__________________________________________
                 /    FAR CRY 3 - FAQ/Walkthrough v1.00     \
                 \__________________________________________/

Author: Matthew Halverson, aka Edalborez or Seravi Edalborez

 ___________________
/ TABLE OF CONTENTS \ =========================================================
\___________________/

*Ctrl+F the (section number) to jump to a section*

== (1.0) Introduction

== (2.0) Version History

== (3.00) Missions
-- (3.01) MAKE A BREAK FOR IT
-- (3.02) DOWN IN AMANAKI TOWN
-- (3.03) HARVEST THE JUNGLE
-- (3.04) SECURE THE OUTPOST
-- (3.05) MUSHROOMS IN THE DEEP
-- (3.06) THE MEDUSA'S CALL
-- (3.07) PLAYING THE SPOILER
-- (3.08) PRISON BREAK-IN
-- (3.09) ISLAND PORT HOTEL
-- (3.10) KEEPING BUSY
-- (3.11) MEETING CITRA
-- (3.12) BAD SIDE OF TOWN
-- (3.13) KICKING THE HORNET'S NEST
-- (3.14) A MAN NAMED HOYT
-- (3.15) SAVING OLIVER
-- (3.16) PIECE OF THE PAST
-- (3.17) DOWN IN THE DOCKS
-- (3.18) THE MOTHERLODE
-- (3.19) LIN CONG I PRESUME?
-- (3.20) UNHAPPY REUNION
-- (3.21) THIS KNIFE'S FOR YOU
-- (3.22) AMBUSH
-- (3.23) WARRIOR RESCUE SERVICE
-- (3.24) NEW RITE OF PASSAGE
-- (3.25) PAYBACK
-- (3.26) CITRA'S FAVOR
-- (3.27) FLY SOUTH
-- (3.28) THREE BLIND MICE
-- (3.29) DOPPELGANGER
-- (3.30) TRIPLE DECKER
-- (3.31) DEFUSING THE SITUATION
-- (3.32) DEEPTHROAT
-- (3.33) ALL IN
-- (3.34) PAINT IT BLACK
-- (3.35) BLACK GOLD
-- (3.36) ACED IN THE HOLE
-- (3.37) BETTING AGAINST THE HOUSE
-- (3.38) THE DOCTOR IS OUT
-- (3.39) HARD CHOICES

== (4.0) Tips and Skills
-- (4.1) General Advice
-- (4.2) Experience Points (XP)
-- (4.3) Skills

== (5.0) Exploring the Island
-- (5.1) Radio Towers
-- (5.2) Outposts
-- (5.3) Story Quests
-- (5.4) Wanted Dead
-- (5.5) Path of the Hunter
-- (5.6) Trials of the Rakyat

== (6.0) Collectibles
-- (6.1) Relics
-- (6.2) Letters of the Lost
-- (6.3) Memory Cards

== (7.0) Crafting and Weapons
-- (7.1) Syringes
-- (7.2) Equipment
-- (7.3) Weapons / Shops

== (8.0) Achievements

== (9.0) Copyright / Contact Info

===============================================================================
============================== (1.0) INTRODUCTION =============================
===============================================================================

Far Cry 3 is an open world first-person shooter game developed by Ubisoft
Montreal and published by Ubisoft. Players take control of Jason Brody, an
American vacationer who must explore and fight through the dangers of a pirate-
infested tropical island.

This guide will generally not direct you to play in a specific way unless there
is no other choice. Whether you use stealth or fight your way through your
challenges you should arrive to the same objectives.

Mission objectives will generally not be elaborated on in great detail; the
vast majority of all objectives are extremely straightforward, and this serves
a dual purpose in avoiding story spoilers.

Please note that map coordinates used in this guide, although copied from
values observed during gameplay, can fluctuate slightly depending on the level
of map zoom and player proximity to the given coordinates. As such, coordinates
may be off by a small margin but not enough to mislead a player. If a given
coordinate is significantly inaccurate, please refer to the Copyright / Contact
Info section and submit a correction. Your contribution will be double-checked
and edited in at my earliest opportunity.

===============================================================================
============================ (2.0) VERSION HISTORY ============================
===============================================================================

v1.00: (February 5th, 2013)
-First version
-Walkthrough, tips/skills, exploration, collectibles, and crafting sections
 considered complete, pending any future corrections.

===============================================================================
=============================== (3.00) MISSIONS ===============================
===============================================================================

Missions form the main storyline in Far Cry 3. Generally you can run around the
island and do whatever you want between missions, but once you reach certain
stages of a mission you'll have to complete it or abandon it and restart at
another time. If you die partway through you will continue at the nearest
checkpoint. If you quit partway through you will have to start from the
beginning of the mission when you start playing again.

Completing certain key missions will help unlock more skills, mobility options,
shop items, and crafting recipes, so it is advised to strike a balance between
exploration and mission progress.

-------------------------- (3.01) MAKE A BREAK FOR IT -------------------------

-Follow Grant. Avoid getting caught.
After the opening events, follow your brother Grant as you become introduced to
some basic controls.

-Grab the map on the table.
Continue following Grant after doing so.

-Throw a rock to lure the guard away from the window.
Be sure to aim where the indicator is when you press the button, as it throws
the rock immediately. When the guard moves, follow Grant to the window.

-Lure the guards away from the exit.
Same as before: throw a rock to distract the guards, then follow Grant.

-Run into the jungle.
-Go through the jungle.
-Climb up the vines.
-Cross the river.
Sprint and keep running even if you take damage. Jump and follow onscreen
prompts when they arise.

------------------------- (3.02) DOWN IN AMANAKI TOWN -------------------------

-Buy a 1911 handgun at the store.
When you have control again, proceed into the store and buy the 1911, the only
weapon you can afford at the moment.

*NEW WEAPONS/ITEMS NOW AVAILABLE*

Ammo
-All ammo and munitions

Handguns
-1911
-6P9
-.44 Magnum

SMGs
-Skorpion
-A2000
-MP5

Shotguns
-M133
-1887

Assault Rifles
-AK47
-STG-90
-F1
-MS16

Sniper Rifles
-SVD
-M-700

LMGs
-PKM
-U100

Launchers
-RPG-7
-GL-94

Specials
-Repair Tool
-Flare Gun
-Recurve Bow
-Flamethrower

Consumables
-Body Armor

*END*

-Follow Dennis out of the village.
-Go to the radio tower.
-Get to the top of the radio tower.
-Disable the scrambler.
Follow the path and the marker up to the radio tower and climb to the top.
Along the way, take note of any chests, items, or bodies with a flashing gold
outline. This is a marking for where you can obtain money, ammo, or loot.

-Use the zipline to reach the ground faster.
-Talk to Dennis.
-Open the world map.
Once you reach the top and disable the scrambler, you will reveal some of the
map area. Dennis will guide you through a brief peek at the world map, leading
to the next mission.

-------------------------- (3.03) HARVEST THE JUNGLE --------------------------

-Reach the hunting ground.

Before you leave, you may wish to return to Amanaki Town's shop. Sell any loot
you may have picked up on the way to the radio tower. Activating the towers
grants free access to weapons; you may wish to switch to the newly unlocked 6P9
handgun or the STG-90 assault rifle. When you've finished shopping, continue to
the marked hunting ground. The trip there should be free of any dangers like
pirates or predators.

*NEW ITEMS/WEAPONS*

Maps
-Item and Loot maps for the 4 regions of the North Island: Amanaki, Badtown,
Northview Gas, and Hubert Shore

Item maps will reveal the location of collectibles in areas where you have
activated radio towers. Loot maps will reveal the locations of loot chests. It
is recommended that you eventually purchase the item maps if you are looking to
collect relics, letters of the lost, and memory cards.

*END*

-Kill and skin 2 boars, then collect the 3 types of plants in the hunting
ground.

Green plants and red plants should be easy to find. When you find boars, kill
them with whatever method you desire (gun or knife), then loot them for skins.
Blue plants will be found in the water. You can loot more than you need, but be
advised that you can only carry a limited amount of loot at any one time.

-Fast travel to Amanaki and meet with Dennis.
-Talk to Dennis.
-Use the menu to craft some syringes.
-Craft Medicine.
-Craft a Simple Loot Rucksack.
-Learn Takedown and one other skill.
-Get in the truck.

Dennis will introduce you to crafting and skills as part of this tutorial. The
first skill point will be invested in Takedown, but you can choose whether to
put the other into Cook Grenades or Sprint Slide. Afterwards, Dennis will take
you to your first outpost.

*NEW RECIPES*

Syringes - Medical
-Medicine
*Medicine can also now be bought in shops

Syringes - Hunting
-Hunter's Instinct

Syringes - Combat
-Fireproof

Crafting
All simple Equipment, Ammo packs, and Arrow Quivers available to craft. Craft
the basic ones to advance to larger ones.

*NEW SKILLs*

The Heron
-Cook Grenades
-Hip Shooter
-Syringe Potency
-Death From Above
-Steady Aim

The Shark
-Takedown
-Physical Conditioning
-Improved First Aid
-Adrenaline
-Ironsides

The Spider
-Sprint Slide
-Takedown Drag
-Running Reload
-Horticulture 101
-Expert Swimmer

*END*

-------------------------- (3.04) SECURE THE OUTPOST --------------------------

-Eliminate all pirates in the outpost.
You're free to approach this outpost however you desire; guns blazing,
full stealth, or whatever combination you choose. If you are detected, Dennis
and the 2 Rakyat warriors will come to help you fight the pirates. This outpost
should have 5 standard Assaulter pirates and 1 Attack Dog. Some basic tips:

*Use your camera to tag enemies. When tagged, you'll be able to detect enemies
 through walls and on your minimap.
*Don't forget about rocks; if you want a lone enemy to come a little closer,
 toss a rock and use a Takedown when he passes by.
*Enemies will not sound the alarm if they find a dead body, though they will be
 more active about looking for you. You are not considered "discovered" until
 an enemy fully detects you as noted by the onscreen detection meter.
*You can use your weapons and still stay stealthy; just be sure to move away
 before you are detected and limit the number of shots you fire.
*If possible, save the dog for last as it will most likely notice you and alert
 the other enemies.

-Search for Liza in the main outpost building.
After you check the building, you will be free to explore. When you want to
continue with the next mission, head over to Dr. Earnhardt's house at the west
edge of the island.

------------------------- (3.05) MUSHROOMS IN THE DEEP ------------------------

-Go talk to Dr. Earnhardt.
*Once you reach this objective, you will be unable to explore freely until the
*end of this mission. Please be advised.

No combat involved in this mission.

-Go see Daisy.
-Find an entrance to the cave.
Follow the map marker to the water's edge. The cave entrance is underwater.

-Explore the cave to find the mushrooms.
Head further inside the cave. Dive into the pool, then keep climbing any vines
in your path. Continue through the cave and enjoy the "unique" scenery.

-Find the mushrooms.
-Return to Dr. Earnhardt at the Greenhouse.
-Reach the top of the cliffs to return to Dr. Earnhardt.
-Meet with Daisy.

Your next objective will be the Medusa, a beached ship on the north shore of
the island far north of Amanaki Outpost.

*NEW RECIPE*

Syringes - Hunting
-Animal Repellent

*END*

*You are free to explore again*

-------------------------- (3.06) THE MEDUSA'S CALL ---------------------------

-Go to the Medusa
*Once you reach this objective, you will be unable to explore freely until the
*end of this mission. Please be advised.

-Avoid detection. Use stealth to kill the patrolling radio operators and get
their intel.

You must remain undetected for this part.

Your goal is to kill and loot the 3 radio operators in the area. They can be
identified by their green clothes (as opposed to the usual red of most pirates)
and the gold mark above their head when tagged with your camera or weapon.

-Reach the control room on the Medusa.

Stock up on ammo and body armor in the control room and get ready for a fight.

-Get rid of the reinforcements on the beach.

Your position in this fight is an advantage; enemies will need to run up the
stairs on the north end of the ship to reach you. You can either shoot from
above or make some noise and pick off the pirates as they come to you.

When you have killed all pirates in the area, this mission will be completed.

*You are free to explore again*

------------------------- (3.07) PLAYING THE SPOILER --------------------------

-Go talk to Dennis.

Dennis will task you with sabotaging weapons at one of Vaas's camps. You're
still able to explore at this point, so it's recommended to activate the radio
tower for this region first. (Listed in this guide as Radio Tower 7)

-Go to the Logging Camp.
*Once you reach this objective, you will be unable to explore freely until the
*end of this mission. Please be advised.

-Get to the vantage point.
-Disable the alarm before it is activated.

Despite what the objective may indicate, stealth is not required here and there
seems to be no penalty for triggering the alarm. Regardless, there should be
around 9 enemies in this section.

-Enter the weapon cache.
-Plant the bomb.
-Get to a safe spot.
-Escape the area or kill all remaining pirates nearby.

Once you enter the building, restock on ammo if you need it and plant the bomb.
More enemies will be outside, but just run away from the weapon cache until it
explodes. Afterwards, whether you stay to kill pirates or run away, the mission
will be completed.

*NEW RECIPE*

Syringes - Hunting
-Deadly Hunter

*END*

*You are free to explore again*

--------------------------- (3.08) PRISON BREAK-IN ----------------------------

-Explore the island, or head to Sunset Cove when ready.
*Once you reach this objective, you will be unable to explore freely until the
*end of the next two missions. Please be advised.

-Approach the camp.
-Kill the camp operator and get the prison key.
-Loot the prison key from the camp operator's body.
-Use the key to explore the prison.

As with Mission 6, you can identify the operator by his green outfit and gold
tag icon. Whether you go stealthy or loud, keep an eye out for enemies in the
towers on the hills.

Once you've looted the prison key, you'll have to fight your way through a few
waves of enemies as you breach the interior. The path is fairly straightforward
so just continue to the end. This will transition directly to the next mission.

-------------------------- (3.09) ISLAND PORT HOTEL ---------------------------

-Rescue Liza.
Although this is a timed section, there's no need to rush. You have more than
enough time. Take it slow and listen to Jason's audio cues for clues on what to
do as you carefully advance forward and upward.

-Protect the truck.
For this section you'll have access to an infinite ammo GL-94 grenade launcher.
(Note that this doesn't count as owning the weapon; you'll still have to buy or
unlock it in another way if you haven't already.) This will replace whatever
weapon you had in slot 2. Aim carefully at each approaching truck and take time
to reload when you can. Near the end of this section, this weapon will be
replaced with an infinite ammo 1911 handgun. At the end of this section, you'll
transition directly to the next mission.

*NEW RECIPE*

Syringes - Exploration
-Deep Dive

*END*

----------------------------- (3.10) KEEPING BUSY -----------------------------

-Find a way to the cave.
-Find the power head inside the cave.
-Bring the power head back to Daisy.
-Speak to Liza.

No combat involved in this mission.

After the reunion, head a little further into the cave and follow the marker.
The power head will be found underwater.

For avid collectors, be advised that there is a relic in the cave (Relic #1:
Spider 1) that will eventually become unobtainable.

On your way out, you may notice a bowl of red drugs near the north wall of the
cave. Have a bite for a flashback sequence. There will be more of these as the
game continues; you can choose to view new ones as you come back to the cave,
or save them for another visit.

*NEW RECIPE*

Special Arrows
-Fire Arrow

*END*

*You are free to explore again*

---------------------------- (3.11) MEETING CITRA -----------------------------

-Exit the cave.
-Explore the island, or talk to Citra when ready for a new objective.

There's no combat involved in the main portion of this mission, so it's advised
to do this as soon as possible for the rewards it gives.

-Meet Dennis.
*Once you reach this objective, you will be unable to explore freely until the
*end of the mission. Please be advised.
-Follow Dennis.
-Search for the object Citra desires.

Proceed into the temple and through the sequence that follows. This will give
you a taste of upcoming events.

-Leave Citra's temple.

Your next objective is Badtown, far to the northeast of the island. You can
explore on the way there or fast-travel straight to it now. Your next wave of
skills is also unlocked now; this would be a good opportunity to gain XP.

*NEW SKILLS*

The Heron
-Aimed Reload
-Long Gun Expert
-Enhanced Syringe Potency
-Line Gunner
-Soft Landing
-Deep Breath
-Breath Control
-Death From Below
-Dual Death From Above

The Shark
-Advanced Conditioning
-Advanced First Aid
-Field Medic
-Field Surgeon
-Chained Takedown
-Grenade Takedown
-Evasive Driving
-Fire Retardant

The Spider
-Nimble Fingers
-Quick Swap
-Expert Archery
-Combat Archery
-Jungle Run
-Zoology 101
-Stone Wall
-Knife Throw Takedown
-Loot Takedown

*END*

*You are free to explore again*

--------------------------- (3.12) BAD SIDE OF TOWN ---------------------------

-Investigate Badtown.
*Once you reach this objective, you will be unable to explore freely until the
*end of the mission. Please be advised.

No combat involved in this mission.

-Visit the bar.
-Play a game of poker.

Don't worry if you haven't learned Poker. This part is automatic.

-Follow the man in white without getting noticed.

This section should not be too difficult, but the detection on whether or not
you can see the man in white (a fail condition if you lose him for 20
consecutive seconds) can be a bit dodgy sometimes. You should have no problems
with being seen by him. As long as you follow a moderate distance while
crouched, just like regular stealth gameplay. You don't even need to really
hide; the man in white doesn't look behind him as he walks.

The mission technically ends here, but you can go in now and still explore
before beginning the combat portion of the next mission.

*You are free to explore again*

---------------------- (3.13) KICKING THE HORNET'S NEST -----------------------

-Enter the shack and confront the stranger.
-Go talk to Willis.
-Leave the hut.

Feel free to take the free Flamethrower if you don't already have it unlocked.
It's intended for you to to bring it for this mission, but Molotovs, Fire
Arrows, and/or the Flare Gun can replace or supplement it. As such, you may
also want to bring a Fireproof syringe or two. A Launcher is also recommended
for heavy enemies.

-Reach the drug fields.
*Once you reach this objective, you will be unable to explore freely until the
*end of the mission. Please be advised.

-Burn all of the drug crops in the area.
-Find the next drug crops.
-Burn all of the remaining drug crops.

Try not to set all of the fields on fire at once. There seems to be a limit to
how much fire the game can handle at any one time. Wait for one field to fully
burn before moving on to the next. Be conservative with your fire and try to
stay in cover in the later fields due to the abundance of enemies.

-Reach the fishing village.
-Destroy the boat.

Use the RPG-7 provided at the pier to destroy the boat. Any remaining enemies
are optional.

*NEW STORY QUEST + NEW RECIPE*
Cargo Dump (X:704.7, Y:678.0)

-Special Arrows
Explosive Arrow

*END*

*You are free to explore again*

--------------------------- (3.14) A MAN NAMED HOYT ---------------------------

-Go talk to Willis.
-Leave the hut.

