"Far Cry" - the complete walkthrough version 1.3 ~~~~~~~~~~~ References: walkthrough from Vlad "AllYourBaseBelong2Us" Danilchuk, found on GameFAQs (http://www.gamefaqs.com/) This file may be distributed anywhere on the Web provided that it is not altered in any way, and no fee is charged. Preferable distribution areas are GameFAQs and IGN. =============================================================================================== DISCLAIMER: This file is entirely my own idea and has in no way been sanctioned or authorized by UbiSoft, CryTek or any other persons responsible for the creation, production, and distribution of the game. Any errors contained herein are entirely my own; use at your own risk. =============================================================================================== CONTENTS: References (above) Disclaimer (above) The Intro Recommended Systems - what kind of computer you need to play Updates/Patches Video Play / Conversion The Weapons The Vehicles The Good Guys The Bad Guys ===The Walkthrough=== The Cheats Level Editor Copyrights Signature/Versions -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- THE INTRO A lovely day sailing with a bikini babe (a journalist named Val that you're escorting)... until your boat gets nuked. Somebody's gonna pay for that. After being blown into the water and into the air, you end up in an underground cave, face down in the water... but you're alive. Now you just need to find out what's going on - good thing you used to be in Special Forces, huh? You're going to need those skills. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- RECOMMENDED SYSTEMS Minimum Requirements: Pentium III, 1 Ghz or AMD Athlon 1 Ghz (Pentium 4, 2 Ghz recommended) 256M RAM (512 MB recommended) 4G free hard drive space 16x CD drive or 4x DVD drive Microsoft Windows 98SE/2000/XP (only) 3D hardware accelerator video card, 64M memory or higher DirectX 9.0b (included on CD) mouse & sound card, of course Most ATI Radeon video cards are supported, and all nVidia series 3 on up cards are supported; the game was actually written with nVidia cards as a basis. Multiplayer requires broadband TCP/IP or LAN connection NOTE: sometimes when you start a game (after installing it for the first time) your mouse doesn't seem to work - that is, the buttons work, but moving the mouse around doesn't do anything. To cure this, reset all of your controls to their defaults, and your mouse will now work. Exit the game, reboot the computer, and start the game again; set your controls to what you want (even the mouse) and everything should work okay. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- UPDATES / PATCHES: If you've only got version 1.0, then you need to get the "1.4 Cumulative" patch from Ubisoft (http://www.ubi.com/) - if you have version 1.33, then you need the "1.4 Standalone" patch. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- VIDEO PLAY / CONVERSION "Far Cry" uses Bink Video for the cutscenes, credits, etc - most in-game movies. You can play and convert any of these videos using RAD Tools, a shareware program from Bink, available at http://www.radgametools.com You can convert the .bik files to .avi or various different graphics types, including .jpg or .png You can also play the file as a movie via the RAD Tools program, and screen capture using the Windows clipboard (your PrtScrn key), pasting in to any graphics program and saving the file. If your system is a little slow, or the video is a little jumpy or jerky in-game and you want to see what it looks like smooth and flowing, use RAD Tools. Many other games use Bink Video as well. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- THE WEAPONS There are quite a few weapons in this game - however, you'll only be able to carry 4 at a time. Use the numbers 1 - 4 at the top of your keyboard to switch between weapons, or your mouse wheel if you have it set up that way. What weapon ends up at what number depends on the order you picked them up. Some weapons have a secondary mode of fire - the "M4 Carbine" (actually a Colt AR-15) - for example, can go single shot or automatic, depending on what mode you have it set on. If there's no second mode listed, then it doesn't have one. Some weapons have a zoom (scoped) mode as well - to use that, hit your ';' key (default). Note that some 'zoom' modes require you to hold they key down, while others act as a toggle. All settings depend on how you have your controls set up - generally, if it says "aimed", then you need to hold the 'zoom' key down. In your Game Options screen, the "Lazy Weapons" bar controls how realistic your weapon acts - the further to the left that slider is, the more your weapon will recoil and jerk around. For a bit more realism, you'll notice that you move slower when you're carrying a heavier weapon, such as the Rocket Launcher or Sniper Rifle. The weapons are listed in the order you'll get them in the game. Jungle Falcon .357 - a semi-automatic handgun. Zoom mode: aimed Machete - slice n' dice, baby. Good for silent kills but not much else; drop it when you get the chance. M4 Carbine - basically, a Colt AR-15. Good for medium to long distance or basic battles. Mode 1: automatic Mode 2: single shot Zoom mode: aimed P90 SMG - a very nice submachine gun... but it uses ammo quickly. Midrange distance weapon, faster fire rate than the M4. Zoom mode: aimed AW50 Sniper Rifle - just like it says, a scoped sniper rifle. Deadly accurate at long distance, best used (steadiest) from the prone position. Zoom mode: scope MP5 SMG - a stealth SMG... your shots are quiet. Doesn't have the same kill ability as the P90. Mode 1: automatic Mode 2: single shot Zoom mode: aimed Rocket Launcher - slow, with a small blast radius... but it can come in handy sometimes. Zoom mode: scope Jackhammer Shotgun - good close quarters weapon, semi-automatic. Not good for distances. Zoom mode: aimed AG36 Assault Rifle - rifle with a grenade launcher. Mode 1: automatic Mode 2: grenade launcher Zoom mode: scope (not available in mode 2) OICW Advanced Assault Rifle - scoped rifle using explosive rounds. Very nice. Mode 1: automatic Mode 2: HE munitions Zoom mode: scope (not available in mode 2) M249 SAW MG - "Squad Automatic Weapon", ye old basic machine gun. Nicely powerful. Zoom mode: aimed There are three different types of Grenades in the game, and you can carry all three at the same time. Use your 'H' key (default) to cycle through the different types, and your 'G' key (default) to throw them. You can carry a max of 6 of each type of Grenade. Fragmentation Grenade - boom and damage. Flashbang - noise and light, good for distracting the enemy and temporarily blinding them. Be careful, because they can temporarily blind you as well if you're too close. Smoke Grenade - good for cover in most cases... doesn't work against Trigen. While they look just like the Flashbangs (in your inventory), you can tell the difference by the colored band at the top of the Grenade. Vehicle & stationary weapons: Mortar - a little more powerful than the Rocket Launcher, slow to reload. Vulcan Minigun - a chaingun, basically... mows everything down. You can also carry Rocks with you... they'll be with your Grenades, so just cycle through until you see it. Throw it far away from you to distract enemies or to get them looking in the wrong direction as you sneak past. You can't damage anyone with a Rock. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- THE VEHICLES There are several vehicles you can drive in the game, each with their own advantages. Buggy - armed with a Vulcan Minigun, fast and maneuverable. Lightly armored. 4WD (also known as a Humvee) - Vulcan Minigun and Mortar, more heavily armored than the Buggy. Big Truck - a big monster. No weapons, and it maneuvers like a brick... but easy to drive. Forklift - yep, a Forklift. No weapons, of course, and it's not fast, but it's fun. Inflatable Boat - ye old bright orange inflatable. No weapons, very fast. No armor, of course. Patrol Boat - armed with a Vulcan Minigun and a Rocket Launcher, fast and maneuverable. Hang Glider - yes, a hang glider. No weapons, obviously, but very very nice. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- THE GOOD GUYS What Good Guys? Okay, there actually are a couple... or are there? (This is a good game for paranoia) Harlan Doyle - your phone contact. You *might* be able to trust him. For now. Valerie Constantine - the hot 'journalist' you were escorting in the beginning. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- THE BAD GUYS (Almost) everybody is a Bad Guy... kill 'em all. Crow - the Merc leader, a thoroughly nasty bastard. You can tell him from the others by his hat. Dr. G. W. Krieger - the head nutcase of this place, a mad scientist doing genetic experiments. Mercenaries - more than you can shake a dead sailboat at. Several different types. Be aware that they do know military tactics, and will try and flank you during battle. Trigens - basically, mutated primates turned into killing machines that are all mouth. Ugly and nasty, they come in several different varieties. (You can't blame them for being nasty - if someone shaved you and screwed with your orthodontic work, wouldn't you be angry?) Fat Boys - mutated humans... big and very nasty. Equipped with a Rocket Launcher. Cloakers - just what they sound like, humanoid Trigens that cloak until they're almost invisible. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- =============================================================================================== -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- This walkthrough is written on the easiest difficulty - obviously you should expect more enemies and trouble in higher difficulties, but what you have to do and where you have to go doesn't change from one difficulty to another. Oddly enough, you should be able to find the same amount of ammo and weapons on the higher levels, though on some difficulty levels you'll find better weapons. The "All weapons available" line at the beginning of each level shows you every weapon that is available in that level - some you can only get if you're playing at the highest difficuly setting, others you can get only by cheating. Vehicles: depending on how powerful your machine is and how good your graphics are, some vehicles can be a royal pain. On better machines, the 4WD will bounce all over the place if it's not right in the middle of the road, which plays havoc with your aim (and your kidneys). The Buggy rides a bit smoother, but will still bounce around some if you go off road. Unlike some other FPS, you don't have to kill everyone in this game - and unless you have infinite ammo, weapons and health (in other words, cheating) you won't be able to anyway. Basically you just have to get from Point A to Point B, with some stops along the way. Statistics Mode: set your difficulty and choose which level you want to do. At the end of the level, you'll be presented with all of the stats for that level... how well you shot, how well the enemy shot, how long you survived between checkpoints, etc. You will not automatically go to the next level - you'll have to start that yourself by choosing the level from the main screen. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- ===THE WALKTHROUGH=== Level 01>> Training //Enemies: Mercenaries //New weapons acquired: Jungle Falcon (pistol), Machete, M4 Carbine, Grenade (Frag) //All weapons available: AG36, M4, MP5, OICW, Pistol, Rocket Launcher, Shotgun, Sniper Rifle //Items acquired: Binoculars There are various Checkpoints along the way in each level, places you can restore to if you need to from the main menu - you'll know where they are when text pops up that says "Saving Game". You can exit the game if you want at any of those points, then load any of them from the main menu the next time you start it. Cutscenes can usually be skipped by hitting your Spacebar. Once you wake up in the water, you've got to get moving. For the first part of this level you'll have prompts on screen, telling you what (default) keys to hit to do what move - just as the mission name says, this is to get you used to the game and how it works. Keep an eye on your HUD - to the right is (from top to bottom) your Health, Armor and Stamina. The circle on the left is basically a radar - once you get the right equipment, you'll see enemies and objectives in the circle. The two curved bars on either side of your radar are your 'stealth' meters - the more filled they are, the better the chances of you being detected. Move straight ahead through the busted grate, and around the corner. In the next room, head for the stairs at the far end and head up them, then up the next. Say hello to the skeleton of a guy crushed by falling debris, and in the next room crouch through the broken doorway, jump up into the next room, then go prone to get underneath the bars. Straight ahead is a break in the wall where you can get a good view of the lush scenery, while to your right is a ladder - head up that. Head straight, and... [CUTSCENE] Crow (the guy in the hat, the chief Merc) chews out a subordinate. I love the arm gesture after... Get up to that opening and crouch through... you've got two different ways to do this. You can either go left and go swimming, or you can throw a rock through the opening to the outside to distract anyone out there, and crouch across that grate. Either way, your choice. As mentioned in the weapons section above, to throw a rock (you'll always have some with you) just cycle through your Grenades inventory by using your 'H' key (default), and throw it with your 'G' key (default). Be careful with your aim if you're throwing a rock - make sure you get it through the opening and outside. Right now you won't have any Grenades, so your Grenade inventory won't show - just hit 'throw' when prompted to. In this next hall, stand up, then hold down your 'sprint' key (default 'Shift') and run past the left side of that wooden beam - you'll knock it, and the ceiling will collapse behind you. Through the door and... [CUTSCENE] introducing Doyle. Can you really trust him? Now your left HUD will show your objectives, location, etc. After the Cutscene finishes, move ahead and pick up the pistol (Jungle Falcon .357) from the crate - notice how your right HUD changes now, showing your weapons status. That irregular green lump in the weapons section is a Rock; that's where you'll see the different types of Grenade as you cycle through them. Grab all the ammo off the shelves to your left, and keep moving through the room - grab the Grenade (Frag) from the end of that table, and head up the steps. {Checkpoint} Just before the door, get the Body Armor - note how your Armor bar changes. As soon as you get through the door, Doyle suggests you search the huts - crouch to that opening, but before doing anything else, look around at the Pacific landscape... nice, huh? If you hit your Tab key (default) now, it'll show your Objectives list. You'll see a chopper fly by - wait 10 or 20 seconds after it's out of sight before moving. Down to the right, you'll see a Merc fishing off the dock. Ahead of you down the hill you can see a large rock - crouch to the left of that and stop again to get your bearings. Keep crouching, heading slightly left of the bushes, then slide around the right side of that tree. Doyle tells you to stay low. Before doing anything else, reload your pistol (default 'R') - at the moment you only have two rounds in the magazine, and you're definitely going to need more. Stay crouched on the left (inland) side of that hut - there's a Merc beyond that fence (a pig sty) who will see you if you stand up. Slide around the corner of the building - you might be spotted, but maybe not. Inside on the right is a door - there's nothing for you in there other than some game decorations. Continuing to crouch (if you haven't been spotted yet), go to the front of the building - pop off a couple of shots at that yellow tank down on the dock; it will explode, taking a couple of Mercs with it. Just remember that the pistol will jerk and recoil like the real thing. Back into the building, and grab the Machete from the table - it's a fairly useless weapon for anything other than an up-close-and-personal kill, and most of the time you won't be able to get that close. However, hang on to it for now. Crouch back to the door you originally came in, and you may see a Merc on the other side of that pig sty (the fenced area) or on the porch of the next hut - always go for a head shot, and 'zoom' in if you need to. Next, go back outside (still crouching) and make your way around the left (jungle) side of the pig sty - if you hear someone, turn around quickly and cap them. That should be all five Mercs... once all 5 are dead (there were two down on the dock, killed by that explosion), Doyle will call again. Check all of your victims for ammo, and check out the other huts for anything useful - in one (the middle of the three) you'll find a Pistol on the shelf and a radio playing music... smash or shoot the radio if you want. Note that even if you pick up the Pistol (actually, it will count as ammo), it still seems to be in place - this only happens on some machines, depending on your graphics card and your overall power. In the back of this hut you'll find a "PlayMerc" magazine... game designers are such perverts. :) In the back section of this hut is a First Aid Kit, if you need it. There's nothing for you down on the dock, and that Patrol Boat is busted - you can't use it. Check out the last hut - your last Merc might be in there - and in the back room under the otherwise empty shelves you should find the M4 Carbine. Follow the trail leading away from the back of this hut, and you'll see a building on the hilltop - head that way, crouching again as you get on the slope {Checkpoint}. Inside, grab the Binoculars and listen to Doyle's lecture. Use your Machete to smash the radio if you want. Get to the doorway, crouch, and use the Binocs (default 'B') - focus in on the buildings you can see in the distance, and as you hold the Binocs steady you'll notice brackets framing the guy in the tower. You'll hear firing from over there, but that's just Mercs on the shooting range. Use your zoom keys ('-' and '+' by default) to zoom in on the tower and the rest of the area - hold the Binocs steady, and soon enough you'll be able to hear what the Mercs are saying. One of them will tell how they blew your boat out of the water... and I could swear there's a female voice down in that mess as well, but that's not possible - is it? Also note that when someone is 'marked' by the Binoculars, they will appear in your HUD, so you'll always be able to keep track of them. A green dot means they don't know you're there, yellow means they're suspicious, orange means they know basically where you are, while red means they've got you lined up in their crosshairs. Blue dots are your objectives, with blue arrows showing the direction you need to go for the next objective. Any noises (such as gunfire) shows as a grey 'echo' in your HUD temporarily. Still crouching - or even prone if you feel like it - go down the hill and to the left a bit... work your way through the bushes and down to the beach, staying just in the bushes. Take another look around, noting where everyone is, then head into the water and get to that little island in the center. Get prone, and switch to your M4 Carbine. It's not going to be easy from here, but take out the guy in the tower (the M4 doesn't have a scope, but it does have a limited zoom to it). More Mercs might come charging your way, so make sure you cap them quick. Looking across, you'll see a camouflaged tent at the bottom of the tower, and another hut to the left - note the orange-brown tank in front of that hut; it's a fuel tank, and if you shoot that puppy, you'll probably take a few Mercs with it when it blows. If you still don't have anyone coming at you, or you've killed the ones that have, swim across to the next section of land, heading slightly right to between that green slope and the boulder to the right of it further along the shore {Checkpoint}. Keep going straight, and you'll end up running across a trail of some kind - stay to the right of it, in the bushes... never walk (or even crouch) along a trail if you can help it. Soon enough you'll see another tower - if you try climbing it, you'll probably be shot by the Merc up in it, but you can always try a Grenade. Or you can back off, back through the brush until you can get a good shot at the Merc up in it. Either way, get up in the tower and survey the area with your Binoculars - note that layout of the camp, and use this tower as a sniper's roost if you want. There are three huts, and an open structure with just a roof (that's the generator area). Swing your view 90 degrees right, and you'll see a hut on the opposite shore of the next bay, with Mercs complaining about bugs. Get down from the tower and head towards the camp, staying in the brush - stop every once in a while to locate the Mercs with your Binocs, and constantly scan the area... there may be more than you thought. Once your HUD is clean of enemies, head into the camp (still crouching) - if you're good, no alarm has been sounded... that would bring a chopper with reinforcements. Into the hut labeled "Briefing" - Binocs on the table, a FAK to your right, and also a copy of "Fully Loaded" magazine, with the age-old argument of .45 vs. 9mm on the cover. In the next room there's a red Keycard on the table - grab that if you want to load up on weapons and ammo. Out the door - carefully - and again use your Binocs to scan the area... directly ahead is a hut, with the blown-up fuel tank to the left of it, another hut to the right, and to your immediate right is the generator area. That yellow box on the pole is an alarm - don't let anyone get near it. Straight ahead and slightly left, and enter the "Barracks" - you may find a Merc in here, so cap him before he goes out and sets off the alarm. Body Armor in here. Out the other door (alarm box to your right) and into the next hut ("Armory") - nothing for you in this first room, but in the next there's a caged area with a few toys. Around at the end is a locked gate - use the Keycard on the lock to open it, then load up. Out the next door, scan around (you may hear a chopper off to the west), and to your right is that roofed generator area. Go there and 'use' the Buggy. Get used to driving it - use your 'forwards' button / key to go forwards (of course), and your sidestep buttons / keys for the other directions: 'A' is left, 'D' is right, and 'S' is backwards (those are the defaults). The Buggy is armed with a Vulcan Minigun - just use your 'fire' button. Other vehicles, like a 4WD, also have a Mortar on them; just use your 'secondary fire' button to switch between the weapons. Also note that your Flashlight key (default 'L') can turn the vehicle's lights on or off. Personally, when I drive a vehicle (I'm not much good at it in the game), I like to hit my "F1" key to switch to the third person view - it's easier to see the road that way, and any obstacles up ahead. Doyle tells you about the Carrier. Just keep heading down the trail {Checkpoint} - if you see any Mercs, take them out with the Buggy's Vulcan, or roadkill them; don't get out and fight them. As the trail enters the next beach, you'll have a 4WD coming from your right - kill the occupants (but not the vehicle) and take it for yourself. In the distance along the beach you should see a hut, with Mercs and a Buggy nearby... use the Rocket Launcher (Mortar) on your 4WD to blow them away. Check the area for any more Mercs, then go in the hut for ammo, a FAK and Body Armor. From where you entered the beach (where the road ended), look left and right for a path that parallels the road and the beach - you may find an enemy or two there. Past the hut is a trail on the left - as you crest the slope, there will be another 4WD with a pair of Mercs - kill them, and take their vehicle if it's in better shape than your own. Keep heading down this trail, around the bend, and as you approach the next beach you'll be greeted by a 4WD, a Buggy, and a Patrol Boat in the water. Take out the Patrol Boat first, because it has a Rocket Launcher on it which can cause you trouble - but try to just kill the two people aboard (Gunner in the front, Driver in the back), because you can use the Patrol Boat as your own. Whatever you do, kill everyone and keep hustling - if you get the Patrol Boat, just put the pedal to the metal and follow your compass until you get to the Carrier (another Patrol Boat along the way) {Checkpoint}. [VIA ROAD] At the end of the beach (if you use the 4WD or Buggy) there's a bluff on the right, with a Merc manning a Mortar at the top. Take him out, and at the wreck of the old Japanese plane, turn left and follow the trail. Go right of the next wreck, and down the next hill you should see the Carrier {Checkpoint}. Look to the left side of it (the bow), and down along the waterline you should be able to see the hole that Doyle was talking about. Jump out of the vehicle as it cruises down the hill... if you backtrack to the first of the wrecked planes, you can find another trail through the jungle just beyond it - but instead, go along the beach to get another Patrol Boat (the occupants are busy in the jungle hunting you). Continue speeding through the water until you see the Carrier {Checkpoint}. At the Carrier, watch out - there's a Merc on that separate section on the right of the wreck, up on top of the left side of that section... you'll see a crane or some other piece of equipment up there; he's just to the right of that. He's got a Rocket Launcher, so take him out quick. There's several more Mercs on the top deck to the left of the bridge, and several more on the lower deck at the bow... take 'em all out as quickly as you can. In the waters beyond the Carrier there's another Patrol Boat. From the beach, hug the side of the Carrier and head for what's left of the bow - through the water, across the small piece of land, and into the water again. The entry hole is just ahead - swim into it, and... Grenade! -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Level 02>> Carrier //Enemies: Mercenaries //New weapons acquired: P90 SMG, Grenade (Smoke) //All weapons available: AG36, M4, MP5, Machete, OICW, P90, Pistol, Rocket Launcher, Shotgun, Sniper Rifle //Items acquired: Flashlight [CUTSCENE] Ouch... not fun. Okay, you've got to search for Val, and that means working your way through a Carrier full of Mercs. Whatever happened to a nice day at the beach? This level can actually be fun, hunting Mercs - if you're careful, you can ambush a few... never play nice in this game. The more Mercs you took out during your approach, the fewer you have to worry about. Only one way to go from here - dive into the water. Swim through the tunnel and go up the ladder - once out of the water at the top, crouch and listen. Risk a quick look behind you - *always* 'check six' - for an empty hallway. Note that if you turn around, you can actually walk carefully along either side of the hole in the floor - not really worth it, though. You'll have two Mercs approaching from the left, but if you're quiet they might not peek in here. There's another that might approach from the right. Carefully lean out into the hall and pop the two Mercs, then duck back into the room - wait for the guy coming from the right. Once he's gone, head left and into that room for an orange-suited tech. If you go right in the hallway (from where you started), you'll have a door on your right and one on the left - you don't want to go in either one. If you crouch to the door on the left (don't open it), you'll hear some Mercs talking - if you stay crouched, they probably won't know you're there. Go down the hall to your left (from where you started) instead, and into that room - around the side is a doorway. Peek out that to your left, and you'll see the ladder you just climbed. Through the next door in this short hall, and you've got a few toys - a Flashlight on the table, and three Smoke Grenades (they have a red band on them). In this room there are stairs going up to a door, and a door on the lower level - in this particular level, you're going to want to go up as much as possible, and going up in here will let you... well, you'll see. First, crouch out the door on the lower level in here - this is the door on the right in the right hallway from where you started. You can probably surprise a Merc out in the hall - he should be carrying the P90 SMG, which is a very nice toy, even though it runs through ammo fast. Don't bother going across that broken piece of floor and into the next room - you'll get there a different (safer) way. Back into the room you just came out of and crouch up the stairs (I can't overemphasize crouching and stealth to keep you sneaky and relatively unnoticed), then crouch out the door. In this next room you've got stairs going up on the left, and an open vent on your right - crouch up the stairs first to end up at a busted door... obviously you can't go through it, but you can listen in. Back downstairs, go prone, and worm your way through the vent; stay prone at the end. At the other end you'll be in a room with stairs and catwalks - if you had gone in the left door of the right hall from where you started, this is where you would have ended up. Two or three Mercs in here... toss a rock out into the room, then watch as they hunt for you. Fire down through the catwalks to kill them, taking them by surprise. Once they're dead, go on down and explore for a few toys, including a P90 (if you don't have one already). There isn't much in the room, but there is a FAK on top of the crates in the corner. The grey poles with the speakers on top are part of the shipboard announcements system. At the top of two of the lower catwalks in here are open doors - one to the north and one to the east. The north one will just take you back out to that original hall, so go through the east one {Checkpoint}. You'll hear an "intruder alert" announcement... I guess your favorite Hawaiian shirt is going to get you in trouble. Crouch through the door on the left and quietly stand up - several toys on the rusty shelves right there. Around the corner, however, is a pair of Mercs playing cards - lean out and cap them quick. No way out of this room, so gather whatever you can and head back into the hall... ignore the other door (now on your left) and at the end is a screened vent - here's where that Machete can come in handy. Hack through the screen, go prone, and crawl through. You'll hear a pair of Mercs talking about a medical problem... whomever wrote the dialogue for this game is just a little bit crazy. Or they may be talking about Val... there's a randomness to the conversations that makes for a more interesting game. Looks like a hangar bay or an airplane repair center, huh? Pop the two Mercs through the big screen, but don't go out that way - instead, continue through the vent and through the small screen at the end. See the hatch with the ladder above it? That's where you need to go, but first go down the stairs and into that hangar to gather any stuff. As soon as you go through the doorway, a pair of Mercs will rappel down through that hole in the ceiling - be ready and kill them quick. If you're lucky, you might be able to look up through that hole and pop a Merc or two on the catwalks in the room above - the more you kill now, the fewer to deal with later. After, gather any toys in here (ammo and FAK), then head back out into the hall and that ladder. Doyle will call, telling you he's having trouble tracking you and the hostiles - wonderful. Head up the ladder, but before you get to the very top you might want to toss a Grenade up into that room - several Mercs are waiting. Pop up the ladder, turn left, and pop the Mercs. Wait a moment, and you'll have another one or two coming through the far door. Note the busted door in here, which is not the same one you listened at before from the top of those stairs (in the room with the first vent). Oddly enough, if you walk up against that busted door and keep pushing, you can knock it out of the way - you might be able to kill a Merc or two by doing that and surprising them. Carefully look around - in the room you just came up in, there's a door up on the catwalk, which you can't get to from here (you can by going up the stairs in the next room); however, you can jump up on that chunk of machinery next to the pipe (putting your head at a level with the catwalk) and listen in on another silly conversation. In the next room you have a big hole in the floor (where the Mercs rappelled down earlier), a door, and stairs - also note the 'hatch' on the floor... I think that used to be a deck elevator for the planes. First, crouch up the stairs, through the open doorway and to the next door... listen in for a little history lesson about the Carrier, and the first mention of Krieger (once again, the game designers have warped minds - but that's a prerequisite for game design). You can go through this door for an empty hall, then through the next - but there's a big hole in the floor you can't get across, so back the way you came. Through the door on the lower level, crouching and being very careful - don't go all the way through, but lean out... there may be a Merc on your right, and there is definitely one on your left at the end of the hall. Head down the hall (another Merc possibly), and you'll see a barred door straight ahead, and an open hall on your right (the vent on the right just leads to a bunk room with some ammo in it, which you'll get to later). First, go straight to that barred door - you'll pass under the busted section of floor you saw earlier. Nothing for you here, so head (carefully) into that open hall. Look through the open doorway on your left (another conversation with Doyle, who calls at the damndest times... is he trying to give away your position?), and you'll see an opening to the outside. You actually have to go that way to continue the level, but not yet. There are two open doors in this hall, one on your right (a double door), and one at the end. Go in the right one first for M4 ammo on one of the bunks (there's a vent in the corner which leads to the one listed above), then back out and head for the next door. See the busted door at the end of this hall, blocked by junk? That's the one you listened at earlier, from the top of the stairs in the room with the first vent. Just so you know where you are. There's nothing in that room at the end except some 9mm ammo in an old locker... so head back out into the hall, to the big open door, and head for the outside. Switch to your M4 (if you're not using it already), and go prone before going through this opening to the outside {Checkpoint}. Nothing to your left, so turn right and carefully head that way. Stay prone, and creep up to the head of the stairs - when you see a Merc in the distance, pop them. There should be at least three (or four or five) Mercs you can pop this way - how many there are depends on how many you killed during your approach to the Carrier during the last level. Snake your way carefully down the stairs, hugging the right wall. Keep an eye ahead as you continue - you'll see an opening in the upper section ahead of you, with a Merc or two up there... kill them before they kill you. Creep forwards to the corner, use your Binocs and scan the area - while you probably won't see any Mercs, you can listen for them. If the area seems clear, hold your 'Crouch' key and then hit your 'Prone' key - you'll end up in a crouch, but as soon as you release it you'll be standing up, not prone... get used to doing this through the game, as it can allow an ease of movement, especially when you need to move quick. Crouch ahead to that blocky thing in front of you, and carefully crouch around the left side of it - if you took out the Mercs up there (the bow) on your approach during the last level, there shouldn't be many there now. Don't forget to scan above you, either. Creep ahead to that pillar on your left, and quickly turn around - scan the area now ahead and above you (the railing on the next deck up)... there should be at least one Merc up there, and if you're good you can cap him before he does you. Out at the bow of the ship is a Vulcan Minigun - there's a Merc manning it, but if you're quick you can take him out, then run out there and use it yourself (run forwards to the next pillar and use it for cover). The main place you'll want to aim is up and back towards the way you came - on the top deck are several Mercs; take them out before they do any serious damage to you. Don't be in any rush to leave the Minigun... keep an eye to your left (the starboard side of the Carrier) for any approaching Mercs - patience, patience. Once the area is totally and completely 'cleansed', get off the Minigun and head left, towards that side of the ship. Just a note: that hole in the deck by the Vulcan Minigun... look down, and that's where you started this level, where they tossed a Grenade at you. Rush forwards to that blocky thing, then to the small square pillar beyond it - quickly turn around and look up to cap a Merc up there on the top. From that pillar, use your Binocs to look towards the rear of the ship and up - you should see the nose of an orange Inflatable, which is your way off this ship. You can't crouch up the stairs, so run up them and crouch at the top - once again, turn around and scan to make sure there's nobody up top who can put any holes in you. Creep ahead and then up the ladder - look to the right... see those two big rocks in the water? That's where you'll be headed at the end of this level. At the top, crouch and work your way around this deck, wrapping around to the left - you killed the Merc up here, so you should be able to grab any ammo he left behind. Just before you get to the small steps and the next door you'll have a {Checkpoint}. Crouch in through the door, and you'll hear chatter about moving Val to The Bunker. Look right, and there's that collapsed section of floor you saw earlier. Ahead you've got a door on the left, and the hall continues beyond it. In through the door, kill the Merc, and... [CUTSCENE] you find Val's equipment, and get to watch a crap video from Krieger. Body Armor, FAK and Binoculars in here, but not much else (Val has a California driver's license, not surprising), so back out into the hall and crouch around the corner. You'll hear a chopper approaching, and another intruder alert. Only one door in here, and as you crouch through you can cap a Merc on the other side. There's another one in the room, to the right beyond the overturned tables... don't let him get you. A ladder leading up to a small catwalk {Checkpoint}, Body Armor and FAK, and another ladder leading up - get ready for some nasty action. There are a couple of ways to do this next section, but both involve you getting seriously hurt... it depends on *how* hurt you want to get as to how you proceed. Up the ladder, and out here on deck you'll have about 15 Mercs, all willing to punch your ticket. ['EASY'] pop up, turn right, kill the chopper (it should be almost right in front of you, use your P90 or M4 - aim for the Gunner hanging out the door... you can't destroy the chopper itself before it flies off), and then dive over the side. Once in the water, swim around, look up and shoot the chains holding the Inflatable, get in it and take off. [RAMBO] kill everyone... Mercs all over the place, and the chopper which can be a real pain. Kill the chopper first (if you can), then work your way through the crates, watching your back as you take out Merc after Merc. Stay crouched, be aware, and you should make it through this relatively intact. Watch out for a Merc hidden in the crates on that elevated platform on the one side of the ship. Once at the end of the ship, you can shoot the chains to drop those two bridges, if you feel like it. Once everybody is dead, shoot the chains on the Inflatable to drop it into the water, then jump over the side and use it. Get in, listen to Doyle, start it up and head right - head straight for the gap between those two big rocks sticking out of the water to end the level. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Level 03>> Fort //Enemies: Mercs //New weapons acquired: AW50 Sniper Rifle, MP5 SMG, Rocket Launcher //All weapons available: AG36, M4, MP5, OICW, P90, Pistol, Rocket Launcher, Shotgun, Sniper Rifle //Items acquired: n/a This is the level that was in the demo for the game, and it runs pretty much the same as it did there - so if you've beaten the demo, you shouldn't have any problems with this. Hmmm... we've got to destroy that satellite dish we can see in the distance - you getting the feeling that we're doing all of Doyle's dirty work for him? Use your Binocs, and you'll find enemies in the huts to the right - so head your boat a bit to the left, to that smooth section of beach. Crouch up the gap between those two dunes, and keep crouching under the platform, listening to the chatter about fishing. Head left, and you'll be able to grab that Patrol Boat - nice firepower. OR - from those dunes, use your Binocs to identify everyone, then use the M4 to take them out. The dock to the left has a yellow fuel tank that you can shoot, eliminating a pair of Mercs right there, and any Generator can also be blown up. Search through the huts for toys. See that lone dock ahead, the one with the ramp on it? That might make a nice firing platform for taking out the Mercs on the main beach, plus there's the bonus of some ammo there. If you grab the Patrol Boat, drive it out a little ways, and proceed to mow down Mercs - just remember that your ammo isn't unlimited. Watch out for another Patrol Boat out here. Once the Mercs in this immediate area have been cleansed, get back on the beach and check out those huts - not much inside, but there is some ammo and a FAK. Blow up the radio on that dock if you want, then head across to the main section of land (follow your compass). {Checkpoint} Kill any Mercs around this area as well (about 10), and notice the structure up on the hill by the satellite dish - that old Fort is your next objective. Use any cover you can, staying close to the hillside on your right, and work your way around this small bay {Checkpoint}. Listen in (with your Binocs) and you'll hear people complaining about communications and dampening devices. Just proceed on, clearing this section of island. Of course, if you're *really* sneaky, up beyond that hut is a small ruin with a Vulcan Minigun and a commanding view of the beach... wouldn't it be nice to take out the Mercs with their own weapon? Once this place is sanitized, check out the huts - in one of them you'll find the AW50 Sniper Rifle... a nice toy. A very, *very* nice toy. Use your Zoom key (';' default) to toggle the scope, and then you can have some fun. You'll have to drop (default 'J') your Machete in order to grab the Sniper Rifle, but no great loss. Just remember that the scope limits your peripheral vision - make sure you know where the Mercs are before using the scope, and kick out of scope mode every once in a while to check things out with your Binocs. When the path / trail / road branches, head right, staying in the brush to the right of the trail - you'll be able to take out a few more Mercs up ahead with the Sniper Rifle if you're careful (head shots are always best). Just remember that you've got limited ammo for the Sniper Rifle, and more won't be easy to find. Don't forget to check that dock for weapons as well. Once you've got everything, head up the hill to the right of the hut - don't walk on the trail itself if you can help it, but stay in the brush along the side. You'll come to a road and another {Checkpoint}. To the left will be a few Mercs and a Buggy, so watch your back. Yeah, if you want, you can drive up the steps with the Buggy, using its weapons to blow the fuel tank up on the ledge. You'll come up to a set of stone stairs - several more Mercs in this area, including a few with Grenades, so watch it. At the top of those steps on the left is an observation platform of sorts - make sure nobody's up there before doing anything else, then check this entire area at the base of the stairs for more Mercs. Climb the first set (crouching) and get to the left - you can heave a Grenade up to that next section for a little fun, then watch out for Mercs coming down the next steps to your right. To your left are stairs leading up to that observation platform, but there isn't anything up there for you, though there is some ammo at the bottom. Head up that next set of stairs - this ledge is where you tossed the Grenade - and then the next. If you did things right, there shouldn't be anybody in sight. The trail up here splits - going right follows a fairly open trail, while going left will take you into 'tunnels' that are part of the Fort