This is a sub-page of Proto:Daikatana (Windows)/v0.10.
0.10 contains all of the weapons seen in the final game. Many of them have behavioral changes compared to the final.
Ammo#
All weapons in the prototype have infinite ammo. There does not seem to be a way to disable this.
Episode 1#
In 0.10, the C4 Vizatergo and Shotcycler's positions are switched in the weapon order.
Disruptor Glove#
The Disruptor Glove's texture uses a darker green than the final one uses. It lacks the holes on the left side of the object above the wrist. In-game, the hand part of the Glove uses a different layout for the wires on it, but the actual texture for the hand is the same in the prototype and final game.
It behaves a bit differently than it does in the final game. While it is still Episode 1’s melee weapon, the weapon will stun enemies after two punches instead of simply doing direct damage. Enemies that are stunned have various electrical explosion sprites on them. The stun lasts for several seconds.
The weapon is placed much closer to the viewpoint than it is in the final game, to the point where the only thing visible is the fist while the weapon is idle.
When taken out, the weapon is called the “Disruptor Rod”, the older version of the Disruptor Glove that can be seen in the final game’s files. Since the Disruptor Rod appears in footage from E3 1998 (early June 1998), this suggests the team had somewhat recently changed the Disruptor Rod to the Glove, but hadn’t changed the name yet.
A blue lighting effect will play around the player when the Disruptor Glove is swung. The final game limits it so that the effect plays only when it hits something.
Oddly, the weapon’s item model is a Glock 2020 from Episode 4 with a completely different skin. Even stranger is that it has a proper world model in the game’s files, but it uses the Glock 2020 in-game.



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Ion Blaster#
The Ion Blaster uses a completely different skin in this prototype. All of the details are different (it has no wires, unlike the final design), has a light brown, almost whiteish body instead of the dark brown body the final one has. This skin can also be seen in the MPlayer demo and pre-release media.
The model itself is placed from the far right of the screen and angled in a different way. 0.10 makes it appear as if it’s sticking from the right side of the screen, while the final design gives off an impression that it’s held.
The projectile fired by the Ion Blaster is a sprite in this prototype, but is not the same one used in Milestone 2. The energy ball is mostly white with rings of green around it and is larger than the Milestone 2 orbs as well. The projectile speed seems to be similar to how it is in Milestone 2 as well, which makes it slower than in the final game. Projectiles cannot harm the player, like in the final game. Unlike the final game, orbs fired by the Ion Blaster will not instantly detonate when the gun is fired underwater.
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MPlayer Demo |
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Shotcycler#
The Shotcycler uses a modified version of the Shotcycler 6 design seen in Milestone 2. It keeps most of the Milestone 2 design (except for the carry handle), but the texture for it was redone from the ground up, with lots of browns and tech bits on it. This design was scrapped in the final game, but its texture can be found in the Mplayer demo’s files.
The weapon fires a six shot burst when the trigger is pulled, like in the final game. When each shot is fired, smoke can be seen ejecting from the right side of the gun. Each shot has no recoil, making it impossible to Shotcycler jump.


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Milestone 2 |
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C4 Vizatergo#
The C4 Vizatergo uses a completely different model than it does in the final game. The model is much more angular than the final design. In place of the button used to detonate the mines is an object that moves when the gun is fired. The front of the gun is somewhat similar to the front of the final design, but is larger to fit the rest of the gun. A design similar to it can be seen unused in the MPlayer demo’s files. It can also be seen as-is in a pre-release screenshot.
The mines fired by the C4 are the Cordite Grenades fired by the Slugger in the prototype and the final game, but with an incorrect texture palette. The mines do not cling to nor do they instantly detonate when they hit an enemy. Instead, the mine will slide down the target and the enemy will trigger it soon after walking over it. Mines also do not stick on doors, like they do in the final game.
The behavior for triggering the C4 mines is the same as it is in the final game, where all of the mines detonate nearly at once, instead of one at a time with a noticeable delay between each one, like in Milestone 2.

