The Sinking City 2 weapon list is best read by combat role: Equalizer Mk. II covers precise handgun shots, Field Surgeon handles close-range pressure, The Minuteman gives sustained fire, Black Reef Longshot pierces targets at range, Linguist’s Folly brings explosives, and Bucking Bronco fills the heavy-revolver slot, while the code-like entries are attachment components rather than separate guns.
Resource pressure shapes every firefight in The Sinking City 2, so a good loadout answers the next threat without wasting specialized ammunition. Range, enemy pressure, available ammunition, and room layout matter more than a universal weapon ranking.
Quick answer: the six primary weapons
Count the six named entries as the primary usable weapon roster. Keep the longer code-like labels in the catalog as attachment components without adding them to the firearm count.
Choose a dependable baseline weapon, then switch to a specialist when distance, crowding, or sudden pressure makes its ammunition worthwhile.
At a glance comparison of weapon roles
| Weapon | Best use |
|---|---|
| Equalizer Mk. II | Controlled, precise handgun shots |
| Field Surgeon | Close-range pressure in confined spaces |
| The Minuteman | Sustained fire against several moving threats |
| Black Reef Longshot | Long sightlines and piercing multiple targets |
| Linguist’s Folly | Explosive attacks against clustered enemies |
| Bucking Bronco | High-impact revolver shots at practical combat range |
Use this comparison as a coverage map, not a power order. Complementary weapons leave fewer gaps than several choices competing for the same range and purpose.
How to use this weapon list
Before spending ammunition, judge the fighting distance, how quickly enemies can surround you, which ammunition you can afford to lose, and whether the room gives you space to reposition. A theoretically powerful weapon is still inefficient when forced into the wrong range or firing pattern.
| Situation | Pick |
|---|---|
| Routine, controlled encounter | Equalizer Mk. II |
| Enemy closing at short range | Field Surgeon |
| Several mobile enemies applying pressure | The Minuteman |
| Clear, extended sightline | Black Reef Longshot |
| Clustered group vulnerable to an explosive attack | Linguist’s Folly |
| Heavy sidearm shot requiring precision | Bucking Bronco |
When two weapons could handle the same threat, favor the one whose ammunition you can spare. Repositioning to create distance, a clearer line of fire, or a tighter enemy group can make the rounds already in your inventory more effective.
Avoid the fight when the space allows it. Break contact and save your ammunition for an encounter you cannot bypass.
Complete reference for weapons and components
The six primary weapons each solve a distinct combat problem. Open the entries below for their associated history, defining weapon class, and most suitable battlefield role.
Black Reef Longshot — marksman rifle
This rifle belonged to Martha Keene, famed for making impossible shots.
“From where I stand, every soul is already measured.” – M. Keene
How it works: A high-powered marksman rifle, able to pierce multiple targets with one shot. Favor open sightlines and align enemies where possible so the round can pass through more than one threat.
Bucking Bronco — large-caliber revolver
Huge revolver favored by Silas Kane, a quick-tempered deputy marshal.
“Shoot first, think later… if there’s anyone left.” – S. Kane
How it works: A large-caliber revolver best suited for impulsive fire. It fills the heavy-sidearm role when you want a forceful, precise shot without committing to a long-range rifle.
Equalizer Mk. II — reliable handgun
Balanced sidearm of Elijah Voss, whose precision bordered on obsession.
“Every pull of the trigger is a solved equation.” – E. Voss
How it works: A reliable handgun that favors precise shooting. Its controlled role makes it suitable for routine engagements where a shotgun blast or explosive round would be excessive.
Field Surgeon — tactical shotgun
A shotgun, trusted by Maeve Cutter, who endured the trenches of Verdun.
“Offense is the best defense.” – M. Cutter
How it works: A tactical shotgun that has seen the horrors of war up close. Bring it out when enemies close quickly or cramped surroundings leave little room to retreat.
Linguist’s Folly — experimental grenade launcher
Once wielded by Quintus Pyre, who adored destruction’s spectacle.
“The only beauty worth seeing is in flame.” – Q. Pyre
How it works: An experimental grenade launcher. Its explosive role is most valuable when clustered enemies turn the encounter into a crowd-control problem.
The Minuteman — submachine gun
Once carried by Franklin ‘Fussy’ Doyle, who was relentless in trying to prove his worth.
“No amount of bullets is ever enough!” – F. Doyle
How it works: A submachine gun favored by lawmen and outlaws alike. Sustained fire helps manage pressure when several moving enemies make slower, deliberate shots difficult.
Weapon and attachment-component index
This index retains every supplied entry while separating the six firearms from the component labels associated with sights, barrels, grips, stocks, magazines, and other parts.
| Entry | Type |
|---|---|
| Black Reef Longshot | Firearm — marksman rifle |
| Bucking Bronco | Firearm — large-caliber revolver |
| Equalizer Mk. II | Firearm — handgun |
| Field Surgeon | Firearm — tactical shotgun |
| Linguist’s Folly | Firearm — experimental grenade launcher |
| The Minuteman | Firearm — submachine gun |
GL_MartiniHenry_WP1_DefaultSight |
Attachment component |
GL_MartiniHenry_WP2_DefaultBarrel |
Attachment component |
HG_Colt_M1911_DefaultCompensator |
Attachment component |
HG_Colt_M1911_DefaultGrip |
Attachment component |
RFL_Springfield_M1903_Default_Empty_Butt_Pad |
Attachment component |
RFL_Springfield_M1903_Default_IronSight |
Attachment component |
RVL_ColtPeacemaker_Default_Barrel |
Attachment component |
RVL_ColtPeacemaker_Default_Grip |
Attachment component |
SG_Winchester_M1897_Default_Barrel |
Attachment component |
SG_Winchester_M1897_Default_Stock |
Attachment component |
SMG_Thompson_Default_20R_Mag |
Attachment component |
SMG_Thompson_Default_Barrel |
Attachment component |
Availability and release-status cautions
Check the weapon and crafting menus in your copy for current damage, fire rate, reload speed, magazine size, upgrade costs, and ammunition-crafting values. Use the same approach for acquisition routes, chapter locations, upgrade trees, ammunition recipes, and balance details rather than relying on fixed values that may not match your installed release.
Availability note: Shale Mary is a handgun, The Breakwater is a shotgun, and Tektite Tommy is an SMG associated with Chthonic Arsenal or edition/pre-order access. These are not universal base-game weapons available in every copy.
Weapon visual reference
These visuals come from the in-game assets for The Sinking City 2. They are included as a practical identification reference for the names and entries in this guide.
Frequently Asked Questions
Are the code-like entries usable weapons or weapon parts?
They are weapon parts. Endings such as DefaultSight, DefaultBarrel, DefaultGrip, Default_Stock, and Default_20R_Mag identify component categories rather than independent loadout choices.
How should I treat an edition or pre-order weapon in my copy?
Treat it as a legitimate optional loadout choice for that copy and compare it with other weapons filling the same combat role. Keep it separate from the universal six-entry reference when counting weapons another player can expect to have.
Why are exact weapon and crafting statistics not listed?
Fixed numbers can become misleading when weapon balance or edition access differs between installed releases. Your current weapon panels, upgrade screens, and crafting menus provide the values that apply to the copy you are playing.













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