Max Payne Wiki

This category shows all the weapons seen in the Max Payne series.

Weapons[]

By IGN-GameGuides, Outcaster16RUS, IGN-Cheats, +179 more

updatedJun 4, 2017

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Weapons[]

Melee Weapons

Baseball Bat

Probably an 18 weight professional league Louisville Slugger, the baseball bat can be used for close combat and as a default weapon when ammo is low. It's quick and useful. It's also handy for bashing in locks and cleaning out shelves as you search for ammo, items, and miscellaneous stuff.

Lead Pipe

Like a weaker version of the bat. You only have it for the first act.

Handguns

Beretta

Your default weapon, you will almost never run out of ammo for this. Your best friend in Fugitive mode, as you can take out most enemies with 3-4 shots. Nice rate of fire, but nothing compared to the dual Berettas. Much like a Glock, the Beretta holds 18 rounds in the magazine and 144 rounds in reserve giving you a total of 168 rounds, so you most likely won't run out in the middle of a fight. Dual Berettas

Dual Berettas

Consumes twice the ammo, shoots twice as fast, and doubled magazine capicatcy, holding 36 rounds with 126 rounds in reserve The second fastest weapons in the game, they definitely have a lot more ammo than the Ingrams. Once you get two, never go back to one.

Desert Eagle

A powerful magnum. Ammo isn't very common, but your main problem will be the fact that you can only hold 48 rounds at a time 12 in the magazine and 36 in reserve. That means even if you do find a whole bunch of ammo, you won't be able to carry much. It deals twice the damage of the Beretta, but fires much more slowly. All in all, it's a good weapon, but there are better ones in the game.

Shotguns

Pump-Action Shotgun

The staple of the game. You will be using this one throughout almost all of Act One, and through most of Act Two. It carries 7 shells in the tube and 73 shells in reserve, the damage is the equivalent to 5 Beretta rounds; at close to mid range the shotgun's blast can destroy the enemy in a instant beyond that you'll need two shots at mid to long range and long to extreme range you'll need three to four shots. This is a effective weapon to use with Bullet Time, as you can dodge diagonally forward and counterattack at close range with a nice blast. Also, it's the only weapon where you don't get screwed if you're shot while reloading. The shotgun also has ammo lying around in pretty much every part of the game?

Sawed-Off Shotgun

The little brother of the pump-action, the sawed-off only holds two rounds, seriously reducing its usefulness. However, it has a very high rate of fire (ROF), and deals even more damage than the pump-action, so it still has some worth.

Jackhammer

The Jackhammer holds 12 rounds in the drum magazine and 156 in reserve, and can empty it's magazine in six seconds, so burst firing is recommended. it may deals less damage per shot than the other shotguns, but hey, since it only fires out four mini-slugs (as opposed to pellets like the other two), it's deadly at long range too. This is probably the best weapon to use in Bullet Time, hands down.

Automatic Weapons (4)

Ingram

A German-made submachine gun, this little guy is essentially a German Micro-Uzi. Much befitting the German engineering process, it's smaller, holds a bigger clip, and is more efficient than the Uzi as well. Nice. The only problem is, you can only hold 6 clips (not counting the one in the gun) at a time. That's 300 bullets total; this may seem like a lot, but the Ingram chews up ammo like no other.

Dual Ingrams

Twice the fun! Stare in wonder at the insane ROF! Behold as your enemies are reduced to puppy chow! Weep uncontrollably as you run out of ammo in 5 seconds and get plugged while spending an eternity reloading the *%$&#@^ things! Other than that, these things are the most deadly weapons in the game. Just don't use em for anything but bosses, unless you use console commands.

Colt Commando

Not a magnum, but rather an extremely cool combat rifle. It may not have a very fast ROF (About ? the speed of the Dual Berettas, actually), but it does deal a whole bunch of damage with each hit. Add in the almost perfect accuracy and the abundant ammo in Act Three, and you've got yourself the second best weapon in the game.

Explosives (5)

Molotov Cocktails

Little brown bottles with a name!! What more could you want? Not the best weapon in the game, but certainly one of the most fun. Also, Max seems to have an impeccable throwing arm (in bullet time), so take advantage of that and Bullet Time with these guys for a bit of fun.

Grenades

Actually a better weapon than the Molotovs, as these can be bounced around corners and into cover, but make sure you're out of the radius of the shrapnel. They pack quite a punch, but still, don't be surprised if one doesn't kill a room full of guys. If you want that kind of destruction, then grab the

M79

This a grenade launcher first used in the Vietnam War and is still in use today, Despite the grenades do not bounce it can take out a whole squad of gangsters  in one shot. Unfortunately, ammo is super-rare for this one, so save it for when you need it. Also, it's good for knocking down communication towers, and for bringing people to a stop, even if there's no stoppin' him, use console commands to give it and the Colt Commando infinite ammo, and Max Payne'll  go all Duke Nukem with the infinite ammo M79

The Sniper Rifle

Sniper Rifle

Very, very fun. This thing isn't crucial to the game as a whole, and won't help you in your close encounters, but it's still great for pegging irritating thugs and guys who you don't want to get close to. It also should provide the upper hand against a certain cadre of M79-happy security guards? It also may come in handy at the end.

On to Walkthrough...

Up Next: Part 3: A Bit Closer to Heaven[]

Top Guide Sections[]

  • On to Controls/Bullet Time...
  • Controls
  • Weapons
  • Part 3: A Bit Closer to Heaven

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In This Guide[]

Max Payne

RemedyJul 25, 2001

+6

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Handguns[]

Reck Miami 92F[]

Although supposed to be a Beretta 92FS, the "Beretta" in the game is actually based on the Reck Miami 92F, a German-made blank-firing replica. It is the first firearm available in the game as Max already has one in his inventory in the Prologue, and is also Max Payne's signature weapon, as it is used in any cutscenes he shoots in; the Beretta is also used by all NPC factions in the game. It is one of the two weapons in the game that can be dual wielded. The in-game pistol has an 18-round magazine capacity as opposed to the correct 15 for a Beretta, or 11 for a Reck; the game's PC manual attributes the higher capacity to an extended magazine, though visually, it isn't. It is worth noting that the Beretta 92FS isn't an authorized service weapon of the real-life NYPD or DEA; the gun's presence most likely comes from the influence of John Woo movies on the game, as the 92FS is well-known to be Woo's favourite handgun. Reck Miami 92F - 9mm P.A.K. blanks Beretta 92FS, for comparison - 9x19mm Closeup of Max firing his Reck Miami 92F. Note the obfuscated markings on the slide, denoting it as a "Ckeck Miami Mod. 9", although the Reck branding is still visible on the grip panels. This is a pre-release screenshot and shows Max with a different-looking jacket and shirt; other screenshots also show unmodified Reck legends on the slide. "Give a guy a gun and he's Superman. Give him two and he's God!" Max fires at a fleeing Vinnie Gognitti with his Reck Miami 92Fs. Incidentally, John Woo and Chow Yun-Fat are mentioned by name in this game. "Do you have any idea why this is called Operation Dead Eyes?" Two Killer Suits executing an uncooperative Mercenary.

Desert Eagle Mark I[]

Another common weapon in the game is a chrome or nickel plated Desert Eagle Mark I. The gun first shows up in the hands of some of the very first gangsters that Max faces at the Roscoe Street Station, and is the weapon that is used to murder Alex Balder, Max's only contact while undercover. In addition to many bad guys, several named characters also use the gun, among them Vinnie Gognitti and Mona Sax, both of which play more prominent roles in the next game. Unlike the next game, this weapon cannot be dual-wielded. The Desert Eagle in the game unrealistically holds 12 rounds in its magazines. Desert Eagle Mark I with nickel finish - .357 Magnum Max's Desert Eagle cycles, ejecting what appears to be a steel casing. Note the shorter cocking serrations as well as the lack of scope rails; although hard make out due to the texture's low resolution, the pistol also has the early "teardrop" safety, indicating it is modeled after a Mark I variant. "I don't know about angels, but it's fear that gives men wings." Vinnie Gognitti fires his Desert Eagle at a pursuing Max. Mona Sax and Max Payne aim at each other with their weapons. Mona Sax is a character who only appears in the graphic novel sequences in this installment, so she is never seen using her weapon in-game. The distinctive safety of the Mark I is also more visible here.

Submachine Guns[]

Cobray M11/9[]

Incorrectly referred to as an "Ingram" in-game, this machine pistol is not a Gordon Ingram-designed MAC-10 but its well known stand-in, the Cobray M11/9. This can be seen by the elongated rear of the receiver and disk-shaped charging handle, though, the receiver appears to be heightened to a size similar on the MAC-10. Max first obtains the Cobray M11/9 from Rico Muerte, the assassin in Jack Lupino's hotel early on in the game. It's the only weapon other than the Beretta that can be dual-wielded, and often shows up being wielded this way by enemies, including Frankie "The Bat" Niagara during the second major bar shootout at Lupino's hotel. Nicole Horne also uses one in the last level. It shoots in full-auto if the fire button is held down, but a four-round burst if tapped. The Cobray M11/9 in-game has an incorrect 50-round magazine capacity. Cobray M11/9 - 9x19mm Many of the thugs who use only one Cobray M11/9 fire it while holding it sideways, and Rico Muerte is no different while trying to gun down a dodging Max. Rico's pants are around his ankles courtesy of the hooker Candy Dawn, seen in an earlier graphic novel sequence. A good side view of the M11/9 as it lays on a table. The receiver appears to have been scaled roughly to the size from that of a MAC-10's, but the ejection port is shorter. Max blazes away with two M11/9s while Shootdodging. This angle gives a clear view of the M11/9's cocking handle, elongated rear receiver, and sights.

Shotguns[]

Winchester 1300 Defender[]

Max's primary shotgun is the Winchester 1300 Defender. It is first seen in-game in a first-floor closet in his New Jersey home during the Prologue level. The Winchester is a powerful, but slow-firing weapon used by all NPC factions, but it loses effectiveness in the third part where Max begins to face many enemies who wear body armor and pack assault rifles. Boris Dime, the captain of the gunrunning cargo ship Charon, also uses one in his boss fight. It has a correct 7-round tube magazine capacity. Winchester 1300 with extended magazine tube - 12 gauge Payne with his Winchester 1300 Defender at the ready. Rico Muerte rigged his hotel room's door with a shotgun booby trap, essentially a weight attached to the trigger via a rope that would drop when someone opened the door. "Tell the Devil that Dime sent you." Boris Dime with his Winchester 1300, taunting Max before his boss battle.

Sawed-Off Double-Barreled Shotgun[]

The Sawed-off Double Barrel Shotgun first makes its appearance during the "Live at the Crime Scene" stage, in the hands of a punk who guns down his buddy during an argument over a detonator to clear their escape route. Unlike most sawn-off double-barreled shotguns in movies and games, this weapon can only be fired one barrel at a time, but like its movie depictions is always used in a one-handed grip in this game. Jack Lupino uses one during the showdown with him in his inner sanctum at the Ragna Rock nightclub. It fires more quickly than the Pump-Action Shotgun, but is obviously limited to two shots. Sawed-off Stevens 311R - 12 gauge Max aims his Sawed-off Double Barreled Shotgun. "The transparent cylinders glowed green, full of Valkyr." Max muses to himself while he looks at some cylinders of Valkyr, a suitcase full of dirty money, and a Sawed-Off Shotgun on the table. For some reason, break-action guns like the Sawed-Off Shotgun are always depicted as open when not held by a character. Max Payne guns down a gangster rounding a corner inside the Ragna Rock nightclub. Thanks to the two-shot capacity and long reload time of the weapon, shooting from cover so you can quickly reload in safety is the ideal way to use this weapon. Max reloads his Sawed-Off Shotgun while staring at a poster for Freaking Zombie Demons from Outer Space!, a title that would be combined with Captain Baseball-Bat-Boy for the next game in the series. Unlike the sequel, there is no way to speed up the reloading process, so a bit of tactical discretion is necessary for this weapon's use. "DIIIEEE! You'll die! You'll die, now, all die! AWWWOOOOO! THE WOLF!" A high-on-Valkyr Jack Lupino spouts nonsense in the inner sanctum of the Ragna Rock nightclub, Sawed-Off Shotgun in hand, ready to make another blood sacrifice to the imaginary demons in his mind.

Pancor Jackhammer[]

The last shotgun available in the game is the Pancor Jackhammer. Max doesn't get the Jackhammer until the "Backstabbing Bastard" chapter where he faces off with B.B., his corrupt former partner in law enforcement, who also wields one of these. It primarily shows up in the hands of Nicole Horne's Killer Suits in the final stages of the game, and is extremely deadly at close range. Unlike the other two shotguns in the game, the Jackhammer is capable of fully automatic fire, and has a detachable cassette cylinder that incorrectly holds 12 rounds instead of the 10 on real Pancor Jackhammer prototypes. For some reason, ammunition for this weapon is not interchangeable with the other shotguns in the game. The Jackhammer in the game is something of a hybrid between the toolroom prototype and the MK3A2, being mostly based on the former but with the latter heat vents, barrel and forend. Pancor Jackhammer MK3A1 - 12 gauge Pancor Jackhammer MK3A2 - 12 gauge "Take him down. Shoot to kill. Let's finish this!" A Killer Suit with a Pancor Jackhammer, looking to cut Max off at the exit to the Asgard Building with his cronies. Max Paynes fires his Pancor Jackhammer in the lobby of the Aesir Corporation tower.

Rifles[]

Colt Model 733[]

Max first gets ahold of the Colt Model 733 "Commando" when he raids Boris Dime's weapon stockpile on his cargo ship Charon, but is initially seen used by NYPD SWAT officers in Part I. It's a powerful weapon that often shows up in the hands of Nicole Horne's mercenaries and Killer Suits in the third part "A Bit Closer to Heaven". The muzzle flash is shown as if it came out of an early 3-prong flash hider, rather than the proper 6-slot "birdcage" flash hider. The Commando has a magazine capacity of 30 rounds and is restricted to fully-automatic fire, but fires unrealistically slow, making single shots easy to pull off. One brief sequence in the Asgard building shows a mercenary with a laser-sight-equipped Model 733 emitting a visible beam, but this is purely a scripted effect, as it disappears immediately afterwards and the gun wielded by the NPC is no different from the other 733s in the game. Colt Model 733 - 5.56x45mm NATO Max with his Colt Model 733 Commando. Note his carbine is almost the same configuration as the image above, as it has a Canadian-spec A1E1 receiver (forward assist and shell deflector but retaining A1-style sights) but with a fiberlite stock (identifiable from the two small ridges on the side) instead. Max stands smug with his newly acquired Colt Commando. Max runs from the self-destructing Cold Steel foundry with a Colt Commando in his hands. Two mercenaries with Colt Commando carbines in the Cold Steel plant discussing the ridiculousness of sleeping with and naming one's rifle, when one of them reveals that he dubbed his "Dick Justice". This quip is a reference to one of Max's suggested names during development and would also be used as the title of a TV show in the next game. Max Payne rains lead and brass with his Colt Commando in the lobby of the Asgard building, demonstrating the incorrect muzzle flash. As in many videogames, casings don't move at realistic velocities, allowing Max to outrun them by strafing to his right while shooting as seen here.

Steyr SSG 69 PII[]

Max and some hostile NPCs use the Steyr SSG 69 PII, simply named the "Sniper Rifle". The rifle is modeled with a ten-shot detachable magazine which only holds 5 rounds in-game. For some reason, the rifle is shown as self-cycling, and no characters actually work the bolt action in the game; the bolt animation also doesn't need to be finished for the rifle to fire again, being able to do so around the point where the bolt is fully open. However, the 1998 beta trailer shows Max cycling the bolt. Oddly, the old magazine that is dropped from the Steyr during reloads is the same as the Model 733's 30-round STANAG magazines. In-game, the Steyr has an adjustable scope zoom level, controlled by holding down the button to use the scope, and then releasing at the desired amount of zoom. When the rifle is equipped, Max cannot Shootdodge. This sniper rifle is first seen in the game's intro, but is not available for use until the second chapter of Part II, "An Offer You Can't Refuse". Steyr SSG 69 PII with Harris bipod - 7.62x51mm NATO Max Payne holds his Steyr SSG 69. "I doubted the letter was a receipt." Max looks at the first Steyr SSG 69 in the game, a briefcase of money, a box of "Sniper Ammo", and a letter addressed to the late assassin Rico Muerte. Apparently a gang-affiliated dock worker seen through Max's sniper scope thinks that firing a machine pistol sideways on full-auto is a good way to hit a distant sniper. These are notions that Max will soon lethally disabuse him of. Max Payne is among the first video game titles to feature the "follow-the-bullet killcam" view, which is triggered whenever Max fires a shot that is likely to hit while looking through the scope. Here, one is about to hit an enemy guard in a watchtower. As with weapon projectiles and shell casings, the sniper bullet seen in this camera view doesn't spin anywhere near fast enough to be realistic.

Launchers[]

M79 Grenade Launcher[]

Max first encounters the M79 Grenade Launcher while storming mafia boss Angelo Punchinello's manor, in the hands of a bad guy who blows open a door trying to take him down. This single-shot weapon will kill any non-boss enemy in its blast radius, as well as the player if they aren't careful enough, which is made more difficult since the weapon has a steep trajectory for its projectiles. More enemies using this weapon show up in Part III, albeit very rarely. 40mm grenade pickups appear as ammo boxes, which misleadingly contain text for .30 caliber rounds. M79 grenade launcher - 40x46mm The M79 grenade launcher in Max Payne's hands. The weapon lacks its folding leaf-sight. An M79 Grenade Launcher in an arms stash located in a parking garage of all places; to the left are some Colt Model 733 carbines. Like the Sawed-Off Shotgun, it is shown as broken-open when not in use. An Aesir Corporation guard drops an M79 Grenade Launcher after getting sniped by Max. Just to make the player's life more difficult, there are three of them all guarding the same passage from the entrance to the Aesir Corporation tower. Max Payne reloads his M79 Grenade Launcher after blowing away two mercenaries in the Asgard building.

Grenades[]

Mk 2 Hand Grenade[]

Max can also find and use Mk 2 hand grenades throughout the game. However, due to technical constraints, the fragmentation grooves are simply represented by a flat texture. They are used by all factions in the game. Mk. 2 hand grenade A Mk. 2 grenade and some ammunition on a shelf in the Cold Steel foundry.

Cut & Unusable Weapons MAX PAYNE 1[]

Heckler & Koch MP5SD1[]

Heckler & Koch MP5SD1 MAX PAYNE 1CUT & UNUSABLE WEAPONS

The Heckler & Koch MP5SD1 was meant to be featured in the game, but was cut before release. The gun can still be found in the game's files. It appears to have been replaced with the Colt Commando at some point during development, as the Commando is referred to as the "MP5" internally.

The render of the removed MP5SD. Note that the magazine is ribbed like the early straight "waffle" magazines, but curved like the standard-production ones.

*

Norinco Type 56[]

Boris Dime is seen holding a Norinco Type 56 in a graphic novel cutscene. When he is actually fought in-game, he wields a Winchester 1300 instead.

Boris Dime showing off his Type 56 in a graphic novel cutscene. Despite the rough art of the image, the 'pig-sticker' folding bayonet seen on PLA-issue Type 56 AKs is clearly visible.

*

IMI Uzi[]

Max Payne, Jack Lupino, Nicole Horne, Horne's bodyguards, and NYPD officers carry full-size IMI Uzis in graphic novel cutscenes.

Jack Lupino with an Uzi in a graphic novel sequence. As seen above, he uses a Sawed-Off Shotgun as soon as the gameplay actually starts.

Nicole Horne with an Uzi as Max confronts her on the top floor of the Aesir Corporation tower. In the only time she directly fires at Max, she uses a Cobray M11/9. Note also that the Uzi appears to have a side-folding stock.

*

Double Eagle M22[]

Max Payne holds a Double Eagle M22 airsoft pistol in the cover art. It also appears to be used in some of the graphic novel cutscenes.

*

Handguns[]

Beretta 92FS[]

Max Payne's signature "9mm Pistol" is now an actual Beretta 92FS, as opposed to the previous game's Reck Miami 92F. The magazine capacity for the Beretta in this game is 16 rounds, down from 18 in the previous game; while a 16 round capacity can be achieved with a full 15-round standard magazine and extra round in the chamber, a 16-round magazine itself is erroneous, and the 17-round magazines that could be underloaded to 16 were not available at the time of the game's release. Like the previous game, the Beretta's appearance in the game is a John Woo homage, as the 92FS isn't actually an authorised service weapon of the NYPD in the real world. Oddly, the trigger is always in the single-action position, despite the fact that the hammer is never cocked. For some reason, the slide does not move when fired, even though it is shown to do so in pre-release screenshots and in the previous game. Beretta 92FS - 9x19mm Max holds his Beretta on a cleaner. A cleaner executes Annie Finn with his Beretta. Max fires his Berettas while Shootdodging. Max holds his 92FS after waking up in the hospital in the prologue. A poster found in the gun workshop touts the Beretta as an "American's Avenger", which is ironic because the Beretta is an Italian gun however it could be referring to its cousin in the military. This poster is a remake of a billboard featured in the first game, with the obviously fake Beretta previously featured replaced with a real example. A box of 9mm ammo, or should we say "Beretta Ammo".

Desert Eagle Mark XIX[]

The Desert Eagle Mark XIX is the signature weapon of Mona Sax. The version in game appears to have been based on the one in The Sopranos, as it has a very shiny chrome finish with gold controls and ivory grips. The magazine capacity for the Desert Eagle in this game is 10 rounds, down from the 12 in the first game; this is erroneous, as a 10-round capacity is only possible with a Desert Eagle in .357 Magnum with a round chambered and a full magazine. However, the gun in the game is modeled after a .50 AE variant (the barrel is unfluted and has a ".50AE" mark at the front). Unlike the Beretta, the slide does properly cycle when fired, but is incorrectly shown as firing in double-action only. As seen in some pre-release images, the gun was originally fitted with a scope, but this was removed prior to release. Unlike the Desert Eagle in the previous game, Max can dual-wield the Desert Eagle. Desert Eagle Mark XIX with chrome finish, gold controls, and dark-ivory grip - .50 AE. This is an actual movie gun from the inventory of Weapons Specialists, Ltd. in New York, and was featured in The Sopranos.

