![](/uploads/1/2/7/1/127164550/996584193.png)
Far Cry 2 is one of two spiritual sequels to (the other being, made by Crytek, the original developers). A sequel in name only, it does not follow on from Far Cry's storyline, instead taking the player to a fictional African country wracked by civil war, tasking them with hunting down and killing an arms dealer called 'The Jackal' who has been selling weapons to both sides.
Things quickly get more complicated, however, and the player is soon doing missions for the temporarily at-peace factions as a hired gun. As well as a substantial list of not-particularly-realistic firearms, Far Cry 2 boasts an open world map covering over fifty square kilometres (split into two 5x5 maps), dynamic fire effects, a continuous day / night cycle, and really annoying checkpoints.The following weapons appear in the video game Far Cry 2. 'I made you a door, boss.'
'Get out of this Wiki you are a knife.' Far Cry 2's weapons are split into a four-slot system, corresponding to the four directions of a 360 or PS3 controller's D-pad. The first is the player's melee weapon; in reference to Far Cry, this is a large machete. Two additional skins can be downloaded for it, but the player has no choice as to what goes in this slot; it is always a machete of some kind.The three other slots accommodate whatever weapons the player has in their respective category; one primary, one secondary, and one special weapon can be carried at a time, as well as two types of grenade. Enemy weapons can be picked up, but weapons in Far Cry 2 have simulated wear and enemy weapons are always in the worst condition possible, so this is usually only a good idea in extreme circumstances. Weapons in poor condition are able to jam, which requires a press of the reload button to clear; some of the explosive-firing weapons instead misfire, with the shot going violently off-target or dropping dangerously close to the player. In the end, if the player hangs on to a weapon for long enough it will fail, in a spectacular and generally deeply ridiculous manner.
The complete secondary weapon wall in the Arms Dealer's warehouse. Star Model-PThe, a Spanish M1911 clone, appears as the 'Star.45.' It is the first weapon the player character is given, after The Jackal threatens them with it. Since the secondary weapon slot in Far Cry 2 can accommodate remote bombs, a grenade launcher or a submachine gun, it isn't something the player is likely to hang on to, though it's common among mercenaries as a sidearm. Despite the game specifically noting it as a.45, the weapon shares ammo with the two Makarovs and the Desert Eagle, making it the world's first.45 also chambered in.365 and.50 Action Express.
Far Cry 2's weapons are split into a four-slot system, corresponding to the four directions of a 360 or PS3 controller's D-pad. The first is the player's melee weapon; in reference to Far Cry, this is a large machete.Two additional skins can be downloaded for it, but the player has no choice as to what goes in this slot; it is always a machete of some kind. Continuing my Far Cry 2 weapons guide, let's take a look at the second batch of Special weapons adjacent to the explosives pile. Below is a screenshot of these three Special weapons which can be found on the right wall on the left side when you first enter the armory.
Like all the handguns, it has an eight round magazine. The Makarov blows up; that is indeed the hammer about to subject Frank to a life of pirate jokes.
Makarov PBThe, known by its '6P9' GRAU designation, is a modified Makarov PM with an integral two-part suppressor, the rear part of which is fixed around the barrel; unusually for an integrally suppressed weapon, the 6P9 can be safely fired without the front part of the suppressor attached, though the result is much louder. The weapon is called the 'Silenced Makarov 6P9' in-game. The only suppressed weapon available in the secondary slot, it can be useful if the player is sure they'll need to be quiet, but is rather situational.
IMI Desert EagleReferred to as the 'Eagle.50' (with a missing space) on the Arms Dealer's computer, the is the sidearm of most of the 'buddy' characters the player can recruit as allies. The most powerful of the four pistols by a considerable margin, it wears out extremely quickly and fires slowly compared to the others, but is extremely accurate, and since almost every enemy carries a pistol as a sidearm, the player is unlikely to run out of ammo for very long. The game says the Desert Eagle is chambered for.50AE, but it has an eight round magazine like the other pistols; in reality, this is only seen on the.44 Desert Eagle. The Desert Eagle is also used if the player chooses to execute a wounded buddy; some players will find this an emotional, saddening moment, while the rest will wish they were allowed to use the M79 instead. The Desert Eagle blows up; note the weapon is massively more detailed internally than the other handguns, including a visible magazine well; this is also the only handgun failure animation where the hammer doesn't fly off. Ingram MAC-10The is the weaker and less accurate of the two SMGs in the secondary slot; it's the only one available in the Northern map, and useful if the rest of the player's chosen weapons aren't geared for fighting up close; the rapid rate of fire and 30-round magazine go some way to making up for the terrible accuracy and weak power per shot.
