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Far Cry Moderator![]() |
Introduction
Far Cry has 20 levels. Due to the non-linear nature of the game, it's hard to write a comprehensive walkthrough. There are many ways to beat a level and even veterans of dozens of campaigns find new ways to meet the objectives. I have gathered some of the experiences the members here have posted. Scroll down to the appropriate post for information on that level. Training Carrier Fort Pier Research Treehouse Bunker Steam Regulator Control Rebellion Archive Cooler Boat Catacombs River Swamp Factory Dam Volcano General Format Each walkthrough is divided into 2 sections, an "Overview" and "Strategies". If you are interested in getting over a hard spot, we suggest you read the "Overview" section first, as it doesn't reveal game play spoilers. The “Overview� is basically a walkthrough of the level as if the AI could not hear or see you. You will be told the general physical layout, the position and type of AI, to include armament, and the location of all the pickup items. This may assist you in devising your own strategy. If, on the other hand, you really need help, the "Strategies" section mirrors the "Overview", but gives you tactics based upon input from the members of this forum. Explanation of Terms Weapons and Personnel For the most part, weapons are referred to by nomenclature, i.e. P90 for the modern sub machine gun. The exception is the AW1, generally only referred to as the "Sniper rifle". The Falcon .357 is referred to as a “Falcon� or simply as "pistol". If a mercenary, or "merc" is carrying an AG36 assault rifle, then he is labeled as "an AG36 merc". If you see a "Falcon Evil Worker", then look for a merc in an orange jumpsuit with a .357 magnum. "Mounted MG� is the fixed mounted Mini-Gun. Technically not a weapon, but the "buggy" is the lightweight 4x4 vehicle with a mounted Mini-Gun. The Hummer is the heavier Humvee, with a Mini-Gun and a cannon. All others should be self-explanatory. Pickups Although there are three classes of hand thrown grenades, the term "grenade" is only used to describe a fragmentation hand grenade. The other two are called either "smoke" or "flash bang". "CryVision" or "goggles" refer to the specialized hybrid goggles, combining thermal vision and low-light viewing. Assault ammo is that ammo for the M4, the AG36 and the OICW. SMG ammo refers to the ammo for the MP5 and the P90. A "charge" is the explosive pack pickup for blowing things up, and the "Set point" is the orange translucent charge pack on the item to be blown up. This is where the charge pack is placed, by pressing the "use" key. "Binocs" of course are the binoculars, and the term "binoc" and area means to survey it with the binoculars. To "tag" the area, means to get the green parenthesis mark around the AI's head. After "tagging" the AI will be represented on the radar screen. Corrections or Addendums If you discover any errors in the walkthrough, or dispute any tactic, please post your comments in the Single Player Tips, Tactics and Spoilers thread linked below. This is a project under construction: Mercs say the darndest things: Some excepts from the chatter found in the game. Contributors: CptLong, Fabulouscoops Mountain Climbing Thread Single player Tips, Tactics and Spoilers IGN.comwalkthrough This message has been edited. Last edited by: fabulouscoops, |
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Training
Your mission is to first learn the controls and how to use binoculars, weapons, boats and vehicles. Then, you must make your way to the Carrier, by finding a hole in the hull. Overview As the name suggests, this is a training level. If you watch the introduction movie, you’ll get a taste of why Jack is here, and what he’s doing. After (his) your boat is blown to smithereens, you awake in an underground tunnel of some sort. Walk, run, crouch, jump, prone, crawl, climb and throwing rocks are all needed to get through the tunnel. At each obstacle, there will be a hint text on the screen of what to do. After climbing a ladder, you will be treated to a cut scène of Mr. Crow abusing an underling. Normally, you can just run through the water and into the next room, but the game tries to teach you to use stealth by sneaking past the guard. Once you get far enough the tunnel will collapse and you cannot go back (You can get back in another way, but then you will be stuck there.) Now, let’s take a walkthrough of the map, as we will in each subsequent map, as if the AI can’t see or hear you, to get a layout of the map, to include the location of all pickups and AI. To The Binoculars As mentioned, the first part of the map is an obstacle course of old WWII Japanese ruins. We’ll begin as you enter the storage room fore the first pickup. A radio/cell phone is on the crate in front. Directly in front is a crate with the .357 Falcon pistol. Forward and left are three boxes of pistol ammo. As you move forward, before the steps, a grenade is to the left on a desk. At the top of the steps, on a crate before the exit, is your first armored vest. Whoa. You are treated to your first glimpse of the outdoors world that made Far Cry a one-of-a-kind game. Trees, grass, birds, fish, a helicopter flies overhead, and a mercenary fishes off the pier to your right and visibility is miles out to sea. Now, this is what makes Far Cry unique. A boulder is partially visible to the front left. A steep path leads down to the small camp. A cabana dock (a deck area covered only by a thatched roof) is to the right, with an M4 merc fishing. Very close to him is an explosive propane tank. A Falcon merc will be on patrol from the cabana to the last hut, carrying crates. The huts are at 90-degree angles to the shore. The first hut has a tin covered porch across the front (NW side), with and entrance. The other entrance is opposite of your approach, on the SW side. Entering from the front, there is a butcher table with hanging pig carcasses. On the table is a machete. The exit door is to your right. A door ahead leads to a small storeroom, with no pickups. Exiting the side door, there is a pigpen with 2 pigs. A second hut is a little to the left, and has a Falcon merc lounging on a chair. The first room has a radio to the right, hence the irritating bongo music. Another room is straight back with no pickups. To the right is the last room, with a health kit to the left. Ahead is the side exit. The last hut is forward right. Entering the front, through the perch, there are no pickups in the first room. There is a hall forward, with a med kit on the right. The room to the right has a grenade on a crate, and pistol ammo. To the right is an M4 rifle, with a box of assault ammo. The side exit leads to a small hut on the hill. Here you’ll find another health kit and your binoculars. They have special powers, zoom in and out, the ability to "tag" enemies on your radar screen, and a built-in microphone to hear what the mercs are saying. Take the time to listen in to some conversations. Some are very funny. Doyle will explain that Krieger had all the mercs and trigens implanted with tracking devices in their heads. So anytime you tag one with the binoculars, it will show the position of their head. The Camp Across the water you will be the camp, and excellent opportunity for the new binoculars. At some point in the start, you triggered the arrival of Crow’s chopper. It will be in camp and is triggered to depart, so there is no interaction with it. The camp is slightly elevated, with various paths leading up. Directly ahead is a tower, with an M4 merc. Directly in front, SE, is a firing range, with a Falcon merc shooting targets. To the right, SW, is a patrolling Falcon merc by the chin-up bars. He’ll do an impressive amount of pushups. The road through the camp runs SW to SE, about 90-degrees to your approach. The first hooch on the right is the standard Quonset hut used throughout the game. There will be a front entrance and a back, with 2 rooms. This is the Headquarters Building. An M4 merc is in the first room. On the table to the immediate right as you enter is the key card to the Armory. On the tables in the back room are a med kit and more binoculars. The first hooch on the left is oriented 90-degrees to the HQ building. It is a large single room barracks with 2 med kits and armor. Between it and the firing range is a large explosive tank. Behind the first hooch on the right are 2 M4 mercs and a Falcon merc. The next building on the right is a maintenance pad, with only a tin roof. An alarm is on the right front corner as you approach. In the left rear is a crate with binoculars and armor. To the right is a 4x4 Buggy. Farther right is the helicopter pad, with an explosive tank. As you look North from the pad, up on a hill, is a sniper M4 merc. The last hooch on the left is the Armory. From the NE entrance, there will be an M4 merc in the first room. On the table to the left is armor. On a shelf is a health kit. In the back room is the caged armory, requiring the red key card. Not much here, but an M4 rifle, a box of assault ammo and a grenade. To The Carrier A hill is directly behind the Armory, and the road through the camp now swings behind it to the SE. A river is to the left, with high ground across and a waterfall ahead. The road then does a 90 to the SW and gradually rises. Ahead are 3 road guards on patrol, 2 Falcons and an M4. As you proceed down this road, the hill to the right will end, revealing a beach. Straight ahead is a hut on the beach. As soon as you clear the hill, there will be a Hummer with its 2 mercs. The hills to the left are back into the woods. There is a path that begins at the waterfall, and goes directly to the hut on the beach. Between you and the hut are 2 Falcon mercs on the beach. The hut has three small rooms. 2 in line when you enter, and one off to the right. There are binoculars in the first room, an M4 merc in the second. Behind him are armor, health and an M4 rifle. The third room is empty and leads to a 4x4 buggy. To the left of the hut is a pigpen. The beach continues North, then swings South. To the right of the hut, the road goes to slightly higher ground. It travels West, then South. Around the area of the turn is a Hummer with 2 operator mercs. Down on the beach, is a 4x4 buggy with 2 operators. As the road continues, it will sharply drop off to the beach. Before the drop, there are 2 M4 mercs. At that point, 45-degrees right, due South, is a patrol boat, with driver and gunner. As you crest the road, there will be 2 M4 mercs in a 4x4 buggy, and another 2 in a Hummer farther down. The beach sweeps around to the right, and the beach road heads straight and ends by a wrecked Zero. On the high ground to the right is a mounted mortar, with an M4 merc. A valley goes left, where 2 M4 mercs guard. It continues to another old Zero, and a path down to the beach and a view of the Carrier. But, continuing straight from the road, the path is covered by heavy grass and bushes. Towards the end there are 2 more M4 mercs. The path ends on a rock cliff. Off to the right is another patrol boat, and another will trigger to enter the waters between you and the Carrier. Under the water is another Zero. The Carrier sits on a sandbar that extends to your right. There is a hole in the bow, portside, which is your escape. On the bow of the lower deck is a mounted machine gun, with an M4 merc beside it. Moving astern are 2 more M4 mercs. On the upper deck there are scaffoldings with crates. To the left are 2 M4 mercs. On top of the scaffold are a mounted machine gunner and a gunner merc. On the rear deck is a rocket launcher. Strategies To The Binoculars Open the door and you get a cut scene and receive a cell phone that will be with you the rest of the game. It is your lifeline to Mr. Doyle who will guide you through the game to the end. Pick up the pistol, three packs of ammo and a frag grenade. Doyle will tell you to cover your red shirt so pick up the armor vest on the way outside. It must not cover much, because one of the taunts in the game is “Hey, you in the shirt!†You can run down the hill, shooting the yellow gas bottle on the pier which explodes and kills the fisherman, take the M4 he was carrying and mow down the other guards near the huts and move on to pick up the binoculars. [Save Point] Or Go into a crouch and make your way silently to the left, behind the huts and go all the way to the hut with the binocs without being seen. Nobody gets hurt (including you). As a matter of fact, you can swim all the way to the end of the level without being seen. Or A dozen scenarios in-between, using the pistol, M4, machete (on a table inside one of the huts), or no weapons in any combination. You can even swim around the island to the right and reenter the bunker you started in (but you will be trapped inside). Far Cry gives you an infinite number of possibilities for advancing through the game, which is what gives it great replay value. The Camp In the hut at the top of the hill, take the binocs. Use the binocs on the camp across the water. Once you have identified all the bad guys, develop a plan of attack to wipe out the base and steal a buggy. Swim across, and land on the camp’s island to the right for cover. [Save Point] Use a combination of stealth, deadly headshot aim and positioning to get all the mercs. Don't forget to get the two in the towers. You can go to the high ground to the left of the camp and draw all the mercs into the water and frag them, or leave them there and head towards the fall, cross the river and sneak into camp and steal the vehicle. You can stealth up to the right tower, kill the merc and snipe from up there. Once everyone is dead go around and collect health, ammo and armor. "Use" the buggy and drive down the road to the next encounter. You have to be the judge of how you want to play the game. To the Carrier If you follow the road you will come across three mercs. Kill them with the buggy's gun or run them down. Further along you will come to a beach with a vehicle on the right near the water and three mercs walking on the beach straight ahead. Use the gun mounted on the buggy for all five or run down the hapless victims. Head for the hut. [Save Point] Gather any needed pickups and continue around and up the road. Follow the road away from the water to another set of mercs with a Hummer. Trade up your ride or keep going. [Save Point] Run down the two mercs walking the road and you come to a bluff overlooking another beach. Here two more buggies and an offshore rocket launching boat bar your way. There is also a merc up high with a mortar. Run the gauntlet or stay and fight. Once you are through this area, you have a choice to go right or left into the jungle. [Save Point] Either way puts you across a small bay from a rusted out WWII aircraft carrier. There is no need to fight here, but you can use the M4 in single shot mode to pick off the mercs or steal the boat from the last beach and saturate the deck with rockets. Watch out if you plan on fighting here since there is a merc with rocket launcher on the South top deck of the carrier. To end the level, swim to the hole in the side of the carrier. ************************************************* Cool trick jump. Kill the mercs on the carrier with the machine guin of the patrol boat then jump the boat onto the middle deck of the carrier by hitting a rock at full speed. Use this rock (where crosshairs are)and line up the rock with the hole in the side of the carrier like in the photo. Get up to speed as fast as possible. Here is the boat on deck for proof it can be done. boat on deck You end up on the carrier with no where to go since there are no ladders yet. ************************************************** Bug warning Sometimes the level will not end normally. Check to see that you are not running mods like coop, and try not using quicksaves. Bug Warning Sometimes, throughout the game, when you kill a merc, his gun will continue to fire even though he is dead. If you leave the area and come back, the noise usually stops. There is no fix for this bug, the trigger just got stuck. This message has been edited. Last edited by: fabulouscoops, |
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Carrier
You are sealed in the Carrier. Your mission is to get to the upper deck and procure a boat for escape. While you’re in there, you are to look for any sign of Val, or anything that might tell you where she’s been taken. Overview Inner Lower Deck There is a flooded hatch to swim to the escape. Near the end, before the ladder, is a machete on the floor. The ladder leads to a small hatch room, with a door right in front, and a hall to the rear. There is enough of a ledge, around the hatch you just exited, to go into this hall. Since the carrier’s rooms all inter-connect, we’ll walk through the door ahead, and note when we are brought around full circle to this hall. Exiting the door, you can turn left or right in the hall. To the left is a Falcon merc. A door goes left at the end of this short hall, into the fuel tank pumping room. There, you’ll find a Falcon merc and a Falcon Evil Worker. The door is front left. Exiting left, you will be at the hatch you just climbed out of. Exiting right, the hall dead-ends and there is a door to the left that leads to the Pump Room. To the left are stairs that go up to left, and then do a 90 right to a balcony with a door. To the right is a table with a flashlight. Straight ahead is a table with 3 flash bang grenades and a health kit. In the room is a Falcon merc. The exit door is on the far left corner of the wall. A door is straight ahead, and the hall also goes left. To go left, the first door on the left is the very door that exits from the initial small hatch room, so we’ve completed a 360-degree tour. To go straight, through the door ahead, you’ll be on a balcony walk, overlooking a large pump room with 2 fuel tanks. Before entering, let’s backtrack to the previous pump room and the stairs to the left. They lead to a door that has more stairs. After several flights, you’ll arrive at a broken door, with a glimpse of the third level hall that leads to the exterior. At the bottom of these stairs, where you entered, there is a vent shaft at floor level. This shaft leads to the large pump room, on a walkway over the one described above. It is prone or crouch height only. The only way down is to backtrack or jump to a ramp below. Now, back to the original entrance described. You are overlooking a large pump room. Straight ahead are 2 old fuel tanks and beyond them is a large pump. The walkway ends to the left. Below is a ramp, the one you would jump down onto from the catwalk above. To the right end, a ramp leads to the floor. Straight ahead, on the far wall is a crate with health. In the room are 2 P90 Cover mercs. To the left of the crates is the ramp that leads up to a door to the second level. Second Level In here, you’ll hear one of many “Attention: all personnel†announcements. If you were a fan of M.A.S.H., it’s almost the very same voice. He tells all to be on the lookout for a man in a red Hawaiian shirt (so much for the green armor camo). This door exits into a small forum. There is a door left, front right and a vent extreme right. The left door opens to a narrow hall, with a health kit on the right. Around the corner, in a small room are 2 red beret M4 mercs, drinking and playing cards. The front right door leads to a small porch, with steps down to a room full of crates and airplane parts. On a crate before the steps is a health kit. Before you enter the room, you’ll spawn 2 M4 mercs. There are 2 arches into another room full of airplane torpedoes. A long vent grate to the right is part of the vent from the small forum. It runs the length of these 2 rooms. There is an open hatch in the ceiling of this room. A door is to the rear right. When you exit that door, 2 ropes drop from above and 2 mercs are spawned; a Falcon and an M4. You also get a message from Doyle that the metal has caused too much interference, and you’re on your own. There is a laddered hatch in this room, leading up to the third level. Also, this is where the vent shaft exits. Third Level Ascending the hatch, you trigger 4 mercs to activate. Exiting the hatch, a catwalk is overhead, making an “L†pattern. The room has no pickups, but leads to another, through a large arch. In this room is the crane used to lift the torpedoes out of the room below, and was used by the 2 mercs to repel in on you below. To the front left is a door. Directly above is an open hatch to the flight deck. The mercs up there haven’t been relocated (spawned) yet, so there’s no stirring them up with rocks. A walk is directly above you, with the steps to the front right. A Falcon merc is on this walk, above and left. A door to the left at the end of this walk over looks the hatch you climbed out of. The walk turns left to give you armor. Going straight, instead of left, leads to a door opening up into a small hall with another door. Both ways are blocked by debris, but there is a hole in the floor. You must step on it to break away some debris to fall through. You’ll end up in the third level hall. To back track, since there are multiple paths, go back to the room with the hatch going up to the flight deck. Instead of going up the stairs, exit through the door to the far left. This is the third level hall. You can only turn left. There is a vent shaft along the right wall that leads to the rusty bunkroom. We’ll cover that room in a moment. A broken door to the left gives you a glimpse of the hatch room with the ladder. Ahead, you can see that the hall dead-ends. This is where the hole in the floor leads, where you removed debris to fall in. To the right is the hall to the exit. The first door left is the exit room. Here, on a shelf, is a health kit. At this point Doyle asks for signs of Val. Down the hall, the first door to the right is the rusty bunkroom. Inside is an M4 merc. A bunk on the left has a box of assault ammo. At the end of the hall is the door that is blocked. It is the one that earlier gave a peek to this level, from the empty stairwell. The last room on the left is small with a porthole. Here, on a shelf to the left, is a box of SMG ammo. Exterior Decks Main Deck Back to the exit room, there is a large hole in the wall. Upon exit, you are on an exterior walk. Over the handrail is the familiar view of “Trainingâ€Â. The walk ends going left. To the right is a flight of steps going down to the main deck. You are facing the bow. Above is the walk to the fourth deck. An airshaft structure is ahead right, and all the doors around the deck remain closed. At the bow is a mounted Machine Gun. When you exit, a trigger will spawn 10 M4 mercs. 2 will be left, 2 right and one at the MG. The flight deck above is heavily broken; as is the deck you’re on. 4 M4 snipers spawn above. One is on the bow, 2 are on the back or stern side of the big hole, and one is on the starboard side. Around the starboard side is a ladder up to the fourth deck. The final spawned merc is there. The sniper becomes visible as you approach the ladder. Over the rail, at the ladder, is a rope cargo net ladder. If you should fall through the deck, or decide to go for a swim, this is the only way back aboard ship. Fourth Deck The walk curves around to a door on the port side. When you enter this door, you’ll hear the info you need. A radio transmission from Crow to a merc informs you that Val is on her way to the “Bunkerâ€Â. The first room to the left contains the confirmation. It’s guarded by a Falcon merc. On the table are binoculars, a health kit and Val’s possessions: her camera, ID, papers, and a video file. Here is a lengthily cut scene where Krieger is introduced as he lays out his plans for his research. Doyle says he can guide you to the “Bunkerâ€Â. You need a boat. The hall turns left to a room on the right. In that rooms, behind 2 overturned tables are 2 mercs: a Falcon and an M4. A ladder leads to a landing with a crate, and full armor and health. Another ladder leads to the flight deck. Flight Deck Before ascending the ladder, you will spawn 5 deck mercs and 5 boat guards on the rear deck, and an attack helicopter. The deck has large canvas covered ammo crates stored around, along with the smaller wooden ones. . You would exit facing East. Turning around to the West, a large crate is to the right and 2 to the left. On the other side of the deck are 2 scaffolds. The one on the left has a mounted machine gun on top, with a Falcon merc gunner. Looking left, there are mixtures of crates crossing the entire deck. There is armor on one to the left side. On the other side of these crates are 4 M4 merc. A large section of the deck is missing. On the other side, reachable by a girder, are the 5 M4 merc boat guards. To the left rear is a double swing arm crane, suspending your Zodiac boat. Strategies Inner Lower Deck You are now inside the carrier talking to Doyle on the cell phone. You need to swim underwater for a bit to exit this room. On the way, you can pick up the knife at the base of the ladder if you do not already have it. Kill the first guard who comes to investigate. Now, you can practice the "lean" function. Lean out the doorway and take out the two to the left and one to the right. You can also walk on the ledge of the hole in the deck to enter the side rooms from behind. Pick up ammo as you go. Don’t forget the health pack, flash bangs, and a flashlight in the room to the right as you climb the ladder. You are now faced with more multiple routes. Exit the area to face two guards with P90s. Once again you can crash into the room and start a firefight, or, try going up the stairs in the previous room and crawl through the tunnel to emerge on a catwalk above the guards. If you take them out quickly, they will not sound the alarm, which will bring more guards. Pick up the P90 and ammo. You now have 4 weapons, which is all Far Cry will allow you to carry. Each uses a different type of ammo. Second Level [Save Point] You don’t need to go into the room with the card playing mercs, but a tossed flash bang or grenade will make it easy. From here you could crawl through the vent and shoot the mercs through the vent into the room, or go into the next room through the vent, which trigger the repelling mercs, or rush into the room and take the 2 mercs out. The easy method is to open the door, throw a rock, go to the vent and throw a rock at the card playing merc door and wait. The mercs all enter, facing with their backs to you. Go trigger the repelling mercs and repeat. Ascend the hatch to level three. Turn and get the merc above, ascent the stairs and retrieve the armor and take on the 2 responding mercs. You can continue from here and go through the floor, or return to the exit door. The vent will allow you to go to the rusty bunkroom and get the merc there, then draw in the rest with rocks and ambush, or just go clear the rooms. Make you way though all the rooms to take out mercs and gather ammo. Exit through the hole in the ship’s wall to the exterior. [Save Point] Exterior Decks Main Deck There are a few sticky spots here. Kill the first two guards that you can see when you exit the hole in the ship. Now, several more will come to investigate. Wait for them to appear and get headshots. The rest of the enemies will all be stationary. Go down the steps and hide behind the airshaft structure. Lean out to the right to get the gunner at the mounted gun and a guy standing on the top deck shooting down at you. Walk out onto the deck on the left side but look behind you and up. There is a merc waiting to shoot you in the back. At the pillar stop and look straight up. Kill the 2 mercs standing on the top deck by shooting through the grating. There is also one you can see by going to the second pillar on the left side. One more to go before you go back inside. Go to the other side of the ship under the balcony where the shadow of the upper deck falls on the deck you are on. Slide to the outer rail slowly while leaning right and looking back towards the shoreline and up. There is a merc waiting to shoot you. He goes falling off the ship when you shoot him. Fourth Deck Go up the stairs, and the ladder, around the balcony and into the doorway. You will hear voices. [Save Point] Go to the doorway on the left and kill the guard. Here is the long cut scene and a power-up point to get back to full health and armor. Save point. Here is where there are two major paths to take. If you continue into the ship, you will encounter two more mercs, go up a ladder [Save Point] on the flight deck and battle a helicopter and 10 well-hidden mercs, one with a mounted gun. It can be suicide for a first time player but worth the trip for a veteran. The other way involves only the chopper and you have lots more cover. Go back outside and around to the ladder where you came up to this deck. The chopper will appear. Kill the gunner and it will fly off. Now just jump into the water and make your way to the small area of sand in the center of the ship where you can stand and shoot. Use the pistol or the M4 to shoot the chains holding up the inflatable above you. It will fall into the water; you get in and head out to sea to end the level. Another method is to get to the ladder to trigger the chopper, then exit into the hall and follow it to the hole in the floor. If you plan to do this, leave the armor and health at the ladder for later. Return to the exit room, at a sprint, head for the mounted gun on the bow, and take out the chopper that way. From there, you can jump as before, or, return to the ladder and ascend onto the flight deck, without the chopper Flight Deck If you fight the chopper, you will need to be quick about it, using the crate to the left as you exited, for cover. It won’t take long for the 10 mercs to respond. If you took out the chopper earlier, you can use the 2 crates for cover, or rush left, grabbing the armor and tossing grenades or flash. Rush the MG tower. Ascend and shoot the gunner, take the MG and spin around to concentrate fire on the near mercs. Hitting crates will move them. The boat mercs will also begin firing upon you, but you first priority are the 4 remaining deck mercs. If you take too many hits, you’ll have to dismount and fight from cover. If you shoot the top of the swing crane arms, you’ll free the boat, even though you can’t see it. So, you could get up on the MG, lay heavy fire upon the arms, and then jump over board. If you missed, you’ll have to climb the cargo net. On rare occasions, mercs will follow you overboard, where you can easily take them out from the net. The boat guards should be shot from cover, rather than trying to tight rope walk the girders over to their position. Once you are in the boat, head East for your next assignment. This message has been edited. Last edited by: fabulouscoops, |
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Far Cry Moderator![]() |
Fort
This is a level that was used as a Far Cry Demo. Your mission is to infiltrate the fort, secure a charge and destroy the merc’s communications satellite. Overview The level opens with you in the Zodiac dingy from the Carrier, headed SSE. Directly ahead is a smaller island with a cabana and a hut. Directly above, in the distance, is the satellite dish. At a heading of SW is a bay, with small islands around. Bay Side A patrol boat protects the small bay. A small sandy beach is on the SE side. The beach heads East into the jungle. A downed Zero marks the entrance to the steps wooded area. All approaches lead to the steps area. Directly ahead, through the dense foliage, is the exit from Beach 1. To the right, on a SE heading is the exit to Beach 2. The stairs are directly East. The hill at this point is climbable, and will be covered in the “Climbing†section. Cabana Island Directly ahead at the start is a small island, with a cabana center and another on a pier to the left. Behind the center cabana is a hanging shark, and behind that is a grass hut. The first cabana has a generator and a table with a machete. The dock cabana has a Jean-Marque, armed with nothing but a fishing pole. Another M4 merc is with him. These 2 are the operators for a patrol boat docked along side the cabana. A propane tank sits along side the boat. A P90 and an M4 merc are by the shark. Inside the hut are a med kit, an M4 and a box of assault ammo. To the South is another very small sand bar with another dock cabana, with 3 M4 mercs, a box of assault ammo and binoculars. Beach 1 The beach is SE of the last cabana. As you enter the small cove formed, a P90 will be patrolling the right side beach. Docked by the cabana is a patrol boat with its 2 operators on the cabana. This boat will respond to your fight at the initial cabana islands. An M4 merc is on the dock also. There are 2 interesting caged crates with bananas inside, marked “Test Subjectsâ€Â. For some reason, they are void of the chimps that once occupied them. The beach is spattered with small boulders and palms, with a grass hut to the back. Between are 5 mercs: 3 P90s and 2 M4s. Inside the hut are a med kit, armor and a sniper rifle. The path heads up hill South to an old fortified turret, with a mounted MG. The path continues into the step woods, opposite from the Bay approach exit. Beach 2 Around the cove to the East, connected also by paths from Beach 1, is Beach 2. Centered on the beach is a dry-docked patrol boat. There are 4 mercs around the boat. 2 M4 mercs are designated to drive the 4x4 buggy parked close by. The other 2 are an M4 and a Falcon. Just SE is a rusted out Japanese tank. The road heads up and West to the step woods, forming a triangle of entrances to the steps. Steps to Fort Steps Upon entrance from Beach 2, the steps are 45-degrees left, or South. The area around the steps is patrolled by 4 mercs: 2 P90s and 2 M4s. The stairs rise to the first landing. On a crate to the left are a grenade and a box of assault ammo. A fortified turret to the left has no pickups. The second set of steps is 90-degrees right and lead to a second landing with 2 P90 mercs and 1 M4, and 2 propane tanks. The last flight is 90 left, with a propane tank at the top, and it leads to a “Y†path. Path Left The left path leads to an underground bunker facility. A flash bang is on a crate at the entrance. The hall turns right, up a small ramp, to a crate with a flashlight. The hall goes right then left, leading to a long hall with crates on the left end and steps up to a landing. On the landing are 2 M4 mercs. On either side are explosive gas bottles. At the top of the stairs, the hall goes left, left, right, left. In that hall is an M4 merc. Halfway down the hall is a small alcove with a health kit. A door at the end leads to a balcony, with descending stairs to the left, the balcony to the front, and an arched door to the front right. A single flight of stairs goes to the bottom room. They end facing the wall; so you must do a 180, go forward, then left through the door. There is a slot window on the wall, so you would be spotted by the room mercs on this path. There are three mercs in a hot poker game, but they will not be at the table when you enter. One, a Falcon, will be to the left, the other two, a P90 and an M4 will be right. On the table is a copy of “Redneck Todayâ€Â, with an interesting cover! A gun rack to the right rear has an MP5. The shelves to the left have a box of SMG ammo and health. To the left rear, stairs go straight up to a landing with 2 M4 grunts and an elevator door. Above the room is the grated walkway. From the top, the balcony over looks this room. To the right a doorway turns you immediately left then left again, putting you above the back of the room. It follows the room, and then turns to the right to the elevator. The elevator takes you up to a bunker hall to the outside. On the left is a crate with health. At the exit, a fortified turret is front left, and the fort is to the right. Path Right The path leads up to a cannon turret ruins, overlooking the bay from entry path 1. Here you will find a P90 merc and an M4. The path winds up around to the left, where it’s guarded by 2 M4 mercs. The path continues to wind up and around a boulder. At the top, immediately to the left is the cannon turret you saw from the elevator exit, manned by a sniper. The elevator is ahead right and the fort is directly ahead. Fort It’s difficult to clearly give a descriptive outlay of the fort, but, basically, it has three floor levels. You will enter on level 2. As you approach from the path, a turret is to the left. It is accessible through a hole, but there is nothing inside. A wall from that turret goes North, and forms the outer walls of level 2. It turns East, and half way across the fort, it intersects with another tower, which we’ll call “med pack†tower. The wall continues to stairs that descend 180, back to the West, down to level 1. Level 1 is the front of the fort. Here you’ll find an old cannon, and an M4 Scout. At these stairs, the wall ends and meets the wall of the level 3 platform. Visualize 2 “U†shapes, squared at the bottom. One “U†is the Level 1 and the other a taller level 2. Level one is oriented right side up and the taller “U†is upside down, then over lap the “U’sâ€Â. So, here on the lower level, it now turns right to complete the “U†pattern The higher level is now to the left and right and straight ahead. Stairs are to the left, up to level 2 and to the right front, also to level 2. To the right is a hall that runs under level 2. Now, as you approach the fort, you have the tower to the left that starts the wall and the hall tunnel to the left front, and a set of stairs that ascend to the right. So, lets run into the fort. Turn left at the first tower, go to the end, where there is an M4 merc, and turn right. You’ll pass the “med pack†tower on the left. A ladder takes you up to a crate with a medical kit. Continuing straight ahead, you’ll have to either turn left, to go down the stairs to the cannon, up the left stairs to the upper level, or straight and up the stairs to the upper level, or turn to the right and run through the tunnel, ending up where you started. Now, enter again, this time we’ll run up the stairs that go to the right. Up top there is an M4 and a P90 merc. On the near NW side is a tower with no pickups. There is another tower on the NE side that is not accessible. At this spot is a wall, overlooking the first level, where you would enter the hall tunnel. On the South side is a blown out room, with a med kit. On the East side of the room there are stairs that go up to another blown out room with no pickups. Here, you are at the top of the stairs from level 1, the ones that were straight ahead. At this point there is an M4 merc. The path ends at a wall of a blown out room, but you can jump through the debris into the room. Going out the left door, there is an M4 merc. The railing to the left overlooks the level 1 below. Ahead are the stairs that you would have taken from level 1 to the left. Ahead is another turret with a P90 merc. Two sets of steps go up to the turret. Up there is a mounted MG. This upper level is a helicopter-landing pad. Straight ahead, facing East, is a set of steps going down, that leads to a dead end passage with armor. In the middle of this pad area is a crate with health. An M4 merc guards the area. To the right is a short wall. Behind the wall is another M4 merc. To the front right is the entrance to the Comm Center. On a crate by the door is a rocket launcher. Comm Center Through the door is a long steam filled hall. Down to the left is the entrance to the center control room. Inside is an M4 commander merc, communicating with Krieger. Here, you learn that things aren’t all going to plan, and that Krieger plans to use his own DNA to alter the mutants. The commander carries a key card to the armory. The armory door is to the right. Inside are a sniper rifle, a P90 and an MP5, along with a box of assault ammo, health, armor and the explosive charge. Back to the main hall, it continues down to another door. Inside, to the left, is the turbine with the charge receptacle. To the right is the exit door to the level-ending hall. Strategies You begin in the dingy, headed for a small cluster of huts and islands dead ahead. Here, you may take several courses of action. Let’s define a few approaches, and you’ll see that you can do either one, or a combination of these. Bay Side The “stealth†approach has you steering right, towards 2 small islands. On the other side is a small bay with a patrol boat. The second island affords some cover. You can monitor the boat’s pattern, and work your way around the entire perimeter of the bay, to a small beach. Or, you can wait for the boat to come very close to your spot, and shoot the gunner. If you miss the driver, he’ll drive over to the opposite bank and just sit there. Swim to a bank for footing, shoot him and take the boat. To continue the stealth mode, go to that beach. If you elect to kill everything in site, take the boat around the corner, and start some long-range fire upon the huts, or go in for the kill. The hut approach will be discussed after stealth. After arriving on the beach, [Save Point] head inland and you’ll come to a downed Zero and probably a pig. From here you can proceed to the steps, or make a climb described at the end. Cabana Beach From game-play videos I’ve seen, the popular method seems to be to go straight to beach at the island with the huts (cabanas). Many prefer to steal the boat first, and then go to the hut with some big firepower. But, if you’re up for a fight, beach the Zodiac and proceed ahead. After clearing the first part of the little island, head for the cabana dock. [Save Point] If you need boat transportation, don’t shoot the propane tank at the dock, because it will destroy the patrol boat. This direct approach is really for the “run-and-gun†headshot type players. An easier tactic is the “steal the bay boat†method, and use it off shore. Beach 1 You now have more choices. You can continue to the next beach, via foot in the brush, [Save Point] or take a patrol boat and blast the area, or skip it. This area has another patrol boat that will come after you once the alarm sounds from your initial assault. The easiest tactic is to fire from off shore, remembering the propane tank’s location. An assault by land will mean using cover and pulling back to stretch out the mercs. After clearing the beach, you now have another choice: continue up the path, into the jungle, [Save Point] or around to the next beach. If you go up into the jungle, and go straight, you end up by the Zero from the Bay approach. If you go 45-degrees left you’ll encounter mercs, which I’ll describe in a moment. Beach 2 Your other choice is to go to the next beach. Again, you can go by foot or boat. Remember, there are 4 mercs. If you don’t get the 2 by the buggy, they will take it up the path. If you get the buggy, you could drive straight up the path. From here, you can park it and dismount to fight, or use its guns on the mercs at the steps. Another option involves a climb we’ll discuss, again at the end. Fighting thru the jungle to the steps, you’ll have to take care of the 4 mercs. At the top of the first flight of stairs, if you climb the turret by the crates, one shot with your M4 on the tank takes out all three mercs up there. More than likely, however, they will have moved, investigating all the ruckus you created. From here, [Save Point] continue with either Path Left or Path Right. Path Left Enter the bunker and grab the flash bang on the crate, and a flashlight. Take a right and stop at the next corner. You’ll hear mercs talking. Use binocs, squat and lean around the corner. You’ll tag the 2 mercs at the top of the stairs. If you don’t squat, you won’t see their heads for a tag. Your can choose your preference of fighting here. A well placed round on one of the gas bottles will do the trick. Or, draw them with rocks and watch the radar. Ambush them as they turn the corner. Follow the hall until you see more gas bottles. At this point, the merc ahead will be on his way to investigate the noise, so be ready. As you approach the door, remember to get the health to the left if needed. Enter the main room and employ the tactic of your choice. A hand grenade or flash bang over the rail will buy you time to either snipe from the rail, or run around the catwalk to the elevator and the 2 merc guards. Gather what pickups you need and take the elevator up. At the exit, you can decide to run to the fort and use the stealth method, or go after the sniper and 4 mercs by the lower cannon turret. If you don’t go after them, they may alert during your fight at the fort, and come up behind you. Path Right This will bypass the entire bunker section. Proceed up the path and tag the 2 mercs at the turret. Use the MP5 if possible, as to not alert the three other mercs. You can then climb up the steep hill toward the sniper turret. Through the grass, you can tag the 2 merc guards and pick them off. Be quick to find the sniper, as he can take you out quickly. Otherwise, you can fight your way up the path, past the elevator exit [Save Point] to the fort. The Fort. Stealth and ambush makes it very easy. Approach the fort and go to the extreme right in some bushes. Throw rocks straight up to excite all, and then throw rocks straight out. Go prone, and mercs will continue to arrive, use headshots, MP5 preferred. Then, when no more come, go straight, around the corner, up the little tower for health. From up there, pop up from behind a crate and pick off the rest. Once you’ve killed all of them, grab the rocket launcher by the door. [Save Point] Doyle will tell you that there is incoming fire; you must fight while he tries to send a signal to open the door. Rocket rounds will land around that area from the beach. Don’t waste your rockets on them; just go to the entrance side of the fort, near the small bombed room with the med kit. A helicopter will arrive right there with three more mercs. You can toss a grenade in the door, and kill all three before they exit, or just shoot them as they exit. Immediately seek cover. That blind hall with the armor is a good place, because an attack helicopter will soon arrive. Keep shooting. Doyle will give you the “open†sign, so get inside. Comm Center Enter the Comm Center hall [Save Point] and then enter the Comm control room, and shoot the guard, get the key card from him, open the arms room, get the charge, go to the generators, set charge, run to the cut scene ending. ************************************************* Climbing Adventures From the Bay Entrance, just past the Zero to the right is a draw. You can climb that draw, and come up onto the path between the bunker entrance and the cannon turret. Thus, you bypass the Cabana, Beaches 1 and 2 and the Steps. If you become familiar with that climb, you can take the vehicle from Beach 2 and drive up that same route. From there, you can dismount and get the 5 mercs, to avoid damage to the vehicle, then drive to the fort. Draw the mercs out and use the mini gun. A slightly more difficult vehicle climb is to drive up the path from Beach 2 to a palm tree about half way up the path. Behind it you can see a “V†in the cliff. The angle is tricky, but you can line up the 4x4, back up onto the hill behind and get a running start, hit the cliff and jump out at the apogee of the climb, and start jumping. It is possible to get up on that cliff. From there it is a challenging climb by zigzagging all the way up to the fort. There is a low spot along the East side, where you can jump the wall. There isn’t a whole lot of advantage to this, but the “Ranger†feel of the approach that satisfies those of us who enjoy the stealth approach. In the fort are 2 climbs that allow you to get up to the sat dish. Check out the mountain climbing threads for pictures of the exact routes. From there, you can jump down to the exit door and be sent straight to the next level. Bug Warning Sometimes, after blowing up the satallite dish, you run down the corridor but the level does not end. This message has been edited. Last edited by: fabulouscoops, |