This is a heavy combat mission. Stock up on ammo before heading out.

-Go to the rice fields.
*Once you reach this objective, you will be unable to explore freely until the
*end of the mission. Please be advised.

-Get to the observation point undetected.
-Secure the area before Rongo is killed.
-Rescue Rongo.

After you kill the initial two enemies, take your time moving up to Rongo. As
the cutscene implies, this is a minefield. Go slowly; the trigger radius of the
mines is not very large and they beep loudly when you're getting close.

-Follow and protect Rongo as he makes his way to the village.

Advance slowly and stay near Rongo. Pick off any enemies that appear. Don't
worry if he gets hurt; he will heal a little while after he stops taking
damage.

-Protect Rongo while he searches his house.

This section will have a lot of melee and shotgun pirates. This room only has
one way for them to enter, making it a good place to defend. Just use takedowns
on each enemy as they come in.

-Get the documents from Rongo.

*NEW RECIPE*

Syringes - Combat
-Sharpshooter

*END*

*You are free to explore again*

---------------------------- (3.15) SAVING OLIVER -----------------------------

-Intercept the convoy carrying Oliver.
*Once you reach this objective, you will be unable to explore freely until the
*end of the mission. Please be advised.

This mission has a moderate amount of combat, but weapons will be provided for
you with high power and ammo. Just come well-armored and with syringes.

-Go to the vantage point.

There is enough time to run to the vantage point on foot, but there are a
couple of pirates there you may need a few seconds to kill. Use the vehicle
to get you at least part of the way there just to save some time.

-Use the camera to identify Oliver.
-Wait for perfect moment to shoot.
-Kill the guards, Oliver must not be taken away.
-Clear a path for Oliver to reach the boat.

Oliver will be in one of the 4 approaching land vehicles, tagged blue when you
see him. When you automatically switch to the Z93 sniper rifle (you won't get
to keep this after the mission, but it has infinite spare ammo for now),
proceed to kill all pirates that appear as Oliver makes his escape. You
shouldn't need to try for headshots with this rifle; it's incredibly powerful
and body shots are enough to kill. Despite that, remember that guns do not
penetrate most objects in this game. Take your time and line up your shots.
Zoom if needed. Kill enemies close to Oliver first.

As Oliver reaches the boat, look out for a RPG-wielding pirate from the
building. You absolutely need to kill him before getting on the boat. It is
very unlikely for Oliver to survive otherwise.

-Get in the boat turret.
-Protect the boat.

This section plays much like the escape with Liza from an earlier mission.
Watch your detection meter and minimap. If you haven't used a mounted gun
before, keep in mind that it can overheat. Fire conservatively and let it cool
down when there are no enemies.

Afterwards you'll be back in Dr. Earnhardt's cave. You can have a short
conversation with Daisy and Oliver, and you can also view another flashback
sequence at the red drug table. Another reminder for relic collectors - Relic
#1: Spider 1 is hidden in the cave and will eventually become unobtainable.

*NEW RECIPE*
Syringes - Exploration
-Sprint Burst

*You are free to explore again*

-------------------------- (3.16) PIECE OF THE PAST ---------------------------

-Exit the cave.
-Go talk to Buck.

Head over to Badtown and have a chat with Buck. Afterwards, gear up for a heavy
combat mission. Consider taking a Deep Dive syringe in addition to necessities.

-Infiltrate the Nostalgia.
*Once you reach this objective, you will be unable to explore freely until the
*end of the mission. Please be advised.

Take a boat out towards the Nostalgia, but get out and swim when you're close
to help stay undetected.

-Find the entrance.

This first section on the main deck has 10 pirates, including a heavy.

-Infiltrate the Nostalgia.

Staying stealthy will make this section easier. Start with a takedown on the
guard in front of you as you enter. In the first room with alarms there are 2
pirates. Either kill both of them quickly with silenced weapons or use a rock
to distract them for a takedown.

-Find the laptop in the hold of the Nostalgia.

Next room: one pirate patrols the floor, a second pirate stares at the
northwest corner. Takedown the moving pirate first.

Third room: 3 pirates on patrol. Sneak around the left to kill the one in the
back of the room first. Take out the other two in whatever manner you wish.

Open the door; your last enemy will be 1 heavy.

-Hack the laptop to find the knife.
-Backtrack to escape the boat.

You'll be underwater for most of this escape. There are oxygen tanks you can
use to refill your air, but having Deep Dive or the Deep Breathing skill makes
this easier. Just follow the waypoints.

*NEW RECIPE*
Syringes - Medicine
-Endorphin Boost

*You are free to explore again*

-------------------------- (3.17) DOWN IN THE DOCKS ---------------------------

-Go talk to Buck.
*Once you reach this objective, you will be unable to explore freely until the
*end of the mission. Please be advised.

The general theme of the next few missions is going to follow a basic formula:
infiltrate ancient ruins, kill pirates in the first half, solve "puzzles" in
the second half, ending with an escape sequence. Stay stocked up on ammo and
syringes between missions.

-Enter the bunker.
-Reach the submarine dock.
-Find the cave entrance.

Straightforward. Climb, jump, and swim through the only paths open to you. The
submarine area has 6 pirates. Swim under some of the wreckage. If you have
Death From Below, this is a good place to get one kill for it to unlock
Dual Death From Below later.

-Find a way into the Chinese ruins.

7 pirates in this next section. If you can take out the first few quickly, an
explosive switch can be used to kill 3-4 of the others.

-Explore the Chinese ruins.

Fair warning: there's a crocodile in the water. Otherwise the path is clear.

-Enter in the temple to find the treasure room.
-Find solution to reach the treasure room.

Press the 2 door switches in the room. The left one will only close partially.
Go right and destroy the 3 highlighted sections of wood. The water level will
rise. Go to the left side and repeat the process. Now you can reach the top of
this room.

-Enter the treasure room.
-Pick up the compass.
-Find an exit before everything collapses.

You have plenty of time to escape and you don't need to go far. Take it slow.

*You are free to explore again*

---------------------------- (3.18) THE MOTHERLODE ----------------------------

-Go talk to Buck.
*Once you reach this objective, you will be unable to explore freely until the
*end of the mission. Please be advised.

-Explore the mines to find the third compass piece.
-Follow the tracks to explore the mine.

Throughout this area there will be minecarts you can push (sometimes killing
enemies) and wood supports you can use to drop boulders on enemies.

First corridor: two pirates.
Second corridor (after a left turn): 3 pirates, then 8 pirates beyond that.
Use cover and explosives wisely and let the pirates come to you or expose
themselves rather than rushing them.

-Get past the pirate encampment and cross the bridge.

Use the minecarts as cover. Two snipers at the end of the track, two other
pirates far off to the left. As you approach the sniper position, a molotov
pirate will emerge. Cross the bridge and a molotov and heavy will each appear.

-Find the strange door inside the excavation site.

10 pirates scattered about the next section. This section is filled with wood
supports; shoot them and drop rocks on pirates whenever possible.

-Enter the mystical room.
-Find the hidden passage.

Watch out for the occasional komodo dragon from here onward. After opening the
passage you can explore the side rooms for loot if you desire.

-Explore the depths.
-Take the old elevator to venture deeper.
-Reach the treasure room.
-Pick up the third part of the compass.
-Escape the temple before everything collapses.

All straightforward. For the escape, keep sprinting and follow the path,
jumping to a parallel path when needed.

*You are free to explore again*

------------------------- (3.19) LIN CONG I PRESUME? --------------------------

-Go talk to Buck.
*Once you reach this objective, you will be unable to explore freely until the
*end of the mission. Please be advised.

-Dive into the cenote.
-Find the entrance.
-Find the way to the tomb.

After climbing the vine, jump down the hole. Hopefully you have Death From
Above by now. Not counting the poor pirate you jumped on, the next room has
2 pirates (close), 2 dogs (far, to the right), and one heavy (left, behind a
raised drawbridge. If alerted the heavy will lower the drawbridge but you can
also go right to reach him. The room beyond has 5 enemies who will likely be
alerted if you had to kill the heavy.

-Follow the cable to find another path.

The next area following the cable zipline is a large, spiraling room with 9
pirates. Unless you brought a silenced weapon you can use on a zipline, you
will probably alert all enemies in this section. Use cover and work your way
down slowly.

Two more pirates across the next zipline. Good opportunity for a well-timed
jump into a Dual Death From Above.

-Use the scaffolding to reach the hot water.

Two more pirates not far from the scaffolding base.

-Cross the hot water.

Three more pirates along the high wall in this wide open area. The leftmost one
wields a RPG. Four more pirates atop the next high wall, but no RPG men here.

-Reach the tomb entrance, the knife must be inside.

Take note of how the water below bubbles, and which rocks are safe to stand on.
Wait until the water stops bubbling before you cross the area.

-Find the real tomb entrance.
-Open the sarcophagus and pick up the knife.

Three komodo dragons on your way to the knife. Be cautious.

-Avoid the traps, get out.

Short escape sequence this time.

*You are free to explore again*

--------------------------- (3.20) UNHAPPY REUNION ----------------------------

-Go to Buck's hut.

Short mission. No combat.

Buck's hut is located on a hill just outside of Badtown. Follow the roads shown
on the map.

-Bring the knife to Buck.

Watch and interact as events unfold.

------------------------- (3.21) THIS KNIFE'S FOR YOU -------------------------

-Exit the cave.

You can have a chat with Oliver and Daisy. Third and final flashback available
at the red drug table in the corner. Warning again for relic collectors: Relic
#1: Spider 1 is in this cave and will be unobtainable soon.

-Bring the knife to Citra.
-Leave Citra's temple.

Short mission. No combat.

-------------------------------- (3.22) AMBUSH --------------------------------

-Go talk to the Rakyat Leader.
*Once you reach this objective, you will be unable to explore freely until the
*end of the next mission. Please be advised.

Gear up before you head out. Prioritize syringes and extra leaves for more
syringes. You can be less concerned with spare ammo and guns for a while.

-Place the explosives on the fuel truck.
-Reach the top of the water tower before the convoy comes within sight of the
village.
-Wait at the top of the water tower for the convoy to get ambushed.
-Protect the Rakyat people.

Say hello to the privateers. These private soldiers are a little better armed
and armored than pirates. There's a sniper rifle provided on the water tower
if you didn't bring one. After you kill enough, the next objective triggers.

-Get in the cargo truck.
-Reach the convoy.
-Eliminate the remaining privateers.

Chase down the armored vehicle. You have plenty of time to catch up with it,
despite the time limit.

-Save the prisoners inside the convoy truck.

If only it was that easy. Transition to next mission.

------------------------ (3.23) WARRIOR RESCUE SERVICE ------------------------

-Get out of the cenote.
-Follow the truck.
-Reach the chopper.

Any weapons, ammo, grenades, molotovs, mines, or C4 you had in the previous
mission will be temporarily unavailable. All you have is your skills, loot,
syringes, and camera. For now.

If you are detected and an alarm is sounded before reaching the chopper, a 5
minute timer starts. As long as you don't trigger an alarm you won't have to
deal with a time limit. The longer you can stealthy, the more room you'll have
to cover for mistakes.

Just beyond the waterfall is a pirate, followed by 2 more in the distance. Take
their M133 shotgun and AK47.

Tag enemies from the cliff and proceed below, either jumping down the cliff or
taking the low dirt path back to the left. Enemies in this initial area:
1 sniper on the "left" rooftop.
1 RPG user on one of the "right" rooftops.
1 pirate patrolling below the cliff.
1 pirate patrolling the central yard.
1 pirate patrolling the shallow water.

Between the enemies here, you'll have your choice of additional weapons: A2000
SMG, SVD sniper, and RPG-7. Whatever you choose, be sure to fill up on ammo
using one of the many ammo crates in this area.

Across the bridge:
2 snipers and 1 minigun user on the rooftops.
3 pirates arrive in a vehicle shortly after crossing the bridge.
1 heavy and 1 attack dog near the chopper.

You can go around the back side using the waterway one of the first group of
pirates was patrolling. If all else fails, just make a run for the chopper door
and you'll be invincible once the next event starts.

-Get out of the mass grave.
-Retrieve equipment.
-Search camp for equipment.

Once again, you're stripped of all weapons. Strangely you will also be missing
the camera this time. Use takedowns, your knife, and any weapons you find in
the nearby huts such as a Flare Gun, C4, and mines. The shack housing your
equipment is guarded by a heavy.

*You are free to explore again*

------------------------- (3.24) NEW RITE OF PASSAGE --------------------------

-Meet Citra.

*Once you reach this objective, you will be unable to explore freely until the
*end of the next mission. Please be advised.

Investing in the Expert Archery and Combat Archery skills at this time is
recommended. Restock on medicine.

-Defeat the Ink Monster.

Focus on surviving and dodging attacks. This fight can take a while if you're
not used to the bow, but you have infinite arrows. Aim for the head; the best
time to do so is after one of his attacks.

Initially he will mainly tilt his head back and attack with a damaging breath;
sprint to one side or the other to avoid this. Do enough damage and it will
transition to another phase; the Ink Monster will hide while shadowy warriors
emerge to attack you. Fight them off with your arrows. Kill enough of them to
return to fighting the Ink Monster. He will now throws blobs from his hands,
4 at a time. As long as you keep moving (without aiming down your bow sights)
you can outrun it easily. Finishing him off is just a matter of time.

-Finish it off.

Time to finish things on the north island.

*NEW SKILLS*

The Heron
-Cool Gunner
-Marathon Man
-Dual Death From Below
-Gunslinger Takedown

The Shark
-Expert Conditioning
-Peak Conditioning
-Button Up
-Adrenaline Surge
-Heavy Beatdown

The Spider
-Nimble Hands
-Ninja Step
-Penny Pincher
-Dealmaker

*END*

------------------------------- (3.25) PAYBACK --------------------------------

-Reach Vaas' island.
-Enter the compound.

One pirate at the pier, two by a campfire. Beyond that is a larger, more open
area: a pirate and two dogs in front, with a sniper above them to the right,
and two pirates to the left. Ignore or deal with them as you see fit, then
climb up to and enter the door to the compound.

-Find and kill Vaas.
-Fight through the compound.

After you emerge from the roof, make your way into the building on the left.
This is probably the best place to defend as you pick off all enemies in the
courtyard. There is a caged tiger you can use to your advantage.

As you reach the far side of the courtyard, a heavy emerges from the warehouse.
Finish him off along with any other pirates and/or charge into the building.

After the event, move forward. Once you regain access to a weapon, continue
to charge forward and kill or run past each enemy as you see fit. You won't
need to use too many bullets on each enemy. Sprint, knife, and/or use medicine
as needed until you reach the end. Watch and interact as events unfold.

---------------------------- (3.26) CITRA'S FAVOR -----------------------------

-Leave Citra's temple.
-Speak with the rescued friends.

Have one last chat with Keith and Oliver before you leave. This is your last
chance to get Relic #1: Spider 1.

*You are free to explore again*

------------------------------ (3.27) FLY SOUTH -------------------------------

-Exit the cave.
-Go talk to Willis.

*Once you reach this objective, you will be unable to explore freely until the
*end of the next mission. Please be advised.

All main events on the north island are finished; the remainder of the story
will be played out on the south island. If you're vigilant about doing
everything, here is what you should have after completing all the north island
has to offer:

20 Outposts
11 Radio Towers
76 Relics
13 Letters of the Lost
13 Memory Cards
7 Trials of the Rakyat
All recipes
All rare Path of the Hunter quests necessary to craft the best equipment

Restock on ammo and consumables. This mission has some heavy combat and you
can't afford to take your time and be stealthy. Bring explosives or any other
weapons that can kill a lot of pirates quickly. When you're ready, head over to
Amanaki Outpost to meet with Willis. Sort of.

-Reach the airstrip.

Hop on the quad bike nearby and hurry to the location. Once you get within 200m
the time limit will disappear. This is more than enough time even if you happen
to crash your vehicle.

-Save Willis.
-Kill the remaining pirates.
-Talk to Willis.

Fend off all of the pirates. Willis is harder to defend than previous escorts
as he doesn't take cover. It's usually safer for you to take damage and heal it
away rather than take the risk of letting Willis die. A mounted gun is
available near the plane, but pirates will start pouring in from angles it
can't cover after the first wave.

First wave from the south, allowing you to use the mounted gun without fear.
Second wave comes from the west when Willis is ~25% done, including one heavy.
Third wave (Willis ~60% done) from west and north, including trucks armed with
mounted guns.
The last wave approaches from the south and west, with one heavy included west
and two from the north.

--------------------------- (3.28) THREE BLIND MICE ---------------------------

-Land in the south island beach drop zone.

You now have the wingsuit and parachute. This is essentially like being able to
use a glider whenever you want. Never be afraid of long falls again.

Glide to the indicated location. As long as you deploy your parachute before
you touch the ground, you'll be fine. Don't worry about needing to slow down
or things of that nature.

-Kill the pirates and take their truck.

On the beach ahead you can spot 6 pirates and a caged tiger. Easy pickings
after having been through the previous missions.

-Find Sam at the Crazy Cock bar.
-Talk to the privateer about the secret poker game.
-Play poker with Sam.

Don't worry if you still haven't played poker. You just need to play a hand,
you won't need to win.

-Follow Sam into the alleyway.

*NEW ITEMS/WEAPONS*

Handguns
-D50

SMGs
-BZ19
-Vector .45 ACP

Shotguns
-SPAS-12

Assault Rifles
-P416
-ACE

Sniper Rifle
-Z93

LMG
-MKG

Maps
-Item and Loot maps available for the 4 regions of the South Island: Gaztown,
Thurston Town, The Compound, and Break Point Docks.

*END*

*You are free to explore again*

----------------------------- (3.29) DOPPELGANGER -----------------------------

-Find Sam and ask him about Hoyt.

This mission will require stealth and not much else. It is strongly recommended
that you complete this mission before you set out and explore the south island;
you will be getting something that will make your travels easier.

-Carefully approach the cenote.

*Once you reach this objective, you will be unable to explore freely until the
*end of the mission. Please be advised.

-Enter the cenote via the stairs.

You need to stay undetected and you are unable to kill any enemies. The only
tools you can rely on are your camera, rocks, and skills.

Use a rock to distract the lazy privateer sitting in a chair, then sneak past
him and down the stairs.

-Infiltrate the cave without being spotted.

Once you're all the way down the stairs, you'll be in a U-shaped cave with one
privateer patrolling. Wait for him to turn his back and follow him into the
next room with another privateer. Hide behind the leftmost boxes until the
other privateer leaves the room. Head right (west) and drop down to the next
level below. Once the moving privateer stops, throw a rock at the other side of
the room and sneak by.

-Approach the entrance to the dock.

