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Contact 1.) Introduction 2.) Survival Guide 3.) Walkthrough ---–> [ Use the search tags to find the level you need ] Training......................................................... [l-1] Carrier.......................................................... [l-2] Fort............................................................. [l-3] Research......................................................... [l-4] Pier............................................................. [l-5] Treehouse........................................................ [l-6] Bunker........................................................... [l-7] Steam............................................................ [l-8] Regulator........................................................ [l-9] Control.......................................................... [l-10] Rebellion........................................................ [l-11] Archives......................................................... [l-12] Cooler........................................................... [l-13] Boat............................................................. [l-14] Catacombs........................................................ [l-15] River............................................................ [l-16] Swamp............................................................ [l-17] Factory.......................................................... [l-18] Dam.............................................................. [l-19] Volcano.......................................................... [l-20] 4.) Odds and Ends +--------------------------------------------------------------------------+ | • ChangeLog / | \ | / | v1.2 Almost coincides with the 1.2 patch :o Anyway. Stopped by to add so-\ | me reader-submitted tips. Of five total, I've lost two because I forgot / | to backup my email when I reinstalled Windows :< Tip submitters, if you- \ |'re reading, resubmit!!!11 I got the other three messages from within Man-/ | drake Linux, which I'm trying (unsuccessfully :d ) to master. Not that \ | you needed to know that...but I'm feeling socialble for some reason. / | | | v1.1 Minor re-writes here and there. \ | / | v1.0 Initial version. Walkthrough and Survival Guide are complete. \ | / +--------------------------------------------------------------------------+ | • Legal \ | / | \ |You may distribute this file, upload it to any webserver, put it on / |BitTorrent, print it out, etc. This file is in the public domain, \ |insofar AS THE FOLLOWING TERMS ARE OBEYED: / | \ |a) My alias (black hole sun) is on ANY and ALL distributions of this file / |b) This guide is NOT used for ANY commercial purposes whatsoever \ |c) This file remains completely, 100%, _UNALTERED_ - in its wholly orig- / | inal state \ | / |Any violation of the terms will result in termination of your right to \ |distribute and/or host this file. I’m being generous here, folks; with my / |older FAQs I didn’t let anybody but GameFAQs use them. Now any website can\ |with limited restriction. Please don’t abuse the few rules I’ve set forth!/ | \ +--------------------------------------------------------------------------+ | • Contact / | \ | / |If you want to get into contact with me, my email address is \ |lauriafour74NO@SPAMmchsi.com (remove NO and SPAM). But before you email / |me, please read the below to ensure you get a reply: \ | / |1.) No spam (advertisements, special offers, etc.). \ |2.) I don't provide game help. That is what the guide is for. / |3.) I do not provide technical support. \ |4.) I welcome user-submitted hints and tips. If you think you’ve got a / |good strategy that’s better than mine for some part in the game, go ahead \ |and submit it and I’ll include it! / | \ +--------------------------------------------------------------------------+ __ /__\ < /\ > 1. Intro ¯¯¯¯ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Hey there, handsome! I’m back in black (*rimshot*) with this guide for the technically impressive offering from the newbies at CryTek. It’s been what, almost a full year since I’ve written anything? What with school and all, it’s been difficult to put much time into FAQing, but I will admit that the ahh, sport as it were lost my interest for quite some time.) It’s fair to say that coming from me this is a no-nonsense guide. In the past I’d add some spurious sections nobody’d ever read to increase the file's size, but now that I’ve gained prolific status on GFAQs that just doesn’t matter much anymore. After all, going by what your g/f tells me, size doesn’t matter ;) Therefore, we begin with this intro, a few tips, and we jump right into the subject matter. And of course, a few links, odds and ends at the bottom. __ /__\ < /\ > 2. Survival Guide ¯¯¯¯ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ FarCry’s a challenging game. Before we get into the actual walkthrough we’ll go through some basic training, preparing you for your visits to the dangerous islands of FarCry. Reader-submitted tips and tricks are very welcome! :) --- Mutant battle tips ------------------------------------------------------ About halfway into the game you will have to battle genetically enhanced monkeys and eventually, humans. These buggers can do you a lot of damage; a swipe or two from their gruesome claws and you’ll be done for. The key to battling them, therefore, is to keep your distance. Some of the early forms of the mutants are limited to melee attacks; if you’re out of their lunging range, you won't be harmed. The best weapon to take them out is, from my experience, the shotgun. Strafing is the key when battling the smaller mutants. They are very quick to the punch, so you’ve got to be one step ahead of them in battle. Essentially you’ve got put as much distance between yourself and the mutant as quickly as possible, and this is done through strafing. Use it wisely, though, as your strafe meter is not infinite. It wouldn’t be smart to go into a battle with a low meter – you’re a sitting duck if they get too close! The later versions you’re bound to meet will be armed with m9's, complementing their standard melee attacks, although they will no longer be able to lunge at you. Treat them as you would ordinary mercs; find cover and pick them off. Or, if you’ve a vehicle handy, run them over – but be careful, if you miss or they avoid your mauling, you’ll pay dearly if you remain stationary; quickly back up and try again. Still later in the game you will find mutants equipped with rocket launchers; but these bulky warriors are very slow, cannot jump at all, and to be blunt, are very stupid. However, you’ll need some serious firepower to blast these heavily armored monstrosities. If at all available, use rocket launchers or your sniper rifle to hit them in the anterior region. Even then, it takes on average three rockets or five well-aimed sniper bullets to kill them. Running them over is no easy task either, because they don’t die right away; instead you’ve got to continue pushing them with whatever vehicle until they fall. Also be advised that these larger mutants, being so slow, are often unable to chase you if you run. Strafe away from them and they won’t follow, and if they do, will soon lose you if you keep moving. Of course getting within feet of the beasts in order to pass them is a major hassle; their rockets are very difficult to avoid at close proximity. If you’re near a water source, try to draw mutants over the deep end. None of them can swim, and will drown if you manage to lure off shore far enough. This also makes water something of a safe haven, since you can withdraw to the water if you find yourself in a good deal of trouble and need to regain your wits and assess the situation without fear of attack. (wheh, long sentence) Sneaking past mutants is a precarious affair, to say the least. In my experience, I’ve been unable to pass the beasts unnoticed, even while on the ground, crawling through dense shrubbery. The mutants are wildly aggressive, of course, and apparently come to boot with extra-sensory perception that allows them to know where you are at all times. As I mentioned above, the mutants are wildly aggressive – they will attack anything that moves, including the mercs that populate the isles. You will often come across large-scale battles between man and mutant – it’s always best in this situation to wait the battle out hiding somewhere, and come in to finish off the survivors. Do not contribute at all to the battle, unless you are at a far off distance and want to pick off a few select targets. If you get too close to the fighting, all of them will become aware of your presence and will strive to include you in the fun. Lastly, you must realize that some mutants are ‘invisible.’ Exactly how they pull this off I don’t know, but you are not wholly in the dark in these situations – turn on CryVision (default T). CryVision basically is night-vision that also detects thermal energy, thus allowing you to see the hidden mutants by their body heat. --- Gun etiquette ----------------------------------------------------------- Quite often, especially when battling mutants, you’ll find yourself having to reload. DO NOT do so; instead, switch weapons with your mouse wheel (or whatever you’ve got nextweapon bound to). This can often determine the outcome of a heated confrontation between yourself and mercs or trigens. You never, ever want to have to reload during battle, as it effectively disables your ability to fight back while you clumsily take out another clip and load it up. Even when you’ve just got to finish off a troublesome merc, you certainly don’t want to take damage from the dying, but still deadly, enemy. In fact, whenever your current clip reaches low levels I recommend you take out a different gun, even if it’s your sniper rifle. If you ever run extremely low on total ammunition for any one type of weapon, just drop it and move on. Never horde heavy weapons with no ammo just because they are powerful. Trust me – wherever you find ammo for that weapon, you will find the weapon itself, making weapon hording impractical and detrimental to your survival effort. Don’t hesitate to exchange something powerful for a weaker gun if it’s got much more ammo. After all, guns don’t kill, bullets do. --- Sniper > Rambo ---------------------------------------------------------- Often times you will be motivated to jump head first into a large-scale battle with hostiles. This really isn’t the wisest choice of action when there are multiple enemies abound. In fact, it’s downright suicidal on the harder difficulties! Therefore, even if you don’t have the sniper rifle, use some of your more accurate weapons from a distance to disperse crowds of enemies. A good spot to do this probably would be lying down in a bush next to a tree or rock – any place with good cover, really. I recommend lying down because it steadies your aim – ESPECIALLY with your sniper rifle. --- Binoculars and CryVision ------------------------------------------------ In FarCry there is a LOT of dense plant life enemies hide in - it can often be very difficult to see your foe. To combat this disadvantage, you have your binoculars from the beginning. Not only do they serve as magnification devices and sound amplifiers, but also they automatically pick out enemies and put them on your compass. A rectangle will descend on enemies the binoculars circle, giving you a sneak peak at their location so there won’t be any unpleasant surprises. Later in the game, you’ll find CryVision, providing night-vision and thermal-vision, amplifying light and thermal energy. With it you can almost always tell exactly where your enemies are, thermal energy goes through most of the shrubbery you'll encounter. It’s also quite handy in dark rooms, or when battling invisible mutants. Don’t hesitate to use either of these devices to get the scope of the situation. It’s always best to know exactly how many and where your enemies are. Even if you are sniping and can't immediatly find any targets, try switching on CryVision. --- Vehicle usage ----------------------------------------------------------- One of FarCry’s strong points is its vehicles. There are four useful ones – the boat, patrol