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Pier
Overview Doyle gives your mission to you as the map opens. You are to meet him on the other side of the island at the pier. He does not want to be compromised, so you will have to kill all the mercs at the pier before he arrives. On the way, you will receive an additional assignment to blow up the armory. Start to Tower One The maps open with a beautiful vista view of the island. To the right and front is a sheer cliff drop-off to a river below. Directly across is a very high and narrow ridge, with a prominent saddle in the middle. To the left is a path leading to a camouflage-covered supply stash. To the right of the path, right before it is a hang glider. Another glider is to the left of the path. You won’t have much time to enjoy the view, due to patrolling mercs. A very steep path is on the other side of the cargo. As soon as you spawn in the opening, 2 mercs will come up the path in your direction: a P90 and an M4. On a crate in the front part of the cargo area are armor, an M4 and a grenade. To the left rear is a med kit. There are three 55-gallon drums that can be rolled down the hill. There are 2 main directions to go from here: down the hill, or use the hang glider. Down The Hill One of the patrolling mercs will run to cover down the hill if you aggress on them early. If not, he will come to you. Down the hill, just off the right side of the path, is an M4 merc. Down further, in the path, is a P90 merc. About half way to the dock an attack helicopter will be triggered and arrive directly from the South. Sometimes this chopper will land near the dock, and drop off 2 M4 mercs. A patrol boat will also be triggered, and patrol the small river. It is not usable for you, since the mouth of the river is an out of bounds kill zone. Directly across from the end of the dock is a small beach. A path winds up and to the left to a hillcrest that overlooks the mini turret MG mount. To the South, from the dock, is another small beach area. A path leads very steeply up to the mounted MG. At the MG are 2 M4 mercs, health, a box of assault ammo and SMG ammo. Here, there is also a reinforcements trigger, which will summon a V2 chopper, with 3 M4 mercs. The Glider The glider is your quickest way to the MG turret. It is, however, the most dangerous, as the attack helicopter from the South will intercept you in mid air. The 2 main flight paths are directly to the turret, landing just below it, or to the path visible from directly across the dock. There is nothing on the path but a couple of pigs. For more adventures with the glider, see the extras at the end of this walk through. Tower To Camp The tower overlooking the camp is straight ahead. Palm trees provide cover for the approach. To the left is a thatch-covered canopy, with crates of bananas, a generator and a box of assault ammo. In the tower are 2 mercs: an M4 and a sniper. On a table is health. From the tower, facing South, you can see a tower and a couple of Quonset huts below. As you approach the cliff area overlooking the camp a trigger will activate the tower guards. When you are spotted, or when you fire upon the camp, a flare will be sent skyward and signal an attack helicopter. This chopper has a single door gunner. A path winds steeply down into the jungle, bordered on both sides by cliffs. Near this path is where Doyle will tell you to blow something up as a diversion. Failing to do this will bring a kill chopper. The path goes through the center of the jungle and to a narrow entrance to the camp area, bordered by rocks on each side. There are 6 mercs in the area, towards the entrance to the camp. They will aggress on sound or sight. To the left is an M4 Scout at an anchor position. He is the primary alerter to the rest, since he has a good view of the main approaches. Moving to the right are an MP5, M4, another MP5, a P90 and another P90. The Camp You face the camp SW. It is oriented SW to NE. The center of the camp has a helicopter-landing pad. On this side of it (NE) is a sandbag position, with a mounted MG and an M4 and P90 merc. Buildings surround the center of the camp. The first you come to is perpendicular to your approach. It is a small tent with armor. To the left is the first hooch, The barracks, oriented in line with the camp. A standard Far Cry building, with a front and rear entrance. This building contains health on a center footlocker. The next building is lined up the same, and is the Canteen. It has 2 rooms, with health in the second room. As you exit, you will be at the base of the left tower, with a sniper. To the left rear is a thatched canopy with a generator. The next building is oriented 90-degrees to the first 2. It is marked “Briefingâ€Â. It has 2 rooms. There are 2 armor vests to the right in the first room. In the second room is the explosive pack on a table to the left. Exiting the back is the entrance to the large armory. The first room has a box of assault ammo, 2 M4 rifles and a P90 SMG. The next room is the caged armory. A crate to the immediate from has the charge receptacle on it. In the cage are 2 boxes of assault ammo, a grenade, 2 boxes of SMG ammo, a box of pistol ammo, a sniper rifle and armor. There is only one door to the armory. Swinging back to the NE, returning to the entrance point, the next building, oriented perpendicular to the camp, is the Medical tent. Inside the single room is a med kit and an M4 and P90 merc. The next building is oriented along the camp lines. Just to the left of it is the right side tower you saw from the bluff, with a sniper. The building is marked “Admin.†In room one, one a table to the right, is the key card for the armory. The second room is empty and exits by the end of the little tent, where we started. To the rear of the camp, SW of the armory is the firing range, with an M4 and P90 merc. To the far side of the armory is a tower, where a rocket launcher merc will spawn. The back of the camp houses the garage building. The road goes by the front of the building. To the left front, as you approach, is an explosive tank. Next to it are two 4x4 buggies. Inside is a Hummer with 2 operators. It is triggered when you pass by the door. Camp to Pier There is a draw up to the right and the road heads out in a westerly direction, with a river to the left. The draw leads up to an open area, where a Hummer will go on attack, when the Garage hummer is triggered. This meadow-like area swings around to rejoin the road. On the road between the start and this joining, are 2 road guards, both M4 mercs. Ahead, where the little river or creek passes over the road and heads on to the right, there is a roadblock, consisting of a large cargo truck and a Hummer to the left. There are 3 dismounted M4 mercs. If you were to follow the creek around to the right, it would take you to just East of the pier. To continue straight ahead, You will see a tower in the distance, with a rocket launcher merc. Going towards the tower, at the save point, the road bends left and there is a path to the front right. It is drivable, and leads to a path going up to the tower. The land to the right is drivable, with a lot of trees. It is possible to position the Hummer on a cliff, overlooking the pier. Back at the road, you will trigger another Hummer with 3 operators to pursue. You will pass in front of the tower, with steep cliffs to each side. The road then leads into the Pier area. The Pier As you approach, a storage Quonset hut is directly ahead. A ramp leads up and in, and a ramp exit into the water. The pier is behind. To the left is a tin-covered canopy, with a Hummer, an M4 merc and an explosive tank. Inside the storage building are more empty chimp cages and health on a crate to the left. Behind is a mounted MG, with 2 M4 mercs. The pier runs straight out, with 2 docks 90-degrees to the right. One is halfway down and the other is at the end. One the first is 2 M4 mercs, and a P90 and an M4 are on the last. So, you have 7 mercs to kill before Doyle arrives. Strategies Start to Tower 1 Take out the mercs at the start and run to the barrels and push them off the edge of the hill. You will likely get another merc or two with a rolling barrel. Next you need to get rid of the chopper. Go down the mountain a little ways and wait until the chopper appears. Use the M4 and/or P90 to kill the gunner. The chopper will retreat and place two mercs on the beach below before taking off. These guys seem to have forgotten that you exist, so leave them be. Now go back up to the top and tag all the remaining mercs with the binocs. You can use the sniper rifle to get two in the round gun emplacement and if you are good, you can get two in the far tower. You can leave the ones on the beach alone or if you prefer, go down the long winding path and dispatch them. Use the glider to cross the canyon. You might take some fire but if you go to the right of the peak you should be fine. For a neat bombing run, go left and try to take out the patrol boat with a grenade. Use rocks to gauge trajectory before you let the frag go. You will probably only get one or two attempts at the boat so you may want to try this a few times. Land near the round gun emplacement and collect ammo from the sniped mercs and continue up to the tower to get more sniper ammo. The other glider route is to dive for the saddle in the ridge that is directly across from you. Get as low as possible and dive into the trees on the path that’s directly across from the dock. You should be able to get there before the helicopter gets to you. You can shoot it, or wait and it will go away. From there, if you did not snipe the 2 at the MG turret, you can lure one into the woods. The other will man the gun. You can rush the turret, and get him before he fires on you. If you did not get one of the mercs quick enough, he’ll call for backup. This is the V2, with the 3 mercs. You can safely approach the tower by keeping palms between you and the 2 mercs, who are on the right side of the tower. A hand grenade makes quick work of the matter. Tower to Camp Long Range Binoc the area below to tag enemies. Use the sniper rifle to kill the snipers in the towers, the 3 guys near the machine gun by hitting the exploding tank, and one or (if you are good) two at the target range. These last two are partly hidden, but you can shoot them through the thatched roof. Watch for a flare, it signals an attack helicopter. Chase him off by killing the gunner and he will land re-enforcements in the camp. Make your way down to the camp carefully since there are mercs in these woods. Stop every so often and binoc the area to identify their positions. There is lots of cover and this is a good place to use the silenced MP5 if you have it. Stealth Don’t fire from the tower. Enter down the path and go against the right side of the cliffs. Move straight ahead. When you hear the mercs talking, start running and you should be able to make it to the entrance without being spotted. Camp Long Range When you reach the camp there will be additional mercs near the gun placement and one you may have missed from up top because he was indoors, but at least the 2 snipers will be gone. Clear the camp but watch out for the tower at the far end. When you get to the building with the charge pack, you will spawn a rocket launcher. Snipe him if you can find a good angle (all you will see is the top of his head.) If not, just stay out of his vision and you will be fine. Go through the huts to get a keycard, ammo, armor and an explosive pack. Go inside the armory and collect more goodies in the caged area accessible by the keycard. Place the charge and get out. The detonation will bring down the tower and kill the rocket guy. Next take a buggy and block the door to the garage with it, then get the other buggy and drive past the door triggering the hummer inside to chase you. But, the buggy blocks him! The mercs stop and get out of the vehicle and you can mow them down with the mounted gun. Move the buggy away from the door and you have yourself a slightly used Humvee with a nice rocket launcher on top. Camp Stealth Once you hit the entrance, the tower snipers will spot you. Low crawl or run right, and around to near the right tower. Use single shot MP5 on sniper. Move more right and begin to pick off mercs. Move back to near the entrance, and on the way, draw mercs to you with rocks or fire. You should get at least three to come after you. Use your binoculars to track. Go back to the entrance and try for the MG mercs. Now repeat your maneuver to the left, going through the huts with MP5. MP5 single shoot the left tower sniper. Go and get the charge. Go back out the rear door and get the 2 at the firing range. Now, sneak around buildings and snip remaining mercs. The ones over in the admin building will go for the alarm and bring reinforcements. Rush the Armory, and set the charge. You don’t need the key, if your ammo is OK. Grab a buggy and block the door. Camp to Pier Follow the road for a ways killing two guards on the road. As you approach the roadblock by the stream, fire a rocket to explode the tanker and kill everyone near it. Drive around the left side through the water and park on the other side. Binoc the tower at the top of the hill. Get back in the jeep and fire rockets at the tower until the blip is snuffed out. Now drive to the tower and climb. From here you can kill all the remaining mercs in your path with the binocs, rocket launcher (one for the jeep and three mercs on the road to the left) and sniper rifle. Get down from the tower and drive the Hummer to the Pier and Doyle will come pick you up. Doyle will not come if you have not killed all 7 mercs (sometimes a merc will be swimming if he got blown off the docks). An alternate route is to go to the right from the camp and get the attacking Hummer, then return to the road as above. Or, head for the river and go around and attack the mercs from the shore, by passing everything else. Another option is to drive up to the tower, go right and follow the ridgeline. Drive the Hummer down hill a bit, resting against a tree and pepper the pier with rockets. **************************************** Glider challenge Once you land in the glider, "use" it again and keep the "back" button pressed to raise the nose of the glider. The way it works is when you start to use the glider, you are placed ten feet or so off the ground. This means that you can glide another twenty feet or so. Doing this repeatedly, you can move the glider to the top of the hill and eventually glide down to the next camp. Careful of helicopters, kill zones and hostile mercs though. **************************************** Bug Warning Sometimes, you cannot open the door to the armory even though you have the explosive charge and a keycard. This message has been edited. Last edited by: fabulouscoops, |
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Research
This map was also released as a one level demo. As the map opens, Doyle tells you that important prisoners are taken to the “Bunker†facility, and that you’ll have to go through the “Research†facility to avoid detection. He won’t say much about the facility, except that there are dangerous things there. Your mission is to find the key to the cave and exit to the Vivarium Facility. Overview The island is laid out in three geographical exterior fighting zones. You open facing North with an arched rock pass ahead. The whole fighting area is like a half of a bowl. There is an upper rim, an interior, and the shoreline and islands. At the time you spawn in the opening, a delay trigger is set to put a chopper on a patrol path. Another will trigger its arrival with 3 M4 mercs landing just in front of the cave entrance. Upper Rim If you look West, you should be able to make out a ridge path about half way up the cliffs. Proceed forward, under the arch, and a hill will ascend to your immediate left at 180-degrees. A path up there will follow that ridge. This is the West Ridge. At this point there is a path at about 45-degrees left that follows a ridge all the way around the playable part of the island. The path straight ahead is the “bowl†area. The paths have no pickups, until the mortar position, but they provide excellent spots for fighting. As the North to East path (the 45-degree left) goes up, the ‘bowl’ will be visible to the right. At the point where the path turns East, there is an end point for a patrolling M4 merc from the upper rim area. The rim continues East, gets very narrow around a cliff face, and then opens to a small, but heavily forested area. A path will dip down steeply to the bowl area along the East cliff walls. At this point of the turn is a thatched hut. Inside the back door is a radio on a table. There is a trigger there, which, if reached by a merc, will summon 2 patrol boat reinforcements, one with a P90 and an M4 merc, and the other with 2 M4 mercs. On an opposite table are a grenade, assault ammo, health and a flash bang. On the table by the front door are armor, a flashlight and the key card to the cave. In front of the hut is the mortar, with an Mp5 and an M4 merc. East of the mortar the steep path starts. At the top are 2 well-placed 55-gallon drums that will roll down the path. The Bowl Proceeding straight through the arched rock is the bowl entrance. The mercs in this area follow patrol paths. Here, you’ll find a P90 and an MP5 merc. Rocks eventually block the bowl, and you must skirt around on the shore. Here you’ll find an M4 merc. As it goes back North, there is an M4 merc at the base of the mortar position. Farther East is the cave entrance. Before the entrance, slightly North, are palettes with a propane tank, radio and a P90 and an M4 merc. Shoreline Islands To the South is a small island connected by a couple of walkways. This island is pretty much East of the start point. The southern tip has a dock. There is a health kit on the dock. There are several crates scattered about and a campfire. From East to West, there is a patrol boat beached for repairs, with a propane tank very close by. By the boat is an M4 Evil Worker merc. A nearby MP5 merc will patrol the walkway heading East to the cave entrance. North of the boat is another radio, with the same reinforcement trigger as the hut. Next is a crate with armor, sniper ammo, health and a grenade. Around the campfire are 2 P90 mercs. Along the West shoreline is the last, an M4 merc. To the South you will see another small island. There are no pickups, but many players will use it as a place to draw the mercs. They are easy targets as they swim. Do not venture onto the southern shoreline, as it is very close to the kill zone. An interesting site on the SE side is a dead Japanese soldier by an old campfire, clinging to a sign. The Cave As you enter the cave you will trigger an M4 merc pleading for reinforcements. The message relates that something terrible has gone wrong at the “Research†facility you will find in “Treehouseâ€Â. There is a flashlight on the palette in the rear. The keyed door follows a short tunnel path that will trigger a cut scene, your first in game play look at trigens chimps. If you watched the game opening, you got a better look at them. The path turns right and Doyle asks your position, since he’s losing signal. You find out you are now in the seawater pumping station. The path swings left, around a pool of water, and around to the “Sub Level 1†entrance. The path turns right, at which point there is an explosion and you lose the lights. A non-exposable fuel tank marks the point at which you turn left. Chain linked fences border both sides as you ascend metal steps. At this point there are 2 paths, and 10 mercs. To the right there are more steps. To the left: You will see a catwalk structure. This is the actual pumping station room. Up on the catwalk are 2 M4 mercs. Directly under the walkway are a P90 and an M4 merc. On the other side of a large generator, the right of the walks, on the floor and out of view are an Evil Worker Falcon and an M4 merc. Sticking out of the right side of the generator is a propane tank. In the far right corner is a path tunnel up to the power control circuits. To the right: A set of steps leads into a darken tunnel with an MP5 merc. You will then reach another set of steps with a passage to the left. The steps lead up into the circuit control room. The left path winds around to enter the room to the right. To the left will be the narrow path going back down to the pump room. Guarding the door from this approach is an M4 merc. Inside the room are a merc and an Evil Worker, both with an M4. Here, you will find the switch to operate the elevator, at the top of the catwalks. On a crate in the SW corner of the room is a box of pistol ammo, a grenade and health. At the top of the elevator you will catch a glimpse of 2 trigens finishing off 3 mercs. There, the exit for “Treehouse†can be found. Strategies There are multiple routes and strategies, for such a small fighting area. To use the rim: Go up the bluff as Doyle tells you about the mission. At the top tag all the mercs across the water then go down to the beach and go prone for a sniper fest. Once you start shooting, some mercs you did not get on the initial radar recon will show up to your left through the archway. Get them with the M4 or P90 as they approach and go back to sniping. A helicopter will appear. Drive it off by killing the gunner and it will deposit more mercs on the far shore. If you stick around long enough, a patrol boat will also come to investigate. Run up a hill about 45 degrees left to a palm tree or rock. Go prone and crawl to the edge. Use you binocs to tag as many mercs as possible, including the ones up in the guard shack. Go back down, and straight up the hill in front of you. Run along the narrow path, a helicopter will be triggered, so just keep going. You will pass a large boulder and a small open grassy knoll. From there tag the mercs. Using your sniper skills, wait for the 2 mercs to be by the broken boat, then snipe the propane tank. You may have to move farther down the path for a shot. Start throwing rocks straight into the air. Keep throwing as the radar lights up. Eventually, you could lie there and all the mercs would gather at the base of the cliff and would shoot as long as you threw rocks straight up. They would eventually run out of ammo and you could leave them. Or, as they approach, pick them off. If you notice any mercs approaching from your first tag, continue throwing rocks out into the water, they will follow the sound and fall off the cliff. You can now work your way back down to the water and gather ammo, head for the shack.2. Proceed straight ahead, keeping close to the left cliff wall. As soon as you can see the path ahead, use binocs to tag the mercs there. They will be patrolling. Wait for them to head back to the right. To go straight is a very tough fight. Follow the same initial path, tag the mercs, and then start fighting them. Work your way around to the shack, watch for flanking mercs on both sides. Once at the shack, [Save Point] get back up to par, and gather the key card. From up there, have fun with the mortar. Once it’s clear, head to the cave. [Save Point] Out on the little island with the boat, you will find a crate with health and armor and also health out on the dock. Its best to leave them there, until you go into the cave. A lot of surprises are in there, so you may need them later. The Island Rather than use the beach, you can swim to the next island over and snipe from there. Mercs will try to come after you single file by swimming the channel but they are easily picked off in the water since they cannot shoot back. Just keep checking the radar. There may be a few left that you cannot get without getting up close but they will all be trying to flank you to your left. Just swim across to the right side and make your way up the hill to the shack with a keycard. Use the mortar to kill the rest of the mercs. Stealth Test your sneakiness by making your way without being seen all the way to the cave. One way is to go left and make a climb before you get to the rock arch. Stay to the left all the way around the cliff face to the hut, hit the mercs at the hut with the silenced MP5 and man the mortar for a surprise attack. Or, swim over to the far right and sneak all the way up to the cave mouth. Go inside and kill the lone merc then use the cave as a base to lure mercs to their doom. Into the cave: As soon as you enter the cave, a radio transmission will be heard. There is one merc in there, around to the left, usually behind a column. After taking him out, use the key to open the door, you'll be met by the cut scene and a quick glimpse of a trigen. Head on in, you're safe, the lights will soon go out. You'll work your way around a pool, and down to a larger room some wire fencing. [Save Point] Stop here, and use the binocs. Tag the mercs on the walk and ground. Wait for the catwalk merc to get into view. Shoot him, and then run back to the pool, and around to the entrance of that area. The mercs will slowly make their way there. You'll have a clear shot across the water as they enter that room. Throwing rocks against the far wall will have them looking in that direction as they enter. Be patient, 5-6 will come. If you miss them, pull back to another corner and do the same. Some will camp, so you'll have to go after them. Into the fenced area, you can go right or left. Right: Work your way to the bottom of some stairs, where you'll hear a conversation about getting the generator back on line. Try lobbing a grenade in. There are 2 mercs in there, and usually a guard in that room and to the left. Inside there is a power switch. Turn on the switch [Save Point], then proceed to the left area and a small winding passage back into the generator room. Go Left: Go to the left and then to the far right corner and find that winding passage. When you see the top of that room's ceiling, toss grenades up, and then retreat, because they will return the favor. Retreat to a position with cover, use binocs and wait for any stragglers, or go after them, throw the switch. After either method, go up in the elevator and you'll see more trigens that hastily retreat, head for the door marked “exitâ€Â. This message has been edited. Last edited by: fabulouscoops, |
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Treehouse
“Treehouse†is your first encounter with trigens. For many, it’s a point in the game where they say, “Man, they went and ruined a perfect game!†It has been the first reaction of many. Given time, you’ll enjoy outsmarting them, and their fellow mutants. Your mission is to secure a key card, an explosive pack, blow a wall and enter the “Bunkerâ€Â. Overview The Control Center: As you go through the door, there will be a door to your front. When you open it, a merc will get sucked up screaming into an overhead vent. Watch for falling parts. On a crate are an MP5, SMG ammo, a machete and a box of assault ammo. Exit the room and proceed down the hall. There is a small landing to the left with a door that will only partially open. 2 trigens will be eviscerating a poor merc. Continue down the hall, and through the door you will enter a small maintenance bay. There is a dead Evil Worker and a dead trigen chimp. Here, Doyle informs you that these are indeed trigen mutants primates. The bay exits into a small office, with another dead merc. On the table is armor. The final indoor room has 2 doors, but only the right will open. The left door is the one that only partially opened in the hall. The 2 trigens will be gone, but 2 dead Evil Workers remain. There is a shelf on the right side of the exit with a med kit. As you exit, Doyle tells you that the scientists at the supervision facility have the info about Val you must retrieve. Outside is a concrete terrace. Straight ahead are steel rope wire footbridges that criss-cross the area to the research building. Suspended Bridges These heavy gauge wire rope bridges connect several trees from the Control Center to the Supervision building. They seem confusing at first, but a careful walk of the route is like this: The first walk proceeds North to the first tree. Around each tree is a circular platform. On the opposite side are a few steps up to the second tree platform. A ladder is on the North side of the platform. From there, the walk goes 90-degrees left (West) up a short incline section to the next platform. On the SW side is a ladder to the ground, near the road. The walk continues directly North on a long span. Here is where you ask Doyle what they are doing here. He tells you that Krieger has mutated chimps, and it makes them very strong and very stupid. Krieger controls them with some sort of implant. The next tower reached has 2 paths. Straight ahead (North) leads to what we’ll call the “Supervision†tower, since it is the closest to the Supervision building. This span crosses over the Vivarium, an area full of trigens, mercs and dead scientists. A vivarium is a facility, or holding area used to study research animals. A very steep ramp leads to the ground. There is a walk to the left, which we will cover on the return trip. Back to the previous platform, if we turn left, (West) the walk brings us to a platform with a mounted Machine Gun. It directly overlooks an elevator platform we are headed for. A ladder is on the West side, and the walk continues NW to the next platform. A ladder is on the South side and the ramp continues down NE. A very short distance later, we arrive at a double platform. On the platform are 2 M4 mercs. Their placement is relative to how their battle goes with the mutant chimps in the area. On the North side, around the second tree, are a smoke grenade, 2 grenades and health on a crate. A ramp continues down from the road. To the right (South) is a short walk to the elevator platform that you saw from the mounted MG. Here you’ll find an M4 merc. The elevator is on the East side, and takes you down to the ravine. The suspended walk from the double platform moves directly East to a platform with an M4 merc. A slightly rising walk East returns you to the “Supervision†platform. The route is complete. Ground Level Exiting North out of the Control Center, a terrace is to the right. It overlooks the East portion of the woods. A road cuts across below and a sign points to the left to the Vivarium. To the right there are steps to the front and left. The front steps lead down to a ramp ending by the bay door of the maintenance area, and the end of the road. The left steps have 2 flights and go to a path that leads to the road. A large tree marks the spot where a patrol vehicle will stop when you exit the building. The Hummer has 3 M4 mercs. To the East, steep cliffs bound the woods to the Supervision building. Out in the woods, triggered to advance to the steps when alerted are 2 trigen chimps. Deep in the woods near the Supervision building is the third chimp, programmed to attack in the woods or along the road. The woods area ends near the Supervision building, where a chain-linked fence runs from the cliff walls, West to the road, and around. There is a hole in the fence at the meeting of the East cliff. The roads winds around under the suspended walkways. At the point where the Supervision building fence turns North, there is a mutant chimp in the woods to the left. Shortly after that, the road splits. The right fork goes down to the East and splits again. To the right are an open gate and the Vivarium. Vivarium Through the gate you’ll find an area enclosed by the high fence earlier described. It is here that the trigens had been kept for observation. What Doyle told you in “Research†was that something had gone terribly wrong. The open gate is the problem. One of the sound triggers in this area is a red alert to kill all trigens on sight. A natural rock arch dominates the center of the Vivarium. To the right is a smaller one, with a dead scientist and a mutant chimp. Continuing on is a smaller arched rock formation. Under it there are 2 dead Evil Workers, a med kit and another chimps with various body parts. Just past the larger center rock arch is another chimp. The number of mutant chimps in the Vivarium depends upon the outcome of the battle you trigger. The land rises, and there is a path. Up top, to the right, is a fallen walkway, which is your only access to the Supervision building. Farther East is a crawl space under a large boulder, leading to the hole in the chain-linked fence. The North Side of the Supervision Building The 2 left forks in the road we didn’t cover, continue East, with the upper one joining the lower, by the Supervision road sign. The road rises to go under an overpass. Stationed there is a Hummer with 2 M4 mercs. This vehicle will more than likely be in the Vivarium, once the fighting begins. The road ends at the rear of the facility. A 180 turn to the left leads to the Bunker Lab, but the gate is locked. Straight ahead is the opened gate to the Vivarium. To the right is the entrance to the maintenance bay of the lower level of Supervision. Steps lead up to an elevator, requiring a key card. Supervision Building Lower 2 Levels The access walkway leads up to a platform, guarded by an M4 merc. The walk continues and enters through a chain-linked fence to a lower concrete pad, with 2 empty animal cages. In here is another M4 merc, who will probably be fighting on the platform with the other merc by the time you arrive. There is a crate to the right with armor and a flash bang. As you enter the area, Doyle will tell you of the ‘May Day†call from the lead scientist, who was surrounded by trigens. He has the key card you need. To the left is a lone platform with no pickups. Steps lead up to the lower terrace. To the front right is an entrance door marked “Supervisionâ€Â, to the left, around the corner, is another entrance door, and access to the overpass. To the right are steps up to the top of the elevator. Steps continue to the left, and go up to another terrace, with another entrance door, which is locked. The far left entrance opens to a blind right turn. The lab has a trigen chimp to the left and right. Straight ahead left, past the dead Evil Worker, is a door. Upon entering the door, you trigger a death scene, as a trigen kills the scientist. By his body will be the key card. You also hear a message that reinforcements are on the way and Val has been moved to the Bunker. A keyed door ahead leads to a small room with the switch to open the Bunker road gate. Straight ahead right, from entering the building, is a hall. The door to the right is the door marked “Supervisionâ€Â. Stairs ahead lead to the lower maintenance bay. The stairs go down right, down right, to where a trigen chimp is positioned. Another right turn will find an M4 merc, who will be killed by the chimp. He’s there for sound value only, so you can hear him die. A door to the left leads to darkened stairs, into a flickering lit bay. 2 trigens are feeding on a merc and Evil Worker. There is a drivable cargo vehicle. A shelf to the left has 3 grenades. A table has a P90, a box of SMG ammo and 2 more grenades. Upper Level After opening the keyed door, 2 trigens will attack a merc and kill him. To the right is a door to a storage room with 2 boxes of assault ammo, a health kit, a P90, a sniper rifle, an MP5, armor, 2 boxes of shotgun ammo, and a clip of sniper ammo. To the front right is another room. A door leads to a balcony with a ladder to the top of the roof. Helipad to the Charge The Bunker road gate leads up to an area with a helipad. Once the call for reinforcements is made, a chopper will bring 2 M4 mercs. 2 other M4 mercs will have arrived by Hummer. There are various small covered areas with crates and barrels. The one closest to the path to the helipad has armor, an M4 and 2 smoke grenade. Farther to the West is a palette with a box of assault ammo and a grenade. Next to the palette is the road to the Bunker lab. From the helipad to the North, is a path through the rocks. The path leads to the edge of a deep ravine. To the far right is a footbridge to the charge area. The Bunker road will lead to a roadblock to the front right, and the fort to the front left. The road will split to each area. To the fort, there is a sniper on the upper ledge, far left. Below, on patrol, is an M4 merc. The roadblock has a mounted MG, manned by 3 M4 mercs. There is a health kit on a palette. The road drops down to a bridge, and a path to the left. The left path has a log over a very deep chasm, and it leads to the fort. Ahead, on the way to the bridge, are 4 M4 mercs and a P90 merc. A bombed guard house on the right houses a sniper. The road continues up and left, and is guarded by 2 M4 mercs. A stack of barrels is at the top of the path, with a downed Zero to the left. This area is surrounded by elevated walk wall, with stairs leading up. Scattered around the area are 3 M4 mercs and a P90 merc. In the SW corner is a crate with a med kit, 2 grenades and the charge pack. Stairs lead to a tower with a rocket launcher merc. To the NW is the footbridge to the fort. Below it, you can see the log walk. An M4 merc and a sniper patrol the footbridge. The Fort There are 2 more M4 mercs in the wooded area NW of the fort, and a P90 near the bridge. As a point of interest, there is a skeleton draped over a sign in the far NW corner. The fort has a charge set point that will blow a hole in the wall. Once done, an attack helicopter will pursue you. A mounted MG is on the wall walk on the NW side, manned by an M4 merc. An M4 merc guards the NE side. The SE side is guarded by another M4 merc. The center of the NE wall is guarded by a mounted MG, manned by an M4 merc. The SW wall is guarded by the sniper mentioned earlier. Through the blown wall will be an M4 merc. Scaffolding to the left contain armor. To the right is a ramp down to the keyed exit door. This door opens to a small area, with the exit straight ahead. On the extreme right is a shelf with a box of assault ammo. Strategies Control Center to Supervision As you leave the Control Center, [Save Point] leave the med kit if you can, you might need it later. As soon as you exit out onto the concrete terrace, you’ll trigger the arrival of the patrol vehicle. Try not to shoot the vehicle, it comes in handy. Run to the rail quickly and throw rocks out into the jungle, to attract the 2 trigens out there. This gets them to come, then run back inside. The patrol arrives, followed by the 2 trigens. You’ll hear at least one merc die, and they usually get both trigens. If you wait and fight the patrol, the trigens will come after you’ve finished and fight you. If you elect method one, return out side and lean around the wall. 2 mercs will be on their way. If you miss them, go back inside by the door that won’t open, hide behind a computer bank, throw rocks to the door you initially entered, and pick them off as they arrive. Your method of dealing with them is your way, so have at it. If you didn’t deal with the trigens, an easy way to get them is to hop up on the metal crates and throw rocks. You can shoot them as they approach. If they get too close, they’ll try to jump up after you, but won’t reach you. You can then explore the suspended walkways, but you really don’t need to. You will draw a lot of fire when spotted. You now have the option of stealth or “John Wayneâ€Â. You could drive the vehicle around, running over trigens on the way, into the compound, right to the fallen access ramp. But, unless you’ve practiced driving, it’s a tight road, and you can easily die. If you want a little stealth, head straight out, either on foot or driving, to the cliff ahead and follow it to the research center. There’s a trigens on the prowl out there, so watch out. In the far corner, next to the cliff, there is a hole in the fence. Crawl under and around, you’ll trigger a fight between 2 walkway guards and trigens. You can crawl around to the left, under a landing. The guards will eventually beat the trigens. Shoot them, then exit from under the platform on the other side, and you’ll be able to hop up and right up [Save Point] to the facility. Supervision As you enter the area, grab some pickups and vest, go up the steps to the left and around to a door. Get a grenade ready, open the door, pop off a round, wait maybe 2 seconds, then toss in a grenade. If you’re lucky, you will get both trigens. If you miss, either be fully loaded and back up as the trigens exits, firing headshots. Or run around and up the stairs to the top, hop up on the handrail and get him. Go down to the door below, open and fire, run back up to the railing. Another trigens will exit, or a merc. You can easily pick them off from there. Go back to the first door, enter, [Save Point] go straight across thru another door. A trigens will flee, search the dead scientist for the key card. Open the locked door, enter and flip the switch to open the gate. You will now have triggered more mercs to the area. Run back to the hole in the fence and back to the vehicle. You may choose to stay and fight, even go onto the roof. You may also decide to go to the basement. You can lure the trigens there out with rocks, followed by a grenade. It’s not necessary to go there at all. The easiest method from here is to return to the Control Center and hop in the 4x4 and drive to the compound, take the upper road, into the compound area, hang a hard left up and thru the gate you unlocked. A merc will be there to your left, and one approaching from the helipad. Keep left, and head for the parked 4x4, zip past [Save Point] and around on the road. You can, again, elect to stay there and kill everything. Helipad to the Charge After departing the helipad on Bunker road, stop the 4x4 around the curve. Straight ahead is the Fort. A sniper is up on the wall of the fort to the left and a merc is on the ground. Straight in front of you are a roadblock and a machine gun nest. There are many methods from here, but I suggest sniping the sniper on the wall and the merc at the bottom. You can then drive the 4x4 closer, peppering the area with the Hummer’s machinegun. Some go to the mounted MG, and get the health pack there, and some drive up to the fort. Whatever you do, you’ll have several mercs between you and the bridge. Some of these mercs have health packs. There is an old blown up shack by the bridge with a sniper in the window, so watch out. One merc also camps behind that house. To your far left, you’ll see a footbridge. There is a merc in the middle, and a sniper on the very left. There is also high ground to the right, as you approach the nest. From there, you can pick off the mercs, then make your way down to another footbridge. All of this fighting may get the attention of a rocket man in the tower, so watch out. Alternate Charge Route Go on foot straight through the opened gate across the helipad and to the right and through a natural rock bridge. There is a save point here. You will see a tower in the distance with the rocket merc. Snipe him from here. Now, make your way along the ridge to your left and tag a bunch of mercs from the bushes at the top of the hill across from the fort. There are two snipers you must get, the one on the wall of the fort and the one behind the broken wall over the bridge. All the others can be had with a silenced MP5 and single shot M4. Just do not leave the hilltop until there are only one or two left. Use rocks to draw them towards you. Now collect ammo, health and armor and go up to the wall of the fort and throw rocks over the wall. After three or four rocks throw a live grenade. This method might get two or three of the mercs inside. Next, return to the roadblock and cross the stone bridge and snipe the last sniper on the rope bridge off to the left. The Charge Head up the road, past the sniper position after the bridge. [Save Point] A couple of mercs will be headed down the path to greet you. You can follow the brush on the left, and pick off most of the AI. As you approach the Zero, there will be mercs on the other side. On a crate in the yard, you’ll find the explosive pack and full health. [Save Point] If you didn’t get the tower rocket man, go inside the tower and chunk up a grenade. Move out quickly, because he will fire straight down on you. Go up and get rocket launcher. From there, you have the option of firing upon the Fort. At least tag the whole area for future reference. Exit the tower and cross the suspended footbridge. [Save Point] The Fort There are 2 mercs to the far right and 2 outside the fort. Go after the far right guys. If you go all the way to the cliff face, you’ll see a skeleton hanging on a sign. Return to the fort and get the other 2. Set the charge, and seek cover. As soon as the wall blows, an attack helicopter arrives. You can either seek a tree and fight, or enter the fort and seek cover. If you sniped the fort from the tower, it will be much easier here. You could just run straight in and unlock the door and exit. This message has been edited. Last edited by: fabulouscoops, |