The next room is empty. Two privateers are outside: one facing away but in the
hallway, another sitting in a chair. Hide behind the leaves in the room and
use a rock to distract the first privateer. Walk behind the waterfall to elude
the second. Continue down the ramp and back indoors.

-Find an alternate route to the docks.

Proceed into the next room. Tag two privateers on the left, then duck into the
marked bushes to tag four more below, including two heavies. Hug the east wall
of the room to get past the first two privateers, then sneak under the ramp
to avoid the rest of the room. Dive into the water and start swimming.

-Climb aboard Hoyt's ship.
-Quietly eliminate the recruit and take his uniform.

Climb the ladder up to the boat's deck, then takedown the recruit.

You now have the privateer uniform. Privateers will not attack you while
wearing this unless you provoke them first, whether by attacking them or being
seen attacking another privateer. Certain locations like outposts are still
restricted; privateers will shoot if you are caught in a restricted area. You
will also be able to fast travel to several camp locations on the south island.

-Allow the privateer officer to scan the ID.
-Join the other recruits and meet Hoyt for orientation.
-Use the boat to leave the cenote.

*You are free to explore again*

---------------------------- (3.30) TRIPLE DECKER -----------------------------

-Go to the old temple.
*Once you reach this objective, you will be unable to explore freely until the
*end of the mission. Please be advised.

-Kill 3 VIPs and search them for evidence.

Take your time and tag every enemy in the area before you start to make this
process easier. You can identify VIPs at a glance by their yellow caps and lack
of body armor. There should be 13 privateers in the area to tag:

Bottom area: 6 enemies, including one VIP. Also a caged komodo dragon.
Top area: 2 heavies along the east side, one VIP, and one normal privateer.
Mines: 3 privateers, including one VIP

Start from the top and mines areas and work your way down. Work on lone enemies
first, and no more than 2 at a time if you have Chained Takedown. More enemies
seem to appear as you kill the captains, so be on the lookout for ~6 more as
you work your way down.

-Leave the area.

*You are free to explore again*

------------------------ (3.31) DEFUSING THE SITUATION ------------------------

-Meet with Sam at the plantation.
*Once you reach this objective, you will be unable to explore freely until the
*end of the mission. Please be advised.

Heavy combat in this mission with minimal opportunities for stealth. Gear up
before you meet with Sam.

-Follow Sam to the bomb location.
-Protect Sam as he disarms the first/second/last bomb.

Another escort mission. Unlike the previous examples, Sam can usually take care
of himself and stays indoors while you handle most of the pirates.

For the last bomb, you'll have access to a mounted gun. Take advantage of it,
especially for the chopper that arrives at the end.

-Talk to Sam.

*You are free to explore again*

------------------------------ (3.32) DEEPTHROAT ------------------------------

-Explore the island, or go to the gorge when ready.
*Once you reach this objective, you will be unable to explore freely until the
*end of the mission. Please be advised.

More heavy combat.

-Approach the mining camp from the river.
-Breach the camp without triggering the alarm.

Use the zipline atop the ladder to cross the gorge. Repeat on the other side.
Resist the temptation to kill these early privateers. When you get to the top
of the guard tower, use a takedown on the napping guard.

-Use the camera to observe the meeting.
-Take a picture of the meeting now.

Look to the bridge off in the distance. You'll need to take a picture when
prompted.

-Stop the pirates from leaving. Find an RPG and shoot their 4x4.

If you left the sleeping guard alive, all remaining privateers will go hostile
and sound the alarm. In any case, take the zipline and follow the objective
marker to a RPG. Use it to destroy the jeep on the bridge. Then get ready to
fight your way through to the end of the mission.

-Get the role sheet from the pirate boss.

More privateers will appear as you go. You don't need to rush to the boss; take
your time and use cover as you slowly advance.

From the point where you get the RPG, go south across the gorge and make your
way to the highest point to the east (farthest from the bridge), where there is
a zipline. From the north side, continue to another zipline. After that it's a
straight shot to the bridge.

-Jump from the bridge to escape the privateers.
-Reach the getaway vehicle.

Jump and glide to safety with your wingsuit.

*You are free to explore again*

-------------------------------- (3.33) ALL IN --------------------------------

-Reach Hoyt's HQ.
*Once you reach this objective, you will be unable to explore freely until the
*end of the mission. Please be advised.

No combat involved in this mission.

-Speak to Sam.
-Meet up with Sam in the basement.
-Interrogate the prisoner.

*You are free to explore again*

---------------------------- (3.34) PAINT IT BLACK ----------------------------

-Get to the communications center.
*Once you reach this objective, you will be unable to explore freely until the
*end of the mission. Please be advised.

Heavy combat. Gear up before you head out. Enemies will be packed in tight
groups for much of this mission, so explosives are recommended more than ever.

Stealth isn't required for the outdoor section of this missions so whether you
go loud or quiet is up to your preference. If you prefer stealth, the north
cliff face can get you most of the way in without any guard presence.

Two heavies guard the door into the comm center. If you're sneaking from the
north, you can wait until the patrolling heavy turns and walks south, then
plant the explosives on the door from behind the stationary heavy.

-Breach the bunker doors and enter the bunker.
-Get topside to the satellite dish.

The path inside is mostly straightforward. More enemies spawn as you head
further inside. Hole up in whatever room you're in until all current enemies
are dead.

-Place an explosive device on the satellite.
-Prevent the enemy from disarming the bomb.

After placing the bomb you'll need to defend it, but the privateers tend to be
reluctant about advancing on your position. Coupled with the fact that you have
good defensive ground, you shouldn't have many issues with fighting them off.
Prioritize explosive power towards any heavies that appear. Don't be scared of
an approaching helicopter; that's just Sam.

-Board the chopper and escape with Sam.

*You are free to explore again*

------------------------------ (3.35) BLACK GOLD ------------------------------

-Go talk to Sam.
*Once you reach this objective, you will be unable to explore freely until the
*end of the mission. Please be advised.

Heavy combat. Gear up before you head out. If you have not yet gotten the Cool
Gunner skill, it's recommended that you get it now.

-Drive into the fuel depot with Sam.
-Destroy the four key areas.

There are four locations in the depot that you need to destroy; this is done by
running into an enclosed area near each location, planting a bomb, then
escaping before it detonates.

Sam hangs out in the turret position for most of the mission. It's rare for him
to die and he is actually quite helpful where he is. Make sure you park your
vehicle in a way that lets you easily get away from the explosion. Take time to
set this up before running in to plant bombs.

-Bring Sam near the fuel reserve maintenance building.
-Man the turret.
-Hold this ground and push back enemy reinforcements until Sam returns.

Your turn to be the gunner. Take advantage of any explosive barrels scattered
about the area, and use the detection markers to help you acquire targets.

*You are free to explore again*

--------------------------- (3.36) ACED IN THE HOLE ---------------------------

-Reach Hoyt's compound.
-Speak to Sam.

Sam will advise you at the front gate and an onscreen popup will tell you in no
uncertain terms:

                    *****THIS IS A POINT OF NO RETURN*****

You CAN continue playing after the ending and access everything you could get
before now. The main changing factor is that you will lose the privateer
uniform after the ending, so privateers will always be hostile just like
pirates were previously. If that bothers you, consider doing whatever you want
to do on the south island before continuing with this mission.

Poker time. Play the hand however you want. This section is automatic.

As for the boss himself, follow the onscreen prompts.

---------------------- (3.37) BETTING AGAINST THE HOUSE -----------------------

-Get to the airport.

You have 12 minutes to reach the airport. Fight your way out of the compound in
the direction of the objective marker. Once you're outside the gates, get in
one of the vehicles and drive. When you get within ~180M, you won't have to
deal with a time limit anymore.

-Search the airport and rescue Riley.

Riley is being kept in the southwest-most building of the compound. The
soldiers here don't automatically know you're here so you can still take a
stealthy approach.

-Clear the area so Riley can reach the chopper safely.

Riley keeps himself well out of harm's way, so don't worry about protecting him
too much. Hole up in the building for a bit while the privateers get closer and
use takedowns or your weapons as you deem appropriate.

-Get to the helicopter.
-Protect the helicopter.

You'll be using the mounted gun for the rest of the mission. This, as with most
such sections, is straightforward. Prioritize vehicles, other helicopters, and
RPG users. Enjoy the music. You earned it.

-------------------------- (3.38) THE DOCTOR IS OUT ---------------------------

-Search for any survivors.
-Get to the helicopter.

----------------------------- (3.39) HARD CHOICES -----------------------------

-Meet Citra.

When you regain control, continue forward until you have to make a choice. This
determines which of the two endings you get. Regardless of your choice, you can
continue playing after the credits. Enjoy the ending, warrior; you have
completed the main story of Far Cry 3!

===============================================================================
============================ (4.0) TIPS AND SKILLS ============================
===============================================================================

---------------------------- (4.1) GENERAL ADVICE -----------------------------

1) Exploration / Quests

-Activating radio towers should be a high prirority whenever venturing to new
parts of the island. Knowing the lay of the land is very valuable.

-Similarly, taking outposts as you go makes fast-travel across the island
possible. If you want to leave some outposts just to have enemies to fight,
try to check ones which don't have Memory Cards in them.

-Don't feel obligated to take on every quest; Supply Drops, Wanted Dead, Story
Quests, and non-rare Path of the Hunter quests all only award money and XP.

-Take a break to hunt for animals if you need more room for loot, weapons,
syringes, or ammo. A little preparation now saves frustration later.

2) Crafting / Loot

-All loot whose recommended use it to be sold... should be sold. They can't be
used for anything else, so there's little point in keeping them.

-Don't hoard animal skins; check the crafting section to see if a certain skin
is used for any other recipes. If you can't use a skin right now or will never
need it again, consider selling the skin to make room in your loot rucksack.

-Stay well-stocked with Medicine and green leaves. A good balance is to fill at
least half of your syringe case with Medicine, and have at least half that
amount in spare green leaves.

-Keep 1 syringe slot open, and keep enough spare leaves for one or two of any
syringes you may plan on using. You never know when you might need it.

-Check the Radio Towers section to see when each weapon unlocks; if a weapon
you want unlocks soon, consider saving the money.

3) Weapon Selection

-when your weapon holster space is limited early on it's best to choose a well
rounded weapon for primary use; the MS16 assault rifle is recommended due to
it's high power and ability to support the Sound Suppressor attachment.

-When you have a bit more freedom (3-4 weapon slots), consider taking a sniper
rifle for extreme range, a full-auto assault rifle for medium to close range,
and a launcher weapon for killing heavies and groups.

-The Recurve Bow makes for a versatile weapon choice, provided you can handle
the arrow distance dropoff. Regular arrows will kill most human enemies in one
hit and explosive arrows can be carried instead of or alongside launchers.

-Since most human enemies tend to gather in dirt and urban areas, weapons that
deal with setting the environment on fire tend to be limited in use. Hitting
enemies with these effects directly, however, is still lethal.

-The Signature Weapons tend to be the absolute best of their class; the Bull
shotgun can be obtained very early (10 relics) and is a very powerful weapon
for hunting predators and pirates alike.

4) Stealth / Taking Outposts

-Crouch all the time when going stealthy. This makes you harder to see and the
detection meter will build up more slowly if you are in range, giving you more
time to hide.

-Sound Suppressor attachments make it harder for enemies to pinpoint where your
shots came from but they are not totally silent. If other enemies see or hear
your gunfire, they will come for you so move to another spot.

-You can use "loud" weapons and still remain "stealthy". As long as the
detection meter never fills all the way on a given enemy, you are still treated
as if undetected.

-Alarms at outposts are only triggered when enemies discover YOU. Rakyat
warriors, wild animal attacks, explosions, and even the dead bodies of other
enemies will not make them trigger alarms.

-If an outpost alarm is triggered and you want/need the "undetected" bonus,
just fast travel somewhere far from the location. At least 2 radio towers away.
When you return later, the alarm status should be reset and you can try again.

5) Skills

-Although playstyle will vary from one user to another, skills that provide
bonuses to weapons tend to be less universally useful than those offering more
health, mobility, or Takedowns.

-Horticulture 101 is very useful, as plants remain a necessity throughout the
entire game. This cuts down on having to "farm" for leaves.

-More health and more powerful medicine should be considered a high priority.

-The Takedown Drag can allow you to use Knife Throw or Grenade Takedowns at
longer distances than normally possible; drag a body towards another enemy,
turn around, and deliver!

-If you land on an enemy and perform the Death From Above takedown, fall damage
is negated. Daring players can use this to their advantage.

------------------------ (4.2) EXPERIENCE POINTS (XP) -------------------------

Experience Points - XP

*Note: some pirates and privateers are worth more XP. This should be treated as
a general estimate.

Pirate kill: 10 XP
Heavy pirate kill: 50 XP
Privateer kill: 20 XP
Heavy privateer kill: 100 XP

Headshot kill: XP x2
Standard Takedown: XP x3
Death From Above/Below: XP x5
Dual Death From Above/Below: XP x7.5 per kill
Gunslinger Takedown: XP x5 per handgun kill
Knife Throw Takedown: XP x5 for knife throw
Heavy Beatdown: XP x5
Grenade Takedown: XP x5 per grenade kill
Chained Takedown: XP x10 for every takedown after the first

Activate radio tower: 500 XP
Liberate an Outpost: 500 XP
-No alarms: 550 XP
-Undetected: 1500 XP
Collect a Relic: 250 XP
Collect a Letter of the Lost: 500 XP

Completing missions and supply drops also awards varying amounts of XP.

-------------------------------- (4.3) SKILLS ---------------------------------

Skills improve your abilities in exploration and combat. There are a total of
54 skills, broken into 3 broad categories: The Heron, The Shark, and The
Spider. When you earn enough XP, you will gain a skill point which can be used
to purchase new skills.

-----

Not all skills are available from the beginning; access to these skills can
only be earned by completing certain missions:

Set 1 - Available from the beginning
Set 2 - After Mission 11: Meeting Citra
Set 3 - After Mission 24: New Rite of Passage

Even if mission progress allows you to access a skill, some have additional
prerequisites that you must complete.

Set 1: 
The Heron
-Cook Grenades
-Hip Shooter
-Syringe Potency
-Death From Above
-Steady Aim

The Shark
-Takedown
-Physical Conditioning
-Improved First Aid
-Adrenaline
-Ironsides

The Spider
-Sprint Slide
-Takedown Drag
-Running Reload
-Horticulture 101
-Expert Swimmer

Set 2:
The Heron
-Aimed Reload
-Long Gun Expert
-Enhanced Syringe Potency
-Line Gunner
-Soft Landing
-Deep Breath
-Breath Control
-Death From Below
-Dual Death From Above

The Shark
-Advanced Conditioning
-Advanced First Aid
-Field Medic
-Field Surgeon
-Chained Takedown
-Grenade Takedown
-Evasive Driving
-Fire Retardant

The Spider
-Nimble Fingers
-Quick Swap
-Expert Archery
-Combat Archery
-Jungle Run
-Zoology 101
-Stone Wall
-Knife Throw Takedown
-Loot Takedown

Set 3:
The Heron
-Cool Gunner
-Marathon Man
-Dual Death From Below
-Gunslinger Takedown

The Shark
-Expert Conditioning
-Peak Conditioning
-Button Up
-Adrenaline Surge
-Heavy Beatdown

The Spider
-Nimble Hands
-Ninja Step
-Penny Pincher
-Dealmaker

-----

The Heron

Cook Grenades
EFFECT: Can cook grenades before throwing them.

Hip Shooter
EFFECT: Improved hipfire accuracy when using Handguns, SMGs, and Shotguns.
REQUIRES: Cook Grenades

Syringe Potency
EFFECT: Syringe effects last 25% longer.
REQUIRES: Cook Grenades

Death From Above
EFFECT: Jump on one enemy from above for a special takedown.
REQUIRES: Standard Takedown Kills x1, Cook Grenades

Steady Aim
EFFECT: Hold breath 2x longer when using a sniper rifle scope.
REQUIRES: Cook Grenades

Aimed Reload
EFFECT: Reload while aiming down sights with Handguns or Sniper Rifles.
REQUIRES: Hip Shooter

Long Gun Expert
EFFECT: Improved hipfire accuracy with Assault Rifles, Sniper Rifles, and LMGs.
REQUIRES: Aimed Reload

Enhanced Syringe Potency
EFFECT: Syringe effects last 50% longer.
REQUIRES: Syringe Potency

Line Gunner
EFFECT: Can shoot with one-handed weapons on ziplines.
REQUIRES: Steady Aim
NOTES: Weapons usable include all Handguns (including Shadow) and Skorpion SMG.

Soft Landing
EFFECT: Fall damage reduced by 25%
REQUIRES: Line Gunner

Deep Breath
EFFECT: Stay underwater longer; increase breath duration from 30 seconds to 60.
REQUIRES: Steady Aim

Breath Control
EFFECT: Hold breath 4x longer when using a sniper rifle scope.
REQUIRES: Deep Breath

Death From Below
EFFECT: Takedown one enemy from below a climbable ledge. Can be used in water.
REQUIRES: Standard Takedown Kills x2, Death From Above

Dual Death From Above
EFFECT: Death From Above can now kill two enemies at once.
REQUIRES: Death From Above Takedowns x1, Death From Below

Cool Gunner
EFFECT: Mounted guns take longer to overheat.
REQUIRES: Mounted Gun Kills x10, Soft Landing

Marathon Man
EFFECT: Sprint always at full speed; no longer slows after sustained sprinting.
REQUIRES: Relics Collected x5, Breath Control

Dual Death From Below
EFFECT: Death From Below can now kill two enemies at once.
REQUIRES: Death From Below Takedowns x1, Dual Death From Above

Gunslinger Takedown
EFFECT: After standard Takedown, use an enemy's handgun for additional kills.
REQUIRES: Handgun Kills x10, Dual Death From Above
NOTES: Aiming is semi-automatic, but if no enemies are within range, a shot is
missed, or if you take too long to shoot the takedown will disengage.

-----

The Shark

Takedown
EFFECT: Melee to kill an enemy that has not fully noticed you in one hit.
NOTES: Takedowns only work on human enemies. You cannot takedown Heavy enemies
until you have the Heavy Beatdown skill.

Physical Conditioning
EFFECT: Health increases to 3 slots.
REQUIRES: Takedown

Improved First Aid
EFFECT: First Aid heals 2 slots of health instead of 1.
REQUIRES: Physical Conditioning

Adrenaline
EFFECT: Partially drained health bars regenerate 50% faster.
REQUIRES: Takedown

Ironsides
EFFECT: Reduce explosive damage by 50%.
REQUIRES: Takedown

Advanced Conditioning
EFFECT: Health increases to 4 slots.
REQUIRES: Improved First Aid

Advanced First Aid
EFFECT: First Aid heals 3 slots of health instead of 2.
REQUIRES: Advanced Conditioning

Field Medic
EFFECT: Medicine syringes heal 4 slots of health instead of 2.
REQUIRES: Adrenaline

Field Surgeon
EFFECT: Medicine syringes heal 6 slots of health instead of 4.
REQUIRES: Field Medic

Chained Takedown
EFFECT: After standard Takedown, can chain to a nearby enemy.
REQUIRES: Standard Takedown Kills x4, Takedown

Grenade Takedown
EFFECT: After standard Takedown, can pull the pin on an enemy's grenade.
REQUIRES: Grenade Kills x5, Chained Takedown

Evasive Driving
EFFECT: Vehicles take 50% less damage.
REQUIRES: Ironsides.

