Walkthrough by SENIORBILL
Far Cry 3 on SuperCheats.com




FAR CRY 3

FAQ/Walkthrough for PS3/Xbox 360
By SENIORBILL
Version 1.0 March 26, 2013
Copyright 2013 by William Poneta

E-mail: bilpon1@yahoo.com


TABLE OF CONTENTS

Introduction <I001>

Gameplay/Crafting/Skills <I002>

Weapons, Ammo and Loot <I003>

Walkthrough <I004>

Chapter 1: Make a Break For It <CH001>

Chapter 2: Down in Amanaki Town <CH002>
               Amanaki Town Radio Tower <RT01>

Chapter 3: Harvest the Jungle <CH003>

Chapter 4: Secure the Outpost <CH004>
               Path of the Hunter (1) (Shotgun rabid dog hunt)
                    Wanted Dead (1) (sub-menu)
                    Wanted Dead (2) (komodo shack) (sub-menu)
                    Amanaki Town Supply Drop

Chapter 5: Mushrooms in the Deep <CH005>
               Wellshore Wrecker’s House Outpost <WWO>
                    Wanted Dead (3) (sub-menu)
               Vasla Docks Outpost <VDO> /Radio Tower <RT02> /Supply Drop
                    Path of the Hunter (2) (Sniper rifle deer hunt)
                    Wanted Dead (4 and 5) (sub-menu)
                    Tagging the Past <OP01>

Chapter 6: The Medusa’s Call <CH006>
               Orphan Point Outpost <OPO> /Radio Tower <RT03> /Supply Drop
                    Wanted Dead (6) (sub-menu)
                    Path of the Hunter (3) (Bow hunt for a rare Black Panther)

Chapter 7: Playing the Spoiler <CH007>
                    Where For Art Thou Juliet? <OP02>
                    Path of the Hunter (4) (Shotgun hunt for two bears)
               Mosquito Yard Outpost <MYO>/Radio Tower<RT04> /Supply Drop
                    Wanted Dead (7)(sub-menu)
                    Path of the Hunter (5) (Bow hunt for a rare Golden Tiger)
               Northview Gas Outpost <NGO>
                    Wanted Dead (8) (sub-menu)
                    Love Eternal <OP03> ($500) Optional Mission

Chapter 8: Prison Break-in <CH008>

Chapter 9: Island Port Hotel <CH009>

Chapter 10: Keeping Busy <CH010>


Chapter 11: Meet Citra <CH011>
                Cliffside Overlook Outpost <COO> /Radio Tower <RT05> /Supply
                Drop
                     Path of the Hunter (6) (Bow hunt for a rare Blood Komodo
                                             Dragon)

Chapter 12: Bad Side of Town <CH012>
                Hubris Farm Outpost <HFO>
                     Wanted Dead (9) (sub-menu)
                     A Connection to the Past <OP04>
                Hubert Shore Outpost <HSPO>/Radio Tower <RT06> /Supply Drop
                     Path of the Hunter (7) (Bow hunt for four leopards) (sub-
                                             menu)
                     Once More With Dignity <OP05>
                The Neck’s Diner Outpost <TNDO> /Radio Tower <RT07> /Supply Drop
                     Wanted Dead (10) (sub-menu)
                Kell’s Boat Repairs Outpost <KBRO>
                     Path of the Hunter (8) (Bow hunt for rare Maneater Shark)
                Nat’s Repairs Outpost <NRO> /Radio Tower <RT08> /Supply Drop
                     Wanted Dead (11) (sub-menu)
                     Dog Soldier <OP06>
                Tequila Sunrise Outpost <TSO>
                     Wanted Dead (12) (sub-menu)
                Badtown Radio Tower <RT09> /Supply Drop

Chapter 13: Kick In the Hornet’s Nest <CH013>
                Cargo Dump <OP07>

Chapter 14: A Man Called Hoyt <CH014>
                Camp Murder Outpost <CMO>
                     Path of the Hunter (9) (Shotgun hunt for a rare One
                                             Horn Buffalo)
                     Faces of Death <OP08>

Chapter 15: Saving Oliver <CH015>
                AM 12 Outpost <AM12O>
                     Wanted Dead (13) (sub-menu)
                     Path of the Hunter (10) (Sniper rifle hunt for a Yellow
                                              Neck Cassowary)

                     Path of the Hunter (11) (RPG hunt for rabid dogs (sub-menu)
                Old Mines Outpost <OMO> /Radio Tower <RT10> /2 Supply Drops
                     Wanted Dead (14) (sub-menu)
                     Pinned to Earth <OP09>
                Rust Yard Outpost <RYO> /Radio Tower <RT11> /Supply Drop
                     Path of the Hunter (12) (Sniper rifle hunt for a White
                                                 Belly Tapir)
                     The Social Club <OP10)

Chapter 16: A Piece of the Past <CH016>

Chapter 17: Down In The Docks <CH017>

Chapter 18: The Motherlode <CH018>
                Cradle Gas Outpost <CGO>
                     Wanted Dead (15) (sub-menu)
                     Path of the Hunter (13) (Shotgun hunt for the Undying Bear)

Chapter 19: Lin Cong I Presume? <CH019>
                Cradle View Outpost <CVO>
                     Wanted Dead (16) (sub-menu)
                     Light at the End of the Jungle <OP11>

Chapter 20: Unhappy Reunion <CH020>
                The Social Club (Continues)

Chapter 21: This Knifes for You <CH021>

Chapter 22: Ambush <CH022>

Chapter 23: Warrior Rescue Service <CH023>

Chapter 24: New Rite of Passage <CH024>
                Broken Neck Home Outpost <BNH>
                     Path of the Hunter (14) (SMG hunt for three bears. (sub-
                                              menu)

Chapter 25: Payback <CH025>

Chapter 26: Citra’s Favor <CH026>

Chapter 27: Fly South <CH027>

Chapter 28: Three Blind Mice <CH028>

Chapter 29: Doppelganger <CH029>

Chapter 30: Triple Decker <CH030>
                 Satellite Communications Hub <SCHO> /Radio Tower <RT12>/Supply
                 Drop
                      Path of the Hunter (15) (Sniper rifle hunt for three
                                               leopards. (sub-menu)

Chapter 31: Diffusing the Situation <CH031>
                 North Krige Crest Outpost <NKCO> /Radio Tower <RT13> /Supply
                      Drop
                      Path of the Hunter (16) (Shotgun hunt for two bears.)
                                              (sub-menu)
                      Bled Dry <OP12>
                 Spine Ridge Outpost <SRS>
                      Path of the Hunter (17) (SMG hunt for three tigers) (sub-
                                               menu)

Chapter 32: Deepthroat <CH032>
                 East Ridge Camp Outpost <ERCO> /Radio Tower <RT14> /Supply Drop
                      Wanted Dead (17) (sub-menu)
                 Maw Docks and Repairs <MDRO>
                      Wanted Dead (18) (sub-menu)
                 Dry Palms Storage Outpost <DPSO>/Radio Tower <RT15>/Supply Drop
                      Path of the Hunter (18) (Pistol hunt for three bears)
                                              (sub-menu)
                 Krige Valley River Fishing Outpost <KVRF>
                      Path of the Hunter (19) (Flamethrower hunt for leopards
                                              (sub-menu)
                 Stubborn Kid Farm <SKFO> /Radio Tower <RT16> /Supply Drop
                      Wanted Dead (19) (sub-menu)
                 Lazy Shore Marina Outpost <LSMO>
                      Path of the Hunter (20) (Flamethrower hunt for rabid dogs)
                                              (sub-menu)
Chapter 33: All In <CH033>
                 Harmanese Gas and Repair <HGRO>
                     Wanted Dead (20) (sub-menu)
                     Father’s Burden <OP13>
                 Bridge Control Outpost <BCO> /Radio Tower <RT17> /Supply Drop
                     Path of the Hunter (21) (sub-menu)
                     Path of the Hunter (22) (sub-menu)
                     Home Delivered <OP14>
                 Break Point Docks Outpost <BPDO>
                     Wanted Dead (21) (sub-menu)
                     Wanted Dead (22) (sub-menu)
                     Path of the Hunter (23) (sub-menu)
                 Longshore View Outpost <LVO> /Radio Tower <RT18> /Supply Drop
                     Wanted Dead (23) (sub-menu)
                     Dirty Work <OP15>

Chapter 34: Paint it Black       <CH034>
                 Lonely Shore Way Outpost <LSWO>
                      Wanted Dead (24) (sub-menu)

Chapter 35: Black Gold           <CH035>
Chapter 36: Aced in the Hole <CH036>
Chapter 37: Betting Against the House <CH037>
Chapter 38: The Doctor Is Out <CH038>
Chapter 39: Hard Choices <CH039>


North Rook Island Collectibles:

<ATIM> Collectibles-Amanaki Town area
<NGIM> Collectibles-Northview Gas area
<HSIM> Collectibles-Hubert Shore area
<BTIM> Collectibles-Badtown area

South Rook Island Collectibles:

<TTIM> Collectibles-Thurston Town
<GTIM> Collectibles-Gaztown
<PBIM> Collectibles-Point Break Docks
<TCIM> Collectibles-The Compound


Path of the Hunter missions:

<PHNI> North Island Path of the Hunter missions

<PHSI> South Island Path of the Hunter missions

<WDNI> North Island Wanted Dead missions

<WDSI> South Island Wanted Dead missions:


<I001> Introduction:

While vacationing in Bangkok, a group of friends from the States hear about an
island paradise and decide to check it out. They soon find that it is a paradise
lost. They are taken hostage by a local thug named Vaas and 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, whose
ancestors have built shrines and temples all over the islands; but they are now
in ruin as is the lives of the Rakyat who have been largely subjugated by an
occupation force of privateers. World War Two fortifications also pepper the
island, proving the island’s strategic importance in that war.

The invaders dominate the islands, forcing the locals from their homes, stealing
resources and killing indiscriminately. They have set up outposts to maintain
their grip against the local partisans. Hoyt’s vast drug operation is based on
the islands and hostage taking and slavery is making him rich and he has an army
of thugs to enforce his will.

The Rakyat still control Abanaki Town and the large Rakyat Temple complex; and,
when Jason Brody, escapes the clutches of Hoyt’s insane lieutenant Vass, he
becomes immersed in the mystical ways of the Rakyat. The mumbo-jumbo has the
helpless city-boy transforming into a Rakyat warrior of great power. As his
tribal tatau grows, so does his abilities. His task is to find and rescue his
friends from the pirates, but he finds himself bonding with the Rakyat 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 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 the automated stores. The islands are reminiscent of
Crysis and 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.

<I002> Gameplay/Crafting/Skills

>>Outposts:

Hoyt’s hordes of minions have occupied 34 outposts throughout the islands in
order to maintain control over the locals. Each outpost exerts control over the
surrounding sector and both vehicle and foot patrols routine patrol; and, on the
North Island, fire on anyone they encounter. Liberating an outpost will purge
both it and the surrounding area 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
contested. In addition, numerous “Path of the Hunter” and “Wanted Dead” missions
will be made available on the outpost’s bounty board. The hunting missions not
only offer cash for completion but successful hunting yields valuable hides for
crafting. “Wanted Dead” missions are a good source of cash. Optional missions,
each paying $500, are also offered after the liberation of some of the outposts.

Each outpost is manned by anywhere from five to ten 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 if you can get to one of the red boxes. 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 its alarm boxes 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 the best way to
travel.

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 is absolutely critical to survival and success in the
game. You start out with no way to heal 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, 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 generally 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” leafs to craft many more.

“Animal Repellent” syringe: It requires two “amber” leafs 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 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” leafs 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 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 close. 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” leafs. It is available
after Chapter 4: Secure the Outpost, and offers immunity from fire damage for
twenty seconds.

“Deep Dive” syringe: This syringe requires two “blue” leafs 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” leafs,
two “white” leafs and five “green” leafs. 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.

“Touch of Death” Syringe: This requires finding forty Relics, using five “amber”
and five “crimson” leafs and two “white” leafs. 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 of outposts make “Path of the
Hunter” missions available. These hunts yield needed hides as well as a cash
bounty. “Rare” animals, like the Golden tiger or 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/1o special) (1 rare 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)
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>>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 set-up
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 every time
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 <I003>

Far Cry 3 features a huge array of potent weapons and you’ll need them. 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 can keep 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.

One tower:         6P9 handgun, STG-90 assault rifle
Second tower:      AK-47 assault rifle, Skorpion SMG, Repair Tool
Third towers:      Recurve bow, SVD sniper rifle
Fourth towers:     PKM LMG, 1887 shotgun
Fifth towers:      Flamethrower, A2000 SMG, M133 shotgun
Sixth towers:      RPG-7
Seventh towers:    U100 LMG, Flare gun
Eighth towers:     F1 assault rifle, GL-94 grenade launcher
Ninth towers:      MP5 SMG
Tenth towers:      MS16 assault rifle
Eleventh towers:   .44 Magnum handgun
Twelfth towers:    D50 handgun, Vector .45 SMG
Thirteenth towers: SPAS-12; Ace assault rifle
Fourteenth towers: MKG LMG; BZ19 SMG
Fifteenth towers:  P416 assault rifle; Z93 sniper rifle
Sixteenth: none
Seventeenth: none
Eighteenth:        Bushman ($4,400 Signature weapon available for purchase)

You begin the game with a single holster, or weapon slot, and can craft three
more, allowing you to carry four weapons. Hunting various animals and skinning
them allow 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 five 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 advised.

F1 assault rifle; $1450 Sound Suppressor $400:

This should be your first purchase. It can be silenced and ammo for it is
plentiful in the environment since many of your victims wield AK47s. 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.
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M-700 sniper rifle $1,800; Sound Suppressor $400; High Power Scope $550:

During the North Island operations this will be one of your primary weapons. It
isn’t the most potent sniper but in a document advocating stealth whenever
possible it is crucial to survival. 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 it doesn’t have the range of the M-700 sniper rifle
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Note: Early on the Recurve Bow can be subbed for either the F1 assault rifle or
the sniper rifle, but it will require more patience to use. 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. While it
doesn’t have the sustained firepower of an assault weapon, a single arrow will
kill and the arrows can be recovered for additional use.
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AMR sniper rifle (Signature weapon) ($4,800 and finding 20 Relics)

This “Signature” sniper rifle requires you to find 20 relics to make 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. In regard to Heavies-
this is a game changer. The Z93 sniper rifle available once you reach the South
Island makes it obsolete since the Z93 can be silenced and is nearly as deadly.
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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 is
needed against the tougher South Island privateers. It will kill a Heavy with a
single headshot and approaches the AMR for brute power. It will be available at
the vendors for $3,400 and is a must have long before you deactivate your
fifteenth radio tower scrambler. Either tackle those radio towers or purchase
it, its silencer and its high power scope ASAP.
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Bull shotgun ($3010 and finding 10 Relics)

The Bull isn’t 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.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Tanto Sword: (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 cost. 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:

AK47 $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 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 stashes are also a good source of ammo. In the South Island, many of
the outposts have large ammo caches. You probably won’t be able to glean all of
your ammo from the environment but you should be able to get most of it.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

                            WALKTHROUGH <I004>

<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
Chapter 1: Make a Break for It <CH001>
<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>

After Vaas’ crew has captured the vacationers, he means to ransom them or worse.
One thing is clear after his tirade to the two caged brothers-Vaas is in control
and he is crazy and they are in big trouble.

Follow Grant after escaping the cage, crouching and keeping close, going past
the pirates sitting at the table, past the snorting pigs, under the structure
and past the dogs and then the man skinning the pigs. When you reach the shack,
pick up the items on the table and continue on.

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 use a knife
to kill the awakening pirate. Continue following him out of the structure and
past the executions taking place. Climb into the building and move into the
garden. He will have you toss another stone at the stone symbol to distract the
two guards. Follow him past the two, going left and then under the elevated
structures and through the ravine.

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 with Vaas’ crew
and their guard dogs in pursuit. You will slide down a slope, sprint through the
jungle, jump a gap, cross a log and have to climb a vine when you reach a rock
face. If necessary, follow the prompt to heal. Continue running, crouching when
necessary to get through the fissure. You will make your first kill on a pirate
by following the prompt. Continue on and the dogs will be at your heels as you
get onto a bridge. A helicopter gunship appears and opens fire. The bridge falls
and you tumble into the river. The game’s introductory credits roll.

<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
Chapter 2: Down in Amanaki Town <CH002>
               Amanaki Town Radio Tower (250 XP)
<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>

Denis is giving Jason a tattoo-his first kill done. According to Dennis, this
tatau will help you gain your true power-this is Rakyat mysticism. Denis says
you must help yourself rescue your friends. He gives a brief history of the
pirate’s theft of the Rook Islands from the Rakyat people. He also gives you
enough cash to procure a firearm.

Go into the General Store. The only weapon available is an 1811 .45 caliber
handgun and you have just enough cash to buy it. Buy it and assign it to a 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. Toggle the menu to your “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 of the
towers.

>>>>>>>Amanaki Town Radio Tower:  (X: 438.3 Y: 758.7) <RT01>

Your first order of business is to deactivate the scrambler on the tower nearest
the settlement. Follow Dennis out of the town. Take the loot from the two small
shacks and follow the arrow pointer, going left on the road toward the splash of
light and through the gap in the chain-link fence. Take the items from atop the
crate and continue up the grade on the dirt path.

If you listen carefully you’ll hear a snake hissing just under the tower. Kill
it with your hangun and then loot the crates under the structure and in the
small shack nearby. Climb the stairwells and the ladders and loot the crate as
you make your way to the top of the tower. Interact with the electrical box on
the railing to deactivate the scrambler. Raid the crate and use the support
cable, which acts as a zipline, to reach ground level.
                                <<<<<<>>>>>>

Speak with Dennis. You will find that activating the tower has revealed the
details of the Amanaki Town sector on the map. Two new weapons have been made
available free of charge for putting the tower on line and they are now
available in the Amanaki Town shop or from any liberated safe house’s automated
store. 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 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. Two weapons were made available free of charge for the deactivation of
the radio tower’s scrambler. A 6P9 .45 caliber handgun and a STG-90 assault
rifle. Take the STG-90, replacing the 1911 pistol. You have only one weapon slot
for starters and many of your early victims will have assault rifles and you can
confiscate half-a-clip of ammo when you loot their bodies. This applies to
whatever weapon a deceased enemy is carrying.
                              <<<<<<>>>>>>

<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
Chapter 3: Harvest the Jungle <CH003>
<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>

Use the east path to exit Amanaki Town and commandeer the white car parked near
the entrance. Start east on the dirt roadway, driving toward the objective. If
you happen to hit a deer or 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 early in the game. Park the car near the small abandoned
shacks on the left side of the roadway and loot the place.

Move up the hill behind the shacks toward the objective marker. Small colored
leaves will appear on your map. You require two “green,” one “crimson’” and one
“blue” leaf as well as two boar skins to complete this quest. Harvest the
“green” and “crimson” leaves on the hillside. The needed “blue” is an aquatic
plant and will be harvested later. Before moving off of the hillside, use the
camera to “tag” the four boars foraging around the farm below. This will place
an orange icon over them, making them much easier to keep track of.

Take down a boar and the others will run off. Stalk them, 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 although you may run out of ammo before you
can do so. Be aware that a boar can turn hostile and deal out significant
damage. 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.

The “blue” leaf, which won’t really 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 Rook Island. 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
boars that ran off will wander back, and there are additional leaves that you
can pick as well as loot scattered about the farm. Prefer “green” leafs early
on-they will be the most useful but don’t overdo it. “Green” leaves are rather
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, which houses an automated store or vendor. Interact with it and sell
anything marked “sell.” Keep the leaves and hides which are “craft” items. If
your STG-90 is short on ammo, grab a 6P9 handgun rather than blowing your money
on the expensive assault rifle ammo. You will soon be able to confiscate ammo
from your victims. Exit the safe house and find Dennis near the south entry to
complete the harvesting mission.

Crafting will be activated and Dennis will instruct you on how to use the
“green” leafs you gathered to craft two healing syringes. You will also craft a
32 slot “Simple Rucksack” with the two boar hides. You have also earned two
skill points. Spend them on “Takedown” and “Cook Grenades,” which are two of the
three available skills, one in each tree, that are available.

“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.
                                   <<<<<<>>>>>>

<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
Chapter 4: Secure the Outpost <CH004>
               Path of the Hunter (1) (Shotgun hunt for five rabid dogs)
               Wanted Dead (1) (sub-menu)
               Wanted Dead (2) (komodo shack) (sub-menu)
               Amanaki Town Radio Tower Supply Drop
<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>

This mission becomes active after you are informed that pirates have Liza at a
nearby outpost. Dennis will chauffeur you there and offer insights on the
outposts and their importance to reclaiming the islands and for safer faster
travel as the Rakyat reclaim territory. The Rakyat will arrive as well; but you,
the novice, must do the dirty work.