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Bunker
Carrier gave a small taste for indoor fighting. Bunker is your first full bore room-to-room adventure. You begin in the hall with Doyle telling you that Val is being transferred by chopper to one of 2 islands. You need to get to the pad, except everyone knows you’re coming. You tell him you’re so - well - upset, you don’t care. Your mission is to get through the bunker to the helipad. Overview Start to Double Doors You make your way to the elevator. There is a machete on the first shelf and a vest on the second shelf. The elevator takes you into the bunker. At the bottom, there is a small hall with 2 open arches. The room to the right is a storage area with various crates. Going out and left lead up stairs and to the right leads down to the cargo area. To the far left are more stairs, down to the lab. Along the far side of the cargo is an M4 merc. A Falcon merc is to the far left wall. Upstairs, in the next room, a shotgun merc will join as soon as they alert. Down the stairs, another shotgun merc will also join. A door upstairs leads to an overhead walk above the lab. The walk hugs the right wall and is only a balcony, overlooking the lab. The stairs to the front lead down to a walkway over the lab. It makes a large “Uâ€Â, and exits through a door to a stairwell. The stairs on the far side of the cargo room go down to a small room. There is a shelf there with a health kit, 4 grenades and a box of shotgun shells. The door opens into the lab, directly under the upper room door. You cannot see anyone, as the lab is in a “U†shape. What you most likely will also not see, or hear, is the work being done on a live Fatboy by 2 scientists. They are desperately trying to stabilize him with 7cc of Synthform, or Cyathiform, or something like that. The 2 scientists are armed with Falcons, and guarded by an MP5 merc. A shelf on the far corner has a med kit. By it is a door to another stairwell. This lower stairwell is actually one floor of grated metal ramps. A fight between an M4 merc and 2 trigens is triggered when entering. At the bottom, the door exits onto the “top platformâ€Â. Going back up to the upper stairwell, a P90 merc will be behind the door. The stairs lead down 2 floors, to a dead scientist. Entering will trigger 2 mutant chimps to ascend the stairs. At the bottom, a vent directly ahead will lead to a view of the small lab at floor level. The door enters the small lab. To the far left is a med kit on a table. A short set of stairs leads out onto the “top platformâ€Â. To the left, you’ll find a dead merc behind a crate with armor, and another dead merc by the railing. Straight across is a vented window into an area you will soon access. A Falcon scientist will be killed by a trigen when you enter the “top platform†area. Down the stairs, you will see some stacked gas bottles at the bottom of the steps. One of them is green and is exposable. Crates are scattered around, with 3 mercs, a P90 and 2 M4. This next door leads to the “Double Door†room. Double Door to Heliport Facility Both doors exit into an open rock pit, with sky above and water below. A series of catwalks provide transport to several doors. Going out the right door, the catwalk ahead is broken and provides a climb down to the water. To the lower right is a mounted MG with an M4 gunner. To the right, the walk leads to a lab door. On the walk is a shotgun merc. The small lab has stairs going up to the area where the trigen killed the scientist. The dead scientist may leave a Falcon and a med kit. On the table will be armor, a med kit, 3 flash bang, 3 grenades and a box of assault ammo. Out the left door, a catwalk goes forward, then left, with an M4 and a shotgun merc. On the right side of the center platform is a ladder to the water. The door opens into a steamy, cobwebbed filled room, with a trigen chimp. The room turns right to a door, which opens onto a balcony overlooking a lab with 2 caged chimps. A mutant chimp in this room will join the other in the steamed room when the first is alerted. The lab door exits to a small hall, and the second door opens to another hall, with stairs going up to a small platform on the right. There, you’ll find another chimp and armor. Ahead, is a crate with health. Through that room, another chimp awaits. All of these chimps will respond to the alert of the first chimps encountered. Gas bottles are atop a set of descending stairs. The hall turns right, where a shotgun merc awaits. A trigger there will spawn 4 M4 mercs into the double door room. The door opens out onto the catwalk area again, to the mounted MG position. The walk turns left, through another short hall that opens to a stairwell pretty identical with the lower one in the first big lab. You will trigger a fight among 4 trigen chimps and an M4 and shotgun merc. The ramps lead to a cargo room with a door exiting into a small steamy hall, and another door to a narrow hall with crates. Heliport Facility to the Helipad Behind the first crate is a shotgun merc. The hall opens to the right into a bunker room, with a view to the outside. Here, you’ll trigger the landing of the helicopter. In this crate filled room are 2 M4 and an MP5 merc. On a shelf to the immediate right are 2 health kits, 2 grenades and armor. This room exits to yet another short hall, where Doyle tells you that you are near the trigen holding room, and that you should trigger the opening of the cages to create a diversion. Exiting the door, the front will consist of pane glass. The stairs to the left lead up to the release switch. Ahead are 4 caged chimps and 5 mercs, to include 2 shotguns, 2 P90 and 1 M4. Large double doors are ahead. These open to a large pit, with a suspended cargo box trailer. Above is open sky, with a crane boom holding the trailer box. Under the box are an M4 and a P90 merc. Stairs go up from the right and a platform and stairs follow the room around to the above left exit. At the far right is an M4 merc. Through the exit door, but entering as soon as an alert is given, is a P90 merc. 2 Trigen chimps will spawn shortly after you enter the room. The door leads to the exit, where Doyle tells you to hurry, since reinforcements are on the way. As you make you way to the chopper, a cut scene will end the level. Strategies Start to Double Doors If your health and armor are OK, leave the med kit by the elevator for later. Take the elevator down. As soon as you exit, you’ll trigger the 4 mercs to investigate. Once the 4 mercs are dealt with, you can go down the ramp or up the stairs. Go to the bottom of the ramp and open the bottom door, then toss a rock, but don't go inside yet. Move back, facing the ramp and throw a rock to the ramp and stay behind the door. The mercs will come out, looking the wrong way. A shotgun blast will take them out. Throw a rock after each merc. Or, go in and get them with grenades or the shotgun. If you go up stairs, to the small room, you’ll be shooting them from above. Now go through the lower stairwell door and trigger the fight between one merc and 2 trigens. Try to get the chimps through the grates. You may have to back track as they advance. Its best not to go down into this new area. The fighting sets up much easier by following another route. Now, return upstairs, to the upper stairwell. The merc that was behind the door may have backtracked to the cargo room, so you may meet him on the way. Enter the stairwell and trigger the 2 trigens to ascend. Stay behind the railing, as it can protect you from their melee attacks. It’s a perfect time to shoot. You’ll find the dead lab worker at the bottom. In front are a vent and a door to the left. Go into the room. There is health in there if you need it. Open the door, throw a rock or shoot, then run and crouch into the vent. Throw rocks against the far wall. 3 mercs will eventually enter, facing away from you. Otherwise, exit through the door [Save Point] and attack the three down the stairs. Remember that the green gas bottle will explode. The door to the right leads to that first stairwell I recommended you don’t go down. You can initially fight your way down it, you’ll just have to fight the 3 mercs from a different angle, then deal with the 2 trigens at the same time. There’s nothing in that stairwell to pickup. Go down the stairs and the door will lead to the double door room. Double Door to Heliport Facility As you exit the right door, be aware of the 2 mercs to the extreme left, the MG and the one to the right. Once you get all four, go thru the right door, and into the small lab for the pickups. Remember, a chimp is on the loose. You can often alert the 4 mercs, then wait for them to kill the chimp. Now return and go thru the left door [Save Point] and into the steam filled room. A grenade should work on the one trigen. If you miss and he comes after you, back up and jump into the water. Here you learn that trigens cannot swim, and he’ll drown. There is a ladder to return to the walkway. Sometimes the trigens will run through the double doors and down the broken ramp, jump in after you and drown. Go through the cage room and short hall to get the trigen up on the platform. You may have to backtrack to the platform and jump in if you miss them. A lot of times, they'll stay in that short hallway. Open the door and toss a grenade. Up the stairs is armor and there is health on a crate at the bottom. Through the next door will lead to a set of stairs. A merc is at the bottom, around the corner. His position will depend upon how long you fought the trigens. This hall leads to the catwalks and the machinegun. Once you enter that area, 4 mercs that spawned in the double door room will come thru the doors across the water. If you do not get all these guys they will follow you using the room with the caged trigens. [Save Point] Thru the door, you’ll be in another small hall and you will have triggered the fight between 2 mercs and 4 trigens. Trigens win. You can try to fight them in the stairwell, or draw them out and use the machine gun on them. At the bottom of the stairwell is a door leading to another short steamy hall. There you will hear a call for the arrival of Val’s helicopter. The door opens to a tight hallway, with the merc hiding behind a crate. Lean and shoot is effective here, along with a few grenade tosses. The next door leads to yet another short hall. [Save Point] Here, Doyle tells you to release the trigens in their pens. To do that, enter the next room, take a hard left up the stairs, to the end and throw the switch. Its best to hurry back to the room with the 2 health packs. You can lure the surviving mercs or trigens in, using the door and throwing rocks to the other side as an ambush, or go in after them. You may end up having to take on 4 trigens. Flash bangs work real well on trigens, as do grenades. If you get overwhelmed, start retreating, and set up defensive positions. Of course, you don't have to listen to Doyle. Just kill the mercs and leave the trigens in their cages. Open the big doors and shoot the chains on the cargo container, and you’ll kill 2 mercs. Another merc is straight ahead, and one will come thru the door above. You will also spawn 2 trigens, one from the floor below, and one from above. Shotgun works well here. Once you get those 2, go upstairs, outside and run to the chopper for the cut scene ending. This message has been edited. Last edited by: fabulouscoops, |
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Steam
This level opens with a cut scene, where you and Val are on a romantic, moonlit beach, and she has to leave. You can tell it’s going to be a long night. Where she goes, or how she can leave is a total mystery, but no time to wonder, because the action will soon start. With another large outdoor map, the routes are various. Your mission is to find the CryVision goggles, get the plans for the back flow regulator and then enter the Steam facility. There are ways to complete the level bypassing the camp. But, since your mission is to retrieve the heat sensing goggles, this walkthrough will start with all routes to the camp. Overview Jungle to Camp To the right, you will approach the edge of the jungle. There is a trigger to start a patrol boat on its assigned path, which will come right across your position. The ground rises into the bush and ahead is a campfire. By the fire are 2 trigen chimps. Another chimp is about 45-degrees SW, in a draw. Around the campfire are 2 dead mercs, an MP5, a machete, a box of assault ammo, a med kit, a shotgun and a box of shotgun shells. After passing the campfire, Doyle will tell you about the camp nearby, where the commander has some special night vision goggles that you need to get through the Regulator. Heading due South from the campfire, you will come upon a path, which splits. Going straight takes you along the beach, and into a merc patrolled area. Going left, or East, it climbs a hill. On top of that hill is a mortar position, with a health kit. Going straight, you will round the rock to the left, and the path splits again. The left fork works its way up the same hill in the front to the mortar. On this path is an M4 merc. The other fork continues straight along side, but above the beach. Another M4 merc is on this path. Down on the beach is a third M4 merc. Just past him is an anchor point for a patrol boat. It will more than likely be there, unless you engaged it earlier. 2 M4 mercs will dismount and stand on the beach. Back up on the path, farther down from the boat will be an MP5 merc. The jungle area narrows to a small choke point. At this spot are 4 mercs, who will be triggered at some point, depending upon your route through the jungle. There are 3 M4 mercs and 1 P90 merc. To the left, a little ways into the jungle is an MP5 merc using a flashlight. A short distance pass the narrow entrance, there is a cover M4 merc. To the right is a draw that goes up to high ground overlooking the camp. From the top, a steep slope right goes down to the edge of the camp, by the ‘goggle hut’. To continue straight would bring you straight into camp. South by Boat It is possible to navigate by patrol boat to the camp by going either North or South. The South route takes you right by the mortar position and the beach. Using this route, you would encounter the patrol boat that beaches there. The beach ends into a grassy hill, with a very steep path. Atop this hill is a rocket launcher merc, and a patrolling M4 sniper merc. Driving around this hill, a cove is to the right with a dock. If the patrol boat did not come to the small beach, it will be docked here, with its 2 M4 operators on the dock. Also on the dock are 2 M4 mercs and a P90 merc. At the head of the dock, on a patrol path will be another M4 merc. A path from the dock goes West into the camp. The jungle path entrance is to the right. North by Boat From the start, moving left, there is a small island. Continuing left, the shoreline of steep cliffs bends around South to a small river mouth. To the left is a small beach with a torch and gas cans. This is where 2 patrol boats anchor with their 4 Falcon operators. One boat is triggered to your start position, and the other will be farther West. You will be able to see its lights at some point on your trip to the river. A path continues straight South from this beach. If you follow it, it would take you all the way to the camp road by the roadblock. To continue by water, a beach is to the right, and a patrol boat is anchored in the river. A small knoll rises up to the right, with a sandbag position and a mounted MG. There you will find a sniper and an M4 gunner. On the beach below is another M4 merc. Opposite this point the bank is steep up to the camp road. At this point, there are 2 trigen chimps. The road goes left to camp, and right to the roadblock, which is guarded by an MP5 merc and 2 M4 mercs. If you were to continue up river, at the point it begins to bend left, there is an M4 merc on the beach. On that beach is a path going uphill. The left fork goes to an area overlooking the small waterfall camp, and the right goes to a campfire, both which we will soon visit. The Camp The camp will be described from the dock approach; at the point its path meets the jungle path. At the junction is a double light pole. Under the lights are 2 M4 mercs. There are three huts aligned on the right, a generator shack left, and a maintenance shelter ahead. The right hut is “L†shaped. Inside are 2 sleeping shotgun mercs. They are, however, very light sleepers, so you’ll probably miss that. To the left is a table with a grenade. Heading West out of the side door is the ‘goggle hut’ earlier mentioned. To the right is the steep slope you descend from the draw in the jungle. The hut is oriented East West, with the entrance in the middle, and another on the West end. A shelf to the left has health and to the far left, a gun rack has an M4 and an MP5. A door is to the right. Through the door, a shelf on the right has 2 boxes of SMG ammo. On a table to the left are the goggles. Doyle tells you that he’s put the next objective on your radar. As you exit this room, you can go straight out to another room, left of the main entrance. A shelf on the left has armor. You exit onto a porch. Another small hut is ahead. It is oriented North South, with a door on each end. A table contains a P90, a box of SMG ammo, and a box of assault ammo, a smoke grenade and health. Farther West is the thatched covered patio with the Hummer, guarded by an M4 merc and a propane tank. The generator shack is between and opposite the first 2 huts. There, an Evil worker mechanic is armed with a Falcon. On the bluff overhead is a mounted MG with a P90 gunner. In front of the ‘goggles hut’ are 2 M4 mercs. The road and a path continue West to the roadblock. At the corner, where the 2 chimps are, is a trigger that will kill all the jungle mercs. Road Block 1 Camp From the fallen log, the road is not really passable by the Hummer. The end of the small river is below. To the left are waterfalls. Directly across is a small hut and torches farther right of the hut. Down and around to the right, is a small campfire, the one approachable by the path earlier mentioned. It is guarded by 2 M4 mercs. To the South of the falls is another torch, with a sniper. By the torch to the right of the hut is a rocket launcher. In the hut is an MP5 merc. A shelf to the left has armor and a table to the right has a med kit, sniper ammo and a grenade. The road goes through the shallows of the river. When alerted, a Hummer with 3 M4 mercs will drive through and park below the roadblock. Just after exiting the shallows, the road rises, where a trigger will kill just about every merc that is now behind you. Road Block 2 The road has a ravine with water to the left, as it winds to another roadblock, which is guarded by a mounted MG and 6 M4 mercs. With skill, the roadblock is passable to the right. A crate on the right has health. As the road continues, there will be a point where the steep cliffs on each side become gentle slopes. Ahead, the road bends a sharp left to the entrance of the Steam camp. The slope to the left provides the best sniper position for the final fight. Close to the entrance to this area, Doyle will tell you that in order to destroy the Regulator, you’ll need to create a backflow surge. But, you must first find the plans. The path climbs up East, then North. It is patrolled by a P90 merc. Steam Proper Entering from the road, it turns right, to a small camp. To the left is a deep pond, and a hill is straight ahead. The road will curve around to the other side of this hill. In the road are 2 P90 and 2 M4 mercs. A hummer is parked in front of 2 “L†shaped huts, forming a “Uâ€Â. In the first hut are SMG ammo, a smoke grenade, and health. Between the huts are 4 M4 mercs. In the second hut are armor and an M4 merc and a P90 merc. Farther East is a generator shed. Shooting the tank will kill the lights at the small camp. Most of the mercs here will actually be patrolling the road to the Steam plant. After a pond on each side, the road will fork. To the right is the plant and the left fork goes uphill towards the helicopter landing pad, and splits to continue around to the rear of the plant. At the first fork by the plant are an M4 merc and a P90 merc; again, they will be on a patrol path. Following the path up to the helipad, there is a cargo truck with a Falcon merc driver. The path forks left to the pad and right to the plant. At the pad is an M4 merc. A crate has a sniper rifle and armor. There is a generator with an explosive tank. The chopper that will be called to reinforce will land here. It will drop 2 M4 mercs and a rocket launcher merc here. Now, returning up the steps to the plant, moving North along the lower terrace is an M4 merc, a mounted MG with an M4 gunner and a P90 merc. A propane tank is near the MG. The terrace turns East with explosive tanks and a Falcon Evil Worker. On top of the plant, in the rear, is a Falcon Evil Worker. When killed, he drops the plans you seek. Stairs head East up to a Hummer, guarded by 2 M4 Mercs. To the right is a large container. Inside there are a box of rockets, a box of assault ammo and a grenade. To the left is the road from the helipad. The exit is straight ahead. Strategies An easy strategy to begin is to run to the left a little to trigger the patrol boat. Return to the south a little, just past 2 boulders, and hide in the bush. When the patrol boat comes in sight, start throwing rocks. Throw the first towards the chimps, then a bunch out into the water. The boat will investigate, as will the chimps. You just sit quietly, and the boat will kill the chimps. You can then elect to run for the jungle, or kill the 2 patrol mercs and use the boat. Jungle to Camp This is the most often taken route. Again, deal with the three trigens. If you elect to go in after them, rather than luring them out, you may alert the jungle mercs to come after you. Visit the campfire for health. The MP5 will be a good weapon. The less noise you make in firefights, the less attention you draw. As you advance forward [Save Point], climb the mortar hill. Right on the other side is the small beach, with the lone merc, and three along the path, one being very close to you. Keep a low profile and tag the 4 mercs, and the rocket man atop the far ridge. Using the MP5 on these 4 will not alert the rocket man. Use a bigger gun, and you may soon be sucking the fumes of his rocket. Once you’ve cleared the 4, you might want to lay mortar fire on the far hill vs. rocket man. Bracket your fire using the radar. Too many misses, and you’ll receive his fire. When you enter the jungle, you’ll trigger the 5 mercs at the entrance to the camp. A fun method is to go tag them, then return to the mortar and fire away, watching their blips and your mortar splash on radar. Otherwise, unless you are an expert headshot artist, you will need to use a lot of cover and fallback defensive positions. If you stay to the right, after the campfire, you can work your way along the cliff walls, using cover. Halfway to the camp entrance is [Save Point]. Once you come to the camp entrance, [Save Point] the layout is as described above. Rocks or fire will work to draw them into the jungle, while you seek good ambush cover. Stealth Before you get to the camp, there is a draw to the right. Go up [Save Point] and around and down to the backside of the ‘goggles hut’. The sniper/machine gunner will alert, but if you move fast enough and seek cover, he’ll settle down. Now, dash into the West, or end entrance of the ‘goggles hut’. Speed is important, because the mercs will need a few seconds to organize. Depending upon health you can grab armor and health going in or out. Grabbing it as you exit is best. Rush into the end room and grab the goggles. Run back, grabbing up any pickups you have time for, and head for the 4x4. If you take too many hits, dart into the small shack, and grab the med kit, ammo and a P90. Either take the Hummer, or run along the path to the right of the road [Save Point]. South by Boat After getting the boat, head south around the cliff face. There will be 2 patrol boats out on patrol, so look out for their lights. You will have to deal with them before attacking the camp. You’ll first pass a small beach, with the one M4 scout. If you fire upon him, there will be three more mercs quickly joining from the path behind him. Straight ahead will be an outcropped ridgeline. On top are the rocket man and the M4 sniper. You must get the rocket man before engaging more mercs. From off shore, binoc the area for AI, and use the boat’s guns. Mercs will scatter when alerted, but there will also be 2 M4 mercs by the first light pole. Your biggest worry will be the high ground behind the generator shack, with a machine gunner/P90 merc. Coming up from the pier [Save Point], you will enter his field of vision as soon as you pass the 2 barrels and propane tank. It is easiest to get the mercs to come to you and use cover. Make sure you tag all of them and watch their progress. If you can get back to the boat, use the radar blips to guide cannon shots from the boat. North by Boat Take the boat by the method used above, or any tactic you desire, and head around the island and you’ll enter a small river. Stop, use binocs and tag what you can. There is another patrol boat near a machine gun nest, and one out in the ocean on patrol. You could actually pour on the throttle and drive to the end of the river, run up the road and get the 4x4 and drive right to the end. But, the mission is to get the CryVision goggles, so we’ll stick to that. Using the boat and binoculars, you can get most of the AI. The sniper is your biggest problem If you take the nest, you can pretty much clean up with the machine gun. Cross the river, head SE along the road, and you’ll round the bend, right into camp [Save Point]. This is a very tough fight. There is a path before the road bends. Take it, and low crawl once you tag mercs. There is one M4 merc by the Hummer. There is a small hut next, which we will by-pass. Use the MP5 on the merc. Work your way around the left back of the Hummer shack, and the small hut. Rush into the ‘goggle hut’ as was described in the jungle stealth version The Road Block If you’re driving, run over the 2 mutant chimps, using your newly acquired goggles. Unless you did the North by Boat method, straight ahead are the boat, 2 grunts and sniper, over by the machine gun nest. The three road guard mercs are around the corner. The 4x4 cannon is effective. Use it up, then the machine gun. Watch out for the sniper and the patrol boat’s cannon. The three road guards will venture around, one will anchor in the bushes by the roadblock. Once all is clear, cross over to the nest and grab the sniper rifle, health and ammo. Up the river, just near the bend is an M4 merc on the beach. He may be drawn into the fray. At this point, we can split into the direct and indirect method. Direct. Return to the roadblock and use the fallen tree for cover. Tag the AI, especially the sniper to the right of the waterfall. Look for his torch. Also look for the merc in the hut and the rocket man. He is right of the hut centered between another torch and a tree. He and the sniper are your priority targets. Down and to the right, just out of view is the campfire with the 2 grunts. The firefight will trigger the hummer to respond with it’s three mercs. Try not to destroy the vehicle, because its very useful to you. Once cleared, jump the roadblock [Save Point], and drive the vehicle and stop by the hut for the pickups. Indirect. When you leave the machinegun nest, go towards the opposite bank, following the stream. You may still have that lone merc to deal with. Follow the shoreline [Save Point] around until you see the dual lights. Binoc the area to pick up the rocket man. From this point, advance in the crouch position thru the grass to a tall plant. Binoc downwards and pick up the 2 fireside mercs. Now, the challenge is to get them with the MP5, or lure them with rocks and the machete. Remember, CryVision makes it easier. Whatever happens, don’t let either escape. They will swim or run across to the shack and call for backup, bringing the Hummer and alerting all. If you’re discovered, you can fight from there with the sniper rifle, but watch for rockets. Or, backtrack, some will follow, and return to the roadblock for cover. Ideally, if you get the 2, slip off to the right into the water and swim underwater over to the opposite shore. Gather your strength, then swim underwater, exiting out of the road and run for the first big tree on the left, up the road. This will cover you from sniper fire. The hummer will advance, and will stop near you. When the 3 mercs dismount, they are easy pickings. Run around the front of the Hummer, and you can get all three before they lock and load. Start down the road. Road Block Two Ahead, you will see another set of lights by roadblock 2. Again, there are two approaches. To flee, drive towards the roadblock [Save Point]. Soften the area ahead of time with the cannon, or don’t shoot at all. Just before the block, you’ll see 2 boulders in line. This is your right boundary. Another, not so well seen boulder is to the left. Drive between, hit the cliff, bearing a little left, and you’ll drive around the block at almost a 45 degree banking. Proceed down the road. To fight, use the cannon or machine gun to pepper the area. Dismount and seek cover away from the hummer, as you don’t want them to destroy it. At the site, you’ll find plenty of dropped ammo and a health kit. Steam Proper The road will take a sharp left. [Save Point]. For a quick finish, drive straight ahead, over a small hill, and take a hard left onto the road and follow it up and right. You can run over a couple of mercs at the back of the plant, kill the core worker, get the plans and exit. But, lets say you’re in for a little merc butt kicking: Attack Stop before the road turns left and climb the path to the left. Watch for the patrolling merc, and tag the whole area, then return to your Hummer. Drive the Hummer to a point where you are discovered. You may be able to get off a cannon shot towards the hut. Back up and get into a position where you can shoot the mercs as they come around the corner. Your new goggles will help. Advance on the camp using your Hummer’s MG. Get your pickups, and start targeting the plant. Stealth Many prefer stealth and accurate shots. Right before you get to the bend, take the trail up to the left. Near its crest, crouch or prone your way to the first big tree [Save Point]. Now, prone with your MP5, it’s all you need right now. Wait for that patrolling merc. Wait for him to pass, and then administer your best headshot. Wait. Use binocs, be patient. You may have to toss a rock towards the camp to alert mercs, but try to lay and wait. DO NOT forget that you have these beautiful heat sensing goggles. Shots are very easy in the bush, especially at night. Before long, 5 more mercs will approach from the right (SW). You’ll get six kills there with no alerts. Now continue along the ridge, past a boulder to another tree. Maneuver until you have a protected view of the road. Binoc and you’ll see at least 4 mercs together and at least 6 more crew at the plant. With the MP5 you can get at least three right away. One might escape to alert, but that’s ok. 3 more mercs will venture down the road, un-alerted. You may need to draw them in with rocks. That will get you 3 more easy kills. The rock throwing may cause at least 2 mercs on the facility to fall into the lake, since the mapper did not put a forbidden zone around it. You can leave them there. So, now we have at least 11 eliminations and no alerts. With the few remaining, feel free to pull out the sniper rifle to finish the job. You can now pursue on foot, or go back and get the Hummer and gather pickups as described earlier. If the chopper is alerted, you can go back uphill and repeat. Remember, one of the reinforcements is a rocket launcher. Sniper Heaven If you have conserved sniper rounds there is a nice opportunity to practice your sniping skills. Once past the roadblock move up to the left as soon as you are able and get the save point. You should be looking down onto the final facility. Binoc the area, and don't ignore the far left where a merc is at the landing pad and another walking right towards you. Then move to your right and carefully binoc the area up the road to the huts without being seen. Now quickly backtrack and cross the road moving as far up the slope above the road as you can go. Go prone here with a great view of the facility and the road below. Use up your sniper ammo picking off easy targets. If you miss the merc who was closest to you when you got to the save point, he will go all the way back to the roadblock and man the mounted gun, so be careful if you go back for more ammo or health. Note the yellow explosive can near the mounted gun on the lower deck of the building. One shot here should get two mercs. Use the CryVision goggles. Take a break from sniping every so often to take down the mercs walking up the road towards you. Don't let them flank you or you will be partly surrounded. When you have gotten all you can, drop the sniper rifle since you will not need it in the next level. Proceed as above to the cut scene with the foreman. ********************************************* FUN Climb At the point of the 2 chimps near the roadblock is a climb. Its possible to do solely on foot, or you can ram the hummer into the cliff wall and jump out at the apogee of the climb, continue forward, jumping. Atop, you may want take out the waterfall sniper. You’ll pass a machine gun there for no apparent reason. You’ll end up on high ground over the facility. Its fun to snipe from up there. You can actually follow the rim all the way around the camp, sniping and throwing grenades, and slide down near the 2 huts. This message has been edited. Last edited by: fabulouscoops, |
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Far Cry Moderator![]() |
Regulator
This level splits a nice outdoor adventure with a challenging indoor one. You begin in the maintenance bay you entered from “Steamâ€Â. Val tells you that she is entering “Archivesâ€Â. Doyle then tells you that your first objective is on the compass. Your mission is to locate three keys to gain access to three steam valves and turn them to maximum. You must then gain access to the regulator’s computer and create a back flow surge to blow it up, then escape through the ventilation system. Overview West to the Flying Fox You begin in a maintenance bay. On a crate to the left there is an MP5, 2 boxes of SMG ammo and a machete. These 2 weapons are perfect for your first encounter. There is a door opener that opens the big door.You will exit the maintenance bay on steps, facing West. To the right front is a small guard shack, with 2 M4 mercs in front of it. Ahead right is a container storage area, dominated by a large crane. To the left front is a lake, and a path goes along the lake to the left. A pontoon bridge goes from the storage facility to a generating plant in the center far end of the lake. The storage facility is up on a concrete terrace; accessible by steps form each end and the middle. To the far right, a chain-linked fence borders the area. A large steel frame structure suspends a large open container by chains than can be shot. There are four containers in line, with 2 containers on top. Atop the third container are a sniper rifle and a clip of ammo. There are 2 M4 mercs patrolling these containers. Next, there are 2 containers oriented 90-degrees to the first 4, with 1 container on top. The terrace then goes down to a lower level. On this level are 2 containers, then a large cargo truck. 3 Evil Worker Falcons are by the truck. Opposite the truck to the South is the pontoon bridge to the facility. Next are 2 containers stacked on top of each other, followed by the big crane. Atop the crane is an M4 sniper merc. At this point the terrace ends. On the ground is a double garage for show only. The road continues West, and rises up to an open field, with a bunker. Patrolling the road are 4 M4 mercs. They are triggered to patrol when you pass the garage. Inside the bunker are 2 M4 mercs, 3 grenades and health. East of the bunker are large concrete embankments. On the East side of those is the Flying Fox, which will zip you down to the SW side of the generating facility in the lake. South to the Facility Past a couple of large containers, a road leads up to a bunker like the one at the Flying Fox. Inside are 2 boxes of SMG ammo and health. To the left, in the woods, are a shotgun merc and an M4 merc. Just South is a tower, with a rocket launcher merc. Moving South, there are 2 M4 mercs in the road. A road goes East to the center generating facility. High fortress walls are on each side, followed by a bridge. The Facility From the front, the pontoon bridge enters the center, with a mortar to the right, manned by an M4 merc. The road goes through the center, with high walls on each side with large electrical storage cells on the right, and a locked building on the left. Stairs in front lead up to the locked room, with an M4 merc and a Falcon Evil Worker. The center road ends with a bridge out. Before it ends, there is a tower on the left, with another Flying Fox to the Regulator’s small radio tower. There is a hidden M4 sniper by the big tree to the left. Regulator Bay 1 The small door entrance leads to maintenance bay #1. To the right is the big door with switch. It opens the door for 10 seconds. Opening the small door reveals a walkway, with a sunken bay to the right. At the end of the walkway is an Evil Worker Falcon. In the bay is a large cargo truck, with a box of assault ammo and health in the back. On this side of the truck is an M4 merc. Another Falcon Evil Worker is to the rear of the bay on the far side. More forward, behind some crates at the rear of the truck is another M4 merc. A working forklift is near the large rear door. Regulator Bay 2 to Red Key You now have another small door and another large door do deal with as you did the first. In this bay, you won’t see anyone initially, but they’ll see you. Straight ahead, slightly up and right is an M4 merc behind some crates. To the right, back near the far wall are 2 Evil Worker Falcons. Up on the catwalk, centered over the bay is a Shotgun merc. Down in the far back left corner is an elevator up to walk level. Down the walk, to the left is a small office, with another Falcon Worker, who will join the fray. Remember that these positions are starting positions and they vary as the AI moves about. In this office is another pair of goggles and the red key card. Red Key to Blue Key The exit from this room leads to a hall of stairs one flight up. Here, Doyle will tell you that there are heat spikes and many lethal areas. At the top of the stairs there will be several gas tanks front and right and a large electrical storage tank. Just on the other side is a door to the cargo area. We’ll explore this room from another approach. To the left is a steam valve you must turn to make the short hall ahead passable. This hall leads to the valve hall, which, again, we’ll explore from a different approach. Now, return to Bay 2. Above the closed double doors will be a broken walkway. Above these doors is the door to the next key. This door leads to an overview control room. The front will be glass, overlooking a cargo bay. There are 2 M4 scouts. On the table are the blue key, a box of assault ammo, armor and health. You will be looking out over a room filled with metal scaffolding. To the left is a door leading down a hall of stairs. These stairs end at the electrical storage tank previously mentioned. The stairs from the red key room are 180 left. To the right, in the control room is a door leading to a landing or balcony overlooking the cargo room. From the upper control room’s perspective, this room is a pit, bordered on your left and right by a walkway, and below you a concrete landing and the closed double doors border the pit. Another control room borders the opposite wall. So, you have three levels: the control room you are in, the borders and second control room, and the floor level. The mercs will patrol, but they start with one M4 merc on the center scaffolding. Another M4 merc is by the double doors below you. Two M4 mercs are on the floor. The taller gas bottles at each end are explosive. A wooden crate has a box of SMG ammo and a box of assault ammo. On the mid-layer scaffold along the East wall is armor. To the lower right (NW corner) are stairs to the floor. Both end walkways have a few steps going down to an entrance either side of the mid-level control room and the green key. Green Key to Ramp In this control room is an M4 merc, and the green key. A door in the middle leads to another small computer bank lined room. Here you’ll find an evil worker Falcon and another steam valve. This is just an annoyance put in by the designer. Touching it will give you a 10% health loss. At the far end of the room is a long hall with a steam death zone. In the hall are 2 Core workers with M4s. A red light on the left wall indicates valve room number 1. Doyle will tell you to increase pressure to maximum. A valve on the wall is the first to turn. Next, down the hall, is a steam death zone. In play, you’ll have to go around it. The next door on the left is the door to the hall from the first valve you closed. This is the hall you will come down in game play. To the right, directly opposite, is the green key door to the second valve room. Each time Doyle will tell you that he has marked the next location. Down the hall to the left is the blue key door to the final valve. Inside is a Falcon Core Worker. At the end of the hall is a door to the right, leading to a short hall. There is a steam kill zone here, if you failed to close one of the valves. This hall leads to the door to the ramp area. Ramp to Exit This is one of the tough spots in the game. You’ll do battle with 9 of the enemy’s best troops. The ramp is lined with tall explosive gas bottles and fire extinguishers. Working counter-clockwise around the ramp, first merc is Elite Cover Guard with an AG36. The Elite Cover Guards carry a shield and are a challenge to kill. Next is an unshielded AG36 merc. The ramp takes a steep upturn where another unshielded merc stands. He is shown as an M5 sniper. When you open the door, this merc will be straight across with a fire extinguisher to the left and explosive tanks to the right. Next are an Elite Guard AG36, then another sniper M5 and an unshielded scout AG36. Joining the fun, thru the door up top will be 3 more M5 snipers. The top door leads to a short hall that turns right to another door. This opens up to a small room that is a pit, surrounded by railings and fence. The stairs to