Blood Lab weapons are best understood by the result you want to observe: gunfire for localized wounds and impact, blades for open cuts, explosives for area damage and fragments, and experimental tools for states such as freezing or reduced movement. Select a test subject, choose a weapon from the weapon bar, and watch the wound and blood response at the body part you hit. The game description reports 14 weapons, while the documented weapon names below include variants or names that may be transcribed differently, so use the current weapon bar as the final in-game list.
Blood Lab weapon catalog
The catalog separates confirmed observations from details that are not established. “Weapon-bar selection” means the item is available through the game's weapon interface; it does not prove that every player has immediate access to it. Several weapons may be progression-gated by total blood loss, but no weapon-by-weapon threshold or unlock order is documented.
| Weapon | Class | Observed result | Access note |
|---|---|---|---|
| Pistol | Ranged | Creates a local bullet wound, impact, spray, and ongoing bleeding; leg and torso hits visibly differ. | Select from the weapon bar; an exact unlock threshold is not confirmed. |
| Sniper | Ranged | Produces a powerful penetrating hit and severe damage in the documented test. | Weapon-bar selection; the exact unlock condition is not confirmed. |
| Knife | Melee | Makes an open stab wound; repeated hits can enlarge bleeding and lead to blood-loss collapse. | Select from the weapon bar. |
| Scalpel | Melee / precision | Makes a smaller cutting wound; exact damage and special behavior are not confirmed. | Weapon-bar selection; the exact unlock condition is not confirmed. |
| Machete | Melee | Creates a large cutting injury that can cause heavy bleeding. | Weapon-bar selection; the exact unlock condition is not confirmed. |
| Katana | Melee | Deals high damage in the documented test and may produce a decapitation effect. | Weapon-bar selection; the effect is not confirmed as universal. |
| Spear Knife | Melee / piercing | Creates a piercing wound; no numeric injury values are documented. | Weapon-bar selection; the exact unlock condition is not confirmed. |
| Hammer Picker | Melee | Provides close-range impact; its exact damage is not established. | Weapon-bar selection; the exact unlock condition is not confirmed. |
| Grenade | Explosive | Combines blast impact with multiple small fragments, area damage, and bleeding. | Select from the weapon bar; throw position changes the result. |
| Grenade Spike | Explosive / piercing | Produces many spike-like or small piercing effects on the target. | Weapon-bar selection; the complete mechanism is not confirmed. |
| Shotgun | Ranged / spread | Can create multiple close-range hit points and bleeding; range and pellet count are not confirmed. | Weapon-bar selection; the exact unlock condition is not confirmed. |
| Harpoon Pistol | Ranged / piercing | Fires a harpoon that can pierce or hold a target; a throat hit can cause rapid blood loss. | Weapon-bar selection; the exact unlock condition is not confirmed. |
| Freeze Gun / Ice Gun | Experimental | Freezes a target or body part and limits movement in the documented observation. | Weapon-bar selection; the exact unlock condition is not confirmed. |
| Ray Gun | Experimental ranged | An experimental ranged attack whose complete effect is not confirmed. | Weapon-bar selection; the exact unlock condition is not confirmed. |
| Taser | Experimental | Has relatively low damage and can affect the target's movement; duration is not confirmed. | Weapon-bar selection; the exact unlock condition is not confirmed. |
| Gun Nail / Nail Gun | Ranged / piercing | Fires nail-like projectiles that create piercing wounds; the recorded name varies. | Weapon-bar selection; the exact unlock condition is not confirmed. |
The table is a practical test reference, not a promise that all 16 labels are separate permanent weapons. The game's public description says “14 weapons,” while the available observations contain 16 names, including the paired names Freeze Gun / Ice Gun and Gun Nail / Nail Gun. Those pairs may represent alternate names, variants, or transcription differences. If your weapon bar contains fewer entries, trust the current interface rather than treating the table count as an unlock requirement.
Choose a weapon by test result
Use the Pistol when you want a repeatable comparison between body parts. A leg or torso hit can show spray and flowing blood, and the documented observation describes the torso as producing more visible bleeding than the head in that comparison. This does not establish a universal damage chart; it gives you a useful way to compare the same weapon against the same type of test subject. The Shotgun is better suited to a close-range spread test, where several hit points may appear at once, while the Sniper is the clearer choice when you want to observe a high-impact penetrating shot.
Choose a blade when the experiment is about an open wound rather than a projectile. The Knife can remain open and bleed after the blade is removed, and repeated attacks in one area can enlarge the injury until the subject collapses from blood loss. The Scalpel is listed as a smaller cutting tool, but the available record does not justify assigning it a precise damage value. The Machete provides a larger cutting comparison. The Katana is the most notable recorded melee variant because a test shows a possible decapitation effect; treat that as an observed possibility rather than a guaranteed result for every target.
