The Walking Dead Saints and Sinners Walkthrough and Guide - Part 8 - Rampart
Stuck in The Walking Dead Saints and Sinners? Wondering where to go next? Maybe you just like to see what is in store for you before you get there, or want to look back and see if you missed anything in The Walking Dead: Saints & Sinners. Well don’t worry we’ve got you covered with this complete walkthrough. This is the eighth part, where you go to Rampart High School and find out what happened to Casey’s squad.
Stuck in The Walking Dead Saints and Sinners? Wondering where to go next? Maybe you just like to see what is in store for you before you get there, or want to look back and see if you missed anything in The Walking Dead: Saints & Sinners. Well don’t worry we’ve got you covered with this complete walkthrough. This is the eighth part, where you go to Rampart High School and find out what happened to Casey’s squad.
This article will detail how to progress through the main story missions as quickly as possible, with a couple of guiding tips thrown in here and there to make your adventure smoother. Only those recipes that are convenient to get when doing a task for the first time are included. For a full list of all recipes in The Walking Dead: Saints & Sinners, check out our recipe guide article. Spoilers will be as light as possible, but there will be story spoilers by necessity in this walkthrough, but there won’t be any explanation of what is going on in the story beyond what is necessary to make the walkthrough make sense.
All Walkthrough Parts:
The Walking Dead Saints and Sinners Walkthrough and Guide - Part 1 - The Graveyard
The Walking Dead Saints and Sinners Walkthrough and Guide - Part 2 - The Shallows
The Walking Dead Saints and Sinners Walkthrough and Guide - Part 3 - Via Corolla
The Walking Dead Saints and Sinners Walkthrough and Guide - Part 7 - Old Town and Another Stash
The Walking Dead Saints and Sinners Walkthrough and Guide - Part 8 - Rampart
The Walking Dead Saints and Sinners Walkthrough and Guide - Part 9 - The Shallows Again
The Walking Dead Saints and Sinners Walkthrough and Guide - Part 10 - Bastion and The Reserve Key
The Walking Dead Saints and Sinners Walkthrough and Guide - Part 11 - The Reserve and the Ending
Rampart
Today you’re going to be going to Rampart High School to find out what happened to Casey’s squadmates. As always it is recommended to bring some sort of firearm as well as enough melee weaponry to get through the walkers you will run into. You’ll only have to worry about walkers in Rampart. You might also want to bring an explosive like a Nail Bomb in order to take a very minor shortcut at the beginning of the level, more on that soon.
Whenever you’re ready, as always, take the boat to Rampart.
You’ll arrive in the upper left corner of the map, right beside that blue building with the Basketball on it. That’s the basketball court, and the huge building colored a light red is the school itself.
The first place you’ll be going is into the Basketball court itself. When you walk to the nearest door on the left side of the building you’ll notice that it’s locked. Now if you brought some explosives you could always destroy the door with those and waltz in, but it will actually be easier to find all of the squadmates by going the non explosives route. That involves taking a left and going around the upper side of the building.
There you’ll notice a red flag flying from a hole in the side of the building, above a dumpster.
Here is where you can actually climb into the Basketball Court building. All of those ledges with white chalk on them are where you can get a handhold and climb up. So first climb on top of the dumpster, then on the roof, and then use the chalky handholds where the bricks are missing to hoist yourself into the building.
You will find yourself in a dark locker room, and at the end there is an open door leading into an office. Go straight into there and find a corpse decked out in military gear with a broken gun and two notes next to it (if you blew your way through one of the doors on the ground level you’ll have to find the stairs that lead upwards and find this guy). Read the notes, and before you turn around and go downstairs make sure to check the other office room next to the one the corpse is in, you’ll find a free two handed nail bat on the ground.
When you’re done in the office go downstairs. When you reach the bottom you’ll see some double doors, and another single door to your right. The door to your right is a supply room, so if you want some loot give it a look. Rampart High School is big, and there will be opportunities to fill your backpack later as well. When you’re ready go through the double doors and find yourself in the Basketball Gym itself.
The gym was clearly meant to house refugees at some point, and is full of cots and privacy dividers. Now it’s also full of zombies, and is very dark. The zombies will even respawn if you end up backtracking through the gym, so unless you want to fight walkers forever it’s best to move quickly.
There’s some loose items to be found on the cots and floor, but for the most part this is not a great area to look for stuff. What you really want to do is find the corpse of a woman hunched against a cot and lit by a lamp beside her. She is in the first section of the Gym full of cots past the double doors you came in from. You can see her in the picture above. She will also have a note, go ahead and read it.
You’ll also see some bloody footprints leading away from her corpse. It can be easy to lose sight of them when fighting through the many walkers in the gym, but you’ll find that they lead to a little square room in the corner of the gym with locked double doors. Just like the last time you dealt with locked doors, the solution is to climb over them.
To the right of the locked door are some bleachers. Walk up them until you get to the top. When you do look at the side of the locked room, and you’ll see some more handholds marked with white chalk.
Climb up them so you’re at the top of the locked room, and then drop down through a hole in the roof. You’ll find yourself up in the ceiling of the room with a walker. Kill it, and if you'd like there’s an Easter Egg note up there in the ceiling with you.
