Far cry 1 walkthrough pdf download
Head through the door marked "Level 3" and take the lift down. Wait for the dust to settle, then suit up with whatever armor the mercs left behind.
The expansive room nearby hosts a dozen or so security mercs. As per usual, these fellows are packing helmets, rendering them less vulnerable to headshots. Your mileage may vary, but it can definitely help to weed out some of the multitudes before progressing into the room itself. Your nightvision will let you spot the mercs hiding amongst the shipping containers here. You should spot a couple of soldiers on the catwalks towards the rear of the room. Take them down before moving among the crates in the center of the room; the last thing you need is something distracting you from the soldiers among the shadowy boxes.
The soldier along the rear of the room, besides possessing the rocket launcher, also drops a keycard when you kill him. Grab it and head through the nearby door to come face-to-face with a few more Spectres. The cargo elevator here is sadly nonfunctional, but it does contain a sniper rifle that will be useful in a few moments.
When you come out into the open, lie prone before the first little opening into the canyon beyond and start sniping away at any individuals that you can spot; there should be quite a few targets. Since you just passed a save point, feel free to go a little crazy and get a feel for what type of enemies are where; there are at least two mercenary snipers in this area, as well as a rocket launcher foe on top of the water tank way down at the other end of the area.
He should disappear by the time you get a bit closer to the other side of the valley. Also, you may hear a helicopter sound as you walk towards the far door; this, too, is apparently a glitch, or just the sound of one of the helicopters that already left, as nothing appears to threaten you.
A standard method of dealing with mercs at long range, should you see any, is to flip on your night vision, immediately go prone, and use your AG36 on zoom mode to nab headshots. Despite the fact that they have helmets, headshots still drop a merc more quickly than do body shots, and if you click your attack button so that no more than three or four bullets fly out at a time, you should be able to retain some semblance of accuracy. Your best bet, however, is to use rockets judiciously on your approach towards the door.
Well, that and a little luck. When you see a merc, fire away. When you reach the corner of the room, turn back inwards towards the metal doors and walk towards them. Drop into the hole here and head out through the eastern vent, continuing straight past the branch in the passage - all the fork here leads to is another exit from the same hole you just left.
After that, rockets, grenades, and your assault rifle should make short work of the beasts. Leave yourself plenty of room between you and the wall behind you, and you should be fine. Another little firefight ensues in the next room over, between a couple of Spectres, a scientist, and a merc. The best course of action here is to step through the door leading into the room, which triggers the fighting, then retreat back to the fuel tank and crawl through the ducts, taking the first right turn.
Grab the keycard and the items from the ledge near the minigun, then head back to the locked door in the adjacent room, which the keycard will open. The Locusts and maintenance workers in here are woefully inept at killing each other, so do your best to give them a hand, then head into the Archives room.
The passage nearby leads you back to PowerPoint room, where the door to the main elevator has been unlocked. Head down, and reload your weapons on the way. Another firefight is occurring down here, but if you mind your own business and stay out of the way, you should be able to keep a separate peace with the hostile parties. The room beyond the fortification is another lab - an evil lab. You can tell by looking at the copy of Evil Scientist magazine on the counter.
You may want to just shoot the two nearest mercs, then leave the two that are actually inside the room alone, so that the Locusts concentrate their fire on them. Flood the mutagen room to access the upper floor When the room is clear, rotate the steam valve at one end to instigate a probably-impossibly-quick flooding of the entire interior, then swim up through the vent at the top.
Save Valerie This Fat Boy fight is supremely annoying, mostly due to the way his rockets detonate after they penetrate the surface of the water. Kill them off to end the level, and be shuttled off to some other inglorious assignment. Grab the three explosives located on the first island Land your inflatable boat near the rocky outcroppings directly ahead of your starting position.
Your first goal is to obtain some explosives from a nearby merc camp, so proceed overland and take out your adversaries. As with most exterior levels, your binoculars are going to be a big part of your progress, so try to continuously scan around and look for soldiers. Destroy the first tower After you clear out the first mercenary camp and retrieve the explosives, head back to the north, towards the small hut from which the armored soldiers came. You can load up on armor and health here before proceeding across the water to the northern island.