The first appearance of Mona and the Desert Eagle. Mona continues to take down the cleaners by the elevator, each with a single headshot. The taller cocking serrations and scope rails are clear in this shot, indicating a Mark XIX variant. Sadly, due to engine constraints, the slide does not move and brass is not ejected during cut-scenes. Mona's formal introduction, in freeze frame. If you zoom in on the front of the Desert Eagle, you can see it clearly marked ".50AE". Max's Desert Eagle cycles in slow motion. Max's dual Desert Eagles cycle. Close up of the side of the Desert Eagle, showing the trademarks on the slide.

Shotguns[]

Remington 870[]

The Remington 870P, distinguished by its folding stock, is the primary pump action shotgun available in the game. It holds 7 shells in a tubular magazine that should realistically only hold 4. The cleaning company members often carry it. Remington 870 Police Magnum with stock folded - 12 gauge Max discovers a Remington 870 shotgun and a box of 12 gauge shells in a closet. Max holds the Remington 870 shotgun. Max performs a Shootdodge with the Remington shotgun in his hands. Mona aims with the shotgun, using a strange "hold the grip in between the ring and middle finger" approach. Max pumps the 870.

Sawn-Off Double-Barrel shotgun[]

The Sawed-off Double Barrel Shotgun is the first shotgun found by Max. Its primary usefulness comes from having the fastest rate of fire of the three shotguns, but given its capacity of only 2 shells, effectiveness against multiple targets is limited. That disadvantage is completely bypassed in bullet-time mode however, since any and all weapons can be instantly reloaded by performing a strange "spinning crouch" animation that somehow completely reloads the weapon(s) in the player's hand(s) - thus, when bullet-time mode is active, the sawed-off shotgun becomes the quickest way to shoot shotgun shells quickly and consistently at targets, which may be one reason why it cannot be accessed in the game's "Dead Man Walking" mode, as it would provide an overly easy method of achieving a high score. Sawn-off Double Barreled Shotgun - 12 gauge The sawed-off shotgun in the game. Max dives while firing his sawed-off shotgun. Max fires both barrels of his shotgun in rapid succession. Max reloads the sawed-off shotgun.

Sentinel Arms Striker-12[]

A later model Sentinel Arms Striker-12 with a short 7" barrel is known as the "Striker" in-game. It has a 10-round capacity (correct for some variants - specifically those sold in locales with capacity restrictions, where the normal 12-round capacity is over the limit), and fires continuously as if it is fully automatic, essentially serving as a replacement for the previous game's Pancor Jackhammer. Also like the Jackhammer, it inexplicably doesn't share its ammunition with the rest of the game's shotguns. Max reloads the weapon by switching out the drum as if it was a magazine, using the winding key as some sort of locking mechanism, which is impossible in real life; said drum is actually a fixed revolving cylinder that requires shells to be inserted one-by-one. The Striker-12 is obtained in late-game chapters. Sentinel/Penn Arms Striker-12 (later model) - 12 gauge Max holds the Striker. Max shoots the Striker. Max kills two of Gognitti's goons with the Striker. Max reloads the Striker in an absolutely impossible way.

Submachine Guns[]

MAC-10[]

The "Ingram" from the first game returns, now modelled after a proper MAC-10 instead of a Cobray M11/9. It is used frequently by both Max and gangsters throughout the game. It now has a proper 32-round magazine, which along with its damage-per-shot being lower than the Beretta, likely denotes it as the 9x19mm version (though its in-game ammo pool is independent from both the HK94A3 mentioned below and Beretta 92FS, and the MAC itself is modelled with the .45 ACP version's grip). Like with its prequel's counterpart, the MAC-10 can also be dual-wielded. The MAC fires in a 2-round burst when the fire key is tapped, lowered from the previous game's 4-round burst, and fires in full-auto when the button is held down. When looking inside the open ejection port, the magazine is visibly empty. Ingram MAC-10 - 9x19mm A mob hitman fires his MAC-10 at Max in the gun works. Max fires dual MAC-10s. Mona fires the MAC-10. Vinnie Gognitti and one of his goons with a MAC-10. Note that the selector is now pointed at semi-auto, which is strange given that it was correctly set to full in the first game. "You'll fucking pay for this, Russian! You'll fucking pay!" Vinnie Gognitti makes a prudent retreat while holding his MAC-10. Kaufman exits the elevator with two MACs in his hands. Mona reloads the MAC-10. Mona kills a cleaning company thug while sliding on the floor. Two boxes of ammunition for the MAC-10, symbolized only by an illustration of the gun, like with other weapon ammo pickups.

Heckler & Koch HK94A3 (Chopped and converted)[]

Called simply the "MP5", the weapon is actually a chopped and converted Heckler & Koch HK94A3. This is likely because the developers were given an HK94 to model the game weapon from (the chopped-and-converted HK94 carbines are often seen used in films and TV as a stand-in for actual MP5A3s). The distinguishing features of the HK94 are its lack of a paddle magazine release, the different shape of the grip and where it connects to the (also different) lower receiver, and the lack of barrel lugs for attaching suppressors. The weapon in-game also features a mounted AGOG scope. Chopped and converted Heckler & Koch HK94A3 - 9x19mm Heckler & Koch MP5A3, shown for comparison - 9x19mm Max holds his "MP5" while talking to Mona. Note the lack of a paddle magazine release, non-lugged barrel, and the differing pistol grip and metal lower receiver. The bolt is for some reason always shown in the locked-open position, which would render the weapon unable to fire in reality. Max with his scoped "MP5". Reloading the "MP5". Looking through the ACOG mounted on the "MP5". Two boxes of "MP5" ammo.

Rifles[]

Norinco Type 56[]

The Norinco Type 56 appears in the game as the "Kalashnikov". Obtainable early in the game, the first character seen using it is Mike the Cowboy, one of Vladimir's high ranking soldiers, and can be acquired on that level from either Gognitti's goons or Mike himself if he dies. In an inversion of typical video game tropes, the Type 56 is depicted as the little brother of the M4A1, dealing significantly less damage when not aiming for the head. Norinco Type 56 - 7.62x39mm Mike the Cowboy fires his Type 56 at invading mobsters in the RagnaRock nightclub (now Vlad's "Vodka" restaurant). Max holding the "Kalashnikov". Note that it has a slant muzzle brake, like on the AKM. Max aims the Type 56 at Vinnie's mobsters. The Type 56 cycles. Max reloads the Type 56. Here can clearly be seen the hooded front sight, a feature unique to Type 56 AKs, as well as the mount intended for its folding bayonet. At Gognitti's Used Car Lot, a Type 56 with a rather unique trigger guard can be seen on a poster. The silhouette image behind is likely referenced from it.

Colt M4A1 Carbine[]

The Colt M4A1 appears in game as the "M4 Carbine", a name that actually refers to the burst-fire version. It is portrayed as having a very slow rate of fire (at 590 RPM, much lower than the M4's real-life 700 to 900 RPM), but makes up for it with power and accuracy. The in-game rifle is only modeled with safe and semi settings on the selector. The gun's HUD icon shows it loaded with a 20-round magazine, while in-game it both holds 30 rounds and is modeled with a 30-round magazine. Colt M4A1 - 5.56x45mm A poster of the M4A1 Carbine in the gun works. The top image shows the M4A1 with a back-up rear sight, while the rifle on the bottom one is fitted with a vertical foregrip and suppressor, and both of them show the M4 with an early 4-position stock. None of these accessories are available in the actual game. The M4A1 in Max's hands. Like the MP5, the bolt is always shown as locked-open. Max fires the M4A1 in the hotel. Mona reloads the M4A1 at the construction site. Note the strange flash hider. A close look at the rifle shows the selector set to semi.

Steyr SSG 69 PII[]

The Steyr SSG 69 PII appears in the game as the "Sniper Rifle". It is first seen in the hands of cleaners at Max's apartment complex, and Max can later get it for himself. Mona can never acquire this weapon. As in the first game, the bolt is shown to cycle itself, and the gun's rate of fire is faster than the bolt animation. It retains the adjustable scope zoom, and Max can now Shootdodge while holding the weapon. Steyr SSG 69 PII with Harris bipod - 7.62x51mm NATO The sniper rifle in the game. As in the previous game, the rifle is equipped with a 10-shot mag but holds only 5 rounds. Also note the double set trigger. A Cleaning Company sniper fires the SSG 69 PII. Max with the Sniper Rifle. "My lord, Jack!" Max ventilates some awful TV. A bullet fired from the SSG 69 PII as seen through the "bullet camera". This feature occurs only if the bullet will kill the target, but only if fired from the SSG 69 PII. The PSL does not have this view.

PSL Sniper Rifle[]

The PSL Sniper Rifle appears in the game as the "Dragunov", a rifle which the PSL is often used to stand in for. A semi-automatic sniper rifle with a 10-round magazine, it is Mona's other signature weapon, and is the only weapon never acquired by Max. The PSL is only usable by the player in the last three chapters of Part II. Unlike the SSG 69, it does not have an adjustable zoom level, nor does it have the "bullet cam" view. PSL - 7.62x54mmR Mona with the sniper rifle. Mona holds the "Dragunov". Mona chambers a round. View through the PSL's PSO-1 scope. The reticle has all the range numbers missing, and the fourth chevron in the middle replaced with a red dot. Note the distinctive "X" shaped ribbing on the PSL magazine which is not found on genuine SVD magazines. Mona with the PSL in one of the graphic novel cutscenes.

Grenades[]

Grenades are now bound to a "quick-use" button rather than selecting them on their own as in the previous game. The same applies to melee attacks.

Mk 2 Hand Grenade[]

The Mk 2 Hand Grenade can be found and used by both Max and Mona. It is actually based on an inert training grenade, as the bottom of the body is drilled out and the lever is painted blue. Mk 2 training grenade The Mk 2 hand grenade in the game.

Molotov Cocktail[]

Molotov cocktails return from the previous game as powerful thrown incendiary bombs that explode on contact. A few Molotov cocktails at the funhouse. Max ignites a group of cleaning company mobsters.

Unusable Weapons MAX PAYNE 2 FALL OF MAX PAYNE[]

Gatling Gun[]

Posters of Gatling Guns can be seen inside Vlad's warehouse.

Max looks at posters for a Gatling Gun and Dragunov, wishing he could have either of those

M18 Smoke Grenade[]

In the level "The Dearest of All My Friends", the cleaners throw M18 smoke grenades into Gognitti's hideout. It is not usable by Max.

M18 smoke grenade

M18 Smoke Grenade[]

In the level "The Dearest of All My Friends", the cleaners throw M18 smoke grenades into Gognitti's hideout. It is not usable by Max.

The M18 in-game.

M26 Hand Grenade[]

The Mk 2 hand grenade shows up as an M26 hand grenade when in inventory view.

M26 grenade next to the Berettas. This is a sprite reused from the first game.

Smith & Wesson Model 29[]

Dick Justice is an in-game TV show, named after its title character, and by extension one of Max's own planned names during development. Dick Justice, just like Dirty Harry, uses a Smith & Wesson Model 29 in the TV series. It follows the adventures of a cop who is framed for murdering his wife and must run from the law to clear his name. Sound familiar?

Smith & Wesson Model 29 with 8 3/8" barrel - .44 Magnum

Max stops to watch his favorite TV show, Dick Justice.

Dick Justice holds his Model 29.

Dick holds the M29 on a poster.

Another poster of Dick Justice at Mona's hideout.

SVD Dragunov[]

While not available for use, actual SVD Dragunovs can be seen on several posters at Vladimir Lem's warehouse.

SVD Dragunov - 7.62x54mmR

A poster of the Dragunov.

Overview[]

Max Payne 3 dispenses with the mostly-limitless inventory of the prior games, instead allowing Max to carry two one-handed weapons and one two-handed weapon, which he will hold in his left hand if using a one-handed weapon. If he is not carrying a two-handed weapon he is able to dual-wield any combination of one-handed weapons he is carrying; if a two-handed firearm is currently in the inventory, Max will have to drop it in order to dual-wield. Weapon reload animations are altered depending on Max's current loadout and whether or not he is in cover; awkward positioning results in longer reload times. Ammunition is for the most part divided by weapon class; for example, ammunition for the 5.56mm G36V also works in the 7.62mm FAL. This is also in contrast to the previous games, where weapons rarely shared ammunition with one another.

As with previous installments, the game's gunplay is heavily influenced by Hong Kong action movies, with the same slow motion "bullet time" and "shootdodge" abilities, though Max will now collide heavily with objects and surfaces if he shootdodges into them rather than just brushing against them until the animation completes. While the game discards the "in the zone" mechanic of Max Payne 2 which allowed for showy slow-motion reloads, it retains the "bullet cam" showing the last enemy in a room's death, now rendered in far more grisly detail due to a new damage modelling system which shows both entry and exit wounds. As with previous games in the series, each bullet is treated as a physical projectile with defined speed rather than using hitscans.

Throughout the game, secret "gold" weapon parts can be found, each gold weapon requiring three parts. Typically the gold weapons have larger magazines, and sometimes are altered cosmetically to reflect this; occasionally a modelling glitch results in a weapon being displayed temporarily in a cutscene with the physical alterations (like Max tucking a standard PT92 into his shoulder holster and finding that it now has an extended magazine), while golden weapons do not appear as such in cutscenes but occasionally have the altered magazines, this time without the gold finish. Weapons can sometimes be found with modifications such as red dot scopes or flashlights, though in singleplayer the player has no influence over what upgrades they will have or when they will appear.

The reload animations for all submachine guns, shotguns, and rifles begin with their bolt automatically locking back which for some reason immediately shuts when a new magazine (or the first shell for tube-fed shotguns) is inserted.

Handguns[]

Colt M1911A1[]

The Colt M1911A1 (simply referred to as the "1911") is a fairly common handgun throughout the game, appearing first in the New Jersey flashback levels, where it is widely used by mobsters. It is also apparently the standard sidearm of the UFE. It is incorrectly depicted as double-action only. The M1911 offers higher damage than many of the game's other pistols, but only holds 8 rounds per magazine (unless you find all the gold parts, which increases the magazine capacity to 12). Interestingly, at the beginning of Chapter 12, Max is seen pulling out an M1911A1 and attaching a makeshift suppressor, but as soon as the cutscene ends, the M1911A1 is replaced with the Taurus PT92 below. Its presence in the Brazil chapters may represent various IMBEL or Taurus-made M1911 variants. Colt M1911A1 - .45 ACP Max skulks around Hoboken with his M1911; note the uncocked hammer. He then proceeds interrogate another M1911 dropped by a dead goon. A pair of M1911s in the weapon menu. Gold tone replica of an M1911A1 - (fake) .45 ACP Having collected all the parts, Max takes his single Golden M1911 for a stroll through the UFE station. Also, the magazine is now slightly extended. Back in the past, Max ducks behind a car to show everyone at home his pair of pimp guns.

Glock 17/18C[]

Third-generation full-auto Glock 17s are available in several levels as the "Auto 9mm", with one being the starting handgun in Chapter 11. It can be identified as a Gen 3 model by the finger grooves in the grip and accessory rail groove. The actual notch is oddly modeled, as it only appears visible when looking from below the gun. The Auto 9mm comes with Glock 18C-style compensator ports on the top, which are of a different pattern from the 17C. It is not an 18C however, as there is no fire-selector switch on the slide. Despite being modelled with the standard 17-round magazine, the Glock has an in-game magazine capacity of 33 rounds; when upgraded, it will have a capacity of 42 rounds. The Glock 17 has the same damage of that as the PT92 but offers a faster rate of fire. The weapon comes with a native customization allowing the user to switch from fully automatic to semi-automatic firing modes despite physically lacking a selector switch. The game incorrectly classifies the Glock as a submachine gun due to it sharing its ammunition with SMGs in the handgun slot. Glock 17 (3rd Generation) - 9x19mm Parabellum Glock 18C (3rd Generation) - 9x19mm Parabellum Max clears the Branco offices with his Glock 17. While doing so from another angle, he shows off the 18C compensator ports, as well as the lack of fire selector. Max waves his golden Glock at the camera. Yes, even the frame is golden. This angle also shows the underbarrel rail. Max menaces a Glock with his golden Uzi, asking it why the rail cut keeps vanishing... ...before taking a break and looking at it in the in-game weapon wheel. While on a boat in the middle of a hijacking, Max does some room clearing with the pimp Glock.

IMI/Magnum Research Desert Eagle[]

The Desert Eagle makes a return in Max Payne 3 as the "DE .50". The Desert Eagle shown in the game is a hybrid, with a Mark VII barrel with a lack of scope mounts but a Mark XIX's taller slide serrations. Despite being in almost every promotional screenshot and concept art, the pistol only appears a handful of times with extremely limited ammunition. Unusually for the game, it has its own unique ammunition supply rather than using the general reserve for pistols. When upgraded to Golden status, the Desert Eagle holds 10 rounds, but its magazine model is not extended. Desert Eagle Mark VII with nickel finish - .44 Magnum Desert Eagle Mark XIX with brushed chrome finish - .50 AE Max takes his Desert Eagle for a lovely tour of a museum built in the Panama Canal. Before questioning it with his Golden FAL about why it mixes so many of its parts. The "DE .50" in the in-game weapon wheel. Gold-plated Magnum Research Desert Eagle Mark VII - .44 Magnum Of all the weapons to have a gold version, this one makes the most sense. The magazine's length stays the same despite holding 3 more rounds than its standard non-Golden version.

Smith & Wesson Model 20[]

The Smith & Wesson Model 20 is a common low-level handgun throughout the game, first seen in Chapter 2 in the hands of thugs on the dance floor and is Passos' weapon of choice during the first half of the first New Jersey flashback. Called the ".38 Revolver", it offers higher stopping power than the PT92 but predictably holds only 6 rounds at a time. Instead of using speedloaders to reload the Model 20 as with the majority of video game revolvers, Max instead reloads it round-by-round after tossing out spent casings during the reload animation. When dual-wielding firearms with at least one of them being a Model 20, the revolver's reload animation is significantly sped up with Max reloading only one chamber (regardless of how many rounds were fired) before finishing. Interestingly, the Model 20's cylinder does not rotate during "killcam" moments. For some reason, the .38 Revolver in the "Grinds" icons and Rockstar Social Club instead appears to be a Smith & Wesson Victory Model. Smith & Wesson Model 20 - .38/44 Max uses a borrowed Model 20 on the dance floor, showing off the gun's larger size that helps ID it as the Model 20. If that wasn't enough, it even comes in a gold flavor complete with golden grips. Max aims at a Model 20 dropped on the floor, asking it what it knows. The .38 Revolver in the in-game weapon wheel. Yes, all the screencaps are in Polish; don't question it. Max chases after some gang members with his golden Model 20.

Taurus Model 608[]

The Taurus Model 608 is a relatively uncommon revolver, but found more commonly than the Desert Eagle. It is referred to as the "608 Bull" in-game; this could be due to the game confusing it with the Raging Bull (something which its 8-round cylinder confirms it is not), or simply a reference to "Taurus" being Latin for "bull". Like with the S&W Model 20, the Taurus' cylinder is reloaded one round at a time, but it also (incorrectly) ejects spent pistol cartridge casings during its reload animation. Unlike said Model 20 however, when the "killcam" focuses on the 608, its cylinder can be seen rotating. Taurus Model 608 with 6.5" barrel and a matte finish - .357 Magnum Max does some sneaky business with a very much not sneaky Taurus 608. Past Max flexes his treasure hunting muscles with a Golden 608. Glowering at garbage, not including a dropped Taurus. The 608 in the weapon wheel. Max ducks for cover with his shiny revolver. An AUF militiaman drops his revolver during a killshot cam, giving a nice view of the front.

Taurus PT92AF[]

Standing in for Max's signature Beretta 92FS sidearm is its Brazilian cousin, the Taurus PT92AF, where it appears under the correct moniker of "PT92". The PT92 shown in the game is a modern production version with large cocking serrations and no accessory rail. It is widely used by most of the enemy factions Max encounters throughout Brazil. The weapon can be found with a flashlight, although it's tacked onto the frame due to said lack of a rail. The light - similarly to its abilities in Battlefield 3 - can blind enemies when aimed at them. The PT92 is one of the more common pistols in the game, second to the Glock 17 for highest handgun magazine capacity and can be seen in several variations through the singleplayer campaign, such as with wooden grips in Chapter 12. When infiltrating the derelict hotel, Max fits his PT92 with an improvised suppressor made from duct tape and a water bottle. In-game, this makeshift suppressor degrades with each shot fired (rather than after a single gunshot) and eventually the bottle will fall off the muzzle, but the tape on it remains. For whatever reason, this particular Taurus holds 16 rounds, whereas every other one in the game holds an appropriate 15. Taurus PT92AF - 9x19mm Parabellum Max takes his 92FS' Brazilian cousin for a spin at the Branco HQ. Sneaking around, Max flashes off his shiny golden Taurus. Having remembered he's trying to be stealthy, he switches back to his suppressed Taurus, fitted with a weaponlight. Going for the best of both worlds, there is also a golden suppressed version. Before ending with the improvised suppressed version. This model also has wooden grips. It, too, comes in gold, though the bottle sadly doesn't. Max glances down at a discarded PT92 and gets an idea. The pair of PT92s in the in-game weapon wheel. Max takes a pair of golden PT92s while chasing after Rodrigo Branco's kidnappers. Out on the Tietê River on a rescue mission, Max brings his glittery stealth Taurus. Max holds an empty Taurus while watching UFE thugs. Due to certain cutscenes being rendered in real time, Max will be depicted with whichever secondary he was last using and if it was empty or not. This leads to some funny encounters like... ...Max threatening a corrupt doctor with an empty weapon. Note the left over tape from the improvised suppressor.

