Join our Discord! |
If you have been locked out of your account you can request a password reset here. |
Difference between revisions of "Far Cry 3"
m (Protected "Far Cry 3" ([edit=sysop] (indefinite) [move=sysop] (indefinite))) |
|||
Line 26: | Line 26: | ||
[[Image:DesertEagle50AE.jpg|thumb|none|400px|Desert Eagle Mark XIX - .50AE]] | [[Image:DesertEagle50AE.jpg|thumb|none|400px|Desert Eagle Mark XIX - .50AE]] | ||
− | [[Image: | + | [[Image:FC3-Deagle-1.jpg|thumb|none|600px|Desert Eagle in the store menu.]] |
== Kimber Warrior == | == Kimber Warrior == | ||
Line 35: | Line 35: | ||
[[Image:KimberWarriorII.jpg|thumb|none|400px|Kimber Warrior - .45 ACP]] | [[Image:KimberWarriorII.jpg|thumb|none|400px|Kimber Warrior - .45 ACP]] | ||
+ | [[Image:FC3-Kimber-3.jpg|thumb|none|600px|Kimber Warrior in the store menu.]] | ||
+ | [[Image:FC3-Kimber-4.jpg|thumb|none|600px|"Shadow" Signature version in the store menu.]] | ||
[[Image:FC3-Kimber-1.jpg|thumb|none|600px|Per the grand traditions of the previous game, Jason Brody's first reflex on arriving in a tropical paradise is to accidentally set fire to it.]] | [[Image:FC3-Kimber-1.jpg|thumb|none|600px|Per the grand traditions of the previous game, Jason Brody's first reflex on arriving in a tropical paradise is to accidentally set fire to it.]] | ||
[[Image:FC3-Kimber-2.jpg|thumb|none|600px|Jason empty-reloads his Kimber Warrior, impressing one of Vaas' henchmen with his reloading technique and his being-shot technique at the same time.]] | [[Image:FC3-Kimber-2.jpg|thumb|none|600px|Jason empty-reloads his Kimber Warrior, impressing one of Vaas' henchmen with his reloading technique and his being-shot technique at the same time.]] | ||
+ | [[Image:FC3-Kimber-5.jpg|thumb|none|600px|Jason holds the custom "Shadow" variant as he ponders in what way jumping into a cenote is not a horrifyingly bad idea.]] | ||
+ | [[Image:FC3-Kimber-6.jpg|thumb|none|600px|In the land of not-terrible ideas, Jason reloads his "Shadow."]] | ||
== Makarov PB == | == Makarov PB == | ||
Line 78: | Line 82: | ||
[[Image:Bizon9x18.jpg|thumb|none|400px|PP-19 Bizon-2 with side-folding stock in folded position - 9x18mm Makarov]] | [[Image:Bizon9x18.jpg|thumb|none|400px|PP-19 Bizon-2 with side-folding stock in folded position - 9x18mm Makarov]] | ||
− | [[Image: | + | [[Image:FC3-Bizon-1.jpg|thumb|none|600px|Bizon-2 in the store menu.]] |
==Skorpion Vz. 61== | ==Skorpion Vz. 61== | ||
Line 92: | Line 96: | ||
[[Image:KrissSuperV.jpg|thumb|none|400px|TDI Vector SMG - .45 ACP]] | [[Image:KrissSuperV.jpg|thumb|none|400px|TDI Vector SMG - .45 ACP]] | ||
− | [[Image: | + | [[Image:FC3-Vector-1.jpg|thumb|none|600px|TDI Vector on the store menu.]] |
+ | [[Image:FC3-Vector-2.jpg|thumb|none|600px|"Shredder" Signature variant on the store menu.]] | ||
=Shotguns= | =Shotguns= | ||
Line 98: | Line 103: | ||
==Franchi SPAS-12== | ==Franchi SPAS-12== | ||
− | [[Image:Franchi12.jpg|thumb|none| | + | The [[Franchi SPAS-12]] goes by its real name of "SPAS-12," and is the short-barrel version. The last shotgun unlocked, it is only available on the South island, and is the only semi-automatic shotgun in the game. |
− | [[Image: | + | |
+ | [[Image:Franchi12.jpg|thumb|none|400px|Franchi SPAS-12 with short barrel - 12 gauge]] | ||
+ | [[Image:FC3-SPAS-1.jpg|thumb|none|600px|SPAS-12 on the store menu.]] | ||
== Baikal MP-133 == | == Baikal MP-133 == | ||
Line 112: | Line 119: | ||
==Winchester Model 1887== | ==Winchester Model 1887== | ||
