), says that they have a new case and need your help. Go to Diamond City, she will be waiting for you at the agency office.
While you were away, a new client appeared - Kenzi Nakano, a fisherman living on the outskirts of the Commonwealth. Someone had gone missing, he was very worried and quickly left.
Charisma
You can ask Ellie in more detail about Mr. Nakano and his muttering (persuasive level - easy).
Kenzi Nakano and his wife will be waiting at their home, where they will tell you everything in more detail. They live in the northeast, near the coast, and in your case, at the very edge of the Pip-Boy map. The path is not close, so be careful. Along the way you may meet wild creatures, raiders and God knows who else.
As you approach the house, you will hear the alarmed screams of Kenzi Nakano coming from inside, quickly talk to him. Their daughter Kasumi disappeared.
Charisma
Here's your chance to discover a piece of Detective Nick's long past. Ask Kenzi Nakano how she and Valentine met (conviction level: easy).
The crux of the matter is that Kasumi, Nakano's missing daughter, repaired an old walkie-talkie and someone contacted her. After that she disappeared, she could have been kidnapped, or maybe she left on her own; all that is known is that the boat disappeared with her. Agree to take on this matter.
Charisma
You can, if you wish, ask Nakano about monetary reward(level of persuasion - easy, medium, difficult), which will depend on your arrogance and ability to persuade.
You have several options for obtaining leads in this case. The first option is to look around the Nakano residence, and especially Kasumi's room. In the kitchen you can refresh yourself with Cherry Yader-Cola. But the most interesting thing is up the stairs. On the chest of drawers in the back room, Kasumi's room, you will find her diary. In it, she says that she will go to her grandfather's boat house to fix the walkie-talkie. Perhaps there are clues there.
The second option to find clues in this case is to ask Rei and Kenji Nakano in more detail about their daughter. It’s strange, one thinks that she was kidnapped, and the other that she left on her own. Ask all the questions suggested.
Charisma
There are some things they don’t say, but every detail is important. Try to get Kasumi's parents to talk (persuasive level - medium).
One way or another, you will learn about grandfather's boat house, where Kasumi spent most time. Surely she left something there that would tell her where to find her. boat house is located a little further along the coast.
Kasumi's note mentioned something about a safe. He stands on the floor at the far end of the house. On the safe you will find a note from your grandfather, which will tell you where to find the key to it.
A picture should appear before your eyes.
With love grandpa
On the desk at the entrance there is a painting with a landscape of a lighthouse; it seems out of place here, doesn’t it? You can find the key to the safe by examining the painting. To do this, click on the picture and select the appropriate action. Inside the safe will be Kasumi's final holotape.
From Kasumi's holotape you will learn that she received a signal from the north, and she managed to establish contact with a group of synths. Kasumi doubts who she is, because she doesn’t feel in the right place, doesn’t remember some facts from her childhood and has strange dreams... is she a synth? She decided to leave and go north to find out who she was. She sailed to a city called Far Harbor.
Return to the Nakano residence and tell him what you found out. Ask Kenji about Far Harbor. When asked if their daughter Kasumi is a synth, they will answer unequivocally - no. Well, that remains to be seen.
Kenji offers to use the second boat to get to Far Harbor, of course, if you agree to complete this matter.
Information
A group of synths trying to build a home in the far north is valuable information for many factions of the Commonwealth. You can tell your faction what you learned, or hide it - it's up to you.
We hit the road, heading for Far Harbor. The boat is parked right in front of the house on the pier. Jump into it and activate the controls - you will be asked to go to Far Harbor.
Welcome to Far Harbor Island!
Take a look around here first. The Corps is the only settlement where survivors live local residents Far Harbor. Here you will find all kinds of shops for exchange and purchase, all types of workbenches and a power armor service station. From merchant Allen Lee, one of the people who met you at the pier, you can find several interesting examples of unique weapons typical of the islanders: the Admiral's Friend and the Fish Trap.
Help: Admiral's Friend
Damage: 157
Ammunition: Harpoon
Rate of fire: 2
Range: 143
Accuracy: 63
Weight: 16,3
Price: 2096 (may vary)
Installed:
- Harpoon
- Standard sight
Peculiarity: Double damage to targets with full health.
Help: Fish trap
Damage: 66
Speed: Slow
Weight: 7
Price: 542 (may vary)
Peculiarity: Reduces action point consumption by 40%.
The “Last Shelter” bar is located in the central part of the Corps; you are unlikely to miss this place, since it is the only bar in these parts.
Bartender Mitch is an interesting specimen. You can chat with him about his theories about the fog or rent a room from him for the night. In any case, you will get free beer at the expense of the establishment.
Charisma
You can ask him for something stronger and, if you are convincing, you will go into the fog with a dose of extra courage (persuasive level - medium).
Information
"Wim!" - The islanders' favorite drink. But perhaps it is stronger than what you are used to. This is something like the local Yader-Cola, there are even special machines. Although Yader-Cola is also available here.
OZ: 30
OD: 10
Weight: 1
You will find old Longfellow at one of the few tables in the bar. Tell him you need a guide to Acadia, but don't think he'll happily agree. You will have to convince him by telling him about the missing girl or simply bribing him.
Charisma
You can use your charisma. Tell Longfellow that you are willing to take risks and that this is not what you had to do (level of persuasion - easy). Or convince him that he shouldn’t care (level of persuasion: medium).
Ultimately, he agrees to take you to Akdia, but you need to prepare - stock up on antiradin, ammunition, stimulants and maybe a couple of missiles, you never know who you will meet. If you are ready, then hit the road immediately.
Clue
You set off - Old Longfellow in front, and you behind him. On the path, he will give you Dried Swampweed, which should help you along the way; it looks like this is a local potion that will increase Perception and resistance to poisons.
First you will walk through the destroyed resort town. By looking into restaurants and other buildings, you can find useful supplies. For example, in the first coastal restaurant with a sign "Fresh Lobster" you will find food, a first aid kit and a bag with weapons and ammunition. Immediately after this, you will meet trappers, something like raiders or shooters. This is your chance to show Longfellow what you can do. In the area where they set up near the supermarket, you will find a first aid kit on the wall and an ammo box in a wooden observation hut. You can climb onto the roof along a metal beam, there is a box with explosives.
Further, on the approach to a small ship, fog ghouls will attack you - deal with them too. Then, if you wish, you can explore the coastal house located not far from the ship. Inside there is a safe (lock level - medium) with weapons and ammunition. Go down to the pier adjacent to the house, where a large red bag with useful stuffing rests.
Then a trail begins that leads up the mountain, where Acadia is located. On the way you will meet a pack of ferocious wolves, then near the outdoor recreation area - small gullies and bogworts, near an overturned truck - again wild ghouls. It doesn't end there - you will stumble upon a preacher, one of the Children of the Atom. She advises against going to Acadia, as she believes that the synths are resisting the will of Atom by creating condensers for the residents of Far Harbor to purify the air from radioactive fog. If you ask the preacher about the Atom, she will tell you about the sacred fog and the land it covers. If the Atom deems you worthy, then you will be able to join the Children of the Atom. To do this, you need to come to the Core and go through the ritual.
