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FAR CRY 3
FAQ/Walkthrough for PS3/Xbox 360
By SENIORBILL
Version 1.0 March 26, 2013
Copyright 2013 by William Poneta
TABLE OF CONTENTS
Introduction <I001>
Gameplay/Crafting/Skills <I002>
Weapons, Ammo and Loot <I003>
Outposts <NISIO>
Radio Towers/Supply Drops <RTSD>
Optional Missions <RIMO>
Collectibles/Wanted Dead/Path of the Hunter <CWDPH>
Walkthrough <I004>
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Story Missions:
Chapter 01: 1.  Make a Break For It       <CH001>
              2.  Down in Amanaki Town      <CH002>
              3.  Harvest the Jungle        <CH003>
              4.  Secure the Outpost        <CH004>
Chapter 02: 5.  Mushrooms in the Deep     <CH005>
Chapter 03: 6.  The Medusa’s Call         <CH006>
              7.  Playing the Spoiler       <CH007>
              8.  Prison Break-In           <CH008>
              9.  Island Port Hotel         <CH009>
              10. Keeping Busy              <CH010>
Chapter 04: 11. Meet Citra                <CH011>
Chapter 05: 12. Bad Side of Town          <CH012>
              13. Kick in the Hornet’s Nest <CH013>
              14. A Man Called Hoyt         <CH014>
              15. Saving Oliver             <CH015>
Chapter 06: 16. A Piece of the Past       <CH016>
              17. Down in the Docks         <CH017>
              18. Motherlode                <CH018>
              19. Lin Cong, I Presume?      <CH019>
              20. Unhappy Reunion           <CH020>
Chapter 07: 21. This Knife’s For You      <CH021>
              22. Ambush                    <CH022>
              23. Warrior Rescue Service    <CH023>
              24. New Rite of Passage       <CH024>
              25. Payback                   <CH025>
              26. Citra’s Favor             <CH026>
              27. Fly South                 <CH027>
Chapter 08: 28. Three Blind Mice          <CH028>
              29. Doppleganger              <CH029>
              30. Triple Decker             <CH030>
              31. Defusing the Situation    <CH031>
              32. Deepthroat                <CH032>
              33. All In                    <CH033>
              34. Paint it Black            <CH034>
              35. Black Gold                <CH035>
Chapter 09: 36. Aced in the Hole          <CH036>
              37. Betting Against the House <CH037>
Chapter 10: 38. The Doctor is Out         <CH038>
              39. Hard Choices              <Ch039>
Chapter 11:     Continue play
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North Island Outposts:  <NISIO>
Wellshore Wrecker’s House    <WW01>
Vasla Docks                  <VD02>
Orphan Point                 <ORP03> (POTH-Black Panther)
Mosquito Yard                <MY04>  (POTH-Golden Tiger)
Northview Gas                <NG05>
Cliffside Overlook           <CO06>  (POTH-Blood Komodo Dragon)
Hubris Farm                  <HF07>
Hubert Shore                 <HS08>
The Neck’s Diner             <TN09>
Kell’s Boat Repairs          <KB10>  (POTH-Maneater Shark)
Nat’s Repairs                <NR11>
Tequila Sunrise              <TS12>
Camp Murder                  <CM13>  (POTH-One Horn Buffalo)
AM 12                        <AM14>  (POTH-Yellow Neck Cassowary)
Old Mines                    <OM15>
Rust Yard                    <RY16>  (POTH-White Belly Tapir)
Cradle Gas                   <CG17>  (POTH-Undying Bear)
Cradle View                  <CV18>
Broken Neck Home             <BN19>
South Island Outposts:
Satellite Communications Hub <SC20>
North Krige Crest            <NK21>
Spine Ridge                  <SR22>
East Ridge Camp              <ER23>
Maw Docks and Repairs        <MD24>
Dry Palms Storage            <DP25>
Krige Valley River Fishing   <KV26>
Stubborn Kid Farm            <SK27>
Lazy Shore Marina            <LS28>
Harmanse Gas and Repair      <HG29>
Bridge Control               <BC30>
Break Point Docks            <BP31>
Longshore View               <LV32>
Lonely Shore Way             <LS33>
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North Island Radio Towers and Supply Drops: <RTSD>
Amanaki Town Sector Radio Tower                      <RT01>
Vasla Docks Sector Radio Tower/Supply Drop           <RT02>
Orphan Point Sector Radio Tower/Supply Drop          <RT03>
Mosquito Yard Sector Radio Tower/Supply Drop         <RT04>
Cliffside Overlook Sector Radio Tower/Supply Drop    <RT05>
Hubert Shore Sector Radio Tower/Supply Drop          <RT06>
The Neck’s Diner Sector Radio Tower/Supply Drop      <RT07>
Nat’s Repairs Sector Radio Tower/Supply Drop         <RT08>
Badtown Sector Radio Tower/Supply Drop               <RT09>
Old Mines Outpost Radio Tower/2 Supply Drops         <RT10>
Rust Yard Outpost Radio Tower/Supply Drop            <RT11>
South Island Radio Towers and Supply Drops:
Satellite Communications Hub Radio Tower/Supply Drop <RT12>
North Krige Crest Sector Radio Tower/Supply Drop     <RT13>
East Ridge Camp Sector Radio Tower/Supply Drop       <RT14>
Dry Palms Storage Sector Radio Tower/Supply Drop     <RT15>
Stubborn Kid Farm Sector Radio Tower/Supply Drop     <RT16>
Bridge Control Sector Radio Tower/Supply Drop        <RT17>
Longshore View Sector Radio Tower/Supply Drop        <RT18>
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Optional Missions: ($500 bounty per mission) <RIMO>
Tagging the Past               <OP01> (Liberate Vasla Docks Outpost)
Where For Art Thou Juliet?     <OP02> (Liberate Wellshore Wreckers Outpost)
Love Eternal                   <OP03> (Liberate Northview Gas Outpost)
A Connection to the Past       <OP04> (Liberate Hubris Farm Outpost)
Once More With Dignity         <OP05> (Liberate Hubert Shore Power Outpost)
Dog Soldier                    <OP06> (Liberate Nat’s Repairs Outpost)
Cargo Dump                     <OP07> (Complete “Kick in the Hornet’s Nest”)
Faces of Death                 <OP08> (Liberate Camp Murder Outpost)
Pinned to Earth                <OP09> (Liberate Old Mines Outpost)
The Social Club                <OP10) (Complete “Saving Oliver”)
Light at the End of the Jungle <OP11> (Liberate Cradle View Outpost)
Bled Dry                       <OP12> (Liberate North Krige Crest Outpost)
Father’s Burden                <OP13> (Liberate Harmanse Gas and Repairs)
Home Delivered                 <OP14> (Liberate Bridge Control Outpost)
Dirty Work                     <OP15> (Liberate Longshore View Outpost)
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North Rook Island Collectibles: <CWDPH>
Collectibles-Amanaki Town Area  <ATIM>
Collectibles-Northview Gas Area <NGIM>
Collectibles-Hubert Shore Area  <HSIM>
Collectibles-Badtown Area       <BTIM>
South Rook Island Collectibles:
Collectibles-Thurston Town     <TTIM>
Collectibles-Gaztown           <GTIM>
Collectibles-Point Break Docks <PBIM>
Collectibles-The Compound      <TCIM>
Letters of the Lost <LOTL>
Path of the Hunter Missions:
North Island Path of the Hunter Missions <PHNI>
South Island Path of the Hunter Missions <PHSI>
North Island Wanted Dead Missions  <WDNI>
South Island Wanted Dead Missions  <WDSI>
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Update Version 1.1: A large amount of detail has been added to many of the
missions, making them more survivable on the advanced levels. Since many of the
missions require certain weapons or equipment to succeed with the given
tactics, a list of gear recommended will be given before each story mission.
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Update Version 1.2: The details of the narrative have been updated to enhance
survivability on “Master.” Equipment recommended has been added to the
liberation of outposts. Many of the processes for acquiring collectibles and
for side missions have been upgraded. The index has been made more user
friendly. (10/20/14)
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Update Version 1.3: Corrected design issues.
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<I001> Introduction:
While on vacation in Bangkok, a group of friends from the States hear about an
island paradise. They decide to check it out. Once there, they swiftly realize
that the Rook Islands are a paradise lost. They are taken hostage by a local
thug named Vaas and his gang of pirates. Suddenly their prospects are
bleak-ransom, torture, rape, slavery and perhaps an early death at the hands of
their sadistic captors.
The Rook Islands have been occupied for centuries by the enigmatic Rakyat
people. Their ancestors built shrines and temples all over the islands; but the
once glorious structures are now in ruin. So are the lives of the Rakyat. They
have been subdued by the occupation force of thugs.
The locals have been evicted from their homes, and the invaders are stealing
resources, enslaving the people and killing indiscriminately. Hoyt Volker is
the kingpin of a vast drug operation based on the islands. The drugs, the
ransoming of hostages and forced slavery are making him rich. His army of thugs
has set up outposts around the islands to enforce his will on the natives and
to subdue the local partisans.
The Rakyat still control Abanaki Town and the large Rakyat Temple complex; and,
when Jason Brody escapes the clutches of Vaas, Hoyt’s truly insane lieutenant,
he encounters the Rakyat and he becomes immersed in their mystical traditions.
The mumbo-jumbo has the once helpless city boy slowly transforming into a
powerful Rakyat warrior. As his tribal tatau grows, so does his abilities.
Jason’s task is to find and rescue his friends, and his prowess grows as he
roams the wilds battling Vaas minions and the island’s plentiful array of
predatory animals. He soon finds himself bonding with the native Rakyat
partisans and with Citra, their exotic priestess.
Many of the complaints about it predecessor, Far Cry 2, have been addressed.
There can be no complaints about the lack of predators-the islands abound with
canines, tigers, leopards, komodo dragons and others. Cleared areas won’t
re-spawn and the fast-travel stations greatly facilitate movement around the
islands. The open world nature of the game allows the player enormous latitude
in his tactics and his ability to endlessly explore and loot-or not. You can
play a hard fought short campaign, skipping optional tasks, or settle in for a
battle of attrition as you degrade the enemy and explore the islands.
The game features the same great gunplay as Far Cry 2 but the weapons are even
more versatile. Accessories like sound suppressors, scopes, etc. can be
detached or equipped at safe houses and automated stores. A powerful Recurve
Bow is available and it greatly enhances the player’s stealth capabilities.
The islands are reminiscent of Crysis. The graphics are incredibly detailed and
realistic. The character animations are quite realistic-no sweeping exaggerated
hand motions or wooden performances. Everything about the islands and its
denizens is remarkable in its detail and presentation.
<I002> Gameplay/Crafting/Skills
>>Outposts:
Hoyt’s underlings have established 34 outposts throughout the islands to
maintain control over the locals. Each outpost exerts control over the
surrounding sector and pirate patrols police the territory. On the North
Island, the pirates will attack anyone they encounter. Liberating an outpost
will generally purge both it and the surrounding sector of hostiles.
While it isn’t necessary to liberate them, movement through the environment,
especially on the North Island, will be painful with every step of the way
being contested if you don’t. Liberating an outpost establishes a “fast-travel”
station in its safe house, allowing you to instantly travel to and from it and
any other fast-travel locations. This is extremely beneficial when your next
mission is on the opposite side of the island and you can travel there
instantaneously and without pain.
In addition, numerous “Path of the Hunter” and “Wanted Dead” missions will be
made available on the bounty boards that are located at every outpost. The
hunting missions not only offer cash for completion, but successful hunting
yields valuable hides for crafting. As an added bonus, you can keep the weapon
that is provided for the hunt. “Wanted Dead” missions are a good source of
cash. Optional missions, each paying $500, are also offered after the
liberation of many of the outposts
Each outpost is manned by anywhere from three to nine hostiles and if you’re
detected they will sound an alarm, bringing in reinforcements. Persisting
alarms will bring in even more. Alarms are bad-at least for Jason. On the up
side, you can disable the alarm system if you can get to one of the red alarm
panels. Liberation of an outpost awards 500 XP, but if you aren’t detected by
the defenders, this is tripled to 1,500 XP.
Oftentimes there are caged animals being held inside the outposts that can be
released to both kill the defenders and provide cover for Jason’s operations.
Doing recon on an outpost allows the player to identify the composition of its
garrison, tag the defenders, locate alarm panels and determine whether there
are any caged animals. Each outpost is different and requires different tactics.
>>Rook Islands travel:
You’ll notice that a Far Cry 3 meter is a very long meter. You can, however,
travel those meters in numerous ways. Fast-travel between safe houses can
transport you across the island or between the islands in seconds. Various land
vehicles and watercraft are readily available. Hang gliders are also rather
common and can oftentimes cover large distances or cross canyons or water
painlessly. Travel on foot is also both possible and oftentimes it is the best
way to go, allowing you to maintain stealth, obtain crafting items and discover
loot.
When a sector is controlled by the enemy-red areas-it is usually easier to go
afoot. Areas that are contested-the margins of red areas-are also best
travelled afoot or by air. Once a sector is liberated, travel is mostly
uncontested except by the numerous predators infesting the island. The
open-world environment is yours to explore and except for steep-sided mountains
or locked structures you can go anywhere; and the landscape is so huge that you
will discover new places and things on every playthrough.
>>Crafting:
In Chapter 3: “Harvest the Jungle,” you are introduced to crafting. Crafting is
a simple process, but it is absolutely critical to survival and success in the
game. You start with no healing items and with a rucksack capable of holding
only 16 items. During the mission, “Harvest the Jungle” you will acquire leaves
by harvesting plants and hides by killing and skinning animals. A single
“green” leaf is required to craft a healing syringe, and two boar hides allow
you to craft a “Simple Rucksack,” doubling your carrying capacity to 32 items.
As the game progresses, new items can be crafted, allowing the player to craft
up to four weapon holsters, larger ammo pouches, even larger rucksacks, larger
syringe carry capacity, etc. The various leaves needed for syringes are fairly
common in the environment-you should never have to purchase “health” from a
vendor. Hunting will provide the required hides and the “Path of the Hunter”
missions will oftentimes greatly facilitate their early acquisition. Hunts for
“rare” animals are required to craft the ultimate item in each category.
The following are the most useful of the crafted syringes.
“Health” syringe: It requires one “green” leaf per syringe and can first be
crafted at the conclusion of Chapter 3: Harvest the Jungle. It is critical that
you have at least one available and enough “green” leaves to craft several more.
“Animal Repellent” syringe: It needs two “amber” leaves per syringe. This item
is available upon completion of Chapter 5: Mushrooms in the Deep. This syringe
will repel predatory land animals for forty seconds. This is extremely
effective against deadly animals like tigers, leopards, komodo dragons and
bears. They will attack but will shy away, allowing you to target them with
little risk to yourself.
“Deadly Hunter” syringe: This syringe requires two “amber” leaves and one
“crimson” leaf and lasts twenty seconds. It is available upon completion of
Chapter 7: Playing the Spoiler. It greatly enhances the damage dealt to animals
for the duration of the injection.
“Hunter’s Instinct” syringe: It requires one “amber” leaf per syringe and is
available after completion of Chapter 4: Secure the Outpost. This will allow
you to detect animals from a farther distance, but it also makes them less
skittish, allowing a hunter to more easily stalk it. This is especially useful
when stalking timid animals like deer and goats early in the game.
“Enhanced Perception” syringe: This requires one “crimson” leaf. It is
available upon completion of Chapter 6: The Medusa’s Call. It greatly enhances
your ability to detect hostiles out of your sightline or behind objects.
“Fireproof” syringe: This syringe requires two “crimson” leaves. It is
available after Chapter 4: Secure the Outpost. It gives immunity from fire
damage for twenty seconds.
“Deep Dive” syringe: This syringe requires two “blue” leaves and one “green”
leaf. It lasts forty seconds and is available after completing Chapter 9:
Island Park Hotel. This will allow the player to greatly extend his ability to
remain underwater.
“Untouchable” syringe: This requires finding thirty Relics, five “blue” leaves,
two “white” leaves and five “green” leaves. This is obviously not going to be
used routinely; but, if you’re having trouble completing a battle, this will
render you invulnerable for twenty seconds. On the higher levels this can make
surviving during heated encounters possible.
“Touch of Death” Syringe: This requires finding forty Relics, five “amber,”
five “crimson” and two “white” leaves. The concoction makes every shot fired
and connected a one-shot kill.
Two “Skills” in the “Heron” matrix, “Syringe Potency” and “Enhanced Syringe
Potency” extend the potency of timed syringes by 25% and then 50%. These are
must-have skills.
Hunting the island’s wildlife yields hides and leathers that can be crated into
equipment like weapon holsters, wallets and rucksacks. This is a simple
procedure but acquisition of the hides will require extensive hunting,
sometimes for specific or rare animals. Many of the needed hides will be
acquired during the natural progress of the game, but liberating outposts makes
“Path of the Hunter” missions available. These hunts yield needed hides as well
as a cash bounty. “Rare” animals, like the Golden Tiger or the Maneater Shark,
can only be acquired by one of these side missions. The following are the hides
needed for the crafting of equipment.
>>>>Holsters: Complete “Harvest the Jungle.”
Simple Holster     (Second weapon slot) (1 goat hide)
Rugged Holster     (Third weapon slot)  (2 deer hides)
Heavy Duty Holster (Fourth weapon slot) (2 shark skins)
>>>>Rucksacks: Complete “Harvest the Jungle.”
Simple Rucksack     (Carry up to 32 items) (2 boar hides)
Rugged Rucksack     (Carry up to 48 items) (2 tapir hides)
Heavy Duty Rucksack (Carry up to 64 items) (4 dingo hides)
Extended Rucksack   (Carry up to 96 items) (1 rare Undying Bear hide)
>>>>Wallets: Complete “Secure the Outpost.”
Simple Wallet     (Carry up to $2,000) (1 pig hide)
Rugged Wallet     (Carry up to $4,000) (2 cassowary skins)
Heavy Duty Wallet (Carry up to $6,000) (2 shark skins)
Extended Wallet   (Carry up to %10,000)(1 rare One Horn Buffalo hide)
>>>>Syringe Kits: Complete “Secure the Outpost.”
Simple Syringe Kit     (Carry up to 5 syringes) (1 pig hide)
Rugged Syringe kit     (Carry up to 7 syringes) (3 dog skins)
Heavy Duty Syringe Kit (Carry up to 9 syringes) (2 leopard hides)
Extended Syringe Kit   (Carry up to 12 syringes) (1 rare Black Panther hide)
>>>>Ammo Pouches: Complete “Secure the Outpost.”
Simple Ammo Pouch     (Carry additional ammo) (2 boar hides)
Rugged Ammo Pouch     (Carry additional ammo) (2 buffalo hides)
Heavy Duty Ammo Pouch (Carry additional ammo) (2 tiger hides)
Extended Ammo Pouch   (Carry additional ammo) (1 rare Golden Tiger hide)
>>>>Arrow Quivers: Complete “Secure the Outpost.”
Simple Arrow Quiver     (Carry 10 arrows/10 special) (1 goat hide)
Rugged Arrow Quiver     (Carry 15 arrows/10 special) (2 tapir hides)
Heavy Arrow Quiver      (Carry 20 arrows/10 special) (2 bear skins)
Extended Arrow Quiver   (Carry 30 arrows/10 special) (1 Maneater shark skin)
>>>>Special Arrows:
Fire Arrows (Combine 1 arrow and 1 Molotov) Complete “Keeping Busy.”
Explosive Arrows: (Combine 1 arrow with 1 grenade) complete “Kick in the
Hornet’s Nest.”
>>>>Grenade Pouches: Complete “Secure the Outpost.”
Simple Grenade Pouch     (Carry 4 grenades/4 Molotovs) (2 goat hides)
Rugged Grenade Pouch     (Carry 6 grenades/4 Molotovs) (2 deer hides)
Heavy Duty Grenade Pouch (Carry 8 grenades/4 Molotovs) (3 komodo dragon skins)
Extended grenade Pouch   (Carry 12 grenades/4 Molotovs)(1 rare Blood Komodo
skin)
>>>>Munitions Pouches: Complete “Secure the Outpost.”
Simple Munitions Pouch     (Carry 3 C4/3 mines) (2 goat hides)
Rugged Munitions Pouch     (Carry 4 C4/4 mines) (2 leopard hides)
Heavy Duty Munitions Pouch (Carry 5 C4/5 mines) (2 bear hides)
Extended Munitions Pouch   (Carry 6 C4/6 mines) (1 rare White Belly Tapir)
>>>>Rocket Packs: Complete “Secure the outpost.’
Simple Rocket Pack     (Carry 4 RPG rockets/8 GL-94 grenades)  (1 deer hide)
Rugged Rocket Pack     (Carry 5 RPG rockets/10 GL-94 grenades) (4 dingo hides)
Heavy Duty Rocket Pack (Carry 6 RPG rockets/12 GL-94 grenades) (3 tiger hides)
>>>>Fuel Slings: Complete “Secure the Outpost.”
Simple Fuel Sling     (Carry an additional 100 unit canister) (2 dog skins)
Rugged Fuel Sling     (Carry an additional 100 unit canister) (2 boar hides)
Heavy Duty Fuel Sling (Carry an additional 100 unit canister) (2 komodo dragon
skins)
Extended Fuel Sling   (Carry an additional 100 unit canister) (1 rare Yellow
Neck Cassowary skin)
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>>Skills:
Three separate skill trees allow the player to spend acquired skill points to
enhance a variety of abilities. The “Heron” matrix involves mostly combat
enhancements. The “Shark” matrix mostly enhances health and offers the
“Takedown” abilities. The “Spider” matrix offers a variety of useful skills.
You will acquire XP for kills, exploration, liberation of outposts, finding
collectibles and the like. A skill point is then awarded when you reach the
required level. The first “skills” offered are at the end of Chapter 4: Secure
the Outpost. One skill will be offered in each matrix and new skills will be
unlocked as the game progresses. The “Takedown” and “Cook Grenades” skills
should be your first two activated. Both are extremely useful. “Physical
Conditioning” is also an early perk you don’t want to miss. It increases your
health by 50%. Keep an eye on your skill points and don’t forget to select the
skills best suited to your game. An aggressive player can easily complete all
three trees well before completing the game. This will complete the tatau, and
will make the player more deadly, stealthy and healthy.
>>Radio Towers:
There are eighteen radio towers on the islands. The invaders have installed
scramblers on the towers, preventing the Rakyat from communicating. Climbing a
tower not only allows communication to be restored but also fills in details on
your game map. Making a tower operational also brings in new ordnance and the
proprietor of the stores will offer one or two weapons free of charge when you
restore a tower to service. This can save you an enormous sum of money over the
course of the game.
>>>>>>Weapons, Ammo and Loot <I003>
Far Cry 3 features a huge array of potent weapons. You begin the campaign,
however, with the weakest one in the game. If you fire more than a few shots
with it-shame on you. When you encounter a weapon-from an enemy or a side
mission-you own it. There are 18 radio towers on the islands and restoring a
radio tower to service will offer the following weapons free one or two at a
time.
First tower:      6P9 handgun, STG-90 assault rifle
Second tower:     AK-47 assault rifle, Skorpion SMG, Repair Tool
Third tower:      Recurve bow, SVD sniper rifle
Fourth tower:     PKM LMG, 1887 shotgun
Fifth tower:      Flamethrower, A2000 SMG, M133 shotgun
Sixth tower:      RPG-7
Seventh tower:    U100 LMG, Flare gun
Eighth tower:     F1 assault rifle, GL-94 grenade launcher
Ninth tower:      MP5 SMG
Tenth tower:      MS16 assault rifle
Eleventh tower:   .44 Magnum handgun
Twelfth tower:    D50 handgun, Vector .45 SMG
Thirteenth tower: SPAS-12; Ace assault rifle
Fourteenth tower: MKG LMG; BZ19 SMG
Fifteenth tower:  P416 assault rifle; Z93 sniper rifle
Sixteenth: none
Seventeenth: none
Eighteenth: tower:  Bushman ($4,400 Signature weapon available for purchase)
You begin the game with a single holster, or weapon slot, and you can craft
three more, allowing you to carry four weapons. Hunting various animals and
skinning them permit you to craft holsters as well as other equipment, like
ammo and grenade pouches.
This walkthrough strongly advises and many of the details require having
certain weapons. Only six weapons were purchased for this walkthrough-the rest
were freebies. The following are the strongly advised purchases. These
purchases represent only a tiny fraction of the cash you can accrue, so you can
purchase or customize many more that those listed.
The Recurve Bow $925; Red Dot or Marksman Sight $300
The Recurve Bow is a premier weapon and can be had free by climbing only three
radio towers. It can be subbed for both a silenced assault weapon and a sniper
rifle, especially early in the game, making it an excellent choice if you’re a
player heavily favoring stealth tactics. The bow will require more patience to
use and while it doesn’t have the range of the M-700 sniper rifle, it can kill
a normal enemy with a single body shot-a headshot isn’t necessary-and it is a
silent killer. It also doesn’t have the sustained firepower of an automatic
weapon but a single arrow is deadly and the arrows can be recovered for
additional use. As the game progresses, both fire and explosive arrows are
added to your arsenal. A single fire arrow can kill a Heavy Gunner or destroy a
vehicle. The explosive tips make the bow an effective ranged grenade launcher.
This is the most versatile and useful weapon in the game. It remains viable
throughout the campaign.
F1 assault rifle $1450; Sound Suppressor $400:
Rather than purchasing the Recurve Bow, you can purchase a silenced firearm.
The F1 assault rifle can be silenced and ammo for it is plentiful in the
environment since many of your victims wield AK-47s. It will be useful until
more potent weapons become available.
>>>Note: The MP5 can be subbed for the F1 but its ammo isn’t as plentiful as
the F1. It is cheaper, however, but it doesn’t have an optical scope option.
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M-700 sniper rifle $1,800 or free; Sound Suppressor $400; High Power Scope $550:
During the North Island operations this will be a very useful weapon. It can be
purchased or it can be acquired free by doing the “Path of the Hunter” mission
available at the Vasla Docks bounty board. It isn’t the most potent sniper
rifle; but, in a document advocating stealth whenever possible, it is a good
survival tool. Its shortfall is that body shots don’t always kill as the
campaign progresses. The Recurve Bow actually trumps it at near and mid-range
but the bow doesn’t have the range of the M-700 sniper rifle
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GL-94 grenade launcher $2,750
You can acquire a free GL-94 grenade launcher by deactivating the scramblers on
8 radio towers. Don’t wait; purchase it early in the game. It is generally more
useful than either the AMR or the Bull shotgun on many of the missions. If
you’re the confrontational type and walk the roads in enemy territory, this can
easily devastate an enemy patrol truck. It is a game changer on many of the
missions. Once the ‘explosive arrows” are available, it becomes less valuable,
but it is well worth the price. Purchase it early in the game.
AMR sniper rifle (Signature weapon) ($4,800 and finding 20 Relics)
This “Signature” sniper rifle requires you to find 20 relics, which makes it
available for purchase for $4,800. Any animal-tiger, buffalo or bear-any enemy,
including Heavies are stone dead with one shot. A shot or two will even knock
out a vehicle. While not a necessity, this provides a security blanket and when
things get noisy-things get dead real quick and real easy. When the Z93 sniper
rifle and its attachments become available, it becomes less valuable since the
Z93 sniper rifle can be silenced and is nearly as deadly.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Z93 sniper rifle $3,400; Sound Suppressor ($400); High Power Scope ($550)
The Z93 sniper rifle is a huge improvement over the M-700 sniper rifle and it
is needed against the tougher South Island privateers. It will kill a Heavy
with a single headshot and it approaches the AMR for brute power. It won’t,
however kill a Heavy with a single body shot-it will take two or three. If you
pick it up during the mission “Ambush,” you can keep it as long as it remains
slotted. You can’t add a sound suppressor until it is available at a vendor. It
will then cost $3,400, but is well worth the price. The rifle is a must have
weapon for operations on the South Island when its attachments become
available. Purchase it, its silencer and its high power scope ASAP. South
Island snipers also favor the Z93 sniper rifle and one can be confiscated from
a Sniper wielding one.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Bull shotgun ($3010 and finding 10 Relics)
The Bull is a significant but not an enormous upgrade over the other shotguns
but it is better in every category. If a shotgun is one of your staple weapons,
it is worth the price and makes chance encounters with tigers and other
carnivores a hunt rather than just surviving. If you’re afoot in the
undergrowth of the North Island this will be in your hands. If a shotgun isn’t
one of your basic weapons, the 1887 will suffice. The faster-firing SPAS-12
trumps it at close range, but it isn’t available until you get to the South
Island.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Shredder SMG ($3,275 and finding 10 Memory Cards)
Acquiring the Shredder SMG makes the other North Island silenced scoped SMGs or
assault rifles obsolete. It is a fast-firing, potent and silent killer. Buy it
as soon as it is available.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Tanto Sword: (Free when you find 6 Letters of the Lost.)
Even if you don’t pursue collectibles, finding 6 of the 20 Letters of the Lost
will allow you to equip the Tanto free of charge. Find at least 6. This is an
enormous improvement over the default machete.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Far Cry 3 weapons:
Handguns (24 rounds of ammo costs $20)
>>North Island:
1911 ($60) No attachments available
6P9 ($680) Sound Suppressor; Extended magazine; Night sight
.44 Magnum ($950) Extended barrel, Night sight, Red dot sight, Reflex sight
>>South Island:
 D50 $1,300
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Submachine guns (40 rounds for $35)
>>North Island:
Skorpion ($425) Sound suppressor; Extended magazine
A2000 ($600) Sound suppressor; Red dot sight; Reflex sight
MP5 ($900) Sound suppressor; Extended magazine; Red dot sight; Reflex sight
>>South Island:
BZ19 SMG ($1,800) Sound suppressor; Optical sight; Red dot sight; Reflex sight
Vector .45 ACP SMG ($???) Sound suppressor; Extended magazine; Optical sight;
Red dot sight; Reflex sight
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Shotguns (12 shells for $40)
>>North Island:
M133 shotgun ($660) No attachments available
1887 shotgun ($860) Extended magazine; Night sight; Red dot sight; Reflex sight
>>South Island:
SPAS-12 shotgun ($1,800) Extended magazine; Night sight; Red dot sight; Reflex
sight
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Assault rifles: (30 rounds for $90)
>>North Island:
AK-47 $375 No attachments available
STG-90 assault rifle ($700) Extended Magazine
F1 assault rifle ($1,450) Sound suppressor; Extended magazine; Optical sight;
Red dot sight; Reflex sight.
MS16 assault rifle ($1,700) Sound suppressor; Extended magazine; Optical sight;
Red dot sight; reflex sight
>>South Island:
P416 assault rifle ($1960) Extended magazine; Marksman sight; Optical sight;
Red dot sight; Reflex sight
Ace assault rifle ($2250) Extended magazine; Marksmans sight; Optical sight;
Red dot sight; Reflex sight
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Sniper rifles: (10 shells for $100)
>>North Island:
SVD sniper rifle ($1,100) No attachments available
M-700 sniper rifle ($1,800) Sound suppressor; Extended magazine; High power
scope; Illuminated scope
>>South Island
Z93 sniper rifle ($3,400) Sound Suppressor; High Power scope; Extended
magazine; Illuminated scope
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Light Machine Guns (LMG 50 rounds for $200)
>>North Island:
PKM LMG ($1,125) No attachments available
U100 LMG ($1,950) Extended magazine; Optical sight; Red dot sight; Reflex sight
>>South Island:
MKG LMG ($2,800)
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Launchers (1 rocket for $100; 1 Gl-94 grenade for $50)
>>North Island:
RPG-7 Rocket propelled grenade ($2,500) No attachments available
GL-94 grenade launcher ($2,775) No attachments available
Body armor ($200)
Fragmentation grenade ($30 each)
Molotov ($25 each)
C4 ($40 each charge)
Mine ($25 each)
Specials:
Vehicle Repair tool ($400)
Flare gun ($500) ($10 per flare)
Recurve Bow ($925) (10 arrows for $40)
Flamethrower ($2,400) (1 fuel canister is $180)
Signature Weapons:
Tanto Sword (Find six Letters of the Lost)
Shadow ($2,600) (Liberate any 17 outposts)
Shredder ($3,275) (Find any 10 Memory Cards)
Bull ($3,010) (Find any 10 Relics)
AMR ($4,800) (Find any 20 Relics)
Bushmaster ($4,400) (Restore all 18 radio towers to service)
Ripper ($4,200) (Survive six Trials of the Rakyat)
>>>>Ammo:
Ammo is expensive in Far Cry 3 but an aggressive looter shouldn’t have to
depend on purchasing most of it. Whenever you loot a body you will obtain
half-a-clip of ammo for whatever weapon the deceased was wielding. This can add
up quickly. Loot chests and ammo caches are also a good source of ammo. In the
South Island, many of the outposts have large ammo caches. You won’t be able to
glean all of your ammo from the environment but you should be able to get much
of it.
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>>>>>>>>>>>>>>>>>>>>>>>>>> Far Cry 3 Walkthrough: >>>>>>>>>>>>>>>>>>>>>>>>>>>>
This walkthrough unfolds the action progressively, generally advising the
liberation of outposts to aid the completion of the main story missions.
Liberation of outposts and side missions are optional, but not restoring Rakyat
control to mission areas will result in a constant struggle with the island’s
invaders.
Many of the optional “Path of the Hunter” missions, primarily on the North
Island, will be imbedded in the narrative. These optional missions greatly
facilitate the acquisition of hides for crafting; and, in many cases, the
acquisition of weapons which would either require the outlay of funds or the
premature liberation of remote radio towers.
Stealth tactics are highly advised and are incorporated into the narrative.
Prior to each story mission and assaults on outposts, weapons recommended to
achieve success will be detailed. Some are specific weapons; others are the
best of a certain utility-such as an LMG or an assault rifle, a stealthy
Recurve bow or a silenced SMG, for example.
Far Cry 3 is an open world game and the details in this document reflect only
one approach to the game. The details in this document will work for all
degrees of difficulty; and reflect tactics making survivability on the advanced
levels more doable. While the narrative is progressive, I have attempted,
whenever possible, to give a starting point for tasks independent of that
detailed progression.
All collectibles are detailed both in the narrative and in a separate menu at
the end of the walkthrough. The early acquisition of 10, 20 and 30 Relics is
also highly advised permitting you to acquire the Bull shotgun, the AMR sniper
rifle and the “Untouchable” syringe.
>>>Note: A patient player who doesn’t mind pursuing an extended campaign can
purchase the Loot and Collectible maps for each sector they secure. You can
then explore the massive landscape, collecting more than enough loot to defray
the cost of the maps. If you comb the island for loot and collectibles, battle
hostiles and complete side missions, you can easily accumulate more cash than
your wallet will hold. You can even acquire signature weapons like the Bull and
the AMR very early in the campaign. If you’re the patient type, conducting this
type of a campaign can be very rewarding and will allow you to explore every
nook and cranny of the Islands.
<<<<<<<<<<<<<<<<<<<< Chapter 1: Make a Break for It: (CH001) >>>>>>>>>>>>>>>>>
Mission: A group of vacationers have been taken captive by pirates on a
tropical island. Two brothers, Grant and Jason escape from their cage and must
make their way out of the enemy camp.
<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
Vaas’ and his crew have captured the vacationers and their intention is to
ransom them or worse. After Vaas’ tirade, one thing is clear to the
brothers-Vaas is in control and he is insane. They are in big trouble.
Follow Grant after escaping the cage; crouch and keep close to him. Move past
the pirates sitting at the table, continue past the snorting pigs and go under
the structure and past the dogs. Remain crouched and go left to avoid the man
skinning the pig. Follow Grant into the shack, pick up the items on the table
and continue following Grant out into the encampment.
Stay crouched and when Grant says to throw a stone to distract the sentry, toss
it to the right toward the stone symbol appearing on the screen. Follow Grant
and you will automatically go through the window he opens. He will follow and
use a knife to kill the awakening pirate.
Continue following him out of the structure and past the executions taking
place. Follow the “climb” and “crouch” prompts to access the building and then
move into the garden. He will again have you toss a stone at the stone symbol
to distract the guards. Follow him past the two pirates, going left through the
opening and then under the elevated structures and through the gully.
Grant is fatally shot by Vaas while the brothers are looking at the map. Follow
the on-screen prompt. Vaas tells you to run-you have 30 seconds. Run for your
life, chasing the yellow waypoint through the nighttime jungle.
Vaas’ thugs and their vicious dogs will be in hot pursuit as you sprint through
the undergrowth and must hurdle a short rise. You are stunned after you slide
down the hillside but quickly recover. Once again you must sprint through the
jungle, jump a gap, continue through the undergrowth and go across a log. When
you get to a rock face, you must climb the vine to get atop the cliff. If
necessary, follow the prompt to heal.
Continue running through the jungle, crouching when necessary to get through
the fissure. You will make your first kill by following the prompt. Continue on
and the dogs will be at your heels as you sprint onto a narrow rope bridge. A
helicopter gunship appears and opens fire. The bridge falls and you tumble into
the river. The game’s introductory credits roll.
<<<<<<<<<<<<<<<<<<<< Mission 2: Down in Amanaki Town: (CH002) >>>>>>>>>>>>>>>>
>>Radio Tower: Amanaki Town Radio Tower
Mission: Jason has escaped the clutches of Vaas’ pirates. A local man named
Dennis introduces him to the mysticism of the Islands, and starts him on a
campaign to find his friends and revenge his brother. The quest will commence
with a mission to deactivate a scrambler on the sector’s radio tower.
>>>Equipment (mandated): 1911 .45 caliber handgun.
<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
Jason awakens. A local man named Dennis is giving him a tattoo. According to
Dennis, this “tatau” will help Jason gain his true power-this is part of the
Rakyat mysticism that pervades the narrative. Denis says that Jason must find
the “power” to help himself rescue his friends. He gives Jason a brief history
of the pirate’s theft of the Rook Islands from the Rakyat people. He also gives
him cash-$60-to procure a firearm to begin his quest.
Go into the General Store. The only weapon available is a 1911 .45 caliber
handgun. You have just enough cash to buy it. Do so and assign it to your only
available weapon slot. Weapons in all categories are then available and can be
purchased if you have the funds.
Deactivating the scramblers on the island’s numerous radio towers will allow
the shopkeeper to replenish stock. Whenever you restore a tower to service,
your map’s details will fill in and a weapon or two is offered free of charge
at the store. You can also confiscate weapons from the enemy. You then own the
confiscated weapon and will have access to that weapon at any vendor or store.
Open the menu and select “Loot Rucksack.” You have a meager 16 slots for
starters, meaning you can carry only 16 items gleaned from the environment.
Follow Dennis out of town as he talks of the Islands and the towers.
>>>>>>>Amanaki Town Sector Radio Tower: (X: 438.3 Y: 758.7) <RT01>
Your first order of business is to deactivate the scrambler on the nearby radio
tower. Follow Dennis out of the town. Raid the loot chests in the two small
shacks and then follow the arrow pointer, going left on the road toward the
splash of light. Pass through the gap in the chain link fence and take the cash
from atop the crate before going up grade on the dirt path.
If you listen carefully while approaching the tower, you’ll hear a snake
hissing over the game’s soundtrack. Kill it with your handgun and then loot the
crates under the structure and in the small shack nearby.
Climb the tower’s four stairwells, go counterclockwise around the catwalk and
climb the ladder. Go up the next two stairwells and then go clockwise around
the tower on the catwalk to get onto a platform. Raid the loot chest and take
the ladder to the top of the tower.
Be aware that a fall from height is fatal, so take care when climbing towers or
when confronted with other potential falling hazards. Such hazards will be
plentiful in the rough mountainous terrain of the islands.
Interact with the electrical box on the railing to deactivate the scrambler.
You will be treated to a panoramic view of portions of the surrounding sector,
frequently highlighting noteworthy locations. Take note of the black smoke
column to the north. Hostile outposts can be identified by these columns. Raid
the crate and use the support cable, which acts as a zipline, to return to
ground level.
Speak with Dennis. You will find that activating the tower has revealed the
details of the Amanaki Town sector on the map. Roads and animal symbols, for
example, are revealed, making traversing and locating wildlife in the sector
much easier.
For putting the tower back online, two new weapons have been made available
free of charge and they are now available in the Amanaki Town shop or from
vendors at liberated safe houses. As you activate different towers, new sector
details will be added to the map. “Supply Drop” missions are, from this point
forward, offered after a tower is activated. These “Supply Drop” missions are
generally an easy source of cash.
Before departing to investigate the jungle, return to town and visit the store
identified by the “$” sign. Open your rucksack and sell anything classified as
“Sell.” This will raise cash and will free-up slots in your modest 16 slot
rucksack.
>>>Note: The deactivation of the radio tower’s scrambler has made two weapons
available free of charge-a 6P9 small caliber handgun and a STG-90 assault
rifle. Take the STG-90 assault rifle, replacing the 1911 .45 caliber handgun.
You have only one weapon slot for starters and many of your early victims will
have assault rifles. You can confiscate half-a-clip of ammo when you loot their
bodies. This benefit applies to whatever weapon a deceased enemy is carrying.
Pilfering ammo from your victims will save you a ton of cash over the course of
the game. Don’t purchase either of the available attachments for the STG-90
assault rifle. You will be using the weapon for only a brief time.
<<<<<<<<<<<<<<<<<<<< Mission 3: Harvest the Jungle: (CH003) >>>>>>>>>>>>>>>>>>
Mission: This mission will take Jason into the wilds of the Island. He must
harvest leaves to craft potions and animal hides to craft equipment. The
mission concludes with a tutorial on crafting.
>>Equipment recommended: The STG-90 assault rifle.
<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
Use the east path to exit Amanaki Town and commandeer the white car parked near
the entrance. Drive east on the dirt roadway, veering left at the first
junction. Continue driving toward the objective and go right at the second
junction. If you happen to hit a deer or any other animal, stop to take the
hide. You must acquire hides for crafting in order to upgrade your
equipment-don’t pass on an opportunity to do so. Park the car near the small
abandoned shacks on the left side of the roadway and raid the crates; grab the
cash and ammo.
Move up the hill behind the shacks and continue toward the objective marker.
Ignore the markers for the two loot chests behind the shack-they aren’t there.
Small colored leaves will appear on your map. You require two “green,” one
“crimson’” and one “blue” leaf as well as two boar hides to complete this
quest. Harvest the “green” and “crimson” leaves on the hillside. The needed
“blue” leaf is an aquatic plant and will be harvested later in the mission.
Before moving off of the hillside, use the camera to “tag” the boars foraging
around the farm below. There will normally be four but one will occasionally be
absent. “Tagging” the boars will place an orange icon over them, making them
easier to locate if they run off into the undergrowth.
Take down a boar and the others will run off. If you can kill it with melee
blows, the other boars won’t be as skittish, but take care when doing so; it
can turn on you with deadly tusks. Raid the farm for loot; be sure to grab the
ammo in the truck’s bed.
Stalk the remaining boars by crouching in cover or staying out of their
sightline to bag another. The task requires only two but getting all four
should be your goal. The boar hides will soon be used to “craft” items critical
to your survival. Don’t wander too far from the farm or you may encounter
pirates-too early for that; and wandering too far from the mission site will
result in its failure at this early stage of the game.
The “blue” leaf, which won’t be useful early in the campaign, can be found
underwater in the stream east of the farm. Dive for one of them. Be aware that
there are crocodiles in the rivers of the Rook Islands. They aren’t terribly
common but if you swim often enough you will encounter one from time to time.
When you have all of the required items, continue to fill your rucksack. Any of
the boars that ran off will straggle back, and there are additional leaves that
you can pick-prefer “green” leaves early on-they will be the most useful but
don’t overdo it. “Green” leaves are fairly common.
Fast-Travel will become available once you complete the mission’s requirements;
and, when additional outposts are taken, you can travel from anywhere in the
environment to any of them.
Open your map and fast-travel to Amanaki Town. You will find yourself in its
safe house. It, like all North Island safe houses, has an automated store or
vendor. Interact with it and sell the miscellaneous loot marked “Sell.” Keep
the leaves and the hides-they are “craft” items. If your STG-90 assault rifle
is short on ammo, don’t purchase any; you will be able to collect ammo from the
environment before your next encounter. You can also confiscate ammo from any
pirates you put down. Exit the safe house and locate Dennis near the south
entry. He will give you a lesson on “Crafting” and “Skills.”
Crafting will be activated and Dennis will instruct you on how to craft the
“green” leaves you harvested into two healing syringes. You will also use two
of the boar hides to craft a 32 slot “Simple Rucksack.” Your task has earned
you two skill points. Spend them on “Takedown” and “Cook Grenades.” These are
two of the three available skills, one being offered in each tree.
“Takedown” will be a staple from this point forward. It allows a player to
silently knife an enemy when he is in range. A prompt will indicate when this
is permitted. A tutorial will show the details. “Cook Grenades” allows the
player to hold an active grenade long enough so that an opponent can’t easily
move out of its blast radius.
<<<<<<<<<<<<<<<<<<< Mission 4: Secure the Outpost: (CH004) >>>>>>>>>>>>>>>>>>>
Mission: Liza is being taken to a nearby outpost. The pirates have occupied
numerous outposts to exercise control over sectors of the Island. Jason must
assault and liberate the outpost to free Liza and restore control of the sector
to the Rakyat.
>>Bounty Board: Path of the Hunter no. 1: A shotgun hunt for five rabid dogs
>>Bounty Board: Wanted Dead no. 1 (sub-menu)
>>Bounty Board: Wanted Dead no. 2 (komodo shack) (sub-menu)
>>Amanaki Town Radio Tower Supply Drop
>>Equipment recommended: The STG-90 assault rifle.
>>>Note: Grab an AK-47 from one of your victims. It is superior to the
STG-90.Once in your possession, gleaned weapons are available free of charge at
vendors and they can be accessorized.
<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
This mission becomes active after you are informed that pirates have taken Liza
to a nearby outpost. Dennis will chauffeur you there. On the way, he will offer
insights on the importance of liberating the outposts. Doing so reestablishes
Rakyat control of the sector and purges the pirates from the area.
The Rakyat will arrive at the mission site as well; but you, the novice, must
do the dirty work by clearing the hostiles from the outpost.
Two new recipes, “Hunter’s Instinct” and “Fireproof” are made available, and
several new skills and crafting items will also unlock at the start of the
mission. Those two extra boar hides, if you acquired them, can now be crafted
into a “Simple Ammo Pouch,” extending the amount of ammunition you can carry.
You can then raid the ammo in the wheelbarrow, near the entry, to fill your
larger pouch.
Do reconnaissance on the outpost from its outskirts, tagging the five pirates
and their vicious guard dog with your camera. This will enable you to more
easily track them by observing their “orange” tags and their red symbols on
your mini-map. All five pirates and the dog must be slain to liberate the
outpost. Learn to conceal your presence by hiding in the foliage and using
structures, fences, etc. to stay out of the enemies’ sightlines. This is one of
only two outposts that don’t have an alarm. So no reinforcements are possible,
but if the dog discovers you, if you are seen or if a body is found, the
pirates will go on alert.
The pesky dog and the lack of a ranged silenced weapon make liberating the
outpost without gunfire extremely unlikely. Try to use stealth tactics to
narrow the odds. Conceal yourself by crouching in the foliage outside the fence
on the north side of the outpost. Toss stones to bait a pirate into a kill
zone. Don’t toss it so that multiple pirates react to it. This is also best
done when the dog isn’t nearby so it doesn’t react as well. Use a “Takedown”
when the pirate comes near your hiding place. Try to leave the corpse where it
won’t quickly be noticed. Grab your first victim’s AK-47. Once it is acquired,
you own it, and it will be available for use at any vendor from then on.
Shift your position and try to lure another pirate into a kill zone. He may see
your initial victim and alert his comrades. If this happens, try to remain
obscured and continue killing from concealment. After killing two or three, you
will probably be detected by either the dog or a pirate, so use the AK-47 to
finish off the survivors. The Rakyat will occasionally lend a hand. If Jason is
detected, he calls out to Liza, giving away his position. He’ll have to change
that tactic quickly to survive. Stop it Jason!
Once the outpost is cleared, the Rakyat warriors will take possession of the
facility. Its liberation and occupation allows the Rakyat to control the
surrounding sector, making travel in the sector markedly easier.
Loot all the corpses and skin the dog. Thoroughly loot the outpost and be sure
to locate, kill and skin the two pigs roaming the place-there will be at least
one and another will root its way in sooner or later.
You discover that Liza has escaped the pirates. Dennis also informs you that
one of your friends is hiding at Dr. Earnhardt’s place, but he doesn’t know a
name or even a gender. Enter the shack with the red door and take the Memory
Card from the counter. It is worth a whopping $250. Whenever you liberate a
safe house, look for these Memory Cards. They can be acquired in 20 of the
outposts.
This shack is now a fast-travel location and you will find an automated vending
machine there. Unless you have used a pig hide to craft the “Simple Wallet,”
allowing you to carry up to $2,000, you will have room for only $1,000 in your
wallet. Once you reach your limit, you won’t be able to sell off your surplus
or accumulate more cash until you craft a larger wallet.
If you haven’t done so, get back outside and harvest both of the snorting pigs,
enabling you to craft both the “Simple Wallet” and the “Simple Syringe Kit,”
extending your carrying capacity to five syringes. A couple of melee strikes
will take them down without spooking the Rakyat.
Sell off your extra items and if you have $900 you can purchase the MP5 SMG or
you can purchase the Recurve Bow for $925. The MP5 can be sound suppressed,
making it useful early the campaign. It is superior to the more inexpensive
Skorpion SMG, but neither can be equipped with an optical sight. The Recurve
Bow is silent, deadly and you can reclaim the arrows from your victims. The bow
requires more patience than the firearms because of its slow rate of fire but
it is one of the game’s premier weapons. I highly recommend purchasing the bow.
You can also wait until you have the $1,450 required to purchase the F1 assault
rifle. It can be sound suppressed, has an optical sight option and most of the
pirates carry the AK-47, making ammo for it easier to acquire than SMG
rounds-your choice; but seriously, consider making the Recurve Bow your initial
purchase.
The M-700 sniper rifle can be sound suppressed, but it costs $1,800 plus $400
for the silencer and $550 for the High Power Scope. It is still well beyond
your means-be thrifty and save the $1,800 by acquiring one after taking Vasla
Docks Outpost and doing the “Path of the Hunter” mission available there. The
SVD sniper rifle is cheaper but it can’t be sound suppressed-don’t buy it. Free
ones are on the near horizon and if you want to play stealthily, it isn’t a
good option.
Take the time to craft any items you have the hides for and be sure to have at
least one healing syringe crafted. Spend any skill points you have accumulated.
Note that “Physical Conditioning” in “The Shark” matrix gives you an additional
health bar-a 50 percent heath increase for a single skill point!
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
>>>Note: With the liberation of the Amanaki Outpost, you are free to explore
the entirety of the North Island. Be aware that doing so will bring you into
frequent conflict with the invaders. The narrative will detail a progressive
liberation of the island while pursuing missions; but this isn’t the only way
to proceed. You can challenge the pirates by purging them from outposts,
liberating sectors; you can gain free gear by climbing towers and you can
expand your gear by hunting and gathering and by accumulating “Collectibles”
along the way.
>>>Note: When outposts are liberated, optional missions for a cash bounty are
made available and are posted on the outpost’s bounty board. A blue skull or a
deer head mark their locations. These optional missions are either “Path of the
Hunter” or “Wanted Dead” missions. The hunting missions offer a bounty for
killing animals and a weapon is provided; and either it, or a similar type in
your possession, or a machete must be used during the hunt. The “Wanted Dead”
missions require you to kill a pirate or two Rakyat style. Rakyat style means
the designated target must be killed with a blade.
>>>Note: The main mission, “Mushrooms in the Deep” is now activated but there
are two side missions on the local bounty board. One of the missions is a
“Wanted Dead” mission requiring, like all “Wanted Dead” missions, you to make a
knife kill on a pirate. The target and his crew are poaching near a hot spring
and the mission is best pursued when you get a silenced weapon-preferably a
sniper rifle or a Recurve Bow.
The other mission is a “Path of the Hunter” mission and requires you to kill
five rabid dogs that have been terrorizing the locals. A “Supply Drop” mission
is also offered. These will, except in this case, be offered whenever a radio
tower scrambler is deactivated.
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>>>>>>01: Path of the Hunter:
Acquired: The Amanaki Outpost
Mission:  This is a shotgun hunt for five rabid dogs
Bounty:   $175 and as many dogs pelts as you can recover
This “Path of the Hunter” mission is embedded in the narrative since you need
the cash and hides early in the game. Accept the mission at the Amanaki Outpost
bounty board. Commandeer a vehicle and drive west 325 meters to the waypoint
where the roadway forks.
Take the M133 shotgun, required for the mission, and its shells from the crate.
You now own the shotgun and even if you drop it, it will still be available at
any automated store free of charge. In addition to the shotgun you can also use
the machete to kill the dogs. The machete can be very useful against the
quick-closing and aggressive canines.
The mission’s site will be near the farm where your initial harvesting was
done. Go onto the hill to the north of the farm and use your camera to recon
the hill to the south. Take the time to locate and tag all five of the rabid
dogs. Tagging all of them makes any required stalking much less frustrating
since the designated “blue” area is large and a protracted hunt may lead to
contact with pirates or with komodo dragons.
Hunt down the five dogs and take their hides if you can locate them in the
undergrowth. You are vulnerable while skinning, so be quick about the task.
Prolonged gunfire can also alert pirates of your presence, since they sometimes
encroach on the margins of Rakyat territory.
Before leaving the farm, return to the intersection of the dirt roads where you
acquired the shotgun. Take care; there may be pirate patrols in the area. A
long vine climb will take you atop the cliff. You’ll find a dark cave entrance
just north of the climb. Enter the cavern where you’ll find a couple of loot
chests. They are the chests that appeared to be behind the shack that you
visited earlier in the campaign. The islands are laced with caves and loot
chests aren’t always where they first appear to be.
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>>>Note: Be sure to craft any items you have the skins for. Crafting the
“Rugged Syringe Kit” and the “Simple Fuel Kit” requires a total of five dog
hides. If you have collected five, you can craft those two items. All
additional dog hides you acquire can then be sold for cash and there is
certainly no shortage of feral dogs on the islands.
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There will also be another “Wanted Dead” mission available at the shacks at map
coordinates X: 456.3 Y: 732.8. It seems a pirate is killing villagers to the
west and he needs killing Rakyat style. The mission is in an adjoining sector
and it is still in enemy hands. Leave it for now and don’t linger in this
disputed area.
Open your map and fast-travel to the safe house in Amanaki Town. If you have
purchased the Recurve Bow, purchase one of its “sights.” You can also purchase
any desired attachments for any firearm you purchased. The bow or a silenced
firearm will be very useful for harvesting hides without broadcasting your
presence to every pirate within earshot.
The first “Supply Drop,” identified by the blue cross, is now available near
Amanaki Town’s main entry. Like the first “Path of the Hunter” mission, this
quest will be embedded in the storyline. The cash it yields is integral to the
acquisition of weapons, equipment or maps. From this point on, these “Supply
Drop” quests will be available whenever you put a tower back on-line and they
are usually easy cash.
>>>>>>Amanaki Town Radio Tower Supply Drop: ($175, 250 XP)
You will find an ATV near the entrance to Amanaki Town. You must use it to
deliver medical supplies to the destination before a 35 second timer runs down.
The route will be marked by a sequence of flares. It pays $175 and 250 XP.
The run starts on the roadway, but a sharp left turn will put you on a trail
that is rough, making the vehicle a bit hard to handle. When you see the tower,
turn right before the large boulder and then left to reach the final flare near
the shacks. Don’t miss the first turn or get hung up on the steps on the grade
and you’re home free. The timer is fair but not generous.
Even though the dirt-poor local is standing right there, help yourself to his
stuff. Grab the body armor, raid the lucrative silver colored chest and take
the medical kit. Take note of the glider on the cliff nearby-it isn’t always
there-and check out the outpost at Wellshore Wrecker’s House near the shore
below. Outposts can be seen from a distance because of their towering black
smoke columns.
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>>>Note: Take note of the side mission, “Trials of the Rakyat,” near Heron
Perch. Be aware that pirates patrol this area.
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There are goats near the drop zone; there are also pirates. You can also find a
few “amber” leaves in the area. Grab some to craft a “Hunter’s Instinct” or
two. This concoction makes all herbivores less skittish, making them easier to
stalk and to harvest; and taking the goats without the potion and a silenced
weapon will be difficult and will antagonize the local pirates.
Dog packs also roam the area; and, as always, they are extremely aggressive.
The roads are patrolled by pirate vehicle patrols and two pirates are stationed
at a small outpost near the cliffs to the north. These pirates, however, can be
a good early source of XP and loot as you stalk the goats in the area.
If you can get one goat, you can craft a “Simple Holster,” giving you a second
weapon slot; two more will allow you to craft a “Simple Grenade Pouch,”
allowing you to carry four grenades and four Molotovs. A “Simple Arrow Quiver”
also requires one goat hide.
If you explore the region, you will find some worthwhile loot in the shacks to
the northeast of Heron’s Perch. The two pirates mentioned earlier guard the
path leading down from the heights. That path is a good route to get to the
outpost near the bay below. Kill the two pirates and grab the loot in the
bunker. If you have a silenced weapon you can begin the campaign against
Wellshore Wrecker’s Outpost but returning to Amanaki Town to harvest the area’s
Relics and to upgrade your gear is highly recommended.
<<<<<<<<<<<<<< Chapter 2: Mushrooms in the Deep: (acquired) (CH005) >>>>>>>>>
Outpost: Wellshore Wrecker’s House Outpost
>>>>>>>>>Wanted Dead no. 5 (sub-menu)
Outpost: Vasla Docks Outpost/Radio Tower/Supply Drop
>>>>>>>>>Path of the Hunter no. 2: Sniper rifle hunt for five deer.
>>>>>>>>>Wanted Dead nos. 6 and 7 (sub-menu)
>>>>>>>>>Optional Mission: Tagging the Past <OP01>
<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
Open your map and fast-travel to the Amanaki Outpost to adjust your inventory.
Even if you have crafted the “Simple Wallet,” it can still hold only $2,000.
You have two choices. Make a purchase or craft a larger wallet. When maxed-out,
your $2,000 limit will prevent you from benefiting from any further looting.
Harvesting two cassowary skins will allow you to craft the “Rugged Wallet,”
extending your limit to $4,000.
You can craft the larger wallet by making a short trip to the west of Amanaki
Town. Set a waypoint at map coordinates X; 380 Y; 742. This is the location of
an island lying in the bay about 450 meters west of Amanaki Town.
The area is in an adjoining sector and will remain undetailed until the
scrambler on the radio tower southwest of the outpost at Vasla Docks is
deactivated. Move warily in the undetailed area. There may be pirate patrols
near the shore and in the bay. The bay is also infested with sharks but you can
always find a watercraft along the shoreline.
Get onto the island and harvest a couple of the cassowary to craft the “Rugged
Wallet.” You can also grab the Letter of the Lost, Ren’s Letter, at map
coordinates 379.9 Y: 741.1. See the details below.
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Letter of the Lost no. 3: Ren’s Letter is located at map coordinates X: 379.9
Y: 741.1. There is an island about 400 meters south of Vasla Docks with a large
ruined World War 2 fortification. You can use the glider behind Dr. Earnhardt’s
place to fly directly to the island or you can trek west from Amanaki Town very
early in the game to hunt skins for crafting. Enter the bunker complex from the
north side and you’ll find the Letter. There are both cassowary and dogs on the
island.
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The bay near the island abounds in sharks and you need two shark skins to craft
the “Heavy Duty Wallet,” allowing you to carry up to $6,000. You also require
two shark skins to craft the “Heavy Duty Holster.” Scan the water for sharks
and either shoot them or cook a grenade and toss it in their path when they get
close to shore. If you have a watercraft, you can just tag one, hit it and then
dive for the skin. This is best done from the eastern side of the bay where
you’re less likely to encounter an enemy patrol boat. You can hunt for all
four; but it isn’t necessary, there will be other places where you can harvest
them as well.
You’ll need a total of five deer hides to craft the “Rugged Holster,” the
“Rugged Grenade Pouch” and the “Small Rocket Pack.” Deer are skittish and can
be difficult to harvest early in the game, especially before you have a sniper
rifle. There is an island about 285 meters southwest of the Amanaki Outpost
where you can find a lot of deer. Open your map and fast-travel to the Amanaki
Outpost.
Sprint southwest from the outpost to the river. Enemy patrol boats monitor the
area so watch for them before swimming to the island. Tigers frequently hunt
the island’s deer, so be aware, and watch for the two pirates that sometimes
loiter in a camp on the north side of the island. If you craft a “Hunter’s
Instinct” or two, you can harvest them with a little effort. If you have a
sniper rifle this task is easier, but the bow will also get the job done. If
you can sneak up on a herd, you can sometimes kill a group with a grenade.
Open your map and fast-travel to Amanaki Town. There is a tapir symbol just
south of town. You need 4 tapir hides to craft the “Rugged Rucksack” and the
“Rugged Arrow Quiver.”  Be sure to slot your silenced weapon and a shotgun.
Tigers frequently hunt the tapir and your chances of encountering one are
rather high. The region is also on the margins of Rakyat territory and the
chance of encountering pirates is very high early in the game.
Tapir are nearly as skittish as deer, so craft a “Hunter’s Instinct” syringe to
support your hunt. There are numerous “amber” leaves southwest of town near a
shack on the south side of the river.
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>>>Note: Maps are available at the store. These maps show the position of all
the loot chests or the collectibles in different areas. Unless you’re
purchasing weapons or weapon upgrades, constantly draining your cash, you will
be filling your wallet. I don’t recommend buying too many weapons in the near
term other than the bow or a silenced assault rifle or SMG, so purchasing the
“Items: Amanaki” map for $500 will allow you to find collectibles. Finding 10
Relics will allow you to purchase the Bull shotgun and finding 20 the AMR
sniper rifle. Finding 6 Letters of the Lost will yield the Japanese Tanto
sword, a huge improvement over the default machete. These “Signature” weapons
usually live up to the billing. I will periodically detail the map coordinates
of Relics and Letters of the Lost but buying the map will facilitate finding
these items. The location of all Relics and Letters of the Lost will be
detailed in the narrative, and they can also be found in the “Collectibles”
section following the narrative. Know that getting within approximately 25
meters of a collectible will also place it on your map.
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With your wallet depleted or enlarged or both and a silenced weapon in hand,
it’s time to grab some loot, harvest additional hides and nab a few
Collectibles before heading west to investigate Dr. Earnhardt’s mystery guest.
If you have the “Items: Amanaki” map, make the Relic northeast of the outpost
your waypoint or see the notes below to manually set a waypoint using the given
map coordinates. Even without the map, a collectible will show on your map when
you get within 25 meters of it-but only if you have deactivated the scrambler
on the sector’s radio tower. The $500 cost of the map can be recouped by
harvesting the loot chests and hostiles along the way. It will just take some
time and effort.
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Collectibles near Amanaki Town and Outpost:
Relic no 1: Boar 3 is located at map coordinates X: 509.1 Y: 744. This places
it less than 100 meters from the Amanaki Outpost. If you have purchased the
Amanaki Town Item map, make the Relic icon northeast of the outpost your
waypoint; or, if you don’t have the map, just place a waypoint at the given
coordinates. Sprint the short distance cross-country from the outpost to find
the Relic sitting on a wooden shrine in a small depressed area. Whenever you
hear the distinctive chanting, it means you’re very close to a Relic. Take the
Relic from the shrine. Each Relic found will yield 250 XP and will get you
closer to acquiring a “Signature” weapon. Take the money from the shrine and
grab the loot. The Rakyat don’t mind you doing their dirty work, so swipe their
offerings.
Relic no. 2: Spider 5 is located at map coordinates X: 523.5 Y: 730.6, placing
the Relic about 230 meters southeast of the Amanaki Outpost. If you’re going
for the Relic early in the game, be aware that this item is in the adjoining
sector, so watch for pirates near the mountain east of the outpost. The Relic
isn’t on top of the crag where it would appear to be-too easy; but getting atop
the mountain is your best and safest route to the artifact. Place a waypoint at
map coordinates X: 528 Y: 728. This is the entrance to a cave. Get directly
above it and drop off the boulder. This should place you at the cave’s entry.
It is also accessible by a series of fractured wooden ramps, jumps and vine
grabs on the slope below the cave, but pirates patrol that area. Enter the cave
and stay near the left wall as you proceed. You’ll find a vine that you’ll have
to jump to. It will get you onto a ledge where you’ll find the Relic on a
shrine.
Letter of the Lost no. 1: Mogi’s First Letter is located at map coordinates X:
530.2 Y: 741.6. This places the item about 285 meters to the east of the
Amanaki Outpost. Early in the game, before the liberation of the outpost at
Rust Yards, this will be in enemy territory. If you set a waypoint and sprint
directly toward it from the outpost, you will find yourself directly above an
old World War 2 lookout position built into the mountain. You’ll see a jutting
rock below and the rusty barrel of a canon. Jump onto the rock and then drop to
the ledge below. The Letter is there on a corpse in the grotto with the gun
emplacement. You can also acquire the Letter by entering a cave about 30 meters
south of the waypoint. The cave is at map coordinates X: 531.4 Y: 739. Each
Letter of the Lost yields 500 XP and puts you closer to the six needed for the
Tanto sword.
Relic no 3: Spider 23 is located at map coordinates X: 452.4 Y: 755.1. The cave
where this Relic is located is about 290 meters northeast of Amanaki Town. Go
east out of town and take the dirt path you used earlier to reach the radio
tower. Take the narrow path just before the tower down to the main road. Turn
right and go right again where the road forks. If you are seeking this Relic
early in the game, be aware that there may be pirates in the area. Dog packs
are common there as well. A stand of “crimson” leaved plants lay near a shrine
with food offerings. Pirates frequently loiter near it. A cave entrance lit by
a dim candle can be found in the rock face behind it at map coordinates X: 448
Y: 752. You will have to use a couple of vines to get to the ledge where the
Relic is sitting on a crude stone altar. Don’t miss the loot chests and the
cash near the Relic.
Relic no. 4: Shark 23 is located at map coordinates X: 465.7 Y: 758.3. There is
a shack with a boat dock on a cove approximately 420 meters northeast of
Amanaki Town. This is only 175 meters from Relic no. 3, Spider 23. Whether you
come from town or from Spider 23, you’ll need to take the left rather than the
right fork when you come off the mountain trail coming down from the radio
tower. If you seek this Relic early in the game, be aware that the roadway
leading to the item will be patrolled. Travelling in the scrub to avoid or
control enemy contact is wise. The Relic is located underwater near the boat
dock. When diving for the Relic, be aware of crocodiles in the water. A couple
of pirates will sometimes loiter near the shack and pirate vehicle patrols
routinely pass by as well.
Letter of the Lost no. 2: Mori’s Letter is located at coordinates X: 460.3 Y:
766.7. Amanaki Town is the best starting point to acquire this Letter. It is
located in a cave about 380 meters northeast of town. Early in the game, this
will still be in enemy territory. Take the east exit out of town and make your
way up the mountain to the radio tower. Take the dirt path going northeast,
toward the pig symbol, and continue east toward the waypoint. When you’re near
the waypoint, the road will make a sweeping turn to the left. Drop down to the
ravine. You will find a cave entrance on the north base of the mountain at map
coordinates X: 461.3 Y: 771.7. The Letter is inside the cave on a desiccated
soldier’s corpse.
Relic no. 5: Spider 3 is located at map coordinates X: 502.6 Y: 790.2. There is
a circular pool of water approximately 500 meters north of the Amanaki Outpost
where you can find two Relics. Getting to the site is best accomplished by
driving north from the outpost and then taking the narrow trail east to the
pool. Dive into the pool and swim to the southeast side where you can use a
vine to climb onto a ledge. Use the vines to climb the next three ledges.
Reaching another ledge requires a jumping vine grab over the gap. Farther on
you’ll have to jump to a ledge and then jump to another vine to reach another
ledge. There is yet another vine climb from that ledge. Your next jump will
have to be through the foliage to a vine dangling from the ledge. Another vine
climb will get you onto a rock shelf where you can walk to an old temple ruin.
Take the Relic and the cash from the altar. The red chest is a lucrative one.
Don’t pass it by.
Relic no. 6: Boar 23 is located at map coordinates X: 491.2 Y: 795.7. There is
a circular pool of water approximately 500 meters north of the Amanaki Outpost
where you can find two Relics. Getting to the site is best accomplished by
driving north from the outpost and then taking the narrow trail east to the
pool. This Relic and Spider 3, Relic no. 5, can both be found after entering
the pool. Once in the circular pool north of the Amanaki Outpost, climb onto a
low ledge on the northwest side of the pool and take the long vine to get into
a dark cave. Continue well into the mountain to an ancient ruin. The Relic is
on a stone pedestal. You can actually use a side passage and a series of vines
to emerge well north of your entry area, placing yourself on the mountainside
overlooking the “Medusa.” You can, in fact, slip off the mountain and pursue
the mission if it is active.