Enemy snipers and soldiers with rocket launchers tend to carry one of the two SMGs as their back-up weapon. The Ingram blows up; while it might seem not much has happened, it seems the bolt spontaneously disintegrates; the charging handle simply vanishes at the start of this animation.
IMI UziThe is the second of the two secondary SMGs, and other than durability is better than the Ingram in every way; while it fires more slowly, the result is a much more accurate and controllable weapon. Enemy snipers and rocket launcher troops are likely to carry this in the Southern map, though sometimes they will still have an Ingram. It has a 30-round magazine, much like the Ingram. The Uzi fails; the charging handle flies up into the air and the magazine falls out. Number 4 Mark 1 FlaregunA single-shot signal flare gun can be used by the player and is seen in the hands of some enemies; while they use it when alerted to call for reinforcements, for the player it is only useful as a means of starting fires from a distance. Oddly, it uses the same ammunition as the flamethrower and molotovs, which is depicted as a 20-litre plastic can of fuel.
How this transforms into a magnesium flare in a metal casing is unclear. The flaregun doesn't appear to have a jam animation or misfire (or even an idle animation); it's possible that sometimes it misfires and flares fail to ignite, though there may be other causes of this. Enemy soldiers killed in vehicles do not drop weapons, and seemingly have yet to decide what sidearm they should carry, leading to this abomination being found in their holster. IEDsFar Cry 2's improvised explosive devices are essentially crude remotely triggered bombs made from one of three types of explosive device, a cell phone, duct tape, a battery and some randomly placed transistors. They can be placed on the ground or attached to objects by standing close to them; placing one will automatically switch to the detonator, but more can be placed by pressing the aim button to switch back to the explosives. Frank puts the IEDs into a secondary crate.
Only he doesn't put the actual IEDs into it at all. Primary, secondary and special crates appear in every safe house and Arms Dealer warehouse; once bought, anything put into one crate can be retrieved from any crate on the map, showing they are built using the same technology as Resident Evil's chests. M79The is the most powerful projectile weapon in the secondary slot; a single-shot grenade launcher which fires shots in a long arcing trajectory, it destroys any object in the game in a single hit and has an extremely wide splash radius; a few shots will easily annihilate a checkpoint. The MP5SD blows up; the magazine even falls out as Frank discards it. Because he sucks.
![Far Far](/uploads/1/2/7/1/127164550/726279469.jpg)
And H&K hates him. Ithaca Model 37 long barrelThe is one of the cheapest weapons in the game, and one of the first available to buy at the Arms Dealer. It is referred to in the pause menu and on the Arms Dealer's computer as the 'Homeland 37,' implying it is supposed to be an Ithaca 37 'Homeland Security' version; however, the weapon itself is actually the long-barreled hunting version. While the Ithaca 37's most distinctive feature is the combined loading and ejection port, the Far Cry 2 version lacks this, and instead has a separate side ejection port. It has a six-round internal magazine, half that of the other two shotguns; coupled with the relatively slow pump-action, this leaves it distinctly inferior to the others. The SPAS-12's failure animation; the gun ejects the spent casing and its own forend.
Daewoo USAS-12The is a South Korean-made combat shotgun capable of semi-automatic and fully-automatic fire, and can first be found in a Northern safe house; however, it cannot be acquired from the Arms Dealer until his missions in the South are unlocked. Despite having the 20-round drum magazine, it only holds 12 rounds. It wears out incredibly quickly, starting to jam after only a handful of reloads, but is useful when a lot of enemies will be encountered at close range as the weapon's firepower is overwhelming.