Next stop is Acadia. In the building near the barrier you will find a box of ammunition.
Old Longfellow has done his job and brought you to Acadia. Now he can become your companion, you just need to ask him about it. For his qualities as a companion, see the article about companions. By the way, you can now use the workshop in his Hut, located on the outskirts of Far Harbor.
Now go inside to get acquainted with Acadia and do and more.
Old Man Longfellow brought you to Acadia, as you agreed during the quest “A Walk in the Park”. Talk to the ruler of Acadia to find out at least something about Kasumi, Nakano's daughter. To do this, go forward to the room with equipment and a telescope. His name is DiMA, she is an old synth, more than a hundred years old. Kasumi is safe and you can see her at any time if you wish. But first he will ask you a few tricky questions, which may make you doubt whether you are a synth. In return, ask DiMA about its history and about Acadia and its inhabitants. The ruler of Akdia seems quite friendly, and perhaps he is.
DiMA invites you to walk around Acadia and meet those with whom he founded it: Faraday and Chase. Both may need your help - the quest “Ideals of Acadia”.
Kasumi usually works on the bottom floor, so all you have to do is go down there and meet her. And along the way you can look around here in Acadia.
Acadia has three levels. The observatory with the telescope where you just spoke with DiMA is on the upper level. Faraday's office is located on the same floor; you can see it through the glass windows of the observatory. Go down one of the two stairs to the level below. This floor houses the laboratory/medical station, where Aster is in charge, and the living quarters, where most of the residents are concentrated.
In the laboratory/first aid station, you can stock up on medications by taking them from the first aid kit on the wall and from the table. The main one here is Aster, a kind of scientist and physician. She admires the island and collects samples, information about the course of evolution for future generations. If you offer her help in research, she will give you a tiny task - a quest from the Miscellaneous section “Beautiful Flower”. In the same room you can meet Koga, a man in overalls, selling in his spare time. He has a unique piece of armor for sale - Reconnaissance Armor Marine Corps for the torso.
Reference: Marine Corps reconnaissance armor for the torso
Damage Resistance: 52
Energy Damage Resistance: 51
Radiation resistance: 10
Weight: 25
Price: 26715
Installed:
- Marine assault armor
Peculiarity: Reduces damage while stationary by 15%.
In the large living area, you can find ammunition in chests near the beds and mattresses, and also chat with the syns and find out how they live in Acadia and what they think about it all.
Clue
Once you go down to the lower level, you can easily find Kasumi at work. Tell her her parents sent you. She firmly believes that she is a synth, and their real daughter is dead, so she does not want to return.
Charisma
You can try to convince her that she is confused or that she did not replace anyone (the level of persuasion is medium).
However, now it’s not this that worries her at all, but the fact that Acadia turned out to be more than just a colony. She asks you, like a detective, to get to the bottom of the truth. She knows a big secret. While repairing DiMA's equipment, she delved into his memories and came across situations that DiMA simulated. In one, the fog engulfs Far Harbor, and in the second, the island is blown up nuclear charge. And forecasts for the number of deaths. She began to have doubts about DiMA's intentions. Offer her help in this matter.
You need to reveal the secrets of DiMA. On the lower level of Acadia, at the end of the corridor, there is a laboratory where DiMA, Faraday and Chase often confer about something, according to Kasumi. They can be overheard from the storage room nearby, but the door is locked. Kasumi also tried to hack Faraday's terminal, but the security there was brutal. You have many options for resolving this issue:
Get a head start on liberating Montana with our the most important tips By Far Cry 5.
Far Cry 5 is finally here, and it's the most ambitious game in the Far Cry franchise to date, filled with plenty to see and do in the cult-infested county of New Hope, Montana. Now that we've properly played the game and spent a significant number of hours researching it, this list of tips and tricks should fill in any gaps and answer questions about all the important mechanics and systems running under the hood of Far Cry 5.
Do you want to know how to free areas faster, how to easily unlock perks, or, most importantly, how to get a pet bear? So here are 11 Far Cry 5 tips to get you ready for Ubisoft's newest open-world adventure.
Far Cry no longer has towers that unlock the world or mark the map. Instead, it's more like Skyrim, where talking to people gives you information about missions and adds new quests. The most important ones are hard to miss, but be sure to talk to everyone and especially the characters with a “!” over your head as they usually have work for you to do.
These could be outposts, caches, story quests, key character locations, etc., and they will all be marked on your map as soon as the NPC finishes speaking. Don't worry; If you don't care what all the Joe Schmos tell you, you can always skip any dialogue and go straight to the key information you want to hear.
Allies are key characters in Far Cry 5; patriots who are willing and ready to help you fight the cult once you unlock them after completing certain side quests. There are only six of them, and while all players have their favorites, it's worth changing the characters depending on what you're doing. You can recall and summon them at will, so it makes sense to think about what you really need.
Grace, the sniper, is great for ranged support, while the Shark has a flamethrower that creates chaos at close range and is resistant to explosions. Other characters carry silent bows, grenade launchers, etc., so depending on whether you want to fight noisily or stealthily, at a distance or in close combat, you will have to vary the characters.
You've probably noticed various signs located near most of the roads in Far Cry 5 - it turns out they're not just decorations. They report this or that interesting place nearby - for example, about a fishing spot, a jumping spot or a hunting area - and even mark it for you on your map.
This is important because you can no longer rely on radio towers to point you to every significant location in your neighborhood, so these signs are a great way to keep track of what's around you.
You'll find locked safes in hiding places, bunkers, or just some houses in Far Cry 5, and most of them will contain large stacks of money or maybe even something better like leveling up points. You will need to open them all, and you can do this in three ways.
There is an easy way: place a remote explosive on the lock and blow it up, but you may not always have spare bombs on hand. Other options include burning with blowtorch(you will need to unlock this gadget as a perk) or, if you have the Burglar skill, opening the safe with your bare hands with the press of a single button.
Fighters are randomly generated civilian NPCs who will be able to join you as one-time mercenary weapons when you encounter them in New Hope County. You can recruit up to three people into your army at any given time, and each of them can be leveled up twice to gain up to two randomly selected perks that can give certain bonuses to both you and them when they are with you.
To reach a new level, a fighter must get 5 kills, which will unlock his first perk, and 12 kills, which will unlock the second, so set them on enemies and keep an eye on the number of kills in the fighter roster menu to gain access to these perks as soon as possible . Some buffs, like Forager (finding extra items while gathering), can be very handy, so it's worth focusing on this mini leveling system if possible.
