The Core Six Weapons

Datamined files surfaced a six-weapon core arsenal with distinct roles: the Equalizer Mk. II, the Field Surgeon, The Minuteman, the Black Reef Longshot, the Linguist’s Folly, and the Bucking Bronco. The weapon list is well corroborated; exact per-weapon stats are not published, so treat any damage numbers you see on fan sites as unverified.

In practical terms reviewers describe the loadout as a handgun, a shotgun, a rifle, and a Tommy-gun class automatic, with a grenade launcher appearing later. Which datamined name maps to which class has not been officially documented.

The Bucking Bronco revolver is special: it is the reward for completing the Holloway Manor side investigation, which Premium edition buyers access as part of their edition. Completing that investigation makes the revolver usable in the main campaign.

Pre-Order Weapons: Chthonic Arsenal

Every edition pre-ordered before launch included the Chthonic Arsenal pack with three weapons: the Shale Mary handgun, the Breakwater shotgun, and the Tektite Tommy SMG. Frogwares confirmed each has a unique firing trait.

This was a pre-order bonus, not a redeemable code system. Whether the pack becomes separately purchasable after launch has not been announced — check the store page for the current offer.

Upgrades and Talents

Each of the six core weapons supports two upgrades. Upgrade resources come from exploration — Emergency Relief Crates and optional investigations are the documented sources, which ties your arsenal’s growth directly to how much of Arkham you clear.

Weapons pair with the Talent system: reviewers describe one major and three minor talent slots, fed by Dream Essence earned from solving puzzles and investigations. Build and arsenal grow together rather than separately.

Ammo Economy and Combat

Ammunition conservation is the central rule. Basic infected take roughly three handgun shots, headshots pay double, and the Ctrl stomp finishes downed enemies for free — use it relentlessly.

Crafting exists for scarce calibers, and safe houses with stashes let you bank spare materials instead of carrying them. The inventory starts at six slots, so hoarding ammo on your body is not viable anyway.

Retreating is legitimate: official materials and reviewers alike describe returning better prepared as a designed strategy. Ammunition scarcity is the game’s way of asking whether a fight is necessary at all.

Weapon Rewards from Investigations

Optional investigations pay out concrete upgrades — the same loop that yields safer routes and supplies also feeds weapon progression. The Holloway Manor-to-Bucking-Bronco exchange is the flagship example.

For a full tour of where weapons and upgrades come from chapter by chapter, see the walkthrough page; for the lock codes guarding some of the loot, the safe codes page has the verified table.

Arsenal Table

The full weapon record as verified: six datamined core names with two upgrade tiers each, plus the pre-order and edition extras. Stats are not officially published, so the table tracks origin instead of numbers.

Class labels reflect reviewer descriptions of the loadout rather than official documentation — the name-to-class mapping is flagged in the pending notes below.

WeaponOriginNotes
Equalizer Mk. IICore arsenalDatamined name; 2 upgrade tiers
Field SurgeonCore arsenalDatamined name; 2 upgrade tiers
The MinutemanCore arsenalDatamined name; 2 upgrade tiers
Black Reef LongshotCore arsenalDatamined name; 2 upgrade tiers
Linguist’s FollyCore arsenalDatamined name; 2 upgrade tiers
Bucking BroncoHolloway Manor rewardRevolver; also bundled with Premium edition
Shale MaryChthonic ArsenalPre-order handgun; unique firing trait
BreakwaterChthonic ArsenalPre-order shotgun; unique firing trait
Tektite TommyChthonic ArsenalPre-order SMG; unique firing trait