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Difference between revisions of "Far Cry 3"

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The "P416" is a select-fire Patriot Ordinance Factory P416 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. The Signature version, "Bushman," on the other hand, ''does'' mount a suppressor, along with an extended magazine and ACOG optic, and boasts boosted accuracy and damage. This variant is unlocked for deactivating all eighteen radio jamming towers.
 
The "P416" is a select-fire Patriot Ordinance Factory P416 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. The Signature version, "Bushman," on the other hand, ''does'' mount a suppressor, along with an extended magazine and ACOG optic, and boasts boosted accuracy and damage. This variant is unlocked for deactivating all eighteen radio jamming towers.
  
[[Image:P416.jpg|thumb|none|400px|Patriot Ordinance Factory P416 select fire rifle with 10.5-inch barrel - 5.56x45mm NATO ]]
+
[[Image:P416.jpg|thumb|none|401px|Patriot Ordinance Factory P416 with 10.5-inch barrel and nickel-Teflon "NP3" treated upper and lower receiver - 5.56x45mm NATO]]
 
[[Image:FC3-P416-1.jpg|thumb|none|600px|P416 in the store menu.]]
 
[[Image:FC3-P416-1.jpg|thumb|none|600px|P416 in the store menu.]]
 
[[Image:FC3-P416-2.jpg|thumb|none|600px|"Bushman" Signature variant in the store menu.]]
 
[[Image:FC3-P416-2.jpg|thumb|none|600px|"Bushman" Signature variant in the store menu.]]

Revision as of 15:17, 4 December 2012

ITLOFFiringPistol.jpg

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 (2012). Earlier versions of this box art showed Vaas' Glock with slanted cocking serrations and, bizarrely, a cocked hammer.

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 preset classes for the slots. Ammunition is determined by weapon subtypes, not by what the weapon would actually fire, so the 5.56mm assault rifles share ammunition with the 7.62x39mm AK-103 and 7.62x51mm Galil ACE and SOCOM 16. 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.

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 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.

Desert Eagle Mark XIX - .50AE
Desert Eagle in the store menu. Note the ridiculously large damage bar.
Determined to out-silly the previous game, Jason uses a scoped, chrome-plated .50AE Desert Eagle one-handed as he hangs from a zipline.
His work accomplished, he celebrates by reloading; note the barrel lock is no longer left-handed, and no trademarks are present on the slide, either made-up or otherwise. Note also that the scope is attached to only one of the barrel's two scope rails, using an unlikely-to-work RIS quick release switch.

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.

Kimber Warrior - .45 ACP
Kimber Warrior in the store menu.
"Shadow" Signature version in the store menu.
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.
Jason empty-reloads his Kimber Warrior, impressing one of Vaas' henchmen with his reloading technique and his being-shot technique at the same time.
Jason holds the custom "Shadow" variant as he ponders in what way jumping into a cenote is not a horrifyingly bad idea.
In the land of not-terrible ideas, Jason reloads his "Shadow."

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. As well as the obvious ability to use a suppressor, it can also be customised with illuminated sights and an extended magazine, and can accept up to two attachments at a time.

Makarov PB with integral suppressor - 9x18mm Makarov
Makarov PB in the store menu.
Jason holds a Makarov PB with no accessories as he takes a stroll down by the river. In this state the PB is basically useless, having no real advantage over the Kimber Warrior.
Realising this, Jason soon has it outfitted with a suppressor and illuminated sights. Note the suppressor model does not match the one in the real gun image above, and is the same one used by every other weapon.
After refusing to let the peace and quiet push him around, Jason empty-reloads his PB; the model is more or less correct in terms of the relationship between the non-detachable suppressor and the slide.

Orion Flare Gun

The Orion Flare Gun is available as the "Flare Gun" from the start of the game. Flare guns 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 Orion can be used to start fires or distract enemies. It has a gold finish and no custom options.

Orion flare gun - 12 gauge
Orion flare gun in the store menu.

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.

Smith & Wesson Model 629 Stealth Hunter - .44 Magnum‎
Model 629 Stealth Hunter in the store menu.
"Cannon" Signature variant in the store menu. Note the strange listing of the "6 round chamber" among the customisations; putting six rounds in one chamber of a revolver would certainly be worth seeing (preferably from a very, very long way away), and even if the terminology error is ignored, the regular 629 has a six-round capacity as it is.
Jason holds a black Model 629 Stealth Hunter with a long barrel and reflex sight as he looks over an ammo crate. These crates provide ammunition for all weapons, and as with the ammo stockpiles in Far Cry 2 can be used three times before being depleted.
Aware that his hunting must be stealthy, Jason waits until dark to reload. Strangely, he does not use the extractor rod, instead just shaking the 629 to dispose of the empty casings. All six casings are shown empty no matter how many had been fired, and the casings themselves appear to be the entire length of the cylinder, which leads to certain questions about how they fit when they have bullets in them.
Soon bored with the regular version, he reloads the special "Cannon" variant. Note that both versions have a six-round cylinder, so the "Cannon" is customised to be exactly the same.
In both cases he then brings in a speedloader with the new rounds, wondering how exactly they fit into the cylinder. After twisting it to remove it, Jason makes wheelgun fans wince by flicking the revolver to snap the cylinder back into position.