If one of them stops within swimming range, feel free to take it; otherwise, you may have to either swim across or run back to your inflatable boat to make the journey. Either way, use your sniper rifle if you still have it to soften up the opposition on the far side of the water. The tower is easily visible from the southern shore, but you should head to the camp to the east first and look around. Grab both of the rifles, on the weapons rack in the two main structures, as well as the extra HE rounds from the garage, before driving up to the first radar tower.
After taking out the guards here, plant your explosives and check your next objective. Before heading out, walk to the northern edge of the island near the destroyed tower and sweep the next island with your binocs to get as many soldiers as possible on your radar.
Destroy the second tower Your best bet for reaching the second tower is to grab one of the patrol boats from the pier near the camp to the east of the tower you just destroyed. You probably already noticed the small island nearby, bristling with troops; your OICW should be well within headshot range for these guys, so feel free to bust a cap or two. From there, you can either proceed north across the water to find a tunnel leading to a set of stairs, which will take you to the tower, or you can head back to the main road and walk up.
Destroy the third tower As you may have surmised, the third tower is definitely going to be the most difficult one to access. Your first job is to just land the boat near the pier on the southern side of the island. You can find a boat by walking down the stairs near the destroyed second tower, so take it across the water and get out. As you walk up the road from the pier and pass through the three rocks that block it off, get ready to hit the dirt as soon as your tension music queues up.
The three soldiers who are most likely to spot you are in the three sniper towers in the base to your north; one possesses a sniper rifle, one a rocket launcher, and the third a regular AG Or something like that.
Hunker down near the road leading up from the pier and shoot out anyone who gets off the truck, then claim it for your own. If you still have mercenaries that are hunting you down, you might just want to wait somewhere for them to come within view, before issuing headshots for the house. Go and destroy the freighter! From the tower, grab the 4WD and gun it towards the western end of the island.
When you spot a couple of mercs in the road, gun them down and get out of the truck. There should be one sniper and two rocket launcher foes, so check the ship with your binocs to make sure the exterior is clear before taking the nearby boat and climbing up the chains on either side of the ship.
There will still be a few mercs left on board, so be cautious as you make your way up to the bridge. After grabbing the explosives, refill your health and armor and grab a full load of rocket ammo. The explosives detonate after 25 seconds, which will cripple the ship and slowly sink it; Col. Crow flies in to try and take you out in the meantime. If you picked a big enough palm tree, though, you should be able to simply hide behind the trunk whenever Crow fires, thus rendering you able to survive the fight without taking any damage at all, in most cases.
All you need to do is sit behind the tree, moving so that Crow is on the opposite side, and occasionally pop out and fire a rocket at the helicopter. Although Crow survives the encounter, the destruction of the chopper signals the end of this long level. The flora here offers plenty of obstacles that will prevent the mercs from easily spotting you. From your little vantage point, whip out your binoculars and tag as many soldiers as you can. Luckily, your binocs can penetrate the canopy just fine, so sweep the entire area.
If there are any mercs in range, start popping heads; you can expect any nearby soldiers to converge on your position anyway, so you might as well do it when you have a bit of space between you and the trees.
Now that you have a buggy, you can start sweeping across the map, gunning down any soldiers that get in your way. Sniping is the safest way to go here, as there are three minigun emplacements between the camp and the temple that can make your life somewhat difficult if you get too close.
The close quarters here make a straight firefight a very bad idea. Find a way out of the temple After you grab the PDA, your radar will pick up the location of the temple exit. Follow the signal until you reach another melee between the scientists and a variety of Tridgens. Use the boat to drive to the end of the temple Although Doyle suggests using a boat to travel along the river, the first segment of this level is going to be your standard hunt-and-kill jungle crawl.
Follow the path from the beginning of the level, and you should run across a dozen or so soldiers between yourself and the first inflatable boat. Even so, the patrol boat is a tough kill from land; best to just tag its inhabitants with your binocs so that you have them on your radar, then leave them be. As you walk along the path, periodically pop your head over the hills above the river to scout the opposite side.
Instead, just zoom around their little island and turn the next corner to face off with a patrol boat. It should attempt to come straight at you when it notices you, so use your minigun to take out its passengers. After destroying everything that moves, you have the option of either getting out and driving away in the buggy, or entering into Dukes of Hazzard mode and jumping the bridge; this can be done simply by ramming into it.
