“Looking for an edge in your next gaming session? Look no further than our Sonar Shock Weapons Guide! Get the lowdown on every weapon, from damage ranges to attack modes and unique features. We’ll even share tips on save editing and reveal a hidden, scrapped weapon for added firepower. Get ready to dominate the battlefield with our comprehensive guide.”
About this Guide and Methodology
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.
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.
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.
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.
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 7.75×7.5 tiles (the textures are not perfectly aligned with the corners, so exact measurement is difficult).
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.
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”.
Multiplier
Multiplier
Multiplier
Most rates of fire are have an achievable limit, but a few have maximum rates I was unable to properly determine with my limited 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.
Attributes, Bonus Damage and Status Effects
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.
(Melee)
Multiplier
(Small/Light/Heavy)
Multiplier
Damage is dealt in integer values, and as far as I can tell, multiplied damage that would result in a decimal rounds down.
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.
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.
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.
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.
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 toilets, computers, stacks of paper, cameras, tripmines and statue busts.
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.
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.
Small Arms
Stat Requirement: 0
Ammo Used: 9×18 Prague
Clip/Magazine Size: 8
Priming Weapon: Pull slide (left)
Firing Modes: Primary – Semi-Auto, Alternate – Burst (2 round)
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)
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 Requirement: 0
Ammo Used: Fuel Cells
Clip/Magazine Size: 1
Priming Weapon: Not necessary
Firing Modes: Single shot only
Accuracy: Flare – very accurate, Pellets – very inaccurate
Unique Attributes: Acts like a shotgun and is therefore more effective at close range. 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:
(chance of
0 damage)
Stat Requirement: 2
Ammo Used: 9×18 Prague
Clip/Magazine Size: 8
Priming Weapon: Pull slide (left)
Firing Modes: Primary – Semi-Auto, Alternate – Silencer
Accuracy: Both modes – very accurate
Rate of Fire: Primary – 2.31 rps, Alternate – 1.76 rps
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 Requirement: 3
Ammo Used: 9×18 Prague
Clip/Magazine Size: 10
Priming Weapon: Co.ck hammer (down)
Firing Modes: Primary – Semi-Auto, Alternate – Dum-Dum
Accuracy: Primary – fairly inaccurate, Alternate – fairly accurate
Rate of Fire: Primary – 6.67 rps, Alternate – 1.62 rps
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 Requirement: 3
Ammo Used: Fuel Cells
Clip/Magazine Size: 5
Priming Weapon: Not necessary
Firing Modes: Primary – Vertical, Alternate – Horizontal
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
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:
(per bolt)
Stat Requirement: 4
Ammo Used: 9×18 Prague
Clip/Magazine Size: 20
Priming Weapon: Pull slide (left)
Firing Modes: Primary – Automatic (shoots in a 2 round burst-like pattern), Alternate – Semi-Auto
Accuracy: Primary – very inaccurate, Alternate – very accurate
Rate of Fire: Primary – 5.22 rps (0.15/0.233 s timing), Alternate – 3.53 rps
Unique Attributes: Semi-auto does more damage than automatic. Both firing modes can also get mini crits.
Approximate Damage Ranges:
Stat Requirement: 5
Ammo Used: 7.64×39 Sofia
Clip/Magazine Size: 6
Priming Weapon: Co.ck hammer (down)
Firing Modes: Primary – Single-Action, Alternate – Fan
Accuracy: Primary – very accurate, Alternate – very inaccurate
Rate of Fire: Alternate – 2.4 rps
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:
Light Arms
Stat Requirement: 0
Ammo Used: 9×18 Prague
Clip/Magazine Size: 20
Priming Weapon: Pull slide (left)
Firing Modes: Primary – Automatic, Alternate – Semi-Auto
Accuracy: Primary – very inaccurate, Alternate – fairly inaccurate
Rate of Fire: Primary – 6 rps, Alternate – 4 rps
Unique Attributes: No difference in damage between firing modes.
Approximate Damage Ranges:
Stat Requirement: 2
Ammo Used: .410 Warsaw
Clip/Magazine Size: 2
Priming Weapon: Not necessary
Firing Modes: Primary – 1X, Alternate – 2X
Accuracy: Both modes – very inaccurate
Rate of Fire: Primary – 1.3 rps
Unique Attributes: Shells are loaded one at a time. More effective at close range. 1X fires 6 pellets, 2X fires 11 pellets. Both firing modes can get mini crits.