Once you’re done drop through the hole in the ceiling where one of the ceiling tiles is missing. Now that you’re back on the ground floor you’ll see another body in military gear propped up against a bench. Beside it is a crafting recipe for the Noise Maker Bomb and another note.
When you exit the room you’ll find a pair of double doors on the wall on your right, take them outside and get some fresh air. Then turn immediately to your left, you might notice that you are right back where you started your trip to Rampart High School. Soon you’ll find a gate on your left, swing it open and keep going forward.
Past the ambulance in front of you you’ll see a trail of bloody footprints leading away from the Basketball Gym on your left and over towards the school proper on your right, follow them to a set of double doors. This is the entrance to the school cafeteria.
It’s dark inside, but this time there are no walkers (when you come back in the future there will be zombies in here though). You’ll see a lit figure sitting on the ground on the other end of the cafeteria. Go to him. It’s one of Casey’s squadmates. Talk to him.
He’ll have a message for Casey, and a request for you. He will never leave that cafeteria, whether you let him slowly die and turn into a walker, or mercy kill him right there is up to you. There’s no way to save this man. Whatever you do about this dilemma, make sure to loot the cafeteria. There are a few pretty consistent spawns for items like the voodoo doll and PWNBOT.
Once you’re done in the cafeteria you are free to exit the map. You’ve fulfilled Casey’s request, but there is a fantastic weapon recipe you can pick up easily from here. Just go through the double doors next to the man you just talked to, and at the end of the hall take a left. Keep going past the doors and lockers until you get to the double doors at the end of the hallway that are blocked with a desk. Take the door immediately on the right of it.
That’s the nurse’s office. There’s some loot inside, but most importantly if you go to the bathroom in the back the recipe for the 4th and Pain axe is on the bathroom counter next to the sink. If you like the Cleaver then the 4th and Pain is a direct upgrade to it.
Feel free to explore Rampart High School and fill up your bag, if you have time left. There is a key to a hidden room and a safe code to be found in Rampart as well. If you want to know where to find those check out our article with all recipe locations in The Walking Dead: Saints and Sinners.
The easiest way to leave Rampart is going to be the way you came in in the top left corner of the map. Many of the doors which will be open if you return to Rampart are either locked or barricaded when you come in for the first time.
Back at the Resting Place
When you make it back make sure to talk to Casey on the radio. He’ll have a lot to say about his squadmates and the Reserve. If you pay close attention you might guess where the Reserve is located.
Once you talk to Casey make sure to recycle all your junk items and get ready for the next day. You might have noticed that the lantern is lit again. That means May has another request for you. For now, go to sleep.
Need a guide on what comes next? Want to find out what May wants now, and how to get it? Then head over to Part 9.
All Guns and Weapons in Into The Radius VR - Rifles
Into the Radius is a big game with a ton of guns and weapons to get your hands on. As you climb through security levels you’ll probably wonder which ones you should take and are best for your play style, or what are the pros and cons of each? Well if you’re curious then here are your answers in this complete list of all Guns and Weapons in Into The Radius VR.
Into the Radius is a big game with a ton of guns and weapons to get your hands on. As you climb through security levels you’ll probably wonder which ones you should take and are best for your play style, or what are the pros and cons of each?
Well if you’re curious then here are your answers in this complete list of all Guns and Weapons in Into The Radius VR.
Into The Radius has a ton of guns, so the whole list is broken up into several articles. This article covers Rifles if you want to find out about Pistols and Submachine Guns then go to the Pistols and Submachine Guns article here, and if you want to find out about shotguns then go to the shotguns article here.
Oh, and if you’re thinking about buying a gun in the game, remember that you can always try it out in the Firing Range for free!
Table of Contents:
5.45x39mm
5.45x39mm is a caliber commonly used by late Soviet weapons, and those most commonly used in Russia. Of all the rifle calibers it is the most common to find while scavenging Pechorsk, and overall rifles using it are generally the most attainable and cheap to acquire.
Each rifle using this caliber also shares magazines, so a magazine for one is a magazine for all, and all carry 30 rounds. Weapons with this caliber become available at Security Level 3.
AKS-74u
A classic of Soviet invention, the AKS-74u is a rifle so small that it’s almost a Submachine Gun.
If you fold the stock in it can be extremely easy to use in close quarters, and even with the folding stock extended it is very short and light.
This ease of use and versatility comes with some drawbacks though. Since it is so short the AKS-74u is not very accurate and deals slightly less damage when compared to other rifles, but is superior to most SMGs in accuracy, damage, and as recoil.
Still, the AKS-74u will struggle when compared to other rifles at medium to long ranges. If you want an SMG type of weapon with a lower fire rate but greater accuracy then the AKS-74u delivers on that.
AK-74
The big brother of the AKS-74u, the AK-74 is the full version.
It may be heavier and harder to use in close quarters, but it is definitely more accurate and has less recoil.
For these reasons the AK-74 is generally superior to it’s smaller cousin, and is an all around solid rifle when you start to go to Pobeda Factory and enter the mid game.