Two new recipes, “Hunter’s Instinct” and “Fireproof” are available. Several new
skills and crafting items will also unlock at the start of the mission. Those
two extra boar hides can also now be crafted into a “Simple Ammo Pouch,”
extending the amount of ammo you can carry.

Do recon of the outpost from its outskirts, tagging the five pirates with your
camera so you can more easily track them. Be aware that a vicious guard dog also
wanders the compound and it can also be tagged. If the dog discovers you the
other pirates will be alerted, even if you manage to kill it.

If possible, use stealth tactics, using your new “Takedown” skill on any hostile
on the perimeter. Tossing stones can lure them into a kill zone but detection by
the dog or other pirates in the open area makes liberating the place without
gunfire extremely unlikely. When you make a kill, grab an AK47, which you then
own. Jason also calls out to Liza if he is detected, giving away his position.

When the skirmish gets noisy, keep track of the pirate positions by keeping an
eye on the tags. This outpost is the only one in the game that doesn’t have an
alarm system, which, if activated, calls in reinforcements.

Once the outpost is secured, the less-than-helpful Rakyat warriors will enter.
The liberation of the outpost will permit the Rakyat to secure the surrounding
area, making travel in the controlled sector markedly easier. Loot all the
corpses and skin the dog. Thoroughly loot the outpost and be sure to locate,
kill and skin any 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, which are present in 20 of the outposts.

This shack is now a fast travel safe house 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 do.

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.

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 and
will remain very useful for most of the campaign. The 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. You can also wait until you
have the $1,450 required to purchase the F1 assault rifle. It can also be sound
suppressed, has an optical sight option and most pirates favor the AK47 making
ammo for it easier to acquire than SMG rounds-your choice.

The M-700 sniper rifle can be sound suppressed but costs $1,800 plus $400 for
the silencer, $550 for the High Power Scope and it is still well beyond your
means. The SVD is cheaper but can’t be sound suppressed-don’t buy it. Free ones
are on the horizon. Wait until you have the means to acquire the M-700 sniper
rifle and its silencer and eventually its high powered scope.

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 huge perk for a single skill point.

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Note: When outposts are liberated, optional missions for a cash bounty are made
available and are posted on the outpost’s bounty board. These 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.

Note: While many of these side missions will be catalogued in another section,
the early need for cash dictates doing the available “Path of the Hunter”
mission now, so it will be imbedded in the story sequence.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
>>>>>>01: Path of the Hunter
          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 early in the game. Accept the mission at the Amanaki Outpost bounty
board 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 have
access to the shotgun for as long as it remains in a weapon slot or at any
automated store. Nothing is lost by dropping a weapon-you can always recover any
owned weapon at a store. In addition to the shotgun you can also use the machete
to kill the dogs. It 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. Tag as many of the five rabid dogs as possible. Tagging them makes
any stalking required much less challenging since the designated “blue” area is
large and a protracted hunt may lead to contact with pirates or komodo dragons.

Hunt down the five dogs and take the hides. Quickly skin the dogs and get out of
the area. You are vulnerable while skinning and the gunfire can alert pirates to
your presence and they will sometimes encroach on the margins of Rakyat
territory.

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
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 dog hides, you can craft those two items. All additional
dog hides you acquire can then be sold for cash and there is no shortage of dogs
on the islands.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

There will also be another “Wanted Dead” mission available near the shacks near
the roadway (Map coordinates X: 456.3 Y: 732.8). It seems a pirate is killing
villagers to the west and he needs killing Rakyat style. Leave it for now and
don’t linger in this disputed area. Komodo dragons also infest this area. You’ll
eventually need five komodo skins for crafting; but they are “Heavy Duty” items
and require you to have the “Rugged” upgrade first. When acquired, keep five
komodo skins until those upgrades are available. Spend any Skill Points
acquired.

Fast travel to the safe house in Amanaki Town. If you have the funds and have
purchased the MP5, buy its sound suppressor. If you purchased the Recurve Bow,
purchase its “Red Dot Sight.” You can also hold off and purchase the F1 assault
rifle. Either firearm, once silenced, will be useful for harvesting hides
without taking on every pirate within earshot.

The first “Supply Drop,” identified by the blue cross, is 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. 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 a Quad near the Amanaki Town entry. You must use it to deliver the
medical supplies to the destination before the timer runs down. It pays $175 and
250 XP. You have only 35 seconds but the route is short, the path rather rough
and the timer fair but not generous. Loot the destination after a successful
run, even though the owner is standing right there. Take note of the glider on
the cliff nearby-it isn’t always there-and check out the Wellshore Wrecker’s
House Outpost to the northeast near the shore far below.

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
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 and there are also pirates. You can also find
a few “amber” leaves in the area. Grab some and craft a “Hunter’s Instinct” or
two. This concoction makes all herbivores less skittish, making them easier to
stalk and to harvest. Harvesting the goats without using a silenced weapon, will
draw the attention of the local pirates. Dog packs also roam the area and will
attack you. There are 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.

If you can get one goat you can craft a “Simple Holster,” giving you a second
weapon slot, and 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 area you will find some worthwhile loot in the shacks to the
northeast of Heron’s Perch. Two pirates guard a path going down to the outpost
below. Kill them 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 advised.
                                  <<<<<<>>>>>>

<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
Chapter 5: Mushrooms in the Deep <CH005>
               Wellshore Wrecker’s House Outpost
                    Wanted Dead (5)
               Vasla Docks Outpost/Radio Tower/Supply Drop
                    Path of the Hunter (2) (Sniper rifle hunt for five deer)
                    Wanted Dead (6 and 7) (sub-menu)
                    Tagging the Past <OP01>
<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>

Fast Travel to the Amanaki Outpost and adjust your inventory. Even if you have
crafted the “Simple Wallet,” it can still hold only $2,000. Make a purchase if
you haven’t. That $2,000 limit will prevent you from benefiting from further
looting until you acquire two cassowary hides, allowing you to craft the “Rugged
Wallet,” extending your limit to $4,000.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
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 MP5 or F1 assault rifle and their silencers; the Recurve Bow and its
sight, and later, when you have the funds, the M-700 sniper rifle and its
silencer. 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 are
“Special” weapons and their kind usually live up to the billing. I will
periodically detail the location of Relics and Letters of the Lost but the map
will greatly 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. Note that
approaching to with approximately 25 meters of a collectible will also place it
on your map.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

With your wallet depleted and a silenced weapon in hand, it’s time to grab some
loot, harvest additional hides and nab a few Collectibles before heading east 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. Even without the map, a collectible will
show on your map when you get within 25 meters of it. The $500 cost of the map
can usually be largely recouped by harvesting the loot chests and hostiles along
the way.

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Collectibles near Amanaki Town and Outpost:

Relic at map coordinates X: 509.1 Y: 744 (Boar 3) If you make the Relic icon
northeast of the Amanaki Outpost your waypoint, assuming you have the Amanaki
Town Item Map, the item is approximately 100 meters (meters in this game seem
like exceedingly long meters) from the Amanaki Outpost’s safe house. The Relic
sits on a wooden shrine. A distinctive chanting means you’re very close to the
collectible. Take the Relic from the shrine. Each Relic found will yield 250 XP
and put you a Relic closer to acquiring a “Signature” weapon. Take the money
from the shrine and grab up the loot. The Rakyat won’t mind if you do their
dirty work so swipe the offerings. (No. 1)

Relic at map coordinates X: 452.4 Y: 755.1 (Spider 23) Approximately 290 meters
northeast of Amanaki Town you will see a Relic symbol, assuming you have the
areas “Item” map. If you are seeking this Relic early in the game be aware that
there are pirates there and that komodo dragons and dog packs are rather common
in the area. You will have to skirt counterclockwise around the mountain east of
town to get to its location. A stand of “crimson” leafed plants lay near a
shrine with food offerings. 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. (No. 3)

Relic at map coordinates X: 465.7 Y: 758.3 (Shark 23) Approximately 420 meters
northeast of Amanaki Town there is a shack and a boat dock on a river cove.
There is a Relic on the bottom under the boat dock. If you seek this Relic early
in the game, be aware that there is no easy route to the location. When diving
for the Relic, be aware of a possible crocodile in the water. A couple of
pirates sometimes use the shack and pirate vehicle patrols routinely pass by as
well. (No. 4)

Letter of the Lost no. 2: Coordinates X: 460.3 Y: 766.7 (Mori’s Letter) This
letter isn’t easy to find. You will find a ground level cave entrance north of
the letter’s location; this is due east of the pig icon on your map at
coordinates X: 461.3 Y: 771.7. This is about 380 meters northeast of Amanaki
Town and early in the game it will still be deep inside enemy territory. The
letter can be found on the soldier’s corpse. Each Letter of the Lost yields 500
XP and puts you closer to the six needed for the Tanto sword.

Relic at map coordinates X: 502.6 Y: 790.2 (Spider 3): There is a circular pool
of water 500 meters north of the Amanaki Outpost. Early in the game this is on
the margin of Rakyat territory and getting to the area is best accomplished by
hoofing it and bearing to the west to skirt the sheer slopes of the mountain
north of the outpost. Dive into the pool from the cliff and swim to the south
side where four ledges are reached via vine climbs. Jump the gap to a vine grab
point. Jump from ledge to ledge and then jump to a grab point. Turn around and
make a jump through the bushes to a vine grab. Climb a vine again and continue
ahead to an old but well lit temple. Take the Relic and the cash, since you
worked so hard to get this item, from the altar. (No. 5)

Relic at map coordinates X: 491.2 Y: 795.7 (Boar 23): Once in the circular pool
north of the Amanaki Outpost, climb onto a low ledge on the northwest side and
take the long vine into a cave and go well into the mountain to an ancient ruin.
The Relic is on a stone pedestal. You can actually use a series of vines to
emerge well north of your entry area, but there is nothing there but pirates and
beached ships, but you will be visiting the area soon enough. In fact it is an
alternate way to attack the “Medusa’s” garrison. (No. 6)

Relic at map coordinates X: 496.1 Y: 700.2 (Spider 4) There is a Relic about 400
meters south of the Amanaki Outpost. This is east of the tiger’s tail, as seen
on the map. This is challenging terrain and the best routes up the steep slopes
are from the north. There is a temple ruin atop the mountain and the Relic sits
inside the ruin. (No. 36)
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>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
Wellshore Wrecker’s House Outpost <WWO>
     Wanted Dead (5) ($175)
>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>

Make Wellshore Wrecker’s House your waypoint and either use the foot path
directly north of the outpost or pilot the glider toward the grassy high ground
south of the outpost. If you go afoot there will be a couple of sentries
guarding the footpath near an old World War Two fortification. A vehicle will
also patrol the roadway near the outpost. Make your way onto the rocky
outcropping overlooking the site from the south. There are five pirates,
including a Sniper on the elevated platform. You probably won’t be able to see
them all. A dog is also roaming the compound. Take note of the alarm tower near
the fence, evident by the speakers atop the pole. It is your first objective.

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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 box you can disable it
before it can be activated. 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. It is possible to mine the roadways before you attack an outpost if you
have them.
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Being inside enemy territory means an alarm will bring in stiff reinforcements.
Tag the hostiles from the rocky outcroppings overlooking the place. If you have
it, use your silenced M-700 sniper rifle to take out the Sniper and then any
other pirates visible. If you haven’t acquired the M-700 sniper rifle and its
silencer, drop down on the west side and sneak through the hole in the fence and
get behind the shack. When no pirates are looking, quickly disable the alarm.
Hunt down any remaining pirates to liberate the post. Be aware that even without
an alarm sounding, a patrol vehicle passing by will stop to investigate any
noisy confrontation.

Enter the safe house, take the Memory Card and grab the loot. Sell your extras
and if you haven’t purchased the M-700 sniper rifle and its sound suppressor,
and, if possible, the high powered scope, do so.

The local bounty board has a “Wanted Dead” mission. A pirate has taken a local
farm and is 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.

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Note: 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; or, more easily, killed by cooking and 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.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
<<<<<<>>>>>>

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Collectibles near Wellshore Wrecker’s House Outpost:

Relic at map coordinates X: 445 Y: 803.9 (Shark 4): There is a buoy in the bay
northeast of Wellshore Wrecker’s House and the tip of the mast of a sunken ship
nearby. Once “Deep Dive” is available, you can take a boat there 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. (No. 7)

Relic at map coordinates X: 413.2 Y: 808.2 (Heron 23) There is a small islet
about 280 meters northwest of Wellshore Wrecker’s Outpost. Grab a boat and go
ashore on the east side of the islet so you can climb the steep cliffs. You’ll
also find several vine climbs to get atop the ledges and a couple more farther
along to get to an altar atop the crag. (No. 8)
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<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
Vasla Docks Outpost <VDO>
    Wanted Dead (6 and 7) (Sub-menu)
    Path of the Hunter (3)
    Tagging the Past ($500) Optional Mission
<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>

Make Vasla Docks your waypoint and pilot the jet ski west, coming ashore about
200 yards east of the destination to maintain stealth. Make your way onto the
high ground east of the facility where you can do recon from an old gun
emplacement. There are six pirates, three Regulars and three Chargers, and a
guard dog defending the compound. Being detected will cause the alarm to sound,
bringing in reinforcements and getting to the alarm box isn’t an easy task.

Tag everybody and use a silent weapon to slay any isolated pirates and then
release the caged cassowary. The dog and the pirates will do battle with it. Use
the commotion to take out any additional pirates that you can target. If you
aren’t detected in your perch near the gun mount you can snipe the lot or take
them as they come up the hillside searching for you.

The alarm box is near the safe house and moving down to disable it is only
possible once you have thinned out the garrison. Hunt down or snipe the
remaining pirates and the dog to liberate the post.

Skin the cassowary and loot the premises. This may be the first cassowary you’ve
encountered and you need two cassowary skins for a “Rugged Wallet.” If you troop
a bit east you will usually encounter a few but if you do the “Path of the
Hunter” mission, as suggested, you’ll get what you need.

Enter the safe house and grab the loot. Sell your extras and if you have the
cash, purchase the sound suppressor and the high powered scope for the M-700
sniper rifle. It will give excellent service and is a primary weapon in this
document. If you’re going to do the “Path of the Hunter” mission, keep your
sniper rifle and grab a shotgun. There is occasionally a leopard in the hunting
area.

There are three missions available on the Vasla Docks bounty board. A new
optional mission, “Tagging the Past” is also offered.

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 “Path of the Hunter” mission provides a sniper rifle for a deer hunt for
some hungry locals. Kill five deer for the $200 reward and the hides.
                                  <<<<<<>>>>>>

>>>>>>Vasla Docks Radio Tower <RT02>

Accept the “Path of the Hunter” mission but make the Vasla Docks Radio Tower
your next objective. Deactivating the scrambler will detail your map. Drive the
short distance to the knoll near the shore. You will have to get atop the knoll
to access the tower by using a couple of vines located on the north side to
climb the rock ledges.

Use the ramp to get to the ladder. Jump onto the platform and take the two
ladders and then the stairs to get to another ladder taking you to the top. If
this is your third tower the Recurve Bow is now available for free. The bow is
an excellent weapon and deadly in the right hands. It hasn’t the range of the
sniper rifle; but, when fitted with the “Red Dot Sight,” it is a silent and
efficient killer and having one with a sight will make many of the hunting
missions requiring a bow much easier. Take the north zipline down. Don’t accept
the “Supply Drop” mission yet.
<<<<<<>>>>>>

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
>>>>>>03: Path of the Hunter:
          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 will be pursuing the
optional mission, “Tagging the Past,” in the same area. It will also allow you
to harvest five deer hides since they are skittish and somewhat rare in many of
the areas you have travelled. Take an AK47 or a shotgun to go with your silenced
M-700 sniper rifle. There is a lot of game where you’re headed. You may even
encounter a leopard.

The rugged terrain makes it easier to just sprint to the waypoint. A rifle and
ammo are provided but if you have your own and it is sound suppressed and has
the high-powered scope the task will be somewhat easier as the deer won’t spook
as badly. Tag the browsing deer on the slope. Try to get them all tagged because
the area is large and they can be extremely hard to find if untagged. You’ll
need to kill 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 when you must stalk the last
of them.
<<<<<<>>>>>>

>>>>>>Tagging the Past: ($500) Optional Mission <OP01>

Once you have skinned as many of the deer as you can locate, go to the blue
exclamation point in the shack on the nearby hill. A local is selling dog tags
to the Japanese families who lost loved ones on the islands during World War
Two.

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 Two 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. It is
also a World War Two gun emplacement and is located on the side of the ridge.
There is a grotto behind the gun emplacement. You’ll find the second tag on a
corpse in the grotto. Grab the loot and climb the ladder on the far side of the
grotto to get to ground level.

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Relic at map coordinates X: 373.7 Y: 770.4 (Boar 2) There is a Relic resting on
the base of the gun assembly south of Vasla Docks. On your map this will be
directly below the “pig” icon. This can easily be found during the optional
mission, “Tagging the Past” available at the Vasla Docks Outpost on the
northeast side of the North Island. It will be the emplacement west of the
waypoint for that optional mission. (No. 10)
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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 recon the
outpost. Return to Tang’s shack to complete the mission and for the fat $500
reward.

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Note: If you 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 a cassowary. You only require two of the birds; any additional ones can be
sold.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
<<<<<<>>>>>>

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Collectibles near Vasla Docks:

Relic at map coordinates X: 373.3 Y: 808.1 375 (Spider 21) 260 meters north of
Vasla Dock there is an island called Temple of Stone. On the isles high point
there is a ruin. Go down the stairs and you’ll find the Relic on a stone shelf.
(No. 9)

Relic at map coordinates X: 395.2 Y: 772.7 (Boar 1) Approximately 275 meters
southeast of Vasla Docks there is a Relic in an old ruin. The entry is at X:
393.6 Y: 774.5. You’ll have to push some loose stones aside in a side passage to
get to the Relic. (No. 11)

Relic at map coordinates X: 370 Y: 754.2 (Heron 16) This Relic is approximately
280 meters due south of Vasla Docks and is lying on the shoreline near a small
boat. (No. 12)

Relic at map coordinates X: 397.1 Y: 754.8 (Shark 21) In the northeast side of
the bay west of Amanaki Town there is a ship that went aground on the rocks near
the shore. You’ll find a Relic in the shallow water near a loot chest. Watch out
for sharks. (No. 13)

Relic at map coordinates X: 346.3 Y: 758.4 (Shark 1) There is a buoy with a
ringing bell in the southwestern side of the bay 280 meters east side of Dr.
Earnhardt’s house. It lay on the bottom under the sunken ship near the buoy.
(No. 14)

Relic at map coordinates X: 351.5 Y: 731.4 (Heron 21) Southeast of Dr.
Earnhardt’s place there is a Relic in a ruin atop a crag. This is south of the
leopard symbol on your map. The entire peninsula is leopard territory so be
wary. (No. 15)

Letter of the Lost no 3: Coordinates X: 379.9 Y: 741.1 (Ren’s Letter) There is
an island about 400 meters south of Vasla Docks. There is an old World War Two
fortification there where you’ll find the letter. There are cassowary and dogs
on the island.
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>>>>>>Vasla Docks Supply Drop ($200 and 250XP)

This short 40 second run is mostly along the shoreline and yields an easy $200
if you don’t lose it in the bay near the destination. Loot the abandoned
settlement and use the ATV to make a loop going west and then curling around to
Dr. Earnhardt’s place on the mountain.
<<<<<<>>>>>>

Mushrooms in the Deep: (Starts)

Park at the barrier and continue toward the waypoint, going up the long 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 the cave is to the west on the cliffs. Backtrack out of the
compound, or use the ziplines near his place and then follow the stream down
grade. Loot the shack area and harvest any boar you might still need for
crafting. Follow the stream down to the bay.

The eccentric Dr. failed to tell you the cave entrance is underwater and
requires leaping from a high cliff to get to the cave’s underwater entrance.
Check for sharks swimming below and jump 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 surface in a grotto.

Exit the water and use the vine to get atop the ledge. When you reach the “Leap
of Faith”-take a leap. Swim the short distance to daylight and jump to the vine
to climb the ledge and then the long vine beyond to get atop the cliff. Take
care not to fall off the ledge as you move on.

Move deeper into the cave which is jam-packed with hallucinogenic fungi. Climb
another long vine and continue ahead into the weirdness and eventually a
building will seemingly retreat three times as you approach.

When it finally stands still, enter the building and you’ll find a glowing
silver fungus through a doorway on the left. 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 complex.

Jump off the rock shelf to the path below. Locate 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 go 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 gives in when Daisy, whom he momentarily believes to be someone
named Agnes, entreats him to help.