− | A [[Winchester Model 1887]], simply called the 1887, is available from the store as soon as it is unlocked. In a rare case of an 1887 in a videogame ''not'' being based on the one from ''Terminator 2'', it is shown with a full-length barrel. Unlike the MP-133, the weapon has no extra step of operating the action to explain how it chambers a round when reloading from empty. | + | A [[Winchester Model 1887]], simply called the 1887, is available from the store as soon as it is unlocked. In a rare case of an 1887 in a videogame ''not'' being based on the one from ''Terminator 2'', it is shown with a full-length barrel; it also mounts an accessory rail, and can use an open reflex optic. Unlike the MP-133, the weapon has no extra step of operating the action to explain how it chambers a round when reloading from empty. |
[[Image:Winchester1887shotgun.jpg|thumb|none|400px|Winchester 1887 shotgun - 12 gauge]] | [[Image:Winchester1887shotgun.jpg|thumb|none|400px|Winchester 1887 shotgun - 12 gauge]] | ||
Line 142: | Line 149: | ||
[[Image:Galil ACE 53.jpg|thumb|none|400px|Galil ACE 53 - 7.62x51mm]] | [[Image:Galil ACE 53.jpg|thumb|none|400px|Galil ACE 53 - 7.62x51mm]] | ||
− | [[Image: | + | [[Image:FC3-Ace-1.jpg|thumb|none|600px|Galil ACE 53 on the store menu.]] |
== Heckler & Koch HK416 == | == Heckler & Koch HK416 == | ||
Line 149: | Line 156: | ||
[[Image:Heckler and Koch 416.jpg|thumb|none|400px|Heckler & Koch HK416 with 10 inch barrel - 5.56x45mm NATO]] | [[Image:Heckler and Koch 416.jpg|thumb|none|400px|Heckler & Koch HK416 with 10 inch barrel - 5.56x45mm NATO]] | ||
+ | [[Image:FC3-HK416-1.jpg|thumb|none|600px|HK416 on the store menu.]] | ||
== SIG SG 552-2 == | == SIG SG 552-2 == | ||
Line 164: | Line 172: | ||
[[Image:M1A-Socom.jpg|thumb|none|400px|M1A SOCOM 16 - 7.62x51mm NATO (.308 Winchester)]] | [[Image:M1A-Socom.jpg|thumb|none|400px|M1A SOCOM 16 - 7.62x51mm NATO (.308 Winchester)]] | ||
[[Image:FC3-SOCOM-1.jpg|thumb|none|600px|Jason holds a SOCOM 16 fitted with a suppressor and tube reflex optic as he realises it is a good idea to stop and let others cross the road. This SOCOM 16 has the wood "paint scheme" applied to it, which actually replaces all the furnishings with wooden equivalents.]] | [[Image:FC3-SOCOM-1.jpg|thumb|none|600px|Jason holds a SOCOM 16 fitted with a suppressor and tube reflex optic as he realises it is a good idea to stop and let others cross the road. This SOCOM 16 has the wood "paint scheme" applied to it, which actually replaces all the furnishings with wooden equivalents.]] | ||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
=Sniper Rifles= | =Sniper Rifles= | ||
Line 189: | Line 177: | ||
==Remington M40A5== | ==Remington M40A5== | ||
− | The " | + | The "M-700" sniper rifle appears to be an [[M40A5]], since it has a projecting, detachable magazine. This has the correct five-round capacity, though the extended magazine upgrade increases this to ten without visually altering the weapon. It can also be customised with increased zoom, an illuminated reticle and a suppressor. The pre-order bonus version, the "M-700 Predator," has all four upgrades, while the normal weapon can only have two. |
[[Image:M40A5.jpg|thumb|none|400px|M40A5 sniper rifle with Harris bipod - 7.62x51mm NATO]] | [[Image:M40A5.jpg|thumb|none|400px|M40A5 sniper rifle with Harris bipod - 7.62x51mm NATO]] | ||
− | [[Image:FC3-Remington-1.jpg|thumb|none|600px|Jason holds his " | + | [[Image:FC3-Remington-3.jpg|thumb|none|600px|M40A5 on the store menu.]] |
+ | [[Image:FC3-Remington-2.jpg|thumb|none|600px|"M-700 Predator" preorder bonus weapon on the store menu.]] | ||