Relic no. 36: Spider 4 is located at map coordinates X: 496.1 Y: 700.2. This
Relic is located about 400 meters south of the Amanaki Outpost. The terrain
south of it is challenging, so approaching it from the north is the best
option. Cross the river south of the outpost and stay near its banks until you
can get up the bluffs in the grassy areas; this is about 140 meters short of
the waypoint. Acquiring the Relic early in the game, however, means it is deep
inside enemy territory. There is, occasionally, an enemy camp just north of the
site where three pirates hang out. Watch for tigers in this area as well. There
is a temple ruin atop the mountain and the Relic sits inside the ruin.
>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
Outpost: Wellshore Wrecker’s House: <WW01>
>>Bounty Board: Wanted Dead no. 5 (sub-menu) ($175)
>>Equipment recommended: The Recurve Bow (optimal) or a ranged silenced weapon;
a close-quarters weapon-a shotgun or an automatic rifle.
>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
Make Wellshore Wrecker’s House, which is located on the bay north of Amanaki
Town, your waypoint and make your way north past Heron’s Perch. If you look
over the cliffs you can see the outpost far below and if the glider is there
you can use it to reach the high ground south of it. There is also a foot path
directly north of the outpost where a couple of sentries commonly stand watch
near an old World War 2 fortification. That fortification contains three loot
chests. Be aware that a vehicle patrols the roadway near the fortification.
Use the dirt footpath to make your way off the high ground and stop to raid the
little shack. Watch for feral dogs as you maneuver onto the rock outcropping
overlooking the outpost from the south. Stay low on the rocks or the watchful
Sniper may spot you.
There are five pirates defending the outpost, including the Sniper on the roof
of the safe house. A Charger patrols around the safe house and two pirates hang
out on opposite sides of the safe house. Another hangs out near the bay and
won’t be visible from your overlook. Tag as many of them as possible so you can
track their positions on your map; and be aware that, unlike the Amanaki
Outpost, this one has an alarm system. Take note of the position of the alarm
tower near the fence; it is evident by the speakers atop the pole. It is your
first objective. Disabling it will prevent an alarm which would summon
reinforcements.
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>>>Note: Unless you are cautious and, at times, lucky, an alarm will be raised
when you are taking an outpost. If you can get to an alarm panel, you can
disable the outpost’s entire system. You can also shoot it, but this won’t
disable the system if additional alarm panels are present in the outpost. If an
alarm is sounded, the garrison will be reinforced when a vehicle answers the
call, and if the alarm persists, additional reinforcements will arrive. They
will say where and when they are arriving so it is possible to lay an ambush
but this isn’t usually realistic during a running battle. If you have mines, it
is possible to mine the roadways before you attack an outpost.
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With the visible enemies tagged, allow the recurring patrol vehicle to leave
the area and then drop down on the west side of the outcropping. Sneak through
the hole in the fence. This will put you out of sight behind the shack with the
alarm panel.
When the roving Charger has moved toward the bay, go around the shack and
disable the alarm. The fence atop the safe house will normally prevent the
Sniper from seeing you, but allowing him to turn away is advised. Allow the
rover to come back around the safe house and toss a couple of stones to lure
him toward the rear of the shack. Silently put him down on the side of the
shack where his demise won’t be noticed.
The Normal on the east side will be concentrating on the roadway, so make the
Sniper your next victim. You can easily take him with the bow while remaining
safely out of sight between the shack and the concrete blocks. The inattentive
pirate watching the east road is your next victim, and then the unsuspecting
Charger busy with his welding on the west side. A fifth pirate will also be
immersed in his welding on a rusty boat frame near the bay. If your other kills
were stealthy, he is an easy kill as well.
While using the bow is the surest way to secure the outpost, you can do
“Takedowns” on the entire garrison, using the same rotation as with the bow. It
will just take a little patience to successfully ambush the Sniper.
Be aware that even without an alarm sounding, a passing patrol vehicle will
probably stop to investigate any noisy confrontation. It will also stop if you
are seen in or near the outpost.
Loot the outpost and the bodies. You’ll find an SVD sniper rifle near the
deceased Sniper. Take it to add it to your available weaponry. Enter the safe
house, take the Memory Card and grab the loot. Sell your extras.
The local bounty board has a “Wanted Dead” mission. A pirate and his crew have
occupied a local farm and they are growing drugs. Kill him, Rakyat style, for
the $175 reward. An optional mission, “Where for Art Thou Juliet” is also
activated but the mission site is near and best pursued from Amanaki Town. If
you need the cash, you can fast-travel to Amanaki Town to pursue it now for the
$500 reward. You’ll also find that liberating Wellshore Wrecker’s has initiated
a “Path of the Hunter” mission which is available in Amanaki Town. It pays a
bounty of $225 for successfully killing two bears that are preying on the
locals. This will likely be your initial encounter with the aggressive Rook
Island black bears.
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>>>Note: If you didn’t acquire them earlier, the bay near Wellshore Wrecker’s
is an excellent place to acquire shark skins for crafting. You’ll need four
skins to craft a “Heavy Duty Holster,” allowing you to carry a fourth weapon
and a “Heavy Duty Wallet,” allowing you to carry up to $6,000. Sharks will
frequently swim among the turtles just offshore and can be shot with your
recently acquired SVD sniper rifle; or killed by throwing a grenade near them
as they approach land where you can more easily locate and skin them and then
quickly get out of the water. If there is a watercraft there, you can run them
over and dive for the skins.
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Collectibles near Wellshore Wrecker’s House Outpost:
Relic no. 7: Shark 4 is located at map coordinates X: 445 Y: 803.9. Wellshore
Wrecker’s Outpost is the recommended starting point but only after acquiring
the “Deep Dive” upgrade. There is a buoy in the bay northeast of Wellshore
Wrecker’s House and below is the tip of the mast of a nearby sunken ship. Once
“Deep Dive” is available, you can take a boat to the location and use a “Deep
Dive” syringe so you have enough air to swim to an old rusted out shipwreck
where you’ll find a Relic. Beware of sharks here-you’re likely to encounter at
least one.
Relic no 8: Heron 23 is located at map coordinates X: 413.2 Y: 808.2. There is
a small islet about 270 meters northwest of Wellshore Wrecker’s Outpost where
you can find a Relic. Take a watercraft from the dock or swim to the islet. Go
ashore on the east side where you can negotiate the steep cliffs by using the
vine climbs near the shore. Another inland vine climb will get you atop the
islet. You’ll find the Relic on an altar. A valuable red loot chest lies near
the shrine.
<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
Outpost: Vasla Docks: <VD02>
>>Bounty Board: Wanted Dead nos. 6 and 7 (Sub-menu)
>>Bounty Board: Path of the Hunter no. 2: Sniper rifle hunt for five deer
>>Optional mission: Tagging the Past
>>Equipment recommended: The Recurve Bow (optimal) or a ranged silenced weapon;
a close-quarters weapon-a shotgun or an automatic rifle.
<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
Make Vasla Docks your waypoint. It lies about 700 meters to the west of the
outpost at Wellshore Wreckers and going by land can be challenging but
rewarding. The route also goes around the bay, making it much longer than 700
meters. There are numerous pirate patrols between the two outposts and plenty
of shacks to loot. You can, however, avoid the journey by commandeering a jet
ski at Wellshore Wrecker’s Outpost. If you go by water, pilot it west and go
ashore about 200 yards east of the destination to maintain stealth. The
quickest way to the outpost, however, is by air. Trek up the mountain to the
glider near Heron’s Perch and it will easily take you to the outpost or the
radio tower beyond.
However you proceed, make your way onto the high ground east of the facility to
do reconnaissance from an old World War 2 gun emplacement. There are six
pirates defending the facility, including three Normals and three Chargers. A
pesky guard dog also prowls the compound, complicating the assault.
Tag the visible defenders and then move south, staying on the high ground
before slipping down off the heights about 80 meters south of the facility.
This will be near the abandoned shack alongside the road. Sneak toward the
outpost through the undergrowth. There is a large tree with a small bush
alongside. It is quite near the roadway and is only 40 meters from the safe
house. Its short but dense foliage will conceal your presence from the patrol
vehicle that routinely passes by and from the scrutiny of the outpost’s
defenders. Conceal yourself in that bush and commence operations.
If your presence is detected, the defenders will activate the alarm system,
summoning reinforcements. Unlike Wellshore Wreckers, getting to the alarm
station without being detected is not an easy task at this outpost. Shooting it
is an option, but that will also alert the facility and it should not be your
initial target.
The pirates are spread out in the large facility, so toss a stone or two to
draw out the closest hostile. This will, hopefully, get the guard dogs
attention. When a defender searches outside the facility, drop him with a
silent weapon. The bow is your best option. It is silent, lethal and has good
range. Try to put the nosy dog down before any further advance on the outpost.
It will hear the stones you toss and come into range.
If your kills were clean and outside the compound, the remaining defenders
might become restless but won’t be actively searching. Toss another stone to
draw out another pirate. Put him down as well. If this activity is noticed,
stay put and let them settle down and silently drop anyone approaching your
position. If they begin flanking, just retreat into the foliage father back.
Oftentimes you can clear the outpost from your position in that bush. Be aware
that a two man foot patrol may also join the fray if they become suspicious or
they see a body.
When the survivors settle down or move off, make your way into the foliage near
the east entry. Drop any pirate near the safe house and then shoot the lone
alarm panel to disable the system.
Remain concealed on the periphery and continue killing any remaining pirates.
Use stones to lure them into kill zones. If necessary, you can release the
cassowary with a silent weapon to provide a brief distraction, hopefully
enabling you to hunt down the remaining defenders to liberate the outpost. If
an alarm is given, reinforcements will arrive both in vehicles and by patrol
boat.
Skin the cassowary and loot the premises. If you still need cassowary skins to
craft the “Rugged Wallet,” troop to the east of the outpost. You will usually
encounter a few of the birds, but if you do the “Path of the Hunter” mission,
as suggested, you might encounter a few during the hunt.
Enter the safe house and grab the loot. Sell your extras and even if you have
the cash, don’t purchase the M-700 sniper rifle. With the outpost in your hands
you can do the “Path of the Hunter” mission where you can acquire it free of
charge. Use your cash to purchase its sound suppressor and the high-powered
scope after completing the hunt.
There are three missions available on the Vasla Docks bounty board. A new
optional mission, “Tagging the Past” is also activated.
One “Wanted Dead” mission has pirates attacking fishermen near the shore. You
must knife their leader for the $300 reward. Another “Wanted Dead” mission has
a group of pirates preying on locals near their temple. Kill the leader with a
knife for that $200 reward.
The available “Path of the Hunter” mission provides an M-700 sniper rifle for a
deer hunt for some hungry locals. You must kill five deer for the $200 reward,
and a successful hunt will yield five hides. If you’re going to pursue the
“Path of the Hunter” mission, take a shotgun. There is occasionally a leopard
in the hunting area and you can expect to encounter feral dogs just about
anywhere.
>>>>>>Vasla Docks Sector Radio Tower: <RT02>
Accept the “Path of the Hunter” mission but make the Vasla Docks Radio Tower
your next objective. Deactivating the scrambler will detail your map, placing
roads, loot chests, etc. on your map. Drive the short distance to the knoll
near the shore. You will have to use a couple of vines located on the north
side of the tower to get atop the knoll. The vines will allow you to climb the
rock ledges.
Use the fallen grating to get onto the ladder. Jump up onto the platform and
use the ladder. Go counterclockwise around the catwalk and up the makeshift
ramp to another ladder. The stairwell will take you to a platform where another
ladder will take you to the top.
Fast-travel to Vasla Docks or if you take the north zipline down, don’t accept
the “Supply Drop” mission yet.
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>>>>>>02: Path of the Hunter:
Acquired: Vasla Docks Outpost
Mission:  Sniper rifle hunt for five deer
Bounty:   $200 and as many deer hides as you can locate
This hunt is embedded in the narrative since the player can also pursue the
optional mission, “Tagging the Past,” in the same area for a bounty of $500.
The hunt will also allow you to harvest up to five deer hides-a boon since they
are skittish and somewhat hard to acquire. Take an AK-47 assault rifle or a
shotgun on this hunt. There is a lot of game where you’re headed. You may even
encounter a leopard.
Drive or just sprint to the waypoint where you will find an M-700 sniper rifle
and ammo. If you have your own and it is sound suppressed and has the
high-powered scope, the task will be somewhat easier.
Climb onto the platform and tag the five deer browsing on the slope. Try to tag
them all because the area is large and they can be quite difficult to locate if
untagged. You’ll need to kill all five to complete the mission and even a
silenced weapon will cause them to scatter and their skittishness can be
aggravating as they traipse about endlessly eluding your sights. There are
plenty of “amber” leaves in the vicinity to craft into “Hunter’s Instinct”
syringes if you must stalk them. Be aware that if any of them fall from a
height the mission will fail and this happens occasionally. Just finding the
corpses in the undergrowth isn’t always the easiest of tasks either.
>>>>>>Optional Mission: Tagging the Past: <OP01>
Once you have skinned as many of the deer as you can locate in the undergrowth,
go to the blue exclamation point in the shack on the nearby hill. A local man
is selling dog tags to the Japanese families who lost loved ones on the islands
during World War 2.
There are three sets of tags to locate. Select the waypoint to the north of the
starting point. Move across the ridge to an old World War 2 gun emplacement.
The tag is on a desiccated corpse resting against the housing of the canon.
Stay on the high ground and make your way to the southernmost waypoint. You
will find another World War 2 gun emplacement located on the side of the ridge
overlooking the bay. There is a grotto behind the gun emplacement. You’ll find
the second tag on a corpse on the stairwell in the grotto. Grab the loot from
the red chest and climb the ladder on the far side of the grotto to get to
ground level.
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Relic no. 10: Boar 2 is located at map coordinates X: 373.7 Y: 770.4. This
Relic is located on the high ground about 125 meters south of the outpost at
Vasla Docks. It is sitting on the base of a World War 2 gun emplacement that
overlooks the bay. On your map this will be directly below the “pig” icon. This
can easily be acquired during the optional mission, “Tagging the Past” which
becomes available after the liberation of the outpost at Vasla Docks.
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The third tag is in the gun emplacement overlooking the Vasla Docks Outpost and
is found on another corpse. You likely used this fortification to scout the
outpost. Return to Pang’s shack to complete the mission and for the fat $500
reward. You can collect Relic no. 11, Boar 1, by sliding down the cliff near
the shack and entering the cave (see details below).
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>>>Note: If you still need cassowary leather to craft the “Rugged Wallet,” make
the cassowary symbol your waypoint and harvest what you need. There may be pigs
and dog packs in the area and an occasional leopard but a little hunting will
get you cassowaries. You only require two of the birds; any additional ones can
be sold.
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Collectibles near Vasla Docks:
Relic no. 9: Spider 21 is located at map coordinates X: 373.3 Y: 808.1. This
Relic can be found in the Temple of Stone on an islet located about 260 meters
north of Vasla Docks. After Vasla Docks is liberated, a “Wanted Dead” mission,
posted on the bounty board, will take place on the islet. Take a watercraft to
the islet from either Vasla Docks or from Wellshore Wreckers. The Temple is on
the islet’s high point. Watch for snakes as you approach the ruins. Go down the
stairs and you’ll find the Relic on a stone shelf.
Relic no. 11: Boar 1 is located at map coordinates X: 393.8 Y: 773.6. An old
Rakyat temple ruin is concealed in a cavern approximately 275 meters southeast
of the outpost at Vasla Docks. This cavern’s entry is located at map
coordinates X: 392.7 Y: 773.9. It is located near the shore of the bay, and you
can drive there from Vasla Docks after you have liberated the outpost. You’ll
have to push some loose stones aside in a side passage to get to the Relic.
Relic no. 12: Heron 16 is located at map coordinates X: 370 Y: 754.2. This
Relic is located approximately 280 meters due south of Vasla Docks. It is lying
on the shoreline near a small boat. You can drive south from Vasla Docks, swing
west toward the radio tower and then bear south to its location near the shore.
Relic no. 13: Shark 21 is located at map coordinates X: 397.1 Y: 754.8. The
road going south and then east out of Vasla Docks will get you near a ship that
went aground on the rocks near the shore in shark infested water. Scan the
water before going for the Relic. You’ll find the Relic in the shallow water
near a loot chest.
Relic no. 14: Shark 1 is located at map coordinates X: 346.3 Y: 758.4. There is
a buoy with a ringing bell in the bay just west of the Vasla Docks Sector Radio
Tower. This is about midway between Vasla Docks and Dr. Earnhardt’s. It can be
found on the bottom of the bay beneath the sunken ship near the buoy.
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>>>>>>Vasla Docks Sector Radio Tower Supply Drop: ($200 and 250XP)
This short 40 second run will begin on the road and you can stay on it or not.
After passing the second flare you can cut through the rough to get onto the
shoreline. If you don’t get hung up on the rocks in the rough or lose control
by driving into the bay near the destination, this is a good route. You can opt
to stay on the road rather than cutting through the rough but the drive is
longer. Either way, you will have little time to spare when you reach the
destination.
Loot the abandoned settlement; and, if you need to reach Dr. Earnhardt’s place,
use the delivery ATV to go west where a narrow path will take you up the steep
grade to Dr. Earnhardt’s place.
<<<<<<<<<<<<<<<<<< Mushrooms in the Deep: (Starts) (CH005)>>>>>>>>>>>>>>>>>>>>
Mission: There is a local Doctor who has rescued one of Jason’s party. Your
task is to get there and speak with the Doctor.
>>Equipment recommended: No specific weapons are required for this mission.
<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
Park at the barrier and continue on foot toward the waypoint, going up the
grade on the dirt path. It will take you to Dr. Earnhardt’s place. Enter his
workshop for a cutscene with the strange man who is peddling a selection of
mushrooms to the locals. He does indeed have one of your friends, Daisy; and,
while he prepares a concoction to treat her infection, he says you should visit
her in the house.
Enter the house and use the vendor before going upstairs. Daisy is ill from a
cut she received and from some poisonous upas trees she encountered. Dr.
Earnhardt enters and tells you he needs a rare mushroom to concoct her
medicine. It grows in a remote cave. He needs you to get it.
He tells you that the cave is in the cliffs to the west. Backtrack out of the
compound, or use the ziplines on the slope, and then follow the stream down
grade. Loot the shack area and harvest any boar hides you might still need for
crafting. Follow the stream down to the bay.
The eccentric Dr. failed to tell you that the cave entrance is underwater and
requires leaping from the cliffs to get to the cave’s underwater entrance.
Check for sharks swimming below the cliffs before jumping into the water. Swim
into the cave’s opening, identified by a black mass. The swim is fairly long
but without complications. Just swim toward the light and you will surface in a
grotto.
Exit the water onto the rock passage and use the vine to get atop the short
ledge. When you reach the “Leap of Faith”-take a leap. Swim the short distance
to daylight and climb the long vine to get out of the pool. Another short vine
climb will get you to a passage. A long vine will then get you atop the cliff.
Take care not to fall off the ledge on your right.
The cavern you enter is jam-packed with hallucinogenic fungi. Move through the
passage, taking care not to fall off the rocks, and climb another long vine.
Continue into the weirdness ahead and the greenhouse you’re trying to reach
will retreat three times as you approach it.
When it finally stands still, enter the building and you’ll find a glowing
silver fungus after exiting through the doorway. You will be whisked away and
will find the needed mushroom at the waypoint-why take only one? Continue to
the waypoint to exit the cave.
Jump off the rock shelf to the path below. Use the vine to climb a short ledge
and two longer vines farther along to get you to the top of the massif.
Give Dr. Earnhardt the mushroom and then visit with Daisy while he prepares her
medicine. You break the terrible news about Grant and when the Dr. comes in you
ask him to provide a refuge for any of your friends you can locate. At first he
refuses but he yields when Daisy, whom he momentarily believes to be Agnes, his
deceased daughter, entreats him to help.
A new recipe “Animal Repellent” becomes available as Dennis talks of a pirate
communications station on an old beached freighter called the “Medusa.” Perhaps
you can find some information about your friends there.
“Animal Repellent” is an extremely useful recipe. It has the effect of making
predatory or dangerous animals shy away, allowing you to kill them or making
them lose interest in you. This potion is extremely useful for hunting
predators and for maintaining stealth when near the enemy when predators are
near. Reserving a slot for a syringe is an excellent tactic for staying alive
when you’re afoot in the wilds. Hear a growl or howl; inject an “Animal
Repellent.”
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Collectibles near Dr. Earnhardt’s:
Relic no. 15: Heron 21 is located at map coordinates X: 351.5 Y: 731.4. The
glider behind Dr. Earnhardt’s house will take you to this Relic. It is located
in a ruin atop a crag about 350 meters southeast of the Doctor’s house. This is
south of the leopard symbol on your map. The entire peninsula is leopard
territory so be wary. If you haven’t liberated Orphan Point Outpost, there will
be pirate patrols in the region.
Letter of the Lost no. 3: Ren’s Letter is located at map coordinates X: 379.9
Y: 741.1. There is an island about 400 meters south of Vasla Docks with a large
ruined World War 2 fortification. You can use the glider behind Dr. Earnhardt’s
place to fly directly to the island or you can trek west from Amanaki Town very
early in the game to hunt skins for crafting. Enter the bunker complex from the
north side and you’ll find the Letter. There are both cassowary and dogs on the
island.
Relic no. 23: Spider 22 is located at map coordinates X: 362.4 Y: 688.7. This
Relic can be acquired during the “Prison Break-In” mission. After penetrating
the prison, pass through the door and grab the Relic on the ground to your left
near the door. You can, however, retrieve the Relic before the mission. There
is a cove at map coordinates X: 363 Y: 679.5 that will get you into the caverns
near Pirate’s Cove. There will be no opposition in the caverns before the
mission starts.
Relic no. 26: Spider 2 is located at map coordinates X: 363.3 Y: 664.8. Either
a boat from Orphan Point Outpost or the glider from Dr. Earnhardt’s place is
the recommended starting point. There is a shallow rocky area near the islet
where you can land. The Relic isn’t atop the islet-it is in a grotto. You can’t
get entry by destroying the stone wall on the south side-save your C4. You can
either struggle up the rocks on the east side or you can climb the ledge on the
west side and climb the vine to get atop the islet. You will find a rock well
where you can jump down into the water. You can’t jump for it but you will get
a poke point if you swim near the Relic.
Relic no. 27: Shark 3 is located at map coordinates X: 385.1 Y: 668.2.
Commandeer a watercraft at the outpost at Orphan Point or from another nearby
location, and, at the coordinates, you will find an isolated rock in the bay
near a buoy. You’ll have to dive deep and go inside a gutted shipwreck to find
the Relic. The water there is infested with sharks.
Relic no. 28: Heron 22 is located at map coordinates X: 359 Y: 690.2. The
glider at Dr. Earnhardt’s is the recommended starting point or you can procure
the Relic during operations on the peninsula after liberating the Orphan Point
Outpost, which places the peninsula under Rakyat control. There is a
fortification about 115 meters north of the Orphan Point Radio Tower. You will
find the Relic in a bunker there.
Relic no 29: Shark 2 is located at map coordinates X: 335.9 Y: 693.4. The
glider at Dr. Earnhardt’s is the recommended starting point or you can procure
the Relic during operations on the peninsula after liberating the Orphan Point
Outpost, which places the peninsula under the control of the Rakyat. There is a
Relic offshore near the projecting finger of land roughly west of the “pig”
icon on your map of the peninsula. This is shark territory so the dive near the
rusty hulk of a wrecked ship isn’t without danger. The Relic rests on the
bottom of the bay near a small sunken boat.
Letter of the Lost no 4: Hyogo’s Letter is located at map coordinates X: 362.6
Y: 709.6. The glider at Dr. Earnhardt’s is the recommended starting point or
you can procure the Relic during operations on the peninsula after liberating
the Orphan Point Outpost, which puts the peninsula under the control of the
Rakyat. The Letter is located in an old Japanese bunker on the heights
overlooking the bay to its east. It is located southeast of the leopard icon on
your map. A ladder near the bunker will take you to an underground chamber with
a pair of worthwhile loot chests.
<<<<<<<<<<<<<<<< Chapter 3: The Medusa’s Call: (acquired) (CH006) >>>>>>>>>>>>
Outpost: Orphan Point/Radio Tower/Supply Drop
<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
Outpost: Orphan Point: (X: 401.7 Y: 680.6) <ORP03>
>>Bounty Board: Wanted Dead: no. 8 (sub-menu) ($250)
>>Bounty Board: Path of the Hunter no. 3: (Black Panther) This mission will
display at a cabin on the peninsula to the north of the little island
>>Equipment recommended: The Recurve Bow (optimal) or another silenced weapon;
a close-quarters weapon-a shotgun or automatic rifle.
<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
Relic no. 24: Boar 22 is located at map coordinates X: 399.4 Y: 687.2. The
glider near Dr. Earnhardt’s is the recommended starting point to acquire this
Relic. In the far southwest corner of the island, there is a dilapidated hut on
the north shore of the small islet where the Orphan Point Outpost is located.
There is a dugout behind the shack where you will find a Relic.
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The Orphan Point Outpost is on an islet. The islet is located southeast of the
peninsula which stretches south of Dr. Earnhardt’s mansion. Except for the
Pirate’s Cove area on the southeast coast, liberating the outpost purges most
of the pirates from the peninsula.
The island is well within reach of the glider located on the edge of the cliff
behind the doctor’s place. Place a waypoint on the north side of the islet and
pilot the glider there. The outpost will be on the opposite side of the island.
Watch and listen for a leopard that frequently prowls the islet, hunting the
deer foraging in the scrub. Having an “Animal Repellent” syringe slotted and a
silenced weapon in hand can help maintain stealth if you encounter it. Any
gunfire will alert the outpost’s garrison, likely turning the liberation into
an island-wide firefight.
Scout the outpost from the undergrowth near the stand of palm trees. This will
be about 35 meters north of the safe house. Tag the Sniper on the platform and
the two pirates posted near the safe house. Two additional defenders stand
guard on the dock and they are likely out of your sightline. Like the Amanaki
Outpost this facility has no alarm station, but any explosions or protracted
gunfire will draw the attention of hostile patrol boats and they will stop to
investigate.
The five defenders are spread out, making this a good place to combine
“Takedowns” and kills with a silent weapon, like the bow. The Sniper atop the
safe house is watchful and is the key to liberating the outpost without being
detected.
A Charger routinely patrols the area behind the outpost. Toss a stone to lure
him away from the outpost. Don’t throw it too far or the Sniper will also focus
on the rear area. As he approaches, move farther back into the brush and toss
another stone to get him into the bushes. When the Sniper focuses his attention
toward the bay, drop the pirate in the foliage so his demise isn’t noticed.
Take out the Sniper. The bow has the range and lethality to do so easily from
your hideaway in the brush.
Another Normal normally loiters in front of the safe house. The demise of the
Sniper, even though silent, seems to get him moving. Get behind him, using the
building to mask your approach, and take him down.
The remaining defenders are stationed on the dock. If your intrusion wasn’t
detected, they are easy kills. Wait for any passing patrol boat to move away,
sneak in close to the metal fence and put them down to complete the task.
Loot the premises and take the Memory Card from the safe house. Restrain
yourself from rebuking the Rakyat warrior who keeps saying, “it’s all me” and
“who’s the man-me.” This irritating guy sure doesn’t show up when an extra gun
would be useful and he will be present at nearly every outpost you liberate.
Orphan Point Outpost will now provide an excellent staging area for reaching
the western outposts on the North Island and for operations on the peninsula to
the northwest. The watercraft available there can make travelling in the region
less painful than the land routes.
There is a “Wanted Dead” mission on the bounty board paying a $250 bounty for a
pirate that is killing people near some abandoned cars. Kill him with a knife,
Rakyat style, for the $250 bounty.
A “Path of the Hunter” mission also becomes active, but it isn’t offered at the
outpost’s bounty board. Its starting point is on the peninsula to the northwest
of the outpost at map coordinates X: 352.4 Y: 703.5.
>>>>>>Orphan Point Sector Radio Tower: (X: 367.4 Y: 681.6) <RT03>
If you didn’t destroy the available watercraft during the liberation of the
Orphan Point Outpost, pilot one to the beach near the Orphan Point Sector Radio
Tower on the peninsula to the northwest. If you destroyed the boats you can
return to Dr. Earnhardt’s place and pilot the glider to the tower. Either way,
make your way onto the knoll with the tower. There shouldn’t be pirates in the
vicinity since you have liberated the Orphan Point Outpost. The peninsula,
however, is leopard territory and there is still a pirate stronghold near the
southeastern shoreline.
Climb the four stairwells and move clockwise around the catwalk to another
stairwell. Continue around the structure on the gratings and planks to get onto
the higher platform. Take the stairwell and then make a rope climb to get onto
a higher platform. The ladder will take you to the top. Deactivate the
scrambler. As usual, additional weapons will be offered free in the stores and
a new “Supply Drop” is activated.
>>>>>>Orphan Point Outpost Supply Drop: ($225, 250 XP)
Locate the icon for the delivery on the south side of the tower. If you haven’t
liberated the Orphan Point Outpost this will be hostile territory and pirates
may be lurking near the ATV on the beach or patrolling the shoreline and the
peninsula to the north. If the outpost is in Rakyat hands the peninsula will be
in their control. Take the zipline down to the mission’s starting point and
board the ATV.
Loot the body of the driver, climb aboard the ATV and speed north up the beach.
When you pass the flare, cut right through the rock arch and continue along the
shoreline. You’ll be speeding past either pirates or Rakyat-sometimes they are
still battling for control, even if you have liberated Orphan Point. Just dodge
the people and the scattered boulders for an easy payday.
You will find a bit of loot at the destination. You are also in leopard
territory, so be aware. You can now either continue up the shore to the
Doctor’s place, search for the Relics listed below or just fast-travel to any
liberated safe house to continue the campaign
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>>>>>>04: Path of the Hunter:
Acquired: The Orphan Point Outpost
Mission:  Bow hunt for a Black Panther
Bounty:   $250 and the Black Panther hide for crafting the “Extended Syringe
Kit,” permitting you to carry 12 syringes
This mission is activated after the liberation of Orphan Point; but the cabin
where the bounty is posted is on a mountaintop on the peninsula northwest of
the outpost. A bow and arrows is provided at the hunt’s starting point, which
is located near a gun emplacement south of the cabin. Be aware that this is
leopard country and leopards other than the quarry will probably be encountered
and can be killed with firearms. Craft an “Animal Repellent” or two. There are
plenty of the needed “amber” leaves in the region.
Locating the Black Panther before it locates you is the key to a successful
hunt. Survey the designated area from the rock outcropping near the gun
emplacement. Once it is located, stalk it, injecting an “Animal Repellent” when
you’re ready to make the kill. The predator will charge but will be repelled by
the concoction. Hit the quick moving predator with your machete and as many
arrows as needed-usually two or three. Use another syringe if necessary. Its
hide is used to craft the “Extended Syringe Kit’ allowing you to carry 12
syringes.
<<<<<<<<<<<<<<<<<<<<< The Medusa’s Call: (Starts) (CH006) >>>>>>>>>>>>>>>>>>>
Mission: Dennis believes that there may be information on a computer located on
a beached ship-one that is guarded by Vaas’ cronies.
>>Equipment recommended: The Recurve Bow (optimal) or a ranged silenced weapon;
a close-quarters weapon-a shotgun or an automatic weapon like an LMG; hand
grenades.
>>>Note: If you have acquired most of the Relics listed up to this point and
you have the Bull shotgun and/or the AMR sniper rifle, take them in addition to
your silenced weapon. A dogged looter may also have acquired the GL-94 grenade
launcher-take it.
<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
Dennis informed you earlier that you may be able to get information on your
friend’s whereabouts from a communication center on a beached ship called the
“Medusa.” This is located northeast of Wellshore Wreckers and having decent
gear including at least one silenced weapon, like the M-700 sniper rifle or the
Recurve Bow and a heavy hitter like the PKM, AK-47 or a shotgun is essential.
If you have purchased a GL-94 grenade launcher, take it; but you can get by
with grenades.
The “Medusa” is beached about 525 meters northeast of Wellshore Wrecker’s
Outpost. From the outpost take a vehicle and drive east on the roadway or take
the jet ski and travel by water. After moving under the rock arch and getting
within 125 meters of the waypoint, begin a stealthy advance.
There will be a lookout milling around on the beach. Take him down silently so
he doesn’t alert his comrades, resulting in a mission failure.
Among the beached ships ahead, you must kill the three radio operators who have
the required keys. Each radio operator also has a companion. This massacre must
be done silently or an alarm will be broadcast, causing the mission to fail.
You must obtain all three keys without being detected to access the
communications console on the ship.
Advance stealthily toward the beached ship, using the boulders and containers
for cover as you creep forward to locate the two pirates just ahead. The pirate
with the “yellow tag” is one of the three radio operators and he has the first
key. He will wander a bit while his companion is busy welding under the
dry-docked ship. When the radio operator wanders, use a “Takedown” or a silent
weapon to put him down, and then use a silent weapon on his companion. Grab the
first key.
Move to the right, under the hanging chain, and use the ship’s bow as cover to
scout and tag the two pirates between the ships. A pirate is preoccupied with
his welding while the radio operator wanders. Allow the operator to move away
from his companion, move in behind the cargo container and silently kill him
when he pauses. Stalk and put down his preoccupied companion. Grab the second
key.
There are two more pirates and one of them has the last key. Carefully move to
the north end or the stern of the middle ship and locate and tag the last two
hostiles. Toss a stone to lure the radio operator into the ship, kill him and
take the last key. If you kill the “yellow” first, it doesn’t matter if the
other pirate discovers you and opens fire.
Go to the “Medusa,” the new waypoint, and go up the wooden ramp amidships and
onto the deck. Stealth is no longer required, so switch to your heavy weapons
and move up the two metal stairwells and go into the communications room.
Activate the console which gives you the required information. Your intrusion,
however, has also triggered an intruder alarm, summoning reinforcements.
Exit the communication room. Two enemy patrol boats will be coming in from the
north. Stay on the deck and toss or shoot a couple of grenades to knock out the
reinforcements. Use sniper fire to clear any survivors and watch for four
additional pirates to enter the skirmish from the east-some will snipe from the
deck of the neighboring ship. If necessary, defend the stairwell if they close
on your position. Watch for the grenades that your assailants are fond of
tossing onto the deck. When all of the pirates are neutralized, Dennis will
call urgently requesting your presence in Amanaki Town.
Despite Dennis’s insistence, there is no time constraint, so before departing
take the time to loot the large area. When your looting is completed, open your
map and fast-travel to the Amanaki Town safe house. A new and very useful
recipe, “Enhanced Perception,” is now available for crafting.
<<<<<<<<<<<<<<<<<<<< Mission 7: Playing the Spoiler: (CH007) >>>>>>>>>>>>>>>>>
>>>>>>>>>>>Optional mission: Where For Art Thou Juliet?
Outpost: Mosquito Yard/Radio Tower/Supply Drop
Outpost: Northview Gas
>>>>>>>>>Optional Mission: Love Eternal
<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>Optional Mission: Wherefore Art Thou Juliet? <OP02>
Before meeting with Dennis in Amanaki Town, check out the blue exclamation mark
on the north side of town. The parents of a young woman named Nadia believe
that she has run off with her lover and that they have a suicide pact. They
want you to go to Bihar Rock south of town to see if you can find her.
The rock is only a short distance south of town. You will see Nadia atop a
large boulder which is surrounded by five komodo dragons. Keep in mind that the
newly acquired “Animal Repellent” will repel the deadly lizards. Either sprint
around the five komodo dragons and jump onto the rock, or inject an “Animal
Repellent” and shotgun them before they scatter.
If you don’t shotgun them, tag all five before they disperse into the
undergrowth so they can be located. After harvesting the lizard skins, speak
with Nadia to complete the mission. She believed that she was just running away
with her boyfriend, but he tried to force her to commit suicide with him.
Take note that a “Path of the Hunter” mission (no. 5) is now available on the
bounty board at Amanaki Town. You will also encounter tapir south of town, so
listen for their distinctive squeals-if you haven’t acquired them, you need
four tapir hides for crafting-two for the ”Rugged Rucksack” and two for the
“Rugged Arrow Quiver.”
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
>>>>>>03: Path of the Hunter:
Acquired: After liberating Wellshore Wrecker’s Outpost this hunt will be
available at Amanaki Town
Mission:  Shotgun hunt for two bears
Bounty:   $225 and two bear hides
The mission site where the locals were mauled by the bears is to the southwest
of Amanaki Town. The starting point is an isolated cabin where a shotgun and
shells are provided. The two bears occupy a nearby cave.
The cave is a short walk to the south of the cabin and there are numerous
“amber” leaves available for crafting. Craft an “Animal Repellent” syringe. It
will make the hunt far less dangerous for Jason. The potion will cause the
aggressive bears to shy away rather than attacking.
The first bear will be near the entrance. Tag him so he is easy to see and put
him down with a couple of blasts from your shotgun. The second bear will be
deep inside the dark cave. Inject an “Animal Repellent” and enter the dark
cave. With the potion still active, the bear will shy away allowing you to
easily kill it in the confined space. Skin both of the bears. You’ll require
four bear hides to craft the “Heavy Duty Munitions Pouch” and the “Heavy Duty
Quiver.”
You can either fast-travel back to Amanaki town; or, if you still need their
hides, hunt the tapir and the tigers that frequent the area. Ultimately, return
to town for the next mission.
<<<<<<<<<<<<<<< Mission 7: Playing the Spoiler: (acquired) <<CH007> >>>>>>>>>>
Go to the yellow exclamation point in Amanaki Town to meet with Dennis. The
intelligence you gained from the “Medusa” reveals that Vaas’ intent was to
extort a large ransom for your friends. Once paid, he would then sell them into
slavery anyway. You can help your own cause and prevent an assault on Amanaki
Town by sabotaging Vaas’ munitions depot to the southeast.
Before starting for the munitions depot, however, it is time to liberate a
couple of outposts, and to add detail to your map by climbing another radio
tower.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
>>>Note: Pirates will oftentimes have captive Rakyat that will pay a bounty if
you kill their captors.
>>>Note: Manually saving after doing something worth saving will prevent losing
it if the pirates or a predatory animal or drowning, etc. negates the progress.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
Outpost: Mosquito Yard: (X: 424.9 Y: 692.9) <MY04>
>>Radio Tower: Mosquito Yard Sector Radio Tower/Supply Drop
>>Bounty Board: Wanted Dead no. 3 (sub-menu)
>>Bounty Board: Path of the Hunter no. 5: Bow hunt for the Golden Tiger
>>Equipment recommended: The Recurve Bow or a silenced ranged weapon; a
close-quarters weapon-a shotgun or an automatic weapon.
<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
The Mosquito Yard Outpost is about 500 meters south of Amanaki Town. If you
have liberated the Orphan Point Outpost you can commandeer a watercraft there
and pilot it across the bay and land northwest of the outpost. From there, you
can climb the steep cliffs along the shoreline and climb onto the knoll
overlooking the outpost. If you like travelling by air, the glider behind Dr.
Earnhardt’s place will also place you on the beach as well.
If you start from Amanaki Town, go across the bridge south of town; and, before
you reach the undetailed section, take to the undergrowth to avoid the pirate
patrols. Watch for a tiger in this region. You can cross the river on the rocks
near the falls to avoid a possible crocodile encounter. This is directly north
of the outpost.
A tiger frequently stalks the water buffalo in the rough terrain near the
outpost; and silent weapons aren’t efficient big cat killers, so having an
“Animal Repellent” slotted can preserve both your health and stealth as you
approach the facility.
Commence operations from the knoll overlooking the outpost from the west. The
focus of the garrison is primarily inland, but it is prudent to stay low in the
undergrowth so you aren’t detected. The outpost is defended by five pirates,
including a Sniper atop the safe house. The only alarm panel is situated in the
heart of the small compound. You won’t be able to get to it, and simply
shooting it will alert the defenders. However, the pirates have captured and
caged an angry tiger.
Stay atop the knoll and shoot the cage bars with a silenced weapon to release
the tiger. Remain concealed and let the tiger wreak havoc on the pirates as you
take targets of opportunity. Occasionally the tiger will just run off and
you’ll have to continue sniping from the knoll.
Once the outpost is secured, the Rakyat will enter. If they don’t kill the
tiger, do so and take the skin for crafting.
Loot the bodies and the outpost. You will find some C4 in a small shack. Enter
the safe house and adjust your inventory. Always check newly liberated safe
houses for a Memory Card. There isn’t one in every outpost but there will
likely be worthwhile loot inside.
There are two new missions on the local bounty board. A “Wanted Dead” mission
has crazed pirates camped out near some shacks. Killing their leader Rakyat
style, with a knife, will pay a bounty of $225.
A “Path of the Hunter” mission is also offered. It is a bow hunt for a deadly
Golden Tiger. Arrows and a standard Recurve Bow will be provided at the site.
The hunt pays $250 and enables you to acquire the Golden Tiger’s hide, which is
needed to craft the “Heavy Duty Ammo Pouch.”  Keep in mind that the previous
pouches must be in your possession before you can craft it. Pursuing the
mission now, however, will allow you to procure a standard Recurve Bow if you
don’t already have one. Completing “Mushrooms in the Deep” will allow you to
craft an “Animal Repellent,” which is a huge advantage when hunting predators.
So-do me now or do me later!
With the sector under the tenuous control of the Rakyat, you can go back north,
whether tackling the Golden Tiger or not, to harvest any needed hides. This, of
course, is optional. There are tapir, deer, buffalo and tiger roaming the area
if you still need them.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
>>>>>>05: Path of the Hunter:
Acquired: The Mosquito Yard Outpost
Mission:  This is a bow hunt for a rare Golden Tiger
Bounty:   $250 and the Golden Tiger hide
This is a bow hunt for a deadly Golden Tiger. It pays $250 and, of course, the
Golden Tiger’s skin. Since the skin will consume an inventory slot, this
mission can be pursued later in the campaign; but the skin will eventually be
needed to craft a “Heavy Duty Ammo Pouch.” The preceding pouches, however, must
first be crafted. Doing the mission now, however, will allow you to procure a
Recurve Bow which you would otherwise have to purchase, get from another hunt
or activate three towers to acquire free of charge.
The mission site is located a couple of hundred yards northeast of the Mosquito
Yard Outpost. The designated area has lush undergrowth, so the Golden Tiger has
good cover. It is also likely that there is another tiger or two in the area.
Keep in mind that only the Golden Tiger must be killed with the bow. If you
have an upgraded bow with a sight, this mission will be easier and if you have
acquired “Animal Repellent” it will be much more survivable.
The key to a successful hunt is finding the tiger or tigers before they find
you. The Golden Tiger is distinct; it is much lighter in color than your
average Rook Island feline. Scout the large area from one of the boulders
scattered about the region. When you spot one, use an “Animal Repellent” to
keep off the menu. It will take three arrows to kill a tiger, less if you get
in a few blows with your machete.
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Collectibles near Mosquito Yard Outpost:
Relic no. 25: Shark 24 is located at map coordinates X: 439 Y: 671.8. The
artifact can be found in a hilltop settlement approximately 275 meters
southeast of the outpost at Mosquito Yard. It lies on the ground inside a crude
makeshift shrine. Watch for tigers hunting the buffalo around the settlement.
Relic no. 31: Heron 1 is located at map coordinates X: 462.3 Y: 661.4.
Commandeer a vehicle at the Mosquito Yard Outpost and drive to the radio tower.
It is located on the north side of the mountain and is best located by starting
at the radio tower. Getting to the higher elevations to the remote shrine is
best accomplished by following a path from near the radio tower and using the
vine climb located about 140 meters southeast of the tower at map coordinates
X: 466.8 Y: 665.7. You can also pick your way up the cliff. This will allow
access to the trail leading to the Relic which is not on the summit but is
reached by a converging path.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
>>>>>>Mosquito Yard Sector Radio Tower: (X: 460.5 Y: 678.7) <RT04>
The Mosquito Yard Sector’s Radio Tower is about 390 meters to the southeast of
the outpost. It is your next objective, so set a waypoint. With the Rakyat in
control of the outpost there should be minimal pirate activity in this area, so
you can drive to the tower from the outpost. You can also opt to go overland to
hunt the buffalo and tiger roaming the territory.
However you proceed, make your way atop the crag to the tower via the winding
switchbacks. There are komodo dragons near the tower, so move warily and
harvest any skins that you still need for crafting.
Getting onto the tower requires a rope climb from ground level. Three
stairwells will get you to another rope climb. Another stairwell will get you
onto a walkway where you must maneuver your way to another rope climb. Another
rope climb will get you onto a platform, allowing you to use the ladder to
complete the climb and deactivate the scrambler.
A couple of weapons will be offered free in the stores and a “Supply Drop” is
also activated. Use the zipline to get to the quest’s ATV. Watch for komodo
dragons as you board the ATV.
>>>>>>Mosquito Yard Sector Supply Drop: ($225, 250 XP)
The delivery will take you far to the south but it is a fairly straightforward
run. The terrain isn’t torturous but you must maintain control or you’ll be
hitting objects or spinning out. If you make the first jump over the narrow
wooden ramp smoothly, don’t get too far off the road, miss the bridge at the
fifth flare or encounter a pirate patrol you can’t avoid, the 1:05 timer is
sufficient.
Perhaps the toughest part of these runs is not having a waypoint revealed until
you cross one. If you don’t see a flare ahead you can oftentimes bear in the
wrong direction because of it, costing time. You can, of course, simply do it
again and again, if need be, without penalty. Grab the meager loot at the
lonely settlement. There is a poker game going on in the rundown bar if you’re
interested. The destination is only 200 meters from the outpost at Northview
Gas.
<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
Outpost: Northview Gas: <NG05>
>>Bounty Board: Wanted Dead no. 4 (sub-menu)
>>Optional mission: Love Eternal ($500)
>>Equipment recommended: The Recurve Bow (optimal) or another silenced weapon a
close-quarters weapon-a shotgun or an automatic rifle
<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
The outpost at Northview Gas defends the southern region and both the roads and
the mountain north of it are heavily patrolled. If you opt to do the “Supply
Drop,” the outpost is about 200 meters west of the destination. Otherwise, the
easiest way to get there is either by the glider usually located near the
Mosquito Yard Sector Radio Tower or via the outpost at Orphan Point. If you
have liberated Orphan Point, you can place a waypoint on the coast west of
Northview Gas, commandeer a watercraft and pilot it south and make landfall at
the coastal settlement. The pirates and the Rakyat may still be fighting in the
area, but the settlement should be clear of hostiles.
Use the trail that dead ends near a grave to get up the bluff and then start
west. Wild boar forage in the undergrowth around the outpost and a tiger will
probably be hunting them. The big cats are always a threat around Northview.
They can either aid your cause by attacking the enemy outpost, or they can
disrupt the garrison, leading to your discovery or to a firefight. Oftentimes
they will attack either you or the outpost even before you approach it, and the
Chargers will be throwing Molotovs, setting the surrounding area on fire. Have
at least one “Animal Repellent” syringe slotted in case the big cats in the
area sniff you out.
Make your approach through the undergrowth on the west side of the outpost. If
you stay near the bluffs, you’ll come to a boulder-strewn washout that will
keep you out of the enemies’ sightlines until you can reach cover in the
foliage nearer the outpost. Stay low when you emerge from the gully to minimize
your profile. The lookout on the rooftop will periodically look westward. Tag
him and wait until he moves off to advance further toward the outpost through
the bushes. There is a gap in the western perimeter fence where you can hide in
the bushes and begin operations. You can also see the lone alarm panel near the
safe house from there.
The outpost has five defenders. One will be manning a turret gun on a low
platform on the northwest side, and, unless distracted, he will be focusing
toward the roadway. A Charger will normally be on lookout atop the safe house.
He will occasionally wander down, but another pirate will take his place. A
third pirate will patrol the perimeter and will pass near your position on his
way behind the safe house. The remaining two pirates defend the east side of
the facility and are likely out of your sightline. One stands near the
northeast entrance, but he will sometimes wander to the west side and exchange
guard posts with one of the pirates. The compound is small and the defenders
are observant. An alarm or a firefight will quickly draw in both a foot and
vehicle patrol.
Remain in the bushes outside of the compound; and, when the rover gets close,
toss a stone to lure him toward you and then make a “Takedown.” Toss a stone
near the base of the stairwell to lure the lookout off the roof. Drop him at
the base of the stairwell with a silenced weapon. If your kills were silent,
the other pirates won’t take notice, so move onto the rooftop. Crouch and
locate the two pirates on the east side. One will be crouched, busy with a
task. The pirate guarding the east entry wanders a bit from his post. Toss a
stone over his head to make him face away from his comrade and then quickly
take them both out. If your kills were silent, you can kill the unsuspecting
gunner to secure the outpost.
As often as not, a tiger will attack the compound. If this happens, inject an
“Animal Repellent” and use any attack to your advantage. Shoot the alarm panel
and adjust your tactics as needed. Having a “Fireproof” syringe can also help
if the Chargers set huge tracts of the surrounding area afire while battling
the tiger.
As usual loot the bodies and the premises and take the valuable Memory Card in
the safe house. There is a “Wanted Dead” mission on the bounty board. It
requires killing a pirate that has seized part of a local beach.
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Collectibles near Northview Gas:
Letter of the Lost no. 5: Sato’s Letter is located at coordinates X: 435.3 Y:
645.6. This is about 300 meters northwest of the outpost at Northview Gas.
Commandeer a vehicle at the outpost and drive past the waypoint to get past the
cliffs then and park. Exit the vehicle and double back up the slope. It can be
found on a Japanese soldier’s corpse alongside an old gun emplacement that once
commanded the bay.
Relic no. 30: Shark 5 is located at map coordinates X: 464.9 Y: 655.4. This
places it approximately 300 meters northeast of the outpost at Northview Gas.
Drive northeast out of the outpost on the main road and stop opposite the
waterfall. Swim past the falls and you will find ruins inside the grotto. Dive
into the dark pool of water in the back of the grotto and swim a short distance
to get the Relic off the floor from inside a small chamber.
Relic no. 32: Spider 24 is located at map coordinates X: 494.2 Y: 650.7. Either
the Northview Gas Outpost or Shark 5, Relic no. 30, is the recommended starting
point. Take a vehicle and drive east out of Northview Gas, going about 425
meters on the main roadway. Stop near the gorge after crossing the bridge. This
will be about 100 meters short of the Relic. You’ll have to go south on the
western ridge and use the two wooden bridges to get to the Relic which is in a
small grotto. This can also be reached by a series of vine climbs from the
beach area to the south of it.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
>>>>>>Optional Mission: Love Eternal: <OP03)
The optional mission, “Love Eternal” commences on the beach west of the outpost
at Northview Gas. This is where you delivered the medical supplies earlier if
you did that supply run. You will find a woman weeping in a small shack at the
blue exclamation point. Her daughter is dead and buried; and, although her
husband didn’t kill her, the heartaches he caused did. He is now threatening to
dig her up to salvage her wedding ring. She wants you to stop this from
happening.
With the nearby outpost in friendly hands, this mission can be done without
consequences. Head up the crude path on the steep incline which will take you
to the gravesite. Challenge the husband. Fire your weapon near his feet to
intimidate him and if his two Rakyat partners respond, put them down or they
will kill you. Return to the weeping lady for a fat reward of $500.
If you had to put down the Rakyat at the gravesite it is best to fast-travel to
the Mosquito Yard Outpost. The Rakyat at Northview Gas sometimes resent your
killing of the locals and may be hostile if you return there, and the outpost
at Mosquito Yard is a better travel option for the next mission, “Playing the
Spoiler.”
<<<<<<<<<<<<<<<<<<<<< Playing the Spoiler: (starts) (CH007) >>>>>>>>>>>>>>>>>
Mission: Vaas’ pirates have accumulated an arsenal in preparation for an
assault on Amanaki Town. You can forestall the attack by destroying the
stockpile.
>>Equipment recommended: The Recurve Bow (optimal) or a silenced firearm; a
close-quarters weapon-a shotgun or an automatic rifle.
<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
Before departing Mosquito Yard, grab a silenced weapon at the vendor. The
Recurve Bow is the optimal choice for this mission and having a heavy-hitter is
also advised. Commandeer a vehicle and head north out of the Mosquito Yard
Outpost and then bear east toward the waypoint. Stop near the bridge and be
aware of tigers as you move east through the undergrowth along the east side of
the river toward the lumber camp.
Your mission is to enter the lumber camp, disable the alarm, enter the arsenal
and destroy the ammo stores by activating an explosive device located inside
the arsenal. Be aware that this mission doesn’t fail if you don’t disable or
destroy the alarm panel. It will only bring a patrol boat with reinforcements
and then additional forces from the roadway.
Make your way to the overlook at the waypoint. The logging camp is large and
the nine defenders are spread out. A pirate is fueling a truck to the left of
the overlook and will be out of your sightline. A sentry mills about outside
the east entry and another is squatting near the west entry. Another stands
guard on a dock near the river and another hangs out on the south side beyond
the pile of logs with the blue tarps. The alarm panel is near the arsenal and a
pirate sits near it. The remaining three hang out on the higher ground in the
rear of the camp. One is on an elevated platform and two hang out on the upper
northeast side. Know that if a tiger or a leopard attacks, and this happens
occasionally, the defenders will scatter, making your incursion much more
problematic.
Since this isn’t an outpost, it can’t be secured so additional forces are in
the area and will respond to a noisy altercation. The logging camp is loaded
with loot chests and the best way to confiscate this bonanza is to silently
eliminate the garrison, allowing you to loot in peace. This strategy, however,
isn’t necessary. You can kill only three of the pirates-the one squatting in
the south entry, the one at the alarm panel and the one on the dock. You can
then set the charge and escape the remaining defenders and the flood of
reinforcements by sprinting away from the camp. Getting the loot will then
require returning to the facility and battling the reinforced garrison.
The milling sentry guarding the perimeter on the north side can spot you
crossing the open area and he is your first victim. If just completing the
mission is your preference, he can be bypassed by moving down to and along the
river. That path is out of his sightline and the more distant guard on the dock
won’t see you either.
If clearing the camp is your goal, move into the bushes near the road to the
left of the overlook and toss a stone to lure the east sentry toward the bushes
along the fence. Use your bow or silenced firearm to put him down near the
bushes where his body won’t easily be discovered.
Move around the back of the nearby shack with the blue roof and around the
fence and get behind the fork truck. Locate the pirate fueling the vehicle and
put him down with your silenced weapon.
Move back toward the overlook and cross the road. Use a “Takedown” to kill the
squatting pirate and drag and dump him outside the fence. Monitor the pirate
near the log pile and use the crates and the piles of lumber as cover to
advance into the bushes toward the alarm panel. Stay to the left, going past
the brush and the boulder to maintain a low profile.
Disable the alarm, conceal yourself in the bush and silently kill the pirate
sitting near the arsenal’s entrance. He will be looking away from you, making
him an easy kill. Stay in the bush, look toward the river and silently kill the
pirate loitering on the dock, clearing your escape route along the river.
The pirate behind the logs is your next victim and he may be looking your way.
Move into the clump of foliage closer to the river. This is out of the
sightline of the pirate on the platform. Toss a stone to make your victim turn
away, move closer, if needed, and silently dispatch him.
Check the positioning of the other three pirates. The one on the platform will
be your last victim. Position yourself in the foliage near the large boulder on
the low side of the arsenal. Toss a stone to lure one of the pirates to your
position for a “Takedown.” Lure the other with stones and kill him where the
pirate on the platform can’t see his demise. Sneak around or on top of the
building and kill the pirate on the platform.
You can now loot the facility, filling your rucksack with the numerous items.
Occasionally a pirate patrol, a tiger, leopard or a group of cassowaries may
enter the camp. Have an “Animal Repellent” slotted so that you can loot without
attracting too much attention.
With your looting completed, enter the arsenal, reload your weapons and help
yourself to the munitions. If you weren’t detected entering the arsenal or you
wiped out the garrison, it won’t matter. Additional pirates somehow know when
you interact with the explosives.
The charge has a 15 second fuse. Waste no time getting out and sprinting for
the river. You need to put distance between yourself and the exploding arsenal
to complete the mission by getting to a safe distance. Be aware that crocodiles
are fairly common in this part of the river, so just sprinting south along the
shoreline is the best option.
With Vaas’ arsenal destroyed and the mission completed, returning to the lumber
yard to confront the remaining pirates is optional. If you didn’t raid the
place before destroying the arsenal, there are numerous bodies and loot chests
to pilfer. This facility isn’t an outpost so be prepared for additional pirates
entering it if you choose to return there. Have an “Animal Repellent” slotted.
Tigers, leopards, even cassowary frequently enter the property.
A new recipe, “Deadly Hunter,” is unlocked upon completion of the mission.
<<<<<<<<<<<<<<<<<<<<< Mission 8: Prison Break-In: (CH008) >>>>>>>>>>>>>>>>>>>
Mission: The data from your expedition to the “Medusa” indicates that one of
Jason’s party is being held by Vaas’ crew at an old prison. He must get there
and attempt a rescue.
>>Equipment recommended: The Recurve Bow (optimal) or a ranged silenced weapon;
the M-700 sniper rifle; a close-quarters weapon-a shotgun or an automatic
rifle. Crimson leaves for crafting “Fireproof” and “Enhanced Perception”
syringes.
<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
The information from the “Medusa” indicates that you may find some of your
party at Sunset Cove or, as it has become known, Pirate’s Cove. Place yourself
close to the mission’s site by fast-travelling to either the outpost at Orphan
Point or to Dr. Earnhardt’s house.
Use the vendor to sell off your extras. The trip to Vaas’ arsenal has likely
maxed out much of your ammo. If the cost is tolerable, use the “Refill
Inventory” option. You will receive a 20% discount and future discounts will be
on items you favor-this can be a significant savings over time. However, use
discretion; if you only need one sniper round, buying a lot of ten is no
bargain. If you have the Recurve Bow and the silenced M-700 sniper rifle, take
both as well as a close-quarters firearm, like a PKM or shotgun. Having a good
supply of “crimson” leaves for crafting is also advised.
Even without the pirates being in control of the sector, the land route to
Sunset or Pirates Cove from Dr. Earnhardt’s is long and it can be hazardous.
Leopards overrun the region and komodo dragons hide in the undergrowth.
Needlessly battling them will not only drain resources but can potentially
subvert the element of surprise if things get noisy near the mission’s site.
You can return north after the mission to loot and find collectibles.
If you have liberated the Orphan Point Outpost, you can commandeer a watercraft
at the wharf and pilot it to the southern peninsula. Another option is the hang
glider behind the Doctor’s house. It can easily get you down the peninsula
without incident. If you’re going by air, place a waypoint on the roadway east
of the radio tower and lift off. Be aware that since you’re passing over and
overshooting the designated mission area, you may receive a message warning you
that you must return to the mission area-when you land, just hustle back north
to negate the warning.
The spunky Daisy will call as you approach the designated area. Pirates
frequently come to the doctor’s abode, looking to buy his product; and since
her health has improved, the Doctor has relocated her to a cave under his
mansion. She has found something inside the cave and she wants you to check it
out when you can.
If you’re flying, land the glider near the radio tower, not near the mission’s
marker-that will land you in a hornet’s nest. If you came by water, start your
assault from the roadway east of the radio tower. Climb the knoll northeast of
the tower. This will give you a view of the spread out facility and of the
isolated lookout in the southwestern tower below. He has control of an alarm
panel and he is your first target. His focus is to the east, so he is an easy
kill if you tread lightly.
With the sentry downed, disable the alarm system. The cove is heavily defended
by ten additional pirates, including a Sniper on the watchtower tower west of
your first victim. Tag the remaining defenders, taking note of the position of
the overseer, the “Yellow Tag,” who is carrying the key. He will be standing on
a low platform on the far side of the compound near the cliff.
Move west onto the adjoining grassy knoll, staying low so you can target the
other lookout from behind where the metal walls won’t obstruct your view.
Silently eliminate him with a ranged weapon. Don’t miss or wound him or your
incursion with quickly develop into a firefight.
If you’re carrying the M-700 sniper rifle, you can simply begin targeting the
remaining defenders. This activity, however, won’t go unnoticed. If you work
your way onto the low part of the knoll near the pirates on the southeast side,
you can begin thinning the opposition by killing isolated targets.
The two on the southeast side will separate when one moves off to answer
nature’s call. Silently drop them. Go into the shack; and, if you have the
silenced M-700 sniper rifle, snipe the two pirates on the northeast side if
they aren’t close together. Let them be if they are. If you’re able to drop
them, their demise won’t be noted if your kills are clean.
Work your way west, going into the building. You’ll hear the hissing of a
snake. Kill it and look for the pirate that hangs out west of the shack and put
him down where his demise won’t be noticed. Toss a stone or two if necessary.
Continue west toward the waypoint, going past the wrecked ship and the low
wooden platform. A pirate hangs out near the orange cargo container. Toss a
stone to lure him behind the bundles and then kill him with your silenced
weapon where his body won’t be seen.
One of the remaining pirates walks the path up the grade on the far side,
beyond the waypoint. If you have the M-700 sniper rifle, snipe him. If all
remains calm, sneak along the cliff face and get behind the overseer. Toss a
stone over the head of his comrade to distract him and then quickly kill the
overseer and then his comrade. This will leave the two pirates on the far side
if you didn’t get them earlier.
If you’re detected, swap to your heavy weapons to mop-up any survivors. With
the alarm disabled, no reinforcements are coming.
With the defenders eliminated, loot the large area, leaving the key on the
overseer’s corpse so you can loot in peace. The key will remain the waypoint
until you take it and the remaining defenders will remain inside the grotto
until you do. The cove has a lot of crates and bodies to loot as well as a
large ammo cache near a shack on the northwest side. Take the key from the
overseer.
Move toward the cave’s entrance. Four pirates guard it and they will become
active once you pocket the key. Doing so automatically opens the cave. An
“Enhanced Perception” syringe will allow you to pinpoint the defenders in the
gloom of the entry and in the dark grotto beyond.
After the four defenders guarding the entry are eliminated, Jason yells out to
Liza that he is on his way. You’ll initially encounter three pirates just
beyond the stairwell. Cook and toss a grenade or two to take them out amid the
clutter below. After putting them down, two more will straggle in from farther
back in the cave. Stay near the top of the stairwell to greet them. Don’t get
caught looting bodies when they surge forward. There is valuable loot in these
grottos, including several silver chests.
As you advance farther into the grotto, watch for a lone pirate charging from
the gloomy alcove on your right. Pass through the door and grab the Relic
(Spider 22 at map coordinates X: 362.4 Y: 688.7) on the ground to your left,
near the door. Before you reach the caged tiger you’ll see a terrified Liza on
the jumbo TV monitor. It is a ransom video with the repugnant Vaas directing.
Don’t waste ammo killing the tiger. You can’t breach the cage to acquire the
hide.
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Relic no. 23: Spider 22 is located at map coordinates X: 362.4 Y: 688.7. This
Relic can be acquired during the “Prison Break-In” mission. After penetrating
the prison, pass through the door and grab the Relic on the ground to your left
near the door. You can, however, retrieve the Relic before the mission. There
is a cove at map coordinates X: 363 Y: 679.5 that will get you into the caverns
near Pirate’s Cove. There will be no opposition in the caverns before the
mission starts.
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If you have the fixings to craft a “Fireproof” syringe or two, do so; there
will be few times in the entire game where you’ll need them more than you will
shortly. Crafting will be disabled during the next phase of the prison mission,
so do so now if so inclined.
<<<<<<<<<<<<<<<<<<< Mission 9: Island Port Hotel: (CH009) >>>>>>>>>>>>>>>>>>>
Mission: Jason and Liza must escape from the prison.
>>Equipment recommended: You’ll have the equipment from the prior mission.
<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
Continue into the well-lit passage and you’ll be knocked unconscious. You will
awaken trussed up as is Liza and Oliver. Vass is venting about the tatau, his
sister and his life in general. He pours gasoline all around the room. His
lighter doesn’t work and he kindly puts it in your pocket. When he finally
shuts up and sets the room afire, you rock your chair and are thrown clear
during a cutscene. You tumble down into the blazing clutter below.
You must now get back to Liza by making your to her through the burning
wreckage. You must do it before the three minute timer expires. The time is
sufficient but not generous.
The timer starts as you start up the stairwells and turn down the blazing
hallway. Ahead a sprinkler valve will douse the flames. Let the flames subside
before carefully moving ahead on the narrow walkway. Shoot the next valve.
Unlike the first valve, it doesn’t actuate on its own. Let the flames subside
and then go through the door on the right. Go up the ladder and across the
wooden ramps.
Bash the door open. Follow the prompt to move along the pipe on the left wall
and then go left across the fallen beam. There is a brief cutscene. Continue
into the burning corridor.
Use a “Fireproof” syringe if you have one and shoot the valve to quell the
flames. Go through the door on the right and follow the prompt to scoot along
the narrow ledge. Continue ahead through the opening and cross the narrow beam
and go up the vine which has an aggravatingly small poke point. Continue
through the burning corridors to free Liza.
After you and Liza emerge from the flaming structure, you have no option but to
jump onto the collapsing scaffolding as the prison blazes. Ouch!!!
You’ll find a truck. Lisa will drive while you defend from the bed of the truck
with a GL-94 grenade launcher. Six pursuit vehicles will have to be taken out
before the truck stalls. There is a brief pause in the pursuit after you
destroy the first three vehicles, allowing you to reload. Three more will
follow before the truck stalls.
After Lisa gets the truck started, you will have to switch to the front
passenger seat and use a .45 caliber handgun to address the pirates ahead. The
red barrel can be useful in neutralizing two of them as the run gets underway.
Three more pirates will attack as you race down the road. They’re not easy to
hit with the vehicle bouncing around, and it isn’t necessary to kill them all
anyway. Heal after you take damage.
After a successful escape, you and Liza exchange information on the others. You
arrive with her at the Doctor’s place.
“Deep Dive” can now be crafted, allowing you to stay underwater much longer.
<<<<<<<<<<<<<<<<<<<< Mission 10: Keeping Busy: (CH010) >>>>>>>>>>>>>>>>>>>>>>
Mission: Daisy and Liza are reunited. Daisy has found and is doing repairs on a
boat that may provide a way to escape the islands.
>>Equipment recommended: No weapons are required for this mission.
<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
You find yourself at the Doctor’s place. Enter the house and use the vendor to
sell your extras and to replace the handgun with one of your weapons. Unlike
most weapons encountered in the game the GL-94 grenade launcher isn’t yours to
keep.
You must now reunite Liza and Daisy. Daisy has taken shelter in a cavern
beneath the doctor’s place. The path to her hideaway is on the ledge just below
the gazebo. Enter and Daisy and Liza are reunited. Daisy has found an old boat.
She believes that it can be repaired, allowing them to escape the islands.
However, the head for the motor is missing. You must locate it.
Swim toward the waypoint and when you come up against the rocks, dive and swim
underwater to the far side of the designated area. The missing part is on the
bottom of the flooded grotto near a sunken yellow barrel. The location is
illuminated by an underwater light. Return to Daisy, who has a lot more spunk
than Liza, and install the part during a cutscene. The engine starts. Before
leaving to search for the others, go see Liza at the new waypoint. The main
mission, “Meet Citra,” is now activated.
The recipe for “Fire Arrows” is now available. Don’t underestimate this
acquisition. A single fire arrow can kill a Heavy Gunner, put down a bear or
take out a vehicle.
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Relic no. 16: Spider 1 is located at map coordinates X: 318.4 Y: 750.4. This
Relic is available after the mission, “Keeping Busy’ and the cave beneath Dr.
Earnhardt’s place is the only way to get to it. Go into the cavern below Dr.
Earnhardt’s place. If you move along the right rock face, you’ll find a couple
of short vine climbs and then a long one. Move along the precarious rock
ledges, jump the gap when required and take the vine down. Have your shotgun
equipped as you listen and watch for a bear. Continue deeper into the cave,
kill the bear and you’ll find the Relic in the back area near the bear at
approximately X: 318.4 Y: 750.3. This Relic won’t show on your map.
