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Thread: Catacombs help | Forums

  1. #1
    AT the end of the catacombs, to many trigents.
    HELP
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  2. #2
    AT the end of the catacombs, to many trigents.
    HELP
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  3. #3
    check out killing the machine gunner and getting in on slicing a few with the machine gun
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  4. #4
    The way I handle this is to get the mercs in the room to the left as you go up the final stairs to fight the fat boy and locusts. One or the other usually wins in total, leaving only a token force to deal with.

    You trigger the battle by first going up the stairs to the final room to trigger the fat boy. Then run back down the stairs and into the merc room to trigger them and the chopper reinforcements. Then sprint back the way you came and hide.

    The battle should take around ten minutes to resolve, so take a break and get some coke or coffee.
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  5. #5
    that's where i get stuck because of a bug. I also wait til only a few trigens rest, but then:
    1) 4-5 mercs/trigens are dead but are still standing up, breathing or running on place.
    2) I go up and blow the rocks up. but then i am supposed to hear a heli - according to a walkthrough - but the only thing that happens is i hear doyle and when i'm walking further down the hall (which was blocked) i see just a "black hole". When i walk into it i am on a lonely top of a hill on the island (outdoors). Where i came from is transparent. walking back is not a problem, but continuing to the next mission is impossible seems to me.

    it could be a 1.3 bug, cause i've met the problem after installing the patch. But i don't know it for sure cause i haven't played this before 1.3 . Anybody with the solution???
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  6. #6
    The 'No ending' is a bug I'm not familiar with. Did you have the PDA in your possession at the time? The mercs and big boys animating after death is, hoever, a common bug. The black hole is a visual portal. It connects outside geometry to inside geometry. Encountering this type of error is a flaw in the map. When you pass through the area previously occupied by the rocks, you should enter a triggered area, which promts the ending of the level. Did you do a clean install of FC, then apply the patch, or did you just patch over 1.2? If you have any mods installed, they could also contribute to this problem.
    Cpt Long
    USA, Ret.
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  7. #7
    This part of Catacombs is a little tricky. I've finally figured it out, but it takes
    timeing, and the proper sequence of everything. If you get out of sequence, the ending
    is difficult, and sometimes nearly impossible. I dont' think Far Cry did a very good
    job of allowing randomness in this part of the game. What I do: When I first go inside
    and down the stairs, I walk to the far end of the room and up the stairs. Ceiling blows.
    I run past the Fat Boy, and around in the next room where he won't follow. I get him
    to blow himself up with his rocket gun shooting the wall. Then I peek in the next room,
    and run back. The Trigens will die at the gas cannister. I go in and blow that cannister.
    I go forward and down the stairs ( save game ). Then I use cryvision, and rocket the 2
    invisible guys in the next room. I go forward and up the stairs ( save game ) and use
    the SMG to get the Mercs that drop into the pool. I peek around and get the machine
    gunner. Then, I go back to the room with all the monkey trigens, and lure them out.
    I run further back to where the gas cannister I blew is. From there, the monkeys have
    to come straight at me, and I tend to get them all with grenades and the SMG .. with
    50 shot SMG in reserve. I go forward and up the stairs to get the hand held thingy. ( save
    game ). NOW THE TRICKY PART .. not hard, but time it well. I go to the pool, and down the
    hall ( save game ). I go straight back and lure the Fat Boy and one monkey to the machine
    gun ( easy ). Then I go down the hall to the last room with all the Mercs and Fat Boy.
    I go up the stairs, and pop off at the Fat Boy, and then hide left behind the wall. The
    Fat Boy will come over after me. He is slow. I run back to the machine gun, and he and
    one jumper will follow. I get both with the machine gun ( easy ). In the meantime, the
    Mercs and trigens have fought it out, and there will only be one jumper left, and he
    is nearly done. I try to get all the health and armor I can, and then I go to the same
    hiding place and peek out. That generally lures the last jumper near enough to get him
    easily with the SMG. Then I just easily walk through the room and blow the wall. The
    tricky part was to get the Fat Boy to chase me back to the machine gun. Hiding does
    that. If I were to just run back and let them duke it out for 10 minutes, sometimes a
    lot of respawning occurs, and the level is very difficult to end. My way takes about 3
    minutes tops because that is the way Far Cry decided to make the AI work. You have to
    stay up the stairs in the last room until the Fat Boy comes over .. and he does quickly.
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  8. #8
    The new title is sarcasm
    Join Date
    Mar 2003
    Posts
    10,322
    hide.........
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  9. #9
    thanks to CptLong for explaining.
    1) i have the PDA
    2) i patched over 1.2
    3) i have co-op installed, but not activated
    What should I do? Reinstall? Will my saved games work? (cause the readme says 1.2 saves are not compatible, with me they worked.
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  10. #10
    this is the problem:





    something else, is it possible that the co-op mod is responsible for this? temple_catacombs.lua:
    <BLOCKQUOTE class="ip-ubbcode-quote"><font size="-1">quote:</font><HR> function Mission:Finish()
    Hud:CompleteObjective(Localize("FindAWayOutOfThe") )
    end

    function Mission:Event_MissionFinished()
    _localplayer.cnt:SavePlayerElements();
    if ClientStuff:ModeDesc() == "COOP" then
    Hud:AddMessage("Mission complete!");
    Hud:AddMessage("You can load the Map River now!");
    else
    Game:SendMessage('StartLevelFade River');
    end
    end <HR></BLOCKQUOTE>
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