Submachine Guns[]

Heckler & Koch MP5/40[]

The Heckler & Koch MP5/40 appears as the "MPK" in-game. The weapon has the shape of an MP5/40 with the straight mags, but the paddle magazine release is on the front of the magazine well (interestingly, the HUD icon correctly shows the paddle release behind the mag well). By default, the MP5 has an incorrectly underloaded capacity of 20 rounds, but the gold version has the proper 30. When reloading, its bolt strangely locks back automatically and then slips shut, remaining in the closed position despite Max soon after locking back the charging handle. Heckler & Koch MP5/40 - .40 S&W Max takes a purloined MP5 for a spin at the abandoned hotel; just barely visible is the magazine release in front of the mag, a design choice that would be very flawed in reality since holding the handguard could lead to accidental mag release. The gun also lacks all its fire selector markings. Back in the past, Max takes his golden MP5 on a trip around NJ's criminal underbelly. Over in Panama, Max checks out a MP5 with an Aimpoint CompM2 red dot sight; attachments like this appear randomly with enemies, with certain stat benefits like increased accuracy and the ability to fire in first-person in the case of the sight. To round the group off, the gold plated MP5 complete with a gold CompM2 red dot sight. Max menaces a dropped MP5 with his Uzi. The MP5 in the in-game menu; note the 20 round capacity, which is inaccurate. The gold version is the only one to get the capacity correct. Having been shot in the shoulder and menaced by angry paramilitaries, Max takes his MP5 for a very angry spin. Max interrogates a scoped MP5 with his gold Taurus.

IMI Mini/Micro Uzi Hybrid[]

A strange IMI Uzi hybrid is available throughout the game as the "Micro 9mm", starting from the second chapter. It appears to be a Mini Uzi with the folding stock removed and the whole thing shrunk down to Micro Uzi size. It is modelled with 25-round magazines which incorrectly hold 32 in-game. When upgraded to Golden status, the Uzi hybrid's holds 45 rounds in what appears to be 40-round extended magazines. IMI Mini Uzi - 9x19mm Parabellum IMI Micro Uzi - 9x19mm Parabellum Max takes his adorably tiny Mini Uzi for a trip to the club. Its depiction as closed-bolt would be wrong for a Mini Uzi, but correct for a Micro. And yes, it does come in a gaudy gold version as seen here. Max ignores his own monologue to look at an Uzi and some spilled martinis. The Uzi in the weapon wheel. Having decided to forsake all stealthy armament, Max opts for the most conspicuous gun possible.

Ingram MAC-10[]

The Ingram MAC-10 makes a return, appearing in this title as the "M10". It holds 30 rounds in its magazine, suggesting it is the .45 ACP version (though it feeds from an ammo pool seperate from the M1911A1). The MAC-10 also incorrectly fires from a closed bolt. Upon collecting all parts for it, the Golden MAC-10 will be fed by extended 45-round magazines. This weapon is mainly found in the hands of mob hitmen during the New Jersey flashbacks. It is later used during the bus ride sequence in Chapter 10, in which Max wields one with infinite ammunition after taking it from a slain Crachá Preto militiaman (though in a continuity error, prior gameplay and a cutscene shows the enemy with an Uzi instead). MAC-10 - 9x19mm Parabellum Having angered every mob goon in New Jersey, Max grabs a stolen MAC to make his escape. Later on, he finds the shiny gold version. Max aims down at a MAC-10 with his shiny M1911s, wondering why it's phasing into the wall. The gun's grip shape confirms it as the .45 ACP version. Max checks the weapon wheel while dodging DeMarco snipers... ...before turning it off to show his combo of a golden MAC-10 and 1911. This feature applies to all one handed weapons, including revolvers and sawn off shotguns. A DeMarco hitman fires his MAC-10 in a cutscene.

Taurus M972[]

The Taurus M972 is featured as the "M972". The in-game weapon has been shortened and the folding stock and foregrip removed to facilitate storage in Max's shoulder holsters. It's found relatively uncommon throughout the game, first in the favela levels. It incorrectly fires from a closed bolt; the reload animation (if wielding a single M972 with both hands) begins with Max working the charging handle, but the bolt immediately slips shut. Taurus M972 - 9x19mm Parabellum Max walks through the favela with his shortie M972. Not to be outdone, past Max wields its gold plated cousin. Max looks down on a dropped M972 while holding his newly found G36. The M972 in the in-game weapon wheel. Max ducks for cover, revealing that the gun is sadly rendered as closed bolt. A Taurus on a table with some booze and an ashtray. Outrunning both local favela gangs as well as the UFE, Max opts for his shiny Taurus as his defensive weapon.

Taurus MT-40[]

The Taurus MT-40, a .40 caliber version of the Chilean FAMAE SAF built under license in Brazil appears as the "SAF .40", fitted with an MP5K-PDW-style folding stock. It is only usable in Chapter 13, being a common weapon of the UFE police force. Taurus MT-40 - .40 S&W Heckler & Koch MP5K-PDW - 9x19mm Parabellum Max brings the fight to the UFE with a borrowed MT-40. Having forsaken all less pimpy armament, Max opts for a shiny gold MT-40. While sweeping through the station, Max finds a MT left behind on a table. The MT-40 in the weapon wheel. Max takes cover with his pimp MT-40.

Shotguns[]

Benelli M4 Super 90[]

A Benelli M4 Super 90 is available throughout the game as the "M4 Super 90", used by almost every enemy faction. It is shown with a civilian 5-round tube magazine (even for the "gold" version) but it holds 7 rounds in-game. Rather inaccurately for the reload animation (only when the gun is empty), the Benelli's bolt is never accounted for; it remains closed and Max only loads in new rounds, and no action is made to chamber a round. Benelli M4 Super 90 with 5-shot tube - 12 gauge Max sweeps the stadium with his M4 Super 90. The stock's tube is misaligned with the grip for some reason. Future Max sweeps the police station instead, with the golden Super 90. Max threatens a former paramilitary Super 90 with his golden PT92. The Benelli M4 Super 90 in the weapon wheel. Max ducking for cover with the M4 Super 90 in its normal version... ...and the gold version

Franchi SPAS-15[]

The Franchi SPAS-15 appears in the game as a high-level shotgun, first used by a mob hitman in the New Jersey cemetery. The SPAS-15 holds less rounds and has more pellet spread than the Benelli M4, but it offers much faster reload times by holding those rounds in a detachable box magazine. Franchi SPAS-15 - 12 gauge Max plays around with the formerly mafia SPAS-15. Down in Panama, Max does some boat clearing with the gold SPAS-15. Max finds the goon's SPAS-15 on the floor next to him. The SPAS-15 in the weapon wheel. Max ducks from DeMarco gunfire with the gold SPAS-15.

"Hammerhead"[]

The "Hammerhead" shotgun was added in the Disorderly Conduct DLC, and is only available in multiplayer; it appears to be a rather odd hybrid of the Pancor Jackhammer and the Daewoo USAS-12. It holds 20 rounds in a drum magazine, the highest of the shotguns, and has the highest effective range in its class. Pancor Jackhammer MK3A1 with MP5SD handguard - 12 gauge Daewoo USAS-12 CQ with 20-round drum - 12 gauge The "G9 Grenade Launcher" and "Hammerhead" (below). Thanks to the magic of PC trainers, Max acquires a mutant shotgun of his own. It is unclear how this shotgun would function properly, given that the ejection port is modelled behind the magazine. Soon after, the dropped Hammerhead is interrogated to find out just what parts it was cobbled together from. The weapon wheel icon, a bit shorter than the real thing. Max prepares his modern blunderbuss to clear the superyacht of pirates.

Mossberg 590[]

The "M500" in the game is actually a Mossberg 590 that also apparently wants to be a folding-stocked Remington 870. It is seen with an 870-style folding stock rather awkwardly tacked on to the gun's receiver, as well as a wooden forend and pistol grip (which appear to be slightly warped versions of the Mossberg's and Remington's, respectively). Strangely however, the gun in the icon used for in-game achievements relating to this shotgun better resembles a Mossberg 500 Cruiser; this might be due to features such as the folding stock being added to the shotgun later in development, as a stockless Mossberg is visible in pre-release footage. Appearence-wise, the Mossberg is seen used mostly by gang member enemies early in the game, and this weapon has the highest damage of all shotguns, while sacrificing its accuracy at even mid-range distances. Regardless of whether or not the shotgun has been emptied, Max will never pump its action at the end of its reload animation. Mossberg 590 with heat shield, extended magazine, and M4 stock - 12 gauge Remington 870 Police Folder with extended magazine tube - 12 gauge Max wields a former gang member's "M500". The gun is filled with modeling errors, such as the folding stock being connected to the receiver instead of the pistol grip, and the holes in heat shield being a flat texture. Oddly, the folding stock is modeled correctly on the weapon wheel image... ...but appears a lot higher on the in-game model. Max wields the golden M500, really revealing the hole-less heat shield. Not letting that stop him from attacking angry gang members, he takes cover with his shiny Mossberg.

Sawed-Off Double Barreled Shotgun[]

A Sawed-Off Double Barreled Shotgun appears only in Chapter 7 in the story, referred to as simply the "Sawn-Off" and counted as a one-handed gun for inventory purposes. Max can, appropriately, find one in the hands of the bartender of a seedy strip club he shoots up in the favela. In the Social Club, singleplayer campaign, and multiplayer feature, it is depicted in menus as having exposed hammers, but the actual model is hammerless in-game. Screen-used Victor Sarasqueta sawed-off shotgun from Mad Max: Fury Road - 12 gauge

Max rips up the bar with his sawn-off shotgun. And yes, there is a golden version of it. Staring down at a discarded sawn-off. Max ducks for cover with his boomstick.

Winchester Super X3 Coyote[]

The Winchester Super X3 Coyote makes an appearance in-game as the "Super Sport". Its model appears to feature the pistol grip stock from the Benelli M4 Tactical. In-game, the Super X3 holds 5 rounds in its tube (1 more than the real SX3) and boasts the highest rate of fire in its class. It only appears wielded by the Crachá Preto in Chapter 12. As with the Benelli M4, Max neglects the Winchester's bolt during the reload animation, instead choosing to focus on only inserting new shells into the tube. Winchester Super X3 Coyote - 12 gauge Benelli M4 Tactical with 5-shot tube - 12 gauge Max sweeps the hotel with his X3. Note the complete lack of iron sights. Not to be outdone, he later finds the gold plated version. Max interrogates a X3 with his Golden FAL about where the paramilitary is hiding people. The "Super Sport" in the weapon wheel. Max ducks behind cover with his shiny duck hunting gun.

Rifles[]

AK Hybrid[]

This hybrid of AK models is available all throughout Brazil and the first New Jersey flashback, simply known as the "AK-47". It is commonly used by street thugs, although it is replaced by higher-end weapons towards the end of the game. The rifle consists of a Norinco Type 56 stamped receiver, but has an unhooded front sight, the straight stock of an AKM, and the ported gas tube of a Type 1 AK-47. The AK is first found in the burnt-out apartment building next to Max's apartment in Chapter 4 and is used by mobsters throughout the level. It is also a starting weapon in the multiplayer mode. Norinco Type 56 - 7.62x39mm AKM - 7.62x39mm Type 1 AK-47 - 7.62x39mm Max takes his borrowed AK for a whirl, revealing the Type 56-pattern stamped receiver, straight AKM stock, and directly horizontal Type 1 gas tube ports. Back in the present, sneaky Max uses a gold version to kill angry gang members. Past Max gazes on a discarded AK on the floor. The AK in the in-game weapon wheel. Max hides from enemy gun fighter with an AK-47.

Colt Model 933[]

A Colt Model 933 with an optional red dot sight was added in the multiplayer DLC pack Local Justice, incorrectly named the "M4 Assault". It has the carry handle removed and no rear sight installed (even when the red dot is not being used), which would make aiming very difficult. It reuses the AK rifle's reload animation and as such, its user when reloading will pull an invisible charging handle on the 933's bolt. Colt Model 933 - 5.56x45mm NATO A São Paulo Police Officer fires his flat-topped "M4" in multiplayer. A multiplayer character walks with his flat top 933. Back in Hoboken, Max finds a rifle more appropriate for the setting. Levitating a mag in, which at least has a cartridge modeled in it, though the magazine's top is much shorter than an actual 30-round STANAG. The dropped M933, showing its disappointing lack of rear iron sights (and discarded mags which linger on the ground for a while and contain cartridges). A similarly ill-equipped weapon wheel icon. None of this will stop the Payne, though.

Heckler & Koch G36V[]

The UFE paramilitary unit use the Heckler & Koch G36V which is called the "G6 Commando" in-game. The carry handle is modelled far too low, and the handguard appears to have been based on the one for use with the AG36 grenade launcher; the fire selector also has a completely incorrect design. It also has a strange semi-solid stock and short barrel. The golden upgrade features a tiny Beta C-Mag that only holds 40 rounds, and sometimes rifles will spawn with both the normal and Beta C mags clipping into each other. Heckler & Koch G36V with export optical sight - 5.56x45mm NATO Heckler & Koch G36 with AG36 grenade launcher - 5.56x45mm NATO/40x46mm grenade Max takes a former UFE G36 for a spin in the favela; note the completely wrong design of the selector switch which is also set to semi-auto. The rounds visible in the clear window on the magazine (which is also incorrect, as the entire magazine should be translucent) never deplete. Later on in the UFE station, Max finds a golden one fitted with an undersized Beta C mag and a laser sight. The G36V on the ground. Max has a lie down after a very hectic firefight with the UFE and uses this time to check the weapon wheel. With hordes of angry UFE members hot on his heels, Max runs with his G36V. Three UFE members guarding the airport hold glitched G36 rifles, which appear to have both the standard magazine and the Beta C magazine fused together.

IMBEL IA2[]

The 7.62mm version of Brazil's new service rifle, the IMBEL IA2, was added in the Hostage Negotiation DLC pack. It is called the "IA2 AR" and features an optional sniper scope, the only automatic weapon to do so. IMBEL IA2 7.62mm Prototype - 7.62x51mm NATO Photoshopped mock-up of IMBEL IA2 7.62mm sniper rifle - 7.62x51mm NATO. This image was made by the Small Arms Illustrated project. Promotional image of the IA2, showing the sniper scope Tiring of the 50-year-old FALs he's encountered throughout his time in Brazil, Max equips himself with a more modern take on the design. Angrily slotting in a 7.62x51mm FAL-pattern magazine. He's probably dropping a deadpan one-liner about this. The IA2 upon a decidedly low-res floor. Checking out the weapon wheel icon. Max takes cover, presumably gloating to nearby UFE officers that he gets to try out the brand new (at the time) battle rifle before they do.

IMBEL MD-97 LC[]

The IMBEL MD-97 LC is a fairly common assault rifle, mostly used by paramilitaries and the UFE. It's incorrectly named the "MD-97L", which is the designation for the full-length rifle, not the carbine. IMBEL MD-97 LC - 5.56x45mm NATO Max takes a former paramilitary MD-97 for a spin at the Branco HQ. Not to be outdone, he later takes the gold one for a test drive at the UFE HQ. Having wiped a few angry goons out, Max checks out one of their MD-97s. The MD-97 LC in the weapon wheel, showing its incorrect name. Max takes cover first with the normal MD. And later with the shiny gold MD.

IMI Galil ARM[]

The IMI Galil ARM was added in the Painful Memories DLC pack, oddly named the "IMG 5.56". It is incorrectly depicted as firing in three-round bursts. IMI Galil ARM - 5.56x45mm NATO An official promo render of the Galil. Having torn apart the local futebol stadium, Max reaches for a nearby somewhat low-res Galil ARM. Note that the safety is on; as one might expect, this has little bearing on its ability to fire in-game.

The reloading process reveals that the rifle mysteriously loads in magazines used on the AK rifle, these subsequently morph into 5.56x45mm Galil mags when they are seated. Suspicious, Max examines the dropped Galil to make sure it's actually using the right magazines and not just reusing AK magazine models. He then checks the weapon icon. Satsified, he prepares to continue his jaunt.

IMI Tavor TAR-21[]

The IMI Tavor TAR-21 is added in the Painful Memories DLC pack. Notably it was the base for the "advanced rifle" in Grand Theft Auto 5's trailer. It is named the "UAR-21" in-game. IWI Tavor TAR-21 (civilian version) with flat top, Surefire Universal weaponlight, RIS foregrip, and Meprolight red dot sight - .223 Remington His tour of the local favela interrupted, Max reaches for a TAR-21. It is equipped with a red dot sight- the weapon lacks irons or optics by default. Swapping out magazines as the old one tumbles to the ground. Holding up a dropped TAR-21 to make sure it's not an MTAR-21 or other variant. The weapon icon similarly lacks sights. Max, an American, takes his Israeli rifle to defend against Brazilian paramilitary death squads. True multiculturalism.

L1A1 SLR[]

The L1A1 SLR appears as the "FAL" and is commonly used by Brazilian gangsters, paramilitary units, and police; given the location, it is probably supposed to be the IMBEL-manufactured M964 version, but has several features distinctive of the L1A1, namely the front sight, two-hole handguard, and a shortened version of the flash hider. However, it fires full-auto in the game and has the charging handle and magazine release from a standard FAL. Due to ammunition being mainly sorted by weapon type, it shares ammo with the game's 5.56x45mm and 7.62x39mm assault rifles. It is loaded with a 20-round magazine; this does not change on the gold version, despite the capacity increasing to 30 rounds. L1A1 SLR - 7.62x51mm NATO Max aims a borrowed L1A1. Panama Max aims the gold version, revealing the lack of a larger magazine release of the L1A1. Back in the jungle, Max aims an L1A1 fitted with a teeny tiny red dot sight. Before finding one with a fancy gold finish. The L1A1 in the weapon wheel. Max skulks around with the L1A1 first without a scope. Then with a scope. Then using an unscoped one to look at a scoped L1A1. Before hiding in cover with the golden SLR.

Ruger Mini Thirty[]

The Ruger Mini Thirty makes its video game debut as simply the "Mini-30", and is fitted with a Butler Creek folding stock (oddly enough, the Social Club image for the weapon depicts it with a solid stock). It's mostly seen in the beginning of the game, including the first chapter, with a 10 round magazine. Partway through the helicopter sequence in Chapter 2, in a continuity error, Max is briefly shown with a 30-round curved magazine in his Mini Thirty. Several snipers use them with laser sights as late as the final chapter. Stainless Ruger Mini Thirty - 7.62x39mm Ruger Mini-14 with aftermarket folding stock, sniper scope, and muzzle brake - 5.56x45mm NATO Max holds a Mini Thirty with a laser sight as he provides cover from a helicopter in the second chapter. Max aims a former gang member's Mini Thirty while doing a room sweep. Out in the jungle, Max aims a Mini Thirty with a red dot sight. Chasing after his employer's kidnappers, Max checks out a dropped Mini Thirty. The Mini Thirty in the in-game weapon wheel. Max checks out a red dot Mini Thirty on the ground. The golden Mini Thirty with an extended banana mag. Unfortunately, this magazine only holds 20 rounds in-game. And yes, it does come with the scope as well. Max hides in cover with his banana gun.

Sniper Rifles[]

Barrett M107[]

Snipers use Barrett M107s to ambush a deal in the soccer stadium in Chapter 3, while the rifle is only usable in Chapter 12. It is incorrectly referred to in-game as the "M82A1". Max takes a round to the shoulder from one, but thanks to the magic of video games, Passos is able to patch him up with just some bandages and a bottle of painkillers. Max uses an M107 later in the chapter to cover Passos and the rifle is seen used by snipers several times, including by Passos himself. In keeping with Max's surprisingly quick recovery, the M107 in-game is severely underpowered, taking 2 to 3 bodyshots to kill basic enemies, and being utterly incapable of piercing Kevlar vests. Oddly, when reloading, Max will lock the bolt back (which is impossible), change magazines, and then release the bolt forward. Barrett M107 - .50 BMG Max finally takes a M107 for a spin. If that wasn't enough, it has a gold version. Max stares down at a discarded M107. The Barrett M107 in the in-game menu. Max tries to hide his very large golden Barrett behind cover.

Heckler & Koch G3SG/1[]

The Heckler & Koch G3SG/1 appears as its Portuguese version, the FMP G3S (Fábrica de Braço de Prata, G3 Sniper). It is the rarest gun in the game, only found in the hands of two enemies in Chapter 13 who stand atop unreachable locations and only acquirable if you kill them in such a way that they drop their rifles to the floor. Heckler & Koch G3SG/1 - 7.62x51mm NATO Max aims the G3SG/1; the rifle seems to be missing both the cheek rest as well as the rear sight diopter. The receiver is also quite off, in both proportions and general design. Surprisingly, the gold version doesn't also turn the furniture gold. Max checks a dropped G3SG/1 with his pimp Uzi. The in-game weapon wheel for the G3SG/1. Max does some room clearing through a kill course with the G3SG/1.

M24 Sniper Weapon System[]

The M24 SWS was added in the Hostage Negotiation DLC pack, with an unlockable suppressor. It is referred to as simply "M24". In-game animations show the user awkwardly cycling the M24 by tilting it to the left and working the bolt with their left hand. M24 SWS - 7.62x51mm NATO

Machine Guns[]

Heckler & Koch HK21[]

The Heckler & Koch HK21 is known as the "LMG .30". It first appears in the speedboat chase, where it has a belt box and infinite ammo, while later levels have it with a fictional 100-round drum (it appears to be inspired by some of the 50-round drum magazines made for the G3; but larger) and limited ammunition. Several times, heavily armored enemies are encountered wielding the HK21, somehow holding it by the stock and firing it. Heckler & Koch HK21 - 7.62x51mm NATO Heckler & Koch HK21 with rear mounted bipod and magazine feed - 7.62x51mm NATO Heckler & Koch G8 with drum magazine - 7.62x51mm NATO A heavily armored enemy holds the HK21 by the stock; for some reason he is carrying a belt of ammunition even though his weapon is magazine-fed. He somehow fires the HK21 in this position despite not touching the trigger. Max grabs the HK21 from a crashed paramilitary jeep. Later he brings the pain to the UFE with the gold version. Earlier on the boat, Max uses the belt box model. It also isn't exempt from the golden gun rule. Max glances down at a dropped HK21 from an enemy heavy. The HK21 in the in-game weapon wheel; sadly it can't ever be refilled with more ammo. Max hides behind cover with his 20 pounds of gold plated German engineering. Back on the river, Max uses his shiny HK21 to rip apart a bunch of speed boats. Before wincing from the boat's blown up engine.

RPD[]

An RPD with the bipod removed (although the Social Club image depicts it with a bipod) appears in the game under its real name. In singleplayer, it is only found in Chapter 12. The 100-round drum only holds 75 rounds on the normal version of the weapon, though the "gold" version has the correct capacity. When reloading, Max simply replaces the belt box and swipes the charging handle, without bothering to position the belt. RPD - 7.62x39mm Max prepares to sweep the room with his RPD. Before opting for the one covered in gold. Max aims his tactical bottle-suppressed Taurus at a discarded RPD. The RPD in the in-game weapon wheel. Max hides behind a wall with his RPD, dodging angry paramilitary gunfire.