Fire Retardant
EFFECT: Reduce fire damage by 50%.
REQUIRES: Ironsides

Expert Conditioning
EFFECT: Health increases to 5 slots.
REQUIRES: Advanced First Aid

Peak Conditioning
EFFECT: Health increases to 6 slots.
REQUIRES: Craft 10 Medicine syringes, Expert Conditioning

Button Up
EFFECT: Body Armor absorbs 50% more damage.
REQUIRES: Buy 3 Body Armor, Field Surgeon

Adrenaline Surge
EFFECT: Partially drained health bars regenerate 100% faster.
REQUIRES: Supply Drops Completed x3, Button Up

Heavy Beatdown
EFFECT: Can now use a takedown on Heavies. Cannot chain into other takedowns.
REQUIRES: Sharks Killed x1, Grenade Takedown
NOTES: Also allows Death From Above use on Heavies.

-----

The Spider

Sprint Slide
EFFECT: Crouch while sprinting to slide; treated as crouching for the duration.

Takedown Drag
EFFECT: After a standard Takedown, can drag bodies backwards.
REQUIRES: Standard Takedown Kills x3, Sprint Slide
NOTES: Can be held indefinitely; Knife Throw, Gunslinger, and Grenade Takedowns
can be used during a drag.

Running Reload
EFFECT: Can reload most weapons while sprinting.
REQUIRES: Takedown Drag

Horticulture 101
EFFECT: Harvest 2 leaves per plant instead of 1.
REQUIRES: Sprint Slide

Expert Swimmer
EFFECT: Sprint-swimming is 25% faster.
REQUIRES: Sprint Slide

Nimble Fingers
EFFECT: Reload Handguns, SMGs, and Shotguns 25% faster.
REQUIRES: Running Reload

Quick Swap
EFFECT: Aim down sights quicker and switch weapons faster.
REQUIRES: Nimble Fingers

Expert Archery
EFFECT: Improve bow stability when lining up a shot.
REQUIRES: Sprint Slide

Combat Archery
EFFECT: Draw and fire arrows 50% faster.
REQUIRES: Expert Archery

Jungle Run
EFFECT: Move faster when crouched.
REQUIRES: Expert Swimmer

Zoology 101
EFFECT: Harvest 2 skins per animal instead of 1.
REQUIRES: Horticulture 101

Stone Wall
EFFECT: Animals deal less damage, less chance of being knocked down by enemies.
REQUIRES: Zoology 101

Knife Throw Takedown
EFFECT: After a standard Takedown, throw a knife at another enemy.
REQUIRES: Melee Kills x5, Takedown Drag

Loot Takedown
EFFECT: Automatically loots enemies killed with close-range takedowns.
REQUIRES: Spend $500 at stores, Knife Throw Takedown
NOTES: Enemies killed with Knife Throw, Gunslinger, or Grenade takedowns are
not automatically looted.

Nimble Hands
EFFECT: Reload Assault Rifles, Sniper Rifles, and LMGs 25% faster.
REQUIRES: 3 weapon attachments bought, Quick Swap

Ninja Step
EFFECT: Noise made when walking and sprinting is reduced.
REQUIRES: Liberate 2 outposts undetected, Jungle Run

Penny Pincher
EFFECT: Find more money on looted enemies.
REQUIRES: Bodies Looted x10, Zoology 101

Dealmaker
EFFECT: Loot sells for 25% more at stores.
REQUIRES: Wanted Dead Quests completed x3, Penny Pincher

===============================================================================
========================= (5.0) EXPLORING THE ISLAND ==========================
===============================================================================

----------------------------- (5.1) RADIO TOWERS ------------------------------

18 Radio Towers, 11 on North Island, 7 on South. Each will reveal a portion
of the map. These are not numbered ingame but for the purposes of this guide
they are listed (roughly) left to right, top to bottom with listed coordinates.

Activating radio towers provides another benefit: certain weapons become free
to buy in shops when you have activated certain numbers of towers.

Activate 9 radio towers for the achievement "Full Bars".
Activate all 18 radio towers to unlock the Bushman, an Assault Rifle signature
weapon.

1 radio tower:
Handgun: 6P9
Assault Rifle: STG-90

2 radio towers:
Assault Rifle: AK47
SMG: Skorpion
Special: Repair Tool

3 radio towers:
Special: Recurve Bow
Sniper Rifle: SVD

4 radio towers:
LMG: PKM
Shotgun: 1887

5 radio towers:
SMG: A2000
Shotgun: M133
Special: Flamethrower

6 radio towers:
Sniper Rifle: M-700
Launcher: RPG-7

7 radio towers:
LMG: U-100
Special: Flare Gun

8 radio towers:
Assault Rifle: F1
Launcher: GL-94

9 radio towers:
SMG: MP5

10 radio towers:
Assault Rifle: MS16

11 radio towers:
Handgun: .44 Magnum

12 radio towers:
Handgun: D50
SMG: Vector .45 ACP

13 radio towers:
Assault Rifle: ACE
Shotgun: SPAS-12

14 radio towers:
SMG: BZ19
LMG: MKG

15 radio towers:
Assault Rifle: P416
Sniper Rifle: Z93

-----

Radio Tower 1: (X:357.5, Y:761.7)
Locations of interest:
Outpost: Valsa Docks (X:369.5, Y:782.2)
Misc: Dr. Earnhardt's Mansion (X:319.4, Y:751.0)

8 Relics in revealed area: 1 (not on map), 21, 31, 51, 61, 62, 106, 111
1 Letter of the Lost in revealed area: 4
0 Memory Cards in revealed area

Unlocks:
Supply Drop (X:362.1, Y:769.7)

-----

Radio Tower 2: (X:438.3, Y:758.7)
*This radio tower is activated for Mission progress and cannot be missed.

Locations of interest:
Outpost: Amanaki Outpost (X:501.6, Y:738.5)
Outpost: Welshore Wrecker's House (X:438.0, Y:795.0)
Trial of the Rakyat: Hide and Seek (X:424.4, Y:769.3)
Misc: Amanaki Town (X:426.0, Y:742.1)

7 Relics in revealed area: 3, 23, 34, 53, 63, 83, 113
1 Letter of the Lost in revealed area: 3
2 Memory Cards in revealed area: 2, 3

-----

Radio Tower 3: (X:565.8, Y:765.7)

Locations of interest:
Outpost: Cradle View (X:568.3, Y:821.3)
Outpost: Rust Yard (X:579.4, Y:752.0)
Trial of the Rakyat: Bone Crusher (X:582.8, Y:752.8)

Unlocks:
Supply Drop (X:563.8, Y:765.6)

7 Relics in revealed area: 5, 6, 36, 37, 65, 85, 93
1 Letter of the Lost in revealed area: 5
1 Memory Card in revealed area: 5

-----

Radio Tower 4: (X:667.4, Y:757.9)

Locations of interest:
Outpost: AM12 (X:688.0, Y:786.5)
Outpost: Old Mines (X:647.6, Y:742.7)
Trial of the Rakyat: Frag Me Up (X:647.2, Y:764.0)

7 Relics in revealed area: 8, 27, 57, 68, 87, 95, 117
1 Letter of the Lost in revealed area: 7
2 Memory Card in revealed area: 7, 8

Unlocks:
Supply Drop (X:678.8, Y:753.6)
Supply Drop (X:658.9, Y:740.1)

-----

Radio Tower 5: (X:764.4, Y:771.6)

Locations of interest:
Misc: Badtown (X:759.8, Y:752.5)
Outpost: Camp Murder (X:745.9, Y:778.2)
Outpost: Tequila Sunrise (X:798.2, Y:733.5)
Trial of the Rakyat: Transport Destruction (X:756.5, Y:746.0)

7 Relics in revealed area: 10, 41, 60, 71, 90, 99, 100
2 Letters of the Lost in revealed area: 11, 12
1 Memory Card in revealed area: 11

Unlocks:
Supply Drop (X:765.0, Y:767.0)

-----

Radio Tower 6: (X:367.4, Y:681.6)

Locations of interest:
Outpost: Orphan Point (X:401.1, Y:682.0)

6 Relics in revealed area: 2, 22, 32, 33, 82, 112
1 Letter of the Lost in revealed area: 2
1 Memory Card in revealed area: 1

Unlocks:
Supply Drop (X:370.0, Y:675.3)

-----

Radio Tower 7: (X:460.5, Y:678.6)

Locations of interest:
Outpost: Mosquito Yard (X:424.9, Y:692.9)
Outpost: Northview Gas (X:457.7, Y:627.7)
Trial of the Rakyat: Dashing Assault (X:474.9, Y:693.1)

6 Relics in revealed area: 4, 24, 35, 54, 64, 91
1 Letter of the Lost in revealed area: 1
1 Memory Card in revealed area: 4

Unlocks:
Supply Drop (X:454.0, Y:679.7)

-----

Radio Tower 8: (X:557.2, Y:666.0)

Locations of interest:
Misc: Temple Gateway (X:540.6, Y:640.3)
Outpost: Cliffside Overlook (X:539.9, Y:682.8)
Outpost: Hubris Farm (X:593.0, Y:648.9)

7 Relics in revealed area: 7, 26, 56, 66, 67, 94, 116
1 Letter of the Lost in revealed area: 6
1 Memory Card in revealed area: 6

Unlocks:
Supply Drop (X:565.6, Y:673.3)

-----

Radio Tower 9: (X:657.5, Y:660.7)

Locations of interest:
Outpost: Cradle Gas (X:623.8, Y:700.9)
Outpost: Hubert Shore Power (X:658.1, Y:642.1)

7 Relics in revealed area: 8, 28, 58, 69, 88, 96, 97
1 Letter of the Lost in revealed area: 8
1 Memory Card in revealed area: 9

Unlocks:
Supply Drop (X: 647.4, Y:663.1)

-----

Radio Tower 10: (X:771.1, Y:680.8)

Locations of interest:
Outpost: Kell's Boat Repairs (X:729.8, Y:637.7)
Outpost: Nat's Repairs (X:807.8, Y:654.3)
Trial of the Rakyat: Point Blank (X:759.7, Y:698.8)

7 Relics in revealed area: 11, 42, 52, 80, 86, 101, 114
1 Letter of the Lost in revealed area: 13
2 Memory Cards in revealed area: 12, 13

Unlocks:
Supply Drop (X:768.7, Y:684.0)

-----

Radio Tower 11: (X:653.4, Y:596.0)

Locations of interest:
Outpost: The Neck's Diner (X:691.7, Y:604.4)
Outpost: Broken Neck Home (X:637.5, Y:530.6)
Trial of the Rakyat: Bull's Eye (X:635.4, Y:597.2)

7 Relics in revealed area: 9, 39, 40, 70, 89, 98, 119
2 Letters of the Lost in revealed area: 9, 10
1 Memory Card in revealed area: 10

Unlocks:
Supply Drop (X:646.4, Y:599.3)

-----

Radio Tower 12: (X:259.3, Y:443.4)

Locations of interest:
Misc: Gaztown (X:224.7, Y:425.0)
Misc: Charlie Camp (X:238.0, Y:512.1)
Outpost: Lonely Shore Way (X:258.4, Y:522.8)
Outpost: North Krige Crest (X:279.0, Y:431.5)

6 Relics in revealed area: 18, 48, 77, 78, 107, 120
1 Letter of the Lost in revealed area: 19
1 Memory Card in revealed area: 18

Unlocks:
Supply Drop (X:250.2, Y:443.4)

-----

Radio Tower 13: (X:381.0, Y:430.2)

Locations of interest:
Misc: Romeo Camp (X:312.0, Y:499.5)
Misc: Alpha Camp (X:359.9, Y:505.7)
Outpost: Spine Ridge Site (X:336.2, Y:476.7)
Outpost: Stubborn Kid Farm (X:368.9, Y:427.3)
Trial of the Rakyat: Furious Gun (X:366.6, Y:421.8)

5 Relics in revealed area: 16, 30, 46, 75, 105
1 Letter of the Lost in revealed area: 17
1 Memory Card in revealed area: 16

Unlocks:
Supply Drop (X:378.4, Y:421.6)

-----

Radio Tower 14: (X:452.0, Y:466.3)

Locations of interest:
Misc: Echo Camp (X:500.7, Y:415.4)
Outpost: East Ridge Camp (X:443.0, Y:490.7)
Outpost: Lazy Shore Marina (X:487.1, Y:427.4)
Trial of the Rakyat: Overheat (X:471.0, Y:458.5)

7 Relics in revealed area: 14, 25, 59, 73, 74, 103, 118
2 Letters of the Lost in revealed area: 15, 20
1 Memory Card in revealed area: 14

Unlocked:
Supply Drop (X:454.9, Y:469.8)

-----

Radio Tower 15: (X:575.7, Y: 455.1)

Locations of interest:
Misc: Thurston Town (X:578.9, Y:511.4)
Misc: Delta Camp (X:518.5, Y:463.6)
Outpost: Harmanse Gas & Repair (X:606.3, Y:489.2)
Outpost: Satellite Communication Hub (X:524.7, Y:433.0)
Trial of the Rakyat: Lord of Firepower (X:554.5, Y:432.5)

7 Relics in revealed area: 12, 13, 43, 55, 72, 102, 115
1 Letter of the Lost in revealed area: 14
1 Memory Card in revealed area: 20

-----

Radio Tower 16: (X:254.9, Y:350.3)

Locations of interest:
Outpost: Maw Docks & Repairs (X:214.8, Y:375.6)
Outpost: Dry Palm Storage Depot (X:266.2, Y:334.3)

6 Relics in revealed area: 19, 49, 79, 81, 108, 109
0 Letters of the Lost in revealed area
1 Memory Card in revealed area: 19

Unlocks:
Supply Drop (X:248.9, Y:356.4)

-----

Radio Tower 17: (X:363.9, Y:346.4)

Locations of interest:
Misc: The Compound (X:364.5, Y:377.5)
Outpost: Krige Valley River Fishing (X:321.5, Y:362.4)
Outpost: Longshore View (X:378.6, Y:328.4)
Trial of the Rakyat: Decimation Barrage (X:360.8, Y:324.8)

6 Relics in revealed area: 17, 29, 47, 50, 76, 110
1 Letter of the Lost in revealed area: 17
1 Memory Card in revealed area: 17

Unlocks:
Supply Drop (X:364.3, Y:339.6)

-----

Radio Tower 18: (X:454.2, Y:361.5)

Locations of interest:
Outpost: Bridge Control (X:442.8, Y:384.3)
Outpost: Break Point Docks (X:477.2, Y:342.9)
Trial of the Rakyat: Hostile Swamp (X:465.7, Y:358.8)

7 Relics in revealed area: 15, 20, 44, 45, 84, 92, 104
1 Letter of the Lost in revealed area: 16
1 Memory Card in revealed area: 15

Unlocks:
Supply Drop (X:457.2, Y:362.6)

------------------------------- (5.2) OUTPOSTS --------------------------------

Outposts are strongholds for Vaas and Hoyt's minions. Liberate each outpost by
killing all enemies inside. This removes most enemies from the region, makes
the outpost a fast travel point, and unlocks new quests.

If you are discovered by any enemies in the outpost, they will try to trigger
the alarms. This will call for more enemies until you find and destroy the
alarm boxes. If you can get to the alarms without being discovered, you can
disable all alarms in the outpost so that even if you are discovered there will
be no reinforcements.

Liberating an outpost awards 500 XP. If you trigger no alarms but are detected,
you will instead earn 550 XP. You will earn 1500 XP if you liberate an outpost
without being detected at all. Note that you are only considered detected if
enemies find you specifically. Wild animals, Rakyat warriors, and even the dead
bodies of their own troops will not make them trigger alarms. If you are
discovered but still want the undetected bonus, leave and continue to other
locations for a while and come back later. Once you travel far enough, the
status of the outpost will reset and you can try again.

Below the number of enemies will be noted for each outpost. These numbers
assume that you did not trigger any alarms. You are only required to kill the
listed enemies and any reinforcements that appear when an alarm is triggered to
liberate the outpost. Other enemies, such as those in patrol vehicles, are not
required to kill.

"Pirates" and "Privateers" should be assumed to be any normal enemy that you
can kill with a takedown. "Heavies" can only be killed with a takedown if you
have the Heavy Beatdown skill. "Attack Dogs" can't be killed with a takedown.
If any caged animals are in the outpost, they will be noted. You can shoot the
cages to free the animal(s). They may kill some enemies for you while they are
loose, or allow you to slip in and kill enemies while they are distracted.

A note on privateer outposts: although you can't freely walk around these
locations even with the privateer outfit, you are only considered a tresspasser
when you step into the highlighted red area. As long as you're outside of range
the privateers will not react. You can use this to your advantage and tag
enemies more easily because of this.

Liberate 17 outposts to unlock the Shadow, a Handgun signature weapon.
Liberate all 34 outposts for the achievement "Island Liberator".

-----

Outposts - Radio Tower 1 region

Valsa Docks (X:369.5, Y:782.2)
6 pirates + 1 Attack Dog
Caged animal: Cassowary x1

Unlocks:
Story Quest: Tagging the Past (X:396.6, Y:773.9)
Wanted Dead (Valsa Docks)
Wanted Dead (Valsa Docks) 2
Path of the Hunter (Valsa Docks)
Island Racing: Surf and Turf (X:339.7, Y:753.8)
Sharpshooter: Sniper Challenge (X:337.9, Y:756.2)
Poker (X:394.3, Y:797.0)

-----

Outposts - Radio Tower 2 region

Amanaki Outpost (X:501.6, Y:738.5)
5 pirates + 1 attack dog
*This outpost is required for Mission progress and cannot be missed.

