How To Unlock 4th Gun Slot In Far Cry 5
3/31/2022 admin
How To Unlock 4th Gun Slot In Far Cry 5 3,7/5 5846 reviews
- Far Cry 5’s arsenal is somewhat limited but what it lacks in variety, it more than makes up for in sheer fire power. Below are some of the best guns we’ve had the pleasure of using in the game and where you can find them. 5 Best Weapons In Far Cry 5.
- Far Cry 5 Ending Explained Save up to 33% on select digital games at GameStop.com. Is a participant in various affiliate advertising programs designed to provide a means for sites to.
Takedown Mastery
After you defeat him you won’t get the 4th weapon holster, you will find it unlocked in your perks menu. You need to have a further 9 Perk Points, so hopefully, you have them all saved up by this. Vector 45 has been sighted in Far Cry 5. The fan favorite weapon from the previous games has been spotted in a Youtube video a couple of days ago, but nobody – including the video’s author – knows how to unlock the gun. We decided to dive in and investigate the strange case of the Far Cry 5 Vector 45, and try to get our grubby mitts on it. How to Get More Weapon Slots & Carry More Weapons in Far Cry 5. If you’ve been out exploring the beautiful countryside of Montana in Far Cry 5, you’ve probably bumped into an enemy or two.
- Perk Point Cost: 6
- Available in Arcade: No. Takedowns in Arcade are preset for all players.
Unlocks chain, melee-throw, and sidearm takedowns in the campaign and arcade. Takedown range is increased in the campaign only.
Primal Mastery
- Perk Point Cost: 6
- Available in Arcade: Yes
You can reload, aim, and switch bows and slingshots faster.
Close-Combat Mastery
- Perk Point Cost: 6
- Available in Arcade: Yes
Melee weapons are more sturdy and efficient. Reload, aim, and switch handguns faster. Sway and bullet spread are reduced.
Locksmith
- Perk Point Cost: 6
- Available in Arcade: No
Stealthily lockpick safes and doors that do not require a key card.
Throwback
- Perk Point Cost: 7
- Available in Arcade: Yes
Throw back incoming projectiles like grenades and dynamite when they are near you.
Ghost
- Perk Point Cost: 7
- Available in Arcade: Yes
You make less noise when walking, sprinting, and landing. Falling damage is also reduced.
Prepper Perks Detail:
These perks will increase your carrying capacity of ammo, throwables, and weapon slots.
Close-Combat Gear Bag
- Perk Point Cost: 1
- Available in Arcade: Yes
Carry more handgun ammo and melee weapons.
Journey Pack
- Perk Point Cost: 7
- Available in Arcade: Yes
Carry more items in your inventory, including up to five medkits.
Tactical Ammo Bag
- Perk Point Cost: 8
- Available in Arcade: Yes
Carry more SMG and shotgun ammo.
Quiver
- Perk Point Cost: 8
- Available in Arcade: Yes
Carry more normal, incendiary, and explosive arrows.
Rifle Ammo Bag
- Perk Point Cost: 9
- Available in Arcade: Yes
Carry more rifle and .50-cal ammo
Throwables Bag
- Perk Point Cost: 9
- Available in Arcade: Yes
Carry more explosives, throwing knives, and bait.
Special Ammo Bag
- Perk Point Cost: 9
- Available in Arcade: Yes
Carry more armor-piercing and incendiary ammo.
Heavy Ammo Bag
- Perk Point Cost: 9
- Available in Arcade: Yes
Carry more LMG, flamethrower, rocket launcher, and grenade launcher ammo.
Additional Holster
- Perk Point Cost: 8
- Available in Arcade: Map maker’s choice
Carry a third weapon of any type in your Weapon Wheel.
Weapons Collector
- Perk Point Cost: 9
- Prerequisite: Requires the Additional Holster perk and one Seed family member to be defeated.
- Available in Arcade: Map maker’s choice
Carry a fourth weapon of any type in your Weapon Wheel.
Leader Perks Details
These perks help reduce the time required for specialists and fighters to return to duty after they’ve been injured.
Boomer
- Perk Point Cost: 4
- Prerequisite: Requires the Man’s Best Friend mission to be completed in Holland Valley.
- Available in Arcade: No
Boomer returns faster after being injured.
Sharky
- Perk Point Cost: 4
- Prerequisite: Requires the Burn, Baby, Burn mission to be completed in Henbane River.
- Available in Arcade: No
Sharky returns faster after being injured.
Peaches
- Perk Point Cost: 4
- Prerequisite: Requires the Here Kitty, Kitty mission to be completed in Henbane River.
- Available in Arcade: No
Peaches returns faster after being injured.
Jess
How To Unlock 4th Gun Slot In Far Cry 5 Gameplay
- Perk Point Cost: 4
- Prerequisite: Requires the A Dish Served Cold mission to be completed in Whitetail Mountains.
- Available in Arcade: No
Jess returns faster after being injured.
Grace
- Perk Point Cost: 4
- Prerequisite: Requires the Grace Under Fire mission to be completed in Holland Valley.
- Available in Arcade: No
Grace returns faster after being injured.
Hurk
- Perk Point Cost: 4
- Prerequisite: Requires The Prodigal Son quest to be completed in Whitetail Mountains.
- Available in Arcade: No
Hurk returns faster after being injured.