The former is the wiser course, as ramming the bridge will leave your ship damaged, thus rendering it less likely to survive the coming encounter with a helicopter. Take the path leading south from the pier with the inflatable boat; this will put you into a position overlooking an enemy camp. Scope out the bridge and environs, then proceed to slaughter mercilessly. Your real choice now is to continue on foot, via the path across the bridge, or to grab the patrol boat on the water and head on via that method of transportation.
As usual, walking is safer, if that has any bearing on your decision. If you do decide to walk, take the path leading upwards through the hills, rather than the one that skirts the water. Around the bend from the bridge is another merc camp, of the literal variety, with tents and everything. You can restock on health and armor in the tents here. You have plenty of ammo, so spam it with rockets until it slows enough for an easy shot.
A compromise may be what you need. From here, you can use your OICW to kill off all of the mercs, without taking return fire, in most cases. To begin with, bag the four mercs on your side of the small hill here, then grab your ammo. Crow and around half a dozen other soldiers are on the opposite side of the hill, so crest it, binoc everyone so that they appear on your radar, and back away before you get your head blown off.
Your first priority here will be to take out the sniper in the rear of the gang; if you have any rocket ammo, this would be a perfect time to use it. Instead, use it to take down any outlying mercs before focusing on Crow. All it takes to eliminate him is a few shots to the head from an OICW, so oblige him and his death wish by putting him down. Valerie will hook up with you soon enough, just in time for some gratuitous cheesecake. Say what you will about CIA agents, but between Valerie here and Jennifer Garner, they sure seem to make time for grooming, evil scientists or no.
Steal a car out of the camp Get to the mercenary base Although you ostensibly have Valerie as a partner during this mission, and she does pack an MP5, her participation in battle mostly consists of yelling "Look out! To begin with, though, you and Valerie will have to steal the vehicle from the nearby merc camp. Clear out any stragglers before you grab the items from the structures, then head into the car. The machinegun is by far the best weapon in the game for interior wetwork.
Get into the base and find a computer terminal When you finally stop and get out of the truck, proceed on foot to the north and find the side entrance to this installation. When things have settled down in the hallway, sift through the bodies until you find a machinegun; this beast of a weapon will be all but required for the rest of the level, so drop one of your other short-range weapons and grab it.
Now that you have a suit of armor and a proper killing machine nestled in your hands, feel free to grab the health pack in the small storage room near the stairs, before heading up said stairs to find the computer terminal. Follow Val! There are two entrances to this structure, either of which will reveal a building full of, you guessed it, more mercenaries.
This is the perfect time to dust off that machinegun and let it do its thing. Even though the mercs here are armored, body shots with the machine gun are as effective as the M4 was on the mercs at the beginning of the game, which is to say, hold down the fire button for a second or two and everything you hit will be dead. As with the mission planning building, the headquarters has two entrances, but here, the side entrance, which is around the corner and up the stairs from the main entrance, is the more preferable of the two.
The main doors here lead into one of those awkward, large-room firefights where you have to keep an eye on two different floors at the same time; best just to avoid it altogether. The side entrance, on the other hand, lets you box yourself into a corner and mow down enemies with your machine gun as they approach.
Go back to the control center In a rather shocking display of disregard for the plotting conventions of action games, Valerie has not been kidnapped by the evil madman during the interval in which you left her alone. Of course, it again falls upon your shoulders to clear the way from the gate to the actual building, but such is life. Enter armory Get the bomb If you have a sniper rifle, your first target should be the goon in the tower opposite the bridge; after he falls, climb the closer tower and scout around for enemies.
Val will also give you verbal warnings when she spots enemies, so listen for her and her MP5. Clean it first, then check through the other buildings for any items or ammunition before moving on to the armory.
There are a few more defenders between yourself and the nuke, but your machinegun should make short work of them. Get inside and call the elevator After Valerie stops driving the forklift, lie down on the road and scope out the building ahead. There are half a dozen enemies clustered around the entrance; you should be able to peg one or two by shooting the fuel tank to the left, then pick off the rest with your sniper rifle or OICW as they cross the bridge.
Luckily for you, your machine gun makes short work of pretty much anything, armor or no. Open the next gate to help the forklift past this section What follows next are a couple of firefights in large, multi-level rooms, but luckily, Val and the nuke will be hanging back, letting you proceed at your own pace against the multitude.
