LOST PLANET 3 ================================================================ Weapon and combat FAQ Written by: Sol4688 E-mail: [email protected] ======== Overview ======== Hello, and welcome to my Lost Planet 3 weapon and combat FAQ. In this guide, I will tell you all about the weapons that can be found in Lost Planet 3. I will give as much detailed information about their stats, their strengths and weaknesses, and how best to use them. This guide will cover the single player story mode of Lost Planet 3, NOT the multiplayer. I have not played much of the multiplayer and as such feel I cannot adequately compare and contrast the weapons and how they are similar and differ from the story mode. I may update this FAQ in the future once I am more familiar with the online multiplayer. But until then... I'd like you to also note that I write this guide with the PS3 in mind, so I'll be referring to the PS3's controls. I will warn you right now, I like to use the occurence of game events to indicate when certain things become available or can be found. As such, I will mention stuff that happens late game. If you are at all concerned about spoilers for this game's plot, you have been advised to tread carefully. Now, when I get to ranking each guns' stats, I'll be using a ranking system of 1 through 5, with each stat being as so: 1= Very poor 2= Not good. 3= So-so 4= Pretty good 5= Excellent Also, there may at times be an N/A, which stands for "Not applicable," or this stat is not featured with the weapon. And with those, I'll be ranking each gun in 6 different aspects: 1. Damage: Approximately how powerful the gun is. 2. Range: How far the gun can shoot from. 3. Speed: How fast the gun's rate of fire is. 4. Reload Speed: How quickly you can reload the gun. 5. Ammo per Clip: How many shots can be fired until reload. 6. Max Ammo Capacity: How much ammo the gun can hold. And with all my FAQs, any and all feedback is appreciated. So lets us begin: Lost Planet 3! ==================== Table of Contents ==================== Section.................... Weapon............... Shortcut Part 1..................... Combat basics............[PT01] Part 2..................... Pistol...................[PT02] Part 3..................... Shotgun..................[PT03] Part 4..................... Assault Rifle............[PT04] Part 5..................... Hunting Rifle............[PT05] Part 6..................... Pulse Rifle..............[PT06] Part 7..................... Valkyrie.................[PT07] Part 8..................... P.I.G....................[PT08] Part 9..................... Grenade Launcher.........[PT09] Part 10.................... Halberd..................[PT10] Part 11.................... Frag Grenades............[PT11] Part 12.................... Disc Grenades............[PT12] Part 13.................... The Rig..................[PT13] Part 14........ Additional Notes and Tips............[PT14] Part 15.................... Credits..................[PT15] =========================== Combat Basics.........[PT01] =========================== So. Let's take a quick runthrough of the controls and how they pertain to combat. Left Analog Stick: Move. Hold the stick lightly to make Jim walk, hold more to make him run. Jim will automatically crouch when approaching obstacles that he needs to move under, and move more slowly if there are other factors like storms to consider. When piloting the Rig, movement is much the same, but moving to the sides will make the Rig strafe. Right Analog Stick: Look around. Rotate the camera around to take in your surroundings. When piloting the Rig, you will need to use the right analog stick to determine which direction the Rig is moving in. Directional Button Up: Pulse Nav Marker, aka, refresh objective. Tapping the up button on your d-pad will show your current objective, where you need to go in case you forget. Directional Button Down: Pan Camera 180 degrees. Tap the down button on your d-pad to quickly move the camera behind you, and again to move it back. L1: Aim/Use Claw Arm in Rig. Jim will hold up his weapon and aim for more accurate, focused shots. When piloting the Rig, L1 will activate Jim's left Claw Arm, allowing him to grab objects and enemies. L2: Grappling Hook/Winch Arm in Rig. At proper grapple points a green grapple hook icon (or a reticle) will appear. Tap L2 and Jim will shoot his grapple hook and rappel himself over to his destination. When you aim just right at the reticle, you will get a speed boost. When piloting the Rig, L2 will fire the Rig's winch arm, allowing him to attack or grab things at a range. You must purchase this upgrade first. Tap L2 again to retract the winch. R1: Fire weapon/Use Drill in Rig. Jim will fire his weapon "from the hip," so to speak, without aiming. You can also move while firing like this. When piloting the Rig, R1 will activate Jim's right Drill Arm, allowing him to drill at obstacles, or enemies for massive damage. R2: Throw grenade/Guard in Rig. Jim will throw his currently equipped grenade at an enemy. Hold it down to see the grenade path. When piltoing the Rig, press and hold R2 to take a defensive position. When guarding, the Rig will take reduced damage when attacked. In some encounters, tapping R2 at the right time will make the Rig counter an enemy attack, opening them up to a more damaging counter attack. L3: Sprint/Shock Jump in Rig. Clicking L3 will make Jim go into a sprint mode, enabling him to quickly run across areas. When piloting the Rig, grab an object or enemy with L1 and then click L3 to use the Shock Jumper and electrocute whatever you're grabbing. You must purchase this upgrade first. R3: Melee Attack/Toggle