The jam animation is a misfeed; the player character will try to deal with this by fiddling with the cocking handle and thumping the opposite side of the receiver until prompted to actually pull the cocking handle by the player. The failure animation has the entire front end of the weapon fall off. The failure animation; determined to outdo the other two shotguns, the USAS blows itself to pieces and jams just in case Frank tries to put it back together. Heckler & Koch G3A4The (which in-game is incorrectly called the G3KA4, the carbine version of the ) is the first assault rifle the player will encounter, and is used by many of the soldiers in the Northern map.
It's a middle-of-the-road weapon, not really excelling at anything but being dependable enough for the early game and relatively cheap. Like all the assault rifles, it holds 30 rounds per magazine (even though it's using 20 round magazines), and oddly, it is much weaker than FAL even though they use the exact same round. The jam animation shows the weapon's bolt sticking closed; the player character attempts to operate the cocking lever, then hits the side of the weapon several times for no good reason, then fiddles with the magazine. The G3A4 blows up; like the USAS, the whole front end comes off. AK-47The is a common sight in the game, and features quite prominently on the box art; it is also seen frequently on posters and crates. It does not have a compensator, and therefore is not an AKM. The game also features a number of hidden 'gold' AK-47s, which are identical to the normal AK-47s save a gold retexture on metal parts and removed stocks; these are much more durable than regular AKs.
It's possible these weapons are a reference to the from the movie. The gun model itself is quite off from the real thing; it has the rectangular depression of a milled AK47, but the metal stampings of an AKM. The AK47 blows up; it takes a truly obscene amount of ammunition to make it do this, but the patient player is rewarded by having the entire receiver cover thrown at them. FN FALThe is called the 'FAL Paratrooper' by the Arms Dealer's computer and the in-game menus; this is odd, since it is shown with a fixed stock, not the folding stock of the Paratrooper variant. It can be found in the hands of some soldiers in the North, but doesn't actually become available to buy until the Southern map is unlocked.
![Cry Cry](http://www.imfdb.org/images/thumb/0/08/Mortar_2trailerfromFarCry4.jpg/500px-Mortar_2trailerfromFarCry4.jpg)
A reliable and accurate rifle, it is a solid choice for general use. It also somehow holds 30 rounds in a 20 round magazine. By the end of the game, Frank probably has so many of these things sticking out of his head he looks like some kind of NRA-sponsored Sonic the Hedgehog.
'Armalite AR-16'This is an essentially fictional AR-15 based rifle labeled as an AR-16 possibly to maintain a common calibre with the other assault rifles, ignoring that one of them already isn't chambered for the same cartridge as the other two. The real AR-16 never got out of the prototype phase, being the 7.62mm forerunner of the AR-18 rifle, and has very little in common with the weapon seen in game. The 'AR-16' in Far Cry 2 has single shot and burst fire modes, with a short tap of the trigger firing a single shot while a longer press fires a three-round burst. The weapon has a flat-top receiver with a mounted Truglo 1x30 Green Dot Sight, with a jungle pattern camouflage forearm and stock. Ahead of this is an FN FAL-style carrying handle, and it also has a H&K-like front sight. Failure animation; after such an involved jam clearing, it makes perfect sense to forget that the front of a rifle needs a hole in it for bullets to get into the barrel.
Springfield M1903A4The is the first sniper rifle available to the player, and often seen in the hands of enemy snipers. It incorrectly reloads with a stripper clip inserted into a hole in front of the trigger guard instead of having the user load rounds one by one into the breech as the real M1903A4 requires, and has a five-round internal magazine. The reload also has player character insert the stripper clip into the rifle, which is preceded by them removing a completely full stripper clip from the underside of the action as if it is an empty magazine. The scope has a duplex crosshair reticle; the player is able to keep the rifle scoped after firing, but can't operate the bolt like this. The jam animation is the bolt sticking; like all jam animations, this triggers before the weapon fires, which makes precious little sense since the preceding shot will have shown the bolt being successfully operated.
The failure animation has the gun blow up, emitting a large cloud of thick grey-white smoke; it's then discarded. The M1903A4 blows up. How it generates enough gas pressure to eject the bolt clear of the frame with an unsealed hole in the bottom of the action is anyone's guess. SVD DragunovThe is the first semi-automatic sniper rifle available to the player, and one of the last set of weapons unlocked through doing the Arms Dealer's missions in the North. The SVD is one of the most useful primary weapons, and is better than the Springfield in most regards. The SVD reloads and fires more quickly and has a ten-round magazine to the Springfield's five, while the difference in damage is negligible; it is less reliable, but not nearly as much so as the AS50.