the mid left lead up and around to computer consoles. There are 2 mercs here, an M4 and a Falcon Evil Worker. Their conversation is rather funny, but they’ll probably alert before you hear it. On the left bank of computers is health, and the explosive switch is on the right. The explosion leads to a cut scene where Val says that she is leaving the Archives in a vent shaft. She wants you to find one and lay low. The door here leads to the exterior again. It is an open pit, surrounded by concrete walls and vent shafts. There are 2 raised platforms with railings all around. Between the platforms and scattered around are wooden crates. Exiting the door there will be a small crate in front and 2 tall crates to the right. At the end of the 2 crates is a P90 Scout. On the other side of the crates from you is an M4 merc. To the far left are two crates, with another P90 Scout and an M4 merc. Shortly after your exit, 2 V2 choppers will arrive with reinforcements at the far end of the compound. Both will bring 2 P90 mercs and a shotgun merc each, for a total of 6. The exit is the last vent on the right, and it has a lock that can be shot. Strategies Exit the small door and jump the rail to the right. You’ll hear the 2 mercs talking in front of the small shack. The MP5 will keep the responding mercs quiet. Use binocs and lean right. There are 2 patrolling mercs on the platform. Up on the far crane is an M4 sniper. Fun to get him with single shot MP5 rounds. You may see a truck depart across the bridge. It may stop half way, or continue on to the center facility. There are three Evil Workers Falcons with the truck. Since all of this is in front of the player, West is the most logical route. West to the Flying Fox After dealing with the 4 ground mercs and one sniper, ascend the stairs to the right and go to the hanging container. Shoot the 2 closest chains and the container will drop, allowing you to climb up onto the crates. On the third crate is a sniper rifle and ammo. Proceed straight ahead along the road. When you come to a steep hill, climb and go prone with a clear view of the road. Tag the 4 mercs on patrol. Once you shoot, they effectively advance, using cover. CryVision goggles will make getting them real easy. Proceed up and to the right. You’ll be in thick grass, tag the 2 mercs in or by the pillbox. Inside, you’ll find three grenades and health. Go out on the porch to the right front corner and binoc towards the tower. There is a large tree to the left with a red flowering bush. An M4 sniper is there. On the far left of the center complex is the M4 merc by the machine gun. The three Evil Workers from the truck are somewhere, usually near the tower to the right. Throwing rocks towards the small radio tower or to the right of the broken bridge will often put the 3 workers out on that bridge. Take the Flying Fox down to the center facility. Clear the area of mercs. If you want the launcher, take the bridge to the tower, and remember the 4 mercs on the ground there. If you’re ready for the Regulator, climb the tower and take the Flying Fox. A shorter approach is to go to the right corner of the upper bunker area and dive into the lake. Swim to the right side of the radio tower and climb out. Enter the Regulator [Save Point]. South to the Facility Follow the path, tag the tower merc, because he will fire on you immediately. If you don’t have the sniper rifle, you may have to fight the mercs in the cargo crane area and get the sniper rifle. When you take out the rocket man, 2 mercs will come after you from near the tower. You’ll also draw the attention of the 2 other mercs just past the tower. From here, you can cross the bridge and fight the mercs described earlier, or jump in and swim to the radio tower. An alternate route to all of these is to either run down the center of the pontoon bridge, or get the truck before it leaves. You can also simply jump into the lake and swim to the radio tower. Inside Regulator Bay 1 Your tactics in dealing with the mercs depends a lot on your playing style. Open the door and shoot the Falconer, others will move forward. You can go in for headshots, seek cover outside and draw them out with rocks, open the big door, etc. Once that room is clear, hop on the crates, then onto the truck for health and ammo. Approach the door to Bay 2 [Save Point]. Regulator Bay 2 to Red Key Again, you can open the door and shoot the merc up on the walkway, and go in guns blazing, or retreat to the previous room and use cover. Once the room is clear, go back to bay 1 and get the forklift. Open the big bay door and drive it to the far corner of bay 2 for an elevator ride. Position the forklift so that the crate on the raised forks provides a bridge on the broken catwalk. Go into that first room on the left. The red key is on a table, along with CryVision goggles. Exit thru the South door, up the stairs and turn off the steam to the hallway ahead. Now, game play varies. But, Doyle gives you the order in which to open the doors, so we’ll get the keys in that order. Red Key to Blue Key Use the forklift to jump the broken catwalk. Most of the mercs now will have heavy body armor and face shields. If you take them out with anything more than an MP5, you’ll have company. Again, this will be your preference. They, as many in this level, will drop armor. Choose your fight here, but if you start off the key room [Save Point] with a grenade for the 2 scouts, most of the cargo mercs will come up after you. You can wait in the upper control room and get them as they come through the door. One of the floor mercs will anchor down on the floor. If you elect to go out the left door and down, lure the mercs to you and shoot the explosive gas tank. Green Key to Ramp Once all is cleared, make your way into the second control room for the green key. The Evil Worker will more than likely have joined the fight in the cargo room. From here, proceed to the long hall to the first door. You will have to shoot the 2 Core Workers. You can go to the hall ahead of time, before even entering the upper control room, and get these 2. Enter the red-lit door by using the key card. Turn the first valve to maximum. Return to the small lab. Do not proceed down the hall, or you will die. Go around, thru the cargo room, out the door, coming out by that first steam valve, turn right. Go straight across the hall to turn valve 2. Doyle will tell you that he’s marked the next junction. Exit, turn right and it’s the door on the left. There is a Core Worker waiting to pounce on you as soon as the door opens. Turn the final valve. Proceed to the end of the hall. Open the door to a short hall [Save Point]. Open the next door for some fun. Ramp to Exit When the door opens, fire upon the fire extinguisher directly across or snipe the merc there. There are extinguishers and tanks all along the ramp. More than likely, the mercs will come too fast to fight on the ramp. You can draw back and lure them into the short hall, then go to the end of the long hall with sniper rifle or rocket launcher and goggles. You can even lure them all the way to the 2nd maintenance bay. They enter thru the room that had the first key. Outside the door, toss rocks to the opposite wall. They will exit; turn left to the sound of the rock, exposing their back to you, allowing you to hack ‘em with the machete, or shot them with your favorite weapon. You may have to go back and draw more to you. A couple may stay on the ramp. Another strategy is simple, but very effective. You can shove the crate in the hall down near the exit door. You can even go back half way down the hall and get the metal crate. You may need a grenade to get it up the steps. The crates slow the mercs down enough for you to get in some good shots. A tip on fighting the shielded Elites is to aim low. When you hit their legs they will temporarily drop their shields for a one shot kill headshot. Enter the door at the top of the ramp, down a short hall, giving Doyle enough time to tell you to ‘reverse the main flow’ or, blow the console [Save Point]. The final inside room has the grunt guard M4 and an Evil Worker Falcon. The left console has a health pack. The right console has a use button to blow the console. When you blow the console, you get the cut scene with Val. When the console blows, and the exterior door opens, there’s a hard way, and an easy way out of here. The Hard Way Use grenades, flash bangs, smoke, whatever you have to fight the 4 mercs outside. You need to work fast, because 6 more are on the way. You can seek a defensive position behind a column inside the blown room. You may want to not use that med pack on the console before you blow things up, because you may need it here. There will be a lot of smoke fire and confusion. You’ll need to be at your best to win this fight. The first V2 will deliver its 3 mercs, and just seconds after they repel in, another arrives with its load. When all is clear, go to the far right of the compound and shoot the lock off the vent and crawl in. If you can’t get past the fan, you must go prone, or crouch. The Easy Way As soon as the console blows, and the cut scene ends, RUN out the door, taking a hard right along the wall. You’ll pass right by the merc at the end of the crates. Hang a left and run straight back to the vent, shooting the lock on the run, and jump in. No mercs shot. The mercs have to go through several animations before attacking. You will get by before they can fire. The Supersonic Cheat and Climb. Once you’ve beaten these levels, its fun to go back and look for loopholes the mapper didn’t intend. When you exit at the beginning, kill the 2 guards, then hit the water and swim all the way to the radio tower. Climb out and get the lone guy by the red plant. Now, continue to the first tree. It is possible to climb this hill. Keep looking up and watch the leaves. If they stop moving, try gently moving the mouse left and right, or jumping. Up top, work your way right. A kill zone is to the left. There is a depression that you must slowly slide down. Beware of the deep hole on its left side. From up there, you will “see†a lot. But, you may be looking through a one-way wall. Since we aren’t supposed to be up here, the mapper didn’t make the walls solid. Throw rocks to see where you can shoot. Try to draw the 4 mercs out in the open for kills. To enter, head for the front, over the spot where the console room is. All you’ll see is water. There is a ledge below you, which you must jump down to. If you miss, you will fall for eternity. To jump down to the floor, land on the handrail of the elevated platform in the middle. Exit the level. Also, from up there, the first V2 is dead ahead. Before you slide down the depression, rocket it to kill the three mercs. The other will require some more climbing to the right. You’ll see it far away. Rocket it also. If you want, take out the V2s and remain up top, then go back down to the entrance of Regulator and play the map. When you get to that end room, you’ll have only 4 mercs to deal with. This message has been edited. Last edited by: fabulouscoops, |
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Far Cry Moderator![]() |
Control
You start in the vent, where Val says the humans are also being mutated. It’s far too dangerous to proceed. After your insistence, Doyle says that he’ll try to map a path for you to get to Val. Your mission is to continue to look for Val. You must turn off 2 steam valves and find an exit. Overview Start to Valve One You begin your adventure in the vent pipe from “Regulatorâ€Â. You’ll need your flashlight to navigate through the pipes. There is a short drop into a larger wet pipe. Be facing East when you drop, and you’ll see an Evil Worker fall to his death. He will drop a flashlight. Climb the ladder. You will exit into a small square room. The only pick up is a machete. A door leads to a short set of stairs down, turn left and down again into pulsating lights in a hall. A low vent to the left leads to a room we’ll visit in a moment. The door straight ahead leads to a fight you will trigger. Before the door are a dead merc and a shotgun pickup. The next room is small with a short chain fence guarding a long drop into a pit with 2 large steam pipes. A ladder is on the left side of the pit. A mutant chimp is to the left, and 2 more are to the right, in a small storeroom. All three will trigger to attack 2 M4 Core Workers farther down the hall to the left. The storeroom to the right has 2 flash bangs on the shelf ahead and 3 grenades on the shelf to the left. On the bloody floor is a box of shotgun shell, CryVision goggles and a flashlight. The hall to the left drops down a short flight of stairs to a steamy hall. An opening to the left is a room full of crates. On the left is a vent halfway up the wall. This is the same vent you encounter in the beginning. At the end of this hall an overhead steam pipe is leaking, creating a death zone. Returning to the pit, the ladder leads down to another vent. Through the vent, you’ll enter an empty hall. The door to the left opens up to valve 1. A dead merc is on the pipe directly above. The valve is in a large and deep room. On the catwalk above is the dead merc. On the catwalk above that one is an MP5 merc. Valve One to Valve Two Returning to the top of the ladder, the steam pipe has been turned off, so we can now advance through the hall. After turning left, 3 Core Workers will be activated in the next room. A right turn leads you to a generator, with explosive gas bottles near by. The three Core Worker mercs will be advancing on you. Behind the generator is a chain fence, and steps are to the right. Down the steps and around to the left, behind the generator, is a crate with a box of assault ammo. Down and to the left front are more steps down into another hall. There are low vents to the left and right. The left vent will lead to an impassable area, so we’ll look at the right vent. This vent exits into the same large room of valve one. Directly across is the dead merc on a pipe, and above left of him is the MP5 merc. A ladder to the right leads up to the next 2 levels of walkways. There are no pickups or AI, so it can be disregarded. Farther past is a walkway bridge to the opposite side. A hanging walk is above this one. At the end of the walk is a ladder you must jump to reach. At the top a “D†ring ladder continues up to the top level. Valve two is there. When you reach valve 2, you will trigger 2 trigen chimps to enter through the same vent you did. Valve Two to the Elevator Returning to the hall, you now go through the left vent. When you exit into the hall, a mutant chimp will have spawned to the right. The left vent turns right and is rather long. At the end is a blown out room, with a dead Evil Worker hanging on a pipe. A trigen chimp will be advancing, and will probably have entered the vent before you reach the room. Another chimp will soon join. A third one will appear out of a vent on the opposite side. The opposite vent continues forward and turns right for a fairly long distance. There are 2 exits out to adjoining rooms. A short vent shaft to the right leads to the first room. The end of this short shaft is covered by a grate, but will be broken by the mercs when alerted. There are 2 Evil Worker Falcons in the first room. There is also a box of shotgun shells on the floor to the right. A gate is closed between the 2 rooms. If the mercs in the next room are alerted, however, they will open the gate and enter in pursuit. The vent continues down and dead-ends right, to a short vent shaft. It opens up into the second room. In this room are a shotgun merc and 2 P90 mercs. Stairs to the left lead up to a raised area to the elevator. A shelf there has a flash bang, three grenades and health. Elevator to Basement A gate divides the lower room. A hall to the left forms a “U†and joins the room on the other side of the gate. When the elevator reaches the bottom floor, a battle between 2 M4 mercs and 2 trigens is triggered. If not interfered with, one of the mercs opens up the gate. There is a door ahead and one to the right. Both lead to a large research lab facility. The door ahead opens up to 2 trigen chimps in an ambush position. The hall moves forward, then right and left down stairs, onto a grated walkway over the lab floor. The lab is oriented 90-dgrees to the walk and forms troughs either side of the raised center. In the trough areas are operating tables, some with dead trigens. The center aisle has short walls with computer screens embedded. The lab extend to the right and goes around a corner to a door to the other lab. At that point is a small nurse’s station with a window overlooking the lab and a health kit. In this room are 3 M4 mercs. 2 more M4 mercs are at the nurse’s station and 2 more M4s are by the door to the next lab. The door to the right from the start room, opens up to a short hall and then the other portion of the lab. You exit onto a walkway that goes around the lab below. On an operating table is a fatboy. You ask Doyle what these huge things are and he tells you that he’s heard rumors about them, and that the mercs call them “Fatboysâ€Â. Stairs straight ahead go to the lab floor. Stairs to the left go up and, at the far end, join up with a grated walk that continues to the opposite side and some computer terminals. Below this walk is the door to the other lab. There is also a branch of walk that goes right over the center of the lab. On this walk is an M4 merc. If this merc is killed, even silently, the mercs in the other lab are activated, and will investigate. Directly opposite the entry are stairs from the floor up to a door. This door exits into the hall, with a door to the right to the basement. Basement to Exit The basement goes straight ahead, dominated by the old brick arched look. Around the corner left is a mounted MG. There is a long hall, with a burning barrel a few yards down. Manning the MG are 2 M4 mercs. Your entrance will trigger a battle between them and trigens spread throughout the basement system. At the end of this hall are 2 mercs, an MP5 and a shotgun. They will fight the trigens and retreat to the gun emplacement. Speaking of trigens, around the corner and extended thru the winding hall are scattered 19 trigen chimps and one Fatboy. Just past the burning barrel is a room on the right. This is the kitchen area, and there are 3 shotgun mercs inside. A shelf to the left front has a box of shotgun shells. A shelf to the immediate left has a health kit. A door in the far left corner leads to the bathroom. In the bathroom are 4 trigen chimps. A door exits to the hall. The hall takes several turns, until it ends with a door to the left. Inside is a pit of water with a floor vent, and another vent on a shaft to the rear. Inside are 1 Evil Worker Falcon and 2 chimps. Both vent grates lead to shafts. The lower shafts are underwater. There are 2 routes to the end battle room. The wall shaft goes up to a platform with a square hole in the center, looking down on the levels of walks and stairs. Several crates offer some cover. The bottom is a shallow pool of water. The floor vent goes under water and joins the wall vent. A ladder would take you up through the wall vent route. Entering either vent and going down, you must head north. You will exit through a vent in the floor of shallow water, at the bottom of the final room. There are 2 levels of grated catwalks in the room. On the second level are 2 M4 Core Workers and 2 chimps and a Fatboy. On the lower level are three chimps and 2 AG36 mercs. A set of stairs leads out of the pit directly to the exit door. Strategies Start to Valve One As you enter the first hall, the battle between the 2 Core Workers and 3 chimps is triggered. You have 2 paths to take. Left thru vent Break the grate and hurry thru. Most of the time you’ll catch a trigen battling a Core Worker in the small cargo room. The other 2 mutants will be in hot pursuit of the other Core Worker. Many times the Core Workers win, and you’ll have one to deal with. If you linger too much, and miss, a trigen or worker will double back thru the vent and get you from behind. Straight ahead This is perhaps the quickest solution. As you open the door, the one trigen exits left for the workers and 2 more come flying across the door opening. You can get 1 or 2 right away. The Core Workers are lean and shoot. If the trigens get him, or you get the workers first, you might have 1 or 2 chimps after you. Just get a full clip, and be ready to run backwards at a distance while you fire. Sometimes one of the chimps will get hung up on the short chain fence guarding the pit. Valve One As in Regulator, there are steam flows that will hurt or kill you, so there are some valves to shut off. Do not proceed down the hall, as there is steam damage. Instead, go to the room to the right, and pickup 2 flash bangs off of the shelf in front of you, and three grenades from the shelf to the left. On the bloody floor are shotgun ammo, goggles and a flashlight. Exit the room and to the right will be a ladder to descend. Break the grate and exit into the hall. Turn left and open the door, valve one is in front of you [Save Point]. There is an MP5 merc directly above you. You can leave him for later, as you will be revisiting this area. Or, move to the left and throw rocks to the opposite wall. He’ll walk out on the catwalk above, where you can shoot him. Return topside, and proceed thru the now safe hall. Valve One to Valve Two You’ll come to a room and see the end of a large generator. You can now expect the three Core Workers. They will be slowly advancing to the door. You’ll see a tall gas tank, and a small one. The small one is exposable. You’ll get at least one that way. Around the fence is the crate with ammo. Now proceed down the hall [Save Point]. There is a vent to the right and a vent farther down to the left. Leave the left one, as you need to shut off a steam valve first. You may hear the growls of trigens as you work your way down the vent. You now enter the same room as valve one, but higher up and on the other side. If you did not kill the merc described as over top of you at valve one, he’ll be directly across the way. Look for a dead merc on the steam pipe. He will be right above him and a little left. There is a ladder, just to the right as you exit. Disregard it. There’s nothing up there. Go across the hanging catwalk. You’ll have to jump up and grab the ladder. Ascend and continue straight to the “D†ring ladder to the top. Turn the second steam valve [Save Point]. As soon as you do, 2 trigens spawn in the vent you used to enter. Look across, and they’ll come strolling across the bridge. Take them from your high ground. After a awhile, if you can’t get them, they leave. Use rocks to draw them out once they go below you, or climb down one level for an easier shot, or, from the lower level, jump to the hanging bridge, then down to the vent. You’ll have ample time to slay them as they move towards you. If they get too close, back up inside the vent. As you exit the vent, another chimp has spawned and will be coming from the right, down the hall. A thrown rock to the opposite wall will have him stopping in front of the vent, looking at the wall. Valve Two to the Elevator Now you can go into that left vent. At the end you can see light brown textures as it opens up into a room. Keep advancing, as 2 trigen chimps will be advancing. You can get them in the vent or in the room. A dead Evil Worker hangs from a pipe, but has nothing to offer [Save Point]. The vent across the way, however, will soon produce a third chimp. Wait, and you can get him before he exits. Enter the vent, take the right and you’ll soon hear the chatter of mercs. Again, there are 2 paths to take. There is a vent shaft to the right that leads to a generator room. Go straight and right again, and you’ll be in a larger room. An opened arch connects these two rooms. The first room has the 2 Evil Worker Falcons. The far room has the three mercs. The workers can be lured into the vent. You could go after the others from that room, or go down to the next vent opening. If you go down, and haven’t killed both workers, they might come in after you, while your busy with the other three. If your health is ok, leave the health kit for the future. Head for the elevator [Save Point]. Elevator to Basement When the elevator goes down a battle between 2 M4 mercs begins with 2 chimps. A fenced gate separates them. There is, however, a hall that goes around. Most of the time the gate is raised, but if you immediately shoot one of the mercs it won’t get raised. The switch is on the right wall. A good tactic here is to keep your back to the elevator switch. When it reaches bottom, without turning around, fire a shot, hit the use key to go back up, and fire a couple of rounds into the floor. At the top, when the door opens, stand in the threshold and throw rocks to the far wall. Go back down. If they’re still fighting, or you don’t see anyone, repeat the procedure. Eventually, when you reach bottom, whatever is left alive will slowly back into the elevator. Headshot time! Or, just go down and fight them. You will now have a door straight ahead and a door down to the right. Both lead to labs, which are joined, so there are 2 directions you could go. Straight When you open the door, you will be greeted by 2 charging trigens chimps. The hall goes right, left, [Save Point] then to an elevated walkway. As soon as you clear that door, you will be spotted and a fight begins. There is a scout standing in the middle, near one of the center computer screen walls. He’s the only one you’ll initially see. Once you start fighting, however, all 7 mercs attack you and other will go around and come up behind you. If you engage them, they will immediately go to the other lab, exit and back track right to you. You could fight there, or even return to the elevator for the same initial rock-throwing tactic. Right When the door opens, there is a very short hall [Save Point]. This is where the 2 trigens from the opening battle were. The next door opens up into the other lab. There are catwalks above the “Fatboys†with only one merc. He is up on the center walkway, about in the middle. You can shoot him or ignore him and run down the stairs, across the room, up the stairs and out the door [Save Point]. The other lab mercs will be there quickly, so don’t take a lot of time with him. So, for the easy route, go only into the right door, and run down the stairs, across the room, up the stairs, through the door, and don’t deal with the other 2 trigens and 8 mercs. Basement to the Exit When you enter, there will be a long brick hall and you will have triggered a major fight between 4 mercs and a bunch of mutants. At the end of the hall, around to the left is a machinegun nest. There are 2 mercs there. One is on the gun and the other is shooting his M4. You will be busy. If you let the battle rage and hide, the outcome is varied. Most of the time, there will be chimps and/or the Fatboy to deal with. Sometimes, because of the way bodies fall, many will die, trying to go over the burning barrel. Just past that barrel is the Kitchen area. Inside are the three shotgun mercs, and the 4 more mutant chimps in the bathroom. So that makes 23 mutant chimps, 7 mercs and a Fatboy. The odds seem insurmountable. But, there is a fairly easy solution. Rush around the corner and take out the M4 merc, then the one on the machinegun. Take over the gun and lay down heavy fire. As soon as the Fatboy rounds the corner, concentrate fire on him, diverting only to shoot a chimp if it gets too close. Now, if the three in the kitchen don’t exit, just go near the door and they’ll hear you. Go back to the gun, throw some rocks and wait. Next, go into the kitchen and towards the back. You’ll hear the trigens growl, run back to the gun and count four kills. Go back to the kitchen for shotgun ammo and health. The hall is now clear to the end [Save Point]. Open the last door and trigger a fight between an Evil Worker and 2 chimps. One chimp will survive. Be ready to back pedal and shoot. Enter the room and decide on one of 2 routes. Up Shoot the grate and climb the ladder to the top, you will trigger the last fight. Shoot the end vent cover and exit above the battle. There are crates surrounding a square opening in the floor. Up there, you can use the crates for cover and lay fire on the chimps. It might divert them somewhat and give the mercs more of a chance. The mutants will eventually win out, and you’ll be dealing with 2-3 chimps and a Fatboy. Use binocs to tag and keep track. Running around and shooting will do the trick. If you can get the Fatboy first, stand near the edge and the chimps will try to jump at you, bouncing off the pipes. They are easy prey. Easiest thing after you’ve beaten them is to go back down and thru the “Down†route, or pipe hop down and try to land in the lower vent shaft, after you shoot the grate. Sometimes, in the fray, Fatboy steps in that grate and drowns. Down Shoot the grate in the middle of the floor, dive in and swim North. Or, enter the same vent as in “Upâ€Â, but go down and North. Shoot the vent cover at the end. Exit, RUN straight, and right around the center piping, up the stairs and straight out the door. Done, no shots fired. This message has been edited. Last edited by: fabulouscoops, |
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Rebellion
A walkthrough for “Rebellion†is like giving someone directions thru Disneyland. Well, what would you like to see or do? It’s the largest outdoor map, in terms of routes and AI. This map is a good example of the non-linear play of Far Cry. There are no keys to grab, no doors to unlock, nothing but your mission - get to the “Archivesâ€Â. The shortest route would take just a few minutes, but you’d miss so much. An attempt will be made here to give a general layout of sections. These sections all inter-connect. You can take the high road, you can take the low road. You can fight for hours, of get thru without a weapon, using only a vehicle. Overview Start to Fort Edge You start in the hall you escaped to from Control. Doyle tells you that his communicator confirms your comment that it sounds like a war zone. The hall takes a left. Near the end of the hall is a chimp mutant. Another is just on the other side of the door, and will quickly join his friend. The next room is very short. A dead Core Worker is on the floor and another chimp is on a walkway to the front. As you enter the next room, Doyle tells you to head South to the main archives and find Val. A dead merc in the floor gives you armor and an M4. The shelves yield 2 boxes of assault ammo, a box of shotgun shells, three grenades and a machete. Near the exit is another machete and goggles. Topside The Fort is walled by elevated embattlement walks, like the Great Wall of China. The West side consists of the rock face, housing the halls you just exited. You exit, facing North and an open terrace with a short wall. Forward and right, or East, there are stairs going up to the elevated walk. On the North side of the Fort, accessible by the walk is a tower. Just to the right of those stairs is another set, going down to the ground level of the Fort. We’ll visit that in a moment. The position of the AI will change as soon as you exit outside. There is a Mutant Scout (Jumper) off in the distance, outside the Fort, who will jump right up to the top of the stairs by the tower, as soon as you exit. Turning right onto the wall facing East, there will be three mounted machine guns. 2 will be manned by M4 mercs. The wall curves around, facing South. It dead-ends into the rock face. Before that, are stairs to the ground floor. At the base are a couple of crates and a Hummer. The stairs on the other side of the Hummer require you to go around the vehicle, because they initially go West, then North, and back up to run back to the exit door. At the top of these stairs is an M4 Merc. Ground Floor There are 2 large generating units along the West wall. Along the East wall, for some unknown reason, is a large boulder stuck into the wall. The South wall has 2 maintenance bays. In front the West one is an M4 merc, the Hummer, and inside is AG36 grenades. The East one has a box of assault ammo, shotgun shells, and a grenade on the floor, a health kit and a shotgun. A side door leads to a small alley, good for cover. The East wall has a large closed double door. The ensuing battle will soon have a Fatboy blowing it open. Around the Fort Open ground is all around, except for the West wall. Straight out from the East wall is a tower, with a sniper. Past that is the “Bridge Road†which begins at these large double doors. On this road, before the tower is a Fatboy, and another one just past the tower. There is a path breaking right, that leads to a rock face with a concrete bunker entrance. We’ll discuss that on the “High Road†To the right of this façade is another leaper, the Mutant Scout. The path then splits right again, joining another small path from the Fort. At that juncture is a Fatboy. The paths combine and lead to another tower with a merc M4 sniper. This tower marks the junction of the “High Road†path and the “Low Road†path. Confused yet? Beyond the Fort All roads lead to Rome, in this case, the Min Fort. Steep cliffs border the West and North boundaries of the main fort. East goes into the hills of the island, and South overlooks a steep cliff down to the Ocean. There is a beach below with a path that is parallel and below a road running South. The path slowly rises as the road falls. Where they meet, to the left, or facing East, is a valley and draw. For a future reference, lets call this East Valley. This road continues South and goes right down onto the beach. This is as far as you’ll see the road, so more on that later. Back to the concrete bunker you can see from the fort. This leads to the “High Road†route and the “Low Road†route. Inside this facility, you’ll enter a room with pipes to the left and a fenced door in front. If you near the door, a small steam pipe breaks. You can open the fenced door, but going inside will just kill you. Hop up on the big pipes and crouch through to the other side. You are now looking at either going straight through a fence door for the “High Road†or right to the “Low Roadâ€Â. Low Road Continue right and go through the hall. You’ll come to a spot with splatter on the floor and a left turn. There’s a crate on the left, and an M4 Evil Worker. Along the left wall floor is shotgun ammo. This hall exits to the outside and a small path. This small path winds its way down to the beach. When you exit, you will be spotted by a Fatboy and others. Bearing due East, on the upper road, (obscured at first by a tree) is a mutant chimp. At ESE is a Fatboy, and another bearing SE. On the beach below is a Hummer with one M4 merc, soon attacked by a mutant chimp. Continuing South, there is a large black rock you’ll have to go around. On the other side is a burning 4x4 with 2 M4 mercs fighting a Fatboy. There is an arched rock formation you can try to drive through. The water ahead is shallow enough to drive straight thru. The road continues up through a canyon. You will trigger a rockslide, so watch out. Just ahead are 2 mutant chimps. Just past that, after a slight left, there are 2 more chimps. You then come to a burning 4x4 and rock slide, with a Fatboy directly on the other side. Past the rockslide, you arrive at the Mini Fort. This is a junction we will visit later. High Road To get to the top of the rock formation that is over the bunker, you can take the path by the tower. At the base of the path is a Mutant Scout, who will probably have joined the main fight earlier. At the top is another Mutant Scout. Or you can continue from inside, after having crawled over the big pipe. Instead of going right, as in the previous tactic, open the gate and enter the shaft. Look out, as a merc comes sailing by. Climb the shaft and exit atop the hill. Follow the path up to the hang glider. There is a grenade on a crate. You are now overlooking pretty much the same vista as you did in the “Low Road†route. If you carefully continue East, you can climb down the hill a little, going North. Below is the road that was described earlier as the upper road. There will be 2 M4 mercs in the road, and a mutant chimp in the woods. This is a nice area to kill the AI, in preparation of taking the Bridge Road Route. But, if you move along to the East, from the glider, you will be able to see a tower in the very far distance. It is on an island, and this glider is the only means of reaching it. On that island are a mutant chimp and some ammo, an AG36, armor and health. A Flying Fox returns the player to the mainland. Bridge Road Route The road from the fort goes out to the left, past the tower. At the point where it meets the woods, there is a mutant scout. The road turns a little right, where a Hummer is parked with 2 M4 mercs. Off in the woods to the left is a mutant chimp. These are the AI you can see from your exploration up by the glider. The road splits. The left fork goes to a broken bridge. Straight, the road continues South, and is the road visible from the high road-low road route. Just past the Hummer, on the left is another mutant chimp. Across the bridge, the road rises and the cliffs to the right taper down to the road. At that point is an ambush Hummer with 2 P90 mercs. The road continues and begins a rise to the gradual right to a blind spot. At the base of the rise is an avalanche spot. A Fatboy is above right on a cliff and will roll 3 large boulders down on you. This is one of two avalanche spots in the level. If you go back to the ambush Hummer, it is parked in a draw. Follow that draw, and it will bring you to high ground and the Fatboy’s position. On the down side of the gradual right slope, to the right, is a mutant chimp. The road does a dip and you’ll hit a save point. To the right is the area previously referred to as “East Valley†in the “Beyond The Fort Overviewâ€Â. It connects to the upper road. In that valley are 2 mutant chimps. So you see, here you could be on the upper road and cut through to the Bridge Road, or vise versa. Continuing, there are 2 small log fires in the road. In between is a Fatboy. The next roadblock is another fire as the road nears a beach. In the woods, up to the left, is an AG36 Mutant Scout. The roads skirt the beach and turns back up to the right. Several fires block the road. Ahead are barrels and a wrecked Hummer. A battle will be triggered. By the Hummer are 2 M4 mercs. Farther down the road is a Fatboy by a cargo truck. Also in the fight is an Evil Worker Falcon, in front of the truck. Another mutant scout is up to the right. A shortcut lies to the left of the truck. The terrain is climbable by foot or Hummer. It will follow a narrow ridgeline, and meet up with 2 trigen chimps. It ends on a bluff overlooking the final battle area. Tagging the area will start the final battle sequence and trigger an attack helicopter. Returning to the road, it continues forward and makes a sharp right after a save point. After a 90 right, there will be a large rock to the left, where a P90 merc is fighting a Fatboy. Ahead is the Mini Fort. Mini Fort The Mini Fort where the Low Road walkthrough ended. Ahead is a dismounted M4 merc by a 4x4. The Mini Fort is on the other side. The road in front takes a sharp bend to the left. In front of the Mini Fort are 2 more mercs, an M4 and a shotgun. Where the road takes a 90-degree left turn, it joins with the road from the falling rocks approach. At the junction is a Mutant Scout. Stairs lead from bottom right to upper left as you face the fort. The Mini Fort is guarded inside by a Fatboy, which is standing in the arched hall at the top of the stairs. Around the corner, and up the stairs is a Mutant Scout. To the left out of the hall with the Fatboy, is a crate with a grenade, health and rockets. If you come this route, the Fatboy on the other side of the rock fall from the earlier route will enter the fort and join the fight. The lower tower has a mini gun and the top tower has a mortar. Up by the mortar is a crate with armor. At one point, Doyle will say that you need to head South to the tower you see in the distance. In this area you will trigger 2 Hummers to respond. Mini Fort to Final Battle Standing in the mortar tower of Mini Fort, looking South, there is a cove below and a sandy beach that follows around left to right towards the lighthouse. The road descends steeply from the fort to the beach. A wrecked boat is SW of your position. There are 2 mutant chimps there. To the SE is a cone shaped rock. Hiding behind that hill is a Hummer, with 2 MP5 mercs. The 2 triggered Hummers advance and cut through the water in front of the rock. The distance traveled for one Hummer depends upon how many trigens you killed. If unimpeded, one will park in front of the Mini fort. Both vehicles will take on the 2 chimps if still alive. There are 2 M4 mercs in the first Hummer and an M4 and AG36 merc in the second. The road goes under an arch and a 4x4 buggy is parked at the base of the lighthouse. Again, from the Mini Fort’s mortar tower, at a South bearing, half way to the lighthouse, pretty much above the arched rock, is a mortar position. It is manned by an M4 gunner, and there is a health pack on a crate. Halfway up the path to the lighthouse is a sniper. In the lighthouse tower is a rocket launcher. From the lighthouse, at a bearing of ENE, you’ll see another tower. Just to the left is a hilltop with a hang glider. There is a grassy path from the lighthouse to a rock, and then a path up to the glider position. At the glider are 2 gliders, an AG36 merc, health and sniper ammo. The path continues North to another rocket launcher merc. At this point the attack helicopter mentioned earlier is triggered to attack. The path slopes down to meet the road that goes past the lighthouse. There is a draw to the left, before meeting the road that leads to a path directly to the mortar position. The road continues down towards a wooden bridge. To the left of the bridge is a Flying Fox that takes you up to that tower you saw from the lighthouse. An M4 merc guards the line. A draw from the Flying Fox goes back up to the mortar position. Final Battle Area The Flying Fox Tower The tower is accessible from the Flying Fox, or by land from the final battle. There is armor on a crate at the inside base of the tower. Your purpose here is to initiate the final battle sequence. This is probably where the mappers intended it to happen. By the time you reach the battle, the scripted outcome will have been reached. A footpath from the tower works its way downward in an easterly direction. There are places you can go left for an overlook of the battle, and maybe do some sniping. At the place where it takes a sharp left turn, you have the option of going straight. If you went left, you’d come out by a Fatboy and a burning 4x4. Going straight, you’ll hug a ledge that gradually swings left (North) and right into a Fatboy. You can veer right and go to high ground. From here, you could tag the mercs over by the V2, on top of the Archives and around the barriers of last defense. Continuing down this path is a mutant chimp. From here, you have no options but to go swimming. This low spot is really here if you fall into the water during your fighting at the final battle. It’s the only place to climb out, without swimming for about a half hour. The Wooden Bridge. The bridge crosses into the area dominated by mutants attacking a bridge. The mercs occupy the other side and are defending the Archives. The AI positions discussed here will not be the same when you arrive, due to the battle. As you enter on the road there is a burning 4x4 ahead. In front of it is a Fatboy. Off to the right (West) is a mutant chimp. Just down and right is a path with another Fatboy. This path goes up to the tower just discussed. Ahead is another burned 4x4, overturned. To the right of that, in the woods is a Mutant Scout. There is a hill straight ahead and off to the right with another Fatboy. Right on the other side of the overturned 4x4 is an M4 cover merc. At the bridge are a set of concrete “Jersey Barriers†There are 3 M4 merc there. At the other end, to the left is an M4 merc and a mounted MG. The tower is manned by a rocket launcher merc. Sometimes, in battle, the mercs will retreat to the barriers on the tower side of the bridge. At the tower base are AG36 grenades, assault ammo and armor. The Final Barrier Your last save point brings you to a series of barriers, defended by 5 (shield bearing) Elite Forces mercs. They carry P90s and drop lots of armor. Off by the V2 chopper are 2 Falcon Scientists. When the action heats up, they will usually head for the bird and take off. If you snipe them earlier, the V2 may stay there. On the roof is an M4 sniper. The building to the left (Bay 1) houses 2 AG36, an MP5, 2 boxes of assault ammo, a grenade, three boxes of shotgun shells, AG36 grenades, SMG ammo, sniper rounds, and health. The exit is the door to the Archives. Strategies The Initial Fort Fight Hall If you can tag the chimps, you can monitor their progress down the hall, or charge them and retreat firing. You can just run right thru the next door, into the next room. You’ll have enough time to grab pick-ups and exit, but the