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Mortal Shell II Sidearms

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Sidearms spend Resolve for a different answer

Sidearms are not main weapons. Their attacks use Resolve, so treat them as a choice you make at the right distance or against the right problem. A projectile can finish a retreating target, a control tool can slow a crowd, and a heavy option can turn a short opening into real damage.

Sidearm Identity Where to start looking
Naylshotte close-range spread Prologue
Forgotten Crossbow ranged crossbow Flooded Village
Salvaged Trebuchaxe heavy axe projectile Ravaged Hideout
Troubadour’s Lute Confusion control One-Legged Wolf Tavern
Triarch Repeater automatic repeating fire Blackwell Cavern
Ballistazooka heavy projectile Sentry’s Grave
Cursed Child environmental-route pickup Revered Beacon
Caged Hystrix rapid multi-projectile fire Chamber of Becoming

Pick one purpose

Naylshotte is the immediate close-range option. Forgotten Crossbow and Triarch Repeater give you range in different forms. Troubadour’s Lute applies Confusion, which can make it more valuable for a crowd-control plan than a raw-damage swap. Ballistazooka and Salvaged Trebuchaxe are better saved for a committed window than fired just because Resolve is full.

Most pickups are route rewards. Forgotten Crossbow needs the Damp Key in Flooded Village; Caged Hystrix sits at the end of Sariel’s Chamber of Becoming route. Equip a new Sidearm and test its range before upgrading it. The right one is the tool that covers what your melee weapon cannot.

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