It features a highly inaccurate representation of the PSO-1 scope reticle. The model in Far Cry 2 appears to be a hybrid of the SVD and the, sharing the X-shaped stamping on the magazine the latter rifle has, and having similar twin holes halfway up the side of the forend. This SVD also, for no good reason, has a three-prong open-front flash suppressor like an early M16. The SVD blows up. Seemingly, the front end of a rifle in Far Cry 2 is held on mostly with chewing gum.
Accuracy International AS-50The is a British-made anti-materiel rifle chambered for.50 BMG, and has a five-round magazine like the Springfield; it is a semi-auto, with the rate of fire falling about halfway between that of the Springfield and SVD. It is the most powerful sniper rifle in the game and the least durable, and is equipped with an illuminated mil-dot scope with a stadiametric rangefinder. This distorts slightly immediately after firing. The failure animation shows the barrel defying physics in order to make one final lunge at the operator's skull for not knowing how to maintain a firearm. Except this one. Milkor MGL Mk 1LPerhaps the strangest weapon in the primary slot, this version of the is equipped with a scope with a precision plex reticle.
It only holds 4 rounds in the cylinder compared to the real MGL's six. It is a devastating weapon in certain situations, but the MGL isn't something the player can use as a mainstay of their weapon setup due to the low ammo limit, frequent reloads and unsuitability for short-ranged combat. It does, however, make Far Cry 2 probably the only game in history where the player has three weapon slots and they can all be grenade launchers.
The jam animation has the cylinder emit a metallic shriek and fail to rotate properly; the player character flips the weapon upside-down and tries to force it. The failure animation has the weapon, um, split completely in half. The complete special weapons wall at the Arms Dealer's warehouse. 'Tranquilizer Rifle'The 'Tranquilizer Rifle' is a version of the, most closely resembling an; it has additional components from the Pneu-Dart Model 389 tranquilizer gun, a single-shot dartgun powered by.22 'primer load' rounds in a detachable magazine. It has the gas regulator tube of the latter weapon, but the barrel is at the same level it would be on a normal rifle.
The in-game weapon is a CO2-powered single shot dart gun, fitted with a sight which appears to be based on the Bushnell-manufactured scopes used on Dan-Inject JM Standard tranquilizer guns; it's the only sniper weapon in the special / heavy weapon slot.It can be surmised that the tranquilizer is not something intended for use on humans; a hit anywhere will kill the target instantly, and also kick up a spray of blood as with the normal rifles; odd behaviour for a dartgun. The Tranquilizer Rifle failure animation; Frank is rapidly coming to the conclusion that he is the King Midas of explosions. PKMThe is the first of the game's two machine guns, and the only one available to buy in the North; the model in Far Cry 2 has the newer flash hider.
It feeds from the left and has an ejection port on the right; this is a reversal of the normal configuration of the weapon, which in real life actually does eject spent casings to the left. As in a lot of video games, the recoil of the PKM is exaggerated when standing, to the point the weapon is uncontrollable; with both machine guns, without the accuracy upgrade the muzzle climb is so extreme the player can end up firing straight up if they don't try to fight it.
In reality, the PKM's slow rate of fire (roughly 600 RPM) allows for controlled full auto shooting even when firing from the shoulder. Like the SAW, the PKM uses a 100-round belt. In the failure animation all that pointless whacking of the top cover comes back to haunt Frank. FN M249 SAWThe is seen in both man portable and emplaced versions. While handheld the M249 will never overheat no matter how long it's fired for, but has incredible muzzle climb and limited ammunition. In this configuration it uses a 100-round belt box which appears to be made of metal.