chimp in that short room will follow after you. Do that, or shoot him there, or backtrack and use the whole hall. First Battle Strategies Proceed to the exit door [Save Point]. You will enter an attack by the mutants upon the Fort, defended by the 2 wall machine gunners, the poor garage mechanic and the 2 tower snipers. As in most of these scripted battles, you can wait them out, or join the party. After you exit the door, the Mutant Scout lands on the stairs, and if not attacked by you, he will see the mechanic and go after him. Meanwhile, one Fatboy is rocketing the doors, and they blow up. He enters and finishes off the mechanic. Those two AI stay inside the Fort perimeter. The 2 Fatboys and one Mutant Scout fire upon the remaining 4 mercs. If you wait out the battle inside, the Fatboys and other surviving AI come after you. Use grenades, flash bangs, do you thing. Remember the tip that the Fatboys never change hands while firing. Position yourself behind the door so that he sees you, but you don’t see his weapon. He’ll kill himself eventually. The easiest method is to exit and run straight for the tower, right by the Mutant Scout. Go topside and go prone. The tower is empty, so the mapper may have had this in mind. There is a machinegun there, but forget it for now. Just go prone for a while. When the firing subsides somewhat, throw a rock into the compound (South). The Fat boy will come to the wall. Sometimes he’ll shoot himself from wall splash. Pop up and tag the area. Throw rock to the bottom of the tower and look for radar alerts. Grenades clean that up easily. If there is a mutant or Fatboy in sight, use the machine gun. You don’t want to use it in the beginning, because the tower snipers will get you. From the tower, or the 3 guns along the East wall, tag the high ground above the concrete bunker ahead. There are 2 Mutant Scouts. One is at the base of the path by the tower, and may have gotten killed by the tower sniper. The other will stay put on top of the hill. Getting him now will make things easier later. Exit the tower, and go around collecting ammo and pick-ups. Grab the vehicle if you want to take the “Bridge Road†route. Cut and run tactic! When you exit the door, go straight out and jump the wall, and run to the backside of a hill by the tower, then sprint to the “Bridge Roadâ€Â. Low Road Enter the lower bunker and proceed to the pipe. After crawling over, remember you go straight to go up the shaft to the glider, but go through the bunker for the low road approach. After shooting the merc in the hall, come to the opening [Save Point] and make sure you tag all the AI. You can fight from this defensive position, but they will come up after you. Get the Fatboy first, as his rockets will do the most damage. You can then concentrate on the chimps. The chimp by the Hummer will kill its driver. Once its clear, take the path down to the Hummer, and proceed South on the trail, and join up with the upper road and you’ll end up on the beach. Or, just turn down onto the beach and follow it. Head for the big black rock and use your 4x4’s cannon or machine gun to clear the area. Keep an eye out for the 4 mutant chimps. They may have been drawn into the battle with the 2 mercs and Fatboy. From the rockslide [Save Point], pursue the Fatboy on foot. This route is the most difficult, because you will now be entering the Mini Fort from the rear. This means close quarters fighting with the mutant scout and Fatboy, then the mercs and scout in front. High Road To get to the glider, you can either go up the path near the tower, or go up the shaft in the bunker. Near the top is a mutant scout. This is the AI you should have tagged and sniped at the beginning. If you plan on taking the “Bridge Road†route, you could make this climb, climb down to place yourself over the South Road, and shoot the mercs and chimp by the parked Hummer, so you path via the bridge route would be easier. But, for now, let’s return to the glider [Save Point], our “High Road†route. There are 3 main paths. If you fly straight South, you could hang glide all the way to the very far shore, past the arched rock. There is a little hill there that is a good spot to hide and snipe the Fatboy and the 4 chimps that might come investigate. From there, you proceed by foot to the rockslide, Fatboy and Mini Fort. Another option is to spiral down to the 4x4, shooting the chimp from the air, grab the Hummer and proceed as in “Low Roadâ€Â. Once you’re down there, you can drive the Hummer up onto the road and use its guns on the Fatboy and chimps. The third option is to fly to the island with the tower. The flight is not easy, as you’ll fly over a merc 4x4 ambush that will be covered on the “Bridge Road†route. You have to maintain a straight course, or you may not have enough altitude to make it. If you think you’re too low to land in the center, at the base of the Flying Fox, steer right of the island, then cut into the trees. Be ready, though, the chimp will be right there. If you elect this method, take the Flying Fox back to shore and try to go back and get that 4x4, or you’ll have to proceed on foot. If you don’t make the island, the hang glider is a save point, so you can re-try. Bridge Road Route On Foot If you elected the “cut and run†method in the beginning, you will have to be quick. After you pass the tower, keeping well left (North) there is a Mutant Scout at the beginning of the woods [Save Point]. You really need you goggles on here to see him. In fact, since this is a night map, and there are a lot of mutants hiding in the trees and bush, you’ll need it a lot. Run straight ahead thru the trees. You’ll startle 2 M4 mercs. These are the 2 you can spot and shoot from up by the hang glider. You may not get there fast enough and they will drive away, and you’ll have no wheels. Remember the mutant chimp in the woods to the left and other one well past the 4x4 also to the left. If you’re on foot, this road is the upper road by the beach. By Hummer Once you’ve gotten things in the Fort under control, grab the Hummer and head for the road described above. There might be a Fatboy on the roam, just keep driving. Nearing the woods, put on goggles to pick up the Mutant Scout, and either drive by or run over him. The 4x4 is your most powerful weapon. The road will bend right, then look for the fork to the left. The bridge is out, but don’t worry, the jump is easy. You can take on the mercs and chimps here, but you can also just drive by. You’ll soon come to the parked 4x4 and 2 P90 mercs, the ones you need to watch if you take the glider to the island. You can use the cannon, hit the vehicle and take them out, or, dismount and ambush them on foot. Proceed down the road and look for the chimp to the right, after which the road takes a steep drop [Save Point]. The Roadblocks The first burning log in the road has the Fatboy behind it. He will start firing upon you. Two points here to note are that if you dismount, most of his rockets will whiz by your head. If you’re in a vehicle, it will hit the vehicle. So, if you stay mounted, try to run him down, If shooting takes too long, he’ll draw a bead on you. It’s up to your style of play. The next burning tree blocks the whole road, and there is a Mutant Scout to the left and back a little. An easy tactic here is to turn on CryVision and swerve to the left of the fire. If you got by the Fatboy quickly, the Mutant Scout will still be in the woods. Run over him and continue, still left of the next burning log. You’ll end up back on the road, as it veers left, onto the beach. You can go to the right of the next burning tree, but you’ll come upon the 2-dismounted M4 mercs by a Hummer, fighting a Fatboy. Ahead is the large cargo truck, with the Evil Worker Falcon also shooting at Fatboy. Right before the 4x4, to the right and up the slope is the Mutant Scout. An easy tactic is to keep driving straight. Otherwise, the 4x4 weapons will do the job, and just run over the Fatboy, and watch out for the leaper on the high ground. The Shortcut Before continuing with this path, there is a shortcut here that will take you right to the end battle. You may have to try this on foot before using a vehicle, but, yes, you can drive right to the top of this mountain. Right in front of the cargo truck, veer left and drive to the left of the big tree. Steer slightly left at the first crest and go right of the next big tree, then left of the next and it’s a tightrope walk along a ridge. Hug the right cliff wall, because it’s very narrow. Near the top, use goggles and pick up a mutant chimp, shoot, or run over it. Continue hugging the right side, and a second chimp will appear. At the top, steer left and find a place to park. Go to the highest part of that hill and look South West. This will trigger the attack helicopter. This is an easy kill chopper. You can return to the Hummer or shoot it down with any of your weapons. At a long distance South West, you’ll see a lighthouse, with a road, leading down to a bridge. All roads and routes lead to that road. Another tower is directly South, with a Flying Fox down to the bridge. To the SE is another tower and bridge. More to the South, you can see some of the lights for the Archives. Now, use the binoculars, and war erupts. Don’t bother to shoot anything. This is where the frozen animation bug can pop up. In fact, if you snipe some of the bridge mercs, they die, then re-appear, shooting again. But, by starting the scripted battle, you can return to regular play, and much of the AI will be dead. Mini Fort Continuing on from our Bridge Road journey, the road will take a right turn [Save Point]. A large boulder on the left marks where the M4 merc is battling a Fatboy. You can lay back, and take on the winner, or run over the Fatboy and shot the merc, or just drive right by them. Ahead is the dismounted M4 merc by a 4x4. If you want to go to high ground and snipe, there is a slope on the right side, opposite the point where you can see the ocean. From heavy cover, you can snipe most of the AI, including the Fatboy. If you want to use heavy firepower, you have your Hummer and the one parked at the fort [Save Point] to fight the Fatboys and mutant scout. Remember that the Fatboy over by the rockslide will join the fight. A simple tactic is to just drive by and take a sharp left and continue down the road to the beach. If you secure the fort, you can use the mortar to clean up the area ahead of you. In the lighthouse tower to the South is a rocket merc. If you plan to use the mortar, you must first snipe the rocket merc, or he’ll nail you. When you come close to the mortar, you’ll see headlights appear. These lights will cross the water and head towards you and park short of the fort. A second will follow, and a third will hide behind the lone rock on the beach. With luck, you can hit them with the mortar. Otherwise, you can go to the lower tower and use the machine gun. These 2 chase 4x4s have triggers at different places, so it depends where you trigger them. If you’re driving, for instance, the trigger is down on the beach, at a point where the road is overtaken by the sand. There are 2 chimps on the beach, near a sunken ship. When you trigger the 3 vehicles, the mercs and chimps are activated. The chimps see them and begin pursuit. If you wait, rather than firing upon them, the mercs will fight them and win, and maybe loose one of their own. All mercs will dismount, so you don’t have to worry about their mounted weapons. Whenever the 3 vehicles are triggered, the lighthouse rocket man is also triggered. There is a sniper on the path to the lighthouse is just West (to the right) of a lone tree. The other merc to worry about is the mortar man on the ridge SSE from the Mini Fort mortar. There is an arched rock over the beach, and he is directly above it. Mini Fort to Final Battle Again you are faced with multiple choices. At the base of the lighthouse is a buggy. You can keep going [Save Point], stop and visit the lighthouse, go to a hang glider, walk to the high mortar position, get the buggy…. so many variations. First, the buggy: it doesn’t have the firepower of the Hummer, but its faster and lighter. If you want to attempt to jump the barricaded bridge at the Archives, the buggy can do it. An explanation will be covered in the speed route at the end. Ascend the path to the lighthouse and get the sniper rifle the sniper dropped, and the rocket launcher and its ammo if you need it. Take the path leading to the hang glider. Traverse East, over grass and a rock formation onto the path. At the glider is the AG36 merc, and farther East is the rocket launcher merc. There, you’ll find sniper ammo and health. When you get to the glider, you will want to have taken care of these two mercs from farther out, say the tower, because by now you will have triggered a gunship. It’s the same gunship you triggered if you went the short cut explained in “Bridge Roadâ€Â. Now, more choices: By Foot You can return down to the vehicle of your choice and continue. Or, you can proceed East. From the descending grassy path, go right to go down to the road and head for the wooden plank bridge, or Flying Fox. Or, turn left up a draw and you’ll come upon the ridge mortar. From the mortar position, head back East along the path and you’ll come to the base of the Flying Fox and the cover guard M4 merc. Grab the flying fox and ride up to the next lighthouse. By Air Proceed to the hang glider as before, dealing with the 2 mercs and the helicopter. Either hang glider will do ok. There’s really not much you can do, but save time. The glider won’t reach the next lighthouse, and it will not cross the barricaded bridge. You can swoop down to the Flying Fox, or to the path within a few yards of the mortar. An interesting adventure is to go to the mortar and lay fire upon the battle. Its hard, but some players have reported some success by watching the alarm indicator on radar. You can also make it over the wooden bridge, but you’ll land right into the teeth of battle. The Flying Fox Tower The tower [Save Point] is accessible from the Flying Fox, or by land from the final battle. Grab the armor inside and climb up. Your purpose here is to initiate the final battle sequence. This is probably where the mappers intended it to happen. By the time you reach the battle, the scripted outcome will have been reached. From here, you have more choices. You can return via Flying Fox, and continue in the vehicle you used, or by foot. Or, you can go down via foot from here. If you go down by foot, you’ll enter the center of the battle area before the barrier bridge. When you descend the footpath, you will probably encounter the Fatboy. If you don’t get him, you can always ascend the tower and toss a grenade or 2 down on him. You can often get him right by the door. Your other option is to zip back down to the road and enter across the bridge. If you make your way around to the low area across from Archives [Save Point], and you take care of the chimp, you’ll have a nice vantage point to snipe the area around the V2. By Wooden Bridge. If you went up to the tower, take the Flying Fox back down. You would then proceed on foot across the bridge [Save Point]. If you elected to drive, then cross the bridge at a save point. Remember, AI positions have changed due to the battle. As you enter on the road, there is the burning 4x4 ahead. Hopefully you drove, so you can open up with the Hummers or the buggy’s MG. Be ready for the rush of the mutant chimp coming from your right. If he hasn’t been killed yet, the other Fatboy is down and right near the path. This path goes up to the tower. Ahead is another burned 4x4, overturned. To the right of that, in the woods should be the Mutant Scout. There is a hill straight ahead and off to the right with another Fatboy. A final Fatboy and chimp are the ones out of sight, discussed in the tower route. Right on the other side of the overturned 4x4 where the M4 cover merc was. By now, he should be dead or on the other side of the bridge. If the fighting is still going on, don’t shoot the tower merc yet, as he is killing a lot of mutants for you. If he spots you, though, his time is up. If all goes well, and you triggered the battle at the right time, and let it script out, you shouldn’t have much resistance when you arrive. Cross the barrier bridge to the tower [Save Point]. The Final Barrier A good way to go after the elite mercs is to go and stir them up, then retreat to the tower and use your scoped weapons, or AG36 grenades. These guys are shielded, so in close combat is very tough. You want to get them to come after you. They do have a fall back position to the next set of barriers. Their orders, as you will hear, is to fall back and protect the scientists. If you didn’t kill the 2 scientists, more than likely they will depart in the chopper. If you killed them, the chopper will stay. At some point, you will need to take out the merc gunner on the roof. A rocket launched round will do it. After all is clear, go to the small building and reload. Exit to “Archivesâ€Â. *************************************************** Supersonic Route Taking the 4x4 at the beginning, head along the “Bridge Road†route, not stopping for any fighting. Jump the bridge, blow past the ambush; go around the roadblocks as described, Use your goggles often. When you get to the burning logs, leave the goggles on, run over the jumper off to the left of the burning tree, then go around to the cargo truck, running over everything you can. Past that, around the corner, stop to recharge the goggles, and then head for the Mini Fort, driving right past the fighting merc and Fatboy. At the Mini Fort, make a hard 180, running over the jumper if you can. Go down the road a little and stop if you want the 3 vehicle to fight the chimps, or continue and fight the 4x4s. Grab the buggy by the lighthouse and outrun everything, including the chopper. After crossing the wooden bridge, with goggles on, avoid everything. The next part may take several tries. Hit the hill to the right of the last bridge. There are 2 trees on top, to the extreme left. Split them, bearing more left of center. Hit the ground in front of the tower, drive around the right of the tower and head for the final barricades. Hit the cliff wall left of the barricades and the big boulder. You’ll probably run into the last barrier or the Bay 1 building. Run for the exit, or, if your health is low, grab health and run. It won’t take long for the Elite guards or the roof sniper to attack. Fun can be had with the buggy on this far side of the bridge (where it was not meant to be) You can drive up the slope to the right of the building near the helipad and jump out at the top giving you access to the mounted machinegun on the roof. Bug Warning Sometimes, in the battle at the final bridge, mercs or trigens will be dead but still erect and walking in place. They are in their default editor animation. This is usually caused by them being prematurely shot by a player during a scripted battle. Shooting them draws blood but does no further damage. You can safely pass these undead creatures. This message has been edited. Last edited by: fabulouscoops, |
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Archive
The Archive level is protected by invisible mutants, called “Stealth Mutantsâ€Â. From this point they’ll be referred to as “Stealthsâ€Â. The mission is to get through the main labs, to the large Archive warehouse, out across a well-protected exterior, and a fiercely guarded smaller warehouse, and grab the elevator to the “Coolerâ€Â, where Val awaits. Overview Upper Lab Area You begin in the hall. Doyle tells you that Val is somewhere in this complex, and it’s full of test subjects. You note that there’s not much left of it. He retorts that it shouldn’t be too much of a problem then. A dead lab worker provides you with armor. The door opens to more ruin. As you proceed in, glass breaks to the front right, and there’s noting to see. This is where you will need your goggles. They reveal an MP5 Stealth. You inform Doyle that you just found a test subject. There is another dead scientist and he yields a machete and health. Before you is a locked door. A key is not required. You must only “use†the switch once. Open the door and there will be a Kripsi soda machine straight ahead. A Stealth is behind it. To the extreme left is another Kripsi soda machine, with another Stealth. Go up the short steps and through the broken glass doors. Another set of stairs is to the left. At the base of the stairs, you will trigger a battle. You’ll hear some panic-stricken lab workers. To the top of the stairs and left will be a Falcon Scientist and a shotgun Lab Grunt. Farther back, on patrol is a P90 Lab Grunt. You will trigger 2 Stealth, who will attack these 3. There is a shotgun pick up on the back table. First Descent Doyle will tell you, after the last AI is killed, that you need to be careful, because there is a lot going on down there, and he doesn’t know a @#$% thing about it. Your only way out is through the glass kiosk in the center of the lab. The glass must be shot out. Below is a slightly flooded room, with a raised walk around it. Facing South, there will be a column with a Stealth behind it. Directly to your rear, North will be another, also behind a column. Below you is a palette covering an opening to an underwater area. This is a large flooded room, with a vent opening on the wall. Swimming through it and another room and vent leads up to the bottom of a flooded pit. A ladder to the right takes you up into a darkened office area. A tower structure obscures your view, but a mutant chimp is in the far corner of the room. As you climb the ladder, to your immediate rear will be a door. A health kit is on the back table. There is a switch in the back to unlock the doors. When you activate the switch, three more mutant chimps are spawned in the first flooded room. Exit the door, to hear Doyle warn you that the Elite Mercs are also around to fight the trigens. Stairs lead back down to the room into to which you first dropped. An East door leads back to the hall where you first encountered the Stealth at the beginning. A door to the far left will lead you to a dead Evil Worker. He has shotgun ammo and a health kit. You are now at the elevator. Elevator and First Room On the ride down, A merc reports that there is no sign of Carver. Well, now they know your name. The responding New Yorker merc says to make sure that the “air-e-er†is clear. When you reach the bottom, you’ll spawn a fight between 2 AG36 Cover Guards and 2 chimps. These guards have their CryVision goggles on, so you can’t hide. There is an arch, connected to a wire fence. The mercs are behind it to the left, and the chimps are to the right front. There is a long hall in the direction they are fighting. Down the hall, there are 2 arch entrances to the right, leading to a raised control area, over looking the vast Archive warehouse. At the end of the hall is a shelf with Health, sniper ammo and 2 flash bangs. The Cargo Warehouse Along the right side of the warehouse floor is a raised floor walk. The left side has a grated stairs leading to a catwalk. The computer terrace has steps on either side. To the right, they go down to the elevated walkway, while another set of stairs takes a 90 to the warehouse floor. To the left are the grated stairs straight ahead, leading to the elevated catwalk, and at a 90 right, stairs to the warehouse floor. There are 9 Rear Guard CryVision equipped, AG36 mercs in the warehouse, along with a sniper and a rocket man. The raised terrace outside the 2 archways from the hall has a computer bank divider perpendicular to the hall. There is a merc on either side. The next merc, moving front to rear, is on the floor in front of this terrace. There is one either side of the floor area, around section D. There are 2 patrolling the elevated walk on the right. 2 more are towards the center, back by sections A and B. The sniper is on the catwalk, left rear, directly opposite the section A logo. The rocket man is on the catwalk to the right, which runs along the rear wall. You activate these mercs as soon as you enter the hall where the 2 mercs fought the chimps. The rocket launcher has the key card to the Stealth Hall, which is across from the bottom of the stairs to the launcher merc. The Stealth Hall When you enter into the hall, you’ll descend a little, with no resistance. After the left turn, you will be spotted by a Stealth at the end of the hall, behind some crates. There is a short set of steps, then a hall branching off from the left. It turns right and parallels this hall, ending by the crates just mentioned. At the right turn of this hall is Stealth number 2 and number 3 is at the end of this hall. One of them will exit after you from this parallel hall, and the other 2 from the main hall. Towards the end of the hall is a broken set of doors to the right. Inside the little area is another sniper rifle, some rounds and armor. Go thru the exit marked arch to Level 1 hall. Take a left and thru the first arch is a save point trigger, the second arch triggers the exterior AI, the third arch triggers the V2 Cargo helicopter with reinforcements, the next arch triggers the AI by the helicopter. You’ll soon see a more square-like hall, and your first glimpse of the exterior. Exterior Facing the exit in the square hall, you will be headed West. On the right side are two large, wide arches, with Jersey Barriers for cover. The hall exits onto a square mesh grate steel platform. On the wall is a switch for a elevator that comes up from the water below. A bay is to the North, and from here you see the lights of the next warehouse. There are large parallel pipes with walkways on top, running North and South. At the halfway point is a pylon structure, with a platform. There is a small walkway bridge that will connect you to another platform as you move West. There are crates here. The end of the structure has a portion of platform raised, somewhat like a drawbridge. This is the point where the reinforcements land. The V2 will bring 3 AG36 mercs. As you continue West, there are more crates, and the pipe walkway begins. Continuing straight, is a road with a forklift that follows the shore around to the North. At the center pylon of the pipes is a sniper merc. At the end of the pipes is a Fatboy and a Fatboy corpse. There are three AG36 cover mercs, with one on the machine gun, killing the Fatboy. Towards the warehouse is another AG36 merc. To the left is a helicopter with Crow and his pilot. Don’t shoot the pilot, or Crow can’t leave. He has no weapon, but can’t be killed. There is a large water tower, with a rocket launcher on top. Now, back to the forklift road, there is a large pipe running West from the center pylon that joins a pumping station. This road goes to that station. At the end of the pipe, where it joins land, is an AG36 merc. Inside the station, behind the fence, is another AG36. On the roof is a sniper merc. The Container Warehouse After a save point, the horizontally split double doors open; upper half goes up, lower half down. A fight is triggered. Inside are 9 Guard Cover AG36 mercs and a Fatboy, one dead merc and one dead Fatboy. You are facing North in a warehouse very similar to the first one, (which also had nine AG36 mercs). Over your head is a grated catwalk, extending along the East and West walls. One Merc is up there on the far left of the South walk. The opposite side (North) is an elevated concrete walk. Two mercs are to the far right. The floor is lined with shipping containers. Some are tongue-in-cheek labeled: Magnum Liung (Big Lie maybe?). On the far left is a hanging double open-ended container. Shooting the near chains will drop it down, allowing you to get on top of a container with AG36 ammo and health. There are 2 mercs on the floor near it. A suspended box on the far right, hangs over a grate. Here the remaining 4 mercs are surrounding a Fatboy. The floor opening leads to a series of vents. The vent heading East ends up in another pit. Climbing out, there is an elevator in front. Down a narrow hall to the right, you will find a dead Evil Worker with health and a grenade. The elevator is your exit. Strategies Upper Lab Area When you open the first door, switch on your goggles to see a Stealth crash through the glass. An AG36 grenade works well. A player tip is that Stealth like to use their martial arts skills. So they will often engage in hand to hand. The machete is very effective against them. Before you open the next door, make sure that your CryVision has fully re-charged. You can toss a grenade to the left for that Stealth, but, more than likely, you will be retreating to the hall to shoot them. You can continue all the way back to the beginning. Ascend the stairs to start the battle. Wait it out and take on the winner. Don’t wait too long, as they will seek you out. Give yourself enough time to recharge CryVision. This whole level, indoors, needs the goggles, so plan accordingly. Walk over to the glass kiosk [Save Point] First Descent Shoot the glass out if you haven’t done so already. You have 2 simple options. You can jump down and fight the 2, or, from above, drop a grenade or fire your weapon to move the 2 barrels off the wooden palette. When you do, the palette will float away, and you can jump down into an underwater area. You will not alert the Stealth mutants with the fireworks, because they do not spawn until you jump down into the water. If you choose to fight, then you’ll have to move this palette to continue. Swim to the next room and climb to the top. A well-placed grenade will get the chimp in the back. Or, throw a rock, and shoot as he approaches. If all else fails, jump into the water and dive down the tube backwards, looking up. Many times the chimp will jump in after you and drown. Throw the switch in the back of the room. You can risk swimming back, but there will be 3 mutant chimps spawned by the switch, in that water area where the 2 Stealths were. Exit the door you unlocked, and stand at the top of the stairs. To draw the 3 chimps towards you, throw rocks down the stairs. Eventually, the chimps will enter up the stairs, giving you time to fire. If you get over run, use the water for protection. Or, go after them, get them to chase you into the water shaft and drown. Remember, if you elected to dive into the shaft from the top, you’ll also have the 2 Stealth to fight. Once cleared, go down the stairs and re-enter the flooded room [Save Point]. Exit that East door to return to the hall for that med kit, if you need it. Otherwise, exit the door to the far left. Hopefully, you won’t need the health by the elevator. It’s always good to leave kits around, as you may well need some help later. Proceed to the elevator [Save Point]. Elevator and First Room Here again, you can employ the elevator tactic of going down, firing a couple of rounds then ascending, firing a round or two into the floor. Wait up top a few seconds while the 4 fight it out. Throw rocks to the opposite walls, and then descend. A tip is that if you crouch as you near the bottom, turn on CryVision, you’ll catch a glimpse of what’s below, as you visually clip through the floor. At the bottom, don’t be surprised to have 2 chimps back into the elevator. If you choose to go straight down and into the fight, the chimps will be chasing the mercs from your right to left. Proceed down the hall [Save Point]. The Cargo Warehouse By the time you get to the warehouse, the 2 patrolling mercs will be pretty close to the D logo on the wall. There are flash bangs on the shelf at the end of the hall, which suggests it’s a good place to use them. CryVision and flash bangs don’t mix for the mercs. Run to the end of the hall, grab a flash, run out and throw to the direction of the computer banks dividing the terrace. Hide your eyes, run out and get both mercs there. Throw another off towards the steps to the right, and fight the three mercs there. You will soon draw the attention of the rocket launcher and sniper. If you go after the rest of the mercs, you’ll be dodging rockets and sniper rounds, so try to draw the mercs to you. You’ll need to count 8 kills. There is one merc that will stay to the rear right, near the A B logo. This all depends upon time, and how long you took to get those first 2 mercs. Drawing them back to the hall is your safest tactic, to avoid the 2 ‘sniper’ mercs. The column at the end of the fence near the elevator is great for lean and shoot. Use the AG36 you got from the first 2 guards. To get the sniper, go to the left column, lean, goggle up and use a scoped weapon. The same can be done for the rocket man, only go more to the right. Now, go find that pesky hiding merc, he’s usually to the right side, near the B logo. Go get the sniper ammo, and the vest he dropped. The rocket man will provide the key to the exit door. The Stealth Hall An easy kill is to go down the steps [Save Point], rush forward a little and bounce a grenade into that left hall. With CryVision on, throw another down the hall, and a third if needed, then start firing if they are still coming. Or, use the grenades from your AG36. Make sure you load up on sniper ammo before exiting. Proceed through the hall, take a left to the last hall to the outside [Save Point]. Exterior As soon as you pass the first open arch, the snipers will spot you. First priority should be to get a tag on the pylon sniper, the water tower and the pump house sniper. You have just enough time to try a sniper round for your rival pylon sniper. Move to the end of the hall, tagging the direction of the pump station. That sniper and other mercs will have locked onto you. The far end mercs are busy with the Fatboy. You’ll hear the inbound V2 chopper, so be ready with the rocket launcher, or an AG36 grenade. The three will repel to the spot mentioned. You can take them out before they hit the ground. They will all drop their AG36s and armor. By this time the four mercs on the other side will be coming down the pipe. From a defensive position, use the sniper rifle. Don’t forget the water tower rocket man. Pipe Route. You can rush down the pipe, and seek cover in the pylon. From there, you’ll see the mercs by the pump house. Seek out the sniper ammo and use your scope and CryVision to get the rest of the mercs over there. You can now either head for the next warehouse, or walk across the smaller pipe to the pump house and gather the dropped items, to include pick ups of health and 2 grenades. Don’t forget the sniper’s weapon on the roof. Forklift Route After dealing with the V2 chopper, either take the forklift or walk/run the path to the pump house. You need to have gotten the sniper on the pipes, and it would be advisable to get the other 4 running down the pipe walk. Crow will soon fly off. You can use the binoculars while you drive to quickly check for AI. Dismount if you need to fight. Get pickups as before. You need to take out the water tower merc before you go past the pump house, or you’ll be riding a rocket round. In both cases, climb the tower for rocket ammo. Head for the large double doors [Save Point]. The Container Warehouse Wait and See You can open the door and wait for the Fatboy to be killed. Normally, at least 3 mercs are also killed. You can lure out the rest, and fight them outside, but not all will follow. Or you could go in with goggles, and duck and cover amongst the containers and kill them all. This would allow you to get all the pickups. Shoot the chain of the crate, and jump into the hole. Bull Rush It’s a bit tricky, but as soon as the door opens, run right, using the columns as much as possible. One merc will come around the last container, have a hand grenade or AG36 ready, or be good at running head shots. Toss a flash bang over the container and another to the left of the hanging crate. When you round the corner, there will be at least two mercs straight ahead. Around to the left will be the remainder, fighting the Fatboy. Shoot the chain and jump in the hole. Exit As soon as you drop into the hole, head East, thru the vent into a pit. Climb out and go to the end to find the dead Evil Worker with health and a grenade. Return to the pit, and to the right is the ‘use’ button to open the elevator. Enter the elevator and press the ‘use’ button. The level will end as you make your way up to “Coolerâ€Â. Bug Warning Crow flies off in the chopper as you emerge into the outdoor area. Sometimes, if his pilot is killed, he and the chopper stay behind. He is unkillable but has no weapons. Likewise you cannot destroy the chopper since it will be used in a later level. "The Crow Incident" Courtesy of Greg_Gauntlet This message has been edited. Last edited by: fabulouscoops, |
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Cooler
“Cooler†is one of those levels where you think “I’ll never get past this beginning†and “I’ll never past this endâ€Â. But, you’ll soon learn that both are not as difficult as they first seem. Your mission is to exit the elevator, make your way through the Hologram Projector, past the heavily guarded tank storage facility, and find a way to flood the Cooler Vat room, to get to Val. Overview The map opens with Doyle telling you that you made it thru the dockyard area, and you should be much closer to Val. Before you are the partially opened elevator doors and the sign “Sub Level 1â€Â. You hear the heavy footsteps of an approaching Fatboy. If you go out of the elevator and left, you’ll go down an industrial hall with a Fatboy at the end. The hall turns right, and opens into another hall with double ceiling pipes that goes back, paralleling the first hall. The floor is diamond plated with a rail on the far side and a small walkway. Past the walkway are two large brown tanks. At the extreme left is a dead Evil Worker, with a machete, 2 hand grenades and a health pack. Between the tanks is a broken vent shaft cover. The vent parallels the first room and has 2 vent exits to that room. Exiting the elevator to the right, the hall is short, before it goes left. There is a fuel tank with a door to the right. Straight ahead is chain link fencing, with a narrow door and the second Fatboy. The door to the lab is straight ahead. First Room The lab has a sunken floor, with a walk to the right and front and rear. There is a separate small platform to the left. There are a lot of large columns for cover. A door is to the far right and one is directly in the back. A Stealth is positioned to run left to right in the front part of the sunken area. Another Stealth is to the right up on your floor level, about halfway back. To the back right, by the door is a Falcon Scientist and an AG36 Guard. A health kit is on the first cargo box on the right. When the proximity trigger is activated, you’ll hear the fight begin. The general outcome is that the 2 stealth will win. One generally runs around, while the other camps. Machine Gun Hall The door at the end of the lab and to the right leads to a long hall. To the left will be a machine gun mount, with 3 AG36 Cover Guard mercs. On the walk by the gun you’ll find shotgun ammo, the key card for the next door, a flash bang, a grenade and health. Straight across from the door is a little storage area. Back on the shelves are a grenade and 2 more flash bangs. The hall extends down to the right, all the way to the door described in the elevator exit. It’s the one just past the fuel tank on the right. When you open the main door in the lab, you’ll spawn a Fatboy to begin a battle with the three mercs. Hall to Hologram Projector The key card from the Machine Gun Hall fight opens the door. You’ll trigger another battle. There are short steps going up, through another chain link fence door. On the other side will be 2 AG36 mercs fighting 2 Stealth. The mercs will both drop armor. There are vents on either side. To the right is an upper vent, accessible by hopping up on the pipe, then crouching to clear the ceiling, then you can go in. On the left is a low vent. Before the hall turns left, another low on the right, and an inaccessible high vent on the left. Before the turn, you will trigger 4 mutant chimps. Another long hall leads to the exit of the Hologram Projector room. There will be a low vent right and high vent left. Near the end, there will be a high vent right and low vent left. Hologram Projector Center The door opens to a tall, rotating hologram projector. You are on a platform that circumvents the opening. There are various doors around the room. A set of grated stairs goes to the floor, circled by computer workstations. At the top of the stairs, to the right, are 2 mutant scouts, often referred to as “Leapersâ€Â. They look like the Stealth, but can easily be seen. Down on the floor are 2 Evil Worker Falcons. On a console on the South side is a health kit and 2 grenades. Door #1 The door opens to a dark, steamy hall, with a hexagonal tube shape. A grated walkway runs down the center. There are four incubating rooms, two on each side, and they are a step down from the walk. They each have a short hall, leading to the entrance door. A burned door blocks the first room on the right. The first room on the left has an Evil Worker with an M4. The large tube structure in front of you is the incubating chamber. There are steps to the right to a balcony overlooking the chamber. Atop are a dead Fatboy and Evil Worker. Beside the worker is a health kit, grenade, flash bang and shotgun ammo. To the right is a door with a short hall. The next door partially opens, revealing the last chamber on the left. It’s full of poison gas, just in case you try to clip through the door. The last door down the hall on the left has a chimp and a Stealth in the hall. The door is locked, because it leads to the poisoned room. The last door on the right has a chimp in the hall. In the chamber is a Stealth to the left and one up top. The door up there to the right leads to the short hall connecting to the chamber that you could not get into, because its door, the first on the right, was burned closed. There is a chimp, waiting to pounce on you. A dead scientist on the steps, just above this flooded room has 2 boxes of Falcon ammo. Cooling Room Control There is a hamper atop the stairs. At the bottom is a perpendicular hall with 2 chimps to the right and a control room to the left. 2 cover guard AG36 mercs and a Falcon scientist man the control room. In the room is a control switch you’ll need to activate. On the computer banks to the right are 2 boxes of assault ammo and health. Exit into the Hologram Projector room and take the first door to the left. A stealth is to the left. The hall turns right, and there will be 2 mutant chimps. The hall leads to the elevator room. Behind a chain link fence is a dead merc with armor, health a grenade and a flash bang. Take the elevator down. Storage Tanks After a long ride the elevator opens up to a room of large cooling storage tanks. There are 2 Fatboys. One, you will see on the platform to the front and above you. The other is on the other side of the tall tanks. Four AG36 mercs will join the Fatboys upon your arrival. The tanks are connected by a series of catwalks. There is a walk that goes around the top. Bearing NE from the elevator is a barricade of boxes that guards the door to a small control room. In front of that is a loading bay with a door that partially opens. It’s just high enough for you to walk under. The next door leads to the Cooling Vats room, but it is locked. This door leads to the cooling vats chamber. Along that same wall, but up on the walkway, all the way down to the right (South) is a door leading to some stairs. The small room is empty, but the door downstairs leads to one side of the upper control room for the Cooling Vat room. Back down to the barricaded room. The room is a small control room with a dead scientist on the right. By him is a box of ammo. Another victim is in the rear of the room. Beside him is another box of ammo, shotgun shells and health. To the back right is a switch that unlocks the doubles doors you access by going through the partially opening double doors. There is an open arch to a short hall that turns right. At the end of this hall you’ll see 2 AG36 mercs. The hall turns right to a set of stairs. Hiding there is a third AG36 merc. At the top of the stairs is the entrance to the opposite side of the upper control room overlooking the Cooler Vats room. Inside this overlooking area are 4 AG36 mercs. Upper Control Room and Chamber The room overlooks the 4 Cooling Vats of the Mutant Chamber. You will enter the chamber from either side, depending upon your route. There are 2 AG356 mercs in the upper area. Two more AG36 mercs are out on the structure beams, one left and one right. There are walkways above and around the chamber. Several “I†beams and tresses crisscross above the floor area. There are stairs leading down. Two leapers are on the overhead beams and one more is on the floor. A health pack is on the right side table. A valve in the rear will flood the room. A vent in the ceiling leads to a partially flooded upper area. Fatboy to End When you leap down from the vent into the flooded room, you will turn the corner into a wide hall. There are large pipes at the end of the hall, which turns right. Around the corner will stroll a Fatboy. The hall turns right and then right again, At that point there is an office on the right with 2 chimps up on the desks. In that room is a door to the left. Behind that door is Val with 2 more chimps. Strategies Exiting the Elevator Left You have no time to think about your options, so here they are ahead of time. The key to all solutions here is to run, don’t fight. Exit left and run past the Fatboy, and into the air vent. Doyle will tell you that some things in the lab got loose, but he’s a little late with that news. Crawl down the shaft to fight the lab AI. Right This is basically run past the Fatboy; before he makes it to the narrow fence door, exit the door into the lab. You’ll hear a frantic lab tech tell someone to call Dr. Dreist. When you use this strategy, you go right into the fray of the lab fight. Best thing to do here is run left and get behind a large column for protection. First Room Bull Rush When you choose to go right from the elevator, you will have to enter the room at the beginning of the fight. The best strategy is to go left and hide behind the column, and flip your CryVision goggles on and make sure your weapons are loaded and ready. The first Stealth will usually run along the upper floor area, come around the right pillar, directly across from you. You’ll have to fight these guys that same you did in the area below the glass kiosk in “Controlâ€Â. At the same time this is happening, the 2 Fatboys will be at the door. They’re too big to enter, but watch out for their rockets. The Vents If you elected to use the vent escape, you will trigger the battle when you reach the 2nd grate in the vent shaft floor. There are 2 vent exits, one on each side of the platform on the left of the lab. From here, you can try to pick off the Stealth or grenade them. After either method, you might want to deal with the 2 Fatboys. As you stand facing the door, stay to the left. The first Fatboy will fire rockets out the door. Move left until he has turned enough, and, being right handed, he’ll fire rockets into the wall. The second Fatboy will soon arrive, and may begin firing rockets into the other Fatboy. You can pick them off, if you like, but if you have the time, be patient and they will kill themselves. Killing them will make future fights in this room easier, and will allow you the opportunity to use their room as a place of ambush. The scientist will have dropped health for you and the merc some armor. Machine Gun Hall The absolute easiest thing to do is open the door, then move away, allowing Fatboy to aggress on the emplaced gun. Wait a while. Watching radar, you’ll see the fight is intense, but you’ll also see a pink blip. Val is in the building. Sneak into the hall and lean out to see what’s going on. Eventually Fatboy dies, and a surviving merc may be off to the left, in an area where a burned out door is. Be ready to take at least 1, maybe 2 mercs on. Grenade works best, since they are pretty much boxed in. You’ll have three more pieces of armor available. Hall to Hologram Projector Unlock the door [Save Point] and let the 4 AI battle it out before you enter. Most often, you will be dealing with one Stealth, so you’ll need CryVision on full charge. This hall is a little dark, so re-charge before moving on. The 4 chimps won’t be triggered until you get even with the last floor vent on the right. The 4 are in a row. The easy way is to crawl in the low vent and toss rocks into the hall, where they can see it. Then, toss rocks against the opposite wall and wait. The chimps will come and look at the wall, giving you an easy shot. If they overwhelm you, have your shotgun ready. They will get closer in the vent, than say in the open, before striking. 