Type 10 Flare Gun

A rare Japanese Type 10 flare gun can be used in multiplayer with one of the pre-order bonus packs.

File:Type10.jpg
Japanese Type 10 flare gun - 35mm

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. The Agram in the game is modified with a receiver-top rail and aperture rear sight, the former allowing it to mount optics unlike the cheaper Skorpion. All snipers on both islands carry an Agram 2000 as a backup weapon.

Agram 2000 - 9x19mm
Agram 2000 in the store menu.
Jason holds an Agram 2000 as he looks over a GIAT VAB armoured car which the Privateers have for some reason.

Heckler & Koch MP5N

The MP5N is the most expensive of the SMGs available on the North island, and is not used by any enemies. It is an accurate and useful weapon, with no real shortcomings, and can mount two accessories. The "old school" paint scheme gives it green furnishings, presumably to match the G3 from Far Cry 2.

Heckler & Koch MP5N - 9x19mm
MP5N in the store menu. Note the aftermarket ventilated handguard.

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, while the ejection port shows it is a left-handed version. It is customised with a slightly extended barrel and a rail-top receiver with an aftermarket flip-up aperture rear sight rather than the normal AK-style open rear sight. It is used by Privateers on the South island, and is fairly common among them.

PP-19 Bizon-2 with side-folding stock in folded position - 9x18mm Makarov
Bizon-2 in the store menu.

Skorpion Vz. 61

The Sa. Vz.61 Skorpion is the cheapest of the SMGs and the only one which can be fired on a zipline (provided Jason has the relevant skill) since it is the only one held with one hand. It is a very limited weapon with only high fire rate and low recoil to recommend it; damage is puny and range and accuracy both mediocre, and it is only capable of mounting one accessory, with the choice of an extended magazine or a suppressor.

Vz. 61 Skorpion - .32 ACP
Skorpion in the store menu.
Jason holds a Skorpion as he starts one of the Rakyat hunting trials, which are performed with a weapon seemingly specified by someone Jason wronged in a past life.
Having surprising success in his attempts to murder three bears with an extremely weak submachine gun, Jason fires his Skorpion; note that the wire folding stock actually pops out of its grips and rides up slightly when the Skorpion is fired, which would only be possible if they had been bent inwards to the point there was nothing holding the stock in position at all.

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. Both versions mount an unusable tactical light above the barrel, with a cable run down to a switch on the foregrip.

TDI Vector SMG - .45 ACP
TDI Vector in the store menu.
"Shredder" Signature variant in the store menu.

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. It is shown with no stock, a left-handed ejection port, and a strange, bulky pistol grip, and has a rail over the receiver and the top of the rear sight cut off.

Franchi SPAS-12 with short barrel - 12 gauge
SPAS-12 in the store menu.
Jason holds a SPAS-12 as he takes a moment to admire the beautiful sunrise, or more likely to determine which things in his field of view are most likely to catch fire.

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.

Baikal MP-133 with extended magazine tube - 12 gauge
Baikal MP-133 in the store menu.
"Bull" Signature variant in the store menu.

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.

Winchester 1887 shotgun - 12 gauge
Winchester Model 1887 in the store menu.

Assault Rifles & Battle Rifles

AK-103

The AK-103 appears in the game incorrectly labelled as an AK-47; it is identifiable due to its 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.

AK-103 - 7.62x39mm
The store menu might call it an AK47, but the weapon itself clearly has other ideas.
Jason holds an AK-103, having claimed both it and a boat from a man who was so excited to be of help that he had to have a lie down.

FAMAS F1

The FAMAS F1, called the "F1," is second most expensive assault rifle available on the North island, and one of only two in the game which can mount a suppressor. While it is shown with a curved STANAG magazine inserted, the weapon's actual magazine well is the F1 proprietary version; this and the trigger guard and grip make it pretty clear it is an F1 with the wrong magazine. It features an added rail on top of the carrying handle, which mounts raised iron sights if the weapon is not fitted with an optic.

While the game claims the weapon fires in 3-round bursts, it is more correct to say it has a 3-round burst limit; tapping the fire button can produce single shots, while holding it will make the weapon cease firing after three shots.

FAMAS F1 - 5.56x45mm
FAMAS F1 on the store menu. Note the incorrect curved magazine and that the developers seemingly thought the FAMAS had no iron sights and so added some. Well, it's the thought that counts.

Galil ACE 53

The Galil ACE 53, simply called the "ACE," is one of the two assault rifles which do not unlock until the second island. The game makes direct comparisons between the ACE and the AK which are only really true of the ACE 32, but the weapon clearly has a straight 7.62x51mm magazine, and damage is similar to the 7.62mm SOCOM 16. It is fully automatic, a large advantage over the semi-auto only SOCOM 16, and can mount a long-range ACOG scope (the "Marksman Scope") as well as the normal tube reflex sight, open reflex sight and extended magazine options. However, it cannot mount a suppressor and is extremely loud.