+ | [[Image:FC3-Remington-1.jpg|thumb|none|600px|Jason holds his "M-700 Predator" after dealing with a shark who had been breaking all the shark rules. The shark rules say you should swim around and eat fish, but this shark was trying to walk on the ground and eat crabs. The other sharks really didn't like having to look at that.]] | ||
== SVD / SVD-M Dragunov == | == SVD / SVD-M Dragunov == | ||
Line 211: | Line 201: | ||
[[Image:Black-arrow2.jpg|thumb|none|400px|Zastava M93 Black Arrow - .50 BMG]] | [[Image:Black-arrow2.jpg|thumb|none|400px|Zastava M93 Black Arrow - .50 BMG]] | ||
+ | [[Image:FC3-Z93-2.jpg|thumb|none|600px|Zastava M93 Black Arrow on the store menu.]] | ||
+ | [[Image:FC3-Z93-1.jpg|thumb|none|600px|"AMR" Signature variant on the store menu.]] | ||
+ | |||
+ | =Machine Guns= | ||
+ | |||
+ | ==FN Minimi== | ||
+ | |||
+ | An extremely bizarre [[FN Minimi]] variant is the last machine gun to unlock, called the "MKG." This model appears to be an M249 derivative since it has a STANAG well, but what it does ''not'' have is a regular belt feed opening, instead using an odd belt box with a STANAG well adaptor. Instead of a belt feed opening, the MKG has a left-handed charging handle. The rear sight is always shown raised for indirect fire, but the gun shoots straight ahead when the iron sights are used instead of into the air as it should. | ||
+ | |||
+ | [[Image:M249ParaWAmmo.jpg|thumb|none|400px|M249 SAW paratrooper version with 200 round ammo drum - 5.56x45mm]] | ||
+ | [[Image:FC3-Minimi-1.jpg|thumb|none|600px|What is this I don't even]] | ||
+ | |||
+ | ==PKM== | ||
+ | |||
+ | The [[PKM]] is the most common machine gun in the game, and is used by enemy heavy soldiers on both islands. Unlike the previous game, the PKM in ''Far Cry 3'' correctly feeds from right to left, and it is shown with a side folding stock (!) and a railed handguard with a foregrip and sniper rifle-style pivoting bipod. It cannot mount any accessories. | ||
+ | |||
+ | [[Image:PKM-mg.jpg|thumb|none|400px|PKM with classic (most seen) version of the flash hider - 7.62x54mmR]] | ||
+ | [[Image:fc3pkm.jpg|thumb|none|400px]] | ||
+ | |||
+ | ==STK Ultimax 100 Mark 3== | ||
+ | |||
+ | A Mark 3 [[Ultimax 100]] light machine gun, called the "U100," is the second machine gun available on the North island. It is slower-firing than the PKM, which is balanced by higher accuracy and, bizarrely, more damage. | ||
+ | |||
+ | [[Image:Ultimax mk3 2.jpg|thumb|none|400px|CIS Ultimax 100 Mark 3 with magazine removed - 5.56x45mm NATO]] | ||
+ | [[Image:fc3stk.jpg|thumb|none|400px]] | ||
=Launchers= | =Launchers= | ||
==GM-94== | ==GM-94== | ||
+ | |||
The [[GM-94]] pump-action grenade launcher is referred to as the "GL-94," and is more expensive than the RPG-7, with the benefit of having a larger ammo pool and the ability to fire multiple times between reloads. During the mission line, Jason uses one to fire at Vaas' forces during an escape in a commandeered truck. | The [[GM-94]] pump-action grenade launcher is referred to as the "GL-94," and is more expensive than the RPG-7, with the benefit of having a larger ammo pool and the ability to fire multiple times between reloads. During the mission line, Jason uses one to fire at Vaas' forces during an escape in a commandeered truck. | ||
[[Image:Gm94.jpg|thumb|none|350px|GM-94 grenade launcher - 43mm]] | [[Image:Gm94.jpg|thumb|none|350px|GM-94 grenade launcher - 43mm]] | ||
Line 229: | Line 245: | ||
[[Image:Rpg-7-1-.jpg |thumb|none|400px|RPG-7 - 40mm]] | [[Image:Rpg-7-1-.jpg |thumb|none|400px|RPG-7 - 40mm]] | ||
+ | |||
+ | =Explosives= | ||
+ | |||
+ | ==C4== | ||
+ | |||