2 blasts, and they’re done. You could always use the run backwards technique, or run to the high vent for easier shots, or even back up into the first lab. As you approach the door to the Hologram Projector, Doyle will tell you that Krieger has sealed the elevator to prevent the trigens from escaping. You must find another way up. Hologram Projector Center You will trigger the battle when you approach the door. The 2 leapers will win, and you’ll have them to contend with. Their leaping abilities make it hard to initially fight them in the projector room. You can try to lure them into the hall, use rocks to distract them, by throwing against the opposite wall, when hiding aside a door, etc. Sometimes they will camp by the door. If you can tag them when you initially open the door, it would help in tracking them. If they are on your level in the Hologram room, they most likely won’t jump, and you can fight them there. Once you have gotten them, descend to the floor for health and 2 grenades on the console along the South wall. Door #1 After you enter the hall [Save Point], the Evil Worker to the left will be alerted, but most likely will not aggress. As soon as you approach the first set of doors, the 2 chimps will be triggered to come after you. The hall is long enough for you to use the AG36 scope and get at least one. Be prepared to back out into the projector room and fight the second there, or duck back into the first hall. Once the second is out, go into that first room on the left and take on the Evil Worker, and get the pick ups. There are crates in the hall. As soon as you are at the halfway point between them, you will trigger the three Stealths. Remember, one is in the hall on the left and 2 are in the room on the right, so the left will be your first encounter. If you have a grenade, he’s not too far around the corner of that hall. The other 2 will soon follow from the right door. Again, depending upon your style of play, you may elect to fight them in the halls, or retreat to the projector room and lure them into the first hall for an ambush. Go to the top of that room, take the right into the short hall, and be ready for a chimp. He is down on the floor below at the start, but the shooting may have him right at the door you open. Collect the pistol ammo. Continue straight across into a hall. Cooling Room Control A single strategy here should work. Let the chimps attack and they will both die. Quickly enter the hall with a grenade from your AG36 ready, and fire 2 to the left. Most of the time, that will get the three mercs. If not, the mercs will seek cover behind the columns in the room. Activate the switch and tell Doyle that you hope that it was the last one. Proceed down the hall and exit into the Hologram Projector room and take the first door to the left. When you open it, activate CryVision to get the Stealth to the left. Be ready for the 2 chimps around the corner, as they will respond to your fight with the Stealth. Once in the elevator room, grab the health, grenade and flash bang. Take the elevator down [Save Point]. Storage Tanks Wait and See There are multiple approaches to this fight. The ‘wait and see’ is to ride the elevator down, then return topside for a while and ride it back down. The battle varies. Even though the AI are scripted to fight, they never seem to end up in the same place. There is enough variability in the paths, that it becomes random. This is the danger of wait and see. You might return to have 2 Fatboys blasting the elevator when you return. Or, you might have 2 mercs roaming on guard. However, letting them fight for a short time will be beneficial. As long as you hear them shooting, they aren’t looking for you. When you re-enter, you can either run for the barricaded room, or go up the catwalk and enter the upper door, or fight the survivors. Bull Rush Run in and join the fray. There is a lot of cover. Two mercs will have exited from the barricaded door and two from the upper level door. Tagging the area will help, as will CryVision. You need to concentrate on the mercs. The big boy rockets are easy to spot, but AG36 fire isn’t. If you can manage to kill all the mercs, you can run to the bay door that partially opens. Let it close [Save Point] and fire some rounds or throw rocks. You should hear the Fatboys. If you tagged them than that’s even better, Approach the door to open it. The Fatboys heads are above the door, so they don’t see you. Fire away. Remember, do not shoot the green indicator, as it will only animate them in a “Hulk†motion every 6 hits. They won’t die when hit there. If you can get into the small office behind the barricaded door, throw the switch to unlock the double doors. Go through the doors, or wait for the fight to end. Sprint for the valve and flood the room. Another variation is to enter either of the exit doors. Avoidance You can head straight out, turn left at the end and run for the barricade. The mercs might be there, so try to toss a grenade on the run, hop the crates and run into the office. The mercs will stay and fight the Fatboys. The variation is to scamper up the stairs and head for the upper door. The 2 mercs will be up there, so watch for them. Upper Control Room and Chamber Lower Route When you enter the lower office, you’ll have the opportunity to health up and load out. You can take on the hall mercs by lean and shoot. They are quick to die with headshots, but can take a lot of body hits. Ascend the stairs and at the top of the stairs, you will trigger the battle. Again, you can wait and see. Many times the mercs will beat the leapers, which will make it easier for you. Enter the control room and fight the winners. If you have to fight the leapers, be patient, use a scope and CryVision. Upper Route Upper route has about the same consequences. You just don’t get all the goodies. You do have some good cover, if you need to retreat. The trigger for the battle is near the bottom of the stairs. Remember for both approaches, the more mercs you kill, the less chance they have of killing the three leapers. When the battle is finished you will wonder how to get out of the room. Doyle will tell you to flood it and swim out. Go to the valve on the back wall [Save Point]. This is the save point that I will refer to in the ‘bug’ warning at the end. Return to here, if you encounter the ending bug and don’t use the quick save feature. When the room floods, head for the vent in the ceiling. When you get to the top, turn on your flashlight to see the slanted vent you crawl out on. You will now be looking down on a flooded floor and you final assault. Fatboy to End Stand and fight One strategy is for the sure shot. Go to the center of the hall and open up on Fatboy as soon as he rounds the corner. Stay away from the walls, that’s why the mapmaker made it a wide hall. His rockets will never hit you, it’s the splash damage that will do you in. As he gets close, try to go by, turn and shoot. He can be beaten, but it is difficult. Avoidance As soon as your feet hit the water, start running for the far right corner. Fatboy will round the corner about the time you arrive. Run between him and the corner, he won’t have time to shoot. But, you will have to be ready to take on the chimps. Have grenades ready or flash bangs. The problem with this method is that you may not have enough time to get them, before Fatboy arrives. Pipes Run past Fatboy and duct under the pipes. You must make sure he follows. He should come right to the pipes. As in the partially open door in the tank room, he cannot see you, so shoot him, he won’t return fire. If you wait too long, he may back off, then he will see you and rocket you dead. Once he is dead, you have the whole hallway and plenty of time to engage the chimps. Val Open the doors and assist Val. There will be two chimps to the right rear. She will be firing as you fire, so the chimps will die quicker. You should be taken to the level ending cut scene. Bug Warning There are at least 2 known bugs, both dealing with the ending. One is that the final door to Val will not open. The second is that nothing happens after you rescue Val. There is a complicated pattern of triggers, multiple triggers, delayed triggers, and triggers that trigger triggers. For example, when you enter the final stage, you’ll set off an activating trigger, and it in turn is connected to a trigger that opens the last door, and activates the delayed trigger, which are the 2 chimps fighting Val. What can cause this bug failure is the use of a quick save, rather than a game save. If you quick save past the first trigger, the subsequent triggers may not be activated when you resume or reload the game. The sequence gets out of order. Most of the time, (if you have the latest patch) you can return to the game save in the Cooler Vat room, re-flood the room and continue. This message has been edited. Last edited by: fabulouscoops, |
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Boat
This is one of the longest and most challenging levels with lots of ways to navigate. There are a lot of vehicles to steal and use, like 8 patrol boats, 4 Zodiac rafts and 5 Hummers. It’s almost like a complete video game all by itself. Your mission is to locate 3 explosive packs on one island, then blow up transmission towers on the next three islands. You can kill the mercs and visit the islands in any order, but you must destroy the towers in the sequence Doyle gives you. After completing that, you’ll proceed to a freighter and sink it, then fight off Crow’s chopper until Doyle can arrive to rescue you. Overview Ordnance Island You begin the mission in a Zodiac, headed WNW for Ordnance Island. Doyle says that he’ll leave you there and take Val to Beggal, to Kreiger’s Headquarters. Crow interrupts the transmission and says he’s on his way to take care of you. After switching frequencies, you head for the first radar point. The island is small, dominated by 2 peaks to the right as you approach. A small beach with a hut is straight ahead. A short rock wall is left with another small beach. On the far left end of the island you can see a dock. A gentle rising hill works its way back from the hut. On the left is a burned out tank. Over the rise is the small camp with the demolition. Doyle tells you that this small island has the ordnance you need. The small hut you are approaching has an MP5 merc fishing to the right. Farther right are 2 more MP5 mercs. Up the path, towards the camp are 3 M4 mercs. The 2 mercs to the right will be patrolling around the two peaks. The other 3 will patrol the path to camp. Approaching the camp from the hut, three barrels block the path. Stationed there is an MP5 merc. There is high ground to the left, and at the base of a small cliff is a plank of lumber on a barrel, forming a seesaw. Directly above is a moveable boulder. This MP5 merc will walk over and sit on the end of the board. Just past the barrels is the tent with the 3 charges, a grenade and health. Past the tent are scattered crates and 4 M4 mercs patrolling the immediate area. There is a small dock to the right front. Docked there is a Zodiac, and another dock is to the left front with a Zodiac, and 2 M4 mercs. To the left of that is a mounted MG. Tower 1 Proceeding North to Tower Island 1, you’ll encounter several patrol boats. The is one by a small island just North of the first island. Over to the right of Tower Island 1 is a dock, with 4 more boats. Three will go on patrol when the game starts, and one will remained docked. The South side of the island as you approach, has a small beach to the left, then high cliffs, and another small beach to the right with the dock and boats. The tower is in the center. There is a road from the left small beach up to the ridge of the hilled island. This road goes all the way to the right, past the tower and into a camp. The opposite side of the island has a small beach with a Zodiac. A road goes up to meet the center road around the tower. Starting from the small beach, you’ll find sandbag fortifications, 2 M4 mercs and 2 P90 mercs and a buggy. The road rises steeply past 2 old pillboxes on either side. On the left one is a mounted MG. At the top of the island, the road turns right and there are 3 patrolling mercs, 2 M4 and a P90. Several crates surround the tower. Scattered about are 4 AG36 scouts. Down inside the tower bunker is a Falcon Evil Worker. The charge set is on the left. On the computer console is health and armor. Proceeding past the tower, there is a steep right fork. It forks again, with the left going down to the docks, and the right going to a mortar position. At the mortar are 2 Falcon Rear Guard mercs and a mortar man, with a P90. The mortar man is specialized and can adjust fire with the mortar. The main road continues into camp. A sharp turn down to the right also goes to the docks, where 2 MP5 mercs and 1 M4 merc patrol. To the front left is the maintenance barn. The Hummer inside is triggered to assist the tower when you attack. You can expect 2 more AG36 mercs to reinforce. On a table to the left are 2 belts of OICW grenades and 2 boxes of assault ammo. Past the maintenance tent are 2 barracks. In the first are three footlockers with 2 boxes of assault ammo on the first, 3 grenades on the second and a box of assault ammo and sniper rounds on the third. On the left rear wall is a rack with an OICW. The last tent is the briefing tent. There are a med kit, armor and another OICW on the wall rack. In the rear room is another med kit. Behind the tents, to the edge of the island are scattered crates and 4 Mercs, 1 shotgun and 3 M4 mercs. In front are 2 M4 mercs. There is another mortar position overlooking the bay. It is manned by a P90 mortar man. Tower 2 This island looks like an old volcano remnant. There are three high jagged rock islands forming the top half of a circle. The bottom half of the circle is a sand bar with a few palm trees. Right in the middle of the formed lagoon is a small island with a grass hut. On patrol in front of the hut are 4 M4 mercs. Behind the hut are a rocket launcher and a mounted MG, manned by an M4 scout. To the extreme right, behind a black rock, is another rocket launcher. Inside the hut are armor, 2 med kits and sniper ammo. Across the lagoon to the North, right under the tower, is a bunker entrance. The hall goes in and takes a left. Behind a crate is an M4 merc. By the exit is an M4 merc. 2 More are around the backside of the island, scattered with ruins. There is a Hummer and in the water is a barge tied to a patrol boat. Steps lead up West to a landing, then East to another landing, were a rocket launcher is. They continue West again to the top by the tower. From a different approach, a road starts at the South end of the first formation to the left and steeply climbs to the ridge. Just before it reaches the crest, there are 2 mercs, a shotgun and a P90. At the top there is a footbridge to the small pinnacle center rock island. There are 3 patrolling mercs, a shotgun, a P90 and an M4. On the footbridge is an M4 sniper. The second footbridge goes to the tower and is patrolled by a rocket launcher merc. Halfway to the tower on the left is a hang glider. To the left of the tower are the steps with the rocket launcher. In the tower bunker is the detonation point to the left, armor and health. Tower 3 The third island is the largest, but most of the action is on the NE side. From the dock at island 2, you can see tower 3 due North. To the right is a road that comes from the beach. This road up will place you atop the island, in plain view of 2 tower snipers. Below, the road follows the beach around to the eastern tip of the island. Around the beach there is a wrecked tank. On patrol are three mercs, an M4 and 2 AG36 mercs. The road turns West, up into the main camp. Another road splits off to the right to the high camp, and this road goes straight into the low camp. Up the high road you will pass a tower with an OICW sniper. On a plateau there will be 2 Quonset huts barracks with 6 mercs patrolling in front. There are 4 AG36 mercs and 2 M4 mercs. There is high ground behind these huts; reachable by a climb on the backside of the island that we’ll cover later. The first hut has 2 health kits. The second one has an OICW, 3 grenades, 2 clips of sniper ammo, 1 box of assault ammo, and 2 boxes of shotgun shells. On the back gun rack is another OICW. Just past the hut is an explosive gas tank. Past here, a road goes steeply up to the rocket launcher tower. Directly South, still up on this high ground, is a mortar position, manned by an M4 merc. On crates are 1 box of assault ammo, OICW grenades, a box of rockets, 2 clips of sniper ammo and a health kit. Back to the low road, just after passing the high road junction is an explosive fuel tank. The first hut is right, and contains a Hummer with 3 mercs, an AG36 and 2 M4. These mercs will respond to any disturbance on the beach, near the road into camp. Just opposite hut 1 is a large cargo truck. The next hut also houses a Hummer that will respond to fighting in the camp. This Hummer has 2 M4 mercs and a P90. Just past this hut, the road has a fork right to the upper camp, and another path right front to a tower with a sniper merc. The road turns sharply up to the left, towards the tower, and a portion goes straight down to a dock, with a patrol boat. Another boat is to the right. Going up to the radio tower, a road will join from the West. This is the last road you will take. The tower road up will pass a parked Hummer on the right. At the end are several crates blocking the way to the tower. In front is an AG36 merc. Directly behind him, in between the crates is a mounted MG. Behind the MG are 2 AG36 cover mercs. Down in the tower bunker is a Falcon Evil Worker. The charge set is again to the left, and the computer console has a health kit and armor. You now return to the road that joined from the West. Freighter After passing under a rock arch, there will be 2 M4 mercs in the road. At this point you will be able to see the freighter. If you venture here prior to blowing the 3 towers, you will not see the freighter, but the AI will be suspended in mid air. They are active and will shoot. The road continues to high ground and a hang glider. Beached below the road is a patrol boat. On the upper deck of the freighter’s stern is a sniper. An M4 Evil Worker is over on the starboard side. On the bow is a rocket launcher. Inside the cabin is another M4 Evil Worker. The pickups in the cabin are 2 health kits, 2 boxes of assault ammo, a rocket launcher, 2 cases of rockets, armor and a charge pack. The charge set point is on the stern’s lower deck. A cargo net ladder is mid-ship starboard side. Setting the charge will summon Crow’s helicopter from the NW. Returning to the climb mentioned earlier, if you go around the North side of the island, at the point where you first see the opposite side of the cove, there is a climb spot. The climb will place you directly over the upper camp. You can also traverse back East, past the first tower for a climb down spot. Strategies Ordnance Island You start in an inflatable boat headed toward a small island. Go forward a few hundred yards and stop to use the binocs to tag all the mercs ahead. Check off to the left to see two mercs on a wooden pier and to the right to tag mercs patrolling in a boat. Now continue driving straight ahead. You will not be seen or heard (strange). Beach the boat and make your way along the water's edge to a rock near the hut. Take out the fisherman and a few others and stock up on armor. Two mercs will have started to walk away from the hut and did not notice that their buddies were getting ambushed. Let them go for now. Walk up to the hill in the center of the island and around a rock. Go prone and scope the area ahead with the binocs. You should be able to snipe or use the scoped AG36 to good effect. When all the radar blips are gone, enter the tent [Save Point] and pick up three explosive packs. . This is a save point .For a laugh, you can go to the high ground above the merc sitting on the plank by the tent. Roll a boulder off and the merc will go flying high into the air. Another method of attack requires you to go right and beach your Zodiac on a small sandbar with cover. You can lure a patrol boat, and shoot the operators. You can then take the boat to the dock and rocket the beach and use the machine gun. Rush the tent for the explosives, return to the boat and go beach it on an island overlooking the first island. Tower 1 The easiest way to do this part is to wait on the beach with the scoped AG36 and do some sharp shooting to kill two of the mercs in a patrol boat. Binoc the entire area towards the radar blip and you will see a small group of mercs on the left side of the target island. Swim out and take the boat for yourself. Go to the left side and use the mounted machine gun to kill all the guards on the beach. Now either take the buggy and make a run up the road all the way to the tower, using the buggies gun and some hit and run driving to squash resistance, or use a stealth approach to make your way to the tower. Each tower is constructed the same way. The structure sits on top of an underground bunker. You need to go downstairs, kill an evil worker, and set the explosive [Save Point]. There will always be health and armor inside and you will get a save point after the explosion. Also, when you set an explosion, many surviving mercs will run for cover, giving you an escape. Once you attack the tower, a reinforcement Hummer will arrive from the camp. On this island, there is a camp on the other side of the tower. You can bypass this camp and return to your captured boat or raid the camp for it's treasure. Most significant is the OICW in one of the buildings. Be aware that there is a mortar and quite a few guards with lots of cover, so it will be a tricky fight. One way to proceed is to capture the mortar and bombard the camp from afar. If you elected to steal a boat on the first island, you can use it to soften the camp are and the beach. Tower 2 Retrieve your boat and drive it between the island you just left and the next one in the chain. You will pass other boats. The best way to deal with them is to keep moving and use your machine gun to take out the occupants leaving the boat itself intact. You might need to replenish your ammo or swap to a boat in better condition later. On your left is an island with some rocket launcher dudes. Stay away while you are in a boat. When all the enemy boats are neutralized, land your boat on the right side of the target island. Again, there are rocket launchers galore on this island so watch out for the one at the top of the stairs near the tower itself. Back on your feet, stay to the left and enter a tunnel carved into the rock. Use it for cover to take out the mercs on this side of the island. The tunnel leads to the small island you passed earlier with the boat. You never have to go there, but if you want to investigate, that’s one way to get there. When the coast is clear exit the tunnel where you entered and go up the long staircase. There will be one or two bad guys waiting at the top, one of whom is the aforementioned rocket jockey. Kill them and enter the bunker to set the second charge. As you emerge you will see a glider. Another approach is to go up the left island, and stay left, away from the path. You can go right to the bridge and shoot the 3 guarding mercs. Take out the rocket launcher on the second pier island, then continue to the tower and blow it [Save Point]. Run immediately to the glider and glide to the wrecked trawler on the third island. You do this if you feel no need to replenish your ammo or health status. Of course, you miss out on ferrying the Hummer across to island three. Finally, for a little fun, take the Hummer from tower 1 to the beach where the Zodiac is, Get the patrol boat in that area, then park the Hummer for some gunnery practice. You can shoot the rocket launcher on the bridge, but you will render the bridge unusable. It’s possible to pretty much clear the island with the Hummer’s cannon, and you can supplement with the patrol boat’s cannon. For stability, you can partially beach the boat to eliminate the bobbing action. Tower 3 Take the glider down to one of the boats or just walk down the stairs. Gliders are fun so I always try to use one. Once in a boat go to the right of the next island. If you want some ground firepower, tow the Hummer to the island and use it. By patrol boat, before you round the corner, stop and binoc the coastline to tag the three patrolling mercs. You can use the boats gun to take care of them. Now park offshore a ways and binoc the area opening into the interior of the island. There are three towers with snipers and rocket launcher guys. DO NOT stay parked for too long since a rocket will toast you good. If that happens, and you don't die, try to make it back to one of the good boats you left behind and return with fresh health and armor. Moving slowly so that rockets sail past your stern, fire rockets at the towers until you get the opposing rocket launcher mercs, then empty the boats supply of rockets at the base of the first tower and see if you can get a few more mercs that way. If you want a serious challenge, you can take out the mortar on the bluff ahead. Once you come ashore, the reinforcement Hummer will arrive. A grenade makes short work of the reinforcement mercss. Walk up the road to the first tower. There will be additional troops who miraculously, did not hear the fighting going on and so are oblivious to you stalking them. There is a sniper in a tower you did not see earlier because it is in a lower spot. This guy is deadly and needs to be sniped or rocketed before you can proceed. Search the huts for weapons and ammo. Upgrade to the OICW. Now walk up the hill to the right and tag the mercs guarding the third tower. Snipe them and/or use the mortar to wipe them out. Walk back down to the huts and start the trip up to the tower. There is a Hummer on the way you can use to get there quickly. Its possible to get the mercs up by the radio tower with a barrage of mortar fire, or sniper action. Once you’ve secured the area, plant the bomb [Save Point], then get armor and health if you need it, and Doyle will give you some bad news. There is one more antenna to blow up. Take the Hummer towards the radar blip and kill the two mercs on the road. The Freighter The boat from the title of the level is a well-guarded freighter that has appeared in the bay. Getting onboard will not be easy since there are snipers and rocket dudes on deck. One way to take them out is by sniping from cover. Go prone in the roadway using a hump in the road as cover. Inch your way forward with the binocs in position until you register a "hit". Bring up the sniper rifle and take down the first target. You may see a rocket heading your way in the sniper scope, but you should have time to take the shot, jump up and move before it hits. Do this for each target on the ship. There will be one blip you cannot get from here. Wait until you get onto the ship to get this one. To get onboard you can use the glider at the top of the hill and sail over to the boat. Watch out for the ship's rigging which will cause you to fall from a height and lose health. The other way to get aboard is swim and use the rope ladder on the side of the boat. Take out the last radar blip, a Falcon Evil Worker. He’s no big deal. Then go up to the cabin [Save Point] where another worker will be hiding. Insure you have full health and a full cache of rockets. With the launcher in hand, insure you have a full magazine. If not, hit reload. Then pick up all the remaining rocket ammo you can. This is a save point that you may become familiar with. Crow Arrives What brings most players to the forum is “How do I kill Crowâ€Â. The most common response is that you can’t kill Crow, and “do a searchâ€Â. Well, your search is over. The following is a summation of most of the methods used by players here. First, here are the very basics. Once you set the charge and blow up the ship you have to get clear of the explosion. You have 25 seconds to do so. It may not seem like it, but it’s quite a long time. The boat will start to sink slowly. Staying on the lower deck is not an option since, if you are swimming, you cannot fire a gun and you will be easier to kill than fish in a barrel. You don’t actually kill Crow in this part of the game. Your task is to do enough damage to the chopper or Crow to chase it away. Crow bails out- the chopper goes down, the level ends. You will face Crow in a deadly encounter in another level. The basic ideas for beating the chopper are: 1) get to an area where the water will not get to you as the boat sinks. You can fight from the cabin, but time is short, so you need to be either at the bow, or topside, or on shore. 2) Keep something between you and the chopper, whether it’s a mast, a tree or the 4x4 windshield. People are very loyal to their preferred method. There is no particular order of importance here, but these are the various methods: A) Posted by Owlgore: Use the Hummer. Before boarding the boat position a Hummer down on the beach by driving it over the small cliff. If you sprint towards the edge of the ship holding a shotgun or smaller weapon, and, while sprinting, plant the explosive, you can jump over the side of the boat and make shore on the island where you parked your Humvee before the explosion on the ship. You might take some damage from the explosion. It takes only four Humvee rockets hits to get Crow to flee -- even on Veteran. If you stay in the Humvee driver's seat, you have some cover from the chopper, as it can now only hit you from the sides. But this narrows its range of motion allowing you easier shots. I have tried using the Hummer's machine gun on the chopper, but to no avail. I have never gotten the chopper to flee before it gets me. B) Posted by CptLong: After placing the charge, walk back to the bow, along the starboard side and up a couple of steps by the bow, don't run, you’ll need your full stamina bar. After detonation, run to the stairs, and up to the top by the mast, and get behind it. At all times, keep the mast between you and Crow. You'll soon see a pattern to the flight of the chopper. About 6-8 rockets will do it, but remember to lead and take careful aim. It’s best to hit the chopper in the doorway (Actually hit Crow himself). If you have trouble, try not shooting once, and just practice keeping the mast between you and him. C) Posted by fabulouscoops: Plant the bomb. Jump off the ship and swim to the island just under where the glider is/was. Crouch in the bushes and fire at Crow with BULLETS ONLY. Do not use the rockets or he will fire back. I beat this part with AG36 and pistol. Just make sure you only use bullets and that you get hits on Crow. (Cursor turns red.) D) Posted by Greg_Gauntlet Here is what I do to beat the helicopter/Crow. I hold the P90 because you run/swim faster with it than with heavier weapons in hand. That way you can get ashore with no damage. Then I position myself so that this palm tree next to the broken boat (that one on the shore) is between me and the helicopter. The helicopter will try to fly right or left to get into shooting position, that gives you the possibility to shoot a rocket at it and then quickly move so that the palm tree is providing cover again. Repeat this maneuver until the helicopter is so damaged that it will fly away. If you miss a lot with the rockets you can also bring it down with the OICW’s grenade launcher. E) Watch DocSeal's video http://gotfrags.net/goodbye/boat.WMV If all else fails and you cannot beat this level there is a way to skip it and go to the next level. Enter the game console by hitting tilde (~) and type "\map catacombs" (without the quotes) and hit return. You will start the next level with knife, pistol and M4 but with the knowledge that you did not beat Crow head to head This message has been edited. Last edited by: fabulouscoops, |
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Catacombs
“Catacombs†has been described as two maps in one. There’s a nice open outdoor map, where you are the stalker, and a claustrophobic interior, where you are the one being stalked. Your overall mission is to get charges to blow open the catacomb entrance, and then secure a PDA and another charge to escape. In the exterior portion, you must contend with patrolling mercs and air assault troopers, but you have plenty of cover and concealment. The interior is a maze of Stealth attacks, Fatboys, mutant chimps, poison gas, more air reinforcements, Core workers, you name it. Both sections have multiple routes, where you can fight everyone, or as few as possible. Overview Exterior Portion General You open facing North. Ahead you can see an unarmed Fatboy and then a Cover merc AG36. Just slightly East is another Cover merc MP5. To the West is a drop off, steep down to the water. High ground is to the East. South is a path that winds around with a slight climb up a draw to overlook the whole area. North, past the 3 AI you’ll find temple ruin columns, the basic theme of the whole map. This path enters at about 90-degrees to the South path entrance. Two pillars mark the entrance and where the path splits. To the left (North) it will lead to a machine gun nest and follow the rim of high ground around to another machine gun and then the ruins. The path to the right, splits also. The straighter path goes down to an area where Fatboy bodies lay, a product of merc nerve gas. The path that heads more right, goes right in front of a sniper position, with a merc sniper, then continues on lower ground, below the South path entrance, and around the area to the small ruins, where the explosive charge is and a buggy. A path continues around and joins the original left (North) path at the main ruins. The interior is like a bowl, with several criss-crossing paths, a small pond, large carved pillars, and scattered mercs. Now. We’ll walk the mentioned paths to establish AI and pick up placement. North Path You’ll first come to a small hill as the path goes to the left, and another worn path to a tree. This is just a good place to go prone and tag the area. It’s a big area, so you’ll need to zoom to get everyone. The path past the hill begins to dip and then will split. There is a small hill, with a path over the top and one around to the right. The left fork is just yards away from 2 Cover mercs, an AG36 and a shotgun, along with 2 machine gun emplacements. There is also a health kit. Heading East from this spot, you’ll go up the hill through the first on many ‘header’ type structures, similar to Stonehenge. All of these door-like structures are shootable. The collapsing header will do damage to any merc underneath. Most of the mercs positioned here, except for the interior of the ruins, will patrol and be just about anywhere. Along the right path at the base of this small hill, just around the bend is a Cover AG36 merc. This path meanders around a series of small hills and ends up at the ruins. Back on top, along the left path, through the header, is a ruins floor, with scattered palette and explosive bottles and propane tanks. Just on the other side of the first set of barrels is an AG36 merc. Farther back to the left is another machine gun with an AG36 Scout merc and an OICW merc. There are 2 med kits on a palette by the machine gun. This path continues and takes a small dip before rising up to end at the main ruins. On both paths you will hear explosions in the distance. There is high ground between these paths, right before the ruins, with another machine gun and an OICW cover merc. Partial walls are all around the face of the ruins. There are three AG36 mercs around the left side of the complex. You will find a radio there. At that point there is one of 2 triggers to call for the V2 Chopper with reinforcements. They are: one shotgun merc, 2 M4 mercs and an AG36 merc. They will land in the vicinity of the floor area with all the palettes. Moving to the right (South) in a corner formed by partial walls is a palette with a shotgun, 3 grenades, CryVision, armor and health. On the other side of this wall, on the Southern edge of the complex are 2 AG36 mercs. On the perimeter of the ruins is a large header pillar, with the top partially collapsed in a “V†formation. There is one Cover merc OICW. East Path The path leading straight from the entrance goes down to some ruins with dead Fatboys. Doyle will warn you that you may need to hold your breath. Don’t worry. You won’t have to do that until the catacombs. By the dead Fatboys are 4 AG36 mercs. The path moves North to the head of a small pond. To the right is another hill with several headstone pillars. Up there are 2 more mercs, an AG36 and an OICW. The path continues North and splits several times, with all leading to the temple ruins. South East Path As stated in the ‘Overview’, this path goes right by a sniper merc, then in front of the Southern path entrance. Low ground is to the left, as the path continues and begins a gradual swing to the North. The path wear begins to disappear near a set of round small boulders. From there it turns a little left, and you will now face the mini ruins. 2 tall pillars mark the entrance. Cliff walls enclose the right side and a small hill the left. The ruins side of this hill is steep, whereas the other side isn’t, making it a good sniper point. At the entrance of the ruins is an AG36 merc. Mid left is an OIWC merc and farther down is another OIWC merc. The right side has a three sided room with an M4 defensive merc and deeper in is another AG36 merc. Parked in between them is a buggy. A palette to the right of the buggy has a med kit, and back left, in a crate, are the explosives. The trail leads out and takes a sharp right and goes all the way to the main ruins. If you don’t take the right, you end up at the two headstone pillars with the 2 mercs. Interior Portion As the name suggests, you will enter a catacomb of rooms, passages and ruins of a “Buddha-like†temple. It’s filled with ambush and assault points by most of the mutant and mercenary AI. To help clarify how and where these paths join, we’ll name the areas for better reference. Initial Passages After blowing the rock fall. The temple passage takes a few tight turns, and you inform Doyle that you’re going in. He can’t quite pinpoint the PDA, but it is close. The stairs descend steeply, and abruptly stop. You can hop down the debris without damage. A short hall, lit by a torch is ahead. The hall opens up into the first Catacomb room, the Elephant Room. An area to the right has steps going to a platform. In the center are two large elephant statues. A hole in the ceiling has mist billowing in from above over the closest statue. To the left is another set of stairs, going to an empty platform. As soon as you clear the stairs, you’ll hear explosions. A Stealth will appear in the hall behind and a small ceiling cave-in to the front has 2 more Stealth dropping in. To the extreme right is a set of stairs to a dead end. Next to them are the steps to the platform and steps on the other side. On the far side of the second statue is a dead Core Worker with armor. Straight ahead are stairs that steeply rise through a narrow passage, into a tight hall that goes right, left then opens to the left into a small room with 2 stone columns in the center and another ceiling hole. As soon as you hit the top of these stairs, you trigger a Fatboy. You’ll meet him in this small room. The exit is on the NE side and opens into a larger room, with a single column in the center. A dead Core Worker at the entrance gives you a P90. Around the left of the column, along the NE wall is a palette with 2 boxes of shotgun shells, five grenades and health. The exit is to the right of the palette and takes an immediate left, right. Here, you tell Doyle that your lungs are on fire. He tells you of the nerve agent, and to hold your breath and destroy the tanks. You will also trigger 4 mutant chimps. 