Max Payne 3 achievements
4,977
(1,665)

Max Payne 3

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There are a maximum of 67 Max Payne 3 achievements (46 without DLC) worth 4,977 (1,665)

71,826 tracked gamers have this game, 362 have completed it (0.50%)

Achievement Details

A Few Hundred Bullets Back in Max Payne 3

A Few Hundred Bullets Back53 (20)

Use Every Weapon In The Game

  • Unlocked by 10,112 tracked gamers (14% - TA Ratio = 2.66) 71,826  

Achievement Guide for A Few Hundred Bullets Back

AuthorSolution
o KeyserSoeze o
260,177 (128,611)
o KeyserSoeze o
Achievement won on 18 May 12
TA Score for this game: 4,977
Posted on 18 May 12 at 07:53, Edited on 16 July 13 at 18:47
This solution has 135 positive votes and 2 negative votes. Please log in to vote.
FINAL EDIT: Returning to this guide after more than a year, I wanted to make some cosmetic changes and add some important information regarding updated Social Club stat tracking and a third rotary grenade launcher. Credits are in the text. Finally, a big "thank you" to all the positive votes and comments; I'm glad this guide has helped some people!

"Collecting evidence had gotten old a few hundred bullets back. I was already so far beyond the point of no return I couldn't remember what it had looked like when I had passed it." - Max Payne

This achievement requires that you get a kill with each of the available weapons in singleplayer (the general consensus is that multiplayer kills do not count, though I have not seen any official testing results and doing so on my own would be a prohibitively time-consuming). I have listed each weapon below and where they can be found. Please note that some weapons appear in many levels; I have listed the earliest locations I found for many of them and the easiest-to-find locations for the others. Unfortunately, there is no way to see which weapons you have used and which you have not; simply keep track on a sheet of paper or simply follow this guide, making sure to snag a kill with each gun as you work your way through the game.

UPDATE: Following the initial release of this title, the Rockstar Social Club did not track singleplayer stats as it does now. If you access or create an account, you will be able to see which weapons you have scored a kill with and which you have not. Credit to melkkman for the initial discovery of this information and Kornfan2007 for posting the information I neglected in a solution below mine. If you vote on this solution (thank you), I encourage you to credit him with the same.

IMPORTANT: The RPG is not available in singleplayer and is not required for this achievement. If you feel you have used each weapon at least once, try getting a direct-hit kill with ALL THREE of Rotary Grenade Launcher and the LAW. Personally, I was missing a kill with the LAW, as the story-related use does not count toward this achievement.

I have tried to keep this guide spoiler-free. I have listed chapter and checkpoints for each. If you want to see what a weapon looks like, the chapter select menu will scroll through the golden guns available in each; this is a good way of matching the name to the model.

Kills are counted as soon as you perform them. If two weapons are in the same area, snag a kill with one, reload the checkpoint, and get a kill with the other.

Difficulty and aiming settings do not effect this achievement.

While a few missions mandate that you use a certain weapon to kill enemies, I have listed alternate locations for each. I am almost certain that these "on-rails" kills count towards weapons used; if you have done everything and still no achievement, try the alternate locations for the Mini-30, M82A1, LMG .30, and the M10.

As a final note, I have listed in parentheses the general type of each weapon. Please note that while the MPK, M972, and SAF 40 Cal are SMG's and the Sawn Off is a shotgun, the game treats them as rifles and pistols, respectively, in terms of the inventory slots they occupy.


Here we go:

PT92 (Pistol): Located in Chapter 1, Checkpoint 2. Max starts with this weapon.

M500 (Shotgun): Located in Chapter 1, Checkpoint 4. Dropped by the last enemy in the room, before progressing further into the level.

Mini-30 (Rifle): Located in Chapter 1, Checkpoint 4. Dropped by an enemy that bursts through a door.

.38 Revolver (Pistol): Located in Chapter 2, Checkpoint 2. Dropped by an enemy during the first battle.

Micro 9mm (Pistol): Located in Chapter 2, Checkpoint 2. Dropped by an enemy during the first battle.

MPK (Rifle): Located in Chapter 3, Checkpoint 6. Dropped by an enemy during this battle in the gift shop.

M82A1 (Rifle): Located in Chapter 3, Checkpoint 12. Story-related. Also found in Chapter 12, Checkpoint 9; Max will automatically pick it up after advancing up the stairwell.

1911 (Pistol): Located in Chapter 4, Checkpoint 2. Max starts with this weapon.

M4 Super 90 (Shotgun): Located in Chapter 4, Checkpoint 2. Dropped by an enemy during the first battle; he is located in the upstairs section of the area.

AK-47 (Rifle): Located in Chapter 4, Checkpoint 12. Dropped by an enemy during this battle after the rooftops section.

608 Bull (Pistol): Located in Chapter 5, Checkpoint 4. Dropped by a goon in a blue shirt during the warehouse battle that begins with Max in cover, looking through a pane of glass.

FAL (Rifle): Located in Chapter 5, Checkpoint 8. Used by enemies just before and during the docks sequence. The first FAL to be found is during the warehouse battle when two enemies open a corrugated steel gate to attack you.

LMG .30 (Rifle): Located in Chapter 5, Checkpoint 12. Story-related. Also available in Chapter 13, Checkpoint 9; it is dropped by the heavily-armored enemy featured in the cutscene.

Auto 9mm (Pistol): Located in Chapter 6, Checkpoint 2. You start the level with this weapon.

MD-97L (Rifle): Located in Chapter 6. Dropped by an enemy during the first battle.