The jam animation shows the top cover popping open; rather than open it all the way to find out why, the player character just tries to slam it closed. The failure animation has the hinge fail and the whole top cover break off. The handheld SAW fails; once again the top cover goes flying and the belt box falls off. RPG-7The is the first rocket launcher the player can access, available from the Arms Dealer after his missions in the North are completed. In real life the rocket goes a lot faster than it does in the game, usually at around 295 metres per second, and does not have a smoke trail. It also self-destructs at maximum range; the Far Cry 2 version instead has the motor cut out and the rocket fall in a ballistic arc, allowing it to be used like a mortar.
The 'jam' animation in this case is a misfire where the rocket's booster charge ignites but the motor doesn't correctly, leaving the rocket spinning in circles on the ground a couple of yards right in front of the player. Needless to say, when it does this the self-destruct works just fine. The RPG-7's foregrip breaks off in the failure animation.
Note that it has no upper surface; the player character holds it up to the screen briefly, showing it also has transparent internal surfaces and making the player wonder why their attention is being drawn to this. Carl GustavThe is a Swedish-made 84mm launcher produced by Saab-Bofors; in real life it is an unguided recoilless grenade launcher with some rocket-boosted rounds available. In Far Cry 2 it is depicted as a laser-guided missile launcher with projectiles so manoeuvrable they can turn right around in mid air if the sight is pointed at the user's feet and return to hit him, and is equipped with a scope with a circle reticle. The missile can also be manually detonated if the player presses fire again while it is in flight; normally, this will just start the empty launcher's reload animation, but if a missile is in the air it will detonate as the animation starts. The 'jam' animation is a misfire similar to that of the RPG-7; the guidance seems to fail just after launch; the smoke trail turns black, and the missile veers sharply off-course, detonating on impact. The failure animation has the hinged rear venturi tube break off, after which the player character throws the weapon away. Failure animation of the Carl Gustav.
Amazingly, it doesn't explode. Norinco Type 63The Norinco Type 63 60mm light mortar is one of the harder weapons in the game to use effectively, but one of the most powerful. By default it fires a marker round that produces harmless smoke, but pressing the reload button switches to the high explosive rounds; this is rather poorly documented, and many players using the mortar for the first time have trouble figuring out why it doesn't do anything. The mortar can also cause an extremely bizarre glitch if the player is in a boat which is hit by a shot from one; the impact will catapult the boat miles into the air, where it will become permanently stuck, as will the player. The Type 63 blows up.
Somehow, a round exploding inside the mortar does no damage whatsoever to the barrel but makes the stand fly off. LPO-50 FlamethrowerThe is a Russian-made weapon which featured prominently in Far Cry 2's publicity due to focus on the game's dynamic fire effects. While promotional images show it almost correctly as tube resembling a rifle without a magazine hooked up to a backpack containing three fuel tanks, the in-game model appears to be a jury-rigged version built to operate with no backpack.
It instead has a single fuel tank and what appears to be a pressure tank near the muzzle, and a fuel gauge halfway along the weapon. It is shown as projecting a stream of whatever duration the player desires, which the real weapon cannot do: the LPO-50 is a cartridge-compressed design which uses an explosive pressurising cartridge to fire the entire contents of one tank at a time, resulting in it having three 2-3 second 'shots.' The ' Far Cry 2 version, having only one tank, should only really be able to fire one shot. It also has a constant small burn at the muzzle as if it has a pilot light: the three things at the muzzle are actually pyrotechnic charges, and only burn while a tank is actually being fired.The weapon has no reload animation, being loaded automatically with all the fuel the player is carrying, and uses the fuel gauge for an ammo counter.
The misfire animation is a pressure leak at the base of the fuel gauge, requiring the nut there to be tightened to remedy it. The failure animation shows the pressure and fuel tanks breaking away from the frame, after which the weapon is discarded. Cropped version of a promotional image for Far Cry 2, showing an almost correctly-configured LPO-50 complete with backpack. This version appears to have a rifle-style rear grip and chainsaw-style overhead foregrip just to confuse things, however, and the three pyrotechnic igniters should not all be firing at the same time. Thrown WeaponsBoth of these weapons are available to the player immediately, and are both carried at the same time with a button used to switch between them.M67 hand grenadeThe only thrown explosive weapon, these are used by enemies and the player character and are US-made. The throw animation omits a rather important stage of throwing a hand grenade. Fun fact: in the previous frame of the throw animation Frank's hand is still empty and the bottle isn't on-screen.
