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FAR CRY BY VLAD DANILCHUK

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farcryfaq.txt: ___________ _________ \_ _____/_____ _______ \_ ___ \_______ ___.__. | __) \__ \ \_ __ \ / \ \/\_ __ \< | | | \ / __ \_| | \/ \ \____| | \/ \___ | \___ / (____ /|__| \______ /|__| / ____| \/ \/ \/ \/ Strategy Guide [ TITLE ] FAR CRY [ PLATFORM ] PC [ GENRE ] ACTION/FIRST PERSON SHOOTER [ ESRB RATING ] MATURE ‘M’ – BLOOD, INTENSE VIOLENCE [ PLAYERS ] ONE-TWENTY [ DOLBY DIGITAL] YES [ MOD SUPPORT ] YES, SANDBOX EDITOR [ FAQ VERSION ] v1.4 [ AUTHOR ] VLAD DANILCHUK - "AllYourBaseBelong2Us" [ E-MAIL ] link21k@hotmail.com [ CREATED ] April 7, 2004 [ LAST UPDATED ] June 5, 2004 *********************************************************************** TABLE OF CONTENTS: I. Introduction: a. The Story b. Controls c. System Requirements II. The Walkthrough: a. Training b. Carrier c. Fort d. Pier e. Research f. Treehouse g. Bunker h. Steam i. Regulator j. Control k. Rebellion l. Archive m. Cooler n. Boat o. Catacombs p. River q. Swamp r. Factory s. Dam t. Volcano III. General Tips, Hints, & Strategies: a. Character Profiles b. Weapons c. Vehicles d. Mods Info e. Gameplay Hints and Cheats f. Cheats IV. Frequently Asked Questions (FAQs) V. Updates VI. Legal Junk & Acknowledgements *********************************************************************** I. Introduction - *********************************************************************** Before we begin, a quick introduction to the game will help tons of people to understand the beginning story. Also a complete list of the controls and system requirements needed for this game are included. *********************************************************************** [A. Story] *********************************************************************** Paradise. You are Jack Carver sailing on your boat on a beautiful day guiding a journalist by the name of Val. Suddenly, without warning, your boat goes up in flames and you are launched into the ocean. Your last views show you nothing but your boat sinking in flames. You make it onto land as people who’ve you never met begin hunting you. You end back up in the ocean only to swim into an underwater cave that seals you in from outside explosions. You wake up. Your still here. Luckily the underwater cave is still intact; it contains oxygen, and leads to the surface. One thing on your mind is revenge, but it isn’t the only thing there. A mysterious person contacts you over the radio and advices on what to do next. You have no idea who he is but must listen to him as he is your only eyes and ears on this island. You do as he says only to find out that this paradise will soon turn into hell. Somewhere between rescuing Val and taking down flanks and legions of Mercs, you come upon something deadly. Something that you would have never guessed in a thousand years. Dangerous experiments that take place on this island threaten to destroy the entire planet. A madman with several nukes that totally lost it, and a professional Merc is hunting you as Val is transported from location to location as news has it that you are coming. Paradise is a damn lie… *********************************************************************** [B. Controls] *********************************************************************** Movement: Forward W Left A Down S Right D Jump Space Crouch Ctrl Prone V Walk Z Sprint Shift Lean Left Q Lean Right E Multiplayer: Chat Y Team V Scoreboard Tab Game: Use F Hold Breath Enter Flashlight Num / Binoculars B CryVision T Screenshot F12 Switch View F Combat: Fire Mouse 1 Reload R Toggle Fire X Next Weapon Page Down Prev. Weapon Page Up Drop Weapon J Cycle Grenades H Throw Grenades G Zoom Mouse 2 Zoom In Mouse Wheel Up Zoom Out Mouse Wheel Down Weapon 1 1 Weapon 2 2 Weapon 3 3 Weapon 4 4 *********************************************************************** [C. System Requirements] *********************************************************************** Minimum: -Supported OS: Windows 98SE/2000/XP (only) -AMD Athlon 1 GHz Processor or Pentium 3 Processor 1 GHz -256MB of RAM -Video Card: 64 MB DirectX 9.0b-compatible graphics card -Sound Card: DirectX 9.0b-compatible PCI card -DirectX 9.0b (also comes on disc) -CD-ROM: 4x DVD or 16x CD-ROM -4 GB of free Harddrive space -Multiplayer: Broadband with 64 Kbps upstream to play (512 Kbps upstream to host 8 players) Recommend: -Supported OS: Windows 98SE/2000/XP (only) -AMD Athlon 2400 or Pentium 4 2 GHz -512 MB of RAM -Video Card: 128 MB GeForce 4 128 MB; ATI Radeon 9500 -Sound Card: Sound Blaster Audigy series -DirectX 9.0b -CD-ROM: 8x-16x DVD or 32x CD-ROM -4 GB of free Harddrive space -Multiplayer: Broadband with 64 Kbps upstream to play (512 Kbps upstream to host 8 players) If the game still shows lag, download the latest drivers and install the patch version 1.1. Then set the game to lowest options. *********************************************************************** II. The Walkthrough - *********************************************************************** The following levels will be explained to you in complete detail. If you have a problem, question, or a mere comment, you can email me at my email address (link21k@hotmail.com). Also, as a reminder, I just like to say that in Far Cry – there is more than one path to take. I simply took the path that I found was ‘appropriate’. Enjoy. If you wish to send me an alternative strategy like the one you see in training, and maybe I’ll post it. My email is up a few lines up. ^__^. *********************************************************************** [A. Training] *********************************************************************** Mission Difficulty Rating: 5/10. Mission Checkpoints: 8 Mission Overview: Find out just what the hell happened. Whoa. After a kickass opening scene, we find ourselves in some kind of sewer system. Proceed forward, and make a left at the end of the tunnel. Now we find ourselves in an old ‘room’ with broken structures everywhere. Our goal is to your 1 o’clock – the stairs. Walk through the structures and make it up the stairs. It seems like somebody else didn’t make it. Once you reach the stairs, take a left and enter a whole new room. Here we see a guy with a rock on top of him. Looks like he went out with a bang! Turn to your left at that structure and jump up through the next opening into a whole new room. If you look to the right here, you’ll see some small space to prone under. Press V to prone and crawl under it now. Proceed forward to take a view of the outside. It ain’t nothing yet. Backtrack to the stairs originally on your right after proning through. Be careful not to fall down. Once you reach the top, proceed forward for a cutscene. Seems like you’ve made some new friends – Crow. At the end of the hallway to your right, you will see a flooded catwalk. Crouch down, and keep to the left as much as possible while you walk to the other side. Forget the rock as it can be done without it and seems to only alert the guard. Once you reach the opposite side, run down this hallway as it collapses right behind you. Grab a right, walk down another hallway and open a door. Here we see a cutscene with Jack meeting Doyle. Doyle will be our eyes and ears for a while. Now grab the gun and ammo scattered throughout the room. Also grab the body armor next to the door 11 o’clock from your original position when you walked into this room. Checkpoint. The outside seems amazing. One of the coolest, I might add, views in video game history. Carefully, while crouched, walk down the left side of this trail, remembering that you only have >20 bullets (2 clips of ammo). There should be a small hill overlooking 3 huts. It is a good sniping spot with your trusty pistol. Now take aim and take down the merc carrying the box. Should take you 2-3 hits on the easier difficulties. Now, a guard should exit the hut to your left. Kill him, and turn your attention to the guard flanking you from the right. Kill him as he proceeds up the hill to surprise you. With 3 guards down, we have one more. He should be in the hut directly ahead of you (the one the merc with the box was walking into). After you’ve cleared the huts, collect the various types of ammo for your M4 and pistol scattered between the 3 huts. You can also get a machete knife however I feel that it is worthless so leave it. Back in the open jungle; continue following the trial as if we had never made any stops in these huts and up the hill. This one small hut at the top of the hill should contain binoculars. Grab that and equip it. Look around this cozy little town and ‘lock on’ any enemies that you see by zooming in. Locking on enemies gives you their location on the radar – a very valuable and neat feature in Far Cry. Once you’ve seen most of them, continue down the path to the left side of the hut, and walk into the ocean to the right side and onto this small piece of land that leads up to more Mercs. Checkpoint. Your first ‘real’ goal is to dispose of the sniper at the tower. Prone, wipe out the M4, and kill him. Also kill whichever amount of enemies charge you which may be 1 or 2. Now proceed forward onto that bigger piece of land. Be guard on your as you stay to the right side and reach land (wait until that helicopter lands (15-20 seconds) before you move on). So far we’ve taken down roughly 2 mercs and approximately 5 remain. When you reach land go up to ground level so you can see all of the huts and enemies. On the right side of the huts, there will be a guy carrying/fooling around with a box. Attempt a headshot, and if you miss, do him off with rapid fire. Another guy in the distant right will charge – take him out as well. Now turn your attention to the left-most side of the bunks. A guy charges from a bunk – quickly do him off as he has grenades that could mess you up. Now turn your attention back to the right side of the huts as 2 more mercs charge/flank you. Take them down, reload, and enter this first bunk on the right side (the one closest to you). Go inside and through the bunk as you reach the other side of it, a merc with an M4 hears you. You be the first to take him down. Grab his ammo, the red keycard on the desk, and head outside. Look around. There should be either one or two mercs left. Proceed to the bunk furthest away from you on the left. That’s the ammo bunker. Before going inside, peak in the windows and take this guard out by the door. Then go inside, grab the armor, and continue walking to the opposite side of the bunker. Use the card you got to open this ammo door and collect the various ammo/grenades/etc. Now go back outside and grab the buggy parked under the shade next to the bunkers. Begin to move forward. Checkpoint. This may be a little hard, but whenever driving a car, I shall use the term ‘trail’ as in that yellow/brownish substance over the green. From now on, that’s the ‘trail’. Okay, moving on the trail, follow it and shoot the merc as you begin to turn right. When you finish turning right, there should be a hill overlooking the beach. Use that hill as a ramp to fly through the air and onto the beach. Hit the gas as you roadkill/mini gun these 2 mercs near the hut. Quickly turn around and begin shooting at that 4WD Vehicle (or ‘Humvey’ as I shall use) following you. Be careful though as it has a mortar attached to it and can easily take you out. Now, go into the hut the mercs were standing next to, and take out the merc inside. Grab the health, armor, and ammo and proceed outside to find a buggy. Grab either the buggy or 4WD (whichever is still available to you), and proceed on – taking a left off the beach and onto this trail. Moving forward we have 2 more guards next to a Humvey, shoot them down, and take that Humvey if your current vehicle has been damaged. Moving along the trail, we have even 2 more mercs on it. Roadkill them, and ramp off this trail onto a similar but more difficult beach. Here we have exactly 2 Humveys and a Patrol Boat overlooking you shooting rockets. Bad news bears, for this is the first ‘minor’ challenge in Far Cry. Keep moving and use your rocket launcher (use V to toggle Humvey weapons, Buggy doesn’t have the launcher) and dispose of the car that ramps off a sand hill. Switch to mini gun and dispose of the second vehicle following you. Quickly turn your attention over to the patrol boat and attempt to take it out with a rocket. Once it’s destroyed, continue following your path if you have never came across these enemies. Keep left. You see the jungle emerging? You see that destroyed airplane? That’s your sign to turn left and onto a trail. Several Mercs will be on the trail but nothing difficult for you to handle. Approx. 