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<<<<<<<<<<<<<<<<<<< Chapter 04: Meet Citra: (acquired) (CH011) >>>>>>>>>>>>>>
Outpost: Cliffside Overlook/Radio Tower/Supply Drop
<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
You will receive a call from Dennis after you exit the cave. If you’re serious
about continuing the conflict with the pirates, he states that Citra has the
ability to endow you with the “power” to aid your quest. He says she will meet
with you at the Temple. Fast-travel to the Amanaki Outpost and start your
journey to find Citra from there, unless you have liberated an outpost closer
to the Temple, which is located at map coordinates X: 545.5 Y: 633.5.
<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
Outpost: Cliffside Overlook Outpost: (X: 539.9 Y: 682.7) <CO06>
>>Bounty Board: Path of the Hunter no. 6: Bow hunt for a Rare Blood Komodo
Dragon
>>Equipment recommended: The Recurve Bow (optimal) or another silenced weapon;
a close-quarters weapon-a shotgun or an automatic rifle.
<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
The mission, “Meet Citra,” will take you farther to the east than you have
been, and there is an outpost called Cliffside Overlook and a radio tower to
the north of the Temple to visit.
The fastest route to the Cliffside Overlook Outpost is via the Amanaki Outpost.
The outpost is 675 meters away as the crow flies but you’re not a crow.
Commandeer the vehicle parked near the bridge south of the outpost and drive
south until you’re northwest of the Cliffside Overlook Outpost. If you have
followed this document and have liberated the Mosquito Yard Outpost, much of
the roadway going south will be in Rakyat hands.
Before you enter the undetailed sector, park your vehicle on the roadway west
of the outpost. The pirates and the Rakyat are still contesting the area, so
watch for both vehicle and foot patrols as you start east. Maintain stealth by
remaining off the well-patrolled road going east. Travel on the mountainside.
The terrain there is rugged and you’ll have to make your way over rock
formations and up steep inclines.
Don’t travel along the beach; the cliffs make getting onto the mountain
difficult and pirate vehicles routinely patrol both the beach and the mountain
roads. Be watchful when crossing them. Watch and listen for bears on the
mountainside as you travel.
When you reach the outpost you’ll find a gap in the metal fence on the north
side of the outpost. There is a caged bear just inside. You will hear it and
you can see it through the hole in the fence. Carefully tag as many of the five
defenders as possible through that hole. Stay low, using the brow of the
incline to mask your position so that you aren’t detected. Don’t release the
bear-yet.
Move west along the corrugated fencing and go around the boulder near the
corner. You’ll find a convenient hole in the fence behind the safe house; but,
if you monitor the passage of the patrol vehicle, it is easier to just go to
the edge of the fence to either ambush the rover who routinely patrols behind
the safe house or to just let him continue on his way so that his body isn’t
quickly found.
The lone alarm panel is located near the road on the south side of the safe
house. Once the patroller has been eliminated or has continued on his route,
monitor any watchful pirate near the roadway and then disable or just shoot the
alarm panel.
Move to the outside of the fence and return to the gap on the north side.
Release the bear. Let the bear rampage and use the disruption to target the
defenders. The Molotov throwing Chargers will sometimes kill the bear. Be sure
to get that bearskin when you loot the place.
When the bear is released, any nearby patrols may join the fray even though no
alarm was given. Don’t be surprised if a second bear or even a pack of dingoes
join the fray.
Use the vendor in the safe house and take the Memory Card.
There is a “Path of the Hunter” mission available at the Cliffside Overlook
bounty board. A $225 reward is offered by a healer who needs a Blood Komodo
Dragon carcass. You’ll also start encountering packs of dingoes in the area,
which you need for crafting.
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Collectibles near Cliffside Overlook Outpost:
>>>Note: Relic no. 34, Heron 4, can be difficult to get to. If you make it your
waypoint and use the glider near the sector’s radio tower, you can easily fly
the 420 meters onto the crag where it is located. The cross at Calvary Point
stands atop the crag.
There is a glider on the Calvary Point crag that you can fly to Relic no. 35,
Boar 6, which is near the bay northeast of Cliffside Overlook Outpost at map
coordinates X: 552.2 Y: 689. If you fast-travel back to Cliffside Overlook, you
can go to map coordinates X 506.7 Y: 672.1. This is the location of Relic no.
33, Boar 4. After retrieving it, you can go up the ridge to the southeast and
fly the glider there to the Rakyat Temple to meet with Citra.
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Relic no. 33: Boar 4 is located at map coordinates X: 506.7 Y: 672.1. Cliffside
Overlook Outpost is the recommended starting point to obtain this Relic which
is located inside a temple ruin 350 meters southwest of the outpost. From the
outpost, sprint west for 300 meters through rugged bear infested terrain, turn
south at the dirt road and continue toward the waypoint. Move up the grade
through the canyon to the ruin. Its entry is blocked by vines so use a melee
blow to smash them aside to access the ruin. The Relic sits on a stone inside.
Relic no. 34: Heron 4 is located at map coordinates X: 523.4 Y: 676.1. This
artifact is located on a mountaintop approximately 175 meters southwest of the
outpost at Cliffside Overlook at Calvary Point. You can go directly toward the
waypoint from the outpost where a path will get you to the crag with the
artifact. Locate the fractured wooden walkway on the northeast side of the
steep-sided crag; you can actually struggle up the cliff to get atop the crag
but it isn’t easy. To avoid the frustration of having to make this climb, you
can pilot the glider near the radio tower, southeast of the outpost, onto
Calvary Point. The trick is to maintain enough height after making the wide
turn and then making a safe landing to collect the Relic.
Relic no. 35: Boar 6 is located at map coordinates X: 552.2 Y: 688.9, placing
it approximately 150 meters northeast of the outpost at Cliffside Overlook. If
you start your search for it from Cliffside Overlook, you’ll have to get down
off the cliffs, so go east out of the outpost on the roadway and follow it past
the waypoint and turn back west to descend down to the shack near the
shoreline. The Relic is sitting inside the shack near the road. This is a good
place to acquire a few dingo pelts. They usually hunt the pigs feeding near the
roadway.
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>>>>>>06: Path of the Hunter:
Acquired: Cliffside Overlook Outpost
Mission:  Chapter 11: Bow hunt for a Blood Komodo Dragon.
Bounty:   $225 and the Blood Komodo hide.
The hunt will commence at a shack 150 meters to the northwest of the outpost
where you’ll find a bow and arrows lying on a crate. The shack is on the edge
of the designated area, and the Blood Komodo and a pair of regular komodo
dragons will be in the swamp to the west.
Get onto the rocky outcropping west of the shack to tag the lizards. The
regular komodo dragons aren’t that much different than the Blood, but you can
just snipe them if you can tell the difference.
The komodo dragons are probably out of effective bow range, so inject an
“Animal Repellent,” get off the rock and begin hunting them. There are numerous
“amber” leaves available on the tiny islet if you need them for crafting. The
lizards will lunge at you but will shy away without attacking. It takes three
arrows to down one and using the machete at close-quarters works well.
Skin the Blood Komodo Dragon to complete the mission. Acquiring the skin will
enable you to craft the “Extended Grenade Pouch,” allowing you to carry 12
grenades and 12 Molotovs. Loot the area, restock your “amber” leaves and
replenish your arrows before departing.
>>>>>>Cliffside Overlook Sector Radio Tower: (X: 557.2 Y: 666) <RT05>
The Cliffside Overlook Radio Tower is about 240 meters southeast of the
outpost. The area is near the edge of the sector and there will still be pirate
foot patrols near the tower. You can either drive there from the outpost or
sprint there. This is also dingo territory and you need eight hides for
crafting.
Take the stairwell to the platform. A rope climb will put you on a platform
where you can climb a ladder. You must then move clockwise around the platform
to get onto the contorted corner grating where you can jump up onto another
platform. A stairwell will get you to another platform with another rope climb.
A pair of ladders will then get you to the top-don’t fall through the hole in
the platform near the last ladder climb.
Deactivate the scrambler. More weapons are offered free of charge in the stores
and a new “Supply Drop” is activated. Use the zipline on the northeast side to
get to ground level and make your way to the “Supply Drop.”
>>>>>>Cliffside Overlook Supply Drop: ($250, 250 XP)
You must deliver the supplies to the destination in less than 1:20. The
downslope course is torturous. It is best to go cross-country past the first
two flares and then stay on the road through the next three. There are
obstacles and you’ll have to cut through some temple ruins to pass the sixth
flare. The route continues off-road past the seventh flare and ends on the
beach. If you don’t hit a tree or a boulder, this run is fairly easy money.
You’ll find four loot chests at the destination. The finish is only about 160
meters from the Rakyat Temple.
<<<<<<<<<<<<<<<<<<<<<<<< Meet Citra: (Starts) (CH011)>>>>>>>>>>>>>>>>>>>>>>>>
Mission: Dennis introduces Jason to Citra, the high priestess of the Rakyat.
She is the purveyor of Rakyat mysticism. She will consider helping Jason if he
can retrieve a ceremonial dagger that she covets.
>>Equipment recommended: No weapons are required for this mission.
<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
Make your way toward the Temple. It is about 480 meters south of Cliffside
Overlook Outpost and the terrain between is not rugged. Expect enemy patrols on
the roads since the region is on the margins of Rakyat territory. Staying off
the roads is a good idea.
The temple lies in a secluded valley and its entry is marked by torches. Dennis
meets you there. You are to be presented to Citra. Follow Dennis. Citra and her
minions are a secretive and suspicious bunch. She lets you know you are an
outsider and views you as weak and unworthy of the Rakyat’s help-guess she
hasn’t been following current events. Jason’s insistence on finding his friends
pays off and she gives him a potion to drink.
Jason has another weird trip. Walk the straightforward path, following the man
in white whom you can’t catch. Go into the lighted doorway. Strange nightmare
visions of the future take place in an underwater setting as you walk over a
rickety bridge. Take the dagger after climbing the stairs and the scene ends as
a rock column falls toward you.
You awake, the recipient of another of Dennis’ tataus. You must now get to a
shantytown called Bsdtown to find the ceremonial dagger for Citra-the dagger
you saw in your dreams.
Twenty-six “Skills” will unlock after you exit the Temple. “Advanced
Conditioning” yielding a fourth heath bar is among them.
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Collectibles near the Temple:
Relic no. 37: Spider 7 is located at map coordinates X: 561.4 Y: 625.8. There
is a temple ruin located about 150 meters east of Citra’s Temple. Sprint to the
temple and be aware of hostiles, cassowaries and dingo packs as you approach
it. Climb the hanging vines to get access to a sealed stone doorway. Set a
charge of C4 on the door, get down and back and blast it open. You can then
access a walkway that will get you to a ladder. Climb it to find the Relic on
the elevated platform.
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<<<<<<<<<<<<<<< Chapter 05: Bad Side of Town: (acquired) (CH012) >>>>>>>>>>>>
Outpost: Hubris Farm
>>>>>>>>>Optional mission: A Connection to the Past
Outpost: Hubert Shore/Radio Tower/Supply Drop
>>>>>>>>>Optional mission: Once More With Dignity
Outpost: The Neck’s Diner/Radio Tower/Supply Drop
Outpost: Kell’s Boat Repairs
Outpost: Nat’s Repairs/Radio Tower/Supply Drop
>>>>>>>>>>Optional mission: Dog Soldier
Outpost: Tequila Sunrise
Radio Tower: Badtown Radio Tower/Supply Drop
<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
>>>Note: There is a fast-travel option to Badtown, so you can simply
fast-travel there rather than liberating territory. The fast-travel station in
Badtown becomes available upon completion of “Meet Citra.”
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<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
Outpost: Hubris Farm: (X: 593 Y: 648.9) <HF07>
>>Bounty Board: Wanted Dead no. 9 (sub-menu) ($250)
>>Optional Mission: A Connection to the Past ($500)
>>Equipment recommended: The Recurve Bow (optimal) or another silenced weapon;
hand grenades; a close-quarters weapon-a shotgun or an automatic rifle.
<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
Before going to Badtown, it is time to liberate the Hubris Farm Outpost. The
outpost can be reached from the Temple by travelling on or near the main
roadway but it is well-patrolled and the terrain west of it is torturous.
If you fast-travel to Cliffside Overlook instead, you can minimize enemy
contact, collect two Relics, grab some valuable loot and find yourself well
placed behind the outpost for an assault. Place a waypoint at map coordinates
X: 581.2 Y: 667.3. This pinpoints the location of an old World War 2 Zero crash
site where you’ll find the Relic, Boar 7.
Commandeer the cargo truck near the outpost or the truck near the junction if
it isn’t there. Go east out of the outpost and turn left, or north, onto the
main road. When you are north of your waypoint, look for a bushy palm tree near
a large boulder and turn right onto the steep narrow path. When you reach a
guardrail, stop and move toward the heights on foot. There is a guard post
farther up the mountainside. It is sometimes manned by a pair of defenders but
they are frequently patrolling toward the radio tower. From there continue up
the trail. Be prepared for a dingo pack that frequently prowls the heights,
hunting the wild pigs that forage there. Locate the crashed Zero and grab the
Relic and the loot near it.
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Relic no. 40: Boar 7 is located at map coordinates X: 581.2 Y: 667.3. This
artifact is located approximately 220 meters north of the outpost at Hubris
Farms. It is sitting atop a mountain near a crashed Zero. This is best reached
either after taking Hubris Farms Outpost or by driving and walking to the site
from the outpost at Cliffside Overlook.
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Continue toward the summit and look for the faint trail branching off to the
right. It will take you down off the mountainside and it will take you behind
the outpost. These heights are disputed territory so watch for pirate foot
patrols. Before descending, however, continue upward on the path and go up the
ridge to a cave opening at map coordinates X: 605.3 Y: 673.4. You’ll find a
Relic, Heron 26, and a red loot chest inside the cave.
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Relic no. 41: Heron 26 is located at map coordinates X: 607.4 Y: 676.2. The
switchback trails behind Hubris Farms Outpost are the advised starting point,
which will take you on a long meandering path leading you onto a grassy ridge
and directly to the entrance of a cave at map coordinates X: 605.3 Y: 673.4.
The Relic is inside on a pedestal.
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Move back down the ridge and take the path you noted on the way up. Scout ahead
as you descend for a pirate foot patrol. A skirmish near the outpost can spoil
your stealthy tactics. Continue downhill past the path that branches in from
the left. This trail takes you down grade and will position you directly behind
the outpost.
Do your reconnaissance and tagging from the high ground on the north side.
There are two Snipers located on the rooftops and a mix of four additional
pirates defending the facility. Two pirates loiter side by side on the east
side near a vigilant Sniper. The west Sniper concentrates on the roadway as
does another pirate. Another pirate walks a long sentry route or, at times,
stands guard near the central alarm station.
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>>>Note: The positioning of one of the west pirates varies if you are killed,
causing a re-start. He will usually hang out between the shacks or stands near
the alarm after a restart. If this happens lure him behind the buildings with a
stone to put him down.
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Descend the heights by slipping down the incline near the rock outcropping
behind the western Sniper’s overlook. Don’t continue downslope from the
heights; it is easy to be spotted by the east Sniper or the pirates loitering
near him. Complete your tagging if you missed any of the hostiles and be aware
of the focus of that east Sniper. He will periodically monitor the rear area.
>>>Note the position of the alarm speakers on the central building. When the
patroller has started east on his long route and when the east Sniper is facing
away, move to the vine climb on the west building. Creep in on the Sniper, make
a “Takedown” and drag him behind the low metal barrier. Kill the milling pirate
below with a silenced weapon and jump off the roof so the other Sniper doesn’t
spot you. Shoot or disable the alarm panel.
When the sentry approaches the west end of his route, he may notice the demise
of his comrade, so move behind the logs covered with blue tarps and toss a
stone to distract and kill him before he can see his dead comrade and alert the
remaining garrison. Keep an eye on the road during this action. A foot patrol
passes by the outpost and you don’t want them witnessing the fall of their
colleague.
You can now slip behind the structures and take out the east Sniper when he is
facing the roadway. Anything other than a silenced M-700 headshot seems to get
the two loiterers moving, so silently put them down to clear the outpost. A
cooked grenade will take them both out before they scramble, allowing you to
secure the outpost.
The surrounding cliffs on one side, the open terrain on the other and the
area’s predators can make for a protracted battle if an alarm is sounded and
persists. Roving patrols from the roadway will also join in any firefight at
the facility, even if no alarm is sounded.
Use the safe house’s vendor and check for loot.
An optional mission, “A Connection to the Past” is activated and there is a
“Wanted Dead” mission on the bounty board. A $250 reward is offered for taking
out a pirate that is causing trouble at a local beach.
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Collectibles near Hubris Farm:
Relic no. 38: Spider 26 is located at map coordinates X: 570.7 Y: 649.4.
Commandeer a vehicle at Hubris Farms and drive west out of the outpost to a
temple ruin where you can find two Relics. Spider 26 can be found inside the
old but well-preserved temple ruin. Go inside the dark ruin and go down the
stairs for the Relic. The ruin’s entry is at X: 567.4 Y: 645.9.
Relic no. 39: Shark 26 is located at map coordinates X: 572.2 Y: 650.9. You can
procure this Relic after obtaining Spider 26, Relic no. 38. It is in that same
ruin, but you must swim underwater to get it from a submerged pedestal in a
side passage.
Letter of the Lost no. 6: Mogi’s Second is located at map coordinates X: 600.7
Y: 620.8. This places the item in a bunker on the beach approximately 300
meters south of the outpost at Hubris Farms. Just sprint south cross-country
from Hubris Farms to the site. The dead soldier inside the bunker has the
Letter.
Relic no. 41: Heron 26 is located at map coordinates X: 607.4 Y: 676.2. The
switchback trails behind Hubris Farms Outpost is the advised starting point to
find this Relic. The meandering paths will go up the mountain to the entrance
of a cave at map coordinates X: 605.3 Y: 673.4. The Relic is on an altar.
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>>>>>>Optional Mission: A Connection to the Past: <OP04>
The mission is east of the Hubris Farm Outpost. Simham wants to restore the
ruined temples but he needs three tablets that he believes are still on the
island.
The first tablet is at the middle waypoint just inside the ruin.
South Waypoint: As you face the structure, climb the vine on the right side and
set a C4 charge on the stone door. Get back and detonate. Go through and over
the walkway and to the ladder. You will see the tablet behind the ladder in the
alcove. Go left around the stone wall and into the alcove for the tablet.
North waypoint: This is a temple ruin and the dark entry portal is on the south
side southwest of the waypoint. Go up the stairs and into the ruin and then go
down the stairs and turn left into the side passage before reaching the shrine.
Go down into the water. You will now have to dive into the water and turn right
at the base of the stairs to find the tablet on the floor. It is hard to see
since it matches the floor and the water is murky.
Return to a grateful Simham for the $500 bounty.
>>>>>>Hubert Shore Sector Radio Tower: (X: 657.5 Y: 660.6) <RT06>
There is a radio tower north of the Hubert Shore Power Outpost. This is about
half a mile east of Hubris Farm. Commandeer a vehicle at Hubris Farms and drive
east. The liberated area has dingo packs and the occasional boar but the
undetailed area also has both hostile vehicle and foot patrols. Exit the
vehicle before entering the undetailed area and move east staying on the north
side of the road to avoid confrontations or to control the action. You can
minimize contact by keeping as high off the roadway as the steep terrain
allows. A skirmish will quickly attract motorized reinforcements and several
pirates from a hillside camp on the south side of the road.
There is a footpath leading left off the road that winds its way up the steep
grade and leads to the radio tower. Pirates will sometime set up a road block
near the junction with the footpath. Once on the trail to the tower you’ll find
that boars infest the mountainside. Don’t be surprised if you encounter a
leopard or a bear or both as well. Relic no. 54, Heron 7, can be found below
the trail at map coordinates X: 626.1 Y: 658.2. Just short of the tower there
is a small roadside camp where you’ll find a Relic, Spider 28.
Be aware that this roadway near the tower is monitored by a patrol truck. They
routinely pass by and a foot patrol also passes the tower periodically.
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Relic no 54: Heron 7 is located at map coordinates X: 626.1 Y: 658.2. To find
the Relic go west out of Hubert Shore Outpost and go up the mountain road
toward the radio tower. When the road switches to the east, go cross-country to
the waypoint or symbol. Watch for boars on the road and leopards in the bush.
The Relic will be near an overgrown plane crash on the hillside.
Relic no. 51: Spider 28 is located at map coordinates X: 648.8 Y: 661.6. The
artifact is best obtained while travelling to the Hubert Shore Radio Tower from
the outpost at Hubris Farms. The Relic is located 220 meters north of Hubert
Shore Power near a roadside table just west of the radio tower. It is on the
ground behind the table. If you haven’t liberated the Hubert Shore Power
Outpost, there may be a couple of pirates there or patrolling nearby to deal
with.
Relic no. 53: Heron 6 is located at map coordinates X: 646.2 Y: 683.8. This
Relic is located on a mountaintop shrine approximately 250 meters northwest of
the radio tower north of the outpost at Hubert Shore. The steep terrain of the
mountain will make you travel many times the distance to get to it-the terrain
is torturous. If you backtrack west from the tower about 235 meters, a mountain
path will wind up the mountain and take you to the location. Watch for leopards
in these highlands. A vine climb on the east side of the outcropping can get
you onto the crag to retrieve the Relic.
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From ground level, four stairwells will get you onto a platform. Climb the rope
from the corner grating, and then climb the next rope from the tilted edge of
that grating. Move around the catwalk and jump the gap in the grating. You’ll
then have to jump up onto the grating. Climb the rope. Walk the plank and
continue around the walkways onto the platform. Raid the chest and continue
around the tower on the walkway, jump up onto the buckled grating to get onto
another platform. A ladder will take you to the top.
Deactivate the scrambler. Once again a couple of weapons are made free in the
stores and a “Supply Drop” is available. Take the zipline to the quest.
>>>>>>Hubert Shore Power Sector Radio Tower Supply Drop: ($250, 500XP)
The route is rather straightforward with nine flares marking the route on the
winding downhill path. The undergrowth and obstacles before the tenth and final
flare will require some artful dodging to complete the delivery. You have 1:10
and there is no time for any major mishaps.
There are a couple of silver chests and some cash at the destination, which
will find you about 300 meters southeast of the outpost at Hubert Shore.
<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
Outpost: Hubert Shore Power: (X: 658.1 Y: 642.1) <HS08>
>>Bounty Board: Path of the Hunter no. 7: (sub-menu)
>>Optional mission: Once More With Dignity ($500)
>>Equipment recommended: The GL-94 grenade launcher (optimal); a close-quarters
weapon-a shotgun or an automatic rifle.
or
>>Equipment recommended: The Recurve Bow and/or a ranged silenced weapon; hand
grenades; a close-quarters weapon-a shotgun or an automatic rifle.
<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
If you do the “Supply Drop” you’ll find yourself southwest of the outpost at
Hubert Shore Power. If you don’t do the supply run, you’ll want to approach the
outpost from the north and the roadway leading there is patrolled by both foot
patrols and vehicles. Boars are common along the way and leopards frequently
hunt them.
Scout the compact outpost from the overlook to its northwest, tagging as many
of the eight hostiles as possible. There are four Normals and four Chargers.
Pirates from both vehicle and foot patrols will respond to any commotion at the
facility, regardless of whether or not an alarm is given, greatly increasing
the opposition.
Sniping is poor from the overlook-too many trees and obstructions and too far
for headshots with the silenced M-700 sniper rifle. If you have the AMR, you
can use the undergrowth as cover and snipe away-this will escalate the skirmish
when road patrols join the fray. Numerous boars also roam the outskirts, making
perimeter sniping from the brush chancy. An “Animal Repellent” can alleviate
this danger but your sniping will quickly draw the Molotov Chargers your way
and they will ignite the entire area.
A chain link fence restricts movement on the perimeter, making infiltration
difficult and the alarm station is centrally located. You can shoot it but this
will quickly be discovered, alerting the defenders who will begin searching the
compact facility.
A leopard is caged inside the compound but it can’t be released from the north
side. There is, however, a zipline that you can ride onto the rooftop of the
large structure. Take it down and crouch on the roof’s offside to remain
concealed from the pirates on the roof of the safe house. Even this tactic is
chancy. If a foot patrol is nearby it can spot you, especially if things get
noisy and vehicles can target you from the main roadway.
Once on the rooftop, shoulder the GL-94 grenade launcher and target any
hostiles near the alarm panel. The explosion will disable the panel and reduce
the odds. Quickly target the three pirates atop the safe house and then finish
the carnage by targeting the surviving pirates to secure the facility before
the ruckus pulls in additional pirates. You can utilize the same tactics with
grenades if you don’t have the launcher.
If a more stealthy approach is to your liking, begin silently dropping the
sentries on the rooftop. The bodies won’t go unnoticed, so shoot the alarm box
to prevent a general alarm. Continue sniping from the rooftop, using the edge
to remain undetected as much as possible. Toss stones over the side to divert
attention and when the action allows, release the leopard whose cage is near
the front wall of the structure. Watch for grenades coming onto the rooftop
when your location is surmised.
If the confrontation becomes lengthy or heated, additional pirates will join
the skirmish. Use the rooftop to conceal yourself as long as possible. If the
enemy groups up, use grenades. Use grenades on any arriving vehicles as well.
When the situation allows, a zipline can get you off the rooftop undamaged.
Raid the safe house for the Memory Card and thoroughly loot the premises and
adjust your inventory.
A “Path of the Hunter” mission featuring a bow hunt for leopards is offered and
pays a $250 bounty. An optional mission, “Once More With Dignity,” is available
to the east of the outpost.
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Collectibles near Hubert Shore Power Outpost:
Relic no. 50: Shark 28 is located at map coordinates X: 644.6 Y: 649.1. This is
about 150 meters northwest of the outpost at Hubert Shore. At the waypoint you
will find a deep hole near a fallen pillar amid some temple ruins. Jump in and
hope you hit water. The Relic is in a small grotto underwater. A “Deep Dive”
will help you have enough time to locate this one. You can fast-travel out or
you can make a long swim from the grotto where you found the Relic, climb the
long vine and then make your way out of the cave.
Letter of the Lost no. 9: Mogi’s Fourth Letter is located at map coordinates X:
629.5 Y: 645.6. This is located approximately 290 meters west of the outpost at
Hubert Shore Power. You can either go cross-country-the terrain is rough but
passable-or you can take the vehicle at the outpost and drive southeast out of
the facility. The road will curl north and a side road about 100 meters short
of the waypoint will go up the grade on the right. There is an old Japanese
lookout position on the side of the mountain where you’ll find the Letter on a
long deceased soldier as well as a couple of loot chests.
Relic no. 52: Boar 28 is located at map coordinates X: 665.2 Y: 672.4. To
acquire the Relic take the winding road out of Hubert Shore Outpost. It will
take you north towards the radio tower. The Relic isn’t atop the mountain where
it would appear to be. Find a cave at a lower elevation at map coordinates X:
666.7 Y: 670.4. It is nestled inside the ruins inside.
Relic no 54: Heron 7 is located at map coordinates X: 626.1 Y: 658.2. To find
the Relic go west out of Hubert Shore Outpost and go up the mountain road
toward the radio tower. When the road switches to the east, go cross-country to
the waypoint or symbol. Watch for boars on the road and leopards in the bush.
The Relic will be near an overgrown plane crash on the hillside.
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>>>>>>Optional Mission: Once More With Dignity: <OP05>
It is nearly 400 meters to the mission site to the southeast of the outpost.
Going straight for the waypoint is frustrating. The cliffs near the river are
sheer and the road south of the outpost will take you too far north and the
terrain you must cross is rugged. Instead, go due south of the outpost, cross
the river and head east on the roadway. Watch for bears in the area.
When you arrive at the remote shack, you will find a man with a bad memory. He
needs you to find some plants to concoct his herbal medicines.
You must first locate three Golden Beehive plants. They are right outside
Alfie’s cabin. Pick three and return to him.
Your next task is to find three Heliconia plants. They are located just up the
hill in the designated area. Return them to Alfie.
Your final task is to harvest the fruit from three Screw Pines plants. They are
located in a gully just north of his shack. Be prepared to deal with a black
bear that is grazing among the needed plants. Return to Alfie to collect the
$500 reward and the “Nature Boy” recipe.
<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
Outpost: The Neck’s Diner: (X: 691.8 Y: 604.4) <TN09>
>>Bounty Board: Wanted Dead no. 10 (sub-menu) ($325)
>>Equipment recommended: The Recurve Bow and fire arrows are (optimal); a
close-quarters weapon-a shotgun or an automatic rifle.
<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
The Neck’s Diner is southeast of the outpost at Hubert Shore Power; and, if you
did the optional mission, Alfie’s place is just north of it. If you’re coming
from Hubert Shore, you’ll have to move through rough terrain and cross the
river, but this will position you near the gap in the fence on the north side
of the outpost.
The garrison of seven includes two Heavy Gunners; making taking this outpost a
tough chore. A two man foot patrol frequently passes by and will investigate
any disturbance, and vehicle patrols regularly pass through and on the roadway
near the outpost. They will stop to investigate a heated skirmish even if no
alarm is given. Both of the outpost’s alarm stations are inside the compound
and each generally has a sentry posted alongside it. Getting to either requires
thinning or scattering the opposition. Watch for a bear as well. It may aid
your cause, disrupt the plan or have you for lunch.
Enter the outpost through the hole in the fence on the north side and quickly
move into concealment in the cluster of bushes near the fence. A Charger will
normally be atop the safe house, but he will shortly come down the stairwell.
When he reaches the base of the stairwell, use a “Takedown” and drag him into
the bushes to hide the body. His body needs to be out of sight for the given
tactics to work. If he doesn’t come down from the roof, which happens about 10%
of the time, lure him down by tossing stones to maneuver him into position for
a “Takedown” and drag.
If the kill was clean, the pirate near the alarm station on the opposite side
of the safe house won’t respond, but if you had to toss stones, stay in the
bushes in case he comes in back of the building to investigate. If he does,
lure him to your hiding place, do a “Takedown,” and leave his corpse in the
bushes. He may wander to the east side of the safe house on his own, near the
milling Heavy Gunner, but he won’t come behind the building unless he is
searching. If he didn’t respond or he isn’t by the alarm panel, go toward the
west and lure one of the defenders located there. A roving sentry walks an
erratic route on the west side and another pirate is kneeling, working on a
project near some tires. Bait one of them toward you, luring him near the
bushes and then toss another stone to make him turn away. Kill him with a
“Takedown” and then drag him into the bushes.
If you didn’t kill the pirate near the alarm or hanging out on the east end of
the building, toss a stone near the stairs or toward the east corner of the
building to lure him into your kill zone. Use a “Takedown” and drag him into
the bushes.
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>>>Note: Only your first and second victim, whoever the second is, really needs
to be dragged into the brush. The third victim just needs to be out of sight of
the Heavy Gunner. Be aware that the roving pirate that usually patrols the west
end is frequently done in by the patrol truck that cruises through the outpost.
Though rare, the Heavy Gunner may also be killed by the truck.
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There should be another pirate on the west end, either the kneeling one or the
rover. Toss stones to lure him behind the yellow building and kill him with
your bow or ranged weapon.
The pirate guarding the alarm panel across the road is your next victim. Move
between the wagon and the safe house and carefully put him down with your bow
or ranged silent weapon.
If you’re kills were clean, both Heavy Gunners will still be monitoring the
east and west entrances, oblivious to the carnage around them. Quickly disable
the alarm system and get out of the road so you aren’t spotted by a patrol
truck moving through. You can then easily kill both Heavy Gunners with fire
arrows. Being so far apart, they won’t even notice the other’s demise.
If all else fails there is a ladder on the south side of the large structure
than provides a good sniping platform.
After clearing the outpost, raid the large ammo cache near the safe house
before purchasing ammo and then raid the safe house and loot the premises.
A “Wanted Dead” mission is available at the bounty board. A pirate is roaming
around a local farm and a $325 reward is given to the person who can kill him
Rakyat style.
>>>>>>The Neck’s Diner Sector Radio Tower: (X: 653.4 Y: 596) <RT07>
Drive west out of The Neck’s Diner, going up the grade to the tower. With the
area now in Rakyat control, only bears and tigers are a problem.
From ground level, two stairwells will get you to a rope climb. Take the
stairwell and then go across the platform to another rope climb. Either jump
the gap to the grating with the dangling rope or take a safer route by
crouching and walking the support beam to the platform where you’ll find
another rope climb above the twisted grating. Walk the narrow beam to the
corner grating and then jump the gap onto the grating. If you fall just short,
you’ll automatically pull yourself up. Turn around and make a jumping grab on
the next rope. Crouch to get under the warped metal and move around the tower
on the planking and jump up onto the corner grating to get to another rope
climb. Take the walkway to the platform where the ladder will get you to the
top.
Deactivate the scrambler. More weapons are available free of charge and another
“Supply Drop” is offered.
>>>>>>The Neck’s Diner Sector Radio Tower Supply Drop: ($250, 500 XP)
If either of the nearby outposts is in enemy hands, there may be hostiles near
the starting point. You will be behind the wheel of a cargo truck, which
handles surprisingly well. The road is good and the 1:20 timer ample. The route
is marked by seven flares and passing the eighth flare will complete the run
near a junkyard. This is probably the game’s easiest “Supply Drop” delivery.
The destination will be about 225 meters east of The Neck’s Diner and about 375
meters south of the outpost at Kell’s Boat Repairs. Don’t miss the loot chests
in the junkyard. Two of the chests are silver.
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Collectibles near The Neck’s Diner:
Letter of the Lost no. 7: Tadao’s Second Letter is located at map coordinates
X: 703.1 Y: 575.3. This is about 340 meters south of the outpost at The Neck’s
Diner. Commandeer a vehicle and drive east and then bear south toward the
waypoint. Drive right up to the old World War 2 bunker where you’ll find the
Letter inside on a soldier’s remains.
Relic no. 43: Shark 10 is located at map coordinates X: 682.2 Y: 595.7. The
Neck’s Diner is the recommended starting point to acquire this Relic, which is
located only 130 meters southwest of The Neck’s Diner. Sprint from the outpost
to the river. You must access the Relic via a dark underwater cave on the river
whose entrance is located at coordinates X: 679.8 Y: 597.7. You will likely
need a “Deep Dive” or two to get the Relic and to get back out. Once you locate
the Relic in the dark cave you can always fast-travel out.
Letter of the Lost no. 8: Tadao’s First Letter is located at map coordinates X:
632.5 Y: 601.4. Commandeer a vehicle at the outpost at The Neck’s Diner and
drive west. It is nearly 600 meters away but you can get within 140 meters of
it before you must trek west on foot, picking your way down the steep hillside
to the beach. The letter is on the dead soldier outside the bunker.
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<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
Outpost: Kell’s Boat Repairs: (X: 729.8 Y: 637.7) <KB10>
>>Bounty Board: Path of the Hunter no. 8: Bow hunt for a Rare Maneater shark
>>Equipment recommended: The Recurve Bow and the silenced M-700 sniper rifle; a
close-quarters weapon-a shotgun or an automatic weapon.
<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
Kell’s Boat Repairs Outpost is to the northeast of The Neck’s Diner Outpost. If
you did the “Supply Drop” it is to the north, if not fast-travel back to The
Neck’s Diner to put yourself closer. Drive to the edge of Rakyat territory and
hoof it from there. As you approach it, watch for patrol vehicles on the
roadway on the elevation west of it.
Scout the facility from the sparse cover on the hillside to the
northwest-you’re actually more likely to be seen from the roadway than from the
outpost, so scout from well below the road. There are seven defenders,
including a Sniper with an RPG on the roof of the safe house. Two Normals idle
on the dock near a pair of caged dogs. There are two alarm panels, one on the
south and one on the north. A rather tipsy Charger tends the north alarm
station while two pirates loiter near the south station. A sentry will patrol
around the safe house but will then stand guard behind the building, facing
eastward.
Infiltrate through the large gap in the fence on the west side.  Monitor the
patroller’s route and when he takes his place behind the safe house, toss a
stone near the blue boat to entice him into the rear area and then toss another
against the shack to get him into a kill zone where his demise won’t be noted.
Take him down in the corner with a silent weapon like the bow.
When the RPG Sniper is on the opposite side of the roof, sneak in behind the
lone Charger, silently kill him and then disable the alarm system. When the RPG
Sniper comes to the north side but he faces away from the stairwell, silently
kill him with a “Takedown” and grab his RPG.
If your carnage hasn’t been noticed, snipe the two pirates on the dock with the
M-700 sniper rifle and complete the liberation by killing the last two pirates
with the RPG. If you’re not toting the sniper rifle just use the RPG on all the
survivors.
Take the Memory Card from the safe house. The bounty board has a “Path of the
Hunter” mission. It is a bow hunt for a Maneater shark. The bounty is $275. The
skin can be used to craft the “Extended Arrow Quiver,” allowing you to carry 30
arrows.
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>>>>>>08: Mission: Path of the Hunter
Acquired: Chapter 12: Kell’s Boat Repairs bounty board
Bounty:   $225 and the Maneater shark skin
The mission starts at the outpost’s dock where you’ll find a bow and plenty of
arrows. There is normally a patrol boat there; but, occasionally, it
isn’t-maybe you blew it apart with the RPG. If there is no boat available, you
can hunt the sharks from the rock outcropping near the dock or from the top of
the submerged ruin beyond. The boat, however, provides an excellent platform
and if you fast-travel to another location, and then back again, it is usually
there.
Scan for the Maneater Shark and his entourage of three sharks with your camera.
It is hard to tell one from the other, so you’ll likely have to target them
all. Once the sharks are tagged, pilot it near the circling sharks, being
careful to not kill the Maneater with the boat. Start killing them. If you have
the necessary leaves you can craft a “Deadly Hunter” syringe or two to make
your arrows deadlier.
When the Maneater goes down, a waypoint will mark its location on the bay’s
floor. If you need additional arrows, return to the dock for more. Once you
have crafted the “Extended Arrow Quiver” be sure to help yourself to the
surplus arrows on the dock.
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Collectibles near Kell’s Boat Repairs Outpost:
Relic no. 55: Heron 24 is located at map coordinates X: 745 Y: 615.2. This
Relic is on a small islet about 270 meters southeast of the outpost at Kell’s
Repairs. Take the boat moored at the outpost or, if it isn’t there, sprint
south along the beach and you’ll find a watercraft near the shore. Pilot it to
the islet and moor it on the southwest side of the islet or just swim there.
You can struggle up the cliffs south of the Relic which sits on a shrine.
Relic no. 56: Boar 20 is located at map coordinates X: 772.9 Y: 622.3.
Commandeer the boat at Kell’s Boat Repairs and pilot is across the bay to the
tip of the peninsula east of the outpost. Watch for rocks in the bay. The
artifact is inside a sealed temple ruin. Blast the stone doorway open to find
the Relic.
Relic no. 57: Shark 12 is located at map coordinates X: 741.7 Y: 638.9. This
artifact is located about 125 meters east of Kell’s Boat Repairs in an old
submerged temple ruin. Use the watercraft at the dock to reach the site. The
tip of the ruin is just above water. Kill any circling sharks and get atop the
ruin. There is an opening on top of the ruin. Dive down through it and you’ll
find the Relic in an underwater chamber. Once the Relic is acquired, you can
just fast-travel out. However, numerous loot chests can be found in the ruins
and you can obtain much of it if you use a “Deep Dive” syringe or two.
Relic no. 58: Boar 9 is located at map coordinates X: 704.2 Y: 643.7. This is
about 260 meters west of Kell’s Boat Repairs. The Relic isn’t on top of the
mountain; it is underneath and you’ll have to make a clockwise circuit of the
mountain to get to it. The steep terrain is nearly impassable so going
cross-country over the mountain isn’t an option. Place a waypoint at
coordinates X: 705.5 Y: 633 and grab a vehicle and proceed south on the road
around the massif, following it as it veers west and then north to the
waypoint. Just short of the waypoint a dirt path will go up the incline to a
crevasse, giving access to an old temple ruin. Use an explosive to blast open
the stone doorway. Make your way into the extensive ruins where you’ll find the
Relic on a stone pedestal. You’ll have to jump onto the pedestal to get the
Relic.
Letter of the Lost no. 10: Hayato’s Second Letter is located at map coordinates
X: 777.8 Y: 618.8. This item is about 500 meters from the outpost at Kell’s
Boat Repairs and 465 meters from Nat’s Repairs. Either commandeer a boat at or
near Kell’s Boat Repairs or grab a vehicle or boat near Nat’s Repairs and make
your way to the tip of the peninsula. The Letter is inside the bunker
overlooking the bay to the south.
Relic no. 59: Shark 22 is located at map coordinates X: 754.7 Y: 654.6.
Commandeer the boat at Kell’s Boat Repairs and pilot it about 300 meters
northeast of the outpost. The Relic sits at the bottom of the bay and the water
is quite deep. Dive deep at the coordinates and use the “Deep Dive” syringe
when Jason begins to have distress. Collect the Relic from near the sunken
rowboat, raid the red chest and get back to the surface. Having a boat waiting
above will likely keep you from being attacked by a shark or you can just
fast-travel from the deep.
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<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
Outpost: Nat’s Repairs: (X: 807.3 Y: 654.3) <NR11>
>>Radio Tower: Nat’s Repairs Sector Radio Tower/Supply Drop
>>Bounty Board: Wanted Dead no. 11 (sub-menu) ($300)
>>Optional mission: Dog Soldier ($500)
>>Equipment recommended: The Recurve Bow or a silenced weapon with range; a
close-quarters weapon-a shotgun or an automatic rifle.
<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
Nat’s Repairs Outpost lies about half a mile east of the outpost at Kell’s Boat
Repairs. You can either take a boat across the bay and then hike through enemy
territory or you can drive. You will encounter pirate vehicle patrols, so the
water route is the better choice. The final approach must be on foot to
maintain surprise. Watch for bears in the general area.
Scout the outpost from the brush near the copse of trees on the hill
overlooking it on the southwest. The defenders include four Snipers, one Normal
and one Charger. There is also a caged bear in the compound.
Carefully cross the road to avoid a patrol vehicle and conceal yourself in the
foliage on the hillside just west of the compound. This is about 40 meters away
and the bear cage is right below, Tag everyone. Note that both alarm panels can
be shot from the hillside if such a tactic is necessary.
If you have a shot, target the Sniper on the safe house’s rooftop. Release the
bear with a silenced weapon; and, while it rampages, snipe from the hillside.
When the post is cleared, put the bear down if necessary.
Check the bounty board where you’ll find a “Wanted Dead” mission posted. A $300
bounty is offered for a knife kill of a pirate hunkered down in some old
bunkers.
Take the Memory Card from the safe house and note that an optional mission,
“Dog Soldier,” has been activated by taking the outpost. Make it your waypoint
and start west.
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Collectibles near Nat’s Repairs:
Relic no. 60: Heron 11 is located at map coordinates X: 813.9 Y: 676.5. The
advised starting point to acquire this is either the outpost at Nat’s Repairs,
or you can also acquire it after completing the mission, “Kick in the Hornet’s
Nest.” Approximately 225 meters north of Nat’s Repairs there is a small rocky
peninsula extending into the bay. Grab the watercraft sitting in the bay north
of Nat’s Repairs and pilot it to the east side of the rocky promontory. The
cliffs can be negotiated on the north side near the stand of palm trees or from
the east side where the rocks form a crude ramp. Move up the incline and jump
onto the rock ledges to reach the top. The Relic sits in a shrine.
Relic no. 61: Boar 26 is located at map coordinates X: 772.3 Y: 695.6.
Commandeer a vehicle at the outpost at Nat’s Repairs and drive northwest 550
meters to a run-down shack just off the roadway. If it weren’t for the chanting
and the symbol you wouldn’t know it was there in the dimly lit shack. It lies
behind a couple of crates.
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>>>>>>Optional Mission: Dog Soldier <OP06>
The mission site is about 350 meters west of the outpost at Nat’s Repairs. With
the sector in Rakyat hands you can commandeer a vehicle and drive the winding
mountain roads to the isolated shack.
Go inside the shack and talk with Mattie. His dog contracted rabies and died
several years before. An alpha has control of a nearby feral pack and they are
rabid. He wants you to put them down before they spread the dreaded disease.
The waypoint is east of the shack near the shoreline and the pack is large.
Stay back and snipe them as they forage near the seashore. It always seems that
the alpha is the last dog standing. Return to Mattie for the $500 bounty.
>>>>>>Nat’s Repairs Sector Radio Tower: (X: 771.2 Y: 680.8) <RT08>
The tower is located about 450 meters northwest of Nat’s Repairs, much less if
you did the optional mission, “Dog Soldier.” If you’re starting from Nat’s
Repairs you can drive right up to the tower on a long series of winding roads.
Be on the lookout for bears near the tower.
Take the stairwells to a rope climb, and then move across the platform to
another rope climb. The planks will take you to a stairwell which gets you onto
a platform. Go up the ladder. Climb the rope adjacent to the ladder. Move
clockwise around the structure on the catwalk to another rope climb. Move
around the structure on the walkway and the planks where you’ll find another
rope climb on a corner grating. The ladder on the platform will take you to the
top.
Deactivation of the scrambler will make additional weapons available free of
charge. It also activates another “Supply Drop.”
>>>>>>Nat’s Repairs Sector Radio Tower Supply Drop: ($300, 750 XP)
Board the ATV and be prepared for some bumpy cross-country action. The 1:30
time limit is sufficient, but you can’t turn over, spin out or get hung up. You
start by travelling off road down the steep mountainside. Stay on track and
you’ll turn left at the fourth flare onto the road where you can open it up.
The route will briefly veer down onto the beach before taking you cross-country
again where it is easy to spin out or get hung up on a tree. Continue down to
the beach and follow the shoreline to the delivery point.
The torturous delivery will find you on the rocky shore about 170 meters south
of the outpost at Nat’s Repairs.
<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
Outpost: Tequila Sunrise: <TS12>
>>Bounty Board: Wanted Dead no. 12 (sub-menu) ($275)
>>Equipment recommended: The Recurve Bow with fire arrows or the AMR sniper
rifle or C4; Hand grenades; a close-quarters weapon-a shotgun or an automatic
rifle.
<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
Tequila Sunrise Outpost is southeast of Badtown. If you made a successful
“Supply Drop,” just use the ATV to tool along the beach until you find a boat
moored near the shoreline. You can also commandeer a boat at Nat’s Repairs
Outpost if you have liberated it. A water route will allow you to bypass the
pirate’s extensive drug farm which is located north of Nat’s Repairs Outpost.
If you travel by water, land southeast of the outpost where you can climb the
hillside to the roadway. Map coordinates X: 817.7 Y: 713.7 will place you on a
beach where you can easily get up the escarpment and onto the footpath without
frustration.
You can also drive the roadway near the coast. You can usually just speed past
the drug fields without incident. However, if you drive, watch for an enemy
patrol vehicle after you enter the undetailed area.
A steep narrow footpath will veer off the main road after you enter enemy
territory. The main road is patrolled but the footpath generally isn’t, so
sprint up the mountain until you see the outpost.
Scout the outpost from the eastern hillside. It has five defenders, including a
pair of Heavy Gunners who may be difficult to locate from the hillside. Two of
the pirates loiter near the central alarm station and another walks perimeter.
An alarm panel is conveniently located near the roadway and it is easy to
access without being detected. This is tiger territory, so having an “Animal
Repellent” slotted may not only keep you off the menu but can aid your cause if
it attacks the outpost.
Drop off the hillside and use the structure to stay out of the pirate’s
sightlines as you disable the alarm panel on the east side of the
building-don’t just shoot it. There is another alarm panel inside the facility.
Cook a grenade to eliminate the two pirates near the other alarm panel. Return
to the foliage on the hillside to address the survivors. A single fire arrow
will take out a Heavy Gunner and the facility is like a tinderbox, so spreading
flames may help clear the place. This outpost is also a good place to set a
mine and then taunt the Heavy Gunners into triggering them. Any reinforcements
will include additional Heavy Gunners.
Ransack the place and loot the safe house.
A “Wanted Dead” mission is offered on the bounty board. There is a $275 reward
for taking out a pirate hiding in a tunnel. A knife kill is required.
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Collectibles near Tequila Sunrise Outpost:
Relic no. 62: Spider 11 is located at coordinates X: 748.5 Y: 713.8. Tequila
Sunrise Outpost is the best starting point to acquire this item. There is a
temple ruin south of the Birdhouse Tower. This is about 550 meters west of the
Tequila Sunrise Outpost. You can drive most of the distance from the outpost
but must do the last 150 meters on foot through rugged terrain. Watch for bears
and tigers in the area. However, you can also use the glider east of the
outpost. You’ll just need to maintain enough height by gauging the terrain
below. The large ruin where the Relic is located is at ground level and the
artifact is sitting inside.
<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
Relics and Letters of the Lost: Badtown Item Map <BTIM>
Letter of the Lost no. 11: Shinji’s Letter is located at map coordinates X: 799
Y: 749.8. This is just 160 meters north of the outpost at Tequila Sunrise.
There is an extensive bunker complex built into the mountainside. Go north from
the outpost toward the waypoint or the Relic’s symbol and you’ll find the
entrance to the bunker in the side of the cliff. You’ll find the letter on the
long deceased soldier inside. There is a “Wanted Dead” mission, available at
the Tequila Sunrise bounty board that takes place near and in this bunker.
Another route to the Letter no. 11 is via a system of ledges, walkways and
vines can be taken from a lower elevation at map coordinates X: 789.4 Y: 757.2.
Letter of the Lost no 12: Hyato’s First Letter is located at map coordinates X:
801 Y: 756.1. This is about 225 meters north of the outpost at Tequila Sunrise.
It appears to be somewhere on the side of the mountain but it isn’t. Use the
ATV parked near the outpost to drive down off the mountain on the winding
switchback roads. When you reach the coastal road, speed north and park near
the bridge. This will be just northeast of the artifact. A stream emerges out
of the rock and passes under the bridge. Enter the cave; and, when the water
gets deep, swim to a rock shelf where you’ll find the Letter on a corpse.
Relic no. 63: Heron 9 is located at map coordinates X: 806.8 Y: 773.6. There is
an islet about 400 meters north of the outpost at Tequila Sunrise. You can pick
your way down the cliffs and swim or boat to the island, but the glider on the
cliffs east of the outpost will put you atop the steep cliffs encircling much
of the island. If you swim or go by boat, go ashore on the northwest side where
the cliffs break. There is usually a tiger hunting boars on the islet, so be
prepared. The Relic is in a shrine atop the islet on the south side.
Relic no. 64: Heron 10 is located at map coordinates X: 786.7 Y: 755, placing
it only 240 meters northwest of the outpost at Tequila Sunrise. You can
commandeer a vehicle on the road going north or just hoof it cross-country.
Watch for tigers and buffalo in this area. The Relic sits on a shrine atop a
small knoll.
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>>>>>>Badtown Sector Radio Tower: (X: 764.4 Y: 771.6) <RT09>
The Badtown Sector Radio Tower is just north of the shanty town. Watch for
tigers in the vicinity.
Jump onto the hood of the car and use the dangling rope to get onto the
structure. Move across the planks to the stairwells. Get onto the warped
gratings to get to a rope climb. Move around the structure, crouching when
required, and use the beams to cross the gaps in the grating. This will get you
to another rope climb where the grating ends. Take the ladder located on the
catwalk to get to another platform with a rope climb. The long ladder will get
you to the top.
As usual a weapon or two is made available for free and a new “Supply Drop” is
offered.
>>>>>>Badtown Sector Radio Tower Supply Drop: ($250, 500 XP)
Take the Zipline to the mission site where a jeep is waiting. You’ll be driving
off road down the mountain. Drive carefully, dodging the trees and turning left
onto the roadway after the third flare. You can floor it when you hit the road
but the 1:15 timer isn’t generous. The route will take you over a bridge and
after the next flare it will veer left up a narrow side road leading to the
destination. The 1:15 timer is just adequate.
The destination lies about 370 meters east of Badtown and just 125 meters north
of the outpost at Tequila Sunrise.
<<<<<<<<<<<<<<<<<<<<<<< Bad Side of Town: (Starts) (CH012)>>>>>>>>>>>>>>>>>>>
Mission: During a drug induced hallucination Jason had visions of a
man-in-white and of a ceremonial dagger. He must go to Badtown to meet the
man-in-white and begin his search for the dagger.
>>Equipment recommended: No weapons are required for this mission.
<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
You can simply fast-travel to Badtown-could have without taking the outposts or
revealing the map by deactivating the scramblers. You are told to explore the
town but there isn’t much to see. It is a bit reminiscent of Far Cry 2’s Mokuba
Shantytown minus the hostiles. Jason recognizes it as the town from his weird
drug induced dream.
When you’re done finding no loot, head into the bar and take a seat at the
poker table. The man in white enters as you take a hand. When the man in white
leaves, take your winnings and follow him. Use cover to prevent him from
spotting you as he moves across the ramshackle town. When he pauses just step
out of his sightline, and when he moves, continue the tail. If he is out of
your sightline briefly, a 20 second timer will start and you must regain eye
contact or the mission will fail-this should never happen.
<<<<<<<<<<<<<<<< Mission 13: Kick in the Hornet’s Nest: (CH013) >>>>>>>>>>>>>
>>>>>>>>>>>>Optional mission: Cargo Dump ($500)
Mission: Hoyt Volker is growing drugs on the island. Willis Huntley, the
man-in-white, wants you to destroy the drug fields and the boat used to
transport his product. He will be acquiring information about your friends in
return for the exploit.
>>Equipment recommended:  Recurve Bow with a full supply of fire arrows;
Molotovs; An RPG-7 or a GL-94 grenade launcher; an automatic weapon or a
shotgun.
>>>Note: Carrying the flamethrower is an option. There will be one available at
the destination.
<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
After the man in white enters the shack, follow him in. He will have you at a
disadvantage. He says the place is wired with explosives, and he wants to know
who you are. Jason Brody seems to be the right answer. He has been collecting
information on the whereabouts of Keith and Oliver; however, he requests a
favor of you for his efforts on their behalf. When the door opens, go down to
the cellar to get face-to-face with agent Willis Huntley.
Willis wants to lure Hoyt Volker, the big boss, to the North Island. He
believes this may be accomplished by wreaking havoc on his local drug
operations. Once he leaves the South Island he may be more vulnerable. Take the
flamethrower he offers. You are going to set Volker’s drug fields afire and
destroy his cargo ship.
After exiting the shack, Dennis offers some disturbing information on Hoyt
Volker during a phone conversation. It seems that Volker is even crazier than
Vaas. Provoking him is likely to get you killed. The mission’s waypoint won’t
appear until after the conversation with Dennis.
If you have liberated it, open your map and fast-travel to the outpost at
Tequila Sunrise. For this mission you’ll want to take the Recurve Bow. Burning
drugs is your task, so craft as many fire arrows as your quiver will hold, and
then restock your Molotovs. Take an assault weapon or a shotgun. You also need
to destroy Volker’s boat, so tote either the GL-94 grenade launcher or an
RPG-7. You don’t need to take the flamethrower you got from Willis. You’ll find
one in a shack before you launch your attack.
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>>>Note: Carrying a sniper rifle or a scoped firearm on this mission isn’t
always useful. The only “glitch,” if glitch it is, I found in the entire game
frequently occurs during this mission. More often than not you simply can’t
focus any firearm with optical magnification. Whether this is a glitch or the
influence of fields of burning weed is the question. This anomaly aside, this
mission is one of the highlights of a truly extraordinary game. This mission
can be done easy or it can be done hard-following is the easy way.
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Proceed south from the outpost. There is a dirt path near the outpost’s bounty
board that will get you to a glider on the cliffs south of the outpost. You can
also commandeer a vehicle and drive down the switchback road but the glider is
the best option. Set a waypoint on the roadway west of the waypoint. This will
place you just west of a grassy ridge that will mask your position from Vaas’
thugs in the fields beyond.
After landing, skirt the ridge and enter the drug fields from the north side.
Two pirates will be sitting near some crates and they are facing away. Grab the
flamethrower from the small shack on the edge of the field. Sneak in behind
them and light them up. A pair of guard dogs roams the fields as well. Light
them up or melee them if they challenge you.
With the two sentries downed, set the fields ablaze and get back to the shack
and reclaim the weapon you dropped to equip the flamethrower. If there is no
gunfire, you probably won’t draw in any additional hostiles, although the
exploding barrels occasionally ignites the curiosity of a pirate or two who
decides to check out the nearby carnage. If this happens, eliminate them
silently before continuing.
With the weed ablaze, restock your munitions at the shack before moving on.
These two fields aren’t among the five required to complete the mission but
they provide a checkpoint, facilitating a new waypoint that, once reached,
enables five new waypoints, marking the location of the five fields to the
north that must be set afire to achieve the objective.
Make sure the area is secured-no nosy pirate-and move north toward the new
waypoint. Get close enough to the waypoint so that five new waypoints, marking
the five fields, appear. Don’t enter the fields, climb onto the ridge north of
the drug fields, but do so from the west side so you aren’t detected.
Crouch in the grass and toss Molotovs into the nearest fields and use fire
arrows on the distant ones. The incendiaries and fire arrows will ignite the
fields which will ignite the barrels, doing the job without gunfire. The
southern fields will be lightly guarded but as you set them ablaze and work
your way north, additional hostiles will flood into the farm. Don’t let them
find you. Just stay low atop the ridge, and they will search but find nothing
but burning weed.
With the five required fields destroyed, you must now destroy the boat. It is
anchored at the south end of a heavily defended village. Rather than confront
the defenders head-on, continue south on the ridge, drop down and curl east
toward the waypoint. This route will have you skirting the town to the east.
Find a good vantage point, equip the rocket launcher, the grenade launcher or a
fire arrow and sink Hoyt’s boat. You’ll have to get in closer for the grenade
launcher; and, if you don’t have the other weaponry, you can move closer and
use a grenade from the shoreline.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
>>>Note: Explosive arrows can now be crafted using a grenade and an arrow. This
makes the bow the rival the GL-94 grenade launcher.
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With the mission completed, you can either attack the village for the loot or
just move on to your next task. If mayhem is your choice, it is best to
initiate the action from the higher ground west of the village. Expect stiff
resistance. There are about ten defenders in the village and one will be
manning a turret weapon near the dock. Don’t allow the pirates to flank you.
Molotovs, grenades or the flamethrower can help flush the pirates from the
buildings. Once the village is secured, take the time to thoroughly loot the
premises. The shacks contain numerous supplies and loot chests. There is also a
large ammo cache in one of the shacks if it wasn’t destroyed during the assault.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Relic no. 60: Heron 11 is located at map coordinates X: 813.9 Y: 676.5. The
advised starting point to acquire this is either the outpost at Nat’s Repairs,
or you can also acquire it after completing the mission, “Kick in the Hornet’s
Nest.” Approximately 225 meters north of Nat’s Repairs there is a small rocky
peninsula extending into the bay. Grab the watercraft sitting in the bay north
of Nat’s Repairs and pilot it to the east side of the rocky promontory. The
cliffs can be negotiated on the north side near the stand of palm trees or from
the east side where the rocks form a crude ramp. Move up the incline and jump
onto the rock ledges to reach the top. The Relic sits in a shrine.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
>>>>>>Optional Mission: Cargo Dump: <OP07>
This optional mission is in the middle of nowhere and The Neck’s Diner is the
best of the fast-travel options. The mission site is high in the mountains but
you can drive to it on the winding, steep mountain paths.
Enter the cabin to speak with the man who believes that his daughter has been
abducted by aliens. The spacemen have lost five packages and they want them
back. Once returned, they’ll return his daughter. Take the scanner he offers
and head toward the first waypoint. Watch for bears and other predators, like
crocodiles, in this region.
When you enter the designated area you will automatically have the scanner in
hand. It works much like the Far Cry 2 diamond locator. The game’s tutorial
will give details. Use your camera to snap a picture of the first package. It
is sitting on a rock ledge near some cardboard boxes.
At the second waypoint the package is stuck in the trunk of a tree where the
main branches branch. Take the second picture.
Go south down the river and go across the stream where there is a red cargo
container. Shoot its lock off and dive underwater and into the crate to
photograph the third. Watch for snakes along the river.
Continue south along the stream and the package is lying near a rock and is
plainly visible.
Continue west along the stream and get down into the grotto with the waterfall.
You’ll have to climb vines to get to a rock ledge on the north side of the
falls. Kill a snake and jump a couple of gaps with vine grabs. Move through the
waterfall. The fifth package is on the ledge below. When you take the photo the
mission is completed and your reward is $500-there is no need to return to the
requestor.
<<<<<<<<<<<<<< Mission 14: A Man Called Hoyt: (acquired) (CH014) >>>>>>>>>>>>>
Outpost: Camp Murder
>>>>>>>>>Optional mission: Faces of Death
<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
Willis asks you to return to Badtown. Open your map and fast-travel to Badtown
and go to his shack. It seems that Hoyt Volker is worried about Jason’s
destructive activities and he is disappointed with Vaas’ inability to apprehend
or kill him. Hoyt is coming to the North Island and will go to Beras Town. The
visit may provide a chance to confront him.
<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
Outpost: Camp Murder: <CM13>
>>Bounty Board: Path of the Hunter no. 9: Shotgun hunt for a rare One Horn
Buffalo
>>Optional mission: Faces of Death (Available in Badtown)
>>Equipment recommended: (Infiltration) The Recurve Bow or a ranged silenced
weapon; explosive arrows and/or C4.
or
>>Equipment recommended: (Sniping) The M-700 sniper rifle; The GL-94 grenade
launcher or the Recurve Bow with explosive arrows.
<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
The rice field where Hoyt is going is located to the northwest of Badtown. The
Camp Murder Outpost is on the way so make it your waypoint. Do your recon on
the outpost from the undergrowth southeast of the facility. The compound is
defended by five Chargers and a rooftop RPG Sniper. Two more hostiles, however,
routinely patrol from the west and hang out there. Both alarm stations are
centrally located and the facility is small. You won’t get to either without
nearly wiping out the garrison or by creating a diversion.
Infiltration option:
If you haven’t acquired the “Explosive Arrows” for the bow or you’re not
carrying it, throw a C4 charge near the roadway southeast of the outpost and
then move west, skirting the outpost and moving in close on the west side where
the terrain allows. Stay low to remain undetected. This will place you near the
alarm panel.
Check for a foot patrol on the dirt path to the west of the outpost. If they
are near, either let them move off or put them down well away from the facility
so they don’t alert the defenders.
After checking for the patrol, move in close to the outpost and if the Sniper
is alone atop the safe house, put him down silently before detonating the C4 or
shooting an explosive arrow to the far eastern side of the facility. This will
draw the pirates away from the outpost and the alarm stations. The next process
must be done quickly and disabling the alarm is optional.
Move in quickly, disable the alarm, or not, and kill that RPG Sniper if you
didn’t earlier. Grab his RPG and target the Chargers as they investigate the
explosion. They usually group up, making a good target, but they lose interest
fast, so don’t linger. Any foot patrol within earshot will investigate the
explosion, and will join the fracas. If you didn’t disable the alarm, don’t
hesitate to target all comers.
Things can get really hot with these pyros if they detect your presence,
especially if reinforcements arrive and additional foot patrollers join the
action even without an alarm.
Sniping option:
Do your recon from the foliage on the hillside southeast of the outpost. This
will place you about 75 meters from the facility and just in range of the M-700
sniper rifle. Use your camera to tag the 5 Chargers and the RPG Sniper who is
usually atop the safe house. He will periodically wander down off his perch and
that RPG makes him a priority target. Both alarm stations are visible and
within range of the M-700 sniper rifle.
When the Sniper is atop the safe house and is in your sights, drop him. Target
another one of the Chargers. An isolated one may go unnoticed, but they usually
take note of a corpse quickly in the small compound. When your activity is
noted, toss a grenade to get them searching your way. You can shoot both alarm
stations while they are on the move and you can bring them closer with a second
grenade if necessary.
When they group up, hit them with the grenade launcher or explosive arrows. The
action should be short-lived but a passing foot patrol or a vehicle may join
the action if they are in the area. If any defenders are still active, shoot
the alarms if you didn’t earlier and hunt them down.
Use the automated store and grab the Memory Card.
The “Path of the Hunter” mission will reward you with $200. The hunt will take
place to the southwest where you must kill a one-horned Buffalo with a shotgun.
This hunt will allow you to craft the “Extended Wallet” from the One Horn’s
hide. You can then carry up to $10,000. The optional mission, “Faces of Death”
is also activated.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
>>>>>>09: Path of the Hunter:
Acquired: Camp Murder Outpost
Mission:  Shotgun hunt for a rare One Horn Buffalo
Bounty:   $200 and a rare One Horn Buffalo hide
The hunt’s starting point is a hunting camp about 285 meters southwest of Camp
Murder. If you have purchased the Bull shotgun, take it with you. Commandeer a
vehicle and drive to the camp where you will find a shotgun and shells.
Get onto the knoll near the camp to locate the prey. One Horn will be one of a
small herd of five buffalo foraging in the large designated area. It isn’t
necessary to kill the herd, only One Horn is required; but these animals can
get aggressive if you press them. You can easily identify One Horn. His right
horn is a stub.
You can either snipe the two-horned buffalo with a sniper rifle, like the AMR
and then take down One Horn with a shotgun; or you can be ecologically
beneficent, in a digital way, and use an “Animal Repellent” to walk up to One
Horn for the kill, sparing the rest of the herd.
Use One Horn’s hide to craft an “Extended Wallet,” allowing you to tote
$10,000. There is also a Relic in the area that can be found.
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Relic no. 68: Shark 11 is located at map coordinates X: 721.5 Y: 750.2. Camp
Murder is the recommended starting point to obtain this item. 375 meters
southwest of Camp Murder, there is a subterranean ruin whose entry is blocked
by a metal grating. Northwest of the ruin, at ground level, there is a cave
entry at map coordinates X: 726.5 Y: 751.6. You’ll be swimming through a couple
of long tubes to get to a ruin where you’ll find the Relic. You can surface to
catch a breath along the way, but having a “Deep Dive” syringe slotted is
prudent. There are plenty of “blue” leaves along the way. Stock up if you favor
their potions. Watch for a snake as you exit the water and climb onto the ruin.
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Collectibles near Camp Murder:
Relic no. 65: Boar 11 is located at map coordinates X: 736.2 Y: 771.9. There is
a ruin with a sealed ground level entry approximately 115 meters southwest of
the outpost at Camp Murder. A dirt path will take you right to it. Watch for
dingoes near the ruins. Use an explosive to blast it open. The Relic sits on a
stone pedestal.
Relic no. 66: Boar 30 is located at map coordinates X: 773.1 Y: 786.5. This
artifact is located in a shack approximately 280 meters northeast of Camp
Murder, near a Racing Challenge. Commandeer a vehicle at Camp Murder and drive
east to the shacks. This area has packs of dingoes and the occasional tiger, so
watch out. The Relic sits on a table inside one of the shacks.
Relic no. 67: Shark 30 is located at map coordinates X: 787.9 Y: 775.8. This is
about 420 meters east of Camp Murder near the beach. Commandeer a vehicle at
Camp Murder and drive the winding roads going east down off the mountain. Stop
at the bridge at map coordinates X: 789.5 Y: 771.5. Swim under the right side
of the waterfall. When you come to a rock face, you’ll have to swim through an
underwater passage and surface in a grotto. A trail of “Blue” leaves mark the
way. The Relic is in the back of the grotto on a rock shelf.
Relic no. 68: Shark 11 is located at map coordinates X: 721.5 Y: 750.2. 375
meters southwest of Camp Murder, there is a subterranean ruin whose entry is
blocked by a metal grating. Northwest of the ruin, at ground level, there is a
cave entry at map coordinates X: 726.5 Y: 751.6. You’ll be swimming through a
couple of long tubes to get to a ruin where you’ll find the Relic. You can
surface to catch a breath along the way, but having a “Deep Dive” syringe
slotted is prudent. There are plenty of “blue” leaves along the way. Stock up
if you favor their potions. Watch for a snake as you exit the water and climb
onto the ruin.
Relic no. 69: Spider 10 is located at map coordinates X: 766.4 Y: 810.4. Camp
Murder or Shark 11, Relic no. 68, are the best starting points to obtain this
item, which is located approximately 385 meters northeast of the outpost.
Commandeer a vehicle at Camp Murder or continue on up the coastal road from
Relic 68. When you arrive at the remote location, you can see the Relic through
the grating but you can’t get it. You also can’t destroy the bars. Move north
and then west around the cliff where you’ll find an old mine entry at
approximately X: 761.5 Y: 813. Go in and you will have to jump into a pool of
water. You must then dive and swim through a passage to get to a vine climb.
Continue on to the Relic.
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>>>>>>Optional Mission: Faces of Death <OP08>
Open your map and fast-travel to Badtown. The optional mission, “Faces of
Death,” was acquired when Camp Murder was liberated from the pirates. Go to the
blue exclamation point and talk to the man there. He wants you to photograph
pirate corpses so the villagers can see that the invaders aren’t invincible.
