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.

2026-09-05

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.

OrderWeaponTypeKnown location / unlockAchievementBest use
1Equalizer Mk. IIPistolStarting handgun in Calvin's opening loadoutNoneGeneral exploration, careful weak-point shots, low-cost cleanup
2Field SurgeonShotgunSilver Eel saloon display area after the Redemption Church route opens the next districtOut Of Your ShellClose-range panic stops, doorway fights, Slither bodies that rush you
3The MinutemanSubmachine gun / Tommy gunDevil's Reef Hotel basement route, near the Generator Room / ventilation objectiveFast FriendsSustained pressure when several enemies are moving at once
4Black Reef LongshotRifleAkeley Memorial Hospital route, after mask progression opens the Prosthetics Workshop pathWe Aim To PleaseLong sightlines, priority targets, weak-point pressure before enemies close
5Linguist's FollyGrenade launcherFish Market Weighing Station, behind the door sealed by two Starfish Locks; use Leyden Jars to open itA Blast From The PastExplosive 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.

WeaponTypeSourceCount it as
Shale MaryHandgunChthonic Arsenal DLCBonus sidearm option
BreakwaterShotgunChthonic Arsenal DLCBonus shotgun option
Tektite TommySMGChthonic Arsenal DLCBonus automatic option
Bucking BroncoRevolverHolloway Manor / Premium Edition rewardSeparate 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

RoleBest weaponWhy it earns a slot
Default carryEqualizer Mk. IIUses the most routine ammo role and handles rooms that do not deserve specialist rounds
Emergency stopField SurgeonGives close-range stopping power when a monster has already crossed the room
Crowd pressureThe MinutemanKeeps several moving threats staggered or interrupted long enough to reposition
Precision answerBlack Reef LongshotRewards distance, clean aim, and fights where a target can be pressured before it reaches you
Explosive solutionLinguist's FollyTurns clustered enemies or late-story pressure into a solvable resource trade
Heavy sidearmBucking BroncoUseful 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:

TrackWhat to recordWhy it matters
Weapon ownedThe gun pickup and achievementConfirms your combat toolkit is complete
Attachment ownedWhich weapon the part modifiesPrevents mistaking parts for new weapons
Effect triggerBack shot, weak point, movement, sustained fire, or multi-enemy conditionHelps you choose parts you can actually activate under pressure
Route stateArea, safe room, locked door, safe code, or ERC crateMakes 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.