complex. {Checkpoint} The tunnels are easier to do, as you're not out in the open (and they contain some First Aid Kits)... but do it either way you want. Immediately inside of the first tunnel is a Smoke Grenade, and just around the corner is a Flashlight. As you round the next corner (to the left), crouch - ahead are stairs with a pair of Mercs at the top, perfect suckers for the Sniper Rifle... but even better as a target is that tall oxygen tank up there on the right; shoot that and watch the bodies fly. Don't be too quick to run up there, because a third apehole will join the first two. Up the stairs and around, and at the next junction... {Checkpoint} In the small room on the left is a FAK. Carefully crouch through the next door and you'll hear guys arguing about cards. The opening on your left is stairs down, while there's a hall to your right - toss something out into the room (Rock or Grenade, it doesn't matter), and then get to the top of those stairs and watch the hall down next to them; you can cap each Merc as they come along. After that, watch out for the Merc on the far side of the room, on the catwalk - he'll toss a Grenade if you don't get him quickly enough. Head down the stairs, and there's a slit window in the wall - you can cap any other Mercs through that. Out into the room and grab anything in there - in the weapons rack you'll find the MP5, which is a nicely silenced SMG; however, it's not as powerful as the P90. If you want to grab it, dump your Falcon .357 - personally, though, I don't bother with the MP5. Also in the room note the "Redneck Today" magazine on the table... the "David March" listed on the cover is one of the game designers. You can go up the stairs in this room, or back up the other stairs and through that hall - either way leads to those catwalks, which leads to an elevator. Head on up, and as you exit the elevator there's a FAK to your left. Crouch to the opening, then go prone and creep to the top of the hill through the grass - more or less straight ahead (NNW) is a guy to the left of that road... perfect target for the Sniper Rifle. Creep down the hill - staying to the left of the path - and up to your right you'll see the next structure you need to hit. Keep going {Checkpoint}, and ahead to the right you'll see an old gun emplacement, while a trail splits off and goes left down the hill. If you hadn't taken the tunnels, you would have come up that trail. If you keep creeping down that trail, you'll be able to pop a couple more Mercs, but why bother? Get up in that gun emplacement (lovely view of the beach and ocean), and use the gun for cover as you scan the ruins up on the hill to the east. Also note the Sniper Rifle in the grass at the base of the steps of this gun emplacement (the last guy you shot). There's no real way to sneak up to that next structure (the old Fort), but you can creep through the grass between the trail and the cliff on the left. Get past that 'tree', and you should start seeing Mercs - just wait for them, and they'll end up coming to you, either one by one or in pairs. They don't have any real room for flanking maneuvers here, so they're fairly easy pickings - just watch out for Grenades. You've got stairs heading up on the right, a tunnel in the wall, and this section of walk continues on around the corner up ahead. Go through the tunnel until you can see someone up ahead on the upper section - if you can, take him out. Back out of here and follow that walkway around - up on the left is a small round structure; inside, go up the ladder and crouch for a nice firing position. The fact that there's a FAK up here as well doesn't hurt. Take out as many Mercs as you can from up here... several will be running along the walkway below (to your east), trying to get to you - make sure you watch the southwest as well. Also watch out for the chopper (actually, an Osprey tilt-wing craft) that drops off reinforcements; you can't shoot it down, but you can kill the Mercs. As usual, don't be too eager to go running into an area you just cleared out - wait a minute or so to see if anyone else pops their head up. If you still have the Sniper Rifle, you might be able to cap the Merc on the Vulcan Minigun (to the east, on the far left at the top) - you might just be able to see the top of his head, but that's all you need. Further along this walk there are stairs going down on the left, which lead to an old gun emplacement - there's nothing down there for you other than a terrific view (note the old Japanese tank below on the beach). Around to your right, and you might find another Merc or two in this area. Stairs on your left, stairs ahead on the right, and the other end of that tunnel on your right. Up those stairs ahead and right, and in a small 'room' at the top is a FAK. Head back towards the east, and you can jump across the wall at those rusted girders. Follow this 'walkway' to the helipad, and look right - see that door? That's your next objective, but first make sure the rest of this area is cleaned out, and collect any toys you can. Note the Vulcan Minigun on that one platform. If you've still got the Falcon .357, drop it now - or drop something to free up a weapons slot (definitely keep the M4, and maybe the P90 and Sniper Rifle). Head for that door {Checkpoint}, and grab the Rocket Launcher. Yes, you can shoot the camera above the door. Doyle calls - he can't unlock the door just yet, and you've got more Mercs approaching via both sea and air. The Vulcan Minigun platform makes a nice firing area (as well as a very handy weapon), but there's a Rocket-firing Patrol Boat down in the water that's sighted in - you might want to take that out as quickly as possible. Just don't forget the incoming chopper (or two). Once Doyle tells you the door is open, run in there - down the hall for a {Checkpoint}. In that door on the left and... [CUTSCENE] Krieger (the head Bad Guy) explains his experiments. Kill the guy down at the console, and grab his Keycard. Doyle tells you about a demolition pack... up the stairs and left into that small room. Use the Keycard on the gate, and grab the demo pack (as well as anything else). Head back out into the hall and left. Through that next door (there's no one around), left and down the stairs... you should be able to see where to plant the charge. Just get close enough and hit your 'use' key, then turn around and race for the door opposite the top of the stairs. [CUTSCENE] the comm dish blows... -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Level 04>> Pier //Enemies: Mercs //New weapons acquired: n/a //All weapons available: AG36, M4, MP5, OICW, P90, Pistol, Rocket Launcher, Shotgun, Sniper Rifle //Items acquired: n/a Doyle tells you to meet him on the pier on the other side of the island. A couple of Mercs ahead, and a Hang Glider... that can be fun. Take out the first two Mercs, and then creep forwards to that tent - just for fun, you've got those two barrels lying on their sides... you can roll them downhill and maybe squish a Merc. Take out any remaining nasties and then get to the Hang Glider. (You could, of course, just go down the trail, swim across to the other side and up that trail - but where's the fun in that?) From the edge of the cliff just in front of the Hang Glider you can snipe at the fortification across the river, and possibly at the tower beyond it as well. The physics for this are pretty nice, and pretty real - the Hang Glider doesn't really go up, but you can fake it a little. Hit your 'forwards' button / key, and the nose of the Hang Glider dips, release it, and the nose pulls back up; dipping down like that speeds up a little, and when the nose goes back up, that added speed gives you just a little more altitude. Get to the edge of the cliff - before using the Glider - and look around... you can see a pier down there, but that's not the one Doyle means. Your aiming point is basically directly across from you - follow your compass, heading for that gap in the hills slightly to your right. A chopper will appear at some point soon after that - you must kill off the Gunner quickly, or the chopper will take you down, and you won't survive the fall. After you go through that first gap, head left - see the trail down there? Try to get as far up it as you can (heading south) before landing. If you fall in the river, there's a Patrol Boat down there that will try and chop you up. If you have to ditch in the river, try to get to that pier you saw, which is at the bottom of the trail you started on - swim for the opposite shore. Once on the trail, head south (upwards) - if you haven't already, you'll come across a small guard post... be careful, they have a Vulcan Minigun. That makes a good vantage point for looking around, but that's about it - don't forget to collect the ammo and FAK there. Continue up the hill (crouched in the grass to the left of the trail), and just beyond the crest (that white rock) you'll hit another {Checkpoint}. Use your Binocs to scan ahead - you'll see a pair of Mercs apparently up in a tree; get a little closer, and you'll see that it's a tower. Kill the two Mercs - if you still have that Rocket Launcher, use that - and carefully go up in the tower (FAK up there). Dump the Rocket Launcher and grab the Sniper Rifle up there, and check out the camp below - since you've got the Sniper Rifle, you might as well use it. First take out the guy in the tower on the other side of the camp, then blow that yellow fuel tank in the middle of the camp to take out a few more Mercs. Find any other targets of opportunity and cap them as well. You'll probably have a chopper buzz the tower - use your M4 or P90 to get rid if it. You're actually fairly safe up in the tower, because the chopper can't fire through the roof, but you still want to kill it off quick. Once it's gone, get down from the tower - ammo and bananas in the little shack next to it. Continue down alongside the trail towards the camp - as you get closer, Doyle tells you to blow up the Armory in the camp... lovely. Not long after that you'll have another {Checkpoint}, and a lovely game of "Merc Hunt" in the woods - use your Binocs to spot each one, and take them out from cover. Keep going down the trail for another {Checkpoint}. Eventually you'll spot the camp buildings - a tent and several buildings to the right, with a big gray building (the Armory) beyond them, and several huts on the left. Stop & scan, find the Mercs, and take them out one by one. Others will come out of the huts, so watch out for them as well. There's another couple of towers on the right side of the camp - the nearest one has a sniper, while the far one has a guy with a Rocket Launcher. One of the best ways to go is to backtrack a little, then cross the trail over to the right side - crouch through the brush until you can see that tent in front of you, and both towers on this side... take out the guy in this first tower with the Sniper Rifle. Creep-crouch to your right (towards the north), keeping that fringe of brush between you and the camp. Eventually you'll come to an open area where you can see that first tower, but the huts block your view of the camp (and vice-versa). You can get up in that tower, but only if you're very quick - the guy in the next tower will spot you and pop off a Rocket; kill him as quick as you can. Down by the Vulcan Minigun is an alarm control - if it goes off, get down there and shut if off as soon as possible, because it'll bring in reinforcements in a chopper. In the first hut on the right (Admin), grab the green Keycard off the table - you need that to blow the Armory. Well, not really, but you'll need the Keycard if you want to grab ammo and weapons from the Armory before you blow it up. The green tent has Body Armor in it, but nothing more. Clear out the camp, checking out each hut - make sure everyone's dead, and grab whatever you can. You'll find an explosive charge in the Briefing tent, along with some Body Armor. Go into the Armory, use the Keycard to open the cage and stock up, then use the demo charge where indicated and get the hell out of there. Head for the garage and grab the Buggy next to it - if you come under fire, you can return fire through the sides of the garage, oddly enough. {Checkpoint} As you drive the Buggy past the garage, it'll open and a 4WD will come out - kill them quick and take their vehicle. If you managed to kill them through the walls, just drive the Buggy past the doors to open them and access the 4WD. Head along the road, and just after the crest of the hill you'll have a pair of Mercs you can roadkill. Past that, and down at the bottom of the next hill is a roadblock - just to the right is a dirt slope that you can use to get past the roadblock (gun it and jump) and across the stream, or you can do a little hunting at the roadblock and take their vehicle. Personally, I prefer the latter - kill the Mercs, and grab a fresh vehicle. First, though, look ahead in the distance - you'll see a tower. If you still have the Sniper Rifle, take out the Merc up in that tower, because he's armed with a Rocket Launcher. Grab any vehicle, and follow the trail. Along this road you may encounter another 4WD popping out of the jungle - but oddly enough, if you just keep going straight to the Checkpoint, it won't bother you. When you get to the next {Checkpoint}, stop and exit the vehicle - time for some recon. Up ahead the trail splits - the better marked portion goes more or less straight, while a lesser trail branches to the right... that leads up to that tower. First, crouch through the brush alongside the right side of the road here - further up you'll come to a 4WD with three Mercs standing around bitching... take them out and leave their vehicle there for now. Head for that tower and get up in it - a lovely view of the area. Why do it that way? Because if you just head up into the tower and do some killing, the Mercs in the 4WD will take off and head down to the docks, warning them. If you don't take out the guy in the tower, he'll nail you as you head along this road. Simple as that. Up in the tower, use your Binocs to scan the dock area... cute conversations among the Mercs. That building at the end of the road is a garage... note the ramp leading up into it, which can be fun. If you want, you can use the Rocket Launcher or the Sniper Rifle to take out a few Mercs from up here, but why alert them unnecessarily? Back down out of the tower, and grab the 4WD further on (the one whose crew you just killed) - just floor it and head down the road {Checkpoint}. Line it up, and run the vehicle right up that ramp and into the garage - jump out halfway and the 4WD will continue on to roadkill a couple of Mercs. On the other side of the garage to the right is a Mortar - you can use that to find the wreck of the vehicle you just abandoned... shoot it to blow it up and cause some damage. There's also a yellow fuel tank down there that can be blown up for damage, and a fuel tank under the roof with the vehicle... use whatever you can. Down at the far end of the docks (or somewhere along them) is a Merc with a Rocket Launcher... take him out quick. Once everyone is dead, just walk along the pier to the end... end of level. [CUTSCENE] so this is Harlan Doyle... he picks you up and drops you off in the next area. He tells you they've moved Val. Do you still trust him? -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Level 05>> Research //Enemies: Mercs //New weapons acquired: n/a //All weapons available: AG36, M4, MP5, OICW, P90, Pistol, Rocket Launcher, Shotgun, Sniper Rifle //Items acquired: n/a This is a short level, and pretty easy - you'll meet the first results of Krieger's experiments... not nice. Doyle lets you know how you need to go, but that's about it. Crouch and crest this little hill, and whip out your Binoculars - listen to the griping. There's a minimum of 12 Mercs down there, probably more like 20 - if you've still got the Sniper Rifle and any ammo for it, you might want to think of thinning the odds a bit. (I love that Sniper Rifle - I just wish there was more ammo for it) There may also be a chopper in the area - do your usual with it and you'll be okay. The easiest (sneakiest) way is to go left from where you started, and crouch along towards that stone arch. However you do it, clear out all the Mercs over there... snipe a few, then go hunting. Watch out for the Patrol Boat as well, though those particular Mercs usually join the ones on shore, oddly enough. Once you've cleared out the area, head on over there - you'll see something that looks like a mine entrance, which is where you need to go next... but first, explore and gather. In a hut up on the hill you'll find all sorts of toys, including a yellow Keycard. Exit the hut and {Checkpoint}. Head into that mine entrance - when you get to the end of the wooden platforms, watch out for the Merc to your left, and listen to the radio chatter {Checkpoint}. Use the Keycard on that door and through for... [CUTSCENE] that thing is a Trigen, a mutant monster created by Krieger - and they're worse than the Mercs. However, you won't fight any in this level. You can go left and right in here - but left just leads to a corpse, so head right. Doyle calls and says he's having a hard time tracking you - is that good or bad? No, there's nothing in the water for you, so head left and follow that around - you'll see a painted sign that says "Sub Level 1", whatever that means. Keep following the trail, and as you see a fuel tank (?) up ahead, the lights go out. Oops. Not a problem. Keep going {Checkpoint} and when you get to the steps, the tunnel splits left and right. Left is where you eventually want to go, and if you look carefully you'll see a Merc or two in that room... however, head up to the right. The tunnel splits again, right going up a spiral passage, while left heads into that room. Go right and up the curved passage, and it splits again, with stairs on the right (and someone bitching about getting the Regulator on line) and a continuation of the tunnel to the left. Go up the stairs and take out the Mercs and the tech up here, noting the blinking red light. Use that to restart the generator, grab any toys off the crate in the corner, then head left down that spiraling passage... kill everyone at the end, and you're back in that room. You can shoot through the catwalks (grating). Make sure everyone's dead, then get up on the catwalk and use the elevator - you needed the generator online to use this. As you ride the elevator up, Doyle mentions the Trigen escaping... and as you get to the top, you'll notice one scampering through a vent. Don't worry, it won't come back out. No problems... just go to the door marked "Exit" to end the level. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Level 06>> Treehouse //Enemies: Mercs, Trigens //New weapons acquired: n/a //All weapons available: AG36, M4, MP5, OICW, P90, Pistol, Rocket Launcher, Shotgun, Sniper Rifle //Items acquired: n/a A door straight ahead and a hallway to your right - decisions, decisions. Go through the door first, and watch as a Trigen drags some poor sucker up into a vent - don't worry, it won't come back after you. Grab anything on the table, and head back out to the hall, and left. Head down those steps on the left, and the doors there won't fully open, but just enough for you to see a pair of Trigens waste some more people. Aren't you really looking forward to meeting these things? Back up the steps and continue down the hall to those next doors. Ugh... a close look at a Trigen. The big double doors at the end of this room don't open, so into the next room for another bit of Trigen results (and Body Armor). Through the next door and a voice on the radio will be telling anyone who can hear (not that there's anyone left in here) not to engage the Trigens. Say what? The door on the left doesn't open (it's the one that only partially opened before), so head for the other one and through for the next {Checkpoint}. Ah, that's why this level is called "Treehouse". You can go to the right around the side of the building, or straight and across that bridge. If you head right (crouch), you'll see a 4WD below - take out the Mercs before they get you, remember where that vehicle is, and watch out for any Trigen that attack the Mercs. However, you don't want to go that way (yet). Killing a Trigen is just like killing anything else: a head shot (not that they have much of a head) is the best way. Don't let them get too close, because they can and will jump. Go straight along the bridge to the first platform, then on to the next, and the next, and the next. From here you'll have a choice of which way to go - one way (northeast) leads near the building labeled "Supervision" (which is where you want to go eventually), while the other leads west... go west and get on the Vulcan Minigun. Use it to kill *everything* you can see moving, on the ground and on the platforms - it'll save you a lot of trouble later. I don't think Trigen can climb ladders, but man can they jump. Down to your northeast you'll see a 4WD at the bottom of that elevator - once everybody and everything is dead, head towards the elevator (north-northwest, down the sloping bridge). At the next platform just keep going, and at the next you'll have three ways to go - the elevator is on the next platform to your right (south-southeast). Go down, and at the bottom is a 4WD - use it, and drive in the direction it's facing (through the stone arch, not back through the gates). Yes, you can roadkill Trigens. You'll see a tree platform down on the ground, possibly with a searchlight next to it - exit the vehicle and head for that. Up the bridge to the platform, and along the next bridge to the Supervision building {Checkpoint}. Doyle will tell you about an access card you need to get. Body Armor to the right, stairs and another gate to your left - head up the stairs. If you go left around the corner of the building, you'll see a door, and beyond that a bridge with a locked gate at either end. From the top of the stairs there's a door slightly to your right, and more stairs on the right. Head up those stairs first (the ones to the right) - the elevator at the top is locked, so head up the next set of stairs... that door is also locked. Look over the edge to the northeast, and you'll see a large pair of gates - those are also locked. Back down the stairs and in that door (next to the Supervision sign). You've got a pair of Trigen approaching from the left - take them out quick. Stairs down on your