Zoom. Jim will attack an enemy in close quarters with his currently equipped weapon. When you have a weapon with a scope attached, aim and click R3 to toggle the zoom. Click again to return to normal view. Triangle: Switch weapon. You can hold two weapons at a time, three counting the Pistol. Press Triangle to swap between your primary and secondary weapons, or hold down the button to switch to your Pistol. When piloting the Rig, press Triangle to switch between the drill arm or the gas torch. You must obtain this upgrade first through the story. Square: Reload/Swap Ammo type/Drill Arm Punch in Rig. Jim reloads his equipped weapon with currently equipped ammunition. When you have secondary ammo available, hold down the square button and Jim will reload his weapon with the secondary ammo. Hold down the square button to swap back to normal ammo. When piloting the Rig, Square will make the Rig lash out with a swift punch from the drill arm. Tap repeatedly for a combo attack. Circle: Interact. To talk to other characters, get in and out of your rig, open doors and lockers, or pick up items, press circle. When doing certain tasks such as activating/emptying T-posts, you'll be required to hold circle. X: Dodge Roll/QTE survival/Enter Cover. Tap X to dodge roll out of the way of incoming attacks. In certain boss fights, tapping X at the right time as a boss attacks will sometimes give a "cinematic" dodge where Jim can either sidestep or do a running dodge roll out of the way. Sometimes in combat with certain enemies, if you get grabbed, you may have to rapidly press X to escape the enemy attack. When you approach certain barriers, you may be given the option to take cover behind them by pressing X. When in cover, Jim is protected from ranged attacks as long as he's hidden. From here, you can press R1 to blindfire from cover, or hold L1 to pop up and aim, then fire. When you are done there, you can hold the left analog stick forward and X, and Jim will vault over his current cover. Start: Pause. You can check options, load, or quit from here. Select: Bring up menu. From here, you can view your current objectives, side missions, map, inventory, upgrades, collectibles, e-mails, and your music player. L1 + R1: Aim and Fire current weapon. Jim will fire his weapon more accurately. Note that you can move and shoot, but you will move slowly like this. =========================== Pistol................[PT02] =========================== Image of the Pistol: http://images1.wikia.nocookie.net/ __cb20130316150612/lostplanet/images/ d/d5/LP3_NEVEC_Pistol_01.png Description: A semi-automatic pistol with a decent firing rate and solid short range stopping power. Has unlimited ammo. How to obtain: The Pistol is found in the prologue area of the game, when Jim is searching for the transponder. There will come a part where Jim slides down into a cave filled with Sepia and is navigating it. Continue down the tunnel a way, and a Sepia will confront Jim for battle. He draws his Pistol here, and you now have access to it. Stats: Damage: 1 Range: 4 Speed: 3 Reload Speed: 4 Ammo per Clip: 12 Max Ammo: Unlimited Secondary Ammo: DNA Tagger Darts: Specialty ammo for collecting Akrid genetic material. This is obtained from Dr. Roman after you invesitgate the Com-Relay. Like the Pistol's default ammo, you have an unlimited supply of darts. If you want to 100% complete the game, the DNA Tagger sidequest is one you'll have to deal with. Darts do no damage to Akrid, but once they are shot, you'll see a DNA icon appear over them. Hit them again, and a blue stream will shoot from Jim's Pistol to the Akrid, gathering DNA. Keep aiming to continue gathering. Now, here is where things get tricky: You must keep in range of the Akrid to fill up the green circle. Stray too far, and the stream will break. Though you will not lose any accumulated DNA so far, you will have to try and get in close and aim at the Akrid again. Upgrades: Large Caliber Barrel: Increases NEVEC Pistol damage by 50%, but causes greater firing recoil. Price: 1,250 TE. The Pistol Large Caliber Barrel upgrade can be purchased from the Quartermaster at the main base. This is available from the beginning of the game. Pros: The Pistol hits fast and far for its size, which can be handy for picking off smaller enemies across a distance. Couple that with respectable reload speed, and you could probably do a lot worse for a default weapon in a video game. Cons: The Pistol is by far the weakest weapon in the game, hitting for measly damage. It can take upwards of four or five hits to kill basic enemies, which is fine in the beginning of the game and outright suicidal later on. If you want to do the DNA tagging sidequest, you'll have to work on your dodging and aiming, as those pesky Akrid will NOT stay still while you're tagging them. Recommended Strategies: The unlimited ammo of the Pistol makes it the ideal weapon for clearing out small basic enemies out of areas. If you're traversing a new level and don't want to waste your other guns' ammo on the occasional Sepia that pops up, this is the ideal gun to switch to. It's also perfect for clearing out clusters of those horrible explosive eggs, or shooting ice off of a collectible object. You'll be seeing a lot of the Pistol if you want to do the DNA tag sidequest. Try to circle your enemy, staying as far as you can but still close enough for the DNA stream to work. If you have to dodge, do so- it's not worth taking a hit for the tag, especially on hard mode. Comments: The Pistol, being your default gun, will be by your side the whole game. As it is also the gun you will likely be relying on for the entire beginning of the game until you find the Shotgun or Assault Rifle, then it's HIGHLY recommended you purchase the barrel upgrade for the power boost. What else can I say about it? Unlimited ammo is nice, but let's face it: It's a last resort weapon as soon as you get something better. On Hard Mode, you'll want to buy ANYTHING else, ASAP. Odds are late game, you'll only take out the Pistol for DNA gathering. =========================== Shotgun...............