FAR CRY 3

FAQ/Walkthrough for PS3/Xbox 360
By SENIORBILL
Version 1.0 March 26, 2013
Copyright 2013 by William Poneta

E-mail: bilpon1@yahoo.com


TABLE OF CONTENTS

Introduction <I001>

Gameplay/Crafting/Skills <I002>

Weapons, Ammo and Loot <I003>

Walkthrough <I004>

Chapter 1: Make a Break For It <CH001>

Chapter 2: Down in Amanaki Town <CH002>
               Amanaki Town Radio Tower <RT01>

Chapter 3: Harvest the Jungle <CH003>

Chapter 4: Secure the Outpost <CH004>
               Path of the Hunter no. 1: Shotgun hunt for five rabid dogs.
                    Wanted Dead no. 1 (sub-menu)
                    Wanted Dead no. 2 (komodo shack) (sub-menu)
                    Amanaki Town Supply Drop

Chapter 5: Mushrooms in the Deep <CH005>
               Wellshore Wrecker’s House Outpost <WW01>
                    Wanted Dead no. 3 (sub-menu)
               Vasla Docks Outpost <VD02> Radio Tower and Supply Drop <RT02>
                    Path of the Hunter no. 2: Sniper rifle hunt for five deer.
                    Wanted Dead nos. 4 and 5 (sub-menu)
                    Tagging the Past <OP01>

Chapter 6: The Medusa’s Call <CH006>
               Orphan Point Outpost <ORP03> Radio Tower and Supply Drop <RT03>
                    Wanted Dead no. 6 (sub-menu)
                    Path of the Hunter no. 3: Bow hunt for a rare Black Panther.

Chapter 7: Playing the Spoiler <CH007>
                    Where For Art Thou Juliet? <OP02>
                    Path of the Hunter no. 4: Shotgun hunt for two bears.
               Mosquito Yard Outpost <MY04> Radio Tower and Supply Drop <RT04>
                    Wanted Dead no. 7(sub-menu)
                    Path of the Hunter no. 5: Bow hunt for a rare Golden Tiger.
               Northview Gas Outpost <NG05>
                    Wanted Dead no. 8 (sub-menu)
                    Love Eternal <OP03> ($500) Optional Mission

Chapter 8: Prison Break-in <CH008>

Chapter 9: Island Port Hotel <CH009>

Chapter 10: Keeping Busy <CH010>


Chapter 11: Meet Citra <CH011>
                Cliffside Overlook Outpost <CO06> Radio Tower and Supply Drop
                                                          <RT05>
                     Path of the Hunter no. 6: Bow hunt for a rare Blood Komodo
                                               Dragon.

Chapter 12: Bad Side of Town <CH012>
                Hubris Farm Outpost <HF07>
                     Wanted Dead no. 9 (sub-menu)
                     A Connection to the Past <OP04>
                Hubert Shore Outpost <HS08> Radio Tower/Supply Drop <RT06>
                     Path of the Hunter no. 7: Bow hunt for four leopards.
                                               (sub-menu)
                     Once More With Dignity <OP05>
                The Neck’s Diner Outpost <TN09> Radio Tower/Supply Drop <RT07>

			   Wanted Dead no. 10 (sub-menu)
                Kell’s Boat Repairs Outpost <KB10>
                     Path of the Hunter no. 8: Bow hunt for Rare Maneater Shark.
                Nat’s Repairs Outpost <NR11> Radio Tower/Supply Drop <RT08>
                     Wanted Dead no. 11 (sub-menu)
                     Dog Soldier <OP06>
                Tequila Sunrise Outpost <TS12>
                     Wanted Dead no. 12 (sub-menu)
                Badtown Radio Tower/Supply Drop <RT09>

Chapter 13: Kick In the Hornet’s Nest <CH013>
                Cargo Dump <OP07>

Chapter 14: A Man Called Hoyt <CH014>
                Camp Murder Outpost <CM13>
                     Path of the Hunter no. 9: Shotgun hunt for a rare One
                                               Horn Buffalo.
                     Faces of Death <OP08>

Chapter 15: Saving Oliver <CH015>
                AM 12 Outpost <AM14>
                     Wanted Dead no. 13 (sub-menu)
                     Path of the Hunter no. 10: Sniper rifle hunt for a Yellow
                                                Neck Cassowary.

                     Path of the Hunter no. 11: RPG hunt for rabid dogs.
                                                      (sub-menu)
                Old Mines Outpost <OM15> Radio Tower/2 Supply Drops <RT10>
                     Wanted Dead no. 14 (sub-menu)
                     Pinned to Earth <OP09>
                Rust Yard Outpost <RY16> Radio Tower/Supply Drop <RT11>
                     Path of the Hunter no. 12: Sniper rifle hunt for a rare
                                                White Belly Tapir.
                     The Social Club <OP10)

Chapter 16: A Piece of the Past <CH016>

Chapter 17: Down In The Docks <CH017>

Chapter 18: The Motherlode <CH018>
                Cradle Gas Outpost <CG17>
                     Wanted Dead no. 15 (sub-menu)
                     Path of the Hunter no. 13: Shotgun hunt for a rare
                                                Undying Bear.

Chapter 19: Lin Cong I Presume? <CH019>
                Cradle View Outpost <CV18>
                     Wanted Dead no. 16 (sub-menu)
                     Light at the End of the Jungle <OP11>

Chapter 20: Unhappy Reunion <CH020>
                The Social Club (Continues)

Chapter 21: This Knifes for You <CH021>

Chapter 22: Ambush <CH022>

Chapter 23: Warrior Rescue Service <CH023>

Chapter 24: New Rite of Passage <CH024>
                Broken Neck Home Outpost <BN19>
                     Path of the Hunter no. 14: SMG hunt for three bears.
                                                (sub-menu)

Chapter 25: Payback <CH025>

Chapter 26: Citra’s Favor <CH026>

Chapter 27: Fly South <CH027>

Chapter 28: Three Blind Mice <CH028>

Chapter 29: Doppelganger <CH029>

Chapter 30: Triple Decker <CH030>
                 Satellite Communications Hub <SC20> Radio Tower and Supply
                                                     Drop <RT12>
                      Path of the Hunter no. 15: Sniper rifle hunt for three
                                                 leopards. (sub-menu)

Chapter 31: Diffusing the Situation <CH031>
                 North Krige Crest Outpost <NK21> Radio Tower and Supply Drop
                                                           <RT13>
                      Path of the Hunter no. 16: Shotgun hunt for two bears.
                                                 (sub-menu)
                      Bled Dry <OP12>
                 Spine Ridge Outpost <SR22>
                      Path of the Hunter no. 17: SMG hunt for three tigers.
                                                  (sub-menu)

Chapter 32: Deepthroat <CH032>
                 East Ridge Camp Outpost <ER23> Radio Tower and Supply Drop
                                                         (RT14)
                      Wanted Dead no. 17 (sub-menu)
                 Maw Docks and Repairs <MD24>
                      Wanted Dead no. 18 (sub-menu)
                 Dry Palms Storage Outpost <DP25> Radio Tower and Supply Drop
                                                          (RT15)
                      Path of the Hunter no. 18: Pistol hunt for three bears.
                                                (sub-menu)
                 Krige Valley River Fishing Outpost <KV26>
                      Path of the Hunter no. 19: Flamethrower hunt for leopards.
                                                 (sub-menu)
                 Stubborn Kid Farm <SK27> Radio Tower and Supply Drop <RT16>
                      Wanted Dead no. 19 (sub-menu)
                 Lazy Shore Marina Outpost <LS28>
                      Path of the Hunter no. 20: Flamethrower hunt for rabid
                                                 dogs. (sub-menu)
Chapter 33: All In <CH033>
                 Harmanese Gas and Repair <HG29>
                     Wanted Dead no. 20 (sub-menu)
                     Father’s Burden <OP13>
                 Bridge Control Outpost <BC30> Radio Tower and Supply Drop
                                                        <RT17>
                     Path of the Hunter no. 21: Machete hunt for crocodile.
                                                (sub-menu)
                     Path of the Hunter no. 22: Machete hunt for two bears.
                                                (sub-menu)
                     Home Delivered <OP14>
                 Break Point Docks Outpost <BP31>
                     Wanted Dead no. 21 (sub-menu)
                     Wanted Dead no. 22 (sub-menu)
                     Path of the Hunter no. 23: Bow hunt for komodo dragons.
                                                (sub-menu)
                 Longshore View Outpost <LV32> Radio Tower and Supply Drop
                                                        <RT18>
                     Wanted Dead no. 23 (sub-menu)
                     Dirty Work <OP15>

Chapter 34: Paint it Black <CH034>
                 Lonely Shore Way Outpost <LS33>
                      Wanted Dead no. 24 (sub-menu)

Chapter 35: Black Gold <CH035>
Chapter 36: Aced in the Hole <CH036>
Chapter 37: Betting Against the House <CH037>
Chapter 38: The Doctor Is Out <CH038>
Chapter 39: Hard Choices <CH039>


North Rook Island Collectibles:

<ATIM> Collectibles-Amanaki Town area
<NGIM> Collectibles-Northview Gas area
<HSIM> Collectibles-Hubert Shore area
<BTIM> Collectibles-Badtown area

South Rook Island Collectibles:

<TTIM> Collectibles-Thurston Town
<GTIM> Collectibles-Gaztown
<PBIM> Collectibles-Point Break Docks
<TCIM> Collectibles-The Compound

<LOTL> Letters of the Lost


Path of the Hunter missions:

<PHNI> North Island Path of the Hunter missions

<PHSI> South Island Path of the Hunter missions

<WDNI> North Island Wanted Dead missions

<WDSI> South Island Wanted Dead missions:

<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
Update Version 1.1: A large amount of detail has been added to many of the
		        missions, making them more survivable on the advanced
                    levels. Since many of the missions require certain weapons
                    or equipment to succeed with the given tactics, a list of
                    gear recommended will be given before each story mission.
<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>


<I001> Introduction:

While vacationing in Bangkok, a group of friends from the States hear about an
island paradise and decide to check it out. They soon find that it is a paradise
lost. They are taken hostage by a local thug named Vaas and their prospects are
bleak-ransom, torture, rape, slavery and perhaps an early death at the hands of
their sadistic captors.

The Rook Islands have been occupied for centuries by the enigmatic Rakyat, whose
ancestors have built shrines and temples all over the islands; but they are now
in ruin as is the lives of the Rakyat who have been largely subjugated by an
occupation force of privateers. World War 2 fortifications also pepper the
island, proving the island’s strategic importance in that war.

The locals have been evicted from their homes, and the invaders are stealing
resources, enslaving the people and killing indiscriminately. They have set up
outposts to maintain their grip against the local partisans. Hoyt Volker’s is
the kingpin and his vast drug operation is based on the islands and hostage
taking and slavery is making him rich. He has an army of thugs to enforce his
will.

The Rakyat still control Abanaki Town and the large Rakyat Temple complex; and,
when Jason Brody, escapes the clutches of Hoyt’s insane lieutenant Vass, he
becomes immersed in the mystical ways of the Rakyat. The mumbo-jumbo has the
helpless city-boy transforming into a Rakyat warrior of great power. As his
tribal tatau grows, so does his abilities. His task is to find and rescue his
friends from the pirates, but he finds himself bonding with the Rakyat and with
Citra, their exotic priestess.

Many of the complaints about it predecessor, Far Cry 2, have been addressed.
There can be no complaints about the lack of predators-the islands abound with
canines, tigers, leopards, komodo dragons and others. Cleared areas won’t re-
spawn and the fast travel stations greatly facilitate movement around the
islands. The game features the same great gunplay as Far Cry 2 but the weapons
are even more versatile. Accessories like sound suppressors, scopes, etc. can be
detached or equipped at the automated stores. The islands are reminiscent of
Crysis and the graphics are incredibly detailed and realistic. The character
animations are quite realistic-no sweeping exaggerated hand motions or wooden
performances. Everything about the islands and its denizens is remarkable in its
detail and presentation.

<I002> Gameplay/Crafting/Skills

>>Outposts:

Hoyt’s hordes of minions have occupied 34 outposts throughout the islands in
order to maintain control over the locals. Each outpost exerts control over the
surrounding sector and both vehicle and foot patrols routine patrol; and, on the
North Island, fire on anyone they encounter. Liberating an outpost will purge
both it and the surrounding area of hostiles.

While it isn’t necessary to liberate them, movement through the environment,
especially on the North Island, will be painful with every step of the way being
contested. In addition, numerous “Path of the Hunter” and “Wanted Dead” missions
will be made available on the outpost’s bounty board. The hunting missions not
only offer cash for completion but successful hunting yields valuable hides for
crafting and you can keep the weapon provided for the mission. “Wanted Dead”
missions are a good source of cash. Optional missions, each paying $500, are
also offered after the liberation of some of the outposts.

Each outpost is manned by anywhere from five to ten hostiles and if you’re
detected they will sound an alarm, bringing in reinforcements. Persisting alarms
will bring in even more. Alarms are bad-at least for Jason. On the up side you
can disable the alarm if you can get to one of the red boxes. Liberation of an
outpost awards 500 XP but if you aren’t detected by the defenders, this is
tripled to 1,500 XP.

Oftentimes there are caged animals being held inside the outposts that can be
released to both kill the defenders and provide cover for Jason’s operations.
Doing recon on an outpost allows the player to identify the composition of its
garrison, tag the defenders, locate its alarm boxes and determine whether there
are any caged animals. Each outpost is different and requires different tactics.

>>Rook Islands travel:

You’ll notice that a Far Cry 3 meter is a very long meter. You can, however,
travel those meters in numerous ways. Fast travel between safe houses can
transport you across the island or between the islands in seconds. Various land
vehicles and watercraft are readily available. Hang gliders are also rather
common and can oftentimes cover large distances or cross canyons or water
painlessly. Travel on foot is also both possible and oftentimes the best way to
travel.

When a sector is controlled by the enemy-red areas-it is usually easier to go
afoot. Areas that are contested-the margins of red areas-are also best travelled
afoot or by air. Once a sector is liberated, travel is mostly uncontested except
by the numerous predators infesting the island. The open-world environment is
yours to explore and except for steep-sided mountains or locked structures you
can go anywhere; and the landscape is so huge that you will discover new places
and things on every playthrough.

>>Crafting:

In Chapter 3: “Harvest the Jungle,” you are introduced to crafting. Crafting is
a simple process, but is absolutely critical to survival and success in the
game. You start out with no healing items and with a rucksack capable of holding
only 16 items. During the mission, “Harvest the Jungle” you will acquire leaves
by harvesting plants and hides by killing and skinning animals. A single “green”
leaf is required to craft a healing syringe, and two boar hides allow you to
craft a “Simple Rucksack,” doubling your carrying capacity to 32 items.

As the game progresses, new items can be crafted, allowing the player to craft
up to four weapon holsters, ammo pouches, even larger rucksacks, larger syringe
carry capacity, etc. The various leaves needed for syringes are fairly common in
the environment-you should never have to purchase “health” from a vendor.
Hunting will provide the required hides and the “Path of the Hunter” missions
will oftentimes greatly facilitate their early acquisition. Hunts for “rare”
animals are required to craft the ultimate item in each category.

The following are the most useful of the crafted syringes.

“Health” syringe: It requires one “green” leaf per syringe and can first be
crafted at the conclusion of Chapter 3: Harvest the Jungle. It is critical that
you have at least one available and enough “green” leafs to craft many more.

“Animal Repellent” syringe: It requires two “amber” leafs per syringe. This item
is available upon completion of Chapter 5: Mushrooms in the Deep. This syringe
will repel predatory land animals for forty seconds. This is extremely effective
against deadly animals like tigers, leopards and bears. They will attack but
will shy away allowing you to target them with little risk to yourself.

“Deadly Hunter” syringe: This syringe requires two “amber” leafs and one
“crimson” leaf and lasts twenty seconds. It is available upon completion of
Chapter 7: Playing the Spoiler. It greatly enhances the damage dealt for the
duration of the injection.

“Hunter’s Instinct” syringe: It requires one “amber” leaf per syringe and is
available after completion of Chapter 4: Secure the Outpost. This will allow you
to detect animals from a farther distance, but it also makes them less skittish,
allowing a hunter to close. This is especially useful when stalking timid
animals like deer and goats early in the game.

“Enhanced Perception” syringe: This requires one “crimson” leaf. It is available
upon completion of Chapter 6: The Medusa’s Call. It greatly enhances your
ability to detect hostiles out of your sightline or behind objects.

“Fireproof” syringe: This syringe requires two “crimson” leafs. It is available
after Chapter 4: Secure the Outpost, and offers immunity from fire damage for
twenty seconds.

“Deep Dive” syringe: This syringe requires two “blue” leafs and one “green”
leaf. It lasts forty seconds and is available after completing Chapter 9: Island
Park Hotel. This will allow the player to greatly extend his ability to remain
underwater.

“Untouchable” syringe: This requires finding thirty Relics, five “blue” leafs,
two “white” leafs and five “green” leafs. This is obviously not going to be used
routinely; but, if you’re having trouble completing a battle, this will render
you invulnerable for twenty seconds. On the higher levels this can make
surviving during heated encounters possible.

“Touch of Death” Syringe: This requires finding forty Relics, using five “amber”
and five “crimson” leafs and two “white” leafs. The concoction makes every shot
fired and connected a one-shot kill.

Two “Skills” in the “Heron” matrix, “Syringe Potency” and “Enhanced Syringe
Potency” extend the potency of timed syringes by 25% and then 50%. These are
must-have skills.


Hunting the island’s wildlife yields hides and leathers that can be crated into
equipment like weapon holsters, wallets and rucksacks. This is a simple
procedure but acquisition of the hides will require extensive hunting, sometimes
for specific or rare animals. Many of the needed hides will be acquired during
the natural progress of the game, but liberating outposts make “Path of the
Hunter” missions available. These hunts yield needed hides as well as a cash
bounty. “Rare” animals, like the Golden Tiger or Maneater Shark, can only be
acquired by one of these side missions. The following are the hides needed for
the crafting of equipment.

>>>>Holsters: Complete “Harvest the Jungle.”
Simple Holster     (Second weapon slot) (1 goat hide)
Rugged Holster     (Third weapon slot)  (2 deer hides)
Heavy Duty Holster (Fourth weapon slot) (2 shark skins)

>>>>Rucksacks: Complete “Harvest the Jungle.”
Simple Rucksack     (Carry up to 32 items) (2 boar hides)
Rugged Rucksack     (Carry up to 48 items) (2 tapir hides)
Heavy Duty Rucksack (Carry up to 64 items) (4 dingo hides)
Extended Rucksack   (Carry up to 96 items) (1 rare Undying Bear hide)

>>>>Wallets: Complete “Secure the Outpost.”
Simple Wallet     (Carry up to $2,000) (1 pig hide)
Rugged Wallet     (Carry up to $4,000) (2 cassowary skins)
Heavy Duty Wallet (Carry up to $6,000) (2 shark skins)
Extended Wallet   (Carry up to %10,000)(1 rare One Horn Buffalo hide)

>>>>Syringe Kits: Complete “Secure the Outpost.”
Simple Syringe Kit     (Carry up to 5 syringes) (1 pig hide)
Rugged Syringe kit     (Carry up to 7 syringes) (3 dog skins)
Heavy Duty Syringe Kit (Carry up to 9 syringes) (2 leopard hides)
Extended Syringe Kit   (Carry up to 12 syringes)(1 rare Black Panther hide)

>>>>Ammo Pouches: Complete “Secure the Outpost.”
Simple Ammo Pouch     (Carry additional ammo) (2 boar hides)
Rugged Ammo Pouch     (Carry additional ammo) (2 buffalo hides)
Heavy Duty Ammo Pouch (Carry additional ammo) (2 tiger hides)
Extended Ammo Pouch   (Carry additional ammo) (1 rare Golden Tiger hide)

>>>>Arrow Quivers: Complete “Secure the Outpost.”
Simple Arrow Quiver     (Carry 10 arrows/10 special) (1 goat hide)
Rugged Arrow Quiver     (Carry 15 arrows/10 special) (2 tapir hides)
Heavy Arrow Quiver      (Carry 20 arrows/10 special) (2 bear skins)
Extended Arrow Quiver   (Carry 30 arrows/1o special) (1 rare Maneater shark
skin)

>>>>Special Arrows:
Fire Arrows (Combine 1 arrow and 1 Molotov) Complete “Keeping Busy.”

Explosive Arrows: (Combine 1 arrow with 1 grenade) complete “Kick in the
Hornet’s Nest.”

>>>>Grenade Pouches: Complete “Secure the Outpost.”
Simple Grenade Pouch     (Carry 4 grenades/4 Molotovs) (2 goat hides)
Rugged Grenade Pouch     (Carry 6 grenades/4 Molotovs) (2 deer hides)
Heavy Duty Grenade Pouch (Carry 8 grenades/4 Molotovs) (3 komodo dragon skins)
Extended grenade Pouch   (Carry 12 grenades/4 Molotovs)  (1 rare Blood Komodo
skin)

>>>>Munitions Pouches: Complete “Secure the Outpost.”
Simple Munitions Pouch     (Carry 3 C4/3 mines) (2 goat hides)
Rugged Munitions Pouch     (Carry 4 C4/4 mines) (2 leopard hides)
Heavy Duty Munitions Pouch (Carry 5 C4/5 mines) (2 bear hides)
Extended Munitions Pouch   (Carry 6 C4/6 mines) (1 rare White Belly Tapir)

>>>>Rocket Packs: Complete “Secure the outpost.’
Simple Rocket Pack     (Carry 4 RPG rockets/8 GL-94 grenades)  (1 deer hide)
Rugged Rocket Pack     (Carry 5 RPG rockets/10 GL-94 grenades) (4 dingo hides)
Heavy Duty Rocket Pack (Carry 6 RPG rockets/12 GL-94 grenades) (3 tiger hides)

>>>>Fuel Slings: Complete “Secure the Outpost.”
Simple Fuel Sling     (Carry an additional 100 unit canister) (2 dog skins)
Rugged Fuel Sling     (Carry an additional 100 unit canister) (2 boar hides)
Heavy Duty Fuel Sling (Carry an additional 100 unit canister) (2 komodo dragon
skins)
Extended Fuel Sling   (Carry an additional 100 unit canister) (1 rare Yellow
Neck Cassowary skin)
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>>Skills:

Three separate skill trees allow the player to spend acquired skill points to
enhance a variety of abilities. The “Heron” matrix involves mostly combat
enhancements. The “Shark” matrix mostly enhances health and offers the
“Takedown” abilities. The “Spider” matrix offers a variety of useful skills.

You will acquire XP for kills, exploration, liberation of outposts, finding
collectibles and the like. A skill point is then awarded when you reach the
required level. The first “skills” offered are at the end of Chapter 4: Secure
the Outpost. One skill will be offered in each matrix and new skills will be
unlocked as the game progresses. The “Takedown” and “Cook Grenades” skills
should be your first two activated. Both are extremely useful. “Physical
Conditioning” is also an early perk you don’t want to miss. It increases your
health by 50%. Keep an eye on your skill points and don’t forget to select the
skills best suited to your game. An aggressive player can easily complete all
three trees well before completing the game. This will complete the tatau, and
will make the player more deadly, stealthy and healthy.

>>Radio Towers:

There are eighteen radio towers on the islands. The invaders have installed
scramblers on the towers, preventing the Rakyat from communicating. Climbing a
tower not only allows communication to be restored but also fills in details on
your game map. Making a tower operational also brings in new ordnance and the
proprietor of the stores will offer one or two weapons free of charge when you
restore a tower to service. This can save you an enormous sum of money over the
course of the game.

>>>>>>Weapons, Ammo and Loot <I003>

Far Cry 3 features a huge array of potent weapons and you’ll need them. You
begin the campaign, however, with the weakest one in the game. If you fire more
than a few shots with it-shame on you. When you encounter a weapon-from an enemy
or a side mission-you own it. There are 18 radio towers on the islands and
restoring a radio tower to service will offer the following weapons free one or
two at a time.

First tower:      6P9 handgun, STG-90 assault rifle
Second tower:     AK-47 assault rifle, Skorpion SMG, Repair Tool
Third tower:      Recurve bow, SVD sniper rifle
Fourth tower:     PKM LMG, 1887 shotgun
Fifth tower:      Flamethrower, A2000 SMG, M133 shotgun
Sixth tower:      RPG-7
Seventh tower:    U100 LMG, Flare gun
Eighth tower:     F1 assault rifle, GL-94 grenade launcher
Ninth tower:      MP5 SMG
Tenth tower:      MS16 assault rifle
Eleventh tower:   .44 Magnum handgun
Twelfth tower:    D50 handgun, Vector .45 SMG
Thirteenth tower: SPAS-12; Ace assault rifle
Fourteenth tower: MKG LMG; BZ19 SMG
Fifteenth tower:  P416 assault rifle; Z93 sniper rifle
Sixteenth: none
Seventeenth: none
Eighteenth: tower:  Bushman ($4,400 Signature weapon available for purchase)

You begin the game with a single holster, or weapon slot, and you can craft
three more, allowing you to carry four weapons. Hunting various animals and
skinning them permit you to craft holsters as well as other equipment, like ammo
and grenade pouches.

This walkthrough strongly advises and many of the details require having certain
weapons. Only six weapons or just their attachments (M-700 sniper rifle) were
purchased for this walkthrough-the rest were freebies. The following are the
strongly advised purchases. These purchases represent only a tiny fraction of
the cash you can accrue, so you can purchase or customize many more that those
listed.

F1 assault rifle $1450; Sound Suppressor $400:

A silent weapon should be your first purchase. The F1 assault rifle can be
silenced and ammo for it is plentiful in the environment since many of your
victims wield AK-47s. It will be useful until more potent weapons become
available.

Note: The MP5 can be subbed for the F1 but its ammo isn’t as plentiful as the
F1. It is cheaper, however, but it doesn’t always put your man down quietly.

Rather than purchasing the F1 assault rifle or the MP5 SMG, you can purchase the
Recurve Bow. The author prefers the bow to the F1 assault rifle or MP5 SMG.

Recurve Bow $925; Red Dot Sight $300:

The Recurve Bow isn’t for everyone but it can be subbed for both the F1 assault
rifle and the sniper rifle, especially early in the game, making it an excellent
choice if you’re a player preferring stealth tactics. The bow will require more
patience to use and while it doesn’t have the range of the M-700 sniper rifle,
it can kill a normal enemy with a single body shot-a headshot isn’t necessary
and it is a silent killer. It also doesn’t have the sustained firepower of an
automatic weapon but a single arrow is deadly and the arrows can be recovered
for additional use. As the game progresses, both fire and explosive arrows are
added to your arsenal. The explosive tips make the bow an effective mid-range
grenade launcher. This is the most versatile and useful weapon in the game, and
remains viable throughout the campaign.

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M-700 sniper rifle $1,800 or free; Sound Suppressor $400; High Power Scope $550:

During the North Island operations this will be a very useful weapon. It can be
purchased early on or it can be acquired free by doing the “Path of the Hunter”
mission available at the Vasla Docks bounty board. It isn’t the most potent
sniper but in a document advocating stealth whenever possible it is a good
survival tool. Its shortfall is that body shots don’t always kill as the
campaign progresses. The Recurve Bow actually trumps it at near and mid-range
but it doesn’t have the range of the M-700 sniper rifle
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AMR sniper rifle (Signature weapon) ($4,800 and finding 20 Relics)

This “Signature” sniper rifle requires you to find 20 relics which make it
available for purchase for $4,800. Any animal-tiger, buffalo or bear-any enemy,
including Heavies are stone dead with one shot. A shot or two will even knock
out a vehicle. While not a necessity, this provides a security blanket and when
things get noisy-things get dead real quick and real easy. In regard to Heavies-
this is a game changer. The Z93 sniper rifle available once you reach the South
Island makes it less valuable since the Z93 sniper rifle can be silenced and is
nearly as deadly.
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Z93 sniper rifle ($3,400) Sound Suppressor ($400); High Power Scope ($550)

The Z93 sniper rifle is a huge improvement over the M-700 sniper rifle and is
needed against the tougher South Island privateers. It will kill a Heavy with a
single headshot and approaches the AMR for brute power, although it won’t kill a
Heavy with a body shot. It will be available at the vendors for $3,400 and is a
must have long before you deactivate your fifteenth radio tower scrambler.
Either tackle those radio towers or purchase it, its silencer and its high power
scope ASAP.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Bull shotgun ($3010 and finding 10 Relics)

The Bull is a significant but not an enormous upgrade over the other shotguns
but it is better in every category. If a shotgun is one of your staple weapons,
it is worth the price and makes chance encounters with tigers and other
carnivores a hunt rather than just surviving. If you’re afoot in the undergrowth
of the North Island this will be in your hands.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Shredder SMG ($3,275 and finding 10 Memory Cards)

Acquiring the Shredder SMG makes the other North Island silenced SMGs or assault
rifles obsolete. It is a fast-firing, potent and silent killer. Buy it as soon
as it is available.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Tanto Sword: (Find 6 Letters of the Lost.)

Even if you don’t pursue collectibles, finding 6 of the 20 Letters of the Lost
will allow you to equip the Tanto free of cost. Find at least 6. This is an
enormous improvement over the default machete.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Far Cry 3 weapons:

Handguns (24 rounds of ammo costs $20)

>>North Island:

1911 ($60) No attachments available

6P9 ($680) Sound Suppressor; Extended magazine; Night sight

.44 Magnum ($950) Extended barrel, Night sight, Red dot sight, reflex sight

>>South Island:

D50 $1,300
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

Submachine guns (40 rounds for $35)

>>North Island:

Skorpion ($425) Sound suppressor; Extended magazine

A2000 ($600) Sound suppressor; Red dot sight; Reflex sight

MP5 ($900) Sound suppressor; Extended magazine; Red dot sight; Reflex sight

>>South Island:

BZ19 SMG ($1,800) Sound suppressor; Optical sight; Red dot sight; Reflex sight

Vector .45 ACP SMG ($???) Sound suppressor; Extended magazine; Optical sight;
Red dot sight; Reflex sight
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

Shotguns (12 shells for $40)

>>North Island:

M133 shotgun ($660) No attachments available

1887 shotgun ($860) Extended magazine; Night sight; Red dot sight; Reflex sight

>>South Island:

SPAS-12 shotgun ($1,800) Extended magazine; Night sight; Red dot sight; Reflex
sight
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

Assault rifles: (30 rounds for $90)

>>North Island:

AK-47 $375 No attachments available

STG-90 assault rifle ($700) Extended Magazine

F1 assault rifle ($1,450) Sound suppressor; Extended magazine; Optical sight;
Red dot sight; Reflex sight

MS16 assault rifle ($1,700) Sound suppressor; Extended magazine; Optical sight;
Red dot sight; reflex sight

>>South Island:

P416 assault rifle ($1960) Extended magazine; Marksman sight; Optical sight; Red
dot sight; Reflex sight

Ace assault rifle ($2250) Extended magazine; Marksmans sight; Optical sight;
Red dot sight; Reflex sight
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

Sniper rifles: (10 shells for $100)

>>North Island:

SVD sniper rifle ($1,100) No attachments available

M-700 sniper rifle ($1,800) Sound suppressor; Extended magazine; High power
scope; Illuminated scope

>>South Island

Z93 sniper rifle ($3,400) Sound Suppressor; High Power scope; Extended magazine;
Illuminated scope
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

Light Machine Guns (LMG 50 rounds for $200)

>>North Island:

PKM LMG ($1,125) No attachments available

U100 LMG ($1,950) Extended magazine; Optical sight; Red dot sight; Reflex sight

>>South Island:

MKG LMG ($2,800)
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

Launchers (1 rocket for $100; 1 Gl-94 grenade for $50)

>>North Island:

RPG-7 Rocket propelled grenade ($2,500) No attachments available
GL-94 grenade launcher ($2,775) No attachments available

Body armor ($200)
Fragmentation grenade ($30 each)
Molotov ($25 each)
C4 ($40 each charge)
Mine ($25 each)

Specials:

Vehicle Repair tool ($400)
Flare gun ($500) ($10 per flare)
Recurve Bow ($925) (10 arrows for $40)
Flamethrower ($2,400) (1 fuel canister is $180)

Signature Weapons:

Tanto Sword (Find six Letters of the Lost)
Shadow ($2,600) (Liberate any 17 outposts)
Shredder ($3,275) (Find any 10 Memory Cards)
Bull ($3,010) (Find any 10 Relics)
AMR ($4,800) (Find any 20 Relics)
Bushmaster ($4,400) (Restore all 18 radio towers to service)
Ripper ($4,200) Survive six Trials of the Rakyat)

>>>>Ammo:

Ammo is expensive in Far Cry 3 but an aggressive looter shouldn’t have to depend
on purchasing much of it. Whenever you loot a body you will obtain half-a-clip
of ammo for whatever weapon the deceased was wielding. This can add up quickly.
Loot chests and ammo caches are also a good source of ammo. In the South Island,
many of the outposts have large ammo caches. You probably won’t be able to glean
all of your ammo from the environment but you should be able to get most of it.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

                            WALKTHROUGH <I004>

This walkthrough unfolds the action progressively, generally advising the
liberation of outposts to aid the completion of the main story missions.
Liberation of outposts and side missions are optional, but not restoring Rakyat
control to mission areas will result in constant struggle with the island’s
invaders.

Many of the optional “Path of the Hunter” missions will be imbedded in the
narrative. These optional missions greatly facilitate the acquisition of hides
for crafting and, in many cases, the acquisition of weapons which would either
require the outlay of funds or the premature liberation of remote radio towers.

Stealth tactics are highly advised and are incorporated into the narrative.
Prior to each story mission, weapons recommended to achieve success will be
detailed. Some are specific weapons; others are the best of a certain utility-
such as an LMG or an assault rifle, a stealthy Recurve bow or a silenced SMG,
for example.

Far Cry 3 is an open world game and the details in this document reflect only
one approach to the game. The details in this document will work for all degrees
of difficulty; and, at times, reflect tactics making survivability on the
advanced levels more doable. While the narrative is progressive, I have
attempted, whenever possible, to give a starting point for tasks independent of
that detailed progression.

All collectibles are detailed both in the narrative and in a separate menu at
the end of the walkthrough. The early acquisition of 10, 20 and 30 Relics is
also highly advised permitting you to acquire the Bull shotgun, the AMR sniper
rifle and the “Untouchable” syringe.

<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
Chapter 1: Make a Break for It <CH001>
<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>

After Vaas’ crew has captured the vacationers, his intention is to ransom them
or worse. After Vaas’ tirade, one thing is clear to the two caged brothers-Vaas
is in control and he is crazy and they are in big trouble.

Follow Grant after escaping the cage, crouching and keeping close, going past
the pirates sitting at the table, past the snorting pigs, under the structure
and past the dogs. Remain crouched and go left to avoid the man skinning the
pig. Follow Grant through the shack, pick up the items on the table and continue
on.

Stay crouched and when Grant says to throw a stone to distract the sentry, toss
it to the right toward the stone symbol appearing on the screen. Follow Grant
and you will automatically go through the window he opens. He will use a knife
to kill the awakening pirate. Continue following him out of the structure and
past the executions taking place. Climb into the building and move into the
garden. He will have you toss another stone at the stone symbol to distract the
two guards. Follow him past the two, going left and then under the elevated
structures and through the gully.

Grant is fatally shot by Vaas while the brothers are looking at the map. Follow
the on-screen prompt. Vaas tells you to run-you have 30 seconds. Run for your
life, chasing the yellow waypoint through the nighttime jungle with Vaas’ crew
and their guard dogs in pursuit. You will have to jump and slide down a slope,
sprint through the jungle, jump a gap, cross a log and will have to climb a vine
when you reach a rock face. If necessary, follow the prompt to heal. Continue
running, crouching when necessary to get through the fissure. You will make your
first kill on a pirate by following the prompt. Continue on and the dogs will be
at your heels as you get onto a narrow rope bridge. A helicopter gunship appears
and opens fire. The bridge falls and you tumble into the river. The game’s
introductory credits roll.

<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
Chapter 2: Down in Amanaki Town <CH002>
               Amanaki Town Radio Tower (250 XP)
>>>Equipment (mandated): 1911 .45 caliber handgun. (This will be the only
								    firearm available)
<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>

Jason awakens. A local named Dennis is giving him a tattoo. According to Dennis,
this tatau will help Jason gain his true power-this is part of the Rakyat
mysticism that pervades the narrative. Denis says you must help yourself rescue
your friends. He gives a brief history of the pirate’s theft of the Rook Islands
from the Rakyat people. He also gives you cash-$60-to procure a firearm to begin
your quest.

Go into the General Store. The only weapon available is a 1911 .45 caliber
handgun and you have just enough cash to buy it. Buy it and assign it to your
only available slot. Weapons in all categories are then available and can be
purchased if you have the funds. Deactivating the scramblers on the island’s
numerous radio towers will allow the shopkeeper to replenish stock. Whenever you
restore a tower to service, your map’s details will fill in and a weapon or two
is offered free of charge at the store. Open the menu and select “Loot
Rucksack.” You have a meager 16 slots for starters, meaning you can carry only
16 items gleaned from the environment. Follow Dennis out of town as he talks of
the islands and the towers.

>>>>>>>Amanaki Town Sector Radio Tower:  (X: 438.3 Y: 758.7) <RT01>

Your first order of business is to deactivate the scrambler on the tower nearest
the town. Follow Dennis out of the town. Take the loot from the two small shacks
and follow the arrow pointer, going left on the road toward the splash of light.
Pass through the gap in the chain-link fence and take the cash from atop the
crate before going up the grade on the dirt path.

If you listen carefully while approaching the tower, you’ll hear a snake hissing
over the game’s soundtrack. Kill it with your handgun and then loot the crates
under the structure and in the small shack nearby.

Climb the four stairwells, go around the catwalk and use the ladder. Go up the
next two stairwells and then go around the catwalk to the platform. Loot the
crate and take the ladder to the top of the tower. Be aware that a fall from
height is fatal, so take care when climbing towers or when confronted with other
potential falling hazards.

Interact with the electrical box on the railing to deactivate the scrambler. You
will be treated to a panoramic view of portions of the surrounding sector,
frequently highlighting noteworthy locations. Take note of the black smoke
column to the north. Hostile outposts can be identified by the columns. Raid the
crate and use the support cable, which acts as a zipline, to reach ground level.
                                <<<<<<>>>>>>

Speak with Dennis. You will find that activating the tower has revealed the
details of the Amanaki Town sector on the map. For putting the tower back
online, two new weapons have been made available free of charge and they are now
available in the Amanaki Town shop or from any liberated safe house’s automated
store. As you activate different towers, new sector details will be added to the
map. “Supply Drop” missions are, from this point forward, offered after a tower
is activated. These “Supply Drop” missions are an easy source of cash.

Before departing to investigate the jungle, return to town and visit the store
identified by the “$” sign. Open your rucksack and sell anything classified as
“Sell.” This will raise cash and will free-up slots in your modest 16 slot
rucksack. Two weapons were made available free of charge for the deactivation of
the radio tower’s scrambler-a 6P9 small caliber handgun and a STG-90 assault
rifle. Take the STG-90 assault rifle, replacing the 1911 .45 caliber handgun.
You have only one weapon slot for starters and many of your early victims will
have assault rifles and you can confiscate half-a-clip of ammo when you loot
their bodies. This benefit applies to whatever weapon a deceased enemy is
carrying and pilfering it will save you a ton of cash over the course of the
game.
                              <<<<<<>>>>>>

<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
Chapter 3: Harvest the Jungle <CH003>

>>>>Equipment recommended: STG-90 assault rifle.
<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>

Use the east path to exit Amanaki Town and commandeer the white car parked near
the entrance. Start east on the dirt roadway, veering left at the first
junction, driving toward the objective and going right at the second junction.
If you happen to hit a deer or any other animal, stop to take the hide. You must
acquire hides for crafting in order to upgrade your equipment-don’t pass on an
opportunity to do so early in the game. Park the car near the small abandoned
shacks on the left side of the roadway and raid the crates; grab the cash and
ammo.

Move up the hill behind the shacks toward the objective marker. Small colored
leaves will appear on your map. You require two “green,” one “crimson’” and one
“blue” leaf as well as two boar hides to complete this quest. Harvest the
“green” and “crimson” leaves on the hillside. The needed “blue” is an aquatic
plant and will be harvested later. Before moving off of the hillside, use the
camera to “tag” the four boars foraging around the farm below. This will place
an orange icon over them, making them much easier to keep track of.

Take down a boar and the others will run off. If you can kill them with melee
blows they won’t be as skittish but take care; they can turn on you with deadly
tusks. Loot the farm, being sure to grab the ammo in the truck’s bed.

Stalk the remaining boars, crouching in cover or staying out of their sightline
to bag another. The task requires only two but getting all four should be your
goal. The boar hides will soon be used to “craft” items critical to your
survival. Don’t wander too far from the farm or you may encounter pirates-too
early for that; and wandering too far from the mission site will result in its
failure at this early stage of the game.

The “blue” leaf, which won’t really be useful early in the campaign, can be
found underwater in the stream east of the farm. Dive for one of them. Be aware
that there are crocodiles in the rivers of Rook Island. They aren’t terribly
common but if you swim often enough you will encounter one from time to time.

When you have all of the required items, continue to fill your rucksack. Any of
the boars that ran off will straggle back, and there are additional leaves that
you can pick as well as additional loot scattered about the farm. Prefer “green”
leafs early on-they will be the most useful but don’t overdo it. “Green” leaves
are fairly common.

Fast Travel will become available once you complete the mission’s requirements;
and, when additional outposts are taken, you can travel from anywhere in the
environment to any of them.

Open your map and fast travel to Amanaki Town. You will find yourself in its
safe house, which houses an automated store or vendor. Interact with it and sell
the miscellaneous loot marked “sell.” Keep the leaves and hides which are
“craft” items. If your STG-90 assault rifle is short on ammo, you can grab a 6P9
handgun rather than blowing your money on the expensive assault rifle ammo. You
will, however, be able to glean ammo from the environment before your next
encounter and you can confiscate ammo from your victims after the skirmish
begins. Exit the safe house and locate Dennis near the south entry for a lesson
on crafting.

Crafting will be activated and Dennis will instruct you on how to use the
“green” leaves you gathered to craft two healing syringes. You will also craft a
32 slot “Simple Rucksack” from the two boar hides. You have also earned two
skill points. Spend them on “Takedown” and “Cook Grenades,” which are two of the
three available skills, one in each tree, that are available.

“Takedown” will be a staple from this point forward. It allows a player to
silently knife an enemy when he is in range. A prompt will indicate when this is
permitted. A tutorial will show the details. “Cook Grenades” allows the player
to hold an active grenade long enough so that an opponent can’t easily move out
of its blast radius.
                                   <<<<<<>>>>>>

<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
Chapter 4: Secure the Outpost <CH004>
               Path of the Hunter no. 1: Shotgun hunt for five rabid dogs.
               Wanted Dead no. 1 (sub-menu)
               Wanted Dead no. 2 (komodo shack) (sub-menu)
               Amanaki Town Radio Tower Supply Drop

>>>Equipment recommended: STG-90 assault rifle.
     Note: Grab an AK-47 from one of your victims. It is superior to the STG-90.
           Once in your possession, gleaned weapons are available free of charge
           at vendors and can be accessorized.
<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>

This mission becomes active after you are informed that pirates have taken Liza
to a nearby outpost. Dennis will chauffeur and offer insights on the outposts
and their importance in reclaiming the islands for the Rakyat. The Rakyat will
arrive as well; but you, the novice, must do the dirty work.

Two new recipes, “Hunter’s Instinct” and “Fireproof” are available. Several new
skills and crafting items will also unlock at the start of the mission. Those
two extra boar hides can now be crafted into a “Simple Ammo Pouch,” extending
the amount of ammunition you can carry.

Do reconnaissance on the outpost from its outskirts, tagging the five pirates
with your camera so you can more easily track them. Be aware that a vicious
guard dog also wanders the compound-it can also be tagged. If the dog discovers
you the other pirates will likely be alerted.

If possible, use stealth tactics, using your new “Takedown” skill on any hostile
on the perimeter. Tossing stones can lure them into a kill zone but detection by
the dog or a pirate in the open areas of the compound makes liberating the place
without some gunfire extremely unlikely. When you make a kill, grab an AK-47,
which you then own and will be available at any vendor. Jason also calls out to
Liza if he is detected, giving away his position.

When the skirmish gets noisy, keep track of the pirate positions by keeping an
eye on the tags and on your mini-map. This outpost is the only one in the game
that doesn’t have an alarm system, which, if activated, calls in reinforcements.

Once the outpost is secured, the less-than-helpful Rakyat warriors will enter.
The liberation of the outpost will permit the Rakyat to secure the surrounding
area, making travel in the controlled sector markedly easier. Loot all the
corpses and skin the dog. Thoroughly loot the outpost and be sure to locate,
kill and skin the pigs roaming the place-there will be at least one and another
will root its way in sooner or later.

You discover that Liza has escaped the pirates. Dennis also informs you that one
of your friends is hiding at Dr. Earnhardt’s place, but he doesn’t know a name
or even a gender. Enter the shack with the red door and take the Memory Card
from the counter. It is worth a whopping $250. Whenever you liberate a safe
house, look for these Memory Cards, which are present in 20 of the outposts.

This shack is now a fast travel safe house and you will find an automated
vending machine there. Unless you have used a pig hide to craft the “Simple
Wallet,” allowing you to carry up to $2,000, you will have room for only $1,000
in your wallet. Once you reach your limit, you won’t be able to sell off your
surplus or accumulate more cash until you do.

If you haven’t done so, get back outside and harvest both of the snorting pigs,
enabling you to craft both the “Simple Wallet” and the “Simple Syringe Kit,”
extending your carrying capacity to five syringes. A couple of melee strikes
will take them down without spooking the Rakyat.

Sell off your extra items and if you have $900 you can purchase the MP5 SMG or
you can purchase the Recurve Bow for $925. The MP5 can be sound suppressed. It
isn’t very potent but it is useful early the campaign. The Recurve bow is
silent, deadly and you can reclaim the arrows from your victims. The bow
requires more patience than the firearms because of its slow rate of fire but it
is one of the game’s premier weapons once it is equipped with a sight. I highly
recommend it if you’re going to exercise stealth. You can also wait until you
have the $1,450 required to purchase the F1 assault rifle, which is far superior
to the MP5. It can also be sound suppressed, has an optical sight option and
most pirates favor the AK-47 making ammo for it easier to acquire than SMG
rounds-your choice.

The M-700 sniper rifle can be sound suppressed but costs $1,800 plus $400 for
the silencer and $550 for the High Power Scope. It is still well beyond your
means-be thrifty and save the $1,800 by acquiring one after taking Vasla Docks
Outpost and doing the “Path of the Hunter” mission available there. The SVD is
cheaper but can’t be sound suppressed-don’t buy it. Free ones are on the near
horizon and if you want to play stealthily, it isn’t a good option.

Take the time to craft any items you have the hides for and be sure to have at
least one healing syringe crafted. Spend any skill points you have accumulated.
Note that “Physical Conditioning” in “The Shark” matrix gives you an additional
health bar-a huge perk for a single skill point.

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Note: With the liberation of the Amanaki Outpost, you are free to explore the
entirety of the North Island. Be aware that doing so will bring you into
constant conflict with the invaders. The narrative will detail a progressive
liberation of the island while pursuing missions; but this isn’t the only way to
proceed. You can challenge the pirates by liberating sectors by purging them
from outposts; you can gain free gear by climbing towers and expand your gear by
hunting and gathering and by hunting “Collectibles” along the way.

Note: When outposts are liberated, optional missions for a cash bounty are made
available and are posted on the outpost’s bounty board. A blue skull or deer
head mark their locations. These optional missions are either “Path of the
Hunter” or “Wanted Dead” missions. The hunting missions offer a bounty for
killing animals and a weapon is provided; and either it, or a similar type in
your possession, or a machete must be used during the hunt. The “Wanted Dead”
missions require you to kill a pirate or two Rakyat style. Rakyat style means
the designated target must be killed with a blade.

Note: The main mission, “Mushrooms in the Deep” is now activated but there are
two side missions on the local bounty board. One of the missions is a “Wanted
Dead” mission requiring, like all “Wanted Dead” missions, you to make a knife
kill on a pirate. The target and his crew are poaching near a hot spring and the
mission is best pursued when you get a silenced weapon-preferably a sniper rifle
or a Recurve Bow.

The other mission is “A Path of the Hunter” mission and requires you to kill
five rabid dogs that have been terrorizing the locals. A “Supply Drop” mission
is also offered. These will, except in this case, be offered whenever a radio
tower scrambler is deactivated.

Note: While many of these side missions will be catalogued in another section,
the early need for cash and hides dictates doing the available “Path of the
Hunter” mission now, so it will be imbedded in the story sequence.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
>>>>>>01: Path of the Hunter
          Mission: This is a shotgun hunt for five rabid dogs.
          Bounty:  $175 and as many dogs pelts as you can recover.

This “Path of the Hunter” mission is embedded in the narrative since you need
the cash and hides early in the game. Accept the mission at the Amanaki Outpost
bounty board and drive west to the waypoint where the roadway forks. Take the
M133 shotgun and its shells required for the mission from the crate. You now own
the shotgun and even if you drop it, it will still be available at any automated
store free of charge. In addition to the shotgun you can also use the machete to
kill the dogs. The machete can be very beneficial against the quick-closing and
aggressive canines.

The mission’s site will be near the farm where your initial harvesting was done.
Get onto the hill to the north of the farm and use your camera to recon the hill
to the south. Take the time to locate and tag all five of the five rabid dogs.
Tagging them makes any stalking required much less challenging since the
designated “blue” area is large and a protracted hunt may lead to contact with
pirates or komodo dragons.

Hunt down the five dogs and take the hides if you can locate them in the
undergrowth. You are vulnerable while skinning, so be quick about the task.
Prolonged gunfire can also alert pirates of your presence and they will
sometimes encroach on the margins of Rakyat territory.

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Note: Be sure to craft any items you have the skins for. Crafting the “Rugged
Syringe Kit” and the “Simple Fuel Kit” requires a total of five dog hides. If
you have collected five dog hides, you can craft those two items. All additional
dog hides you acquire can then be sold for cash and there is certainly no
shortage of dogs on the islands.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

There will also be another “Wanted Dead” mission available near the shacks near
the roadway at map coordinates X: 456.3 Y: 732.8. It seems a pirate is killing
villagers to the west and he needs killing Rakyat style. Leave it for now and
don’t linger in this disputed area. Komodo dragons also infest this area. You’ll
eventually need five komodo skins for crafting; but they are “Heavy Duty” items
and require you to have the “Rugged” upgrade first. When acquired, keep five
komodo skins until those upgrades are available. Spend any Skill Points that you
have acquired.

Open your map and fast travel to the safe house in Amanaki Town. If you
purchased the Recurve Bow, purchase its “Red Dot Sight.” You can also purchase
the sound suppressor for the MP5, if you opted for it, or you can hold off and
purchase the F1 assault rifle. Either firearm, once silenced, or the bow will be
useful for harvesting hides without taking on every pirate within earshot.

The first “Supply Drop,” identified by the blue cross, is available near Amanaki
Town’s main entry. Like the first “Path of the Hunter” mission this quest will
be embedded in the storyline. The cash it yields is integral to the acquisition
of weapons. From this point on, these “Supply Drop” quests will be available
whenever you put a tower back on-line and they are usually easy cash.

>>>>>>Amanaki Town Radio Tower Supply Drop: ($175, 250 XP)

You will find a Quad near the Amanaki Town entry. You must use it, following the
flares marking the route to deliver the medical supplies to the destination
before the timer runs down. It pays $175 and 250 XP. You have only 35 seconds
but the route is short, the path rather rough and the timer fair but not
generous. Loot the destination after a successful run, even though the owner is
standing right there. Grab the body armor, raid the lucrative silver colored
chest and take the medical kit. Take note of the glider on the cliff nearby-it
isn’t always there-and check out the outpost at Wellshore Wrecker’s House to the
northeast near the shore far below. Outposts can be seen from a distance because
of their towering black smoke columns.

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Take note of the side mission, “Trials of the Rakyat,” near Heron Perch. Be
aware that pirates patrol this area.
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                                   <<<<<<>>>>>>

There are goats near the drop zone and there are also pirates. You can also find
a few “amber” leaves in the area. Grab some and craft a “Hunter’s Instinct” or
two. This concoction makes all herbivores less skittish, making them easier to
stalk and to harvest. Harvesting the goats without using a silenced weapon will
draw the attention of the local pirates. Dog packs also roam the area; and, as
always, they are extremely aggressive. There are pirate vehicle patrols and two
pirates are stationed at a small outpost near the cliffs to the north. These
pirates, however, can be a good early source of XP and loot.

If you can get one goat you can craft a “Simple Holster,” giving you a second
weapon slot, and two more will allow you to craft a “Simple Grenade Pouch,”
allowing you to carry four grenades and four Molotovs. A “Simple Arrow Quiver”
also requires one goat hide.

If you explore the area you will find some worthwhile loot in the shacks to the
northeast of Heron’s Perch. Two pirates guard a path going down to the outpost
below. Kill them and grab the loot in the bunker. If you have a silenced weapon
you can begin the campaign against Wellshore Wrecker’s Outpost but returning to
Amanaki Town to harvest the area’s Relics and to upgrade your gear is advised.
                                  <<<<<<>>>>>>

<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
Chapter 5: Mushrooms in the Deep <CH005>
               Wellshore Wrecker’s House Outpost
                    Wanted Dead no. 5 (sub-menu)
               Vasla Docks Outpost/Radio Tower/Supply Drop
                    Path of the Hunter no. 2: Sniper rifle hunt for five deer.
                    Wanted Dead nos. 6 and 7 (sub-menu)
                    Tagging the Past <OP01>
<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>

Fast Travel to the Amanaki Outpost and adjust your inventory. Even if you have
crafted the “Simple Wallet,” it can still hold only $2,000. Make a purchase if
you haven’t. That $2,000 limit will prevent you from benefiting from further
looting until you acquire two cassowary hides, allowing you to craft the “Rugged
Wallet,” extending your limit to $4,000.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Note: Maps are available at the store. These maps show the position of all the
loot chests or the collectibles in different areas. Unless you’re purchasing
weapons or weapon upgrades, constantly draining your cash, you will be filling
your wallet. I don’t recommend buying too many weapons in the near term other
than either the MP5 or F1 assault rifle and their silencers; or, better still,
the Recurve Bow and its sight, and later, when you have the funds, the M-700
sniper rifle’s silencer and high-powered scope. Purchasing the “Items: Amanaki”
map for $500 will allow you to find collectibles. Finding 10 Relics will allow
you to purchase the “Bull” shotgun and finding 20 the AMR sniper rifle. Finding
6 Letters of the Lost will yield the Japanese Tanto sword, a huge improvement
over the default machete. These are “Signature” weapons and their kind usually
live up to the billing. I will periodically detail the map coordinates of Relics
and Letters of the Lost but buying the map will facilitate finding these items.
The location of all Relics and Letters of the Lost will be detailed in the
narrative, and they can also be found in the “Collectibles” section following
the narrative. Note that getting within approximately 25 meters of a collectible
will also place it on your map.
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With your wallet depleted and a silenced weapon in hand, it’s time to grab some
loot, harvest additional hides and nab a few Collectibles before heading east to
investigate Dr. Earnhardt’s mystery guest.