boat, buggy, and jeep - and two useless ones, the big truck and forklift. The boat is useful for crossing ocean waters – but not much else. It is merely an inflatable raft with a motor, so you won’t want to take it into combat. The patrol boat comes equipped with a rail gun and rocket launcher, instantly making it the better of the two amphibious vehicles, despite its somewhat cumbersome maneuverability. There’s nothing quite like killing the land-loving mercs on a beach while you’re a mile or two off shore. Bombarding the beaches with rockets is the safest course of action, leaving no survivors if your rail gun doesn’t take them all out. The buggy is the fastest terrestrial vehicle in the game. It too comes with a rail gun, though it lacks the rocket launcher its big-brother, the jeep, comes with. It’s excellent, swift acceleration, coupled with its ease of movement and sleek design...makes this paragraph sound like a car commercial ^_^ It’s also useful for running stuff over, hint hint ;) The jeep, or Humvee, is my personal favorite. It comes with the rail gun of buggy, but it's also got the rocket launcher. It is slower and less maneuverable than the buggy, but that’s all right since it makes it easier to control on the often-cramped FarCry islands. The forklift is rather worthless. It does provide some cover with the large, steel hydraulic life at its front, but other than that there aren’t too many reasons to use it. The truck is utterly worthless – moving slower than a walk, and lacking doors leaving you wide open for flank attack, using this vehicle calls the driver's sanity into question. --- Sneaking ---------------------------------------------------------------- Sneaking can be done by pressing C (default) or crawling (V, default). You’re probably going to have to stick to dense forestry or trees if you want to avoid enemies seeing you...which brings up another subject altogether - the sneaking meter. A wonderful little addition to gameplay was the sneak meter. This meter has two mirror gauges, on either side of your compass. The more the readings on the gauges rise, the more the enemy is aware of you; once in the red, there’s no turning back – you’ve got to fight. If you find the gauge starts to rise, immediately go into a crawl and find shelter among the grass or plants. __ /__\ < /\ > 3. Walkthrough ¯¯¯¯ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Ah yes, the walkthrough, the functional part of the file. Use the search tags I’ve given the levels in order to find the desired section without unnecessary scrolling. (CTRL + F to bring up the find box) NOTE: Please be aware that there are many routes to take, many ways to complete the various objectives of FarCry. I’m aware of most of them, but I’ve written _only_ the one’s I’ve found most efficient and easiest – this often includes strategies to avoid large firefights, or directions to sneak by potentially hairy situations. That’s what this FAQ is for – to make things as easy as possible for the reader. I welcome emails that provide for even better, easier strategy – don’t be afraid to write me up. See the contact section for details. Also be aware that I won’t tell you to do everything...for example if there are some guards to kill or health to be picked up I won’t always tell you to do so, I’m going to assume you can do that yourself. __________ __________ __________ __________ ~/.///././//\~ ---- ~/.///././//\~ ---- ~/.///././//\~ ---- ~/.///././//\~ ¯¯¯¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯¯¯¯¯¯¯¯ [l-1]//: Training __________ __________ __________ __________ ~/.///././//\~ ---- ~/.///././//\~ ---- ~/.///././//\~ ---- ~/.///././//\~ ¯¯¯¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯¯¯¯¯¯¯¯ The game begins with a very pretty CG cutscene, which shows Jack and Valerie getting their asses blown off their ship, Jack running for his life from horrifying mutants, and then, the game begins. The first 10 minutes or so are rather simple – follow the corridors and pathways until you find the cell phone. After a brief cutscene, grab the pistol off the table, ammo off the shelf, and body armor near the door and you’re off and ready to go! --- OBJECTIVE: Search the huts for ammo and supplies ------------------------- As you emerge from the cave, you will notice two things; 1) The beautiful, beautiful landscape of Far Cry and 2) a helicopter in the distance. Before you do anything, I’d suggest you let the chopper pass, since we *really* don’t need to take on an attack helicopter with a pistol. Down by the dock a merc is fishing; blow the yellowish can next to him to kill him and a nearby guard. There should be another two mercenaries in the area, one near a pig pen and another further along down the hill. Grab the health kits and supplies in the huts, and don’t forget to grab the m4 the merc who was fishing dropped. --- OBJECTIVE: Go to the hut on the hill and find the binoculars ------------- Head southwest (SW), up the incline to the little house on the hill® Grab the binoculars. --- OBJECTIVE: Go to the camp ------------------------------------------------ Since a Normandy-style assault on the camp would probably be a bit difficult this early on, head southeast (SE) and take a dip. Swim across the tributary to the secluded beach on the other end. From there, go southwest (SW) up a path. You should soon reach a river, so cross it – careful, though, there are three or four mercs to the east. You'll find the camp not twenty yards from the river. --- OBJECTIVE: Steal a vehicle ----------------------------------------------- Quietly make your way to a large cylindrical tent labeled “Armory.” If you want, you can get the keycard to the armory door in the tent on the opposite end of the camp, called “Headquarters.” I don’t recommend that however, too much work for too little gain. Standing near the armory door, you *hopefully* haven’t yet been spotted. Shoot the large, yellowish (hmm, aren’t all explosive things yellow?) gas tank a little ways past the buggy. It will cause a bit of a distraction for you to QUICKLY grab the buggy and high-tail it out of there, south of camp. --- OBJECTIVE: Get to the tanker --------------------------------------------- Follow the road with your buggy, and don’t bother with the pursuing or spectating mercs. About 500 feet down the road you should reach a heavily guarded beach – don’t worry, the buggy is one fast little vehicle. We’re going to be on the run for the rest of the level. If you want to shoot at the mercs and oncoming traffic, do so on the run. It can be a little tough to maneuver the buggy and turret for the first few times, so this may take a few tries. Go along the coast until you come to another big giant beach, this one with a patrol boat off shore and a pair of Humvees in the sand. Once more I recommend immediate evasion - continue to follow the coast southwest (SW). Go to the subsequent, deserted beach; watching it will be a single patrol boat. Using your turret, take down the patrol boat and commandeer it yourself. Take it east and you will come to the tanker. --- OBJECTIVE: Board the tanker ---------------------------------------------- You can’t proceed directly to the hole in the tanker because a sand peninsula is blocking your boat. You might want to leave the patrol boat and cross the peninsula on foot, and then proceed into the hole. If for some reason you want to stick with your patrol boat, circle around the tanker. After about a 300-degree rotation you should find a hole in the cargo hold. Go through it; inside you'll find mercs on a platform above you - If you are fast enough they won’t be able to touch you as you reach the next level. __________ __________ __________ __________ ~/.///././//\~ ---- ~/.///././//\~ ---- ~/.///././//\~ ---- ~/.///././//\~ ¯¯¯¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯¯¯¯¯¯¯¯ [l-2]//: Carrier __________ __________ __________ __________ ~/.///././//\~ ---- ~/.///././//\~ ---- ~/.///././//\~ ---- ~/.///././//\~ ¯¯¯¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯¯¯¯¯¯¯¯ If you take the time to overhear some of the guard’s’ chatter, you can find out the ships history. It seems it was from World War 2, a Japanese naval vessel sunk in the midst of battle. Unoccupied, it served as an excellent base for some black ops operations for our friends, the mercenaries. In fact, many of the ruined vehicles and buildings along the FarCry islands are a product of the war. --- OBJECTIVE: Find Valerie if possible -------------------------------------- Dive into the pool on the left, swim through the underwater corridor. Near the ladder you will find the machete, a handy weapon for close-quarter combat. Pick it up then ascend the ladder; avoiding contact with the mercenaries in this area is most difficult, so you’ll likely have to battle. I’ll leave the fighting up to you – I’ll just give directions for now. Turn right from the room where you climbed up from the flooded corridor. Make another right at the T-intersection, and in this room head upstairs. On the west side of this room, you will find a vent – break its covering with the machete and crawl inside. The shaft will take you to a narrow catwalk overlooking some sort of mechanical room, guarded by several mercenaries. From this vantage you can easily pick them off, since the mercs, even while being shot at, will have a hard time finding the source of the firing. Once you’ve cleaned the place up a bit, drop down and go up the ramp. Hang a left and head into a small anteroom with another small vent in a corner. Using the machete, break the grating and crawl inside; this will alert some mercs outside, but they won’t find you. Out of the vent, head up the ladder – now, to avoid as much fighting as possible, you’re going to have to be quick about this: in the adjacent room, kill the lurking guard on the catwalk above you. VERY QUICKLY strafe up the ramp, onto the catwalk, and to the awaiting body armor at its end. If done fast enough the nearby guards will not have had enough time to investigate and find you. Grab the body armor on one end of the catwalk and go through the door. Watch your step in this hallway; the pile of rubbish that fills in the missing part of the floor will collapse if you stand on it. Using the small ledge on the right hand side, crawl across the gap. To do this, press W (forward) and D (sidestep right) simultaneously while crawling. This should allow you to cross without falling down – and in doing so, avoiding one HELL of a firefight out on deck! A little further down the hall you’ll find a merc guarding a room with information regarding Valerie’s whereabouts. --- OBJECTIVE: Find the boat ------------------------------------------------- After the cutscene, make your way into the vertically-fashioned hold nearby. ______________________________________________________________________________ Madman (madman1967@*****.com) submits the following tip: before you climb the ladder to the upper deck turn around walk back down and to the reiling of the lower deck from here you can kill the chopper gunman with coover from the reiling of the carrier after killing the gunman you can jump overboard for the boat =) btw good tut for newbe`s =) < =me hehehe (<--- thanks!) ______________________________________________________________________________ In it are several mercs for you to kill behind overturned tables, and a few ladders to climb. Once on deck, you can choose to do things the EASY WAY or the REALLY HARD WAY – either stay and fight, or jump ship, grab the boat, and ride off into the sunset. I chose the easy way, and if you’re having difficulty, so should you. So – jump off the ship and into the water. Swim along the ship's hull until you reach a split section of the ship and a small island you can stand on. From here you should probably do something about the attack helicopter – if only to take out the annoying gunner. Anyway, the boat, in orange, is suspended by a pair of chains on the easternmost side of the ship. Simply shoot the chains holding it, and it will fall to the waters. Enter the boat, ride east, and the level will end. __________ __________ __________ __________ ~/.///././//\~ ---- ~/.///././//\~ ---- ~/.///././//\~ ---- ~/.