For piercing, compare the Spear Knife, Harpoon Pistol, and Gun Nail / Nail Gun. The first makes a close-range piercing wound, the second launches a harpoon and has a particularly strong throat-hit observation, and the last uses nail-like projectiles. The Harpoon Pistol is useful when the goal is to compare a wound at a specific location: the documented throat-artery observation reports rapid blood loss while the subject remains alive briefly. It does not provide a universal survival time or a confirmed damage number.
Test the Harpoon Pistol's throat hit
This moment supports the Harpoon Pistol's throat-hit behavior by showing rapid blood loss while the subject remains alive briefly.
Use the Grenade when you want several effects in one test. Its documented behavior combines an explosion, impact, multiple small fragments, and bleeding. Throwing position matters: a poor placement can reduce the number or location of visible hits, so repeat the test from a consistent distance. The Grenade Spike is a related area or piercing experiment that produces many spike-like effects, but its full behavior is not established. Do not infer that it shares every Grenade property.
The experimental group is for state changes rather than a clean damage comparison. The Taser is reported to deal relatively little damage while affecting movement, but the duration of that effect is not documented. The Freeze Gun / Ice Gun shows freezing or movement restriction. The Ray Gun is confirmed as a named experimental weapon, but its exact result is not supported well enough to describe as a specific status or damage type. For all three, observe the target's current state in the room instead of relying on an assumed duration or guaranteed outcome.
Set up a useful weapon test
Start by choosing a test subject and a stable position. A wall, chair, or another lab-room fixture can help keep the subject in place while you compare head, torso, arm, leg, or throat hits. Use the same subject type, body part, and approximate distance when comparing weapons. This controls the visible variables without requiring an unverified damage table.
Next, select one weapon from the weapon bar and fire or strike once before repeating the action. A single hit shows the initial wound and impact. Additional hits show whether the wound stays open, expands, produces more bleeding, or changes the subject's movement. With the Knife, for example, removing the blade does not mean the wound has stopped bleeding. With the Grenade, position and fragment spread make a repeatable throw especially important.
Watch both the injury and the blood path. Blood Lab presents spray, splat, dripping, pooling, and flow across surfaces as part of its blood-physics presentation. Record the body part, visible wound type, movement change, and whether bleeding continues. Avoid turning a visual observation into a precise medical or damage statistic when the game does not display one.
For a protection comparison, equip Armor before repeating Pistol or Sniper tests. The documented observation indicates that armor can change some shooting results, but it does not establish complete immunity. Compare an unarmored and armored subject under the same conditions, and describe only the visible difference you can verify in the current session.
If you need to test recovery, use the Medicine tools after the weapon result is visible. Bandage, Chest Seal, and Defibrillator are identified as recovery tools for related experiments, but the available weapon record does not specify which item reverses which injury or how much blood loss each treatment handles. Use them as a follow-up observation rather than assuming that every wound is reversible. Once the comparison is complete, Cleaning Tools can remove blood and fragments so the next weapon test starts with a readable room.
Unlocks and uncertain weapon records
Blood Lab's public game description links new weapons and NPC models to cumulative blood loss: every litre spilled contributes toward new content. The exact litre thresholds, level order, and per-weapon requirements are not documented here. That means a missing weapon is not evidence that it has been removed, and the catalog cannot tell you how many sessions or litres remain before a specific item appears. Check the current weapon bar and progression display in your game.
There are also two naming limits to keep in mind. First, the public description's count of 14 does not match the 16 names in the observed catalog. Second, “Freeze Gun / Ice Gun” and “Gun Nail / Nail Gun” may be alternate labels rather than extra entries. Treat the names as search terms for the current interface, not as proof of a 16-item permanent roster.
Finally, do not use this reference to predict exact damage, blood volume, survival time, stun duration, or armor immunity. The supported value of the catalog is choosing a useful test: Pistol for body-part comparison, Knife or other blades for open wounds, Grenade for fragments and area impact, Harpoon Pistol for piercing-location behavior, and the experimental weapons for movement or freezing observations. For mutable unlocks and any result that differs from these observations, the current in-game weapon panel and target response take priority.
First-time Blood Lab weapon questions
Why does the catalog list more names than Blood Lab's 14-weapon description?
The documented observations contain 16 names, including Freeze Gun / Ice Gun and Gun Nail / Nail Gun, while the public game description says 14 weapons. Those pairs may be alternate labels or variants, so use the current weapon bar as the authoritative roster.
Which Blood Lab weapon is best for comparing body parts?
Use the Pistol and repeat the same shot against the same type of subject at the head, torso, arm, or leg. The documented comparison shows different visible bleeding and spray by location, but it does not establish a universal damage chart.
Does Armor make a subject immune to the Sniper or Pistol?
No complete immunity is confirmed. The documented comparison indicates that Armor can change some shooting results, so repeat an armored and unarmored test under matching conditions and trust the current target response.
How do I unlock a specific Blood Lab weapon?
Blood Lab's public description links new weapons and NPC models to cumulative blood loss, but no per-weapon litre threshold or unlock order is confirmed. Check the current progression or weapon panel rather than assuming a fixed requirement.