[PT03] =========================== Image of the Shotgun: http://images4.wikia.nocookie.net/ __cb20130316150661/lostplanet/ images/7/75/LP3_Shotgun_01.png Description: A pump-action shotgun with solid stopping power but limited range. Ideal for close quarters combat. How to obtain: The Shotgun can be purchased from the Quartermaster at the main base. This is available from the beginning of the game. Price: 1,500 TE. Stats: Damage: 4 Range: 2 Speed: 2 Reload Speed: Ammo per Clip: 9 Max Ammo: 36 -> 45* -> 54* * = This is upgraded with Extra Ammo Pack upgrades purchased from Quartermasters. Secondary Ammo: Bouce Shot: Carbon steal bearings that ricochet once when hitting hard surfaces. Good for hitting targets in confined interiors. Price: 2 TE per shot. This can be purchased from either Quartermaster in the game upon completion of Dr. Kovac's first research sample collection (20 Sepia) This is basically stronger Shotgun ammo, and it packs a nice punch. If you have the money to throw around for this gun, then buy plenty of this ammo. The ricochet is only really handy in close quarters combat, but then so is the gun... Upgrades: Shotgun Stock Upgrade: Reduces weapon recoil allowing for faster recovery between shots. Price: 2,500 TE. The Shotgun Stock upgrade can be purchased from the Quartermaster at the main base. This is available from the beginning of the game. You must own the Shotgun before buying. Pros: Vast, close range power is what the Shotgun's for. It hits hard in close range, and if your enemy isn't dead after a shot or two? It's hurting bad. The Shotgun's spread is also so great, you can hit several enemies in one shot. Cons: The Shotgun can be a pretty slow weapon, which depending on how good you are with it, can range from just being inconvenient to downright fatal. It shoots fairly slow(that the Stock upgrade only moderately helps with) and the reload speed can be quite abysmal. Recommended Strategies: What else does one do with a shotgun in a game? Get in close and light your bad guys up! The Shotgun's overwhelming power will plow through the smaller enemies like nothing and even shake up the bigger ones. It's ideal for dealing with enemies that like to get in your face, like the little Tarkaa or the Wardeyes. If you have the Bounce Shot, this is a MUST for dealing with Wardeyes. It'll take them out cleanly and quickly. Comments: The Shotgun is a favorite, and likely will be by your side for a great portion of the game. It's good for tough situations and some boss fights, and even with late game enemies. The more Bounce Shot you can get, the better. It'll make your life a whole lot easier, believe me. =========================== Assault Rifle.........[PT04] =========================== Image of the Assault Rifle: http://images4.wikia.nocookie.net/ __cb20130316150522/lostplanet/ images/f/ff/LP3_Assault_Rifle_01.png Description: Standard issue NEVEC Assault Rifle. A versatile weapon well-suited for a variety of tactical engagements. How to obtain: Early game, in the mission where you must search for the fallen pod, you'll be using your new grappling hook to travserse some rocky land just outside Coronis. This is also the area where you will first encounter the Bolsepia enemies. After the cave where you first fight several of these, you will grappel up to an area with several areas of cover. Clear the area of enemies, and you'll notice the Assault Rifle propped up against one of the waist-high cover barriers. Pick it up and it's yours. Alternatively, you can also purchase it from the Quartermaster after the aforementioned mission. Price: 2,500 TE. Stats: Damage: 2 Range: 4 Speed: 5 Reload Speed: 3 Ammo per Clip: 30 -> 50 ** Max Ammo: 300 -> 375* -> 450* * = This is upgraded with Extra Ammo Pack upgrades purchased from Quartermasters. ** = This is upgraded via purchase from Quartermasters. Secondary Ammo: Incendiary Rounds: Rounds that create a small explosion on impact. Can cause Akrid cores to catch fire and burn. Price: 2 TE per shot. This can be purchased from either Quartermaster in the game upon completion of Dr. Kovac's second research sample collection (4 Dongo) The Incendiary Rounds give the Assault Rifle that nice power boost it so desperately needs. I highly recommend it. Upgrades: Assault Rifle-Extended Magazine: Increases the number of rounds held per ammo clip, reducing reload frequency. Price: 1,500 TE. The Extended Magazine upgrade can be purchased from the Quartermaster at the main base. It's available during the mission to investigate the Com-Relay. You must own the Assault Rifle before buying. A bigger clip size is always nice, and a must for a gun this fast with firing. I recommend getting it as soon as possible. This will upgrade the ammo per clip from 30 to 50. Pros: Hitting fast is the Assault Rifle's bread and butter. When you need something downed fast or constantly attacked, this is the gun you turn to. Its high speed, good reload time, and range makes this a great secondary weapon. The secondary inferno ammo is also very powerful and can make short work of Akrid easily. Cons: The Assault Rifle isn't exactly a powerhouse, but it should be enough to get your job done. If you're fighting a particularly diehard enemy, and you don't have secondary ammo? You may be better off switching. Also, it can really eat your ammo if you're not paying attention. Recommended Strategies: If you have crowds of small, weak enemies that need clearing, then whip out the Assault Rifle and go to town. It's great for dealing with clusters of Sepia and maybe Genessa, or even egg clusters if you have ammo to spare. Concentrate fire on closer enemies, and spray the crowd when dealing with groups. Comments: The Assault Rifle is a good starter weapon, if you want to save money and prefer not to bother with the Shotgun just yet. Its affordable upgrades and impressive secondary ammunition make it a popular early game weapon, and can carry you quite a ways. It may get overshadowed by other guns later on, but always remains a solid option. =========================== Hunting Rifle.........