Sonar Shock

Sonar Shock

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Weapons Guide
By chocolatekake
Info and stats for all weapons, including approximate damage ranges, attack modes and special characteristics. Also includes maps and lists of the locations of every weapon. Plus some info on save editing and a bonus, scrapped weapon.
   
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About this Guide
There are 27 unique weapons in the game, and most of them have 2 firing modes, while a few also have special attacks or characteristics. I've noticed some players being unsure what differences there are between all of them, or just being unaware of hidden mechanics, so this is a reference guide for this information.

This guide will separate all the weapons into the categories they are defined in within the game, and for each category, I will describe every weapon with the general stats like clip/magazine size, ammo type used, rate of fire, damage ranges, reloading mechanics and any other features they might have. An animated sprite will also be included for each weapon, with the flashing red area indicating the parts that must be manipulated to prime the guns. For Strength/Utility weapons, the sprite will be the charging animation, and an additional first-person view will be shown as well. I re-drew and animated all the sprites myself, so there may be some slight color/timing inaccuracies, but I tried to match them as close as possible. However, there are sprite errors with the Barrikada and Axe that I did not fix, so while they are incorrect, that is how they show in-game.

Maps and a list of all weapon locations will be provided, separated by level. The maps, aside from Lv. 5, are fairly inaccurate and incomplete in some areas. When making these maps, I did not adjust the position of the dots to correct where they are in the game, instead I based them all on where the player's arrow shows on the map, so that you can use the in-game map to pinpoint something that might be harder to find. Items are not listed in any particular order, just the order that I found them in.

The final main section regards modifying your save file! This is inadvisable to do on your first playthrough.

It's more just for playing around and experimenting after you've already seen all, or at least most of what the game has to offer. It's more fun to look around the levels and find everything the first time instead of just cheating the best weapons into your inventory.

If you want to check out the different weapons at your leisure, you can easily change your inventory by modifying your save. Every gun and melee weapon has an ID that I will be listing in the final section, along with some other relevant information. You can also see a neat scrapped weapon that was not fully implemented, but is still present within the game. I'll include a few screenshots and a description of it at the end, in case you don't want to bother editing your save.
Methodology
Testing: The Important Stuff
In the middle of Sub Level 2 is the Missile Deck and the rooms contained within are perfect for testing. There are a lot of crates and destructible objects such as computers and paper stacks that allow for damage/critical hit testing and large, square rooms that allow for accuracy and distance measurement.

Measuring Accuracy
Melee weapons are perfectly accurate, so the following information is only relevant for firearms.

Accuracy was tested by standing on one end of the large square rooms in the Missile Deck and aiming at the wall on the other side. I fired each gun a few dozen times while centered over a texture seam and, using the crosshair as measurement, defined 5 different zones of spread from the resulting bullet holes.





The different colored squares are the outer bounds for the matching color description, except "Very Inaccurate" which describes guns/firing modes that ended up outside the crosshair.

Furthermore, most guns use a square distribution, but a few of them have different spread shapes and will be described with a horizontal and vertical accuracy in such cases.

See the section on DPS for more information on how this data was used for calculating additional stats.

Measuring Distances
For melee weapons in particular, but also for the Laos Lake weapon, I will be referencing "tiles" as a measurement for distance. The large rooms in the Missile Deck are again perfect for testing, as the texture on the walls has easily noticeable tiling. Each square is 1 tile and the full room size is approximately 7.75x7.5 tiles (the textures are not perfectly aligned with the corners, so exact measurement is difficult).





Testing: The Boring (But Still Kind of Important) Stuff
Measuring Damage Ranges
Disclaimer: the damage values expressed in the following sections are based on practical data, not programmed values.

Every weapon will have the damage ranges listed for each level of weapon proficiency from 0-5, but most weapons require at least 1 point in the relevant stat to even pick up, so any damage range for levels below the intended proficiency will be in parentheses. Instead of recording damage ranges for every single weapon at all 6 stat values, I used save file editing to help find the damage ranges for stat level 0 by firing each weapon at the destructible objects and enemies on Sub Levels 2 and 3 around 100-200 times. Then I applied the relevant multipliers to extrapolate the damage ranges for stat levels 1-5. See the following section on Attributes for the multipliers used.

To make sure these were correct, I double checked a number of weapons with their scaling stats (and therefore multipliers) leveled up in-game. So even though I didn't test all 282 weapon/stat level combinations, I've tried to ensure the values presented in this guide are at least accurate enough to be properly illustrative of the effectiveness of every weapon.

Testing Luck
There are 3 things known to be determined by this stat, critical hit rate, punching stun rate (only available with a specific starting trait) and Laos Lake stun rate. I tested all three, and it seems they use the same multipliers.

First, I went to the testing area previously mentioned on Sub Level 2. Using a single gun, I counted the number of critical hits I got as I fired 100 shots at stat level 0, then stat level 1, and so on through stat level 5.

Then I chose the "Always ready" starting trait on a new game and counted the number of times enemies were stunned as I punched every enemy on my way to Sub Level 3 where a Rusalka enemy sits. After 100 total hits at stat level 0, I lured the Rusalka to a location where it got stuck on the level geometry and I was able to safely punch it repeatedly. As with the method above, I punched the Rusalka 100 times at each stat level and recorded the number of stuns.

Testing the Laos Lake also involved the Rusalka mentioned above, but since I could only fire one shot at a time before needing to take the elevator to another floor to reset the Rusalka's health, I only tested 100 shots each at stat level 0 and 5.

Since the multipliers I found when testing are different from the the values seen in the save file, the following table will have three columns. Under "Luck Multiplier" are the values the save file displays. Under "Observed Multiplier" are the values I found from my testing by averaging the multipliers determined from the frequency of the critical hits/stuns while keeping the standard of stat level 0 at 1x frequency. Since my observational data contained outliers at stat level 4 and since I can't otherwise see a reason for the huge (but consistent) frequency jump between stat level 0 and 1, I devised a more reasonable scale that I believe is at least somewhat closer to what the game actually uses. Those values are under "Expected Multiplier".

Stat Level
Luck
Multiplier
Observed
Multiplier
Expected
Multiplier
0
1
1
1
1
1.1
1.8
1.8
2
1.2
2
2
3
1.3
2.5
2.3
4
1.4
2.7
2.6
5
1.6
3.1
3

Testing Rate of Fire
Most rates of fire have an achievable limit, but a few have maximum rates I was unable to properly determine with my limited button mashing skills. I also wanted to make sure I wasn't skipping any frames by accidentally attacking too late after the fire delay was up. Therefore, I used a 0.01 second repeating macro to find the maximum rate for all weapons. With this macro, I found that the Astra 600, MP-34 and Tula-22 have certain firing modes that are able to be fired at extremely high rates. So for those weapons I will list the relevant firing mode's rate of fire as "as fast as rate of input", since they were not really feasible to measure the exact rate and more or less can be fired as quickly as the player can mash.

Measuring Reload Time
I measured reloading times by aiming at the center of the screen and shooting each weapon until it was empty. Then I recorded the time it took to completely reload the weapon, prime it if necessary, and move the crosshair back to the center of the screen. But there are 2 aspects of reloading that need to be considered when measuring the actual reload time.

First is the reload delay, which is the time it takes from the point of dragging the ammo onto the gun's sprite until that ammo is considered loaded. For guns that are reloaded 1 round at a time, this delay also prevents loading additional rounds until it is over.

Second is the manual time, which is the time it takes to drag the ammo onto the gun's sprite, prime the weapon if necessary, and move the crosshair back to the target.

Since the manual time and reload delay can overlap partially or completely, I'll be listing those 2 values for each weapon, alongside a 3rd value for the actual reload time which will account for those overlaps. There will also be a 4th stat called refire time, for weapons that hold more than one round, but must be primed after each shot. All times listed are based on my best out of 3-5 reloads (from attempts where I didn't mess up).
Attributes, Bonus Damage and Status Effects
Attributes
Damage Multipliers
When you level up Strength, Small Arms, Light Arms or Heavy Arms, the damage you do increases based on a multiplier. While all firearms use the same multipliers, melee weapons use their own separate values.

Stat Level
Strength
(Melee)
Multiplier
Firearms
(Small/Light/Heavy)
Multiplier
0
1
1
1
1.3
1.2
2
1.5
1.4
3
1.9
1.6
4
2.2
1.8
5
2.6
2.2

Damage is dealt in integer values, and as far as I can tell, multiplied damage that would result in a decimal rounds down.

Alternate Firing Modes
Most weapons have multiple functionalities. Different firing modes tend to have different characteristics, so they were also tested separately. Every weapon with multiple firing modes will have each relevant stat listed twice and their unique characteristics described.