right, but you don't really want to go down those unless you like fighting more Trigen; however, that's one of the possible routes out of this building - eventually it leads to a garage and those big gates you saw from above. Head left into the room - there's a red-lit hall at the end; the door there is the same one you saw from outside, just before that bridge. Instead, swing right and into that door - if you're fast you might be able to kill a Trigen in there before it runs off. Ugh... that corpse is the scientist you were searching for - I guess he's not much help now. There should be a Keycard on the floor near the body - grab it, then head through the next door. Use the lever on the wall, which opens those big gates, then head back out into the main room {Checkpoint}. Now you've got two choices as to how to proceed - down the stairs in the outer room, or back out the door. [STAIRS] when you get to the landing a Trigen will rush off from the bottom of the stairs and kill a Merc - then it'll come back, giving you a chance to finish it off. Head all the way down the stairs to find a dead Merc and a door that leads to more stairs down. At the bottom of these stairs are another pair of Trigen - maybe you can kill them with a Grenade. Open the doors with the Keycard, and you can drive the Big Truck (apparently that's what it's called) out and left, heading for those now-open gates. Continue up the hill, kill any Mercs in the helipad area, and switch to the 4WD. (continue at the HELIPAD section below) [BACK OUTSIDE] as you head out and up the stairs now on your left, Doyle tells you about reinforcements arriving - head up the next set of stairs (yes, you could use that elevator now, but why?) and in that locked door. A Trigen greets you in there - once it's dead, you've got a door on your right and another room ahead. Into the next room, and deal with the survivor of the Merc vs. Trigen fight. Don't go through the door in here yet, but go back out into that first room and through the door in there for a ton of weapons and ammo, including Shotgun shells (you'll get it later). Back into the Merc vs. Trigen room, and out through that door for a nice little balcony, then up the ladder. Go prone immediately and head for the opposite side of the roof - you'll see a 4WD at the helipad, and several Mercs down there... take 'em all out. Once they're gone, head back inside - watch out for any Mercs that might be waiting for you. Remember that bridge with the locked gate at either end? Head for that and through the gates to the helipad area. [HELIPAD] grab anything you can in this area, including Body Armor and Grenades (Flashbangs). Use the 4WD, and reverse direction (easiest to circle the helipad) - head through the gates in the direction of the "Bunker Lab" sign. Just follow the road - when Jack talks to Doyle, {Checkpoint}, stop the vehicle and creep ahead. Down around a left curve (big tree on your left) and use the Binocs - you'll see the building (to the left) which is your next target, and Doyle tells you to blow something up. If you've still got the Sniper Rifle, take out the Mercs you can see at that building (and any others that come running), then head back to the 4WD... you can't get into that building from this side. When the road splits, just keep going straight... get down far enough to see the sandbags, and use the vehicle's Mortar to take out that roadblock. Further ahead on the right is a tower sticking up out of more ruins - use the Vulcan Minigun at the roadblock to hose it good. Just ahead is a bridge and steps - you can drive up them, but you might want to cleanse the area first. If you go left from the beginning of the bridge and follow the cliff (river to your right), you can actually sneak through the jungle (crossing a plank bridge along the way) and circle around behind some of the enemy. Eventually you'll come to the compound that you need to get into (straight ahead), but you'll need to cross the suspended bridge to your left and head into that area to pick up a demolition charge. Across that bridge and immediately on your right is a sniper behind that wall - take him out quick. Into that 'room' for ammo and Body Armor. Look to the north and you'll see a suspended bridge - use the Sniper Rifle to take out the Mercs on that bridge (one is a sniper). You'll also have a couple more Mercs just beyond this 'room' (on the other side of the wall, actually), so watch out for them. Drive up those steps and continue along the road - ahead and down to the right you'll see another suspended bridge, but it basically goes from nowhere to nowhere; don't bother with it. More Mercs along the road that you can shoot with the vehicle's weapons or just roadkill. Further up the road it takes a sharp bend to the left - try not to hit that barricade, or you'll knock those barrels loose and they'll derail you. Around that bend and watch out - if that Merc is still up in that tower he'll be shooting at you with a Rocket Launcher. Head into this compound - one neat way is to climb the downed Japanese Zero to get up on the wall. Down in the middle of the compound is a crate, which has a demolition charge on it... that's your ticket in. Grab it, and {Checkpoint}. Check out the rest of this compound for any toys, then climb up the tower - to your west you'll see another compound / ruins... that's the one you couldn't get into earlier; use the Rocket Launcher or Sniper Rifle to take out as many Mercs over that way as you can. Head back for the road and follow it (in the brush along the side, of course), and you'll come to that bridge - if you took out the Mercs on it earlier you can cross without a problem {Checkpoint}. From here, if you circle down the hill to the right, you'll come to that plank bridge and eventually to the stone bridge you were at earlier. Sweep the area for any more Mercs - there should be a few outside the compound, wandering in the woods. Note the orange spot on the compound wall - obviously where you'll plant that demo charge. Use it and run... once it blows, head for the new breach - but watch out for the incoming chopper (there's a Vulcan Minigun up on the wall, if you want to try your chances with that - however, it has a limited range of motion). Head on in to the compound, kill anyone remaining, gather what you need, then head for the big door with the "Krieger Corp" sign above it - use the Keycard one last time and in. Head for the next door to end the level. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Level 07>> Bunker //Enemies: Mercs, Trigen //New weapons acquired: Jackhammer Shotgun //All weapons available: AG36, M4, MP5, OICW, P90, Pistol, Rocket Launcher, Shotgun, Sniper Rifle //Items acquired: n/a Listen to Doyle, through the door, through the next and grab anything off the shelves before using the elevator. At the bottom you can toss a Frag through the left arch if you want, or just crouch and wait - three Mercs in that room that'll come out after you. Easy targets. In through either arch, and you'll have stairs up on your left, and stairs down on your right. A Merc will come out of the door at the top of those left stairs - he's armed with a Jackhammer Shotgun, so take him out quick, then take the Shotgun (dump the Rocket Launcher if you're still carrying it)... it's nice for up-close fighting (CQB, if you prefer). Nothing for you down in that room (at the far end are stairs down which lead out into the next room anyway, so ignore them), so up the stairs and through the door, then crouch through the next. Catwalk around to your right, stairs on the left - down below are a couple of techs who are fairly wimpy... hardly worth wasting the Shotgun on them. However, you're going to want to cap them both before they trip the alarm (there may also be a Merc or two down there as well). A few choices as to how to go in here... first, though, go down the stairs and along the catwalk, and in that door at the end to take out a Merc and possibly some Trigen. Note the long stairs going down, and the noises from below. I don't think so... Back out in the other room, drop off the catwalk - Carver talking to Doyle as he passes the Big Trigen isn't anything special - and you've got two doors: one under where you first entered this room, and one at the other end next to the alarm panel. Go through the first one (under where you entered) for Grenades, a FAK and Shotgun ammo, then watch the stairs for any approaching Mercs. Once they're dead, go up those stairs to find yourself in the room where you started the level. Head back to the room with the big Trigen corpse. Head through that door next to the alarm panel - wait a moment before any fighting dies down, then go through; you'll have a Trigen or two coming up the stairs on the left, but the Shotgun does nicely against them. Through the door at the bottom of the stairs for a few more Trigen. Now you'll want to backtrack - head back to the room where you first started (the two arches), through the door up on the catwalk, follow the catwalk around and through the door at the top of the long stairs. Head all the way down the stairs for a corpse at the bottom. Don't worry about that vent - you can get in it by going prone, but there's nothing in there for you other than a drop, so don't bother. Just crouch through the next door. There will be a Merc in this room along with a tech corpse, plus a FAK over to one side; there's also a vent hidden on the right that will take you to the one listed above, so no worries. Grab the FAK, and through the next door. Kill any Mercs in here, and you're back in the room where you were before you backtracked - but now you've eliminated any threats to your back. Head to your left {Checkpoint} and gather any toys - you may see some carnage through that slatted window. Carefully go down the stairs, and take out any more Mercs down there, then head through the next door. The lady or the tiger? There are two doors ahead of you - you may have a Merc coming through one of them. Both lead out to the same room, but on different catwalks. If you just wait here, the Mercs will come to you, probably one at a time - nice targets. If they don't come to you, toss a Rock at either door. Once everybody's stopped coming, go through the left door - careful going down the catwalk, because there's a Merc on a Vulcan Minigun down to the right; however, he's not expecting you from this direction. Head back to the double door room and through the right door and through the door at the end of the catwalk. Nothing in here, but in the room at the top of the stairs (the one you saw through the slatted window earlier) you have all sorts of toys, including Grenades of both types and a FAK. Back out to the catwalks, to the double door room, and out the left door. Head along the catwalk, and as you get near the next door... {Checkpoint}. In, and watch out for the two Trigen - you may be able to tell their movements by the spider web up in the corner. Continue through, grab any ammo, and through the next door. Nothing to worry about in here, not really... two cages each with a Trigen in them, and a Trigen corpse on a table. If you go down to the cages, there's a lever on the wall that will open them - but why in the world would you want to do that? Just blow them away from up here (I'm half expecting PETA to come crashing in at any minute, complaining about animal experiments), and head through the next door. Listen to the lovely sounds coming from the other side of the next door... but you've got no choice, you have to go in there. A Trigen will be on the stairs to the right, and one will come through the door at the far end. Grab the Body Armor up at the top of the stairs, then go through that door. You'll probably have a Merc charging up the stairs - for fun, shoot the big tank on the right and it might crush him as it falls... but whatever you do, don't shoot the small tank on the left, because the ensuing explosion might kill you. Down the stairs and through the door - there's nothing in this room, and the next room is that catwalk where the Vulcan Minigun is... not that there's anything to use it on. Head for the next door {Checkpoint} and you can hear noises on the other side - I think you're popular. In this hall, head for the next door and listen to the sounds of fighting beyond, then back off - you'll have three or four Trigen come pouring through the door. You may even be able to go back to that Vulcan Minigun and use that on them. In that room, head all the way down the stairs and through the door, then crouch through the next. There will be a Merc behind the barrels on the left - an easy kill - and another beyond him. You can hear a chopper outside... presumably the one that's coming to take Val away. Around the corner for a few more, and through that long slit window you can see the chopper - unfortunately, you can't kill it from here. Through the next door for a {Checkpoint}. Doyle suggests releasing the Trigen as a diversion - say what? (If you don't get the feeling that Doyle isn't all he seems by now, then you're not paying attention - Val isn't exactly Snow White either) Crouch through this door, and you've got some choices - you can blow away the dark glass and take on the Mercs directly (five or six of them), or you can crouch up the stairs on your left... all the way at the end hit the switch to open the Trigen cages. Either way, kill 'em all and get to the big doors in this room. Crouch through, wait for the fighting to die down, take on any survivors - that's a good mantra for this game. Note the cargo container hanging on the right - shoot the chain to drop it, squishing anyone below. Watch out for falling beams in here (from Trigen popping out of vents above) - it wouldn't do to survive the Trigen and Mercs only to get nailed by a piece of wood or rusted steel. Go down to the lower area only to collect ammo and what-not, then up the stairs and around. Outside, and Doyle tells you to move it. Run up the trail, up the stairs, and... [CUTSCENE] introducing Val - she's a spook... and ain't she a kick in the head. Man, you are sooooo screwed now... (unfortunately, not by her) -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Level 08>> Steam //Enemies: Mercs, Trigen //New weapons acquired: n/a //All weapons available: AG36, M4, MP5, OICW, P90, Pistol, Rocket Launcher, Shotgun, Sniper Rifle //Items acquired: CryVision Goggles [CUTSCENE] Val tells you where to go. Heh heh. Damn... you won't get to work with Val - and such a nice moonlit beach, too. Isn't that typical? On the other hand, you'll get to work with her in later levels, and she can be such a... well, you'll find out. I'd suggest switching to your P90, if you still have it - Trigens in this area. Move along the beach a little until it runs out (towards the southeast, opposite of where Val went) - use your Binocs, and while you won't see anything, you'll hear plenty. Turn right (south) and head into the jungle a bit - when you see that lighter (blue-gray) section of cliff ahead, turn left to see a light... and a few Trigen. Kill them off, but watch your back - there's a Patrol Boat out on the water that wants to party with you; if you kill the three Trigen before the Patrol Boat arrives, it won't stop here but will continue on around the island. Yes, you could ambush the Patrol Boat and take it yourself, skipping this bit of jungle - if you do so, stop when Doyle talks to you, then open up on the shore (and watch out for another Patrol Boat). Once cleansed, keep going until you get to a dock and do more killing. However, the Patrol Boat can be more trouble than it's worth. Only go to that light and the corpse if you need a FAK - otherwise, head for that lighter cliff... when you get there, turn left (south-southeast) and go between the cliff and that hill. Doyle calls, and tells you about some night-vision goggles in a camp nearby. Keep heading straight towards that bit of open sky - stop every once in a while to scan the area. When you get to that jumble of boulders, stop and scan, then turn to your left - more open sky that way, and a sort of path right along here. The path splits in 3 right here, with one part going left to that lit corpse, one going the way you were headed, and the third part heading up the hill. Crouch along that path up the hill, and at the top scan around again - there should be a bunch of Mercs to your right (west-southwest). Note the other trail up here, and the Mortar across the way on that other hill. Head right, staying crouched alongside the trail, and you'll get a better shot at the Mercs below as they head along the trail down there. You can scamper across to that Mortar, but it's slow to fire... however, there is a FAK up there. Note the Patrol Boats down in the water - use the Mortar to take them out... even if there's no one in them, you can ruin them enough so the Mercs can't use them against you. Once everyone's dead (and those boats destroyed), just head along the trail to the west and southwest... {Checkpoint}. Stop & scan - there's a Merc high up on a bluff at the water's edge with a Rocket Launcher. Just keep following the trail, stopping every once in a while to scan the area (like I need to tell you to do that). As you re-enter the jungle, you'll see a big white boulder ahead - crouch up to it and scan around to listen to some Mercs bitching. Just continue crouching along the trail, and take out any Mercs you come across. Around a corner in the trail, and you'll see buildings ahead - that's the camp that Doyle mentioned. Continue a little further for another {Checkpoint}. This is a fairly decent position right here - it's a narrow pass, so the Mercs can't flank you, they can only come at you from the front. You've got a boulder or two ahead that they'll have to maneuver around to get at you. Note the two spotlights at the camp - there's a Merc up on a platform in the trees just above and slightly left of those lights, so if you've still got the Sniper Rifle, use it. Head into the camp and cleanse it - don't forget any Mercs down at the dock. Once everyone's dead, do your usual scavenging routine for plenty of items. In the back room of the second hut on the right you'll find the CryVision Goggles (a little bit of ego there, huh?) - Doyle calls you about where to go. A note about the "CryVision" goggles: they will renew themselves when they're not used, but just be careful anyway. Note the 'battery' HUD which shows you how much power is left. Grab the 4WD and follow the road (both branches go the same way) - when you see the light ahead {Checkpoint}, stop and use the vehicle's weapons to cleanse that road ahead of any Trigen, then use the weapons to cleanse that platform under the light and the area around it. There's also a Patrol Boat in the water that could cause trouble (don't bother using it, because everything you need to get to is along that road in the jungle). {Checkpoint} Around the bend, and use the vehicle's Mortar to remove the roadblock - watch out for a Rocket firing Merc across the stream, by that light, and also watch out for a 4WD crossing the stream. There may also be a sniper up on the left near that tiki torch. Cross the stream, and grab anything out of the hut - if the 4WD didn't come at you earlier, it'll be coming down the road now. {Checkpoint} Be careful of where the road bends to the right up ahead - it's too easy to go off the small cliff to the left. Though oddly enough, if you do, you can rev and race and drive out the other side. Another roadblock up ahead - use the vehicle's weapons to take out the Mercs, but unfortunately you can't budge that tree, so you're going to have to proceed on foot for a bit. When you get to the bend in the road (just after a small hill), {Checkpoint}, and Doyle will tell you how to destroy the Regulator. Watch out for a 'small' group of Mercs ahead, and more coming down the road around that bend to the right. Note the building you can see across the way - that's the Regulator that you need to destroy. Continue down the road for a pair of huts (I guess that's where all the Mercs came from) and another 4WD. Grab any items from the huts. You can grab the 4WD if you want, but there isn't that far to go - however, it's useful for the weaponry. Down the hill and the building will be on your right - use the vehicle weapons to take out as many Mercs as you can, watching out for the one guy with a Rocket Launcher. Up the short steps, and there's a Vulcan Minigun right there that you can use... especially against the chopper that's coming in. If you continue along the road you can get to the helipad, which provides a nice firing position. Once everybody's dead, head back down to the building. From the first steps you encountered, straight ahead and right is a small shack (locked) and stairs beyond it. This ledge continues around to your left. Go up the steps, then up the ones on your left - head right for a wimpy tech and a sheet of paper. [CUTSCENE] Doyle tells Jack what to do next. Past the blueprints there's another set of steps - up those, and straight ahead you'll see a door with a light over it (the road on the left leads to the helipad). Head for that door to end the level. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Level 09>> Regulator //Enemies: Mercs //New weapons acquired: AG36 Assault Rifle //All weapons available: AG36, M4, MP5, OICW, P90, Pistol, Rocket Launcher, Shotgun, Sniper Rifle //Items acquired: n/a Val contacts you, then Doyle - a lovely pair. Ammo and weapons on the crates at this end of that pipe. At the end of the garage, go prone out the small door for several Mercs (just ignore the lever which opens the big door). There's a sniper up on that crane in the distance, so try and take him out first - then just wait here for the Mercs to come to you, giving you a good shot at them (the P90 or M4 are excellent for this... just go prone in the doorway). You may also have a couple of Mercs coming from your left, near those big shipping containers. At one point you'll see a Big Truck head across that bridge towards the next building - if you've still got the Sniper Rifle you may be able to kill the driver, blocking the bridge. If you've killed everyone on this side, you may even be able to drive the Big Truck yourself, playing roadkill with the Mercs at the other end (one of whom is on a Vulcan Minigun); however, it's not really worth it - stay on this side of the pond for now. If you do cross that bridge, you'll be leaving enemies at your back, which is never a good idea. Up ahead on the right you have steps leading up to that loading dock - on the right side of them is an open gate; if you want, go out that and flank any remaining Mercs through the jungle. On the loading dock is a container hanging by chains - shoot the two at this end, which will drop the container and give you a 'ramp' up. Why would you want to do that? Jump from container to container to get a Sniper Rifle and ammo, that's why. Past the end of the loading dock and the crane is a garage on the right (non-opening), and past that a road leading into the jungle which circles this lake - four or five Mercs along this trail, nice targets for your new Sniper Rifle. At the top of the hill you can go left and get on the crest to look down at the lake facility - the bridge beyond it is out. Also up here are a couple of buildings (that the road leads to); one has a FAK and some Frags, while the other has a "flying fox" (chair lift) on the water side - use that to go down to the lake building. Down at that building, work your way around to the Big Truck - note the 'ramp' straight ahead (the busted bridge), and a bridge around the corner to the left; there's a Merc at the other end of that bridge. Unfortunately, the bridge directly ahead of the Big Truck is out (as you saw from above) - you can't go that way. However, you can use the busted section as a firing post to take out the Merc on the other side on the left. Just left of the end of the bridge are steps going up on top of the structure, which don't really make a good firing point, oddly enough. Go across the other bridge (a Merc or two at the end) and around to the left - up the hill and into that building for an FAK and ammo. The tower here has - if you didn't kill him earlier - a Merc with a Rocket Launcher. If you keep following that road, it will take you right back to where you started this level; the other way just takes you to the edge of the lake. Back to where the Big Truck is - at the foot of the busted bridge is another tower with a flying fox... use that to cross to the next set of buildings. Up the ramp, and you have two doors up here - a big garage door (with a lever next to it) and a small door at the top of the steps... go up those steps for a {Checkpoint}. Use the lever to open the big door, or go in the small one - either way, you'll have a pair of Mercs and a pair of wimpy techs to deal with. Ammo and FAK in the back of the Big Truck. Notice the other toy in here that you can play with... a Forklift. Okay, you can't really take it anywhere - it won't fit through the small doors - but it's fun to play with, and you can even roadkill people with it. This is probably the first - and only - FPS that has a usable Forklift in it. Neat. Hit the lever at the end of the walk to open the big door, or just go through the small one. More Mercs and more techs - the first one to nail is on the catwalk overhead. A Grenade tossed out into the middle of the garage works wonders; just make sure no one hits the alarm, or you'll alert the rest of the facility unnecessarily. Those stairs down at the far end lead to the catwalk, but it's busted, and you can't jump across (I've tried). [FORKLIFTING] however... there's also a big slow cargo lift down at that end of the garage, below the steps - drive the Forklift on to it from the side (so the piston / rail of the elevator is on your right), and drive the Forklift up on to the ledge. You can then maneuver it right up against those crates under the busted catwalk... climb the stairs, and you can jump across the Forklift's payload to get to the other side of the ledge. Cool. Whichever way you want to do it. From where you entered this garage, there's a door on the left - in there for CryVision Goggles and a red Keycard (you need a total of three Keycards for this facility). Through the next door and up the stairs - you'll be coming back to this area often enough. Directly on your right are stairs going up, in the far right corner is a door, left is a hallway filled with steam (you can't go that way yet) and directly on your left is a valve wheel. Head up the stairs on the right first - a pair of Mercs up here wearing fancy Body Armor. Blue Keycard on the table, along with ammo, FAK and Body Armor. The door on the right leads out to the busted catwalk in the garage {Checkpoint}. Crouch out the door at the far end of the room, and from this platform you can have some fun. Plenty of Mercs (and a few techs) down there... the tanks on the walk below you will explode when shot, as will the big yellow one down at the other end of the room. Watch out for any Mercs coming through the door behind you. Once this room is cleared out, head back the way you came, down the steps and in the door on the right. This is the room you just 'cleaned' - jig left and into that room for the green Keycard. In the main room, you've got a FAK, Smoke Grenades and a Flashbang on one of the shelves (the Smoke Grenades have a red band around them). Gather, and kill anyone else in the area - there may be a couple of clean-suit scientists who think they're Rambo. Back to the glassed-in section of this room (where you got the Keycard), and in the door there - on your left is a wheel; use it. As soon as you hit your 'use' button, back away quickly, because the escaping steam can burn you - make sure you do that for every steam valve in the game. At the end of this room are steps down - at the bottom, use the red Keycard on the door on your left (it uses the correct one automatically) and inside, turn the wheel for your first objective. You'll just get yourself burned trying to go through the steam in the hall, so head all the way back to those stairs. Use the wheel there to shut off the steam in that green-lit hall, and head down it. You're back where you just were, basically, but now you're on the other side of that steam. A locked door to your left, more hall to your left, and a locked door in front of you - go in that one first. Use the wheel in here for objective two, then go back out into the hall. Jig right for that next door - as you use the Keycard, a clean-suit scientist will rush out with his back to you... boom. In that room, and use the wheel in there. Back out, head left and down the hall. Around the corner and into the next hall - before you used the three wheels (of your objectives), this hall was filled with steam. Head down the hall for another {Checkpoint}, then crouch through the next door. Time to rock n' roll - there's no way to sneak through here. Your best bet is to use your M4 or P90 and just Rambo your way through. Note all of the oxygen tanks and fire extinguishers in here - they blow when you shoot them, which should help you make it through. Just keep going around the spiral, killing as you go, and through the door at the top. You may pick up an AG36 in here. A note on secondary fire for the AG36: it fires in a parabolic arc - that is, the rifle grenades will arc rather than going dead straight, so aim higher than your intended target; you'll have to practice to get it right. Down this hall, and Doyle tells you how to destroy the Regulator. Down around the corner (again, no one), and you'll get a {Checkpoint}. Crouch through this next door - a wimpy tech at the end, and an equally wimpy Merc coming down the stairs on the left (no, none of these tanks will blow when you shoot them... darn it). Grab any toys off the tables, up and around (ignore that door for now) - at the end, use the big red button and... boom! [CUTSCENE] Val contacts you, tells you to wait for her at a ventilation shaft. Crouch through the door, and get ready for a firefight - there are only a couple of Mercs to start with, but many more come in via two Ospreys that drop them off. Just kill, kill, kill - once everybody's dead (the door is actually a good place to stay and fight, since they can only come at you from either side, which are easily covered), explore around. There's a locked vent over on your left, and down at the far end there's a vent on the right with a padlock on it. You've seen the movies... shoot the lock off and get in the vent. [CUTSCENE] a Trigen revolt? Uh-oh... The big ugly human-looking Trigen is a "Fat Boy" - and they are nasty. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Level 10>> Control //Enemies: Mercs, Trigens, Fat Boys //New weapons acquired: n/a //All weapons available: AG36, M4, MP5, OICW, P90, Pistol, Rocket Launcher, Shotgun, Sniper Rifle //Items acquired: n/a Val contacts you, and lets you know that humans are being mutated as well as primates... oh, lovely. Well, you kind of figured that out from the cutscene, right? Just walk through the pipes, and drop down into the water at the end for a corpse and a ladder. You can't get through the grate at the end, so up the next ladder. The only thing in this room is a Machete, so crouch through the door. Down this hall, and you'll see a door at the end, past a corpse - however, you're going to want to go into the vent on the left. That's right, the one where you hear all the firing. Go all the way down to the end, but don't bust through yet - instead, turn around and kill the Trigens and scientist that may have followed you. Bust the grate and out into the room... head right for a hall that goes either way. On the left you have steam, so you obviously can't go that way yet. Okay, you can't go left, so head right down that hall - in the next area there's a door on your right, a ladder down in the middle of those fences, and another room beyond. Go into that next room first for a lot of ammo, FAK, CryVision goggles and a Flashlight. The door just takes you to the corridor where you entered the vents, so head down the ladder. Into the vent, and at the end you'll have a hall with a door at either end - however, the right door is broken, so through the left one. {Checkpoint} Use the wheel to shut off the steam, and definitely don't fall off this ledge. There's no way to get across to the other side, so backtrack. That hall that was blocked by the steam isn't now (you just shut it off). Down the hall, and around the corner you'll have three (or more) clean suits - easy kills. Grab anything you need in here (ammo around behind that fence) and head down the next hall {Checkpoint}. You can see steam at the end, so obviously you're not going that way - but halfway down on your right is an open vent {Checkpoint}. In, kill the Trigen(s), but don't exit the vent yet - you'll have a Merc or two come to investigate, making them perfect targets. Or the Trigen might have gotten them, or they might be on the other side of the room. In any case, there are usually two Mercs and two Trigen. This room should look familiar - only from the other side. Collect any ammo from the corpses, but ignore this first ladder. Cross the bridge, and then jump up the ladder on the other side... down this walkway and up the next ladder. Use the wheel up here {Checkpoint}, then look down and across for a couple of Trigen coming through the vent - it should be easy enough to kill them from up here. Back down and back through the vent - when you exit you'll have a Trigen coming through the steam on your right; kill it and get into the next vent. Down around the corner, kill the two Trigen, and exit this vent - another Trigen or two coming through the next vent on the far right. {Checkpoint} The only obvious way to go - into that next vent. Around the corner, and when the vent branches, just sit and listen... a nice little paranoid conversation. Don't bother with that side vent, just keep going - at the end it bends around to the right. Either vent leads to the same room, but you're closer to where you need to go from this end. Pop out for three Mercs (two down on the far left), and then you can shoot the two techs through the gate on the right (they may have raised it for you). Back into the vent and out that other branch to get into that first room for Shotgun ammo and nothing else, then back through the vent for that other room. Collect anything, then head for the elevator at the end {Checkpoint}. At the bottom you'll have Mercs duking it out with Trigen, so just wait - take on the winners. If the gates ahead of you aren't open, there's a lever on the right wall that does the job. The hall on the left just wraps around to the other side of the room. At that end you have a pair of doors - one at the end, and another down the short steps. Go through the door straight ahead first for a couple of Trigen, and jig around the corner for a {Checkpoint}. In the next room, take out the security types on the right, and then head back the way you came. Head down those short steps and through that door {Checkpoint}. Through the next door for a firefight - these Mercs have face shields and heavier Body Armor, but a Grenade still works wonders. Once they're all cleaned out, head down to the lower level and through that door down there - that takes you to the room you were overlooking before from that bridge. Go to that big corpse at the end of the room and you'll get some commentary about the "Fat Boy", a huge mutated human with a built-in Rocket Launcher. Just wonderful. Head back into the other room, up on the catwalks and through the door at the southern end {Checkpoint}. Two doors in here, but the one at the end is obviously busted, so through the one on the right. In here, Mercs down at the far end of the room (around the corner) are fighting *at least* 10 Trigens and a Fat Boy - but this is one time when you can't wait for a winner to emerge, because it won't be the humans. Rush up to the gate and toss a Grenade (Frag) around the corner up ahead - it'll blow the fuel tank in that hall. Rush in there and use the Vulcan Minigun to kill everything moving in this hall... if you keep the stream of bullets directly on the Fat Boy (once it appears), it usually won't fire back. Whew! Once everything is dead, do your collecting bit and then head down the hall. A little further on there's a door on your right, with a sign next to it pointing the way to the Kitchen and the WC (Water Closet - that's British for 'toilet'). Head in there and do your killing bit (hopefully just 3 Mercs, but there may also be a Trigen or two), and then head for the door at the far end. Probably a few Trigen either coming through the door or in the next room (the bathroom) - just keep killing. Through the bathroom and out the door at the far end, which just leads back out to that hall. Left and around the corner just leads back to the way you came, so head right. Down to the end of the hall for a {Checkpoint}, and then back off - there will be a couple of Trigen coming through that door. The door at the far end of this room is busted, so there's only one apparent way out - the vent at the other end of the room. Or is it? In the center of the room, under the water, there's another vent you can get into - but why go swimming if you don't need to? In the vent (at the other end of the room) and up the ladder - if you go down, you can go swimming... one way leads back to the room you were just in, while the other leads to a nasty firefight. Up the ladder, through the vent and wait before busting through - big firefight going on in that room, including a Fat Boy. Once the noise has died down, go on through - you've got a busted door to your left, and a hole in the floor ahead. If you get to the edge of that hole, you can fire down at the Fat Boy... and it won't be able to fire up at you. Make sure you kill off everything down there, then get on that pipe, and from there to the next ledge down. Down the stairs, and you should find the AG36 Assault Weapon among the debris... grab it, because it's a nice toy (drop the Sniper Rifle if you're still carrying it). The AG36 is nice because secondary fire is a Grenade Launcher - slow to reload, and it only holds one Grenade at a time, but it's pretty nice. The Grenade arcs when fired, so take that into account during a fight. With any other weapon, when you hit someone, the crosshairs will go red for a moment - with the AG36 (and the later OICW), they don't. Actually, the AG36 isn't as nice as the OICW that you'll get later in the game, but what the heck. Look down in the water to see a busted grate - that's how you would have come up if you had gone swimming through the vents... and you would have been ground beef if you had. Out the only door in here and down the hall for the end of the level. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Level 11>> Rebellion //Enemies: Mercs, Trigens, Fat Boys //New weapons acquired: OICW Advanced Assault Rifle (depending on difficulty) //All weapons available: AG36, M4, MP5, OICW, P90, Pistol, Rocket Launcher, Shotgun, Sniper Rifle //Items acquired: n/a This is probably one of the biggest maps (in terms of sheer size) that I've ever seen in an FPS... nice. Or maybe it just seems huge because of the way the skybox background is done, but it's still damn nice. Around the corner, and you'll have a pair of Trigen coming at you from the end of this next hall - the smoke / steam coming up through the grates makes it difficult to spot them, so be careful. Note Doyle's comment about it being a war zone... you're going to get hit no matter what. Through the next door, and you'll have a Trigen up on your left. Through the door at the end of the room, and while there aren't any enemies (still alive), there are some toys for you on the shelves. Doyle tells you about the main archives. Crouch through this next door {Checkpoint} and be prepared to wait. Crouch over to the left, and wait out the firefight - Mercs, Trigen and Fat Boys all fighting it out in that area. You could get up in that tower you see, but that will just make you a target - wait several minutes (real time) for all the fighting to die down before even thinking of moving. Just be careful - I once had three Fat Boys come after me in this corner. (Hello, Checkpoint load!) Once most of the noise has died down, head for that tower and up - survey the area and make sure all the Trigen (of all types) are dead. Take out any Mercs in those other towers. Back down, and along the wall you'll have several Vulcan Miniguns - use your Binocs to spot Trigens out in the woods, then use the Vulcans to clear them out. Down in the center is a 4WD that is hopefully still working - but first, go into the garage for AG36 Grenades. Out the open gate, and there are three basic directions to go, all three with risks. Straight ahead (alongside that tower), the small structure to the right of the road, or around the compound to the right and up that hill. First, however, head up that tower just to the left of the road - not only is it a vantage point to scan the road ahead, but there's a Sniper Rifle up there as well. I'll list all three ways to go below; RIGHT ROAD is the shortest and easiest, with the fewest enemies. NOTE: if your difficulty is set at "Challenging" or higher, there will be an OICW Advanced Assault Weapon at the Lighthouse, rather than the AG36. [STRAIGHT AHEAD] just head straight out of the compound - not long after {Checkpoint} you'll come to a junction, with a broken bridge on your left. Believe it or not, you can (James Bond!) jump the bridge... get plenty of speed, hit it straight on, and as you get to the end try and angle to the right just a little. Or you can walk your way across the landscape if you don't feel like trying your luck at jumping. There may be a Fat Boy on the other side. Keep going up the road for a pair of Mercs, and then steal their 4WD - head south. (You can swim out to that Lighthouse if you want, to pick up an AG36, FAK and Body Armor; take the flying fox back) Continue below at the ALL THREE section. [SMALL STRUCTURE] go inside, and down the hall. Do NOT touch that fence or gate, because they're electrified - instead, push the crate over to the pipe and use it to jump over. Grab anything you need from the corpse. Note the next gate in here, looking out on an orange pipe - that's locked, but if you had taken the right road, the small structure just before the Hang Glider is the top end of that orange pipe. Just head the only way you can, down that next hall - kill the tech, collect any ammo, then crouch way down on the left to avoid the steam. Outside, use your Binocs to scan around - Mercs in a 4WD taking on some Fat Boys. Just head down this trail, until near the bottom where you'll see a 4WD and Mercs fighting Trigen - kill the winners and grab the vehicle; ignore the fighting on the cliff top for now. Turn the 4WD around and head south, up the trail - when you get to the main road, turn left (yes, towards the fighting)... use the vehicle's weapons to take out any enemies. When you come to the road junction, head right - there's a broken bridge there, and believe it or not, you can jump it... get plenty of speed, hit it straight on, and as you get to the end try and angle to the right just a little. Or you can walk your way across the landscape if you don't feel like trying your luck at jumping. There may be a Fat Boy on the other side. Keep going up the road for a pair of Mercs, and then steal their 4WD - head south. (You can swim out to that Lighthouse if you want, to pick up an AG36, FAK and Body Armor; take the flying fox back) Continue below at the ALL THREE section. [RIGHT ROAD] if you drive up that right road, you'll end at a Hang Glider high on a hill... sounds nice, but the landscape below is filled with Fat Boys and other Trigen. Along the way up that road you'll pass a small structure, but there's nothing in there for you, just a corpse way down at the bottom. Two ways to go with the Hang Glider - to the right (south- southeast) to that huge rock outcrop you can see, or left (east-northeast) through the gap in the hills for a Lighthouse. If you go right and head for that rocky outcrop, you'll have to contend with at least 5 Fat Boys, plus a bunch of Trigen... definitely not fun, so fly left instead. Maneuver through the gap in the hills, over the broken bridge below, and just beyond it will be a pair of Mercs in the road - take them out. You should be able to just barely make it to the tower on the edge of the cliff where that Lighthouse is - a Trigen will come charging up from the right, so be ready. AG36 on the crate just outside the Lighthouse, FAK and Body Armor inside. Take the flying fox to get back down to the other side, head up the road and grab the 4WD. Head south. [ALL THREE] just keep going, weaving around the boulders in the road and killing any Trigen after. Past the pipe in the road, and up ahead is a tree across the road - watch out for a Fat Boy on your