A new recipe “Animal Repellent” becomes available as Dennis talks of a pirate
communication station on an old beached freighter called the “Medusa.” Perhaps
you can find some information about your friends there.
                                    <<<<<<>>>>>>

<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
Chapter 6: The Medusa’s Call <CH006>
               Orphan Point Outpost/Radio Tower/Supply Drop
               Wanted Dead (8) ($250)
               Path of the Hunter (3) (Bow hunt for a rare Black Panther)
<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>

<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
Orphan Point Outpost (X: 401.7 Y: 680.6) <OPO>
       Wanted Dead: (8) ($250)
       Path of the Hunter (4) (Black Panther) This mission will display at a
            cabin on the peninsula to the north of the little island.
<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>

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Relic at map coordinates X: 399.4 Y: 687.2 (Boar 22) In the far southwest corner
of North Rook Island, there is a dilapidated hut on the north shore of the small
island where the Orphan Point Outpost is located. There is a dugout behind the
shack where you will find a Relic. (No. 22)
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The Orphan Point Outpost is on an island south of the peninsula south of Dr.
Earnhardt’s house; but it is well within reach of the glider behind his place.
Pilot the glider south and land on the north side of the islet away from the
outpost. Watch for a leopard that is sometimes prowling. Use a silenced weapon
if you encounter one or there will be no stealth operations on the small islet.
Scout the shoreline facility from the undergrowth, tagging the Sniper on the
platform and the four additional defenders.

The spread out nature of the five defenders make this an easy place to combine
Takedowns and sniping. Loot the premises and take the Memory Card when you use
the store in the safe house. Restraint yourself from rebuking the Rakyat 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
every outpost you liberate.

There is a “Wanted Dead” mission on the bounty board paying a $250 reward. A
pirate is killing people near some abandoned cars. Kill him Rakyat style with a
knife for the $250 bounty.

A “Path of the Hunter” mission also becomes active, but isn’t displayed on the
outpost’s bounty board. Its starting point is on the peninsula to the north of
the outpost.
                                  <<<<<<>>>>>

>>>>>>Orphan Point Radio Tower: (X: 367.4 Y: 681.6) <RT03>

If you didn’t destroy the patrol boat during a firefight, pilot it to the Orphan
Point Outpost Radio Tower on the peninsula to the north. 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 to the knoll with the tower. There shouldn’t be
pirates in the vicinity if you liberated the Orphan Point Outpost. The
peninsula, however, is leopard and komodo territory and there is still a pirate
stronghold near the southeastern shoreline.

Climb the stairwells and jump the gaps in the grating or just walk the beams.
Take the stairwell, and another rope climb will get you to a ladder taking you
to the top. Activate the tower. If this is your fourth tower the PKM LMG and the
1887 shotgun are both free at the stores and a new “Supply Drop” is activated.
                                <<<<<<>>>>>>

>>>>>>Orphan Point Outpost Supply Drop ($225, 250 XP)

Locate the icon for the quest near the zipline on the south side of the tower.
If you didn’t take the Orphan Point Outpost this will be hostile territory and
pirates may be lurking near the ATV on the beach or just patrolling the
shoreline. If the outpost is in Rakyat hands the peninsula will be in their
control. Take the zipline down to the mission location and board the ATV.

The run takes you up the beach, cuts right through a rock archway-you’ll be
speeding past either occupying pirates or Rakyat. You will find a bit of loot at
the destination but you are in leopard territory, so keep aware. You can either
continue up the shore to the Doctor’s place or just fast travel to Wellshore
Wrecker’s House to place you nearer to the “Medusa.”
                                  <<<<<<>>>>>>

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Relics on the peninsula:

Relic at map coordinates X: 363.3 Y: 664.8 (Spider 2) There is a tiny rocky
islet south of the Orphan Point Radio Tower. You can enter a grotto on the east
side of it that will take you to a Relic on a pedestal in the pool of water. You
can’t blast the stone on the south side-save your C4. You can either struggle up
the rocks on the east side near the water or climb the vine on the west side and
get onto the ledge and climb another vine. You will then find a rock well that
you can jump down into to get the Relic. You will, believe it or not, get a poke
point to get the Relic if you swim near it. (No. 26)

Relic at map coordinates X: 385.1 Y: 668.2 (Shark 3) There is an isolated rock
in the bay near a buoy. You’ll have to dive inside the gutted old shipwreck to
find the Relic inside the wrecked body of the craft. These waters are infested
with sharks so watch out and harvest some for crafting if needed. (No. 27)

Relic at map coordinates X: 351.5 Y: 731.4 (Heron 21) Southeast of Dr.
Earnhardt’s place there is a Relic atop a crag in the ruins. This is south of
the leopard symbol on your map. This part of the peninsula is leopard territory
so be wary. (No. 15)

Relic at map coordinates X: 359 Y: 690.2 (Heron 22) About 115 meters north of
the Orphan Point Radio Tower on the peninsula south of Dr. Earnhardt’s there is
a fortification atop the heights. You will find the Relic in a bunker there.
(No. 28)

Relic at map coordinates X: 335.9 Y: 693.4 (Shark 2) There is a Relic offshore
near the projecting finger of land roughly west of the “pig” icon on your map of
the peninsula south of Dr. Earnhardt’s. 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. (No. 29)

Letter of the Lost no 5: Coordinates X: 362.6 Y: 709.6 (Hyogo’s Letter) 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.

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
>>>>>>04: Path of the Hunter (4)
          Mission:  Bow hunt for a Black Panther.
          Bounty:   $250 and the Black Panther hide for crafting the “Extended
                    Syringe Kit.”

This mission is activated after the liberation of Orphan Point. The cabin where
the bounty is posted is on a mountain top on the peninsula north of Orphan
Point. If you don’t have one, a bow and arrows is provided at the cabin. Go
south to the waypoint. Be aware that this is leopard country and leopards other
than the quarry can be killed with a gun. Craft an “Animal Repellent.” There are
plenty of the needed “amber” leaves in the region.

Locating the Black Panther before it locates you is the key to surviving the
hunt. Once 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 as many arrows as needed. Use
another syringe if necessary. Its hide is used to craft the “Extended Syringe
Kit’ allowing you to carry 12 syringes.
                                       <<<<<<>>>>>>

>>>>>>The Medusas Call: (Starts)

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 far to the northeast 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 or a shotgun is essential.

The beached ship the “Medusa” is northeast of Wellshore Wrecker’s Outpost. From
the outpost take a vehicle and drive east on the roadway, cutting onto the beach
as you approach the waypoint. Move under the rock arch and advance with care.
You must take out the pirates with the keys and their comrades before they can
initiate an alarm. There are three keys to obtain before you can reach the
communications console on the ship.

As you approach within 150 meters begin your reconnaissance. There will be a
sentry near the beach who must be taken down silently. Advance stealthily using
the boulders and containers for cover and recon as you creep forward. There are
two pirates in the area. The pirate with the “yellow tag” is one of three that
has one of the needed keys. He will be wandering a bit while the “orange tag”
loiters under the drydocked ship. When they are separated use Takedowns or a
silent attack to put them down.

Move to the right around the bow of the vessel and tag the next two pirates
between the ships. Either snipe them or move in for Takedowns. Grab the second
key from the “yellow tag.”

There will be two more pirates-one has the last key. Go to the north end or the
stern of the middle ship and carefully locate and mark the next two who are
milling about. Kill them and get the last key.

Go to the third ship, the “Medusa,” and go up the wooden ramp amidships and onto
the deck. Move up the two metal stairwells and go into the communications room.
Activate the console which gives you the required information but also triggers
an intruder alarm.

Exit the communication room and two boats will be coming in from the north. Stay
on the high ground and toss a couple of grenades to knock out the boats. Use
sniper fire clear any survivors, but more combatants will enter from the south.
Defend the stairwell if they get close. When all the pirates fall, Dennis will
call urgently requesting your presence in Amanaki Town.

Before departing take the time to loot the large area. Fast travel to the
Amanaki Town safe house. A new and very useful recipe, “Enhanced Perception,” is
now available for crafting.

<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
Chapter 7: Playing the Spoiler <CH007>
                 Where For Art Thou Juliet?
                 Path of the Hunter (4) (Shotgun hunt for two bears)
               Mosquito Yard Outpost/Radio Tower/Supply Drop
                    Wanted Dead (3)
                    Path of the Hunter (5) (Bow hunt for a rare Golden Tiger)
               Northview Gas Outpost
                    Wanted Dead (4)
                    Love Eternal ($500) Optional Mission
<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>

>>>>>>Wherefore Art Thou Juliet? ($500) Optional Mission <OP02>

Before speaking to Dennis in Amanaki Town, check out the blue exclamation mark
on the north side of town. The parents of a young woman named Nadia say that she
has run off with her lover. They also believe the two 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 away. You will see her atop a large boulder
and the rock is surrounded by komodo dragons. Dash past the five komodo dragons
and jump onto the rock with her. The five komodos will begin to scatter so try
to tag all five before they disperse into the undergrowth. You must then simply
kill the five lizards and some will need to be tracked down. After stalking and
killing the five, speak with Nadia to complete the mission. She believed she was
just running away but the boyfriend wanted to force her to commit suicide with
him.

Take note that a “Path of the Hunter” mission (4) is now available on the bounty
board at Amanaki Town.

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
>>>>>>05: Path of the Hunter
          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 is
provided if you need one and plenty of shotgun shells. The bears will be in a
nearby cave. An “Animal Repellent” syringe can help you deal with the bears. The
cave where you’ll find the bears is a short walk to the south of the cabin. One
bear will be near the entrance and the second will be deep inside the dark cave.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
                                   <<<<<<>>>>>

>>>>>>Playing the Spoiler:

Go to the yellow exclamation point in Amanaki Town to meet with Dennis. The
intelligence you gained from the “Medusa” reveals that Vaas’ crew meant to
extort a large ransom for your friends but they 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.


Just south of Amanaki Town there is the symbol of a tapir. The rugged area there
has tapir as well as other wildlife including buffalo and tigers-a tall order
for a silenced MP5 or F1 assault rifle. At times the area abounds with tapir and
other game-at times very little. It is also pirate territory and a confrontation
is likely, especially if you go in noisy. Caution and a silenced weapon will
greatly aid your cause when traversing this disputed area. Before heading to the
munitions depot it is time to liberate a couple of outposts and fill in the map
by activating another radio tower.

Make the tapir to the south your waypoint and exit the town. You need two tapirs
to craft the “Rugged Rucksack,’ allowing you to carry up to 48 items. Cross the
bridge and begin scouting the vicinity for wildlife. Be aware that a tiger can
be encountered there as well as patrolling pirates both on foot and in vehicles.
Cooking a grenade and hitting a tiger with it will take it down but will also
alert the locals. Scout the area from the isolated shack on the knoll and begin
stealthily taking down pirate patrols, as necessary, and wildlife. You need four
tapir hides and when you down the first two, craft the “Rugged Rucksack.”
Another two will allow you to craft the “Rugged Arrow Quiver.”

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Note: Pirates will oftentimes have captive Rakyat that will pay a $100 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 that progress.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
Mosquito Yard Outpost (X: 424.9 Y: 692.9) <MYO>
      Mosquito Yard Outpost Radio Tower/Supply Drop
      Wanted Dead (3)
      Path of the Hunter (5) (Bow hunt for the Golden Tiger)
<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>

Keep aware of your surroundings as you proceed south toward the Mosquito Yard
Outpost. With your hunting done, swim across the river. Be aware that an
occasional crocodile will claim parts of the river. Get out as soon as you can
after crossing.

You are now deep in enemy territory. The roads north of the outpost are
patrolled by walking sentries and avoiding them is prudent if you are to
maintain the element of surprise. Take out only those that won’t alert others or
you’ll be involved in a running battle where you are badly outgunned. A tiger
stalking water buffalo frequents this area and the silenced MP5 or F1 assault
rifle isn’t the best of big game killers and any gunfire will rile up the
locals-avoid noise if possible-if necessary an “Animal Repellent” will keep
tigers at bay.

Do your Recon of the Mosquito Yard Outpost and tag the hostiles from the knoll
to its southwest. It is defended by five pirates. Four Regulars patrol and an
elevated Sniper is usually looking toward the road. The alarm box is in the
heart of the place and you won’t be able to get to it. Slip down off the
outcropping on its east side; and, if you have a silenced sniper rifle, release
the caged tiger. If you don’t have a sniper rifle, creep around the east side of
the fence to near the road where you can release the caged tiger with a silenced
weapon.

Let the tiger wreak havoc on the pirates as you move back away from the road to
put down the Sniper. With the post cleared the Rakyat will enter. If they don’t
kill it, kill the tiger if has survived the ordeal. A pirate patrol may
investigate as well, before the Rakyat secure the sector.

Locate and skin the tiger, loot the bodies and then the entire 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 there.

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.

There is also a “Path of the Hunter” mission for a rare Golden Tiger. This
mission is a bow hunt and a standard Recurve bow and its arrows are provided.
The prey, however, is a deadly Golden Tiger. The mission pays $250 and you can
use the Golden Tiger’s hide to craft a “Heavy Duty Ammo Pouch,” but keep in mind
that the previous pouches must first be made in order to craft it. Pursuing the
mission now, however, will allow you to procure a standard Recurve Bow.
Completing “Mushrooms in the Deep” will allow you to craft an “Animal
Repellent,” which is a huge advantage when hunting predators. Having a bow with
the “Red Dot Sight” is also a big advantage over the standard bow. 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 some hides. This, of
course, is an option. There are tapir, deer, buffalo and tiger to be harvested
if you still need them. Be aware that despite taking the outpost this area is
contested and you are still likely to attract pirates if you get noisy.
                                  <<<<<<>>>>>>

>>>>>>05: Path of the Hunter
          Mission: This is a bow hunt for the rare Golden Tiger.
          Bounty:  $250 and the Golden Tiger hide need to craft the “Heavy Duty
                   Ammo Pouch.”

The mission site is located a couple hundred yards northeast of Mosquito Yard.
The area is more overgrown that most of the island so the Golden Tiger has good
cover. There is also likely to be another tiger 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 “Red Dot Sight” this mission will be easier and if you have acquired
“Animal Repellent” it will be considerably easier.
<<<<<<>>>>>>

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Relic at map coordinates X: 439 Y: 671.8 (Shark 24) This Relic is at a hilltop
settlement approximately 250 meters southeast of the Mosquito Yard. It is inside
the stockade fence in a makeshift shrine. (No. 25)
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

>>>>>>Mosquito Yard Outpost Radio Tower (X: 460.5 Y: 678.7) <RT04>

The Mosquito Yard sector’s radio tower is about 390 meters to the southeast of
the outpost and is our next objective. Make it your waypoint. With the Rakyat in
control of the outpost the pirate activity in this area should be minimal. Move
toward the tower on the dirt roads or go overland on foot. This is both buffalo
and tiger territory. If you locate a tiger or buffalo, a couple of point-blank
shotgun blasts or, better still, a cooked grenade will take them down.

If you can get two buffalo and two tiger hides you can craft the “Rugged” and
“Heavy Duty Ammo Pouches”, allowing you to carry more ammo-that is if you have
crafted the prior pouches. If this happens you can, if you didn’t do so earlier,
take on that Golden Tiger hunt. Remember to save after crafting so your hunting
prowess is well rewarded.

Make your way atop the crag to the tower via the winding switchbacks. There are
komodo dragons in the vicinity so move carefully. Getting to the top of the
tower requires a rope climb from ground level, climbing three stairwells and
another rope. The stairwell will get you to another pair of rope climbs which
allow you to get to the top on the ladder. 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 those komodo dragons as you board the ATV.
                                  <<<<<<>>>>>>

>>>>>>Mosquito Yard Outpost Supply Drop: ($225, 250 XP)

The delivery will take you far to the south but it’s a fairly straightforward
run and 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 smoothly, don’t get
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, and 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 and make the
nearby Northview Gas Outpost your waypoint. There is a poker game going on in
the rundown bar if you’re interested.
                                  <<<<<>>>>>>

<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
Northview Gas Outpost <NGO>
    Wanted Dead (4) (In sub-menu)
    Love Eternal ($500) Optional Mission
<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>

If you make a successful delivery, the Northview Gas Outpost is just 200 meters
to the east of the Supply Drop’s destination. The rugged terrain is infested
with wild boar and a tiger will likely be in the area. Approach the outpost from
the north and before crossing the road tag anyone visible and let the patrol
vehicle pass by. A pirate will generally man a turret gun on the west platform
and another will sometimes be atop the safe house. Quickly cross the road to
avoid being seen by a patrol vehicle and locate the gap in the fence near the
stairwell. The pirate manning the turret weapon is sometimes just above. Kill
him with a silent weapon if he is there.

The alarm box is nearby on the north side of the safe house to be. If you’re
lucky a tiger will distract the remaining pirates, allowing you to more easily
disable the alarm. Try to get to it one way or another. If you are detected and
a firefight ensues, you can use that mounted machine gun near the safe house.

If you are approaching your wallet’s limit, make a purchase. 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. 4: Coordinates X: 435.3 Y: 645.6 (Sato’s Letter) There is
a Letter of the Lost 300 meters northwest of the Northview Gas Outpost. It is
just northwest of the boar depicted on your map. It can be found on a Japanese
soldier’s corpse alongside an old gun emplacement that once commanded the bay.

Relic at map coordinates X: 464.9 Y: 655.4 (Shark 5) There is a Relic
approximately 280 meters north of Northview Gas. Drive north on the main road
and stop opposite the waterfall. Swim past the falls and you will find a system
of ruins in the grotto. Dive in and swim a short distance to get the Relic off
the floor. (No. 30)

Relic at map coordinates X: 462.3 Y: 661.4 (Heron 1) This Relic is located north
of Northview Gas Outpost on the north side of the large mountain. The numerous
switchbacks you must use are best approached from near the radio tower about 180
meters north of the Relic. Getting to the higher elevations and the switchback
trails leading to the remote shrine is best accomplished by using a vine climb
at map coordinates X: 467 Y: 665.5. (No. 31)

Relic at map coordinates X: 494.2 Y: 650.7 (Spider 24) 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. (No. 32)
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

>>>>>>Love Eternal: ($500) Optional Mission <OP03)

Move back toward to the blue exclamation point on the beach. This is where you
delivered the medical supplies earlier. You will find a woman weeping in a small
shack. Her daughter is dead and buried and although her husband didn’t kill her
the heartache his ways caused did. He is now threatening to dig her up to
salvage her wedding ring. She wants you to stop this from happening.

With the nearby outpost in friendly hands this mission can be done without
consequences. Head up the steep incline to the gravesite and challenge the
husband. Fire your weapon at his feet to intimidate him and when his two Rakyat
partners respond, put them down or they will kill you. Return to the weeping
lady for a fat reward of $500.
                                  <<<<<<>>>>>>

Fast travel to the safe house at Mosquito Yard. The Rakyat at Northview Gas will
resent your killing of the locals at the gravesite and will be hostile if you
return there. It is now time to work toward pursuing “Playing the Spoiler.”

>>>>>>Playing the Spoiler (continues)

Be aware of tigers as you head east through the undergrowth. It is about 500
meters to the waypoint and it is easier to just go cross country.

Scout the riverside facility from the heights to the west, which is on the
opposite side of the river. Note the positioning of as many of the nine pirates
as possible. The alarm box is on the west side of the central structure and is
your first objective. The overlook is at the extreme range of the M-700 sniper
rifle so don’t stir up the locals by firing on them. Move back to the north,
going off the heights to give the place a wide berth. Cross the river and get to
the slightly elevated overlook on the north side.

Your mission is now to remain undetected until you can disable the alarm and get
inside the arsenal to destroy the ammo stores by activating an explosive device.

The milling sentry defending the perimeter on the north side can spot you and
the guy sitting near the gate is in the way and both are easy sniper kills. Take
them out. Carefully monitor anyone moving in the compound, enter the facility
and use the crates and the pile of lumber as cover to advance into the bushes
near the alarm box. Watch the high side for the occasional rover but they
usually aren’t a problem. Disable the alarm and make a silent kill on the pirate
sitting beyond the alarm box. The door to the arsenal is on the left near where
your latest victim was sitting.

Get inside and help yourself to everything. The reaction of the remaining
pirates is determined by whether or not you were seen entering the arsenal.
Interact with the dynamite and, regardless of your efforts, this is somehow
noted and the pirates will scramble. It has a 15 second fuse. Get out and sprint
for the river. Take out the sentry on the dock if necessary and then dive into
the river and swim across to put distance between yourself and the exploding
arsenal and its defenders.

The explosion destroys Vaas’ supplies but the mission isn’t completed until you
escape the area. Clearing out the facility is an option but it has numerous loot
chests if you do. This facility isn’t an outpost so be prepared for additional
pirates entering it if you choose to kill the defenders and loot the place.

A new recipe, “Deadly Hunter,” is unlocked.

<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
Chapter 8: Prison Break-In <CH008>
<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>

The information from the “Medusa” indicates that you may find some of your party
at Sunset or Pirate’s Cove. Place yourself close to the mission’s site by fast
travelling 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.