If you have the “Items: Amanaki,” map make the Relic northeast of the outpost
your waypoint or see the notes below to manually set a waypoint using the given
map coordinates. Even without the map, a collectible will show on your map when
you get within 25 meters of it. The $500 cost of the map can usually be largely
recouped by harvesting the loot chests and hostiles along the way.

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Collectibles near Amanaki Town and Outpost:

Relic no 1: Boar 3 is located at map coordinates X: 509.1 Y: 744. The Amanaki
Outpost is the recommended starting point to obtain this Relic which is located
less than 100 meters from the outpost. If you have purchased the Amanaki Town
Item map, make the Relic icon northeast of the outpost your waypoint; or, if you
don’t have the map, just place a waypoint at the given coordinates. Sprint cross
country to the waypoint or the symbol from the outpost and you’ll find the Relic
sitting on a wooden shrine in a small depressed area. Whenever you hear the
distinctive chanting, it means you’re very close to a Relic. Take the Relic from
the shrine. Each Relic found will yield 250 XP and put you a Relic closer to
acquiring a “Signature” weapon. Take the money from the shrine and grab the
loot. The Rakyat won’t mind if you do their dirty work, so swipe the offerings.

Relic no. 2: Spider 5 is located at map Coordinates X: 523.5 Y: 730.6. The
Amanaki Outpost is the recommended starting point to search for this Relic,
which is located about 230 meters southeast of the outpost. Be aware that this
item is in undetailed territory and you may encounter pirates as you sprint
toward the mountain from the outpost. It isn’t on top of the crag where it would
appear to be-too easy. On the southeast side of the mountain slope at
coordinates X: 528 Y: 728 there is a cave entrance. It is accessible by a series
of fractured wooden ramps, jumps and vine grabs, but you can also pick your way
along the mountainside below the summit and get to the cave’s coordinates rather
than chancing an encounter with patrolling pirates farther to the east. Enter
the dark cave and stay near the left wall as you penetrate into the cave. You’ll
find a vine that you’ll have to jump to. It will get you onto a ledge where
you’ll find the Relic on a shrine.

Letter of the Lost no. 1: Mogi’s First Letter is located at map coordinates X:
530.3 Y: 741.7. Either the Amanaki Outpost or Spider 5, Relic no. 2, is the
recommended starting point to acquire this Letter. An old World War 2 lookout
position is located about 230 meters east of the outpost. The Letter is located
in a hillside grotto near a hidden gun emplacement. Early in the game this will
be well inside enemy territory. If you get directly above the item’s symbol on
the grassy hill and then drop onto the jutting rock ledge just below, you can
then drop onto the narrow one below it where you will find the Letter. It can
also be accessed via a cave entry east of it at X: 531.4 Y: 739.

Relic no 3: Spider 23 is located at map coordinates X: 452.4 Y: 755.1. Amanaki
Town is the recommended starting point to acquire this Relic which is located
about 290 meters northeast of town. If you are seeking this Relic early in the
game, be aware that there will be pirates in this marginal area and dog packs
are common there as well. Go east out of town, taking the dirt path you used
earlier to reach the radio tower. This route will get you over the mountain. A
stand of “crimson” leafed plants lay near a shrine with food offerings.
Frequently there are pirates and dogs near the waypoint. A cave entrance lit by
a dim candle can be found in the rock face behind it at map coordinates X: 448
Y: 752. You will have to use a couple of vines to get to the ledge where the
Relic is sitting on a crude stone altar. Don’t miss the loot chests and the cash
near the Relic.

Relic no. 4: Shark 23 is located at map coordinates X: 465.7 Y: 758.3. Amanaki
Town or Spider 23, Relic no. 3, is the recommended starting point to acquire
this Relic. There is a shack and a boat dock on a cove approximately 420 meters
northeast of town. If you seek this Relic early in the game, be aware that the
roadway leading to the item will be patrolled and using the underbrush to avoid
or control enemy contact is prudent. The Relic is located underwater near the
boat dock. When diving for the Relic, be aware of crocodiles in the water. A
couple of pirates will sometimes loiter near the shack and pirate vehicle
patrols routinely pass by as well.

Letter of the Lost no. 2: Mori’s Letter is located at coordinates X: 460.3 Y:
766.7. Amanaki Town or Shark 23, Relic no. 4, is the recommended starting point
to acquire this Letter which is located 380 meters northeast of town. It is in a
cave and it isn’t easy to find. You will find a ground level cave entrance on
the north base of the mountain to the north of the Letter’s symbol at map
coordinates X: 461.3 Y: 771.7. Early in the game this will be deep inside enemy
territory. The Letter can be found on a desiccated soldier’s corpse. Each Letter
of the Lost yields 500 XP and puts you closer to the six needed for the Tanto
sword.

Relic no. 5: Spider 3 is located at map coordinates X: 502.6 Y: 790.2. The
Amanaki Outpost is the recommended starting point-the terrain from Mori’s Letter
(no. 2) is too torturous and well patrolled. There is a circular pool of water
500 meters north of the Amanaki Outpost. Early in the game this is on the margin
of Rakyat territory and getting to the area is best accomplished by driving
north from the outpost and then taking the narrow trail east to the pool. Dive
into the pool and swim to the south side where three ledges are reached via vine
climbs and a fourth requires a jumping grab. Farther on you’ll do another jump
to a vine grab point and beyond there is another jump where there is a break in
the rock ledge. Jump to a grab point. Another vine will get you onto another
ledge. Turn around and make a jump through the bushes to a vine grab. Climb a
vine again and continue ahead on the ledge to an old but well lit temple. Take
the Relic and the cash from the altar. The red chest is a lucrative one. Don’t
pass it by.

Relic no. 6: Boar 23 is located at map coordinates X: 491.2 Y: 795.7. The
Amanaki Outpost or Spider 3, Relic no. 5, is the recommended starting point to
acquire the Relic. Once in the circular pool north of the Amanaki Outpost, climb
onto a low ledge on the northwest side of the pool and take the long vine to get
into a dark cave. Continue well into the mountain to an ancient ruin. The Relic
is on a stone pedestal. You can actually use a series of vines to emerge well
north of your entry area, but there is nothing there but pirates and beached
ships, and you will be visiting the area soon enough. In fact it is an alternate
way to attack the “Medusa’s” garrison.

Relic no. 36: Spider 4 is located at map coordinates X: 496.1 Y: 700.2. The
Amanaki Outpost is the recommended starting point to acquire this Relic, which
is located about 400 meters south of the outpost. Getting there before
liberating the southern outposts will require moving through pirate territory.
There is, in fact, a campfire, north of the site where three pirates hang out.
The terrain south of the item is challenging and using a northern approach route
is the best option. Watch for tigers in this area. There is a temple ruin atop
the mountain and the Relic sits inside the ruin.
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>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
Wellshore Wrecker’s House Outpost <WW01>
     Wanted Dead no. 5 (sub-menu) ($175)
>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>

Make Wellshore Wrecker’s House, which is located on the bay well north of
Amanaki Town, your waypoint and make your way north past Heron’s Perch. If you
look over the cliffs you can see the outpost far below and if the glider is
there you can use it to reach the high ground south of it. There is also a foot
path directly north of the outpost where a couple of sentries stand watch near
an old World War 2 fortification. That fortification contains three loot chests.
A vehicle will also patrol the roadway near the fortification.

Use the dirt footpath to make your way off the high ground and stop to raid the
little shack. Watch for dogs as you maneuver south of the outpost and climb onto
the rock outcroppings overlooking the outpost. There are five pirates in the
outpost, including a Sniper on the roof of the safe house. A Charger patrols
around the safe house and two other pirates hang out on opposite sides of the
compound. Another hangs out near the bay and will probably not be visible from
your overlook. Tag as many of them as possible so you can track their positions
on your map and be aware that, unlike the Amanaki Outpost, this one has an
alarm. Take note of the position of the alarm tower near the fence; it is
obvious by the speakers atop the pole. It is your first objective. Disabling it
will prevent an alarm which will summon reinforcements.

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Note: Unless you are cautious and, at times, lucky, an alarm will be raised when
you are taking an outpost. If you can get to an alarm box you can disable it
before it can be activated. If an alarm is sounded, the garrison will be
reinforced when a vehicle answers the call and if the alarm persists, additional
reinforcements will arrive. They will say where and when they are arriving so it
is possible to lay an ambush but this isn’t usually realistic during a running
battle. If you have mines, it is possible to mine the roadways before you attack
an outpost.
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With the visible enemies tagged, allow the recurring patrol vehicle to leave the
area and then drop down on the west side and sneak through the hole in the fence
to get behind the shack. When the roving sentry has moved off, move around the
shack and disable the alarm. With the rover patrolling on the bay side, use a
silent weapon to take out the Regular on the east side. Put down the Sniper and
then the rover when he returns and before he discovers his comrade’s corpse.
Carefully hunt down the remaining two pirates to liberate the post. The bow can
be quite effective in these relatively close quarters and a hit is always fatal
unlike firearms which may not be. Be aware that even without an alarm sounding,
a passing patrol vehicle will probably stop to investigate any noisy
confrontation.

Loot the outpost and the bodies. You’ll find an SVD sniper rifle near the
deceased Sniper. Take it to make it one of yours. Enter the safe house, take the
Memory Card and grab the loot. Sell your extras.

The local bounty board has a “Wanted Dead” mission. A pirate has taken a local
farm and is growing drugs. Kill him Rakyat style for the $175 reward. An
optional mission, “Where For Art Thou Juliet” is also activated but the mission
site is near and best pursued from Amanaki Town. If you need the cash, you can
fast travel to Amanaki Town to pursue it now for the $500 reward.

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Note: The bay near Wellshore Wrecker’s is an excellent place to acquire shark
skins for crafting. You’ll need four skins to craft a “Heavy Duty Holster,”
allowing you to carry a fourth weapon and a “Heavy Duty Wallet,” allowing you to
carry up to $6,000. Sharks will frequently swim among the turtles just offshore
and can be shot with your recently acquired SVD sniper rifle; or killed by
throwing a grenade near them as they approach land where you can more easily
locate and skin them and then quickly get out of the water.
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<<<<<<>>>>>>

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Collectibles near Wellshore Wrecker’s House Outpost:

Relic no. 7: Shark 4 is located at map coordinates X: 445 Y: 803.9. Wellshore
Wrecker’s Outpost is the recommended starting point but only after acquiring the
“Deep Dive” upgrade. There is a buoy in the bay northeast of Wellshore Wrecker’s
House and below is the tip of the mast of a nearby sunken ship. Once “Deep Dive”
is available, you can take a boat to the location and use a “Deep Dive” syringe
so you have enough air to swim to an old rusted out shipwreck where you’ll find
a Relic. Beware of sharks here-you’re likely to encounter at least one.

Relic no 8: Heron 23 is located at map coordinates X: 413.2 Y: 808.2. Wellshore
Wrecker’s Outpost is the recommended starting point to acquire this Relic. There
is a small islet about 280 meters northwest of Wellshore Wrecker’s Outpost. Take
a boat or swim to and go ashore on the east side of the islet where you can
climb the steep cliffs, using the vines near the shore and then another inland
vine to get atop the islet. You’ll find the Relic on an altar.
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<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
Vasla Docks Outpost <VD02>
    Wanted Dead nos. 6 and 7 (Sub-menu)
    Path of the Hunter no. 2: Sniper rifle hunt for five deer.
    Tagging the Past ($500) Optional Mission
<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>

Make Vasla Docks your waypoint and pilot the jet ski west, coming ashore about
200 yards east of the destination to maintain stealth. Make your way onto the
high ground east of the facility where you can do recon from an old World War 2
gun emplacement. There are six pirates, three Regulars and three Chargers, and a
pesky guard dog prowling the compound. Being detected will cause the alarm to
sound, bringing in reinforcements and getting to the alarm box without being
detected is not easy like the one at Wellshore Wreckers.

Tag everybody and, if you have the silenced sniper rifle, use it to take out any
isolated pirates and then release the caged cassowary with a silenced shot. The
dog and the pirates will be distracted by it. Stay by the gun mount and use the
commotion to continue killing the pirates. If you aren’t detected you can kill
any survivors as they come up the hillside searching for you.

If you haven’t got the silenced sniper-you probably won’t if you’re following
this outline-move down off the hillside, circling west around the outpost to get
to the far side. Kill the pirate on the dock. Remain concealed on the periphery
and begin killing any isolated pirate loitering out of sight of the others. Use
stones to lure them into kill zones. When you have reduced the opposition,
release the cassowary with a silent weapon. This will provide a brief
distraction, hopefully allowing you to reach the alarm box. Hunt down the
remaining pirates and the dog to liberate the post. If an alarm is given,
reinforcements will arrive by boat as well as a patrol truck.

Skin the cassowary and loot the premises. This will probably be the first
cassowary you’ve encountered and you need two cassowary skins for a “Rugged
Wallet.” If you troop a bit east you will usually encounter a few but if you do
the “Path of the Hunter” mission, as suggested, you’ll get what you need.

Enter the safe house and grab the loot. Sell your extras and even if you have
the cash, don’t purchase the M-700 sniper rifle. With the outpost in your hands
you can do the “Path of the Hunter” mission where you can acquire it free of
vharge. Use your cash to purchase its sound suppressor and the high powered
scope after completing the hunt. The M-700 sniper rifle will provide excellent
service during the North Island campaign. If you’re going to do the “Path of the
Hunter” mission, take a shotgun. There is occasionally a leopard in the hunting
area.

There are three missions available on the Vasla Docks bounty board. A new
optional mission, “Tagging the Past” is also activated.

One “Wanted Dead” mission has pirates attacking fishermen near the shore. You
must knife their leader for the $300 reward. Another “Wanted Dead” mission has a
group of pirates preying on locals near their temple. Kill the leader with a
knife for that $200 reward.

The “Path of the Hunter” mission provides an M-700 sniper rifle for a deer hunt
for some hungry locals. Kill five deer for the $200 reward and the hides.
                                  <<<<<<>>>>>>

>>>>>>Vasla Docks Sector Radio Tower <RT02>

Accept the “Path of the Hunter” mission but make the Vasla Docks Radio Tower
your next objective. Deactivating the scrambler will detail your map, placing
roads, loot chests, etc. on your map. Drive the short distance to the knoll near
the shore. You will have to get atop the knoll to access the tower by using a
couple of vines located on the north side to climb the rock ledges.

Use the ramp to get to the ladder. Jump onto the platform and use the ladder. Go
around the catwalk and up the ramp to another ladder and then take the stairs to
the platform. Another ladder will take you to the top.

Fast travel to Vasla Docks or if you take the north zipline down, don’t accept
the “Supply Drop” mission yet.
<<<<<<>>>>>>

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>>>>>>02: Path of the Hunter:
          Mission: Sniper rifle hunt for five deer
          Bounty:  $200 and as many deer hides as you can locate.

This hunt is embedded in the narrative since the player will be pursuing the
optional mission, “Tagging the Past,” in the same area and it will allow you to
harvest up to five deer hides-a boon since they are skittish and somewhat hard
to acquire. Take an AK-47 or a shotgun along. There is a lot of game where
you’re headed. You may even encounter a leopard.

Drive or just sprint to the waypoint where you will find an M-700 sniper rifle
and ammo. If you have your own and it is sound suppressed and has the high-
powered scope the task will be much easier. Climb into the lookout and tag the
five deer browsing on the slope. Try to tag them all because the area is large
and they can be quite difficult to locate if untagged. You’ll need to kill all
five to complete the mission and even a silenced weapon will cause them to
scatter and their skittishness can be aggravating as they traipse about
endlessly eluding your sights. There are plenty of “amber” leaves in the
vicinity to craft into “Hunter’s Instinct” syringes if you must stalk them. Be
aware that if any of them fall from a height the mission will fail and this
happens occasionally. Just finding the corpses in the undergrowth isn’t always
the easiest of tasks.
<<<<<<>>>>>>

>>>>>>Tagging the Past: ($500) Optional Mission <OP01>

Once you have skinned as many of the deer as you can locate in the undergrowth,
go to the blue exclamation point in the shack on the nearby hill. A local man is
selling dog tags to the Japanese families who lost loved ones on the islands
during World War 2.

There are three sets of tags to locate. Select the waypoint to the north of the
starting point. Move across the ridge to an old World War 2 gun emplacement. The
tag is on a desiccated corpse resting against the housing of the canon.

Stay on the high ground and make your way to the southernmost waypoint. You will
find another World War 2 gun emplacement located on the side of the ridge
overlooking the bay. There is a grotto behind the gun emplacement. You’ll find
the second tag on a corpse on the stairwell in the grotto. Grab the loot from
the red chest and climb the ladder on the far side of the grotto to get to
ground level.

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Relic no. 10: Boar 2 is located at map coordinates X: 373.7 Y: 770.4. The
recommended starting point to acquire this Relic is the high ground south of
Vasla Docks Outpost where it can be found on the base of a World War 2 gun
emplacement. On your map this will be directly below the “pig” icon. This can
easily be found during the optional mission, “Tagging the Past” available at the
Vasla Docks Outpost. It will be the emplacement west of a mission waypoint.
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The third tag is in the gun emplacement overlooking the Vasla Docks Outpost and
is found on another corpse. You likely used this fortification to recon the
outpost. Return to Tang’s shack to complete the mission and for the fat $500
reward.

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Note: If you need cassowary leather to craft the “Rugged Wallet,” make the
cassowary symbol your waypoint and harvest what you need. There may be pigs and
dog packs in the area and an occasional leopard but a little hunting will get
you cassowarys. You only require two of the birds; any additional ones can be
sold.
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<<<<<<>>>>>>

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Collectibles near Vasla Docks:

Relic no. 9: Spider 21 is located at map coordinates X: 373.3 Y: 808.1. Vasla
Docks Outpost is the recommended starting point to acquire this Relic, which is
located on an islet where a “Wanted Dead” mission, posted on the bounty board,
also takes place. An island called the Temple of Stone is located 260 meters
north of Vasla Docks. Take a watercraft to the islet. On its high point there is
a temple ruin. Watch for snakes amid the ruins. Go down the stairs and you’ll
find the Relic on a stone shelf.

Relic no. 11: Boar 1 is located at map coordinates X: 393.8 Y: 773.6. Vasla
Docks Outpost is the recommended starting point to acquire this Relic. An old
ruin is concealed in a cavern approximately 275 meters southeast of the outpost.
This cavern’s entry is at map coordinates X: 392.7 Y: 773.9 and it is located
near the shoreline, so you can drive there from Vasla Docks after you have
liberated the outpost. You’ll have to push some loose stones aside in a side
passage to get to the Relic.

Relic no. 12: Heron 16 is located at map coordinates X: 370 Y: 754.2. Vasla
Docks Outpost is the recommended starting point to acquire this Relic which is
located approximately 280 meters due south of Vasla Docks. It is lying on the
shoreline near a small boat. You can drive south from Vasla Docks past the radio
tower to its location.

Relic no. 13: Shark 21 is located at map coordinates X: 397.1 Y: 754.8. Vasla
Docks Outpost is the recommended starting point to acquire this Relic. The road
going south and then east out of Vasla Docks will get you near a ship that went
aground on the rocks near the shore in shark infested water. You’ll find the
Relic in the shallow water near a loot chest.

Relic no. 14: Shark 1 is located at map coordinates X: 346.3 Y: 758.4. Vasla
Docks Outpost is the recommended starting point to acquire this Relic. There is
a buoy with a ringing bell in the bay just west of the radio tower. This is
about midway between Vasla Docks and Dr. Earnhardt’s. It can be found on the
bottom of the bay beneath the sunken ship near the buoy.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

>>>>>>Vasla Docks Sector Radio Tower Supply Drop ($200 and 250XP)

This short 40 second run will take you along the road but you must cut through
the rough onto the shoreline. The run yields an easy $200 if you don’t get hung
up on the rocks or lose control by driving into the bay near the destination.
Loot the abandoned settlement and use the ATV to make a loop going west and then
curling around, following the narrow path up the steep grade to Dr. Earnhardt’s
place on the mountain.
<<<<<<>>>>>>

<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
Mushrooms in the Deep: (Starts) (CH005)

>>>Equipment recommended: No weapons are required for this mission.
<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>

Park at the barrier and continue on foot toward the waypoint, going up the grade
on the dirt path. It will take you to Dr. Earnhardt’s place. Enter his workshop
for a cutscene with the strange man who is peddling a selection of mushrooms to
the locals. He does indeed have one of your friends, Daisy, and while he
prepares a concoction to treat her infection he says you should visit her in the
house.

Enter the house and use the vendor before going upstairs. Daisy is ill from a
cut she received and from some poisonous upas trees she encountered. Dr.
Earnhardt enters and tells you he needs a rare mushroom to concoct her medicine.
It grows in a remote cave. He needs you to get it.

He tells you the cave is to the west on the cliffs. Backtrack out of the
compound, or use the ziplines on the slope, and then follow the stream down
grade. Loot the shack area and harvest any boar hides you might still need for
crafting. Follow the stream down to the bay.

The eccentric Dr. failed to tell you the cave entrance is underwater and
requires leaping from the cliffs to get to the cave’s underwater entrance. Check
for sharks swimming below the cliffs before jumping into the water. Swim into
the cave’s opening, identified by a black mass. The swim is fairly long but
without complications. Just swim toward the light and surface in a grotto.

Exit the water and use the vine to get atop the ledge. When you reach the “Leap
of Faith”-take a leap. Swim the short distance to daylight and jump to the vine
to climb the ledge and then the long vine beyond to get atop the cliff. Take
care not to fall off the ledge as you move on.

Move deeper into the cave which is jam-packed with hallucinogenic fungi. Climb
another long vine and continue ahead into the weirdness and eventually the
greenhouse you’re trying to reach will retreat three times as you approach it.

When it finally stands still, enter the building and you’ll find a glowing
silver fungus through a doorway on the left. You will be whisked away and will
find the needed mushroom at the waypoint-why take only one? Continue to the
waypoint to exit the cave.

Jump off the rock shelf to the path below. Locate the vine to climb a short
ledge and two longer vines farther along to get you to the top of the massif.

Give Dr. Earnhardt the mushroom and go visit with Daisy while he prepares her
medicine. You break the terrible news about Grant and when the Dr. comes in you
ask him to provide a refuge for any of your friends you can locate. At first he
refuses but gives in when Daisy, whom he momentarily believes to be someone
named Agnes, entreats him to help.

A new recipe “Animal Repellent” becomes available as Dennis talks of a pirate
communications station on an old beached freighter called the “Medusa.” Perhaps
you can find some information about your friends there.

“Animal Repellent” is an extremely useful recipe. It has the effect of making
predatory animals shy away, allowing you to kill them or making them lose
interest in you. This will be extremely useful when hunting them or when you
need to maintain stealth near the enemy.

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Collectibles near Dr. Earnhardts:

Relic no. 15: Heron 21 is located at map coordinates X: 351.5 Y: 731.4. Dr.
Earnhardt’s is the recommended starting point to acquire this Relic-use the
glider behind it to fly south to the crag where you’ll find the Relic in a ruin
atop the crag. This is south of the leopard symbol on your map. The entire
peninsula is leopard territory so be wary. Early in the game you can avoid a
possible confrontation with pirates by using the glider near the Drs. Place.

Letter of the Lost no. 3: Ren’s Letter is located at coordinates X: 379.9 Y:
741.1. The recommended starting point is Heron 21, Relic no. 15, or you can fly
there from Dr. Earnhardt’s. There is an island about 400 meters south of Vasla
Docks with a large ruined World War 2 fortification. Enter from the north side
and you’ll find the letter. There are both cassowary and dogs on the island.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
Chapter 6: The Medusa’s Call <CH006>
               Orphan Point Outpost/Radio Tower/Supply Drop
<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>

<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
Orphan Point Outpost (X: 401.7 Y: 680.6) <ORP03>
       Wanted Dead: no. 8 (sub-menu) ($250)
       Path of the Hunter no. 3: (Black Panther) This mission will display at a
                      cabin on the peninsula to the north of the little island.
<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Relic no. 24: Boar 22 is located at map coordinates X: 399.4 Y: 687.2. The
glider near Dr. Earnhardt’s is the recommended starting point to acquire this
Relic. In the far southwest corner of North Rook Island, there is a dilapidated
hut on the north shore of the small island where the Orphan Point Outpost is
located. There is a dugout behind the shack where you will find a Relic.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

The Orphan Point Outpost is on an island south of the peninsula south of Dr.
Earnhardt’s mansion; but it is well within reach of the glider behind his place.
Open your map and place a waypoint on the north side of the islet. Pilot the
glider south and land on the islet, away from the outpost. Watch for a leopard
that sometimes prowls the islet. Having an “Animal Repellent” syringe slotted
and a silenced weapon in hand can help maintain stealth if you encounter one on
the small islet. Scout the shoreline facility from the undergrowth just north of
its safe house. Tag the Sniper on the platform and the two patrolling near the
safe house. If you have remained undetected, two additional defenders will be on
the dock and may be out of your sightline.

The spread out nature of the five defenders make this an easy place to combine
Takedowns and kills with the bow or another silenced weapon. A Charger hangs out
near the rear of the outpost and if he is taken down when the Sniper is facing
away, you can then take out the Sniper. Another rover walks an erratic route
around the safe house and is an easy target. The last two hang out on the dock.
If you’re activities weren’t noted they are easy marks. If an alarm is given,
reinforcements come by boat.

Loot the premises and take the Memory Card from the safe house. Restrain
yourself from rebuking the Rakyat who keeps saying, “it’s all me” and “who’s the
man-me.” This irritating guy sure doesn’t show up when an extra gun would be
useful and he will be present at every outpost you liberate.

There is a “Wanted Dead” mission on the bounty board paying a $250 reward. A
pirate is killing people near some abandoned cars. Kill him Rakyat style with a
knife for the $250 bounty.

A “Path of the Hunter” mission also becomes active, but isn’t displayed on the
outpost’s bounty board. Its starting point is on the peninsula to the north of
the outpost at map coordinates: X: 352.4 Y: 703.5.
                                  <<<<<<>>>>>

>>>>>>Orphan Point Sector Radio Tower: (X: 367.4 Y: 681.6) <RT03>

If you didn’t destroy the available watercraft during the fight, pilot one to
the Orphan Point Sector Radio Tower on the peninsula to the north. If you
destroyed the boats you can return to Dr. Earnhardt’s place and pilot the glider
to the tower. Either way, make your way to the knoll with the tower. There
shouldn’t be pirates in the vicinity since you have liberated the Orphan Point
Outpost. The peninsula, however, is leopard territory and there is still a
pirate stronghold near the southeastern shoreline.

Climb the four stairwells and move around the catwalk to another stairwell. Walk
around the structure on the gratings and planks to get onto the platform. Take
the stairwell and then make a rope climb to get onto a higher platform. The
ladder will take you to the top. Activate the tower. As usual additional weapons
will be offered free in the stores and a new “Supply Drop” is activated.

If this is your third tower the Recurve Bow is now made available free of charge
at any store. The bow is an excellent weapon and deadly in the right hands. It
hasn’t the range of the sniper rifle; but, when fitted with the “Red Dot Sight,”
it is a silent and efficient killer and having one with a sight will make many
of the hunting missions requiring a bow much easier.
                                <<<<<<>>>>>>

>>>>>>Orphan Point Outpost Supply Drop ($225, 250 XP)

Locate the icon for the quest near the zipline on the south side of the tower.
If you didn’t take the Orphan Point Outpost this will be hostile territory and
pirates may be lurking near the ATV on the beach or just patrolling the
shoreline. If the outpost is in Rakyat hands the peninsula will be in their
control. Take the zipline down to the mission location and board the ATV.

The run takes you up the beach, cuts right through a rock archway-you’ll be
speeding past either occupying pirates or Rakyat. You will find a bit of loot at
the destination but you are in leopard territory, so be aware. You can either
continue up the shore to the Doctor’s place, search for the Relics listed below
or just fast travel to Wellshore Wrecker’s House to place you nearer to the
“Medusa.”
                                  <<<<<<>>>>>>

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Relics on the peninsula:

Relic no. 26: Spider 2 is located at map coordinates X: 363.3 Y: 664.8. Either a
boat from Orphan Point Outpost or the glider from Dr. Earnhardt’s place is the
recommended starting point. There is a shallow rocky area near the islet where
you can land. The Relic isn’t atop the islet-it is in a grotto. You can’t get
entry by destroying the stone wall on the south side-save your C4. You can
either struggle up the rocks on the east side or you can climb the vine on the
west side and get onto the ledge and climb another vine to get access. You will
find a rock well where you can jump down into the water. You can’t jump for it
but you will get a poke point if you swim near the Relic.

Relic no. 27: Shark 3 is located at map coordinates X: 385.1 Y: 668.2. A boat
from Orphan Point Outpost is the recommended starting point to acquire this
Relic. At the coordinates you will find an isolated rock in the bay near a buoy.
You’ll have to dive inside a gutted shipwreck to find the Relic inside the
sunken craft. These waters are infested with sharks.

Relic no. 28: Heron 22 is located at map coordinates X: 359 Y: 690.2. The glider
at Dr. Earnhardt’s is the recommended starting point or you can procure the
Relic during operations on the peninsula after liberating the Orphan Point
Outpost, which places the peninsula under Rakyat control. There is a
fortification about 115 meters north of the Orphan Point Radio Tower. You will
find the Relic in a bunker there.

Relic no 29: Shark 2 is located at map coordinates X: 335.9 Y: 693.4. The glider
at Dr. Earnhardt’s is the recommended starting point or you can procure the
Relic during operations on the peninsula after liberating the Orphan Point
Outpost, which places the peninsula under the control of the Rakyat. There is a
Relic offshore near the projecting finger of land roughly west of the “pig” icon
on your map of the peninsula. This is shark territory so the dive near the rusty
hulk of a wrecked ship isn’t without danger. The Relic rests on the bottom of
the bay near a small sunken boat.

Letter of the Lost no 4: Hyogo’s Letter is located at map coordinates X: 362.6
Y: 709.6. The glider at Dr. Earnhardt’s is the recommended starting point or you
can procure the Relic during operations on the peninsula after liberating the
Orphan Point Outpost, which puts the peninsula under the control of the Rakyat.
The Letter is located in an old Japanese bunker on the heights overlooking the
bay to its east. It is located southeast of the leopard icon on your map. A
ladder near the bunker will take you to an underground chamber with a pair of
worthwhile loot chests.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

>>>>>>04: Path of the Hunter
          Mission:  Bow hunt for a Black Panther.
          Bounty:   $250 and the Black Panther hide for crafting the “Extended
                    Syringe Kit,” permitting you to carry 12 syringes.

This mission is activated after the liberation of Orphan Point. The cabin where
the bounty is posted is on a mountain top on the peninsula north of Orphan
Point. If you don’t have one, a bow and arrows is provided at the waypoint to
the south near a gun emplacement. Be aware that this is leopard country and
leopards other than the quarry can be killed with a gun. Craft an “Animal
Repellent” or two. There are plenty of the needed “amber” leaves in the region.

Locating the Black Panther before it locates you is the key to surviving the
hunt. Survey the designated area from the rock outcropping near the gun
emplacement. Once located, stalk it, injecting an “Animal Repellent” when you’re
ready to make the kill. The predator will charge but will be repelled by the
concoction. Hit the quick moving predator with your machete and as many arrows
as needed-usually two or three, depending on where it is hit. Use another
syringe if necessary. Its hide is used to craft the “Extended Syringe Kit’
allowing you to carry 12 syringes.
                                 <<<<<<>>>>>>

<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
The Medusa’s Call: (Starts) (CH006)

>>>Equipment recommended: A silenced weapon, preferably the Recurve bow or the
                          silenced M-700 sniper rifle.
                          Take a shotgun or your favorite automatic weapon for
	  			  close-quarters combat.
                          Having several grenades is also highly advised.
                Note: If you have acquired most of the Relics listed up to this
                      point and you have the Bull shotgun and/or the AMR sniper
                      rifle, take them in addition to your silenced weapon.
<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>

Dennis informed you earlier that you may be able to get information on your
friend’s whereabouts from a communication center on a beached ship called the
“Medusa.” This is located northeast of Wellshore Wrecker’s and having decent
gear including at least one silenced weapon, like the M-700 sniper rifle or the
Recurve Bow and a heavy hitter like the PKM, AK-47 or a shotgun is essential.

The beached ship the “Medusa” is about 525 meters northeast of Wellshore
Wrecker’s Outpost. From the outpost take a vehicle and drive east on the roadway
or take the jet ski and go east by water. After moving under the rock arch and
within 125 meters of the waypoint, start stealth operations. Near the beached
ships, you must take out the three pirates with the keys and their four
comrades. This must be done silently or they will initiate an alarm and the
mission will fail. You must obtain all three keys to get access to the
communications console on the ship.

As you approach within 100 meters begin your reconnaissance. There will be a
lookout milling around near the beach. Take him down silently so he doesn’t
alert his comrades. Advance stealthily toward the beached ship, using the
boulders and containers for cover as you creep forward to locate the two pirates
just ahead. The pirate with the “yellow tag” is one of three and he has one of
the keys. He will be wandering a bit while the “orange tag” loiters under the
drydocked ship. When they are separated use Takedowns or a silent weapon, like
the bow, to put them down quickly and silently.

Move to the right, under the hanging chain, use the ship’s bow as cover to scout
and tag the two pirates between the ships. The “orange tag” is preoccupied with
a task while the “yellow tag” patrols. Allow the “yellow” to move off, move in
behind the cargo container and silently kill the other and then stalk and put
the “yellow” down. Grab the second key.

There are two more pirates and one of them has the last key. Carefully move to
the north end or the stern of the middle ship and locate and tag the next two
who are milling about. Kill them and get the last key. If you kill the “yellow”
first, it doesn’t matter if the other pirate discovers you and opens fire.

Go to the third ship, the “Medusa,” and go up the wooden ramp amidships and onto
the deck. Stealth is no longer required, so switch to your heavy weapons and
move up the two metal stairwells and go into the communications room. Activate
the console which gives you the required information but also triggers an
intruder alarm.

Exit the communication room and two boats will be coming in from the north. Stay
on the high ground and toss a couple of well thrown grenades to knock out the
boats and the pirates. Use sniper fire to clear the survivors and watch for
additional troops to enter the skirmish from the east. If necessary, defend the
stairwell if they close on your position. Watch for incoming grenades which your
assailants are fond of tossing onto the deck. When all the pirates are
neutralized, Dennis will call urgently requesting your presence in Amanaki Town.

Before departing take the time to loot the large area. When your looting is
completed, open your map and fast travel to the Amanaki Town safe house. A new
and very useful recipe, “Enhanced Perception,” is now available for crafting.

<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
Chapter 7: Playing the Spoiler <CH007>
                   Where For Art Thou Juliet? (Optional Mission)
               Mosquito Yard Outpost/Radio Tower/Supply Drop
               Northview Gas Outpost
                    Love Eternal (Optional Mission)
<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>

>>>>>>Wherefore Art Thou Juliet? ($500) Optional Mission <OP02>

Before speaking to Dennis in Amanaki Town, check out the blue exclamation mark
on the north side of town. The parents of a young woman named Nadia believe that
she has run off with her lover. They also believe the two have a suicide pact.
They want you to go to Bihar Rock south of town to see if you can find her.

The rock is only a short distance south of town. You will see Nadia atop a large
boulder and she is surrounded by komodo dragons. Sprint around the five komodo
dragons and jump onto the rock. The five komodos will begin to scatter so try to
tag all five before they disperse into the undergrowth. You must then simply
kill the five lizards and some will need to be tracked down. After stalking and
killing the five, speak with Nadia to complete the mission. She believed she was
just running away but the boyfriend tried to force her to commit suicide with
him.

Take note that a “Path of the Hunter” mission (no. 5) is now available on the
bounty board at Amanaki Town. You will also encounter tapir south of town, so
listen for their distinctive squeals-you need four hides for crafting-two for
the ”Rugged Rucksack” and two for the “Rugged Arrow Quiver.”

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
>>>>>>03: Path of the Hunter
          Mission:  Shotgun hunt for two bears.
          Bounty:   $225 and two bear hides.

The mission site where the locals were mauled by the bears is to the southwest
of Amanaki Town. The starting point is an isolated cabin where a shotgun and
shells are provided. The bears occupy a nearby cave. An “Animal Repellent”
syringe can help you more easily deal with them. The potion will cause them to
shy away rather than aggressively attacking.

The cave is a short walk to the south of the cabin and there are yellow leaves
to gather if you need them. One bear will be near the entrance. Tag him so he is
easy to see and put him down with blasts from your shotgun. The second bear will
be deep inside the dark cave. Inject an “Animal Repellent.” And begin staking.
Skin the bears. You’ll require four bear hides to craft the “Heavy Duty
Munitions Pouch” and the “Heavy Duty Quiver.”

You can either fast travel back to Amanaki town or, if you need them, hunt the
tapir and the tigers that frequent the area. Ultimately, return to town for the
next mission.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
Chapter 7: Playing the Spoiler: (Mission acquired) <<CH007>>
<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>

Go to the yellow exclamation point in Amanaki Town to meet with Dennis. The
intelligence you gained from the “Medusa” reveals that Vaas’ intent was to
extort a large ransom for your friends but then he would sell them into slavery
anyway. You can help your own cause and prevent an assault on Amanaki Town by
sabotaging Vaas’ munitions depot to the southeast.

Just south of Amanaki Town there is the symbol of a tapir. The rugged area there
has tapir as well as other wildlife including buffalo and tigers. It also
borders on enemy territory and a confrontation with pirates is possible,
especially if you get noisy. Caution, an “Animal Repellent” and a silenced
weapon will greatly aid your cause when traversing this disputed area. Before
heading to the munitions depot, however, it is time to liberate a couple more
outposts and to fill in the map by activating another radio tower.

Make the Mosquito Yard Outpost to the south of Amanaki Town your waypoint and
exit the town. Cross the bridge and take to the undergrowth, making your way
onto the high ground. Tigers frequently pursue the tapir and they will also
attack the pirate foot patrols in the region. If you’re not toting the AMR,
cooking a grenade and hitting a tiger will take it down but it will also alert
the locals. If you failed to get them earlier, you will need two tapirs to craft
the “Rugged Rucksack,’ allowing you to carry up to 48 items and two more for the
“Rugged Arrow Quiver.” This area has plenty of tapir.

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Note: Pirates will oftentimes have captive Rakyat that will pay a $100 bounty if
you kill their captors.

Note: Manually saving after doing something worth saving will prevent losing it
if the pirates or a predatory animal or drowning, etc. negates that progress.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
Mosquito Yard Outpost (X: 424.9 Y: 692.9) <MY04>
      Mosquito Yard Sector Radio Tower/Supply Drop
      Wanted Dead no. 3 (sub-menu)
      Path of the Hunter no. 5: Bow hunt for the Golden Tiger.
<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>

Approach the Mosquito Yard Outpost from the north by moving through the
undergrowth. Stay off the roads and be on lookout for both pirates and wildlife
in the rough terrain. Either swim the river, watching for the occasional
crocodile, or walk across the rocks near the falls which are directly south of
the outpost.

The roads north of the outpost are monitored by foot patrols, and avoiding any
noisy confrontation by staying in the undergrowth is prudent. This is also tiger
country. They frequently stalk the water buffalo near the outpost and your
silenced weapons aren’t effective big game killers. Having an “Animal Repellent”
available will keep any tiger you encounter at bay and help maintain stealth.

Make your way onto the knoll overlooking the outpost from the west to do recon
from the heights. The outpost is defended by five pirates, four Regulars and a
Sniper on lookout atop the safe house. The alarm box is situated in the heart of
the place. You won’t be able to get to it. There is a caged tiger near the
roadway.

If you have a silenced sniper rifle or the bow, stay atop the knoll and release
the caged tiger. If you don’t have a silenced ranged weapon, drop off the knoll
on the east side and creep around the east side of the fence to near the road
where you can release the caged tiger with any silenced weapon.

Either way, stay concealed and let the tiger wreak havoc on the pirates as you
take targets of opportunity. Occasionally the tiger will just run off and you’ll
have to continue sniping from the knoll. With the post cleared the Rakyat will
enter. If they don’t kill the tiger, kill it and grab the hide.

Loot the bodies and the outpost. You will find some C4 in a small shack. Enter
the safe house and adjust your inventory. Always check newly liberated safe
houses for a Memory Card. There isn’t one in every outpost but there will likely
be worthwhile loot there.

There are two new missions on the local bounty board. A “Wanted Dead” mission
has crazed pirates camped out near some shacks. Killing their leader Rakyat
style, with a knife, will pay a bounty of $225.

There is also a “Path of the Hunter” mission for a rare Golden Tiger. This
mission is a bow hunt and a standard Recurve bow and its arrows are provided.
The prey, however, is a deadly Golden Tiger. The mission pays $250 and you can
use the Golden Tiger’s hide to craft a “Heavy Duty Ammo Pouch,” but keep in mind
that the previous pouches must first be made in order to craft it. Pursuing the
mission now, however, will allow you to procure a standard Recurve Bow if you
don’t already have one. Completing “Mushrooms in the Deep” will allow you to
craft an “Animal Repellent,” which is a huge advantage when hunting predators.
Having a bow with the “Red Dot Sight” is also a big advantage over the standard
bow. So-do me now or do me later!
                                  <<<<<<>>>>>>

With the sector under the tenuous control of the Rakyat you can go back north,
whether tackling the Golden Tiger or not, to harvest any needed hides. This, of
course, is optional. There are tapir, deer, buffalo and tiger to be harvested if
you still need them. .
                                  <<<<<<>>>>>>

>>>>>>05: Path of the Hunter
          Mission: This is a bow hunt for the rare Golden Tiger.
          Bounty:  $250 and the Golden Tiger hide need to craft the “Heavy Duty
                   Ammo Pouch.”

The mission site is located a couple hundred yards northeast of the Mosquito
Yard Outpost. The area is more overgrown that most of the island so the Golden
Tiger has good cover. There is also likely to be another tiger in the area. Keep
in mind that only the Golden Tiger must be killed with the bow. If you have an
upgraded bow with a “Red Dot Sight” this mission will be easier and if you have
acquired “Animal Repellent” it will be considerably easier.
<<<<<<>>>>>>

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Relic no. 25: Shark 24 is located at map coordinates X: 439 Y: 671.8. The
Mosquito Yard Outpost is the best starting point to obtain this Relic, which is
located inside a hilltop settlement approximately 275 meters southeast of the
outpost. It is on the ground inside a crude makeshift shrine. Watch for tigers
hunting the buffalo around the settlement.

Relic no. 31: Heron 1 is located at map coordinates X: 462.3 Y: 661.4.
Commandeer a vehicle at the Mosquito Yard Outpost and drive to the radio tower.
It is located on the north side of the mountain and is best located by starting
at the radio tower. Getting to the higher elevations and the switchback trails
leading to the remote shrine is best accomplished by using a vine climb 140
meters southeast of the tower at map coordinates X: 466.8 Y: 665.7 or by just
picking your way up the cliff. This will allow access to the trail leading to
the Relic which is not on the summit but is reached by a converging path on the
north slope.

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

>>>>>>Mosquito Yard Sector Radio Tower (X: 460.5 Y: 678.7) <RT04>

The Mosquito Yard Sector’s Radio Tower is about 390 meters to the southeast of
the outpost and is our next objective. Make it your waypoint. With the Rakyat in
control of the outpost there should be no pirate activity in this area and you
can drive there from the outpost or go overland on foot to procure some hides
for crafting. This is buffalo and tiger territory. If you encounter a tiger or a
buffalo, a couple of point-blank shotgun blasts or, better still, a cooked
grenade will take them down.

If you can get two buffalo and two tiger hides you can craft the “Rugged” and
“Heavy Duty Ammo Pouches”, allowing you to carry more ammo-that is if you have
crafted the prior pouches. If this happens you can, if you didn’t do so earlier,
take on that Golden Tiger hunt. Remember to save after crafting so your hunting
prowess is well rewarded.

Make your way atop the crag to the tower via the winding switchbacks. There are
komodo dragons in the vicinity so move carefully. Getting to the top of the
tower first requires a rope climb from ground level, climbing three stairwells
and then making another rope climb. The stairwell will get you to a level where
you must maneuver your way across the platform to another rope climb. Another
rope climb will allow you to get to the top on the ladder. A couple of weapons
will be offered free in the stores and a “Supply Drop” is also activated. Use
the zipline to get to the quest’s ATV. Watch for those komodo dragons as you
board the ATV.
                                  <<<<<<>>>>>>

>>>>>>Mosquito Yard Outpost Supply Drop: ($225, 250 XP)

The delivery will take you far to the south but it’s a fairly straightforward
run and the terrain isn’t torturous but you must maintain control or you’ll be
hitting objects or spinning out. If you make the first jump smoothly, don’t get
off the road, miss the bridge at the fifth flare or encounter a pirate patrol
you can’t avoid, the 1:05 timer is sufficient. Perhaps the toughest part of
these runs is not having a waypoint revealed until you cross one, and if you
don’t see a flare ahead you can oftentimes bear in the wrong direction because
of it, costing time. You can, of course, simply do it again and again, if need
be, without penalty. Grab the meager loot at the lonely settlement and make the
nearby Northview Gas Outpost your waypoint. There is a poker game going on in
the rundown bar if you’re interested.
                                  <<<<<>>>>>>

<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
Northview Gas Outpost <NG05>
    Wanted Dead no. 4 (sub-menu)
    Love Eternal ($500) (Optional Mission)
<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>

If you make a successful delivery, the Northview Gas Outpost is just 200 meters
to the east of the Supply Drop’s destination. If you don’t do the delivery, you
can expect foot and vehicle patrols and guard posts watching the road from the
rough. There will even be a roadblock near the outpost. If you’re not making the
delivery, use the glider near the radio tower to fly south, making a wide left
turn and then landing near the cliffs well away from the outpost so you aren’t
spotted.

Wild boars roam the terrain surrounding the outpost and a tiger will likely be
hunting them. The big cats are always a threat around Northview. Have an “Animal
Repellent” or two slotted and ready to use in case the cats in the area sniff
you out.

Make your way to the south and then to the west side of the outpost. Use the
undergrowth to approach the facility to do reconnaissance. Tag as many of the
five defenders as possible. One of the defenders will be manning a turret gun on
a low platform on the south side. Another will usually be on lookout atop the
safe house. These defenders are very observant and an alarm will draw in both a
foot patrol and a vehicle. The lone alarm box is on the safe house not far from
the gunner.

Stay in the bushes on the outside of the compound and drop the rover whose
patrol will bring him to the edges of the outpost. Take down the gunner; his
demise will probably be noticed, so silently kill the pirates that begin to
search. It is rare that a tiger doesn’t intervene unless you killed them on your
approach, so use any distraction to shoot or disable the lone alarm, allowing
you to clear the outpost. Be aware that the Chargers combat the tigers with
Molotovs and they frequently set huge tracts of the surrounding area afire.

As usual loot the bodies and the premises and take the valuable Memory Card in
the safe house. There is a “Wanted Dead” mission on the bounty board. It
requires killing a pirate that has seized part of a local beach.
                                 <<<<<<>>>>>>

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Collectibles near Northview Gas:

Letter of the Lost no. 5: Sato’s Letter is located at coordinates X: 435.3 Y:
645.6. The Northview Gas Outpost is the recommended starting point to obtain
this item, which can be found approximately 300 meters northwest of the outpost.
This is just northwest of the boar as depicted on your map. Commandeer a vehicle
at the outpost and drive past the waypoint and park. Exit the vehicle and double
back up the slope. It can be found on a Japanese soldier’s corpse alongside an
old gun emplacement that once commanded the bay.

Relic no. 30: Shark 5 is located at map coordinates X: 464.9 Y: 655.4. The
Northview Gas Outpost is the recommended starting position where you can
commandeer a vehicle. The Relic is located approximately 300 meters north of the
outpost. Drive north on the main road and stop opposite the waterfall. Swim past
the falls and you will find ruins inside the grotto. Dive into the dark pool of
water in the back of the grotto and swim a short distance to get the Relic off
the floor from inside a small chamber.

Relic no. 32: Spider 24 is located at map coordinates X: 494.2 Y: 650.7. Either
the Northview Gas Outpost or Shark 5, Relic no. 30, is the recommended starting
point. Take a vehicle and drive east out of Northview Gas, going about 425
meters on the main roadway. Stop near the gorge after crossing the bridge. This
will be about 100 meters short of the Relic. You’ll have to go south on the
western ridge and use the two wooden bridges to get to the Relic which is in a
small grotto. This can also be reached by a series of vine climbs from the beach
area to the south of it.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

>>>>>>Love Eternal: ($500) Optional Mission <OP03)

The optional mission, “Love Eternal” is marked by the blue exclamation point on
the beach west of Northview Gas Outpost. This is where you delivered the medical
supplies earlier if you did that mission. You will find a woman weeping in a
small shack. Her daughter is dead and buried and although her husband didn’t
kill her the heartaches he caused did. He is now threatening to dig her up to
salvage her wedding ring. She wants you to stop this from happening.

With the nearby outpost in friendly hands this mission can be done without
consequences. Head up the crude path on the steep incline which will take you to
the gravesite. Challenge the husband. Fire your weapon near his feet to
intimidate him and if his two Rakyat partners respond, put them down or they
will kill you. Return to the weeping lady for a fat reward of $500.
                                  <<<<<<>>>>>>

If you had to put down the Rakyat at the gravesite it is best to fast travel to
the Mosquito Yard Outpost. The Rakyat at Northview Gas sometimes resent your
killing of the locals and may be hostile if you return there, and Mosquito Yard
Outpost is a better travel option for the next mission, “Playing the Spoiler.”

<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
Playing the Spoiler (Starts) (CH007)

>>>Equipment recommended: The Recurve bow or a silenced firearm is essential.
                          Take a shotgun or an automatic weapon in case your
                          stealthy approach fails.
                          Take a sniper rifle if you want to clear out the
		              facility for the loot.
<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>

Commandeer a vehicle and head north out of the Mosquito Yard Outpost and then
bear east toward the waypoint. Stop near the bridge and be aware of tigers as
you move east through the undergrowth along the east side of the river.

If you’re packing the AMR and want to use long-range sniping to clear the
compound or you want to scout before undertaking the mission, make your way up
the dirt path to the overlook where you can see the facility from across the
river. Your mission is to enter the fenced compound, disable the alarm, enter
the arsenal and destroy the ammo stores by activating an explosive device
inside. Be aware that this mission doesn’t fail if you don’t disable or destroy
the alarm box. It will only bring a boat with reinforcements and then additional
forces from the roadways.

If you have the AMR you can easily clear the post from the heights across the
river. If this is your preference, note the position of the alarm box near the
central structure and then tag as many of the nine pirates as possible. The
alarm box will be your first target-shoot it to prevent reinforcements. The
overlook is at the extreme range of the lethality of the M-700 sniper rifle but
not the AMR. Wipe out or diminish the garrison and when you’re ready to cross
the river, a long vine will get you off the heights. Watch for crocodiles in the
river.

If a stealth approach is your preferred tactic, work your way to the waypoint
which is an overlook north of the facility. An “Enhanced Perception” can help
locate and track enemy movement as you infiltrate. The milling sentry guarding
the perimeter on the north side can spot you crossing the open area so wait
until he turns away and move to the entry or just approach the fence by moving
down to and along the river. That path is out of his sightline and the distant
guard on the dock won’t see you. Know that if a tiger attacks and this happens
occasionally, the defenders will scatter making your incursion much more
difficult.

Sneak in through the bushes and take out the pirate sitting near the entry with
a Takedown or a silenced weapon. Monitor anyone moving in the compound-if you
have maintained stealth the area ahead that you’ll be crossing should be clear
all the way to the alarm box. Use the crates and the pile of lumber as cover to
advance into the bushes near the alarm box. Watch the high side for the
occasional rover but they usually aren’t a problem. Disable the alarm and then
make a silent kill on the pirate sitting beyond the alarm box. The door to the
arsenal is on the left near your latest victim.

Get inside and help yourself to the munitions. The reaction of the remaining
pirates is determined by whether or not you were seen entering the arsenal.
Interact with the explosives. It has a 15 second fuse. Get out and sprint for
the river. Take out the sentry on the dock if necessary and then either hide
behind the shack or dive into the river and swim across to put distance between
yourself and the exploding arsenal and its defenders. Be aware that crocodiles
are fairly common in this part of the river. If you stayed behind the shack, go
south along the river to more easily exit the area.

The explosion has destroyed Vaas’ supplies but the mission isn’t complete until
you escape the scene. Clearing out the facility is an option but it has numerous
loot chests if you do. This facility isn’t an outpost so be prepared for
additional pirates entering it if you choose to kill the defenders and loot the
place.

A new recipe, “Deadly Hunter,” is unlocked.

<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
Chapter 8: Prison Break-In <CH008>

Equipment recommended: The silenced M-700 sniper rifle is your best choice but
                       the Recurved bow will also suffice.
                       A close-quarters weapon like a shotgun or an automatic
			     weapon like the PKM.
                       Take several grenades.
                       Crimson leaves for crafting “Fireproof” and “Enhanced
                       Perception” syringes.
<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>

The information from the “Medusa” indicates that you may find some of your party
at Sunset or, as it has become known, Pirate’s Cove. Place yourself close to the
mission’s site by fast travelling to Dr. Earnhardt’s house.

Use the vendor to sell off your extras. The trip to Vaas’ arsenal has likely
maxed out much of your ammo. If the cost is tolerable, use the “Refill
Inventory” option. You will receive a 20% discount and future discounts will be
on items you favor-this can be a significant savings over time.

The land route to Sunset or Pirates Cove is a long and hazardous one, even
without the pirates being in control of the sector. Predatory leopards and the
occasional komodo dragon overrun the region and needlessly battling them will
not only drain resources but can potentially subvert the element of surprise.

There is a hang glider behind the house near the gazebo that will get you down
the peninsula without pain. Place a waypoint on the roadway east of the radio
tower and take to the air. Be aware that since you’re passing over and
overshooting the designated mission area, you may receive a message warning you
that you must return to the mission area-when you land just hustle back north to
negate the warning.

The spunky Daisy will call, saying the Doctor has relocated her to a cave.
Pirates frequently come to the doctor’s abode, looking to buy his product. She
has found something there and needs you to come check it out when you can.

Land the glider near the radio tower on the south end of the peninsula, not near
the waypoint; and, if need be, hustle north back to the mission’s zone to negate
the warning. Climb the knoll northeast of the tower. This will give you a view
of the spread out facility and of the isolated lookout in the southwestern tower
below. He has control of an alarm box.

Kill the lookout with a silent weapon and move down and disable the alarm. The
prison area to the west is heavily defended and another lookout occupies the
watchtower tower west of your position. Tag the remaining defenders spread out
throughout the large area, taking note of the position of the “Yellow Tag”
carrying the key.