In addition to allies, there are also animal companions who can accompany you and fight with you in New Hope County. I recommend finding them and taking them with you, it's so cool to watch how your giant bear turns sectarians into whining scraps. There are three of these animals in Far Cry 5, and you can freely summon them once you liberate Dutch's region and gain access to the entire open world.
Boomer the Dog is the easiest to unlock: all you have to do is kill a few cultists at the Ray-Ray Pumpkin Farm in John's region, and he's yours. Cheeseburger the Bear and Peach the Cougar require longer and more difficult quests to complete, but if you fight well, they'll be on your side almost instantly.
Like previous Far Cry games, everything you do in the game gives you resistance points, and when you fill the meter completely, you can go after the boss in the corresponding region. Almost every action gives you resistance points, but some give more than others; for example, for liberating an outpost you will receive 400 RP, and for rescuing a hostage - 50 RP. That last number may not seem very impressive, but in every hostage situation you're faced with multiple hostages, so it all adds up.
Remember that the more resistance you get, the stronger the boss of each region becomes, which means they will start hunting you more aggressively, using planes, hitmen, etc., so be on your guard.
Upgrading your character includes unlocking perks and gadgets. This could be things like improving your weapon skill, increasing your inventory capacity, or getting a wingsuit. As with Resistance Points, almost everything you do can yield skill points thanks to the challenge system found in the in-game journal.
For example, kill a certain number of people with a light machine gun and you will earn two skill points. So it's worth checking your journal frequently for any pistols that are a few kills shy of earning a skill point to make sure you don't have any unearned rewards.
The Prepper Stashes scattered throughout the world of Far Cry are basically just big piles of loot that you can claim for your own. They always involve some kind of challenge or puzzle—whether it's finding a generator to open a door or wading through piles of dog poop to get a key card—but they're worth completing, and not just because you'll get tons of money, ammo, resources, and points skills for their completion.
Some caches provide some of the best side activities Far Cry 5 has to offer, like a trip to a haunted house or an intense climb up one of the tallest mountains in New Hope. The stacks of cash you get for finding each cache are just a nice bonus.
According to legend, Clutch Nixon was an Evel Knievel-type stuntman who used trucks, bikes, wingsuits and more to make his mark around the world. There are memorials dedicated to him in Far Cry 5, and interacting with them will begin a time trial that can be completed to unlock new vehicles and receive the money needed to purchase them. Beat Clutch Nixon's records and you'll get some really cool gear.
An assortment of shovels, baseball bats, pipes and oars can be used for more than just quietly disabling an opponent or casually hitting them over the head - they can also be thrown like a throwing spear to either impale an opponent or send them flying free.
The game never specifically says that you can do this, but it does add a much-needed transition from melee to ranged combat that can be used to clear the space between you and your enemies before you land the final killing blow. Simply hold down the left trigger as if pointing the muzzle of a pistol before firing, and the oblong object of your choice will fly in that direction.
Today is the first day of the rest of your life.
(Unknown optimist)
It just so happens that you can’t expect anything good from cute-looking tropical islands in action games (and even in action movies): they have long been favored by gangs of thugs and crazy doctors making their next plans to destroy humanity. For lovers clear skies over your head, this, of course, will not be to your taste, but the brave saviors of the world (that is, you and me) are quite happy with this state of affairs, or at least are not surprised.
Before moving on to the plot of the game, we should talk about some of its features. Own CryEngine engine supports full set DX9 special effects, including dynamic lighting and destructible terrain. The character animation is built using motion capture technology, and the game areas are amazing in their size (fights in the narrow corridors of laboratories and underground communications are also present). Dynamic sound adds atmosphere.
Opponents have good artificial intelligence, try to act in a group according to the situation. Unexpected reinforcement can also tickle your nerves.
The plot of the game is linear, but there can be several options for completing each mission: some people like to covertly penetrate deep into the enemy base, while others prefer to go ahead, destroying everything in their path.
The game takes place in the near future (2020). The civilian sailor Jack Carver will long curse the day when he ended up on these islands lost somewhere in the Pacific Ocean. A week before the events described, he was hired by a young reporter, Valerie Constantine. The amount offered to her did not make Jack doubt for a minute.
Shortly after arriving, Jack's yacht was destroyed by artillery fire from an armed group patrolling the island. Now Carver's ship is destroyed, and Valerie disappeared somewhere shortly before. From here begins a chain of strange and mysterious events. A stranger contacts Jack, he lifts the veil of secrecy over everything that is happening and offers him a simple choice: to interfere with the plans of the mercenaries and the one behind them, or doom the human race to inevitable death.
That is, now the life of the beautiful Valerie herself is in your hands...
Captain of a small ship from the southern part Pacific Ocean. Jack was hired by Valerie to take her to an uncharted island in Micronesia, where she was supposed to take photographs of Japanese ruins from World War II.
American journalist and photo reporter, works for the magazine “Exotic Travel”. Generally speaking, she looks too professional for the job.
He will be the first to contact you on the island after the start of mysterious events. He seems to know what is happening on the island, but is clearly not eager to reveal his true nature.
Scientist who once worked for World Organization Healthcare. 5 years ago he disappeared mysterious circumstances associated with its controversial and mysterious genetic research. Your main enemy, the creator of a secret laboratory on the islands, where experiments are carried out on organic objects, resulting in the birth of all kinds of mutants.
Soldier of fortune, leader of the mercenary forces guarding Dr. Krieger's laboratories on the islands. Origin unknown.
A bunch of scum from all over the world, all the dirt of the sinful earth. Professional killers who are paid not to ask unnecessary questions.
This light and fast vehicle has good armor and significant firepower, the latter provided by the built-in machine gun.
More powerful and secure than a buggy, this jeep is designed to get you anywhere quickly and safely. In addition to the machine gun, the hummer is equipped with a rocket launcher.
Travel on an inflatable boat quickly and silently. The advantages include convenient controls. The disadvantages are poor protection and the lack of built-in weapons (although you can shoot the enemy with your guns).
This fast, well-protected boat is equipped with a 50mm machine gun and a rocket launcher.
Lightweight hang glider, used by pirates in emergencies. Capable of covering significant distances. Not protected or equipped with any weapons.
You can also ride on forklift And utility truck. Enemies will attack you with helicopters (helicopter gunship). The best way To resist them - shoot the mercenary behind the machine gun. Cargo helicopters with two screws (cargo chopper) used to transport the enemy. If you see one like this, expect uninvited guests.
Height: 168 cm, weight: 80 kg.
A born leader. The commander gives orders to lower-ranking mercenaries, trying not to get into the thick of things. If you kill the commander, the remaining mercenaries will not be able to act coherently.
Height: 180 cm, weight: 82 kg.
The very first mercenaries you will have to deal with. Fighting them is not difficult, although the infantry can be outnumbered.
Height: 195 cm, weight: 113 kg.
These big guys can be easily identified due to their height. They are dressed in special armor and fight noticeably better than their colleagues. When they see you, they will immediately rush to attack.
