Death Stranding 2: All Weapons and How to Get Them | Push Square
How to unlock every weapon in Death Stranding 2
Kojima Productions has massively expanded the combat side of Death Stranding 2 with its big PS5 sequel, and this has given way to a much, much longer list of weapons to acquire throughout the game. In this Death Stranding 2 guide, we'll reveal all weapons and how to get them.
On this page: What Are All Weapons and How Do You Get Them in Death Stranding 2?
In almost all cases, unlocking new weapons in the game is tied to levelling up your Connection Level with the Facilities found throughout the open worlds of Mexico and Australia. You do this by finishing their Standard Orders, Aid Requests, and bringing back any of their Lost Cargo.
Once you've unlocked them, you can craft weapons on the Fabrication screen at Terminals in any Facility. Below you will find all weapons and how to get them in Death Stranding 2.
A handgun that electrocutes close-range targets. The trigger must be held to build up an electrical charge before firing. It produces no noise when firing, making it well suited for covert operations where silent takedowns are a necessity. Can be stored in the handgun holster.
A silent (SL) variant of the machine pistol, perfect for covert ops. Fires MP bullets effective against any target. Comes fitted with a light, and has two modes of fire: semi-auto and full-auto. Can be stored in the handgun holster.
A handgun that fires MP shell grenades effective against any target. The grenades explore on impact, damaging all enemies caught in the blast. Can be stored in a handgun holster.
A silenced handgun loaded with tranquillising rounds. It has a limited range, but a single direct hit will put an enemy to sleep once the tranquilliser has taken effect. Can be stowed in a dedicated holster. Suited for covert operations.
A powerful handgun brutally effective at close range. Rounds are capable of penetrating helments and destroying armour, especially when shot in close proximity. Fires MP bullets effective against any target. Comes fitted with a light, and can be stored in the handgun holster.
An upgraded version of the MP bullet assault rifle. Boasts a greater ammo capacity, larger clip size, and a higher rate of fire than its Lv1 predecessor. In addition to a flashlight, this model comes with a dot sight and an MP shell grenade launcher. It has two modes of fire: semi-auto and full-auto.
A lightweight (LW) variant of the MP bullet assault rifle, capable of being sorted as an S-sized piece of cargo. Armed with MP bullets effective against any target, the rifle also comes equipped with a light, a dot sight, and has three modes of fire: semi-auto, full-auto, and burst.
An upgraded version of the lightweight (LW) variant MP bullet assault rifle, featuring a greater ammo capacity and a higher rate of fire than its predecessor, as well as an MP shell grenade launcher. Comes fitted with a light and dot sight, and supports three modes of fire: semi-auto, full-auto, and burst.
A silent lightweight (SL-LW) variant of the MP bullet assault rifle, fitted with a suppressor for covert ops, and storable as an S-sized piece of cargo. The files also comes equipped with a light, a dot sight, and has three modes of fire: semi-auto, full-auto and burst.
A powerful mid-range weapon with considerable ammo capacity. Fires MP bullets effective against any target. Reloading is slow, but rounds retain their power over distance, making it effective aginst large enemies at longer ranges, too. Comes fitted with a light, and support semi-auto and full-auto fire.
An upgraded version of the MP bullet machine gun. Boasts a greater ammo capacity, larger clip size, and a higher rate of fire than its Lv1 predecessor. Comes fitted with a light, and supports semi-auto and full-auto fire.
Fires cables to reel in cargo from a distance. Once pulled toward you, the cargo must be plucked from the air with a well-timed catch.
A weapon that fires strands to bind targets, rendering them immobile. Effective against Bts and human enemies wearing any type of armour. Headshots on human targets bind the neck, knocking them unconscious. Shots are quiet, making it well suited for covert operations.
A weapon that fires electrically charged strands to bind targets, rendering them immobile. Retains the anti-BT capabilities of the base model, but the electrified strands are now capable of damaging mechs and rendering humans unconscious instantaneously. Shots are quiet, making it well suited for covert operations.