+ | Jason always carries remotely-detonated C4 charges in a special weapon slot; these are thrown with the fire button and detonated with the aim button. They are extremely powerful, able to kill almost anything with a single charge and demolish some weak doors and walls in the ancient ruins dotted around the island. | ||
+ | |||
+ | ==Fictional mine== | ||
+ | |||
+ | A fictional blast-resistant motion-sensitive mine is available from the start of the game, seemingly based on an anti-tank mine since the tiny mine has two pointless lifting handles on the sides. | ||
+ | |||
+ | [[Image:FC3-Mine-1.jpg|thumb|none|600px|Jason holds a mine as he attempts to get the game's name changed to ''Cabela's Ridiculous Hunts'', with the unwitting aid of a local leopard. Note the useless carrying handles, which Jason is having no trouble carrying it without.]] | ||
+ | [[Image:FC3-Mine-2.jpg|thumb|none|600px|The leopard belatedly realises it has been trolled.]] | ||
+ | |||
+ | ==M26 Hand Grenade== | ||
+ | |||
+ | The hand grenades shown in the game are [[M26 hand grenade]]s. The game implies they are supposed to be the British L2A2 variant, since they are said to be a British clone of an American design stolen from the Falklands, but they do not have the correct fuze design for that version. Unlike the previous game, there is a clear animation of Jason pulling the pin before throwing, and the safety lever flies off visibly when this happens. | ||
+ | |||
+ | [[Image:200px-M-67handgrenade.jpg|thumb|none|200px|M26 High-Explosive Fragmentation hand grenade]] | ||
=Mounted Weapons= | =Mounted Weapons= | ||
Line 242: | Line 277: | ||
The same strange [[FN Minimi]] derivative used as the "MKG" is also the lighter of the two mounted guns, and can be found in the same places as the DShK. | The same strange [[FN Minimi]] derivative used as the "MKG" is also the lighter of the two mounted guns, and can be found in the same places as the DShK. | ||
+ | |||
+ | [[Image:M249ParaWAmmo.jpg|thumb|none|400px|M249 SAW paratrooper version with 200 round ammo drum - 5.56x45mm]] | ||
{{Cry Series}} | {{Cry Series}} |
Revision as of 16:54, 3 December 2012
Work In Progress This article is still under construction. It may contain factual errors. See Talk:Far Cry 3 for current discussions. Content is subject to change. |
Far Cry 3 is the 2012 sequel to Far Cry 2, developed and published by Ubisoft for the Xbox 360, Playstation 3 and PC, using an updated form of the proprietary "Dunia" engine from its predecessor. As with the previous game, it is a sequel in name only and has no real connection to the previous game, instead taking place on a fictional Pacific archipelago collectively known as Rook Island. The player takes the role of Jason Brody, a rich young American thrill-seeker who finds himself in mortal danger after he and his friends are abducted by a band of ruthless pirates under the deranged command of Vaas Montenegro. After escaping Vaas' camp, Jason finds himself involved in an ongoing war between Vaas' pirates and the native Rakyat people, and is tested to the limit as he attempts to free his friends and escape the island.
The following weapons appear in the video game Far Cry 3:
Overview
Far Cry 3 uses an unusually complex system for handling weapons, with RPG elements such as crafting and experience. By default the player character, Jason Brody, has one weapon slot which he can equip any weapon in; further slots, along with additional carrying capacity for ammunition, are gained by hunting local animals and using their skins to make bandoliers, pouches and belts in the game's Crafting menu. In this way he can ultimately equip up to four weapons at once. Unlike the previous game these can be any four weapons, with no present classes for the slots.