2 mercs. Keep heading down the trail as you come across a bigger airplane, this time keep right. A few more seconds and this trail branches back with the beach, and the carrier is dead smack ahead of you. Be careful. A boat to your 11 o’clock is approaching in the distance and will be here in 30 seconds. That’s the time you have to clear the carrier of mercs. There’s roughly 3 Mercs on the first deck, and 2 Mercs on the top deck. Dispose of them with the Rocket Launcher from the Humvey. Use your M4 if needed. Now attempt to dispose of the boat that arrives to your 11 o’clock, left of the carrier. All clear? Find out by taking a stroll. Nice, clear. Now swim out to the carrier. Our destination is the starboard side of the carrier (to the carrier’s left). Keep swimming forward as a rocket slides next to you. There’s a mortar on the top, but very little you can do. All I did was swim underwater and he lost site of me. Continue swimming to the carrier as the crack emerges. Swim into it. Oh damn… Grenade!!! Checkpoint and cutscene. Congrus on your first level! * * * * * [Alternative Strategy by Drevilson@hotmail.com] * * * * * CHEAP WAY OF DOING THE FIRST LEVEL (Played on normal setting): Get to the jungle by following all the instructions given by the game / Doyle. Once out there, take a look around but don't move forward yet, to your right is a short slope leading to some bushes, if you walk up to the bushes and go prone you have a view of a guy fishing and a guy carrying boxes. If you notice next to the fishing guy is a yellow barrel / canister fire a shot at this to get both men’s attention then wait till they are both near to it before firing at again. It will explode killing both leaving you free to go down and take the M4 MACHINE GUN from the pier. Another guy will be hanging around so cap him with the M4 set to single round to conserve ammo. You can then raid the huts for useful stuff before heading to the hut on the hill. Pick up the binoculars and tag the guys over the lagoon. Now run down to the water but instead of going straight across, turn and swim to the right and go around the coast a little bit, you should be able to flank the tower and take the guy out with a headshot. Climb the tower and go prone immediately and cap the tower guard to your left. (Or take out the other tower guard before climbing the ladder) If you look at the radar you will notice that all the enemies from the area are converging at the base of your tower, you should be able to grenade them, if not, take them all down with 3-round-bursts from the M4. This leaves the area clear of enemies and you unharmed if all went to plan (the floor and rails on the tower give you some cover) leaving you clear to check out the huts. Nick the BUGGY and run down (while shooting) the guy by the exit to the camp and then stop. If you look carefully you will see that the track actually splits with a road to the left going slightly uphill, take this and stop when you find the ruins of a hut. GET OUT OF THE CAR! you can go prone and use the binoculars to pinpoint a pair of GRUNTS with a 4WD VEHICLE, take them down from behind cover using the M4 (it is extremely accurate if you only fire in short controlled bursts when in automatic mode) you can then walk slowly down to where they were and Pinch their 4x4, you will be able to see a hut with a pair of men stood outside of it. Switch the 4x4's weapon to rocket and let one fly at them. Hopefully it hit and they both went flying, alerting another chap who tries to sneak round through the cover of the trees to the left of the hut. Just drive up to the hut and nail him as you pass. (Or you can get out and wait for him to creep fwd enough to get him with a headshot). Explore the hut, (not much in it), so get back in the 4x4 and continue slowly. You should be able to see a couple of guys having a chat next to another 4x4. ROCKET IT!! It blows up sending them flying. Leave the 4x4 now and walk up the slope to the left and whip out your binoculars, look around the beach in front of you and there you will find a pair of 4x4's and a FORTIFIED POSTION on the hill in the distance on the right of the wrecked plane. A patrol boat will be cruising round the bay. WE WANT THIS!! To get the boat you crawl fwd to the edge of the hill and take out the 4x4 crews. Then run back to where we left our 4x4, now walk/ crouch crawl (walking while crouched) towards the bushes at the edge of the shore to the right. You can go prone in these and take out the driver of the PATROLBOAT before carefully taking out the gunner. Then you can swim out and Pinch the boat. Don't go cruising around just yet as the FORTIFIED POSITION mentioned earlier is a mortar and will sink you if you don't take him down, so ROCKET HIM!! Then sail round the edge of the hill, taking care not to run aground, and you will see the carrier in front of you. now you can either sail round it and use the boats guns to take out the guys on top or you can just jump out of the boat and run across the beach to the hole in the side of the carrier, and there it is, end of level. *********************************************************************** [B. Carrier] *********************************************************************** Mission Difficulty Rating: 6/10. Mission Checkpoints: 5 Mission Overview: Locate Val and find a means of extraction. The game starts in some total chaos. Jack nearly lost his life (ain’t the first time), and now we are forced to go swimming. After Doyle finishes talking, jump into the water to the left, and swim down the submerged hallway. At the end climb the ladder slowly. Either the mercs know your there or they don’t. All depends on how slow you climb the ladder. What happened to me is that they knew I was there so the first guy charged me. I blew him away with the M4. I peaked out to the left corridor and shot the second worker and the third merc in the distance. Then I walked down into the left hallway and opened the door on the left. Alright, let’s get back into more formal term. In this room, walk towards your 10 o’clock and open that door. To your left is where you climbed the ladder and came from originally. To your right is a door, open it. Grab the health on the desk and walk up the ladder in this room and enter the next room. Here we have a choice of the ladder or the vents. I went through the vents and you should too. Prone to go inside, and crawl down. In this next room, there should be 2 guys with P90s so don’t attempt to jump in and pull a Rambo. Instead, while taking cover, attempt to shoot one guy furthest away from you in the head and another guy directly under you as well though you might not get him in the head. From originally where you came in (the vents), to your 10 o’clock is door. Enter it after collecting the P90 ammo. In this next huge room, take cover by the door as two mercs begin talking. You should take them out easy. Collect their ammo and go to the far right of the current room. When you enter the next room, walk up the staircase, turn around, and take cover behind that structure- like hill facing the door you just came from. Two mercs attempt to flank you – take them away, grab their attempt, and climb the ladder. Once you reach the top, turn around to your 7 o’clock and look up. A door opens, a merc follows through, and you kill him with a bullet. To the left of the stairs is a new room where another door opens; this time 2 mercs instead of one come in. Take them down and go to where they were. Look down this hallway to make sure it’s cleared and walk down it. To your right is another hallway with another merc. Kill him and take the first door on your left. Walk through the crack of the ship to the outside. Checkpoint. This next part is a pain in the ass. There’s several marksman shooters, and what makes it worse is that this part will take you several attempts as you need good health for the part after the. Start by slowly walking down the stairs, and shooting the two guards that to the right. Proceed to take cover behind this box-like structure, and while ‘peaking’ out to the right, take the down machine gunner in the distance. Also, depending on the circumstances, another guy to the right may sometimes walk into this area in which you will have a clear view to take him out. Find the big like structures that hold the platform above you up. Go there to the side of which you took the machine gunner out. Above you should be two guards – snipers that you will need to take out. Do so and any other enemies that still remain (I’m not a calculator so I’ll say approx 8 guys in this area total). Once you begin to walk to the port side of the ship (ships’ right), look above you for another merc is standing on the platform with a sniper rifle. Dispose of him before climbing the port side ladder. Then climb it and make your way back around, this time, the part *above* from where you came. Open the door and head in. Head down this hallway and take your first left. Practice your headshot skills on this guy and go to the table for a cutscene. Now go back to the hallway and enter the second door (further down to your right). You can either throw a grenade in, or go Rambo on their asses. Collect the ammo and climb the stairs. Checkpoint. Now this is where the fun starts. Grab the armor/health and climb the ladder to the top. You can now take one of two ways: Newbie Style: If you have lots and lots of trouble, simply take down one guy (and that’s the guy in the chopper shooting at you, and then dive overboard into the water (be sure it’s the right side, hehe). When in the water, swim down to the back of the ship and get onto land. Now take out the M4 and shoot the 2 chains that are holding the boat on the rear port side. Swim to the boat and skip to the last sentence. Rambo Style: This way is much harder, however, its much more fun. First take out the chopper while seeking cover behind these boxes. Now face the rear of the ship and take out the machine gunner on the right side (you can just barely see his head). Now move up while holding cover still and begin shooting at the guys in the distance. There should be 5 guys on the front side of the ship and an additional 3 to the rear. You can chuck a grenade or simply wait for them to flank you (this is where the P90 truly shines). If additional guys run over the bridge (there’s 2 wooden bridges) shoot the chains on one side and let him fall, BAHAHA!!! Walk to the rear side and take the last guy out or two out. On the port (right side) should be the boat. Shoot the chains holding it up and dive into the water, and get onto the boat. The main ideal goal here is to test your accuracy – how good it is so far. If this part has no affect on you – then your accuracy is right where it should be. If it does, take the Newbie Style out. Once Doyle comes on to do his thing, turn right (away from the boat) and simply go forward to end this level. Yay! * * [ALTERNATIVE STRATEGY FROM Keithley Crooks, keithley_crooks@yahoo.com] * * When you get to the outside (the pain in the ass part), crawl up to the stairs leading down, go prone and snipe the guard in the head with the M4 on single shot mode.  When the guards start panicking, then jump over the side rail of the ship (to your left) and into the water.  Stay very close to the side of the boat.  Now sneak up alongside the boat until you get to the location where the guard was.  Slowly back up onto dry land while facing the ship, and look up to shoot any guards looking over the side rail.  When you've sniped the guards on deck, make sure to get the one on the upper catwalk as well.  Now swim around the boat until you get to the rope ladder.  Climb up. Turn to your right and snipe the guard on the elevated platform.  Don't climb up the metal ladder yet.  Go back down to the deck and take out any bad guys you may have missed.  Look up and shoot through the catwalk floor to get another guy.  Also you'll see the cranium of the guy on the upper walkway, just waiting for a bullet.  Give him his present.  Now go up the metal ladder to the upper walkway.  Enter the door at the end of the walkway.  Just for fun, machete the guy on the radio.  When you get to the upper deck, use your high power machine gun to take out the helicopter gunner with burst fire.  Use the M4 on single shot mode to take out the guy on the mini-gun.  Run to the minigun and use it to sweep the deck of the remaining trash.  Use your binoculars to spot hard to see enemies.  You can even shoot the speedboat chains from here.  After the ship is sanitized go get your boat and sail off to level 3. *********************************************************************** [C. Fort] *********************************************************************** Mission Difficulty Rating: 6/10. Mission Checkpoints: 7 Mission Overview: Take out the communication array. Remember this level? It was from the demo. Everything is pretty similar and kept the same. Jack starts this level off on the boat he got from the Carrier. Drive the boat directly to the first piece of land across from you. Land, crouch and walk between these two hills – slowly. Keep walking, while not shooting anyone and walk UNDER the platform the mercs are on. Walk to the end in this ‘mini cave’ and turn left. Walk forward to reach the ocean – to the right is a patrol boat. Jack it by swimming out next to it. Drive just a little into the ocean so the Mercs really won’t stand a chance, and begin shooting. Most of them will come out of the huts only to be told to sit down by your machine gun. After most of them seem dead, start driving to the mainland, however we will stop at another island to your right. There will be 1-2 guys who think they can outsmart you with their M4. Prove them wrong with your rocket launcher. Collect the ammo and take out the binoculars. Zoom in and ‘collect’ the enemies onto the radar and now get back onto the patrol boat and drive to the mainland. Approximately, there is around 7 or more guys on the mainland. This part really shouldn’t be a challenge since you have and a mini gun attached to the boat, not to mention all of their locations on your radar. Just watch out for the second boat to the left as a pair of mercs often get in it and cause a dent in your killing spree. Once you’ve finished them, visit the hut (upper left part of the beach) for body armor and health and a sniper rifle! Then proceed up to follow the trail up from the beach and into the jungle for a checkpoint. Keep following the trail as it branches off into the left and right. Take the right trail and then quickly after turn left between 2 pairs of hills. Proceed forward to your 2 o’clock. Take out the binoculars, and grab the mercs on radar (approx. 5). Proceed for a headshot on one of them, and then switch to rapid fire and attempt to take out as many as possible. What is funny is that this is the time the mercs ‘really’ flank you when they have no idea on what the hell is going on. They spilt up into groups of 2 (or what’s left of them) and assault from your left and right. Just use burst to take care of them. Once 5 of them have been killed, proceed up the stairs – very carefully. Sometimes more mercs rush you, and some times they don’t but throw a grenade over on the ledge in front of you. There’s a gas barrel which will double the explosion and take out 1 or 2 mercs. Walk up the second set of stairs and take out what’s left of them. Here you have two options – Navigate the tunnels or navigate the trails. I went into the tunnels (left) as it has health kits, and is very easy and quick to do, and for the most part it doesn’t have any snipers. So for the time being, we’ll go tunnel. Navigate around the first set of corners to find two mercs in the distance. Use the M4 to finish them off. Go up to where they were and navigate the second pair of corners – be on guard as another merc is patrolling the narrow hallways. To the left of the hallway is a 1/10 of a locker room with a health kit. Grab it and proceed into the next area. The next area contains roughly 6 mercs – all of which can easily be taken out. Chuck a grenade forward into the open area below to dispose of either 1 or 2. To the left of the door you came from is a stairwell which mercs love rushing upon. Kill 2 of them that do. Quickly turn forward across from the door as 2 more mercs come running across the catwalks. Take them both out. Now relax and grab the health from the locker room below. Find your way to the elevator at the rear of this room and take it up. Once you’ve arrived, move forward. To your left is a sniper in the distance and another guard. This is a great time to use the sniper rifle. Do it and get a feel. Dispose of the second guard and grab the ammo. Go to where the sniper was to see lower area of the trail you could have taken (glad you listened to me) and ‘lay the smackdown’ on any mercs left. Now that your backside is safe, from where you arrived at the elevator take the upper right trail. Use your sniper rifle on the 2-3 mercs in the distant fort. Grab their ammo and run up the stairs. There may also be 1 or 2 mercs running around here (especially one that attacks you from the rear via underground passage) – mind him. After the entire area is clear, run all the way down to the opposite side through the various obstacles and fences. It looks like it will take some time for Doyle to open the door. During that time, grab the rocket launcher (your sniper rifle will be low on ammo, so dump it), and save at the checkpoint. We’ve got trouble – unoriginal cutscenes! That and two helicopters are making their way to you and will be here in several more seconds with 5-10 mercs as well as grenades launched into fort that your one! Just take cover behind the pine tree next to the door and pull that rocket launcher to use when the chopper comes and blow it back up to the Stone Age </lame pun>. Now run behind the tree. If any mercs rush you on the fort, take cover behind the tree and do them off with grenades. Also I’ve also found it that if you simply hide behind the tree for the whole time and do nothing, the helicopters or mercs won’t get to you thus won’t hurt you. Once Doyle owns the door, run in and grab a left halfway into the hallway. Whoa, this cutscene predicts the future; however, I won’t spoil anything just yet. Shoot this guy by the computer terminal and grab his key card. Once you do that, walk over to the armory station to the right most part of this room. Slide the keycard through to gain access (button F - use) and grab the armor, health, C4, and ammo. Go back into the main hallway you just were in, and proceed further in. Once you reach this new room, plant the C4 on the generator to your left, and turn around. You see that narrow hallway that just opened. You have to be at the END of it in 10 seconds! Hehe, just kidding. All you have to do is simply to run down it/be in it when the C4 goes off, and the level ends with a cutscene. 