The Sinking City 2’s reported base-game roster has six firearms: a precise handgun, a close-range shotgun, an SMG, a piercing marksman rifle, a grenade launcher, and a heavy revolver. They are best understood as tools for different distances and enemy situations—not as a confirmed ranking by damage. Official advice emphasizes focused weak-point shots, conserving resources, and retreating when a fight is too costly.
What weapons are in The Sinking City 2?
A weapon guide updated August 21, 2026, names six base-game firearms. Its descriptions indicate each gun’s intended role, but do not establish exact damage values or a definitive strongest-to-weakest order. The official materials discussed below provide combat guidance and update notes, not a complete roster or stat table.
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| Weapon | Class | Reported use |
|---|---|---|
| Equalizer Mk. II | Handgun | Controlled, precise shots for routine encounters when a shotgun or explosive round would be excessive. |
| Field Surgeon | Tactical shotgun | Close-range pressure when enemies close quickly or a confined area leaves little room to retreat. |
| The Minuteman | Submachine gun | Sustained fire against several moving enemies that are difficult to handle with slower, deliberate shots. |
| Black Reef Longshot | Marksman rifle | Long sightlines; the guide says its shots can pierce multiple targets, making a lined-up shot useful. |
| Linguist’s Folly | Experimental grenade launcher | Explosive attacks against clustered enemies. |
| Bucking Bronco | Large-caliber revolver | High-impact, precise sidearm shots at practical combat range. |
These roles come from the secondary guide’s descriptions, not published developer damage rankings or independently verified weapon tests. Use them as a practical coverage map: match the weapon to distance, enemy movement and number, available ammunition, and how much space you have to reposition.
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How to choose a weapon for an encounter
For controlled shots and ordinary threats
The Equalizer Mk. II is the guide’s option for precise handgun fire without spending a more specialized shot. The Bucking Bronco is also a sidearm, but is described as a heavier, high-impact choice for deliberate shots. The guide does not supply comparative damage, ammunition use, or firing-rate figures, so the distinction is about reported role rather than a proven numerical advantage.
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When enemies close in
The Field Surgeon is positioned for close-range pressure, especially in confined spaces. If a group is moving and deliberate shots are becoming difficult, the guide describes The Minuteman as the sustained-fire option. These weapons address different problems: proximity and limited room favor the shotgun role, while multiple moving targets favor the SMG role.
For distance or clustered targets
The Black Reef Longshot is intended for long sightlines. Its guide-reported ability to pierce multiple targets makes lining enemies up a potential advantage. Linguist’s Folly is the explosive choice when enemies cluster, but specialized ammunition is a reason to consider whether the encounter warrants it.
Before spending ammunition
The weapon guide recommends avoiding fights when possible and saving ammunition for encounters that cannot be bypassed. Consider whether you can reposition, whether enemies are grouped or moving, and whether the weapon’s role fits the situation before committing scarce rounds.
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What official combat advice says
Frogwares’ official FAQ answers players who find combat too hard or run short of ammunition with three suggestions:
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- Lower the difficulty if needed.
- Aim for weak points when Aim is focused.
- If health or resources are low, avoid or retreat from encounters and return later when better equipped.
That guidance fits a survival-horror approach rather than treating every encounter as a fight to win immediately. In an Xbox Wire article published August 18, 2026, game director Alexander Gresko wrote: “We want combat to be up to survival horror standards, so enemies have been designed to match our vision.” He also describes optional investigation as a way to earn inventory space, talents, and weapon upgrades. Upgrades and talents can work together, including stacking damage against Slither weak points.
Enemy behavior matters to weapon choice. Frogwares creature designer Evgeny Maloshenkov describes Slither as deep-sea parasites controlling corpses in colonies, and Stygian Harvesters as evasive ambushers that retreat into hiding when threatened. The official material supports adapting to those behaviors and aiming carefully; it does not prescribe a single best weapon for each creature.
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Base-game weapons, add-ons, and attachments
Chthonic Arsenal is separate add-on content
The six weapons above are the roster reported by the secondary guide. The Xbox Store listing for Chthonic Arsenal names three additional weapons: the Shale Mary handgun, Breakwater shotgun, and Tektite Tommy SMG. That listing says the add-on requires the base game. It establishes the Xbox product listing, not entitlement or availability rules on every platform. Edition and pre-order access may also differ, so check the relevant store listing for your platform.
Attachment components are not extra guns
The guide also lists component names for sights, barrels, compensators, grips, stocks, and magazines. These are attachments, not additional firearms, and should not be counted as separate weapons.
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Check current stats and version changes in game
The cited guide does not establish stable figures for damage, fire rate, reload speed, magazine size, ammunition crafting, upgrade costs, acquisition routes, chapter locations, or upgrade trees. Check the current weapon and crafting menus for those details rather than relying on an unverified number or unlock route.
Balance can change after launch. Frogwares’ update 1.1.0 patch notes report a shorter delay before a Slither weak point becomes vulnerable and increased Grenade Launcher damage. That makes version and enemy context relevant when judging how a weapon performs.
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