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farcryfaq.txt

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Strategy Guide

[ TITLE        ]      FAR CRY
[ PLATFORM     ]      PC
[ GENRE        ]      ACTION/FIRST PERSON SHOOTER
[ ESRB RATING  ]      MATURE æMÆ û BLOOD, INTENSE VIOLENCE
[ PLAYERS      ]      ONE-TWENTY
[ DOLBY DIGITAL]      YES
[ MOD SUPPORT  ]      YES, SANDBOX EDITOR
[ FAQ VERSION  ]      v1.4
[ AUTHOR       ]      VLAD DANILCHUK - "AllYourBaseBelong2Us"
[ E-MAIL       ]      [email protected]
[ 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 whoÆve 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 isnÆt 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 lieà


***********************************************************************
[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 ([email protected]). Also, as a reminder, I just like
to say that in Far Cry û there is more than one path to take. I simply
took the path that I found was æappropriateÆ. Enjoy. If you wish to
send me an alternative strategy like the one you see in training, and
maybe IÆll 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 æroomÆ with broken structures
everywhere. Our goal is to your 1 oÆclock û the stairs. Walk through
the structures and make it up the stairs. It seems like somebody else
didnÆt 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, youÆll 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 ainÆt 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 youÆve made some new friends û 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 oÆclock 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 youÆve 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 ælock onÆ
any enemies that you see by zooming in. Locking on enemies gives you
their location on the radar û a very valuable and neat feature in Far
Cry. Once youÆve 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 ærealÆ 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 weÆve 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 û take him out as well. Now turn your attention to the left-most
side of the bunks. A guy charges from a bunk û 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. ThatÆs 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 ætrailÆ as in that yellow/brownish substance over the green. From
now on, thatÆs the ætrailÆ. 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 æHumveyÆ 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 û 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 æminorÆ challenge in Far
Cry. Keep moving and use your rocket launcher (use V to toggle Humvey
weapons, Buggy doesnÆt 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 itÆs 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? ThatÆs 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 oÆclock is approaching in the
distance and will be here in 30 seconds. ThatÆs the time you have to
clear the carrier of mercs. ThereÆs 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 oÆclock, 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 carrierÆs left). Keep swimming forward as a rocket slides next to
you. ThereÆs 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 damnà Grenade!!!
Checkpoint and cutscene. Congrus on your first level!

* * * * * [Alternative Strategy by [email protected]] * * * * *
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 menÆs 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 (ainÆt
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 donÆt. 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, letÆs get back into more formal term. In this room, walk
towards your 10 oÆclock 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 donÆt 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 oÆclock 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 û take them away, grab their attempt, and climb the ladder.
Once you reach the top, turn around to your 7 oÆclock 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 itÆs 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. ThereÆs 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
æpeakingÆ 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 û snipers that you will need to take out. Do so
and any other enemies that still remain (IÆm not a calculator so IÆll
say approx 8 guys in this area total).  Once you begin to walk to the
port side of the ship (shipsÆ 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
thatÆs the guy in the chopper shooting at you, and then dive overboard
into the water (be sure itÆs 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 (thereÆs 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 û how good it is so far. If this
part has no affect on you û 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, [email protected]] * *
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.á When the guards start panicking, then jump over the side rail of
the ship (to your left) and into the water.á Stay very close to the side of
the boat.á Now sneak up alongside the boat until you get to the location
where the guard was.á Slowly back up onto dry land while facing the ship,
and look up to shoot any guards looking over the side rail.á When you've
sniped the guards on deck, make sure to get the one on the upper catwalk as
well.á Now swim around the boat until you get to the rope ladder.á Climb up.
 Turn to your right and snipe the guard on the elevated platform.á Don't
climb up the metal ladder yet.á Go back down to the deck and take out any
bad guys you may have missed.á Look up and shoot through the catwalk floor
to get another guy.á Also you'll see the cranium of the guy on the upper
walkway, just waiting for a bullet.á Give him his present.á Now go up the
metal ladder to the upper walkway.á Enter the door at the end of the
walkway.á Just for fun, machete the guy on the radio.á When you get to the
upper deck, use your high power machine gun to take out the helicopter
gunner with burst fire.á Use the M4 on single shot mode to take out the guy
on the mini-gun.á Run to the minigun and use it to sweep the deck of the
remaining trash.á Use your binoculars to spot hard to see enemies.á You can
even shoot the speedboat chains from here.á 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 û slowly. Keep
walking, while not shooting anyone and walk UNDER the platform the
mercs are on. Walk to the end in this æmini caveÆ and turn left. Walk
forward to reach the ocean û 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 wonÆt 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 æcollectÆ 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 shouldnÆt 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
youÆve 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 oÆclock. 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 æreallyÆ
flank you when they have no idea on what the hell is going on. They
spilt up into groups of 2 (or whatÆs 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 û very carefully.
Sometimes more mercs rush you, and some times they donÆt but throw a
grenade over on the ledge in front of you. ThereÆs 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 whatÆs left of them.