Height: 170 cm, weight: 68 kg.
Trained to move quickly and work as a team.
Height: 186 cm, weight: 86 kg.
Dangerous and well-trained opponents use grenades and medium-range weapons.
Height: 168 cm, weight: 79 kg.
Dressed in black and equipped with a sniper rifle, these mercenaries are trained in long-range combat. Killers to watch out for.
Height: 183 cm, weight: 79 kg.
Protect the premises. More dangerous than mercenaries patrolling open spaces. The bulletproof vest effectively saves them when they are under fire.
Height: 183 cm, weight: 79 kg.
The shield gives them additional protection, but does not cover the entire body, so vulnerable spots can always be found.
Height: 183 cm, weight: 77 kg.
They can be recognized by their gas mask and night vision goggles. Extremely strong and dangerous.
Height: 174 cm, weight: 73 kg.
These workers periodically forget about their professional duties in an attempt to kill you. Their orange jumpsuit does not protect them from shots at all, so they are mediocre opponents.
Height: 168 cm, weight: 80 kg.
Scientists can be found in laboratories where they will go to great lengths to protect the results of their dirty work.
Height: 168 cm, weight: 80 kg.
These are far from their senior colleagues. They are poorly equipped and armed with only a pistol. None of these poor fellows are fighters.
Height: 174 cm, weight: 79 kg.
These fearless workers are located in the most inaccessible and dangerous parts of the laboratory. They are easily recognized by their biological protection suit.
The result of terrible biological experiments. At first, you will be dealing with simple specimens that can only harm you through direct contact (it goes without saying that you need to shoot these creatures from afar, without waiting for a fatal jump). Later you will meet mutants who can use ranged weapons and invisibility. In the latter case, you will have to wear special Cryvision glasses, although the outlines of enemies are slightly visible even without the use of optical aids.
The game has a large selection of weapons, but you can carry no more than 4 types and grenades with you at the same time, not counting stationary weapons and barrels built into various vehicles.
When shooting from any portable firearms you can aim, and accuracy increases. When shooting on the move, it decreases, as evidenced by the narrowed or widened crosshair of the sight. The damage dealt to enemies depends, among other things, on the part of the body you hit (as usual, hitting the head is the most lethal).
A large jungle knife, useful in close combat where it can become deadly to your enemies. Plus - it does not require ammunition, minus - it is ineffective against higher-level enemies.
Mode 1: Melee attack.
A large adjustable wrench is used to repair various objects.
Mode 1: Repairing an object.
Large-caliber semi-automatic pistol with a removable silencer.
Zooming in: aiming.
Semi-automatic shotgun. Ideal for medium-range combat when clearing corridors and rooms.
Mode 1: Semi-automatic shooting.
Zooming in: aiming.
A modern automatic rifle with a high rate of fire.
Zooming in: aiming.
Less accurate than the P90 rifle, but comes with a suppressor, making this rifle good for covert infiltration.
Mode 1: automatic shooting.
Mode 2: Single shot.
Zooming in: aiming.
Classic offensive rifle. Combines a high rate of fire and decent accuracy at medium distances.
Mode 1: automatic shooting.
Mode 2: Single shot.
Zooming in: aiming.
An offensive rifle equipped with a parabolic rocket launcher. Good for attacking with grenades through walls and other obstacles. Normal mode is good for medium-range combat. The optical sight is equipped with a night vision device and the ability to zoom in and out of objects.
Mode 1: automatic shooting.
Mode 2: Single shot.
An advanced offensive rifle, equipped with an optical sight and a rocket launcher with a direct projectile trajectory. An excellent weapon for combat at medium and long distances in open landscapes against people and equipment. Built-in night vision device.
Mode 1: automatic shooting.
Mode 2: Single shot.
Mode 3: firing from a rocket launcher.
Zoom: optical sight.
This weapon is equipped with a futuristic optical sight. Has a very low rate of fire, but deals extremely high damage to organic targets. It has the largest range of action and accuracy (several degrees of approximation). You won't find much ammunition for this rifle. Built-in night vision device.
Mode 1: single shot.
Zoom: optical sight.
Infantry offensive machine gun. Releases a huge amount of lead into the air per unit of time, but accuracy suffers.
Mode 1: automatic shooting.
Slow but powerful weapon ranged combat. Ideal against vehicles and groups of enemies.
Mode 1: single shot.
Zoom: optical sight.
The explosion of such a grenade changes the terrain and kills people (though it would be hard to call them innocent).
The smoke and noise from the explosion of this grenade disorganizes and distracts opponents.
Releases a large amount of smoke, hiding you from enemies, impairing their vision.
Stationary weapon. Large damage, very large range.
Also stationary. High speed shooting, low accuracy, significant damage when hit.
You can always carry stones with you. By throwing them, you will not cause damage to enemies, but you will be able to distract them by making noise.
This is interesting: Don't forget to shoot the fuel barrels next to the enemies. Barrel explosions are deadly. You can try to push the barrel onto enemies, and then shoot at it.
Turn it on to illuminate dark places. The ability to blind computer enemies in the dark is useful.
Allows you to talk to Doyle and Valerie, as well as intercept mercenary conversations.
This binocular is equipped with night vision and a heat sensor. Allows you to scan terrain over vast distances. Enemies are highlighted by a frame, and you also get the opportunity to hear their conversation.
These amazing glasses come with a number of additional features. For example, you will be able to see in generally unlit rooms. In addition, enemies will be highlighted in a special color. Finally, you will be able to see invisible enemies. Don't forget to keep your glasses' battery charged.
Place the explosives in the indicated place and run. The explosion time in each case will be determined automatically.
Needed to get into restricted areas. Look for them near locked doors and dead enemies.
The controls in the game are not very different from classic action games, although they have a number of features. It will help you deal with them Table 1 (“Control: first layout by default”).
The game screen consists of the following elements:
Radar. This device displays all the sounds made around you in the form of concentric circles. In addition, if you spot an enemy with binoculars, he will be reflected as a bright dot. Its color will depend on whether the enemy is excited or not (i.e., whether he noticed you). Finally, the radar displays most of the key points of solo campaign missions, as well as your allies (Valerie).
Stealth indicator. The higher the level of the scale, the more likely it is that nearby enemies have noticed you.
Impact indicator. Shows which side of the screen you are being damaged from.
Compass. Like any decent object with such a name, it demonstrates the direction of the cardinal points.
Health scale. Reflects your current health level (restored when using first aid kits).
Endurance scale. Allows you to evaluate the level of endurance that is used when swimming underwater and sprinting. Moreover, in the first case, when it is reset, you will begin to catastrophically lose health, and in the second, you will simply stop moving quickly. Upon completion of swimming and sprinting, endurance is gradually restored.
Armor scale. Shows armor level. If it is zero, you become more vulnerable and will lose health when hit. Restored using body armor (including those dropped from armored enemies).
