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Drug Lord 3 guide

Fighting and weapons

Most fights in Drug Lord 3 are a business decision. Here is how they resolve, what each weapon class is really for, and when paying or running beats shooting.

Also in this guide: beginner's guide · shipping, vehicles, property and crew · the 26 cities

Where fights come from

Fight, bribe or run

Fight: each round you pick a weapon, and its class decides how the shot lands. Tap an enemy to focus fire on them. Fight it out plays your best weapon round after round until you press stop.

Bribe: works on gangs and the law. The dialog shows roughly what they want and your odds as you type an amount. The asking price scales with your net worth, and a good reputation makes gangs cheaper. Some gangs, and some units, are much harder to buy.

Run: your chance to get away depends on your vehicle's evasion and speed, and on how heavy your bag is. You can run from gangs and sharks, but escaping the law depends on which unit has cornered you.

Health, death and healing

Your maximum health grows with your rank, from 100 at Wannabe to 1,500 at El Jefe. If it reaches zero the run is over, unless you spend Dope Dollars on a revive. Each morning you recover a tenth of your maximum health. With a Penthouse or better you recover a fifth, and if you own the Hospital property you recover fully. At any time, the Hospital on the home screen will heal you instantly for a share of your cash and bank.

How enemies scale

Enemy health and firepower climb with your rank and reputation, and a bag more than half full makes them hit harder. From Dealer up, a gang's capo can join the fight: three times the health and a real gun. Put the capo down and you'll get a bundle of cash plus some days of peace in that city. SWAT and federal teams bring a marksman who fires every round until you focus them down.

Shooting your way out of a bust adds heat. Bigger units add more, and silent weapons add half as much. Winning gang fights builds reputation instead.

The five weapon classes

Every gun belongs to a class, and the class decides how a trigger pull lands, not just how hard. The gun shop shows the honest number: expected damage per pull.

ClassWeaponsHow it hitsBest against
FocusSidearms, snipers, the bow, the knifeAll damage on one target: the enemy you tapped, or the weakest one. Snipers land a critical hit about a third of the time.Capos, marksmen, finishing off one dangerous enemy
BlastShotguns×1.6 damage against one or two attackers, and an ordinary split beyond that.Small groups and duels
SprayRifles and SMGsThe burst is split across every attacker.Wearing down a crowd evenly
SuppressBelt-fed machine gunsSplit damage, and only a quarter of the attackers fire back that round.Big groups that hit hard
Area / BurnRockets, grenades, dynamite, the flamethrowerFull damage to every attacker, but only twice per fight. The flamethrower does half damage and sets everyone burning.Opening a big fight with a bang

Magazines and ammo

Automatic weapons fire about (rate ÷ 100) rounds per pull, give or take two, from their magazine. When it's empty, the next tap is a reload. A seven-round Desert Eagle reloads every couple of pulls, while a 200-round belt never does. Each weapon uses its own ammo type, and ammo gets more expensive as you rank up. If you run dry mid-fight, you're left with the knife, so stock up before long trips.

Armour

A vest, plates or a full ballistic suit from the gun shop soaks up a share of every volley. Belt-fed fire punches through half of it. Every fight wears armour down, and repairs cost a quarter of its price.

Concealment

Sidearms and SMGs fit under a jacket. Rifles need a bag, and belt-fed guns and rockets need a crate. Airport security checks bags and crates on every flight, and a checkpoint that finds a crate calls in a bigger unit. If you want to travel with heavy weapons, drive, sail or fly private.

Black markets

Every city sells most of the catalogue at list price, plus a couple of signature guns at 25% off. The heaviest pieces are only stocked where they belong. A gun sold in a city that doesn't stock it fetches a street premium of half its list price again, which makes guns a small, risky second trade.

WeaponOnly sold in
MinigunMexico City, Moscow, Kabul
Denel NTW-20 anti-materiel rifleCape Town, Johannesburg
MK 19 grenade launcherKabul, Moscow, Bogota
Browning M2Los Angeles, Las Vegas, Tehran
RPG-7Kabul, Moscow, Tehran, Bogota, Lagos
PKP PechenegMoscow, Kabul
FlamethrowerParis, Moscow, Kabul

The signature guns for every city are listed on the cities page.

Your crew in a fight

Crew members carry their own weapons and fire automatically every round, so arming them well multiplies your damage. Each crew member has their own health. If they're knocked out, they're laid up for three days, with no wages and no fighting, unless the Hospital patches them up right away at double the price. More on hiring in the logistics guide.

When not to fight

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