Move west onto the adjoining grassy knoll, locate the guard tower and eliminate
the sentry with a silent weapon. Use your camera to mark the location of as many
pirates as possible. With both Snipers downed, there should be nine remaining
hostiles. An “Enhanced Perception” syringe can help locate them, but don’t
expend all your “crimson” leafs scouting. A syringe or two of “Enhanced
Perception” can come in handy in the near future when you must enter the mine
where low light conditions exist.

The pirate with the “Yellow Tag” will have the key; and, if you have remained
undetected, he will be on the northwest side of the facility under a crude red
awning. Stay hidden in the undergrowth and move around the perimeter of the
complex to drop the “Yellow.” Start killing pirates. The defenders will quickly
notice their comrades dropping, so stay concealed and pick your targets before
moving down to mop-up the survivors. Take the needed key from the “Yellow Tag.”
It will be the waypoint until you acquire it. Loot the large area. It has a lot
of crates and bodies to loot.

Move toward the cave entry where half a dozen pirates hang out. An “Enhanced
Perception” syringe can be quite useful as you continue deeper into the gloomy
grotto. After yelling out to Liza that you’re coming, you’ll encounter several
pirates beyond the stairwell. Cook and toss a grenade or two to take them out
amid the clutter below. After putting them down, two more will arrive late from
farther back in the cave. Don’t get caught looting bodies when they do. There is
decent loot in these grottos, including several silver chests.

Watch for a lone pirate in the alcove on your right as you continue. Pass
through the door and grab the Relic (Spider 22 at coordinates X: 362.4 Y: 688.7)
on the ground to your left near the door. Before you reach the caged tiger
you’ll see a terrified Liza on the jumbo TV monitor. It is a ransom video with
the repugnant Vaas directing. Don’t waste ammo killing the tiger. You can’t get
the hide.

If you have the fixings to craft a “Fireproof” syringe or two, do so; there will
be few times in the entire game where you’ll need them more than you will
shortly. Crafting will be disabled during the next phase of the prison mission,
so do so now if so inclined.

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Relic no. 23: Spider 22 is located at map coordinates X: 362.4 Y: 688.7. This
Relic should be acquired during the “Prison Break-In” mission. After penetrating
the prison, pass through the door and grab the Relic on the ground to your left
near the door.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
Chapter 9: Island Port Hotel <CH009>

>>>Equipment recommended: You’ll still have the equipment from the prior
				  mission.
<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>

Continue into the well-lit passage and you’ll be knocked unconscious. You will
awaken trussed up as is Liza. Vass is venting about the tatau, his sister and
his life in general-and he pours gasoline around the room. His lighter doesn’t
work and he kindly puts it in your pocket. When he finally shuts up and sets the
room afire, you rock your chair and are thrown clear during a cutscene and you
tumble down into the blazing clutter below.

You must now get to Liza, going back through the burning wreckage. You must do
it before the three minute timer expires. The time is sufficient but not
generous.

The timer starts as you start up the stairwells. Ahead a sprinkler valve will
douse the flames. Let the flames subside before carefully moving on. The walkway
is narrow. Shoot the next valve that doesn’t actuate on its own. Let the flames
subside and go through the door on the right. Go up the ladder and across the
wooden ramps. Bash the door open. Move along the pipe on the left wall and then
go left across the fallen beam. There is a brief cutscene. Continue into the
burning corridor.

Use another “Fireproof” syringe if you have one and shoot the valve to quell the
flames. Go through the door on the right and scoot along the narrow ledge.
Continue ahead through the opening and cross the narrow beam and go up the vine
which has an aggravating smallish poke point. Continue through the burning
corridors to Liza.

After you and Liza emerge from the flaming structure, you have no option but to
jump onto the collapsing scaffolding as the prison blazes. Ouch!!!

You’ll find a truck. She will drive while you defend from the bed of the truck
with a GL-94 grenade launcher. Six pursuit vehicles will have to be taken out
before the truck stalls. There is a brief pause in the pursuit, allowing you to
reload after you destroy the first three vehicles.

You will switch to the front passenger seat and must use a .45 pistol to take
out the pirates ahead. The red barrel can be useful as the run gets underway.
Several more pirates will intervene as you race down the road. They’re not easy
to hit with the vehicle bouncing around, so heal after you take damage. After a
successful escape you and Liza exchange information on the others. You arrive
with her at the Doctor’s place.

“Deep Dive” can now be crafted allowing you to remain underwater much longer.

<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
Chapter 10: Keeping Busy <CH010>

>>>Equipment recommended: No weapons are required for this mission.
<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>

You find yourself back at the Doctor’s place. Enter the house and use the vendor
to sell your extras and to replace the .45 with one of your weapons. Unlike most
weapons encountered in the game the GL-94 grenade launcher isn’t yours to keep.

You must now take Liza to reunite with Daisy who is hiding in the cave beneath
the doctor’s place. The path is on the ledge just below the gazebo. Enter and
Daisy and Liza are reunited. Daisy has found an old ship and believes they can
use it to escape the island but the head for the motor is missing.

Swim toward the waypoint and when you come up against the rocks, dive and swim
ahead. The missing part is on the bottom of the flooded grotto near a sunken
yellow barrel and it is illuminated by an underwater light. Return to Daisy, who
has a bit more spunk than Liza, and install the part during a cutscene. The
engine starts and before departing to search for the others go see Liza at the
new waypoint. The main mission, “Meet Citra,” is now activated.

The recipe for “Fire Arrows” is now available.

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Relic no. 16: Spider 1 is located at map coordinates X: 318.4 Y: 750.4. This
Relic is available after the mission, “Keeping Busy’ and the cave beneath Dr.
Earnhardt’s place is the only way to get to it. Go into the cavern below Dr.
Earnhardt’s place. If you move along the right rock face, you’ll find a couple
of short vine climbs and then a long one. Move along the precarious rock ledges,
jump the gap when required and take the vine down. Have your shotgun equipped as
you listen and watch for a bear. Continue deeper into the cave, kill the bear
and you’ll find the Relic in the back area near the bear at approximately X:
318.4 Y: 750.3. This Relic won’t show on your map. Note that you can fast travel
out rather than backtracking.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
Chapter 11: Meet Citra <CH011
                Cliffside Overlook Outpost/Radio Tower/Supply Drop
<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>

Dennis calls after you leave the cave. If you’re serious about continuing the
battle, he says that Citra has the ability to endow you the “power” to aid your
quest. He says she will meet with you at the temple. Fast travel to the Amanaki
Outpost and start your journey to find Citra from there.

<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
Cliffside Overlook Outpost (X: 539.9 Y: 682.7) <CO06>
     Path of the Hunter no. 6: Bow hunt for a Rare Blood Komodo Dragon.
<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>

The mission, “Meet Citra,” will take you farther than you have been to the east
and there is an Outpost called Cliffside Overlook and a radio tower to the north
of the Temple. The fastest route to the Cliffside Overlook Outpost is via the
Amanaki Outpost. It’s a long way on foot so commandeer a vehicle and drive south
until you’re northwest of the Cliffside Overlook Outpost. If you have followed
this document much of the roadway going south is in Rakyat hands.

Stop on the roadway west of the Cliffside Overlook Outpost before passing into
the undetailed sector. The pirates and Rakyat are still probably battling along
the contested border to the east. Either drop down to aid their cause or move
east toward the outpost, keeping on the mountainside rather than walking along
the contested beach. This terrain is extremely rugged and you’ll have to pick
your way over rock formations and up steep inclines. Pirate vehicles routinely
patrol the beach and the mountain roads, so be watchful when crossing them.
Watch and listen for bears on the mountainside as you travel.

When you reach the outpost you’ll find a gap in the metal fence on the north
side of the outpost. There is a caged bear just inside. You will hear it and you
can see it from the hole in the fence. However, it is difficult to tag the five
defenders through that hole without being detected. Note the bear’s position and
move onto the boulder at the corner; this is just west of the gap. Remain
crouched to do recon, tagging the five defenders and the bear.

The alarm box is located on the south side of the safe house, near the roadway.
Drop down off the boulder, stay outside the fence and locate the gap in the
fence behind the safe house. If there is a sentry patrolling the rear area, put
him down. If there is one near the alarm, toss a stone beyond him to distract
him and then disable the alarm. Move back outside and go around the fence.
Release the bear through the other gap in the fence on the north side. Let the
bear rampage and take your shots from there or from the corner boulder. Be sure
to get that bearskin when you loot the place.

Use the vendor in the safe house and take the Memory Card.

There is a “Path of the Hunter” mission available at the Cliffside Overlook
bounty board. A $225 reward is offered by a healer who needs a rare Blood Komodo
Dragon carcass. You’ll also start encountering packs of dingoes in the area,
which you need for crafting.
                             <<<<<<>>>>>>

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Collectibles near Cliffside Overlook Outpost:

Relic no. 33: Boar 4 is located at map coordinates: X: 506.7 Y: 672.1. Cliffside
Overlook Outpost is the recommended starting point to obtain this Relic which is
located inside a temple ruin 350 meters southwest of the outpost. From the
outpost, sprint west for 300 meters through rugged bear infested terrain, turn
south at the dirt road and continue toward the waypoint. Move up the grade
through the canyon to the ruin. Its entry is blocked by vines so blast them with
a grenade or a charge of C4 to access the ruin. The Relic sits on a stone
inside.

Relic no. 34: Heron 4 is located at map coordinates: X: 523.4 Y: 676.1.
Cliffside Overlook Outpost is the recommended starting point to acquire this
Relic, which is located approximately 200 meters southwest of the outpost. Go
directly toward the waypoint and a path will get you to a steep cliff. Locate
the fractured wooden walkway on the northeast side of the steep-sided crag. You
can struggle up the cliff and it is a struggle to get to the Relic sitting on a
shrine.

Relic no. 35: Boar 6 is located at map coordinates: X: 552.2 Y: 688.9. Cliffside
Overlook Outpost is the recommended starting point to acquire this Relic, which
is located approximately 150 meters northeast of the outpost. If you start your
search for it from Cliffside Overlook you’ll have to get down off the cliffs, so
go east out of the outpost on the roadway and follow it past the waypoint and
turn back west to descend down to the shack near the shoreline. The Relic is
sitting inside the shack near the road. This is a good place to acquire a few
dingo pelts. They usually hunt the pigs feeding near the roadway.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
>>>>>>06: Path of the Hunter
          Mission:  Chapter 11: Bow hunt for a Blood Komodo Dragon.
          Bounty:   $225 and the Blood Komodo hide needed to craft the “Extended
                    Grenade Pouch.”

The hunt will commence at the waypoint to the northwest. There is a shack where
you’ll find a bow and arrows on the edge of the designated area. The Blood
Komodo will be in the designated area and a pair of regular komodo dragons will
be there as well. Get on the rocky outcrop, tag the lizards and begin killing
them. The regular komodos aren’t that much different than the target, and you
can just snipe them if you can tell the difference. The area is large and the
komodo may wander out of range of your rocky outcrop. There are numerous “amber”
leaves available in this area. Stalk it and use an “Animal Repellent” syringe to
get in close for the kill. It will lunge at you but move away without attacking.
Skin the dragon to complete the mission. Acquiring the skin will enable you to
craft the “Extended Grenade Pouch,” allowing you to carry 12 grenades and 12
Molotovs.
                                <<<<<<>>>>>>

>>>>>>Cliffside Overlook Sector Radio Tower: (X: 557.2 Y: 666) <RT05>

The Cliffside Overlook Radio Tower is about 240 meters southeast of the outpost.
The area is near the edge of the sector and there will still be pirate foot
patrols near the tower. You can either drive there from the outpost or sprint
there. This is also dingo territory and you require eight hides for crafting.

Take the stairwell to the platform, make the rope climb and then use the ladder.
You must then get onto the contorted corner grating and jump up to another
platform. A stairwell will get you to another rope climb. A pair of ladders will
get you to the top-don’t fall through the hole in the platform near the last
ladder climb. Deactivate the scrambler. More weapons are offered free of charge
in the stores and a new “Supply Drop” is activated. Use the zipline on the
northeast side to get to ground level and make your way to the “Supply Drop.”
                              <<<<<<>>>>>>

>>>>>>Cliffside Overlook Supply Drop ($250, 250 XP)

Get the supplies to the destination before the 1:20 timer runs out. The
torturous downslope course has a few obstacles and some off-roading through some
temple ruins. It ends on the beach and is easy money. There are likely pirates
along the way since this run borders on enemy territory.
                              <<<<<<>>>>>>
<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
Meet Citra: (Starts) (CH011)

>>>Equipment recommended: No weapons are required for this mission.
<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>

Make your way toward the Temple ruins. The entry is marked by torches and lies
in a secluded valley. Dennis meets you there. You are to be presented to Citra.
Follow Dennis. Citra and her minions are a secretive and suspicious bunch. She
lets you know you are an outsider and views you as weak and unworthy of the
Rakyat’s help. Jason’s insistence on finding his friends pays off and she gives
him a potion to drink.

Jason has another weird trip. Walk the straightforward path, following a man in
white whom you can’t catch. Go into the lighted doorway. Strange nightmare
visions of the future take place in an underwater setting as you walk over a
rickety bridge. Take the dagger after climbing the stairs and the scene ends as
a rock column falls on you. You awake, the recipient of another of Dennis’
tataus. You must now get to a shantytown called Bsdtown to find the ceremonial
dagger for Citra-the dagger you saw in your dreams.

Numerous “Skills” will unlock after exiting the Temple. “Advanced Conditioning”
giving an extra heath bar is among them.

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Collectibles near the Temple:

Relic no. 37: Spider 7 is located at map coordinates X: 561.4 Y: 625.8. There is
a Temple ruin located about 150 meters east of Citra’s Temple. Sprint to the
Temple and be aware of hostiles, cassowaries and dingo packs as you approach it.
Climb the hanging vines to get access to a sealed stone doorway. Set a charge of
C4 on the door, get down and back and blast it open. You can then access a
walkway that will get you to a ladder. Climb it to find the Relic on the
elevated platform.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
Chapter 12: Bad Side of Town <CH012>
                Hubris Farm Outpost
                     A Connection to the Past
                Hubert Shore Outpost/Radio Tower/Supply Drop
                     Once More With Dignity
                The Neck’s Diner Outpost/Radio Tower/Supply Drop
                Kell’s Boat Repairs Outpost
                Nat’s Repairs Outpost/Radio Tower/Supply Drop
                      Dog Soldier
                Tequila Sunrise Outpost
                Badtown Radio Tower/Supply Drop
<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Note: There is a fast travel option to Badtown, so you can simply fast travel
there rather than liberating territory.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
Hubris Farm Outpost (X: 593 Y: 648.9) <HF07>
     Wanted Dead no. 9 (sub-menu) ($250)
     A Connection to the Past ($500) (Optional Mission)
<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>

Before going to Badtown, open your map and fast travel to Cliffside Overlook and
place a waypoint at map coordinates X: 581.2 Y: 667.3. This is an old World War
2 Zero crash site where you’ll find a Relic. Commandeer a vehicle and drive
southeast out of the outpost and turn northeast on the main road; turn right
onto the steep narrow path when you are north of the waypoint and move toward
the heights. There will be dingo packs on the mountain and there is a guard post
near the summit that is occasionally manned by a pair of defenders. Locate the
Zero crash site and grab the Relic near it.

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Relic no. 40: Boar 7 is located at map coordinates X: 581.2 Y: 667.3. The
Cliffside Overlook Outpost is the recommended starting point to acquire this
Relic, which is located approximately 220 meters north of Hubris Farms. It is
sitting atop the mountain near a crashed Zero. This is best reached either while
taking Hubris Farms Outpost or by driving from Cliffside Overlook Outpost.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

You will have to make your way down the mountain on the switchback paths to
position yourself behind the outpost. There are divergent paths; so be sure to
get the one leading down to the outpost-as displayed on your map. Scout ahead as
you descend. Pirate foot patrols frequent the mountain paths and a skirmish near
the outpost can spoil your stealthy tactics.

Once you reach Hubris Farms Outpost, do your recon and tagging from the high
ground on the north side. This location is directly behind the facility. There
are two Snipers and a mix of five pirates scattered about the facility. Descend
the heights by slipping down the incline near the rock outcropping behind the
western Sniper’s overlook. If you continue downslope from there it is easy to be
spotted by the east Sniper or the pirates loitering near him.

Move through the undergrowth to the west side and toss a C4 charge to the south.
Monitor the Sniper so you can go back behind the facility and get between the
western structures and into the bushes. Don’t kill anyone until you are in the
brush. You don’t want them searching until you’re hidden.

Remain in the bushes and detonate the C4 charge. The garrison except for the two
Snipers will rush to check out the explosion. Kill the west Sniper with a silent
weapon and then quickly disable the alarm while the pirate’s attention is still
diverted. Get back into the bushes. The enemy will be searching. Continue using
stealth tactics until you are detected and then go noisy to clear the outpost.

The surrounding cliffs on one side, the open terrain on the other and the area’s
predators can make for a protracted battle if an alarm is sounded and persists.

Use the safe house’s vendor and check for loot. An optional mission, “A
Connection to the Past” is activated and there is a “Wanted Dead” mission on the
bounty board. A $250 reward is offered for taking out a pirate that is causing
trouble at a local beach.
                               <<<<<<>>>>>>
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Collectibles near Hubris Farm:

Relic no. 38: Spider 26 is located at map coordinates X: 570.7 Y: 649.4.
Commandeer a vehicle at Hubris Farms and drive west out of the outpost to reach
a Temple ruin where you’ll find two Relics. Spider 26 can be found inside an old
but well-preserved temple ruin not far from the roadway. Go inside the dark ruin
and go down the stairs for the Relic. The ruin’s entry is at X: 567.4 Y: 645.9.

Relic no. 39: Shark 26 is located at map coordinates X: 572.2 Y: 650.9. You can
procure this Relic with Spider 26, Relic no. 38. It is in that same ruin as
Spider 26, but you must swim underwater to get it from a submerged pedestal in a
side passage.

Letter of the Lost no. 6: Mogi’s Second is located at map coordinates X: 600.7
Y: 620.8. Hubris Farms Outpost is the recommended starting point to acquire this
Relic, which is located in a bunker on the beach approximately 300 meters south
of Hubris Farms. Just sprint south from Hubris Farms, going cross country. The
dead soldier inside the bunker has the letter.

Relic no. 41: Heron 26 is located at map coordinates X: 607.4 Y: 676.2. The
switchback trails behind Hubris Farms Outpost are the advised starting point,
which will take you on a long meandering path leading you onto a grassy ridge
and directly to the entrance of a cave at map coordinates X: 605.3 Y: 673.4. The
Relic is inside on a pedestal.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

>>>>>>A Connection to the Past <OP04>

The mission is east of the Hubris Farm Outpost. Simham wants to restore the
ruined temples but needs three tablets that he believes are still on the island.

The first tablet is at the middle waypoint just inside the ruin.

South Waypoint: As you face the structure, climb the vine on the right side and
set a C4 charge on the stone door. Get back and detonate. Go through and over
the walkway and to the ladder. You will see the tablet behind the ladder in the
alcove. Go left around the stone wall and into the alcove for the tablet.

North waypoint: This is a temple ruin and the dark entry portal is on the south
side southwest of the waypoint. Go up the stairs and into the ruin and then go
down the stairs and turn left into the side passage before reaching the shrine.
Go down into the water. You will now have to dive into the water and turn right
at the base of the stairs to find the tablet on the floor. It is hard to see
since it matches the floor and the water is murky.

Return to a grateful Simham for the $500 bounty.
                                <<<<<<>>>>>>

>>>>>>Hubert Shore Sector Radio Tower: (X: 657.5 Y: 660.6) <RT06>

There is a radio tower north of the Hubert Shore Power Outpost. This is about
half a mile east of Hubris Farm. Commandeer a vehicle at Hubris Farms and drive
east. The liberated area has dingo packs and the occasional boar but the
undetailed area also has both hostile vehicle and foot patrols. Exit the vehicle
and move east using the undergrowth along both sides of the road to avoid
confrontations or to control the action in the undetailed area. A skirmish will
quickly attract motorized reinforcements.

There is a footpath leading left off the road that winds its way up the steep
grade and leads to the radio tower. Pirates will sometime set up a road block
near the junction. Once on the trail to the tower you’ll find that boars infest
the trail. Don’t be surprised if you encounter a leopard or a bear or both as
well. Just short of the tower there is a small roadside camp where you’ll find a
Relic, Spider 28.

Be aware that this roadway near the tower is monitored by a patrol truck. They
routinely pass by and a foot patrol also passes the tower periodically.

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Relic no. 51: Spider 28 is located at map coordinates X: 648.8 Y: 661.6. Hubris
Farms is the recommended starting point to acquire the item and is best pursued
while travelling to the Hubert Shore Radio Tower. The Relic is located 220
meters north of Hubert Shore Power near a roadside table just west of the radio
tower. It is on the ground behind the table. If you haven’t claimed the Hubert
Shore Power Outpost there may be couple of pirates there or patrolling nearby to
deal with.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

Climb the tower’s four stairwells to a platform. Climb the rope from the corner
grating, and then climb the next rope from the edge of that grating. Move around
the catwalk and jump the gap in the grating and then jump up onto the grating.
Climb the rope. Walk the plank and continue around the walkways to the platform.
A ladder will take you to the top. Deactivate the scrambler. Once again a couple
of weapons are made free in the stores and a “Supply Drop” is available. Take
the zipline to the quest.

                                  <<<<<<>>>>>

>>>>>>Hubert Shore Power Sector Radio Tower Supply Drop ($250, 500XP)

The route is rather straightforward but there is no time for mistakes. You have
1:10. There may be pirates to deal with at the destination.
                                     <<<<<<>>>>>>

<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
Hubert Shore Power Outpost (X: 658.1 Y: 642.1) <HS08>
     Path of the Hunter no. 7: (sub-menu)
     Once More With Dignity ($500) Optional Mission
<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>

If you do the “Supply Drop” you’ll find yourself southwest of the outpost at
Hubert Shore Power. If you don’t you’ll want to approach the outpost from the
north and the roadway leading there is patrolled by foot patrols and a vehicle.
Boars are common along the way and leopards oftentimes hunt them.

Scout from the overlook to its northwest, tagging as many of the seven hostiles
as possible. Two pirates also patrol the road and will respond to any commotion
at the facility, regardless of whether or not an alarm is given. Sniping is poor
from there-too many trees and too far for effective sniping with the silenced M-
700 sniper rifle. If you have the AMR, you can use the undergrowth as cover and
snipe away-this will escalate the skirmish when road patrols join the fray. A
chain link fence restricts movement on the perimeter, making infiltration
difficult and the alarm box is centrally located.

Numerous boars also roam the outskirts, making perimeter sniping from the brush
chancy. A leopard is caged there as well but can’t be released from the north
side. There is, however, a zipline that you can ride onto the rooftop of the
large structure. Take it down and crouch on the roof’s offside to remain
concealed from the pirates on the roof of the safe house.

Begin silently dropping the sentries on the rooftop. The bodies won’t go
unnoticed, so shoot the alarm box on the side of the safe house to prevent a
general alarm. Continue sniping from the rooftop, using the edge to remain
undetected. Toss stones over the side to divert attention and when the action
allows, release the leopard whose cage is near the front wall of the structure.
Watch for grenades coming onto the rooftop. If the confrontation is noisy or
lengthy, the foot and vehicle patrols will probably join the skirmish. Use the
rooftop to conceal yourself; and, if the enemy groups-up, use grenades. Use
grenades on any arriving vehicles as well.

Raid the safe house for the Memory Card and thoroughly loot the premises and
adjust your inventory. A “Path of the Hunter” mission featuring a bow hunt for
leopards is offered and pays a $250 bounty. A side mission “Once More With
Dignity” is available to the east of the outpost.
                                 <<<<<<>>>>>>

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Collectibles near Hubert Shore Power Outpost:

Relic no. 50: Shark 28 is located at map coordinates X: 644.6 Y: 649.1. Hubert
Shore Outpost is the recommended starting point to obtain this Relic, which is
located approximately 150 meters northwest of the outpost. At the waypoint, you
will find a deep hole near a fallen pillar amid some temple ruins. Jump in and
hope you hit water. The Relic is underwater in a small grotto. A “Deep Dive”
will give you enough time to locate this one.

Letter of the Lost no. 9: Mogi’s Fourth Letter is located at map coordinates X:
629.5 Y: 645.6. Hubert Shore Outpost is the recommended starting point to
acquire this item, which is located approximately 290 meters west of the
outpost. There is an old Japanese lookout position on the side of the mountain.
You can either drive and stop just short of the waypoint and walk up the grassy
hillside to get to it or approach it from atop the heights.

Relic no. 52: Boar 28 is located at map coordinates X: 665.2 Y: 672.4. Hubert
Shore Outpost is the recommended starting point to acquire the item, which is
located 310 meters northeast of the outpost. It isn’t atop the mountain. You’ll
have to find a cave entry at a lower elevation at map coordinates X: 666.7 Y:
670.4 on the east slope of the mountain. It is nestled inside the ruins inside.

Relic no. 53: Heron 6 is located at map coordinates X: 646.2 Y: 683.8. Hubert
Shore Outpost is the recommended starting point to acquire this Relic, which is
located on a mountaintop shrine approximately 430 meters northwest of the
outpost. The steep terrain of the mountain will make you travel many times the
distance to get to it-the terrain is torturous. Watch for leopards in these
highlands. A vine climb can get you onto the crag where it sits but you can also
scramble up the rocks instead.

Relic no 54: Heron 7 is located at map coordinates X: 626.1 Y: 658.2. Hubert
Shore Outpost or Mogi’ Fourth, Letter no.9, is the recommended starting point to
acquire this item. Drive about 300 meters west of Hubert Shore Outpost and stop
near the boar icon, watch for boars and hike to the hillside where an overgrown
plane crash site has the Relic.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

>>>>>>Once More With Dignity: $500 <OP05>

You can drive about halfway to the mission’s site, but it is then easier to cut
cross country to get to Alfie’s place. Watch for bears in the area. You will
find a man there with a bad memory and he needs you to find some plants to
concoct his herbal medicines.

You must first locate three Golden Beehive plants. They are right outside
Alfie’s cabin; so pick them and return to him. You now need three Heliconia
plants. They are located just up the hill in the designated area. Return them to
Alfie. You now need three Screw Pine and they are located in a gully just north
of the shack. Be prepared to deal with a bear that is grazing there. Return to
Alfie to collect the $500 reward and the “Nature Boy” recipe.
                                   <<<<<<>>>>>>

<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
The Neck’s Diner Outpost (X: 691.8 Y: 604.4) <TN09>
     Wanted Dead no. 10 (sub-menu) ($325)
<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>

The Neck’s Diner is southeast of Hubert Shore Power; and, if you did the
optional mission, Alfie’s place is just north of The Neck’s Diner. If you’re
coming from Hubert Shore, you’ll have to move through rough terrain and cross
the river.

Scout the fenced compound from the perimeter. The garrison of seven includes two
Heavy Gunners; making taking this outpost a tough chore and both alarm boxes are
inside the compound making them difficult to access. Be aware that a vehicle
patrol passes through the facility and will stop to investigate a skirmish even
if an alarm isn’t given. Watch for a bear as well. It may aid your cause,
disrupt the plan or have you for lunch instead.

Enter the outpost through the hole in the fence on the north side and quickly
move into concealment in the bushes near the fence on your left. A Charger will
normally be atop the safe house. Silently eliminate him as he comes down the
stairwell. A little patience will likely see a rover on patrol come from the
left or west. Put him down. Toss a C4 charge to the west of the bushes. If his
demise didn’t alert the Heavy hanging out on the left, sneak out of the bushes
and kill the kneeling pirate on the east side if he is still there. This will be
noticed, quickly exit via the hole in the fence and get away from the road so
the patrol vehicle doesn’t see you when it passes by.

Make a wide circle to the west to remain undetected and get into the undergrowth
on the hillside south of the outpost. Take down any available targets on the
perimeter and then jump the fence and get onto the large building via the
ladder. This will put you near the alarm station. Monitor the positions of the
remaining pirates and continue to snipe using the rooftop for cover and then
detonate the C4. With the surviving defenders, including the Heavies, moving
toward the explosion, jump down and disable the alarm. Get back onto the rooftop
to continue clearing the facility. If you aren’t carrying the AMR, use
explosives, the volatile barrels or massed gunfire to put down the Heavies. As
usual the Rakyat arrive after the battle.

Raid the ammo cache near the safe house before purchasing ammo and then raid the
safe house and loot the premises.

A “Wanted Dead” mission is available at the bounty board. A pirate is roaming
around a local farm and a $325 reward is given to the person who can kill him
Rakyat style.
                                <<<<<<>>>>>>

>>>>>>The Neck’s Diner Sector Radio Tower: (X: 653.4 Y: 596) <RT07>

Drive west out of the The Neck’s Diner, going up the grade to the tower. With
the area now in Rakyat control, only bears and tigers are a problem. Take the
two stairwells to a rope climb. Use the next stairwell and go across the
platform to another rope climb. Either jump the gap to the grating with the
dangling rope or crouch and walk the support beam to the catwalk for another
rope climb. Walk the narrow beams to the corner grating and then jump the gap
onto the grating or fall short and pull yourself up. Turn around and make a
jumping grab on the next rope. Crouch to get under the warped metal and move
around the tower on the planking and jump up to the grating to get to another
rope climb. The ladder on the platform will get you to the top where you can
deactivate the scrambler. More weapons are available free of charge and another
“Supply Drop” is offered.
                                  <<<<<<>>>>>>

>>>>>>The Neck’s Diner Sector Radio Tower Supply Drop ($250, 500 XP)

You will be behind the wheel of a cargo truck. The road is good, the terrain
gentle, the 1:20 timer ample and the reward good-easy money. This is the game’s
easiest Supply Drop quest.
                                  <<<<<<>>>>>>

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Collectibles near The Neck’s Diner:

Letter of the Lost no. 7: Tadao’s Second Letter is located at map coordinates X:
703.1 Y: 575.3 The Neck’s Diner is the recommended starting point for this
Letter, which is located about 300 meters south of the outpost. Commandeer a
vehicle and drive right to the old World War 2 bunker where you’ll find the
Letter on a soldier’s remains.

Relic no. 43: Shark 10 is located at map coordinates X: 682.2 Y: 595.7. The
Neck’s Diner is the recommended starting point to acquire this Relic, which is
located only 130 meters southwest of The Neck’s Diner. Sprint from the outpost
to the river. You must access the Relic via a dark underwater cave on the river
whose entrance is located at coordinates X: 679.8 Y: 597.7. You will likely need
a “Deep Dive” or two to get the Relic and to get back out. Once you locate the
Relic in the dark cave you can always fast travel out.

Letter of the Lost no. 8: Tadao’s First Letter is located at map coordinates X:
632.5 Y: 601.4 The Neck’s Diner is the advised starting point. Commandeer a
vehicle at The Neck’s Diner and drive west. It is about 600 meters distant but
you can get within 140 meters of it before you must trek west on foot, picking
your way down the steep hillside to the beach. The letter is on the dead soldier
inside the bunker.
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<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
Kell’s Boat Repairs Outpost (X: 729.8 Y: 637.7) <KB10>
     Path of the Hunter no. 8: Bow hunt for a Rare Maneater shark.
<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>

Kell’s Boat Repairs Outpost is to the northeast of The Neck’s Diner Outpost. If
you did the “Supply Drop” it is to the north, if not fast travel back to The
Neck’s Diner to put yourself closer. Drive to the edge of Rakyat territory and
hoof it from there. As you approach it watch for patrol vehicles on the roadway
on the elevation above it.

Scout the facility from the sparse cover on the hillside to the northwest. There
are seven defenders, including a Sniper with an RPG on the roof of the safe
house. A pair of Regulars idles on the dock near the bay. There are two alarm
boxes, one on the south and one on the north.

Infiltrate through the large gap in the fence on the west side.  A Charger
loiters near each of the alarm boxes and two others patrol. Monitor the
patroller’s routes and the one on the rooftop. Take down anyone patrolling the
rear area and then lure one of the Chargers away from the alarm with a stone.
Silently kill him and disable the alarm. Begin taking down any isolated pirate
and keep an eye on that RPG Sniper. If your carnage hasn’t been noticed, shoot
the cage to release the two feral dogs. With any survivors distracted, finish
clearing the post.

Take the Memory Card from the safe house. The bounty board has a “Path of the
Hunter” mission. It is a bow hunt for a Maneater shark. The bounty is $275.
                                 <<<<<<>>>>>>

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
>>>>>>08: Mission:  Bow hunt for a Rare Maneater Shark.
          Acquired: Chapter 12: Kell’s Boat Repairs bounty board.
          Bounty:   $225 and the Maneater shark skin.


The mission starts at the outpost’s dock where you’ll find a bow if you need one
and plenty of arrows. Locate the Maneater shark and his entourage of three
sharks with your camera. It is hard to tell one from the other, so you’ll likely
have to kill them all. Once the sharks are tagged, take the boat and pilot it
near the circling sharks and start killing them. If you have the necessary
leaves you can craft a “Deadly Hunter” syringe or two to make your arrows
deadlier. When the Maneater goes down a waypoint will mark its location on the
bay’s floor. If you need additional arrows, return to the dock for more. Once
you have crafted the “Extended Arrow Quiver” be sure to help yourself to the
surplus arrows on the dock.

At times, there may not be a boat available. With a bit of patience, you can
kill the sharks from the dock or the rock outcropping nearby.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Collectibles near Kell’s Boat Repairs Outpost:

Relic no. 55: Heron 24 is located at map coordinates X: 745 Y: 615.2. Kell’s
Boat Repairs is the recommended starting point to acquire this Relic, which is
located 270 meters southeast of the outpost on a small islet off the southern
peninsula. Sprint south along the beach from Kell’s Outpost and you’ll find a
jet ski sitting on the shore east of the islet. Pilot it there and moor it on
the southwest side of the islet. Once there you can struggle up the cliffs south
of the Relic which sits on a shrine.

Relic no. 56: Boar 20 is located at map coordinates X: 772.9 Y: 622.3. Kell’s
Boat Repairs is the recommended starting point to acquire this item. At the end
of the peninsula about 460 meters east of Kell’ Boat Repairs, there is a temple
ruin. Blast the stone doorway open and you’ll find the Relic inside.

Relic no. 57: Shark 12 is located at map coordinates X: 741.7 Y: 638.9. Kell’s
Boat Repairs is the recommended starting point to acquire this Relic, which is
located about 125 meters east of Kell’s Boat Repairs in an old submerged temple
ruin. Grab a watercraft from the dock or use the jet ski east of the outpost to
reach the site. A “Deep Dive” Syringe or two is essential to get this item. You
can actually stand on the top of the ruin which extends to the surface. Be aware
that there are sharks in the vicinity. You’ll have to swim into the ruins to
locate it and it will be in the upper part of the ruins. Numerous loot chests
can be found there.

Relic no. 58: Boar 9 is located at map coordinates X: 704.2 Y: 643.7. Kell’s
Boat Repairs is the recommended starting point to acquire this item, which is
located approximately 260 meters west of Kell’s Boat Repairs. It isn’t on top of
the mountain; it is underneath and you’ll have to make a clockwise circuit of
the mountain to get to it. The steep terrain is nearly impassable and going over
the mountain isn’t an option. Place a waypoint at coordinates X: 705.5 Y: 633
and grab a vehicle and proceed south around the massif, following it as it veers
west and then north to the waypoint. Just short of the waypoint a meager dirt
path will get you to a crevasse leading you to an old temple ruin whose entry is
at coordinates X: 705.6 Y: 636.8. Use an explosive to blast open the stone
doorway. Make your way into the extensive ruin where you’ll find the Relic on a
stone pedestal. You’ll have to jump onto it to get the Relic.

Letter of the Lost no. 10: Hayato’s Second Letter is located at map coordinates
X: 777.8 Y: 618.8. Commandeer a boat at or near Kell’s Boat Repairs to acquire
this item. If you lay a waypoint you can pilot the boat past the sandbars and
rocks to the beach not far from the Letter. Go up the bluff and then inland to
find the Letter on a deceased soldier in a bunker.

Relic no. 59: Shark 22 is located at map coordinates X: 754.7 Y: 654.6. The
recommended starting point to acquire this item is Kell’s Boat repairs where you
can commandeer a boat. About 300 meters northeast of the outpost the Relic sits
the bottom of the bay and the water is quite deep. Dive deep at the coordinates
and use the “Deep Dive” syringe when Jason begins to have distress. Collect the
Relic from near the sunken rowboat, raid the chest and get back to the surface.
Having a boat waiting above will likely keep you from being attacked by a shark.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
Nat’s Repairs Outpost (X: 807.3 Y: 654.3) <NR11>
     Nat’s Repairs Sector Radio Tower/Supply Drop
     Wanted Dead no. 11 (sub-menu) ($300)
     Dog Soldier ($500) Optional Mission
<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>

Nat’s Repairs Outpost lies about half a mile to the east of Kell’s Boat Repairs
Outpost. You can also see another radio tower on the heights in the distance.
You can either take a boat across the bay and then hike through enemy territory
or drive instead. You will encounter pirate vehicle patrols, so the water route
is the better choice. The final approach must be on foot to maintain surprise.
Watch for bears in the general area.

Scout the outpost from the brush near the copse of trees on the hill overlooking
it on the southwest. There are four Snipers, one Regular and one Charger as well
as a caged bear in the compound. Stay in cover, tag everyone and release the
bear with a silenced weapon. While the bear rampages doing most of the work,
snipe from the hill; or, if you had to get closer, mop up from closer quarters.
When the post is cleared, put down the bear if it’s still active.

Check the bounty board where you’ll find a “Wanted Dead” mission posted. A $300
bounty is offered for a knife kill of a pirate hunkered down in some old
bunkers. Take the Memory Card from the safe house and note that an optional
mission, “Dog Soldier,” that has been activated by taking the outpost. Make it
your waypoint and start west.
                                   <<<<<<>>>>>>

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Collectibles near Nat’s Repairs:

Relic no. 60: Heron 11 is located at map coordinates X: 813.9 Y: 676.5. The
recommended starting point to acquire this is either Nat’s Repairs, where you
can commandeer a boat, or you can pursue it after completing the mission, “Kick
in the Hornet’s Nest.” Approximately 225 meters north of Nat’s Repairs there is
a small rocky peninsula extending into the bay. Grab the watercraft sitting in
the bay north of Nat’s Repairs and pilot it to the west side of the rocky
promontory. The sheer cliffs can be negotiated on the north side near the stand
of palm trees or from the east side where the rocks form a crude ramp. Move up
the incline and jump onto the rock ledges to reach the top. The Relic sits in a
shrine.

Relic no. 61: Boar 26 is located at map coordinates X: 772.3 Y: 695.6. The
recommended starting point to acquire this item is Nat’s Repairs where you can
commandeer a vehicle. 550 meters northwest of Nat’s Repairs and 140 meters north
of the radio tower, there is a Relic in a shack not far from the roadway. You
can drive right to it from the outpost. If it weren’t for the chanting and the
symbol you wouldn’t know it was there in the dimly lit shack behind the crate.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

>>>>>>Dog Soldier <OP06>

Talk with Mattie inside the shack. His dog is now the alpha of a feral pack and
they are all rabid. He wants you to put her down. The waypoint is general and
the pack is large. Stay back and snipe them as they forage near the seashore. It
always seems to be the last dog that is the alpha. Return to Mattie for the $500
bounty.
<<<<<<>>>>>>

>>>>>>Nat’s Repairs Sector Radio Tower: (X: 771.2 Y: 680.8) <RT08>

The tower is located about 450 meters northwest of Nat’s Repairs, much less if
you did the optional mission, “Dog Soldiers.” If you’re starting from Nat’s
Repairs you can drive right up to the tower on a long series of winding roads.
Be on the lookout for bears near the tower.

Take the stairwell to a rope climb and then make another rope climb from the
platform. Walk the planks to a stairwell and go up the ladder. Go around the
platform and climb the rope. Make a 180 degree turn and climb the next rope.
Move around the structure on the catwalk and the planks to get to another rope
climb from the corner grating. The ladder on the platform will take you to the
top. Activation will make additional weapons available free of charge and it
also activates another “Supply Drop.”
<<<<<<>>>>>>

>>>>>>Nat’s Repairs Sector Radio Tower Supply Drop ($300, 750 XP)

Board the ATV and be prepared for some bumpy cross country action. You go down
the steep mountainside, along the road, onto the beach, cross country again and
finally along the shoreline to the delivery point. The 1:30 timer gives you
ample time if you don’t turn over.
                                  <<<<<<>>>>>>

<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
Tequila Sunrise Outpost <TS12>
     Wanted Dead no. 12 (sub-menu) ($275)
<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>

The outpost is southeast of Badtown. If you made a successful “Supply Drop,”
just use the ATV to tool along the beach until you find a boat moored near the
shoreline. This is your best option to bypass the pirate stronghold to the north
near the drug fields. If you opt to go by land you’ll likely confront numerous
defenders, including Heavy Gunners. You can attempt to bypass them by staying
near the cliff and sneaking past the defenders but the water route will
eliminate the need. Beyond the pirate stronghold there are extensive fields of
drugs-if you travel by land, don’t linger there or you’ll encounter numerous
pirates.

Move toward the outpost and, if you’re to its east, you’ll have to go up a long
steep dirt road to get to the outpost. Tequila Sunrise Outpost has five
defenders, including a pair of Heavy Gunners. Scout the facility from the
hillside overlooking it from the east. Tigers will occasionally attack and if
one does use the distraction to snipe but be forewarned that you are also on the
menu as you hide on the outskirts. Have an “Animal Repellent” slotted to stay
off the menu.

Whether a tiger eats you are them, the best course of action is to use the
structures to stay out of the pirates sightlines to easily disable the alarm box
on the east side of the building-don’t just shoot it. There is another alarm box
inside the facility. A cooked grenade can eliminate two of the five. Hunt down
the others, using whatever tactics your weaponry allows on the two Heavies. Any
reinforcements will include additional Heavy Gunners.

Ransack the place and loot the safe house. A “Wanted Dead” mission is offered on
the bounty board. There is a $275 reward for taking out a pirate hiding in a
tunnel. A knife kill is required.

- - - - - - - - -- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Collectibles near Tequila Sunrise Outpost:

Relic no. 62: Spider 11 is located at coordinates X: 748.5 Y: 713.8. Tequila
Sunrise Outpost is the advised starting point to acquire this item. There is a
temple ruin south of the Birdhouse Tower which is 550 meters west of the Tequila
Sunrise Outpost. You can drive most of the distance from the outpost but must do
the last 150 meters on foot through rugged terrain. Watch for bears and tigers
in the area. The large ruin is at ground level and the Relic is sitting inside.

<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>

Relics and Letters of the Lost: Badtown Item Map <BTIM>

Letter of the Lost no. 11: Shinji’s Letter is located at map coordinates X: 799
Y: 749.8. Tequila Sunrise Outpost is the recommended starting point to acquire
this item, which is located 160 meters north of the outpost in a bunker built
into the sheer cliff north of the outpost. Go to the Relic’s symbol or the
coordinates given and jump down to the rock ledge and take the crude wooden
walkway to get into the bunker where you’ll find the letter on the long deceased
soldier.

Another route to the Letter no. 11 is via a system of ledges, walkways and vines
can be taken from a lower elevation at map coordinates X: 789.4 Y: 757.2.


Letter of the Lost no 12: Hyato’s First Letter is located at map coordinates X:
801 Y: 756.1. Tequila Sunrise Outpost is the recommended starting point to
acquire this Letter. It is located about 225 meters north of Tequila Sunrise
Outpost and seems to be somewhere on the side of the mountain but it isn’t. Grab
the ATV near the outpost and drive the winding switchback road going south out
of the outpost and taking it north once you reach the beach level. Park near the
bridge at map coordinates X: 807 Y: 761.5. A stream emerges out of the rock.
Walk in and then swim the 60 meters to a rock shelf where you’ll find the Letter
on a corpse.

Relic no. 63: Heron 9 is located at map coordinates X: 806.8 Y: 773.6. The
recommended starting point is either Tequila Sunrise Outpost where you’ll have
to take the switchback road to the bay or you can start from Hyatos’s Letter,
no. 12, which is a short distance from the item. There is an island about 400
meters northeast of the Tequila Sunrise Outpost. The island’s steep cliffs
require you to get ashore on the northwest side. There is usually a tiger
hunting boars on the islet so be prepared. The Relic is in a shrine atop the
islet on the south side.

Relic no. 64: Heron 10 is located at map coordinates X: 786.7 Y: 755. Tequila
Sunrise Outpost is the recommended starting point to acquire this item, which is
located 240 meters northwest of Tequila Sunrise Outpost near the tiger’s tail,
as depicted on your map. The Relic sits on a shrine atop a small knoll. You can
take a vehicle from the outpost or just hoof it cross country.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
                               <<<<<<>>>>>>

>>>>>>Badtown Sector Radio Tower: (X: 764.4 Y: 771.6) <RT09>

The Badtown Radio Tower is just north of town. Travel there and watch for tigers
in the vicinity. Jump onto the hood of the car to reach the dangling rope to
gain the lower platform. Move across the planks to the stairwells. Get onto the
warped gratings to get to a rope climb. Move around the structure on the beams
and grating, crouching when needed to clear the beam, to reach another rope
climb. Take the ladder on the catwalk to get to another rope climb. The long
ladder will get you to the top. As usual a weapon or two is made available for
free and a new “Supply Drop” is offered.
                                 <<<<<<>>>>>>

>>>>>>Badtown Sector Radio Tower Supply Drop ($250, 500 XP)

Take the Zipline to the mission site where a jeep is waiting. You will have to
drive down the mountain dodging trees. Don’t get hung up because you can book it
when you hit the road but the timer isn’t generous.
                                  <<<<<<>>>>>>
<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
Bad Side of Town: (Starts) (CH012)

>>>Equipment recommended: No weapons are required for this mission.
<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>

You can simply fast travel to Badtown-could have without taking the outposts or
revealing the map by deactivating the scramblers. You are told to explore the
town but there isn’t much to see. It is a bit reminiscent of Far Cry 2’s Mokuba
Shantytown minus the hostiles. Jason recognizes it as the town from his weird
drug induced dream.

When you’re done finding no loot, head into the bar and take a seat at the poker
table. The man in white enters as you take a hand. When the man in white leaves,
take your winnings and follow him. Use cover to prevent him from spotting you as
he moves across the ramshackle town. When he pauses just step out of his
sightline, and when he moves, continue the tail. If he is out of your sightline
briefly, a 20 second timer will start and you must regain eye contact or the
mission will fail-this should never happen.
                                <<<<<<>>>>>>

<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
Chapter 13: Kick in the Hornet’s Nest <CH013>
                Cargo Dump ($500) (Optional Mission)

Equipment recommended: Packing the Recurved bow with a full supply of fire
                       arrows is essential.
                       Taking an RPG rocket or GL-94 grenade launcher is
                       highly advised.
                       Taking a LMG or assault rifle is also prudent in case
                       things go awry or you want to clear the village for the
                       loot.
                       Stock up on Molotovs.
             Note: Carrying or even using the flamethrower is an option. There
                   will be one available at the destination anyway. This entire
                   mission can potentially be done using only the bow.
<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>

After the man in white enters the shack, follow him in. He will have you at a
disadvantage. He claims to have the place wired with explosives and he wants to
know who you are. Jason Brody seems to be the right answer. He has been
collecting information on the whereabouts of Keith and Oliver but he requires a
favor for his investigation. When the door opens, go down to the cellar to get
face-to-face with agent Willis Huntley.

Willis wants to lure Hoyt to the North Island by wreaking havoc on his local
drug operation. Once he leaves the South Island he may be more vulnerable. Take
the flamethrower he offers. You are going to set his drugs fields afire.

After exiting the shack, Dennis offers some information on Hoyt during a phone
conversation. It seems that Hoyt Volker is even crazier than Vaas and you should
avoid provoking him. The mission’s waypoint won’t appear until after the
conversation.

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Note: For this mission having the silenced M-700 sniper rifle to pick off
guards, dogs and to ignite flammable barrels is beneficial. Having the Recurved
bow and a quiver of fire arrows is essential-the entire drug fields can actually
be tackled with only the bow and fire arrows. This is especially true if your
optical sighting becomes erratic. You’ll also want to have a close-quarter’s
weapon, like an assault rifle or LMG in case your stealth tactics fail. Take an
RPG-7 rocket launcher or the grenade launcher and stock up on Molotovs. Don’t
take the flamethrower you got from Willis. If you want to use the weapon, you’ll
find one in a shack before you start the action.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

If you have liberated it, open your map and fast travel to the Tequila Sunrise
Outpost. Proceed south from there. There is a dirt path near the outpost’s
bounty board that will get you to a glider on the cliffs south of the outpost.
You can also commandeer a vehicle and drive down the switchback road but the
glider is the best option. Set a waypoint on the roadway west of the waypoint.
This will place you just west of a grassy ridge that will mask your position and
allow you to maintain stealth.

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Note: The only problematic “glitch,” if glitch it is, I found in the entire game
can occur during this mission. On occasion you simply can’t focus the sniper
rifle or any other weapon, especially those with optical magnification. Whether
this is a glitch or is due to the influence of the enormous weed fields is the
question. However, this only happens on occasion when the air is full of
pollutants from the burning weed. This anomaly aside, this mission is one of the
highlights of a truly extraordinary game and it can be done easy or it can be
done hard-following is the easy way.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

Skirt the ridge to enter the drug fields from the north side. Two pirates will
be sitting near some crates but they are facing south. Grab the flamethrower
from the small shack. Sneak in behind them and light them up. A pair of guard
dogs also roams the fields. With the two sentries down, set the fields ablaze
and get back to the shack. If there is no gunfire, you probably won’t draw in
any additional hostiles until the exploding barrels ignite the curiosity of a
pirate or two who decides to check out the nearby carnage-this usually happens
only on the higher levels. Toast those dogs if the blaze doesn’t get them or
melee them as you stand in the shack. Reclaim the weapon you traded for the
flamethrower.

With the weed ablaze, restock your munitions at the shack before moving on.
These two fields aren’t among the five required to complete the mission but they
provide a checkpoint, enabling a new waypoint marking the location of the five
required field to the north.

Make sure the area is secured-no nosy pirate-and move north toward the new
waypoint, going close enough to display the five waypoints marking the five
fields. Don’t enter the fields, climb onto the ridge north of the drug fields,
but do so from the west side so you aren’t detected.

Crouch in the grass and begin sniping the red barrels. If your scope is
unstable, toss Molotovs into the nearest fields and use fire arrows on the more
distant ones. The incendiaries and fire arrows will ignite the fields which will
ignite the barrels, doing the job without gunfire. These southern fields will be
lightly patrolled but as you set them ablaze and work your way north they will
become more vigorously defended. Just stay low atop the ridge undetected, and
they will search but find nothing but burning weed.

With the five required fields destroyed, you must now destroy the boat. It is
anchored at the south end of the heavily defended village. Rather than confront
the defenders head-on, continue south on the ridge, drop down and curl east
toward the waypoint. This route will have you skirting the town to the east.
Find a good vantage point, equip the rocket launcher, the grenade launcher or a
fire arrow and sink Hoyt’s boat. You’ll have to get in closer for the grenade
launcher; and, if you don’t have the other weaponry, you can move closer and use
grenades from near the shoreline.

Note: Explosive arrows can now be crafted using a grenade and an arrow. This
makes the bow the rival the GL-94 grenade launcher.

With the mission completed, you can either attack the village for the loot or
just move on to your next task. If mayhem is your choice, it is best to initiate
the action from the higher ground west of the village. Expect stiff resistance.
There are about ten defenders in the village and one will be manning a turret
weapon near the dock. Don’t allow the pirates to flank you and renter the
fields. Molotovs, grenades or the flamethrower can help flush the pirates from
the buildings. Once the village is secured, take the time to thoroughly loot the
premises. The shacks contain numerous supplies and loot chests. There is also a
large ammo cache in one of the shacks if it wasn’t destroyed during the assault.
                                    <<<<<<>>>>>>

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Relic no. 60: Heron 11 is located at map coordinates X: 813.9 Y: 676.5. The
recommended starting point to acquire this is either Nat’s Repairs, where you
can commandeer a boat, or you can pursue it after completing the mission, “Kick
in the Hornet’s Nest.” Approximately 225 meters north of Nat’s Repairs there is
a small rocky peninsula extending into the bay. Grab the watercraft sitting in
the bay north of Nat’s Repairs and pilot it to the west side of the rocky
promontory. The sheer cliffs can be negotiated on the north side near the stand
of palm trees or from the east side where the rocks form a crude ramp. Move up
the incline and jump onto the rock ledges to reach the top. The Relic sits in a
shrine.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

>>>>>>Cargo Dump <OP07>

This optional mission is in the middle of nowhere and The Neck’s Diner is the
best of the fast travel options. The mission site is high in the mountains but
you can drive to it on winding, steep mountain paths.

Enter the cabin to speak with the man who believes that his daughter has been
abducted by aliens. The spacemen have lost five packages and they want them
back. Once returned, they’ll return his daughter. Take the scanner he offers and
head toward the first waypoint. Watch for bears and other predators, like
crocodiles, in this region.

When you enter the designated area you will automatically have the scanner in
hand. It works much like the Far Cry 2 diamond locator. The game’s tutorial will
give details. Use your camera to snap a picture of the first package. It is
sitting on a rock ledge near some cardboard boxes.

At the second waypoint the package is stuck in the trunk of a tree where the
main branches branch. Take its picture.

Go south down the river and go across the stream where there is a red cargo
container. Shoot its lock off and dive underwater and into the crate to
photograph the third. Watch for snakes along the river.

Continue south along the stream and the package is lying near a rock and is
plainly visible.

Continue west along the stream and get down into the grotto with the waterfall.
You’ll have to climb vines to get to a rock ledge on the north side of the
falls. Kill a snake and jump a couple of gaps with vine grabs. Move through the
waterfall. The fifth package is on the ledge below. When you take the photo the
mission is completed and your reward is $500-there is no need to return to the
requestor.
<<<<<<>>>>>>

<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
Chapter 14: A Man Called Hoyt <CH014>
                Camp Murder Outpost
                     Faces of Death
<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>

Willis asks you to return to Badtown. Open your map and fast travel to Badtown
and go to his shack. It seems that Hoyt Volker, Vaas’ boss, is worried about
Jason destructive activities and is disappointed with Vaas’ inability to get
him. Hoyt has business at Beras Town and that seems like the best place to
confront him.

<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
Camp Murder Outpost <CM13>
     Path of the Hunter no. 9: Shotgun hunt for a rare One Horn Buffalo.
     Faces of Death (Optional mission near Badtown is activated.)
<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>

The rice field where Hoyt is going is located to the northwest of Badtown. The
Camp Murder Outpost is on the way so make it your waypoint. Do your recon on the
outpost from the undergrowth south of the facility. The compound has five
Chargers and a Sniper with an RPG but two more hostiles routinely patrol from
the west and hang out there. If you haven’t acquired the “Explosive Arrows” for
the bow or you’re not carrying it, place a C4 charge near the roadway and move
west, skirting the outpost and moving in close on the west side. This will place
you near the alarm box.