Weapons are gained from stores, and can be acquired in one of three ways; either bought with currency, unlocked by picking them up from enemies, or unlocked by deactivating scramblers on the radio towers scattered across the two islands. Once a weapon is purchased or unlocked, it can be equipped an unlimited number of times for no further fee. Guns no longer degrade, jam or explode as they did in Far Cry 2, so weapons only need to be re-acquired if the player wants to alter their loadout. Accessories and paint schemes for weapons can also be bought, and unlike weapons there is no way to get these for free; they must be bought for each weapon and are not interchangeable between them, and each weapon has a set number of upgrades which can be applied to it at the same time. Any weapon with an "extended magazine" upgrade will not change visually to indicate its presence.
In addition to regular weapons, special "Signature" weapons with unique paint schemes, attachment combinations and bonuses can be made available for purchase by completing various prerequisites; these are always better than the basic weapon they are modifications of.
Jason can also carry supplies of mines, C4 packs, hand grenades and molotovs. The former are treated as the fifth and sixth weapon slots, while the latter are thrown with a hotkey with a key to switch between them.
Jason starts out with minimal abilities, but can gain more using an experience point system based on a mystical tribal tattoo, the "Tatau," on his left arm. These include general boosts like extra health slots, but also combat-based abilities such as the ability to cook grenades, reload while running, use one-handed weapons on ziplines, and so on.
Handguns
IMI Desert Eagle Mark XIX
The Desert Eagle Mark XIX, called the "D50," is the last handgun unlocked, and the most powerful. Predictably, it cannot use a suppressor. The custom colours for the Desert Eagle allow it to have a black, chrome or two-tone finish, as well as the standard selection of camo patterns.
Kimber Warrior
A Kimber Warrior, simply called the "1911," is the first weapon encountered in the game; it is bought after Jason escapes from Vaas' camp with money given by Dennis Rogers, in order to introduce the shop system. It is a very common pistol, especially in the hands of NPCs; both Dennis and Vaas are frequently shown with it, and Jason will pull one from an enemy's holster when using the Gunslinger Takedown ability.
Despite the game saying it can mount a suppressor, it actually has no accessories; however, the Signature version, "Shadow," has a suppressor, extended magazine and open reflex sight.
Makarov PB
The Makarov PB appears as "6P9", its Soviet Army designation, in the game. Strangely it does not come with the front of its integral suppressor by default, and if a suppressor is equipped it will use the generic suppressor model instead of the correct one for the PB. It is a rare sight in the game; the boyfriend in the mission "Juliet" has one, and in a hallucination Jason can be seen holding one to his own head.
Smith & Wesson Model 629
The ".44 Magnum" is a Smith & Wesson Model 629 resembling a Performance Center "Stealth Hunter." By default it has a 4-inch barrel, but can be upgraded; the barrel length upgrade replaces the option to mount a suppressor. The unlockable Signature "Cannon" pistol, a reward for using the uPlay service, has a 6-inch barrel, a tube reflex optic and enhanced damage.
Type 10 Flare Gun
A rare Japanese Type 10 flare gun is available from the start, but can only be used in multiplayer with one of the pre-order bonus packs. Type 10s are used by enemies to summon reinforcements, but cannot be picked up from them as they only drop their normal weapons when killed. In Jason's hands, the Type 10 can be used to start fires or distract enemies. It has a gold finish and no custom options.
Submachine Guns
Agram 2000
The Agram 2000 is called the "A2000," and is a middle of the road weapon with no particular advantages or disadvantages. All snipers on both islands carry an Agram 2000 as a backup weapon.
Heckler & Koch MP5N
The MP5N is known as the "MP5" in the game.
Izhmash PP-19 Bizon-2
The "BZ19," an Izhmash PP-19 Bizon, is one of the two SMGs which are held over until the South island is unlocked. The most expensive SMG in the game to make up for its enormous helical magazine, it is able to mount a suppressor, tube reflex sight or one of two open reflex sights. The 64-round magazine shows it is a 9x18mm Makarov version.
Skorpion Vz. 61
Appears as "Skorpion".