///././//\~ ¯¯¯¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯¯¯¯¯¯¯¯ [l-3]//: Fort __________ __________ __________ __________ ~/.///././//\~ ---- ~/.///././//\~ ---- ~/.///././//\~ ---- ~/.///././//\~ ¯¯¯¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯¯¯¯¯¯¯¯ Ah yes, the beautiful level from the demo. I’m sure most of you know this level by heart, but just incase you’re in need of a better strategy, here’s the walkthrough. --- OBJECTIVE: Get to the Fort Ruins at the top of the mountain -------------- Immediately ditch your boat onto the island ahead of you. Go southwest along the coast until you reach a patio; crawl under it a good ways until you find missing shingles revealing the above guards. Shoot them from below, and in the confusion that follows, nab the patrol boat at the end of the pier. Travel to the beach – NOT the beach with the pier, but the OTHER one to the south. Try not to arouse too much attention as you cross the ocean. If you’re at the correct beach I described above, there should be a buggy guarded lightly by the mercs. From the patrol boat, kill the mercs before they have a chance to take off in the buggy and get help. Once finished, beach the patrol boat and commandeer the buggy. Travel up the path and into a dense jungle. It may be difficult to maneuver the buggy in such dense forestry, so try and stick to the path, despite what your annoying little helper says otherwise. Using the buggy, you should be able to easily take out the patrols to the south. Afterwards climb the stairs – midway through your climb, you should be in position to see a yellow barrel on a higher terrace; you know what to do ;) The explosion should kill some mercs nearby. Grab the ammo and supplies and continue up the mountain. There are now two ways to do this – either you can take the path that goes east, or the one that goes west. One leads indoors, and the other, straight up the mountain. Both are fairly similar in enemy number, but I’d recommend you head indoors, since I’ve found it to be just a bit easier. Inside you will find a long corridor at whose end is a pair of mercs chatting. Listen with your binocs if you want, but before they finish, make sure to shoot the air tanks on either side of them to take them out. You will find what I think of as the ‘break room’ for the mercs – from above you should be able to bombard those poor fools with grenades. After you clear the room, continue to the elevator and ride it up. Emerging from the elevator, you’ll be greeted with a sniper about 50 feet from your standing position, though he can’t see you thanks to the forest’s overgrowth. I highly recommend taking him out, then using the sniper rifle to pick off the guards patrolling the fort’s parapets, which are to the east. The assault on the fort is a tough battle, and there’s no sure-cut way to handle it. You should probably ascend the steps to get on level ground with your enemy. It’s better to be in the same plane as them rather than them being above you, and thus having the advantage. Use the cover the ruins provides, and take out the mercs. Proceed to the far eastern end of the fort to a door with a security camera (don’t worry, it will spot you no matter what). At this point your outspoken benefactor Doyle will contact you and say he’s hacking into the security system to open the door, but until then, you’ve got some company to greet. --- OBJECTIVE: Defend yourself until Doyle hacks the door code --------------- Be a rude host and dash down the steps near the door. There’s a small corridor projecting into the sub-ground-level portion of the ruins; in there you can wait out the ‘company’ as well as the bombardment from the north. When it’s all over, Doyle will order you into the communications center (yes, centER, you silly Europeans!). --- OBJECTIVE: Get inside the comm. Center and kill the commander ------------ Killing the commander is a straight up job. Once inside the comm. Center, take a left into a media room. After a brief cutscene showing the shady Dr. Krieger, kill the commander and grab the key he dropped. --- OBJECTIVE: Blow up the communications tower ------------------------------ In the same room as the commander the necessary explosives can be found. Use the key you got from his corpse to open the gate. Take what you need and then head back into the main hallway, proceed east to a steamy room with a red square pulsating on the side of some machinery. I trust you can unravel the mystery from here. __________ __________ __________ __________ ~/.///././//\~ ---- ~/.///././//\~ ---- ~/.///././//\~ ---- ~/.///././//\~ ¯¯¯¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯¯¯¯¯¯¯¯ [l-4]//: Pier __________ __________ __________ __________ ~/.///././//\~ ---- ~/.///././//\~ ---- ~/.///././//\~ ---- ~/.///././//\~ ¯¯¯¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯¯¯¯¯¯¯¯ Yay! We get to handglide in this level! Remember, the less you maneuver the hand glider, the longer it will stay in the air, and consequently the farther you will go. Try to use the side step keys (A and D, default) as few times as possible when using it. --- OBJECTIVE: Find the mercenary camp --------------------------------------- Run and grab the hand glider, don’t bother with the mercs – once in the air, their aim is very poor and you won’t take much damage. Take the handglider southwest, over the ridge ahead. Once passed, an attack helicopter will be summoned and you’ll have to deal with it mid-air. It should be easy enough, since there’s only one gunner. Take him out, and proceed east over the land as far as the hand glider will take you – which should get you near a trio of mercs manning a turret. Take them out, then proceed south down the path. There is a tower down the road housing two mercs, one armed with a sniper rifle. Unless you too have a scoped weapon, sneak in quietly until you’re within killing range. Once the two are taken care of, grab the sniper rifle and from this vantage point, zoom in on the camp below, and try to take out as many mercs as you can see. Afterwards, trot down into the southern valley. --- OBJECTIVE: Blow up the armory to create a diversion ---------------------- Stick to the southwestern-most part of the valley to avoid contact with mercenaries (so long as you sneak) until you reach the actual camp. You should come across a camped group of thugs on the camp’s entrance, but they should be easy enough to sneak by. Once you’re within the camp’s periphery I’d recommend taking out the guards in the lookout towers, as they can be most troublesome. Because of your preliminary assault on the camp with the sniper rifle, you should have no trouble sneaking on over to the Armory with the camp’s thinned-out security. The armory is on the west end of the camp, so go to it (it should be of note that there are many supplies to be had in the various buildings). If you want the card for the armory, it’s in the office labeled “Admin.” If you don’t want to bother, hurry along then to the “Briefing” building to grab the explosives. Plant them in the armory, grab the buggy to the west, and cruise along down the road. --- OBJECTIVE: Steal a vehicle and head to the pier -------------------------- Once you leave the camp, a 4WD vehicle will emerge from the camp’s garage and chase you. I like the 4WD for this level, so use the buggy’s turret to kill the mercs driving it, then ditch the buggy and grab the Hummer-esque jeep. Use it to follow the road, which is only sparsely populated. You’ll arrive at the pier shortly. --- OBJECTIVE: Eliminate all guards in the area ------------------------------ This objective is rather self-explanatory...kill everything that moves. With your jeep’s rocket launcher, this shouldn’t be very hard. Use it to blow up the flammable barrels on the pier, clearing away some of the mercs. When you finish up, go to the pier’s end and a cutscene will take over. __________ __________ __________ __________ ~/.///././//\~ ---- ~/.///././//\~ ---- ~/.///././//\~ ---- ~/.///././//\~ ¯¯¯¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯¯¯¯¯¯¯¯ [l-5]//: Research __________ __________ __________ __________ ~/.///././//\~ ---- ~/.///././//\~ ---- ~/.///././//\~ ---- ~/.///././//\~ ¯¯¯¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯¯¯¯¯¯¯¯ This is the level from the second demo. It remains unchanged - it’s still comparatively short, at least gauging from the amount of terrain there is to traverse. --- OBJECTIVE: Enter the cave ------------------------------------------------ Skirt along the shrubbery, which forms something of a sickle around the beach. There’s only one guard patrolling the mini-forest and his route is limited, so sneaking past him is no trouble. Your goal is the small shack on the hill that houses a key integral to entering the caves - it lies on the table but it isn't free to take . Taking out the surrounding guards is a pain, be it unavoidable. If you alert the mrecs below, you can use the mortar near the shack, but hopefully it won’t come to that. The entrance to the cave is obvious enough – a large wooden structure overhang’s what must have been a major pain the arse for construction crews. There’s only a single guard inside...but listen to the radio near him; rather sinister, eh? Use the card to go through the door. --- OBJECTIVE: Activate / Take lift ------------------------------------------ You will have your first glance at what I mentioned in the Survival Guide, the mutants. The single beast in the cutscene will not attack you, but the poor unfortunate merc that was guarding the area is finished. The mutant will disappear as soon as it came, and rest assured, not one such creature will attack you...for the rest of this level, at least. Follow the cave (don’t bother taking a dip in the pool, it leads nowhere) to a sign labeled “Sub Level 1.” At this point the lights will go out, which incurs the next objective – to get them back on. Proceed to a large open cavern inhabited by quite a few mercs. Take the southeastern (SE) most path to the generator, lightly guarded by a mechanic and two mercs. Flip the switch and proceed to the other large cavern nearby, this housing much machinery and, as can be expected, many mercenaries. You might fight them, but I ignored them and instead took the lift up. Topside you’ll notice a pair of mutants fleeing the scene of what must have been a most morbid encounter between man and, well... non-man. Well, sucks for him! Go to the door labeled “exit” to leave the level. __________ __________ __________ __________ ~/.///././//\~ ---- ~/.///././//\~ ---- ~/.///././//\~ ---- ~/.///././//\~ ¯¯¯¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯¯¯¯¯¯¯¯ [l-6]//: Treehouse __________ __________ __________ __________ ~/.///././//\~ ---- ~/.///././//\~ ---- ~/.///././//\~ ---- ~/.///././//\~ ¯¯¯¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯¯¯¯¯¯¯¯ The Treehouse map is your first heavy encounter with the mutants, called trigens. There are a bunch of them in this level and avoiding them is not an option, though the path I’ll direct you to take is one of minimal exposure. --- OBJECTIVE: Get the scientist to help find Val ---------------------------- Make an immediate right turn to go outside and receive from Doyle the above objective. As you listen to his orders, go around to the north side of the building from which you just emerged. Crouch down under the protection of the cement wall and wait for a Humvee to come – kill its occupants, grab the vehicle and TAKE OFF because by then the local trigens will have been alerted, and I’m sure you’d rather not battle them. Follow the road northwest (NW), the direction of the Vivarium, as the sign says. At a fork, go east directly into the vivarium’s heart – ignore any mercs or trigens that pursue. Take the car a little past the rock overhanging the road, then dump it and go to the bridge you can now see from below. Clamor across the catwalk to the research facility. Kill the mercs in the surrounding area and head into the building via the side entrance, on its north end. Here you’ll find a pair of trigens, up close and personal; take them down with your m4, then head into the eastern room where you’ll find the scientist dead (aren’t they always?), his key, and a trigen that will flee into the woodwork (watch out for that bugger – he will return and come up behind you if you don’t make a preemptive strike). --- OBJECTIVE: Enter the bunker ---------------------------------------------- Exit the building the way you came in. A little ways north of the compound you’ll find a security door, which you can now unlock with the card from the dearly departed scientist. Run your ass on over to the 4WD, start the ignition and bolt on down the road, away from the mercs' 'reinforcements'. You’ll soon encounter a roadblock. Take down the mercenaries, then look to the northeast to find a watchtower, in which some explosives should be located. Make your way towards it, over a bridge and up the road ascending around it – preferably with your jeep, but if that’s not possible you’ll do fine on foot. At the foot of the watchtower you’ll find some light resistance, but some major trouble from the guard on the watchtower itself – he’s got a rocket launcher. It’s probably best to do him in before you get too close; you can use the sniper you get from the merc near the bridge. Anyway, grab the explosives off the table, as well as the hp. It would be prudent to use the sniper rifle and/or rocket launcher to clear away some of the mercs in and around the fort. Afterwards, proceed to the fort itself. There’s a weak wall marked for the planting of explosives – plant and take cover; when it’s finished, don’t stick around for the newly-summoned attack helicopter, run your ass into the bunker! __________ __________ __________ __________ ~/.