The Sinking City 2 Enemies and Weak Points
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Enemies in The Sinking City 2 include Deep Ones, Slithers and Slither Pawns, Shadows, and the elite Acheronian Juggernaut. Frogwares' own advice applies to all of them: shoot weak points during focused aim — it is the largest ammunition saving in the game.
Cross-checkedConfirmed against several independent walkthroughs of the build 1.0 (launch build, August 2026) on August 22, 2026. Codes and sequences in this game are fixed, not randomised per save. If a patch changes this, tell us on the contact page and we will re-check and re-date the page.
The Sinking City 2 — quick facts
| Staple enemy | Deep Ones |
|---|---|
| Fast enemies | Slithers and Slither Pawns |
| Sustained-fire targets | Shadows |
| Elite | Acheronian Juggernaut |
| Universal rule | Focused aim at weak points |
| Free finisher | The stomp |
The enemy roster
| Enemy | Behaviour | Best answer |
|---|---|---|
| Deep Ones | The staple threat, often in groups | Shotgun — staggers several at once |
| Slithers | Fast, erratic | Precise shots during focused aim |
| Slither Pawns | Lesser Slithers, frequently summoned | Whatever clears groups quickly |
| Shadows | Harder to pin down | Sustained fire from the SMG |
| Acheronian Juggernaut | Elite, heavy, closes fast | Heavy single-target damage — or avoidance |
Focused aim is the whole game
Frogwares answers "combat is too hard" with three suggestions, and the middle one is the mechanical key: shoot enemies at weak points during focused aim. Focus is not a cosmetic zoom — it is the mode in which weak points can be targeted reliably, and the difference in rounds spent per kill is large enough to change how a chapter feels.
The habit: stop, focus, one accurate shot, reposition. Panic-firing at a moving Slither burns a magazine to do what two focused rounds would.
Knock down, then stomp
Downed enemies are not dead enemies, and melee will not finish them — the stomp does, bound to Ctrl or the lower mouse side button on PC. It costs no ammunition, which makes shotgun-to-stomp the most economical kill in the game.
Groups versus singles
- A single enemy at range: handgun, focused, weak point. Cheapest kill available.
- Two or three closing: shotgun. Stagger buys you the space to reposition.
- A crowd: SMG, or disengage. Crowds are where ammunition disappears.
- Lined up in a corridor: the Black Reef Longshot pierces multiple targets.
Weapon detail on the best weapons page.
Enemies that are not worth fighting
Avoiding encounters is listed by the studio as a legitimate answer, not a cheat. Two situations where it is clearly correct: an elite guarding nothing you need, and any group encountered when you are low on ammunition before a chapter's boss.
The game's structure supports this — most encounters outside boss arenas are avoidable with positioning and distance.
Enemies in the dark
Half of the difficulty in identifying what you are fighting is visibility. This is one of the darkest games of the year, and the difference between a Slither and a Slither Pawn matters when one of them will close on you and the other will flank.
Raising gamma is a legitimate fix rather than cheating — see PC settings — and it also makes the upgrades sitting on tables considerably easier to spot.
Known enemy issues
OfficialFrogwares' own known-issues list includes Slither Pawns falling through the floor and enemies getting stuck in collision after a melee or stomp. The studio's fix for both is to reload the last save. The Acheronian Juggernaut's shadow can also persist after death, which is cosmetic.
The Sinking City 2 FAQ
What are the enemies in The Sinking City 2?
Deep Ones, Slithers, Slither Pawns, Shadows and the elite Acheronian Juggernaut, alongside the two bosses.
What is the best way to save ammunition?
Shoot weak points during focused aim, and finish downed enemies with the stomp, which costs nothing.
Do enemies respawn?
Cleared areas can repopulate as you move back through them, which is why a long walk to a safe room carries real risk.
Sources
Every fact on this page was checked against first-party material on August 22, 2026. Solutions were cross-checked against the build 1.0 (launch build).
Last verified · TSC2 Wiki