Ammunition indicator. Shows the amount of ammunition for all firing modes of active weapons.
Grenade indicator. Allows you to see the number of grenades of the selected type. The number of stones is not limited.
Additional indicators: glasses charge CryVision case damage vehicle.
Table 1 Control: first layout by default |
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In addition to the single-player campaign, the game has a very good multiplayer built into it, on which the developers are clearly placing a big bet.
The main goal is to gain greatest number points by killing opponents. There are no teams - every man for himself. Players appear on the map with a pistol and a knife, but can later receive additional weapons and ammunition. All items appear again after a certain amount of time (for example, for armor it is 60 seconds)
The gameplay is similar to the previous game, except that players form teams (red and blue). The team whose members killed their opponents wins greatest number once.
Attack is the most entertaining type of online game. Two teams - one attacking, the other defending - try to control three strategic points on the level. The attackers touch the point, after which the time for its capture begins. Defenders, by touching it, can cancel the countdown. Once a location is captured, players will move closer to the next location, making it easier to capture. The attackers win by capturing 3 points, the defenders by holding out for a certain time.
There is the possibility of building defensive structures. IN table No. 2 you will find their types and statistics.
In Assault you can choose a character class:
Grunt (Infantry)- character with best weapon, ideal for combat.
Sniper- feels best away from battle, with a sniper rifle in his hands, covering the infantry.
Support- the character is optimally suited for the construction and repair of bases, can destroy enemy buildings, and is equipped with first aid kits for treating wounded team members.
Points are scored as follows: starting a capture - 5, preventing a capture - 5, capturing a point - 25, building a structure - 5, destroying an enemy structure - 5, healing an ally - 2, killing an enemy - 5.
At all levels of the multiplayer game there are vehicles that appear in their original places if they are abandoned (after 60 seconds) or destroyed (after 30 seconds).
table 2 Structures in a network game |
A single player campaign in “Far Cry” consists of 20 missions in which you have to complete certain tasks. There is no standard saving system in the game: it is replaced by a system of checkpoints, where saving occurs automatically.
It is important: If you have passed the checkpoint, then you are most likely moving in the right direction. Don’t forget to also look at the radar; as a rule, the place where you should go is indicated there.
Training level. Follow the instructions provided to become familiar with the interface. When you get out, you will be instructed to search the mercenaries' huts for ammunition (you have already received a pistol). Then go up the hill and get the binoculars from the hut. Get to the mercenary camp. Don't rush to steal a car there. Go around the island to the right (you'll have to swim) and find the hummer. Now follow to the aircraft carrier, find a hole in its hull and swim there.
The first task is to find Valerie, if possible. Swim underwater to the interior of the ship and explore it. When you walk along the deck to the opposite side, you can find a cabin where you will understand that Valerie cannot be found. The next task is to find a boat. Climb to the very top of the ship (of course, you will have to clear everything). Shoot the ropes of the suspended boat, jump into the water and climb into it. Continue east.
Take a boat to the island, after which you will have to get to the ruins at the top of the mountain. Fight off enemy attacks for a while until Doyle cracks the door code. Did you open it? Come in. In one of the rooms, a guard will talk to Krieger. Kill this guard and take the access card. Find a room with explosives here and install the latter in the indicated location. Run through the opened door.
Find the mercenary camp (to get to it, you need to use a hang glider). In the building opposite the entrance to the armory, find an access card; in the armory, open a warehouse with explosives and commit sabotage by placing explosives in in the right place. Steal the car and follow it to the pier, kill all the enemies there. Go to the edge of the pier.
Find the cave entrance: to the left of it, a path leads up to a hut, where an access card awaits you. Go back to the entrance and take the elevator. Explore the cave. To run another elevator, turn on the backup generator. Take the elevator up and you will soon find the desired entrance to the research laboratory.
Go towards the scientist's laboratory. He is killed by mutants, but you can get his access card. Go to the bunker. On the way, you will receive a task - to find explosives near the tower. Take it and install it where they indicate. Enter the bunker.
Your goal is to find a helipad. The only difficulty: the radar will not work. Follow the level, remembering the road (so as not to go in circles). When you reach the room where the mercenaries will be standing behind the glass, go up the stairs and open the cages with mutants using the control panel. In general, at this level it is already useful to give mercenaries and mutants the opportunity to attack each other.
Find night vision goggles in one of the village huts and follow the steam generator. Kill the worker not far from him - you should receive plans for the regulating plant. The exit from the level is not far from here.
Get to the rooms with valves. There will be 3 of them in total, the access cards to them are located nearby. You can turn off the gas using a valve in a nearby room. Once all the valves are closed, find the control center and use the remote control. Then hide in the indicated ventilation shaft, having previously shot the lock on the door leading into it.
Get out of the building. At this level, you will periodically have to use the ventilation shafts to find a way out. Don't forget to also use stationary machine guns: there are more mutants and they are much stronger.
Leave the building. Now find your way to the archive; to do this you will have to do a fair amount of climbing around the island at night. True, the end point of your route will be indicated on the radar.
This guard is having a bad day today. |
Find the only working freight elevator. When you get to the laboratory, break the glass in the center and jump down. Move aside the barrels and the door closing the hatch under water. Get to the security control room and disable the door security. Move on. In the first warehouse, kill the elite guard at the very end and get the code to the door. In the next warehouse at the very end of the level, you will have to shoot at the chain on which the container hangs in order to open the ventilation passage to the freight elevator.
Card from closed door opposite you will find one of the killed guards in the corridor on the right. When asked to disable the security system, run into the room behind the first door on the right after the elevator door: there is a switch. Take the elevator and find another security room. Now find the large doors behind which is a huge laboratory. At the end of it, turn the valve and swim out through the hatch at the top. It's very close to Valerie. The last task is to protect her from mutants.
Land at the first island and get 3 explosives from the mercenaries' tent. Use it to successively destroy three towers on other islands. Get to the ship, there you will find more explosives in the control room. Blow up the ship and climb onto the roof of the control room. You may have to deal with a helicopter. Soon they will come for you.
Follow the ruins of an ancient temple. To get to it, you will have to find explosives nearby to blow up the rubble. In the temple, take the lost laptop computer and you can get out. The exit from the catacombs will also have to be blown up.
First you will have to ride a boat and get to the end of the river. Then destroy Colonel Crowe and his minions. Transfer information from the computer you found.
Now you have an ally - Valerie, but you need to take care of her (if the girl dies, you will lose). First, grab a car and get to the mercenary base (you will have to act as a shooter, shooting back from the chase). Inside the base, find a computer terminal, Valerie is using it and you will have to follow her. From the headquarters, obtain access codes for explosives. The headquarters access card is located in the office opposite the main entrance. Follow Valerie and get to the entrance to the Arsenal.