The land route to Sunset or Pirates Cove is a perilous one, even without pirate
control. Predatory leopards and the occasional komodo dragon overrun the region
and needlessly battling them will not only drain resources but can potentially
subvert the element of surprise. There is a hang glider behind the house near
the gazebo that will get you down the peninsula without pain. Take to the air.

The spunky Daisy will call, saying the Doctor has relocated her to a cave
because pirates frequent the doctors abode looking for product. She has found
something there and needs you to come check it out when you can. Land the glider
near the radio tower on the south end of the peninsula, not near the waypoint.
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 tower below. He has control of
an alarm box.

Kill the lookout with a silent weapon and move down and disable the alarm. The
prison area to the east is heavily defended. Another lookout occupies the
watchtower tower west of your position.

Move west onto the grassy knoll overlooking his guard tower to get in closer.
Kill him with a silent weapon and then use your camera to mark the location of
as many hostiles as possible. There are about ten. An “Enhanced Perception”
syringe can help locate anyone behind cover, but don’t expend all your “crimson”
leafs doing so. A syringe or two of “Enhanced Perception” can come in handy in
the near future when low light conditions exist.

The pirate with the “yellow tag” will have the key; and, if you have remained
undetected, he will be on the northwest side of the facility under a crude red
awning. Kill him first with a silent headshot, and then begin dropping pirates,
staying crouched in the grass on the knoll to mask your position. Move down when
the area is secured or to mop-up. Find the needed key from the “yellow tag.” It
will be the waypoint until you acquire it. Loot the large area. It has a lot of
crates and bodies to loot.

Move toward the cave entry where several pirates lurk and need killing. An
“Enhanced Perception” syringe can be quite useful as you continue deeper into
the gloomy grotto. After yelling out to Liza that you’re coming, you’ll
encounter several pirates beyond the stairwell, further alerting the hostiles
ahead. After putting them down, two more will arrive late from farther back in
the cave. Don’t get caught looting bodies when they do. There is considerable
loot in these grottos.

Watch for a lone pirate in the alcove on your right as you continue. Pass
through the door and grab the Relic (Spider 22 at 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 get
the hide.

<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
Chapter 9: Island Port Hotel <CH009>
<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>

Continue into the well-lit passage and you’ll be knocked unconscious and will
awaken trussed up as is Liza. Vass is venting about the tatau, his sister and
his life in general-and he has poured gas into 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 and you
tumble down into the blazing clutter below.

You must now get to Liza, going back through the burning wreckage and do it
before the three minute timer expires. The time is sufficient but not generous.
If you have the fixings to craft a “Fireproof” syringe or two, there is no
better time in the entire game to do so and then employ them in the blaze ahead.

The timer starts as you start up the stairwells. Ahead a sprinkler valve will
douse the flames. Let the flames subside before carefully moving on. The walkway
is narrow. Shoot the next valve that doesn’t actuate on its own. Let the flames
subside and go through the door on the right. Go up the ladder and across the
wooden ramps. Bash the door open. 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 another “Fireproof” syringe if you have one and shoot the valve to quell the
flames. Go through the door on the right and scoot along the narrow ledge.
Continue ahead through the opening and cross the narrow beam and go up the vine
which has a smallish poke point. Continue through the burning corridors to 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. She 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.

You will switch to the front passenger seat and must use a .45 pistol to take
out the pirates ahead. The red barrel can be useful as the run gets underway.
Several more pirates will intervene as you race down the road. 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 remain underwater much longer.

<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
Chapter 10: Keeping Busy <CH010>
<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>

You find yourself back at the Doctor’s place. Enter the house and use the vendor
to sell your extras and to replace the .45 with one of your weapons. You must
now take Liza to reunite with Daisy who is hiding in the cave beneath the
doctor’s place. The path is on the ledge just below the gazebo. Enter and Daisy
and Liza are reunited. Daisy has found an old ship and believes they can use it
to escape the island but the head for the motor is missing.

Swim toward the waypoint and when you come up against the rocks, dive and swim
ahead. The missing part is on the bottom of the flooded grotto and it is lighted
by an underwater light. Return to Daisy, who has a bit more spunk than Liza, and
install the part during a cutscene. The engine starts and before departing 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.

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Relic at map coordinates X: 318.4 Y: 750.4 (Spider 1) Go into the cavern below
Dr. Earnhardt’s place and you’ll find a couple of short vine climbs and then a
long one if you move along the right rock face. Move along the precarious rock
ledges, jump the gap when required and take the vine down. Listen and watch for
a bear. Continue deeper into the cave and you’ll find some loot chests and the
Relic in the back area at approximately X: 318.4 Y: 750.3. This Relic won’t show
on your map. (No. 16)
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
Chapter 11: Meet Citra <CH011
                Cliffside Overlook Outpost/Radio Tower/Supply Drop
                     Path of the Hunter (6) (Bow hunt for a rare Blood Komodo)
<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>

Dennis calls after you leave the girls. If you’re serious about continuing the
battle, he says that Citra can impart the power and 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.

The mission will take you farther than you have been to the east and there is an
Outpost called Cliffside Overlook and a radio tower to the north of the Temple.
The fastest route is via the Amanaki Outpost. It’s a long way on foot so grab a
vehicle and drive south until you’re west of the Cliffside Overlook Outpost. If
you have followed this document much of the roadway going south is in Rakyat
hands.

<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
Cliffside Overlook Outpost (X: 539.9 Y: 682.7) <COO>
     Path of the Hunter (6) ($225) (Rare Blood Komodo Dragon)
<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>

Stop on the roadway west of the Cliffside Overlook Outpost before passing into
the undetailed sector. The pirates still control the area to the west. Walk west
through the undergrowth on the mountainside, keeping to the north of the
outpost. Don’t go along the exposed beach. The terrain also makes getting up the
steep slope difficult, so stay on the slope. Watch for bears as you travel.

You’ll find yourself north of a metal fence enclosing the outpost. There is a
bear in a cage just inside. You will hear it and you can see it from the hole in
the fence. Tag whomever you can through that hole without being detected and
then shoot the cage with a silenced weapon. Let the bear rampage and take your
shots from cover, concentrating on remaining undetected so no alarm will be
sounded. Move inside the fence and disable the alarm and mop-up any survivors.
Be sure to get that bearskin when you loot the place.

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 rare Blood Komodo
Dragon carcass.
                             <<<<<<>>>>>>

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Collectibles near Cliffside Overlook Outpost:

Relic at map coordinates: X: 506.7 Y: 672.1 (Boar 4) There is a temple ruin 350
meters southwest of Cliffside Overlook, whose entry is blocked by vines. This
Relic is most easily approached from the south. Blast the vines obstructing the
entrance of the ruin. It sits on a stone just inside. (No. 33)

Relic at map coordinates X: 523.4 Y: 676.1 (Heron 4) Less than 200 meters
southwest of Cliffside Overlook and just north of Calvary Point there is a
Relic. Watch for bears in this region. A path will get you to a steep cliff
where the wooden walkway has fractured. This is on the northeast side of the
steep-sided crag. You can struggle up the cliff and it is a struggle to get to
the Relic sitting on a shrine. (No. 34)

Relic at map coordinates X: 552.2 Y: 688.9 (Boar 6) About 150 meters northeast
of Cliffside Overlook there is a Relic. If you start your search for it from
Cliffside Overlook you’ll have to get down off the cliffs. It is sitting in a
shack alongside the road just south of the inlet of the bay. (No. 35)
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
>>>>>>06: Path of the Hunter
          Mission:  Chapter 11: Bow hunt for a Blood Komodo Dragon.
          Bounty:   $225 and the Blood Komodo hide needed to craft the “Extended
                    Grenade Pouch.”

The hunt will commence at the waypoint to the northwest. There is a shack where
you’ll find a bow and arrows on the edge of the designated area. The Blood
Komodo will be in the designated area and a pair of regular komodo dragons will
be there as well. Get on the rocky outcrop, tag and then snipe the regular
komodo dragons-save your arrows but be sure to kill the regular ones that aren’t
that much different than the target. The area is large and the komodo may wander
out of range of your rocky outcrop. There are numerous “amber” leaves available
in this area. Stalk it and use an “Animal Repellent” syringe to get in close for
the kill. It will lunge at you but move away without attacking. Skin the dragon
to complete the mission.
                                <<<<<<>>>>>>

>>>>>>Cliffside Overlook Radio Tower: (X: 557.2 Y: 666) <RT05>

The Cliffside Overlook Radio Tower is about 140 meters southeast of the outpost.
There may still be pirates in the area so take the dirt path to the tower and be
aware of possible enemy activity. This is also dingo territory and you require
eight hides for crafting.

Use the stairwell, the rope climb and then the ladder to reach a platform. You
must then go around the walkway and jump from the contorted grating to another
platform above. A stairwell will get you to another rope climb. A pair of
ladders will get you to the top. 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)

Get the supplies to destination before the 1:20 timer runs out. The torturous
downslope course has a few obstacles and some off-roading through some temple
ruins. It ends on the beach and is easy money. There are likely pirates along
the way since this run borders on enemy territory.
                              <<<<<<>>>>>>

Make your way toward the Temple ruins. The entry is marked by torches and lies
in a valley. Dennis meets you there. You are to be presented to Citra. Follow
Dennis. Citra and her minions are a suspicious bunch. She lets you know you are
an outsider and views you as weak and unworthy of the Rakyat’s help. 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 a man in
white whom you can’t catch, as trees pop up around you. 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 pillar falls on you. You awake to another Dennis
tatau. You must now get to a shantytown called Bsd Town to the northeast to find
the ceremonial dagger for Citra-the dagger you saw in your dreams.

Numerous “Skills” will unlock after exiting the Temple. “Advanced Conditioning”
giving an extra heath bar is among them.

<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
Chapter 12: Bad Side of Town <CH012>
                Hubris Farm Outpost
                     Wanted Dead (9)
                     A Connection to the Past
                Hubert Shore Outpost/Radio Tower/Supply Drop
                     Path of the Hunter (7) (Bow hunt for four leopards in sub-
                                             menu)
                     Once More With Dignity
                The Neck’s Diner Outpost/Radio Tower/Supply Drop
                     Wanted Dead (10)
                Kell’s Boat Repairs Outpost
                     Path of the Hunter (8) (Bow hunt for rare Maneater shark)
                Nat’s Repairs Outpost/Radio Tower/Supply Drop
                     Wanted Dead (11)
                     Dog Soldier
                Tequila Sunrise Outpost
                     Wanted Dead (12)
                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 to make your way there.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
Hubris Farm Outpost (X: 593 Y: 648.9) <HFO>
     Wanted Dead (9) ($250)
     A Connection to the Past ($500) (Optional Mission)
<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>

Before going to Badtown, start north on foot to liberate the outpost at Hubris
Farm. As you proceed, cut northeast around the large mountain and bear eastward
around and over the steep mountain west of the outpost. This is very tough
terrain and both dingos and the occasional pirate patrol will be present. Make
your way atop the peak north of the post. There is a Japanese World War Two
aircraft atop the mountain and you’ll find a Relic near it.

You will have to make your way down the steep mountain on the switchback paths
to get on the north side of the outpost. Tag the two Snipers and anyone else you
can see. The advantage you have is that the Snipers are normally looking the
other way. When they aren’t looking, sneak down and get near the structures.

Don’t rile up the pirates by killing anyone unless a curious one ventures behind
the structures. If you’re careful and you monitor the movements of any nearby
defenders you can sneak between the shacks, kill the west Sniper with a silent
weapon and disable the alarm on the north side of the compound. There are some
bushes that you can use to get close to the alarm box. Once the alarm is
disabled, move back through the bushes and take out the other Sniper and then
clear out the rest.

The surrounding cliffs on one side, the open terrain on the other and the
predators can make for a protracted battle if an alarm is sounded and persists.

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 at map coordinates X: 561.4 Y: 625.8 (Spider 7) There is an old temple
ruin about 400 meters southwest of Hubris Farm and just east of Citra’s Temple.
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. (No. 37)

Letter of the Lost no. 6: X: 600.7 Y: 620.8 (Mogi’s Second) Approximately 300
meters south of Hubris Farms there is an old bunker on the beachfront. Inside is
a dead soldier with the letter.

Relic at map coordinates X: 570.7 Y: 649.4 (Spider 26) About 200 meters west of
Hubris Farm there are two Relics. One can be found inside an 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. (No. 38)

Relic at map coordinates X: 572.2 Y: 650.9 (Shark 26) This Relic is in that same
ruin as no. 37, but you must swim underwater to get it from a submerged pedestal
in a side passage. (No. 39)

Relic at map coordinates X: 581.2 Y: 667.3 (Boar 7) 220 meters north of Hubris
Farms there is a Relic sitting atop the mountain near a crashed Zero. (No. 40)

Relic at map coordinates X: 607.4 Y: 676.2 (Heron 26) This Relic is only 300
meters northeast of Hubris Farms but the steep switchback paths behind the
outpost will take you on a roundabout path but will go right to the entrance of
a cave at map coordinates X: 605.3 Y: 673.4. The Relic is on an altar. (No. 41)
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

>>>>>>A Connection to the Past <OP04>

The mission is east of the Hubris Farm Outpost. Simham wants to restore the
ruined temples but 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
and 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 Radio Tower: (X: 657.5 Y: 660.6) <RT06>

There is a radio tower north of the Hubert Shore Power Outpost. This is about
half a mile east of Hubris Farm. The way east has numerous packs of dingos and
both boar and the occasional bear roam the slopes. Drive about halfway there and
a long winding side road will take you to the tower. If this is still enemy
territory, watch for a two-man guard post just west of the tower.

Climb the stairwells and then the two ropes. Move around the catwalk and jump
the gap in the grating and then jump up onto the grating and climb the rope.
Walk the plank and continue around to the platform to a ladder which takes 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.

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Relic at map coordinates X: 648.8 Y: 661.6 (Spider 28) 220 meters north of
Hubert Shore Power and just west of the Radio Tower there is a little roadside
table. The Relic is on the ground behind it. If you haven’t claimed the Hubert
Shore Power Outpost there will be couple of pirates there or patrolling nearby
to deal with.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
                                  <<<<<<>>>>>

>>>>>>Hubert Shore Power Supply Drop ($250, 500XP)

The route is rather straightforward but there is no time for mistakes. You have
1:10. There may be pirates to deal with at the destination.
                                     <<<<<<>>>>>>

<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
Hubert Shore Power Outpost (X: 658.1 Y: 642.1) <HSPO>
     Path of the Hunter (7) (sub-menu)
     Once More With Dignity ($500) Optional Mission
<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>

If you do the “Supply Drop” you’ll find yourself southwest of the outpost at
Hubert Shore Power. Seven defenders, three Regulars and four Chargers, crowd the
small outpost. Two additional pirates will walk the road and frequently be
nearby as well. A chain link fence protects one side and the outpost’s compact
nature makes this tough to take without an alarm being sounded. You can scout
from an overlook to its northwest but sniping is poor from there-too many trees
and too far for effective sniping with the silenced M-700 sniper rifle. A
zipline can get you to the rooftop of the large structure, but, as often as not,
you are spotted before you can clear the compound and the alarm is sounded.

Rather than assaulting the compound directly, tag all seven defenders and begin
sniping from the perimeter. These pirates are very perception so remain
undetected by moving around the outskirts, keeping your distance and using the
bulk of the hills as cover. This may be complicated by the occasional vehicle
patrol and by a few boars and possibly a bear in the area.

Once the garrison is thinned out, a hard to spot caged leopard can be released.
You will likely only spot it near the large structure by using “Enhanced
Perception.” If the leopard doesn’t complete the chore, move in, disable the
alarm and hunt down the survivors to secure the outpost. If you aren’t patient,
this is the game’s toughest outpost to liberate without an alarm being sounded.

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. A side mission “Once More With
Dignity” is available to the east of the outpost.
                                 <<<<<<>>>>>>

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Collectibles near Hubert Shore Power Outpost:

Relic at map coordinates X: 644.6 Y: 649.1 (Shark 28) 150 meters northwest of
Hubert Shore Outpost there is a deep hole near the fallen pillar and 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.
(No. 50)

Letter of the Lost no. 9: Coordinates X: 629.5 Y: 645.6 (Mogi’s fourth)
Approximately 290 meters west of Hubert Shore Outpost there is a well hidden
Japanese position on the side of the mountain. If you look over the crest you’ll
see a wooden structure. Drop down onto it to find the letter. It can also be
approached from the low area to the southeast where you can walk up the grassy
hillside to get to it.

Relic at map coordinates X: 648.8 Y: 661.6 (Spider 28) 220 meters north of
Hubert Shore Power and west of the radio tower there is a little roadside table.
The Relic is on the ground behind it. If you haven’t claimed the Hubert Shore
Power Outpost there will be couple of pirates there. (No. 51)

Relic at map coordinates X: 665.2 Y: 672.4 (Boar 28) 310 meters northeast of
Hubert Shore Power there is a Relic. It isn’t atop the mountain. You’ll have to
find a cave entry at coordinates X: 666.7 Y: 670.4 at a lower elevation. It is
nestled inside the ruins inside. (No. 52)

Relic at map coordinates X: 646.2 Y: 683.8 (Heron 6) Approximately 430 meters
northwest of Hubert Shore Power Outpost or 280 meters southwest of Cradle Gas
Outpost on the top of a mountain there is a Relic in a shrine. The steep terrain
of the mountain will make you travel many times the distance to get to it-the
terrain is torturous. Watch for leopards in these highlands. A vine climb can
get you onto the crag where it sits but you can also scramble up the rocks
instead. (No. 53)

Relic at map coordinates X: 626.1 Y: 658.2 (Heron 7) 350 meters west of Hubert
Shore Outpost there is a Relic on the hillside. This is the site of a crashed
World War Two Zero. (No. 54)
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

>>>>>>Once More With Dignity: $500 <OP05>

You can drive about halfway to the mission’s site, but it is then easier to cut
cross country to get to Alfie’s place. Watch for bears in the area. You will
find a man there with a bad memory and 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; so pick them and take them in to him. You now need three
Heliconia plants. They are located just up the hill in the designated area.
Return them to Alfie. You now need three Screw Pine and they are located in a
gully just north of the shack. Be prepared to deal with a bear that is grazing
there. Return to Alfie to collect the $500 reward and the “Nature Boy” recipe.
                                   <<<<<<>>>>>>

<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
The Neck’s Diner Outpost (X: 691.8 Y: 604.4) <TNDO>
     Wanted Dead: (10) ($325)
<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>

The Neck’s Diner is southeast of Hubert Shore Power; and, if you did the
optional mission, Alfie’s place is just north of The Neck’s Diner. Scout the
outpost from the perimeter, and then start sniping from the south side away from
the vehicle patrols on the roadway.

The garrison of seven includes two Heavy Gunners, making taking this outpost a
tough chore without raising an alarm. Both alarm boxes are inside the place
making access difficult until you have thinned out the enemy forces. Strive to
remain undetected as you pick off a few pirates. Be aware that the vehicle
patrol passes through the facility and will stop to investigate a skirmish even
if an alarm isn’t given. Watch for a bear as well. It may aid your cause or have
you for lunch instead-this is a wild card.

Circle to the south, jump the fence and use the ladder to get onto the metal
roof of the garage. Continue silently sniping the remaining Regulars,
maneuvering to remain out of their sightline by peeking over the crest of the
roof to snipe. Once only the two Heavies remain, disable the alarm and use
explosives or massed gunfire to put them down. As usual the Rakyat arrive after
the battle.

Raid the 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 Radio Tower: (X: 653.4 Y: 596) <RT07>

Drive west out of the 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. Take the
stairwells to a rope climb. Continue up the stairwell and go across the platform
to another rope climb. Jump the gap to the grating with the dangling rope and go
around the walkway to the rope climb. Walk the narrow beams and jump onto the
grating, turn around and make a jumping grab on the next rope. Crouch and move
around the tower on the planking, jump up to the grating to get to another rope
climb. A ladder will now get you to the top where you can deactivate the
scrambler. More weapons are available free of charge and another “Supply Drop”
is offered.
                                  <<<<<<>>>>>>

>>>>>>The Neck’s Diner Outpost Supply Drop ($250, 500 XP)

You will be behind the wheel of a cargo truck. The road is good, the terrain
gentle, the 1:20 timer ample and the reward good-easy money. This the game’s
easiest supply Drop quest.
                                  <<<<<<>>>>>>

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Collectibles near The Neck’s Diner:

Letter of the Lost no. 7: Coordinates X: 703.1 Y: 575.3 (Tadao’s Second Letter)
About 300 meters south of The Neck’s Diner near the roadway along the eastern
shore there is an old World War Two bunker where you’ll find the letter on a
soldier’s remains.

Letter of the Lost no. 8: Coordinates X: 632.5 Y: 601.4 (Tadao’s First) 600
meters west of the Neck’s Diner you’ll find a bunker near the shoreline. The
letter is on the dead soldier.

