0 FAR CRY 3 FAQ/Walkthrough for PS3/Xbox 360 By SENIORBILL Version 1.0 March 26, 2013 Copyright 2013 by William Poneta TABLE OF CONTENTS Introduction Gameplay/Crafting/Skills Weapons, Ammo and Loot Outposts Radio Towers/Supply Drops Optional Missions Collectibles/Wanted Dead/Path of the Hunter Walkthrough ////////////////////////////////////////\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ Story Missions: Chapter 01: 1. Make a Break For It 2. Down in Amanaki Town 3. Harvest the Jungle 4. Secure the Outpost Chapter 02: 5. Mushrooms in the Deep Chapter 03: 6. The Medusa’s Call 7. Playing the Spoiler 8. Prison Break-In 9. Island Port Hotel 10. Keeping Busy Chapter 04: 11. Meet Citra Chapter 05: 12. Bad Side of Town 13. Kick in the Hornet’s Nest 14. A Man Called Hoyt 15. Saving Oliver Chapter 06: 16. A Piece of the Past 17. Down in the Docks 18. Motherlode 19. Lin Cong, I Presume? 20. Unhappy Reunion Chapter 07: 21. This Knife’s For You 22. Ambush 23. Warrior Rescue Service 24. New Rite of Passage 25. Payback 26. Citra’s Favor 27. Fly South Chapter 08: 28. Three Blind Mice 29. Doppleganger 30. Triple Decker 31. Defusing the Situation 32. Deepthroat 33. All In 34. Paint it Black 35. Black Gold Chapter 09: 36. Aced in the Hole 37. Betting Against the House Chapter 10: 38. The Doctor is Out 39. Hard Choices Chapter 11: Continue play ///////////////////////////////////////\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ North Island Outposts: Wellshore Wrecker’s House Vasla Docks Orphan Point (POTH-Black Panther) Mosquito Yard (POTH-Golden Tiger) Northview Gas Cliffside Overlook (POTH-Blood Komodo Dragon) Hubris Farm Hubert Shore The Neck’s Diner Kell’s Boat Repairs (POTH-Maneater Shark) Nat’s Repairs Tequila Sunrise Camp Murder (POTH-One Horn Buffalo) AM 12 (POTH-Yellow Neck Cassowary) Old Mines Rust Yard (POTH-White Belly Tapir) Cradle Gas (POTH-Undying Bear) Cradle View Broken Neck Home South Island Outposts: Satellite Communications Hub North Krige Crest Spine Ridge East Ridge Camp Maw Docks and Repairs Dry Palms Storage Krige Valley River Fishing Stubborn Kid Farm Lazy Shore Marina Harmanse Gas and Repair Bridge Control Break Point Docks Longshore View Lonely Shore Way ///////////////////////////////////////\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ North Island Radio Towers and Supply Drops: Amanaki Town Sector Radio Tower Vasla Docks Sector Radio Tower/Supply Drop Orphan Point Sector Radio Tower/Supply Drop Mosquito Yard Sector Radio Tower/Supply Drop Cliffside Overlook Sector Radio Tower/Supply Drop Hubert Shore Sector Radio Tower/Supply Drop The Neck’s Diner Sector Radio Tower/Supply Drop Nat’s Repairs Sector Radio Tower/Supply Drop Badtown Sector Radio Tower/Supply Drop Old Mines Outpost Radio Tower/2 Supply Drops Rust Yard Outpost Radio Tower/Supply Drop South Island Radio Towers and Supply Drops: Satellite Communications Hub Radio Tower/Supply Drop North Krige Crest Sector Radio Tower/Supply Drop East Ridge Camp Sector Radio Tower/Supply Drop Dry Palms Storage Sector Radio Tower/Supply Drop Stubborn Kid Farm Sector Radio Tower/Supply Drop Bridge Control Sector Radio Tower/Supply Drop Longshore View Sector Radio Tower/Supply Drop ///////////////////////////////////////\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ Optional Missions: ($500 bounty per mission) Tagging the Past (Liberate Vasla Docks Outpost) Where For Art Thou Juliet? (Liberate Wellshore Wreckers Outpost) Love Eternal (Liberate Northview Gas Outpost) A Connection to the Past (Liberate Hubris Farm Outpost) Once More With Dignity (Liberate Hubert Shore Power Outpost) Dog Soldier (Liberate Nat’s Repairs Outpost) Cargo Dump (Complete “Kick in the Hornet’s Nest”) Faces of Death (Liberate Camp Murder Outpost) Pinned to Earth (Liberate Old Mines Outpost) The Social Club (Liberate Cradle View Outpost) Bled Dry (Liberate North Krige Crest Outpost) Father’s Burden (Liberate Harmanse Gas and Repairs) Home Delivered (Liberate Bridge Control Outpost) Dirty Work (Liberate Longshore View Outpost) ///////////////////////////////////////\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ North Rook Island Collectibles: Collectibles-Amanaki Town Area Collectibles-Northview Gas Area Collectibles-Hubert Shore Area Collectibles-Badtown Area South Rook Island Collectibles: Collectibles-Thurston Town Collectibles-Gaztown Collectibles-Point Break Docks Collectibles-The Compound Letters of the Lost Path of the Hunter Missions: North Island Path of the Hunter Missions South Island Path of the Hunter Missions North Island Wanted Dead Missions South Island Wanted Dead Missions ///////////////////////////////////////\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ <<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> Update Version 1.1: A large amount of detail has been added to many of the missions, making them more survivable on the advanced levels. Since many of the missions require certain weapons or equipment to succeed with the given tactics, a list of gear recommended will be given before each story mission. <<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> <<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> Update Version 1.2: The details of the narrative have been updated to enhance survivability on “Master.” Equipment recommended has been added to the liberation of outposts. Many of the processes for acquiring collectibles and for side missions have been upgraded. The index has been made more user friendly. (10/20/14) <<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> <<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> Update Version 1.3: Corrected design issues. <<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> Introduction: While on vacation in Bangkok, a group of friends from the States hear about an island paradise. They decide to check it out. Once there, they swiftly realize that the Rook Islands are a paradise lost. They are taken hostage by a local thug named Vaas and his gang of pirates. Suddenly their prospects are bleak-ransom, torture, rape, slavery and perhaps an early death at the hands of their sadistic captors. The Rook Islands have been occupied for centuries by the enigmatic Rakyat people. Their ancestors built shrines and temples all over the islands; but the once glorious structures are now in ruin. So are the lives of the Rakyat. They have been subdued by the occupation force of thugs. The locals have been evicted from their homes, and the invaders are stealing resources, enslaving the people and killing indiscriminately. Hoyt Volker is the kingpin of a vast drug operation based on the islands. The drugs, the ransoming of hostages and forced slavery are making him rich. His army of thugs has set up outposts around the islands to enforce his will on the natives and to subdue the local partisans. The Rakyat still control Abanaki Town and the large Rakyat Temple complex; and, when Jason Brody escapes the clutches of Vaas, Hoyt’s truly insane lieutenant, he encounters the Rakyat and he becomes immersed in their mystical traditions. The mumbo-jumbo has the once helpless city boy slowly transforming into a powerful Rakyat warrior. As his tribal tatau grows, so does his abilities. Jason’s task is to find and rescue his friends, and his prowess grows as he roams the wilds battling Vaas minions and the island’s plentiful array of predatory animals. He soon finds himself bonding with the native Rakyat partisans and with Citra, their exotic priestess. Many of the complaints about it predecessor, Far Cry 2, have been addressed. There can be no complaints about the lack of predators-the islands abound with canines, tigers, leopards, komodo dragons and others. Cleared areas won’t re-spawn and the fast-travel stations greatly facilitate movement around the islands. The open world nature of the game allows the player enormous latitude in his tactics and his ability to endlessly explore and loot-or not. You can play a hard fought short campaign, skipping optional tasks, or settle in for a battle of attrition as you degrade the enemy and explore the islands. The game features the same great gunplay as Far Cry 2 but the weapons are even more versatile. Accessories like sound suppressors, scopes, etc. can be detached or equipped at safe houses and automated stores. A powerful Recurve Bow is available and it greatly enhances the player’s stealth capabilities. The islands are reminiscent of Crysis. The graphics are incredibly detailed and realistic. The character animations are quite realistic-no sweeping exaggerated hand motions or wooden performances. Everything about the islands and its denizens is remarkable in its detail and presentation. Gameplay/Crafting/Skills >>Outposts: Hoyt’s underlings have established 34 outposts throughout the islands to maintain control over the locals. Each outpost exerts control over the surrounding sector and pirate patrols police the territory. On the North Island, the pirates will attack anyone they encounter. Liberating an outpost will generally purge both it and the surrounding sector of hostiles. While it isn’t necessary to liberate them, movement through the environment, especially on the North Island, will be painful with every step of the way being contested if you don’t. Liberating an outpost establishes a “fast-travel” station in its safe house, allowing you to instantly travel to and from it and any other fast-travel locations. This is extremely beneficial when your next mission is on the opposite side of the island and you can travel there instantaneously and without pain. In addition, numerous “Path of the Hunter” and “Wanted Dead” missions will be made available on the bounty boards that are located at every outpost. The hunting missions not only offer cash for completion, but successful hunting yields valuable hides for crafting. As an added bonus, you can keep the weapon that is provided for the hunt. “Wanted Dead” missions are a good source of cash. Optional missions, each paying $500, are also offered after the liberation of many of the outposts Each outpost is manned by anywhere from three to nine hostiles and if you’re detected they will sound an alarm, bringing in reinforcements. Persisting alarms will bring in even more. Alarms are bad-at least for Jason. On the up side, you can disable the alarm system if you can get to one of the red alarm panels. Liberation of an outpost awards 500 XP, but if you aren’t detected by the defenders, this is tripled to 1,500 XP. Oftentimes there are caged animals being held inside the outposts that can be released to both kill the defenders and provide cover for Jason’s operations. Doing recon on an outpost allows the player to identify the composition of its garrison, tag the defenders, locate alarm panels and determine whether there are any caged animals. Each outpost is different and requires different tactics. >>Rook Islands travel: You’ll notice that a Far Cry 3 meter is a very long meter. You can, however, travel those meters in numerous ways. Fast-travel between safe houses can transport you across the island or between the islands in seconds. Various land vehicles and watercraft are readily available. Hang gliders are also rather common and can oftentimes cover large distances or cross canyons or water painlessly. Travel on foot is also both possible and oftentimes it is the best way to go, allowing you to maintain stealth, obtain crafting items and discover loot. When a sector is controlled by the enemy-red areas-it is usually easier to go afoot. Areas that are contested-the margins of red areas-are also best travelled afoot or by air. Once a sector is liberated, travel is mostly uncontested except by the numerous predators infesting the island. The open-world environment is yours to explore and except for steep-sided mountains or locked structures you can go anywhere; and the landscape is so huge that you will discover new places and things on every playthrough. >>Crafting: In Chapter 3: “Harvest the Jungle,” you are introduced to crafting. Crafting is a simple process, but it is absolutely critical to survival and success in the game. You start with no healing items and with a rucksack capable of holding only 16 items. During the mission, “Harvest the Jungle” you will acquire leaves by harvesting plants and hides by killing and skinning animals. A single “green” leaf is required to craft a healing syringe, and two boar hides allow you to craft a “Simple Rucksack,” doubling your carrying capacity to 32 items. As the game progresses, new items can be crafted, allowing the player to craft up to four weapon holsters, larger ammo pouches, even larger rucksacks, larger syringe carry capacity, etc. The various leaves needed for syringes are fairly common in the environment-you should never have to purchase “health” from a vendor. Hunting will provide the required hides and the “Path of the Hunter” missions will oftentimes greatly facilitate their early acquisition. Hunts for “rare” animals are required to craft the ultimate item in each category. The following are the most useful of the crafted syringes. “Health” syringe: It requires one “green” leaf per syringe and can first be crafted at the conclusion of Chapter 3: Harvest the Jungle. It is critical that you have at least one available and enough “green” leaves to craft several more. “Animal Repellent” syringe: It needs two “amber” leaves per syringe. This item is available upon completion of Chapter 5: Mushrooms in the Deep. This syringe will repel predatory land animals for forty seconds. This is extremely effective against deadly animals like tigers, leopards, komodo dragons and bears. They will attack but will shy away, allowing you to target them with little risk to yourself. “Deadly Hunter” syringe: This syringe requires two “amber” leaves and one “crimson” leaf and lasts twenty seconds. It is available upon completion of Chapter 7: Playing the Spoiler. It greatly enhances the damage dealt to animals for the duration of the injection. “Hunter’s Instinct” syringe: It requires one “amber” leaf per syringe and is available after completion of Chapter 4: Secure the Outpost. This will allow you to detect animals from a farther distance, but it also makes them less skittish, allowing a hunter to more easily stalk it. This is especially useful when stalking timid animals like deer and goats early in the game. “Enhanced Perception” syringe: This requires one “crimson” leaf. It is available upon completion of Chapter 6: The Medusa’s Call. It greatly enhances your ability to detect hostiles out of your sightline or behind objects. “Fireproof” syringe: This syringe requires two “crimson” leaves. It is available after Chapter 4: Secure the Outpost. It gives immunity from fire damage for twenty seconds. “Deep Dive” syringe: This syringe requires two “blue” leaves and one “green” leaf. It lasts forty seconds and is available after completing Chapter 9: Island Park Hotel. This will allow the player to greatly extend his ability to remain underwater. “Untouchable” syringe: This requires finding thirty Relics, five “blue” leaves, two “white” leaves and five “green” leaves. This is obviously not going to be used routinely; but, if you’re having trouble completing a battle, this will render you invulnerable for twenty seconds. On the higher levels this can make surviving during heated encounters possible. “Touch of Death” Syringe: This requires finding forty Relics, five “amber,” five “crimson” and two “white” leaves. The concoction makes every shot fired and connected a one-shot kill. Two “Skills” in the “Heron” matrix, “Syringe Potency” and “Enhanced Syringe Potency” extend the potency of timed syringes by 25% and then 50%. These are must-have skills. Hunting the island’s wildlife yields hides and leathers that can be crated into equipment like weapon holsters, wallets and rucksacks. This is a simple procedure but acquisition of the hides will require extensive hunting, sometimes for specific or rare animals. Many of the needed hides will be acquired during the natural progress of the game, but liberating outposts makes “Path of the Hunter” missions available. These hunts yield needed hides as well as a cash bounty. “Rare” animals, like the Golden Tiger or the Maneater Shark, can only be acquired by one of these side missions. The following are the hides needed for the crafting of equipment. >>>>Holsters: Complete “Harvest the Jungle.” Simple Holster (Second weapon slot) (1 goat hide) Rugged Holster (Third weapon slot) (2 deer hides) Heavy Duty Holster (Fourth weapon slot) (2 shark skins) >>>>Rucksacks: Complete “Harvest the Jungle.” Simple Rucksack (Carry up to 32 items) (2 boar hides) Rugged Rucksack (Carry up to 48 items) (2 tapir hides) Heavy Duty Rucksack (Carry up to 64 items) (4 dingo hides) Extended Rucksack (Carry up to 96 items) (1 rare Undying Bear hide) >>>>Wallets: Complete “Secure the Outpost.” Simple Wallet (Carry up to $2,000) (1 pig hide) Rugged Wallet (Carry up to $4,000) (2 cassowary skins) Heavy Duty Wallet (Carry up to $6,000) (2 shark skins) Extended Wallet (Carry up to %10,000)(1 rare One Horn Buffalo hide) >>>>Syringe Kits: Complete “Secure the Outpost.” Simple Syringe Kit (Carry up to 5 syringes) (1 pig hide) Rugged Syringe kit (Carry up to 7 syringes) (3 dog skins) Heavy Duty Syringe Kit (Carry up to 9 syringes) (2 leopard hides) Extended Syringe Kit (Carry up to 12 syringes) (1 rare Black Panther hide) >>>>Ammo Pouches: Complete “Secure the Outpost.” Simple Ammo Pouch (Carry additional ammo) (2 boar hides) Rugged Ammo Pouch (Carry additional ammo) (2 buffalo hides) Heavy Duty Ammo Pouch (Carry additional ammo) (2 tiger hides) Extended Ammo Pouch (Carry additional ammo) (1 rare Golden Tiger hide) >>>>Arrow Quivers: Complete “Secure the Outpost.” Simple Arrow Quiver (Carry 10 arrows/10 special) (1 goat hide) Rugged Arrow Quiver (Carry 15 arrows/10 special) (2 tapir hides) Heavy Arrow Quiver (Carry 20 arrows/10 special) (2 bear skins) Extended Arrow Quiver (Carry 30 arrows/10 special) (1 Maneater shark skin) >>>>Special Arrows: Fire Arrows (Combine 1 arrow and 1 Molotov) Complete “Keeping Busy.” Explosive Arrows: (Combine 1 arrow with 1 grenade) complete “Kick in the Hornet’s Nest.” >>>>Grenade Pouches: Complete “Secure the Outpost.” Simple Grenade Pouch (Carry 4 grenades/4 Molotovs) (2 goat hides) Rugged Grenade Pouch (Carry 6 grenades/4 Molotovs) (2 deer hides) Heavy Duty Grenade Pouch (Carry 8 grenades/4 Molotovs) (3 komodo dragon skins) Extended grenade Pouch (Carry 12 grenades/4 Molotovs)(1 rare Blood Komodo skin) >>>>Munitions Pouches: Complete “Secure the Outpost.” Simple Munitions Pouch (Carry 3 C4/3 mines) (2 goat hides) Rugged Munitions Pouch (Carry 4 C4/4 mines) (2 leopard hides) Heavy Duty Munitions Pouch (Carry 5 C4/5 mines) (2 bear hides) Extended Munitions Pouch (Carry 6 C4/6 mines) (1 rare White Belly Tapir) >>>>Rocket Packs: Complete “Secure the outpost.’ Simple Rocket Pack (Carry 4 RPG rockets/8 GL-94 grenades) (1 deer hide) Rugged Rocket Pack (Carry 5 RPG rockets/10 GL-94 grenades) (4 dingo hides) Heavy Duty Rocket Pack (Carry 6 RPG rockets/12 GL-94 grenades) (3 tiger hides) >>>>Fuel Slings: Complete “Secure the Outpost.” Simple Fuel Sling (Carry an additional 100 unit canister) (2 dog skins) Rugged Fuel Sling (Carry an additional 100 unit canister) (2 boar hides) Heavy Duty Fuel Sling (Carry an additional 100 unit canister) (2 komodo dragon skins) Extended Fuel Sling (Carry an additional 100 unit canister) (1 rare Yellow Neck Cassowary skin) - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - >>Skills: Three separate skill trees allow the player to spend acquired skill points to enhance a variety of abilities. The “Heron” matrix involves mostly combat enhancements. The “Shark” matrix mostly enhances health and offers the “Takedown” abilities. The “Spider” matrix offers a variety of useful skills. You will acquire XP for kills, exploration, liberation of outposts, finding collectibles and the like. A skill point is then awarded when you reach the required level. The first “skills” offered are at the end of Chapter 4: Secure the Outpost. One skill will be offered in each matrix and new skills will be unlocked as the game progresses. The “Takedown” and “Cook Grenades” skills should be your first two activated. Both are extremely useful. “Physical Conditioning” is also an early perk you don’t want to miss. It increases your health by 50%. Keep an eye on your skill points and don’t forget to select the skills best suited to your game. An aggressive player can easily complete all three trees well before completing the game. This will complete the tatau, and will make the player more deadly, stealthy and healthy. >>Radio Towers: There are eighteen radio towers on the islands. The invaders have installed scramblers on the towers, preventing the Rakyat from communicating. Climbing a tower not only allows communication to be restored but also fills in details on your game map. Making a tower operational also brings in new ordnance and the proprietor of the stores will offer one or two weapons free of charge when you restore a tower to service. This can save you an enormous sum of money over the course of the game. >>>>>>Weapons, Ammo and Loot Far Cry 3 features a huge array of potent weapons. You begin the campaign, however, with the weakest one in the game. If you fire more than a few shots with it-shame on you. When you encounter a weapon-from an enemy or a side mission-you own it. There are 18 radio towers on the islands and restoring a radio tower to service will offer the following weapons free one or two at a time. First tower: 6P9 handgun, STG-90 assault rifle Second tower: AK-47 assault rifle, Skorpion SMG, Repair Tool Third tower: Recurve bow, SVD sniper rifle Fourth tower: PKM LMG, 1887 shotgun Fifth tower: Flamethrower, A2000 SMG, M133 shotgun Sixth tower: RPG-7 Seventh tower: U100 LMG, Flare gun Eighth tower: F1 assault rifle, GL-94 grenade launcher Ninth tower: MP5 SMG Tenth tower: MS16 assault rifle Eleventh tower: .44 Magnum handgun Twelfth tower: D50 handgun, Vector .45 SMG Thirteenth tower: SPAS-12; Ace assault rifle Fourteenth tower: MKG LMG; BZ19 SMG Fifteenth tower: P416 assault rifle; Z93 sniper rifle Sixteenth: none Seventeenth: none Eighteenth: tower: Bushman ($4,400 Signature weapon available for purchase) You begin the game with a single holster, or weapon slot, and you can craft three more, allowing you to carry four weapons. Hunting various animals and skinning them permit you to craft holsters as well as other equipment, like ammo and grenade pouches. This walkthrough strongly advises and many of the details require having certain weapons. Only six weapons were purchased for this walkthrough-the rest were freebies. The following are the strongly advised purchases. These purchases represent only a tiny fraction of the cash you can accrue, so you can purchase or customize many more that those listed. The Recurve Bow $925; Red Dot or Marksman Sight $300 The Recurve Bow is a premier weapon and can be had free by climbing only three radio towers. It can be subbed for both a silenced assault weapon and a sniper rifle, especially early in the game, making it an excellent choice if you’re a player heavily favoring stealth tactics. The bow will require more patience to use and while it doesn’t have the range of the M-700 sniper rifle, it can kill a normal enemy with a single body shot-a headshot isn’t necessary-and it is a silent killer. It also doesn’t have the sustained firepower of an automatic weapon but a single arrow is deadly and the arrows can be recovered for additional use. As the game progresses, both fire and explosive arrows are added to your arsenal. A single fire arrow can kill a Heavy Gunner or destroy a vehicle. The explosive tips make the bow an effective ranged grenade launcher. This is the most versatile and useful weapon in the game. It remains viable throughout the campaign. F1 assault rifle $1450; Sound Suppressor $400: Rather than purchasing the Recurve Bow, you can purchase a silenced firearm. The F1 assault rifle can be silenced and ammo for it is plentiful in the environment since many of your victims wield AK-47s. It will be useful until more potent weapons become available. >>>Note: The MP5 can be subbed for the F1 but its ammo isn’t as plentiful as the F1. It is cheaper, however, but it doesn’t have an optical scope option. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - M-700 sniper rifle $1,800 or free; Sound Suppressor $400; High Power Scope $550: During the North Island operations this will be a very useful weapon. It can be purchased or it can be acquired free by doing the “Path of the Hunter” mission available at the Vasla Docks bounty board. It isn’t the most potent sniper rifle; but, in a document advocating stealth whenever possible, it is a good survival tool. Its shortfall is that body shots don’t always kill as the campaign progresses. The Recurve Bow actually trumps it at near and mid-range but the bow doesn’t have the range of the M-700 sniper rifle - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - GL-94 grenade launcher $2,750 You can acquire a free GL-94 grenade launcher by deactivating the scramblers on 8 radio towers. Don’t wait; purchase it early in the game. It is generally more useful than either the AMR or the Bull shotgun on many of the missions. If you’re the confrontational type and walk the roads in enemy territory, this can easily devastate an enemy patrol truck. It is a game changer on many of the missions. Once the ‘explosive arrows” are available, it becomes less valuable, but it is well worth the price. Purchase it early in the game. AMR sniper rifle (Signature weapon) ($4,800 and finding 20 Relics) This “Signature” sniper rifle requires you to find 20 relics, which makes it available for purchase for $4,800. Any animal-tiger, buffalo or bear-any enemy, including Heavies are stone dead with one shot. A shot or two will even knock out a vehicle. While not a necessity, this provides a security blanket and when things get noisy-things get dead real quick and real easy. When the Z93 sniper rifle and its attachments become available, it becomes less valuable since the Z93 sniper rifle can be silenced and is nearly as deadly. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Z93 sniper rifle $3,400; Sound Suppressor ($400); High Power Scope ($550) The Z93 sniper rifle is a huge improvement over the M-700 sniper rifle and it is needed against the tougher South Island privateers. It will kill a Heavy with a single headshot and it approaches the AMR for brute power. It won’t, however kill a Heavy with a single body shot-it will take two or three. If you pick it up during the mission “Ambush,” you can keep it as long as it remains slotted. You can’t add a sound suppressor until it is available at a vendor. It will then cost $3,400, but is well worth the price. The rifle is a must have weapon for operations on the South Island when its attachments become available. Purchase it, its silencer and its high power scope ASAP. South Island snipers also favor the Z93 sniper rifle and one can be confiscated from a Sniper wielding one. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Bull shotgun ($3010 and finding 10 Relics) The Bull is a significant but not an enormous upgrade over the other shotguns but it is better in every category. If a shotgun is one of your staple weapons, it is worth the price and makes chance encounters with tigers and other carnivores a hunt rather than just surviving. If you’re afoot in the undergrowth of the North Island this will be in your hands. If a shotgun isn’t one of your basic weapons, the 1887 will suffice. The faster-firing SPAS-12 trumps it at close range, but it isn’t available until you get to the South Island. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Shredder SMG ($3,275 and finding 10 Memory Cards) Acquiring the Shredder SMG makes the other North Island silenced scoped SMGs or assault rifles obsolete. It is a fast-firing, potent and silent killer. Buy it as soon as it is available. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Tanto Sword: (Free when you find 6 Letters of the Lost.) Even if you don’t pursue collectibles, finding 6 of the 20 Letters of the Lost will allow you to equip the Tanto free of charge. Find at least 6. This is an enormous improvement over the default machete. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Far Cry 3 weapons: Handguns (24 rounds of ammo costs $20) >>North Island: 1911 ($60) No attachments available 6P9 ($680) Sound Suppressor; Extended magazine; Night sight .44 Magnum ($950) Extended barrel, Night sight, Red dot sight, Reflex sight >>South Island: D50 $1,300 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Submachine guns (40 rounds for $35) >>North Island: Skorpion ($425) Sound suppressor; Extended magazine A2000 ($600) Sound suppressor; Red dot sight; Reflex sight MP5 ($900) Sound suppressor; Extended magazine; Red dot sight; Reflex sight >>South Island: BZ19 SMG ($1,800) Sound suppressor; Optical sight; Red dot sight; Reflex sight Vector .45 ACP SMG ($???) Sound suppressor; Extended magazine; Optical sight; Red dot sight; Reflex sight - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Shotguns (12 shells for $40) >>North Island: M133 shotgun ($660) No attachments available 1887 shotgun ($860) Extended magazine; Night sight; Red dot sight; Reflex sight >>South Island: SPAS-12 shotgun ($1,800) Extended magazine; Night sight; Red dot sight; Reflex sight - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Assault rifles: (30 rounds for $90) >>North Island: AK-47 $375 No attachments available STG-90 assault rifle ($700) Extended Magazine F1 assault rifle ($1,450) Sound suppressor; Extended magazine; Optical sight; Red dot sight; Reflex sight. MS16 assault rifle ($1,700) Sound suppressor; Extended magazine; Optical sight; Red dot sight; reflex sight >>South Island: P416 assault rifle ($1960) Extended magazine; Marksman sight; Optical sight; Red dot sight; Reflex sight Ace assault rifle ($2250) Extended magazine; Marksmans sight; Optical sight; Red dot sight; Reflex sight - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Sniper rifles: (10 shells for $100) >>North Island: SVD sniper rifle ($1,100) No attachments available M-700 sniper rifle ($1,800) Sound suppressor; Extended magazine; High power scope; Illuminated scope >>South Island Z93 sniper rifle ($3,400) Sound Suppressor; High Power scope; Extended magazine; Illuminated scope - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Light Machine Guns (LMG 50 rounds for $200) >>North Island: PKM LMG ($1,125) No attachments available U100 LMG ($1,950) Extended magazine; Optical sight; Red dot sight; Reflex sight >>South Island: MKG LMG ($2,800) - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Launchers (1 rocket for $100; 1 Gl-94 grenade for $50) >>North Island: RPG-7 Rocket propelled grenade ($2,500) No attachments available GL-94 grenade launcher ($2,775) No attachments available Body armor ($200) Fragmentation grenade ($30 each) Molotov ($25 each) C4 ($40 each charge) Mine ($25 each) Specials: Vehicle Repair tool ($400) Flare gun ($500) ($10 per flare) Recurve Bow ($925) (10 arrows for $40) Flamethrower ($2,400) (1 fuel canister is $180) Signature Weapons: Tanto Sword (Find six Letters of the Lost) Shadow ($2,600) (Liberate any 17 outposts) Shredder ($3,275) (Find any 10 Memory Cards) Bull ($3,010) (Find any 10 Relics) AMR ($4,800) (Find any 20 Relics) Bushmaster ($4,400) (Restore all 18 radio towers to service) Ripper ($4,200) (Survive six Trials of the Rakyat) >>>>Ammo: Ammo is expensive in Far Cry 3 but an aggressive looter shouldn’t have to depend on purchasing most of it. Whenever you loot a body you will obtain half-a-clip of ammo for whatever weapon the deceased was wielding. This can add up quickly. Loot chests and ammo caches are also a good source of ammo. In the South Island, many of the outposts have large ammo caches. You won’t be able to glean all of your ammo from the environment but you should be able to get much of it. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - >>>>>>>>>>>>>>>>>>>>>>>>>> Far Cry 3 Walkthrough: >>>>>>>>>>>>>>>>>>>>>>>>>>>> This walkthrough unfolds the action progressively, generally advising the liberation of outposts to aid the completion of the main story missions. Liberation of outposts and side missions are optional, but not restoring Rakyat control to mission areas will result in a constant struggle with the island’s invaders. Many of the optional “Path of the Hunter” missions, primarily on the North Island, will be imbedded in the narrative. These optional missions greatly facilitate the acquisition of hides for crafting; and, in many cases, the acquisition of weapons which would either require the outlay of funds or the premature liberation of remote radio towers. Stealth tactics are highly advised and are incorporated into the narrative. Prior to each story mission and assaults on outposts, weapons recommended to achieve success will be detailed. Some are specific weapons; others are the best of a certain utility-such as an LMG or an assault rifle, a stealthy Recurve bow or a silenced SMG, for example. Far Cry 3 is an open world game and the details in this document reflect only one approach to the game. The details in this document will work for all degrees of difficulty; and reflect tactics making survivability on the advanced levels more doable. While the narrative is progressive, I have attempted, whenever possible, to give a starting point for tasks independent of that detailed progression. All collectibles are detailed both in the narrative and in a separate menu at the end of the walkthrough. The early acquisition of 10, 20 and 30 Relics is also highly advised permitting you to acquire the Bull shotgun, the AMR sniper rifle and the “Untouchable” syringe. >>>Note: A patient player who doesn’t mind pursuing an extended campaign can purchase the Loot and Collectible maps for each sector they secure. You can then explore the massive landscape, collecting more than enough loot to defray the cost of the maps. If you comb the island for loot and collectibles, battle hostiles and complete side missions, you can easily accumulate more cash than your wallet will hold. You can even acquire signature weapons like the Bull and the AMR very early in the campaign. If you’re the patient type, conducting this type of a campaign can be very rewarding and will allow you to explore every nook and cranny of the Islands. <<<<<<<<<<<<<<<<<<<< Chapter 1: Make a Break for It: (CH001) >>>>>>>>>>>>>>>>> Mission: A group of vacationers have been taken captive by pirates on a tropical island. Two brothers, Grant and Jason escape from their cage and must make their way out of the enemy camp. <<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> Vaas’ and his crew have captured the vacationers and their intention is to ransom them or worse. After Vaas’ tirade, one thing is clear to the brothers-Vaas is in control and he is insane. They are in big trouble. Follow Grant after escaping the cage; crouch and keep close to him. Move past the pirates sitting at the table, continue past the snorting pigs and go under the structure and past the dogs. Remain crouched and go left to avoid the man skinning the pig. Follow Grant into the shack, pick up the items on the table and continue following Grant out into the encampment. Stay crouched and when Grant says to throw a stone to distract the sentry, toss it to the right toward the stone symbol appearing on the screen. Follow Grant and you will automatically go through the window he opens. He will follow and use a knife to kill the awakening pirate. Continue following him out of the structure and past the executions taking place. Follow the “climb” and “crouch” prompts to access the building and then move into the garden. He will again have you toss a stone at the stone symbol to distract the guards. Follow him past the two pirates, going left through the opening and then under the elevated structures and through the gully. Grant is fatally shot by Vaas while the brothers are looking at the map. Follow the on-screen prompt. Vaas tells you to run-you have 30 seconds. Run for your life, chasing the yellow waypoint through the nighttime jungle. Vaas’ thugs and their vicious dogs will be in hot pursuit as you sprint through the undergrowth and must hurdle a short rise. You are stunned after you slide down the hillside but quickly recover. Once again you must sprint through the jungle, jump a gap, continue through the undergrowth and go across a log. When you get to a rock face, you must climb the vine to get atop the cliff. If necessary, follow the prompt to heal. Continue running through the jungle, crouching when necessary to get through the fissure. You will make your first kill by following the prompt. Continue on and the dogs will be at your heels as you sprint onto a narrow rope bridge. A helicopter gunship appears and opens fire. The bridge falls and you tumble into the river. The game’s introductory credits roll. <<<<<<<<<<<<<<<<<<<< Mission 2: Down in Amanaki Town: (CH002) >>>>>>>>>>>>>>>> >>Radio Tower: Amanaki Town Radio Tower Mission: Jason has escaped the clutches of Vaas’ pirates. A local man named Dennis introduces him to the mysticism of the Islands, and starts him on a campaign to find his friends and revenge his brother. The quest will commence with a mission to deactivate a scrambler on the sector’s radio tower. >>>Equipment (mandated): 1911 .45 caliber handgun. <<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> Jason awakens. A local man named Dennis is giving him a tattoo. According to Dennis, this “tatau” will help Jason gain his true power-this is part of the Rakyat mysticism that pervades the narrative. Denis says that Jason must find the “power” to help himself rescue his friends. He gives Jason a brief history of the pirate’s theft of the Rook Islands from the Rakyat people. He also gives him cash-$60-to procure a firearm to begin his quest. Go into the General Store. The only weapon available is a 1911 .45 caliber handgun. You have just enough cash to buy it. Do so and assign it to your only available weapon slot. Weapons in all categories are then available and can be purchased if you have the funds. Deactivating the scramblers on the island’s numerous radio towers will allow the shopkeeper to replenish stock. Whenever you restore a tower to service, your map’s details will fill in and a weapon or two is offered free of charge at the store. You can also confiscate weapons from the enemy. You then own the confiscated weapon and will have access to that weapon at any vendor or store. Open the menu and select “Loot Rucksack.” You have a meager 16 slots for starters, meaning you can carry only 16 items gleaned from the environment. Follow Dennis out of town as he talks of the Islands and the towers. >>>>>>>Amanaki Town Sector Radio Tower: (X: 438.3 Y: 758.7) Your first order of business is to deactivate the scrambler on the nearby radio tower. Follow Dennis out of the town. Raid the loot chests in the two small shacks and then follow the arrow pointer, going left on the road toward the splash of light. Pass through the gap in the chain link fence and take the cash from atop the crate before going up grade on the dirt path. If you listen carefully while approaching the tower, you’ll hear a snake hissing over the game’s soundtrack. Kill it with your handgun and then loot the crates under the structure and in the small shack nearby. Climb the tower’s four stairwells, go counterclockwise around the catwalk and climb the ladder. Go up the next two stairwells and then go clockwise around the tower on the catwalk to get onto a platform. Raid the loot chest and take the ladder to the top of the tower. Be aware that a fall from height is fatal, so take care when climbing towers or when confronted with other potential falling hazards. Such hazards will be plentiful in the rough mountainous terrain of the islands. Interact with the electrical box on the railing to deactivate the scrambler. You will be treated to a panoramic view of portions of the surrounding sector, frequently highlighting noteworthy locations. Take note of the black smoke column to the north. Hostile outposts can be identified by these columns. Raid the crate and use the support cable, which acts as a zipline, to return to ground level. Speak with Dennis. You will find that activating the tower has revealed the details of the Amanaki Town sector on the map. Roads and animal symbols, for example, are revealed, making traversing and locating wildlife in the sector much easier. For putting the tower back online, two new weapons have been made available free of charge and they are now available in the Amanaki Town shop or from vendors at liberated safe houses. As you activate different towers, new sector details will be added to the map. “Supply Drop” missions are, from this point forward, offered after a tower is activated. These “Supply Drop” missions are generally an easy source of cash. Before departing to investigate the jungle, return to town and visit the store identified by the “$” sign. Open your rucksack and sell anything classified as “Sell.” This will raise cash and will free-up slots in your modest 16 slot rucksack. >>>Note: The deactivation of the radio tower’s scrambler has made two weapons available free of charge-a 6P9 small caliber handgun and a STG-90 assault rifle. Take the STG-90 assault rifle, replacing the 1911 .45 caliber handgun. You have only one weapon slot for starters and many of your early victims will have assault rifles. You can confiscate half-a-clip of ammo when you loot their bodies. This benefit applies to whatever weapon a deceased enemy is carrying. Pilfering ammo from your victims will save you a ton of cash over the course of the game. Don’t purchase either of the available attachments for the STG-90 assault rifle. You will be using the weapon for only a brief time. <<<<<<<<<<<<<<<<<<<< Mission 3: Harvest the Jungle: (CH003) >>>>>>>>>>>>>>>>>> Mission: This mission will take Jason into the wilds of the Island. He must harvest leaves to craft potions and animal hides to craft equipment. The mission concludes with a tutorial on crafting. >>Equipment recommended: The STG-90 assault rifle. <<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> Use the east path to exit Amanaki Town and commandeer the white car parked near the entrance. Drive east on the dirt roadway, veering left at the first junction. Continue driving toward the objective and go right at the second junction. If you happen to hit a deer or any other animal, stop to take the hide. You must acquire hides for crafting in order to upgrade your equipment-don’t pass on an opportunity to do so. Park the car near the small abandoned shacks on the left side of the roadway and raid the crates; grab the cash and ammo. Move up the hill behind the shacks and continue toward the objective marker. Ignore the markers for the two loot chests behind the shack-they aren’t there. Small colored leaves will appear on your map. You require two “green,” one “crimson’” and one “blue” leaf as well as two boar hides to complete this quest. Harvest the “green” and “crimson” leaves on the hillside. The needed “blue” leaf is an aquatic plant and will be harvested later in the mission. Before moving off of the hillside, use the camera to “tag” the boars foraging around the farm below. There will normally be four but one will occasionally be absent. “Tagging” the boars will place an orange icon over them, making them easier to locate if they run off into the undergrowth. Take down a boar and the others will run off. If you can kill it with melee blows, the other boars won’t be as skittish, but take care when doing so; it can turn on you with deadly tusks. Raid the farm for loot; be sure to grab the ammo in the truck’s bed. Stalk the remaining boars by crouching in cover or staying out of their sightline to bag another. The task requires only two but getting all four should be your goal. The boar hides will soon be used to “craft” items critical to your survival. Don’t wander too far from the farm or you may encounter pirates-too early for that; and wandering too far from the mission site will result in its failure at this early stage of the game. The “blue” leaf, which won’t be useful early in the campaign, can be found underwater in the stream east of the farm. Dive for one of them. Be aware that there are crocodiles in the rivers of the Rook Islands. They aren’t terribly common but if you swim often enough you will encounter one from time to time. When you have all of the required items, continue to fill your rucksack. Any of the boars that ran off will straggle back, and there are additional leaves that you can pick-prefer “green” leaves early on-they will be the most useful but don’t overdo it. “Green” leaves are fairly common. Fast-Travel will become available once you complete the mission’s requirements; and, when additional outposts are taken, you can travel from anywhere in the environment to any of them. Open your map and fast-travel to Amanaki Town. You will find yourself in its safe house. It, like all North Island safe houses, has an automated store or vendor. Interact with it and sell the miscellaneous loot marked “Sell.” Keep the leaves and the hides-they are “craft” items. If your STG-90 assault rifle is short on ammo, don’t purchase any; you will be able to collect ammo from the environment before your next encounter. You can also confiscate ammo from any pirates you put down. Exit the safe house and locate Dennis near the south entry. He will give you a lesson on “Crafting” and “Skills.” Crafting will be activated and Dennis will instruct you on how to craft the “green” leaves you harvested into two healing syringes. You will also use two of the boar hides to craft a 32 slot “Simple Rucksack.” Your task has earned you two skill points. Spend them on “Takedown” and “Cook Grenades.” These are two of the three available skills, one being offered in each tree. “Takedown” will be a staple from this point forward. It allows a player to silently knife an enemy when he is in range. A prompt will indicate when this is permitted. A tutorial will show the details. “Cook Grenades” allows the player to hold an active grenade long enough so that an opponent can’t easily move out of its blast radius. <<<<<<<<<<<<<<<<<<< Mission 4: Secure the Outpost: (CH004) >>>>>>>>>>>>>>>>>>> Mission: Liza is being taken to a nearby outpost. The pirates have occupied numerous outposts to exercise control over sectors of the Island. Jason must assault and liberate the outpost to free Liza and restore control of the sector to the Rakyat. >>Bounty Board: Path of the Hunter no. 1: A shotgun hunt for five rabid dogs >>Bounty Board: Wanted Dead no. 1 (sub-menu) >>Bounty Board: Wanted Dead no. 2 (komodo shack) (sub-menu) >>Amanaki Town Radio Tower Supply Drop >>Equipment recommended: The STG-90 assault rifle. >>>Note: Grab an AK-47 from one of your victims. It is superior to the STG-90.Once in your possession, gleaned weapons are available free of charge at vendors and they can be accessorized. <<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> This mission becomes active after you are informed that pirates have taken Liza to a nearby outpost. Dennis will chauffeur you there. On the way, he will offer insights on the importance of liberating the outposts. Doing so reestablishes Rakyat control of the sector and purges the pirates from the area. The Rakyat will arrive at the mission site as well; but you, the novice, must do the dirty work by clearing the hostiles from the outpost. Two new recipes, “Hunter’s Instinct” and “Fireproof” are made available, and several new skills and crafting items will also unlock at the start of the mission. Those two extra boar hides, if you acquired them, can now be crafted into a “Simple Ammo Pouch,” extending the amount of ammunition you can carry. You can then raid the ammo in the wheelbarrow, near the entry, to fill your larger pouch. Do reconnaissance on the outpost from its outskirts, tagging the five pirates and their vicious guard dog with your camera. This will enable you to more easily track them by observing their “orange” tags and their red symbols on your mini-map. All five pirates and the dog must be slain to liberate the outpost. Learn to conceal your presence by hiding in the foliage and using structures, fences, etc. to stay out of the enemies’ sightlines. This is one of only two outposts that don’t have an alarm. So no reinforcements are possible, but if the dog discovers you, if you are seen or if a body is found, the pirates will go on alert. The pesky dog and the lack of a ranged silenced weapon make liberating the outpost without gunfire extremely unlikely. Try to use stealth tactics to narrow the odds. Conceal yourself by crouching in the foliage outside the fence on the north side of the outpost. Toss stones to bait a pirate into a kill zone. Don’t toss it so that multiple pirates react to it. This is also best done when the dog isn’t nearby so it doesn’t react as well. Use a “Takedown” when the pirate comes near your hiding place. Try to leave the corpse where it won’t quickly be noticed. Grab your first victim’s AK-47. Once it is acquired, you own it, and it will be available for use at any vendor from then on. Shift your position and try to lure another pirate into a kill zone. He may see your initial victim and alert his comrades. If this happens, try to remain obscured and continue killing from concealment. After killing two or three, you will probably be detected by either the dog or a pirate, so use the AK-47 to finish off the survivors. The Rakyat will occasionally lend a hand. If Jason is detected, he calls out to Liza, giving away his position. He’ll have to change that tactic quickly to survive. Stop it Jason! Once the outpost is cleared, the Rakyat warriors will take possession of the facility. Its liberation and occupation allows the Rakyat to control the surrounding sector, making travel in the sector markedly easier. Loot all the corpses and skin the dog. Thoroughly loot the outpost and be sure to locate, kill and skin the two pigs roaming the place-there will be at least one and another will root its way in sooner or later. You discover that Liza has escaped the pirates. Dennis also informs you that one of your friends is hiding at Dr. Earnhardt’s place, but he doesn’t know a name or even a gender. Enter the shack with the red door and take the Memory Card from the counter. It is worth a whopping $250. Whenever you liberate a safe house, look for these Memory Cards. They can be acquired in 20 of the outposts. This shack is now a fast-travel location and you will find an automated vending machine there. Unless you have used a pig hide to craft the “Simple Wallet,” allowing you to carry up to $2,000, you will have room for only $1,000 in your wallet. Once you reach your limit, you won’t be able to sell off your surplus or accumulate more cash until you craft a larger wallet. If you haven’t done so, get back outside and harvest both of the snorting pigs, enabling you to craft both the “Simple Wallet” and the “Simple Syringe Kit,” extending your carrying capacity to five syringes. A couple of melee strikes will take them down without spooking the Rakyat. Sell off your extra items and if you have $900 you can purchase the MP5 SMG or you can purchase the Recurve Bow for $925. The MP5 can be sound suppressed, making it useful early the campaign. It is superior to the more inexpensive Skorpion SMG, but neither can be equipped with an optical sight. The Recurve Bow is silent, deadly and you can reclaim the arrows from your victims. The bow requires more patience than the firearms because of its slow rate of fire but it is one of the game’s premier weapons. I highly recommend purchasing the bow. You can also wait until you have the $1,450 required to purchase the F1 assault rifle. It can be sound suppressed, has an optical sight option and most of the pirates carry the AK-47, making ammo for it easier to acquire than SMG rounds-your choice; but seriously, consider making the Recurve Bow your initial purchase. The M-700 sniper rifle can be sound suppressed, but it costs $1,800 plus $400 for the silencer and $550 for the High Power Scope. It is still well beyond your means-be thrifty and save the $1,800 by acquiring one after taking Vasla Docks Outpost and doing the “Path of the Hunter” mission available there. The SVD sniper rifle is cheaper but it can’t be sound suppressed-don’t buy it. Free ones are on the near horizon and if you want to play stealthily, it isn’t a good option. Take the time to craft any items you have the hides for and be sure to have at least one healing syringe crafted. Spend any skill points you have accumulated. Note that “Physical Conditioning” in “The Shark” matrix gives you an additional health bar-a 50 percent heath increase for a single skill point! - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - >>>Note: With the liberation of the Amanaki Outpost, you are free to explore the entirety of the North Island. Be aware that doing so will bring you into frequent conflict with the invaders. The narrative will detail a progressive liberation of the island while pursuing missions; but this isn’t the only way to proceed. You can challenge the pirates by purging them from outposts, liberating sectors; you can gain free gear by climbing towers and you can expand your gear by hunting and gathering and by accumulating “Collectibles” along the way. >>>Note: When outposts are liberated, optional missions for a cash bounty are made available and are posted on the outpost’s bounty board. A blue skull or a deer head mark their locations. These optional missions are either “Path of the Hunter” or “Wanted Dead” missions. The hunting missions offer a bounty for killing animals and a weapon is provided; and either it, or a similar type in your possession, or a machete must be used during the hunt. The “Wanted Dead” missions require you to kill a pirate or two Rakyat style. Rakyat style means the designated target must be killed with a blade. >>>Note: The main mission, “Mushrooms in the Deep” is now activated but there are two side missions on the local bounty board. One of the missions is a “Wanted Dead” mission requiring, like all “Wanted Dead” missions, you to make a knife kill on a pirate. The target and his crew are poaching near a hot spring and the mission is best pursued when you get a silenced weapon-preferably a sniper rifle or a Recurve Bow. The other mission is a “Path of the Hunter” mission and requires you to kill five rabid dogs that have been terrorizing the locals. A “Supply Drop” mission is also offered. These will, except in this case, be offered whenever a radio tower scrambler is deactivated. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - >>>>>>01: Path of the Hunter: Acquired: The Amanaki Outpost Mission: This is a shotgun hunt for five rabid dogs Bounty: $175 and as many dogs pelts as you can recover This “Path of the Hunter” mission is embedded in the narrative since you need the cash and hides early in the game. Accept the mission at the Amanaki Outpost bounty board. Commandeer a vehicle and drive west 325 meters to the waypoint where the roadway forks. Take the M133 shotgun, required for the mission, and its shells from the crate. You now own the shotgun and even if you drop it, it will still be available at any automated store free of charge. In addition to the shotgun you can also use the machete to kill the dogs. The machete can be very useful against the quick-closing and aggressive canines. The mission’s site will be near the farm where your initial harvesting was done. Go onto the hill to the north of the farm and use your camera to recon the hill to the south. Take the time to locate and tag all five of the rabid dogs. Tagging all of them makes any required stalking much less frustrating since the designated “blue” area is large and a protracted hunt may lead to contact with pirates or with komodo dragons. Hunt down the five dogs and take their hides if you can locate them in the undergrowth. You are vulnerable while skinning, so be quick about the task. Prolonged gunfire can also alert pirates of your presence, since they sometimes encroach on the margins of Rakyat territory. Before leaving the farm, return to the intersection of the dirt roads where you acquired the shotgun. Take care; there may be pirate patrols in the area. A long vine climb will take you atop the cliff. You’ll find a dark cave entrance just north of the climb. Enter the cavern where you’ll find a couple of loot chests. They are the chests that appeared to be behind the shack that you visited earlier in the campaign. The islands are laced with caves and loot chests aren’t always where they first appear to be. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - >>>Note: Be sure to craft any items you have the skins for. Crafting the “Rugged Syringe Kit” and the “Simple Fuel Kit” requires a total of five dog hides. If you have collected five, you can craft those two items. All additional dog hides you acquire can then be sold for cash and there is certainly no shortage of feral dogs on the islands. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - There will also be another “Wanted Dead” mission available at the shacks at map coordinates X: 456.3 Y: 732.8. It seems a pirate is killing villagers to the west and he needs killing Rakyat style. The mission is in an adjoining sector and it is still in enemy hands. Leave it for now and don’t linger in this disputed area. Open your map and fast-travel to the safe house in Amanaki Town. If you have purchased the Recurve Bow, purchase one of its “sights.” You can also purchase any desired attachments for any firearm you purchased. The bow or a silenced firearm will be very useful for harvesting hides without broadcasting your presence to every pirate within earshot. The first “Supply Drop,” identified by the blue cross, is now available near Amanaki Town’s main entry. Like the first “Path of the Hunter” mission, this quest will be embedded in the storyline. The cash it yields is integral to the acquisition of weapons, equipment or maps. From this point on, these “Supply Drop” quests will be available whenever you put a tower back on-line and they are usually easy cash. >>>>>>Amanaki Town Radio Tower Supply Drop: ($175, 250 XP) You will find an ATV near the entrance to Amanaki Town. You must use it to deliver medical supplies to the destination before a 35 second timer runs down. The route will be marked by a sequence of flares. It pays $175 and 250 XP. The run starts on the roadway, but a sharp left turn will put you on a trail that is rough, making the vehicle a bit hard to handle. When you see the tower, turn right before the large boulder and then left to reach the final flare near the shacks. Don’t miss the first turn or get hung up on the steps on the grade and you’re home free. The timer is fair but not generous. Even though the dirt-poor local is standing right there, help yourself to his stuff. Grab the body armor, raid the lucrative silver colored chest and take the medical kit. Take note of the glider on the cliff nearby-it isn’t always there-and check out the outpost at Wellshore Wrecker’s House near the shore below. Outposts can be seen from a distance because of their towering black smoke columns. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - >>>Note: Take note of the side mission, “Trials of the Rakyat,” near Heron Perch. Be aware that pirates patrol this area. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - There are goats near the drop zone; there are also pirates. You can also find a few “amber” leaves in the area. Grab some to craft a “Hunter’s Instinct” or two. This concoction makes all herbivores less skittish, making them easier to stalk and to harvest; and taking the goats without the potion and a silenced weapon will be difficult and will antagonize the local pirates. Dog packs also roam the area; and, as always, they are extremely aggressive. The roads are patrolled by pirate vehicle patrols and two pirates are stationed at a small outpost near the cliffs to the north. These pirates, however, can be a good early source of XP and loot as you stalk the goats in the area. If you can get one goat, you can craft a “Simple Holster,” giving you a second weapon slot; two more will allow you to craft a “Simple Grenade Pouch,” allowing you to carry four grenades and four Molotovs. A “Simple Arrow Quiver” also requires one goat hide. If you explore the region, you will find some worthwhile loot in the shacks to the northeast of Heron’s Perch. The two pirates mentioned earlier guard the path leading down from the heights. That path is a good route to get to the outpost near the bay below. Kill the two pirates and grab the loot in the bunker. If you have a silenced weapon you can begin the campaign against Wellshore Wrecker’s Outpost but returning to Amanaki Town to harvest the area’s Relics and to upgrade your gear is highly recommended. <<<<<<<<<<<<<< Chapter 2: Mushrooms in the Deep: (acquired) (CH005) >>>>>>>>> Outpost: Wellshore Wrecker’s House Outpost >>>>>>>>>Wanted Dead no. 5 (sub-menu) Outpost: Vasla Docks Outpost/Radio Tower/Supply Drop >>>>>>>>>Path of the Hunter no. 2: Sniper rifle hunt for five deer. >>>>>>>>>Wanted Dead nos. 6 and 7 (sub-menu) >>>>>>>>>Optional Mission: Tagging the Past <<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> Open your map and fast-travel to the Amanaki Outpost to adjust your inventory. Even if you have crafted the “Simple Wallet,” it can still hold only $2,000. You have two choices. Make a purchase or craft a larger wallet. When maxed-out, your $2,000 limit will prevent you from benefiting from any further looting. Harvesting two cassowary skins will allow you to craft the “Rugged Wallet,” extending your limit to $4,000. You can craft the larger wallet by making a short trip to the west of Amanaki Town. Set a waypoint at map coordinates X; 380 Y; 742. This is the location of an island lying in the bay about 450 meters west of Amanaki Town. The area is in an adjoining sector and will remain undetailed until the scrambler on the radio tower southwest of the outpost at Vasla Docks is deactivated. Move warily in the undetailed area. There may be pirate patrols near the shore and in the bay. The bay is also infested with sharks but you can always find a watercraft along the shoreline. Get onto the island and harvest a couple of the cassowary to craft the “Rugged Wallet.” You can also grab the Letter of the Lost, Ren’s Letter, at map coordinates 379.9 Y: 741.1. See the details below. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Letter of the Lost no. 3: Ren’s Letter is located at map coordinates X: 379.9 Y: 741.1. There is an island about 400 meters south of Vasla Docks with a large ruined World War 2 fortification. You can use the glider behind Dr. Earnhardt’s place to fly directly to the island or you can trek west from Amanaki Town very early in the game to hunt skins for crafting. Enter the bunker complex from the north side and you’ll find the Letter. There are both cassowary and dogs on the island. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - The bay near the island abounds in sharks and you need two shark skins to craft the “Heavy Duty Wallet,” allowing you to carry up to $6,000. You also require two shark skins to craft the “Heavy Duty Holster.” Scan the water for sharks and either shoot them or cook a grenade and toss it in their path when they get close to shore. If you have a watercraft, you can just tag one, hit it and then dive for the skin. This is best done from the eastern side of the bay where you’re less likely to encounter an enemy patrol boat. You can hunt for all four; but it isn’t necessary, there will be other places where you can harvest them as well. You’ll need a total of five deer hides to craft the “Rugged Holster,” the “Rugged Grenade Pouch” and the “Small Rocket Pack.” Deer are skittish and can be difficult to harvest early in the game, especially before you have a sniper rifle. There is an island about 285 meters southwest of the Amanaki Outpost where you can find a lot of deer. Open your map and fast-travel to the Amanaki Outpost. Sprint southwest from the outpost to the river. Enemy patrol boats monitor the area so watch for them before swimming to the island. Tigers frequently hunt the island’s deer, so be aware, and watch for the two pirates that sometimes loiter in a camp on the north side of the island. If you craft a “Hunter’s Instinct” or two, you can harvest them with a little effort. If you have a sniper rifle this task is easier, but the bow will also get the job done. If you can sneak up on a herd, you can sometimes kill a group with a grenade. Open your map and fast-travel to Amanaki Town. There is a tapir symbol just south of town. You need 4 tapir hides to craft the “Rugged Rucksack” and the “Rugged Arrow Quiver.” Be sure to slot your silenced weapon and a shotgun. Tigers frequently hunt the tapir and your chances of encountering one are rather high. The region is also on the margins of Rakyat territory and the chance of encountering pirates is very high early in the game. Tapir are nearly as skittish as deer, so craft a “Hunter’s Instinct” syringe to support your hunt. There are numerous “amber” leaves southwest of town near a shack on the south side of the river. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - >>>Note: Maps are available at the store. These maps show the position of all the loot chests or the collectibles in different areas. Unless you’re purchasing weapons or weapon upgrades, constantly draining your cash, you will be filling your wallet. I don’t recommend buying too many weapons in the near term other than the bow or a silenced assault rifle or SMG, so purchasing the “Items: Amanaki” map for $500 will allow you to find collectibles. Finding 10 Relics will allow you to purchase the Bull shotgun and finding 20 the AMR sniper rifle. Finding 6 Letters of the Lost will yield the Japanese Tanto sword, a huge improvement over the default machete. These “Signature” weapons usually live up to the billing. I will periodically detail the map coordinates of Relics and Letters of the Lost but buying the map will facilitate finding these items. The location of all Relics and Letters of the Lost will be detailed in the narrative, and they can also be found in the “Collectibles” section following the narrative. Know that getting within approximately 25 meters of a collectible will also place it on your map. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - With your wallet depleted or enlarged or both and a silenced weapon in hand, it’s time to grab some loot, harvest additional hides and nab a few Collectibles before heading west to investigate Dr. Earnhardt’s mystery guest. If you have the “Items: Amanaki” map, make the Relic northeast of the outpost your waypoint or see the notes below to manually set a waypoint using the given map coordinates. Even without the map, a collectible will show on your map when you get within 25 meters of it-but only if you have deactivated the scrambler on the sector’s radio tower. The $500 cost of the map can be recouped by harvesting the loot chests and hostiles along the way. It will just take some time and effort. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Collectibles near Amanaki Town and Outpost: Relic no 1: Boar 3 is located at map coordinates X: 509.1 Y: 744. This places it less than 100 meters from the Amanaki Outpost. If you have purchased the Amanaki Town Item map, make the Relic icon northeast of the outpost your waypoint; or, if you don’t have the map, just place a waypoint at the given coordinates. Sprint the short distance cross-country from the outpost to find the Relic sitting on a wooden shrine in a small depressed area. Whenever you hear the distinctive chanting, it means you’re very close to a Relic. Take the Relic from the shrine. Each Relic found will yield 250 XP and will get you closer to acquiring a “Signature” weapon. Take the money from the shrine and grab the loot. The Rakyat don’t mind you doing their dirty work, so swipe their offerings. Relic no. 2: Spider 5 is located at map coordinates X: 523.5 Y: 730.6, placing the Relic about 230 meters southeast of the Amanaki Outpost. If you’re going for the Relic early in the game, be aware that this item is in the adjoining sector, so watch for pirates near the mountain east of the outpost. The Relic isn’t on top of the crag where it would appear to be-too easy; but getting atop the mountain is your best and safest route to the artifact. Place a waypoint at map coordinates X: 528 Y: 728. This is the entrance to a cave. Get directly above it and drop off the boulder. This should place you at the cave’s entry. It is also accessible by a series of fractured wooden ramps, jumps and vine grabs on the slope below the cave, but pirates patrol that area. Enter the cave and stay near the left wall as you proceed. You’ll find a vine that you’ll have to jump to. It will get you onto a ledge where you’ll find the Relic on a shrine. Letter of the Lost no. 1: Mogi’s First Letter is located at map coordinates X: 530.2 Y: 741.6. This places the item about 285 meters to the east of the Amanaki Outpost. Early in the game, before the liberation of the outpost at Rust Yards, this will be in enemy territory. If you set a waypoint and sprint directly toward it from the outpost, you will find yourself directly above an old World War 2 lookout position built into the mountain. You’ll see a jutting rock below and the rusty barrel of a canon. Jump onto the rock and then drop to the ledge below. The Letter is there on a corpse in the grotto with the gun emplacement. You can also acquire the Letter by entering a cave about 30 meters south of the waypoint. The cave is at map coordinates X: 531.4 Y: 739. Each Letter of the Lost yields 500 XP and puts you closer to the six needed for the Tanto sword. Relic no 3: Spider 23 is located at map coordinates X: 452.4 Y: 755.1. The cave where this Relic is located is about 290 meters northeast of Amanaki Town. Go east out of town and take the dirt path you used earlier to reach the radio tower. Take the narrow path just before the tower down to the main road. Turn right and go right again where the road forks. If you are seeking this Relic early in the game, be aware that there may be pirates in the area. Dog packs are common there as well. A stand of “crimson” leaved plants lay near a shrine with food offerings. Pirates frequently loiter near it. A cave entrance lit by a dim candle can be found in the rock face behind it at map coordinates X: 448 Y: 752. You will have to use a couple of vines to get to the ledge where the Relic is sitting on a crude stone altar. Don’t miss the loot chests and the cash near the Relic. Relic no. 4: Shark 23 is located at map coordinates X: 465.7 Y: 758.3. There is a shack with a boat dock on a cove approximately 420 meters northeast of Amanaki Town. This is only 175 meters from Relic no. 3, Spider 23. Whether you come from town or from Spider 23, you’ll need to take the left rather than the right fork when you come off the mountain trail coming down from the radio tower. If you seek this Relic early in the game, be aware that the roadway leading to the item will be patrolled. Travelling in the scrub to avoid or control enemy contact is wise. The Relic is located underwater near the boat dock. When diving for the Relic, be aware of crocodiles in the water. A couple of pirates will sometimes loiter near the shack and pirate vehicle patrols routinely pass by as well. Letter of the Lost no. 2: Mori’s Letter is located at coordinates X: 460.3 Y: 766.7. Amanaki Town is the best starting point to acquire this Letter. It is located in a cave about 380 meters northeast of town. Early in the game, this will still be in enemy territory. Take the east exit out of town and make your way up the mountain to the radio tower. Take the dirt path going northeast, toward the pig symbol, and continue east toward the waypoint. When you’re near the waypoint, the road will make a sweeping turn to the left. Drop down to the ravine. You will find a cave entrance on the north base of the mountain at map coordinates X: 461.3 Y: 771.7. The Letter is inside the cave on a desiccated soldier’s corpse. Relic no. 5: Spider 3 is located at map coordinates X: 502.6 Y: 790.2. There is a circular pool of water approximately 500 meters north of the Amanaki Outpost where you can find two Relics. Getting to the site is best accomplished by driving north from the outpost and then taking the narrow trail east to the pool. Dive into the pool and swim to the southeast side where you can use a vine to climb onto a ledge. Use the vines to climb the next three ledges. Reaching another ledge requires a jumping vine grab over the gap. Farther on you’ll have to jump to a ledge and then jump to another vine to reach another ledge. There is yet another vine climb from that ledge. Your next jump will have to be through the foliage to a vine dangling from the ledge. Another vine climb will get you onto a rock shelf where you can walk to an old temple ruin. Take the Relic and the cash from the altar. The red chest is a lucrative one. Don’t pass it by. Relic no. 6: Boar 23 is located at map coordinates X: 491.2 Y: 795.7. There is a circular pool of water approximately 500 meters north of the Amanaki Outpost where you can find two Relics. Getting to the site is best accomplished by driving north from the outpost and then taking the narrow trail east to the pool. This Relic and Spider 3, Relic no. 5, can both be found after entering the pool. Once in the circular pool north of the Amanaki Outpost, climb onto a low ledge on the northwest side of the pool and take the long vine to get into a dark cave. Continue well into the mountain to an ancient ruin. The Relic is on a stone pedestal. You can actually use a side passage and a series of vines to emerge well north of your entry area, placing yourself on the mountainside overlooking the “Medusa.” You can, in fact, slip off the mountain and pursue the mission if it is active. Relic no. 36: Spider 4 is located at map coordinates X: 496.1 Y: 700.2. This Relic is located about 400 meters south of the Amanaki Outpost. The terrain south of it is challenging, so approaching it from the north is the best option. Cross the river south of the outpost and stay near its banks until you can get up the bluffs in the grassy areas; this is about 140 meters short of the waypoint. Acquiring the Relic early in the game, however, means it is deep inside enemy territory. There is, occasionally, an enemy camp just north of the site where three pirates hang out. Watch for tigers in this area as well. There is a temple ruin atop the mountain and the Relic sits inside the ruin. >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> Outpost: Wellshore Wrecker’s House: >>Bounty Board: Wanted Dead no. 5 (sub-menu) ($175) >>Equipment recommended: The Recurve Bow (optimal) or a ranged silenced weapon; a close-quarters weapon-a shotgun or an automatic rifle. >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> Make Wellshore Wrecker’s House, which is located on the bay north of Amanaki Town, your waypoint and make your way north past Heron’s Perch. If you look over the cliffs you can see the outpost far below and if the glider is there you can use it to reach the high ground south of it. There is also a foot path directly north of the outpost where a couple of sentries commonly stand watch near an old World War 2 fortification. That fortification contains three loot chests. Be aware that a vehicle patrols the roadway near the fortification. Use the dirt footpath to make your way off the high ground and stop to raid the little shack. Watch for feral dogs as you maneuver onto the rock outcropping overlooking the outpost from the south. Stay low on the rocks or the watchful Sniper may spot you. There are five pirates defending the outpost, including the Sniper on the roof of the safe house. A Charger patrols around the safe house and two pirates hang out on opposite sides of the safe house. Another hangs out near the bay and won’t be visible from your overlook. Tag as many of them as possible so you can track their positions on your map; and be aware that, unlike the Amanaki Outpost, this one has an alarm system. Take note of the position of the alarm tower near the fence; it is evident by the speakers atop the pole. It is your first objective. Disabling it will prevent an alarm which would summon reinforcements. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - >>>Note: Unless you are cautious and, at times, lucky, an alarm will be raised when you are taking an outpost. If you can get to an alarm panel, you can disable the outpost’s entire system. You can also shoot it, but this won’t disable the system if additional alarm panels are present in the outpost. If an alarm is sounded, the garrison will be reinforced when a vehicle answers the call, and if the alarm persists, additional reinforcements will arrive. They will say where and when they are arriving so it is possible to lay an ambush but this isn’t usually realistic during a running battle. If you have mines, it is possible to mine the roadways before you attack an outpost. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - With the visible enemies tagged, allow the recurring patrol vehicle to leave the area and then drop down on the west side of the outcropping. Sneak through the hole in the fence. This will put you out of sight behind the shack with the alarm panel. When the roving Charger has moved toward the bay, go around the shack and disable the alarm. The fence atop the safe house will normally prevent the Sniper from seeing you, but allowing him to turn away is advised. Allow the rover to come back around the safe house and toss a couple of stones to lure him toward the rear of the shack. Silently put him down on the side of the shack where his demise won’t be noticed. The Normal on the east side will be concentrating on the roadway, so make the Sniper your next victim. You can easily take him with the bow while remaining safely out of sight between the shack and the concrete blocks. The inattentive pirate watching the east road is your next victim, and then the unsuspecting Charger busy with his welding on the west side. A fifth pirate will also be immersed in his welding on a rusty boat frame near the bay. If your other kills were stealthy, he is an easy kill as well. While using the bow is the surest way to secure the outpost, you can do “Takedowns” on the entire garrison, using the same rotation as with the bow. It will just take a little patience to successfully ambush the Sniper. Be aware that even without an alarm sounding, a passing patrol vehicle will probably stop to investigate any noisy confrontation. It will also stop if you are seen in or near the outpost. Loot the outpost and the bodies. You’ll find an SVD sniper rifle near the deceased Sniper. Take it to add it to your available weaponry. Enter the safe house, take the Memory Card and grab the loot. Sell your extras. The local bounty board has a “Wanted Dead” mission. A pirate and his crew have occupied a local farm and they are growing drugs. Kill him, Rakyat style, for the $175 reward. An optional mission, “Where for Art Thou Juliet” is also activated but the mission site is near and best pursued from Amanaki Town. If you need the cash, you can fast-travel to Amanaki Town to pursue it now for the $500 reward. You’ll also find that liberating Wellshore Wrecker’s has initiated a “Path of the Hunter” mission which is available in Amanaki Town. It pays a bounty of $225 for successfully killing two bears that are preying on the locals. This will likely be your initial encounter with the aggressive Rook Island black bears. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - >>>Note: If you didn’t acquire them earlier, the bay near Wellshore Wrecker’s is an excellent place to acquire shark skins for crafting. You’ll need four skins to craft a “Heavy Duty Holster,” allowing you to carry a fourth weapon and a “Heavy Duty Wallet,” allowing you to carry up to $6,000. Sharks will frequently swim among the turtles just offshore and can be shot with your recently acquired SVD sniper rifle; or killed by throwing a grenade near them as they approach land where you can more easily locate and skin them and then quickly get out of the water. If there is a watercraft there, you can run them over and dive for the skins. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Collectibles near Wellshore Wrecker’s House Outpost: Relic no. 7: Shark 4 is located at map coordinates X: 445 Y: 803.9. Wellshore Wrecker’s Outpost is the recommended starting point but only after acquiring the “Deep Dive” upgrade. There is a buoy in the bay northeast of Wellshore Wrecker’s House and below is the tip of the mast of a nearby sunken ship. Once “Deep Dive” is available, you can take a boat to the location and use a “Deep Dive” syringe so you have enough air to swim to an old rusted out shipwreck where you’ll find a Relic. Beware of sharks here-you’re likely to encounter at least one. Relic no 8: Heron 23 is located at map coordinates X: 413.2 Y: 808.2. There is a small islet about 270 meters northwest of Wellshore Wrecker’s Outpost where you can find a Relic. Take a watercraft from the dock or swim to the islet. Go ashore on the east side where you can negotiate the steep cliffs by using the vine climbs near the shore. Another inland vine climb will get you atop the islet. You’ll find the Relic on an altar. A valuable red loot chest lies near the shrine. <<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> Outpost: Vasla Docks: >>Bounty Board: Wanted Dead nos. 6 and 7 (Sub-menu) >>Bounty Board: Path of the Hunter no. 2: Sniper rifle hunt for five deer >>Optional mission: Tagging the Past >>Equipment recommended: The Recurve Bow (optimal) or a ranged silenced weapon; a close-quarters weapon-a shotgun or an automatic rifle. <<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> Make Vasla Docks your waypoint. It lies about 700 meters to the west of the outpost at Wellshore Wreckers and going by land can be challenging but rewarding. The route also goes around the bay, making it much longer than 700 meters. There are numerous pirate patrols between the two outposts and plenty of shacks to loot. You can, however, avoid the journey by commandeering a jet ski at Wellshore Wrecker’s Outpost. If you go by water, pilot it west and go ashore about 200 yards east of the destination to maintain stealth. The quickest way to the outpost, however, is by air. Trek up the mountain to the glider near Heron’s Perch and it will easily take you to the outpost or the radio tower beyond. However you proceed, make your way onto the high ground east of the facility to do reconnaissance from an old World War 2 gun emplacement. There are six pirates defending the facility, including three Normals and three Chargers. A pesky guard dog also prowls the compound, complicating the assault. Tag the visible defenders and then move south, staying on the high ground before slipping down off the heights about 80 meters south of the facility. This will be near the abandoned shack alongside the road. Sneak toward the outpost through the undergrowth. There is a large tree with a small bush alongside. It is quite near the roadway and is only 40 meters from the safe house. Its short but dense foliage will conceal your presence from the patrol vehicle that routinely passes by and from the scrutiny of the outpost’s defenders. Conceal yourself in that bush and commence operations. If your presence is detected, the defenders will activate the alarm system, summoning reinforcements. Unlike Wellshore Wreckers, getting to the alarm station without being detected is not an easy task at this outpost. Shooting it is an option, but that will also alert the facility and it should not be your initial target. The pirates are spread out in the large facility, so toss a stone or two to draw out the closest hostile. This will, hopefully, get the guard dogs attention. When a defender searches outside the facility, drop him with a silent weapon. The bow is your best option. It is silent, lethal and has good range. Try to put the nosy dog down before any further advance on the outpost. It will hear the stones you toss and come into range. If your kills were clean and outside the compound, the remaining defenders might become restless but won’t be actively searching. Toss another stone to draw out another pirate. Put him down as well. If this activity is noticed, stay put and let them settle down and silently drop anyone approaching your position. If they begin flanking, just retreat into the foliage father back. Oftentimes you can clear the outpost from your position in that bush. Be aware that a two man foot patrol may also join the fray if they become suspicious or they see a body. When the survivors settle down or move off, make your way into the foliage near the east entry. Drop any pirate near the safe house and then shoot the lone alarm panel to disable the system. Remain concealed on the periphery and continue killing any remaining pirates. Use stones to lure them into kill zones. If necessary, you can release the cassowary with a silent weapon to provide a brief distraction, hopefully enabling you to hunt down the remaining defenders to liberate the outpost. If an alarm is given, reinforcements will arrive both in vehicles and by patrol boat. Skin the cassowary and loot the premises. If you still need cassowary skins to craft the “Rugged Wallet,” troop to the east of the outpost. You will usually encounter a few of the birds, but if you do the “Path of the Hunter” mission, as suggested, you might encounter a few during the hunt. Enter the safe house and grab the loot. Sell your extras and even if you have the cash, don’t purchase the M-700 sniper rifle. With the outpost in your hands you can do the “Path of the Hunter” mission where you can acquire it free of charge. Use your cash to purchase its sound suppressor and the high-powered scope after completing the hunt. There are three missions available on the Vasla Docks bounty board. A new optional mission, “Tagging the Past” is also activated. One “Wanted Dead” mission has pirates attacking fishermen near the shore. You must knife their leader for the $300 reward. Another “Wanted Dead” mission has a group of pirates preying on locals near their temple. Kill the leader with a knife for that $200 reward. The available “Path of the Hunter” mission provides an M-700 sniper rifle for a deer hunt for some hungry locals. You must kill five deer for the $200 reward, and a successful hunt will yield five hides. If you’re going to pursue the “Path of the Hunter” mission, take a shotgun. There is occasionally a leopard in the hunting area and you can expect to encounter feral dogs just about anywhere. >>>>>>Vasla Docks Sector Radio Tower: Accept the “Path of the Hunter” mission but make the Vasla Docks Radio Tower your next objective. Deactivating the scrambler will detail your map, placing roads, loot chests, etc. on your map. Drive the short distance to the knoll near the shore. You will have to use a couple of vines located on the north side of the tower to get atop the knoll. The vines will allow you to climb the rock ledges. Use the fallen grating to get onto the ladder. Jump up onto the platform and use the ladder. Go counterclockwise around the catwalk and up the makeshift ramp to another ladder. The stairwell will take you to a platform where another ladder will take you to the top. Fast-travel to Vasla Docks or if you take the north zipline down, don’t accept the “Supply Drop” mission yet. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - >>>>>>02: Path of the Hunter: Acquired: Vasla Docks Outpost Mission: Sniper rifle hunt for five deer Bounty: $200 and as many deer hides as you can locate This hunt is embedded in the narrative since the player can also pursue the optional mission, “Tagging the Past,” in the same area for a bounty of $500. The hunt will also allow you to harvest up to five deer hides-a boon since they are skittish and somewhat hard to acquire. Take an AK-47 assault rifle or a shotgun on this hunt. There is a lot of game where you’re headed. You may even encounter a leopard. Drive or just sprint to the waypoint where you will find an M-700 sniper rifle and ammo. If you have your own and it is sound suppressed and has the high-powered scope, the task will be somewhat easier. Climb onto the platform and tag the five deer browsing on the slope. Try to tag them all because the area is large and they can be quite difficult to locate if untagged. You’ll need to kill all five to complete the mission and even a silenced weapon will cause them to scatter and their skittishness can be aggravating as they traipse about endlessly eluding your sights. There are plenty of “amber” leaves in the vicinity to craft into “Hunter’s Instinct” syringes if you must stalk them. Be aware that if any of them fall from a height the mission will fail and this happens occasionally. Just finding the corpses in the undergrowth isn’t always the easiest of tasks either. >>>>>>Optional Mission: Tagging the Past: Once you have skinned as many of the deer as you can locate in the undergrowth, go to the blue exclamation point in the shack on the nearby hill. A local man is selling dog tags to the Japanese families who lost loved ones on the islands during World War 2. There are three sets of tags to locate. Select the waypoint to the north of the starting point. Move across the ridge to an old World War 2 gun emplacement. The tag is on a desiccated corpse resting against the housing of the canon. Stay on the high ground and make your way to the southernmost waypoint. You will find another World War 2 gun emplacement located on the side of the ridge overlooking the bay. There is a grotto behind the gun emplacement. You’ll find the second tag on a corpse on the stairwell in the grotto. Grab the loot from the red chest and climb the ladder on the far side of the grotto to get to ground level. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Relic no. 10: Boar 2 is located at map coordinates X: 373.7 Y: 770.4. This Relic is located on the high ground about 125 meters south of the outpost at Vasla Docks. It is sitting on the base of a World War 2 gun emplacement that overlooks the bay. On your map this will be directly below the “pig” icon. This can easily be acquired during the optional mission, “Tagging the Past” which becomes available after the liberation of the outpost at Vasla Docks. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - The third tag is in the gun emplacement overlooking the Vasla Docks Outpost and is found on another corpse. You likely used this fortification to scout the outpost. Return to Pang’s shack to complete the mission and for the fat $500 reward. You can collect Relic no. 11, Boar 1, by sliding down the cliff near the shack and entering the cave (see details below). - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - >>>Note: If you still need cassowary leather to craft the “Rugged Wallet,” make the cassowary symbol your waypoint and harvest what you need. There may be pigs and dog packs in the area and an occasional leopard but a little hunting will get you cassowaries. You only require two of the birds; any additional ones can be sold. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Collectibles near Vasla Docks: Relic no. 9: Spider 21 is located at map coordinates X: 373.3 Y: 808.1. This Relic can be found in the Temple of Stone on an islet located about 260 meters north of Vasla Docks. After Vasla Docks is liberated, a “Wanted Dead” mission, posted on the bounty board, will take place on the islet. Take a watercraft to the islet from either Vasla Docks or from Wellshore Wreckers. The Temple is on the islet’s high point. Watch for snakes as you approach the ruins. Go down the stairs and you’ll find the Relic on a stone shelf. Relic no. 11: Boar 1 is located at map coordinates X: 393.8 Y: 773.6. An old Rakyat temple ruin is concealed in a cavern approximately 275 meters southeast of the outpost at Vasla Docks. This cavern’s entry is located at map coordinates X: 392.7 Y: 773.9. It is located near the shore of the bay, and you can drive there from Vasla Docks after you have liberated the outpost. You’ll have to push some loose stones aside in a side passage to get to the Relic. Relic no. 12: Heron 16 is located at map coordinates X: 370 Y: 754.2. This Relic is located approximately 280 meters due south of Vasla Docks. It is lying on the shoreline near a small boat. You can drive south from Vasla Docks, swing west toward the radio tower and then bear south to its location near the shore. Relic no. 13: Shark 21 is located at map coordinates X: 397.1 Y: 754.8. The road going south and then east out of Vasla Docks will get you near a ship that went aground on the rocks near the shore in shark infested water. Scan the water before going for the Relic. You’ll find the Relic in the shallow water near a loot chest. Relic no. 14: Shark 1 is located at map coordinates X: 346.3 Y: 758.4. There is a buoy with a ringing bell in the bay just west of the Vasla Docks Sector Radio Tower. This is about midway between Vasla Docks and Dr. Earnhardt’s. It can be found on the bottom of the bay beneath the sunken ship near the buoy. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - >>>>>>Vasla Docks Sector Radio Tower Supply Drop: ($200 and 250XP) This short 40 second run will begin on the road and you can stay on it or not. After passing the second flare you can cut through the rough to get onto the shoreline. If you don’t get hung up on the rocks in the rough or lose control by driving into the bay near the destination, this is a good route. You can opt to stay on the road rather than cutting through the rough but the drive is longer. Either way, you will have little time to spare when you reach the destination. Loot the abandoned settlement; and, if you need to reach Dr. Earnhardt’s place, use the delivery ATV to go west where a narrow path will take you up the steep grade to Dr. Earnhardt’s place. <<<<<<<<<<<<<<<<<< Mushrooms in the Deep: (Starts) (CH005)>>>>>>>>>>>>>>>>>>>> Mission: There is a local Doctor who has rescued one of Jason’s party. Your task is to get there and speak with the Doctor. >>Equipment recommended: No specific weapons are required for this mission. <<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> Park at the barrier and continue on foot toward the waypoint, going up the grade on the dirt path. It will take you to Dr. Earnhardt’s place. Enter his workshop for a cutscene with the strange man who is peddling a selection of mushrooms to the locals. He does indeed have one of your friends, Daisy; and, while he prepares a concoction to treat her infection, he says you should visit her in the house. Enter the house and use the vendor before going upstairs. Daisy is ill from a cut she received and from some poisonous upas trees she encountered. Dr. Earnhardt enters and tells you he needs a rare mushroom to concoct her medicine. It grows in a remote cave. He needs you to get it. He tells you that the cave is in the cliffs to the west. Backtrack out of the compound, or use the ziplines on the slope, and then follow the stream down grade. Loot the shack area and harvest any boar hides you might still need for crafting. Follow the stream down to the bay. The eccentric Dr. failed to tell you that the cave entrance is underwater and requires leaping from the cliffs to get to the cave’s underwater entrance. Check for sharks swimming below the cliffs before jumping into the water. Swim into the cave’s opening, identified by a black mass. The swim is fairly long but without complications. Just swim toward the light and you will surface in a grotto. Exit the water onto the rock passage and use the vine to get atop the short ledge. When you reach the “Leap of Faith”-take a leap. Swim the short distance to daylight and climb the long vine to get out of the pool. Another short vine climb will get you to a passage. A long vine will then get you atop the cliff. Take care not to fall off the ledge on your right. The cavern you enter is jam-packed with hallucinogenic fungi. Move through the passage, taking care not to fall off the rocks, and climb another long vine. Continue into the weirdness ahead and the greenhouse you’re trying to reach will retreat three times as you approach it. When it finally stands still, enter the building and you’ll find a glowing silver fungus after exiting through the doorway. You will be whisked away and will find the needed mushroom at the waypoint-why take only one? Continue to the waypoint to exit the cave. Jump off the rock shelf to the path below. Use the vine to climb a short ledge and two longer vines farther along to get you to the top of the massif. Give Dr. Earnhardt the mushroom and then visit with Daisy while he prepares her medicine. You break the terrible news about Grant and when the Dr. comes in you ask him to provide a refuge for any of your friends you can locate. At first he refuses but he yields when Daisy, whom he momentarily believes to be Agnes, his deceased daughter, entreats him to help. A new recipe “Animal Repellent” becomes available as Dennis talks of a pirate communications station on an old beached freighter called the “Medusa.” Perhaps you can find some information about your friends there. “Animal Repellent” is an extremely useful recipe. It has the effect of making predatory or dangerous animals shy away, allowing you to kill them or making them lose interest in you. This potion is extremely useful for hunting predators and for maintaining stealth when near the enemy when predators are near. Reserving a slot for a syringe is an excellent tactic for staying alive when you’re afoot in the wilds. Hear a growl or howl; inject an “Animal Repellent.” - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Collectibles near Dr. Earnhardt’s: Relic no. 15: Heron 21 is located at map coordinates X: 351.5 Y: 731.4. The glider behind Dr. Earnhardt’s house will take you to this Relic. It is located in a ruin atop a crag about 350 meters southeast of the Doctor’s house. This is south of the leopard symbol on your map. The entire peninsula is leopard territory so be wary. If you haven’t liberated Orphan Point Outpost, there will be pirate patrols in the region. Letter of the Lost no. 3: Ren’s Letter is located at map coordinates X: 379.9 Y: 741.1. There is an island about 400 meters south of Vasla Docks with a large ruined World War 2 fortification. You can use the glider behind Dr. Earnhardt’s place to fly directly to the island or you can trek west from Amanaki Town very early in the game to hunt skins for crafting. Enter the bunker complex from the north side and you’ll find the Letter. There are both cassowary and dogs on the island. Relic no. 23: Spider 22 is located at map coordinates X: 362.4 Y: 688.7. This Relic can be acquired during the “Prison Break-In” mission. After penetrating the prison, pass through the door and grab the Relic on the ground to your left near the door. You can, however, retrieve the Relic before the mission. There is a cove at map coordinates X: 363 Y: 679.5 that will get you into the caverns near Pirate’s Cove. There will be no opposition in the caverns before the mission starts. Relic no. 26: Spider 2 is located at map coordinates X: 363.3 Y: 664.8. Either a boat from Orphan Point Outpost or the glider from Dr. Earnhardt’s place is the recommended starting point. There is a shallow rocky area near the islet where you can land. The Relic isn’t atop the islet-it is in a grotto. You can’t get entry by destroying the stone wall on the south side-save your C4. You can either struggle up the rocks on the east side or you can climb the ledge on the west side and climb the vine to get atop the islet. You will find a rock well where you can jump down into the water. You can’t jump for it but you will get a poke point if you swim near the Relic. Relic no. 27: Shark 3 is located at map coordinates X: 385.1 Y: 668.2. Commandeer a watercraft at the outpost at Orphan Point or from another nearby location, and, at the coordinates, you will find an isolated rock in the bay near a buoy. You’ll have to dive deep and go inside a gutted shipwreck to find the Relic. The water there is infested with sharks. Relic no. 28: Heron 22 is located at map coordinates X: 359 Y: 690.2. The glider at Dr. Earnhardt’s is the recommended starting point or you can procure the Relic during operations on the peninsula after liberating the Orphan Point Outpost, which places the peninsula under Rakyat control. There is a fortification about 115 meters north of the Orphan Point Radio Tower. You will find the Relic in a bunker there. Relic no 29: Shark 2 is located at map coordinates X: 335.9 Y: 693.4. The glider at Dr. Earnhardt’s is the recommended starting point or you can procure the Relic during operations on the peninsula after liberating the Orphan Point Outpost, which places the peninsula under the control of the Rakyat. There is a Relic offshore near the projecting finger of land roughly west of the “pig” icon on your map of the peninsula. This is shark territory so the dive near the rusty hulk of a wrecked ship isn’t without danger. The Relic rests on the bottom of the bay near a small sunken boat. Letter of the Lost no 4: Hyogo’s Letter is located at map coordinates X: 362.6 Y: 709.6. The glider at Dr. Earnhardt’s is the recommended starting point or you can procure the Relic during operations on the peninsula after liberating the Orphan Point Outpost, which puts the peninsula under the control of the Rakyat. The Letter is located in an old Japanese bunker on the heights overlooking the bay to its east. It is located southeast of the leopard icon on your map. A ladder near the bunker will take you to an underground chamber with a pair of worthwhile loot chests. <<<<<<<<<<<<<<<< Chapter 3: The Medusa’s Call: (acquired) (CH006) >>>>>>>>>>>> Outpost: Orphan Point/Radio Tower/Supply Drop <<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> <<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> Outpost: Orphan Point: (X: 401.7 Y: 680.6) >>Bounty Board: Wanted Dead: no. 8 (sub-menu) ($250) >>Bounty Board: Path of the Hunter no. 3: (Black Panther) This mission will display at a cabin on the peninsula to the north of the little island >>Equipment recommended: The Recurve Bow (optimal) or another silenced weapon; a close-quarters weapon-a shotgun or automatic rifle. <<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> Relic no. 24: Boar 22 is located at map coordinates X: 399.4 Y: 687.2. The glider near Dr. Earnhardt’s is the recommended starting point to acquire this Relic. In the far southwest corner of the island, there is a dilapidated hut on the north shore of the small islet where the Orphan Point Outpost is located. There is a dugout behind the shack where you will find a Relic. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - The Orphan Point Outpost is on an islet. The islet is located southeast of the peninsula which stretches south of Dr. Earnhardt’s mansion. Except for the Pirate’s Cove area on the southeast coast, liberating the outpost purges most of the pirates from the peninsula. The island is well within reach of the glider located on the edge of the cliff behind the doctor’s place. Place a waypoint on the north side of the islet and pilot the glider there. The outpost will be on the opposite side of the island. Watch and listen for a leopard that frequently prowls the islet, hunting the deer foraging in the scrub. Having an “Animal Repellent” syringe slotted and a silenced weapon in hand can help maintain stealth if you encounter it. Any gunfire will alert the outpost’s garrison, likely turning the liberation into an island-wide firefight. Scout the outpost from the undergrowth near the stand of palm trees. This will be about 35 meters north of the safe house. Tag the Sniper on the platform and the two pirates posted near the safe house. Two additional defenders stand guard on the dock and they are likely out of your sightline. Like the Amanaki Outpost this facility has no alarm station, but any explosions or protracted gunfire will draw the attention of hostile patrol boats and they will stop to investigate. The five defenders are spread out, making this a good place to combine “Takedowns” and kills with a silent weapon, like the bow. The Sniper atop the safe house is watchful and is the key to liberating the outpost without being detected. A Charger routinely patrols the area behind the outpost. Toss a stone to lure him away from the outpost. Don’t throw it too far or the Sniper will also focus on the rear area. As he approaches, move farther back into the brush and toss another stone to get him into the bushes. When the Sniper focuses his attention toward the bay, drop the pirate in the foliage so his demise isn’t noticed. Take out the Sniper. The bow has the range and lethality to do so easily from your hideaway in the brush. Another Normal normally loiters in front of the safe house. The demise of the Sniper, even though silent, seems to get him moving. Get behind him, using the building to mask your approach, and take him down. The remaining defenders are stationed on the dock. If your intrusion wasn’t detected, they are easy kills. Wait for any passing patrol boat to move away, sneak in close to the metal fence and put them down to complete the task. Loot the premises and take the Memory Card from the safe house. Restrain yourself from rebuking the Rakyat warrior who keeps saying, “it’s all me” and “who’s the man-me.” This irritating guy sure doesn’t show up when an extra gun would be useful and he will be present at nearly every outpost you liberate. Orphan Point Outpost will now provide an excellent staging area for reaching the western outposts on the North Island and for operations on the peninsula to the northwest. The watercraft available there can make travelling in the region less painful than the land routes. There is a “Wanted Dead” mission on the bounty board paying a $250 bounty for a pirate that is killing people near some abandoned cars. Kill him with a knife, Rakyat style, for the $250 bounty. A “Path of the Hunter” mission also becomes active, but it isn’t offered at the outpost’s bounty board. Its starting point is on the peninsula to the northwest of the outpost at map coordinates X: 352.4 Y: 703.5. >>>>>>Orphan Point Sector Radio Tower: (X: 367.4 Y: 681.6) If you didn’t destroy the available watercraft during the liberation of the Orphan Point Outpost, pilot one to the beach near the Orphan Point Sector Radio Tower on the peninsula to the northwest. If you destroyed the boats you can return to Dr. Earnhardt’s place and pilot the glider to the tower. Either way, make your way onto the knoll with the tower. There shouldn’t be pirates in the vicinity since you have liberated the Orphan Point Outpost. The peninsula, however, is leopard territory and there is still a pirate stronghold near the southeastern shoreline. Climb the four stairwells and move clockwise around the catwalk to another stairwell. Continue around the structure on the gratings and planks to get onto the higher platform. Take the stairwell and then make a rope climb to get onto a higher platform. The ladder will take you to the top. Deactivate the scrambler. As usual, additional weapons will be offered free in the stores and a new “Supply Drop” is activated. >>>>>>Orphan Point Outpost Supply Drop: ($225, 250 XP) Locate the icon for the delivery on the south side of the tower. If you haven’t liberated the Orphan Point Outpost this will be hostile territory and pirates may be lurking near the ATV on the beach or patrolling the shoreline and the peninsula to the north. If the outpost is in Rakyat hands the peninsula will be in their control. Take the zipline down to the mission’s starting point and board the ATV. Loot the body of the driver, climb aboard the ATV and speed north up the beach. When you pass the flare, cut right through the rock arch and continue along the shoreline. You’ll be speeding past either pirates or Rakyat-sometimes they are still battling for control, even if you have liberated Orphan Point. Just dodge the people and the scattered boulders for an easy payday. You will find a bit of loot at the destination. You are also in leopard territory, so be aware. You can now either continue up the shore to the Doctor’s place, search for the Relics listed below or just fast-travel to any liberated safe house to continue the campaign - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - >>>>>>04: Path of the Hunter: Acquired: The Orphan Point Outpost Mission: Bow hunt for a Black Panther Bounty: $250 and the Black Panther hide for crafting the “Extended Syringe Kit,” permitting you to carry 12 syringes This mission is activated after the liberation of Orphan Point; but the cabin where the bounty is posted is on a mountaintop on the peninsula northwest of the outpost. A bow and arrows is provided at the hunt’s starting point, which is located near a gun emplacement south of the cabin. Be aware that this is leopard country and leopards other than the quarry will probably be encountered and can be killed with firearms. Craft an “Animal Repellent” or two. There are plenty of the needed “amber” leaves in the region. Locating the Black Panther before it locates you is the key to a successful hunt. Survey the designated area from the rock outcropping near the gun emplacement. Once it is located, stalk it, injecting an “Animal Repellent” when you’re ready to make the kill. The predator will charge but will be repelled by the concoction. Hit the quick moving predator with your machete and as many arrows as needed-usually two or three. Use another syringe if necessary. Its hide is used to craft the “Extended Syringe Kit’ allowing you to carry 12 syringes. <<<<<<<<<<<<<<<<<<<<< The Medusa’s Call: (Starts) (CH006) >>>>>>>>>>>>>>>>>>> Mission: Dennis believes that there may be information on a computer located on a beached ship-one that is guarded by Vaas’ cronies. >>Equipment recommended: The Recurve Bow (optimal) or a ranged silenced weapon; a close-quarters weapon-a shotgun or an automatic weapon like an LMG; hand grenades. >>>Note: If you have acquired most of the Relics listed up to this point and you have the Bull shotgun and/or the AMR sniper rifle, take them in addition to your silenced weapon. A dogged looter may also have acquired the GL-94 grenade launcher-take it. <<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> Dennis informed you earlier that you may be able to get information on your friend’s whereabouts from a communication center on a beached ship called the “Medusa.” This is located northeast of Wellshore Wreckers and having decent gear including at least one silenced weapon, like the M-700 sniper rifle or the Recurve Bow and a heavy hitter like the PKM, AK-47 or a shotgun is essential. If you have purchased a GL-94 grenade launcher, take it; but you can get by with grenades. The “Medusa” is beached about 525 meters northeast of Wellshore Wrecker’s Outpost. From the outpost take a vehicle and drive east on the roadway or take the jet ski and travel by water. After moving under the rock arch and getting within 125 meters of the waypoint, begin a stealthy advance. There will be a lookout milling around on the beach. Take him down silently so he doesn’t alert his comrades, resulting in a mission failure. Among the beached ships ahead, you must kill the three radio operators who have the required keys. Each radio operator also has a companion. This massacre must be done silently or an alarm will be broadcast, causing the mission to fail. You must obtain all three keys without being detected to access the communications console on the ship. Advance stealthily toward the beached ship, using the boulders and containers for cover as you creep forward to locate the two pirates just ahead. The pirate with the “yellow tag” is one of the three radio operators and he has the first key. He will wander a bit while his companion is busy welding under the dry-docked ship. When the radio operator wanders, use a “Takedown” or a silent weapon to put him down, and then use a silent weapon on his companion. Grab the first key. Move to the right, under the hanging chain, and use the ship’s bow as cover to scout and tag the two pirates between the ships. A pirate is preoccupied with his welding while the radio operator wanders. Allow the operator to move away from his companion, move in behind the cargo container and silently kill him when he pauses. Stalk and put down his preoccupied companion. Grab the second key. There are two more pirates and one of them has the last key. Carefully move to the north end or the stern of the middle ship and locate and tag the last two hostiles. Toss a stone to lure the radio operator into the ship, kill him and take the last key. If you kill the “yellow” first, it doesn’t matter if the other pirate discovers you and opens fire. Go to the “Medusa,” the new waypoint, and go up the wooden ramp amidships and onto the deck. Stealth is no longer required, so switch to your heavy weapons and move up the two metal stairwells and go into the communications room. Activate the console which gives you the required information. Your intrusion, however, has also triggered an intruder alarm, summoning reinforcements. Exit the communication room. Two enemy patrol boats will be coming in from the north. Stay on the deck and toss or shoot a couple of grenades to knock out the reinforcements. Use sniper fire to clear any survivors and watch for four additional pirates to enter the skirmish from the east-some will snipe from the deck of the neighboring ship. If necessary, defend the stairwell if they close on your position. Watch for the grenades that your assailants are fond of tossing onto the deck. When all of the pirates are neutralized, Dennis will call urgently requesting your presence in Amanaki Town. Despite Dennis’s insistence, there is no time constraint, so before departing take the time to loot the large area. When your looting is completed, open your map and fast-travel to the Amanaki Town safe house. A new and very useful recipe, “Enhanced Perception,” is now available for crafting. <<<<<<<<<<<<<<<<<<<< Mission 7: Playing the Spoiler: (CH007) >>>>>>>>>>>>>>>>> >>>>>>>>>>>Optional mission: Where For Art Thou Juliet? Outpost: Mosquito Yard/Radio Tower/Supply Drop Outpost: Northview Gas >>>>>>>>>Optional Mission: Love Eternal <<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> >>>>>>>>>Optional Mission: Wherefore Art Thou Juliet? Before meeting with Dennis in Amanaki Town, check out the blue exclamation mark on the north side of town. The parents of a young woman named Nadia believe that she has run off with her lover and that they have a suicide pact. They want you to go to Bihar Rock south of town to see if you can find her. The rock is only a short distance south of town. You will see Nadia atop a large boulder which is surrounded by five komodo dragons. Keep in mind that the newly acquired “Animal Repellent” will repel the deadly lizards. Either sprint around the five komodo dragons and jump onto the rock, or inject an “Animal Repellent” and shotgun them before they scatter. If you don’t shotgun them, tag all five before they disperse into the undergrowth so they can be located. After harvesting the lizard skins, speak with Nadia to complete the mission. She believed that she was just running away with her boyfriend, but he tried to force her to commit suicide with him. Take note that a “Path of the Hunter” mission (no. 5) is now available on the bounty board at Amanaki Town. You will also encounter tapir south of town, so listen for their distinctive squeals-if you haven’t acquired them, you need four tapir hides for crafting-two for the ”Rugged Rucksack” and two for the “Rugged Arrow Quiver.” - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - >>>>>>03: Path of the Hunter: Acquired: After liberating Wellshore Wrecker’s Outpost this hunt will be available at Amanaki Town Mission: Shotgun hunt for two bears Bounty: $225 and two bear hides The mission site where the locals were mauled by the bears is to the southwest of Amanaki Town. The starting point is an isolated cabin where a shotgun and shells are provided. The two bears occupy a nearby cave. The cave is a short walk to the south of the cabin and there are numerous “amber” leaves available for crafting. Craft an “Animal Repellent” syringe. It will make the hunt far less dangerous for Jason. The potion will cause the aggressive bears to shy away rather than attacking. The first bear will be near the entrance. Tag him so he is easy to see and put him down with a couple of blasts from your shotgun. The second bear will be deep inside the dark cave. Inject an “Animal Repellent” and enter the dark cave. With the potion still active, the bear will shy away allowing you to easily kill it in the confined space. Skin both of the bears. You’ll require four bear hides to craft the “Heavy Duty Munitions Pouch” and the “Heavy Duty Quiver.” You can either fast-travel back to Amanaki town; or, if you still need their hides, hunt the tapir and the tigers that frequent the area. Ultimately, return to town for the next mission. <<<<<<<<<<<<<<< Mission 7: Playing the Spoiler: (acquired) < >>>>>>>>>> Go to the yellow exclamation point in Amanaki Town to meet with Dennis. The intelligence you gained from the “Medusa” reveals that Vaas’ intent was to extort a large ransom for your friends. Once paid, he would then sell them into slavery anyway. You can help your own cause and prevent an assault on Amanaki Town by sabotaging Vaas’ munitions depot to the southeast. Before starting for the munitions depot, however, it is time to liberate a couple of outposts, and to add detail to your map by climbing another radio tower. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - >>>Note: Pirates will oftentimes have captive Rakyat that will pay a bounty if you kill their captors. >>>Note: Manually saving after doing something worth saving will prevent losing it if the pirates or a predatory animal or drowning, etc. negates the progress. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - <<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> Outpost: Mosquito Yard: (X: 424.9 Y: 692.9) >>Radio Tower: Mosquito Yard Sector Radio Tower/Supply Drop >>Bounty Board: Wanted Dead no. 3 (sub-menu) >>Bounty Board: Path of the Hunter no. 5: Bow hunt for the Golden Tiger >>Equipment recommended: The Recurve Bow or a silenced ranged weapon; a close-quarters weapon-a shotgun or an automatic weapon. <<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> The Mosquito Yard Outpost is about 500 meters south of Amanaki Town. If you have liberated the Orphan Point Outpost you can commandeer a watercraft there and pilot it across the bay and land northwest of the outpost. From there, you can climb the steep cliffs along the shoreline and climb onto the knoll overlooking the outpost. If you like travelling by air, the glider behind Dr. Earnhardt’s place will also place you on the beach as well. If you start from Amanaki Town, go across the bridge south of town; and, before you reach the undetailed section, take to the undergrowth to avoid the pirate patrols. Watch for a tiger in this region. You can cross the river on the rocks near the falls to avoid a possible crocodile encounter. This is directly north of the outpost. A tiger frequently stalks the water buffalo in the rough terrain near the outpost; and silent weapons aren’t efficient big cat killers, so having an “Animal Repellent” slotted can preserve both your health and stealth as you approach the facility. Commence operations from the knoll overlooking the outpost from the west. The focus of the garrison is primarily inland, but it is prudent to stay low in the undergrowth so you aren’t detected. The outpost is defended by five pirates, including a Sniper atop the safe house. The only alarm panel is situated in the heart of the small compound. You won’t be able to get to it, and simply shooting it will alert the defenders. However, the pirates have captured and caged an angry tiger. Stay atop the knoll and shoot the cage bars with a silenced weapon to release the tiger. Remain concealed and let the tiger wreak havoc on the pirates as you take targets of opportunity. Occasionally the tiger will just run off and you’ll have to continue sniping from the knoll. Once the outpost is secured, the Rakyat will enter. If they don’t kill the tiger, do so and take the skin for crafting. Loot the bodies and the outpost. You will find some C4 in a small shack. Enter the safe house and adjust your inventory. Always check newly liberated safe houses for a Memory Card. There isn’t one in every outpost but there will likely be worthwhile loot inside. There are two new missions on the local bounty board. A “Wanted Dead” mission has crazed pirates camped out near some shacks. Killing their leader Rakyat style, with a knife, will pay a bounty of $225. A “Path of the Hunter” mission is also offered. It is a bow hunt for a deadly Golden Tiger. Arrows and a standard Recurve Bow will be provided at the site. The hunt pays $250 and enables you to acquire the Golden Tiger’s hide, which is needed to craft the “Heavy Duty Ammo Pouch.” Keep in mind that the previous pouches must be in your possession before you can craft it. Pursuing the mission now, however, will allow you to procure a standard Recurve Bow if you don’t already have one. Completing “Mushrooms in the Deep” will allow you to craft an “Animal Repellent,” which is a huge advantage when hunting predators. So-do me now or do me later! With the sector under the tenuous control of the Rakyat, you can go back north, whether tackling the Golden Tiger or not, to harvest any needed hides. This, of course, is optional. There are tapir, deer, buffalo and tiger roaming the area if you still need them. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - >>>>>>05: Path of the Hunter: Acquired: The Mosquito Yard Outpost Mission: This is a bow hunt for a rare Golden Tiger Bounty: $250 and the Golden Tiger hide This is a bow hunt for a deadly Golden Tiger. It pays $250 and, of course, the Golden Tiger’s skin. Since the skin will consume an inventory slot, this mission can be pursued later in the campaign; but the skin will eventually be needed to craft a “Heavy Duty Ammo Pouch.” The preceding pouches, however, must first be crafted. Doing the mission now, however, will allow you to procure a Recurve Bow which you would otherwise have to purchase, get from another hunt or activate three towers to acquire free of charge. The mission site is located a couple of hundred yards northeast of the Mosquito Yard Outpost. The designated area has lush undergrowth, so the Golden Tiger has good cover. It is also likely that there is another tiger or two in the area. Keep in mind that only the Golden Tiger must be killed with the bow. If you have an upgraded bow with a sight, this mission will be easier and if you have acquired “Animal Repellent” it will be much more survivable. The key to a successful hunt is finding the tiger or tigers before they find you. The Golden Tiger is distinct; it is much lighter in color than your average Rook Island feline. Scout the large area from one of the boulders scattered about the region. When you spot one, use an “Animal Repellent” to keep off the menu. It will take three arrows to kill a tiger, less if you get in a few blows with your machete. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Collectibles near Mosquito Yard Outpost: Relic no. 25: Shark 24 is located at map coordinates X: 439 Y: 671.8. The artifact can be found in a hilltop settlement approximately 275 meters southeast of the outpost at Mosquito Yard. It lies on the ground inside a crude makeshift shrine. Watch for tigers hunting the buffalo around the settlement. Relic no. 31: Heron 1 is located at map coordinates X: 462.3 Y: 661.4. Commandeer a vehicle at the Mosquito Yard Outpost and drive to the radio tower. It is located on the north side of the mountain and is best located by starting at the radio tower. Getting to the higher elevations to the remote shrine is best accomplished by following a path from near the radio tower and using the vine climb located about 140 meters southeast of the tower at map coordinates X: 466.8 Y: 665.7. You can also pick your way up the cliff. This will allow access to the trail leading to the Relic which is not on the summit but is reached by a converging path. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - >>>>>>Mosquito Yard Sector Radio Tower: (X: 460.5 Y: 678.7) The Mosquito Yard Sector’s Radio Tower is about 390 meters to the southeast of the outpost. It is your next objective, so set a waypoint. With the Rakyat in control of the outpost there should be minimal pirate activity in this area, so you can drive to the tower from the outpost. You can also opt to go overland to hunt the buffalo and tiger roaming the territory. However you proceed, make your way atop the crag to the tower via the winding switchbacks. There are komodo dragons near the tower, so move warily and harvest any skins that you still need for crafting. Getting onto the tower requires a rope climb from ground level. Three stairwells will get you to another rope climb. Another stairwell will get you onto a walkway where you must maneuver your way to another rope climb. Another rope climb will get you onto a platform, allowing you to use the ladder to complete the climb and deactivate the scrambler. A couple of weapons will be offered free in the stores and a “Supply Drop” is also activated. Use the zipline to get to the quest’s ATV. Watch for komodo dragons as you board the ATV. >>>>>>Mosquito Yard Sector Supply Drop: ($225, 250 XP) The delivery will take you far to the south but it is a fairly straightforward run. The terrain isn’t torturous but you must maintain control or you’ll be hitting objects or spinning out. If you make the first jump over the narrow wooden ramp smoothly, don’t get too far off the road, miss the bridge at the fifth flare or encounter a pirate patrol you can’t avoid, the 1:05 timer is sufficient. Perhaps the toughest part of these runs is not having a waypoint revealed until you cross one. If you don’t see a flare ahead you can oftentimes bear in the wrong direction because of it, costing time. You can, of course, simply do it again and again, if need be, without penalty. Grab the meager loot at the lonely settlement. There is a poker game going on in the rundown bar if you’re interested. The destination is only 200 meters from the outpost at Northview Gas. <<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> Outpost: Northview Gas: >>Bounty Board: Wanted Dead no. 4 (sub-menu) >>Optional mission: Love Eternal ($500) >>Equipment recommended: The Recurve Bow (optimal) or another silenced weapon a close-quarters weapon-a shotgun or an automatic rifle <<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> The outpost at Northview Gas defends the southern region and both the roads and the mountain north of it are heavily patrolled. If you opt to do the “Supply Drop,” the outpost is about 200 meters west of the destination. Otherwise, the easiest way to get there is either by the glider usually located near the Mosquito Yard Sector Radio Tower or via the outpost at Orphan Point. If you have liberated Orphan Point, you can place a waypoint on the coast west of Northview Gas, commandeer a watercraft and pilot it south and make landfall at the coastal settlement. The pirates and the Rakyat may still be fighting in the area, but the settlement should be clear of hostiles. Use the trail that dead ends near a grave to get up the bluff and then start west. Wild boar forage in the undergrowth around the outpost and a tiger will probably be hunting them. The big cats are always a threat around Northview. They can either aid your cause by attacking the enemy outpost, or they can disrupt the garrison, leading to your discovery or to a firefight. Oftentimes they will attack either you or the outpost even before you approach it, and the Chargers will be throwing Molotovs, setting the surrounding area on fire. Have at least one “Animal Repellent” syringe slotted in case the big cats in the area sniff you out. Make your approach through the undergrowth on the west side of the outpost. If you stay near the bluffs, you’ll come to a boulder-strewn washout that will keep you out of the enemies’ sightlines until you can reach cover in the foliage nearer the outpost. Stay low when you emerge from the gully to minimize your profile. The lookout on the rooftop will periodically look westward. Tag him and wait until he moves off to advance further toward the outpost through the bushes. There is a gap in the western perimeter fence where you can hide in the bushes and begin operations. You can also see the lone alarm panel near the safe house from there. The outpost has five defenders. One will be manning a turret gun on a low platform on the northwest side, and, unless distracted, he will be focusing toward the roadway. A Charger will normally be on lookout atop the safe house. He will occasionally wander down, but another pirate will take his place. A third pirate will patrol the perimeter and will pass near your position on his way behind the safe house. The remaining two pirates defend the east side of the facility and are likely out of your sightline. One stands near the northeast entrance, but he will sometimes wander to the west side and exchange guard posts with one of the pirates. The compound is small and the defenders are observant. An alarm or a firefight will quickly draw in both a foot and vehicle patrol. Remain in the bushes outside of the compound; and, when the rover gets close, toss a stone to lure him toward you and then make a “Takedown.” Toss a stone near the base of the stairwell to lure the lookout off the roof. Drop him at the base of the stairwell with a silenced weapon. If your kills were silent, the other pirates won’t take notice, so move onto the rooftop. Crouch and locate the two pirates on the east side. One will be crouched, busy with a task. The pirate guarding the east entry wanders a bit from his post. Toss a stone over his head to make him face away from his comrade and then quickly take them both out. If your kills were silent, you can kill the unsuspecting gunner to secure the outpost. As often as not, a tiger will attack the compound. If this happens, inject an “Animal Repellent” and use any attack to your advantage. Shoot the alarm panel and adjust your tactics as needed. Having a “Fireproof” syringe can also help if the Chargers set huge tracts of the surrounding area afire while battling the tiger. As usual loot the bodies and the premises and take the valuable Memory Card in the safe house. There is a “Wanted Dead” mission on the bounty board. It requires killing a pirate that has seized part of a local beach. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Collectibles near Northview Gas: Letter of the Lost no. 5: Sato’s Letter is located at coordinates X: 435.3 Y: 645.6. This is about 300 meters northwest of the outpost at Northview Gas. Commandeer a vehicle at the outpost and drive past the waypoint to get past the cliffs then and park. Exit the vehicle and double back up the slope. It can be found on a Japanese soldier’s corpse alongside an old gun emplacement that once commanded the bay. Relic no. 30: Shark 5 is located at map coordinates X: 464.9 Y: 655.4. This places it approximately 300 meters northeast of the outpost at Northview Gas. Drive northeast out of the outpost on the main road and stop opposite the waterfall. Swim past the falls and you will find ruins inside the grotto. Dive into the dark pool of water in the back of the grotto and swim a short distance to get the Relic off the floor from inside a small chamber. Relic no. 32: Spider 24 is located at map coordinates X: 494.2 Y: 650.7. Either the Northview Gas Outpost or Shark 5, Relic no. 30, is the recommended starting point. Take a vehicle and drive east out of Northview Gas, going about 425 meters on the main roadway. Stop near the gorge after crossing the bridge. This will be about 100 meters short of the Relic. You’ll have to go south on the western ridge and use the two wooden bridges to get to the Relic which is in a small grotto. This can also be reached by a series of vine climbs from the beach area to the south of it. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - >>>>>>Optional Mission: Love Eternal: >>>>>>>>>>>>>>>> Mission: Vaas’ pirates have accumulated an arsenal in preparation for an assault on Amanaki Town. You can forestall the attack by destroying the stockpile. >>Equipment recommended: The Recurve Bow (optimal) or a silenced firearm; a close-quarters weapon-a shotgun or an automatic rifle. <<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> Before departing Mosquito Yard, grab a silenced weapon at the vendor. The Recurve Bow is the optimal choice for this mission and having a heavy-hitter is also advised. Commandeer a vehicle and head north out of the Mosquito Yard Outpost and then bear east toward the waypoint. Stop near the bridge and be aware of tigers as you move east through the undergrowth along the east side of the river toward the lumber camp. Your mission is to enter the lumber camp, disable the alarm, enter the arsenal and destroy the ammo stores by activating an explosive device located inside the arsenal. Be aware that this mission doesn’t fail if you don’t disable or destroy the alarm panel. It will only bring a patrol boat with reinforcements and then additional forces from the roadway. Make your way to the overlook at the waypoint. The logging camp is large and the nine defenders are spread out. A pirate is fueling a truck to the left of the overlook and will be out of your sightline. A sentry mills about outside the east entry and another is squatting near the west entry. Another stands guard on a dock near the river and another hangs out on the south side beyond the pile of logs with the blue tarps. The alarm panel is near the arsenal and a pirate sits near it. The remaining three hang out on the higher ground in the rear of the camp. One is on an elevated platform and two hang out on the upper northeast side. Know that if a tiger or a leopard attacks, and this happens occasionally, the defenders will scatter, making your incursion much more problematic. Since this isn’t an outpost, it can’t be secured so additional forces are in the area and will respond to a noisy altercation. The logging camp is loaded with loot chests and the best way to confiscate this bonanza is to silently eliminate the garrison, allowing you to loot in peace. This strategy, however, isn’t necessary. You can kill only three of the pirates-the one squatting in the south entry, the one at the alarm panel and the one on the dock. You can then set the charge and escape the remaining defenders and the flood of reinforcements by sprinting away from the camp. Getting the loot will then require returning to the facility and battling the reinforced garrison. The milling sentry guarding the perimeter on the north side can spot you crossing the open area and he is your first victim. If just completing the mission is your preference, he can be bypassed by moving down to and along the river. That path is out of his sightline and the more distant guard on the dock won’t see you either. If clearing the camp is your goal, move into the bushes near the road to the left of the overlook and toss a stone to lure the east sentry toward the bushes along the fence. Use your bow or silenced firearm to put him down near the bushes where his body won’t easily be discovered. Move around the back of the nearby shack with the blue roof and around the fence and get behind the fork truck. Locate the pirate fueling the vehicle and put him down with your silenced weapon. Move back toward the overlook and cross the road. Use a “Takedown” to kill the squatting pirate and drag and dump him outside the fence. Monitor the pirate near the log pile and use the crates and the piles of lumber as cover to advance into the bushes toward the alarm panel. Stay to the left, going past the brush and the boulder to maintain a low profile. Disable the alarm, conceal yourself in the bush and silently kill the pirate sitting near the arsenal’s entrance. He will be looking away from you, making him an easy kill. Stay in the bush, look toward the river and silently kill the pirate loitering on the dock, clearing your escape route along the river. The pirate behind the logs is your next victim and he may be looking your way. Move into the clump of foliage closer to the river. This is out of the sightline of the pirate on the platform. Toss a stone to make your victim turn away, move closer, if needed, and silently dispatch him. Check the positioning of the other three pirates. The one on the platform will be your last victim. Position yourself in the foliage near the large boulder on the low side of the arsenal. Toss a stone to lure one of the pirates to your position for a “Takedown.” Lure the other with stones and kill him where the pirate on the platform can’t see his demise. Sneak around or on top of the building and kill the pirate on the platform. You can now loot the facility, filling your rucksack with the numerous items. Occasionally a pirate patrol, a tiger, leopard or a group of cassowaries may enter the camp. Have an “Animal Repellent” slotted so that you can loot without attracting too much attention. With your looting completed, enter the arsenal, reload your weapons and help yourself to the munitions. If you weren’t detected entering the arsenal or you wiped out the garrison, it won’t matter. Additional pirates somehow know when you interact with the explosives. The charge has a 15 second fuse. Waste no time getting out and sprinting for the river. You need to put distance between yourself and the exploding arsenal to complete the mission by getting to a safe distance. Be aware that crocodiles are fairly common in this part of the river, so just sprinting south along the shoreline is the best option. With Vaas’ arsenal destroyed and the mission completed, returning to the lumber yard to confront the remaining pirates is optional. If you didn’t raid the place before destroying the arsenal, there are numerous bodies and loot chests to pilfer. This facility isn’t an outpost so be prepared for additional pirates entering it if you choose to return there. Have an “Animal Repellent” slotted. Tigers, leopards, even cassowary frequently enter the property. A new recipe, “Deadly Hunter,” is unlocked upon completion of the mission. <<<<<<<<<<<<<<<<<<<<< Mission 8: Prison Break-In: (CH008) >>>>>>>>>>>>>>>>>>> Mission: The data from your expedition to the “Medusa” indicates that one of Jason’s party is being held by Vaas’ crew at an old prison. He must get there and attempt a rescue. >>Equipment recommended: The Recurve Bow (optimal) or a ranged silenced weapon; the M-700 sniper rifle; a close-quarters weapon-a shotgun or an automatic rifle. Crimson leaves for crafting “Fireproof” and “Enhanced Perception” syringes. <<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> The information from the “Medusa” indicates that you may find some of your party at Sunset Cove or, as it has become known, Pirate’s Cove. Place yourself close to the mission’s site by fast-travelling to either the outpost at Orphan Point or to Dr. Earnhardt’s house. Use the vendor to sell off your extras. The trip to Vaas’ arsenal has likely maxed out much of your ammo. If the cost is tolerable, use the “Refill Inventory” option. You will receive a 20% discount and future discounts will be on items you favor-this can be a significant savings over time. However, use discretion; if you only need one sniper round, buying a lot of ten is no bargain. If you have the Recurve Bow and the silenced M-700 sniper rifle, take both as well as a close-quarters firearm, like a PKM or shotgun. Having a good supply of “crimson” leaves for crafting is also advised. Even without the pirates being in control of the sector, the land route to Sunset or Pirates Cove from Dr. Earnhardt’s is long and it can be hazardous. Leopards overrun the region and komodo dragons hide in the undergrowth. Needlessly battling them will not only drain resources but can potentially subvert the element of surprise if things get noisy near the mission’s site. You can return north after the mission to loot and find collectibles. If you have liberated the Orphan Point Outpost, you can commandeer a watercraft at the wharf and pilot it to the southern peninsula. Another option is the hang glider behind the Doctor’s house. It can easily get you down the peninsula without incident. If you’re going by air, place a waypoint on the roadway east of the radio tower and lift off. Be aware that since you’re passing over and overshooting the designated mission area, you may receive a message warning you that you must return to the mission area-when you land, just hustle back north to negate the warning. The spunky Daisy will call as you approach the designated area. Pirates frequently come to the doctor’s abode, looking to buy his product; and since her health has improved, the Doctor has relocated her to a cave under his mansion. She has found something inside the cave and she wants you to check it out when you can. If you’re flying, land the glider near the radio tower, not near the mission’s marker-that will land you in a hornet’s nest. If you came by water, start your assault from the roadway east of the radio tower. Climb the knoll northeast of the tower. This will give you a view of the spread out facility and of the isolated lookout in the southwestern tower below. He has control of an alarm panel and he is your first target. His focus is to the east, so he is an easy kill if you tread lightly. With the sentry downed, disable the alarm system. The cove is heavily defended by ten additional pirates, including a Sniper on the watchtower tower west of your first victim. Tag the remaining defenders, taking note of the position of the overseer, the “Yellow Tag,” who is carrying the key. He will be standing on a low platform on the far side of the compound near the cliff. Move west onto the adjoining grassy knoll, staying low so you can target the other lookout from behind where the metal walls won’t obstruct your view. Silently eliminate him with a ranged weapon. Don’t miss or wound him or your incursion with quickly develop into a firefight. If you’re carrying the M-700 sniper rifle, you can simply begin targeting the remaining defenders. This activity, however, won’t go unnoticed. If you work your way onto the low part of the knoll near the pirates on the southeast side, you can begin thinning the opposition by killing isolated targets. The two on the southeast side will separate when one moves off to answer nature’s call. Silently drop them. Go into the shack; and, if you have the silenced M-700 sniper rifle, snipe the two pirates on the northeast side if they aren’t close together. Let them be if they are. If you’re able to drop them, their demise won’t be noted if your kills are clean. Work your way west, going into the building. You’ll hear the hissing of a snake. Kill it and look for the pirate that hangs out west of the shack and put him down where his demise won’t be noticed. Toss a stone or two if necessary. Continue west toward the waypoint, going past the wrecked ship and the low wooden platform. A pirate hangs out near the orange cargo container. Toss a stone to lure him behind the bundles and then kill him with your silenced weapon where his body won’t be seen. One of the remaining pirates walks the path up the grade on the far side, beyond the waypoint. If you have the M-700 sniper rifle, snipe him. If all remains calm, sneak along the cliff face and get behind the overseer. Toss a stone over the head of his comrade to distract him and then quickly kill the overseer and then his comrade. This will leave the two pirates on the far side if you didn’t get them earlier. If you’re detected, swap to your heavy weapons to mop-up any survivors. With the alarm disabled, no reinforcements are coming. With the defenders eliminated, loot the large area, leaving the key on the overseer’s corpse so you can loot in peace. The key will remain the waypoint until you take it and the remaining defenders will remain inside the grotto until you do. The cove has a lot of crates and bodies to loot as well as a large ammo cache near a shack on the northwest side. Take the key from the overseer. Move toward the cave’s entrance. Four pirates guard it and they will become active once you pocket the key. Doing so automatically opens the cave. An “Enhanced Perception” syringe will allow you to pinpoint the defenders in the gloom of the entry and in the dark grotto beyond. After the four defenders guarding the entry are eliminated, Jason yells out to Liza that he is on his way. You’ll initially encounter three pirates just beyond the stairwell. Cook and toss a grenade or two to take them out amid the clutter below. After putting them down, two more will straggle in from farther back in the cave. Stay near the top of the stairwell to greet them. Don’t get caught looting bodies when they surge forward. There is valuable loot in these grottos, including several silver chests. As you advance farther into the grotto, watch for a lone pirate charging from the gloomy alcove on your right. Pass through the door and grab the Relic (Spider 22 at map coordinates X: 362.4 Y: 688.7) on the ground to your left, near the door. Before you reach the caged tiger you’ll see a terrified Liza on the jumbo TV monitor. It is a ransom video with the repugnant Vaas directing. Don’t waste ammo killing the tiger. You can’t breach the cage to acquire the hide. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Relic no. 23: Spider 22 is located at map coordinates X: 362.4 Y: 688.7. This Relic can be acquired during the “Prison Break-In” mission. After penetrating the prison, pass through the door and grab the Relic on the ground to your left near the door. You can, however, retrieve the Relic before the mission. There is a cove at map coordinates X: 363 Y: 679.5 that will get you into the caverns near Pirate’s Cove. There will be no opposition in the caverns before the mission starts. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - If you have the fixings to craft a “Fireproof” syringe or two, do so; there will be few times in the entire game where you’ll need them more than you will shortly. Crafting will be disabled during the next phase of the prison mission, so do so now if so inclined. <<<<<<<<<<<<<<<<<<< Mission 9: Island Port Hotel: (CH009) >>>>>>>>>>>>>>>>>>> Mission: Jason and Liza must escape from the prison. >>Equipment recommended: You’ll have the equipment from the prior mission. <<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> Continue into the well-lit passage and you’ll be knocked unconscious. You will awaken trussed up as is Liza and Oliver. Vass is venting about the tatau, his sister and his life in general. He pours gasoline all around the room. His lighter doesn’t work and he kindly puts it in your pocket. When he finally shuts up and sets the room afire, you rock your chair and are thrown clear during a cutscene. You tumble down into the blazing clutter below. You must now get back to Liza by making your to her through the burning wreckage. You must do it before the three minute timer expires. The time is sufficient but not generous. The timer starts as you start up the stairwells and turn down the blazing hallway. Ahead a sprinkler valve will douse the flames. Let the flames subside before carefully moving ahead on the narrow walkway. Shoot the next valve. Unlike the first valve, it doesn’t actuate on its own. Let the flames subside and then go through the door on the right. Go up the ladder and across the wooden ramps. Bash the door open. Follow the prompt to move along the pipe on the left wall and then go left across the fallen beam. There is a brief cutscene. Continue into the burning corridor. Use a “Fireproof” syringe if you have one and shoot the valve to quell the flames. Go through the door on the right and follow the prompt to scoot along the narrow ledge. Continue ahead through the opening and cross the narrow beam and go up the vine which has an aggravatingly small poke point. Continue through the burning corridors to free Liza. After you and Liza emerge from the flaming structure, you have no option but to jump onto the collapsing scaffolding as the prison blazes. Ouch!!! You’ll find a truck. Lisa will drive while you defend from the bed of the truck with a GL-94 grenade launcher. Six pursuit vehicles will have to be taken out before the truck stalls. There is a brief pause in the pursuit after you destroy the first three vehicles, allowing you to reload. Three more will follow before the truck stalls. After Lisa gets the truck started, you will have to switch to the front passenger seat and use a .45 caliber handgun to address the pirates ahead. The red barrel can be useful in neutralizing two of them as the run gets underway. Three more pirates will attack as you race down the road. They’re not easy to hit with the vehicle bouncing around, and it isn’t necessary to kill them all anyway. Heal after you take damage. After a successful escape, you and Liza exchange information on the others. You arrive with her at the Doctor’s place. “Deep Dive” can now be crafted, allowing you to stay underwater much longer. <<<<<<<<<<<<<<<<<<<< Mission 10: Keeping Busy: (CH010) >>>>>>>>>>>>>>>>>>>>>> Mission: Daisy and Liza are reunited. Daisy has found and is doing repairs on a boat that may provide a way to escape the islands. >>Equipment recommended: No weapons are required for this mission. <<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> You find yourself at the Doctor’s place. Enter the house and use the vendor to sell your extras and to replace the handgun with one of your weapons. Unlike most weapons encountered in the game the GL-94 grenade launcher isn’t yours to keep. You must now reunite Liza and Daisy. Daisy has taken shelter in a cavern beneath the doctor’s place. The path to her hideaway is on the ledge just below the gazebo. Enter and Daisy and Liza are reunited. Daisy has found an old boat. She believes that it can be repaired, allowing them to escape the islands. However, the head for the motor is missing. You must locate it. Swim toward the waypoint and when you come up against the rocks, dive and swim underwater to the far side of the designated area. The missing part is on the bottom of the flooded grotto near a sunken yellow barrel. The location is illuminated by an underwater light. Return to Daisy, who has a lot more spunk than Liza, and install the part during a cutscene. The engine starts. Before leaving to search for the others, go see Liza at the new waypoint. The main mission, “Meet Citra,” is now activated. The recipe for “Fire Arrows” is now available. Don’t underestimate this acquisition. A single fire arrow can kill a Heavy Gunner, put down a bear or take out a vehicle. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Relic no. 16: Spider 1 is located at map coordinates X: 318.4 Y: 750.4. This Relic is available after the mission, “Keeping Busy’ and the cave beneath Dr. Earnhardt’s place is the only way to get to it. Go into the cavern below Dr. Earnhardt’s place. If you move along the right rock face, you’ll find a couple of short vine climbs and then a long one. Move along the precarious rock ledges, jump the gap when required and take the vine down. Have your shotgun equipped as you listen and watch for a bear. Continue deeper into the cave, kill the bear and you’ll find the Relic in the back area near the bear at approximately X: 318.4 Y: 750.3. This Relic won’t show on your map. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - <<<<<<<<<<<<<<<<<<< Chapter 04: Meet Citra: (acquired) (CH011) >>>>>>>>>>>>>> Outpost: Cliffside Overlook/Radio Tower/Supply Drop <<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> You will receive a call from Dennis after you exit the cave. If you’re serious about continuing the conflict with the pirates, he states that Citra has the ability to endow you with the “power” to aid your quest. He says she will meet with you at the Temple. Fast-travel to the Amanaki Outpost and start your journey to find Citra from there, unless you have liberated an outpost closer to the Temple, which is located at map coordinates X: 545.5 Y: 633.5. <<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> Outpost: Cliffside Overlook Outpost: (X: 539.9 Y: 682.7) >>Bounty Board: Path of the Hunter no. 6: Bow hunt for a Rare Blood Komodo Dragon >>Equipment recommended: The Recurve Bow (optimal) or another silenced weapon; a close-quarters weapon-a shotgun or an automatic rifle. <<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> The mission, “Meet Citra,” will take you farther to the east than you have been, and there is an outpost called Cliffside Overlook and a radio tower to the north of the Temple to visit. The fastest route to the Cliffside Overlook Outpost is via the Amanaki Outpost. The outpost is 675 meters away as the crow flies but you’re not a crow. Commandeer the vehicle parked near the bridge south of the outpost and drive south until you’re northwest of the Cliffside Overlook Outpost. If you have followed this document and have liberated the Mosquito Yard Outpost, much of the roadway going south will be in Rakyat hands. Before you enter the undetailed sector, park your vehicle on the roadway west of the outpost. The pirates and the Rakyat are still contesting the area, so watch for both vehicle and foot patrols as you start east. Maintain stealth by remaining off the well-patrolled road going east. Travel on the mountainside. The terrain there is rugged and you’ll have to make your way over rock formations and up steep inclines. Don’t travel along the beach; the cliffs make getting onto the mountain difficult and pirate vehicles routinely patrol both the beach and the mountain roads. Be watchful when crossing them. Watch and listen for bears on the mountainside as you travel. When you reach the outpost you’ll find a gap in the metal fence on the north side of the outpost. There is a caged bear just inside. You will hear it and you can see it through the hole in the fence. Carefully tag as many of the five defenders as possible through that hole. Stay low, using the brow of the incline to mask your position so that you aren’t detected. Don’t release the bear-yet. Move west along the corrugated fencing and go around the boulder near the corner. You’ll find a convenient hole in the fence behind the safe house; but, if you monitor the passage of the patrol vehicle, it is easier to just go to the edge of the fence to either ambush the rover who routinely patrols behind the safe house or to just let him continue on his way so that his body isn’t quickly found. The lone alarm panel is located near the road on the south side of the safe house. Once the patroller has been eliminated or has continued on his route, monitor any watchful pirate near the roadway and then disable or just shoot the alarm panel. Move to the outside of the fence and return to the gap on the north side. Release the bear. Let the bear rampage and use the disruption to target the defenders. The Molotov throwing Chargers will sometimes kill the bear. Be sure to get that bearskin when you loot the place. When the bear is released, any nearby patrols may join the fray even though no alarm was given. Don’t be surprised if a second bear or even a pack of dingoes join the fray. Use the vendor in the safe house and take the Memory Card. There is a “Path of the Hunter” mission available at the Cliffside Overlook bounty board. A $225 reward is offered by a healer who needs a Blood Komodo Dragon carcass. You’ll also start encountering packs of dingoes in the area, which you need for crafting. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Collectibles near Cliffside Overlook Outpost: >>>Note: Relic no. 34, Heron 4, can be difficult to get to. If you make it your waypoint and use the glider near the sector’s radio tower, you can easily fly the 420 meters onto the crag where it is located. The cross at Calvary Point stands atop the crag. There is a glider on the Calvary Point crag that you can fly to Relic no. 35, Boar 6, which is near the bay northeast of Cliffside Overlook Outpost at map coordinates X: 552.2 Y: 689. If you fast-travel back to Cliffside Overlook, you can go to map coordinates X 506.7 Y: 672.1. This is the location of Relic no. 33, Boar 4. After retrieving it, you can go up the ridge to the southeast and fly the glider there to the Rakyat Temple to meet with Citra. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Relic no. 33: Boar 4 is located at map coordinates X: 506.7 Y: 672.1. Cliffside Overlook Outpost is the recommended starting point to obtain this Relic which is located inside a temple ruin 350 meters southwest of the outpost. From the outpost, sprint west for 300 meters through rugged bear infested terrain, turn south at the dirt road and continue toward the waypoint. Move up the grade through the canyon to the ruin. Its entry is blocked by vines so use a melee blow to smash them aside to access the ruin. The Relic sits on a stone inside. Relic no. 34: Heron 4 is located at map coordinates X: 523.4 Y: 676.1. This artifact is located on a mountaintop approximately 175 meters southwest of the outpost at Cliffside Overlook at Calvary Point. You can go directly toward the waypoint from the outpost where a path will get you to the crag with the artifact. Locate the fractured wooden walkway on the northeast side of the steep-sided crag; you can actually struggle up the cliff to get atop the crag but it isn’t easy. To avoid the frustration of having to make this climb, you can pilot the glider near the radio tower, southeast of the outpost, onto Calvary Point. The trick is to maintain enough height after making the wide turn and then making a safe landing to collect the Relic. Relic no. 35: Boar 6 is located at map coordinates X: 552.2 Y: 688.9, placing it approximately 150 meters northeast of the outpost at Cliffside Overlook. If you start your search for it from Cliffside Overlook, you’ll have to get down off the cliffs, so go east out of the outpost on the roadway and follow it past the waypoint and turn back west to descend down to the shack near the shoreline. The Relic is sitting inside the shack near the road. This is a good place to acquire a few dingo pelts. They usually hunt the pigs feeding near the roadway. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - >>>>>>06: Path of the Hunter: Acquired: Cliffside Overlook Outpost Mission: Chapter 11: Bow hunt for a Blood Komodo Dragon. Bounty: $225 and the Blood Komodo hide. The hunt will commence at a shack 150 meters to the northwest of the outpost where you’ll find a bow and arrows lying on a crate. The shack is on the edge of the designated area, and the Blood Komodo and a pair of regular komodo dragons will be in the swamp to the west. Get onto the rocky outcropping west of the shack to tag the lizards. The regular komodo dragons aren’t that much different than the Blood, but you can just snipe them if you can tell the difference. The komodo dragons are probably out of effective bow range, so inject an “Animal Repellent,” get off the rock and begin hunting them. There are numerous “amber” leaves available on the tiny islet if you need them for crafting. The lizards will lunge at you but will shy away without attacking. It takes three arrows to down one and using the machete at close-quarters works well. Skin the Blood Komodo Dragon to complete the mission. Acquiring the skin will enable you to craft the “Extended Grenade Pouch,” allowing you to carry 12 grenades and 12 Molotovs. Loot the area, restock your “amber” leaves and replenish your arrows before departing. >>>>>>Cliffside Overlook Sector Radio Tower: (X: 557.2 Y: 666) The Cliffside Overlook Radio Tower is about 240 meters southeast of the outpost. The area is near the edge of the sector and there will still be pirate foot patrols near the tower. You can either drive there from the outpost or sprint there. This is also dingo territory and you need eight hides for crafting. Take the stairwell to the platform. A rope climb will put you on a platform where you can climb a ladder. You must then move clockwise around the platform to get onto the contorted corner grating where you can jump up onto another platform. A stairwell will get you to another platform with another rope climb. A pair of ladders will then get you to the top-don’t fall through the hole in the platform near the last ladder climb. Deactivate the scrambler. More weapons are offered free of charge in the stores and a new “Supply Drop” is activated. Use the zipline on the northeast side to get to ground level and make your way to the “Supply Drop.” >>>>>>Cliffside Overlook Supply Drop: ($250, 250 XP) You must deliver the supplies to the destination in less than 1:20. The downslope course is torturous. It is best to go cross-country past the first two flares and then stay on the road through the next three. There are obstacles and you’ll have to cut through some temple ruins to pass the sixth flare. The route continues off-road past the seventh flare and ends on the beach. If you don’t hit a tree or a boulder, this run is fairly easy money. You’ll find four loot chests at the destination. The finish is only about 160 meters from the Rakyat Temple. <<<<<<<<<<<<<<<<<<<<<<<< Meet Citra: (Starts) (CH011)>>>>>>>>>>>>>>>>>>>>>>>> Mission: Dennis introduces Jason to Citra, the high priestess of the Rakyat. She is the purveyor of Rakyat mysticism. She will consider helping Jason if he can retrieve a ceremonial dagger that she covets. >>Equipment recommended: No weapons are required for this mission. <<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> Make your way toward the Temple. It is about 480 meters south of Cliffside Overlook Outpost and the terrain between is not rugged. Expect enemy patrols on the roads since the region is on the margins of Rakyat territory. Staying off the roads is a good idea. The temple lies in a secluded valley and its entry is marked by torches. Dennis meets you there. You are to be presented to Citra. Follow Dennis. Citra and her minions are a secretive and suspicious bunch. She lets you know you are an outsider and views you as weak and unworthy of the Rakyat’s help-guess she hasn’t been following current events. Jason’s insistence on finding his friends pays off and she gives him a potion to drink. Jason has another weird trip. Walk the straightforward path, following the man in white whom you can’t catch. Go into the lighted doorway. Strange nightmare visions of the future take place in an underwater setting as you walk over a rickety bridge. Take the dagger after climbing the stairs and the scene ends as a rock column falls toward you. You awake, the recipient of another of Dennis’ tataus. You must now get to a shantytown called Bsdtown to find the ceremonial dagger for Citra-the dagger you saw in your dreams. Twenty-six “Skills” will unlock after you exit the Temple. “Advanced Conditioning” yielding a fourth heath bar is among them. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Collectibles near the Temple: Relic no. 37: Spider 7 is located at map coordinates X: 561.4 Y: 625.8. There is a temple ruin located about 150 meters east of Citra’s Temple. Sprint to the temple and be aware of hostiles, cassowaries and dingo packs as you approach it. Climb the hanging vines to get access to a sealed stone doorway. Set a charge of C4 on the door, get down and back and blast it open. You can then access a walkway that will get you to a ladder. Climb it to find the Relic on the elevated platform. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - <<<<<<<<<<<<<<< Chapter 05: Bad Side of Town: (acquired) (CH012) >>>>>>>>>>>> Outpost: Hubris Farm >>>>>>>>>Optional mission: A Connection to the Past Outpost: Hubert Shore/Radio Tower/Supply Drop >>>>>>>>>Optional mission: Once More With Dignity Outpost: The Neck’s Diner/Radio Tower/Supply Drop Outpost: Kell’s Boat Repairs Outpost: Nat’s Repairs/Radio Tower/Supply Drop >>>>>>>>>>Optional mission: Dog Soldier Outpost: Tequila Sunrise Radio Tower: Badtown Radio Tower/Supply Drop <<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - >>>Note: There is a fast-travel option to Badtown, so you can simply fast-travel there rather than liberating territory. The fast-travel station in Badtown becomes available upon completion of “Meet Citra.” - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - <<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> Outpost: Hubris Farm: (X: 593 Y: 648.9) >>Bounty Board: Wanted Dead no. 9 (sub-menu) ($250) >>Optional Mission: A Connection to the Past ($500) >>Equipment recommended: The Recurve Bow (optimal) or another silenced weapon; hand grenades; a close-quarters weapon-a shotgun or an automatic rifle. <<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> Before going to Badtown, it is time to liberate the Hubris Farm Outpost. The outpost can be reached from the Temple by travelling on or near the main roadway but it is well-patrolled and the terrain west of it is torturous. If you fast-travel to Cliffside Overlook instead, you can minimize enemy contact, collect two Relics, grab some valuable loot and find yourself well placed behind the outpost for an assault. Place a waypoint at map coordinates X: 581.2 Y: 667.3. This pinpoints the location of an old World War 2 Zero crash site where you’ll find the Relic, Boar 7. Commandeer the cargo truck near the outpost or the truck near the junction if it isn’t there. Go east out of the outpost and turn left, or north, onto the main road. When you are north of your waypoint, look for a bushy palm tree near a large boulder and turn right onto the steep narrow path. When you reach a guardrail, stop and move toward the heights on foot. There is a guard post farther up the mountainside. It is sometimes manned by a pair of defenders but they are frequently patrolling toward the radio tower. From there continue up the trail. Be prepared for a dingo pack that frequently prowls the heights, hunting the wild pigs that forage there. Locate the crashed Zero and grab the Relic and the loot near it. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Relic no. 40: Boar 7 is located at map coordinates X: 581.2 Y: 667.3. This artifact is located approximately 220 meters north of the outpost at Hubris Farms. It is sitting atop a mountain near a crashed Zero. This is best reached either after taking Hubris Farms Outpost or by driving and walking to the site from the outpost at Cliffside Overlook. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Continue toward the summit and look for the faint trail branching off to the right. It will take you down off the mountainside and it will take you behind the outpost. These heights are disputed territory so watch for pirate foot patrols. Before descending, however, continue upward on the path and go up the ridge to a cave opening at map coordinates X: 605.3 Y: 673.4. You’ll find a Relic, Heron 26, and a red loot chest inside the cave. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Relic no. 41: Heron 26 is located at map coordinates X: 607.4 Y: 676.2. The switchback trails behind Hubris Farms Outpost are the advised starting point, which will take you on a long meandering path leading you onto a grassy ridge and directly to the entrance of a cave at map coordinates X: 605.3 Y: 673.4. The Relic is inside on a pedestal. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Move back down the ridge and take the path you noted on the way up. Scout ahead as you descend for a pirate foot patrol. A skirmish near the outpost can spoil your stealthy tactics. Continue downhill past the path that branches in from the left. This trail takes you down grade and will position you directly behind the outpost. Do your reconnaissance and tagging from the high ground on the north side. There are two Snipers located on the rooftops and a mix of four additional pirates defending the facility. Two pirates loiter side by side on the east side near a vigilant Sniper. The west Sniper concentrates on the roadway as does another pirate. Another pirate walks a long sentry route or, at times, stands guard near the central alarm station. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - >>>Note: The positioning of one of the west pirates varies if you are killed, causing a re-start. He will usually hang out between the shacks or stands near the alarm after a restart. If this happens lure him behind the buildings with a stone to put him down. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Descend the heights by slipping down the incline near the rock outcropping behind the western Sniper’s overlook. Don’t continue downslope from the heights; it is easy to be spotted by the east Sniper or the pirates loitering near him. Complete your tagging if you missed any of the hostiles and be aware of the focus of that east Sniper. He will periodically monitor the rear area. >>>Note the position of the alarm speakers on the central building. When the patroller has started east on his long route and when the east Sniper is facing away, move to the vine climb on the west building. Creep in on the Sniper, make a “Takedown” and drag him behind the low metal barrier. Kill the milling pirate below with a silenced weapon and jump off the roof so the other Sniper doesn’t spot you. Shoot or disable the alarm panel. When the sentry approaches the west end of his route, he may notice the demise of his comrade, so move behind the logs covered with blue tarps and toss a stone to distract and kill him before he can see his dead comrade and alert the remaining garrison. Keep an eye on the road during this action. A foot patrol passes by the outpost and you don’t want them witnessing the fall of their colleague. You can now slip behind the structures and take out the east Sniper when he is facing the roadway. Anything other than a silenced M-700 headshot seems to get the two loiterers moving, so silently put them down to clear the outpost. A cooked grenade will take them both out before they scramble, allowing you to secure the outpost. The surrounding cliffs on one side, the open terrain on the other and the area’s predators can make for a protracted battle if an alarm is sounded and persists. Roving patrols from the roadway will also join in any firefight at the facility, even if no alarm is sounded. Use the safe house’s vendor and check for loot. An optional mission, “A Connection to the Past” is activated and there is a “Wanted Dead” mission on the bounty board. A $250 reward is offered for taking out a pirate that is causing trouble at a local beach. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Collectibles near Hubris Farm: Relic no. 38: Spider 26 is located at map coordinates X: 570.7 Y: 649.4. Commandeer a vehicle at Hubris Farms and drive west out of the outpost to a temple ruin where you can find two Relics. Spider 26 can be found inside the old but well-preserved temple ruin. Go inside the dark ruin and go down the stairs for the Relic. The ruin’s entry is at X: 567.4 Y: 645.9. Relic no. 39: Shark 26 is located at map coordinates X: 572.2 Y: 650.9. You can procure this Relic after obtaining Spider 26, Relic no. 38. It is in that same ruin, but you must swim underwater to get it from a submerged pedestal in a side passage. Letter of the Lost no. 6: Mogi’s Second is located at map coordinates X: 600.7 Y: 620.8. This places the item in a bunker on the beach approximately 300 meters south of the outpost at Hubris Farms. Just sprint south cross-country from Hubris Farms to the site. The dead soldier inside the bunker has the Letter. Relic no. 41: Heron 26 is located at map coordinates X: 607.4 Y: 676.2. The switchback trails behind Hubris Farms Outpost is the advised starting point to find this Relic. The meandering paths will go up the mountain to the entrance of a cave at map coordinates X: 605.3 Y: 673.4. The Relic is on an altar. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - >>>>>>Optional Mission: A Connection to the Past: The mission is east of the Hubris Farm Outpost. Simham wants to restore the ruined temples but he needs three tablets that he believes are still on the island. The first tablet is at the middle waypoint just inside the ruin. South Waypoint: As you face the structure, climb the vine on the right side and set a C4 charge on the stone door. Get back and detonate. Go through and over the walkway and to the ladder. You will see the tablet behind the ladder in the alcove. Go left around the stone wall and into the alcove for the tablet. North waypoint: This is a temple ruin and the dark entry portal is on the south side southwest of the waypoint. Go up the stairs and into the ruin and then go down the stairs and turn left into the side passage before reaching the shrine. Go down into the water. You will now have to dive into the water and turn right at the base of the stairs to find the tablet on the floor. It is hard to see since it matches the floor and the water is murky. Return to a grateful Simham for the $500 bounty. >>>>>>Hubert Shore Sector Radio Tower: (X: 657.5 Y: 660.6) There is a radio tower north of the Hubert Shore Power Outpost. This is about half a mile east of Hubris Farm. Commandeer a vehicle at Hubris Farms and drive east. The liberated area has dingo packs and the occasional boar but the undetailed area also has both hostile vehicle and foot patrols. Exit the vehicle before entering the undetailed area and move east staying on the north side of the road to avoid confrontations or to control the action. You can minimize contact by keeping as high off the roadway as the steep terrain allows. A skirmish will quickly attract motorized reinforcements and several pirates from a hillside camp on the south side of the road. There is a footpath leading left off the road that winds its way up the steep grade and leads to the radio tower. Pirates will sometime set up a road block near the junction with the footpath. Once on the trail to the tower you’ll find that boars infest the mountainside. Don’t be surprised if you encounter a leopard or a bear or both as well. Relic no. 54, Heron 7, can be found below the trail at map coordinates X: 626.1 Y: 658.2. Just short of the tower there is a small roadside camp where you’ll find a Relic, Spider 28. Be aware that this roadway near the tower is monitored by a patrol truck. They routinely pass by and a foot patrol also passes the tower periodically. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Relic no 54: Heron 7 is located at map coordinates X: 626.1 Y: 658.2. To find the Relic go west out of Hubert Shore Outpost and go up the mountain road toward the radio tower. When the road switches to the east, go cross-country to the waypoint or symbol. Watch for boars on the road and leopards in the bush. The Relic will be near an overgrown plane crash on the hillside. Relic no. 51: Spider 28 is located at map coordinates X: 648.8 Y: 661.6. The artifact is best obtained while travelling to the Hubert Shore Radio Tower from the outpost at Hubris Farms. The Relic is located 220 meters north of Hubert Shore Power near a roadside table just west of the radio tower. It is on the ground behind the table. If you haven’t liberated the Hubert Shore Power Outpost, there may be a couple of pirates there or patrolling nearby to deal with. Relic no. 53: Heron 6 is located at map coordinates X: 646.2 Y: 683.8. This Relic is located on a mountaintop shrine approximately 250 meters northwest of the radio tower north of the outpost at Hubert Shore. The steep terrain of the mountain will make you travel many times the distance to get to it-the terrain is torturous. If you backtrack west from the tower about 235 meters, a mountain path will wind up the mountain and take you to the location. Watch for leopards in these highlands. A vine climb on the east side of the outcropping can get you onto the crag to retrieve the Relic. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - From ground level, four stairwells will get you onto a platform. Climb the rope from the corner grating, and then climb the next rope from the tilted edge of that grating. Move around the catwalk and jump the gap in the grating. You’ll then have to jump up onto the grating. Climb the rope. Walk the plank and continue around the walkways onto the platform. Raid the chest and continue around the tower on the walkway, jump up onto the buckled grating to get onto another platform. A ladder will take you to the top. Deactivate the scrambler. Once again a couple of weapons are made free in the stores and a “Supply Drop” is available. Take the zipline to the quest. >>>>>>Hubert Shore Power Sector Radio Tower Supply Drop: ($250, 500XP) The route is rather straightforward with nine flares marking the route on the winding downhill path. The undergrowth and obstacles before the tenth and final flare will require some artful dodging to complete the delivery. You have 1:10 and there is no time for any major mishaps. There are a couple of silver chests and some cash at the destination, which will find you about 300 meters southeast of the outpost at Hubert Shore. <<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> Outpost: Hubert Shore Power: (X: 658.1 Y: 642.1) >>Bounty Board: Path of the Hunter no. 7: (sub-menu) >>Optional mission: Once More With Dignity ($500) >>Equipment recommended: The GL-94 grenade launcher (optimal); a close-quarters weapon-a shotgun or an automatic rifle. or >>Equipment recommended: The Recurve Bow and/or a ranged silenced weapon; hand grenades; a close-quarters weapon-a shotgun or an automatic rifle. <<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> If you do the “Supply Drop” you’ll find yourself southwest of the outpost at Hubert Shore Power. If you don’t do the supply run, you’ll want to approach the outpost from the north and the roadway leading there is patrolled by both foot patrols and vehicles. Boars are common along the way and leopards frequently hunt them. Scout the compact outpost from the overlook to its northwest, tagging as many of the eight hostiles as possible. There are four Normals and four Chargers. Pirates from both vehicle and foot patrols will respond to any commotion at the facility, regardless of whether or not an alarm is given, greatly increasing the opposition. Sniping is poor from the overlook-too many trees and obstructions and too far for headshots with the silenced M-700 sniper rifle. If you have the AMR, you can use the undergrowth as cover and snipe away-this will escalate the skirmish when road patrols join the fray. Numerous boars also roam the outskirts, making perimeter sniping from the brush chancy. An “Animal Repellent” can alleviate this danger but your sniping will quickly draw the Molotov Chargers your way and they will ignite the entire area. A chain link fence restricts movement on the perimeter, making infiltration difficult and the alarm station is centrally located. You can shoot it but this will quickly be discovered, alerting the defenders who will begin searching the compact facility. A leopard is caged inside the compound but it can’t be released from the north side. There is, however, a zipline that you can ride onto the rooftop of the large structure. Take it down and crouch on the roof’s offside to remain concealed from the pirates on the roof of the safe house. Even this tactic is chancy. If a foot patrol is nearby it can spot you, especially if things get noisy and vehicles can target you from the main roadway. Once on the rooftop, shoulder the GL-94 grenade launcher and target any hostiles near the alarm panel. The explosion will disable the panel and reduce the odds. Quickly target the three pirates atop the safe house and then finish the carnage by targeting the surviving pirates to secure the facility before the ruckus pulls in additional pirates. You can utilize the same tactics with grenades if you don’t have the launcher. If a more stealthy approach is to your liking, begin silently dropping the sentries on the rooftop. The bodies won’t go unnoticed, so shoot the alarm box to prevent a general alarm. Continue sniping from the rooftop, using the edge to remain undetected as much as possible. Toss stones over the side to divert attention and when the action allows, release the leopard whose cage is near the front wall of the structure. Watch for grenades coming onto the rooftop when your location is surmised. If the confrontation becomes lengthy or heated, additional pirates will join the skirmish. Use the rooftop to conceal yourself as long as possible. If the enemy groups up, use grenades. Use grenades on any arriving vehicles as well. When the situation allows, a zipline can get you off the rooftop undamaged. Raid the safe house for the Memory Card and thoroughly loot the premises and adjust your inventory. A “Path of the Hunter” mission featuring a bow hunt for leopards is offered and pays a $250 bounty. An optional mission, “Once More With Dignity,” is available to the east of the outpost. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Collectibles near Hubert Shore Power Outpost: Relic no. 50: Shark 28 is located at map coordinates X: 644.6 Y: 649.1. This is about 150 meters northwest of the outpost at Hubert Shore. At the waypoint you will find a deep hole near a fallen pillar amid some temple ruins. Jump in and hope you hit water. The Relic is in a small grotto underwater. A “Deep Dive” will help you have enough time to locate this one. You can fast-travel out or you can make a long swim from the grotto where you found the Relic, climb the long vine and then make your way out of the cave. Letter of the Lost no. 9: Mogi’s Fourth Letter is located at map coordinates X: 629.5 Y: 645.6. This is located approximately 290 meters west of the outpost at Hubert Shore Power. You can either go cross-country-the terrain is rough but passable-or you can take the vehicle at the outpost and drive southeast out of the facility. The road will curl north and a side road about 100 meters short of the waypoint will go up the grade on the right. There is an old Japanese lookout position on the side of the mountain where you’ll find the Letter on a long deceased soldier as well as a couple of loot chests. Relic no. 52: Boar 28 is located at map coordinates X: 665.2 Y: 672.4. To acquire the Relic take the winding road out of Hubert Shore Outpost. It will take you north towards the radio tower. The Relic isn’t atop the mountain where it would appear to be. Find a cave at a lower elevation at map coordinates X: 666.7 Y: 670.4. It is nestled inside the ruins inside. Relic no 54: Heron 7 is located at map coordinates X: 626.1 Y: 658.2. To find the Relic go west out of Hubert Shore Outpost and go up the mountain road toward the radio tower. When the road switches to the east, go cross-country to the waypoint or symbol. Watch for boars on the road and leopards in the bush. The Relic will be near an overgrown plane crash on the hillside. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - >>>>>>Optional Mission: Once More With Dignity: It is nearly 400 meters to the mission site to the southeast of the outpost. Going straight for the waypoint is frustrating. The cliffs near the river are sheer and the road south of the outpost will take you too far north and the terrain you must cross is rugged. Instead, go due south of the outpost, cross the river and head east on the roadway. Watch for bears in the area. When you arrive at the remote shack, you will find a man with a bad memory. He needs you to find some plants to concoct his herbal medicines. You must first locate three Golden Beehive plants. They are right outside Alfie’s cabin. Pick three and return to him. Your next task is to find three Heliconia plants. They are located just up the hill in the designated area. Return them to Alfie. Your final task is to harvest the fruit from three Screw Pines plants. They are located in a gully just north of his shack. Be prepared to deal with a black bear that is grazing among the needed plants. Return to Alfie to collect the $500 reward and the “Nature Boy” recipe. <<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> Outpost: The Neck’s Diner: (X: 691.8 Y: 604.4) >>Bounty Board: Wanted Dead no. 10 (sub-menu) ($325) >>Equipment recommended: The Recurve Bow and fire arrows are (optimal); a close-quarters weapon-a shotgun or an automatic rifle. <<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> The Neck’s Diner is southeast of the outpost at Hubert Shore Power; and, if you did the optional mission, Alfie’s place is just north of it. If you’re coming from Hubert Shore, you’ll have to move through rough terrain and cross the river, but this will position you near the gap in the fence on the north side of the outpost. The garrison of seven includes two Heavy Gunners; making taking this outpost a tough chore. A two man foot patrol frequently passes by and will investigate any disturbance, and vehicle patrols regularly pass through and on the roadway near the outpost. They will stop to investigate a heated skirmish even if no alarm is given. Both of the outpost’s alarm stations are inside the compound and each generally has a sentry posted alongside it. Getting to either requires thinning or scattering the opposition. Watch for a bear as well. It may aid your cause, disrupt the plan or have you for lunch. Enter the outpost through the hole in the fence on the north side and quickly move into concealment in the cluster of bushes near the fence. A Charger will normally be atop the safe house, but he will shortly come down the stairwell. When he reaches the base of the stairwell, use a “Takedown” and drag him into the bushes to hide the body. His body needs to be out of sight for the given tactics to work. If he doesn’t come down from the roof, which happens about 10% of the time, lure him down by tossing stones to maneuver him into position for a “Takedown” and drag. If the kill was clean, the pirate near the alarm station on the opposite side of the safe house won’t respond, but if you had to toss stones, stay in the bushes in case he comes in back of the building to investigate. If he does, lure him to your hiding place, do a “Takedown,” and leave his corpse in the bushes. He may wander to the east side of the safe house on his own, near the milling Heavy Gunner, but he won’t come behind the building unless he is searching. If he didn’t respond or he isn’t by the alarm panel, go toward the west and lure one of the defenders located there. A roving sentry walks an erratic route on the west side and another pirate is kneeling, working on a project near some tires. Bait one of them toward you, luring him near the bushes and then toss another stone to make him turn away. Kill him with a “Takedown” and then drag him into the bushes. If you didn’t kill the pirate near the alarm or hanging out on the east end of the building, toss a stone near the stairs or toward the east corner of the building to lure him into your kill zone. Use a “Takedown” and drag him into the bushes. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - >>>Note: Only your first and second victim, whoever the second is, really needs to be dragged into the brush. The third victim just needs to be out of sight of the Heavy Gunner. Be aware that the roving pirate that usually patrols the west end is frequently done in by the patrol truck that cruises through the outpost. Though rare, the Heavy Gunner may also be killed by the truck. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - There should be another pirate on the west end, either the kneeling one or the rover. Toss stones to lure him behind the yellow building and kill him with your bow or ranged weapon. The pirate guarding the alarm panel across the road is your next victim. Move between the wagon and the safe house and carefully put him down with your bow or ranged silent weapon. If you’re kills were clean, both Heavy Gunners will still be monitoring the east and west entrances, oblivious to the carnage around them. Quickly disable the alarm system and get out of the road so you aren’t spotted by a patrol truck moving through. You can then easily kill both Heavy Gunners with fire arrows. Being so far apart, they won’t even notice the other’s demise. If all else fails there is a ladder on the south side of the large structure than provides a good sniping platform. After clearing the outpost, raid the large ammo cache near the safe house before purchasing ammo and then raid the safe house and loot the premises. A “Wanted Dead” mission is available at the bounty board. A pirate is roaming around a local farm and a $325 reward is given to the person who can kill him Rakyat style. >>>>>>The Neck’s Diner Sector Radio Tower: (X: 653.4 Y: 596) Drive west out of The Neck’s Diner, going up the grade to the tower. With the area now in Rakyat control, only bears and tigers are a problem. From ground level, two stairwells will get you to a rope climb. Take the stairwell and then go across the platform to another rope climb. Either jump the gap to the grating with the dangling rope or take a safer route by crouching and walking the support beam to the platform where you’ll find another rope climb above the twisted grating. Walk the narrow beam to the corner grating and then jump the gap onto the grating. If you fall just short, you’ll automatically pull yourself up. Turn around and make a jumping grab on the next rope. Crouch to get under the warped metal and move around the tower on the planking and jump up onto the corner grating to get to another rope climb. Take the walkway to the platform where the ladder will get you to the top. Deactivate the scrambler. More weapons are available free of charge and another “Supply Drop” is offered. >>>>>>The Neck’s Diner Sector Radio Tower Supply Drop: ($250, 500 XP) If either of the nearby outposts is in enemy hands, there may be hostiles near the starting point. You will be behind the wheel of a cargo truck, which handles surprisingly well. The road is good and the 1:20 timer ample. The route is marked by seven flares and passing the eighth flare will complete the run near a junkyard. This is probably the game’s easiest “Supply Drop” delivery. The destination will be about 225 meters east of The Neck’s Diner and about 375 meters south of the outpost at Kell’s Boat Repairs. Don’t miss the loot chests in the junkyard. Two of the chests are silver. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Collectibles near The Neck’s Diner: Letter of the Lost no. 7: Tadao’s Second Letter is located at map coordinates X: 703.1 Y: 575.3. This is about 340 meters south of the outpost at The Neck’s Diner. Commandeer a vehicle and drive east and then bear south toward the waypoint. Drive right up to the old World War 2 bunker where you’ll find the Letter inside on a soldier’s remains. Relic no. 43: Shark 10 is located at map coordinates X: 682.2 Y: 595.7. The Neck’s Diner is the recommended starting point to acquire this Relic, which is located only 130 meters southwest of The Neck’s Diner. Sprint from the outpost to the river. You must access the Relic via a dark underwater cave on the river whose entrance is located at coordinates X: 679.8 Y: 597.7. You will likely need a “Deep Dive” or two to get the Relic and to get back out. Once you locate the Relic in the dark cave you can always fast-travel out. Letter of the Lost no. 8: Tadao’s First Letter is located at map coordinates X: 632.5 Y: 601.4. Commandeer a vehicle at the outpost at The Neck’s Diner and drive west. It is nearly 600 meters away but you can get within 140 meters of it before you must trek west on foot, picking your way down the steep hillside to the beach. The letter is on the dead soldier outside the bunker. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - <<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> Outpost: Kell’s Boat Repairs: (X: 729.8 Y: 637.7) >>Bounty Board: Path of the Hunter no. 8: Bow hunt for a Rare Maneater shark >>Equipment recommended: The Recurve Bow and the silenced M-700 sniper rifle; a close-quarters weapon-a shotgun or an automatic weapon. <<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> Kell’s Boat Repairs Outpost is to the northeast of The Neck’s Diner Outpost. If you did the “Supply Drop” it is to the north, if not fast-travel back to The Neck’s Diner to put yourself closer. Drive to the edge of Rakyat territory and hoof it from there. As you approach it, watch for patrol vehicles on the roadway on the elevation west of it. Scout the facility from the sparse cover on the hillside to the northwest-you’re actually more likely to be seen from the roadway than from the outpost, so scout from well below the road. There are seven defenders, including a Sniper with an RPG on the roof of the safe house. Two Normals idle on the dock near a pair of caged dogs. There are two alarm panels, one on the south and one on the north. A rather tipsy Charger tends the north alarm station while two pirates loiter near the south station. A sentry will patrol around the safe house but will then stand guard behind the building, facing eastward. Infiltrate through the large gap in the fence on the west side. Monitor the patroller’s route and when he takes his place behind the safe house, toss a stone near the blue boat to entice him into the rear area and then toss another against the shack to get him into a kill zone where his demise won’t be noted. Take him down in the corner with a silent weapon like the bow. When the RPG Sniper is on the opposite side of the roof, sneak in behind the lone Charger, silently kill him and then disable the alarm system. When the RPG Sniper comes to the north side but he faces away from the stairwell, silently kill him with a “Takedown” and grab his RPG. If your carnage hasn’t been noticed, snipe the two pirates on the dock with the M-700 sniper rifle and complete the liberation by killing the last two pirates with the RPG. If you’re not toting the sniper rifle just use the RPG on all the survivors. Take the Memory Card from the safe house. The bounty board has a “Path of the Hunter” mission. It is a bow hunt for a Maneater shark. The bounty is $275. The skin can be used to craft the “Extended Arrow Quiver,” allowing you to carry 30 arrows. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - >>>>>>08: Mission: Path of the Hunter Acquired: Chapter 12: Kell’s Boat Repairs bounty board Bounty: $225 and the Maneater shark skin The mission starts at the outpost’s dock where you’ll find a bow and plenty of arrows. There is normally a patrol boat there; but, occasionally, it isn’t-maybe you blew it apart with the RPG. If there is no boat available, you can hunt the sharks from the rock outcropping near the dock or from the top of the submerged ruin beyond. The boat, however, provides an excellent platform and if you fast-travel to another location, and then back again, it is usually there. Scan for the Maneater Shark and his entourage of three sharks with your camera. It is hard to tell one from the other, so you’ll likely have to target them all. Once the sharks are tagged, pilot it near the circling sharks, being careful to not kill the Maneater with the boat. Start killing them. If you have the necessary leaves you can craft a “Deadly Hunter” syringe or two to make your arrows deadlier. When the Maneater goes down, a waypoint will mark its location on the bay’s floor. If you need additional arrows, return to the dock for more. Once you have crafted the “Extended Arrow Quiver” be sure to help yourself to the surplus arrows on the dock. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Collectibles near Kell’s Boat Repairs Outpost: Relic no. 55: Heron 24 is located at map coordinates X: 745 Y: 615.2. This Relic is on a small islet about 270 meters southeast of the outpost at Kell’s Repairs. Take the boat moored at the outpost or, if it isn’t there, sprint south along the beach and you’ll find a watercraft near the shore. Pilot it to the islet and moor it on the southwest side of the islet or just swim there. You can struggle up the cliffs south of the Relic which sits on a shrine. Relic no. 56: Boar 20 is located at map coordinates X: 772.9 Y: 622.3. Commandeer the boat at Kell’s Boat Repairs and pilot is across the bay to the tip of the peninsula east of the outpost. Watch for rocks in the bay. The artifact is inside a sealed temple ruin. Blast the stone doorway open to find the Relic. Relic no. 57: Shark 12 is located at map coordinates X: 741.7 Y: 638.9. This artifact is located about 125 meters east of Kell’s Boat Repairs in an old submerged temple ruin. Use the watercraft at the dock to reach the site. The tip of the ruin is just above water. Kill any circling sharks and get atop the ruin. There is an opening on top of the ruin. Dive down through it and you’ll find the Relic in an underwater chamber. Once the Relic is acquired, you can just fast-travel out. However, numerous loot chests can be found in the ruins and you can obtain much of it if you use a “Deep Dive” syringe or two. Relic no. 58: Boar 9 is located at map coordinates X: 704.2 Y: 643.7. This is about 260 meters west of Kell’s Boat Repairs. The Relic isn’t on top of the mountain; it is underneath and you’ll have to make a clockwise circuit of the mountain to get to it. The steep terrain is nearly impassable so going cross-country over the mountain isn’t an option. Place a waypoint at coordinates X: 705.5 Y: 633 and grab a vehicle and proceed south on the road around the massif, following it as it veers west and then north to the waypoint. Just short of the waypoint a dirt path will go up the incline to a crevasse, giving access to an old temple ruin. Use an explosive to blast open the stone doorway. Make your way into the extensive ruins where you’ll find the Relic on a stone pedestal. You’ll have to jump onto the pedestal to get the Relic. Letter of the Lost no. 10: Hayato’s Second Letter is located at map coordinates X: 777.8 Y: 618.8. This item is about 500 meters from the outpost at Kell’s Boat Repairs and 465 meters from Nat’s Repairs. Either commandeer a boat at or near Kell’s Boat Repairs or grab a vehicle or boat near Nat’s Repairs and make your way to the tip of the peninsula. The Letter is inside the bunker overlooking the bay to the south. Relic no. 59: Shark 22 is located at map coordinates X: 754.7 Y: 654.6. Commandeer the boat at Kell’s Boat Repairs and pilot it about 300 meters northeast of the outpost. The Relic sits at the bottom of the bay and the water is quite deep. Dive deep at the coordinates and use the “Deep Dive” syringe when Jason begins to have distress. Collect the Relic from near the sunken rowboat, raid the red chest and get back to the surface. Having a boat waiting above will likely keep you from being attacked by a shark or you can just fast-travel from the deep. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - <<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> Outpost: Nat’s Repairs: (X: 807.3 Y: 654.3) >>Radio Tower: Nat’s Repairs Sector Radio Tower/Supply Drop >>Bounty Board: Wanted Dead no. 11 (sub-menu) ($300) >>Optional mission: Dog Soldier ($500) >>Equipment recommended: The Recurve Bow or a silenced weapon with range; a close-quarters weapon-a shotgun or an automatic rifle. <<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> Nat’s Repairs Outpost lies about half a mile east of the outpost at Kell’s Boat Repairs. You can either take a boat across the bay and then hike through enemy territory or you can drive. You will encounter pirate vehicle patrols, so the water route is the better choice. The final approach must be on foot to maintain surprise. Watch for bears in the general area. Scout the outpost from the brush near the copse of trees on the hill overlooking it on the southwest. The defenders include four Snipers, one Normal and one Charger. There is also a caged bear in the compound. Carefully cross the road to avoid a patrol vehicle and conceal yourself in the foliage on the hillside just west of the compound. This is about 40 meters away and the bear cage is right below, Tag everyone. Note that both alarm panels can be shot from the hillside if such a tactic is necessary. If you have a shot, target the Sniper on the safe house’s rooftop. Release the bear with a silenced weapon; and, while it rampages, snipe from the hillside. When the post is cleared, put the bear down if necessary. Check the bounty board where you’ll find a “Wanted Dead” mission posted. A $300 bounty is offered for a knife kill of a pirate hunkered down in some old bunkers. Take the Memory Card from the safe house and note that an optional mission, “Dog Soldier,” has been activated by taking the outpost. Make it your waypoint and start west. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Collectibles near Nat’s Repairs: Relic no. 60: Heron 11 is located at map coordinates X: 813.9 Y: 676.5. The advised starting point to acquire this is either the outpost at Nat’s Repairs, or you can also acquire it after completing the mission, “Kick in the Hornet’s Nest.” Approximately 225 meters north of Nat’s Repairs there is a small rocky peninsula extending into the bay. Grab the watercraft sitting in the bay north of Nat’s Repairs and pilot it to the east side of the rocky promontory. The cliffs can be negotiated on the north side near the stand of palm trees or from the east side where the rocks form a crude ramp. Move up the incline and jump onto the rock ledges to reach the top. The Relic sits in a shrine. Relic no. 61: Boar 26 is located at map coordinates X: 772.3 Y: 695.6. Commandeer a vehicle at the outpost at Nat’s Repairs and drive northwest 550 meters to a run-down shack just off the roadway. If it weren’t for the chanting and the symbol you wouldn’t know it was there in the dimly lit shack. It lies behind a couple of crates. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - >>>>>>Optional Mission: Dog Soldier The mission site is about 350 meters west of the outpost at Nat’s Repairs. With the sector in Rakyat hands you can commandeer a vehicle and drive the winding mountain roads to the isolated shack. Go inside the shack and talk with Mattie. His dog contracted rabies and died several years before. An alpha has control of a nearby feral pack and they are rabid. He wants you to put them down before they spread the dreaded disease. The waypoint is east of the shack near the shoreline and the pack is large. Stay back and snipe them as they forage near the seashore. It always seems that the alpha is the last dog standing. Return to Mattie for the $500 bounty. >>>>>>Nat’s Repairs Sector Radio Tower: (X: 771.2 Y: 680.8) The tower is located about 450 meters northwest of Nat’s Repairs, much less if you did the optional mission, “Dog Soldier.” If you’re starting from Nat’s Repairs you can drive right up to the tower on a long series of winding roads. Be on the lookout for bears near the tower. Take the stairwells to a rope climb, and then move across the platform to another rope climb. The planks will take you to a stairwell which gets you onto a platform. Go up the ladder. Climb the rope adjacent to the ladder. Move clockwise around the structure on the catwalk to another rope climb. Move around the structure on the walkway and the planks where you’ll find another rope climb on a corner grating. The ladder on the platform will take you to the top. Deactivation of the scrambler will make additional weapons available free of charge. It also activates another “Supply Drop.” >>>>>>Nat’s Repairs Sector Radio Tower Supply Drop: ($300, 750 XP) Board the ATV and be prepared for some bumpy cross-country action. The 1:30 time limit is sufficient, but you can’t turn over, spin out or get hung up. You start by travelling off road down the steep mountainside. Stay on track and you’ll turn left at the fourth flare onto the road where you can open it up. The route will briefly veer down onto the beach before taking you cross-country again where it is easy to spin out or get hung up on a tree. Continue down to the beach and follow the shoreline to the delivery point. The torturous delivery will find you on the rocky shore about 170 meters south of the outpost at Nat’s Repairs. <<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> Outpost: Tequila Sunrise: >>Bounty Board: Wanted Dead no. 12 (sub-menu) ($275) >>Equipment recommended: The Recurve Bow with fire arrows or the AMR sniper rifle or C4; Hand grenades; a close-quarters weapon-a shotgun or an automatic rifle. <<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> Tequila Sunrise Outpost is southeast of Badtown. If you made a successful “Supply Drop,” just use the ATV to tool along the beach until you find a boat moored near the shoreline. You can also commandeer a boat at Nat’s Repairs Outpost if you have liberated it. A water route will allow you to bypass the pirate’s extensive drug farm which is located north of Nat’s Repairs Outpost. If you travel by water, land southeast of the outpost where you can climb the hillside to the roadway. Map coordinates X: 817.7 Y: 713.7 will place you on a beach where you can easily get up the escarpment and onto the footpath without frustration. You can also drive the roadway near the coast. You can usually just speed past the drug fields without incident. However, if you drive, watch for an enemy patrol vehicle after you enter the undetailed area. A steep narrow footpath will veer off the main road after you enter enemy territory. The main road is patrolled but the footpath generally isn’t, so sprint up the mountain until you see the outpost. Scout the outpost from the eastern hillside. It has five defenders, including a pair of Heavy Gunners who may be difficult to locate from the hillside. Two of the pirates loiter near the central alarm station and another walks perimeter. An alarm panel is conveniently located near the roadway and it is easy to access without being detected. This is tiger territory, so having an “Animal Repellent” slotted may not only keep you off the menu but can aid your cause if it attacks the outpost. Drop off the hillside and use the structure to stay out of the pirate’s sightlines as you disable the alarm panel on the east side of the building-don’t just shoot it. There is another alarm panel inside the facility. Cook a grenade to eliminate the two pirates near the other alarm panel. Return to the foliage on the hillside to address the survivors. A single fire arrow will take out a Heavy Gunner and the facility is like a tinderbox, so spreading flames may help clear the place. This outpost is also a good place to set a mine and then taunt the Heavy Gunners into triggering them. Any reinforcements will include additional Heavy Gunners. Ransack the place and loot the safe house. A “Wanted Dead” mission is offered on the bounty board. There is a $275 reward for taking out a pirate hiding in a tunnel. A knife kill is required. - - - - - - - - -- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Collectibles near Tequila Sunrise Outpost: Relic no. 62: Spider 11 is located at coordinates X: 748.5 Y: 713.8. Tequila Sunrise Outpost is the best starting point to acquire this item. There is a temple ruin south of the Birdhouse Tower. This is about 550 meters west of the Tequila Sunrise Outpost. You can drive most of the distance from the outpost but must do the last 150 meters on foot through rugged terrain. Watch for bears and tigers in the area. However, you can also use the glider east of the outpost. You’ll just need to maintain enough height by gauging the terrain below. The large ruin where the Relic is located is at ground level and the artifact is sitting inside. <<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> Relics and Letters of the Lost: Badtown Item Map Letter of the Lost no. 11: Shinji’s Letter is located at map coordinates X: 799 Y: 749.8. This is just 160 meters north of the outpost at Tequila Sunrise. There is an extensive bunker complex built into the mountainside. Go north from the outpost toward the waypoint or the Relic’s symbol and you’ll find the entrance to the bunker in the side of the cliff. You’ll find the letter on the long deceased soldier inside. There is a “Wanted Dead” mission, available at the Tequila Sunrise bounty board that takes place near and in this bunker. Another route to the Letter no. 11 is via a system of ledges, walkways and vines can be taken from a lower elevation at map coordinates X: 789.4 Y: 757.2. Letter of the Lost no 12: Hyato’s First Letter is located at map coordinates X: 801 Y: 756.1. This is about 225 meters north of the outpost at Tequila Sunrise. It appears to be somewhere on the side of the mountain but it isn’t. Use the ATV parked near the outpost to drive down off the mountain on the winding switchback roads. When you reach the coastal road, speed north and park near the bridge. This will be just northeast of the artifact. A stream emerges out of the rock and passes under the bridge. Enter the cave; and, when the water gets deep, swim to a rock shelf where you’ll find the Letter on a corpse. Relic no. 63: Heron 9 is located at map coordinates X: 806.8 Y: 773.6. There is an islet about 400 meters north of the outpost at Tequila Sunrise. You can pick your way down the cliffs and swim or boat to the island, but the glider on the cliffs east of the outpost will put you atop the steep cliffs encircling much of the island. If you swim or go by boat, go ashore on the northwest side where the cliffs break. There is usually a tiger hunting boars on the islet, so be prepared. The Relic is in a shrine atop the islet on the south side. Relic no. 64: Heron 10 is located at map coordinates X: 786.7 Y: 755, placing it only 240 meters northwest of the outpost at Tequila Sunrise. You can commandeer a vehicle on the road going north or just hoof it cross-country. Watch for tigers and buffalo in this area. The Relic sits on a shrine atop a small knoll. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - >>>>>>Badtown Sector Radio Tower: (X: 764.4 Y: 771.6) The Badtown Sector Radio Tower is just north of the shanty town. Watch for tigers in the vicinity. Jump onto the hood of the car and use the dangling rope to get onto the structure. Move across the planks to the stairwells. Get onto the warped gratings to get to a rope climb. Move around the structure, crouching when required, and use the beams to cross the gaps in the grating. This will get you to another rope climb where the grating ends. Take the ladder located on the catwalk to get to another platform with a rope climb. The long ladder will get you to the top. As usual a weapon or two is made available for free and a new “Supply Drop” is offered. >>>>>>Badtown Sector Radio Tower Supply Drop: ($250, 500 XP) Take the Zipline to the mission site where a jeep is waiting. You’ll be driving off road down the mountain. Drive carefully, dodging the trees and turning left onto the roadway after the third flare. You can floor it when you hit the road but the 1:15 timer isn’t generous. The route will take you over a bridge and after the next flare it will veer left up a narrow side road leading to the destination. The 1:15 timer is just adequate. The destination lies about 370 meters east of Badtown and just 125 meters north of the outpost at Tequila Sunrise. <<<<<<<<<<<<<<<<<<<<<<< Bad Side of Town: (Starts) (CH012)>>>>>>>>>>>>>>>>>>> Mission: During a drug induced hallucination Jason had visions of a man-in-white and of a ceremonial dagger. He must go to Badtown to meet the man-in-white and begin his search for the dagger. >>Equipment recommended: No weapons are required for this mission. <<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> You can simply fast-travel to Badtown-could have without taking the outposts or revealing the map by deactivating the scramblers. You are told to explore the town but there isn’t much to see. It is a bit reminiscent of Far Cry 2’s Mokuba Shantytown minus the hostiles. Jason recognizes it as the town from his weird drug induced dream. When you’re done finding no loot, head into the bar and take a seat at the poker table. The man in white enters as you take a hand. When the man in white leaves, take your winnings and follow him. Use cover to prevent him from spotting you as he moves across the ramshackle town. When he pauses just step out of his sightline, and when he moves, continue the tail. If he is out of your sightline briefly, a 20 second timer will start and you must regain eye contact or the mission will fail-this should never happen. <<<<<<<<<<<<<<<< Mission 13: Kick in the Hornet’s Nest: (CH013) >>>>>>>>>>>>> >>>>>>>>>>>>Optional mission: Cargo Dump ($500) Mission: Hoyt Volker is growing drugs on the island. Willis Huntley, the man-in-white, wants you to destroy the drug fields and the boat used to transport his product. He will be acquiring information about your friends in return for the exploit. >>Equipment recommended: Recurve Bow with a full supply of fire arrows; Molotovs; An RPG-7 or a GL-94 grenade launcher; an automatic weapon or a shotgun. >>>Note: Carrying the flamethrower is an option. There will be one available at the destination. <<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> After the man in white enters the shack, follow him in. He will have you at a disadvantage. He says the place is wired with explosives, and he wants to know who you are. Jason Brody seems to be the right answer. He has been collecting information on the whereabouts of Keith and Oliver; however, he requests a favor of you for his efforts on their behalf. When the door opens, go down to the cellar to get face-to-face with agent Willis Huntley. Willis wants to lure Hoyt Volker, the big boss, to the North Island. He believes this may be accomplished by wreaking havoc on his local drug operations. Once he leaves the South Island he may be more vulnerable. Take the flamethrower he offers. You are going to set Volker’s drug fields afire and destroy his cargo ship. After exiting the shack, Dennis offers some disturbing information on Hoyt Volker during a phone conversation. It seems that Volker is even crazier than Vaas. Provoking him is likely to get you killed. The mission’s waypoint won’t appear until after the conversation with Dennis. If you have liberated it, open your map and fast-travel to the outpost at Tequila Sunrise. For this mission you’ll want to take the Recurve Bow. Burning drugs is your task, so craft as many fire arrows as your quiver will hold, and then restock your Molotovs. Take an assault weapon or a shotgun. You also need to destroy Volker’s boat, so tote either the GL-94 grenade launcher or an RPG-7. You don’t need to take the flamethrower you got from Willis. You’ll find one in a shack before you launch your attack. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - >>>Note: Carrying a sniper rifle or a scoped firearm on this mission isn’t always useful. The only “glitch,” if glitch it is, I found in the entire game frequently occurs during this mission. More often than not you simply can’t focus any firearm with optical magnification. Whether this is a glitch or the influence of fields of burning weed is the question. This anomaly aside, this mission is one of the highlights of a truly extraordinary game. This mission can be done easy or it can be done hard-following is the easy way. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Proceed south from the outpost. There is a dirt path near the outpost’s bounty board that will get you to a glider on the cliffs south of the outpost. You can also commandeer a vehicle and drive down the switchback road but the glider is the best option. Set a waypoint on the roadway west of the waypoint. This will place you just west of a grassy ridge that will mask your position from Vaas’ thugs in the fields beyond. After landing, skirt the ridge and enter the drug fields from the north side. Two pirates will be sitting near some crates and they are facing away. Grab the flamethrower from the small shack on the edge of the field. Sneak in behind them and light them up. A pair of guard dogs roams the fields as well. Light them up or melee them if they challenge you. With the two sentries downed, set the fields ablaze and get back to the shack and reclaim the weapon you dropped to equip the flamethrower. If there is no gunfire, you probably won’t draw in any additional hostiles, although the exploding barrels occasionally ignites the curiosity of a pirate or two who decides to check out the nearby carnage. If this happens, eliminate them silently before continuing. With the weed ablaze, restock your munitions at the shack before moving on. These two fields aren’t among the five required to complete the mission but they provide a checkpoint, facilitating a new waypoint that, once reached, enables five new waypoints, marking the location of the five fields to the north that must be set afire to achieve the objective. Make sure the area is secured-no nosy pirate-and move north toward the new waypoint. Get close enough to the waypoint so that five new waypoints, marking the five fields, appear. Don’t enter the fields, climb onto the ridge north of the drug fields, but do so from the west side so you aren’t detected. Crouch in the grass and toss Molotovs into the nearest fields and use fire arrows on the distant ones. The incendiaries and fire arrows will ignite the fields which will ignite the barrels, doing the job without gunfire. The southern fields will be lightly guarded but as you set them ablaze and work your way north, additional hostiles will flood into the farm. Don’t let them find you. Just stay low atop the ridge, and they will search but find nothing but burning weed. With the five required fields destroyed, you must now destroy the boat. It is anchored at the south end of a heavily defended village. Rather than confront the defenders head-on, continue south on the ridge, drop down and curl east toward the waypoint. This route will have you skirting the town to the east. Find a good vantage point, equip the rocket launcher, the grenade launcher or a fire arrow and sink Hoyt’s boat. You’ll have to get in closer for the grenade launcher; and, if you don’t have the other weaponry, you can move closer and use a grenade from the shoreline. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - >>>Note: Explosive arrows can now be crafted using a grenade and an arrow. This makes the bow the rival the GL-94 grenade launcher. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - With the mission completed, you can either attack the village for the loot or just move on to your next task. If mayhem is your choice, it is best to initiate the action from the higher ground west of the village. Expect stiff resistance. There are about ten defenders in the village and one will be manning a turret weapon near the dock. Don’t allow the pirates to flank you. Molotovs, grenades or the flamethrower can help flush the pirates from the buildings. Once the village is secured, take the time to thoroughly loot the premises. The shacks contain numerous supplies and loot chests. There is also a large ammo cache in one of the shacks if it wasn’t destroyed during the assault. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Relic no. 60: Heron 11 is located at map coordinates X: 813.9 Y: 676.5. The advised starting point to acquire this is either the outpost at Nat’s Repairs, or you can also acquire it after completing the mission, “Kick in the Hornet’s Nest.” Approximately 225 meters north of Nat’s Repairs there is a small rocky peninsula extending into the bay. Grab the watercraft sitting in the bay north of Nat’s Repairs and pilot it to the east side of the rocky promontory. The cliffs can be negotiated on the north side near the stand of palm trees or from the east side where the rocks form a crude ramp. Move up the incline and jump onto the rock ledges to reach the top. The Relic sits in a shrine. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - >>>>>>Optional Mission: Cargo Dump: This optional mission is in the middle of nowhere and The Neck’s Diner is the best of the fast-travel options. The mission site is high in the mountains but you can drive to it on the winding, steep mountain paths. Enter the cabin to speak with the man who believes that his daughter has been abducted by aliens. The spacemen have lost five packages and they want them back. Once returned, they’ll return his daughter. Take the scanner he offers and head toward the first waypoint. Watch for bears and other predators, like crocodiles, in this region. When you enter the designated area you will automatically have the scanner in hand. It works much like the Far Cry 2 diamond locator. The game’s tutorial will give details. Use your camera to snap a picture of the first package. It is sitting on a rock ledge near some cardboard boxes. At the second waypoint the package is stuck in the trunk of a tree where the main branches branch. Take the second picture. Go south down the river and go across the stream where there is a red cargo container. Shoot its lock off and dive underwater and into the crate to photograph the third. Watch for snakes along the river. Continue south along the stream and the package is lying near a rock and is plainly visible. Continue west along the stream and get down into the grotto with the waterfall. You’ll have to climb vines to get to a rock ledge on the north side of the falls. Kill a snake and jump a couple of gaps with vine grabs. Move through the waterfall. The fifth package is on the ledge below. When you take the photo the mission is completed and your reward is $500-there is no need to return to the requestor. <<<<<<<<<<<<<< Mission 14: A Man Called Hoyt: (acquired) (CH014) >>>>>>>>>>>>> Outpost: Camp Murder >>>>>>>>>Optional mission: Faces of Death <<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> Willis asks you to return to Badtown. Open your map and fast-travel to Badtown and go to his shack. It seems that Hoyt Volker is worried about Jason’s destructive activities and he is disappointed with Vaas’ inability to apprehend or kill him. Hoyt is coming to the North Island and will go to Beras Town. The visit may provide a chance to confront him. <<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> Outpost: Camp Murder: >>Bounty Board: Path of the Hunter no. 9: Shotgun hunt for a rare One Horn Buffalo >>Optional mission: Faces of Death (Available in Badtown) >>Equipment recommended: (Infiltration) The Recurve Bow or a ranged silenced weapon; explosive arrows and/or C4. or >>Equipment recommended: (Sniping) The M-700 sniper rifle; The GL-94 grenade launcher or the Recurve Bow with explosive arrows. <<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> The rice field where Hoyt is going is located to the northwest of Badtown. The Camp Murder Outpost is on the way so make it your waypoint. Do your recon on the outpost from the undergrowth southeast of the facility. The compound is defended by five Chargers and a rooftop RPG Sniper. Two more hostiles, however, routinely patrol from the west and hang out there. Both alarm stations are centrally located and the facility is small. You won’t get to either without nearly wiping out the garrison or by creating a diversion. Infiltration option: If you haven’t acquired the “Explosive Arrows” for the bow or you’re not carrying it, throw a C4 charge near the roadway southeast of the outpost and then move west, skirting the outpost and moving in close on the west side where the terrain allows. Stay low to remain undetected. This will place you near the alarm panel. Check for a foot patrol on the dirt path to the west of the outpost. If they are near, either let them move off or put them down well away from the facility so they don’t alert the defenders. After checking for the patrol, move in close to the outpost and if the Sniper is alone atop the safe house, put him down silently before detonating the C4 or shooting an explosive arrow to the far eastern side of the facility. This will draw the pirates away from the outpost and the alarm stations. The next process must be done quickly and disabling the alarm is optional. Move in quickly, disable the alarm, or not, and kill that RPG Sniper if you didn’t earlier. Grab his RPG and target the Chargers as they investigate the explosion. They usually group up, making a good target, but they lose interest fast, so don’t linger. Any foot patrol within earshot will investigate the explosion, and will join the fracas. If you didn’t disable the alarm, don’t hesitate to target all comers. Things can get really hot with these pyros if they detect your presence, especially if reinforcements arrive and additional foot patrollers join the action even without an alarm. Sniping option: Do your recon from the foliage on the hillside southeast of the outpost. This will place you about 75 meters from the facility and just in range of the M-700 sniper rifle. Use your camera to tag the 5 Chargers and the RPG Sniper who is usually atop the safe house. He will periodically wander down off his perch and that RPG makes him a priority target. Both alarm stations are visible and within range of the M-700 sniper rifle. When the Sniper is atop the safe house and is in your sights, drop him. Target another one of the Chargers. An isolated one may go unnoticed, but they usually take note of a corpse quickly in the small compound. When your activity is noted, toss a grenade to get them searching your way. You can shoot both alarm stations while they are on the move and you can bring them closer with a second grenade if necessary. When they group up, hit them with the grenade launcher or explosive arrows. The action should be short-lived but a passing foot patrol or a vehicle may join the action if they are in the area. If any defenders are still active, shoot the alarms if you didn’t earlier and hunt them down. Use the automated store and grab the Memory Card. The “Path of the Hunter” mission will reward you with $200. The hunt will take place to the southwest where you must kill a one-horned Buffalo with a shotgun. This hunt will allow you to craft the “Extended Wallet” from the One Horn’s hide. You can then carry up to $10,000. The optional mission, “Faces of Death” is also activated. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - >>>>>>09: Path of the Hunter: Acquired: Camp Murder Outpost Mission: Shotgun hunt for a rare One Horn Buffalo Bounty: $200 and a rare One Horn Buffalo hide The hunt’s starting point is a hunting camp about 285 meters southwest of Camp Murder. If you have purchased the Bull shotgun, take it with you. Commandeer a vehicle and drive to the camp where you will find a shotgun and shells. Get onto the knoll near the camp to locate the prey. One Horn will be one of a small herd of five buffalo foraging in the large designated area. It isn’t necessary to kill the herd, only One Horn is required; but these animals can get aggressive if you press them. You can easily identify One Horn. His right horn is a stub. You can either snipe the two-horned buffalo with a sniper rifle, like the AMR and then take down One Horn with a shotgun; or you can be ecologically beneficent, in a digital way, and use an “Animal Repellent” to walk up to One Horn for the kill, sparing the rest of the herd. Use One Horn’s hide to craft an “Extended Wallet,” allowing you to tote $10,000. There is also a Relic in the area that can be found. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Relic no. 68: Shark 11 is located at map coordinates X: 721.5 Y: 750.2. Camp Murder is the recommended starting point to obtain this item. 375 meters southwest of Camp Murder, there is a subterranean ruin whose entry is blocked by a metal grating. Northwest of the ruin, at ground level, there is a cave entry at map coordinates X: 726.5 Y: 751.6. You’ll be swimming through a couple of long tubes to get to a ruin where you’ll find the Relic. You can surface to catch a breath along the way, but having a “Deep Dive” syringe slotted is prudent. There are plenty of “blue” leaves along the way. Stock up if you favor their potions. Watch for a snake as you exit the water and climb onto the ruin. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Collectibles near Camp Murder: Relic no. 65: Boar 11 is located at map coordinates X: 736.2 Y: 771.9. There is a ruin with a sealed ground level entry approximately 115 meters southwest of the outpost at Camp Murder. A dirt path will take you right to it. Watch for dingoes near the ruins. Use an explosive to blast it open. The Relic sits on a stone pedestal. Relic no. 66: Boar 30 is located at map coordinates X: 773.1 Y: 786.5. This artifact is located in a shack approximately 280 meters northeast of Camp Murder, near a Racing Challenge. Commandeer a vehicle at Camp Murder and drive east to the shacks. This area has packs of dingoes and the occasional tiger, so watch out. The Relic sits on a table inside one of the shacks. Relic no. 67: Shark 30 is located at map coordinates X: 787.9 Y: 775.8. This is about 420 meters east of Camp Murder near the beach. Commandeer a vehicle at Camp Murder and drive the winding roads going east down off the mountain. Stop at the bridge at map coordinates X: 789.5 Y: 771.5. Swim under the right side of the waterfall. When you come to a rock face, you’ll have to swim through an underwater passage and surface in a grotto. A trail of “Blue” leaves mark the way. The Relic is in the back of the grotto on a rock shelf. Relic no. 68: Shark 11 is located at map coordinates X: 721.5 Y: 750.2. 375 meters southwest of Camp Murder, there is a subterranean ruin whose entry is blocked by a metal grating. Northwest of the ruin, at ground level, there is a cave entry at map coordinates X: 726.5 Y: 751.6. You’ll be swimming through a couple of long tubes to get to a ruin where you’ll find the Relic. You can surface to catch a breath along the way, but having a “Deep Dive” syringe slotted is prudent. There are plenty of “blue” leaves along the way. Stock up if you favor their potions. Watch for a snake as you exit the water and climb onto the ruin. Relic no. 69: Spider 10 is located at map coordinates X: 766.4 Y: 810.4. Camp Murder or Shark 11, Relic no. 68, are the best starting points to obtain this item, which is located approximately 385 meters northeast of the outpost. Commandeer a vehicle at Camp Murder or continue on up the coastal road from Relic 68. When you arrive at the remote location, you can see the Relic through the grating but you can’t get it. You also can’t destroy the bars. Move north and then west around the cliff where you’ll find an old mine entry at approximately X: 761.5 Y: 813. Go in and you will have to jump into a pool of water. You must then dive and swim through a passage to get to a vine climb. Continue on to the Relic. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - >>>>>>Optional Mission: Faces of Death Open your map and fast-travel to Badtown. The optional mission, “Faces of Death,” was acquired when Camp Murder was liberated from the pirates. Go to the blue exclamation point and talk to the man there. He wants you to photograph pirate corpses so the villagers can see that the invaders aren’t invincible. There are three waypoints. Begin your bizarre task by going for the waypoint southwest of town. A lone pirate lies dead against a large boulder in the designated area on the north side of the road. Use your camera to take the picture. Just a short distance away, you’ll encounter three Chargers on the knoll. Gun them down. Locate the second corpse in the vegetation on the knoll-your fresh victims don’t count-and take the photo. The third waypoint is southeast of town. The corpse is usually attended by a tiger. Kill it, take the last picture and return to Badtown. Return to the requester. This guy is weird but pays $500 for the simple task. <<<<<<<<<<<<<<<<<<<<< A Man Called Hoyt: (Starts) (CH014) >>>>>>>>>>>>>>>>>>> Mission: Your destructive activity on the Island has caught Volker’s attention. He is coming to confront Vaas about the situation. He will be coming to Beras Town. Rongo resides there and he can retrieve a manifest from the town. You must escort him to its source and defend him while he recovers the information. >>Equipment recommended: A ranged automatic weapon like a LMG; The GL-94 grenade launcher; mines and hand grenades; the AMR. <<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> The mission site is about 400 meters northwest of Camp Murder. If you have liberated that outpost, fast-travel to its safe house and gear-up for the encounter. Equip your heavy weapons. No silencers will be needed. Take a ranged automatic weapon like a LMG. Take the GL-94 grenade launcher, mines and hand grenades. Take the AMR if you own it. You will find a dirt path behind the outpost that can easily get you to the site. The winding path will go over the heights to a shack at map coordinates X: 726.7 Y: 796.5. There is a zipline near the shack. Ride it down off the cliff. Don’t snipe anyone or the mission will automatically fail. Enter the shack and you’ll witness a cutscene. A local man named Rongo can access a manifest that may have information on Oliver’s whereabouts. Rongo, however, is one of Hoyt’s three prisoners and his crew forces them to run for their lives across a rice field that has been rigged with mines. Two of the three are killed by the mines but Rongo takes refuge near a shack in the middle of the minefield. You have no option but to kill the two thugs left behind and then cross the minefield to reach Rongo. After Volker departs in his chopper-too bad you’re not allowed to just snipe him-make your way down from the shack and kill the two pirates while they shoot at Rongo. Do a “Chained Takedown” on them since they are concentrating on the escapee or just be cautious and gun them down. Before starting across the minefield, have your health bar maxed out. You may actually survive a blast if you do so. You can be careful and shoot the mines in the shallow water-probably the best option-or you can advance carefully, visually locating and then avoiding them. You will hear them clicking if you get too close. Either option works well until you reach the patch of rice. Stand back and toss a grenade or two into the green area you need to cross to clear a path. You’ll find Rongo huddling near the shack. Rongo says that the information about your friends is probably on a manifest in the nearby village. The village, of course, is heavily defended by pirates. Your task is now to escort Rongo to a shack where he can access the manifest. He has a health bar and if he is killed, the mission will fail. He also has a firearm but rather than this being helpful, it is a hindrance. He won’t be very effective against the pirates; and you’ll find yourself placing yourself in harm’s way trying to protect him as he places himself in harm’s way. His health will, however, regenerate if he doesn’t take damage for a brief time. You are still in the middle of a minefield but Rongo says he knows the location of the mines. Be ready for action but stay behind him when he starts toward the village. An initial wave of pirates will confront you even before you get clear of the rice fields. They will come out of the structures and from the village beyond. They will even take cover, making your task more difficult, and Rongo isn’t prone to caution. Use the metal barriers for cover and try to get ahead or, at least, keep pace with Rongo. With the first wave downed, continue up the hill with Rongo. Another wave of hostiles will greet you as you approach the top of the hill. Rongo will usually have the courtesy to slow his advance, so take the time to clear the area. Rongo will rush into a shack. Restock your ammo at the large cache in front of the shack and take the time to place mines near the entries on both sides of the shack. Don’t place them too close or you will be in their blast radius. Enter the shack with Rongo. While he searches for the manifest, you must hold off a horde of over a dozen hostiles that will filter into the area. Stay inside the shack and address the attackers through the open front of the shack; and, when necessary, the doorways if any hostiles flank your position and get that far. The initial onslaught will come from the street on your left. A grenade or two from the GL-94 grenade launcher will neutralize the first attackers. The second wave will come mostly from the front. There are numerous flammable barrels in the area as well as the large ammo cache. A few grenades or concentrated gunfire will turn the structures into an inferno, impeding the pirates and roasting a few. You will have to kill about a dozen to secure the area. If necessary, exit the structure to mop up any survivor sniping from cover. When the last pirate falls, Rongo will have located the manifest. Loot the area and restock at the large ammo cache, if it wasn’t destroyed during the battle. <<<<<<<<<<<<<<<<< Mission 15: Saving Oliver: (acquired) (CH015) >>>>>>>>>>>>> Outpost: Old Mines/Radio Tower/2 Supply Drops >>>>>>>>>Optional mission: Pinned to Earth Outpost: Rust Yard/Radio Tower/Supply Drop >>>>>>>>>Optional mission: The Social Club >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> The waypoint Willis gives you is about 1600 meters to the west and there is no easy way to get there from the mission site. The minefield is still active so stay away from the fields west of the village. If you have liberated the Rust Yard Outpost, the waypoint is just north of it. There is also a couple of outposts, AM 12 and Old Mines as well as a radio tower in between. You can take the road west from the mission site and work your way around the sheer slopes of the large mountain through enemy territory but the least painful way is to fast-travel to Camp Murder where you can off load your loot and gear-up for an assault on another outpost. Make AM 12 Outpost your waypoint, locate the hang glider on the cliff to the west of Camp Murder and glide across the wide gorge. Make your way toward the outpost by staying in the undergrowth as much as possible. <<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> Outpost: AM 12: (X: 688 Y: 786.5) >>Bounty Board: Wanted Dead no. 13 (sub-menu) ($300) >>Bounty Board: Path of the Hunter no. 10: Hunt for Yellow Neck Cassowary. >>Bounty Board: Path of the Hunter no. 11: An RPG hunt for rabid dogs >>Equipment recommended: The silenced M-700 sniper rifle; the GL-94 grenade launcher or the Recurve Bow with explosive arrows; a shotgun. <<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> Move cautiously onto the boulder about 45 meters southeast of the outpost. Vehicle patrols routinely pass by and komodo dragons are common in the surrounding undergrowth. Remaining atop the rock outcropping allows you to avoid the komodo dragons-the outcropping also offers a good view to tag the defenders and it provides a sanctuary from any attacking guard dogs. Only three pirates defend the outpost but a pack of six guard dogs and the central location of the alarm panel make infiltration of the facility impossible. A komodo dragon will frequently attack the outpost, distracting both the pirates and the dogs. Use any such diversion to your advantage. Any noisy confrontation will likely draw in additional pirates who regularly patrol the roads. This will happen even if an alarm isn’t triggered. If no komodo intervenes, silently snipe the pirate near the alarm and continue dropping the defenders until bodies are discovered. If you aren’t carrying the M-700 sniper rifle, wait until two pirates are near the alarm station and hit them with an explosive arrow or a grenade. This will set off the ammo cache, adding to the general carnage. It will also disable the alarm. Continue sniping or using explosives on any survivors. You must kill all the guard dogs as well as the pirates to secure the outpost. Once the outpost is taken, and before buying any ammo, reload all your weapons and visit the large ammo cache if it wasn’t destroyed in the action. Loot the place and take the Memory Card from the safe house. There is a “Wanted Dead” mission on the bounty board. A pirate is holed up near a shack and he must be dealt with Rakyat style for the $300 reward. There are also two “Path of the Hunter” missions as well. A taxidermist wants a Yellow Neck Cassowary and will pay $225 for it. A sniper rifle is provided for the task. The cassowary skin is used to craft the “Extended Fuel Sling.” The other “Path of the Hunter” pays $175 for eliminating the dogs at a nearby kennel. They have contracted rabies and an RPG-7 will be provided to take them out. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Collectibles near AM 12: Relic no. 70: Boar 8 is located at map coordinates X: 704.9 Y: 792. This is about 175 meters east of the outpost at AM 12. Commandeer a vehicle and drive counterclockwise around the rough mountainous terrain east of the outpost. South of the waypoint a dirt foot path will lead to an old ruin built right into the cliff at map coordinates X: 706 Y: 793. Move into the large ruin and blast the stone door open. Continue deeper into the labyrinth, grab the loot and then climb the vine. Jump over the pit to the vine grab. Continue up the stairs to the open air and be prepared to deal with the komodo dragons that lurk in the undergrowth. Continue up the stairs to get the Relic from the shrine. Relic no. 71: Heron 5 is located at map coordinates X: 702.5 Y: 809.9. Relic no. 70, Boar 8, or the AM 12 Outpost via the path north of the outpost is the recommended starting point. The Relic is on a small island 275 meters northeast of AM 12. If you just acquired Boar 8 you can take the glider near the acquisition point directly to the islet by diving steeply and circling if necessary before landing atop it. If not you’ll have to get there overland. It is on a shrine atop the islet. If you didn’t arrive by glider, you can get up the steep cliffs by using a vine climb on the southeast side. Letter of the Lost no. 13: Mogi’s Third Letter is located at map coordinates X: 682.2 Y: 811.2. This location is about 250 meters north of the outpost at AM 12. The switchback trails north of the AM 12 Outpost will take you to the large bunker on the jutting promontory. The Letter is on the corpse of a Japanese soldier in the large bunker complex. You’ll also find a large ammo catch and other loot. This area is also the site for a hunt for a rare Yellow Neck Cassowary that is offered at the AM 12 bounty board. Relic no. 72: Heron 27 is located at map coordinates X: 658.6 Y: 814.4. You’ll find a glider on the edge of the cliff about 95 meters northwest of the outpost at AM 12. The Relic is on a small steep-sided islet northwest of it. Glide the 300 meters and land atop the islet. If you ditch or you are approaching the islet by water, go to the northeast side where you can climb the long vine to get atop the islet. The Relic is on a shrine. Relic no. 73: Shark 8 is located at map coordinates X: 635.1 Y: 794.2. This is about 535 meters west of the outpost at AM 12. It is located on a remote section of beach on the north side of the island and the fastest route to it is by air. Locate the glider on the cliff 95 meters northwest of the outpost and fly along the beach to the waypoint. You’ll have to dive into the water, swim through a crevice and grab the Relic from the floor of an underwater grotto. You can also raid a red chest along the way. Relic no. 74: Shark 27 is located at map coordinates X: 669.1 Y: 759.9. AM 12 Outpost or the Old Mines Radio Tower are both good starting points to obtain the Relic. The Relic is near the radio tower but you’ll have to search for it by dropping into the cove north of the tower. You’ll find a partially flooded cave at map coordinates X: 668 Y: 764. Watch for crocodiles. Swim into the dark cavern, get out of the water and you’ll find the Relic on a ruin. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - >>>>>>10: Path of the Hunter: Acquired: AM 12 Outpost Mission: Sniper rifle hunt for a Yellow Neck Cassowary Bounty: $225 and a Yellow Neck Cassowary hide The hunt takes place about 180 meters north of the outpost at AM 12. If you own the AMR, grab it before departing the outpost. You’ll have to make your way down off the mountain by a series of switchback trails that lead down to the site. An M-700 sniper rifle and ammo are provided. Equip your sniper rifle and start scanning for the cassowary before crossing the bridge. Drop any birds that are visible. The spot on the target’s neck is distinct but not very conspicuous in the dense undergrowth. You’ll probably have to target any you see. If you have a close encounter, use your machete-these birds can kill you rather easily. You can also slot an “Animal Repellent.” The potion repels birds as well as animals. There will be about a half-dozen birds in the area. Kill any that you see until you bag the Yellow Neck. It will be the waypoint when it falls. The bunker system at this site contains a lot of loot, including a large ammo cache and a Letter of the Lost, Mogi’s third. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Letter of the Lost no. 13: Mogi’s Third Letter is located at map coordinates X: 682.2 Y: 811.2. This location is about 250 meters north of the outpost at AM 12. The switchback trails north of the AM 12 Outpost will take you to the large bunker on the jutting promontory. The Letter is on the corpse of a Japanese soldier in the large bunker complex. You’ll also find a large ammo catch and other loot. This area is also the site for a hunt for a rare Yellow Neck Cassowary that is offered at the AM 12 bounty board. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - >>>>>>Old Mines Sector Radio Tower: (X: 667.4 Y: 757.9) From AM 12 you must travel about 350 meters to the southwest of the outpost through komodo dragon territory to reach the radio tower. There will still be pirates near the tower, so just go afoot, keeping in the undergrowth near the road as much as possible. Watch for both dragons and hostiles patrolling the roadway as you approach the tower. Climb the stairwells to get to a rope climb. Take the next stairwell to another rope climb. Move around the walkway and climb the rope. Turn 180 degrees to another rope climb. Walk the planks to yet another rope climb on the corner with the twisted gratings. A pair of ladders will take you to the top. New weapons are offered free and two “Supply Drops” are activated. Use the zipline on the southeast side to get to one of the “Supply Drop” missions. >>>>>>Old Mines Sector Radio Tower Supply Drop: ($225, 250 XP) If you used the zipline to descend the tower, raid the shack and then go down the hill to the ATV. The 1:00 minute timer gives sufficient time. Don’t miss the initial sharp right turn onto the bridge. You can then floor it until you approach the third flare. You’ll go off road and you don’t want to hit the boulders on the left side of the route. You’ll hit a path that will take you to the finish. Be sure to dodge the trees and hit the brakes near the final flare or you’ll go airborne off the heights. The destination is near the northern coastline about 200 meters west of the outpost at AM 12. >>>>>>Old Mines Sector Radio Tower Supply Drop: ($225, 250 XP) This delivery either requires a jump into a cenote near map coordinates X: 658.9 Y: 740.1 or you can enter the mine shaft in the rear of the Old Mines Outpost after you liberate the facility. Look before you jump into the water or you’ll hit something solid and find yourself back at the radio tower. The delivery will be by boat but there is a Relic and loot to be had first. The Relic can be found in a small grotto far above the water. To reach it, you must undertake a series of rope climbs and grabs and jumps. There are numerous loot chests to pilfer along the way. Dive back into the water to pursue the delivery when you complete your looting. Get into the boat and pilot it out of the dark cave, chasing the waypoint through the winding passage. There are three ramps to jump and you must hit them with speed to clear them to gain the river channel beyond. After clearing the third ramp, a few sweeping turns to the right will take you to the finish. The 1:05 timer is adequate if you have minimal mishaps along the way. The destination is near Churchtown, about 360 meters west of the outpost at the Old Mines. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Relic no. 76: Spider 27 is located at map coordinates X: 661.4 Y: 736 The AM 12 Outpost or the Old Mines radio Tower Supply Drop are the recommended starting points to obtain the Relic. There is a cenote that you will visit for a Supply Drop when you have completed your task at the Old Mines Radio Tower. If you’re not doing the Supply Drop the cenote has map coordinates of approximately X: 660 Y: 740. Dive into the water and take the wooden ramps and rope climbs to the top. Inside the grotto is a shrine with the Relic. This route will lead to a cave that emerges in the rear of Old Mines Outpost. This cave is found by doing one of the nearest Radio Tower’s Supply Drops and provides an alternate approach to liberating the Old Mines Outpost. <<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> Outpost: Old Mines: (X: 647.6 Y: 742.7) >>Bounty Board: Wanted Dead no. 14 (sub-menu) >>Optional mission: Pinned to Earth >>Equipment recommended: The silenced M-700 sniper rifle; a silenced ranged weapon, like the Recurve Bow; a close-quarters weapon-a shotgun or an automatic rifle <<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - >>>Note: As stated above, there is a cave accessible by the ramps where the second “Supply Drop” mission started. If you use the cave you can assault the outpost from the mine. Using this route is likely a bit more difficult than using the roadway. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Old Mines Outpost via the cave: After diving into the cenote at map coordinates X: 660 Y: 740, you’ll have to climb the scaffolding via numerous rope climbs to get to the wooden walkway leading into the cave. Climb the long ladder and be prepared for action. Just ahead there is a Sniper on an elevated platform. Use an “Enhanced Perception” to locate him and keep track of his focus. Climb the rope to get onto the platform and do a “Takedown” on him when he is looking away. There are four additional defenders and two guard dogs to deal with. Release the caged leopard and step back and let it rampage. An “Animal Repellent” can help you stay alive as the cat battles the pirates and the dogs. It is difficult to target both alarm panels from the platform, so try to remain undetected during the commotion. When the carnage is complete there will likely still be a Sniper on an overlook to the northwest and perhaps a riled-up leopard. Stay on the elevated platform and snipe him to secure the outpost. Old Mines Outpost via the road: Approaching the Old Mines Outpost by the roadway is challenging. The road coming in from the northeast is monitored by a foot patrol and any nearby patrol truck will respond to any noisy altercation. Komodo dragons and packs of feral dogs are also common in the area and contact will them or with pirates can easily disrupt a stealthy approach to the remote outpost. As you approach the outpost, take the side path up the grade. It is a good tactic to use an “Animal Repellent” syringe to discourage the attention of both the feral dog’s plaguing the region and the outpost’s two guard dogs. A Sniper overlooks the outpost from an elevated outlook on its outskirts. His focus will be toward the outpost, so put him down with a “Takedown” or a silenced weapon. Use the overlook to scout and tag the four remaining defenders and the two prowling dogs. A second Sniper keeps watch on an elevated platform near the cliff face and three pirates prowl the small compound. The pair of guard dogs makes infiltration a very poor option. From the overlook you can just see part of the bamboo cage that is housing an angry leopard. It is near the cliff beyond the safe house. If you have the silenced M-700 sniper rifle, score a headshot on the Sniper on the elevated platform so his demise goes unnoticed. This shot can be done with the bow but it is challenging. You can actually get onto the rock ledge along the cliff to get closer, but you risk detection. Release the leopard by shooting its cage. This distraction should allow you to target the defenders during the ordeal and to move in to mop-up any survivors of the leopard’s rampage. If you’re not carrying the silenced M-700 sniper rifle, you can release the leopard by dropping off the cliff near the overlook and then travelling on the low side of the roadway and entering the outpost on the far side. From there you can easily target the leopard’s cage. This is also close to the alarm panel and you may be able to disable it when the leopard disrupts the defenders. An alarm will summon numerous reinforcements from the nearby roadway. When you enter the outpost, be sure the leopard isn’t still active and grab the skin when you loot the premises. There is a Memory Card in the safe house. You’ll find a “Wanted Dead” mission on the bounty board. Pirates have murdered a local man in the woods and the leader needs justice Amanaki style with a knife. It pays $300 for the kill. The optional mission, “Pinned to Earth” is also activated. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Collectible near the Old Mines Outpost: Relic no. 75: Boar 27 is located at map coordinates X: 678.9 Y: 742.1. This location is an old mine about 320 meters east of the outpost at the Old Mines. Commandeer a vehicle and drive north, then east to the old mining facility. There is an abandoned mine tunnel just east of the mining camp. The Relic sits on a chunk of ruin in the tunnel. It will be worth your while to ransack the camp before leaving. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - >>>>>>Optional Mission: Pinned to Earth: The mission site is about 220 meters southwest of Camp Murder. With the sector in Rakyat hands, you can drive to the site but it is just as easy to sprint cross-country to the old shack. Watch for komodo dragons along the way. The woman you meet claims to have witnessed a plane crash the previous night. She says that nobody believes her. Accept her mission to investigate the plane crash to check for survivors. The new objective marker is to the northwest where you will find a glider. Glide down to the beach below and land near the old plane crash. Check out the old crash site. A new waypoint appears just down the beach. Talk to the local in the shack. He informs you that the crash happened ten years prior and that there is no old woman in the village-a ghost? >>>>>>Rust Yard Sector Radio Tower: (X: 565.8 Y: 765.7) The outpost at the Rust Yard is in the middle of nowhere. The terrain between the outpost at the Old Mines and the Rust Yard and its radio tower is over 700 meters of torturous terrain. Rivers, precipitous falls, sheer cliffs, predators and pirates make it a harsh route. If you start at the Amanaki Outpost it is about 800 meters to the Rust Yard. While the terrain isn’t as rough as the route from the Old Mines, it is open and very well-patrolled. The heights to the west of the outpost are both difficult to navigate and the slopes teem with dangerous wildlife. Rather than hoofing it, fast-travel to the Amanaki Outpost, commandeer the car located there and drive north to the cenote at map coordinates X;696,5 Y: 791. It is a considerable drive but it is in Rakyat territory. The glider on the heights just east of the cenote will easily take you to the Rust Yard Sector Radio Tower. The Rust Yard Radio Tower is northwest of the outpost on the west side of the mountain near the main road. A wooden walkway connects the tower to the mountainside and it is the only way to get onto it. Go across the wooden ramp onto the tower and climb the rope from the angled grating. Go around the tower on the walkway and climb the rope. Walk across the planks to the stairwell. Two simple rope climbs will get you onto a platform where a ladder will take you to the top. Deactivate the scrambler and new weapons will be offered free and a “Supply Drop” will be activated. With an assault on the Rust Yard Outpost forthcoming, it is best to skip the “Supply Drop” until the outpost is liberated. The west zipline takes you to the “Supply Drop” but it will put you below the cliff, making you skirt around to get back to the starting point. Skip it for now and take the east zipline to the rocky knoll. You’ll find loot atop the crag, including a red chest. <<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> Outpost: Rust Yard: (X: 579.4 Y: 752) >>Bounty Board: Path of the Hunter no. 12: Sniper rifle hunt for a White Belly Tapir >>Equipment recommended: The Recurve Bow (optimal) and/or another ranged silenced weapon; one or more “Animal Repellent” syringes; A close-quarters weapon-a shotgun or an automatic rifle <<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> The mountain northwest of the outpost, just east of the radio tower, is about 150 meters from the outpost. The slopes are usually teeming with wildlife, including cassowary, dogs, buffalo and tiger. Just north of the outpost there is a junction. Set a waypoint there and make your way down off the heights toward it. Having an “Animal Repellent” slotted is advised to prevent a skirmish with the abundant wildlife. Be keenly aware of patrol vehicles as you approach the junction north of the outpost. Quickly cross the intersection, jump the guard rail and get out of sight beyond the boulders on the hillside. There are several small bushes outside the fence on the north side of the outpost where you can remain undetected while you tag the five defenders and the energetic guard dog. The dog and the central location of the alarm panel make any direct infiltration extremely difficult. Be acutely aware that a tiger will likely attack either you or the outpost during your incursion. Have an “Animal Repellent” slotted to improve your odds. While the dog wanders the compound, one of the pirates walks perimeter. His route takes him behind the safe house. Another stands guard near the alarm panel and a sentry hangs out on the west side. Two additional defenders are busy with tasks on the far side. When the pirate’s patrol route takes him behind the safe house, toss a stone near the fence to draw him away from the building and outside the fence. Toss a second stone if necessary. Drop him with a silent weapon when he gets outside the compound. Toss a stone into the roadway outside the compound to draw the dog away. While the dog goes out into the road, toss another stone to the rear of the building. This should make the pirate near the alarm panel go behind the building to investigate. If done quickly, the pirate will be on the move well before the dog returns to the outpost. Drop the pirate behind the safe house. If the nosy dog wanders behind the building, put him down before he detects you. Either way, circle to the east around the outpost to get to the south side. Beyond the large boulder there is a gap in the fence. Monitor the dog’s location, if it is still active. Observe the sentry across the compound. If he is looking your way, toss a stone over his head to change his focus. Do a “Takedown” on the pirate doing the welding and do the same on the kneeling pirate. Kill the sentry and, if necessary, the dog, to secure the outpost. A tiger attack can disrupt or aid any infiltration effort. If you hear a growl during your incursion, inject an “Animal Repellent” without delay. It isn’t unusual for an attack to take place even before you enter the area. If a big cat enters the outpost, let it rampage while you take shots from cover. The odds of a tiger attack are quite high-less so if you had to kill one while approaching the outpost. Occasionally buffalo or feral dogs will also attack. If you have several “Animal Repellents,” you may be able to stay in cover, wait for an attack and then just let the big cats clear the facility. Use the safe house vendor if needed, check for loot and take the Memory Card. The bounty board has a “Path of the Hunter” mission. This is a bow hunt for a White Belly Tapir. It pays $225 and the hide can be used to craft the “Extended Munitions Pouch.” - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - >>>>>>12: Path of the Hunter: Acquired: Rust Yard Outpost Mission: Bow hunt for a rare White Belly Tapir Bounty: $225 and the White Belly hide The mission site is on an island about 270 meters southwest of the Rust Yard. Sprint south from the outpost and watch for big cats as you go. Swim to the island where you’ll find a bow and arrows on a crate inside the shack. There are quite a few tapir on the island but the White Belly is noticeably different. It has a broad white stripe around its belly. You can get a better view of the area by getting atop a boulder to scan the underbrush. When you locate a tapir, use a “Hunter’s Instinct” syringe to counter their skittishness. There are numerous “amber” leaves on the island for crafting syringes. Be aware that tigers will occasionally hunt the herbivores on the island, so have an “Animal Repellent” and a shotgun handy for close encounters. Since the tapir aren’t dangerous, just listen for their squeals, tag them and hunt until the waypoint says you have the White Belly. Craft the “Extended Munitions Pouch” and stock up on “green” and “amber” leaves before leaving the island. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - >>>>>>Rust Yard Sector Radio Tower Supply Drop: ($225, 250 XP) Speed away from the tower to the fourth flare where you must turn to the left onto an intersecting road. At the sixth flare you’ll have to cut cross-country. The route will take you down a ridge and off the mountain to the finish. This is a relatively easy run but the 1:05 timer isn’t forgiving. The destination is at an intersection only 125 meters south of the outpost at Cradle View. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Collectibles near the Rust Yard Outpost: Relic no. 17: Heron 3 is located at map coordinates X: 557.6 Y: 761.2, which is about 235 meters northwest of the outpost at Rust Yard. There is a wrecked car on a hillside ledge just southwest of the radio tower. You can drive and park near it and hike up the slope or carefully drop down from the higher ground near the radio tower. The Relic lies alongside the vehicle. Relic no. 18: Boar 25 is located at map coordinates X: 559.6 Y: 778.3. This is about 325 meters northwest of the outpost at the Rust Yard, and 130 meters from the Rust Yard Sector Radio Tower. The mountainous terrain between the outpost and the shrine has a lot of wildlife, including buffalo, tiger, cassowary and feral dogs, but you can drive most of the way on the web of interconnecting roads. If you haven’t taken Cradle View Outpost, this will be on the margins of Rakyat control. You’ll find the Relic on a ground level shrine. Relic no. 19: Boar 5 is located at map coordinates X: 592.3 Y: 774.2. There is an old mine near the roadway approximately 250 meters northeast of the outpost at the Rust Yard. You can commandeer a vehicle at the Rust Yard and drive to the mine’s entry at map coordinates X: 590.5 Y: 776.2. The entry tunnel is blocked by debris. Use an explosive to clear it, and you’ll find a really long ladder on some staging that will get you to the Relic. Relic no. 20: Shark 6 is located at map coordinates X: 594.8 Y: 794.9. This is about 450 meters northeast of the Rust Yard. You can drive much of the distance by going north out of the Rust Yard, and then hoofing it over the mountain to the falls. Beneath the waterfall you’ll find the Relic at the bottom of a deep pool near the wreck of a vehicle. Relic no. 21: Shark 7 is located at map coordinates X: 606.4 Y: 761.3. There is a river approximately 275 meters east of the outpost at Rust Yard. You can drive ten times the distance by taking a vehicle from the Rust Yard or you can just sprint straight for it cross-country. Once there you’ll have to dive into the water under the wooden bridge to get the Relic from the bottom of the stream. <<<<<<<<<<<<<<<<<<<<<< Saving Oliver: (Starts) (CH015) >>>>>>>>>>>>>>>>>>>>>> Mission: A convoy of Hoyt’s men is transporting Oliver so he can be flown to the South Island. Jason must get to the rendezvous to prevent the extraction and to rescue Oliver. >>Equipment recommended: A shotgun or an automatic rifle. >>Note: You will be given a Z93 sniper rifle at the mission’s site. <<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> Open your map and fast-travel to the Rust Yard. The outpost is just south of the mission’s waypoint. You’ll find a truck with a turret gun at the waypoint. A skulking pair of komodo dragons lurks near the vehicle and will try to have you for lunch. You only have 1:40 to get to the objective but that timer is ample. Drive up the hill toward the waypoint, veering right at the fork and when the roadway veers to the left, go off road and down the hill toward the waypoint. There are two pirates to deal with before you can reach the overlook. Man the vehicle’s turret to mow them down or exit the vehicle and gun them down. Don’t dawdle; you must get to the overlook before the timer runs down. A helicopter lands to transport Oliver to the South Island and then the convoy carrying him arrives. Take note of the numerous red explosive barrels scattered about the docks. You will automatically be viewing the area with the camera. When one of the five pirates has finished abusing Oliver, he will take him toward the chopper. You will automatically be switched to viewing the scene through the scope of a Z93 sniper rifle. The weapon is potent but is slow to chamber a round and seems a bit unstable after each shot. You must complete the action while looking through the scope, greatly limiting your field of view and slowing your ability to scan laterally. Zoom in and out during the skirmish to mitigate this problem. Kill the pirate abusing Oliver. This will prevent him from putting Oliver aboard the chopper, and will enable him to grab his firearm and scramble away from his captors. You must now kill the pirates near the vehicles; and, as Oliver moves down the dock, you must kill the pirates that flood out of the main structure. The numerous flammable barrels scattered about the dock will greatly aid your cause. Shoot them whenever a pirate gets near one. Your limited field of view and the slow movement allowed by the scope makes locating the hostiles the most difficult portion of the mission-remember to use the zoom feature. As Oliver progresses to the end of the dock, an RPG Sniper will emerge from the building with the last of the defenders. If possible put him down before you are released from the scoped-mode. Don’t linger on the overlook once Oliver has commandeered the boat. Jump into the water to get aboard. Man the boat’s turret gun as Oliver races away and suppress the RPG Sniper if you didn’t get him before jumping. As you get underway, be aware that continuous firing of the turret gun may cause it to overheat-fire in controlled bursts during the escape. The erratic bouncing of the boat during this run makes targeting a bit difficult. Hostiles from a shore station on your right will fire on you and then a gunboat will come from the left. Go for the boat’s gunner. Be aware that killing the driver can result in a collision when the enemy vessel spins out of control. A bridge checkpoint looms ahead. You can knock out the pirates by hitting the explosive barrel. After passing the bridge, a vehicle, a gunboat and another pair of vehicles will attack from the roads or the docks on the shoreline to your left. Another gunboat will enter from the right just before the sound of a helicopter gunship can be heard. Hammer the chopper’s crew in the cockpit to reach safety. You will reunite Oliver with Liza and Daisy. Dr. Earnhardt is high again. Liza realizes the tattoos and the island are changing you in a fundamental way. You tell her you have more work to do-the others are still missing. You depart the cave and Willis refers you to someone named Buck who might have useful information on the others. You will despise Buck from the first time you meet him-guaranteed! >>>>>>Optional Mission: The Social Club: Rather than leaving the cave, partake of Dr. Earnhardt’s “reds.” You will have a flashback to Bangkok where your group is at a club. It will give a bit of insight into the party. Not all is well between Jason and Liza and Keith seems prone to play at being the tough guy. This will be in two parts so when you rouse from your stupor, have another “red” to continue the trip. There is no reward for this venture but it is a worthwhile and informative “trip.” <<<<<<<<<<<<<<<<< Chapter 06: A Piece of the Past: (CH016) >>>>>>>>>>>>>>>>>> Mission: Volker has sold Keith to a local thug named Buck. After meeting Buck in Badtown, he agrees to trade Keith for the same dagger that Citra covets. He believes that there is information on its location on a ship called the “Nostalgia.” The ship is in the possession of Vaas’crew. >>Equipment recommended: A silenced scoped automatic weapon; the Recurve Bow with fire arrows/or C4 charges; an automatic weapon like a LMG <<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> Open your map and fast-travel to Badtown. Go into the bar to meet Buck, who is a truly loathsome character. He claims that he can produce Keith, whom he has purchased from Hoyt, but he wants something in return. You must retrieve information on the location of the dagger that Citra wants so badly. He also wants it and he is willing to trade Keith for the artifact. He believes that a treasure hunter had information on its location, but he was killed when Vaas’ pirates seized his ship. The needed information may be stored on the ship’s computer-the “Nostalgia” is anchored offshore and is still under Vaas’ control. If you have liberated the outpost at Tequila Sunrise, open your map and fast-travel to its safe house. This will place you near the coastline and the “Nostalgia.” Visit the vendor to gear-up. Take a silenced automatic firearm, preferably one with an optical scope. If you have the Shredder, it is the one to take. Take C4 charges and equip a heavy hitter, like a LMG in case stealth tactics fail. If you have the leaves to craft a “Deep Dive,” or two, slot the potion. There is a glider northeast of the outpost, which can be accessed by passing through a cave whose entry is just north of the outpost. A footpath off the main roadway will take you through the mountain to the cliffs overlooking the bay. From these heights, you can see the “Nostalgia” positioned about 450 meters offshore. Take to the air and either glide toward it or just glide down to the shoreline below where you’ll find a jet ski at an abandoned boat dock southwest of the ship. If you opt to fly toward the ship, regardless of your piloting skills, you’ll ditch in the water about 235 meters from the ship. Be prepared for a possible shark attack as you swim toward the ship. If you go by boat, just stop about 80 meters from the waypoint and swim from there to maintain stealth. Climb the ladder on the side of the ship, near the stern, to get aboard - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - >>>Note: Occasionally the outside decks will be devoid of pirates when you get aboard the “Nostalgia.” This can only happen if you approach by boat. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - A Sniper will be on watch at the top of the metal stairwell-his focus will be toward the sea. Ten additional pirates guard the exterior decks of the ship. The five pirates guarding the bow include a Heavy Gunner who stands guard near the starboard entry hatch. The five pirates on the aft decks include two on the upper and three on the lower deck. Kill the Sniper. You can use a silent weapon to kill him but if you sneak up the stairs and do a “Takedown Drag,” his corpse won’t be quickly noticed, allowing you to maintain stealth. Even if you shoot him with a silenced ranged weapon, you’ll still have a brief interval before a pirate on the fore deck spots the corpse and calls out, prompting a search. Waste no time getting onto the upper aft deck. Stalk and kill the two pirates. A silenced automatic weapon or well-executed “Takedowns” can quickly put them down while you remain unobserved by the three pirates on the fantail. Quickly target as many of the three pirates on the lower aft deck as possible. Kill any pirate that has searched his way onto the upper deck, and then return to the stairwell where you dropped the Sniper. This will give you the high ground. Begin targeting the hostiles coming from the fore deck. Despite the carnage going on all about him, the Heavy Gunner will seldom roam far from his post unless he is pursuing you. Once only the Heavy remains, stay on the upper deck and move to the starboard, or the right side, of the ship, locate the Heavy Gunner and hit him with a C4 charge or a fire arrow. Loot the corpses and enter the ship through the hatch that the Heavy Gunner so recently defended. Surprisingly, the skirmish on the outside decks wasn’t noticed inside the vessel, so use a “Takedown” on the unsuspecting pirate who is moving away from the entry hatch as you enter. Continue on to the hatch and open it. There are two guards in the adjoining chamber. One is kneeling, busy looting a corpse. The other pirate will wander over near the alarm panel bringing them both into your sights. Do yourself a favor, wait for the second pirate to settle down and silently kill them both so you can disable the alarm system. Doing so will make the route ahead much easier. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Note: If an alarm is given, expect heavy resistance as you start for the stairs to advance through the ship. Pirates will come up the stairs, so stay atop the stairwell to deal with them and watch for flankers coming from parts unknown. Be aware that clean kills, allowing you to disable the alarm, will allow you to maintain stealth throughout this mission. If an alarm is given or things get noisy, you won’t be opening hatches as you proceed but you will be fighting pirates. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Go down the stairs and open the hatch. Silently drop the pirate just ahead and then the one around the corner. He will remain preoccupied with his welding if your prior kill was undetected. Open and proceed through the next hatch. Three hostiles guard the chamber housing the artifacts. Two of them mill unsuspectingly near the entry and a third is farther back. An “Enhanced Perception” will allow you to locate them, permitting you to quickly clear the chamber. You can use a “Chained Takedown” on the first two and then gun down the third in the back of the chamber. Advance toward the hatch in the rear of the chamber. If your actions were stealthy, you’ll have to open it; if things were noisy, the Heavy Gunner guarding the computer room will emerge and lumber forward. However it unfolds, hit him with a C4 charge or a fire arrow to secure the space. Interact with the computer. While you are waiting impatiently, craft or slot a “Deep Dive” syringe or two if you have the makings-you’re on a boat, you never know. After the download is completed, take the ancient compass from the table. This triggers a bobby trap and a bomb detonates. You are propelled out of the room and into the adjoining room as water floods into the ship. When the cutscene is over, swim straight toward the waypoint and grab the glowing air bottle to catch a breath. Continue swimming forward toward the glowing red light, turn left in the corridor and then turn right through the dark hatch. Swim ahead and you’ll surface in an air pocket. Walk through the clutter toward the red light on the far side of the chamber. During a cutscene, you’ll close a hatch at the end of the corridor. After the cutscene, you’ll be oriented in the proper direction so just walk toward and then past the light and into the flooding corridor beyond. You’ll find a glowing hatch to interact with. Water blasts in. When it equalizes, swim through the hatch, and then dive down on the left, going toward the light. You’ll be grabbed by a pirate. Follow the prompts to dispatch him and continue past his floating corpse, swimming into the corridor to the right of the glowing light. Continue into the narrow passage and use the air bottle to catch a breath. This last part of the swim is rather intuitive and using a “Deep Dive” syringe may be prudent, although you can easily make it out of the flooding vessel if you don’t become disoriented during the swim ahead. Follow the glowing light, bearing right, then left twice and right again, always swimming toward the red light. When you reach the glowing port, use the air bottle to catch a breath. Interact with the port. You will be expelled from the ship. A cutscene rolls and sharks circle. You will find yourself lying on the beach. Buck, ever helpful and everywhere but hell where you’ll want him to be, simply informs you that his research says to follow the compass. He disappears, leaving you on the beach. <<<<<<<<<<<<<<<<<<<< Mission 17: Down in the Docks: (CH017) >>>>>>>>>>>>>>>>> Mission: The search for the dagger continues in a system of caverns defended by Vaas’ crew. >>Equipment recommended: A silent weapon with range like the Recurve Bow; a scoped and silenced automatic weapon; hand grenades; one or more “Enhanced Perception” syringes. <<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> Buck’s new location is on the tip of the peninsula about 450 meters to the south. Since the previous mission concluded near the outpost at Nat’s Repairs, go there to use the vendor. Slot your Recurve Bow and a silenced automatic firearm, preferably one with an optical sight. The Shredder is ideal. It is never a bad policy to equip a heavy-hitter like a LMG or a shotgun. Top off your supply of grenades as well. Having enough “crimson” leaves to craft one or more “Enhanced Perception” syringes is also advised. Start south and commandeer a vehicle. Proceed down the peninsula and slip down off the bluffs to meet with the insufferable Buck at the waypoint. Whether you want to hear it or not, Buck gives you a history lesson. He believes the dagger may be in the nearby subterranean cave/temple complex. You’re to fetch it for him. Enter the structure and climb the vines near the glyphs to access the level above. Grab the loot in the rear area after killing the snake and then move down to the dark cavity below the fractured concrete. Use the vines located above the rubble to get to the next level and then move around the corner. Watch and listen for another snake if you go for the cash on the crate. Descend the metal stairwell, drop down and enter the water. Swim through the fractured bars and into the long circular conduit and into the cavern housing the submarine beyond. There are six pirates defending the area. The first is a Charger standing atop the gutted submarine. You will see him on your way in. A lone sentry loiters on the lowest platform and five more guard the higher levels of the dock. After you swim through the gutted submarine, dive to remain undetected and make a “Ledge Takedown” on the pirate on the lowest platform. If you don’t have the needed skill, a version of a “Takedown from Below,” you’ll have to exit the water for the kill, greatly enhancing your chances of being spotted. If you’re seen, a firefight will ensue with Molotovs coming your way. With the pirate eliminated, exit the water and crouch on the steps. Locate the Charger on the submarine. He is the most likely one to make things painful. Make him your second victim-put an arrow in him or kill him with a silenced headshot from the M-700 sniper rifle. Another pirate will be on the next platform and another on the higher platform beyond. Two more are on duty farther back in the grotto. When the pirate just ahead is looking away, move forward and get near the concrete wall near the steps. Kill him with a “Ledge Takedown.” Step back and toss a stone against the wall if needed to get him close enough. Move up the stairs, crouch behind the crate and snipe the Charger on the high platform. The Charger will probably fall to the deck, alerting the other hostiles, but you can easily stalk and kill the last two pirates. A firefight in the dock area doesn’t seem to alert the hostiles deeper in the cave. With the dock secured and looted, move up the rock incline until you come to a drop off. Use an “Enhanced Perception” to determine the locations of the seven hostiles in the cavern beyond the rock wall and the sandbags. A lookout mills on a rock ledge on the right side of the cavern. He will occasionally leave his post and join his buddies below. Three of the pirates normally stay in the rear of the grotto, near a turret gun, guarding the sealed entrance to the ruins. The turret gun has a deadly field of fire and anyone manning it is protected by a wall of sandbags. Three more loiter in the center area, near a detonator. The pirates have rigged a powerful explosive on the ruin’s entry and three pirates loiter in the central area near it. Drop down and stay behind the low wall of sandbags and initiate the bloodbath by killing the pirate on the ledge and then quickly killing a couple near the detonator. Either gun them down or toss a grenade among them. Duck back behind the rock wall and let a fourth come to you. The three remaining pirates will normally stay back near the turret and one of them will man it, but their actions are hard to predict. You can now either snipe from behind the sandbags or toss a couple of grenades. They may even charge your position straight into your gun barrel. If you can keep their heads down, you can sprint to the detonator and trigger the explosives which will kill anyone in the area. Be aware that anyone surviving will re-man the turret if allowed. With the area secured and looted, use the detonator to blast open the sealed stone doorway, giving you access to the ruins beyond. Enter the ruins. Go across the courtyard and into the stone corridor. Kill the snake lurking in the gloom near the flowering “amber” plant. You’ll come to a drop-off. With nowhere to go, you’ll have to drop into the water. You can actually be an observant Jason and simply spot and shoot the crocodile in the water before entering; or you can be bold and jump into the pool and follow the prompts to kill it. If you want the skin, dive to collect it-the croc was a loner. Swim toward the greenish glow and use the vine to exit the water. On the opposite side of the chamber, there will be an emblem on the portal, not unlike the compass. Interact with the stone portal which slides open. Move through the door, dive boldly into the dark water and swim through the open portals to the light. Surface and use the vine to access the next level. Move into the stone corridor. As you move toward the waypoint and try to jump the gap in the ramp going down to the lower area, the rubble will give way. You will plunge into deep water and must regain the surface. Move toward the waypoint but Jason can’t get onto the ledge to reach the artifact. He will, however, notice that two old switches, located on the left and the right, are holding back additional water, preventing the water level from rising further. Interact with the golden circle on the right, as positioned from your entry point, and then shoot or melee the three glowing poles holding the plug in place. Reverse course, swim out and surface. The water has risen but not enough to allow you to reach the ledge. Dive to and operate the switch on the left side of the chamber. Swim in and get out of the water. Shoot or melee the three poles to release the plug, further flooding the chamber. When you swim back toward the entry a boulder falls and blocks the way out. You’ll have to find another way. Surface for air; and, still facing the portal where you entered, go up and over the wooden platform, dive, swim to the light and you will surface in the main chamber. The chamber has now flooded enough so that you can reach the vines. Move to the next chamber, grab the loot and take the next piece of the compass from the altar. The place starts to collapse and you must get out. The new waypoint will be beyond and to the left of the altar. The collapsing stones will have exposed a very narrow wooden walkway. You will be facing it after the brief cutscene. Follow the directional prompt to cross it and it will place you in a fissure, allowing you to get to daylight and yet another encounter with Buck. He is extremely disappointed that you don’t have the knife and threatens Keith again. The new piece, however, makes the compass glow almost magically. Is this a clue on how to proceed? Buck disappears again. <<<<<<<<<<<<<<<<< Mission 18: The Motherlode: (acquired) (CH018) >>>>>>>>>>>> Outpost: Cradle Gas <<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> Buck has again taken off and is located to the west. The tortuous country you find yourself in makes fast-travelling to the outpost at the Old Mines or another outpost a better option than walking the shoreline of the river. You will also be able to adjust your rucksack and buy ammo if needed. <<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> Outpost: Cradle Gas: >>Bounty Board: Wanted Dead no. 15 (sub-menu) ($275) >>Bounty Board: Path of the Hunter no. 13: Shotgun hunt for a rare Undying Bear >>Equipment recommended: (Infiltration) The Recurve Bow (optimal) or another silenced weapon; a close-quarters weapon-a shotgun or an automatic weapon. >>Equipment recommended: (Sniping) The M-700 sniper rifle (optimal). A close-quarters weapon-like a shotgun or an automatic weapon. <<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> Before meeting with Buck, select Cradle Gas as your waypoint. If you have liberated the Old Mines Outpost, it is the best option for approaching the remote outpost at Cradle Gas. If all or most of the surrounding outposts are in Rakyat control, the territory will be patrolled mostly by them and they will periodically attack the outpost. When you approach the outpost, stay about 125 meters north of the facility where you can tag the seven defenders from near the roadway. The garrison includes five Snipers and they are vigilant. One of them is stationed on a rooftop on the southwest corner near a turret gun. Another is on an elevated platform near the roadway. Infiltration option: There are two alarm panels. The one located on the southwest side of the shack is your first objective. Skirt the eastern side of the facility, staying as far away as the terrain allows. You will likely encounter a pack of dogs on the hillside south of the outpost-either use an “Animal Repellent” syringe to keep them at bay or silently dispose of them to remain undetected. Locate the hole in the fence and make sure the rear area is clear before entering. A second pirate will sometimes briefly join the Sniper on the rooftop. Don’t kill the Sniper on the rooftop-disabling the alarm is your first priority and his early demise may be noted if a rover is looking his way. Once the alarm system is disabled, kill the rooftop Sniper with a headshot to minimize the chance of your incursion being noted. Your options are now numerous. You can continue stealth by entering the central garage and sniping or you can climb onto the rooftop and do the same. The turret gun is available and the place is a fueling station. There are many flammable barrels to target. Unless the pirates still control the surrounding sectors, Rakyat forces are highly likely to attack the outpost. Use their incursion to target the defenders from behind. Dingoes also frequently enter the compound, creating havoc. The fires caused by exploding barrels can also kill or flush your opponents into the open. Sniping option: There are several rock outcroppings southwest of the outpost. One is located about 45 meters from the outpost and its elevated position is excellent for sniping. The positioning of the garrison, however, will prohibit you from clearing the outpost without corpses being discovered. You can, however, easily mask your own position by ducking below the crown of the boulder as you select new targets. Both alarm panels are visible and can be shot to prevent a general alarm. Before attacking, it is prudent to shoot the alarm on the side of the safe house. Targeting it after the action begins can get you spotted since you have to get atop the boulder to hit it. Start your assault by sniping the nearest alarm and then take the rooftop Sniper near the turret gun. The Rakyat or, occasionally, dogs oftentimes distract the defenders. If they do you can probably secure the outpost by targeting both the pirates and the explosive containers. Don’t forget to shoot the second alarm panel. If your position is compromised, a few pirates may come your way. One may even drive a vehicle up the road or the hillside. You can either address them there or drop down into the outpost and man the turret gun, which has a 360 degree field of fire. You can also get onto the rooftops to continue sniping. There is a “Wanted Dead” mission on the bounty board. It pays $275 for killing a pirate in the nearby woods. A “Path of the Hunter” mission is also offered. You must shotgun an Undying Bear in a nearby cave. It pays a $275 bounty. This kill will allow you to build a bigger rucksack and it is well worth tackling. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - >>>>>>>13: Path of the Hunter: Acquired: Cradle Gas Outpost Mission: A shotgun hunt for an Undying Bear Bounty: $275 and the Undying Bear hide The mission’s starting point is 130 meters due south of the outpost. Before leaving the outpost, grab the Bull shotgun if you own it. Move up the dirt path behind the Cradle Gas Outpost and harvest a few “amber” leaves to craft an “Animal Repellent.” If you’re in need of a shotgun, take the M133 shotgun and shells from the crate. Continue up the dirt path and enter the dark cave. The bear will come from the rear of the cave. Blast him with your shotgun and keep blasting until it falls. An “Animal Repellent” or a “Deadly Hunter” syringe can help keep you alive as you slay the bear. Loot the bear’s victim’s corpses and grab the cash and the ammo on the cave’s floor. Craft the “Extended Rucksack” with the badly scarred hide, giving you room for 96 loot items. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Collectible near Cradle Gas Outpost: - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Relic no. 49: Spider 8 is located at map coordinates X: 622 Y: 712.8. This is approximately 120 meters north of the outpost at Cradle Gas. At map coordinates X: 620.6 Y: 712, you’ll find a fissure in the ground with ruins beneath it. Drop through into the shallow water-this is a blind drop, so have full health just in case. There is a Relic on an elevated pedestal and getting to it requires you to jump from one pedestal to the next where you can reach it. You can exit the ruin by climbing a vine and making a couple of jumps to get to daylight. This is also an alternate way in at map coordinates X: 617.5 Y: 713. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - <<<<<<<<<<<<<<<<<<<<<<<< The Motherlode: (Starts) (CH018)>>>>>>>>>>>>>>>>>>>> Mission: The quest for the dagger continues in caverns defended by Vaas’ crew >>Equipment recommended: A silenced automatic weapon like the Shredder; the AMR sniper rifle (optimal) or another sniper rifle; a hard- hitting automatic weapon like a LMG; The GL-94 grenade launcher and/or a full supply of grenades <<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> Open your map and fast-travel to the outpost at the Old Mines. Use the vendor to gear-up for the mission. If you have it, take the AMR; if not, take one of the other sniper rifles. Take a silent weapon like the Shredder or another silenced automatic firearm. A hard-hitting firearm like the U100 LMG and the GL-94 grenade launcher are also recommended. Stock up on grenades and have enough “crimson” leaves to craft several “Enhanced Perception” syringes. Be sure to make room in your rucksack. Commandeer a vehicle and drive north out of the outpost. The road will turn east, skirting around the mountain. Take the secondary road when you reach the radio tower and continue southeast to Buck’s location at the mine. The lower mine area contains numerous loot chests. There is also a large ammo cache in the shack near Buck’s location. You can also grab a Relic, Boar 27, inside the mine before starting the mission. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Relic no. 75: Boar 27 is located at map coordinates X: 678.9 Y: 742.1. This location is an old mine about 320 meters east of the outpost at the Old Mines. Commandeer a vehicle and drive north, then east to the old mining facility. There is an abandoned mine tunnel just east of the mining camp. The Relic sits on a chunk of ruin in the tunnel. It will be worth your while to ransack the camp before leaving. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Buck insists that you suffer through another history lesson on Chinese treasure before getting down to business. Ages ago, when Lin Cong went AWOL, his treasure was lost somewhere on the island. Through the ages, no one has been able to locate it. It is now your turn. Enter the mine and take the elevator down into the depths. The mine is old and in disrepair. A cave-in seems like a real possibility. When you come to a cart blocking the passage, push it forward to clear the path. Crouch near the cart and wait for the pirate loading the cart to turn his back to you. Move in for a “Takedown.” Waste no time making another “Takedown” or silently kill the roving Charger farther down the passage. A silent kill on the Charger should keep him from alerting the three pirates beyond the turn. There are three pirates in the adjoining grotto. If your initial kills were undetected, they will just be loitering around the turn. Otherwise they will be advancing on your position, and if they start tossing Molotovs, things can become hectic in the confined passage. While silent operations aren’t truly necessary, remaining undetected will make clearing the passages considerably easier. If the three aren’t on alert, stay behind the crate near the turn and lure the drunken Charger to the turn with a stone. When he turns to go back down the passage, move in for a “Takedown.” Creep in on his two comrades and silently gun them down. If you manage to kill them silently, your intrusion won’t be noted by the four pirates in the grotto beyond. If they are suspicious, a couple of pirates will come up the tunnel. Grab the ammo from the crates. Inject an “Enhanced Perception” to highlight the defenders ahead and then shove the ore cart down the passage to begin your assault. The cart will cause an explosion, killing one or more of the pirates. If you didn’t have their attention, this will get it and up to four additional pirates will join the battle from deeper in the mine. With stealth tactics no longer necessary, switch to your heavy weapons. Stay in the narrow passage and use the boulders and other debris as cover to snipe the pirates as they gravitate toward you. When the passage is secured and looted, continue ahead but stop before entering the larger chamber beyond. An “Enhanced Perception” will help you pinpoint the two hostiles defending a guard post across the void. They will usually take cover and snipe at you, making them somewhat difficult to target. Take the time to kill both of them before entering the large cavern. Snipe them or launch a grenade or two from the GL-94 grenade launcher to clear the threat. The laser sights of two deadly Snipers on an elevated lookout betray their presence. Quickly get behind the ore cart, crouch to avoid their bullets and push the cart. Remain crouched behind the cart and use the GL-94 grenade launcher or your sniper rifle to kill both Snipers. A Molotov throwing Charger will appear near the Sniper’s perch as you advance. Snipe him or toss a grenade to put him down before he sets the lower area afire. As you start across the bridge, another Charger and a Heavy Gunner will start down from the rock ledge near the Sniper’s perch and advance on your position. Retreat back across the bridge and gun down the Charger. Address the Heavy Gunner with the AMR or just place a C4 charge or a mine on the bridge and allow the Heavy Gunner to lumber into the explosion. The explosion won’t damage the fragile bridge, so go across. There is a suit of body armor on the crates to the left of it and there is a loot chest in the sentry’s quarters. Make your way up the incline past the Snipers elevated perch. Raid the ammo cache if it wasn’t destroyed taking out the Snipers. Beyond that point ten pirates, including another Sniper, await your arrival. An “Enhanced Perception” will highlight their positions in the gloomy cavern. The mine’s decrepit support beams just manage to support the ceiling. Show yourself and retreat, baiting several of the hostiles to move forward. Bring the support beams down on them with gunfire or grenades so they don’t bring it down on you. With the first wave neutralized, continue on and stop when the passage turns and widens into a large chamber, you’ll probably see the laser designator of another Sniper. Use the corner for cover as you target the remaining pirates. This will keep you out of the crosshairs of the Sniper. When only the Sniper and perhaps his Charger sidekick remain at the far side of the grotto, sprint across the passage and take shelter behind the large fallen support column against the left wall. Crouch behind it and shoulder the GL-94 grenade launcher. It is your best option to neutralize the Sniper but you can also target him with your sniper rifle. He is on an elevated rock shelf behind a makeshift wall but he is susceptible to a grenade attack. Launch a grenade or two to kill the Sniper and his partner or snipe them instead. Continue through the grotto, go into the passage and use the compass to interact with the symbol on the stone portal. In the passage beyond, the hissing betrays the presence of a komodo dragon lurking in the gloom. Kill it before you enter. Continue ahead and jump down to the ruins below. You will enter a dead-ended chamber. Go to the center circle and interact with the glowing ring. This will spring a trap mechanism, creating an escape route. Move down the inclined stone passageway; and, before leaving the stairwell, locate and kill the komodo dragon below. You must now go across the makeshift wooden bridge and jump the small gap onto a small rock pedestal. Jump across a wider gap to get onto another short wooden bridge. Go up the incline; kill another hissing komodo dragon and then the hard-to-see snake near the lower of the two loot chests. Continue ahead through the dark passage. Move onto the rickety elevator. It begins to descend; and, of course, it crashes. After you work your way from the wreckage during a cutscene, you are instructed to reach the treasure room. Watch and listen for another snake as you go toward the wooden walkways below. Don’t let the snake distract you or you will miss the gap over the abyss just ahead! Jump the gap. Move up the wooden walkways and jump the short gap to get onto the stone pedestal, and then jump into the lighted corridor. Move up the rock ramp and kill another komodo dragon near the base of the stairwell. Raid the five loot chests before moving to the stone altar to interact. You get another part of the compass but the place is suddenly coming apart and fire spews down. Before the fire spreads, quickly start for the waypoint, brushing out the flames and healing if necessary. When the wooden structure collapses, sprint forward on the ledge. Boulders will begin crashing down onto the ledge; keep going and jump the gap where the ledge has crumbled. When an upheaval occurs, you fall into a fracture and are thrown down a chute and into the open air. Buck is again there and is threatening Keith’s life as usual. You fit the newly acquired ring onto the compass and Buck vanishes. He is again the objective. <<<<<<<<<<<<<< Mission 19: Lin Cong I Presume? (acquired) (CH019) >>>>>>>>>>> Outpost: Cradle View >>>>>>>>>Optional mission: Light at the Edge of the Jungle <<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> <<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> Outpost: Cradle View: (X: 568.2 Y: 821.3) >>Bounty Board: Wanted Dead no. 16 (sub-menu) ($250) >>Optional mission: Light at the Edge of the Jungle >>Equipment recommended: The Recurve Bow (optimal) or another ranged silenced weapon. A close-quarters weapon-a shotgun or an automatic rifle. <<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> Buck’s new location is north of the Amanaki Outpost. Before having to speak with and thus restrain yourself from killing the bastard, it is time to liberate another sector of the island to cool our temper with a bit of gratuitous violence. Get closer to the remote Cradle View Outpost by fast-traveling to the outpost at the Rust Yard. Equip your Recurve Bow or a silenced automatic weapon before departing. Commandeer a vehicle and drive north on the convoluted roadways and abandon the vehicle when you leave Rakyat controlled territory to avoid riling up the locals. Six pirates, two Normals and four Chargers defend the Cradle View Outpost. There are also a couple of caged dingoes on the west side of the compound. Packs of dingoes roam the region north and west of the outpost and they will occasionally attack the garrison. Having an “Animal Repellent” slotted is a good precaution. A pirate foot patrol, coming from the heights, passes by and occasionally goes through the outpost as well. Approach the outpost from the south. When you get within 90 meters, move on the low side of the hill near the river. You’ll see an open-sided structure on the southeast side. Move into the small bush near the large tree. The red tarp will largely but not totally shield you from the sight of the pirates. Locate the pirate that stands guard nearby. Toss a stone to attract him. Your goal is to score a “Takedown” when the hostile comes toward your hiding place in the bushes behind the hanging tarp. If needed, toss a second stone to keep him coming. Make the “Takedown” and drag him well below your hiding place so future victims don’t see him. When he drifts your way, repeat the procedure for a second pirate. A little patience will allow you to down a third. With three down, circle around to the pirate skulking on the northwest side or, if he is already dead, the rover whose patrol route takes him there. Lure him behind the lumber piles where you can drop him on the perimeter. If you can do a “Takedown” and drag, any foot patrol passing through won’t spot his body and start a search. If you’re activity wasn’t noted, you can now hunt down the last two defenders. Generally both will be behind the safe house near a burning barrel, but if your actions were prolonged, one may have wandered off. Kill them both to secure the outpost. Disable the alarm if one of them must be hunted down. There is a “Wanted Dead” mission requiring you to kill a pirate entrenched on a nearby hilltop. It pays $250. The optional mission, “Light at the Edge of the Jungle” is also offered. After looting, checking the bounty board and using the vendor, fast-travel to the Amanaki Outpost. You’ll be meeting Buck to the north of it. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Note: If you aren’t doing the optional mission or hunting Relics you can make your way onto the heights east of the Cradle View Outpost and use the glider to cross the canyon. You can then go over the mountain to reach your buddy, Buck. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Collectible near Cradle View Outpost: Relic no. 22: Spider 6 is located at map coordinates X: 586 Y: 816.2. This places the artifact about 175 meters east of the outpost at Cradle View. Take a vehicle out of Cradle View Outpost and drive to a cave entry at map coordinates X: 583.7 Y: 814. The Relic lies inside the grotto overlooking the bay to its east. If you approach it from the shoreline there is a way up the cliffs to the south of the grotto. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - >>>>>>Optional Mission: Light at the Edge of the Jungle: This optional mission is made available after liberating Cradle View Outpost. You’ll have to travel about 425 meters southeast of the outpost to meet with a woman in a small mountain settlement. She doesn’t want the church gossips to get wind of her problem. She suspects that her husband is cheating on her. However much it hurts, she wants you to find out the truth. Just go to the nearby shack and eavesdrop at the side window. Well the ole boy ain’t with another woman-he’s involved in a same-sex affair. Return to his wife’s house. She is mortified and says she is gonna slice off his danglin’ parts for this betrayal. Take the cash and git. <<<<<<<<<<<<<<<<<<<<< Lin Cong I Presume? (Starts)(CH019)>>>>>>>>>>>>>>>>>>>> Mission: The quest for the dagger continues and concludes in a subterranean ruin that is vigorously defended by Vaas’ crew. >>Equipment recommended: A sniper rifle is essential-the AMR is optimal; a hard-hitting weapon like a LMG; The GL-94 grenade launcher and/or a full supply of grenades. <<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> Open your map and fast-travel to the Amanaki Outpost. If you have the AMR, take it or another sniper rifle. Stealth isn’t primary on this mission, so take a heavy hitter like a LMG. Take the GL-94 grenade launcher and a full supply of grenades. If you don’t have a GL-94 grenade launcher, take the bow with a full supply of explosive arrows. Commandeer a vehicle and drive north on the main road and then take the narrow trail to Buck’s location near the cenote. Buck is his normal loathsome self as he recites yet another history lesson. The mission’s waypoint is in the middle of the pool. Jump from the rock ledge into the pool. Surface and climb onto the ledge and then climb the long vine to the cave entrance. You’ll probably recall this area where you retrieved two Relics earlier in the game. Move into the cave and interact with the circular doorway. You’ll hear a barking dog as you advance through the ruins. You can see a pair of hostiles through the gap in the wall but shooting them from there isn’t advantageous. Climb the vine and there will be a drop off looming. Drop down into the hole for a staged “Takedown From Above” on the pirate below. Locate the two pirates in the adjoining chamber and kill them-stealth kills aren’t necessary; you’ll be detected regardless and the noise will get the two guard dogs coming your way. A wooden ramp will automatically lower over the abyss as you advance into the chamber. The two guard dogs will charge. Stay in the grotto to put them down. The Heavy Gunner will then lumber toward you. Use the AMR sniper rifle or a C4 charge to eliminate him. Locate and eliminate the three pirates in the adjoining grotto. Stand back and snipe them from the bridge. Just don’t fall off of it to your death. Advance and just ahead a stone ruin is being used as a guard post. Toss or shoot a grenade into it to address the three defenders lurking inside. This will flush out anyone surviving the blast. Kill any survivors before they can zipline down to the walkway below. Grab the body armor from inside the guard station when you loot the area. Use the zipline outside the guard post to get onto the walkway below. Quickly secure it by killing the two pirates guarding it. If anyone ziplined down, there will be three or even four defenders. You can then use that platform to eliminate the eight pirates on the platforms below. The defenders will fire at you and throw Molotovs and grenades your way. Use the lip of the walkway and the gaps in the logs to snipe them; or, better still, use the GL-94 grenade launcher. A well placed grenade can take out multiple enemies. If they zero in on you, their grenades are damaging and the Molotovs will keep you busy patting out flames-consider using a “Fireproof” syringe during the encounter if things get heated. Before jumping down on the right side of the platform, loot the bodies and try to locate the two defenders lurking deeper in the grotto near the waypoint. Snipe them if possible. Jump down and another zipline will get you onto the platform where you can loot a few of your victims. Go down the wooden walkway toward the waypoint and snipe the two pirates across the void if you couldn’t get them earlier. One is a pesky Molotov thrower who can set the walkways ablaze if he is left active. Use the third zipline. Raid the little grotto and take the body armor. Exit the grotto and move onto the wooden platform. Go down the ramp. Two pirates will enter from the gloom on the far side of the cavern. Kill them-the GL-94 grenade launcher is once again your best option. Go down the ladder and then down the wooden walkways and onto the platform. Restock your supplies from the scattered caches of items. As you continue down the walkways you’ll have to avoid the acidic water and the small geysers of hot water. When the waypoint changes, just around the corner, near the daylight, there are three pirates and one is toting an RPG. You can hear their voices. An “Enhanced Perception” syringe can help you pinpoint their locations. With their locations highlighted, equip your sniper rifle and quickly maneuver across the acid water by jumping onto the isolated boulder. Put down the RPG Sniper before he can launch a rocket. You will probably survive the first rocket, but don’t press your luck. Two other pirates will also be on that rock ledge. Locate and snipe them from long range. With the three pirates downed, advance on the scattered boulders to avoid the acid pools, pausing as needed to elude the boiling geysers. Locate the three pirates on the ledge ahead and kill them, targeting those with firearms first. Once again, advance on the scattered boulders and climb the vine to get onto the rock shelf. Kill the Charger in the grotto before he can set the place afire. Interact with another circular doorway. Go through the portal. The short vine climb will get you to a position above a large chamber. Use the wooden walkway on the right to get down to the base of the chamber. The acidic water will ebb and flow regularly. When it subsides, sprint over the stones and get to the higher ground near the waypoint. Heal if the bubbling water starts to drain your health. Climb the long vine to access the ledge and then the next vine to get atop the next. Move into the ancient temple ruin and go up the stairs and interact with the emblem. Take note of the hissing as you go down into the crypt. Descend another level, kill the komodo dragon and continue on down the stairwell to the bottom of the complex where you’ll have to kill two more komodo dragons. There is a sarcophagus there. Interact with it to slide the lid aside and retrieve the dagger. The place starts to come apart; run for the exit, crouch to get through the opening and then follow the simple prompts to crawl away from the collapsing gate and into daylight. Buck isn’t there. He wants you to come to his place in Badtown for the exchange. <<<<<<<<<<<<<<<<<<< Mission 20: Unhappy Reunion: (CH020) >>>>>>>>>>>>>>>>>>>> Mission: You have the dagger. Buck betrays you-big surprise. You must battle him during a quick time encounter. In the end, you’re far too merciful. >>Optional mission: The Social Club (Continues) >>Equipment recommended: No weapons required for this mission. <<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> You’re half the island away from your destination, so fast-travel to Badtown. Buck infests a hut just outside of town. Restock your supplies at the local store and make your way around the mountain to Buck’s place. He gives you the key to Keith’s lockup and you give him the dagger. Keith is downstairs and he has been traumatized by his ordeal. Buck betrays you and means to kill you with the dagger-big dummy should have just used a gun. You have to follow a series of prompts to survive the ordeal and send the dirt bag to hell-good riddance but your sendoff is far too gentle. With Buck in hell where he belongs, you are free to deliver Keith to the safety of the cave under Dr. Earnhardt’s house. Keith believes that Volker’s men have killed Riley. You now just want revenge and you aren’t leaving without it. Liza can’t dissuade you from your purpose. >>>>>>Optional Mission: The Social Club: (Continued) (OP10) Before leaving to pay Hoyt Volker and Vaas a visit, stop by the “red” pot and grab another of Dr. Earnhardt’s mushrooms. You will be in the club in Bangkok. Dance a bit, fight a bit and when you escape the place, the DJ will set you up for a trip to the island. When you recover, exit the cave and begin the campaign to avenge your brother’s killers. <<<<<<<<<<<<<<<<<<<< Chapter 07: This Knifes For You: (CH021) >>>>>>>>>>>>>>> Mission: With Buck dead, Keith freed and the dagger in hand, Jason is free to take the dagger to Citra. >>Equipment recommended: No weapons are required for this mission. <<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> It is time to deliver the dagger to Citra. Exit the cave, open your map and fast-travel to the Temple Gateway. Go into the Temple and speak with Dennis. Citra will approach and will take the dagger. The dagger had been used to offer her people for sacrifice. Somehow, they have been avenged by reclaiming it. Follow her into the Temple where she asks what you desire-you just want to kill Vaas and Hoyt. She gives a brief history of her people, referencing a great warrior with the tatau and a giant he slew. Her people are his descendants. Leave the Temple. An agitated Dennis approaches you. He says that the Rakyat need your help to rescue a group of warriors that have been captured by Vaas’ crew. <<<<<<<<<<<<<<<<<<<<<<<<< Mission 22: Ambush: (CH022) >>>>>>>>>>>>>>>>>>>>>>> Mission: Vaas’ crew has captured and is transporting a group of Rakyat warriors. An ambush is planned to rescue them and Jason must get to Churchtown to aid the cause. >>Equipment recommended: A shotgun or hard hitting automatic weapon; The GL-94 grenade launcher; the AMR sniper rifle. <<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> The mission’s site is far to the northeast. If you have liberated the outpost at Cradle Gas, open your map and fast-travel to the safe house there. This is 575 meters south of the mission’s location at Churchtown, but the road north is straightforward. If you haven’t taken it, go to one of the other nearby outposts to get closer to the mission’s site. Equip a shotgun or an automatic rifle. If you have the AMR, take it and equip the GL-94 grenade launcher if you have it. Make your way into Churchtown and meet with your contact in the church. He gives you explosives to place on a tanker truck. Its detonation will destroy the enemy’s lead vehicle, blockading the convoy and initiating the ambush. Exit the church and place the explosives on the truck at the waypoint. You then have 45 seconds to get to the elevated sniper’s perch on the walkway of the water tower on the opposite side of the town. There is a Z93 sniper rifle and rifle shells on the tower’s walkway. Take the weapon. You can continue to use it as long as you keep it slotted in one of your holsters, but you will have to purchase it when it becomes available to add the sound suppressor. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Note: If you’re carrying the AMR, it is slightly more powerful than the Z93 sniper rifle. If you target a vehicle’s engine, only one or, at most, two shots will cause the vehicle to explode. If you don’t have the AMR, the Z93 sniper rifle is much more potent than the other available sniper rifles but you won’t be able to add a sound suppressor until you purchase the weapon on the South Island, making the AMR more useful until then. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - The convoy will arrive from the roadway to the right of your position. Allow the first vehicle to trigger the explosion and then begin killing the pirates. These troops are more military-like than your average North Island thug. Use your grenade launcher to target the arriving vehicles, and snipe those that emerge from the church or survive the destruction of their vehicles. The pirates will be focused on battling the Rakyat forces, allowing you to target them with minimal retaliation if you remain on the tower. You can descend from the tower but remaining on it is your best option. If too many Rakyat fall, however, the mission can fail, so don’t spare the ammo. Once you have neutralized most of the enemy forces, a 3:00 minute timer will start. The APC carrying the prisoners will escape and drive out of town. You must now catch it before the timer runs down or the mission will fail. The zipline on the tower will take you directly to the chase truck. Kill the two pirates that challenge you near it, board the vehicle and steer it to the right and then turn left onto the main roadway to give chase. Swerve right to avoid the pirate’s roadblock and swerve to avoid colliding with the patrol truck. The road will take you directly to the APC. As you approach the waypoint the timer will abort. You’ll find the APC stopped. Why? A couple of pirates will be defending it. Kill them and then you can take the time to raid the area-nobody will arrive to challenge you. Approach the APC. Open the hatch and Vaas will knock you unconscious. <<<<<<<<<<<<<<<<<<< Mission 23: Warrior Rescue Service: (CH023) >>>>>>>>>>>>> Mission: Having avoided death at Vaas’ hands once again, you find yourself with no weapons and a heavily defended compound between you and escape on an enemy chopper. >>>Equipment recommended: You’ll be grabbing what becomes available as the mission unfolds. <<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> You regain consciousness, bound hand and foot, a forced listener to Vaas’ babbling. He has tethered you to a cement block which is sitting ominously close to the edge of a deep cenote. Once his jabbering is finished, he kicks it over the edge, carrying you into the deep water below. Follow the prompt to free your hands and then swim to the surface. You’ll find yourself with no equipment except your knife and your camera. Just outside the cave, just beyond the waterfall, a pirate skulks. Use a “Takedown” on him and confiscate his shotgun. There are two pirates just ahead. Stealthily advance. If you have the “Knife Throw Takedown,” use it on the third pirate while using a “Takedown” on the second. If you don’t have that skill, go for “Takedowns” on both. You must avoid gunfire to avoid alerting the pirates in the compound beyond. Take the AK-47 assault rifle from one of your victims. You must now pass through a well-defended compound and make your escape on the enemy chopper that is landing as you approach the facility. The chopper will be defended by a Heavy Gunner and a guard dog. Eight additional pirates defend the large spread-out compound and if they trigger an alarm additional forces will arrive in a patrol vehicle. Go up the dirt path and stay low as you do recon from the foliage near the rock ledge. The hostiles won’t normally spot you but don’t make yourself too conspicuous. Tag the five hostiles in the area below. There will be two Snipers on rooftops near the cliffs. One will be on your left and one on your right. A sentry will patrol along the cliff below your vantage point and two more will patrol near or beyond the large structure. The three hostiles on the far side of the compound won’t be a problem during this initial phase of the mission if you operate silently. Your main goal will be to get to the alarm station on the structure across the road from the RPG Sniper on the platform to the right of your lookout. To accomplish this without being detected will require using stealth kills and you have no silenced weapon except your blade. If you are detected and the alarm is sounded, you will have only five minutes to deal with the entire garrison, with reinforcements and to get aboard the chopper. To accomplish this, you’re going to need to acquire the sniper rifle from the Sniper on the left and the RPG-7 from the one to your right. Start operations by moving away from the cliff and following the dirt path down and then turning back toward the compound. Monitor the patrol routes of the two nearest rovers and the attention of the Snipers. When the rovers are moving away and the Snipers are looking elsewhere, hustle down and move in behind the building. When the Sniper approaches the rear of the building, do a “Death from Below” takedown and he’ll fall from the rooftop, allowing you to obtain his SVD sniper rifle. Don’t go onto the rooftop or you’ll likely be spotted, spoiling any chance for a stealthy mission. Move to your right around the side of the building and into the bushes. If the patroller isn’t coming your way, grab some ammo. Monitor the two nearest rovers. Conceal yourself in the bushes near the shack and when the sentry patrolling near the south cliff approaches, toss stones to lure him near the shack, use a “Takedown” and drag him into the bushes where his corpse will be out of sight. Rather than killing him there, you can go back up to your recon post, drop into the bushes, wait for his approach and take him down there. Either tactic works but luring him to the shack eliminates more variables. The RPG Sniper is next. Wait for his focus to be elsewhere and for the rover to be moving away and move across the open area; or you can return to the lookout, drop down when the RPG Sniper is looking away and move through the bushes near the cliff and get into the shack. When the Sniper isn’t looking your way and the rover’s attention is elsewhere, move to the base of his perch. Stay crouched and be patient so you won’t be detected. He wanders about and when he is in position and the roving sentry isn’t in a position to observe the kill, do a “Death from Below.” Grab his RPG when he tumbles off the platform. Monitor the route of the rover and when he is facing away, sprint across the road and disable the alarm. This negates having to deal with that five minute timer. Stalk and do “Takedowns” on the two other pirates in the area. It is now time to forget stealth. Stock up on ammo on the second story of the structure with the alarm station. Go across the road and get back onto the lookout where you killed the RPG Sniper. Locate the turret gunner and the Sniper on the far end of the area. The Heavy Gunner and the dog may well be out of sight, screened by the cliff but they will be somewhere near the chopper. A third Sniper is posted on a platform behind the chopper and is hard to see from your position. You’re likely out of his sightline and you are out of his for now. Use the SVD sniper rifle to kill the Sniper and the turret gunner. Get off the platform and advance across the bridge. When the third Sniper becomes visible, put him down. Use the RPG on the Heavy Gunner and the dog near the chopper. The gunfire may have been heard, so use a rocket to destroy any vehicle that arrives to investigate. Get aboard the chopper. A gun to the pilot’s head convinces him to lift off. An RPG, however, brings the craft down. As you scramble out of the wreckage, you have another deadly encounter with Vaas. He isn’t taking chances this time. He shoots you in the chest. You regain consciousness at the bottom of a pile of Rakyat corpses. Extricate yourself by following a series of easy prompts. Vaas’ bullet hit the lighter in your shirt pocket-the lighter he deemed useless when he had you and Liza set up for a prison barbeque. Dennis is there and the pile of Rakyat corpses is the men killed by Vaas for Volker’s benefit. You must now reclaim your gear which is stashed in a nearby compound-too bad Dennis didn’t loan you his handgun. You have only your knife; you don’t even have your camera to tag your enemies. No-you can’t just fast-travel to gear-up-the function is disabled. Stay low and use the bulk of the shack to approach the site. Scout visually from there. You’ll find a mine and a suit of body armor in the shack. There are four Chargers wandering the area while a Heavy Gunner and a pair of dogs guard the storeroom in the rear of the area where your gear is located. There are two additional shacks nearby containing various useful items. Start maneuvering through the scant vegetation near the cliff and use the stacked barrels to screen your movement to get within range of the defenders. A local man sometimes mills about near the shack. Don’t mistake him for one of the hostiles. Carefully monitor the movement and orientation of the nearest defenders from cover to facilitate a “Takedown” on the nearest Charger; and, if possible, a “Knife Throw Takedown” on his partner. Grab the C4, the Molotov and health kit from the shack. Move to the third shack where the loot includes a very useful flare pistol. Monitor the orientation of the Charger nearest the shack and make a “Takedown” on him when he is facing away. Sneak in behind his seated buddy for another “Takedown.” You will likely acquire additional Molotovs and perhaps a grenade or two from their corpses to help put down the Heavy Gunner. With the four Chargers eliminated, stalk the Heavy Gunner and the dogs. If you weren’t a quiet killer, the dogs may have already attacked. If you were stealthy, the Heavy may still be in the shack or very near it. Go at him from the flanks. Toss a couple of Molotovs or grenades his way to kill the dogs and to soften him up. When you have a shot, hit him with a flare from the flare pistol. It will kill him with a single shot. You also have the C4 and a mine if your other efforts fall short. Enter the shack and grab your gear and then banter a bit with Dennis about Vaas and Hoyt. <<<<<<<<<<<<< Mission 24: New Rite of Passage: (acquired) (CH024) >>>>>>>>>>> Outpost: Broken Neck Home <<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> Outpost: Broken Neck Home: (X: 637.5 Y: 530.5) >>Bounty Board: Path of the Hunter no. 14: SMG hunt for three bears (sub-menu) >>Equipment recommended: The Recurve Bow (optimal) or another silenced weapon; a close-quarters weapon-a shotgun or an automatic weapon. >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> The mission’s site borders on occupied territory; so, before going to the Temple, there is one last pirate outpost on the southeast peninsula called Broken Neck Home to liberate. It is deep inside enemy territory, so you will encounter both foot and vehicle patrols if you travel down the peninsula. Your best option is to approach it by water. Commandeer a boat near the coastline. There will be one just southeast of the previous mission site. There will also be a few pirates to deal with and you can grab Relic no. 47, Shark 9, on the beach. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Relic no. 47: Shark 9 is located at map coordinates X: 636.7 Y: 581.2. This remote location is about 500 meters due north of the outpost at Broken Neck Home. The Relic is lying on the shoreline near the cliff. Find the jet ski on the beach south of the outpost and avoid the numerous small rocks in the water as you pilot it to the Relic. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Pilot the boat south. This is enemy territory, so you may encounter a pirate patrol boat. Moor on the shore just south of the smoke plume. Circle east toward the bridge to get around the cliff, go up the embankment and you will find a wide gap in the fencing. There is a caged tiger near that gap. Six pirates defend the outpost, including a Heavy Gunner, two Snipers and three Normals. There is also a pair of guard dogs. You can usually tag most of the defenders from the gap but don’t get caught scouting. Inject an “Animal Repellent” to stay off the menu and then release the tiger. While the pirates deal with the tiger, move away from the fence, go down to the shore and move clockwise around the outpost and get into the structures on the west side. There is an alarm panel just outside the building. If necessary, slip into the outpost to disable the alarm system before finishing off any survivors of the tiger’s rampage. When the tiger is active, having an “Animal Repellent” syringe is highly advised. If an alarm is given, reinforcements will include a helicopter gunship. If the tiger survives, hunt it down. Ransack the place and take the Memory Card from the safe house. There is a “Path of the Hunter” mission available at the bounty board. It pays $275 for killing three bears with an SMG. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Collectibles near Broken Neck Outpost: Relic no. 44: Heron 29 is located at map coordinates X: 654.3 Y: 526.2. It can be found in the Rook Point Tower, a ruined lighthouse, located approximately 170 meters east of the outpost called Broken Neck. Take a vehicle from the outpost and drive to the location. Just climb the seemingly endless spiral stairwells to the top to find the Relic. Relic no. 45: Heron 8 is located at map coordinates X: 683.5Y: 524.6. Broken Neck Outpost is the recommended starting point to acquire this Relic from a small island east of Rook Tower in shark infested waters. Take the jet ski on the beach south of the outpost and pilot it to the islet. You’ll have to struggle to get up the steep cliffs. This is best done on the west side, a bit north of the demolished wooden walkway. The Relic sits in a shrine atop the rocky islet. Relic no. 46: Boar 10 is located at map coordinates X: 653.2 Y: 548.7. This is about 240 meters northeast of the outpost at Broken Neck. There is an old mine entrance near the river’s edge at map coordinates X: 652.1 Y: 549.3. Drive north out of the outpost and stop on the road above the canyon. Make your way down to the stream and you’ll find the Relic inside the mine. Relic no. 47: Shark 9 is located at map coordinates X: 636.7 Y: 581.2. This remote location is about 500 meters due north of the outpost at Broken Neck Home. The Relic is lying on the shoreline near the cliff. Find the jet ski on the beach south of the outpost and avoid the numerous small rocks in the water as you pilot it to the Relic. Relic no. 48: Spider 9 is located at map coordinates X: 650.7 Y: 561.7. This is about 340 meters north of Broken Neck Home. If you follow the river it will appear to be behind the waterfall-it’s not but a crocodile probably is. Go atop the cliff overlooking the falls. You will find a cenote just east of the roadside shack at map coordinates X: 647 Y: 560.4 where you can drop onto a rock ledge on the north side. This will allow access to a dark cave where you’ll find the Relic. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - <<<<<<<<<<<<<<<<<<<< New Rite of Passage: (Starts) (CH024)>>>>>>>>>>>>>>>>>>> Mission: During this mission you will relive the myth Citra related earlier. The battle with the smoke demon will cement your position with the Rakyat and with Citra. >>Equipment recommended: A heavy-hitter with range like a LMG; The GL-94 grenade launcher and/or the Recurve Bow with explosive arrows; the AMR sniper rifle. >>Note: This mission will transition into a pitched and noisy battle with fast-travel unavailable-so pack those heavy-hitters. >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> Before travelling to the Temple, visit a vendor to sell your extras and to gear- up for the coming action. If you have it, take the AMR or another sniper rifle if you don’t. Take a heavy hitter, like a LMG or another automatic weapon. Silencers aren’t necessary where you’ll be going. Take a GL-94 grenade launcher or an RPG-7 or pack the bow with explosive arrows. Open your map and fast-travel to the Temple Gateway portal. Make your way into the Temple. The fearful wimpy Jason is long gone. He boldly enters the Temple and dismisses Citra’s attendants. Citra offers you a potion. You drink and the hallucination that ensues is both bizarre and deadly. You will be in possession of a standard Recurve Bow with an unlimited supply of explosive arrows and your own blade. You also have only two health syringes. You will need both of them and the healing skills you have hopefully acquired to survive the coming ordeal. When you approach the steps to the Temple, the masked demon from Citra’s myth will coalesce from a smoke column and tower over the ruins. During its initial onslaught the demon will lunge at you and spew smoke or fire in bursts. A “Fireproof” syringe can help blunt the power of the attack, but if you move laterally away from the smoke attacks you shouldn’t take too much damage. If the smoke knocks you down it will eat at your health bar. Try to avoid using your healing syringes too early in the scuffle. Wait until the demon pauses between attacks to hammer the mask with explosive arrows-the demon is extremely difficult to hit while it is attacking or moving away. How many hits you need to subdue the creature seems to depend on how much damage your arrows inflict. A solid hit will cause the demon to recoil and it takes about seven to ten hits to make it dissolve. The battle isn’t over when it dissolves. The demon’s crazed man-sized masked retainers will come screeching out of the shadows with machetes. There are eight of them and they are hard to see until they get close-only their glowing eyes and their shadowy figures are visible in the gloom. When you see their eyes in the darkness, shoot them before they get too close. Hitting one point blank with an explosive arrow can badly damage or kill you if the explosion is too close. Your best strategy is to sprint away from them, turn and melee like hell when they get in tight-having the Tanto sword makes a considerable difference. Heal when needed-you’ll likely be on skill when the last of the mini-demons go down. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - >>>Note: If you’re having trouble with the demon or his retainers, you can use an “Untouchable” syringe to complete the mission. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - The smoke demon will rise again. Its smoke-like projectiles will come in salvos of four, and if they knock you down they will inflict significant damage. Sprint laterally to avoid the blobs, and shoot the mask when the salvos end and the creature is vulnerable. When it is badly damaged, it will lunge forward, giving you the opportunity to hammer it with your explosive arrows. It will finally collapse on the Temple’s stairs. Quickly move onto its arm, move toward the head and stab the eye when you are prompted. You’ll be sorry if you don’t. The erotic scene that follows has Citra declaring you a true Rakyat warrior and you aren’t complaining. Your reward is now a tussle with Vaas as you emerge from the ordeal looking at Vaas’ island across the bay. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Note: After the encounter with Citra, 13 new skills will be unlocked. These include “Expert” and “Peak Conditioning.” These give you a fifth and sixth health bar. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - <<<<<<<<<<<<<<<<<<<<<<< Mission 25: Payback: (CH025) >>>>>>>>>>>>>>>>>>>>>>>> Mission: Vaas has a stronghold on a small islet. It is time for a reckoning. >>Equipment recommended: A heavy-hitter with range like a LMG; The GL-94 grenade launcher and/or the Recurve Bow with explosive arrows; the AMR sniper rifle. >>Note: These weapons are holdovers from the prior mission. <<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> Vaas’ stronghold is located on a small island. You’ll be looking across the bay at it. Fast-travel is not available, so you’ll be carrying the weapons you had before your trial with Citra’s demon. A lone sentry stands guard on the wharf. Snipe him from across the bay or swim across, dive underwater for the final 40 meters and use a “Takedown From Below” to take him out. Get ashore and onto the dock. Scout ahead. A couple of pirates are harassing a local woman. Sneak in close and approach them from behind the small boulder. Use a “Chained Takedown” or gunfire to take them out. Ahead you can hear the barking of a pair of dogs. Do recon to locate the four pirates guarding the entrance to Vaas’ stronghold. One of them is a Sniper in the tower on the right. You can either go at them head on or climb the knoll to the right or to the left of your entry point to flank them. With the four defenders and the dogs downed, skirt the walled compound to the left. The party music has obviously kept the pirates from hearing the commotion outside. There is a vine climb on the wall with the graffiti. Don’t start any action by trying to fire on the party-goers-it isn’t allowed anyway. Interact with the blue door and Vaas scolds you as you pass through his media room-he knew you were coming. A “Fireproof” syringe is a good option about now, especially if you become disorientated in the gathering conflagration started by Vaas. Before the blaze starts spreading, make your way into the complex, you’ll crash to a lower level and you will have to jump through an opening. The room you find yourself in is filled with animal cages. Move left around the room and use the ladder which will get you onto a low roof. You will be badly exposed, so jump from the left side of the roof onto the stairwell. This will reduce your fall damage. Heal if needed. Your position behind the structure will temporarily shield you from the erupting gunfire. Vaas’ minions will be on the opposite side of the building and a turret gun atop a patrol truck commands the compound. Get to ground level and gun down anyone approaching your position. Move toward the corner of the building to begin your assault on Vaas’ troops. Cautiously look around the corner and use the grenade launcher or explosive arrows to neutralize the gun turret. Be aware that pirates will re-man the turret gun if the vehicle isn’t destroyed. If the tiger survived your explosives, release it from its cage. It is on the right side of the area. It won’t survive long but every little bit helps. Some of the pirates will fire from cover. Chargers will sling Molotovs and crazed suicidal Chargers will charge. A Sniper will get onto the upper level of the large structure on the left. He can deal a lot of damage-so he is a priority target. Move among the bundles and use the structures on both sides of the compound to acquire targets. Use your sniper rifle on the more distant defenders. Stay in cover and take your time to methodically degrade the opposition. When the opposition wanes, move into the upper story of the two-story structure to continue the battle. Release the second tiger on the left side of the rear area if it has survived the battle. Advance toward the rear of the compound when no targets remain. As you approach the gate on the rear structure, three pirates including a Heavy Gunner will emerge. A well-placed grenade or two will soften them up. With Vaas’ garrison downed, take the time to loot the compound. Don’t miss the ammo caches or the body armor that is located near the left tiger cage. Enter the large structure and go left into the weird light. Vaas stabs you with the ceremonial dagger, initiating a deadly hallucinogenic clash with him. You will walk an unfolding walkway with weird visions popping up all around. After you reach and interact with Vaas, you will encounter a stream of deadly machete toting apparitions of him. They will charge out of the shadows ahead. This is the time that an “Endorphin Boost” syringe can make this ordeal less painful, but an “Untouchable” syringe is an even better option. You are superman while the potion courses through your veins. On “Master” this can alleviate frustration. During this surreal ordeal with Vaas, you are in possession of a fast-firing Vector SMG. As you progress toward the waypoint, you must continually kill the charging Vaas apparitions. Keep moving or the apparitions will just keep coming-you can’t kill them all-so forge ahead. The toughest part of this scuffle is finding time to reload the Vector-so it is judicious to combine melee strikes with gunfire. Heal as needed. Flaming apparitions of Vaas are the last to attack before you encounter the real Vaas. Once you’re there, a prompt will yield a cutscene showing Vaas’ death-the ceremonial dagger in his gut. You regain consciousness after your ordeal with Vaas. Citra pronounces you a warrior. She tells you of Vaas, her brother, who was lured away by Hoyt with money and drugs. He became greedy and depraved. She wonders about your friends. You inform her that you are staying with her and the Rakyat. Jason pledges to bring her the head of Hoyt Volker. <<<<<<<<<<<<<<<<<<<<<< Mission 26: Citra’s Favor: (CH026) >>>>>>>>>>>>>>>>>>> Mission: Jason has committed himself to staying with the Rakyat and with Citra.his mission is now vengeance against Volker and he is going south to take him on in his island stronghold. >>>Equipment recommended: No weapons are required for this mission. <<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> Make your way out of the Temple. You will encounter a drunken Dennis. He tells his sad story as an immigrant in the States. He was disrespected and was paid less that others on his job-he, a man raised among Liberian generals. Seems like he’s had a Citra crush and that bubble has burst. Exit the Temple, open your map and fast-travel to Dr. Earnhardt’s mansion. Go see your friends in the cave. In a brief cutscene, Jason informs them that he isn’t leaving with them on the boat. He has found his place and is staying. <<<<<<<<<<<<<<<<<<<<<<<< Mission 27: Fly South: (CH027) >>>>>>>>>>>>>>>>>>>>> Mission: After Jason informs his friends that he isn’t leaving with them, he must make his way to the airstrip where Willis is preparing to fly south. Nothing is easy. The plane needs minor repairs and the pirates won’t make your departure for the South Island an easy one. >>Equipment recommended: An automatic weapon with range like a LMG; the GL-94 grenade launcher; the AMR sniper rifle or an RPG-7 rocket launcher; hand grenades. >>Note: An “Untouchable” syringe or two can be quite useful when playing on “Master.” <<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> Exit the cave. Open your map and fast-travel to the Amanaki Outpost to make phone contact with agent Willis Huntley. You won’t require silencers for the looming action. If you have the AMR, take it or an RPG or the bow and fire arrows so you can deal with Heavy Gunners. Take an automatic weapon with range, like a LMG. If you have found 30 Relics, having the components for crafting one or more “Untouchable” syringes is a good precaution, especially if you’re playing on “Master.” You will receive his call at the yellow exclamation point at the Amanaki Outpost. Willis is leaving the country. He is astounded that you aren’t. You request his aid in eliminating Hoyt Volker but he says that it’s a fool’s errand. However, he says he still has an agent named Sam embedded in Hoyt’s forces on the South Island. He may be able to help. Willis is flying off the Islands, and he can get you to the South Island but you must get to the airstrip ASAP or you’ll miss the flight. When the call ends, a 5:00 minute timer starts. You must get to the airfield before it times out. This is not a problem. You can take the roundabout route, staying on the convoluted system of roads between the outpost and the site, but it is easier to just drive cross-country directly toward the waypoint, dodging trees and boulders and not turning the car over. When you reach the river, get in and swim to the shore. Where the cliffs allow it, exit the water and sprint to the airstrip. You’ll encounter water buffalo and perhaps a few cassowaries as you sprint toward the waypoint. The timer will abort when you get within 150 meters and Willis will already be under siege by eight pirates. Help him kill his assailants. Why the hurry? Willis is still repairing the plane; and, during the process, you’ll have to keep the hostiles at bay-a bar will show the repair’s progress. Keep in mind that Willis also has a health bar and if he is killed the mission will fail. Raid the large ammo cache and be ready as a wave of about ten pirates attack. The attacks will all come from the arc in front of the plane, but this initial onslaught will originate from the left, from near the blue car on the side of the road. Man the turret gun, which will only cover the left side of the area, to suppress the onslaught. After a pause a second wave of half-a-dozen pirates will surge in from the right side. They will filter in, coming from beyond the surrounding shacks. A late-arriving Heavy Gunner will lumber in last. Use the AMR or C4 to eliminate him. After a brief pause a pair of patrol trucks will arrive from the right flank. Use grenades or the GL-94 grenade launcher to quickly eliminate them and then mop-up the survivors. The repairs will continue. There will be three Heavy Gunners among the next wave which will come from both sides. The first Heavy Gunner will come from beyond the shack with the ammo cache. The other two Heavies will come from the left near the blue car, giving you time to address them before they can close. If you’re playing on the higher difficulty levels an “Untouchable” syringe can make this final onslaught much more survivable. Don’t spare the grenades on those firing from the cover of the shacks. You’re position near the plane is quite exposed, so keep healed during this battle. When the repairs are completed, loot the corpses and get into the plane. Willis will take off and pilot it toward the South Island. <<<<<<<<<<<<<<<<<<<<<< Chapter 08: Three Blind Mice: (CH028)>>>>>>>>>>>>>>>>> Mission: Having reached the South Island, it is time to meet with Willis’ agent, who has infiltrated Hoyt’s operation. Sam is anxious to help Jason damage Hoyt’s operations and to ultimately take him out. >>Equipment recommended: You will be carrying the weapons from the prior mission. <<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> When Willis’ plane approaches the South Island you will have to bail out. You now have a wingsuit courtesy of Willis. Open your wings and soar toward the waypoint near the shoreline. When prompted, deploy your parachute and guide it gently to earth. The waypoint is to the east, so move down the beach, staying in the greenery above the beach to stay undetected by the six pirates, three of whom are Snipers that have captured and caged a tiger. They are starting to load it onto a flatbed. Stay in cover on the grassy hillside and shoot the cage, releasing the tiger. Let it do most of the work. Kill any survivors and then the tiger if it has survived. Loot the corpses. Board the truck and drive up the beach and swerve right onto the road to reach nearby Thurston Town. Go into the safe house, if needed, to adjust your inventory and then go into the Crazy Cock Bar. Have a beer. You ask about Sam and are told to get yourself invited to the poker game. Talk to the nearby pirate to buy into the game going on in the cellar. Play a hand and when Sam calls it quits, follow him out of the bar. He wants to know who you work for. He disappears after a brief conversation. When the yellow exclamation mark appears, go to the building and talk to him. He has heard of you and he says your success may work against you. The locals are rebelling and just killing Hoyt Volker may not be enough. He wants you to infiltrate his organization by donning a privateer’s uniform to hide your identity and those distinctive tataus. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - >>>Note: Rather than purchasing the Z93 sniper rifle, you can confiscate one from a South Island Sniper. The outpost at Harmanse Gas and Repair is a short distance southeast of Thurston Town and the Sniper active there has one. You can kill him and acquire the weapon free with a minimal amount of effort. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Meeting with Sam has unlocked eight additional weapons and all of the Island’s maps. Get to the safe house near the town’s north fence. You need to acquire the Z93 sniper rifle, its sound suppressor and its high power scope. It will make the M-700 obsolete; and, because it can be silenced, it is even an improvement on the AMR. A headshot with the Z93 sniper rifle will kill a Heavy Gunner or Flamer. If you don’t have the funds, purchase it when you do or, better yet, confiscate one from a Sniper and then dress it out. <<<<<<<<<<<<<<<<<<<<<<<<< Mission 29: Doppelganger: (CH029) >>>>>>>>>>>>>>>>> Radio Tower: Satellite Communications Hub Sector Mission: Sam has a plan. He wants Jason to penetrate one of Hoyt’s facilities and steal the uniform and the identity of a recruit. This tactic will allow him to move with impunity in all but restricted areas. >>Equipment recommended: None are required for the mission but toting a mix of weapons will help you get to the site. If you have it, take the Z93 sniper rifle and another silenced weapon. <<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> The mission’s location is about 800 meters to the south and there is a radio tower just north of it. The region is heavily patrolled by vehicles and the occasional foot patrol and these military-like privateers are tougher than their North Island counterparts. Dingo packs are also common in the area. You can either go on foot, staying off the roads in the undergrowth, or you can commandeer a vehicle and drive directly to the tower. You may get lucky and avoid a confrontation that may quickly escalate-probably not. >>>>>>Satellite Communications Hub Sector Radio Tower: (X: 574.3 Y: 454) The Satellite Communications Hub sector Radio Tower is about 575 meters south of Thurston Town and 225 meters from the objective. Go up the four stairwells and then go around the catwalk to a rope climb near the warped gratings. Jump the gap to get onto the grating with the dangling rope. Walk around the corner, go out onto the protruding beam and drop off onto the platform. Make another rope climb. Walk the center beam to the platform and then walk onto the adjacent beam to access the rope climb. Walk the narrow beam, raid the crate and then go clockwise around the structure on the catwalk and jump onto the platform from the warped gratings. Climb the ladder to the top and deactivate the scrambler. The D50 handgun and the Vector SMG are available free of charge at the vendors and a “Supply Drop” is offered. Since you don’t want to rile up the locals before pursuing the story mission, skip the “Supply Drop” until you have completed the main mission. The south zipline, however, will get you closer to your objective. Rather than continuing toward the objective, take the dirt path up the hill. You’ll find a Relic, Shark 13, near the shack. You’ll also find a zipline on the overlook behind the shack. Ride it down off the heights. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Relic no. 80: Shark 13 is located at map coordinates X: 583.9 Y: 439.7. This Relic can be found by either driving to the radio tower south of Thurston Town or while doing the mission, “Doppelganger.” Take the footpath south of the radio tower up the grade and then make your way to the waypoint on the peak. The Relic is lying outside of the shack behind a crate. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - You’ll find another zipline nearby. It will get you down to the mine and only a short distance from the waypoint. During the penetration of the pirate stronghold you can’t be detected or kill anyone until you find your victim. Having several “Enhanced Perception” syringes can be very beneficial during this mission. Scout from the bushes just west of the waypoint. A lone sentry guards the ramp going down into the mine. You can’t just kill him. He must be distracted so you can go down into the mine undetected. Get into the bush just a few feet behind him, and toss a stone or two to the right. He will move off to investigate, allowing you access to the ramp. He won’t be distracted too long, so quickly move down the ramp and crouch behind the large wooden crate. The waypoint will now move deeper into the mine and the passages ahead are dark, cluttered and well-guarded. You still can’t kill anyone. (Checkpoint) Tag the Charger loitering ahead and allow his silhouette to gray out as he moves behind a rock wall on his way deeper into the mine. Crouch and follow him discretely to maintain a low profile. Take care to stay on the narrow gratings so you don’t fall to your death. The Charger will team up with a Normal in a dark grotto. Work your way behind the jagged rock spikes. After the Charger takes a seat, wait until his partner moves deeper into the mine. Sneak past the Charger, going behind him and moving along the right rock face. Use the incline to silently step down into the depressed rock passage to get out of sight. As you advance the sentry will be impeding your progress. Locate the gap in the rock where you can see the rusty metal ramp. Toss a stone past the rocks spikes and onto the ramp. This will make the sentry turn back toward his partner and move toward the ramp. Move past him, staying near the right rock wall. Turn right after passing the med kit into the dimly lit passage and go down the ramp to the break area. When you pass through the well-lit corridor, another sentry will be standing to the right of a short fence near the ramp going down. (Checkpoint) Creep in close enough for a takedown, but stay a bit off his left hip. He has poor peripheral vision. Toss a stone into the passage behind you. As he turns-he’ll turn to his right-go past him, down the ramp and get behind the small cascade of water. It is best not to linger here because the sentry you just passed may spot you when he returns to his post. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - >>>Note: Getting past this privateer is the toughest part of the mission. Once you achieve the checkpoint, however, even if you are detected, a re-start will find the sentry on break, allowing you to continue past his post unchecked. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - The pirate in the chair near the falling water is probably dozing, because you can usually move straight ahead, past the corpses, keeping the rock wall on your left and then go down the ramp with no problem. In other words, throw no stones. Doing so may just alert the pirate at the top of the ramp. The pirate near the water below isn’t a factor. Continue through the dark and vacant passage. In the next grotto, two guards loiter. Tag them and wait. They will move away a bit. One will set down but the other will stand at the top of the ramp leading down to the lower area. Stay near the left rock face, moving past the med kit and behind the seated privateer. Stop when you’re past the staging. You must get that privateer away from the ramp or he will see you when you continue to the lower level. Toss a stone toward the area where you entered. This will cause him and his partner to investigate. Continue down into the lower area. There are four pirates milling about the low area. Using an “Enhanced Perception” to locate them in the dim light is advised. There is a rock formation and some crates that will give you cover near the right rock face. Stay crouched and inch forward, going under the metal ramp and keeping that rock face on your right. The sentry you distracted should still be searching. Account for all the pirates-one occasionally patrols down to the water where you need to go. A Heavy Flamer is standing near the path down to the water. He and the other three pirates are usually facing away from your exit. Toss a stone only if this isn’t the case and don’t linger. That pesky sentry will probably return to the ramp and spot you if you do. Your route out of the grotto is behind the Heavy. It leads down to the water. (Checkpoint) Get into the water and swim for the waypoint, stay underwater as much as possible to maintain a low profile. Surface alongside the ship and continue ahead. Your victim is just ahead on the dock. Find the ladder on the rear of the ship and climb onto the deck. The victim, named Foster, is nearby. Peek around the crates and do a “Takedown”-you can throw a stone if need be but it shouldn’t be necessary. Don the privateer’s uniform and instead of being an “inked” California boy, you have assumed the identity of a novice privateer. (Checkpoint) Continue ahead and talk to the tough guy who clears your victim, Foster. The guy is a conspirator and his scheme will play a large role in the coming events. Listen to Volker’s tirade about business and the consequences of breaking his rules. He burns a pirate alive to emphasize his points. This sadist wants the head of Jason Brody and he offers his killer an island of his own. After his diatribe, jump into the water and swim to the boat. Pilot it out of the cove. Sam contacts you. His plan is to get on Hoyt’s good side by stealing a list of the conspirators from one of their three leaders. These are the conspirators that the tough guy spoke of when he checked Foster in. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - >>>Note: You now have a pirate’s or rather a privateer’s uniform and the identity of Foster. Unless you threaten someone or start killing, you can move among the pirates with impunity. This, however, doesn’t apply to outposts or other restricted areas. These areas must be infiltrated and taken, just as they were on the North Island. Oddly enough the local Rakyat will basically ignore you. You can now drive the roads and roam the countryside without being on guard, except for non-human predators. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - <<<<<<<<<<<<<<<<<< Mission 30: Triple Decker: (acquired) (CH030) >>>>>>>>>>>>> Outpost: Satellite Communications Hub/Supply Drop <<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> Pilot the boat to shore and since you’re wearing a privateer’s uniform the local bad guys won’t see you as an enemy. If you need to change weapons, sell extras or purchase ammo or body armor, fast-travel to Thurston Town where you can use the vendor. <<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> Outpost: Satellite Communications Hub/Supply Drop: (X: 524.7 Y: 443) >>Bounty Board: Path of the Hunter no. 15: Sniper rifle hunt for 3 leopards >>Equipment recommended: The silenced Z93 sniper rifle; an automatic weapon or a shotgun. <<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> When you’re ready to begin operations, open your map and fast-travel to Delta Camp in the northeast side of the island. The map coordinates are X: 518.5 Y: 463.7. These safe houses require no liberation and allow you to move rapidly around the island. However, most don’t have a vendor. This one places you about 225 meters north of the Satellite Communications Hub Outpost. While taking outposts isn’t necessary, doing so will yield numerous missions, accrue XP and loot and restore Rakyat control to the surrounding sector. The outpost is located approximately 200 meters south of Delta Camp. Commandeer the vehicle at the abandoned service station south of Delta Camp. Drive south on the dirt road and it will take you well past the outpost but it will then double back toward it. This route will keep you out of the restricted area surrounding the outpost. Do your recon from the closer of the two rock outcroppings on the west side of the road. This is about 75 meters south of the facility and is in the restricted zone-stay low to remain undetected. There is a Sniper in the east tower, five Normals and two guard dogs defending the outpost. One of the defenders mans a machine gun on the south perimeter. The facility also contains a caged bear. Getting to either of the two alarm panels with the dogs prowling is a poor option. Equip your silenced Z93 sniper rifle or another silenced ranged weapon. Because of the fencing, it is prudent to commence hostilities from the rock outcropping. From there you can get a clear shot at the bear cage. Snipe the Sniper as the defenders are battling the rampaging bear, and then continue sniping from the outcropping. Staying there will provide a refuge from the dogs if they sense your position. If the pirates manage to put the bear down, circle around and sneak in on the east side to disable the alarm. Any surviving dogs will have to be dealt with as you eliminate any remaining defenders. You or the entering Rakyat will probably have to finish off the bear. If an alarm is raised, reinforcements are quick to arrive in a patrol truck. A helicopter will also fly in if the skirmish persists-don’t let that happen. As usual loot the premises, and raid the large ammo cache near the alarm panel behind the safe house before purchasing any ammo. Grab the Memory Card inside the safe house. Visit the bounty board-one mission, a “Path of the Hunter,” is offered. It will pay a $350 bounty if you kill three rampaging leopards with a sniper rifle. >>>>>>Satellite Communications Hub Supply Drop: ($250, 1,000 XP) The Satellite Communications Hub Radio Tower is about 500 meters east of the outpost. Go to the cliff northeast of the newly liberated outpost and use the glider to fly to it. The gliders are still best for travelling long distance when no fast-travel station is an option. The wingsuit will deploy if you are falling or jump from a height but if the grade is too gentle it won’t deploy, causing you to take fall damage or die. Land near the radio tower and go to the “Blue Cross” and accept the “Supply Drop” mission. The course starts off going upgrade on the roadway but becomes torturous after passing the second flare when you go off road. It is easy to miss the bridge in the valley after which the steep off road climb up the steep grade and then down again is rough going. When you hit the road the finish is just ahead at a ramshackle “GAZ CO” garage just south of Delta Camp. This can be a tough run. The off road terrain frequently makes the car unmanageable. The bridge is easy to miss; it is easy to spin out on the off road grade and the 1:10 timer isn’t generous. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Collectibles near the Satellite Communications Hub Outpost: Relic no. 81: Spider 12 is located at map coordinates X: 523.1 Y: 476.1. Delta Camp, at map coordinates 518.5 Y: 463.6, is the best starting point to search for the Relic. It is located in a ruin atop the mountain about 130 meters north of Delta Camp. You can take a vehicle from Delta Camp or just sprint cross-country to get to it. The Relic sits on the shrine. Relic no. 82: Boar 12 is located at map coordinates X: 541.4 Y: 438.1. This places it on a mountain about 200 meters east of the outpost at the Satellite Communications Hub. The mountain is nearly impossible to scale, but there is a dirt road southeast of the outpost that will get you to a vine climb at map coordinates X: 537.5 Y: 434.2. Climb it, the longer vine beyond and yet another vine to reach a sealed ruin. Use a C4 charge to blast it open. The Relic sits on the open-air altar beyond. Relic no. 83: Shark 25 is located at map coordinates X: 547.6 Y: 453.9. The glider northeast of the outpost at the Satellite Communications Hub is the recommended starting point to obtain the Relic. It is located about 250 meters northeast of the outpost at an old homestead with a small patch of drugs. The Relic is just sitting on the porch of the shack. Relic no. 84: Boar 14 is located at map coordinates X: 509.4 Y: 447.6. This is about 160 meters west of the outpost at the Satellite Communications Hub. Sprint west from the outpost and slide down the cliff behind the roadside shacks. There is an underground bunker behind the north shack that has been covered with signs. Blast it open, jump down and take the Relic off the floor. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - <<<<<<<<<<<<<<<<<<<<<< Triple Decker: (starts) (CH030)>>>>>>>>>>>>>>>>>>>>>>>> Mission: You can now move among the privateers with impunity. Sam has information that three of the main conspirators are located at some ruins. They may have a roll sheet, identifying the renegades. Your task is to infiltrate the site, kill the three captains and acquire the incriminating intel. >>Equipment recommended: The Z93 sniper rifle; an automatic weapon with range; the Recurve Bow. <<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> Open your map and fast-travel to any safe house with a vendor to gear-up. Slot a silenced Z93 sniper rifle and a heavy hitting automatic weapon in case your stealth tactics fail. Travel to Romeo Camp in the northwest portion of the island. The excavation site where the mission will take place is just a short distance to the west. Sprint cross-country to reach the site. Since the site isn’t restricted and you’re wearing a privateer’s uniform, you won’t be seen as an intruder. So start your assault by entering the site, scouting the area and tagging the defenders. There are four pirates at ground level, including one of the three captains who is wearing a beret. He is one of the leaders that might have the roll sheet you require. The captain will periodically wander up to the platform on the level above. The other three privateers patrol or guard various zones of the ground level ruins. There is also a caged komodo dragon amid the ruins. Restraint yourself from killing anyone at this point-it will develop into a firefight when bodies are discovered. Go up the ramp and tag the two Snipers on the platform. Raid the shack where you’ll find a suit of body armor. Continue up the eastern stairwells where a pair of Heavy Gunners are on duty on the platform. One will wander a bit but he won’t go too far afield. If needed, top off your ammo at the cache. They won’t pay much if any attention to you. Stand on the east side of the shack and wait for them to separate so you can put them down. One will squat, busying himself with a task, allowing you to kill his partner. Either score silent headshots on both or kill them with “Heavy Beatdowns.” If you kill silently, no one will take note of their demise. Go up the stairs and tag the second captain and his bodyguard on the far side of the site. They both roam the area near the shack on the west end. Another privateer routinely patrols the upper area, and his route will take him to the east mine entry. Wait at the shack near the east mine entry and use a “Takedown” to drop the patroller where his body is out of sight. Move a bit closer to the two on the west end so you can’t easily miss. When the captain and his comrade are separated, silently put both of them down with your Z93 sniper rifle. Move into the mine via the east entrance. The captain will be preoccupied with a task at a table, but his bodyguard meanders a bit. When he wanders, take him out with a headshot and then silently snipe the captain. Check both of the deceased captains for the intel. They won’t have it but frisking all three is required. If your kills were all clean, the site will remain calm. You can then take the time to raid the mine and the upper area for loot and ammo. Move back to the east end and wait on the stairwells for that third captain to wander up to the platform with the Snipers. Kill him when he pauses on the east side. This should drop him where the Snipers won’t see the body. Go down and frisk him for the roll sheet. The two nearby Snipers can be eliminated with either a “Chained Takedown,” or if they are apart, a “Takedown” and a “Knife Throw Takedown.” If things remain calm, equip your Z93 sniper rifle and wait for the three pirates below to go their separate ways and then put them down when they are out of the other’s sightlines. If all went well, no reinforcements will come to investigate since there was no firefight. Take the time to loot the Chinese artifacts before leaving the site for the vehicle located on the rise outside the site. None of the captains had the needed roll sheet, but you did ascertain that the conspirators will be having a meeting soon. Sam is intrigued and optimistic. Maybe the roll sheet will be there. <<<<<<<<<<<<< Mission 31: Defusing the Situation: (acquired) (CH031) >>>>>>>>> Outpost: North Krige Crest/Radio Tower/Supply Drop >>>>>>>>>Optional Mission: Bled Dry Outpost: Spine Ridge Site Outpost <<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Collectibles near Gaztown: Letter of the Lost no. 16: Hurk’s Third Letter is located at map coordinates X: 237.5 Y: 425.4. Just 130 meters east of Gaztown there is a shack at the end of a dirt footpath. There is a small outbuilding near it where a ladder will take you to an underground bunker. You will find the Letter on an old desiccated corpse. Letter of the Lost no. 17: Hurk’s First is located at map coordinates X: 407.8. Y: 498.9. This is approximately 480 meters east of Alpha Camp in the north central part of the South Island. Move around the fence by sprinting along the bluff overlooking the bay to get to the main road. Go east toward the waypoint and a trail leads to the bunker near the mouth of the river. The Letter is on the corpse inside the bunker. Relic no. 91: Heron 30 is located at map coordinates X: 233.7 Y: 441.5, placing the Relic about 200 meters northeast of Gaztown. Grab a vehicle at Gaztown and drive up the steep incline to the shacks. They contain a decent amount of loot as well as the Relic. Relic no. 92: Heron 17 is located at map coordinates X: 212.4 Y: 426.8. Just 125 meters from the Gaztown safe house there is a Relic on a small ledge on the sheer cliff face. You must get onto that small ledge by using the glider south of town. Start your flight with full health and pilot the glider a very short distance from the cliff before turning toward the ledge. You must maintain height because the ledge is fairly high on the sheer cliff. The landing will be rough and will tax your health. The Relic is on a shrine there. With the Relic in hand, jump off and deploy your wingsuit or just fast-travel anywhere. Relic no. 95: Boar 17 is located at map coordinates X: 258.1 Y: 462. This is about 500 meters northeast of Gaztown. Take the road going northeast out of Gaztown; and, at the edge of town, bear left up the steep grade going past the shacks where you acquired Heron 30, Relic no. 91. Continue up the mountain on the north dirt path, cross the plank bridge and raid the shack beyond. The winding mountain switchbacks will eventually take you to the top of the mountain where you’ll find the Relic on top of some crates in a small shack in an abandoned settlement. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - >>>>>>>North Krige Crest Sector Radio Tower: (X: 259.3 Y: 443.5) Sam has a project and he wants you to tag along. The waypoint is in the north central part of the Island near a safe house called Alpha Camp. This, however, is a good time to fill in some details on the map. Fast-travel to Gaztown at map coordinates X: 224.7 Y: 425 instead. Sell off those Chinese artifacts acquired during “Triple Decker” and make the radio tower approximately 375 meters to the northeast of Gaztown your waypoint. Grab a vehicle when one is available and drive or just sprint toward the tower’s waypoint on the main roadway going east. You’ll encounter vehicle and possibly foot patrols on the road but your suit makes you seem like a friendly. The tower can be reached by a side path off the main road. Grab the Relic, Spider 18, on your way there. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Relic no. 94: Spider 18 is located at map coordinates X: 261.8 Y: 449.1. This Relic is near the North Krige Crest Sector Radio Tower. This is about 250 meters northwest of the outpost. You can backtrack on the dirt path above the outpost or just fast-travel to Gaztown and then drive to the tower to get to the artifact. The Relic sits near the cliff on the dirt trail leading to the tower. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - This is a heavily patrolled area, so you can either ignore or kill any pirates near the tower. Go up the stairwell. Walk the beams to get to the corner grating where you can make a rope climb. Go to the corner and jump the gap to another rope grab. Walk around the tower on the planks to get to another rope grab over a small gap. Another rope climb gets you onto a catwalk where you must jump the gap to another rope climb. Another rope climb from that corner and then a 180 pivot will allow you to climb another rope. Move out on the jutting planks, crouch and walk the support beam to the grating rather than chancing a jump. Carefully jump down onto the grating below and the rope around the corner will get you onto a grating walkway where the ladder will take you to the top. New weapons are available gratis and a “Supply Drop” is made available. Use the zipline to get to the side mission. >>>>>>North Krige Crest Supply Drop: ($225, 500 XP) The 50 second timer is just enough to complete the course if you minimize your collisions along the way. You’ll start out on a winding mountain trail and will have to go off road after passing the third flare. When you get back onto the road you’ll enter a small settlement. You’ll have to maneuver your way through the settlement before racing to the finish. The destination is near a shack about 120 meters east of the Gaztown safe house. Hurk’s Third Letter of the Lost is located under the shack. You must access it via the hut behind the shack. <<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> Outpost: North Krige Crest: (X: 279 Y: 431.5) >>Bounty Board: Path of the Hunter no. 16: Shotgun hunt for 2 bears (sub-menu) >>Optional Mission: Bled Dry >>Equipment recommended The Z93 sniper rifle; a close-quarters weapon-a shotgun or an automatic rifle. <<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> North Krige Crest Outpost is located about 550 meters east of Gaztown, but a dirt footpath about 200 short of the outpost and due south of the radio tower is your best route in. Commandeer a vehicle near Gaztown and drive east on the main roadway. Expect enemy roadblocks and patrols along the way. Your new identity will enable you to just avoid them or you can use your cover to your advantage and pick a fight, gaining XP and loot, but perhaps drawing in additional hostiles. Don’t miss the dirt footpath which curls south off the main roadway. The switchbacks will place you on the heights overlooking the outpost. A leopard frequently prowls the region. Listen for its growls and watch for it as you do your recon from the heights. Having an “Animal Repellent” slotted can help maintain stealth near the outpost. There are four Snipers among the nine defenders. One is on the north overlook at the elevated mine’s entrance; one is in the upper level of the safe house; one in the south tower and the fourth roves a bit. Two patrolling Heavies and three Normals also man the outpost. Note the locations of the three alarm panels by locating the speaker towers. In order for your incursion to succeed, you can’t miss either of your first two targets. Use the silenced Z93 sniper rifle to snipe the RPG Sniper on the elevated walkway near the mine entrance. Get in close if need be, using the brush along the cliff to mask your approach. This will also allow you to tag the remaining eight defenders below with a minimal chance of being detected. Wait for the Sniper on the tower near the conveyor to stroll into your sights and drop him. The demise of these two Snipers won’t be noticed if your kills were clean, allowing you to approach the outpost. Slip down off the heights onto the grassy shelf just west of the outpost. Move south to the edge of the facility, past the wooden walkway and go through the gap in the chain link fence. This rear area isn’t patrolled but there is an RPG Sniper on the safe house’s upper walkway. Go up the stairs, into the structure, make a “Takedown” and drag your victim inside where his corpse won’t be noticed. Confiscate his rocket launcher if you didn’t grab one earlier. Most of the remaining hostiles will be milling about near the alarm on the central structure but one nosy pirate likes to wander. The two Heavy Gunners will be patrolling. One will patrol near the alarm panel on the safe house and the other will patrol the far side, going through the adjoining structure and then to the far side of it. Stay in the upper story of the safe house. The rocket launcher gives you options. If most of the hostiles cluster up in front of the structure, kill the group with a rocket. At times this will allow you to kill both Heavy Gunners, but you won’t get everybody, so you must target the survivors to prevent an alarm. Rather than using the rocket launcher, you can wait for the Heavy Gunner to patrol below, near the alarm, and then do a “Takedown From Above” by jumping from the balcony. Disable the alarm. If the other Heavy is moving behind the building, you can move in on him for a “Takedown.” Even if these kills were clean, the remaining pirates will usually begin to drift. Get to the far side of the outpost and into the bushes near the cliff and target the survivors with the launcher or with your sniper rifle to secure the facility. An alarm will bring in vehicles from the south with additional Heavy Gunners and rocket toting Snipers. If it has survived a rocket attack, raid the ammo cache on the northeast side of the outpost near the small hut before purchasing any ammo. As always loot the premises and take the Memory Card in the safe house. Sell your extras and purchase any needed items. There is a “Path of the Hunter” mission available on the bounty board. It is a shotgun hunt for two bears that killed a local farmer. It pays $300. An optional mission, “Bled Dry,” is also offered. >>>>>>Optional Mission: Bled Dry: Open your map and fast-travel to Gaztown. Go to the cabin with the blue exclamation point. The weeping girl inside the shack wants to go home but her abusive husband is selling her services to the privateers and he won’t allow it. A certain ship’s captain will do it but he’ll only take conflict diamonds. She needs you to get them from the privateers. A waypoint will appear just northeast of town. All you need is the diamonds and if you get onto the hill northeast of the shacks, you can lure the privateer near the shack with the diamonds away from his two buddies, put him down and take the diamonds from the case inside without killing the other two-have a little mercy or not. If you haven’t acquired the Relic, Heron 30, in the other shack, you can retrieve it if you complete the slaughter. The next waypoint is a short distance to the east. If you stay on the mountainside to approach it you will have a big advantage. There are four pirates at the shacks and one is a Sniper. Snipe the lot, slip down off the heights and take the diamonds from the case in the shack. Get back to Gaztown and speak to the girl in the shack. She was being used to get the diamonds and when Rouel the husband enters and goes for her-put him down. She weeps over the corpse? Get out with your reward. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Collectible near North Krige Crest Outpost: Relic no. 93: Shark 18 is located at map coordinates X: 278.2 Y: 442.9. This artifact is in the mine inside the mountain north of the outpost at North Krige Crest. If you have liberated the outpost, go up the stairwells and jump onto the conveyor belt to get to the mine entrance. You can also just go up the dirt path behind the facility to get to the mine. The Relic is deep in the mine on a stone pedestal. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - <<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> Outpost: Spine Ridge Site: (X: 336.2 Y: 476.7) >>Bounty Board: Path of the Hunter no. 17: SMG hunt for three tigers (sub-menu) >>Equipment recommended: The Z93 sniper rifle; a close-quarters weapon-a shotgun or an automatic rifle; the Recurve Bow with explosive arrows. <<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> Open your map and fast-travel to Romeo Camp in the northwest side of the Island at map coordinates X: 312 Y: 499.5. This will position you a few hundred meters northwest of the Spine Ridge Site Outpost. Commandeer the car and drive southeast up the grade for 50 meters and turn right up the steep mountain path and park when the grade becomes too steep. Continue on foot, staying on the path, crossing the bridge and then swimming the stream. You may encounter a pirate patrol but they won’t be hostile unless you are. You’ll find a grassy spot where you can get up the cliff about sixty meters short of the outpost. When you reach the roadway, scout the facility. You’re nowhere near the restricted zone, so take the time to locate and tag the six Snipers and the two Normals defending the outpost. Continue southwest, away from the outpost and move into the bushes at the base of the ridge. This is only 50 meters from the safe house. Two of the compact outpost’s six Snipers are stationed near the road. One is lounging near the doorway and another is on the walkway above. Another Sniper is stationed on the rear walkway. The fourth Sniper walks a route going counterclockwise around the safe house. The other two Snipers defend the back area-one is on a platform near an alarm station and his comrade walks a short route on the dirt paths near the cliff. The two Normals lounge near a bonfire not far from a caged cassowary. The compact nature of the outpost and the number of RPGs make it one of the South Island’s toughest outposts to take if you don’t have the silenced Z93 sniper rifle. Remain concealed in the bushes near the base of the ridge and allow the Sniper patrolling around the safe house to approach the stacked barrels. Take him out there. None of his comrades will see his demise if the kill is clean. Snipe the Sniper near the building’s doorway and then the take out the Sniper on the walkway above. Move up the ridge. Monitor the route of the sentry near the cliff face. When he isn’t facing the Sniper on the platform, kill the Sniper on the platform and then the patroller. Quickly put down the remaining Sniper on the safe house’s walkway. If you have an explosive arrow, the grenade or rocket launcher, kill the two Normals near the fire to secure the outpost. If any survivors go to ground, you can slide off the ridge behind the Sniper’s platform and disable the alarm or you can shoot both alarm boxes before hunting down any survivors. As usual loot the bodies and raid the large ammo cache in the second story of the safe house before using the vendor. Take the Memory Card. The bounty board has a “Path of the Hunter” mission. Three tigers killed a young family and an SMG is provided to kill them for the $300 bounty. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Collectibles near Spine Ridge Site Outpost: Relic no. 96: Boar 18 is located at map coordinates X: 279.7 Y: 479.3. This artifact is in the middle of nowhere; or, rather, a torturous 380 meters southwest of Romeo Camp. The best way to get to it is to go afoot using the grassy areas on the mountain to get to the switchbacks between the camp and the waypoint. You’ll find an old ruin on the slope at map coordinates X: 285.2 Y: 485.5 where you can find some loot but no Relic. Be aware of leopards in the area as you continue up the dirt path. When the trail ends just continue toward the waypoint to a ruin. The long vine will get you down an open shaft where a sealed stone doorway must be blasted open. The Relic sits on an altar among three loot chests, including a red chest. Relic no. 97: Shark 16 is located at map coordinates X: 323.2 Y: 469.1. There is a lake about 150 meters west of the outpost at Spine Ridge Site. Take a vehicle from the outpost and drive counterclockwise around the mountain to the lake. The Relic sits on a stone altar at the bottom of the lake among some ancient sunken ruins. Relic no. 98: Spider 16 is located at map coordinates X: 335.3 Y: 455.8. This is about 180 meters south of the outpost at Spine Ridge Site. It isn’t on top of the mountain which is largely impassable. Commandeer a vehicle at the outpost and go counterclockwise around the mountain and take the side road going left and up-grade. This will be just north of the waypoint or symbol. You’ll find a temple ruin in the mountainside at map coordinates X: 331.7 Y: 458.1. The Relic lies in the ruins on a stone shrine. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - <<<<<<<<<<<<<<<<<<< Defusing the Situation: (Starts) (CH031)>>>>>>>>>>>>>>>>>> Mission: Sam has a bit of mischief planned. The conspirators are planning to detonate three bombs to sabotage Hoyt’s drug operations. He requests your help and you’re eager to help. The mission may help you make a name for yourself, getting you closer to a meeting with Hoyt. >>Equipment recommended: An automatic weapon with range, like a LMG; the GL-94 grenade launcher; The AMR (optimal) or the Z93 sniper rifle. <<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> Before joining Sam, get to a vendor to gear-up for a noisy campaign-no silencers are required for this venture. Take the AMR or the Z93 sniper rifle as well as the GL-94 grenade launcher. Take a heavy weapon with range, like a LMG or assault rifle or SMG. Having the ingredients for an “Untouchable” or two is recommended if you’re playing on “Master.” Having a “Fireproof” syringe or two is also prudent. Open your map and fast-travel to Alpha Camp. It is on the islands north central shore. Sprint to meet Sam at the nearby plantation. His plan is to foil the conspirator’s strategy, which is meant to weaken Hoyt Volker’s grip on the Islands and to promote their own agenda. The conspirators have rigged three bombs that, once detonated, will seriously cripple Volker’s drug operations. Foiling the conspirator’s plot will ingratiate you with Volker, letting you get closer to him for the kill. No subtle tactics for Sam. It’s gonna’ be a blitzkrieg. Follow the gung-ho Sam to the shack containing the first bomb. He will begin defusing it and you must provide protection from the enemy as he works. Once his work is completed Sam won’t prove defenseless, but he also has a health bar. If Sam or you die, the mission will fail. The initial attackers are a mix of six pirates but they are mainly Molotov throwing Chargers. Get behind the short fence bordering the road; from there you’ll be facing the higher ground to the south where most of the hostiles will appear. Your first attacker, however, will be a Charger and he will come from your right. Inject a “Fireproof,” if you have one. Put him down before he closes and be ready for the main assault that will come from the south. The five pirates won’t be easy targets in the clutter, and the fires they start can obscure your vision. They will attempt to flank your position on both sides. Remain on the road, away from the more combustible areas all around. Crouch behind the fence and pick your targets. When the bomb is defused, grab the loot and then move on with Sam. He won’t go to the second site until you’re ready. Follow Sam up the stairs to the shack with the second bomb. There is a pirate near the shack and another atop it. Snipe them before they target Sam or you. Sam will begin defusing the second bomb and he will tell you to get onto the roof. Doing so is optional but it is probably your best option. If you use the rooftop, you’ll soon see that you’re somewhat exposed as the ten or so pirates attack, coming mostly from the west. Use the short metal fence for cover. From the rooftop, you can more easily spot your attackers and track their movements if they attempt to flank the shack. You can both restrict the enemy’s movement and keep them at bay by tossing a couple of Molotovs into the weed field. If the enemy closes on the shack, you can jump down and use the shack and other available cover to continue the fight. Greet the incoming vehicle and its turret gun with a grenade and mop up any survivors as Sam completes his chore. Sam will join the battle, so watch his health bar. When the last of the hostiles are dealt with, Sam will start for the last bomb. Before he or you can be targeted, locate and kill the Sniper stationed on the windmill’s upper platform. If you miss, one shot can result in the mission’s failure. The last bomb is located in a greenhouse which is defended by a couple of pirates. They have set up a turret gun inside the structure. Its deadly field of fire commands the entire front of the structure. Sam is sometimes impetuous, and he is likely to charge into the teeth of the turret gun. Get ahead of Sam and flank left through the drug fields to get the drop on the gun crew from the side of the greenhouse before Sam does something stupid. Shoot through the side windows to take out the gun crew. With the greenhouse secured, Sam will begin defusing the bomb. Enter the structure and grab the body armor and the rocket launcher from the table. Manning the turret gun is optional because enemy lead will soon be flying into the greenhouse and you’re rather exposed. Mining the area in front of the greenhouse is a good idea, but you probably won’t have the time. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - >>>Note: If you’re playing on “Master” the looming battle can be quite challenging. If you have any “Untouchable” syringes, this battle may be a good place to use them. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Pirates will quickly begin their assault from in front of the structure. Anyone getting close enough to the structure will approach along the walls and try to enter. If you are manning the turret and are taking too much damage, defend near the door instead and watch for incoming grenades. The GL-94 grenade launcher is quite effective, taking out groups of hostiles and exploding flammable barrels which both kills attackers and restricts their advance. There will be a Heavy Gunner among your assailants as the battle deepens. Sam will warn you if anyone enters the structure. As the battle winds down a helicopter gunship will begin strafing. Use either the mounted gun or the rocket launcher to bring it down-if the hostiles are cleared it may be easier to just use the turret gun. Mop up any survivors after the chopper goes down. After the battle, Sam tells you that you might be able to get the information you require at a gorge to the southeast. There is no fast-travel safe house near the new mission site so make the East Ridge Camp Outpost your next waypoint. <<<<<<<<<<<<<<<<<< Mission 32: Deepthroat: (acquired) (CH032) >>>>>>>>>>>>>>>> Outpost: East Ridge Camp/Radio Tower/Supply Drop Outpost: Maw Docks and Repairs Outpost: Dry Palms Depot/Radio Tower/Supply Drop Outpost: Krige Valley River Fishing Outpost: Stubborn Kid Farm/Radio Tower/Supply Drop Outpost: Lazy Shore Marina Outpost <<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> Before continuing to the gorge, it’s time to liberate some outposts and fill in the map’s details. If necessary return to a liberated outpost or one of the towns to adjust your weapons and sell your extras. If you are starting for the East Ridge Camp Outpost from the drug fields, sprint east and commandeer a vehicle on the roadway. Check your map to select the proper route as you drive east. If you need to offload your bounty or adjust your weapons, you can also fast-travel to Spine Ridge Site Outpost to do so. You can then climb the long ridge behind it where you will find a pair of gliders on the heights. Take one east toward the waypoint. It will easily traverse the 1,000 meters, avoiding passage through the rough terrain below. <<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> Outpost: East Ridge Camp: (X: 443 Y: 490.7) >>Bounty Board: Wanted Dead no. 17 (sub-menu) ($400) >>Equipment recommended: The Z93 sniper rifle; the Recurve Bow with explosive arrows or the GL-94 grenade launcher. <<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> Start your operations from Delta Camp. It is located at map coordinates X: 518.5 Y: 463.7. Take the car found at the abandoned service station south of the camp and drive north to the main east-west roadway. It is about 400 meters distant and several of the interconnected dirt roads will get you there. Turn west and drive toward the outpost, bypassing any privateer roadblocks to maintain the peace. The road will go through the outpost, but if you stay on the road you will avoid the restricted area. Once clear of the outpost, turn left into the rough. Park and climb the mountain. The high ground south of the outpost is an excellent spot for scouting the facility and for commencing operations. Be aware that before the outpost is secured, a two-man privateer foot patrol routinely monitors the path coming from the southern heights-watch your back as you do recon. There are two Snipers in the roadside towers, and five additional pirates defending the facility. Two Normals stand guard near the roadside alarm station and two of the three Chargers usually loiter in the upper story of the safe house. Occasionally these two will stand near the cage instead. The other Charger will loiter near the two feral dogs that are penned at the back of the compound. Use the silenced Z93 sniper rifle to carefully drop the two roadside Snipers. If you make clean kills, the remaining garrison won’t notice their demise. Quickly snipe the loitering Charger and then use an explosive arrow or the GL-94 grenade launcher to take out the two Normals near the roadside alarm and then quickly shoot another explosive into the open window of the safe house to complete the action. If the Chargers aren’t in the safe house, target them after the two near the alarm and before the loner. All this can easily be accomplished from the grassy slope about 40 meters south of the facility. If you miss one of the Snipers or if any of the defenders escape the action, there is an alarm box near the southern cliff face that is easy to reach from the hillside once the opposition is thinned. If dogs or other predators attack the outpost, the survivors will usually resume their former positions. Use the safe house and take note of the “Wanted Dead” mission on the bounty board. A $400 bounty is being paid for a knife kill on a pirate that has taken residence in a nearby bunker. >>>>>>East Ridge Camp Sector Radio Tower: (X: 452 Y: 466.3) The East Ridge Sector Radio Tower is best reached by the winding footpath south of the East Ridge Outpost. Watch for a dog pack near the footpath and for a snake which is sometimes under the structure. Go up the stairwell and across the platform to the next stairwell. Walk the tower’s exterior structural beam to the platform or just jump across the gap to it. Move onto the support beam opposite the rope climb and jump to the rope. Jump onto the walkway and move clockwise around the catwalk. Crouch and walk the beams to the catwalk, move around the corner and jump up to the detached grating. Get onto the platform and walk the beam to the corner gratings. Climb the rope. Jump the gap in the grating or just walk the beam to it and continue around the tower to another rope climb. Go up the stairwell. Crouch and walk the structural beam onto the platform. Stand up and jump to the ladder, which will take you to the top of the tower. More weapons are offered for free at the stores and a “Supply Drop” mission is activated. >>>>>>East Ridge Camp Outpost Supply Drop: ($225, 500XP) Take the zipline down to the buggy. The 50 second timer is generous on this one. The route is pretty straightforward. Follow the flares up the mountain and you will go off road. The off road driving isn’t tough but you must take the road on the left after you get onto the roadway. It will take you to the finish. This is a rather easy bounty. The destination is about 300 meters northeast of East Ridge Outpost. There is a bit of loot at the destination as well as a “Sharpshooter” challenge. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Collectibles near East Ridge Camp Outpost: Letter of the Lost no. 15: Hurk’s Fourth Letter is located at map coordinates X: 497 Y: 501.3. Commandeer a vehicle at the outpost at East Ridge Camp and drive east about 450 meters. About 100 meters short of the waypoint, take the left fork down toward the beach. There is a large complex of bayside bunkers where you’ll find the Letter on a corpse at rest on an old mattress. Relic no. 87: Heron 13 is located at map coordinates X: 458.7 Y: 485.2. About 165 meters southeast of the outpost at East Ridge Camp, you will find the artifact; but that distance is deceiving. It is on top of the mountain at a homestead which is best located by using the dirt footpath behind the outpost. Go past the radio tower and then bear left up the steep grade. A “Supply Drop” run will bring you to this location as well. There are a couple of ammo caches there. Relic no. 88: Spider 14 is located at map coordinates X: 437.1 Y: 471.1. This is about 200 meters south of the outpost at East Ridge Camp. You can drive west out of the outpost and take the connecting road south or you can just sprint cross-country, skirting right around the high ground to get to the covered parking garage. The Relic sits behind a red trash hopper. Relic no. 89: Heron 28 is located at map coordinates X: 438.6 Y: 444.2. This is about 470 meters south of the outpost at East Ridge Camp. Take a vehicle and drive west out of the outpost and then bear south along the river. When you reach map coordinates X: 444.8 Y: 452.7 take the footpath which will meander up the mountain to the summit. The Relic sits in a shrine. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - By this time you’ll need to empty your Rucksack, so fast-travel to Gaztown. This will be the staging area for taking the outposts to the south of town. <<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> Outpost: Maw Docks and Repairs: (X: 215.8 Y: 376.5) >>Bounty Board: Wanted Dead no. 18 ($400) >>Equipment recommended: The Recurve Bow (optimal) or a silenced weapon. A close-quarters weapon-a shotgun or an automatic weapon. <<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> This remote riverside outpost is approximately 500 meters south of Gaztown. The fastest route to the outpost is by glider or wingsuit from the cliffs south of town, but depending on your location, you can get there by road or boat as well. Conduct reconnaissance from the high ground to the north of the outpost. This is out of the restricted zone. You’ll see three Snipers, two on the balcony and an outlier, whose attention is focused on the river. A mix of three Chargers and two Normals also defend the outpost. Patrol vehicles routinely pass by and they will stop to investigate a shootout even if an alarm isn’t sounded. Patrol boats also travel the river and an alarm or a commotion will also draw them into the conflict. An extended battle will also draw in a helicopter gunship. You don’t want to trigger an alarm, so disabling the alarm system is your first objective. The hillside provides an excellent sniping platform, but it is unlikely that you will be able to clear the outpost without an alarm being triggered, even if you mix in explosive weaponry. Infiltration rather than sniping is your best option. There are three alarm panels in the facility, and the one on the balcony is your objective. Move west off the hillside, leaving all those tempting targets standing. Go across the road and approach the safe house from the west by moving along the shoreline. Go up the stairwell and then go inside the structure. Kill the defender near the door with a “Takedown” and drag him inside. Exit and do another “Takedown” on the other Sniper and drag him inside as well. This will ensure that their demise will not quickly be noticed. Disable the alarm system from the panel on the exterior walkway. Exit the structure via the stairwell. You now want to lure the defender on the east side of the safe house to the rear, or better yet, the west side of the safe house. Stay in the foliage and begin luring him by tossing stones in the area behind the structure. When he is near your position, kill him silently. The bow is excellent for this purpose. At times the Charger that usually loiters in the shack on the east side will lurk near the safe house. If this is the case, lure him into your kill zone by tossing stones. If all your kills were undetected, you can now move across the facility and use a “Takedown” on the Sniper on the east side. Grab his rocket launcher when he falls. Three of the remaining defenders will be clustered around the mounted gun near the roadway. If the other Charger didn’t wander, move on him for a “Takedown.” Shoulder the rocket launcher and annihilate the remaining hostiles near the gun mount to clear the outpost. There is a “Wanted Dead” mission on the bounty board. You must kill two pyromaniacs entrenched in some old World War 2 bunkers. You can earn the $400 reward for knife kills on the two pyros. Take the Memory Card in the safe house and use the vendor if needed. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Collectibles near Maw Docks and Repairs Outpost: Relic no. 111: Shark 19 is located at map coordinates X: 231.9 Y: 355.6. This location is about 260 meters southeast of the outpost at Maw Docks and Repairs. Commandeer the boat at the dock and pilot it across the river. Make your way up the steep mountainside by finding the grassy areas. The Relic is inside the small hut at a small homestead. Relic no. 112: Spider 19 is located at map coordinates X: 216.5 Y: 330.9. This places the artifact approximately 450 meters south of the outpost at Maw Docks and Repairs. Drive west out of the outpost, cross the bridge and continue south going up the grade where the road splits. North of your waypoint a side road will take you down to the bay. Continue briefly east and a trail will get you to a cave whose entrance is 80 meters west of the Relic. The cave is at map coordinates X: 208.5 Y: 331.9 and is on the mountainside above the beach. Enter the cave, cross the bridge and walk the ledge to get to the Relic. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - >>>>>>Dry Palm Storage Depot Sector Radio Tower: (X: 254.9 Y: 350.4) There is a radio tower southeast of Maw Docks and Repairs Outpost. The roads between the outpost and the tower are meandering due to the precipitous terrain but they will take you right to the base of the tower. You can even top off your ammo at the cache in the shack near the tower. The stairwell leading onto the tower is lying on the ground. The only way onto it is via a zipline on the storage shed on the hill. Get onto its roof via the ladder and ride the line onto the lower platform of the tower. Once there, climb the rope, take the stairwell, crouch to clear the structural beam and go counterclockwise around the catwalk to a rope climb. Go around the catwalk to another rope climb. Jump the wide gap to another rope grab. Walk the structural beam and then the diagonal beam, crouching to get under the cross member and onto the small section of grating. From there you can make another rope climb. Use the plank and the gratings to reach the platform. Take the ladder to the top. New weapons will be free in the stores and a “Supply Drop” is activated. >>>>>>Dry Palm Storage Sector Supply Drop: ($250, 1,000 XP) Take the zipline down to the ATV. The course will take you down the ridgeline and onto the dirt path where you’ll have to follow the flares off road but will cross it a couple of times. When you approach the building on the hill, slow down or be prepared to go airborne briefly before limping your vehicle to the finish. The 1:00 timer is ample if you don’t hit too many obstacles or destroy it on the torturous run. The destination is near the coast 425 meters southwest of the outpost at Dry Palms. There are a couple of loot chests at the isolated shack. <<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> Outpost: Dry Palm Storage Depot: (X: 266.2 Y: 334.3) >>Bounty Board: Path of the Hunter no. 18: Pistol hunt for three bears (sub-menu) >>Equipment recommended: The Recurve Bow or a silenced weapon; a close-quarters weapon-a shotgun or an automatic weapon. <<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> This remote outpost is southeast of the Dry Palms Sector Radio Tower. If you do the “Supply Drop” mission, you will end up well to the southwest of the outpost. From the delivery’s destination a network of roads lead back to the outpost. You can also return to Gaztown and use a glider on the heights south of the town. If there is no available glider, the wingsuit will get you over half the distance there from Gaztown. However you travel, approaching the outpost from the north will allow you to quickly reach the suggested recon point. Approach the outpost on the mountain roadway and when you just enter the restricted area move up the ridge to the overlook near the palm trees. A Sniper, a Heavy Gunner, two Normals and four Chargers man the outpost. From the heights you will probably see only four or five of the defenders. One will be near the alarm station below your position. Another’s patrol route will normally bring him to that station where he will join the guard there. The Heavy Gunner loiters back and forth not far from them. The Sniper is hard to miss on the large elevated platform. There is room to maneuver for sniping on the grassy ledge near the pair of palm trees, but if sniping rather than infiltration is your preference, it is best done from higher up on the knoll where you are harder to spot and away from any passing vehicle patrols. Once you’re scouting is completed and the second defender has joined the sentry below, carefully skid down the cliff, using the bushes as cover to get onto the rooftop. When the Heavy Gunner moves behind the shack, drop onto the two defenders near the alarm and execute a double “Takedown From Above.” This will happen automatically when you jump down if both defenders are beneath. Disable the alarm and use a “Takedown” on the Heavy Gunner while the shack masks the demise of his two comrades and permits you to maneuver in for the kill. His silent demise won’t elicit a response if he is taken out there. The Sniper is your next victim, so either snipe him or maneuver in for another “Takedown.” Your activity will now have the two defenders set up for a double “Takedown From Above,” but using a silent weapon to put them down is a more likely event. If no commotion arises out of your killing these two, one of the remaining hostiles will be on the upper walkway of the safe house and the other lounging near the entrance. Be aware than reinforcements will include a pair of helicopter gunships that will arrive after reinforcing vehicles. Restock your ammo at the second floor cache and check the safe house for loot and adjust your inventory. A “Path of the Hunter” mission with a $400 bounty will require you to use a pistol to kill three bears that are blocking movement on a vital roadway. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Collectibles near Dry Palms Storage Depot Outpost: Relic no. 109: Boar 21 is located at map coordinates X: 275.4 Y: 338.3. This is in a mine and it is only 100 meters behind the Dry Palms Storage Depot safe house. Just go up the slope behind the facility, enter the mine tunnel and follow the tracks and then the wooden walkway. When the walkway ends, a chasm looms. Make a sprinting grab for the dangling rope. The Relic is on the platform with a couple of loot chests. Relic no. 110: Heron 18 is located at map coordinates X: 251.1 Y: 324.4. This location is about 180 meters southwest of the outpost at Dry Palms Storage Depot, near a boarded-up church’s graveyard. You can drive to the artifact but just sprinting cross-country from the outpost will be quicker. The Relic is at a gravesite. Relic no. 113: Boar 19 is located at map coordinates X: 295.2 Y: 325.5. This location is about 300 meters east of the outpost at Dry Palms Storage Depot. Commandeer a vehicle and drive east, stopping near the waypoint or the Relic’s symbol. Go down the dirt footpath to the beach and at map coordinates X: 292.4 Y: 323.4, you’ll find a mine entrance. The Relic is inside the mine. Relic no. 114: Spider 17 is located at map coordinates X: 313.4 Y: 338.9. This location is approximately 475 meters east of the outpost at Dry Palms Storage Depot, but it isn’t on top of the mountain. Make your way south to the road paralleling the beach and head east. A couple of interconnected trails south of the Relic’s symbol or your waypoint will get you up the mountain to an old mine entrance at map coordinates X: 312.5 Y: 332.5. The mine’s tunnels are extensive and the Relic is about 60 meters inside the mountain. Jump the long gap to the vine grab and then make another jump to a ledge. If you fall short on either of the jumps a long vine will get you atop the first ledge. You’ll find the Relic and a red chest in the tunnel. Relic no. 115: Heron 19 is located at map coordinates X: 248.5 Y: 357.3. This location is about 290 meters northwest of the outpost at Dry Palms Storage Depot and northwest of the sector’s radio tower. From near the concrete support for the tower’s north guy wire, drop down off the cliff to the rocks below and then to those just below. This drop will be from just above the Relic’s symbol. The Relic sits inside a small grotto. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - <<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> Outpost: Krige Valley River Fishing: (X: 321.5 Y: 362.4) >>Bounty Board: Path of the Hunter no. 19: Flamethrower hunt for four leopards (sub-menu) >>Equipment recommended: The Z93 sniper rifle (optimal); The Recurve Bow with fire arrows; a close-quarters weapon-a shotgun or an automatic weapon. <<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> Approach the outpost from the west. The main road passes through the facility or you can commandeer a boat and get there by the river. Stop about 125 meters west of the outpost. Drop a mine in the roadway or have the GL-94 grenade launcher or an explosive arrow or two handy for dealing with the recurrent vehicle patrols. Locate the brush on the left side of the road. This is about 70 meters short of the outpost. Scout the facility-you should be able to tag four or five of the defenders. Two Heavy Gunners prowl on the far side of the outpost near a caged komodo dragon. They will be out of your sightline as will a Normal that hangs out near the river. Stay crouched in the bushes and take down the lone sentry on the south side of the road. Any corpse will be noticed, so quickly take down the defender on the upper walkway of the safe house. Don’t be seen and no alarm will be given as you target the remaining defenders who will first go to ground but will soon drift in your general location. If the two Heavy Gunners begin to advance on your position, you can either use fire arrows to dispatch them, or you can retreat through the bushes, dive into the river and take refuge on the opposite shore. From there your options are various, defending on the enemies positioning. You can snipe them without re-crossing the river or you can cross the river, disable the alarm and hunt them down. Check out the munitions in the second floor of the safe house before using the vendor and looting the safe house. There is a “Path of the Hunter” mission on the bounty board. It pays $400 for killing marauding leopards with a flamethrower. >>>>>>Stubborn Kid Farm Sector Radio Tower: (X: 381 Y: 430.2) The Stubborn Kid Farm Outpost and the adjacent radio tower are about 1,500 meters east of Gaztown and they can be reached from any of the surrounding liberated outposts but the main roadway going east from Gaztown will take you right past them. Drive past the outpost-you will be on the edge of the restricted zone-and take the side road to the radio tower Climb the four stairwells, go clockwise around the catwalk and make the rope climb. Turn 180 degrees and jump to the rope grab point. Walk a series of planks, crouching when necessary, to get across the tower and up the plank ramp to the grating. Jump the gap onto the grating-you’ll pull up if you fall a bit short. Walk the plank extending off the tower’s side, crouching when necessary, and go across the tower on the center plank to get to a platform. From there you must jump up to a warped grating where your head will hit if the jump isn’t right. Jump a small gap in the grating and then jump to the ladder platform. If this is your sixteenth tower, all the regular weapons are now gratis and only a “Supply Drop” is offered. Skip it for now so you can take the outpost. <<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> Outpost: Stubborn Kid Farm Outpost: (X: 368.9 Y: 427.3) >>Bounty Board: Wanted Dead no. 20 ($350) >>Equipment recommended: The Z93 sniper rifle (optimal); a close-quarters weapon-a shotgun or an automatic weapon. <<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> The Stubborn Kid Farm Outpost and the adjacent radio tower are about 1,500 meters east of Gaztown. It can be reached by road from any of the surrounding liberated outposts, and the main roadway going east from Gaztown will also take you there. If you’re going by road, avoid any confrontations with the privateers when you get within 200 meters of the outpost or the defenders will turn hostile. The roadway passes through the outpost but it isn’t in the restricted zone, so you can go through it without alerting the garrison. Once you’re past the restricted zone, stop and park. Go up the hillside toward the radio tower and locate the crude footpath leading past the shacks west of the radio tower. It will take you to an overlook west of the outpost where you can scout the compound. If long range sniping is your preference, this is the best location to commence operations. If a bear attacks the outpost, causing the defenders to scatter, sniping is probably the best option even though the surviving defenders will generally gravitate to their previous posts after the attack. There are three Heavy Gunners and four Normals defending the outpost. One of the Heavy Gunners is in the shack to the west and his attention, unless disturbed by an attacking bear, is to the west, away from the camp. Another Heavy is centrally located and mills about the alarm panel, but he faces westward the majority of the time. The third Heavy is guarding the alarm panel on the east end. Four Normals also must be dealt with. One is on the balcony of the safe house. Two loiter near the roadway and both are facing away from the camp. Another Normal walks a recurrent sentry route, taking him both east and west across the compound. Once the defenders are tagged, allow the patroller to start west and use the Z93 sniper rifle to drop the Heavy Gunner below your overlook with a headshot-don’t miss or you’ll have a firefight. If the defender on the balcony comes to the side of the structure, drop him as well; if not, carefully drop down behind the safe house. Doing so with a full health bar is prudent and having the skill, “Ninja Step” will also be very beneficial in maintaining stealth. Go up the stairwell and use a “Takedown Drag” on the defender on the balcony before the patroller starts east on his route. Drag him into the building so his corpse isn’t detected. Jump over the rail near the dead Heavy and disable the alarm. When the roving sentry approaches, toss a stone to lure him farther away from the outpost. This will allow you to drop him so the central Heavy Gunner won’t notice his demise. Crouch and move in behind the milling Heavy Gunner near the central alarm. Use the bushes and the crude sheet metal walls of the knife-throwing area to get in behind the Heavy where you can make a “Heavy Beatdown.” The Heavy in the shack to the west is your next victim. Move away from the two defenders near the roadway and creep in behind the Heavy in the shack for another “Heavy Beatdown.” An explosive arrow or a grenade will kill the last two defenders and clear the post. You can even exit the outpost on the west and circle around out of the restricted area to kill the last two Normals. Watch for a foot patrol coming from the east that will challenge your presence if you are detected in the restricted area. If an alarm is given, summoning reinforcements it can be challenging in this restricting terrain and the water buffalo don’t appreciate your presence either. Vehicles from both the east and west will bring in several additional Heavy Gunners as well as regular troops. If this happens and you retreat back onto the heights, you can easily snipe all comers, especially if you’re carrying the AMR. A bear will frequently wander in to aid the cause. Raid either or both of the large ammo caches in the center of the facility and check the safe house for loot. Loot the premises and check the bounty board, which has a “Wanted Dead” mission available. A $350 bounty will be paid for a knife kill on two Snipers who are killing the local villagers. >>>>>>Stubborn Kid Farm Sector Radio Tower Supply Drop: ($300, 1,000 XP) Return to the radio tower. This delivery will intermittently take you both off and on road to the destination. Just follow the flares. The 1:00 timer is adequate if you don’t turn over, hit too many obstructions or damage the vehicle to where it explodes. The destination is an old World War 2 fortification over 600 meters from the Stubborn Kid Farm Outpost. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Collectibles near Stubborn Kid Farm Outpost: Relic no. 99: Spider 30 is located at map coordinates X: 391 Y: 427.4. This is about 220 meters east of the outpost at Stubborn Kid Farms at an old mining camp. Commandeer a vehicle at the outpost and drive to the roadside mine. The Relic sits in an ore cart near the mine’s entrance. Relic no. 100: Boar 15 is located at map coordinates X: 354.1 Y: 448.1. The Relic is located approximately 260 meters northwest of the outpost at Stubborn Kid Farm-as the crow flies but the route will be many times that. Set a waypoint near the bear symbol at map coordinates X: 383 Y: 453. Drive east out of the outpost, veer north and take the side road west to reach the coordinates near that bear symbol. Park and walk past the aloe farm and up the long grade in the canyon. You’ll find a long vine climb to get you up the cliff and another beyond to get you to a ruin. Enter the dark cave opening and blast the sealed door open. The Relic sits inside on a pedestal. Relic no. 101: Heron 15 is located at map coordinates X: 398 Y: 452.7. This artifact will be inside a shack 390 meters northeast of the outpost at Stubborn Kid Farms. Commandeer a vehicle at the outpost and drive east and then north to the little roadside settlement. The Relic sits on a crate inside the shack. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - <<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> Outpost: Lazy Shore Marina (X: 487.1 Y: 427.4) >>Bounty Board: Path of the Hunter no. 20: Flamethrower hunt for rabid dogs (sub-menu) >>Equipment recommended: The Z93 sniper rifle (optimal); a close-quarters weapon-a shotgun or an automatic weapon. <<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> Open your map and fast-travel to the Echo Camp safe house located at map coordinates X: 500.7 Y: 415.4-this is near the central part of the island. The outpost at the Lazy Shore Marina is only 180 meters northwest of it. Make your way toward the outpost. Before crossing the bridge, scout it, tagging the visible defenders. There are seven defenders, including three Heavy Flamers, two Normals and two Chargers defending the outpost. The two Chargers will lounge in the upper level of the safe house and will be difficult to pinpoint without using “Enhanced Perception.” Unless disturbed, they will stay put. The two alarm stations are in plain sight of the defenders, making infiltration a poor option. You can, however, easily target them with a sniper rifle from the knoll to the north. Go across the bridge and get onto the knoll just north of the outpost. Locate the bush near the small tree and conceal yourself in its foliage as you scout the facility. One of the Heavy Flamers will routinely patrol to front of the safe house. Wait for him to pause there and then use the silenced Z93 sniper rifle to put him down with a well-aimed headshot. A silent kill will remain unnoticed by the defenders. If one of the Heavies is near a red barrel, shoot it to eliminate him. If a Heavy isn’t in the blast radius, pick off another exposed Normal to further narrow the odds. An exploding barrel or a visible kill will be noticed, so waste no time shooting a grenade, rocket or explosive arrow through the open doorway of the safe house, eliminating the two Chargers. The remaining defenders will begin searching. Just remain concealed in the bush to prevent an alarm as you pick new targets. The bush should also mask your location from any patrol vehicle coming onto the knoll to investigate the source of the mayhem. Any explosion within earshot of passing patrols will draw them it whether an alarm is sounded or not. Continue sniping and once the opposition is weakened, you can, if preferred, get to an alarm panel and mop up the survivors at closer quarters. You can also just target both alarm panels from concealment and clear the outpost with the Z93 sniper rifle. Any persistent alarm given will draw both patrol vehicles and a river gunboat to investigate. Enter the safe house and grab the Memory Card, adjust your inventory and loot the facility. Check the bounty board for a “Path of the Hunter” mission. The mission pays $350 to kill a pack of eight rabid dogs. This must be done with a flamethrower. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Collectibles near Lazy Shore Marina Outpost: Relic no. 85: Spider 25 is located at map coordinates X: 455.3 Y: 425.3. This is about 320 meters west of the outpost at Lazy Shore Marina. To get there, cross the river at Lazy Shores Marina and take the road south of the river west toward a cenote located at map coordinates X: 454.2 Y: 419.3. It is on the high ground and it is about 60 meters south of the Relic. It can be seen on your map. Jump into the cenote and swim north toward the artifact and then walk through the cave to the Relic. Use the wingsuit to exit the elevated cave. Letter of the Lost no. 18: Hayato’s Fourth Letter is located at map coordinates X: 471.5 Y: 418.1. This is about 320 meters southwest of Lazy Shore Marina and is the same location where Spider 25, Relic no. 85, is located. To get there, cross the river and take the road west toward the cenote on the high ground at map coordinates X: 454.2 Y: 419.3. Jump into the water. The Letter is on the corpse lying on the rock ledge. A long vine will get you out. Relic no. 86: Shark 29 is located at map coordinates X: 420.8 Y: 418.3. 670 meters west of the outpost at Lazy Shore Marina the rivers converge. Pilot a boat west from the marina, going over the ramps to the waterfall. The Relic is in the deep pool beneath the falls. You can use the ramp to go over, get out of the boat and dive in or you can just make your way down the hillside to the base of the falls. Relic no. 90: Boar 13 is located at map coordinates X: 463.8 Y: 448. This is a remote ruin site in a canyon about 300 meters northwest of the outpost at the Lazy Shore Marina. Drive west from the outpost and stop at map coordinates X: 455.4 Y: 447. This will be west of the waypoint or symbol for the artifact. Go up the incline to the temple ruin. The Relic sits inside the ruin on a stone altar. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - <<<<<<<<<<<<<<<<<<<<<<<< Deepthroat: (Starts) (CH032)>>>>>>>>>>>>>>>>>>>>>>>> Mission: The conspirators are meeting on a bridge to discuss strategy. If you can get a picture that identifies their leaders, you can ingratiate yourself with Volker. If you can gain his confidence, you can avenge your brothers and friends, and rid the Islands of a dreadful tyrant. >>Equipment recommended: The AMR sniper rifle (optimal) or the Z93 sniper rifle; the GL-94 grenade launcher and/or an RPG; an automatic weapon with range like an LMG. >>Note: For this mission you won’t require sound suppressors so carry your most potent weapons. <<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> Before going to the mission site, visit a vendor to gear-up. If you have the AMR, take it; if not take the Z93 sniper rifle. Take a heavy hitting automatic weapon with range, like a LMG, SMG or assault rifle. Slot the GL-94 grenade launcher and toting an RPG is recommended. If you’re playing on “Master” having an “Untouchable” syringe can help keep you alive. Start west on the roadway, going toward the waypoint from either Echo Camp or the outpost at Lazy Shore Marina. When the waypoint moves to the left of the road, go down the grade on the rough riverside path. Farther along it will move up grade and transition into a mine cart track. This isn’t a restricted area, so the two privateers on the path won’t be hostile. Tag them but don’t commence hostilities-yet. Climb the ladder on the wooden tower, which is located just before the fractured tracks. Tag the two pirates across the gorge and then take the zipline across to the wooden platform. Climb the ladder to get onto the higher platform. Another zipline will take you back across the gorge, getting you to the opposite side of the fractured track. Move up grade along the track, going past the privateers and then up the stairwells on the wooden tower. Do a “Takedown” on the lone sentry atop the lookout. If he is going down the stairwell, just bypass him instead. Grab the body armor from the table, and then look toward the waypoint. The waypoint is a bridge where the meeting of the conspirators will take place. When prompted, equip your camera and take a picture of the conspirators. Taking the picture will change the task to preventing the truck from leaving with the conspirators-wait until the task changes to continue or there will be no roll sheet on the captain’s corpse. Jason will speak briefly when it’s time to begin, and then a 50 second timer will begin to coutdown. You must get across the gorge, kill the intervening pirates and destroy the truck before the conspirators can escape. Be aware that using a rocket launcher from the platform where you snapped the picture isn’t a viable option. Take the zipline across the rift and sprint through the tunnel. When you emerge from the tunnel, do a quick “Chained Takedown” on the two sentries and sprint ahead and do a “Takedown” on the lone sentry or if he is on the move gun him down. If you’re not carrying your own RPG, backtrack past the shack where you’ll find an RPG-7 rocket launcher at the waypoint. Use it to target the truck. A successful hit will abort the timer and the conspirator with the roll sheet will hopefully be lying dead on the bridge. Make sure the “yellow tag” is downed-the vehicle can be destroyed without the “yellow’ being killed. Stay in cover behind the shack and hit the other truck to prevent the privateers from targeting you. Quickly locate and put down the RPG operator on your side of the gorge before he targets you with his RPG. He will be on the high platform toward the bridge. There is another RPG Sniper on the opposite side. He will be on the dirt terrace below the bridge. Use your RPG-7 or the GL-94 grenade launcher to target him so aiming isn’t crucial. This will likely set the wooden structure across the gorge afire. Seek cover behind the crates and snipe any hostile that is sniping at you from across the gorge. There is no time restraint, so before re-crossing the gorge, let any flames started during the skirmish subside. Take the zipline west of the shack, where the walkway is fractured, to once again get across the gorge-just don’t travel into flames. Start east on the wooden walkway and you’ll be met by four pirates coming from the grotto in the cliff. A quick player can get a grenade into the entrance, killing most of them before they can offer much resistance but you’ll likely have to retreat a bit since it will also set the wooden walkway on fire. Clear out any survivors and raid the grotto. Continue up the ramp and clear the three pirates as you continue up the grade. They have the high ground and they aren’t adverse to hiding in cover or throwing grenades. These pirates may eventually come to you if you wait near the ramp. Continue up the inclined walkways, which will switch back to going east. Don’t linger on the last ramp. A pair of RPG Snipers will target you from across the gorge with deadly effect if you do. You must quickly put them down to survive- hit them with your grenade launcher or the RPG to quickly dispose of them. You can also sprint and get onto the platform with a rope grab and use the zipline to again cross the gorge. The RPG operators will still be waiting for you but they will employ small arms since you’ll be at close-quarters. However you proceed, use the zipline to again cross the gorge. A wave of four pirates will scramble out of the tunnel when you cross. Toss or shoot a grenade into the tunnel to reduce the odds; and, if necessary, get behind the shack to finish them off. Grab the body armor from the dark mine tunnel and then continue up the tracks, going toward the bridge. Several pirates will emerge from a grotto at the far end of the wooden ramp. Waste them with your grenade launcher. Wait for the flames to subside, advance and grab the loot and the ammo from the large cache in the grotto. Take the zipline near the grotto’s entrance across the gorge one last time. Move up the incline and use the concrete barrier at the crest as cover to address the surge of pirates moving into and around the shack. Toss or shoot a grenade or two into the shack, hit the red barrel and let the pirates come to you as you remain in cover behind the barrier. This can be a challenging skirmish on “Master,” so using an “Untouchable” syringe can ease the pain of the encounter. Get onto the bridge and loot the “yellows” corpse to finally acquire the list. A patrol vehicle arrives, but the waypoint on the bridge is a gap in the railing where you can jump. Deploy the wingsuit and then the parachute to put distance between yourself and the pirates. This mission isn’t complete until you get to the getaway vehicle. <<<<<<<<<<<<<<<<<<<<<< Mission 33: All In: (acquired) (CH033) >>>>>>>>>>>>>>>> Outpost: Harmanse Gas and Repair >>>>>>>>>Optional Mission: Father’s Burden Outpost: Bridge Control/Radio Tower/Supply Drop >>>>>>>>>Optional Mission: Home Delivered Outpost: Break Point Docks Outpost: Longshore View/Radio Tower/Supply Drop >>>>>>>>>Optional Mission: Dirty Work <<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> Return to Thurston Town via the fast-travel station to visit the store and to use it as a staging area to take the northeastern outpost at Harmanse Gas and Repair. <<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> Outpost: Harmanse Gas and Repair (X: 606.3 Y: 489.2) >>Bounty Board: Wanted Dead no. 20 ($375) >>Optional Mission: Father’s Burden ($500) >>Equipment recommended: The Z93 sniper rifle (optimal); a close-quarters weapon-a shotgun or an automatic weapon. <<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> Harmanse Gas and Repair Outpost is about 350 meters southeast of Thurston Town. Just sprint cross-country from the town and make your way atop the crag overlooking the outpost to do recon. The outpost lies on the shoreline and is garrisoned by a Sniper on the bay side, by two Heavy Gunners and by four Normals. Remain in cover atop the crag and use the silenced Z93 sniper rifle to kill the Sniper. When you have a shot, continue dropping the isolated targets. Even if a body is found, you will remain undetected if you remain atop the crag in concealment. Note that both alarm panels can be targeted from the crag. You can either snipe the lot; or, when most of the garrison is downed, drop down from the heights-watch for a two-man foot patrol or a vehicle that routinely passes the facility. To infiltrate, move in along the river or flank wide of the facility to remain undetected. Disable the alarm and use the available cover to stalk your prey, clearing the post. Before purchasing any ammo, reload your weapons and raid the ammo cache in the second story of the safe house. The bounty board has a “Wanted Dead” mission paying $375 to kill a privateer entrenched in some old Japanese World War 2 bunkers. An optional mission, “Father’s Burden,” is also offered. >>>>>>Optional Mission: Father’s Burden: Open your map and fast-travel to Thurston Town and go to the shanty with the blue exclamation point. The man needs you to retrieve three items stolen by the pirates. The first is a necklace. At the waypoint a man says you must beat the pirates at poker and then he will give you the necklace. Go into the “Crazy Cock Bar.” Buy in and you must bust the other three players-I hope you know what beats what. Return to the requestor with the necklace. You must now retrieve the stolen watch from the drunken pirate. Sneak up on him and do a “Takedown.” His buddies will open fire on you if you are seen. Kill them as well. Loot the body and head for the third waypoint. Four pirates and a guard dog are loitering near a vehicle. Toss a grenade among them and mop up. Loot the bodies to find the rosewood knife. Return to the requestor for the $500 reward. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Collectibles near Harmanse Gas and Repair Outpost: Relic no. 77: Heron 12 is located at map coordinates X: 598.1 Y: 490.5. This places it on a rock crag about 85 meters east of the outpost at Harmanse Gas and Repair and 280 meters southeast of Thurston Town. It sits on a shrine atop the heights. Don’t miss the red chest alongside. This is the scouting and sniping platform advised for the liberation of the outpost. Letter of the Lost no. 14: Hyato’s Third Letter is located at map coordinates X: 602.6 Y: 457.7. Commandeer a vehicle at Harmanse Gas and Repair Outpost and drive south across the river about 315 meters. There is an old World War 2 fortification that sits atop the high ground overlooking the bay. Inside you’ll find a Letter on a soldier’s corpse. Relic no. 78: Heron 25 is located at map coordinates X: 610 Y: 427.5. Either the outpost at Harmanse Gas and Repair or the bunker containing the Letter of the Lost, no. 14, is the best starting point to search for the Relic. It is located south of Turtle Hill on an offshore islet. Take the footpath from near the bunker where you found Letter no. 14 down to the beach and cross the shallows to the islet. A long vine on the northwest side will get you atop the islet. The Relic sits on a shrine. Relic no. 79: Spider 13 is located at map coordinates X: 573.7 Y: 454.6. This is about 475 meters southwest of the outpost at Harmanse Gas and Repair; this is near the radio tower which is west of Turtle Hill. Once near the tower, you’ll have to carefully drop off the knoll north of the tower to locate a cave entry that will display as a black mass on your map. Enter the cave and you’ll have to climb three ledges using vines to get to the shrine to obtain the Relic. Relic no. 80: Shark 13 is located at map coordinates X: 583.9 Y: 439.7. This Relic can be found by either driving to the radio tower south of Thurston Town or while doing the mission, “Dopplegander.” Take the footpath south of the radio tower up the grade and then make your way to the waypoint on the peak. The Relic is lying outside of the shack behind a crate. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - <<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> Outpost: Bridge Control (X: 442.8 Y: 384.3) >>Bounty Board: Path of the Hunter no. 21: Machete hunt for an Albino Croc. >>Bounty Board: Path of the Hunter no. 22: Machete hunt for two bears. Optional Mission: Home Delivered ($500) >>Equipment recommended: The Z93 sniper rifle (optimal); The Recurve Bow; a close-quarters weapon-a shotgun or an automatic weapon. <<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> Raid the safe house for the Memory Card and then loot the premises. There are two “Path of the Hunter” missions at the bounty board. One pays $450 for a kill of an Albino Crocodile and you must do so with a machete. Another “Path of the Hunter” will pay $500 for an unblemished bear skin. You must kill it with a machete. An optional mission, “Home Delivered,” is also offered. >>>>>>Optional Mission: Home Delivered: There is a small islet in the river just west of the outpost at Bridge Control. Go behind the poker establishment and talk to the man standing there. Three of his friends have disappeared in a water pool that the locals believe has mystical powers. He wants you to check it out. Go back across the river and head for the waypoint to the north. Go down to the river where you’ll find a cave entrance. Swim into the cave and then go underwater and surface at the light. There are bodies scattered about and there is an altar in a side grotto. With nowhere else to go swim back out and be prepared for a crocodile attack. Follow the prompt to complete the kill. Return to the requestor for the $500 reward. >>>>>>Bridge Control Sector Radio Tower: (X: 454.2 Y: 361.5) The radio tower is on a lofty promontory 250 meters southeast of the Bridge Control Outpost. Go up the stairwells and make the three simple rope climbs from the platforms. Crouch and walk the exterior structural beam, or just jump the gap, to reach the metal plating. Go up the angled planks to the corner grating and jump up onto the platform. Jump the gap or crouch and walk the central beam to reach the metal plating. Use the planks to get to the corner grating. Either make the long jump to the rope or inch toward it on the structural beam until you get the interactive allowing you to climb the rope. Crouch and a series of interconnected planks will take you across the tower to a corner grating where you’ll find another rope climb. Take the ladder to the top of the tower to deactivate the scrambler. A new “Supply Drop” is available. >>>>>>Bridge Control Sector Radio Tower Supply Drop: ($175, 250 XP) The old car bounces around a bit-more than a bit-when you are off road. The mostly down grade course is pretty straightforward. You’ll be mostly off road and the 45 second timer is adequate but not generous. It is a rather easy run. The destination is near a shack about 400 meters northeast of the outpost at Break Point Docks. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Collectibles near the Bridge Control Outpost: Relic no. 107: Spider 15 is located at map coordinates X: 414 Y: 397.4. This is about 325 meters northwest of the outpost at Bridge Control. Commandeer a vehicle at the outpost and drive northwest to near the waypoint. To get the Relic, you’ll have to enter a cave at river level 65 meters to the northwest at map coordinates X: 418.2 Y: 402.4. Swim as far as the ceiling allows and dive and swim underwater for another 15 meters before surfacing to find the Relic. Letter of the Lost no. 19: Masawiro’s Letter is located at map coordinates X: 528.6 Y: 399.8. Echo Camp, in the east central part of the island, is the closet fast-travel station to the site. Commandeer a vehicle and drive east on the roadway until you get north of the waypoint. Park and sprint south to find the soldier’s remains and the Letter of the Lost near a gun emplacement. Watch for komodo dragons in this area. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - <<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> Outpost: Break Point Docks (X: 477.2 Y: 342.9) >>Bounty Board: Wanted Dead no. 21 ($500) >>Bounty Board: Wanted Dead no. 22 ($500) >>Bounty Board: Path of the Hunter no. 23: Bow hunt for komodo dragons. >>Equipment recommended: The Z93 sniper rifle (optimal); a close-quarters weapon-a shotgun or an automatic weapon. <<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> This remote bayside facility is at the extreme southeast part of the South Island. It can most easily be reached by road from either Echo Camp to its northeast or from Bridge Control to its northwest. Scout the outpost from the high ground to the north. The bushes located at map coordinates X: 472.8, Y: 357.7 provide good cover for both scouting the compound, which is 90 meters below, and for some stealthy sniping. Two Heavy Gunners, two Chargers and three Normals man the place. Stay in the foliage and then release the caged tiger when one of the Heavies is near it to reduce the odds. As it rampages, snipe the outliers. No alarm will sound if your sniping is discrete so remain on the heights, concealed in the bushes. The tiger and some stealthy sniping will normally clear the facility. Stock up on ammo at the cache near the safe house’s entrance. Loot the premises and check the safe house. The bounty board offers three missions. A “Path of the Hunter” mission will pay $450 if you kill the komodo dragons that have killed an archer’s cat. You must use a bow to earn the reward. A “Wanted Dead” mission requires you to kill two privateers who have taken over a barn. It pays $500. A second “Wanted Dead” mission requires you to kill a pyromaniac who is hunkered down in a shack. It will pay $500. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Collectibles near Break Point Docks Outpost: Relic no. 102: Boar 24 is located at map coordinates X: 466.7 Y: 352.5. This is only 140 meters northwest of the outpost at Break Point Docks. Sprint from the outpost to the location and you’ll find a ruin site in the side of the mountain. Place a C4 charge on the stone doorway to blast it open. The Relic is on a stone pedestal inside. Relic no. 103: Shark 14 is located at map coordinates X: 478.4 Y: 356.7. It appears that the Relic is atop the mountain north of the outpost at Break Point Docks. It isn’t; there is a ground level cave entrance at map coordinates X: 478.2 Y: 361.4 that will allow you to acquire the artifact. You can drive around the mountain from the outpost but the terrain isn’t too bad if you just go cross-country and slip down off the heights instead. Be sure to have at least the makings of one “Deep Dive.” There are “blue” leaves in the flooded cave but they aren’t that easy to get. The Relic lays on the floor in the darkness. It’s about a forty meter underwater swim to the Relic. You can, of course, just fast-travel out. Relic no. 104: Shark 15 is located at map coordinates X: 493.4 Y: 360.6. This is about 230 meters northeast of the outpost at Break Points Docks. Grab a vehicle at the outpost and drive east, stopping near coordinates X: 496.7 Y: 353.2. These are the coordinates for a cave which is about 80 meters from the Relic. You’ll have to go down to the narrow cove to find the cave entry. Swim in and you’ll come to a wooden structure. You will then have to dive and swim to the dim blue light. You can surface after about 25 meters and swim to a pile of crates where you’ll find the Relic and a red chest. Relic no. 105: Heron 2 is located at map coordinates X: 443.2 Y: 344.8. This is about 340 meters west of the outpost at Break Point Docks on the slopes of the mountain. Rather than try to drive the interconnecting maze of roadways, just go on foot clockwise around the mountain, which is passable, to the shack on its slope. The Relic is inside on a crate. Relic no 106: Spider 20 is located at map coordinates X: 421.5 Y: 350.4. This is about 560 meters west of the outpost at Break Point Docks. To retrieve this artifact, commandeer a vehicle and drive west out of the outpost and cross the bridge. Continue west until you reach a side road going north toward the waypoint. Stop before reaching the shacks and make your way down the slope to the river. Watch for a leopard in this area. A wooden walkway leads into a grotto where you’ll find the Relic. Relic no. 108: Heron 14 is located at map coordinates X: 578 Y: 346.4. This location is an island about 500 meters off the east coast of the South Island. Commandeer a boat at the outpost at Break Point Docks in the southeast side of the island or along the coastline north of it and pilot it to the northwest side of the island. Make your way up the dirt trail to get the Relic and the red chest from a modest ruin site. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - >>>>>>Longshore View Sector Radio Tower: (X: 363.9 Y: 346.4) The Longshore View Radio Tower is located in the south central part of the island northwest of the Longshore View Outpost. Climb the tower’s three stairwells to get onto the plating. Move around the structure and walk the exterior support beam to get to the corner grating with the dangling rope. Jump up and across the gap onto the angled grating and climb the dangling rope to get onto the platform. Another rope climb will get you onto a platform where you can climb another rope from the warped piece of stairwell. Walk the planks across the tower to a grating and then jump up to another angled grating. Walk the plank from grating to grating and carefully drop down onto a small section of grating. Climb the rope to the platform. You must then crouch and walk out on the jutting plank, do a 180 degree turn on the plank and climb the rope to get to the platform with the ladder. Take the ladder to the top to deactivate the scrambler. Another “Supply Drop” is activated. Take the zipline down. >>>>>>Longshore View Sector Radio Tower Supply Drop: ($250, 1,000 XP) Get off to a good start by not hitting the tower’s fence. This can put you in an awkward position to hit the first ramp squarely and with speed. Jump the narrow ramp beyond and continue downhill in the rough, hitting the road when you can. You’ll have to cross a drawbridge and then turn left onto the road where you can race for the finish. The 1:05 timer is ample if you start off well. You’ll find yourself 125 meters northeast of the outpost at Krige Valley River Fishing if you make a successful delivery. There are a couple of loot chests at the isolated shack. <<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> Outpost: Longshore View (X: 378.9 Y: 338.9) >>Bounty Board: Wanted Dead no. 23 >>Optional mission: Dirty Work >>Equipment recommended: The Z93 sniper rifle (optimal); The Recurve Bow with fire arrows or C4; a close-quarters weapon-a shotgun or an automatic weapon. <<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> Longshore View Outpost can be reached by road from either of the nearby outposts. The best vantage point for scouting the facility is among the bushes on the heights to its west. Even the roadway running past it is out of the restricted zone. There are seven defenders to deal with, including two Heavy Flamers, a pair of Snipers and three Normals. If sniping is your forte, stay in the bushes on the heights and snipe away. This will likely result in an alarm before you can clear the place. A better option is to equip the Z93 sniper rifle and remain crouched in the bushes until the wandering Heavies settle in near the large shed. A third guard is also posted there. When everybody is settled in, use the Z93 sniper rifle to silently eliminate the sniper on the balcony and then the lone sentry near the sandbags. Drop down off the hillside and make your way counterclockwise on the road until you can move in behind the two defenders near the alarm station. Use “Takedowns” or silently neutralize them with gunfire before disabling the alarm. Circle around to the rear of the large storage building and climb the ladder onto the roof. Toss a stone or two to lure the Normal into a kill zone on the side of the structure where you can put him down without his demise being noticed. If you have remained undetected, use the Z93 sniper rifle to drop the two Heavies to secure the outpost. You can use C4, the explosive barrel or mines to complete the task but a commotion will likely cause a passing vehicle to stop, complicating the action. Loot the premises, enter the safe house for a Memory Card and use the vendor. In addition to a “Wanted Dead” mission paying $450 to kill two Snipers holding a village hostage, the optional mission, “Dirty Work,” is also offered. >>>>>>Optional Mission: Dirty Work: The mission’s starting point is about 620 meters east of the outpost at Longshore View. Commandeer a vehicle and drive east and stop at the roadside shack. The badly wounded man inside the shack lies among his dead family members. Three men bullied and then murdered his family. He wants revenge but he is badly wounded. You’ll find the first killer and his three buddies, one of whom is a Heavy, a short distance to the northwest. You can’t just walk in without being fired upon because the area is restricted. The mark is firing his gun into the air and his cronies are milling about. It isn’t necessary to kill his entourage but they certainly deserve to die. Stand off and snipe the leader and then start putting down his accomplices. A Rakyat patrol vehicle may respond to the action and actually give you a hand. Before departing, loot the bodies and the three loot chests in the shacks. The second waypoint will take you 400 meters to the north. This will be near the confluence of the rivers. The target will be in a boat and he is accompanied by an RPG Sniper. Two Normals and a Sniper will loiter near the river. This is a restricted area, so snipe the target and his RPG wielding companion and then move around as needed to complete the slaughter. The third target is on an island with four of his henchmen not far to the north. Swim across the river, locate him and his crew and put a bullet or an arrow in him. Once again, killing his followers is optional but there is good loot to be had on the island, including a red loot chest if you clear them out. Grab a watercraft at the dock and return by water to the requestor who will give you $500 for a mission you would likely have done gratis. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Collectibles near Longshore View Outpost: Letter of the Lost no. 20: Hurk’s Second Letter is located at map coordinates X: 374.6 Y: 315.5. About 125 meters south of the outpost at Longshore View, on a cliff overlooking the bay, there is an old World War 2 fortification. Take the road going west before turning south along the bluffs to the elevated fortification. There seems to be no way in but if you go west 25 meters down the grassy incline from the bunker you will find a remote entrance and will acquire the Letter. Relic no. 116: Shark 20 is located at map coordinates X: 382.8 Y: 345.7. This location is about 180 meters due north of the outpost at Longshore View. Just sprint north from Longshore View, going cross-country to the little settlement. The Relic is sitting on top of a television in the house. Relic no. 117: Spider 29 is located at map coordinates X: 336.7 Y: 318.2. This location is about 435 meters west of the outpost at Longshore View. Commandeer a vehicle at the outpost and drive west along the base of the bluffs to the large metal structure. Use the cartons and mobile generator behind it to get to the rope grab on the scaffolding. Enter the structure through the open window. The Relic sits on a wooden crate. Relic no. 118: Boar 16 is located at map coordinates X: 359.1 Y: 336.1. This is a little over 210 meters northwest of Longshore View Outpost, south of the radio tower. Just sprint cross-country from the outpost and make your way down to the small pond. Swim to the rocks and you’ll have to make a couple of vine climbs to reach a sealed door in the rock face. Blast it open. The Relic is in the small grotto near some ruins. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - <<<<<<<<<<<<<<<<<<<<<<<<< All In: (Starts) (CH033)>>>>>>>>>>>>>>>>>>>>>>>>>>> Mission: Jason’s actions against the conspirators has gotten him an audience with Volker. Volker lives up to his reputation as a fiend. He wants Jason to prove his value by torturing a prisoner. >>Equipment recommended: No weapons required for this mission. <<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> Make your way to the waypoint-Hoyt’s stronghold called The Compound. You can, of course, drive from any nearby outpost in your possession; but, if you fast- travel to Gaztown, you can take the glider, if it is there, and fly right to the entry gate on the north side of the walled compound. Meet Sam at the gate. This is your chance to deeply ingratiate yourself with Hoyt and get into his inner circle. He is impressed with the photos you took of the conspirators. Hoyt controls his employees through fear and his slave marketeering is about to go global. If someone won’t negotiate-well he has a ship full of captives and he blows it up to make his point. He wants Jason, whom he thinks is someone named Foster-or does he-to prove himself by interrogating a prisoner whom he is holding for ransom. He will be watching and if you don’t make good, your cover will be blown and your life forfeit. As you make your way down into a cellar you’ll see your party’s movies on a television monitor and in the cell-you find Riley! The cutscene is designed to fool Hoyt and to make Riley realize that he mustn’t appear to recognize you. You must provide a good show for the sadistic Hoyt by giving Riley a beating and worse. A brief 38 second pause in the recording allows you to explain yourself, but it isn’t enough time to attempt an escape. Follow the prompts to make Hoyt believe you’re earnest. Hoyt is complimentary of your brutality and he invites you and Sam to a poker game. Sam has a plan to further degrade Volker’s operations. He wants to team-up to destroy Volker’s communications network and then destroy his fuel depots. You will be meeting him north of Gaztown for the raid but feel free to ransack The Compound before departing. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Collectibles near The Compound: Relic no. 119: Shark 17 is located at map coordinates X: 392 Y: 380.6. About 200 meters due east of The Compound located at map coordinates X: 364.5 Y: 377.5, near the bridge, there is a Relic on the river’s bottom near a submerged car. The compound can be reached from any of the surrounding outposts or you can pilot the glider from Gaztown to the bridge, getting a panoramic view of much of the island. Relic no. 120: Heron 20 is located at map coordinates X: 362.5 Y: 364.3. This Relic is located at a partially fenced settlement about 100 meters south of The Compound. It sits next to a metal cage near a building. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - <<<<<<<<<<<<<<<< Mission 34: Paint it Black: (acquired) (CH034) >>>>>>>>>>>>>> Outpost: Lonely Shore Way Outpost <<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> The mission site is on the northwest side of the Island and there is an outpost there called Lonely Shore Way. The safe house at Charlie Camp is close to both the mission and the outpost. <<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> Outpost: Lonely Shore Way (X: 258.4 Y: 522.8) >>Bounty Board: Wanted Dead no. 24 ($350) (sub-menu) >>Equipment recommended: The Z93 sniper rifle (optimal); a close-quarters weapon-a shotgun or an automatic weapon. <<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> Much of this remote outpost is surrounded by steep cliffs, making it ideal for sniping. Do your reconnaissance from the heights overlooking the place. The outpost has eight defenders. Two of them are Snipers on elevated perches; one is near the cliff and one is in the large building near the roadway. A Heavy Gunner routinely patrols the perimeter and there are also five Normals. Two of them can be tough to pinpoint. One is stationed on the walkway of the safe house and another is in the shack below the Sniper on the adjacent structure. There is also a caged tiger on the premises. Vehicle patrols also pass by the facility at regular intervals. They will oftentimes stop if there is a commotion even if no alarm is given. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Note: It is possible to infiltrate the outpost. Getting to the alarm on the east side nearest the cliff is easy, even though it would seem you would be spotted. The positioning of the Heavy, however, is critical to success. If you silently kill the Sniper and drop through the hole in the roof to kill the Normal below, the Heavy Gunner is likely to spot the corpses on his next pass. Any messy kill will also cause a scramble. While possible to take the outpost with “Takedowns,” it will require perfect timing and will require some of the defenders to be randomly focused elsewhere during your kills. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Wait for the patrolling Heavy to approach the tiger’s cage and then take out the sniper near the eastern cliff face. Quickly down another exposed target and then release the tiger. It may dispose of the Heavy and its attack will usually flush some of the garrison from the cover of the buildings. Use the brow of the precipice to mask your position as you continue sniping. You can work your way around the heights as needed to acquire targets. Taking out the three alarm stations is also prudent. If you remain out of the defenders sightline, you can easily clear the outpost. Even if an alarm is sounded, the hostiles won’t come onto the heights and no helicopter gunship will arrive. Explosive arrows can take out arriving vehicles from the heights. There is a large ammo cache in the big structure. The bounty board has a “Wanted Dead” mission that pays $350 for killing a Sniper and his crew that have confiscated a small islet. <<<<<<<<<<<<<<<<<<<<< Paint it Black: (Starts) (CH034)>>>>>>>>>>>>>>>>>>>>>>> Mission: Sam believes it is time to turn the screws on Hoyt’s control of the island by destroying his communications network. As usual, the facility where the carnage is to take place is very well defended. >>Equipment recommended: The Z93 sniper rifle; the SPAS-12 shotgun (optimal) or an automatic weapon; the GL-94 grenade launcher (optimal) or the Recurve Bow with explosive arrows. <<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> You’ll need the silenced Z93 sniper rifle, and a shotgun, like the SPAS-12 or the Bull, or heavy-hitter like the MKG on this sortie. The GL-94 grenade launcher or the Recurve Bow with explosive arrows is also highly recommended. Carrying a silenced weapon like the Shredder can also help maintain stealth early in the mission. Camp Charlie is in the far northwest corner of the Island, just northeast of the objective. Open your map and fast-travel there, commandeer a vehicle and drive south to the hillside opposite the large fortified complex. Use the high ground near the roadway to scout the large compound. There are two old concrete fortifications covered by bushes that are perfect spots to scout for and tag the eleven defenders. Watch and listen for a leopard that prowls the area as you do reconnaissance. Have an “Animal Repellent” slotted in case it comes your way, although it is just as likely to attack the compound. There are two Snipers to deal with. One is atop the knoll in an overlook near the dish and the other is on a platform near the center of the compound. Two Heavy Gunners stand watch near the entry to the communications facility-they won’t wander much unless they are pursuing you. Seven additional pirates are posted or roam the area. Take the time to tag them all, and be aware that they will sound an alarm if you are detected, drawing in vehicles with reinforcements. The communications base is a restricted area, but the nearby hillside isn’t. Remain concealed in the bushes atop either of the fortifications and equip your Z93 sniper rifle. The range is over 100 meters but is easily within range of the weapon-don’t miss. If you do, they will scramble toward you and if you are detected, an alarm will sound. Don’t try for the Sniper atop the knoll from that range-he isn’t very watchful and he can be taken later. Start hitting outliers first and then the lower Sniper. Address the others when they aren’t near another pirate. If you don’t miss and you remain concealed, you can easily clear all but the two Heavies and the Sniper atop the knoll. It is difficult to score headshots on the two Heavies from the hillside, so drop down and move in where you can take out the Sniper. If you failed to snipe any of the regular pirates, you can move down the hillside and enter the maze-like tunnel on the southwest side of the compound. The tunnel’s entry is located at map coordinates X: 220.3 Y: 492.1. You can easily access the alarm panel on the south side of the complex from there while avoiding detection by the Heavies. If your sniping tactics failed, the passage can act as a chokepoint to clear any survivors. Note that there is a large ammo cache not far from the alarm station. The two Heavy Gunners won’t easily abandon their posts, so flank them, get in close and maneuver to score headshots on them from south of the entry. You can also set them up for “Takedowns” by tossing stones to isolate them. This garrison doesn’t re-spawn, so after securing the grounds, thoroughly loot the place before starting your assault on the bunker. Plant the C4 on the bunker’s door and get clear before detonating. The chambers ahead are occupied by about fifteen pirates including three Heavy Flamers. Have an “Enhanced Perception” syringe or two slotted. This can be extremely useful while clearing the bunker, allowing you to spot the Heavies and anticipate the action in the gloomy interconnected chambers. When you spot a Heavy Flamer, a “Fireproof” syringe can save the day. After you enter, the roof will collapse and rubble will block the entry. Quickly enter the main chamber and replenish your C4 and get back near the entry and address the initial surge through the door. Expect six pirates, including a late-arriving Heavy Flamer, to filter into the chamber. Toss a grenade or two among your attackers. When the Heavy advances, toss a C4 charge into the chamber and put him down before he saturates your refuge with fire. Advance straight ahead and take the body armor when you reach the third chamber. Be prepared for a couple of pirates coming from your right in the adjoining computer room. Put them down. As you progress, don’t leave anyone alive behind. The structure has a blind corner as you exit the computer room. An “Enhanced Perception” can help you pinpoint another group of five pirates, including a Heavy Flamer, who is defending the narrow corridor. Swiftly move around the corner, toss a grenade among them and retreat back around the corner. The Heavy Flamer will probably advance, allowing you to toss a C4 charge near him, retreat and detonate, killing him. Move in to mop up and expect two more pirates to join the fray from deeper in the structure. Make your way forward through the chambers, through another computer room and the adjoining corridors; and, at the exit there is a blind turn where a Heavy Flamer will kick down a couple of flammable barrels. An “Enhanced Perception” syringe can pinpoint his location before you stumble into him. Greet him when he appears in the doorway with a pack of C4 or drop a mine in the doorway, get back and let the explosives take him out. A lone pirate lurks near the top of the stairwell beyond. He may come to you if you stay back. He will be the bunker’s last defender before you go topside. You’ll hear a barking guard dog as you climb the ladder toward daylight. There are three hostiles outside the bunker. Two are near the front and another in a lookout in the rear area. Try to snipe the two near the dish from the opening in the front of the fortification. Be ready to slash that dog when it charges into the bunker. There is a Sniper in a lookout to your left, just outside the bunker. Peek around the corner and drop him before he can target you. Once the area is secured, you can raid the area if you don’t plant the C4 charge. Be sure to take the body armor in the bunker and stock up on ammo at the large ammo cache. The respite, however, won’t last. When you plant the explosives, pirates will emerge from the bunker and they will attempt to kill you and defuse the explosives. If you have mines, plant them near the exits of the bunker. This will greatly aid your cause. The route to the dish is via a ramp. Set the charge and stand ready to kill anyone attempting to defuse the explosives. They will come from the bunker and your mines will help take out some attackers in the initial wave. You can either stand your ground behind the crate near the dish, or you can take shelter in the gun emplacement and use the concrete walls for cover. You will be somewhat exposed by staying near the dish but you have a better chance of keeping them away from it than if you get atop the bunker, where you can easily be flanked. Employ your shotgun or automatic weapon as they approach and use the grenade launcher or grenades on groups or on pirates behind cover. Oftentimes a raging fire will limit the enemy’s movement and your vision-a Molotov or two can help spread the flames and explode the ammo cache, adding to the carnage. As the skirmish continues a Heavy Gunner will emerge, so be prepared to bombard him with explosives. On “Master” this can be very challenging. If you have an “Untouchable” syringe or two, this will make the ordeal a lot less painful. When Sam arrives in the chopper, get to it quickly-the hostiles will just keep coming and they will have multiple targets-you and Sam; and if either of you go down, the mission fails. As you rise into the air the detonator will appear in your hand. Follow the prompt to blow the dish. When you jump from the chopper, open the wingsuit and glide to earth to successfully end the mission. <<<<<<<<<<<<<<<<<<<<<<< Mission 35: Black Gold: (CH035) >>>>>>>>>>>>>>>>>>>>>> Mission: Sam wants to inflict further damage on Hoyt’s operations by destroying his fuel depots. The fuel complex is large and well-defended. Sam will accompany you on this mission of mass destruction. >>Equipment recommended: The silenced Z93 sniper rifle; an automatic weapon with range like a LMG; the GL-94 grenade launcher; the AMR sniper rifle <<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> Dennis calls as the mission is activated. He isn’t sympathetic to Jason’s insistence on rescuing his brother. He just wants to know about Hoyt and says the Rakyat are now your family and you should cut your ties to the past. It is time to team-up with Sam to further increase the carnage. If need be, fast-travel to one of the towns or to a liberated outpost to offload extras and gear-up for the destruction of Hoyt’s fuel depots. Purchasing a suit of body armor is highly advised for this sortie, especially if you have the skill, “Button Up,” enabling you to absorb 50% more damage. Carrying a potent automatic weapon with range, like the MKG, the Z93 sniper rifle, the AMR and a GL-94 grenade launcher is advised. Open your map and fast-travel to Delta Camp and then sprint cross-country to see Sam. After Sam offers a bit of his family history, you must take the wheel while Sam mans the .50 cal. Time for another blitzkrieg-or not! The fuel depot is to the west and for now it is the only waypoint, but when you reach the waypoint, it will spawn four others, marking the areas that Sam has targeted for destruction. These waypoints can become quite confusing in the heat of battle; and driving aimlessly can cause you to run afoul of numerous hostiles. So, once the four waypoints appear, pause, open your map and select the waypoint you want to attack. After taking the wheel, drive a short distance toward the depot but stop about 90 meters from the waypoint. Otherwise Sam will commence firing on the privateers with the 50 caliber. Remember the position of the vehicle so you can locate it to bring Sam into the action when required. Sam has a health bar and is inclined to taking chances. Rather than his blitzkrieg, stealthy actions will prevent reinforcements from greatly complicating the assault. For now, Sam will remain safely behind the front lines. Climb onto the ridge on the left side of the road. Scout the complex, tagging the seven scattered defenders. Two privateers guard the gate and another walks perimeter. Four of the privateers loiter near a tanker truck. Note that there are a lot of explosive red barrels in the complex and two are near the tanker truck. If you are detected, a patrol truck will join the action. Position yourself so that you can see both red barrels near the tanker truck; shoulder the Z93 sniper rifle and quickly shoot both red barrels before the four hostiles can scatter. This should engulf all four of the pirates in the fireball. The pirates near the gate, not knowing what caused the explosion, will likely sprint toward the carnage. Move closer and hunt down the three remaining defenders. When you enter the complex, the initial waypoint will spawn four more waypoints, each will designate a fuel depot within the complex that you must destroy. Know that disabling the system alarms doesn’t seem to affect anything. I might be wrong-it only takes a few seconds to disable them. The southeast waypoint is quite near the entrance. Return to the vehicle and drive it and Sam into the complex. Park the vehicle near the orange cargo container. Back it in so it is facing the waypoint. From there Sam’s .50 will command the zone near the target. You must go behind the structure to set the first charge and positioning the vehicle there will enable Sam to provide support when you enter and exit the structure. As you approach the entry, positioned to the left of the blue barrels, an alarm will sound. Be prepared for a surge of pirates coming from behind the structure. Among them will be a Heavy Flamer. Toss a grenade among them, retreat behind the barrels and drop a mine near the entry. Sprint back to the vehicle where Sam will be rudely addressing the pirates who have answered the alarm. The mine should kill the Heavy Flamer when he emerges; if not, put him down. Once the area is secured, go behind the building, grab the body armor and set the charge. A 20 second timer will start and another alarm will activate. Get out from behind the building and join Sam to suppress the wave of pirates coming in from the north. There is occasionally a patrol truck among them. There are three more waypoints. To avoid confusion, manually mark the northeast depot. Since Hoyt’s guys don’t appreciate your activities, events can become chaotic since all the waypoints register on your mini-map and having a firm target selected helps avoid confusion. Remember where you’re leaving Sam and move afoot toward the next objective. If they weren’t drawn into the action before, a pair of pirates will defend the entry of the next depot. One of them is an RPG Sniper. He can end the sortie with a single rocket, so he is a priority target. The second privateer is a rover; he may be patrolling out of the immediate area but he will return. Put them down from long range with the silenced Z93 sniper rifle. Don’t approach the facility on foot. Fetch Sam and his .50 caliber. Drive toward the depot and park on the incline when the alarm sounds. The alarm will summon a wave of pirates from the east. Take shelter behind the vehicle and help Sam massacre the pirates. Once the area is secured, start behind the structure to set the second charge, but stop before going around the blind corner. There is a Heavy Flamer defending the property and he will be lumbering your way to check out the commotion. Use a C4 charge or the AMR to quickly eliminate him. Check out the ladders on the structure before you set the charge. The timer will start and an alarm sounds. Climb one of the ladders and grab the RPG lying near the sand bags. The slight elevation makes you immune to the explosion and gives you the high ground to address both of the incoming vehicles and the influx of foot soldiers. During the brief encounter an RPG Sniper sometimes appears near the building beyond the piles of barrels. Stay behind the sand bags and lay waste with the RPG, securing the area. The next depot is just over the rise-the waypoint to the northwest. Move a short distance up the incline and park before reaching the white sign. There are three privateers guarding the entry to the depot and one is an RPG Sniper. If the action at the second depot didn’t lure them into the action, the RPG Sniper can destroy Sam and the vehicle in short order. Sneak ahead and crouch down to get onto the knoll so you aren’t detected. Give priority to the RPG Sniper as you target the three visible defenders. Return for the vehicle and drive left onto the roadway and park on the left side of the red-roofed structure. You’ll be looking down the road toward the circular green structure. This incursion will trigger an alarm and a patrol truck will quickly arrive with a wave of pirates. Get into the little gully on the right side of the road and hit the truck with a grenade and then help Sam mop up the survivors. Go into the structure and set the charge. Another alarm sounds and additional hostiles will surge in from both sides. From the west an RPG Sniper is a real threat and a patrol truck will enter the skirmish from the east. Help Sam put down the surge of hostiles. Select the fourth waypoint to the south. Drive toward the last of the four waypoints to the south. Stop when the alarm sounds. Don’t position the vehicle too close-back up if necessary so you’re about 30 meters away from the building. The .50 should be covering the entrance. Remain alongside the vehicle and kill the two pirates on the left side of the building. Use the grenade launcher to saturate the interior with grenades. Try to keep the defenders from exiting so they can’t use grenades to damage the vehicle. A Heavy Gunner will probably be the last of the defenders. Use the AMR or C4 to take him out. When the building is cleared of hostiles, enter, go up the stairs and then go down the stairs and set the charge. You have 20 seconds to get out. Go up the stairs and jump over the rail and exit through that side door. An alarm has again summoned reinforcements, including a patrol truck, a Heavy Flamer and an RPG Sniper. Lay into your assailants with gunfire and your grenade launcher. Don’t stay any longer than necessary. You don’t have to clear the area; just get out of it. Drive north toward the new waypoint. Sam wants to do a little more mischief and this time you’ll be manning the turret against all comers. Park but stay out of the hazy area until you’re ready for combat. When the enemy arrives they will come from the area near the barrels. Mine both roads-use all your mines, scattering them near the barrels as well. When you’re ready for action, consider slotting an “Untouchable” syringe or two if you’re playing on the higher levels. Drive the truck into the hazy area to start the bloodbath. The mines should destroy or damage some of the patrol vehicles-usually three-but any that survive will hammer you as irate foot soldiers also enter the action. A couple of them have RPGs and can easily cause the mission to fail. Take advantage of the numerous red barrels. The action will be intense, so heal whenever necessary and then keep that gun active. A helicopter gunship is the last to arrive. Hammer the cockpit to put it out of commission. When Sam completes his dirty work, he will join you, take the wheel and he will drive an erratic course out of the complex. Target the strategically placed combustible barrels near the roadblocks to clear a path and to deal further damage to Hoyt’s operations. Sam will jump a ramp to escape the complex, completing the mission. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Note: It’s time for a reckoning and once “Aced in the Hole” is started, there is no going back, so gear-up and finish any unfinished business before going to the poker game. Stealth is not in the picture, so remove those silencers and stock up on ammo. Purchase a suit of body armor. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - <<<<<<<<<<<<<<<<<<<<< Chapter 09: Aced in the Hole: (CH036) >>>>>>>>>>>>>>>>>> Mission: Sam has a plan to kill Volker. He has a knife and will kill him during a poker game. The game turns deadly and Volker decides to take on “the’ Jason Brody in a knife fight-bad idea. >>Equipment recommended: The AMR sniper rifle (optimal) or the Z93 sniper rifle; the RPG-7 rocket launcher (optimal) or the GL-94 launcher; an automatic weapon like a LMG. <<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> While no weapons are required for this mission, it will transition into the next where you must be packing your heaviest gear and you won’t be able to re-equip at that point. Open your map and fast-travel to any facility with a vendor. Slot the AMR sniper rifle and an RPG-7 rocket launcher. You’ll need a heavy-hitter like a LMG, and completing your arsenal with the GL-94 grenade launcher is suggested. Splurge a bit and buy a suit of body armor and stock up on ammo. The end grows near. Open your map and fast-travel to The Compound to meet with Sam at the gate. He has a plan to kill Hoyt at the poker game-a really simple plan. He has a knife in his boot; but Hoyt isn’t stupid, just sadistic, and he has armed guards in the room. Hoyt’s innuendo is troubling-does he suspect? Play poker. You win but Sam doesn’t. Hoyt plunges a knife into his neck. The play continues and when you lose-you lose a finger. You will then find yourself in a knife fight with Hoyt. You’ll have to follow a series of prompts to avoid being skewered and to take Hoyt out. The prompts will appear on the screen at the 3, 6 and 9 o’clock positions, matching the keys on the controller. This is the easiest way to follow the fast moving prompts. <<<<<<<<<<<<<<<<<< Mission 37: Betting Against the House: (CH037) >>>>>>>>>>>> Mission: With Volker dead, Jason has 12 minutes to get to the airport and rescue Riley. Just because Hoyt is dead doesn’t mean that anything has really changed. The escape flight with Riley is impressive and challenging. >>Equipment recommended: The AMR sniper rifle (optimal) or the Z93 sniper rifle; the RPG-7 rocket launcher (optimal) or the GL-94 grenade launcher; an automatic weapon like a LMG. >>Note: These are holdovers from the prior mission. <<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> With the degenerate Hoyt Volker dead, you have only 12 minutes to get to the airport to rescue Riley. The time is ample, but getting there is challenging. After recovering from your fight with Hoyt, start down the stairs and you’ll encounter a Heavy Flamer coming into the building. Stop on the landing and use the AMR or C4 to quickly dispose of him before he can engulf the area in flames. If you’re delayed by the Heavy, your escape will be stalled by a prolonged firefight. Don’t let that happen. Exit the structure without delay, bear left down the railed veranda and get to the fence at the edge of the compound. You’ll move past a red alarm station as you go behind the building. This route should keep you out of any heated firefight with the privateers. Work your way toward the exit on the west end. A patrol truck and a Heavy Flamer are guarding the exit. Use your RPG-7 or-if you don’t have one, use grenades or the GL-94 grenade launcher-to quickly dispose of the defenders. Gun down any survivors and rush past the carnage and out of the Compound. There is a vehicle outside the gate. It may be damaged and its use is optional for traversing the nearly 1,000 meters to the airport. If you’re playing on “Master,” going afoot is the better option. Driving option: Drive toward the waypoint, swerving to avoid any enemy vehicles you encounter; and when you get to the drawbridge, accelerate over it as it is being raised. Continue on the roadway, avoiding vehicles and the mortars that will begin to land ahead. Keep moving so you’re harder to target. As mortars are raining down, a frantic Liza will call. They are being abducted from the Doctor’s place-great! Sprinting/swimming option: If the vehicle was damaged during your exit or you’re playing on “Master,” you can sprint cross-country toward the waypoint rather than driving. This will minimize your contact with patrol vehicles on the roadway but it will put you in the crosshairs of the mortar batteries. When the mortars start to drop, run an erratic course. Going on foot is quite survivable and having a “Fireproof” syringe or two slotted can aid your cause. You’ll have to sprint across the road near the drawbridge, swim the river beyond and run along the bank. Rather than passing through the riverside settlement, dive in the river and swim past it underwater so you can’t easily be targeted. Go ashore beyond and you’ll have to make another long swim as a chopper hovers overhead. If you survive the mortars, you’ll reach the airport in plenty of time. On the way a frantic Liza will call. They are being abducted from the Doctor’s place-great! When you see the airport’s structures, make your way on foot along the hillside south of the facility, staying outside of the airport. A helicopter gunship usually hovers overhead. Use your RPG-7 to bring it down. This route along the perimeter will allow you to avoid any time consuming contact with the enemy, although you’ll likely have to take out a roving pirate before you reach the waypoint. When you see the small scaffold against the building, cut right and enter the building. A Heavy Flamer is inside, guarding Riley. Use the AMR to dispose of him. Just shoot him through the barred window. Riley is in a cell on the right side of the building. Release him and then don’t worry about him-he doesn’t have a health bar. Exit the building and kill the five hostiles which include another Heavy Flamer. All five must be neutralized before Riley can get to the chopper. Get aboard. Riley will have to fly the chopper while you man its turret gun. A vehicle and a stream of foot soldiers will arrive as the chopper warms up. Lay waste to them and to the next vehicle and the wave of pirates that follow. Try to keep from taking any damage-this is early in fight. The turret guns can punish the chopper but these initial attackers have only small arms. The RPG operators are quite dangerous and aren’t easy to identify in the heat of battle. Your choppers life bar will dwindle when hit, causing the mission to fail if it hits zero. The chopper’s health bar will regenerate, but is slow to do so and you will take damage regardless of your prowess with the turret. Watch the gun’s muzzle for overheating-if it needs cool down time, you’re likely in big trouble. As Riley pilots the chopper away from the airport, continue to lay waste to any hostiles joining the fray. There is an RPG Sniper in the lofty tower near the airport’s exit. Hammer him before he targets you. After leaving the airport there will be a patrol vehicle coming up the road and a gun boat on the river-neither pose a major threat but as Riley turns upriver, the RPG Snipers on the roofs of the structures along the shoreline are. Strafe the rooftops, this should ignite the combustible items located there, knocking out most of the Snipers. Their RPGs are a real threat and there is a RPG Sniper on top of a cargo container just beyond the buildings. A fuel truck on the bridge has a couple of RPG operators, but a burst from your weapon will ignite the fuel, eliminating the threat. A patrol truck poses little treat as it fires at you before plunging into the river. The most dangerous part of the flight is when Riley turns and makes an ill-advised second pass over the airport. The RPG operators there can quickly bring you down, so target them and anything that explodes. The enemy is hard to spot, making this a perilous time. Once you have survived the pass over the airport Riley warns you about a couple of RPG operators on the bridge. If your chopper took a hit or two over the airport, these RPG Snipers can easily bring you down. The last hurdle will be three helicopters. The gunboat in the river below isn’t much of a threat. Concentrate your fire on the cockpits of the choppers to take them down and you’re free of pursuit. <<<<<<<<<<<<<<<<<< Chapter 10: The Doctor is Out: (CH038) >>>>>>>>>>>>>>>>>>>> Mission: Dr. Earnhardt informs Jason with his final breaths that the Rakyat have abducted his friends and family and burned his house. Time to find out why. >>Equipment recommended: No weapons are required for this mission. <<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> Riley sets the chopper down near the Doctor’s place. It is ablaze. Get to a dying Dr. Earnhardt in the gazebo behind the house. He informs you that jungle warriors-the Rakyat not the pirates-have abducted your friends. With his dying breath he says that they took them to the Temple. Get back to the chopper to see what the heck is going on with that. Riley has the hang of flying and you arrive safely at the Temple. <<<<<<<<<<<<<<<<<<<<<< Mission 39: Hard Choices: (CH039) >>>>>>>>>>>>>>>>>>>>> Mission: Jason must make a hard choice. Will he take the jungle girl or take his girl out of the jungle. Two choices, two endings! >>Equipment recommended: No weapons are required for this mission. <<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> After the scene with the dying doctor, you’ll find yourself near the Temple. Move into a seemingly deserted Temple but when you locate the Rakyat, Citra drugs you and a hallucination ensues. You are trussed up as she goes on about you giving up your past for a warrior’s life with her. You must reject your past and walk “the path” to be with her-to be a true Rakyat. Okay-lemee think about it and get back to you, but after you enter the glowing doorway, you must walk a path only the strong survive and perhaps those with asbestos shoes. Walk upon the glowing lava and with the dagger in hand, Citra tells you that if you stay, you can rule the island and be her consort. The Rakyat bow in your presence and a demonic Liza scolds you for the tatau and says you probably shot Vaas in the back. Not like her-she’s whiny and weak but she’s certainly not malicious. When you get to Citra, she hands you the real blade and you are presented with a choice: “Save Your Friends” or “Join Citra.” The choice is yours. If having Citra and the life of a warrior drives you to cut Liza’s throat then maybe you deserve Citra. “Save Your Friends” Instead of doing Citra’s bidding by slitting Liza’s throat, you cut her bonds and those of Daisy and the others. Citra is disappointed, saying you will no longer be a warrior but will return to a useless boring life. Dennis is furious and comes at you with a knife. Citra steps in front of you and is fatally stabbed. As the survivors depart on Daisy’s vessel, the credits roll and Jason returns to the real world of corporate greed, petty intrigues, wealth disparity and picket fences. “Join Citra” If you’re so enthralled with Citra and the warrior’s life she offers, then do the deed and kill Liza. During the ensuing carnal cutscene, you will join with Citra and afterwards the “black widow” plunges the dagger into your chest. She says the child born of your union will rule the Rakyat. Bad choice-should have taken your girl out of the jungle instead of taking the jungle girl in the jungle. Whoops!!! The credits roll for the best game of the year. >>>Note: after the game ends you can return to the island for further exploration or you can pursue side any missions that you skipped. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Relics and Letters of the Lost: Amanaki Item Map Collectibles near Amanaki Town and Outpost: Relic no 1: Boar 3 is located at map coordinates X: 509.1 Y: 744. This places it less than 100 meters from the Amanaki Outpost. If you have purchased the Amanaki Town Item map, make the Relic icon northeast of the outpost your waypoint; or, if you don’t have the map, just place a waypoint at the given coordinates. Sprint the short distance cross-country from the outpost to find the Relic sitting on a wooden shrine in a small depressed area. Whenever you hear the distinctive chanting, you’re very close to a Relic. Take the Relic from the shrine. Each Relic found will yield 250 XP and will get you closer to acquiring a “Signature” weapon. Take the money from the shrine and grab the loot. The Rakyat don’t mind you doing their dirty work, so swipe their offerings. Relic no. 2: Spider 5 is located at map coordinates X: 523.5 Y: 730.6, placing the Relic about 230 meters southeast of the Amanaki Outpost. If you’re going for the Relic early in the game, be aware that this item is in the adjoining sector, so watch for pirates near the mountain east of the outpost. The Relic isn’t on top of the crag where it would appear to be-too easy; but getting atop the mountain is your best and safest route to the artifact. Place a waypoint at map coordinates X: 528 Y: 728. This is the entrance to a cave. Get directly above it and drop off the boulder. This should place you at the cave’s entry. It is also accessible by a series of fractured wooden ramps, jumps and vine grabs on the slope below the cave, but pirates patrol that area. Enter the cave and stay near the left wall as you proceed. You’ll find a vine that you’ll have to jump to. It will get you onto a ledge where you’ll find the Relic on a shrine. Relic no 3: Spider 23 is located at map coordinates X: 452.4 Y: 755.1. The cave where this Relic is located is about 290 meters northeast of Amanaki Town. Go east out of town and take the dirt path you used earlier to reach the radio tower. Take the narrow path just before the tower down to the main road. Turn right and go right again where the road forks. If you are seeking this Relic early in the game, be aware that there may be pirates in the area. Dog packs are common there as well. A stand of “crimson” leaved plants lay near a shrine with food offerings. Pirates frequently loiter near it. A cave entrance lit by a dim candle can be found in the rock face behind it at map coordinates X: 448 Y: 752. You will have to use a couple of vines to get to the ledge where the Relic is sitting on a crude stone altar. Don’t miss the loot chests and the cash near the Relic. Relic no. 4: Shark 23 is located at map coordinates X: 465.7 Y: 758.3. There is a shack with a boat dock on a cove approximately 420 meters northeast of Amanaki Town. This is only 175 meters from Relic no. 3, Spider 23. Whether you come from town or from Spider 23, you’ll need to take the left rather than the right fork when you come off the mountain trail coming down from the radio tower. If you seek this Relic early in the game, be aware that the roadway leading to the item will be patrolled. Travelling in the scrub to avoid or control enemy contact is wise. The Relic is located underwater near the boat dock. When diving for the Relic, be aware of crocodiles in the water. A couple of pirates will sometimes loiter near the shack and pirate vehicle patrols routinely pass by as well. Letter of the Lost no. 1: Mogi’s First Letter is located at map coordinates X: 530.2 Y: 741.6. This places the item about 285 meters to the east of the Amanaki Outpost. Early in the game, before the liberation of the outpost at Rust Yards, this will be in enemy territory. If you set a waypoint and sprint directly toward it from the outpost, you will find yourself directly above an old World War 2 lookout position built into the mountain. You’ll see a jutting rock below and the rusty barrel of a canon. Jump onto the rock and then drop to the ledge below. The Letter is there on a corpse in the grotto with the gun emplacement. You can also acquire the Letter by entering a cave about 30 meters south of the waypoint. The cave is at map coordinates X: 531.4 Y: 739. Each Letter of the Lost yields 500 XP and puts you closer to the six needed for the Tanto sword. Letter of the Lost no. 2: Mori’s Letter is located at map coordinates X: 460.3 Y: 766.7. Amanaki Town is the best starting point to acquire this Letter. It is located in a cave about 380 meters northeast of town. Early in the game, this will still be in enemy territory. Take the east exit out of town and make your way up the mountain to the radio tower. Take the dirt path going northeast, toward the pig symbol, and continue east toward the waypoint. When you’re near the waypoint, the road will make a sweeping turn to the left. Drop down to the ravine. You will find a cave entrance on the north base of the mountain at map coordinates X: 461.3 Y: 771.7. The Letter is inside the cave on a desiccated soldier’s corpse. Relic no. 5: Spider 3 is located at map coordinates X: 502.6 Y: 790.2. There is a circular pool of water approximately 500 meters north of the Amanaki Outpost where you can find two Relics. Getting to the site is best accomplished by driving north from the outpost and then taking the narrow trail east to the pool. Dive into the pool and swim to the southeast side where you can use a vine to climb onto a ledge. Use the vines to climb the next three ledges. Reaching another ledge requires a jumping vine grab over the gap. Farther on you’ll have to jump to a ledge and then jump to another vine to reach another ledge. There is yet another vine climb from that ledge. Your next jump will have to be through the foliage to a vine dangling from the ledge. Another vine climb will get you onto a rock shelf where you can walk to an old temple ruin. Take the Relic and the cash from the altar. The red chest is a lucrative one. Don’t pass it by. Relic no. 6: Boar 23 is located at map coordinates X: 491.2 Y: 795.7. There is a circular pool of water approximately 500 meters north of the Amanaki Outpost where you can find two Relics. Getting to the site is best accomplished by driving north from the outpost and then taking the narrow trail east to the pool. This Relic and Spider 3, Relic no. 5, can both be found after entering the pool. Once in the circular pool north of the Amanaki Outpost, climb onto a low ledge on the northwest side of the pool and take the long vine to get into a dark cave. Continue well into the mountain to an ancient ruin. The Relic is on a stone pedestal. You can actually use a side passage and a series of vines to emerge well north of your entry area, placing yourself on the mountainside overlooking the “Medusa.” You can, in fact, slip off the mountain and pursue the mission if it is active. Relic no. 7: Shark 4 is located at map coordinates X: 445 Y: 803.9. Wellshore Wrecker’s Outpost is the recommended starting point but only after acquiring the “Deep Dive” upgrade. There is a buoy in the bay northeast of Wellshore Wrecker’s House and below is the tip of the mast of a nearby sunken ship. Once “Deep Dive” is available, you can take a boat to the location and use a “Deep Dive” syringe so you have enough air to swim to an old rusted out shipwreck where you’ll find a Relic. Beware of sharks here-you’re likely to encounter at least one. Relic no 8: Heron 23 is located at map coordinates X: 413.2 Y: 808.2. There is a small islet about 270 meters northwest of Wellshore Wrecker’s Outpost where you can find a Relic. Take a watercraft from the dock or swim to the islet. Go ashore on the east side where you can negotiate the steep cliffs by using the vine climbs near the shore. Another inland vine climb will get you atop the islet. You’ll find the Relic on an altar. A valuable red loot chest lies near the shrine. Relic no. 9: Spider 21 is located at map coordinates X: 373.3 Y: 808.1. This Relic can be found in the Temple of Stone on an islet located about 260 meters north of Vasla Docks. After Vasla Docks is liberated, a “Wanted Dead” mission, posted on the bounty board, will take place on the islet. Take a watercraft to the islet from either Vasla Docks or from Wellshore Wreckers. The Temple is on the islet’s high point. Watch for snakes as you approach the ruins. Go down the stairs and you’ll find the Relic on a stone shelf. Relic no. 10: Boar 2 is located at map coordinates X: 373.7 Y: 770.4. This Relic is located on the high ground about 125 meters south of the outpost at Vasla Docks. It is sitting on the base of a World War 2 gun emplacement that overlooks the bay. On your map this will be directly below the “pig” icon. This can easily be acquired during the optional mission, “Tagging the Past,” which becomes available after the liberation of Vasla Docks. Relic no. 11: Boar 1 is located at map coordinates X: 393.8 Y: 773.6. An old Rakyat temple ruin is concealed in a cavern approximately 275 meters southeast of the outpost at Vasla Docks. This cavern’s entry is located at map coordinates X: 392.7 Y: 773.9. It is located near the shore of the bay, and you can drive there from Vasla Docks after you have liberated the outpost. You’ll have to push some loose stones aside in a side passage to get to the Relic. Relic no. 12: Heron 16 is located at map coordinates X: 370 Y: 754.2. This Relic is located approximately 280 meters due south of Vasla Docks. It is lying on the shoreline near a small boat. You can drive south from Vasla Docks, swing west toward the radio tower and then bear south to its location near the shore. Relic no. 13: Shark 21 is located at map coordinates X: 397.1 Y: 754.8. The road going south and then east out of Vasla Docks will get you near a ship that went aground on the rocks near the shore in shark infested water. Scan the water before going for the Relic. You’ll find the Relic in the shallow water near a loot chest. Relic no. 14: Shark 1 is located at map coordinates X: 346.3 Y: 758.4. There is a buoy with a ringing bell in the bay just west of the Vasla Docks sector radio tower. This is about midway between Vasla Docks and Dr. Earnhardt’s. It can be found on the bottom of the bay beneath the sunken ship near the buoy. Relic no. 15: Heron 21 is located at map coordinates X: 351.5 Y: 731.4. The glider behind Dr. Earnhardt’s house will take you to this Relic. It is located in a ruin atop a crag about 350 meters southeast of the Doctor’s house. This is south of the leopard symbol on your map. The entire peninsula is leopard territory so be wary. If you haven’t liberated Orphan Point Outpost, there will be pirate patrols in the region. Letter of the Lost no. 3: Ren’s Letter is located at map coordinates X: 379.9 Y: 741.1. There is an island about 400 meters south of Vasla Docks with a large ruined World War 2 fortification. You can use the glider behind Dr. Earnhardt’s place to fly directly to the island or you can trek west from Amanaki Town very early in the game to hunt skins for crafting. Enter the bunker complex from the north side and you’ll find the Letter. There are both cassowary and dogs on the island. Relic no. 16: Spider 1 is located at map coordinates X: 318.4 Y: 750.4. This Relic is available after the mission, “Keeping Busy’ and the cave beneath Dr. Earnhardt’s place is the only way to get to it. Go into the cavern below Dr. Earnhardt’s place. If you move along the right rock face, you’ll find a couple of short vine climbs and then a long one. Move along the precarious rock ledges, jump the gap when required and take the vine down. Have your shotgun equipped as you listen and watch for a bear. Continue deeper into the cave, kill the bear and you’ll find the Relic in the back area near the bear at approximately X: 318.4 Y: 750.3. This Relic won’t show on your map. Relic no. 17: Heron 3 is located at map coordinates X: 557.6 Y: 761.2, which is about 235 meters northwest of the outpost at the Rust Yard. There is a wrecked car on a hillside ledge just southwest of the radio tower. You can drive and park near it and hike up the slope or carefully drop down from the higher ground near the radio tower. The Relic lies alongside the vehicle. Relic no. 18: Boar 25 is located at map coordinates X: 559.6 Y: 778.3. This is about 325 meters northwest of the outpost at the Rust Yard, and 130 meters from the Rust Yard Sector Radio Tower. The mountainous terrain between the outpost and the shrine has a lot of wildlife, including buffalo, tiger, cassowary and feral dogs, but you can drive most of the way on the web of interconnecting roads. If you haven’t taken Cradle View Outpost, this will be on the margins of Rakyat control. You’ll find the Relic on a ground level shrine. Relic no. 19: Boar 5 is located at map coordinates X: 592.3 Y: 774.2. There is an old mine near the roadway approximately 250 meters northeast of the outpost at the Rust Yard. You can commandeer a vehicle at the Rust Yard and drive to the mine’s entry at map coordinates X: 590.5 Y: 776.2. The entry tunnel is blocked by debris. Use an explosive to clear it, and you’ll find a really long ladder on some staging that will get you to the Relic. Relic no. 20: Shark 6 is located at map coordinates X: 594.8 Y: 794.9. This is about 450 meters northeast of the Rust Yard. You can drive much of the distance by going north out of the Rust Yard, and then hoofing it over the mountain to the falls. Beneath the waterfall you’ll find the Relic at the bottom of a deep pool near the wreck of a vehicle. Relic no. 21: Shark 7 is located at map coordinates X: 606.4 Y: 761.3. There is a river approximately 275 meters east of the outpost at Rust Yard. You can drive ten times the distance by taking a vehicle from the Rust Yard or you can just sprint straight for it cross-country. Once there you’ll have to dive into the water under the wooden bridge to get the Relic from the bottom of the stream. Relic no. 22: Spider 6 is located at map coordinates X: 586 Y: 816.2. This places the artifact about 175 meters east of the outpost at Cradle View. Take a vehicle out of Cradle View Outpost and drive to a cave entry at map coordinates X: 583.7 Y: 814. The Relic lies inside the grotto overlooking the bay to its east. If you approach it from the shoreline there is a way up the cliffs to the south of the grotto. <<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> Relics and Letters of the Lost: Northview Gas Item Map Relic no. 23: Spider 22 is located at map coordinates X: 362.4 Y: 688.7. This Relic can be acquired during the “Prison Break-In” mission. After penetrating the prison, pass through the door and grab the Relic on the ground to your left near the door. You can, however, retrieve the Relic before the mission. There is a cove at map coordinates X: 363 Y: 679.5 that will get you into the caverns near Pirate’s Cove. There will be no opposition in the caverns before the mission starts. Relic no. 24: Boar 22 is located at map coordinates X: 399.4 Y: 687.2. The glider near Dr. Earnhardt’s is the recommended starting point to acquire this Relic. In the far southwest corner of the island, there is a dilapidated hut on the north shore of the small islet where the Orphan Point Outpost is located. There is a dugout behind the shack where you will find a Relic. Relic no. 25: Shark 24 is located at map coordinates X: 439 Y: 671.8. The artifact can be found in a hilltop settlement approximately 275 meters southeast of the outpost at Mosquito Yard. It lies on the ground inside a crude makeshift shrine. Watch for tigers hunting the buffalo around the settlement. Relic no. 26: Spider 2 is located at map coordinates X: 363.3 Y: 664.8. Either a boat from Orphan Point Outpost or the glider from Dr. Earnhardt’s place is the recommended starting point. There is a shallow rocky area near the islet where you can land. The Relic isn’t atop the islet-it is in a grotto. You can’t get entry by destroying the stone wall on the south side-save your C4. You can either struggle up the rocks on the east side or you can climb the ledge on the west side and climb the vine to get atop the islet. You will find a rock well where you can jump down into the water. You can’t jump for it but you will get a poke point if you swim near the Relic. Relic no. 27: Shark 3 is located at map coordinates X: 385.1 Y: 668.2. Commandeer a watercraft at the outpost at Orphan Point or from another nearby location; and, at the coordinates, you will find an isolated rock in the bay near a buoy. You’ll have to dive deep and go inside a gutted shipwreck to find the Relic. The water there is infested with sharks. Relic no. 28: Heron 22 is located at map coordinates X: 359 Y: 690.2. The glider at Dr. Earnhardt’s is the recommended starting point or you can procure the Relic during operations on the peninsula after liberating the Orphan Point Outpost, which places the peninsula under Rakyat control. There is a fortification about 115 meters north of the Orphan Point Radio Tower. You will find the Relic in a bunker there. Relic no 29: Shark 2 is located at map coordinates X: 335.9 Y: 693.4. The glider at Dr. Earnhardt’s is the recommended starting point or you can procure the Relic during operations on the peninsula after liberating the Orphan Point Outpost, which places the peninsula under the control of the Rakyat. There is a Relic offshore near the projecting finger of land roughly west of the “pig” icon on your map of the peninsula. This is shark territory so the dive near the rusty hulk of a wrecked ship isn’t without danger. The Relic rests on the bottom of the bay near a small sunken boat. Letter of the Lost no 4: Hyogo’s Letter is located at map coordinates X: 362.6 Y: 709.6. The glider at Dr. Earnhardt’s is the recommended starting point or you can procure the Relic during operations on the peninsula after liberating the Orphan Point Outpost, which puts the peninsula under the control of the Rakyat. The Letter is located in an old Japanese bunker on the heights overlooking the bay to its east. It is located southeast of the leopard icon on your map. A ladder near the bunker will take you to an underground chamber with a pair of worthwhile loot chests. Letter of the Lost no. 5: Sato’s Letter is located at coordinates X: 435.3 Y: 645.6. This is about 300 meters northwest of the outpost at Northview Gas. Commandeer a vehicle at the outpost and drive past the waypoint and park. Exit the vehicle and double back up the slope. It can be found on a Japanese soldier’s corpse alongside an old gun emplacement that once commanded the bay. Relic no. 30: Shark 5 is located at map coordinates X: 464.9 Y: 655.4. This places it approximately 300 meters northeast of the outpost at Northview Gas. Drive northeast out of the outpost on the main road and stop opposite the waterfall. Swim past the falls and you will find ruins inside the grotto. Dive into the dark pool of water in the back of the grotto and swim a short distance to get the Relic off the floor from inside a small chamber. Relic no. 31: Heron 1 is located at map coordinates X: 462.3 Y: 661.4. Commandeer a vehicle at the Mosquito Yard Outpost and drive to the radio tower. It is located on the north side of the mountain and is best located by starting at the radio tower. Getting to the higher elevations to the remote shrine is best accomplished by following a path from near the radio tower and using the vine climb located about 140 meters southeast of the tower at map coordinates X: 466.8 Y: 665.7. You can also pick your way up the cliff. This will allow access to the trail leading to the Relic which is not on the summit but is reached by a converging path. Relic no. 32: Spider 24 is located at map coordinates X: 494.2 Y: 650.7. Either the Northview Gas Outpost or Shark 5, Relic no. 30, is the recommended starting point. Take a vehicle and drive east out of Northview Gas, going about 425 meters on the main roadway. Stop near the gorge after crossing the bridge. This will be about 100 meters short of the Relic. You’ll have to go south on the western ridge and use the two wooden bridges to get to the Relic which is in a small grotto. This can also be reached by a series of vine climbs from the beach area to the south of it. Relic no. 33: Boar 4 is located at map coordinates X: 506.7 Y: 672.1. The artifact is located inside a temple ruin about 350 meters southwest of the outpost at Cliffside Overlook. From the outpost, sprint west for 300 meters through rugged bear infested terrain, turn south at the dirt road and continue toward the waypoint. Move up the grade through the canyon to the ruin. Its entry is blocked by vines so use a melee blow to smash them aside to access the ruin. The Relic sits on a stone inside. Relic no. 34: Heron 4 is located at map coordinates X: 523.4 Y: 676.1. This artifact is located on a mountaintop approximately 175 meters southwest of the outpost at Cliffside Overlook at Calvary Point. You can go directly toward the waypoint from the outpost where a path will get you to the crag with the artifact. Locate the fractured wooden walkway on the northeast side of the steep-sided crag; you can actually struggle up the cliff to get atop the crag but it isn’t easy. To avoid the frustration of having to make this climb, you can pilot the glider near the radio tower, southeast of the outpost, onto Calvary Point. The trick is to maintain enough height after making the wide turn and then making a safe landing to collect the Relic. Relic no. 35: Boar 6 is located at map coordinates X: 552.2 Y: 688.9, placing it approximately 150 meters northeast of the outpost at Cliffside Overlook. If you start your search for it from Cliffside Overlook, you’ll have to get down off the cliffs, so go east out of the outpost on the roadway and follow it past the waypoint and turn back west to descend down to the shack near the shoreline. The Relic is sitting inside the shack near the road. This is a good place to acquire a few dingo pelts. They usually hunt the pigs feeding near the roadway. Relic no. 36: Spider 4 is located at map coordinates X: 496.1 Y: 700.2. This Relic is located about 400 meters south of the Amanaki Outpost. The terrain south of it is challenging, so approaching it from the north is the best option. Cross the river south of the outpost and stay near its banks until you can get up the bluffs in the grassy areas; this is about 140 meters short of the waypoint. Acquiring the Relic early in the game, however, means it is deep inside enemy territory. There is, occasionally, an enemy camp just north of the site where three pirates hang out. Watch for tigers in this area as well. There is a temple ruin atop the mountain and the Relic sits inside the ruin. Relic no. 37: Spider 7 is located at map coordinates X: 561.4 Y: 625.8. There is a temple ruin located about 150 meters east of Citra’s Temple. Sprint to the temple and be aware of hostiles, cassowaries and dingo packs as you approach it. Climb the hanging vines to get access to a sealed stone doorway. Set a charge of C4 on the door, get down and back and blast it open. You can then access a walkway that will get you to a ladder. Climb it to find the Relic on the elevated platform. Letter of the Lost no. 6: Mogi’s Second is located at map coordinates X: 600.7 Y: 620.8. This places the item in a bunker on the beach approximately 300 meters south of the outpost at Hubris Farms. Just sprint south cross-country from Hubris Farms to the site. The dead soldier inside the bunker has the Letter. Relic no. 38: Spider 26 is located at map coordinates X: 570.7 Y: 649.4. Commandeer a vehicle at Hubris Farms and drive west out of the outpost to a temple ruin where you can find two Relics. Spider 26 can be found inside the old but well-preserved temple ruin. Go inside the dark ruin and go down the stairs for the Relic. The ruin’s entry is at X: 567.4 Y: 645.9. Relic no. 39: Shark 26 is located at map coordinates X: 572.2 Y: 650.9. You can procure this Relic after obtaining Spider 26, Relic no. 38. It is in that same ruin, but you must swim underwater to get it from a submerged pedestal in a side passage. Relic no. 40: Boar 7 is located at map coordinates X: 581.2 Y: 667.3. This artifact is located approximately 220 meters north of the outpost at Hubris Farms. It is sitting atop a mountain near a crashed Zero. This is best reached either after taking Hubris Farms Outpost or by driving and walking to the site from the outpost at Cliffside Overlook. Relic no. 41: Heron 26 is located at map coordinates X: 607.4 Y: 676.2. The switchback trails behind Hubris Farms Outpost is the advised starting point to find this Relic. The meandering paths will go up the mountain to the entrance of a cave at map coordinates X: 605.3 Y: 673.4. The Relic is on an altar. <<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> Relics and Letters of the Lost: Hubert Shore Item Map Relic no. 42: Boar 29 is located at map coordinates X: 688.8 Y: 563.7. This places the artifact about 375 meters south of the outpost at Neck’s Diner. It is in a cave that can best be accessed by an inland route going south on the path leading out of the Diner. You’ll have to jump across two long gaps where the bridges are broken. The high bluffs along the eastern roadway prevent easy access from the east. A cave entry at X: 692 Y: 569 will be about 70 meters north of the Relic. Letter of the Lost no. 7: Tadao’s Second Letter is located at map coordinates X: 703.1 Y: 575.3. This is about 340 meters south of the outpost at The Neck’s Diner. Commandeer a vehicle and drive east and then bear south toward the waypoint. Drive right up to the old World War 2 bunker where you’ll find the Letter inside on a soldier’s remains. Letter of the Lost no. 8: Tadao’s First Letter is located at map coordinates X: 632.5 Y: 601.4. Commandeer a vehicle at the outpost at The Neck’s Diner and drive west. It is nearly 600 meters away but you can get within 140 meters of it before you must trek west on foot, picking your way down the steep hillside to the beach. The letter is on the dead soldier outside the bunker. Relic no. 43: Shark 10 is located at map coordinates X: 682.2 Y: 595.7, placing it only 130 meters southwest of The Neck’s Diner. Sprint from the outpost to the river. At map coordinates X: 679.8 Y: 597.7, you’ll find a dark underwater cave on the river. You will likely need a “Deep Dive” or two to get the Relic and to get back out. Once you locate the Relic in the dark cave you can always fast-travel out. Relic no. 44: Heron 29 is located at map coordinates X: 654.3 Y: 526.2. It can be found in the Rook Point Tower, a ruined lighthouse, located approximately 170 meters east of the outpost called Broken Neck. Take a vehicle from the outpost and drive to the location. Just climb the seemingly endless spiral stairwells to the top to find the Relic. Relic no. 45: Heron 8 is located at map coordinates X: 683.5Y: 524.6. The Relic is on a small island east of Rook Tower in shark infested waters. Take the jet ski on the beach south of the outpost at Broken Neck and pilot it to the islet. You’ll have to struggle to get up the steep cliffs. This is best done on the west side, a bit north of the demolished wooden walkway. The Relic sits in a shrine atop the rocky islet. Relic no. 46: Boar 10 is located at map coordinates X: 653.2 Y: 548.7. This is about 240 meters northeast of the outpost at Broken Neck Home. There is an old mine entrance near the river’s edge at map coordinates X: 652.1 Y: 549.3. Drive north out of the outpost and stop on the road above the canyon. Make your way down to the stream and you’ll find the Relic inside the mine. Relic no. 47: Shark 9 is located at map coordinates X: 636.7 Y: 581.2. This remote location is about 500 meters due north of the outpost at Broken Neck Home. The Relic is lying on the shoreline near the cliff. Find the jet ski on the beach south of the outpost and avoid the numerous small rocks in the water as you pilot it to the Relic. Relic no. 48: Spider 9 is located at map coordinates X: 650.7 Y: 561.7. This is about 340 meters north of Broken Neck Home. If you follow the river it will appear to be behind the waterfall-it’s not but a crocodile probably is. Go atop the cliff overlooking the falls. You will find a cenote just east of the roadside shack at map coordinates X: 647 Y: 560.4 where you can drop onto a rock ledge on the north side. This will allow access to a dark cave where you’ll find the Relic. Relic no. 49: Spider 8 is located at map coordinates X: 622 Y: 712.8. This is approximately 120 meters north of the outpost at Cradle Gas. At map coordinates X: 620.6 Y: 712 you’ll find a fissure in the ground with ruins beneath it. Drop through into the shallow water-this is a blind drop, so have full health just in case. There is a Relic on an elevated pedestal and getting to it requires you to jump from one pedestal to the next where you can reach it. You can exit the ruin by climbing a vine and making a couple of jumps to get to daylight. This is also an alternate way in at map coordinates X: 617.5 Y: 713. Relic no. 50: Shark 28 is located at map coordinates X: 644.6 Y: 649.1. This is about 150 meters northwest of the outpost at Hubert Shore. At the waypoint you will find a deep hole near a fallen pillar amid some temple ruins. Jump in and hope you hit water. The Relic is in a small grotto underwater. A “Deep Dive” will help you have enough time to locate this one. You can fast-travel out or you can make a long swim from the grotto where you found the Relic, climb the long vine and then make your way out of the cave. Letter of the Lost no. 9: Mogi’s Fourth Letter is located at map coordinates X: 629.5 Y: 645.6. This is located approximately 290 meters west of the outpost at Hubert Shore Power. You can either go cross-country-the terrain is rough but passable-or you can take the vehicle at the outpost and drive southeast out of the facility. The road will curl north and a side road about 100 meters short of the waypoint will go up the grade on the right. There is an old Japanese lookout position on the side of the mountain where you’ll find the Letter on a long deceased soldier as well as a couple of loot chests. Relic no. 51: Spider 28 is located at map coordinates X: 648.8 Y: 661.6. The artifact is best obtained while travelling to the Hubert Shore Radio Tower from the outpost at Hubris Farms. The Relic is located 220 meters north of Hubert Shore Power near a roadside table just west of the radio tower. It is on the ground behind the table. If you haven’t liberated the Hubert Shore Power Outpost, there may be a couple of pirates there or patrolling nearby to deal with. Relic no. 52: Boar 28 is located at map coordinates X: 665.2 Y: 672.4. To acquire the Relic take the winding road out of Hubert Shore Outpost. It will take you north towards the radio tower. The Relic isn’t atop the mountain where it would appear to be. Find a cave at a lower elevation at map coordinates X: 666.7 Y: 670.4. It is nestled inside the ruins inside. Relic no. 53: Heron 6 is located at map coordinates X: 646.2 Y: 683.8. This Relic is located on a mountaintop shrine approximately 250 meters northwest of the radio tower north of the outpost at Hubert Shore. The steep terrain of the mountain will make you travel many times the distance to get to it-the terrain is torturous. If you backtrack west from the tower about 235 meters, a mountain path will wind up the mountain and take you to the location. Watch for leopards in these highlands. A vine climb on the east side of the outcropping can get you onto the crag to retrieve the Relic. Relic no 54: Heron 7 is located at map coordinates X: 626.1 Y: 658.2. To find the Relic go west up the mountain road toward the radio tower and when it switches to the east, go cross-country to the waypoint or symbol. Watch for boars on the road and leopards in the bush. You’ll find the Relic on a hillside near an overgrown plane crash. Relic no. 55: Heron 24 is located at map coordinates X: 745 Y: 615.2. This Relic is on a small islet about 270 meters southeast of the outpost at Kell’s Repairs. Take the boat moored at the outpost or, if it isn’t there, sprint south along the beach and you’ll find a watercraft near the shore. Pilot it to the islet and moor it on the southwest side of the islet or just swim there. You can struggle up the cliffs south of the Relic which sits on a shrine. Relic no. 56: Boar 20 is located at map coordinates X: 772.9 Y: 622.3. Commandeer the boat at Kell’s Boat Repairs and pilot is across the bay to the tip of the peninsula east of the outpost. Watch for rocks in the bay. The artifact is inside a sealed temple ruin. Blast the stone doorway open to find the Relic. Relic no. 57: Shark 12 is located at map coordinates X: 741.7 Y: 638.9. This artifact is located about 125 meters east of Kell’s Boat Repairs in an old submerged temple ruin. Use the watercraft at the dock to reach the site. The tip of the ruin is just above water. Kill any circling sharks and get atop the ruin. There is an opening on top of the ruin. Dive down through it and you’ll find the Relic in an underwater chamber. Once the Relic is acquired, you can just fast-travel out. However, numerous loot chests can be found in the ruins and you can obtain much of it if you use a “Deep Dive” syringe or two. Relic no. 58: Boar 9 is located at map coordinates X: 704.2 Y: 643.7. This is about 260 meters west of Kell’s Boat Repairs. The Relic isn’t on top of the mountain; it is underneath and you’ll have to make a clockwise circuit of the mountain to get to it. The steep terrain is nearly impassable so going cross-country over the mountain isn’t an option. Place a waypoint at coordinates X: 705.5 Y: 633 and grab a vehicle and proceed south on the road around the massif, following it as it veers west and then north to the waypoint. Just short of the waypoint a dirt path will go up the incline to a crevasse, giving access to an old temple ruin. Use an explosive to blast open the stone doorway. Make your way into the extensive ruins where you’ll find the Relic on a stone pedestal. You’ll have to jump onto the pedestal to get the Relic. Letter of the Lost no. 10: Hayato’s Second Letter is located at map coordinates X: 777.8 Y: 618.8. This item is about 500 meters from the outpost at Kell’s Boat Repairs and 465 meters from Nat’s Repairs. Either commandeer a boat at or near Kell’s Boat Repairs or grab a vehicle or boat near Nat’s Repairs and make your way to the tip of the peninsula. The Letter is inside the bunker Relic no. 61: Boar 26 is located at map coordinates X: 772.3 Y: 695.6. Commandeer a vehicle at the outpost at Nat’s Repairs and drive northwest 550 meters to a run-down shack just off the roadway. If it weren’t for the chanting and the symbol you wouldn’t know it was there in the dimly lit shack. It lies behind a couple of crates. Relic no. 62: Spider 11 is located at coordinates X: 748.5 Y: 713.8. Tequila Sunrise Outpost is the best starting point to acquire this item. There is a temple ruin south of the Birdhouse Tower. This is about 550 meters west of the Tequila Sunrise Outpost. You can drive most of the distance from the outpost but must do the last 150 meters on foot through rugged terrain. Watch for bears and tigers in the area. However, you can also use the glider east of the outpost. You’ll just need to maintain enough height by gauging the terrain below. The large ruin where the Relic is located is at ground level and the artifact is sitting inside. <<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> Relics and Letters of the Lost: Badtown Item Map Letter of the Lost no. 11: Shinji’s Letter is located at map coordinates X: 799 Y: 749.8. This is just 160 meters north of the outpost at Tequila Sunrise. There is an extensive bunker complex built into the mountainside. Go north from the outpost toward the waypoint or the Relic’s symbol and you’ll find the entrance to the bunker in the side of the cliff. You’ll find the letter on the long deceased soldier inside. There is a “Wanted Dead” mission, available at the Tequila Sunrise bounty board that takes place near and in this bunker. Another route to the Letter no. 11 is via a system of ledges, walkways and vines can be taken from a lower elevation at map coordinates X: 789.4 Y: 757.2. Letter of the Lost no 12: Hyato’s First Letter is located at map coordinates X: 801 Y: 756.1. This is about 225 meters north of the outpost at Tequila Sunrise. It appears to be somewhere on the side of the mountain but it isn’t. Use the ATV parked near the outpost to drive down off the mountain on the winding switchback roads. When you reach the coastal road, speed north and park near the bridge. This will be just northeast of the artifact. A stream emerges out of the rock and passes under the bridge. Enter the cave; and, when the water Relic no. 69: Spider 10 is located at map coordinates X: 766.4 Y: 810.4. Camp Murder or Shark 11, Relic no. 68, are the best starting points to obtain this item, which is located approximately 385 meters northeast of the outpost. Commandeer a vehicle at Camp Murder or continue on up the coastal road from Relic 68. When you arrive at the remote location, you can see the Relic through the grating but you can’t get it. You also can’t destroy the bars. Move north and then west around the cliff where you’ll find an old mine entry at approximately X: 761.5 Y: 813. Go in and you will have to jump into a pool of water. You must then dive and swim through a passage to get to a vine climb. Continue on to the Relic. Relic no. 70: Boar 8 is located at map coordinates X: 704.9 Y: 792. This is about 175 meters east of the outpost at AM 12. Commandeer a vehicle and drive counterclockwise around the rough mountainous terrain east of the outpost. South of the waypoint a dirt foot path will lead to an old ruin built right into the cliff at map coordinates X: 706 Y: 793. Move into the large ruin and blast the stone door open. Continue deeper into the labyrinth, grab the loot and then climb the vine. Jump over the pit to the vine grab. Continue up the stairs to the open air and be prepared to deal with the komodo dragons that lurk in the undergrowth. Continue up the stairs to get the Relic from the shrine. Relic no. 71: Heron 5 is located at map coordinates X: 702.5 Y: 809.9. Relic no. 70, Boar 8, or the AM 12 Outpost via the path north of the outpost is the recommended starting point. The Relic is on a small island 275 meters northeast of AM 12. If you just acquired Boar 8 you can take the glider near the acquisition point directly to the islet by diving steeply and circling if necessary before landing atop it. If not you’ll have to get there overland. It is on a shrine atop the islet. If you didn’t arrive by glider, you can get up the steep cliffs by using a vine climb on the southeast side. Letter of the Lost no. 13: Mogi’s Third Letter is located at map coordinates X: 682.2 Y: 811.2. This location is about 250 meters north of the outpost at AM 12. The switchback trails north of the AM 12 Outpost will take you to the large bunker on the jutting promontory. The Letter is on the corpse of a Japanese soldier in the large bunker complex. You’ll also find a large ammo catch and other loot. This area is also the site for a hunt for a rare Yellow Neck Cassowary that is offered at the AM 12 bounty board. Relic no. 72: Heron 27 is located at map coordinates X: 658.6 Y: 814.4. You’ll find a glider on the edge of the cliff about 95 meters northwest of the outpost at AM 12. The Relic is on a small steep-sided islet northwest of it. Glide the 300 meters and land atop the islet. If you ditch or you are approaching the islet by water, go to the northeast side where you can climb the long vine to get atop the islet. The Relic is on a shrine. Relic no. 73: Shark 8 is located at map coordinates X: 635.1 Y: 794.2. This is about 535 meters west of the outpost at AM 12. It is located on a remote section of beach on the north side of the island and the fastest route to it is by air. Locate the glider on the cliff 95 meters northwest of the outpost and fly along the beach to the waypoint. You’ll have to dive into the water, swim through a crevice and grab the Relic from the floor of an underwater grotto. You can also raid a red chest along the way. Relic no. 74: Shark 27 is located at map coordinates X: 669.1 Y: 759.9. AM 12 Outpost or the Old Mines Radio Tower are both good starting points to obtain the Relic. The Relic is near the radio tower but you’ll have to search for it by dropping into the cove north of the tower. You’ll find a partially flooded cave at map coordinates X: 668 Y: 764. Watch for crocodiles. Swim into the dark cavern, get out of the water and you’ll find the Relic on a ruin. Relic no. 75: Boar 27 is located at map coordinates X: 678.9 Y: 742.1. This location is an old mine about 320 meters east of the outpost at the Old Mines. Commandeer a vehicle and drive north, then east to the old mining facility. There is an abandoned mine tunnel just east of the mining camp. The Relic sits on a chunk of ruin in the tunnel. It will be worth your while to ransack the camp before leaving. Relic no. 76: Spider 27 is located at map coordinates X: 661.4 Y: 736. The AM 12 Outpost or the Old Mines radio Tower Supply Drop are the recommended starting points to obtain the Relic. There is a cenote that you will visit for a Supply Drop when you have completed your task at the Old Mines Radio Tower. If you’re not doing the Supply Drop the cenote has map coordinates of approximately X: 660 Y: 740. Dive into the water and take the wooden ramps and rope climbs to the top. Inside the grotto is a shrine with the Relic. This route will lead to a cave that emerges in the rear of Old Mines Outpost. This cave is found by doing one of the nearest Radio Tower’s Supply Drops and it provides a backdoor approach to the Old Mines Outpost. <<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> Relics and Letters of the Lost: Thurston Town Item Map Relic no. 77: Heron 12 is located at map coordinates X: 598.1 Y: 490.5. This places it on a rock crag about 85 meters east of the outpost at Harmanse Gas and Repair and 280 meters southeast of Thurston Town. It sits on a shrine atop the heights. Don’t miss the red chest alongside. This is the scouting and sniping platform advised for the liberation of the outpost. Letter of the Lost no. 14: Hyato’s Third Letter is located at map coordinates X: 602.6 Y: 457.7. Commandeer a vehicle at Harmanse Gas and Repair Outpost and drive south across the river about 315 meters. There is an old World War 2 fortification that sits atop the high ground overlooking the bay. Inside you’ll find a Letter on a soldier’s corpse. Relic no. 78: Heron 25 is located at map coordinates X: 610 Y: 427.5. Either the outpost at Harmanse Gas and Repair or the bunker containing the Letter of the Lost, no. 14, is the best starting point to search for the Relic. It is located south of Turtle Hill on an offshore islet. Take the footpath from near the bunker where you found Letter no. 14 down to the beach and cross the shallows to the islet. A long vine on the northwest side will get you atop the islet. The Relic sits on a shrine. Relic no. 79: Spider 13 is located at map coordinates X: 573.7 Y: 454.6. This is about 475 meters southwest of the outpost at Harmanse Gas and Repair; this is near the radio tower which is west of Turtle Hill. Once near the tower, you’ll have to carefully drop off the knoll north of the tower to locate a cave entry that will display as a black mass on your map. Enter the cave and you’ll have to climb three ledges using vines to get to the shrine to obtain the Relic. Relic no. 80: Shark 13 is located at map coordinates X: 583.9 Y: 439.7. This Relic can be found by either driving to the radio tower south of Thurston Town or while doing the mission, “Dopplegander.” Take the footpath south of the radio tower up the grade and then make your way to the waypoint on the peak. The Relic is lying outside of the shack behind a crate. Relic no. 81: Spider 12 is located at map coordinates X: 523.1 Y: 476.1. Delta Camp, at map coordinates 518.5 Y: 463.6, is the best starting point to search for the Relic. It is located in a ruin atop the mountain about 130 meters north of Delta Camp. You can take a vehicle from Delta Camp or just sprint cross-country to get to it. The Relic sits on the shrine. Relic no. 82: Boar 12 is located at map coordinates X: 541.4 Y: 438.1. This places it on a mountain about 200 meters east of the outpost at the Satellite Communications Hub. The mountain is nearly impossible to scale, but there is a dirt road southeast of the outpost that will get you to a vine climb at map coordinates X: 537.5 Y: 434.2. Climb it, the longer vine beyond and yet another vine to reach a sealed ruin. Use a C4 charge to blast it open. The Relic sits on the open-air altar beyond. Relic no. 83: Shark 25 is located at map coordinates X: 547.6 Y: 453.9. The glider northeast of the outpost at the Satellite Communications Hub is the recommended starting point to obtain the Relic. It is located about 250 meters northeast of the outpost at an old homestead with a small patch of drugs. The Relic is just sitting on the porch of the shack. Relic no. 84: Boar 14 is located at map coordinates X: 509.4 Y: 447.6. This is about 160 meters west of the outpost at the Satellite Communications Hub. Sprint west from the outpost and slide down the cliff behind the roadside shacks. There is an underground bunker behind the north shack that has been covered with signs. Blast it open, jump down and take the Relic off the floor. Relic no. 85: Spider 25 is located at map coordinates X: 455.3 Y: 425.3. This is about 320 meters west of the outpost at Lazy Shore Marina. To get there, cross the river at Lazy Shores Marina and take the road south of the river west toward a cenote located at map coordinates X: 454.2 Y: 419.3. It is on the high ground and it is about 60 meters south of the Relic. It can be seen on your map. Jump into the cenote and swim north toward the artifact and then walk through the cave to the Relic. Use the wingsuit to exit the elevated cave. Letter of the Lost no. 18: Hayato’s Fourth Letter is located at map coordinates X: 471.5 Y: 418.1. This is about 320 meters southwest of Lazy Shore Marina and is the same location where Spider 25, Relic no. 85, is located. To get there, cross the river and take the road west toward the cenote on the high ground at map coordinates X: 454.2 Y: 419.3. Jump into the water. The Letter is on the corpse lying on the rock ledge. A long vine will get you out. Relic no. 86: Shark 29 is located at map coordinates X: 420.8 Y: 418.3. 670 meters west of the outpost of Lazy Shore Marina the rivers converge. Pilot a boat west from the marina, going over the ramps to the waterfall. The Relic is in the deep pool beneath the falls. You can use the ramp to go over, get out of the boat and dive in or you can just make your way down the hillside to the base of the falls. Letter of the Lost no. 15: Hurk’s Fourth Letter is located at map coordinates X: 497 Y: 501.3. Commandeer a vehicle at the outpost at East Ridge Camp and drive east about 450 meters. About 100 meters short of the waypoint, take the left fork down toward the beach. There is a large complex of bayside bunkers where you’ll find the Letter on a corpse at rest on an old mattress. Relic no. 87: Heron 13 is located at map coordinates X: 458.7 Y: 485.2. About 165 meters southeast of the outpost at East Ridge Camp, you will find the artifact; but that distance is deceiving. It is on top of the mountain at a homestead which is best located by using the dirt footpath behind the outpost. Go past the radio tower and then bear left up the steep grade. A “Supply Drop” run will bring you to this location as well. There are a couple of ammo caches there. Relic no. 88: Spider 14 is located at map coordinates X: 437.1 Y: 471.1. This is about 200 meters south of the outpost at East Ridge Camp. You can drive west out of the outpost and take the connecting road south or you can just sprint cross-country, skirting right around the high ground to get to the covered parking garage. The Relic sits behind a red trash hopper. Relic no. 89: Heron 28 is located at map coordinates X: 438.6 Y: 444.2. This is about 470 meters south of the outpost at East Ridge Camp. Take a vehicle and drive west out of the outpost and then bear south along the river. When you reach map coordinates X: 444.8 Y: 452.7 take the footpath which will meander up the mountain to the summit. The Relic sits in a shrine. Relic no. 90: Boar 13 is located at map coordinates X: 463.8 Y: 448. This is a remote ruin site in a canyon about 300 meters northwest of the outpost at the Lazy Shore Marina. Drive west from the outpost and stop at map coordinates X: 455.4 Y: 447. This will be west of the waypoint or symbol for the artifact. Go up the incline to the temple ruin. The Relic sits inside the ruin on a stone altar. <<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> Relics and Letters of the Lost: Gaztown Item Map Letter of the Lost no. 16: Hurk’s Third Letter is located at map coordinates X: 237.5 Y: 425.4. Just 130 meters east of Gaztown there is a shack at the end of a dirt footpath. There is a small outbuilding near it where a ladder will take you to an underground bunker. You will find the Letter on an old desiccated corpse. Relic no. 91: Heron 30 is located at map coordinates X: 233.7 Y: 441.5, placing the Relic about 200 meters northeast of Gaztown. Grab a vehicle at Gaztown and drive up the steep incline to the shacks. They contain a decent amount of loot as well as the Relic. Relic no. 92: Heron 17 is located at map coordinates X: 212.4 Y: 426.8. Just 125 meters from the Gaztown safe house there is a Relic on a small ledge on the sheer cliff face. You must get onto that small ledge by using the glider south of town. Start your flight with full health and pilot the glider a very short distance from the cliff before turning toward the ledge. You must maintain height because the ledge is fairly high on the sheer cliff. The landing will be rough and will tax your health. The Relic is on a shrine there. With the Relic in hand, jump off and deploy your wingsuit or just fast-travel anywhere. Relic no. 93: Shark 18 is located at map coordinates X: 278.2 Y: 442.9. This artifact is in the mine inside the mountain north of the outpost at North Krige Crest. If you have liberated the outpost, go up the stairwells and jump onto the conveyor belt to get to the mine entrance. You can also just go up the dirt path behind the facility to get to the mine. The Relic is deep in the mine on a stone pedestal. Relic no. 94: Spider 18 is located at map coordinates X: 261.8 Y: 449.1. This Relic is near the North Krige Crest Sector Radio Tower. This is about 250 meters northwest of the outpost. You can backtrack on the dirt path above the outpost or just fast-travel to Gaztown and then drive to the tower to get to the artifact. The Relic sits near the cliff on the dirt trail leading to the tower. Relic no. 95: Boar 17 is located at map coordinates X: 258.1 Y: 462. This is about 500 meters northeast of Gaztown. Take the road going northeast out of Gaztown; and, at the edge of town, bear left up the steep grade going past the shacks where you acquired Heron 30, Relic no. 91. Continue up the mountain on the north dirt path, cross the plank bridge and raid the shack beyond. The winding mountain switchbacks will eventually take you to the top of the mountain where you’ll find the Relic on top of some crates in a small shack in an abandoned settlement. Relic no. 96: Boar 18 is located at map coordinates X: 279.7 Y: 479.3. This artifact is in the middle of nowhere; or, rather, a torturous 380 meters southwest of Romeo Camp. The best way to get to it is to go afoot using the grassy areas on the mountain to get to the switchbacks between the camp and the waypoint. You’ll find an old ruin on the slope at map coordinates X: 285.2 Y: 485.5 where you can find some loot but no Relic. Be aware of leopards in the area as you continue up the dirt path. When the trail ends just continue toward the waypoint to a ruin. The long vine will get you down an open shaft where a sealed stone doorway must be blasted open. The Relic sits on an altar among three loot chests, including a red chest. Relic no. 97: Shark 16 is located at map coordinates X: 323.2 Y: 469.1. There is a lake about 150 meters west of the outpost at Spine Ridge Site. Take a vehicle from the outpost and drive counterclockwise around the mountain to the lake. The Relic sits on a stone altar at the bottom of the lake among some ancient sunken ruins. Relic no. 98: Spider 16 is located at map coordinates X: 335.3 Y: 455.8. This is about 180 meters south of the outpost at Spine Ridge Site. It isn’t on top of the mountain which is largely impassable. Commandeer a vehicle at the outpost and go counterclockwise around the mountain and take the side road going left and up-grade. This will be just north of the waypoint or symbol. You’ll find a temple ruin in the mountainside at map coordinates X: 331.7 Y: 458.1. The Relic lies in the ruins on a stone shrine. Relic no. 99: Spider 30 is located at map coordinates X: 391 Y: 427.4. This is about 220 meters east of the outpost at Stubborn Kid Farms at an old mining camp. Commandeer a vehicle at the outpost and drive to the roadside mine. The Relic sits in an ore cart near the mine’s entrance. Relic no. 100: Boar 15 is located at map coordinates X: 354.1 Y: 448.1. The Relic is located approximately 260 meters northwest of the outpost at Stubborn Kid Farm-as the crow flies but the route will be many times that. Set a waypoint near the bear symbol at map coordinates X: 383 Y: 453. Drive east out of the outpost, veer north and take the side road west to reach the coordinates near that bear symbol. Park and walk past the aloe farm and up the long grade in the canyon. You’ll find a long vine climb to get you up the cliff and another beyond to get you to a ruin. Enter the dark cave opening and blast the sealed door open. The Relic sits inside on a pedestal. Relic no. 101: Heron 15 is located at map coordinates X: 398 Y: 452.7. This artifact will be inside a shack 390 meters northeast of the outpost at Stubborn Kid Farms. Commandeer a vehicle at the outpost and drive east and then north to the little roadside settlement. The Relic is sitting on a crate inside a shack. Letter of the Lost no. 17: Hurk’s First is located at map coordinates X: 407.8. Y: 498.9. This is approximately 480 meters east of Alpha Camp in the north central part of the South Island. Move around the fence by sprinting along the bluff overlooking the bay to get to the main road. Go east toward the waypoint and a trail leads to the bunker near the mouth of the river. The Letter is on the corpse inside the bunker. <<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> Letters of the Lost: Point Breaks Item Map Relic no. 102: Boar 24 is located at map coordinates X: 466.7 Y: 352.5. This is only 140 meters northwest of the outpost at Break Point Docks. Sprint from the outpost to the location and you’ll find a ruin site in the side of the mountain. Place a C4 charge on the stone doorway to blast it open. The Relic is on a stone pedestal inside. Relic no. 103: Shark 14 is located at map coordinates X: 478.4 Y: 356.7. It appears that the Relic is atop the mountain north of the outpost at Break Point Docks. It isn’t; there is a ground level cave entrance at map coordinates X: 478.2 Y: 361.4 that will allow you to acquire the artifact. You can drive around the mountain from the outpost but the terrain isn’t too bad if you just go cross-country and slip down off the heights instead. Be sure to have at least the makings of one “Deep Dive.” There are “blue” leaves in the flooded cave but they aren’t that easy to get. The Relic lays on the floor in the darkness. It’s about a forty meter underwater swim to the Relic. You can, of course, just fast-travel out. Relic no. 104: Shark 15 is located at map coordinates X: 493.4 Y: 360.6. This is about 230 meters northeast of the outpost at Break Points Docks. Grab a vehicle at the outpost and drive east, stopping near coordinates X: 496.7 Y: 353.2. These are the coordinates for a cave which is about 80 meters from the Relic. You’ll have to go down to the narrow cove to find the cave entry. Swim in and you’ll come to a wooden structure. You will then have to dive and swim to the dim blue light. You can surface after about 25 meters and swim to a pile of crates where you’ll find the Relic and a red chest. Relic no. 105: Heron 2 is located at map coordinates X: 443.2 Y: 344.8. This is about 340 meters west of the outpost at Break Point Docks on the slopes of the mountain. Rather than try to drive the interconnecting maze of roadways, just go on foot clockwise around the mountain, which is passable, to the shack on its slope. The Relic is inside on a crate. Relic no 106: Spider 20 is located at map coordinates X: 421.5 Y: 350.4. This is about 560 meters west of the outpost at Break Point Docks. To retrieve this artifact, commandeer a vehicle and drive west out of the outpost and cross the bridge. Continue west until you reach a side road going north toward the waypoint. Stop before reaching the shacks and make your way down the slope to the river. Watch for a leopard in this area. A wooden walkway leads into a grotto where you’ll find the Relic. Relic no. 107: Spider 15 is located at map coordinates X: 414 Y: 397.4. This is about 325 meters northwest of the outpost at Bridge Control. Commandeer a vehicle at the outpost and drive northwest to near the waypoint. To get the Relic, you’ll have to enter a cave at river level 65 meters to the northwest at map coordinates X: 418.2 Y: 402.4. Swim as far as the ceiling allows and dive and swim underwater another 15 meters before you surface to find the Relic. Letter of the Lost no. 19: Masawiro’s Letter is located at map coordinates X: 528.6 Y: 399.8. Echo Camp, in the east central part of the island, is the closet fast-travel station to the site. Commandeer a vehicle and drive east on the roadway until you get north of the waypoint. Park and sprint south to find the soldier’s remains and the Letter of the Lost near a gun emplacement. Watch for komodo dragons in this area. Relic no. 108: Heron 14 is located at map coordinates X: 578 Y: 346.4. This location is an island about 500 meters off the east coast of the South Island. Commandeer a boat at the outpost at Break Point Docks in the southeast side of the island or along the coastline north of it and pilot it to the northwest side of the island. Make your way up the dirt trail to get the Relic and the red chest from a modest ruin site. <<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> Relics and Letters of the Lost: The Compound Item Map Relic no. 109: Boar 21 is located at map coordinates X: 275.4 Y: 338.3. This is in a mine and is only 100 meters behind the Dry Palms Storage Depot safe house. Just go up the slope behind the facility, enter the mine tunnel and follow the tracks and then the wooden walkway. When the walkway ends, a chasm looms. Make a sprinting grab for the dangling rope. The Relic is on the platform with a couple of loot chests. Relic no. 110: Heron 18 is located at map coordinates X: 251.1 Y: 324.4. This location is about 180 meters southwest of the outpost at Dry Palms Storage Depot, near a boarded-up church’s graveyard. You can drive to the artifact but just sprinting cross-country from the outpost will be quicker. The Relic is at a gravesite. Relic no. 111: Shark 19 is located at map coordinates X: 231.9 Y: 355.6. This location is about 260 meters southeast of the outpost at Maw Docks and Repairs. Commandeer the boat at the dock and pilot it across the river. Make your way up the steep mountainside by