The first room here contains eight or so mercs and scientists, the bulk of which will already be either on the ground level or coming down the stairs to the right of the entrance when you make some noise. Set yourself up along the left side of the entrance tunnel and start firing away; if you have to reload, draw back around the corner before doing so.
The next room down is accessible only via the two entrances on the top level of the catwalks. When things calm, let your night vision charge up again and make a sweep of the room before unlocking the gate. Open the gate to the Mutagen Chamber The last hallway here contains a few more armored security mercs, including one with a riot shield. After Valerie parks the nuke, run inside the mutagen chamber and shoot up with the mutagen vaccine, which, like all vaccines, comes in a case with a big biohazard symbol on it.
Nothing suspicious about that. Keeping your machinegun trained on this doorway will let you mow down the mercs as they emerge. The other waves will come from down the hall. These locations will alternate as the origin of waves, so if you fend off a charge from one location, reload and turn your attention to the other. The nearby door can be adequately camped with your machine gun, but the hallway is long enough for its inaccuracy to come into play with the soldiers approaching from that direction.
You can even the odds by chucking smoke grenades into the hallway and using your heat vision to shoot through the fog. Get the hell out of here. Val will follow you Do like the man says and start running! Valerie can unlock the door adjacent to the emergency room from which the soldiers were coming, so head through, clear out any enemies and book it back to the surface.
Go to the Volcano Laboratory Again, CryTek is blameless in the matter of the inclusion of a level in which the hero of the game is stripped of all of his hard-earned weaponry and set to defend himself with nary but his wits and a sharp stick. Give them credit for sticking it to the man, though: Jack actually gets a token M4 to begin the level. It has all of ten rounds in it, though, rendering it decent for killing the Tridgen near your starting point and not much else.
Ok, now Crytek is just showing off. This is your first goal; inside of it are two miniguns, a suit of armor, and a clip for your M4. Your best bet is to jump off of the waterfall before you attract the attention of any of the mutants below; they can see you from down there, and will swarm around the pool at the bottom of the falls if your stealth meter hits the red.
After you hit the pools, try to swim along the bottom of the river for a bit before standing up and running to the right. Stick close to the right side of the river here; the deeper sections of the forest are where the Tridgens await. If you spot any mutants with guns, though, you should obviously attempt to avoid making contact with them. If you can avoid any other mutants, you should be able to get to the helicopter in one piece. Once there, a short cutscene ensues before you get to unload the miniguns on the mutants.
The Fat Boys will likely follow you up the stairs, so pick the second minigun here, the one further from the stairwell, and start getting your headshots.
The armory below contains a veritable cornucopia of weaponry, although it does lack a machinegun and sniper rifle. Grab everything that you desire before heading through the gate nearby and into the buggy.
Now that you have a pair of binoculars, use it to scout the path ahead; this will trigger the "apocalypse of gore" to which we referred earlier. The first thing to realize about this scenario is that passing through the battlefield will require a little patience. You can help speed the process along by sniping with your OICW from long distance; focus on the leftmost Fat Boys and attempt to put bullets in their heads, two or three at a time. Run back to the armory and grab any ammo that you left behind before proceeding.
This is where you should ditch your vehicle. If there are any Fat Boys in the area, circle-strafe around them while pegging them with Jackhammer shells or the P90 until they die. The soldier here is the one with the rocket launcher; take him down before anyone else. From there, hit the armory and complete the trip to the lab by walking up the steps towards the door, being sure to grab the rocket ammo from the gentleman you sniped earlier. Possessing one will be somewhat critical in a moment.
Grab everything, making sure that your rocket has a full 14 rounds in it, before heading through the nearby door. The gauntlet here consists of at least nine loaded-out mercs, all of whom possess full body armor, and many of whom are packing riot shields. One of the mercs is packing a rocket launcher of his very own, so follow the smoke trails back to the source and peg him before you take too much damage.
Be sure to equip your rocket launcher before moving on, and make sure it has all four barrels full of rockets. Speaking of bastards Seriously, though: this fight is tough. If you hear a clinking sound on the ground, run like hell! The devs throw you a bone by letting you drop in behind a desk after the cutscene ends.
Your ability to kill off the mercs in the room will generally decide your fate within a few seconds. These guys can take a crapload of damage, including an OICW grenade in the body, so your rockets should be used to dispatch them before they can hide. To begin with, flip on your night vision to make instant targeting easier.