[PT05] =========================== Image of the Hunting Rifle: http://images1.wikia.nocookie.net/ __cb20130830071041/lostplanet/ images/b/bd/Hunting_Rifle.png Description: A single shot bolt-action rifle with high accuracy and damage. How to obtain: The Hunting Rifle can be purchased from the Quartermaster after the first major supply drop at the main base, right around your mission to investigate the Com-Relay. Price: 7,500 TE. Stats: Damage: 4 Range: 5 Speed: 2 Reload Speed: 3 Ammo per Clip: 6 Max Ammo: 30 -> 40* -> 50* * = This is upgraded with Extra Ammo Pack upgrades purchased from Quartermasters. Secondary Ammo: Depleted Uranium: Rounds that do extreme damage to smaller Akrid and larger Akrid Cores. Does not penetrate armor of larger Akrid. Price: 2 TE per shot. This can be purchased from either Quartermaster in the game upon completion of Dr. Kovac's third research sample collection (6 Goonroe) A decent choice, but you'll have to do some work if you want to use this on larger or boss Akrid. Upgrades: Hunting Rifle 8x Scope: Allows players to zoom in when aiming down sight. Price: 5,000 TE. The Hunting Rifle 8x Scope can be purchased from the Quartermaster at the main base. This is available around the mission to investigate the Com-Relay. You must own the Hunting Rifle before buying. While the scope is nice, it isn't essential. Still, if sniping is your thing, I recommend getting it. Pros: The Hunting Rifle's superb range and great firepower make it a solid primary weapon choice. It can destroy smaller Akrid easily before they can even approach you, and is great for getting a headstart on larger ones before they close the gap. The Hunting Rifle's shots are also capable of piercing one enemy and then hitting another. If you can make your aim pay off, it's extra sweet. Cons: Bolt action rifles can be sucky in combat. If you miss a shot, that wait while Jim ejects the shell can be agonizing, and in the case of close quarters combat? Fatal. The max ammo capacity also isn't really anything to write home about. Recommended Strategies: Staying as far as you can from your opponent, carefully line them up in your sight and take them out! This is the perfect method to dealing with the spawning Genessa, taking them out swiftly before they even have time to spawn any Akrid. In a battle with some vicious Goonroe or Suwankaa, use the rifle to get a couple good distant potshots and switch to something else when they charge you. You want to make your shots count so that bolt action recoil isn't going to be the death of you. If you can, zoom in for more accuracy. If you can't though, don't worry about it. It won't make or break you in mid range combat. Try and line up your shots so you'll hit one enemy, pierce him, and hit another. This tactic works wonderfully on bottlenecked Sepia. Comments: I'm not the biggest sniper in video games, so I'm personally not crazy about the Hunting Rifle. Less so with bolt action rifles... that bolt recoil drives me crazy. But for a good, early game long range power weapon? You can't do better than the Hunting Rifle. =========================== Pulse Rifle...........[PT06] =========================== Image of the Prototype Pulse Rifle: http://i212.photobucket.com/ albums/cc129/Sol4688/Lost%20Planet/ 1107130057_zps6063cd8e.jpg Description: Advanced NEVEC tactical rifle. Shoots rapid- fire bursts that are best controlled when aiming down a sight. How to obtain: On your first trip to the Power Plant, you'll eventually reach the main hub area where you lift the garage lockdown. From there, look behind you and to the right. You'll see some crates. The Pulse Rifle is propped up against these on one of their sides. Alternatively, if you miss it there, you can find another one in the Armory near Pickett's Folly. In the main circle room, you can unlock a smaller, downstairs area with several turrets. From there, head right and you should see a body slumped near a wall. There is a Pulse Rifle nearby the body. Stats: Damage: 3 Range: 4 Speed: 3 Reload Speed: 4 Ammo per Clip: 24 Max Ammo: 336 -> 360* -> 384* * = This is upgraded with Extra Ammo Pack upgrades purchased from Quartermasters. Secondary Ammo: None Upgrades: None Pros: The Pulse Rifle, much like the Assault Rifle, hits with rapid attacks. While not hitting as many times, the Pulse Rifle makes up for quantity with generally harder hitting attacks. It also reloads quite nicely. Cons: The short burts may work well on single, tougher enemies, but groups may be relatively unfazed by the Pulse Rifle. Not much else really stands out about it. Its lack of upgrades makes it an underwhelming late game weapon. Recommended Strategies: Pummel any nearby foe with full auto bursts, switching between targets to ensure maximum coverage. Clear out swarms like you would with the Assault Rifle, but be more careful about enemies nearby. The Pulse Rifle shines when fighting Wardeyes. It's also handy if you need some focused fire against a boss. Comments: I don't know what else to say about the Pulse Rifle. It's not a bad gun. It's not a great gun. It's just very meh. It's better than the base Assault Rifle, but with all its upgrades, the Assault Rifle leaves the Pulse Rifle in the dust. The lack of upgrades don't help either. So if you haven't invested much in the Assault Rifle but do still want a longer range automatic weapon, then the Pulse Rifle is for you. =========================== Valkyrie..............