It has reasonable recoil and a rate of fire that is controllable when firing fully automatic at short ranges. Especially after some modifications and attachments, the AK-74 is very effective at medium range.
It can also fit an underbarrel grenade launcher capable of launching the Russian VOG-25 rifle grenade. Though if you’re planning on sinking a lot of money into an AK-74, you’re probably better off using that cash on its newer iteration, the AK-74M.
AK-74M
The AK-74M is a more advanced version of the AK-74. It is an upgrade in all aspects, and if you can afford it, get this instead.
Not only is the AK-74M lighter, but it also shoots more accurately and has more controllable recoil.
Overall there is no downside when comparing the functionality of the AK-74M to the AK-74. The AK-74M can also fit all of the attachments that the AK-74 can, including the grenade launcher.
5.56x45mm
This is the caliber of most weapons used by NATO countries, and especially the American military. 5.56x45mm rounds can be found a little less commonly than 5.45x39mm, and weapons using it are mostly equivalent to those using 5.54x39mm.
Still, the weapons of this caliber support more modern weapon attachments right out of the box without needing to pay to add extra attachment rails. Weapons with this caliber become available at Security Level 3.
M4A1
Famous for its use by the American Marine Corps, the M4A1 is the rifle you think of when you think of Western militaries.
You might think that the increased cost of buying this gun would make it undoubtedly better than other rifles at the same security level, but there are some drawbacks to using the M4A1.
While the rate of fire at full auto is much better with the M4A1, the recoil can be much harder to control due to this. The iron sights are not great either, though that is up to personal preference, and you can easily add a new sight as an attachment on the top rail.
Overall the M4A1 is a western equivalent to the AK-74M, with similar accuracy and damage per hit as well as a greater rate of fire.
AUG
The AUG is the bullpup equivalent to the M4A1, meaning that magazines are loaded behind where the trigger is located.
This placement of the magazine might be confusing for you in a tense situation if you aren’t used to it, so whether or not that is a drawback is up to you.
However the AUG is much more capable of landing hits when firing full auto when compared to the M4A1, and has a rate of fire similar to the AK-74s. Unfortunately it does not share magazines with the M4A1, despite using the same bullets.
The iron sights are also not great, though you won’t have to pay extra to get a rail that can fit modern sights.
Generally the M4A1 is more moddable. Also the AUG is heavier, though it has a higher muzzle velocity and can hit targets slightly further away.
7.62x39mm
The 7.62x39mm was a bullet caliber used by the Soviets before switching over to 5.45x39mm, so guns that use it in Into the Radius are both old soviet technology.
These bullets can be used in the only rifle that you get access to before security level 3, the SKS, and the AKM which you can get at security 3.
SKS
The SKS is a very old rifle of Soviet design, used in World War 2. It fires semi automatic, and can use all of the same magazines that the AKM uses, which includes 10 round and 30 round mags.
The biggest upside to the SKS is that you can buy it at security level 2, which makes it the best option for medium to long range shooting before you hit security 3.
Though at security level 2 you’ll only be able to buy short magazines, and when you get to level 3 you’ll find that the SKS is outclassed by a lot of the guns you get access to, including the AKM.
The SKS is not very moddable and cannot fit a suppressor, and cannot fire fully automatic. It also does slightly less damage than other security level 3 assault rifles like the AK-74 and AKM.
Unless you’re really struggling to get to security level 3, save your money for something better.
AKM
The AKM is an improved version of the AK-47, and is the most common firearm in the world.
It can take 10 or 30 round magazines, and is overall a direct improvement over the SKS. The AKM can fire fully automatic and can be modified to a much greater extent.
Comparing the AKM to other assault rifles at security level 3 like the AK-74 and M4A1, it has some pros and cons as well. While it is the loudest of all these early rifles, it also does slightly more damage per hit.
Though it also has a lower muzzle velocity as well, making it perform worse at long ranges, though for most engagements you won’t notice this.
9x39mm
Available to Security Level 4, 9x39mm is a strange caliber used by Russian special forces weapons.
The upside of this caliber is that it is very quiet, and two of the three weapons that use it have integrated suppressors. This makes these guns great if you really like stealth and don’t want to spend a small fortune on suppressors and suppressor repairs.
The downside is that you pay for this with extremely low muzzle velocity, making all of them perform extremely poorly at long ranges.
VSS 'Vintorez'
The VSS ‘Vintorez’ is an experimental rifle originally produced by the Soviet Union and intended for covert operations.
Its integrated suppressor makes it a great choice for stealth players, since it and it’s counterpart, the AS VAL, are the two more silent guns in the game before modifications.
When using subsonic rounds, the VSS ‘Vintorez’ and AS VAL are the best stealth weapons in Into the Radius.
They also both deal a good deal more damage than the Security Level 3 weapons of the 5.45x39mm, 5.56x45mm, and 7.62x39mm calibers, even the AKM. The VSS ‘Vintorez’ is also more accurate, though it fires bullets with an extremely low velocity and you will have to aim significantly above your target at even medium ranges.
The greatest downside of the VSS ‘Vintorez’ is its low magazine capacity of 20 rounds and that it doesn’t fire fully automatic.