2 will appear towards the back, one will be all the way in the back and one will be up top, by another hole in the ceiling. The poison gas bottle is to the left front. The exit does a slight left- right and you’ll be at the top of more stairs. The Split This leads to a small area has stairs to the right and another room entrance straight ahead. Here is a divergence, allowing different paths through the Catacombs. First, we’ll take the stairs to the right. Buddha Room A large Buddha is the center theme, with 2 columns front left and right. Ferns dot the floor of this tall main room. Ahead is a balcony with stairs ascending left to right. There are small arched exits either side of the stairs. Up top is the entrance to a small room, where, in the corner, lies a dead merc with a shotgun. On a palette is the PDA you seek, the explosive charge you need to escape the Final Battle, armor and four grenades. When you first enter the Buddha Room, you trigger 4 mutant chimps, one on the floor level and three from the balcony. Buddha Right; The Pit Room If you take the right hall, as you face the steps, the hall does a gentle “s†turn, where a mutant chimp awaits. It then comes to a pit in a small room. Opposite the pit is another mutant chimp. Part of the ceiling is gone, and 2 more chimps will drop down. As you enter, the walk way goes right and left, around the pit. In that corner of the turn is a palette with health. Straight ahead the steps go down right. Turn left to go straight across to the stairs exiting the pit. A large dog statue flanks a Lion Guardian in stone. There is also a stairway that exits right and turns back right again to meet with the walk. When you exit the stairs, you have 2 directions to go. Go straight and turn left, you’ll encounter another poison bottle. The hall continues with another “S†turn and returns to the left arch exit of the Buddha Room. When you exit these stairs out of the pit, you trigger a Fatboy to come after you, so returning to the Buddha Room is a good idea. If you go right, from the stairs, it merely does a square route, so, after 2 turns, you’ll see the gas bottle. Another turn has you going right back into the Pit Room. Buddha Left; To The Battle Going left at the balcony stairs, you’ll pass the hall to the right, which leads to the Pit Room. Before reaching this point, you’ll trigger a Fatboy. He’s the same one triggered from the Pit Room. The next hall is the square route hall from the pits. Going straight, the hall will do a slight “S†turn and descend a short set of steps. Another poison gas bottle can be found here. Next to that is a palette with 2 boxes of shotgun shells, 3 boxes of ammo and health. This room continues until you are faced with a set of steps straight ahead and a set to the right. There is a terrace to the left of the right steps, with 2 kneeling Buddha statues. First, let’s take the steps straight ahead. Reinforcement Pool Room The hall does a quick little “S†turn before opening up into a room, with a square reflection pool in the center. An arch of stairs goes over the center. A large Buddha sits on the left. Dog statues surround the pool. A Core Worker P90 is at this entrance. Straight back, by the Buddha is another P90 Core Worker. There is an area to the right, with a machine gun pointing towards the pool, which is manned by another P90 Core Worker. A final P90 Core Worker is farther right of the machine gun. A palette behind the machine gun has armor. Nearing the entrance of the Pool Room triggers a V2 chopper with 3 more P90 Core Workers. Now, before the final Battle Room, we must back track to â€ÂThe Splitâ€Â. Stealth Attack Room Descending the Split steps, we earlier took the right to the Buddha Room. This time, we will go straight. The room before you has a narrow walk, with elevated terraces on each side. There are stairs on both sides. The terrace is lined with Guardian Lion statues. The ceiling is open as a marrow slot, right over the walk. A set of stairs is straight ahead. At the top of the stairs the door to exit the room is at the left side of the facing wall. As you enter this room, you will trigger 2 Stealth mercs. Exiting the room, you’ll enter a very small room with a column in the center. Here, you’ll trigger the final battle and the V2 helicopter reinforcements. This room exits into the Reinforcement Pool Room, opposite the machine gun. Final Battle Room This room is fairly large, surrounded by platforms and stairs, with the center of the room sunken and dominated by three elephant statues. In the rear is an opening to a small room area, where the charge must be set. A palette along the right rear has a health kit. An interesting note here is found over to the right side. Go down the right steps and up the next set. Take the left and move forward to where the wall juts out some. There, floating in air, is a lab telephone. If it’s been hit, it’ll be on the floor. Strategies Outdoors Really, there are multiple strategies, from all out war to stealth sniper, or even machete. Your game play will determine what you like to do. As you’ve learned, the paths divert many times, so your chosen path will seem to have endless variations. This strategy is based upon getting all the mercs, with as little damage as possible. It employs tactics that have been most often discussed in the forums. The opening will have the Fatboy take on the 2 mercs. When he’s finished, go after him. He is an observer and has no weapon. He is slow and easy to take out. Try to use the MP5 if you have it. Otherwise, dash for the dead mercs, one has an MP5. You don’t want to draw attention right now. From the start point, head South and find the draw. Near the top, go prone and crawl into the left bush. Use the binoculars to tag the sniper to the left. Here, you decide how you want to take on these AI. If you want to skillfully pick them off, put the MP5 in SINGLE Shot mode. If you use and automatic, or louder weapon, you’ll draw too many mercs at once. Shoot the sniper. Now, tag as much of the area as you can. Use full zoom for the long-range areas. Now, run over and get the sniper ammo if you need it. Return to your cover and throw rocks towards the 4 merc by the dead Fatboys. They will aggress through the woods towards you. Using binocs to locate and goggles if needed. Single shoot these mercs. If one goes behind a tree, throw a rock and he’ll uncover. At ENE you should see the tall headstone pillar where the two mercs are. A high rock toss should draw them. After those, pull out the ole Sniper Rifle if you want to continue from this spot. If you’d like more silent aggressing, head for the North Path and that little hill [Save Point] with the tree. From there you can employ the same MP5 single shot method. There’s no need to go farther, you need to back track for the explosives. Taking the SE path, stop at the 2 boulders mentioned and tag the area if needed. You know the position of the mercs. Try to get the gate guard first, then head for the hill bordering the ruins and snipe from there. Get the goodies and explosives. Take the buggy [Save Point] if you want, or walk. Head for the main ruins. Snipe the mercs there, although some will cover inside the ruins. Before you go inside the ruins area, you really want to clear the area around it, so you can comfortably fight the reinforcements. Before going to the ruins proper, head across the area to make sure the 2 by the machine gun on the North path, are out, and work your way up to the pad. Remember that there are many explosive bottles around. If you ever get overwhelmed, just head for high ground, either the small hill with the tree, or the original snipe point. Once you’ve cleared all out, gather pickups and move to the radio. As soon as you hear the V2 call, run to the machine gun near the pad and get them all before they hit the ground. Set the charge and enter the Catacombs [Save Point]. Indoor With this detailed description of the layout, you can see that there are multiple routes, and areas you could avoid completely. But, an attempt will be made to address strategies for each area. Since there are plenty of shotgun shells inside, and close quarter fights, consider carrying the shotgun. The sniper rifle really isn’t that effective. The P90 is abundant, as is M4 ammo. The AG36, with its scope and grenades, is a most effective weapon. Initial Passages When you advance, and drop down into the area below, begin your move forward and down the stairs. *(A note here is that some have perfected a climb back up into the starting passage. It involves jumps, turns in jumps and a lot of practice. If perfected, it could be used to fight the three Stealth mercs, or return to the exterior for pickups left behind). After you descend the steps into the “Elephant Roomâ€Â, a charge will detonate and 2 Stealths drop from the ceiling ahead and one behind. To fight: Turn on CryVision, turn and get the one behind, then go after the other 2. Shotgun at close range is effective. Continue into the next room, and try to beat the Fatboy to the room with the dead Core Worker. You can use that center column for cover. Make him circle around clockwise. This keeps his right arm more out of view, exposing his left side to fire. Continue on, after killing him, and you’ll come to the first room with nerve agent and 4 chimps. You can shoot, throw grenades, whatever, but the best tactic is to tuck yourself into the corner and be seen, then let the chimps aggress on you. You may have to shoot one, the gas will get the other three. Or Not To Fight: After you descend the stairs, run for the room exit. You will have to veer a little right or left, to avoid the falling rocks from the ceiling. Going into the next room, go left of the small column, and try to get Fatboy to enter from the right, go into the next room, run by the palette if you need any health, or grenades, turn the corner and stay in the far corner of the walls. The 4 chimps will advance and be killed by the gas. You may have to shoot one. You can do this without worrying about the three Stealth or one Fatboy. But, remember, if you go back to the palette, Fatboy may be around. Shoot the gas bottle and advance to “The Splitâ€Â. Buddha Room As you enter [Save Point], have CryVision on. You’ll see the balcony chimps jumping down. One will be already on the floor, to the left. The easiest strategy is to be seen, and then run. Now, retreat to the top of the steps, where you entered the “Splitâ€Â. You can throw rocks to the far side. The three chimps will enter and look that way. Try a hand grenade, or one from the AG36. What isn’t killed will chase. Run back through the first poison gas room. You’ll have plenty of time to fire upon them as they make their way over and around all the rubble. Make sure you get a body count of 4. Return to the Buddha Room and ascend the stairs. Retrieve the PDA, explosive pack and pickups [Save Point]. If you exit through the right path to the Pit Room, you’ll have the three chimps to fight. If you exit left, you’ll meet the Fatboy, then the three chimps. If you choose right, be ready for the chimp that is in the hall. Try throwing a flash bang in, turn away, and then rush with guns blazing. Alert the other 2 and run for the top of the stairs, or retreat to the same spot you took on the Buddha Room chimps. On occasion, if your ammo runs out, and a reload will take too long, run back more, to the beginning if needed. Advance towards the final Battle Room and trigger Fatboy. You can return to up top and drop grenades on Fatboy, when he enters. If you go left, you’ll have to either do that, or get him to chase, giving you time to fire from defensive positions. Be ready for the three Pit Room chimps to join in. Best tactic is to go right and clear the three chimps, so when you proceed past that point and trigger Fatboy, he’s all you’ll have to deal with. Proceed to the next split, which is Battle Room right and Pool Room straight [Save Point]. At that point you will trigger the final battle. Do not go there. Some have a tactic of rushing this room during the battle, to make it to the blast point. It’s a very high-risk tactic. Also, if you kill any mercs, you’ll encounter the “Zombie Bugâ€Â, which is: the AI are dead, but will still animate. Let the battle rage, and you will have very little or no resistance at the end. Instead, continue to the Pool Room. Have CryVision on and charged, have shotgun in hand. Reinforcement Pool Room Run in and get the first Core worker at point blank range. You must then get the machine gunner, as he will be trained on you. The third worker will be running around the stone column that will be to the front right of you. Get him as he rounds the corner. Grab the machine gun. You will have to go around with the pool to your back for the “Use†function, since the gunner spun 180 to fire on you. Get the worker that was positioned on the left, by the Buddha. He should be around where the first worker was. Be ready for the V2 arrival, and get the mercs as they descend. Now, after a goggle recharge, proceed straight, under the “V†bridge, into the small room. Turn on the goggles, fire upon the Stealth, and then run back to the machine gun, with goggles off to preserve power. When you re-enter the Pool Room, turn them on and head for the machine gun. Just about every time, the Stealth will try to out flank you, and will not chase you, but go around and enter the Pool Room the same way you did. One might beat you to the door before you can man the gun. Use your shotgun, then man the machine gun and wait for the second. You can turn off your goggles. Listen for the growl and the radar alert spike, and then turn on the goggles and fire. Stealth Room If you go straight into the Stealth Room [Save Point], instead of right to the Buddha Room, you’ll encounter 2 Stealth mercs. Have your goggles on and fight the 2 Stelaths. Ascend the stairs into the small room. You will now have triggered the V2 chopper. Go into the Pool Room and try to shoot the machine gunner. Others will now chase you. You can try to stay and fight, until the reinforcements arrive, or retreat back into the Stealth Room. You can even keep backtracking, drawing them to you, all the way back to the beginning. From the steps, you have an easy snipe as they enter the room. Now. You have to fight in the Buddha Room to get the PDA and charge. Final Battle It may be that after all of this, the final battle will have ended and you can stroll in and collect a massive stash of ammo. You may have to kill the Fatboy or a lone leaper, but there shouldn’t be too much left. Plant the charge, seek cover, and exit to “Riverâ€Â. Bug Warning Sometimes, in the battle at the final room, mercs or trigen will be dead but still erect and walking in place. Shooting them draws blood but does no further damage. You can safely pass these undead creatures. 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River
Exiting the Catacombs, you can now look forward to Mr. Crow and his demise. Your mission is to navigate the river to the swamp area, where Crow and his forces are guarding a vehicle-mounted satellite. You must kill Crow and all the mercs guarding the truck, then uplink the PDA, and rendezvous with Val. Sounds easy enough, except that the river is heavily patrolled by boat and guarded from the air. Mercs lining the way with rocket launchers, mortars and machine guns make this a formidable gauntlet to run. The level will be broken down into sections, in order to detail the location of AI and, equipment and pickups. Overview Catacombs to the Dingy You will exit the catacombs facing East. Ahead are pillars of the ruins. A machine gun nest is straight ahead, with 2 M4 Scout mercs. A palette contains 2 boxes of assault ammo, three grenades and health. This position is high ground, facing East and overlooking a wooded area with scattered ruins. A path drops steeply from the left. Not too far into the woods, 2 M4 Scout mercs will walk a patrol path. At about halfway to the end are 2 more mercs on patrol near small ruins. One is an M4 Scout and the other a P90 Cover merc. At the ruins is another machine gun emplacement, with an M4 Scout merc. At this point, the path gets steeper and narrows down to the headwaters of the river. The water is shallow enough to walk through. A path is to the left, and heads for another small ruins. From these ruins, back down to the water are 4 mercs. 3 M4 and 1 shotgun. Shortly past this area, a large tree log blocks the waters. The path to the left continues to a cabana (grass hut). Sets of palettes contain a propane tank. There is a machine gun, with 2 M4 mercs. On the deck of the cabana is a nerve gas tank. Docked to the cabana is an orange inflatable dingy. Under the roof is a health kit. Dingy to the Waterfall Complex The river heads South, and then will take a sharp turn to head East to the shallows. For simplicity sake, the banks of the river will be described as “left†or “right†in relation to the direction of the river, rather than using cardinal points. The path widens on the left side as scattered rocks from ruins line the way. There is a large, lone head figure stone that has armor. Farther West, there is the same stone, but tilted, with 3 boxes of ammo assault. As the river turns East, the path elevates. High steep hills border both sides of the river. The path has occasional paths down to the bank. At the cabana, you will have triggered a patrol boat, with 2 M4 mercs. On the right bank, opposite where the left bank path has a high hill of the right, is another small ruins. There is another anchored patrol boat, with 2 more M4 mercs. A sandbag barrier on the right side has a lookout merc with another M4. In the center of the ruins are a health kit and 2 boxes of rockets. The left path continues and ends opposite another small ruins. A patrol boat there with 2 M4 mercs will most likely be on patrol when you arrive. A machine gun emplacement is manned by 2 more M4 mercs. There, you’ll find armor and health. On the left path, where it ends, atop the cliff is a rocket launcher merc. From this point you must either have a boat or swim to the shallows, which will be on the right bank where the river turns due South. You may notice a fire atop the cliffs of the left bank. For some reason, the designer put a propane tank up there to be ‘pot shot’ by a merc. Another one is up on the high hills of the right bank also. At the shallows, there are 4 Cover M4 mercs in the water, in and around the rocks. Around the bend is a Zodiac with another M4 merc. The river continues South and widens. There is a small island in the center, where it turns East. A patrol boat will be in this vicinity. Ahead, along the right bank is a cabana with a ramp dock leading up to it. There is a patrol boat docked there, with 3 M4 Zodiac drivers. On the deck of the cabana are 2 propane tanks. In sight, will be the pontoons. Centered on the pontoon are a Hummer and 4 M4 Cover mercs. A path on the right leads back to the cabana. A left path leads to the dock and dingy before the Waterfall Complex. Both paths will accommodate the Hummer. Waterfall Complex to the V2 Site After the pontoon, the river swings South, arriving at a small dock with a dingy. The left path rises through a small pass. A Zodiac driver M4 merc is guarding the path. The path continues straight to a rope bridge over the river. A steep path right goes down to an encampment with ruins. Opposite the ruins are 3 waterfalls. The river bends around this high rock and heads East. At the dock, you’ll trigger an attack helicopter. After the turn, the waterfalls will be on the right, the rope bridge straight ahead and the ruins to the left at river level. There is a machine gun there, manned by an M4 Scout. Behind him is another M4 Scout. On the far end is another M4 merc and a Zodiac driver. The Zodiac is beached there, along with an anchored patrol boat. By these 2 is a palette, with a radio, 2 health kits and an OICW. On the rope bridge is a rocket launcher. If you go from the dock by foot, across the rope bridge, there is a machine gun nest, manned by 3 M4 mercs. The path continues and comes down into a tent encampment. The river takes a sharp turn right, triggering another patrol boat. High up on the cliff of the left bank, on bare rock, is a mortar and 2 M4 mercs. A sunken fishing boat on the right marks the trail up to the camp. Another mortar with 1 M4 merc is up there, before the boat. There are 2 tents up on that hill, which is right of the path. Directly across the river is another mortar position, with 2 M4 mercs. Looking ashore from the river, the left tent has 2 health kits and the right has 1 armor. The lower land to the left of the path has 1 tent. It’s empty, but there are 2 mortar positions there. An M4 merc is there and another is towards the path to the bridge. A patrol boat is anchored by the single tent. Farther up stream, on the right, is an M4 merc manning a mini-gun. The river swings left to the NE. The right bank has a path leading uphill. It splits, with the left path following the river around. The right path continues, and it splits. The left fork will meander down, and join the original left split along the shore. The right fork continues to 2 barrels. There, you’ll find a sniper rifle. This path continues, much in the open, to the entrance to the final area, marked by ruins columns. Staying on the river, a tall rock island marks where the river turns right (South). To the front left is the V2 chopper. In front of the chopper are 2 Falcon bearing pilots. A palette in front and left of the V2 has a poisonous gas bottle, armor and 2 med kits. Just to the East, 2 palettes have a mother load of pickups. There are 4 clips of OICW grenades, 2 clips of sniper ammo, 5 hand grenades, 1 box of rockets, 3 boxes of shotgun shells, and 3 clips of assault ammo. On the opposite side of the V2 are 2 patrolling M4 mercs. Going on along the bank, there are 3 barrels with a poisonous gas bottle next to them. The path winds ahead to a mounted machine gun with an M4 merc. The path swings around to the end of the river. High above this area is a rocket launcher merc. Ruins below contain another mounted machine gun and 3 Patrol mercs. The path ends an the final area entrance, where the right shore path also ended, by the ruins columns, with another mounted machine gun and M4 merc. Final Area You will proceed down a tight path, with a steep hill on each side, under a natural rock arch, opening up into a sparsely wooded area. To the front right is a very large fallen tree. Remember this spot. The mercs are scattered around this small plateau area. This area is patrolled by 4 M4 mercs, who will be dispersed, based upon their patrol routes, and how long you took to get to them. The plateau is bordered left by another large log, and right by a large rock outcrop. Down in the ruins are 3 groups of 2M4 mercs, 2 left, 2 center and 2 right. To the far left, under a large slanted cliff rock is a sniper. Our man, Crow, is to the left of the large Buddha statue, running East and West between small ruins rocks. Behind Buddha, up the slope, is the satellite truck and PDA hookup point. Strategies Given the fact that you will be following a river, you might think that it is the most linear map in the game. But, given the side paths and alternate routes, its pretty wide open. You can choose to go much on foot, by boat, swim, or even by Hummer. You can stealth all the way through, or go with guns blazing. You can even try to take the boat from beginning to the end of the river. Catacombs to the Dingy The 2 mercs ahead can be easily killed, as they run for cover when alerted. You can sneak up on them, and then rush them. The mercs below can be easily picked off from the mounted gun, or you can run from tree to tree shooting. By using trees to block the sight of your approach, you can rush the ruins, and hiding mercs with no problem. The problem begins with the mercs in the shallow waters [Save Point]. There will be 4 to fight. Use the cover of the ruins to fight. Withdraw to the mounted gun, and use it. The 2 mercs at the cabana can be dealt with by shooting the propane tanks. Leave the dingy [Save Point]; you’ll only be bait for the patrol boat. Dingy to the Waterfall Complex Proceed to the head statue and load up if needed. Continue along the path. Here, you have the options of trying to shoot the patrol boat mercs, and take it, or continue along the path. When you reach the high hill opposite the first mini ruins, binoc the high ground to your front left, due East. Scope the path and move up and you’ll tag the rocket launcher. You must deal with him if you chose to proceed here on foot. Thru the binoculars, find a pattern in the leaves you will be able to recognize, like a hole in the heavy foliage. Use a scoped weapon, or any weapon. Scoped is just easier. Center the green tag of the merc over that mark. Switch to your weapon and aim at that mark and fire single rounds or short burst until the radar blip is gone. You will now may have alerted the mercs across the river. You can shoot at them or proceed to the next small ruins. If you kill all of them, swim over and get their boat. There are three boats in the area; you’ll need to get one. Continue by boat, past the large fallen log, [Save Point] to the lighter colored rock along the right bank. From here, tag the Shallows mercs. You can shoot from here, or cruise by and shoot them, or rush upon them and take them out, even dismount the boat. As soon as you pass this area, you will trigger another patrol boat. You’ll meet it near the island at the big left bend. Now, ahead is the ramp to the cabana and the pontoons. There are many ways to get past this. Hit the ramp and go through the cabana, hit the pontoons at full throttle and jump them and continue. Or, shoot the propane tanks, which will destroy the boat. If yours is damaged, you may not want to do that. You can shoot the mercs on the bridge and take the Hummer. Proceed either by boat to the dock with the dingy [Save Point], or take the Hummer along the path. Water Complex to the V2 Site Here is where paths diverge, depending on what approach you wish to take. That’s why you play the game over, several times. If you took the boat, you could park at the dock and go up on foot. You could continue around the bend, or even climb the rock in between and snipe everyone. Whichever you take, you will trigger an attack helicopter. It’s pesky, but not real hard to shoot down, especially with the boat’s guns. Hummer After securing the pontoon Hummer, drive it right up the path and run over the road guard. Wait and you’ll see the chopper rising ahead of you. The Hummer’s guns make it an easy kill. As you approach the rope bridge, be aware that the rocket launcher will be on you quickly. It can be a little disorienting in the rush of things, but use that gun to get him and the 3 by the mounted machine gun. The mercs in the ruins down to the right are harder by Hummer. You have to either wait for them to crest the hill and shoot or run them over. Best thing to do is dismount and fight. From here, you can cross the bridge by foot to the camp, or go down and get the boat. If you go to the camp on foot, you will first be picked up by the mortar crew on the opposite shore. Tag the mercs to the right near the exit. After taking them, look to see if the patrol boat is still off shore. The next to go is the mounted gun by the 2 tents. He will be somewhat obscured by palms, but should be an easy pick. The mounted machine gun to the far right is next. You can try to snipe, or try your hand at mortar fire. It’s a fairly low trajectory shot, but be quick with your adjustments, as he will lay fire upon you. The mortar position directly across the river and to the left are no threat, but fun to practice on with the mortar. Take the boat and continue. Follow the boat strategy from here. Boat As soon as you begin to round the bend, the chopper will be on you, so be ready to fire. As you come around the bend into sight, you again have options. You can fire upon the machine gunner at the ruins, and the rocket launcher on the bridge, or just blow by them and continue on, taking shots at the launcher merc as you pass under the bridge. You can also land at the lower ruins, and fight your way up on foot. If you continue, be ready for a patrol boat right around the bend, at about the same time a chopper arrives. The chopper will flee when damaged. You best bet is to run the gauntlet and go right by the camp, unless you really need the pickups. You can beach and fight your way up, or use the boat’s gun, first on the machine gun farther down. Once you clear the camp, continue up river, where you have the option of beaching on the right by the path, before taking the bend to the V2. Take the path to the 2 barrels and sniper rifle and fight from there. Get the rocket launcher first. If you choose to continue by boat, it is a fairly easy fight. Approach the V2 and fire upon the pilots. Then, work on the mercs to the left of the chopper. Fire canon shots to the launcher above. You may have to binoc to find. Lay canon fire on the machine gun nest at the entrance to the final area. Either go around the chopper and shot the machine gunner to the left, or go ashore and get him and any stragglers. Load up and make sure the far ruins mercs by the final area entrance are dead. Final Area Proceed from the last ruins mounted MG, under a large arched rock formation [Save Point], into the final area. There are 12 kills to be made before you get to the end cut scene. Head for the large log to the right. It is a perfect cover to throw rocks and play ring-around-the-rosy with the mercs. You have 4 kills to make up here. Proceed to the far left log, and try to get the sniper. The rest of the mercs are spread across the ruins, with Crow to the left front of Buddha. You’ll know you’re finished when the cut scene shows Crow bleeding out. Go place the PDA into the slot and wait for Val. Enjoy the bathing cut scene. It’s probably the last time you’ll enjoy having her around. Full Throttle It is possible to get that first patrol boat and drive all the way to the V2. As long as you can contend with the other patrol boats and the choppers, you can do it. If your ride takes on too much damage, steal another one. Once you’ve beaten the level in a more traditional style, this is a fun adventure to try. ******************************************** Mountain Climbing River is full of climbs. In fact, you can climb all the way around from the beginning to the satellite truck. I refer you to the Mountain Climbing thread in the first post of this thread for details. There are a few other short climbs here to enjoy. Just before you get to the rope bridge with the rocket launcher merc there is an easy climb to the left side of the upper path. Once on top, follow around the left bank of the river and drop in unexpectedly on the mortar crew above the river. From here, you have a great vantage point on the river and some very productive mortar fire. This may be the preferred route past this part of the game. In the small camp with the tents, just past the above mortar, there is a hillside that you can climb (albeit, a more difficult climb) to arrive on top of the three waterfalls. While not a productive side trip, it is interesting to see parts of the map that were never intended for the player to see. As you enter the last area, you’ll see the log to the front right. There is a large tree. To the right of it is a medium bush or small tree. There is a “V†in the cliff side there. Point yourself straight up that slope, look as high as possible and hold down the jump button. From up there you can circumvent the area and shoot upon the mercs. You can draw them in with rocks, grenades, whatever, You can work your way around to the truck, without alerting anyone, find the sniper and get him, and then get Crow. Throw rocks over the cliff while prone, and at wait. At least 6 mercs will come close. Get some with grenades. You can work your way back down around to the left as you face out, and slide down into the shallow water, or, return to your original climb and fight the rest. *********************************************************** River is loaded with AI script and triggers. For this reason, many players find that their computers are more taxed here than in earlier parts of the game. If that is the case, try reducing some of your graphics settings. This message has been edited. Last edited by: fabulouscoops, |
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Swamp
Swamp is your first opportunity to fight a level with Val. Your appreciation of her from the last scene of “River†quickly diminishes as you must now fight the mercs and keep track of her. If your style is stealth, then Val will change that. She’s pretty aggressive, and will spoil the best-laid ambush plans. But, she’s a fair shot and will warn you when you’re out flanked. Your mission is to steal a vehicle from the camp, defend her as she drives to the swamp, secure a charge pack and find the nuke. No mutants to worry about. You’ll have enough on your hands as it is. Overview Camp You open a short ways from the camp. Doyle lays out the overall mission of destroying a main compound. That will be done with a small nuke, which Val assures you, is small enough to do the job without too much collateral damage. She then says that she’s spotted a camp where you could ‘borrow’ some transportation. Rocky cliffs on three sides surround the wooded area. You face south and can see the first hooch ahead. The ground is very uneven, with many small hills. The path leads straight into the camp. Just right of the hooch is a tower with a sniper merc. At the base of the tower, to the left, is a large fuel tank. Between the tower and hooch is an AG36 merc. The building you see has 2 rooms. Inside, to the right, a table has a box of pistol ammo, a Falcon pistol and a clip of sniper rounds. In the next room, on the right, is an M4 Scout merc. Through the rear exit, to the right, is an OICW Scout merc. He has quite a patrol route. He will patrol to the first merc, past him towards you to a crate, then return to go into the woods to the back, and then head over to the 4x4, converse with another merc, then back. The 4x4 is to the left of the hooch. The merc there is also an OICW Scout with a very wide patrol path. On a crate by the Hummer is a health kit. Behind the Hummer, on another wide patrol path, is a Scout with the M249 Machine Gun. The first hooch on the left faces 90-degrees to the first hooch you see. In the first room is an M4 Scout. The table straight ahead has armor. The table to the left has a sniper rifle, a grenade, smoke and a box of shotgun shells. In the next room are 2 AG36 mercs. Exiting the rear door, a maintenance shed 90-degrees to the hooch, contains the first chase vehicle. There is ample space around the right side and to the rear of the camp. Moving SE there is a locked chain link fence. The plan is to clear this camp and take a ride in the hummer with Val driving and you manning the mounted gun/rocket launcher. The Ride Since you are in the vehicle, there are no pickups to gather on the ride. As you begin, the maintenance door opens with a chase vehicle exiting. You will exit the gate and Val turns left. There is another locked gate, with the second chase vehicle and the 2 operators. Beyond the fence is the third chase vehicle with its 2 operators. Val will do a 180 and travel East. You will now have triggered an attack helicopter. There will be a draw to the left, with chase vehicle 4 and 2 operators. Shortly past this point the vehicle will turn West (left). After a bumpy ride, the 4x4 joins another road, heading NE as the third chase vehicle from earlier catches up with you. While this is going on, Val will occasionally shout “Behind youâ€Â. You’ll now approach a guarded gate. There will be an M4 merc and a Falcon Evil Worker. To the right is another Hummer, but it will not give chase. A small camp is just past this gate. Val says that we’re blocked off, get rid of them. To the right is a sniper tower, then a maintenance hooch with a large, exposable fuel tank on the tower side. In front of the fuel tank are 2 mercs, an M4 and an M249. The gate is closed. To the right is another sniper tower. To the left is a ramp. To the left front is another M249 gunner and an M4 merc. Val says we have to get through. Over the ramp you go. There is a short “S†turn and you’ll travel through a small pond, then take a gradual right. Ahead is an exposable fuel truck. In front are 2 M4 Cover mercs. You’ll follow the road and splash into the swamp to a cut scene. Facility 1 will be to the NW. ****BUG WARNING*** There are 2 delay triggers here. One cues the cut scene and changes music and arms the second trigger. The second is supposed to replace your Hummer with a fake one. On the fender of the fake one will be a health kit. Sometimes, the trigger does not function correctly, and the “hide†command fails. You end up with 2 Hummers. The original is useable to the point that by pressing the “Use†button, you can remount the vehicle, But, if you do, you’re stuck there, and must reload that save point. Facility One Facing North, in front of the Facility, there is a tower to the left, with a sniper and a rocket launcher. Moving to the right in front, there is a mounted Machine gun and an AG36 merc. A path is next, then another sand bag area with a second mounted machine gun and an OICW merc. A barbwire-topped wall extends from there, right and back, joining with a building. Inside is an AG36 merc. On the outside of the wall, on the other side, is a patrolling MP5 merc. This is HQ, and we’ll go inside shortly. At the back of HQ is another patrolling M4 merc. The front of HQ is the left side of the building. There, you’ll find an M249 Merc. Across from HQ, left as you face the Facility, is the maintenance bay. In front of it, near the tower, is a large fuel tank. To the left of this building is another patrolling M4 merc. At the rear, extending from the left edge of the area, to past the HQ building is a tall wall. The wall joins a rock, and then continues as a chain link fence. The road between the 2 buildings goes to a large double door that is locked. Inside HQ There is and entrance to the left, which is the front of the building. There is an entrance directly in the back, which is opposite a locked door on the wall. Along the right side of the building is a small, attached room, with the door on the South side. We’ll look thru the building from the front entrance. There is an alarm on the SW side of the building. The merc inside the wall sets it off. If the alarm sounds, most of the mercs described may be other places. You enter a wide hall. There are steps visible forward, and a door to the left. This door leads to a storeroom. On a table to the left is a flash bang. To the right, on shelves, are 1 box of pistol ammo and 2 boxes of assault ammo. A door is straight ahead, and leads outside to the back wall. Continuing down the hall, a right turn reveals three paths to take. There is a set of stairs, then a hall. Down this hall, there is a bathroom (WC) to the right, with 2 M4 mercs. They will be triggered when you enter, so you may meet them anywhere in the hall. This hall continues down and turns right. The door there is the side entrance. The third path is another hall that turns right, and then right again, into the Guard Room. In that small office is an M4 merc and a shotgun merc. On the shelf to the right is armor. Entering the stairs, you will turn left, left, left. You enter South and exit East. There are 2 ways to go. To the left, there are 2 rooms. The left room is and office with no pickups. The right room is the movie lounge, also with nothing (except cold pizza and a cool can of Kripsi). To the right, at the top of the stairs, the hall turns to the Computer Terminal room. This is the very last room you want to enter in this portion of the map, because you trigger a cut scene, and from here, Val runs to the locked wall door. Maintenance Bay Although it says “Vehicle Storage, a pit and a Hummer on jack stands makes it maintenance for me. In there are 2 M4 Evil Workers, and an AG36 merc. The table in back has an M4, 1 box of assault ammo and a Falcon. Another alarm is on the SE side of the building. There is an East door, and a North door. Facility 2 The second facility consist of three main buildings: Control Center, Mission Planning, and MC Headquarters. Through the locked door, there will be a platform straight ahead, on the right side, with a satellite dish. Stairs lead up to it and a balcony area to the left with the entrance to the Control Center. An M4 merc guards the dish. Up behind the dish, out of view, is an M249 merc. The Control Center building will border the left side of your entrance into the area. There is a grassy path behind it, immediately to your left as you enter. It leads to the road that would go through the big closed double door. Opposite the road is the Mission Planning building. The main entrance is keyed and is on the East side. In front are 2 OICW mercs. On the SW side of the building is another keyed entrance. By the time you engage the dish guard these 2 mercs will be repositioned. Farther to the left (West) is the MC Headquarters building. It also has a keyed entrance on the East side, and one up the stairs on the SW side. North of these buildings is a gravel pit with a large excavating machine. The East border is a chain link fence, showing Facility 3. Control Center Once you enter the control center, you’ll trigger a cut scene with Val on the computer, telling you to go get the arming device. There are 2 boxes of SMG ammo on a shelf. There is an additional exit West. Mission Planning We’ll consider the front entrance to start overview. Stairs go up, and an open ‘window’ area is to the left. Up the stairs are a door to the right, and a hall to the left. In the hall is an M4 merc. There is a door to the left, leading into a room with the open area view to the stairs. To the right of the door inside is armor. There is also an M4 merc inside. Along the opposite wall are shelves with an AG36, 1 flash bang, and 2 boxes of assault ammo. To the right is the stockade room with an M4 merc. Continuing down the hall, there is an option to go straight or right. Straight leads to a bathroom, with no pickups. To the right is another hall. Down the hall and left is the other keyed door mentioned earlier. Continuing straight, the hall turns right and up a short set of stairs. Ahead, in that hall, is an OICW Guard. The door to the left leads to a plaza, with the MC Headquarters building on the other side. The door to the right leads to a storage room. Shelves straight ahead contain 1 box of SMG ammo and health. Shelves to the left will conceal an M4 merc. To the front left are steps going down to a door. This door opens up into the Quartermaster room. A door to the right returns you to the hall you initially entered. It is the door that was to your right when you first entered the building and went to the top of the stairs. So, you’ve made a complete loop. If you go straight, after entering the Quartermaster room, you’ll enter a room guarded by an MP5 merc. A door is to the rear left. It opens to a lounge area. To the left is another room with 2 desks together and a Falcon guard behind it. On that desk is the Yellow Key Card you need to enter MC HQ. MC Headquarters A wide set of steps leads up to the main keyed entrance to the HQ. To the left is another set of steps up to the second floor and a second keyed door. Through the main entrance a small forum is opened to the right. The room inside is a complicated array of platforms, steps and a center sunken floor, with computer consoles and a hologram device in the center from floor to ceiling. At the entrance is an AG36 merc. Down in the pit is an OICW merc. To the extreme left, on a mid level balcony is an AG36 merc. The far left wall has a set of stairs going up. On the sunken floor, a set of stairs goes up to your level, into a room of computer units, with an OICW and an AG36 merc. A door to the right opens into a storage room with a smoke grenade and a box of shotgun shell. The room opens to the left to a stairwell. At the top is a small room with the nuke-arming device. Its guarded by another set of AG36 and OICW mercs. Straight ahead is a balcony landing. This is the top of the stairs that are along the far wall when you first go into the big hologram room. A door to the right goes into an open hall area. An AG36 merc is there. The other keyed door is to the right. Straight ahead is a small area, with a room area to the right. Out of sight there is an OICW merc. Facility 3 Initially, you will not see anyone, as the game will relocate (spawn) 7 mercs into the area. A tower is to the right as you pass through the gate, facing the NE. Ahead is a bridge. Low ground to the left of the bridge drops into a wooded hollow, and under the bridge. Across the bridge there is a tower to the right, and the first spawn point of a sniper. As you continue back, there is a barracks behind the tower with a front and back entrance. Through the front, a Falcon merc guards the bunk beds. Through the next room is a table with armor. Back farther is a hooch garage. Here is where the second merc spawns. Out the back and moving on is the medical hooch. It is 90-degrees to the garage, the same as the barracks. It is constructed the same as the barracks, with an M4 merc in the front and a med kit on the table. To the left of all these buildings is the road from the bridge. On the road, I the vicinity of the barracks, is merc spawn points 3 and 4. Farther back, opposite the garage, is a mounted machine gun and the fifth spawn point. Moving back is merc spawn point 6. To the left of the road is the Canteen. Steps to the left are spawn point 7, the last. To the right front is a mounted machine gun. The porch goes around and a set of stairs going down lead to the mounted machine gun of spawn point 5. There is no door, but an arched opening on the right front, leading into the first dining hall, where an AG36 merc patrols. There is a door ahead to the left side of the opposite wall. The room continues through another opening left into the second dining hall. Here are an OICW, M249 and shotgun merc. Continuing straight is the kitchen, with an M4 guard to the front left, and another M4 to the right. Back to the first dining hall, the door on the opposite wall leads to a hall. To the left is a latrine, with an AG36 merc in the first stall, reading a “Playmerc Magazineâ€Â. To the right is a door to a storage room. On a crate is an OICW, SMG ammo and 2 grenades. Straight down the hall is the exit door. You’ll exit onto a small porch. To the right front is the last building, the Armory. Its entrance is front left on the South side. There is another entrance around the back. The back of the building is “L†shaped, and you’d enter the door facing West. As in the MC HQ building, the door opens to an empty