Here you have two options û 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 doesnÆt have any
snipers. So for the time being, weÆll 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 û 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 û 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 youÆve 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 ælay the smackdownÆ 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) û 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.

WeÆve got trouble û 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 . 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
IÆve also found it that if you simply hide behind the tree for the
whole time and do nothing, the helicopters or mercs wonÆt get to you
thus wonÆt 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 wonÆt 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, [email protected]] * * *
Forget the confrontation directly in front of you when
the level starts.á This is suicide on the harder
difficulty levels.á You begin in the boat.á While
driving the boat, turn to your right and go between
the main island the and the smaller island.á Keep the
boat close to the left cliff face as you go.á You will
see a mercenary boat in the distance as you get closer
to where we are headed.á You will go right past this
mercenary boat keeping it off to your right as you
pass it.á If you're lucky they didn't see you.á Keep
going and eventually you will need to make a sharp
left.á Almost immediately after that you will see a
beach.á Run the boat up on to the beach and then
quickly press F to get out of the boat.á Hold L SHIFT
to sprint and get moving into the jungle.á If the boat
saw you, this will be a good change to lose them.
Proceed into the thick bushes.á 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.á There will be a hill you can climb near
the wrecked airplane.á Find it and use it.
Eventually, you will make it to the top of this ridge
and you will see a dirt path.á You should also be able
to see the entrance to a bunker (where you need to
be).á This is the bunker that has the silenced MP5 on
a weapons rack.á

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.á You will also be able to see about 4 guys to
your left near some storage tanks of some kind.á 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.á Use your pistol to do
this.á 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 doesnÆt work like a helicopter and go up. Stop emailing me with this
question û 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 doesnÆt 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 û 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 ôUp-Downö 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. ThereÆs 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 ætagÆ 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, thereÆs 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
æhiddenÆ 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, thereÆs 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 û Use) or more
Mercs will come from a transport chopper.

Now you have two ways of clearing out this camp. And weÆll 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
oÆclock. 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 donÆt
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 arenÆt 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 . 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 donÆt
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
doesnÆt explain anything. Move a couple of meters forward so you can
get a clear view of the surrounding. There are 8 guys you can ætagÆ
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
ædroppedÆ 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 havenÆt 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 islandÆs (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). ThereÆs 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. DonÆt worry; as I said
before, you donÆt 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
oÆclock) 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 û 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, thereÆs a worker thatÆs gonna try to take you out with his pee-
shooter (Falcon). Laugh at him then drop him. Now in this generator
room, thereÆs 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 û 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 û 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 (shouldnÆt 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 oÆclock (donÆt worry about the vents û they wonÆt 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 ainÆt 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 guyÆs line of peeps that failed to be in Far Cry 2.
Anyways, back in the hallway, head through the last door. ThatÆs 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 û just kidding, they are gone. Anyways, thereÆs 2 other
doors that you havenÆt æcompletelyÆ 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 donÆt
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.
ThereÆs 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
HumveyÆs 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 youÆve 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 didnÆt know where to
find it. DonÆt go into any gates at all as opposite from those gates
are a tree and some broken branches. If you look at the destination û
the supervision office, above or rather I should say next to the tree
is a broke catwalk that leads to the ground (itÆs 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 canÆt 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). ThatÆs where the
scientist is. Head in, err... heÆs dead. Damn I didnÆt see that coming.
The trigen will flee in terror (along with half of the scientistÆs
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 ænad (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 HumveyÆs
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. ThereÆs
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 û 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
HumveyÆs superior weapons over the MercsÆ. Once youÆve 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 (thereÆs stairs to the side of the outpost). At the bottom of the
tower, throw a ænad 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 HumveyÆs rocket launcher to
dispose at the sniper at the other side. Also, your current destination
û that old outpost weÆve 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). ThereÆs 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 ænads 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. ThereÆs
usually one or two mercs there, if you didnÆt take them out with the
HumveyÆs rocket launcher. Also, thereÆs 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 youÆve 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). DonÆt 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.