Unlocks:
Wanted Dead (Amanaki Outpost)
Wanted Dead (X:456.3, Y:731.8)
Path of the Hunter (Amanaki Outpost)
Supply Drop (X:432.0, Y:751.7)
Island Racing: Bamboo Pass (X:487.1, Y:766.1)


Welshore Wrecker's House (X:438.0, Y:795.0)
5 pirates

Unlocks:
Story Quest: Wherefore Art Thou, Juliet? (Amanaki Town)
Wanted Dead (Welshore Wrecker's House)
Path of the Hunter (Amanaki Town)
Island Racing: Crocodile Alley (Amanaki Town)
Knife Throwing (Amanaki Town)

-----

Outposts - Radio Tower 3 region

Cradle View (X:568.3, Y:821.3)
6 pirates
Caged animal: Dog x2

Unlocks:
Story Quest: Light At The End Of The Jungle (X:600.8, Y:796.9)
Wanted Dead (Cradle View)

Rust Yard (X:579.4, Y:752.0)
5 pirates + 1 attack dog

Unlocks:
Path of the Hunter *RARE HUNT: White Belly Tapir* (Rust Yard)
Sharpshooter: Shotgun Challenge (X:600.9, Y:795.1)

-----

Outposts - Radio Tower 4 region

AM12 (X:688.0, Y:786.5)
2 pirates + 4 attack dogs

Unlocks:
Wanted Dead (AM12)
Path of the Hunter *RARE HUNT: Yellow Neck* (AM12)
Path of the Hunter (AM12)
Sharpshooter: Pistol Challenge (X:669.3, Y:773.9)

Old Mines (X:647.6, Y:742.7)
4 pirates + 2 attack dogs
Caged animal: Leopard x1

Unlocks:
Story Quest: Pinned To Earth (X:670.0, Y:773.6)
Wanted Dead (Old Mines)

-----

Outposts - Radio Tower 5 region

Camp Murder (X:745.9, Y:778.2)
6 pirates

Unlocks:
Story Quest: Faces of Death (Badtown)
Path of the Hunter *RARE HUNT: One Horn* (Camp Murder)
Island Racing: Pacific Coast Loop (X:771.5, Y:785.8)


Tequila Sunrise (X:798.2, Y:733.5)
3 pirates + 2 heavies

Unlocks:
Wanted Dead (Tequila Sunrise)
Sharpshooter: Shotgun Challenge (X:767.4, Y:729.4)
Knife Throwing (X:769.5, Y:713.4)
Poker (X:724.6, Y:738.0)

-----

Outposts - Radio Tower 6 region

Orphan Point (X:401.1, Y:682.0)
5 pirates

Unlocks:
Wanted Dead (Orphan Point)
Path of the Hunter *RARE HUNT: Black Panther* (X:352.9, Y:702.7)
Island Racing: Shark Bait Run (X:338.6, Y:703.6)

-----

Outposts - Radio Tower 7 region

Mosquito Yard (X:424.9, Y:692.9)
5 pirates
Caged animal: Tiger x1

Unlocks:
Wanted Dead (Mosquito Yard)
Path of the Hunter (Mosquito Yard)


Northview Gas (X:457.7, Y:627.7)
5 pirates

Unlocks:
Story Quest: Love Eternal (X:438.6, Y:621.0)
Wanted Dead (Northview Gas)
Island Racing: Wood Bridge Run (X:424.1, Y:648.4)
Poker (436.6, Y:622.2)

-----

Outposts - Radio Tower 8 region

Cliffside Overlook (X:539.9, Y:682.8)
5 pirates
Caged animal: Bear x1

Unlocks:
Path of the Hunter *RARE HUNT: Blood Komodo* (Cliffside Overlook)


Hubris Farm (X:593.0, Y:648.9)
6 pirates

Unlocks:
Story Quest: A Connection To The Past (X:564.9, Y:642.6)
Wanted Dead (Hubris Farm)

-----

Outposts - Radio Tower 9 region

Cradle Gas (X:623.8, Y:700.9)
7 pirates

Unlocks:
Wanted Dead (Cradle Gas)
Path of the Hunter *RARE HUNT: Undying Bear* (Cradle Gas)


Hubert Shore Power (X:658.1, Y:642.1)
7 pirates
Caged animal: Leopard x1

Unlocks:
Story Quest: Once More With Dignity (X:693.5, Y:625.7)
Path of the Hunter (Hubert Shore Power)
Island Racing: Smuggler's Highway (X:649.9, Y:627.7)

-----

Outposts - Radio Tower 10 region

Kell's Boat Repairs (X:729.8, Y:637.7)
7 pirates
Caged animal: Dog x2

Unlocks:
Path of the Hunter *RARE HUNT: Maneater Shark* (Kell's Boat Repairs)
Island Racing: Island Hop (X:747.4, Y:618.7)


Nat's Repairs (X:807.8, Y:654.3)
7 pirates
Caged animal: Bear x1

Unlocks:
Story Quest: Dog Soldier (X:772.2, Y:656.8)
Wanted Dead (Nat's Repairs)
Sharpshooter: Pistol Challenge (X:772.9, Y:658.5)

-----

Outposts - Radio Tower 11 region

The Neck's Diner (X:691.7, Y:604.4)
4 pirates + 2 heavies

Unlocks:
Wanted Dead (The Neck's Diner)
Island Racing: Rook Point Express (X:649.9, Y:596.2)


Broken Neck Home (X:637.5, Y:530.6)
4 pirates + 1 heavy + 1 attack dog
Caged animal: Tiger x1

Unlocks:
Path of the Hunter (Broken Neck Home)

-----

Outposts - Radio Tower 12 region

Lonely Shore Way (X:258.4, Y:522.8)
7 privateers + 1 heavy
Caged animal: Tiger x1

Unlocks:
Wanted Dead (Lonely Shore Way)


North Krige Crest (X:279.0, Y:431.5)
7 privateers + 2 heavies

Unlocks:
Story Quest: Bled Dry (Gaztown)
Path of the Hunter (North Krige Crest)
Knife Throwing (Gaztown)

-----

Outposts - Radio Tower 13 region

Spine Ridge Site (X:336.2, Y:476.7)
8 privateers
Caged animal: Cassowary x1

Unlocks:
Path of the Hunter (Spine Ridge Site)

Stubborn Kid Farm (X:368.9, Y:427.3)
4 privateers + 3 heavies

Unlocks:
Wanted Dead (Stubborn Kid Farm)
Island Racing: Kamikaze Pass (X:387.8, Y:423.5)

-----

Outposts - Radio Tower 14 region

East Ridge Camp (X:443.0, Y:490.7)
7 privateers
Caged animal: Dog x2

Unlocks:
Wanted Dead (East Ridge Camp)
Sharpshooter: Pistol Challenge (X:465.1, Y:511.0)

Lazy Shore Marina (X:487.1, Y:427.4)
4 privateers + 3 heavies

Unlocks:
Path of the Hunter (East Ridge Camp)
Island Racing: Amphibian Way (X:462.4, Y:464.7)

-----

Outposts - Radio Tower 15 region

Harmanse Gas & Repair (X:606.3, Y:489.2)
4 privateers + 2 heavies

Unlocks:
Story Quest: Father's Burden (Thurston Town)
Wanted Dead (Harmanse Gas & Repair)
Knife Throwing (Thurston Town)


Satellite Communication Hub (X:524.7, Y:433.0)
5 privateers + 1 attack dog
Caged animal: Bear x1

Unlocks:
Path of the Hunter (Satellite Communication Hub)
Island Racing: Thurston's Trail (X:595.1, Y:465.2)

-----

Outposts - Radio Tower 16 region

Maw Docks & Repairs (X:214.8, Y:375.6)
7 privateers

Unlocks:
Wanted Dead (Maw Docks & Repairs)
Island Racing: Water Snake Run (Maw Docks & Repairs)


Dry Palm Storage Depot (X:266.2, Y:334.3)
7 privateers + 1 heavy
Caged animal: Komodo Dragon x1

Unlocks:
Path of the Hunter (Dry Palm Storage Depot)

-----

Outposts - Radio Tower 17 region

Krige Valley River Fishing (X:321.5, Y:362.4)
5 privateers + 2 heavies
Caged animal: Komodo Dragon x1

Unlocks:
Path of the Hunter (Krige Valley River Fishing)


Longshore View (X:378.6, Y:328.4)
5 privateers + 1 heavy

Unlocks:
Story Quest: Dirty Work (X:440.8, Y:325.7)
Wanted Dead (Longshore View)
Island Racing: Junkyard Rally (X:398.5, Y:342.3)
Sharpshooter: Sniper Challenge (X:398.4, Y:340.2)
Knife Throwing (X:440.8, Y:316.5)

-----

Outposts - Radio Tower 18 region

Bridge Control (X:442.8, Y:384.3)
7 privateers

Unlocks:
Story Quest: Home Delivered (X:425.6, Y:386.5)
Path of the Hunter (Bridge Control)
Path of the Hunter (Bridge Control)
Island Racing: Artillery Alley (X:502.6, Y:370.4)
Poker (X:426.4, Y:388.1)


Break Point Docks (X:477.2, Y:342.9)
5 privateers + 2 heavies
Caged animal: Tiger x1

Unlocks:
Wanted Dead (Break Point Docks)
Wanted Dead (Break Point Docks)
Path of the Hunter (Break Point Docks)

----------------------------- (5.3) STORY QUESTS ------------------------------

Story Quests are side missions unlocked as you liberate outposts. These are
generally very easy "go here, do this" objectives, so further elaboration will
only be given for unclear objectives.

With one exception (Once More With Dignity), all Story quests only award money.

-----

Story Quests - Radio Tower 1 region

Tagging the Past (X:396.6, Y:773.9)
Required: Valsa Docks outpost (X:369.5, Y:782.2)
Reward: $500

-----

Story Quests - Radio Tower 2 region

Wherefore Art Thou, Juliet? (Amanaki Town)
Required: Welshore Wrecker's House outpost (X:438.0, Y:795.0)
Reward: $500

-----

Story Quests - Radio Tower 3 region

Light At The End Of The Jungle (X:600.8, Y:796.9)
Required: Cradle View outpost (X:568.3, Y:821.3)
Reward: $500

-----

Story Quests - Radio Tower 4 region

Pinned To Earth (X:670.0, Y:773.6)
Required: Old Mines (X:647.6, Y:742.7)
Reward: $500

-----

Story Quests - Radio Tower 5 region

Faces of Death (Badtown)
Required: Camp Murder outpost (X:745.9, Y:778.2)
Reward: $500
Notes: Follow each map marker to a pirate body. A picture will only count when
you take a picture while the camera HUD turns gold instead of blue. There will
be some live pirates as well, but pictures of their dead bodies don't seem to
count.

-----

Story Quests - Radio Tower 7 region

Love Eternal (X:438.6, Y:621.0)
Required: Northview Gas outpost (X:457.7, Y:627.7)
Reward: $500
Notes: During the part of this quest where you shoot at Senin's feet, you may
turn nearby Rakyat warriors hostile to you. Feel free to kill them if this
happens; there will not be any long-term consequences.

-----

Story Quests - Radio Tower 8 region

A Connection To The Past (X:564.9, Y:642.6)
Required: Hubris Farm outpost (X:593.0, Y:648.9)
Reward: $500
Notes: 2 of the 3 tablets are in the immediate area. Immediately west of where
you start will be a broken wall linking to small buildings. The first tablet is
inside of the building further away. The next is to the northeast, up a long
flight of stairs leading into a temple. The interior will lead to an underwater
room; the second tablet will be on the floor in somewhat plain view, so you
don't need to explore the whole room underwater. The third tablet, in a
building to the south, requires explosives to reach. Destroy the stone wall
atop the vines on the west tower. Cross over to the east tower and step around
the ladder to reach the last tablet inside.

-----

Story Quests - Radio Tower 9 region

Cargo Dump (X:704.7, Y:678.0)
Required: Complete Mission 13 - Kicking The Hornet's Nest
Reward: $500


Once More With Dignity (X:693.5, Y:625.7)
Required: Hubert Shore Power outpost (X:658.1, Y:642.1)
Reward: $500 + Nature Boy recipe

-----

Story Quests - Radio Tower 10 region

Dog Soldier (X:772.2, Y:656.8)
Required: Nat's Repairs outpost (X:807.8, Y:654.3)
Reward: $500
Notes: There will be ~12 dogs at the target area. You're required to kill a
specific one (looks "bloodier"), but there's no penalty to killing the others.

-----

Story Quests - Radio Tower 12 region

Bled Dry (Gaztown)
Required: North Krige Crest outpost (X:279.0, Y:431.5)
Reward: $500

-----

Story Quests - Radio Tower 15 region

Father's Burden (Thurston Town)
Required: Harmanse Gas & Repair outpost (X:606.3, Y:489.2)
Reward: $500 + poker winnings

-----

Story Quests - Radio Tower 17 region

Dirty Work (X:440.8, Y:325.7)
Required: Longshore View outpost (X:378.6, Y:328.4)
Reward: $500

-----

Story Quests - Radio Tower 18 region

Home Delivered (X:425.6, Y:386.5)
Required: Bridge Control (X:442.8, Y:384.3)
Reward: $500

----------------------------- (5.4) WANTED DEAD -------------------------------

As you liberate outposts, Wanted Dead quests will become available. These
require you to eliminate specific enemies in a group using either your knife or
a takedown. The target enemy will be designated by a gold marker above their
head when tagged. Any other enemies in the group can be killed with any weapon
or ignored. Whether you use stealth or not is entirely up to you.

"Commander" = Target enemy/enemies.
"Heavy" = Heavy enemies
"Pirate" or "Privateer" = Non-commander, non-heavy enemies.

-----

Wanted Dead - Radio Tower 1 region

-Required outpost: Valsa Docks (X:369.5, Y:782.2)

At outpost (left poster):
"Pirates are attacking fishermen by the shore. Kill their leader with a knife
as Rakyat tradition demands."
Reward: $300
Enemies: Commander + 4 pirates

At outpost (right poster):
"A pirate and his men are preying on locals by a temple. Kill him with a knife
like a true Rakyat warrior."
Reward: $200
Enemies: Commander + 4 pirates

-----

Wanted Dead - Radio Tower 2 region

-Required outpost: Amanaki Outpost (X:501.6, Y:738.5)

At outpost:
"A pirate is poaching animals near some hot springs. Follow Rakyat tradition
and kill him with a knife."
Reward: $175
Enemies: Commander + 3 pirates

Location: (X:456.3, Y:731.8)
"A pirate is killing villagers somewhere between here and Dr. Earnhardt's
house. Kill him with a knife."
Reward: $175
Enemies: Commander + 3 pirates+ 1 attack dog

-Required outpost: Welshore Wrecker's House (X:438.0, Y:795.0)

At outpost:
"A pirate has taken over a local farm to grow drugs. Honor Rakyat tradition,
kill him with a knife."
Reward: $175
Enemies: Commander + 3 pirates

-----

Wanted Dead - Radio Tower 3 region

-Required outpost: Cradle View (X:568.3, Y:821.3)

At outpost:
"A pirate and his gang are entrenched on a nearby hilltop. Kill him with a
knife as a true warrior."
Reward: $250
Enemies: Commander + 5 pirates

-----

Wanted Dead - Radio Tower 4 region

-Required outpost: AM12 (X:688.0, Y:786.5)

At outpost:
"Honor Rakyat tradition, use a knife to kill a pirate holed up near a shack."
Reward: $300
Enemies: Commander + 6 pirates


-Required outpost: Old Mines (X:647.6, Y:742.7)

At outpost:
"Pirates murdered a local butcher in the woods. Kill their leader with a knife
like a true warrior."
Reward: $300
Enemies: Commander + 6 pirates

-----

Wanted Dead - Radio Tower 5 region

-Required outpost: Tequila Sunrise (X:798.2, Y:733.5)

At outpost:
"Bring honor to the Rakyat by using a knife to kill a pirate hiding out in a
tunnel."
Reward: $275
Enemies: Commander + 5 pirates

-----

Wanted Dead - Radio Tower 6 region

-Required outpost: Orphan Point (X:401.1, Y:682.0)

At outpost:
"A pirate is causing trouble near some old cars. Use a knife to kill him in
true Rakyat tradition."
Reward: $250
Enemies: Commander + 5 pirates

-----

Wanted Dead - Radio Tower 7 region

-Required outpost: Mosquito Yard (X:424.9, Y:692.9)

At outpost:
"Crazed pirates are camped out near some shacks. Kill their leader with a knife
as Rakyat tradition demands."
Reward: $225
Enemies: Commander + 4 pirates

-Required outpost: Northview Gas (X:457.7, Y:627.7)

At outpost:
"A sniper has seized a nearby beach. Use a knife to kill him as a true Rakyat
warrior."
Reward: $225
Enemies: Commander + 4 pirates

-----

Wanted Dead - Radio Tower 8 region

-Required outpost: Hubris Farm (X:593.0, Y:648.9)

At outpost:
"A pirate is causing problems at a nearby beach. Honor Rakyat tradition and
take him down with a knife."
Reward: $250
Enemies: Commander + 1 heavy + 4 pirates

-----

Wanted Dead - Radio Tower 9 region

-Required outpost: Cradle Gas (X:623.8, Y:700.9)

At outpost:
"Bring honor to the Rakyat. Use a knife to kill a pirate who has set up camp
in the woods nearby."
Reward: $275
Enemies: Commander + 1 heavy + 4 pirates

-----

Wanted Dead - Radio Tower 10 region

-Required outpost: Nat's Repairs (X:807.8, Y:654.3)

At outpost:
"Honor Rakyat tradition, use a knife to kill a pirate hunkered down near some
old bunkers."
Reward: $300
Enemies: Commander + 6 pirates

-----

Wanted Dead - Radio Tower 11 region

-Required outpost: The Neck's Diner (X:691.7, Y:604.4)

At outpost:
"Follow Rakyat tradition and use a knife to kill a pirate roaming around a
local farm."
Reward: $325
Enemies: Commander + 2 heavies + 4 pirates

-----

Wanted Dead - Radio Tower 12 region

-Required outpost: Lonely Shore Way (X:258.4, Y:522.8)

At outpost:
"A sniper and his men have taken over a small island. Follow Rakyat tradition
and kill him with a knife."
Reward: $350
Enemies: Commander + 7 privateers

-----

Wanted Dead - Radio Tower 13 region

-Required outpost: Stubborn Kid Farm (X:368.9, Y:427.3)

At outpost:
"Honor Rakyat tradition. Use a knife to kill two snipers who are picking off
villagers from a tower."
Reward: $350
Enemies: 2 commanders + 5 privateers + 1 attack dog

-----

Wanted Dead - Radio Tower 14 region

-Required outpost: East Ridge Camp (X:443.0, Y:490.7)

At outpost:
"Use a knife to kill a pirate camped in a hillside bunker and bring honor to
the Rakyat."
Reward: $400
Enemies: Commander + 3 privateers + 3 heavies

-----

Wanted Dead - Radio Tower 15 region

-Required outpost: Harmanse Gas & Repair (X:606.3, Y:489.2)

At outpost:
"A privateer is entrenched in some Japanese bunkers nearby. Kill him with a
knife like a true warrior."
Reward: $375
Enemies: Commander + 7 privateers

-----

Wanted Dead - Radio Tower 16 region

-Required outpost: Maw Docks & Repairs (X:214.8, Y:375.6)

At outpost:
"2 pyromaniacs are entrenched in some old bunkers. Honor Rakyat tradition by
killing them with a knife."
Reward: $400
Enemies: 2 commanders (heavy) + 5 privateers + 2 heavies

-----

Wanted Dead - Radio Tower 17 region

-Required outpost: Longshore View (X:378.6, Y:328.4)

At outpost:
"2 snipers and their men are holding a hilltop village. Honor Rakyat ways by
killing them with a knife."
Reward: $450
Enemies: 2 commanders + 5 privateers + 1 heavy + 1 attack dog

-----

Wanted Dead - Radio Tower 18 region

-Required outpost: Break Point Docks (X:477.2, Y:342.9)

At outpost (left poster):
"Honor Rakyat tradition. Use a knife to kill a pyromaniac and his partner
hunkered down by a small house."
Reward: $500
Enemies: Commander (heavy) + Commander (normal) + 5 privateers + 1 attack dog

At outpost (right poster):
"2 privateers have set up shop in a hilltop barn. Kill them with a knife as a
true Rakyat warrior."
Reward: $500
Enemies: 2 commanders + 4 privateers + 3 heavies

-------------------------- (5.5) PATH OF THE HUNTER ---------------------------

As you liberate outposts, Path of the Hunter quests will become available.
These require you to hunt an animal or a group of animals with a specific
weapon type which, even if you don't already own one, will be given to you near
the target location. Path of the Hunter quests reward you with money, access to
weapons you may not have purchased yet, and some quests involve killing a rare
animal. These rare animal skins are used for the final crafting upgrades for
each category of equipment.