Launchers[]

DefTech 37mm Launcher[]

A DefTech 37mm Launcher fitted with a non-vertical foregrip appears as the "Rotary Grenade Launcher", available in a few levels. The projectiles it fires are erroneously depicted as explosive. The DefTech launcher can be used to clear groups of enemies at once, but its grenades must be aimed correctly due to their slow travel speed and sharp arcing trajectory. As with thrown grenades in the game, shots fired from this weapon have a flashing light added to make them easier to see, and can be shot down with gunfire. During the launcher's reload animation, Max inserts a round into each individual chamber, but the rounds themselves do not physically appear in the cylinder. The DefTech is also incorrectly depicted as firing caseless rounds. During the final chase sequence towards the end of the game, Max uses a DefTech launcher, which is uniquely modelled with the DefTech's vertical foregrip (and has its stock folded) despite its previous owner being shown with the other in-game model in cutscenes and gameplay. Both models of the launcher will also appear in gold if all its corresponding parts are located by the player. DefTech 37mm Launcher - 37mm Max aims his grenade launcher in the hotel, realizing this might not be the best choice for close quarters. Past Max waltzes around a New Jersey graveyard with his golden bloop machine. Max gazes on a dropped grenade launcher. The grenade launcher in the in-game weapon menu. Hiding from roving mobsters with the DefTech. After disarming an enemy from his DefTech, Max in a cutscene picks it up, which has now suddenly had its stock folded and a vertical foregrip installed. In a climactic chase on an airport's runway, Max wields his new launcher. A following cutscene has strangely reverted the DefTech launcher back to its extended model with a handguard.

"G9 Grenade Launcher"[]

The "G9 Grenade Launcher" was added in the Disorderly Conduct DLC along side the Hammerhead shotgun. It appears to be a combination of the Heckler & Koch HK69A1 and a standalone M203; for reasons which are not readily apparent, it also features the stock of an FN F2000. Heckler & Koch HK69A1 - 40x46mm RM Equipment M203PI with Tactical Mounting System stock and vertical grip - 40x46mm FN F2000 - 5.56x45mm NATO The "G9 Grenade Launcher" (above) and "Hammerhead".

M72A2 LAW[]

The M72A2 LAW appears as the "LAW" and is used in Chapter 13 to destroy an armored UFE truck. It is correctly depicted as a single shot weapon, but an NPC gangster using one uses an invisible RPG foregrip. M72A2 LAW - 66mm Max grabs a LAW as he prepares to delete the truck. No one is safe from the golden guns, not even a rocket launcher. Max aims down on the discarded LAW. The LAW in the in-game weapon wheel; it can be kept after this set piece but more ammo for it cannot be found. Having removed the truck from existence, Max dramatically poses behind cover with the spent LAW tube.

RPG-7[]

The RPG-7 appears simply as the "RPG". The weapon is used by enemies in singleplayer, but is only usable in multiplayer. For some reason, golden parts for it can be found in Chapter 12, serving absolutely no purpose whatsoever in singleplayer but unlocking the gold skin for multiplayer. However, it can be spawned using a trainer and is fully usable surprisingly in singleplayer alongside the DLC weaponry. RPG-7 - 40mm A thug takes aim at Max's helicopter with his RPG-7. A paramilitary goon sights up Max's helicopter with his own RPG-7... ...before his commander tells him to let him go.

Grenades[]

Unlike previous games, grenades are not usable in the singleplayer campaign, although enemies may still use them; they are only usable in the multiplayer portion of the game.

M18 Smoke Grenade[]

The M18 smoke grenade is featured in the game. In the singleplayer, it is used by the UFE from Chapter 13 onwards, where in one notable case it is used to gas a stairwell. In multiplayer, the M18 is available as both a regular smoke grenade and as a tear gas grenade. M18 smoke grenade (yellow) In the UFE building, Max decides the ignore the tear gas suffocating him in order to take a closer look at an M18.

M26 Hand Grenade[]

The M26 hand grenade appears in the game. In the campaign, enemies will occasionally use them against Max, who can shoot them in mid-air to detonate them prematurely. In the multiplayer, it is one of the several grenades available. When thrown, they emit a bright flashing red light to make spotting them easier. M26 hand grenade

Other[]

UFE Arsenal[]

In several points in the game, Max comes across several cabinets and lockers of unusable firearms, mostly using more correct models of the game's usable firearms. Max threatens an arms locker to give him his toys, including a less inbred G36, the game's AK hybrid with darker furniture, and a FAL using a more location-appropriate model. Higher up is another FAL. A bunch of very low poly MP5s. These have 9mm magazines, Surefire handguards, collapsing stocks, and no sights for some reason. Another G36 and FAL. A rack of Mini-14 GBs. Finishing off with some normal stocked Mossberg 590s.

MAX PAYNE1 WEAPON PACK

MP1 M9 PISTOL

MP1 DESERT EAGLE

MP1 INGRAM MAC10

MP1 COLT COMMANDO

MP1 SHOTGUN

MP1 SAWED-OFF SHOTGUN

MP1 SNIPER RIFLE

MP1 MP5SD

Weapons Guide (PC) by jatin[]

Version: 1.3 | Updated: 07/04/2004

Prepare for pain...

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For            :  Max Payne         @@@@ @@@@@@@@   @@@@@@@@@@@@@@@@@@@@@@@@@
System         :  PC                 @@@@@@@@@@@    @@@@@@@@@@@@@@@@@@@@@@@@@
By             :  Jatin Bhatia       @@@@@@@@@@@    @@@@@@@@@@@@@@@@@@@@@@@@@@
Version        :  1.3                 @@@@@@@@@@    @@@@@@@@@@@@@@@@@@@@@@@@@@
Size           :  39 KB                @@@@@@@@@@   @@@@@@@@@@@@@@@@@@@@@@@@@@
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Started On     :  July 21, 2003          @@@@@@@@   @@@@@@@@@@@@@@@@@@@@@@@@@@
Finished On    :  July 24, 2003          @@@@@@@    @@@@@@@@@@@@@@@@@@@@@@@@@@
Last updated   :  July 05, 2004

This document  :  Copyright 2003-04 Jatin Bhatia. All rights reserved.
Best viewed    :  Notepad/WordPad, Courier New, 10 Pts, 800x600 resolution.
My Email Add   :  jb_003_india[at]yahoo[dot]com
______________________________________________________________________________

=================
Table Of Contents
=================

I.    Introduction

II.   Weapons

III.  Melee Weapons
        1. Lead Pipe
        2. Baseball bat

IV.   Handguns
        1. Beretta
        2. Dual Beretta
        3. Desert Eagle

V.    Shotguns
        1. Sawed-off shotgun
        2. Pump-action shotgun
        3. Jackhammer

VI.   Automatics
        1. Ingram
        2. Dual Ingram
        3. Colt Commando

VII.  Throw able weapons
        1. Grenade
        2. Molotov
        3. M79

VIII. Sniper Rifle

IX.   Version History and Credits
        1. Version History
        2. Credits

X.    Copyright and Contact Info  
        1. Copyright
        2. Contact Info

==============================================================================

***************************
I. I N T R O D U C T I O N
***************************

I really, really wanted to write a Complete FAQ/Walkthrough for Max Payne, and
I had even started it. But as there were a lot of other guides already out, my
chances of getting it posted were slim. So I began including a lot of details 
in the walkthrough, and as the game is already so big, the guide became even 
bigger, and so, I gave up writing.

Then I realized that all the information that I had written up for the weapons
could well be made into a weapons guide. So that's how this guide came into 
existence. My aim is of course to somehow get my name associated with Max 
Payne, which IMHO is the greatest game ever.

Now, I must warn all you people that I am no expert on weapons. So, I would 
not be able to tell you about the real life name, history, model etc. of the 
weapons. I would just be giving you some plain info about the weapons as they
appear in the game, and what I think about them. 

I must warn you again, that this FAQ contains some horrible ASCII by me. Don't
read further if you think your eyes might melt. Also, please send in any info 
you think should be here, so that this guide gets better.

==============================================================================

******************
II. W E A P O N S
******************

Max Payne carries a wide variety of weapons under his coat (I wonder how it 
all fills in there). His weapon arsenal consists mainly of different types of
guns. The maximum ammo that he can carry for each weapon is limited. The 
efficiency of each weapon increases many times if used at the right place. 
Also, shoot the enemies in the head, it always does way more damage. The 
weapons in Max Payne can be divided into the following six categories. I will
describe each weapon in the following format:

ASCII Representation: A pathetic try to draw the weapon.

Clip capacity   : The ammo in clip used in with weapon.

Max ammo        : The maximum total ammo that can be carried at a time.

Ammo type       : The type of ammo used in the weapon.

Range           : The preferred range of use (its a matter of opinion)

RoF             : The rate of fire (slow/moderate/fast/very fast)

Shoot dodge     : The availability of shoot dodge.

Description: The appearance of the weapon.

Use: The way the weapon is meant to be used.

Found: Where the weapon is found (usually just the first appearance)

Notes: Anything special I want to say.

Reader's notes: Anything you send to me.

==============================================================================

*******************************
III. M E L E E   W E A P O N S
*******************************

These are to be used up close to the enemy, but in this game, you won't find 
many places where you will be able to sneak up on an enemy. These are powerful
weapons nonetheless, and can take out the enemy in a single hit. They are best
used to break open small crates and boxes, which may hold ammo or other stuff.
Your enemies will not commonly use these, with the exception of a single thug 
in Part 1, Chapter 7. These weapons are equipped by pressing 1.

------------
1. Lead Pipe
------------

ASCII Representation:

     @@@
     @@@
     @@@
     @@@
     @@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@
     @@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@

Clip capacity   : N/A

Max ammo        : N/A

Ammo type       : N/A

Range           : Very short

RoF             : moderate

Shoot dodge     : No

Description: This is a piece of metal, which Max can swing to kill his enemies
or to break open small boxes of ammo.
 
Use: It can only be used to kill someone by being very close to him, and to 
do that, they should not be aware of your presence.

Found: You automatically have one in Part 1, Chapter 1.

Notes: It is weaker than the Baseball bat, and so I use it only when I don't 
have the later.
  
---------------
2. Baseball bat
---------------

ASCII Representation:

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  @@@@@@@@@@@@@@@@@@@

Clip capacity   : N/A

Max ammo        : N/A

Ammo type       : N/A

Range           : very short

Rof             : moderate

Shoot dodge     : No

Description: Its made up of wood, its cylindrical, and the dia of the handle
is less than the dia of the body.

Use: It can be used to play the American sport of Baseball, apart from 
knocking bad guys in the head. Max swings the bat twice when used, and is 
enough to take down any enemy, excluding the bosses of course.

Found: You can get it in Part 1, Prologue, and then again in Part 2, 
Chapter 1. 

Notes: I prefer it over the Lead pipe, because it seems to do more damage. 

==============================================================================

********************
IV. H A N D G U N S
********************

These includes various types of handguns, and are effective over short, medium
and long ranges, thus making them an all purpose weapon. Their ammo is easily
available and these guns would be available to you right from the beginning of
the game. Later on, when the enemies become tougher to kill, you would like to
use other bigger, better guns, but you can always trust the handguns when the
ammo for other guns is scarce.    

-------
Beretta
-------

ASCII Representation:

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   @@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@
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                  @     @@@@@@@@@
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                        @@@@@@@@@
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Clip capacity   : 18

Max ammo        : 162

Ammo type       : Beretta ammo

Range           : short-medium-long

Rof             : fast

Shoot dodge     : Yes

Description: It's a 9 mm handgun which is black in colour.

Use: It does the least damage among all the guns. But what it lacks in power, 
it makes up in terms of accuracy. It's very accurate and useful in all ranges,
and the ammo is available in plenty.

Found: You have it from the start. Max draws it out first in Part 1, Prologue 
and then again in Part 1, Chapter 1.

Notes: You won't be using this much, not because its not good, but because 
twice of this goodness is available (see below).

------------
Dual Beretta
------------

ASCII Representation:
 
 @@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@   @@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@
 @@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@   @@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@
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                @     @@@@@@@@@                     @     @@@@@@@@@
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Clip capacity   : 36

Max ammo        : 162

Ammo type       : Beretta ammo

Range           : short-medium-long

Rof             : very fast

Shoot dodge     : Yes

Description: You carry two of the Beretta's, one in each hand.

Use: Apart from all the advantages of the Beretta, the dual Beretta also has 
what is called suppression fire (I am not being very original here). What it 
means is that you can hit a larger number of enemies and also continuously hit
them without, giving them any chance to shoot you, until they are dead.

Found: In Chapter 1, Prologue you can pick up another Beretta from a junkie 
you killed to get the dual Beretta's.

Notes: This weapon rules. It's very effective and the bullets are easily 
available, not to mention that Max looks ultra cool while firing them. 

------------
Desert Eagle
------------

ASCII Representation:

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Clip capacity   : 12

Max ammo        : 48

Ammo type       : Desert eagle ammo

Range           : short-medium-long

RoF             : fast

Shoot dodge     : Yes

Description: The Desert Eagle, looks like the Beretta, but is silver in 
colour.

Use: The most powerful and accurate handgun, it sends the victim flying 
backwards. Too bad the ammo is not easily available and also the Max ammo 
carrying capacity is also too little. It is very accurate even at long ranges

Found: Part 1, Chapter 1. Kill the two thugs at the beginning and they will 
drop it.

Notes: This would have been my most used weapon, had it not been for the 
scarcity of ammo.

==============================================================================

*******************
V. S H O T G U N S
*******************

The shotguns are usually my favorite weapon in all the games. They represent 
power and are really fun to use. But in this game, they are not my favorite 
weapon. You can read below to find out why. Note that the shells which these 
shotguns use spread in the air, so they should not at all be used at long 
ranges, it would be a wastage of ammo.

-----------------
Sawed-off shotgun
-----------------

ASCII Representation:

 @@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@
 @@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@
 @@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@
              @@@@@@@@@@@@@@@@@@@@@@@@@@@@@@
              @@@@@@@@@@@@@@@@@@@@@@@@@@@@@@
                                      @@@@@@
                                      @@@@@@
                                      @@@@@@
                               

Clip capacity   : 2

Max ammo        : 80

Ammo type       : Shotgun ammo

Range           : short-medium

RoF             : moderate

Shoot dodge     : Yes

Description: It's a small shotgun and is pretty close to a handgun itself. Max
uses it with one hand, just like the handguns.

Use: It can only hold 2 shells at a time, which means you will have to reload 
after 2 shots. Now this could be very dangerous if you are facing more than 
one enemy, which is mostly the case.

Found: Part 1, Chapter 1. Can't remember the exact location though. 

Notes: As the Pump-action and Sawed-off share ammo, I think its wiser to use 
the former. Although, against single enemy, you should go for Sawed-off.

-------------------
Pump-action shotgun
-------------------

ASCII Representation:
 
@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@
@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@
@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@
@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@
                                             @@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@
                                                 @@@@@@@@@@@@@@@@@@@@@@@@@@@
                                                     @@@@@@@@@@@@@@@@@@@@@@@
                                                         @@@@@@@@@@@@@@@@@@@
                                                            @@@@@@@@@@@@@@@@
                                                                @@@@@@@@@@@@
                                                                    @@@@@@@@
                                                                       @@@@@
                                                                          @@

Clip capacity   : 7

Max ammo        : 80

Ammo type       : Shotgun ammo

Range           : short-medium

Rof             : slow

Shoot dodge     : Yes

Description: Now this is the shotgun most of us know. It's long and double 
barreled.

Use: Very nice gun, pretty powerful. Although it can hold 7 shells, Max still
needs some time between two shots. This is not much of a problem otherwise, 
but it surely is not an ideal weapon to use while shootdodging, as you would 
only be able to shoot once or twice.

Found: Part 1, Prologue in the closet in the room with the phone. Again in 
Part 1, Chapter 1, you find it on many enemies.

Notes: My most used shotgun, because you get the Jackhammer late in the game.

----------
Jackhammer
----------

ASCII Representation:

                                @@@@@@@@@@@@@@@@@@@@@@@@@@
                                @@@@@@@@@@@@@@@@@@@@@@@@@@
                                @@@                    @@@
                                @@@                    @@@
@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@
@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@
@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@
@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@              @@@@@@
@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@              @@@@@@
                          @@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@              @@@@@@
                          @@@@@@@        @@@@@@@@@@@@@@@@              @@@@@@
                          @@@@@@@        @@@@@@@@@@@@@@@@              @@@@@@
                          @@@@@@@        @@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@
                          @@@@@@@                  @@@@@@@@@@@@@@@@@@@@@@@@@@
                          @@@@@@@                  @@@@@@@@@@@@@@@@@@@@@@@@@@

Clip capacity   : 12

Max ammo        : 168

Ammo type       : Jackhammer ammo

Range           : short-medium

RoF             : fast

Shoot dodge     : Yes

Description: Does not looks like your usual shotguns, but the design is still 
impressive.

Use: The best shotgun, as you get to fire 12 shots non-stop. Especially good 
against the bosses, they won't even be able to react as you fill them with 
lead. The downside is that you get it late in the game and also the ammo is 
not really plentiful. Save it for the time you really need it.

Found: You first get the Jackhammer in Part III, Chapter Four: Backstabbing 
Bastard, from the guy that comes towards you after he gets out of the crashed 
sports car that B.B. was in before, which is also on the same floor that B.B. 
is on when you have to kill him.
(thanks to "Cybiolink8000 ..."<cybiolink8000@hotmail.com> for this info)

Notes: My favorite shotgun.

==============================================================================

************************
VI. A U T O M A T I C S
************************

These contains two guns, Ingram and colt commando. Both are great guns, but 
you don't get much of them in Part 1 and 2. Good thing that so does your 
enemies. In Part 3, you will find the Colt being used by most of the enemies.
I don't really know why they are called automatics. If someone knows, I would
be glad if you tell me. 

Many people answered this. Choose the one you like best ^_^.
 
"NeoSquid2" <NeoSquid2@aol.com> 
They're automatic becuase they automatically load the bullet into the chamber.
(allowing you to hold down the trigger.) Manual would be cocking the hammer 
back. Semiautomatic is when you pressing the trigger puts the next bullet into
position. (fires faster than manual, but you can't hold down the trigger.) 

"Chad Nash" <caine1900@hotmail.com> 
It's because they fire automatically the moment you pul the trigger instead of 
having to repeatedly pull the trigger you pull and hold and it 
"automatically" 
fires the weapon.

"Stephen Rintoul" <SRintoul@nc.rr.com> 
An automatic weapon's trigger does not need to be repeatedly pressed for 
multiple shots, making them shoot faster.  This is only consequential to 
players of Max Payne in that the automatic weapons have a higher rate of 
fire.  Max's fingers don't have to repeatedly pull the trigger for every 
individual bullet that is fired.

"Will Russell" <BronzeFish609@msn.com> 
Weapons like the Colt and Ingram work with mechanical firing mechanisms that 
fire continuously when the trigger is pressed down: they fire automatically. 
Hence the title "automatics." The difference from Semi-Automatic weapons is 
that the trigger must be pressed for a bullet or burst of bullets to be 
released.

"Ray" <rac@sympatico.ca>
The term "Automatic" has meant different things for firearms through-outthe 
years.  The first incarnation I can find for it is to describe themechanism 
for what was later called "Double-Action" Revolvers (That isRevolvers that did 
not require the hammer to be cocked before pulling thetrigger to shoot, it was 
"Automatically" cocked by pulling the trigger.).The next time it was paraded 
around, was for "Automatic Loading" weapons,what are now called "Semi-
Automatic", the primitive predecesors of theBeretta and Desert Eagle in Max 
Payne (Which included everyone's favoriteGerman Pistol, the Luger P'08!!!.).  
After the development of the MachineGun (And, later, Sub-Machine Gun, Machine 
Pistol, and Assult Rifle), theterm "Automatic" now is meant as the short form 
of "Fully Automatic", whichmeans that, as long as the shooter has his finger 
holding down the trigger,the weapon will fire until he runs out of ammo, or 
until he releases it.

    In addition, the Pancor Jackhammer is classed as a "CAWS" (Close 
AssultWeapons System, a Fully-Automatic Shotgun in other words), the Ingram's 
are"Sub-Machine Guns" (Or SMGs, which are Fully-Automatic Weapons that 
firePistol Cartridges), and the Colt Commando is an "Assult Rifle" 
(Well,actually, an "Assult Carbine" due to it's barrel length, but close 
enough.).


------
Ingram
------

ASCII Representation:

     @@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@
  @@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@
  @@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@
     @@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@
     @@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@
     @@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@
                          @      @@@@@@@@@@@@
                          @      @@@@@@@@@@@@
                          @@@@@@@@@@@@@@@@@@@
                                 @@@@@@@@@@@@
                                 @@@@@@@@@@@@
                                 @@@@@@@@@@@@
                                 @@@@@@@@@@@@
                                 @@@@@@@@@@@@
                                 @@@@@@@@@@@@
                                 @@@@@@@@@@@@
                                 @@@@@@@@@@@@
                                 @@@@@@@@@@@@
                                 @@@@@@@@@@@@

Clip capacity   : 50

Max ammo        : 300

Ammo type       : Ingram ammo

Range           : short

Rof             : fast

Shoot dodge     : Yes

Description: It's the same as the Uzi (made famous by a British Pyramid 
roaming, Tomb raiding female video game character). 

Use: The suppression fire effect, explained under the dual Beretta's is at 
work in this gun too. It is very inaccurate over long ranges and you would be 
wasting your precious ammo if you use it that way.

Found: You find the ingram first after the barfight as you kill Rico Muerte,
Chapter 4 part 2 to be exact.
(thanks to "Mo Niehaus" <mjniehaus@comcast.net> for this info)

Notes: Why would you use one when you can use two?