Check for that foot patrol west of the outpost and either let them move off or
put them down well away from the facility. Move in close to the outpost and
either detonate the C4 or shoot an explosive arrow to the far eastern side of
the facility. This will draw the pirates away from the alarm box. Watch for the
Sniper and put him down if he can see you. Disable the alarm and get back
outside the fence and toss a couple of grenades among the pirates when they
return. Things can get really hot with these pyros if they detect your presence,
especially if reinforcements arrive and additional foot patrollers may join the
action even without an alarm.

Use the automated store and grab the Memory Card. The “Path of the Hunter”
mission will reward you with $200. The hunt will take place to the southwest if
you can kill a One Horned Buffalo with a shotgun. The optional mission, “Faces
of Death” is also activated.

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
>>>>>>09: Path of the Hunter
          Mission:  Shotgun hunt for a rare One Horn buffalo.
          Bounty:   $200 and a rare One Horn Buffalo hide needed for the
                    crafting the “Extended Wallet” allowing you to carry
                    up to $10,000.

The starting point is southwest of Camp Murder. If you have purchased the Bull
shotgun, take it with you. Take a vehicle and drive to the starting point where
you will find a shotgun and shells. Get onto the knoll near the camp to locate
the prey. One Horn will be one of a small herd of five buffalo foraging in the
large designated area. It isn’t necessary to kill any but One Horn but these
animals can get aggressive if you press them. You can snipe the two-horned
buffalo with a sniper rifle to help clear the field but you must take down One
Horn with a shotgun. Use the One Horn’s hide to craft an “Extended Wallet”
allowing you to tote 10,000.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Collectibles near Camp Murder:

Relic no. 65: Boar 11 is located at map coordinates X: 736.2 Y: 771.9. Camp
Murder is the recommended starting point to acquire this item. There is a stone
ruin with a stone gateway at ground level approximately 115 meters southwest of
the outpost. Watch for a dingo pack as you use an explosive to blast it open. It
is on a stone pedestal inside.

Relic no. 66: Boar 30 is located at map coordinates X: 773.1 Y: 786.5. Camp
Murder is the recommended starting point to acquire this Relic, which is located
in a shack approximately 280 meters northeast of Camp Murder. This is near a
Racing Challenge. Commandeer a vehicle at Camp Murder and drive east to the
location. This area has packs of dingos and the occasional tiger to watch out
for.

Relic no. 67: Shark 30 is located at map coordinates X: 787.9 Y: 775.8. Camp
Murder or Boar 30, Relic no. 66, is the recommended starting point to acquire
this item, which is located about 420 meters east of Camp Murder near the beach.
Commandeer a vehicle at Camp Murder and drive the winding road down off the
mountain. Stop at the bridge at coordinates X: 789.5 Y: 771.5 and swim under the
left side of the waterfall. Swim through the underwater cavern. The Relic is in
the back of the grotto on a rock shelf.

Relic no. 68: Shark 11 is located at map coordinates X: 721.5 Y: 750.2. Camp
Murder is the recommended starting point to obtain this item. 375 meters
southwest of Camp Murder, there is a subterranean ruin whose entry is blocked by
a metal grating. Northwest of the ruin, at ground level, there is a cave entry
at map coordinates X: 726.5 Y: 751.6. You’ll be swimming through a couple of
long tubes to get to a ruin where you’ll find the Relic. There are plenty of
“blue” leafs along the way to fashion a “Deep Dive” or two. Watch for a snake as
you exit the water.

Relic no. 69: Spider 10 is located at map coordinates X: 766.4 Y: 810.4. Camp
Murder or Shark 11, Relic no. 68, is the recommended starting point to obtain
this item, which is located approximately 385 meters northeast of the outpost.
Commandeer a vehicle at Camp Murder or continue on up the beach from Relic 68.
When you arrive at the remote location, you can see the Relic through the
grating but you can’t get it. You also can’t destroy the bars. Move north and
then west around the cliff where you’ll find an old mine entry at approximately
X: 761.5 Y: 813. Go in and you will have to jump into a pool of water to get to
vine climb. Continue on to the Relic.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

>>>>>>Faces of Death ($500) <OP08>

Open your map and fast travel to Badtown. The optional mission, “Faces of
Death,” was acquired when Camp Murder was liberated from the pirates. Go to the
blue exclamation point and talk to the man there. He wants you to photograph
pirate corpses so the villagers see that they can be killed.

There are three waypoints. Start for the west one. A lone pirate lies dead
against a large boulder. Take the picture. You’ll find several pirates on the
knoll where the required corpse is also on the knoll-any fresh victims don’t
count. The third corpse is usually attended by a tiger. Kill it or scare it off,
take the picture and return to Badtown.

Return to the requester. This guy is weird but he pays $500 for the simple task.
                                   <<<<<<>>>>>>

<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
A Man Called Hoyt: (Starts) (CH014)

>>>Equipment recommended: A LMG or assault rifle is essential.
                          GL-94 grenade launcher is highly advised.
                          Mines, grenades and a suit of body armor.
<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>

Travel to Camp Murder and from there sprint northwest on the dirt path behind
the outpost. The winding path will go over the heights to a shack at map
coordinates X: 726.7 Y: 796.5. Near it is zipline. Ride it down off the cliff to
the shack. Don’t snipe anyone below or the mission will fail. Enter the shack
and you’ll witness a cutscene. The locals have a manifest that may have
information on Oliver’s whereabouts.

Hoyt and his crew have taken three prisoners and he forces them to run for their
lives across a minefield. Two of the three are killed by exploding mines but one
makes it across the minefield to a shack. You need to get to him. He can access
the manifest Willis referred to and which you need to find your friends.

After Hoyt departs in a chopper-too bad you’re not allowed to just snipe him-he
leaves a pair of pirates behind. Make your way down from the shack and kill them
as they shoot across the minefield at the survivor. Do a “Chained Takedown” on
them since they are concentrating on the escapee or just be cautious and use a
grenade or gunfire.

Crafting and having several “Enhanced Perception” syringes available during this
mission is highly advised, especially during the escort and defending portions
of the mission.

You must now carefully move across the minefield. Have your health bar maxed
before starting across. You can shoot the mines but if you advance carefully and
listen for their warning clicks it’s easy to avoid them until you reach the
patch of rice. Toss a grenade into the rice to clear the path. You’ll find
Rongo, the escapee, huddling there. Grab the loot nearby. Rongo says that the
manifest you need is in a shack in the heavily defended village.

You must now escort Rongo to the shack, keeping him alive as he starts toward
the destination. It is hard to see the mines in the rice field, so stay behind
him when he makes his initial move toward the village.

An initial wave of pirates will confront you even before you clear the rice
field, coming from the structure and the village beyond. Rongo has a gun but
he’s more of a hindrance than he is helpful. Keep an eye on his health bar as he
all too often places himself in harm’s way. His health will regenerate if he
doesn’t take damage for a brief time. Don’t try to keep near him. Move ahead,
clearing the path and then let him catch up when the hostiles are subdued. The
grenade launcher can help flush the pirates and start fires that can aid your
cause if Rongo doesn’t barbeque himself by rushing into the flames.

With the first wave downed, continue up the hill with Rongo. Another wave of
hostiles will greet you as approach the top of the hill. Put them down and enter
the shack at the waypoint with Rongo. While he looks for the manifest you must
hold off a horde of over a dozen hostiles that will filter into the battle.

There are two entryways into the shack and you must be aware of both. If you
have the time, mine both entries but don’t place the mines too close to the
entry or the blast radius will affect or kill you or Rongo.

Address the attackers through the open front of the shack, and, when necessary,
the doorways if any flank your position and get that far. Inject an “Enhanced
Perception” or two during the battle to highlight the enemy. The initial
onslaught will be from the street on your left. A grenade or two will aid the
cause. The secondary wave will be mostly from the front. There are numerous
flammable barrels in the area and in the structures as well as an ammo cache.
Hit them when pirates are near them and use grenades to flush any using cover.
If necessary, exit the structure to mop up any survivor cowering in cover. When
the last pirate falls, Rongo will have located the manifest.

Loot the area and restock at the large ammo cache if it wasn’t destroyed during
the battle.
<<<<<<>>>>>>

<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
Chapter 15: Saving Oliver <CH015>
                AM 12 Outpost
                Old Mines Outpost/Radio Tower/2 Supply Drops
                     Pinned to Earth <OP09>
                Rust Yard Outpost/Radio Tower/Supply Drop
                     The Social Club <OP010)
<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>

The waypoint to meet Willis is far to the west and there is no easy way to get
there from the mission site. The mines are still active so stay away from the
fields west of the village. There are a couple of outposts, AM 12 and the Old
Mines as well as a radio tower in between. You can take the road west from the
mission site and work your way around the sheer slopes of the large mountain
through enemy territory but the least painful way is to fast travel to Camp
Murder and then locate the hang glider on the cliff to its west. With the AM 12
Outpost your waypoint glide across the wide gorge. Make your way toward the
outpost by staying in the undergrowth as much as possible.

<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
AM 12 Outpost (X: 688 Y: 786.5) <AM14>
     Wanted Dead no. 13 (sub-menu) ($300)
     Path of the Hunter no. 10: Sniper rifle hunt for Yellow Neck Cassowary.
                              Cassowary)
     Path of the Hunter no. 11: RPG hunt for rabid dogs. (sub-menu))
<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>

Only three pirates defend the outpost but a pack of six guard dogs and the
central location of the alarm box make infiltration of the facility difficult.
The surrounding undergrowth is also infested with komodo dragons. Try to remain
atop the rock outcropping to avoid the komodo dragons-the outcropping on the
southeast offers a good view to tag the defenders. A komodo dragon will
frequently distract and kill some of them, allowing you to pick off any
surviving pirates with sniper fire, grenades or explosive arrows. Any commotion
will likely draw additional pirates patrolling the roads even if no alarm is
sounded.

Once the outpost is taken, and before buying any ammo, reload all your weapons
and visit the large ammo cache if it wasn’t destroyed in the action. Loot the
place and take the Memory Card from the safe house.

There is a “Wanted Dead” mission on the bounty board. A pirate is holed up near
a shack and he must be dealt with Rakyat style for the $300 reward.

There are also two “Path of the Hunter” missions as well. A taxidermist wants a
Yellow Neck Cassowary and will pay $225 for it. A sniper rifle is provided for
the task. The other “Path of the Hunter” pays $175 for eliminating the dogs at a
nearby kennel. They have contacted rabies and an RPG will be provided to take
them out.
                              <<<<<<>>>>>>

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Collectibles near AM 12:

Relic no. 70: Boar 8 is located at map coordinates X: 704.9 Y: 792. AM 12
Outpost is the recommended starting point to acquire this item, which is located
175 meters east of the outpost. The large mountain east of the outpost will
require you to go counterclockwise around it to reach an old ruin on the east
side built right into the cliff at map coordinates X: 706 T: 793. If you
commandeer a vehicle at AM 12 you can drive the main road and then turn left
onto the narrow dirt path. Move into the large ruin and blast the stone door
open. Continue deeper into the labyrinth, grab the loot and then climb the vine
and then jump to a grab vine over the pit. Continue up the stairs to the open
air and be prepared to deal with komodo dragons which may attack out of the
undergrowth-that was what all the screaming was about earlier. Continue up the
stairs to get the Relic from the shrine.

Relic no. 71: Heron 5 is located at map coordinates X: 702.5 Y: 809.9. Relic no.
70, Boar 8, or the AM 12 Outpost via the path north of the outpost is the
recommended starting point. The Relic is on a small island 275 meters northeast
of AM 12. If you just acquired Boar 8 you can take the glider near the
acquisition point directly to the islet by circling and landing atop the islet.
If not you’ll have to get there overland. It is on a shrine atop the islet. If
you didn’t arrive by glider, you can get up the steep cliffs by using a vine
climb on the southeast side.

Letter of the Lost no. 13: Mogi’s Third Letter is located at coordinates X:
682.2 Y: 811.2. The AM 12 Outpost is the recommended starting point to obtain
the Letter, which is located 250 meters north of AM 12. There is a jutting
promontory where you’ll find a large bunker at the waypoint. You can take the
switchback trails north of AM 12 Outpost to its entrance. It is on the corpse of
the Japanese soldier in the large bunker complex where you’ll also find a large
ammo catch and other loot.

Relic no. 72: Heron 27 is located at map coordinates X: 658.6 Y: 814.4 AM 12
Outpost or Mogi’s Third Letter, no. 13, are the recommended starting points.
There is a small steep-sided islet north of AM 12 where you will find the Relic.
Take a boat or swim to the northeast side of the islet, get out and climb the
long vine to get atop the islet. The Relic is on a shrine.

Relic no. 73: Shark 8 is located at map coordinates X: 635.1 Y: 794.2. The
recommended starting point to obtain the Relic is the AM 12 Outpost. There is a
remote section of beach on the north side of the island 530 meters west of the
outpost. You’ll have to dive to the bottom and make a short swim into an
underwater grotto to find the Relic.

Relic no. 74: Shark 27 is located at map coordinates X: 669.1 Y: 759.9. AM 12
Outpost or the Old Mines Radio Tower is the recommended starting point. 325
meters southwest of AM 12 near the radio tower there is a Relic but you’ll have
access it from the cove north of it. There you’ll find a cave entry is at map
coordinates X: 668 Y: 764. Swim into the dark cavern and you’ll find the Relic
on a ruin.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
>>>>>>10: Path of the Hunter
          Mission:  Sniper rifle hunt for a Yellow Neck Cassowary
          Bounty:   $225 and a Yellow Neck Cassowary hide for crafting of the
                    “Extended Fuel Sling.”

The hunt takes place just north of Camp Murder and you’ll have to make your way
down off the mountain to the site where a sniper rifle and ammo are provided.
You can use your own and, as always, the machete can be used as well. Start
locating the cassowary even before crossing the bridge, dropping any visible.
There will be about a half-dozen, so kill any you see. The Yellow Neck will show
as a waypoint when it falls.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

>>>>>>Old Mines Sector Radio Tower: (X: 667.4 Y: 757.9) <RT10>

From AM 12 you’ll be going southwest through komodo dragon territory. There will
still be pirates in the area near the tower so just go afoot keeping to the
undergrowth near the road as much as possible, watching for dragons and hostiles
patrolling the roadway as you approach the tower.

Climb the stairwells to get to a rope climb. Take the next stairwell to another
rope climb. Two more rope climbs will get you to some plank walking and another
rope climb near the twisted gratings. A pair of ladders gets you to the top. Two
new weapons and two “Supply Drops” are activated in the area. Use the zipline on
the southeast side to get to one of the “Supply Drop” missions.
                                   <<<<<<>>>>>>

>>>>>>Old Mines Sector Radio Tower Supply Drop ($225, 250 XP)

Raid the shack and go down the hill to the ATV. The 1:00 minute timer gives
sufficient time if you don’t miss the initial turn onto the bridge, overturn the
vehicle, get stuck or lose it in the water. After this run you will be far to
the north of the tower.
                                    <<<<<<>>>>>>

>>>>>>Old Mines Sector Radio Tower Supply Drop: ($225, 250 XP)

This requires a jump into a cenote near map coordinates X: 658.9 Y: 740.1 and it
will be a boat delivery. There is a Relic that can be seen on your map and it
rests in a grotto above the water. You can access it by a series of rope climbs
and grabs and jumps. There are also a lot of loot chests there along the way.

Get into the boat and pilot it out of the cave network. There are three ramps
that you must jump with speed and then a few sweeping turns to the finish. This
is fairly easy money.

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Relic no. 76: Spider 27 is located at map coordinates X: 661.4 Y: 736. The AM 12
Outpost or the Old Mines radio Tower Supply Drop are the recommended starting
points to obtain the Relic. There is a cenote that you will visit for a Supply
Drop when you have completed your task at the Old Mines Radio Tower. If you’re
not doing the Supply Drop the cenote has map coordinates of approximately X: 660
Y: 740. Dive into the water and take the wooden ramps and rope climbs to the
top. Inside the grotto is a shrine with the Relic. This route will lead to a
cave that emerges in the rear of Old Mines Outpost. This cave is found by doing
one of the nearest Radio Tower’s Supply Drops and provides an alternate approach
to liberating the Old Mines Outpost.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
Old Mines Outpost: (X: 647.6 Y: 742.7) <OM15>
     Wanted Dead no. 14 (sub-menu)
     Pinned to Earth (Optional Mission)
<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Note: As stated above, there is a cave accessible by the ramps where the second
“Supply Drop” mission was started. If you use the cave you can assault the
outpost from the mine. Using this path is likely a bit more difficult than using
the roadway.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

Approaching the Old Mines Outpost is a challenge. The main road coming in from
the northeast is monitored by a foot patrol and a patrol truck will respond to
any noisy altercation. Komodo dragons and dog packs are also common and the
element of surprise can be blown by using gunfire before you even get close.

As you approach the outpost there will be a side path where a Sniper in a guard
post is overlooking the compound. Put him down and use the overlook to tag the
remaining four defenders-one is a sniper near the cliff on the left. There is
also a pair of guard dogs. From the overlook you can just see part the bamboo
cage containing a leopard near the right side of the safe house. Snipe the
Sniper on the elevated walkway near the cliff and then release the leopard. This
distraction should allow you to kill the survivors of the leopard’s rampage. If
you’re not carrying the silenced M-700 sniper rifle you can release the leopard
by dropping off the cliff near the overlook, getting on the low side of the
roadway and entering the outpost on the far side where you can get a close in
shot at the leopard’s cage from behind the shack.

Expect any alarm to bring in numerous reinforcements from the roadway. When you
enter the outpost, be sure the leopard isn’t still active and grab the skin when
you loot the premises. There is a Memory Card in the safe house.

You’ll find a “Wanted Dead” mission on the local bounty board. Pirates have
murdered a local in the woods and the leader needs justice Amanaki style with a
knife. It pays $300 for the kill. The optional mission, “Pinned to Earth” is
also activated.
                                   <<<<<<>>>>>>

>>>>>>Old Mines Sector Radio Tower Supply Drop: ($225, 250 XP)

This boat delivery either requires a jump into a cenote near map coordinates X:
658.9 Y: 740.1 or you can enter the mine shaft in the rear of the Old Mines
Outpost after you liberate the facility. There is a Relic to be found in a small
grotto that you can obtain by undertaking a series of rope climbs and grabs and
jumps. There are also a lot of loot chests to pilfer along the way.

Get into the boat to start the delivery and pilot it out of the cave network.
There are three ramps that you must jump with speed and then a few sweeping
turns to the finish. This is fairly easy money.

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Relic no. 76: Spider 27 is located at map coordinates X: 661.4 Y: 736 The AM 12
Outpost or the Old Mines radio Tower Supply Drop are the recommended starting
points to obtain the Relic. There is a cenote that you will visit for a Supply
Drop when you have completed your task at the Old Mines Radio Tower. If you’re
not doing the Supply Drop the cenote has map coordinates of approximately X: 660
Y: 740. Dive into the water and take the wooden ramps and rope climbs to the
top. Inside the grotto is a shrine with the Relic. This route will lead to a
cave that emerges in the rear of Old Mines Outpost. This cave is found by doing
one of the nearest Radio Tower’s Supply Drops and provides an alternate approach
to liberating the Old Mines Outpost.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Relic no. 75: Boar 27 is located at map coordinates X: 678.9 Y: 742.1 The Old
Mines Outpost is the recommended starting point to obtain the Relic which is
located about 320 meters east of the Old Mines Outpost. Commandeer a vehicle at
the Old Mines Outpost and drive north, then east to an old mining facility.
There is an abandoned mine tunnel just east of the mining camp. The Relic sits
on a chunk of ruin in the tunnel. It will be worth your while to ransack the
camp before leaving.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

>>>>>>Pinned to Earth: <OP09>

The mission site is about 20 meters southwest of Camp Murder. Make your way to
the old shack at the waypoint. The woman there claims to have witnessed a plane
crash but nobody believes her. Accept her task to find the plane and save anyone
surviving. The objective marker will take you to a nearby glider.

The waypoint is on the beach below so circle around to land near the old plane
crash. Take a look at the crash site and a new waypoint appears. Talk to the
local who informs you that the crash happened ten years prior and that there is
no old woman in the village-a ghost?
                                   <<<<<<>>>>>>

<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
Rust Yard Outpost (X: 579.4 Y: 752) <RY16>
     Path of the Hunter no. 12: Sniper rifle hunt for a White Belly Tapir.
     The Social Club
<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>

Trek west cross country from the Old Mines Outpost or drive south out of the
outpost and then turn back north. Abandon the vehicle and go afoot before
reaching the contested border near Churchtown. There are plenty of predatory
animals; and, if you stick to the roadways, pirate patrols to contend with on
the way.

Stay off the roads near the Rust Yard or there will be no surprise. There are
few good vantage points for recon but the bushes to the north are decent. Tag as
many of the five hostiles as possible and the pesky dog, but be aware that a
tiger in in the vicinity will likely attack either you or the outpost. Have an
“Animal Repellent” slotted to improve your odds. Getting to the lone alarm box
on the safe house isn’t likely with that dog active, so start putting down
pirates while moving around the perimeter. That tiger will likely come into
play, causing a commotion, possibly clearing the post, or making life difficult
for you. If the circumstances allow, get to or shoot the alarm box to prevent an
alarm.

Use the safe house vendor if needed, check for loot and take the Memory Card.
The bounty board has a “Path of the Hunter” mission. This is a bow hunt for a
White Belly Tapir. It pays $225 and the hide can be used to craft the “Extended
Munitions Pouch.”

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
>>>>>>12: Path of the Hunter
          Mission: Bow hunt for a rare White Belly Tapir
          Bounty:   $225 and the White Belly hide for crafting of the “Extended
                    Munitions Pouch” allowing you to carry six C4 charges and
                    six mines.

The mission site is an island about 250 meters southwest of the Rust Yard. Swim
to the island and take the bow and arrows or better yet use your own. There are
quite a few tapir on the island but the White Belly is noticeably different. It
has a broad white stripe around its belly. Use a “Hunter’s Instinct” syringe to
counter their skittishness-there are numerous “amber” leaves on the island for
crafting. Since they aren’t dangerous just tag them and kill until the waypoint
says you have the White Belly.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

>>>>>>Rust Yard Sector Radio Tower: (X: 565.8 Y: 765.7) <RT11>

The Rust Yard Radio Tower is northwest of the outpost on the west side of the
mountain and alongside the main road. It is accessed by a ramp connecting it to
the mountainside. Climb the two ropes and walk the planks to the stairwell. Take
two sets of ropes that will get you to a ladder, taking you to the top. Weapons
will be offered free and a “Supply Drop” activated.

>>>>>>Rust Yard Sector Radio Tower Supply Drop ($225, 250 XP)

This time it is better to just descend the tower to get to the “Supply Drop”
buggy. This is a relatively easy run but the timer isn’t generous.
                                  <<<<<<>>>>>

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Collectibles near the Rust Yard Outpost:

Relic no. 17: Heron 3 is located at map coordinates X: 557.6 Y: 761.2. The Rust
Yard Outpost or its Radio Tower is the recommended starting point to acquire
this Relic, which is located about 235 meters west of the Rust Yard. Near the
radio tower, there is a wrecked car on a hillside ledge. You can drive and park
near it and hike up the slope or carefully drop down from the higher ground near
the radio tower. The Relic lies alongside the vehicle.

Relic no. 18: Boar 25 is located at map coordinates X: 559.6 Y: 778.3. The Rust
Yard Outpost is the recommended starting point to acquire this Relic. 325 meters
northwest of the Rust Yard, and 130 meters from the Rust Yard Radio Tower, there
is a ground level shrine where you’ll find the Relic. The mountain between the
outpost and the shrine has a lot of wildlife, including buffalo, tiger,
cassowary and dog packs but you can drive most of the way on the web of
interconnecting roads. If you haven’t taken Cradle View Outpost, this will be on
the margins of Rakyat control.

Relic no. 19: Boar 5 is located at map coordinates X: 592.3 Y: 774.2. The Rust
Yard Outpost is the recommended starting point to acquire this Relic. There is
an old mine entrance near the roadway approximately 250 meters northeast of the
Rust Yard. You can commandeer a vehicle at the Rust Yard and drive to the entry
at map coordinates X: 590.5 Y: 776.2. The mine’s tunnel is blocked by debris.
Use an explosive to clear it, and you’ll find a really long ladder on some
staging that will get you to the Relic.

Relic no. 20: Shark 6 is located at map coordinates X: 594.8 Y: 794.9. The Rust
Yard is the recommended starting point to acquire this Relic. This Relic is
located about 450 meters northeast of the Rust Yard. You can drive much of the
distance by driving north out of the Rust Yard and hoofing it over the mountain
to the falls. Beneath the waterfall you’ll find the Relic at the bottom of a
deep pool near the wreck of a vehicle.

Relic no. 21: Shark 7 is located at map coordinates X: 606.4 Y: 761.3. The Rust
Yard is the recommended starting point to seek this Relic. There is a river
approximately 275 meters east of the Rust Yard. You can drive ten times the
distance by taking a vehicle from the Rust Yard or you can just sprint straight
for it cross country. Once there you’ll have to dive into the water under the
wooden bridge to get the Relic from the bottom of the stream.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
Saving Oliver: (Starts) (CH015)

>>>Equipment recommended: Shotgun, automatic rifle or LMG.
     Note: You will be given a sniper rifle at the mission’s site.
<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>

If you aren’t doing the “Supply Drop,” you can take the zipline off of the radio
tower and then make your way to the waypoint north of the Rust Yard to start the
mission. If you’re starting the mission from near the tower, open your map and
fast travel to the Rust Yard. The outpost is just south of the mission’s
waypoint. You’ll find a truck with a turret gun at the waypoint and a pair of
skulking komodo dragons lurk near the vehicle and will try to have you for
lunch.

You only have 1:40 to get to the objective but that timer is ample. Drive up the
hill toward the waypoint, veering right at the first fork and when the roadway
veers left, go off road and down the hill toward the waypoint. There are two
pirates to deal with before you can reach the overlook. Man the vehicle’s turret
to mow them down. Don’t dawdle; you must then get to the overlook before the
timer runs down.

A helicopter lands to ferry Oliver away and the convoy carrying him will arrive.
Before they do, note the many red explosive barrels scattered about the docks.
You will automatically be using the camera to recon the scene. When one of the
five pirates has finished abusing Oliver, he will take him toward the chopper.

You will automatically be given a potent sniper rifle, but one that is slow to
chamber a round. You must also complete the action while looking through the
scope, greatly limiting your field of view and slowing your ability to scan
laterally. Zoom in and out during the skirmish to alleviate this problem.

Kill one of the five pirates to prevent them from putting Oliver aboard the
chopper. This will allow Oliver to get a firearm and scramble away. You must now
kill the pirates near the vehicles; and, as Oliver moves down the dock, you must
kill the pirates that flood out of the main structure. The numerous flammable
barrels will greatly aid your cause so use them whenever possible. Your limited
field of view and the slow movement allowed by the scope makes locating the
hostiles the most difficult portion of the mission-use the zoom feature to
lessen the problem.

When Oliver gets to the boat, you will be released from the scoped-mode and can
then jump into the water and get aboard. Man the turret weapon as Oliver races
away.

If a Sniper with an RPG has survived on the dock, suppress him as you depart. Be
aware that continuous firing of the turret gun may cause it to overheat-fire in
controlled bursts during the escape.

A gunboat coming from the left will be the first to challenge your escape. Go
for the gunner and driver. A bridge checkpoint looms ahead and you can knock out
most of the pirates by hitting the explosive barrel. After passing the bridge, a
vehicle, a gunboat and another pair of vehicles will attack from the roads or
the docks on the shoreline to your left. Another gunboat will enter from the
right just before the sound of a helicopter gunship can be heard. Hammer the
chopper’s crew in the cockpit to reach safety.

You will reunite Oliver with Liza and Daisy. Dr. Earnhardt is high again. Liza
realizes the tattoos and the island are changing you in a fundamental way. You
tell her you have more work to do-the others are still missing. You depart the
cave and Willis refers you to someone named Buck who might have useful
information on the others. You will despise Buck from the first time you meet
him-guaranteed!
                                 <<<<<<>>>>>>>

>>>>>>The Social Club: <OP10>

Rather than leaving the cave, partake of Dr. Earnhardt’s “reds.” You will have a
flashback to Bangkok where your group is at a club. It will give a bit of
insight into the party. Not all is well between Jason and Liza and Keith seems
prone to play at being the tough guy. This will be in two parts so when you
rouse from your stupor have another “red” to continue the trip. There is no
reward for this venture but it is a worthwhile and informative “trip.”

<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
Chapter 16: A Piece of the Past <CH016>

>>>Equipment recommended: A silent weapon like the Recurve bow and/or the
                          Shredder.
                          A hard-hitting automatic weapon like a LMG.
                          The AMR sniper rifle or several charges of C4.
<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>

Open your map and fast travel to Badtown and make your way into the bar. Buck, a
truly obnoxious character, is there and claims that he can produce Keith, whom
he has purchased from Hoyt, but he wants you to get information on the location
of the same dagger that Citra wants. A treasure hunter was killed by Vaas and
there may be information about the location of the dagger on a ship’s computer-a
ship sitting offshore and still under Vaas’ control.

Open your map and fast travel to Tequila Sunrise Outpost. This will put you
nearer to the coast. You’ll see a glider symbol on your map northeast of the
outpost. The mission’s waypoint-the ship, “Nostalgia”-is located about 450
meters offshore.

From the heights, the ship is visible in the distance. Glide toward it and,
regardless of your piloting skills, you’ll ditch in the water well away from the
ship. Be prepared for a possible shark encounter as you swim for the ship. Climb
the ladder near the stern to get aboard.

Silently snipe the lone sentry at the top of the metal stairwell. Once he goes
down, begin a systematic cleansing of the ten or more pirates on the fore and
aft exterior decks. You can easily be assailed from both ends; so, if your
initial kill was undetected, lay a couple of well-spaced mines amidships and
then concentrate on clearing the stern first. The commotion on the stern should
lure some of the fore defenders into the mines, lessening the odds. A Heavy
Gunner is among the defenders on the bow of the vessel. He normally stands near
the vessel’s entry hatch.

With the Heavy Gunner and his comrades downed, enter the hatch. The commotion
wasn’t noticed inside the vessel, so use a Takedown or a silenced weapon on the
unsuspecting pirate inside. There are two guards in the adjoining room and if
you kill them silently you can disable the alarm. If you fail to act stealthily,
expect heavy resistance as you prepare to go down the stairs.

An “Enhanced Perception” can help here, especially if you failed to prevent the
alarm. If you weren’t detected, go down the stars and open the hatch. If you
were detected, pirates will respond before you can even descend the stairwell.
Defend the stairwell if they do. Move down into the hold and through the hatch
and around the corner into the chamber. If things got noisy you’ll be battling
pirates; if not kill the two guards in the next chamber.

Proceed through the next hatch-you’ll have to open it if you have been
undetected, and three bad guys occupy the chamber housing the artifacts-feed the
pirates there a couple of grenades and mop up any survivors.

As you advance through the chamber a door in the rear will open, or if you have
been stealthy you’ll open it, and a Heavy Gunner will appear. Stand back and, if
you aren’t packing the AMR, hit him with a grenade or two or a pack of C4. He
was the last defender guarding the room with the computer. Go in and interact
with it. While you are waiting impatiently, craft a “Deep Dive” syringe or two
if you have the makings-you’re on a boat so you never know.

After the download is completed, take the ancient compass from the table. A
bobby trap is triggered and a bomb detonates, propelling you out of the room and
into the adjacent room as water floods into the ship.

When the cutscene is over, swim straight toward the waypoint and grab the
glowing air bottle to catch a breath. Continue swimming toward the glowing red
light, turn left in the corridor and then turn right through the dark hard-to-
see hatch. Swim ahead and you’ll surface in an air pocket.

Walk toward the red light on the far side of the chamber and you’ll close a
hatch at the end of a corridor during a cutscene. After the cutscene, you’ll be
oriented in the proper direction so just go toward and past the light and into
the flooding corridor. You’ll find a glowing hatch to interact with.

Water blasts in. When it equalizes, swim through the hatch, and then dive down
on the left, going toward the light. You’ll be grabbed by a pirate. Follow the
prompts to dispatch him and continue past his floating corpse, going into the
corridor to the right of the glowing light.

Continue into the narrow passage and use the air bottle to catch a breath. This
part of the swim is more intuitive and using that “Deep Dive” may be prudent,
although you can easily make it out of the flooding vessel if you don’t become
disoriented during the swim ahead. Follow the glowing light ahead, bearing
right, then left and right again, always swimming toward the light. Use the air
bottle and then interact with the glowing port. You will be expelled from the
boat.

The cutscene rolls and sharks circle; you will find yourself lying on the beach.
Buck, ever helpful and everywhere but hell where you’ll want him to be, simply
informs you that his research says to follow the compass. He disappears, leaving
you on the beach.

<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
Chapter 17: Down in the Docks <CH017>

>>>Equipment recommended: A silent weapon with range like the M-700 sniper
				  rifle, the Recurve bow or a scoped automatic weapon.
                          A silenced automatic weapon-like the F1 or Shredder.
                          A heavy-hitter like a LMG or a Shotgun.
<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>

Buck’s new location is on the tip of the peninsula to the south. Since you find
yourself near Nat’s Repairs Outpost, go there to use the vendor. Start south,
commandeer a vehicle and proceed south down the peninsula to meet with the
insufferable Buck. A narrow footpath southwest of his location will get you down
to the beach. Whether you want to hear it or not, Buck gives you a history
lesson. He believes the dagger may be in the nearby subterranean complex. You’re
to fetch it for him.

Enter the structure and climb the vines near the glyphs to access the level
above. Go down the fractured concrete and grab the loot. Take the vines to the
next level. Watch for a snake as you move through the passage and descend the
stairwell. Drop down and get into the water. Swim through the fractured bars and
into the long conduit and be prepared for hostiles as you move into the chamber
beyond.

A lone sentry loiters on the low platform and five more are spread about the
higher levels of the chamber. Use a “Takedown From Below” on the pirate on the
lower platform. If you weren’t spotted, get onto the platform and locate the
lone Charger on the boat who is the most likely to spot you. One pirate will be
atop the stairwell on the platform, one on the platform below him and two more
will patrol farther back. Start silently eliminating the remaining five pirates.
If you’re spotted you can get onto the ledge on the water side of the platform
or inside the ship to continue securing the dock. Loot the area.

Move up the rock incline until you come to a drop off. Drop down. Use “Enhanced
Perception” to pinpoint the lookout and the seven hostiles around the corner. A
lookout mills on the rock ledge to the right. Silently snipe him. His demise
will likely be noticed so cook and toss a grenade among the nearby pirates.
There is a detonator near the crates just ahead on the left.

The pirate manning the turret weapon at the back of the grotto must be put down,
so waste no time after tossing the grenade. Sprint to the detonator and detonate
the charges to blast open the sealed gate beyond the turret. The blast will
clear a path and kill the gunner. If things get too hot, clear the pirates in
the rear area and sprint onto the ledge on the right side of the grotto and kill
the gunner from there instead. With the area secured and looted, use the
detonator if you didn’t earlier to blast open the sealed stone doorway.

Go across the courtyard and into the stone corridor beyond. Kill the hissing
snake, if you can see it lurking in the gloom near the flowering plant. With
nowhere to go, you’ll have to consider dropping into the water. You can actually
be a watchful Jason and simply spot and shoot the crocodile in the water before
entering; or you can be bold and jump into the pool and follow the prompts to
kill it. If you want the skin, dive to collect it-the croc was a loner.

Swim toward the greenish glow and use the vine to exit the water. There will be
an emblem, not unlike the compass on the portal. Interact with the stone portal
which slides open. Move through the door, dive boldly into the dark water and
swim through the open portals to the light. Surface and use the vine to access
the next level.

Move into the stone corridor. As you move toward the waypoint and try to jump
the gap going to the lower area, the rubble will give way. You will plunge into
deep water and must regain the surface. Move toward the waypoint but Jason can’t
get onto the ledge to reach to the artifact. He will, however, notice that two
old switches, located on the left and the right, are holding back additional
water, preventing the water level from rising further.

Interact with the golden circle on the right, as positioned from your entry
point, and then shoot or melee the three glowing poles holding the plug in
place. Reverse course and swim out and surface. The water has risen but not
enough to reach the ledge.

Dive to and operate the switch on the left side of the chamber. Swim in and get
out of the water and shoot or melee the three poles to release the plug, further
flooding the chamber. When you swim back toward the entry a boulder falls and
blocks the way out. You’ll have to find another way. Surface for air; and, still
facing the portal where you entered, go up and over the wooden platform, dive,
swim to the light and you will surface in the main chamber.

The chamber has now flooded enough so that you can reach the vines. Move to the
next chamber, grab the loot and take the next piece of the compass from the
altar. The place starts to collapse, so you must get out. In the direction of
the new waypoint, beyond and to the left of the altar, there is a very narrow
wooden walkway that the collapsing stones have exposed. It will take you to a
fissure in the rock, getting you to daylight and yet another encounter with
Buck.

He is extremely disappointed that you don’t have the knife and threatens Keith
again. The new piece, however, makes the compass glow almost magically. Is this
a clue on how to proceed? Buck disappears again.

<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
Chapter 18: The Motherlode <CH018>
                Cradle Gas Outpost
<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>

Buck has again taken off and is located to the west. The tortuous country you
find yourself in makes fast travelling to the Old Mines or another outpost a
better option than walking the shoreline of the river. You will also be able to
adjust your rucksack and buy ammo if needed.

<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
Cradle Gas Outpost <CG17>
     Wanted Dead no. 15 (sub-menu) ($275)
     Path of the Hunter no. 13: Shotgun hunt for a rare Undying Bear.
<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>

Before meeting with Buck, select Cradle Gas as your waypoint. This is disputed
territory so watch for a hostile patrol as you make you way to the hill south of
the facility. A pack of dogs will likely attack-take them out silently to
maintain stealth.

Make your way to the south side of the outpost to do your recon from the
undergrowth. There are seven pirates manning it and five of them are Snipers.
One of the Snipers mans a turret gun and is stationed on the safe house’s roof
on the southwest. Locate the hole in the fence and silently take down anyone
coming down from the roof or patrolling the rear area. Don’t kill the Sniper-his
demise might be noticed before you can disable the alarm.

Slip into the compound and disable the alarm box on the southwest side of the
safe house. Stay behind the structures and kill the Sniper above and then start
taking down the remaining pirates, using the corner of the structure to channel
your opponents and to snipe from. When you have thinned down the garrison, you
can get onto the platform and lay waste with the turret gun, hitting flammable
barrels to aid your cause but you will be somewhat exposed. Be sure to address
the sniper on the cargo container on the opposite side of the compound.

There is a “Wanted Dead” mission, paying $275 for a knife kill of a pirate in
the nearby woods. A “Path of the Hunter” mission to kill an Undying Bear in a
nearby cave pays a $275 bounty. This kill will allow you to build a bigger
rucksack and is well worth tackling.
                               <<<<<<>>>>>>

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
>>>>>>>13: Path of the Hunter
           Mission:  Shotgun hunt for the Undying Bear
           Bounty:   $275 and the Undying Bear hide for crafting of the “Heavy
                     Duty Rucksack,” allowing you to carry up to 96 loot items.

The waypoint is due south of the outpost. Move up the dirt path behind the
Cradle Gas Outpost and take the shotgun and shells or you can keep your own.
Continue up the dirt path and enter the dark cave. The bear will come from the
rear of the cave and be quickly on you. Blast him with your shotgun and keep
blasting until it falls. A “Hunter’s Instinct” or “Deadly Hunter” syringe can
help keep you alive. Craft the “Extended Rucksack” with the badly scarred hide,
giving you room for 96 loot items.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Relic no. 49: Spider 8 is located at map coordinates X: 622 Y: 712.8. Cradle Gas
Outpost is the recommended starting point to acquire this Relic. Approximately
120 meters north of the Cradle Gas Outpost at coordinates X: 620.6 Y: 712 there
is a fissure in the ground with ruins beneath. Drop through into the shallow
water-this is a blind drop so have full health just in case. There is a Relic on
an elevated pedestal and getting to it requires you to jump from one pedestal to
the next where you can reach it. You can exit the ruin by climbing a vine and
making a couple of jumps to get to daylight. This is also an alternate way in at
map coordinates X: 617.5 Y: 713.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
The Motherlode: (Starts) (CH018)

>>>Equipment recommended: A sniper rifle is essential-the AMR is optimal.
                          A silent weapon like the bow or the Shredder.
                          A hard-hitting automatic weapon like a LMG.
                          GL-94 grenade launcher and/or a full supply of
				  grenades.
<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>

Return to the Old Mines Outpost, commandeer a vehicle and make the roundabout
drive north and then east to Buck’s location at the mine. Raid the large ammo
cache in the shack before speaking to good ole Buck. He insists that you suffer
through another history lesson on Chinese treasure. Ages ago, when Lin Cong went
AWOL, his treasure was lost somewhere on the island.

Enter the mine and take the elevator down into the depths. The place is old and
in disrepair and a cave-in seems like a real possibility. When you come to a
cart blocking the path, push it forward to clear the path and then silently kill
the pirate ahead. A roving Charger will likely notice the body. Try to put him
down silently to prevent alerting the pirates beyond.

Their voices betray the three pirates loitering around the next bend. If you
stay low you can kill all three silently without alerting the larger group of
pirates beyond but if they advance a grenade will oftentimes eliminate all three
when they group up.

Continue through the passage and six additional pirates defend the chamber
beyond, if your previous altercation didn’t draw them to you. Two will charge in
from deeper in the passage. Shove in ore cart toward them to eliminate one or
two and use grenades and gunfire to clear the passage.

Continue ahead but stop before entering the larger chamber beyond. You’ll see
the laser sights of a pair of deadly Snipers occupying the elevated lookout to
the right. An “Enhanced Perception” can greatly aid your cause. Quickly get in
behind the ore cart and crouch to locate and target the two Snipers. Two
sentries also man the station across the void. Snipe them from the cover of the
ore cart before proceeding toward the bridge.

As you go for the bridge a Molotov throwing Charger will appear near the
Sniper’s perch. Snipe him or toss a grenade to put him down before he sets the
place afire. As you advance onto the bridge, another Charger and a Heavy Gunner
will also come from the rock ledge on the right. Quickly eliminate them. Once
you cross the bridge, there is a suit of body armor on some crates to the left
as well as a loot chest in the sentry’s quarters.

Make your way up the incline past the Snipers elevated perch and raid the ammo
cache. Beyond that point ten pirates, including a Sniper, await. Use an
“Enhanced Perception” to highlight their positions in the gloomy cavern.

The decrepit support beams just manage to prevent a cave-in. Bring the beams
down with grenades to improve your odds. Beyond the initial group of pirates
there is a Sniper on an elevated rock shelf. His position is betrayed by his
laser sighting. Use the corner to snipe him or rush in and toss a grenade to put
him down. If you have the grenade launcher it will also do the job.

Continue through the grotto into the passage and use the compass to interact
with the symbol on the stone portal. Its hissing betrays the presence of the
komodo dragon lurking in the dimly lit passage beyond. Kill it, continue ahead
and jump down. You will enter a dead-ended chamber. Go to the center circle and
interact, springing a trap mechanism and creating an escape route.

Move down the inclined stone passageway, locate and kill the komodo near the
bottom. You must now cross a short wooden bridge and jump the gap onto a small
rock pedestal. Jump across another gap and go across the wooden bridge. Kill
another hissing komodo dragon and the hard-to-see snake near the loot chest.
Continue ahead through the dark passage.

Move onto the rickety elevator and it starts down; and, of course, it crashes.
You are instructed to reach the treasure room. Watch and listen for another
snake as you go toward the wooden walkways below. Don’t fall to your death when
the abyss looms! Jump the short gap to get onto the walkway and move up and jump
onto the rock pedestal and then into the lighted corridor beyond.

Move up the incline and kill another komodo near the base of the stairwell. Loot
the four chests before moving to the stone altar to interact. You get another
part of the compass but the place is suddenly coming apart and fire spews down.

Before the fire spreads, quickly start for the waypoint, brushing out the flames
and healing if necessary. When the wooden structure collapses, sprint forward on
the ledge. Boulders will begin crashing down onto the ledge; keep going and jump
the gap where the ledge has crumbled. When an upheaval occurs, you fall into a
fracture and are thrown down a chute and into the open air.

Buck is again there and threatening Keith’s life as usual. You fit the newly
acquired ring to the compass and Buck vanishes. He is again the objective.

<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
Chapter 19: Lin Cong I Presume?  <CH019>
                Cradle View Outpost
                     Light at the Edge of the Jungle ($500) (Optional Mission)
<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>

<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
Cradle View Outpost (X: 568.2 Y: 821.3) <CV18>
     Wanted Dead no. 16 (sub-menu) ($250)
     Light at the End of the Jungle ($500) (Optional Mission)
<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>

Buck’s newest location is north of the Amanaki Outpost. Before having to speak
with and thus restrain from killing the bastard, let’s liberate another sector
of the island to cool our temper with a bit of gratuitous violence.

Get closer to the remote Cradle View Outpost by fast traveling to the Rust Yard
Outpost. Grab a vehicle and drive north on the convoluted roadways and consider
abandoning the vehicle when you leave Rakyat controlled territory to avoid
riling up the locals.

Six pirates, two Regulars and four Chargers defend the Cradle View Outpost and
they have a couple of caged dingoes on the west side of the compound. Recon and
tag the pirates from the hillside to the north and be on the watch for both
dingos and for a pirate foot patrol.

The alarm box is on the east side of the safe house. Work your way to the east
side of the outpost and use the stretched tarp as cover to get in close. From
there you can see and shoot the cage to release the dingoes. This will draw the
guards from the rear of the safe house and the brief diversion should allow you
to disable or just shoot the alarm box. Stay behind the tarp and snipe through
the holes as long as you aren’t detected. If shots are fired a two man foot
patrol will probably respond and join the action.

There is a “Wanted Dead” mission to kill a pirate entrenched on a nearby
hilltop. It pays $250. The optional mission, “Light at the Edge of the Jungle”
is also offered. After looting, checking the bounty board and using the vendor,
fast travel to the Amanaki Outpost. You’ll be meeting Buck to the north.

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Note: If you aren’t doing the optional mission or hunting Relics you can make
your way onto the heights east of the Cradle View Outpost and use the hang
glider to cross the canyon and then go over the mountain to reach your buddy
Buck.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
                                <<<<<<>>>>>

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Collectibles near Cradle View Outpost:

Relic no. 22: Spider 6 is located at map coordinates X: 586 Y: 816.2. Cradle
View Outpost is the recommended starting point to acquire this Relic, which is
located about 175 meters east of the outpost. Take a vehicle out of Cradle View
Outpost and drive to a cave entry at map coordinates X: 583.7 Y: 814. The Relic
lies inside the grotto overlooking the bay to its east. If you approach it from
the shoreline there is a way up the cliffs to the south of the grotto.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

>>>>>>Light at the Edge of the Jungle: (Optional Mission) <OP11>

This optional mission is made available after liberating Cradle View Outpost.
You’ll have to go 400 meters to the southeast to meet with a woman who wants you
to check on her cheating husband. She doesn’t want the church gossips to get
wind of it and wants you to find out the truth. Well the ole boy ain’t with
another woman-he’s involved in a same-sex affair and the wife is gonna slice off
his danglin’ parts for this betrayal. Take the cash and git.
                                <<<<<<>>>>>>
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
Lin Cong I Presume? (Starts)(CH019)

>>>Equipment advised: A sniper rifle is essential-the AMR is optimal.
                      A hard hitting weapon like a shotgun or LMG is essential.
                      GL-94 grenade launcher and/or a full supply of grenades.
<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>

Open your map and fast travel to the Amanaki Outpost. Commandeer a vehicle and
drive north on the main road and then take the narrow trail to Buck’s location.
Buck is his normal loathsome self as he recites yet another history lesson.

The mission’s waypoint is in the middle of the pool. Jump from the rock ledge
into the pool. Surface and climb onto the ledge and then climb the long vine to
the cave entrance. Move into the cave and interact with the circular doorway.
You’ll hear a barking dog as you advance through the ruins. Climb the vine and
there will be a drop off looming.

Drop down into the hole for a staged Takedown on the pirate below. Quickly
locate the two pirates in the adjoining chamber and kill them-stealth kills
aren’t necessary, you’ll be detected regardless. A wooden ramp will
automatically lower over the abyss. When you’re your entry is noticed, two dogs
will charge and a Heavy Gunner will lumber toward you.

Snipe the four pirates in the passage beyond or toss a grenade or two among
them. Mop-up as you advance and toss a grenade into the guard chamber ahead to
clear the defenders before anyone can zipline down to the walkway below and join
the two defenders stationed there. Grab the body armor near the guard station.

It is difficult to locate the pirates below through the greenery, so shoulder
your shotgun or automatic weapon and use the zipline to get onto the walkway.
Quickly secure it by killing the two or three defenders.

You can then use it as a sniping platform against the pirates below. A wave of
eight pirates will both shoot and throw Molotovs and grenades your way. Either
use the lip of the walkway and the gaps in the logs to snipe them; or, better
still, use the grenade launcher. A well placed grenade can take out multiple
enemies. If they zero in on you, their grenades are damaging and the Molotovs
will keep you busy patting out flames-consider using a “Fireproof” syringe
during the encounter if things get hot.

Before jumping down from the platform on the right side, loot the bodies and try
to locate the two defenders lurking deeper in the grotto. Jump down and another
zipline will get you onto the platform where you can loot the bodies. Go down
the wooden walkway and snipe the two pirates across the void if you couldn’t get
them earlier. One is a pesky Molotov thrower who can set the walkways ablaze if
he is left active. Use the third zipline.

Raid the little grotto and take the body armor and exit the grotto. Exit the
grotto and move onto the wooden platform. Go down the ramp. Four pirates will
enter from the gloom on the far side. Kill them, go down the ladder and then
down the wooden walkways onto the platform. Restock your supplies from the
scattered caches of items.

As you continue down the walkways you’ll have to avoid the boiling acidic water
and the small geysers of hot water. Just around the corner, near the daylight,
there are three pirates and one is toting an RPG. You can hear their voices and
an “Enhanced Perception” syringe can help you to pinpoint their locations. With
their locations highlighted, equip your sniper rifle and quickly maneuver across
the acid water by jumping onto the isolated boulder. Put down the RPG Sniper
before he can launch a rocket. Two other pirates will also be on that rock
ledge. Locate and kill them from long range.

With the three pirates downed, advance on the scattered boulders to avoid the
acid pools, pausing as needed to elude the boiling geysers. Locate the three
pirates on the ledge ahead and kill them, targeting the Regulars with guns
first. Once again, advance on the scattered boulders and climb the vine to get
onto the rock shelf. Kill the lone Charger, whose loud mouth betrays his
presence, as you move into the ruins before he can set the grotto afire.
Interact with another circular doorway.

Go through the portal and the vine will get you to a position above a large
chamber. Use the wooden walkway on the right and then the stones on the left to
skirt the acid water, waiting until the boiling water that periodically tops
them subsides. Heal if the bubbling water starts to drain your health. Find the
long vine to access the ledge and the next vine to get atop the next.

Move into an ancient temple ruin and go up the stairs and interact with the
emblem. Go down into the crypt. Take note of the hissing. Descend another level,
kill the komodo and continue on down the stairwell to the bottom of the complex
and kill two more komodo dragons.

The sarcophagus is there. Interact with it to slide the lid aside and to
retrieve the dagger. The place starts to come apart; run for the exit, crouch to
get through the opening and then follow the simple prompts to crawl away from
the collapsing gate and into daylight. Buck isn’t there. He wants you to come to
his place in Badtown for the exchange.

<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
Chapter 20: Unhappy Reunion <CH020>
                 The Social Club (Continued)

>>>Equipment recommended: No weapons required for this mission.
<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>

You’re half the island away from your destination, so fast travel to Badtown.
Buck infests a hut outside town. Restock your supplies at the local store and
make your way around the mountain to Buck’s place.

He gives you the key to Keith’s lockup and you give him the dagger. Keith is
downstairs and he is traumatized by his ordeal with Buck. Buck betrays you and
means to kill you with the dagger-big dummy should have just used a gun. You
have to follow a series of prompts to survive the ordeal and send the dirt bag
to hell-good riddance but too benevolent.

With Buck in hell where he belongs, you are free to deliver Keith to the safety
of the cave under Dr. Earnhardt’s house. Keith believes that Hoyt’s men have
killed Riley. You now just want revenge and you aren’t leaving without it. Liza
can’t dissuade you from your purpose.

>>>>>>The Social Club: (Continued) (OP10)

Before leaving to pay Hoyt and Vaas a visit, stop by the “red” pot and grab
another of Dr. Earnhardt’s mushrooms. You will be in the club in Bangkok. Dance
a bit, fight a bit and when you escape the place, the DJ will set you up for a
trip to the island. When you come-to, leave the cave to kick some butt on your
brother’s killers.

<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
Chapter 21: This Knifes For You <CH021>

>>>Equipment recommended: No weapons required for this mission.
<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>

Exit the cave and open your map and fast travel to Temple Gateway to deliver the
dagger to Citra. Get into the Temple and talk to Dennis. Citra will approach you
and will take the dagger. The dagger had been used to offer her people for
sacrifice-they have been avenged. Follow her into the Temple where she asks what
you desire-you just want to kill Vaas and Hoyt. She gives a brief history of her
people, referencing a great warrior with the tatau and a giant that he slew. Her
people are his descendants.

Leave the Temple. Dennis approaches you and says your help is needed to rescue
Rakyat warriors that have been taken captive by Vaas crew.

<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
Chapter 22: Ambush <CH022>

>>>Equipment recommended: Shotgun or hard hitting automatic weapon.
              Note: You will be given a sniper rifle but it is never a bad idea
                    to pack your own AMR.
<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>

Open your map and fast travel to the safe house at the Cradle Gas Outpost. This
is 575 meters south of the mission’s location at Churchtown, but the road north
is straightforward. Commandeer a vehicle and drive north to the waypoint. Your
contact is in the church. The Rakyat leader gives you explosives to plant on a
fuel truck. Its detonation will initiate the ambush of Vaas’ convoy by
blockading the roadway.

Place the explosives on the truck and you then have 45 seconds to get to a
sniper perch on the water tower. You are given an AMR sniper rifle. The convoy
will arrive from the right. Allow the first vehicle to trigger the explosion and
then begin killing the pirates who seem more military than your average North
Island thug. It isn’t necessary to use just the sniper rifle. If you have a
launcher you can blanket the enemy or you can descend from the tower at any time
but staying on the tower is your best option. Target the engines of the incoming
hostiles and then continue sniping those that are battling the Rakyat forces. Be
aware that if too many Rakyat fall, the mission will fail.