3 down and 17 left! * * * [Alternative Strategy by Michael Edwards, m2mike@yahoo.com] * * * Forget the confrontation directly in front of you when the level starts.  This is suicide on the harder difficulty levels.  You begin in the boat.  While driving the boat, turn to your right and go between the main island the and the smaller island.  Keep the boat close to the left cliff face as you go.  You will see a mercenary boat in the distance as you get closer to where we are headed.  You will go right past this mercenary boat keeping it off to your right as you pass it.  If you're lucky they didn't see you.  Keep going and eventually you will need to make a sharp left.  Almost immediately after that you will see a beach.  Run the boat up on to the beach and then quickly press F to get out of the boat.  Hold L SHIFT to sprint and get moving into the jungle.  If the boat saw you, this will be a good change to lose them. Proceed into the thick bushes.  Keep going until you find an old airplane that is wreckage in the bush. Almost immediately after this is an opportunity to go around a lot of enemies, thus saving you a lot of ammo and headache.  There will be a hill you can climb near the wrecked airplane.  Find it and use it. Eventually, you will make it to the top of this ridge and you will see a dirt path.  You should also be able to see the entrance to a bunker (where you need to be).  This is the bunker that has the silenced MP5 on a weapons rack.  From the top of this ridge, you will be able to see about 3 guys to your right at the top of the dirt path.  You will also be able to see about 4 guys to your left near some storage tanks of some kind.  Sneak across the dirt path and none of these guys should even see or hear you which means you don't have to fight them. With this strategy, the first two guys you have to shoot will be the two guys inside the bunker that will be at the top of the stairs.  Use your pistol to do this.  You can even sneak up on them by going prone (press V) and staying behind the pillars on the side wall and then use your pistol. *********************************************************************** [D. Pier] *********************************************************************** Mission Difficulty Rating: 5/10. Mission Checkpoints: 7 Mission Overview: Meet Doyle at the other side of the island. The first actual level where you can use the glider! Just a side note: It doesn’t work like a helicopter and go up. Stop emailing me with this question – IT DOES NOT GO UP. There. Anyways, you begin right after the tunnel you ran down from Fort and at the side of a steep cliff (If anyone wants to see how steep it is, jump down and record the seconds it takes for you to hit the water). Really. The fall though, miraculously doesn’t kill you. But back to the top, proceed a few steps ahead in your current position. There should be two Mercs just wondering the barrels ahead of you. Take one done with a headshot. The other will wonder where the shots are coming from as you finish him off too. Quickly sprint ahead. You see those 2 barrels lying at their sides just before the hill? Push the left one down. With any luck, it would literally roadkill a Merc leaving you to deal off with one more. Finish him off as well and go back to the barrel tent. There should be penalty of ammo, health kits, and armor. Grab it, and then get into the glider overlooking the canyon. Technically, the only way the glider goes up is if you go down, get some speed and go back up, however you will loose altitude anyways so just concentration on getting to the other side opposite from your current position. If for any reason you gotta bail out, the river below you has a patrol boat at the bottom that would tear you apart, so by all means – stay in the glider. 1/3 of your way through your journey to the other side, you will be greeted by a chopper and a machine gunner. Use your M4 to take out the gunner and use the “Up-Down” tactics in which you go down, and back up on the glider to avoid enemy fire. Once you rid yourself of the gunner, the chopper will leave. Once you are past the 3/4 mark of your journey, take out the rocket launcher and fire at the two enemies by the torn out pillar ahead of you. If you have not got any rocket launcher ammo, attempt a headshot with the M4. If the machine gunner survives and begins shooting at you, land the glider at the base of the next canyon. Quickly sprint up the canyon in an attempt to kill both of the mercs next to the machine gun. Give or take a few seconds, another more advanced chopper (which from my opinion seems to be the Bell Helicopter XV-15 TRRA but will we just call it a transport chopper) will appear with 3-4 more mercs. If the first two mercs by the machine gun are dead, run up to it, and use it on the guys that drop from the chopper. Easy, no? Grab the ammo, and health, and proceed into the jungle. Checkpoint. Walk a few steps into the jungle until you get a clear view of the tower ahead of you. There’s a sniper and a merc with an M4. GET THE SNIPER FIRST and then the M4 Merc. Run up to the tower (to the left of it is some ammo), and climb it. Grab the sniper rifle, go to the prone position, and use your scope for the next camp area. In this next area , you should see approximately 6-8 in the scope. However from memory, you will have a little under 20 mercs total in the camp, and just 5 more on patrol before it in the jungle. To get a clear count of how many mercs there are, grab your binoculars and ‘tag’ the mercs. Now, grab the sniper rifle, and snipe the sniper in the opposite end tower. Now look down at the ground where most of the Mercs seem to be. They seem to be next to an explosive barrel (the yellow one). You know what to do ;^) Give or take 10 seconds, an enemy helicopter will fly over to the tower you are on. As a friendly warning, you have more than enough time to get off the tower and take cover; however I choose to stay on the tower as it cannot shoot me from above the sky but only from the sides. Your P90 is the weapon of choice for taking out the machine gunner in the chopper while taking cover next to the wooden log that supports the roof of the tower. Around 10 hits should do the trick. Once the chopper flies away, leave the tower and head deeper into the jungle following the yellowish trail. Keep walking for 15-20 more meters, and then head off the trail to the right. If you look back onto the trail and ahead, there’s about 5-6 Mercs on patrol talking about how you screwed their entire operation. Listen to them whine like mules then proceed to own them with your M4 and grenades. If you still have a rocket launcher, then use it. But if I seem to recall, once you kill the first 2, 4 more will appear from ‘hidden’ or random positions. You should be able to take them out as well; be careful though as they will charge you while you take cover from the trees. Once you kill them, collect the ammo (one of them drops half used body armor), and continue heading on the trail to the Merc camp. Once you reach the camp, go to crouch position and look to the east of the camp (NOT east on the radar). There are two additional towers. One of them has a sniper and the other has a merc with a rocket launcher. Be sure to take both of them out as they are a major pain. Once you complete this, there’s a tent to your right with body armor. Pick it up and secure your flanks. Lots of times Mercs love to come from behind or even from the front. NOTE: If any Merc trips the alarm, turn it off (with F – Use) or more Mercs will come from a transport chopper. Now you have two ways of clearing out this camp. And we’ll resume from the Carrier method: Rambo Style: Here, you will run up the middle of the camp to the mini gun in the center of the camp taking down any Mercs that pop up from the compounds. Once you get to the mini gun, furiously start firing it at the other direction and bunkers. Mercs will run out only to get lead into their mouths. After a while it will be quiet. Your destination (looking at the side opposite to where you came from) is to your 11 o’clock. In the furthest left part of the camp is a bunker with some C4. Grab that C4 and go directly east of it to the Armory. Plant it on some explosive stuff inside, and leave. Boom. Stealth Style: Your main goal here is to stay at the left side of the camp moving up forward, taking out any enemies that charge you, however you never change the defensive into the offensive. If you took this path, you are most likely playing on a harder difficulty and I don’t blame you. The furthest bunker on the left you will come across has the C4 you need to blow the Armory bunker directly easy of it. Enter the Armory bunker, plant the explosives, and haul ass out. Boom. Once the area seems clear, grab the Buggy at the end of the camp and pull onto the trail AND STOP. You aren’t going anywhere just yet. You hear that loud noise? Someone in the garage (bunker behind the Buggy) seems to have started their vehicle (I never would have guessed). Drive past the garage and the doors open with the Humvey. You most likely want this vehicle as it is vastly superior over your current crappy one. So either jump out and take out the Gunner or stay in the vehicle and take him out with the mini gun mounted on top. Then do the same with the driver that jumps out. Grab the vehicle and begin following the trail. Once the trail swifts upward, roadkill one of the guys (forget the other) and gas down the hill. The trail will swift to the left as there seems to be a roadblock in the distance. To the right of the roadblock is a ramp (hill looking thingy). Use it to escape. Another humvey will pull in behind you. It will solely be your choice if you want to stay back and destroy it. I just hit the gas and drove my ass out of there. Later depending if the vehicle is still on you or not, the trail will take random swifts up, down, left and right. You will see another Humvey in the distance pretty soon. RAM into it and attempt to push it off the cliff for insurance. Then keep driving forward as a checkpoint occurs. The pier is up ahead. Floor it </most original statement ever>. As soon as you hit the middle of the garage, jump out of the car. With any luck the Humvey should roll forward roadkilling one or two mercs and fall into the water. Kill the second merc on the platform the car flew by, and grab the mortar. Look down into the water. You see your humvey in the water? Fire at it with the Mortar. If you humvey flew really far, it should explode, and take out 1-2 mercs on the pier standing right next to it. Exit the mortar. Quickly run to your left side and shoot the merc that charges up the platform. There should be some more Mercs remaining on the platform, approx 1-3. If there Mercs are really far, snipe them with the sniper rifle. If they are really close, find the yellow barrel they are standing next to, shoot it, and watch the fireworks. Once all the mercs are lying in their pool of blood, walk down towards the end of the pier to await Doyle. Yay. *********************************************************************** [E. Research] *********************************************************************** Mission Difficulty Rating: 6/10. Mission Checkpoints: 5 Mission Overview: Get to the other side of the island through various underground tunnels. This is the first level you encounter the Trigens, however you don’t just battle them... yet. You are dropped off on a little piece of land in the dawn of the evening. Doyle informs you of the situation but doesn’t explain anything. Move a couple of meters forward so you can get a clear view of the surrounding. There are 8 guys you can ‘tag’ with your binoculars (not bad). There may be 2 more hiding up in the shack to your north but ignore them for the time being. Start off by sniping a couple guys on the island to east of where you spawned or got ‘dropped’ off. By sniping the first 2 or 3 guys, the mercs are informed of where you are and begin charging you with any remaining mercs. Swim out to the island of where the most mercs were. While swimming underwater, the mercs alertness of you ceases. In other words, they haven’t a clue of where you are (hopefully). Set foot on the land and dispose of any remaining mercs and grab the health and armor and ammo. Look back to the island of where you landed and you should see a group of mercs inspecting it or running towards it. Finish the remaining clips of your sniper rifle as the area you will venture into, the sniper rifle will be useless. If you are completely out of ammo, use your M4. By now you should have picked off at least 80% of the mercs. Go to this island’s (piece of land, whatever) north and find the bridge connecting it back to the mainland. Pick off any remaining mercs that charge. Also take note to your