Far Cry / Weapons guide
Far Cry Weapons guide: four slots, rifles, rockets and ammunition
Build a practical loadout for the original PC campaign.
Edition covered
Original 2004 Crytek PC campaign and PC publisher screenshots. Far Cry Instincts, Evolution, Vengeance and Far Cry Classic have differences and are not used as interchangeable walkthroughs.
5 items · one picture per entry · open a picture for full size.
Weapons guide
Quick notes
- Four slots reward complementary weapons. Jack can carry four weapons.
- Use optics for the right distance. A scoped weapon is valuable on the island’s long sightlines.
- Explosives answer different problems. Grenades and rockets can punish clustered or heavy targets, but firing them at close range creates its own danger.
- Inspect the replacement before dropping a gun. A weapon swap may trade a useful ammunition reserve for a nearly empty pickup.
Use optics for the right distance
| Question | Decision | Benefit |
|---|---|---|
| Is there a close-range option? | Keep a fast response weapon | Survive a sudden indoor rush |
| Can a distant target be engaged? | Carry a scoped option when available | Avoid crossing a watched field |
| Is a heavy threat ahead? | Preserve explosives | Keep a suitable counter |
| Is ammunition scarce? | Favor a supplied weapon | Avoid an empty specialty slot |
| Will the next area be indoors? | Adjust before entry | Reduce awkward weapon switching |
Useful tip
A weapon swap may trade a useful ammunition reserve for a nearly empty pickup.
References
| Reference | Website |
|---|---|
| Far Cry publisher listing | store.steampowered.com |
| Official Far Cry PC manual | store.steampowered.com |