Once you have neutralized most of the enemy forces, a 3:00 minute timer will
begin. You must get to the escaping APC before it times out or the mission will
fail. The zipline on the tower will take you directly to the truck. Board the
vehicle, run down any challenging pirate and drive to the right to get onto the
main roadway. After you swerve to avoid the pirate roadblock the road will take
you directly to the APC.

As you approach the waypoint the timer will abort. You’ll find the APC stopped.
Why? A couple of pirates will be defending it. Kill them and approach the
vehicle. Open the hatch and Vaas will knock you unconscious.

<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
Chapter 23: Warrior Rescue Service <CH023>

>>>Equipment recommended: You’ll be grabbing what you can as the mission
				  unfolds.
<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>

You awaken, a forced listener to Vaas’ babble and you have a cement block tied
to your legs, which, like your hands, are bound. Once his blithering is done he
kicks it over the edge of the cliff, carrying you into the water below. Follow
the prompt to free your hands and then swim for the surface.

Use a Takedown on the pirate outside the cave, take his shotgun and then
stealthily take out the two pirates ahead. If you have the Knife Throw Takedown
use it on the third pirate while using a Takedown on the second. Take whatever
gear they have, including the AK-47. You must now get through a well-defended
camp to escape on the chopper that is landing as you approach the facility. The
chopper itself will be defended by a Heavy Gunner and there is a dog as well as
about eight additional defenders in the camp.

Go up the dirt path and stay low as you do recon from near the rock ledge. They
won’t normally spot you but don’t make yourself conspicuous. Tag the five
hostiles in the area below. There will be two Snipers near the cliffs on the
rooftops to your left and right. A sentry will patrol along the cliff below your
vantage point and two more patrol near or beyond the large structure. Your main
goal will be to get to the alarm box across the road from the sniper on your
right. If you are detected and the alarm is raised, you will have only five
minutes to deal with the garrison and with reinforcements and to then board the
chopper.

You’re going to need to acquire the sniper rifle from the Sniper on the left and
the RPG-7 from the one to your right. To accomplish this, move back away from
the cliff and follow the dirt path down. Monitor the patrol routes of the two
nearest rovers and the attention of the Sniper near the left cliff. When the
rovers are moving away and the Sniper is looking elsewhere, hustle down behind
the building and do a Takedown from Below, pulling him off the rooftop so you
can obtain his SVD sniper rifle. Don’t go onto the roof are you’ll likely be
spotted.

Move to your right around the side of the building and into the bushes. When the
sentries are moving away, grab some ammo and exit the area, going back up to
your recon post. The sentry patrolling below the cliff is your next victim. When
he and the other rover are both facing away, slip off the ledge and hide in the
bushes. Wait for his return and do a Takedown and drag him into the bushes when
the other rover won’t notice his demise.

Move through the bushes on your right and get into the shack. When the Sniper on
your right can’t see you and the rover’s attention is elsewhere, move to the
base of his perch. He wanders about and when he is in position, do a Takedown
from Below and grab his RPG.

Monitor the route of the rover and sprint across the road to disable the alarm,
negating the possibility of initiating that five minute timer. Stalk and do
Takedowns on the two other pirates.

It is now time to forget stealth. Get back onto the lookout where you killed the
Sniper with the RPG. Locate the turret gunner, the Sniper on the far end and the
Heavy Gunner and his dog. A third Sniper is out of your sightline and you are
out of his-keep it that way. Kill the turret gunner and the Sniper with your
sniper rifle and use the RPG on the Heavy. The commotion will likely draw a
vehicle with reinforcements. Start toward the chopper, keeping it between you
and that other Sniper. Use the RPG on the vehicle if it shows and just melee the
dog if it is still active. Board the chopper. A gun to the pilot’s head
convinces him to lift off. An RPG, however, brings the craft down.

As you scramble out of the wreckage, you have another encounter with Vaas. He
shoots you point blank in the chest.

You regain consciousness at the bottom of a pile of Rakyat corpses. Extricate
yourself by following a series of easy prompts. Vaas’ bullet hit the lighter in
your shirt pocket-the lighter he deemed useless when he had you and Liza set up
for a prison barbeque. Dennis is there and the pile of Rakyat corpses is the men
killed by Vaas for Hoyt’s benefit.

You must now reclaim your gear which is stashed in a nearby compound-too bad
Dennis didn’t loan you his handgun. You have only your knife; not even your
camera to tag your enemies. Scout the place visually from the first shack where
you’ll find a mine and a suit of body armor. There are four Chargers wandering
the premises and a Heavy with a pair of dogs guard the storeroom in the rear of
the compound where your gear is located.

There are two additional shacks nearby containing various useful items. Start
maneuvering through the scant vegetation near the cliff to get to the shack.
Grab the C4 and maneuver from the shack to set up a Takedown on a Charger and,
if possible, a Knife Throw Takedown on his partner. Move to the third shack
where the loot includes a flare pistol. Try to make stealth kills on the next
two. You will likely acquire some Molotovs and grenades from the pirate’s
corpses to help put down the Heavy.

When the pirates are dealt with, stalk the Heavy Gunner and the dogs. If you
weren’t a quiet killer, the dogs may have already attacked. If you were quiet
the Heavy may still be in the shack or very near it. Go at him from the flanks.
Toss a couple of Molotovs or grenades, whichever you looted, his way to kill or
soften him up. When you have a shot hit him with a flare pistol which oftentimes
kills him with a single shot. You also have the C4 and a mine if your other
efforts fall short. Enter the shack and grab your gear and banter a bit with
Dennis about Vaas and Hoyt.

<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
Chapter 24: New Rite of Passage <CH024>
                Broken Neck Home Outpost
<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>

>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
Broken Neck Home Outpost (X: 637.5 Y: 530.5) <BN19>
     Path of the Hunter no. 14: SMG hunt for three bears. (sub-menu)
>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>

Before going to the Temple there is one last pirate outpost on the southeast
peninsula called Broken Neck Home to liberate. This is enemy territory so watch
for both foot and vehicle patrols as you make your way toward the outpost.
Approach it from the north to do reconnaissance.

Six pirates including a Heavy, two Snipers and three Regulars man the facility.
There is also a pair of guard dogs and a caged tiger in the compound. Work your
way to the hole in the fence on the southeast side of the fence where you can
remain undetected while releasing the tiger. With the pirates distracted, take
your shots from outside the fence with the tiger rampaging.

If possible or necessary, slip into the outpost and disable the alarm before
hunting down anyone surviving the tiger’s onslaught. Be aware that any
reinforcements may include a helicopter gunship. If the tiger survives, hunt it
down as well.

Ransack the place and take the Memory Card from the safe house. There is a “Path
of the Hunter” mission available at the bounty board. It pays $275 for killing
three bears with an SMG.

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Collectibles near Broken Neck Outpost:

Relic no. 44: Heron 29 is located at map coordinates X: 654.3 Y: 526.2. Broken
Neck Outpost is the recommended starting point to acquire this Relic from the
Rook Point Tower, a ruined lighthouse, located approximately 170 meters east of
the outpost. Take a vehicle from the outpost and drive to the location. Just
climb the seemingly endless spiral stairwells to the top to find the Relic.

Relic no. 45: Heron 8 is located at map coordinates X: 683.5Y: 524.6. Broken
Neck Outpost is the recommended starting point to acquire this Relic from a
small island east of Rook Tower in shark infested waters. Take the jet ski on
the beach south of the outpost and pilot it to the islet. You’ll have to
struggle to get up the steep cliffs. This is best done on the west side, a bit
north of the demolished wooden walkway. The Relic sits in a shrine atop the
rocky islet.

Relic no. 46: Boar 10 is located at map coordinates X: 653.2 Y: 548.7. Broken
Neck Outpost is the recommended starting point to acquire this Relic, which is
found 240 meters northeast of the outpost. There is an old mine entrance near
the river’s edge at map coordinates X: 652.1 Y: 549.3. Drive north out of the
outpost and stop on the road above the canyon. Make your way down to the stream
and you’ll find the Relic inside the mine.

Relic no. 47: Shark 9 is located at map coordinates X: 636.7 Y: 581.2. Broken
Neck Outpost is the recommended starting point to acquire this Relic. 500 meters
due north of Broken Neck Home, the Relic is lying on the shoreline near the
cliff. Find the jet ski on the beach south of the outpost and avoid the numerous
small rocks in the water as you pilot it to the Relic.

Relic no. 48: Spider 9 is located at map coordinates X: 650.7 Y: 561.7. Broken
Neck Outpost is the recommended starting point to acquire this Relic, which is
located 340 meters north of Broken Neck Home. If you follow the river it will
appear to be behind the waterfall-it’s not but a crocodile probably is. Go atop
the cliff overlooking the falls. You will find a cenote just east of the
roadside shack at map coordinates: X: 647 Y: 560.4 where you can drop onto a
rock ledge on the north side. This will allow access to a dark cave where you’ll
find the Relic.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>New Rite of Passage (Starts) (CH024)

>>>Equipment recommended:  A heavy-hitter like an LMG.
                           A sniper rifle-AMR is optimal.
                           GL-94 grenade launcher.
                Note: A bow will be provided at the mission’s sight.
                      This mission will transition into a pitched and noisy
                      battle with fast travel unavailable-so pack those heavy
                      hitters.
>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>

Open your map and select the Temple Gateway portal. Make your way into the
Temple. The fearful wimpy Jason is gone. He boldly enters the Temple and
dismisses Citra’s minions. She gives you a potion and the hallucination you have
is bizarre and deadly. You find yourself with a Recurve Bow with explosive
arrows and two syringes and you will need both of them and the healing skills
you have hopefully acquired to survive.

After you approach the Temple the masked smoke demon from Citra’s myth will
coalesce from a smoke column and tower over the ruins. It will spew smoke and
fire in bursts of three and you must keep on the move to avoid taking too much
damage. Move laterally to avoid the projectiles. After the onslaught you must
hit the creature in the mask with explosive arrows. The optimal time for this is
when it stares at you after it has fired that volley of three projectiles-the
demon is extremely difficult to hit while it is moving. How many hits seem to
depend on how much damage the creature absorbs. A solid hit will cause it to
recoil and it takes about seven to ten hits to make it temporarily dissolve.

The battle isn’t over when it fades away. His crazed man-sized masked retainers
will come screeching out of the shadows with machetes. They are hard to see-only
their glowing eyes and a shadowy figure can be seen. Shooting one point blank
with an explosive arrow will also damage or kill you. When you see the eyes in
the darkness, shoot where their feet should be so the arrow doesn’t simply go
past. Your best strategy, however, is to sprint away from them, turn and melee
like hell when they get in tight-having the Tanto sword makes a big difference
here. Heal often-you’ll likely be on skill now.

When the last of them go down, the smoke demon will again rise and its smoke-
like projectiles will again come in salvos of three and they will knock you
down, doing significant damage. Sprint back and forth to avoid the blobs,
shooting the mask whenever the salvo ends and it is vulnerable. When the monster
collapses on the stairs, quickly move onto it and stab the eye when you are
prompted or you’ll be sorry you didn’t.

The erotic scene that follows has Citra declaring you a true Rakyat warrior and
you aren’t complaining. Your reward is now a tussle with Vaas as you emerge from
the ordeal looking at Vaas’ island across the bay.

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Note: After the encounter with Citra, 13 new skills will be unlocked. These
include “Expert” and “Peak Conditioning.” These give you a fifth and sixth
health bar.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
Chapter 25: Payback <CH025>

>>>Equipment recommended:  A heavy-hitter like a LMG.
                           A sniper rifle-the AMR is optimal.
                           GL-94 grenade launcher.
                    Note: These are holdovers from the prior mission.
<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>

You’re looking at Vaas’ stronghold located on a small island. Fast travel is not
available. A lone sentry guards the wharf. Snipe him from the North Island or
swim across and use a “Takedown From Below” if you have that skill. Get ashore
at the dock and scout ahead. A couple of pirates are harassing a local woman.
Take them out. Ahead you can hear the barking of a pair of dogs. Do recon and
begin sniping the four pirates guarding Vaas’ stronghold, one of whom is a
Sniper in the tower on the right. You can either go at it head on or climb the
knoll to the right of your entry point to flank them.

With the four defenders downed, skirt the walled compound to the left. The
pirate’s party music has obviously kept them from hearing the commotion outside.
There is a vine climb on the wall with the graffiti. A party is in full swing.
Don’t start any action by trying to fire on the party-goers-it isn’t allowed
anyway. Interact with the blue door and Vaas scolds you as you pass through his
media room-he knew you were coming.

A “Fireproof” syringe is a good option about now, especially if you become
disorientated in the gathering conflagration. Before the blaze starts spreading,
make your way into the complex, you’ll crash to a lower level and will have to
jump through an opening. The room you find yourself in is filled with animal
cages. Move left around the room and use the ladder which will put you on a low
roof.

Get off the roof to avoid the erupting gunfire and to avoid the turret fire of a
patrol vehicle that will quickly arrive. Jump down and go left, putting the
building between you and Vaas’ minions. Kill anyone in the back area and move
forward to begin the carnage on Vaas’ troops. There are no time constraints, so
toil to systematically eliminate Vaas’ underlings.

Move back toward the street and look around the corner. Use a grenade or an
explosive arrow or two on the patrol truck to neutralize the turret. Be aware
that the pirates will re-man the turret gun if the vehicle isn’t destroyed.
Release the caged tiger on the right side of the area-there are actually two one
on the left and one on the right-into the compound. The tiger will do some of
the work for you if it wasn’t killed by your grenades.

Watch for Molotovs and for crazed suicide Chargers. Move into the two-story
structure and use it as cover as you scout ahead. Release the second tiger on
the left side of the rear area and then systematically eliminate the enemy as
you advance toward the rear of the compound.

As you approach the gate on the rear structure three pirates including a Heavy
Gunner will emerge. A well placed grenade or two will soften them up. Take the
time to loot the premises and don’t miss the ammo caches and the body armor
located near the tiger’s cage.

Enter the large structure and go left into the weird light. Vaas stabs you with
the ceremonial dagger and there is something highly hallucinogenic about it. You
will then walk an unfolding walkway with weird visions popping up all around.

An “Endorphin Boost” syringe can make the ordeal less painful, and an
“Untouchable” can make it child’s play. An “Endorphin Boost” will give you four
additional health bars, but this is optional but helpful. “Untouchable” makes
you superman while it lasts.

After the encounter with Vaas, you will encounter a stream of deadly machete
toting apparitions of Vaas which will charge out of the shadows ahead. This is
the time that an “Endorphin Boost” syringe can make this ordeal less painful,
and an “Untouchable” can make it child’s play. “Untouchable” makes you superman
while it lasts.

You are in possession of a Vector SMG and as you move toward the waypoint, you
must continuously kill the Vaas apparitions or die. Keep moving or the
apparitions will keep coming-you can’t kill them all-so forge ahead until you
reach the real Vaas. The toughest part of this scuffle is finding time to reload
the Vector. Use melee strikes if needed and stay healed. Flaming Vaas
apparitions are the last to appear as you approach the actual Vaas. Once you’re
there, a prompt will yield a cutscene showing Vaas death-the ceremonial dagger
in his gut.

You regain consciousness after your ordeal with Vaas. Citra pronounces you a
warrior. She tells you of Vaas, her brother, who was lured away by Hoyt. He
became greedy and depraved. She wonders about your friends. You are staying with
the Rakyat and Jason promises to bring Citra the head of Hoyt.

<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
Chapter 26: Citra’s Favor <CH026>

>>>Equipment recommended: No weapons are required for this mission.
<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>

Make your way out of the Temple. You will encounter a drunken Dennis. He tells
his story, of his being an immigrant to the States. He was paid less that others
on his job-he, a man raised among Liberian generals. Seems like he’s had a Citra
crush and that bubble has burst.

Exit the Temple, open your map and fast travel to Dr. Earnhardt’s place. Go see
the others in the cave below. In a brief cutscene, Jason tells them he isn’t
going on the boat. He has found his place and is staying.

<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
Chapter 27: Fly South <CH027>

>>>Equipment recommended: A hard-hitting LMG or automatic weapon.
                          AMR sniper rifle or an RPG for Heavy Gunners.
                          GL-94 grenade launcher.
                          Body armor and grenades.
                Note: An “Untouchable” syringe or two is advised if you’re
                      playing on the higher levels.
<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>

Exit the cave, open your map and fast travel to the Amanaki Outpost to make
phone contact with agent Willis Huntley. You will receive a call from Willis at
the yellow exclamation point. He is leaving the country and is surprised that
you aren’t. You request information on how to get to the elusive Hoyt Volker. He
says he still has an agent embedded in Hoyt’s forces on the South Island. He
will get you there but you must get to the airstrip ASAP or you’ll miss the
flight out.

When the call ends, a 5:00 minute timer starts. You must get to the airfield to
the east before it times out. This is no problem. You can take the roundabout
route, staying on the roads but it is easier to just drive directly toward the
waypoint, dodging trees and not turning the car over. When you reach the river,
get in and swim to the shore. When the cliffs allow, exit the river and sprint
to the airstrip. The timer will abort when you get within 200 meters and Willis
will already be under siege by about half-a-dozen pirates.

Why the hurry? Willis is still repairing the plane and you’ll have his back as
the repairs are made-a bar will show the repair’s progress. Stand ready as a
wave of eight pirates attack. They will come from the arc in front of the plane,
with the initial onslaught starting from the left near the road. Man the turret
gun which will only cover the left side of the area.

A second wave will come from the right and will include a Heavy Gunner. They
will fire from the surrounding shacks. A pair of vehicles will arrive, bringing
additional hostiles from the right flank. The repairs continue. There will be
three Heavy Gunners among the next wave of pirates which will come from both
sides. Two of the Heavies will come down the road, the other from the right. Man
the turret weapon and don’t spare the grenades on those firing from the shacks.
Willis has a health bar and if he is killed the mission will fail.

When the repairs are completed, get in the plane and Willis will take off and
pilot it toward the South Island.

<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
Chapter 28: Three Blind Mice <CH028>

>>>Equipment recommended: You will be carrying the weapons from the prior
				  mission.
<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>

When Willis’ plane approaches the South Island you will have to bail out. You
now have a wingsuit courtesy of Willis. Open your wings and soar toward the
waypoint near the shoreline. When prompted, deploy your parachute and guide it
gently to earth.

The waypoint is east so move down the beach, staying in the foliage to stay
undetected. Six pirates have captured and caged a tiger and are starting to load
it onto a flatbed. Stay in cover on the grassy hillside and shoot the cage,
releasing the tiger. Let it do most of the work. Kill any survivors and then the
tiger if it has survived. Loot the corpses. Board the truck and drive up the
beach and swerve right onto the road to reach nearby Thurston Town.

Go into the safe house if desired to adjust your inventory and then go into the
Crazy Cock Bar. Have a beer. You ask about Sam and are told to get yourself
invited to the poker game. Talk to the nearby pirate to buy into the game in the
cellar.

Play a hand and when Sam calls it quits, follow him out of the bar. He wants to
know who you work for and then he disappears after a brief conversation. When
the yellow exclamation mark appears, go to the building and talk to him.

He has heard of you and he says your success may work against you. The locals
are rebelling and just killing Hoyt may not be enough. He wants you to
infiltrate his organization by donning a uniform to hide those tataus.

Meeting with Sam has unlocked eight additional weapons and all of the Island’s
maps. Get to the safe house near the town’s north fence. If you have the funds,
purchase the Z93 sniper rifle, its sound suppressor and its high power scope. It
will make the M-700 obsolete and, because it can be silenced, it is even an
improvement on the AMR. Even silenced, a headshot will take out a Heavy Gunner
or Flamer. If you don’t have the funds, purchase it when you do.

<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
Chapter 29: Doppelganger <CH029>

>>>Weapons recommended: None required for the mission but toting a mix of
				weapons will help you get to the site.
<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>

The mission’s location is about 800 meters to the south and there is a radio
tower just north of it. The region is heavily patrolled by vehicles and the
occasional foot patrol and these military-looking privateers are tougher than
their North Island counterparts. Dingo packs are also common in the area. You
can either go afoot, staying off the roads and taking advantage of the
undergrowth, or you can commandeer a vehicle and drive directly to the tower.
You may get lucky and avoid a confrontation that may quickly escalate-maybe not.

>>>>>>Satellite Communications Hub Sector Radio Tower: (X: 574.3 Y: 454) <RT12>

The Satellite Communications Hub sector Radio Tower is about 575 meters south of
Thurston Town and 225 meters from the objective.

Go up the four stairwells and then go around the catwalk to a rope climb. Jump
the gap and get onto the grating with the rope. Walk onto the protruding beam
and drop off onto the platform. Make another rope climb. Walk the center beam to
the platform and then walk onto the adjacent beam to access the rope climb. Walk
the narrow beam, go around the structure on the catwalk and jump onto the
platform. Climb the ladder to the top. More weapons are available free of charge
at the vendors and a “Supply Drop” is offered. Since you don’t want to rile up
the locals skip the Supply Drop until you have completed the current mission.
The south zipline, however, will get you closer to your objective.
                             <<<<<<>>>>>>

Rather than continuing toward the objective, take the dirt path up the hill.
You’ll find a Relic near the shack. On the overlook behind the shack you’ll find
a zipline. Ride it down off the heights.

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Relic no. 80: Shark 13 is located at map coordinates X: 583.9 Y: 439.7. This
Relic can be found by either driving to the radio tower south of Thurston Town
or while doing the mission, “Dopplegander.” Take the footpath south of the radio
tower up the grade and then make your way to the waypoint on the peak. The Relic
is lying outside of the shack behind a crate.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

You’ll find another zipline at map coordinates X: 572.7 Y: 435.6 that will get
you down to the mine. During the penetration of the pirate stronghold you can’t
be detected or kill anyone until you find your victim. Do recon from the bushes
to the north of the lone sentry which is guarding the walkway going down into
the mine. From the cover of the bushes, toss a rock or two to the right of
sentry to lure him away from the entrance When moves off to investigate, sneak
past him and down the ramp. The waypoint will guide you in the general
direction. The passages ahead are dark and cluttered and well-defended.

As you approach the base of the ramp, tag the Charger loitering just ahead. Stay
low and allow him move deeper into the mine. Follow him discretely. He will team
up with a Regular in a small grotto. After he takes a seat, toss a stone to the
left past the second sentry. They will turn their attention to the noise,
allowing you to steal past them on the right. Step down into the rock passage.
If the guard whom you distracted earlier is impeding your passage, toss another
stone to again distract him. Move past him hugging the right rock wall and bear
right and go down the ramp to the break area.

When you pass through the well-lit corridor, another guard will be standing to
the right of a short fence near the ramp going down. Creep in close enough for a
Takedown, staying a bit to his left, and toss a stone into the passage behind
you. As he turns-he’ll turn to his right-go past him, down the ramp and get
behind the small cascade of water.

You’ll need to move straight ahead from there. Do so when the guy in the chair
isn’t looking your way. Continue through the vacant passageway. Two guards
loiter in the next chamber. You will need to slip past them by hugging the left
rock wall. The one sitting will be looking the other way and when the other is
also looking away, stay along the left wall and move past them. This can usually
be done without tossing a stone.

There are two guards in the adjacent chamber. Tag them and, if necessary, toss a
stone to the right to distract them-you may be able to just move past them. Stay
near the left rock face, moving past them into the lower area. Don’t linger too
long or these guys will wander about making getting past them a bit harder.

There are four pirates milling about the low area but there is cover in the form
of crates. You will be keeping the rock face on you right now as you stay
crouched. Account for all the pirates-one occasionally patrols down to the water
where you need to go. A Heavy Flamer is standing near where you need to go. If
he isn’t facing toward the rear of the grotto, toss a stone to the rear of the
grotto to distract them and when they’re facing away, sneak past but only if the
Heavy Flamer seems distracted. Oftentimes you can just slip past him without the
distraction. Toss another stone if necessary but the longer you stay and the
more they become curious the harder it is to get past them. Your exit route out
of the grotto is behind the Heavy and it leads down to the water.

Get into the water and swim for the waypoint, staying underwater as much as
possible to maintain a low profile. Surface and continue ahead and your victim
is just ahead on the dock. Find the ladder on the rear of the deck and get onto
it. The victim, named Foster, is nearby. Do a Takedown-throw a stone if need be
to distract him. Don the privateer’s uniform and now you look like and have the
identity of a novice privateer instead of an “inked” California boy.

Continue ahead and talk to the tough guy who clears your victim, Foster. The guy
is a conspirator and his scheme will play a large role in the coming events.
Listen to Hoyt’s tirade about business and the consequences of breaking his
rules. He burns a pirate alive. This sadist wants the head of Jason Brody and
offers his killer an island of his own.

After his diatribe, jump into the water and swim to the boat and pilot it out of
the cove, Sam contacts you. The plan is to get on Hoyt’s good side by stealing a
list of the conspirators from one of their three leaders. These are the
conspirators that the tough guy spoke of when he checked Foster in.

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Note: You now have a pirate’s or rather a privateer’s uniform and the identity
of Foster. You can move among the pirates with impunity, unless you threaten
someone or begin killing. This, however, doesn’t apply to outposts or other
restricted areas. These areas must be infiltrated and taken, just as they were
on the North Island. Oddly enough the local Rakyat will basically ignore you.
You can now drive the roads without being on guard.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
Chapter 30: Triple Decker <CH030>
     Satellite Communications Hub/Supply Drop
<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>

Pilot the boat to shore and since you’re wearing a privateer’s uniform the local
bad guys won’t see you as an enemy. If you need to change weapons, sell extras
or purchase ammo or body armor, fast travel to Thurston Town where you can use
the vendor.

<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
Satellite Communications Hub Outpost/Supply Drop <SC20>
          Path of the Hunter no. 15: Sniper rifle hunt for three leopards.
                                               (sub-menu)
<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>

When you’re ready to begin operations, open your map and fast travel to Delta
Camp in the northeast side of the island. Its map coordinates are X: 518.5 Y:
463.7. These safe houses require no liberation and allow you to move rapidly
around the island. This one places you about 225 meters north of the Satellite
Communications Hub Outpost.

While taking outposts isn’t necessary, doing so will yield numerous missions,
accrue XP and loot and restore Rakyat control to the surrounding sector. The
outpost is only a little over 200 meters from Delta Camp. Start that way on foot
to maintain the element of surprise. The island’s terrain is more open but is
still challenging but with far fewer predators. You now have a wingsuit which
can also take some of the pain out of travelling. Grab the vehicle at the
structure just south of Delta Camp and drive south past the outpost, past the
rocky bluff so you can approach it from the south side.

<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
Satellite Communications Hub Outpost (X: 524.7 Y: 443) <SC20>
     Path of the Hunter no. 15: Sniper rifle hunt for three leopards. (sub-menu)
<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>

Do your recon from the rocks about 75 meters south of the facility. A Sniper in
the tower, five Regulars and two prowling dogs defend the outpost which also
contains a caged bear. One of the pirates usually mans a mounted gun on the
south side. Because of the fencing, you can best commence hostilities from the
south where you can get a clear shot at the bear cage and then more easily knock
out the Sniper when the defenders are battling the bear. Those roaming dogs make
getting in close for Takedowns or disabling an alarm box difficult without a
diversion and doing so isn’t necessary. If an alarm is raised reinforcements are
quick to arrive. A helicopter will also fly in if the skirmish persists-don’t
let that happen.

From the safety of the rock outcropping use a silenced sniper rifle to release
the bear. When the defenders are distracted, kill the Sniper and any hostile
surviving the bear’s rampage. If they put the bear down, you can either stay on
the outcropping and snipe or sneak in on the east side and disable the alarm and
then eliminate any remaining defenders. You or the entering Rakyat will probably
have to finish off the bear.

As usual loot the premises, raid the ammo cache near the alarm box behind the
safe house and grab the Memory Card inside. Visit the bounty board-one mission,
a “Path of the Hunter,” is offered. It will pay a $350 bounty if you kill three
rampaging leopards with a sniper rifle.
                           <<<<<<>>>>>>

>>>>>>Satellite Communications Hub Supply Drop: ($250, 1000 XP)

The Satellite Communications Hub Radio Tower is about 500 meters to the east of
the outpost. Go to the cliff northeast of the newly liberated outpost and use
the glider to fly to it. The gliders are still best for travelling long distance
when no fast travel station is an option. The wingsuit will deploy if you are
falling or jump from a height but if the grade is too gentle it won’t deploy,
causing you to take fall damage or die.

Land near the radio tower and go to the “Blue Cross” and accept the Supply Drop
mission.

The course is at time torturous, the car unmanageable, the 1:10 timer too short
but if you have no bad mishaps or spinouts when off road you can make it with
seconds to spare.
                             <<<<<<>>>>>>

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Collectibles near the Satellite Communications Hub Outpost:

Relic no. 81: Spider 12 is located at map coordinates X: 523.1 Y: 476.1. Delta
Camp, at map coordinates 518.5 Y: 463.6, is the recommended starting point to
obtain the Relic, which is located in a ruin atop the mountain about 130 meters
north of Delta Camp. You can take a vehicle from Delta Camp or just sprint
cross-country to get to it. The Relic sits on the shrine.

Relic no. 82: Boar 12 is located at map coordinates X: 541.4 Y: 438.1. The
Satellite Communications Hub Outpost is the recommended starting point to obtain
the Relic. It is located on a steep mountain about 200 meters east of the
outpost. Go afoot, and on the east side there is a grassy ridge that will get
you to the summit. You’ll find an old ruin with a stone door. Use C4 or a mine
to blast it open to find the Relic which is sitting on the altar.

Relic no. 83: Shark 25 is located at map coordinates X: 547.6 Y: 453.9. The
glider east of the Satellite Communications Hub Outpost is the recommended
starting point to obtain the Relic, which is located about 250 meters northeast
of the outpost at an old homestead with a small patch of drugs. The Relic is
just sitting near the house. You can pilot the glider northeast of the outpost
right to the site.

Relic no. 84: Boar 14 is located at map coordinates X: 509.4 Y: 447.6. The
Satellite Communications Hub Outpost is the recommended starting point to obtain
the Relic. About 160 meters west of the outpost there is a shack alongside the
road. Sprint west from the outpost, jump off the cliff and use the wingsuit and
the parachute to glide down to the location. Behind the shack there is an old
covered over underground bunker. Blast it open and jump down to find the Relic.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
Triple Decker (starts) (CH030)

Weapons recommended: This entire mission can be completed using only Takedowns
                     but a prudent player will carry a fast-firing weapon like
                     the Shredder, just in case.
                     The AMR sniper rifle-just in case stealth fails or for
                     mopping-up.
                     A heavy-hitting LMG or assault rifle in case stealth fails
                     or for mopping-up.
<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>

Open your map and fast travel to Romeo Camp in the northwest portion of the
Island. The excavation site where the mission will take place is a short
distance to the west. Once there you won’t be seen as an intruder, so start
operations by tagging the pirates at ground level. The one with the yellow beret
is one of the three captains at the site. There will be three other privateers
patrolling the ground level ruins as well. The captain will periodically wander
up to the platform on the level above. There is also a caged komodo dragon amid
the ruins. Don’t start any hostilities at this point. It is possible to kill and
loot the Captain and then eliminate the other three defenders but you can easily
be detected, precipitating a heated skirmish.

Go up the ramp and tag the two Snipers on the platform. Raid the shack where
you’ll find a suit of body armor. Continue up the eastern stairwells and a pair
of Heavy Gunners will be on duty on the platform-one will wander a bit but won’t
go too far afield. Top off your ammo at the cache before continuing up the
stairwell.

The second Captain and a sentry will mill about the shack on the west side of
the mine. Another privateer will walk a patrol route the length of the upper
area. His patrol will take him to the east mine entry. He needs to be your first
kill. Wait at the shack near the upper east mine entry. Do a Takedown when he
passes by and drag him into the brush or in behind the shack.

The third Captain will be in the mine itself and is attended by a lone sentry.
Move into the mine and position yourself behind the guard for a Takedown and
then a Knife Throw Takedown on the Captain. Frisk the dead Captain for the list-
he won’t have it but it is a mission requirement to check all three Captains.

Exit the mine on the west end. The second Captain and his guard will wander a
bit. Take them out while they are apart or when one is inside the shack and out
of the others sightline. Search the Captain-he won’t have it either.

Since you have the “Heavy Beatdown” skill, use it on the two Heavy Gunners on
the east platform. Kill them when they move apart or when they are close enough
for a chained-kill. If you hang out near the east end of the shack and allow
them to separate, one will stoop down allowing you to kill his buddy and then
him with little trouble.

Check out the situation on the platform below. The third Captain will
periodically wander up the stairwells where the Snipers loiter. If you wait near
the shack long enough, he will do so. If the Captain is there, kill him out of
the two Sniper’s sightline and grab the information from him. Loitering too long
waiting for the final Captain will occasionally allow a pirate to reenter the
upper area, finding bodies and alerting the remaining defenders. With the
information in hand, you can then waltz right out of the site or you can stay
and rub out the remaining pirates-just because and for additional loot.

If you’re the impatient type, kill the two Snipers on the platform by chain-
killing them when they are side by side or, better still, let them wander apart
and set them up for a Takedown and Knife Throw Takedown.. Either remain on the
platform and begin silently dropping the pirates below or move down and stalk
the remaining defenders. If necessary, you can release the komodo and use the
commotion to drop the third captain. If the action heats up, a few additional
combatants will appear out of nowhere. However it goes down, loot the third
Captain.

He will not have the needed memo but he does have a letter referencing an
upcoming meeting that may produce the roll of conspirators. You must now get out
of the site and if you have maintained stealth it’s a cakewalk-if not you’ll
have to fight your way out to reach the escape vehicle.

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Note: While a stealthy approach is recommended, it isn’t necessary. You can
scout the ruins, tagging everyone and then take down the Captain and his sentry
in the mine. You can then use the high ground to simply wipe everyone out. This
is made considerably easier if you have the AMR sniper rifle that can kill a
Heavy with a single shot or the newly available Z93 sniper rifle that can take
out a Heavy with a single headshot.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
Chapter 31: Defusing the Situation <CH031>
     North Krige Crest Outpost/Radio Tower/Supply Drop
          Bled Dry (Optional Mission)
     Spine Ridge Site Outpost
<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Collectibles near Gaztown:

Letter of the Lost no. 16: Hurk’s Third Letter is located at map coordinates X:
237.5 Y: 425.4. Gaztown is the recommended starting point to obtain the Letter.
Just east of Gaztown there is a shack at the end of a dirt footpath. There is a
small outbuilding near it where a ladder will take you to an underground bunker.
You will find the letter on an old desiccated corpse.

Letter of the Lost no. 17: Hurk’s First is located at map coordinates X: 407.8.
Y: 498.9. Alpha Camp is the recommended starting point to obtain the Letter.
Approximately 480 meters east of Alpha Camp in the north central part of the
South Island there is a Letter. An old bunker sits near the mouth of the river.
The letter is on the corpse there.

Relic no. 91: Heron 30 is located at map coordinates X: 233.7 Y: 441.5. Gaztown
is the recommended starting point to obtain the Relic, which is located 200
meters northeast of Gaztown in an isolated shack. Grab a vehicle at Gaztown and
drive up the steep incline to the shacks, which contain decent loot as well as
the Relic.

Relic no. 92: Heron 17 is located at map coordinates X: 212.4 Y: 426.8. The
glider south of Gaztown is the recommended starting point to obtain this Relic.
125 meters from the Gaztown safe house there is a Relic on a small ledge on the
sheer cliff face. You must get onto that small ledge by using the glider south
of town. Start your flight with full health and pilot the glider a very short
distance from the cliff before turning toward the ledge. You must maintain
height because the ledge is fairly high on the sheer cliff. The landing will be
rough and will tax your health. The Relic is on a shrine there. With the Relic
in hand, jump off and deploy your wingsuit or just fast travel anywhere.

Relic no. 95: Boar 17 is located at map coordinates X: 258.1 Y: 462. Gaztown or
Relic no. 91 is the recommended starting point to obtain this Relic. It is
located about 500 meters northeast of Gaztown. Take the road going northeast out
of Gaztown and bear left up the steep grade going past the shacks where you
acquired Heron 30, Relic no. 91, and continuing on the dirt path until you reach
a walking bridge. Continue on foot. The winding mountain switchbacks will take
you past a privateer encampment and then to the top of the mountain where you’ll
find the Relic on top of some crates in a small shack.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

>>>>>>>North Krige Crest Sector Radio Tower: (X: 259.3 Y: 443.5) <RT13>

Sam has a project and he wants you to tag along. The waypoint is in the north
central part of the Island near a fast travel safe house called Alpha Camp.
This, however, is a good time to fill in some details on the map. Fast travel to
Gaztown at map coordinates X: 224.7 Y: 425 instead. Sell off those Chinese
artifacts acquired during “Triple Decker” and make the radio tower approximately
375 meters to the northeast of Gaztown your waypoint.

Grab a vehicle when one is available and drive or just sprint toward the tower’s
waypoint on the main roadway going east. You’ll encounter vehicle and foot
patrols on the road but your suit makes you seem like a friendly. The tower can
be reached by a side path off the main road. Grab the Relic, Spider 18, on your
way there.

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Relic no. 94: Spider 18 is located at map coordinates X: 261.8 Y: 449.1. This
Relic is near the North Krige Crest Sector Radio Tower, which is about 250
meters northwest of the outpost. The Relic sits near the cliff.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

Ignore or kill any pirates near the tower and go up the stairwell. Walk the
beams to get to the corner grating for a rope climb. Go to the corner and jump
to a rope grab. Walk around the planks to get to another rope grab. Another rope
climb gets you onto a catwalk where you must jump to another rope. Another rope
climb and a 180 pivot allow you to climb another rope. Move out on the jutting
beam, crouch and walk to the grating rather than chancing a jump. Carefully jump
down to the grating below and take the rope around the corner to get onto a
grating where the ladder will take you to the top. New weapons are available
gratis and a “Supply Drop” is made available. Use the zipline to get to the side
mission.
                                <<<<<<>>>>>>

>>>>>>North Krige Crest Supply Drop ($225, 500 XP)

The 50 second timer is just enough to complete the course on the ATV. You will
have to briefly cut cross country. This one is easy money.

<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
North Krige Crest Outpost (X: 279 Y: 431.5) <NK21>
     Path of the Hunter no. 16: Shotgun hunt for two bears. (sub-menu)
     Bled Dry ($500) (Optional Mission)
<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>

If you didn’t do the “Supply Drop” mission, you can just continue on to the
North Krige Crest Outpost from the radio tower. If you did the delivery mission,
you will end up near Gaztown. Either way, take the main roadway to the
intersection beyond the outpost and then take the switchback west. When you see
the outpost’s smoke column pull off into the grassy area 100 meters short of the
facility.

Watch for leopards as you do your recon from those heights to the north of the
outpost. There are four Snipers, one on the north overlook at the elevated
mine’s entrance, one in the building, one in the south tower and a rover. Two
patrolling Heavies and three Regulars also man the outpost. Tag as many of the
defenders as possible. If you have the silenced Z93 you can proceed by sniping
the entire garrison, staying on the heights and undetected by masking your
position using the crown of the cliff.

The Sniper in the north overlook wanders a bit but he can easily be sniped
without alerting the facility as can the two elevated Snipers in the structures.
Your goal is now either the alarm box located near the cliff or just sniping
from long range. Headshots on the Heavies are doable at that range but missed
shots will likely start them scrambling and a pirate or two may move up onto the
overlook.

If entering the outpost rather than sniping is your choice, use the rock ledge
near the mine entrance to maneuver after you have taken down the three elevated
Snipers. Slip off the cliff to get closer to ground level; and, when he is in
the back area, use the silenced Z93 sniper rifle to pick off the Heavy that
routinely patrols near the alarm box before dropping down behind the shack.

You must now remain undetected while disabling the alarm. Its position is on the
edge of the place, but in sight of any watchful sentry and the boulder makes you
move farther into the open than you would like. Toss a stone, if needed, to
distract the enemy before proceeding. With the alarm disabled eliminate the
remaining pirates.

There is a “Path of the Hunter” available on the bounty board. It is a shotgun
hunt for two bears that killed a local farmer. It pays $300. An optional
mission, “Bled Dry,” is also offered.

Raid the ammo cache on the northeast side of the outpost before purchasing any
ammo. As always loot the premises and take the Memory Card in the safe house.
Sell your extras and purchase any needed items.
                                 <<<<<<>>>>>>

>>>>>>Bled Dry: <OP12>

Open your map and fast travel to Gaztown. Go to the cabin with the blue
exclamation point. The weeping girl wants to go home but her abusive husband is
selling her services to the privateers and he won’t allow it. A certain ship’s
captain will do it but he’ll only take conflict diamonds. She needs you to get
them from the privateers.

A waypoint has appeared northeast of town. All you need is the diamonds and if
you get onto the hill northeast of the shacks you can easily kill the privateer
near the rear shack and take the diamonds from the case inside without killing
the other two-have a little mercy or not.

The next waypoint is to the east and there are four pirates at the shacks and
one is a Sniper. Put them all down and take the diamonds from the case in the
shack.

Get back to Gaztown and see the girl in the shack. She was being used to get the
diamonds and when Rouel the husband enters and goes for her-put him down. She
weeps over the corpse? Get out with your reward.
                               <<<<<<>>>>>>

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Collectible near North Krige Crest Outpost:

Relic no. 93: Shark 18 is located at map coordinates X: 278.2 Y: 442.9. North
Krige Crest Outpost is the recommended starting point to obtain the Relic, which
is located approximately 115 meters inside the mountain to the north of the
outpost. Go up the stairwells and jump onto the conveyor belt or just go up the
dirt path behind the facility to get to the mine entry. The Relic is deep in the
mine on a stone pedestal.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
Spine Ridge Site Outpost (X: 336.2 Y: 476.7) <SR22>
     Path of the Hunter no. 17: SMG hunt for three tigers. (sub-menu)
<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>

Open your map and fast travel to Romeo Camp in the northwest side of the Island
at map coordinates X: 312 Y: 499.5. This will position you a few hundred meters
northwest of the Spine Ridge Site Outpost. Commandeer the car and drive
southeast up the grade for 50 meters and turn right up the steep mountain path
and park when the grade becomes too steep. Continue on foot, staying on the
path, crossing the bridge and then swimming the stream. You may encounter a
pirate patrol but they won’t be hostile unless you are. You’ll find a grassy
spot where you can get up the cliff about sixty meters short of the outpost.

Move up the cliff and give the facility a wide berth by going north and then
doubling back. Climb onto the south ridge which overlooks the outpost. The small
outpost sets on a rocky knoll and features six Snipers, some with RPGs, and two
Regulars. This is likely the game’s toughest outpost to take if you don’t have
the silenced Z93 sniper rifle. A cassowary is caged there and can provide a bit
of a diversion if released.

Take out the Sniper on the platform near the cliff with a silenced sniper round
and if he is on your side of the building, the Sniper on the balcony. Another
Sniper will be patrolling around the building, so kill him when he is out of the
others sightline. Snipe anyone else on the periphery and either maneuver on the
ridge to target the remaining defenders. You can also slide carefully down off
the cliff to disable the alarm near the Cliffside sniper’s position by breaking
your slide by holding back on the analog stick. Two of the Snipers usually
loiter on the street side of the building and can be sniped from the lower side
of the ridge west of the outpost.

As usual loot the bodies and raid the large ammo cache in the second story of
the safe house before using the vendor. Take the Memory Card. The bounty board
has a “Path of the Hunter” mission. Three tigers killed a young family and an
SMG is provided to kill them for the $300 bounty.
                                <<<<<<>>>>>>

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Collectibles near Spine Ridge Site Outpost:

Relic no. 96: Boar 18 is located at map coordinates X: 279.7 Y: 479.3. Romeo
Camp is the recommended starting point to obtain the Relic, which is in the
middle of nowhere or, actually, 380 meters southwest of Romeo Camp. The best way
to get to it is to go afoot using the grassy areas on the mountain to get to an
old ruin on the slope at map coordinates: X: 279.7 Y: 477.5. Be aware of
leopards in the area. The long vine will get you down an open shaft where the
stone doorway must be blasted open. The Relic sits on an altar among three loot
chests.

Relic no. 97: Shark 16 is located at map coordinates X: 323.2 Y: 469.1. Spine
Ridge Site Outpost is the recommended starting point to obtain the Relic. There
is a lake 150 meters west of Spine Ridge Site Outpost. Take a vehicle from the
outpost and drive counterclockwise around the mountain to the small lake. A
Relic sits on a stone altar at the bottom of the lake among some ancient sunken
ruins.

Relic no. 98: Spider 16 is located at map coordinates X: 335.3 Y: 455.8. Spine
Ridge Outpost is the recommended starting point to obtain this Relic, which is
located about 180 meters south of the outpost. It isn’t on top of the mountain
which is largely impassable. Commandeer a vehicle at the outpost and go
counterclockwise around the mountain to a temple ruin in the cliff at map
coordinates X: 331.7 Y: 458.1. It lies inside on a stone shrine.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>Defusing the Situation: (Starts) (CH031)

Weapons recommended: The AMR or, if you don’t have one, the Z93 sniper rifle.
                     An LMG or assault rifle.
                     The GL-94 grenade launcher.
                     A suit of body armor.
               Note: No silencers are needed on this mission.
<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>

Gear up for a noisy campaign-no silencers required on this foray-and fast travel
to Alpha Camp on the north central shore of the South Island. Sprint to meet Sam
at the nearby drug fields. His plan is to foil the conspirator’s plot by
defusing three bombs that the conspirators have rigged to damage Hoyt’s
operations. Foiling the conspirator’s plot will ingratiate you with Hoyt since
his drug operation would have been crippled. No subtle tactics for Sam. It’s
gonna’ be a blitzkrieg.

Follow the gung-ho Sam to the shack containing the first bomb. He will begin
defusing it and you must provide protection from the enemy as he works. Once his
work is completed Sam won’t prove defenseless, but he also has a lifebar. If Sam
dies, the mission will fail. The attackers are a mix of six pirates but they are
mainly Molotov throwing Chargers. Set up on the road behind the short fence. The
first hostile will come from the right but the remainder will mostly enter the
fray from the south. They will try to flank your position on both sides and
you’ll be combating fire if you don’t remain on the road or if they get close
enough to target you with their incendiaries.

When the bomb is defused, grab the loot and then move on with Sam. He won’t go
to the second site until you’re ready.

Follow Sam up the stairs to the shack with the second bomb. There is a pirate
atop the shack, so put him down. Sam will begin defusing the second bomb and
will tell you to get onto the roof but doing so is optional. If you use the
rooftop, you’ll soon see that you’re badly exposed as the ten or so pirates
attack, coming mostly from the west. However, from the rooftop you can easily
spot the enemy and track their movements if they attempt to flank the shack.
However, the skirmish is more survivable if you remain on the ground instead,
using the shack and other available cover. A Molotov or two thrown into the weed
field can also kill or restrict the enemy’s options. Greet the incoming vehicle
with a grenade and mop up any survivors as Sam completes his chore.

When the last of the hostiles are dealt with, continue on with Sam toward the
last bomb; but, before advancing too far, locate and kill the Sniper stationed
on the windmill before he can target Sam or you.

The last bomb is in a greenhouse as are a couple of pirates and one is manning a
turret gun with a field of fire covering the front of the structure. Get ahead
of Sam and flank left through the drug fields to get the drop on them from the
side of the greenhouse. Shoot through the windows to take out the gun crew.

With the greenhouse secured, Sam will begin defusing the bomb. Drop all your
mines in the area in front of the greenhouse, enter the structure and grab the
body armor and the rocket launcher from the table. Manning the turret gun is
optional because some of lead flying into the greenhouse from the clutter in
front will find you.

Pirates will begin their assault from in front of the structure and some will
flank left and others will try to enter. If you are manning the turret and are
taking too much damage, defend the door instead. Watch for incoming grenades.
There may be a Heavy Gunner or two among your assailants. Sam will warn you if
anyone enters the structure. As the battle winds down a helicopter gunship will
begin strafing. Use either the mounted gun or the rocket launcher to bring it
down-if the hostiles are cleared it may be easier to just use the turret gun.

After the battle, Sam tells you that you might be able to get the information
you require at a gorge to the southeast. There is no fast travel safe house near
the new mission site so make the East Ridge Camp Outpost your next waypoint.

<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
Chapter 32: Deepthroat <CH032>
      East Ridge Camp/Radio Tower/Supply Drop
      Maw Docks and Repairs
      Dry Palms Depot/Radio Tower/Supply Drop
      Krige Valley River Fishing
      Stubborn Kid Farm/Radio Tower/Supply Drop
      Lazy Shore Marina Outpost
<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>

Before continuing to the gorge, it’s time to liberate some outposts and fill in
the map’s details. If necessary return to a liberated outpost or one of the
towns to adjust your weapons and sell your extras. The best approach to the East
Ridge Camp Outpost is from the west but the terrain west of it is torturous and
the roads meander endlessly. If you fast travel to Spine Ridge Site Outpost and
climb the long ridge behind it, you will find a glider on the peak. Take it east
toward the waypoint. You’ll have to make a sweeping left turn but it will easily
traverse the 1,000 meters, avoiding passage through the rough terrain below.

<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
East Ridge Camp Outpost (X: 443 Y: 490.7) <ER23>
     Wanted Dead no. 17 (sub-menu) ($400)
<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>

The high ground south of the outpost provides excellent recon. Watch for a foot
patrol on the heights as and you snipe the two Snipers in the roadside towers.
Five additional pirates, two Regulars and three Chargers, also patrol and two
feral dogs are penned at the back of the compound. With both Snipers eliminated,
release the dogs. There is an alarm box against the cliff face but getting down
from the heights on the dirt path or slipping down the cliff isn’t your best
option unless you have nearly eliminated or scattered the defenders. Because of
your elevated position it is easier to stay in cover and undetected, let the
dogs rampage and snipe as many of the surviving pirates as possible with the
silenced Z93 sniper rifle. A pirate will sometimes hole-up in the upper story of
the safe house. Go get him when he is all alone and lonesome.

Use the safe house and take note of the “Wanted Dead” mission on the bounty
board. A $400 bounty is being paid for a knife kill on a pirate that has taken
residence in a nearby bunker.
                                   <<<<<<>>>>>>

>>>>>>East Ridge Camp Sector Radio Tower: (X: 452 Y: 466.3) <RT14>

The East Ridge Sector Radio Tower is best reached by the winding footpath south
of the East Ridge Outpost. Watch for a dog pack near the footpath and for a
snake which is sometimes under the structure.

Go up stairwell to the platform and then take the next stairwell to another
platform.  Either walk the exterior structural beam or jump to cross the gap in
the platform. Move onto the support beam opposite the rope and jump to the rope.
Make the short jump to the walkway’s grating above and move clockwise around the
catwalk. Crouch and walk the beams to the catwalk and jump to the detached
grating above. Walk onto the platform and walk the beam to the small corner
platform. Climb the rope. Jump the gap in the grating or walk the beam to it and
continue around the tower to a rope climb. Go up the stairwell, crouch and walk
the structural beam to the platform. Stand up and jump to the ladder to reach
the top of the tower. More weapons are offered for free at the stores and a
“Supply Drop” activates.
                                    <<<<<<>>>>>>

>>>>>>East Ridge Camp Outpost Supply Drop ($225, 500XP)

Take the zipline down to the buggy. The 50 second timer is generous on this one.
The route is pretty straightforward and the off road driving is bumpy but easy-
an easy bounty.
                                    <<<<<<>>>>>>

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Collectibles near East Ridge Camp Outpost:

Letter of the Lost no. 15: Hurk’s Fourth Letter is located at map coordinates X:
497 Y: 501.3. Drive east about 550 meters out of East Ridge Camp Outpost. Follow
the road and turn down onto the beach near the waypoint. There is a large
complex of bayside bunkers where you’ll find the Letter on a corpse.

Relic no. 87: Heron 13 is located at map coordinates X: 458.7 Y: 485.2. About
165 meters Southeast of East Ridge Camp Outpost there is a Relic but that
distance is deceiving. It is on top of the mountain at a homestead which is best
located by using the dirt footpath behind the outpost. Go past the radio tower
and then bear left up the steep grade. A “Supply Drop” run will bring you to
this location as well. There are a couple of ammo caches there.

Relic no. 88: Spider 14 is located at map coordinates X: 437.5 Y: 470.8. 200
meters south of East Ridge Camp, west of the map’s goat symbol, you’ll find a
Relic. You can drive west out of the outpost and take the connecting road south
or you can just sprint cross-country, skirting the high ground to get to the
location. The Relic sits behind a red hopper at a roadside facility.

Relic no. 89: Heron 28 is located at map coordinates X: 438.6 Y: 444.2. About
470 meters south of East Ridge Camp there is a Relic on top of a steep-sided
mountain. Take a vehicle west out of the outpost and then bear south. When near
the map coordinates X: 444.8 Y: 452.7 you will have to take a footpath up the
mountain which will get you to the top. The path to the Relic is a rocky series
of vague switchbacks. The Relic sits in a shrine.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

By this time you’ll need to empty your Rucksack, so fast travel to Gaztown. This
will be the staging area for taking the outposts to the south of town.

<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
Maw Docks and Repairs Outpost (X: 215.8 Y: 376.5) <MD24>
     Wanted Dead no. 18 ($400)
<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>

This compact riverside outpost is 500 meters south of Gaztown and the glider,
usually located on the cliff south of town, can easily put you on its doorstep.
If the glider isn’t there jump from the heights and use the wingsuit or just
pick your way down the mountainside on foot.

Conduct reconnaissance from the high ground to the north of the outpost. You’ll
see three Snipers, two on the balcony and an outlier, and a mix of five Chargers
and Regulars. Note the positions of the three alarm boxes. One is on the
balcony, one near the river and one in the center of the facility. Pirate patrol
vehicles and foot patrols routinely pass by on the roadway and they will stop to
investigate a shootout even if an alarm isn’t sounded. Patrol boats also travel
the river.

Your objective is to get to one of the alarm boxes to prevent a general alarm.
Stay in cover near the shack on the knoll and drop the two Snipers on the
balcony. If you drop the rear one first the other may not even notice the demise
of his colleague. Give the place a wide berth by moving to the west. If you
encounter a foot patrol, silently put them down.

Infiltrate along the river from the west. You can go for either the alarm on the
balcony or the one on the concrete barrier near the river. You have a better
chance of going unnoticed if you go for the alarm in the rear. Just note the
attention of the defenders-most will be looking toward the roadway. Once the
alarm is disabled, use the structures and bushes as cover to hunt down the
survivors. Reinforcements may include a helicopter as well as vehicles, boats
and foot patrollers.

There is a “Wanted Dead” mission on the bounty board. You must kill two
pyromaniacs entrenched in some old World War 2 bunkers. You earn the $400 reward
for knife kills on the two pyros.

Take the Memory Card in the safe house and use the vendor if needed.
                                  <<<<<<>>>>>

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Collectibles near Maw Docks and Repairs Outpost:

Relic no. 111: Shark 19 is located at map coordinates X: 231.9 Y: 355.6. Maw
Docks and Repairs Outpost is the recommended starting point to obtain the Relic,
which is located about 260 meters southeast the outpost. Take a boat across the
water and make your way up the steep mountain, going along the grassy areas. The
Relic is inside the shack at a small settlement.

