The Sinking City 2 Ammo, Resources and Crafting
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Ammunition in The Sinking City 2 comes from the world and from ERC crates — there is no shop. When you run dry, Frogwares' own advice is to lower the difficulty, shoot weak points during focused aim, or avoid the encounter and return better equipped.
Official"Lower the difficulty, shoot enemies at weak points during focused aim, or avoid encounters to progress and return better equipped" — Frogwares' own FAQ answer to players running short on ammunition.
The Sinking City 2 — quick facts
| Sources | World pickups, ERC crates, crafting |
|---|---|
| Shops | None |
| Crate requirement | ERC Activator Pen |
| Richest chapter | Time and Tide |
| Free damage | The stomp — costs nothing |
| Official advice | Lower difficulty · weak points while focused · avoid fights |
Where ammunition actually comes from
- World pickups. Searched containers, desks and bodies. The objective route does not pass most of them, which is why sweeping side rooms is not optional.
- ERC crates. The largest single caches in the game, gated behind activator pens.
- Crafting. Raw materials convert into usable ammunition, which is how you smooth out a run of bad luck with a particular calibre.
An ammo shortage is the intended state, not a bug. Drops tend to favour weapons you have been using, which is the mechanical reason to commit to two guns rather than six.
How to spend less
- Focus and aim for weak points. The studio's own advice, and the single largest saving available.
- Stomp downed enemies. It costs nothing and finishes what a shot started — how the stomp works.
- Walk past fights you do not need. Avoiding an encounter is a legitimate tactic here, not a failure state.
- Do not use the grenade launcher casually. Linguist's Folly is the most expensive thing you can fire.
- Carry two calibres, not five. Inventory space is limited until you find upgrades.
Chapter-by-chapter supply pressure
| Chapter | Supply situation |
|---|---|
| 1. A New Day | Tight, but few forced fights |
| 2. The Wake-Up Call | The first real squeeze; the SMG arrives here |
| 3. A Sight For Sore Eyes | Dense encounters plus a boss — arrive stocked |
| 4. Time and Tide | The richest chapter. Clear everything |
| 5. Cold Comfort | Gives little, demands a lot. You fight with what you bring |
The practical implication is that chapter 4 is where you build the reserve for the finale. Skipping its optional areas is the most common reason players arrive at Slither Prime under-equipped.
Difficulty is a resource setting
Four modes — Sweet Dreams, Restless Slumber, Hard Night, Sleep Demon — and all of them are switchable at any time from the pause menu. Dropping a notch for one bad fight and putting it back afterwards costs you nothing, including on the trophy side.
Details on the difficulty page.
Talents that help
Once the Talent Table opens at the third safe room, several talents ease resource pressure directly or indirectly — survivability talents mean fewer healing items spent, and efficiency talents mean fewer rounds per kill.
Since Dream Essence comes from clue connections and optional investigations, the ammunition problem and the searching problem have the same solution: search more.
Crafting, briefly
Raw materials convert into ammunition and consumables, which is how you smooth a bad run of drops for one calibre. The catch is inventory space: materials take room, so hoarding them before you have found upgrades costs you the space you would rather spend on the ammunition itself.
The pragmatic rule is to convert materials when you reach a safe room rather than carrying both the inputs and the outputs through a level.
If you are completely dry
- Retreat to a safe room — enemies cannot follow you in.
- Backtrack within the chapter to any ERC crate you noted but could not open.
- Lower the difficulty temporarily.
- Use the environment. Not every encounter has to end in a corpse; doors and distance both work.
The Sinking City 2 FAQ
What do I do if I have no ammo?
Frogwares' own answer: lower the difficulty, shoot weak points during focused aim, or avoid the encounter and come back better equipped.
Is there a shop to buy ammo?
No. Everything comes from the world, from ERC crates and from crafting.
Which chapter has the most supplies?
Time and Tide, by a distance. It is the last chapter that restocks you properly before the finale.
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