TDI Vector
The TDI Vector is called the "Vector .45 ACP," and is used at the very end of the last mission in the North, but is only available from stores in the South. The Signature version, the "Shredder," is unlocked by locating a set number of relics, and has a suppressor, extended magazine, tube reflex optic and enhanced accuracy and damage.
Shotguns
Franchi SPAS-12
The Franchi SPAS-12 goes by its real name of "SPAS-12," and is the short-barrel version. The last shotgun unlocked, it is only available on the South island, and is the only semi-automatic shotgun in the game.
Baikal MP-133
The cheapest shotgun in the game is a Baikal MP-133 called the "M133." It is a custom version with synthetic furniture, a forend from a Remington 870, a vented rib barrel, and an accessory rail mounted atop the receiver. It has an extended 6-round magazine tube and the capacity is 7 rounds; interestingly the empty reload actually shows Jason insert one shell, pump the action and then load the other six, meaning it is correct. The basic model has no customisation options, but the Signature version, the "Bull," comes with a reflex sight and has an extended magazine, though as with all weapons this is not shown on the model.
It is used by shotgun soldiers on both the North and South islands, making it a very common sight, and is one of the weapons commonly given for hunting side-missions.
Winchester Model 1887
A Winchester Model 1887, simply called the 1887, is available from the store as soon as it is unlocked. In a rare case of an 1887 in a videogame not being based on the one from Terminator 2, it is shown with a full-length barrel; it also mounts an accessory rail, and can use an open reflex optic. Unlike the MP-133, the weapon has no extra step of operating the action to explain how it chambers a round when reloading from empty.
Assault Rifles & Battle Rifles
AK-103
The AK-103 appears in the game, identifiable due to 90 degree gas block, AK-74 type muzzle brake, and use of metal 7.62x39mm AK-47 magazines. It is a common weapon among Vaas' thugs, and is the cheapest assault rifle in the game.
The in-game AK is fitted with an accessory rail on the top of the receiver attached via the mounting bracket on the left side of the lower receiver, an AKM / early AK-74 ribbed reciever cover, wooden AK-74 stock and handguard, and an early AK-47 pistol grip, complete with an earlier, thicker reinforcement plate.
FAMAS G2
The FAMAS G2 is second most expensive assault rifle available on the North island, and one of only two in the game which can mount a suppressor.
Galil ACE 53
The Galil ACE 53 appears as "ACE" in the game.
Heckler & Koch HK416
The "P416" is an HK416 assault rifle, and is one of the last weapons unlocked. It is encountered during the final chain of missions on the North island, but only unlocks in the store on the South, and is the primary armament of "Privateer" mercenaries on that island. It is not able to mount a suppressor, but like the Galil ACE it can mount an ACOG sight in addition to the other optics.
SIG SG 552-2
The SIG SG 552-2 is referred to as the "STG-90" and is one of the cheaper assault rifles. It always has a vertical foregrip, and can be equipped with an extended magazine or a red dot sight.
Springfield Armory M1A SOCOM 16
A SOCOM 16 with a left-handed ejection port is available, incorrectly classified as an assault rifle and called the "MS16." By default it has only iron sights, making it a semi-automatic battle rifle, but it can be fitted with a tube reflex sight to make it into a mid-range marksman's rifle. It can also be fitted with a suppressor, extended magazine, or one of two types of open reflex sight.
Sniper Rifles
Remington M40A5
The "M-700" sniper rifle appears to be an M40A5, since it has a projecting, detachable magazine. This has the correct five-round capacity, though the extended magazine upgrade increases this to ten without visually altering the weapon. It can also be customised with increased zoom, an illuminated reticle and a suppressor. The pre-order bonus version, the "M-700 Predator," has all four upgrades, while the normal weapon can only have two.
SVD / SVD-M Dragunov
The SVD Dragunov is the cheapest sniper rifle in the game, and is available from the start. It is a left-handed weapon wielded by a right-handed shooter (as in Far Cry 2); however, the magazine, forend, and reticle have been modified to more realistic specifications. The weapon has no accessories, and has a capacity of just five rounds, meaning the magazine is only half loaded. It is used by pirate snipers on the North island.
The SVD defaults to a colour scheme which suggests the furnishings are synthetic, but has a standard SVD stock rather than the correct one for an -M variant. If the "wood" paint scheme is applied to it, it becomes a completely normal SVD.