Unique Attributes
Many weapons also have characteristics that are specific to that weapon or lie outside the expected behavior. Anything notable will be listed under a weapon's unique attributes.

Advanced Trick: Chain Reload
Reload delay makes it so guns take a bit of time to consider the ammo loaded. This means that even after you're ready to fire a gun, such as the Labura M38 which has a 1.82 second reload delay, you'll have to wait before you can actually shoot if you had emptied the magazine

But, during this reload delay, any ammo remaining from the previous magazine/clip can be fired without having to wait. So if you reload when you still have 10 bullets in the magazine/clip, you can fire up to 9 until the delay runs out, then keep firing with the full magazine/clip size. You can shoot all 10, but at that point you'll be forced to prime the weapon before continuing. If you never hit empty, you'll never have to prime your guns unless they are ones that require it after each shot. By keeping a close eye on your remaining ammo count, this technique can help increase your damage output significantly, as well as prevent you from wasting time on priming your weapons or waiting for the reload delay to end.



Bonus Damage
Critical Hits and "Mini Crits"
Every so often, instead of a damage number being displayed you'll see "Crit dmg". Using the "Checkmate, capitalist" starting trait, which allows you to see enemy health, I was able to determine the actual damage multiplier is 2x. Critical hit frequency is determined by the Luck stat. See the table about luck in the previous section for frequency multipliers.

Very infrequently, you'll see a spike in damage. Due to this infrequency, I believe this is outside the normal damage range, so I will refer to them as a "mini crit". Since their damage values are always displayed, it's much easier to determine the approximate multiplier as 1.5x normal damage. I don't know if "mini crits" can compound with the 2x critical hit damage multiplier (though from my limited ability to test, it seems they cannot), or if they use the same frequency multiplier, or are an unrelated phenomenon.

Every weapon except the Fists and Knives can get critical hits, but I only observed "mini crits" with about half the weapons.

Stealth Shot
The Baikal 51, Steyr-5 and Sporting Rifle can get the Stealth Shot bonus. If an enemy is unaware of your presence, attacking them with these weapons (with the right firing modes) will deal bonus damage. Instead of a global multiplier, this appears to be dependent on something else, so each weapon that can get this bonus will have the damage ranges listed alongside the normal values.

Destructible Bonus
The Wrench and Axe have a 3x bonus multiplier when attacking crates, barrels and frozen corpses. While not weapons in the normal sense, Fists and the Knife also benefit from this bonus multiplier. The Sword Kladenets is the only melee weapon without this bonus. I may not have checked every single destructible object, but I do know that this bonus does not apply to Khachapuri, pretzels, burgers, mushrooms, plates, toilets, computers, stacks of paper, cameras, tripmines, statue busts or chandeliers.



Status Effects
Burning
The Flare Gun, Tula-22 and Flamethrower can inflict the burning status. Crates, barrels and even enemies can be affected with this status, but the Tula-22 can only burn enemies. Burning enemies will take damage equal to 10% of their max health, each tick (2 seconds) for 2-7 ticks.

If an enemy is killed by fire damage or while burning, they will become completely engulfed in flames and move a short distance in random directions until they disintegrate. Any other enemy or object they touch while in this burning out state will take 120 flame damage.

Crates and barrels take damage at a higher tick rate (0.75 seconds per "mini-tick"), but only take around 3-11 damage per "mini-tick". They will also light any other crate or barrel they're touching on fire.

If you touch something burning, you will take 3-11 damage every "mini-tick". Flares, on the other hand, will cause the same amount of damage, but only once each time you enter their area of effect. They will, however, damage you every time you enter it, with no burn invincibility frames.

Stunned
The Mauser C96 and Laos Lake can inflict the stunned status on enemies. Punching with your fists can also stun enemies if you chose the "Always ready" starting trait. This is represented by stars spinning above the enemy's head and it lasts for 2 seconds. If an attack would stun an enemy, but they are already stunned, it will simply deal damage and won't extend the length of the stun.
DPS Tables and Accounting for Accuracy
Since I've listed a lot of stats for each weapon, I think a simple table of the DPS values for each can be useful as a quick reference, instead of combing through all the information. However, to account for differences in accuracy I use two values for DPS, absolute and accuracy.

Calculating Absolute DPS
This value was found by using the average from the range of damage values for each gun at Level 5 proficiency. It assumes each shot is 100% accurate, that all elements of a shot (shotgun pellets, Fusion Cutter bolts, etc.) hit the target, and takes into account the actual reload time (plus refire time, if relevant). This DPS calculation can be referenced if you are determining damage at close range. There were a few exceptions I needed to make adjustments for, but the general equation looks like this:



Where X is DPS, D is average damage at lv. 5, M is magazine/clip size, F is rate of fire and R is actual reload time.

Absolute DPS (sorted by descending average of both firing modes):

Weapon
DPS (Primary
Firing Mode)
DPS (Alternate
Firing Mode)
Soviet Avtomat
541.56
847.37
Knife
506.94
-
Tula-22
-
480
Flamethrower
356.56
-
SKS
266.87
266.87
Axe
284.08
197.59
Steyr-5
207.46
268.24
Chauchat
229.91
-
MP-34
209.2
-
Piotr 63
220.86
189.91
Fusion Cutter
180
196.98
Nagant 1936
146.09
206.08
Sword Kladenets
212.09
87.13
Degtyaryov 57
212.90
83.41
Mauser C96
196.72
64.79
Laos Lake
126.61
-
Sporting Rifle
124.25
124.25
M30 Shotgun
103.13
124.32
Barrikada
113.4
109.2
Harpune
106.62
-
Labura M38
117.24
91.07
Baikal 51
86.86
-
Lever Action
86.51
-
Fists
85.71
-
Wrench
86.18
60
Flare Gun
72.43
-
Astra 600
44.34
79.67


Calculating Accuracy DPS
Since you'll often be some distance away from enemies, calculations that consider accuracy were necessary. Though a shotgun may have the potential for 480 damage in one hit, you'll more likely see numbers significantly lower. For these purposes, Accuracy DPS is an attempt to account for the relative accuracy of each weapon, to simulate the DPS you would see against targets at a distance.

Using the accuracy figure in the section on Methodology, I measured the percentage of area each zone occupies within the accuracy range for each firing mode. To create a limit for "Very Inaccurate" I measured the areas' percentages within a large square with twice the edge length of the square representing "Fairly Inaccurate". This lines up, not exactly, but fairly close to the bounds of the spread of weapons I labeled as "very inaccurate"

Next I gave each zone a multiplier along a linear scale from 1-0 (very accurate = 1, fairly accurate = 0.75, etc.) to represent the decreasing damage done by bullets or elements the further from the center they are, since fewer will hit the target. From those values, I calculated the weighted average of the percentage of damage a gun with a given accuracy would likely produce.

These are the accuracy constants I used:
  • Extremely Accurate - 1
  • Very Accurate - 0.7959
  • Fairly Accurate - 0.5858
  • Fairly Inaccurate - 0.4072
  • Very Inaccurate - 0.1018
Now, if you simply multiply the absolute DPS by the accuracy constant, you'll get the accuracy DPS value. There are a few exceptions, however. One is for the Barrikada's alternate fire mode. Since it's a single shot that hits twice, but only within a certain range, and these are meant to illustrate effectiveness at longer ranges, I halved the absolute DPS for that mode before multiplying by the accuracy constant. For similar reasons, I removed all melee attacks from the table, since they would also not hit at a distance. This includes the Wrench, Axe, Fists, Knife and the standard strike from the Swords Kladenets, as well as the Bayonet mode from the Degtyaryov 57.

Accuracy DPS (sorted by descending average of both firing modes):

Weapon
DPS (Primary
Firing Mode)
DPS (Alternate
Firing Mode)
Soviet Avtomat
541.56
847.37
SKS
212.4
266.87
Chauchat
229.91
-
Laos Lake
126.61
-
Steyr-5
121.53
109.23
Harpune
106.62
-
Sporting Rifle
50.6
124.25
Piotr 63
22.48
151.15
Degtyaryov 57
86.69
-
Fusion Cutter
79.55
87.06
Baikal 51
69.13
-
Lever Action
68.85
-
Nagant 1936
116.28
20.98
Mauser C96
80.1
37.96
MP-34
55.44
-
Sword Kladenets
-
51.04
Tula-22
-
48.86
Flamethrower
36.3
-
Flare Gun
29.51
-
Astra
25.98
32.44
Labura M38
11.94
37.08
Barrikada
11.54
22.23
M30 Shotgun
10.5
12.66

Small Arms (Pistols)
Small Arms mostly use 9x18 Prague ammo, but two of them use Fuel Cells instead. They are also almost entirely handguns, so they occupy the sidearm slot, which they share with strength weapons. In general, they don't do as much damage, but they make up for this weakness by having decent accuracy, less damage spread and easier, quicker reloads.