AS VAL
The AS VAL is the newer version of the VSS ‘Vintorez’.
It has a folding stock, which makes it a little better in tight spaces. The AS VAL also has an integrated suppressor like the VSS ‘Vintorez’ and takes the same 20 round magazines.
The AS VAL is mostly like the Vintorez, but slightly different in a few respects.
The VAL can fire fully automatic, but is less accurate and does slightly less damage per shot. It’s also a little lighter.
OC-14-4A 'Groza'
The OC-14-4A ‘Groza’ is a Russian unsuppressed rifle with a bullpup design, meaning that magazines are loaded behind where the trigger is located.
This placement of the magazine might be confusing for you in a tense situation if you aren’t used to it, so whether or not that is a drawback is up to you.
The OC-14-4A ‘Groza’ has some truly weird iron sights that many find hard to aim. It also does slightly less damage per shot than the other weapons in its caliber.
It’s also slightly less accurate and has a lower fire rate, though it can go full auto. The ‘Groza’ does have the upside of taking 30 round magazines instead of 20, and has an integrated VOG-25 grenade launcher.
7.62x54mmR
The 7.62x54mmR cartridge is used by Russian bolt action and sniper rifles.
It was originally developed for the Mosin Nagant rifle all the way back in 1891. It is pretty uncommon to find out in the Radius.
Mosin Nagant
Available at security level 3, the Mosin Nagant rifle is your best option for long ranged combat until Security Level 4. The Mosin Nagant rifle was originally designed and adopted by the Russian Empire as its service rifle in 1891.
It is one of the longest serving weapons in military history. As for Into the Radius, the Mosin Nagant is great if you are looking for a bolt action rifle, though it will be your only choice of one throughout most of the game.
It has fantastic range and very high damage. The main downside is the low magazine capacity of 5 rounds and very low rate of fire due to having to use the bolt every time to chamber a new round.
So if you use the Mosin Nagant you’ll want to be very certain that you hit your shots and make them count. You’ll also have to manually reload each bullet into the breach, so reloading the Mosin Nagant takes a while too.
Tiger Rifle
The Tiger Rifle is a much more modern gun to use with the 7.62x54mmR cartridge. Unlike the Mosin Nagant it doesn’t need to be chambered after every shot and can fire semi automatic.
This makes it a much more versatile weapon.
The Tiger Rifle is also capable of hitting targets at very long distances, and has interchangeable magazines holding 10 rounds.
While the Tiger Rifle does a great amount of damage per shot, it still does less than the Mosin Nagant. It is also slightly less accurate.
7.62x51mm
The 7.62x51mm caliber is the most expensive caliber in the game, and unlike many other rifle calibers only has two variations, Cheap and FMJ. Cheap rounds (or CHP) are worse in every respect to FMJ.
Despite not being called “AP” rounds, FMJ rounds have great armor penetration and damage per hit.
M14
Available at Security Level 4, the M14 used to be the main service rifle of the United States military. In Into the Radius it is an extremely heavy hitting rifle, with each hit dealing almost as much damage as one from the Tiger Rifle.
The M14 easily outdamages all 9x39mm weapons, and is more accurate to boot.
The downsides of the M14 is that it isn’t highly reliable and will require frequent repairs, and is very loud. It also has a pretty large magazine for a semi automatic rifle of 20 rounds.
It can shoot far and does a lot of damage, making it practically a sniper rifle in Into the Radius.
FN FAL
The FN FAL is the automatically firing and more reliable counterpart to the M14.
While the FN FAL doesn’t do the extremely high damage of the M14 and isn’t as accurate, it is still a great assault rifle that hits harder than any of the 9x39mm guns.
It is still extremely loud though, and can’t be suppressed. It’s hard to control when firing fully automatic, but is much more versatile to use at shorter ranges than the M14.
For Security Level 4, the FN FAL is pretty good, but things get great at Security Level 5.
FN17 Rifle (SCAR)
The FN17 Rifle, also known as the ‘SCAR’ was a potential candidate to become the United States’ military new battle rifle, but was rejected. Luckily it fits right in in the Pechorsk Zone as the most powerful assault rifle available to you.
The only downsides are it’s high price, and the fact that it degrades more quickly than other weapons.
Once you have the funds to afford this beast though, you will never go back to another rifle in this game. There is nothing but upsides. The FN17 does a lot of damage, can fire fully automatic, and is also very accurate.
The FN17 is capable of sniping about as effectively as the Tiger rifle, just swapping in a longer range scope on the top rail will turn it into a very effective long range tool.
The SCAR absolutely destroys enemies at any point in the game, though its magazines are limited to 20 rounds, you’ll rarely need all of them if you put your shots on target.
Even armored foes can’t stand up to it at any range. There is no weapon in the game more versatile and powerful than the FN17.
DVL-10 Diversant
If you want to sniper far and hit hard, then the DVL-10 Diversant should be the rifle of choice for you.
It has the highest damage per shot of the game, and is extremely accurate.
The DVL-10 also comes with an integrated suppressor and is very quiet, so you won’t attract a lot of enemies using this. It also has a magazine size of 10, which is not bad for a sniper rifle.
