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Walkthrough > A B C D E F G H I J K L M N O P Q R S T U V W X Y Z    0-9

Walkthroughs of Far Cry Walk


Far Cry Walk Walkthroughs


Far Cry Walk


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Written, Produced, and Erected ......\
by black hole sun :....... File Version 1.2
OM:..,=,


Contents
--------------

0.) Yadda yadda

a. ChangeLog
b. Legal
c. 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! /
| \
+--------------------------------------------------------------------------+



__
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< /\ > 1. Intro
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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
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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.



__
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< /\ > 3. Walkthrough
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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.


__________ __________ __________ __________
~/.///././//\~ ---- ~/.///././//\~ ---- ~/.///././//\~ ---- ~/.///././//\~
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[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.



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[l-3]//: Fort
__________ __________ __________ __________
~/.///././//\~ ---- ~/.///././//\~ ---- ~/.///././//\~ ---- ~/.///././//\~
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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

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