Zastava M93 Black Arrow
The final sniper rifle to be unlocked, the "Z93," is a Zastava M93 "Black Arrow" .50 BMG anti-material rifle. Despite being used in a couple of the later missions on the North island, it only unlocks in the store on the South island, where it is used by Privateer snipers. It is able to mount a suppressor, extended magazine, enhanced zoom or illuminated reticle, and can have three modifications added, though it cannot mount the two scope options together. Easily the most powerful of the sniper rifles, it is the only one able to kill a heavy or flamer soldier in one headshot. The Signature version, "AMR," (presumably "Anti Material Rifle") has an extended magazine and enhanced zoom, and fires incendiary armour piercing rounds.
Machine Guns
FN Minimi
An extremely bizarre FN Minimi variant is the last machine gun to unlock, called the "MKG." This model appears to be an M249 derivative since it has a STANAG well, but what it does not have is a regular belt feed opening, instead using an odd belt box with a STANAG well adaptor. Instead of a belt feed opening, the MKG has a left-handed charging handle. The rear sight is always shown raised for indirect fire, but the gun shoots straight ahead when the iron sights are used instead of into the air as it should.
PKM
The PKM is the most common machine gun in the game, and is used by enemy heavy soldiers on both islands. Unlike the previous game, the PKM in Far Cry 3 correctly feeds from right to left, and it is shown with a side folding stock (!) and a railed handguard with a foregrip and sniper rifle-style pivoting bipod. It cannot mount any accessories.
STK Ultimax 100 Mark 3
A Mark 3 Ultimax 100 light machine gun, called the "U100," is the second machine gun available on the North island. It is slower-firing than the PKM, which is balanced by higher accuracy and, bizarrely, more damage.
Launchers
GM-94
The GM-94 pump-action grenade launcher is referred to as the "GL-94," and is more expensive than the RPG-7, with the benefit of having a larger ammo pool and the ability to fire multiple times between reloads. During the mission line, Jason uses one to fire at Vaas' forces during an escape in a commandeered truck.
LPO-50 Flamethrower
A highly embellished LPO-50 flamethrower simply called the "Flamethrower" is available from the start of the game, and is used by Flamer soldiers on the South island. During the campaign, Jason is granted one for free by Willis if he has not already bought one, in order to destroy a local drug plantation. During this conversation Willis incorrectly identifies the weapon as a German Flammenwerfer, which it looks nothing like; however, the description in the in-game Handbook correctly identifies it as a WW2 Soviet weapon.
RPG-7
An RPG-7 with iron sights is the most common launcher in the game, used by RPG soldiers on both the North and South islands. Unlike the previous game, the iron sights are correctly mounted, but for some reason Jason tilts the launcher diagonally when lining them up, most likely to preserve the illusion of the weapon being over his shoulder rather than shoved through his body.
Explosives
C4
Jason always carries remotely-detonated C4 charges in a special weapon slot; these are thrown with the fire button and detonated with the aim button. They are extremely powerful, able to kill almost anything with a single charge and demolish some weak doors and walls in the ancient ruins dotted around the island.
Fictional mine
A fictional blast-resistant motion-sensitive mine is available from the start of the game, seemingly based on an anti-tank mine since the tiny mine has two pointless lifting handles on the sides.
M26 Hand Grenade
The hand grenades shown in the game are M26 hand grenades. The game implies they are supposed to be the British L2A2 variant, since they are said to be a British clone of an American design stolen from the Falklands, but they do not have the correct fuze design for that version. Unlike the previous game, there is a clear animation of Jason pulling the pin before throwing, and the safety lever flies off visibly when this happens.
Mounted Weapons
DShK Heavy Machine Gun
DShK heavy machine guns are the more powerful of the game's two mounted weapons, and are found more frequently as the campaign progresses, on ground mountings, boats and trucks. They have infinite ammunition and are governed by a heat gauge, with progressively darker smoke coming from the receiver as they heat up. If one is allowed to overheat, Jason will stop firing and pull the extended cocking lever beneath the spade grips, which somehow causes the heat gauge to go down.
FN Minimi
The same strange FN Minimi derivative used as the "MKG" is also the lighter of the two mounted guns, and can be found in the same places as the DShK.