ThereÆs 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 û a guard waits at the other side. Dispose
of them and head down the stairs to the bottom. Enter the new room.

ThereÆs 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. ThereÆs 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 oÆclock 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, thereÆs 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 donÆt 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 donÆt 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 û 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 ælightÆ with 3 trigens around it. They
are pretty easy to take down. Be careful of the one that flanks you on
the right, heÆs a smart bastard. Grab the long dead mercÆs ammo and the
health and proceed on.

You gotta keep left and move slowly through here. Once you come across
your first æhugeÆ rock, look to your left. ThereÆs 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 æflareÆ
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
didnÆt kill the patrol boat, then its best to take it. If you did, then
youÆre 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 donÆt 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 youÆve killed. Should be somewhere around 10
I counted. If youÆre past 5 or 6, head into village yourself.

ItÆs the second hut on the right that contains the goggles. Grab them,
and fiddle around with them for a second. However, they donÆt have
unlimited batteries û well they kinda do, but they need time to
recharge. Make sure you donÆt 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 æthe trailÆ 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 isnÆt deep so the jeep
will survive û once you hit the river through, mind the rockets, and
hit the gas to the 11 oÆclock 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 û an even more serious one. ThatÆs okay though û 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 û 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) û 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 û 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 û one leading to the main building
you see there, and another leading to the æbackÆ 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 humveyÆs rocket launcher
û 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.

DonÆt 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... ôCry Visionö 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 ôavoidö any damage.

Also once at the end of the bridge take note of the tower to your 10
oÆclock in the distance. ThereÆs 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 æislandÆ the bridge seems to be out (the Big
Rigs wonÆt make it û already tried). So, weÆll take the next best thing
û climb the tower to the left. Take the fox thingy across. Once you
land, secure your area (thereÆs a merc in the trees to your distant
left). Now proceed inside.

This area resembles the one you started in. It also includes û THE FORK
LIFT! Yay! Crytek deserves kudos for this û 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
wonÆt be a problem with their crappy peashooter. Also, another worker
tries to rush you by emerging from the door on your left. ThatÆs 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 shouldnÆt
be a problem to take out especially with the æbalconyÆ 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, thatÆs 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. DoesnÆt 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 û 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, hereÆs the simple part. There are 3 doors û 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 û 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, thereÆs 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 them
have shields, m4Æs 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. ItÆs
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 itÆs 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 û shoot. Eventually (but only
after minutes of camping) can you beat this part û 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 badass
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 itÆs over? Think again. Another, more harder part is coming
up. 12 Mercs in the next area û armed with body armor, shotguns, and
m4Æs. 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. DonÆt 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. DonÆt be afraid to run back into the
regulator and fight them off from there. ItÆs a matter of time before
you complete this battle because you will need mad skillz for the next
couple of levels coming up.

Once youÆre 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 donÆt know the half of
it. This level is by far one of the most annoying and intimidating levels
in the game. ItÆs 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, letÆs 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. DonÆt worry, itÆs 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.
DonÆt 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,
thereÆs 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 oÆclock 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 (donÆt fall).