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Unused C4 Viztergo Model in the MPlayer Demo |
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Final Mine |
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Sidewinder#
The Sidewinder has a completely different texture in the prototype. The weapon’s rockets have green tips instead of orange, the body is a lighter green and is less detailed than the final texture, and the wiring near the rear of the gun is not exposed like it is in the final game. This texture also appears in the Mplayer demo and pre-release media.
The rockets fired by the Sidewinder follow a different pattern in the prototype. When the gun is fired, the rockets are significantly more spread out than they are in the final game. However, as they travel throughout the air, they will spiral closer to each other, getting even closer than they are in the final game after enough distance. The final game removes this mechanic and instead gives the rockets a consistent distance between each other.
The rockets are much slower than they are in the final game as well.
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MPlayer Demo |
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Shockwave Cannon#
The Shockwave Cannon’s texture is quite similar to the final game’s. The only difference is that the muzzle of the gun has blue orbs on it that were removed from the final game.
Its behavior is a bit different, however. When the gun is fired, it has the same wind-up sequence it does in the final game, but the projectile behavior is quite different. But, the projectile is a sprite instead of a model. When the projectile hits something, it will explode instead of bouncing, like it does in the final game.
The effects for the projectile’s explosion are quite similar to how they are in the final game. The waves emitted by the explosion are an aqua blue in 0.10, but a white color in the final game.
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Episode 2#
In 0.10, the Hades Hammer and Venomous' positions are switched in the weapon order.
Discus of Daedalus#
The Discus of Daedalus mostly looks the same as it does in the final game. The only difference is that the blades on the disk have far less detail on them than they do in the final game.
0.10 uses a large sprite to show the Discus’ trail as it is thrown. This sprite is large enough to make it difficult to see the Discus itself, but does make it easier to see its trail as it flies through the air.
When the weapon is first taken out, its blades are not out. Hitting the key for the Discus after taking it out will make the blades come out. Pressing the Discus’ key again will make the blades retract. In terms of gameplay, the blades being out or not means nothing, as enemies will die to the same amount of hits from a Discus that has its blades out or one that doesn’t.
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Hammer#
The Hammer (Called the Hades Hammer in the final game) appears to have its final model, but uses a temporary texture, even though its final texture is in the prototype’s files.
The weapon has several gameplay differences in 0.10. It has the same “charging” mechanism it does in the final game, but when the hammer is released, the player is not injured. Instead, they flies straight into the air, but not enough to cause fall damage.
The way it does damage is also different. Instead of doing a large amount of damage with a single wave, it does damage with the wave from the initial impact, but also creates a small earthquake that moves the player’s view around while doing additional damage to enemies. The final game removes the smaller earthquakes and focuses all of the weapon’s damage to the shockwave the Hades Hammer makes when it first hits the floor.
It has no sounds.
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Sunflare#
The Sunflare’s model lacks the flame effects coming out of it that it has in the final game and is held differently. The weapon's body is the same as it is in the final game, however.
The fire clusters the Sunflare releases when it hits something spread out much farther than they do in the final game and lack the flame that is always created at the point of impact. They also seem to last a little bit longer as well.
The weapon’s throwing arc is higher than it is in the final game.
No sounds are played when using, taking out, or putting away this weapon.
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Venomous#
The Venomous’ skin looks very different in the prototype. The snakes on it are a light brown color and look to be made out a metal or bone-like substance. The lower handle is a marble-like color instead of the dark color it has in the final. The middle of the staff has an Ancient Greek-like face and wire-like objects on it instead of a demonic design.
Its behavior is quite different as well. Instead of firing what are essentially grenades, the Venomous releases a small cloud of poison that has fairly low reach. Any enemies that are hit by it not only take damage, they are also poisoned.
The weapon’s melee functions are also in the prototype. Occasionally, Hiro will swing the Venomous from right to left with a really stiff animation when attacking an enemy with the weapon at melee reason. This swipe was removed in the final game.