There are three waypoints. Begin your bizarre task by going for the waypoint
southwest of town. A lone pirate lies dead against a large boulder in the
designated area on the north side of the road. Use your camera to take the
picture.
Just a short distance away, you’ll encounter three Chargers on the knoll. Gun
them down. Locate the second corpse in the vegetation on the knoll-your fresh
victims don’t count-and take the photo.
The third waypoint is southeast of town. The corpse is usually attended by a
tiger. Kill it, take the last picture and return to Badtown.
Return to the requester. This guy is weird but pays $500 for the simple task.
<<<<<<<<<<<<<<<<<<<<< A Man Called Hoyt: (Starts) (CH014) >>>>>>>>>>>>>>>>>>>
Mission: Your destructive activity on the Island has caught Volker’s attention.
He is coming to confront Vaas about the situation. He will be coming to Beras
Town. Rongo resides there and he can retrieve a manifest from the town. You
must escort him to its source and defend him while he recovers the information.
>>Equipment recommended: A ranged automatic weapon like a LMG; The GL-94
grenade launcher; mines and hand grenades; the AMR.
<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
The mission site is about 400 meters northwest of Camp Murder. If you have
liberated that outpost, fast-travel to its safe house and gear-up for the
encounter. Equip your heavy weapons. No silencers will be needed. Take a ranged
automatic weapon like a LMG. Take the GL-94 grenade launcher, mines and hand
grenades. Take the AMR if you own it.
You will find a dirt path behind the outpost that can easily get you to the
site. The winding path will go over the heights to a shack at map coordinates
X: 726.7 Y: 796.5. There is a zipline near the shack. Ride it down off the
cliff. Don’t snipe anyone or the mission will automatically fail. Enter the
shack and you’ll witness a cutscene.
A local man named Rongo can access a manifest that may have information on
Oliver’s whereabouts. Rongo, however, is one of Hoyt’s three prisoners and his
crew forces them to run for their lives across a rice field that has been
rigged with mines. Two of the three are killed by the mines but Rongo takes
refuge near a shack in the middle of the minefield. You have no option but to
kill the two thugs left behind and then cross the minefield to reach Rongo.
After Volker departs in his chopper-too bad you’re not allowed to just snipe
him-make your way down from the shack and kill the two pirates while they shoot
at Rongo. Do a “Chained Takedown” on them since they are concentrating on the
escapee or just be cautious and gun them down.
Before starting across the minefield, have your health bar maxed out. You may
actually survive a blast if you do so. You can be careful and shoot the mines
in the shallow water-probably the best option-or you can advance carefully,
visually locating and then avoiding them. You will hear them clicking if you
get too close. Either option works well until you reach the patch of rice.
Stand back and toss a grenade or two into the green area you need to cross to
clear a path.
You’ll find Rongo huddling near the shack. Rongo says that the information
about your friends is probably on a manifest in the nearby village. The
village, of course, is heavily defended by pirates.
Your task is now to escort Rongo to a shack where he can access the manifest.
He has a health bar and if he is killed, the mission will fail. He also has a
firearm but rather than this being helpful, it is a hindrance. He won’t be very
effective against the pirates; and you’ll find yourself placing yourself in
harm’s way trying to protect him as he places himself in harm’s way. His health
will, however, regenerate if he doesn’t take damage for a brief time.
You are still in the middle of a minefield but Rongo says he knows the location
of the mines. Be ready for action but stay behind him when he starts toward the
village.
An initial wave of pirates will confront you even before you get clear of the
rice fields. They will come out of the structures and from the village beyond.
They will even take cover, making your task more difficult, and Rongo isn’t
prone to caution. Use the metal barriers for cover and try to get ahead or, at
least, keep pace with Rongo.
With the first wave downed, continue up the hill with Rongo. Another wave of
hostiles will greet you as you approach the top of the hill. Rongo will usually
have the courtesy to slow his advance, so take the time to clear the area.
Rongo will rush into a shack. Restock your ammo at the large cache in front of
the shack and take the time to place mines near the entries on both sides of
the shack. Don’t place them too close or you will be in their blast radius.
Enter the shack with Rongo. While he searches for the manifest, you must hold
off a horde of over a dozen hostiles that will filter into the area.
Stay inside the shack and address the attackers through the open front of the
shack; and, when necessary, the doorways if any hostiles flank your position
and get that far. The initial onslaught will come from the street on your left.
A grenade or two from the GL-94 grenade launcher will neutralize the first
attackers. The second wave will come mostly from the front. There are numerous
flammable barrels in the area as well as the large ammo cache. A few grenades
or concentrated gunfire will turn the structures into an inferno, impeding the
pirates and roasting a few. You will have to kill about a dozen to secure the
area. If necessary, exit the structure to mop up any survivor sniping from
cover. When the last pirate falls, Rongo will have located the manifest.
Loot the area and restock at the large ammo cache, if it wasn’t destroyed
during the battle.
<<<<<<<<<<<<<<<<< Mission 15: Saving Oliver: (acquired) (CH015) >>>>>>>>>>>>>
Outpost: Old Mines/Radio Tower/2 Supply Drops
>>>>>>>>>Optional mission: Pinned to Earth <OP09>
Outpost: Rust Yard/Radio Tower/Supply Drop
>>>>>>>>>Optional mission: The Social Club <OP010)
<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
The waypoint Willis gives you is about 1600 meters to the west and there is no
easy way to get there from the mission site. The minefield is still active so
stay away from the fields west of the village. If you have liberated the Rust
Yard Outpost, the waypoint is just north of it. There is also a couple of
outposts, AM 12 and Old Mines as well as a radio tower in between. You can take
the road west from the mission site and work your way around the sheer slopes
of the large mountain through enemy territory but the least painful way is to
fast-travel to Camp Murder where you can off load your loot and gear-up for an
assault on another outpost.
Make AM 12 Outpost your waypoint, locate the hang glider on the cliff to the
west of Camp Murder and glide across the wide gorge. Make your way toward the
outpost by staying in the undergrowth as much as possible.
<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
Outpost: AM 12: (X: 688 Y: 786.5) <AM14>
>>Bounty Board: Wanted Dead no. 13 (sub-menu) ($300)
>>Bounty Board: Path of the Hunter no. 10: Hunt for Yellow Neck Cassowary.
>>Bounty Board: Path of the Hunter no. 11: An RPG hunt for rabid dogs
>>Equipment recommended: The silenced M-700 sniper rifle; the GL-94 grenade
launcher or the Recurve Bow with explosive arrows; a shotgun.
<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
Move cautiously onto the boulder about 45 meters southeast of the outpost.
Vehicle patrols routinely pass by and komodo dragons are common in the
surrounding undergrowth. Remaining atop the rock outcropping allows you to
avoid the komodo dragons-the outcropping also offers a good view to tag the
defenders and it provides a sanctuary from any attacking guard dogs.
Only three pirates defend the outpost but a pack of six guard dogs and the
central location of the alarm panel make infiltration of the facility
impossible. A komodo dragon will frequently attack the outpost, distracting
both the pirates and the dogs. Use any such diversion to your advantage. Any
noisy confrontation will likely draw in additional pirates who regularly patrol
the roads. This will happen even if an alarm isn’t triggered.
If no komodo intervenes, silently snipe the pirate near the alarm and continue
dropping the defenders until bodies are discovered. If you aren’t carrying the
M-700 sniper rifle, wait until two pirates are near the alarm station and hit
them with an explosive arrow or a grenade. This will set off the ammo cache,
adding to the general carnage. It will also disable the alarm. Continue sniping
or using explosives on any survivors. You must kill all the guard dogs as well
as the pirates to secure the outpost.
Once the outpost is taken, and before buying any ammo, reload all your weapons
and visit the large ammo cache if it wasn’t destroyed in the action. Loot the
place and take the Memory Card from the safe house.
There is a “Wanted Dead” mission on the bounty board. A pirate is holed up near
a shack and he must be dealt with Rakyat style for the $300 reward.
There are also two “Path of the Hunter” missions as well. A taxidermist wants a
Yellow Neck Cassowary and will pay $225 for it. A sniper rifle is provided for
the task. The cassowary skin is used to craft the “Extended Fuel Sling.” The
other “Path of the Hunter” pays $175 for eliminating the dogs at a nearby
kennel. They have contracted rabies and an RPG-7 will be provided to take them
out.
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Collectibles near AM 12:
Relic no. 70: Boar 8 is located at map coordinates X: 704.9 Y: 792. This is
about 175 meters east of the outpost at AM 12. Commandeer a vehicle and drive
counterclockwise around the rough mountainous terrain east of the outpost.
South of the waypoint a dirt foot path will lead to an old ruin built right
into the cliff at map coordinates X: 706 Y: 793. Move into the large ruin and
blast the stone door open. Continue deeper into the labyrinth, grab the loot
and then climb the vine. Jump over the pit to the vine grab. Continue up the
stairs to the open air and be prepared to deal with the komodo dragons that
lurk in the undergrowth. Continue up the stairs to get the Relic from the
shrine.
Relic no. 71: Heron 5 is located at map coordinates X: 702.5 Y: 809.9. Relic
no. 70, Boar 8, or the AM 12 Outpost via the path north of the outpost is the
recommended starting point. The Relic is on a small island 275 meters northeast
of AM 12. If you just acquired Boar 8 you can take the glider near the
acquisition point directly to the islet by diving steeply and circling if
necessary before landing atop it. If not you’ll have to get there overland. It
is on a shrine atop the islet. If you didn’t arrive by glider, you can get up
the steep cliffs by using a vine climb on the southeast side.
Letter of the Lost no. 13: Mogi’s Third Letter is located at map coordinates X:
682.2 Y: 811.2. This location is about 250 meters north of the outpost at AM
12. The switchback trails north of the AM 12 Outpost will take you to the large
bunker on the jutting promontory. The Letter is on the corpse of a Japanese
soldier in the large bunker complex. You’ll also find a large ammo catch and
other loot. This area is also the site for a hunt for a rare Yellow Neck
Cassowary that is offered at the AM 12 bounty board.
Relic no. 72: Heron 27 is located at map coordinates X: 658.6 Y: 814.4. You’ll
find a glider on the edge of the cliff about 95 meters northwest of the outpost
at AM 12. The Relic is on a small steep-sided islet northwest of it. Glide the
300 meters and land atop the islet. If you ditch or you are approaching the
islet by water, go to the northeast side where you can climb the long vine to
get atop the islet. The Relic is on a shrine.
Relic no. 73: Shark 8 is located at map coordinates X: 635.1 Y: 794.2. This is
about 535 meters west of the outpost at AM 12. It is located on a remote
section of beach on the north side of the island and the fastest route to it is
by air. Locate the glider on the cliff 95 meters northwest of the outpost and
fly along the beach to the waypoint. You’ll have to dive into the water, swim
through a crevice and grab the Relic from the floor of an underwater grotto.
You can also raid a red chest along the way.
Relic no. 74: Shark 27 is located at map coordinates X: 669.1 Y: 759.9. AM 12
Outpost or the Old Mines Radio Tower are both good starting points to obtain
the Relic. The Relic is near the radio tower but you’ll have to search for it
by dropping into the cove north of the tower. You’ll find a partially flooded
cave at map coordinates X: 668 Y: 764. Watch for crocodiles. Swim into the dark
cavern, get out of the water and you’ll find the Relic on a ruin.
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>>>>>>10: Path of the Hunter:
Acquired: AM 12 Outpost
Mission:  Sniper rifle hunt for a Yellow Neck Cassowary
Bounty:   $225 and a Yellow Neck Cassowary hide
The hunt takes place about 180 meters north of the outpost at AM 12. If you own
the AMR, grab it before departing the outpost. You’ll have to make your way
down off the mountain by a series of switchback trails that lead down to the
site. An M-700 sniper rifle and ammo are provided.
Equip your sniper rifle and start scanning for the cassowary before crossing
the bridge. Drop any birds that are visible. The spot on the target’s neck is
distinct but not very conspicuous in the dense undergrowth. You’ll probably
have to target any you see. If you have a close encounter, use your
machete-these birds can kill you rather easily. You can also slot an “Animal
Repellent.” The potion repels birds as well as animals.
There will be about a half-dozen birds in the area. Kill any that you see until
you bag the Yellow Neck. It will be the waypoint when it falls.
The bunker system at this site contains a lot of loot, including a large ammo
cache and a Letter of the Lost, Mogi’s third.
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Letter of the Lost no. 13: Mogi’s Third Letter is located at map coordinates X:
682.2 Y: 811.2. This location is about 250 meters north of the outpost at AM
12. The switchback trails north of the AM 12 Outpost will take you to the large
bunker on the jutting promontory. The Letter is on the corpse of a Japanese
soldier in the large bunker complex. You’ll also find a large ammo catch and
other loot. This area is also the site for a hunt for a rare Yellow Neck
Cassowary that is offered at the AM 12 bounty board.
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>>>>>>Old Mines Sector Radio Tower: (X: 667.4 Y: 757.9) <RT10>
From AM 12 you must travel about 350 meters to the southwest of the outpost
through komodo dragon territory to reach the radio tower. There will still be
pirates near the tower, so just go afoot, keeping in the undergrowth near the
road as much as possible. Watch for both dragons and hostiles patrolling the
roadway as you approach the tower.
Climb the stairwells to get to a rope climb. Take the next stairwell to another
rope climb. Move around the walkway and climb the rope. Turn 180 degrees to
another rope climb. Walk the planks to yet another rope climb on the corner
with the twisted gratings. A pair of ladders will take you to the top.
New weapons are offered free and two “Supply Drops” are activated. Use the
zipline on the southeast side to get to one of the “Supply Drop” missions.
>>>>>>Old Mines Sector Radio Tower Supply Drop: ($225, 250 XP)
If you used the zipline to descend the tower, raid the shack and then go down
the hill to the ATV. The 1:00 minute timer gives sufficient time. Don’t miss
the initial sharp right turn onto the bridge. You can then floor it until you
approach the third flare. You’ll go off road and you don’t want to hit the
boulders on the left side of the route. You’ll hit a path that will take you to
the finish. Be sure to dodge the trees and hit the brakes near the final flare
or you’ll go airborne off the heights.
The destination is near the northern coastline about 200 meters west of the
outpost at AM 12.
>>>>>>Old Mines Sector Radio Tower Supply Drop: ($225, 250 XP)
This delivery either requires a jump into a cenote near map coordinates X:
658.9 Y: 740.1 or you can enter the mine shaft in the rear of the Old Mines
Outpost after you liberate the facility. Look before you jump into the water or
you’ll hit something solid and find yourself back at the radio tower. The
delivery will be by boat but there is a Relic and loot to be had first.
The Relic can be found in a small grotto far above the water. To reach it, you
must undertake a series of rope climbs and grabs and jumps. There are numerous
loot chests to pilfer along the way. Dive back into the water to pursue the
delivery when you complete your looting.
Get into the boat and pilot it out of the dark cave, chasing the waypoint
through the winding passage. There are three ramps to jump and you must hit
them with speed to clear them to gain the river channel beyond. After clearing
the third ramp, a few sweeping turns to the right will take you to the finish.
The 1:05 timer is adequate if you have minimal mishaps along the way.
The destination is near Churchtown, about 360 meters west of the outpost at the
Old Mines.
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Relic no. 76: Spider 27 is located at map coordinates X: 661.4 Y: 736 The AM 12
Outpost or the Old Mines radio Tower Supply Drop are the recommended starting
points to obtain the Relic. There is a cenote that you will visit for a Supply
Drop when you have completed your task at the Old Mines Radio Tower. If you’re
not doing the Supply Drop the cenote has map coordinates of approximately X:
660 Y: 740. Dive into the water and take the wooden ramps and rope climbs to
the top. Inside the grotto is a shrine with the Relic. This route will lead to
a cave that emerges in the rear of Old Mines Outpost. This cave is found by
doing one of the nearest Radio Tower’s Supply Drops and provides an alternate
approach to liberating the Old Mines Outpost.
<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
Outpost: Old Mines: (X: 647.6 Y: 742.7) <OM15>
>>Bounty Board: Wanted Dead no. 14 (sub-menu)
>>Optional mission: Pinned to Earth
>>Equipment recommended: The silenced M-700 sniper rifle; a silenced ranged
weapon, like the Recurve Bow; a close-quarters weapon-a shotgun or an automatic
rifle
<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
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>>>Note: As stated above, there is a cave accessible by the ramps where the
second “Supply Drop” mission started. If you use the cave you can assault the
outpost from the mine. Using this route is likely a bit more difficult than
using the roadway.
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Old Mines Outpost via the cave:
After diving into the cenote at map coordinates X: 660 Y: 740, you’ll have to
climb the scaffolding via numerous rope climbs to get to the wooden walkway
leading into the cave. Climb the long ladder and be prepared for action.
Just ahead there is a Sniper on an elevated platform. Use an “Enhanced
Perception” to locate him and keep track of his focus. Climb the rope to get
onto the platform and do a “Takedown” on him when he is looking away.
There are four additional defenders and two guard dogs to deal with. Release
the caged leopard and step back and let it rampage. An “Animal Repellent” can
help you stay alive as the cat battles the pirates and the dogs. It is
difficult to target both alarm panels from the platform, so try to remain
undetected during the commotion.
When the carnage is complete there will likely still be a Sniper on an overlook
to the northwest and perhaps a riled-up leopard. Stay on the elevated platform
and snipe him to secure the outpost.
Old Mines Outpost via the road:
Approaching the Old Mines Outpost by the roadway is challenging. The road
coming in from the northeast is monitored by a foot patrol and any nearby
patrol truck will respond to any noisy altercation. Komodo dragons and packs of
feral dogs are also common in the area and contact will them or with pirates
can easily disrupt a stealthy approach to the remote outpost.
As you approach the outpost, take the side path up the grade. It is a good
tactic to use an “Animal Repellent” syringe to discourage the attention of both
the feral dog’s plaguing the region and the outpost’s two guard dogs.
A Sniper overlooks the outpost from an elevated outlook on its outskirts. His
focus will be toward the outpost, so put him down with a “Takedown” or a
silenced weapon.
Use the overlook to scout and tag the four remaining defenders and the two
prowling dogs. A second Sniper keeps watch on an elevated platform near the
cliff face and three pirates prowl the small compound. The pair of guard dogs
makes infiltration a very poor option. From the overlook you can just see part
of the bamboo cage that is housing an angry leopard. It is near the cliff
beyond the safe house.
If you have the silenced M-700 sniper rifle, score a headshot on the Sniper on
the elevated platform so his demise goes unnoticed. This shot can be done with
the bow but it is challenging. You can actually get onto the rock ledge along
the cliff to get closer, but you risk detection.
Release the leopard by shooting its cage. This distraction should allow you to
target the defenders during the ordeal and to move in to mop-up any survivors
of the leopard’s rampage.
If you’re not carrying the silenced M-700 sniper rifle, you can release the
leopard by dropping off the cliff near the overlook and then travelling on the
low side of the roadway and entering the outpost on the far side. From there
you can easily target the leopard’s cage. This is also close to the alarm panel
and you may be able to disable it when the leopard disrupts the defenders.
An alarm will summon numerous reinforcements from the nearby roadway. When you
enter the outpost, be sure the leopard isn’t still active and grab the skin
when you loot the premises.
There is a Memory Card in the safe house.
You’ll find a “Wanted Dead” mission on the bounty board. Pirates have murdered
a local man in the woods and the leader needs justice Amanaki style with a
knife. It pays $300 for the kill. The optional mission, “Pinned to Earth” is
also activated.
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Collectible near the Old Mines Outpost:
Relic no. 75: Boar 27 is located at map coordinates X: 678.9 Y: 742.1. This
location is an old mine about 320 meters east of the outpost at the Old Mines.
Commandeer a vehicle and drive north, then east to the old mining facility.
There is an abandoned mine tunnel just east of the mining camp. The Relic sits
on a chunk of ruin in the tunnel. It will be worth your while to ransack the
camp before leaving.
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>>>>>>Optional Mission: Pinned to Earth: <OP09>
The mission site is about 220 meters southwest of Camp Murder. With the sector
in Rakyat hands, you can drive to the site but it is just as easy to sprint
cross-country to the old shack. Watch for komodo dragons along the way.
The woman you meet claims to have witnessed a plane crash the previous night.
She says that nobody believes her. Accept her mission to investigate the plane
crash to check for survivors. The new objective marker is to the northwest
where you will find a glider.
Glide down to the beach below and land near the old plane crash. Check out the
old crash site. A new waypoint appears just down the beach. Talk to the local
in the shack. He informs you that the crash happened ten years prior and that
there is no old woman in the village-a ghost?
>>>>>>Rust Yard Sector Radio Tower: (X: 565.8 Y: 765.7) <RT11>
The outpost at the Rust Yard is in the middle of nowhere. The terrain between
the outpost at the Old Mines and the Rust Yard and its radio tower is over 700
meters of torturous terrain. Rivers, precipitous falls, sheer cliffs, predators
and pirates make it a harsh route.
If you start at the Amanaki Outpost it is about 800 meters to the Rust Yard.
While the terrain isn’t as rough as the route from the Old Mines, it is open
and very well-patrolled. The heights to the west of the outpost are both
difficult to navigate and the slopes teem with dangerous wildlife.
Rather than hoofing it, fast-travel to the Amanaki Outpost, commandeer the car
located there and drive north to the cenote at map coordinates X;696,5 Y: 791.
It is a considerable drive but it is in Rakyat territory. The glider on the
heights just east of the cenote will easily take you to the Rust Yard Sector
Radio Tower.
The Rust Yard Radio Tower is northwest of the outpost on the west side of the
mountain near the main road. A wooden walkway connects the tower to the
mountainside and it is the only way to get onto it.
Go across the wooden ramp onto the tower and climb the rope from the angled
grating. Go around the tower on the walkway and climb the rope. Walk across the
planks to the stairwell. Two simple rope climbs will get you onto a platform
where a ladder will take you to the top.
Deactivate the scrambler and new weapons will be offered free and a “Supply
Drop” will be activated.
With an assault on the Rust Yard Outpost forthcoming, it is best to skip the
“Supply Drop” until the outpost is liberated. The west zipline takes you to the
“Supply Drop” but it will put you below the cliff, making you skirt around to
get back to the starting point. Skip it for now and take the east zipline to
the rocky knoll. You’ll find loot atop the crag, including a red chest.
<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
Outpost: Rust Yard: (X: 579.4 Y: 752) <RY16>
>>Bounty Board: Path of the Hunter no. 12: Sniper rifle hunt for a White Belly
Tapir
>>Equipment recommended: The Recurve Bow (optimal) and/or another ranged
silenced weapon; one or more “Animal Repellent” syringes; A close-quarters
weapon-a shotgun or an automatic rifle
<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
The mountain northwest of the outpost, just east of the radio tower, is about
150 meters from the outpost. The slopes are usually teeming with wildlife,
including cassowary, dogs, buffalo and tiger. Just north of the outpost there
is a junction. Set a waypoint there and make your way down off the heights
toward it. Having an “Animal Repellent” slotted is advised to prevent a
skirmish with the abundant wildlife.
Be keenly aware of patrol vehicles as you approach the junction north of the
outpost. Quickly cross the intersection, jump the guard rail and get out of
sight beyond the boulders on the hillside.
There are several small bushes outside the fence on the north side of the
outpost where you can remain undetected while you tag the five defenders and
the energetic guard dog. The dog and the central location of the alarm panel
make any direct infiltration extremely difficult. Be acutely aware that a tiger
will likely attack either you or the outpost during your incursion. Have an
“Animal Repellent” slotted to improve your odds.
While the dog wanders the compound, one of the pirates walks perimeter. His
route takes him behind the safe house. Another stands guard near the alarm
panel and a sentry hangs out on the west side. Two additional defenders are
busy with tasks on the far side.
When the pirate’s patrol route takes him behind the safe house, toss a stone
near the fence to draw him away from the building and outside the fence. Toss a
second stone if necessary. Drop him with a silent weapon when he gets outside
the compound.
Toss a stone into the roadway outside the compound to draw the dog away. While
the dog goes out into the road, toss another stone to the rear of the building.
This should make the pirate near the alarm panel go behind the building to
investigate. If done quickly, the pirate will be on the move well before the
dog returns to the outpost. Drop the pirate behind the safe house.
If the nosy dog wanders behind the building, put him down before he detects
you. Either way, circle to the east around the outpost to get to the south
side. Beyond the large boulder there is a gap in the fence. Monitor the dog’s
location, if it is still active. Observe the sentry across the compound. If he
is looking your way, toss a stone over his head to change his focus. Do a
“Takedown” on the pirate doing the welding and do the same on the kneeling
pirate. Kill the sentry and, if necessary, the dog, to secure the outpost.
A tiger attack can disrupt or aid any infiltration effort. If you hear a growl
during your incursion, inject an “Animal Repellent” without delay. It isn’t
unusual for an attack to take place even before you enter the area. If a big
cat enters the outpost, let it rampage while you take shots from cover. The
odds of a tiger attack are quite high-less so if you had to kill one while
approaching the outpost. Occasionally buffalo or feral dogs will also attack.
If you have several “Animal Repellents,” you may be able to stay in cover, wait
for an attack and then just let the big cats clear the facility.
Use the safe house vendor if needed, check for loot and take the Memory Card.
The bounty board has a “Path of the Hunter” mission. This is a bow hunt for a
White Belly Tapir. It pays $225 and the hide can be used to craft the “Extended
Munitions Pouch.”
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>>>>>>12: Path of the Hunter:
Acquired: Rust Yard Outpost
Mission:  Bow hunt for a rare White Belly Tapir
Bounty:   $225 and the White Belly hide
The mission site is on an island about 270 meters southwest of the Rust Yard.
Sprint south from the outpost and watch for big cats as you go. Swim to the
island where you’ll find a bow and arrows on a crate inside the shack.
There are quite a few tapir on the island but the White Belly is noticeably
different. It has a broad white stripe around its belly. You can get a better
view of the area by getting atop a boulder to scan the underbrush.
When you locate a tapir, use a “Hunter’s Instinct” syringe to counter their
skittishness. There are numerous “amber” leaves on the island for crafting
syringes. Be aware that tigers will occasionally hunt the herbivores on the
island, so have an “Animal Repellent” and a shotgun handy for close encounters.
Since the tapir aren’t dangerous, just listen for their squeals, tag them and
hunt until the waypoint says you have the White Belly. Craft the “Extended
Munitions Pouch” and stock up on “green” and “amber” leaves before leaving the
island.
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>>>>>>Rust Yard Sector Radio Tower Supply Drop: ($225, 250 XP)
Speed away from the tower to the fourth flare where you must turn to the left
onto an intersecting road. At the sixth flare you’ll have to cut cross-country.
The route will take you down a ridge and off the mountain to the finish. This
is a relatively easy run but the 1:05 timer isn’t forgiving.
The destination is at an intersection only 125 meters south of the outpost at
Cradle View.
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Collectibles near the Rust Yard Outpost:
Relic no. 17: Heron 3 is located at map coordinates X: 557.6 Y: 761.2, which is
about 235 meters northwest of the outpost at Rust Yard. There is a wrecked car
on a hillside ledge just southwest of the radio tower. You can drive and park
near it and hike up the slope or carefully drop down from the higher ground
near the radio tower. The Relic lies alongside the vehicle.
Relic no. 18: Boar 25 is located at map coordinates X: 559.6 Y: 778.3. This is
about 325 meters northwest of the outpost at the Rust Yard, and 130 meters from
the Rust Yard Sector Radio Tower. The mountainous terrain between the outpost
and the shrine has a lot of wildlife, including buffalo, tiger, cassowary and
feral dogs, but you can drive most of the way on the web of interconnecting
roads. If you haven’t taken Cradle View Outpost, this will be on the margins of
Rakyat control. You’ll find the Relic on a ground level shrine.
Relic no. 19: Boar 5 is located at map coordinates X: 592.3 Y: 774.2. There is
an old mine near the roadway approximately 250 meters northeast of the outpost
at the Rust Yard. You can commandeer a vehicle at the Rust Yard and drive to
the mine’s entry at map coordinates X: 590.5 Y: 776.2. The entry tunnel is
blocked by debris. Use an explosive to clear it, and you’ll find a really long
ladder on some staging that will get you to the Relic.
Relic no. 20: Shark 6 is located at map coordinates X: 594.8 Y: 794.9. This is
about 450 meters northeast of the Rust Yard. You can drive much of the distance
by going north out of the Rust Yard, and then hoofing it over the mountain to
the falls. Beneath the waterfall you’ll find the Relic at the bottom of a deep
pool near the wreck of a vehicle.
Relic no. 21: Shark 7 is located at map coordinates X: 606.4 Y: 761.3. There is
a river approximately 275 meters east of the outpost at Rust Yard. You can
drive ten times the distance by taking a vehicle from the Rust Yard or you can
just sprint straight for it cross-country. Once there you’ll have to dive into
the water under the wooden bridge to get the Relic from the bottom of the
stream.
<<<<<<<<<<<<<<<<<<<<<< Saving Oliver: (Starts) (CH015) >>>>>>>>>>>>>>>>>>>>>>
Mission: A convoy of Hoyt’s men is transporting Oliver so he can be flown to
the South Island. Jason must get to the rendezvous to prevent the extraction
and to rescue Oliver.
>>Equipment recommended: A shotgun or an automatic rifle.
>>Note: You will be given a Z93 sniper rifle at the mission’s site.
<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
Open your map and fast-travel to the Rust Yard. The outpost is just south of
the mission’s waypoint.
You’ll find a truck with a turret gun at the waypoint. A skulking pair of
komodo dragons lurks near the vehicle and will try to have you for lunch.
You only have 1:40 to get to the objective but that timer is ample. Drive up
the hill toward the waypoint, veering right at the fork and when the roadway
veers to the left, go off road and down the hill toward the waypoint. There are
two pirates to deal with before you can reach the overlook. Man the vehicle’s
turret to mow them down or exit the vehicle and gun them down. Don’t dawdle;
you must get to the overlook before the timer runs down.
A helicopter lands to transport Oliver to the South Island and then the convoy
carrying him arrives. Take note of the numerous red explosive barrels scattered
about the docks. You will automatically be viewing the area with the camera.
When one of the five pirates has finished abusing Oliver, he will take him
toward the chopper.
You will automatically be switched to viewing the scene through the scope of a
Z93 sniper rifle. The weapon is potent but is slow to chamber a round and seems
a bit unstable after each shot. You must complete the action while looking
through the scope, greatly limiting your field of view and slowing your ability
to scan laterally. Zoom in and out during the skirmish to mitigate this problem.
Kill the pirate abusing Oliver. This will prevent him from putting Oliver
aboard the chopper, and will enable him to grab his firearm and scramble away
from his captors. You must now kill the pirates near the vehicles; and, as
Oliver moves down the dock, you must kill the pirates that flood out of the
main structure.
The numerous flammable barrels scattered about the dock will greatly aid your
cause. Shoot them whenever a pirate gets near one. Your limited field of view
and the slow movement allowed by the scope makes locating the hostiles the most
difficult portion of the mission-remember to use the zoom feature.
As Oliver progresses to the end of the dock, an RPG Sniper will emerge from the
building with the last of the defenders. If possible put him down before you
are released from the scoped-mode. Don’t linger on the overlook once Oliver has
commandeered the boat. Jump into the water to get aboard. Man the boat’s turret
gun as Oliver races away and suppress the RPG Sniper if you didn’t get him
before jumping.
As you get underway, be aware that continuous firing of the turret gun may
cause it to overheat-fire in controlled bursts during the escape. The erratic
bouncing of the boat during this run makes targeting a bit difficult.
Hostiles from a shore station on your right will fire on you and then a gunboat
will come from the left. Go for the boat’s gunner. Be aware that killing the
driver can result in a collision when the enemy vessel spins out of control. A
bridge checkpoint looms ahead. You can knock out the pirates by hitting the
explosive barrel. After passing the bridge, a vehicle, a gunboat and another
pair of vehicles will attack from the roads or the docks on the shoreline to
your left. Another gunboat will enter from the right just before the sound of a
helicopter gunship can be heard. Hammer the chopper’s crew in the cockpit to
reach safety.
You will reunite Oliver with Liza and Daisy. Dr. Earnhardt is high again. Liza
realizes the tattoos and the island are changing you in a fundamental way. You
tell her you have more work to do-the others are still missing. You depart the
cave and Willis refers you to someone named Buck who might have useful
information on the others. You will despise Buck from the first time you meet
him-guaranteed!
>>>>>>Optional Mission: The Social Club: <OP10>
Rather than leaving the cave, partake of Dr. Earnhardt’s “reds.” You will have
a flashback to Bangkok where your group is at a club. It will give a bit of
insight into the party. Not all is well between Jason and Liza and Keith seems
prone to play at being the tough guy. This will be in two parts so when you
rouse from your stupor, have another “red” to continue the trip. There is no
reward for this venture but it is a worthwhile and informative “trip.”
<<<<<<<<<<<<<<<<< Chapter 06: A Piece of the Past: (CH016) >>>>>>>>>>>>>>>>>>
Mission: Volker has sold Keith to a local thug named Buck. After meeting Buck
in Badtown, he agrees to trade Keith for the same dagger that Citra covets. He
believes that there is information on its location on a ship called the
“Nostalgia.” The ship is in the possession of Vaas’crew.
>>Equipment recommended: A silenced scoped automatic weapon; the Recurve Bow
with fire arrows/or C4 charges; an automatic weapon like a LMG
<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
Open your map and fast-travel to Badtown. Go into the bar to meet Buck, who is
a truly loathsome character. He claims that he can produce Keith, whom he has
purchased from Hoyt, but he wants something in return. You must retrieve
information on the location of the dagger that Citra wants so badly. He also
wants it and he is willing to trade Keith for the artifact. He believes that a
treasure hunter had information on its location, but he was killed when Vaas’
pirates seized his ship. The needed information may be stored on the ship’s
computer-the “Nostalgia” is anchored offshore and is still under Vaas’ control.
If you have liberated the outpost at Tequila Sunrise, open your map and
fast-travel to its safe house. This will place you near the coastline and the
“Nostalgia.”
Visit the vendor to gear-up. Take a silenced automatic firearm, preferably one
with an optical scope. If you have the Shredder, it is the one to take. Take C4
charges and equip a heavy hitter, like a LMG in case stealth tactics fail. If
you have the leaves to craft a “Deep Dive,” or two, slot the potion.
There is a glider northeast of the outpost, which can be accessed by passing
through a cave whose entry is just north of the outpost. A footpath off the
main roadway will take you through the mountain to the cliffs overlooking the
bay. From these heights, you can see the “Nostalgia” positioned about 450
meters offshore.
Take to the air and either glide toward it or just glide down to the shoreline
below where you’ll find a jet ski at an abandoned boat dock southwest of the
ship. If you opt to fly toward the ship, regardless of your piloting skills,
you’ll ditch in the water about 235 meters from the ship. Be prepared for a
possible shark attack as you swim toward the ship. If you go by boat, just stop
about 80 meters from the waypoint and swim from there to maintain stealth.
Climb the ladder on the side of the ship, near the stern, to get aboard
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
>>>Note: Occasionally the outside decks will be devoid of pirates when you get
aboard the “Nostalgia.” This can only happen if you approach by boat.
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A Sniper will be on watch at the top of the metal stairwell-his focus will be
toward the sea. Ten additional pirates guard the exterior decks of the ship.
The five pirates guarding the bow include a Heavy Gunner who stands guard near
the starboard entry hatch. The five pirates on the aft decks include two on the
upper and three on the lower deck.
Kill the Sniper. You can use a silent weapon to kill him but if you sneak up
the stairs and do a “Takedown Drag,” his corpse won’t be quickly noticed,
allowing you to maintain stealth. Even if you shoot him with a silenced ranged
weapon, you’ll still have a brief interval before a pirate on the fore deck
spots the corpse and calls out, prompting a search.
Waste no time getting onto the upper aft deck. Stalk and kill the two pirates.
A silenced automatic weapon or well-executed “Takedowns” can quickly put them
down while you remain unobserved by the three pirates on the fantail. Quickly
target as many of the three pirates on the lower aft deck as possible.
Kill any pirate that has searched his way onto the upper deck, and then return
to the stairwell where you dropped the Sniper. This will give you the high
ground. Begin targeting the hostiles coming from the fore deck.
Despite the carnage going on all about him, the Heavy Gunner will seldom roam
far from his post unless he is pursuing you. Once only the Heavy remains, stay
on the upper deck and move to the starboard, or the right side, of the ship,
locate the Heavy Gunner and hit him with a C4 charge or a fire arrow.
Loot the corpses and enter the ship through the hatch that the Heavy Gunner so
recently defended. Surprisingly, the skirmish on the outside decks wasn’t
noticed inside the vessel, so use a “Takedown” on the unsuspecting pirate who
is moving away from the entry hatch as you enter. Continue on to the hatch and
open it.
There are two guards in the adjoining chamber. One is kneeling, busy looting a
corpse. The other pirate will wander over near the alarm panel bringing them
both into your sights. Do yourself a favor, wait for the second pirate to
settle down and silently kill them both so you can disable the alarm system.
Doing so will make the route ahead much easier.
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Note: If an alarm is given, expect heavy resistance as you start for the stairs
to advance through the ship. Pirates will come up the stairs, so stay atop the
stairwell to deal with them and watch for flankers coming from parts unknown.
Be aware that clean kills, allowing you to disable the alarm, will allow you to
maintain stealth throughout this mission. If an alarm is given or things get
noisy, you won’t be opening hatches as you proceed but you will be fighting
pirates.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Go down the stairs and open the hatch. Silently drop the pirate just ahead and
then the one around the corner. He will remain preoccupied with his welding if
your prior kill was undetected.
Open and proceed through the next hatch. Three hostiles guard the chamber
housing the artifacts. Two of them mill unsuspectingly near the entry and a
third is farther back. An “Enhanced Perception” will allow you to locate them,
permitting you to quickly clear the chamber. You can use a “Chained Takedown”
on the first two and then gun down the third in the back of the chamber.
Advance toward the hatch in the rear of the chamber. If your actions were
stealthy, you’ll have to open it; if things were noisy, the Heavy Gunner
guarding the computer room will emerge and lumber forward. However it unfolds,
hit him with a C4 charge or a fire arrow to secure the space.
Interact with the computer. While you are waiting impatiently, craft or slot a
“Deep Dive” syringe or two if you have the makings-you’re on a boat, you never
know.
After the download is completed, take the ancient compass from the table. This
triggers a bobby trap and a bomb detonates. You are propelled out of the room
and into the adjoining room as water floods into the ship.
When the cutscene is over, swim straight toward the waypoint and grab the
glowing air bottle to catch a breath. Continue swimming forward toward the
glowing red light, turn left in the corridor and then turn right through the
dark hatch. Swim ahead and you’ll surface in an air pocket.
Walk through the clutter toward the red light on the far side of the chamber.
During a cutscene, you’ll close a hatch at the end of the corridor. After the
cutscene, you’ll be oriented in the proper direction so just walk toward and
then past the light and into the flooding corridor beyond. You’ll find a
glowing hatch to interact with.
Water blasts in. When it equalizes, swim through the hatch, and then dive down
on the left, going toward the light. You’ll be grabbed by a pirate. Follow the
prompts to dispatch him and continue past his floating corpse, swimming into
the corridor to the right of the glowing light.
Continue into the narrow passage and use the air bottle to catch a breath. This
last part of the swim is rather intuitive and using a “Deep Dive” syringe may
be prudent, although you can easily make it out of the flooding vessel if you
don’t become disoriented during the swim ahead. Follow the glowing light,
bearing right, then left twice and right again, always swimming toward the red
light.
When you reach the glowing port, use the air bottle to catch a breath. Interact
with the port. You will be expelled from the ship.
A cutscene rolls and sharks circle. You will find yourself lying on the beach.
Buck, ever helpful and everywhere but hell where you’ll want him to be, simply
informs you that his research says to follow the compass. He disappears,
leaving you on the beach.
<<<<<<<<<<<<<<<<<<<< Mission 17: Down in the Docks: (CH017) >>>>>>>>>>>>>>>>>
Mission: The search for the dagger continues in a system of caverns defended by
Vaas’ crew.
>>Equipment recommended: A silent weapon with range like the Recurve Bow; a
scoped and silenced automatic weapon; hand grenades; one or more “Enhanced
Perception” syringes.
<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
Buck’s new location is on the tip of the peninsula about 450 meters to the
south. Since the previous mission concluded near the outpost at Nat’s Repairs,
go there to use the vendor. Slot your Recurve Bow and a silenced automatic
firearm, preferably one with an optical sight. The Shredder is ideal. It is
never a bad policy to equip a heavy-hitter like a LMG or a shotgun. Top off
your supply of grenades as well. Having enough “crimson” leaves to craft one or
more “Enhanced Perception” syringes is also advised.
Start south and commandeer a vehicle. Proceed down the peninsula and slip down
off the bluffs to meet with the insufferable Buck at the waypoint.
Whether you want to hear it or not, Buck gives you a history lesson. He
believes the dagger may be in the nearby subterranean cave/temple complex.
You’re to fetch it for him.
Enter the structure and climb the vines near the glyphs to access the level
above. Grab the loot in the rear area after killing the snake and then move
down to the dark cavity below the fractured concrete. Use the vines located
above the rubble to get to the next level and then move around the corner.
Watch and listen for another snake if you go for the cash on the crate.
Descend the metal stairwell, drop down and enter the water. Swim through the
fractured bars and into the long circular conduit and into the cavern housing
the submarine beyond.
There are six pirates defending the area. The first is a Charger standing atop
the gutted submarine. You will see him on your way in. A lone sentry loiters on
the lowest platform and five more guard the higher levels of the dock.
After you swim through the gutted submarine, dive to remain undetected and make
a “Ledge Takedown” on the pirate on the lowest platform. If you don’t have the
needed skill, a version of a “Takedown from Below,” you’ll have to exit the
water for the kill, greatly enhancing your chances of being spotted. If you’re
seen, a firefight will ensue with Molotovs coming your way.
With the pirate eliminated, exit the water and crouch on the steps. Locate the
Charger on the submarine. He is the most likely one to make things painful.
Make him your second victim-put an arrow in him or kill him with a silenced
headshot from the M-700 sniper rifle.
Another pirate will be on the next platform and another on the higher platform
beyond. Two more are on duty farther back in the grotto. When the pirate just
ahead is looking away, move forward and get near the concrete wall near the
steps. Kill him with a “Ledge Takedown.” Step back and toss a stone against the
wall if needed to get him close enough.
Move up the stairs, crouch behind the crate and snipe the Charger on the high
platform. The Charger will probably fall to the deck, alerting the other
hostiles, but you can easily stalk and kill the last two pirates. A firefight
in the dock area doesn’t seem to alert the hostiles deeper in the cave.
With the dock secured and looted, move up the rock incline until you come to a
drop off. Use an “Enhanced Perception” to determine the locations of the seven
hostiles in the cavern beyond the rock wall and the sandbags. A lookout mills
on a rock ledge on the right side of the cavern. He will occasionally leave his
post and join his buddies below. Three of the pirates normally stay in the rear
of the grotto, near a turret gun, guarding the sealed entrance to the ruins.
The turret gun has a deadly field of fire and anyone manning it is protected by
a wall of sandbags. Three more loiter in the center area, near a detonator. The
pirates have rigged a powerful explosive on the ruin’s entry and three pirates
loiter in the central area near it.
Drop down and stay behind the low wall of sandbags and initiate the bloodbath
by killing the pirate on the ledge and then quickly killing a couple near the
detonator. Either gun them down or toss a grenade among them. Duck back behind
the rock wall and let a fourth come to you.
The three remaining pirates will normally stay back near the turret and one of
them will man it, but their actions are hard to predict. You can now either
snipe from behind the sandbags or toss a couple of grenades. They may even
charge your position straight into your gun barrel. If you can keep their heads
down, you can sprint to the detonator and trigger the explosives which will
kill anyone in the area. Be aware that anyone surviving will re-man the turret
if allowed.
With the area secured and looted, use the detonator to blast open the sealed
stone doorway, giving you access to the ruins beyond.
Enter the ruins. Go across the courtyard and into the stone corridor. Kill the
snake lurking in the gloom near the flowering “amber” plant. You’ll come to a
drop-off. With nowhere to go, you’ll have to drop into the water. You can
actually be an observant Jason and simply spot and shoot the crocodile in the
water before entering; or you can be bold and jump into the pool and follow the
prompts to kill it. If you want the skin, dive to collect it-the croc was a
loner.
Swim toward the greenish glow and use the vine to exit the water. On the
opposite side of the chamber, there will be an emblem on the portal, not unlike
the compass. Interact with the stone portal which slides open. Move through the
door, dive boldly into the dark water and swim through the open portals to the
light. Surface and use the vine to access the next level.
Move into the stone corridor. As you move toward the waypoint and try to jump
the gap in the ramp going down to the lower area, the rubble will give way. You
will plunge into deep water and must regain the surface. Move toward the
waypoint but Jason can’t get onto the ledge to reach the artifact. He will,
however, notice that two old switches, located on the left and the right, are
holding back additional water, preventing the water level from rising further.
Interact with the golden circle on the right, as positioned from your entry
point, and then shoot or melee the three glowing poles holding the plug in
place. Reverse course, swim out and surface. The water has risen but not enough
to allow you to reach the ledge.
Dive to and operate the switch on the left side of the chamber. Swim in and get
out of the water. Shoot or melee the three poles to release the plug, further
flooding the chamber. When you swim back toward the entry a boulder falls and
blocks the way out. You’ll have to find another way. Surface for air; and,
still facing the portal where you entered, go up and over the wooden platform,
dive, swim to the light and you will surface in the main chamber.
The chamber has now flooded enough so that you can reach the vines. Move to the
next chamber, grab the loot and take the next piece of the compass from the
altar. The place starts to collapse and you must get out. The new waypoint will
be beyond and to the left of the altar. The collapsing stones will have exposed
a very narrow wooden walkway. You will be facing it after the brief cutscene.
Follow the directional prompt to cross it and it will place you in a fissure,
allowing you to get to daylight and yet another encounter with Buck.
He is extremely disappointed that you don’t have the knife and threatens Keith
again. The new piece, however, makes the compass glow almost magically. Is this
a clue on how to proceed? Buck disappears again.
<<<<<<<<<<<<<<<<< Mission 18: The Motherlode: (acquired) (CH018) >>>>>>>>>>>>
Outpost: Cradle Gas
<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
Buck has again taken off and is located to the west. The tortuous country you
find yourself in makes fast-travelling to the outpost at the Old Mines or
another outpost a better option than walking the shoreline of the river. You
will also be able to adjust your rucksack and buy ammo if needed.
<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
Outpost: Cradle Gas: <CG17>
>>Bounty Board: Wanted Dead no. 15 (sub-menu) ($275)
>>Bounty Board: Path of the Hunter no. 13: Shotgun hunt for a rare Undying Bear
>>Equipment recommended:  (Infiltration) The Recurve Bow (optimal) or another
silenced weapon; a close-quarters weapon-a shotgun or an automatic weapon.
>>Equipment recommended: (Sniping) The M-700 sniper rifle (optimal). A
close-quarters weapon-like a shotgun or an automatic weapon.
<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
Before meeting with Buck, select Cradle Gas as your waypoint. If you have
liberated the Old Mines Outpost, it is the best option for approaching the
remote outpost at Cradle Gas. If all or most of the surrounding outposts are in
Rakyat control, the territory will be patrolled mostly by them and they will
periodically attack the outpost.
When you approach the outpost, stay about 125 meters north of the facility
where you can tag the seven defenders from near the roadway. The garrison
includes five Snipers and they are vigilant. One of them is stationed on a
rooftop on the southwest corner near a turret gun. Another is on an elevated
platform near the roadway.
Infiltration option:
There are two alarm panels. The one located on the southwest side of the shack
is your first objective. Skirt the eastern side of the facility, staying as far
away as the terrain allows. You will likely encounter a pack of dogs on the
hillside south of the outpost-either use an “Animal Repellent” syringe to keep
them at bay or silently dispose of them to remain undetected.
Locate the hole in the fence and make sure the rear area is clear before
entering. A second pirate will sometimes briefly join the Sniper on the
rooftop. Don’t kill the Sniper on the rooftop-disabling the alarm is your first
priority and his early demise may be noted if a rover is looking his way.
Once the alarm system is disabled, kill the rooftop Sniper with a headshot to
minimize the chance of your incursion being noted. Your options are now
numerous. You can continue stealth by entering the central garage and sniping
or you can climb onto the rooftop and do the same. The turret gun is available
and the place is a fueling station. There are many flammable barrels to target.
Unless the pirates still control the surrounding sectors, Rakyat forces are
highly likely to attack the outpost. Use their incursion to target the
defenders from behind. Dingoes also frequently enter the compound, creating
havoc. The fires caused by exploding barrels can also kill or flush your
opponents into the open.
Sniping option:
There are several rock outcroppings southwest of the outpost. One is located
about 45 meters from the outpost and its elevated position is excellent for
sniping. The positioning of the garrison, however, will prohibit you from
clearing the outpost without corpses being discovered. You can, however, easily
mask your own position by ducking below the crown of the boulder as you select
new targets. Both alarm panels are visible and can be shot to prevent a general
alarm. Before attacking, it is prudent to shoot the alarm on the side of the
safe house. Targeting it after the action begins can get you spotted since you
have to get atop the boulder to hit it.
Start your assault by sniping the nearest alarm and then take the rooftop
Sniper near the turret gun. The Rakyat or, occasionally, dogs oftentimes
distract the defenders. If they do you can probably secure the outpost by
targeting both the pirates and the explosive containers. Don’t forget to shoot
the second alarm panel.
If your position is compromised, a few pirates may come your way. One may even
drive a vehicle up the road or the hillside. You can either address them there
or drop down into the outpost and man the turret gun, which has a 360 degree
field of fire. You can also get onto the rooftops to continue sniping.
There is a “Wanted Dead” mission on the bounty board. It pays $275 for killing
a pirate in the nearby woods. A “Path of the Hunter” mission is also offered.
You must shotgun an Undying Bear in a nearby cave. It pays a $275 bounty. This
kill will allow you to build a bigger rucksack and it is well worth tackling.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
>>>>>>>13: Path of the Hunter:
Acquired: Cradle Gas Outpost
Mission:  A shotgun hunt for an Undying Bear
Bounty:   $275 and the Undying Bear hide
The mission’s starting point is 130 meters due south of the outpost. Before
leaving the outpost, grab the Bull shotgun if you own it. Move up the dirt path
behind the Cradle Gas Outpost and harvest a few “amber” leaves to craft an
“Animal Repellent.” If you’re in need of a shotgun, take the M133 shotgun and
shells from the crate.
Continue up the dirt path and enter the dark cave. The bear will come from the
rear of the cave. Blast him with your shotgun and keep blasting until it falls.
An “Animal Repellent” or a “Deadly Hunter” syringe can help keep you alive as
you slay the bear.
Loot the bear’s victim’s corpses and grab the cash and the ammo on the cave’s
floor. Craft the “Extended Rucksack” with the badly scarred hide, giving you
room for 96 loot items.
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Collectible near Cradle Gas Outpost:
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Relic no. 49: Spider 8 is located at map coordinates X: 622 Y: 712.8. This is
approximately 120 meters north of the outpost at Cradle Gas. At map coordinates
X: 620.6 Y: 712, you’ll find a fissure in the ground with ruins beneath it.
Drop through into the shallow water-this is a blind drop, so have full health
just in case. There is a Relic on an elevated pedestal and getting to it
requires you to jump from one pedestal to the next where you can reach it. You
can exit the ruin by climbing a vine and making a couple of jumps to get to
daylight. This is also an alternate way in at map coordinates X: 617.5 Y: 713.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
<<<<<<<<<<<<<<<<<<<<<<<< The Motherlode: (Starts) (CH018)>>>>>>>>>>>>>>>>>>>>
Mission: The quest for the dagger continues in caverns defended by Vaas’ crew
>>Equipment recommended: A silenced automatic weapon like the Shredder; the AMR
sniper rifle (optimal) or another sniper rifle; a hard- hitting automatic
weapon like a LMG; The GL-94 grenade launcher and/or a full supply of grenades
<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
Open your map and fast-travel to the outpost at the Old Mines. Use the vendor
to gear-up for the mission. If you have it, take the AMR; if not, take one of
the other sniper rifles. Take a silent weapon like the Shredder or another
silenced automatic firearm. A hard-hitting firearm like the U100 LMG and the
GL-94 grenade launcher are also recommended. Stock up on grenades and have
enough “crimson” leaves to craft several “Enhanced Perception” syringes. Be
sure to make room in your rucksack.
Commandeer a vehicle and drive north out of the outpost. The road will turn
east, skirting around the mountain. Take the secondary road when you reach the
radio tower and continue southeast to Buck’s location at the mine.
The lower mine area contains numerous loot chests. There is also a large ammo
cache in the shack near Buck’s location. You can also grab a Relic, Boar 27,
inside the mine before starting the mission.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Relic no. 75: Boar 27 is located at map coordinates X: 678.9 Y: 742.1. This
location is an old mine about 320 meters east of the outpost at the Old Mines.
Commandeer a vehicle and drive north, then east to the old mining facility.
There is an abandoned mine tunnel just east of the mining camp. The Relic sits
on a chunk of ruin in the tunnel. It will be worth your while to ransack the
camp before leaving.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Buck insists that you suffer through another history lesson on Chinese treasure
before getting down to business. Ages ago, when Lin Cong went AWOL, his
treasure was lost somewhere on the island. Through the ages, no one has been
able to locate it. It is now your turn.
Enter the mine and take the elevator down into the depths. The mine is old and
in disrepair. A cave-in seems like a real possibility. When you come to a cart
blocking the passage, push it forward to clear the path. Crouch near the cart
and wait for the pirate loading the cart to turn his back to you. Move in for a
“Takedown.” Waste no time making another “Takedown” or silently kill the roving
Charger farther down the passage. A silent kill on the Charger should keep him
from alerting the three pirates beyond the turn.
There are three pirates in the adjoining grotto. If your initial kills were
undetected, they will just be loitering around the turn. Otherwise they will be
advancing on your position, and if they start tossing Molotovs, things can
become hectic in the confined passage. While silent operations aren’t truly
necessary, remaining undetected will make clearing the passages considerably
easier.
If the three aren’t on alert, stay behind the crate near the turn and lure the
drunken Charger to the turn with a stone. When he turns to go back down the
passage, move in for a “Takedown.” Creep in on his two comrades and silently
gun them down. If you manage to kill them silently, your intrusion won’t be
noted by the four pirates in the grotto beyond. If they are suspicious, a
couple of pirates will come up the tunnel.
Grab the ammo from the crates. Inject an “Enhanced Perception” to highlight the
defenders ahead and then shove the ore cart down the passage to begin your
assault. The cart will cause an explosion, killing one or more of the pirates.
If you didn’t have their attention, this will get it and up to four additional
pirates will join the battle from deeper in the mine. With stealth tactics no
longer necessary, switch to your heavy weapons. Stay in the narrow passage and
use the boulders and other debris as cover to snipe the pirates as they
gravitate toward you.
When the passage is secured and looted, continue ahead but stop before entering
the larger chamber beyond. An “Enhanced Perception” will help you pinpoint the
two hostiles defending a guard post across the void. They will usually take
cover and snipe at you, making them somewhat difficult to target. Take the time
to kill both of them before entering the large cavern. Snipe them or launch a
grenade or two from the GL-94 grenade launcher to clear the threat.
The laser sights of two deadly Snipers on an elevated lookout betray their
presence. Quickly get behind the ore cart, crouch to avoid their bullets and
push the cart. Remain crouched behind the cart and use the GL-94 grenade
launcher or your sniper rifle to kill both Snipers.
A Molotov throwing Charger will appear near the Sniper’s perch as you advance.
Snipe him or toss a grenade to put him down before he sets the lower area afire.
As you start across the bridge, another Charger and a Heavy Gunner will start
down from the rock ledge near the Sniper’s perch and advance on your position.
Retreat back across the bridge and gun down the Charger. Address the Heavy
Gunner with the AMR or just place a C4 charge or a mine on the bridge and allow
the Heavy Gunner to lumber into the explosion.
The explosion won’t damage the fragile bridge, so go across. There is a suit of
body armor on the crates to the left of it and there is a loot chest in the
sentry’s quarters.
Make your way up the incline past the Snipers elevated perch. Raid the ammo
cache if it wasn’t destroyed taking out the Snipers. Beyond that point ten
pirates, including another Sniper, await your arrival. An “Enhanced Perception”
will highlight their positions in the gloomy cavern.
The mine’s decrepit support beams just manage to support the ceiling. Show
yourself and retreat, baiting several of the hostiles to move forward. Bring
the support beams down on them with gunfire or grenades so they don’t bring it
down on you.
With the first wave neutralized, continue on and stop when the passage turns
and widens into a large chamber, you’ll probably see the laser designator of
another Sniper. Use the corner for cover as you target the remaining pirates.
This will keep you out of the crosshairs of the Sniper.
When only the Sniper and perhaps his Charger sidekick remain at the far side of
the grotto, sprint across the passage and take shelter behind the large fallen
support column against the left wall. Crouch behind it and shoulder the GL-94
grenade launcher. It is your best option to neutralize the Sniper but you can
also target him with your sniper rifle. He is on an elevated rock shelf behind
a makeshift wall but he is susceptible to a grenade attack. Launch a grenade or
two to kill the Sniper and his partner or snipe them instead.
Continue through the grotto, go into the passage and use the compass to
interact with the symbol on the stone portal. In the passage beyond, the
hissing betrays the presence of a komodo dragon lurking in the gloom. Kill it
before you enter. Continue ahead and jump down to the ruins below. You will
enter a dead-ended chamber. Go to the center circle and interact with the
glowing ring. This will spring a trap mechanism, creating an escape route.
Move down the inclined stone passageway; and, before leaving the stairwell,
locate and kill the komodo dragon below. You must now go across the makeshift
wooden bridge and jump the small gap onto a small rock pedestal. Jump across a
wider gap to get onto another short wooden bridge. Go up the incline; kill
another hissing komodo dragon and then the hard-to-see snake near the lower of
the two loot chests. Continue ahead through the dark passage.
Move onto the rickety elevator. It begins to descend; and, of course, it
crashes. After you work your way from the wreckage during a cutscene, you are
instructed to reach the treasure room. Watch and listen for another snake as
you go toward the wooden walkways below. Don’t let the snake distract you or
you will miss the gap over the abyss just ahead! Jump the gap. Move up the
wooden walkways and jump the short gap to get onto the stone pedestal, and then
jump into the lighted corridor.
Move up the rock ramp and kill another komodo dragon near the base of the
stairwell. Raid the five loot chests before moving to the stone altar to
interact. You get another part of the compass but the place is suddenly coming
apart and fire spews down.
Before the fire spreads, quickly start for the waypoint, brushing out the
flames and healing if necessary. When the wooden structure collapses, sprint
forward on the ledge. Boulders will begin crashing down onto the ledge; keep
going and jump the gap where the ledge has crumbled. When an upheaval occurs,
you fall into a fracture and are thrown down a chute and into the open air.
Buck is again there and is threatening Keith’s life as usual. You fit the newly
acquired ring onto the compass and Buck vanishes. He is again the objective.
<<<<<<<<<<<<<< Mission 19: Lin Cong I Presume? (acquired) (CH019) >>>>>>>>>>>
Outpost: Cradle View
>>>>>>>>>Optional mission: Light at the Edge of the Jungle
<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
Outpost: Cradle View: (X: 568.2 Y: 821.3) <CV18>
>>Bounty Board: Wanted Dead no. 16 (sub-menu) ($250)
>>Optional mission: Light at the Edge of the Jungle
>>Equipment recommended: The Recurve Bow (optimal) or another ranged silenced
weapon. A close-quarters weapon-a shotgun or an automatic rifle.
<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
Buck’s new location is north of the Amanaki Outpost. Before having to speak
with and thus restrain yourself from killing the bastard, it is time to
liberate another sector of the island to cool our temper with a bit of
gratuitous violence.
Get closer to the remote Cradle View Outpost by fast-traveling to the outpost
at the Rust Yard. Equip your Recurve Bow or a silenced automatic weapon before
departing. Commandeer a vehicle and drive north on the convoluted roadways and
abandon the vehicle when you leave Rakyat controlled territory to avoid riling
up the locals.
Six pirates, two Normals and four Chargers defend the Cradle View Outpost.
There are also a couple of caged dingoes on the west side of the compound.
Packs of dingoes roam the region north and west of the outpost and they will
occasionally attack the garrison. Having an “Animal Repellent” slotted is a
good precaution. A pirate foot patrol, coming from the heights, passes by and
occasionally goes through the outpost as well.
Approach the outpost from the south. When you get within 90 meters, move on the
low side of the hill near the river. You’ll see an open-sided structure on the
southeast side. Move into the small bush near the large tree. The red tarp will
largely but not totally shield you from the sight of the pirates.
Locate the pirate that stands guard nearby. Toss a stone to attract him. Your
goal is to score a “Takedown” when the hostile comes toward your hiding place
in the bushes behind the hanging tarp. If needed, toss a second stone to keep
him coming. Make the “Takedown” and drag him well below your hiding place so
future victims don’t see him.
When he drifts your way, repeat the procedure for a second pirate. A little
patience will allow you to down a third. With three down, circle around to the
pirate skulking on the northwest side or, if he is already dead, the rover
whose patrol route takes him there. Lure him behind the lumber piles where you
can drop him on the perimeter. If you can do a “Takedown” and drag, any foot
patrol passing through won’t spot his body and start a search.
If you’re activity wasn’t noted, you can now hunt down the last two defenders.
Generally both will be behind the safe house near a burning barrel, but if your
actions were prolonged, one may have wandered off. Kill them both to secure the
outpost. Disable the alarm if one of them must be hunted down.
There is a “Wanted Dead” mission requiring you to kill a pirate entrenched on a
nearby hilltop. It pays $250. The optional mission, “Light at the Edge of the
Jungle” is also offered. After looting, checking the bounty board and using the
vendor, fast-travel to the Amanaki Outpost. You’ll be meeting Buck to the north
of it.
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Note: If you aren’t doing the optional mission or hunting Relics you can make
your way onto the heights east of the Cradle View Outpost and use the glider to
cross the canyon. You can then go over the mountain to reach your buddy, Buck.
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Collectible near Cradle View Outpost:
Relic no. 22: Spider 6 is located at map coordinates X: 586 Y: 816.2. This
places the artifact about 175 meters east of the outpost at Cradle View. Take a
vehicle out of Cradle View Outpost and drive to a cave entry at map coordinates
X: 583.7 Y: 814. The Relic lies inside the grotto overlooking the bay to its
east. If you approach it from the shoreline there is a way up the cliffs to the
south of the grotto.
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>>>>>>Optional Mission: Light at the Edge of the Jungle: <OP11>
This optional mission is made available after liberating Cradle View Outpost.
You’ll have to travel about 425 meters southeast of the outpost to meet with a
woman in a small mountain settlement.
She doesn’t want the church gossips to get wind of her problem. She suspects
that her husband is cheating on her. However much it hurts, she wants you to
find out the truth.
Just go to the nearby shack and eavesdrop at the side window. Well the ole boy
ain’t with another woman-he’s involved in a same-sex affair. Return to his
wife’s house. She is mortified and says she is gonna slice off his danglin’
parts for this betrayal. Take the cash and git.
<<<<<<<<<<<<<<<<<<<<< Lin Cong I Presume? (Starts)(CH019)>>>>>>>>>>>>>>>>>>>>
Mission: The quest for the dagger continues and concludes in a subterranean
ruin that is vigorously defended by Vaas’ crew.
>>Equipment recommended: A sniper rifle is essential-the AMR is optimal; a
hard-hitting weapon like a LMG; The GL-94 grenade launcher and/or a full supply
of grenades.
<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
Open your map and fast-travel to the Amanaki Outpost. If you have the AMR, take
it or another sniper rifle. Stealth isn’t primary on this mission, so take a
heavy hitter like a LMG. Take the GL-94 grenade launcher and a full supply of
grenades. If you don’t have a GL-94 grenade launcher, take the bow with a full
supply of explosive arrows.
Commandeer a vehicle and drive north on the main road and then take the narrow
trail to Buck’s location near the cenote. Buck is his normal loathsome self as
he recites yet another history lesson.
The mission’s waypoint is in the middle of the pool. Jump from the rock ledge
into the pool. Surface and climb onto the ledge and then climb the long vine to
the cave entrance. You’ll probably recall this area where you retrieved two
Relics earlier in the game.
Move into the cave and interact with the circular doorway. You’ll hear a
barking dog as you advance through the ruins. You can see a pair of hostiles
through the gap in the wall but shooting them from there isn’t advantageous.
Climb the vine and there will be a drop off looming.
Drop down into the hole for a staged “Takedown From Above” on the pirate below.
Locate the two pirates in the adjoining chamber and kill them-stealth kills
aren’t necessary; you’ll be detected regardless and the noise will get the two
guard dogs coming your way. A wooden ramp will automatically lower over the
abyss as you advance into the chamber. The two guard dogs will charge. Stay in
the grotto to put them down. The Heavy Gunner will then lumber toward you. Use
the AMR sniper rifle or a C4 charge to eliminate him.
Locate and eliminate the three pirates in the adjoining grotto. Stand back and
snipe them from the bridge. Just don’t fall off of it to your death. Advance
and just ahead a stone ruin is being used as a guard post. Toss or shoot a
grenade into it to address the three defenders lurking inside. This will flush
out anyone surviving the blast. Kill any survivors before they can zipline down
to the walkway below. Grab the body armor from inside the guard station when
you loot the area.
Use the zipline outside the guard post to get onto the walkway below. Quickly
secure it by killing the two pirates guarding it. If anyone ziplined down,
there will be three or even four defenders.
You can then use that platform to eliminate the eight pirates on the platforms
below. The defenders will fire at you and throw Molotovs and grenades your way.
Use the lip of the walkway and the gaps in the logs to snipe them; or, better
still, use the GL-94 grenade launcher. A well placed grenade can take out
multiple enemies. If they zero in on you, their grenades are damaging and the
Molotovs will keep you busy patting out flames-consider using a “Fireproof”
syringe during the encounter if things get heated.
Before jumping down on the right side of the platform, loot the bodies and try
to locate the two defenders lurking deeper in the grotto near the waypoint.
Snipe them if possible. Jump down and another zipline will get you onto the
platform where you can loot a few of your victims.
Go down the wooden walkway toward the waypoint and snipe the two pirates across
the void if you couldn’t get them earlier. One is a pesky Molotov thrower who
can set the walkways ablaze if he is left active. Use the third zipline.
Raid the little grotto and take the body armor. Exit the grotto and move onto
the wooden platform. Go down the ramp. Two pirates will enter from the gloom on
the far side of the cavern. Kill them-the GL-94 grenade launcher is once again
your best option. Go down the ladder and then down the wooden walkways and onto
the platform. Restock your supplies from the scattered caches of items.
As you continue down the walkways you’ll have to avoid the acidic water and the
small geysers of hot water. When the waypoint changes, just around the corner,
near the daylight, there are three pirates and one is toting an RPG. You can
hear their voices. An “Enhanced Perception” syringe can help you pinpoint their
locations. With their locations highlighted, equip your sniper rifle and
quickly maneuver across the acid water by jumping onto the isolated boulder.
Put down the RPG Sniper before he can launch a rocket. You will probably
survive the first rocket, but don’t press your luck. Two other pirates will
also be on that rock ledge. Locate and snipe them from long range.
With the three pirates downed, advance on the scattered boulders to avoid the
acid pools, pausing as needed to elude the boiling geysers.
Locate the three pirates on the ledge ahead and kill them, targeting those with
firearms first. Once again, advance on the scattered boulders and climb the
vine to get onto the rock shelf. Kill the Charger in the grotto before he can
set the place afire. Interact with another circular doorway.
Go through the portal. The short vine climb will get you to a position above a
large chamber. Use the wooden walkway on the right to get down to the base of
the chamber. The acidic water will ebb and flow regularly. When it subsides,
sprint over the stones and get to the higher ground near the waypoint. Heal if
the bubbling water starts to drain your health. Climb the long vine to access
the ledge and then the next vine to get atop the next.
Move into the ancient temple ruin and go up the stairs and interact with the
emblem. Take note of the hissing as you go down into the crypt. Descend another
level, kill the komodo dragon and continue on down the stairwell to the bottom
of the complex where you’ll have to kill two more komodo dragons.
There is a sarcophagus there. Interact with it to slide the lid aside and
retrieve the dagger. The place starts to come apart; run for the exit, crouch
to get through the opening and then follow the simple prompts to crawl away
from the collapsing gate and into daylight. Buck isn’t there. He wants you to
come to his place in Badtown for the exchange.