Relic at map coordinates X: 682.2 Y: 595.7 (Shark 10) 130 meters southwest of
The Neck’s Diner there is a Relic that you must access via a dark underwater
cave near the river at X: 679.8 Y: 597.7. You will likely need a “Deep Dive” or
two to get the Relic and get back out. Once you locate the Relic in the dark
cave you can always fast travel out. (No. 43)

Letter of the Lost no. 8: Coordinates X: 632.5 Y: 601.4 (Tadao’s First) 600
meters west of the Neck’s Diner you’ll find a bunker near the shoreline. The
letter is on the dead soldier.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
Kell’s Boat Repairs Outpost (X: 729.8 Y: 637.7) <KBRO>
     Path of the Hunter (8) (Bow hunt for a Rare Maneater shark)
<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>

Kell’s Boat Repairs Outpost is to the northeast. If you did the “Supply Drop” it
is to the north, if not fast travel to The Neck’s Diner to put yourself closer.
Drive to the edge of Rakyat territory and hoof it from there.

Scout the facility from the sparse cover on the hillside to the northwest.
Pirate patrol vehicles will be passing behind you here so watch for them when
you are near the roadway. There are seven defenders, including a Sniper with an
RPG on the roof of the safe house. Silently eliminate the Charger near the alarm
box on the north side of the safe house, which is fairly near the fence. Move in
and disable it. If seen get back outside the fence and take out the Sniper with
the RPG. Begin eliminating the pirates. You can even release the two feral dogs
to aid your cause.

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.
                                 <<<<<<>>>>>>

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
>>>>>>08: Mission:  Bow hunt for a 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 and arrows.
Locate 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 kill them all with
the bow. Once the sharks are tagged, take the boat and pilot it near the
circling sharks and start killing them. 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.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Collectibles near Kell’s Boat Repairs Outpost:

Relic at map coordinates X: 745 Y: 615.2 (Heron 24) Approximately 270 meters
southeast of the Kell’s Boat Repairs there is a small islet off the southeastern
peninsula. There is usually a watercraft of some kind sitting on the shore east
of the islet. Pilot it there and moor it on the southwest side where you can
struggle up the cliffs to the south of the Relic that sits in a shrine. (No. 55)

Relic at map coordinates X: 772.9 Y: 622.3 (Boar 20) At the end of the peninsula
about 460 meters east of Kell’s Boat Repairs or 475 meters south of Nat’s
Repairs there is an old temple ruin. Blast the stone doorway open and you’ll
find the Relic inside. (No. 56)

Relic at map coordinates X: 741.7 Y: 638.9 (Shark 12) About 125 meters east of
Kell’s Boat Repairs there is a Relic in an old submerged temple ruin in the bay.
A “Deep Dive” Syringe or two is essential to get this item. You can actually
stand on the top of the ruin which extends to the surface. You’ll have to swim
into the ruins to locate it and it will be in the upper part of the ruins.
Numerous loot chests can be found there. (No. 57)

Relic at map coordinates X: 704.2 Y: 643.7 (Boar 9) Approximately 260 meters
east of Kell’s Boat Repairs there is a Relic. It isn’t on top of the ridge; it
is underneath and the steep terrain is nearly impassable in this area. The old
temple ruin entry is on a gully south of it at coordinates X: 705.6 Y: 636.8.
Use an explosive to blast open the stone doorway. Make your way into the
extensive ruin where you’ll find the Relic on a stone pedestal. You’ll have to
jump onto it. (No. 58)

Letter of the Lost no. 10: Coordinates X: 777.8 Y: 618.8 (Hayato’s Second) If
you drive to the far end of the peninsula approximately 465 meters south of
Nat’s Repairs you will find some old World War Two bayside bunkers. There is a
Letter of the Lost in a bunker on a soldier’s corpse.

Relic at map coordinates X: 754.7 Y: 654.6 (Shark 22) About 300 meters northeast
of Kell’s Boat Repairs there is a Relic on the bottom of the bay. You must use a
“Deep Dive” syringe in order to collect it and get back to the surface. Having a
boat waiting above will likely keep you from being eaten by a shark. (No. 59)
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
Nat’s Repairs Outpost (X: 807.3 Y: 654.3) <NRO>
     Wanted Dead (11) ($300)
     Dog Soldier ($500) Optional Mission
<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>

Nat’s Repairs Outpost lies about half a mile to the east of Kell’s Boat Repairs
Outpost. You can also see another radio tower on the heights in the distance.
When you get half way there Rakyat control will end and pirate patrols will
travel the roads. If you are on foot, watch for bears along this stretch of
road.

Scout the outpost from the hill to the west. There are three snipers, two
Regulars and one Charger as well as a caged bear. Tag everyone and release the
bear. While the bear rampages doing most of the work, snipe from the hill and
remember to put down the bear if it’s still active.

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 at map coordinates X: 813.9 Y: 676.5 (Heron 11) Approximately 225 meters
north of Nat’s Repairs there is a small rocky peninsula extending into the bay.
The sheer cliffs can be negotiated on the west side where a green cleft can be
found. The Relic sits in a shrine. (No. 60)

Relic at map coordinates X: 772.3 Y: 695.6 (Boar 26) 550 meters northwest of
Nat’s Repairs there is a Relic in a shack not far from the roadway. If it
weren’t for the chanting and the symbol you wouldn’t know it was there in the
dimly lit shack. (No. 61)
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

>>>>>>Dog Soldier <OP06>

Talk with Mattie inside the shack. His dog is now the alpha of a feral pack and
they are all rabid. He wants you to put her down. The waypoint is general and
the pack is large. Stay back and snipe them as they forage near the seashore. It
always seems to be the last dog that is the alpha. Return to Mattie for the $500
bounty.
<<<<<<>>>>>>

>>>>>>Nat’s Repairs Radio Tower: (X: 771.2 Y: 680.8) <RT08>

The tower is located about 450 meters northwest of Nat’s Repairs, much less if
you did the optional mission, “Dog Soldiers.”

Take the stairwell to a rope climb and then another rope climb. Walk the planks
to a stairwell and go up the ladder. Climb the two ropes. Move around the
structure on the walkway to the planks to find another rope climb getting you to
a ladder. Activation will make additional weapons available free and activates
another “Supply Drop.”
<<<<<<>>>>>>

>>>>>>Nat’s Repairs Radio Tower Supply Drop ($300, 750 XP)

Board the ATV and be prepared for some cross country action. You go down the
mountain, along the road, onto the beach, cross country again and finally along
the shoreline. The 1:30 timer gives you ample time if don’t turn over.
                                  <<<<<<>>>>>>

<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
Tequila Sunrise Outpost <TSO>
     Wanted Dead (12) ($275)
<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>

The outpost is east of Badtown. If you made a successful “Supply Drop,” just use
the ATV to tool along the beach, but be forewarned that a well-defended shore
side village will be an obstacle when numerous small boulders make driving the
shoreline nearly impossible. You can wipe out the numerous defenders or stay
near the cliff to bypass it by sneaking past the wandering defenders. Beyond are
fields of drugs-don’t linger there.

You’ll have to go up a long dirt road to get to the outpost and its five
defenders include a pair of Heavy Gunners. Scout the facility from the hillside.
Tigers will quite frequently attack and if one does use the distraction to snipe
but be forewarned that you are also on the menu as you hide on the outskirts.
Whether a tiger eats you are them, the best course of action is to quickly
disable the alarm box on the east side which is fairly easy to get to unnoticed.
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 at coordinates X: 748.5 Y: 713.8 (Spider 11) South of the Birdhouse Tower
and 550 meters west of Tequila Sunrise Outpost there is a temple ruin. This will
be just south of the Relic symbol below the rise. Inside is the Relic. (No. 62)

Letter of the Lost no. 11: Coordinates X: 799 Y: 749.8 (Shinji’s Letter) 160
meters north of Tequila Sunrise Outpost there is a bunker where you’ll find a
letter. It is in a bunker built into the sheer cliff north of the outpost. Go to
the Relic’s symbol and jump down to the rock ledge and take the crude wooden
walkway to get into the bunker where you’ll find the letter on the long deceased
soldier.

Another route to the letter 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: Coordinates X: 801 Y: 756.1 (Hyato’s First Letter) The
letter is about 225 meters north of Tequila Sunrise Outpost and seems to be
somewhere on the side of the mountain but it isn’t. You must get to ground level
to get to it. Near the shoreline, enter a cave at map coordinates X: 805.8 Y:
760.3. It will lead you deep into the mountain. A stream emerges out of the rock
and goes under a bridge. Walk in and then swim the 60 meters to a rock shelf
where you’ll find the letter on a corpse.

Relic at map coordinates X: 806.8 Y: 773.6 (Heron 9) 400 meters northeast of the
Tequila Sunrise Outpost there is an island just off the coast. The island’s
steep cliffs require you to get ashore on the northwest side. There is sometimes
a tiger hunting boars on the islet so be prepared. The Relic is in a shrine atop
the islet. (No. 63)

Relic at map coordinates X: 786.7 Y: 755 (Heron 10) 240 meters northwest of
Tequila Sunrise Outpost near the tiger’s tail, as depicted on your map, there is
a Relic in a shrine atop a small knoll. (No. 64)
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
                               <<<<<<>>>>>>

>>>>>>Badtown Radio Tower: (X: 764.4 Y: 771.6) <RT09>

The Badtown Radio Tower is just north of town. Travel there and watch for tigers
in the vicinity. Use the dangling rope to gain the lower platform and move
across the planks to the stairwells. Use the warped gratings to get to a rope
climb. Move around the structure on the planks to another rope climb. Take the
ladder to another 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 Radio Tower Supply Drop ($250, 500 XP)

Take the Zipline to the mission site where a jeep is waiting. You will have to
drive down the mountain dodging trees. Don’t get hung up because you can book it
when you hit the road but the timer isn’t generous.
                                  <<<<<<>>>>>>

>>>>>>Bad Side of Town: (Starts)

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. 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 not happen.
                                <<<<<<>>>>>>

<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
Chapter 13: Kick in the Hornet’s Nest <CH013>
                Cargo Dump ($500) (Optional Mission)
<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>

Enter the shack after the man in white does and he will have you at a
disadvantage. He claims to have the place wired with explosives and he wants to
know who you are. Jason Brody is the right answer. He has been collecting
information on the whereabouts of Keith and Oliver. He also wants a favor. A
corner door opens. Go down to the cellar to get face-to-face with agent Willis
Hunley.

Willis wants you to wreak so much havoc on Hoyt’s local drug operation that it
will get him out of his stronghold on the South Island and to the North Island
where he will be more vulnerable. Take the flamethrower he offers. You are going
to set his drugs fields afire.

Dennis offers some information on Hoyt. He is even crazier than Vaas and you
need to avoid him. It’s a good distance to the waypoint so fast travel to the
Tequila Sunrise Outpost, if you have liberated it, and then proceed south. There
are gliders on the edge of the cliffs that will get you to the site. Try to land
northwest of the waypoint which appears after your talk with Dennis.

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Note: You’ll need to have a ranged weapon, preferably a silenced sniper rifle,
to stealthily pick off guards, dogs and to ignite flammable barrels. You’ll also
need a shotgun, SMG or assault rifle for closer quarter action. It need not be
silenced and of course the flamethrower you got from Willis. Having a full
supply of both grenades and Molotovs can also greatly aid your cause. A suit of
body armor is also prudent.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Note: The only glitches I found in the entire game can occur during this
mission. On occasion you simply can’t focus the sniper rifle. Whether this is a
glitch or is due to the influence of the enormous weed fields is the question.
However, this only happens about one in five times. More frequently a weed field
will have a stand that a ton of napalm won’t burn or a field is toast but the
game doesn’t register it as such. On the up side, a simple “checkpoint restart”
usually remedies the situation by advancing the game to the next task. Glitches
aside this mission is one of the highlights in a truly extraordinary game.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

Move toward the waypoint. Climb onto the ridge on the west side of the drug
fields. Tag the two pirates below. The place is also patrolled by guard dogs but
you’ll likely only spot one. You can either snipe the tow hapless pirates from
the western heights overlooking the fields or sneak in and pop them with gunfire
or a burst from the flamethrower.

Start burning the weed with the flamethrower. Either shoot the scattered barrels
to supplement the blaze or stay away as the flame sweeps over them and they
explode. With the weed ablaze, restock your fuel at the little shack on the
northwest end of the fields.

Move onto the ridge to the east of the blazing fields and crouch in the grass to
snipe the scattered barrels to set the fields afire. You can also toss Molotovs
into the nearest field. These fields will be much more vigorously defended. Stay
atop the ridge to address the incoming pirates and when the opposition wanes
move down to torch wherever necessary.

There are shacks scattered throughout the area containing supplies including a
large ammo cache in one of the large shacks. Pirates will continue to filter
into the fray so be prepared. When five of the fields are destroyed, the task
will be to get to the village and destroy the boat before it escapes.

There is no time consideration at this point so be sure to clear any lingering
hostiles from the fields before advancing. With your “six” secured, start east
toward the village. Expect stiff resistance. There are about ten defenders in
the village and one will be manning a turret weapon near the dock on the far
side. Save a couple of grenades for a Heavy Gunner that will appear later but
don’t hesitate to use grenades, Molotovs and the flamethrower to flush the
pirates from the buildings. There is no time constraint until the boat departs,
and it won’t do so until you reach the dock. Take your time to secure the
village before advancing too far.

A Charger and a Heavy Gunner will emerge from the end of the dock as you
approach it. Once active the Heavy Gunner will keep advancing. Take him out. You
must now prevent the boat from escaping or this part of the mission will fail. A
Charger will defend the end of the dock where an RPG-7 is setting on a crate.
Kill him and use the RPG to destroy the ship, completing the mission. You can
also use a grenade or a grenade launcher to destroy the boat.

Take the time to replenish your stores by looting bodies and other lootable
items in and around the shacks. There are a lot of goodies in the place.

                                    <<<<<<>>>>>>

>>>>>>Cargo Dump <OP07>

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 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, after which 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 its 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.
<<<<<<>>>>>>

<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
Chapter 14: A Man Called Hoyt <CH014>
                Camp Murder Outpost
                     Path of the Hunter (9) (Rare One Horn Buffalo)
                     Faces of Death
<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>

Willis directs you to return to Badtown. Fast travel to Badtown and go see
Willis in the shack-it’s at the waypoint. It seems that Hoyt, Vaas’ boss, is
worried about Jason and is disappointed with Vaas’ inability to get him. Hoyt
has business at Beras Town and that seems like the best place to confront him.

<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
Camp Murder Outpost <CMO>
     Path of the Hunter (9) (Shotgun hunt for rare One Horn Buffalo)
     Faces of Death (Optional mission near Badtown is activated)
<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>

The rice fields where Hoyt is going is to the northwest and the Camp Murder
Outpost is on the way so make it your waypoint. Recon the outpost and move to
the heights to the east. The compound has five Chargers and a Sniper. When he is
out of sight of the others, take out the roving RPG Sniper and then slip down to
do Takedowns to prevent a general alarm. The alarm boxes aren’t easy to get to
unless you can thin the pirate’s ranks. Things can get really hot with these
pyros if things get noisy.

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 if
you can kill a One Horned Buffalo with a shotgun. The optional mission, “Faces
of Death” is activated.

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
>>>>>>09: Path of the Hunter
          Mission:  Shotgun hunt for a One Horn buffalo.
          Bounty:   $200 and a rare One Horn Buffalo hide needed for the
                    Crafting the “Extended Wallet” allowing you to carry
                    up to $10,000.

The starting point is southwest of Camp Murder. Take a vehicle and drive to the
starting point where you will find a shotgun and shells. One Horn will be one of
a small herd of buffalo foraging in the large designated area. It isn’t
necessary to kill any but him but these animals can be aggressive. You can snipe
the two-horned buffalo to help clear the field. Use the One Horn’s hide to craft
an “Extended Wallet” allowing you to tote 10,000.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Collectibles near Camp Murder:

Relic at map coordinates X: 736.2 Y: 771.9 (Boar 11) 115 meters southwest of
Camp Murder there is a ruin with a stone gateway in the ground. Watch for a
dingo pack as you use an explosive to blast it open. It is on a stone pedestal
within. (No. 65)

Relic at map coordinates X: 773.1 Y: 786.5 (Boar 30) 280 meters northeast of
Camp Murder there is a Relic sitting in a shack. This is near a Racing
Challenge. This area has packs of dingos and the occasional tiger to watch out
for. (No. 66)

Relic at map coordinates X: 787.9 Y: 775.8 (Shark 30) This is 420 meters east of
Camp Murder near the beach. You’ll need to get down to the beach and swim under
the waterfall. The Relic is in the back of the grotto on a rock shelf. (No. 67)

Relic at map coordinates X: 721.5 Y: 750.2 (Shark 11) 375 meters southwest of
Camp Murder there is a metal grating over a subterranean ruin. A bit northwest
of the ruin 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. There are plenty of “blue” leafs along the way to fashion a “Deep
Dive” or two. Watch for a snake as you exit the water. (No. 68)

Relic at map coordinates X: 766.4 Y: 810.4 (Spider 10) 385 meters northeast of
Camp Murder there is a Relic near the beach. You can see the Relic through the
grating but you can’t get it. You also can’t destroy the bars. Move around the
cliff to the west where you’ll find an old mine entry at approximately X: 761.5
Y: 813. Go in and you will have to do a vine climb and then continue on to the
Relic. (No. 69)
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

>>>>>>Faces of Death ($500) <OP08>

This waypoint is far to the east so 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 see that they can be killed.

There are three waypoints. Start for the west one. A lone pirate lies dead
against a large boulder. Take the picture. You’ll find several pirates on the
knoll where the required corpse is also on the knoll-any fresh victims don’t
count. The third corpse is usually attending by a tiger. Kill it or scare it
off, take the picture and return to Badtown.

Return to the requester. This guy is weird but he pays $500 for the simple task.
                                   <<<<<<>>>>>>

A Man Called Hoyt: (Continued)

If you start from Camp Murder and drive or sprint toward the waypoint on the
road you’ll come to a shack with a zipline. This will be on the edge of the
designated area as depicted on your map at approximately X: 726.7 Y: 796.6. Take
it down to the shack below to witness a cutscene. The locals have a manifest
that may have information on Oliver’s whereabouts.

Hoyt and his crew have taken three prisoners and he makes them run across a
minefield. Two are killed by exploding mines but one makes it to a shack. You
need to get to him because he can access the manifest you’re after.

After Hoyt departs in a chopper-too bad you’re not allowed to just snipe him-
leaving a pair of pirates behind, make your way down from the shack and kill
them as they shoot across the minefield at the survivor. Do a “Chained Takedown”
on them since they are concentrating on the escapee or just gun them down.

You must now carefully move across the minefield to avoid the mines. You can
even shoot them. Mines in the grassy area are hard to spot, so tread carefully.
You’ll find Rongo, the escapee, huddling there. He says you need to get him to a
shack in the heavily defended area ahead to get to the stolen manifest.

During this task you must keep him alive as he leads you to the shack. It is
easy to be killed by the hard to see mines so stay behind him as the first wave
of pirates challenge. Rongo also has a gun and will aid the cause but keep an
eye on his health bar.

Continue into the village, killing as you go and when you mount the hill a new
surge of pirates will have to be dealt with before he leads you into the shack.
While he looks for the manifest you must hold off a horde of over a dozen
hostiles that will filter into the battle.

There are two entryways into the shack and you must be aware of both. If you
have the time, mine both entries and then defend against all comers, addressing
them through the open front of the shack or the doorways if they get that far.
There are numerous flammable barrels in the area so hit them when pirates are
near them and use grenades to start fires and create mayhem. 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 the
battle.
<<<<<<>>>>>>

<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
Chapter 15: Saving Oliver <CH015>
                AM 12 Outpost
                     Wanted Dead (13)
                     Path of the Hunter (10) Sniper rifle hunt for a Yellow
                                              Neck Cassowary)
                     Path of the Hunter (11)(RPG hunt for Rabid dogs) (sub-menu)
                Old Mines Outpost/Radio Tower/2 Supply Drops
                     Wanted Dead (14)
                     Pinned to Earth <OP09>
                Rust Yard Outpost/Radio Tower/Supply Drop
                     Path of the Hunter (12) (Sniper rifle hunt for a White
                                              Belly Tapir)
                     The Social Club <OP010)
<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>

The waypoint to meet Willis is far to the west and there are a couple of
outposts, AM 12 and the Old Mines as well as a radio tower in between. There is
no good way to get there from the mission site so fast travel to Camp Murder and
go west to locate the hang glider. With the AM 12 Outpost your waypoint glide
across the wide gorge.