left, and a smaller version just past the tree. Kill 'em all, and you can use the vehicle's Mortar to blow that tree out of the way - or you can drive right over it, if you don't mind getting a little toasted (stay to the right). Either way, the road leads down to the beach... the next road is to your right, heading south - another firefight there, just wait it out and kill the winners. Their 4WD is wrecked, but just beyond is a Big Truck that you can drive if you want - the only problem being that the Big Truck doesn't have any weapons of its own. Just keep driving (it steers and moves like a brick), roadkilling anything in your path until you get to the 4WD and the ruins. Get out and do your killing bit - watch out for Fat Boys and other Trigen in the ruins. At the very top (various items in here for the taking) is a Mortar, while in a round room lower down is a Vulcan Minigun. Doyle calls you - looking to the south, you can see a Lighthouse... that's where you need to go. Scan the landscape, and you'll probably see some vehicles coming down that road from the Lighthouse - use the Mortar or the Vulcan to take them out. Back downstairs, grab the 4WD, and follow the road - ignore or roadkill any Mercs you come across. Keep following the road down the beach - once you get through the stone arch, get out and creep forwards. Use the Binocs - there's a sniper below and right of the Lighthouse on that ridge, and a Merc with a Rocket Launcher up in the Lighthouse itself... if you've still got the Sniper Rifle, use it. Just past this stone arch, high up on a bluff on your left, is a Merc on a Mortar - but he can't hit you at this angle. There's a Buggy and a {Checkpoint} at the base of the Lighthouse path. Turn around and look back at that stone arch, then high up to the right of it to see that Merc on the Mortar. You might actually be able to ignore him, but it's probably safer if you take him out now. Head up the path, up the stairs, and into the Lighthouse. Looking northeast, you can see another Lighthouse / tower, with a pair of Hang Gliders to the left of it... you'll probably also hear a chopper from that direction. Oddly enough, there's a Merc up on the cliff by the Hang Gliders that wants to get a better shot at you, so he moves closer... and goes over the edge of the cliff. Idiot. Back down to the road, and use whatever vehicle you want to continue along your way - after you round a curve, you'll see a chopper trying to take off... ground it permanently. Just before you get to the bridge you can make a small side stop if you want - just up the road from the bridge (on this side) against the cliff is a flying fox; use that to get to that dark tower (no Gunslinger, though) high up ahead. There's Body Armor in the base of the tower, and a Sniper Rifle at the top - but oddly enough, no sniper. You can go down the path from the base of the tower {Checkpoint}, but only if you want to run into a whole ton of Trigen, including 5 Fat Boys... use the flying fox to get back to where you were. Also just before the bridge is a road that goes off to the left - that goes up the hill to that Mortar spot above the stone arch... nothing up there for you except a couple of Mercs and whatever they may be carrying. If you want to get to those Hang Gliders you saw, you'll have to go up to the Mortar and then work your way around the hill peaks; there's Sniper ammo and a FAK by the Hang Gliders (I don't know why they're there) and a couple of Mercs, but that's it. Keep going, listen to Doyle, and speed across the bridge. Up the hill and around the bend... a major battle going on; off to your right will be the trail leading up to that dark tower. The easiest way to survive this next mess is to yank the wheel hard left and jump out as the vehicle skids to a stop, then find someplace sheltered (such as that boulder at the edge of the cliff to the west) to wait out the battle. And I do mean wait... several minutes. Once the fighting seems to have stopped, and you can't spot any enemies with the Binocs, creep up to that next bridge and that tower - head up in it, being careful not to be spotted (go around the right of it from this side). Check out the area ahead (carefully), and you'll notice more security Mercs at the next set of barriers - they're not easy to kill. Don't try and fire from up here - you'll just draw their attention... go back down the tower and creep ahead for a {Checkpoint}. Keep creeping forwards (in the grass to the right of the road), and then prone - use your Grenade Launcher (AG36 or OICW secondary) or your Rocket Launcher (if you don't have one, there's one up in that tower you just came from) and take out the rest of the Mercs. Don't worry about those Ospreys - they can't do anything. There's also a Merc up on the roof of the building. Once they're all dead, check out the garage (the small building on the left) for a ton of goodies of all types. Head for the door of the main building to end the level. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Level 12>> Archive //Enemies: Mercs, Trigens, Cloakers, Elite //New weapons acquired: n/a //All weapons available: AG36, M4, MP5, OICW, P90, Pistol, Rocket Launcher, Shotgun, Sniper Rifle //Items acquired: n/a Hey, I thought the whole point of this was to rescue Val? I guess we've got more work to do... big surprise. [CUTSCENE] Doyle tells you about test subjects and Val. Body Armor and a corpse in here, but nothing else - creep through the door. In the next room you'll hear growling... go further into the room and a window on the right breaks, and a near-invisible "test subject" charges in. Lovely, cloaked Bad Guys. CryVision works well enough at spotting them, but don't run the battery down too far. You've got that windowed room on the right, a big door straight ahead with a button next to it, and a hall on the left. There's nothing in the windowed room, but there is a Machete (why?) and a FAK at that corpse. The door at the end of the hall on the left has a keypad, and you don't have the code, so hit the button to open the big door - there's a cloaked whatever hiding behind the soda machine straight ahead, and another behind the soda machine on the left. Up the steps and through the busted window - you'll hear a firefight at the top of the stairs on your left. Pop a Grenade up there and you'll end up with a pair of Cloakers coming down the stairs at you. Once they're dead (they carry the MP5), head up those stairs and left - some ammo and weapons on the tables. Doesn't look like any way out, huh? Shoot the glass in that center area {Checkpoint} and dive in (you'll take some damage) - a pair of Cloakers down here, so be ready. All the doors in here are locked - where you landed there's a pair of barrels on a pallet... shove that aside and swim down. The easiest way is to shove the barrels off the pallet, which will then float upwards a little, making it easier to move. Swim straight through the open vent, staying in the middle, and surface at the other end. Up the ladder, then up the steps for a regular Trigen on the left - once that's dead, go to the end of the room and use the keypad to unlock the next doors. Down the steps and through the now-unlocked door, and Doyle warns you of elite forces - liked we needed any more aggro. Down the next set of stairs for a {Checkpoint}. Through the next door for three Trigen... doesn't this room look familiar? All the doors in here are now unlocked - aside from the door you came through, there's one on the right side labeled "Exit", and one at the far left (past the generators) labeled "Level 3"... that's the one you want; the Exit door just take you back to the room you started the level in. Oddly enough, there's nothing waiting for you in this hall or the next room, so grab the ammo and head for the elevator {Checkpoint}. When the elevator hits the bottom you'll have Mercs facing off against Trigens, so let them fight it out. Head left down the hall (don't forget to pick up the Body Armor and ammo from the dead Mercs) and you'll run into 3 or 4 of those 'elite' Mercs... they wear heavier Body Armor, so go for a headshot if at all possible. {Checkpoint} At the junction, watch that hall to your right - a couple more Elite. Once they're dead, continue down the hall for ammo, Grenades and a FAK, then head right into that room. Head right down the stairs for 2 or 3 more Elite. Use your CryVision to spot more Elite - there are several at the far end of the room (one with a Rocket Launcher), and a couple down among the crates; just don't forget that these jerks use CryVision as well. Once everyone is dead, go down to that far catwalk and check the remains of the Merc who had the Rocket Launcher - he also has a Keycard. Along the right wall of the warehouse (as you initially entered) you can see the letters A through D... A is down at the far end, with a Keycard door next to it. Through and down the hall - as you pass an alcove on the right (nothing in it) you'll get another {Checkpoint}. Down around the corner, and you'll have three Cloakers charging up the hall on the left. Go down that, and you'll have a hall on your left - but that just rejoins the hall straight ahead. In the room at the end, you have a hall down on your left (that one you just passed), a dead elevator on your right with a corpse, ammo, and FAK, and a doorway ahead in the next area. Through that doorway (Level 1) and down the hall - around the next corner and {Checkpoint}. Ah, the outside world again... creep forwards to the opening on your right and you'll see a ton of Bad Guys, but right now they're not firing at you. If your graphics card and machine are good enough, you'll see fireflies flitting around... neat. An Osprey drops off more troops, and those ones will come around the corner at the end - they'll come after you, so be ready. Sneak & peek, sneak & peek - if you still have the Sniper Rifle, put it to use across the pond, killing off the Vulcan gunner and anyone else over there. Just watch out for any jerks coming up the hall behind you. Once everyone's dead - though you have a chopper on the other side - there are a couple of ways to go. Move up to the end of this area (at that gap) and call the elevator; from there you can swim across to the next shore and go up that way. OR you can go all the way down and play with the Forklift, noting the trail it's pointing towards. Check that oil tank (?) on the other side - there's a Merc with a Rocket Launcher on top of it. How you go depends on what you feel like, and whether the bridge is up or down; it's usually up, and can't be used. Either way you get across, clear out all the Bad Guys - from the bridge, look left and you'll see a caged area past those barriers; there's usually a sniper in there, along with a FAK and Grenades (Frag). Note the trail leading away from either side of the cage - facing it, you'll want the right trail; if you haven't yet, grab the Forklift (left trail) and use that. Note: do NOT try and take out Crow in the chopper... you can't kill him yet, but he can definitely kill you. Just stay away from that side of the chopper - even better, wait for it to fly off. Head through the big doors {Checkpoint} and into a firefight. I wouldn't suggest trying to take these guys on... just work your way to the far right. See the crate hanging from a single chain? Shoot that and the crate will smash through the floor. Dive on in - there are two vents in here; the one you want is the one you'll see if you're facing east. Further along you'll see a vent on the right - ignore that, as it will just bring you around in a circle back to where you dropped in. Climb up the ladder (an FAK at the end of that hall, but nothing else), and in those big doors on your left. Hit the button to send the elevator down for the end of the level. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Level 13>> Cooler //Enemies: Mercs, techs, Trigens, Mutates, Cloakers, Fat Boys //New weapons acquired: n/a //All weapons available: AG36, M4, MP5, OICW, P90, Pistol, Rocket Launcher, Shotgun, Sniper Rifle //Items acquired: n/a Do you want the good news or the bad news? Okay, there is no good news - as you emerge from the elevator you've got a Fat Boy on either side. Great. Your best bet (hah!) is to take out the one on the left and run that way before the other one emerges. Left and right lead the same way - starting from the right, you have a buckled floor grate, a door on the right that only partially opens, another door down the stairs (firefight through there), a railed catwalk connecting the two entrances, and a busted open vent behind those big round fuel tanks. There's a tech corpse to the left of the tanks, with an FAK, Machete, and Frags. Go for the vent, unless you like getting shot at or smashed by Trigen. Just follow it along, listening to more of Doyle's cheering comments. When it branches, the right vent takes you out to that firefight room, so keep going. Of course, the next (and last) opening takes you to the same spot - but there's a shorter distance if you feel like running and not fighting. Kill or not - of the two doors at the end of this room (the end you're at), the left one is locked... so through the next for yet another firefight. If the fight is still going on, there will be a Fat Boy down to your right, and several Mercs at a Vulcan Minigun down to your left - toss a Grenade down that way, kill the Mercs, and use the Minigun against the Fat Boy. If you wait until the fight is over, the victor - the Fat Boy, of course - will probably be down next to the Minigun, which makes things a little more difficult. Down that end of the room is ammo, Body Armor, and a Keycard on the ledge. Down at the other end of this area is that door that would only partially open before, and doesn't open any further now, so head back into the last room you were in. Keycard, meet locked door... a nice match {Checkpoint}. Whoops, more uglies - kill 'em all. You may even have one come through the door behind you, darned if I know how. Head all the way down the hall (ignore the vents - you can't go anywhere in them, and nothing comes out of them) and around the corner for 4 or 5 Trigens. Ouch. As you get down near the next door, Doyle calls with more cheerful news. Through the door, and while the graphics are totally neat, they tend to interfere with your sight lines... and you've got both Mercs and Mutates (non-cloaking Trigens) in here. Four doors in here, but aside from the one you just came through only one opens - to your left (Archives 1-8). Down in the central section of this holo room there are Grenades (Frag) and a FAK, but that's it. A lovely green hall {Checkpoint}... two Trigen further down, and not far ahead on either side you have an opening (the one on the right dead ends at a busted door). Down at the end of this corridor are two more openings, the one on the left dead ends at a busted door, while the one on the right leads to another vat room. Kill the mutated monkeys, then head into the first opening on the left for a tech who thinks he's Rambo... idiot. Ugh - I hope that thing in the vat doesn't get loose. Up the stairs for ammo and health, then through the door on the right... whoops, the next door doesn't open fully, so back out into the corridor. All the way down the end (Cloaker on the left) and into the opening on the right. A pair of Cloakers will come charging out, so take them on and then head in. Again, the door at the top left is busted, so head through the one on the right, and through the next for a Trigen. This vat room is partially flooded, and there's nothing down there for you (well, possibly a Trigen), so through the next door for a {Checkpoint}. More fighting at the bottom of the stairs - if you want, you can push that laundry cart down the stairs, but what for? Go left first, and kill off anyone (or anything) still remaining... pick up all sorts of ammo in here, and hit the button to free up the elevator. Out of this room and straight for that next door - look familiar? All the doors in here will open now, but the only one you haven't hit yet is the one to your left - Main Elevator. As you go through, there's a Cloaker down to the left (in front of the barrels) - kill it quick. Down at the end you'll have a pair of Trigen jump out at you from the right corridor. Nothing in the next room, so check the corpse for toys and head for the elevator - {Checkpoint}. Load up... at the bottom, stay in the elevator until the fighting dies down, then take on any survivors. There's a Fat Boy down to your left (maybe), and a few Mercs will come charging out from that direction. There's a big door in here labeled "Research Chamber 1", a small door labeled "Security Substation", and a door up on the catwalks - go through the security door first. Grab the ammo, and check out the "Evil Science" magazine... snicker. Building mutants at home? Avoiding UN weapons inspectors? Sicko people... Hit the button to open the big door, and then go into the hallway at the back of this room (across and left from where you entered) for more Mercs and a {Checkpoint}. Climb the stairs at the end ("Research Chamber 1"), and as usual, listen for the firefight to die down before entering. There is no good way to enter this chamber... the door at the top of the stairs, the door at the top of the catwalk in the last room, or the big door in the last room. The only advantage to any of them is that you'll find a pair of Frag Grenades in the hall behind that big door. Note that most of the firing is coming from the walkway above you (if you entered through the big door) - and it's several Trigens that are being fired at. Once everyone / thing is dead, walk the perimeter of the room - you'll see a wheel ahead of you {Checkpoint} just as Doyle suggests flooding the room. Before you do that, go around collecting, then head upstairs and into that room for a FAK. Spin the wheel, and let the water take you up through the vent in the center of the ceiling - head into the side vent up there. Follow that around and drop down into the water... a waiting (wading?) Fat Boy up ahead. Don't worry about that small corridor to your left - you can't get through there. Just keep going and around - you'll see where you need to go. A couple of Trigens in this next room... also watch out for the sparking light; it wouldn't do to get electrocuted. Only one way to go in here... note the pinup calendar next to the door (game designers are perverted, don't ya know?). In there and... rescue Val from a pair of Trigens. [CUTSCENE] chat with Doyle... -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Level 14>> Boat //Enemies: Mercs, Crow //New weapons acquired: OICW Advanced Assault Weapon //All weapons available: AG36, M4, MP5, OICW, P90, Pistol, Rocket Launcher, Shotgun, Sniper Rifle //Items acquired: n/a This can be a really fun level. If you've still got the Sniper Rifle and you've got ammo for it, you can use it to thin the herd, making things just a bit safer for you. Just drive straight ahead, and beach among the rocks to the left of that shack... 7 or 8 Mercs waiting for you, so don't linger. No, you shouldn't shoot the cute little birdies. Also watch out for the Patrol Boat in the area. If you can't hear Doyle's chatter over the sound of your firing, he mentions taking out the antennas. From where you landed (after you do your killing bit), if you head right (east), you'll see a big Mercenary camp across the bay and an antenna up on the hill - that's not your first target, though. If you still have the Sniper Rifle and any ammo, you can thin the herd over there. At least three Patrol Boats in this section of the bay, but none of them stand still so you can kill them, and oddly enough, none of them will attack you - not yet, at least. From where you landed, head left (west) - the trail winds around, but you won't meet anybody along the way until you come to the Mercenary camp. Do your killing bit, and grab the 3 explosives charges from the tent - Doyle tells you where the first tower is, as if you couldn't spot it on your HUD. There are two docks at this camp, and both have Inflatable boats at them - the bad news being that there are several Patrol Boats out in these waters. Look to the north to spot the antenna, and you'll also see that big Mercenary camp you were looking at earlier - if you thinned the herd before, you'll have less trouble now. Now personally, I like going up into the camp (the trail on the right from the dock) and clearing everybody out... plus there's all sorts of ammo, FAK and Body Armor up there, as well as the OICW Advanced Assault Weapon. In the garage tent you'll find a working 4WD (why? The antenna is just up the hill), and on the table you'll find several orange Grenade shells - those are for the OICW. In one of the huts you'll find a "Frontschwein aktuell" magazine... these people are weird. Grab the 4WD if you want, or just walk up the hill - go into the 'cellar' of the antenna (a wimpy tech), plant the charge, and run {Checkpoint}. One down, two to go. Down the hill from the antenna the road splits - go down the left fork for a small Merc enclave on the beach; just before that you'll find a small ruin on the right with a Vulcan Minigun... use that to shoot the Mercs in the back. There's also a Buggy down there, who knows why. Go that way if you want, or not - but you may be able to take out a couple of Patrol Boats from down there. Before you go anywhere else, head down to the beach and around to the north side of this island - you'll be able to see the next antenna, a pair of rickety bridges leading to it, a Hang Glider up near it, and another Merc camp. Again, if you've got the Sniper Rifle and ammo, clear your way. Back at the big dock at the Merc camp there's a Patrol Boat you can use, or you can just use the Inflatable again - either way, follow your compass around this island and towards the next antenna (basically, around the island to the right). You'll see a hut on a small island - several Mercs there that you'll want to take out (one on a Vulcan Minigun, another with a Rocket Launcher), plus you can pick up a few more supplies. Once you've got that, drive (the boat) or swim across to the antenna island - right there at the base of the cliff is a tunnel you can go through for some more play toys (Mercs). As a bonus, you've got a Patrol Boat at the dock and a 4WD (just for a giggle you can drive that to the end of the dock and set it afloat) - but make sure you take out the other Patrol Boats on the water. Across the way you can see antenna #3, but first you