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**Far Cry 3 weapons and crafting: build the loadout, then hunt for the space to carry it**

· Games / Far Cry 3

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**Far Cry 3 weapons and crafting: build the loadout, then hunt for the space to carry it** Spoiler scope: weapon names, progression rewards and rare-animal hunt locations. No ending spoilers. Jason starts with very little carrying space. Buying a more impressive gun does not solve the problem of having to leave another useful weapon behind. Get the holsters moving early, then build a loadout with a clear job for each slot. The holster chain is straightforward: - One goat skin makes the Simple Holster, giving you two weapon slots in total. - Two deer hides make the Rugged Holster, bringing the total to three. - Two shark skins make the Heavy Duty Holster, giving you four. Craft each preceding upgrade before expecting the next recipe to become available. A few focused hunts here make a bigger practical difference than repeatedly replacing your only gun. **The campaign's main weapon families** These are the standard single-player options, grouped so the shop is easier to read. Signature and bonus equipment are separate below. - **Handguns:** 1911, 6P9, .44 Magnum and D50. - **SMGs:** Skorpion, A2000, MP5, BZ19 and Vector .45 ACP. - **Shotguns:** M133, 1887 and SPAS-12. - **Assault rifles:** AK-47, STG-90, F1, MS16, P416 and ACE. - **Sniper rifles:** SVD, M-700 and Z93. - **LMGs:** PKM, U100 and MKG. - **Launchers:** RPG-7 and GL-94. - **Special and utility slots:** Recurve Bow, Flamethrower, Flare Gun and Repair Tool. - **Melee and explosives:** the starting machete, the unlockable Japanese Tanto, grenades, Molotovs, mines and C4. Radio towers make many regular weapons free through shops as you activate more of them. Before buying a regular gun, inspect its availability and compare the cost with the next useful tower trip. Attachments and signature weapons still give you reasons to keep money available. You do not need the final rifle to start taking outposts. A weapon you can aim comfortably, with the right attachment for its job, can do useful work while the rest of the arsenal remains locked. **Give the four slots different jobs** A flexible exploration setup has a quiet close-to-midrange option, a longer-range weapon, something for a sudden close fight and one specialist tool. That last slot might hold a bow for a hunting trip or a launcher when vehicles are likely to matter. For a stealth-heavy route, the suppressed M-700 is a useful long-range option once available. Pair it with a weapon you can use when somebody gets close. A scope that makes a distant guard easy to pick out can become an inconvenience when another enemy rushes around a corner. For open combat, an assault rifle or LMG gives you sustained fire, while a shotgun covers a different distance. Reload behind cover and avoid starting a long healing animation in the same place from which you have just been firing. The bow is worth learning without assuming every hunt will be easy. Give yourself room, identify the actual target and avoid wasting arrows on a moving shape you have not checked. The rare hunts below sometimes require it, so practice on ordinary animals before a dangerous target is charging. **Signature unlocks worth planning around** - **Shadow:** liberate 17 outposts. - **Shredder:** collect 10 memory cards. - **Bull:** collect 10 relics. - **AMR:** collect 20 relics. - **Bushman:** activate all 18 radio towers. - **Ripper:** take part in six Trials of the Rakyat. - **Japanese Tanto:** collect six Letters of the Lost. Most signature guns must still be purchased after the requirement is met. Check the shop once the progress counter is complete, and leave room in the wallet for the purchase. The Cannon and Tribal Knife belong to the game's historical reward/bonus-content arrangements. An old guide telling you to redeem Uplay points or a launch-era code is not a current access guarantee. Use the edition guide and check what your installed version actually provides. Pick the unlock that fits your route. Ten memory cards are a strong target if you are already capturing outposts. A relic sweep can work toward the Bull and AMR together. Eighteen towers is a much larger trip, so the Bushman makes more sense as a long-term goal than a reason to put every mission on hold. **The eight rare hides that finish equipment upgrades** Liberating the relevant outpost opens these hunts. Most start at its board; the Black Panther board is in the wilderness south of Dr. Earnhardt's mansion after Orphan Point is liberated. The named animal has to be hunted through its mission, using the required weapon type, and then skinned. Ordinary animals of the same family do not supply the special hide. - **Orphan Point: Black Panther, bow.** Its hide finishes the syringe kit. - **Mosquito Yard: Golden Tiger, bow.** Its hide finishes the ammunition pouch. - **Cliffside Overlook: Blood Komodo, bow.** Its hide finishes the grenade pouch. - **Rust Yard: White Belly Tapir, bow.** Its hide finishes the munitions pouch for C4 and mines. - **Kell's Boat Repairs: Maneater Shark, bow.** Its skin finishes the arrow quiver. - **Camp Murder: One Horn buffalo, shotgun.** Its hide finishes the wallet. - **Cradle Gas: Undying Bear, shotgun.** Its hide finishes the rucksack. - **AM 12: Yellow Neck Cassowary, sniper rifle.** Its leather finishes the flamethrower fuel sling. There is also an **Albino Crocodile hunt at Bridge Control**, using the machete. It belongs on a rare-hunt checklist, but it does not provide a ninth final-container recipe. The holster and rocket-pack chains also finish without one of these unique hides. **A practical hunting route** Do the capacity upgrade that is causing trouble first. If every loot stop fills the bag, work toward the rucksack. If healing supplies keep running out, the syringe kit matters. A bow-heavy player has a clear reason to visit Kell's Boat Repairs, while somebody who rarely uses the flamethrower can leave its fuel sling for later. Clear the relevant outpost, collect any memory card inside, read the hunt board and then check your equipment before traveling to the hunting area. Carry healing supplies and leave room for the hide. Follow the mission's weapon rule rather than reaching for the most powerful gun when the animal gets close. For predators, choose a place with room to see an approach and move around an obstacle. If ordinary animals are mixed into the area, identify the marked target before spending your limited ammunition. After the kill, go to the body promptly and skin it. Finishing the combat and leaving the useful material behind defeats the point of the trip. **Keep the basic upgrades moving too** Rare hides finish a chain; they do not replace the earlier recipes. Check the crafting menu before setting off so you know whether you still need ordinary skins first. The wallet protects you from repeatedly hitting the cash cap. The rucksack gives plants, skins and saleable loot room to coexist. Ammunition containers are most valuable for equipment you actually carry. A rocket-pack upgrade offers little help during a trip made entirely with a bow and rifle. Syringes form their own crafting system, using plants rather than hides. Keep a practical supply of healing materials, and make specialized mixtures for a job you are about to attempt. Deep-water exploration and dangerous hunting are better reasons to prepare than making every available recipe simply because the menu allows it. Far Cry 3's equipment becomes much easier to manage when every detour has a purpose. Make the holster, choose complementary weapons, collect the requirements for one useful unlock and finish the hunt that improves the container you keep running out of. The island supplies plenty of distractions; your loadout can give the next trip a clear direction.

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