-----------
Dual Ingram
-----------

ASCII Representation:
            
   @@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@     @@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@
@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@  @@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@
@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@  @@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@
   @@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@     @@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@
   @@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@     @@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@
                   @      @@@@@@@@@                       @      @@@@@@@@@
                   @      @@@@@@@@@                       @      @@@@@@@@@
                   @@@@@@@@@@@@@@@@                       @@@@@@@@@@@@@@@@
                          @@@@@@@@@                              @@@@@@@@@
                          @@@@@@@@@                              @@@@@@@@@
                          @@@@@@@@@                              @@@@@@@@@
                          @@@@@@@@@                              @@@@@@@@@
                          @@@@@@@@@                              @@@@@@@@@
                          @@@@@@@@@                              @@@@@@@@@
                          @@@@@@@@@                              @@@@@@@@@
                          @@@@@@@@@                              @@@@@@@@@

Clip capacity   : 100

Max ammo        : 300

Ammo type       : Ingram ammo

Range           : short

RoF             : very fast

Shoot dodge     : Yes

Description: Just like the dual Beretta's, Max carries one Ingram in each 
hand.

Use: Suppression fire at its peak. It fires a really large number of bullets 
in a short period of time. But this also means you could be out of ammo soon,
so reload often. The only reason not to use it over the Ingram is that it 
seems the Ingram has slightly better accuracy then the dual Ingram's.

Found: After you pick up another Ingram, you would be able to select the dual
Ingram. 

Notes: I love this weapon very much.

-------------
Colt Commando
-------------

ASCII Representation:

                            @@@@@@@@@@@@@@@@@@@@@@
                            @@                  @@
            @@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@
@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@
@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@
@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@
            @@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@
                         @@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@
                         @@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@
                         @@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@
                                      @@    @@     @@@@@@@@@@@@@@@@@@@@
                                      @@@@@@@@        @@@@@@@@@@@@@@@@@
                                                         @@@@@@@@@@@@@@
                                                            @@@@@@@@@@@

Clip capacity   : 30

Max ammo        : 150

Ammo type       : Colt Commando ammo

Range           : short-medium-long

Rof             : fast

Shoot dodge     : Yes

Description: It is the equivalent of guns like M16 etc. Looks great.

Use: All the positive things of the Desert Eagle, but with a better RoF and 
higher clip capacity, this gun is truly a gift from God. Very accurate and 
well suited for long ranges. Aim for the head.

Found: Part 2, Chapter 3. You get it after you have killed Boris Dime. 

Notes: My favorite weapon of the game.

==============================================================================

*****************************************
VII. T H R O W   A B L E   W E A P O N S
*****************************************

The Molotov and the grenade are the two throw able weapons of the game, and 
they are best suited to take out either enemies not directly in your line of 
fire or those which are grouped together. You don't really throw the M79, but
you do use it to throw a grenade. All these weapons are not to be used close 
to you, or you will be hurt. 

-------
Molotov
-------

ASCII Representation:
       
            @@@@@@@
            @@@@@@@
            @@@  @@
           @@@@@
           @@@@@
           @@@@@
           @@@@@
           @@@@@
       @@@@@@@@@@@@@
       @@@@@@@@@@@@@
       @@@@@@@@@@@@@
       @@@@@@@@@@@@@
       @@@@@@@@@@@@@
       @@@@@@@@@@@@@
       @@@@@@@@@@@@@
       @@@@@@@@@@@@@
       @@@@@@@@@@@@@
       @@@@@@@@@@@@@
       @@@@@@@@@@@@@
       @@@@@@@@@@@@@
       @@@@@@@@@@@@@
       @@@@@@@@@@@@@

Clip capacity   : 1

Max ammo        : 10

Ammo Type       : N/A

Range           : far away from you

Rof             : N/A

Shoot dodge     : No

Description: Its a dark, glass bottle with a cloth coming out from the top.

Use: Max throws the bottle, which explodes when it comes in contact with 
anything, and the fire spreads. Good for taking out enemies in a group and in 
closed areas. Of course, its a projectile, so use it carefully, it might 
collide with something close to you and explode.

Found: Err, can't remember. I would write it the next time I play the game, or
if someone sends it to me.

Notes: Toasty!

-------
Grenade
-------

ASCII Representation:

      @@@@
      @@@@
    @@@@@@@@
   @@@@@@@@@@
  @@@@@@@@@@@@
  @@@@@@@@@@@@
  @@@@@@@@@@@@
  @@@@@@@@@@@@
  @@@@@@@@@@@@
  @@@@@@@@@@@@
   @@@@@@@@@@
    @@@@@@@@
     @@@@@@

Clip capacity   : 1

Max ammo        : 10

Ammo Type       : N/A

Range           : far away from you

Rof             : N/A

Shoot dodge     : No

Description: Its your usual hand grenade, round and black.

Use: Its great to use against hidden enemies, or enemies waiting for you 
around the corner. Just throw it diagonally, and it will rebound off the wall 
(remember, angle of incidence=angle of reflection, acc. to Physics) and may 
land straight at the enemies feet.

Found: Err, can't remember. I would write it the next time I play the game, or
if someone sends it to me.

Notes: BOOM!

Reader's Notes: 
"Joshua Overmiller" <joverm1@gl.umbc.edu> 
A good use for the grenade is for clearing the laser tripwire mines that you 
cannot shoot directly. For instance, throwing a grenade around a corner to 
disarm a mine.


---
M79
---

ASCII Representation:
 
                                                                  @@@@@
                                                            @@@@@@@@@@@
                                                        @@@@@@@@@@@@@@@
                                                   @@@@@@@@@@@@@@@@@@@@
                                               @@@@@@@@@@@@@@@@@@@@@@@@
                                            @@@@@@@@@@@@@@@@@@@@@@@@@@@
 @@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@
 @@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@
 @@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@
 @@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@
 @@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@
 
Clip capacity   : 1

Max ammo        : 10

Ammo type       : M79 ammo

Range           : far away from you

RoF             : very slow

Shoot Dodge     : Yes

Description: Unlike the usual RPG's, it has thick barrel and a wooden handle.

Use: Use it against either a group of thugs or a single boss which are far 
away from you. The grenade travels straight and slow, and you don't get to use
it much. I think this weapon just does not belongs to the game.

Found: Part 2, Chapter 5, in the Don's Manor. 

Notes: Nothing looks better than the grenade flying in slo-mo.

==============================================================================

******************************
VIII. S N I P E R   R I F L E
******************************

What shooting game would be complete without a Sniper Rifle. Although there 
are not too many places to use it, but then you also don't have too much ammo
for it anyway.

ASCII Representation:

                                           @@@@@@@@@@@@@
                                           @@@@@@@@@@@@@
                                           @@         @@
@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@
@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@
                                                 @@@@@@@@@@@@@@@@@@@@@@@@@@@@
                                                      @@@@@@@@@@@@@@@@@@@@@@@
                                                            @@@@@@@@@@@@@@@@@
                                                                  @@@@@@@@@@@
                                                                        @@@@@
                                                                            @

Clip capacity   : 5

Max ammo        : 20

Ammo type       : Sniper rifle ammo

Range           : very long

Rof             : slow

Shoot dodge     : No

Description: A sniper rifle, with a long barrel and a scope.

Use: Of course this is used to snipe people far away from you. Use the 'Use' 
key to activate the Zoom feature of the Sniper Rifle, and keep it pressed to 
zoom further. The coolest thing about this is the 'Bullet Cam', which is 
activated when you successfully shoot a target. 

Found: Part 2, Chapter 3. I think you find it next to the note saying 'Mayor'.

Notes: This is my favorite Sniper Rifle in the game. Hey wait! This is the 
only one. ^_^

==============================================================================

**********************************************************
IX. V E R S I O N   H I S T O R Y   A N D   C R E D I T S
**********************************************************

------------------
1. Version History
------------------

Version 1.0 :
-------------
- July 21, 2003
- The FAQ is born.
- July 24, 2003

Version 1.1 :
-------------
- July 26, 2003
- Updated the copyright.
- Added Reader Contributions.

Version 1.2 :
-------------
- Oct 03, 2003
- Added some more reader's contributions.

Version 1.3 :
-------------
- July 05, 2004
- Updated the copyright.
- Added Reader Contributions. 

To be added :
-------------
- some little missing info.
- Tips and Tricks.
- Reader contributions.

----------
2. Credits
----------

Thanks to :-
---------
God       : for everything
My family : for being my family
My PC     : for being my PC
Remedy    : for developing Max Payne
3dRealms  : for publishing Max Payne
Gamefaqs  : for being the reason I wrote this guide
CJayC     : for being the reason this guide is up
You       : for taking time to read what I wrote

Special Thanks to :-
-----------------
Scott "CyricZ" Zdankiewicz : for letting me use the format of his Hitman 2 : 
Silent Assassin (PC) Weapons Guide.

Panda : for his Max Payne (PC) FAQ which helped me a lot in beating this game.
Also, I think I may have used some terms which were used in his guide, as I 
formed the first impression of the game by reading his guide. I hope you don't
mind it, Panda.

Reader Contributions Credits :-
----------------------------
"Cybiolink8000 ..." <cybiolink8000@hotmail.com>
- for the 'first found' info about Jackhammer.

"Joshua Overmiller" <joverm1@gl.umbc.edu>
- for pointing out another use of the grenade.

"NeoSquid2" <NeoSquid2@aol.com>
- for the info on automatics.

"Chad Nash" <caine1900@hotmail.com> 
- for the info on automatics.

"Stephen Rintoul" <SRintoul@nc.rr.com> 
- for the info on automatics and the great ASCII, which unfortunately could 
  not be include.

"Will Russell" <BronzeFish609@msn.com> 
- for the info on automatics.

"Ray" <rac@sympatico.ca>
- for the detailed info on automatics, and for liking my FAQ.

"Mo Niehaus" <mjniehaus@comcast.net>
- for the 'first found' info on Ingram.

Note: If you had sent me some contributions, and they are not included here,
or if I failed to give you the credit, do notify me before filing a case 
against me in a court ^_^.

==============================================================================

*******************************************************
X. C O P Y R I G H T   A N D   C O N T A C T   I N F O
*******************************************************

-------------
1.  COPYRIGHT
-------------

All the contents of this document belongs to the author and may not be 
reproduced in any form without his written permission. Any part of the
document may not be changed or copied and used in any form. It can be 
printed but for your own reading only, and can not be used for profit. 
It has been written by me based on my personal experience, except where 
otherwise noted.

This guide can be hosted by the following sites only -

GameFAQs     : http://www.gamefaqs.com/
IGN FAQ's    : http://faqs.ign.com/
My Home page : http://www32.brinkster.com/jb003/

The most recent version can always be found at Gamefaqs.com
If you find this guide at any other site, please inform the author.
If you want to host this guide at your site, request me and I will let you.

Copyright 2003-04 Jatin Bhatia. All rights reserved.

All trademarks and copyrights contained in this document are owned by their
respective trademark and copyright holders.

---------------
2. Contact Info
---------------

E-mail     :  jb_003_india[at]yahoo[dot]com
AIM        :  jatin003
Gfaqs name :  jatin
Home Page  :  www32.brinkster.com/jb003

Read the following before sending me an E-mail :

DO
--
1. Send me any addition/correction/suggestion/comment.
2. Send me a mail if you want to host this guide.
3. Send me any question regarding the game/guide you may have.
4. Include something like "Max Payne Weapons guide" in the subject.

Don't
-----
1. Send me Spam/hate mail/chain mail/stupid mail.
2. Send me anything already in this guide.
3. Send me stupid "I am gonna kill you" mail saying how bad this guide is. 
4. Send me mail which I can't even understand. Make it clear.

Also, I don't check my E-mail often, so I may take some time in replying to 
any questions.

==============================================================================

About this document :-
-------------------
Version     : 1.3
Size        : 39 KB
Lines       : 1128
Columns     : 79
Font style  : Courier New
Font size   : 10
Text Editor : Metapad

==============================================================================
Written By :-
----------
         _________        _________  _____  
             |       /\       |        |     |\   |
             |      /__\      |        |     | \  |
           \ |     /    \     |        |     |  \ |
            \|    /      \    |      __|__   |   \|

This is my sixth FAQ, and my first in-depth FAQ. You can (if you want to) see 
the other FAQ's written by me on Gamefaqs at :

http://www.gamefaqs.com/features/recognition/37701.html

==============================================================================

"If you don't like it, don't read it" -Jatin Bhatia.

That's all folks.

-EOF-

|     \  /     |     /     \     \   \    /   /
|      \/      |    /  / \  \     \   \  /   /
|              |   |  /___\  |     \   \/   /
|              |   |   ___   |      \      /
|     |\/|     |   |  |   |  |      /      \
|     |  |     |   |  |   |  |     /   /\   \
|     |  |     |   |  |   |  |    /   /  \   \
|_____|  |_____|   |__|   |__|   /___/    \___\

 ___________       _____    ____    ____   ____     ____    ________
|   ______  \     /     \   \   \  /   /  |    \   |    |  |        |
|  |      \  |   /  / \  \   \   \/   /   |     \  |    |  |  ______|
|  |       | |  |  /___\  |   \      /    |      \ |    |  | |______
|  |______/  |  |   ___   |    \    /     |       \|    |  |        |
|   ________/   |  |   |  |     \  /      |    |\       |  |  ______|
|  |            |  |   |  |     |  |      |    | \      |  | |______
|  |            |  |   |  |     |  |      |    |  \     |  |        |
|__|            |__|   |__|     |__|      |____|   \____|  |________|


                             __________
                            /          \          The
                           /            \         Fall
                          |      __      |        of
                          |     |  |     |        Max Payne
                          |_____|  |     |
                                  /     /
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                          |              |
                          |______________| 


Weapons Guide

Invisible Assassin
invisibleassassin@gmail.com

Max Payne 2: The Fall of Max Payne
Developed by: Remedy Entertainment
Publisher: Rockstar Games


  _____________________________________
 /*         Table Of Contents         *\
|_______________________________________|

1.  Version History
2.  Introduction
3.  Secondary Weapons
4.  Pistols
5.  Shotguns
6.  Sub-Machine Guns
7.  Assualt Rifles
8.  Sniper Rifles
9.  Tips and Tricks
10. Closing Statements


  _____________________________________
 /*          Version History          *\
|_______________________________________|


June 28, 2004- Started this guide. I got the Title and TOC done, as well as 
               the version history for the day. 

July 1, 2004-  Secondary Weapons are finished.

July 2, 2004-  Completed guide. Will add more details when data is collected.

October 9, 2004- Bah, sorry for taking long. I totally forgot. Fix a few 
                 errors.




  ____________________________________
 /*           Introduction           *\
|______________________________________|

Hello, and welcome to my Max Payne 2: The Fall of Max Payne (hereby refered to
as Max Payne 2) Weapons Guide, where I will explain the details of each weapon.
First I would like to remind you all to email me with any questions, concerns 
and problems, and I will respond promptly. I guarantee it. For a faster 
response, you have my permission to add me to your MSN list. If you would like 
to use this Guide on your site, contact me. I won't say no, but I would like to
to know where it is being used. If you would like to email me with any comments,
suggestions, problems or corrections, I will be more than happy to respond to 
your demands and include credits towards you.


  _____________________________________
 /*         Secondary Weapons         *\
|_______________________________________|

Grenades
Accuracy:    N/A
Fire Rate:   N/A
Range:       N/A

These are your basic grenades. You hold down the Fire Button to get it ready,
adjust your trajectory and let loose. The accuracy all depends on yur judgement
of trajectory and there is no Fire Rate, but there is a fair period of time 
between grenades which you should fill in with your you primary weapon's fire.
The grenades, after thrown, take some time to explode, but when they do, it 
causes some great damage and will instantly detonate any explosives nearby, 
including bullets! Advanced users can rebound grandes off of walls to reach 
some great spots.


Molotovs
Accuracy:    N/A
Fire Rate:   N/A
Range:       N/A

A liquor bottle with a burning rag. Like the grenades, except they instantly 
explode upon impact and cannot rebound off of any surface whatsoever. When they
explode, they spread fire around the impact in a short radius and remains for a
few seconds. Advanced users can use this to make traps for any enemies, which 
is guaranteed hilarity.


Melee Attack

Accuracy:    N/A
Fire Rate:   N/A
Range:       Extremely Close

This is basically what you think it is. You whack the guy with your primary 
weapon so that he can feel the pain from the butt of your gun. You can hit the
guy from any angle but it will never hit when your crosshairs are, well at 
least it seems that way for me. This attack does pretty good damage, but it 
will take about 2 hits to kill someone.


 _____________________________________
 /*              Pistols              *\
|_______________________________________|

(Dual) Desert Eagle(s)

Accuracy:    ****
Fire Rate:   **
Range:       

The pistol's answer to the sniper rifle. It has amazing accuracy for a pistol, 
but still doesn't have the best accuracy in the world, and because it is a 
variation of the magnum, it does amazing damage, but it will still require 
about 2 hits to bring down someone. The only drawback to this gun is that it 
has a slow rate of fire, and should not be used if there are more than 3 people
 around you. When weilding 2 Deagles, accuracy is somewhat reduced but fire 
rate is evened out over 2 guns.


(Dual) 9mm(s)

Accuracy:    ***
Fire Rate:   ***
Range:       Close-Medium

Your basic weapon of the game, and it does it's job quite well. It does it's 
job at close-medium range and has a decent rate of fire. Coupled with 
bullettime, it will make for a quick bringer of death if used correctly. It has
decent damage and will require at least 3 hits to kill and the fire rate is go
od enough to take out any given enemy while sustaining no damage. When weilding
two, accuracy is slightly reduced, but fire rated is quickened as a result of 
two guns.


  ______________________________________
 /*              Shotguns              *\
|________________________________________|

Striker

Accuracy:    *
Fire Rate:   **
Range:       Close

The autmoatic shotgun of the game, it does what any other shotgun would do; rip
the guy apart. At close range, this will send bodies flying, and at medium will
damage them severely. At long range, however, this gun will do next to nothing.
It has the accuracy of almost all shotguns. At long range, you would be lucky 
if it hit your target. The fire rate matches the Deagle but you would be safer 
with the Striker because it kills quite quickly and will hit more than one 
person most of the time.


Pump-Action Shotgun

Accuracy:    *
Fire Rate:   *
Range:       Close-Medium

The pump-action shotgun is the shotgun you see in most games. It holds a small 
amount of shells, that require pumping after each shot. This shotgun has the 
best accuracy out of the three since it's medium range is pretty accurate but 
it also has the worst fire rate. It's close range will kill instantly and the 
medium will severly hurt most of the time. Even it's long range will do some 
damage, but still not much.


Sawed-Off Shotgun

Accuracy:    *
Fire Rate:   ****
Range:       Close

The only shotgun which can be used one handed, it is easily the worst of the 
three shotguns. It's accuracy is horrible. At close range, it will hit, but 
at medium and long ranges, you would be lucky to hit anywhere near the target. 
It does have the fastest fire rate out of the shotguns and one of the fastest 
fire rates in the game, but this comes at a cost. It can only hold 2 shells at
 a time. There is almost no need for such a fast fire rate. One hit would kill
 someone at close range and attempting to fire both shots at a target at medium
 or long range will do next to nothing. The one thing this shotgun is good for
 is ripping people apart at close range, so use it indoors, preferrably in hall
ways. Heh, I happened to find an interesting glitch. You can get 3 shots off 
with this gun. If you fire one shot, then go into a Shootdodge, you can shoot 
twice! Sweetness! 3 shots!


  ______________________________________
 /*          Sub-machine Guns          *\
|________________________________________|

MP5

Accuracy:    ****
Fire Rate:   ****
Range:       Medium-Long

The standard sub-machine gun of most security companies, police organizations  
S.W.A.T. teams, etc. It has good accuracy and good fire rate and does a constan
t amount of damage. As a bonus, the MP5 in Max Payne 2 comes with a scope to 
snipe with! It would have gotten 5 stars for accuracy but the bullets hit on 
and around the reticle, so that it makes a flower type design but do not let 
that ruin it for you because the accuracy is still great. The fire rate is good
 enough to waste a group full of bad guys before they know what happens. It 
will do the same amount of damage at any range, which is a good thing.


(Dual) Ingram(s)

Accuracy:    **
Fire Rate:   *****
Range:       Close-Medium

What shooter would be complete without a variation of the Uzi 9mm? This gun has 
pretty bad accuracy, but when a gun shoots this fast, who cares? You can easily
waste a group of guys at medium range with this gun. This gun will hit at long
range but will require you to shoot a lot more bullets before you kill one guy.
However, if it was a group, they would all be dead. With Dual Ingrams, 
accuracy is reduced, but 2x the already insane fire rate! Couple this with 
bullettime at close or medium range and you will waste everybody really 
quickly. You can use this gun at long range if you want but it won't have as 
good of an effect.


  ____________________________________
 /*          Assault Rifles          *\
|______________________________________|

M4

Accuracy:    *****
Fire Rate:   ****
Range:       Medium-Long

I bet you can't name one present day shooter that has come out within the past 
year that doesnt have this gun? You can't, because there is none. Every present
day shooter has this gun because it is simply one of the best guns in the 
world. In Max Payne 2, it has the accuracy of a sniper rifle, it will hit the 
reticle without fail, so don't be afraid to snipe with it. It's fire rate is 
great too. It's bullets are powerful and will almost always kill within 2 shots
and you can kill an entire group before they can shoot. The only problem I 
have with this gun is that it is too accurate. Sometimes, you can't get your re
ticle to your target fast enough, so they might hit you while youre struggling 
to get your reticle on the target. This all depends on preference, but most 
seem to like the Kalashnikov more.


Kalashnikov

Accuracy:    ****
Fire Rate:   ****
Range:       Medium-Long

You can't name too many present day shooters without a variation of the AK 
either. Best gun in the game for most. It has a fire rate to match the M4 and
the MP5, but it doesn't have the best accuracy. Hell, even the MP5 has better 
accuracy, but thats what makes this gun so good. It has the perfect blend of a
accuracy for a gun. Not too accurate so that you can only pick off one guy at a 
time, and not inaccurate enough to hit nobody. This gun will spray bullets 
around the reticle, but only far enough so that all bullets will hit the person
if you are aiming at them. If you can't get your reticle to your target in 
time, no problem, a bullet or two will stray of from the reticle to hit your 
target and possiible delaying his shot. You could probably even use this gun 
to snipe with but it won't hit exactly. This gun also features some pretty high
powered bullets, since ive plastered a guy to the ceiling more than once with
this gun.


  ___________________________________
 /*          Sniper Rifles          *\
|_____________________________________|

Dragunov

Accuracy:    ****
Fire Rate:   ***
Range:       Long

The worst sniper of the two. It's not even as accurate as a sniper rifle should
be. It has the accuracy to match the MP5, but at least it has a decent fire 
rate for a sniper rifle. Only Mona gets to use this gun, so Max is saved the 
trouble of using this cheap excuse for a sniper. It only has one level of zoom 
as well so that makes it even more frustrating to use.