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Poseidon's Trident#
Poseidon's Trident looks the same as it does in the final game, but its model is positioned differently on the screen.
The weapon’s behavior is simplified compared to how it is in the final game. When fired, it shoots three large projectiles that are clustered right next to each other and slowly travel until they hit something. The two tips colliding with each other soon after firing is not seen in this prototype.
The projectiles has a sprite-based trail that look like droplets of water. The final game changes it to a blue streak.
It cannot be used to rocket jump, like in the final game.
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Eye of Zeus#
The Eye of Zeus has several visual differences between the 0.10 and final versions of it. The most noticeable of them is that the eye has a slow, chunky-looking blink animation that plays while the weapon is idle. It was removed in the final game. The body texture is different as well, with the 0.10 handle having a thinner grey section with a skull on it right before the handle connects with the body. The blades on the eye itself are shorter in 0.10 than they are in the final game. It is also held at a slight angle in 0.10.
The prototype model also lacks the cover over the eye seen in the final design. Instead of having the "eyelid" open and close via a separate piece of the model, the prototype opts to have the eyelid baked in the texture.
Its item model has a spot where the thin grey section is, but it does not have a texture on it. The final game removes it.
The weapon does not harm the player if it is fired and there are no targets available for it to lock on. When it does have enemies to lock on, the end of the firing animation blocks the player’s view, making it difficult to see the electricity come out of it and hit enemies at certain angles.
The electricity fired by the weapon seems to do very little to no damage, as enemies are able to survive many blasts from the weapon.
When the weapon is picked up, it is called the “Hand of Zeus”, a design mentioned on early fansites 1998 and late 1997. It seems the team changed the Hand of Zeus to the Eye of Zeus by the time this prototype was developed, but didn’t change its name yet.
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Midas Golden Grasp#
The Midas Golden Grasp is a weapon cut from the final game.
It uses the same model seen in the final game’s files. It resembles the Discus of Daedalus seen in the Milestone 2 prototype, but with a disk that has a bearded man’s face on it and with the grabber being a dark bronze color. The weapon is angled in a way that it makes it seem that Hiro is holding it pointing down.
When fired, it plays a fire animation of the disk leaving the weapon, but no projectile ever comes out. It does nothing, even if the weapon is fired at point blank range. Presumably, based on its animation and how the Discus of Daedalus and how the Midas Golden Grasp behaves in Milestone 2, it would fire a disk that stuns enemies for a few seconds, then returns to the player after traveling.
This weapon does not appear at all in 0.10’s Episode 2 levels, unlike the other Episode 2 weapons.
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Unused Final Model |
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0.10 Midas Golden Grasp |
Milestone 2 Discus of Daedalus |
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Episode 3#
Sliverclaw#
The Silverclaw looks the same as it does in the final game, but lacks the final game’s idle animation and more of it is visible on the screen when held by the player.
The weapon behaves like in the final game. Since Lycanthirs can be killed with any weapon in this prototype, it is of little use.
It uses several of the impact sounds its predecessor, the Axe in Milestone 2, does.
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Bolter#
The Bolter looks the same as it does in the final game, only held at a different angle.
The projectiles it fires are much slower than the final Bolter’s. They also lack the red trail the projectiles from the final Bolter have as they travel through the air.
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Stavros Stave#
Stavros’ Stave looks the same as it does in the final game. The only visual difference is in its firing animation. While the final game has Hiro swing it from left to right, 0.10 has the stave appear to...er..., ejaculate the projectile after it can be seen traveling inside the stave.
The projectile fired by the Stavros’ Stave and the chunks that come from the point of impact lack the red sphere surrounding them in 0.10.
When the projectile hits something, several small chunks (around 6 to 8) will spawn where at the point of impact and bounce around, then detonate themselves. In the retail game, three to four large projectiles emerge from the point of impact instead.
