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Closing Shift Weapons Guide: Guns, Ammo, and Prices

Use this Closing Shift weapons guide to compare prices, ammo limits, stuns, and explosives, then learn how to arm EXG and survive animatronic encounters.

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Closing Shift Weapons Guide: Guns, Ammo, and Prices

What Weapons Can You Use in Closing Shift?

Tearing an animatronic apart buys you time, but a Minigun victim rebuilds after 45 seconds. This Closing Shift weapons guide covers the Shotgun, Minigun, Sniper Rifle, and Explosives so you can compare their costs and manage ammunition. Your escape still requires four keys and the four-digit code to call the elevator.

The weapon passes in Closing Shift on Roblox offer different ways to interrupt the hunters:

Weapon passPriceAmmunitionCombat effect
Shotgun70 RobuxTen shells per round; more around the restaurantKnocks animatronics back and stuns them
Minigun299 RobuxOnly 3 ammo cans in the restaurantTears animatronics apart; they rebuild after 45 seconds
Sniper Rifle599 RobuxFive rounds per magazine; hidden ammo boxesHeadshots remove the head and stun for a minute; body shots knock the target flat
Explosives399 Robux15 grenades and 7 C4 per round; more in cratesBlasts animatronics apart and can break walls and doors

The Shotgun and Minigun passes are permanent purchases. Their ammunition still has limits, so plan your shots around the time you need to search, move, or escape.

Shotgun: Knockback and Stuns for 70 Robux

The Shotgun is a pump-action weapon that starts each round with ten shells. Additional shells can be found around the restaurant, and its blasts push animatronics back while stunning them.

Closing Shift — Shotgun: Knockback and Stuns for 70 Robux

Use that interruption to leave the immediate danger and resume searching. Avoid spending shells just to keep a hunter on the floor when you already have an opening to move.

Keep track of your remaining ammunition before heading into another room. Ten shells are a round's starting supply, so search for replacements while collecting keys and code scraps rather than waiting until the gun is empty.

You can also hand a Shotgun to EXG, which unlocks the ARMED ESCORT badge.

Minigun: Manage Spin-Up, Heat, and Limited Ammo

The Minigun costs 299 Robux and can dismantle an animatronic. That creates a 45-second window before it puts itself back together.

Closing Shift — Minigun: Manage Spin-Up, Heat, and Limited Ammo

Its firing cycle needs attention: hold fire to spin it up, then release before it overheats. Avoid holding the trigger continuously through an encounter. Leave room to stop firing and reposition.

Only 3 ammo cans are available throughout the restaurant. Conserve that supply for encounters where disabling a hunter gives you a useful opening, then spend the downtime advancing toward an objective.

Remember these limits:

  • Reconstruction: A dismantled animatronic returns after 45 seconds.
  • Heat: Release fire before the weapon overheats.
  • Resupply: The restaurant contains only 3 ammo cans.

Treat a takedown as a temporary opportunity. Move while the hunter is disabled instead of staying nearby to watch it rebuild.

Sniper Rifle: Headshots Stun Animatronics

The Sniper Rifle costs 599 Robux and combines a scope with a bolt-action firing mechanism. Each magazine holds five rounds, with additional ammunition in boxes hidden around the restaurant.

Closing Shift — Sniper Rifle: Headshots Stun Animatronics

Shot placement changes the result. A headshot blows off an animatronic's head and stuns it for a full minute. A body shot knocks it flat.

Aim for the head when you have time to line up the shot. If an approaching hunter leaves you without that opportunity, use the body-shot knockdown to create space.

Keep the five-round magazine in mind while searching. Spend the stun window moving toward your next task and looking for ammunition rather than firing additional rounds without a purpose. You can hand this rifle to EXG, too.

Explosives: Grenades, C4, and Breakable Barriers

The Explosives pass costs 399 Robux and supplies 15 grenades plus 7 C4 each round. Crates around the restaurant contain additional explosives.

These weapons affect more than the hunters. Explosions can tear animatronics apart, crack walls, and blast doors off.

Use that destructive capability when a barrier interrupts your route. Plan where you want to go before committing explosives, then move through the opening you create. Keep searching crates during the round if you intend to keep using grenades and C4.

Arm EXG and Collect Combat Badges

EXG can receive both the Shotgun and Sniper Rifle. Handing over the Shotgun specifically earns ARMED ESCORT.

The separate Animatronic Bodyguard pass costs 199 Robux and is permanent. Its friendly bear accompanies you, searches nearby drawers, opens doors, scouts ahead, warns you, distracts pursuers, and fights for you.

Combat also connects to these badges:

  • ARMED ESCORT: Hand EXG a Shotgun.
  • SCRAP METAL: Tear a hunter apart with the Minigun.
  • STAND YOUR GROUND: Keep Foxy back with your light until he retreats.

Keep Your Flashlight Ready for Foxy

Weapons do not replace the restaurant's encounter rules. Foxy responds to light: keep your flashlight aimed at his face until he retreats.

Press F to operate your flashlight. Its battery drains during use in the dark and recovers while the light rests. Switch it off when you can safely give it time to recharge, then keep it steady when confronting Foxy.

Listen for singing, too. Stay in the room when it begins. During the birthday party, remain seated and stay silent through the song.

Use weapon stuns to make progress toward the four keys and elevator code. Once a hunter is down, take the opening and keep searching.

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