The Sinking City 2 Weapons & Items
Firearms, consumables, and quest objects in Calvin's kit.
Calvin Rafferty fights with 1920s-era firearms and scavenged supplies. Weapons match the period aesthetically — revolvers, shotguns, bolt-action rifles, and early SMGs — while items emphasize survival horror scarcity. This reference lists everything confirmed pre-launch; loot tables expand after August 18.
Firearms
Handguns
Standard sidearms balance ammo availability and weak-point accuracy. Ideal for Slither stagger loops. Demo players start with basic handgun ammo scattered in apartments and safes.
Shotguns
High stagger, short range, expensive shells. Use in fish market previews and tight library stacks. Craft additional shells at safe rooms when scrap and gunpowder allow.
Submachine guns
The pre-order Tektite Tommy SMG appears in the Chthonic Arsenal pack. Sustained fire chews ammo — reserve for elite waves.
Revolvers (premium content)
Bucking Bronco revolver unlocks by completing the Holloway Manor side mission included in the Premium Edition. Attachments like Kane’s Hefty Barrel and Wrapped Grip modify handling.
Pre-order weapon pack (Chthonic Arsenal)
All editions include this pack when pre-ordering before launch:
- Shale Mary handgun
- The Breakwater shotgun
- Tektite Tommy SMG
They are strong early options but not required for completion. Compare value in Editions Comparison.
Consumables
| Item | Effect | Notes |
|---|---|---|
| Healing herbs | Craft into stronger kits | Common in cabinets |
| Dolorocide pills | Fast heal | Found in Apartment 6 safe |
| Dream Essence | Talent currency | Safe rooms, deluxe kits |
Crafting materials
- Scrap metal — ammo crafting
- Gunpowder — ammo crafting
- Chemical agents — medicine crafting
- Electrical fuses — story puzzles (demo gate)
Key quest items
Demo-required objects include gate switchboard notes, fuse wiring diagrams, and crank wheel access keys. These occupy inventory slots — stash combat gear before puzzle segments if space is tight.
Outfits and field kits
Deluxe/Premium Arkham Field Kits add cosmetic outfits (The Anatomist, The Witness, Heretic Heraldry) plus resource bundles. Cosmetics do not affect stats based on pre-launch materials.
Inventory expansion
Emergency Relief Crates permanently increase carry limit. See Inventory & Crafting for stash strategy.
Launch roadmap
Post-release we will add:
- Complete weapon upgrade paths
- Rare material locations per district
- Missable attachment checklist
Follow Updates for patch-specific loot changes.
Ammunition economy by act
Early districts favor handgun precision; mid-game hospital wings reward shotguns; late flooded tunnels may reintroduce SMG bursts if ammo crafting keeps pace. We will chart act breakpoints after launch.
Missable attachments
Story missions like Holloway Manor may grant unique mods. Premium buyers should complete the manor before finishing main campaign chapters to avoid backtracking.
Throwable items
Molotovs or chemical grenades may appear in full game crafting — not confirmed in demo. This section updates after launch week loot surveys.
Melee weapon variety
Demo melee is a single context action after stagger. Dedicated melee weapons have not been shown in previews.
Ammo type switching
Carrying multiple calibers taxes inventory. Stash weapons you are not actively using to free slots for puzzle items during investigation-heavy chapters.
Legendary weapon rumors
No named legendary tier confirmed. Holloway Manor revolver is the highest-profile unique shown pre-launch.
Stash sorting
Group ammo types in separate stash rows to speed loadout swaps between districts.
Track ammo counts on paper if you struggle with inventory UI during tense fights.
Frequently Asked Questions
Quick answers to the most common questions.
Can I sell weapons?
No merchant system has been shown. Extra guns should be stashed, not dropped.
Is ammo finite?
Yes. Crafting and looting are the primary sources. Conservation is core gameplay.
Do pre-order weapons work in the demo?
Demo builds use a fixed loadout. Bonus guns apply to the full game after redemption.