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Weapon FAQ

by Sol4688

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.

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