[PT07] =========================== Image of the Valkyrie: http://images2.wikia.nocookie.net/ __cb20130830071042/lostplanet/ images/d/d5/Valkyrie.png Description: A weapon that fires 3 bolts in a triangular formation. Bolts explode when striking enemy targets. How to obtain: When you first reach the forgotten colony, you'll have to do the sneaking segment followed by some cut-scenes. Once you regain the ability to play, your mission will be to scout out the Killing Fields and find your Rig. Jim will automatically be equipped with the Valkyrie in this part (and the Pistol.) Stats: Damage: 4 Range: 4 Speed: 2 Reload Speed: 5 Ammo per Clip: 1 -> 3** Max Ammo: 120 -> 150* -> 180* * = This is upgraded with Extra Ammo Pack upgrades purchased from Quartermasters. ** = This is upgraded via purchase from Quartermasters. Secondary Ammo: Explosive Bolts: Explodes upon hitting live targets. Otherwise, bolt enters proximity mode and detonates when enemies near it. Price: 2 TE per shot. This can be purchased from either Quartermaster in the game upon completion of Dr. Kovac's fourth research sample collection (10 Tarkaa) A fairly decent ammo choice. The proximity mode is negligent, honestly, but this ammo will do away with the blowback damage. That alone makes it worth getting. Upgrades: Repeater Upgrade: Allows for manual preload of up to 3 bolt clips. Good for rapid-fire! Price: 4,000 TE. When you are free to explore the forgotten colony, head over to the Quartermaster. It's available as soon as you arrive. Tap square to manually load the Valkyrie with up to three bolts. Pretty much a must for this weapon. Pros: The Valkyrie does alright as a power weapon. It can clear out small groups of small enemies just fine. The more cunning player can also find a use for the proximity mode of the secondary ammo, surely. Cons: Hands down, the single most annoying aspect of the Valkyrie is the blowback/recoil damage. If you fire the weapon, and it hits something that isn't an enemy, Jim will suffer a moderate amount of damage from seemingly nowhere. This can be rectified by either having very careful aim or just staying on the move. But nonetheless, it's dumb. The clip size is also laughable. For god's sake, you need an upgrade to get THREE shots. It can easily put your back against a wall. Recommended Strategies: Stay mobile and stay distant from your foes. Try and take them out while as far as possible. If your enemy closes the gap, I highly recommend switching to another weapon. Always keep that Valkyrie loaded, and if you don't have the Repeater upgrade, then invest in it immediately. Comments: I personally cannot stand the Valkyrie. The splash damage and blowback is ridiculous, it's completely unusable in close range, and it is beyond difficult to use while on the move. So if you can find a use for it, more power to you. I say avoid the thing like the plague. =========================== P.I.G. (Pneumatic Injector Gun)...[PT08] =========================== Image of the P.I.G.: http://images4.wikia.nocookie.net/ __cb20130830085712/lostplanet/ images/1/1f/Pneumatic_Injector_Gun.png Description: A makeshift weapon that uses compressed gas to rapid fire heavy metal rivets. A solid close quarters weapon. How to obtain: When you are free to explore the forgotten colony, head over to the Quartermaster. It's available as soon as you arrive. Price: 8,000 TE. Stats: Damage: 3 Range: 3 Speed: 5 Reload Speed: 3 Ammo per Clip: 30 Max Ammo: 420 -> 510* -> 600* * = This is upgraded with Extra Ammo Pack upgrades purchased from Quartermasters. Secondary Ammo: Stinger Rounds: Fashioned from hardened Fire Wasp stingers, this ammo mysteriously self corrects in-flight as it attempts to strike targets. Price: 2 TE per shot. This can be purchased from either Quartermaster in the game upon completion of Dr. Kovac's fifth research sample collection (5 Wardeyes) While this sounds awesome, the homing ability really isn't anything to write home about. The most useful thing I've ever seen it do is swerve to hit an enemy in cover. Upgrades: Stock Upgrade: Increases accuracy by reducing recoil during extended periods of firing. Price: 5,000 TE. When you are free to explore the forgotten colony, head over to the Quartermaster. It's available as soon as you arrive. A must, if you intend to fire this thing for more than a second. The recoil is cut down immensely and the weapon will remain very steady. Pros: The P.I.G. hits fast, and it can keep hitting for a long time thanks to its ridiculous ammo capacity. It's unlikely you'll ever run out of ammo for this bad boy, even over the course of an entire level. This makes it a very nice spray and pray weapon, or good for clearing out a whole cave of nasties if need be. Cons: The P.I.G. doesn't hit very hard, however. So while it's nice against small fries, it's not very worthwhile against bigger, badder enemies. The weapon can be very unwieldy without the stock upgrade as well. Recommended Strategies: If you don't have the stock upgrade, then firing in short bursts will be best so you get the most bang for your limited accuracy. If you do have the stock upgrade, then target an enemy, and keep on the fire until he falls! You can afford to go a little crazy, the ammo won't run dry for a while, y'know? The P.I.G. is a solid choice for fighting Wardeyes or masses of Sepia, and I feel excels against the soldiers towards the end of the game. Comments: I rather enjoy the P.I.G. It's like the Assault Rifle and Shotgun fused into one. It's not very good without the stock, and the secondary ammo sounds a lot better than it actually is. But it's still one of the more reliable late game weapons. I recommend it. =========================== Grenade Launcher .....