Approximate Damage Ranges:
(per pellet)
Stat Requirement: 3
Ammo Used: 9×18 Prague
Clip/Magazine Size: 20
Priming Weapon: Pull slide (left)
Firing Modes: Primary – Automatic, Alternate – Bayonet
Accuracy: Primary – Fairly Inaccurate
Rate of Fire: Primary – 6 rps, Alternate – 0.73 atk/s
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:
(scales with strength)
Stat Requirement: 3
Ammo Used: .410 Warsaw
Clip/Magazine Size: 5
Priming Weapon: Pull pump (left)
Firing Modes: Primary – Buckshot, Alternate – Slug
Accuracy: Primary – very inaccurate, Alternate – fairly inaccurate
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:
(per pellet)
(per slug hit)
Stat Requirement: 4
Ammo Used: 9×18 Prague
Clip/Magazine Size: 32
Priming Weapon: Pull slide (left)
Firing Modes: Primary – Automatic, Alternate – Burst (3 round)
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)
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 Requirement: 5
Ammo Used: 9×18 Prague
Clip/Magazine Size: 20
Priming Weapon: Slap slide (down)
Firing Modes: Primary – Silencer, Alternate – Automatic
Accuracy: Primary – fairly accurate, Alternate – fairly inaccurate
Rate of Fire: Primary – 6.67 rps, Alternate – 8.57 rps
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 Requirement: 5
Ammo Used: .410 Warsaw
Clip/Magazine Size: 8
Priming Weapon: Pull slide (left)
Firing Modes: Primary – Semi-Auto, Alternate – Fire
Accuracy: Both modes – very inaccurate
Rate of Fire: Primary – as fast as rate of input, Alternate – 10 rps
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:
(per pellet)
Heavy Arms (Rifles)
Stat Requirement: 0
Ammo Used: 7.64×39 Sofia
Clip/Magazine Size: 5
Priming Weapon: Pull lever (right is intended, but left works as well)
Firing Modes: Lever-action only
Accuracy: Very accurate
Unique Attributes: Lever must be pulled after each shot. Can also get mini crits.
Approximate Damage Ranges:
Stat Requirement: 2
Ammo Used: 7.64×39 Sofia
Clip/Magazine Size: 3
Priming Weapon: Pull bolt (left)
Firing Modes: Primary – Semi-Auto, Alternate – Scope (about 3x magnification)
Accuracy: Primary – fairly inaccurate, Alternate – extremely accurate
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 Requirement: 4
Ammo Used: 7.64×39 Sofia
Clip/Magazine Size: 10
Priming Weapon: Pull slide (left)
Firing Modes: Primary – Semi-Auto, Alternate – Scope (about 3x magnification)
Accuracy: Primary – very accurate, Alternate – extremely accurate
Rate of Fire: Both modes – 4.29 rps
Unique Attributes: Scope is still semi-automatic. Both modes deal the same amount of damage.
Approximate Damage Ranges:
Stat Requirement: 4
Ammo Used: 7.64×39 Sofia
Clip/Magazine Size: 15
Priming Weapon: Pull slide (left)
Firing Modes: Semi-Auto only
Accuracy: Very accurate
Rate of Fire: 5.45 rps
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 Requirement: 5
Ammo Used: 7.64×39 Sofia
Clip/Magazine Size: 20
Priming Weapon: Pull slide (left)
Firing Modes: Primary – Automatic, Alternate – Semi-Auto
Accuracy: Both modes – extremely accurate
Rate of Fire: Primary – 6.67 rps, Alternate – 12 rps
Unique Attributes: Both modes can get mini crits.
Approximate Damage Ranges:
Heavy Arms (Specialty Weapons)
Stat Requirement: 3
Ammo Used: Fuel Cells
Clip/Magazine Size: 99 (only uses 10 Fuel Cells)
Priming Weapon: Pull slide (left)
Firing Modes: Continuous fire only (tapping consumes 2 ammo)
Accuracy: Very inaccurate
Rate of Fire: 30 fuel/s
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 Requirement: 4
Ammo Used: 7.64×39 Sofia
Clip/Magazine Size: 1
Priming Weapon: Pull loader (left)
Firing Modes: Single shot only
Accuracy: Extremely accurate
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 Requirement: 5
Ammo Used: Fuel Cells
Clip/Magazine Size: 4
Priming Weapon: Pull pump (left)
Firing Modes: Pump-action only
Accuracy: Extremely accurate
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:
(scales with luck)
Strength/Utility
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.
Stat Requirement: 0
Attack Rate: 1.09 atk/s
Unique Attributes: 3x bonus multiplier against crates, barrels and frozen corpses.
Approximate Damage Ranges:
Stat Requirement: 3
Attack Rate: Standard – 1.4 atk/s, Phantom Sword – 0.52 atk/s (requires 1.2 s charge time)
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:
(Phantom Sword)
Stat Requirement: 4
Attack Rate: 1.22 atk/s
Unique Attributes: 3x bonus multiplier against crates, barrels and frozen corpses.
Approximate Damage Ranges:
Stat Requirement: 0
Attack Rate: 1.71 atk/s
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:
(scales with luck)
Stat Requirement: 0
Attack Rate: 1.22 atk/s
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:
Save Editing, Glitched/Scrapped Weapons
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.
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.
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_2 = [integer]
bullet_3 = [integer]
fuel = [integer]
- bullet_1 is the reserve ammo count for 9×18 Prague ammo
- bullet_2 is the reserve ammo count for .410 Warsaw ammo
- bullet_3 is the reserve ammo count for 7.64×39 Sofia ammo
- fuel is the reserve ammo count for Fuel Cells
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_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_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
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.
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
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.
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
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.
And that wraps up our share on Sonar Shock: Weapons Guide. If you have any additional insights or tips to contribute, don’t hesitate to drop a comment below. For a more in-depth read, you can refer to the original article here by chocolatekake, who deserves all the credit. Happy gaming!