<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
AM 12 Outpost (X: 688 Y: 786.5) <AM12O>
     Wanted Dead (13) ($300)
     Path of the Hunter (10) (Sniper rifle hunt for Yellow Neck
                              Cassowary)
     Path of the Hunter (11) (RPG hunt for rabid dogs) (sub-menu))
<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>

Only three pirates defend the outpost but a pack of six guard dogs and the
central location of the alarm box make infiltration of the facility difficult.
The entire area is also infested with komodo dragons, so be aware as you pick
off the defenders and dogs from the periphery. Try to stay atop a rock
outcropping to avoid the komodo dragons. If you can just stay undetected, no
alarm will sound and a komodo dragon will usually distract or kill some of them.

If you can thin the pirates there is a hole in the fence on the west side where
you can get to the alarm box. Before buying any ammo, reload all your weapons
and visit the large ammo cache in the camp. Loot the place and take the Memory
Card.

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 other “Path of the Hunter” pays $175 for eliminating the dogs at a
nearby kennel. They have contacted rabies and an RPG will be provoked to take
them out.
                              <<<<<<>>>>>>

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Collectibles near AM 12:

Relic at map coordinates X: 704.9 Y: 792 (Boar 8) 175 meters east of AM 12
Outpost there is a Relic. The large mountain east of the outpost will require
you to go around it counterclockwise to reach an old ruin on the east side built
right into the cliff near the Relic’s waypoint. Move into the large ruin and
blast the stone door open. Continue deeper into the labyrinth, climbing the vine
and jumping to a grab vine over a well. Continue up the stairs to the open air
and be prepared to deal with several komodo dragons-that was what all the
screaming was about earlier. Continue up the stairs to get the Relic from the
shrine. (No. 70)

Relic at map coordinates X: 702.5 Y: 809.9 (Heron 5) There is a small island 275
meters northeast of AM 12. If you just acquired Boar 8 you can take the glider
right to the islet. 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. (No. 71)

Letter of the Lost no. 13: Coordinates X: 682.2 Y: 811.2 (Mogi’s Third) 250
meters north of AM 12 there is a jutting point with a Letter of the Lost located
in a bunker at coordinates X: 683.4 Y: 812.5. It is on the corpse of the
Japanese soldier in the large bunker complex.

Relic at map coordinates X: 658.6 Y: 814.4 (Heron 27) There is a small steep-
sided islet north of AM 12 where you will find a Relic. Take a boat to the
northeast side of the islet, get out and climb the long vine to get atop the
islet. The Relic is on a shrine. (No. 72)

Relic at map coordinates X: 635.1 Y: 794.2 (Shark 8) There is a remote section
of beach on the north side of the island 530 meters west of AM 12. You’ll have
to dive and make a short swim into an underwater grotto to find the Relic. (No.
73)

Relic at map coordinates X: 669.1 Y: 759.9 (Shark 27) 325 meters southwest of AM
12 near the radio tower there is a Relic but you’ll have to go to the cove north
of it to find a cave. Swim into it and you’ll find the Relic on a ruin. (No. 74)
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
>>>>>>10: Path of the Hunter
          Mission:  Sniper rifle hunt for Yellow Neck Cassowary
          Bounty:   $225 and a Yellow Neck Cassowary hide for crafting of the
                    “Extended Fuel Sling.”

The hunt takes place just north of Camp Murder and you’ll have to make your way
down off the mountain to the site where a sniper rifle and ammo are provided.
You can use your own and, as always, the machete can be used as well. Start
locating the cassowary even before crossing the bridge, dropping any visible.
There will be about a half-dozen, so kill any you see. The Yellow Neck will show
as a waypoint when it falls.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

>>>>>>Old Mines Radio Tower: (X: 667.4 Y: 757.9) <RT10>

From AM 12 you’ll be going southwest through komodo dragon territory. There will
still be pirates in the area as well and you can either hoof it cross country
for the tower or do part of the trip by air; but it’s probably easier to just go
afoot keeping to the undergrowth as much as possible.

Set the Old Mines Radio Tower as your waypoint; and, if you opt for an air
route, pilot the glider on the heights northwest of the newly liberated outpost,
circling westward as far as you can go. Due to the wide turn required, you’ll
likely make it about half-way; but it will get you off the precipitous ridge and
to a lower elevation with less pain. Continue toward the tower on foot and
expect to encounter a pirate vehicle and perhaps foot patrols on the roadways.
Komodo dragons lurk in the undergrowth in this area as well.

Climb the stairwells to a rope climb. Take another stairwell to another rope
climb. Two more rope climbs get you to some plank walking and another rope climb
near the twisted gratings. A pair of ladders gets you to the top. Two new
weapons and two “Supply Drops” are activated in the area. Use the zipline on the
southeast side to get to one of the “Supply Drop” missions.
                                   <<<<<<>>>>>>

>>>>>>Old Mines Radio Tower Supply Drop ($225, 250 XP)

Raid the shack and go down the hill to the ATV. The 1:00 minute timer gives
sufficient time if you don’t miss a turn or two or overturn the vehicle. After
this run you will be far to the north of the tower.
                                    <<<<<<>>>>>>

>>>>>>Old Mines Radio Tower Supply Drop: ($225, 250 XP)

This requires a jump into a cenote and will be a boat delivery. There is a Relic
that can be seen on your map and it rests in a grotto above the water. You can
access it by a series of rope climbs and grabs and jumps. There are also a lot
of loot chests there along the way.

Get into the boat and pilot it out of the cave network. There are three ramps
that you must jump with speed and then a few sweeping turns to the finish. This
is fairly easy money.

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Relic at map coordinates X: 661.4 Y: 736 (Spider 27) There is a cenote that you
will visit for a Supply Drop. It has map coordinates of approximately X: 660 Y:
740. Dive in 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 and is easily found by doing one of the nearest
Radio Tower’s Supply Drops. (No. 76)
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
Old Mines Outpost: (X: 647.6 Y: 742.7) <OMO>
     Wanted Dead (14)
     Pinned to Earth (Optional Mission)
<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Note: As stated above, there is a cave accessible by the ramps where the second
“Supply Drop” mission was started. If you use the cave you can kill the guard
dog, release the leopard and easily disable the alarm box. You’ll have to snipe
the sniper in the lookout after the rest of the pirates are dead.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

Unless you used the old mine tunnels, approaching this outpost is a real
challenge. Foot and the occasional vehicle patrol, komodo dragons and dog packs
are common and the element of surprise can be blown before you even get close.

There is a Sniper in a perch near the entry and a garrison of pirates and a
leopard in a cage, but it’s not so easy to release it without being detected if
you come in by road. A guard dog also prowls and can easily detect your
presence.

Expect any alarm to bring in numerous reinforcements. If you get caught on the
roadway the reinforcements can make life very difficult.

When you take the Old Mines Outpost, be sure to skin the leopard as you loot the
premises. There is a Memory Card in the safe house.

You’ll find a “Wanted Dead” mission on the local bounty board. Pirates have
murdered a local 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.
                                   <<<<<<>>>>>>

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Relic at map coordinates X: 678.9 Y: 742.1 (Boar 27) About 320 meters east of
the Old Mines Outpost there is a Relic. There is an old mine tunnel just east of
it in the abandoned 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. (No. 75)
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

>>>>>>Pinned to Earth: <OP09>

The mission site is about 20 meters southwest of Camp Murder. Make your way to
the old shack at the waypoint. The woman there claims to have witnessed a plane
crash but nobody believes her. Accept her task to find the plane and save anyone
surviving. The objective marker will take you to a nearby glider.

The waypoint is on the beach below so circle around to land near the old plane
crash. Take a look at the crash site and a new waypoint appears. Talk to the
local who informs you that the crash happened ten years prior and that there is
no old woman in the village-a ghost?
                                   <<<<<<>>>>>>

<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
Rust Yard Outpost (X: 579.4 Y: 752) <RYO>
     Path of the Hunter (12) (Sniper rifle hunt for a White Belly Tapir)
     The Social Club
<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>

The terrain east of the Rust Yard Outpost is rough but passable on foot but
there is no easy way to get to the outpost. Trek west cross country from the Old
Mines Outpost or drive south out of the outpost and then turn back north.
Abandon the vehicle and go afoot before reaching the contested settlement of
Churchtown. There are plenty of predatory animals; and, if you stick to the
roadways, pirate patrols to contend with on the way.

Stay off the roads near the Rust Yard or there will be no surprise. Tag the five
hostiles and the pesky dog that will make getting to the alarm box on the safe
house nearly impossible without a distraction or purging of the defenders. Move
to the north side and start dropping pirates. Try to remain undetected as you
pick off outliers and change your position. A little patience will see a tiger
attack, causing a commotion and possibly clearing the post. Oftentimes the
pirates will move toward your position and if you flank them you can get to the
alarm box.

Use the safe house vendor if needed and 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
          Mission: Bow hunt for a rare White Belly Tapir
          Bounty:   $225 and the White Belly hide for crafting of the “Extended
                    Munitions Pouch” allowing you to carry six C4 charges and
                    Six mines.

The mission site is an island about 250 meters southwest of the Rust Yard. Swim
to the island and take the bow and arrows or better yet use your own. 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. Use a “Hunter’s Instinct” to counter
their skittishness-there are numerous “amber” leaves on the island for crafting.
Since they aren’t dangerous just tag them and kill until the waypoint says you
have the White Belly.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

>>>>>>Rust Yard Outpost Radio Tower: (X: 565.8 Y: 765.7) <RT11>

The Rust Yard Radio Tower is northwest of the outpost on the lower side of the
peak. It is accessed by a ramp from the rock face. Climb two ropes and walk the
planks to the stairwell. Take two sets of ropes that will get you to a ladder,
getting you to the top. Weapons will be offered free and a “Supply Drop”
activated.

>>>>>>Rust Yard Radio Tower Supply Drop ($225, 250 XP)

This time it is better to just descend the tower to get to the “Supply Drop”
buggy. This is a relatively easy run but the timer isn’t generous.
                                  <<<<<<>>>>>

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Collectibles near the Rust Yard Outpost:

Relic at map coordinates X: 523.5 Y: 730.6 (Spider 5) About 230 meters southeast
of the Amanaki Outpost there is a Relic but it isn’t on top of the crag where it
would appear to be-too easy. On the southeast side of the mountain slope at
coordinates X: 528 Y: 728 there is a cave entrance. Enter the passage and stay
near the left wall to find a vine grab that will get you onto a ledge where
you’ll find the Relic on a shrine. (No. 2)

Letter of the Lost no. 1: Coordinates X: 530.3 Y: 741.7 (Mogi’s First) 230
meters east of the Amanaki Outpost there is a Letter of the Lost in a hillside
grotto near a hidden gun emplacement. If you get directly above the Relic’s
symbol on the grassy hill and then drop onto the jutting rock ledge just below
and then onto the narrow one below it, you will find it. It can also be accessed
via a cave entry east of it at map coordinates X: 531.4 Y: 739.

Relic at map coordinates X: 557.6 Y: 761.2 (Heron 3) About 235 meters west of
the Rust Yard there is a wrecked car on a hillside ledge. The Relic lies
alongside the vehicle. (No. 17)

Relic at map coordinates X: 559.6 Y: 778.3 (Boar 25) 325 meters northwest of the
Rust Yard and 130 meters from the Rust Yard Radio Tower there is a ground level
shrine where you’ll find a Relic. The mountain between the outpost and the
shrine has a lot of wildlife, including buffalo, tiger, cassowary and dog packs.
If you haven’t taken Cradle View Outpost, this will be on the margins of Rakyat
control. (No. 18)

Relic at map coordinates X: 592.3 Y: 774.2 (Boar 5) Approximately 250 meters
northeast of the Rust Yard you won’t find a Relic at the coordinates if you go
onto the hill. There is, however, an old mine entrance below the cliff to the
northwest near the roadway. The entries coordinates are X: 590.5 Y: 776.2 and
the 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. (No. 19)

Relic at map coordinates X: 594.8 Y: 794.9 (Shark 6) This Relic is about 450
meters northeast of the Rust Yard. You’ll find the Relic at the bottom of a deep
pool near a waterfall. (No. 20)

Relic at map coordinates X: 606.4 Y: 761.3 (Shark 7) There is a river
approximately 275 meters east of the Rust Yard. Once there you’ll have to dive
into the water under the wooden bridge to get the Relic from the bottom of the
stream. (No. 21)

Relic at map coordinates X: 586 Y: 816.2 (Spider 6) This Relic is 650 meters
north of the Rust Yard but only 180 meters southeast of Cradle View Outpost. If
you haven’t taken Cradle View, this will be behind enemy lines. The Relic lies
in a 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. (No. 22)
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

>>>>>>Saving Oliver (Starts)

If you aren’t doing the “Supply Drop,” take the zipline off of the radio tower
and then make your way to the waypoint north of the Rust Yard to start the
mission, “Saving Oliver.” You’ll find a truck with a turret gun. A skulking
komodo dragon near it will try to have you for lunch.

You only have 1:30 to get to the objective but that timer is ample. Drive toward
the waypoint, veering left at the first fork and going down the hill when the
road veers away from it. There are several guards to deal with before you get to
the overlook. Run down the first pirate and hammer the area ahead with the
turret gun. You must then get to that overlook before the timer runs down.

A helicopter and then a convoy carrying Oliver will arrive. Before they do, note
the many red explosive barrels scattered about the docks. You will automatically
be using the camera to recon the scene. When the pirate is done abusing Oliver
he will take him toward the chopper.

You will automatically be given a sniper rifle-one that is less than stable when
chambering a new round. You also must complete the action while looking through
the scope, greatly limiting your field of view and slowing your ability to scan
laterally.

Kill a pirate to stop them from putting Oliver aboard the chopper. This will
allow Oliver to get a firearm and scramble away. You must now kill the pirates
near the cars; and, as Oliver moves down the dock, you must kill the pirates
that flood out of the main structure. The numerous flammable barrels will
greatly aid your cause so use them whenever possible. Your limited field of view
and the slow movement allowed by the scope makes locating the hostiles the most
difficult portion of the mission.

When Oliver gets to the boat, you will have to jump into the water and get
aboard the boat. Man the turret weapon as Oliver races away. Boats, a bridge
checkpoint, vehicles and finally a helicopter will need to be addressed as you
proceed. Try for the drivers and gunners of the boats and vehicles and for the
red barrel on the bridge. Hammer the chopper to finally reach safety.

You will reunite Oliver with Liza and Daisy. Dr. Earnhardt is high again. Liza
realizes the tattoos and the weapons 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 hate Buck from the first time you meet him-
guaranteed!
                                 <<<<<<>>>>>>>

>>>>>>The Social Club: <OP10>

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 Oliver 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 “trip.”

<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
Chapter 16: A Piece of the Past <CH016>
<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>

Fast travel to Badtown and make your way into the bar. Buck, a truly obnoxious
character, says he can produce Keith, whom he has purchased from Hoyt, but he
wants you to get information on the location of the same knife that Citra wants.
A treasure hunter was killed by Vaas and there is information about the daggers
location on a ship’s computer, which is under Vaas’ control.

Go east toward the coast or fast travel to Tequila Sunrise Outpost to put
yourself nearer the coast. You’ll see a glider symbol on your map northeast of
that outpost.

From the heights where you find the glider, the ship is visible in the distance.
Glide toward it and ditch in the water within a hundred meters of the ship to
minimize chance shark encounters. Climb the ladder on the side of the ship.

Snipe the lone sentry at the top of the metal stairwell. Once he goes down,
begin a systematic cleansing of the eight or so pirates on the exterior decks. A
Heavy Gunner defends the vessel’s entry hatch.

Take the Heavy Gunner down and enter the hatch. The commotion wasn’t noticed
inside the vessel, so use a Takedown or a silenced weapon on the unsuspecting
pirate inside. There are two guards in the adjoining room and if you kill them
silently you can disable the alarm but any real benefit will be short-lived. An
“Enhanced Perception” can really help here, especially if you fail to prevent
the alarm from being given.

If you failed to prevent an alarm, several pirates will respond as you start for
the stairs going down. Alarm or not, go through the hatch and around the corner
to the right. A couple of bad guys will occupy the next room, more if an alarm
is active. Continue ahead to a chamber housing artifacts-feed the pirates there
a couple of grenades.

As you advance through the chamber a Heavy Gunner will appear in the doorway
that opens in the rear. Stand back and hit him with a grenade or two or a pack
of C4. He was the last defense for the room with the computer. Go in and
interact with it.

After the download is accomplished, you’ll take an ancient compass and a bobby
trap bomb will detonate, propelling you out of the room and into the adjacent
artifact room as water floods into the ship. When the cutscene is over, swim
straight ahead toward the waypoint, use the glowing air bottle to catch a
breath, and continue into the glowing red light, turning left and then swimming
right through the hatch.

You will surface in an air pocket. Walk ahead toward the red light and you’ll
close a hatch during a cutscene. After the cutscene, you’ll be oriented in the
right direction so just go toward the light-the way through the dark passage is
straight forward. You’ll find a glowing hatch to interact with. If you have a
“Deep Dive” syringe this is a good time although you can easily make it without
if you don’t become disoriented.

Water blasts in. When it equalizes, swim through the hatch, and then down on the
left toward the light. You’ll be grabbed by a pirate. Follow the prompts to
dispatch him and continue past his floating corpse, going into the corridor to
the right of the glowing light. Continue through the narrow passages, using the
glowing light to find your way, which will roughly follow the waypoint. Use the
air bottle and interact with the port to be expelled from the boat.

The cutscene rolls and a shark circles; 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.

<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
Chapter 17: Down in the Docks <CH017>
<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>

Buck’s new location is to the south, and since you find yourself near Nat’s
Repairs Outpost, go there to use the vendor and to grab a vehicle. Drive down
the peninsula to meet with the insufferable Buck. Whether you want to hear it or
not, Buck gives you a history lesson. He believes the knife is likely in the
nearby ancient underground stone structure. You’re to fetch it.

Enter the structure and climb the vine to access the level above. Go down the
fractured concrete, grab the loot and take the vines to the next level. Watch
for a snake or two as you move through the passage and descend the stairwell.
Drop down and enter the water. Swim through the fractured bars and into the long
conduit and be prepared for hostiles as you move into the chamber beyond.

A lone sentry loiters on the low platform and five more are spread about the
higher levels of the chamber. Use a “Takedown From Below” on the pirate on the
lower platform. Get onto the platform and stealthily snipe as many hostiles as
possible before they see their buddies dropping or they spot you. When they
locate you they will attack with both gunfire and Molotovs. If things get too
hot on the deck, either dive into the water to avoid the flames or use a
“Fireproof” syringe. Secure and loot the area.

Move up the rock incline until you come to a drop off. Tag and silently kill as
many of the seven pirates as possible. Use the corner as a chokepoint to address
anyone advancing on your position and watch out for grenades. The pirate at the
back of the grotto manning the turret weapon must be put down before entering
the grotto. With the area secured, use the detonator they have so kindly rigged-
up to blast open the sealed stone doorway.

Go across the courtyard and into the stone corridor beyond. Kill the hissing
snake, if you can see it near the flowering plant in the gloom. With nowhere to
go, you’ll have to drop into the water where a crocodile will attack. Follow the
prompt to kill it, surface and then dive for its hide.

Swim through the opening, dive and continue through the conduit and surface at
the entry to a large chamber. Use the vine to exit the water. There will be an
emblem, not unlike the compass, to interact with. Move through the newly opened
door, dive into the dark water and swim to the light. Surface to use a vine to
access the next level.

Move into the stone corridor. When you make the turn toward the waypoint, the
rubble will give way. You will plunge into deep water and must regain the
surface. Jason can’t reach the platform to get to the artifact but he will
notice that two old switches, located on the left and the right, are holding
back additional water, preventing the water from rising further. Interact with
the golden circle on the right and then shoot the glowing portion of the three
poles holding a plug in place. The water rises but not enough.

Dive to the switch on the other side of the chamber. Get out of the water and
shoot or melee the three poles to release the plug, further flooding the
chamber. When a boulder blocks the way out, you’ll have to find another way. You
can surface for air if need be and if you go over the wooden platform you can
then dive and go for the glowing light to find a passage out.

The chamber has now flooded enough so that you can reach the vines. Grab the
next piece of the compass from the altar. The place starts to collapse, so you
must get out. There is a very narrow wooden walkway which you much move across.
Just follow the waypoint. It will take you to a fissure in the rock, getting you
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.

<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
Chapter 18: The Motherlode <CH018>
                Cradle Gas Outpost
                     Wanted Dead (15)
                     Path of the Hunter (13) (Shotgun hunt for the rare Undying
                                              Bear)
<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>

Buck has again taken off and is located to the west. The tortuous country you
find yourself in makes fast travelling to 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.

<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
Cradle Gas Outpost <CGO>
     Wanted Dead (15) ($275)
     Path of the Hunter (13) (Shotgun hunt for a rare Undying bear)
<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>

Before meeting with Buck, select Cradle Gas as your waypoint. This is disputed
territory so watch for a hostile patrol as you make you way to the hill south of
the facility. A pack of dogs will likely attack you-take them out silently to
maintain stealth.