<<<<<<<<<<<<<<<<<<< Mission 20: Unhappy Reunion: (CH020) >>>>>>>>>>>>>>>>>>>>
Mission: You have the dagger. Buck betrays you-big surprise. You must battle
him during a quick time encounter. In the end, you’re far too merciful.
>>Optional mission: The Social Club (Continues)
>>Equipment recommended: No weapons required for this mission.
<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
You’re half the island away from your destination, so fast-travel to Badtown.
Buck infests a hut just outside of town. Restock your supplies at the local
store and make your way around the mountain to Buck’s place.
He gives you the key to Keith’s lockup and you give him the dagger. Keith is
downstairs and he has been traumatized by his ordeal. Buck betrays you and
means to kill you with the dagger-big dummy should have just used a gun. You
have to follow a series of prompts to survive the ordeal and send the dirt bag
to hell-good riddance but your sendoff is far too gentle.
With Buck in hell where he belongs, you are free to deliver Keith to the safety
of the cave under Dr. Earnhardt’s house. Keith believes that Volker’s men have
killed Riley. You now just want revenge and you aren’t leaving without it. Liza
can’t dissuade you from your purpose.
>>>>>>Optional Mission: The Social Club: (Continued) (OP10)
Before leaving to pay Hoyt Volker and Vaas a visit, stop by the “red” pot and
grab another of Dr. Earnhardt’s mushrooms. You will be in the club in Bangkok.
Dance a bit, fight a bit and when you escape the place, the DJ will set you up
for a trip to the island. When you recover, exit the cave and begin the
campaign to avenge your brother’s killers.
<<<<<<<<<<<<<<<<<<<< Chapter 07: This Knifes For You: (CH021) >>>>>>>>>>>>>>>
Mission: With Buck dead, Keith freed and the dagger in hand, Jason is free to
take the dagger to Citra.
>>Equipment recommended: No weapons are required for this mission.
<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
It is time to deliver the dagger to Citra. Exit the cave, open your map and
fast-travel to the Temple Gateway. Go into the Temple and speak with Dennis.
Citra will approach and will take the dagger. The dagger had been used to offer
her people for sacrifice. Somehow, they have been avenged by reclaiming it.
Follow her into the Temple where she asks what you desire-you just want to kill
Vaas and Hoyt. She gives a brief history of her people, referencing a great
warrior with the tatau and a giant he slew. Her people are his descendants.
Leave the Temple. An agitated Dennis approaches you. He says that the Rakyat
need your help to rescue a group of warriors that have been captured by Vaas’
crew.
<<<<<<<<<<<<<<<<<<<<<<<<< Mission 22: Ambush: (CH022) >>>>>>>>>>>>>>>>>>>>>>>
Mission: Vaas’ crew has captured and is transporting a group of Rakyat
warriors. An ambush is planned to rescue them and Jason must get to Churchtown
to aid the cause.
>>Equipment recommended: A shotgun or hard hitting automatic weapon; The GL-94
grenade launcher; the AMR sniper rifle.
<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
The mission’s site is far to the northeast. If you have liberated the outpost
at Cradle Gas, open your map and fast-travel to the safe house there. This is
575 meters south of the mission’s location at Churchtown, but the road north is
straightforward. If you haven’t taken it, go to one of the other nearby
outposts to get closer to the mission’s site.
Equip a shotgun or an automatic rifle. If you have the AMR, take it and equip
the GL-94 grenade launcher if you have it.
Make your way into Churchtown and meet with your contact in the church. He
gives you explosives to place on a tanker truck. Its detonation will destroy
the enemy’s lead vehicle, blockading the convoy and initiating the ambush.
Exit the church and place the explosives on the truck at the waypoint. You then
have 45 seconds to get to the elevated sniper’s perch on the walkway of the
water tower on the opposite side of the town. There is a Z93 sniper rifle and
rifle shells on the tower’s walkway. Take the weapon. You can continue to use
it as long as you keep it slotted in one of your holsters, but you will have to
purchase it when it becomes available to add the sound suppressor.
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Note: If you’re carrying the AMR, it is slightly more powerful than the Z93
sniper rifle. If you target a vehicle’s engine, only one or, at most, two shots
will cause the vehicle to explode. If you don’t have the AMR, the Z93 sniper
rifle is much more potent than the other available sniper rifles but you won’t
be able to add a sound suppressor until you purchase the weapon on the South
Island, making the AMR more useful until then.
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The convoy will arrive from the roadway to the right of your position. Allow
the first vehicle to trigger the explosion and then begin killing the pirates.
These troops are more military-like than your average North Island thug. Use
your grenade launcher to target the arriving vehicles, and snipe those that
emerge from the church or survive the destruction of their vehicles. The
pirates will be focused on battling the Rakyat forces, allowing you to target
them with minimal retaliation if you remain on the tower. You can descend from
the tower but remaining on it is your best option. If too many Rakyat fall,
however, the mission can fail, so don’t spare the ammo.
Once you have neutralized most of the enemy forces, a 3:00 minute timer will
start. The APC carrying the prisoners will escape and drive out of town. You
must now catch it before the timer runs down or the mission will fail.
The zipline on the tower will take you directly to the chase truck. Kill the
two pirates that challenge you near it, board the vehicle and steer it to the
right and then turn left onto the main roadway to give chase. Swerve right to
avoid the pirate’s roadblock and swerve to avoid colliding with the patrol
truck. The road will take you directly to the APC.
As you approach the waypoint the timer will abort. You’ll find the APC stopped.
Why? A couple of pirates will be defending it. Kill them and then you can take
the time to raid the area-nobody will arrive to challenge you. Approach the
APC. Open the hatch and Vaas will knock you unconscious.
<<<<<<<<<<<<<<<<<<< Mission 23: Warrior Rescue Service: (CH023) >>>>>>>>>>>>>
Mission: Having avoided death at Vaas’ hands once again, you find yourself with
no weapons and a heavily defended compound between you and escape on an enemy
chopper.
>>>Equipment recommended: You’ll be grabbing what becomes available as the
mission unfolds.
<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
You regain consciousness, bound hand and foot, a forced listener to Vaas’
babbling. He has tethered you to a cement block which is sitting ominously
close to the edge of a deep cenote. Once his jabbering is finished, he kicks it
over the edge, carrying you into the deep water below. Follow the prompt to
free your hands and then swim to the surface.
You’ll find yourself with no equipment except your knife and your camera. Just
outside the cave, just beyond the waterfall, a pirate skulks. Use a “Takedown”
on him and confiscate his shotgun. There are two pirates just ahead. Stealthily
advance. If you have the “Knife Throw Takedown,” use it on the third pirate
while using a “Takedown” on the second. If you don’t have that skill, go for
“Takedowns” on both. You must avoid gunfire to avoid alerting the pirates in
the compound beyond.
Take the AK-47 assault rifle from one of your victims. You must now pass
through a well-defended compound and make your escape on the enemy chopper that
is landing as you approach the facility. The chopper will be defended by a
Heavy Gunner and a guard dog. Eight additional pirates defend the large
spread-out compound and if they trigger an alarm additional forces will arrive
in a patrol vehicle.
Go up the dirt path and stay low as you do recon from the foliage near the rock
ledge. The hostiles won’t normally spot you but don’t make yourself too
conspicuous. Tag the five hostiles in the area below. There will be two Snipers
on rooftops near the cliffs. One will be on your left and one on your right. A
sentry will patrol along the cliff below your vantage point and two more will
patrol near or beyond the large structure. The three hostiles on the far side
of the compound won’t be a problem during this initial phase of the mission if
you operate silently.
Your main goal will be to get to the alarm station on the structure across the
road from the RPG Sniper on the platform to the right of your lookout. To
accomplish this without being detected will require using stealth kills and you
have no silenced weapon except your blade. If you are detected and the alarm is
sounded, you will have only five minutes to deal with the entire garrison, with
reinforcements and to get aboard the chopper.
To accomplish this, you’re going to need to acquire the sniper rifle from the
Sniper on the left and the RPG-7 from the one to your right. Start operations
by moving away from the cliff and following the dirt path down and then turning
back toward the compound.
Monitor the patrol routes of the two nearest rovers and the attention of the
Snipers. When the rovers are moving away and the Snipers are looking elsewhere,
hustle down and move in behind the building. When the Sniper approaches the
rear of the building, do a “Death from Below” takedown and he’ll fall from the
rooftop, allowing you to obtain his SVD sniper rifle. Don’t go onto the rooftop
or you’ll likely be spotted, spoiling any chance for a stealthy mission.
Move to your right around the side of the building and into the bushes. If the
patroller isn’t coming your way, grab some ammo. Monitor the two nearest
rovers. Conceal yourself in the bushes near the shack and when the sentry
patrolling near the south cliff approaches, toss stones to lure him near the
shack, use a “Takedown” and drag him into the bushes where his corpse will be
out of sight. Rather than killing him there, you can go back up to your recon
post, drop into the bushes, wait for his approach and take him down there.
Either tactic works but luring him to the shack eliminates more variables.
The RPG Sniper is next. Wait for his focus to be elsewhere and for the rover to
be moving away and move across the open area; or you can return to the lookout,
drop down when the RPG Sniper is looking away and move through the bushes near
the cliff and get into the shack. When the Sniper isn’t looking your way and
the rover’s attention is elsewhere, move to the base of his perch. Stay
crouched and be patient so you won’t be detected. He wanders about and when he
is in position and the roving sentry isn’t in a position to observe the kill,
do a “Death from Below.” Grab his RPG when he tumbles off the platform.
Monitor the route of the rover and when he is facing away, sprint across the
road and disable the alarm. This negates having to deal with that five minute
timer. Stalk and do “Takedowns” on the two other pirates in the area.
It is now time to forget stealth. Stock up on ammo on the second story of the
structure with the alarm station. Go across the road and get back onto the
lookout where you killed the RPG Sniper. Locate the turret gunner and the
Sniper on the far end of the area. The Heavy Gunner and the dog may well be out
of sight, screened by the cliff but they will be somewhere near the chopper. A
third Sniper is posted on a platform behind the chopper and is hard to see from
your position. You’re likely out of his sightline and you are out of his for
now.
Use the SVD sniper rifle to kill the Sniper and the turret gunner. Get off the
platform and advance across the bridge. When the third Sniper becomes visible,
put him down. Use the RPG on the Heavy Gunner and the dog near the chopper. The
gunfire may have been heard, so use a rocket to destroy any vehicle that
arrives to investigate.
Get aboard the chopper. A gun to the pilot’s head convinces him to lift off. An
RPG, however, brings the craft down.
As you scramble out of the wreckage, you have another deadly encounter with
Vaas. He isn’t taking chances this time. He shoots you in the chest.
You regain consciousness at the bottom of a pile of Rakyat corpses. Extricate
yourself by following a series of easy prompts. Vaas’ bullet hit the lighter in
your shirt pocket-the lighter he deemed useless when he had you and Liza set up
for a prison barbeque. Dennis is there and the pile of Rakyat corpses is the
men killed by Vaas for Volker’s benefit.
You must now reclaim your gear which is stashed in a nearby compound-too bad
Dennis didn’t loan you his handgun. You have only your knife; you don’t even
have your camera to tag your enemies. No-you can’t just fast-travel to
gear-up-the function is disabled.
Stay low and use the bulk of the shack to approach the site. Scout visually
from there. You’ll find a mine and a suit of body armor in the shack. There are
four Chargers wandering the area while a Heavy Gunner and a pair of dogs guard
the storeroom in the rear of the area where your gear is located.
There are two additional shacks nearby containing various useful items. Start
maneuvering through the scant vegetation near the cliff and use the stacked
barrels to screen your movement to get within range of the defenders. A local
man sometimes mills about near the shack. Don’t mistake him for one of the
hostiles.
Carefully monitor the movement and orientation of the nearest defenders from
cover to facilitate a “Takedown” on the nearest Charger; and, if possible, a
“Knife Throw Takedown” on his partner. Grab the C4, the Molotov and health kit
from the shack.
Move to the third shack where the loot includes a very useful flare pistol.
Monitor the orientation of the Charger nearest the shack and make a “Takedown”
on him when he is facing away. Sneak in behind his seated buddy for another
“Takedown.” You will likely acquire additional Molotovs and perhaps a grenade
or two from their corpses to help put down the Heavy Gunner.
With the four Chargers eliminated, stalk the Heavy Gunner and the dogs. If you
weren’t a quiet killer, the dogs may have already attacked. If you were
stealthy, the Heavy may still be in the shack or very near it. Go at him from
the flanks. Toss a couple of Molotovs or grenades his way to kill the dogs and
to soften him up. When you have a shot, hit him with a flare from the flare
pistol. It will kill him with a single shot. You also have the C4 and a mine if
your other efforts fall short. Enter the shack and grab your gear and then
banter a bit with Dennis about Vaas and Hoyt.
<<<<<<<<<<<<< Mission 24: New Rite of Passage: (acquired) (CH024) >>>>>>>>>>>
Outpost: Broken Neck Home
<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
Outpost: Broken Neck Home: (X: 637.5 Y: 530.5) <BN19>
>>Bounty Board: Path of the Hunter no. 14: SMG hunt for three bears (sub-menu)
>>Equipment recommended: The Recurve Bow (optimal) or another silenced weapon;
a close-quarters weapon-a shotgun or an automatic weapon.
>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
The mission’s site borders on occupied territory; so, before going to the
Temple, there is one last pirate outpost on the southeast peninsula called
Broken Neck Home to liberate. It is deep inside enemy territory, so you will
encounter both foot and vehicle patrols if you travel down the peninsula. Your
best option is to approach it by water. Commandeer a boat near the coastline.
There will be one just southeast of the previous mission site. There will also
be a few pirates to deal with and you can grab Relic no. 47, Shark 9, on the
beach.
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Relic no. 47: Shark 9 is located at map coordinates X: 636.7 Y: 581.2. This
remote location is about 500 meters due north of the outpost at Broken Neck
Home. The Relic is lying on the shoreline near the cliff. Find the jet ski on
the beach south of the outpost and avoid the numerous small rocks in the water
as you pilot it to the Relic.
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Pilot the boat south. This is enemy territory, so you may encounter a pirate
patrol boat. Moor on the shore just south of the smoke plume.
Circle east toward the bridge to get around the cliff, go up the embankment and
you will find a wide gap in the fencing. There is a caged tiger near that gap.
Six pirates defend the outpost, including a Heavy Gunner, two Snipers and three
Normals. There is also a pair of guard dogs. You can usually tag most of the
defenders from the gap but don’t get caught scouting.
Inject an “Animal Repellent” to stay off the menu and then release the tiger.
While the pirates deal with the tiger, move away from the fence, go down to the
shore and move clockwise around the outpost and get into the structures on the
west side. There is an alarm panel just outside the building.
If necessary, slip into the outpost to disable the alarm system before
finishing off any survivors of the tiger’s rampage. When the tiger is active,
having an “Animal Repellent” syringe is highly advised.
If an alarm is given, reinforcements will include a helicopter gunship. If the
tiger survives, hunt it down.
Ransack the place and take the Memory Card from the safe house.
There is a “Path of the Hunter” mission available at the bounty board. It pays
$275 for killing three bears with an SMG.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Collectibles near Broken Neck Outpost:
Relic no. 44: Heron 29 is located at map coordinates X: 654.3 Y: 526.2. It can
be found in the Rook Point Tower, a ruined lighthouse, located approximately
170 meters east of the outpost called Broken Neck. Take a vehicle from the
outpost and drive to the location. Just climb the seemingly endless spiral
stairwells to the top to find the Relic.
Relic no. 45: Heron 8 is located at map coordinates X: 683.5Y: 524.6. Broken
Neck Outpost is the recommended starting point to acquire this Relic from a
small island east of Rook Tower in shark infested waters. Take the jet ski on
the beach south of the outpost and pilot it to the islet. You’ll have to
struggle to get up the steep cliffs. This is best done on the west side, a bit
north of the demolished wooden walkway. The Relic sits in a shrine atop the
rocky islet.
Relic no. 46: Boar 10 is located at map coordinates X: 653.2 Y: 548.7. This is
about 240 meters northeast of the outpost at Broken Neck. There is an old mine
entrance near the river’s edge at map coordinates X: 652.1 Y: 549.3. Drive
north out of the outpost and stop on the road above the canyon. Make your way
down to the stream and you’ll find the Relic inside the mine.
Relic no. 47: Shark 9 is located at map coordinates X: 636.7 Y: 581.2. This
remote location is about 500 meters due north of the outpost at Broken Neck
Home. The Relic is lying on the shoreline near the cliff. Find the jet ski on
the beach south of the outpost and avoid the numerous small rocks in the water
as you pilot it to the Relic.
Relic no. 48: Spider 9 is located at map coordinates X: 650.7 Y: 561.7. This is
about 340 meters north of Broken Neck Home. If you follow the river it will
appear to be behind the waterfall-it’s not but a crocodile probably is. Go atop
the cliff overlooking the falls. You will find a cenote just east of the
roadside shack at map coordinates X: 647 Y: 560.4 where you can drop onto a
rock ledge on the north side. This will allow access to a dark cave where
you’ll find the Relic.
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<<<<<<<<<<<<<<<<<<<< New Rite of Passage: (Starts) (CH024)>>>>>>>>>>>>>>>>>>>
Mission: During this mission you will relive the myth Citra related earlier.
The battle with the smoke demon will cement your position with the Rakyat and
with Citra.
>>Equipment recommended:  A heavy-hitter with range like a LMG; The GL-94
grenade launcher and/or the Recurve Bow with explosive arrows; the AMR sniper
rifle.
>>Note: This mission will transition into a pitched and noisy battle with
fast-travel unavailable-so pack those heavy-hitters.
>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
Before travelling to the Temple, visit a vendor to sell your extras and to
gear- up for the coming action. If you have it, take the AMR or another sniper
rifle if you don’t. Take a heavy hitter, like a LMG or another automatic
weapon. Silencers aren’t necessary where you’ll be going. Take a GL-94 grenade
launcher or an RPG-7 or pack the bow with explosive arrows.
Open your map and fast-travel to the Temple Gateway portal. Make your way into
the Temple. The fearful wimpy Jason is long gone. He boldly enters the Temple
and dismisses Citra’s attendants.
Citra offers you a potion. You drink and the hallucination that ensues is both
bizarre and deadly. You will be in possession of a standard Recurve Bow with an
unlimited supply of explosive arrows and your own blade. You also have only two
health syringes. You will need both of them and the healing skills you have
hopefully acquired to survive the coming ordeal.
When you approach the steps to the Temple, the masked demon from Citra’s myth
will coalesce from a smoke column and tower over the ruins. During its initial
onslaught the demon will lunge at you and spew smoke or fire in bursts. A
“Fireproof” syringe can help blunt the power of the attack, but if you move
laterally away from the smoke attacks you shouldn’t take too much damage. If
the smoke knocks you down it will eat at your health bar. Try to avoid using
your healing syringes too early in the scuffle.
Wait until the demon pauses between attacks to hammer the mask with explosive
arrows-the demon is extremely difficult to hit while it is attacking or moving
away. How many hits you need to subdue the creature seems to depend on how much
damage your arrows inflict. A solid hit will cause the demon to recoil and it
takes about seven to ten hits to make it dissolve.
The battle isn’t over when it dissolves. The demon’s crazed man-sized masked
retainers will come screeching out of the shadows with machetes. There are
eight of them and they are hard to see until they get close-only their glowing
eyes and their shadowy figures are visible in the gloom. When you see their
eyes in the darkness, shoot them before they get too close. Hitting one point
blank with an explosive arrow can badly damage or kill you if the explosion is
too close. Your best strategy is to sprint away from them, turn and melee like
hell when they get in tight-having the Tanto sword makes a considerable
difference. Heal when needed-you’ll likely be on skill when the last of the
mini-demons go down.
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>>>Note: If you’re having trouble with the demon or his retainers, you can use
an “Untouchable” syringe to complete the mission.
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The smoke demon will rise again. Its smoke-like projectiles will come in salvos
of four, and if they knock you down they will inflict significant damage.
Sprint laterally to avoid the blobs, and shoot the mask when the salvos end and
the creature is vulnerable.
When it is badly damaged, it will lunge forward, giving you the opportunity to
hammer it with your explosive arrows. It will finally collapse on the Temple’s
stairs. Quickly move onto its arm, move toward the head and stab the eye when
you are prompted. You’ll be sorry if you don’t.
The erotic scene that follows has Citra declaring you a true Rakyat warrior and
you aren’t complaining. Your reward is now a tussle with Vaas as you emerge
from the ordeal looking at Vaas’ island across the bay.
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Note: After the encounter with Citra, 13 new skills will be unlocked. These
include “Expert” and “Peak Conditioning.” These give you a fifth and sixth
health bar.
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<<<<<<<<<<<<<<<<<<<<<<< Mission 25: Payback: (CH025) >>>>>>>>>>>>>>>>>>>>>>>>
Mission: Vaas has a stronghold on a small islet. It is time for a reckoning.
>>Equipment recommended:  A heavy-hitter with range like a LMG; The GL-94
grenade launcher and/or the Recurve Bow with explosive arrows; the AMR sniper
rifle.
>>Note: These weapons are holdovers from the prior mission.
<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
Vaas’ stronghold is located on a small island. You’ll be looking across the bay
at it. Fast-travel is not available, so you’ll be carrying the weapons you had
before your trial with Citra’s demon.
A lone sentry stands guard on the wharf. Snipe him from across the bay or swim
across, dive underwater for the final 40 meters and use a “Takedown From Below”
to take him out.
Get ashore and onto the dock. Scout ahead. A couple of pirates are harassing a
local woman. Sneak in close and approach them from behind the small boulder.
Use a “Chained Takedown” or gunfire to take them out.
Ahead you can hear the barking of a pair of dogs. Do recon to locate the four
pirates guarding the entrance to Vaas’ stronghold. One of them is a Sniper in
the tower on the right. You can either go at them head on or climb the knoll to
the right or to the left of your entry point to flank them.
With the four defenders and the dogs downed, skirt the walled compound to the
left. The party music has obviously kept the pirates from hearing the commotion
outside. There is a vine climb on the wall with the graffiti. Don’t start any
action by trying to fire on the party-goers-it isn’t allowed anyway. Interact
with the blue door and Vaas scolds you as you pass through his media room-he
knew you were coming.
A “Fireproof” syringe is a good option about now, especially if you become
disorientated in the gathering conflagration started by Vaas. Before the blaze
starts spreading, make your way into the complex, you’ll crash to a lower level
and you will have to jump through an opening. The room you find yourself in is
filled with animal cages. Move left around the room and use the ladder which
will get you onto a low roof.
You will be badly exposed, so jump from the left side of the roof onto the
stairwell. This will reduce your fall damage. Heal if needed. Your position
behind the structure will temporarily shield you from the erupting gunfire.
Vaas’ minions will be on the opposite side of the building and a turret gun
atop a patrol truck commands the compound. Get to ground level and gun down
anyone approaching your position.
Move toward the corner of the building to begin your assault on Vaas’ troops.
Cautiously look around the corner and use the grenade launcher or explosive
arrows to neutralize the gun turret. Be aware that pirates will re-man the
turret gun if the vehicle isn’t destroyed. If the tiger survived your
explosives, release it from its cage. It is on the right side of the area. It
won’t survive long but every little bit helps.
Some of the pirates will fire from cover. Chargers will sling Molotovs and
crazed suicidal Chargers will charge. A Sniper will get onto the upper level of
the large structure on the left. He can deal a lot of damage-so he is a
priority target. Move among the bundles and use the structures on both sides of
the compound to acquire targets. Use your sniper rifle on the more distant
defenders. Stay in cover and take your time to methodically degrade the
opposition.
When the opposition wanes, move into the upper story of the two-story structure
to continue the battle. Release the second tiger on the left side of the rear
area if it has survived the battle. Advance toward the rear of the compound
when no targets remain.
As you approach the gate on the rear structure, three pirates including a Heavy
Gunner will emerge. A well-placed grenade or two will soften them up.
With Vaas’ garrison downed, take the time to loot the compound. Don’t miss the
ammo caches or the body armor that is located near the left tiger cage.
Enter the large structure and go left into the weird light. Vaas stabs you with
the ceremonial dagger, initiating a deadly hallucinogenic clash with him. You
will walk an unfolding walkway with weird visions popping up all around.
After you reach and interact with Vaas, you will encounter a stream of deadly
machete toting apparitions of him. They will charge out of the shadows ahead.
This is the time that an “Endorphin Boost” syringe can make this ordeal less
painful, but an “Untouchable” syringe is an even better option. You are
superman while the potion courses through your veins. On “Master” this can
alleviate frustration.
During this surreal ordeal with Vaas, you are in possession of a fast-firing
Vector SMG. As you progress toward the waypoint, you must continually kill the
charging Vaas apparitions. Keep moving or the apparitions will just keep
coming-you can’t kill them all-so forge ahead. The toughest part of this
scuffle is finding time to reload the Vector-so it is judicious to combine
melee strikes with gunfire. Heal as needed. Flaming apparitions of Vaas are the
last to attack before you encounter the real Vaas. Once you’re there, a prompt
will yield a cutscene showing Vaas’ death-the ceremonial dagger in his gut.
You regain consciousness after your ordeal with Vaas. Citra pronounces you a
warrior. She tells you of Vaas, her brother, who was lured away by Hoyt with
money and drugs. He became greedy and depraved. She wonders about your friends.
You inform her that you are staying with her and the Rakyat. Jason pledges to
bring her the head of Hoyt Volker.
<<<<<<<<<<<<<<<<<<<<<< Mission 26: Citra’s Favor: (CH026) >>>>>>>>>>>>>>>>>>>
Mission: Jason has committed himself to staying with the Rakyat and with
Citra.his mission is now vengeance against Volker and he is going south to take
him on in his island stronghold.
>>>Equipment recommended: No weapons are required for this mission.
<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
Make your way out of the Temple. You will encounter a drunken Dennis. He tells
his sad story as an immigrant in the States. He was disrespected and was paid
less that others on his job-he, a man raised among Liberian generals. Seems
like he’s had a Citra crush and that bubble has burst.
Exit the Temple, open your map and fast-travel to Dr. Earnhardt’s mansion. Go
see your friends in the cave. In a brief cutscene, Jason informs them that he
isn’t leaving with them on the boat. He has found his place and is staying.
<<<<<<<<<<<<<<<<<<<<<<<< Mission 27: Fly South: (CH027) >>>>>>>>>>>>>>>>>>>>>
Mission: After Jason informs his friends that he isn’t leaving with them, he
must make his way to the airstrip where Willis is preparing to fly south.
Nothing is easy. The plane needs minor repairs and the pirates won’t make your
departure for the South Island an easy one.
>>Equipment recommended: An automatic weapon with range like a LMG; the GL-94
grenade launcher; the AMR sniper rifle or an RPG-7 rocket launcher; hand
grenades.
>>Note: An “Untouchable” syringe or two can be quite useful when playing on
“Master.”
<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
Exit the cave. Open your map and fast-travel to the Amanaki Outpost to make
phone contact with agent Willis Huntley. You won’t require silencers for the
looming action. If you have the AMR, take it or an RPG or the bow and fire
arrows so you can deal with Heavy Gunners. Take an automatic weapon with range,
like a LMG. If you have found 30 Relics, having the components for crafting one
or more “Untouchable” syringes is a good precaution, especially if you’re
playing on “Master.”
You will receive his call at the yellow exclamation point at the Amanaki
Outpost. Willis is leaving the country. He is astounded that you aren’t. You
request his aid in eliminating Hoyt Volker but he says that it’s a fool’s
errand. However, he says he still has an agent named Sam embedded in Hoyt’s
forces on the South Island. He may be able to help. Willis is flying off the
Islands, and he can get you to the South Island but you must get to the
airstrip ASAP or you’ll miss the flight.
When the call ends, a 5:00 minute timer starts. You must get to the airfield
before it times out. This is not a problem. You can take the roundabout route,
staying on the convoluted system of roads between the outpost and the site, but
it is easier to just drive cross-country directly toward the waypoint, dodging
trees and boulders and not turning the car over. When you reach the river, get
in and swim to the shore. Where the cliffs allow it, exit the water and sprint
to the airstrip. You’ll encounter water buffalo and perhaps a few cassowaries
as you sprint toward the waypoint. The timer will abort when you get within 150
meters and Willis will already be under siege by eight pirates. Help him kill
his assailants.
Why the hurry? Willis is still repairing the plane; and, during the process,
you’ll have to keep the hostiles at bay-a bar will show the repair’s progress.
Keep in mind that Willis also has a health bar and if he is killed the mission
will fail.
Raid the large ammo cache and be ready as a wave of about ten pirates attack.
The attacks will all come from the arc in front of the plane, but this initial
onslaught will originate from the left, from near the blue car on the side of
the road. Man the turret gun, which will only cover the left side of the area,
to suppress the onslaught.
After a pause a second wave of half-a-dozen pirates will surge in from the
right side. They will filter in, coming from beyond the surrounding shacks. A
late-arriving Heavy Gunner will lumber in last. Use the AMR or C4 to eliminate
him.
After a brief pause a pair of patrol trucks will arrive from the right flank.
Use grenades or the GL-94 grenade launcher to quickly eliminate them and then
mop-up the survivors.
The repairs will continue. There will be three Heavy Gunners among the next
wave which will come from both sides. The first Heavy Gunner will come from
beyond the shack with the ammo cache. The other two Heavies will come from the
left near the blue car, giving you time to address them before they can close.
If you’re playing on the higher difficulty levels an “Untouchable” syringe can
make this final onslaught much more survivable. Don’t spare the grenades on
those firing from the cover of the shacks. You’re position near the plane is
quite exposed, so keep healed during this battle.
When the repairs are completed, loot the corpses and get into the plane. Willis
will take off and pilot it toward the South Island.
<<<<<<<<<<<<<<<<<<<<<< Chapter 08: Three Blind Mice: (CH028)>>>>>>>>>>>>>>>>>
Mission: Having reached the South Island, it is time to meet with Willis’
agent, who has infiltrated Hoyt’s operation. Sam is anxious to help Jason
damage Hoyt’s operations and to ultimately take him out.
>>Equipment recommended: You will be carrying the weapons from the prior
mission.
<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
When Willis’ plane approaches the South Island you will have to bail out. You
now have a wingsuit courtesy of Willis. Open your wings and soar toward the
waypoint near the shoreline. When prompted, deploy your parachute and guide it
gently to earth.
The waypoint is to the east, so move down the beach, staying in the greenery
above the beach to stay undetected by the six pirates, three of whom are
Snipers that have captured and caged a tiger. They are starting to load it onto
a flatbed. Stay in cover on the grassy hillside and shoot the cage, releasing
the tiger. Let it do most of the work. Kill any survivors and then the tiger if
it has survived. Loot the corpses. Board the truck and drive up the beach and
swerve right onto the road to reach nearby Thurston Town.
Go into the safe house, if needed, to adjust your inventory and then go into
the Crazy Cock Bar. Have a beer. You ask about Sam and are told to get yourself
invited to the poker game. Talk to the nearby pirate to buy into the game going
on in the cellar.
Play a hand and when Sam calls it quits, follow him out of the bar. He wants to
know who you work for. He disappears after a brief conversation. When the
yellow exclamation mark appears, go to the building and talk to him.
He has heard of you and he says your success may work against you. The locals
are rebelling and just killing Hoyt Volker may not be enough. He wants you to
infiltrate his organization by donning a privateer’s uniform to hide your
identity and those distinctive tataus.
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>>>Note: Rather than purchasing the Z93 sniper rifle, you can confiscate one
from a South Island Sniper. The outpost at Harmanse Gas and Repair is a short
distance southeast of Thurston Town and the Sniper active there has one. You
can kill him and acquire the weapon free with a minimal amount of effort.
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Meeting with Sam has unlocked eight additional weapons and all of the Island’s
maps. Get to the safe house near the town’s north fence. You need to acquire
the Z93 sniper rifle, its sound suppressor and its high power scope. It will
make the M-700 obsolete; and, because it can be silenced, it is even an
improvement on the AMR. A headshot with the Z93 sniper rifle will kill a Heavy
Gunner or Flamer. If you don’t have the funds, purchase it when you do or,
better yet, confiscate one from a Sniper and then dress it out.
<<<<<<<<<<<<<<<<<<<<<<<<< Mission 29: Doppelganger: (CH029) >>>>>>>>>>>>>>>>>
Radio Tower: Satellite Communications Hub Sector
Mission: Sam has a plan. He wants Jason to penetrate one of Hoyt’s facilities
and steal the uniform and the identity of a recruit. This tactic will allow him
to move with impunity in all but restricted areas.
>>Equipment recommended: None are required for the mission but toting a mix of
weapons will help you get to the site. If you have it, take the Z93 sniper
rifle and another silenced weapon.
<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
The mission’s location is about 800 meters to the south and there is a radio
tower just north of it. The region is heavily patrolled by vehicles and the
occasional foot patrol and these military-like privateers are tougher than
their North Island counterparts. Dingo packs are also common in the area. You
can either go on foot, staying off the roads in the undergrowth, or you can
commandeer a vehicle and drive directly to the tower. You may get lucky and
avoid a confrontation that may quickly escalate-probably not.
>>>>>>Satellite Communications Hub Sector Radio Tower: (X: 574.3 Y: 454)<RT12>
The Satellite Communications Hub sector Radio Tower is about 575 meters south
of Thurston Town and 225 meters from the objective.
Go up the four stairwells and then go around the catwalk to a rope climb near
the warped gratings. Jump the gap to get onto the grating with the dangling
rope. Walk around the corner, go out onto the protruding beam and drop off onto
the platform. Make another rope climb. Walk the center beam to the platform and
then walk onto the adjacent beam to access the rope climb. Walk the narrow
beam, raid the crate and then go clockwise around the structure on the catwalk
and jump onto the platform from the warped gratings. Climb the ladder to the
top and deactivate the scrambler.
The D50 handgun and the Vector SMG are available free of charge at the vendors
and a “Supply Drop” is offered. Since you don’t want to rile up the locals
before pursuing the story mission, skip the “Supply Drop” until you have
completed the main mission. The south zipline, however, will get you closer to
your objective.
Rather than continuing toward the objective, take the dirt path up the hill.
You’ll find a Relic, Shark 13, near the shack. You’ll also find a zipline on
the overlook behind the shack. Ride it down off the heights.
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Relic no. 80: Shark 13 is located at map coordinates X: 583.9 Y: 439.7. This
Relic can be found by either driving to the radio tower south of Thurston Town
or while doing the mission, “Doppelganger.” Take the footpath south of the
radio tower up the grade and then make your way to the waypoint on the peak.
The Relic is lying outside of the shack behind a crate.
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You’ll find another zipline nearby. It will get you down to the mine and only a
short distance from the waypoint. During the penetration of the pirate
stronghold you can’t be detected or kill anyone until you find your victim.
Having several “Enhanced Perception” syringes can be very beneficial during
this mission.
Scout from the bushes just west of the waypoint. A lone sentry guards the ramp
going down into the mine. You can’t just kill him. He must be distracted so you
can go down into the mine undetected.
Get into the bush just a few feet behind him, and toss a stone or two to the
right. He will move off to investigate, allowing you access to the ramp. He
won’t be distracted too long, so quickly move down the ramp and crouch behind
the large wooden crate. The waypoint will now move deeper into the mine and the
passages ahead are dark, cluttered and well-guarded. You still can’t kill
anyone. (Checkpoint)
Tag the Charger loitering ahead and allow his silhouette to gray out as he
moves behind a rock wall on his way deeper into the mine. Crouch and follow him
discretely to maintain a low profile. Take care to stay on the narrow gratings
so you don’t fall to your death.
The Charger will team up with a Normal in a dark grotto. Work your way behind
the jagged rock spikes. After the Charger takes a seat, wait until his partner
moves deeper into the mine. Sneak past the Charger, going behind him and moving
along the right rock face. Use the incline to silently step down into the
depressed rock passage to get out of sight. As you advance the sentry will be
impeding your progress. Locate the gap in the rock where you can see the rusty
metal ramp. Toss a stone past the rocks spikes and onto the ramp. This will
make the sentry turn back toward his partner and move toward the ramp. Move
past him, staying near the right rock wall. Turn right after passing the med
kit into the dimly lit passage and go down the ramp to the break area.
When you pass through the well-lit corridor, another sentry will be standing to
the right of a short fence near the ramp going down. (Checkpoint) Creep in
close enough for a takedown, but stay a bit off his left hip. He has poor
peripheral vision. Toss a stone into the passage behind you. As he turns-he’ll
turn to his right-go past him, down the ramp and get behind the small cascade
of water. It is best not to linger here because the sentry you just passed may
spot you when he returns to his post.
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>>>Note: Getting past this privateer is the toughest part of the mission. Once
you achieve the checkpoint, however, even if you are detected, a re-start will
find the sentry on break, allowing you to continue past his post unchecked.
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The pirate in the chair near the falling water is probably dozing, because you
can usually move straight ahead, past the corpses, keeping the rock wall on
your left and then go down the ramp with no problem. In other words, throw no
stones. Doing so may just alert the pirate at the top of the ramp. The pirate
near the water below isn’t a factor.
Continue through the dark and vacant passage. In the next grotto, two guards
loiter. Tag them and wait. They will move away a bit. One will set down but the
other will stand at the top of the ramp leading down to the lower area. Stay
near the left rock face, moving past the med kit and behind the seated
privateer. Stop when you’re past the staging. You must get that privateer away
from the ramp or he will see you when you continue to the lower level. Toss a
stone toward the area where you entered. This will cause him and his partner to
investigate. Continue down into the lower area.
There are four pirates milling about the low area. Using an “Enhanced
Perception” to locate them in the dim light is advised. There is a rock
formation and some crates that will give you cover near the right rock face.
Stay crouched and inch forward, going under the metal ramp and keeping that
rock face on your right. The sentry you distracted should still be searching.
Account for all the pirates-one occasionally patrols down to the water where
you need to go. A Heavy Flamer is standing near the path down to the water. He
and the other three pirates are usually facing away from your exit. Toss a
stone only if this isn’t the case and don’t linger. That pesky sentry will
probably return to the ramp and spot you if you do. Your route out of the
grotto is behind the Heavy. It leads down to the water. (Checkpoint)
Get into the water and swim for the waypoint, stay underwater as much as
possible to maintain a low profile. Surface alongside the ship and continue
ahead. Your victim is just ahead on the dock. Find the ladder on the rear of
the ship and climb onto the deck. The victim, named Foster, is nearby. Peek
around the crates and do a “Takedown”-you can throw a stone if need be but it
shouldn’t be necessary. Don the privateer’s uniform and instead of being an
“inked” California boy, you have assumed the identity of a novice privateer.
(Checkpoint)
Continue ahead and talk to the tough guy who clears your victim, Foster. The
guy is a conspirator and his scheme will play a large role in the coming
events. Listen to Volker’s tirade about business and the consequences of
breaking his rules. He burns a pirate alive to emphasize his points. This
sadist wants the head of Jason Brody and he offers his killer an island of his
own.
After his diatribe, jump into the water and swim to the boat. Pilot it out of
the cove. Sam contacts you. His plan is to get on Hoyt’s good side by stealing
a list of the conspirators from one of their three leaders. These are the
conspirators that the tough guy spoke of when he checked Foster in.
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>>>Note: You now have a pirate’s or rather a privateer’s uniform and the
identity of Foster. Unless you threaten someone or start killing, you can move
among the pirates with impunity. This, however, doesn’t apply to outposts or
other restricted areas. These areas must be infiltrated and taken, just as they
were on the North Island. Oddly enough the local Rakyat will basically ignore
you. You can now drive the roads and roam the countryside without being on
guard, except for non-human predators.
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<<<<<<<<<<<<<<<<<< Mission 30: Triple Decker: (acquired) (CH030) >>>>>>>>>>>>>
Outpost: Satellite Communications Hub/Supply Drop
<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
Pilot the boat to shore and since you’re wearing a privateer’s uniform the
local bad guys won’t see you as an enemy. If you need to change weapons, sell
extras or purchase ammo or body armor, fast-travel to Thurston Town where you
can use the vendor.
<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
Outpost: Satellite Communications Hub/Supply Drop: (X: 524.7 Y: 443) <SC20>
>>Bounty Board: Path of the Hunter no. 15: Sniper rifle hunt for 3 leopards
>>Equipment recommended: The silenced Z93 sniper rifle; an automatic weapon or
a shotgun.
<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
When you’re ready to begin operations, open your map and fast-travel to Delta
Camp in the northeast side of the island. The map coordinates are X: 518.5 Y:
463.7. These safe houses require no liberation and allow you to move rapidly
around the island. However, most don’t have a vendor. This one places you about
225 meters north of the Satellite Communications Hub Outpost.
While taking outposts isn’t necessary, doing so will yield numerous missions,
accrue XP and loot and restore Rakyat control to the surrounding sector.
The outpost is located approximately 200 meters south of Delta Camp. Commandeer
the vehicle at the abandoned service station south of Delta Camp. Drive south
on the dirt road and it will take you well past the outpost but it will then
double back toward it. This route will keep you out of the restricted area
surrounding the outpost.
Do your recon from the closer of the two rock outcroppings on the west side of
the road. This is about 75 meters south of the facility and is in the
restricted zone-stay low to remain undetected. There is a Sniper in the east
tower, five Normals and two guard dogs defending the outpost. One of the
defenders mans a machine gun on the south perimeter.  The facility also
contains a caged bear. Getting to either of the two alarm panels with the dogs
prowling is a poor option. Equip your silenced Z93 sniper rifle or another
silenced ranged weapon.
Because of the fencing, it is prudent to commence hostilities from the rock
outcropping. From there you can get a clear shot at the bear cage. Snipe the
Sniper as the defenders are battling the rampaging bear, and then continue
sniping from the outcropping. Staying there will provide a refuge from the dogs
if they sense your position. If the pirates manage to put the bear down, circle
around and sneak in on the east side to disable the alarm. Any surviving dogs
will have to be dealt with as you eliminate any remaining defenders. You or the
entering Rakyat will probably have to finish off the bear.
If an alarm is raised, reinforcements are quick to arrive in a patrol truck. A
helicopter will also fly in if the skirmish persists-don’t let that happen.
As usual loot the premises, and raid the large ammo cache near the alarm panel
behind the safe house before purchasing any ammo. Grab the Memory Card inside
the safe house.
Visit the bounty board-one mission, a “Path of the Hunter,” is offered. It will
pay a $350 bounty if you kill three rampaging leopards with a sniper rifle.
>>>>>>Satellite Communications Hub Supply Drop: ($250, 1,000 XP)
The Satellite Communications Hub Radio Tower is about 500 meters east of the
outpost. Go to the cliff northeast of the newly liberated outpost and use the
glider to fly to it. The gliders are still best for travelling long distance
when no fast-travel station is an option. The wingsuit will deploy if you are
falling or jump from a height but if the grade is too gentle it won’t deploy,
causing you to take fall damage or die.
Land near the radio tower and go to the “Blue Cross” and accept the “Supply
Drop” mission.
The course starts off going upgrade on the roadway but becomes torturous after
passing the second flare when you go off road. It is easy to miss the bridge in
the valley after which the steep off road climb up the steep grade and then
down again is rough going. When you hit the road the finish is just ahead at a
ramshackle “GAZ CO” garage just south of Delta Camp.
This can be a tough run. The off road terrain frequently makes the car
unmanageable. The bridge is easy to miss; it is easy to spin out on the off
road grade and the 1:10 timer isn’t generous.
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Collectibles near the Satellite Communications Hub Outpost:
Relic no. 81: Spider 12 is located at map coordinates X: 523.1 Y: 476.1. Delta
Camp, at map coordinates 518.5 Y: 463.6, is the best starting point to search
for the Relic. It is located in a ruin atop the mountain about 130 meters north
of Delta Camp. You can take a vehicle from Delta Camp or just sprint
cross-country to get to it. The Relic sits on the shrine.
Relic no. 82: Boar 12 is located at map coordinates X: 541.4 Y: 438.1. This
places it on a mountain about 200 meters east of the outpost at the Satellite
Communications Hub. The mountain is nearly impossible to scale, but there is a
dirt road southeast of the outpost that will get you to a vine climb at map
coordinates X: 537.5 Y: 434.2. Climb it, the longer vine beyond and yet another
vine to reach a sealed ruin. Use a C4 charge to blast it open. The Relic sits
on the open-air altar beyond.
Relic no. 83: Shark 25 is located at map coordinates X: 547.6 Y: 453.9. The
glider northeast of the outpost at the Satellite Communications Hub is the
recommended starting point to obtain the Relic. It is located about 250 meters
northeast of the outpost at an old homestead with a small patch of drugs. The
Relic is just sitting on the porch of the shack.
Relic no. 84: Boar 14 is located at map coordinates X: 509.4 Y: 447.6. This is
about 160 meters west of the outpost at the Satellite Communications Hub.
Sprint west from the outpost and slide down the cliff behind the roadside
shacks. There is an underground bunker behind the north shack that has been
covered with signs. Blast it open, jump down and take the Relic off the floor.
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<<<<<<<<<<<<<<<<<<<<<< Triple Decker: (starts) (CH030)>>>>>>>>>>>>>>>>>>>>>>>>
Mission: You can now move among the privateers with impunity. Sam has
information that three of the main conspirators are located at some ruins. They
may have a roll sheet, identifying the renegades. Your task is to infiltrate
the site, kill the three captains and acquire the incriminating intel.
>>Equipment recommended: The Z93 sniper rifle; an automatic weapon with range;
the Recurve Bow.
<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
Open your map and fast-travel to any safe house with a vendor to gear-up. Slot
a silenced Z93 sniper rifle and a heavy hitting automatic weapon in case your
stealth tactics fail. Travel to Romeo Camp in the northwest portion of the
island. The excavation site where the mission will take place is just a short
distance to the west. Sprint cross-country to reach the site.
Since the site isn’t restricted and you’re wearing a privateer’s uniform, you
won’t be seen as an intruder. So start your assault by entering the site,
scouting the area and tagging the defenders. There are four pirates at ground
level, including one of the three captains who is wearing a beret. He is one of
the leaders that might have the roll sheet you require. The captain will
periodically wander up to the platform on the level above. The other three
privateers patrol or guard various zones of the ground level ruins. There is
also a caged komodo dragon amid the ruins. Restraint yourself from killing
anyone at this point-it will develop into a firefight when bodies are
discovered.
Go up the ramp and tag the two Snipers on the platform. Raid the shack where
you’ll find a suit of body armor. Continue up the eastern stairwells where a
pair of Heavy Gunners are on duty on the platform. One will wander a bit but he
won’t go too far afield. If needed, top off your ammo at the cache. They won’t
pay much if any attention to you.
Stand on the east side of the shack and wait for them to separate so you can
put them down. One will squat, busying himself with a task, allowing you to
kill his partner. Either score silent headshots on both or kill them with
“Heavy Beatdowns.” If you kill silently, no one will take note of their demise.
Go up the stairs and tag the second captain and his bodyguard on the far side
of the site. They both roam the area near the shack on the west end. Another
privateer routinely patrols the upper area, and his route will take him to the
east mine entry. Wait at the shack near the east mine entry and use a
“Takedown” to drop the patroller where his body is out of sight.
Move a bit closer to the two on the west end so you can’t easily miss. 	When
the captain and his comrade are separated, silently put both of them down with
your Z93 sniper rifle.
Move into the mine via the east entrance. The captain will be preoccupied with
a task at a table, but his bodyguard meanders a bit. When he wanders, take him
out with a headshot and then silently snipe the captain.
Check both of the deceased captains for the intel. They won’t have it but
frisking all three is required. If your kills were all clean, the site will
remain calm. You can then take the time to raid the mine and the upper area for
loot and ammo.
Move back to the east end and wait on the stairwells for that third captain to
wander up to the platform with the Snipers. Kill him when he pauses on the east
side. This should drop him where the Snipers won’t see the body. Go down and
frisk him for the roll sheet.
The two nearby Snipers can be eliminated with either a “Chained Takedown,” or
if they are apart, a “Takedown” and a “Knife Throw Takedown.” If things remain
calm, equip your Z93 sniper rifle and wait for the three pirates below to go
their separate ways and then put them down when they are out of the other’s
sightlines.
If all went well, no reinforcements will come to investigate since there was no
firefight. Take the time to loot the Chinese artifacts before leaving the site
for the vehicle located on the rise outside the site.
None of the captains had the needed roll sheet, but you did ascertain that the
conspirators will be having a meeting soon. Sam is intrigued and optimistic.
Maybe the roll sheet will be there.
<<<<<<<<<<<<< Mission 31: Defusing the Situation: (acquired) (CH031) >>>>>>>>>
Outpost: North Krige Crest/Radio Tower/Supply Drop
>>>>>>>>>Optional Mission: Bled Dry
Outpost: Spine Ridge Site Outpost
<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
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Collectibles near Gaztown:
Letter of the Lost no. 16: Hurk’s Third Letter is located at map coordinates X:
237.5 Y: 425.4. Just 130 meters east of Gaztown there is a shack at the end of
a dirt footpath. There is a small outbuilding near it where a ladder will take
you to an underground bunker. You will find the Letter on an old desiccated
corpse.
Letter of the Lost no. 17: Hurk’s First is located at map coordinates X: 407.8.
Y: 498.9. This is approximately 480 meters east of Alpha Camp in the north
central part of the South Island. Move around the fence by sprinting along the
bluff overlooking the bay to get to the main road. Go east toward the waypoint
and a trail leads to the bunker near the mouth of the river. The Letter is on
the corpse inside the bunker.
Relic no. 91: Heron 30 is located at map coordinates X: 233.7 Y: 441.5, placing
the Relic about 200 meters northeast of Gaztown. Grab a vehicle at Gaztown and
drive up the steep incline to the shacks. They contain a decent amount of loot
as well as the Relic.
Relic no. 92: Heron 17 is located at map coordinates X: 212.4 Y: 426.8. Just
125 meters from the Gaztown safe house there is a Relic on a small ledge on the
sheer cliff face. You must get onto that small ledge by using the glider south
of town. Start your flight with full health and pilot the glider a very short
distance from the cliff before turning toward the ledge. You must maintain
height because the ledge is fairly high on the sheer cliff. The landing will be
rough and will tax your health. The Relic is on a shrine there. With the Relic
in hand, jump off and deploy your wingsuit or just fast-travel anywhere.
Relic no. 95: Boar 17 is located at map coordinates X: 258.1 Y: 462. This is
about 500 meters northeast of Gaztown. Take the road going northeast out of
Gaztown; and, at the edge of town, bear left up the steep grade going past the
shacks where you acquired Heron 30, Relic no. 91. Continue up the mountain on
the north dirt path, cross the plank bridge and raid the shack beyond. The
winding mountain switchbacks will eventually take you to the top of the
mountain where you’ll find the Relic on top of some crates in a small shack in
an abandoned settlement.
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>>>>>>>North Krige Crest Sector Radio Tower: (X: 259.3 Y: 443.5) <RT13>
Sam has a project and he wants you to tag along. The waypoint is in the north
central part of the Island near a safe house called Alpha Camp. This, however,
is a good time to fill in some details on the map. Fast-travel to Gaztown at
map coordinates X: 224.7 Y: 425 instead. Sell off those Chinese artifacts
acquired during “Triple Decker” and make the radio tower approximately 375
meters to the northeast of Gaztown your waypoint.
Grab a vehicle when one is available and drive or just sprint toward the
tower’s waypoint on the main roadway going east. You’ll encounter vehicle and
possibly foot patrols on the road but your suit makes you seem like a friendly.
The tower can be reached by a side path off the main road. Grab the Relic,
Spider 18, on your way there.
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Relic no. 94: Spider 18 is located at map coordinates X: 261.8 Y: 449.1. This
Relic is near the North Krige Crest Sector Radio Tower. This is about 250
meters northwest of the outpost. You can backtrack on the dirt path above the
outpost or just fast-travel to Gaztown and then drive to the tower to get to
the artifact. The Relic sits near the cliff on the dirt trail leading to the
tower.
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This is a heavily patrolled area, so you can either ignore or kill any pirates
near the tower.
Go up the stairwell. Walk the beams to get to the corner grating where you can
make a rope climb. Go to the corner and jump the gap to another rope grab. Walk
around the tower on the planks to get to another rope grab over a small gap.
Another rope climb gets you onto a catwalk where you must jump the gap to
another rope climb. Another rope climb from that corner and then a 180 pivot
will allow you to climb another rope. Move out on the jutting planks, crouch
and walk the support beam to the grating rather than chancing a jump. Carefully
jump down onto the grating below and the rope around the corner will get you
onto a grating walkway where the ladder will take you to the top.
New weapons are available gratis and a “Supply Drop” is made available. Use the
zipline to get to the side mission.
>>>>>>North Krige Crest Supply Drop: ($225, 500 XP)
The 50 second timer is just enough to complete the course if you minimize your
collisions along the way. You’ll start out on a winding mountain trail and will
have to go off road after passing the third flare. When you get back onto the
road you’ll enter a small settlement. You’ll have to maneuver your way through
the settlement before racing to the finish.
The destination is near a shack about 120 meters east of the Gaztown safe
house. Hurk’s Third Letter of the Lost is located under the shack. You must
access it via the hut behind the shack.
<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
Outpost: North Krige Crest: (X: 279 Y: 431.5) <NK21>
>>Bounty Board: Path of the Hunter no. 16: Shotgun hunt for 2 bears (sub-menu)
>>Optional Mission: Bled Dry
>>Equipment recommended The Z93 sniper rifle; a close-quarters weapon-a shotgun
or an automatic rifle.
<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
North Krige Crest Outpost is located about 550 meters east of Gaztown, but a
dirt footpath about 200 short of the outpost and due south of the radio tower
is your best route in. Commandeer a vehicle near Gaztown and drive east on the
main roadway. Expect enemy roadblocks and patrols along the way. Your new
identity will enable you to just avoid them or you can use your cover to your
advantage and pick a fight, gaining XP and loot, but perhaps drawing in
additional hostiles. Don’t miss the dirt footpath which curls south off the
main roadway. The switchbacks will place you on the heights overlooking the
outpost.
A leopard frequently prowls the region. Listen for its growls and watch for it
as you do your recon from the heights. Having an “Animal Repellent” slotted can
help maintain stealth near the outpost.
There are four Snipers among the nine defenders. One is on the north overlook
at the elevated mine’s entrance; one is in the upper level of the safe house;
one in the south tower and the fourth roves a bit. Two patrolling Heavies and
three Normals also man the outpost. Note the locations of the three alarm
panels by locating the speaker towers.
In order for your incursion to succeed, you can’t miss either of your first two
targets. Use the silenced Z93 sniper rifle to snipe the RPG Sniper on the
elevated walkway near the mine entrance. Get in close if need be, using the
brush along the cliff to mask your approach. This will also allow you to tag
the remaining eight defenders below with a minimal chance of being detected.
Wait for the Sniper on the tower near the conveyor to stroll into your sights
and drop him. The demise of these two Snipers won’t be noticed if your kills
were clean, allowing you to approach the outpost.
Slip down off the heights onto the grassy shelf just west of the outpost. Move
south to the edge of the facility, past the wooden walkway and go through the
gap in the chain link fence. This rear area isn’t patrolled but there is an RPG
Sniper on the safe house’s upper walkway. Go up the stairs, into the structure,
make a “Takedown” and drag your victim inside where his corpse won’t be
noticed. Confiscate his rocket launcher if you didn’t grab one earlier.
Most of the remaining hostiles will be milling about near the alarm on the
central structure but one nosy pirate likes to wander. The two Heavy Gunners
will be patrolling. One will patrol near the alarm panel on the safe house and
the other will patrol the far side, going through the adjoining structure and
then to the far side of it.
Stay in the upper story of the safe house. The rocket launcher gives you
options. If most of the hostiles cluster up in front of the structure, kill the
group with a rocket. At times this will allow you to kill both Heavy Gunners,
but you won’t get everybody, so you must target the survivors to prevent an
alarm.
Rather than using the rocket launcher, you can wait for the Heavy Gunner to
patrol below, near the alarm, and then do a “Takedown From Above” by jumping
from the balcony. Disable the alarm. If the other Heavy is moving behind the
building, you can move in on him for a “Takedown.” Even if these kills were
clean, the remaining pirates will usually begin to drift. Get to the far side
of the outpost and into the bushes near the cliff and target the survivors with
the launcher or with your sniper rifle to secure the facility. An alarm will
bring in vehicles from the south with additional Heavy Gunners and rocket
toting Snipers.
If it has survived a rocket attack, raid the ammo cache on the northeast side
of the outpost near the small hut before purchasing any ammo. As always loot
the premises and take the Memory Card in the safe house. Sell your extras and
purchase any needed items.
There is a “Path of the Hunter” mission available on the bounty board. It is a
shotgun hunt for two bears that killed a local farmer. It pays $300. An
optional mission, “Bled Dry,” is also offered.
>>>>>>Optional Mission: Bled Dry: <OP12>
Open your map and fast-travel to Gaztown. Go to the cabin with the blue
exclamation point. The weeping girl inside the shack wants to go home but her
abusive husband is selling her services to the privateers and he won’t allow
it. A certain ship’s captain will do it but he’ll only take conflict diamonds.
She needs you to get them from the privateers.
A waypoint will appear just northeast of town. All you need is the diamonds and
if you get onto the hill northeast of the shacks, you can lure the privateer
near the shack with the diamonds away from his two buddies, put him down and
take the diamonds from the case inside without killing the other two-have a
little mercy or not. If you haven’t acquired the Relic, Heron 30, in the other
shack, you can retrieve it if you complete the slaughter.
The next waypoint is a short distance to the east. If you stay on the
mountainside to approach it you will have a big advantage. There are four
pirates at the shacks and one is a Sniper. Snipe the lot, slip down off the
heights and take the diamonds from the case in the shack.
Get back to Gaztown and speak to the girl in the shack. She was being used to
get the diamonds and when Rouel the husband enters and goes for her-put him
down. She weeps over the corpse? Get out with your reward.
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Collectible near North Krige Crest Outpost:
Relic no. 93: Shark 18 is located at map coordinates X: 278.2 Y: 442.9. This
artifact is in the mine inside the mountain north of the outpost at North Krige
Crest. If you have liberated the outpost, go up the stairwells and jump onto
the conveyor belt to get to the mine entrance. You can also just go up the dirt
path behind the facility to get to the mine. The Relic is deep in the mine on a
stone pedestal.
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<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
Outpost: Spine Ridge Site: (X: 336.2 Y: 476.7) <SR22>
>>Bounty Board: Path of the Hunter no. 17: SMG hunt for three tigers (sub-menu)
>>Equipment recommended: The Z93 sniper rifle; a close-quarters weapon-a
shotgun or an automatic rifle; the Recurve Bow with explosive arrows.
<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
Open your map and fast-travel to Romeo Camp in the northwest side of the Island
at map coordinates X: 312 Y: 499.5. This will position you a few hundred meters
northwest of the Spine Ridge Site Outpost. Commandeer the car and drive
southeast up the grade for 50 meters and turn right up the steep mountain path
and park when the grade becomes too steep. Continue on foot, staying on the
path, crossing the bridge and then swimming the stream. You may encounter a
pirate patrol but they won’t be hostile unless you are. You’ll find a grassy
spot where you can get up the cliff about sixty meters short of the outpost.
When you reach the roadway, scout the facility. You’re nowhere near the
restricted zone, so take the time to locate and tag the six Snipers and the two
Normals defending the outpost. Continue southwest, away from the outpost and
move into the bushes at the base of the ridge. This is only 50 meters from the
safe house.
Two of the compact outpost’s six Snipers are stationed near the road. One is
lounging near the doorway and another is on the walkway above. Another Sniper
is stationed on the rear walkway. The fourth Sniper walks a route going
counterclockwise around the safe house. The other two Snipers defend the back
area-one is on a platform near an alarm station and his comrade walks a short
route on the dirt paths near the cliff. The two Normals lounge near a bonfire
not far from a caged cassowary.
The compact nature of the outpost and the number of RPGs make it one of the
South Island’s toughest outposts to take if you don’t have the silenced Z93
sniper rifle.
Remain concealed in the bushes near the base of the ridge and allow the Sniper
patrolling around the safe house to approach the stacked barrels. Take him out
there. None of his comrades will see his demise if the kill is clean. Snipe the
Sniper near the building’s doorway and then the take out the Sniper on the
walkway above. Move up the ridge.
Monitor the route of the sentry near the cliff face. When he isn’t facing the
Sniper on the platform, kill the Sniper on the platform and then the patroller.
Quickly put down the remaining Sniper on the safe house’s walkway. If you have
an explosive arrow, the grenade or rocket launcher, kill the two Normals near
the fire to secure the outpost.
If any survivors go to ground, you can slide off the ridge behind the Sniper’s
platform and disable the alarm or you can shoot both alarm boxes before hunting
down any survivors.
As usual loot the bodies and raid the large ammo cache in the second story of
the safe house before using the vendor. Take the Memory Card. The bounty board
has a “Path of the Hunter” mission. Three tigers killed a young family and an
SMG is provided to kill them for the $300 bounty.
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Collectibles near Spine Ridge Site Outpost:
Relic no. 96: Boar 18 is located at map coordinates X: 279.7 Y: 479.3. This
artifact is in the middle of nowhere; or, rather, a torturous 380 meters
southwest of Romeo Camp. The best way to get to it is to go afoot using the
grassy areas on the mountain to get to the switchbacks between the camp and the
waypoint. You’ll find an old ruin on the slope at map coordinates X: 285.2 Y:
485.5 where you can find some loot but no Relic. Be aware of leopards in the
area as you continue up the dirt path. When the trail ends just continue toward
the waypoint to a ruin. The long vine will get you down an open shaft where a
sealed stone doorway must be blasted open. The Relic sits on an altar among
three loot chests, including a red chest.
Relic no. 97: Shark 16 is located at map coordinates X: 323.2 Y: 469.1. There
is a lake about 150 meters west of the outpost at Spine Ridge Site. Take a
vehicle from the outpost and drive counterclockwise around the mountain to the
lake. The Relic sits on a stone altar at the bottom of the lake among some
ancient sunken ruins.
Relic no. 98: Spider 16 is located at map coordinates X: 335.3 Y: 455.8. This
is about 180 meters south of the outpost at Spine Ridge Site. It isn’t on top
of the mountain which is largely impassable. Commandeer a vehicle at the
outpost and go counterclockwise around the mountain and take the side road
going left and up-grade. This will be just north of the waypoint or symbol.
You’ll find a temple ruin in the mountainside at map coordinates X: 331.7 Y:
458.1. The Relic lies in the ruins on a stone shrine.
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<<<<<<<<<<<<<<<<<<< Defusing the Situation: (Starts) (CH031)>>>>>>>>>>>>>>>>>>
Mission: Sam has a bit of mischief planned. The conspirators are planning to
detonate three bombs to sabotage Hoyt’s drug operations. He requests your help
and you’re eager to help. The mission may help you make a name for yourself,
getting you closer to a meeting with Hoyt.
>>Equipment recommended: An automatic weapon with range, like a LMG; the GL-94
grenade launcher; The AMR (optimal) or the Z93 sniper rifle.
<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
Before joining Sam, get to a vendor to gear-up for a noisy campaign-no
silencers are required for this venture. Take the AMR or the Z93 sniper rifle
as well as the GL-94 grenade launcher. Take a heavy weapon with range, like a
LMG or assault rifle or SMG. Having the ingredients for an “Untouchable” or two
is recommended if you’re playing on “Master.” Having a “Fireproof” syringe or
two is also prudent.
Open your map and fast-travel to Alpha Camp. It is on the islands north central
shore. Sprint to meet Sam at the nearby plantation. His plan is to foil the
conspirator’s strategy, which is meant to weaken Hoyt Volker’s grip on the
Islands and to promote their own agenda. The conspirators have rigged three
bombs that, once detonated, will seriously cripple Volker’s drug operations.
Foiling the conspirator’s plot will ingratiate you with Volker, letting you get
closer to him for the kill. No subtle tactics for Sam. It’s gonna’ be a
blitzkrieg.
Follow the gung-ho Sam to the shack containing the first bomb. He will begin
defusing it and you must provide protection from the enemy as he works. Once
his work is completed Sam won’t prove defenseless, but he also has a health
bar. If Sam or you die, the mission will fail.
The initial attackers are a mix of six pirates but they are mainly Molotov
throwing Chargers. Get behind the short fence bordering the road; from there
you’ll be facing the higher ground to the south where most of the hostiles will
appear.
Your first attacker, however, will be a Charger and he will come from your
right. Inject a “Fireproof,” if you have one. Put him down before he closes and
be ready for the main assault that will come from the south. The five pirates
won’t be easy targets in the clutter, and the fires they start can obscure your
vision. They will attempt to flank your position on both sides. Remain on the
road, away from the more combustible areas all around. Crouch behind the fence
and pick your targets.
When the bomb is defused, grab the loot and then move on with Sam. He won’t go
to the second site until you’re ready.
Follow Sam up the stairs to the shack with the second bomb. There is a pirate
near the shack and another atop it. Snipe them before they target Sam or you.
Sam will begin defusing the second bomb and he will tell you to get onto the
roof. Doing so is optional but it is probably your best option. If you use the
rooftop, you’ll soon see that you’re somewhat exposed as the ten or so pirates
attack, coming mostly from the west. Use the short metal fence for cover. From
the rooftop, you can more easily spot your attackers and track their movements
if they attempt to flank the shack. You can both restrict the enemy’s movement
and keep them at bay by tossing a couple of Molotovs into the weed field.
If the enemy closes on the shack, you can jump down and use the shack and other
available cover to continue the fight. Greet the incoming vehicle and its
turret gun with a grenade and mop up any survivors as Sam completes his chore.
Sam will join the battle, so watch his health bar.
When the last of the hostiles are dealt with, Sam will start for the last bomb.
Before he or you can be targeted, locate and kill the Sniper stationed on the
windmill’s upper platform. If you miss, one shot can result in the mission’s
failure.
The last bomb is located in a greenhouse which is defended by a couple of
pirates. They have set up a turret gun inside the structure. Its deadly field
of fire commands the entire front of the structure. Sam is sometimes impetuous,
and he is likely to charge into the teeth of the turret gun. Get ahead of Sam
and flank left through the drug fields to get the drop on the gun crew from the
side of the greenhouse before Sam does something stupid. Shoot through the side
windows to take out the gun crew.
With the greenhouse secured, Sam will begin defusing the bomb. Enter the
structure and grab the body armor and the rocket launcher from the table.
Manning the turret gun is optional because enemy lead will soon be flying into
the greenhouse and you’re rather exposed. Mining the area in front of the
greenhouse is a good idea, but you probably won’t have the time.
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>>>Note: If you’re playing on “Master” the looming battle can be quite
challenging. If you have any “Untouchable” syringes, this battle may be a good
place to use them.
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Pirates will quickly begin their assault from in front of the structure. Anyone
getting close enough to the structure will approach along the walls and try to
enter. If you are manning the turret and are taking too much damage, defend
near the door instead and watch for incoming grenades. The GL-94 grenade
launcher is quite effective, taking out groups of hostiles and exploding
flammable barrels which both kills attackers and restricts their advance.
There will be a Heavy Gunner among your assailants as the battle deepens. Sam
will warn you if anyone enters the structure. As the battle winds down a
helicopter gunship will begin strafing. Use either the mounted gun or the
rocket launcher to bring it down-if the hostiles are cleared it may be easier
to just use the turret gun. Mop up any survivors after the chopper goes down.
After the battle, Sam tells you that you might be able to get the information
you require at a gorge to the southeast. There is no fast-travel safe house
near the new mission site so make the East Ridge Camp Outpost your next
waypoint.
<<<<<<<<<<<<<<<<<< Mission 32: Deepthroat: (acquired) (CH032) >>>>>>>>>>>>>>>>
Outpost: East Ridge Camp/Radio Tower/Supply Drop
Outpost: Maw Docks and Repairs
Outpost: Dry Palms Depot/Radio Tower/Supply Drop
Outpost: Krige Valley River Fishing
Outpost: Stubborn Kid Farm/Radio Tower/Supply Drop
Outpost: Lazy Shore Marina Outpost
<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
Before continuing to the gorge, it’s time to liberate some outposts and fill in
the map’s details. If necessary return to a liberated outpost or one of the
towns to adjust your weapons and sell your extras.
If you are starting for the East Ridge Camp Outpost from the drug fields,
sprint east and commandeer a vehicle on the roadway. Check your map to select
the proper route as you drive east. If you need to offload your bounty or
adjust your weapons, you can also fast-travel to Spine Ridge Site Outpost to do
so. You can then climb the long ridge behind it where you will find a pair of
gliders on the heights. Take one east toward the waypoint. It will easily
traverse the 1,000 meters, avoiding passage through the rough terrain below.