Once you reach the vents, exit it to the hallway and move to your 2 oÆclock
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. ThereÆs 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 û 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. ThereÆs a big
door (which you canÆt 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 ôFat Boysö or what I like to
call ôRocket Trigenö. DonÆt 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
IÆm talking at least 10+ minimum with one ôFat Boyö). 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, donÆt go out without a bang .

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 oÆclock. ThereÆs another door that leads to the bathroom
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 canÆt find it, thereÆs 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 youÆre 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 ammo
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 û think back to ôWhite Men CanÆt Jumpö
û 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. IÆve
counted approx. 7-8 trigens total and 1-2 workers (who get massacred bad
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 æbestÆ 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 you
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 thereÆs 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. ThatÆs 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 ægarageÆ. It has several goodies
inside as well such as lots of nads. WeÆll need them. As you head outside
the complex, youÆll notice 3 paths û one left, one forward, one right (and
youÆll also notice a war, but hey, itÆs 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 grab
the glider, immediately turn to the left. Look below you to see a path that
leads to a broken bridge. If you see that, youÆre on the right track. Exactly
ahead of you, you should see a lighthouse on a lonely island with a fox lift
leading from it. ThatÆs your destination. You should just barely be able to
reach it. Quickly grab your P90 and blast the lonely trigen on this island
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 back
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 û 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). ItÆs 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 æhillÆ that serves as a ramp to cross to the other side. Why not
take the bridge? Barriers and itÆs 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. WhatÆs worse is that they hide behind barriers so you wonÆt
be able to pancake them ;_; ItÆs 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. ThereÆs a
door that trail smacks into. ItÆs 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 the
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: 6Æ2
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: 5Æ10
Weight: 125 lbs
Difficulty Rating: N/A
An ambitious young journalist whoÆs 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: 6Æ4
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: 6Æ3
Weight: 250 lbs
Difficulty Rating: * * * * *
HeÆs a merc thatÆs hunting you. A major pain in the ass as he wears
several body armors and keeps on popping up throughout the game.

[Kreiger]
Height: 6Æ1
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!
(ThatÆs 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 heÆs 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: 6Æ0
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 thereÆs several of
them and even one of you. The shotgun is your friend.

[Commando Trigens]
Height: 6Æ4
Weight: 250 lbs
Difficulty Rating: * * * *
These trigens are actually created from humans and are seen with
rifles. Though itÆs 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: 6Æ2
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: 7Æ4
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]
ItÆs 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 doesnÆt
lift anything up, its still fun to drive around at 5MPH.

[Big Rig]
IÆm 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 doesnÆt 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 ægo upÆ like a helicopter
would.

[Helicopter]
It cannot be used unless a certain mod comes out for it. I have to
include the helicopter as itÆs 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://www.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://www.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.siegemod.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://ichmag.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://lilith.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 attackerÆs goal is to besiege the defenderÆs 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 û 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 donÆt see you even if itÆs with the
pistol.

* * * * * [Tips from [email protected]] * * * * *

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, [email protected]] * * * * *
*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 fact 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 the
larger one's, probably because of their size (although they may be quicker than
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 quickly
enter it and you have about 10 seconds of complete freedom (specially usefull
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, the
flash band is excelent against trigens, specially in corridors and specially
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 boat.
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 û [email protected]

***********************************************************************
[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 ûDEVMODE 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 û P
999 Ammo (not unlimited) û O
Save current position û F9
Load saved position û F10
No clipping û F4
God Mode û Backspace (For some it works, for others it doesnÆt).
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):

ôfunction GodMode()
if _localplayer then
_localplayer.cnt.health = 99999;
_localplayer.cnt.armor = 99999;
Hud:AddMessage(''[CHEAT]: Give 99999 health and armor'');
System.LogToConsole(''\001CHEAT: Give 99999 health and armor'');
else
Hud:AddMessage(''[CHEAT]: No godmode today'');
end
endö

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: IÆm a noob/newbie/n00b. HELP.
A: ThatÆs what my guide is for (and that wasnÆt a complete question) û
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 doesnÆt seem to do much
damage unless you are extremely close to them. Also, remember to use
them grenades û very effective.