///././//\~ ---- ~/.///././//\~ ---- ~/.///././//\~ ---- ~/.///././//\~ ¯¯¯¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯¯¯¯¯¯¯¯ [l-7]//: Bunker __________ __________ __________ __________ ~/.///././//\~ ---- ~/.///././//\~ ---- ~/.///././//\~ ---- ~/.///././//\~ ¯¯¯¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯¯¯¯¯¯¯¯ Bunker is mainly indoors, and as such, expect a lot of close-quarter combat. There’s not a whole lot of strategy; you’re pretty much on your own. I hope by now you’ve come to terms with your assault rifles, since you’re going to be using them quite a bit here. --- OBJECTIVE: Get to the helicopter landing pad ----------------------------- This is the one and only objective of the level. Go forward and grab the supplies off the shelf, then take the elevator down. At bottom you’ll find a squad of mercs, about whom you cannot sneak. One of them has a shotgun you’ll definitely find useful against not only the trigens but humans, too. In that first room off the elevator, there is a health kit and ammunition down the steps. The area subsequent that is some sort of operating room, with a pair of armed scientists, some dead trigens lying on tables, and a pair of merc regulars. Kill them and go to the door – if you look down, you will see some trigens attacking a merc. The trigens of course will win the fight, and when they finish with him they’ll come for you. Let them come to you as you rain bullets upon them as they approach. Down the ramp and into the hall beyond you’ll find another laboratory, this one with a health kit. Kill the plentiful hostiles, and proceed down the ramp and through the door to a small canyon with water at its base. Go through the door on the south end of the canyon – in the storage closet there a trigen awaits, so watch your step. Some caged trigens can be found in the next room – I wouldn’t recommend unlocking them while their occupants still breath. After some sporadic fighting in a few small, insignificant rooms you should reach the canyon again, this time on a catwalk extending over the water with a turret at its angle. Use it on the scripted onslaught of mercs. Afterwards, follow the catwalk to the northern door – inside you will hear fighting. Make your presence known, then rush back to the turret and wait. Soon the doors will burst open and a rabid pack of trigens will rush out. Gun them down using the turret. To save some redundant writing I’m going to skip ahead a few firefights and rooms to an area with many caged trigens – Doyle will radio you there and suggest that letting them loose would “make for one hell of a distraction.” It’s your call here – to open the cages there’s a switch on the upper level. While the trigens will take down the mercs, it’s up to you if you want to face the more dangerous mutants. The next area for some reason reminds me of the upcoming (??? :P) Half Life 2. A large bin overhangs a pair of mercs – shoot the chain and it will come crashing down on the two, a painful way to go for sure. There are other mercs abound, as well as some trigens that will jump down from the opening in the ceiling, so do take care. The door outside is near the entrance to the room. Outside, merely follow the path up and the level will conclude. __________ __________ __________ __________ ~/.///././//\~ ---- ~/.///././//\~ ---- ~/.///././//\~ ---- ~/.///././//\~ ¯¯¯¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯¯¯¯¯¯¯¯ [l-8]//: Steam __________ __________ __________ __________ ~/.///././//\~ ---- ~/.///././//\~ ---- ~/.///././//\~ ---- ~/.///././//\~ ¯¯¯¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯¯¯¯¯¯¯¯ Most of this level is outdoors. There’s a lot of opportunity for sneaking around in the forest, but sneaking around a trigen is very difficult. However, for the most part we’ll be in some sort of vehicle, whizzing past mercs and trigen alike before they can attack. --- OBJECTIVE: Find the CryVision goggles ------------------------------------ W00t, it’s nighttime! This is the first time we’ll be able to see the moon, the stars...all encompassed into one absolutely beautiful... .gif image :| Bah. Anyway, crawl into a plant where you’ve got a good view of the beach and just wait for about 15 seconds. A patrol boat will come from the west; remove its occupants and pirate it. The forest is dangerous – bypass it by taking the patrol boat south, and then when south leads nowhere but the open sea, west. Skim across the waters at top speed, laughing at the hapless mercs shouting at you from the beach. Continue in a general southeastern direction ‘till you reach a pier. Send a single rocket at the trio of mercs at the pier’s end. From your spot on the water, bombard the outpost in the distance with rockets - with any luck you’ll take out some mercs. Afterwards head into the outpost, dodging bullets from the turret perched on the slope of the rock wall (use a nade, or snipe him out). The CryVision goggles are located in the second hut from the beach, in a small closet. There’s also some health packs and armor in the huts as well. --- OBJECTIVE: Follow the road to the steam generator ------------------------ Grab the 4WD vehicle and take off. Follow the road till you reach the roadblock (where not-so-coincidentally is a pack of mercs – run them over). You can bypass the roadblock easily; the Humvees pack a bunch of horsepower, so use it to shimmy up a little the slope on the left side of the roadblock. This should get the vehicle past it. Now proceed south to the lake, which is shallow enough to cross with your jeep (be aware that there’s a health kit in the hut overlooking the lake, so stop if you need it). Down the road another jeep, this manned by mercs will drive head on into you. Use a rocket before it gets too close. Drive on, admiring the scenic route you happen to be taking. You’ll come up against another roadblock, this a little harder to bypass due to the bulkiness of the jeep. It’s doable, however. The right hand side of the roadblock has a tree, with enough room next to it to allow for you to pass. Proceed northeast until you come within sight of the plant. DO NOT ALERT THE MERCS GUARDING THE PLANT – we are going to handle this situation stealthily, and if you alert the guards you’ll blow it. Anyway...to the south is a valley full of mercs and supplies – take them on if you wish. Afterwards, SILENTLY take a dip into the moat-esque waters just south of the plant. You’ll want to grope over to the ladder, as seen in this screenshot: http://server5.uploadit.org/files/blackholesun-FarCry1.jpg Head up the ladder and creep east, seen here: http://server5.uploadit.org/files/blackholesun-FarCry2.jpg Go on over to the square machinery nearby, which does not have any mercs guarding it (save one patrolman who comes and goes) and provides much cover. See what I mean here: http://server5.uploadit.org/files/blackholesun-FarCry3.jpg Once you’re feeling safe and comfortable, go up the stairs, peak around the corner, and shoot the technician in the orange overalls there – he’s the guy with the plans Doyle requires. http://server5.uploadit.org/files/blackholesun-FarCry4.jpg Once this is done you are probably now being attacked by most of the mercs in the area. No worries – strafe on over to the level’s exit further to the east. __________ __________ __________ __________ ~/.///././//\~ ---- ~/.///././//\~ ---- ~/.///././//\~ ---- ~/.///././//\~ ¯¯¯¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯¯¯¯¯¯¯¯ [l-9]//: Regulator __________ __________ __________ __________ ~/.///././//\~ ---- ~/.///././//\~ ---- ~/.///././//\~ ---- ~/.///././//\~ ¯¯¯¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯¯¯¯¯¯¯¯ This is another level we will sneak through the better portion of. The quickest way is through the forest directly east of the garage from which you emerge at the beginning. --- objective-less beginning ------------------------------------------------- Proceed forward and grab the silenced SMG lying on the crate – you’ll need it. Out the door, cap the two chatting mercs with the silenced weapon to avoid attracting any attention from the mercs by the bins. Run straight into the comfort of the eastern forest. Proceed east, hugging the natural wall and sneaking where necessary. Eventually you’ll reach a pair of mercs guarding a meadow that connects to a road. Getting around this pair without alerting them can be something of a challenge; you’ll need to crawl down the slope as close as you can to the natural wall, as seen in the following picture: http://www.applepics.com/1/userfiles/iblack hole sun_1.jpg Once you’re down on their plane, you’ve got to crawl on over to the tree. DO NOT SNEAK, CRAWL – it just isn’t safe enough for plain sneaking. See what I mean here: http://www.applepics.com/1/userfiles/iblack hole sun_2.jpg Once you are past the two mercs, head into the waters just outside the cement compound: http://www.applepics.com/1/userfiles/iblack hole sun_3.jpg Swim over to the western lookout tower. Climb up the ladder, then take the flying fox across the water. At this point it no longer matters if anyone sees you or not since no one can cross the broken bridge, so dash inside the regulator building. At this point the game will save, so relax :) --- OBJECTIVE: Shut off the steam -------------------------------------------- I’m afraid violence is the only way to approach the indoor situation. There are a lot of mercs in the garage you’ll come into. Take them out with your heavier weapons, then proceed into the following room. Grab the [ORANGE KEY] (highlighted like that for the casual reader’s convenience) off the table there after battling with the mercs. Doyle will radio you in the next hallway, and inform you of the many steam breeches in the flimsy pipework of the place. Do as the objective says and shut off the steam for this hallway at least – do this using the valve just around the corner and just before the grating through which steam surfaces. --- OBJECTIVE: Find the first junction --------------------------------------- Now that you’ve shut off the steam, backtrack a few steps to the stairs behind you. Open the door at the landing, take out the heavily armored mercs, and swipe the [BLUE KEY] on the table. From this vantage, the mercs below will NOT see you – they’re easy pickings. After they all lie dead, trot down into the room and grab the final [GREEN KEY] on another table in the observatory opposite the one with the blue key. From there kill the thug in the orange jumpsuit and proceed to the door around the corner – use your key to get into the door. Shut down the junction inside. --- OBJECTIVE: Find the second/third junction -------------------------------- The other junctions can be gotten to through the same hall – they’re all behind the locked doors, to which you’ve got the keys. --- OBJECTIVE: Get to the control center ------------------------------------- Continue through the level by heading out the end of the hall interconnecting the various junctions. You will arrive at an oddly shaped, cylindrical ventilation center. A ton of mercs must be dealt with here, but to your advantage there’s lot’s of fire extinguishers lining the walls (???). Shooting them results in a fireball that’ll knock out any that are close...but I suggest you stay in the anteroom just prior, drawing the mercs to you. At the top of the room with the large revolving fan is the control center. Knock over the merc and technician guarding it, grab the ammo and/or health kit lying on the computer, then press the big red button that completes the objective. --- OBJECTIVE: Hide in the vent shafts --------------------------------------- Bust outside and gogogo south past the mercs. You’ve got to hurry before their reinforcements arrive, and you should be able to bust by them because of Jack’s super-saiyan speed. When you reach the second helicopter landing platform take a sharp right (south) turn to find a grate with a padlock on it. Shoot the lock off and jump into the vent. __________ __________ __________ __________ ~/.