North-East (also known by the dot on the radar). There’s usually a merc hiding down there. Kill him. And use your binoculars to give the area a final inspection. Now look to where the shack to the north is. Head there. Inside is a keycard (on the left of when you enter it), some armor, and ammo. Grab it and head to the cave indicated by the dot on your radar. Once you enter the cave shoot the guy hiding behind the pillar talking on the walky-talky. Now head over to the door, open it with the keycard, and proceed in. Watch for a cutscene of the trigen. Don’t worry; as I said before, you don’t fight any on this level... After the cutscene, head down the hallway and take a right. Head all the way down this hallway to see a pool of water and Doyle coming on to say that this is the seawater powering station or whatever. Make your way around the pool of water, and find the next area (to your 11 o’clock) to head to. Ooooooo... Power goes out, how scary! In this huge room, you have a total of 5 Mercs to fight. At the end of the hallway you just came from, look into the right hallway and in the distance to see a very faint image of a merc. Take him down. Now look into the left area with the generators. A merc comes out to investigate – take him down as well. Move up the flight of stairs to your left, and you should see one merc directly ahead below of you. Drop him. While moving up the flight of stairs, yet another merc already on the catwalks where the stairs lead too runs out. Drop this fool again. And back in the generator room, there’s a worker that’s gonna try to take you out with his pee- shooter (Falcon). Laugh at him then drop him. Now in this generator room, there’s a cave passage located North-East at the bottom most level. Head there, and then head up. At the top of this passage, a merc runs out. Drop him. The hallway splits into two – forward and right. Head forward to find the generator on your left and another flight of stairs to your right. Down at the stairs to your right should be two more Mercs. By this time you know what to do. To turn the generator on, simply flick the switch with the F button – Use. Let there be light! Back track to the generator room you were just at (on your way back you should meet a worker that met the wrong guy; which is you). When you come to the generator room, head back up to the second level and find the elevator (shouldn’t be that hard to find). Take it up. As you reach the next level, you will see a pair of trigens officially owning a merc. They will then run into the vents to make their getaway. Head to your 2 o’clock (don’t worry about the vents – they won’t jump out) to the exit door. *********************************************************************** [F. Treehouse] *********************************************************************** Mission Difficulty Rating: 8/10. Mission Checkpoints: 8 Mission Overview: Get to the other side of the island. Now we get to the trigens! Proceed forward through the first door and look to the left. Ouch! That guy definitely ain’t gonna be in Far Cry 2. Grab the ammo and proceed back to the starting point. Head through the hallway original on your right and take the first left. Peak through the doors that fail to open to see a massacre. These guys just joined the first guy’s line of peeps that failed to be in Far Cry 2. Anyways, back in the hallway, head through the last door. That’s your trigen... dead of course. It takes many shots to kill these suckers so be on your toes. Head past this trigen, and take a left into this new room beyond the broken humvey. Here, head to the only door and into the room where you saw the massacre. Hmmm... they must be gone now, or are there? LOOK OUT – just kidding, they are gone. Anyways, there’s 2 other doors that you haven’t ‘completely’ passed. One is the one who failed to open, and the other is our destination. Head to the other for a checkpoint. Outside. It should be a little easier to fight trigen in open territory rather than squeezed corridors. Quickly head forward onto the catwalk to witness a humvey pass below you with Mercs set in to dispose of the trigen who just torn up the previous building you were in. If you don’t feel like fighting them, proceed to the end of this catwalk. Head around the tree and step up onto another catwalk, and head down it. Keep going forward until you have an option of going to the left or right catwalk. I choose left, after I proceed to kill the 3 mercs taking down the trigen at the bottom (Word of advice: take the machine gunner out first). Then I proceed to where the machine gunner was and secured my flank. A lot of times trigen love to sneak up behind you like on the catwalk connected to land. Anyways, secure the flank and head onto the elevator next to the machine gun. Before heading down, look to see if any trigen are within the area. There’s usually one or two. If it looks clear take the elevator down with the P90 as your primary weapon. Quickly head into the Humvey and head up the trail forward (the path the Humvey was facing) that leads you past the cave the trigens emerged from. Any second now, a trigen from a cave should attack you. As difficult as it is to fire the Humvey’s mini gun at the trigen since you are on higher ground then it, try either jumping out of the vehicle and attacking it, or roadkilling it. Whatever method is fine, just be sure not to get hit or otherwise a good 3/4 of your health/armor decreases. Keep heading up the trial after you’ve disposed of your trigen. To the left would be some gates leading to a building and an elevator whom most of us got confused in taking however, seeing as it requires a keycard to access, most people got pissed off and didn’t know where to find it. Don’t go into any gates at all as opposite from those gates are a tree and some broken branches. If you look at the destination – the supervision office, above or rather I should say next to the tree is a broke catwalk that leads to the ground (it’s just perpendicular to where you are at currently). Head over there but be sure to take the two trigen that await just before it in the bushes out (take out your binoculars if you can’t find them). Head up the catwalk all the way to the end (be careful if any more Mercs are there). Inside the gate area, there should be a health kit just before the actual building. Grab it and go in the front door. To your left are two trigens. Use whatever method you think is best (I simply threw a grenade in, and took the other one done with the P90 if he was still there). From where you came in (the front door) across of it should be another door (though facing a different side). That’s where the scientist is. Head in, err... he’s dead. Damn I didn’t see that coming. The trigen will flee in terror (along with half of the scientist’s face). Grab his keycard and keep going forward into another room via door in front, to see a switch. Pull it down to open the gate outside. Head back out. Once again, from your original point of entry into the entire building, head right and take the stairs down. A trigen in front will run away, but really he is just charging a Merc. Watch the fight or take them out with a ‘nad (grenade). Proceed forward through the tiny corridors into the basement. Here are two more trigen but nothing hard for you to handle. Now, see the Big Rig? In front of it is a door with a switch to the right side. Pull it and hop into the big rig. Keep driving forward and take the left path up into a whole new area. A few meters just ahead, you should be a transport helicopter with a few Mercs. You can fight them, roadkill them, or simply forget about them by turning immediately left and gassing it. Stop when you see the Humvey, get out, and jack that. Turn the Humvey completely around and follow this trail. Checkpoint. The trail should turn into a circle-like-zigzag. Once it branches off (to the left and right) you take the right path. Change to the Humvey’s rocket launcher and fire it at the roadblock. Once the Mercs die, take note of where the left path went. It went up into that outpost. There’s one guy just above you on that trail and another inside the bunker with a sniper rifle. Take them up with the machine gun. Now face back into the roadblock. Aim your attention at the right side of it – that tree branch. Fire a rocket or two to get it to move and then move through the newly created path. Head down the trail and onto the bridge. Roadkill the two mercs on it and take the sniper out to the right side after the bridge meets with the other hill. You should be able to get past this second roadblock once more by shifting and turning. Once you do so, head up the hill. The hill changes sides and increases at an angle to the left. While heading up the hill, meet the mercs at the top with a friendly roadkill and quickly turn left at the top of the hill as barrels are released down it. There should be a total of 7 mercs in this outpost including one merc with a rocket launcher in the tower just above you. Use the Humvey’s superior weapons over the Mercs’. Once you’ve killed several of them, proceed to get the C4 at the dot on the radar. Before leaving however, pay the rocket launcher merc at the top of the tower a little visit (there’s stairs to the side of the outpost). At the bottom of the tower, throw a ‘nad up and wait for the scream. Good. Back to the Humvey. Drive forward on the trail besides the outpost to the bridge you see in the distance. Once again use the Humvey’s rocket launcher to dispose at the sniper at the other side. Also, your current destination – that old outpost we’ve passed a while back; fire a couple of rocket down there to get rid of the mercs on the outlook. Now cross the bridge by foot (obviously). Checkpoint. At the end of the bridge, take out the binoculars and tag the mercs in the next area (to your left). There’s a total of 2 to your left (plus a third in the outpost wall) and sometimes one to your right hiding amongst the trees. Use some ‘nads to get the job done or some flashbangs if you have them. Once dead, head over to the wall with the C4 icon on it. Plant the C4 and get some good distance between the C4 and yourself (it gives you 10 seconds, simply run back to the bridge). Boom. Peak inside the outpost and look up on top of the walls. There’s usually one or two mercs there, if you didn’t take them out with the Humvey’s rocket launcher. Also, there’s usually another mercs running around this outpost somewhere. Be on the lookout for him. Once all dead, grab some cover. A chopper approaches to gun you down. Prove it wrong with the M4 (if you still have it; which you should). A few shots to the gunner and he will fall out. The main concern here is to simply make sure you’ve got good cover or you could be messed up bad. Getting back to our point of entry (the blown up wall), exactly opposite of it should be a path leading down into a door. Swipe the keycard through the panel on the right of the door and enter. In this room, grab the ammo on the right, and proceed to the last door to finish the level. Now we reach Trigen heaven... Yippee. *********************************************************************** [G. Bunker] *********************************************************************** Mission Difficulty Rating: 7/10. Mission Checkpoints: 5 Mission Overview: Find Val. Bunker is a fairly short level with a few amount of Trigen (at least compared to the rest of the game). Don’t worry however, as the Mercs will keep the Trigen busy and you will do most of the ambushing! ^__^ Start the level by walking down this hallway through a couple of doors. At the end grab the health and armor on the left shelf and take the elevator down with the frag grenade equipped. As soon as the doors open, throw a grenade into the next room. Depending on where it lands, you would take out anywhere from 0-2 Mercs. Hopefully it is 2 mercs, as even more Mercs come charging. One of them will be deadly, appearing from the left side of the arch-like door with a shotgun. Now he could cut you up bad unless you cut him first. After disposing of all 4 enemies grab the ammo and take the stairs (left of arch) up. Open the door and head right into the new area. There’s roughly 1 Merc and 2 scientists in here having a conversation about the outbreak of the Trigen. While crouching and staying to the left, sneak down the stairs into a good position to snipe (with your P90 of course). And... Oh my god. What.The.Hell.Is.That. Just be glad its dead (or is it (its dead, just kidding)) as the dead ones are friendlier than the alive ones. Keep walking on the catwalks around the perimeter of the Big Trigen into the next room, but be careful, because as soon as you open a door – a guard waits at the other side. Dispose of them and head down the stairs to the bottom. Enter the new room. There’s 2 Trigen here and plenty of time to take them out before they realize that you are there. Enter the only other door left in this room. In this room, you have a door to the left and to the right. Two Mercs enter the door from the right. Dispose of them and head through the door on the left. Kill this Merc on the catwalks and peak around the corner to the right. There’s a Merc ready with the Machine Gun. Take him out quick. Now from the door that you came into this place, follow the catwalks (that lead left) into the new room. Peak around the corner and get the jump on a Trigen who got a jump on a Merc, heh. Another Trigen dead ahead of you will jump into this new room. Take him out quick. Now head into the room that he emerged from. You will see some kind of a holding area for Trigen. Just to be on the safe side, shoot the Trigen in the cases because somehow I was killed in the back when I proceed past this area. After they are dead, there is a room 2 o’clock from where you originally entered this holding area. Go there. In this new area, there is a Trigen above and to the right of you. Fire off a round or so to get his attention, and ANOTHER trigen will emerge from the door across from you. Take him out first, then the Trigen heading down the stairs. Take note of the health kit left on the boxes as you are heading forward into the new door. Down stairs you will see an advancing lonely Merc. Take him out, grab his ammo and head forward. A familiar view. This area is being reinforced by 3 Mercs. Take them out on the catwalks that you originally passed. Getting back to your path, take a left into the new room. Checkpoint I see. This next part is *hard*. You will open a door and see a battle between 3 Mercs and 4-5 Trigen. You are located at the top of the stairs as are the Mercs and the Trigen are advancing from the bottom. If you begin to shoot the Mercs, the Trigen probably kill you the second you run outta ammo. If you shoot the Trigen, the Mercs will divert their firepower