You must kill the target animals with either the provided weapon, a weapon of
the same type, or your melee. For hunts involving the bow, you must use normal
arrows; no fire or explosive arrows. Bringing some Animal Repellent syringes is
recommended for hunting predators, as this will allow you to easily walk up to
the animal and knife it to death.

For rare animal hunts, you are allowed to kill the common animals with other
methods. You only need to satisfy the conditions when killing the rare animal.

-----

Quick list: Rare hunt locations

White Belly Tapir - Rust Yard (X:579.4, Y:752.0)
Yellow Neck - AM12 (X:688.0, Y:786.5)
One Horn - Camp Murder (X:745.9, Y:778.2)
Black Panther - Orphan Point (X:401.1, Y:682.0)
Golden Tiger - Mosquito Yard (X:424.9, Y:692.9)
Blood Komodo - Cliffside Overlook (X:539.9, Y:682.8)
Undying Bear - Cradle Gas (X:623.8, Y:700.9)
Maneater Shark - Kell's Boat Repairs (X:729.8, Y:637.7)

-----

Path of the Hunter - Radio Tower 1 region

-Required outpost: Valsa Docks (X:369.5, Y:782.2)

Sniper Rifle Hunt: Deer
Reward: $200
Weapon provided: M-700 sniper rifle
Target: 5 deer

-----

Path of the Hunter - Radio Tower 2 region

-Required outpost: Amanaki Outpost (X:501.6, Y:738.5)

Shotgun Hunt: Rabid Dogs
Reward: $175
Weapon provided: M133 shotgun
Target: 5 rabid dogs

-Required outpost: Welshore Wrecker's House (X:438.0, Y:795.0)

Shotgun Hunt: Bears
Reward: $225
Weapon provided: M133 shotgun
Target: 2 bears

-----

Path of the Hunter - Radio Tower 3 region

-Required outpost: Rust Yard (X:579.4, Y:752.0)

*RARE HUNT*
Bow Hunt: White Belly Tapir
Reward: $225
Weapon provided: Recurve Bow
Target: White Belly Tapir

-----

Path of the Hunter - Radio Tower 4 region

-Required outpost: AM12 (X:688.0, Y:786.5)

*RARE HUNT*
Sniper Rifle Hunt: Yellow Neck
Reward: $225
Weapon provided: M-700 sniper rifle
Target: Yellow Neck

RPG Hunt: Rabid Dogs
Reward: $175
Weapon provided: RPG-7 launcher
Target: 12 rabid dogs

-----

Path of the Hunter - Radio Tower 5 region

-Required outpost: Camp Murder (X:745.9, Y:778.2)

*RARE HUNT*
Shotgun Hunt: One Horn
Reward: $200
Weapon provided: M133 shotgun
Target: One Horn

-----

Path of the Hunter - Radio Tower 6 region

-Required outpost: Orphan Point (X:401.1, Y:682.0)

Location: (X:352.9, Y:702.7)
*RARE HUNT*
Bow Hunt: Black Panther
Reward: $250
Weapon provided: Recurve Bow
Target: Black Panther

-----

Path of the Hunter - Radio Tower 7 region

-Required outpost: Mosquito Yard (X:424.9, Y:692.9)

*RARE HUNT*
Bow Hunt: Golden Tiger
Reward: $250
Weapon provided: Recurve Bow
Target: Golden Tiger

-----

Path of the Hunter - Radio Tower 8 region

-Required outpost: Cliffside Overlook (X:539.9, Y:682.8)

*RARE HUNT*
Bow Hunt: Blood Komodo
Reward: $225
Weapon provided: Recurve Bow
Target: Blood Komodo

-----

Path of the Hunter - Radio Tower 9 region

-Required outpost: Hubert Shore Power (X:658.1, Y:642.1)

Bow Hunt: Leopards
Reward: $250
Weapon provided: Recurve Bow
Target: 4 leopards

-Required outpost: Cradle Gas (X:623.8, Y:700.9)

*RARE HUNT*
Shotgun Hunt: Undying Bear
Reward: $275
Weapon provided: M133
Target: Undying Bear

-----

Path of the Hunter - Radio Tower 10 region

-Required outpost: Kell's Boat Repairs (X:729.8, Y:637.7)

*RARE HUNT*
Bow Hunt: Maneater Shark
Reward: $275
Weapon provided: Recurve Bow
Target: Maneater Shark

-----

Path of the Hunter - Radio Tower 11 region

-Required outpost: Broken Neck Home (X:637.5, Y:530.6)

SMG Hunt: Bears
Reward: $275
Weapon provided: Skorpion SMG
Target: 3 bears

-----

Path of the Hunter - Radio Tower 12 region

-Required outpost: North Krige Crest (X:279.0, Y:431.5)

Shotgun Hunt: Bears
Reward: $300
Weapon provided: M133 shotgun
Target: 2 bears

-----

Path of the Hunter - Radio Tower 13 region

-Required outpost: Spine Ridge Site (X:336.2, Y:476.7)

SMG Hunt: Tigers
Reward: $300
Weapon provided: Skorpion SMG
Target: 3 tigers

-----

Path of the Hunter - Radio Tower 14 region

-Required outpost: East Ridge Camp (X:443.0, Y:490.7)

Flamethrower Hunt: Rabid Dogs
Reward: $350
Weapon provided: Flamethrower
Target: 8 rabid dogs

-----

Path of the Hunter - Radio Tower 15 region

-Required outpost: Satellite Communication Hub (X:524.7, Y:433.0)

Sniper Rifle Hunt: Leopards
Reward: $350
Weapon provided: M-700 sniper rifle
Target: 3 leopards

-----

Path of the Hunter - Radio Tower 16 region

-Required outpost: Dry Palm Storage Depot (X:266.2, Y:334.3)

Pistol Hunt: Bears
Reward: $400
Weapon provided: 1911 handgun
Target: 3 bears

-----

Path of the Hunter - Radio Tower 17 region

-Required outpost: Krige Valley River Fishing (X:321.5, Y:362.4)

Flamethrower Hunt: Leopards
Reward: $400
Weapon provided: Flamethrower
Target: 4 leopards

-----

Path of the Hunter - Radio Tower 18 region

-Required outpost: Bridge Control (X:442.8, Y:384.3)

*RARE HUNT*
Machete Hunt: Albino Crocodile
Reward: $450
Weapon provided: None
Target: Albino Crocodile

Machete Hunt: Bears
Reward: $500
Weapon provided: None
Target: 2 bears

-Required outpost: Break Point Docks (X:477.2, Y:342.9)

Bow Hunt: Komodo Dragons
Reward: $450
Weapon provided: Recurve Bow
Target: 4 komodo dragons

------------------------- (5.6) TRIALS OF THE RAKYAT --------------------------

Trials of the Rakyat are minigames; the goal is to kill as many enemies as
possible within the time provided with the weapons provided to you. Time can be
extended by destroying blue barrels found during the trial. Your current skills
are taken into account, but weapons used during the Trials replace your current
weapons and typically have infinite spare ammo. You will also have an infinite
supply of Medicine syringes during Trials. Trials award XP and money for
earning certain amounts of points, listed at each trial ingame.

Beat an existing score for the achievement "Let the Trials Begin".
Complete 6 trials to unlock the Ripper, a LMG signature weapon.

-----

Trials of the Rakyat - Radio Tower 2 region

Hide and Seek (X:424.4, Y:769.3)
Weapons: 6P9 Handgun (Sound Suppressor)

-----

Trials of the Rakyat - Radio Tower 3 region

Bone Crusher (X:582.8, Y:752.8)
Weapons: None (vehicle)

-----

Trials of the Rakyat - Radio Tower 4 region

Frag Me Up (X:647.2, Y:764.0)
Weapons: Grenades (infinite)

-----

Trials of the Rakyat - Radio Tower 5 region

Transport Destruction (X:647.2, Y:764.0)
Weapons: RPG-7

-----

Trials of the Rakyat - Radio Tower 7 region

Dashing Assault (X:474.9, Y:693.1)
Weapons: STG-90 Assault Rifle, grenades

-----

Trials of the Rakyat - Radio Tower 10 region
Point Blank (X:759.7, Y:698.8)
Weapons: SPAS-12 shotgun

-----

Trials of the Rakyat - Radio Tower 11 region
Bull's Eye (X:635.4, Y:597.2)
Weapons: SVD sniper rifle

-----

Trials of the Rakyat - Radio Tower 13 region
Furious Gun (X:366.6, Y:421.8)
Weapons: Varies, weapon cycles after each kill

-----

Trials of the Rakyat - Radio Tower 14 region
Overheat (X:471.0, Y:458.5)
Weapons: Mounted gun

-----

Trials of the Rakyat - Radio Tower 15 region
Lord of Firepower (X:554.5, Y:432.5)
Weapons: U-100 LMG, molotovs

-----

Trials of the Rakyat - Radio Tower 17 region
Decimation Barrage (X:360.8, Y:324.8)
Weapons: RPG-7, mounted gun

-----

Trials of the Rakyat - Radio Tower 18 region
Hostile Swamp (X:465.7, Y:358.8)
Weapons: ACE assault rifle, grenades

--------------------------- (5.7) OTHER ACTIVITIES ----------------------------

Supply Drop quests are unlocked by activating radio towers and are often found
near one. The goal is to reach a certain location within the time limit. Supply
drop quests award money and XP.

Complete one Supply Drop for the "Road Trip" achievement.

Island Racing, Knife Throwing, Sharpshooter Challenges, and Poker games are
various ways of gambling your money, unlocked as you liberate outposts.

===============================================================================
============================= (6.0) COLLECTIBLES ==============================
===============================================================================

Collectibles are hidden items scattered about the island. Collecting them
awards a bit of XP and collecting enough will unlock achievements or bonuses.
Purchasing the Item map for a region will mark the locations of collectibles on
your map, provided you have also activated the radio tower for the region.

Many of these items are fairly easy to find if you place a waypoint
on the map marker; this guide will only go into further detail for collectibles
with a misleading or unclear location.

-------------------------------- (6.1) RELICS ---------------------------------

Relics are found in a variety of locations; typically Spider relics will be
well-hidden, Shark relics will be underwater, Boar relics will require
explosives, and Heron relics will be in high places. Many relics defy their
"rule", however.

If you are looking for how to get a particular relic in a certain region, check
the Radio Tower section; there are notes there as to which specific relics are
in a region. Following this list numerically with the intent to collect in that
order will send you back and forth across both islands, so don't do it.

Every collected relic awards you with 250 XP.
Collect 10 relics to unlock the Bull, a Shotgun signature weapon.
Collect 20 relics to unlock the AMR, a Sniper Rifle signature weapon.
Collect 30 relics to unlock the Untouchable syringe recipe.
Collect 40 relics to unlock the Touch of Death syringe recipe.
Collect 60 relics for the achievement "Archeology 101".
There is no extra reward for collecting more than 60 relics.

-----

Relic #1: Spider 1 (Dr. Earnhardt's Cave)
Notes: You will not be able to access this relic until Mission 10: Keeping Busy
and it will become unavailable after a certain point. Facing the deeper part of
the cave, hug the right wall until you come to a red plant. Near it there will
be climbable vines. Continue to the top of the room and hug the wall until you
come down near a ship. A deeper cavern on this platform houses the relic. It
may be protected by a bear, so come armed.

Relic #2: Spider 2 (X:363.3, Y:664.8)

Relic #3: Spider 3 (X:502.6, Y:790.2)
Notes: Follow the trail on the map to the cenote (large, deep pool of water).
Dive in and look for ledges and vines along the southeast side. Keep climbing
and you'll eventually find a room with the relic inside. This cenote is also
used to reach Relic #63: Boar 23.

Relic #4: Spider 4 (X:496.1, Y:700.2)

Relic #5: Spider 5 (X:523.6, Y:730.6)
Note: The path that ends southeast of the relic marks a cave entrance.

Relic #6: Spider 6 (X:586.0, Y:816.2)

Relic #7: Spider 7 (X:561.4, Y:625.8)
Notes: This relic is on top of a structure with two small towers. There is a
blastable door in front of one that you can climb up to. Use explosives to
destroy the door, then climb the ladder.

Relic #8: Spider 8 (X:622.0, Y:712.8)

Relic #9: Spider 9 (X:650.7, Y:561.7)
Notes: Just southwest of the relic location there will be a hole. Look for a
ledge just inside, taking care not to fall all the way down into the water.
The ledge houses a tunnel that leads to the relic.

Relic #10: Spider 10 (X:766.4, Y:810.4)
Notes: Following the marker will lead you to the relic, found on the other
side of a grate. Turn right and hug the wall until you reach a cave entrance.
You'll likely fall into water here; dive and swim southeast. Surface and look
for climbable vines. This leads to the relic. A zipline near the top of the
vines leads back outside.

Relic #11: Spider 11 (X:748.5, Y:713.8)

Relic #12: Spider 12 (X:523.1, Y:476.1)

Relic #13: Spider 13 (X:573.3, Y:454.5)
Notes: Search just north of the relic for a cave entrance that leads to it.

Relic #14: Spider 14 (X:437.1, Y:471.1)

Relic #15: Spider 15 (X:414.0, Y:397.4)
Notes: A cave entrance in the river near (X:418.2, Y:401.8) leads to the relic.

Relic #16: Spider 16 (X:335.3, Y:455.8)
Notes: Look for a cave entrance on the road at (X:330.7, Y:458.7).

Relic #17: Spider 17 (X:313.4, Y:338.9)
Notes: A cave entrance (X:312.3, Y:332.1) south of this relic leads to it.

Relic #18: Spider 18 (X:261.8, Y:449.8)

Relic #19: Spider 19 (X:216.5, Y:330.9)
Notes: Dive into the cenote west of the relic to reach it.

Relic #20: Spider 20 (X:421.5, Y:350.4)

Relic #21: Spider 21 (X:374.8, Y:808.7)

Relic #22: Spider 22 (X:362.4, Y:688.8)

Relic #23: Spider 23 (X:453.6, Y:754.9)
Notes: This item is hidden underground. Look for a black spot on the map around
(X:448.1, Y:751.8). This marks a cave that will lead to the relic.

Relic #24: Spider 24 (X:494.3, Y:650.6)

Relic #25: Spider 25 (X:455.3, Y:425.3)
Notes: Dive into the cenote on top of the hill south of this relic.
Alternatively you can use the wingsuit/parachute to land in the cave from
across the river to the south.

Relic #26: Spider 26 (X:570.4, Y:649.4)

Relic #27: Spider 27 (X:661.5, Y:735.9)
Notes: The safest way to reach this is via the nearby Old Mines outpost.

Relic #28: Spider 28 (X:650.1, Y:661.9)

Relic #29: Spider 29 (X:336.7, Y:318.2)
Notes: Use the boxes on the north side of the building to get inside.

Relic #30: Spider 30 (X:391.0, Y:427.4)

-----

Relic #31: Shark 1 (X:346.3, Y:758.4)

Relic #32: Shark 2 (X:335.9, Y:693.4)

Relic #33: Shark 3 (X:385.9, Y:664.0)

Relic #34: Shark 4 (X:445.0, Y:803.9)

Relic #35: Shark 5 (X:464.8, Y:655.3)
Note: On the map, there is a body of water near the relic. Look behind the
waterfall located there.

Relic #36: Shark 6 (X:594.8, Y:794.9)

Relic #37: Shark 7 (X:606.8, Y:761.0)

Relic #38: Shark 8 (X:635.1, Y:794.2)

Relic #39: Shark 9 (X:636.7, Y:581.2)

Relic #40: Shark 10 (X:682.2, Y:595.7)
Notes: A path of blue plants in the water shows the way to this relic.

Relic #41: Shark 11 (X:721.5, Y:750.2)
Notes: Following the relic waypoint will lead you to a grated floor. Follow
the path from that floor into a cave. The path inside is marked by a trail of
blue plants; just swim to the end to find the relic.

Relic #42: Shark 12 (X:743.2, Y:638.7)
Notes: Located in underwater ruins. A Deep Dive syringe or the Deep Breath
skill are recommended but not required.

Relic #43: Shark 13 (X:583.9, Y:439.7)

Relic #44: Shark 14 (X:478.4, Y:356.7)
Note: A small body of water north of this relic will lead to it.

Relic #45: Shark 15 (X:493.4, Y:360.6)
Notes: Look for a cave entrance around (X:497.3, Y:352.9). Swim and dive
through the cave to reach this relic.

Relic #46: Shark 16 (X:323.2, Y:469.2)

Relic #47: Shark 17 (X:392.0, Y:380.6)

Relic #48: Shark 18 (X:278.2, Y:442.9)
Notes: The cave leading to this relic is on the cliff face overlooking the
North Krige Crest outpost.

Relic #49: Shark 19 (X:231.9, Y:355.6)

Relic #50: Shark 20 (X:382.8, Y:345.7)

Relic #51: Shark 21 (X:397.6, Y:755.6)

Relic #52: Shark 22 (X:754.7, Y:654.7)
Notes: You will need a Deep Dive syringe or the Deep Breath skill if you intend
to dive down and survive the swim back up. Alternatively you can dive down,
pick up the relic, and fast travel underwater.