The only downsides are that you need to cycle the bolt on the gun in between each shot like the Mosin Nagant, because the DVL-10 is a bolt action sniper rifle. Still, you’ll rarely need to land more than one shot with this monster.
Like the FN17 rifle, the only downside is the cost, but at Security Level 5, what else will you need to spend your money on.
There you have it, all of the Rifles in Into the Radius. If you want to find out about the shotguns in this game check the shotgun article here. If you’re curious about pistols and submachine guns check out that article here.
All Guns and Weapons in Into The Radius VR - Shotguns
Into the Radius is a big game with a ton of guns and weapons to get your hands on. As you climb through security levels you’ll probably wonder which ones you should take and are best for your play style, or what are the pros and cons of each? Well if you’re curious then here are your answers in this complete list of all Guns and Weapons in Into The Radius VR.
Into the Radius is a big game with a ton of guns and weapons to get your hands on. As you climb through security levels you’ll probably wonder which ones you should take and are best for your play style, or what are the pros and cons of each? Well if you’re curious then here are your answers in this complete list of all Guns and Weapons in Into The Radius VR.
Into The Radius has a ton of guns, so the whole list is broken up into several articles.
Pistols and Submachine Guns are here.
Rifles are here.
Oh, and if you’re thinking about buying a gun in the game, remember that you can always try it out in the Firing Range for free!
Table of Contents:
12x70mm
The only caliber used by shotguns in Into the Radius is 12x70mm, or “12 gauge” as it is commonly known. This caliber is distinct because it has only two varieties, buckshot and slug.
Buckshot is very common throughout the game, even in Pervomay Route, slugs are less common but you will still find a decent amount as you continue through the mid to late game.
As far as effectiveness, buckshot is good against unarmored enemies at close range, but is horrible against anything with armor. While slugs have greater range, do really good damage per shot, and have a decent chance to penetrate armor, though not as much as AP or +P rounds of other calibers.
IZh-27 Sawn-Off
The IZh-27 Sawn-Off shotgun is the first shotgun you’ll get your hands on in the game.
One will spawn for free on top of the mission terminal after one of the early missions. It’s a Russian breakover hunting shotgun that you can load two shells in at a time.
There’s also a variant you can find in the radius that has the barrels side by side instead of on top of each other, which is functionally the same.
The IZh-27 Sawn-Off has an incredibly wide pellet spread, but is very light when compared to other weapons.
Early on it’s a great way to use the buckshot shells you find by shooting Fragments and other melee enemies from up close, but it’s lack of accuracy and two shell capacity means it won’t be useful for long.
IZh-27
This is the IZh-27 Sawn-Off, but with the barrel still attached.
While the IZh-27 is heavier than the Sawn-Off version it is more accurate and can hit targets at slightly longer distances.
You may find one early on, and if you don’t mind the weight and the longer barrel in tight spaces then it is a direct upgrade, but still not a gun you want to be using for too long.
There is also a side by side barreled version in Pechorsk that is basically the same.
IZh-81
The IZh-81 is where shotguns start becoming good in Into the Radius.
It is pump action with a small shell capacity of 5 in reserve, but is quite a lot better than it’s double barreled cousins. It is the most accurate shotgun, with buckshot shells leaving in tight groupings and slugs capable of hitting targets about as far as they will travel.
Attaching a decent optic can make this sort of a shotgun sniper rifle.
There is a downside to having to work the pump action every time you fire, which means the IZh-81 can’t shoot very quickly. Still, it is a very accurate shotgun and among one of the best weapons in its class.
For the low price you get a lot of utility as long as you’re good at landing your shots.
SPAS 12
The SPAS12 is a French combat shotgun that fires semi-automatic.
It can get a lot of shells out and at your target very quickly, making this a great shotgun for up close engagements.
It can also hold 8 rounds in reserve, which is a good amount for a shotgun. The big downside of the SPAS 12 is that it is pretty inaccurate.
By the time you have access to the SPAS 12 there are much better options for your money, but if you’re a fanatic about using shotguns up close, you might want to upgrade to this before you get your hands on the Saiga 12k.
You can deal a lot of damage with slugs quickly, if you manage to hit your target.
Saiga 12k
The Saiga 12k, another weapon of Russian manufacture, is considered the best shotgun and for good reason.
It is pretty accurate and fires semi-automatic. Also loading it is much faster than any other shotgun because it uses magazines. It even has a folding stock.
While the magazines you can buy for the Saiga 12k in the shop have a capacity of 5 rounds you can also find 10 round magazines in the Radius.
The Saiga is very moddable and is the best way to fire shotgun shells accurately and quickly.
There might be better weapons in the late game, but some swear by the Saiga 12k, and for good reason. It is the best shotgun in the game.
There you have it, all of the Shotguns weapons in Into the Radius. If you want to find out about the Pistols and Submachine Guns in this game check that article here. If you’re curious about rifles check out the rifle article here.
All Guns and Weapons in Into The Radius VR - Pistols and Submachine Guns
Into the Radius is a big game with a ton of guns and weapons to get your hands on. As you climb through security levels you’ll probably wonder which ones you should take and are best for your play style, or what are the pros and cons of each? Well if you’re curious then here are your answers in this complete list of all Guns and Weapons in Into The Radius VR.