Sawn-Off (Pistol): Located in Chapter 7, Checkpoint 6. Dropped by the bartender during the first battle of the chapter.

Rotary Grenade Launcher (Heavy Weapon): Located in Chapter 8, Checkpoint 4, Chapter 12, Checkpoint 1, AND Chapter 13, Checkpoint 5. In Chapter 8, kill the goon blasting Max from the balcony, then use it for great justice and wreck a few bad-guys' days until you run out of shots. Use bullet-time to score a direct hit on an enemy to ensure the kill is counted. The second Rotary Grenade Launcher is on a table to the right of the door when you encounter the first two enemies inspecting a corpse in Chapter 12, Checkpoint 1. The third Rotary Grenade Launcher is located next to the second LAW in Chapter 13. It has come to my attention that you must also use this one as well to unlock the achievement. At least two of these grenade launchers are different weapons; one explodes directly on impact and the other has a short fuse before detonating.

In any case, be sure to use ALL THREE launchers to score a direct kill, and be sure to get a car explosion kill with the second launcher in addition. Thanks to Hydrolex for the initial information regarding the discrepancy, o ScaryWorld o for confirming the actual difference between the weapons' behaviors, and NitrAce for alerting me to the third location.

NOTE: If the grenade launcher is not scoring you one-hit kills, try restarting your console and/or switching your aiming reticule to "Default." This seems to fix issues regarding "invincible" enemies.

SPAS-15 (Shotgun): Located in Chapter 8, Checkpoint 11. At the end of the level, you will be required to run up to balcony and kill an enemy using this weapon. Dispose of him and lay waste to the enemies below you.

M972 (Pistol): Located in Chapter 9, Checkpoint 4. Dropped by the second enemy on the stairs (the one without a helmet).

G6 Commando (Rifle): Located in Chapter 9, Checkpoint 4. Dropped by an enemy in the alleyway in the same battle where the M972 is found.

M10 (Pistol): Located in Chapter 10, Checkpoint 11. Story-related; Max will automatically pick one up for a sequence. Also located in Chapter 8, Checkpoint 11; it is dropped by a goon during their first wave of attack.

Super Sport (Shotgun): Located in Chapter 12, Checkpoint 4. Used by an enemy in the room to the right before the sunken section of the area. I recommend that you kill him for his Super Sport and use it in turn to kill the enemy with the RPD, below.

RPD (Rifle): Located in Chapter 12, Checkpoint 4. Dropped by an enemy in the battle after the first elevator ride; he is located down the hallway to the left. Grab the Super Sport and Bulletdodge into the hallway, giving him a face-full of buckshot in the process. Use his RPD to mow down more goons later in the level.

LAW (Heavy Weapon): Located in Chapter 13, Checkpoint 5. It is story-related, but this sequence does not count towards the achievement and the LAW is single-use. Instead, Max must run directly left to the opposite end of the area after using the first LAW to find a second. Use bullet time to kill an enemy with a direct hit to count the use of the weapon.

Note: xDAx AWESOME has brought it to my attention that the LAW will not kill the more heavily-armored enemy (the one wearing the helmet) in HARD difficulty. He is correct; however, the lightly-armored enemy in the same area (the one wearing the balaclava) will die in one shot from the LAW in Hard difficulty. If you don't want to deal with the hassle of choosing your targets, play the segment in Medium or Easy difficulty; an anti-tank rocket is a guaranteed kill in these difficulties.

IMPORTANT: Currently, the LAW on the right - next to the body - MUST be used to destroy the APC and the one to the left - leaning against the concrete barrier - MUST be used to get a direct-hit kill. The one on the right WILL NOT kill enemies and is probably only coded to destroy the APC. This may or may not be patched soon, but thanks to xDAx AWESOME for pointing this out (after what I'm sure was a highly frustrating experience).

ALSO IMPORTANT: If the LAW is not scoring you one-hit kills, try restarting your console and/or switching your aiming reticule to "Default." This seems to fix issues regarding "invincible" enemies.

SAF 40 Cal (Rifle): Located in Chapter 13, Checkpoint 8. The enemies who storm out of the elevator during this sequence are carrying this weapon; it has a distinctive green lasersight attachment. Furthermore, starting Checkpoint 9 of this level will start Max with this weapon in your inventory.

FMP G3S (Rifle): Located in Chapter 13, Checkpoint 16. During the end of this level, Max will fight his way through a mock-up training course made of plywood with green spray-painted arrows on the floor. An enemy will shoot at Max from atop some crates next to a chain-link fence during this sequence. He drops the only FMP G3S I found during the game. You can pick it up through the fence after you dispose of him.

Note: Many have reported that this weapon is not required for the achievement, but I will keep the location posted for sake of completeness.

DE .50 (Pistol): Located in Chapter 14, Checkpoint 2. Max starts the level with this weapon.

I hope this guide helps you bag this achievement; good luck!


Changelog and Comprehensive Credits:

First Edit: Added checkpoint numbers for each weapon, as well as exact locations. Cleaned up the guide a bit. Added information about the LAW kill; thanks to xDAx AWESOME for pointing out that problem.

Second Edit: Added updated information regarding the grenade launcher; thanks to Hydrolex for pointing out the discrepancy.

Third Edit: The launchers seem to be a coding mess; added more information about the pair of LAW's thanks to xDAx AWESOME.

Penultimate Edit: Updated information regarding the LAW and Grenade Launcher; thanks to Ibanez V7 for pointing out a current workaround.
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