The Sinking City 2 Weapons Guide: Every Firearm, Melee, and Trap Explained
Complete guide to The Sinking City 2 weapons including pistols, shotguns, traps, and harpoon guns with stats, crafting recipes, and skill upgrades.
Why Your Weapon Loadout Matters in Oakmont
Oakmont is not a forgiving place. Between the flooded streets, hostile wylebeasts, and the ever-present madness creeping through the city, a private investigator needs to be well-armed at all times. Understanding The Sinking City 2 weapons system is the difference between surviving a case and becoming another missing person file. According to player experience, the game offers a surprisingly deep arsenal that blends melee tools, improvised explosives, and period-accurate firearms. This guide breaks down every weapon category, their stats, crafting requirements, and which skills make them truly shine.
For the official game details and updates, you can check out The Sinking City on Steam, where developer Frogwares continues to expand the Lovecraftian detective experience.
Melee Weapons: The Shovel
Reed starts his investigation with just a shovel — and honestly, that's more useful than it sounds. The shovel serves dual purpose as both a combat tool and a utility item for breaking padlocks and wooden barricades.
| Attribute | Base Value | Upgraded Value |
|---|---|---|
| Damage | Low | Moderate (with Privateye the Sailor) |
| Swing Speed | Standard | Fast (with Lightning Bruiser) |
| Utility | Breaks padlocks & barricades | Same |
| Availability | Starting weapon | N/A |
The shovel is your emergency fallback when ammunition runs dry. Community reports suggest that investing in both damage and swing speed skills early makes it viable even against medium-tier enemies during the opening hours of the game.
Explosives and Traps: Improvised Destruction
Oakmont's streets are littered with materials that Reed can repurpose into deadly tools. Explosives and traps form a critical part of The Sinking City 2 weapons lineup, especially when facing groups of wylebeasts or tougher foes that shrug off pistol rounds.
Trap and Explosive Comparison
| Weapon | Max Carry | Crafting Cost | Best Use Case |
|---|---|---|---|
| Bricks | 3 | Not craftable | Interrupting enemy attacks |
| Foot Trap | 3 | 3 metal scrap, 1 coil springs | Pinning medium-sized wylebeasts |
| Firebomb | 3 (4 with skill) | 2 rags, 2 alcohol, 1 cordite | Area denial, flammable enemies |
| Hand Grenade | 3 (4 with skill) | 2 metal scrap, 2 cordite, 2 rags | Group encounters |
Each of these tools has dedicated skills that improve their effectiveness:
- Foot Trap skills: Trapper (faster setup), Ankle Biter (longer pin duration), Leg Cutter (doubled damage)
- Firebomb skills: Sapper Charge (increased range), High Yield (more damage), Heavy Ordnance (carry 4 instead of 3)
- Hand Grenade skills: Shares the same skill tree as firebombs, making investment efficient
Bricks deserve special mention as the only non-craftable throwable. Found randomly in bin containers, they deal minimal damage but can interrupt enemy animations at no resource cost. Smart players keep their three-slot brick inventory topped up at all times.
Firearms: Reed's Primary Arsenal
The firearms in The Sinking City 2 weapons roster reflect the 1920s setting authentically. Each weapon is unlocked through story progression, meaning your arsenal grows naturally as you advance through cases.
Complete Firearms Overview
| Weapon | Acquisition | Damage | Magazine | Max Ammo | Ammo Type |
|---|---|---|---|---|---|
| Pistol | Starting weapon | Low | 7 (8 upgraded) | 21 (28 upgraded) | .38 rounds |
| Revolver | After Frosty Welcome | Moderate | 6 | 12 (18 upgraded) | .44-40 cartridges |
| Shotgun | After Quid Pro Quo | High (close range) | 2 (4 upgraded) | 8 (12 upgraded) | 12-gauge shells |
| Battle Rifle | After Fathers and Sons | High | 1 | 5 (8 upgraded) | .30-06 cartridges |
| Submachine Gun | During Self-Defense | Moderate (auto) | 30 | 30 (40 upgraded) | .45 ABP rounds |
Pistol — The Reliable Sidearm
The Bolt M11 pistol is Reed's trusty companion from the very start, found in his cabin aboard the Charon. While its damage output is modest, the Hardboiled Detective skill transforms it by expanding the magazine to eight rounds and adding a chance for double damage. Pair this with Extra Clip to raise your maximum carry capacity to twenty-eight rounds, and the pistol becomes surprisingly effective against weaker wylebeasts.
Ammo crafting is straightforward: one gunpowder plus one shell casing yields pistol rounds. This makes the pistol your most sustainable ranged option throughout the entire game.
