Crysis 3 Part 2 weapons guide covering pistols, shotguns, sniper rifles, assault rifles, and specialty weapons. Learn about the M 12, Hammer, Majestic, Marshall, Jackal, DSG-1, M20 14 Gauss Sabot, Scarab, SCAR, Feline, Grendel, MK.60 MOD 0, FY7 IM, Typhoon, K-Volt, M.I.K.E., L-Tag, and JAW.
Walkthrough
- 1Pistols: Generally considered backup weapons, adequate until better options are found.
- 2M 12 (Flashlight) Nova: Your first and weakest pistol, can be equipped with a silencer. You likely won't fire it during the entire game.
- 3Hammer: A potent handgun that serves as a decent backup weapon, featuring a silencer, laser sight, and iron sight.
- 4Majestic: A potent revolver that can be equipped with an assault scope for mid-range sniping, though its low ammo capacity is a drawback.
- 5Shotguns:
- 6Marshall: The most potent shotgun, can be silenced for stealthy work, and equipped with iron and reflex sights. Its usefulness diminishes as better weapons become available.
- 7Jackal: An automatic shotgun capable of rapid fire but lacks the damage and silencing capability of the Marshall. Its electric shot and slugs can be useful, but its overall usefulness is limited by other available weapons.
- 8Sniper Rifles:
- 9DSG-1 sniper rifle: A premier weapon, it can be equipped with a silencer for stealthy long-range engagements and remains a preferred option.
- 10M20 14 Gauss Sabot rifle: Extremely powerful, capable of single-shot kills on normal enemies and effective against bosses like Reavers and Devastators. Its rarity and low ammo capacity make it a use-and-replace weapon.
- 11Assault Rifles and Sub-Machine Guns:
- 12Scarab: A versatile assault rifle, made deadly by its mini-typhoon mode, though it consumes ammo rapidly.
- 13SCAR: Superior to the Scarab in most categories and useful early on, but eventually outclassed by other weapons.
- 14Feline: A sub-machine gun with a high rate of fire, silencer, and various sight options, useful only very early in the campaign before the CELL starts dropping the SCAR.
- 15Grendel: High damage output is hampered by its inability to be silenced. It can be used as a mid-range sniper with a scope, but its lack of a silencer reduces its utility.
- 16MK.60 MOD (a community-made modification that changes the game) 0: A heavy-hitting machine gun with a large capacity and high damage output, making it a good complement to a ranged weapon, though it is noisy.
- 17FY7 IM assault rifle: New to the Crysis arsenal, it is superior to most assault weapons but cannot be silenced and arrives late in the campaign. Incendiary ammo can be found in special ammo cases.
- 18Typhoon: A minigun with a prodigious rate of fire that can quickly eliminate normal enemies. Its main drawback is its rapid ammo consumption. Resupply ammo at specialty ammo cases.
- 19Specialty Weapons:
- 20K-Volt: A specialty weapon using static charges, best used against electronics.
- 21M.I.K.E.: Fires microwaves that cause enemies to rupture, but holding the beam on target can be hazardous to your health.
- 22Grenade launcher:
- 23L-Tag: A highly damaging grenade launcher with a limited capacity of eight grenades, useful for situational battles.
- 24Others:
- 25JAW rocket launcher: An extremely powerful weapon, typically available when situational hazards require it, and the go-to for enemy gunships and juggernauts.
Tips
- Pistols are generally backup weapons.
- The Marshall shotgun can be silenced for stealth.
- The DSG-1 sniper rifle is a premier weapon for stealthy engagements.
- The Typhoon minigun is a premier weapon for close-quarters combat.
- The JAW rocket launcher is ideal for heavy targets like gunships and juggernauts.
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