Into the Radius is a big game with a ton of guns and weapons to get your hands on. As you climb through security levels you’ll probably wonder which ones you should take and are best for your play style, or what are the pros and cons of each? Well if you’re curious then here are your answers in this complete list of all Guns and Weapons in Into The Radius VR.
Into The Radius has a ton of guns, so the whole list is broken up into several articles.
Oh, and if you’re thinking about buying a gun in the game, remember that you can always try it out in the Firing Range for free!
Table of Contents:
9x18mm
9x18 is the first and most common caliber you will find with spawn locations throughout the entire game.
Surprisingly there are weapons using this caliber that are completely viable throughout the entire game due to their high rate of fire, accuracy, and the fact that you can get +P rounds, which are always the best sort of rounds for any caliber with a combination of good damage and armor penetration.
It is one of three calibers that is used by both Pistols and Submachine Guns.
PM Makarov
The PM Makarov (or just PM in the shop menu) is a classic soviet mass produced pistol and the first weapon that you start the game with. It is more than adequate for Pervomany Route, the first map of the game.
Still, you’ll want to be careful when using this pistol because of its very low magazine capacity and poor accuracy.
The PM Makarov is better used close to your target, so you may have trouble taking out enemies with firearms such as Mimic Cops. Ammo for it can be found easily throughout the game.
Still, you’ll be better off replacing this aging sidearm with something better when you can afford it.
GSH-18
A more modern Russian Pistol, the GSH-18 is practically the younger and more versatile brother of the Makarov. It has larger magazines and better accuracy, though it is by no means the best pistol around.
If you want a quick and reliable upgrade to the Makarov that won’t break the bank then the GSH-18 will deliver.
Still, there are better options when it comes to sidearms, and if you hold on to your money you can do better by sticking with the PM Makarov for a little while longer.
OC-33
The OC-33 is widely considered to be one of the best pistols in the game.
While it isn’t the most accurate, though it is the best in that department of all the 9x18 pistols, it has something that only one other sidearm in the game has, and that is a fully automatic firing mode.
When going fully automatic the OC-33 is basically a small Submachine Gun that can fit in your pistol slot.
Still, with its very large magazine and reasonable automatic rate of fire, you can get a lot of shots on target before needing to reload. While it doesn’t fire as quickly as a submachine gun, even when firing fully automatic without stopping it is very controllable and accurate.
If you enjoy sniping in Into the Radius then the OC-33 can be a great sidearm to whip out of an enemy gets very close to you when you aren’t paying attention, or when you have to enter a building or other close quarters that a larger weapon is not suited for.
PP-91 Kedr
Another easy to mass produce weapon, the Kedr PP-91 Submachine Gun is used by Russian internal security forces. It has a folding stock that you can choose to fold overtop the gun or leave extended.
There are short magazines and larger magazines, though you should always use the larger ones. This weapon chews through ammo very quickly.
While that might sound like a drawback, it’s actually a huge benefit.
The PP-91 Kedr’s high rate of fire means that it can do a ton of damage really quickly. More so than any other SMG in the game, the PP-91 Kedr also is very controllable and accurate even when firing fully automatic without stopping.
No need to fire in bursts. That’s what makes the PP-91 Kedr the best SMG in the game.
With the addition of subsonic rounds and a silencer the PP-91 Kedr is very quiet and makes for a great up close stealth weapon. Actually it makes for a great up close weapon even without stealth.
Since 9x18 rounds are more common and cheap, if you want to spray opponents with bullets from close range then the Kedr is a solid choice. No other SMG in the game can take down enemies as quickly as the Kedr from up close.
9x19mm
9x19mm is another caliber used by Pistols and Submachine Guns in Into the Radius.
Guns using this caliber tend to be more accurate than their 9x18 counterparts, but are also generally more expensive to purchase and use.
Weirdly enough, automatic weapons of this caliber tend to have bad recoil and control compared to automatic weapons of 9x18. 9x19 ammunition is also more rarely found out in the Radius, but is still a fairly common ammo type, especially from Bolotky Village and onward.
Like 9x18 the 9x19 caliber has a number of types, where +P is the best for damage and armor penetration.
G17 (Glock17)
A Pistol of Austrian manufacture, the Glock 17, or G17 as it is called in Into the Radius, is a pistol known for its use by American police officers and its reliability. The same holds true for the G17 in this VR game.
With a decent magazine capacity this pistol is a better alternative to the Pm Makarov and GSH-18 if you can afford it.
Still, the G17 isn’t as accurate as other guns of the caliber and is outclassed by other sidearms.
For these reasons it isn’t often recommended, but it does look cool and isn’t horrible by any means.
G18c (Glock 18)
The G18 is the G17’s older brother. It is virtually the same in most ways, it even takes the same magazines.
It also looks a little cooler with more details, but what makes the G18 superior to the G17 is it’s ability to fire fully automatic.
Just like with the OC-33, having a fully automatic pistol can be very useful. Unlike the OC-33, the Glock 18c is very hard to keep control of when firing in full auto.