Relic no. 112: Spider 19 is located at map coordinates X: 216.5 Y: 330.9. Maw
Docks and Repairs Outpost is the recommended starting point to obtain this
Relic, which is located approximately 450 meters south of the outpost. Drive
west out of the outpost, cross the bridge and continue south going up the grade
and stopping near the waypoint. There is a cave entrance 80 meters west of the
Relics location at map coordinates X: 208.5 Y: 331.9, which is a short distance
above the beach. Enter the cave, cross the bridge and walk the ledge to get to
the Relic.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

>>>>>>Dry Palm Storage Depot Sector Radio Tower: (X: 254.9 Y: 350.4) <RT15>

There is a radio tower southeast of Maw Docks and Repairs Outpost. The roads
between the outpost and the tower are meandering but will take you right to the
tower. You can even top off your ammo at the cache in the shack near the tower.

The stairwell leading onto the tower is lying on the ground. The only way onto
it is via a zipline on the storage shed on the hill. Get onto the roof via the
ladder and ride the line onto the tower. Once there, climb the rope, take the
stairwell, crouch to clear the structural beam and go around the catwalk to a
rope climb. Go around the next catwalk to another rope climb. Jump the long gap
to another rope grab. Walk the structural beam and then the diagonal beam and
crouch to get under the cross member and onto the small section of grating. From
there you can make another rope climb. Use the beam and the gratings to reach
the platform. Take the ladder to the top. New weapons will be free in the stores
and a “Supply Drop” is activated.
                                  <<<<<<>>>>>>

>>>>>>Dry Palm Storage Supply Drop: ($250, 1,000 XP)

Take the zipline down to the ATV. The course will take you off road and if you
get off the knoll cleanly and don’t overturn the ATV on the off-road grades or
hit too many things, the 1:00 timer is ample. This is an easy money run.
                                  <<<<<<>>>>>

<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
Dry Palm Storage Depot Outpost (X: 266.2 Y: 334.3) <DP25>
     Path of the Hunter no. 18: Pistol hunt for three bears. (sub-menu)
<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>

This remote outpost is southeast of the Dry Palms Sector Radio Tower and is
within wingsuit range of the top of the tower. If you do the “Supply Drop”
mission you will end up well to the southwest of the outpost. From the
delivery’s destination a network of roads can also get you there, but the best
route is accomplished by returning to Gaztown to use the glider. This will allow
you to land north of the outpost, easily reaching the suggested recon point.
Take the glider and land near the radio tower north of the outpost.

Sprint toward the outpost on the roadway and when you just enter the restricted
area move up the ridge to the overlook at map coordinates X: 269.8 Y: Y: 338.5.
A Sniper, a Heavy, two Regulars and two Chargers man the outpost. There is room
to maneuver for sniping on the grassy ledge near a pair of palm trees. An
occasional vehicle may pass by but you’re just out of the restricted zone. Use
the crest of the mountain to mask your position and to tag the hostiles. Take
out the milling Heavy with a headshot from the silenced Z93 sniper rifle. Take
out the Sniper on the overlook and then begin dropping the rest of the crew.

Just stay hidden while sniping over the crest of the cliff to remain undetected.
Even though the surviving hostiles will discover bodies, they will just search,
making them easy prey. If you don’t have the patience or the Z93 sniper rifle,
you can slip down the steep incline and disable the alarm near the mine’s entry
on the elevated ledge behind the outpost. You can also release the caged komodo
to distract the defenders; but the best plan is to simply snipe the lot. Be
aware that a helicopter gunship or two may show if an alarm is triggered and
persists.

Restock your ammo at the second floor cache and check the safe house for loot
and adjust your inventory. A “Path of the Hunter” mission with a $400 bounty
will require you to use a pistol to kill three bears that are blocking movement
on a vital roadway.
                                 <<<<<<>>>>>

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Collectibles near Dry Palms Storage Depot Outpost:

Relic no. 109: Boar 21 is located at map coordinates X: 275.4 Y: 338.3. Dry
Palms Storage Depot Outpost is the recommended starting point to obtain this
Relic, which is located about 100 meters northeast of the outpost inside the
mine. Just go up the slope behind the facility and enter the mine tunnel (map
coordinates X: 269.7 Y: 336) and follow the tracks and then the wooden walkway.
When the walkway ends, a chasm looms. Make a sprinting grab for the dangling
rope. The Relic is on the platform with a couple of loot chests.

Relic no. 110: Heron 18 is located at map coordinates X: 251.1 Y: 324.4. Dry
Palms Storage Depot is the recommended starting point to obtain the Relic which
is located 180 meters southwest of the outpost. Near a boarded-up church, you’ll
find a Relic at a gravesite. You can drive to the item but just sprinting cross
country from the outpost will be quicker.

Relic no. 113: Boar 19 is located at map coordinates X: 295.2 Y: 325.5. The Dry
Palms Storage Depot Outpost is the recommended starting point to obtain the
Relic which is located 300 meters east of the outpost. Commandeer a vehicle and
drive east, stopping near the waypoint or the Relic symbol. Go down the dirt
footpath to the beach and at map coordinates X: 292.4 Y: 323.4, you’ll find a
mine entrance. The Relic is inside the mine.

Relic no. 114: Spider 17 is located at map coordinates X: 313.4 Y: 338.9. There
is a Relic approximately 475 meters east of Dry Palms Storage Depot, but it
isn’t on top of the mountain. Go south down to the road paralleling the beach
and head east. There is an old mine entrance at map coordinates X: 312.5 Y:
332.5. You will be far above it so use your wingsuit and parachute to make the
descent. The cave system is extensive but the Relic is only 60 meters inside the
mountain but the winding passages makes it much longer. You will end up in a
pool of water where a long dangling vine will get you onto the ledge. Jump to
the vine grab across the gap and the Relic is in a short tunnel.

Relic no. 115: Heron 19 is located at map coordinates X: 248.5 Y: 357.3 The Dry
Palms Storage Depot Outpost is the recommended starting point to obtain the
Relic. It is located about 290 meters northwest of the outpost near the radio
tower. From near the concrete support for the guy wire drop down off the cliff
to the rocks below and then to those just below. The Relic sits on a rock on the
ledge.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
Krige Valley River Fishing Outpost (X: 321.5 Y: 362.4) <KV26>
     Path of the Hunter no. 19: Flamethrower hunt for four leopards. (sub-menu)
<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>

If you just liberated the Dry Palms Storage Depot Outpost the 630 meters to the
Krige Valley River Fishing Outpost is deceiving. The terrain between the two
outposts is torturous but if you refer to your map to locate the proper roads,
you can drive there. Another option is to fast travel to Gaztown and use a
glider to get onto the heights southeast of the outpost.

The mountainside is steep but passable south of the outpost and there is a
footpath there that will get you onto the heights for recon. Scout and tag the
eight defenders. The riverside facility has two Heavies, two Chargers and four
Regulars. One Regular is on a platform across the road and two are on the
balcony of the house. Regular patrols drive past. There is also a caged komodo
dragon on the north side of the facility.

This is a tough outpost to infiltrate because of the exposed locations of the
alarm boxes. A Heavy hangs out near the komodo cage where one of the alarm boxes
is located. Stay out of the defenders sightlines by hiding the bushes on the
grassy ridge. Release the komodo with a silent round. This diversion will
scatter the enemy and allow you to begin dropping pirates with the silenced Z93
sniper rifle. The lizard will oftentimes kill one of the Heavies. Continue
sniping while keeping your distance to thin out the enemy. Depending on the
positions of the defenders you can work your way down to the roadside guard
post’s alarm station or you can give the place a wide birth and come in from the
east along the river to disable the alarm box near the komodo cage.

Check out the munitions in the second floor of the safe house before using the
vendor and looting the safe house. There is a “Path of the Hunter” mission on
the bounty board. It pays $400 for killing marauding leopards with a
flamethrower.
                                 <<<<<<>>>>>>

>>>>>>Stubborn Kid Farm Sector Radio Tower: (X: 381 Y: 430.2) <RT16>

The Stubborn Kid Farm Outpost and the adjacent radio tower are about 1,500
meters east of Gaztown and can be reached from any of the surrounding liberated
outposts but the main roadway going east from Gaztown will take you right past
them. Drive past the outpost and take the side road to the radio tower

Climb the four stairwells, go around the catwalk and make the rope climb. Turn
around and jump to a rope grab point. Walk a series of planks, crouching when
necessary, to get across the tower and to another grab point or you can just
jump the gap onto the grating. Walk the beams, crouching when necessary, to get
to a platform where you must jump up to a grating where your head will hit if
the jump isn’t right. Jump a small gap in the grating and then jump to the
ladder platform. If this is your 16th tower, all the regular weapons are now
gratis and only a “Supply Drop” is offered. Skip it for now so you can take the
outpost.
                               <<<<<<>>>>>>

<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
Stubborn Kid Farm Outpost (X: 368.9 Y: 427.3) <SK27>
     Wanted Dead no. 20 ($350)
<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>

The Stubborn Kid Farm Outpost and the adjacent radio tower is about 1,500 meters
east of Gaztown and can be reached from any of the surrounding liberated
outposts but the main roadway going east from Gaztown will take you right to it.
If you have used this route and activated the radio tower just go up the
footpath from the tower and you’ll be overlooking the outpost.

There are three Heavy Gunners and four Regulars defending the outpost. If you
spend serious time looking the place over a bear or a buffalo will oftentimes
distract or kill some of the garrison. There is a cave on the west side of the
facility at map coordinates: X: 362.9 Y: 428.7 that will take you through the
mountain and place you near the alarm box on the east side where you can then
disable it. The truly dark passage through this cave makes it easier to just
make a headshot on the Heavy Gunner that normally loiters near the alarm
station. Just slip down off the cliff and disable it. You can then slip into the
cave’s entry and use the rock face to mask your position as you continue sniping
with the Z93 sniper rifle. Retreat into the cave if necessary-they don’t suspect
your presence there-and move into the compound to mop up any survivors when you
have reduced the odds.

An alarm summoning reinforcements can be challenging in this restricting terrain
and the water buffalo don’t like your presence either. Disabling the alarm and
picking your shots from concealment is the best plan.

Raid the large ammo cache in the center of the facility and check the safe house
for loot. Loot the premises and check the bounty board which has a “Wanted Dead”
mission available. A $350 bounty will be paid for a knife kill on two Snipers
who are killing the local villagers.
                                 <<<<<<>>>>>>

>>>>>>Stubborn Kid Farm Sector Radio Tower Supply Drop ($300, 1,000 XP)

Return to the radio tower. This delivery will take you off road down steep
grades but the 1:00 timer is adequate if you don’t turn over or hit too many
obstructions.
                                <<<<<<>>>>>>

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Collectibles near Stubborn Kid Farm Outpost:

Relic no. 99: Spider 30 is located at map coordinates X: 391 Y: 427.4. The
Stubborn Kid Farm Outpost is the recommended starting point to find this Relic,
which is located 220 meters east of the outpost at an old mining camp.
Commandeer a vehicle at the outpost and drive to the mine which is alongside the
road. The Relic sits in a cart near the mine’s entrance.

Relic no. 100: Boar 15 is located at map coordinates X: 354.1 Y: 448.1. Stubborn
Kid Farms Outpost is the recommended starting point to obtain the Relic, which
is located approximately 260 meters northwest of the outpost. Set a waypoint
near the bear symbol (map coordinates X: 383 Y: 453) north of the outpost and
drive east, veer north and take the side road west to reach the coordinates. Go
past the aloe farm and up the long grade in the canyon. You’ll find a long vine
climb to get you up the cliff and another beyond to get you to a ruin. Enter the
dark cave opening and blast the door of the ruin open. The Relic sits inside on
a pedestal.

Relic no. 101: Heron 15 is located at map coordinates X: 398 Y: 452.7. Stubborn
Kid Farms Outpost is the recommended starting point to obtain this Relic, which
is located in a shack 390 meters northeast of the outpost. Commandeer a vehicle
at the outpost and drive east and then north to the little roadside settlement.
The Relic is sitting on a crate inside a shack.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
Lazy Shore Marina Outpost (X: 487.1 Y: 427.4) <LS28>
     Path of the Hunter no. 20: Flamethrower hunt for rabid dogs. (sub-menu)
<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>

Open your map and fast travel to the Echo Camp safe house in the central part of
the Island at map coordinates X: 500.7 Y: 415.4. It is just southeast of the
Lazy Shore Marina Outpost. Make your way to the outpost and scout it from across
the river.

There are seven defenders at the outpost and three of them are Heavy Flamers.
The enemy’s concentration and the locations of the alarm stations make them
difficult to disable without your being detected. Go across the bridge and set
up on the ridge to the north of the camp. Stay concealed in the isolated bush
near the lone tree and pick off any isolated targets to narrow the odds. Just
remain concealed and when a Heavy gets near a red barrel, shoot it to take him
out. If you’re patient and hit your targets you can remain undetected. If they
begin to migrate toward your position, however, a vehicle will sometimes drive
onto the knoll to investigate. Once the defenders numbers are thinned out, you
can more easily get to an alarm box and mop up the survivors at closer quarters.

Any persistent alarm given will draw both patrol vehicles and a river gunboat to
investigate. Enter the safe house and grab the Memory Card, adjust your
inventory and loot the facility. Check the bounty board for a “Path of the
Hunter” mission. It pays $350 to kill a pack of eight rabid dogs with a
flamethrower.
                               <<<<<>>>>>>

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Collectibles near Lazy Shore Marina Outpost:

Relic no. 85: Spider 25 is located at map coordinates X: 455.3 Y: 425.3. The
Lazy Shore Marina Outpost is the recommended starting point to obtain the Relic,
which is located 320 meters west of the outpost. To get there, cross the river
at Lazy Shores Marina and take the road south of the river west toward the
cenote at map coordinates X: 454.2 Y: 419.3. It is on the high ground and is
about 60 meters south of the Relic. Jump into the cenote and swim and then move
through the cave to the Relic. Use the wingsuit to exit the elevated cave.

Letter of the Lost no. 18: Hayato’s Fourth Letter is located at map coordinates
X: 471.5 Y: 418.1. This is about 320 meters southwest of Lazy Shore Marina and
is the same location where Spider 25, Relic no. 85, is located. To get there,
cross the river and take the road west toward the cenote on the high ground at
map coordinates X: 454.2 Y: 419.3. Jump into the water and the Letter is on the
corpse on the rock ledge. A long vine will get you out.

Relic no. 86: Shark 29 is located at map coordinates X: 420.8 Y: 418.3. 670
meters west of Lazy Shore Marina the rivers converge. Pilot a boat west from the
marina, going over the ramps to the waterfall. The Relic is in the deep pool
beneath the falls. You can use the ramp to go over, get out of the boat and dive
in or you can just make your way down the hillside to the base of the falls.

Relic no. 90: Boar 13 is located at map coordinates X: 462.8 Y: 448. The Relic
is at a remote ruin site in a canyon about 300 meters northwest of Lazy Shore
Marina. Drive west from the outpost and stop at map coordinates X: 455.4 Y: 447.
Go up the incline to the Relic’s waypoint. It sits inside the ruin on a stone
altar.
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<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
Deepthroat: (Starts) (CH032)

Equipment recommended: The AMR or Z93 sniper rifle.
                       A LMG, assault rifle or shotgun.
                       The GL-94 grenade launcher and/or the RPG rocket
			     launcher.
                       A suit of body armor.
Note: For this mission you won’t require sound suppressors so carry your most
	potent weapons.
<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>

Start up the roadway toward the waypoint from Echo Camp or Lazy Shore Marina
Outpost. When the waypoint moves to the left of the road go down the grade on
the rough riverside path. Farther along it will move up grade and transition
into a mine cart track. This isn’t a restricted area so the hostiles take no
notice of you. Don’t mess with them either-yet.

Climb the ladder on the wooden tower when the trackway ends. Tag the two pirates
across the gorge and on the tracks below. Take the zipline across the gorge to
the wooden platform. Use the ladder near the milling pirates and take the
zipline across the gorge again.

Continue along the track and then take the stairwells beyond. Do a Takedown on
the lone sentry atop the overlook. If this guy is going down the stairwell, just
bypass him instead. Grab the body armor from the table if you need it and then
look toward the waypoint-a bridge where a meeting is taking place.

When prompted, equip your camera and take a picture of the meeting taking place
on the bridge. Taking the picture will change the task to preventing the truck
from leaving with the conspirators-wait until it the task changes or there will
be no roll on the captain’s corpse. Jason will speak briefly when it’s time to
begin and a 50 second timer will start. You then must get across the gorge, kill
the intervening pirates and destroy the truck before the conspirators can
escape.

Take the zipline across and sprint through the passage. Do a quick “Chained
Takedown” on the two sentries and sprint ahead and do a quick Takedown on the
lone sentry or if he is on the move gun him down. If you’re not carrying your
own RPG, backtrack past the shack where you’ll find an RPG at the waypoint. Use
it to target one of the trucks. A successful hit will abort the timer and the
conspirator with the roll will be lying dead on the bridge.

Move forward into cover behind the shack and hit the other truck as well.
Quickly locate and put down the RPG operator on the opposite side of the gorge
with your RPG. If anyone shows anywhere across the gorge hit them with the RPG.
This pause will also allow the flames to subside where you hit the RPG operator.
You aren’t time constrained so take your time. Regain the weapon you dropped to
acquire the RPG. Take the zipline west of the shack to get across the gorge when
you aren’t traveling into flames.

Start east on the wooden walkway and you’ll be met by about half a dozen pirates
coming from the grotto in the cliff. A quick player can get a grenade into the
entrance and kill most of them before they can offer much resistance. Clear them
out and raid the grotto. Continue up the ramp and clear the three or four
pirates as you continue up the grade. These pirates will eventually come to you
if you wait on the ramp going up near the grotto.

Continue up the inclined walkways, which will switch back to going east. Don’t
linger on the last ramp. A pair of RPG operators will target you from across the
gorge with deadly effect if you do. Either quickly sniper them or hit them with
your RPG if you kept it. You can also just be quick and get onto the platform
with a rope grab and quickly use the zipline to again cross the gorge. The RPG
operators will be waiting if you didn’t take them out but will have to employ
small arms since you’ll be at close quarters.

Another wave of six pirates will scramble out of the tunnel to challenge your
incursion. Get behind the shack to deal with them, grab the body armor from the
dark mine tunnel and then continue up the tracks toward the bridge.

Four pirates will emerge from a grotto at the far end of the wooden ramp. Waste
the small group of hostiles with a barrage of grenades from your launcher. Wait
for the flames to subside, advance and grab the loot from the grotto. Take the
zipline near the grotto’s entrance across the gorge one last time.

Move up the incline and use the concrete barrier at the crest as cover to
address the half dozen pirates surging into and around the shack. Toss a grenade
or two into the shack, hit the red barrel and let the pirates come to you as you
remain in cover behind the barrier.

Get onto the bridge and loot the “yellows” corpse to finally acquire the list. A
patrol vehicle arrives, but the waypoint on the bridge is a gap in the railing
where you can jump. Deploy the wingsuit and then the parachute to put distance
between yourself and the pirates. This mission isn’t complete until you get to
the getaway vehicle.
                                   <<<<<<>>>>>>

<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
Chapter 33: All In <CH033>
                 Harmanese Gas and Repair
                     Father’s Burden
                 Bridge Control Outpost/Radio Tower/Supply Drop
                     Home Delivered
                 Break Point Docks
                 Longshore View Outpost/Radio Tower/Supply Drop
                     Dirty Work
<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>

Return to Thurston Town via the fast travel station to visit the store and to
use it as a staging area to take the northeastern outpost at Harmanese Gas and
Repair.

<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
Harmanese Gas and Repair Outpost (X: 606.3 Y: 489.2) <HG29>
     Wanted Dead no. 20 ($375)
     Father’s Burden ($500) (Optional Mission)
<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>

The outpost is about 350 meters southeast of Thurston Town. Just sprint cross
country and make your way atop the crag overlooking the outpost to do recon. The
outpost lies on the shoreline and is garrisoned by a Sniper on the bay side, by
two Heavies and four Regulars. Remain in cover atop the crag and use the
silenced Z93 sniper rifle to kill the Sniper. When you have a shot, continue
dropping the isolated targets. Even if a body is found, you will remain
undetected if you remain atop the crag in concealment.

You can either snipe the lot; or, when most of the garrison is downed, drop down
from the heights, watching for a two-man foot patrol or a vehicle that routinely
passes the facility. Move in along the river or flank wide of the facility to
remain undetected. Disable the alarm and use the available cover to stalk your
prey, clearing the post

Before purchasing any ammo, reload your weapons and raid the ammo cache in the
second story of the safe house. The bounty board has a “Wanted Dead” mission
paying $375 to kill a privateer entrenched in some old Japanese World War 2
bunkers. An optional mission, “Father’s Burden,” is also offered.
                                     <<<<<<>>>>>

>>>>>>Father’s Burden: <OP13>

Fast travel to Thurston Town and go to the shanty with the blue exclamation
point. The man needs you to retrieve three items stolen by the pirates. The
first is a necklace. At the waypoint a man says you must beat the pirates at
poker and then he will give you the necklace. Go into the “Crazy Cock Bar.”

Buy in and you must bust the other three players-I hope you know what beats
what. Return to the requestor for the necklace.

You must now retrieve the stolen watch from the drunken pirate. Sneak up on him
and do a Takedown. His buddies will open fire on you if you are seen. Kill them
as well. Loot the body and head for the third waypoint. Four pirates and a guard
dog are loitering near a vehicle. Toss a grenade among them and mop up. Loot the
bodies to find the rosewood knife.

Return to the requestor for the $500 reward.
                                        <<<<<<>>>>>

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Collectibles near Harmanse Gas and Repair Outpost:

Relic no. 77: Heron 12 is located at map coordinates X: 598.1 Y: 490.5. The
outpost at Harmanese Gas and Repair is the recommended starting point to obtain
this Relic, which is located on the crag 85 meters east of Harmanese Gas and
Repair. It is found on a shrine atop the crag. This was the suggested sniping
platform for liberating the Outpost.

Letter of the Lost no. 14: Hyato’s Third Letter is located at map coordinates X:
602.6 Y: 457.7. Commandeer a vehicle at Harmanese Gas and Repair Outpost and
drive south across the river to find the Letter about 315 meters south of the
outpost. An old World War 2 fortification sits on the high ground overlooking
the bay and inside you’ll find a letter on a soldier’s corpse.

Relic no. 78: Heron 25 is located at map coordinates X: 610 Y: 427.5. Either
Harmanse Gas and Repair Outpost or Letter no. 14 is the recommended starting
point to obtain this Relic. It is located south of Turtle Hill on a tiny
elevated islet just offshore. You can take the footpath from the bunker where
you found Letter no. 14 to the beach and then sprint to the islet. A long vine
on the northwest side of the islet will get you atop it and to the Relic sitting
on a shrine.

Relic no. 79: Spider 13 is located at map coordinates X: 573.7 Y: 454.6. The
outpost at Harmanse Gas and Repair is the recommended starting point to obtain
this Relic which is near the radio tower west of Turtle Hill. Once near the
tower, you’ll have to drop off the knoll north of the tower to locate a cave
entry at map coordinates X: 575.5 Y: 450. You’ll have to climb three ledges
using vines to get to the shrine to obtain the Relic.

Relic no. 80: Shark 13 is located at map coordinates X: 583.9 Y: 439.7. This
Relic can be found by either driving to the radio tower south of Thurston Town
or while doing the mission, “Dopplegander.” Take the footpath south of the radio
tower up the grade and then make your way to the waypoint on the peak. The Relic
is lying outside of the shack behind a crate.
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<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
Bridge Control Outpost (X: 442.8 Y: 384.3) <BC30>
     Path of the Hunter no. 21: Machete hunt for an Albino Crocodile.
     Path of the Hunter no. 22: Machete hunt for two bears.
     Home Delivered ($500) (Optional Mission)
<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>

Open your map and fast travel to Echo Camp at map coordinates X: 500.7 Y: 415.3.
This will put you about 650 meters northeast of the Bridge Control Outpost. Grab
a vehicle and drive south from the safe house, veering westward and going across
the bridge at the outpost. Park at least 100 meters beyond the facility to
commence operations.

This riverside outpost is adjacent to the bridge and has seven defenders. Scout
the facility from the hill to its south, staying out of the restricted zone. Be
aware of possible leopard activity as you tag the seven defenders. Three of them
are Snipers wielding RPGs. One mans the guard shack near the bridge and another
mans the roadside shack. A third Sniper is on a patrol route that takes him
behind the safe house where the alarm box is located.

The heights afford good cover for sniping but in this case entering the outpost
to disable the alarm is a better option. Circle well to the east side of the
outpost, and cross the roadway. Do so when the recurrent vehicle patrol has
passed. Approach the outpost by moving near the river where you can then get
into the greenery near the fence and remain undetected. A sentry normally
loiters near the opening in the fence. Lure him outside the compound with a
couple of rocks and make a stealthy kill when the others can’t see him drop.
Monitor the rear of the safe house and when the patrolling Sniper is out of the
area, move inside the fence and disable the alarm.

You now have the back area where you can ambush the Sniper on his route. Do so
and then start picking off the remaining defenders. You can go up into the
second story of the safe house to snipe. Try to keep them guessing so the patrol
vehicle doesn’t stop to investigate.

Raid the safe house for the Memory Card and loot the premises. There are two
“Path of the Hunter” missions at the bounty board. One pays $450 for a kill of
an Albino Crocodile and you must do so with a machete. Another “Path of the
Hunter” will pay $500 for an unblemished bear skin. You must kill it with a
machete. An optional mission, “Home Delivered,” is also offered.
                               <<<<<<>>>>>>

>>>>>>Home Delivered: <OP14>

There is a small islet in the river just west of Bridge Control Outpost. Go
behind the poker establishment and talk to the man standing there. Three of his
friends have disappeared in a water pool that the locals believe has mystical
powers. He wants you to check it out. Go back across the river and head for the
waypoint to the north.

Go down to the river where you’ll find a cave entrance. Swim into the cave and
then go underwater and surface at the light. There are bodies scattered about
and there is an altar in a side grotto. With nowhere else to go swim back out
and be prepared for a crocodile attack. Follow the prompt to complete the kill.
Return to the requestor for the $500 reward.
                                      <<<<<<>>>>>

>>>>>>Bridge Control Sector Radio Tower: (X: 454.2 Y: 361.5) <RT17>

The radio tower is on a lofty promontory 250 meters southeast of the Bridge
Control Outpost.

Go up the stairwells and make the three simple rope climbs from the platforms.
Crouch and walk the structural beam or just jump the gap in the grating. Go up
the angled planks and jump onto the platform. Jump the gap or crouch and walk
the structural beam and go up the planks and get onto the platform. Walk the
beam to the plating, crouch and walk the plank to the grating with the loot
chest. Turn and carefully walk the plank and jump to the rope or inch ahead
until you get the interactive allowing you to climb the rope. Crouch and a
series of planks will take you across the tower to a corner grating where you’ll
find a rope climb. Take the ladder to the top to deactivate the scrambler. A new
“Supply Drop” is available.
                             <<<<<<>>>>>>

>>>>>>Bridge Control Sector Radio Tower Supply Drop ($175, 250 XP)

The old car bounces around a bit-more than a bit-especially when you are off
road but the 45 second timer is adequate.
                               <<<<<<>>>>>>

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Collectibles near the Bridge Control Outpost:

Relic no. 107: Spider 15 is located at map coordinates X: 414 Y: 397.4. The
Bridge Control Outpost is the recommended starting point to obtain this Relic,
which is located about 325 meters northwest of the outpost. Commandeer a vehicle
at the outpost and drive northwest near the waypoint. To get the Relic, you’ll
have to enter a cave at river level 65 meters to the northwest at map
coordinates X: 418.2 Y: 402.4. Swim as far as the ceiling allows and dive and
swim underwater for another 15 meters before you surface and find the Relic on
the cave’s floor.

Letter of the Lost no. 19: Masawiro’s Letter is located at map coordinates X:
528.6 Y: 399.9. Echo Camp, in the east central part of the Island, is the closet
fast travel station to the site. Commandeer a vehicle and drive east on the
roadway until you are near the waypoint. Park and sprint south to find the
soldier’s remains and the Letter near a gun emplacement.
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<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
Break Point Docks Outpost (X: 477.2 Y: 342.9) <BP31>
     Wanted Dead no. 21 ($500)
     Wanted Dead no. 22 ($500)
     Path of the Hunter no. 23: Bow hunt for komodo dragons.
<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>

This compact bayside facility is at the extreme southeast part of South Island.
Scout the outpost from the high ground to the north. Two Heavies, two Chargers
and three Regulars man the place. Stay in cover and then release the tiger when
one of the Heavies is near it to reduce the odds. As it rampages, snipe the
outliers. No alarm will sound if your sniping is discrete so remain on the
heights, concealed in the bushes. The tiger and some stealthy sniping will
normally clear the facility.

Stock up on ammo at the cache near the safe house’s entrance. Loot the premises
and check the safe house. The bounty board offers three missions. A “Path of the
Hunter” mission will pay $450 if you kill the komodo dragons that have killed an
archer’s cat. You must also use a bow to earn the reward. A “Wanted Dead”
mission requires you to kill two privateers who have taken over a barn. It pays
$500. A second “Wanted Dead” mission requires you to kill a pyromaniac who is
hunkered down in a shack. It will pay $500.
                                  <<<<<>>>>>>

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Collectibles near Break Point Dock Outpost:

Relic no. 102: Boar 24 is located at map coordinates X: 466.7 Y: 352.5. The
Break Point Docks Outpost is the recommended starting point to acquire this
Relic which is located only 140 meters northwest of the outpost. Sprint from the
outpost to the location and you’ll find an extensive ruin site in the side of
the mountain. Place a C4 charge on the stone doorway to blast it open. The Relic
is on a stone pedestal inside.

Relic no. 103: Shark 14 is located at map coordinates X: 478.4 Y: 356.7. There
appears to be a Relic atop the mountain due north of the Break Point Docks but a
ground level cave entrance can be found at map coordinates X: 478.2 Y: 361.4.
You can drive around the mountain from the outpost or just go cross country and
make your way off the heights instead. Be sure to have at least the makings of
one “Deep Dive.” There are “blue” leaves in the flooded cave but they aren’t
that easy to get as is the Relic, which lays on the floor in the darkness. It’s
about a forty meter underwater swim to the Relic and then back out.

Relic no. 104: Shark 15 is located at map coordinates X: 493.4 Y: 360.6. About
230 meters northeast of the Break Points Dock safe house, the map indicates
there is a Relic. Grab a vehicle at the outpost and drive east, stopping near
coordinates X: 496.7 Y: 353.2. These are the coordinates for a cave which is
about 80 meters from the Relic. You’ll have to go down to the water to find the
cave. Swim into it and you’ll come to a wooden structure in the rear. You will
then have to dive and swim to the dim blue light. You can surface after about 25
meters and swim to a pile of crates where you’ll find the Relic.

Relic no. 105: Heron 2 is located at map coordinates X: 443.2 Y: 344.7. Break
Point Docks Outpost is the recommended starting point to obtain this Relic,
which is located about 340 meters west of the outpost on the slopes of the
mountain. Rather than try to drive the interconnecting maze of roadways, just go
on foot clockwise around the mountain which is passable to the shack on its
slope. The Relic is inside.

Relic no 106: Spider 20 is located at map coordinates X: 421.5 Y: 350.4. 560
meters to the northwest of Break Point Docks there is a Relic. To retrieve this
item, commandeer a vehicle and drive west out of the outpost and cross the
bridge. Continue east until you reach a side road going north toward the
waypoint. Stop near the shacks and make your way down the slope and watch for a
leopard in the vicinity. A wooden walkway leads into a grotto where you’ll find
the Relic.

Relic no. 108: Heron 14 is located at map coordinates X: 578 Y: 346.4. There is
an island about 500 meters off the east coast of the South Island. There is a
Relic atop the rocky crag on that island. Commandeer a boat at Break Point Docks
Outpost in the southeast side of the island and pilot it to the island and make
your way up the grassy slope to get it.
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>>>>>>Longshore View Sector Radio Tower: (X: 363.9 Y: 346.4) <RT18>

The Longshore View Radio Tower is located in the south central part of the South
Island northwest of the Longshore View Outpost. Take the three stairwells to the
walkway. Move around the structure on the catwalk and walk the support beam to
the grating with the rope. Jump onto the angled grating and climb the dangling
rope to get onto the platform. Another rope climb will get you onto a platform
where you can climb another rope from the warped piece of grating. Walk the
planks across the tower to a grating and then jump to another angled grating.
Walk the plank from grating to grating and carefully drop down onto a small
section of grating. Climb the vine to the platform, crouch and walk the jutting
plank over the edge of the tower, do a 180 on the plank and climb the rope to
get to the platform with the ladder. Take the ladder to the top to deactivate
the scrambler. Another “Supply Drop” is activated. Take the zipline down.
                                   <<<<<<>>>>>>

>>>>>>Longshore View Sector Radio Tower Supply Drop ($250, 1,000 XP)

This is easy money. The route involves not running into the radio towers fence
and making three ramp jumps. The 1:05 timer is ample. You’ll find yourself near
the Krige Valley River Fishing Outpost if you make a successful delivery.
                                   <<<<<<>>>>>>

<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
Longshore View Outpost (X: 378.9 Y: 338.9) <LV32>
     Wanted Dead (23)
     Dirty Work ($500) Optional Mission
<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>

The outpost can be reached by road from either of the nearby outposts. Scout the
outpost from the heights to its west. There are seven defenders including two
Heavy Flamers and a pair of Snipers. Stay in the bushes on the heights and snipe
the Sniper on the balcony and then use the red barrel the Heavy stands near to
eliminate him. Kill the Sniper and his sidekick at the guard shack on the
northeast side. Stay concealed and let the defenders settle down. Oftentimes one
or more will stand by a red barrel and be an easy kill. You can continue to
snipe or infiltrate, disabling the alarm box near the sniper’s station on the
east outskirts.

Loot the premises and enter the safe house for the Memory Card. Use the vendor.

In addition to a “Wanted Dead” mission paying $450 to kill two Snipers holding a
village hostage, the optional mission, “Dirty Work,” is also offered.
                                  <<<<<<>>>>>>
>>>>>>Dirty Work: <OP15>

The mission site is far to the east of Longshore View Outpost. Commandeer a
vehicle and drive east and stop at the roadside shack. The badly wounded man
inside the shack lies among his dead family members. Three men bullied and
murdered his family and he wants revenge.

You’ll find the first killer and his three buddies, one of whom is a Heavy, to
the northwest. You can’t charge in because the area is restricted. The mark is
firing his gun into the air and his cronies are milling about. It isn’t even
necessary to kill his entourage. You can just stand off and snipe him. If
killing everyone is your choice, a Rakyat patrol vehicle may respond to the
action and actually give you a hand.

The second waypoint will appear to the north near the river’s confluence. The
target will be in a boat with a Sniper wielding an RPG and three Regulars will
loiter near the river. This is a restricted area so either snipe the target or
kill them all.

The third target is on a small island to the north. Swim across the river and
put a rifle bullet in his head. Once again, killing his followers is optional.
There is a bit of loot to be had on the island.

Return to the requestor who will give you $500 for a mission you would likely
have done gratis.
                                      <<<<<<>>>>>>

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Collectibles near Longshore View Outpost:

Letter of the Lost no. 20: Hurk’s Second Letter is located at map coordinates X:
374.6 Y: 315.5. About 125 meters south of Longshore View Outpost on a cliff
overlooking the bay there is an old World War 2 fortification. Take the road
going south along the cliff to the elevated fortification. There seems to be no
way in but if you go west 25 meters at the same elevation you will find a remote
entrance.

Relic no. 116: Shark 20 is located at map coordinates X: 382.8 Y: 345.7. 175
meters due north of Longshore View Outpost, just below the deer symbol, there is
a building where a Relic sets on an old television set. The recommended route to
the Relic is sprinting north from the longshore View outpost.

Relic no. 117: Spider 29 is located at map coordinates X: 336.7 Y: 318.2. This
Relic is located about 435 meters west of Longshore View safe house, below the
cassowary symbol. Commandeer a vehicle at the outpost and drive west to the
large structure. Use the cartons and mobile generator to get to the rope grab
behind it. Enter via the window and the Relic is on the floor of the place.

Relic no. 118: Boar 16 is located at map coordinates X: 359.1 Y: 336.1. A little
over 210 meters northwest of Longshore View Outpost, near the radio tower, there
is a Relic in a cave near the small pond. Just sprint cross country from the
outpost to the location. You’ll have to jump across some boulders to get to a
couple of vine climbs. The Relic is in the shallow grotto near some ruins.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>All In: (Starts) (CH033)

Equipment recommended: No weapons required for this mission.
<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>

Make your way to the waypoint-Hoyt’s stronghold called The Compound. You can, of
course, drive from any nearby outpost in your possession; but, if you fast
travel to Gaztown, you can take the glider and fly right to the entry gate on
the north side of the walled compound. Meet Sam at the gate.

This is your chance to deeply ingratiate yourself with Hoyt and get into his
inner circle. He is impressed with the photos you took of the conspirators. Hoyt
controls his employees through fear and his slave marketeering is about to go
global. If someone won’t negotiate-well he has a ship full of captives and he
blows it up to make his point.

He wants Jason, whom he thinks is someone named Foster-or does he-to prove
himself by interrogating a prisoner whom he is holding for ransom. He will be
watching and if you don’t make good, your cover will be blown and your life
forfeit.

As you make your way down into a cellar you’ll see your party’s movies on a
television monitor and in the cell-you find Riley! The cutscene is designed to
fool Hoyt and to make Riley realize that he mustn’t appear to recognize you. You
must provide a good show for the sadistic Hoyt by giving Riley a beating and
worse. A brief 38 second pause in the recording allows you to explain yourself,
but it isn’t enough time to attempt an escape. Follow the prompts to make Hoyt
believe you’re earnest. Hoyt is complimentary of your brutality and he invites
you and Sam to a poker game.

Sam has a plan. He wants to team-up to first destroy Hoyt’s communications
network and then destroy his fuel depots. You will be meeting him north of
Gaztown for the raid but feel free to ransack The Compound before departing.
                                   <<<<<<>>>>>>

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Collectibles near The Compound:

Relic no. 119: Shark 17 is located at map coordinates X: 392 Y: 380.6. About 200
meters due east of The Compound located at map map coordinates X: 364.5 Y:
377.5, near the bridge, there is a Relic on the river’s bottom near a submerged
car. The compound can be reached from any of the surrounding outposts or you can
pilot the glider from Gaztown to the bridge, getting a panoramic view of much of
the island.

Relic no. 120: Heron 20 is located at map coordinates X: 362.5 Y: 364.3. This
Relic is located at a partially fenced settlement about 100 meters south of The
Compound. It sits next to a metal cage near a building. It can be reached from
any of the surrounding settlements or by glider from Gaztown.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
Chapter 34: Paint it Black <CH034>
                 Lonely Shore Way Outpost
<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>

The mission site is on the northwest side of the Island and there is an outpost
there called Lonely Shore Way. Charlie Camp’s safe house is close to both the
mission and the outpost.

<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
Lonely Shore Way Outpost (X: 258.4 Y: 522.8) <LS33>
     Wanted Dead no. 24 ($350) (sub-menu)
<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>

This remote outpost is backed by steep cliffs. Do your recon from the rocky crag
overlooking the place. Tag the outpost’s seven defenders. Two of them are
Snipers on elevated perches; one is near the cliff and one is in the large
building near the roadway. There is also a Heavy patrolling the perimeter and
four Regulars. Some are them can be tough to pinpoint without using an “Enhanced
Perception.” There is also a caged tiger. A patrol vehicle also passes by the
facility at regular intervals and they will stop if there is a commotion.

Wait for the patrolling Heavy to approach the tiger’s cage and then release it.
It may kill the heavy and should flush some of the garrison from the cover of
the buildings. Take out the Sniper on the roof near the cliff during the
distraction and then start dropping pirates. Be aware that the patrol truck may
stop whether or not there is an alarm sounded. The crag is a good sniping
platform, but the precipitous drop makes getting to an alarm box difficult
unless you eliminate most of the defenders first. If any of the pirates go to
ground, you’ll have to circle around toward the roadway to get into the compound
unless you want to risk using the wingsuit. Loot is meager but there is an
assortment of munitions in one of the buildings and an ammo cache in the big
structure.

The bounty board has a “Wanted Dead” mission that pays $350 for killing a Sniper
and his crew that have confiscated a small islet.
<<<<<<>>>>>>
<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>Paint it Black (Starts) (CH034)

Equipment recommended: The Z93 and AMR sniper rifles
                       A LMG like the MKG
                       The GL-94 grenade launcher or RPG rocket launcher
                       Full supply of mines and C4
<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>

You’ll need the silenced Z93 sniper rifle, and a heavy-hitter like the MKG on
this sortie. Camp Charlie is in the far northwest corner of the Island just
northeast of the objective. Open your map and fast travel there, commandeer a
vehicle and drive south to the hillside opposite the large fortified complex.

Use the high ground near the roadway to scout the large compound. There are two
old concrete fortifications covered by bushes that are perfect spots to commence
operations. A bunker will show as a white square on your map but another
circular structure north of it is a good place to scout and it affords a less
obstructed shot at the elevated Sniper.

Listen for a prowling leopard as you tag the eleven defenders. Have an “Animal
Repellent” slotted in case it comes your way, although it is just as likely to
attack the compound. Stay concealed in the bushes atop the northern
fortification and look for the laser sight of the elevated Sniper. Use the Z93
sniper rifle to locate him and then put him down. There is another Sniper and
seven Regulars scattered about the large complex. Two Heavy Gunners guard the
entrance to the main bunker at the rear of the compound.

Once the elevated Sniper is downed, remain hidden in the bushes, moving between
the fortifications, as you systematically drop the defenders, starting with
isolated ones so your activities aren’t quickly noted. If you don’t miss and
remain concealed, you can easily clear all but the two Heavies.

The Heavies are difficult to score headshots on from that distance but if you
have the AMR you can eliminate them once the other nine are accounted for. If
you’re detected an alarm will be given and the defenders will come to you.
Either retreat north into the bushes or get inside the bunker and defend the
door. When you’re ready to advance, move down the hillside and enter the maze-
like tunnel on the southwest side of the bunker if there are still defenders in
the complex. The tunnel’s entry is located at map coordinates X: 220.3 Y: 492.1.

While any surviving pirates search, you can use the passage to access the alarm
box on the south side of the complex; and, if necessary, as a chokepoint to
clear any aggressors. Note that there is a large ammo cache not far from the
alarm station.

If you must still deal with the Heavy Flamers, who won’t easily abandon their
posts near the communication center’s entryway, use the bushes and buildings to
maneuver for headshots on the Heavies or split them up by tossing stones to get
in close for Takedowns. This garrison doesn’t re-spawn so just systematically
wipe them out and then loot the place before continuing into the bunker.

Plant the C4 on the bunker’s door and get back to detonate it so you don’t have
to repeat what you just accomplished. The chambers ahead are populated with
about fifteen pirates including three Heavy Flamers. Using “Enhanced Perception”
syringes during your time in the bunker can be extremely useful. A “Fireproof”
syringe can also help your cause.

After you enter, rubble will block the entry and six pirates and a Heavy Flamer
will surge into the dark chamber. Grab the C4 near the crates and use the crates
for cover. Toss a grenade or two among your attackers. Use the C4, the rapid-
firing SPAS-12 shotgun or the AMR to down the Heavy Flamer that advances from
the left before he saturates the room with fire.

Advance straight ahead, take the body armor and be ready for two or three
pirates that will advance from deeper in the structure. Don’t leave anyone alive
behind you as you advance.

After exiting the room with the computer terminals another group of seven,
including a Heavy Flamer, will defend the corridor. Toss a grenade among them
and then put down the Heavy Flamer before he advances and sets the corridor
ablaze.

Make your way forward through the chambers; and, at the exit, another Heavy
Flamer will kick down a couple of flammable barrels at the blind turn. “Enhanced
Perception” can be extremely useful here. Greet him when he appears in the
doorway with a pack of C4 and be sure to be out of the blast radius. A lone
pirate lurks near the top of the stairwell beyond.

You’ll hear the barking of a guard dog as you climb the ladder toward daylight.
There are three hostiles outside the bunker. Two are near the front and another
in a lookout in the rear area. Try to snipe them from the openings in the
fortification and be ready to slash that dog.

Once the area is secured you have time to loot if you don’t plant the C4 charge.
Be sure to take the body armor in the bunker. If you have mines, planting them
near the exits of the bunker will greatly aid your cause.

The route to the dish is via a ramp. Place a mine near it to address anyone
trying to defuse the charge. Set the charge and quickly get atop the bunker. You
can’t allow any of the hostiles to get to the explosives you have planted. They
will come from the bunker and your mines will get the initial wave. Use your LMG
or shotgun on anyone trying to get on top the bunker with you and hit the
emerging pirates with the grenade launcher and gunfire. If the skirmish is
protracted a Heavy may emerge, so be prepared.

When Sam arrives in the chopper get to it quickly-the hostiles will just keep
coming and they will kill Sam if you don’t get to the chopper soon after it
arrives. As you rise into the air the detonator will appear in your hand. Follow
the prompt to blow the dish and when you jump from the chopper open the wingsuit
and glide to earth to end the mission.
                                <<<<<<>>>>>>

<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
Chapter 35: Black Gold <CH035>
Equipment recommended: The silenced Z93 sniper rifle
                       A LMG like the MKG or the SPAS-12 shotgun.
                       The GL-94 grenade launcher or RPG rocket launcher
                       The AMR sniper rifle
<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>

As the mission starts Dennis calls. He isn’t sympathetic to Jason’s insistence
on rescuing his brother. He just wants to know about Hoyt and says the Rakyat
are now your family and you should cut your ties to the past.

It is again time to meet Sam. If need be fast travel to one of the towns or an
outpost you have liberated to offload extras and gear-up for the destruction of
Hoyt’s fuel depots. Purchasing a suit of body armor is highly advised at this
point of the game. Carrying an LMG, like the MKG, the Z93 sniper rifle, the AMR
and a GL-94 grenade launcher is highly advised.

Fast travel to Delta Camp and sprint cross country to see Sam. After Sam offers
a bit of his family history, you take the wheel while Sam mans the .50 cal. Time
for another blitzkrieg-or not.

The fuel depot is to the west and for now it is only one waypoint. When you
reach the waypoint, it will spawn four others, marking the areas targeted for
destruction. This can become quite confusing in the heat of battle, so once they
appear, pause and place a manual waypoint at the desired target.

Drive a short distance toward the depot but stop before cresting the hill. Note
the position of the vehicle so you can locate it. Get onto the ridge on the left
side of the road. Do reconnaissance on the complex, tagging the seven scattered
defenders. There are a lot of explosive red barrels and a volatile tank truck in
the complex.

Shoulder the Z93 sniper rifle and hit the red barrel near the group on the left
and then the red barrel near the tanker truck to engulf any nearby pirates in
the fireball. Target the pirates near the gate-hitting the red barrel near them
oftentimes does the trick-and then mop up the survivors. Move into the complex,
going near the waypoint at the entrance to spawn four more waypoints,
designating the four targets within the complex. Know that disabling the alarms
seems totally useless during this mission, so don’t waste energy trying.

The southeast waypoint is quite near. Bring the vehicle with Sam manning the
turret into the complex. Back in and park near the orange cargo container. From
there Sam’s 50 will command the zone near the target. You must go behind the
structure to set the first charge and positioning Sam there will enable him to
cover you when you enter and exit.

As you approach the entry to the left of the blue barrels, an alarm will sound.
Be prepared for a surge of pirates coming from behind the structure. Among them
will be a Heavy Flamer. Toss a grenade among them and retreat near Sam, using
the vehicle as cover. Sam will address the surge of pirates summoned by the
alarm with the 50. Take down the Heavy Flamer when he emerges.

Once the area is secured, go behind the building, grab the body armor and set
the charge. A 20 second timer will start and another alarm will activate. Get
out from behind the building and join Sam to suppress the wave of pirates
responding to the alarm. There may be a patrol truck among them.

There are three more waypoints; so, to avoid confusion, manually mark the
northeast depot. Things can now become a bit chaotic since Hoyt’s guys don’t
appreciate your activities.

Remember where you’re leaving Sam with the truck and move on foot toward the
next objective. A pair of pirates, one a Sniper toting an RPG, will defend the
entry to the depot-the rover may even be out of the area. Put them down from
range with the silenced Z93 sniper rifle. Don’t approach the facility on foot.
Fetch Sam and the 50 caliber, and park on the incline near the objective.
Approaching the objective will trigger the alarm and a wave of pirates will come
from the east. Take shelter behind the metal fence and help Sam battle the
pirates.

Once the area is secured, you must go behind the structure to set the second
charge. Stay near the blind corner to put down the Heavy Flamer when he appears.
Go behind and check out the ladders on the right before you set the charge. The
timer will start and the alarm sounds.

Climb one of the ladders. There is an RPG lying near the sand bags that you can
use against the incoming vehicle and the influx of foot soldiers. During the
brief encounter an RPG Sniper will appear near the building beyond the piles of
barrels. Stay behind the sand bags to secure the area.

The next depot is just over the rise to the west. Move a short distance up the
incline and park before reaching the white sign so the hostiles beyond don’t
sense your presence. If the prior mayhem didn’t lure them into the action, three
pirates walk patrol near the entry to the depot and one has an RPG. Sneak ahead
into the grassy area on the left and snipe the three defenders and make sure you
get the Sniper.

Return for the vehicle and drive left onto the roadway and park on the left side
of the red-roofed structure so you’re looking down the road toward the circular
green structures. This will trigger an alarm and a patrol truck will arrive with
a wave of pirates. Get into the little gully on the right side of the road and
hit the truck with a grenade and then help Sam mop up the survivors.

Go into the structure and set the charge. The alarm sounds and additional
hostiles will surge in from both sides. From the west an RPG Sniper is a real
threat and a patrol truck will enter from the east. Put them down with Sam’s
help and make the depot to the south your new waypoint.

Drive toward the last of the four waypoints to the south. Stop when the alarm
sounds. The 50 should be covering the entrance. Kill the pirates on the left
side of the building and waste no time saturating the interior with grenades
through the side doorway. A Heavy Flamer will be among the defenders.

When the building is cleared, enter, go up the stairs and then down the stairs
and set the charge. You got 20 seconds to get out. Go up the stairs and jump
over the rail and exit through that side door where you entered. The alarm
summons reinforcements, including a vehicle, a Heavy flamer and an RPG Sniper.
Lay into the assailants with gunfire and your grenade launcher.

Don’t stay any longer than necessary. You don’t have to clear the area; just get
out of it. Drive north toward the new waypoint. Sam wants to do a little more
mischief and this time you’ll be manning the turret against all comers. Stay out
of the hazy area until you’re set-up.

When the enemy arrives they will come from the area near the barrels. Mine both
roads-use all your mines, scattering them near the barrels as well. When you’re
ready for action, drive the truck into the hazy area to start the carnage. The
mines should destroy or damage some of the patrol vehicles-usually three-but any
that survive will hammer you as irate foot soldiers also enter the action. A
couple of them have RPGs and can easily cause the mission to fail. Take
advantage of the numerous red barrels. The action will be intense, so heal
whenever necessary and then keep that gun active. A helicopter gunship is the
last to arrive. Hammer the cockpit to put it out of commission.

When Sam completes his dirty work, he will join you, take the wheel and drive an
erratic course out of the complex. Hammer the strategically placed combustible
barrels near the roadblocks to clear a path and to do deal further damage to
Hoyt’s operations. Sam will jump a ramp to escape the complex, completing the
mission.

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Note: It’s time for a reckoning and once “Aced in the Hole” is started, there is
no going back so gear-up and finish any unfinished business before going to the
poker game. Stealth is not in the picture, so remove those silencers and stock
up on ammo and purchase a suit of body armor.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
Chapter 36: Aced in the Hole <CH036>

Equipment recommended: The AMR sniper rifle
                       A LMG like the MKG
                       The GL-94 grenade launcher or RPG rocket launcher
<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>

Fast travel to The Compound and meet with Sam at the gate. He has a plan to kill
Hoyt at the poker game-a really simple plan. He has a knife in his boot; but
Hoyt isn’t stupid, just sadistic, and he has armed guards in the room. Hoyt’s
innuendo is troubling-does he suspect? Play poker. You win but Sam doesn’t. Hoyt
plunges a knife into his neck.

The play continues and when you lose-you lose a finger. You will then find
yourself in a knife fight with Hoyt. You’ll have to follow a series of prompts
to avoid being skewered and to take Hoyt out. The prompts will appear on the
screen at the 3, 6 and 9 o’clock positions, matching the keys on the controller.
This is the easiest way to follow the fast moving prompts.

<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
Chapter 37: Betting Against the House <CH037>

Equipment recommended: The AMR sniper rifle
                       A LMG like the MKG
                       The GL-94 grenade launcher or RPG rocket launcher
                 Note: These are holdovers from the prior mission.
<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>

With Hoyt dead you have only 12 minutes to get to the airport and find Riley.
After you go down the stairs and exit Hoyt’s headquarters you’ll encounter a
Heavy Flamer. Use the AMR to dispose of him.

Exit the structure without delay and bear left to the edge of the compound to
get out of the limelight. Stay near the fence to avoid any confrontation as you
make for the waypoint. You need to get out of the gate and a patrol truck blocks
the exit. A Heavy will be among the defenders. Use your RPG or grenade launcher
or toss a couple of grenades at them to eliminate the blockade. Scurry past the
carnage, taking out anyone surviving that is impeding your progress.

There is a vehicle outside the gate. It may be damaged and its use is optional.
Drive or sprint cross country toward the waypoint. This will minimize your
contact with patrol vehicles on the roadway. Exit the vehicle when you reach the
river. Swim across and continue toward the waypoint. When the mortars start to
drop, run an erratic course. On the way a frantic Liza will call. They are being
abducted from the Doctor’s place-great!

You should be nearing the airport after you swim the river. Stay on the hillside
outside the place as you race toward the waypoint. You’ll likely have to take
out a roving pirate before you turn toward the waypoint.

This route will allow you to avoid any time consuming contact with the enemy.
When you see the small scaffold against the building, cut right and enter the
building. A Heavy Flamer is inside, guarding Riley. Use the AMR to dispose of
him.

Riley is in a cell on the right side of the building. Release him and then don’t
worry about him-he doesn’t have a health bar. Exit the building and kill the
four hostiles which include another Heavy Flamer. All four must be neutralized
before Riley can get to the chopper. Get aboard.

Riley will have to fly while you man the chopper’s turret gun. Lay waste to
everyone and everything in sight as the chopper warms up. The RPG operators are
quite dangerous and aren’t easy to identify in the heat of battle. If you have
“Enhanced Perception” syringes, this is the time to use them. Your choppers life
bar will dwindle when hit, causing the mission to fail if it hits zero. The
chopper’s health bar will regenerate, but is slow to do so and you will take
damage regardless of your prowess with the turret. Watch the gun’s muzzle for
overheating-if it needs cool down time, you’re likely in big trouble.