Astra 600



Stat Requirement: 0
Ammo Used: 9x18 Prague
Clip/Magazine Size: 8
Firing Modes: Primary - Semi-Auto, Alternate - Burst (2 round)
Priming Weapon: Pull slide (left)
Reload Delay: 1.2 s
Approximate Reload Time (Manual): 1.38 s
Approximate Reload Time (Actual): 1.75 s
Accuracy: Primary - fairly accurate, Alternate - fairly inaccurate
Rate of Fire: Primary - 1.46 rps, Alternate - as fast as rate of input (0.28 s burst timing)
Approximate DPS (Lv. 5, Absolute): Primary - 44.34, Alternate - 79.67
Approximate DPS (Lv. 5, Accuracy): Primary - 25.98, Alternate - 32.44
Unique Attributes: Burst fire mode can be spammed to shoot faster than if it was full auto. No difference in damage between firing modes.
Approximate Damage Ranges:

Stat Level
Damage
0
16-21
1
19-25
2
22-29
3
25-33
4
28-37
5
35-46

Baikal 51



Stat Requirement: 2
Ammo Used: 9x18 Prague
Clip/Magazine Size: 8
Firing Modes: Primary - Semi-Auto, Alternate - Silencer
Priming Weapon: Pull slide (left)
Reload Delay: 0.8 s
Approximate Reload Time (Manual): 1.78 s
Approximate Reload Time (Actual): 1.78 s
Accuracy: Both modes - very accurate
Rate of Fire: Primary - 2.31 rps, Alternate - 1.76 rps
Approximate DPS (Lv. 5, Absolute): Primary - 86.86, Alternate - Immeasurable
Approximate DPS (Lv. 5, Accuracy): Primary - 69.13, Alternate - Immeasurable
Unique Attributes: Silencer can get the Stealth Shot bonus on unaware enemies, but otherwise deals the same amount of damage as Semi-Auto.
Approximate Damage Ranges:

Stat Level
Damage
Stealth Shot
0
(24-29)
(75-129)
1
(28-34)
(90-154)
2
33-40
105-180
3
38-46
120-206
4
43-52
135-232
5
52-63
165-283

Mauser C96



Stat Requirement: 3
Ammo Used: 9x18 Prague
Clip/Magazine Size: 10
Firing Modes: Primary - Semi-Auto, Alternate - Dum-Dum
Priming Weapon: Co.ck hammer (down)
Reload Delay: 0.6 s
Approximate Reload Time (Manual): 1.55 s
Approximate Reload Time (Actual): 1.55 s
Accuracy: Primary - fairly inaccurate, Alternate - fairly accurate
Rate of Fire: Primary - 6.67 rps, Alternate - 1.62 rps
Approximate DPS (Lv. 5, Absolute): Primary - 196.72, Alternate - 64.79
Approximate DPS (Lv. 5, Accuracy): Primary - 80.1, Alternate - 37.96
Unique Attributes: Dum-Dum rounds have about a 67% chance to stun enemies for 2 seconds. This chance is not affected by the luck stat. Both firing modes can also get mini crits.
Approximate Damage Ranges:

Stat Level
Primary Damage
Alternate Damage
0
(25-30)
(20-26)
1
(30-36)
(24-31)
2
(35-42)
(28-36)
3
40-48
32-41
4
45-54
36-46
5
55-66
44-57

Piotr 63



Stat Requirement: 4
Ammo Used: 9x18 Prague
Clip/Magazine Size: 20
Firing Modes: Primary - Automatic (shoots in a 2 round burst-like pattern), Alternate - Semi-Auto
Priming Weapon: Pull slide (left)
Reload Delay: 0.32 s
Approximate Reload Time (Manual): 1.6 s
Approximate Reload Time (Actual): 1.6 s
Accuracy: Primary - very inaccurate, Alternate - very accurate
Rate of Fire: Primary - 5.22 rps (0.15/0.233 s timing), Alternate - 3.53 rps
Approximate DPS (Lv. 5, Absolute): Primary - 220.86, Alternate - 189.91
Approximate DPS (Lv. 5, Accuracy): Primary - 22.48, Alternate - 151.15
Unique Attributes: Semi-auto does more damage than automatic. Both firing modes can also get mini crits.
Approximate Damage Ranges:

Stat Level
Primary Damage
Alternate Damage
0
(24-31)
(28-35)
1
(28-37)
(33-42)
2
(33-43)
(39-49)
3
(38-49)
(44-56)
4
43-55
50-63
5
52-68
61-77

Small Arms (Other Handguns)
Flare Gun



Stat Requirement: 0
Ammo Used: Fuel Cells
Clip/Magazine Size: 1
Firing Modes: Single shot only
Priming Weapon: Not necessary
Reload Delay: 0.52 s
Approximate Reload Time (Manual): 1.13 s
Approximate Reload Time (Actual): 1.85 s
Accuracy: Flare - very accurate, Pellets - very inaccurate
Approximate DPS (Lv. 5, Absolute): 72.43
Approximate DPS (Lv. 5, Accuracy): 29.51
Unique Attributes: Acts like a shotgun and is therefore more effective at close range. Has about a 0.72 s delay after clicking before it fires. Shoots a flare which acts as a light source and can burn enemies and objects and can potentially do 0 damage, and 6 pellets (2 fire, which can also burn enemies and objects, and 4 normal). Pellets can also get mini crits.
Approximate Damage Ranges:

Stat Level
Flare Damage
(chance of
0 damage)
Pellet Damage
0
20-34
3-9
1
24-40
3-10
2
28-47
4-12
3
32-54
4-14
4
36-61
5-16
5
44-74
6-19

Fusion Cutter



Stat Requirement: 3
Ammo Used: Fuel Cells
Clip/Magazine Size: 5
Firing Modes: Primary - Vertical, Alternate - Horizontal
Priming Weapon: Not necessary
Reload Delay: 1.2 s
Approximate Reload Time (Manual): 1.17 s
Approximate Reload Time (Actual): 1.92 s
Accuracy: Primary - center bolt is very accurate while side bolts are very accurate along horizontal axis and very inaccurate along vertical axis, Alternate - center bolt is very accurate while side bolts are very accurate along vertical axis and very inaccurate along horizontal axis.
Rate of Fire: Primary - 1.71 rps, Alternate - 2 rps
Approximate DPS (Lv. 5, Absolute): Primary - 180, Alternate - 196.98
Approximate DPS (Lv. 5, Accuracy): Primary - 79.55, Alternate - 87.06
Unique Attributes: Both firing modes shoot 3 fire bolts spread along the axis indicated, and are therefore more effective at close range. Though the bolts are fire, they do not burn enemies or objects. Both firing modes can also get mini crits.
Approximate Damage Ranges:

Stat Level
Damage
(per bolt)
0
(22-31)
1
(26-37)
2
(30-43)
3
35-49
4
39-55
5
48-68

Nagant 1936



Stat Requirement: 5
Ammo Used: 7.64x39 Sofia
Clip/Magazine Size: 6
Firing Modes: Primary - Single-Action, Alternate - Fan
Priming Weapon: Co.ck hammer (down)
Approximate Refire Time: 1.55 s (Single-Action only)
Reload Delay: 0.17 s (each bullet)
Approximate Reload Time (Manual): Primary - 4.28 s, Alternate - 4.08 s
Approximate Reload Time (Actual): Primary - 4.28 s, Alternate - 4.08 s
Accuracy: Primary - very accurate, Alternate - very inaccurate
Rate of Fire: Alternate - 2.4 rps
Approximate DPS (Lv. 5, Absolute): Primary - 146.09, Alternate - 206.08
Approximate DPS (Lv. 5, Accuracy): Primary - 116.28, Alternate - 20.98
Unique Attributes: Bullets are loaded one by one. Single-Action requires the hammer to be co.cked after each shot, but Fanning eliminates the need to co.ck the hammer even after emptying the gun. Both firing modes can also get mini crits.
Approximate Damage Ranges:

Stat Level
Primary Damage
Alternate Damage
0
(120-147)
(87-119)
1
(144-176)
(104-142)
2
(168-205)
(121-166)
3
(192-235)
(139-190)
4
(216-264)
(156-214)
5
264-323
191-261

Light Arms (SMGs)
Light Arms are comprised of SMGs and shotguns. SMGs use 9x18 Prague ammo and shotguns use .410 Warsaw ammo. Since they're bigger than small arms, they occupy the main slot, which they share with heavy arms. Generally, SMGs are less accurate and do less damage, but make up for those weaknesses by having full auto fire and larger magazine sizes. Shotguns are also less accurate and need to be primed/reloaded more frequently, but make up for those weaknesses by having multiple pellets per shot and therefore high damage potential.