Like most other automatic 9x19 guns, it has a fantastic rate of fire, but a massive amount of recoil that accumulates quickly. You’ll have to fire it in bursts, which makes the fully automatic mode a little pointless.
This is a fun gun, but the OC-33 is a better full auto pistol.
M9 Beretta
The M9 Beretta is an Italian pistol known for its use by the American armed forces.
The M9 is widely considered to be the best pistol in Into the Radius when combined with 9x19 +P rounds. It is highly accurate, has good magazine capacity, and does great damage.
If you want a good pistol that has a great combination of all attributes for a perfectly well rounded gun, then the M9 Beretta will not disappoint.
While it doesn’t do the most damage, or have the biggest, magazine, or fire the fastest, it is the best combination of all of those qualities in a single package.
MP5K
The MP5K Submachine Gun is the PP-91 Kedr of the 9x19 ammo type.
The MP5K also has a moving stock that you can pull out or push in for maximum compactness. The MP5K also has a great rate of fire, and the magazine size to use that rate of fire to its full potential.
What keeps the MP5K from competing with other SMGs is that it is horribly inaccurate.
Good thing it has a burst fire mode, because firing this gun fully automatic makes it impossible to control or hit anything with.
Your barrel will be pointing at the sky after the first few shots. The MP5K is great if you’re good at firing in bursts and controlling it’s recoil, though you’ll probably find yourself hitting fewer shots than with other weapons.
PP2000
The PP2000 is a futuristic 9x19 SMG used by Russian Security Forces. Despite its alien looks the PP2000 is a fairly solid SMG in most ways.
Especially when compared to other 9x19 SMGs it is very accurate when firing fully automatic.
Its fire rate also isn’t the best when compared to other SMGs, but it’s pretty solid. Better to have fewer bullets that can hit a target than a bunch that miss.
What keeps the PP2000 from being a truly epic gun is it’s small magazine capacity of only 20 rounds, compared to the thirty round magazines of other Submachine Guns.
You’ll find yourself running dry with this gun a lot. If you can look past this drawback it’s otherwise a solid all around SMG.
.357
.357 is a rare caliber, but that’s not so bad since only a single weapon uses it.
Desert Eagle .357
Another contender for the most powerful handgun in Into the Radius, the Desert Eagle is the most powerful pistol in the game.
It has the highest damage per hit of any handgun by a pretty big margin, and that’s the best thing it has going for it.
Otherwise the Deagle has a small magazine capacity, about as small as the PM Makarov even, and incredible recoil. To top it all off there is no way to silence it and it is extremely loud, so using the Desert Eagle will draw a lot of attention.
Still, if you want to blow enemies away with a single shot of your pistol, there is no better option than the Desert Eagle. It feels really nice to shoot, so much power.
MP412 REX
The Into The Radius developers announced a sequel, Into The Radius 2 a while back, but also two patches that would come before that sequel.
Patch 2.7 added the MP412 REX, a revolver with six chambers. As with revolvers in real life, this is a highly reliable weapon that takes a lot of wear and tear to jam on you, but has an abysmal rate of fire and magazine capacity. Not to mention how long it takes to reload it.
The MP412 REX revolver in Into The Radius is a very novel weapon that is a lot of fun to mess around with. It’s also got great damage per shot for its price.
Of course, the primary downsides are that its a revolver and that each shot is very slow, and you have to reload each bullet into each chamber individually.
Of course using it is fun, but in terms of usefulness the MP412 REX revolver is best if you want a sidearm that you won’t use often, but when you do you can use very accurately. Missing your shots with this revolver is a definite no-no, because you do not want to be reloading it during combat.
7.62x25mm
The final caliber used by pistols and submachine guns, 7.62x25 is used by old Soviet weapons, and is pretty common in all of the maps of Into the Radius like the 9x18 caliber is.
TT-33 Tokarev
The TT-33 Tokarev is another Old Soviet pistol, used in World War 2 and during the Cold War before it was replaced by newer designs such as the GSH-18.
While it does pretty good damage for a sidearm, the TT-33 Tokarev has a very small magazine size when compared to modern guns.
What is so great about this pistol is that it is extremely accurate, the most accurate pistol in the game, and due to the high muzzle velocity of the round it fires, it maintains this accuracy even at long distances.
This gun is practically a handheld sniper rifle, and with a few mods can be a great supplement to a loadout based around an SMG which lacks in medium range capability.
PPSh (Short and Full)
Another famous Soviet weapon from World War 2, the PPSh is a very reliable SMG. While it’s standard magazines are the usual 30 rounds, there are also big drum magazines that you can find out in the Radius.
Drum magazines give the PPSh the greatest magazine capacity in the game. You’ll need that capacity, because like most Submachine guns in Into the Radius, the PPSh chews through rounds quickly.
Still, it maintains accuracy pretty well when firing it fully automatic, but not as well as other guns do. You’re still better off firing in bursts here.
The PPSh comes in a cut down version without a long butt stock, and a full version with all the usual furnishings.
The cut down version is a little less accurate with slightly worse recoil, but otherwise is virtually the same gun. It also weights considerably less than the full version.