<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
Outpost: East Ridge Camp: (X: 443 Y: 490.7) <ER23>
>>Bounty Board: Wanted Dead no. 17 (sub-menu) ($400)
>>Equipment recommended: The Z93 sniper rifle; the Recurve Bow with explosive
arrows or the GL-94 grenade launcher.
<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
Start your operations from Delta Camp. It is located at map coordinates X:
518.5 Y: 463.7. Take the car found at the abandoned service station south of
the camp and drive north to the main east-west roadway. It is about 400 meters
distant and several of the interconnected dirt roads will get you there. Turn
west and drive toward the outpost, bypassing any privateer roadblocks to
maintain the peace. The road will go through the outpost, but if you stay on
the road you will avoid the restricted area. Once clear of the outpost, turn
left into the rough. Park and climb the mountain.
The high ground south of the outpost is an excellent spot for scouting the
facility and for commencing operations. Be aware that before the outpost is
secured, a two-man privateer foot patrol routinely monitors the path coming
from the southern heights-watch your back as you do recon.
There are two Snipers in the roadside towers, and five additional pirates
defending the facility. Two Normals stand guard near the roadside alarm station
and two of the three Chargers usually loiter in the upper story of the safe
house. Occasionally these two will stand near the cage instead. The other
Charger will loiter near the two feral dogs that are penned at the back of the
compound.
Use the silenced Z93 sniper rifle to carefully drop the two roadside Snipers.
If you make clean kills, the remaining garrison won’t notice their demise.
Quickly snipe the loitering Charger and then use an explosive arrow or the
GL-94 grenade launcher to take out the two Normals near the roadside alarm and
then quickly shoot another explosive into the open window of the safe house to
complete the action. If the Chargers aren’t in the safe house, target them
after the two near the alarm and before the loner. All this can easily be
accomplished from the grassy slope about 40 meters south of the facility.
If you miss one of the Snipers or if any of the defenders escape the action,
there is an alarm box near the southern cliff face that is easy to reach from
the hillside once the opposition is thinned. If dogs or other predators attack
the outpost, the survivors will usually resume their former positions.
Use the safe house and take note of the “Wanted Dead” mission on the bounty
board. A $400 bounty is being paid for a knife kill on a pirate that has taken
residence in a nearby bunker.
>>>>>>East Ridge Camp Sector Radio Tower: (X: 452 Y: 466.3) <RT14>
The East Ridge Sector Radio Tower is best reached by the winding footpath south
of the East Ridge Outpost. Watch for a dog pack near the footpath and for a
snake which is sometimes under the structure.
Go up the stairwell and across the platform to the next stairwell. Walk the
tower’s exterior structural beam to the platform or just jump across the gap to
it. Move onto the support beam opposite the rope climb and jump to the rope.
Jump onto the walkway and move clockwise around the catwalk. Crouch and walk
the beams to the catwalk, move around the corner and jump up to the detached
grating. Get onto the platform and walk the beam to the corner gratings. Climb
the rope. Jump the gap in the grating or just walk the beam to it and continue
around the tower to another rope climb. Go up the stairwell. Crouch and walk
the structural beam onto the platform. Stand up and jump to the ladder, which
will take you to the top of the tower.
More weapons are offered for free at the stores and a “Supply Drop” mission is
activated.
>>>>>>East Ridge Camp Outpost Supply Drop: ($225, 500XP)
Take the zipline down to the buggy. The 50 second timer is generous on this
one. The route is pretty straightforward. Follow the flares up the mountain and
you will go off road. The off road driving isn’t tough but you must take the
road on the left after you get onto the roadway. It will take you to the
finish. This is a rather easy bounty.
The destination is about 300 meters northeast of East Ridge Outpost. There is a
bit of loot at the destination as well as a “Sharpshooter” challenge.
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Collectibles near East Ridge Camp Outpost:
Letter of the Lost no. 15: Hurk’s Fourth Letter is located at map coordinates
X: 497 Y: 501.3. Commandeer a vehicle at the outpost at East Ridge Camp and
drive east about 450 meters. About 100 meters short of the waypoint, take the
left fork down toward the beach. There is a large complex of bayside bunkers
where you’ll find the Letter on a corpse at rest on an old mattress.
Relic no. 87: Heron 13 is located at map coordinates X: 458.7 Y: 485.2. About
165 meters southeast of the outpost at East Ridge Camp, you will find the
artifact; but that distance is deceiving. It is on top of the mountain at a
homestead which is best located by using the dirt footpath behind the outpost.
Go past the radio tower and then bear left up the steep grade. A “Supply Drop”
run will bring you to this location as well. There are a couple of ammo caches
there.
Relic no. 88: Spider 14 is located at map coordinates X: 437.1 Y: 471.1. This
is about 200 meters south of the outpost at East Ridge Camp. You can drive west
out of the outpost and take the connecting road south or you can just sprint
cross-country, skirting right around the high ground to get to the covered
parking garage. The Relic sits behind a red trash hopper.
Relic no. 89: Heron 28 is located at map coordinates X: 438.6 Y: 444.2. This is
about 470 meters south of the outpost at East Ridge Camp. Take a vehicle and
drive west out of the outpost and then bear south along the river. When you
reach map coordinates X: 444.8 Y: 452.7 take the footpath which will meander up
the mountain to the summit. The Relic sits in a shrine.
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By this time you’ll need to empty your Rucksack, so fast-travel to Gaztown.
This will be the staging area for taking the outposts to the south of town.
<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
Outpost: Maw Docks and Repairs: (X: 215.8 Y: 376.5) <MD24>
>>Bounty Board: Wanted Dead no. 18 ($400)
>>Equipment recommended: The Recurve Bow (optimal) or a silenced weapon. A
close-quarters weapon-a shotgun or an automatic weapon.
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This remote riverside outpost is approximately 500 meters south of Gaztown. The
fastest route to the outpost is by glider or wingsuit from the cliffs south of
town, but depending on your location, you can get there by road or boat as well.
Conduct reconnaissance from the high ground to the north of the outpost. This
is out of the restricted zone. You’ll see three Snipers, two on the balcony and
an outlier, whose attention is focused on the river. A mix of three Chargers
and two Normals also defend the outpost.
Patrol vehicles routinely pass by and they will stop to investigate a shootout
even if an alarm isn’t sounded. Patrol boats also travel the river and an alarm
or a commotion will also draw them into the conflict. An extended battle will
also draw in a helicopter gunship. You don’t want to trigger an alarm, so
disabling the alarm system is your first objective.
The hillside provides an excellent sniping platform, but it is unlikely that
you will be able to clear the outpost without an alarm being triggered, even if
you mix in explosive weaponry. Infiltration rather than sniping is your best
option. There are three alarm panels in the facility, and the one on the
balcony is your objective.
Move west off the hillside, leaving all those tempting targets standing. Go
across the road and approach the safe house from the west by moving along the
shoreline. Go up the stairwell and then go inside the structure. Kill the
defender near the door with a “Takedown” and drag him inside. Exit and do
another “Takedown” on the other Sniper and drag him inside as well. This will
ensure that their demise will not quickly be noticed. Disable the alarm system
from the panel on the exterior walkway.
Exit the structure via the stairwell. You now want to lure the defender on the
east side of the safe house to the rear, or better yet, the west side of the
safe house. Stay in the foliage and begin luring him by tossing stones in the
area behind the structure. When he is near your position, kill him silently.
The bow is excellent for this purpose. At times the Charger that usually
loiters in the shack on the east side will lurk near the safe house. If this is
the case, lure him into your kill zone by tossing stones. If all your kills
were undetected, you can now move across the facility and use a “Takedown” on
the Sniper on the east side. Grab his rocket launcher when he falls.
Three of the remaining defenders will be clustered around the mounted gun near
the roadway. If the other Charger didn’t wander, move on him for a “Takedown.”
Shoulder the rocket launcher and annihilate the remaining hostiles near the gun
mount to clear the outpost.
There is a “Wanted Dead” mission on the bounty board. You must kill two
pyromaniacs entrenched in some old World War 2 bunkers. You can earn the $400
reward for knife kills on the two pyros.
Take the Memory Card in the safe house and use the vendor if needed.
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Collectibles near Maw Docks and Repairs Outpost:
Relic no. 111: Shark 19 is located at map coordinates X: 231.9 Y: 355.6. This
location is about 260 meters southeast of the outpost at Maw Docks and Repairs.
Commandeer the boat at the dock and pilot it across the river. Make your way up
the steep mountainside by finding the grassy areas. The Relic is inside the
small hut at a small homestead.
Relic no. 112: Spider 19 is located at map coordinates X: 216.5 Y: 330.9. This
places the artifact approximately 450 meters south of the outpost at Maw Docks
and Repairs. Drive west out of the outpost, cross the bridge and continue south
going up the grade where the road splits. North of your waypoint a side road
will take you down to the bay.  Continue briefly east and a trail will get you
to a cave whose entrance is 80 meters west of the Relic. The cave is at map
coordinates X: 208.5 Y: 331.9 and is on the mountainside above the beach. Enter
the cave, cross the bridge and walk the ledge to get to the Relic.
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>>>>>>Dry Palm Storage Depot Sector Radio Tower: (X: 254.9 Y: 350.4) <RT15>
There is a radio tower southeast of Maw Docks and Repairs Outpost. The roads
between the outpost and the tower are meandering due to the precipitous terrain
but they will take you right to the base of the tower. You can even top off
your ammo at the cache in the shack near the tower.
The stairwell leading onto the tower is lying on the ground. The only way onto
it is via a zipline on the storage shed on the hill. Get onto its roof via the
ladder and ride the line onto the lower platform of the tower. Once there,
climb the rope, take the stairwell, crouch to clear the structural beam and go
counterclockwise around the catwalk to a rope climb. Go around the catwalk to
another rope climb. Jump the wide gap to another rope grab. Walk the structural
beam and then the diagonal beam, crouching to get under the cross member and
onto the small section of grating. From there you can make another rope climb.
Use the plank and the gratings to reach the platform. Take the ladder to the
top.
New weapons will be free in the stores and a “Supply Drop” is activated.
>>>>>>Dry Palm Storage Sector Supply Drop: ($250, 1,000 XP)
Take the zipline down to the ATV. The course will take you down the ridgeline
and onto the dirt path where you’ll have to follow the flares off road but will
cross it a couple of times. When you approach the building on the hill, slow
down or be prepared to go airborne briefly before limping your vehicle to the
finish. The 1:00 timer is ample if you don’t hit too many obstacles or destroy
it on the torturous run.
The destination is near the coast 425 meters southwest of the outpost at Dry
Palms. There are a couple of loot chests at the isolated shack.
<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
Outpost: Dry Palm Storage Depot: (X: 266.2 Y: 334.3) <DP25>
>>Bounty Board: Path of the Hunter no. 18: Pistol hunt for three bears
(sub-menu)
>>Equipment recommended: The Recurve Bow or a silenced weapon; a close-quarters
weapon-a shotgun or an automatic weapon.
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This remote outpost is southeast of the Dry Palms Sector Radio Tower. If you do
the “Supply Drop” mission, you will end up well to the southwest of the
outpost. From the delivery’s destination a network of roads lead back to the
outpost. You can also return to Gaztown and use a glider on the heights south
of the town. If there is no available glider, the wingsuit will get you over
half the distance there from Gaztown. However you travel, approaching the
outpost from the north will allow you to quickly reach the suggested recon
point.
Approach the outpost on the mountain roadway and when you just enter the
restricted area move up the ridge to the overlook near the palm trees. A
Sniper, a Heavy Gunner, two Normals and four Chargers man the outpost. From the
heights you will probably see only four or five of the defenders. One will be
near the alarm station below your position. Another’s patrol route will
normally bring him to that station where he will join the guard there. The
Heavy Gunner loiters back and forth not far from them. The Sniper is hard to
miss on the large elevated platform.
There is room to maneuver for sniping on the grassy ledge near the pair of palm
trees, but if sniping rather than infiltration is your preference, it is best
done from higher up on the knoll where you are harder to spot and away from any
passing vehicle patrols.
Once you’re scouting is completed and the second defender has joined the sentry
below, carefully skid down the cliff, using the bushes as cover to get onto the
rooftop.  When the Heavy Gunner moves behind the shack, drop onto the two
defenders near the alarm and execute a double “Takedown From Above.”  This will
happen automatically when you jump down if both defenders are beneath. Disable
the alarm and use a “Takedown” on the Heavy Gunner while the shack masks the
demise of his two comrades and permits you to maneuver in for the kill. His
silent demise won’t elicit a response if he is taken out there.
The Sniper is your next victim, so either snipe him or maneuver in for another
“Takedown.” Your activity will now have the two defenders set up for a double
“Takedown From Above,” but using a silent weapon to put them down is a more
likely event. If no commotion arises out of your killing these two, one of the
remaining hostiles will be on the upper walkway of the safe house and the other
lounging near the entrance.
Be aware than reinforcements will include a pair of helicopter gunships that
will arrive after reinforcing vehicles.
Restock your ammo at the second floor cache and check the safe house for loot
and adjust your inventory. A “Path of the Hunter” mission with a $400 bounty
will require you to use a pistol to kill three bears that are blocking movement
on a vital roadway.
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Collectibles near Dry Palms Storage Depot Outpost:
Relic no. 109: Boar 21 is located at map coordinates X: 275.4 Y: 338.3. This is
in a mine and it is only 100 meters behind the Dry Palms Storage Depot safe
house. Just go up the slope behind the facility, enter the mine tunnel and
follow the tracks and then the wooden walkway. When the walkway ends, a chasm
looms. Make a sprinting grab for the dangling rope. The Relic is on the
platform with a couple of loot chests.
Relic no. 110: Heron 18 is located at map coordinates X: 251.1 Y: 324.4. This
location is about 180 meters southwest of the outpost at Dry Palms Storage
Depot, near a boarded-up church’s graveyard. You can drive to the artifact but
just sprinting cross-country from the outpost will be quicker. The Relic is at
a gravesite.
Relic no. 113: Boar 19 is located at map coordinates X: 295.2 Y: 325.5. This
location is about 300 meters east of the outpost at Dry Palms Storage Depot.
Commandeer a vehicle and drive east, stopping near the waypoint or the Relic’s
symbol. Go down the dirt footpath to the beach and at map coordinates X: 292.4
Y: 323.4, you’ll find a mine entrance. The Relic is inside the mine.
Relic no. 114: Spider 17 is located at map coordinates X: 313.4 Y: 338.9. This
location is approximately 475 meters east of the outpost at Dry Palms Storage
Depot, but it isn’t on top of the mountain. Make your way south to the road
paralleling the beach and head east. A couple of interconnected trails south of
the Relic’s symbol or your waypoint will get you up the mountain to an old mine
entrance at map coordinates X: 312.5 Y: 332.5. The mine’s tunnels are extensive
and the Relic is about 60 meters inside the mountain. Jump the long gap to the
vine grab and then make another jump to a ledge. If you fall short on either of
the jumps a long vine will get you atop the first ledge. You’ll find the Relic
and a red chest in the tunnel.
Relic no. 115: Heron 19 is located at map coordinates X: 248.5 Y: 357.3. This
location is about 290 meters northwest of the outpost at Dry Palms Storage
Depot and northwest of the sector’s radio tower. From near the concrete support
for the tower’s north guy wire, drop down off the cliff to the rocks below and
then to those just below. This drop will be from just above the Relic’s symbol.
The Relic sits inside a small grotto.
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Outpost: Krige Valley River Fishing: (X: 321.5 Y: 362.4) <KV26>
>>Bounty Board: Path of the Hunter no. 19: Flamethrower hunt for four leopards
(sub-menu)
>>Equipment recommended: The Z93 sniper rifle (optimal); The Recurve Bow with
fire arrows; a close-quarters weapon-a shotgun or an automatic weapon.
<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
Approach the outpost from the west. The main road passes through the facility
or you can commandeer a boat and get there by the river. Stop about 125 meters
west of the outpost. Drop a mine in the roadway or have the GL-94 grenade
launcher or an explosive arrow or two handy for dealing with the recurrent
vehicle patrols.
Locate the brush on the left side of the road. This is about 70 meters short of
the outpost. Scout the facility-you should be able to tag four or five of the
defenders. Two Heavy Gunners prowl on the far side of the outpost near a caged
komodo dragon. They will be out of your sightline as will a Normal that hangs
out near the river. Stay crouched in the bushes and take down the lone sentry
on the south side of the road. Any corpse will be noticed, so quickly take down
the defender on the upper walkway of the safe house. Don’t be seen and no alarm
will be given as you target the remaining defenders who will first go to ground
but will soon drift in your general location.
If the two Heavy Gunners begin to advance on your position, you can either use
fire arrows to dispatch them, or you can retreat through the bushes, dive into
the river and take refuge on the opposite shore. From there your options are
various, defending on the enemies positioning. You can snipe them without
re-crossing the river or you can cross the river, disable the alarm and hunt
them down.
Check out the munitions in the second floor of the safe house before using the
vendor and looting the safe house. There is a “Path of the Hunter” mission on
the bounty board. It pays $400 for killing marauding leopards with a
flamethrower.
>>>>>>Stubborn Kid Farm Sector Radio Tower: (X: 381 Y: 430.2) <RT16>
The Stubborn Kid Farm Outpost and the adjacent radio tower are about 1,500
meters east of Gaztown and they can be reached from any of the surrounding
liberated outposts but the main roadway going east from Gaztown will take you
right past them. Drive past the outpost-you will be on the edge of the
restricted zone-and take the side road to the radio tower
Climb the four stairwells, go clockwise around the catwalk and make the rope
climb. Turn 180 degrees and jump to the rope grab point. Walk a series of
planks, crouching when necessary, to get across the tower and up the plank ramp
to the grating. Jump the gap onto the grating-you’ll pull up if you fall a bit
short. Walk the plank extending off the tower’s side, crouching when necessary,
and go across the tower on the center plank to get to a platform. From there
you must jump up to a warped grating where your head will hit if the jump isn’t
right. Jump a small gap in the grating and then jump to the ladder platform.
If this is your sixteenth tower, all the regular weapons are now gratis and
only a “Supply Drop” is offered. Skip it for now so you can take the outpost.
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Outpost: Stubborn Kid Farm Outpost: (X: 368.9 Y: 427.3) <SK27>
>>Bounty Board: Wanted Dead no. 20 ($350)
>>Equipment recommended: The Z93 sniper rifle (optimal); a close-quarters
weapon-a shotgun or an automatic weapon.
<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
The Stubborn Kid Farm Outpost and the adjacent radio tower are about 1,500
meters east of Gaztown. It can be reached by road from any of the surrounding
liberated outposts, and the main roadway going east from Gaztown will also take
you there. If you’re going by road, avoid any confrontations with the
privateers when you get within 200 meters of the outpost or the defenders will
turn hostile.
The roadway passes through the outpost but it isn’t in the restricted zone, so
you can go through it without alerting the garrison.  Once you’re past the
restricted zone, stop and park. Go up the hillside toward the radio tower and
locate the crude footpath leading past the shacks west of the radio tower. It
will take you to an overlook west of the outpost where you can scout the
compound.
If long range sniping is your preference, this is the best location to commence
operations. If a bear attacks the outpost, causing the defenders to scatter,
sniping is probably the best option even though the surviving defenders will
generally gravitate to their previous posts after the attack.
There are three Heavy Gunners and four Normals defending the outpost. One of
the Heavy Gunners is in the shack to the west and his attention, unless
disturbed by an attacking bear, is to the west, away from the camp. Another
Heavy is centrally located and mills about the alarm panel, but he faces
westward the majority of the time. The third Heavy is guarding the alarm panel
on the east end. Four Normals also must be dealt with.  One is on the balcony
of the safe house. Two loiter near the roadway and both are facing away from
the camp. Another Normal walks a recurrent sentry route, taking him both east
and west across the compound.
Once the defenders are tagged, allow the patroller to start west and use the
Z93 sniper rifle to drop the Heavy Gunner below your overlook with a
headshot-don’t miss or you’ll have a firefight. If the defender on the balcony
comes to the side of the structure, drop him as well; if not, carefully drop
down behind the safe house. Doing so with a full health bar is prudent and
having the skill, “Ninja Step” will also be very beneficial in maintaining
stealth.
Go up the stairwell and use a “Takedown Drag” on the defender on the balcony
before the patroller starts east on his route. Drag him into the building so
his corpse isn’t detected. Jump over the rail near the dead Heavy and disable
the alarm. When the roving sentry approaches, toss a stone to lure him farther
away from the outpost.  This will allow you to drop him so the central Heavy
Gunner won’t notice his demise.
Crouch and move in behind the milling Heavy Gunner near the central alarm. Use
the bushes and the crude sheet metal walls of the knife-throwing area to get in
behind the Heavy where you can make a “Heavy Beatdown.” The Heavy in the shack
to the west is your next victim. Move away from the two defenders near the
roadway and creep in behind the Heavy in the shack for another “Heavy
Beatdown.”  An explosive arrow or a grenade will kill the last two defenders
and clear the post. You can even exit the outpost on the west and circle around
out of the restricted area to kill the last two Normals.  Watch for a foot
patrol coming from the east that will challenge your presence if you are
detected in the restricted area.
If an alarm is given, summoning reinforcements it can be challenging in this
restricting terrain and the water buffalo don’t appreciate your presence
either. Vehicles from both the east and west will bring in several additional
Heavy Gunners as well as regular troops. If this happens and you retreat back
onto the heights, you can easily snipe all comers, especially if you’re
carrying the AMR. A bear will frequently wander in to aid the cause.
Raid either or both of the large ammo caches in the center of the facility and
check the safe house for loot. Loot the premises and check the bounty board,
which has a “Wanted Dead” mission available. A $350 bounty will be paid for a
knife kill on two Snipers who are killing the local villagers.
>>>>>>Stubborn Kid Farm Sector Radio Tower Supply Drop: ($300, 1,000 XP)
Return to the radio tower. This delivery will intermittently take you both off
and on road to the destination. Just follow the flares. The 1:00 timer is
adequate if you don’t turn over, hit too many obstructions or damage the
vehicle to where it explodes.
The destination is an old World War 2 fortification over 600 meters from the
Stubborn Kid Farm Outpost.
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Collectibles near Stubborn Kid Farm Outpost:
Relic no. 99: Spider 30 is located at map coordinates X: 391 Y: 427.4. This is
about 220 meters east of the outpost at Stubborn Kid Farms at an old mining
camp. Commandeer a vehicle at the outpost and drive to the roadside mine. The
Relic sits in an ore cart near the mine’s entrance.
Relic no. 100: Boar 15 is located at map coordinates X: 354.1 Y: 448.1. The
Relic is located approximately 260 meters northwest of the outpost at Stubborn
Kid Farm-as the crow flies but the route will be many times that. Set a
waypoint near the bear symbol at map coordinates X: 383 Y: 453. Drive east out
of the outpost, veer north and take the side road west to reach the coordinates
near that bear symbol. Park and walk past the aloe farm and up the long grade
in the canyon. You’ll find a long vine climb to get you up the cliff and
another beyond to get you to a ruin. Enter the dark cave opening and blast the
sealed door open. The Relic sits inside on a pedestal.
Relic no. 101: Heron 15 is located at map coordinates X: 398 Y: 452.7. This
artifact will be inside a shack 390 meters northeast of the outpost at Stubborn
Kid Farms. Commandeer a vehicle at the outpost and drive east and then north to
the little roadside settlement. The Relic sits on a crate inside the shack.
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Outpost: Lazy Shore Marina (X: 487.1 Y: 427.4) <LS28>
>>Bounty Board: Path of the Hunter no. 20: Flamethrower hunt for rabid dogs
(sub-menu)
>>Equipment recommended: The Z93 sniper rifle (optimal); a close-quarters
weapon-a shotgun or an automatic weapon.
<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
Open your map and fast-travel to the Echo Camp safe house located at map
coordinates X: 500.7 Y: 415.4-this is near the central part of the island. The
outpost at the Lazy Shore Marina is only 180 meters northwest of it. Make your
way toward the outpost. Before crossing the bridge, scout it, tagging the
visible defenders.
There are seven defenders, including three Heavy Flamers, two Normals and two
Chargers defending the outpost. The two Chargers will lounge in the upper level
of the safe house and will be difficult to pinpoint without using “Enhanced
Perception.” Unless disturbed, they will stay put. The two alarm stations are
in plain sight of the defenders, making infiltration a poor option. You can,
however, easily target them with a sniper rifle from the knoll to the north.
Go across the bridge and get onto the knoll just north of the outpost. Locate
the bush near the small tree and conceal yourself in its foliage as you scout
the facility. One of the Heavy Flamers will routinely patrol to front of the
safe house.  Wait for him to pause there and then use the silenced Z93 sniper
rifle to put him down with a well-aimed headshot. A silent kill will remain
unnoticed by the defenders. If one of the Heavies is near a red barrel, shoot
it to eliminate him. If a Heavy isn’t in the blast radius, pick off another
exposed Normal to further narrow the odds. An exploding barrel or a visible
kill will be noticed, so waste no time shooting a grenade, rocket or explosive
arrow through the open doorway of the safe house, eliminating the two Chargers.
The remaining defenders will begin searching. Just remain concealed in the bush
to prevent an alarm as you pick new targets. The bush should also mask your
location from any patrol vehicle coming onto the knoll to investigate the
source of the mayhem. Any explosion within earshot of passing patrols will draw
them it whether an alarm is sounded or not.
Continue sniping and once the opposition is weakened, you can, if preferred,
get to an alarm panel and mop up the survivors at closer quarters.  You can
also just target both alarm panels from concealment and clear the outpost with
the Z93 sniper rifle.
Any persistent alarm given will draw both patrol vehicles and a river gunboat
to investigate. Enter the safe house and grab the Memory Card, adjust your
inventory and loot the facility. Check the bounty board for a “Path of the
Hunter” mission. The mission pays $350 to kill a pack of eight rabid dogs. This
must be done with a flamethrower.
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Collectibles near Lazy Shore Marina Outpost:
Relic no. 85: Spider 25 is located at map coordinates X: 455.3 Y: 425.3. This
is about 320 meters west of the outpost at Lazy Shore Marina. To get there,
cross the river at Lazy Shores Marina and take the road south of the river west
toward a cenote located at map coordinates X: 454.2 Y: 419.3. It is on the high
ground and it is about 60 meters south of the Relic. It can be seen on your
map. Jump into the cenote and swim north toward the artifact and then walk
through the cave to the Relic. Use the wingsuit to exit the elevated cave.
Letter of the Lost no. 18: Hayato’s Fourth Letter is located at map coordinates
X: 471.5 Y: 418.1. This is about 320 meters southwest of Lazy Shore Marina and
is the same location where Spider 25, Relic no. 85, is located. To get there,
cross the river and take the road west toward the cenote on the high ground at
map coordinates X: 454.2 Y: 419.3. Jump into the water. The Letter is on the
corpse lying on the rock ledge. A long vine will get you out.
Relic no. 86: Shark 29 is located at map coordinates X: 420.8 Y: 418.3. 670
meters west of the outpost at Lazy Shore Marina the rivers converge. Pilot a
boat west from the marina, going over the ramps to the waterfall. The Relic is
in the deep pool beneath the falls. You can use the ramp to go over, get out of
the boat and dive in or you can just make your way down the hillside to the
base of the falls.
Relic no. 90: Boar 13 is located at map coordinates X: 463.8 Y: 448. This is a
remote ruin site in a canyon about 300 meters northwest of the outpost at the
Lazy Shore Marina. Drive west from the outpost and stop at map coordinates X:
455.4 Y: 447. This will be west of the waypoint or symbol for the artifact. Go
up the incline to the temple ruin. The Relic sits inside the ruin on a stone
altar.
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<<<<<<<<<<<<<<<<<<<<<<<< Deepthroat: (Starts) (CH032)>>>>>>>>>>>>>>>>>>>>>>>>
Mission: The conspirators are meeting on a bridge to discuss strategy. If you
can get a picture that identifies their leaders, you can ingratiate yourself
with Volker. If you can gain his confidence, you can avenge your brothers and
friends, and rid the Islands of a dreadful tyrant.
>>Equipment recommended: The AMR sniper rifle (optimal) or the Z93 sniper
rifle; the GL-94 grenade launcher and/or an RPG; an automatic weapon with range
like an LMG.
>>Note: For this mission you won’t require sound suppressors so carry your most
potent weapons.
<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
Before going to the mission site, visit a vendor to gear-up. If you have the
AMR, take it; if not take the Z93 sniper rifle. Take a heavy hitting automatic
weapon with range, like a LMG, SMG or assault rifle. Slot the GL-94 grenade
launcher and toting an RPG is recommended. If you’re playing on “Master” having
an “Untouchable” syringe can help keep you alive.
Start west on the roadway, going toward the waypoint from either Echo Camp or
the outpost at Lazy Shore Marina. When the waypoint moves to the left of the
road, go down the grade on the rough riverside path. Farther along it will move
up grade and transition into a mine cart track. This isn’t a restricted area,
so the two privateers on the path won’t be hostile. Tag them but don’t commence
hostilities-yet.
Climb the ladder on the wooden tower, which is located just before the
fractured tracks. Tag the two pirates across the gorge and then take the
zipline across to the wooden platform. Climb the ladder to get onto the higher
platform. Another zipline will take you back across the gorge, getting you to
the opposite side of the fractured track.
Move up grade along the track, going past the privateers and then up the
stairwells on the wooden tower. Do a “Takedown” on the lone sentry atop the
lookout. If he is going down the stairwell, just bypass him instead. Grab the
body armor from the table, and then look toward the waypoint. The waypoint is a
bridge where the meeting of the conspirators will take place.
When prompted, equip your camera and take a picture of the conspirators. Taking
the picture will change the task to preventing the truck from leaving with the
conspirators-wait until the task changes to continue or there will be no roll
sheet on the captain’s corpse.
Jason will speak briefly when it’s time to begin, and then a 50 second timer
will begin to coutdown. You must get across the gorge, kill the intervening
pirates and destroy the truck before the conspirators can escape. Be aware that
using a rocket launcher from the platform where you snapped the picture isn’t a
viable option.
Take the zipline across the rift and sprint through the tunnel. When you emerge
from the tunnel, do a quick “Chained Takedown” on the two sentries and sprint
ahead and do a “Takedown” on the lone sentry or if he is on the move gun him
down. If you’re not carrying your own RPG, backtrack past the shack where
you’ll find an RPG-7 rocket launcher at the waypoint. Use it to target the
truck. A successful hit will abort the timer and the conspirator with the roll
sheet will hopefully be lying dead on the bridge. Make sure the “yellow tag” is
downed-the vehicle can be destroyed without the “yellow’ being killed.
Stay in cover behind the shack and hit the other truck to prevent the
privateers from targeting you. Quickly locate and put down the RPG operator on
your side of the gorge before he targets you with his RPG. He will be on the
high platform toward the bridge. There is another RPG Sniper on the opposite
side. He will be on the dirt terrace below the bridge. Use your RPG-7 or the
GL-94 grenade launcher to target him so aiming isn’t crucial. This will likely
set the wooden structure across the gorge afire. Seek cover behind the crates
and snipe any hostile that is sniping at you from across the gorge.
There is no time restraint, so before re-crossing the gorge, let any flames
started during the skirmish subside. Take the zipline west of the shack, where
the walkway is fractured, to once again get across the gorge-just don’t travel
into flames.
Start east on the wooden walkway and you’ll be met by four pirates coming from
the grotto in the cliff. A quick player can get a grenade into the entrance,
killing most of them before they can offer much resistance but you’ll likely
have to retreat a bit since it will also set the wooden walkway on fire. Clear
out any survivors and raid the grotto.
Continue up the ramp and clear the three pirates as you continue up the grade.
They have the high ground and they aren’t adverse to hiding in cover or
throwing grenades. These pirates may eventually come to you if you wait near
the ramp.
Continue up the inclined walkways, which will switch back to going east. Don’t
linger on the last ramp. A pair of RPG Snipers will target you from across the
gorge with deadly effect if you do. You must quickly put them down to survive-
hit them with your grenade launcher or the RPG to quickly dispose of them.
You can also sprint and get onto the platform with a rope grab and use the
zipline to again cross the gorge. The RPG operators will still be waiting for
you but they will employ small arms since you’ll be at close-quarters. However
you proceed, use the zipline to again cross the gorge.
A wave of four pirates will scramble out of the tunnel when you cross. Toss or
shoot a grenade into the tunnel to reduce the odds; and, if necessary, get
behind the shack to finish them off. Grab the body armor from the dark mine
tunnel and then continue up the tracks, going toward the bridge.
Several pirates will emerge from a grotto at the far end of the wooden ramp.
Waste them with your grenade launcher. Wait for the flames to subside, advance
and grab the loot and the ammo from the large cache in the grotto. Take the
zipline near the grotto’s entrance across the gorge one last time.
Move up the incline and use the concrete barrier at the crest as cover to
address the surge of pirates moving into and around the shack. Toss or shoot a
grenade or two into the shack, hit the red barrel and let the pirates come to
you as you remain in cover behind the barrier. This can be a challenging
skirmish on “Master,” so using an “Untouchable” syringe can ease the pain of
the encounter.
Get onto the bridge and loot the “yellows” corpse to finally acquire the list.
A patrol vehicle arrives, but the waypoint on the bridge is a gap in the
railing where you can jump. Deploy the wingsuit and then the parachute to put
distance between yourself and the pirates. This mission isn’t complete until
you get to the getaway vehicle.
<<<<<<<<<<<<<<<<<<<<<< Mission 33: All In: (acquired) (CH033) >>>>>>>>>>>>>>>>
Outpost: Harmanse Gas and Repair
>>>>>>>>>Optional Mission: Father’s Burden
Outpost: Bridge Control/Radio Tower/Supply Drop
>>>>>>>>>Optional Mission: Home Delivered
Outpost: Break Point Docks
Outpost: Longshore View/Radio Tower/Supply Drop
>>>>>>>>>Optional Mission: Dirty Work
<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
Return to Thurston Town via the fast-travel station to visit the store and to
use it as a staging area to take the northeastern outpost at Harmanse Gas and
Repair.
<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
Outpost: Harmanse Gas and Repair (X: 606.3 Y: 489.2) <HG29>
>>Bounty Board: Wanted Dead no. 20 ($375)
>>Optional Mission: Father’s Burden ($500)
>>Equipment recommended: The Z93 sniper rifle (optimal); a close-quarters
weapon-a shotgun or an automatic weapon.
<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
Harmanse Gas and Repair Outpost is about 350 meters southeast of Thurston Town.
Just sprint cross-country from the town and make your way atop the crag
overlooking the outpost to do recon.
The outpost lies on the shoreline and is garrisoned by a Sniper on the bay
side, by two Heavy Gunners and by four Normals. Remain in cover atop the crag
and use the silenced Z93 sniper rifle to kill the Sniper. When you have a shot,
continue dropping the isolated targets. Even if a body is found, you will
remain undetected if you remain atop the crag in concealment. Note that both
alarm panels can be targeted from the crag.
You can either snipe the lot; or, when most of the garrison is downed, drop
down from the heights-watch for a two-man foot patrol or a vehicle that
routinely passes the facility. To infiltrate, move in along the river or flank
wide of the facility to remain undetected. Disable the alarm and use the
available cover to stalk your prey, clearing the post.
Before purchasing any ammo, reload your weapons and raid the ammo cache in the
second story of the safe house. The bounty board has a “Wanted Dead” mission
paying $375 to kill a privateer entrenched in some old Japanese World War 2
bunkers. An optional mission, “Father’s Burden,” is also offered.
>>>>>>Optional Mission: Father’s Burden: <OP13>
Open your map and fast-travel to Thurston Town and go to the shanty with the
blue exclamation point. The man needs you to retrieve three items stolen by the
pirates. The first is a necklace. At the waypoint a man says you must beat the
pirates at poker and then he will give you the necklace. Go into the “Crazy
Cock Bar.”
Buy in and you must bust the other three players-I hope you know what beats
what. Return to the requestor with the necklace.
You must now retrieve the stolen watch from the drunken pirate. Sneak up on him
and do a “Takedown.” His buddies will open fire on you if you are seen. Kill
them as well. Loot the body and head for the third waypoint. Four pirates and a
guard dog are loitering near a vehicle. Toss a grenade among them and mop up.
Loot the bodies to find the rosewood knife.
Return to the requestor for the $500 reward.
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Collectibles near Harmanse Gas and Repair Outpost:
Relic no. 77: Heron 12 is located at map coordinates X: 598.1 Y: 490.5. This
places it on a rock crag about 85 meters east of the outpost at Harmanse Gas
and Repair and 280 meters southeast of Thurston Town. It sits on a shrine atop
the heights. Don’t miss the red chest alongside. This is the scouting and
sniping platform advised for the liberation of the outpost.
Letter of the Lost no. 14: Hyato’s Third Letter is located at map coordinates
X: 602.6 Y: 457.7. Commandeer a vehicle at Harmanse Gas and Repair Outpost and
drive south across the river about 315 meters. There is an old World War 2
fortification that sits atop the high ground overlooking the bay. Inside you’ll
find a Letter on a soldier’s corpse.
Relic no. 78: Heron 25 is located at map coordinates X: 610 Y: 427.5. Either
the outpost at Harmanse Gas and Repair or the bunker containing the Letter of
the Lost, no. 14, is the best starting point to search for the Relic. It is
located south of Turtle Hill on an offshore islet. Take the footpath from near
the bunker where you found Letter no. 14 down to the beach and cross the
shallows to the islet. A long vine on the northwest side will get you atop the
islet. The Relic sits on a shrine.
Relic no. 79: Spider 13 is located at map coordinates X: 573.7 Y: 454.6. This
is about 475 meters southwest of the outpost at Harmanse Gas and Repair; this
is near the radio tower which is west of Turtle Hill. Once near the tower,
you’ll have to carefully drop off the knoll north of the tower to locate a cave
entry that will display as a black mass on your map. Enter the cave and you’ll
have to climb three ledges using vines to get to the shrine to obtain the Relic.
Relic no. 80: Shark 13 is located at map coordinates X: 583.9 Y: 439.7. This
Relic can be found by either driving to the radio tower south of Thurston Town
or while doing the mission, “Dopplegander.” Take the footpath south of the
radio tower up the grade and then make your way to the waypoint on the peak.
The Relic is lying outside of the shack behind a crate.
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<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
Outpost: Bridge Control (X: 442.8 Y: 384.3) <BC30>
>>Bounty Board: Path of the Hunter no. 21: Machete hunt for an Albino Croc.
>>Bounty Board: Path of the Hunter no. 22: Machete hunt for two bears.
Optional Mission: Home Delivered ($500)
>>Equipment recommended: The Z93 sniper rifle (optimal); The Recurve Bow; a
close-quarters weapon-a shotgun or an automatic weapon.
<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
Raid the safe house for the Memory Card and then loot the premises. There are
two “Path of the Hunter” missions at the bounty board. One pays $450 for a kill
of an Albino Crocodile and you must do so with a machete. Another “Path of the
Hunter” will pay $500 for an unblemished bear skin. You must kill it with a
machete. An optional mission, “Home Delivered,” is also offered.
>>>>>>Optional Mission: Home Delivered: <OP14>
There is a small islet in the river just west of the outpost at Bridge Control.
Go behind the poker establishment and talk to the man standing there. Three of
his friends have disappeared in a water pool that the locals believe has
mystical powers. He wants you to check it out. Go back across the river and
head for the waypoint to the north.
Go down to the river where you’ll find a cave entrance. Swim into the cave and
then go underwater and surface at the light. There are bodies scattered about
and there is an altar in a side grotto. With nowhere else to go swim back out
and be prepared for a crocodile attack. Follow the prompt to complete the kill.
Return to the requestor for the $500 reward.
>>>>>>Bridge Control Sector Radio Tower: (X: 454.2 Y: 361.5) <RT17>
The radio tower is on a lofty promontory 250 meters southeast of the Bridge
Control Outpost.
Go up the stairwells and make the three simple rope climbs from the platforms.
Crouch and walk the exterior structural beam, or just jump the gap, to reach
the metal plating. Go up the angled planks to the corner grating and jump up
onto the platform. Jump the gap or crouch and walk the central beam to reach
the metal plating. Use the planks to get to the corner grating. Either make the
long jump to the rope or inch toward it on the structural beam until you get
the interactive allowing you to climb the rope. Crouch and a series of
interconnected planks will take you across the tower to a corner grating where
you’ll find another rope climb. Take the ladder to the top of the tower to
deactivate the scrambler. A new “Supply Drop” is available.
>>>>>>Bridge Control Sector Radio Tower Supply Drop: ($175, 250 XP)
The old car bounces around a bit-more than a bit-when you are off road. The
mostly down grade course is pretty straightforward. You’ll be mostly off road
and the 45 second timer is adequate but not generous. It is a rather easy run.
The destination is near a shack about 400 meters northeast of the outpost at
Break Point Docks.
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Collectibles near the Bridge Control Outpost:
Relic no. 107: Spider 15 is located at map coordinates X: 414 Y: 397.4. This is
about 325 meters northwest of the outpost at Bridge Control. Commandeer a
vehicle at the outpost and drive northwest to near the waypoint. To get the
Relic, you’ll have to enter a cave at river level 65 meters to the northwest at
map coordinates X: 418.2 Y: 402.4. Swim as far as the ceiling allows and dive
and swim underwater for another 15 meters before surfacing to find the Relic.
Letter of the Lost no. 19: Masawiro’s Letter is located at map coordinates X:
528.6 Y: 399.8. Echo Camp, in the east central part of the island, is the
closet fast-travel station to the site. Commandeer a vehicle and drive east on
the roadway until you get north of the waypoint. Park and sprint south to find
the soldier’s remains and the Letter of the Lost near a gun emplacement. Watch
for komodo dragons in this area.
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<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
Outpost: Break Point Docks (X: 477.2 Y: 342.9) <BP31>
>>Bounty Board: Wanted Dead no. 21 ($500)
>>Bounty Board: Wanted Dead no. 22 ($500)
>>Bounty Board: Path of the Hunter no. 23: Bow hunt for komodo dragons.
>>Equipment recommended: The Z93 sniper rifle (optimal); a close-quarters
weapon-a shotgun or an automatic weapon.
<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
This remote bayside facility is at the extreme southeast part of the South
Island. It can most easily be reached by road from either Echo Camp to its
northeast or from Bridge Control to its northwest. Scout the outpost from the
high ground to the north.
The bushes located at map coordinates X: 472.8, Y: 357.7 provide good cover for
both scouting the compound, which is 90 meters below, and for some stealthy
sniping. Two Heavy Gunners, two Chargers and three Normals man the place. Stay
in the foliage and then release the caged tiger when one of the Heavies is near
it to reduce the odds. As it rampages, snipe the outliers. No alarm will sound
if your sniping is discrete so remain on the heights, concealed in the bushes.
The tiger and some stealthy sniping will normally clear the facility.
Stock up on ammo at the cache near the safe house’s entrance. Loot the premises
and check the safe house. The bounty board offers three missions.
A “Path of the Hunter” mission will pay $450 if you kill the komodo dragons
that have killed an archer’s cat. You must use a bow to earn the reward. A
“Wanted Dead” mission requires you to kill two privateers who have taken over a
barn. It pays $500. A second “Wanted Dead” mission requires you to kill a
pyromaniac who is hunkered down in a shack. It will pay $500.
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Collectibles near Break Point Docks Outpost:
Relic no. 102: Boar 24 is located at map coordinates X: 466.7 Y: 352.5. This is
only 140 meters northwest of the outpost at Break Point Docks. Sprint from the
outpost to the location and you’ll find a ruin site in the side of the
mountain. Place a C4 charge on the stone doorway to blast it open. The Relic is
on a stone pedestal inside.
Relic no. 103: Shark 14 is located at map coordinates X: 478.4 Y: 356.7. It
appears that the Relic is atop the mountain north of the outpost at Break Point
Docks. It isn’t; there is a ground level cave entrance at map coordinates X:
478.2 Y: 361.4 that will allow you to acquire the artifact. You can drive
around the mountain from the outpost but the terrain isn’t too bad if you just
go cross-country and slip down off the heights instead. Be sure to have at
least the makings of one “Deep Dive.” There are “blue” leaves in the flooded
cave but they aren’t that easy to get. The Relic lays on the floor in the
darkness. It’s about a forty meter underwater swim to the Relic. You can, of
course, just fast-travel out.
Relic no. 104: Shark 15 is located at map coordinates X: 493.4 Y: 360.6. This
is about 230 meters northeast of the outpost at Break Points Docks. Grab a
vehicle at the outpost and drive east, stopping near coordinates X: 496.7 Y:
353.2. These are the coordinates for a cave which is about 80 meters from the
Relic. You’ll have to go down to the narrow cove to find the cave entry. Swim
in and you’ll come to a wooden structure. You will then have to dive and swim
to the dim blue light. You can surface after about 25 meters and swim to a pile
of crates where you’ll find the Relic and a red chest.
Relic no. 105: Heron 2 is located at map coordinates X: 443.2 Y: 344.8. This is
about 340 meters west of the outpost at Break Point Docks on the slopes of the
mountain. Rather than try to drive the interconnecting maze of roadways, just
go on foot clockwise around the mountain, which is passable, to the shack on
its slope. The Relic is inside on a crate.
Relic no 106: Spider 20 is located at map coordinates X: 421.5 Y: 350.4. This
is about 560 meters west of the outpost at Break Point Docks. To retrieve this
artifact, commandeer a vehicle and drive west out of the outpost and cross the
bridge. Continue west until you reach a side road going north toward the
waypoint. Stop before reaching the shacks and make your way down the slope to
the river. Watch for a leopard in this area. A wooden walkway leads into a
grotto where you’ll find the Relic.
Relic no. 108: Heron 14 is located at map coordinates X: 578 Y: 346.4. This
location is an island about 500 meters off the east coast of the South Island.
Commandeer a boat at the outpost at Break Point Docks in the southeast side of
the island or along the coastline north of it and pilot it to the northwest
side of the island. Make your way up the dirt trail to get the Relic and the
red chest from a modest ruin site.
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>>>>>>Longshore View Sector Radio Tower: (X: 363.9 Y: 346.4) <RT18>
The Longshore View Radio Tower is located in the south central part of the
island northwest of the Longshore View Outpost.
Climb the tower’s three stairwells to get onto the plating. Move around the
structure and walk the exterior support beam to get to the corner grating with
the dangling rope. Jump up and across the gap onto the angled grating and climb
the dangling rope to get onto the platform. Another rope climb will get you
onto a platform where you can climb another rope from the warped piece of
stairwell. Walk the planks across the tower to a grating and then jump up to
another angled grating. Walk the plank from grating to grating and carefully
drop down onto a small section of grating. Climb the rope to the platform. You
must then crouch and walk out on the jutting plank, do a 180 degree turn on the
plank and climb the rope to get to the platform with the ladder. Take the
ladder to the top to deactivate the scrambler.
Another “Supply Drop” is activated. Take the zipline down.
>>>>>>Longshore View Sector Radio Tower Supply Drop: ($250, 1,000 XP)
Get off to a good start by not hitting the tower’s fence. This can put you in
an awkward position to hit the first ramp squarely and with speed. Jump the
narrow ramp beyond and continue downhill in the rough, hitting the road when
you can. You’ll have to cross a drawbridge and then turn left onto the road
where you can race for the finish. The 1:05 timer is ample if you start off
well.
You’ll find yourself 125 meters northeast of the outpost at Krige Valley River
Fishing if you make a successful delivery. There are a couple of loot chests at
the isolated shack.
<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
Outpost: Longshore View (X: 378.9 Y: 338.9) <LV32>
>>Bounty Board: Wanted Dead no. 23
>>Optional mission: Dirty Work
>>Equipment recommended: The Z93 sniper rifle (optimal); The Recurve Bow with
fire arrows or C4; a close-quarters weapon-a shotgun or an automatic weapon.
<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
Longshore View Outpost can be reached by road from either of the nearby
outposts. The best vantage point for scouting the facility is among the bushes
on the heights to its west. Even the roadway running past it is out of the
restricted zone.
There are seven defenders to deal with, including two Heavy Flamers, a pair of
Snipers and three Normals. If sniping is your forte, stay in the bushes on the
heights and snipe away. This will likely result in an alarm before you can
clear the place.
A better option is to equip the Z93 sniper rifle and remain crouched in the
bushes until the wandering Heavies settle in near the large shed. A third guard
is also posted there. When everybody is settled in, use the Z93 sniper rifle to
silently eliminate the sniper on the balcony and then the lone sentry near the
sandbags.
Drop down off the hillside and make your way counterclockwise on the road until
you can move in behind the two defenders near the alarm station. Use
“Takedowns” or silently neutralize them with gunfire before disabling the alarm.
Circle around to the rear of the large storage building and climb the ladder
onto the roof. Toss a stone or two to lure the Normal into a kill zone on the
side of the structure where you can put him down without his demise being
noticed. If you have remained undetected, use the Z93 sniper rifle to drop the
two Heavies to secure the outpost. You can use C4, the explosive barrel or
mines to complete the task but a commotion will likely cause a passing vehicle
to stop, complicating the action.
Loot the premises, enter the safe house for a Memory Card and use the vendor.
In addition to a “Wanted Dead” mission paying $450 to kill two Snipers holding
a village hostage, the optional mission, “Dirty Work,” is also offered.
>>>>>>Optional Mission: Dirty Work: <OP15>
The mission’s starting point is about 620 meters east of the outpost at
Longshore View. Commandeer a vehicle and drive east and stop at the roadside
shack. The badly wounded man inside the shack lies among his dead family
members. Three men bullied and then murdered his family. He wants revenge but
he is badly wounded.
You’ll find the first killer and his three buddies, one of whom is a Heavy, a
short distance to the northwest. You can’t just walk in without being fired
upon because the area is restricted. The mark is firing his gun into the air
and his cronies are milling about. It isn’t necessary to kill his entourage but
they certainly deserve to die. Stand off and snipe the leader and then start
putting down his accomplices. A Rakyat patrol vehicle may respond to the action
and actually give you a hand. Before departing, loot the bodies and the three
loot chests in the shacks.
The second waypoint will take you 400 meters to the north. This will be near
the confluence of the rivers. The target will be in a boat and he is
accompanied by an RPG Sniper. Two Normals and a Sniper will loiter near the
river. This is a restricted area, so snipe the target and his RPG wielding
companion and then move around as needed to complete the slaughter.
The third target is on an island with four of his henchmen not far to the
north. Swim across the river, locate him and his crew and put a bullet or an
arrow in him. Once again, killing his followers is optional but there is good
loot to be had on the island, including a red loot chest if you clear them out.
Grab a watercraft at the dock and return by water to the requestor who will
give you $500 for a mission you would likely have done gratis.
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Collectibles near Longshore View Outpost:
Letter of the Lost no. 20: Hurk’s Second Letter is located at map coordinates
X: 374.6 Y: 315.5. About 125 meters south of the outpost at Longshore View, on
a cliff overlooking the bay, there is an old World War 2 fortification. Take
the road going west before turning south along the bluffs to the elevated
fortification. There seems to be no way in but if you go west 25 meters down
the grassy incline from the bunker you will find a remote entrance and will
acquire the Letter.
Relic no. 116: Shark 20 is located at map coordinates X: 382.8 Y: 345.7. This
location is about 180 meters due north of the outpost at Longshore View. Just
sprint north from Longshore View, going cross-country to the little settlement.
The Relic is sitting on top of a television in the house.
Relic no. 117: Spider 29 is located at map coordinates X: 336.7 Y: 318.2. This
location is about 435 meters west of the outpost at Longshore View. Commandeer
a vehicle at the outpost and drive west along the base of the bluffs to the
large metal structure. Use the cartons and mobile generator behind it to get to
the rope grab on the scaffolding. Enter the structure through the open window.
The Relic sits on a wooden crate.
Relic no. 118: Boar 16 is located at map coordinates X: 359.1 Y: 336.1. This is
a little over 210 meters northwest of Longshore View Outpost, south of the
radio tower. Just sprint cross-country from the outpost and make your way down
to the small pond. Swim to the rocks and you’ll have to make a couple of vine
climbs to reach a sealed door in the rock face. Blast it open. The Relic is in
the small grotto near some ruins.
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<<<<<<<<<<<<<<<<<<<<<<<<< All In: (Starts) (CH033)>>>>>>>>>>>>>>>>>>>>>>>>>>>
Mission: Jason’s actions against the conspirators has gotten him an audience
with Volker. Volker lives up to his reputation as a fiend. He wants Jason to
prove his value by torturing a prisoner.
>>Equipment recommended: No weapons required for this mission.
<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
Make your way to the waypoint-Hoyt’s stronghold called The Compound. You can,
of course, drive from any nearby outpost in your possession; but, if you fast-
travel to Gaztown, you can take the glider, if it is there, and fly right to
the entry gate on the north side of the walled compound. Meet Sam at the gate.
This is your chance to deeply ingratiate yourself with Hoyt and get into his
inner circle. He is impressed with the photos you took of the conspirators.
Hoyt controls his employees through fear and his slave marketeering is about to
go global. If someone won’t negotiate-well he has a ship full of captives and
he blows it up to make his point.
He wants Jason, whom he thinks is someone named Foster-or does he-to prove
himself by interrogating a prisoner whom he is holding for ransom. He will be
watching and if you don’t make good, your cover will be blown and your life
forfeit.
As you make your way down into a cellar you’ll see your party’s movies on a
television monitor and in the cell-you find Riley! The cutscene is designed to
fool Hoyt and to make Riley realize that he mustn’t appear to recognize you.
You must provide a good show for the sadistic Hoyt by giving Riley a beating
and worse. A brief 38 second pause in the recording allows you to explain
yourself, but it isn’t enough time to attempt an escape. Follow the prompts to
make Hoyt believe you’re earnest. Hoyt is complimentary of your brutality and
he invites you and Sam to a poker game.
Sam has a plan to further degrade Volker’s operations. He wants to team-up to
destroy Volker’s communications network and then destroy his fuel depots. You
will be meeting him north of Gaztown for the raid but feel free to ransack The
Compound before departing.
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Collectibles near The Compound:
Relic no. 119: Shark 17 is located at map coordinates X: 392 Y: 380.6. About
200 meters due east of The Compound located at map coordinates X: 364.5 Y:
377.5, near the bridge, there is a Relic on the river’s bottom near a submerged
car. The compound can be reached from any of the surrounding outposts or you
can pilot the glider from Gaztown to the bridge, getting a panoramic view of
much of the island.
Relic no. 120: Heron 20 is located at map coordinates X: 362.5 Y: 364.3. This
Relic is located at a partially fenced settlement about 100 meters south of The
Compound. It sits next to a metal cage near a building.
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<<<<<<<<<<<<<<<< Mission 34: Paint it Black: (acquired) (CH034) >>>>>>>>>>>>>>
Outpost: Lonely Shore Way Outpost
<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
The mission site is on the northwest side of the Island and there is an outpost
there called Lonely Shore Way. The safe house at Charlie Camp is close to both
the mission and the outpost.
<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
Outpost: Lonely Shore Way (X: 258.4 Y: 522.8) <LS33>
>>Bounty Board: Wanted Dead no. 24 ($350) (sub-menu)
>>Equipment recommended: The Z93 sniper rifle (optimal); a close-quarters
weapon-a shotgun or an automatic weapon.
<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
Much of this remote outpost is surrounded by steep cliffs, making it ideal for
sniping. Do your reconnaissance from the heights overlooking the place. The
outpost has eight defenders. Two of them are Snipers on elevated perches; one
is near the cliff and one is in the large building near the roadway. A Heavy
Gunner routinely patrols the perimeter and there are also five Normals. Two of
them can be tough to pinpoint. One is stationed on the walkway of the safe
house and another is in the shack below the Sniper on the adjacent structure.
There is also a caged tiger on the premises. Vehicle patrols also pass by the
facility at regular intervals. They will oftentimes stop if there is a
commotion even if no alarm is given.
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Note: It is possible to infiltrate the outpost. Getting to the alarm on the
east side nearest the cliff is easy, even though it would seem you would be
spotted. The positioning of the Heavy, however, is critical to success. If you
silently kill the Sniper and drop through the hole in the roof to kill the
Normal below, the Heavy Gunner is likely to spot the corpses on his next pass.
Any messy kill will also cause a scramble. While possible to take the outpost
with “Takedowns,” it will require perfect timing and will require some of the
defenders to be randomly focused elsewhere during your kills.
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Wait for the patrolling Heavy to approach the tiger’s cage and then take out
the sniper near the eastern cliff face. Quickly down another exposed target and
then release the tiger. It may dispose of the Heavy and its attack will usually
flush some of the garrison from the cover of the buildings.
Use the brow of the precipice to mask your position as you continue sniping.
You can work your way around the heights as needed to acquire targets. Taking
out the three alarm stations is also prudent. If you remain out of the
defenders sightline, you can easily clear the outpost.
Even if an alarm is sounded, the hostiles won’t come onto the heights and no
helicopter gunship will arrive. Explosive arrows can take out arriving vehicles
from the heights. There is a large ammo cache in the big structure.
The bounty board has a “Wanted Dead” mission that pays $350 for killing a
Sniper and his crew that have confiscated a small islet.
<<<<<<<<<<<<<<<<<<<<< Paint it Black: (Starts) (CH034)>>>>>>>>>>>>>>>>>>>>>>>
Mission: Sam believes it is time to turn the screws on Hoyt’s control of the
island by destroying his communications network. As usual, the facility where
the carnage is to take place is very well defended.
>>Equipment recommended: The Z93 sniper rifle; the SPAS-12 shotgun (optimal) or
an automatic weapon; the GL-94 grenade launcher (optimal) or the Recurve Bow
with explosive arrows.
<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
You’ll need the silenced Z93 sniper rifle, and a shotgun, like the SPAS-12 or
the Bull, or heavy-hitter like the MKG on this sortie. The GL-94 grenade
launcher or the Recurve Bow with explosive arrows is also highly recommended.
Carrying a silenced weapon like the Shredder can also help maintain stealth
early in the mission.
Camp Charlie is in the far northwest corner of the Island, just northeast of
the objective. Open your map and fast-travel there, commandeer a vehicle and
drive south to the hillside opposite the large fortified complex.
Use the high ground near the roadway to scout the large compound. There are two
old concrete fortifications covered by bushes that are perfect spots to scout
for and tag the eleven defenders. Watch and listen for a leopard that prowls
the area as you do reconnaissance. Have an “Animal Repellent” slotted in case
it comes your way, although it is just as likely to attack the compound.
There are two Snipers to deal with. One is atop the knoll in an overlook near
the dish and the other is on a platform near the center of the compound. Two
Heavy Gunners stand watch near the entry to the communications facility-they
won’t wander much unless they are pursuing you. Seven additional pirates are
posted or roam the area. Take the time to tag them all, and be aware that they
will sound an alarm if you are detected, drawing in vehicles with
reinforcements.
The communications base is a restricted area, but the nearby hillside isn’t.
Remain concealed in the bushes atop either of the fortifications and equip your
Z93 sniper rifle. The range is over 100 meters but is easily within range of
the weapon-don’t miss. If you do, they will scramble toward you and if you are
detected, an alarm will sound.
Don’t try for the Sniper atop the knoll from that range-he isn’t very watchful
and he can be taken later. Start hitting outliers first and then the lower
Sniper. Address the others when they aren’t near another pirate. If you don’t
miss and you remain concealed, you can easily clear all but the two Heavies and
the Sniper atop the knoll.
It is difficult to score headshots on the two Heavies from the hillside, so
drop down and move in where you can take out the Sniper. If you failed to snipe
any of the regular pirates, you can move down the hillside and enter the
maze-like tunnel on the southwest side of the compound. The tunnel’s entry is
located at map coordinates X: 220.3 Y: 492.1.
You can easily access the alarm panel on the south side of the complex from
there while avoiding detection by the Heavies. If your sniping tactics failed,
the passage can act as a chokepoint to clear any survivors. Note that there is
a large ammo cache not far from the alarm station.
The two Heavy Gunners won’t easily abandon their posts, so flank them, get in
close and maneuver to score headshots on them from south of the entry. You can
also set them up for “Takedowns” by tossing stones to isolate them. This
garrison doesn’t re-spawn, so after securing the grounds, thoroughly loot the
place before starting your assault on the bunker.
Plant the C4 on the bunker’s door and get clear before detonating. The chambers
ahead are occupied by about fifteen pirates including three Heavy Flamers. Have
an “Enhanced Perception” syringe or two slotted.  This can be extremely useful
while clearing the bunker, allowing you to spot the Heavies and anticipate the
action in the gloomy interconnected chambers. When you spot a Heavy Flamer, a
“Fireproof” syringe can save the day.
After you enter, the roof will collapse and rubble will block the entry.
Quickly enter the main chamber and replenish your C4 and get back near the
entry and address the initial surge through the door. Expect six pirates,
including a late-arriving Heavy Flamer, to filter into the chamber. Toss a
grenade or two among your attackers. When the Heavy advances, toss a C4 charge
into the chamber and put him down before he saturates your refuge with fire.
Advance straight ahead and take the body armor when you reach the third
chamber. Be prepared for a couple of pirates coming from your right in the
adjoining computer room. Put them down. As you progress, don’t leave anyone
alive behind.
The structure has a blind corner as you exit the computer room. An “Enhanced
Perception” can help you pinpoint another group of five pirates, including a
Heavy Flamer, who is defending the narrow corridor. Swiftly move around the
corner, toss a grenade among them and retreat back around the corner. The Heavy
Flamer will probably advance, allowing you to toss a C4 charge near him,
retreat and detonate, killing him. Move in to mop up and expect two more
pirates to join the fray from deeper in the structure.
Make your way forward through the chambers, through another computer room and
the adjoining corridors; and, at the exit there is a blind turn where a Heavy
Flamer will kick down a couple of flammable barrels. An “Enhanced Perception”
syringe can pinpoint his location before you stumble into him. Greet him when
he appears in the doorway with a pack of C4 or drop a mine in the doorway, get
back and let the explosives take him out. A lone pirate lurks near the top of
the stairwell beyond. He may come to you if you stay back. He will be the
bunker’s last defender before you go topside.
You’ll hear a barking guard dog as you climb the ladder toward daylight. There
are three hostiles outside the bunker. Two are near the front and another in a
lookout in the rear area. Try to snipe the two near the dish from the opening
in the front of the fortification. Be ready to slash that dog when it charges
into the bunker. There is a Sniper in a lookout to your left, just outside the
bunker. Peek around the corner and drop him before he can target you.
Once the area is secured, you can raid the area if you don’t plant the C4
charge. Be sure to take the body armor in the bunker and stock up on ammo at
the large ammo cache. The respite, however, won’t last. When you plant the
explosives, pirates will emerge from the bunker and they will attempt to kill
you and defuse the explosives. If you have mines, plant them near the exits of
the bunker. This will greatly aid your cause.
The route to the dish is via a ramp. Set the charge and stand ready to kill
anyone attempting to defuse the explosives. They will come from the bunker and
your mines will help take out some attackers in the initial wave.
You can either stand your ground behind the crate near the dish, or you can
take shelter in the gun emplacement and use the concrete walls for cover. You
will be somewhat exposed by staying near the dish but you have a better chance
of keeping them away from it than if you get atop the bunker, where you can
easily be flanked.
Employ your shotgun or automatic weapon as they approach and use the grenade
launcher or grenades on groups or on pirates behind cover. Oftentimes a raging
fire will limit the enemy’s movement and your vision-a Molotov or two can help
spread the flames and explode the ammo cache, adding to the carnage. As the
skirmish continues a Heavy Gunner will emerge, so be prepared to bombard him
with explosives.
On “Master” this can be very challenging. If you have an “Untouchable” syringe
or two, this will make the ordeal a lot less painful.
When Sam arrives in the chopper, get to it quickly-the hostiles will just keep
coming and they will have multiple targets-you and Sam; and if either of you go
down, the mission fails.
As you rise into the air the detonator will appear in your hand. Follow the
prompt to blow the dish. When you jump from the chopper, open the wingsuit and
glide to earth to successfully end the mission.
<<<<<<<<<<<<<<<<<<<<<<< Mission 35: Black Gold: (CH035) >>>>>>>>>>>>>>>>>>>>>>
Mission: Sam wants to inflict further damage on Hoyt’s operations by destroying
his fuel depots. The fuel complex is large and well-defended. Sam will
accompany you on this mission of mass destruction.
>>Equipment recommended: The silenced Z93 sniper rifle; an automatic weapon
with range like a LMG; the GL-94 grenade launcher; the AMR sniper rifle
<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
Dennis calls as the mission is activated. He isn’t sympathetic to Jason’s
insistence on rescuing his brother. He just wants to know about Hoyt and says
the Rakyat are now your family and you should cut your ties to the past.
It is time to team-up with Sam to further increase the carnage. If need be,
fast-travel to one of the towns or to a liberated outpost to offload extras and
gear-up for the destruction of Hoyt’s fuel depots. Purchasing a suit of body
armor is highly advised for this sortie, especially if you have the skill,
“Button Up,” enabling you to absorb 50% more damage. Carrying a potent
automatic weapon with range, like the MKG, the Z93 sniper rifle, the AMR and a
GL-94 grenade launcher is advised.
Open your map and fast-travel to Delta Camp and then sprint cross-country to
see Sam. After Sam offers a bit of his family history, you must take the wheel
while Sam mans the .50 cal. Time for another blitzkrieg-or not!
The fuel depot is to the west and for now it is the only waypoint, but when you
reach the waypoint, it will spawn four others, marking the areas that Sam has
targeted for destruction. These waypoints can become quite confusing in the
heat of battle; and driving aimlessly can cause you to run afoul of numerous
hostiles. So, once the four waypoints appear, pause, open your map and select
the waypoint you want to attack.
After taking the wheel, drive a short distance toward the depot but stop about
90 meters from the waypoint. Otherwise Sam will commence firing on the
privateers with the 50 caliber. Remember the position of the vehicle so you can
locate it to bring Sam into the action when required. Sam has a health bar and
is inclined to taking chances. Rather than his blitzkrieg, stealthy actions
will prevent reinforcements from greatly complicating the assault. For now, Sam
will remain safely behind the front lines.
Climb onto the ridge on the left side of the road. Scout the complex, tagging
the seven scattered defenders. Two privateers guard the gate and another walks
perimeter. Four of the privateers loiter near a tanker truck. Note that there
are a lot of explosive red barrels in the complex and two are near the tanker
truck. If you are detected, a patrol truck will join the action.
Position yourself so that you can see both red barrels near the tanker truck;
shoulder the Z93 sniper rifle and quickly shoot both red barrels before the
four hostiles can scatter. This should engulf all four of the pirates in the
fireball. The pirates near the gate, not knowing what caused the explosion,
will likely sprint toward the carnage. Move closer and hunt down the three
remaining defenders.
When you enter the complex, the initial waypoint will spawn four more
waypoints, each will designate a fuel depot within the complex that you must
destroy. Know that disabling the system alarms doesn’t seem to affect anything.
I might be wrong-it only takes a few seconds to disable them.
The southeast waypoint is quite near the entrance. Return to the vehicle and
drive it and Sam into the complex. Park the vehicle near the orange cargo
container. Back it in so it is facing the waypoint. From there Sam’s .50 will
command the zone near the target. You must go behind the structure to set the
first charge and positioning the vehicle there will enable Sam to provide
support when you enter and exit the structure.
As you approach the entry, positioned to the left of the blue barrels, an alarm
will sound. Be prepared for a surge of pirates coming from behind the
structure. Among them will be a Heavy Flamer. Toss a grenade among them,
retreat behind the barrels and drop a mine near the entry. Sprint back to the
vehicle where Sam will be rudely addressing the pirates who have answered the
alarm. The mine should kill the Heavy Flamer when he emerges; if not, put him
down.
Once the area is secured, go behind the building, grab the body armor and set
the charge. A 20 second timer will start and another alarm will activate. Get
out from behind the building and join Sam to suppress the wave of pirates
coming in from the north. There is occasionally a patrol truck among them.
There are three more waypoints. To avoid confusion, manually mark the northeast
depot. Since Hoyt’s guys don’t appreciate your activities, events can become
chaotic since all the waypoints register on your mini-map and having a firm
target selected helps avoid confusion.
Remember where you’re leaving Sam and move afoot toward the next objective. If
they weren’t drawn into the action before, a pair of pirates will defend the
entry of the next depot. One of them is an RPG Sniper. He can end the sortie
with a single rocket, so he is a priority target. The second privateer is a
rover; he may be patrolling out of the immediate area but he will return. Put
them down from long range with the silenced Z93 sniper rifle.