on you. So basically, you are screwed. Solution? Just wait for the Mercs to get butchered by the Trigen, and then you butcher the already weaken Trigen (which should be 1-2). Head down the loooong stairs and open the door at the bottom. Here is a Merc standing next to a pair of boxes. Throw a nad next to him to kill him and yet another Merc that is right beside him past the corner. Now peek around the corner and take out yet another Merc that is actually in the first damn bunker we come across. Look at that beautiful view. Wait, there’s the chopper. Damn, we gotta hurry up. Walk into the new area. >:^) To be extremely evil, instead of shooting the Mercs, head up the stairs to your left and navigate the corners. At the dead end is a switch. Flick it on or off or whatever to see the Trigen unleashed and the Mercs massacred. After they are done with the Mercs, the Trigen will run up the stairs to you. Hold them off from the top depending on how many survived (for me it was usually 4-5). Once they are dead, head downstairs and collect the ammo and walk up to the big door to open it. Now, I don’t know exactly what I did, but I backtracked because I forgot a part to this guide. When I came back, there were 4 Mercs standing next to the holding cells. They were all easy kills with my P90 and were all caught off guard. You should maybe try the same. If you don’t feel like it, just run into this new area and shoot the chains holding the crate. It should kill most of the baddies leaving you to pick off several others and two trigens that are left. Whatever way you choose, once they are all dead, proceed up the stairs and through the door at the top. Run up the trail to end this level, and to see a pretty cool cutscene. Yay. *********************************************************************** [H. Steam] *********************************************************************** Mission Difficulty Rating: 7/10. Mission Checkpoints: 7 Mission Overview: Get to the Regulator. The most original idea in a video game/movie ever – split up. Joy. Did I remind you that this is Merc territory? Filled to the top with plenty of mortars and rocket launchers as well. Oh yea, and snipers too, hehe! Anyways, move forward along the beach. Take out a rapid weapon and proceed into the jungle/forest/whatever you want to call it. About 20 meters ahead you should see a ‘light’ with 3 trigens around it. They are pretty easy to take down. Be careful of the one that flanks you on the right, he’s a smart bastard. Grab the long dead merc’s ammo and the health and proceed on. You gotta keep left and move slowly through here. Once you come across your first ‘huge’ rock, look to your left. There’s a kinda path leading up the hill. Walk up over the hill. Anyways, on the other side, there should be a clear path, one leading to the direction you were going and another leading upwards. Take the upwards path while crouching and slowly walking to the mortar. Grab it and go Rambo on the guys below. Approximately 4 of them. Mind the boat as well. Now, this is probably one of the most realistic things I have ever seen in my entire life. If you were too slow to kill the guards, one of them launches a ‘flare’ that signals for help. Two more patrol boats and a couple more mercs are on your ass. Mind them as well. Once finished with the area, make your way down the hill to where the mortar was facing (which was to the right along the coast). If you didn’t kill the patrol boat, then its best to take it. If you did, then you’re on foot. Checkpoint when you start to walk up the trail. Be very alert as you turn the corner. Anywhere from up to 2 to 6 mercs may be in the area. Also, a rocket launcher merc is on the cliff to your left. Dispose of him first. Then I found out that the best strategy here was to keep my distance so the mercs don’t flank you. Eventually they will stop coming, wait a few seconds and secure your position. Now, walking off the path to the left should be a minor hill leading upwards and then back down to the beach. Go there. Once on the beach, keep going forward and onto another hill. Below is maybe 5-6 mercs fishing on a dock. Either grenade them or dispose of them with your m4. However, the hard part is yet to come. Proceed up the path to your right against the right wall and minding an enemy only a few feet away. Below you on the left are a couple of huts. Approximately 10 Mercs are in the area as well as a Machine Gunner opposite on the other side of a cliff. Take him out first, and then begin to worry about the mercs below you. If not already alerted, most of the people in this camp will be firing at your ass. Grenades are the ideal helper here as mercs will charge you up the trail. Make sure the trail leading down the hill is clear of mercs, and only then proceed to snipe them out with the m4. The ideal thing here is to keep your patience. Start counting of how many people in the village you’ve killed. Should be somewhere around 10 I counted. If you’re past 5 or 6, head into village yourself. It’s the second hut on the right that contains the goggles. Grab them, and fiddle around with them for a second. However, they don’t have unlimited batteries – well they kinda do, but they need time to recharge. Make sure you don’t get addicted to them because they die on the moment you need them most. Proceed through the village picking off any guards you might have missed, and collecting any ammo you come across. Once done, head into the Humvey at the end of the huts. Proceed forward down the trail, and to the right for a checkpoint. Here two trigens will run at you. Turn them into pancakes and proceed forward following ‘the trail’ which leads to the left. Get a good amount of speed and you SHOULD be able to ram the tree hard enough to just bounce right over it (and the mercs as well, haha). The trail will switch downwards and into a river. The river isn’t deep so the jeep will survive – once you hit the river through, mind the rockets, and hit the gas to the 11 o’clock for the second trail to emerge. More checkpoints and two Mercs in a brand new humvey. To be on the safe side, start firing at them in an attempt to kill the driver, then jump out and kill the passenger. Jack their ride and begin going further down the path (you might have to turn it around as the enemy humvey was facing your opposite direction). Further down the trail should be another road block – an even more serious one. That’s okay though – use the combo of the mini gun/rocket launcher on them. Mind the torrent though. Now, once all mercs lay in their pool of blood, you will have to go one foot. But wait – knowing some of us, we are afraid too. To the right of the roadblock is a tree and furthermore a hill. You can drive past it via this small path in between the tree and hill. Yay. Almost done... As you keep driving forward you will notice a parked humvey with a couple of mercs guarding it. Shoot them all down and the ones that flee too. Be careful, there are a total of 8 (roughly) – one of which is hiding in the bushes to the right of the humvey. Others may be in the huts as well. Whatever the case – gun them down. Run into the hut to grab the full health and armor and ammo as well. Head back outside into the humvey. Jump on in, and proceed down the trail. The trail will begin to split in two – one leading to the main building you see there, and another leading to the ‘back’ of it. Take the one going forward (which leads to the back). Mind the two mercs that are guarding the trail. Hehe. While driving around the main complex, shoot back at the mercs with the rocket launcher. Darn, here comes a chopper with reinforcements. Be ready for it with the humvey’s rocket launcher – shoot it as it hovers above the ground waiting to drop the enemies off. One shot will take out the chopper. Once the chopper goes down pick off any remaining mercs. Most of them will be around the blueprints/map of the facility. They should be dead however, and the map appears to be on a stone-like table. Cutscene. Jack talks to Doyle. Doyle talks to Jack. After it ends, head into the main Regulator complex just left of where the trail merges with the pavement. Mission complete. *********************************************************************** [I. Regulator] *********************************************************************** Mission Difficulty Rating: 8/10. Mission Checkpoints: 6 Mission Overview: Shut down the Regulator. Don’t even think about it. That Big Rig is destroyed. But head over there anyways. There was should a door in the corner (take note of the ammo on the crate in front of where you started). Open the door and crouch. Listen to the funny explanation about why mercs are only evil during their day job. Then just throw a grenade next to them and watch them fly. Equip the night errr... “Cry Vision” to see the baddies in the distance. There should be one on the tower in the distance, and about 2-3 by the crate to your right. P90 is the ideal weapon of choice of you still have ammo for it. If not, work with the m4. If you also hurry, there is a Big Rig truck in the distance driving away. Attempt to jack it if the nearby enemies are dead. Then just drive across the bridge. Stop at the end, get out, and shoot the gunner merc. Charge him if possible to “avoid” any damage. Also once at the end of the bridge take note of the tower to your 10 o’clock in the distance. There’s a merc with a rocket launcher there. He can mess you up pretty bad. After all looks clear, slowly walk forward. At the end of the ‘island’ the bridge seems to be out (the Big Rigs won’t make it – already tried). So, we’ll take the next best thing – climb the tower to the left. Take the fox thingy across. Once you land, secure your area (there’s a merc in the trees to your distant left). Now proceed inside. This area resembles the one you started in. It also includes – THE FORK LIFT! Yay! Crytek deserves kudos for this – first game to include the fork lift badass. The mercs did such a bad job of guarding it as they are only 3, 4 of them around it. Piece of cake to take such a treasure from them. Sadly, we cannot proceed into the enterer of the complex due to its greatness. You will just have to enter through the door on the left side of the big door. Inside there is a merc guarding another big door across from you, 2 workers to your right, and 1 merc on the catwalks above your right. Take the one on the catwalks first with the m4. Next pick up the merc guarding the door. Once dead, the workers won’t be a problem with their crappy peashooter. Also, another worker tries to rush you by emerging from the door on your left. That’s your destination. Head instead (after shooting the merc), and grab [Keycard 1] from the table. You will need 2 more keycards. Enter the second door in this room. Proceed up the stairs and make a U-Turn (very easy to miss) at the top of it, walk up another pair of stairs. Open the door up there and ambush the two scientists. Grab [Keycard 2] from the table and the ammo/armor/health. Below you should be roughly 5 mercs. They shouldn’t be a problem to take out especially with the ‘balcony’ to the right side of this overview room (the door across from where you entered). Once most of them seem to be dead, head back down the stairs to where you made that U-Turn. This time, take the door on the right. You will enter the room where the mercs just got SERVED. If you look up and to the right, that’s where you picked up [keycard 2]. Across from it and to the bottom is [keycard 3]. Grab it off the table but careful as you watch the door in back of you open (usually 1-2 mercs instead). Once you got all 3 keycards, head to where you made the U-Turn once more. Across the stairs are some steam pipes venting poisonous greenish gas. Doesn’t take a rocket scientist to tell you that you will die by breathing it. So, on your left should be a valve. Turn if off and the gas goes away – yay! Walk down this once deadly hallway and open the door. Jump up to the left and surprise the two scientists (one next to you, one in the distance still on the left). Now, here’s the simple part. There are 3 doors – you got 3 keycards. Do the math (slide the keycard to open the door by action or F). Be careful as there is one scientist in the Blue Keycard Valve Room. Also one more thing – there is gas in your current hallway as well. Do NOT attempt to run by it as you will die (trust me). Instead go around (back into the room with [Keycard 3]) and through the control panels in the back of it. Turn the last valve off in the room past the gas for the gas to clear. Ok, there’s one door left - all the way at the left side from where I originally told you to enter this hallway before the math solving skills come into motion. Open that door and proceed down that hallway for a checkpoint! This is one of the *hardest* part in the game. If you are playing on some of the harder difficulties, this will make your life a living hell. There are approximately 10 mercs here. Oh yea, and some of th em have shields, m4’s and deadly aims, no matter what difficulty you are on. The m4 (not the p90) will be the ideal weapon for the most part. Start out by shooting the guy in the distance (try going for a head shot). Now peak out and to the right to see a merc advancing. It’s either one with a shield or one that sprints to you. Whichever one it is, take him down. If you zoom in with your m4 to directly across from you, you should see a yellow explosive tank. Take note of that when the mercs run by it. Once it’s quiet, a trio of mercs will charge you from the top. Get cover behind the pillars while peaking out and shooting them. If somehow you still got a rocket launcher, this would be the time to use it. If not, continue working your way up with the m4. If attempt after attempt you still fail, just get their attention get hide in the hallway. When the door opens – shoot. Eventually (but only after minutes of camping) can you beat this part – the cheap way. Once all are dead, run to the top while collection ammo, and armor. At the top, enter the hallway and save. Navigate the corners and open the door. 1 merc, 1 worker vs. 1 badas s with an m4 (you). Take them out. Now walk up to the regulator in the corner on the right and turn it off. Boom. You think it’s over? Think again. Another, more harder part is coming up. 12 Mercs in the next area – armed with body armor, shotguns, and m4’s. As the door is already opened, throw a grenade to the left and right sides of the door. With any luck, 4 mercs will go down. That will be a perfect way to start this intense battle off. Sprint forward on the right side and walk up the stairs to a platform in the middle. While crouched, and taking cover against the pillar, shoot the mercs that drop from the transport chopper. Give it all that you got as these will