
Combat equipment
Weapons & upgrade priority
Choose the firearm, melee finisher or explosive that solves the next fight. Verified numbers stay visible; undocumented shop prices remain clearly marked instead of guessed.
Complete Patch 1.0.10 list
All 8 documented weapons
Pistol
Low-cost ranged control and early trick-shot practice.
- Documented price
- $50
- Documented damage
- 25 base
A dependable first firearm that turns ordinary catches into safer, repeatable income.
Damage note
25 damage per shot before upgrades.
Shotgun
Close-range burst damage against large landed targets.
- Documented price
- $150
- Documented damage
- 3 base
Forgiving when a creature crowds the boat, but inefficient if fired outside its useful spread range.
Damage note
3 damage per pellet; total damage depends on how much of the spread connects.
Sniper Rifle
Flying bosses, distance kills and no-scope multiplier attempts.
- Documented price
- Verify in current build
- Documented damage
- 200 base
The precision choice for Albatross and deliberate trick shots across clear sightlines.
Damage note
200 damage per shot before upgrades; the current shop price needs in-build verification.
Assault Rifle
Sustained late-game pressure on whales and other large targets.
- Documented price
- $20,000
- Documented damage
- 40 base
An expensive final-route workhorse for players who value steady output over a single trick shot.
Damage note
40 damage per shot before upgrades.
SMG / Uzi
Fast follow-up shots against moving mid-game targets.
- Documented price
- Verify in current build
- Documented damage
- 24 base
A flexible rapid-fire option for Blue Shark and other fights where missed shots need quick correction.
Damage note
24 damage per shot before upgrades; confirm the current shop price in game.
Brass Knuckles
Ammo-free finishing for small starter catches.
- Documented price
- $24
- Documented damage
- Upgrade-dependent
The cheapest practical combat upgrade and a sensible way to preserve ammunition early.
Damage note
Melee output changes with upgrades; no stable Patch 1.0.10 value is published.
Knife
Controlled close-range cleanup for small and medium creatures.
- Documented price
- $45
- Documented damage
- Upgrade-dependent
A stronger starter finisher for crews willing to trade safety for lower ammunition costs.
Damage note
Upgradeable melee damage; verify the live value after installing parts.
Dynamite
Crowd clearing, Seagull kills and physics-based boat launches.
- Documented price
- $25
- Documented damage
- Upgrade-dependent
A disposable utility weapon tied directly to Everyone's dream and I'm the bird now.
Damage note
Area damage and launch force vary with distance from the blast.
Sniper Rifle and SMG / Uzi prices still require an in-build Patch 1.0.10 check. Their roles and documented base damage are useful; a made-up coin value is not.
Stage purchase advice
Buy for the encounter ahead
| Stage | Purchase direction | Why it pays now | Common mistake |
|---|---|---|---|
| Opening | Any available dependable starter weapon | Finishing catches and surviving Spider Crab matter before luxury upgrades; the Pistol is listed for Forest Island. | Spending every coin on a rod while lacking damage. |
| Forest | Balanced close/mid-range damage | Giant Piranha is easier when missed attacks can be punished quickly. | Carrying quest pickups in a full inventory. |
| Desert | Reliable sustained damage | Pufferfish and Blue Shark reward uptime more than a single stylish shot. | Confusing the optional grill route with the story route. |
| Rocks | Accurate rifle or sniper setup | Albatross spends time at range and killscore challenges benefit from accuracy. | Selling the Tuna body for short-term cash. |
| Volcano | Fully upgraded primary plus food reserves | The whale chain is longer and punishes low ammunition or recovery. | Starting the trigger without room to preserve key bodies. |
Attachment priorities
Upgrade the job, not the spreadsheet
Base damage is only one part of a useful weapon. Range, shot cadence, spread, ammunition economy and the specific achievement attempt decide whether an upgrade changes the fight.
Make hits repeatable
Choose the weapon whose range and handling match the target. Close Shotgun spread, distant Sniper shots and sustained Assault Rifle pressure solve different misses.
Reach a useful damage breakpoint
Improve damage when it removes an extra attack cycle or makes the intended finisher reliable. Recheck after installing parts instead of assuming every upgrade scales identically.
Protect sustained attempts
Magazine and handling improvements matter most when a boss stays active long enough to punish reloads. A one-shot challenge values a different setup.
Finish one eligible firearm
For Fully equipped, place the required optic, damage part, muzzle, laser and extended magazine on the same weapon. Scattered attachments do not satisfy that checklist.
Three achievement-specific picks
- 360 no scope: weaken a predictable small target, then use a firearm you can center confidently without aiming down sights.
- Easy: revisit an early boss with late-game damage and apply it immediately after the health bar appears.
- Everyone's dream: Dynamite is the required tool; lead the Seagull and time the blast instead of treating it like a direct-hit firearm.