Q: Any tips taking for Trigens?
A: If you donÆt 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 youÆre equipped with either the
Jackhammer (shotgun) or P90. The M4 (though is a good weapon) lacks the
firepower to kill the Trigens quickly.

Q: IÆm stuck at level [blank].
A: Your first option is to check the guide. If that part hasnÆt been
covered/doesnÆt help yet, give me an email at [email protected] 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 CrowÆs 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 thatÆs 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: Modsà
A: Modifications to the game. Sandbox Editor is a good one you can
download from Far CryÆs official site.

Q: How many bosses are there (if any)?
A: In my opinion, there are 3. ThereÆs 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 ôIÆve found an errorö emails.

Q: I have another question...
A: Like I said, shoot away û [email protected]


***********************************************************************


V. Updates


***********************************************************************
Pretty easy to understand what this section is about ... My FAQ
updates.

Version 1.4 û 2 level update, so sue me. I got a lot of questions through email
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 itÆs
usually where problems would arise. Also I answered some questions (not all)
and added some faqs.


Version 1.3 û 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 wasnÆt around for the past 2 weeks, so
if you send me something, chances are I didnÆt get it. IÆm 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 didnÆt get to it. >_< Sorry.

Version 1.2 û Mod list finally started, many thanks to Jeeves85 with
his findings on it. Also continued providing more levels in the main
walkthrough and added ways to increase your performance with Far Cry in
system requirements.

Version 1.1 û New levels, alternative strategies, tips, enemy analysis,
cheats, spelling mistake fixes, and some emails containing even more
tips from board members! SIDENOTE: IÆm starting a Far Cry Top Ten Plays
of all Time movie. If anyone wants to help, you know where to find me
(my email). Next version should be within a couple of days with
hopefully the next 2 or 3 levels.

Version 1.0 - Started the walkthrough from nothing. Added some
beautiful ASCII Art (it sinks, if you have anything better, then send
it to me and I will give you full credit and add it), started working
on the main walkthrough with 3 levels covered. I also added enemies,
weapons, and vehicles, along with the controls, and story. This is a
major leap for the first update. Expect the second one in a matter of
days with at least 3 more levels covered.

***********************************************************************


VI. Legal Junk & Acknowledgements


***********************************************************************
Legal Junk:
Let me quickly skip forward to 411.

Things you CAN do with my guide:
-Read it (obviously),
-Print it,
-Save it on your HDD,
-Give it to friends,
-Recommend it,
-Link to it,
-Yell at it because you simply canÆt beat the game.

Things you CANNOT do with my guide:

-Save it on your HDD and turn it in to ANY website under your name,
-Turn it in to other websites even in my name,
-Save it on your site without my permission (Just email me, I'll agree

if you link me to the site),
-Go around saying you made it,
-Try to hack and delete it (please donÆt, IÆve worked hard).

If any of these special requests - 'Things you CANNOT do' by me are
broken, actions will be taken place. Please, please don't make me do
this. If youÆre not sure of what you can/cannot do, just email me.

Acknowledgements -
I'd just like to thank the following people who made this guide
possible here today:
CJayC - For making one helluva site - GameFAQs and accepting my guide,
[email protected] û For providing tons of strategies and analysis,
Keithley Crooks û Thanks for the alternative strategy,
GameFAQs Far Cry Message Boards û For tips, hints, and strategies,
Jeeves85 û Provide the entire mod list. Many thanks.
Michael Edwards û For alternative strategy in fort.
Myself - For making my lazy butt convict me to make this guide,
UbiSoft - For making another damn good game,
UbiSoft Far Cry Website û For providing me with information that
completes this guide,
Vertigo200 û For some nice tips,
The Readers - For reading this guide and for all your tips.


                    A guide by Vlad Danilchuk - AllYourBaseBelong2Us.
                        Copyright (c) 2004. All Rights Reserved.







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