Galil ACE 53 - 7.62x51mm
Galil ACE 53 in the store menu. Note that rather than having the usual extra rail, it actually has one less rail than usual, since it it missing the one on top of the handguard.

Patriot Ordinance Factory P416

The "P416" is a select-fire Patriot Ordinance Factory P416 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. The Signature version, "Bushman," on the other hand, does mount a suppressor, along with an extended magazine and ACOG optic, and boasts boosted accuracy and damage. This variant is unlocked for deactivating all eighteen radio jamming towers.

Patriot Ordinance Factory P416 with 10.5-inch barrel and nickel-Teflon "NP3" treated upper and lower receiver - 5.56x45mm NATO
P416 in the store menu.
"Bushman" Signature variant in the store menu.

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; it can only mount a single attachment.

File:SIG SG 553-2.jpg
SIG SG 552-2, version with permanent scope rail - 5.56x45mm
SIG SG 552-2 in the store menu.
Jason holds a SIG SG 552-2 with a red dot sight as he admires the scenery.
He soon discovers that while reloading is mandatory, bullets are not.

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.

M1A SOCOM 16 - 7.62x51mm NATO (.308 Winchester)
SOCOM 16 in the store menu. Note the scope rail added above the action.
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

Remington M40A5

The "M-700" sniper rifle appears to be an M40A5, since it has a detachable magazine; however, the magazine itself is far too short for the military version and is almost flush with the body of the gun. It almost appears as if the player character is swapping out fully loaded integral magazines to reload the weapon, which really should not work at all. The weapon has the correct five-round capacity, though the extended capacity 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.

M40A5 sniper rifle with Harris bipod - 7.62x51mm NATO
M40A5 in the store menu.
"M-700 Predator" preorder bonus weapon in the store menu.
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

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.

Commercial "Tiger Carbine" (aka "Dragunov Tiger") version sold in the US, with synthetic furnishings used on domestic SVD-M modernized variant - 7.62x54mm R
SVD Dragunov sniper rifle - 7.62x54mm R
SVD in the store menu. Note the standard SVD stock.
Jason lurks his way along a road at night, armed with an SVD-M.
Reloading; Jason flicks the magazine release with his thumb and them flicks the old magazine forward, replacing it with five fresh rounds of nothing.
Scope of the SVD; while it lacks a ground line for the stadiametric rangefinder, it is otherwise fairly accurate.

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.

Zastava M93 Black Arrow - .50 BMG
Zastava M93 Black Arrow in the store menu.
"AMR" Signature variant in 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.

The Signature version, "Ripper," is unlocked for attempting six Trials of the Rakyat, and has a tube reflex optic (though oddly not the ACOG scope that the regular one can mount), an extended magazine, enhanced accuracy and damage, and recoil reduction.

M249 SAW paratrooper version with 200 round ammo drum - 5.56x45mm
What is this I don't even
I mean seriously what
Jason holds his hideous insult to God equipped with an ACOG scope as he tries to find a suitably deep hole to hurl it into. Note the partially raised rear sight, which somehow still lines up perfectly with the front sight when using iron sights.
Reloading; Jason tosses the old belt box energetically, then unsuccessfully attempts to determine who thought any aspect of this was a good idea. Note the left-handed changing handle replacing the belt feed opening.

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.

PKM with classic (most seen) version of the flash hider - 7.62x54mmR
PKM on the store menu. Presumably you fold the stock to the side and then it plays an audio clip saying "you're still holding a machine gun, you idiot."

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.

CIS Ultimax 100 Mark 3 with magazine removed - 5.56x45mm NATO
Ultimax 100 Mark 3 in the store menu.

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 "Island Port Hotel," Jason uses one to fire at Vaas' forces during an escape in a commandeered truck.

GM-94 grenade launcher - 43mm
GM-94 in the store menu.

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.

LPO-50 flamethrower with backpack and tube, the real configuration of this weapon.
LPO-50 in the store menu; note the igniters at the muzzle, pistol grip and selector switch.

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.

RPG-7 - 40mm
RPG-7 in the store menu.

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.

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.
The leopard belatedly realises it has been trolled.

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.

M26 High-Explosive Fragmentation hand grenade

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.

DShK heavy machine gun mounted on tripod 12.7x108mm
File:FC3 M60.jpg
DShK heavy machine gun ingame.

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.

M249 SAW paratrooper version with 200 round ammo drum - 5.56x45mm

Type 10 Dual Purpose Gun

The ruined WW2-era Japanese forts around the island frequently feature rusty Type 10 120mm dual-purpose guns.

Damaged Japanese Type 10 heavy anti-aircraft gun on Guam - 120mm

Type 97 Light Machine Gun

Downed Mitsubishi A6M "Zero" fighters can be seen scattered across the island, another relic of Rook Island's past when it was occupied by a Japanese garrison. These have low-detail Type 97 light machine gun muzzles visible in the upper surface of their engine cowlings.

Type 97 light machine gun in tank configuration - 7.7x58mm Arisaka

Type 99 Cannon

The game's crashed Zero model only ever has one wing left, but the muzzle of the Type 99 cannon on that wing is always present and correct.

Type 99 Mark 1 cannon in navy pintle mount configuration - 20x72mm RB

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