be the last baddies you face in this level. Don’t be afraid to waste that ammo. Use the m4 and p90 as your primary weapon. If anyone tries rushing, use the shotgun. Even more so, take note of any additional grenades you have left. Don’t be afraid to run back into the regulator and fight them off from there. It’s a matter of time before you complete this battle because you will need mad skillz for the next couple of levels coming up. Once you’re the only one left standing, head over to the vent on the far right of this area. Shoot the lock out with any weapon and proceed inside to end this frantic level. *********************************************************************** [J. Control] *********************************************************************** Mission Difficulty Rating: 8/10. Mission Checkpoints: 9 Mission Overview: Reach the other side of the complex. Looks like we will be rescuing Val (again). You don’t know the half of it. This level is by far one of the most annoying and intimidating levels in the game. It’s filled to the top with Trigen almost around every corner... and they have become smarter. Now they actually flank you from the back, so just keep a close eye out around every corner. Now, let’s start by navigating this pipe. Proceed forward and take about two-three rights every time the pipe ends. At the end of the pipe, drop down into the next one right when you hear a thud into water. Don’t worry, it’s safe. Inspect the already dead worker and climb up the ladder. Enter the door in this room and grab a left. You should be in a hallway with yells at the end of it. Instead of taking that door down there, walk into the vents on the left side of this corridor (shoot it with any weapon of choice to enter). Navigate to the end of it. Don’t just shoot this net yet. The trigens and mercs will be aware that you are in the vents. Depending on whoever wins this battle, the trigen may go completely into the vent and strike at you or the merc will simply patrol the corridor where you gained access into the vent. Kill whoever lives, and shoot the net at the end of the vent. You see that steam? We gotta turn that off or else it will kill you in .23 seconds. Oppose to the steam (on your side) is a hallway leading into a room. Enter that room. To your right is the door that leads to the corridor where you accessed the vents originally. Forward is a room with a dead worker with plenty of ammo, nads, and armor. Stock up. Now, there’s also an access ladder leading down to some vents. Grab that and climb down. Shoot the vent open and walk to the end of it. No one in this hallway, so jump out and proceed to your left. Checkpoint. Go forward into this room/deeeeeeeep query. Now, seeing as I took a different path throughout this entire level (on my first attempt), my life was made a living hell. Once I turned off the pipe (which you should just do), I stood there somehow thinking that you had to shoot the chains off of that hanging platform so you could get access to the top level. I must of spent 2 hours on this when I finally backtracked and found that the gas was turned off. You do the same as well. Navigate around these corners into your next new room to find three scientists. One will be exploring the room, while around will run in as shoot as you gun the first one down, and yet a third will jump out. Kill all three, and grab their ammo. Now find the next hallway in this room (to your 2 o’clock from where you entered), and proceed down half way down it. Take the vent to the right and head on forward for a checkpoint. A familiar place. Take aim and shoot the 2 trigens creating havoc in this room. Now climb the ladder to the middle level, get off, and find another one a bit further on this platform. Climb that ladder to get to the top. You see that crate? Push it next to the huge pipe leading across and run over to the other side. Turn the steam off. Now direct your attention to the vent that originally got you into this room. Two trigens will appear from it. Blast them and climb back down all the way to the vents (don’t fall). Once you reach the vents, exit it to the hallway and move to your 2 o’clock to enter another vent directly (kinda to the right though) across it. Once it that vent, head forward and take a right. All the way down this vent, you should see two trigens at the end of it. Blast them and turn your attention to the left to see a merc that was SERVED. Anyways, now direct your attention to the top right. There’s a vent that will have a trigen in it. Nad it or take it head on. Checkpoint. Going down another loooong vent, take the first right you get. Two mercs will be busy talking, bah, bah. Blast them both. Now head back into the vents and go all the way down it and take the second (last) right. Here is another room similar to the one you where in. Once you pop open this vent, to your left should be two mercs taking about fleeing. Pop them both, and the merc that comes from the right (after investigating the two workers you recently killed). Run around both the rooms stocking up on ammo, armor, and nads. Once you finish doing this head over to the elevator and take it down. Here we should see a lovely battle between man and trigen. Stay in the elevator while focusing your attention on the trigen. The merc right next to the elevator has no idea that you are a foe so he usually assumes you are friendly and shoots with you. Once most trigen seem to be dead, try your focus on the mercs. In fact, if you want to kill two birds with one stone, try using some nads. Once most of these spices are dead, proceed forward past a gate thingy, which failed to do its job. Here you have two options – take the door forward to fight off some few trigens and then mercs or take the door to the right to fight some mercs and avoid the trigens and save your ammo. Which sounds like a better deal? Either way you go, you will be prompted for a game save. I went right (obviously) and took out a good long range weapon like the M4. You will see in this next room what appears to be a laboratory. A lonely merc (yet he is still deadly with his head and body armor patrolling the catwalks. He will need a few good hits to the head to be taken down. Once he is down, divert your attention to the bottom area and to the left. There’s a big door (which you can’t miss) that will open up with at least 5 mercs instead. They may rush or they may not. Whatever the case, you must take them out. They provide armor, ammo, and are guarding a health kit around the corner (in the next room). Once it is silent, gaze at the “Fat Boys” or what I like to call “Rocket Trigen”. Don’t worry, they are long dead (and probably smell better than the live ones). You will have to be facing that soon, or in other words, now. Across from where you originally enter the laboratory is another door that has catwalks leading up to it and is surrounded by computers. Go there now. Depending on whatever what you do this, this can be the easiest thing ever or the hardest thing ever. If you want to stay back and secure the flank, wait until the mercs are dead so you will have to face hordes of trigens (and I’m talking at least 10+ minimum with one “Fat Boy”). If you want to be Rambo, proceed down this long hallway and take a right. The mercs in front of you are defending themselves against the onslaught of the trigen. Quickly kill the mercs and grab the machine/mini gun. You have unlimited ammo, do not let go of the fire trigger. Note: If you somehow manage to screw this up, to the right of the machine gun is an explosive barrel. If you gotta turn the defense up, don’t go out without a bang </lame pun>. Once it is quiet once more, take the first room on the right that leads to the cafeteria. Three mercs are stuffing there fat faces while their team gets massacred. Teach them how to be a true fighter. From the entrance of this door, look to your 9 o’clock. There’s another door that leads to the bathroo m with 4 more Trigen inside. I suggest you kill them, but you may go around them (no guarantee that they will rush you from the back). Once they are dead/not dead, get back into the hallway and go the way the machine gun is pointed at. Take a left and go down this hallway. Take (another) left and open this door into a flooded room. Dispose of the two trigen and one merc. Now we have a choice. This next part will be the hardest part yet. You may choose to swim through some flooded vents to the end and emerge in the middle of a nasty battle between man/trigen or you may take a ladder up to some other vents that lead to a type of rooftop of the battle overhead. I suggest you take the vents that lead overhead. If you can’t find it, there’s a vent with a ladder inside. Climb it up and walk down it to the end for the roof top. If you want to be a crazy Rambo, climb down the ladder and swim forward through the vents and up. If you’re smart, you would have taken my advice about the ladder. Now, I know you may be almost out of ammo, but this is the last part so expand amm o and grenades. Once you are overhead of the battle, your main focus is on the Fat Boy - NOTHING ELSE. Once the fat boy falls (after about 2 clips of freakin M4 ammo), direct your focus to the trigen. Now these trigens have serious ups, to give you an idea of how serious – think back to “White Men Can’t Jump” – even more serious then that! *Gasp*. You are standing approx 20-30 ; feet above them, and some are crazy enough to even reach you so be careful. I’ve counted approx. 7-8 trigens total and 1-2 workers (who get massacred ba d every time but manage to take out 1 or 2 trigen in the process). Remember to waste ALL of your ammo if you need it. Use nads as well, but use them carefully. Try and go for headshots. If you somehow run outta ammo, you might have to drop down with the trigen there and search for a rifle (which can be found near the workers). Good luck. Once the trigens are dead, grab the ammo and armor and proceed to the door. Go through it to be the level! Yippe Kai Yay! You are officially past the halfway mark in the game! *********************************************************************** [K. Rebellion] *********************************************************************** Mission Difficulty Rating: 8.5/10. Mission Checkpoints: 11 Mission Overview: Navigate the jungle terrain and reach the Archive. This is by far, the *biggest* damn level in *any* game ever made. This is also a pretty badass level as well seeing as its half a state big and filled to the top with trigen. One more thing, you can take one of about 5 different routes, I only took the ‘best’ route as far as easiness is concerned. Your only hope would be to stick in a vehicle and pancake any trigen that get in your path. Start out by walking forward and taking a left. Turn your CryVision goggles on and blast the well convicted trigen in the smoke down. Enter the room he was guarding to find two more trigen lurking about. Blast them down as well and proceed forward. In this next room, stock up on all the goodies yo u can take and head outside. Whoa. Whoa. Whoa. In front you should see a trigen leap a 30 foot wall and jump into the complex. He then jumps up again and on the building you just came outta. Quick pick him off with the M4 before he jumps somewhere else. Now, secure the perimeter (i.e. Make sure there’s no one near you before proceeding on). Now proceed on the wall walkways and forward to the front of the complex. Remember StarShips Troopers? This is it. The almost same thing except the Bugs are replaced with more badass monsters and just about everyone here wants to kill you =/ First, begin by shooting the mercs manning the machine guns. Then grab a machine gun and shoot whatever trigens you can. Turn around and actually face the inside of the complex/building thingy to see a couple of mercs battling with the fat boys. Also, you will notice a Humvey in the base as well. That’s our getaway. The mercs and trigen are busy themselves so try and sneak to the humvey to make your getaway. Blast whatever gets in your path. Also before leaving, take note of the ‘garage’. It has several goodies inside as well such as lots of nads. We’ll need them. As you head outside the complex, you’ll notice 3 paths – one left, one forward, one right (and you’ll also notice a war, but hey, it’s no biggie). Take the right path that leads you up a steeeep trail and furthermore to a pipe like structure at the top from the ground. Remember when you could have gone forward? Yea, you would have ended up here as well, but quicker and without having to deal with trigen. Take note of the Glider overlooking the plain. Save the game, and grab the glider. Seeing as walkthroughs are all about the help, I will help you get a kickass weapon extremely rare until the last 5 or so levels into the end. As you gr ab the glider, immediately turn to the left. Look below you to see a path that leads to a broken bridge. If you see that, you’re on the right track. Exact ly ahead of you, you should see a lighthouse on a lonely island with a fox lif t leading from it. That’s your destination. You should just barely be able to reach it. Quickly grab your P90 and blast the lonely trigen on this isla nd running towards you. Head up to the lighthouse to see the OICW Advanced Assault Rifle. It also has a grenade launcher and a 4x zoom. Cool. Head bac k to the Fox lift and take it across back to the mainland. Head up the path to see a humvey with 2 mercs guarding it (sometimes they may be there, sometimes they may not). Whatever the case, garb the Humvey and proceed down the trail into the beach. You should come across trigen, a broken branch on fire, more trigen, a couple of boulders blocking your path, and oh yea – trigen. Keep heading on the path dodging fat boys as they come out. Eventually (after a while) you should smack into a humvey parked next to a wall-like structure. Grab it if your humvey is low on armor. Now look left where the mercs are shooting you from. You can either roadkill them or shoot them down. Do so and proceed the trail to another beach. The view is beautiful. Sometime soon, Doyle should come on and tell you that the lighthouse is near. You should see it clear as sight. Drive there. Stay alongside the beach meeting merc humveys that blast you. Approx 2 or 3. Use the Rocket Launcher to dispose of them quickly. Once you arrive at the base of the mountain the lighthouse is on, keep following the trail the stretches around the island. Also, I strongly recommend you take the Buggy as you will make a *huge* jump. As you are following the trail upwards, a helicopter should appear to your right. Ignore it and proceed down the trail that leads to a small bridge. Cross it, and head back up another trail. SPECIAL NOTE: Going back to the helicopter, you could see it appears just before a hill