Don’t approach the facility on foot. Fetch Sam and his .50 caliber. Drive
toward the depot and park on the incline when the alarm sounds. The alarm will
summon a wave of pirates from the east. Take shelter behind the vehicle and
help Sam massacre the pirates.
Once the area is secured, start behind the structure to set the second charge,
but stop before going around the blind corner. There is a Heavy Flamer
defending the property and he will be lumbering your way to check out the
commotion. Use a C4 charge or the AMR to quickly eliminate him. Check out the
ladders on the structure before you set the charge. The timer will start and an
alarm sounds.
Climb one of the ladders and grab the RPG lying near the sand bags. The slight
elevation makes you immune to the explosion and gives you the high ground to
address both of the incoming vehicles and the influx of foot soldiers. During
the brief encounter an RPG Sniper sometimes appears near the building beyond
the piles of barrels. Stay behind the sand bags and lay waste with the RPG,
securing the area.
The next depot is just over the rise-the waypoint to the northwest. Move a
short distance up the incline and park before reaching the white sign. There
are three privateers guarding the entry to the depot and one is an RPG Sniper.
If the action at the second depot didn’t lure them into the action, the RPG
Sniper can destroy Sam and the vehicle in short order. Sneak ahead and crouch
down to get onto the knoll so you aren’t detected. Give priority to the RPG
Sniper as you target the three visible defenders.
Return for the vehicle and drive left onto the roadway and park on the left
side of the red-roofed structure. You’ll be looking down the road toward the
circular green structure. This incursion will trigger an alarm and a patrol
truck will quickly arrive with a wave of pirates. Get into the little gully on
the right side of the road and hit the truck with a grenade and then help Sam
mop up the survivors.
Go into the structure and set the charge. Another alarm sounds and additional
hostiles will surge in from both sides. From the west an RPG Sniper is a real
threat and a patrol truck will enter the skirmish from the east. Help Sam put
down the surge of hostiles. Select the fourth waypoint to the south.
Drive toward the last of the four waypoints to the south. Stop when the alarm
sounds. Don’t position the vehicle too close-back up if necessary so you’re
about 30 meters away from the building. The .50 should be covering the
entrance. Remain alongside the vehicle and kill the two pirates on the left
side of the building. Use the grenade launcher to saturate the interior with
grenades. Try to keep the defenders from exiting so they can’t use grenades to
damage the vehicle. A Heavy Gunner will probably be the last of the defenders.
Use the AMR or C4 to take him out.
When the building is cleared of hostiles, enter, go up the stairs and then go
down the stairs and set the charge. You have 20 seconds to get out. Go up the
stairs and jump over the rail and exit through that side door. An alarm has
again summoned reinforcements, including a patrol truck, a Heavy Flamer and an
RPG Sniper. Lay into your assailants with gunfire and your grenade launcher.
Don’t stay any longer than necessary. You don’t have to clear the area; just
get out of it. Drive north toward the new waypoint. Sam wants to do a little
more mischief and this time you’ll be manning the turret against all comers.
Park but stay out of the hazy area until you’re ready for combat.
When the enemy arrives they will come from the area near the barrels. Mine both
roads-use all your mines, scattering them near the barrels as well. When you’re
ready for action, consider slotting an “Untouchable” syringe or two if you’re
playing on the higher levels. Drive the truck into the hazy area to start the
bloodbath.
The mines should destroy or damage some of the patrol vehicles-usually
three-but any that survive will hammer you as irate foot soldiers also enter
the action. A couple of them have RPGs and can easily cause the mission to
fail. Take advantage of the numerous red barrels. The action will be intense,
so heal whenever necessary and then keep that gun active. A helicopter gunship
is the last to arrive. Hammer the cockpit to put it out of commission.
When Sam completes his dirty work, he will join you, take the wheel and he will
drive an erratic course out of the complex. Target the strategically placed
combustible barrels near the roadblocks to clear a path and to deal further
damage to Hoyt’s operations. Sam will jump a ramp to escape the complex,
completing the mission.
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Note: It’s time for a reckoning and once “Aced in the Hole” is started, there
is no going back, so gear-up and finish any unfinished business before going to
the poker game. Stealth is not in the picture, so remove those silencers and
stock up on ammo. Purchase a suit of body armor.
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<<<<<<<<<<<<<<<<<<<<< Chapter 09: Aced in the Hole: (CH036) >>>>>>>>>>>>>>>>>>
Mission: Sam has a plan to kill Volker. He has a knife and will kill him during
a poker game. The game turns deadly and Volker decides to take on “the’ Jason
Brody in a knife fight-bad idea.
>>Equipment recommended: The AMR sniper rifle (optimal) or the Z93 sniper
rifle; the RPG-7 rocket launcher (optimal) or the GL-94 launcher; an automatic
weapon like a LMG.
<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
While no weapons are required for this mission, it will transition into the
next where you must be packing your heaviest gear and you won’t be able to
re-equip at that point. Open your map and fast-travel to any facility with a
vendor. Slot the AMR sniper rifle and an RPG-7 rocket launcher. You’ll need a
heavy-hitter like a LMG, and completing your arsenal with the GL-94 grenade
launcher is suggested. Splurge a bit and buy a suit of body armor and stock up
on ammo. The end grows near.
Open your map and fast-travel to The Compound to meet with Sam at the gate. He
has a plan to kill Hoyt at the poker game-a really simple plan. He has a knife
in his boot; but Hoyt isn’t stupid, just sadistic, and he has armed guards in
the room. Hoyt’s innuendo is troubling-does he suspect? Play poker. You win but
Sam doesn’t. Hoyt plunges a knife into his neck.
The play continues and when you lose-you lose a finger. You will then find
yourself in a knife fight with Hoyt. You’ll have to follow a series of prompts
to avoid being skewered and to take Hoyt out. The prompts will appear on the
screen at the 3, 6 and 9 o’clock positions, matching the keys on the
controller. This is the easiest way to follow the fast moving prompts.
<<<<<<<<<<<<<<<<<< Mission 37: Betting Against the House: (CH037) >>>>>>>>>>>>
Mission: With Volker dead, Jason has 12 minutes to get to the airport and
rescue Riley. Just because Hoyt is dead doesn’t mean that anything has really
changed. The escape flight with Riley is impressive and challenging.
>>Equipment recommended: The AMR sniper rifle (optimal) or the Z93 sniper
rifle; the RPG-7 rocket launcher (optimal) or the GL-94 grenade launcher; an
automatic weapon like a LMG.
>>Note: These are holdovers from the prior mission.
<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
With the degenerate Hoyt Volker dead, you have only 12 minutes to get to the
airport to rescue Riley. The time is ample, but getting there is challenging.
After recovering from your fight with Hoyt, start down the stairs and you’ll
encounter a Heavy Flamer coming into the building. Stop on the landing and use
the AMR or C4 to quickly dispose of him before he can engulf the area in
flames. If you’re delayed by the Heavy, your escape will be stalled by a
prolonged firefight. Don’t let that happen.
Exit the structure without delay, bear left down the railed veranda and get to
the fence at the edge of the compound. You’ll move past a red alarm station as
you go behind the building. This route should keep you out of any heated
firefight with the privateers. Work your way toward the exit on the west end. A
patrol truck and a Heavy Flamer are guarding the exit. Use your RPG-7 or-if you
don’t have one, use grenades or the GL-94 grenade launcher-to quickly dispose
of the defenders. Gun down any survivors and rush past the carnage and out of
the Compound.
There is a vehicle outside the gate. It may be damaged and its use is optional
for traversing the nearly 1,000 meters to the airport. If you’re playing on
“Master,” going afoot is the better option.
Driving option:
Drive toward the waypoint, swerving to avoid any enemy vehicles you encounter;
and when you get to the drawbridge, accelerate over it as it is being raised.
Continue on the roadway, avoiding vehicles and the mortars that will begin to
land ahead. Keep moving so you’re harder to target. As mortars are raining
down, a frantic Liza will call. They are being abducted from the Doctor’s
place-great!
Sprinting/swimming option:
If the vehicle was damaged during your exit or you’re playing on “Master,” you
can sprint cross-country toward the waypoint rather than driving. This will
minimize your contact with patrol vehicles on the roadway but it will put you
in the crosshairs of the mortar batteries. When the mortars start to drop, run
an erratic course. Going on foot is quite survivable and having a “Fireproof”
syringe or two slotted can aid your cause.
You’ll have to sprint across the road near the drawbridge, swim the river
beyond and run along the bank. Rather than passing through the riverside
settlement, dive in the river and swim past it underwater so you can’t easily
be targeted. Go ashore beyond and you’ll have to make another long swim as a
chopper hovers overhead. If you survive the mortars, you’ll reach the airport
in plenty of time. On the way a frantic Liza will call. They are being abducted
from the Doctor’s place-great!
When you see the airport’s structures, make your way on foot along the hillside
south of the facility, staying outside of the airport. A helicopter gunship
usually hovers overhead. Use your RPG-7 to bring it down. This route along the
perimeter will allow you to avoid any time consuming contact with the enemy,
although you’ll likely have to take out a roving pirate before you reach the
waypoint.
When you see the small scaffold against the building, cut right and enter the
building. A Heavy Flamer is inside, guarding Riley. Use the AMR to dispose of
him. Just shoot him through the barred window.
Riley is in a cell on the right side of the building. Release him and then
don’t worry about him-he doesn’t have a health bar. Exit the building and kill
the five hostiles which include another Heavy Flamer. All five must be
neutralized before Riley can get to the chopper. Get aboard.
Riley will have to fly the chopper while you man its turret gun. A vehicle and
a stream of foot soldiers will arrive as the chopper warms up. Lay waste to
them and to the next vehicle and the wave of pirates that follow. Try to keep
from taking any damage-this is early in fight. The turret guns can punish the
chopper but these initial attackers have only small arms.
The RPG operators are quite dangerous and aren’t easy to identify in the heat
of battle. Your choppers life bar will dwindle when hit, causing the mission to
fail if it hits zero. The chopper’s health bar will regenerate, but is slow to
do so and you will take damage regardless of your prowess with the turret.
Watch the gun’s muzzle for overheating-if it needs cool down time, you’re
likely in big trouble.
As Riley pilots the chopper away from the airport, continue to lay waste to any
hostiles joining the fray. There is an RPG Sniper in the lofty tower near the
airport’s exit. Hammer him before he targets you.
After leaving the airport there will be a patrol vehicle coming up the road and
a gun boat on the river-neither pose a major threat but as Riley turns upriver,
the RPG Snipers on the roofs of the structures along the shoreline are. Strafe
the rooftops, this should ignite the combustible items located there, knocking
out most of the Snipers. Their RPGs are a real threat and there is a RPG Sniper
on top of a cargo container just beyond the buildings.
A fuel truck on the bridge has a couple of RPG operators, but a burst from your
weapon will ignite the fuel, eliminating the threat. A patrol truck poses
little treat as it fires at you before plunging into the river.
The most dangerous part of the flight is when Riley turns and makes an
ill-advised second pass over the airport. The RPG operators there can quickly
bring you down, so target them and anything that explodes. The enemy is hard to
spot, making this a perilous time.
Once you have survived the pass over the airport Riley warns you about a couple
of RPG operators on the bridge. If your chopper took a hit or two over the
airport, these RPG Snipers can easily bring you down.
The last hurdle will be three helicopters. The gunboat in the river below isn’t
much of a threat. Concentrate your fire on the cockpits of the choppers to take
them down and you’re free of pursuit.
<<<<<<<<<<<<<<<<<< Chapter 10: The Doctor is Out: (CH038) >>>>>>>>>>>>>>>>>>>>
Mission: Dr. Earnhardt informs Jason with his final breaths that the Rakyat
have abducted his friends and family and burned his house. Time to find out why.
>>Equipment recommended: No weapons are required for this mission.
<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
Riley sets the chopper down near the Doctor’s place. It is ablaze. Get to a
dying Dr. Earnhardt in the gazebo behind the house. He informs you that jungle
warriors-the Rakyat not the pirates-have abducted your friends. With his dying
breath he says that they took them to the Temple. Get back to the chopper to
see what the heck is going on with that.
Riley has the hang of flying and you arrive safely at the Temple.
<<<<<<<<<<<<<<<<<<<<<< Mission 39: Hard Choices: (CH039) >>>>>>>>>>>>>>>>>>>>>
Mission: Jason must make a hard choice. Will he take the jungle girl or take
his girl out of the jungle. Two choices, two endings!
>>Equipment recommended: No weapons are required for this mission.
<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
After the scene with the dying doctor, you’ll find yourself near the Temple.
Move into a seemingly deserted Temple but when you locate the Rakyat, Citra
drugs you and a hallucination ensues. You are trussed up as she goes on about
you giving up your past for a warrior’s life with her.
You must reject your past and walk “the path” to be with her-to be a true
Rakyat. Okay-lemee think about it and get back to you, but after you enter the
glowing doorway, you must walk a path only the strong survive and perhaps those
with asbestos shoes. Walk upon the glowing lava and with the dagger in hand,
Citra tells you that if you stay, you can rule the island and be her consort.
The Rakyat bow in your presence and a demonic Liza scolds you for the tatau and
says you probably shot Vaas in the back. Not like her-she’s whiny and weak but
she’s certainly not malicious.
When you get to Citra, she hands you the real blade and you are presented with
a choice: “Save Your Friends” or “Join Citra.”
The choice is yours. If having Citra and the life of a warrior drives you to
cut Liza’s throat then maybe you deserve Citra.
“Save Your Friends”
Instead of doing Citra’s bidding by slitting Liza’s throat, you cut her bonds
and those of Daisy and the others. Citra is disappointed, saying you will no
longer be a warrior but will return to a useless boring life. Dennis is furious
and comes at you with a knife. Citra steps in front of you and is fatally
stabbed. As the survivors depart on Daisy’s vessel, the credits roll and Jason
returns to the real world of corporate greed, petty intrigues, wealth disparity
and picket fences.
“Join Citra”
If you’re so enthralled with Citra and the warrior’s life she offers, then do
the deed and kill Liza. During the ensuing carnal cutscene, you will join with
Citra and afterwards the “black widow” plunges the dagger into your chest. She
says the child born of your union will rule the Rakyat. Bad choice-should have
taken your girl out of the jungle instead of taking the jungle girl in the
jungle. Whoops!!!
The credits roll for the best game of the year.
>>>Note: after the game ends you can return to the island for further
exploration or you can pursue side any missions that you skipped.
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Relics and Letters of the Lost: Amanaki Item Map <ATIM>
Collectibles near Amanaki Town and Outpost:
Relic no 1: Boar 3 is located at map coordinates X: 509.1 Y: 744. This places
it less than 100 meters from the Amanaki Outpost. If you have purchased the
Amanaki Town Item map, make the Relic icon northeast of the outpost your
waypoint; or, if you don’t have the map, just place a waypoint at the given
coordinates. Sprint the short distance cross-country from the outpost to find
the Relic sitting on a wooden shrine in a small depressed area. Whenever you
hear the distinctive chanting, you’re very close to a Relic. Take the Relic
from the shrine. Each Relic found will yield 250 XP and will get you closer to
acquiring a “Signature” weapon. Take the money from the shrine and grab the
loot. The Rakyat don’t mind you doing their dirty work, so swipe their
offerings.
Relic no. 2: Spider 5 is located at map coordinates X: 523.5 Y: 730.6, placing
the Relic about 230 meters southeast of the Amanaki Outpost. If you’re going
for the Relic early in the game, be aware that this item is in the adjoining
sector, so watch for pirates near the mountain east of the outpost. The Relic
isn’t on top of the crag where it would appear to be-too easy; but getting atop
the mountain is your best and safest route to the artifact. Place a waypoint at
map coordinates X: 528 Y: 728. This is the entrance to a cave. Get directly
above it and drop off the boulder. This should place you at the cave’s entry.
It is also accessible by a series of fractured wooden ramps, jumps and vine
grabs on the slope below the cave, but pirates patrol that area. Enter the cave
and stay near the left wall as you proceed. You’ll find a vine that you’ll have
to jump to. It will get you onto a ledge where you’ll find the Relic on a
shrine.
Relic no 3: Spider 23 is located at map coordinates X: 452.4 Y: 755.1. The cave
where this Relic is located is about 290 meters northeast of Amanaki Town. Go
east out of town and take the dirt path you used earlier to reach the radio
tower. Take the narrow path just before the tower down to the main road. Turn
right and go right again where the road forks. If you are seeking this Relic
early in the game, be aware that there may be pirates in the area. Dog packs
are common there as well. A stand of “crimson” leaved plants lay near a shrine
with food offerings. Pirates frequently loiter near it. A cave entrance lit by
a dim candle can be found in the rock face behind it at map coordinates X: 448
Y: 752. You will have to use a couple of vines to get to the ledge where the
Relic is sitting on a crude stone altar. Don’t miss the loot chests and the
cash near the Relic.
Relic no. 4: Shark 23 is located at map coordinates X: 465.7 Y: 758.3. There is
a shack with a boat dock on a cove approximately 420 meters northeast of
Amanaki Town. This is only 175 meters from Relic no. 3, Spider 23. Whether you
come from town or from Spider 23, you’ll need to take the left rather than the
right fork when you come off the mountain trail coming down from the radio
tower. If you seek this Relic early in the game, be aware that the roadway
leading to the item will be patrolled. Travelling in the scrub to avoid or
control enemy contact is wise. The Relic is located underwater near the boat
dock. When diving for the Relic, be aware of crocodiles in the water. A couple
of pirates will sometimes loiter near the shack and pirate vehicle patrols
routinely pass by as well.
Letter of the Lost no. 1: Mogi’s First Letter is located at map coordinates X:
530.2 Y: 741.6. This places the item about 285 meters to the east of the
Amanaki Outpost. Early in the game, before the liberation of the outpost at
Rust Yards, this will be in enemy territory. If you set a waypoint and sprint
directly toward it from the outpost, you will find yourself directly above an
old World War 2 lookout position built into the mountain. You’ll see a jutting
rock below and the rusty barrel of a canon. Jump onto the rock and then drop to
the ledge below. The Letter is there on a corpse in the grotto with the gun
emplacement. You can also acquire the Letter by entering a cave about 30 meters
south of the waypoint. The cave is at map coordinates X: 531.4 Y: 739. Each
Letter of the Lost yields 500 XP and puts you closer to the six needed for the
Tanto sword.
Letter of the Lost no. 2: Mori’s Letter is located at map coordinates X: 460.3
Y: 766.7. Amanaki Town is the best starting point to acquire this Letter. It is
located in a cave about 380 meters northeast of town. Early in the game, this
will still be in enemy territory. Take the east exit out of town and make your
way up the mountain to the radio tower. Take the dirt path going northeast,
toward the pig symbol, and continue east toward the waypoint. When you’re near
the waypoint, the road will make a sweeping turn to the left. Drop down to the
ravine. You will find a cave entrance on the north base of the mountain at map
coordinates X: 461.3 Y: 771.7. The Letter is inside the cave on a desiccated
soldier’s corpse.
Relic no. 5: Spider 3 is located at map coordinates X: 502.6 Y: 790.2. There is
a circular pool of water approximately 500 meters north of the Amanaki Outpost
where you can find two Relics. Getting to the site is best accomplished by
driving north from the outpost and then taking the narrow trail east to the
pool. Dive into the pool and swim to the southeast side where you can use a
vine to climb onto a ledge. Use the vines to climb the next three ledges.
Reaching another ledge requires a jumping vine grab over the gap. Farther on
you’ll have to jump to a ledge and then jump to another vine to reach another
ledge. There is yet another vine climb from that ledge. Your next jump will
have to be through the foliage to a vine dangling from the ledge. Another vine
climb will get you onto a rock shelf where you can walk to an old temple ruin.
Take the Relic and the cash from the altar. The red chest is a lucrative one.
Don’t pass it by.
Relic no. 6: Boar 23 is located at map coordinates X: 491.2 Y: 795.7. There is
a circular pool of water approximately 500 meters north of the Amanaki Outpost
where you can find two Relics. Getting to the site is best accomplished by
driving north from the outpost and then taking the narrow trail east to the
pool. This Relic and Spider 3, Relic no. 5, can both be found after entering
the pool. Once in the circular pool north of the Amanaki Outpost, climb onto a
low ledge on the northwest side of the pool and take the long vine to get into
a dark cave. Continue well into the mountain to an ancient ruin. The Relic is
on a stone pedestal. You can actually use a side passage and a series of vines
to emerge well north of your entry area, placing yourself on the mountainside
overlooking the “Medusa.” You can, in fact, slip off the mountain and pursue
the mission if it is active.
Relic no. 7: Shark 4 is located at map coordinates X: 445 Y: 803.9. Wellshore
Wrecker’s Outpost is the recommended starting point but only after acquiring
the “Deep Dive” upgrade. There is a buoy in the bay northeast of Wellshore
Wrecker’s House and below is the tip of the mast of a nearby sunken ship. Once
“Deep Dive” is available, you can take a boat to the location and use a “Deep
Dive” syringe so you have enough air to swim to an old rusted out shipwreck
where you’ll find a Relic. Beware of sharks here-you’re likely to encounter at
least one.
Relic no 8: Heron 23 is located at map coordinates X: 413.2 Y: 808.2. There is
a small islet about 270 meters northwest of Wellshore Wrecker’s Outpost where
you can find a Relic. Take a watercraft from the dock or swim to the islet. Go
ashore on the east side where you can negotiate the steep cliffs by using the
vine climbs near the shore. Another inland vine climb will get you atop the
islet. You’ll find the Relic on an altar. A valuable red loot chest lies near
the shrine.
Relic no. 9: Spider 21 is located at map coordinates X: 373.3 Y: 808.1. This
Relic can be found in the Temple of Stone on an islet located about 260 meters
north of Vasla Docks. After Vasla Docks is liberated, a “Wanted Dead” mission,
posted on the bounty board, will take place on the islet. Take a watercraft to
the islet from either Vasla Docks or from Wellshore Wreckers. The Temple is on
the islet’s high point. Watch for snakes as you approach the ruins. Go down the
stairs and you’ll find the Relic on a stone shelf.
Relic no. 10: Boar 2 is located at map coordinates X: 373.7 Y: 770.4. This
Relic is located on the high ground about 125 meters south of the outpost at
Vasla Docks. It is sitting on the base of a World War 2 gun emplacement that
overlooks the bay. On your map this will be directly below the “pig” icon. This
can easily be acquired during the optional mission, “Tagging the Past,” which
becomes available after the liberation of Vasla Docks.
Relic no. 11: Boar 1 is located at map coordinates X: 393.8 Y: 773.6. An old
Rakyat temple ruin is concealed in a cavern approximately 275 meters southeast
of the outpost at Vasla Docks. This cavern’s entry is located at map
coordinates X: 392.7 Y: 773.9. It is located near the shore of the bay, and you
can drive there from Vasla Docks after you have liberated the outpost. You’ll
have to push some loose stones aside in a side passage to get to the Relic.
Relic no. 12: Heron 16 is located at map coordinates X: 370 Y: 754.2. This
Relic is located approximately 280 meters due south of Vasla Docks. It is lying
on the shoreline near a small boat. You can drive south from Vasla Docks, swing
west toward the radio tower and then bear south to its location near the shore.
Relic no. 13: Shark 21 is located at map coordinates X: 397.1 Y: 754.8. The
road going south and then east out of Vasla Docks will get you near a ship that
went aground on the rocks near the shore in shark infested water. Scan the
water before going for the Relic. You’ll find the Relic in the shallow water
near a loot chest.
Relic no. 14: Shark 1 is located at map coordinates X: 346.3 Y: 758.4. There is
a buoy with a ringing bell in the bay just west of the Vasla Docks sector radio
tower. This is about midway between Vasla Docks and Dr. Earnhardt’s. It can be
found on the bottom of the bay beneath the sunken ship near the buoy.
Relic no. 15: Heron 21 is located at map coordinates X: 351.5 Y: 731.4. The
glider behind Dr. Earnhardt’s house will take you to this Relic. It is located
in a ruin atop a crag about 350 meters southeast of the Doctor’s house. This is
south of the leopard symbol on your map. The entire peninsula is leopard
territory so be wary. If you haven’t liberated Orphan Point Outpost, there will
be pirate patrols in the region.
Letter of the Lost no. 3: Ren’s Letter is located at map coordinates X: 379.9
Y: 741.1. There is an island about 400 meters south of Vasla Docks with a large
ruined World War 2 fortification. You can use the glider behind Dr. Earnhardt’s
place to fly directly to the island or you can trek west from Amanaki Town very
early in the game to hunt skins for crafting. Enter the bunker complex from the
north side and you’ll find the Letter. There are both cassowary and dogs on the
island.
Relic no. 16: Spider 1 is located at map coordinates X: 318.4 Y: 750.4. This
Relic is available after the mission, “Keeping Busy’ and the cave beneath Dr.
Earnhardt’s place is the only way to get to it. Go into the cavern below Dr.
Earnhardt’s place. If you move along the right rock face, you’ll find a couple
of short vine climbs and then a long one. Move along the precarious rock
ledges, jump the gap when required and take the vine down. Have your shotgun
equipped as you listen and watch for a bear. Continue deeper into the cave,
kill the bear and you’ll find the Relic in the back area near the bear at
approximately X: 318.4 Y: 750.3. This Relic won’t show on your map.
Relic no. 17: Heron 3 is located at map coordinates X: 557.6 Y: 761.2, which is
about 235 meters northwest of the outpost at the Rust Yard. There is a wrecked
car on a hillside ledge just southwest of the radio tower. You can drive and
park near it and hike up the slope or carefully drop down from the higher
ground near the radio tower. The Relic lies alongside the vehicle.
Relic no. 18: Boar 25 is located at map coordinates X: 559.6 Y: 778.3. This is
about 325 meters northwest of the outpost at the Rust Yard, and 130 meters from
the Rust Yard Sector Radio Tower. The mountainous terrain between the outpost
and the shrine has a lot of wildlife, including buffalo, tiger, cassowary and
feral dogs, but you can drive most of the way on the web of interconnecting
roads. If you haven’t taken Cradle View Outpost, this will be on the margins of
Rakyat control. You’ll find the Relic on a ground level shrine.
Relic no. 19: Boar 5 is located at map coordinates X: 592.3 Y: 774.2. There is
an old mine near the roadway approximately 250 meters northeast of the outpost
at the Rust Yard. You can commandeer a vehicle at the Rust Yard and drive to
the mine’s entry at map coordinates X: 590.5 Y: 776.2. The entry tunnel is
blocked by debris. Use an explosive to clear it, and you’ll find a really long
ladder on some staging that will get you to the Relic.
Relic no. 20: Shark 6 is located at map coordinates X: 594.8 Y: 794.9. This is
about 450 meters northeast of the Rust Yard. You can drive much of the distance
by going north out of the Rust Yard, and then hoofing it over the mountain to
the falls. Beneath the waterfall you’ll find the Relic at the bottom of a deep
pool near the wreck of a vehicle.
Relic no. 21: Shark 7 is located at map coordinates X: 606.4 Y: 761.3. There is
a river approximately 275 meters east of the outpost at Rust Yard. You can
drive ten times the distance by taking a vehicle from the Rust Yard or you can
just sprint straight for it cross-country. Once there you’ll have to dive into
the water under the wooden bridge to get the Relic from the bottom of the
stream.
Relic no. 22: Spider 6 is located at map coordinates X: 586 Y: 816.2. This
places the artifact about 175 meters east of the outpost at Cradle View. Take a
vehicle out of Cradle View Outpost and drive to a cave entry at map coordinates
X: 583.7 Y: 814. The Relic lies inside the grotto overlooking the bay to its
east. If you approach it from the shoreline there is a way up the cliffs to the
south of the grotto.
<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
Relics and Letters of the Lost: Northview Gas Item Map <NGIM>
Relic no. 23: Spider 22 is located at map coordinates X: 362.4 Y: 688.7. This
Relic can be acquired during the “Prison Break-In” mission. After penetrating
the prison, pass through the door and grab the Relic on the ground to your left
near the door. You can, however, retrieve the Relic before the mission. There
is a cove at map coordinates X: 363 Y: 679.5 that will get you into the caverns
near Pirate’s Cove. There will be no opposition in the caverns before the
mission starts.
Relic no. 24: Boar 22 is located at map coordinates X: 399.4 Y: 687.2. The
glider near Dr. Earnhardt’s is the recommended starting point to acquire this
Relic. In the far southwest corner of the island, there is a dilapidated hut on
the north shore of the small islet where the Orphan Point Outpost is located.
There is a dugout behind the shack where you will find a Relic.
Relic no. 25: Shark 24 is located at map coordinates X: 439 Y: 671.8. The
artifact can be found in a hilltop settlement approximately 275 meters
southeast of the outpost at Mosquito Yard. It lies on the ground inside a crude
makeshift shrine. Watch for tigers hunting the buffalo around the settlement.
Relic no. 26: Spider 2 is located at map coordinates X: 363.3 Y: 664.8. Either
a boat from Orphan Point Outpost or the glider from Dr. Earnhardt’s place is
the recommended starting point. There is a shallow rocky area near the islet
where you can land. The Relic isn’t atop the islet-it is in a grotto. You can’t
get entry by destroying the stone wall on the south side-save your C4. You can
either struggle up the rocks on the east side or you can climb the ledge on the
west side and climb the vine to get atop the islet. You will find a rock well
where you can jump down into the water. You can’t jump for it but you will get
a poke point if you swim near the Relic.
Relic no. 27: Shark 3 is located at map coordinates X: 385.1 Y: 668.2.
Commandeer a watercraft at the outpost at Orphan Point or from another nearby
location; and, at the coordinates, you will find an isolated rock in the bay
near a buoy. You’ll have to dive deep and go inside a gutted shipwreck to find
the Relic. The water there is infested with sharks.
Relic no. 28: Heron 22 is located at map coordinates X: 359 Y: 690.2. The
glider at Dr. Earnhardt’s is the recommended starting point or you can procure
the Relic during operations on the peninsula after liberating the Orphan Point
Outpost, which places the peninsula under Rakyat control. There is a
fortification about 115 meters north of the Orphan Point Radio Tower. You will
find the Relic in a bunker there.
Relic no 29: Shark 2 is located at map coordinates X: 335.9 Y: 693.4. The
glider at Dr. Earnhardt’s is the recommended starting point or you can procure
the Relic during operations on the peninsula after liberating the Orphan Point
Outpost, which places the peninsula under the control of the Rakyat. There is a
Relic offshore near the projecting finger of land roughly west of the “pig”
icon on your map of the peninsula. This is shark territory so the dive near the
rusty hulk of a wrecked ship isn’t without danger. The Relic rests on the
bottom of the bay near a small sunken boat.
Letter of the Lost no 4: Hyogo’s Letter is located at map coordinates X: 362.6
Y: 709.6. The glider at Dr. Earnhardt’s is the recommended starting point or
you can procure the Relic during operations on the peninsula after liberating
the Orphan Point Outpost, which puts the peninsula under the control of the
Rakyat. The Letter is located in an old Japanese bunker on the heights
overlooking the bay to its east. It is located southeast of the leopard icon on
your map. A ladder near the bunker will take you to an underground chamber with
a pair of worthwhile loot chests.
Letter of the Lost no. 5: Sato’s Letter is located at coordinates X: 435.3 Y:
645.6. This is about 300 meters northwest of the outpost at Northview Gas.
Commandeer a vehicle at the outpost and drive past the waypoint and park. Exit
the vehicle and double back up the slope. It can be found on a Japanese
soldier’s corpse alongside an old gun emplacement that once commanded the bay.
Relic no. 30: Shark 5 is located at map coordinates X: 464.9 Y: 655.4. This
places it approximately 300 meters northeast of the outpost at Northview Gas.
Drive northeast out of the outpost on the main road and stop opposite the
waterfall. Swim past the falls and you will find ruins inside the grotto. Dive
into the dark pool of water in the back of the grotto and swim a short distance
to get the Relic off the floor from inside a small chamber.
Relic no. 31: Heron 1 is located at map coordinates X: 462.3 Y: 661.4.
Commandeer a vehicle at the Mosquito Yard Outpost and drive to the radio tower.
It is located on the north side of the mountain and is best located by starting
at the radio tower. Getting to the higher elevations to the remote shrine is
best accomplished by following a path from near the radio tower and using the
vine climb located about 140 meters southeast of the tower at map coordinates
X: 466.8 Y: 665.7. You can also pick your way up the cliff. This will allow
access to the trail leading to the Relic which is not on the summit but is
reached by a converging path.
Relic no. 32: Spider 24 is located at map coordinates X: 494.2 Y: 650.7. Either
the Northview Gas Outpost or Shark 5, Relic no. 30, is the recommended starting
point. Take a vehicle and drive east out of Northview Gas, going about 425
meters on the main roadway. Stop near the gorge after crossing the bridge. This
will be about 100 meters short of the Relic. You’ll have to go south on the
western ridge and use the two wooden bridges to get to the Relic which is in a
small grotto. This can also be reached by a series of vine climbs from the
beach area to the south of it.
Relic no. 33: Boar 4 is located at map coordinates X: 506.7 Y: 672.1. The
artifact is located inside a temple ruin about 350 meters southwest of the
outpost at Cliffside Overlook. From the outpost, sprint west for 300 meters
through rugged bear infested terrain, turn south at the dirt road and continue
toward the waypoint. Move up the grade through the canyon to the ruin. Its
entry is blocked by vines so use a melee blow to smash them aside to access the
ruin. The Relic sits on a stone inside.
Relic no. 34: Heron 4 is located at map coordinates X: 523.4 Y: 676.1. This
artifact is located on a mountaintop approximately 175 meters southwest of the
outpost at Cliffside Overlook at Calvary Point. You can go directly toward the
waypoint from the outpost where a path will get you to the crag with the
artifact. Locate the fractured wooden walkway on the northeast side of the
steep-sided crag; you can actually struggle up the cliff to get atop the crag
but it isn’t easy. To avoid the frustration of having to make this climb, you
can pilot the glider near the radio tower, southeast of the outpost, onto
Calvary Point. The trick is to maintain enough height after making the wide
turn and then making a safe landing to collect the Relic.
Relic no. 35: Boar 6 is located at map coordinates X: 552.2 Y: 688.9, placing
it approximately 150 meters northeast of the outpost at Cliffside Overlook. If
you start your search for it from Cliffside Overlook, you’ll have to get down
off the cliffs, so go east out of the outpost on the roadway and follow it past
the waypoint and turn back west to descend down to the shack near the
shoreline. The Relic is sitting inside the shack near the road. This is a good
place to acquire a few dingo pelts. They usually hunt the pigs feeding near the
roadway.
Relic no. 36: Spider 4 is located at map coordinates X: 496.1 Y: 700.2. This
Relic is located about 400 meters south of the Amanaki Outpost. The terrain
south of it is challenging, so approaching it from the north is the best
option. Cross the river south of the outpost and stay near its banks until you
can get up the bluffs in the grassy areas; this is about 140 meters short of
the waypoint. Acquiring the Relic early in the game, however, means it is deep
inside enemy territory. There is, occasionally, an enemy camp just north of the
site where three pirates hang out. Watch for tigers in this area as well. There
is a temple ruin atop the mountain and the Relic sits inside the ruin.
Relic no. 37: Spider 7 is located at map coordinates X: 561.4 Y: 625.8. There
is a temple ruin located about 150 meters east of Citra’s Temple. Sprint to the
temple and be aware of hostiles, cassowaries and dingo packs as you approach
it. Climb the hanging vines to get access to a sealed stone doorway. Set a
charge of C4 on the door, get down and back and blast it open. You can then
access a walkway that will get you to a ladder. Climb it to find the Relic on
the elevated platform.
Letter of the Lost no. 6: Mogi’s Second is located at map coordinates X: 600.7
Y: 620.8. This places the item in a bunker on the beach approximately 300
meters south of the outpost at Hubris Farms. Just sprint south cross-country
from Hubris Farms to the site. The dead soldier inside the bunker has the
Letter.
Relic no. 38: Spider 26 is located at map coordinates X: 570.7 Y: 649.4.
Commandeer a vehicle at Hubris Farms and drive west out of the outpost to a
temple ruin where you can find two Relics. Spider 26 can be found inside the
old but well-preserved temple ruin. Go inside the dark ruin and go down the
stairs for the Relic. The ruin’s entry is at X: 567.4 Y: 645.9.
Relic no. 39: Shark 26 is located at map coordinates X: 572.2 Y: 650.9. You can
procure this Relic after obtaining Spider 26, Relic no. 38. It is in that same
ruin, but you must swim underwater to get it from a submerged pedestal in a
side passage.
Relic no. 40: Boar 7 is located at map coordinates X: 581.2 Y: 667.3. This
artifact is located approximately 220 meters north of the outpost at Hubris
Farms. It is sitting atop a mountain near a crashed Zero. This is best reached
either after taking Hubris Farms Outpost or by driving and walking to the site
from the outpost at Cliffside Overlook.
Relic no. 41: Heron 26 is located at map coordinates X: 607.4 Y: 676.2. The
switchback trails behind Hubris Farms Outpost is the advised starting point to
find this Relic. The meandering paths will go up the mountain to the entrance
of a cave at map coordinates X: 605.3 Y: 673.4. The Relic is on an altar.
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Relics and Letters of the Lost: Hubert Shore Item Map <HSIM>
Relic no. 42: Boar 29 is located at map coordinates X: 688.8 Y: 563.7. This
places the artifact about 375 meters south of the outpost at Neck’s Diner. It
is in a cave that can best be accessed by an inland route going south on the
path leading out of the Diner. You’ll have to jump across two long gaps where
the bridges are broken. The high bluffs along the eastern roadway prevent easy
access from the east. A cave entry at X: 692 Y: 569 will be about 70 meters
north of the Relic.
Letter of the Lost no. 7: Tadao’s Second Letter is located at map coordinates
X: 703.1 Y: 575.3. This is about 340 meters south of the outpost at The Neck’s
Diner. Commandeer a vehicle and drive east and then bear south toward the
waypoint. Drive right up to the old World War 2 bunker where you’ll find the
Letter inside on a soldier’s remains.
Letter of the Lost no. 8: Tadao’s First Letter is located at map coordinates X:
632.5 Y: 601.4. Commandeer a vehicle at the outpost at The Neck’s Diner and
drive west. It is nearly 600 meters away but you can get within 140 meters of
it before you must trek west on foot, picking your way down the steep hillside
to the beach. The letter is on the dead soldier outside the bunker.
Relic no. 43: Shark 10 is located at map coordinates X: 682.2 Y: 595.7, placing
it only 130 meters southwest of The Neck’s Diner. Sprint from the outpost to
the river. At map coordinates X: 679.8 Y: 597.7, you’ll find a dark underwater
cave on the river. You will likely need a “Deep Dive” or two to get the Relic
and to get back out. Once you locate the Relic in the dark cave you can always
fast-travel out.
Relic no. 44: Heron 29 is located at map coordinates X: 654.3 Y: 526.2. It can
be found in the Rook Point Tower, a ruined lighthouse, located approximately
170 meters east of the outpost called Broken Neck. Take a vehicle from the
outpost and drive to the location. Just climb the seemingly endless spiral
stairwells to the top to find the Relic.
Relic no. 45: Heron 8 is located at map coordinates X: 683.5Y: 524.6. The Relic
is on a small island east of Rook Tower in shark infested waters. Take the jet
ski on the beach south of the outpost at Broken Neck and pilot it to the islet.
You’ll have to struggle to get up the steep cliffs. This is best done on the
west side, a bit north of the demolished wooden walkway. The Relic sits in a
shrine atop the rocky islet.
Relic no. 46: Boar 10 is located at map coordinates X: 653.2 Y: 548.7. This is
about 240 meters northeast of the outpost at Broken Neck Home. There is an old
mine entrance near the river’s edge at map coordinates X: 652.1 Y: 549.3. Drive
north out of the outpost and stop on the road above the canyon. Make your way
down to the stream and you’ll find the Relic inside the mine.
Relic no. 47: Shark 9 is located at map coordinates X: 636.7 Y: 581.2. This
remote location is about 500 meters due north of the outpost at Broken Neck
Home. The Relic is lying on the shoreline near the cliff. Find the jet ski on
the beach south of the outpost and avoid the numerous small rocks in the water
as you pilot it to the Relic.
Relic no. 48: Spider 9 is located at map coordinates X: 650.7 Y: 561.7. This is
about 340 meters north of Broken Neck Home. If you follow the river it will
appear to be behind the waterfall-it’s not but a crocodile probably is. Go atop
the cliff overlooking the falls. You will find a cenote just east of the
roadside shack at map coordinates X: 647 Y: 560.4 where you can drop onto a
rock ledge on the north side. This will allow access to a dark cave where
you’ll find the Relic.
Relic no. 49: Spider 8 is located at map coordinates X: 622 Y: 712.8. This is
approximately 120 meters north of the outpost at Cradle Gas. At map coordinates
X: 620.6 Y: 712 you’ll find a fissure in the ground with ruins beneath it. Drop
through into the shallow water-this is a blind drop, so have full health just
in case. There is a Relic on an elevated pedestal and getting to it requires
you to jump from one pedestal to the next where you can reach it. You can exit
the ruin by climbing a vine and making a couple of jumps to get to daylight.
This is also an alternate way in at map coordinates X: 617.5 Y: 713.
Relic no. 50: Shark 28 is located at map coordinates X: 644.6 Y: 649.1. This is
about 150 meters northwest of the outpost at Hubert Shore. At the waypoint you
will find a deep hole near a fallen pillar amid some temple ruins. Jump in and
hope you hit water. The Relic is in a small grotto underwater. A “Deep Dive”
will help you have enough time to locate this one. You can fast-travel out or
you can make a long swim from the grotto where you found the Relic, climb the
long vine and then make your way out of the cave.
Letter of the Lost no. 9: Mogi’s Fourth Letter is located at map coordinates X:
629.5 Y: 645.6. This is located approximately 290 meters west of the outpost at
Hubert Shore Power. You can either go cross-country-the terrain is rough but
passable-or you can take the vehicle at the outpost and drive southeast out of
the facility. The road will curl north and a side road about 100 meters short
of the waypoint will go up the grade on the right. There is an old Japanese
lookout position on the side of the mountain where you’ll find the Letter on a
long deceased soldier as well as a couple of loot chests.
Relic no. 51: Spider 28 is located at map coordinates X: 648.8 Y: 661.6. The
artifact is best obtained while travelling to the Hubert Shore Radio Tower from
the outpost at Hubris Farms. The Relic is located 220 meters north of Hubert
Shore Power near a roadside table just west of the radio tower. It is on the
ground behind the table. If you haven’t liberated the Hubert Shore Power
Outpost, there may be a couple of pirates there or patrolling nearby to deal
with.
Relic no. 52: Boar 28 is located at map coordinates X: 665.2 Y: 672.4. To
acquire the Relic take the winding road out of Hubert Shore Outpost. It will
take you north towards the radio tower. The Relic isn’t atop the mountain where
it would appear to be. Find a cave at a lower elevation at map coordinates X:
666.7 Y: 670.4. It is nestled inside the ruins inside.
Relic no. 53: Heron 6 is located at map coordinates X: 646.2 Y: 683.8. This
Relic is located on a mountaintop shrine approximately 250 meters northwest of
the radio tower north of the outpost at Hubert Shore. The steep terrain of the
mountain will make you travel many times the distance to get to it-the terrain
is torturous. If you backtrack west from the tower about 235 meters, a mountain
path will wind up the mountain and take you to the location. Watch for leopards
in these highlands. A vine climb on the east side of the outcropping can get
you onto the crag to retrieve the Relic.
Relic no 54: Heron 7 is located at map coordinates X: 626.1 Y: 658.2. To find
the Relic go west up the mountain road toward the radio tower and when it
switches to the east, go cross-country to the waypoint or symbol. Watch for
boars on the road and leopards in the bush. You’ll find the Relic on a hillside
near an overgrown plane crash.
Relic no. 55: Heron 24 is located at map coordinates X: 745 Y: 615.2. This
Relic is on a small islet about 270 meters southeast of the outpost at Kell’s
Repairs. Take the boat moored at the outpost or, if it isn’t there, sprint
south along the beach and you’ll find a watercraft near the shore. Pilot it to
the islet and moor it on the southwest side of the islet or just swim there.
You can struggle up the cliffs south of the Relic which sits on a shrine.
Relic no. 56: Boar 20 is located at map coordinates X: 772.9 Y: 622.3.
Commandeer the boat at Kell’s Boat Repairs and pilot is across the bay to the
tip of the peninsula east of the outpost. Watch for rocks in the bay. The
artifact is inside a sealed temple ruin. Blast the stone doorway open to find
the Relic.
Relic no. 57: Shark 12 is located at map coordinates X: 741.7 Y: 638.9. This
artifact is located about 125 meters east of Kell’s Boat Repairs in an old
submerged temple ruin. Use the watercraft at the dock to reach the site. The
tip of the ruin is just above water. Kill any circling sharks and get atop the
ruin. There is an opening on top of the ruin. Dive down through it and you’ll
find the Relic in an underwater chamber. Once the Relic is acquired, you can
just fast-travel out. However, numerous loot chests can be found in the ruins
and you can obtain much of it if you use a “Deep Dive” syringe or two.
Relic no. 58: Boar 9 is located at map coordinates X: 704.2 Y: 643.7. This is
about 260 meters west of Kell’s Boat Repairs. The Relic isn’t on top of the
mountain; it is underneath and you’ll have to make a clockwise circuit of the
mountain to get to it. The steep terrain is nearly impassable so going
cross-country over the mountain isn’t an option. Place a waypoint at
coordinates X: 705.5 Y: 633 and grab a vehicle and proceed south on the road
around the massif, following it as it veers west and then north to the
waypoint. Just short of the waypoint a dirt path will go up the incline to a
crevasse, giving access to an old temple ruin. Use an explosive to blast open
the stone doorway. Make your way into the extensive ruins where you’ll find the
Relic on a stone pedestal. You’ll have to jump onto the pedestal to get the
Relic.
Letter of the Lost no. 10: Hayato’s Second Letter is located at map coordinates
X: 777.8 Y: 618.8. This item is about 500 meters from the outpost at Kell’s
Boat Repairs and 465 meters from Nat’s Repairs. Either commandeer a boat at or
near Kell’s Boat Repairs or grab a vehicle or boat near Nat’s Repairs and make
your way to the tip of the peninsula. The Letter is inside the bunker
Relic no. 61: Boar 26 is located at map coordinates X: 772.3 Y: 695.6.
Commandeer a vehicle at the outpost at Nat’s Repairs and drive northwest 550
meters to a run-down shack just off the roadway. If it weren’t for the chanting
and the symbol you wouldn’t know it was there in the dimly lit shack. It lies
behind a couple of crates.
Relic no. 62: Spider 11 is located at coordinates X: 748.5 Y: 713.8. Tequila
Sunrise Outpost is the best starting point to acquire this item. There is a
temple ruin south of the Birdhouse Tower. This is about 550 meters west of the
Tequila Sunrise Outpost. You can drive most of the distance from the outpost
but must do the last 150 meters on foot through rugged terrain. Watch for bears
and tigers in the area. However, you can also use the glider east of the
outpost. You’ll just need to maintain enough height by gauging the terrain
below. The large ruin where the Relic is located is at ground level and the
artifact is sitting inside.
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Relics and Letters of the Lost: Badtown Item Map <BTIM>
Letter of the Lost no. 11: Shinji’s Letter is located at map coordinates X: 799
Y: 749.8. This is just 160 meters north of the outpost at Tequila Sunrise.
There is an extensive bunker complex built into the mountainside. Go north from
the outpost toward the waypoint or the Relic’s symbol and you’ll find the
entrance to the bunker in the side of the cliff. You’ll find the letter on the
long deceased soldier inside. There is a “Wanted Dead” mission, available at
the Tequila Sunrise bounty board that takes place near and in this bunker.
Another route to the Letter no. 11 is via a system of ledges, walkways and
vines can be taken from a lower elevation at map coordinates X: 789.4 Y: 757.2.
Letter of the Lost no 12: Hyato’s First Letter is located at map coordinates X:
801 Y: 756.1. This is about 225 meters north of the outpost at Tequila Sunrise.
It appears to be somewhere on the side of the mountain but it isn’t. Use the
ATV parked near the outpost to drive down off the mountain on the winding
switchback roads. When you reach the coastal road, speed north and park near
the bridge. This will be just northeast of the artifact. A stream emerges out
of the rock and passes under the bridge. Enter the cave; and, when the water
Relic no. 69: Spider 10 is located at map coordinates X: 766.4 Y: 810.4. Camp
Murder or Shark 11, Relic no. 68, are the best starting points to obtain this
item, which is located approximately 385 meters northeast of the outpost.
Commandeer a vehicle at Camp Murder or continue on up the coastal road from
Relic 68. When you arrive at the remote location, you can see the Relic through
the grating but you can’t get it. You also can’t destroy the bars. Move north
and then west around the cliff where you’ll find an old mine entry at
approximately X: 761.5 Y: 813. Go in and you will have to jump into a pool of
water. You must then dive and swim through a passage to get to a vine climb.
Continue on to the Relic.
Relic no. 70: Boar 8 is located at map coordinates X: 704.9 Y: 792. This is
about 175 meters east of the outpost at AM 12. Commandeer a vehicle and drive
counterclockwise around the rough mountainous terrain east of the outpost.
South of the waypoint a dirt foot path will lead to an old ruin built right
into the cliff at map coordinates X: 706 Y: 793. Move into the large ruin and
blast the stone door open. Continue deeper into the labyrinth, grab the loot
and then climb the vine. Jump over the pit to the vine grab. Continue up the
stairs to the open air and be prepared to deal with the komodo dragons that
lurk in the undergrowth. Continue up the stairs to get the Relic from the
shrine.
Relic no. 71: Heron 5 is located at map coordinates X: 702.5 Y: 809.9. Relic
no. 70, Boar 8, or the AM 12 Outpost via the path north of the outpost is the
recommended starting point. The Relic is on a small island 275 meters northeast
of AM 12. If you just acquired Boar 8 you can take the glider near the
acquisition point directly to the islet by diving steeply and circling if
necessary before landing atop it. If not you’ll have to get there overland. It
is on a shrine atop the islet. If you didn’t arrive by glider, you can get up
the steep cliffs by using a vine climb on the southeast side.
Letter of the Lost no. 13: Mogi’s Third Letter is located at map coordinates X:
682.2 Y: 811.2. This location is about 250 meters north of the outpost at AM
12. The switchback trails north of the AM 12 Outpost will take you to the large
bunker on the jutting promontory. The Letter is on the corpse of a Japanese
soldier in the large bunker complex. You’ll also find a large ammo catch and
other loot. This area is also the site for a hunt for a rare Yellow Neck
Cassowary that is offered at the AM 12 bounty board.
Relic no. 72: Heron 27 is located at map coordinates X: 658.6 Y: 814.4. You’ll
find a glider on the edge of the cliff about 95 meters northwest of the outpost
at AM 12. The Relic is on a small steep-sided islet northwest of it. Glide the
300 meters and land atop the islet. If you ditch or you are approaching the
islet by water, go to the northeast side where you can climb the long vine to
get atop the islet. The Relic is on a shrine.
Relic no. 73: Shark 8 is located at map coordinates X: 635.1 Y: 794.2. This is
about 535 meters west of the outpost at AM 12. It is located on a remote
section of beach on the north side of the island and the fastest route to it is
by air. Locate the glider on the cliff 95 meters northwest of the outpost and
fly along the beach to the waypoint. You’ll have to dive into the water, swim
through a crevice and grab the Relic from the floor of an underwater grotto.
You can also raid a red chest along the way.
Relic no. 74: Shark 27 is located at map coordinates X: 669.1 Y: 759.9. AM 12
Outpost or the Old Mines Radio Tower are both good starting points to obtain
the Relic. The Relic is near the radio tower but you’ll have to search for it
by dropping into the cove north of the tower. You’ll find a partially flooded
cave at map coordinates X: 668 Y: 764. Watch for crocodiles. Swim into the dark
cavern, get out of the water and you’ll find the Relic on a ruin.
Relic no. 75: Boar 27 is located at map coordinates X: 678.9 Y: 742.1. This
location is an old mine about 320 meters east of the outpost at the Old Mines.
Commandeer a vehicle and drive north, then east to the old mining facility.
There is an abandoned mine tunnel just east of the mining camp. The Relic sits
on a chunk of ruin in the tunnel. It will be worth your while to ransack the
camp before leaving.
Relic no. 76: Spider 27 is located at map coordinates X: 661.4 Y: 736. The AM
12 Outpost or the Old Mines radio Tower Supply Drop are the recommended
starting points to obtain the Relic. There is a cenote that you will visit for
a Supply Drop when you have completed your task at the Old Mines Radio Tower.
If you’re not doing the Supply Drop the cenote has map coordinates of
approximately X: 660 Y: 740. Dive into the water and take the wooden ramps and
rope climbs to the top. Inside the grotto is a shrine with the Relic. This
route will lead to a cave that emerges in the rear of Old Mines Outpost. This
cave is found by doing one of the nearest Radio Tower’s Supply Drops and it
provides a backdoor approach to the Old Mines Outpost.
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Relics and Letters of the Lost: Thurston Town Item Map <TTIM>
Relic no. 77: Heron 12 is located at map coordinates X: 598.1 Y: 490.5. This
places it on a rock crag about 85 meters east of the outpost at Harmanse Gas
and Repair and 280 meters southeast of Thurston Town. It sits on a shrine atop
the heights. Don’t miss the red chest alongside. This is the scouting and
sniping platform advised for the liberation of the outpost.
Letter of the Lost no. 14: Hyato’s Third Letter is located at map coordinates
X: 602.6 Y: 457.7. Commandeer a vehicle at Harmanse Gas and Repair Outpost and
drive south across the river about 315 meters. There is an old World War 2
fortification that sits atop the high ground overlooking the bay. Inside you’ll
find a Letter on a soldier’s corpse.
Relic no. 78: Heron 25 is located at map coordinates X: 610 Y: 427.5. Either
the outpost at Harmanse Gas and Repair or the bunker containing the Letter of
the Lost, no. 14, is the best starting point to search for the Relic. It is
located south of Turtle Hill on an offshore islet. Take the footpath from near
the bunker where you found Letter no. 14 down to the beach and cross the
shallows to the islet. A long vine on the northwest side will get you atop the
islet. The Relic sits on a shrine.
Relic no. 79: Spider 13 is located at map coordinates X: 573.7 Y: 454.6. This
is about 475 meters southwest of the outpost at Harmanse Gas and Repair; this
is near the radio tower which is west of Turtle Hill. Once near the tower,
you’ll have to carefully drop off the knoll north of the tower to locate a cave
entry that will display as a black mass on your map. Enter the cave and you’ll
have to climb three ledges using vines to get to the shrine to obtain the Relic.
Relic no. 80: Shark 13 is located at map coordinates X: 583.9 Y: 439.7. This
Relic can be found by either driving to the radio tower south of Thurston Town
or while doing the mission, “Dopplegander.” Take the footpath south of the
radio tower up the grade and then make your way to the waypoint on the peak.
The Relic is lying outside of the shack behind a crate.
Relic no. 81: Spider 12 is located at map coordinates X: 523.1 Y: 476.1. Delta
Camp, at map coordinates 518.5 Y: 463.6, is the best starting point to search
for the Relic. It is located in a ruin atop the mountain about 130 meters north
of Delta Camp. You can take a vehicle from Delta Camp or just sprint
cross-country to get to it. The Relic sits on the shrine.
Relic no. 82: Boar 12 is located at map coordinates X: 541.4 Y: 438.1. This
places it on a mountain about 200 meters east of the outpost at the Satellite
Communications Hub. The mountain is nearly impossible to scale, but there is a
dirt road southeast of the outpost that will get you to a vine climb at map
coordinates X: 537.5 Y: 434.2. Climb it, the longer vine beyond and yet another
vine to reach a sealed ruin. Use a C4 charge to blast it open. The Relic sits
on the open-air altar beyond.
Relic no. 83: Shark 25 is located at map coordinates X: 547.6 Y: 453.9. The
glider northeast of the outpost at the Satellite Communications Hub is the
recommended starting point to obtain the Relic. It is located about 250 meters
northeast of the outpost at an old homestead with a small patch of drugs. The
Relic is just sitting on the porch of the shack.
Relic no. 84: Boar 14 is located at map coordinates X: 509.4 Y: 447.6. This is
about 160 meters west of the outpost at the Satellite Communications Hub.
Sprint west from the outpost and slide down the cliff behind the roadside
shacks. There is an underground bunker behind the north shack that has been
covered with signs. Blast it open, jump down and take the Relic off the floor.
Relic no. 85: Spider 25 is located at map coordinates X: 455.3 Y: 425.3. This
is about 320 meters west of the outpost at Lazy Shore Marina. To get there,
cross the river at Lazy Shores Marina and take the road south of the river west
toward a cenote located at map coordinates X: 454.2 Y: 419.3. It is on the high
ground and it is about 60 meters south of the Relic. It can be seen on your
map. Jump into the cenote and swim north toward the artifact and then walk
through the cave to the Relic. Use the wingsuit to exit the elevated cave.
Letter of the Lost no. 18: Hayato’s Fourth Letter is located at map coordinates
X: 471.5 Y: 418.1. This is about 320 meters southwest of Lazy Shore Marina and
is the same location where Spider 25, Relic no. 85, is located. To get there,
cross the river and take the road west toward the cenote on the high ground at
map coordinates X: 454.2 Y: 419.3. Jump into the water. The Letter is on the
corpse lying on the rock ledge. A long vine will get you out.
Relic no. 86: Shark 29 is located at map coordinates X: 420.8 Y: 418.3. 670
meters west of the outpost of Lazy Shore Marina the rivers converge. Pilot a
boat west from the marina, going over the ramps to the waterfall. The Relic is
in the deep pool beneath the falls. You can use the ramp to go over, get out of
the boat and dive in or you can just make your way down the hillside to the
base of the falls.
Letter of the Lost no. 15: Hurk’s Fourth Letter is located at map coordinates
X: 497 Y: 501.3. Commandeer a vehicle at the outpost at East Ridge Camp and
drive east about 450 meters. About 100 meters short of the waypoint, take the
left fork down toward the beach. There is a large complex of bayside bunkers
where you’ll find the Letter on a corpse at rest on an old mattress.
Relic no. 87: Heron 13 is located at map coordinates X: 458.7 Y: 485.2. About
165 meters southeast of the outpost at East Ridge Camp, you will find the
artifact; but that distance is deceiving. It is on top of the mountain at a
homestead which is best located by using the dirt footpath behind the outpost.
Go past the radio tower and then bear left up the steep grade. A “Supply Drop”
run will bring you to this location as well. There are a couple of ammo caches
there.
Relic no. 88: Spider 14 is located at map coordinates X: 437.1 Y: 471.1. This
is about 200 meters south of the outpost at East Ridge Camp. You can drive west
out of the outpost and take the connecting road south or you can just sprint
cross-country, skirting right around the high ground to get to the covered
parking garage. The Relic sits behind a red trash hopper.
Relic no. 89: Heron 28 is located at map coordinates X: 438.6 Y: 444.2. This is
about 470 meters south of the outpost at East Ridge Camp. Take a vehicle and
drive west out of the outpost and then bear south along the river. When you
reach map coordinates X: 444.8 Y: 452.7 take the footpath which will meander up
the mountain to the summit. The Relic sits in a shrine.
Relic no. 90: Boar 13 is located at map coordinates X: 463.8 Y: 448. This is a
remote ruin site in a canyon about 300 meters northwest of the outpost at the
Lazy Shore Marina. Drive west from the outpost and stop at map coordinates X:
455.4 Y: 447. This will be west of the waypoint or symbol for the artifact. Go
up the incline to the temple ruin. The Relic sits inside the ruin on a stone
altar.
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Relics and Letters of the Lost: Gaztown Item Map <GTIM>
Letter of the Lost no. 16: Hurk’s Third Letter is located at map coordinates X:
237.5 Y: 425.4. Just 130 meters east of Gaztown there is a shack at the end of
a dirt footpath. There is a small outbuilding near it where a ladder will take
you to an underground bunker. You will find the Letter on an old desiccated
corpse.
Relic no. 91: Heron 30 is located at map coordinates X: 233.7 Y: 441.5, placing
the Relic about 200 meters northeast of Gaztown. Grab a vehicle at Gaztown and
drive up the steep incline to the shacks. They contain a decent amount of loot
as well as the Relic.
Relic no. 92: Heron 17 is located at map coordinates X: 212.4 Y: 426.8. Just
125 meters from the Gaztown safe house there is a Relic on a small ledge on the
sheer cliff face. You must get onto that small ledge by using the glider south
of town. Start your flight with full health and pilot the glider a very short
distance from the cliff before turning toward the ledge. You must maintain
height because the ledge is fairly high on the sheer cliff. The landing will be
rough and will tax your health. The Relic is on a shrine there. With the Relic
in hand, jump off and deploy your wingsuit or just fast-travel anywhere.
Relic no. 93: Shark 18 is located at map coordinates X: 278.2 Y: 442.9. This
artifact is in the mine inside the mountain north of the outpost at North Krige
Crest. If you have liberated the outpost, go up the stairwells and jump onto
the conveyor belt to get to the mine entrance. You can also just go up the dirt
path behind the facility to get to the mine. The Relic is deep in the mine on a
stone pedestal.
Relic no. 94: Spider 18 is located at map coordinates X: 261.8 Y: 449.1. This
Relic is near the North Krige Crest Sector Radio Tower. This is about 250
meters northwest of the outpost. You can backtrack on the dirt path above the
outpost or just fast-travel to Gaztown and then drive to the tower to get to
the artifact. The Relic sits near the cliff on the dirt trail leading to the
tower.
Relic no. 95: Boar 17 is located at map coordinates X: 258.1 Y: 462. This is
about 500 meters northeast of Gaztown. Take the road going northeast out of
Gaztown; and, at the edge of town, bear left up the steep grade going past the
shacks where you acquired Heron 30, Relic no. 91. Continue up the mountain on
the north dirt path, cross the plank bridge and raid the shack beyond. The
winding mountain switchbacks will eventually take you to the top of the
mountain where you’ll find the Relic on top of some crates in a small shack in
an abandoned settlement.
Relic no. 96: Boar 18 is located at map coordinates X: 279.7 Y: 479.3. This
artifact is in the middle of nowhere; or, rather, a torturous 380 meters
southwest of Romeo Camp. The best way to get to it is to go afoot using the
grassy areas on the mountain to get to the switchbacks between the camp and the
waypoint. You’ll find an old ruin on the slope at map coordinates X: 285.2 Y:
485.5 where you can find some loot but no Relic. Be aware of leopards in the
area as you continue up the dirt path. When the trail ends just continue toward
the waypoint to a ruin. The long vine will get you down an open shaft where a
sealed stone doorway must be blasted open. The Relic sits on an altar among
three loot chests, including a red chest.
Relic no. 97: Shark 16 is located at map coordinates X: 323.2 Y: 469.1. There
is a lake about 150 meters west of the outpost at Spine Ridge Site. Take a
vehicle from the outpost and drive counterclockwise around the mountain to the
lake. The Relic sits on a stone altar at the bottom of the lake among some
ancient sunken ruins.
Relic no. 98: Spider 16 is located at map coordinates X: 335.3 Y: 455.8. This
is about 180 meters south of the outpost at Spine Ridge Site. It isn’t on top
of the mountain which is largely impassable. Commandeer a vehicle at the
outpost and go counterclockwise around the mountain and take the side road
going left and up-grade.  This will be just north of the waypoint or symbol.
You’ll find a temple ruin in the mountainside at map coordinates X: 331.7 Y:
458.1. The Relic lies in the ruins on a stone shrine.
Relic no. 99: Spider 30 is located at map coordinates X: 391 Y: 427.4. This is
about 220 meters east of the outpost at Stubborn Kid Farms at an old mining
camp. Commandeer a vehicle at the outpost and drive to the roadside mine. The
Relic sits in an ore cart near the mine’s entrance.
Relic no. 100: Boar 15 is located at map coordinates X: 354.1 Y: 448.1. The
Relic is located approximately 260 meters northwest of the outpost at Stubborn
Kid Farm-as the crow flies but the route will be many times that. Set a
waypoint near the bear symbol at map coordinates X: 383 Y: 453. Drive east out
of the outpost, veer north and take the side road west to reach the coordinates
near that bear symbol. Park and walk past the aloe farm and up the long grade
in the canyon. You’ll find a long vine climb to get you up the cliff and
another beyond to get you to a ruin. Enter the dark cave opening and blast the
sealed door open. The Relic sits inside on a pedestal.
Relic no. 101: Heron 15 is located at map coordinates X: 398 Y: 452.7. This
artifact will be inside a shack 390 meters northeast of the outpost at Stubborn
Kid Farms. Commandeer a vehicle at the outpost and drive east and then north to
the little roadside settlement. The Relic is sitting on a crate inside a shack.
Letter of the Lost no. 17: Hurk’s First is located at map coordinates X: 407.8.
Y: 498.9. This is approximately 480 meters east of Alpha Camp in the north
central part of the South Island. Move around the fence by sprinting along the
bluff overlooking the bay to get to the main road. Go east toward the waypoint
and a trail leads to the bunker near the mouth of the river. The Letter is on
the corpse inside the bunker.
<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
Letters of the Lost: Point Breaks Item Map <PBIM>
Relic no. 102: Boar 24 is located at map coordinates X: 466.7 Y: 352.5. This is
only 140 meters northwest of the outpost at Break Point Docks. Sprint from the
outpost to the location and you’ll find a ruin site in the side of the
mountain. Place a C4 charge on the stone doorway to blast it open. The Relic is
on a stone pedestal inside.
Relic no. 103: Shark 14 is located at map coordinates X: 478.4 Y: 356.7. It
appears that the Relic is atop the mountain north of the outpost at Break Point
Docks. It isn’t; there is a ground level cave entrance at map coordinates X:
478.2 Y: 361.4 that will allow you to acquire the artifact. You can drive
around the mountain from the outpost but the terrain isn’t too bad if you just
go cross-country and slip down off the heights instead. Be sure to have at
least the makings of one “Deep Dive.” There are “blue” leaves in the flooded
cave but they aren’t that easy to get. The Relic lays on the floor in the
darkness. It’s about a forty meter underwater swim to the Relic. You can, of
course, just fast-travel out.
Relic no. 104: Shark 15 is located at map coordinates X: 493.4 Y: 360.6. This
is about 230 meters northeast of the outpost at Break Points Docks. Grab a
vehicle at the outpost and drive east, stopping near coordinates X: 496.7 Y:
353.2. These are the coordinates for a cave which is about 80 meters from the
Relic. You’ll have to go down to the narrow cove to find the cave entry. Swim
in and you’ll come to a wooden structure. You will then have to dive and swim
to the dim blue light. You can surface after about 25 meters and swim to a pile
of crates where you’ll find the Relic and a red chest.
Relic no. 105: Heron 2 is located at map coordinates X: 443.2 Y: 344.8. This is
about 340 meters west of the outpost at Break Point Docks on the slopes of the
mountain. Rather than try to drive the interconnecting maze of roadways, just
go on foot clockwise around the mountain, which is passable, to the shack on
its slope. The Relic is inside on a crate.
Relic no 106: Spider 20 is located at map coordinates X: 421.5 Y: 350.4. This
is about 560 meters west of the outpost at Break Point Docks. To retrieve this
artifact, commandeer a vehicle and drive west out of the outpost and cross the
bridge. Continue west until you reach a side road going north toward the
waypoint. Stop before reaching the shacks and make your way down the slope to
the river. Watch for a leopard in this area. A wooden walkway leads into a
grotto where you’ll find the Relic.
Relic no. 107: Spider 15 is located at map coordinates X: 414 Y: 397.4. This is
about 325 meters northwest of the outpost at Bridge Control. Commandeer a
vehicle at the outpost and drive northwest to near the waypoint. To get the
Relic, you’ll have to enter a cave at river level 65 meters to the northwest at
map coordinates X: 418.2 Y: 402.4. Swim as far as the ceiling allows and dive
and swim underwater another 15 meters before you surface to find the Relic.
Letter of the Lost no. 19: Masawiro’s Letter is located at map coordinates X:
528.6 Y: 399.8. Echo Camp, in the east central part of the island, is the
closet fast-travel station to the site. Commandeer a vehicle and drive east on
the roadway until you get north of the waypoint. Park and sprint south to find
the soldier’s remains and the Letter of the Lost near a gun emplacement. Watch
for komodo dragons in this area.
Relic no. 108: Heron 14 is located at map coordinates X: 578 Y: 346.4. This
location is an island about 500 meters off the east coast of the South Island.