Aim at the wall behind the merc on the left; if you aim directly for him, Val might take splash damage from the blast. This will alert the mercenaries, so act quickly. Duck down for a second until your next round is accessible, then pop back up and aim at the ground to the right of the pillar in the middle of the room; with any luck, the splash will kill off the two mercs in the middle of the room. If by some twist of fate you actually manage to kill off the mercs without taking severe damage yourself, the fight will be simplified into a Jack vs.
As mentioned, Krieger is now a Locust, and can jump from the floor to the catwalk with ease. When you regain control of Jack, hit the elevator switch and locate the armory.
There are also a few weapons to be found, so make sure that your loadout includes a machinegun, a sniper rifle, and a rocket launcher, with the fourth weapon being your choice. An OICW works well, but the other three are the critical ones. When you cycle the lock for the second door, immediately hit the ground prone next to the keypad and use your sniper rifle to bust a cap into the Locust on the far left side of the caldera. In total, there are four Locusts and four Fat Boys in the cap of the volcano.
Go for broke with these Fat Boys; each will take around 40 rounds from your machinegun. Although the sound of the Fat Boy footsteps may be ominous, you should stick right where you are by the keypad as they approach. Shift into a crouching mode and arm yourself with the machine gun.
There are likely two on the right side of the caldera, so activate your heat vision and pick them off before they can take you out. The final Locust will be further back in the base of the caldera, and may be difficult to spot, so proceed cautiously lest you get taken down by an unseen enemy.
The elevator activation panel is in the chamber from which they emerged, so hit it and take the lift up to the top of the stabilizer, and to the last save point in the game. You have one last major fight to get past before you can reach Doyle, against another group of eight or nine fully-armored mercs.
Head forward to find the generator on your left and another flight of stairs to your right. Down at the stairs to your right should be two more Mercs. By this time you know what to do.
To turn the generator on, simply flick the switch with the F button — Use. Let there be light! Back track to the generator room you were just at on your way back you should meet a worker that met the wrong guy; which is you. 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. 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. 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. Anyways, back in the hallway, head through the last door. 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. One is the one who failed to open, and the other is our destination. Head to the other for a checkpoint. 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.
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. 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. 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. Head in, err 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. 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. The trail should turn into a circle-like-zigzag. Once it branches off to the left and right you take the right path.
Once the Mercs die, take note of where the left path went. It went up into that outpost. Take them up with the machine gun. Now face back into the roadblock. Aim your attention at the right side of it — that tree branch. Fire a rocket or two to get it to move and then move through the newly created path.
Head down the trail and onto the bridge. Roadkill the two mercs on it and take the sniper out to the right side after the bridge meets with the other hill. You should be able to get past this second roadblock once more by shifting and turning. Once you do so, head up the hill. The hill changes sides and increases at an angle to the left.
While heading up the hill, meet the mercs at the top with a friendly roadkill and quickly turn left at the top of the hill as barrels are released down it. There should be a total of 7 mercs in this outpost including one merc with a rocket launcher in the tower just above you.
Back to the Humvey. Drive forward on the trail besides the outpost to the bridge you see in the distance. Now cross the bridge by foot obviously. At the end of the bridge, take out the binoculars and tag the mercs in the next area to your left. 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.
Peak inside the outpost and look up on top of the walls. 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. 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 Bunker is a fairly short level with a few amount of Trigen at least compared to the rest of the game.
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 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. While crouching and staying to the left, sneak down the stairs into a good position to snipe with your P90 of course. Oh my god. Just be glad its dead or is it its dead, just kidding as the dead ones are friendlier than the alive ones. Keep walking on the catwalks around the perimeter of the Big Trigen into the next room, but be careful, because as soon as you open a door — a guard waits at the other side.
Dispose of them and head down the stairs to the bottom. Enter the new room. 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. 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. 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.
Go there. In this new area, there is a Trigen above and to the right of 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. You will open a door and see a battle between 3 Mercs and 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. Just wait for the Mercs to get butchered by the Trigen, and then you butcher the already weaken Trigen which should be 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. Damn, we gotta hurry up. Walk into the new area. 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 Once they are dead, head downstairs and collect the ammo and walk up to the big door to open it. 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. 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. 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. They are pretty easy to take down. You gotta keep left and move slowly through here. 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. 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.