Go inside and call the elevator. Soon Valerie will pull up on the forklift. You must cover her and encourage her in every possible way. Open the next gate, and then the gate to the mutagenic room so that the girl can pass through. After which you will have to protect Valerie while she equips the bomb. Then take the elevator out of the building, Valerie should follow you.
The worst thing is that at the beginning of this level you will not have a weapon, so you will have to be extremely careful. The goal is to get to the Vulcan base. Along the way, you may come across a helicopter, which will contain a walkie-talkie for communicating with Doyle. Soon you will reach a weapons warehouse. The video insert will show that you, too, have become susceptible to viral mutation. Take the weapon and access card. Open the door in the lattice wall and continue on your way. The final battle is just around the corner.
Don't expect a warm welcome. First you will have to deal with a detachment of guards, but soon you will have a fight with Dr. Krieger himself, who has undergone a mutation. He is not an easy opponent: he jumps high, uses invisibility, and is also surrounded by guards. Try not to waste ammo on the guard - shoot straight at Krieger. We defeated him, now it’s time to get the antidote: use the elevator, take the weapon from the warehouse and follow further. Soon you will find yourself in the center of the volcano. The task is to avoid mutants and get to opposite side, where... Garlan Doyle will be waiting for you. Yes! He's in league with Krieger, so don't hesitate to shoot him.
The world and, most importantly, Valerie are saved. Evil is defeated. And you say there are no happy endings...
If you are having problems with Walkthrough of the game Far Cry, you can always use our advice and information to take action. We describe in detail the steps that need to be taken to completely complete the game. Far Cry. In the most difficult places we add pictures that can help you. Walkthrough Far Cry read on our website.
Training
Training level. It is necessary to complete the assigned tasks, master the interface and subtleties of the game. And so the first task is to search the hut for pistol cartridges. Then we climb the hill and examine the surroundings with binoculars. You need to get to the mercenary camp. We take the car and head towards the aircraft carrier. We find a gap in the hull of the aircraft carrier and swim in.
We receive a task - to find Valerie. We swim underwater to the interior of the ship, at the end we will find a machete. Go around the ship on the other side, there you will find a ladder - we climb up, in the nearest cabin we find Valerie’s documents. The next task is to find a boat. We get to the very top of the ship, where mercenaries and a helicopter are already waiting, we find a suspended inflatable boat, shoot the ropes, climb into the boat and follow the directions of the compass.
We sail by boat according to the directions of the compass, climb the rocky stairs to the complex, and meet patrols along the way. Let's take it new machine, we go into the elevator - upstairs. We reach the bunker. We shoot the mercenaries until Doyle cracks the door code. In one of the rooms we kill the commander and take away the plastic access card. We set the explosives and get out.
We move along the path and kill the mercenaries in the camp. Using a hang glider, we fly to the opposite bank of the river. In the valley we find a mercenary base. In the building opposite the entrance to the armory we find an access card, and we commit sabotage in the armory. We steal buggies, move according to the sign on the map, and ram mercenaries along the road. We go to the end of the pier, where Doyle will pick us up. Let's watch the video.
Research
We find a cave, next to which there are mercenaries. We break into the house and steal the card. We enter the cave, some creature attacks the soldier. Let's explore the cave. We discover that the elevator is not working, we pull the switch, electricity is supplied to the generator. We take the elevator up. Laboratory...
Treehouse
We go to the laboratory, kill the monsters inside. We select the key from the scientist's corpse. We leave the building and walk along the path where we steal the car. Along the way, there will be angry mercenaries, and we will also be asked to get explosives, which are located not far from the tower. Take it and install it. Enter the bunker.
We take a bulletproof vest, a first aid kit and get into the elevator. There is no radar in the bunker, so remember the route. We move into the room with monsters sitting under the castle. We go up the stairs and free the monsters. The mercenaries are dead, and we kill the remaining monsters. We go to the gate and leave this building. Our destination is the helipad. Let's watch an amazing video.
Take the night vision goggles from the village hut, Doyle will tell you to follow the steam generator. We take a jeep, I don’t recommend walking because the road is long. Kill the worker not far from the generator. Communication plans must be obtained. Continue along the compass to the door.
Regulator
We open the door and run a little along the shore. We go to the hangar, lower the two switches. Get to the rooms with valves. There will be three rooms and the same number of access keys, they are not far away. We open three doors and close the valves. Run to the ventilation duct, having previously shot the lock on the door leading into it.
We run along the pipe, don’t forget to look into the armory, there will be a lot of monsters and they will be quite strong. Get out and go to the blocked passage. At this level you will have to use the ventilation shafts to find a way out. We pass through the laboratories, grab the machine gun and feed the monsters. Next we crawl into the “chimney”.
Rebellion
We leave the building and move according to the compass. We run along the beach, past the lighthouse. We go to the archive, there will be mercenaries along the way.
Find the only working freight elevator. Go to the research center, break the glass and jump to the lower, semi-flooded level. We find a hatch in the floor, jump down again and swim along the pipe. Disable the door security system. In a huge warehouse we kill mercenaries, the main mercenary will have the key. Let's use the key. We go to another warehouse, at the end of the warehouse there is a box hanging, we shoot at the rope on which it hangs, it breaks the floor, we move to the elevator.
Let's go find Valerie. The laboratory door is locked, you need a key card. You will find the key to the closed door from one of the killed guards in the corridor on the right. We turn off the security system, run into the room behind the first door on the right after the elevator door: there is a switch. We go down, find a room with four tanks and turn the valve at the far wall. Now we can get into the hatch above. After a couple of rooms we find Valerie. We kill the mutants, thereby saving Valerie. New instructions received.
We sail by boat to the first island, take away the explosives. With its help we destroy three towers on other islands. After that, swim to the ship, climb onto the ship via the network, on the starboard side, there in the control room you will find more explosives lying next to the pistol. We set it on the stern and roll away. After the explosion, climb onto the roof of the cabin. A helicopter will fly to the explosion, a very dangerous enemy. After victory, a rescue boat will come for you.
Catacombs
We go towards the ruins of an ancient temple. There will be patrols along the way. Following the compass we find explosives. We return and undermine the rubble. There are monsters waiting in the temple, you need to pick up the lost laptop computer and you can get out. The exit from the ruins is in the hall with large statues of elephants, the exit is blocked. We undermine.
First you will have to ride a boat and get to the end of the river. Along the way you will be chased by military boats. We transfer to the boat standing at the pier. The same will not happen without helicopters. If you are on a boat, there is nothing to be afraid of, but if you decide to continue on a motor boat, you will most likely be destroyed. We moor to the shore and move towards the car with a satellite dish. Then destroy Colonel Crowe and the mercenaries. Transfer information from the computer you found. Next we watch a scene of Valerie swimming in a bikini.