Commandeer a boat at the outpost at Break Point Docks in the southeast side of
the island or along the coastline north of it and pilot it to the northwest
side of the island. Make your way up the dirt trail to get the Relic and the
red chest from a modest ruin site.
<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
Relics and Letters of the Lost: The Compound Item Map <TCIM>
Relic no. 109: Boar 21 is located at map coordinates X: 275.4 Y: 338.3. This is
in a mine and is only 100 meters behind the Dry Palms Storage Depot safe house.
Just go up the slope behind the facility, enter the mine tunnel and follow the
tracks and then the wooden walkway. When the walkway ends, a chasm looms. Make
a sprinting grab for the dangling rope. The Relic is on the platform with a
couple of loot chests.
Relic no. 110: Heron 18 is located at map coordinates X: 251.1 Y: 324.4. This
location is about 180 meters southwest of the outpost at Dry Palms Storage
Depot, near a boarded-up church’s graveyard. You can drive to the artifact but
just sprinting cross-country from the outpost will be quicker. The Relic is at
a gravesite.
Relic no. 111: Shark 19 is located at map coordinates X: 231.9 Y: 355.6. This
location is about 260 meters southeast of the outpost at Maw Docks and Repairs.
Commandeer the boat at the dock and pilot it across the river. Make your way up
the steep mountainside by finding the grassy areas. The Relic is inside the
small hut at a small homestead.
Relic no. 112: Spider 19 is located at map coordinates X: 216.5 Y: 330.9. This
places the artifact approximately 450 meters south of the outpost at Maw Docks
and Repairs. Drive west out of the outpost, cross the bridge and continue south
going up the grade where the road splits. North of your waypoint a side road
will take you down to the bay.  Continue briefly east and a trail will get you
to a cave whose entrance is 80 meters west of the Relic. The cave is at map
coordinates X: 208.5 Y: 331.9 and is on the mountainside above the beach. Enter
the cave, cross the bridge and walk the ledge to get to the Relic.
Relic no. 113: Boar 19 is located at map coordinates X: 295.2 Y: 325.5. This
location is about 300 meters east of the outpost at Dry Palms Storage Depot.
Commandeer a vehicle and drive east, stopping near the waypoint or the Relic’s
symbol. Go down the dirt footpath to the beach and at map coordinates X: 292.4
Y: 323.4, you’ll find a mine entrance. The Relic is inside the mine.
Relic no. 114: Spider 17 is located at map coordinates X: 313.4 Y: 338.9. This
location is approximately 475 meters east of the outpost at Dry Palms Storage
Depot, but it isn’t on top of the mountain. Make your way south to the road
paralleling the beach and head east. A couple of interconnected trails south of
the Relic’s symbol or your waypoint will get you up the mountain to an old mine
entrance at map coordinates X: 312.5 Y: 332.5. The mine’s tunnels are extensive
and the Relic is about 60 meters inside the mountain. Jump the long gap to the
vine grab and then make another jump to a ledge. If you fall short on either of
the jumps a long vine will get you atop the first ledge. You’ll find the Relic
and a red chest in the tunnel.
Relic no. 115: Heron 19 is located at map coordinates X: 248.5 Y: 357.3. This
location is about 290 meters northwest of the outpost at Dry Palms Storage
Depot and northwest of the sector’s radio tower. From near the concrete support
for the tower’s north guy wire, drop down off the cliff to the rocks below and
then to those just below. This drop will be from just above the Relic’s symbol.
The Relic sits inside a small grotto.
Letter of the Lost no. 20: Hurk’s Second Letter is located at map coordinates
X: 374.6 Y: 315.5. About 125 meters south of the outpost at Longshore View, on
a cliff overlooking the bay, there is an old World War 2 fortification. Take
the road going west before turning south along the bluffs to the elevated
fortification. There seems to be no way in but if you go west 25 meters down
the grassy incline from the bunker you will find a remote entrance and will
acquire the Letter.
Relic no. 116: Shark 20 is located at map coordinates X: 382.8 Y: 345.7. This
location is about 180 meters due north of the outpost at Longshore View. Just
sprint north from Longshore View, going cross-country to the little settlement.
The Relic is sitting on top of a television in the house.
Relic no. 117: Spider 29 is located at map coordinates X: 336.7 Y: 318.2. This
location is about 435 meters west of the outpost at Longshore View. Commandeer
a vehicle at the outpost and drive west along the base of the bluffs to the
large metal structure. Use the cartons and mobile generator behind it to get to
the rope grab on the scaffolding. Enter the structure through the open window.
The Relic sits on a wooden crate.
Relic no. 118: Boar 16 is located at map coordinates X: 359.1 Y: 336.1. This is
a little over 210 meters northwest of Longshore View Outpost, south of the
radio tower. Just sprint cross-country from the outpost and make your way down
to the small pond. Swim to the rocks and you’ll have to make a couple of vine
climbs to reach a sealed door in the rock face. Blast it open. The Relic is in
the small grotto near some ruins.
Relic no. 119: Shark 17 is located at map coordinates X: 392 Y: 380.6. This is
about 200 meters due east of the safe house inside The Compound; or, if you
don’t have access to The Compound, about 500 meters from the outpost at Bridge
Control. Make your way to the bridge. The Relic is on the river bed near a
submerged car.
Relic no. 120: Heron 20 is located at map coordinates X: 362.5 Y: 364.3. This
Relic is located at a partially fenced settlement about 100 meters south of The
Compound. It sits next to a metal cage near a building.
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Letters of the Lost: <LOTL>
>>North Island Letters:
Letter of the Lost no. 1: Mogi’s First Letter is located at map coordinates X:
530.2 Y: 741.6. This places the item about 285 meters to the east of the
Amanaki Outpost. Early in the game, before the liberation of the outpost at
Rust Yards, this will be in enemy territory. If you set a waypoint and sprint
directly toward it from the outpost, you will find yourself directly above an
old World War 2 lookout position built into the mountain. You’ll see a jutting
rock below and the rusty barrel of a canon. Jump onto the rock and then drop to
the ledge below. The Letter is there on a corpse in the grotto with the gun
emplacement. You can also acquire the Letter by entering a cave about 30 meters
south of the waypoint. The cave is at map coordinates X: 531.4 Y: 739. Each
Letter of the Lost yields 500 XP and puts you closer to the six needed for the
Tanto sword.
Letter of the Lost no. 2: Mori’s Letter is located at coordinates X: 460.3 Y:
766.7. Amanaki Town is the best starting point to acquire this Letter. It is
located in a cave about 380 meters northeast of town. Early in the game, this
will still be in enemy territory. Take the east exit out of town and make your
way up the mountain to the radio tower. Take the dirt path going northeast,
toward the pig symbol, and continue east toward the waypoint. When you’re near
the waypoint, the road will make a sweeping turn to the left. Drop down to the
ravine. You will find a cave entrance on the north base of the mountain at map
coordinates X: 461.3 Y: 771.7. The Letter is inside the cave on a desiccated
soldier’s corpse.
Letter of the Lost no. 3: Ren’s Letter is located at map coordinates X: 379.9
Y: 741.1. There is an island about 400 meters south of Vasla Docks with a large
ruined World War 2 fortification. You can use the glider behind Dr. Earnhardt’s
place to fly directly to the island or you can trek west from Amanaki Town very
early in the game to hunt skins for crafting. Enter the bunker complex from the
north side and you’ll find the Letter. There are both cassowary and dogs on the
island.
Letter of the Lost no 4: Hyogo’s Letter is located at map coordinates X: 362.6
Y: 709.6. The glider at Dr. Earnhardt’s is the recommended starting point or
you can procure the Relic during operations on the peninsula after liberating
the Orphan Point Outpost, which puts the peninsula under the control of the
Rakyat. The Letter is located in an old Japanese bunker on the heights
overlooking the bay to its east. It is located southeast of the leopard icon on
your map. A ladder near the bunker will take you to an underground chamber with
a pair of worthwhile loot chests.
Letter of the Lost no. 5: Sato’s Letter is located at coordinates X: 435.3 Y:
645.6. This is about 300 meters northwest of the outpost at Northview Gas.
Commandeer a vehicle at the outpost and drive past the waypoint and park. Exit
the vehicle and double back up the slope. It can be found on a Japanese
soldier’s corpse alongside an old gun emplacement that once commanded the bay.
Letter of the Lost no. 6: Mogi’s Second is located at map coordinates X: 600.7
Y: 620.8. This places the item in a bunker on the beach approximately 300
meters south of the outpost at Hubris Farms. Just sprint south cross-country
from Hubris Farms to the site. The dead soldier inside the bunker has the
Letter.
Letter of the Lost no. 7: Tadao’s Second Letter is located at map coordinates
X: 703.1 Y: 575.3. This is about 340 meters south of the outpost at The Neck’s
Diner. Commandeer a vehicle and drive east and then bear south toward the
waypoint. Drive right up to the old World War 2 bunker where you’ll find the
Letter inside on a soldier’s remains.
Letter of the Lost no. 8: Tadao’s First Letter is located at map coordinates X:
632.5 Y: 601.4. Commandeer a vehicle at the outpost at The Neck’s Diner and
drive west. It is nearly 600 meters away but you can get within 140 meters of
it before you must trek west on foot, picking your way down the steep hillside
to the beach. The letter is on the dead soldier outside the bunker.
Letter of the Lost no. 9: Mogi’s Fourth Letter is located at map coordinates X:
629.5 Y: 645.6. This is located approximately 290 meters west of the outpost at
Hubert Shore Power. You can either go cross-country-the terrain is rough but
passable-or you can take the vehicle at the outpost and drive southeast out of
the facility. The road will curl north and a side road about 100 meters short
of the waypoint will go up the grade on the right. There is an old Japanese
lookout position on the side of the mountain where you’ll find the Letter on a
long deceased soldier as well as a couple of loot chests.
Letter of the Lost no. 10: Hayato’s Second Letter is located at map coordinates
X: 777.8 Y: 618.8. This item is about 500 meters from the outpost at Kell’s
Boat Repairs and 465 meters from Nat’s Repairs. Either commandeer a boat at or
near Kell’s Boat Repairs or grab a vehicle or boat near Nat’s Repairs and make
your way to the tip of the peninsula. The Letter is inside the bunker
overlooking the bay to the south.
Letter of the Lost no. 11: Shinji’s Letter is located at map coordinates X: 799
Y: 749.8. This is just 160 meters north of the outpost at Tequila Sunrise.
There is an extensive bunker complex built into the mountainside. Go north from
the outpost toward the waypoint or the Relic’s symbol and you’ll find the
entrance to the bunker in the side of the cliff. You’ll find the Letter on the
long deceased soldier inside. There is a “Wanted Dead” mission, available at
the Tequila Sunrise bounty board, which takes place near and in this bunker.
Letter of the Lost no 12: Hyato’s First Letter is located at map coordinates X:
801 Y: 756.1. This is about 225 meters north of the outpost at Tequila Sunrise.
It appears to be somewhere on the side of the mountain but it isn’t. Use the
ATV parked near the outpost to drive down off the mountain on the winding
switchback roads. When you reach the coastal road, speed north and park near
the bridge. This will be just northeast of the artifact. A stream emerges out
of the rock and passes under the bridge. Enter the cave; and, when the water
gets deep, swim to a rock shelf where you’ll find the Letter on a corpse.
Letter of the Lost no. 13: Mogi’s Third Letter is located at map coordinates X:
682.2 Y: 811.2. This location is about 250 meters north of the outpost at AM
12. The switchback trails north of the AM 12 Outpost will take you to the large
bunker on the jutting promontory. The Letter is on the corpse of a Japanese
soldier in the large bunker complex. You’ll also find a large ammo catch and
other loot. This area is also the site for a hunt for a rare Yellow Neck
Cassowary that is offered at the AM 12 bounty board.
>>South Island Letters:
Letter of the Lost no. 14: Hyato’s Third Letter is located at map coordinates
X: 602.6 Y: 457.7. Commandeer a vehicle at Harmanse Gas and Repair Outpost and
drive south across the river about 315 meters. There is an old World War 2
fortification that sits on the high ground overlooking the bay. Inside you’ll
find a Letter on a soldier’s corpse.
Letter of the Lost no. 15: Hurk’s Fourth Letter is located at map coordinates
X: 497 Y: 501.3. Commandeer a vehicle at the outpost at East Ridge Camp and
drive east about 450 meters. About 100 meters short of the waypoint, take the
left fork down toward the beach. There is a large complex of bayside bunkers
where you’ll find the Letter on a corpse at rest on an old mattress.
Letter of the Lost no. 16: Hurk’s Third Letter is located at map coordinates X:
237.5 Y: 425.4. Just 130 meters east of Gaztown there is a shack at the end of
a dirt footpath. There is a small outbuilding near it where a ladder will take
you to an underground bunker. You will find the Letter on an old desiccated
corpse.
Letter of the Lost no. 17: Hurk’s First is located at map coordinates X: 407.8.
Y: 498.9. This is approximately 480 meters east of Alpha Camp in the north
central part of the South Island. Move around the fence by sprinting along the
bluff overlooking the bay to get to the main road. Go east toward the waypoint
and a trail leads to the bunker near the mouth of the river. The Letter is on
the corpse inside the bunker.
Letter of the Lost no. 18: Hayato’s Fourth Letter is located at map coordinates
X: 471.5 Y: 418.1. This is about 320 meters southwest of Lazy Shore Marina and
is the same location where Spider 25, Relic no. 85, is located. To get there,
cross the river and take the road west toward the cenote on the high ground at
map coordinates X: 454.2 Y: 419.3. Jump into the water. The Letter is on the
corpse lying on the rock ledge. A long vine will get you out.
Letter of the Lost no. 19: Masawiro’s Letter is located at map coordinates X:
528.6 Y: 399.8. Echo Camp, in the east central part of the island, is the
closet fast-travel station to the site. Commandeer a vehicle and drive east on
the roadway until you get north of the waypoint. Park and sprint south to find
the soldier’s remains and the Letter of the Lost near a gun emplacement. Watch
for komodo dragons in this area.
Letter of the Lost no. 20: Hurk’s Second Letter is located at map coordinates
X: 374.6 Y: 315.5. About 125 meters south of the outpost at Longshore View, on
a cliff overlooking the bay, there is an old World War 2 fortification. Take
the road going west before turning south along the bluffs to the elevated
fortification. There seems to be no way in but if you go west 25 meters down
the grassy incline from the bunker you will find a remote entrance and will
acquire the Letter.
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North Island Path of the Hunter missions: <PHNI>
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>>>>>>01: Mission:  Shotgun hunt for five rabid dogs
Acquired: Chapter 4: The Amanaki Outpost bounty board
Bounty:   $175 and as many dogs pelts as you can recover
Accept the mission at the Amanaki Outpost bounty board. Commandeer a vehicle
and drive west to the waypoint where the roadway forks. Take the M133 shotgun
and its shells required for the mission from the crate. You now own the shotgun
and even if you drop it, it will still be available at any automated store free
of charge. In addition to the shotgun you can also use the machete to kill the
dogs. The machete can be very beneficial against the quick-closing and
aggressive canines.
The mission’s site will be near the farm where your initial harvesting was done.
Get onto the hill to the north of the farm and use your camera to recon the
hill to the south. Take the time to locate and tag all five of the rabid dogs.
Tagging them all makes any stalking required much less frustrating since the
designated “blue” area is large and a protracted hunt may lead to contact with
pirates or with komodo dragons.
Hunt down the five dogs and take the hides if you can locate them in the
undergrowth. You are vulnerable while skinning, so be quick about the task.
Prolonged gunfire can also alert pirates of your presence. They will sometimes
encroach on the margins of Rakyat territory.
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>>>>>>02: Mission:  Sniper rifle hunt for five deer
Acquired: Chapter 5: Vasla Docks Outpost bounty board
Bounty:   $200 and as many deer hides as you can locate
This hunt is embedded in the narrative since the player will be pursuing the
optional mission, “Tagging the Past,” in the same area and it will allow you to
harvest up to five deer hides-a boon since they are skittish and somewhat hard
to acquire-although once you have your five, they don’t seem quite as wary.
Take an AK-47 or a shotgun along. There is a lot of game where you’re headed.
You may even encounter a leopard.
Drive or just sprint to the waypoint where you will find an M-700 sniper rifle
and ammo. If you have your own and it is sound suppressed and has the
high-powered scope the task will be easier. Climb onto the lookout and tag the
five deer browsing on the slope. Try to tag them all because the area is large
and they can be quite difficult to locate if untagged.
You’ll need to kill five deer to complete the mission and even a silenced
weapon will cause them to scatter. Their skittishness can be aggravating as
they traipse about endlessly eluding your sights. There are plenty of “amber”
leaves in the vicinity to craft “Hunter’s Instinct” syringes, which will aid in
stalking the elusive herbivores. Be aware that if any of them fall from a
height the mission will fail. This does happen occasionally. Just finding the
corpses in the undergrowth isn’t always the easiest of tasks either.
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>>>>>>03: Mission:  Shotgun hunt for two bears
Acquired: Amanaki Town (after liberating Wellshore Wreckers)
Bounty:   $225 and two bear hides
The mission’s site, where some locals were mauled by bears, is to the southwest
of Amanaki Town. The starting point is an isolated cabin where a shotgun and
shells are provided. The bears occupy a nearby cave and an “Animal Repellent”
syringe can help you deal with them. The potion will cause them to shy away
rather than aggressively attacking.
The cave is a short walk to the south of the cabin and there are “amber” leaves
to gather if you need them. One bear will be near the entrance. Tag him so he
is easy to see and put him down with blasts from your shotgun. The second bear
will be deep inside the dark cave. Inject an “Animal Repellent” and begin
staking the second bear. Skin the bears. You’ll require four bear hides to
craft the “Heavy Duty Munitions Pouch” and the “Heavy Duty Quiver.”
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>>>>>>04: Mission:  Bow hunt for a Black Panther
Acquired: By liberating Orphan Point Outpost
Bounty:   $250 and the Black Panther hide
This mission is activated after the liberation of Orphan Point; but the cabin
where the bounty is posted is on a mountain top on the peninsula north of the
outpost. A bow and arrows is provided at the starting point, which is located
near a gun emplacement south of the cabin. Be aware that this is leopard
country and leopards other than the quarry will probably be encountered and can
be killed with firearms. Craft an “Animal Repellent” or two. There are plenty
of the needed “amber” leaves in the region.
Locating the Black Panther before it locates you is the key to a successful
hunt. Survey the designated area from the rock outcropping near the gun
emplacement. Once it is located, stalk it, injecting an “Animal Repellent” when
you’re ready to make the kill. The predator will charge but will be repelled by
the concoction. Hit the quick moving predator with your machete and as many
arrows as needed-usually two or three, depending on where it is hit. Use
another syringe if necessary. Its hide is used to craft the “Extended Syringe
Kit’ allowing you to carry 12 syringes.
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>>>>>>05: Mission:  Bow hunt for the rare Golden Tiger
Acquired: Chapter 5: Mosquito Yard Outpost bounty board
Bounty:   $250 and the Golden Tiger skin.
This is a bow hunt for a deadly Golden Tiger. It pays $250 and, of course, the
Golden Tiger’s skin. Since the skin will consume an inventory slot, this
mission can be pursued later in the campaign; but the skin will eventually be
needed to craft a “Heavy Duty Ammo Pouch.” The preceding pouches, however, must
first be crafted. Doing the mission now, however, will allow you to procure a
Recurve Bow which you would otherwise have to purchase or activate three towers
to acquire free of charge.
The mission site is located a couple of hundred yards northeast of the Mosquito
Yard Outpost. The designated area has lush undergrowth, so the Golden Tiger has
good cover. It is also likely that there is another tiger or two in the area.
Keep in mind that only the Golden Tiger must be killed with the bow. If you
have an upgraded bow with a sight, this mission will be easier and if you have
acquired “Animal Repellent” it will be much more survivable.
The key to a successful hunt is finding the tiger or tigers before they find
you. The Golden Tiger is much lighter in color than your average Rook Island
feline. Scout the large area from one of the boulders scattered about the
region. When you spot one, use an “Animal Repellent” to keep off the menu. It
will take three arrows to kill a tiger, less if you get in a few blows with
your machete.
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>>>>>>06: Mission:  Bow hunt for a Blood Komodo Dragon
Acquired: Chapter 11: Cliffside Overlook Outpost bounty board
Bounty:   $225 and the Blood Komodo hide
The hunt will commence at a shack 150 meters to the northwest of the outpost
where you’ll find a bow and arrows lying on a crate. The shack is on the edge
of the designated area, and the Blood Komodo and a pair of regular komodos will
be in the swamp to the west.
Get onto the rocky outcropping west of the shack to tag the lizards. The
regular komodos aren’t that much different than the Blood, and you can just
snipe them if you can tell the difference.
The komodo dragons are probably out of range, so inject an “Animal Repellent,”
get off the rock and begin hunting them. There are numerous “amber” leaves
available on the tiny islet if you need them. The lizards will lunge at you but
will shy away without attacking. It takes three arrows to down one and using
the machete at close-quarters works well.
Skin the Blood Komodo Dragon to complete the mission. Acquiring the skin will
enable you to craft the “Extended Grenade Pouch,” allowing you to carry 12
grenades and 12 Molotovs. Loot the area and restock your arrows before
departing.
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>>>>>>07: Mission:  Bow hunt for four leopards
Acquired: Chapter 12: Hubert Shore Power bounty board
Bounty:   $250 and four leopard hides for crafting or sale
Go to the hunter’s blind on the mountain just north of the outpost where you’ll
find a bow and arrows. The area is large and the undergrowth extensive and the
threat of a leopard attack is substantial. The four leopards can be anywhere
and having “Animal Repellent” syringes slotted is advised. If you hear a growl,
an injection may prevent a fatal attack.
Scan for the big cats from the boulder near the starting point; using an
“Enhanced Perception” can help to locate them and at least one cat will lurk
near the blind.
It will take two well-placed arrows to down a cat, so remember to use the
machete if one gets in close. Start searching the hunt area for the remaining
cat. Sometimes there will be more than one in your view. Remember to harvest
the four leopard hides which are needed for crafting or which you can sell.
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>>>>>>08: Mission:  Bow hunt for a rare Maneater Shark
Acquired: Chapter 12: Kell’s Boat Repairs bounty board
Bounty:   $225 and the Maneater Shark skin
The mission starts at the outpost’s dock where you’ll find a bow if you need
one and plenty of arrows. There is generally a patrol boat there; but,
occasionally, it isn’t. If there is no boat available, you can hunt the sharks
from the rock outcropping near the dock or from the top of the submerged ruin
beyond. The boat, however, provides an excellent platform and if you
fast-travel to another location, and then back again, it is usually there.
Scan for the Maneater shark and his entourage of three sharks with your camera.
It is hard to tell one from the other, so you’ll likely have to target them
all. Once the sharks are tagged, pilot it near the circling sharks, being
careful to not kill the mark with the boat. Start killing them. If you have the
necessary leaves you can craft a “Deadly Hunter” syringe or two to make your
arrows deadlier.
When the Maneater goes down, a waypoint will mark its location on the bay’s
floor. If you need additional arrows, return to the dock for more. Once you
have crafted the “Extended Arrow Quiver” be sure to help yourself to the
surplus arrows on the dock.
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>>>>>>09: Mission:  Shotgun hunt for a rare One Horn Buffalo
Acquired: Chapter 14: Camp Murder bounty board
Bounty:   $200 and a rare One Horn buffalo hide
The hunt’s starting point is a hunting camp about 285 meters southwest of Camp
Murder. If you have purchased the Bull shotgun, take it with you. Commandeer a
vehicle and drive to the camp where you will find a shotgun and shells.
Get onto the knoll near the camp to locate the prey. One Horn will be one of a
small herd of five buffalo foraging in the large designated area. It isn’t
necessary to kill the herd, only One Horn is required; but these animals can
get aggressive if you press them. You can easily identify One Horn. His right
horn is a stub.
You can either snipe the two-horned buffalo with a sniper rifle, like the AMR,
and then take down One Horn with a shotgun; or you can be ecologically
beneficent, in a digital way, and use an “Animal Repellent” to walk up to One
Horn for the kill, sparing the rest of the herd.
Use the One Horn’s hide to craft an “Extended Wallet” allowing you to tote
10,000. There is also a Relic in the area that can be found.
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>>>>>>10: Mission:  Sniper rifle hunt for a rare Yellow Neck Cassowary
Acquired: Chapter 15: AM 12 bounty board
Bounty:   $225 and a Yellow Neck Cassowary hide
The hunt takes place about 180 meters north of the AM 12 Outpost. If you own
the AMR, grab it before departing the outpost. You’ll have to make your way
down off the mountain by a series of switchbacks trails to the site where an
M-700 sniper rifle and ammo are provided.
Equip your sniper rifle and start scanning for cassowary before crossing the
bridge. Drop any birds that are visible. The spot on the targets neck isn’t
very noticeable. If you have a close encounter, use your machete-these birds
can kill you rather easily. You can also slot an “Animal Repellent.” They repel
birds as well as animals.
There will be about a half-dozen birds in the area. Kill any that you see until
you score the Yellow Neck. It will show as a waypoint when it falls.
The bunker system at this site contains a lot of loot, including a large ammo
cache and a “Letter of the Lost.”
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>>>>>>11: Mission:  RPG hunt of rabid dogs
Acquired: Chapter 15: AM 12 bounty board
Bounty:   $175 and dog hides to sell
The mission site is about 275 meters southeast of the outpost at a
veterinarian’s clinic. Rook Island’s dogs are vicious enough and these are
rabid as well. You must use an RPG to kill them to earn the bounty.
Sprint to the starting point and grab the RPG and fill up on rockets. There are
extra rockets and a suit of body armor at the clinic but take note of the
starting location in case you need more ammo. The clinic is about 60 meters
north of the starting point and it is the best place to begin searching for the
canines; but walk carefully, they can be anywhere.
There is a large boulder west of the clinic that is a good place to scan for
and tag the dogs. They can be anywhere in the large area and they seldom
cluster. Try to hit multiple dogs since you have a limited supply of rockets.
For charging dogs just use the machete-electronic people aren’t warm blooded
and can’t get rabies. Keep in mind that even rabid dogs will shy away from an
“Animal Repellent.”
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>>>>>>12: Mission:  Bow hunt for a White Belly Tapir
Acquired: Chapter 15: Rust Yard bounty board
Bounty:   $225 and the rare tapir hide
The mission site is on an island about 270 meters southwest of the Rust Yard.
Sprint south from the outpost and watch for big cats as you go. Swim to the
island where you’ll find a bow and arrows on a crate inside the shack.
There are quite a few tapir on the island but the White Belly is noticeably
different. It has a broad white stripe around its belly. You can get a better
view of the area by getting atop a boulder to scan the underbrush.
When you pinpoint one, use a “Hunter’s Instinct” to counter their skittishness.
There are numerous “amber” leaves on the island for crafting syringes. Be aware
that tigers will occasionally hunt the herbivores on the island, so have an
“Animal Repellent” and a shotgun handy for close encounters.
Since the tapir aren’t dangerous just listen for their squeals, tag them and
hunt until the waypoint says you have the White Belly. Craft the “Extended
Munitions Pouch” with the hide and stock up on “green” and “amber” leaves
before leaving the island.
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>>>>>>13: Mission:  Shotgun hunt for the Undying Bear
Acquired: Chapter 16: Cradle Gas bounty board
Bounty:   $275 and the Undying Bear hide
The mission’s starting point is 130 meters due south of the outpost. Before
departing the outpost, grab the Bull shotgun if you own it. Move up the dirt
path behind the Cradle Gas Outpost and harvest a few “amber” leaves to craft an
“Animal Repellent.” If you’re in need of a shotgun take the M133 shotgun and
shells from the crate.
Continue up the dirt path and enter the dark cave. The bear will come from the
rear of the cave and be quickly on you. Blast him with your shotgun and keep
blasting until it falls. An “Animal Repellent” or “Deadly Hunter” syringe can
help keep you alive as you slay the bear.
Loot the bear’s victim’s corpses and grab the cash and ammo on the cave’s
floor. Craft the “Extended Rucksack” with the badly scarred hide, giving you
room for 96 loot items.
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>>>>>>14: Mission:  SMG hunt for three Bears
Acquired: Chapter 24: Broken Neck Home bounty board
Bounty:   $275 and three bear hides
The hunt will start about 400 meters northeast of the outpost. If you have the
Shredder or a favorite SMG, take it along. Don’t try to go overland-the terrain
is torturous. Go across the bridge and take the coastal road north.
About 90 meters shy of the waypoint a trail will intersect the main road. It
will take you past a shack and then up the mountain to the starting point near
some abandoned shacks. The area designated for the hunt is large and the bears
can be anywhere. Have an “Animal Repellent” or two slotted for possible close
encounters.
Completion of the hunt requires you to use an SMG or a blade to kill three
bears. A Skorpion and ammo for it is provided, but if you brought your own SMG,
you can use it instead. You can also use your blade if an encounter becomes
tight.
Begin scanning the terrain from near the starting area. If you’re lucky you
will spot one or more bears. There is a cave in the eastern cliff face and one
will sometimes forage near it. There is loot as well as a Relic inside the cave
but the Relic is outside the allowed area. Retrieve it after the hunt is
completed.
Take your time locating and harvesting the three bears. Like all Rook Island
bears they are aggressive and will attack on site. Use an “Animal Repellent” to
even the odds if one charges in too close. The animals will shy away at the
last second when you have the concoction injected. Gun the three down to
complete the mission. Be aware that there may be more than three bears in the
area.
You can now retrieve the Relic if you didn’t get it as stated below. It will
require you to go deep into the cave and make several vine climbs to reach the
Relic, Boar 29.
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Relic no. 42: Boar 29 is located at map coordinates X: 688.8 Y: 563.7. The
Neck’s Diner is the recommended starting point to acquire this Relic, which is
located about 375 meters south of The Neck’s Diner. It is in a cave that can
best be accessed by an inland route going south on the path leading out of the
Diner. You’ll have to jump across two long gaps where the bridges are broken.
The high bluffs along the eastern roadway prevent easy access from the east. A
cave entry at X: 692 Y: 569 will be about 70 meters north of the Relic.
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South Island Path of the Hunter missions: <PHSI>
>>>>>>15: Mission:  Sniper rifle hunt for three leopards
Acquired: Chapter 30: Satellite Communication Hub bounty board
Bounty:   $350 and three leopard hides
The hunt will take place north of the outpost near Delta Camp. Fast-travel
there or just hoof it north 210 meters to the site. If you have the AMR, take
it along. If not, remove the silencer from any other sniper rifle that has one
to lend that extra punch. There are plenty of “amber” leaves near the hunt’s
location to craft “Animal Repellent” syringes. Stock up and have the fixins’
for one or more available.
The designated area is large so begin listening for growls as you monitor the
area visually and with your camera. Locate and kill the three leopards. This
should be an easy hunt.
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>>>>>>16: Mission:  Shotgun hunt for two bears
Acquired: Chapter 31: North Krige Crest bounty board
Bounty:   $300 and two bear hides
Leopards abound near this outpost so be prepared and have an “Animal Repellent”
slotted. The hunt will take place about 350 meters southwest of the outpost and
just walking cross-country is the easiest route.
An M133 shotgun is provided but if you happen to have a better one, like the
Bull or the fast-firing SPAS-12, keep yours but help yourself to the shotgun
shells.
You won’t have to do any stalking. The first bear will be near a cave at the
end of the path. Put it down with a couple of blasts. The second bear will
emerge from the cave after the first is taken. You shouldn’t need a “Deadly
Hunter” or an “Animal Repellent” for this “turkey shoot.”
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>>>>>>17: Mission:  SMG hunt for three tigers
Acquired: Chapter 31: Spine Ridge Site bounty board
Bounty:   $350 and three tiger hides
The hunt will take place northwest of the outpost. Since you can use your own
SMGs, take along a scoped SMG like the Shredder for the “shy” ones and an
un-scoped one for the “friendly” ones. Move straight toward the waypoint to the
northwest and deploy the wingsuit and the parachute to get off the ridge.
Grab some ammo if needed and begin the hunt by crafting an “Animal Repellent”
or two and a “Hunter’s Instinct” to help locate the beasts. Scout from the top
of the hillside and tag any tigers roaming about the settlement area. Advance
carefully and stay aware of your surroundings to complete the hunt.
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>>>>>>18: Mission:  Pistol hunt for three bears
Acquired: Chapter 32: Dry Palms Storage Depot bounty board
Bounty:   $400 and three bear hides
The hunt begins about 225 meters southeast of the outpost near the shoreline
where you’ll find a 1911 handgun and ammo. Grab your own D50, dressed out like
you like, from the vendor. Sprint toward the waypoint and use the wingsuit to
get down to the site.
The three bears hang out near or in the old mine entry. An “Animal Repellent”
or “Deadly Hunter” syringe can be useful, and an “Enhanced Perception” can help
locate the prey before they locate you. Tag the bears and blaze away to earn
the bounty.
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>>>>>>19: Mission:  Flamethrower hunt for four leopards
Acquired: Chapter 32: Krige Valley River fishing bounty board
Bounty:   $400 and four leopard hides
The hunt will take place about 250 meters north of the outpost. Cross the river
on your way to the site and take the flamethrower and some extra fuel from the
crate at the shack. Having “Fireproof” syringes can be very beneficial since
the flamethrower will set the grass ablaze very quickly. In fact escaping your
own fires is frequently more dangerous than the leopards. Grab some “crimson”
leaves from near the starting point.
It is highly advantageous to tag all four leopards before commencing
operations. If you scan from the heights northeast of the small lake, you’ll
have the best chance of spotting all four. They usually group up east of the
lake near the structures.
Move toward the big cats and hit them with the flamethrower. The cats will flee
the flames, which burn extensively. The leopards will oftentimes flee outside
of the designated area; and if they were tagged they are easy to track down; if
not, they aren’t.
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>>>>>>20: Mission:  Flamethrower hunt for eight rabid dogs
Acquired: Chapter 32: Lazy Shore Marina bounty board
Bounty:   $350 and eight dog hides
You’ll find the flamethrower and its fuel canisters in a small shack about 300
meters north of the outpost. The hunt will take place to the north of it. The
pack is congregated around some old cars. Try to tag all eight because the area
is large and you’ll have to hunt down the survivors of your initial attack.
Their initial reaction will be to attack. If they swarm toward you, inject an
“Animal Repellent” and hit them with the fire before they shy away. After the
initial killing, it will be a case of chasing the rest down. If you tagged them
this ordeal will be much less frustrating. They will eventually stagger back to
the starting point if you can’t find or catch the stragglers.
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>>>>>>21: Mission:  Machete hunt for an Albino Crocodile
Acquired: Chapter 33: Bridge Control Outpost bounty board
Bounty:   $450 and the Albino Crocodile hide
The hunt will take place about 370 meters east of the outpost at a fish farm.
Get to the waypoint and the hunt will occur near a network of wooden walkways
over the water. The Albino Crocodile won’t be alone. You can swim the waterways
until you’re attacked or you can scan the water for crocs. The albino will be
noticeably white. When the albino is killed by your slashing attack, the
mission is completed when you take its hide.
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>>>>>>22: Mission:  Machete hunt for two bears
Acquired: Chapter 33: Bridge Control Outpost bounty board
Bounty:   $500 and two bear hides
The hunt begins 240 meters southwest of the outpost at a riverside shack and
the hunt will take place just downriver. Restore yourself to full health as you
make your way to the shack and then head for the new waypoint.
The bears are just milling about near the river and they will come charging one
at a time. Inject a “Deadly Hunter” and slash away. If you’re knocked down,
just follow the prompt and then slash again. Repeat the process for the second
kill. The Tanto sword will help make the ordeal easier. Loot the area and grab
the Relic, Spider 20, in the old mine entry area.
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>>>>>>23: Mission:  Bow hunt for komodo dragons
Acquired: Chapter 33: Point Break Docks Outpost bounty board
Bounty:   $450 and the komodo hides
The mission site is a small islet just south of the outpost. Swim from the
starting point on the dock to the islet and take note of the numerous “amber”
leaves available there. Craft a couple of “Animal Repellent” syringes and start
hunting the lizards who will also be hunting you.
You can climb one of the scattered boulders to tag the komodos, but searching
and injecting an “Animal Repellent” when you hear their snarls is your best
option. The low slung lizards are hard to spot in the low undergrowth. When you
find one, shoot it with an arrow or two and slash it if it gets in close. Those
syringes will minimize the risk. This is just a find and kill, and there is no
strategy other than that.
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North Island Wanted Dead missions: <WDNI>
>>>>>>01: Mission:  Kill a pirate that is poaching game near some hot springs
As always the kill must be with a knife to earn the bounty
Acquired: Amanaki Outpost bounty board
Bounty:   $175
This mission will take place just 140 meters north of the Amanaki Outpost.
Undertaking this mission is much more doable once you acquire a silent weapon,
like the Recurve Bow. Sprint north toward the site and tag the leader, the
“yellow tag,” and his three comrades. Only the leader, wearing the beret, must
be killed with a blade to complete the task.
Dog packs frequent the area and if you are attacked they can spoil your
arrival. The bamboo groves provide limited cover but can be difficult to
maneuver through as well. There are scattered stands of bushes south of the
spring, however, where you can get in close.
Try to lure outliers with stones toward the bushes where you can use
“Takedowns” or a silent weapon. Stay concealed and keep luring them to you
until a body is discovered or you get the leader. You may be able to lure the
target into a kill zone without wiping out his companions.
If you are detected, retreat and kill any of his surviving comrades from range
and circle around the area as needed to get the drop on the leader. Toss a few
stones to keep his attention away from yourself to execute a “Takedown.” If the
leader is killed by a predator or during an engagement with the Rakyat, the
bounty is still yours.
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>>>>>>02: Mission: A pirate is killing villagers. As always the kill must be
done with a knife to earn the bounty.
Acquired: The bounty board east of Amanaki Town
Bounty:   $175
The mission’s site is about half a mile to the northwest of the shack. If you
do this mission before restoring Rakyat control to the Vasla Docks sector, the
road to the mission will be patrolled by pirates, making getting to the site an
adventure. Doing this mission after liberating Vasla Docks, therefore, is
prudent. The Rakyat will then be patrolling the sector rather than the pirates
and they will frequently attack the pirates, providing a distraction.
There will be four pirates at the site, including the “yellow tag,” as well as
a guard dog to deal with. The dog and the lack of good cover make any
infiltration attempt demanding.
Carefully approach the site and work your way into the tall grass on the bay
side of the pirate’s position near the road. You must knife the “yellow” and it
isn’t easy to do so without alerting the others. Just locating the hostiles and
the dog without being detected, in fact, is tough to do. Even if you manage to
get in behind your quarry and dispatch him, his three sidekicks and the dog
will take note. Luring the enemy with stones is helpful but the dog makes this
chancy. Oftentimes the Rakyat will kill the leader or the distraction will
allow you to thin the odds or make the needed kill on the leader.
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>>>>>>03: Mission:  A pirate and his crew have seized a farm to grow drugs.
Acquired: Wellshore Wrecker’s House bounty board
Bounty:   $175
The drug farm is about 220 meters south of the outpost at Wellshore Wreckers.
The precipitous terrain south of the outpost makes approaching the farm through
the canyon southeast of the outpost the best route to the mission’s site. Go
south out of the outpost, along the beach, and after passing the rock arch on
your right, you’ll find a narrow canyon. Go under the hanging bridge and a
grassy slope will allow you to get up the escarpment.
Take cover in the brush north of the farm to scout. There are four pirates
defending the farm, including the captain. Toss a stone to lure any nearby
pirates into the brush for silent kills. You can usually get the captain this
way; but with the sector under Rakyat control, they will oftentimes engage the
enemy, aiding your cause or just alerting and scattering the enemy. The farm is
large and offers good sniping and stealth opportunities.
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>>>>>>04: Mission:  A pirate and his crew are preying on locals at a temple
Acquired: Vasla Docks Outpost bounty board
Bounty:   $200
The ruins of the Temple of Stone sit on an islet in the bay about 240 meters
north of the outpost at Vasla Docks. Before crossing, scout the island with
your camera. You will see the temple ruins at the islet’s high point. You may
even be able to mark the position of a hostile or two near the ruins.
Swim or boat to the island and approach the ruins from the west side. The bulk
of the knoll and the scattered stands of brush will allow you to get in close.
The pirate’s mill about the ruin but their primary focus will be to the east.
Remain concealed in the bushes and listen for snakes as you locate and tag the
five hostiles. Move among the clumps of brush to get close to the prey. Toss a
stone or two to lure him, and then take him down. You can then either retreat
or stay on the islet to massacre the rest of his crew. There is a Relic, Spider
21, in the underground cavity below the temple.
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Relic no. 9: Spider 21 is located at map coordinates X: 373.3 Y: 808.1. This
Relic can be found in the Temple of Stone on an islet located about 260 meters
north of Vasla Docks. After Vasla Docks is liberated, a “Wanted Dead” mission,
posted on the bounty board, will take place on the islet. Take a watercraft to
the islet from either Vasla Docks or from Wellshore Wreckers. The Temple is on
the islet’s high point. Watch for snakes as you approach the ruins. Go down the
stairs and you’ll find the Relic on a stone shelf.
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>>>>>>05: Mission:  Pirates are attacking fishermen by the shore.
Acquired: Vasla Docks Outpost bounty board
Bounty:   $300
The mission site isn’t far from the radio tower to the south of the outpost at
Vasla Docks. Travel south from the outpost and scout the site from across the
bay. Tag as many of the five pirates located there as possible. Take note of
the rock outcropping looming over the site. Swim to the west side and get onto
it. Start your operations from there.
Two of the pirates stand guard away from the site near the road and two hang
out near the campsite with the leader.
Use the crest of the outcropping to snipe the four lackeys. Most often this
task will be made easier by a Rakyat patrol that will attack, allowing you to
drop the nearest pirates during the ruckus. However it goes down, they won’t
know where you are unless you make yourself too conspicuous. Even if you are
detected, nobody will come behind the rock and they will soon lose interest
when they can’t find you. With his four comrades dead, drop down off the rocks
and stalk the prey for a knife kill.
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>>>>>>06: Mission:  A pirate is causing trouble near some junked cars. Kill
their leader with a knife, Rakyat style, for the bounty.
Acquired: Chapter 6: Orphan Point Outpost bounty board
Bounty:   $250
This mission will take place on the peninsula northwest of the island outpost
at Orphan Point. You can take a boat and pilot it to the peninsula and pick
your way across the heights toward the waypoint; but an easier route is to
fast-travel to Dr. Earnhardt’s and use the glider to land on the east side of
the site. Either way, watch and listen for a leopard that can spoil your
incursion anywhere in the area.
Scout the area from the hillside east of the shack. Stay low in the grass and
tag the six pirates below. The leader is sitting on the porch. Three of his
five retainers patrol on the slope below the shack. Another hangs out near the
shack’s entry and one is kneeling, busy with a task beyond the shack.
One of the pirates will occasionally stroll up the hill, look around and
relieve the kneeling pirate. When the rover isn’t roving, carefully move down
the hill. Move quietly down on the lower side of the rocks behind the shack,
and inch forward very quietly on the wooden walkway to maintain stealth. Use a
“Takedown” on the guard near the door. Note that you can’t get a prompt to kill
the leader from behind the shack. You can’t just slash him from there either.
If your approach and kill were silent, you can enter the shack and make the
kill on the unsuspecting leader. If he heard something you can still get the
kill if you hurry in. Killing the remaining pirates is optional.
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>>>>>>07:   Mission:  Crazed pirates are camped out near some shacks. As always
the kill must be with a knife to earn the bounty.
Acquired: Mosquito Yard Outpost bounty board
Bounty:   $225
The mission site is about 450 meters to the northeast of the outpost at
Mosquito Yard. Commandeer a vehicle and drive north. Stop after crossing the
bridge. This will be just south of the site. Move onto the high ground to the
east and take cover in the brush to do recon. Be prepared for a possible
encounter with a komodo dragon by having an “Animal Repellent” slotted.
There are four Chargers with your quarry. He will be busy with a task and the
Chargers will pair up and will eventually drift together and congregate near
the roadway. Sneak in close and creep in behind the wrecked truck. If the
Chargers aren’t looking your way, you may be able to just sneak in and make the
needed “Takedown.” If necessary, toss a stone over the heads of the Chargers to
shift their focus toward the road. Move in for a “Takedown” on the leader.
Since this is near a roadway, a passing Rakyat patrol may cruise by, stop and
attack, causing the pirates to scatter randomly. This can be helpful-they might
even kill the leader for you. If things become chaotic, take to the underbrush
or you can climb atop the main structure. There are climb points on the rear
and the side of the structure.
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>>>>>>08: Mission:  A sniper has seized part of a local beach.
Acquired: Northview Gas Outpost bounty board
Bounty:   $225
The mission site is near the bay about 500 meters to the west of the outpost at
Northview Gas. Commandeer a vehicle at the outpost; and, when you see a “Gas”
sign mounted on a boulder alongside the road, stop and park. This will be about
250 meters east of the mission’s waypoint. A ravine strewn with junked cars
will get you down to the beach. The steep cliffs beyond that point makes
getting down to the beach difficult.
Stay low as you advance up the beach and use the rock outcropping for cover to
recon the site and to tag the five hostiles. The boulder is about 60 meters
short of the site. The target is a Sniper and he is accompanied by a pair of
Snipers and a pair of Normals. The two Snipers are focused inland and the two
Normals stand guard on the near side and the rear area. The target usually
reclines in the shade of the crude metal shelter.
Skirt the site, staying near the bay, using the crest of the rise to stay out
of sight and to get in close. The underbrush is thick on the side of the area.
Use it to stalk the two Normals, luring them away from the site with stones.
Drop them out of sight of the others.
If your kills weren’t noted, you can sneak in behind the leader for an easy
“Takedown.” The Snipers are usually facing away from the bay, allowing you to
make the kill without alerting them.
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>>>>>>09: Mission:  Pirates are causing trouble at a nearby beach.
Acquired: Chapter 12: Hubris Farm Outpost bounty board
Bounty:   $250
The mission site is only 250 meters south of the outpost at Hubris Farms. Scout
the site from the high ground to the north. The site is on a small cape and
knifing the leader will be complicated by his crew of four deadly Snipers and a
Heavy Gunner.
Give the place a wide berth, by skirting to the east, staying about 100 meters
from the location. After you swim across the bay, you can approach the Snipers
on the hillside from the south. The attention of all of the hostiles is inland,
so nobody will notice when you kill both of the Snipers stationed on the high
ground. They are situated well apart and the crown of the hill will prevent
them from seeing their partner’s demise. Move down into the brush above the
bunker.
A passing Rakyat patrol will occasionally distract the flanking Snipers. If so,
stay in the brush above the bunker and take advantage of the clamor to snipe
them. If no Rakyat intervene, check the focus of the Heavy Gunner and kill the
Sniper he can’t see. If needed, toss a rock to get him looking away. Kill the
other Sniper. This will leave the Heavy Gunner and the leader.
The Heavy Gunner won’t know where you are and he will search, making him an
easy kill with a fire arrow, a Molotov or C4. Just don’t make the leader
collateral damage if you use an explosive or a Molotov.
The leader is a bit unpredictable. He may lay back or he may start searching.
Stay concealed in the brush to finish him off. Toss a stone or two to lure him
for a “Takedown from Above” or to lure him into a kill zone.
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>>>>>>10: Mission:  A pirate is roaming around a local farm.
Acquired: Chapter 12: The Neck’s Diner Outpost bounty board
Bounty:   $325
The mission site is about 225 meters southwest of the outpost and it is in
tiger territory. Don’t cross the river. Sprint toward it from the outpost,
skirting around the base of the mountain. Scout the farm from across the river.
There are four Chargers and a pair of Heavy Gunners defending the place. The
quarry is a Sniper occupying the upper story of the farm house. His laser
designator will betray his presence and he can be deadly if he sees you.
Don’t drop down to the river. Find a place on the slope where the Sniper can’t
target you and snipe any available targets. If you have the AMR, this is a good
place to use it since it can easily kill a Heavy.
When no targets present themselves, drop down and swim across the river.
Eliminate any remaining Chargers or Heavy Gunners. If one or both of the Heavy
Gunners are outside the structure, use fire arrows, the AMR or explosives to
take them out.
At least one of the Heavies will usually hole up with the “yellow” on the upper
story. Use the blind side of the structure to move in and lay a mine near the
stairwell. Toss a stone or two to get a Heavy to investigate and then trigger
the charge or use a fire arrow or the AMR to put him down. Repeat the procedure
to eliminate the second Heavy if necessary.
The prey is wary but there are two ways in. If you catch him on the north side
enter on the south and use the barrels as cover to get in close for the
“Takedown.” Distract him with a stone if needed. If he is on the south side,
you may have to use the rear entrance and toss a stone or rush and melee him.
Fill up at the large ammo cache before departing.
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>>>>>>11: Mission:  Pirates are hunkered down near some bunkers.
Acquired: Chapter 12: Nat’s Repairs Outpost bounty board
Bounty:   $300
The mission site is on the far southern end of the peninsula south of the
outpost at Nat’s Repairs. Commandeer a vehicle at the outpost and drive south
toward the waypoint. Stop about 75 meters short of the ruined bunker complex.
Stay on the periphery in the brush or behind the ruins and tag the seven
pirates. Two of them are Snipers wielding RPGs. It is actually possible to bide
your time and pick the ideal moment to rush in for a “Takedown” on the leader,
but doing so is challenging and even if successful, you’ll be surrounded by
hostiles intent on killing you. Begin taking isolated pirates instead. Toss
stones to lure single pirates and stash their bodies where they can’t be seen.
You’ll have to snipe the RPG Sniper on top the bunker.
Rakyat patrol the peninsula and they will occasionally confront the
pirates-take advantage of any chaos they start, but don’t rely on it happening.
Remain on the margins of the site, moving about to systematically kill the
leader’s crew. When only the leader remains, stalk him for the kill.
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>>>>>>12: Mission:  A pirate is hiding out in a bunker.
Acquired: Chapter 12: Tequila Sunrise Outpost bounty board
Bounty:   $275
The mission’s location is a bunker a short distance north of the outpost at
Tequila Sunrise. Sprint toward the waypoint and scout the entry from between
the boulder and the rock face. This will be just inside the mission’s “blue”
boundary. Locate and use a silent weapon to kill the two pirates guarding the
entrance of the bunker. The bow will put them down without alerting the four
pirates inside the bunker.
If your kills weren’t detected, get near the entry and try to tag the leader so
you can tell him from his partners. Start putting down the Chargers. You can do
it quietly or you can cook a grenade and toss it among the Chargers. The goal
is to massacre the Chargers and lure the leader out of the bunker.
The leader will either emerge last or he will hunker down in the bunker. Show
yourself near the entrance to lure him out if necessary. Once he is alone and
he emerges from the bunker, use the boulder to play cat-and-mouse to set him up
for a “Takedown.” Oftentimes a Rakyat patrol will stop and finish him off for
you.
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>>>>>>13: Mission:  A group of pirates are holed up near a shack.
Acquired: Chapter 15: AM 12 Outpost bounty board
Bounty:   $300
The shack is a short distance to the west of the outpost at AM 12. The 2 story
shack is surrounded by water and five Chargers are loitering around it. An RPG
Sniper is on the second floor with your quarry.
Stay in the available undergrowth west of the shack and begin sniping the
defenders. This will be about 50 to 60 meters from the shack. Start by putting
down that RPG Sniper. Stay in cover and pick your shots as the Chargers search.
If your location is compromised, the Chargers may rush your position, allowing
you to mow them down at close quarters. The leader has a shotgun, so he isn’t a
threat until you begin stalking him.
When only the leader is standing, try to lure him out with stones. He may
descend from the upper level searching for you, making the kill easier. You
also get a climb prompt on the southwest corner of the shack, allowing you to
get onto the second story to make the kill. Raid the bodies and the shack
before departing.
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>>>>>>14: Mission:  Pirates murdered a local butcher in the nearby woods.
Acquired: Chapter 15: Old Mines Outpost bounty board
Bounty:   $300
The site is located about 280 meters southwest of the outpost at the Old Mines.
The group of seven hostiles includes a Sniper and five Chargers. They are
milling about in the woods near a bonfire. The prey is hiding in a cabin and
can’t be seen without using “Enhanced Perception.” This entire crew is very
aware of danger and dropping one of them rarely goes unnoticed.
Once you have tagged everyone, except the leader who stays in the shack, move
beyond the shack, staying on the low side of the hill to get near the entry on
the west side. Chargers will periodically patrol through the shack and come out
on the west side. Tag the leader when possible and use an “Enhanced Perception”
to track his movement.  When the leader is looking away and no Charger is
inside the shack, enter and use a “Takedown” to complete the mission.
From time to time, Rakyat will disrupt the routine. If this happens, just stay
in cover on the perimeter and take advantage of the distraction by thinning the
opposition.
If the altercation gets noisy, you will probably have to flush the prey out of
the building after you finish off his crew. Toss a few stones or sprint past
the doorways to draw him out for the kill.
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>>>>>>15: Mission:  A pirate has set up camp in the woods. Kill
Acquired: Chapter 18: Cradle Gas Outpost bounty board
Bounty:   $275
The mission will take place in the woods about 180 meters east of the outpost
at Cradle Gas. Watch for feral dogs as you sprint cross-country toward the
waypoint. Skirt the mountain, approach the camp and scout the enemy from the
isolated boulder northwest of the site. This will place you about 40 meters
away.
There are six hostiles to deal with, including a Heavy Gunner who routinely
patrols up the hillside on the far side of the camp. Two Chargers and two
Normals generally defend either side of the place in pairs. The leader is
dressing out a couple of bush pigs.
Stay on the outcropping to snipe. Target the pirate standing near the shed.
Drop the kneeling pirate and then try to kill both of the pirates guarding the
far side. When your activity is noted, step behind the boulder to conceal your
location. Move onto the higher ground to the east and allow the survivors to
search. Maneuver into a position to either kill the leader or take out the
Heavy Gunner. A fire arrow with put down the Heavy Gunner or you can lure him
with stones and then kill him with C4. The leader is a relatively easy kill
once his comrades are gone. A passing Rakyat patrol will oftentimes stop and
assault the pirates.
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>>>>>>16: Mission:  A pirate and his crew are entrenched on a nearby hill.
Acquired: Chapter 19: Cradle View Outpost bounty board
Bounty:   $250
The pirates hold the high ground on a hill only 200 meters west of the outpost.
Watch for dogs as you sprint south, going past the two trails leading up the
grade before turning onto the roadway going toward the homestead. There is
decent cover near the site where you can crouch to do recon, but it isn’t worth
the risk to extensively scout in this case.
There are five pirates, including a Sniper, attending the leader. Two,
including the Sniper, hang out on the east side. One is a rover and usually
hangs out behind the shack or on the east side. Two pirates and the leader hang
out on the far side. The homestead is partially surrounded by a low stockade,
making it difficult to pinpoint the location of the leader and all of his
comrades.
Get off the path once you get within 80 meters of the waypoint. Go left into
the rough and bypass the Sniper who stands watch in the roadway about 35 meters
from the shack. Stay low as you continue along the edge of the cliff to the far
west side of the shack. An “Enhanced Perception” syringe can help you spot the
pirate inside the stockade behind the shack and will also pinpoint the location
of the leader on the opposite side of the shack. One of the leader’s comrades
will be working on the vehicle and the other will either be tinkering with the
vehicle or will be looking out over the bay.
Wait for the pirate behind the shack to get close, make a “Takedown” and drag
him into the bushes. Stay in the foliage and toss a stone near your feet to
lure the leader toward your position. Hopefully the roving pirate won’t take
note.
When the leader gets within range, execute a “Takedown” to complete the
mission. Wiping out the remaining pirates is optional but there is loot to be
had around the farm.
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South Island Wanted Dead Missions: <WDSI>
>>>>>>17: Mission:  A pirate and his crew are camped near a hillside bunker.
Acquired: Chapter 32: East Ridge Camp bounty board
Bounty:   $400
The mission’s site is about 550 meters east of the outpost at East Ridge Camp.
Commandeer a vehicle and drive east toward the waypoint, stopping about 100
meters short of the waypoint. The site is an old bunker near the shoreline.
Eight pirates, including three Heavies and two RPG wielding Snipers defend the
bunker. Like outposts, the area is restricted, so you are a hostile if you get
within about 50 meters. A couple of the defenders will be inside the bunker, so
use an “Enhanced Perception” to pinpoint them. The ridge to the west is out of
the restricted zone and will allow you to tag most of the defenders.
With the silenced Z93 sniper rifle equipped, keep your distance by staying near
the ridge; there is a bush near the road over 100 meters from the site where
you can conceal yourself and begin sniping. The two RPG Snipers are a
long-range threat. Take them out first and then take targets of opportunity.
Scoring headshots on the Heavies is difficult but doable and two or three body
shots will also out them down. Be patient, and when you thin-out the
opposition, change positions to seek new targets. Keep track of your kills.
When you reach seven, move in for the leader.
The leader doesn’t usually cower near a bunker but he usually gravitates back
to the beach. Work your way down toward the bunker to stalk him for the kill.
Oftentimes he will loiter near one of the bunkers, setting himself up for a
“Death from Above.”
Note: there is a Letter of the Lost in the bunker adjacent to the one with the
fire. (Hurk’s Fourth)
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Letter of the Lost no. 15: Hurk’s Fourth Letter is located at map coordinates
X: 497 Y: 501.3. Commandeer a vehicle at the outpost at East Ridge Camp and
drive east about 450 meters. About 100 meters short of the waypoint, take the
left fork down toward the beach. There is a large complex of bayside bunkers
where you’ll find the Letter on a corpse at rest on an old mattress.
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>>>>>>18: Mission:  Two pyromaniacs and their crew are entrenched in some
bunkers.
Acquired: Chapter 32: Maw Docks bounty board
Bounty:   $400
This mission site is about 650 meters south of the outpost. Commandeer a
vehicle and drive south on the coastal road or the tract inland that runs
parallel to it. Get onto the hillside to the east of the bunkers to do your
recon, staying outside the restricted area so you aren’t spotted. Three
Chargers, a Heavy Gunner and one of the overseers will be situated near an old
gun emplacement. If you’re spotted, reinforcements will flood in from parts
unknown.
Snipe all of the visible targets, starting with the outliers. The Heavy Gunner
usually walks perimeter and is a high value target. You won’t be able to drop
them all before they begin searching, so move around using the abundant cover
to pick your shots. Close in on and knife the overseer after his crew has
dwindled or he may retreat into the bunker.
A Charger and a Heavy, if they didn’t emerge earlier to investigate the
carnage, will lurk just inside the bunker. Use an “Enhanced Perception” to
locate them. If need be, maneuver near the canon to snipe them or lure them out
to address them. If you failed to get the first overseer, you’ll have to bait
him out as well.
With the first pyro and his henchmen dead, have a “Fireproof” syringe available
and move deeper into the bunker for the second pyro. You’ll usually hear his
voice before you can see him. Inject the syringe, toss a stone to distract him
and take him out with a “Heavy Beatdown” or a slashing attack to gain the
bounty.
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>>>>>>19: Mission:  Two Snipers are picking off the locals from a tower.
Acquired: Chapter 32: Stubborn Kid Farm bounty board
Bounty:   $350
This mission’s site is over 500 meters west of the outpost at Stubborn Kid
Farm. Commandeer a vehicle and drive toward it on the secondary road that runs
south of the main roadway. Park about 100 meters from the site and approach it
on foot. About 50 meters from the site you can climb onto the mountainside to
do recon from the north side just outside of the restricted zone.
The two leaders are on opposite sides of the area and both are equipped with
sniper rifles. The leader below your lookout is accompanied by another Sniper
and three Chargers. Climb to the ruins located about 80 meters north of the
site and kill the Sniper and then the three Chargers. Try to take down the
isolated Charger after the sniper so that your activities aren’t immediately
noted.
The leader will likely go to ground near the shack. Move closer and remain
hidden in the brush on the hillside to completely eliminate his crew. The
Sniper on the far knoll may be searching with his laser sight. Stay crouched in
the brush and he shouldn’t detect you. His Charger will begin searching your
way and he and the barking dog are your next targets.
Begin stalking the nearby Sniper. He will usually hang out near the shack.
Maneuver down from the hillside and stalk him. Oftentimes you can go into the
shack to get the job done.
With all of the opposition except the Sniper on the knoll downed, make a broad
circle around his position to stay out of his sightline. This will allow you to
get behind the elevated position. The Sniper will usually stay back on his
perch, making him hard to get to. Sometimes a Rakyat patrol will show up and
provide a diversion. If not, toss a stone or two to spook him. He may come
down, especially if he sees you. If he stays put, sprint up and use a slashing
attack instead of a “Takedown.” He will be switching to his A2000 SMG and the
switching time should be enough to allow you to slash him. Such an attack is
deadly, especially with the Tanto sword.
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>>>>>>20: Mission:  A Privateer is entrenched in some old World War 2 bunkers.
Acquired: Chapter 33: Harmanse Gas and Repair bounty board
Bounty:   $375
The mission site is on Turtle Hill; this is about 350 meters south of the
outpost at Harmanse Gas and Repairs. Commandeer a vehicle, drive south and stop
about 140 meters short of the waypoint. Move up the ridgeline and get into the
bushes just inside the restricted area. This is near a bunker about 50 meters
short of the waypoint. An “Enhanced Perception” syringe can help pinpoint the
locations of the hostiles ahead.
The first two pirates are in or near the bunker where you can find a Letter of
the Lost-Hayato’s Third. One of them usually lurks near the entry just ahead
and the other is outside the side entry.
Lure the nearby pirate outside the bunker with a stone in order to score a
“Takedown.” If your kill was clean, do the same to the second pirate-he will be
oblivious to the danger. He may have wandered away from the bunker. If so, lure
him away from the two pirates loitering near a vehicle beyond the bunker. With
the first two downed, get into the bushes near the vehicle and kill the next
two pirates with a silenced weapon.
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Letter of the Lost no. 14: Hyato’s Third Letter is located at map coordinates
X: 602.6 Y: 457.7. Commandeer a vehicle at Harmanse Gas and Repair Outpost and
drive south across the river about 315 meters. There is an old World War 2
fortification that sits atop the high ground overlooking the bay. Inside you’ll
find a Letter on a soldier’s corpse.
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You’re now at a grave disadvantage as the remaining pirates have the high
ground and the steep sides and small size of the knoll makes entry from
anywhere except the south difficult until their numbers are reduced. Slip down
off the ridge onto the road. This route will keep you out of the sightlines of
the pirates on the knoll. Make your way south and then double back toward the
knoll. Stay low in the brush near the dirt path.
There are two RPG Snipers and a Heavy Gunner attending the leader. Scout for
them the high ground and maneuver through the foliage to get them in your
crosshairs. Be patient and don’t leave cover or an RPG can set the area ablaze
if it doesn’t just kill you.
With only the leader remaining, make your approach according to where he is. If
he has come off the knoll, stalk him there. If he is on the north end of the
gun emplacement, approach from the south; and if he is on the south side,
circle around to the north and struggle up the knoll behind the gun emplacement
to get the drop on him.
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>>>>>>21: Mission:  Two Privateers have set up shop at a hilltop farm.
Acquired: Chapter 33: Break Point Docks bounty board
Bounty:   $500
The mission’s site is about 350 meters northeast of the outpost at Break Point
Docks. The main road going out of the outpost will get you there. Get onto the
hillside west of the site. This will be out of the restricted zone but within
range of the Z93 sniper rifle.
There are three Heavy Flamers, three Chargers and one Normal milling about. The
two overseers hang out near or inside the ramshackle barn. The barn sets on a
small rise with only scant cover nearby. Stay on the hillside. There are no
Snipers with ranged weapons to deal with, so conceal yourself in one of the
small bushes and begin sniping any outliers before targeting those near the
barn. Headshots on the Heavies are doable at 75 meters.
The defenders will go to ground when their comrades begin dropping but some
will eventually sense your position and start your way. Drop them as they come
down the hillside.
When only the leaders remain, flank either right or left, using the hillside to
conceal your position as you sneak in behind the barn.
The leaders usually remain fairly close together near the barn. Try for a
“Chained Takedown” or a “Takedown” combined with a “Knife Throw Takedown” when
they’re close. Oftentimes you can lure one away with stones for an individual
kill. A “Takedown From Above” by climbing the ladder onto the barn is also
doable if you can split them up. An extended firefight may draw a Rakyat patrol
into the action, simplifying your task.
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>>>>>>22: Mission:  A pyromaniac and his partner are hunkered down in a small
house. Kill the leaders with a knife, Rakyat style for the bounty
Acquired: Chapter 33: Break Point Docks bounty board
Bounty:   $500
The waypoint is only 300 meters west of Break Point Docks and it is best to
just sprint over the mountain to the site. Scout from just outside the
restricted zone on the high ground to the northeast.
One of the two leaders is a Heavy Flamer. They are attended by two Chargers,
three Normals and a pair of dogs. The low grass on the hillside affords poor
cover, so use the crest of the hill to screen your position as you begin
sniping. The defenders are close together in the compact homestead so using
explosives like explosive arrows or the grenade launcher can take out multiple
enemies, quickly reducing the odds. Whether you use explosives or snipe, your
activity and your position will quickly be compromised. Change your position to
acquire new targets by moving north on the hillside. Snipe until only the
leaders remain.
Flank the leaders by ranging far to the north and then doubling back. Cross the
road and approach them on the low side of the hill. There are scattered clumps
of brush that will allow you to maneuver.
They don’t usually stay close together, so use the cover to toss stones to play
cat and mouse with the first leader. The Heavy Flamer will set the area afire
if you are detected. Having a “Fireproof” syringe slotted is prudent when
stalking him.
There are several loot chests and a Relic, Heron 2, in the area to procure.
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Relic no. 105: Heron 2 is located at map coordinates X: 443.2 Y: 344.8. This is
about 340 meters west of the outpost at Break Point Docks on the slopes of the
mountain. Rather than try to drive the interconnecting maze of roadways, just
go on foot clockwise around the mountain, which is passable, to the shack on
its slope. The Relic is inside on a crate.
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>>>>>>23: Mission:  Two Snipers and their crew are holding a hilltop village.
Kill their leaders with a knife, Rakyat style, for the bounty
Acquired: Chapter 33: Longshore View bounty board
Bounty:   $450
The village is about 350 meters to the northeast and it is easier to just
sprint cross-country for the waypoint. When you are 120 meters from the site,
go up the ridgeline to get onto the mountainside. The terrain beyond is steep.
If you move closer, you will be too close to the enemy for comfort.
Scout the little homestead from the high ground to the south. Five Chargers, a
Heavy and a dog accompany the two leaders, one of whom stays in the shack
nearest the mountain on the eastern side of the village. Both of the leaders
have a sniper rifle and they are deadly with them.
Crouch to conceal yourself in the bushes and pick off the two nearest Chargers;
and, if possible, the Heavy Gunner to reduce the odds. Your activity won’t go
unnoticed and the cover on the hillside is meager, so shift your position to
avoid being seen. Continue moving into cover and sniping until only the two
leaders remain. The second leader will emerge from the structure. Tag him and
put a building between you and them as you enter the little settlement to hunt
the two leaders.
The two don’t usually team up; so, use the shacks, the fences and the brush to
flank them for the needed “Takedowns.” Oftentimes the second leader can be
victimized by a “Knife Throw Takedown.”
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>>>>>>24: Mission:  A pirate and his crew have taken over a small island. Kill
their leader with a knife, Rakyat style, for the  bounty.
Acquired: Chapter 34: Lonely Shore Way bounty board
Bounty:   $350
The mission’s site is on an islet northeast of the outpost at Lazy Shore Way.
Steep rock walls protect most of the islet but you can easily get ashore via
the beach on the west side-don’t. Swim or boat to the adjacent islet, which is
just west of the site. It is a good location to scout and to begin your
assault. Stay concealed in the foliage as you locate as many of the seven
Snipers, including the leader, as possible.
Begin long range sniping with the silenced Z93 sniper rifle. If you remain
concealed, the Snipers will take note of the mounting corpses and will search,
exposing themselves to further gunfire. They won’t have a clue where their
assassin is. Oftentimes their own laser sighting will betray their position.
Kill as many as possible before swimming across to the enemy stronghold.
Advance on the high ground and stalk the overseer and any other survivors. The
leader will usually hang out among the ruins-he is the nervous type. Rakyat
patrol boats will sometimes pass by and fire at the pirates, giving you a
distraction. Toss a stone or two to bait the leader into a kill zone to earn
the bounty.
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Any comments, suggestions etc. can be forwarded to the E-mail address on the
title page. Thanks for using this document.
GameFaqs: FAR CRY 3  by SENIORBILL            Page 137 of 137