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. 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. Once on the beach, keep going forward and onto another hill. Below is maybe 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. Should be somewhere around 10 I counted. Grab them, and fiddle around with them for a second. 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.
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. More checkpoints and two Mercs in a brand new humvey. To be on the safe side, start firing at them in an attempt to kill the driver, then jump out and kill the passenger. Jack their ride and begin going further down the path you might have to turn it around as the enemy humvey was facing your opposite direction.
Further down the trail should be another road block — an even more serious one. Mind the torrent though. Now, once all mercs lay in their pool of blood, you will have to go one foot. But wait — knowing some of us, we are afraid too. To the right of the roadblock is a tree and furthermore a hill. You can drive past it via this small path in between the tree and hill. Almost done As you keep driving forward you will notice a parked humvey with a couple of mercs guarding it.
Shoot them all down and the ones that flee too. Be careful, there are a total of 8 roughly — one of which is hiding in the bushes to the right of the humvey.
Others may be in the huts as well. Whatever the case — gun them down. Run into the hut to grab the full health and armor and ammo as well. Head back outside into the humvey. Jump on in, and proceed down the trail. Take the one going forward which leads to the back. Mind the two mercs that are guarding the trail. While driving around the main complex, shoot back at the mercs with the rocket launcher.
Darn, here comes a chopper with reinforcements. One shot will take out the chopper. Once the chopper goes down pick off any remaining mercs. They should be dead however, and the map appears to be on a stone-like table.
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. 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 There should be one on the tower in the distance, and about 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. He can mess you up pretty bad.
After all looks clear, slowly walk forward. Take the fox thingy across. Now proceed inside. This area resembles the one you started in. Crytek deserves kudos for this — first game to include the fork lift badass. The mercs did such a bad job of guarding it as they are only 3, 4 of them around it. Piece of cake to take such a treasure from them.
Sadly, we cannot proceed into the enterer of the complex due to its greatness. You will just have to enter through the door on the left side of the big door. Inside there is a merc guarding another big door across from you, 2 workers to your right, and 1 merc on the catwalks above your right.
Take the one on the catwalks first with the m4. Next pick up the merc guarding the door. Also, another worker tries to rush you by emerging from the door on your left. 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.
Below you should be roughly 5 mercs. 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. 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 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. So, on your left should be a valve. Turn if off and the gas goes away — yay! Walk down this once deadly hallway and open the door. Jump up to the left and surprise the two scientists one next to you, one in the distance still on the left.
There are 3 doors — you got 3 keycards. Do the math slide the keycard to open the door by action or F. Be careful as there is one scientist in the Blue Keycard Valve Room.
Also one more thing — there is gas in your current hallway as well. Do NOT attempt to run by it as you will die trust me. Instead go around back into the room with [Keycard 3] and through the control panels in the back of it.
Turn the last valve off in the room past the gas for the gas to clear. Open that door and proceed down that hallway for a checkpoint! If you are playing on some of the harder difficulties, this will make your life a living hell. There are approximately 10 mercs here. 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.
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. Get cover behind the pillars while peaking out and shooting them. If somehow you still got a rocket launcher, this would be the time to use it. If not, continue working your way up with the m4.
If attempt after attempt you still fail, just get their attention get hide in the hallway. When the door opens — shoot. Eventually but only after minutes of camping can you beat this part — the cheap way. Once all are dead, run to the top while collection ammo, and armor. At the top, enter the hallway and save. Navigate the corners and open the door.
Take them out. Now walk up to the regulator in the corner on the right and turn it off. Think again. Another, more harder part is coming up. 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. 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. Shoot the lock out with any weapon and proceed inside to end this frantic level. Mission Checkpoints: 9 Mission Overview: Reach the other side of the complex. Looks like we will be rescuing Val again. This level is by far one of the most annoying and intimidating levels in the game. Now they actually flank you from the back, so just keep a close eye out around every corner. 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. 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. 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. 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. 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. 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.
Sign up Log in. Web icon An illustration of a computer application window Wayback Machine Texts icon An illustration of an open book. Books Video icon An illustration of two cells of a film strip.
Video Audio icon An illustration of an audio speaker. Audio Software icon An illustration of a 3. Software Images icon An illustration of two photographs.
Images Donate icon An illustration of a heart shape Donate Ellipses icon An illustration of text ellipses.
0コメント