The only rational conclusion is someone stands behind him throwing these. The wick doesn't ignite until the next frame of the animation. Mounted Weapons M249 SAWThe SAW behaves rather differently when mounted; it has no muzzle climb and cannot fail or jam, and has infinite ammunition, as do both the other mounted weapons. The mounted SAW is fitted with spade grips, presumably to explain why the player isn't able to pick it up and carry it away. It is secured to whatever mounting it is using by the bipod attachment point, but is always horizontal, which makes it appear that the rear of the gun is levitating.
As with all the game's crew-served weapons, long bursts will cause the weapon to overheat, though only when it is mounted. Rather than using a heat indicator, during protracted firing smoke will escape from the SAW; the longer it is fired without pausing, the darker the smoke that comes out of the weapon will be. If it is allowed to overheat, flames will briefly be visible, followed by a cooldown period. A bizarre note of interest is that the mounted SAW's ammo box (meant for belts of 5.56mm) is reused for the.50 cal M2 HMG and 40mm MK 19 grenade launcher without any change in size or writing. The M249 SAW in the rare anti-gravity configuration. Browning M2HBThe is seen both as an emplaced weapon and mounted on vehicles. It has a significantly lower rate of fire than its real life counterpart, but is incredibly damaging, easily able to kill any enemy and deal lethal damage to an unwary player with a handful of shots.
The M2 overheats much more readily than the SAW, but still not as rapidly as the Mk. The final buddy mission in the North will cause all trucks at safe houses to spawn with M2s instead of the usual SAWs, but they are not seen on enemy vehicles until the Southern map.
Iron sight of the M2HB. Note that the vehicle did not explode as a result of direct damage; an M2 can damage a vehicle to the point black smoke is coming from the engine, but after that it catches fire and explodes on its own. Seemingly, this process cannot be hurried by dealing additional damage with anything barring explosives. 19The is the most powerful of the three mounted weapons, though it overheats quickly, and is only encountered in the Southern map, where it can be found on tripods and monopods near enemy strongholds and on boats and trucks. The grenades are devastating, easily able to kill the player character; this can result in some frustrating deaths if the player is taken by surprise. The Fortunes Pack crate, containing the three extra weapons and demonstrating that Russian is just English with funny looking letters. Sawed-Off Double Barreled ShotgunAn old-fashioned rabbit-ear with decorative engraving, this is used in the secondary slot.
It fires both barrels with a single trigger pull, and is effective at close quarters but not anywhere else; like the SMGs, it's a good choice if the rest of a player's weapon setup is long-ranged or explosive. The failure animation is essentially lifted from the M79; in the jam animation, the shells somehow end up shoved right inside the barrels, leaving the player character struggling to free them. Also, it is worth noting that even though the shotgun fires two shots, the game only subtracts one shell from a player's ammo reserves. The sawed-off shotgun blows up. Just like the M79 did, in fact. Suppressed ShotgunMost closely resembling a, this is referred to in promotional materials as the 'Silenced Shotgun.' It is the fourth shotgun in the primary weapon slot, and a second suppressed weapon for that slot.
It is equipped with a pistol grip, (empty) spare shell holder on the right hand side, and a suppressor with the weapon's sight on top of it. Like the Ithaca, it is pump-action and has a six-round tube magazine; it also recycles the Ithaca's jam animation, including pumping the forend an extra time at the start of the jam animation just so it can actually happen.
This weapon may be a homage to the suppressed shotgun used in the movie. Vladimir Putin later stated that destroying the enemy sandcastle was worth the losses. Trivia note: fake widescreenLike many games, Far Cry 2 defaults to a fake widescreen mode which cuts the top and bottom off a 4:3 aspect ratio image rather than actually increasing the field of view horizontally. This has been fixed in the PC version, which has a selectable 'widescreen' option; this is because players with multiple monitors were dealing with an image so vertically compressed they couldn't see anything.
However, in the console versions it has never been fixed. All screenshots in this article were taken in 'fake' widescreen mode as it is the most common, but a demonstration of the difference is below.
![](/uploads/1/2/7/1/127164550/996584193.png)