Regardless of which you use, just like the TT-33 Tokarev the PPSh is really accurate for a Submachine Gun due to the 7.62x25 round that it uses. If you want an SMG that is still effective at medium ranges, then the PPSh might be your weapon of choice.
Unfortunately the PPSh does come with the downside of not being very moddable, so you’ll have to rely on the iron sights
There you have it, all of the Pistols and Submachine Gun weapons in Into the Radius. If you want to find out about the shotguns in this game check the shotgun article here. If you’re curious about rifles check out the rifle article here.
3 Best VR Basketball Games on the Oculus Quest 2
Love Basketball, but still want to get some shots in when it’s too cold or there’s nobody else to play with? Well you don’t have to wait anymore, because VR Basketball Games are great on the Oculus Quest 2! Whether you want to do some VR Basketball Training or just have a little fun you’ll find the best VR Basketball Game for you here.
Love Basketball, but still want to get some shots in when it’s too cold or there’s nobody else to play with? Well you don’t have to wait anymore, because VR Basketball Games are great on the Oculus Quest 2! Whether you want to do some VR Basketball Training or just have a little fun you’ll find the best VR Basketball Game for you here.
Blacktop Hoops VR
Want a fast paced and easy to pick up game of Basketball? Then Blacktop Hoops is exactly what you want. Its creators at Vinci Games say that it’s like NBA Street in VR. That’s pretty apt, because Blacktop Hoops is all about fast streetball, with all the beautiful city courts and funky hip hop beats you could want. It’s a colorful and beautiful game, and most importantly it’s got a fast pace and a very easy to learn control scheme.
In Blacktop Hoops VR you can be smashing the hoop with VR Dunks in five minutes. Dribbling is easy, the ball is practically chained to your hands, and you can quickly do a lot of sweet crosses to confuse and outplay your opponent. Speaking of opponents, Blacktop Hoops currently has the best bots in any VR Basketball Game. They have a variety of difficulty settings that are suitable for novices or pros. Playing against bots almost feels like playing against a real person. This is also a Multiplayer VR Basketball Game too, with open courts and games up to 3v3.
With more arcadey controls, hilarious announcers, and bright colors, Blacktop Hoops is the ultimate VR Basketball Game to do crazy court tricks and smash buckets home. It’s the greatest way to feel like a VR Streetball champ in an afternoon.
This game is now fully released with a fun singleplayer campaign against a variety of bot opponents on various difficulty levels. You can even play 2v2s, and Multiplayer is fully added as well. Check it out on the Meta Store.
Gym Class VR
Gym Class VR aims to be as accurate a simulation of Basketball in VR as possible. Unlike the other games you’ll see on this list there is no dribbling mode to make dribbling easy, and no button you just press to jump. You have to actually dribble manually if you want to, though you’ll find in matches that most people won’t even bother to, it’s that hard. The shooting feels very natural and true to life, though you might have to adjust some of the shooting settings like your power and wrist angle to get it feeling just right. It’s great that those settings are there to adjust the game for all sorts of players, and Gym Class VR has the best shooting once you adjust your settings and get used to it.
Dunking is hard too, not as hard as in real life, but you actually have to physically jump up a little for your jump button to work. It takes some timing that is hard to learn but very satisfying to master. Though if you play Gym Class VR you should make sure you have a high ceiling so you don’t break your hand trying to land a dunk. Gym Class VR is great if you’re looking for VR Basketball Training, because it doesn’t just hand you the tools to be fantastic right from the start. You have to learn them and apply some actual skill to make some amazing plays.
The primary focus of this game is Multiplayer, that’s where most of the fun is, and you’ll find players at a variety of skill levels. Only the general absence of dribbling makes this not feel like a real game of basketball (though some players will still insist on it). There are some bots for Singleplayer as well, but they have limited AI and are used mostly for warm up challenges and tutorials. Gym Class VR is also a free VR Basketball Game! While the combination of realism and VR might not be for everyone, at the price of nothing it’s at least worth a try.
Big Ballers Basketball VR
Big Ballers Basketball is a faster paced game than Gym Class VR, with controls that are less easy to get used to than Blacktop Hoops VR. It occupies a space between these two games. While it does have a fairly good dribbling system it isn’t as easy and intuitive as Blacktop Hoops. While it gives you some ability to change your shot power, there aren’t as many options for dialing your shooting in as there are in Gym Class.
Big Ballers Basketball also lacks bots or any sort of Singleplayer component other than an empty court for you to practice on. This makes it even harder to get acclimated, and it would be nice if they include a tutorial as well at some point. Due to the Big Ballers Basketball is the hardest to get the hang of overall, but offers a happy medium between easy to grasp and arcadey, and as realistic a VR experience as possible.
What Big Ballers Basketball has that those games lack is an element of wackiness. There’s all sorts of funny skins that you can set your player to. Businessman with a hard hat on? Go crazy. Zombie with a captain’s hat on? Feel free. This is a game that doesn’t take itself as seriously as other VR Basketball Games do. Though it has some janky feel to it and this VR Basketball Game isn’t free, a lot of Oculus Quest 2 gamers say that it’s the best. This is definitely a game that has gotten better, and will continue to get better over time.

