**Far Cry 2 weapon unlocks: convoy rewards and three loadouts with a purpose**
The weapons shop is more useful when you know what the next job unlocks. Arms-dealer convoy missions expand the catalogue, but unlocking a gun and purchasing it are separate steps. The reward is access, not a free copy of everything in the new group.
Far Cry 2 gives you primary, secondary and special firearm slots, plus the machete. A balanced loadout uses those three categories to answer different problems rather than trying to put every favorite weapon into the same trip.
**Northern convoy unlocks**
Complete the arms dealer's convoy jobs in Leboa-Sako to unlock these groups in order:
- **First:** Star .45, Flare Pistol and Silent Makarov 6P9.
- **Second:** AK-47, MAC-10 and RPG-7.
- **Third:** SPAS-12, Silent MP-5 and LPO-50 flamethrower.
- **Fourth:** Dragunov SVD, M-79 grenade launcher and Dart Rifle.
**Southern convoy unlocks**
The Bowa Seko jobs add:
- **First:** AS50 and M-249 SAW.
- **Second:** AR-16 and Type 63 mortar.
- **Third:** USAS-12 and Carl G rocket launcher.
- **Fourth:** MGL-140.
The convoy route can vary; the reward progression is the useful constant. [SENIORBILL's walkthrough](https://t.co/SY9cKD8UEw) lists the unlock groups. Story progression also changes shop availability, so a late-game catalogue is not a reliable record of which convoy jobs you personally completed.
**The complete base-game slot checklist**
Use this to check the catalogue without accidentally building a loadout with two weapons that need the same slot:
- **Primary, 12:** G3-KA4, AK-47, FAL Paratrooper, AR-16, Silent MP-5, M1903, Dragunov SVD, AS50, Homeland 37, SPAS-12, USAS-12 and MGL-140.
- **Secondary, nine:** Makarov, Star .45, Eagle .50, Silent Makarov 6P9, Flare Pistol, MAC-10, Uzi, M-79 and IED.
- **Special, seven:** Dart Rifle, PKM, M-249 SAW, RPG-7, Carl G, LPO-50 and Type 63 mortar.
That is 28 selectable weapons, separate from the machete, grenades and Molotovs. The [full weapon catalogue](https://t.co/7vK5VWdrqU) includes prices and upgrade entries; search its “Weapons and Vehicles” section. For purchase decisions, read the category first and the damage rating second.
**A practical early mixed loadout**
Once the second northern convoy reward is available, **AK-47, MAC-10 and RPG-7** cover ordinary rifle fighting, an emergency close-range backup and vehicles or entrenched positions.
The limitation is obvious: this is not a quiet arrangement. If you want to remove a sentry without announcing the attack, replace the MAC-10 with the Silent Makarov when available. That costs you some forgiving automatic fire in the secondary slot, which is worth remembering before walking into a crowded building.
Use the RPG for a problem the rifle cannot comfortably solve. Shooting a lone nearby infantryman with a rocket is usually a poor trade when the same round may be needed for a pursuing truck.
**A distant approach with a backup plan**
After the fourth northern convoy job, try **Dragunov SVD, M-79 and PKM**: a scoped rifle, a single-shot grenade launcher and a belt-fed machine gun. The first southern convoy later opens the SAW as a replacement for the PKM. [Special-weapon comparison](https://t.co/XC2lCenkSB).
This combination makes the rifle responsible for much of your deliberate shooting. Do not let the scope narrow your attention so much that a closer enemy disappears from your awareness. Take a shot, check the wider area and move when the return fire reveals that your position is no longer comfortable.
The M-79 uses the secondary slot. It is not a sidearm you can safely fire at someone standing almost on top of you. If that keeps becoming the problem, change the loadout rather than repeatedly forcing it to do a job it does badly.
**A quieter opening**
**Silent MP-5, M-79 and Dart Rifle** puts two suppressed weapons alongside an explosive fallback. The MP-5 occupies primary even though it is a submachine gun, so a sniper rifle cannot accompany it there. The Dart Rifle supplies the scoped option from special. [In-game weapon categories](https://t.co/SFredyeuBI).
That leaves the M-79 as your loud answer to a situation that has gone wrong. If close enemies keep making its blast unsafe, use a conventional secondary instead and change how you approach vehicles.
Quiet weapons reduce one source of trouble. They do not make visible movement, an exposed firing position or a nearby enemy irrelevant. Plan the first few targets and an exit before committing.
**Shop copies, upgrades and Fortunes equipment**
A purchase remains available in the armory beside the shop, so losing or wearing out a gun does not mean buying it again. Collect a replacement before a long trip. The [shop reference](https://t.co/ZOT0EENRt7) explains the distinction between the computer where you buy and the adjoining building where you collect.
The Fortunes Pack adds a silenced shotgun in the primary slot, a sawed-off shotgun in secondary and a crossbow in special, plus two vehicles and multiplayer maps. The three weapons come from the pack's crate in the armory rather than individual shop purchases. [Fortunes weapon details](https://t.co/oueJLxlxmE). Those are edition extras, not another story campaign or missing convoy tier. Check your edition before following a loadout built around them. [Ubisoft's original pack announcement](https://t.co/f0mZMpZP8s) and [Fortune's Edition listing](https://t.co/6CCpvfsNMr).
**Far Cry 2 weapon unlocks: convoy rewards and three loadouts with a purpose**
· Games / Far Cry 2