that serves as a ramp. If you have enough speed, you will literally crash into it and explode it (and yourself as well). It’s so fun to experiment with. BACK ON TRACK: Eventually you will see another insane battle between man/trigen. You will not interfere in ANY way. Instead find the path that is leading to the bridge (keep left to see it). You see that path? Ok I want you to stay right of it barely touching it. Just before the bridge, there should be a ‘hill’ that serves as a ramp to cross to the other side. Why not take the bridge? Barriers and it’s a lot more fun doing a jump. Now, you should see the hill at an angle increasing its height to the right. I want you to ramp off (at the fullest speed you can get) at the top of the angle. If done properly, you should just barely reach the other side (and smack into another lighthouse). Ignore the fight on the bridge completely, and follow the trail around the corner to the Archive. NOTE: If you miss it, or cannot do it, simply take the bridge across by foot. That ramp is merely for fun and too see how good your skillz are. AHEAD: These are professional mercs. They wear head and body armor, and even a shield. What’s worse is that they hide behind barriers so you won’t be able to pancake them ;_; It’s all good though. Throw a nad over there and you should take out most of them. Pick the rest off with good cover behind the trees and proceed into the actual archive itself. There’s a door that trail smacks into. It’s that one :^) *********************************************************************** [L. Archive] *********************************************************************** Mission Difficulty Rating: 9/10. Mission Checkpoints: 9 Mission Overview: Find Val. Coming Soon... *********************************************************************** III. General Tips, Hints, & Strategies - *********************************************************************** This is where it gets interesting. Though as of now, my guide is a primed concern only to get my 99.9% attention, I will be updating th e vehicles, weapons, and character profiles from time to time. If any good mods spark my attention, I will provide them on here with the URL. *********************************************************************** [A. Character Profiles] *********************************************************************** [Jack Carver] Height: 6’2 Weight: 230 lbs Difficulty Rating: N/A Ex. Commando. You are the most deadliest thing the world has seen. Equipped with a communicator, your trusty assault weapon, and your will to survive, you struggle to rescue your friend, and find out just how the hell to get off this island. [Valerie Cortez] Height: 5’10 Weight: 125 lbs Difficulty Rating: N/A An ambitious young journalist who’s really more than she seems. Valerie is set to the island of Cabatu to footage the strange things that have been going on. [Doyle] Height: 6’4 Weight: 180 lbs Difficulty Rating: N/A This is the guy that guides you in the game telling you where to go, what to kill, and how to do it. [Crow] Height: 6’3 Weight: 250 lbs Difficulty Rating: * * * * * He’s a merc that’s hunting you. A major pain in the ass as he wears several body armors and keeps on popping up throughout the game. [Kreiger] Height: 6’1 Weight: 190 lbs Difficulty Rating: * * * * * Apparently he is a scientist that thinks he is doing a common good to society with his research. Obviously he owns the island your on (and the mercs), and researches on stuff far beyond your belief. [Commander] Height: 5'5 Weight: 175 lbs Difficulty Rating: * * * A commander that gives commands and organizes coordinated attacks. He issues orders to lower-ranked mercs and will refrain from entering the battle as long as his men stay alive. [Grunt Mercenaries] Height: 5'9 Weight: 180 lbs Difficulty Rating: * * Dressed in simple t-shirts and fatigues, these mercs are your basic grunt enemy, filling the islands like unoriginal people fill life! (That’s just a joke). [Cover Mercenaries] Height: 6'4 Weight: 250 lbs Difficulty Rating: * * * Easily identifiable due to their height and trendy berets, these big guys wear body armor and fight harder than most of their allies. They'll often charge the player, unafraid of taking a lot of bullets. Normally positioned on the front line, they are the first to fight and will relentlessly hunt the player until he’s fallen. [Scout Mercenaries] Height: 5'6 Weight: 150 lbs Difficulty Rating: * * Trained to move quietly and work as a team, these smaller mercs love to flank players and are decked out with flak jackets. [Rear Guard Mercenaries] Height: 6'1 Weight: 190 lbs Difficulty Rating: * * Armed with grenades and wearing flak jackets, these dangerous mercs are highly trained in the use of explosives and mid-range weapons. [Snipers] Height: 5'5' Weight: 175 lbs Difficulty Rating: * * * * Decked out in all-black and armed with sniper weapons, these mercs are highly trained in long-range weaponry. They are extremely effective killers, and should be considered one of your most frightening foes. Most of them are located upon towers which should be easy to take out. [Indoor Guards] Height: 6' Weight: 175 lbs Difficulty Rating: * * * Outfitted with guard uniforms, these mercs patrol indoor environments and should be considered more dangerous than their outdoor allies. [Shield Guards] Height: 6' Weight: 175 lbs Difficulty Rating: * * * * * Armed with extensive riot gear, these mercs are one of the toughest enemies in the game. [Elite Guards] Height: 6' Weight: 170 lbs Difficulty Rating: * * * * * You can recognize Elites by their terrifying gas masks and special thermo-vision goggles. These bad-asses are incredibly strong and extremely dangerous. [Elite Workers] Height: 5'7 Weight: 160 lbs Difficulty Rating: * * * Clothed in coveralls, these poor saps might just as well be cannon fodder. They infest the inhabited part of the islands doing odd jobs and alerting mercenaries to the player's presence. [Senior Scientists] Height: 5'6 Weight: 175 lbs Difficulty Rating: * Identifiable by their lab coats, they can be found throughout the science labs. [Core Engineer] Height: 5'7 Weight: 170 lbs Difficulty Rating: * * These brave souls can usually be found in the most dangerous and frightening parts of the laboratories. You'll recognize them by their biohazard suits. [Junior Scientists] Height: 5'6 Weight: 175 lbs Difficulty Rating: * Identifiable by their lab coats, they can be found throughout the science labs. [Small (a.k.a. Monkey) Trigens] Height: 6’0 Weight: 190 lbs Difficulty Rating: * * * * * These brutal beasts made from gorillas provide a one hit kill (when you are not wearing armor). Even more dangerous when there’s several of them and even one of you. The shotgun is your friend. [Commando Trigens] Height: 6’4 Weight: 250 lbs Difficulty Rating: * * * * These trigens are actually created from humans and are seen with rifles. Though it’s more likely they will fire at you, they make still try to take a swing once in a while (like 20% of the time). These guys can easily be picked off with an AR. [Cloaked Trigens] Height: 6’2 Weight: 200 lbs Difficulty Rating: * * * * Usually found in labs, these guys get bigger, badder, and more dangerous as you progressed through the game. Your only choice is to use the CryVision on them though some can barely be seen up close. [Rocket Trigens] Height: 7’4 Weight: 500 lbs Difficulty Rating: * * * * * One of the most deadliest enemies in the game as they have a rocket launcher attached to their hand and use it as a rapid shooting machine gun. *********************************************************************** [B. Weapons] *********************************************************************** [Machete] A big jungle knife, useful in close-range combat. Extremely deadly but completely worthless for taking up a good slot. Fire mode 1: Melee Attack [Wrench] Fixes stuff. Fire mode 1: Fix object. [Jungle Falcon] Massive caliber semi-automatic handgun. Zoom Mode: Aimed mode. [Jackhammer Shotgun] Semi-auto shotgun. Perfect for clearing tight corridors. Fire mode 1: Semi-Automatic [P90 SMG] Modern SMG, designed for a high volume of fire and quick re/loading. A hog however as the ammo clip disappears in seconds! Fire mode 1: Automatic [MP5 SMG] A nice stealth but overall crappy and not as efficient as the P90. Fire mode 1: Automatic Fire mode 2: Single shot [M4 Carbine] Standard assault rifle used by the army, not used by you! Deadly accuracy over long distances. Fire mode 1: Automatic Fire mode 2: Single shot [AG36 Assault Rifle] Assault rifle with a grenade launcher. Fairly deadly gun. Fire mode 1: Automatic Fire mode 2: Grenade Launcher [OICW Advanced Assault Rifle] Advanced assault rifle with integrated scope and flat trajectory HE munitions. Fire mode 1: Automatic Fire mode 2: Grenade Launcher [AW50 Sniper Rifle] It’s a sniper rifle however its scopes are extremely useful and can take out people in a single shot, miles away! Fire mode 1: Single shot [M249 SAW MG] Machine gun. Deadly and not an ammo hog. Fire mode 1: Automatic [Rocket Launcher] Slow weapon. Pretty small blast radius too, however it contains a large amount of ammo. Fire mode 1: Single shot [Mortar] Creates massive amount of damage. A little bit better than the rocket launcher. [Vulcan Minigun] Usually attached to a vehicle, it comes packed with ammo. [Fragment Grenade] Boom. [Flashbang Grenade] Blinds enemies for roughly 5 seconds. [Smoke Grenade] Creates a huge cloud of smoke. Impossible to see through. *********************************************************************** [C. Vehicles] *********************************************************************** [Buggy] Smallest and fastest land vehicle. Comes packed with a mini gun. Good for crossing unknown terrain and quick get-a-aways. [4WD Vehicle a.k.a. Hummer/Humvey] Resembles the Humvey but it contains an additional mini gun with a mortar on top. Also sits up to 4 people and has good armor! [Forklift] Crytek were even nice enough to include a forklift. Though it doesn’t lift anything up, its still fun to drive around at 5MPH. [Big Rig] I’m not sure of the official name, but we can all vote on Big Rig. It transports stuff, has lots of armor, and is really big, but slow. [Inflatable Boat] Small boat that has great handling and speed. The armor is pretty crappy though as it can be taken out in an instant and doesn’t include any mini guns. [Patrol Boat] Huge boat with a mini gun and mortar. This boat also packs great armor however to get this boat to turn causes a great deal of stress. [Hang Glider] Probably the first game to do this. The Hang Glider transports 1 person over a huge distance of land and allows him/her to use their weapons any all time. I find it funny as that person can snipe AND hold the railing at the same time. No, it does not ‘go up’ like a helicopter would. [Helicopter] It cannot be used unless a certain mod comes out for it. I have to include the helicopter as it’s a primary vehicle (against you) that you end up meeting every 2-3 levels. They can be exploded however sometimes one rocket does not do the trick. [Transport Helicopter] Resembles the Bell XV-15 TRRA, this chopper appears rarely only to make a quick get-a-away while dropping off mercs. Luckily, there are no gunners attached to the side and makes your life a bit easier. This chopper as well cannot be used in the game until a mod comes out. *********************************************************************** [D. Mods] *********************************************************************** Kudos and many thanks to Jeeves85 for this *entire* mod list. Most of these mods are Multiplayer, and some are both SP and MP. ----------------- NAME: Empires (Empires have moved from BF42 to the Far Cry Engine) WEBSITE: http://www .empiresmod.com/ ABOUT: ? Empires is a revolutionary mod for Battlefield 1942 combining first person action and real time strategy elements. Empires introduces buildable and destroyable buildings, a resource economy system, team commanders, and many other features modders of Battlefield 1942 have declared to be impossible due to no available SDK. With buildable/destroyable buildings, the uninspired point system of regular Battlefield 1942 play is eliminated, leading to fulfilling gameplay where victory is determined by strategy and teamwork, not spawn camping. http://ww w.empiresmod.com/about.html INFO: Empires are about to release version 0.2 for BF42, they are already underway with the farcry mod, and you will see screenshots of work in progress of there mod. This mod has a large team and we are sure to see this on the FarCry engine soon. ----------------- NAME: Blood Feud WEBSITE: http://www .blood-feud.com/ ABOUT: ? Blood Feud is a modification of the game Far Cry by CryTek. When it is done it will be freely available as a multiplayer add on to Far Cry. We are a team of volunteer modders, headed by project lead Mark "DeflatorMouse" Lockhart. We are making this to preserve the legacy of Tribes and Tribes 2. ----------------- NAME: Operation Archangel WEBSITE: http://w ww.op-archangel.com/ ABOUT: ? 