[PT09] =========================== Image of the Grenade Launcher: http://images1.wikia.nocookie.net/ __cb20130830090031/lostplanet/ images/6/67/Grenade_Launcher.png Description: Launches timed canister grenades. They can be remotely detonated, otherwise they detonate on a timer. How to obtain: When you are free to explore the forgotten colony, head over to the Quartermaster. It's available as soon as you arrive. Price: 10,000 TE. Stats: Damage: 5 Range: 3 Speed: 2 Reload Speed: 4 Ammo per Clip: 6 Max Ammo: 18 -> 22* -> 26* * = This is upgraded with Extra Ammo Pack upgrades purchased from Quartermasters. Secondary Ammo: Biotox Rounds: Rounds that expel a toxic cloud of gas upon detonation. Toxic cloud inflicts damage to all live targets it touches. Price: 2 TE per shot. This can be purchased from either Quartermaster in the game upon completion of Dr. Kovac's sixth research sample collection (1 Suwankaa) The cloud of damage can be handy, especially if you missed the previous shot. Upgrades: Range Finder: Shows a visual preview of the firing arc when aiming down sight. Price: 6,000 TE. When you are free to explore the forgotten colony, head over to the Quartermaster. It's available as soon as you arrive. Basically shows you where your grenade is going. Not bad at all. Pros: Got a big problem? The Grenade Launcher's got you covered. With the way it can blast through enemies and bosses alike, you may be eager to make space in your inventory for this weapon. It also reload surprisingly quick. Cons: Much like the Frags, being too close when the grenades go off is a surefire way to get yourself killed. So watch yourself in close quarters and hectic firefights. It can also be annoying to use this weapon without the Range Finder. Impossible? No. But annoying. The grenades also don't detonate particularly quickly, which can make them a chore to use at times. Recommended Strategies: As with grenades, remember to keep your distance so you don't hurt yourself. If you have the secondary ammo, that can deal with clusters of Akrid very easily. Otherwise, you can get by with the default ammo. It works especially nice on keeping the crablike Vorgg's off balance. Comments: The timed detonations are the only major fault I find with this gun. Most enemies in this game are way too fast for a slow, methodical weapon like that, and it shows in a lot of the fights. I'd only really take this thing out for those enemies that were bosses but become regular enemies late game. =========================== Halberd ..............[PT10] =========================== Image of the Halberd: http://i212.photobucket.com/ albums/cc129/Sol4688/Lost%20Planet/ 1107130056_zps4ea4b187.jpg Description: A long-range weapon that fires kinetic energy blasts. Build up energy for even more powerful shots. How to obtain: You can find the Halberd in the Armory near Pickett's Folly. If you're doing the sidequest Soichi's mementos, you cannot miss the Halberd. When you go into the main round room of the Armory, clear the area of Wardeyes and look around for a magnetic grapple. Grapple up, and you will drop down into a room. Look in a corner for two dead bodies under a blanket. The Halberd is propped up against some crates near them. Stats: Damage: 4 Range: 5 Speed: 3 Reload Speed: 3 Ammo per Clip: 5 Max Ammo: 25 Secondary Ammo: None. Upgrades: None. Pros: The Halberd's most noticeable perk is the ability to charge the shots for extra damage. It also sports the range and zoom features of the rifle. A great weapon for the sniper who prefers more speed and power. Cons: The Halberd has no upgrades or secondary ammo, making it a fairly stagnant weapon. It's max ammo capacity is also frustratingly low, which can be very troubling for a late game weapon. Recommended Strategies: Try and surprise an enemy with a charged shot to open the fight. If they're not dead, then they're likely very weakened. The more range you keep, the more charged shots you can pull off. Keep a lookout for ammo boxes. You'll need them if you're relying on this as a primary weapon. Comments: Much like the Pulse Rifle, the Halberd is a fairly meh weapon. With no upgrade capabilities, it's as good as it's going to be when you first get it. However, the Pulse Rifle will upgrade with the blanket power up Extra Ammo Packs. For whatever reason, the Halberd does NOT upgrade with this, staying with that pitiful 25 max ammo capacity. Simply put, it's just not a good weapon late game. If you got this early or mid game, it'd be a different story. But the Halberd just can't cut it later on. =========================== Frag Grenades.........