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Weapons

Weapons let you fight NPCs, survive prison, and (with the Monster Hunter module) hunt supernatural enemies. They range from improvised shivs to firearms with ammo economies.

Guns and ammo​

Rifles and handguns (where available) consume ammo per use. In hunts, rifles can rarely break—budget replacement cost and keep spare ammo before long trips. Buy ammo at the gun shop or earn it from drops.

Melee and tools​

Knives, chainsaws, silver daggers, and prison shivs fill melee niches. Prison gear is tuned for inmate fights; hunting daggers add type bonuses (e.g. skeletons). Shivs are often crafted rather than purchased. Always verify an attack is available in your current fight UI—missing ammo or a broken gun silently removes options.

Using weapons in the wrong context raises crime, heat, or search risk. Store or sell contraband before predictable checks when the story allows.

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For monster hunting, bring both ranged and melee options: rifles for raw damage, daggers/chainsaws for skill training and type matchups. For prison, a shiv or knife wins fights faster than bare fists—pair with fighting skill grinding.


Weapon availability depends on module, location, and story state.