forum. The door is to the right. This room has shelving all around, with 2 shelves down the middle. On this side of the shelves is an M4 merc. On the other side are 2 more. A door on the far left side opens to a hall. To the right is the rear entrance door. To the left is a hall leading to a room with an open room window left and a door to the right. The mercs in that room can see the hall through the window. In the room is an OICW merc and an AG36 merc. A shelf to the left has 3 boxes of assault ammo and a box of shotgun shells. The door straight ahead leads to the forklift with the nuke. It will exit a door ahead towards a fence and the end of the level. Strategies Your biggest challenge will be to keep control of Val, and know her whereabouts. After your opening instructions, you can choose to fight all the mercs, or take the quickest rout. This depends upon your ammo and weapon status. If you’re low, then fight. If you’re OK, then run. To fight you’ll need to deal with the tower sniper first. An MP5 is ideal. That gives you more time to cover. When you aggress towards the mercs to fight, Val will pretty much stay to the rear. But, if the mercs begin to flank, she will pursue. You must go with her for support. If she dies, you die. If the fighting gets too intense, and you need her to the rear, you must retreat, and insure she follows. Once you go back far enough, move towards them a little and she will fall in behind you again. Once you’ve cleared the AI, mount up and Val will drive. To do this a quick way, when the cut scene ends, head right and forward, through a narrow valley, using the hills as cover. Go deep right and forward, then traverse behind the camp. Binoc when you can to keep track of the AI and alerts. Rush the Hummer [Save Point]. The Falcon is a good weapon to use here. Most of the time you’ll have just the 1 merc by the Hummer to shoot. As soon as you can, “use†the 4x4 and Val will join you. You can lay down suppressive fire while she approaches. Watch your ammo. The Ride When the 4x4 takes off, the first pursuit vehicle exits the garage. If you cleared the camp ahead of time, throw rocks at the door, then grenade or rocket the base of the door. A lot of times you’ll kill them. If not, fire a canon round at the door as soon as you pass. She will head left for a locked gate, then turn. You will have a momentary clear shot with the canon. As soon as you’ve engaged the 4x4, switch to MG and look straight up. You must lay heavy fire on the chopper as soon as possible. Concentrate on the doors. A couple of hits on the gunner, and it will go away. Then, switch your attention to the 4x4, if you missed it. Ahead, look for a draw to the left, and be ready with the cannon. As soon as you see the 4x4, fire. All you need here is a close hit, and you’ll kill the AI. As soon as it’s done, face the rear. As soon as you hit the next road, the next 4x4 will be on your tail. Another canon shot to take it out. Now, switch to MG and face forward. Ahead is the gate with 2 mercs. One will be slightly left and one slightly right. Continue by concentrating fire on the first tower, then quickly switch to the fuel tanks right, the AI left by the ramp and leave shooting the last tower merc. Ahead is the fuel truck, just lay down MG fire on the big tank. You and Val end up crashing into the swamp [Save Point].You’re done, wait for the cut scene. Facility 1 You’ll find the mercs very aggressive. Once you fire anything above an MP5, you’ll have your hands full with them, and Val rushing around. An early priority should be the sniper and rocket launcher in the tower. You can prone on the hill to the far left, and tag the 2. Try single shots from the MP5. Next, move to the hill cover on the right side. From there, try for the mounted machine gunners. Sooner or later, the mercs will alert and aggress. The safest tactic is to pull back and hide in the bush along the road. Use binocs to see their approach. If Val gets in front, pull back farther, and move forward, she’ll get behind. Once you’ve gotten them, move forward and draw the rest with rocks. Once they’re cleared out, go for the mercs in the maintenance. Look for the patrolling merc around the back of the building. If you want to make your entrance into Facility 2 easier, go to the locked door. There will be a merc back there. After he’s out of the way, start throwing rocks high over the door. You may want to clear out the building first, just DO NOT go upstairs. Throw several high or against the door. You’ll hear them taunting, and may even see their weapons clip through the door. Practice with rocks, then toss grenades up and close to the other side of the door. You can often kill all the AI. Now, if you haven’t done so, enter the building from the front. Remember the layout of the rooms and the AI. The quickest route is to run up the stairs and go right and enter the computer room where Val uses the terminal in a cut scene. From there, you and her will run down the stairs and out the back door [Save Point]. If you go directly to the room, you’ll be fighting mercs on the way out. Otherwise, toss a grenade in through the window, run into the hall and get that merc, then run into the bathroom with no pickups. It’s a perfect ambush point. Do the rocks against the wall bit. Facility 2 If you employed the rock/grenade technique, you can stroll through the gate, after Val unlocks it. Otherwise, take on the Sat dish merc, and go after the merc behind the dish, since he’s totting the SAW. The other 2 will be quick to respond, and Val will be in a firefight quickly. Once its clear, go into the Control Room [Save Point], and Val will hack into the system. You’ll be sent for the nuke-arming device. Head for the Mission Planning building, and wait for Val to unlock it. Toss a grenade in through the window, run into the hall and get that merc, then run into the bathroom with no pickups. It’s a perfect ambush point. Do the rocks against the wall bit. You may have to occasionally go into the hall and draw mercs to you. Otherwise, go through the building and clear it out. Go get the yellow key card [Save Point]. Now, head for the HQ building. You have 2 doors from which to choose. Reinforcements will come from the door you did not choose, so you can’t camp near either door to fight. This is one of the more difficult fights in the game. The mercs are heavily armed, and heavily protected by armor. The overall best, or easiest method, is to draw the mercs out, and set up ambushes. You’re welcomed to try using flash grenades, smoke grenades, whatever, and rush in, but they are quick to make head shots on you, and you’ll have to be quick and accurate with your shots. For the easier method, open the bottom door and bounce a flash off the opposite wall. Using a high-powered weapon, like the OICW or SAW, get the guy by the door. Turn and run back to the Mission Planning building, go into the Quartermaster room. That puts 2 doors between you and the outside. Stand in the second door to keep it open. When a merc comes through the outside door, use the SAW. You may get 2 that way. When ammo is low or out, switch to another weapon, back up to close door. Listen for the outer door to open. Step forward to open the door and unload. If too many mercs come in, retreat back to the main entrance and out the front door. You have 2 basic options here. Go to either side of the door and throw rocks to divert. Use the big trees for cover and pick them off as they exit. Or, run to the sat dish if you have sniper rifle. Prone on the platform and easily pick them off as they exit. Rock throwing may be required to entice them out. Keep track of your kills; you need a body count of 9, before the building is clear. You may have to go in after the rest. Keep track, so you know what you’re up against. Retrieve the device and you’ll be instructed to return to Val. Follow her to the gate, and wait for her to open it. Facility 3 As mentioned before, the minute the gate is opened, 7 mercs will ‘relocate’ to their positions. These 7 will come after you and Val as soon as you’re spotted. You can’t camp, because Val will go after any merc she sees. You will need to decide your path, and approach the bridge [Save Point] immediately. Going after these mercs is the hard way. There is an easy way. Hard Way Most players say that they run down the hill to the left of the bridge and rush the area of the mounted machine gun. CryVision will help pick up targets here. Man the gun and fire. If out-flanked, dismount and pursue on foot. One spawned merc will usually stay in the garage and the other is in the tower, so there are 5 ground mercs do deal with. Keep an eye on the canteen door. Throw rocks if you have to, and shoot them with the MG when they exit. Go in for the stragglers. The 2 in the kitchen usually stay. Go get the rest, get the pickups, and proceed to the Armory [Save Point]. ****BUG WARNING*** Do not get too far ahead of Val, leaving the canteen. She will head in your direction, and if you’re too far ahead, she may get stuck walking into a wall. Go back and get her. You might have to push her around a bit. Don’t worry, its all part of the job. Open the armory door and toss a grenade if you have it or flash. There are three mercs in there to get. Head down the end of the hall. The other 2 mercs may be on their way. If not, they will see you through the window and aggress. Go to the forklift. Easy Way As soon as the gate opens, run down the hill and go right, under the bridge. Follow the valley around to the left, staying low. Stay on the down side of the hill. Go all the way to the back. If you need health, stop by the Medical building back door, then shoot the merc in the front room, then get the kit. Continue all the way around to the back of the Armory and enter that back door. When you go in, the three mercs will be in the first room to the left. Alternative Climb Method Once you’ve beaten the level or game, its fun to go back and try things not meant to be done. One is to go ahead without Val, and clear the area all the way to the locked door of Facility 2. Low Ground Consult the mountain Climbing thread for the exact location of the climb out. It is a little ways forward and along the left cliff from your start point. You can see a definite “V†in the rocks, with some ledges near the top. Once on top, you do not want to alert the camp. If you do, you need to stay and find the big rock near the exit fence and kill them all, or they will seek out Val, and you’ll die. Go up and over the green grass hill to the road. From here, you can take the high ground or low. Crawl to a place over the Hummer parked down the road. Leave the one by the gate alone. Shoot the two mercs and slide down. Run straight across up the draw. Continue forward, and start using your binoculars, because you’ll soon pick up the ambush Hummer. Kill the 2 mercs and continue. You must rejoin the road the first Hummer was on. You’ll come to the gate. These 2 guys are easy kills. From the gate, tag all the AI, then advance and stay far right in the bush, and creep up on the tower. Snipe the sniper, and retreat to the gate. Stay near the Hummer and throw rocks across the road. You can now track the mercs on your radar as they come through the gate, with their backs to you. Use the MP5 if you have it, otherwise, be ready to throw rocks across the road to re-divert their attention. Watch for them to turn away, before throwing rocks. One may stay by the ramp. If so, rush to the left side of the road and advance, using trees as cover. Once cleared, you’ll now have to prepare your return over the wall. Push all the boxes you can up the ramp. Position each one in the same place, usually butted up against the concrete pillar on the left, and nudge them over. You’re trying to get at least one to fall on top of another. If so, you can use them to scale the wall on your return trip. If you can’t do it, then you’ll need to consult the Mountain Climbing thread for pictures of the climb over on the other side, near the fence. Continue forward. When you near the tanker, stay left in the bush. Shoot the tank to get both. Move on. Once you get near the pond Val stopped in, you’ll trip a kill trigger. This eliminates all the mercs you just killed. This will be helpful on the high road approach return trip. When you reach Facility 1, fight as you did in the game, but this time without Val, so you can use stealth. When the camp is clear, go to the locked gate and do the rock/grenade drill, and kill the three mercs on the other side. DO NOT go upstairs for any reason. If you enter the computer room, you will trip the one time trigger for the cut scene. Without Val, nothing will happen. When you return with her, the level cannot proceed, because the trigger has already been tripped. Return to camp, via the crates, and head for the first hummer. Between it and the gate is a fairly easy climb. Return to Val, without alerting the camp, and then play the game as normal. The difference now, is that it will be a quiet ride and you’ll go upstairs without incident. The High Road When you get above the Hummer, continue North, staying on the high ground. You’ll turn a little West, and scale some steep hills and return North. Ahead, you’ll see a very steep hill like a hat. You must stay on that steep ridgeline. If you go left, you’ll encounter a kill zone. Best thing to do is go up that hill prone. To the far left is the attack helicopter. You can take it out and the 3 mercs. 2 are in front and one behind. The one behind may very well destroy the chopper shooting at you. Continue until you see some trees starting. From here, you must stay right along the edge of the cliff, or you hit a kill zone. Continue, until you come to the gate. Shoot the 2 mercs. Now, an interesting climb down. Get right over the gate wall, and look for little out crops. You’ll have to make little jumps to hit the ledges. When it looks like you have no more ledges, Face to the right, and hop and jump along the wall ahead, and you’ll be able to slide down with no damage. Continue from here as in the Low Road. By tripping the kill trigger earlier, there will be no 4x4 ambush mercs alive. This message has been edited. Last edited by: fabulouscoops, |
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Far Cry Moderator![]() |
Factory
A lengthily cut scene has Doyle telling you that the area is as clear as it gets. From here, it’s all up to you. He also says that bad things may happen when you detonate the nuke. There is a chance that a mutagent might be released. You are to let Val guard the nuke while you clear the area and call the elevator. Your mission is to get Val to the spot in the factory where she can get the mutagent serum antidote, then arm the nuke and detonate it. You must defend her while she does that. Overview Exterior to Elevator After Doyle’s opening instructions, Val will drive the forklift forward to a spot that activates the mercs. You are facing due West. Directly ahead is the large dome shaped factory. A bridge covers a ravine, and is guarded by mercs. This small ravine goes North into a bowl area and South for only a short distance. Its only purpose is to provide some cover if you get over run by mercs. This bridge is heavily defended, and the 6 mercs are scripted to advance over it, using the cover of large concrete supports on each side. Just past the bridge is a wall entrance into a small area of crates, large electrical storage cells, fuel cells, radio tower and truck. Between the bridge and wall is an OICW observer merc. Another OICW is to the immediate left. To the left rear are metal scaffolds, with one holding a machete. Directly front left are stairs going up to a loading dock with the third OICW merc. Just to the right is a parked truck. To the left rear of the truck is an AG36 merc. To the right rear is a second AG36 merc. To the right rear is a crate with smoke, a flash bang, 2 grenades and a box of pistol ammo. The elevator is through the double doors in the center. To the right, in a hall, are an OICW merc and an AG36 merc. A crate to the right rear has an M249 MG and health. The elevator call button is to the left of the double doors. Elevator to Core Reactor After you initiate the call button, Doyle will tell you that Val is on the way. Once she is aboard, you activate the elevator down. It will open to a hall with a table directly front right with health and armor. The hall is very short and turns left at a save point. Before you is a 2-story room with 2 large fuel tanks on each side, guarded by 8 mercs. A grated catwalk circles the entire room along the walls above. Another walk bisects the room left to right. There are stairs to the right front and right rear. Each set has 5 landings as it winds back and forth to the top. On the floor on each side are 4 computer console areas, one for each tank. A set of short steps leads up to each one. There is a Falcon scientist assistant on the first one to the right. Another one is on the last one to the left. On the floor, past the last tank on the left is a Falcon scientist. Also on the floor to the rear left is an OICW merc and an AG36 merc. At the top of the first stairs is an AG36 merc. On the catwalk directly above you, slightly left is an AG36 merc. On the catwalk left, by the cross over is the last AG36 merc. The only way into the next room is through one of 2 doors on the catwalk, extreme left and right. The next room is laid out much like the first, except it houses nuclear reactors, and instead of computer areas, there are step down areas to the base of the reactors, and it has 2 levels of catwalks, both with crossovers. Since you enter from the top, we’ll work top to bottom. There is only one AG36 merc at the very back left. A second AG36 merc is the only one on the second level and is to the left directly below the left door. Down the center of the walk are 2 AG36 mercs and a Falcon scientist. Down in the right core pit is a Falcon Evil Worker. On a crate to the right rear is an AG36, sniper rounds, a box of shotgun shells, a flash bang and 2 grenades. To the left of the double doors is the open switch. When you activate the door directly below the 2 doors you entered from the top, Val will drive the forklift in. She will then open the last double door to the hall Core Reactor to Exit She will stop the forklift and Doyle will tell you that there is one more door to the mutagent chamber. She will wait until you open it. There is a small door to the right with a red light. Inside are a small room and another door and another small room. Each room contains mercs that you must fight off to save Val. The corner turns left to a long hall. At the end of the hall are 5 OICW mercs and a Falcon scientist. Half way down is a locked door marked “Research Chamberâ€Â. The hall opens up to the right. Turning right, there is a door straight ahead, and one to the right. The door straight ahead is an office, and another door to the rear leads to a computer room. Both rooms are full of mercs to save Val from. The door you need to open is to the left. Once you open it, Val comes with the forklift. She will unlock a door to the left. Doyle tells you that Krieger started some weird experiments called the “Third Stageâ€Â. He was making trigens out of zygotes. Biologically speaking, that is a fertilized egg, so he was now birthing trigens, instead of converting living animals or humans. Val wants you to hurry, so she can find the serum. To the right in the first room are double pane windows, giving you a peek into the chamber. Val ahead will unlock the next door. She will go and get the serum. Doyle will say to Val that she needs to arm the bomb now, and you must protect her with your life, as she will not be able to defend herself. This will now set off a series of triggers, releasing the 4 rooms of mercs. Each trigger is activated upon the death of the previous wave. Each wave will come from the opposite end of the hall. An audio signal will tell you when the next wave starts. Either Val chattering, or you say its getting thick out here, and also listen for sirens. The first wave exits from across the hall, with 3 OICW mercs and 2 shotgun mercs. This room has office partitions and desks. On a desk in the back are 2 boxes of shotgun shells. The next wave comes from the small door with the red light you saw when you first entered the hall. Inside are 4 OICW mercs. Wave three comes from the computer room, releasing 4 OICW mercs and a shotgun merc. The final wave comes from the far end second small room, with 4 OICW mercs. So you have 17 mercs to defend Val from. Once cleared, she yells to get out of here. You will now proceed to the locked door across the hall. This leads to another area of office partitions and desks. By the third partition down to the left are 2 shotgun mercs. On the desk are 2 clips of SMG ammo. To the right, the hall goes down some stairs to a computer pit with a P90 scientist assistant and a Falcon scientist. The exit door is down the left hall on the left. This door leads to a hall, where you turn right to and elevator. Exiting the elevator are 2 OICW mercs and a shotgun merc. Val joins you in the elevator. You proceed up to a hall where you will hit a trigger to go to the end cut scene. Strategies Exterior to Elevator Go prone next to the Nuke that Val has moved up, and binoc tag and snipe all the mercs outside the factory with CryVision. Discard the sniper rifle as you are done with it for now. If you are in a position where you do not have enough sniper rounds, move forward to a big tree on the right. If it looks like the mercs will over run your position, go down into the valley and work your way North. You want them to aggress away from Val. Collect the pickups from the right rear crate. Inside, be aware that one merc may be up to the right, depending if he was alerted. The M249 MG (SAW) will be helpful in the 2 chambers, and in the 4 room ambush when you defend Val. Make sure you have the OICW and Rocket Launcher. Elevator to Core Reactor Enter the building, and call the elevator. Val brings up the nuke and the two of you can "go down" as Doyle puts it. CryVision is helpful inside because it is a little dim. Exit the elevator [Save Point], and go prone in the hallway near Val and use the OICW in scope mode with bullets to take out the mercs and scientists that run towards you. When you get the ones in the lower section, more will arrive from the right stairwell. Sometimes, especially with goggles on, you can catch them through the grating of the stairs. Gather ammo and armor. One of the scientists will have health and there is full health and armor at the bottom of the elevator. When the area is clear, you will have made 8 kills. Now go upstairs and into the next room and throw some rocks inside. Come back out and hide behind the door and throw more rocks to the left side of the door. Bad guys will come out facing the wrong way and you can shoot them in the back. Clear this room with 6 kills, and go downstairs to open the doors for Val to move the nuke again. Core Reactor to Exit As you approach the corner to the last hall [Save Point], you will need to use the lean function and get headshots on the guards with shields. If you get multiple shots on the head they will drop the shield between bullets and one or two will get through. Another effective method is to rocket them. Remember that it’s the splash on the floor or a wall that kills them, not a direct hit. Shots to their feet will also cause them to temporarily drop their shields. Ammo and armor abound here. Make sure you have a full clip of OICW grenades by reloading before picking up additional ammo. Open the final door for Val and she will bring the nuke. Val will open all the doors from here on. Follow Val to the touching inoculation cut scene then run out [Save Point] to defend her while she arms the nuke. For an amusing interlude, run to the keypad to the right of the final door leading to the inoculations and stand with your back to the keypad. Val will try to get around you and may either push you aside to get at the keys or clip through you. I found it amusing but I am easily entertained. An alarm will sound and a light will flash over the door directly across from where Val is working. Go prone in the hallway and aim the SAW at head level coving the doorway. When the door opens you should be able to kill all the mercs on the other side of the door or in the doorway itself. When they stop coming, go pick up the ammo and armor while reloading the SAW. Peek inside the door to make sure you got them all. Switch to OICW grenades and go back into the long hallway. Mercs with shields will arrive. Keep them at the other end of the hall by launching grenades at their feet. It takes two to kill a shielded merc but try to get two or three at a time. Run down and restock, run back while switching back to SAW in time to catch the next wave coming from the same door as the first ones. Use the same tactic. When they are all dead switch to rockets and wait for the long hallway to populate with fresh mercs. If you play this level enough, you will recognize the audio cues. All you will need then are the OICW grenades. Run to the door and wait for it to open, launch several grenades, pick up the cue, run back to the next door and do the same. You can pretty much kill them all before they have a chance to exit. Val should be done by now so follow her to the next section and use the OICW to finish off the two mercs and two scientists in that room. Finally, peek around the corner and easily kill the remaining mercs at the exit elevator with OICW grenades. All that's left is to escape the factory. *****Super spoiler***** After you kill the mercs outside, climb the hill to the left of the facility and walk around and through the dome to drop down outside the back door. The level will end without you having to go inside at all. If you don’t want to fight at all, there are 2 other climbs that can be found in the Mountain Climbing thread, that will take you directly to the ending. This message has been edited. Last edited by: fabulouscoops, |
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Far Cry Moderator![]() |
Dam
You awake from a daze to ask “wha…wha..happened?). You soon realize that you have no weapon, no binoculars, no goggles, nothing but a few rocks, and a trigen chimp bearing down on you. Your mission is to get the key to open the gate to the lava pits, and then gain entrance into Krieger’s headquarters. Again, this is a level with several different approaches. Overview Waterfall to Chopper You are atop a bluff, with a small creek running down the middle, then dropping off to a large waterfall. You are surrounded on three sides by steep hills and cliffs, with another set of falls behind you. The chopper that dropped you flies away towards the distant volcano. Before you on the ground is an M4 with 10 rounds. At the end of the creek, right before the falls, there is a mutant chimp. At the base of the falls is a deep pool. The semi-circle formed behind you consists of very steep cliffs. To the left front is a sloping beach, and another to the right front. A large boulder dominates the front. The creek is shallow and runs along for a ways to the open waters. Cliffs border the land to the left of the creek, and they slowly taper towards the creek and meet just before the open water. The area to the right goes well back, and is the base of a large bowl created by the surrounding high ground. To the left, deep but in line with the boulder is a Fatboy. None of the Fatboys on this small island are armed. So, if you can stay away from their melee swipes, you’ll be OK. Right after the boulder, the creek takes a left and ahead is another boulder. Stationed there is a mutant scout with a P90. Deeper in the woods at that same level is another Fatboy. Near the point where the cliffs meet the creek is a mutant chimp. On the right, there are AI nearby, which will anchor themselves along the beach when alerted. The high ground slopes down to the beach. Directly behind it is a Fatboy. Deeper into the woods at that same level are 2 mutant chimps. Still farther is the upper half of a merc with a trigen chimp and an M4. Just past the first boulder is a path going up to a large rock formation. On this path are 2 more Fatboys. Down to the second boulder, opposite the mutant scout, is a mutant chimp. Deeper in the woods, on another path to high ground, is a Fatboy. Going deeper, you once again reach the big rock formation that sits in the middle of this bowl. A path turns left between more high ground. A dead merc is there with a P90 and 2 mutant chimps. Back to the creek and moving down past a large boulder on the right is another dead merc with a P90 and a machete, and a feeding mutant chimp. Past this boulder, the cliffs meet the creek and there is no more shoreline. A path leads up to the right to a high, prominent volcanic rock. In the path is a Fatboy. To set the rest of the AI, go back to the first dead merc behind the cliff to your right. We’ll now follow the outer rim around the big rock formation in the middle, to the North beach. Moving East from the dead merc is a mutant chimp. Now the path will start turning North, and where you first start to see the water, another chimp will be waiting. At the water’s edge is a Fatboy. Now heading West, there is a chimp in the woods. Next is an air dropped explosive container. On the other side is a P90 mutant scout. To his left is a Fatboy. A path to the left, headed back South would bring you to the dead merc with 2 chimps. Continuing West is a second container with another mutant scout and an M4 on a crate. Past that, along the shore, is the downed chopper with mounted machineguns in each door. This is the cut scene you will be taken to when you’ve cleared the creek. Continuing West, to where you meet the creek once again, is a mutant scout. That makes 25 mutants on this small island. Chopper to Gate You cannot go too far West or East, before hitting a helicopter kill zone. When you reach the chopper, the cut scene has you making radio contact with Doyle. You get smart with him when he asks how you are. Your instructions are to move out quickly to the volcano, and that the quickest route is through the fortified entrance. Inside the chopper are a box of assault ammo and armor. Directly North of the chopper is a water crossing to the volcano island. A path on the other side leads up to a fortified entrance to the compound. To the right is a dock. Above the dock is a mutant scout. Along the shore are 2 more mutant scout leapers, and 4 Fatboys, all scripted to take you out. After you cross the water and approach the entrance, Doyle will tell you that the mercs are fighting escaped trigens. Up the path to the entrance are three rocket-launching Fatboys, who will be firing upon the rooftop of the entrance. On the roof are 2 mounted MG positions with 2 OICW mercs and health. The third merc is a rocket launcher. There is a hole in the wall. To the right, after going through it, are the steps leading up to the roof. The final outcome of the battle is that there will be one Fatboy and a mutant scout left. They will ascend to the top and kill the remaining mercs. To the left, after entering, are the cache of weapons and key card. Upon entering the cage a cut scene will show that you are now infected, and in danger of becoming a trigen yourself. There is a crate to the right with armor and the gate key. There are four weapon racks. The first has health, 2 boxes of shotgun shells and a shotgun. The second has 3 boxes of assault ammo, OICW grenades, AG36 grenades, an OICW and an AG36. Rack number three has Cryvision goggles, binoculars, a flashlight and more AG36 grenades. The last rack has 2 boxes of assault ammo, 2 boxes of SMG ammo and a P90. You can now proceed through the gate to the parked buggy, where Doyle tells you the location of the headquarters and Val’s location. He assures you that he is on his way and that it will “soon be over, my friendâ€Â. Gate to the Road to HQ Ahead of you are the tributaries of several lava flows and broken bridges, and quite a war. The road you’re on will cross a bridge over a lava flow, but it abruptly ends and you must go left to a strip of land, with a flow on each side. It steeply rises through burned trees to a plateau area with a large boulder and a Fatboy behind it. Farther down, by another boulder is the second Fatboy. To the right, directly between the two, there is a rise in the land. The area of lave flow at this part is not harmful. We’ll return here in a moment. The strip of land continues up to an area where it forks. At this point is another Fatboy. To the right, crossing the lava flow, is a fallen log. The land rises up toward a satellite dish. Half way up, to the left, is another Fatboy. He will be fighting 2 AG36 mercs ahead of you. To the right will be a mutant scout. Farther uphill from the scout is a Fatboy. Going towards the satellite will be another lava flow. There is a rock formation to the left front that has to be carefully jumped, and it will bring you to the satellite side of the flow. At that formation is a Fatboy. On the other side are 2 OICW mercs. Up at the satellite is a health kit and a sniper rifle. Now, lets return to the lava safe zone between the 2 boulders. Continue over several hills, and this path takes you to the road from the broken bridge. The bridge is East. A road goes straight (North) and the road from the bridge continues straight to the left. It also goes over a lava flow. There is a Fatboy to the left, just before the road. On a high hill to the right are an OICW merc and an AG36 merc. Across the flow, onto the road to the HQ, is a mutant scout. Road to HQ to Exit The road goes into a slight draw. There is a mutant scout up to the left. Traveling on this road, you will trigger the arrival of a Hummer with an AG36 merc and 2 OICW mercs. The road crests then travels steeply down to the road being blocked by a cargo truck. A mounted MG nest is to the left, as is a small building. There are hills to the right, which are drivable. By the cargo truck are 2 AG36 mercs. In the MG nest are an AG36 and AN OICW merc. The building has a front and right side entrance. In front of the building is an OICW merc. Inside the building are 2 weapons racks. The first has 3 boxes of assault ammo, OICW grenades and AG36 grenades, An OICW, an AG36 and a P90. The second rack has sniper rounds, armor and health. On the floor to the right is a box of rockets. There is a save point in the building. The path leads up to the HQ entrance. 2 large statues of the man himself dominate the building. 2 long sets of steps go up the middle to a terrace. Steps then ascend from each side outward to a landing, then inward to a balcony overlooking the entire plaza. To the extreme left is another terrace with a mortar position. In front of the main steps are a rocket launcher, 2 patrolling OICW mercs and 2 patrolling AG36 mercs. At the top of these stairs is an OICW merc. Up at the mortar position is another OICW merc. On the balcony area are 3 OICW scouts. As a nasty little trick, there will be one AG36 merc, labeled “last guyâ€Â, who will spawn when you ascend the side stairs up to the balcony. The exit is the double doors in the center. Strategies There are many ways to beat Dam. Here are a few that were collected from the forum. Waterfall to Chopper Kill all the trigens - Courtesy of Jub_Jub First of all pick up the gun and run forward. When you come up beside the big boulder on the right, throw a rock over its right side. This usually distracts the trigen, so you can run. Next jump into the pool of water and immediately make your presence known. Throw rocks at the trigens and lure them into the water. If you provoke them enough, they'll run in after you. Beware that sometimes there is a bug, where the trigens don't drown, but just run in mid air. You can usually hit them with a rock to drown them. DO NOT SHOOT THE ONE WITH THE GUN (the mutant scout) or he'll come over. If you don't shoot, he'll stay put. Do this for all the trigens in the area. When you can no longer hear the monkeys, slowly come out and throw rocks in all directions. If you see or hear a monkey, do the above. The human trigens (Fatboys) can either be out speeded or avoided. Now come out of the water, and go to your right, up the small hill. Don't worry about the one with the gun. Ahead, should be a dead merc with 50 rounds for your gun. Get them and go back to the one with the gun. Kill him and any trigens as you follow the river. Then to your right should be the helicopter. Then you can just lure any trigens and ‘minigun’ them. Run for it. It is possible to run to the helicopter without dying and without killing any trigens. First, do not pick up the gun. It will slow you down. Walk towards the boulder and as the trigen approaches, run to the right and all the way to the falls. If the trigen was jumping at you he will fall to his death in the water below. Tread water to regain your stamina and exit the pool on the left side. Walk around the left side of the valley keeping close to the wall. If you see Fatboys, just keep going, they cannot catch you. Run in short spurts if you need to. The wall will curve towards the river. Run to the water and head downstream in the center of the river until the waterway widens and you pass a humanoid (mutant scout) trigen on the right bank. Go ashore on the right and make your way to the chopper [Save Point] and the cut scene. Run for it 2 After you jump over the falls look at your radar. If your "stealth-o-meter" is still in the red wait by the big rock until it drops to green. If that does not happen use the above escape route. If you are undetected, move down the center of the river until you will hear Jack say "I've got to get out of here" or some such. You should be near a sandy area on the right. Run to the right straight into the jungle. You should pass a fat boy doing a King Kong impression but he cannot chase you very quickly and you are by him in a flash. Angle your approach to the left up the hill following the path. At the top you should see the chopper below. If a trigen picked up your scent you have to keep moving. Head straight for the chopper to get the save point. On a side note, it has been discussed in the forum that while mercs seem to notice you more when you are on a marked path and less so when you are in the jungle, trigens seem to have the opposite AI. So sticking to the path might make it easier. This is unproven but makes sense. Chopper to Gate Straight in Take the med pack and ammo in the chopper and man the gun facing across the river. Get headshots on the three jumpers and the lumbering Fatboys. If you have gotten to the chopper undetected or if all the trigens behind you are dead, then just walk across the water and collect the AG36 from the jumpers. If you were spotted, you may need to turn and man the gun facing inland and kill the trigens chasing you. When you are done, cross over and go up the hill to where some mercs are battling more Fatboys with rocket arms. You can use the AG36 in scoped mode to take down the mercs and run into the broken gate. On the left is a caged area with a heavenly sight of a keycard, loads of guns and ammo, binoculars and Cryvision goggles. As you enter the cage you get the cut scene we described, where you are changing into a mutant. Go up the stairs for some rocket ammo and more health and armor. It’s time for the jeep ride [Save Point]. Avoidance Climb When you reach the chopper, take out the 2 scouts. Once that’s done, abandon the chopper and run for the left side of the beach. The hill is gradual, so you can climb right up. On top, follow the ridge to a point where you will overlook the roof of the entrance. You can wait for the battle to end, and the Fatboy and mutant to go to the top and kill the mercs. There is a slide down point that is right over a large rock. It seems put of place, so the mapper may have had this in mind. You can run to the stairs and jump the sidewall and run down into the cage for pickups. You can also rush the MG, if you distract the mutants with rocks, and gun them down. Gate to the Road to HQ Jumping the jeep The lava flows can be crossed by using the buggy to jump over them on natural ramps that are provided. When you get into the buggy, drive over the bridge and head up the hill. on the other side is the mayhem of rocket trigens and jumpers fighting with humans. The first Fatboy you see is by a big rock. You want to go to the left of the rock, hitting the trigen if necessary and maintaining full speed make a hard right and jump the lava. After the jump make another hard right and go all the way to the end of the road. You will be safe here while you catch your breath but don't stay too long because bad guys will come after you. Drive back to the road that is the continuation of the broken bridge and face right. Back up to the bridge itself to get a good running start to jump the next lava flow, which is straight ahead of you. Gun it and you will land on the other side next to a jumper trigen. Keep going [Save Point]. If you stop here you will get rocketed or pecked at by the machine gunners. On Foot It is possible to get to the other side of the two lava flows on foot but it means that you pretty much need to kill all life in the valley. You can do this with or without the buggy for help. There are three rocket launching Fatboys on the strip of land you first get to when you cross the broken bridge. These are killable by using the buggy to run them down and by using the mounted gun, You may get the vehicle shot out from under you. If so, go back to the caged area for armor and health. Once the first area is clear and you have tagged the rest of the valley with the binocs, scope snipe the jumper trigen and Fatboys as well as the two hapless mercs high up on the other side of the second flow near the sat dish. About midway up the lava flow is a tree trunk that has fallen across the lava stream. Walk over it to get to the middle piece of land. Now there are two ways to go. If you go all the way up to the left across from the sat dish, there is a rock hanging over the lava. You can go to the edge of the rock and jump over to the other side. If you go right down near the road, there are two rocks, one hanging above the other. It is an easy jump down to the other side of the lava. Road to HQ to Exit The high road Again, there are several ways to go. After the jump make a left and go up the hill as far as you can until you see two mercs shooting back across the lava. Jump out and kill them but don't take too long since the rocket trigen they were fighting will turn to you next. Make a right and go up to the sat dish and safety for now. There is a sniper rifle and health pack. Now you can use the binocs to tag all the mercs in the next valley below. Use the sniper and throw it away when you are done. Kill the remaining mercs with OICW scoped or AG36 scoped. when the area is clear, walk along the ridge to the right and find a safe place to jump down into the valley. Enter the building to get a save point and stock up on ammo/armor/health. Walk up to the big door warily as there may be one more merc hiding near the exit. The low road. You can drive all the way to the big door, never leaving the buggy at all. After the last lava jump, continue up the road. A Humvee with three mercs will try to cut you off but you can easily avoid them. Make the left at the top of the hill and before you get to the truck blocking the road, there is a right turn you can make. Take it and it will lead you down to the docks where Doyle has left the getaway boat. A fine replacement for the one you lost in chapter 1. You can admire the boat, but to continue the level, make a left between two steep hills and follow the curving valley all the way to the final building. With practice, you can drive the jeep all the way to the door and fade to black as the level ends. The Hummer Approach Its pretty easy to gun down the three mercs with the mounted gun on the buggy. As soon as you’ve made the jump, drive to the left and lay an ambush with the buggy’s MG for the approaching Hummer. You can then steal the hummer and use the rocket launcher to improve your firepower. Park the Hummer before the crest of the hill overlooking the HQ. Move it around until you have a nice full range with the gun’s sights, of the area below the crest. You may have to back up the rear wheels a bit on a hill to eliminate any blind spot. Now, dismount and go prone in the bush to the left of the crest and tag the whole area, zooming to get all the mercs. You can now track their advance. Rocket the rocket launcher at the left front of the main stairs. Rocket all you can, and then use a scoped weapon. A lot of mercs will start advancing. Return to the Hummer and get in the gunners position, usually by pressing the shift bar, or whatever you’ve bound for this function. This gives you a nice clear view. Watch the blips, and pop your goggles on and off. Just about every merc will enter through the bush from which you fired, like ducks in a row. Collect ammo and armor and continue by either method above. Three nice weapons to have in the next level are OICW, Rocket launcher and shotgun. This message has been edited. Last edited by: fabulouscoops, |
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