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**Far Cry 4 weapons: a useful armory, the signature unlocks and a kit that works together**

· Games / Far Cry 4

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**Far Cry 4 weapons: a useful armory, the signature unlocks and a kit that works together** Spoiler level: equipment and progression rewards. Base campaign, with bonus weapons identified separately. Four weapon slots feel generous until three of them are solving the same problem. A good Far Cry 4 kit gives you an answer at distance, an answer when the fight gets close and something that can deal with a vehicle before it becomes your next disaster. Craft the holster upgrades early. At full capacity, you can carry three main weapons and a sidearm. That sidearm category includes some particularly useful choices, so check where a weapon fits before deciding which larger gun to replace. **The standard weapon families** Here is the ordinary portable armory by type, using the game's names. Signature variants and bonus items follow separately. - **Handguns and compact sidearms:** Mark IV, M-712, 1911, 6P9, .44 Magnum, D50, A99 and Skorpion. - **Other sidearm choices:** Flare Gun, Auto-Cross, D2 and M-79. - **Submachine guns:** MP34, A2000, MP5, Vector .45 ACP and BZ19. - **Shotguns:** M133, 1887 and SPAS-12. - **Rifles:** AK-47, STG-90, F1, MS16, P416 and A52. - **Sniper rifles:** SVD, M-700, Z93 and SA-50. - **Light machine guns:** PKM, U100, MKG and MG42. - **Main-slot launchers:** RPG-7, GL-94, GL-A87 and LK-1018. - **Special weapons:** Hunter Bow, Recurve Bow, Flamethrower and .700 Nitro. - **Close-range and throwable equipment:** kukri, throwing knives, grenades, Molotovs, mines and C4. Bait supplies a different kind of distraction. This list covers portable weapon choices. Mounted guns and mortars are environmental equipment rather than extra holster slots. **How the unlocks work** Campaign progression, discovering weapons and completing activities open up shop options. Bell-tower progress supplies free standard-weapon rewards. A weapon becoming available in the shop and receiving it free are different events, so read the shop's own requirement text before spending money. Regular guns can have different attachment limits. Look for the suppressor option when building a quiet kit; a scope by itself does nothing about the noise. Signature weapons come with a fixed setup, so buy them for the configuration they already have. **Signature weapon checklist** These are the base-game activity requirements. Meeting one opens the weapon for purchase; keep enough money available afterward. - **Sixer:** first trading-post access. - **HS77:** two Hunting: Control quests. - **Cannon:** five Hostage Rescue quests. - **Rebel:** ten outposts liberated. - **Stormer:** one propaganda poster removed. - **Stinger:** two Pagan's Wrath convoys destroyed. - **Shredder:** Karma level six. - **87:** four Mohan Ghale journals collected. - **Bull:** two Bomb Defusal quests. - **Warrior:** two Royal Cargo trucks delivered. - **Trooper:** twenty Masks of Yalung. - **Bushman:** Arena rank ten. - **Predator:** four Armed Escort quests. - **AMR:** twenty-three outposts liberated. - **Ripper:** all four fortresses liberated. - **Buzzsaw:** all seventeen bell towers liberated. The quickest worthwhile unlock for you depends on what you enjoy doing. Someone already rescuing hostages is moving toward a different reward from someone clearing towers. Check the list before grinding a completely unrelated activity for money. **Three ways to assemble a loadout** **For quiet exploration:** start with the Recurve Bow or a suppressed rifle, add a suppressed sniper rifle once available, and leave another slot for a weapon that can handle an exposed fight. A quiet opening is valuable, but carry enough flexibility to leave safely if it fails. **For outposts and mixed combat:** a rifle, a longer-range option and a heavier main weapon cover a broad range of encounters. A launcher in the sidearm slot can preserve that flexibility. Pay attention to nearby civilians, allies and the vehicle you actually need to keep intact before using explosives. **For hunting and gathering:** carry the tool the animal or mission calls for, plus protection against whatever else appears. A hunting trip is a poor time to discover that every gun you brought has an awkward reload at close range. Keep the return journey in mind when deciding how much ammunition to use on optional fights. The practical test is simple: when the situation changes, can you switch to something that helps immediately? If every slot leaves you wanting the same missing tool, change the kit. **Bonus equipment needs the right content** The Hurk Deluxe pack was released with the Harpoon Gun, Driller, Sandman and Elephant rifle. [Publisher listing](https://t.co/L3wFhiAMtI). A.J.M. 9 is a separate legacy Ubisoft reward. Availability can depend on the installed edition, platform and entitlement; an old guide describing Uplay point costs should not be treated as current purchase instructions. Do not buy an entire bundle just because a guide mentions one weapon. Check your installed add-ons and the store's exact contents first. The normal campaign armory already gives you plenty of ways to fight through Kyrat.

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