Recon the outpost from the south slope. There are seven pirates manning it and
five of them are Snipers. One Sniper is on the safe house’s roof on the
southwest end of the outpost and he has a turret weapon. Kill him with a
headshot, slip into the compound via the hole in the south fence and disable the
alarm box on the southwest side of the safe house to be. Get onto the platform,
sniper the Sniper atop the red cargo container on the east end of the compound
and then man and lay waste with the turret gun, hitting flammable barrels to aid
your cause.

There is a “Wanted Dead” mission, paying $275 for a knife kill of a pirate in
the nearby woods. A “Path of the Hunter” mission to kill an Undying Bear in a
nearby cave pays a $275 bounty. This kill will allow you to build a bigger
rucksack and is well worth tackling.
                               <<<<<<>>>>>>

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
>>>>>>>13: Path of the Hunter
           Mission:  Shotgun hunt for the Undying Bear
           Bounty:   $275 and the Undying Bear hide for crafting of the “Heavy
                     Duty Rucksack,” allowing you to carry up to 96 loot items.

The waypoint is due south of the outpost. Move up the dirt path and take the
shotgun and shells or you can keep your own. 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. A “Hunter’s
Instinct” or “Deadly Hunter” syringe can help keep you alive. Craft the
“Extended Rucksack” with the badly scarred hide, giving you room for 96 loot
items.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Relic at map coordinates X: 622 Y: 712.8 (Spider 8) About 120 meters north of
the Cradle Gas Outpost at coordinates X: 620.6 Y: 712 there is a fissure in the
ground with ruins beneath. 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. (No. 49)
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

>>>>>>The Motherlode: (Starts)

Return to the Old Mines Outpost and take a vehicle and drive east to the mine.
Raid the shack there. It has a large ammo cache. Speak to good ole Buck once
again. He insists that you suffer through another history lesson on Chinese
treasure. Ages ago, when Lin Cong went AWOL, the treasure was lost somewhere on
the island.

Enter the mine and take the elevator down into the depths. The place is old and
in disrepair and a cave-in is a real possibility. When you come to a cart
blocking the path, scout ahead and silently kill the sentry. Push the cart ahead
so you can continue into the tunnel. Check ahead and silently neutralize the
roving Charger.

Three pirates loiter around the next bend and a wave will reinforce them from
beyond. Pass through the chamber and stop before entering the larger chamber
beyond. You’ll see the laser sights of a pair of elevated Snipers off to the
right. A pair of sentries also patrols across the void. Snipe them all using the
corner as cover before proceeding. Take care with the deadly Snipers when they
become aware of your presence.

If cover is needed, you can shove the carts forward as you advance. A Charger
will appear near the Sniper’s perch. Toss a grenade to put him down before he
throws his Molotovs. Another Charger and a Heavy Gunner will also come from the
right side of the chamber as you move onto the bridge. Quickly eliminate the
Charger and then eliminate the Heavy Gunner. Once you cross the bridge, there is
a suit of body armor there as well as other items.

Pass the elevated area where the Snipers were, and beyond more pirates will lurk
in the grotto with the decrepit beams. Bring them down on them, and beyond
several more pirates lurk. Use an “Enhanced Perception” to locate and help kill
the hard to hit Sniper, who is betrayed by his laser sight. Continue through the
grotto into the passage and use the compass to interact with the symbol on the
stone gate.

A komodo dragon lingers in the dimly lit passage beyond. Jump down. You will
enter a dead-ended chamber. Go to the center circle and interact, springing a
trap mechanism and creating an escape route.

Move down the inclined stone passageway and kill the komodo near the bottom. You
must now cross a wooden bridge, jump a gap from a rock to a rock and then
another gap. Cross the wooden bridge and kill another komodo dragon and a hard-
to-see snake. Continue ahead.

Move onto the rickety elevator and go down; and, of course, it crashes. You are
instructed to reach the treasure room. Watch and listen for another snake as you
go for the rickety ramps going up. Jump the short gap to get onto the wooden
walkway and move up and jump onto the rock pedestal and then to the corridor
beyond.

Move up the incline and kill another komodo near the base of the stairwell. Move
to the stone altar and interact. You get another part of the compass but the
place is suddenly coming apart and fire spews down. Start for the waypoint,
brushing out the flames and healing as needed. As a wooden structure on your
left collapses, sprint forward along the ledge. When a boulder crashes down on
the ledge, keep going and jump before the ledge gives way. Keep going as the
place comes apart, jumping gaps as required. When an upheaval occurs you are
thrown down a chute and into the open air.

Buck is again there and threatening Keith’s life as usual. You fit the newly
acquired ring to the compass and Buck vanishes. He is again the objective.

<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
Chapter 19: Lin Cong I Presume?  <CH019>
                Cradle View Outpost
                     Wanted Dead (16) ($250)
                     Light at the Edge of the Jungle ($500) Optional Mission
<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>

<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
Cradle View Outpost (X: 568.2 Y: 821.3) <CVO>
     Wanted Dead (16) ($250)
     Light at the End of the Jungle ($500) (Optional Mission)
<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>

Buck is now located well to the northwest and fast travelling to the Amanaki
Outpost will get you in the neighborhood, but before doing so and having to
speak with and thus refrain from killing the bastard let’s put more of the
island in Rakyat control.

Fast travel to the Rust Yard Outpost to put yourself close to the Cradle View
Outpost. Consider abandoning the vehicle when you leave Rakyat controlled
territory to avoid riling up the locals.

Six pirates, two Regular and four Chargers defend the Cradle View Outpost and
they have a couple of caged dingoes. Recon and tag the pirates from the hillside
to the west and shoot the cage to release the animals. The diversion should
allow you to either kill the distracted defenders or at least disable the alarm
located near the east side of the safe house to be. Watch for a two man foot
patrol to join any noisy altercation.

There is a “Wanted Dead” mission 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.
                                <<<<<<>>>>>

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Collectibles near Cradle View Outpost:

Relic no. 22: Coordinates X: 586 Y: 816.2 (Spider 6) This Relic is 650 meters
north of the Rust Yard but only 180 southeast of Cradle View Outpost. If you
haven’t taken the outpost at Cradle View, this will be behind enemy lines. The
Relic lies in a 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.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

>>>>>>Light at the Edge of the Jungle: (Optional Mission) <OP11>

This optional mission is made available after liberating Cradle View Outpost.
You’ll have to go over 400 meters to the southeast to meet with a woman who
wants you to check on her cheating husband. She doesn’t want the church gossips
to get wind of it and wants you to find out the truth. Well the ole boy ain’t
with another woman-he’s contemplated a same-sex affair and the wife is gonna
slice off his danglin’ parts for this betrayal. Take the cash and git.
                                <<<<<<>>>>>>

Lin Cong I Presume? (Starts)

Drive north from the Amamaki Outpost on the main road and then take the narrow
trail to Buck’s location. Buck is his normal loathsome self.

The waypoint is in the middle of the pool and you can most easily jump in from
the rock ledge on the west side. Surface and climb onto the ledge and then climb
the long vine to the cave entrance. Move into the cave and interact with the
circular doorway. You’ll hear a barking dog as you advance. Climb the vine and
there will be a drop off looming.

Drop down into the hole for a staged Takedown on the pirate below. Quickly
locate the two pirates in the adjoining chamber and kill them. Two dogs will
come charging and then a Heavy Gunner will lumber toward you. Don’t fall to your
death–the wooden ramp is narrow and is over an abyss.

Snipe the pirates in the tunnel, clearing the tunnel as you advance. Move on and
kill anyone in the guard chamber ahead. If you didn’t kill them all, any
survivors will zipline down to a walkway below and join the two defenders.

Use the zipline to get onto the walkway and quickly secure it, which you can
then use as a sniping platform. A wave of eight pirates will enter below and
they will both shoot and throw Molotovs. Use the lip of the walkway to kill them
without exposing yourself too much. If they zero in on you, the grenades are
damaging and the Molotovs will keep you busy patting out flames-consider using a
“Fireproof” syringe during the encounter.

Jump off the platform on the right side, loot the bodies and another zipline
will get you across the void and onto a wooden walkway. Two pirates, including a
Charger, defend the low area ahead. Kill them and take the next zipline down.
Kill the defender and jump down to loot the corpses and the ammo cache. Grab the
body armor.

Move onto the wooden platforms and kill the four pirates that appear ahead.
You’ll have to avoid the boiling acid water as you descend to loot the bodies
and other items. Continue down the wooden walkway on the right side and get onto
the rock shelf and maneuver across the acid water by jumping to the isolated
boulder.

A Sniper wielding an RPG on the rock ledge ahead is an immediate and deadly
threat. Put him down with your sniper before he can launch his rocket propelled
grenade. Two more pirates will also be near the daylight. Locate and kill them
from range before advancing through the boiling water.

With the area secured, advance on the scattered boulders to avoid the acid-water
and locate the three pirates on the ledge ahead. Kill them, advance on the
scattered boulders and climb the vine to get onto the rock shelf. Kill the
Charger as you move into the ruins and then interact with another circular
doorway.

Go through the portal and the vine will get you to a post above a large chamber.
Use the wooden walkway on the right and then use the stones to skirt the acid
water on the left side. Heal if the bubbling water starts to drain your health.
Find the vine to access the higher level and the next vine to get atop it.

Move into an ancient temple ruin and go up the stairs and interact with the
emblem. Go down into the crypt. Avoid the hissing snake, descend another level,
kill the komodo and continue on down the stairwell to kill two more.

The sarcophagus is there. Interact with it to slide the lid aside and to finally
receive the dagger. The place starts to come apart; run for the exit, crouch and
then follow the prompts to get to daylight. Buck isn’t there. He wants you to
come to his place in Badtown for the exchange.

<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
Chapter 20: Unhappy Reunion <CH020>
                 The Social Club (Continued)
<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>

You’re half the island away from the dirt bags place so fast travel to Badtown.
Buck lives in a hut outside town. Restock your supplies at the local store. 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 is traumatized by the 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 easy prompts to survive the ordeal and send the dirt bag to hell-good
riddance.

You now deliver Keith to the safety of the cave at Dr. Earnhardt’s house. He
believes that Hoyt’s men shot and killed Riley. You now just want revenge and
you aren’t leaving without it. Liza can’t dissuade you from your purpose.

>>>>>>The Social Club: (Continued)

Before leaving to pay Hoyt 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 come-to, leave the cave to kick some butt on your
brother’s killers.

<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
Chapter 21: This Knifes For You <CH021>
<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>

Exit the cave and fast travel to Temple Gateway to deliver the dagger to Citra.
Get to the Temple and talk to Dennis. Citra will enter and take the dagger. The
dagger had been used to offer her people for sacrifice-they have been avenged.
Follow her into the Temple where she asks what you want-to answer is to kill
Vaas and Hoyt. She gives a brief history of her people, referencing a great
warrior with the tatau and a giant that he slew. Her people are his descendants.

Leave the Temple and Dennis says your help is needed to rescue some captive
warriors from Vaas.

<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
Chapter 22: Ambush <CH022>
<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>

Fast travel to the safe house at the Old Mines. This will put you close to the
ambush’s location at Churchtown. Make your way cross-country to the village.
Your contact is in the church. The Rakyat leader gives you explosives to plant
on a fuel truck to start the ambush by setting up a blockade.

Place the C4 and you have 45 seconds to get to a sniper perch on the tower. You
are given a sniper rifle if you don’t have one but its use is optional. You can
descend from the tower at any time to help the Rakyat battle the enemy but the
zipline will take you to the truck you must use as the battle winds down. The
mission can, however, fail if too many Rakyat are killed so lay into the enemy.

Start sniping the soldier types as they arrive. There are over a dozen and they
arrive in waves but your elevated position offers good sniping and makes you a
tough target for the enemy. When the 3:00 minute timer starts, take the zipline
down to the big truck before the timer times out or the escaping vehicle gets
out of range. You’ll have to skirt a roadblock. You will find it stopped and you
will have to kill a couple of pirates before you can free-Vaas. You are knocked
unconscious.

<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
Chapter 23: Warrior Rescue Service <CH023>
<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>

You awaken, a forced listener to Vaas babble and you have a cement block tied to
your legs, which, like your hands, are bound. Once his blithering is done he
kicks it over the edge of the cliff, carrying you into the water below. Follow
the prompt to free your hands and then swim for the surface.

Use a Takedown on the pirate outside the cave, take his shotgun and then
stealthily take out the two pirates ahead and take whatever gear they have,
including the AK47. You must now get through a well-defended camp to the chopper
that is landing as you approach the facility. The Chopper itself will be
defended by a Heavy Gunner and there is a dog as well as about ten additional
defenders in the camp.

Do recon from the rock ledge, tagging anyone visible. Killing the Sniper on the
tower near the cliffs, retrieving his sniper rifle and disabling the alarm
without being seen are now the main goals; but first the sentry patrolling below
the cliff must be taken down. Allow him to move away and slip off the ledge into
the bushes. Wait for his return, kill and drag him into the bushes.

Wait until the Sniper on your left is looking away and move out of the bushes
behind the building and do a “Takedown From Below.” Grab that sniper rifle and
load up on ammo at the cache on the side of the building. Don’t go on top.

Monitor the RPG Sniper on the platform to the east and move back into the bushes
where you stashed the first victim. Move along the cliff, staying in the bushes
and then go into the shack. When his attention is focused away, climb the rope
and use a Takedown on the RPG Sniper. Take the RPG.

The alarm box is just across the road. Monitor the position of the two
patrollers and sprint to it and disable it. If an alarm is given a 5:00 timer
starts and you must be airborne in the chopper or the mission will fail. Start
killing the remaining sentries in the near area with Takedowns.

It is now time to forget stealth. Advance toward the bridge and kill the turret
gunner and the two Snipers on the far end with your sniper rifle. The noise will
soon draw a vehicle with reinforcements; but no alarm means there is no time
restraint. Watch for that vicious dog from this point on, since it was hanging
out near the chopper.

With the Snipers down continue ahead and a vehicle will arrive if it didn’t
already-if you’re quick you can get to the chopper before it arrives. Take them
out with the RPG, if necessary, and use the RPG on the Heavy Gunner.

Get into the chopper. A gun to his head makes the pilot lift off. An RPG,
however, brings the craft down. You have another encounter with Vaas as you
scramble from the wreckage. He shoots you point blank.

You regain consciousness and must extricate yourself from a pile of corpses by
following a series of easy prompts. Vaas’ bullet hit your lighter-the one 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 Hoyt’s
benefit. You must now regain your gear which is stashed in a nearby compound.
There are four Chargers wandering the premises and a Heavy with two attack dogs
guarding the storeroom with your gear.

You have only your knife and no camera to tag your enemies. Scout the place
visually from the hill on the south side. There are four shacks below-the
farthest one is the place where your weapons are stored and it is guarded by a
Heavy Gunner and a pair of dogs.

Start killing the four Chargers with Takedowns, using the shacks for cover to
maneuver. “Chained Takedowns” and “Knife Throw Takedowns” are most effective
since they are Chargers and don’t have firearms. There are mines, C4 and a flare
gun, body armor and other items in the shacks. You will likely get some Molotovs
from the dead pirates as well.

When the pirates are dealt with, stalk the Heavy Gunner and the dogs. If you
weren’t a quiet killer, the dogs may have already attacked. If you were quiet
the Heavy may still be in the shack or very near it. Go at him from the flanks.
Toss a couple of Molotovs his way to kill or, at least, soften him up. You can
also use the C4 or the flare gun to take him out. A mine is deadly but he’ll
have to trigger it. The flare gun is also surprisingly effective on the big guy.
Grab your gear and banter a bit with Dennis about Vaas and Hoyt.

<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
Chapter 24: New Rite of Passage <CH024>
                Broken Neck Home Outpost
                     Path of the Hunter (14) (SMG hunt for three bears) (sub-
                                              Menu)
<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>

>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
Broken Neck Home Outpost (X: 637.5 Y: 530.5) <BNH>
     Path of the Hunter (14) (SMG hunt for three bears) (sub-menu)
>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>

Before going to the Temple there is one last pirate outpost at Broken Neck Home
to liberate. Move south along the shoreline toward the outpost. South of the
“Trials of the Rakyat” symbol you will find a Relic (Shark 9) lying in the sand
near the cliff. There is a recess in the cliffs there where someone is camping.

Watch for shore patrols as you make your way to the outpost. Approach it from
the north for recon. Six pirates including a Heavy, two Snipers and three
Regulars man the facility. They also have a guard dog and have a caged tiger.
Get near the fence and shoot the cage with a silenced weapon to release the
tiger. When the pirates are distracted, silently kill the two Snipers and anyone
else nearby. If the tiger survives hunt it down as well.

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 at map coordinates X: 654.3 Y: 526.2 (Heron 29) Rook Point Tower is a
ruined old lighthouse approximately 170 meters east of Broken Neck Outpost. Just
climb the seemingly endless spiral stairwells to the top to find the Relic. (No.
44)

Relic at map coordinates X: 683.5Y: 524.6 (Heron 8) There is a small island east
of Rook Tower in shark infested waters. You’ll have to struggle to get up the
steep cliffs, which is best done on the western side of the islet. This is a bit
north of the demolished wooden walkway. The Relic sits in a shrine atop the
rocky islet. (No. 45)

Relic at map coordinates X: 653.2 Y: 548.7 (Boar 10) 240 meters northeast  of
Broken Neck Outpost on the river’s shore there is an old mine entrance at X:
652.1 Y: 549.3. You’ll find the Relic in a side grotto. (No. 46)

Relic at map coordinates X: 636.7 Y: 581.2 (Shark 9) 500 meters due north of
Broken Neck Home on the shoreline, there is a Relic lying next to the cliffs.
(No. 47)

Relic at map coordinates X: 652.6 Y: 559 (Spider 9) 340 meters north of Broken
Neck Home there is a Relic. 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
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. (No. 48)
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

Use the Temple Gateway fast travel station and make your way into the Temple.
The fearful wimpy Jason is gone. He boldly enters the Temple and dismisses
Citra’s minions. She gives you a potion and the hallucination you have is
bizarre and deadly. You find yourself with only a Recurve Bow with explosive
arrows and two syringes and you will need both of them and the healing skills
you have hopefully acquired.

After you approach the Temple the masked smoke demon from Citra’s myth will
erupt and tower over the ruins. It will spew smoke and fire and you must keep on
the move to avoid taking too much damage. You must hit the creature in the mask
with the explosive arrows. How many hits seem to depend on how much damage the
creature absorbs. A solid hit will cause it to recoil and it takes about seven
to ten hits to make it dissolve.

The battle isn’t over because his crazed man-sized retainers will come
screeching out of the shadows with machetes. They are hard to see-only their
glowing eyes and a shadowy figure can be seen. Shooting one point blank with an
explosive arrow will also damage or kill you. When you see the eyes in the
darkness, shoot where their feet should be so the arrow doesn’t simply go past.
Your best strategy, however, is to sprint away from them, turn and melee like
hell when they get in tight-having the Tanto sword makes a big difference here.
Heal often-you’ll likely be on skill now.

When the last of them go down the smoke demon will again rise and this time it
shoots out balls of smoke that will knock you down doing significant damage.
Dash back and forth to avoid them and shoot the mask when you can. When the
monster collapses on the stairs, quickly move onto it and stab the eye when you
are prompted or you’ll be sorry you didn’t.

The erotic scene that follows has Citra declaring you a true Rakyat warrior and
you ain’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.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
Chapter 25: Payback <CH025>
<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>

You’re looking at Vaas’ stronghold on a small island. A lone sentry guards the
wharf. Snipe him from the North Island or swim across and use a “Takedown From
Below” if you have that skill. Get ashore at the dock and scout ahead. A couple
of pirates are harassing a local woman. Take them out. Ahead you can hear the
barking of a pair of dogs. Recon ahead and begin sniping the four pirates
guarding Vaas’ stronghold, one of whom is a Sniper in the tower on the right.

Skirt the walled compound going to your left. The pirate’s party music has
obviously kept them from hearing the commotion outside. There is a vine climb on
the graffiti-ed corner of the wall. A party is in full swing. 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 idea about now. When the place starts blazing
make your way into the complex, you’ll crash to a lower level and will have to
jump through an opening. The room is filled with animal cages. Move around to
the left and use the ladder which will put you on a low roof.

Get off the roof to avoid the erupting gunfire and to avoid the turret fire of a
patrol vehicle that will arrive. Jump down and go left and in behind the
building to get out of the line of fire. Kill anyone in the back area. Use an
“Enhanced Perception” to scout and begin the carnage on Vaas’ troops.

Move back toward the street and look around the corner. Use a grenade on the
patrol truck to neutralize the turret. Be aware that the pirates will re-man the
turret gun if the vehicle isn’t destroyed. Release the caged tiger on the right
side of the area-there are actually two one on the left and one on the right-
into the compound. The tiger will do much of the work for you.