Revolver — "The Widowmaker"
Acquired after completing the Frosty Welcome case, the Bolt Model D revolver steps up your damage significantly. Its .44-40 cartridges hit harder than pistol rounds, though the six-round cylinder and limited ammo capacity demand precision.
Key skills for the revolver include:
- Nimble Fingers — Faster reloads
- Gunslinger — 10% chance for double damage
- Deep Pockets — Raises max ammo from 12 to 18
Shotgun — Close-Range Devastation
Robert Throgmorton rewards you with the Rochester R1898 lever-action shotgun after completing Quid Pro Quo. This sawed-off beast deals high damage at close range but starts with only two shells in the chamber. The Tight Spring skill doubles capacity to four rounds, while Trench Sweeper boosts both damage and spread pattern. Bottomless Pockets extends your maximum ammo from eight to twelve.
Shotgun shells are the most expensive to craft, requiring three gunpowder, two shell casings, and three metal scrap per batch. Save these for tight encounters where multiple enemies cluster together.
Battle Rifle — Precision Power
The M1895 "Mannelijk" battle rifle is a single-shot powerhouse acquired after the Fathers and Sons case. While the one-round magazine seems limiting, the damage output justifies the reload cadence. War Veteran increases raw damage, Sharpshooter adds double-damage potential, and Bandolier raises max ammo from five to eight rounds.
This weapon excels at eliminating high-threat targets from a distance before they close the gap.
Submachine Gun — Spray and Pray
The M21 "Chicago Broom" submachine gun is obtained from the Carpenter family during the Self-Defense case. With a thirty-round magazine and full-auto fire, it's your go-to for crowd control. However, recoil management is essential — invest in Firm Grip and Recoil Control to maintain accuracy during sustained fire. The Army-Issue Bandolier skill extends maximum ammo from thirty to forty rounds.
Skill Investment Priority
When planning your character build around The Sinking City 2 weapons, consider which categories you use most frequently. The skill system rewards specialization, so spreading points too thin across every weapon type leaves you underpowered across the board.
| Priority Tier | Skill | Weapon | Why It Matters |
|---|---|---|---|
| S-Tier | Hardboiled Detective | Pistol | Double damage chance on your most abundant ammo type |
| S-Tier | Trench Sweeper | Shotgun | Transform a situational weapon into a workhorse |
| A-Tier | Recoil Control | SMG | Essential for making auto-fire accurate |
| A-Tier | Leg Cutter | Foot Trap | Doubled trap damage for passive defense |
| B-Tier | Heavy Ordnance | Firebomb/Grenade | Extra carry slot for both explosives |
| B-Tier | Deep Pockets | Revolver | More ammo for your secondary firearm |
The Harpoon Gun: Underwater Survival
The harpoon gun is a unique tool in The Sinking City 2 weapons catalog, serving exclusively during underwater diving sequences. It has unlimited ammunition but cannot kill enemies. Instead, it offers two tactical options:
- Harpoon shot — Stuns enemies briefly, allowing you to escape
- Flare shot — Distracts enemies, redirecting their attention
While limited in application, the harpoon gun is essential for navigating Oakmont's flooded districts safely. Player experience indicates that mastering its timing prevents many frustrating deaths during underwater exploration segments.
Crafting Resource Management
Ammunition and explosives all require scavenged materials. Understanding which resources feed which recipes helps you prioritize what to pick up during exploration.
| Resource | Used For |
|---|---|
| Gunpowder | Pistol, revolver, shotgun, SMG ammo |
| Shell Casings | All firearm ammo types |
| Cordite | Firebombs, hand grenades, battle rifle ammo |
| Metal Scrap | Foot traps, hand grenades, shotgun shells |
| Rags | Firebombs, hand grenades |
| Alcohol | Firebombs |
| Coil Springs | Foot traps |
Gunpowder and shell casings are the most broadly useful materials. Always grab these when spotted, as they feed four different ammo types. Cordite is the second priority since it gates both explosive crafting and battle rifle ammunition.
FAQ
What are the best The Sinking City 2 weapons for beginners? The pistol and shovel are your starting tools and remain viable throughout early cases. Prioritize the Hardboiled Detective skill for the pistol and invest in shovel damage upgrades. Once you unlock the shotgun after Quid Pro Quo, it becomes your primary close-range option.
How do I unlock all weapons in The Sinking City 2? Weapons unlock through story progression. The pistol and shovel are available from the start, the revolver comes after Frosty Welcome, the shotgun after Quid Pro Quo, the battle rifle after Fathers and Sons, and the submachine gun during the Self-Defense case.
Can I craft ammo for all The Sinking City 2 weapons? Yes, every firearm's ammunition can be crafted using scavenged materials. The harpoon gun is the exception — it has unlimited ammo. Explosives and traps also have crafting recipes that unlock once you first acquire the weapon through loot or case rewards.