[PT11] =========================== Image of the Frag Grenade: http://i212.photobucket.com/ albums/cc129/Sol4688/Lost%20Planet/ 1107130058_zpsc9796c83.jpg Description: Basic shrapnel grenade that damages any target within the blast radius. How to obtain: At the beginning of the game. On your first trip out to the Fuel Depot to rescue LaRoche, you will be given these grenades when you first exit your rig. Stats: Damage: 4 Range: 2 Speed: N/A Reload Speed: N/A Ammo per Clip: N/A Max Ammo: 2 -> 3* -> 4* * = This is upgraded via Extra Grenade Belt Slots. Secondary Ammo: None Upgrades: Extra Grenade Belt Slot: Adds an extra holster to your belt allowing you to carry 1 extra grenade. Price: 5,000 TE. This is available for purchase as soon as you're able to go to the forgotten colony's Quartermaster. I cannot recommend this enough. More grenades is always good! Extra Grenade Belt Slot: Adds an extra holster to your belt allowing you to carry 1 extra grenade. Price: 5,000 TE. This is available for purchase when you return to Coronis after visiting the forgotten colony. Pros: For when you need a quick blast of power to eliminate a pesky foe or even to grant a quick reprieve, there's no weapon better than the good ol' frag grenade. Just give it a toss and watch the fireworks. It's very strong, and depending on your timing, you can even topple some bosses with it. Cons: The grenade's own power can be its downfall if you're not careful. If Jim is caught in the blast, it can be game over for you. And it's VERY easy to get caught up in the blast when used in close quarters or absent-mindedly. Recommended Strategies: Carefully aim your throw by holding down the grenade button. Trace the arc and see if you will be causing the maximum amount of damage for that throw. Alternatively, if you're being swamped, just give a quick toss with a tap of the R2 button while running to throw any pursuing foes off your back. Comments: You can't go wrong with grenades, right? It can be just the thing to tip the odds back in your favor. Its usefulness in regular situations as well as boss fights means it's fantastic for all your needs. Always keep stocked up. =========================== Disc Grenades.........[PT12] =========================== Image of the Disc Grenade: http://i212.photobucket.com/albums/ cc129/Sol4688/Lost%20Planet/ 1107130058a_zpsf6d6eaeb.jpg Description: An aerodynamic fragmentation grenade capable of being tossed long distances. Explodes on contact. How to obtain: This will become available at the Coronis Quartermaster shop when you return there after visiting the forgotten colony. Price: 6,000 TE. Stats: Damage: 4 Range: 5 Speed: N/A Reload Speed: N/A Ammo per Clip: 1 Max Ammo: 2 -> 3* -> 4* * = This is upgraded via Extra Grenade Belt Slots. Secondary Ammo: None Upgrades: Extra Grenade Belt Slot: Adds an extra holster to your belt allowing you to carry 1 extra grenade. Price: 5,000 TE. This is available for purchase as soon as you're able to go to the forgotten colony's Quartermaster. I cannot recommend this enough. More grenades is always good! Extra Grenade Belt Slot: Adds an extra holster to your belt allowing you to carry 1 extra grenade. Price: 5,000 TE. This is available for purchase when you return to Coronis after visiting the forgotten colony. Pros: The Disc Grenade's superior range is the calling card of this wonderful weapon. Thrown in a straight line, it's also much easier to aim. For direct, easy to control damage, you can't go wrong. Cons: As with splash damage weapons, if you're too close to the blast, you will blow yourself up. The direct nature of the Disc Grenade means you can't bounce it off walls for more tactical purposes. Recommended Strategies: Take careful aim with the Disc Grenade, and let 'er fly! Use it to easily clear out a cluster of enemies. The Disc Grenade can work like a charm in blasting a Genessa before it even spawns any enemies, or quickly dealing the first blood to a Suwankaa that hasn't spotted you yet. I don't recommend using it in close quarters at all, as unlike the Frag Grenade, there is no delayed detonation. Comments: I love the Disc Grenade and get it the second it becomes available. I love the range, I love the detonation on contact, I just love this thing. It's a hard weapon to misuse, and I think most if not all players can easily adapt this weapon into their arsenals. =========================== The Rig...............[PT13] =========================== Image of the Rig: http://images1.wikia.nocookie.net/ __cb20130320124756/lostplanet/ images/f/f5/Utility_Rig_Render_02.png How to obtain: The Rig becomes available for use at the beginning of the game, where Jim is sent to the Fuel Depot to rescue LaRoche. Stats: Damage: 5 Range: 4 Speed: N/A Reload Speed: N/A Ammo per Clip: N/A Max Ammo: N/A Secondary Ammo: N/A Upgrades: The Rig has a multitude of upgrades you can purchase for it. T-ENG Absorber: Allows the Rig to collect nearby T-ENG simply by walking over it. This is a MUST if you intend to be a shopaholic in this game. I cannot stress how handy it is to be able to get T-ENG without even getting out of the Rig. This is available from the beginning of the game. Cost: 5 Components. Hardened Hull +25%: A reinforced hull that improves the Rig's armor by 25%. Cost: 2 Components. Better defense speaks for itself. This is superb to have for boss fights and extended periods of exploration. This is available from the beginning of the game. Hardened Hull +50%: A reinforced hull that improves the Rig's armor by 50%. Cost: 3 Components. You must have Hardened Hull +25% before buying. Hardened Hull +75%: A reinforced hull that improves the Rig's armor by 75%. Cost: 4 Components. You must have Hardened Hull +50% before buying. Hardened Hull +100%: A reinforced hull that improves the Rig's armor by 100%. Cost: 5 Components. You must have Hardened Hull +75% before buying. Winch: Winch & cable upgrade to the Claw Arm. Shoot out using L2 to damage or grab Akrid. Zip-line compatible to reach previously inaccessible areas. Cost: 0 Components. This is a story upgrade; you really can't pass this up. It's great as it can be used as a sweet