///././//\~ ---- ~/.///././//\~ ---- ~/.///././//\~ ---- ~/.///././//\~ ¯¯¯¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯¯¯¯¯¯¯¯ [l-10]//: Control __________ __________ __________ __________ ~/.///././//\~ ---- ~/.///././//\~ ---- ~/.///././//\~ ---- ~/.///././//\~ ¯¯¯¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯¯¯¯¯¯¯¯ The only thing to do is get out of the building – thus you won't be visiting the great outdoors until next map. --- OBJECTIVE: Get out of the building --------------------------------------- Leave the pipe via ladder. Approach the dead body in the middle of the hall and you’ll hear the beginning of a nearby firefight – wait it out, as always, and then clean up the remnants. In the southern most room where the battle took place are some supplies and health. The way north is blocked by steam leaking through a pipe – don't chance running through it; instead, climb down the ladder by the supply room, go through the vent, and make your way to the valve that shuts off the steam. Return to the area of the firefight and proceed north to an engine room of sorts, guarded by technicians in hazmat suits. Waste them out and proceed through the door with the pulsating light above it. Enter the first vent on the right, and then watch out because some trigens tend to storm through that shaft. Proceed across the bridge, up the ladders, and turn the valve to shut off some steam that would have stifled our progress later. At this point a pair of trigens will spot you; from this height they can’t hurt you, so take them out from above. Return to the hall and this time head through the other vent – once again, some trigens have a tendency to lurk in these vents, so be wary. Out of the vent you’ll find a dead technician hanging from a pipe; unless you want to follow in his footsteps take out the trigen that’ll burst through the vent on the other side of the room. Use that vent, and when you reach the area with all the mercs take them out from inside. Grab the supplies off the shelf, then take the elevator down. Kill any hostiles in the area, and proceed through the southern door (on the right hand side from the elevator). You do NOT want to bother going through the eastern door – a large firefight for no real gain. Take out the single guard on the catwalk; don’t let the mercs on the ground see you (which should not be hard since the metal catwalk has a pretty dense floor, and the shots fired will only cause them to investigate, they won’t know you're there). Cross the catwalk to the next room. The door straight ahead is nonfunctional, so turn right and go into the hall where you’ll hear the sounds of battle. Dive right in and kill the two mercs manning the turret by shooting the explosive machine next to them. Man the turret yourself and destroy the dozens of trigens and mercs ahead of you. Afterwards go into the kitchen, lure out the mercs inside (wtf were they doing when their comrades were in such a fight!?!) and use the turret to kill them. Afterward, go back into the kitchen. Some trigens will come in for a snack, so grab the health packet and once again lure your foe back into the path of the blazing turret. From the turrets position go straight ahead, stepping over all the bodies into a room with a shallow pool at its center and a pair of mutants waiting for you. Kill them, then enter the underwater shaft. Swim to the other end where another big giant battle is commencing. We won’t stick around for that, however. Bust out of the water and to the door at which point the map ends. __________ __________ __________ __________ ~/.///././//\~ ---- ~/.///././//\~ ---- ~/.///././//\~ ---- ~/.///././//\~ ¯¯¯¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯¯¯¯¯¯¯¯ [l-11]//: Rebellion __________ __________ __________ __________ ~/.///././//\~ ---- ~/.///././//\~ ---- ~/.///././//\~ ---- ~/.///././//\~ ¯¯¯¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯¯¯¯¯¯¯¯ The great outdoors...you’ll enjoy this map. There are a pair of large battles here between the ‘rebelling’ trigens and their ‘caretakers,’ the mercs. --- OBJECTIVE: Follow the road to the archives ------------------------------- After a few close encounters of the forth kind, you’ll find yourself outside and in the midst of war. Get down off the parapet and into the insides of the base. Kill any mercs in your way and run over to the main gate – open it using the device on the wall. Grab some health and supplies in the sheds, then get in the jeep and take off down the road. You’ll sporadically find some trigens and mercs down the road, but it’s better not to stop and say hello. Drive down to the beach – what at first glance would seem to be its end is only its beginning. Proceed southbound down the coast. When you find a road, take it until you reach an avalanche site, where emerging is a very large trigen with rocket-launchers for arms. After it bellows out a tune Donkey-Kong style it will attack you. You can either lure it away from the rocks to run it over, or just pound it with five or six rockets. After it’s dead, you’ll have to abandon the jeep since there’s no getting around this avalanche of rock with any vehicle. Run down the road – don't worry, you’ll be within the safe confines of a heavily armed jeep in a jiffy. When you approach some ruins Doyle will radio you about the southern lighthouse. We’ll head to that when we nab the jeep, which is off near the ruins and some mercs fighting trigens. Take the jeep to the aforementioned lighthouse – however you’ll want to pass it and go under the arch. Follow the coastline and a chopper will attack you; shoot it down. From here you should get a glimpse a very long wire extending from a watchtower in the distance to a nearby anchor. Find the source of the wire and take the flying fox up across the valley. At the watchtower’s top is a sniper rifle. Take it then head down the hill on which the tower lies. We’re about to head into a very, very big battle, and there’s no getting around this one since the ONLY way into the Archives is through the main road. You might attempt waiting the battle out, but that will be a good five or so minutes; find a safe place to hide, go grab a coke or something, then come back and it should be over. The battle will almost certainly be won by the trigens, though kudos to you if the mercs are the winners, making your job that much easier. Along the road to the archives is another watchtower, and at its top is a (dead?) merc with a rocket launcher on him. Equip that and use it on the SWAT team of six down the road, near a roadblock. Afterwards, get the supplies from the garages and then go into the archives itself through the main entrance. __________ __________ __________ __________ ~/.///././//\~ ---- ~/.///././//\~ ---- ~/.///././//\~ ---- ~/.///././//\~ ¯¯¯¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯¯¯¯¯¯¯¯ [l-12]//: Archives __________ __________ __________ __________ ~/.///././//\~ ---- ~/.///././//\~ ---- ~/.///././//\~ ---- ~/.///././//\~ ¯¯¯¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯¯¯¯¯¯¯¯ For the next two maps you’ll be entirely indoors, fighting trigens a LOT. In this level you are introduced to the invisible trigens, those with cloaking devices. Remember to turn on CryVision to see them. --- OBJECTIVE: Go to the last working cargo elevator ------------------------- Through the door and into the reception office, there's a large door openable only by the switch next to it. Open it and waste the oncoming mutants. Shortly, you’ll hear the sounds of fighting; as always, wait it out and decimate the survivors. You'll be in the area shown in the loading screen. Shoot the strange looking glass in the center of the room and drop down into the pool below. There are a pair of invisible trigens here, and as mentioned above you’ll need to use CryVision (default T) to see their heat signatures. You’re presented with something of a puzzle, here – what to do now? All the doors are locked! Well, go to the pool in the center of the room and look down through the grating. Ah-hah! Drop a grenade near the opening (which is covered by some barrels and a board) to allow you access to it and plunge into the water. After some swimming you’ll enter a room occupied by a pair of trigens, some dead bodies, and a psychedelic light that gives me a seizure every time I enter. Once the fighting's over, flip the switch on the wall to open the door, which leads back to the previous area. But now all the doors in here are open; go through the door on the northwestern (NW) end. This warehouse area is occupied by a dozen or so special forces, hard as hell to take down – but, you’re going to have to. You may try and sneak along the catwalk down to the eastern end, but I’ve had no success in remaining hidden. There’s a bunch of boxes, plenty of cover, so you’re probably in for a long battle. To proceed through the locked door, grab the key from the guard whom wielded the rocket launcher up on the catwalk. And before continuing, PICK UP HIS ROCKET LAUNCHER. TRUST ME, you will need it in a few minutes!! Down the narrow corridors are some trigens. They’re no trouble. At the corridor's end, just before the “Exit” door, is a broken elevator – inside is a dead sniper. PICK UP THE SNIPER RIFLE – you’ll find much use for it in a few seconds. Once you’re outside, take out your rocket launcher (if you don’t have it, even though I told you to grab it, go back and get it – it’s located in the warehouse on the easternmost catwalk). Wait for the battle to start between trigen and mercenary (zoom in with your binocs to initiate the battle) and then you will hear the sounds of a helicopter. It will hover over the bridge as special forces tether down from it. Well, you know what to do with your rocket launcher eh? ;) A few shots from it will kill all the SF inside making your life a lot easier. To the north and on the bridge are a bunch of mercs you’ll need to take care of – this is where your sniper rifle comes in. Your first priority should be the gentleman to the far north, the dude with the rocket launcher on top of what looks like a white watertower. He’s apt to make your life miserable so do yourself a favor and put him out of business. Your second order of business is taking care of the pesky sniper to the northwest, on top of a building somewhat hidden by all the plants. On the later difficulties this bugger’s accuracy is absolutely ridiculous and is able to kill you with a shot, so quickly take him out before he sights you. The rest of the grunts along the bridge are no trouble for the sniper – make sure you aim for the neck, though, as their helmets will deflect bullets. Once the bridge is clear, take a ride in the Pimp-Mobile, AKA the forklift, and drive it across to the other side. Use the turret there to take out any guys you missed. Afterwards go through the large bay doors to another warehouse and ongoing battle. This one you can skip; run to the west end to find a bin suspended in midair by a chain. Shoot the chain to break open a spot in the floor; it will reveal a vent. Climb in, ignoring the scuffle outside, and go straight through it. At the vent’s end you’ll reach a ladder. Climb up and enter the elevator by pressing the button. __________ __________ __________ __________ ~/.