As Riley pilots the chopper away from the airport, continue to lay waste to the
emerging hostiles below. Try to hit the RPG Sniper in the tower as you exit the
airport before he hits you.

After leaving the airport there will be a patrol vehicle coming up the road and
a gun boat on the river. Rooftop snipers on the structures wield RPGs but
strafing the rooftops will ignite numerous combustible items. A truck on the
bridge has a couple of RPG operators. Don’t let them concentrate fire on the
chopper and a patrol truck will fire at you before plunging into the river.

The most dangerous part is when Riley turns and makes a second ill-advised pass
over the airport. The RPG operators there can quickly bring you down, so target
them and anything that explodes. Once past the airport Riley warns you about a
couple of RPG operators on the bridge. Your chopper is likely damaged and if you
don’t get these guys you’ll likely be brought down.

The last hurdle will be three helicopters. Concentrate your fire on their
cockpits to take them down and you’re free of pursuit.

<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
Chapter 38: The Doctor is Out <CH038>

Equipment recommended: No weapons are required for this mission.
<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>

Riley sets the chopper down near the Doctor’s place. It is ablaze. Get to a
dying Dr. Earnhardt in the gazebo behind the house. He informs you that jungle
warriors-the Rakyat not the pirates-have abducted your friends. With his dying
breath he says that they took then to the Temple. Get back to the chopper to see
what the heck is going on with that.

Riley has the hang of flying and you get to the Temple.

<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
Chapter 39: Hard Choices <CH039>

Equipment recommended: No weapons are required for this mission.
<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>

After the scene with the dying doctor, you’ll find yourself near the Temple.
Move into a seemingly deserted Temple but when you locate the Rakyat, Citra
drugs you and a hallucination ensues. You are trussed up as she goes on about
you giving up your past for a warrior’s life with her.

You must reject your past and walk “the path” to be with her-to be a true
Rakyat. Okay-lemee think about it and get back to you, but after you enter the
glowing doorway, you must walk a path only the strong survive and perhaps those
with asbestos shoes. Walk upon the glowing lava and with the dagger in hand,
Citra tells you that if you stay, you can rule the island and be her consort.
The Rakyat bow in your presence and a demonic Liza scolds you for the tatau and
says you probably shot Vaas in the back. Not like her-she’s whiny and weak but
she’s certainly not malicious.

When you get to Citra, she hands you the real blade and you are presented with a
choice: “Save your friends” or “Join Citra.”

The choice is yours. If having Citra and the life of a warrior drives you to cut
Liza’s throat then maybe you deserve Citra.

“Save your Friends”

Instead of doing Citra’s bidding by slitting Liza’s throat, you cut her bonds
and those of Daisy and the others. Citra is disappointed, saying you will no
longer be a warrior but will return to a useless boring life. Dennis is furious
and comes at you with a knife. Citra steps in front of you and is fatally
stabbed. As the survivors depart on Daisy’s vessel, the credits roll and Jason
returns to the real world of corporate greed, petty intrigues, wealth disparity
and picket fences.

“Join Citra”

If you’re so enthralled with Citra and the warrior’s life she offers, then do
the deed and kill Liza. During the ensuing carnal cutscene, you will join with
Citra and afterwards the “black widow” plunges the dagger into your chest. She
says the child born of your union will rule the Rakyat. Bad choice-should have
taken your girl out of the jungle instead of taking the jungle girl in the
jungle. Whoops!!!

The credits roll for the best game of the year.


Note: after the game ends you can return to the island for further exploration
or you can pursue side any missions that you skipped.

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

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Relics and Letters of the Lost: Amanaki Item Map <ATIM>

Collectibles near Amanaki Town and Outpost:

Relic no 1: Boar 3 is located at map coordinates X: 509.1 Y: 744. The Amanaki
Outpost is the recommended starting point to obtain this Relic which is located
less than 100 meters from the outpost. If you have purchased the Amanaki Town
Item map, make the Relic icon northeast of the outpost your waypoint; or, if you
don’t have the map, just place a waypoint at the given coordinates. Sprint cross
country to the waypoint or the symbol from the outpost and you’ll find the Relic
sitting on a wooden shrine in a small depressed area. Whenever you hear the
distinctive chanting, it means you’re very close to a Relic. Take the Relic from
the shrine. Each Relic found will yield 250 XP and put you a Relic closer to
acquiring a “Signature” weapon. Take the money from the shrine and grab the
loot. The Rakyat won’t mind if you do their dirty work, so swipe the offerings.

Relic no. 2: Spider 5 is located at map Coordinates X: 523.5 Y: 730.6. The
Amanaki Outpost is the recommended starting point to search for this Relic,
which is located about 230 meters southeast of the outpost. Be aware that this
item is in undetailed territory and you may encounter pirates as you sprint
toward the mountain from the outpost. It isn’t on top of the crag where it would
appear to be-too easy. On the southeast side of the mountain slope at
coordinates X: 528 Y: 728 there is a cave entrance. It is accessible by a series
of fractured wooden ramps, jumps and vine grabs, but you can also pick your way
along the mountainside below the summit and get to the cave’s coordinates rather
than chancing an encounter with patrolling pirates farther to the east. Enter
the dark cave and stay near the left wall as you penetrate into the cave. You’ll
find a vine that you’ll have to jump to that will get you onto a ledge where
you’ll find the Relic on a shrine.

Relic no 3: Spider 23 is located at map coordinates X: 452.4 Y: 755.1. Amanaki
Town is the recommended starting point to acquire this Relic which is located
about 290 meters northeast of town. If you are seeking this Relic early in the
game, be aware that there will be pirates in this marginal area and dog packs
are common there as well. Go east out of town, taking the dirt path you used
earlier to reach the radio tower. This route will get you over the mountain. A
stand of “crimson” leafed plants lay near a shrine with food offerings.
Frequently there are pirates and dogs near the waypoint. A cave entrance lit by
a dim candle can be found in the rock face behind it at map coordinates X: 448
Y: 752. You will have to use a couple of vines to get to the ledge where the
Relic is sitting on a crude stone altar. Don’t miss the loot chests and the cash
near the Relic.

Relic no. 4: Shark 23 is located at map coordinates X: 465.7 Y: 758.3. Amanaki
Town or the Relic, Spider 23 (no. 3) is the recommended starting point to
acquire this Relic. There is a shack and a boat dock on a cove approximately 420
meters northeast of town. If you seek this Relic early in the game, be aware
that the roadway leading to the item will be patrolled and using the underbrush
to avoid or control enemy contact is prudent. The Relic is located underwater
near the boat dock. When diving for the Relic, be aware of crocodiles in the
water. A couple of pirates will sometimes loiter near the shack and pirate
vehicle patrols routinely pass by as well.

Letter of the Lost no. 1: Mogi’s First Letter is located at map coordinates X:
530.3 Y: 741.7. Either the Amanaki Outpost or Spider 5, Relic no. 2, is the
recommended starting point to acquire this Letter. An old World War 2 lookout
position is located about 230 meters east of the outpost. The Letter is located
in a hillside grotto near a hidden gun emplacement. Early in the game this will
be well inside enemy territory. If you get directly above the item’s symbol on
the grassy hill and then drop onto the jutting rock ledge just below, you can
then drop onto the narrow one below it where you will find the Letter. It can
also be accessed via a cave entry east of it at X: 531.4 Y: 739.

Letter of the Lost no. 2: Mori’s Letter is located at coordinates X: 460.3 Y:
766.7. Amanaki Town or Shark 23, Relic no. 4, is the recommended starting point
to acquire this Letter which is located 380 meters northeast of town. It is in a
cave and it isn’t easy to find. You will find a ground level cave entrance on
the north base of the mountain to the north of the Letter’s symbol at map
coordinates X: 461.3 Y: 771.7. Early in the game this will be deep inside enemy
territory. The Letter can be found on a desiccated soldier’s corpse. Each Letter
of the Lost yields 500 XP and puts you closer to the six needed for the Tanto
sword.

Relic no. 5: Spider 3 is located at map coordinates X: 502.6 Y: 790.2. The
Amanaki Outpost is the recommended starting point-the terrain from Mori’s Letter
(no. 2) is too torturous and well patrolled. There is a circular pool of water
500 meters north of the Amanaki Outpost. Early in the game this is on the margin
of Rakyat territory and getting to the area is best accomplished by driving
north from the outpost and then taking the narrow trail east to the pool. Dive
into the pool and swim to the south side where three ledges are reached via vine
climbs and a fourth requires a jumping grab. Farther on you’ll do another jump
to a vine grab point and beyond there is another jump where there is a break in
the rock ledge. Jump to a grab point. Another vine will get you onto another
ledge. Turn around and make a jump through the bushes to a vine grab. Climb a
vine again and continue ahead on the ledge to an old but well lit temple. Take
the Relic and the cash from the altar. The red chest is a lucrative one. Don’t
pass it by.

Relic no. 6: Boar 23 is located at map coordinates X: 491.2 Y: 795.7. The
Amanaki Outpost or Spider 3, Relic no. 5, is the recommended starting point to
acquire the Relic. Once in the circular pool north of the Amanaki Outpost, climb
onto a low ledge on the northwest side of the pool and take the long vine to get
into a dark cave. Continue well into the mountain to an ancient ruin. The Relic
is on a stone pedestal. You can actually use a series of vines to emerge well
north of your entry area, but there is nothing there but pirates and beached
ships, and you will be visiting the area soon enough. In fact it is an alternate
way to attack the “Medusa’s” garrison.

Relic no. 7: Shark 4 is located at map coordinates X: 445 Y: 803.9. Wellshore
Wrecker’s Outpost is the recommended starting point but only after acquiring the
“Deep Dive” upgrade. There is a buoy in the bay northeast of Wellshore Wrecker’s
House and below is the tip of the mast of a nearby sunken ship. Once “Deep Dive”
is available, you can take a boat to the location and use a “Deep Dive” syringe
so you have enough air to swim to an old rusted out shipwreck where you’ll find
a Relic. Beware of sharks here-you’re likely to encounter at least one.

Relic no 8: Heron 23 is located at map coordinates X: 413.2 Y: 808.2. Wellshore
Wrecker’s Outpost is the recommended starting point to acquire this Relic. There
is a small islet about 280 meters northwest of Wellshore Wrecker’s Outpost. Take
a boat or swim to and go ashore on the east side of the islet where you can
climb the steep cliffs, using the vines near the shore and then another inland
vine to get atop the islet. You’ll find the Relic on an altar.

Relic no. 9: Spider 21 is located at map coordinates X: 373.3 Y: 808.1. Vasla
Docks Outpost is the recommended starting point to acquire this Relic, which is
located on an islet where a “Wanted Dead” mission, posted on the bounty board,
also takes place. An island called the Temple of Stone is located 260 meters
north of Vasla Docks. Take a watercraft to the islet. On its high point there is
a temple ruin. Watch for snakes amid the ruins. Go down the stairs and you’ll
find the Relic on a stone shelf.

Relic no. 10: Boar 2 is located at map coordinates X: 373.7 Y: 770.4. The
recommended starting point to acquire this Relic is the high ground south of
Vasla Docks Outpost where it can be found on the base of a World War 2 gun
emplacement. On your map this will be directly below the “pig” icon. This can
easily be found during the optional mission, “Tagging the Past” available at the
Vasla Docks Outpost. It will be the emplacement west of a mission waypoint.

Relic no. 11: Boar 1 is located at map coordinates X: 393.8 Y: 773.6. Vasla
Docks Outpost is the recommended starting point to acquire this Relic. An old
ruin is concealed in a cavern approximately 275 meters southeast of the outpost.
This cavern’s entry is at map coordinates X: 392.7 Y: 773.9 and it is located
near the shoreline, so you can drive there from Vasla Docks after you have
liberated the outpost. You’ll have to push some loose stones aside in a side
passage to get to the Relic.

Relic no. 12: Heron 16 is located at map coordinates X: 370 Y: 754.2. Vasla
Docks Outpost is the recommended starting point to acquire this Relic which is
located approximately 280 meters due south of Vasla Docks. It is lying on the
shoreline near a small boat. You can drive south from Vasla Docks past the radio
tower to its location.

Relic no. 13: Shark 21 is located at map coordinates X: 397.1 Y: 754.8. Vasla
Docks Outpost is the recommended starting point to acquire this Relic. The road
going south and then east out of Vasla Docks will get you near a ship that went
aground on the rocks near the shore in shark infested water. You’ll find the
Relic in the shallow water near a loot chest.

Relic no. 14: Shark 1 is located at map coordinates X: 346.3 Y: 758.4. Vasla
Docks Outpost is the recommended starting point to acquire this Relic. There is
a buoy with a ringing bell in the bay just west of the radio tower. This is
about midway between Vasla Docks and Dr. Earnhardt’s. It can be found on the
bottom of the bay beneath the sunken ship near the buoy.

Relic no. 15: Heron 21 is located at map coordinates X: 351.5 Y: 731.4. Dr.
Earnhardt’s is the recommended starting point to acquire this Relic-use the
glider behind it to fly south to the crag where you’ll find the Relic in a ruin
atop the crag. This is south of the leopard symbol on your map. The entire
peninsula is leopard territory so be wary. Early in the game you can avoid a
possible confrontation with pirates by using the glider near the Drs. Place.

Letter of the Lost no. 3: Ren’s Letter is located at coordinates X: 379.9 Y:
741.1. The recommended starting point is Heron 21, Relic no. 15, or you can fly
there from Dr. Earnhardt’s. There is an island about 400 meters south of Vasla
Docks with a large ruined World War 2 fortification. Enter from the north side
and you’ll find the letter. There are both cassowary and dogs on the island.

Relic no. 16: Spider 1 is located at map coordinates X: 318.4 Y: 750.4. This
Relic is available after the mission, “Keeping Busy’ and the cave beneath Dr.
Earnhardt’s place is the only way to get to it. Go into the cavern below Dr.
Earnhardt’s place. If you move along the right rock face, you’ll find a couple
of short vine climbs and then a long one. Move along the precarious rock ledges,
jump the gap when required and take the vine down. Have your shotgun equipped as
you listen and watch for a bear. Continue deeper into the cave, kill the bear
and you’ll find the Relic in the back area near the bear at approximately X:
318.4 Y: 750.3. This Relic won’t show on your map. Note that you can fast travel
out rather than backtracking.

Relic no. 17: Heron 3 is located at map coordinates X: 557.6 Y: 761.2. The Rust
Yard Outpost or its Radio Tower is the recommended starting point to acquire
this Relic, which is located about 235 meters west of the Rust Yard. Near the
radio tower, there is a wrecked car on a hillside ledge. You can drive and park
near it and hike up the slope or carefully drop down from the higher ground near
the radio tower. The Relic lies alongside the vehicle.

Relic no. 18: Boar 25 is located at map coordinates X: 559.6 Y: 778.3. The Rust
Yard Outpost is the recommended starting point to acquire this Relic. 325 meters
northwest of the Rust Yard, and 130 meters from the Rust Yard Radio Tower, there
is a ground level shrine where you’ll find the Relic. The mountain between the
outpost and the shrine has a lot of wildlife, including buffalo, tiger,
cassowary and dog packs but you can drive most of the way on the web of
interconnecting roads. If you haven’t taken Cradle View Outpost, this will be on
the margins of Rakyat control.

Relic no. 19: Boar 5 is located at map coordinates X: 592.3 Y: 774.2. The Rust
Yard Outpost is the recommended starting point to acquire this Relic. There is
an old mine entrance near the roadway approximately 250 meters northeast of the
Rust Yard. You can commandeer a vehicle at the Rust Yard and drive to the entry
at map coordinates X: 590.5 Y: 776.2. The mine’s tunnel is blocked by debris.
Use an explosive to clear it, and you’ll find a really long ladder on some
staging that will get you to the Relic.

Relic no. 20: Shark 6 is located at map coordinates X: 594.8 Y: 794.9. The Rust
Yard is the recommended starting point to acquire this Relic. This Relic is
located about 450 meters northeast of the Rust Yard. You can drive much of the
distance by driving north out of the Rust Yard and hoofing it over the mountain
to the falls. Beneath the waterfall you’ll find the Relic at the bottom of a
deep pool near the wreck of a vehicle.

Relic no. 21: Shark 7 is located at map coordinates X: 606.4 Y: 761.3. The Rust
Yard is the recommended starting point to seek this Relic. There is a river
approximately 275 meters east of the Rust Yard. You can drive ten times the
distance by taking a vehicle from the Rust Yard or you can just sprint straight
for it cross country. Once there you’ll have to dive into the water under the
wooden bridge to get the Relic from the bottom of the stream.

Relic no. 22: Spider 6 is located at map coordinates X: 586 Y: 816.2. Cradle
View Outpost is the recommended starting point to acquire this Relic, which is
located about 175 meters east of the outpost. Take a vehicle out of Cradle View
Outpost and drive to a cave entry at map coordinates X: 583.7 Y: 814. The Relic
lies inside the grotto overlooking the bay to its east. If you approach it from
the shoreline there is a way up the cliffs to the south of the grotto.

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Relics and Letters of the Lost: Northview Gas Item Map <NGIM>

Relic no. 23: Spider 22 is located at map coordinates X: 362.4 Y: 688.7. This
Relic should be acquired during the “Prison Break-In” mission. After penetrating
the prison, pass through the door and grab the Relic on the ground to your left
near the door.

Relic no. 24: Boar 22 is located at map coordinates X: 399.4 Y: 687.2. The
glider near Dr. Earnhardt’s is the recommended starting point to acquire this
Relic. In the far southwest corner of North Rook Island, there is a dilapidated
hut on the north shore of the small island where the Orphan Point Outpost is
located. There is a dugout behind the shack where you will find a Relic.

Relic no. 25: Shark 24 is located at map coordinates X: 439 Y: 671.8. The
Mosquito Yard Outpost is the best starting point to obtain this Relic, which is
located inside a hilltop settlement approximately 275 meters southeast of the
outpost. It is on the ground inside a crude makeshift shrine. Watch for tigers
hunting the buffalo around the settlement.

Relic no. 26: Spider 2 is located at map coordinates X: 363.3 Y: 664.8. Either a
boat from Orphan Point Outpost or the glider from Dr. Earnhardt’s place is the
recommended starting point. There is a shallow rocky area near the islet where
you can land. The Relic isn’t atop the islet- it is in a grotto. You can’t get
entry by destroying the stone wall on the south side-save your C4. You can
either struggle up the rocks on the east side or you can climb the vine on the
west side and get onto the ledge and climb another vine to get access. You will
find a rock well where you can jump down into the water. You can’t jump for it
but you will get a poke point if you swim near the Relic.

Relic no. 27: Shark 3 is located at map coordinates X: 385.1 Y: 668.2. A boat
from Orphan Point Outpost is the recommended starting point to acquire this
Relic. At the coordinates you will find an isolated rock in the bay near a buoy.
You’ll have to dive inside a gutted shipwreck to find the Relic inside the
sunken craft. These waters are infested with sharks.

Relic no. 28: Heron 22 is located at map coordinates X: 359 Y: 690.2. The glider
at Dr. Earnhardt’s is the recommended starting point or you can procure the
Relic during operations on the peninsula after liberating the Orphan Point
Outpost, which places the peninsula under Rakyat control. There is a
fortification about 115 meters north of the Orphan Point Radio Tower. You will
find the Relic in a bunker there.

Relic no 29: Shark 2 is located at map coordinates X: 335.9 Y: 693.4. The glider
at Dr. Earnhardt’s is the recommended starting point or you can procure the
Relic during operations on the peninsula after liberating the Orphan Point
Outpost, which places the peninsula under the control of the Rakyat. There is a
Relic offshore near the projecting finger of land roughly west of the “pig” icon
on your map of the peninsula. This is shark territory so the dive near the rusty
hulk of a wrecked ship isn’t without danger. The Relic rests on the bottom of
the bay near a small sunken boat.

Letter of the Lost no 4: Hyogo’s Letter is located at map coordinates X: 362.6
Y: 709.6. The glider at Dr. Earnhardt’s is the recommended starting point or you
can procure the Relic during operations on the peninsula after liberating the
Orphan Point Outpost, which puts the peninsula under the control of the Rakyat.
The Letter is located in an old Japanese bunker on the heights overlooking the
bay to its east. It is located southeast of the leopard icon on your map. A
ladder near the bunker will take you to an underground chamber with a pair of
worthwhile loot chests.

Letter of the Lost no. 5: Sato’s Letter is located at coordinates X: 435.3 Y:
645.6. The Northview Gas Outpost is the recommended starting point to obtain
this item, which can be found approximately 300 meters northwest of the outpost.
This is just northwest of the boar as depicted on your map. Commandeer a vehicle
at the outpost and drive past the waypoint and park. Exit the vehicle and double
back up the slope. It can be found on a Japanese soldier’s corpse alongside an
old gun emplacement that once commanded the bay.

Relic no. 30: Shark 5 is located at map coordinates X: 464.9 Y: 655.4. The
Northview Gas Outpost is the recommended starting position where you can
commandeer a vehicle. The Relic is located approximately 300 meters north of the
outpost. Drive north on the main road and stop opposite the waterfall. Swim past
the falls and you will find ruins inside the grotto. Dive into the dark pool of
water in the back of the grotto and swim a short distance to get the Relic off
the floor from inside a small chamber.

Relic no. 31: Heron 1 is located at map coordinates X: 462.3 Y: 661.4.
Commandeer a vehicle at the Mosquito Yard Outpost and drive to the radio tower.
It is located on the north side of the mountain and is best located by starting
at the radio tower. Getting to the higher elevations and the switchback trails
leading to the remote shrine is best accomplished by using a vine climb 140
meters southeast of the tower at map coordinates X: 466.8 Y: 665.7 or by just
picking your way up the cliff. This will allow access to the trail leading to
the Relic which is not on the summit but is reached by a converging path on the
north slope.

Relic no. 32: Spider 24 is located at map coordinates X: 494.2 Y: 650.7. Either
the Northview Gas Outpost or Shark 5, Relic no. 30, is the recommended starting
point. Take a vehicle and drive east out of Northview Gas, going about 425
meters on the main roadway. Stop near the gorge after crossing the bridge. This
will be about 100 meters short of the Relic. You’ll have to go south on the
western ridge and use the two wooden bridges to get to the Relic which is in a
small grotto. This can also be reached by a series of vine climbs from the beach
area to the south of it.

Relic no. 33: Boar 4 is located at map coordinates: X: 506.7 Y: 672.1. Cliffside
Overlook Outpost is the recommended starting point to obtain this Relic which is
located inside a temple ruin 350 meters southwest of the outpost. From the
outpost sprint west for 300 meters through rugged bear infested terrain, turn
south at the dirt road and continue toward the waypoint. Move up the grade
through the canyon to the ruin. Its entry is blocked by vines so blast them with
a grenade or a pack of C4 for access to the ruin. The Relic sits on a stone
inside.

Relic no. 34: Heron 4 is located at map coordinates: X: 523.4 Y: 676.1.
Cliffside Overlook Outpost is the recommended starting point to acquire this
Relic, which is located approximately 200 meters southwest of the outpost. Go
directly toward the waypoint and a path will get you to a steep cliff. Locate
the fractured wooden walkway on the northeast side of the steep-sided crag. You
can struggle up the cliff and it is a struggle to get to the Relic sitting on a
shrine.

Relic no. 35: Boar 6 is located at map coordinates: X: 552.2 Y: 688.9. Cliffside
Overlook Outpost is the recommended starting point to acquire this Relic, which
is located approximately 150 meters northeast of the outpost. If you start your
search for it from Cliffside Overlook you’ll have to get down off the cliffs, so
go east out of the outpost on the roadway and follow it past the waypoint and
turn back west to descend down to the shack near the shoreline. The Relic is
sitting inside the shack near the road. This is a good place to acquire a few
dingo pelts. They usually hunt the pigs feeding near the roadway.

Relic no. 36: Spider 4 is located at map coordinates X: 496.1 Y: 700.2. The
Amanaki Outpost is the recommended starting point to acquire this Relic, which
is located about 400 meters south of the outpost. Getting there before
liberating the southern outposts will require moving through pirate territory.
There is, in fact, a campfire, north of the site where three pirates hang out.
The terrain south of the item is challenging and using a northern approach route
is the best option. Watch for tigers in this area. There is a temple ruin atop
the mountain and the Relic sits inside the ruin.

Relic no. 37: Spider 7 is located at map coordinates X: 561.4 Y: 625.8. There is
a Temple ruin located about 150 meters east of Citra’s Temple. Sprint to the
Temple and be aware of hostiles, cassowaries and dingo packs as you approach it.
Climb the hanging vines to get access to a sealed stone doorway. Set a charge of
C4 on the door, get down and back and blast it open. You can then access a
walkway that will get you to a ladder. Climb it to find the Relic on the
elevated platform.

Letter of the Lost no. 6: Mogi’s Second is located at map coordinates X: 600.7
Y: 620.8. Hubris Farms Outpost is the recommended starting point to acquire this
Relic, which is located in a bunker on the beach approximately 300 meters south
of Hubris Farms. Just sprint south from Hubris Farms, going cross country. The
dead soldier inside the bunker has the letter.

Relic no. 38: Spider 26 is located at map coordinates X: 570.7 Y: 649.4.
Commandeer a vehicle at Hubris Farms and drive west out of the outpost to reach
a Temple ruin where you’ll find two Relics. Spider 26 can be found inside an old
but well-preserved temple ruin. Go inside the dark ruin and go down the stairs
for the Relic. The ruin’s entry is at X: 567.4 Y: 645.9.

Relic no. 39: Shark 26 is located at map coordinates X: 572.2 Y: 650.9. You can
procure this Relic with Spider 26, Relic no. 38. It is in that same ruin as
Spider 26, but you must swim underwater to get it from a submerged pedestal in a
side passage.

Relic no. 40: Boar 7 is located at map coordinates X: 581.2 Y: 667.3. The
Cliffside Overlook Outpost is the recommended starting point to acquire this
Relic, which is located approximately 220 meters north of Hubris Farms. It is
sitting atop the mountain near a crashed Zero. This is best reached either after
taking Hubris Farms Outpost or by driving from Cliffside Overlook Outpost.

Relic no. 41: Heron 26 is located at map coordinates X: 607.4 Y: 676.2. The
switchback trails behind Hubris Farms Outpost are the advised starting point,
which will take you on a meandering path to the entrance of a cave at map
coordinates X: 605.3 Y: 673.4. The Relic is on an altar.

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Relics and Letters of the Lost: Hubert Shore Item Map <HSIM>

Relic no. 42: Boar 29 is located at map coordinates X: 688.8 Y: 563.7. The
Neck’s Diner is the recommended starting point to acquire this Relic, which is
located about 375 meters south of The Neck’s Diner. It is in a cave that can
best be accessed by an inland route going south on the path leading out of the
Diner. You’ll have to jump across two long gaps where the bridges are broken.
The high bluffs along the eastern roadway prevent easy access from the east. A
cave entry at X: 692 Y: 569 will be about 70 meters north of the Relic.

Letter of the Lost no. 7: Tadao’s Second Letter is located at map coordinates X:
703.1 Y: 575.3. The Neck’s Diner is the recommended starting point for this
Letter, which is located about 300 meters south of the outpost. Commandeer a
vehicle and drive right to the old World War 2 bunker where you’ll find the
Letter on a soldier’s remains.

Letter of the Lost no. 8: Tadao’s First Letter is located at map coordinates X:
632.5 Y: 601.4. The Neck’s Diner is the advised starting point to obtain this
item. Commandeer a vehicle at The Neck’s Diner and drive west. It is about 600
meters distant but you can get within 140 meters of it before you must trek west
on foot, picking your way down the steep hillside to the beach. The letter is on
the dead soldier inside the bunker.

Relic no. 43: Shark 10 is located at map coordinates X: 682.2 Y: 595.7. The
Neck’s Diner is the recommended starting point to acquire this Relic, which is
located only 130 meters southwest of The Neck’s Diner. Sprint from the outpost
to the river. You must access the Relic via a dark underwater cave on the river
whose entrance is located at coordinates X: 679.8 Y: 597.7. You will likely need
a “Deep Dive” or two to get the Relic and to get back out. Once you locate the
Relic in the dark cave you can always fast travel out.

Relic no. 44: Heron 29 is located at map coordinates X: 654.3 Y: 526.2. Broken
Neck Outpost is the recommended starting point to acquire this Relic from the
Rook Point Tower, a ruined lighthouse, located approximately 170 meters east of
the outpost. Take a vehicle from the outpost and drive to the location. Just
climb the seemingly endless spiral stairwells to the top to find the Relic.

Relic no. 45: Heron 8 is located at map coordinates X: 683.5Y: 524.6. Broken
Neck Outpost is the recommended starting point to acquire this Relic from a
small island east of Rook Tower in shark infested waters. Take the jet ski on
the beach south of the outpost and pilot it to the islet. You’ll have to
struggle to get up the steep cliffs. This is best done on the west side, a bit
north of the demolished wooden walkway. The Relic sits in a shrine atop the
rocky islet.

Relic no. 46: Boar 10 is located at map coordinates X: 653.2 Y: 548.7. Broken
Neck Outpost is the recommended starting point to acquire this Relic, which is
found 240 meters northeast of the outpost. There is an old mine entrance near
the river’s edge at map coordinates X: 652.1 Y: 549.3. Drive north out of the
outpost and stop on the road above the canyon. Make your way down to the stream
and you’ll find the Relic inside the mine.

Relic no. 47: Shark 9 is located at map coordinates X: 636.7 Y: 581.2. Broken
Neck Outpost is the recommended starting point to acquire this Relic. 500 meters
due north of Broken Neck Home, the Relic is lying on the shoreline near the
cliff. Find the jet ski on the beach south of the outpost and avoid the numerous
small rocks in the water as you pilot it to the Relic.

Relic no. 48: Spider 9 is located at map coordinates X: 650.7 Y: 561.7. Broken
Neck Outpost is the recommended starting point to acquire this Relic, which is
located 340 meters north of Broken Neck Home. If you follow the river it will
appear to be behind the waterfall-it’s not but a crocodile probably is. Go atop
the cliff overlooking the falls. You will find a cenote just east of the
roadside shack at map coordinates: X: 647 Y: 560.4 where you can drop onto a
rock ledge on the north side. This will allow access to a dark cave where you’ll
find the Relic.

Relic no. 49: Spider 8 is located at map coordinates X: 622 Y: 712.8. Cradle Gas
Outpost is the recommended starting point to acquire this Relic. Approximately
120 meters north of the Cradle Gas Outpost at coordinates X: 620.6 Y: 712 there
is a fissure in the ground with ruins beneath. Drop through into the shallow
water-this is a blind drop so have full health just in case. There is a Relic on
an elevated pedestal and getting to it requires you to jump from one pedestal to
the next where you can reach it. You can exit the ruin by climbing a vine and
making a couple of jumps to get to daylight. This is also an alternate way in at
map coordinates X: 617.5 Y: 713.

Relic no. 50: Shark 28 is located at map coordinates X: 644.6 Y: 649.1. Hubert
Shore Outpost is the recommended starting point to acquire this Relic, which is
located approximately 150 meters northwest of the outpost. At the waypoint you
will find a deep hole near a fallen pillar amid some temple ruins. Jump in and
hope you hit water. The Relic is in a small grotto underwater. A “Deep Dive”
will help you have enough time to locate this one.

Letter of the Lost no. 9: Mogi’s Fourth Letter is located at map coordinates X:
629.5 Y: 645.6. Hubert Shore Outpost is the recommended starting point to
acquire this item, which is located approximately 290 meters west of the
outpost. There is an old Japanese lookout position on the side of the mountain.
You can either drive and stop just short of the waypoint and walk up the grassy
hillside to get to it or approach it from atop the heights.

Relic no. 51: Spider 28 is located at map coordinates X: 648.8 Y: 661.6. Hubris
Farms is the recommended starting point to acquire the item and is best pursued
while travelling to the Hubert Shore Radio Tower. The Relic is located 220
meters north of Hubert Shore Power near a roadside table just west of the radio
tower. It is on the ground behind the table. If you haven’t claimed the Hubert
Shore Power Outpost there may be couple of pirates there or patrolling nearby to
deal with.

Relic no. 52: Boar 28 is located at map coordinates X: 665.2 Y: 672.4. Hubert
Shore Outpost is the recommended starting point to acquire the item, which is
located 310 meters northeast of the outpost. It isn’t atop the mountain. You’ll
have to find a cave entry at a lower elevation at map coordinates X: 666.7 Y:
670.4. It is nestled inside the ruins inside.

Relic no. 53: Heron 6 is located at map coordinates X: 646.2 Y: 683.8. Hubert
Shore Outpost is the recommended starting point to acquire this Relic, which is
located on a mountaintop shrine approximately 430 meters northwest of the
outpost. The steep terrain of the mountain will make you travel many times the
distance to get to it-the terrain is torturous. Watch for leopards in these
highlands. A vine climb can get you onto the crag where it sits but you can also
scramble up the rocks instead.

Relic no 54: Heron 7 is located at map coordinates X: 626.1 Y: 658.2. Hubert
Shore Outpost or Mogi’ Fourth, Letter no.9, is the recommended starting point to
acquire this item. Drive about 300 meters west of Hubert Shore Outpost and stop
near the boar icon, watch for boars and hike to the hillside where an overgrown
plane crash site has the Relic.

Relic no. 55: Heron 24 is located at map coordinates X: 745 Y: 615.2. Kell’s
Boat Repairs is the recommended starting point to acquire this Relic, which is
located 270 meters southeast of the outpost on a small islet off the southern
peninsula. Sprint east along the beach from Kell’s Outpost and you’ll find a jet
ski sitting on the shore east of the islet. Pilot it there and moor it on the
southwest side of the islet. Once there you can struggle up the cliffs south of
the Relic which sits on a shrine.

Relic no. 56: Boar 20 is located at map coordinates X: 772.9 Y: 622.3. Kell’s
Boat Repairs is the recommended starting point to acquire this item. At the end
of the peninsula about 460 meters east of Kell’ Boat Repairs, there is a temple
ruin. Blast the stone doorway open and you’ll find the Relic inside.

Relic no. 57: Shark 12 is located at map coordinates X: 741.7 Y: 638.9. Kell’s
Boat Repairs is the recommended starting point to acquire this Relic, which is
located about 125 meters east of Kell’s Boat Repairs in an old submerged temple
ruin. Grab a watercraft from the dock or use the jet ski east of the outpost to
reach the site. A “Deep Dive” Syringe or two is essential to get this item. You
can actually stand on the top of the ruin which extends to the surface. Be aware
that there are sharks in the vicinity. You’ll have to swim into the ruins to
locate it and it will be in the upper part of the ruins. Numerous loot chests
can be found there.

Relic no. 58: Boar 9 is located at map coordinates X: 704.2 Y: 643.7. Kell’s
Boat Repairs is the recommended starting point to acquire this item, which is
located approximately 260 meters west of Kell’s Boat Repairs. It isn’t on top of
the mountain; it is underneath and you’ll have to make a clockwise circuit of
the mountain to get to it. The steep terrain is nearly impassable and going over
the mountain isn’t an option. Place a waypoint at coordinates X: 705.5 Y: 633
and grab a vehicle and proceed south around the massif, following it as it veers
west and then north to the waypoint. Just short of the waypoint a meager dirt
path will get you to a crevasse leading you to an old temple ruin whose entry is
at coordinates X: 705.6 Y: 636.8. Use an explosive to blast open the stone
doorway. Make your way into the extensive ruin where you’ll find the Relic on a
stone pedestal. You’ll have to jump onto it to get the Relic.

Letter of the Lost no. 10: Hayato’s Second Letter is located at map coordinates
X: 777.8 Y: 618.8. Commandeer a boat at or near Kell’s Boat Repairs to acquire
this item. If you lay a waypoint you can pilot the boat past the sandbars and
rocks to the beach not far from the Letter. Go up the bluff and then inland to
find the Letter on a deceased soldier in a bunker.

Relic no. 59: Shark 22 is located at map coordinates X: 754.7 Y: 654.6. The
recommended starting point to acquire this item is Kell’s Boat repairs where you
can commandeer a boat. About 300 meters northeast of the outpost the Relic sits
the bottom of the bay and the water is quite deep. Dive deep at the coordinates
and use the “Deep Dive” syringe when Jason begins to have distress. Collect the
Relic from near the sunken rowboat, raid the chest and get back to the surface.
Having a boat waiting above will likely keep you from being attacked by a shark.

Relic no. 60: Heron 11 is located at map coordinates X: 813.9 Y: 676.5. The
recommended starting point to acquire this is either Nat’s Repairs, where you
can commandeer a boat, or you can pursue it after completing the mission, “Kick
in the Hornet’s Nest.” Approximately 225 meters north of Nat’s Repairs there is
a small rocky peninsula extending into the bay. Grab the watercraft sitting in
the bay north of Nat’s Repairs and pilot it to the west side of the rocky
promontory. The sheer cliffs can be negotiated on the north side near the stand
of palm trees or from the east side where the rocks form a crude ramp. Move up
the incline and jump onto the rock ledges to reach the top. The Relic sits in a
shrine.
Relic no. 61: Boar 26 is located at map coordinates X: 772.3 Y: 695.6. The
recommended starting point to acquire this item is Nat’s Repairs where you can
commandeer a vehicle. 550 meters northwest of Nat’s Repairs, and 140 meters
north of the radio tower, there is a Relic in a shack not far from the roadway.
You can drive right to it from the outpost. If it weren’t for the chanting and
the symbol you wouldn’t know it was there in the dimly lit shack.

Relic no. 62: Spider 11 is located at coordinates X: 748.5 Y: 713.8. Tequila
Sunrise Outpost is the advised starting point to acquire this item. There is a
temple ruin south of the Birdhouse Tower which is 550 meters west of the
11Tequila Sunrise Outpost. You can drive most of the distance from the outpost
but must do the last 150 meters on foot through rugged terrain. Watch for bears
and tiger in the area. The large ruin is at ground level and the Relic is
sitting inside.

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Relics and Letters of the Lost: Badtown Item Map <BTIM>

Letter of the Lost no. 11: Shinji’s Letter is located at map coordinates X: 799
Y: 749.8. Tequila Sunrise Outpost is the recommended starting point to acquire
this item, which is located 160 meters north of the outpost in a bunker built
into the sheer cliff north of the outpost. Go to the Relic’s symbol or the
coordinates given and jump down to the rock ledge and take the crude wooden
walkway to get into the bunker where you’ll find the letter on the long deceased
soldier.

Another route to the Letter no. 11 is via a system of ledges, walkways and vines
can be taken from a lower elevation at map coordinates X: 789.4 Y: 757.2.


Letter of the Lost no 12: Hyato’s First Letter is located at map coordinates X:
801 Y: 756.1. Tequila Sunrise Outpost is the recommended starting point to
acquire this Letter. It is located about 225 meters north of Tequila Sunrise
Outpost and seems to be somewhere on the side of the mountain but it isn’t. Grab
the ATV near the outpost and drive the winding switchback road going south out
of the outpost and taking it north once you reach the beach level. Park near the
bridge at map coordinates X: 807 Y: 761.5. A stream emerges out of the rock.
Walk in and then swim the 60 meters to a rock shelf where you’ll find the Letter
on a corpse.

Relic no. 63: Heron 9 is located at map coordinates X: 806.8 Y: 773.6. The
recommended starting point is either Tequila Sunrise Outpost where you’ll have
to take the switchback road to the bay or you can start from Hyatos’s Letter,
no. 12, which is a short distance from the item. There is an island about 400
meters northeast of the Tequila Sunrise Outpost. The island’s steep cliffs
require you to get ashore on the northwest side. There is usually a tiger
hunting boars on the islet so be prepared. The Relic is in a shrine atop the
islet on the south side.

Relic no. 64: Heron 10 is located at map coordinates X: 786.7 Y: 755. Tequila
Sunrise Outpost is the recommended starting point to acquire this item, which is
located 240 meters northwest of Tequila Sunrise Outpost near the tiger’s tail,
as depicted on your map. The Relic sits on a shrine atop a small knoll. You can
take a vehicle from the outpost or just hoof it cross country.

Relic no. 65: Boar 11 is located at map coordinates X: 736.2 Y: 771.9. Camp
Murder is the recommended starting point to acquire this item. There is a stone
ruin with a stone gateway at ground level approximately 115 meters southwest of
the outpost. Watch for a dingo pack as you use an explosive to blast it open. It
is on a stone pedestal inside.

Relic no. 66: Boar 30 is located at map coordinates X: 773.1 Y: 786.5. Camp
Murder is the recommended starting point to acquire this Relic, which is located
in a shack approximately 280 meters northeast of Camp Murder. This is near a
Racing Challenge. Commandeer a vehicle at Camp Murder and drive east to the
location. This area has packs of dingos and the occasional tiger to watch out
for.

Relic no. 67: Shark 30 is located at map coordinates X: 787.9 Y: 775.8. Camp
Murder or Boar 30, Relic no. 66, is the recommended starting point to acquire
this item, which is located about 420 meters east of Camp Murder near the beach.
Commandeer a vehicle at Camp Murder and drive the winding road down off the
mountain. Stop at the bridge at coordinates X: 789.5 Y: 771.5 and swim under the
left side of the waterfall. Swim through the underwater cavern. The Relic is in
the back of the grotto on a rock shelf.

Relic no. 68: Shark 11 is located at map coordinates X: 721.5 Y: 750.2. Camp
Murder is the recommended starting point to obtain this item. 375 meters
southwest of Camp Murder there is a subterranean ruin whose entrance is blocked
by a metal grating. Northwest of the ruin, at ground level, there is a cave
entry at map coordinates X: 726.5 Y: 751.6. You’ll be swimming through a couple
of long tubes to get to a ruin where you’ll find the Relic. There are plenty of
“blue” leafs along the way to fashion a “Deep Dive” or two. Watch for a snake as
you exit the water.

Relic no. 69: Spider 10 is located at map coordinates X: 766.4 Y: 810.4. Camp
Murder or Shark 11, Relic no. 68, is the recommended starting point to obtain
this item, which is located approximately 385 meters northeast of the outpost.
Commandeer a vehicle at Camp Murder or continue on up the beach from Relic 68.
When you arrive at the remote location, you can see the Relic through the
grating but you can’t get it. You also can’t destroy the bars. Move north and
then west around the cliff where you’ll find an old mine entry at approximately
X: 761.5 Y: 813. Go in and you will have to jump into a pool of water to get to
vine climb. Continue on to the Relic.

Relic no. 70: Boar 8 is located at map coordinates X: 704.9 Y: 792. AM 12
Outpost is the recommended starting point to acquire this item, which is located
175 meters east of the outpost. The large mountain east of the outpost will
require you to go counterclockwise around it to reach an old ruin on the east
side built right into the cliff at map coordinates X: 706 T: 793. If you
commandeer a vehicle at AM12 you can drive the main road and then turn left onto
the narrow dirt path. Move into the large ruin and blast the stone door open.
Continue deeper into the labyrinth, grab the loot and then climb the vine and
then jump to a grab vine over the pit. Continue up the stairs to the open air
and be prepared to deal with komodo dragons which may attack out of the
undergrowth-that was what all the screaming was about earlier. Continue up the
stairs to get the Relic from the shrine.

Relic no. 71: Heron 5 is located at map coordinates X: 702.5 Y: 809.9. Relic no.
70, Boar 8, or the AM 12 Outpost via the path north of the outpost is the
recommended starting point. The Relic is on a small island 275 meters northeast
of AM 12. If you just acquired Boar 8 you can take the glider near the
acquisition point directly to the islet by circling and landing atop the islet.
If not you’ll have to get there overland. It is on a shrine atop the islet. If
you didn’t arrive by glider, you can get up the steep cliffs by using a vine
climb on the southeast side.

Letter of the Lost no. 13: Mogi’s Third Letter is located at coordinates X:
682.2 Y: 811.2. The AM 12 Outpost is the recommended starting point to obtain
the Letter, which is located 250 meters north of AM 12. There is a jutting
promontory where you’ll find a large bunker at the waypoint. You can take the
switchback trails north of AM 12 Outpost to its entrance. It is on the corpse of
the Japanese soldier in the large bunker complex where you’ll also find a large
ammo catch and other loot.

Relic no. 72: Heron 27 is located at map coordinates X: 658.6 Y: 814.4. AM 12
Outpost or Mogi’s Third Letter (no. 13) are the recommended starting points.
There is a small steep-sided islet north of AM 12 where you will find the Relic.
Take a boat or swim to the northeast side of the islet, get out and climb the
long vine to get atop the islet. The Relic is on a shrine.

Relic no. 73: Shark 8 is located at map coordinates X: 635.1 Y: 794.2. The
recommended starting point to obtain the Relic is the AM 12 Outpost. There is a
remote section of beach on the north side of the island 530 meters west of the
outpost. You’ll have to dive to the bottom and make a short swim into an
underwater grotto to find the Relic.

Relic no. 74: Shark 27 is located at map coordinates X: 669.1 Y: 759.9. AM 12
Outpost or the Old Mines Radio Tower is the recommended starting point. 325
meters southwest of AM 12 near the radio tower there is a Relic but you’ll have
access it from the cove north of it. There you’ll find a cave entry is at map
coordinates X: 668 Y: 764. Swim into the dark cavern and you’ll find the Relic
on a ruin.

Relic no. 75: Boar 27 is located at map coordinates X: 678.9 Y: 742.1. The Old
Mines Outpost is the recommended starting point to obtain the Relic which is
located about 320 meters east of the Old Mines Outpost. Commandeer a vehicle at
the Old Mines Outpost and drive north, then east to an old mining facility.
There is an abandoned mine tunnel just east of the mining camp. The Relic sits
on a chunk of ruin in the tunnel. It will be worth your while to ransack the
camp before leaving.

Relic no. 76: Spider 27 is located at map coordinates X: 661.4 Y: 736. The AM 12
Outpost or the Old Mines radio Tower Supply Drop are the recommended starting
points to obtain the Relic. There is a cenote that you will visit for a Supply
Drop when you have completed your task at the Old Mines Radio Tower. If you’re
not doing the Supply Drop the cenote has map coordinates of approximately X: 660
Y: 740. Dive into the water and take the wooden ramps and rope climbs to the
top. Inside the grotto is a shrine with the Relic. This route will lead to a
cave that emerges in the rear of Old Mines Outpost. This cave is found by doing
one of the nearest Radio Tower’s Supply Drops and provides the best approach to
taking the Old Mines Outpost.

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Relics and Letters of the Lost: Thurston Town Item Map <TTIM>


Relic no. 77: Heron 12 is located at map coordinates X: 598.1 Y: 490.5. The
outpost at Harmanese Gas and Repair is the recommended starting point to obtain
this Relic, which is located on the crag 85 meters east of Harmanse Gas and
Repair. It is found on a shrine atop the crag. This was the suggested sniping
platform for liberating the Outpost.

Letter of the Lost no. 14: Hyato’s Third Letter is located at map coordinates X:
602.6 Y: 457.7. Commandeer a vehicle at Harmanse Gas and Repair Outpost and
drive south across the river to find the Letter about 315 meters south of the
outpost. An old World War 2 fortification sits on the high ground overlooking
the bay and inside you’ll find a letter on a soldier’s corpse.

Relic no. 78: Heron 25 is located at map coordinates X: 610 Y: 427.5. Either
Harmanse Gas and Repair Outpost or Letter no. 14 is the recommended starting
point to obtain this Relic. It is located south of Turtle Hill on a tin elevated
islet just offshore. You can take the footpath from the bunker where you found
Letter no. 14 to the beach and then sprint to the islet. A long vine on the
northwest side of the islet will get you atop it and to the Relic sitting on a
shrine.

Relic no. 79: Spider 13 is located at map coordinates X: 573.7 Y: 454.6. The
outpost at Harmanse Gas and Repair is the recommended starting point to obtain
this Relic which is near the radio tower west of Turtle Hill. Once near the
tower, you’ll have to drop off the knoll north of the tower to locate a cave
entry at map coordinates X: 575.5 Y: 450. You’ll have to climb three ledges
using vines to get to the shrine to obtain the Relic.

Relic no. 80: Shark 13 is located at map coordinates X: 583.9 Y: 439.7. This
Relic can be found by either driving to the radio tower south of Thurston Town
or while doing the mission, “Dopplegander.” Take the footpath south of the radio
tower up the grade and then make your way to the waypoint on the peak. The Relic
is lying outside of the shack behind a crate.

Relic no. 81: Spider 12 is located at map coordinates X: 523.1 Y: 476.1. Delta
Camp, at map coordinates 518.5 Y: 463.6, is the recommended starting point to
obtain the Relic, which is located in a ruin atop the mountain about 130 meters
north of Delta Camp. You can take a vehicle from Delta Camp or just sprint
cross-country to get to it. The Relic sits on the shrine.

Relic no. 82: Boar 12 is located at map coordinates X: 541.4 Y: 438.1. The
Satellite Communications Hub Outpost is the recommended starting point to obtain
the Relic. It is located on a steep mountain about 200 meters east of the
outpost. Go afoot, and on the east side there is a grassy ridge that will get
you to the summit. You’ll find an old ruin with a stone door. Use C4 or a mine
to blast it open for the Relic sitting on the altar.

Relic no. 83: Shark 25 is located at map coordinates X: 547.6 Y: 453.9. The
glider east of the Satellite Communications Hub Outpost is the recommended
starting point to obtain the Relic, which is located about 250 meters northeast
of the outpost at an old homestead with a small patch of drugs. The Relic is
just sitting near the house. You can pilot the glider northeast of the outpost
right to the site.

Relic no. 84: Boar 14 is located at map coordinates X: 509.4 Y: 447.6. The
Satellite Communications Hub Outpost is the recommended starting point to obtain
the Relic. About 160 meters west of the outpost there is a shack alongside the
road. Sprint west from the outpost, jump off the cliff and use the wingsuit and
the parachute to glide down to the location. Behind the shack there is an old
covered over underground bunker. Blast it open and jump down to find the Relic.

Relic no. 85: Spider 25 is located at map coordinates X: 455.3 Y: 425.3. The
Lazy Shore Marina Outpost is the recommended starting point to obtain the Relic,
which is located 320 meters west of the outpost. To get there, cross the river
at Lazy Shores Marina and take the road south of the river west toward the
cenote at map coordinates X: 454.2 Y: 419.3. It is on the high ground and is
about 60 meters south of the Relic. Jump into the cenote and swim and then move
through the cave to the Relic. Use the wingsuit to exit the elevated cave.

Letter of the Lost no. 18: Hayato’s Fourth Letter is located at map coordinates
X: 471.5 Y: 418.1. This is about 320 meters southwest of Lazy Shore Marina and
is the same location where Spider 25, Relic no. 85, is located. To get there
cross the river and take the road west toward the cenote on the high ground at
map coordinates X: 454.2 Y: 419.3. Jump into the water and the Letter is on the
corpse on the rock ledge. A long vine will get you out.

Relic no. 86: Shark 29 is located at map coordinates X: 420.8 Y: 418.3. 670
meters west of Lazy Shore Marina the rivers converge. Pilot a boat west from the
marina, going over the ramps to the waterfall. The Relic is in the deep pool
beneath the falls. You can use the ramp to go over, get out of the boat and dive
in or you can just make your way down the hillside to the base of the falls.

Letter of the Lost no. 15: Hurk’s Fourth Letter is located at map coordinates X:
497 Y: 501.3. Drive east about 550 meters out of East Ridge Camp Outpost. Follow
the road and turn down onto the beach near the waypoint. There is a large
complex of bayside bunkers where you’ll find the Letter on a corpse.

Relic no. 87: Heron 13 is located at map coordinates X: 458.7 Y: 485.2. About
165 meters Southeast of East Ridge Camp Outpost there is a Relic but that
distance is deceiving. It is on top of the mountain at a homestead which is best
located by using the dirt footpath behind the outpost. Go past the radio tower
and then bear left up the steep grade. A “Supply Drop” run will bring you to
this location as well. There are a couple of ammo caches there.

Relic no. 88: Spider 14 is located at map coordinates X: 437.5 Y: 470.8. 200
meters south of East Ridge Camp, west of the map’s goat symbol, you’ll find a
Relic. You can drive west out of the outpost and take the connecting road south
or you can just sprint cross-country, skirting the high ground to get to the
location. The Relic sits behind a red hopper at a roadside facility.

Relic no. 89: Heron 28 is located at map coordinates X: 438.6 Y: 444.2. About
470 meters south of East Ridge Camp there is a Relic on top of a steep-sided
mountain. Take a vehicle west out of the outpost and then bear south. When near
the map coordinates X: 444.8 Y: 452.7 you will have to take a footpath up the
mountain which will get you to the top. The path to the Relic is a rocky series
of vague switchbacks. The Relic sits in a shrine.

Relic no. 90: Boar 13 is located at map coordinates X: 462.8 Y: 448. The Relic
is at a remote ruin site in a canyon about 300 meters northwest of Lazy Shore
Marina. Drive west from the outpost and stop at map coordinates X: 455.4 Y: 447.
Go up the incline to the Relic’s waypoint. It sits inside the ruin on a stone
altar.

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Relics and Letters of the Lost: Gaztown Item Map <GTIM>

Letter of the Lost no. 16: Hurk’s Third Letter is located at map coordinates X:
237.5 Y: 425.4. Gaztown is the recommended starting point to obtain the Letter.
Just east of Gaztown there is a shack at the end of a dirt footpath. There is a
small outbuilding near it where a ladder will take you to an underground bunker.
You will find the letter on an old desiccated corpse.

Relic no. 91: Heron 30 is located at map coordinates X: 233.7 Y: 441.5. Gaztown
is the recommended starting point to obtain the Relic, which is located 200
meters northeast of Gaztown in an isolated shack. Grab a vehicle at Gaztown and
drive up the steep incline to the shacks, which contain decent loot as well as
the Relic.

Relic no. 92: Heron 17 is located at map coordinates X: 212.4 Y: 426.8. The
glider south of Gaztown is the recommended starting point to obtain this Relic.
125 meters from the Gaztown safe house there is a Relic on a small ledge on the
sheer cliff face. You must get onto that small ledge by using the glider south
of town. Start your flight with full health and pilot the glider a very short
distance from the cliff before turning toward the ledge. You must maintain
height because the ledge is fairly high on the sheer cliff. The landing will be
rough and will tax your health. The Relic is on a shrine there. With the Relic
in hand, jump off and deploy your wingsuit or just fast travel anywhere.

Relic no. 93: Shark 18 is located at map coordinates X: 278.2 Y: 442.9. North
Krige Crest Outpost is the recommended starting point to obtain the Relic, which
is located approximately 115 meters inside the mountain to the north of the
outpost. Go up the stairwells and jump onto the conveyor belt or just go up the
dirt path behind the facility to get to the mine entry. The Relic is deep in the
mine on a stone pedestal.

Relic no. 94: Spider 18 is located at map coordinates X: 261.8 Y: 449.1. This
Relic is near the North Krige Crest Radio Tower, which is about 250 meters
northwest of the outpost. The Relic sits near the cliff.