1. Counter terrorist and terrorist gameplay 2. Based on huge costum maps 3. Multyplayer (MP), Singleplayer (SP) and co-op based 4. MP modes are CTF, DM, TDM, and a totally new mode. This will stay secret untill the release is there. We don't want people steal our idea's 5. Weapons expansion system 6. Special effects 7. Buying and selling weapons, munitions and vehicles MORE ABOUT: http://www.op-archangel.com/about.htm INFO: Screenshots available at website, mods seems to have a large team. ----------------- NAME: Seige Online WEBSITE: http://www.s iegemod.com/ ABOUT: ? The basic premise behind Siege Online is an ongoing confrontation between two opposing teams, one evil, one good. The goal is to besiege the oppositions castles and lands, rescue princesses and so on while simultaneously defending their own areas thereby effectively deterring the enemy from gaining control of the aforementioned item/persons. Both sides have many unique tools, weapons and skills at their disposal in order to insure victory. ----------------- NAME: The Forgotten War WEBSITE: http://www.theforgottenwar.com/front-line.php ABOUT: http://www.theforgottenwar.com/information_about.php INFO: A Korean War Modification, alot of work has been done since they are sharing models/skins with the CoD team. ----------------- NAME: Pandora Forces (Moved from HL2 to FarCry) WEBSITE: http:/ /www.pandora-forces.de/: ABOUT: ? Pandora Forces is a multiplayer modification for FarCry. The story is about a fictitious conflict in the year 2007 in which guerillas assume power over Bolivia. Because of the fact, that the situation in Bolivia gets beyond control bit by bit, the NATO decides to send a special-unit, which is staffed with the best men of NATO┤s leading special-units. ----------------- NAME: X-ISLE WEBSITE: http://ic hmag.freakman.net/xisle/index.php ABOUT: The Website is in German, but this Mod is one of the many Dinosaur mods in production for FarCry. This was the first, and looks to be the one that is done more. It will be interesting. ----------------- NAME: Blue Moon Rising WEBSITE: http ://www.bluemoonrising.co.uk/ ABOUT: ? Blue Moon Rising is a mature, narrative-led co-operative multiplayer survival horror played in the first person. Teams of four or five player-controlled troopers try to reclaim earth from the AI-controlled zombies that have taken over. The experience is akin to a massive co- operative single player game. It can be played online, over a LAN and in split-screen. The main strength of the game is the storyline. A sci- fi horror set in the near future where mankind fights for survival against zombie hordes. Ninety-nine percent of the population of the world has been turned into the flesh-hungry living dead, and humanity has been on the defensive for fifty years - the players join the struggle as the tide is turned. ----------------- NAME: Project Lilith WEBSITE:http://li lith.servegame.com/ ABOUT: ? Project Lilith is a Far Cry Full Conversion Modification. Featuring vast urban environments and sparse deserts, Project Lilith presents a variety of different landscapes for you to explore (or destroy). Project Lilith will astound your very senses as you are immersed in an game world full if action, deceit and conspiracy. Realistic weapons, vehicles and physics will feature in Project Lilith. ----------------- NAME: The Hunt WEBSITE: ? ABOUT: ? A deep space Uranium mining program on the planet Kulvan goes horribly wrong when Humans discover they are not the only inhabitants. Under the surface lurk the deadly Xenomorphs, run under a special breeding program by the deadly Predators. Everything goes to hell when each species gets more involved with the other than they should. THE HUNT (tentative title) takes the player and throws them into the Alien and Predator universe. Featuring three huge campaigns, each with unique game play, THE HUNT will be an experience like no other. ----------------- NAME: Siege 2 WEBSITE: http://www. siege2mod.com/ ABOUT: ? Siege 2 is a conversion of the action game Farcry using the CryTek engine. This conversion is a remake of the old Heretic 2 and Hexen modifications entitled SIEGE. The basic premise behind Siege 2 is a confrontation between an attacking team and a defending team, one evil, one good. The attacker’s goal is to besiege the defender’s castle, rescue a princess or defend a person/creature from the attacking team. The defenders on the other hand, need to be able to hold off the attackers long enough, thereby effectively deterring the enemy from gaining control of the aforementioned item/person. If the target is reached within the allotted time, the attackers wins, if not, the defenders wins. Both sides have many tools at their disposal in order to insure victory. ----------------- NAME: Pacific Combat WEBSITE: http://www.host-center.de/include.php?path=start.php INFO: At this time, the website is in German, but they are writing up an English website soon so stay tuned, this one looks promising. ----------------- NAME: FarGate WEBSITE: http://www .fargate.org.uk/ ABOUT: ? Stargate FarCry modification. No description as yet, it's still under early development. *********************************************************************** [E. Gameplay Hints] *********************************************************************** * * * * * [My Tips] * * * * * Overall tips: *When entering new areas, but sure to move slowly and keep an eye at the stealth gauge. *Make yourself aware of the surroundings. *Crouch when shooting. It increases your accuracy and makes it for the enemy to hit you harder. *Prone when you snipe. *Try to roadkill enemies – not stop next to them, get out, and attempt to fight. *Use the M4 as your primary for the Mercs, and Shotgun or P90 as your primary for the Trigens. *Attempt headshots at enemies who don’t see you even if it’s with the pistol. * * * * * [Tips from Drevilson@hotmail.com] * * * * * Tips for avoiding being eviscerated by the Small Trigens: *They are easily distracted by rocks. This can be really useful in getting a lot of them to one area, throw rocks to get them all together then throw a grenade and watch them fly kicking and screaming into the air. *If one leaps at you, DUCK AND ROLL (sidestep) the end up flying past you leaving them open for a blasting as they land. *If they don't see you, they just stand there, unless there are other people around, in which case they will attack them instead. (Really useful if you are using the mp5 as you can take potshots at the mercs while they are distracted and they won't retaliate). *In tight corridors, peek round corners quickly, or stand still and listen, if you hear them / see them, then peek and shoot or lob a grenade round. *USE THE BINOCULARS! They pinpoint every enemy and make their positions show up on the radar. You won't get flanked as easily if you know they are there. *BIG TRIGENS GIVE LITTLE ONES ORDERS! TRIGENS - Major tip here, they can't swim!! If you can swim in the water, they can drown in it. MONKEY ONES - The first of the TRIGENS you encounter, these are white in color and tend to jump at you when attacking, THEY ARE VERY STRONG AND WILL KILL A FULLY ARMOURED PERSON WITH FULL HEALTH IN TWO HITS!!! Easily killed with head shots, (aim lower to get the face of the creature to get an effective headshot). Also hang around groups and vary in size. Will "fetch" rocks if no HUMAN CASTES are around, (by this I mean that, if you haven't been seen by them yet you can district them easily by throwing a rock, use this tip to get lots of them in an area then grenade them.) HUMAN ONES - divided into four categories: SOLDIER CASTE - These ones tend to jump around a lot and are armed with G36 MACHINE GUNS. They look like humans and are the same size as normal GRUNTS, just a lot harder to kill (headshots or rockets take them down quickly). STEALTH CASTE - Invisible like PREDATOR, only not as well armed, these ones have MP5's and are identical to the SOLDIER CASTE in the way they move / look / attack etc except they are invisible. (You can hear them, and see them moving, but they show up fully using the thermal vision goggles.) BIGBOYS - Remember quake 2? Tank? Well these guys make them look like snow whites buddies. They are huge and heavily armed with rocket launchers, (they don't drop ammo, unlike the SOLDIER / STEALTH CASTE's) deadly at a distance, even worse close up, your best bet is to take them out with short bursts to the face from medium to long range, as this allows you to avoid their rockets. (You could also let them get close them empty a shotgun / SAW MACHINEGUN clip into their heads, this works just as well) tend to just ignore explosives, it takes 5 direct grenade hits to take just one down so save your grenades. MUTANTS - you don't encounter many of these but they have traits belonging to all three of the above HUMAN CASTES. * * * * * [TIPS FROM Vertigo200, PedroFCP@ibmec.br] * * * * * *While playing Far Cry, I noticed that there are 2 types of monkey trigens, one whos slightly bigger than the other and isn't so "monkey-like" (in f act he's very strange looking, his face seems almost to be a skull). Strangely enough, I've found that the smaller monkey trigens are more dificult to kill than th e larger one's, probably because of their size (although they may be quicker t han the other ones). *While reading your guide, I noticed how you didn't give the grenades their due. The smoke grenade is excelent against guards, just throw one and quick ly enter it and you have about 10 seconds of complete freedom (specially us efull against those dammed elite). Their not so good against trigens, however, as the trigens seem to want to explore the smoke and quickly find you. However, th e flash band is excelent against trigens, specially in corridors and speciall y agains the rocket trigens. Just throw one, empty your shotgun, throw another, reload and kill it/them. Flash bangs are also usefull against guards, specially in corridors. The trick is to find out where they are and throw the flash bang so it rebounds of a wall. *Finally, there's a neat bug/trick you can do on water. Take out your sniper (or any gun, I find the sniper the easiest) and take out the driving guard on a boat. Then aproach the boat from behind and climb up on top of it. If you came up from behind, the guard in front won't be able to shoot you or move the bo at. Then you can torment him to no end! Or just quickly shoot the poor bastard (who can't do anything anyway). *Email me if you have any more – link21k@hotmail.com *********************************************************************** [F. Cheats] *********************************************************************** The GODMODE cheat is finally here. Enjoy, you cheaters XP ---[ENABLE CHEATS]--- First right click on the Far Cry icon on your desktop. Then go to properties. A new screen should pop up. Find the words that come AFTER target which should be something like this (this was my target): "C:\Program Files\UBISOFT\Crytek\Far Cry\Bin32\FarCry.exe" Without removing ANYTHING or adding ANYTHING (quotes were there to begin with, I did not put them there), add –DEVMODE to the end. The ending result should look something like this: "C:\Program Files\UBISOFT\Crytek\Far Cry\Bin32\FarCry.exe" -DEVMODE ---[CHEATING]--- Now cheats are enabled! YAY! All Weapons – P 999 Ammo (not unlimited) – O Save current position – F9 Load saved position – F10 No clipping – F4 God Mode – Backspace (For some it works, for others it doesn’t). Quick Load - \load_game [name] Quick Save - \save_game [name] ---[GOD MODE]--- First locate the DevMode.lua file in the Far Cry directory: C:\Program Files\UBISOFT\Crytek\Far Cry That was mine directory. Now copy the DevMode.lua into a random folder that you can remember (in case you mess something up). After that open a text editor (like Notepad) and then open the file DevMode.lua with it. Add the following to the *BOTTOM* of the document (no quotes): “function GodMode() if _localplayer then _localplayer.cnt.health = 99999; _localplayer.cnt.armor = 99999; Hud:AddMessage(''[CHEAT]: Give 99999 health and armo r''); System.LogToConsole(''\001CHEAT: Give 9999&# 57; health and armor''); else Hud:AddMessage(''[CHEAT]: No godmode today''); end end” Save it! During gameplay type in: #GodMode() and you'll be unstoppable. *********************************************************************** IV. Frequently Asked Questions (FAQs) *********************************************************************** Some basic questions that I've spotted over the board these past few days: Q: I’m a noob/newbie/n00b. HELP. A: That’s what my guide is for (and that wasn’t a complete question) – to help you get better. Q: Any tips for taking the Mercs? A: Crouch or Prone to increase accuracy. Walk your sides as they try to flank you a lot of times. M4 is the ideal weapon for taking out the Mercs very fair away (Sniper Rifle is only used for extreme distances). P90 is also a good weapon up close. Jackhammer doesn’t seem to do much damage unless you are extremely close to them. Also, remember to use them grenades – very effective. Q: Any tips taking for Trigens? A: If you don’t know what the Trigens are, then past this part quickly. The best tip is to simply be alert and to crouch while moving into the next part of a new area. Be sure you’re equipped with either the Jackhammer (shotgun) or P90. The M4 (though is a good weapon) lacks the firepower to kill the Trigens quickly. Q: I’m stuck at level [blank]. A: Your first option is to check the guide. If that part hasn’t been covered/doesn’t help yet, give me an email at link21k@hotmail.com Also, the GameFAQs Far Cry board is very efficient in answering most questions. Q: What are some tips for killing Crow in Boat? Run to the bridge as soon as the C4 goes off. In the bridge, get good cover as you peak out, fire 5 times (NO MORE) at crow, and peak back in. Repeat this process for about 20 times. Soon, the boat your on will start to sink. This is the time when you get ready to swim back to land (UNDERWATER as Crow wouldn't hurt you, but still follow you). Once you get back to land, get cover behind a skinny tree (as long as the tree blocks out Crow’s machine gun, he will not be able to hurt you). The skinny tree will provide enough cover. Now grab any rockets you have left, and fire at the chopper. Approx. 5 more will kill him. Q: On Rebellion, I come across a bridge that’s broken... A: Jump it with the Humvey. Get a good driving start, and you should make it. Q: Can you drive a Porsche/Ferrari/Lamborghini in this game? A: No. Q: Can I play any other character than Jack? A: No. Mods are another case. Q: Mods… A: Modifications to the game. Sandbox Editor is a good one you can download from Far Cry’s official site. Q: How many bosses are there (if any)? A: In my opinion, there are 3. There’s Crow 1, Crow 2, and Kreiger. Q: How come you have different game saves then me? A: You see, sometimes a level is so big you can take different routes. You can pick a shorter path that has one less checkpoint or a longer path that has one more checkpoint or merely both of them that has 3 times as many. Q: Must you kill me with your lame jokes? A: Yes. Q: I have a grammar mistake... A: Then give yourself a cookie! This document is big (and soon will be 10 times its current size) so I suggest you refrain from emailing me with these heartless “I’ve found an error” emails. Q: I have another question... A: Like I said, shoot away – link21k@hotmail.com *********************************************************************** V. Updates *********************************************************************** Pretty easy to understand what this section is about ... My FAQ updates. Version 1.4 – 2 level update, so sue me. I got a lot of questions through em ail about these two levels which are a pain in the ass. So I did them and now here you are. I also went through my guide and reformatted it because it was usually a .doc when I sent it to CJayC. I needed to convert it to a .txt and it’s usually where problems would arise. Also I answered some questions (not all) and added some faqs. Version 1.3 – Sorry for the delay guys, but the regular updates are back. Every new week you will get 3+ new levels and some other minor stuff. My email was flooded as I wasn’t around for the past 2 weeks, so if you send me something, chances are I didn’t get it. I’m still looking for some ASCII Art so contact me over MSN any chance you get. I also added the god mode cheat that I found on IGN. If you emailed me with it, I probably