///././//\~ ---- ~/.///././//\~ ---- ~/.///././//\~ ---- ~/.///././//\~ ¯¯¯¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯¯¯¯¯¯¯¯ [l-13]//: Cooler __________ __________ __________ __________ ~/.///././//\~ ---- ~/.///././//\~ ---- ~/.///././//\~ ---- ~/.///././//\~ ¯¯¯¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯¯¯¯¯¯¯¯ Cooler is one of the most difficult levels in the game. Period. There’s no clear-cut way to handle this level’s trigens, who are in greater number here than anywhere previous :( --- OBJECTIVE: Find the security switch to access the elevator --------------- Once again, this objective is not listed in the beginning, but precedes the initial goal given. Therefore I list it first. This FUN FUN level greets you with a pair of huge ass rocket trigens. Well we don’t need to stick around so right out of the lift, go through the door straight ahead. They won’t be able to follow you, since they are too big to fit through it. However, the door you run through is straight into an ongoing battle between Krieger’s staff and rebelling trigens, though its much easier fight than taking on a duo of rocket trigens in close quarters. After clearing the room, go through the door on the northwest side. Well actually, don’t go through it, else become victim to the crossfire from the fight within. This whole bloody place is pure chaos! Wait for the shooting to die down and go to the west end of the tunnel, to the turret. Grab the key, then man the turret to take out any remaining trigens. Go back to the previous room and use the key on the terminal next to the door. More trigen mania awaits you in the following tunnels. There are ventilation shafts, but they offer only a false sense of security as they are worthless in this area. You’re going to have to battle the trigens head on. Past this tunnel and into some more chaotic fighting is a door labeled “Archives 1-8.” Ignore the violence going on around you and go through the door. Head down to the end of the hall (east) and turn right (south), fighting obligatory battles with local mutants along the way. You’ll come to a chamber with a very large, yellow machine incubating a rocket trigen. Climb the steps, go through the only working door on the landing to an anteroom. There you can finally take a breather...because out the door only more strife awaits you. Bite the bullet and emerge with guns ablazing for the trigen on the other side. Grab the ammo by the incubator then proceed into the next hall; here you ought to hide behind the cart by the door and wait out the battle. Once silences resumes, strafe right and toss a grenade into the room to clear away the hostiles. Grab the hp, and flip the switch in that room. --- OBJECTIVE: Go to Valerie’s last known position --------------------------- Carry on northward to return to the chamber with the hologram of a trigen. Enter the door entitled “Main Elevator.” Inside you’ll fight with three trigens, one of which is invisible. Next to the elevator you’ve got to descend is a health pack, so grab that before going down. Once the elevator reaches bottom you’ll be thrown into another brawl between human and mutant. Skip it and go to the north end of the room, to the door with the sign above it saying “Security Station.” Inside are some supplies, grab them and kill the mercs around the corner. Up the stairs you’ll find a pair of lackeys shooting into a large auditorium. They won’t notice you at first, so use this to your advantage as you kill them. Head into the auditorium into which they so frantically shot; use the catwalks to run like hell to the east end. Drop down and flood the room by turning the valve. This will drown everything here...including you if you don't get to the hole in the ceiling. Going through the vents at a snail’s pace is adequate time to reload your assault or even small arms weapons...you’ll need to for the level’s climax, as it’s a toughie and there aren’t any more saving points. Right out of the vent a rocket trigen will approach. Run by him (shoot him a few times so he doesn’t hit you as you pass) to the next room, where another pair of trigens are; you’ve got to hurry, because the trigen you stood up back there *will* follow you. If this is too difficult you may want to slowly take out the rocket trigen...though in such close quarters it’s very hard to avoid his rocket attacks. In the next area you’ll find Val, battling some monkey trigens, who are easy enough. Finish them off and cutscene will commence. [ NOTE : If Val is not fighting as you enter the room and no trigen’s emerge, you’ve just experienced a level-restarting glitch. Many people have experienced this and apparently, the only way to get around it is to restart the level. Sorry :( ] __________ __________ __________ __________ ~/.///././//\~ ---- ~/.///././//\~ ---- ~/.///././//\~ ---- ~/.///././//\~ ¯¯¯¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯¯¯¯¯¯¯¯ [l-14]//: Boat __________ __________ __________ __________ ~/.///././//\~ ---- ~/.///././//\~ ---- ~/.///././//\~ ---- ~/.///././//\~ ¯¯¯¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯¯¯¯¯¯¯¯ This is my favorite level in the game, and probably the most open-ended. There are many ways to tackle the objectives Doyle will give you, and there’s a lot of killing to be done in the process. --- OBJECTIVE: Land on the first island -------------------------------------- Well, this is easy enough. The ideal place to dock is in a secluded little area with a rusted tank facing the ocean. There aren’t any mercs around there to give you trouble, and hopefully we won’t have to deal with any mercs on this island at all. --- OBJECTIVE: Get the three explosives located on the first island ---------- The explosives are in a tent near the center of the island. To quietly take out the guard that watches the tent you need to enter, climb up the small cliff above him and push the round rock over the ledge. Once you’ve got the explosives, quietly return to your inflatable boat. --- OBJECTIVE: Destroy the first tower --------------------------------------- Take your raft around the island, northeast. Stay away from the pier, on which some mercs are fishing, to avoid unwanted attention. Take the boat west (W); avoiding the patrol boats can be a problem, however. Try skipping in between the small islands on your way to the westward beach, where a squad of mercs and more importantly a buggy await. Kill the mercs and take the buggy up the road, which leads straight to the first tower. Place an explosive charge in its lower compartment. --- OBJECTIVE: Destroy the second tower -------------------------------------- This can be extremely difficult...there are many rocket-launcher armed mercenaries guarding this tower. First things first, though. From the first tower, take the buggy down to the shore to the northwest, where an inflatable raft awaits. There are two approaches to the second tower; one involves a rather long trek, beginning with the island to the northwest and passing several bridges guarded by rockets. The other involves the opposite direction, circling the ground below the tower where some stairs go to the top. There are certainly less guards on this route, however there is a very troublesome merc at the top that’s kamikaze with his explosives. Either way you choose (I’m leaving this up to you), stay away from the center island, which is seen from the loading screen...there is a whole battalion of baddies there and it really isn’t worth the fight. Destroy the second tower in the same fashion you did in the first. --- OBJECTIVE: Destroy the third tower --------------------------------------- The vicinity of the second tower is a great spot to snipe some of the mercs in the patrol boats. You’ll need to commandeer a patrol boat if you want to follow this walkthrough...although there are other, more difficult ways to the third and final communications tower that won’t be discussed here. Once you’ve emptied a patrol boat, use the nearby hand glider to fly on over to it. Take the patrol boat west – yes, almost straight into the ocean. Stick close to the island though as you go around it, and ignore the warning Doyle will give you. Once you’re on the inside of the island, head northeast via patrol boat until you reach a large bay with a pair of guard towers, one on shore and another on a cliff. Beach the patrol boat and go south, up the road to the last tower. --- OBJECTIVE: Go and destroy the freighter! --------------------------------- Take the jeep down the road. At the fork, turn left (west) and proceed down the road. You’ll come within sight of your target, and some mercs touting heavy weapons will fire in your general direction. Speed on up to the end of the road where you’ll find a hand glider. Use it to get onto the freighter (don’t worry about the mercs, they won’t be able to hit you whilst in flight – however it’s a good idea to snipe them while they can’t hit you). Plant explosives on the back of the ship, but not before grabbing the rocket launcher and health kits in the ship’s bridge. --- OBJECTIVE: Go to the front of the ship ----------------------------------- To avoid the blast, it’s necessary to go to the front of the ship. Anywhere else, even in the ships control room is not safe. After the explosion, Doyle will contact you and inform you of an incoming chopper. You’ll need to destroy this chopper before the level will end. Your best bet to beating this heavily armored attack helicopter is to head indoors – inside the ships bridge where you found the rocket launcher and health pack. Fire rockets at the chopper from inside, but be quick about it because the ship is sinking, with your end of the ship going under first. It will take about eight or nine direct hits with the rockets before the copter will give up and go home. __________ __________ __________ __________ ~/.///././//\~ ---- ~/.///././//\~ ---- ~/.///././//\~ ---- ~/.///././//\~ ¯¯¯¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯¯¯¯¯¯¯¯ [l-15]//: Catacombs __________ __________ __________ __________ ~/.///././//\~ ---- ~/.///././//\~ ---- ~/.///././//\~ ---- ~/.///././//\~ ¯¯¯¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯¯¯¯¯¯¯¯ The 1.2 patch will debut with high-dynamic range lighting and displacement mapping, for all DirectX 9 capable graphics cards. This level will be the one Crytek will show off the most, for its heavy use of bricked walls and strong sunshine. Unfortunately, I created this FAQ prior to this patch, so I shan’t be seeing all the eye candy :( --- OBJECTIVE: Get the explosives -------------------------------------------- A fight will out break as soon as you begin the level. It seems some trigens are on the loose, and the mercs are out ‘hunting’ them. From the map’s beginning, go northeast up the path. Stick to the jungle here – you don't want the attention of the rocket trigen on the parallel-running path. Once you reach the end of the beginning valley, the game should save. You’ll overlook a vast stretch of forest, which happens to be filled with mercs. Run southwest down the road and kill the sniper in the bush, preferably with a silent weapon, either a machete or mp5. From here, continue to the follow the path in a southern direction until you reach a merc camp. Grab the explosives behind the vehicle – they’ve spilled out of the crate. --- OBJECTIVE: Follow the path to the ancient temple ------------------------- Hop in the buggy and take it for a spin to the north. Stick to the eastern most roads and pathways and you’ll reach the ancient temple in no time. Kill the guards there with the various turrets on the temple’s perimeter, then plant the bomb on the rubble clogging up the temple’s entrance. --- OBJECTIVE: Retrieve the missing PDA -------------------------------------- ______________________________________________________________________________ Reader ConcreteRancor (Samuel.S.Beattie@*********.edu) submits his thoughts: Hi, I just read through a bit of your walkthrough after playing through Far Cry myself, and I have one