Join our Discord! |
If you have been locked out of your account you can request a password reset here. |
Far Cry 3
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 Far Cry 2, it is a sequel in name only and has no real connection to any other Far Cry 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 (which appears subject to some limitations), 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. It is only available once the South island is unlocked, and is never encountered in the North. 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. It features an incorrect eight-round magazine, which is only present on the .44 Magnum version of the Desert Eagle; the correct capacity for a .50AE is seven rounds. This increases to ten rounds if the extended magazine option is used, which is not correct for any Desert Eagle.
Jason will pull a Desert Eagle from an enemy's holster when using the Gunslinger Takedown ability, which is strange since enemies never use it themselves. Once there are no valid targets, the gun will run out of ammo and Jason will discard it.
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.
The Kimber Warrior features an eight-round magazine; while this could be thought of as seven rounds with one chambered, it will still have eight rounds even if it is reloaded empty. 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. This version is unlocked for purchase by defeating a set number of enemy strongholds.
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. It is the only semi-automatic pistol with the correct magazine capacity, since it has an eight-round magazine like the others.
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, can distract enemies if fired into the air, or can fired directly at them; the flare gun is an instant kill if it hits an enemy or animal directly, and a flare will severely damage or destroy a vehicle it lands on. It has a gold finish and no custom options.
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 can be used in multiplayer with one of the pre-order bonus packs.
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.
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 mounts a scope rail for optics, and a very odd open rear sight replacing the standard diopter drum. 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.
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.
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.
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.
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.
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 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.
There are no accessories available for the AK in singleplayer, but in multiplayer and co-op it can be equipped with an extended magazine, open reflex sight or tube reflex sight.
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.
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. Despite using a 20-round straight STANAG magazine, it has a capacity of 30 rounds. 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.
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.
SIG SG 553
The SIG SG 553 is referred to as the "STG-90" (Sturmgewehr 90, the weapon's German designation) 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.
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. By default it has a capacity of 20 rounds, which is actually correct for the straight 7.62mm STANAG magazine it uses.
Sniper Rifles
Remington 700 Export
The "M-700" sniper rifle is a Remington 700 Export, a Remington 700 variant with a 5-round detachable magazine. 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 (the increased zoom customisation is visually present but does not actually work), 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.
When equipped with a suppressor it makes the same amount of sound as any other suppressed weapon, despite being a .50 BMG that can kill a bear in one shot.
Machine Guns
FN Minimi
An extremely bizarre FN Minimi variant is the last machine gun to unlock, called the "MKG." According to the in-game writeup, the "MKGs" are broken American-issue weapons misappropriated from the Middle East and repaired by black-market dealers, apparently through use of some satanic gun-fixing ritual. The 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.
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 "Island Port Hotel," 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. The mine's designer was apparently not acquainted well with the concept of a landmine, since the mines emit a loud beep which increases in volume and frequency as the player character approaches detonation distance, and have a flashing light on the top of the casing. They can be destroyed with gunfire, but enemy mines are a rare sight in the single-player campaign.
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.
Type 10 Dual Purpose Gun
The ruined WW2-era Japanese forts around the island frequently feature rusty Type 10 120mm dual-purpose guns.
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 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.