range attack. Perfect for out of reach Bolsepias or buzzing Enbees. Extended Winch: Shoots Winch out 50% further than before, allowing Jim to access previously inaccessible areas. Cost: 4 Components. This upgrade isn't available until you return to Coronis from the forgotten colony. A must for exploration. Not really changing anything to combat. Forearm Bash: Extra shielding on the Rig's forearm allows for a quick bash attack by timing square. Cost: 2 Components. I personally don't get any use out of this. The timing is a bit pointless, and the combo punch attack is far more powerful and useful. This is available from the beginning of the game. Double Arm Smash: A damaging 3-hit attack combo executed with square. Cost: 3 Components When you do your three-hit attack, hold down square on the last attack. The Rig will end the combo with a slow, but devestating two-arm overhead attack. It's handy in that it will stun an enemy you whack with it, but they can also usually hit you right when you're winding up for the smash. So I don't usually use this often. This is available from the beginning of the game. Pros: When in the Rig, combat can take on a whole new dimension. Enemies you'd normally have to strategize and plan around can now be stomped, smashed, or drilled. With the T-ENG Absorber upgrade, you can do your fighting and collecting in just a single, smooth motion of stepping on your foes. Even if you don't want to fight in the Rig, it's still handy to have nearby. It has weapon lockers attached to its feet, which will allow you to reload your weapons even in the heat of combat. The fact that this will also pause your game, giving you time to breathe and plan your next move is a big plus. Staying close to the Rig will also provide a radar for use, showing you enemy locations around you. Cons: Should you take too much damage while piloting the Rig, you will be forcefully ejected and unable to re-enter until the Rig has regained enough power. In certain battles, if your Rig's health is depleted then it will be a game over. Recommended Strategies: If you have access to your Rig, then smash, stomp, and bash your way to victory. Pay attention to your radar to determine which enemies are the more major threats. If you have your winch upgrade, use that to quickly knock ranged or flying foes out of the way. If not, then you'll have to decide to either jump out and shoot them yourself... or retreat. When fighting on foot with your Rig nearby, remember you can access the weapon lockers at any time. Reload your current weapons or pick all new ones; it's up to you. Many boss fights will follow a certain pattern. You'll have to wait for your enemy to attack, then counter their attack with a well-timed guard. From there, quickly grab at your enemy and follow up with an attack. There will be prompts telling you what needs to specifically be done, just to be safe. Comments: The Rig is the best advantage you can have in any fight this game. Any opportunity you can get to take the Rig with you into a battle, take it. It'll make things much easier for you. =========================== ADDITIONAL NOTES AND TIPS...[PT14] =========================== - The Hunting Knife, I'm aware is TECHNICALLY a weapon in this game. But due to the nature of its use only popping up in the quicktime events, I chose to leave it out of the guide. - Purchase Extra Ammo Packs and Grenade Slot upgrades as soon as you can. The more ammo and grenades you can carry, you'll have an easier time with combat. This goes DOUBLE for Hard mode; an extra grenade or more ammo can be the difference between life or death. - Be on the lookout for T-ENG canisters scattered across your base or secret areas. More money is always a good thing. - I cannot stress enough that you should try to do all the sidequests in this game. The rewards are very worth it; a big amount of T-Eng can easily buy you a weapon or gun that you'd otherwise have to spend a lot of time grinding for, or the sidequests at the forgotten colony will actually boost your physical stats, such as health and recovery time. These are invaluable for combat and should be focused on as soon as possible. - For my extra frugal players out there! I know you may be tempted to try and go through the game using just a Pistol so you can conserve your ammo. But please, don't! You can afford to be loose with your special ammo! At 2 TE a shot, you can easily go out, kill a couple enemies, and earn enough TE to set you on secondary ammo for an entire level. Using the Pistol only is suicide. - Always explore! A lot of Rig Components can be found out across the world, and the more of these you find, the less you have to purchase, and the more you can spend on other things, like guns or specialty ammo. - Very late in the game, you can often pick up weapons that the NEVEC soldiers drop when you kill them. Don't be afraid to do so, especially if your weapon is very low or empty. - Please, do not hesitate to contact me if you feel you have something to add or ask! I am always open to feedback on my FAQs. =========================== Credits...............[PT15] =========================== I would like to thank all my readers and Lost Planet fans. This faq is copyright 2013 Nick Foster. This may be not be reproduced under any circumstances except for personal, private use. It may not be placed on any web site or otherwise distributed publicly without advance written permission. Use of this guide on any other web site or as a part of any public display is strictly prohibited, and a violation of copyright. All trademarks and copyrights contained in this document are owned by their respective trademark and copyright holders.