Sniper Rifle

Accuracy:    *****
Fire Rate:   *
Range:       Long

This is the best sniper rifle in the game. It has amazing accuracy and multiple
levels of zoom. It zooms in twice as far as the Dragunov. It has the worst 
fire rate in the game, but it shouldn't be too much of a problem, since one 
shot is ususally all it takes to kill someone.


  ___________________________________
 /*          Tips & Tricks          *\
|_____________________________________|


Bullettime

Always use bullettime, since it infinite after all. In any firefight, if you 
don't want to be hit, use bullettime, and fire away. If you ever run out, run 
for cover and wait until it recharges.


Shootdodging

This is when you leap away from your position in bullettime, but you don't 
actually use any. This can be used to dodgebullets, or get behind cover quickly
in case you run out of bullettime. It's also usefulto get close to you enemy 
if you want to blast him with your shotgun.


Cover

Allways use your cover wisely. if you are taking on 5 guys, get behind cover 
and occasionally emerge in bullettime to shoot back. If done properly, you 
won't sustain any damage and you would have killed all your enemies.


Accuracy

With guns, like the Mp5 or M4, with a lot of accuracy, you must be exact so it 
will take you a bit longer to kill someone, while with other guns, like the 
Ingram or Kalashnikov, you don't have to be as exact, and can therefore kill 
a lot faster.


  ____________________________________
 /*        Closing Statements        *\
|______________________________________|

Thanks to:

Remedy for making this game
Rockstar for publishing
El Greco for reviewing this guide
Omikaru for previewing this guide
GameFAQs for hosting this guide

People who can use this guide thus far:

GameFAQs.com
Gamespot.com
IGN.com
neoseeker.com
dlh.net

This guide is Copyright (2004) to Invisible Assassin
You have permission to print this guide as long as credit is given to me. 
Do not plagiarize please. I have worked hard on this guide and I would not 
like it to be passed off as somebody else's.

Location Damage Multipliers

Headshots do 300% damage

Body Armor shots do 40% damage

Arm and Leg shots do 50% damage

Melee

Damage: ~25

Grenade

Damage: 70+

Max Ammo: 10

Molotov Cocktail

Damage: 150+

Max Ammo: 10

9mm Pistol

Damage: 17

Penetration: 20%

Rate of Fire: 4 (240 rpm)

Bullet Spread: 100

Clip Size: 16

Max Ammo: 160

Dual 9mm Pistols

Damage: 17

Penetration: 20%

Rate of Fire: 4 (240 rpm x 2)

Bullet Spread: 150

Clip Size: 16

Max Ammo: 160

Desert Eagle

Damage: 41

Penetration: 30%

Rate of Fire: 3 (180 rpm)

Bullet Spread: 25

Clip Size: 10

Max Ammo: 100

Dual Desert Eagles

Damage: 41

Penetration: 30%

Rate of Fire: 3 (180 rpm x 2)

Bullet Spread: 250

Clip Size: 10

Max Ammo: 100

Pump-Action Shotgun

Damage: 9 x 9

Penetration: 15%

Rate of Fire: 1.5 (90 rpm)

Bullet Spread: 300

Clip Size: 7

Max Ammo: 140

Sawed-Off Shotgun

Damage: 9 x 9

Penetration: 15%

Rate of Fire: 4 (240 rpm)

Bullet Spread: 500

Clip Size: 2

Max Ammo: 140

Striker

Damage: 9

Penetration: 15%

Rate of Fire: 3 (180 rpm)

Bullet Spread: 350

Clip Size: 10

Max Ammo: 200

Ingram

Damage: 12

Penetration: 15%

Rate of Fire: 9 (960 rpm)

Bullet Spread: 250

Clip Size: 32

Max Ammo: 320

Dual Ingrams

Damage: 12

Penetration: 15%

Rate of Fire: 9 (960 rpm x 2)

Bullet Spread: 375

Clip Size: 32

Max Ammo: 320

MP5

Damage: 23

Penetration: 15%

Rate of Fire: 8 (480 rpm)

Bullet Spread: 33

Clip Size: 30

Max Ammo: 300

Kalashnikov

Damage: 31

Penetration: 40%

Rate of Fire: 7 (420 rpm)

Bullet Spread: 75

Clip Size: 30

Max Ammo: 300

M4 Carbine

Damage: 29

Penetration: 80%

Rate of Fire: 6 (360 rpm)

Bullet Spread: 14

Clip Size: 30

Max Ammo: 300

Sniper Rifle

Damage: 71

Penetration: 80%

Rate of Fire: 1.1 (66 rpm)

Bullet Spread: 10

Clip Size: 5

Max Ammo: 50

Dragunov

Damage: 66

Penetration: 70%

Rate of Fire: 2 (120 rpm)

Bullet Spread: 17

Clip Size: 10

Max Ammo: 100

Mafioso

Health: 50

Body Armor: No

Skill Level: 1

Common Weapons: 9mm Pistol, Desert Eagle, Sawed-Off Shotgun, Pump-Action Shotgun, Ingram

Rare Weapons: Kalashnikov, MP5

Russian

Health: 60

Body Armor: No

Skill Level: 3

Common Weapons: Kalashnikov, Pump-Action Shotgun, Ingram

Other Weapons: 9mm Pistol, Desert Eagle, Sawed-Off Shotgun, MP5

Rare Weapons: M4 Carbine

Cleaner

Health: 50

Body Armor: No

Skill Level: 1

Common Weapons: 9mm Pistol, Desert Eagle, Pump-Action Shotgun, Sawed-Off Shotgun, Ingram

Other Weapons: Kalashnikov

Rare Weapons: M4 Carbine

Cleaner Boss

Health: 55

Body Armor: No

Skill Level: 2

Common Weapons: Kalashnikov, Ingram, Pump-Action Shotgun, 9mm Pistol, Desert Eagle, M4 Carbine

Semi Cleaner

Health: 60

Body Armor: Yes

Skill Level: 3

Common Weapons: Kalashnikov, Ingram, Pump-Action Shotgun

Other Weapons: 9mm Pistol, Desert Eagle, M4 Carbine

Rare Weapons: Striker

Black Ops

Health: 60

Body Armor: Yes

Skill Level: 4

Common Weapons: Kalashnikov, M4 Carbine, MP5, Pump-Action Shotgun, Ingram

Other Weapons: 9mm Pistol, Desert Eagle

Rare Weapons: Striker

Black Ops Boss

Health: 65

Body Armor: Yes

Skill Level: 5

Common Weapons: Kalashnikov, MP5

Other Weapons: Desert Eagle, Ingram

Notes:

- May sometimes wear a ballistic helmet that protects from headshots.

Bodyguard

Health: 60

Body Armor: No

Skill Level: 3

Common Weapons: M4 Carbine

Other Weapons: Kalashnikov, MP5, Ingram

Kaufman

Health: 140

Body Armor: Yes

Skill Level: 5

Primary Weapon: Dual Ingrams

Notes:

- Does not take extra damage from headshots (though headshots do count as unarmored hits).

- Cannot be locked onto with auto-aim.

Mike

Health: ~140

Body Armor: No

Skill Level: 3

Primary Weapon (Ally): Kalashnikov

Primary Weapon (Enemy): Dual Ingrams

Vladimir Lem

Health: 200

Body Armor: No

Skill Level: 3

Primary Weapon: M4 Carbine

Secondary Weapon: Molotov Cocktails

Notes:

- Does not take extra damage from headshots.

- Cannot be locked onto with auto-aim.

Weapons[]

Melee Weapons

Baseball Bat

Probably an 18 weight professional league Louisville Slugger, the baseball bat can be used for close combat and as a default weapon when ammo is low. It's quick and useful. It's also handy for bashing in locks and cleaning out shelves as you search for ammo, items, and miscellaneous stuff.

Lead Pipe

Like a weaker version of the bat. You only have it for the first act.

Handguns

Beretta

Your default weapon, you will almost never run out of ammo for this. Your best friend in Fugitive mode, as you can take out most enemies with 3-4 shots. Nice rate of fire, but nothing compared to the dual Berettas. Much like a Glock, the Beretta holds 18 rounds in the magazine and 144 rounds in reserve giving you a total of 168 rounds, so you most likely won't run out in the middle of a fight. Dual Berettas

Dual Berettas

Consumes twice the ammo, shoots twice as fast, and doubled magazine capicatcy, holding 36 rounds with 126 rounds in reserve The second fastest weapons in the game, they definitely have a lot more ammo than the Ingrams. Once you get two, never go back to one.

Desert Eagle

A powerful magnum. Ammo isn't very common, but your main problem will be the fact that you can only hold 48 rounds at a time 12 in the magazine and 36 in reserve. That means even if you do find a whole bunch of ammo, you won't be able to carry much. It deals twice the damage of the Beretta, but fires much more slowly. All in all, it's a good weapon, but there are better ones in the game.

Shotguns

Pump-Action Shotgun

The staple of the game. You will be using this one throughout almost all of Act One, and through most of Act Two. It carries 7 shells in the tube and 73 shells in reserve, the damage is the equivalent to 5 Beretta rounds; at close to mid range the shotgun's blast can destroy the enemy in a instant beyond that you'll need two shots at mid to long range and long to extreme range you'll need three to four shots. This is a effective weapon to use with Bullet Time, as you can dodge diagonally forward and counterattack at close range with a nice blast. Also, it's the only weapon where you don't get screwed if you're shot while reloading. The shotgun also has ammo lying around in pretty much every part of the game?

Sawed-Off Shotgun

The little brother of the pump-action, the sawed-off only holds two rounds, seriously reducing its usefulness. However, it has a very high rate of fire (ROF), and deals even more damage than the pump-action, so it still has some worth.

Jackhammer

The Jackhammer holds 12 rounds in the drum magazine and 156 in reserve, and can empty it's magazine in six seconds, so burst firing is recommended. it may deals less damage per shot than the other shotguns, but hey, since it only fires out four mini-slugs (as opposed to pellets like the other two), it's deadly at long range too. This is probably the best weapon to use in Bullet Time, hands down.

Automatic Weapons (4)

Ingram

A German-made submachine gun, this little guy is essentially a German Micro-Uzi. Much befitting the German engineering process, it's smaller, holds a bigger clip, and is more efficient than the Uzi as well. Nice. The only problem is, you can only hold 6 clips (not counting the one in the gun) at a time. That's 300 bullets total; this may seem like a lot, but the Ingram chews up ammo like no other.

Dual Ingrams

Twice the fun! Stare in wonder at the insane ROF! Behold as your enemies are reduced to puppy chow! Weep uncontrollably as you run out of ammo in 5 seconds and get plugged while spending an eternity reloading the *%$&#@^ things! Other than that, these things are the most deadly weapons in the game. Just don't use em for anything but bosses, unless you use console commands.

Colt Commando

Not a magnum, but rather an extremely cool combat rifle. It may not have a very fast ROF (About ? the speed of the Dual Berettas, actually), but it does deal a whole bunch of damage with each hit. Add in the almost perfect accuracy and the abundant ammo in Act Three, and you've got yourself the second best weapon in the game.

Explosives (5)

Molotov Cocktails

Little brown bottles with a name!! What more could you want? Not the best weapon in the game, but certainly one of the most fun. Also, Max seems to have an impeccable throwing arm (in bullet time), so take advantage of that and Bullet Time with these guys for a bit of fun.

Grenades

Actually a better weapon than the Molotovs, as these can be bounced around corners and into cover, but make sure you're out of the radius of the shrapnel. They pack quite a punch, but still, don't be surprised if one doesn't kill a room full of guys. If you want that kind of destruction, then grab the

M79

This a grenade launcher first used in the Vietnam War and is still in use today, Despite the grenades do not bounce it can take out a whole squad of gangsters  in one shot. Unfortunately, ammo is super-rare for this one, so save it for when you need it. Also, it's good for knocking down communication towers, and for bringing people to a stop, even if there's no stoppin' him, use console commands to give it and the Colt Commando infinite ammo, and Max Payne'll  go all Duke Nukem with the infinite ammo M79

The Sniper Rifle

Sniper Rifle

Very, very fun. This thing isn't crucial to the game as a whole, and won't help you in your close encounters, but it's still great for pegging irritating thugs and guys who you don't want to get close to. It also should provide the upper hand against a certain cadre of M79-happy security guards? It also may come in handy at the end.

- Weapon FAQ by Celedux -

FAQ Information:

Alright, just a quick message before I jump into this FAQ. This one's just an in-depth look at all the weapons, with all of their stats, and other various informations. I'm a huge Max Payne fan, so I plan on doing more FAQ's on his games in the future.I'm starting off with one that's a little more straightforward, so enjoy!

As far as legal information goes, this FAQ is (c) Celedux, I wrote it, so I give the permission to which sites may use it. At this time, the only site allowed to use it is faqs.ign.com.

Oh yeah, and:


9.25.04 - Various Editings, second version, not much added, copyright stuff. 7.11.04 - Made changes to the M4 Carbine information



==================================== Weapons in Order of Appearance: ==================================== 1. Handguns ..1a. 9mm Pistol ..1b. Desert Eagle

2. Shotguns ..2a. Striker ..2b. Pump-Action Shotgun ..2c. Sawed-Off Shotgun

3. Sub-Machine Guns (SMG's) ..3a. MP5 ..3b. Ingram

4. Assault Rifles/Machine Guns ..4a. M4 Carbine ..4b. Kalashnikov

5. Long-Range (Sniper) Rifles ..5a. Dragunov ..5b. Sniper Rifle

6. Hand-thrown Weapons ..6a. Grenade ..6b. Molotov Cocktail


------------------------------------------------------------------------------


Top

Handguns is really just another name for a pistol. They are very effective at close range, have a fairly high rate of fire, depending on how fast you can tap the button! Handguns are not the best tool against large groups of enemies at first, since they require more aiming. I say, use pistols for situations at close-to-medium-range, against fewer than 3 enemies. Once you get good at aiming with them, use them whenever you want. Now, I use Desert Eagles almost all the time, just for the challenge of taking out groups of enemies quickly with single-shot weapons.

9mm Pistol

Capacity: 16 Rounds

Rate of Fire: Medium, depending on speed of clicking/button mashing

Description: The pistol is a very reliable weapon. With two of these bad boys, you can deal some serious damage, even against small groups of enemies, and sometimes larger, depending on your skill. Always good as a backup, if you run out of ammo for something else, have these to rely on. This is the most basic gun in the game, and is common early on.


Desert Eagle

Capacity: 10 Rounds

Rate of Fire: Slow, though a medium rate of fire can be achieved by fast clicking

Description: This is my favorite gun in the game. It deals some heavy damage, more than the 9mm, though it has a reduced clip size, the tradeoff is well worth it. Just like the 9mm, you can hold two at a time, so you deal double the death. I don't recommend this for those who are more of a Rookie to manual aiming, but those veterans, who are skilled with the crosshair will absolutely love this gun. It's a good challenge to go through most of the game using solely Desert Eagles, wherever possible.


Top

The shotgun is famous for being a real killer at close range, tearing groups of enemies to shreds, however having it's funcitonality decrease immensely as range increases. This holds true for Max Payne 2. The 3 shotguns in this game, in most others, fire a spray of shells/bullets in various directions, dealing severe damage to whomever is unlucky enough to be struck. Keep these guns for close range fighting only. Long-range is just a waste of ammo.


Striker

Capacity: 10 Rounds

Rate of Fire: Fast

Description: This gun truly is a powerhouse. It fires out huge blasts, lots of shells, wide spray range, and to boot, it has automatic fire. This gun can take out huge groups of enemies very quickly, and with it being so strong, if you're in Bullet Time, you can see the enemies get some pretty sweet blowbacks from this. As with all shotguns, be sure you are close enough to use it properly, also, beware of enemies who wield this weapon.


Pump-Action Shotgun

Capacity: 7 Rounds

Rate of Fire: Medium - Fairly slow, but consistant

Description: The Pump-Action shottie is the basic shotgun that you see in pretty much every shooting game. It's strong, and packs a good punch at close range. This one shoots out a smaller blast than the other two, so make sure to be at a nice close range. I use this one a lot for close-quarters, indoor fights.


Sawed-Off Shotgun

Capacity: 2 Rounds

Rate of Fire: Very Fast

Description: The Sawed-Off shotgun is a very unique gun. At it's core, it's a double- barreled shotgun, and it can really throw down some thunder. The key to it is using it properly. If there are a couple close enemie nearby that pose a threat, this weapon is perfect. Rail off the two rounds very quickly, then take cover to reload, if that's even necessary. A bad time to use it would be in a room where there are enemies in various areas. You'd take out one or two men, then have to reload, over and over. That's the challenge, there is extremely frequent reloading. But still, enjoy this weapon. The two shots are quick, the reload is quick as well, so use it whenever you feel comfortable.


Top


MP5

Capacity: 30 Rounds

Rate of Fire: Very Fast

Description: An excellent gun for practically every combat situation. It has a high rate of fire, packs a strong punch, and comes with a fixed scope. You can take out a lot of enemies very quickly just by "spraying" them with bullets, but I find several quick, well-aimed MP5 shots to the head can take down a group much faster.


Ingram

Capacity: 32 Rounds

Rate of Fire: Extremely Fast

Description: The Ingram is the classic SMG-style of gun, the old Uzi shape. With a large clip, and an insane rate of fire, this gun is especially good for clearing out large groups of enemies quickly. With Dual Ingrams, you can waste a group of baddies in a matter of seconds. It isn't the most accurate gun, so the "spraying" technique works as good as any with the Ingram. Just watch your ammo, you can use it up very quickly.


Top


M4 Carbine

Capacity: 30 Rounds

Rate of Fire: Fast

Description: The M4 is a good, solid, strong assault rifle. It packs a good punch on enemies, and has a high rate of fire, making it a good choice in a variety of firefight situations. The ammo for this gun is not extremely plentiful throughout the game, so I suggest using it somewhat sparingly, aiming for headshots as much as possible, since this gun will floor an enemy in one head shot, no problem.


Kalashnikov

Capacity: 30 Rounds

Rate of Fire: Fast

Description: The Kalashnikov is the Max Payne version of the world-famous AK Rifle, and it is a very useful tool in the game. The gun is powerful, it has a high rate of fire, and it reloads very quickly. I found myself wanting to use Kalashnikov in many firefights throughout the game, because I found it to be the easiest to use in order to come out on top. I recommend it greatly for newer players, it makes some tougher battles much easier.


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Dragunov

Capacity: 10 Rounds

Rate of Fire: Slow

Description: The Dragunov is first introduced tom you in the mission where you play as Mona Sax in the construction site, and you'll become an instant fan soonafter. The Dragunov is a powerful gun, with a slow rate of fire, though fast compared with other long-range rifles. It also has a nice-distanced scope, however it is fixed, and unadjustable. This is always my sniper rifle of choice, it's helped me out in many missions, and has taken out many an enemy. Recommended for everyone, because it has low sway due to heavy weight.


Sniper Rifle

Capacity: 5 Rounds

Rate of Fire: Slow

Description: This is the standard issue sniper rifle you see in many games. Slow-ish rate of fire, but it really packs a punch. Many enemies can be taken out with one good shot, even to the torso. The advantage this gun holds over the Dragunov is the adjustable scope, for both your short and long-range sniping needs.


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Grenade

Capacity: 10 Grenades

Rate of Throw: Slow-Medium

Description: Grenades. You know them, you love them. There isn't a lot to say about them, since they are so well known and used. Either way, grenades are used mainly to cause some serious mayhem with groups of enemies, or even single enemies. They are usually fatal, depending on how close your throw is, and they are put to best use in clearing a group of enemies to easier-to-handle numbers. The grenade will explode a few seconds after the pin is pulled, so you'll have some time to aim them, and to get out of the way!


Molotov Cocktails

Capacity: 10 Cocktails

Rate of Throw: Slow-Medium

Description: The Molotov Cocktail is a very cool weapon. It's a bottle, with a cloth in the top, and it is filled with some form or another of a highly flammable and explosive liquid. When it makes impact with an object, it explodes in a great cloud of fire. Be sure to remain clear of this, as it has a fairly large range, and can harm you. As with grenades, use this to take out groups of enemies, though the fire doesn't always kill them, so use it as a distractor. Set them on fire with it, then as they run to put out the flames, shoot them. Done and done.



That's the end of that. Not much to say here, since it was indeed a fairly short FAQ. In any case, I hope you'll continue to read my work, and.. I'll see you next time!

- Cel


"I hear she is a stone cold fox." What would you do? I know what Vlad would do.

