The Sinking City 2 Weapons: All Guns, Locations, Roles, and Bonus Weapons
All The Sinking City 2 weapons in one practical database: base-game gun order, known pickup locations, combat roles, achievements, and Chthonic Arsenal DLC weapons.
Quick Answer: All Base-Game Weapons
The Sinking City 2 has five core base-game weapons. This page is a database framework: it separates story pickups from bonus weapons, uses exact location language where the route is supported, and avoids counting attachments as extra guns.
| Order | Weapon | Type | Known location / unlock | Achievement | Best use |
|---|---|---|---|---|---|
| 1 | Equalizer Mk. II | Pistol | Starting handgun in Calvin's opening loadout | None | General exploration, careful weak-point shots, low-cost cleanup |
| 2 | Field Surgeon | Shotgun | Silver Eel saloon display area after the Redemption Church route opens the next district | Out Of Your Shell | Close-range panic stops, doorway fights, Slither bodies that rush you |
| 3 | The Minuteman | Submachine gun / Tommy gun | Devil's Reef Hotel basement route, near the Generator Room / ventilation objective | Fast Friends | Sustained pressure when several enemies are moving at once |
| 4 | Black Reef Longshot | Rifle | Akeley Memorial Hospital route, after mask progression opens the Prosthetics Workshop path | We Aim To Please | Long sightlines, priority targets, weak-point pressure before enemies close |
| 5 | Linguist's Folly | Grenade launcher | Fish Market Weighing Station, behind the door sealed by two Starfish Locks; use Leyden Jars to open it | A Blast From The Past | Explosive damage for clustered enemies and late high-pressure fights |
If you are missing a weapon, use the order above to work out which story area to revisit. The game does not make each new weapon a straight replacement for the previous one: the pistol stays useful, the shotgun solves close-range pressure, the SMG buys time against groups, the rifle rewards spacing, and the grenade launcher is for encounters that justify explosive ammunition.
Bonus and Edition Weapons
These are real named weapons, but they should not be mixed into the base-game pickup count. Chthonic Arsenal is now a separate September 2, 2026 Steam DLC that requires the base game; any older pre-order or edition entitlement language should be checked against your platform store before you treat it as owned.
| Weapon | Type | Source | Count it as |
|---|---|---|---|
| Shale Mary | Handgun | Chthonic Arsenal DLC | Bonus sidearm option |
| Breakwater | Shotgun | Chthonic Arsenal DLC | Bonus shotgun option |
| Tektite Tommy | SMG | Chthonic Arsenal DLC | Bonus automatic option |
| Bucking Bronco | Revolver | Holloway Manor / Premium Edition reward | Separate DLC revolver reward |
If a bonus weapon is not in your inventory immediately, check whether the relevant DLC, edition reward, or platform entitlement is installed, then check storage after the game introduces safe-room storage. Do not assume a missing bonus weapon is a base-game route problem.
Weapon Roles at a Glance
| Role | Best weapon | Why it earns a slot |
|---|---|---|
| Default carry | Equalizer Mk. II | Uses the most routine ammo role and handles rooms that do not deserve specialist rounds |
| Emergency stop | Field Surgeon | Gives close-range stopping power when a monster has already crossed the room |
| Crowd pressure | The Minuteman | Keeps several moving threats staggered or interrupted long enough to reposition |
| Precision answer | Black Reef Longshot | Rewards distance, clean aim, and fights where a target can be pressured before it reaches you |
| Explosive solution | Linguist's Folly | Turns clustered enemies or late-story pressure into a solvable resource trade |
| Heavy sidearm | Bucking Bronco | Useful when a single target needs high-impact revolver damage and you own the reward |
The best loadout is not "carry the newest gun." It is one efficient weapon, one emergency weapon, and one specialist answer for the area you are entering.
Known Pickup Notes
Equalizer Mk. II
You begin with the Equalizer Mk. II. Keep it upgraded or supplied before chasing rarer guns, because it is the weapon most likely to save resources in ordinary rooms.
Field Surgeon
Look for the Field Surgeon after the Redemption Church route opens the next district around the Silver Eel saloon. If the saloon route is not available yet, finish the church/floodgate progression first instead of searching unrelated buildings.
The Minuteman
The Minuteman is tied to the Devil's Reef Hotel progression. Check the basement route around the Generator Room and ventilation objective. Its job is short controlled bursts, not holding the trigger until every enemy falls.
Black Reef Longshot
The Black Reef Longshot is the rifle pickup on the Akeley Memorial Hospital route after the mask progression opens the correct workshop path. Use it when room layout gives you distance; it is not the right tool for a monster already in your face.
Linguist's Folly
Linguist's Folly is the grenade launcher. It is found in the Fish Market Weighing Station behind a two-Starfish-Lock door that needs Leyden Jars. Save its ammunition for fights where explosives prevent a bigger loss of health, ammo, or progress.
Upgrade and Attachment Tracking
Weapon parts are separate from the weapon count. Until you are following a dedicated all-attachment route, track upgrades like this:
| Track | What to record | Why it matters |
|---|---|---|
| Weapon owned | The gun pickup and achievement | Confirms your combat toolkit is complete |
| Attachment owned | Which weapon the part modifies | Prevents mistaking parts for new weapons |
| Effect trigger | Back shot, weak point, movement, sustained fire, or multi-enemy condition | Helps you choose parts you can actually activate under pressure |
| Route state | Area, safe room, locked door, safe code, or ERC crate | Makes missed upgrades easier to recover later |
Choose upgrades that match how you fight. A conditional damage part is only better if you can trigger its condition reliably while enemies are moving.
Ammo Conservation
- Keep one reload for the weapon you trust most.
- Do not spend grenade or rifle ammunition on isolated routine enemies.
- Pull enemies into doorways before using the shotgun.
- Use the pistol for cleanup after a stagger instead of overcommitting stronger ammo.
- Return to a safe room when both healing and ammunition are low.
The Sinking City 2 rewards the player who spends the right round, not the strongest round.
FAQ
How many weapons are in The Sinking City 2?
The base game has five core firearms: Equalizer Mk. II, Field Surgeon, The Minuteman, Black Reef Longshot, and Linguist's Folly. Bucking Bronco is a separate Holloway Manor / Premium Edition revolver reward, and Chthonic Arsenal weapons are separate DLC bonus options.
What is the best weapon in The Sinking City 2?
There is no universal best weapon. Equalizer Mk. II is the best default tool, Field Surgeon is the safest close-range answer, The Minuteman helps with groups, Black Reef Longshot rewards distance, and Linguist's Folly is strongest when explosive ammo is worth the cost.
Where is the grenade launcher?
Linguist's Folly is in the Fish Market Weighing Station behind a door sealed by two Starfish Locks. Bring Leyden Jars, open the sealed room, and pick up the launcher inside.
Are Shale Mary, Breakwater, and Tektite Tommy base-game weapons?
No. They are Chthonic Arsenal DLC bonus weapons. They are real weapons, but they should be tracked separately from the five base-game pickups.
Is Bucking Bronco required for all base-game weapons?
No. Bucking Bronco is a Holloway Manor / Premium Edition revolver reward. It is a real weapon option, but it is not part of the five base-game pickup route.