finding the grassy areas. The Relic is inside the small hut at a small homestead. Relic no. 112: Spider 19 is located at map coordinates X: 216.5 Y: 330.9. This places the artifact approximately 450 meters south of the outpost at Maw Docks and Repairs. Drive west out of the outpost, cross the bridge and continue south going up the grade where the road splits. North of your waypoint a side road will take you down to the bay. Continue briefly east and a trail will get you to a cave whose entrance is 80 meters west of the Relic. The cave is at map coordinates X: 208.5 Y: 331.9 and is on the mountainside above the beach. Enter the cave, cross the bridge and walk the ledge to get to the Relic. Relic no. 113: Boar 19 is located at map coordinates X: 295.2 Y: 325.5. This location is about 300 meters east of the outpost at Dry Palms Storage Depot. Commandeer a vehicle and drive east, stopping near the waypoint or the Relic’s symbol. Go down the dirt footpath to the beach and at map coordinates X: 292.4 Y: 323.4, you’ll find a mine entrance. The Relic is inside the mine. Relic no. 114: Spider 17 is located at map coordinates X: 313.4 Y: 338.9. This location is approximately 475 meters east of the outpost at Dry Palms Storage Depot, but it isn’t on top of the mountain. Make your way south to the road paralleling the beach and head east. A couple of interconnected trails south of the Relic’s symbol or your waypoint will get you up the mountain to an old mine entrance at map coordinates X: 312.5 Y: 332.5. The mine’s tunnels are extensive and the Relic is about 60 meters inside the mountain. Jump the long gap to the vine grab and then make another jump to a ledge. If you fall short on either of the jumps a long vine will get you atop the first ledge. You’ll find the Relic and a red chest in the tunnel. Relic no. 115: Heron 19 is located at map coordinates X: 248.5 Y: 357.3. This location is about 290 meters northwest of the outpost at Dry Palms Storage Depot and northwest of the sector’s radio tower. From near the concrete support for the tower’s north guy wire, drop down off the cliff to the rocks below and then to those just below. This drop will be from just above the Relic’s symbol. The Relic sits inside a small grotto. Letter of the Lost no. 20: Hurk’s Second Letter is located at map coordinates X: 374.6 Y: 315.5. About 125 meters south of the outpost at Longshore View, on a cliff overlooking the bay, there is an old World War 2 fortification. Take the road going west before turning south along the bluffs to the elevated fortification. There seems to be no way in but if you go west 25 meters down the grassy incline from the bunker you will find a remote entrance and will acquire the Letter. Relic no. 116: Shark 20 is located at map coordinates X: 382.8 Y: 345.7. This location is about 180 meters due north of the outpost at Longshore View. Just sprint north from Longshore View, going cross-country to the little settlement. The Relic is sitting on top of a television in the house. Relic no. 117: Spider 29 is located at map coordinates X: 336.7 Y: 318.2. This location is about 435 meters west of the outpost at Longshore View. Commandeer a vehicle at the outpost and drive west along the base of the bluffs to the large metal structure. Use the cartons and mobile generator behind it to get to the rope grab on the scaffolding. Enter the structure through the open window. The Relic sits on a wooden crate. Relic no. 118: Boar 16 is located at map coordinates X: 359.1 Y: 336.1. This is a little over 210 meters northwest of Longshore View Outpost, south of the radio tower. Just sprint cross-country from the outpost and make your way down to the small pond. Swim to the rocks and you’ll have to make a couple of vine climbs to reach a sealed door in the rock face. Blast it open. The Relic is in the small grotto near some ruins. Relic no. 119: Shark 17 is located at map coordinates X: 392 Y: 380.6. This is about 200 meters due east of the safe house inside The Compound; or, if you don’t have access to The Compound, about 500 meters from the outpost at Bridge Control. Make your way to the bridge. The Relic is on the river bed near a submerged car. Relic no. 120: Heron 20 is located at map coordinates X: 362.5 Y: 364.3. This Relic is located at a partially fenced settlement about 100 meters south of The Compound. It sits next to a metal cage near a building. <<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> Letters of the Lost: >>North Island Letters: Letter of the Lost no. 1: Mogi’s First Letter is located at map coordinates X: 530.2 Y: 741.6. This places the item about 285 meters to the east of the Amanaki Outpost. Early in the game, before the liberation of the outpost at Rust Yards, this will be in enemy territory. If you set a waypoint and sprint directly toward it from the outpost, you will find yourself directly above an old World War 2 lookout position built into the mountain. You’ll see a jutting rock below and the rusty barrel of a canon. Jump onto the rock and then drop to the ledge below. The Letter is there on a corpse in the grotto with the gun emplacement. You can also acquire the Letter by entering a cave about 30 meters south of the waypoint. The cave is at map coordinates X: 531.4 Y: 739. Each Letter of the Lost yields 500 XP and puts you closer to the six needed for the Tanto sword. Letter of the Lost no. 2: Mori’s Letter is located at coordinates X: 460.3 Y: 766.7. Amanaki Town is the best starting point to acquire this Letter. It is located in a cave about 380 meters northeast of town. Early in the game, this will still be in enemy territory. Take the east exit out of town and make your way up the mountain to the radio tower. Take the dirt path going northeast, toward the pig symbol, and continue east toward the waypoint. When you’re near the waypoint, the road will make a sweeping turn to the left. Drop down to the ravine. You will find a cave entrance on the north base of the mountain at map coordinates X: 461.3 Y: 771.7. The Letter is inside the cave on a desiccated soldier’s corpse. Letter of the Lost no. 3: Ren’s Letter is located at map coordinates X: 379.9 Y: 741.1. There is an island about 400 meters south of Vasla Docks with a large ruined World War 2 fortification. You can use the glider behind Dr. Earnhardt’s place to fly directly to the island or you can trek west from Amanaki Town very early in the game to hunt skins for crafting. Enter the bunker complex from the north side and you’ll find the Letter. There are both cassowary and dogs on the island. Letter of the Lost no 4: Hyogo’s Letter is located at map coordinates X: 362.6 Y: 709.6. The glider at Dr. Earnhardt’s is the recommended starting point or you can procure the Relic during operations on the peninsula after liberating the Orphan Point Outpost, which puts the peninsula under the control of the Rakyat. The Letter is located in an old Japanese bunker on the heights overlooking the bay to its east. It is located southeast of the leopard icon on your map. A ladder near the bunker will take you to an underground chamber with a pair of worthwhile loot chests. Letter of the Lost no. 5: Sato’s Letter is located at coordinates X: 435.3 Y: 645.6. This is about 300 meters northwest of the outpost at Northview Gas. Commandeer a vehicle at the outpost and drive past the waypoint and park. Exit the vehicle and double back up the slope. It can be found on a Japanese soldier’s corpse alongside an old gun emplacement that once commanded the bay. Letter of the Lost no. 6: Mogi’s Second is located at map coordinates X: 600.7 Y: 620.8. This places the item in a bunker on the beach approximately 300 meters south of the outpost at Hubris Farms. Just sprint south cross-country from Hubris Farms to the site. The dead soldier inside the bunker has the Letter. Letter of the Lost no. 7: Tadao’s Second Letter is located at map coordinates X: 703.1 Y: 575.3. This is about 340 meters south of the outpost at The Neck’s Diner. Commandeer a vehicle and drive east and then bear south toward the waypoint. Drive right up to the old World War 2 bunker where you’ll find the Letter inside on a soldier’s remains. Letter of the Lost no. 8: Tadao’s First Letter is located at map coordinates X: 632.5 Y: 601.4. Commandeer a vehicle at the outpost at The Neck’s Diner and drive west. It is nearly 600 meters away but you can get within 140 meters of it before you must trek west on foot, picking your way down the steep hillside to the beach. The letter is on the dead soldier outside the bunker. Letter of the Lost no. 9: Mogi’s Fourth Letter is located at map coordinates X: 629.5 Y: 645.6. This is located approximately 290 meters west of the outpost at Hubert Shore Power. You can either go cross-country-the terrain is rough but passable-or you can take the vehicle at the outpost and drive southeast out of the facility. The road will curl north and a side road about 100 meters short of the waypoint will go up the grade on the right. There is an old Japanese lookout position on the side of the mountain where you’ll find the Letter on a long deceased soldier as well as a couple of loot chests. Letter of the Lost no. 10: Hayato’s Second Letter is located at map coordinates X: 777.8 Y: 618.8. This item is about 500 meters from the outpost at Kell’s Boat Repairs and 465 meters from Nat’s Repairs. Either commandeer a boat at or near Kell’s Boat Repairs or grab a vehicle or boat near Nat’s Repairs and make your way to the tip of the peninsula. The Letter is inside the bunker overlooking the bay to the south. Letter of the Lost no. 11: Shinji’s Letter is located at map coordinates X: 799 Y: 749.8. This is just 160 meters north of the outpost at Tequila Sunrise. There is an extensive bunker complex built into the mountainside. Go north from the outpost toward the waypoint or the Relic’s symbol and you’ll find the entrance to the bunker in the side of the cliff. You’ll find the Letter on the long deceased soldier inside. There is a “Wanted Dead” mission, available at the Tequila Sunrise bounty board, which takes place near and in this bunker. Letter of the Lost no 12: Hyato’s First Letter is located at map coordinates X: 801 Y: 756.1. This is about 225 meters north of the outpost at Tequila Sunrise. It appears to be somewhere on the side of the mountain but it isn’t. Use the ATV parked near the outpost to drive down off the mountain on the winding switchback roads. When you reach the coastal road, speed north and park near the bridge. This will be just northeast of the artifact. A stream emerges out of the rock and passes under the bridge. Enter the cave; and, when the water gets deep, swim to a rock shelf where you’ll find the Letter on a corpse. Letter of the Lost no. 13: Mogi’s Third Letter is located at map coordinates X: 682.2 Y: 811.2. This location is about 250 meters north of the outpost at AM 12. The switchback trails north of the AM 12 Outpost will take you to the large bunker on the jutting promontory. The Letter is on the corpse of a Japanese soldier in the large bunker complex. You’ll also find a large ammo catch and other loot. This area is also the site for a hunt for a rare Yellow Neck Cassowary that is offered at the AM 12 bounty board. >>South Island Letters: Letter of the Lost no. 14: Hyato’s Third Letter is located at map coordinates X: 602.6 Y: 457.7. Commandeer a vehicle at Harmanse Gas and Repair Outpost and drive south across the river about 315 meters. There is an old World War 2 fortification that sits on the high ground overlooking the bay. Inside you’ll find a Letter on a soldier’s corpse. Letter of the Lost no. 15: Hurk’s Fourth Letter is located at map coordinates X: 497 Y: 501.3. Commandeer a vehicle at the outpost at East Ridge Camp and drive east about 450 meters. About 100 meters short of the waypoint, take the left fork down toward the beach. There is a large complex of bayside bunkers where you’ll find the Letter on a corpse at rest on an old mattress. Letter of the Lost no. 16: Hurk’s Third Letter is located at map coordinates X: 237.5 Y: 425.4. Just 130 meters east of Gaztown there is a shack at the end of a dirt footpath. There is a small outbuilding near it where a ladder will take you to an underground bunker. You will find the Letter on an old desiccated corpse. Letter of the Lost no. 17: Hurk’s First is located at map coordinates X: 407.8. Y: 498.9. This is approximately 480 meters east of Alpha Camp in the north central part of the South Island. Move around the fence by sprinting along the bluff overlooking the bay to get to the main road. Go east toward the waypoint and a trail leads to the bunker near the mouth of the river. The Letter is on the corpse inside the bunker. Letter of the Lost no. 18: Hayato’s Fourth Letter is located at map coordinates X: 471.5 Y: 418.1. This is about 320 meters southwest of Lazy Shore Marina and is the same location where Spider 25, Relic no. 85, is located. To get there, cross the river and take the road west toward the cenote on the high ground at map coordinates X: 454.2 Y: 419.3. Jump into the water. The Letter is on the corpse lying on the rock ledge. A long vine will get you out. Letter of the Lost no. 19: Masawiro’s Letter is located at map coordinates X: 528.6 Y: 399.8. Echo Camp, in the east central part of the island, is the closet fast-travel station to the site. Commandeer a vehicle and drive east on the roadway until you get north of the waypoint. Park and sprint south to find the soldier’s remains and the Letter of the Lost near a gun emplacement. Watch for komodo dragons in this area. Letter of the Lost no. 20: Hurk’s Second Letter is located at map coordinates X: 374.6 Y: 315.5. About 125 meters south of the outpost at Longshore View, on a cliff overlooking the bay, there is an old World War 2 fortification. Take the road going west before turning south along the bluffs to the elevated fortification. There seems to be no way in but if you go west 25 meters down the grassy incline from the bunker you will find a remote entrance and will acquire the Letter. <<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> North Island Path of the Hunter missions: - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - >>>>>>01: Mission: Shotgun hunt for five rabid dogs Acquired: Chapter 4: The Amanaki Outpost bounty board Bounty: $175 and as many dogs pelts as you can recover Accept the mission at the Amanaki Outpost bounty board. Commandeer a vehicle and drive west to the waypoint where the roadway forks. Take the M133 shotgun and its shells required for the mission from the crate. You now own the shotgun and even if you drop it, it will still be available at any automated store free of charge. In addition to the shotgun you can also use the machete to kill the dogs. The machete can be very beneficial against the quick-closing and aggressive canines. The mission’s site will be near the farm where your initial harvesting was done. Get onto the hill to the north of the farm and use your camera to recon the hill to the south. Take the time to locate and tag all five of the rabid dogs. Tagging them all makes any stalking required much less frustrating since the designated “blue” area is large and a protracted hunt may lead to contact with pirates or with komodo dragons. Hunt down the five dogs and take the hides if you can locate them in the undergrowth. You are vulnerable while skinning, so be quick about the task. Prolonged gunfire can also alert pirates of your presence. They will sometimes encroach on the margins of Rakyat territory. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - >>>>>>02: Mission: Sniper rifle hunt for five deer Acquired: Chapter 5: Vasla Docks Outpost bounty board Bounty: $200 and as many deer hides as you can locate This hunt is embedded in the narrative since the player will be pursuing the optional mission, “Tagging the Past,” in the same area and it will allow you to harvest up to five deer hides-a boon since they are skittish and somewhat hard to acquire-although once you have your five, they don’t seem quite as wary. Take an AK-47 or a shotgun along. There is a lot of game where you’re headed. You may even encounter a leopard. Drive or just sprint to the waypoint where you will find an M-700 sniper rifle and ammo. If you have your own and it is sound suppressed and has the high-powered scope the task will be easier. Climb onto the lookout and tag the five deer browsing on the slope. Try to tag them all because the area is large and they can be quite difficult to locate if untagged. You’ll need to kill five deer to complete the mission and even a silenced weapon will cause them to scatter. Their skittishness can be aggravating as they traipse about endlessly eluding your sights. There are plenty of “amber” leaves in the vicinity to craft “Hunter’s Instinct” syringes, which will aid in stalking the elusive herbivores. Be aware that if any of them fall from a height the mission will fail. This does happen occasionally. Just finding the corpses in the undergrowth isn’t always the easiest of tasks either. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - >>>>>>03: Mission: Shotgun hunt for two bears Acquired: Amanaki Town (after liberating Wellshore Wreckers) Bounty: $225 and two bear hides The mission’s site, where some locals were mauled by bears, is to the southwest of Amanaki Town. The starting point is an isolated cabin where a shotgun and shells are provided. The bears occupy a nearby cave and an “Animal Repellent” syringe can help you deal with them. The potion will cause them to shy away rather than aggressively attacking. The cave is a short walk to the south of the cabin and there are “amber” leaves to gather if you need them. One bear will be near the entrance. Tag him so he is easy to see and put him down with blasts from your shotgun. The second bear will be deep inside the dark cave. Inject an “Animal Repellent” and begin staking the second bear. Skin the bears. You’ll require four bear hides to craft the “Heavy Duty Munitions Pouch” and the “Heavy Duty Quiver.” - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - >>>>>>04: Mission: Bow hunt for a Black Panther Acquired: By liberating Orphan Point Outpost Bounty: $250 and the Black Panther hide This mission is activated after the liberation of Orphan Point; but the cabin where the bounty is posted is on a mountain top on the peninsula north of the outpost. A bow and arrows is provided at the starting point, which is located near a gun emplacement south of the cabin. Be aware that this is leopard country and leopards other than the quarry will probably be encountered and can be killed with firearms. Craft an “Animal Repellent” or two. There are plenty of the needed “amber” leaves in the region. Locating the Black Panther before it locates you is the key to a successful hunt. Survey the designated area from the rock outcropping near the gun emplacement. Once it is located, stalk it, injecting an “Animal Repellent” when you’re ready to make the kill. The predator will charge but will be repelled by the concoction. Hit the quick moving predator with your machete and as many arrows as needed-usually two or three, depending on where it is hit. Use another syringe if necessary. Its hide is used to craft the “Extended Syringe Kit’ allowing you to carry 12 syringes. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - >>>>>>05: Mission: Bow hunt for the rare Golden Tiger Acquired: Chapter 5: Mosquito Yard Outpost bounty board Bounty: $250 and the Golden Tiger skin. This is a bow hunt for a deadly Golden Tiger. It pays $250 and, of course, the Golden Tiger’s skin. Since the skin will consume an inventory slot, this mission can be pursued later in the campaign; but the skin will eventually be needed to craft a “Heavy Duty Ammo Pouch.” The preceding pouches, however, must first be crafted. Doing the mission now, however, will allow you to procure a Recurve Bow which you would otherwise have to purchase or activate three towers to acquire free of charge. The mission site is located a couple of hundred yards northeast of the Mosquito Yard Outpost. The designated area has lush undergrowth, so the Golden Tiger has good cover. It is also likely that there is another tiger or two in the area. Keep in mind that only the Golden Tiger must be killed with the bow. If you have an upgraded bow with a sight, this mission will be easier and if you have acquired “Animal Repellent” it will be much more survivable. The key to a successful hunt is finding the tiger or tigers before they find you. The Golden Tiger is much lighter in color than your average Rook Island feline. Scout the large area from one of the boulders scattered about the region. When you spot one, use an “Animal Repellent” to keep off the menu. It will take three arrows to kill a tiger, less if you get in a few blows with your machete. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - >>>>>>06: Mission: Bow hunt for a Blood Komodo Dragon Acquired: Chapter 11: Cliffside Overlook Outpost bounty board Bounty: $225 and the Blood Komodo hide The hunt will commence at a shack 150 meters to the northwest of the outpost where you’ll find a bow and arrows lying on a crate. The shack is on the edge of the designated area, and the Blood Komodo and a pair of regular komodos will be in the swamp to the west. Get onto the rocky outcropping west of the shack to tag the lizards. The regular komodos aren’t that much different than the Blood, and you can just snipe them if you can tell the difference. The komodo dragons are probably out of range, so inject an “Animal Repellent,” get off the rock and begin hunting them. There are numerous “amber” leaves available on the tiny islet if you need them. The lizards will lunge at you but will shy away without attacking. It takes three arrows to down one and using the machete at close-quarters works well. Skin the Blood Komodo Dragon to complete the mission. Acquiring the skin will enable you to craft the “Extended Grenade Pouch,” allowing you to carry 12 grenades and 12 Molotovs. Loot the area and restock your arrows before departing. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - >>>>>>07: Mission: Bow hunt for four leopards Acquired: Chapter 12: Hubert Shore Power bounty board Bounty: $250 and four leopard hides for crafting or sale Go to the hunter’s blind on the mountain just north of the outpost where you’ll find a bow and arrows. The area is large and the undergrowth extensive and the threat of a leopard attack is substantial. The four leopards can be anywhere and having “Animal Repellent” syringes slotted is advised. If you hear a growl, an injection may prevent a fatal attack. Scan for the big cats from the boulder near the starting point; using an “Enhanced Perception” can help to locate them and at least one cat will lurk near the blind. It will take two well-placed arrows to down a cat, so remember to use the machete if one gets in close. Start searching the hunt area for the remaining cat. Sometimes there will be more than one in your view. Remember to harvest the four leopard hides which are needed for crafting or which you can sell. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - >>>>>>08: Mission: Bow hunt for a rare Maneater Shark Acquired: Chapter 12: Kell’s Boat Repairs bounty board Bounty: $225 and the Maneater Shark skin The mission starts at the outpost’s dock where you’ll find a bow if you need one and plenty of arrows. There is generally a patrol boat there; but, occasionally, it isn’t. If there is no boat available, you can hunt the sharks from the rock outcropping near the dock or from the top of the submerged ruin beyond. The boat, however, provides an excellent platform and if you fast-travel to another location, and then back again, it is usually there. Scan for the Maneater shark and his entourage of three sharks with your camera. It is hard to tell one from the other, so you’ll likely have to target them all. Once the sharks are tagged, pilot it near the circling sharks, being careful to not kill the mark with the boat. Start killing them. If you have the necessary leaves you can craft a “Deadly Hunter” syringe or two to make your arrows deadlier. When the Maneater goes down, a waypoint will mark its location on the bay’s floor. If you need additional arrows, return to the dock for more. Once you have crafted the “Extended Arrow Quiver” be sure to help yourself to the surplus arrows on the dock. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - >>>>>>09: Mission: Shotgun hunt for a rare One Horn Buffalo Acquired: Chapter 14: Camp Murder bounty board Bounty: $200 and a rare One Horn buffalo hide The hunt’s starting point is a hunting camp about 285 meters southwest of Camp Murder. If you have purchased the Bull shotgun, take it with you. Commandeer a vehicle and drive to the camp where you will find a shotgun and shells. Get onto the knoll near the camp to locate the prey. One Horn will be one of a small herd of five buffalo foraging in the large designated area. It isn’t necessary to kill the herd, only One Horn is required; but these animals can get aggressive if you press them. You can easily identify One Horn. His right horn is a stub. You can either snipe the two-horned buffalo with a sniper rifle, like the AMR, and then take down One Horn with a shotgun; or you can be ecologically beneficent, in a digital way, and use an “Animal Repellent” to walk up to One Horn for the kill, sparing the rest of the herd. Use the One Horn’s hide to craft an “Extended Wallet” allowing you to tote 10,000. There is also a Relic in the area that can be found. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - >>>>>>10: Mission: Sniper rifle hunt for a rare Yellow Neck Cassowary Acquired: Chapter 15: AM 12 bounty board Bounty: $225 and a Yellow Neck Cassowary hide The hunt takes place about 180 meters north of the AM 12 Outpost. If you own the AMR, grab it before departing the outpost. You’ll have to make your way down off the mountain by a series of switchbacks trails to the site where an M-700 sniper rifle and ammo are provided. Equip your sniper rifle and start scanning for cassowary before crossing the bridge. Drop any birds that are visible. The spot on the targets neck isn’t very noticeable. If you have a close encounter, use your machete-these birds can kill you rather easily. You can also slot an “Animal Repellent.” They repel birds as well as animals. There will be about a half-dozen birds in the area. Kill any that you see until you score the Yellow Neck. It will show as a waypoint when it falls. The bunker system at this site contains a lot of loot, including a large ammo cache and a “Letter of the Lost.” - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - >>>>>>11: Mission: RPG hunt of rabid dogs Acquired: Chapter 15: AM 12 bounty board Bounty: $175 and dog hides to sell The mission site is about 275 meters southeast of the outpost at a veterinarian’s clinic. Rook Island’s dogs are vicious enough and these are rabid as well. You must use an RPG to kill them to earn the bounty. Sprint to the starting point and grab the RPG and fill up on rockets. There are extra rockets and a suit of body armor at the clinic but take note of the starting location in case you need more ammo. The clinic is about 60 meters north of the starting point and it is the best place to begin searching for the canines; but walk carefully, they can be anywhere. There is a large boulder west of the clinic that is a good place to scan for and tag the dogs. They can be anywhere in the large area and they seldom cluster. Try to hit multiple dogs since you have a limited supply of rockets. For charging dogs just use the machete-electronic people aren’t warm blooded and can’t get rabies. Keep in mind that even rabid dogs will shy away from an “Animal Repellent.” - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - >>>>>>12: Mission: Bow hunt for a White Belly Tapir Acquired: Chapter 15: Rust Yard bounty board Bounty: $225 and the rare tapir hide The mission site is on an island about 270 meters southwest of the Rust Yard. Sprint south from the outpost and watch for big cats as you go. Swim to the island where you’ll find a bow and arrows on a crate inside the shack. There are quite a few tapir on the island but the White Belly is noticeably different. It has a broad white stripe around its belly. You can get a better view of the area by getting atop a boulder to scan the underbrush. When you pinpoint one, use a “Hunter’s Instinct” to counter their skittishness. There are numerous “amber” leaves on the island for crafting syringes. Be aware that tigers will occasionally hunt the herbivores on the island, so have an “Animal Repellent” and a shotgun handy for close encounters. Since the tapir aren’t dangerous just listen for their squeals, tag them and hunt until the waypoint says you have the White Belly. Craft the “Extended Munitions Pouch” with the hide and stock up on “green” and “amber” leaves before leaving the island. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - >>>>>>13: Mission: Shotgun hunt for the Undying Bear Acquired: Chapter 16: Cradle Gas bounty board Bounty: $275 and the Undying Bear hide The mission’s starting point is 130 meters due south of the outpost. Before departing the outpost, grab the Bull shotgun if you own it. Move up the dirt path behind the Cradle Gas Outpost and harvest a few “amber” leaves to craft an “Animal Repellent.” If you’re in need of a shotgun take the M133 shotgun and shells from the crate. Continue up the dirt path and enter the dark cave. The bear will come from the rear of the cave and be quickly on you. Blast him with your shotgun and keep blasting until it falls. An “Animal Repellent” or “Deadly Hunter” syringe can help keep you alive as you slay the bear. Loot the bear’s victim’s corpses and grab the cash and ammo on the cave’s floor. Craft the “Extended Rucksack” with the badly scarred hide, giving you room for 96 loot items. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - >>>>>>14: Mission: SMG hunt for three Bears Acquired: Chapter 24: Broken Neck Home bounty board Bounty: $275 and three bear hides The hunt will start about 400 meters northeast of the outpost. If you have the Shredder or a favorite SMG, take it along. Don’t try to go overland-the terrain is torturous. Go across the bridge and take the coastal road north. About 90 meters shy of the waypoint a trail will intersect the main road. It will take you past a shack and then up the mountain to the starting point near some abandoned shacks. The area designated for the hunt is large and the bears can be anywhere. Have an “Animal Repellent” or two slotted for possible close encounters. Completion of the hunt requires you to use an SMG or a blade to kill three bears. A Skorpion and ammo for it is provided, but if you brought your own SMG, you can use it instead. You can also use your blade if an encounter becomes tight. Begin scanning the terrain from near the starting area. If you’re lucky you will spot one or more bears. There is a cave in the eastern cliff face and one will sometimes forage near it. There is loot as well as a Relic inside the cave but the Relic is outside the allowed area. Retrieve it after the hunt is completed. Take your time locating and harvesting the three bears. Like all Rook Island bears they are aggressive and will attack on site. Use an “Animal Repellent” to even the odds if one charges in too close. The animals will shy away at the last second when you have the concoction injected. Gun the three down to complete the mission. Be aware that there may be more than three bears in the area. You can now retrieve the Relic if you didn’t get it as stated below. It will require you to go deep into the cave and make several vine climbs to reach the Relic, Boar 29. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Relic no. 42: Boar 29 is located at map coordinates X: 688.8 Y: 563.7. The Neck’s Diner is the recommended starting point to acquire this Relic, which is located about 375 meters south of The Neck’s Diner. It is in a cave that can best be accessed by an inland route going south on the path leading out of the Diner. You’ll have to jump across two long gaps where the bridges are broken. The high bluffs along the eastern roadway prevent easy access from the east. A cave entry at X: 692 Y: 569 will be about 70 meters north of the Relic. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - South Island Path of the Hunter missions: >>>>>>15: Mission: Sniper rifle hunt for three leopards Acquired: Chapter 30: Satellite Communication Hub bounty board Bounty: $350 and three leopard hides The hunt will take place north of the outpost near Delta Camp. Fast-travel there or just hoof it north 210 meters to the site. If you have the AMR, take it along. If not, remove the silencer from any other sniper rifle that has one to lend that extra punch. There are plenty of “amber” leaves near the hunt’s location to craft “Animal Repellent” syringes. Stock up and have the fixins’ for one or more available. The designated area is large so begin listening for growls as you monitor the area visually and with your camera. Locate and kill the three leopards. This should be an easy hunt. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - >>>>>>16: Mission: Shotgun hunt for two bears Acquired: Chapter 31: North Krige Crest bounty board Bounty: $300 and two bear hides Leopards abound near this outpost so be prepared and have an “Animal Repellent” slotted. The hunt will take place about 350 meters southwest of the outpost and just walking cross-country is the easiest route. An M133 shotgun is provided but if you happen to have a better one, like the Bull or the fast-firing SPAS-12, keep yours but help yourself to the shotgun shells. You won’t have to do any stalking. The first bear will be near a cave at the end of the path. Put it down with a couple of blasts. The second bear will emerge from the cave after the first is taken. You shouldn’t need a “Deadly Hunter” or an “Animal Repellent” for this “turkey shoot.” - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - >>>>>>17: Mission: SMG hunt for three tigers Acquired: Chapter 31: Spine Ridge Site bounty board Bounty: $350 and three tiger hides The hunt will take place northwest of the outpost. Since you can use your own SMGs, take along a scoped SMG like the Shredder for the “shy” ones and an un-scoped one for the “friendly” ones. Move straight toward the waypoint to the northwest and deploy the wingsuit and the parachute to get off the ridge. Grab some ammo if needed and begin the hunt by crafting an “Animal Repellent” or two and a “Hunter’s Instinct” to help locate the beasts. Scout from the top of the hillside and tag any tigers roaming about the settlement area. Advance carefully and stay aware of your surroundings to complete the hunt. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - >>>>>>18: Mission: Pistol hunt for three bears Acquired: Chapter 32: Dry Palms Storage Depot bounty board Bounty: $400 and three bear hides The hunt begins about 225 meters southeast of the outpost near the shoreline where you’ll find a 1911 handgun and ammo. Grab your own D50, dressed out like you like, from the vendor. Sprint toward the waypoint and use the wingsuit to get down to the site. The three bears hang out near or in the old mine entry. An “Animal Repellent” or “Deadly Hunter” syringe can be useful, and an “Enhanced Perception” can help locate the prey before they locate you. Tag the bears and blaze away to earn the bounty. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - >>>>>>19: Mission: Flamethrower hunt for four leopards Acquired: Chapter 32: Krige Valley River fishing bounty board Bounty: $400 and four leopard hides The hunt will take place about 250 meters north of the outpost. Cross the river on your way to the site and take the flamethrower and some extra fuel from the crate at the shack. Having “Fireproof” syringes can be very beneficial since the flamethrower will set the grass ablaze very quickly. In fact escaping your own fires is frequently more dangerous than the leopards. Grab some “crimson” leaves from near the starting point. It is highly advantageous to tag all four leopards before commencing operations. If you scan from the heights northeast of the small lake, you’ll have the best chance of spotting all four. They usually group up east of the lake near the structures. Move toward the big cats and hit them with the flamethrower. The cats will flee the flames, which burn extensively. The leopards will oftentimes flee outside of the designated area; and if they were tagged they are easy to track down; if not, they aren’t. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - >>>>>>20: Mission: Flamethrower hunt for eight rabid dogs Acquired: Chapter 32: Lazy Shore Marina bounty board Bounty: $350 and eight dog hides You’ll find the flamethrower and its fuel canisters in a small shack about 300 meters north of the outpost. The hunt will take place to the north of it. The pack is congregated around some old cars. Try to tag all eight because the area is large and you’ll have to hunt down the survivors of your initial attack. Their initial reaction will be to attack. If they swarm toward you, inject an “Animal Repellent” and hit them with the fire before they shy away. After the initial killing, it will be a case of chasing the rest down. If you tagged them this ordeal will be much less frustrating. They will eventually stagger back to the starting point if you can’t find or catch the stragglers. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - >>>>>>21: Mission: Machete hunt for an Albino Crocodile Acquired: Chapter 33: Bridge Control Outpost bounty board Bounty: $450 and the Albino Crocodile hide The hunt will take place about 370 meters east of the outpost at a fish farm. Get to the waypoint and the hunt will occur near a network of wooden walkways over the water. The Albino Crocodile won’t be alone. You can swim the waterways until you’re attacked or you can scan the water for crocs. The albino will be noticeably white. When the albino is killed by your slashing attack, the mission is completed when you take its hide. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - >>>>>>22: Mission: Machete hunt for two bears Acquired: Chapter 33: Bridge Control Outpost bounty board Bounty: $500 and two bear hides The hunt begins 240 meters southwest of the outpost at a riverside shack and the hunt will take place just downriver. Restore yourself to full health as you make your way to the shack and then head for the new waypoint. The bears are just milling about near the river and they will come charging one at a time. Inject a “Deadly Hunter” and slash away. If you’re knocked down, just follow the prompt and then slash again. Repeat the process for the second kill. The Tanto sword will help make the ordeal easier. Loot the area and grab the Relic, Spider 20, in the old mine entry area. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - >>>>>>23: Mission: Bow hunt for komodo dragons Acquired: Chapter 33: Point Break Docks Outpost bounty board Bounty: $450 and the komodo hides The mission site is a small islet just south of the outpost. Swim from the starting point on the dock to the islet and take note of the numerous “amber” leaves available there. Craft a couple of “Animal Repellent” syringes and start hunting the lizards who will also be hunting you. You can climb one of the scattered boulders to tag the komodos, but searching and injecting an “Animal Repellent” when you hear their snarls is your best option. The low slung lizards are hard to spot in the low undergrowth. When you find one, shoot it with an arrow or two and slash it if it gets in close. Those syringes will minimize the risk. This is just a find and kill, and there is no strategy other than that. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - North Island Wanted Dead missions: >>>>>>01: Mission: Kill a pirate that is poaching game near some hot springs As always the kill must be with a knife to earn the bounty Acquired: Amanaki Outpost bounty board Bounty: $175 This mission will take place just 140 meters north of the Amanaki Outpost. Undertaking this mission is much more doable once you acquire a silent weapon, like the Recurve Bow. Sprint north toward the site and tag the leader, the “yellow tag,” and his three comrades. Only the leader, wearing the beret, must be killed with a blade to complete the task. Dog packs frequent the area and if you are attacked they can spoil your arrival. The bamboo groves provide limited cover but can be difficult to maneuver through as well. There are scattered stands of bushes south of the spring, however, where you can get in close. Try to lure outliers with stones toward the bushes where you can use “Takedowns” or a silent weapon. Stay concealed and keep luring them to you until a body is discovered or you get the leader. You may be able to lure the target into a kill zone without wiping out his companions. If you are detected, retreat and kill any of his surviving comrades from range and circle around the area as needed to get the drop on the leader. Toss a few stones to keep his attention away from yourself to execute a “Takedown.” If the leader is killed by a predator or during an engagement with the Rakyat, the bounty is still yours. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - >>>>>>02: Mission: A pirate is killing villagers. As always the kill must be done with a knife to earn the bounty. Acquired: The bounty board east of Amanaki Town Bounty: $175 The mission’s site is about half a mile to the northwest of the shack. If you do this mission before restoring Rakyat control to the Vasla Docks sector, the road to the mission will be patrolled by pirates, making getting to the site an adventure. Doing this mission after liberating Vasla Docks, therefore, is prudent. The Rakyat will then be patrolling the sector rather than the pirates and they will frequently attack the pirates, providing a distraction. There will be four pirates at the site, including the “yellow tag,” as well as a guard dog to deal with. The dog and the lack of good cover make any infiltration attempt demanding. Carefully approach the site and work your way into the tall grass on the bay side of the pirate’s position near the road. You must knife the “yellow” and it isn’t easy to do so without alerting the others. Just locating the hostiles and the dog without being detected, in fact, is tough to do. Even if you manage to get in behind your quarry and dispatch him, his three sidekicks and the dog will take note. Luring the enemy with stones is helpful but the dog makes this chancy. Oftentimes the Rakyat will kill the leader or the distraction will allow you to thin the odds or make the needed kill on the leader. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - >>>>>>03: Mission: A pirate and his crew have seized a farm to grow drugs. Acquired: Wellshore Wrecker’s House bounty board Bounty: $175 The drug farm is about 220 meters south of the outpost at Wellshore Wreckers. The precipitous terrain south of the outpost makes approaching the farm through the canyon southeast of the outpost the best route to the mission’s site. Go south out of the outpost, along the beach, and after passing the rock arch on your right, you’ll find a narrow canyon. Go under the hanging bridge and a grassy slope will allow you to get up the escarpment. Take cover in the brush north of the farm to scout. There are four pirates defending the farm, including the captain. Toss a stone to lure any nearby pirates into the brush for silent kills. You can usually get the captain this way; but with the sector under Rakyat control, they will oftentimes engage the enemy, aiding your cause or just alerting and scattering the enemy. The farm is large and offers good sniping and stealth opportunities. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - >>>>>>04: Mission: A pirate and his crew are preying on locals at a temple Acquired: Vasla Docks Outpost bounty board Bounty: $200 The ruins of the Temple of Stone sit on an islet in the bay about 240 meters north of the outpost at Vasla Docks. Before crossing, scout the island with your camera. You will see the temple ruins at the islet’s high point. You may even be able to mark the position of a hostile or two near the ruins. Swim or boat to the island and approach the ruins from the west side. The bulk of the knoll and the scattered stands of brush will allow you to get in close. The pirate’s mill about the ruin but their primary focus will be to the east. Remain concealed in the bushes and listen for snakes as you locate and tag the five hostiles. Move among the clumps of brush to get close to the prey. Toss a stone or two to lure him, and then take him down. You can then either retreat or stay on the islet to massacre the rest of his crew. There is a Relic, Spider 21, in the underground cavity below the temple. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Relic no. 9: Spider 21 is located at map coordinates X: 373.3 Y: 808.1. This Relic can be found in the Temple of Stone on an islet located about 260 meters north of Vasla Docks. After Vasla Docks is liberated, a “Wanted Dead” mission, posted on the bounty board, will take place on the islet. Take a watercraft to the islet from either Vasla Docks or from Wellshore Wreckers. The Temple is on the islet’s high point. Watch for snakes as you approach the ruins. Go down the stairs and you’ll find the Relic on a stone shelf. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - >>>>>>05: Mission: Pirates are attacking fishermen by the shore. Acquired: Vasla Docks Outpost bounty board Bounty: $300 The mission site isn’t far from the radio tower to the south of the outpost at Vasla Docks. Travel south from the outpost and scout the site from across the bay. Tag as many of the five pirates located there as possible. Take note of the rock outcropping looming over the site. Swim to the west side and get onto it. Start your operations from there. Two of the pirates stand guard away from the site near the road and two hang out near the campsite with the leader. Use the crest of the outcropping to snipe the four lackeys. Most often this task will be made easier by a Rakyat patrol that will attack, allowing you to drop the nearest pirates during the ruckus. However it goes down, they won’t know where you are unless you make yourself too conspicuous. Even if you are detected, nobody will come behind the rock and they will soon lose interest when they can’t find you. With his four comrades dead, drop down off the rocks and stalk the prey for a knife kill. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - >>>>>>06: Mission: A pirate is causing trouble near some junked cars. Kill their leader with a knife, Rakyat style, for the bounty. Acquired: Chapter 6: Orphan Point Outpost bounty board Bounty: $250 This mission will take place on the peninsula northwest of the island outpost at Orphan Point. You can take a boat and pilot it to the peninsula and pick your way across the heights toward the waypoint; but an easier route is to fast-travel to Dr. Earnhardt’s and use the glider to land on the east side of the site. Either way, watch and listen for a leopard that can spoil your incursion anywhere in the area. Scout the area from the hillside east of the shack. Stay low in the grass and tag the six pirates below. The leader is sitting on the porch. Three of his five retainers patrol on the slope below the shack. Another hangs out near the shack’s entry and one is kneeling, busy with a task beyond the shack. One of the pirates will occasionally stroll up the hill, look around and relieve the kneeling pirate. When the rover isn’t roving, carefully move down the hill. Move quietly down on the lower side of the rocks behind the shack, and inch forward very quietly on the wooden walkway to maintain stealth. Use a “Takedown” on the guard near the door. Note that you can’t get a prompt to kill the leader from behind the shack. You can’t just slash him from there either. If your approach and kill were silent, you can enter the shack and make the kill on the unsuspecting leader. If he heard something you can still get the kill if you hurry in. Killing the remaining pirates is optional. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - >>>>>>07: Mission: Crazed pirates are camped out near some shacks. As always the kill must be with a knife to earn the bounty. Acquired: Mosquito Yard Outpost bounty board Bounty: $225 The mission site is about 450 meters to the northeast of the outpost at Mosquito Yard. Commandeer a vehicle and drive north. Stop after crossing the bridge. This will be just south of the site. Move onto the high ground to the east and take cover in the brush to do recon. Be prepared for a possible encounter with a komodo dragon by having an “Animal Repellent” slotted. There are four Chargers with your quarry. He will be busy with a task and the Chargers will pair up and will eventually drift together and congregate near the roadway. Sneak in close and creep in behind the wrecked truck. If the Chargers aren’t looking your way, you may be able to just sneak in and make the needed “Takedown.” If necessary, toss a stone over the heads of the Chargers to shift their focus toward the road. Move in for a “Takedown” on the leader. Since this is near a roadway, a passing Rakyat patrol may cruise by, stop and attack, causing the pirates to scatter randomly. This can be helpful-they might even kill the leader for you. If things become chaotic, take to the underbrush or you can climb atop the main structure. There are climb points on the rear and the side of the structure. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - >>>>>>08: Mission: A sniper has seized part of a local beach. Acquired: Northview Gas Outpost bounty board Bounty: $225 The mission site is near the bay about 500 meters to the west of the outpost at Northview Gas. Commandeer a vehicle at the outpost; and, when you see a “Gas” sign mounted on a boulder alongside the road, stop and park. This will be about 250 meters east of the mission’s waypoint. A ravine strewn with junked cars will get you down to the beach. The steep cliffs beyond that point makes getting down to the beach difficult. Stay low as you advance up the beach and use the rock outcropping for cover to recon the site and to tag the five hostiles. The boulder is about 60 meters short of the site. The target is a Sniper and he is accompanied by a pair of Snipers and a pair of Normals. The two Snipers are focused inland and the two Normals stand guard on the near side and the rear area. The target usually reclines in the shade of the crude metal shelter. Skirt the site, staying near the bay, using the crest of the rise to stay out of sight and to get in close. The underbrush is thick on the side of the area. Use it to stalk the two Normals, luring them away from the site with stones. Drop them out of sight of the others. If your kills weren’t noted, you can sneak in behind the leader for an easy “Takedown.” The Snipers are usually facing away from the bay, allowing you to make the kill without alerting them. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - >>>>>>09: Mission: Pirates are causing trouble at a nearby beach. Acquired: Chapter 12: Hubris Farm Outpost bounty board Bounty: $250 The mission site is only 250 meters south of the outpost at Hubris Farms. Scout the site from the high ground to the north. The site is on a small cape and knifing the leader will be complicated by his crew of four deadly Snipers and a Heavy Gunner. Give the place a wide berth, by skirting to the east, staying about 100 meters from the location. After you swim across the bay, you can approach the Snipers on the hillside from the south. The attention of all of the hostiles is inland, so nobody will notice when you kill both of the Snipers stationed on the high ground. They are situated well apart and the crown of the hill will prevent them from seeing their partner’s demise. Move down into the brush above the bunker. A passing Rakyat patrol will occasionally distract the flanking Snipers. If so, stay in the brush above the bunker and take advantage of the clamor to snipe them. If no Rakyat intervene, check the focus of the Heavy Gunner and kill the Sniper he can’t see. If needed, toss a rock to get him looking away. Kill the other Sniper. This will leave the Heavy Gunner and the leader. The Heavy Gunner won’t know where you are and he will search, making him an easy kill with a fire arrow, a Molotov or C4. Just don’t make the leader collateral damage if you use an explosive or a Molotov. The leader is a bit unpredictable. He may lay back or he may start searching. Stay concealed in the brush to finish him off. Toss a stone or two to lure him for a “Takedown from Above” or to lure him into a kill zone. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - >>>>>>10: Mission: A pirate is roaming around a local farm. Acquired: Chapter 12: The Neck’s Diner Outpost bounty board Bounty: $325 The mission site is about 225 meters southwest of the outpost and it is in tiger territory. Don’t cross the river. Sprint toward it from the outpost, skirting around the base of the mountain. Scout the farm from across the river. There are four Chargers and a pair of Heavy Gunners defending the place. The quarry is a Sniper occupying the upper story of the farm house. His laser designator will betray his presence and he can be deadly if he sees you. Don’t drop down to the river. Find a place on the slope where the Sniper can’t target you and snipe any available targets. If you have the AMR, this is a good place to use it since it can easily kill a Heavy. When no targets present themselves, drop down and swim across the river. Eliminate any remaining Chargers or Heavy Gunners. If one or both of the Heavy Gunners are outside the structure, use fire arrows, the AMR or explosives to take them out. At least one of the Heavies will usually hole up with the “yellow” on the upper story. Use the blind side of the structure to move in and lay a mine near the stairwell. Toss a stone or two to get a Heavy to investigate and then trigger the charge or use a fire arrow or the AMR to put him down. Repeat the procedure to eliminate the second Heavy if necessary. The prey is wary but there are two ways in. If you catch him on the north side enter on the south and use the barrels as cover to get in close for the “Takedown.” Distract him with a stone if needed. If he is on the south side, you may have to use the rear entrance and toss a stone or rush and melee him. Fill up at the large ammo cache before departing. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - >>>>>>11: Mission: Pirates are hunkered down near some bunkers. Acquired: Chapter 12: Nat’s Repairs Outpost bounty board Bounty: $300 The mission site is on the far southern end of the peninsula south of the outpost at Nat’s Repairs. Commandeer a vehicle at the outpost and drive south toward the waypoint. Stop about 75 meters short of the ruined bunker complex. Stay on the periphery in the brush or behind the ruins and tag the seven pirates. Two of them are Snipers wielding RPGs. It is actually possible to bide your time and pick the ideal moment to rush in for a “Takedown” on the leader, but doing so is challenging and even if successful, you’ll be surrounded by hostiles intent on killing you. Begin taking isolated pirates instead. Toss stones to lure single pirates and stash their bodies where they can’t be seen. You’ll have to snipe the RPG Sniper on top the bunker. Rakyat patrol the peninsula and they will occasionally confront the pirates-take advantage of any chaos they start, but don’t rely on it happening. Remain on the margins of the site, moving about to systematically kill the leader’s crew. When only the leader remains, stalk him for the kill. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - >>>>>>12: Mission: A pirate is hiding out in a bunker. Acquired: Chapter 12: Tequila Sunrise Outpost bounty board Bounty: $275 The mission’s location is a bunker a short distance north of the outpost at Tequila Sunrise. Sprint toward the waypoint and scout the entry from between the boulder and the rock face. This will be just inside the mission’s “blue” boundary. Locate and use a silent weapon to kill the two pirates guarding the entrance of the bunker. The bow will put them down without alerting the four pirates inside the bunker. If your kills weren’t detected, get near the entry and try to tag the leader so you can tell him from his partners. Start putting down the Chargers. You can do it quietly or you can cook a grenade and toss it among the Chargers. The goal is to massacre the Chargers and lure the leader out of the bunker. The leader will either emerge last or he will hunker down in the bunker. Show yourself near the entrance to lure him out if necessary. Once he is alone and he emerges from the bunker, use the boulder to play cat-and-mouse to set him up for a “Takedown.” Oftentimes a Rakyat patrol will stop and finish him off for you. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - >>>>>>13: Mission: A group of pirates are holed up near a shack. Acquired: Chapter 15: AM 12 Outpost bounty board Bounty: $300 The shack is a short distance to the west of the outpost at AM 12. The 2 story shack is surrounded by water and five Chargers are loitering around it. An RPG Sniper is on the second floor with your quarry. Stay in the available undergrowth west of the shack and begin sniping the defenders. This will be about 50 to 60 meters from the shack. Start by putting down that RPG Sniper. Stay in cover and pick your shots as the Chargers search. If your location is compromised, the Chargers may rush your position, allowing you to mow them down at close quarters. The leader has a shotgun, so he isn’t a threat until you begin stalking him. When only the leader is standing, try to lure him out with stones. He may descend from the upper level searching for you, making the kill easier. You also get a climb prompt on the southwest corner of the shack, allowing you to get onto the second story to make the kill. Raid the bodies and the shack before departing. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - >>>>>>14: Mission: Pirates murdered a local butcher in the nearby woods. Acquired: Chapter 15: Old Mines Outpost bounty board Bounty: $300 The site is located about 280 meters southwest of the outpost at the Old Mines. The group of seven hostiles includes a Sniper and five Chargers. They are milling about in the woods near a bonfire. The prey is hiding in a cabin and can’t be seen without using “Enhanced Perception.” This entire crew is very aware of danger and dropping one of them rarely goes unnoticed. Once you have tagged everyone, except the leader who stays in the shack, move beyond the shack, staying on the low side of the hill to get near the entry on the west side. Chargers will periodically patrol through the shack and come out on the west side. Tag the leader when possible and use an “Enhanced Perception” to track his movement. When the leader is looking away and no Charger is inside the shack, enter and use a “Takedown” to complete the mission. From time to time, Rakyat will disrupt the routine. If this happens, just stay in cover on the perimeter and take advantage of the distraction by thinning the opposition. If the altercation gets noisy, you will probably have to flush the prey out of the building after you finish off his crew. Toss a few stones or sprint past the doorways to draw him out for the kill. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - >>>>>>15: Mission: A pirate has set up camp in the woods. Kill Acquired: Chapter 18: Cradle Gas Outpost bounty board Bounty: $275 The mission will take place in the woods about 180 meters east of the outpost at Cradle Gas. Watch for feral dogs as you sprint cross-country toward the waypoint. Skirt the mountain, approach the camp and scout the enemy from the isolated boulder northwest of the site. This will place you about 40 meters away. There are six hostiles to deal with, including a Heavy Gunner who routinely patrols up the hillside on the far side of the camp. Two Chargers and two Normals generally defend either side of the place in pairs. The leader is dressing out a couple of bush pigs. Stay on the outcropping to snipe. Target the pirate standing near the shed. Drop the kneeling pirate and then try to kill both of the pirates guarding the far side. When your activity is noted, step behind the boulder to conceal your location. Move onto the higher ground to the east and allow the survivors to search. Maneuver into a position to either kill the leader or take out the Heavy Gunner. A fire arrow with put down the Heavy Gunner or you can lure him with stones and then kill him with C4. The leader is a relatively easy kill once his comrades are gone. A passing Rakyat patrol will oftentimes stop and assault the pirates. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - >>>>>>16: Mission: A pirate and his crew are entrenched on a nearby hill. Acquired: Chapter 19: Cradle View Outpost bounty board Bounty: $250 The pirates hold the high ground on a hill only 200 meters west of the outpost. Watch for dogs as you sprint south, going past the two trails leading up the grade before turning onto the roadway going toward the homestead. There is decent cover near the site where you can crouch to do recon, but it isn’t worth the risk to extensively scout in this case. There are five pirates, including a Sniper, attending the leader. Two, including the Sniper, hang out on the east side. One is a rover and usually hangs out behind the shack or on the east side. Two pirates and the leader hang out on the far side. The homestead is partially surrounded by a low stockade, making it difficult to pinpoint the location of the leader and all of his comrades. Get off the path once you get within 80 meters of the waypoint. Go left into the rough and bypass the Sniper who stands watch in the roadway about 35 meters from the shack. Stay low as you continue along the edge of the cliff to the far west side of the shack. An “Enhanced Perception” syringe can help you spot the pirate inside the stockade behind the shack and will also pinpoint the location of the leader on the opposite side of the shack. One of the leader’s comrades will be working on the vehicle and the other will either be tinkering with the vehicle or will be looking out over the bay. Wait for the pirate behind the shack to get close, make a “Takedown” and drag him into the bushes. Stay in the foliage and toss a stone near your feet to lure the leader toward your position. Hopefully the roving pirate won’t take note. When the leader gets within range, execute a “Takedown” to complete the mission. Wiping out the remaining pirates is optional but there is loot to be had around the farm. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - South Island Wanted Dead Missions: >>>>>>17: Mission: A pirate and his crew are camped near a hillside bunker. Acquired: Chapter 32: East Ridge Camp bounty board Bounty: $400 The mission’s site is about 550 meters east of the outpost at East Ridge Camp. Commandeer a vehicle and drive east toward the waypoint, stopping about 100 meters short of the waypoint. The site is an old bunker near the shoreline. Eight pirates, including three Heavies and two RPG wielding Snipers defend the bunker. Like outposts, the area is restricted, so you are a hostile if you get within about 50 meters. A couple of the defenders will be inside the bunker, so use an “Enhanced Perception” to pinpoint them. The ridge to the west is out of the restricted zone and will allow you to tag most of the defenders. With the silenced Z93 sniper rifle equipped, keep your distance by staying near the ridge; there is a bush near the road over 100 meters from the site where you can conceal yourself and begin sniping. The two RPG Snipers are a long-range threat. Take them out first and then take targets of opportunity. Scoring headshots on the Heavies is difficult but doable and two or three body shots will also out them down. Be patient, and when you thin-out the opposition, change positions to seek new targets. Keep track of your kills. When you reach seven, move in for the leader. The leader doesn’t usually cower near a bunker but he usually gravitates back to the beach. Work your way down toward the bunker to stalk him for the kill. Oftentimes he will loiter near one of the bunkers, setting himself up for a “Death from Above.” Note: there is a Letter of the Lost in the bunker adjacent to the one with the fire. (Hurk’s Fourth) - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Letter of the Lost no. 15: Hurk’s Fourth Letter is located at map coordinates X: 497 Y: 501.3. Commandeer a vehicle at the outpost at East Ridge Camp and drive east about 450 meters. About 100 meters short of the waypoint, take the left fork down toward the beach. There is a large complex of bayside bunkers where you’ll find the Letter on a corpse at rest on an old mattress. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - >>>>>>18: Mission: Two pyromaniacs and their crew are entrenched in some bunkers. Acquired: Chapter 32: Maw Docks bounty board Bounty: $400 This mission site is about 650 meters south of the outpost. Commandeer a vehicle and drive south on the coastal road or the tract inland that runs parallel to it. Get onto the hillside to the east of the bunkers to do your recon, staying outside the restricted area so you aren’t spotted. Three Chargers, a Heavy Gunner and one of the overseers will be situated near an old gun emplacement. If you’re spotted, reinforcements will flood in from parts unknown. Snipe all of the visible targets, starting with the outliers. The Heavy Gunner usually walks perimeter and is a high value target. You won’t be able to drop them all before they begin searching, so move around using the abundant cover to pick your shots. Close in on and knife the overseer after his crew has dwindled or he may retreat into the bunker. A Charger and a Heavy, if they didn’t emerge earlier to investigate the carnage, will lurk just inside the bunker. Use an “Enhanced Perception” to locate them. If need be, maneuver near the canon to snipe them or lure them out to address them. If you failed to get the first overseer, you’ll have to bait him out as well. With the first pyro and his henchmen dead, have a “Fireproof” syringe available and move deeper into the bunker for the second pyro. You’ll usually hear his voice before you can see him. Inject the syringe, toss a stone to distract him and take him out with a “Heavy Beatdown” or a slashing attack to gain the bounty. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - >>>>>>19: Mission: Two Snipers are picking off the locals from a tower. Acquired: Chapter 32: Stubborn Kid Farm bounty board Bounty: $350 This mission’s site is over 500 meters west of the outpost at Stubborn Kid Farm. Commandeer a vehicle and drive toward it on the secondary road that runs south of the main roadway. Park about 100 meters from the site and approach it on foot. About 50 meters from the site you can climb onto the mountainside to do recon from the north side just outside of the restricted zone. The two leaders are on opposite sides of the area and both are equipped with sniper rifles. The leader below your lookout is accompanied by another Sniper and three Chargers. Climb to the ruins located about 80 meters north of the site and kill the Sniper and then the three Chargers. Try to take down the isolated Charger after the sniper so that your activities aren’t immediately noted. The leader will likely go to ground near the shack. Move closer and remain hidden in the brush on the hillside to completely eliminate his crew. The Sniper on the far knoll may be searching with his laser sight. Stay crouched in the brush and he shouldn’t detect you. His Charger will begin searching your way and he and the barking dog are your next targets. Begin stalking the nearby Sniper. He will usually hang out near the shack. Maneuver down from the hillside and stalk him. Oftentimes you can go into the shack to get the job done. With all of the opposition except the Sniper on the knoll downed, make a broad circle around his position to stay out of his sightline. This will allow you to get behind the elevated position. The Sniper will usually stay back on his perch, making him hard to get to. Sometimes a Rakyat patrol will show up and provide a diversion. If not, toss a stone or two to spook him. He may come down, especially if he sees you. If he stays put, sprint up and use a slashing attack instead of a “Takedown.” He will be switching to his A2000 SMG and the switching time should be enough to allow you to slash him. Such an attack is deadly, especially with the Tanto sword. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - >>>>>>20: Mission: A Privateer is entrenched in some old World War 2 bunkers. Acquired: Chapter 33: Harmanse Gas and Repair bounty board Bounty: $375 The mission site is on Turtle Hill; this is about 350 meters south of the outpost at Harmanse Gas and Repairs. Commandeer a vehicle, drive south and stop about 140 meters short of the waypoint. Move up the ridgeline and get into the bushes just inside the restricted area. This is near a bunker about 50 meters short of the waypoint. An “Enhanced Perception” syringe can help pinpoint the locations of the hostiles ahead. The first two pirates are in or near the bunker where you can find a Letter of the Lost-Hayato’s Third. One of them usually lurks near the entry just ahead and the other is outside the side entry. Lure the nearby pirate outside the bunker with a stone in order to score a “Takedown.” If your kill was clean, do the same to the second pirate-he will be oblivious to the danger. He may have wandered away from the bunker. If so, lure him away from the two pirates loitering near a vehicle beyond the bunker. With the first two downed, get into the bushes near the vehicle and kill the next two pirates with a silenced weapon. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Letter of the Lost no. 14: Hyato’s Third Letter is located at map coordinates X: 602.6 Y: 457.7. Commandeer a vehicle at Harmanse Gas and Repair Outpost and drive south across the river about 315 meters. There is an old World War 2 fortification that sits atop the high ground overlooking the bay. Inside you’ll find a Letter on a soldier’s corpse. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - You’re now at a grave disadvantage as the remaining pirates have the high ground and the steep sides and small size of the knoll makes entry from anywhere except the south difficult until their numbers are reduced. Slip down off the ridge onto the road. This route will keep you out of the sightlines of the pirates on the knoll. Make your way south and then double back toward the knoll. Stay low in the brush near the dirt path. There are two RPG Snipers and a Heavy Gunner attending the leader. Scout for them the high ground and maneuver through the foliage to get them in your crosshairs. Be patient and don’t leave cover or an RPG can set the area ablaze if it doesn’t just kill you. With only the leader remaining, make your approach according to where he is. If he has come off the knoll, stalk him there. If he is on the north end of the gun emplacement, approach from the south; and if he is on the south side, circle around to the north and struggle up the knoll behind the gun emplacement to get the drop on him. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - >>>>>>21: Mission: Two Privateers have set up shop at a hilltop farm. Acquired: Chapter 33: Break Point Docks bounty board Bounty: $500 The mission’s site is about 350 meters northeast of the outpost at Break Point Docks. The main road going out of the outpost will get you there. Get onto the hillside west of the site. This will be out of the restricted zone but within range of the Z93 sniper rifle. There are three Heavy Flamers, three Chargers and one Normal milling about. The two overseers hang out near or inside the ramshackle barn. The barn sets on a small rise with only scant cover nearby. Stay on the hillside. There are no Snipers with ranged weapons to deal with, so conceal yourself in one of the small bushes and begin sniping any outliers before targeting those near the barn. Headshots on the Heavies are doable at 75 meters. The defenders will go to ground when their comrades begin dropping but some will eventually sense your position and start your way. Drop them as they come down the hillside. When only the leaders remain, flank either right or left, using the hillside to conceal your position as you sneak in behind the barn. The leaders usually remain fairly close together near the barn. Try for a “Chained Takedown” or a “Takedown” combined with a “Knife Throw Takedown” when they’re close. Oftentimes you can lure one away with stones for an individual kill. A “Takedown From Above” by climbing the ladder onto the barn is also doable if you can split them up. An extended firefight may draw a Rakyat patrol into the action, simplifying your task. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - >>>>>>22: Mission: A pyromaniac and his partner are hunkered down in a small house. Kill the leaders with a knife, Rakyat style for the bounty Acquired: Chapter 33: Break Point Docks bounty board Bounty: $500 The waypoint is only 300 meters west of Break Point Docks and it is best to just sprint over the mountain to the site. Scout from just outside the restricted zone on the high ground to the northeast. One of the two leaders is a Heavy Flamer. They are attended by two Chargers, three Normals and a pair of dogs. The low grass on the hillside affords poor cover, so use the crest of the hill to screen your position as you begin sniping. The defenders are close together in the compact homestead so using explosives like explosive arrows or the grenade launcher can take out multiple enemies, quickly reducing the odds. Whether you use explosives or snipe, your activity and your position will quickly be compromised. Change your position to acquire new targets by moving north on the hillside. Snipe until only the leaders remain. Flank the leaders by ranging far to the north and then doubling back. Cross the road and approach them on the low side of the hill. There are scattered clumps of brush that will allow you to maneuver. They don’t usually stay close together, so use the cover to toss stones to play cat and mouse with the first leader. The Heavy Flamer will set the area afire if you are detected. Having a “Fireproof” syringe slotted is prudent when stalking him. There are several loot chests and a Relic, Heron 2, in the area to procure. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Relic no. 105: Heron 2 is located at map coordinates X: 443.2 Y: 344.8. This is about 340 meters west of the outpost at Break Point Docks on the slopes of the mountain. Rather than try to drive the interconnecting maze of roadways, just go on foot clockwise around the mountain, which is passable, to the shack on its slope. The Relic is inside on a crate. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - >>>>>>23: Mission: Two Snipers and their crew are holding a hilltop village. Kill their leaders with a knife, Rakyat style, for the bounty Acquired: Chapter 33: Longshore View bounty board Bounty: $450 The village is about 350 meters to the northeast and it is easier to just sprint cross-country for the waypoint. When you are 120 meters from the site, go up the ridgeline to get onto the mountainside. The terrain beyond is steep. If you move closer, you will be too close to the enemy for comfort. Scout the little homestead from the high ground to the south. Five Chargers, a Heavy and a dog accompany the two leaders, one of whom stays in the shack nearest the mountain on the eastern side of the village. Both of the leaders have a sniper rifle and they are deadly with them. Crouch to conceal yourself in the bushes and pick off the two nearest Chargers; and, if possible, the Heavy Gunner to reduce the odds. Your activity won’t go unnoticed and the cover on the hillside is meager, so shift your position to avoid being seen. Continue moving into cover and sniping until only the two leaders remain. The second leader will emerge from the structure. Tag him and put a building between you and them as you enter the little settlement to hunt the two leaders. The two don’t usually team up; so, use the shacks, the fences and the brush to flank them for the needed “Takedowns.” Oftentimes the second leader can be victimized by a “Knife Throw Takedown.” - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - >>>>>>24: Mission: A pirate and his crew have taken over a small island. Kill their leader with a knife, Rakyat style, for the bounty. Acquired: Chapter 34: Lonely Shore Way bounty board Bounty: $350 The mission’s site is on an islet northeast of the outpost at Lazy Shore Way. Steep rock walls protect most of the islet but you can easily get ashore via the beach on the west side-don’t. Swim or boat to the adjacent islet, which is just west of the site. It is a good location to scout and to begin your assault. Stay concealed in the foliage as you locate as many of the seven Snipers, including the leader, as possible. Begin long range sniping with the silenced Z93 sniper rifle. If you remain concealed, the Snipers will take note of the mounting corpses and will search, exposing themselves to further gunfire. They won’t have a clue where their assassin is. Oftentimes their own laser sighting will betray their position. Kill as many as possible before swimming across to the enemy stronghold. Advance on the high ground and stalk the overseer and any other survivors. The leader will usually hang out among the ruins-he is the nervous type. Rakyat patrol boats will sometimes pass by and fire at the pirates, giving you a distraction. Toss a stone or two to bait the leader into a kill zone to earn the bounty. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Any comments, suggestions etc. can be forwarded to the E-mail address on the title page. Thanks for using this document. GameFaqs: FAR CRY 3 by SENIORBILL Page 137 of 137