suggestion: In the Catacombs level, you mentioned two big battles: one in the room with the PDA and a lot of monkey trigens, and one with a battle between hazmat-suited mercs and soldier trigens. You said that the player would have to fightthrough both. Actually, it is very easy to avoid almost all of this fighting. Here's how: Instead of immediately going right into the large room with the PDA and the monkey trigens, first go straight. You will fight a few cloaked trigens (nothing a little cryvision can't handle) and some easily-killed hazmat mercs and then get to another t-intersection. Going straight brings you into a tiny hallway with a fatboy. Don't go there. Instead, sneak behind the statues to the left into the small corner next to the large room. This will "activate" the fight between the mercs and the trigens. As soon as you hear the fight start, run back to the room with the PDA. (Sprint if you can, because if you stick around the fighting, a lot of trigens will be coming.) Wait just outside the PDA room, and watch the last of the monkey trigens run out the other side of the room to join in the fight. Now you've got the room to yourself, and you can just waltz right up to grab the PDA and explosives. Go back the way you came, passing the machine gun located in the room with the pool. Walk carefully, because there will be quite a few trigens left. (>10 trigens vs. 5 or so mercs will leave several trigens remaining.) As soon as the first trigen spots you, SPRINT back to the machinegun and take up position behind it. The trigens will ALL come barreling through the tiny corridor behind you, so make sure you turn around, and you'll EASILY be able to wipe them all out with the machinegun. (Seriously, I had a pileof about 6 monkeys and a fatboy stacked in one spot.) Then go back into the big room where you need to use the explosives, which should be almost, if not entirely, free of trigens. (When I did this, there was still a fatboy hanging out in there. Nothing a few shotgun blasts to thehead couldn't fix. Or you could lure him back to the machinegun and take him out that way.) Anyway, after dying about 10 times trying to do this level in a straightforward way, I stumbled upon this method accidentally, and the way it all played together was unbelievably satisfying. I just wanted to share this with others who might want to experience the same feeling. ______________________________________________________________________________ If Rancor's strategy doesn't help, here's mine: Enter the ancient temple and proceed down the steps to a large chamber with a statue of a sexy elephant in one corner. As you walk in this room, trigens will emerge from the ceiling, and from the outside; a total of three of them, all invisible, so be wary and use your CryVision at your discretion. Exit through the east end of the room; you’ll come face-to-face with a rocket trigen, and there’s no way to avoid the bugger. Pump enough shotgun rounds into him and he’ll fall soon enough. When you reach a dead merc in a hazmat suit, scan the ground for the p90 smg. Pick it up, it can be very helpful in close quarter combat. Around the corner is some health and supplies – suit up, because not ten feet away await trigens down a narrow hall. Shoot the barrel of poison gas to take out most of them, wait for the gas to disperse, then continue down the hall. At the fork, head south into a high-roofed room with a statue resembling Buddha at its center. There are a TON of trigens here, and you’ll have to kill every one. Once they are finished off go upstairs to find the PDA, health, and an explosives kit. --- OBJECTIVE: Exit the temple ----------------------------------------------- Go back downstairs and through the corridor to the left of the statue of Buddha. There’s another rocket trigen to battle, but this time some poison gas bottles lie near it. It won't kill it directly, but will weaken him to the point where you can easily waste it. After a short trek you’ll reach another fork – go east, then at the ensuing fork hang a right into a skirmish already going on. Ignore it and proceed to the other end of the room, where some rubble blocks off the entrance. Plant the explosives, survive for 15 seconds, and exit. __________ __________ __________ __________ ~/.///././//\~ ---- ~/.///././//\~ ---- ~/.///././//\~ ---- ~/.///././//\~ ¯¯¯¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯¯¯¯¯¯¯¯ [l-16]//: River __________ __________ __________ __________ ~/.///././//\~ ---- ~/.///././//\~ ---- ~/.///././//\~ ---- ~/.///././//\~ ¯¯¯¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯¯¯¯¯¯¯¯ Here you’ll be heading downstream for much of the time. You probably don't need any directions – the river goes straight where you need to go. --- OBJECTIVE: Use the boat to reach the end of the river -------------------- Take out the turds in front of you. Head southeast, straight into the jungle. From here you should be able to sneak, or if you prefer fight your way to the beginning of the river, where an inflatable raft awaits. You’ll want to make a vehicle change as soon as possible – hijack a patrol boat, swapping it for the orange raft that’s not very good for combat. Once you’ve got a patrol boat, just follow the river at top speed...that is, until you reach a dam, on which a squad of mercs wait for you. Take out the grunts and abandon the boat. Use the buggy on the dam and drive it down the coast – you can find another inflatable raft, but I’d recommend against using it for the time being. Rather, take the buggy up the steep hill and follow the road past a bridge to a small ruins site. Here are some mercs, some health, and an empty patrol boat. Eventually you’ll be accosted by a helicopter – if you’ve gotten a patrol boat it should be no trouble; just take out the gunner and it will leave. It’s smooth sailing (literally) to the end of the river. --- OBJECTIVE: Eliminate Crowe and upload the PDA data ----------------------- As you enter the valley you’ll notice a fallen tree trunk, about waist high, that provides much cover. Use it to snipe off the band of mercs just ahead of you. Now you’re going to have to battle Crowe...Crowe himself is no real threat, but his copious entourage can be quite a nuisance. It’s probably best to find a safe hiding spot and pick off the thugs one-by-one; finding a suitable hiding place shouldn’t be difficult, there’s lots of compact vegetation in the small area. It’s a lot of work, and will take a many tries – you’ll want to avoid Crow for the most part, since he’s got a very powerful weapon that does a lot of damage. Crowe is no superhuman, though, and will bite the dust after a typical amount of lead. Once you’ve killed Crowe, take his bad-ass gun, its clever nomenclature being “MachineGun.” Go on over to the jeep, east overlooking the valley; use it to upload the PDA data. __________ __________ __________ __________ ~/.///././//\~ ---- ~/.///././//\~ ---- ~/.///././//\~ ---- ~/.///././//\~ ¯¯¯¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯¯¯¯¯¯¯¯ [l-17]//: Swamp __________ __________ __________ __________ ~/.///././//\~ ---- ~/.///././//\~ ---- ~/.///././//\~ ---- ~/.///././//\~ ¯¯¯¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯¯¯¯¯¯¯¯ ”Swamp” is no misnomer. The terrain you need to cross to get to the nuclear bomb is some of the most wet, murky, and foul in the game. --- OBJECTIVE: Steal a vehicle out of the camp ------------------------------- As with most of the objectives in FarCry, we can do things the easy way or the hard way. The hard way is, obviously, manually killing everything in the camp down the road. The easy way, however, involves sneaking into the ravine to the southwest (SW); it will mask your progress towards the camp’s only vehicle. With any luck, the mercs won’t notice you until you’re actually in the Humvee. --- OBJECTIVE: Get to the mercenary base ------------------------------------- Val elect’s to do the driving, so you’re pretty much on rails until you reach the base. All you’ve got to do is shoot the stuff that follows you – which is made somewhat difficult since you start out with only six rockets, making their strict budgeting necessary. Four or five 4WD vehicles will pursue, as well as a chopper or two (rhyme omg!). Don’t worry about the critters in your path, Val will ‘take care’ of any in your way. --- OBJECTIVE: Get into the base and find a computer ------------------------- If you’re hurt, there is a health kit lying on the Humvee, which is no longer useable (or necessary). Directly north of your starting position is the mercenary base. The first building is visible from here; instead of overtly breaking into the camp, go along the outskirts of its outer walls to a back door. Once inside, sneak upstairs and find the room labeled “Computer Terminal.” --- OBJECTIVE: Follow Val! Do not lose her ----------------------------------- This is self explanatory. She isn’t exactly a speed demon, so you shouldn’t have trouble keeping up, but you’ll want to protect her from the seductive gentlemen armed to the teeth with sadistic sex toys. Err, wrong game, sorry >_> Just follow Val ‘till she gets to another computer room. --- OBJECTIVE: Get the bomb access codes from headquarters ------------------- Leave Val and proceed to the side entrance of the “Mission Planning” building. Val will praise your good thinking and open the door for you. Once inside, turn left, then right to a supply room. Go out the door with “Quarter Master” sign above it, and go past and office to the left. When you reach the quarter master, a white boy of the Lee Ermy kind, take him out and grab the key sitting on his desk. At this point the game will save, and guards alerted...reload your save game to reset the guard status. Cheap, I know, but it will save us some hp and ammo for the upcoming fight. Leave the “Mission Planning” building to Head Quarters. On the left side of HQ is a side entrance. Use it, waste the mercs by the coke machines and proceed into the next room, where a half-open suit case with a nuclear arming device protruding out of it lies on a table. --- OBJECTIVE: Get back to the control center -------------------------------- Once you’ve got the arming device, just fight your way back to Val. --- OBJECTIVE: Escourt Val --------------------------------------------------- Take her a short distance to the gate, which she’ll open for you. Step inside. --- OBJECTIVE: Enter the armory ---------------------------------------------- Before you’re spotted, go east into the swamplands and make a circle all the way around to the other side of the camp – this prevents a lot of unnecessary fighting. If you don’t want to do this, the armory is located on the northwest side of the camp - if you made the aforementioned circle, it should be just ahead of a ravine (which is useful for sneaking). However you enter the armory, kill the guards and forage out the nuke, which is in the very back room. __________ __________ __________ __________ ~/.///././//\~ ---- ~/.///././//\~ ---- ~/.///././//\~ ---- ~/.///././//\~ ¯¯¯¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯¯¯¯¯¯¯¯ [l-18]//: Factory __________ __________ __________ __________ ~/.///././//\~ ---- ~/.///././//\~ ---- ~/.///././//\~ ---- ~/.