These small, handheld weapons do not pack a lot of punch, but they are excellent short range problem solvers.
Clip = 7
The basic weapon in the Pistol category, it packs decent power and limited range. It is a fairly common weapon, meaning that collecting ammo for it is a fairly easy proposition.
Clip = 7
The same as Handgun, the weapon has a Silencer on the end, making it a far more quiet weapon. This makes it ideal for sneaking up on enemies and firing from close range to put them down quickly.
Clip = 30
A Handgun that boasts an auto-fire feature, meaning holding the trigger down will send a spray of bullets towards an enemy. However, it has a poor recoil action, so anything after the first shot on a press of the trigger will send bullets away from where the target was originally intended.
The main weapon that Jack will use in his struggles, he will definitely find a wide assortment of these beauties.
Clip = 30
The SMG (or Sub-Machine Gun) is the first automatic weapon to appear, carried by many mercenaries through out the game. They are fairly inaccurate as they fire, but due to the spray of bullets they can unleash, they can put down an enemy quickly.
Clip = 8
This scattergun packs an incredibly vicious punch to the enemy up close, but at a distance the buckshot becomes less concentrated and thus is not very effective. It is a weapon best suited to enclosed spaces, so when in buildings or caves it will deal the most effective blows.
Clip = 50
An upgrade upon the SMG, it packs more stopping power and a larger clip, making it a far superior choice. Its only downside is a lack of ammo at times, as the enemy do not always carry these weapons in abundance.
Clip = 30
Found in the last third of the game, this automatic has a Silencer, making it an ideal stealth weapon. However, by this point of the game stealth is nowhere as needed as it was earlier, plus the weapon has a smaller clip than the P90 while having less stopping power than even the SMG. Best to leave this weapon lying where Jack found it.
Clip = 30
Unable to be dual-wielded, these incredibly powerful weapons can knock out even the toughest enemy in few shots. They also have an excellent second feature, which is the ability to lob grenades that explode on impact (supply from the hand thrown ones that Jack carries). It is the ultimate in Primary Weaponry, so use it whenever possible.
With one other slot that Jack can fill with a weapon, these are the choices that Jack will come across in his battles.
Clip = 10
With zooming ability of x3 and x7, this silenced rifle will allow Jack to pick off enemy positions from afar, often before they ever know Jack is even around. It is not made for up close fighting, so switch to another weapon to deal with incoming foes.
Clip = 10
With zooming ability of x10, this rifle is not silenced, but packs a far bigger punch than the Recon Rifle. It is noisy enough however, that one shot is usually enough to alert all enemies in the area to the presence of an enemy shooter, so be ready to switch to a melee weapon at a moments notice.
Clip = 4
A rarity to find, this high impact weapon can really put a hurt onto any enemy, even the nasty mutants that will begin to appear in the game. However, it only has one clip that has a max of four rockets, so either save it for situations where a heavy hitting weapon is needed, or use the ammo up immediately reclaim whatever Alternate Weapon Jack was carrying before the Rocket Launcher.
Clip = 50
Simply put, this weapon is intended to slice enemies up by using the insane amount of ammo it spits out. Accuracy is poor, its range is somewhat limited, and it is sort of a copycat of the Primary Weapon class, but it is just so powerful that it is a welcome addition in the hectic moments for the end of the game.
Jack will gain new abilities as the game progresses, allowing him to perform greater feats to advance further into the islands he is traversing. All of these talents require use of adrenaline, so when his adrenaline meter depletes, Jack must eat MREs, locate an Adrenaline pack, wait for the Adrenaline to regenerate, sneak up on enemies with stealth, or take damage to increase the adrenaline meter once more.
Use = B Button
Jack will gain the ability to punch through weak walls, fences, and enemies life meters with equal ease. Jack can use this to handle any enemy that has come in close or in situations where he is low on ammo.
Use = Hold the Y Button
Jack will be able to track enemies by their heat signature and their scent, meaning that even in the hardest to track areas he can keep tabs on the enemy. Jack can also see in the dark after a while in a dark setting, viewing surroundings as it were outside.
Feral Speed & Jump
Use = Press Y Button to trigger speed, hold A Button and release to leap
When Jack is using his Feral Speed, he runs at triple his normal running speed, allowing him to get close to enemies quickly or to cross areas that are dangerous. The Feral Jump is used when Feral Speed is invoked, allowing Jack to leap further and higher than he ever could before.
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