Labura M38



Stat Requirement: 0
Ammo Used: 9x18 Prague
Clip/Magazine Size: 20
Firing Modes: Primary - Automatic, Alternate - Semi-Auto
Priming Weapon: Pull slide (left)
Reload Delay: 1.82 s
Approximate Reload Time (Manual): 1.58 s
Approximate Reload Time (Actual): 2.47 s
Accuracy: Primary - very inaccurate, Alternate - fairly inaccurate
Rate of Fire: Primary - 6 rps, Alternate - 4 rps
Approximate DPS (Lv. 5, Absolute): Primary - 117.24, Alternate - 91.07
Approximate DPS (Lv. 5, Accuracy): Primary - 11.94, Alternate - 37.08
Unique Attributes: No difference in damage between firing modes.
Approximate Damage Ranges:

Stat Level
Damage
0
10-21
1
12-25
2
14-29
3
16-33
4
18-37
5
22-46

Degtyaryov 57





Stat Requirement: 3
Ammo Used: 9x18 Prague
Clip/Magazine Size: 20
Firing Modes: Primary - Automatic, Alternate - Bayonet
Priming Weapon: Pull slide (left)
Reload Delay: 1.2 s
Approximate Reload Time (Manual): 1.67 s
Approximate Reload Time (Actual): 1.83 s
Accuracy: Primary - Fairly Inaccurate
Rate of Fire:
Primary - 6 rps, Alternate - 0.73 atk/s
Approximate DPS (Lv. 5, Absolute): Primary - 212.9, Alternate - 83.41
Approximate DPS (Lv. 5, Accuracy): Primary - 86.69
Unique Attributes: Instead of 2 firing modes, this gun has a bayonet attached, which deals damage scaled with the strength stat. Like other melee weapons, it has a range of about 1.5 tiles and gets a 3x bonus multiplier against crates, barrels and frozen corpses. Unlike other melee weapons, the attack key can be held down to stab repeatedly. Automatic can also get mini crits.
Approximate Damage Ranges:

Stat Level
Primary Damage
Alternate Damage
(scales with strength)
0
(22-29)
42-46
1
(26-34)
54-59
2
(30-40)
63-69
3
35-46
79-87
4
39-52
92-101
5
48-63
109-119

MP-34



Stat Requirement: 4
Ammo Used: 9x18 Prague
Clip/Magazine Size: 32
Firing Modes: Primary - Automatic, Alternate - Burst (3 round)
Priming Weapon: Pull slide (left)
Reload Delay: 1.02 s
Approximate Reload Time (Manual): 2.08 s
Approximate Reload Time (Actual): 2.08 s
Accuracy: Primary - very accurate along vertical axis, very inaccurate along horizontal axis, Alternate - fairly accurate along horizontal axis, fairly inaccurate along vertical axis
Rate of Fire: Primary - 6.67 rps, Alternate - as fast as rate of input (0.1 s burst timing)
Approximate DPS (Lv. 5, Absolute): Primary - 209.2, Alternate - Immeasurable
Approximate DPS (Lv. 5, Accuracy): Primary - 55.44, Alternate - Immeasurable
Unique Attributes: Instead of a mostly square distribution, this gun has a vertical or horizontal bullet spread pattern determined by the firing mode. Burst fire can be held down to keep firing, or it can be spammed to shoot much faster than full auto. Both modes can also get mini crits.
Approximate Damage Ranges:

Stat Level
Primary Damage
Alternate Damage
0
(16-25)
(10-27)
1
(19-30)
(12-32)
2
(22-35)
(14-37)
3
(25-40)
(16-43)
4
28-45
18-48
5
35-55
22-59

Steyr-5



Stat Requirement: 5
Ammo Used: 9x18 Prague
Clip/Magazine Size: 20
Firing Modes: Primary - Silencer, Alternate - Automatic
Priming Weapon: Slap slide (down)
Reload Delay: 1.2 s
Approximate Reload Time (Manual): 1.57 s
Approximate Reload Time (Actual): 1.92 s
Accuracy: Primary - fairly accurate, Alternate - fairly inaccurate
Rate of Fire: Primary - 6.67 rps, Alternate - 8.57 rps
Approximate DPS (Lv. 5, Absolute): Primary - 207.46, Alternate - 268.24
Approximate DPS (Lv. 5, Accuracy): Primary - 121.53, Alternate - 109.23
Unique Attributes: Silencer is still full auto, but fires slower and deals less damage than Automatic mode. Silencer can get the Stealth Shot bonus. Both modes can also get mini crits.
Approximate Damage Ranges:

Stat Level
Primary Damage
Alternate Damage
Stealth Shot
0
(20-27)
(24-29)
(65-79)
1
(24-32)
(28-34)
(78-94)
2
(28-37)
(33-40)
(91-110)
3
(32-43)
(38-46)
(104-126)
4
(36-48)
(43-52)
(117-142)
5
44-59
52-63
143-173

Light Arms (Shotguns)
M30 Shotgun



Stat Requirement: 2
Ammo Used: .410 Warsaw
Clip/Magazine Size: 2
Firing Modes: Primary - 1X, Alternate - 2X
Priming Weapon: Not necessary
Approximate Refire Time: 1.6 s
Reload Delay: 0.8 s
Approximate Reload Time (Manual): 2.12 s
Approximate Reload Time (Actual): 2.43 s
Accuracy: Both modes - very inaccurate
Rate of Fire: Primary - 1.3 rps
Approximate DPS (Lv. 5, Absolute): Primary - 103.13, Alternate - 124.32
Approximate DPS (Lv. 5, Accuracy): Primary - 10.5, Alternate - 12.66
Unique Attributes: Shells are loaded one at a time. More effective at close range. 1X fires 6 pellets, 2X fires 11 pellets. If you fire with only 1 shell loaded while using the 2X firing mode, it will act as a single 1X shot (6 pellets) instead. Both firing modes can get mini crits.
Approximate Damage Ranges:

Stat Level
Damage
(per pellet)
0
(5-20)
1
(6-24)
2
7-28
3
8-32
4
9-36
5
11-44

Barrikada



Stat Requirement: 3
Ammo Used: .410 Warsaw
Clip/Magazine Size: 5
Firing Modes: Primary - Buckshot, Alternate - Slug
Priming Weapon: Pull pump (left)
Approximate Refire Time: 1.12 s
Reload Delay: 0.32 s
Approximate Reload Time (Manual): 3.87 s
Approximate Reload Time (Actual): 3.87 s
Accuracy: Primary - very inaccurate, Alternate - fairly inaccurate
Approximate DPS (Lv. 5, Absolute): Primary - 113.4, Alternate - 109.2
Approximate DPS (Lv. 5, Accuracy): Primary - 11.54, Alternate - 44.47
Unique Attributes: Shells are loaded one at a time and the pump must be pulled between each shot. More effective at close range. Buckshot fires 6 pellets, Slugs fire a single slug that hits twice if you're within about a 3 tile range. Both modes can get mini crits.
Approximate Damage Ranges:

Stat Level
Primary Damage
(per pellet)
Alternate Damage
(per slug hit)
0
(9-20)
(38-45)
1
(10-24)
(45-54)
2
(12-28)
(53-63)
3
14-32
60-72
4
16-36
68-81
5
19-44
83-99

Tula-22



Stat Requirement: 5
Ammo Used: .410 Warsaw
Clip/Magazine Size: 8
Firing Modes: Primary - Semi-Auto, Alternate - Fire
Priming Weapon: Pull slide (left)
Reload Delay: 1.62 s
Approximate Reload Time (Manual): 1.88 s
Approximate Reload Time (Actual): 2.35 s
Accuracy: Both modes - very inaccurate
Rate of Fire: Primary - as fast as rate of input, Alternate - 10 rps
Approximate DPS (Lv. 5, Absolute): Primary - Immeasurable, Alternate - 480
Approximate DPS (Lv. 5, Accuracy): Primary - Immeasurable, Alternate - 48.86
Unique Attributes: More effective at close range. Semi-Auto fires 6 pellets. Fire also fires 6 pellets, 3 are fire pellets (which can burn enemies but not objects) and 3 are normal pellets. Semi-Auto can be spammed to shoot extremely fast. Both modes do the same damage and can also get mini crits.
Approximate Damage Ranges:

Stat Level
Damage
(per pellet)
0
(9-20)
1
(10-24)
2
(12-28)
3
(14-32)
4
(16-36)
5
19-44

Heavy Arms (Rifles)
Heavy Arms are a group of rifles and specialty weapons. Most of them use 7.64x39 Sofia ammo, but two of them use Fuel Cells instead. Since they are so heavy they occupy the main slot, which they share with light arms. They generally have smaller magazine sizes than light arms and need to be primed/reloaded more frequently, but make up for those weaknesses by having the highest damage output per bullet and great accuracy.