///././//\~ ¯¯¯¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯¯¯¯¯¯¯¯ Nothing really remarkable about this map...well, except for that fact that you’re going to detonate a thermo-nuclear warhead on it! Aside from the beginning part, this level is wholly indoors. --- OBJECTIVE: Get inside and call the elevator ------------------------------ There’s an absolute insane amount of cover, and only one way in – you do not avoid the guards here, so I suggest you pick a spot to snipe from, even if you don’t have a scope-equipped weapon. After you clear out the guards in the front, head on over the bridge and call the elevator. If you don’t have it already, pick up the MachineGun lying on the crate. You WILL need this! --- OBJECTIVE: Open the next gate to help the forklift past this section ----- Right out of the elevator will be a very large, warehouse like room with four or so giant vats. You’re going to have to clear the room – this is where the MachineGun comes in handy. Camp out somewhere and fire away with this heavy caliber killing-machine. After everything in the room’s dead, go up the stairs, through the door, and kill your way down to ground floor. Tap the terminal on the wall to open the gate. Note that if you are in need of meds, the guards in white coats will often drop health kits. --- OBJECTIVE: Open the gate to the Mutant Chamber --------------------------- Fight your way down a long, long hall, filled with armored mercs. A shield-piercing weapon is recommended, AKA the MachineGun – camp around the corner and peek out to fire at the mercs. At the end of the hall, some health and ammo can be found. Val will open the locked door – a cutscene will commence. --- OBJECTIVE: Protect Valerie while she arms the bomb ----------------------- I REALLY REALLY REALLY hope you followed my advice and picked up the MachineGun at the beginning of the level – because now more than ever will you need it to battle the hordes of mercs that’ll home in on Val’s position. For this extended battle, lie down next to the forklift, heavy weapon out, and blow away anything that comes near. If you find you have to reload, first toss a grenade out into the hall to buy you some time while you’re vulnerable. After about 3 minutes, Val will give the OK sign. --- OBJECTIVE: Get the hell out of here! Valerie will follow ----------------- Once the hall is clear, Val will open the door across from where she operated on the bomb. Run on over to the door and out the office into another corridor, at whose end will you find an elevator full of mercs. Take them out, then ride the lift up top; proceed out the door, watch the ensuing cutscene and wonder how the **** him and Val survive the blast, and then wonder how the **** Jack survives a thousand foot fall from a helicopter o.O __________ __________ __________ __________ ~/.///././//\~ ---- ~/.///././//\~ ---- ~/.///././//\~ ---- ~/.///././//\~ ¯¯¯¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯¯¯¯¯¯¯¯ [l-19]//: Dam __________ __________ __________ __________ ~/.///././//\~ ---- ~/.///././//\~ ---- ~/.///././//\~ ---- ~/.///././//\~ ¯¯¯¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯¯¯¯¯¯¯¯ If the previous level’s cutscene was any indication, this is going to be TOUGH. You’re plunged down onto another island all alone...though Krieger charitably dropped down an m4 with a whole ten bullets! The trigens for the first part of the level are somewhat crippled – the big guys usually touting rockets on their arms find themselves without the rockets. Lucky, lucky for us! --- OBJECTIVE: Go to the volcano laboratory ---------------------------------- Use your only ten bullets to kill the trigen near the edge. Afterwards, dive down the waterfall. Once you hit the pool at the bottom, the trigens in the area will become alert. Haul butt northeast – straight into the dense forestry, ignoring the crippled trigens. Along a path you’ll find a dead merc and the trigens who killed him. Grab his p90, which he no longer needs, and put some bullets into the mutants around you. Proceed in a general northern direction till you reach a large crate, which has ammo. Take a breath, the worst part is over. Climb into the downed helicopter, and after the cutscene use the turrets to take out the trigens across the river. Kill the ones with guns first – and be very thankful there are no rocket-trigens in your immediate vicinity. After the trigens across the river are dead, you’re probably going to have to deal with the ones behind you! Hopefully they haven’t gotten close enough to swipe at you. Once they’re clear, cross the river. Enter the vegetation and wait out the battle. Afterwards, go through the dam, which has a section of it blown away. On the top of the dam is a health kit, and back at ground level is a room full of weapons and ammo. A short cutscene will take place there. Grab the card on the table of that room and use it on the gate outside. Hop in the buggy and drive down to the bridge. ------------------------------------------------------------------------------ NOTE: Here you’re in for a treat – a practical slideshow, performance wise, even on my relatively high- end machine. I’ve noticed that as you kill your enemies, the performance increases, probably lightening the load on your CPU. Persevere, as this is the only point in the game where performance is this awful. ------------------------------------------------------------------------------ Once you’ve passed the bridge you’ll want to run over as many trigens as possible with your buggy. Your buggy will run out of ammo rather quickly and you’ll have to abandon it to cross the pit of lava (use the tree trunk as a makeshift bridge). Make your way to the satellite dish in the distance. Once there the game will save – grab the sniper rifle in the shed and take down the enemies in the valley below. After, proceed down into the valley. Gear up in the warehouse a small distance from Krieger’s compound. Grab the rocket launcher from a guard in the front of the compound – this is another MUST-HAVE weapon, but this is for the next level. Approach the large bay doors to the facility to end the level. __________ __________ __________ __________ ~/.///././//\~ ---- ~/.///././//\~ ---- ~/.///././//\~ ---- ~/.///././//\~ ¯¯¯¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯¯¯¯¯¯¯¯ [l-20]//: Volcano __________ __________ __________ __________ ~/.///././//\~ ---- ~/.///././//\~ ---- ~/.///././//\~ ---- ~/.///././//\~ ¯¯¯¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯¯¯¯¯¯¯¯ Ah yes, the very last level in FarCry. Some say it’s the hardest...but I say ha! It’s very easy once you learn the ins and outs of the map. For the beginning of the level at the least, MAKE SURE YOU HAVE A ROCKET LAUNCHER, even if it’s without ammo. If not, you may want to load up a save in the previous level just to bring a rocket launcher into this one. It’s not technically necessary, but it makes the rough beginning of this level a lot easier. --- OBJECTIVE: Find Krieger in his lab --------------------------------------- Go into the supply room off to the left. Take all that you need before going through the main door, because it will lock behind you. An onslaught of the toughest kind of mercenary – those with shields – will attack; here is where your rocket launcher can and will save your life. Fire all you the rockets you got against them. Once the corridor is clear, grab the health kit on the bench and then proceed into the next room, to fight Krieger. The battle with him is a hard one – he isn’t nearly as deadly as the squad of mercenaries he’s got with him. If you have a rocket, send it into the grunt’s’ midst to thin them out, though watch out for the tied-up Valerie who’ll die if you shoot one too close. The mercs should be your first priority – once they are gone, then take care of Krieger. He’s not hard at all, although you should be wary of his frequent tossing of grenades. --- OBJECTIVE: Find the serum and kill Doyle --------------------------------- Doyle betrayed us... Oh well. The Far Cry story isn't going to break many hearts, I don't think. Once you regain control of Jack, don’t even get out of the elevator – take it up. Go to the supply room and sequester the following items: 1.) A light weapon, something you can run well with. 2.) The MachineGun (the one Crowe used, you know?) 3.) The sniper rifle. 4.) All the ammo, body armor and health you can hold. Now you’re ready to head into what many people consider an impossible firefight in the Volcano’s center (even I thought so at first!). Open the doors that will lock behind you and immediately lie down, turn on your CryVision, equip your sniper rifle, and take out the small trigens with the guns. This is your first and foremost priority. However, it won’t be long before the first bellowing rocket-trigen shows up in your face – use your MachineGun to its head to get rid of it, then continue sniping for awhile until _ALL_ the trigens with guns are dead. ______________________________________________________________________________ Reader Arrigo (topgun767@*****.com) writes: Hello; I've just finished the game Far Cry with the help of your really good tips. I have one for you though....perhaps you would like to post it, or keep it for you (I don't mind). In the scene: "Find the serum and kill Doyle" when you are killing the small trigens with the sniper, the big ones "wake up", and follow you to the door (at least, that's where I was shooting from). If you noticed, there's a corner, to the right, where Jack fits perfectly. If you get pretty tight to the wall, you just have to wait for these trigens to show up. You can do this by listen to their big steps. Here comes the trick: if you press the up arrow (or move forward key) and to the left (facing the wall, like pressing it), you will move jack's aiming very slowly and you will be able to see the right arm of the big trigen, standing on the door's ledge. From there, you can start shooting to his arm with whatever weapon you have, except grenades of course. My suggestion is to shoot bullet per bullet, so you don't waste any ammo. The best part to shoot one of those bastards is the head. I've managed to aim the neck; any further, the monster will responde! Watch out. That's it; perhaps we will help some readers with this. Best regards ______________________________________________________________________________ After this is done, wait for the rocket-trigen’s below to come half-way up the slope to your position, then take out a light weapon and bolt to the north end of the volcano. This I think is a fine strategy – with the little trigens dead, it’s all up to the rocket trigens...but they are a football field away and are far too slow to intercept you right away. However, don’t go celebrating yet...there are a pair of rocket-trigens that will emerge from the north end’s bay doors. Run past them to the temporary safety indoors. Use the much-needed health replenishment, and use the terminal on the wall to log in (this activates an elevator back outside). Return to the volcanoes warzone and use the MachineGun to take out every last rocket-trigen. Trust me when I say that this is necessary. You can do this with a reasonable degree of safely from your indoor cover. Afterwards, take the elevator up. Time for your last battle...come on, now! We’ve only got a little way to go! You’re now standing on top of a satellite dish. Go west across the support pillar, and then use your sniper scope + CryVision to check the scene to the north. From here you’ll get a good view of all the mercs waiting in ambush – these suicidal maniac rocket-weiling mofos are impossible to kill up close, so do it from there with your sniper rifle. Once you’ve picked off all you can head north to clean up. Climb the steps, find a cowering Doyle in a small computer room, and put some lead into his forehead. That’s the game! Enjoy the anti-climatic ending :P __ /__\ < /\ > 4. Odds and Ends ¯¯¯¯ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Well, I hope you enjoyed playing FarCry, and I hope this FAQ helped you! Please email me with your comments on this guide, suggestions to make it better, complaints, etc. (my email address is found up top) Just some notes for closing this file: • This guide's alpha version was made using Microsoft Word XP. It was edited and formatted with line breaks using UltraEdit 10.20a. • For the record, the specs of my computer are as follows: Dell (nerds everywhere go eeeeek! :P ) Dimension 4550, Pentium 4 2.4GHz, Radeon 9800XT (Catalyst 4.6), 1 GB of RAM, Creative Audigy 2 Platinum • If you want to stop the game from stuttering, get a gigabyte (1024MB) of RAM. This is my one and _only_ performance tip ;) • If you have an ATI card and need some driver help, see this link: http://www.rage3d.com/board/showthread.php?s=d109041743ef85322a8850683c04e747&t hreadid=33738545 • Shout out to all my Rage3d brotha’s! • Please BUY this game. Don’t download it, or if you do, buy it anyway. Talented developers need to be PAID to keep churning out good games! See you next time (my next guide will probably be for the PC game Mafia)! Later! Copyright © 2004 Paul ‘black hole sun’ Lauria. All rights reserved. No tarsiers were harmed in this FAQ's production.
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