Relic #53: Shark 23 (X:465.7, Y:758.3)

Relic #54: Shark 24 (X:439.0, Y:671.8)

Relic #55: Shark 25 (X:547.6, Y:453.9)

Relic #56: Shark 26 (X:572.2, Y:650.9)

Relic #57: Shark 27 (X:669.1, Y:759.9)
Notes: A river flows northwest and southeast of this relic. Enter from either
side and swim to the relic sitting on an altar.

Relic #58: Shark 28 (X:644.6, Y:649.1)
Notes: When you reach the waypoint you should see some ruins. Look for a hole
and jump into it. Dive underwater and look for a tunnel housing the relic.

Relic #59: Shark 29 (X:420.8, Y:418.3)

Relic #60: Shark 30 (X:787.9, Y:775.8)
Notes: There is a waterfall near the location marked on the map. Swim into it
and dive under it. The relic is in a cave inside. The swimming path is marked
on the minimap by a trail of blue plants.

-----

Relic #61: Boar 1 (X:393.6, Y:773.2)
Notes: Near the relic, you should see 2 dark areas on the map, showing cave
entrances. Follow either of these inside to a square shaped room with a loot
chest in the center. In the south corner of this room there are vines,
indicating a ledge you can climb. The relic is hidden inside.

Relic #62: Boar 2 (X:373.7, Y:770.3)

Relic #63: Boar 3 (X:509.1, Y:743.8)

Relic #64: Boar 4 (X:506.7, Y:672.1)

Relic #65: Boar 5 (X:592.3, Y:774.2)
Note: A black spot to the northwest indicate a cave entrance. Climb the tall
ladder inside to reach the relic.

Relic #66: Boar 6 (X:552.2, Y:688.9)

Relic #67: Boar 7 (X:581.1, Y:667.3)

Relic #68: Boar 8 (X:706.1, Y:792.7)
Notes: Follow the dirt path into the ruins. Use explosives to destroy the stone
door. Leap to and climb the ledge vines until you are back outside.

Relic #69: Boar 9 (X:704.2, Y:643.7)
Notes: Look for a white spot on the map near (X:705.7, Y:636.2). Use explosives
to destroy a stone door there, then proceed to the end of the cave.

Relic #70: Boar 10 (X:653.3, Y:548.7)

Relic #71: Boar 11 (X:736.2, Y:771.9)
Notes: Assuming you approach the relic from Camp Murder - use explosives to
blow upen the stone floor close to where you can see the relic is underground.

Relic #72: Boar 12 (X:541.4, Y:438.1)

Relic #73: Boar 13 (X:463.8, Y:448.0)
Notes: The relic is behind a stone door that must be destroyed with explosives.

Relic #74: Boar 14 (X:509.4, Y:447.7)

Relic #75: Boar 15 (X:354.1, Y:448.1)
Notes: Drop down the short cliff to the east and enter a ruin/cave. Destroy the
stone door with explosives to access the relic.

Relic #76: Boar 16 (X:359.1, Y:336.1)
Notes: Behind a stone wall that must be destroyed with explosives.

Relic #77: Boar 17 (X:258.1, Y:462.0)

Relic #78: Boar 18 (X:279.7, Y:479.3)
Notes: A ruined building south of this relic has a hole leading underground.
Climb down using the vine and destroy the stone wall with explosives.

Relic #79: Boar 19 (X:293.7, Y:324.8)

Relic #80: Boar 20 (X:772.9, Y:622.3)
Notes: The relic is inside a bunker; destroy one of the stone doors with
explosives to gain access.

Relic #81: Boar 21 (X:275.4, Y:338.3)
Note: Access via a cave in the Dry Palm Storage Depot outpost.

Relic #82: Boar 22 (X:399.3, Y:687.4)

Relic #83: Boar 23 (X:490.3, Y:797.1)
Notes: Follow the trail on the map to the cenote (large, deep pool of water).
Dive in and look for a ledge along the north side of the pool. Look for vines
to climb up until you reach a cave. The relic will be further inside. This
cenote is also used to reach Relic #3: Spider 3.

Relic #84: Boar 24 (X:466.8, Y:352.6)
Notes: Behind a stone wall; destroy it with explosives.

Relic #85: Boar 25 (X:559.6, Y:778.3)

Relic #86: Boar 26 (X:774.0, Y:695.2)

Relic #87: Boar 27 (X:678.9, Y:742.1)
Notes: Cave entrance leading to this relic can be found a short distance east.

Relic #88: Boar 28 (X:665.1, Y:672.4)

Relic #89: Boar 29 (X:688.8, Y:563.7)
Notes: There are dirt roads on the map north and south of the relic location.
Follow either into a cave that leads to the relic.

Relic #90: Boar 30 (X:773.1, Y: 786.5)

-----

Relic #91: Heron 1 (X:464.1, Y:661.7)

Relic #92: Heron 2 (X:443.2, Y:344.7)

Relic #93: Heron 3 (X:557.6, Y:761.2)

Relic #94: Heron 4 (X:523.4, Y:676.1)
Notes: There should be a glider on a hill not too far southwest of this relic.
Use this to fly up to the the platform where it is kept; it will be right next
to the cross on the hill. You could also wait until you have the wingsuit. You
can also try sprint-jumping repeatedly up the "front" (littered with wooden
planks), but this method can be inconsistant and is probably unintentional.

Relic #95: Heron 5 (X:702.5, Y:810.0)

Relic #96: Heron 6 (X:646.2, Y:683.9)

Relic #97: Heron 7 (X:626.1, Y:658.2)

Relic #98: Heron 8 (X:684.6, Y:525.9)
Notes: If you're having trouble figuring out how to scale the cliff, focus your
efforts on the southeast corner of the island and the slanted rocks there.

Relic #99: Heron 9 (X:806.8, Y:773.6)

Relic #100: Heron 10 (X:786.7, Y:755.0)

Relic #101: Heron 11 (X:814.0, Y:676.5)

Relic #102: Heron 12 (X:598.1, Y:490.5)

Relic #103: Heron 13 (X:458.7, Y:485.2)

Relic #104: Heron 14 (X:579.0, Y:346.4)

Relic #105: Heron 15 (X:398.0, Y:452.7)

Relic #106: Heron 16 (X:368.8, Y:754.4)

Relic #107: Heron 17 (X:212.4, Y:426.8)
Notes: Use a glider (X:228.9, Y:417.8) south of Gaztown to fly into the side of
the cliff where this relic is held.

Relic #108: Heron 18 (X:251.1, Y:324.4)

Relic #109: Heron 19 (X:248.5, Y:357.3)

Relic #110: Heron 20 (X:362.5, Y:364.3)

Relic #111: Heron 21 (X:351.5, Y:731.4)

Relic #112: Heron 22 (X:358.0, Y:691.4)

Relic #113: Heron 23 (X:414.6, Y:809.0)

Relic #114: Heron 24 (X:745.0, Y:615.2)
Notes: There's no easy way up to the hill this relic is on top of. Find spots
to jump from along the south side of the island.

Relic #115: Heron 25 (X:610.0, Y:427.5)

Relic #116: Heron 26 (X:607.3, Y:676.1)

Relic #117: Heron 27 (X:658.6, Y:814.4)
Notes: The northeast side of this island has a vine you can use to climb.

Relic #118: Heron 28 (X:438.6, Y:444.2)

Relic #119: Heron 29 (X:654.8, Y:528.0)

Relic #120: Heron 30 (X:233.7, Y:441.5)

-------------------------- (6.2) LETTERS OF THE LOST --------------------------

Letters of the Lost are typically found in Japanese bunkers, caves, or other
underground locations.

Every collected letter awards you with 500 XP.
Collect 6 letters to unlock the Tanto, a melee weapon upgrade.
Collect all 20 letters for the achievement "Dead Letters".

Lost Letter #1: Sato's Letter (X:435.3, Y:645.6)

Lost Letter #2: Hyogo's Letter (X:361.9, Y:708.7)

Lost Letter #3: Mori's Letter (X:460.3, Y:766.7)
Notes: This item is hidden underground. Look for a black spot on the map around
(X:461.4, Y:771.3). This marks a cave that will lead to the letter.

Lost Letter #4: Ren's Letter (X:381.0, Y:739.9)

Lost Letter #5: Mogi's First Letter (X:530.3, Y:741.6)

Lost Letter #6: Mogi's Second Letter (X:600.7, Y:620.8)

Lost Letter #7: Mogi's Third Letter (X:682.2, Y:811.5)

Lost Letter #8: Mogi's Fourth Letter (X:629.5, Y:645.6)

Lost Letter #9: Tadao's First Letter (X:632.5, Y:601.4)

Lost Letter #10: Tadao's Second Letter (X:704.0, Y:576.0)

Lost Letter #11: Shinji's Letter (X:799.0, Y:749.7)

Lost Letter #12: Hayato's First Letter (X:801.0, Y:756.1)
Notes: Northeast of where this relic is marked on the map, you can see a small
river. Follow it inland into a cave. The letter is inside.

Lost Letter #13: Hayato's Second Letter (X:777.8, Y:618.8)

Lost Letter #14: Hayato's Third Letter (X:602.6, Y:457.7)

Lost Letter #15: Hayato's Fourth Letter (X:471.5, Y:418.1)
Notes: Climb down into the cenote from above the relic.

Lost Letter #16: Masahiro's Letter (X:528.6, Y:399.8)

Lost Letter #17: Hurk's First Letter (X:407.8, Y:498.9)

Lost Letter #18: Hurk's Second Letter (X:375.0, Y:314.6)
Notes: A tunnel leading into the bunker can be found just west of the letter.

Lost Letter #19: Hurk's Third Letter (X:237.5, Y:425.4)
Notes: Near the house-sized shack, there is a smaller shack with a ladder
leading underground. This leads to the letter.

Lost Letter #20: Hurk's Fourth Letter (X:495.5, Y:500.5)

----------------------------- (6.3) MEMORY CARDS ------------------------------

Memory Cards are found in outposts; the location must be liberated to retrieve
them. Memory Cards can be found on a laptop inside the outpost's safe room.

Collect 10 memory cards to unlock the Shredder, a SMG signature weapon.
Collect all 20 memory cards for the achievement "".

Memory Card #1: Barbiturates Formula
Found: Orphan Point (X:401.1, Y:682.0)

Memory Card #2: Benzodiazepine Formula
Found: Welshore Wrecker's House (X:438.0, Y:795.0)

Memory Card #3: Cocaine Formula
Found: Amanaki Outpost (X:501.6, Y:738.5)

Memory Card #4: Crack Cocaine Formula
Found: Northview Gas (X:457.7, Y:627.7)

Memory Card #5: Exstasy Formula
Found: Rust Yard (X:579.4, Y:752.0)

Memory Card #6: Failed Drug Patent 1 Formula
Found: Cliffside Overlook (X:539.9, Y:682.8)

Memory Card #7: Failed Drug Patent 2 Formula
Found: Old Mines (X:647.6, Y:742.7)

Memory Card #8: Failed Drug Patent 3 Formula
Found: AM12 (X:688.0, Y:786.5)

Memory Card #9: GHB Formula
Found: Hubert Shore Power (X:658.1, Y:642.1)

Memory Card #10: Heroin Formula
Found: Broken Neck Home (X:637.5, Y:530.6)

Memory Card #11: Ketamine Formula
Found: Camp Murder (X:745.9, Y:778.2)

Memory Card #12: Khat Formula
Found: Kell's Boat Repairs (X:729.8, Y:637.7)

Memory Card #13: Krokodil Formula
Found: Nat's Repairs (X:807.8, Y:654.3)

Memory Card #14: LSD-25 Formula
Found: Lazy Shore Marina (X:487.1, Y:427.4)

Memory Card #15: Marijuana Formula
Found: Bridge Control (X:442.8, Y:384.3)

Memory Card #16: Meth Formula
Found: Spine Ridge Site (X:336.2, Y:476.7)

Memory Card #17: Mushrooms Formula
Found: Longshore View (X:378.6, Y:328.4)

Memory Card #18: Opium Formula
Found: North Krige Crest (X:279.0, Y:431.5)

Memory Card #19: PCP Formula
Found: Maw Docks & Repairs (X:214.8, Y:375.6)

Memory Card #20: Spice Formula
Found: Satellite Communication Hub (X:524.7, Y:433.0)

===============================================================================
========================= (7.0) CRAFTING AND WEAPONS ==========================
===============================================================================

Crafting allows you two advantages: using plants to create syringes that heal
you or provide temporary beneficial effects, or use animal skins to craft
larger bags to hold more weapons, money, loot, syringes, and ammo.

By default, you can hold one weapon, $1000, 16 loot items, and 3 syringes.

------------------------------- (7.1) SYRINGES --------------------------------

*Please note, durations listed below are base values. When you learn the skills
Syringe Potency and Enhanced Syringe Potency, these values will be updated to
reflect the upgraded duration on the in-game help menu.

-Medical
Medicine
REQUIRES: Green Leaf x1
EFFECT: Heals 2 health bars. Skills can improve the effect.
DURATION: N/A
NOTES: Always useful. Carry plenty of these in your syringe kit and, if you can
afford the space, keep some spare green leaves in your loot rucksack.

Endorphin Boost
REQUIRES: Green Leaf x2, Blue Leaf x1
EFFECT: Fully heal and gain a 4 extra health. Extra health does not regenerate.
DURATION: N/A
NOTES: Extra health is always welcome. The only thing keeping this from
completely outclassing Medicine is the higher plant cost. Highly recommended.

-Hunting

Animal Repellent
*Unlocked after Mission 5: Mushrooms in the Deep*
REQUIRES: Amber Leaf x2
EFFECT: Non-aquatic animals will flee and not attack you for the duration.
DURATION: 40 seconds
NOTES: You can use this to ward off attacks from dangerous predators, or use it
to hunt them. While the repellent is active, you can easily walk up to most
predators and use your melee without fear. Great to have for rare Path of the
Hunter animals.

Hunter's Instinct
REQUIRES: Amber Leaf x1
EFFECT: Animals nearby can be seen through walls and surfaces. Herbivore
animals don't run when approached.
DURATION: 40 seconds
NOTES: This can be helpful if you can't find animals in deep bushes with your
camera. For Path of the Hunter quests, this can also help find hard-to-see
animals in tall grass. Be aware that while herbivores won't run on approach,
attacking will still cause them to run away.

Deadly Hunter
*Unlocked after Mission 7: Playing the Spoiler*
REQUIRES: Amber Leaf x2, Crimson Leaf x1
EFFECT: Deal more damage to animals.
DURATION: 20 seconds
NOTES: For hunting purposes, this is somewhat inferior to Animal Repellent due
to both the shorter effect duration and Repellent's safety benefits.

-Combat
Enhanced Perception
REQUIRES: Crimson Leaf x1
EFFECT: Enemies within a certain range can be seen through walls, even if
untagged. Explosions can also be seen through walls.
DURATION: 40 seconds
NOTES: Limited use in the jungle due to just having the camera, but using one
as you begin with an outpost or more urban locations is helpful until you can
get visual confirmation and tag enemies.

Fireproof
REQUIRES: Crimson Leaf x2
EFFECT: Eliminates burn damage.
DURATION: 20 seconds
NOTES: If you play with fire or see yourself getting burned often, it can be
helpful to carry 1 or 2 of these.

Sharpshooter
*Unlocked after Mission 14: A Man Named Hoyt*
REQUIRES: Crimson Leaf x2, Amber Leaf x1
EFFECT: Increased hipfire accuracy.
DURATION: 20 seconds
NOTES: Limited use; situations where you need to hipfire should not be common.

-Exploration
Nature Boy
*Unlocked after Story Quest: Once More With Dignity*
REQUIRES: Blue Leaf x1
EFFECT: Highlights plants through walls.
DURATION: 40 seconds
NOTES: This is of limited use; nearby plants are already marked on the minimap.

Deep Dive
*Unlocked after Mission 9: Island Port Hotel*
REQUIRES: Blue Leaf x2, Green Leaf x1
EFFECT: Hold breath indefinitely underwater.
DURATION: 40 seconds
NOTES: Helpful until you get the Deep Breath skill, and even afterwards it can
take some of the stress out of long underwater journeys.

Sprint Burst
*Unlocked after Mission 15: Saving Oliver*
REQUIRES: Blue Leaf x2
EFFECT: Sprint and swim twice as fast as usual.
DURATION: 20 seconds
NOTES: Helpful for long overland trips when vehicles are unavailable.

-Special
Untouchable
*Unlocked by collecting 30 relics*
REQUIRES: White Leaf x2, Green Leaf x5, Blue Leaf x5
EFFECT: Immune to all damage. Can still die from drowning or other forms of
instant death.
DURATION: 20 seconds
NOTES: The usefulness of this effect should be obvious in heated firefights.
With the Horticulture 101 skill, it's not too hard to fulfill the plant cost.

Touch of Death
*Unlocked by collecting 40 relics*
REQUIRES: White Leaf x2, Crimson Leaf x5, Amber Leaf x5
EFFECT: All of your attacks become instant kills. Does not apply to animals.
DURATION: 20 seconds
NOTES: This is only really useful if you are fighting multiple heavies in
quick succession; most other enemies do not have enough health to warrant using
this. Even for heavies it's overkill unless you hate using explosive weaponry.

------------------------------- (7.2) EQUIPMENT -------------------------------

Crafting better equipment allows you to hold more weapons, money, loot, ammo,
and syringes. Craft the first item of each category to gain access to the next.