Lever Action



Stat Requirement: 0
Ammo Used: 7.64x39 Sofia
Clip/Magazine Size: 5
Firing Modes: Lever-action only
Priming Weapon: Pull lever (right is intended, but left works as well)
Approximate Refire Time: 1.27 s
Reload Delay: 0.52 s
Approximate Reload Time (Manual): 2.1 s
Approximate Reload Time (Actual): 2.1 s
Accuracy: Very accurate
Approximate DPS (Lv. 5, Absolute): 86.51
Approximate DPS (Lv. 5, Accuracy): 68.85
Unique Attributes: Lever must be pulled after each shot. Can also get mini crits.
Approximate Damage Ranges:

Stat Level
Damage
0
52-61
1
62-73
2
72-85
3
83-97
4
93-109
5
114-134

Sporting Rifle



Stat Requirement: 2
Ammo Used: 7.64x39 Sofia
Clip/Magazine Size: 3
Firing Modes: Primary - Semi-Auto, Alternate - Scope (about 3x magnification)
Priming Weapon: Pull bolt (left)
Approximate Refire Time: 1.33 s
Reload Delay: 0.62 s
Approximate Reload Time (Manual): 1.8 s
Approximate Reload Time (Actual): 1.8 s
Accuracy: Primary - fairly inaccurate, Alternate - extremely accurate
Approximate DPS (Lv. 5, Absolute): Both modes - 124.25
Approximate DPS (Lv. 5, Accuracy): Primary - 50.6, Alternate - 124.25
Unique Attributes: Bolt must be pulled between each shot. Both modes can get the Stealth Shot bonus. Both modes deal the same amount of damage and can also get mini crits.
Approximate Damage Ranges:

Stat Level
Damage
Stealth Shot
0
(78-91)
(164-174)
1
(93-109)
(196-208)
2
109-127
229-243
3
124-145
262-278
4
140-163
295-313
5
171-200
360-382

SKS



Stat Requirement: 4
Ammo Used: 7.64x39 Sofia
Clip/Magazine Size: 10
Firing Modes: Primary - Semi-Auto, Alternate - Scope (about 3x magnification)
Priming Weapon: Pull slide (left)
Reload Delay: 2.4 s
Approximate Reload Time (Manual): 1.85 s
Approximate Reload Time (Actual): 3.1 s
Accuracy: Primary - very accurate, Alternate - extremely accurate
Rate of Fire: Both modes - 4.29 rps
Approximate DPS (Lv. 5, Absolute): Both modes - 266.87
Approximate DPS (Lv. 5, Accuracy): Primary - 212.4, Alternate - 266.87
Unique Attributes: Scope is still semi-automatic. Both modes deal the same amount of damage.
Approximate Damage Ranges:

Stat Level
Damage
0
(60-69)
1
(72-82)
2
(84-96)
3
(96-110)
4
108-124
5
132-158

Chauchat



Stat Requirement: 4
Ammo Used: 7.64x39 Sofia
Clip/Magazine Size: 15
Firing Modes: Semi-Auto only
Priming Weapon: Pull slide (left)
Reload Delay: 2 s
Approximate Reload Time (Manual): 1.5 s
Approximate Reload Time (Actual): 2.6 s
Accuracy: Very accurate
Rate of Fire: 5.45 rps
Approximate DPS (Lv. 5, Absolute): 229.91
Approximate DPS (Lv. 5, Accuracy): 182.98
Unique Attributes: This gun has a chance to break after each shot, at which point it will disappear from your inventory. By shooting until it broke 25 separate times, I found it lasted for an average of 28 shots. However, this is an average of a wide range, from 1-105 (for reference, the median and mode were both 24).
Approximate Damage Ranges:

Stat Level
Damage
0
(32-43)
1
(38-51)
2
(44-60)
3
(51-68)
4
57-77
5
70-94

Soviet Avtomat



Stat Requirement: 5
Ammo Used: 7.64x39 Sofia
Clip/Magazine Size: 20
Firing Modes: Primary - Automatic, Alternate - Semi-Auto
Priming Weapon: Pull slide (left)
Reload Delay: 1.5 s
Approximate Reload Time (Manual): 1.47 s
Approximate Reload Time (Actual): 2.13 s
Accuracy: Both modes - extremely accurate
Rate of Fire: Primary - 6.67 rps, Alternate - 12 rps
Approximate DPS (Lv. 5, Absolute): Both modes - 541.56
Approximate DPS (Lv. 5, Accuracy): Primary - 541.56, Alternate - 847.37
Unique Attributes: Both modes can get mini crits.
Approximate Damage Ranges:

Stat Level
Primary Damage
Alternate Damage
0
(60-67)
(64-83)
1
(72-80)
(76-99)
2
(84-93)
(89-116)
3
(96-107)
(102-132)
4
(108-120)
(115-149)
5
132-147
140-182

Heavy Arms (Specialty Weapons)
Flamethrower



Stat Requirement: 3
Ammo Used: Fuel Cells
Clip/Magazine Size: 99 (only uses 10 Fuel Cells)
Firing Modes: Continuous fire only (tapping consumes 2 ammo)
Priming Weapon: Pull slide (left)
Reload Delay: 1.8 s
Approximate Reload Time (Manual): 1.55 s
Approximate Reload Time (Actual): 2.4 s
Accuracy: Very inaccurate
Rate of Fire: 30 fuel/s
Approximate DPS (Lv. 5, Absolute): 356.56
Approximate DPS (Lv. 5, Accuracy): 36.3
Unique Attributes: The slide must be pulled after reloading, it can be done before reloading but then must also be done again afterwards. You can't reload until the fuel tank is completely empty. This weapon uses hitscan for the damaging flames, but slow-moving, non-damaging spark particles are also thrown at close to the same angle as the hitscan flames. The hitscan fire can burn enemies and objects and has about a 4% chance of also being a light source.
Approximate Damage Ranges:

Stat Level
Damage
0
(6-21)
1
(7-25)
2
(8-29)
3
9-33
4
10-37
5
13-46

Harpune



Stat Requirement: 4
Ammo Used: 7.64x39 Sofia
Clip/Magazine Size: 1
Firing Modes: Single shot only
Priming Weapon: Pull loader (left)
Reload Delay: 0.12 s
Approximate Reload Time (Manual): 2.17 s
Approximate Reload Time (Actual): 2.17 s
Accuracy: Extremely accurate
Approximate DPS (Lv. 5, Absolute): 106.62
Approximate DPS (Lv. 5, Accuracy): 106.62
Unique Attributes: If the shot kills an enemy, it pins them to whatever static surface is directly behind the crosshair, regardless of distance.



Approximate Damage Ranges:

Stat Level
Damage
0
(84-127)
1
(100-152)
2
(117-177)
3
(134-203)
4
151-228
5
184-279

Laos Lake



Stat Requirement: 5
Ammo Used: Fuel Cells
Clip/Magazine Size: 4
Firing Modes: Pump-action only
Priming Weapon: Pull pump (left)
Approximate Refire Time: 1.37 s
Reload Delay: 0.22 s
Approximate Reload Time (Manual): 3.17 s
Approximate Reload Time (Actual): 3.17 s
Accuracy: Extremely accurate
Approximate DPS (Lv. 5, Absolute): 126.61
Approximate DPS (Lv. 5, Accuracy): 126.61
Unique Attributes: The pump must be pulled between each shot. The explosion itself is a sphere with about a 1.5 tile radius. There's also a spherical shockwave effect around it, with about a 2.5 tile radius, which deals the same amount of damage. There's about a 4% base chance of stunning any enemy hit for 2 seconds (chance scales with luck stat). If you are in range of the explosion or shockwave, you'll hurt yourself for 17-29 damage. Damage does not scale with any stat (regardless of its max level requirement). Does not deal damage to suits of armor, but does deal damage to Living Armor Pieces.