Relic no. 95: Boar 17 is located at map coordinates X: 258.1 Y: 462. Gaztown or
Relic no. 91 is the recommended starting point to obtain this Relic. It is
located about 500 meters northeast of Gaztown. Take the road going northeast out
of Gaztown and bear left up the steep grade going past the shacks where you
acquired Heron 30, Relic no. 91, and continuing on the dirt path until you reach
a walking bridge. Continue on foot. The winding mountain switchbacks will take
you past a privateer encampment and then to the top of the mountain where you’ll
find the Relic on top of some crates in a small shack.

Relic no. 96: Boar 18 is located at map coordinates X: 279.7 Y: 479.3. Romeo
Camp is the recommended starting point to obtain the Relic, which is in the
middle of nowhere or, actually, 380 meters southwest of Romeo Camp. The best way
to get to it is to go afoot using the grassy areas on the mountain to get to an
old ruin on the slope at map coordinates: X: 279.7 Y: 477.5. Be aware of
leopards in the area. The long vine will get you down an open shaft where the
stone doorway must be blasted open. The Relic sits on an altar among three loot
chests.

Relic no. 97: Shark 16 is located at map coordinates X: 323.2 Y: 469.1. Spine
Ridge Site Outpost is the recommended starting point to obtain the Relic. There
is a lake 150 meters west of Spine Ridge Site Outpost. Take a vehicle from the
outpost and drive counterclockwise around the mountain to the small lake. A
Relic sits on a stone altar at the bottom of the lake among some ancient sunken
ruins.

Relic no. 98: Spider 16 is located at map coordinates X: 335.3 Y: 455.8. Spine
Ridge Outpost is the recommended starting point to obtain this Relic, which is
located about 180 meters south of the outpost. It isn’t on top of the mountain
which is largely impassable. Commandeer a vehicle at the outpost and go
counterclockwise around the mountain to a temple ruin in the cliff at map
coordinates X: 331.7 Y: 458.1. It lies inside on a stone shrine.

Relic no. 99: Spider 30 is located at map coordinates X: 391 Y: 427.4. The
Stubborn Kid Farm Outpost is the recommended starting point to find this Relich,
which is located 220 meters east of the outpost at an old mining camp.
Commandeer a vehicle at the outpost and drive to the mine which is alongside the
road. The Relic sits in a cart near the mine’s entrance.

Relic no. 100: Boar 15 is located at map coordinates X: 354.1 Y: 448.1. Stubborn
Kid Farms Outpost is the recommended starting point to obtain the Relic, which
is located approximately 260 meters northwest of the outpost. Set a waypoint
near the bear symbol (map coordinates X: 383 Y: 453) north of the outpost and
drive east, veer north and take the side road west to reach the coordinates. Go
past the aloe farm and up the long grade in the canyon. You’ll find a long vine
climb to get you up the cliff and another beyond to get you to a ruin. Enter the
dark cave opening and blast the door of the ruin open. The Relic sits inside on
a pedestal.

Relic no. 101: Heron 15 is located at map coordinates X: 398 Y: 452.7. Stubborn
Kid Farms Outpost is the recommended starting point to obtain this Relic, which
is located in a shack 390 meters northeast of the outpost. Commandeer a vehicle
at the outpost and drive east and then north to the little roadside settlement.
The Relic is sitting on a crate inside a shack.

Letter of the Lost no. 17: Hurk’s First is located at map coordinates X: 407.8.
Y: 498.9. Alpha Camp is the recommended starting point to obtain the Letter.
Approximately 480 meters east of Alpha Camp in the north central part of the
South Island there is a Letter. An old bunker sits near the mouth of the river.
The letter is on the corpse there.

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Relics and Letters of the Lost: Point Breaks Item Map <PBIM>

Relic no. 102: Boar 24 is located at map coordinates X: 466.7 Y: 352.5. The
Break Point Docks Outpost is the recommended starting point to acquire this
Relic which is located only 140 meters northwest of the outpost. Sprint from the
outpost to the location and you’ll find an extensive ruin site in the side of
the mountain. Place a C4 charge on the stone doorway to blast it open. The Relic
is on a stone pedestal inside.

Relic no. 103: Shark 14 is located at map coordinates X: 478.4 Y: 356.7. There
appears to be a Relic atop the mountain due north of the Break Point Docks but a
ground level cave entrance can be found at map coordinates X: 478.2 Y: 361.4.
You can drive around the mountain from the outpost or just go cross country and
make your way off the heights instead. Be sure to have at least the makings of
one “Deep Dive.” There are “blue” leaves in the flooded cave but they aren’t
that easy to get as is the Relic, which lays on the floor in the darkness. It’s
about a forty meter underwater swim to the Relic and then back out.

Relic no. 104: Shark 15 is located at map coordinates X: 493.4 Y: 360.6. About
230 meters northeast of the Break Points Dock safe house, the map indicates
there is a Relic. Grab a vehicle at the outpost and drive east, stopping near
coordinates X: 496.7 Y: 353.2. These are the coordinates for a cave which is
about 80 meters from the Relic. You’ll have to go down to the water to find the
cave. Swim into it and you’ll come to a wooden structure in the rear. You will
then have to dive and swim to the dim blue light. You can surface after about 25
meters and swim to a pile of crates where you’ll find the Relic.

Relic no. 105: Heron 2 is located at map coordinates X: 443.2 Y: 344.7. Break
Point Docks Outpost is the recommended starting point to obtain this Relic,
which is located about 340 meters west of the outpost on the slopes of the
mountain. Rather than try to drive the interconnecting maze of roadways, just go
on foot clockwise around the mountain which is passable to the shack on its
slope. The Relic is inside.

Relic no 106: Spider 20 is located at map coordinates X: 421.5 Y: 350.4. 560
meters to the northwest of Break Point Docks there is a Relic. To retrieve this
item, commandeer a vehicle and drive west out of the outpost and cross the
bridge. Continue east until you reach a side road going north toward the
waypoint. Stop near the shacks and make your way down the slope and watch for a
leopard in the vicinity. A wooden walkway leads into a grotto where you’ll find
the Relic.

Relic no. 107: Spider 15 is located at map coordinates X: 414 Y: 397.4. The
Bridge Control Outpost is the recommended starting point to obtain this Relic,
which is located about 325 meters northwest of the outpost. Commandeer a vehicle
at the outpost and drive northwest to near the waypoint. To get the Relic,
you’ll have to enter a cave at river level 65 meters to the northwest at map
coordinates X: 418.2 Y: 402.4. Swim as far as the ceiling allows and dive and
swim underwater for another 15 meters before you surface and find the Relic on
the cave’s floor.


Letter of the Lost no. 19: Masawiro’s Letter is located at map coordinates X:
528.6 Y: 399.9. Echo Camp, in the east central part of the island, is the closet
fast travel station to the site. Commandeer a vehicle and drive east on the
roadway until near the waypoint. Part and sprint south to find the soldier’s
remains and the Letter near a gun emplacement.

Relic no. 108: Heron 14 is located at map coordinates X: 578 Y: 346.4. There is
an island about 500 meters off the east coast of the South Island. There is a
Relic atop the rocky crag on that island. Commandeer a boat at Break Point Docks
Outpost in the southeast side of the island and pilot it to the island and make
your way up the grassy slope to get it.

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Relics and Letters of the Lost: The Compound Item Map <TCIM>

Relic no. 109: Boar 21 is located at map coordinates X: 275.4 Y: 338.3. Dry
Palms Storage Depot Outpost is the recommended starting point to obtain this
Relic, which is located about 100 meters northeast of the outpost inside the
mine. Just go up the slope behind the facility and enter the mine tunnel (map
coordinates X: 269.7 Y: 336) and follow the tracks and then the wooden walkway.
When the walkway ends, a chasm looms. Make a sprinting grab for the dangling
rope. The Relic is on the platform with a couple of loot chests.


Relic no. 110: Heron 18 is located at map coordinates X: 251.1 Y: 324.4. Dry
Palms Storage Depot is the recommended starting point to obtain the Relic which
is located 180 meters southwest of the outpost. Near a boarded-up church, you’ll
find a Relic at a gravesite. You can drive to the item but just sprinting cross
country from the outpost will be quicker.

Relic no. 111: Shark 19 is located at map coordinates X: 231.9 Y: 355.6. Maw
Docks and Repairs Outpost is the recommended starting point to obtain the Relic,
which is located about 260 meters southeast the outpost. Take a boat across the
water and make your way up the steep mountain, going along the grassy areas. The
Relic is inside the shack at a small settlement.

Relic no. 112: Spider 19 is located at map coordinates X: 216.5 Y: 330.9. Maw
Docks and Repairs Outpost is the recommended starting point to obtain this
Relic, which is located approximately 450 meters south of the outpost. Drive
west out of the outpost, cross the bridge and continue south going up the grade
and stopping near the waypoint. There is a cave entrance 80 meters west of the
Relics location at map coordinates X: 208.5 Y: 331.9, which is a short distance
above the beach. Enter the cave, cross the bridge and walk the ledge to get to
the Relic.

Relic no. 113: Boar 19 is located at map coordinates X: 295.2 Y: 325.5. The Dry
Palms Storage Depot Outpost is the recommended starting point to obtain the
Relic which is located 300 meters east of the outpost. Commandeer a vehicle and
drive east, stopping near the waypoint or the Relic symbol. Go down the dirt
footpath to the beach and at map coordinates X: 292.4 Y: 323.4, you’ll find a
mine entrance. The Relic is inside the mine.

Relic no. 114: Spider 17 is located at map coordinates X: 313.4 Y: 338.9. There
is a Relic approximately 475 meters east of Dry Palms Storage Depot, but it
isn’t on top of the mountain. Go south down to the road paralleling the beach
and head east. There is an old mine entrance at map coordinates X: 312.5 Y:
332.5. You will be far above it so use your wingsuit and parachute to make the
descent. The cave system is extensive but the Relic is only 60 meters inside the
mountain but the winding passages makes it much longer. You will end up in a
pool of water where a long dangling vine will get you onto the ledge. Jump to
the vine grab across the gap and the Relic is in a short tunnel.

Relic no. 115: Heron 19 is located at map coordinates X: 248.5 Y: 357.3. The Dry
Palms Storage Depot Outpost is the recommended starting point to obtain the
Relic. It is located about 290 meters northwest of the outpost near the radio
tower. From near the concrete support for the guy wire drop down off the cliff
to the rocks below and then to those just below. The Relic sits on a rock on the
ledge.

Letter of the Lost no. 20: Hurk’s Second Letter is located at map coordinates X:
374.6 Y: 315.5. About 125 meters south of Longshore View Outpost on a cliff
overlooking the bay there is an old World War 2 fortification. Take the road
going south along the cliff to the elevated fortification. There seems to be no
way in but if you go west 25 meters at the same elevation you will find a remote
entrance.

Relic no. 116: Shark 20 is located at map coordinates X: 382.8 Y: 345.7. 175
meters due north of Longshore View Outpost, just below the deer symbol, there is
a building where a Relic sets on an old television set. The recommended route to
the Relic is sprinting north from the longshore View outpost.

Relic no. 117: Spider 29 is located at map coordinates X: 336.7 Y: 318.2. This
Relic is located about 435 meters west of Longshore View safe house, below the
cassowary symbol. Commandeer a vehicle at the outpost and drive west to the
large structure. Use the cartons and mobile generator to get to the rope grab
behind it. Enter via the window and the Relic is on the floor of the place.

Relic no. 118: Boar 16 is located at map coordinates X: 359.1 Y: 336.1 A little
over 210 meters northwest of Longshore View Outpost, near the radio tower, there
is a Relic in a cave near the small pond. Just sprint cross country from the
outpost to the location. You’ll have to jump across some boulders to get to a
couple of vine climbs. The Relic is in the shallow grotto near some ruins.

Relic no. 119: Shark 17 is located at map coordinates X: 392 Y: 380.6. About 200
meters due east of The Compound located at map map coordinates X: 364.5 Y:
377.5, near the bridge, there is a Relic on the river’s bottom near a submerged
car. The compound can be reached from any of the surrounding outposts or you can
pilot the glider from Gaztown to the bridge, getting a panoramic view of much of
the island.

Relic no. 120: Heron 20 is located at map coordinates X: 362.5 Y: 364.3. This
Relic is located at a partially fenced settlement about 100 meters south of The
Compound. It sits next to a metal cage near a building. It can be reached from
any of the surrounding settlements or by glider from Gaztown.

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Letters of the Lost: <LOTL>

>>North Island Letters:

Letter of the Lost no. 1: Mogi’s First Letter is located at map coordinates X:
530.3 Y: 741.7. Either the Amanaki Outpost or Spider 5, Relic no. 2, is the
recommended starting point to acquire this Letter. An old World War 2 lookout
position is located about 230 meters east of the outpost. The Letter is located
in a hillside grotto near a hidden gun emplacement. Early in the game this will
be well inside enemy territory. If you get directly above the item’s symbol on
the grassy hill and then drop onto the jutting rock ledge just below, you can
then drop onto the narrow one below it where you will find the Letter. It can
also be accessed via a cave entry east of it at X: 531.4 Y: 739.

Letter of the Lost no. 2: Mori’s Letter is located at coordinates X: 460.3 Y:
766.7. Amanaki Town or Shark 23, Relic no. 4, is the recommended starting point
to acquire this Letter which is located 380 meters northeast of town. It is in a
cave and it isn’t easy to find. You will find a ground level cave entrance on
the north base of the mountain to the north of the Letter’s symbol at map
coordinates X: 461.3 Y: 771.7. Early in the game this will be deep inside enemy
territory. The Letter can be found on a desiccated soldier’s corpse. Each Letter
of the Lost yields 500 XP and puts you closer to the six needed for the Tanto
sword.

Letter of the Lost no. 3: Ren’s Letter is located at coordinates X: 379.9 Y:
741.1. The recommended starting point is Heron 21, Relic no. 15, or you can fly
there from Dr. Earnhardt’s. There is an island about 400 meters south of Vasla
Docks with a large ruined World War 2 fortification. Enter from the north side
and you’ll find the letter. There are both cassowary and dogs on the island.

Letter of the Lost no 4: Hyogo’s Letter is located at map coordinates X: 362.6
Y: 709.6. The glider at Dr. Earnhardt’s is the recommended starting point or you
can procure the Relic during operations on the peninsula after liberating the
Orphan Point Outpost, which puts the peninsula under the control of the Rakyat.
The Letter is located in an old Japanese bunker on the heights overlooking the
bay to its east. It is located southeast of the leopard icon on your map. A
ladder near the bunker will take you to an underground chamber with a pair of
worthwhile loot chests.

Letter of the Lost no. 5: Sato’s Letter is located at coordinates X: 435.3 Y:
645.6. The Northview Gas Outpost is the recommended starting point to obtain
this item, which can be found approximately 300 meters northwest of the outpost.
This is just northwest of the boar as depicted on your map. Commandeer a vehicle
at the outpost and drive past the waypoint and park. Exit the vehicle and double
back up the slope. It can be found on a Japanese soldier’s corpse alongside an
old gun emplacement that once commanded the bay.

Letter of the Lost no. 6: Mogi’s Second is located at map coordinates X: 600.7
Y: 620.8. Hubris Farms Outpost is the recommended starting point to acquire this
Relic, which is located in a bunker on the beach approximately 300 meters south
of Hubris Farms. Just sprint south from Hubris Farms, going cross country. The
dead soldier inside the bunker has the letter.

Letter of the Lost no. 7: Tadao’s Second Letter is located at map coordinates X:
703.1 Y: 575.3. The Neck’s Diner is the recommended starting point for this
Letter, which is located about 300 meters south of the outpost. Commandeer a
vehicle and drive right to the old World War 2 bunker where you’ll find the
Letter on a soldier’s remains.

Letter of the Lost no. 8: Tadao’s First Letter is located at map coordinates X:
632.5 Y: 601.4. The Neck’s Diner is the advised starting point. Commandeer a
vehicle at The Neck’s Diner and drive west. It is about 600 meters distant but
you can get within 140 meters of it before you must trek west on foot, picking
your way down the steep hillside to the beach. The letter is on the dead soldier
inside the bunker.

Letter of the Lost no. 9: Mogi’s Fourth Letter is located at map coordinates X:
629.5 Y: 645.6. Hubert Shore Outpost is the recommended starting point to
acquire this item, which is located approximately 290 meters west of the
outpost. There is an old Japanese lookout position on the side of the mountain.
You can either drive and stop just short of the waypoint and walk up the grassy
hillside to get to it or approach it from atop the heights.

Letter of the Lost no. 10: Hayato’s Second Letter is located at map coordinates
X: 777.8 Y: 618.8. Commandeer a boat at or near Kell’s Boat Repairs to acquire
this item. If you lay a waypoint you can pilot the boat past the sandbars and
rocks to the beach not far from the Letter. Go up the bluff and then inland to
find the Letter on a deceased soldier in a bunker.

Letter of the Lost no. 11: Shinji’s Letter is located at map coordinates X: 799
Y: 749.8. Tequila Sunrise Outpost is the recommended starting point to acquire
this item, which is located 160 meters north of the outpost in a bunker built
into the sheer cliff north of the outpost. Go to the Relic’s symbol or the
coordinates given and jump down to the rock ledge and take the crude wooden
walkway to get into the bunker where you’ll find the letter on the long deceased
soldier.

Letter of the Lost no 12: Hyato’s First Letter is located at map coordinates X:
801 Y: 756.1. Tequila Sunrise Outpost is the recommended starting point to
acquire this Letter. It is located about 225 meters north of Tequila Sunrise
Outpost and seems to be somewhere on the side of the mountain but it isn’t. Grab
the ATV near the outpost and drive the winding switchback road going south out
of the outpost and taking it north once you reach the beach level. Park near the
bridge at map coordinates X: 807 Y: 761.5. A stream emerges out of the rock.
Walk in and then swim the 60 meters to a rock shelf where you’ll find the Letter
on a corpse.

Letter of the Lost no. 13: Mogi’s Third Letter is located at coordinates X:
682.2 Y: 811.2. The AM 12 Outpost is the recommended starting point to obtain
the Letter, which is located 250 meters north of AM 12. There is a jutting
promontory where you’ll find a large bunker at the waypoint. You can take the
switchback trails north of AM 12 Outpost to its entrance. It is on the corpse of
the Japanese soldier in the large bunker complex where you’ll also find a large
ammo catch and other loot.

>>South Island Letters:

Letter of the Lost no. 14: Hyato’s Third Letter is located at map coordinates X:
602.6 Y: 457.7. Commandeer a vehicle at Harmanse Gas and Repair Outpost and
drive south across the river to find the Letter about 315 meters south of the
outpost. An old World War 2 fortification sits on the high ground overlooking
the bay and inside you’ll find a letter on a soldier’s corpse.

Letter of the Lost no. 15: Hurk’s Fourth Letter is located at map coordinates X:
497 Y: 501.3. Drive east about 550 meters out of East Ridge Camp Outpost. Follow
the road and turn down onto the beach near the waypoint. There is a large
complex of bayside bunkers where you’ll find the Letter on a corpse.

Letter of the Lost no. 16: Hurk’s Third Letter is located at map coordinates X:
237.5 Y: 425.4. Gaztown is the recommended starting point to obtain the Letter.
Just east of Gaztown there is a shack at the end of a dirt footpath. There is a
small outbuilding near it where a ladder will take you to an underground bunker.
You will find the letter on an old desiccated corpse.

Letter of the Lost no. 17: Hurk’s First is located at map coordinates X: 407.8.
Y: 498.9. Alpha Camp is the recommended starting point to obtain the Letter.
Approximately 480 meters east of Alpha Camp in the north central part of the
South Island there is a Letter. An old bunker sits near the mouth of the river.
The letter is on the corpse there.

Letter of the Lost no. 18: Hayato’s Fourth Letter is located at map coordinates
X: 471.5 Y: 418.1. This is about 320 meters southwest of Lazy Shore Marina and
is the same location where Spider 25, Relic no. 85, is located. To get there
cross the river and take the road west toward the cenote on the high ground at
map coordinates X: 454.2 Y: 419.3. Jump into the water and the Letter is on the
corpse on the rock ledge. A long vine will get you out.

Letter of the Lost no. 19: Masawiro’s Letter is located at map coordinates X:
528.6 Y: 399.9. Echo Camp, in the east central part of the island, is the closet
fast travel station to the site. Commandeer a vehicle and drive east on the
roadway until near the waypoint. Part and sprint south to find the soldier’s
remains and the Letter near a gun emplacement.

Letter of the Lost no. 20: Hurk’s Second Letter is located at map coordinates X:
374.6 Y: 315.5. About 125 meters south of Longshore View Outpost on a cliff
overlooking the bay there is an old World War 2 fortification. Take the road
going south along the cliff to the elevated fortification. There seems to be no
way in but if you go west 25 meters at the same elevation you will find a remote
entrance.
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North Island Path of the Hunter missions: <PHNI>

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>>>>>>01: Mission:  Shotgun hunt for five rabid dogs.
          Acquired: Chapter 4: The Amanaki Outpost bounty board.
          Bounty:   $175 and as many dogs pelts as you can recover.

This “Path of the Hunter” mission is embedded in the narrative since you need
the cash and hides early in the game. Accept the mission at the Amanaki Outpost
bounty board and drive west to the waypoint where the roadway forks. Take the
M133 shotgun and its shells required for the mission from the crate. You now own
the shotgun and even if you drop it, it will still be available at any automated
store free of charge. In addition to the shotgun you can also use the machete to
kill the dogs. The machete can be very beneficial against the quick-closing and
aggressive canines.

The mission’s site will be near the farm where your initial harvesting was done.
Get onto the hill to the north of the farm and use your camera to recon the hill
to the south. Take the time to locate and tag all five of the five rabid dogs.
Tagging them makes any stalking required much less challenging since the
designated “blue” area is large and a protracted hunt may lead to contact with
pirates or komodo dragons.

Hunt down the five dogs and take the hides if you can locate them in the
undergrowth. You are vulnerable while skinning, so be quick about the task.
Prolonged gunfire can also alert pirates of your presence and they will
sometimes encroach on the margins of Rakyat territory.
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>>>>>>02: Mission:  Sniper rifle hunt for five deer.
          Acquired: Chapter 5: Vasla Docks Outpost bounty board.
          Bounty:   $200 and as many deer hides as you can locate.

This hunt is embedded in the narrative since the player will be pursuing the
optional mission, “Tagging the Past,” in the same area and it will allow you to
harvest up to five deer hides-a boon since they are skittish and somewhat hard
to acquire. Take an AK-47 or a shotgun along. There is a lot of game where
you’re headed. You may even encounter a leopard.

Drive or just sprint to the waypoint where you will find an M-700 sniper rifle
and ammo. If you have your own and it is sound suppressed and has the high-
powered scope the task will be much easier. Climb into the lookout and tag the
five deer browsing on the slope. Try to tag them all because the area is large
and they can be quite difficult to locate if untagged. You’ll need to kill all
five to complete the mission and even a silenced weapon will cause them to
scatter and their skittishness can be aggravating as they traipse about
endlessly eluding your sights. There are plenty of “amber” leaves in the
vicinity to craft into “Hunter’s Instinct” syringes if you must stalk them. Be
aware that if any of them fall from a height the mission will fail and this
happens occasionally. Just finding the corpses in the undergrowth isn’t always
the easiest of tasks.
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>>>>>>03: Mission:  Shotgun hunt for two bears.
          Acquired: Amanaki Town bounty board.
          Bounty:   $225 and two bear hides.

The mission site where the locals were mauled by the bears is to the southwest
of Amanaki Town. The starting point is an isolated cabin where a shotgun and
shells are provided. The bears occupy a nearby cave. An “Animal Repellent”
syringe can help you more easily deal with them. The potion will cause them to
shy away rather than aggressively attacking.

The cave is a short walk to the south of the cabin and there are yellow leaves
to gather if you need them. One bear will be near the entrance. Tag him so he is
easy to see and put him down with blasts from your shotgun. The second bear will
be deep inside the dark cave. Inject an “Animal Repellent.” And begin staking.
Skin the bears. You’ll require four bear hides to craft the “Heavy Duty
Munitions Pouch” and the “Heavy Duty Quiver.”
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>>>>>>04: Mission:  Bow hunt for a Black Panther.
          Acquired: By liberating Orphan Point Outpost.
          Bounty:   $250 and the Black Panther hide for crafting the “Extended
                    Syringe Kit,” permitting you to carry 12 syringes.

This mission is activated after the liberation of Orphan Point. The cabin where
the bounty is posted is on a mountain top on the peninsula north of Orphan
Point. If you don’t have one, a bow and arrows is provided at the waypoint to
the south near a gun emplacement. Be aware that this is leopard country and
leopards other than the quarry can be killed with a gun. Craft an “Animal
Repellent” or two. There are plenty of the needed “amber” leaves in the region.

Locating the Black Panther before it locates you is the key to surviving the
hunt. Survey the designated area from the rock outcropping near the gun
emplacement. Once located, stalk it, injecting an “Animal Repellent” when you’re
ready to make the kill. The predator will charge but will be repelled by the
concoction. Hit the quick moving predator with your machete and as many arrows
as needed-usually two or three, depending on where it is hit. Use another
syringe if necessary. Its hide is used to craft the “Extended Syringe Kit’
allowing you to carry 12 syringes.

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>>>>>>>>05: Mission:  Bow hunt for the rare Golden Tiger.
          Acquired: Chapter 5: Mosquito Yard Outpost bounty board.
          Bounty:   $250 and the Golden Tiger hide. This hide is needed to craft
                    the “Heavy Duty Ammo Pouch” allowing you can carry the
                    maximum amount of ammo allowed.

This is a bow hunt (provided) and the prey is a deadly Golden Tiger. It pays
$250 and the Golden Tiger hide. This can be pursued later so the hide doesn’t
consume an inventory spot. It will eventually be required to craft a “Heavy Duty
Ammo Pouch” but the previous pouches must first be acquired. Doing the mission
now, however, will allow you to procure a Recurve Bow which you would otherwise
have to purchase or activate additional towers to get free of charge.

The mission site is located a couple hundred yards northeast of Mosquito Yard.
The area is more overgrown that most of the island so the Golden Tiger has good
cover. There is also likely to be another tiger in the area. Keep in mind that
only the Golden Tiger must be killed with the bow. If you have an upgraded bow
with a “Red Dot Sight” this mission will be easier and if you have acquired
“Animal Repellent” it will be considerably easier.
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>>>>>>06: Mission:  Bow hunt for a Blood Komodo Dragon.
          Acquired: Chapter 11: Cliffside Overlook Outpost bounty board.
          Bounty:   $225 and the Blood Komodo hide needed to craft the “Extended
                    Grenade Pouch.”


The hunt will commence at the waypoint to the northwest. There is a shack where
you’ll find a bow and arrows on the edge of the designated area. The Blood
Komodo will be in the designated area and a pair of regular komodo dragons will
be there as well. Get on the rocky outcrop, tag the lizards and begin killing
them. The regular komodos aren’t that much different than the target, and you
can just snipe them if you can tell the difference. The area is large and the
komodo may wander out of range of your rocky outcrop. There are numerous “amber”
leaves available in this area. Stalk it and use an “Animal Repellent” syringe to
get in close for the kill. It will lunge at you but move away without attacking.
Skin the dragon to complete the mission. Acquiring the skin will enable you to
craft the “Extended Grenade Pouch,” allowing you to carry 12 grenades and 12
Molotovs.
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>>>>>>07: Mission:  Bow hunt for four leopards.
          Acquired: Chapter 12: Hubert Shore Power bounty board.
          Bounty:   $250 and four leopard hides for crafting or sale.

Go to the hunter’s blind and take the bow and arrows if needed. The area is
large and the undergrowth substantial. The four leopards can be anywhere. Use
“Enhanced Perception” if needed to locate them and have an “Animal Repellent”
handy. Remember to use the machete if one gets in close. The four leopard hides
are needed for crafting if you didn’t acquire them earlier.
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>>>>>>08: Mission:  Bow hunt for a rare Maneater Shark.
          Acquired: Chapter 12: Kell’s Boat Repairs bounty board.
          Bounty:   $225 and the Maneater Shark skin.


The mission starts at the outpost’s dock where you’ll find a bow if you need one
and plenty of arrows. Locate the Maneater shark and his entourage of three
sharks with your camera. It is hard to tell one from the other, so you’ll likely
have to kill them all. Once the sharks are tagged, take the boat and pilot it
near the circling sharks and start killing them. If you have the necessary
leaves you can craft a “Deadly Hunter” syringe or two to make your arrows
deadlier. When the Maneater goes down a waypoint will mark its location on the
bay’s floor. If you need additional arrows, return to the dock for more. Once
you have crafted the “Extended Arrow Quiver” be sure to help yourself to the
surplus arrows on the dock.

At times, there may not be a boat available. With a bit of patience, you can
kill the sharks from the dock or the rock outcropping nearby.
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>>>>>>09: Mission:  Shotgun hunt for a rare One Horn Buffalo.
          Acquired: Chapter 14: Camp Murder bounty board.
          Bounty:   $200 and a rare One Horn buffalo hide needed for the
                    Crafting the “Extended Wallet” allowing you to carry
                    up to $10,000.

The starting point is southwest of Camp Murder. If you have purchased the Bull
shotgun, take it with you. Take a vehicle and drive to the starting point where
you will find a shotgun and shells. Get onto the knoll near the camp to locate
the prey. One Horn will be one of a small herd of five buffalo foraging in the
large designated area. It isn’t necessary to kill any but One Horn but these
animals can get aggressive if you press them. You can snipe the two-horned
buffalo with a sniper rifle to help clear the field but you must take down One
Horn with a shotgun. Use the One Horn’s hide to craft an “Extended Wallet”
allowing you to tote 10,000.
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>>>>>>10: Mission:  Sniper rifle hunt for a rare Yellow Neck Cassowary.
          Acquired: Chapter 15: AM 12 bounty board.
          Bounty:   $225 and a Yellow Neck Cassowary hide for crafting the
                    “Extended Fuel Sling.”

The hunt takes place just north of Camp Murder and you’ll have to make your way
down off the mountain to the site where a sniper rifle and ammo are provided.
You can use your own and, as always, the machete can be used as well. Start
locating and dropping the normal cassowaries before even crossing the bridge.
There will be about a half-dozen. The Yellow Neck will show as a waypoint when
it falls.
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>>>>>>11: Mission:  RPG hunt of rabid dogs.
          Acquired: Chapter 15: AM 12 bounty board.
          Bounty:   $175 and dog hides for sale.

The mission site is about 275 meters southeast of the outpost at a
veterinarian’s clinic. The dogs are on the loose and you must kill them all. The
clinic has extra rockets and a suit of body armor. For charging dogs just use
the machete-electronic people aren’t warm blooded and can’t get rabies.
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>>>>>>12: Mission:  Bow hunt for a White Belly Tapir.
          Acquired: Chapter 15: Rust Yard bounty board.
          Bounty:   $225 and the rare tapir hide for crafting of the “Extended
                    Munitions Pouch” allowing you to carry 6 C4 charges and 6
                    mines.

The mission site is on an island about 250 meters southwest of the Rust Yard.
Swim to the island and take the bow and arrows or better yet use your own. There
are quite a few tapir on the island but the White Belly is noticeably different.
It has a broad white stripe around its belly. Use a “Hunter’s Instinct” to
counter their skittishness-there are numerous “amber” leaves on the island for
crafting. Since they aren’t dangerous just tag them and kill until the waypoint
says you have the White Belly.
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>>>>>>13: Mission:  Shotgun hunt for the Undying Bear.
          Acquired: Chapter 16: Cradle Gas bounty board.
          Bounty:   $275 and the Undying Bear hide for crafting of the “Heavy
                    Duty Rucksack,” allowing you to carry up to 96 loot items.

The waypoint is due south of the outpost. Move up the dirt path behind the
Cradle Gas Outpost and take the shotgun and shells or you can keep your own.
Continue up the dirt path and enter the dark cave. The bear will come from the
rear of the cave and be quickly on you. Blast him with your shotgun and keep
blasting until it falls. A “Hunter’s Instinct” or “Deadly Hunter” syringe can
help keep you alive. Craft the “Extended Rucksack” with the badly scarred hide,
giving you room for 96 loot items.
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>>>>>>14: Mission:  SMG hunt for three Bears.
          Acquired: Chapter 24: Broken Neck Home bounty board.
          Bounty:   $275 and three bear hides.

You are required to kill three bears with the provided Skorpion SMG or your own
SMG. You will have to make your way east through 400 meters of torturous terrain
to the mission site. Take the Skorpion SMG and its ammo if needed. The three
bears in the large designated area are aggressive and will attack on site. Have
an “Animal Repellent” or two handy to even the odds. The animals will charge but
shy away at the last second when you have the concoction injected. Gun the three
down to complete the mission.
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South Island Path of the Hunter missions: <PHSI>

>>>>>>15: Mission:  Sniper rifle hunt for three leopards.
          Acquired: Chapter 30: Satellite Communication Hub bounty board.
          Bounty:   $350 and three leopard hides.

The hunt will take place north of the outpost. Take your best sniper and remove
the silencer to give it extra punch. Just monitor the area with your camera and
kill the three leopards. Have an “Animal Repellent” slotted and ready if needed
but this should be an easy hunt.
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>>>>>>16: Mission:  Shotgun hunt for two bears.
          Acquired: Chapter 31: North Krige Crest bounty board.
          Bounty:   $300 and two bear hides.

Leopards abound near this outpost so move southeast and be prepared for a chance
encounter. A shotgun is provided but if you happen to have a better one, keep
yours but help yourself to the shells. You won’t have to do any stalking. The
first bear will be near the cave and the second will come calling when the first
falls.
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>>>>>>17: Mission:  SMG hunt for three tigers.
          Acquired: Chapter 31: Spine Ridge Site bounty board.
          Bounty:   $350 and three tiger hides.

The hunt will take place northwest of the outpost. Since you can use your own
SMGs take along a scoped and un-scoped for the “shy” ones and the “friendly”
ones. Move straight toward the waypoint and deploy the wingsuit and parachute to
get off the ridge, Grab some ammo if needed and begin the hunt by crafting an
“Animal Repellent” or two and a “Hunter’s Instinct” to help locate the beasts.
Scout from the top of the hillside and tag any tigers roaming about. Advance
carefully and stay aware of your surroundings to complete the hunt.
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>>>>>>18: Mission:  Pistol hunt for three bears.
          Acquired: Chapter 32: Dry Palms Storage Depot bounty board.
          Bounty:   $400 and three bear hides.

The hunt begins near the shoreline where you’ll find a pistol and ammo. Hope you
took your own D50 dressed out like you like. The three bears hang out near or in
the old mine entry. Just don’t let them get in close and this is a breeze.
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>>>>>>19: Mission:  Flamethrower hunt for four leopards.
          Acquired: Chapter 32: Krige Valley River fishing bounty board.
          Bounty:   $400 and four leopard hides.

Cross the river on your way to the site and take the flamethrower and some extra
fuel. Having “Fireproof” syringes can be very beneficial since the flamethrower
will set the grass ablaze very quickly. In fact escaping your own fires is more
dangerous than the leopards. The fires will burn extensively so check the
margins of the designated area for the last of the leopards that will flee
outside of the designated area.
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>>>>>>20: Mission:  Flamethrower hunt for eight rabid dogs.
          Acquired: Chapter 32: Lazy Shore Marina bounty board.
          Bounty:   $350 and eight dog hides.

You’ll find the flamethrower and its fuel canisters in a small shack north of
the outpost. The pack is congregated around some old cars. Try to tag all eight
because the area is large and you’ll have to hunt down the survivors of your
initial attack. Hit them with the fire and it will be a case of chasing the rest
down. They will eventually stagger back to the starting point if you can’t find
the stragglers.
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>>>>>>21: Mission:  Machete hunt for an Albino Crocodile.
          Acquired: Chapter 33: Bridge Control Outpost bounty board.
          Bounty:   $450 and the Albino Crocodile hide.

The hunt will take place east of the outpost. Get to the waypoint and the hunt
will occur near a maze of wooden walkways over the water. The Albino Crocodile
won’t be alone. Swim the waterways until you’re attacked. When the albino is
killed the mission is completed when you take its hide.
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>>>>>>22: Mission:  Machete hunt for two bears.
          Acquired: Chapter 33: Bridge Control Outpost bounty board.
          Bounty:   $500 and two bear hides.

The waypoint is a riverside shack and the hunt will take place just downriver.
The bears are just milling about near the river and will come charging one at a
time. Inject a “Deadly Hunter” and the Tanto sword will quickly put down the
bears.
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>>>>>>23: Mission:  Bow hunt for komodo dragons.
          Acquired: Chapter 33: Point Break Docks Outpost bounty board.
          Bounty:   $450 and the komodo hides.

The mission site is a small island just south of the outpost. Tag a komodo and
try to shoot it and be aware that there aren’t only the four needed komodo
dragons on the little island. If it closes, use you Tanto or the machete at
close quarters. This is just a find and kill, and there is no strategy other
than that.
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<<<<<<>>>>>

North Island Wanted Dead missions: <WDNI>

>>>>>>01: Mission:  Kill a pirate that is poaching game near some hot springs.
                    As always the kill must be with a knife to earn the bounty.
          Acquired: Amanaki Outpost bounty board.
          Bounty:   $175.

This mission will take place north of the outpost and if you do this early in
the game it may still be in enemy territory. Having a silent weapon, like the
Recurve bow, makes this mission less problematic. The target will have a “yellow
tag” and is the only one that must be taken out with a knife. Dog packs frequent
the area and if they attack you the enemy may take note, allowing you to be
detected. The bamboo groves provide limited cover but can be difficult to get
through as well.

Tag the target and his three roving guards from the perimeter. Stay in cover and
snipe the outliers and then the one skinning the pig. With his crew eliminated,
maneuver into position for a Takedown or a slashing attack on the leader. Just
circle around as needed to get the drop on him. Toss a few stones to keep his
attention away from yourself. If the territory is in enemy hands and you are
seen, expect a patrolling pirate vehicle to join the action and greatly
complicate the engagement. If the leader is killed by a predator or during an
engagement with the Rakyat, the bounty is still yours.
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>>>>>>02: Mission:  A pirate is killing villagers. A always the kill must be
                    done with a knife to earn the bounty.
          Acquired: The bounty board is mid-way between Amanaki Town and the
                    Amanaki Outpost.
          Bounty:   $175.

The waypoint is about half a mile to the northwest. If you do this mission
before establishing Rakyat control, the road to the mission will be patrolled.
There will be the target, the “yellow tag,” three sidekicks and a guard dog at
the site. If you encountered hostiles on your way there expect any noisy
altercation to escalate into a battle.

Do recon from the hill to the north, tagging everyone and the dog. You must kill
the “yellow” with a knife and it isn’t easy to do so without alerting the
others. Snipe the three sidekicks and the dog and then infiltrate. Use the
bushes and blind areas by the water to change your position so you can flank him
for the kill. If the sector is in Rakyat hands they may finish the job for you.
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>>>>>>03: Mission:  A pirate and his crew have seized a farm to grow drugs. As
                    always the kill must be with a knife to earn the bounty.
          Acquired: Wellshore Wrecker’s House bounty board.
          Bounty:   $175.

The drug farm is just south of the outpost. With the sector in Rakyat control
they will oftentimes engage the prey and his three retainers. If not the farm is
large and offers good sniping and stealth opportunities. You can sometimes
maneuver to make the kill without even alerting the others.
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>>>>>>04: Mission:  A pirate and his crew are preying on locals at a nearby
                    island Temple. As always the kill must be with a knife to
                    earn the bounty.
          Acquired: Vasla Docks Outpost bounty board.
          Bounty:   $200.

You’ll need to get to the Temple of Stone’s island location to the north of
Vasla Docks. Before crossing, scout the island with your camera to mark the
positions of any sentries near the beach and then swim across. The pirates have
the high ground so maneuver to tag them. Use “Enhanced Perception” and stay
concealed in the tall grass and bushes. An occasional snake may strike. Try to
maneuver close to the prey and take him down without alerting the four other
pirates. You can then either leave the island or massacre the rest of his crew.
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>>>>>>05: Mission:  Pirates are attacking fishermen by the shore. Kill their
                    leader with a knife Rakyat style for the bounty.
          Acquired: Vasla Docks Outpost bounty board.
          Bounty:   $300.

The mission site isn’t far from the radio tower to the south of the outpost.
Scout the site from across the bay, tagging as many as possible. Note the rock
outcropping looming over the site. Swim to the west side and get onto the rocks
overlooking the site. There are four pirates accompanying him.

Use the crest of the outcropping to snipe the four lackeys. They won’t know
you’re there but will scramble, but nobody will come behind the rock. With the
four dead, stalk the prey for a knife kill. Frequently a Rakyat patrol will
engage them creating a diversion.
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>>>>>>06: Mission:  A pirate is causing trouble near some junked cars. Kill
                    their leader with a knife Rakyat style for the bounty.
          Acquired: Chapter 6: Orphan Point Outpost bounty board.
          Bounty:   $250.

This mission will take place on the southern peninsula. Take the boat and pilot
it up the west side of the peninsula and start up the mountain toward the site.
Watch and listen for leopards that can spoil the surprise. Tag the leader and
his four retainers. Some of the pirates will patrol. Pick off the isolated ones
and try to remain concealed in the foliage. They have the higher ground so when
the quarry is alone, begin maneuvering in for the knife kill.
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>>>>>>07:   Mission:  Crazed pirates are camped out near some shacks. As
                      always the kill must be with a knife to earn the bounty.
            Acquired: The Mosquito Yard Outpost bounty board.
            Bounty:   $225.

The mission site is about 450 meters to the northeast. There are four Chargers
with the equally rambunctious quarry. The four will usually be in a group and a
cooked grenade will kill all or nearly all of them. You can then play cat and
mouse with the target. Beware of komodo dragons in the neighborhood as well.
Since this is near a roadway, passing Rakyat may intervene, killing the prey or
distracting him so that you can.
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>>>>>>08: Mission:  A sniper has seized part of a local beach. As
                    always the kill must be with a knife to earn the bounty.
          Acquired: Northview Gas Outpost bounty board.
          Bounty:   $225.

The mission site is 500 meters west near the bay. The Sniper is accompanied by a
pair of Snipers and a roving Regular. Drop the roving pirate and then the two
Snipers. The area is flat but has bushes and boulders that will allow you to
flank the Sniper for the kill.
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>>>>>>09: Mission:   A pirate is causing trouble at a nearby beach. Kill
                    their leader with a knife Rakyat style for the bounty.
          Acquired: Chapter 12: Hubris Farm Outpost bounty board.
          Bounty:   $250.

Start south for the beach and scout from a safe distance. The encounter will be
complicated by the presence of four deadly Snipers and a Heavy Gunner. Swing
around to approach from the south and start to eliminate the three Snipers. When
discovered, change your location by moving back to the east using the bulk of
the mountain to mask your location. Eliminate all four Snipers before addressing
the Heavy and the quarry.

The “yellow” is a wary one and will stay close to the Heavy. Get above the
bunker and toss a stone to lure him away. Try to grenade or Molotov him before
concentrating on the prey that will dart about making the knife kill a bit
tougher. Rakyat will sometimes show causing a diversion.
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>>>>>>10: Mission:  A pirate is roaming around a local farm. Kill
                    their leader with a knife Rakyat style for the bounty.
          Acquired: Chapter 12: The Neck’s Diner Outpost bounty board.
          Bounty:   $325.

Scout the farm. There are four Chargers, a pair of Heavies and the prey is a
Sniper occupying the upper story of the farm house. You aren’t sneaking in so
begin sniping from a distance to eliminate the Chargers. With the Chargers down
and the Heavies holed up with the “yellow”, use the blind side of the structure
to move in and lay C4 near the stairwell. Toss a Molotov, grenade or fire on
them to get one to investigate and then trigger the charge to put one of them
down. Repeat the procedure to eliminate the second Heavy.

The prey is wary but there are two ways in. If you catch him on the north side
enter on the south and use the barrels as cover to get in close for the
Takedown. Fill up at the ammo cache before departing.
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>>>>>>11: Mission:  A pirate is hunkered down near some bunkers. Kill
                    their leader with a knife Rakyat style for the bounty.
          Acquired: Chapter 12: Nat’s Repairs Outpost bounty board.
          Bounty:   $300.

The mission site is at the far end of the peninsula, so grab a vehicle and drive
toward the waypoint and stop about 100 meters short. There are six pirates with
him and one has an RPG. Try to tag everybody and then snipe away. You can use
the bunker as cover when you stalk the “yellow.”
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>>>>>>12: Mission:  A pirate is hiding out in a tunnel. Kill
                    their leader with a knife Rakyat style for the bounty.
          Acquired: Chapter 12: Tequila Sunrise Outpost bounty board.
          Bounty:   $275.

The mission site is a short distance to the north. Scout the entry and take out
the two pirates guarding the entry area. Four Chargers will mill about inside.
Throw a stone to lure a Charger out and put him down. The rest will come running
and the prey will follow. With the prey out of the tunnel, begin stalking him.
Oftentimes a Rakyat patrol will appear providing a diversion.
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>>>>>>13: Mission:  A pirate is holed up near a shack. Kill
                    their leader with a knife Rakyat style for the bounty.
          Acquired: Chapter 15: AM 12 Outpost bounty board.
          Bounty:   $300.

The shack is a short distance to the west of the outpost. The two story shack is
surrounded by water and five Chargers mill about and a Sniper wielding an RPG is
on the second floor with your quarry. Take out the Sniper and then the Chargers,
leaving the “yellow.” There is only one way in, so either lure him out or head
up and hack him with your machete. Raid the shack which has some decent loot.
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>>>>>>14: Mission:  Pirates murdered a local butcher in the nearby woods. Kill
                    the leader Rakyat style for the bounty.
          Acquired: Chapter 15: Old Mines Outpost bounty board.
          Bounty:   $300.

The site is to the southwest of the outpost. The group of seven includes a
Sniper and five Chargers milling about the woods near a bonfire. The prey is
hiding in a cabin and wields a sniper rifle. Knock out the Sniper and as many
Chargers as you can and then mop up the Chargers who will charge into your
shotgun barrel.

You will now have to flank the prey. Circle around and use the bulk of the hills
and the cabin to flank him. The Rakyat may have responded to the altercation
making the kill easier.
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>>>>>>15: Mission:  A pirate has set up camp in the woods. Kill their
                    leader with a knife Rakyat style for the bounty.
          Acquired: Chapter 18: Cradle Gas Outpost bounty board.
          Bounty:   $275.

Move east to the site. Scout from the high ground to the southwest, tagging the
six. A Heavy, two Chargers and two Regulars accompany the leader who is dressing
out a couple of bush pigs. Snipe all but the Heavy and the “yellow.” If you have
an RPG just take out the Heavy. If not plant a C4 charge near the hut east of
the camp and lure him into it with a stone or gunfire. The “yellow” is an easy
kill with his sidekicks gone.
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>>>>>>16: Mission:  A pirate and his crew are entrenched on a nearby hill.
                    Kill their leader with a knife Rakyat style for the bounty.
          Acquired: Chapter 19: Cradle View Outpost bounty board.
          Bounty:   $250.

The pirates hold the high ground on a hill to the west but there is decent cover
for you to get in close for recon. There are five pirates with the leader at the
homestead which is surrounded by a low stockade. The stockade allows you to get
in close. Pick off the guys on the perimeter and stalk the leader. You can
usually get him without clearing out the place.
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<<<<<<>>>>>

South Island Wanted Dead Missions: <WDSI>

>>>>>>17: Mission:  A pirate and his crew are camped near a hillside bunker.
                    Kill their leader with a knife Rakyat style for the bounty.
          Acquired: Chapter 32: East Ridge Camp bounty board.
          Bounty:   $400.

The site is over 550 meters to the east so grab a vehicle and drive east,
stopping on the road about 100 meters short of the waypoint. The site is below
the roadway near the shoreline and eight pirates including three Heavies and two
RPG wielding Snipers defend the bunker. Like outposts, the area is restricted,
so you are a hostile if you get within about 50 meters.

Now that you have the silenced Z93 sniper rifle, the two RPG Snipers are the
biggest threat. Take them out first and then start on the Regulars and the
Heavies. When they discover that their numbers are dwindling, start up the hill
and retreat across the road to the high ground. Continue to snipe the crew until
only the leader remains.

Begin flanking the Leader by giving him a wide berth and using the bushes to get
in tight. Move down and around the bunker if necessary to stalk him for the
kill.

Note: there is a Letter of the Lost in the bunker adjacent to the one with the
fire. (Hurk’s Fourth)
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>>>>>>18:    Mission:  Two pyromaniacs and their crew are entrenched in some
                       bunkers. Kill their leader with a knife Rakyat style for
                       the bounty.
             Acquired: Chapter 32: Maw Docks bounty board.
             Bounty:   $400.

This mission site is far to the south of the outpost. Drive south and stop when
you run out of road. Get onto the hillside to the east of the waypoint to recon.
Three Chargers, a Heavy Gunner and one of the Leaders will be situated near an
old gun emplacement. Snipe all the visible targets and this will get the rest of
them into your sights. With his crew dwindling, the visible Leader will usually
retreat into the bunker. If he is using his flamethrower, inject a “Fireproof”
and try to get him before he can. A Charger and a Heavy, if they didn’t emerge
earlier to investigate the carnage, will be just inside the bunker. If need be,
maneuver to snipe them before entering the bunker.

With the first pyro and his henchmen dead, have another “Fireproof” syringe
available and move deeper into the bunker for the second pyro. You’ll usually
hear his voice before you see him, inject the syringe, toss a stone to distract
him and take him out with a Takedown or a slashing attack.
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>>>>>>19: Mission:  Two Snipers are picking off people from a tower.
                    Kill their leader with a knife Rakyat style for the bounty.
          Acquired: Chapter 32: Stubborn Kid Farm bounty board.
          Bounty:   $350.

This site is over 500 meters to the west, so grab a vehicle and drive west on
the side road. Park about 150 meters from the site and then go afoot. Use the
high ground north of the site for recon.

The two “yellows” have sniper rifles and are on opposite sides of the area. The
leader below is accompanied by a Sniper and three Chargers. Kill the Sniper and
then the Chargers. The Leader will scramble. Stay hidden in the bush on the
crest of the hillside to eliminate the crew. The other Sniper will also be
searching with his laser sight but if you stay crouched in the bush he shouldn’t
detect you. His Charger will begin searching your way and the barking dog is
your next target. Make a broad circle away from them, putting distance between
you and them.

Begin stalking them when all of the others are down. The prey in the lower site
is relatively easy but the other will usually get back onto his perch, making
him harder to get to. Sometimes a Rakyat patrol will show up and provide a
diversion. If not toss a stone to distract him and sprint up and use a slashing
attack instead of a Takedown. Such an attack is deadly, especially with the
Tanto and he can’t aim a sniper rifle as well in close quarters.
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>>>>>>20: Mission:  A Privateer is entrenched in some old World War 2 bunkers.
                    Kill their Leader with a knife Rakyat style for the bounty.
          Acquired: Chapter 33: Harmanse Gas and Repair bounty board.
          Bounty:   $375.
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The site is south near Turtle Hill. Stop 100 meters short of the waypoint and
sneak through the bushes north of the first bunker. This is about 50 meters
short of the waypoint. Do Takedowns on the first two Regulars-one may be
patrolling farther toward the waypoint and will live for a bit longer than his
partner. Just beyond two more will be loitering near a vehicle. Kill them both
silently and if you didn’t deal with the patroller, look for him before
proceeding.

You’re now at a grave disadvantage as the remaining pirates have the high ground
and the steep sides of the knoll make entry from the south the only way up.

Locate the Leader, the two Snipers and the Heavy and maneuver into a sniping
position. If need be, slip down off the hill and go east on the hill about 100
meters distant and kill the two Snipers and the Heavy. Because you can only
approach the top of the hill from a narrow area this kill isn’t easy if his
attention is focused south.
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>>>>>>21: Mission:  Two Privateers have set up shop in a hilltop village.
                    Kill their Leader with a knife Rakyat style for the bounty.
          Acquired: Chapter 33: Break Point Docks bounty board.
          Bounty:   $500.

Head east for the site and scout from a distance. Two Heavy Flamers, three
Chargers and one Regular mill about the place. The two Leaders generally hang
out near the barn. The place sets on a small rise and there isn’t much cover
nearby. Use the bulk of the hill to the west to mask your position and begin
sniping. They will go to ground but some will eventually come calling. When they
leave the barn, flank right and go along the water using the hill to remain
hidden and come up behind the barn.

Begin stalking before any survivors return. The Leaders usually remain fairly
close together near the barn. Try for a “Chained Takedown” when they’re close or
lure one away with a stone. A “Takedown From Above” by climbing the ladder onto
the barn is also possible.
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>>>>>>22: Mission:  A pyromaniac and his partner are hunkered down in a small
                    house. Kill their leader with a knife Rakyat style for the
                    bounty.
          Acquired: Chapter 33: Break Point Docks bounty board.
          Bounty:   $500.

The waypoint is to the west and it’s easiest to just sprint over the mountain to
the site. Scout from the high ground to the northeast. The two Leaders are Heavy
Flamers and are attended by two Chargers, three Regulars and a pair of dogs. Get
on top of the hill and take out the dogs and as many of the pirates as you can.
They’ll know you’re up there but if you stay back they won’t see you. Continue
changing positions to get a bead on them until only the Leaders remain.

It is time to put distance between you and them, and to then flank to a position
behind the building. Get on the low side of the hill west of their position and
move behind the building. They don’t stay close together so take your best shot
and if you are seen, play cat and mouse with the survivor. These guys will light
the place up if you are detected.
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>>>>>>23: Mission:  Two Snipers and their crew are holding a hilltop village.
                    Kill their Leaders with a knife Rakyat style for the bounty.
          Acquired: Chapter 33: Longshore View bounty board.
          Bounty:   $450.

The village is 350 meters to the northeast and it’s easier to just go afoot in a
bee-line for the waypoint, stopping to survey it from the high ground to the
south. Five Chargers, a Heavy and a dog accompany the “yellows,” one of whom
stays in the shack nearest the mountain on the eastern side of the village. Pick
off the outliers and use the big hill to continue sniping the crew and the dog.
Move down into the structures and begin stalking the two Leaders. They don’t
usually team up so use the shacks and fences to flank them for the Takedowns.
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>>>>>>24: Mission:  A pirate and his crew have taken over a small island.
                    Kill their leader with a knife Rakyat style for the
                    bounty.
          Acquired: Chapter 34: Lonely Shore Way bounty board.
          Bounty:   $350.

The island is to the northeast of the outpost. You can only get onto the island
from the shoreline to the west. Steep rock walls protect the rest of the island.
There are seven Snipers in his crew and the Leader also wields a sniper. Go
ashore and locate as many on the high ground as possible. Stay behind the
boulder and start wiping them out. Try to remain unseen and let the Snipers
discover the corpses of their comrades and then continue to put them down. When
all seven go down or no new targets show, advance on the high ground and locate
the Leader from the safety of the bushes and stalk him for the kill.
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Any comments, suggestions etc. can be forwarded to the E-mail address on the
title page. Thanks for using this document.




GameFaqs: FAR CRY 3  by SENIORBILL            Page 1 of 124