-----

Quick list: total animal skins necessary to craft all equipment/ammo pouches:

-Bear x4
-Boar x6
-Buffalo x2
-Cassowary x2
-Deer x5
-Dingo x8
-Dog x5
-Goat x6
-Komodo Dragon x5
-Leopard x4
-Pig x2
-Shark x4
-Tapir x4
-Tiger x5

-----

-Weapon Holsters
Simple Holster
REQUIRES: Goat Skin x1
EFFECT: Carry 2 weapons

Rugged Holster
REQUIRES: Deer Hide x2
EFFECT: Carry 3 weapons

Heavy Duty Holster
REQUIRES: Shark Skin x2
EFFECT: Carry 4 weapons

-----

-Wallets
Simple Wallet
REQUIRES: Pig Hide x1
EFFECT: Carry up to $2000

Rugged Wallet
REQUIRES: Cassowary Leather x2
EFFECT: Carry up to $4000

Heavy Duty Wallet
REQUIRES: Shark Skin x2
EFFECT: Carry up to $6000

Extended Wallet
REQUIRES: One Horn Hide (Rare hunt)
EFFECT: Carry up to $10000

-----

-Loot Rucksacks
Simple Rucksack
REQUIRES: Boar Hide x2
EFFECT: Carry up to 32 loot items

Rugged Rucksack
REQUIRES: Tapir Hide x2
EFFECT: Carry up to 48 loot items

Heavy Duty Rucksack
REQUIRES: Dingo Pelt x4
EFFECT: Carry up to 64 loot items

Extended Rucksack
REQUIRES: Undying Bear Leather (Rare hunt)
EFFECT: Carry up to 96 loot items

-----

-Syringe Kit
Simple Syringe Kit
REQUIRES: Pig Hide x1
EFFECT: Carry up to 5 syringes

Rugged Syringe Kit
REQUIRES: Dog Skin x3
EFFECT: Carry up to 7 syringes

Heavy Duty Syringe Kit
REQUIRES: Leopard Skin x2
EFFECT: Carry up to 9 syringes

Extended Syringe Kit
REQUIRES: Black Panther Leather (Rare hunt)
EFFECT: Carry up to 12 syringes

-----

AMMO
*For reference, these are the default amounts for each type of spare ammo:
24 Handgun rounds
40 SMG rounds
6 Shotgun rounds
60 Assault Rifle rounds
5 Sniper Rifle rounds
80 LMG rounds
3 RPG-7 rockets
6 GL-94 rounds
3 Flare Gun rounds
5 Arrows
100 Flamethrower Fuel
2 Grenades
2 Molotovs
2 C4 + Remote
2 Mines

-----

-Ammo Pouches
Simple Ammo Pouch
REQUIRES: Boar Hide x2
EFFECT: Spare ammo count for the following weapons increases:
32 Handgun rounds
80 SMG rounds
18 Shotgun shells
120 Assault Rifle rounds
10 Sniper Rifle rounds
160 LMG rounds

Rugged Ammo Pouch
REQUIRES: Buffalo Hide x2
EFFECT: Spare ammo count for the following weapons increases:
48 Handgun rounds
120 SMG rounds
24 Shotgun shells
150 Assault Rifle rounds
15 Sniper Rifle rounds
240 LMG rounds

Heavy Duty Ammo Pouch
REQUIRES: Tiger Skin x2
EFFECT: Spare ammo count for the following weapons increases:
72 Handgun rounds
160 SMG rounds
36 Shotgun shells
180 Assault Rifle rounds
20 Sniper Rifle rounds
320 LMG rounds

Extended Ammo Pouch
REQUIRES: Golden Tiger Leather (Rare hunt)
EFFECT: Spare ammo count for the following weapons increases:
120Handgun rounds
240 SMG rounds
50 Shotgun shells
300 Assault Rifle rounds
30 Sniper Rifle rounds
400 LMG rounds

-----

-Throwable Packs
Simple Grenade Pouch
REQUIRES: Goat Skin x2
EFFECT: Carry up to 4 grenades + 4 molotovs

Rugged Grenade Pouch
REQUIRES: Deer Hide x2
EFFECT: Carry up to 6 grenades + 6 molotovs

Heavy Duty Grenade Pouch
REQUIRES: Komodo Dragon Skin x3
EFFECT: Carry up to 8 grenades + 8 molotovs

Extended Grenade Pouch
REQUIRES: Blood Komodo Leather (Rare hunt)
EFFECT: Carry up to 12 grenades + 12 molotovs

-----

-Munition Pouches
Simple Munitions Pouch
REQUIRES: Goat Skin x2
EFFECT: Carry up to 3 C4 + 3 mines

Rugged Munitions Pouch
REQUIRES: Leopard Skin x2
EFFECT: Carry up to 4 C4 + 4 mines

Heavy Duty Munitions Pouch
REQUIRES: Bear Skin x2
EFFECT: Carry up to 5 C4 + 5 mines

Extended Munitions Pouch
REQUIRES: White Belly Tapir Leather (Rare hunt)
EFFECT: Carry up to 6 C4 + 6 mines

-----

-Flamethrower Fuel Slings
Simple Fuel Sling
REQUIRES: Dog Skin x2
EFFECT: Carry up to 200 flamethrower fuel.

Rugged Fuel Sling
REQUIRES: Boar Hide x2
EFFECT: Carry up to 300 flamethrower fuel.

Heavy Duty Fuel Sling
REQUIRES: Komodo Dragon Skin x2
EFFECT: Carry up to 400 flamethrower fuel.

Extended Fuel Sling
REQUIRES: Yellow Neck Leather (Rare hunt)
EFFECT: Carry up to 500 flamethrower fuel.

-----

-Rocket Packs
Simple Rocket Pack
REQUIRES: Deer Hide x1
EFFECT: Carry up to 4 RPG-7 rockets + 8 GL-94 rounds

Rugged Rocket Pack
REQUIRES: Dingo Pelt x4
EFFECT: Carry up to 5 RPG-7 rockets + 10 GL-94 rounds

Heavy Duty Rocket Pack
REQUIRES: Tiger Skin x3
EFFECT: Carry up to 6 RPG-7 rockets + 12 GL-94 rounds

-----

ARROWS
-Arrow Quivers

*Note: The description "holds 10 special arrows" is misleading. Special arrows
consume regular arrows when fired, so 10 normal + 10 special is 20 arrows, not
10 with 10 ADDITIONAL specials. All quivers can only hold 10 specials.

Simple Arrow Quiver
REQUIRES: Goat Skin x1
EFFECT: Carry 10 arrows

Rugged Arrow Quiver
REQUIRES: Tapir Hide x2
EFFECT: Carry 15 arrows

Heavy Duty Quiver
REQUIRES: Bear Skin x2
EFFECT: Carry 20 arrows

Extended Arrow Quiver
REQUIRES: Maneater Shark Skin (Rare hunt)
EFFECT: Carry 30 arrows

-Special Arrows

Explosive Arrow
*Unlocked after Mission 13: Kicking The Hornet's Nest
REQUIRES: Grenade x1
EFFECT: Arrows explode on impact.
NOTES: If you like explosives, consider taking a bow once you get this recipe.
If you make the arrows and restock on ammo, it's essentially like carrying an
extra 10 grenades.

Fire Arrow
*Unlocked after Mission 10: Keeping Busy
REQUIRES: Molotov x1
EFFECT: Arrows set fire to enemies and the environment on impact.
NOTES: A silent, distant alternative that has some advantages over other
incendiary weapons like the Flamethrower or Flare Gun. A decent choice until
Explosive Arrows are available.

---------------------------- (7.3) WEAPONS / SHOPS ----------------------------

Stores can be accessed via shopkeepers around the island or self-serve machines
inside of outposts and other safehouses. Functionally these are identical. From
the shop you can sell loot and buy ammo, weapons, treasure maps, body armor,
and medicine.

-----

Quick list: Weapon availability

Available from the beginning:

Handguns
-1911
-6P9
-.44 Magnum

SMGs
-Skorpion
-A2000
-MP5

Shotguns
-M133
-1887

Assault Rifles
-AK47
-STG-90
-F1
-MS16

Sniper Rifles
-SVD
-M-700

LMGs
-PKM
-U100

Launchers
-RPG-7
-GL-94

Specials
-Repair Tool
-Flare Gun
-Recurve Bow
-Flamethrower

After Mission 28: Three Blind Mice:

Handguns
-D50

SMGs
-BZ19
-Vector .45 ACP

Shotguns
-SPAS-12

Assault Rifles
-P416
-ACE

Sniper Rifle
-Z93

LMG
-MKG

Melee Weapons:
Japanese Tanto: Collect 6 Letters of the Lost.

Signature Weapons:
Shadow (Handgun): Liberate 17 outposts.
Shredder (SMG): Collect 10 memory cards.
Bull (Shotgun): Collect 10 relics.
Bushman (Assault Rifle): Activate all 18 radio towers.
Ripper (LMG): Complete 6 Trials of the Rakyat.
AMR (Sniper Rifle): collect 20 relics.

-----

Handguns
*All Handguns can be used on ziplines with the Line Gunner skill.

-1911
Price: $60
Max Attachments: 0
Attachments: N/A
Radio Towers to unlock: N/A

-6P9
Price:
Max Attachments: 2
Attachments: Sound Suppressor, Extended Magazine, Night Sight
Radio Towers to unlock: 1

-.44 Magnum
Price: $950
Max Attachments: 2
Attachments: Extended Barrel, Night Sight, Red Dot Sight, Reflex Sight
Radio Towers to unlock: 11

-D50
Price: $1300
Max Attachments: 2
Attachments: Extended Magazine, Night Sight, Optical Sight, Red Dot Dight,
 Reflex Sight
Radio Towers to unlock: 12

-----

SMGs
*The Skorpion can be used on ziplines with the Line Gunner skill.

-Skorpion
Price: $425
Max Attachments: 1
Attachments: Sound Suppressor, Extended Magazine
Radio Towers to unlock: 2

-A2000
Price: $600
Max Attachments: 2
Attachments: Sound Suppressor, Red Dot Sight, Reflex Sight
Radio Towers to unlock: 5

-MP5
Price: $900
Max Attachments: 2
Attachments: Sound Suppressor, Extended Magazine, Red Dot Sight, Reflex Sight
Radio Towers to unlock: 9

-BZ19
Price: $1800
Max Attachments: 2
Attachments: Sound Suppressor, Optical Sight, Red Dot Sight, Reflex Sight
Radio Towers to unlock: 14

-Vector .45 ACP
Price: $1420
Max Attachments: 3
Attachments: Sound Suppressor, Extended Magazine, Optical Sight, Red Dot Sight,
 Reflex Sight
Radio Towers to unlock: 12

-----

Shotguns

-M133
Price: $660
Max Attachments: 0
Attachments: N/A
Radio Towers to unlock: 5

-1887
Price: $860
Max Attachments: 1
Attachments: Extended Magazine, Night Sight, Red Dot Sight, Reflex Sight
Radio Towers to unlock: 4

-SPAS-12
Price: $1600
Max Attachments: 2
Attachments: Extended Magazine, Night Sight, Red Dot Sight, Reflex Sight
Radio Towers to unlock: 13

-----

Assault Rifles

-AK47
Price:
Max Attachments: 0
Attachments: N/A
Radio Towers to unlock: 2

-STG-90
Price:
Max Attachments: 1
Attachments: Extended Magazine, Red Dot Sight
Radio Towers to unlock: 1

-F1
Price: $1450
Max Attachments: 2
Attachments: Sound Suppressor, Extended Magazine, Optical Sight, Red Dot Sight,
 Reflex Sight
Radio Towers to unlock: 8

-MS16
Price: $1700
Max Attachments: 
Attachments: Sound Suppressor, Extended Magazine, Optical Sight, Red Dot Sight,
 Reflex Sight
Radio Towers to unlock: 10

-P416
Price: $1960
Max Attachments: 2
Attachments: Extended Magazine, Marksman Sight, Optical Sight, Red Dot Sight,
 Reflex Sight
Radio Towers to unlock: 15

-ACE
Price: $2250
Max Attachments: 2
Attachments: Extended Magazine, Marksman Sight, Optical Sight, Red Dot Sight,
 Reflex Sight
Radio Towers to unlock: 13

-----

Sniper Rifles

-SVD
Price: $1100
Max Attachments: 0 
Attachments: N/A
Radio Towers to unlock: 3

-M-700
Price: $1800
Max Attachments: 2
Attachments: Sound Suppressor, Extended Magazine, High Power Scope, Illuminated
 Scope
Radio Towers to unlock: 6

-Z93
Price: $3400
Max Attachments: 3
Attachments: Sound Suppressor, Extended Magazine, High Power Scope, Illuminated
 Scope
Radio Towers to unlock: 15

-----

LMGs

-PKM
Price: $1125
Max Attachments: 0
Attachments: N/A
Radio Towers to unlock: 4

-U100
Price: $1950
Max Attachments: 1
Attachments: Extended Magazine, Optical Sight, Red Dot Sight, Reflex Sight
Radio Towers to unlock: 7

-MKG
Price: $2800
Max Attachments: 2
Attachments: Extended Magazine, Marksman Sight, Optical Sight, Red Dot Sight,
 Reflex Sight
Radio Towers to unlock: 14

-----

Launchers

-RPG-7
Price: $2500
Radio Towers to unlock: 6

-GL-94
Price: $2775
Radio Towers to unlock: 8

-----

Specials

-Repair Tool
Price: $400
Max Attachments: 0
Attachments: N/A
Radio Towers to unlock: 2

-Flare Gun
Price: $500
Max Attachments: 0
Attachments: N/A
Radio Towers to unlock: 7

-Recurve Bow
Price: $925
Max Attachments: 1
Attachments: Red Dot Sight, Marksman Sight
Radio Towers to unlock: 3

-Flamethrower
Price: $2400
Max Attachments: 1
Attachments: Large Fuel Tank
Radio Towers to unlock: 5

-----

Melee Weapons

-Machete
Default melee weapon.

-Japanese Tanto
Collect 6 Letters of the Lost to obtain for free. Doubles melee attack damage.

-----

Signature Weapons
*Signature weapons are significantly more powerful versions of existing weapons
and typically come with multiple attachments, sometimes more than the base
weapon can support. Attachments cannot be changed and paint cannot be applied.

-Shadow
Unlocked: Liberate 17 outposts.
Price:
1911 Handgun with Extended Magazine and Sound Suppressor.

-Shredder
Unlocked: Collect 10 memory cards.
Price:
Vector .45 ACP SMG with Reflex Sight, Sound Suppressor, and Extended Magazine.

-Bull
Unlocked: Collect 10 relics.
M133 Shotgun with Extended Magazine.

-Bushman
Unlocked: Activate all 18 Radio Towers.
Price: $3800
P416 Assault Rifle with Optical Sight, Extended Magazine, and Sound Suppressor.

-Ripper
Unlocked: Complete 6 Trials of the Rakyat.
Price: $4200
MKG with Optical Sight and Extended Magazine.

-AMR
Unlocked: Collect 20 relics.
Price:
Z93 Sniper Rifle with Extended Magazine and High Power Scope.

===============================================================================
============================= (8.0) ACHIEVEMENTS ==============================
===============================================================================

Story Achievements - These are unlocked automatically and cannot be missed.

First Blood
Magic Mushroom
Worst Date Ever
One of Us
Hands Off My Stoner
Retake Wallstreet
Have I Told You?
Taken for Granted
Higher Than a Kite
Deep Cover
Poker Night
What a Trip

-----

General Achievements - These should be unlocked through the course of regular
gameplay or otherwise do not require specific instruction.

Inked Up: Earn 5 skill tattoos.

Fully Inked: Earn every tattoo by learning all the skills
*Note: Ninja Step can become unobtainable if all outposts are already taken.

Money to Burn: Spend $5000 at the shop.
*Note: Does not have to be spent all at once.

Aftermarket Junkie: Buy all attachments and paint jobs for one weapon.

Rebel With a Cause: Liberate 3 outposts.

Island Liberator: Liberate all outposts.

Unheard: Liberate an outpost without triggering an alarm.

Full Bars: Activate 9 radio towers.

Archeology 101: Gather a total of 60 relics.

Dead Letters: Gather all "Letters of the Lost".

Memory to Spare: Gather all of the memory cards.

Jungle Journal: Unlock 50 entries in the Survivor Guide.

Bagged and Tagged: Complete a Path of the Hunter quest.

Road Trip: Complete a Supply Drp quest.

In Cold Blood: Complete a WANTED Dead quest.

Let the Trials Begin: Beat any Trial of the Rakyat score.

Poker Bully: Win $1500 playing poker.
*Note: Does not have to be earned in one trip, but must be money won from
poker. Starting with $200 and ending with $300 would be $100 progress towards
the achievement.

Hunter Hunted: Lure and kill a predator.

Poacher: Hunt and skin a rare animal.

Artsy Crafsy: Craft 5 upgrades for your equipment.

Needle Exchange: Craft 25 syringes.

The Good Stuff: Craft a special syringe.
*Note: Collect 30 or 40 relics to unlock a Special syringe recipes.

Heartless Pyro: Kill 50 enemies with the flamethrower (Single Player only).

Love the Boom: Kill 5 enemies simultaneously in one explosion (Single Player
 only).

Island Paparazzi: Tag 25 enemies using the camera (Single Player only).

Never Saw it Coming: Kill an enemy with a takedown from above from a glider,
zipline, or parachute (Single Player only).

Improper Use: Kill an enemy with the Repair Tool (Single Player only).

Toxophilite: Kill a target from 70m or more with the bow (Single Player only).

-----

Obscure Achievements - Some clarification might be needed.

Free Fall: Freefall more than 100m and live (Single Player only).
-An easy way to get this is at the end of Mission 27: Fly South; the first
chance you get to use the wingsuit. Instead of activating it, just fall into
the water.
-If you're already past this point, look for a glider near (X:442.4, Y:651.1).
Fly it straight over the ocean, then fall.

Say Hi to the Internet: Find the lost Hollywood star.
-Head to (X:619.7, Y:559.4) and interact with the head buried in the sand.

Rock Always Wins: Fully distract 25 enemies with rocks (Single Player only).
-Throw a rock to distract an enemy, let him investigate, then let him walk
back to where he came from. This counts as one "full" distract.

Fearless or Stupid: Dive more than 60m (Single Player only).
-Relic #52: Shark 22 (X:754.7, Y:654.7) is one such location where you can dive
this deep. Crafting a Deep Dive syringe or taking the Deep Breath skill are
recommended if you want to survive the dive.

-----

Co-op Achievements - Unlocked by completing Co-op maps online or offline.

Here We Come: Complete "Ready or Not" Co-op map.
Return to Sender: Complete "Sidetracked" Co-op map.
Rocking the Boat: Complete "Overboard" Co-op map.
Hide and Seek: Complete "Lights Out" Co-op map.
Late Night Pick-up: Complete "Rush Hour" Co-op map.
Getting Even: Complete "Payback" Co-op map.

===============================================================================
====================== (9.0) COPYRIGHT / CONTACT INFO =========================
===============================================================================

Copyright 2013 Edalborez (Matthew Halverson)

This may not be reproduced under any circumstances except for personal, private
use. It may not be placed on any web site or otherwise distributed publicly
without advance written permission. Use of this guide on any other web site or
as a part of any public display is strictly prohibited, and a violation of
copyright.

Following is a list of websites currently allowed to host this guide.
The latest version can always be found on GameFAQs.

GameFAQs (www.gamefaqs.com)
NeoSeeker (www.neoseeker.com)

-- Contact Information --
If you wish to use this guide or an element of it as part of your own work or
wish to host it on your web site, please send an email with "Far Cry 3" as the
subject line to zeroblade@comcast.net

If you have a correction or addition to make to the guide, here are a few ways
to get in contact, in order of preference:

-Send an email (listed above, please put "Far Cry 3" in the subject line)

-Send me a private message on GameFAQs

-- Credits --
-Ubisoft/Ubisoft Montreal for publishing and developing the game. I do not own
Far Cry 3 or any related intellectual property.

-You, for taking the time to read this guide. Hopefully you found something of
use to you. Feel free to send feedback, it's always welcome.