Approximate Ranges:

Stat Level
Damage
Stun Chance
(scales with luck)
0
(191-269)
4%
1
(191-269)
7%
2
(191-269)
8%
3
(191-269)
10%
4
(191-269)
11%
5
191-269
12%

Strength/Utility
Strength weapons are melee weapons and do not use ammo. They are generally slower to attack with, have about a 17 frame delay between hitting the attack button to the time it actually connects, and only have a range of about 1.5 tiles, but make up for those weaknesses by being perfectly accurate, scaling with a stat that increases other attributes (specifically health), being able to charge attacks, and having a unique ability called melee storage.

Utility weapons are also melee weapons. While you always have access to Fists by default, they are replaced by the Knife if you pick up any, which uses a consumable resource, and you can't switch back until all your knives are used up. They suffer from the same slower attack rate and short range and their attacks can't be charged, but they make up for those weaknesses by being available at all times without the need to switch weapons and having pretty strong effects at max levels.

The Wrench and Axe are able to be charged up for a heavy strike which does about 1.75x normal damage at full charge. There are 7 levels of charge and it takes 1.4 seconds to reach the max level. You can attack with a partial charge, which still benefits from increased damage, though it is a smaller increase. Due to the complexity of testing for all 7 levels of charge with these weapons, I'll only be listing the damage ranges for uncharged and fully charged attacks. The Sword Kladenets has a different charged attack, described below.

Melee storage is a technique where you can charge your melee strikes to use for later. To do so, charge up by holding the attack button, then release the button while hovering over the MFD. This will keep the heavy attack charged up, which you can then unleash for maximum damage by simply clicking on the screen when you want to attack. You can even store a partial charge and resume charging later, swap melee weapons, click around the MFD and use items, enter door codes, etc., all without losing the charge. The only things that will reset your charge to 0 are switching weapon slots, punching and of course, quitting the game. While it takes a bit of getting used to, it can make strength weapons very powerful and it becomes second nature after just a bit of time using this strategy.

Finally, melee weapons don't deal any damage to suits of armor or Living Armor Pieces.

Wrench






Stat Requirement: 0
Attack Rate: 1.09 atk/s
Approximate DPS (Lv. 5): Standard - 86.18, Full Charge - 60
Unique Attributes: 3x bonus multiplier against crates, barrels and frozen corpses.
Approximate Damage Ranges:

Stat Level
Uncharged
Full Charge
0
22-39
40-67
1
29-51
52-87
2
33-59
60-101
3
42-74
76-127
4
48-86
88-147
5
57-101
104-174

Sword Kladenets





Note: The animated first-person view shown here is the charged attack animation. The normal strike looks basically the same, but has a semi-transparent image of the previous frame of the sword instead of the solid colors, but Steam doesn't support any image formats that allow partial transparency in animations.


Stat Requirement: 3
Attack Rate: Standard - 1.4 atk/s, Phantom Sword - 0.52 atk/s (requires 1.2 s charge time)
Approximate DPS (Lv. 5, Absolute): Standard - 212.09, Phantom Sword - 87.13
Approximate DPS (Lv. 5, Accuracy): Phantom Sword - 51.04
Unique Attributes: Instead of just increased damage, the charge attack throws a randomly colored (red, green, cyan, orange or pink) phantom sword that uses hitscan and will embed itself in any static surface it hits. It's fairly accurate and has a range of about 8 tiles. You don't need a fully charged attack for the phantom sword (level 6 and 7 charge will shoot them). The phantom sword overrides the standard attack, so with a charged attack you will shoot a phantom sword even at point blank range, which means melee storage is still a viable strategy. Neither the standard attack nor the phantom sword deal bonus damage against crates, barrels or frozen corpses.



Approximate Damage Ranges:

Stat Level
Uncharged
"Full" Charge
(Phantom Sword)
0
(50-67)
(55-74)
1
(65-87)
(72-96)
2
(75-101)
(83-111)
3
95-127
105-141
4
110-147
121-163
5
130-174
143-192

Axe






Stat Requirement: 4
Attack Rate: 1.22 atk/s
Approximate DPS (Lv. 5): Standard - 284.08, Full Charge - 197.59
Unique Attributes: 3x bonus multiplier against crates, barrels and frozen corpses.
Approximate Damage Ranges:

Stat Level
Uncharged
Full Charge
0
(80-99)
(158-179)
1
(104-129)
(205-233)
2
(120-149)
(237-269)
3
(152-188)
(300-340)
4
176-218
348-394
5
208-257
411-465

Fists




Stat Requirement: 0
Attack Rate: 1.71 atk/s
Approximate DPS (Lv. 5): 85.71
Unique Attributes: 3x bonus multiplier against crates, barrels and frozen corpses. Unlike all other strength-based attacks, this only has a range of about 1 tile. If you took the "Always Ready" starting trait, this attack has about an 18% base chance to stun for 2 seconds (chance scales with luck stat). Cannot get critical hits or mini crits.
Approximate Ranges:

Stat Level
Damage
Stun Chance
(scales with luck)
0
15-24
18%
1
20-31
32%
2
23-36
38%
3
29-46
43%
4
33-53
47%
5
39-62
54%

Knife




Stat Requirement: 0
Attack Rate: 1.22 atk/s
Approximate DPS (Lv. 5): 506.94
Unique Attributes: 3x bonus multiplier against crates, barrels and frozen corpses. Upon use against an enemy, one knife is consumed from your inventory (inanimate objects, mice, crabs and cats do not count). Despite their description stating they are an "instant melee kill", they simply do a lot of damage, and stronger enemies can survive multiple stabs. Cannot get critical hits or mini crits.
Approximate Damage Ranges:

Stat Level
Damage
0
100-219
1
130-285
2
150-329
3
190-416
4
220-482
5
260-569
Locations (Level 1 - Engineering)
Disclaimer: Weapon location 22 is outside the bounds of the map, so it's not on the image below.



Available Anytime
01. Wrench - On the floor right at the start past the crates.
02. Labura M38 - On the floor behind a stack of crates in the Water Cooling room.
03. Barrikada / Lever Action - On the wall in the small room hidden behind the bookshelf in the upper level ATOM Offices.
04. Astra 600 - On the floor next to the corpse just outside ATOM Control.
Available after Overriding Security Lock
05. Degtyaryov 57 - On the ground in the hedges, South of the giant Lenin statue in the lower level ATOM Offices.
06. Fusion Cutter - On the floor in Janitor Isaacev's Office in the lower level ATOM Offices.
07. M30 Shotgun - On the floor in the Eastern Archives room of the lower level ATOM Offices.
08. Nagant 1936 - In the vent in the Electricity Generation room.
09. Sporting Rifle - Hidden behind a poster on the upper level of the Turbines room.
10. Wrench (x3) / Astra 600 - On the wall (Wrenches) / ledge (Astra 600) in Tashinyan's Office in Turbine Monitoring.
11. Wrench - To the right in the alcove hidden behind the bookshelf in Tikhonov's Office in Turbine Monitoring.
12. Mauser C96 - On the floor in the center of the Engines room.
13. M30 Shotgun - In the room hidden behind the bookshelf in the Cafeteria.
14. Baikal 51 - On the floor in the West room of the freezer in the Cafeteria.
15. Flare Gun - On the ledge in the Northwest room of the freezer in the Cafeteria.
16. Labura M38 - On the counter in the Cafeteria as a reward for completing the quest "Rats".
17. Torgask's Shop - In the Cafeteria as a reward for completing the quest "Rats".
  • Mauser C96 - 10 Wodka bottles
  • Piotr 63 - 20 Wodka bottles
  • Degtyaryov 57 - 15 Wodka bottles
  • Barrikada - 20 Wodka bottles
  • MP-34 - 30 Wodka bottles
  • Sporting Rifle - 10 Wodka bottles
  • SKS - 25 Wodka bottles
  • Soviet Avtomat - 40 Wodka bottles
18. Lever Action - On the wall in Toskarov's Office.
19. Mauser C96 - At the end at the top of the crawlspace accessible from the hallway North of Toskarov's Office.
20. M30 Shotgun - On the other side of the partially destroyed wall straight ahead of the entrance to the catacombs in the Church.
21. Lever Action - In the small chapel at the North end of the catacombs in the Church.
Randomly Available When Low on Sanity
22. M30 Shotgun - On the ground next to two corpses and a candle after being randomly teleported to the "Flesh Tunnel" area while sanity is below 50.
Locations (Level 2 - Weapons)
Disclaimer: Weapon location 28 is outside the bounds of the map, so it's not on the image below.