A short-range weapon loaded with MP shells that change damage type depending on their target. Fitted with a flashlight.
An upgrade version of the MP shell shotgun. Boasts a greater ammo capacity, larger clip size, and greater stopping power than its Lv1 predecessor. In addition to a flashlight, this model also comes with a dot sight and an MP shell grenade launcher. Supports three modes of fire: semi-auto, full-auto, and burst.
A lightweight (LW) variant of the MP shell shotgun, capable of being stored as an S-sized piece of cargo. Comes fitted with a light, and supports three modes of fire: semi-auto, full-auto, and burst.
An upgraded version of the lightweight (LW) variant MP shell shotgun, featuring superior ammo capacity and greater stopping power than its Lv1 predecessor. In addition to a flashlight, this model comes with a dot sight and an MP shell grenade launcher. Also supports three modes of fire: semi-auto, full-auto, and burst.
A long-range rifle loaded with non-lethal tranquillising rounds, ideal for neutralising human targets from a safe distance. Comes with a variable scope that has two zoom settings. Hold your breath to stabilise your aim, and be warned: makes a loud noise when firing.
A lightweight (LW) variant of the tranq sniper rifle, capable of being stored as an S-sized piece of cargo. Depsite the reduction in the weight of its stock, this portable variant retains all the features of the base model, including its range, variable scope, and its considerably noisy report... Hold your breath to stabilise your aim before firing.
A grenade launcher loaded with MP shells effective against any target. The grenades explode on impact, damaging all targets caught in the blast.
A grenade launcher loaded with adhesive MP shells effective against any target. The grenades stick to their target on impact, and can be detonated remotely, damaging all enemies caught in the blast.
A rocket launcher that fires multiple guided rockets, each extremely powerful. They can lock on to several targets before launching. The rockets explode with deadly force on impact, also unleashing a cloud of blood formulated to damage BTs.
A weapon that can fire four powerful, unguided rockets in quick succession. The rockets explode on impact, producing a cloud of blood to damage BTs.
A grenade that expels a cloud of blood on impact, damaging BTs. The blood cloud lingers in the air, causing continous damage and obscuring enemy vision. Can be stored in a grenade pouch.
An upgraded version of the blood grenade, filled with a more potent haematic compound than its Lv1 predecessor. Expels a cloud of blood on impact, damaging BTs. The blood cloud lingers in the air, causing continuous damage and obscuring enemy vision. Can be stored in a grenade pouch.
A grenade that unleashes a cloud of anti-BT vapour on impact. The vapour lingers in the air, repelling gazers and hunters, and will even stop human foes in their tracks momentarily. A direct hit on a catcher will also cause them to move more slowly. Can be stored in a grenade pouch.
A grenade that explodes on impact to produce a lingering cloud of smoke, obscuring enemy vision and causing humans to cough. The smoke can even shield Sam from the vision of Watchers, who, unlike other BTs, have the ability to see. The relatively muted sound of its detonation draws little attention to Sam, making it the perfect tool for covert ops. Can be stored in a grenade pouch.
A hand grenade designed using MP technology, making it effective against any target. Explodes on impact, and can be stored in a grenade pouch.
A grenade that produces a decoy hologram to draw enemy attention. Must be activated manually once thrown. The hologram produced will depend on what the nearby enemy is doing. Can be stored in a grenade pouch.
A grenade that produces a hologram of an object to hide behind or inside of. Just make sure no one sees you doing so... Perfect for covert operations where cover is scarce. Must be activated remotely after being thrown. Can be stored in a grenade pouch.
A grenade that produces a hologram of a BT, paralysing humans with fear and disbelief from seeing what they should not be able to. Its ability to distract enemies makes it well suited for covert operations. Must be activated remotely after being thrown. Can be stored in a grenade pouch.
A grenade that has a special effect on large BTs (catchers). Defeating a weakened catcher by throwing an EX capture grenade into its mouth will produce a BT crystal. Like other grenades, these can be stored in a regular grenade pouch.