Nick Rye
- Perk Point Cost: 4
- Prerequisite: Requires the Wingman quest to be completed in Holland Valley.
- Available in Arcade: No
Nick Rye returns faster after being injured.
Adelaide
- Perk Point Cost: 4
- Prerequisite: Requires the Friendly Skies quest to be completed in Henbane River.
- Available in Arcade:No
Adelaide returns faster after being injured.
How To Unlock 4th Weapon Slot In Far Cry 5
Cheeseburger
- Perk Point Cost: 4
- Prerequisite: Requires the A Right to Bear Arms quest to be completed in Whitetail Mountains.
- Available in Arcade: No
Cheeseburger returns faster after being injured.
Leadership
- Perk Point Cost: 6
- Prerequisite: Must hire three unique specialists.
- Available in Arcade: No
Unlock an additional slot in your squad to let you play with two guns for hire in the campaign.
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By their nature, weapons in video games are highly subjective. In something like Far Cry 5, there really are no “best” weapons — there are objectively better weapons for certain situations, but sometimes your favorite has nothing to do with stats and everything to do with aesthetic. It’s all your choice, and we’re not here to tell you why your favorite weapon sucks.
No — this is all about recommending the best weapon for your particular playstyle. Whether you like rushing in up-close-and-personal or shooting from a high vantage point to clear an outpost, there are certain weapons that just might work for you. Here, we’re going to list the top weapons in Far Cry 5, and why they’re awesome for certain playstyles. If you haven’t picked up all these weapons yet, we suggest you give them a try. There are so many, it’s easy to overlook the best.
More Far Cry 5 guides on Gameranx:
The Best Weapons For Every Playstyle Top Guns Guide
Here are the best weapons, suited for one of many playstyles. You can unlock up to four weapon slots, and it isn’t such a bad idea to carry one (or more) of these death-dealing tools in your inventory.
- Best Weapon That You Should Immediately Upgrade
- The Winner Is: 1911
- Upgrade: Silencer
The old standby. The 1911 is a common pistol carried by most cultists, and it is one of the best sidearms in the game. It’s also a perfect choice for a stealth weapon. Grab a silencer for this pistol as early as you can to silently clear outposts — unarmored cultists only take a single shot to the noggin. Even with the silencer equipped, it’s a strong pistol that can kill enemies in a shot or two.
- Best Secret Weapon For Alien-Based Novelty
- The Winner Is: The Magnopulser
How To Unlock 4th Gun Slot In Far Cry 5k
The weirdest weapon in the history of the franchise, the extraterrestrial Magnopulser can liquefy foes, launching enemies far in the distance and causing some hilarious rag-doll physics. There’s no other weapon like it in the game, and it’s totally optional — and kind of hidden. You’ll only get it for finding Larry and completing his alien-influenced side-missions.
To find Larry, visit Fall’s End in John’s Region, then travel west to Parker Laboratories. You’ll be able to rescue Larry and begin his quests. To my knowledge, this is the only secret gun in the game that isn’t just a reskin — it’s a fully modeled alien weapon. And it is worth getting for the novelty alone.
- Best Weapon For Drive-By Shootings
- The Winner Is: Skorpion
- Upgrade: Extended Magazine
The tiny Skorpion is the most inaccurate handheld weapon in anyone’s arsenal, making it a perfect choice for spray-and-pray drive-by’s. If you want to unleash hell on the constant stream of cultists that pass you by while you’re driving around, the Skorpion is a pretty great choice.
The Skorpion only requires 2 levels of resistance to unlock, so you’ll be able to purchase it fairly early. You can also replace the Skorpion with the SMG-11 or A-99. Both are great weapons — you’ll need extended mags to make the most out of these weapons.
- Best Weapon For Drive-By Explodings
- The Winner Is: M-79
The only weapon designed for blowing-up enemies while you’re scooting around on an ATV, the M-79 is a one-handed grenade launcher that’s got plenty of firepower. Enough to destroy any annoying vehicle that tries to follow you. Even better, you can destroy tankers, silos, and other cult stuff that requires explosions without even leaving your motor vehicle. That’s what I call convenience at its best.
- Best Weapon For Thrifty Sneaking
- The Winner: Recurve Bow
- Upgrade: Marksman ADV-X Scope
The bow is easily the quietest weapon in your arsenal, and it’s great for picking off entire outposts worth of goons. Best of all, you can always recollect your arrows — even if they missed! That means you’ll never run dry, and resupplying arrows is very cheap.
Unlock the Quiver and Black Market perk so you can buy explosive arrows, and the Recurve Bow becomes a superior weapon for blowing away cultists in a firefight. You can replace this with the standard Compound Bow with Marksman Scope if you haven’t reached the right level of resistance to unlock it. Both are pretty great choices for hunting cultists or animals.
- Best Weapon For Destroying Absolutely Everything
- The Winner: M249
The M249 is an unstoppable LMG that can trash vehicles and armored cultists fast. Faster than a rocket launcher, and it has way, way more ammo. Unlock two perks right away to get the most out of this weapon — Heavy Weapons Mastery, and Vehicle Buster.
On top of that, use armor-piercing ammo and not even the strongest soldiers (or helicopters) will give you trouble. A quick burst from the M249 will shred everything in your path. There’s almost no reason to equip other guns. This thing is a monster. It’s like an automatic bazooka.