Available Anytime
01. Flare Gun - On the desk of Oranshev's Quarters in the Officier Hall.
02. Knife - Stuck in the desk behind the pool table of the Officier Hall.
03. Flare Gun - On the table of the Conference Room.
04. Mauser C96 - Hidden under some stacks of paper on a desk in the office facing the elevator lobby.
05. SKS - On the floor just inside the door of the Armory.
06. Mauser C96 - On the floor between the rows of lockers to the right inside the Armory.
07. Knife - On the West counter of the Armory.
08. Knife - Stuck in the cutting board in the Kitchen.
09. Knife - Under the bunk bed with a painting of Jesus above it in Dorm Room Beta.
10. M30 Shotgun - On the desk with the lit lamp in the Library.
11. Barrikada - Hidden behind the 1st bookshelf on the left in the Library, in front of the desk with the lit lamp.
12. Knife - On the desk just inside the [Redacted] area.
13. Baikal 51 - On top of the locker in the prison office, across from the elevator in the [Redacted] area.
14. Lever Action / Sporting Rifle / Knife (x2) - On the wall in the prison office, across from the elevator in the [Redacted] area.
15. Knife - Stuck in a pillar in the second room after dropping down into the catacombs from the Laundry room.
16. Labura M38 - On the ledge of the window in the Reactor Exhaust Monitoring room.
17. Flamethrower - On the desk in the Prototype Storage room (Locker) in the middle of the Missile Deck.
18. Labura M38 - On the West side of the counter of the Weapons Testing shooting range.
19. Baikal 51 - On the middle of the counter of the Weapons Testing shooting range.
20. Astra 600 - On the East side of the counter of the Weapons Testing shooting range.
21. Baikal 51 / Lever Action / Piotr 63 - On the wall of Simonov's Office, on the West end of the Missile Deck.
22. Sword Kladenets - Above the desk at the end of the hall in Frumin's Office in the Museum.
23. M30 Shotgun - On the first shelf inside the Storage room in the Museum.
24. Baikal 51 - Under the first shelf on the right past the fallen bookshelf in the Storage room.
25. Degtyaryov 57 - On the floor behind some crates in the Northeast corner of the Storage room.
26. Labura M38 - On the tank display on the East wall in the North room of the Victory Day exhibit.
27. Sporting Rifle - On the wall of Gottman's Office in the Museum.
Randomly Available When Low on Sanity
28. Sword Kladenets - Stuck in a rock next to the campfire after being randomly teleported to the "Grove" area while sanity is below 50.
Locations (Level 3 - Recreation)
Disclaimer: Weapon location 13 is outside the bounds of the map, so it's not on the image below.



Available Anytime
01. Lever Action - On the floor next to a corpse to the right of the elevator.
02. Harpune Gun - On top of the entry to the main area of Lv. 3, accessible by dropping down from above after going through the trip mines on the 3rd floor of the weapons testing area.
03. Sporting Rifle - On the floor at the North side of the Temple.
04. SKS - On the ledge of the fountain in the courtyard outside Asclepius Sickbay.
05. Mauser C96 - On the South end of the planter in the North room of the Green House, accessible through the hedge maze Northwest of the Temple.
06. Knife - Stuck in the side of a bookshelf with a note in the first floor of the North room of the Library.
07. Barrikada - On top of a bookshelf in the North room of the Library, accessible by dropping down from the second floor.
08. Degtyaryov 57 - In the Film Storage room on the second floor behind the Cinema.
09. Knife (x2) / Mauser C96 - Stuck in the wall (Knives) / on the window ledge (Mauser C96) in the Smoking Area in Technic Maintenance.
10. Flare Gun - On the floor just inside the entrance to Artemis Park.
11. Labura - On the desk with the note just inside the entrance to Artemis Park.
12. Piotr 63 - On the ground next to the record player at the exit from the hedge maze in Artemis Park.
13. Degtyaryov 57 (Not on Map) - In a small clearing with a hanging marine, through a hole on the right, past the 2 Leshy that attack, a while after entering the deep part of the forest.
14. Piotr 63 - In the invisible maze in the Crypt of the Steamworker under the Chapel in the large grove.
15. Knife - Stuck in a tree next to a stone structure past the Fishmonger in the large grove.
16. Knife - Stuck in the ground next to a note by the door leading from the large grove back to the entrance to Artemis Park.
17. Knife - Stuck in the pile of wood in the Kitchen in Novgorod Citadel.
18. Knife - Stuck in a pew on the left in the Chapel in Novgorod Citadel.
19. Knife - Stuck in the floor on the right in the Chapel in Novgorod Citadel.
20. Knife - On the floor under the desk of the Royal Advisor's Office in Novgorod Citadel.
21. Knife - Stuck in a seat in the Lavatory in Novgorod Citadel.
22. MP-34 - On a ledge high above the Temple, accessible by going through the tiny door in the trophy room in Novgorod Citadel and following the vent straight through to a grate (lv. 2 hacking required) and continuing along the ledge through to the next room.
23. Barrikada - In the vent before dropping down into Asclepius Sickbay, by following the left path.
24. Degtyaryov 57 - On the ledge overlooking the ramp at the top of the Sonar Tower.
Available after Sherlock and Watson Appear
25. Knife - On the ground in the blood next to Watson in the Temple.
26. Knife (x2) - Stuck in the tree in a note / corpse in the South room of the Green House.
27. Knife - Stuck in the wall in a corpse in the hallway South of the Green House.
Available after Choosing the Ending Path (Side against O'mbrig)
28. Knife / Baikal 51 - Stuck in a log at the campfire (Knife) / under the tent (Baikal 51) in the second room after being teleported by O'mbrig.
Locations (Level 4 - Command)


1st Floor (Available Anytime)
01. Knife - Stuck in the side of a bookshelf in the Party Office.
02. Knife - Stuck in the wall above the filing cabinets to the right in the Party Files room behind the Party Office.
03. Degtyaryov 57 - On the shelf to the left in the Gift Storage room behind the Party Office.
04. Chauchat - On the shelf in the middle of the Gift Storage room.
05. Baikal 51 - On the table to the right of the door in Kartvelishvili's Office.
06. Piotr 63 - On the floor behind the crates in the back room of General Security.
07. Knife - On the bed in the back room of the East Guest Room.
08. Mauser C96 - On a sandbag next to the podium in the Congress Hall.
09. Piotr 63 - Under a table in the back room of one of the aisles of books in the corridor North of the Archives Appendix.
1st Floor (Available After Completing the Quest "Handyman")
10. Degtyaryov 57 - On the floor in the Toilets.
11. Tula-22 - On the floor in the bathroom in the back of Kartvelishvili's Office.
12. Axe - On the floor next to the wall South of the grav lift, West of the elevator.





2nd Floor (Available Anytime)
13. Wrench - In a vent behind a crate to the left in the Central Cooling room.
14. MP-34 - In a small room with a campfire, through the right path of the vent in the Central Cooling room.
15. Axe - In the alcove above GDR Pretzel, accessible through the left path of the vent.
16. Nagant 1936 - In the vent next to the counter of GDR Pretzel.
17. Knife - Stuck in a pillar in the freezer behind GDR Pretzel.
18. Smugglnik's Shop - Next to GDR Pretzel.
  • Laos Lake - 35 Mikrochips
  • Steyr-5 - 25 Mikrochips
  • Nagant 1936 - 15 Mikrochips
19. SKS - On the floor of the room hidden behind a bookshelf in the Bed Chambers of the Captain's Quarters.
20. Mauser C96 (x2) / Lever Action - On the wall on the right at the top of the grav lift hidden behind a bookshelf in the secret room of the Captain's Quarters.
21. Steyr-5 / Degtyaryov 57 (x2) / Knife (x2) - On the wall on the left at the top of the grav lift hidden behind a bookshelf in the secret room of the Captain's Quarters.
22. Soviet Avtomat - On the other side of the corridor with the collapsed floor South of GDR Pretzel, accessible by stacking barrels / crates or by using the Molecular Reconstruction psi ability in conjunction with a grav lift (see video below for example).
https://www.youtube.com/watch?v=FFaKN93OLSo
2nd Floor (Available After Completing the Quest "Handyman")
23. SKS - On the desk in the South aisle of books between the two large rooms of the Archives Appendix.
24. Nagant 1936 - Under a stack of crates on top of the elevator, accessible from the grav lift West of the elevator.
Locations (Level 5 - Bridge)
Disclaimer: This level is slightly different depending on which ending path you choose. But since there's no in-game map, I had to make my own. And because it would have been too much work to make a second version for only 3 weapon locations, all the weapon locations are just on the same map. Since I made this map myself, it might not be perfectly accurate, but it should be close enough for its purpose.