The weapon itself has no sounds in 0.10, but its projectile does.
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Ballista#
The Ballista looks the same as it does in the final game. It seems to have the occasional rendering error that makes part of the projectile inside the gun disappear, which was fixed in the final game.
Logs from the Ballista explode on impact and do not make enemies push. The slash damage radius for the 0.10 log is much larger than the final’s. The recoil from firing the Ballista does not exist in 0.10 either.
Trying to rocket jump with the Ballista will make the player jump far less higher than in the final game. While it can still be used to reach areas early and areas the player is not meant to go to, it is less potent than in the final game.
This weapon does not have any sounds for firing, taking out, or putting it away.
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Wyndrax’s Wisp#
Wyndrax’s Wisp looks the same as it does in the final game. When the weapon is fired in the prototype, Hiro raises it so that it’s at the center of the screen, then releases a wisp. The final game has Hiro swing it from right to left and release a wisp while swinging it.
The wisp itself is a sprite instead of a model. It travels up and down like a sine wave instead of using a corkscrew pattern. In addition, the wisp stays at a consistent level instead of traveling up, like it does in the final game. It does damage the same way it does in the final game.
Neither the weapon nor its projectile have any sounds effects in 0.10.
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Nharre’s Nightmare#
The Nharre’s Nightmare seen in this prototype does not have glowing eyes and the jewel on its forehead is a blue color instead of a dark purple.
When the weapon is used, the pentagram drawn is a darker pink and has a semi-transparency effect the final game does not have. The rocks that erupt from the demon’s spawn point are missing as well.
The weapon behaves the same as it does in the final game, including the demon’s “ability” to target the player if the weapon is used when there are no enemies in the player’s line of sight.
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Episode 4#
Glock 2020#
The Glock 2020’s model and texture are the same as they are in the final game, but it is angled differently in this prototype than it is in the final game.
The reload after 10 shots is in, but the animation for it does not exist, like in Milestone 2. It does not play a reload sound either.
The weapon’s muzzle flash is not textured, making it expel a white star-shaped object when it fires in 0.10.
Casings ejected from the Glock 2020 are much larger than they are in the final game. In addition, they seem to be heavily affected by gravity and will bounce up high if they hit the ground from a high distance. This behavior is removed in the final game.
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Ripgun (Slugger)#
The prototype’s Ripgun is actually the Slugger seen in the final game, but with many differences.
The weapon uses a completely different skin than it does in the final game. Its main color scheme is a dark brown with several blue bits on it, which is somewhat similar to the art style used on the 0.10 Shotcycler. The foregrip on the bottom of the gun has markings on it that match the part right above it. The markings were removed in the final game.
The primary fire mode shoots lasers instead of shotgun blasts. Holding down the fire key will make it rapidly fire lasers, but with a slow rate of fire. Every time a laser is fired, the gun’s muzzle will spin 360 degrees clockwise. The sprites for the lasers spawn a little bit above the gun itself, as parts of the laser can be seen above the gun when the firing sequence is started.
Hitting the Ripgun’s key again will make it swap to its alternate fire mode, which lets it shoot Cordite Grenades. When the mode is activated, the only sign it is active is that a sound is played. The final game adds a pumping animation to give a visual indication that it is active.
The grenades fired by the Ripgun behave much more like the grenades fired by the Pulse Rifle in Milestone 2 than the ones in the final game, as they have a blinding effect when they explode. The blinding effect is similar to the effect seen with Milestone 2’s software renderer, but does not permanently stay on the screen like in Milestone 2. Each grenade fired does not leave a trail behind it, like it does in the final game.
Grenades are fired from the lower part of the weapon, while the final game has it so that it comes out of the muzzle as well. The lower part of the gun is pumped inbetween shots, but the animation is much simpler than it is in the final game. The pump doesn’t seem to have a sound, but a slowed down version of a firing mode change sound from Milestone 2’s Pulse Rifle will play either while the grenade hasn’t exploded or right when it’s exploded.
