The Shotgun is less common than the 9mm Pistol, meaning that the weapon must be used sparingly. The Shotgun deals heavy damage to all enemies, and has the ability to stagger enemies and cancel their attacks.

Electric-Buzzsaw: A twisted, motor powered surgical tool that quickly cuts down most enemies. Holding down the attack button allows continuous use. with no penalty to damage and no cooldown or overheat timer. It can be found in Chapter, 6 after the player has found all 3 keys to the case. Although it is quite powerful, it's attack range is shorter and more pin-point compared to the Nightstick, and requires skill in order to be effectively used against smaller, faster enemies.

Machine Gun: An M4 Assault Rifle that is found in the Main Security Room in chapter 7, inside one of the gun cabinets. It holds a maximum count of100 bullets in The Ward, and a maximum count of 130 in Remastered (30 in the magazine, 100 in reserve) giving it the highest ammunition capacity out of all weapons in the game. While not as powerful as the shotgun in terms of damage, it is capable of firing a steady barrage of bullets, more so than any other weapon in the game. While its overall damage potential is astounding, ammunition for it is slightly less common than that of the shotgun and managing ammunition reserves can be a challenge at later stages of the game.

Sniper: A sniper rifle that is equipped with a night vision scope and has 10x Zoom. (Up on the D-Pad (The Ward) Circle-Pad (Remastered) to zoom in, Down on the D-Pad (The Ward) Circle-Pad (Remastered) to zoom out) It can be found in the Guard Tower as early as Chapter 5. It can hold a maximum count of 16 bullets in The Ward and a maximum count of 20 bullets in Remastered (4 in the magazine, 16 in reserve). It is a rather unwieldy weapon to use, as it does not allow forwards or backwards movement when equipped, only strafing from left to right, but it is very useful in picking off distant enemies that have yet to detect the player.

Revolver: A pistol that fires slower than the regular pistol but is much stronger than any of the firearms found prior to it. It is found in Chapter 9 on a wheelchair in the center of a hallway. It holds a maximum count of 24 bullets in The Ward, with a maximum count of 30 bullets in Remastered (6 In the cylinder, 24 in reserve) and instantly kills common enemies, and can kill stronger enemies in one shot when a critical hit is landed. The only drawback to the weapon itself, is that the ammunition is the rarest out of all other weapons in the entire game.

Dementium II Weapons
Flashlight - Not a weapon, but can be used to light the way and find hidden enemies in the dark hallways. It can be carried at the same time as one handed weapons.

Shank - A makeshift prison knife. The first weapon encountered in the game, it is relatively weak, and cannot deal critical damage to enemy weak points, but its attacks can be combined up to a 3 hit combo, with the final hit dealing 1.5 the normal damage.

Ceremonial Dagger - A temporary replacement for the Shank, it is found in the beginning of Chapter 3. It is stronger than the Shank, being capable of taking out a majority of normal enemies with 2 hits whilst keeping the attack speed of the former.

Revolver - A standard six-shooter with relatively low firepower but decent stopping power, holds six bullets in the cylinder. Found near a dead guard quite early on after defeating The Gnaw.

Sledgehammer - A strong but slow melee weapon that can be used to clear away obstacles such as boarded up doorways, in addition to being an effective means of fending off enemies. It can be charged up for an increase in power, can usually kill most normal enemies in 1 swing of a fully charged strike.

Shotgun - A double barreled shotgun that holds two shells at a time in the chamber. Deals astoundingly high levels of damage up close but damage deteriorates significantly with range as the pellets spread

Assault Rifle - Capable of full-automatic fire, making for an effective weapon with relatively high damage per second. It is wielded by the guards after monsters appear in the real world.

Flamethrower - This makeshift weapon is cobbled together from an aerosol can and a lighter. Useful to burn away the Fungal Overgrowth on some doors and, is the only weapon able to fully kill Reanimators.

Dynamite - Has a wide blast radius and is useful for taking out a large enemy or a groups of enemies.

Ancient Relic - A weak boomerang-like weapon, it is an relic that returns after each throw indefinitely. Also acts as a shield against Locked Souls, repelling them from the player, thus allowing progress.

Buzz Saw - Returning from The Ward, the Buzzsaw remains a useful melee weapon for slicing enemies, it retains it's powerful nature, but at the expense of overheating quickly requiring a cooldown period before it can be used again

Nail Gun - A powerful secret weapon, found only after finding the Flamethrower and backtracking to the edge of the basement. It holds 20 nails per magazine.