A thrown weapon that emits an electric shock upon impact. Knocks humans unconscious and renders vehicles temporarily unusable.
A remotely detonated thrown weapon that emits an electrical charge. It adheres to surfaces when thrown, ready to be triggered. Knocks humans unconscious and renders vehicles temporarily unusuable. Can be stored in a grenade pouch.
A melee weapon that extends telescopically when swung, delivering electric shocks that can stun enemies. Can also be used to block melee attacks, or thrown like a spear to administer an electric shock to a distant target. Note, however, that once thrown, it cannot be recovered.
A melee weapon that extends telescopically when swung, delivering electric shocks that can stun enemies. Can also be used to block melee attacks, or thrown like a spear to administer an electric shock to a distant target. Note, however, that once thrown, it cannot be recovered.
A melee weapon that extends when swung, delivering electric shocks that can stun enemies. Both ends emit an electric charge, allowing attacking to be chained together more rapidly. Can also be used to block melee attacks, or thrown like a spear to administer an electric shock to a distant target. Once thrown, it cannot be recovered.
Gloves designed for combat. They can unleash a flurry of powerful strikes effective against mechs. They are also capable of charged attacks that can electrocute enemies.
Approaching an enemy from behind allows you to deliver an especially potent electrical shock attack. These gloves also provide additional protection when blocking, and improve your climbing ability.
Gloves designed for combat. They can unleash a flurry of powerful strikes effective against mechs. They are also capable of charged attacks that can electrocute enemies.Approaching an enemy from behind allows you to deliver an especially potent electrical shock attack. These gloves also provide additional protection when blocking, and improve your climbing ability.
This improved model boasts better battery performance and durability than the Lv1 version.
A thrown weapon loaded with Sam's blood that is especially effective against BTs. The more blood that is loaded, the greater the damage inflicted, but don't overdo it — the boomerang cannot be thrown if Sam's blood levels are too low. Hits to the head do additional damage. Can be stowed in a dedicated holster. Suited for covert operations.
A thrown weapon which electrocutes any enemies that trigger its sensors. A deployed trap will connect to other traps within range. Enemies which pass between two connected traps will be electrocuted.
A canine-shaped landmine that will chase and attack an enemy target. Only able to attack once, dog mines electrocute human targets and blast mechanical targets with explosive damage. They are, however, unable to detect BTs, and are therefore ineffective against them. Up to eight dog mines can be deployed at a time.
A rubber disc used to train aspiring pizzaiolos, provided by The Pizza Chef. It can be thrown as a weapon, knocking even the most heavily armoured humans out when a headshot is scored. Suited for covert ops and fits in a grenade pouch.
A rocket launcher shaped like a piece of cargo and loaded with powerful MP warheads. The rockets can lock onto multiple targets, and will be fired once the box is thrown into the air. The type of damage inflicted depends on the target.
A device primarily used to extinguish fires by dousing them with a jet of decontaminated tar, but which can also knock humans unconscious and supress smaller enemies. Deploy the cannon to fix it to the ground and replenish its tar supply, but be warned that the tar it expels has a restorative effect on catchers.
A weapon that fires chiral particles at a special wavelength. Firing the cannon consumes chiral crystals. Although extremely noisy, the chiral particles can penetrate walls to knock human targets unconscious and inflict significant damage on BTs and mechs. The cannon's powerful recoil means it must be fixed in place before firing.
A guitar-shaped gun that fires golden projectiles. It can also be used as an axe.
A weapon component for the pickup off-roader. Automatically detects and collects nearby cargo, placing it on the cargo shelf.
A weapon component for the pickup off-roader. Automatically fires MP bullets at enemies within range. The type of damage inflicted changes depending on the target.
A weapon component for the pickup off-roader. Automatically fires accelerated chiral particles at enemies within range. Slow to fire but extremely powerful. Bringing this cannon to populated areas is strongly discouraged.
A weapon component for the pickup off-roader. Automatically fires MP shells at long-range enemies. The shells explode on impact, inflicting damage on all targets in the blast area.
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