The Sinking City 2 Enemies: Every Threat & How to Fight Them

Combat in The Sinking City 2 is a resource question: every enemy costs crafted ammo, so the real skill is knowing which fights pay for themselves. Here’s the threat roster as verified so far, and the economy of dealing with each.

Threat Roster

EnemyThreat levelApproach
The DrownedLowWaterlogged dead that stalk streets and interiors. Weak-point pistol shots or simply outpace them — they’re slow and not worth shells.
Deep OnesMediumThe classic scaled horrors of the Frogwares Lovecraft universe. More aggressive in groups; SMG bursts or shotgun at close range.
SlitherHighThe tentacled class of horror that anchors the game’s tougher encounters. This is what you save shotgun shells for.
ShadowsHighFast, hard to read in dark interiors. Fight them in doorways where their movement is constrained.
The SirenCase-specificTied to the Siren’s Call investigation at Devil’s Reef Hotel — the “alluring song” case. Investigation, not straight combat, resolves it.

Late-game and Dreamlands-side threats are still being catalogued post-launch; this table grows as each is verified.

Weak Points Win Fights

Every major enemy type has a weak point, and hitting it is the difference between two bullets and eight. Take the half-second to aim — the pistol is accurate enough at range to make weak-point discipline your default.

When to Run

  • Ordinary Drowned between you and an objective: run. They rarely follow far.
  • Groups in open streets: use the boat. Water resets most pursuits.
  • Anything guarding loot: check the value first. A safe with an attachment (list here) is worth a fight; a supply crate of components usually isn’t.

Ammo Priorities

Craft pistol rounds as your bulk ammo, keep a reserve of shells for Slither-class encounters, and treat SMG ammo as a luxury for swarms. Full breakdown on the weapons page.

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