Location Damage Multipliers

Headshots do 300% damage

Body Armor shots do 40% damage

Arm and Leg shots do 50% damage

Melee

Damage: ~25

Grenade

Damage: 70+

Max Ammo: 10

Molotov Cocktail

Damage: 150+

Max Ammo: 10

9mm Pistol

Damage: 17

Penetration: 20%

Rate of Fire: 4 (240 rpm)

Bullet Spread: 100

Clip Size: 16

Max Ammo: 160

Dual 9mm Pistols

Damage: 17

Penetration: 20%

Rate of Fire: 4 (240 rpm x 2)

Bullet Spread: 150

Clip Size: 16

Max Ammo: 160

Desert Eagle

Damage: 41

Penetration: 30%

Rate of Fire: 3 (180 rpm)

Bullet Spread: 25

Clip Size: 10

Max Ammo: 100

Dual Desert Eagles

Damage: 41

Penetration: 30%

Rate of Fire: 3 (180 rpm x 2)

Bullet Spread: 250

Clip Size: 10

Max Ammo: 100

Pump-Action Shotgun

Damage: 9 x 9

Penetration: 15%

Rate of Fire: 1.5 (90 rpm)

Bullet Spread: 300

Clip Size: 7

Max Ammo: 140

Sawed-Off Shotgun

Damage: 9 x 9

Penetration: 15%

Rate of Fire: 4 (240 rpm)

Bullet Spread: 500

Clip Size: 2

Max Ammo: 140

Striker

Damage: 9

Penetration: 15%

Rate of Fire: 3 (180 rpm)

Bullet Spread: 350

Clip Size: 10

Max Ammo: 200

Ingram

Damage: 12

Penetration: 15%

Rate of Fire: 9 (960 rpm)

Bullet Spread: 250

Clip Size: 32

Max Ammo: 320

Dual Ingrams

Damage: 12

Penetration: 15%

Rate of Fire: 9 (960 rpm x 2)

Bullet Spread: 375

Clip Size: 32

Max Ammo: 320

MP5

Damage: 23

Penetration: 15%

Rate of Fire: 8 (480 rpm)

Bullet Spread: 33

Clip Size: 30

Max Ammo: 300

Kalashnikov

Damage: 31

Penetration: 40%

Rate of Fire: 7 (420 rpm)

Bullet Spread: 75

Clip Size: 30

Max Ammo: 300

M4 Carbine

Damage: 29

Penetration: 80%

Rate of Fire: 6 (360 rpm)

Bullet Spread: 14

Clip Size: 30

Max Ammo: 300

Sniper Rifle

Damage: 71

Penetration: 80%

Rate of Fire: 1.1 (66 rpm)

Bullet Spread: 10

Clip Size: 5

Max Ammo: 50

Dragunov

Damage: 66

Penetration: 70%

Rate of Fire: 2 (120 rpm)

Bullet Spread: 17

Clip Size: 10

Max Ammo: 100

Mafioso

Health: 50

Body Armor: No

Skill Level: 1

Common Weapons: 9mm Pistol, Desert Eagle, Sawed-Off Shotgun, Pump-Action Shotgun, Ingram

Rare Weapons: Kalashnikov, MP5

Russian

Health: 60

Body Armor: No

Skill Level: 3

Common Weapons: Kalashnikov, Pump-Action Shotgun, Ingram

Other Weapons: 9mm Pistol, Desert Eagle, Sawed-Off Shotgun, MP5

Rare Weapons: M4 Carbine

Cleaner

Health: 50

Body Armor: No

Skill Level: 1

Common Weapons: 9mm Pistol, Desert Eagle, Pump-Action Shotgun, Sawed-Off Shotgun, Ingram

Other Weapons: Kalashnikov

Rare Weapons: M4 Carbine

Cleaner Boss

Health: 55

Body Armor: No

Skill Level: 2

Common Weapons: Kalashnikov, Ingram, Pump-Action Shotgun, 9mm Pistol, Desert Eagle, M4 Carbine

Semi Cleaner

Health: 60

Body Armor: Yes

Skill Level: 3

Common Weapons: Kalashnikov, Ingram, Pump-Action Shotgun

Other Weapons: 9mm Pistol, Desert Eagle, M4 Carbine

Rare Weapons: Striker

Black Ops

Health: 60

Body Armor: Yes

Skill Level: 4

Common Weapons: Kalashnikov, M4 Carbine, MP5, Pump-Action Shotgun, Ingram

Other Weapons: 9mm Pistol, Desert Eagle

Rare Weapons: Striker

Black Ops Boss

Health: 65

Body Armor: Yes

Skill Level: 5

Common Weapons: Kalashnikov, MP5

Other Weapons: Desert Eagle, Ingram

Notes:

- May sometimes wear a ballistic helmet that protects from headshots.

Bodyguard

Health: 60

Body Armor: No

Skill Level: 3

Common Weapons: M4 Carbine

Other Weapons: Kalashnikov, MP5, Ingram

Kaufman

Health: 140

Body Armor: Yes

Skill Level: 5

Primary Weapon: Dual Ingrams

Notes:

- Does not take extra damage from headshots (though headshots do count as unarmored hits).

- Cannot be locked onto with auto-aim.

Mike

Health: ~140

Body Armor: No

Skill Level: 3

Primary Weapon (Ally): Kalashnikov

Primary Weapon (Enemy): Dual Ingrams

Vladimir Lem

Health: 200

Body Armor: No

Skill Level: 3

Primary Weapon: M4 Carbine

Secondary Weapon: Molotov Cocktails

Notes:

- Does not take extra damage from headshots.

- Cannot be locked onto wi

Introduction

One of Max Payne 3's biggest departures from its predecessors is the introduction of a limited arsenal, in which Max is limited to the amount of weapons he can realistically carry instead of carrying a whole armory's worth of weapons in his jacket. This makes picking your weapons before getting into a fight a lot more important. Since I enjoy planning ahead (in video games, not in real life) and am a massive ♥♥♥♥♥♥♥ dork, I ended up writing a whole guide on weapon selection.

The guide will be sorted depending on in which chapter the weapon first appears. So the PT92 will appear under chapter 1, the Micro 9mm will appear under chapter 2, and so on.

Most of the images, as well as some tidbits of information, are taken from Maksus' beginner's guide, which is a far better resource if you want general gameplay tips. Go read it here

Updates:

06/07/2025: Edited a bit out of the FAL description after realizing that it wasn't that much bigger than your typical intermediate cartridge rifle. Oops.

29/8/2020: Added the FMP G3S after finally getting to take it for a spin. Also edited a few parts.

14/12/2020: Added random tips and edited some parts again.

The Rating System

Yep, this guide has a rating system.

This will rate every weapon on a 1 to 5 scale on Effective Range, Magazine Size, Rate of Fire, Damage, and General Usefulness.

Do note that these ratings align with my own opinion and playstyle, so take them with a grain of salt. Or a whole shaker's worth, if you need to.

Effective Range

A measure of the distance within which you are likely to get kills without unnecessary ammo expenditure. This leaves out the occasional headshot from across the map with a shotgun, though distances where you are still likely to get headshots with shotguns are counted within their effective range.

  • 5: Long: This weapon has near-pinpoint accuracy, and is likely to get kills from across long distances.
  • 4: Medium: This weapon has fairly good accuracy. Struggles at the longest of ranges, but efficient for the majority of combat situations.
  • 3: Mid-Short: This weapon has decent accuracy. You might miss shots in more wide-open areas, but not to the degree that it's worthless outside of close quarters combat.
  • 2: Short: Ineffective in wide open areas. This weapon is pretty much for close quarters combat only.
  • 1: Sneezing Distance: You have to pretty much shove the weapon right into an enemy's face to get any reliable effect.

Magazine Size

A measure of how large the magazine is. Quite simple, really.

  • 5: Huge: This weapon can and will mow down whole squads of foes before having to reload.
  • 4: Large: Can shoot for a decent amount of time before having to reload.
  • 3: Medium: Not particularly big, but not particularly small either.
  • 2: Small: Frequent reloads will be required, so you'll want to keep locations of cover in mind and plan shootdodges more carefully.
  • 1: Single shot: What it says on the tin.

Rate of Fire

A measure of how fast the weapon can fire. A high rate of fire means you will have to reload more often and burn through ammunition quicker, though it also usually corresponds with a higher damage output and a higher likelihood of getting headshots.

  • 5: Very Fast: Throws lead and empties magazines faster than you can say "reload".
  • 4: Fast: A fairly high rate of fire.
  • 3: Medium: An average rate of fire.
  • 2: Slow-ish: A fairly low rate of fire. I don't really have anything snarky to say about rate of fire for the most part.
  • 1: Slow: A low rate of fire.

Damage

A measure of how hard the weapon hits. Enemies die from a single headshot, two if they're armored, so this can be disregarded to some extend if you're aiming for the head.

  • 5: Very High: Can kill even armored enemies with hits to any parts of the body in one or two shots.
  • 4: High: Hits quite hard, enough to down the majority of foes in a few shots.
  • 3: Medium: Average damage. Nothing really much to say.
  • 2: Medium-Low: Fairly low damage. Armored foes may prove to be a problem with this weapon.
  • 1: Low: Low damage, will take a lot of shots to bring down heavily armored enemies. Of course, this can be circumvented by aiming for the head.

General Usefulness

A weapon's adaptability, damage output, and ease of use all rolled into one rating.

  • 5: Very Useful: Extremely adaptable and effective. I suggest you keep these in your weapon loadout whether possible.
  • 4: Useful: A good choice to bring along with you, and effective in the majority of situations.
  • 3: Semi-Useful: Can hold its own, but has significant weaknesses that prevent it from being versatile. You'll have to play around these weaknesses to get the most use of it.
  • 2: Niche: Useful for a specific purpose, but has huge gaping weaknesses that hinder its use in general combat situations.
  • 1: Extremely Niche: Like 2, but occupies a niche where there are often far better alternatives available. Only use when forced to.

Chapter 1

PT92

Ammo type: Pistol

Effective Range: 4

Magazine Size: 3

Rate of Fire: 3

Damage: 1

General Usefulness: 4

The PT92 is the basic handgun, with a hefty magazine size and a good rate of fire. It’s balanced out by a slight lack of stopping power, unless you go for headshots-which is where the PT92’s increased volume of fire comes in handy. Max’s signature weapon, and the most common pistol in the game early on, being the Crachá Preto’s standard pistol and also frequently seen in the hands of the Commando Sombra. As you progress, though, it becomes less and less prominent until it disappears entirely.

  • In Chapter 1, the PT92 is used by almost all the enemies, and Max starts the level with one. You should have no problem finding the weapon or ammo for it here.
  • In Chapter 2, Max starts with the PT92. This is the only time it appears in this chapter, though ammo can be scavenged from dropped .38 Revolvers. Max’s inventory resets after the helicopter section, so there’s no way to keep the PT92 through the whole level.
  • In Chapter 3, Max again starts the level with a PT92, and it is frequently seen in the hands of enemies for the rest of the level. Several Crachá Preto members have PT92s with flashlights attached, which appear to serve no practical purpose aside from making Passos make funny comments if you point the beam at him.
  • In Chapter 5, Max begins the level with a silenced, flashlight equipped PT92. It’s also used by some of the enemies in the level, though as you progress it appears less and less.
  • Max acquires one by disarming a thug at the start of Chapter 9, and is the only pistol option there. The UFE notably use the PT92 in this level, instead of the 1911 that they use in all their other appearances.
  • In Chapter 10, Max starts with a PT92 looted from Milo Rego, and it is also frequently used by the Crachá Preto squads hunting him and Giovanna.
  • Max begins Chapter 12 with a unique, bottle-silenced PT92 with a slightly larger magazine. This is the weapon’s final appearance in the game. Pistol ammo is very scarce for the first half of the level, so you might want to consider using the 608 Bull instead.

M500

Ammo type: Shotgun

Effective Range: 2

Magazine Size: 2

Rate of Fire: 2

Damage: 4

General Usefulness: 3

A pump action shotgun. This weapon fills the same role as the pump action shotguns in the previous games, firing a spread of pellets at a fairly slow rate of fire. I’ve never been a fan of the shotguns in the Max Payne series, as they are poor at fighting multiple enemies due to their slow rate of fire and are weak at long distances. That said, the shotguns in Max Payne 3 have a much better effective range than before since enemies can be killed by a single pellet hitting their head, and ambushing enemies around corners is made much easier by the cover system.

The M500 has a fairly quick rate of fire, but suffers from a larger spread than most shotguns. Thankfully, the enemies you'll be fighting with this weapon are quite weak, so aiming for center mass is a good way to use this weapon.

  • In Chapter 1, the M500 is seen in the hands of a Commando Sombra goon after Max takes the elevator. It only comes with a few shells, so you’ll likely run out in the parking lot. Several of the enemies coming out of the van use the M500, but there’s no point in picking them up since you’re forced into using your pistols for the last two enemies in the level.
  • In Chapter 2, several enemies after the helicopter section use the M500. It’s quite ineffective on the open walkway next to the sign, but the corridor after that is a decent place to get a few kills with it.
  • This weapon appears for the last time in Chapter 5, both occasionally used by enemies and found lying around the environment. This level is also where ammo bags start appearing for the first time, so there should be no shortage of shells for most of the level. Of course, you should ditch this weapon for something with a longer reach once you reach the docks, due to the prevalence of long-range combat there.

Ruger Mini-30

Ammo type: Unique

Effective Range: 4

Magazine Size: 2

Rate of Fire: 3

Damage: 4

General Usefulness: 3

A precise semiautomatic rifle, highly effective at long range while still maintaining a decent enough rate of fire for close range combat if needed. Its main downside is it's unique ammo type, which prevents you from using it for extended periods of time. This is a fairly uncommon weapon in the game, mostly either found lying around the environment or used by enemies in a sniping role.

  • In Chapter 1, a Commando Sombra thug bursts through a door with this weapon in hand after the elevator ride. If this is your first time playing the game, the game will take this opportunity to demonstrate the “bullet-cam” feature. The Mini-30 is a solid choice for the parking lot battle after this, as it comes with enough ammo to last for the whole section if you make your shots count and hits far harder than the PT92.
  • This weapon is used in the helicopter on-rails section in Chapter 2, and is the first weapon you encounter with a laser sight. Turn it off: the laser bouncing around doesn’t help you much, and you’ll be able to aim much better with the normal reticle.
  • In Chapter 7, a Mini-30 with a red dot scope is provided in a room with an ammo pack in it. It’s good for picking off the goons firing at you, but it’s not really necessary as most of your weapons are accurate enough for the job.
  • Mini-30s equipped with laser sights are used by a few Crachá Preto snipers on a rooftop in Chapter 10. With a bit of luck, they will drop onto the ground on the rightmost corner of the gas station, ripe for the picking.
  • Several UFE officers use this weapon in Chapter 14, one with a laser sight. One is also available on the train.

Chapter 2

.38 Revolver

Ammo type: Pistol

Effective Range: 4

Magazine Size: 2

Rate of Fire: 2

Damage: 2

General Usefulness: 1

A revolver commonly used by the Commando Sombra and other gangs in Nova Esperança. This is, in my opinion, the worst pistol in the game: while it has better stopping power than the PT92, it’s still not particularly spectacular, and as a trade-off it only holds 6 rounds in its cylinder, and has to reload those 6 rounds one by one like a shotgun unless dual wielded. There are far better options if you’re looking for more damage in your pistols.

  • The .38 Revolver first appears in the hands of the Commando Sombra thugs attacking the nightclub in Chapter 2. Even if you’re not a fan of it like I am, it’s your only pistol option after the helicopter section, so you might as well have it pull its weight.
  • Used quite often by the gangs in Chapter 7. Still not great here. The 1911 is a much better option.
  • Appears for the last time in Chapter 13, next to a dead gangster in the stairwell full of tear gas. There’s no real reason to pick it up, unless you want to go out of your way to cap Bachmeyer with the crappiest pistol in the game.

Micro 9mm

Ammo type: SMG

Effective Range: 3

Magazine Size: 4

Rate of Fire: 5

Damage: 1

General Usefulness: 5

The most common submachine gun in the game, used by every enemy faction in São Paulo. This weapon has decent accuracy and stopping power, a good rate of fire, a generous magazine size, and a hefty ammo reserve. Highly adaptable, this weapon will be your best friend wherever you find it.

• The Micro 9mm first appears in Chapter 2, frequently used by the Commando Sombra throughout the level.

• The Micro 9mm appears in the hands of both the Commando Sombra and the Crachá Preto in Chapter 3. Do note that SMGs and machine pistols share an ammo pool, which might come into consideration if you decide to bring an MPK along as well.

• In Chapter 5, the Micro 9mm first appears next to the first ammo bag in the level (on normal difficulty-when playing through on Hard it didn’t spawn for me). Predictably, it’s also used by many of the Commando Sombra.

• Max starts with this weapon in Chapter 6, and it’s also frequently dropped by enemies. It shares an ammo pool with the Auto 9mm, and given how similar the two weapons perform, selection is very much up to personal preference.

• Used by at least half of the gang members that you face in Chapter 7. There’s so much of it I’d wager that you could dual wield these for the entire level without ever running out of ammo.

• The Crachá Preto brings this weapon out in force in Chapter 10. It’s quite handy for the mostly indoor combat you will be going through.

• In Chapter 13, this weapon is used by three UFE officers that bust through the windows in the forensics lab, two with laser sights and one without. If you decide to not pick it up there, it also drops from an officer right before the fight with Bachmeyer. It’s handy for the cart sequence right after the lab, and as a backup if you run out of ammo for the assault rifles.


Chapter 3

M4 Super 90

Ammo type: Shotgun

Effective Range: 2

Magazine Size: 2

Rate of Fire: 3

Damage: 4

General Usefulness: 3

What the Micro 9mm is to SMGs, the M4 Super 90 is to shotguns. It is used by damn well near every enemy faction in the game, and appears so frequently you’ll be begging for more variety in your shotgunnery by the game’s mid-way point. For a weapon as common as it is, though, it’s not too bad: decent magazine size, good rate of fire, a solid wallop at close range, and a fairly tight spread for a shotgun.

  • This weapon first appears in Chapter 3, used by both the Commando Sombra and the Crachá Preto, occasionally with flashlights in the case of the latter. It’s quite effective in the indoor areas, though its effectiveness drops heavily in the stands.
  • Several DeMarco mobsters use this weapon in Chapter 4. It’s not too bad of a choice, given how much of the combat in this chapter is at a fairly short range, though it’s massively outpaced later in the chapter by the AK-47.
  • Used by the Crachá Preto in Chapter 6. I don’t really recommend it for this level, since the offices are full of clutter that get in the way of the spread.
  • Chapter 8 is shotgun city. Many of the mobsters use shotguns, Passos uses a shotgun, might as well join the party. As the only long arm option available for most of the level, this weapon is handy for blind-firing over or around cover, particularly during the sniper section.
  • Appears in Chapter 10, used by many of the Crachá Preto. The prevalence of close quarters combat in this level makes this weapon particularly useful here, especially since the other long arm on offer, the FAL, does suffer a bit at such close ranges.
  • Used by the UFE in Chapter 13, in its final appearance. Most UFE officers wear heavy body armor and helmets, making headshots more important than ever and making shotguns a very poor choice against them.

MPK

Ammo type: SMG

Effective Range: 4

Magazine Size: 3

Rate of Fire: 4

Damage: 2

General Usefulness: 4

A fairly common submachine gun, this weapon has good accuracy, good damage, and a decent rate of fire. The downside? A small magazine size that will result in you reloading very frequently, often at inconvenient moments. When it comes to a solid mid-range performer, though, this gun is never a bad choice.

  • First appears in Chapter 3, primarily by the Crachá Preto. (The only Commando Sombra member to get his hands on one meets quite an unpleasant end at the muzzle of a Crachá Preto PT92.) A good choice for the wide open areas in the stands, though the small magazine size combined with a lack of cover means you’re going to have to make your shots count.
  • Several DeMarco goons drop this weapon after the collapsing water tower section in Chapter 4. (They use AK-47s in the cutscene before the section and during the section itself. This game has a habit of transmogrifying guns for no reason.) A constant source of ammo from dropped M-10s makes it a viable alternative to the AK-47 that’s dropped by enemies later in the level.
  • Two MPKs equipped with red dot scopes appear on the back of pickup trucks along with ammo bags and painkillers in Chapter 11. They’re quite handy for sniping enemies off the top of the tower.
  • In Chapter 12, several enemies use this weapon on the pool deck and in the bar area after it. The prevalence of ammo packs in the following section of the level mean you can use pretty much any weapon you want, so feel free to bring one along when confronting Dr. Fischer.
  • Used by the UFE in Chapter 13 near the end of the level. The low magazine size puts it at a disadvantage when compared to the assault rifles, SAF .40, and Micro 9mm, especially since the UFE typically take a lot more bullets to bring down without headshots.
  • Appears again in Chapter 14, used by the UFE in the tram station.

M82A1

Ammo type: Unique

Effective Range: 5

Magazine Size: 2

Rate of Fire: 2

Damage: 4

General Usefulness: 3

A hard-hitting anti-materiel rifle, favored by the Crachá Preto’s snipers. While it is very large and unwieldy to carry around, the sheer accuracy and damage it offers is hard to resist.

  • First appears in Chapter 3, used by several snipers over the course of the level. Max gets to use one for a sniping section, and it doesn’t disappoint, dropping any foe with one hit to any body part. (Makes him surviving a shot to the arm even more impressive.)
  • Appears again, and for the last time, in Chapter 11, where Max grabs it to take down a few snipers on a faraway building. Nothing’s stopping you from taking it along with you after that section. It’s particularly handy for dropping the heavy at the end of the level, as all it takes is two shots: one to knock off his helmet, and a second one to kill him. Oddly, though, its damage is heavily reduced compared to its previous appearance, taking up to three shots to the torso to kill an enemy with regular body armor.

Chapter 4

1911

Ammo type: Pistol

Effective Range: 4

Magazine Size: 2

Rate of Fire: 3

Damage: 3

General Usefulness: 4

The gun that killed Tony DeMarco and forced Max out of the United States. That’s quite a pedigree. And it certainly lives up to it- excellent accuracy and damage combined with a good rate of fire more than make up for its low magazine size. Highly popular with crook and cop alike, with the UFE adopting it as their standard sidearm.

  • First appears in Chapter 4 as the gun used by Tony to threaten Max. Appropriately enough it’s the same gun that kills him. It’s used by many of the DeMarco mobsters for the rest of the level.
  • Several Crachá Preto goons use the 1911 at the end of Chapter 6 during the escape from the burning office. This is the only time they’re ever seen using this weapon.
  • Max starts with this weapon in Chapter 7, courtesy of Da Silva. Definitely a better option than the .38 Revolver, and can pick off those faraway goons that the other weapons have trouble hitting.
  • The starting weapon in Chapter 8, and predictably used by a lot of the mobsters you’ll be facing. M-10 ammo is a little scarcer in this chapter compared to Chapter 4, so you’ll want to make good use of it.
  • Heavily used by the UFE in Chapter 13, and the weapon that Max starts off with. Highly effective when dual-wielded due to its accuracy and power.
  • The UFE uses this pistol again in Chapter 14, but to a lesser degree than the previous chapter. Many pistol-wielding officers use the Auto 9mm or 608 Bull instead.

M-10

Ammo type: SMG

Effective Range: 3

Magazine Size: 4

Rate of Fire: 5

Damage: 1

General Usefulness: 5

The Micro 9mm’s American cousin. According to the multiplayer stats, this has slightly higher accuracy, but the difference is slight enough that you don’t need to alter your playstyle in any way.

  • First appears in the hands of the DeMarco thugs sent to hunt Max down in his apartment in Chapter 4. Many mobsters use this weapon after this point, ensuring a constant source of ammo for both it and the MPK.
  • A prevalent weapon in Chapter 8. The Mafia sure does love their machine pistols. Ammo is a little harder to come by compared to Chapter 4, so I suggest using the 1911 occasionally to conserve ammo.
  • Max picks up the only M-10 to exist in Brazil in Chapter 10’s bus station offices and uses it for the following on-rails section. It has an infinite reserve of magazines, so fire away.