We head to the mercenary camp and steal a jeep. Your allies will go with you, this time you will not be allowed to drive the car. We are going to the mercenary base. Inside the base, Valerie will ask you to take you to the computer terminal, you are in the role of a bodyguard, so kill everyone who comes close to her. At the headquarters, get access codes for explosives, you need an access card. It is located in the "quarter master" room, on the table opposite the map and wall clock. Then we follow Valerie and look into the armory.
We run to the base, get into the elevator. Valerie will soon arrive with a bomb. Again the role of a bodyguard. The girl will open one gate herself, but the next gate is yours. Let's watch the video. Now we go after Valerie, and we need to cover her while she activates the bomb, there will be quite a few enemies. I run out of the building, new video.
The primary task is to get weapons, we go to the armory, the journey is long. When passing by a helicopter, take a machine gun, it will save your life. We move on, and now we can see the armory. We grab the access card and watch the video. Now we need to get to the base, we are moving towards the volcano. We deal with several groups of cyborgs when we cross the bridge. We go to the laboratory, open the door in the lattice wall and continue the path. Almost the end of the road.
In the building you will have to shoot squads of mercenaries. Then we open the door, here Krieger himself (heavily mutated) is waiting for us. Like any boss, he is a very dangerous opponent, everything is complicated by the fact that he has guards. My advice is not to waste bullets on the guard, shoot straight at Krieger. After the victory, we watch the video, now we need to save Valerie from inevitable death, let's go look for an antidote. We go to the elevator, go up, don’t forget to take the weapon from the warehouse. You need to get to the control room, it is located on the other side. Well, in the control room we find a traitor, we crumble him into cabbage. Great final video. The world is saved. For now.
The first Far Cry was a rather ordinary project, which, however, received the highest ratings. This happened due to the excellent graphics and elaboration of the world. Nose technical side it was an ordinary shooter that could not yet be distinguished from all the others by any parameters. But starting from the second part, everything became much more interesting - new opportunities appeared, which in the third episode developed into a full-fledged open world With big amount non-plot tasks and huge prospects for your character.
Naturally, it will be very difficult to describe the completion of all these tasks, and you can ignore many of them, which will not affect your game process- except that it will be a little more difficult for you, since your hero will not develop. But the storyline is worth examining in more detail. It includes forty chapters, each of which will take you just under an hour. Walkthroughs of Far Cry 3 are different, but this one will only include story chapters.
In the first chapter you will meet the main character 3" - He, along with his brother and friends, went to rest on an island that was attacked by pirates. And now he and his brother are sitting in a cage. Naturally, he is not going to sit for long - he needs to attempt an escape , while learning how to control. Unfortunately, the attempt fails, and your brother dies, and you are released, so that later they can start hunting you as entertainment. But the pirates did not calculate their strength, and you managed to escape. After that, good luck greets you on the coast in the person of the good guy Dennis, who takes you to the nearest village, and here you can come to your senses, look around, and most importantly, buy a pistol.However, the merchant is not going to sell other types of weapons until you fix the radio tower.
After this, the entire arsenal will be open to you for purchase, and even a couple of guns for free, as a gift. Then you should go into the forest to hunt and collect useful herbs. You will need some of them for the quest, and save the rest for yourself - it will come in handy in the future. Following this, you learn that your girlfriend is being taken to an outpost, which you decide to attack. Do it secretly, from the rear, or attack head-on - your decision. In any case, the girl will not be there, she ran away, but you will find a useful flash drive, using the information from which you will go to Dr. Earnhardt. Find him, he has Daisy, your brother's girlfriend, but she is very bad, she needs an antidote, which you can find at the foot of the waterfall. Naturally, mushrooms are not easy, and they will give you hallucinations and unpleasant memories, but they will help Daisy. These are the twists and turns of passing Far Cry 3 that await you along the way - and this is just the beginning. It will be even more interesting further.
So, you have to continue Jason's adventures on an island ruled by pirates. Naturally, this suggests that the features of Far Cry 3 are still to come.
First, you will need to catch a signal from a pirate ship, infiltrate and capture it, while simultaneously destroying a group of pirates who would like to dock, thereby strengthening the squad of villains. After this, it turns out that the pirates are attacking the village with the aim of exterminating it - you need to prevent this by destroying the villains' weapons depot. In the process, you find out that your girlfriend Lisa is being held in a local prison - go there and prepare for the assault. Again, you can decide whether you want to fight in a frontal attack or try to eliminate the guards without being noticed.
In prison you will have to strain yourself, but you will be able to save Lisa, and you will be able to leave there by car, shooting back from the pirates who arrive in time. Returning to Dr. Earnhardt's hideout, you learn that Daisy is trying to fix the boat, but she is missing a part that ended up on the ocean floor - it's time to play diver. In "Far Cry 3" the passage of the storyline is not a monotonous shooting with banal goals - you will be offered the most interesting and original tasks, to complete which you will need dexterity, ingenuity, and other characteristics.
Immediately after this you will be asked to go to holy temple Zithers to receive vision and prediction. Even such magical twists are offered to you by Far Cry 3. Completing this task will not be the most difficult, since it will happen in your hallucination, where you will follow a shining white man. Naturally, Jason will want to follow the same route that was in his vision. This will lead him to Badtown, where he can play cards with other players in a tavern. This must be done until a man in a white suit appears - the same one from the vision. When you go after it, you will find that it is - special agent FBI Willis, who has a task for you - to burn the marijuana fields belonging to Hoyt - a local big shot, who is also the boss of Vas, the captain of all the pirates of the island. Now you need to burn five fields, the first of them is guarded by only two pirates, but the rest are a huge number, so you will have to try.
Returning to Willis after the task, you learn that Hoyt wants something from the local village, and for you this is a chance to annoy the main villain. As soon as you see that an indigenous settler was able to escape from the village, take out a sniper rifle and shoot those who are pursuing him. Then you will need to carefully walk through the mined field, free the man, but he will want to return to the village, so you will have to follow him, lock yourself in the house and shoot back from large quantity villains. This is expensive in terms of ammunition, but you will find out where your friend Oliver is being taken. Go in pursuit and save your friend in a brutal firefight, after which you will need to run away from the pirates, but on a boat equipped with a stationary machine gun. Passing the game "Far Cry 3" gradually allows you to gather all your friends together to get out of the current bind.
In Badtown, the passage of the game "Far Cry 3" takes a new turn, which will stretch across five chapters at once. You will meet the pirate Buck, who is ready to give you your friend Keith for a dagger. Only the dagger is not an ordinary one, but belongs to the famous Emperor Lin Kong. The only problem is that Lin is buried with this dagger, and to open his tomb, you need to collect three parts of the compass. Therefore, you will first need to visit and extract all possible information about the knife from the laptop, then go to the abandoned bunker, where you can find the first part of the key. The second will be in an old mine, and the third will be in a cave on the shore of a large lake.