Ending Path 1 (Side against O'mbrig)
01. Mauser C96 - On the ledge at the North end of the hall outside the Ballroom.
02. Knife - Stuck in the window with a note in Dzerzhinsky's Sleeping Quarters.
03. MP-34 - On the counter to the left of the door after entering the Bridge.
Ending Path 2 (Side with O'mbrig) (the path the map is based on)
04. Sporting Rifle - On the counter of the side room of the Ballroom.
05. Knife - Stuck in the pillow on the bed in Simonov's Sleeping Quarters.
06. MP-34 - On a desk in the Camera Room.
07. Knife - Stuck in the desk on the left of the lower level of the first room past the locked door.
08. Piotr 63 - On the floor to the right of the door in the Navigation Control room.
09. Piotr 63 - On a sandbag to the right of the arch straight ahead of the entrance to the large room before the Bridge.
10. Knife (x2) - Stuck in a sandbag on the Northwest corner of the central bunker in the large room before the Bridge.
11. SKS - On the floor next to the machine gun inside the central bunker in the large room before the Bridge.
12. Knife - Stuck in the bottom of the overturned desk Northwest of the central bunker in the large room before the Bridge.
13. Barrikada - On the ledge to the left of the door to the Bridge.
Locations (Non Level Specific)
Starting Weapon
Labura M38 - Immediately in inventory when the Red fleet starting trait ("Start the game with a light weapon.") is chosen.

Elevator (All Levels)
Wrench - In the emergency box on the wall of the elevator.
Lever Action - On the floor of the elevator.

Randomly Available When Low on Sanity and Traveling between Floors
Steyr-5 - On the ground at the end of the path past the two doors straight ahead of the elevator after being randomly let out into the "Decompression Chamber" area, when changing floors while sanity is below 50.
Knife - Stuck in the left pillar in the room to the left after exiting the elevator after being randomly let out into the "Doom E1M1" area, when changing floors while sanity is below 50.
Barrikada - Floating above the small pedestal at the top of the stairs in the room to the left after exiting the elevator after being randomly let out into the "Doom E1M1" area, when changing floors while sanity is below 50.

Ending Scene (Side against O'mbrig)
Knife - Stuck in the far bookcase in the office down the hall to the right when leaving the infirmary.
Nagant 1936 - Under the bed in the office down the hall to the right when leaving the infirmary.
M30 Shotgun - On the floor next to the first corpse down the hall to the left when leaving the infirmary.
Astra 600 - On the floor next to the note at the corner of the hall to the left when leaving the infirmary.
Knife - Stuck in a log at the campfire in the large room down the hall to the left when leaving the infirmary.

Ending Scene (Side with O'mbrig)
Astra 600 - In the box in the starting room.
Save Editing, Glitched/Scrapped Weapons
Save Editing
You can easily change your inventory and stats by using a text editor to modify PlayerSave.res found in "C:\Users\<username>\AppData\Roaming\Godot\app_userdata\Sonar Shock\save". Since the game stores save data in memory while it's running, you'll need to make sure you close the game first, then change the values and reload the game after saving your edits.

Warning: If you use certain invalid settings (such as strength/firearms multipliers less than 1), the game may not launch. Be careful if you choose to edit your saves. Always back them up before making any modifications and turn off Steam's cloud saves in properties if you want to be extra careful.

There are a few relevant lines you can modify as you see fit. They are listed below in the order they appear in the file, but you may have to search for them since their line numbers are not necessarily static.

exp_points = [integer]
This determines how many points you can assign to the various skills. If you want enough points to max everything out, just change it to 40. Doing this instead of changing the stats directly ensures you get the correct bonuses applied as well, instead of just the number being higher.

bullet_1 = [integer] bullet_2 = [integer] bullet_3 = [integer] fuel = [integer]
  • bullet_1 is the reserve ammo count for 9x18 Prague ammo
  • bullet_2 is the reserve ammo count for .410 Warsaw ammo
  • bullet_3 is the reserve ammo count for 7.64x39 Sofia ammo
  • fuel is the reserve ammo count for Fuel Cells

clip_1 = [integer] clip_2 = [integer]
  • clip_1 is the ammo currently loaded in your "current_weapon_main" slot
  • clip_2 is the ammo currently loaded in your "current_weapon_sidearm" slot

You can modify these values above the normal capacity for the weapon in that slot, which means single shot weapons can be fired multiple times before needing to prime them.

current_weapon_main = [weapon ID] current_weapon_sidearm = [weapon ID]
  • current_weapon_main is the slot for heavy and light arms weapons
  • current_weapon_sidearm is the slot for small arms and melee weapons

See below for a list of all weapon IDs. Putting an ID in the wrong slot will temporarily glitch that slot to just show whatever is in the other slot, but you won't be able to use it.

strength = [integer] strength_meleemulti = [decimal]
  • strength is the stat that enables higher level melee weapons to be picked up
  • strength_meleemulti is the actual damage multiplier for melee weapons and can be adjusted independently from strength level

luck_lvl = [integer] smallarms_lvl = [integer] lightarms_lvl = [integer] heavyarms_lvl = [integer] luck_multi = [decimal] smallarms_multi = [decimal] lightarms_multi = [decimal] heavyarms_multi = [decimal]
  • luck_lvl is the stat that determines luck, but there are no luck requirements, so this line isn't really necessary to modify
  • smallarms_lvl is the stat that enables higher level small arms weapons to be picked up
  • lightarms_lvl is the stat that enables higher level light arms weapons to be picked up
  • heavyarms_lvl is the stat that enables higher level heavy arms weapons to be picked up
  • luck_multi is a multiplier used for determining critical hit and Fists/Laos Lake stun rates (see the first section on Methodology for more information on this value)
  • smallarms_multi is the actual damage multiplier for small arms weapons
  • lightarms_multi is the actual damage multiplier for light arms weapons
  • heavyarms_multi is the actual damage multiplier for heavy arms weapons

These can all be adjusted independently from their respective stat levels.

Weapon ID List
ID
Weapon Name
ID
Weapon Name
0
Unarmed
17
Steyr-5
1
Astra 600
21
Lever Action
2
Flare Gun
22
Flamethrower
3
Mauser C96
23
SKS
4
Piotr 63
24
Soviet Avtomat
5
Nagant 1936
25
Sporting Rifle
6
Baikal 51
26
Harpune
7
Fusion Cutter
27
Laos Lake
11
Labura M38
28
Chauchat
12
M30 Shotgun
31
Wrench
13
Barrikada
32
Sword Kladenets
14
MP-34
33
Stielhandgranate (see below)
15
Tula-22
34
Axe
16
Degtyaryov 57

Remember, these need to be attached to the right variable.

Valid IDs for current_weapon_main are: 0, 11-17, 21-28

Vaild IDs for current_weapon_sidearm are: 0-7, 31-34

Glitched Weapons
If you use a weapon ID not on this list (such as 18), that slot will be replaced with a glitched, non-functional weapon. Picking up a new weapon to take its place while holding a glitched weapon will replace that weapon spot in the level with the glitched weapon. You won't be able to pick it back up and therefore, that weapon spot will be broken forever.

Some weapon spots or weapon IDs seem to act differently. I placed weapon 18 in the elevator and after saving and quitting, upon loading the game it was replaced with a bunch of models overlapping each other. Another weapon spot with weapon 19 was left as the default model for that weapon spot, but was still unable to be picked up again, even after saving and quitting.



Scrapped Weapon - Stielhandgranate
The only way to acquire this unusable weapon is by changing the sidearm weapon slot's ID to 33. It has no MFD art, so if you replace the sidearm slot you'll see a copy of your primary slot in its place, which can be reloaded but is otherwise non-interactive. The only way to remove it from your inventory while in-game is to switch it with a small arms or melee weapon. This will place the unused, but finished model in the weapon spot, but you won't be able to pick it up again and it has no mouseover description.



Since you can't do anything with it besides place it in specified weapon spots, it's not particularly exciting, but since it references an actual model, it will remain in the world even after saving and quitting.
Closing and Thanks
If you have more accurate information about anything presented in this guide, or any weapon locations I missed, please let me know and I will try to get it updated as quickly as possible.

Thanks to Dmitriy Salnikov on itch.io for Godot PCK Explorer, which allowed me to discover the existence of the Stielhandgranate in the first place and allowed for identifying some assets.
4 Comments
PrinterFirstClass 25 Mar @ 1:02pm 
I made a compilation on real life inspirations for firearms, I am dropping the link here in the case someone else is curious/have more info about them:
https://steamproxy.com/app/2673660/discussions/1/591766810822464275/
Crack Open a Cold One 28 Sep, 2024 @ 5:31am 
Awesome you rock!
chocolatekake  [author] 27 Sep, 2024 @ 4:35pm 
Just finished updating with maps/lists for all the locations I was able to find.
Crack Open a Cold One 21 Sep, 2024 @ 8:20am 
Post the locations of the weapons please.