0.10’s Ripgun serves as the missing link between Milestone 2’s Pulse Rifle and the final game’s Slugger. It uses sounds from the Pulse Rifle (the unused pickup sound for the Pulse Rifle in Milestone 2 is used as the sound that signifies that the Ripgun's Cordite Grenade mode is being activated in 0.10) and fires grenades that behave like the ones the Pulse Rifle shot, but has the final Slugger’s model. While it has quite a few differences from the final game’s Slugger, it’s easy to see how this weapon would end up becoming what it did in the retail game and its clear links to Milestone 2’s Pulse Rifle.

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0.10 |
Milestone 2 |
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Kineticore#
The Kineticore has the same model it has in the final game, but the weapon’s first person model is angled differently in 0.10.
Its 0.10 texture shows a part with a glowing blue center in it. This part is not visible in-game and was removed from the final texture sheet.
The graphics used for when the gun is fired are a bit different in 0.10. The graphic used to represent a projectile bouncing off of something looks like a shockwave in 0.10, but was changed to be more like a spark in the final game. When the gun is fired, only chunks of ice come out of the muzzle. The final game adds snowflakes as additional effects when it is fired.
When fired, each shot creates far less recoil than it does in the final game, which makes it almost impossible to rocket jump with it. The afterdamage that exists when someone gets hit by its projectiles are not in 0.10 as well.
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Slugger (Ripgun)#
The Slugger seen in 0.10 is actually the final game’s Ripgun.
When the gun is fired, it emits far less smoke on its right side than it does in the final game. However, a lot more smoke is released from walls its bullets hit.
The naming of this weapon is curious. It seems that inbetween this prototype and the final game, the Ripgun and Slugger had their names switched, possibly because “Slugger” was thought to fit the shotgun 0.10’s Ripgun became than a minigun.
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Novabeam#
The Novabeam’s texture is slightly different in 0.10. The wires coming out of the weapon use a lighter design than the wires on the final Novabeam. Its first person model is angled slightly different in the 0.10 prototype.
0.10 has a completely different world model for the Novabeam. The design is much boxier than the final one, with a large box with wires connecting it to the body in place of the stock and grip. This model was redone for the final game.
The weapon behaves the same as it does in the final game, but the laser it fires uses a more simple design than it does in the final game and lacks the wavey effect. The muzzle flash created while the gun is firing is missing in 0.10.
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Metamaser#
The Metamaser's first person model is the same as it is in the final game, but the model used when it's thrown on the ground is quite different. The object model for the Metamaser is very small compared to its final counterpart and has barebones textures.
It behaves the same as it does in Milestone 2. When tossed, it will fire lasers at anything, including the player, but does not explode in a flash of lasers like it does in the final game (which does match Milestone 2, however). The laser it shoots is yellow, unlike the blue semi-transparent one the final one spews.
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Other#
Weapons that don’t fit anywhere else.
Norwegian Flashlight#
E4M1b contains a weapon cut from the final game called the Norwegian Flashlight. It is located near the alternate entrance to the underground section of the level. It uses the same world model the Glock 2020 does.
Normally, it cannot be selected when picked up because there is no bind for it by default. However, using the console command “select_flashlight” will let the player use it.
The Norwegian Flashlight’s first person model is the Sunflare, but with a slightly wrong palette. When the fire button is pressed, the area the crosshair is pointing at will briefly light up (as in, less than a second long). Holding down the fire key either makes it constantly flash on and off, light up the first person model, or do nothing.
This weapon was completely removed in the final game.
When a level is loaded, one of the strings shown as soon as the game starts is “Giving flashlight”. However, it cannot be selected until the item is picked up from the ground.
Daikatana#
The titular Daikatana has a model, but cannot be used as a weapon in-game.
Its model appears to be the same as the one used in the final game. However, the arm textures are using a texture that clearly isn’t meant to be used for an arm.
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