Once you have collected all three pieces of the key, go to the tomb and collect the dagger. Take it to Baku, who will take you to the basement where he is holding Keith captive. However, the pirate is not a man of honor, and he will decide to leave you in the same cage where he kept Keith. Well, you wanted to do everything honestly, Buck asked for it himself - you’ll have to kill him. It turns out that the pirate tortured Keith, and he hardly comes to his senses, after which he tells you not the most pleasant news - your younger brother Riley died. This is the sad turn the passage of Far Cry 3 takes - the beginning took away your older brother, and the middle of the game took away your younger brother. But what can you do - you need to continue to survive.
The most interesting moment of Far Cry 3 has arrived - the walkthrough. Reckoning is the twenty-fifth chapter in which you have to kill Vas. But we still have to wait until then. So, you still have the dagger, and this is for the best, since you can return it to Zithra. However, this will not be enough - you will have to free the captive indigenous people, who will be transported in a convoy. To do this, you will need to mine a car on the way and climb onto a sniper tower from there to fire at passing cars and pirates. Everything is much more difficult than before, because the villains are better prepared, but with the proper skill in using weapons, you can handle it. Storm the armored car containing the prisoners. When he stops, open the door. And again an ambush! You are grabbed, tied up, a stone tied to your feet and sent to the ocean floor.
However, you can’t be killed so easily - untie yourself and swim to the shore. There you need to take away the weapons from the guards and get to the helicopter, which, unfortunately, will be shot down almost immediately after your takeoff. You will be thrown into a common grave, from which you will need to get out by suddenly waking up. Now you need to clear the pirate camp, but to do this you must return all your equipment - then it’s on will go wherever better. Then return to Citra and take the next mixture, which will give you a vision. This time it is quite dangerous - you will need to fight an incomprehensible monster using a bow and arrow. That's all - now go to Vasa Island, since absolutely all abilities are open to you. Naturally, there is a trap here - everything is on fire, so you will need to make your way to the head of the pirates through hallucinations caused by carbon monoxide to kill him. However, this is not where Far Cry 3 ends, the walkthrough. The ending will not come soon.
Now you have to return to the temple of Citra to listen to her gratitude for everything you have done for the island. Naturally, this is not a walkthrough of Minecraft - Far Cry 3 is a completely different game. In Minecraft there is no plot at all, but here it gradually develops and with the murder of Vas it moves to a new level.
Your friends have repaired the boat and are ready to sail away, but you refuse. Your new goal that you have chosen for yourself is to kill Hoyt, the main villain of all the islands. So say goodbye to your friends, and after they leave, take three pills, each of which will tell you part of the story of how you got to this island. After this, go to a meeting with Agent Willis, who has information about Hoyt's whereabouts. You will need to get to the take-off site on an ATV in five minutes, but you won’t be able to fly away right away - pirates attack the plane and damage it. Now you need to protect both the flying car and Willis, who is repairing it. After that, feel free to hit the road.
During the flight, Willis gives you secret development- a flying suit with which you can easily get to the island where Hoyt’s base is located. Here you should meet Willis, Sam. Go to the bar and play cards until your new partner appears. He already has a plan for how you can get closer to Hoyt. You take a new name and join the ranks of pirate recruits. At the base, you will have to listen to the speech of the villain himself, after which you will be able to move freely around the territory. Unfortunately, one of the most striking characters of Far Cry 3, Citra, will no longer appear; the passage of its chapters has already ended. So get used to the new environment, now you have completely different goals.
It's time for you to start leading your double life, but this will not be the same mission as, for example, one of the most memorable in the first half of the game “Far Cry 3” - “Medusa”. The passage will require complete secrecy from you; you will need to eliminate three mercenaries, who must have diagrams of a secret facility. This must be done so that no one sees, otherwise you will reveal yourself and destroy your own disguise. It doesn't matter in what order you kill them, the documents will still be on the body of the third one. After this, you will need to be distracted by the main task - protecting the Hoyt plantation from rebellious pirates. Together with Sam, clear the entire territory, and then return to your underground life - go to the mercenary leaders in the mine and create a serious mess there.
Naturally, no one knows that you are doing all this - Hoyt is pleased with your actions and wants to personally thank and praise you. Then you need to go down to the basement, where you will find Riley alive - apparently, Keith saw him get hit, but thought he died. Now you will have to beat up your brother to maintain your disguise. But Hoyt will still get his due for this and for all his dirty deeds. Complete walkthrough"Far Cry 3" is gradually coming to an end, and you don't have long to wait for righteous revenge to be carried out. But first, go to a secret facility and blow up a huge satellite dish that provides communication between Hoyt and outside world. Since the object is classified, you don’t have to worry about camouflage and act openly.
After destroying the antenna, you need to take on Hoyt. This will end the passage of "Far Cry 3" - the finale will remain in front of you. That is, when you blow up the tower and begin a series of the last four quests, your access to free play will be disabled - you will need to finish the quest, and then return to your business. Therefore, blow up the tower, decide what weapon you will fight with, buy ammunition and other equipment - and hit the road. You have to meet Hoyt for a poker game. During the conversation, you will understand that Hoyt saw through you - he realized who the explosions on two the most important objects. This will be followed by an impressive knife fight, as a result of which you will rid the islands of their main disaster.
However, it doesn’t end there, because you will need to rescue your brother from prison before he is sold into slavery. Go to Hoyt's base and shoot all the mercenaries until you find the cell where Riley is being held. Save him and run to the helicopter. Your brother will rule vehicle, and you will fire back from the onboard machine gun. After this, you will find out that pirates attacked Dr. Earnhardt’s house, you will find him inside, and before his death he will tell you that Citra’s thoughts are not so pure. You need to return to the temple and go through another hallucination to get the blade back. And here you have two options for ending - you can save your girlfriend Lisa and your friends by killing Citra, or kill Lisa and everyone else and make love to Citra, after which she will stab you with a dagger in the heart. But even then, you'll be able to continue playing because after your screen turns grey, dark, and blacked out, it will turn back on to reveal a beach, an ocean, and a blade sticking out of the sand. So the passage of "Far Cry 3" is over. Werewolf Sam, special agent Willis and many others are unforgettable characters, each of which will be remembered for a long time. Believe me, you will definitely want to play the fourth part of this wonderful series.
There are two parts to make the process of passing Far Cry 3 easier. Part 1 is developer codes. Naturally, it is best to go through the game yourself - this way you will get much more pleasant impressions and emotions. But if you have problems, then in the path to the object you will need to add, for example, GameProfile_GodMode 1. With this command you can ensure complete invulnerability. The UnlimitedAmmo code gives you endless ammo, IgnorePlayer gives you invisibility to enemies, and SkipIntroMovies allows you to skip the game's cutscenes. As you can see, these codes do not provide many options. For more, go to part two.
Trainers are special third-party programs that allow you to make changes to the game code. Using predefined key combinations, you can get money, health, accuracy, recoil elimination, and much more. This will give you the opportunity to customize the game much more precisely to suit your tastes.
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