AK-47

Ammo type: Assault Rifle

Effective Range: 3

Magazine Size: 4

Rate of Fire: 4

Damage: 3

General Usefulness: 5

The most numerous firearm in the world, and for good reason. The AK-47 performs the same role as it did in Max Payne 2, being a well-rounded weapon in the fire rate, damage, and magazine size department at the cost of being less accurate than other assault rifles.

  • First used by the DeMarcos in Chapter 4, inside the burnt-out apartment building after the water tower scene. The close quarters combat in this level essentially make the AK’s accuracy issues non-existent.
  • The Commando Sombra use this in Chapter 5, though they eventually switch them out for FALs. The AK shines in the mostly short to medium range combat in the first part of the level, though once you get to the docks I recommend you swap it out for a FAL, as the AK has trouble hitting faraway enemies.
  • The AK-47 is perfect for Chapter 7’s close to mid quarters favela combat, and evidently the local gangs think likewise. This is also the last time you’ll be seeing this weapon, so feel free to give it a rough farewell.

Chapter 5

608 Bull

Ammo type: Pistol

Effective Range: 4

Magazine Size: 2

Rate of Fire: 2

Damage: 3

General Usefulness: 4

The .38 Revolver, but better. Accurate, hits like a truck, and holds a decent amount of ammunition in its cylinder. Like the .38, it reloads round by round unless dual wielded.

  • The 608 Bull first appears in Chapter 5, used by one of the Commando Sombra in the first mandatory combat section in the level. As you progress through the level, you’ll see less of the PT92 and more of this.
  • In Chapter 11, this is the primary pistol used by the AUP goons on the yacht. Dual-wielding machine pistols burns through ammo fast, so bring a 608 along to make sure you don’t run out in the middle of a fight. Dual-wielding this plus the Auto 9mm in semi-auto is the best way to clear the tower section due to their accuracy.
  • Used by the occasional enemy in Chapter 12. Pistol ammo is scarce in the first half of the level, so pick your shots carefully and use other weapons whether possible. An important note: if Max auto-equips this weapon while playing the piano and the cylinder isn’t full, the game will smash together the reloading and piano playing animations, creating a horrific monstrosity. Equip the PT92 or ensure that the 608 is fully loaded before playing the piano to avoid this.
  • Appears on a crate in the UFE arsenal next to the evidence room in Chapter 13. A viable alternative to the 1911, if you don’t mind the slower reload when used singly. Can be combined with the .38 Revolver in the stairwell later for twin wheelguns, if that’s what you fancy.
  • Used by the UFE in Chapter 14. Since you’ll be lugging around a rifle for most of the level, you might want to use the 1911 instead, as the reload speed can make or break a gunfight.

FAL

Ammo type: Assault Rifle

Effective Range: 4

Magazine Size: 3

Rate of Fire: 3

Damage: 3

General Usefulness: 4

The FAL is highly accurate and deals great damage per shot, but suffers from a low magazine capacity, heavy recoil, and an average rate of fire. Ideal for long range when fired in bursts, though it’s also no slouch at close range.

  • The FAL first appears lying against a crate next to an ammo bag in Chapter 5. From this point onwards, all assault rifle wielding enemies switch from the AK-47 to the FAL, so if you decide to not pick it up here there’s plenty of opportunities to change your mind. One equipped with a red dot scope is dropped by the first enemy you meet on the docks, which comes in handy for the long-range combat you’re about to encounter.
  • Used by the UFE in Chapter 9. Since the combat in the favelas is mostly close to mid-range, the G6 is preferable for its bigger magazine and slightly higher ROF.
  • The standard rifle for the Crachá Preto in Chapter 10. Since much of the combat is in close quarters, using the M4 is arguably a better idea, though the FAL is still capable.
  • Frequently used by the AUP in Chapter 11 from the yacht’s top deck onwards. Its accuracy is particularly handy in the tower section.
  • Appears for the final time in the hands of the UFE for the first leg of Chapter 13, before they switch to more practical rifles later on. The FAL is good at scoring headshots, but the low rate of fire and small magazine put it at a pretty heavy disadvantage, especially against multiple enemies.

DE .50

Ammo type: Unique

Effective Range: 4

Magazine Size: 2

Rate of Fire: 3

Damage: 4

General Usefulness: 4

Super strong. Super shiny. Everyone loves the Deagle…except for the fact that it hardly ever shows up, and when it does it usually has only a few magazines’ worth of ammunition. Still, when you do get your hands on it, it doesn’t disappoint-it’s as powerful, accurate, and fancy as you'd expect.

  • The DE .50 first appears in Chapter 5, on a table inside a shack next to the bridge leading to the docks. It only comes with 3 magazines worth of ammo, so try not to miss. If you don’t pick up the gun here, or drop it during the next section, Max will automatically have it in the scripted bullet-time section at the end of the level.
  • The AUP has so much money that they don’t know what to do with it, so they’ve decided to make the DE .50 one of their standard pistols. As a result, you’ll be seeing plenty of it in Chapter 11. First obtained off an unfortunate goon on a zipline, who is promptly riddled with bullets by his comrades while you pick them off in a scripted section. This is the only part of the game where you’ll be able to dual-wield this weapon, and ammunition is plentiful in the visitors’ center, so feel free to go wild.
  • One of Max’s two starting weapons in Chapter 14. Again, it only comes with 3 magazines worth of ammunition that cannot be replenished at any moment in the level. You can either use it up in the luggage handling area and ditch it for a different pistol, or hang onto it until the end of the level and execute Becker with it.

LMG .30

Ammo type: Machine Gun

Effective Range: 4

Magazine Size: 5

Rate of Fire: 4

Damage: 3

General Usefulness: 3

A massive beast of a gun, this will tear apart any foe you point it at-even if said foes are coming in speedboats or pickup trucks. Shame you hardly ever get your hands on it, and even if you do it usually has barely any ammo in it. Most often seen in the hands of “heavies”, enemies with extremely thick body armor that serve as minibosses.

  • The LMG .30 first appears in Chapter 5 during the boat on-rails section, and what a way to make an entrance. Chapter 5 has the highest body count out of all the levels in the game, and at least half of those are thanks to this weapon. It has infinite ammunition, but recoil gets heavier and heavier as it overheats, so try to fire in short bursts for maximum accuracy and bullet time conservation.
  • The LMG .30 appears again in Chapter 6 in the hands of the first heavy you encounter in the game. There’s no point in picking it up: all the other enemies in the area are likely dead once you kill him and you lose all your weapons after the next cutscene anyways.
  • The first non-heavy enemy that uses this weapon is encountered in Chapter 12 on the rooftop, and is quite spectacularly dispatched by an explosion. It shares ammo with the RPD, so if you’ve been using that weapon, feel free to switch to this one and use it against the remaining Crachá Preto goons.
  • In Chapter 13, this weapon is first used by the heavy that you face off against in the UFE offices. Two regular officers using this weapon later serve as Bachmeyer’s final backup.

Chapter 6

Auto 9mm

Ammo type: SMG

Effective Range:3

Magazine Size: 4

Rate of Fire: 5

Damage: 1

General Usefulness: 4

A full auto pistol! Well, in practical terms, it’s for the most part just like any of the other one-handed SMGs in the game. It has the ability to switch to semi-auto mode, which gives you accuracy equivalent to the regular pistols while sacrificing volume of fire - handy in situations regarding greater precision. Is slightly less precise and damaging than the Micro 9mm or the M-10, but balances it out by a slightly bigger magazine and a higher rate of fire. Overall, picking one over the other is really just up to preference.

  • First appears in Chapter 6, used by the Crachá Preto in the attack on the Fábricas Branco HQ. As stated in the Micro 9mm’s entry, picking this over that is just personal preference. The Auto 9mm has one very specific edge over the Micro, though - against the heavy at the ground floor lobby, the greater accuracy in semi-auto mode makes it easier to knock his helmet off and kill him.
  • Max’s starting weapon in Chapter 11. As with the Micro 9mm, picking this over the M972 is mostly a matter of preference.
  • One of Max’s two starting weapons in Chapter 14, and used by the UFE throughout the level. The large magazine and high rate of fire makes it great for knocking off helmets and rattling off headshots, even at mid-range.

MD-97L

Ammo type: Assault Rifle

Effective Range: 4

Magazine Size: 4

Rate of Fire: 4

Damage: 2

General Usefulness: 4

Basically a FAL, but with a shorter barrel, a different magazine, and rechambered in 5.56. Those Brazilians sure do love their FALs: their most recent military rifle, the IA2, is basically a heavily modified tacticool FAL in 5.56. This is probably the most common assault rifle in the game, used quite frequently by both the Crachá Preto and the UFE. It’s also awfully plain, so don’t expect many funny comments.

  • First appears in Chapter 6. It’s the only assault rifle on offer, and it beats the M4 Super 90, so I’m not complaining.
  • Max uses one for the defense section at the end of Chapter 10. Like the M-10 before it, it has infinite magazines.
  • In Chapter 12, it is seen in the hands of many of the Crachá Preto guards. It does its job well, but this level has the RPD in it. Probably not difficult to guess which one I prefer.
  • Used by the UFE in Chapter 13 in the later half of the level. Again, it does its job well, but this level has the G6 in it.
  • Used again by the UFE in Chapter 14, a few equipped with laser sights in the baggage area. Here's a fun fact: despite the trailers describing the MD-97L as "compact and lightweight", it's actually abnormally heavy for a 5.56 rifle due to being based on the FAL. I thought that was interesting.

Chapter 7

Sawed Off

Ammo type: Unique (According to other guides I’ve read, this uses a unique ammo type. Not that you’d notice since it’s the only shotgun on offer in its chapter.)

Effective Range: 1

Magazine Size: 1 (yes, I know it holds two shots, but it's low enough that I'm giving it a 1)

Rate of Fire: 3

Damage: 4

General Usefulness: 2

Say hello to the first one-chapter wonder! The sawed-off shotgun is pretty much unchanged from the previous games, firing two quick blasts of buckshot with a wide spread. I wasn’t a fan of it then, and I’m not a fan of it now. You have to get within sneezing distance to get reliable one shot kills with it, and frequent reloads makes you a sitting duck if whatever you’re shooting at is not dead in 2 shots. Still, you can dual wield these, which is a first for the series.

  • Only appears in Chapter 7, first acquired from the bartender at the strip club. (Shame, he seemed like a nice guy.) It’s also used by the occasional gangster, sometimes bursting out of doors to get a sneaky shot off on Max. At one point there’s two lying next to each other on a shelf in a side room, practically screaming, “Dual wield us. Please.”

Chapter 8

Rotary Grenade Launcher

Ammo type: Unique

Effective Range: 3

Magazine Size: 2

Rate of Fire: 2

Damage: 5

General Usefulness: 2

A revolver-style grenade launcher. Fires explosive projectiles that instakill pretty much every enemy caught in their blast radius, but suffer from a heavy arc, self-damage, horrendous accuracy while moving, and a slow projectile speed. Stand still or use cover to prevent the projectiles from scattering all over the place. Do note that if you get Last Man Standing’d while using this weapon, you’re pretty much screwed-the projectiles are far too slow to get anything done while in slow motion.

  • First appears in the hands of a “contract buying scumbag” in Chapter 8. He’s pretty easy to take down (either by just shooting him, or blowing him up by shooting one of his own grenades), and once you kill his friends, you’re free to either use the remaining ammunition within it to clear the graveyard up the stairs or blow up the group of enemies next to the cars after the next cutscene.
  • One can be found lying on a cleaning cart in Chapter 12. If you really want to use it, it's kinda okay for clearing the group of enemies before the locked door, but the MD-97L does that just as well without the risk of one of your grenades bouncing right back into you and killing you.
  • In Chapter 13, it is provided next to an ammo bag in the parking lot with the APC. Since the area you pick it up in is wide open and getting killed means you have to destroy the APC again, using it there is not a good idea. The best way to use this weapon is to carry it with you after all the enemies in the area are dead. The ammo bags in the area provide you with a maximum of 16 grenades, and you can use the 1911 on lone enemies, saving the grenade launcher for groups. Moments where it shines are in the elevator lobby, where you can kill all the enemies in two shots while they're still bunched up in the elevators, and in the offices, where it can kill the heavy in two direct hits.
  • Used by Becker in Chapter 14, and appropriated by Max upon his death. It is then used for the final on-rails section in the game as Max and Da Silva pursue Victor’s jet, with a hefty 100 rounds of ammunition in reserve. A single grenade is enough to wreck a jeep or a helicopter-the primary challenge is getting the grenades to hit their mark in the first place.

SPAS-15

Ammo type: Shotgun

Effective Range: 2

Magazine Size: 2

Rate of Fire: 3

Damage: 4

General Usefulness: 3

The ugly duckling of the auto shotgun family. The SPAS-15 has a large magazine size and reloads much faster than the other shotguns in the game due to it using a detachable magazine, but it suffers from having a fairly large spread.

  • This weapon first appears in Chapter 8, used by a DeMarco hitman on top of a balcony. Once you go up the stairs and kill him, you’re free to take it and use it on his friends.
  • Used by the AUP in Chapter 11, from the yacht’s top deck onwards. It’s a poor choice for the tower segment, but strong in the visitors’ center after it, so once the tower’s cleared of enemies you might want to pick up a SPAS-15 and backtrack a bit to one of the ammo bags before proceeding-while you’ll lose the gun after the zipline, you won’t lose the ammo you have in reserve, and you can just pick up a fresh gun from a dead goon.
  • Found leaning against a trolley after the elevator shaft in Chapter 12, where it is best used to dispatch the three enemies right outside the door, saving valuable pistol ammo for the enemies who come from the other side of the pool.
  • Used by several UFE officers on the airport trams in Chapter 14. Like the M4, this is quite weak against the heavily armored UFE, even more so due to the wider spread.

Chapter 9

G6 Commando

Ammo type: Assault Rifle

Effective Range: 4

Magazine Size: 4

Rate of Fire:4

Damage: 3

General Usefulness: 5

The UFE’s standard combat rifle. Probably the best all-round assault rifle in the game, with a bigger magazine and better fire rate than the FAL, better damage than the MD-97L, and better accuracy than the AK-47.

  • First obtained in Chapter 9, next to a dead gangster behind a staircase. If not picked up here, it can be obtained from one of the many UFE officers that you will run into over the course of the level.
  • In Chapter 13, the G6 first appears in the hands of one of the UFE officers busting through the forensic lab windows, and appears frequently for the rest of the level. Bachmeyer’s weapon of choice.
  • Probably the best weapon to use in Chapter 14, due to its high accuracy and good damage. Can be looted from one of the many, many UFE goons you will encounter over the course of the level.

M972

Ammo type: SMG

Effective Range: 3

Magazine Size: 4

Rate of Fire: 5

Damage: 1

General Usefulness: 4

The submachine gun with an identity crisis. It’s a full-sized SMG! No wait, it’s a machine pistol! This weapon is not that different from the other one-handed SMGs, except Max holds it by the empty space between the grip and the magazine in cutscenes, which really irks me. I tend to avoid it as a result.

  • Appears for the first time in Chapter 9, used by the UFE officers raiding Nova Esperança. While the cutscene thing grinds my gears, it’s also the only SMG option in this level, so you might as well use it to its fullest extent. Great for shooting helicopters out of the sky with their own rockets.
  • The standard SMG of the AUP in Chapter 11. Like I said in the Auto 9mm’s section, selection between the two machine pistols on offer is up to preference. I prefer the Auto since it doesn’t have the really annoying issue with the grip.

Chapter 12

RPD

Ammo type: Machine Gun

Effective Range: 3

Magazine Size: 5

Rate of Fire: 4

Damage: 3

General Usefulness: 5

Let us welcome another weapon to the one-chapter wonder club! The RPD has a generous magazine size along with good damage and fire rate, with accuracy roughly equal to the AK. Probably my favorite gun in the game due to it being powerful in pretty much any situation.

  • Only appears in Chapter 12, first by two Crachá Preto goons near a collapsed section of the hotel. You lose it after the elevator shaft climb, but run into it again in the room where Max picks up the C4, along with an ammo bag. This, along with a second ammo bag at the sniping section, will give you enough RPD ammo to last the rest of the level.

Super Sport

Ammo type: Shotgun

Effective Range: 3

Magazine Size: 2

Rate of Fire: 3

Damage: 4

General Usefulness: 3

Yet another one-chapter wonder. The Super Sport has a higher rate of fire and a tighter spread compared to other shotguns, but has a smaller magazine capacity. In my opinion, the increased precision is well worth the reduced magazine capacity since it makes getting those all-important headshots much easier.

  • Like the RPD, only appears in Chapter 12. First appears with the RPD near the collapse, but it only comes with a few shells. Later on, after planting the first bunch of C4, a Crachá Preto member will come in with this weapon equipped, where you will be able to kill him, pick it up, grab ammo at the ammo bag at the sniping section, and use it for the rest of the level if you feel like it. I have a feeling that this weapon is the reason why so few people have the A Few Hundred Bullets Back achievement, since you really do have to go out of your way to get kills with it.

Chapter 13

SAF .40

Ammo type: SMG

Effective Range: 4

Magazine Size: 4

Rate of Fire: 4

Damage: 2

General Usefulness: 4

The game’s later levels are pretty heavy on the one-chapter wonders, and this is one of them. One of the UFE’s primary submachine guns, this weapon is quite well balanced overall, though damage-wise it loses out to the assault rifles.

  • Used by the very first enemy you encounter in Chapter 13. It doesn’t show up for a while after that, until a squad of UFE decked out with gas masks and laser-sighted SAF .40s fill a lift lobby with smoke. It sees frequent use by the UFE after that.

LAW

Ammo type: Unique (this weapon is physically incapable of being reloaded, but whatever)

Effective Range: 4

Magazine Size: 1

Rate of Fire: N/A

Damage: 5

General Usefulness: 2

A single-use disposable rocket launcher, used for taking out armored vehicles-and armored humans, if necessary. This weapon packs one hell of a punch, but only holds 1 round before having to be discarded.

  • Only appears in the APC parking lot in Chapter 13. Do note that the APC doesn’t count towards the A Few Hundred Bullets Back achievement-you have to kill a human enemy. Luckily, the parking lot has 2 unused LAWs available, one to destroy the APC, and one to kill one of the UFE cops coming though the gate under it. Alternatively, you can carry the spare LAW throughout the level and use it on the heavy in the office. The rocket will do a ton of damage and knock him down, and once he stands back up a few pistol shots to the head will be enough to finish him off. If you're comfortable with the grenade launcher's arc, though, that's a much better option as it can carry much more ammo.

FMP G3S

Effective Range: 5

Magazine Size: 3

Rate of Fire: 3

Damage: 4

General Usefulness: 2

An incredibly elusive marksman's rifle. This weapon is much like the Mini-30 mechanically, being a precise semiautomatic rifle with a decent rate of fire. Comes equipped with a scope.

  • Only appears in the training course, used by two snipers on high-up positions. With a little bit of luck, the sniper on the shipping container will drop his gun onto the ground, where it can be picked up. You only get two magazines' worth of ammo for it and the scope makes usage in the tight confines of the UFE headquarters rather awkward, so it's really a weapon that you use once for the novelty of it. Thankfully, you don't need to get a kill with this weapon for the A Few Hundred Bullets Back achievement.

Random Tips

  • Rifles and other long guns take longer to swing around than pistols. This usually isn't important, but if you intend to turn a lot while shootdodging, a long gun might be too slow to get shots off before you hit the ground. Switch to a pistol first if you intend to do such a shootdodge.
  • Several aspects of the dual-wield system are based on which weapon is in Max's right hand. Blindfiring is always done with the right-hand weapon, and switching away from dual-wield will always favor the right-hand gun, regardless of which weapon you actually selected. Cutscenes also favor the right-handed weapon.
  • If you want to choose which weapon goes in which hand, select the weapon you want to be in the right hand singly, then press the dual-wield button to equip the other weapon in Max's left hand. This can be handy if you want to switch back to a preferred single weapon quickly or if you have cutscene OCD.
  • All semi-auto pistols are near-pinpoint accurate, making them the best choice if you want consistent headshots or if you're engaging enemies at longer ranges. You can achieve similar accuracy with more accurate automatics by firing in short bursts.

Conclusion

So! You've reached the end of my too-long-for-its-own-good guide and hopefully learned something new along the way. Now you are free to go back to your normal life.

Or you can go back to Max Payne 3 and apply what you've learned here. That works too.

If you have any issues with what I've written here, or have any special strategies that I haven't used, feel free to tell me in the comments. Toodles!

5 Comments

Dr.Uberwaste 5 Jul @ 7:59pm

Pro tip:All reload animation gets skipped when jumping. This allows you to turn any weapon (Like the double barrel) into a gun that shoots as fast as you can mash M1 and the reload key. It isn't very practical , but is hilarious nonetheless

EvulOne 22 Aug, 2023 @ 2:49pm

Holy sh-... This was one excellent guide! Thank you!

I bought and played Max Payne when it came out, same thing with the sequel; I played so much it affected my sleep-hours!

Third game came out; I bought it first day, got to this arena and kept dying. And dying. Whatever I did, I died. I just left the game, and forgot about it.

Ten years later, I played it again, and got through that arena on first try. Weird. So... I might actually play it through. I noticed Steam downloaded something for it, but there is no info on its main page, so I clicked on the community and found my way here... and now, I want to play it!

Alcoholic 5 Nov, 2020 @ 6:11am

You are right. Because I highly believe there were going to be more stealth sections because the two we have in the final game seem rushed. In the first section you can only kill the first two enemies stealthly but after that you are gonna be detected anyways. In the second section, you will get detected instantly even if you kill the first two enemies the most quiet way as possible

TootsyBowl  [author] 5 Nov, 2020 @ 6:07am

I never noticed. It's certainly possible, but frankly silencers and stealth don't have much place in this game.

Alcoholic 5 Nov, 2020 @ 5:55am

I don't know if you know this, but in the chapter where UFE raids the favela in one of the cutscenes you can see a UFE member holding G3 with silencer and flashlight. G3 with silencer is never used by Max and is never seen again after that cutscene which leads me to believe that at one point in development assault rifles were planned to be found with silencers throughout levels or that more stealth sections were planned but the developers decided to cut that out of the game

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