have to take care of #2 - head up the stairs here, killing as you go. At the top, the cellar will be on your left, and those rickety bridges on your right... also on the right is the Hang Glider. Personally, I like going along those bridges just to make sure everyone's dead - I'd rather not have them at my back; if you keep following the trail you'll end up down on the beach. Blow the antenna, then it's your choice of how to get to the next - Hang Glider, Patrol Boat, swim... whatever {Checkpoint}. Head up the hill, and when you get near the top, crouch and creep through the grass on the left - there's a big Merc camp up there. If you've still got any ammo for it left (or if you have a Rocket Launcher), use your Sniper Rifle and check out the three towers at the camp - the middle one has a guy with a Rocket Launcher of his own, so he should be your first target, then take out the snipers in the other towers. There's also a Merc on a Vulcan Minigun just below and left of that middle tower. Actually, if you stay in the grass at the top of the hill (just before it slopes down), you'll have a very nice firing position - because the Mercs can only come at you along that road. The P90 or M4 are very nice at times like these... go prone, use your Binocs to spot them, then take them out one by one as they try to approach. As long as you stay back before the junction of the two roads, they can't really flank you, so you've got a bit of an advantage. It's definitely worth the battle... in the tent marked "Armory" you'll find the OICW Advanced Assault Weapon - a very nice toy. Dump your AG36 and grab this puppy. You may also find the OICW up one of the towers, or in one of the Barracks tents. As with the AG36, the Grenades arc (but not as badly), and the crosshairs don't go red. Why walk all the way? Grab a Big Truck and drive up to the antenna and blow it to hell. On your way back down the hill, Doyle tells you about a mobile comm system {Checkpoint} - lovely. It gets worse, though - well, you'll see. Back down to the bottom of the antenna hill - where the road splits you can go left for a Hang Glider, or right to the docks at the bottom for a Patrol Boat... your choice. It's actually easier to use the Hang Glider - use any 4WD you find and take that left branch, and soon enough you'll see the Freighter. Don't stop until you've gone up the left road and up that hill, because there are several Mercs on the Freighter, and two of them have Rocket Launchers. Secondary mode on the OICW (or, of course, a handy-dandy Sniper Rifle) will take care of your Merc problems (for now). Once they're dead, use the Hang Glider. As you head towards the Freighter, look out in the distance to the left - you'll see a couple of choppers out there. Land (kind of), go up to the bridge (through a couple of wimp techs), and the Demo Charge is in the 'back room' of the bridge {Checkpoint}. Plant the charge on the stern of the ship, then haul ass towards the bow. Boom. Not that everything's over... Crow is coming for you in one of those choppers. One suggestion online is to plant the charge, then get back up to the bridge - pop off at least 5 shots at Crow, *then* dive over the side. Head for shore as fast as you can - once there, keep a tree (no matter how thin) between you and Crow, and you should have some protection (hah!). Just shoot the crap out of the chopper, and pop off at least 5 Rockets at it - eventually it'll fly away and go down (but don't believe Doyle when he says Crow is shark food). Great... we're not finished here yet? -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Level 15>> Catacombs //Enemies: Mercs, Trigens, Fat Boys, Mutates, Cloakers //New weapons acquired: n/a //All weapons available: AG36, M4, MP5, OICW, P90, Pistol, Rocket Launcher, Shotgun, Sniper Rifle //Items acquired: PDA (temporarily) Doyle tells you about Val. Fat Boy ahead in the distance - ignore it for the moment as it walks into the woods. As usual, waiti until any fighting seems to have stopped before moving on. Get up to those ruins and turn around - the Fat Boy will probably be coming after you now, but it's an easy target as it's more than half dead. Swing around the ruins and follow the trail (east) as it curves to the right, but be ready to get off the trail soon - a whole bunch of Mercs ahead. As soon as you hit the {Checkpoint}, crouch or go prone and move forwards slowly. On higher difficulty levels, you'll encounter a sniper along the trail. Note that there won't be any Mercs at the ruins themselves, but there will be a bunch down to the southeast along the river. When you get to the next ruins, wait a moment - Doyle advises you that the Mercs are using nerve gas to wipe out the Trigens... you don't want to get caught by that stuff. Stay prone, use your Binocs, and hope they don't spot you. Once you have all your enemies spotted on your HUD, continue to creep (prone) along the trail - soon enough you'll see it split, going left and right around a small hill. Stop when you see that split, and scan again - mainly down to your right. Crouch up the right side of the split to that tree and go prone up there - down to your right (south) is that group of Mercs along the river, and if you slither forwards through the grass, you'll scan another group up in the distance to the east-northeast at the next set of ruins. If you're really careful and you don't feel like fighting, you can actually avoid both groups of Mercs... but where's the fun in that? This hill can make a good firing position for the Mercs down to your right, especially if you have the Sniper Rifle. Or pop a few Grenades down there, such as secondary on the OICW. Either way, you'll have at least 10 to kill, and while the hill you're on blocks some of the ways they could get at you, don't neglect your back. Once you're finished playing, head down the other side of the trail (the left split) for that next set of ruins, Mercs, and a pair of Vulcan Miniguns. After those, head east to the next small ruins and use the tilted slab there as an OP (Observation Post), keeping prone and avoiding detection. The next set of ruins has a yellow fuel tank you can blow up to take out a few Mercs, then pop any others in that area. Creep ahead to that set of ruins, grab anything, and scan the area again - these ruins make another good firing point. Thin the herd then head east-southeast for those big ruins, your first main objective. Follow your HUD to find the orange explosives target... now you've got to find some explosives. Depending on how things go, a pair of Ospreys may arrive to drop off more troops - you can use the Vulcan Miniguns here to take them out. Once it's been cleared, follow your HUD along the mountainside trail for another set of ruins and 5 Mercs. The explosives are in a crate behind the Buggy {Checkpoint}... you can use that to boogie back to the temple if you want. Place the charges, run for cover, and boom. Creep down the temple stairs {Checkpoint}, and the floor is collapsed up ahead - drop on through and continue creeping. As soon as you step out into this room, the ceiling ahead will collapse, and three Cloakers will attack from all around. Follow your HUD up the next steps, and around the corner is a Fat Boy. Just keep following the hall, go left at the corpse, and you've got a nice cache of ammo (and a FAK). Into the next hall to be greeted by at least 4 Trigen... and that green smoke is the nerve gas; don't get in it. What you need to do is to back off and shoot the tank the gas is coming from, then wait for the remaining gas to disperse; the exploding tank will kill any Trigen nearby. Around the corner and down the hall for another {Checkpoint}. Another area with a holey ceiling... oops. Two Cloakers further ahead in this hall, but you actually want to go right. In that room you'll have 5 Trigens appearing from various corners - take them out (the Grenade is your friend), then head across the room and up those stairs at the far right. In the small room at the top for another pair of Trigens, ammo, Grenades, an explosives charge - and the PDA. {Checkpoint} Back down the stairs and into the corridor on the right at the bottom of the stairs - Fat Boy in here along with another nerve gas tank. Where the hallway splits, don't go down on the right - just toss a Grenade in there to kill the 4 Trigen, and continue on, going around the corner to the left. If you really need a FAK, you can go in the room with the Trigen; it's up on the ledge on the left, but don't bother following that any further. Another nerve gas tank under the hole in the ceiling along with a bunch of toys, then proceed to a {Checkpoint}. Turn right and up those stairs - then crouch, because you've got various types of Trigens (including a Fat Boy or two) fighting it out with Mercs. As usual, wait for the fight to end and take out any winners. It's easiest to head along the left side of the room, and out through the hall on the other side - you'll see where to plant the charge. Once that's done, Doyle tells you that Crow is heading your way... told ya that sucker wasn't shark bait. Go through the newly-opened hall for the end of the level. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Level 16>> River //Enemies: Mercs, Crow //New weapons acquired: M249 SAW //All weapons available: AG36, M4, MP5, OICW, P90, Pistol, Rocket Launcher, Shotgun, Sniper Rifle //Items acquired: n/a This is actually one of the easier missions in the game, in some ways - it's definitely one of the most fun, if you like James Bond style river racing. As an added bonus, you get to get rid of Crow once and for all. At the end, you'll get an eyeful of... well, you'll see, Creep ahead to the entrance and scan - a pair of Mercs ahead in the ruins. If you've still got a Sniper Rifle (probably not), you can put it to good use, especially as there's a Vulcan Minigun up there. Or you could just creep along through the brush and use the Vulcan yourself on the Mercs, which is fun. Just follow the path northeast beyond the Minigun - if you go right, you can see the river, but it's a cliff with no way down. You will, however, spot a group of Mercs down there. Just keep creeping down the left side of the trail, and when the trail splits, (to the right it goes downhill), stay to the left and head for the small palm tree between the two rocks. Go just left of them and go prone - you'll see more ruins down there and a bunch of Mercs... nice targets. Get down to those ruins and the Minigun, and scan ahead to the river for more Mercs. When you get down to the beginning of the river, Doyle calls and {Checkpoint}. Obviously your best bet is to creep along the left bank of the river, to the right of the trail - further ahead you'll see a hut, which is where you'll get your transportation, and left of that against the hills are some more ruins. Once you get to those ruins, the path ahead will be clearer - the hut - a mini-camp - will be beyond the fallen tree; watch out for the Merc on a Minigun down there. There's a yellow fuel tank down there that will not only take out one of the Mercs, but their radio as well. Get down to that hut and gather anything (not much at all), grab the Inflatable Boat, and... {Checkpoint}. Sure, you could walk the whole thing, but where's the fun in that? First, however, walk across the river and up to those small ruins to scan the area ahead - you'll see a stone arch and a Patrol Boat in the distance. Just for giggles, move slightly down the river (just before that arch) and take to the land to kill anything beyond. Just boogie on down the river, hanging a left at (or through) that stone arch - you'll see more ruins ahead on the right bank, and you'll have a pair of Patrol Boats heading for you. Beach at those ruins and take out the Merc in this area, then take out the Patrol Boats - try to save one of them for yourself. Crouch to the east side of the camp and you'll see a small dock, with another set of ruins further down the river. High up on a bluff on your left is a Merc with a Rocket Launcher, so try to do him before he does you - look at the ruins further on, then swing your gaze left, to the tall, sharp-sided brown bluff with the small patch of green at the top... he's up there. You may see a log fall into the river - that's a clue that the Merc is up there. Snipe or otherwise kill the Mercs at those ruins, and grab a Patrol Boat. There's also a Patrol Boat at that next ruins, if either of the two here are too damaged. Just boogie on down the river, staying to the left - soon enough you'll see a bunch of rocks up ahead; try and swing around the left side of them. There are several Mercs in the water around those rocks (yes, you can roadkill them), and a few more up on shore. You'll see an orange Inflatable there as well; beach the Patrol Boat near it, but not too high on shore because you'll need it again. If you want, you can just bypass these Mercs and keep going down the river. Either way, keep rolling... when you see that small island / sandbar in the middle of the river, swing around the right side of it - you'll have another Patrol Boat up ahead; grab it if you need it. Continue down the river (easterly), and get ready for some *real* James Bond action. Further ahead on the right you'll see a hut with a ramp in front of it - angle to line up on that ramp, head for it full speed, and jump out of the Patrol Boat before it hits the ramp... boom! Very very neat. If you hit it just right at top speed, your boat will actually go flying far beyond that pontoon bridge. There's a pontoon bridge across the river up ahead with four or five Mercs on it; take them out. You can bang across the bridge with a Patrol Boat, but it's easier just to hoof it over there and steal their 4WD. You could also 'ride' the land around the left side of the bridge with the Patrol Boat if you wanted to. If you do the 'James Bond' bit properly, your Patrol Boat will land beyond that pontoon bridge, in relatively decent shape... you can use it again. Just drive along until you see the next orange Inflatable - if you're in the 4WD, you can go up the hill on the left, or you can take the Inflatable. By boat is easier {Checkpoint}. Continue down the river, and just after you see the falls you'll see a chopper - easy enough to nail with your M4 or the Patrol Boat's Minigun. Just past that are more ruins on the left with a few Mercs (Vulcan Minigun) and a Patrol Boat. High up on a bridge to the east are some Mercs - one on a Vulcan Minigun (to the right), and another with a Rocket Launcher (middle)... take 'em out quick. Just past the bridge on the banks below you have more Mercs, one on a Minigun. If you really feel the urge, climb the hill and cross the bridge for another few Mercs, then down the path to the shore for a small Merc camp on the banks of the river. From down there you may even get a shot at the chopper that's waiting just around the bend, but it's unlikely - and trying to shoot it down with the Minigun is like trying to put out a wildfire with a squirt gun. There's an FAK and Body Armor in the tents, and there's a Patrol Boat down here that you can grab - do that, or go back the way you came to get the Inflatable. Grab the Inflatable if your Patrol Boat is ruined, but either way you won't have far to go down the river until you meet another Patrol Boat - time to switch rides. Not much further around a bend is a wrecked boat on the right shore - try not to hit it. Just after that is another chopper; again, use whatever you can to bring it down. A little further down around a tight bend for another Patrol Boat, and after that you'll see a downed Osprey on the left shore - beach just before it. Get out, head into the woods, be careful - a whole bunch of Mercs at that downed plane and beyond it, some with Rocket Launchers, others on Miniguns. Down the river you can see a small camp - one of the Rocket firing Mercs is at a small tent way above the camp. Once you've got everybody cleared out in both places (plane and camp), go around the back of the plane (watch out for gas canisters) for a ton of ammo, then head for that camp. Just follow the path to the SW, between the pillars and under the stone arch. Doyle calls - Crow survived, of course... dammit. {Checkpoint}. Keep going through the brush along the path, and soon you'll get to a new set of ruins / camp - kill all the Mercs here (about 9), and KILL CROW. Yeah, this time he's actually dead. You don't even have to kill the other Mercs first to get Crow... and on the lower difficulties, a face full of P90 does him. [CUTSCENE] you get some face time with Krieger. NOTE: once everyone is dead, and *before* you attach the PDA to the uplink, search the bodies - you'll find the M249 SAW (Squad Automatic Weapon - a high power military machine gun) on Crow. Otherwise you won't get it until late in the next level. Next, heal up and do whatever else you need to do - you've got plenty of time right now - at least, until you attach the PDA; then the level will run itself. Head up the hill to the east, and at the back of the Big Truck, use the PDA. Val calls and tells you she's on the way. Just wait around until she gets there, and... [CUTSCENE] Val finds what she needs on Crow's body... Krieger has a nuke? [CUTSCENE] So that's who Doyle is. Val takes a bath in the river... niiiiiice. Damn, you can't screencap this particular cutscene via the game... However, you can screencap this scene via RAD Tools (see the "Video Play / Conversion" section at the top) - just for you drooling monsters, I've got that particular screencap on my site, at http://home.comcast.net/~david_masters/games.htm :) -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Level 17>> Swamp //Enemies: Mercs //New weapons acquired: M249 SAW (see also previous level) //All weapons available: AG36, M4, MP5, OICW, P90, Pistol, Rocket Launcher, Shotgun, Sniper Rifle //Items acquired: Arming Device (temporary) [CUTSCENE] Val says she's going after the nuke. Oh, sheet... This mission, unlike others, you'll actually go through it with Val - and she is a real pain in the ass. You still have to do most of the work, of course, even if she does fire at someone occasionally, but she doesn't know anything about stealth or cover, and is always standing right next to you like a big target. At least there aren't any Trigens in this level. That big white arrow in the center of your HUD is Val. Turn to your left, and Val tells you about a camp she spotted - as if you can't see it for yourself. You can try to stay stealthy, crouching along the trail, but it won't matter - Val will rush ahead and just start shooting at people (don't you just hate working with a partner who doesn't know a damn thing about stealth or tactics?) Watch out for the small tower on the right, but there's a fuel tank right underneath it that you can blow. Once everyone's dead, search the camp for whatever you can find (including a Sniper Rifle), and then head for that 4WD {Checkpoint} - Val drives while you play gunner. Joy. On better machines with better graphics, that 4WD is going to bounce around like a centipede walking across hot coals - you'll be lucky if you can hit anything, and Val drives like crap. Just as in that earlier level, when you pass the garage another 4WD will come out of it - be ready. Along the way you'll run into at least 3 more 4WDs and a chopper - do you best, even if Val does drive like a maniac. The 4WD has a FAK in in, so at least you can heal up after. [CUTSCENE] Val drives into the swamp, and tells you what to do. Scan the camp to your northwest - a 'few' Mercs around the area, especially to the left of that building. Try and crouch your way over there {Checkpoint}, not that it matters with Miss Target on your six. At the top of the trail there's a tower - two Mercs up in there, one with a Rocket Launcher, one with a Sniper Rifle. Try to take them out before Val goes charging into the camp like a wild buffalo. Just down and to the right of that is a sandbag barricade with a Vulcan Minigun - those are your two main targets (tower and Minigun), though there are plenty more. Yes, unfortunately you have to keep Val alive. At least if anyone tries to sneak up on you she'll warn you - otherwise she's pretty much useless. If you can, use the Minigun - it's a lot better than getting killed because of Val. Once everyone's dead, head for the center of the compound - to your left is an empty garage, straight ahead are a pair of big doors labeled "Headquarters", but the right building (with the steps) is where you want to go. If Val doesn't follow you, it means that there are still more Mercs out here somewhere. If there is absolutely no one anywhere, and she still doesn't follow you, it means the game has glitched... you'll have to reload your last Checkpoint and do it again. In that building, and in the door on the left - some ammo in here, and a FAK. If you go through the next door, you'll see a Keypad door on the next building - you need Val for that, so go back inside to the entrance. The hall around to your right leads to an empty guard room with nothing in it for you. You've got stairs here, but save those for last. Down the hall to the right of the stairs - nothing in the bathroom, and the door at the end of the hall just leads outside again. Up those stairs - to your left at the top are a pair of empty rooms, nothing for you ("Jungle Killer III - Revenge of the Mutants"), so head right. Into the room marked "Computer Terminal" - that's your destination; head over to the console at the far end to trigger the cutscene. The other door in here leads to a small room with a bunch of ammo and Grenades. [CUTSCENE] Val hacks into the system. Follow Val closely {Checkpoint} to that Keypad door you saw earlier - through it, and try to stay ahead of Val. Two Mercs up at the top of the stairs, and a couple more from the building across the way. Once they're dead, Val races into the Control building - follow her closely. [CUTSCENE] Val hacks again - she wants you to find the Arming Device. Yeah, by the end of this level you'll want to put a round in her head. No wonder there's a mod out there called "Kill Val". Exit {Checkpoint} via the west door (not the one you came in), down the stairs, turn right and head for that fence in the distance. When you get there, you'll find a locked door on the right - but Val unlocks it from the Control Center. Crouch inside - the hall up ahead goes both ways, and left is the quickest way to get where you're going... but you're going to want to sanitize this entire building first, unless you want a bullet in the back. Take out the Merc approaching from the left, on those stairs, then head the other way (not up the stairs). To your right is a bathroom (empty), and just beyond it around the corner is an office with at least 3 Mercs in it - in the back room is a Stockade, empty. Back out into the hall and right for more Mercs, then continue down the hall to the soda machines. Straight ahead is a door marked "Quartermaster", while right goes down some stairs to another door - that just leads back outside, so ignore it. In the QM door - left are steps, right is an office; go in there first. In the next office there's a Merc, and a yellow Keycard on the desk. Back out {Checkpoint} and up those steps. Some toys in here for you, then out the next door - if you had gone up the stairs on the left when you entered this building, this is where you would have ended up. Out that next door, and straight ahead to the next. Open the door with your new Keycard, and you'll have lots of new friends in here to play with. If you toss a Grenade to your right as soon as you go through the door, you'll eliminate a few. After that it doesn't matter how you go - kill everyone, and in a room at the top you'll find the Arming Device. Grab it and head back to Val - the easiest way is to exit this building the way you came in, straight across and into the next one, right and down the stairs, jig around right and out the door, left and all the way down, left and up those stairs. Follow Val back outside, and she opens the gate - but then you get to go first {Checkpoint}. As usual, she starts firing almost immediately, drawing attention to you - major aggravation. You've got several Mercs at the end of the bridge - pop a Grenade or two down that way for a start, but don't forget the guys up in the towers on your right. A lot of fire is coming from the balcony of that building ahead and slightly left - a couple of Grenades from the OICW should cool things down. Once everyone's dead, head to that balcony - one of the bodies there should have the M249 SAW (Squad Automatic Weapon)... it's basically a WWII design, but it's very damn nice; drop your MP5 if you still have it, or your P90. Check out the Barracks first (the building on your right as you entered the compound), though you won't find much in there. Out the back door and across into the Garage (again, not much), straight through and into the next building (Medical) for a Merc or two. Through here, and outside that building ahead and right is where you need to go - the Armory. In, and the room on the right has a few Mercs. Through there and out - the door on the right just leads outside, so head left, killing as you go. Down the steps and through that door for a nice bit of ammo in this room, then head through the brown door on the other side. Hey, another Forklift - and it's got The Nuke on it. This time Val drives, though you can jump on the front and sit on The Nuke if you want (say what?). Just keep up with her, and walk up to the gate for the end of the level. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Level 18>> Factory //Enemies: Mercs //New weapons acquired: n/a //All weapons available: AG36, M4, MP5, OICW, P90, Pistol, Rocket Launcher, Shotgun, Sniper Rifle //Items acquired: n/a [CUTSCENE] You've got to find that serum if you want to live (looking like yourself). Val stays with The Nuke and the Forklift while you go ahead to clear the way - at least you can be stealthy again if you want to be. At least 10 Mercs at the other end of the bridge, so don't be subtle. In the Garage you can pick up an M249 on a crate to the right. Hit the button to the left of the big door to open it and call the elevator, then you've got to wait for Val to arrive with The Nuke. Once she drives in, hit the button on the right to send the elevator down. Out in the hall and left for a {Checkpoint} - clear out this room (armed scientists and Mercs), then head up to the catwalks; the big door below doesn't open from this side. Make sure everyone is dead in this room, then go through either door at the top of the catwalks and kill everyone in the next room... once they're dead, get down to the big door (east) and use the keypad to open the door for Val. The big door at the other end of the room needs a code, but Val knows it. Through and {Checkpoint}. The door on the right doesn't open, of course, so head down the hall - more Mercs and armed scientists down here. None of the small doors in here will open, but the big door at the end on the left will - do that, and Val will drive up. Just inside the door on the right is a FAK, ammo, etc. Val will open the next two doors, and then... [CUTSCENE] oh, how romantic - injecting each other. Follow Val closely {Checkpoint} - while she arms The Nuke, get out into the hall and take on the 30 or so Mercs (some with shields) that come calling. Use every weapon you have, because you won't have any at the end of the level. Once she's done, she'll open the next door {Checkpoint}... get in there first and clean them out. Once they're gone, through the next door and do the same, then head right down the hall and into the elevator. Wait for Val, then hit the button to send it up. At the top, head straight down the hall and head for the outside... [CUTSCENE] big boom... and then Krieger catches you. Go skydiving without a parachute... -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Level 19>> Dam //Enemies: Trigens //New weapons acquired: M4, AG36, Shotgun, OICW, Rocket Launcher, P90 //All weapons available: AG36, M4, MP5, OICW, P90, Pistol, Rocket Launcher, Shotgun, Sniper Rifle //Items acquired: Body Armor, Binoculars, CryVision Goggles Ouch... no weapons, no Binoculars, no Body Armor... nothing. There's that M4 on the ground right next to you, so grab it - you're going to need it. Move to the river, and look downstream (to the NE) - see if you can kill that Trigen with as few shots as possible. Follow the river, and then jump. Yep... jump off the waterfall. Stick to the river as much as possible - in fact, swim as much as possible... Trigens apparently can't swim. However, they can wade, so run where you can - don't stop to fight or you'll just be inviting more of all types. Soon enough the river appears to split and {Checkpoint} - head right, and on that point of land is a crashed chopper. [CUTSCENE] Doyle tells you where to go. {Checkpoint} Thankfully the downed chopper has a pair of Miniguns... as well as ammo and Body Armor. Sanitize the land to the NE (that whole slope where you can see the structure on top of the hill) - there should be about 10 Trigen of all types on that side, including one on top of the boulder just above the dock at your right, and a Fat Boy back by that fence. Then get on the other Minigun and take out any Trigen on this side as well (including a Fat Boy). Once everything in the area seems to be dead, swim across (to the northeast) and up that trail - note that the guards up on top of the gate are shooting down at the Trigen, so don't get in their line of fire. Some of the Trigen you killed were armed, so you should be able to pick up an AG36 along the way - however, your best bet is to just keep moving, not go on a killing spree. Through the gate, through the broken wall, and ahead in the distance you'll see a Buggy on the other side of the fence. Doyle calls... uh-huh, I can't wait to meet him. You'll need a Keycard, so head inside that garage area - and start drooling. Toys, toys, toys. Not to mention an FAK. [CUTSCENE] the Incredible Hulk? I don't think so... green is okay for Kermit, but not us - let's hope Doyle was telling the truth. Load up - grab everything you possibly can... drop the M4 if you want, and grab the P90, AG36 and OICW; however, keep the 4th slot free for now. Also (of course) grab the Body Armor, Binoculars and CryVision. The Keycard for the gate is next to the Body Armor on that crate. Back outside, and go up those stairs on the right for more Body Armor and ammo, not to mention a Rocket Launcher - you'll need that. Get in the Buggy {Checkpoint} and get going - you don't need to stop along the way, not for anything. Just ahead is a busted bridge - what you need to do is drive along the first section, angle left a little and go down the next section, then turn left and floor it up that hill... don't try and get across the rest of the bridge. Follow this hill, and when you see a pair of Fat Boys, make a sharp right between them, gun it, and use that slope as a jump to get across the lava river. Curve a little to the right as you crest this hill and you'll see the road below - aim a bit left of it to hit this next jump, then get on the road. A little way along and {Checkpoint}. At the top of the hill is a 4WD, so kill the occupants (three of them) and take their vehicle. A little further along to crest this hill, then stop and get out - scan the landscape below. You'll see some kind of sandbagged guard post at the bottom of the hill with a small building to the left of it, while the road off to the right is partially blocked by a Big Truck. Creep down through the bushes on the left and take out everyone at the guard post - just watch out, because there's a Merc with a Rocket Launcher up at that building on the hill, to the left of those two statues. The road splits down at the guard post - one way goes right, while the other goes up the hill. Going right will take you to a locked gate, with an intact sailboat beyond it... don't worry about it, you'll get there later. Once everybody's toast (plenty more up at that building), you can maneuver around the back of the Big Truck to get up the hill, or move it out of the way. There are all sorts of weapons, ammo and Body Armor in that building at the guard post {Checkpoint}. Rambo your way up the hill in the 4WD and take out the rest of the Mercs, jumping out at the steps. Some of the Mercs might have Grenades on them, so search the bodies carefully. Head for those big doors to end the level. In a funny note: on lower end machines if you're using the Minigun down at the guard post to clear out the Mercs on top of the hill, you'll see several of them apparently walking in mid-air as they come towards you. Just the way the graphics work, but cute. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Level 20>> Volcano //Enemies: Mercs, Trigen (all types), Krieger, Doyle //New weapons acquired: Sniper Rifle, Grenades (Frag) //All weapons available: AG36, M4, MP5, OICW, P90, Pistol, Rocket Launcher, Shotgun, Sniper Rifle //Items acquired: n/a This is gonna be your big firefight - everything else was just a warm-up. Happy now? There's a small door on the left in this first room - all sorts of ammo in there, as well as Body Armor and a pair of FAKs. Head through the big doors in that first room and get hidden behind any of the pillars - to the right, between the first pillar and the wall is a good initial spot. Get either your Rocket Launcher or OICW (secondary fire) ready, because there's a ton of Mercs (with shields) coming that have Rocket Launchers and Grenades. You'll have two different groups of Mercs - just keep killing, and if they fire a Rocket or toss a Grenade at you, duck behind a pillar - it actually helps a little. There's a gun rack before the next door with an AG36, Mahcete and FAK. Head through the next door. [CUTSCENE] there's Val... and a mutated Krieger. Oops. {Checkpoint} The four Mercs around Krieger are easy enough, but he's a royal pain. Try not to kill Val while you're killing him, okay? Watch it, because he bounces around like a monkey on steroids and will try and get behind you. Oddly enough, you can kill Krieger without killing the Mercs - once he's dead, the cutscene triggers. [CUTSCENE] Krieger dies, Val is infected, and Doyle has turned traitor... life just keeps getting better, doesn't it? It looks like the so-called cure you injected earlier was actually the mutagen. Jack gets Val out to the sailboat you saw in the last level. If you didn't kill all 4 Mercs around Krieger before, don't worry about them. If you really feel the need, go straight and into that hall, then left - make your way back to that room to finish them off. Hit the button to go up... into the next room and turn right, and start drooling again. Lots and lots of lovely toys in the caged area (including an M249), so stock up. Okay, here's a handy little tip I learned online: leave the cage and go down the hall, through the door {Checkpoint}, down the steps and around. See that big door with the keypad next to it? Open it (there's another beyond), and place the chair so it sits in the door opening, against the right side - that (supposedly) will keep that door from closing and locking behind you, so you can get to the Armory whenever you need to... and you will need to. The second door opens at any time once you first hit the keypad for it. Of course, Fat Boy rockets will keep knocking the chair loose, so you'll have to keep repositioning it. Through that red door and {Checkpoint} - down the steps and around. Open the first door, then the second - you can already hear friends out there, right? Open the door for a Fat Boy, and there are at least 8 more out there, all with Rocket Launchers. Plus all sorts of other Trigen. Thankfully the Fat Boys are too damn big to fit through these doors, so use that to your advantage... but you're still going to get hit with lots of Rocket fire. One of the easiest ways (whether you can get that chair to work or not) is to quickly open that second door and then back up, back inside the first door - pop a couple of Rockets at them before the first door closes, then open it and back off again, etc. Once you've got the Fat Boys dead (at least 10 of them) and the other Trigen hurting (the Trigen jumping around all over the place aren't really that much of a problem), load up one more time and head down the stairs and into the volcano area - directly across on the other side is a big door. Inside that (a Fat Boy and a busted Forklift), head into the room on the right to access the elevator (FAK in there). Back outside, and head for the elevator (that column to your left, near the center) - hit the button and ride it up. As soon as it reaches the top, run right along this catwalk, past the stairs and under that arch. Reload and get ready. From where you are in the arch (facing to the west), the area you need to get to is off to your right. Use the arch as a shelter - pop out of either end of it and fire Rockets and OICW Grenades up at the area beyond that bridge on your right (to the north). Plenty of Mercs up there, including several with Rocket Launchers - and they're deadly shots. Head up any of the stairs to that center dish {Checkpoint}, then *run* up the north bridge. Doyle will call and taunt you, but don't listen... just run and hug that wall ahead. A bunch of Mercs up there (the ones you haven't taken out yet) - move away from the wall a hair and toss a pair of Grenades up there, then head up the stairs and take 'em all out, using the pillars for cover. Once they're all toasted, head up the stairs, then the next set - inside and put a round through Doyle's skull. Damn, is that anticlimactic or what? [CUTSCENE] shoot Doyle. All hell breaks loose. [CUTSCENE] cure Val, sail away... Yeah, there is a 'mission pack' that adds on to this, but like most it isn't really worth the trouble. "Far Cry 2" is due out in October 2008, and it looks as good or better than "Far Cry". = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- THE CHEATS If you've got version 1.4, then the cheats - most of them - are already in place and ready to use... all you need to do is activate them. Some of these aren't really cheats, but just commands that are implemented in devmode; first and third person views, for instance, or toggling screenshots. To do so: open the Properties for your game start up, and on the command line add -DEVMODE to the end of it, so it now reads: "C:\Program Files\UBISOFT\Crytek\Far Cry\Bin32\FarCry.exe" -DEVMODE (wherever exactly you have the game installed) Make sure you start the game with this icon / menu item rather than letting the CD autoload. All of the cheats (except for one, depending on what version you have) are already linked to a hotkey - so all you need to do in the game to use that cheat is to hit the hotkey. F1 - toggle between first and third person views F2 - move to the next checkpoint F3 - create a spawn point (where you can reappear) F4 - noclip ("designer fly mode") F5 - return to the default speed (not very useful) F6 - ? F7 - ? F8 - show debugger F9 - save your current position (doesn't always work) F10 - load your last current position (see above) F11 - toggle extra (AI) information (pretty much useless) F12 - takes a screenshot, which ends up in your root "Far Cry" directory minus - decrease speed (not very useful) - this does NOT interfere with your zoom mode equals - increase speed (not very useful) - this does NOT interfere with your zoom mode backspace - toggle God mode (not a true God mode... just lots of health and armor) O - give 999 ammunition, but only to your current weapon. This also works for vehicle weapons (Buggy, 4WD, Patrol Boat, etc). Switch between weapons and modes to load up. P - give all weapons available in the current level (but not ammo), no matter what difficulty you're playing. Won't give you the Machete, the M249 or any Grenades. As I said, most of those are already set up - the only way you're going to know whether they are or not is to try them in the game. If they aren't, then you're going to have to open the system file and edit it. DO NOT attempt this if you don't know what you're doing! 1) first, COPY the file "...\Far Cry\DevMode.lua" to a new name, such as "backup-DevMode.lua" 2) using a plain text editor (such as Notepad or PFE), open that file (the original, not the backup you just made). 3) at the top of the file, look at all the lines that say "Input:BindCommandToKey" 4) the ones with a double dash in front of them are not active and not loaded; don't mess with them. (Advanced note: if you want, you can delete all of these lines, just to clean up the file aesthetically) 5) probably the only cheat not bound to a key - and it might not even be in the file - is God Mode; carefully look through the file and see if you spot it anywhere. If it's not, do 6 - if it is, skip to 7. 6) at the very bottom of this file (go to the end and hit 'Enter' a couple of times), add the following EXACTLY as shown, with all of the same spacing and tabs: function GodMode() if _localplayer then _localplayer.cnt.health=99999; _localplayer.cnt.armor=99999; Hud:AddMessage("[CHEAT]: Give 99999 health and armor"); System.LogToConsole("\001CHEAT: Give 99999 health and armor"); else Hud:AddMessage("[CHEAT]: No godmode today"); end end [if the formatting looks screwed up above, it's 1 tab (8 spaces) in front of "if", "else" and the first "end", 2 tabs (16 spaces) in front of both "_localplayer" lines, both "Hud" lines, and the "System" line. Everything else is against the left side of the screen, no tabs] 7) back at the top of the file, find the line that reads --Input:BindCommandToKey("#ToggleScreenshotMode()","f11",1); and at the end of the line hit 'Enter' twice. 8) type in the following EXACTLY: Input:BindCommandToKey("#GodMode()","backspace",1); 9) that's it... save the file and exit. Now when you run the game, just hit your "Backspace" key to turn GodMode on. If you didn't put in that "Input" line, then you'd have to open your console in game and type in (without the quotes) "#GodMode()" in order to run the cheat. 10) however... reboot the computer and start a new game - your changes won't take effect until you do. Note that you can also disable any of the cheats if you want ("move to next checkpoint" can be a pain if you hit it accidentally, as can any of the "speed" commands) by adding a double dash in front of the "Input" line for it. You could also add commands to this file, if you know the function call for it - but there shouldn't be any need for you to do that. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- LEVEL EDITOR "Far Cry" comes with its own level editor, so you can build your own levels for the game (mainly for Multiplayer). In the Start menu, go into your Far Cry directory - the "CryEngine Sandbox" is the level editor for the game. If you did the full install, then you don't need a CD in to use the Level Editor. It's far too complex to even start to decsribe here - you'll have to go through the help files yourself. If you ever made new levels for anything with GTK (such as "Jedi Academy" or "Return to Castle Wolfenstein" or "Soldier of Fortune"), then you won't have too many problems figuring this out. Build your terrain, add items such as buildings and vehicles, add the players (Mercs, etc), add triggers for cutscenes and events... go crazy. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- COPYRIGHTS: "Far Cry" is copyright 2004 Ubisoft (http://www.ubi.com/) and CryTek (http://www.crytek.com/) Official site is http://www.farcrygame.com Official mod site is http://www.crymod.com =============================================================================================== SIGNATURE David "Nightwolf" Masters -- david_masters AT comcast DOT net the Roundhouse -- http://roundhouse.8m.com/ (Railroad Tycoon II) TerokNor -- http://tnhp.tvheaven.com/ (Star Trek silly, filks, fanfic) personal site -- http://home.comcast.net/~david_masters/games.htm LiveJournal site -- http://community.livejournal.com/nightwolf_jfo Walkthroughs / FAQs: Doom 3 Far Cry Half-Life Platinum Edition (Half-Life, Opposing Forces, Counter Strike, Blue Shift) Jedi Knight II: Jedi Outcast Jedi Knight: Jedi Academy Quake Ultimate (Quake I, Quake II, Quake III Arena) Return to Castle Wolfenstein Unreal Gold (Unreal, Return to Na Pali) Editing / Scenarios / Strategies: Railroad Tycoon II Railroad Tycoon III Tropico, Tropico 2: Pirate Cove Zeus / Poseidon May 2008 -- walkthrough; version 1 May/June 2008 -- second run-through, correcting spelling and editing, added info about RAD Tools and Bink Video; version 1.1 June 2008 -- yet another run-through with more corrections / additions, added info about level editor; version 1.2 July 2008 -- third time's the charm - added new weapons info for each level; version 1.3 December 2008 -- maybe it ain't... a little more spellchecking and some minor corrections; still version 1.3 March 2009 -- tweaked the "River" level slightly to add in M249 SAW; version 1.3 October 2009 -- a few more additions and corrections; version 1.3