Watch for Molotovs, both thrown and by suicide Chargers. Move into the two-story
structure and use it as cover as you scout ahead. Release the second tiger on
the left side of the rear area if you can and then systematically eliminate the
enemy as you advance toward the rear of the compound.

As you approach the gate on the rear structure three pirates including a Heavy
Gunner will emerge. A well placed grenade or two will do the trick. Enter the
large structure and go left into the weird light. An “Endorphin Boost” syringe
can make the ordeal less painful, and an “Untouchable” can make it child’s play.
An “Endorphin Boost” will give you four additional health bars, but this is
optional but helpful. “Untouchable” makes you superman while it lasts. Vaas
stabs you with the ceremonial dagger and there is something highly
hallucinogenic about it. You will then walk an unfolding walkway with weird
visions popping up all around.

As you continue deadly machete toting apparitions of Vaas will appear charging
out of the shadows. You are in possession of a Vector SMG and as you move toward
the waypoint you must continuously kill them. Keep moving or the apparitions
will keep coming-you can’t kill them all-so forge ahead until you reach the real
Vaas. The toughest part is finding time to reload. Use melee strikes if needed
and stay healed. Flaming Vaas’ are the last to appear as you approach the real
Vaas. At the end of the run the real Vaas will appear and after a prompt he dies
with the ceremonial dagger in his gut.

You come to. Citra is pronouncing you a warrior and telling you of Vaas, her
brother, who was lured away by Hoyt. He became greedy and depraved. She wonders
about your friends. You are staying with the Rakyat and Jason promises to bring
Citra the head of Hoyt.

<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
Chapter 26: Citra’s Favor <CH026>
<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>

Start out of the Temple. You will encounter a drunken Dennis. He tells his story
of being an immigrant in the States. He 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 and fast travel to Dr. Earnhardt’s house. Go see the others in
the cave below. In a brief cutscene, Jason tells them he isn’t going on the
boat. He has found his place and is staying.

<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
Chapter 27: Fly South <CH027>
<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>

Exit the cave and fast travel to the Amanaki Outpost to make phone contact with
agent Willis Hunley. Once there you will receive a call from Willis when you
move to the yellow exclamation point at the shack with the red roof. He is
leaving the country and is surprised that you aren’t. You request information on
how to get to the elusive Hoyt Volker. He says he still has an agent embedded in
Hoyt’s forces on the South Island. He will get you there but you must get to the
airstrip ASAP or you’ll miss the flight out.

When the call ends a 5:00 minute timer starts. You must get to the airfield to
the east before it times out. This is no problem. Just drive directly toward the
waypoint, dodging trees and not turning the car over. When you reach the river,
get in and swim to the shore. When the cliffs allow, exit the river and sprint
to the airstrip. The timer will abort when you get within 200 meters and Willis
will already be under siege by half-a-dozen pirates.

Why the hurry? Willis is still repairing the plane and you’ll have his back as
the repairs are made-a bar will show the repair’s progress. Stand ready as
several waves of pirates attack. They will come from the arc in front of the
plane, starting from the left near the road. Man the turret gun which will only
cover the left side of the area.

After the wave from the left they will come from the right and will include a
Heavy Gunner. They will fire from the surrounding shacks. Vehicles will arrive,
bringing additional hostiles from the right flank. The repairs continue. There
will be Heavy Gunners among the next wave. Two will come from the left and
another from the right. Willis has a health bar and if he is killed the mission
will fail.

When the repairs are completed, get in the plane and Willis will take off and
pilot it to the South Island.

<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
Chapter 28: Three Blind Mice <CH028>
<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>

When the plane approaches the South Island you will 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 just down the beach. Six pirates have captured and caged a tiger
and are starting to load it onto a flatbed. Sneak in close, staying in cover on
the grassy hillside to 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 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 guy nearby to buy into the game 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 and then 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 doing in Hoyt may not be enough. He wants you to
infiltrate his organization by donning a uniform to hide those tataus.

Meeting with Sam has unlocked eight additional weapons and all of the islands
maps. If you have the funds, purchase the Z93 sniper rifle and its sound
suppressor. It will make the M-700 obsolete and, because it can be silenced, it
is even an improvement on the AMR. Even silenced a headshot will take out a
Heavy Gunner or Flamer. If you don’t have the funds, purchase it when you do.

<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
Chapter 29: Doppelganger <CH029>
<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>

Start south toward the objective. It is over 800 meters and going afoot and
staying in the rough as much as the terrain allows is highly advised. The region
is heavily patrolled by vehicles and the occasional foot patrol and these
military-looking privateers are tougher than their North Island counterparts.

You are now approaching a pirate stronghold and you can’t be detected or kill
anyone until you find your victim. Do recon from the bushes to the north of the
lone sentry guarding the approach and then get in close and toss a rock past the
lone sentry at the top of the ramp. When he turns, move past him and down the
ramp. A waypoint will guide you in the general direction. The passages ahead are
dark and cluttered and well-defended.

As you approach the base of the ramp, tag the next pirate and let him walk off.
Follow him discretely and he will team up with another in a small grotto. After
he takes a seat, toss a stone to the left past the second sentry. He will turn
away allowing you to steal past them on the right. Step down into the passage.
If the guard whom you distracted earlier is obstructing the path, toss another
stone to again distract him. Move past him hugging the right rock wall.

Go down the ramp and grab the loot in the break area. When you pass through the
well-lit corridor, another guard will be standing to the right of a short fence
of the ramp going down.

Creep in close enough for a Takedown and 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.

You’ll need to move straight ahead from there. Do so when the guy in the chair
isn’t looking your way. Continue through the vacant passageway. Two guards
loiter in the next chamber. You will need to slip past them by hugging the left
rock wall. The one sitting will be looking the other way and when the other is
also looking away, stay along the left wall and move past them.

There are two guards in the adjacent chamber. Tag them and toss a stone to the
right to distract them if necessary-you may be able to just move past them. Stay
near the left rock face, moving past them into the lower area. Don’t linger too
long or these guys will wander about making getting past them a bit harder.

There are four pirates milling about the low area but there is cover in the form
of crates. You will be keeping the rock face on you right now as you stay
crouched. A Heavy Flamer is standing near where you need to go. Toss a stone to
the left to distract the crew and when they’re facing away, sneak past but only
if the Heavy Flamer seems distracted. Toss another stone if necessary but the
longer you stay and the more they become curious the harder it is to get past
them. Your exit route out of the grotto is behind the Heavy and it leads down to
the water.

Get into the water and swim for the waypoint, staying underwater as much as
possible to maintain a low profile. Surface and continue ahead and your victim
is just ahead on the dock. Find the ladder on the rear of the deck and get onto
it. The victim, named Foster, is nearby. Do a Takedown-throw a stone if need be
to distract him. Don the privateer’s uniform and now you look like and have the
identity of a novice privateer instead of an “inked” California boy.

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 Hoyt’s tirade about business and the consequences of breaking his
rules. He burns a pirate alive. This sadist wants the head of Jason Brody and
offers his killer an island of his own.

After his diatribe, jump into the water and swim to the boat and pilot it out of
the cove, Sam contacts you. The plan is to get on Hoyt’s good side by stealing a
list of the conspirators from one of their three leaders. 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. You can move among the pirates with impunity, unless you threaten
someone or begin killing. This, however, doesn’t apply to outposts or other
restricted areas. They are restricted areas and must be infiltrated and taken as
they were on the North Island. Oddly enough the local Rakyat will basically
ignore you. You can now drive the roads without being on guard.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
Chapter 30: Triple Decker <CH030>
     Satellite Communications Hub/Radio Tower/Supply Drop
          Path of the Hunter (15) (Sniper rifle hunt for three leopards) (sub-
                                   menu)
<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>

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.

When you’re ready to begin operations, fast travel to Delta Camp in the
northeast side of the island. These scattered safe houses require no liberation
and allow you to move rapidly around the island. This one places you just north
of the Satellite Communications Hub and west of the radio tower. While taking
the outposts isn’t necessary, doing so will yield numerous missions, accrue XP
and loot and restore Rakyat control to the vicinity. The outpost is only a
little over 200 meters from Delta Camp. Start that way on foot to maintain the
element of surprise. The island’s terrain is more open but is every bit as rough
as the North Island but you now have a wingsuit and mastering it can take some
of the pain out of travelling.

<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
Satellite Communications Hub Outpost (X: 524.7 Y: 443) <SCHO>
     Path of the Hunter (15) (Sniper rifle hunt for three leopards) (sub-menu)
<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>

There is a Sniper, four patrolling Regulars and two prowling dogs defending the
outpost. One of the pirates will quickly man a mounted gun on the south side if
you are detected. Because of the fencing, you can best do recon and commence
hostilities from the south side. There is a rock outcropping that will allow you
to do recon, get a good shot at the caged bear on the northwest side and knock
out the Sniper when the garrison is distracted. Those roaming dogs make getting
in close for Takedowns or disabling an alarm box difficult without a diversion
and doing so isn’t necessary in this case. If an alarm is raised several more
dogs are released into the fray and reinforcements are quick to arrive. A
helicopter will also fly in if the skirmish persists-don’t let that happen.

You have one huge ace in the hole-that caged bear. From the safety of the rock
outcropping use a silenced sniper rifle to release the bear. When the defenders
are distracted, use the silenced sniper rifle to kill the sniper and any hostile
that presents a good target. Either kill anyone surviving the bears rampage or
sneak in on the east side and disable the alarm. Eliminate any remaining
defenders. You or the entering Rakyat will probably have to finish off the bear.

As usual loot the premises, raid the ammo cache near the alarm box and grab the
Memory Card in 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 Radio Tower: (X: 574.3 Y: 454) <RT12>

The Satellite Communications Hub Radio Tower is about 500 meters to the 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. Go up the stairwells and climb the rope. Crouch and
walk the structural beam to the platform on the southeast side of the tower.
Climb the rope. Walk the center beam and then get onto the short parallel beam
and climb the rope. Walk across the thin center beam, go around the distorted
catwalk grating and jump onto the platform. Take the ladder to the top. More
weapons are available for free at the vendors and a “Supply Drop” is offered.
                             <<<<<<>>>>>>

>>>>>>Satellite Communications Hub Supply Drop ($250, 1000 XP)

The course is at time torturous, the car unmanageable, the 1:10 timer too short
but if you have no bad mishaps or spinouts when off road you can make it with
seconds to spare.
                             <<<<<<>>>>>>

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Collectibles near the Satellite Communications Hub Outpost:

Relic at map coordinates X: 523.1 Y: 476.1 (Spider 12) 130 meters north of Delta
Camp there is an old ruin atop the mountain. The Relic sits on the shrine. (No.
81)

Relic at map coordinates X: 541.4 Y: 438.1 (Boar 12) 175 meters east of the
Satellite Communications Hub, on a steep-sided mountain that you’ll have to pick
your way up in the grassy areas, you’ll find an old ruin with a stone door. Use
C4 or a mine to blast it open for the Relic sitting on the altar. (No. 82)

Relic at map coordinates X: 547.6 Y: 453.9 (Shark 25) 250 meters northeast of
the Satellite Communications Hub there is an old homestead with a small patch of
drugs. The Relic is just sitting near the house. You can pilot the glider
northeast of the Satellite Communications Hub Outpost right to the site. (No.
83)

Relic at map coordinates X: 509.4 Y: 447.6 (Boar 14) 160 meters west of the
Satellite Communications Hub there is a shack alongside the road. Behind it is
an old covered over underground bunker. Blast it open and jump down to find the
Relic. (No. 84)
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

>>>>>>Triple Decker (Continued)

In order to get near the mission site, fast travel to Romeo Camp in the
northwest portion of the island. The excavation site is now only a short walk to
the west. You won’t be seen as an intruder; so, once there, start by tagging the
pirates at ground level. The one with the yellow beret-the “yellow tag”-is one
of the captains. There will be three other privateers patrolling the ground
level ruins as well. The captain will sometimes wander off to the platform on
the level above. There is also a caged komodo dragon amid the ruins. Leave
everybody be for now.

Go up the ramp and tag the two Snipers on the next platform. Raid the shack
where you’ll find a suit of body armor. Continue up the stairwells and a pair of
Heavy Gunners patrols the east end of the area-they will wander a bit but won’t
go too far afield or go up or down a level. Top off at the ammo cache before
continuing up the stairwell.

The second Captain and a sentry will mill about the shack on the west side.
Another will walk a patrol in a clockwise circle going west to east and his
patrol will take him into both the center and east entries of the upper mine
area. He needs to go first. Wait near the shack with the ammo cache near the
upper east entry into the mine. Do a Takedown when he passes by and drag him
into the brush or in behind the shack.

The third Captain will be in the mine itself and is attended by a sentry. If one
of these guys is in the shack, us Takedowns to silently dispose of both of them.
If they aren’t positioned to do so, let them be for now. Loot the Captain if you
put him down.

Enter the upper level of the mine from the west. When the Captain and the sentry
are close together, chain-kill them. This must be done cleanly if you weren’t
able to down the two on the west side. Loot them-the Captain won’t have the
document but it’s a task requirement to check.

If you didn’t get them earlier the captain and his guard to the west will wander
a bit. Take them out while they are apart or inside the shack to maintain the
covert operation. Search the captain-he won’t have it either.

Since you have the “Heavy Beatdown” skill use it on the two Heavy Gunners when
they move apart or when they are close enough for a chained-kill. If you hang
out near the east end of the shack and allow them to separate, one will usually
stoop down allowing you to kill his buddy and then him with little trouble.

Scope out the situation below. The third Captain will periodically wander up the
stairwells. If you wait in the shack, he will do so if he isn’t already there
but lingering too long will have a few pirates entering the area above and
finding corpses. If the Captain is there, kill him out of the two Sniper’s
sightline and grab the information from him. You can then waltz right out of the
sight or rub out the remaining pirates-just because.

If you’re the impatient type, kill the two Snipers on the platform by chain-
killing them when they are side by side. Remain there and begin dropping the
pirates including the captain in the lower area. If necessary, you can release
the komodo and use the commotion to drop the third captain. A few additional
combatants will appear from nowhere. Wipe them out and loot the third Captain.

He will not have the needed memo but he does have a letter referencing an
upcoming meeting that may produce the roll of conspirators. You must now get out
of the site and if you have maintained stealth it’s a cakewalk-if not you’ll
have to fight your way out to reach the escape vehicle.

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Note: While a stealthy approach is recommended, it isn’t necessary. You can
scout the ruins, tagging everyone and then take down the captain and his sentry
in the mine. You can then use the high ground to simply wipe everyone out. This
is made considerably easier if you have the AMR “special” sniper rifle that can
kill a Heavy with a single shot or the newly available Z93 sniper rifle that can
take out a Heavy with a single headshot.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
Chapter 31: Defusing the Situation <CH031>
     North Krige Crest Outpost/Radio Tower/Supply Drop
          Path of the Hunter (16) (Shotgun hunt for 2 bears) (sub-menu)
          Bled Dry Optional Mission)
     Spine Ridge Site Outpost
          Path of the Hunter (17) (SMG hunt for 3 tigers) (sub-menu)
<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Collectibles near Gaztown:

Letter of the Lost no. 16: Coordinates X: 237.5 Y: 425.4 (Hurk’s Third) 130
meters east of Gaztown there is a shack. There is a small outbuilding 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: Coordinates X: 407.8 Y: 498.9 (Hurk’s First)
Approximately 480 meters east of Alpha Camp in the north central part of the
South Island there is a letter about 480 meters east of the safe house. An old
bunker sits near the mouth of the river. The letter is on the corpse there.

Relic at map coordinates X: 233.7 Y: 441.5 (Heron 30) Less that 200 meters
northeast of Gaztown at an isolated shack you’ll find a Relic sitting on the
shack’s floor. (No. 91)

Relic at map coordinates X: 212.4 Y: 426.8 (Heron 17) 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, and it
isn’t always there. Start 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. (No.
92)

Relic at map coordinates X: 258.1 Y: 462 (Boar 17) 500 meters northeast of the
Gaztown safe house there is a Relic. You can drive part of the way from Gaztown
and when you come to the bridge continue on foot. The winding switchbacks will
take you to the top of the mountain where you’ll find the Relic in a shack on
top of some crates. (No. 95)
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

>>>>>>>North Krige Crest Radio Tower: (X: 259.3 Y: 443.5) <RT13>

Sam has a project and he wants you to tag along. The waypoint is in the north
central part of the island near a fast travel safe house called Alpha Camp.
This, however, is a good time to fill in some details on the map. Fast travel to
Gaztown instead. Sell off those Chinese artifacts acquired during “Triple
Decker” and make the radio tower to the northeast of Gaztown your waypoint.

Grab a vehicle and drive toward the waypoint. You can also use the hang glider
on the heights southeast of town to cover much of the distance but the hard turn
means you’ll come up short of the tower and have to make your way up the long
winding switchbacks because of the steep terrain. If you drive you’ll encounter
vehicle patrols on the road but your suit makes you seem like a friendly. The
tower is well up a mountain. Stop below the tower and make your way up the steep
grade.

Ignore any pirates near the tower and go up the stairs and walk the beam to the
fractured grating. Climb the rope and jump to another rope grab. Walk around the
planks to get to another rope grab. Another rope climb gets you onto a catwalk
where you can walk out on a structural beam getting you to another rope climb.
Another rope climb and a 180 gets you to another rope climb. Move out on the
jutting beam and walk to the grating. Jump down to the grating below and you can
climb the next rope to a platform 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 on the ATV. You will
have to briefly cut cross country. This one is easy money.

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Letter of the Lost no 16: Coordinates 237.5/425.4 (Hurk’s Third) 130 meters east
of Gaztown there is a shack. There is a small outbuilding where a ladder will
take you to an underground bunker. You will find the letter on an old desiccated
corpse.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
North Krige Crest Outpost (X: 279 Y: 431.5) <NKCO>
     Path of the Hunter (16) (Shotgun hunt for two bears) (sub-menu)
     Bled Dry ($500) Optional Mission
<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>

This outpost is southeast of the radio tower and east of Gaztown which has a
fast travel station. You can drive east out of Gaztown and take the side path
near the pirate roadblock or you can take the glider from the heights near
Gaztown to reach the site. If you don’t do the “Supply Drop” you can just hoof-
it from the radio tower.

Do your recon from the heights to the north. There are four Snipers, one on the
north overlook at the elevated mine’s entrance, one in the building, one in the
south tower and a rover. Two patrolling Heavies and three Regulars also man the
outpost. Tag the entire garrison. Some may be under cover and hard to spot
without “Enhanced Perception.”

The Sniper in the overlook wanders a bit but he can easily be sniped without
alerting the facility below. With the elevated Sniper down, kill the other two
Snipers. Your goal is now either the alarm near the cliff to the northeast or
just sniping everybody. Headshots on the Heavies are difficult at that range. If
entering the outpost is your choice, use the rock ledge near the mine entrance
to maneuver. Slip down off the cliff to get closer to ground level; and, if he
is in the back area, use the silenced Z93 sniper rifle to pick off the Heavy
that routinely patrols near the alarm box before dropping down behind the shack.

You must now remain undetected while disabling the alarm. Its position is on the
edge of the place, but in sight of any watchful sentry and the boulder makes you
move farther into the open than you would like. Toss a stone, if needed, to
distract them or thin their ranks before proceeding. With the alarm disabled,
proceed to secure the outpost by sniping or using Takedowns on the remaining
pirates.

There is a “Path of the Hunter” 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.

Raid the ammo cache on the east side of the outpost before replenishing your
ammo. As always loot the premises and take the Memory Card in the safe house.
Sell your extras and purchase any needed items.
                                 <<<<<<>>>>>>

>>>>>>Bled Dry: <OP12>

Fast travel to Gaztown. Go to the cabin with the blue exclamation point. The
weeping girl 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 has appeared northeast of town. All you need is the diamonds and if
you get onto the hill northeast of the shacks you can easily kill the privateer
near the rear shack and take the diamonds from the case inside without killing
the other two-have a little mercy or not.

The next waypoint is to the east and there are four pirates at the shacks and
one is a Sniper. Put them all down and take the diamonds from the case in the
shack.

Get back to Gaztown and see 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 and she
weeps over the corpse. Get out with your reward.
                               <<<<<<>>>>>>

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Collectibles near North Krige Crest Outpost:

Relic at map coordinates X: 278.2 Y: 442.9 (Shark 18) The North Krige Crest
Outpost is an old mining facility. Approximately 115 meters inside the mountain
north of it there is a Relic in the mine’s tunnel. Go up the stairwells and the
conveyor belt or up the dirt path behind the facility to get to the mine entry.
The Relic is deep in the mine on a stone pedestal. (No. 93)

Relic at map coordinates X: 261.8 Y: 449.1 (Spider 18) 250 meters northwest of
North Krige Crest Outpost near the radio tower there is a Relic near the cliff.
(No. 94)
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
Spine Ridge Site Outpost (X: 336.2 Y: 476.7) <SRSO>
     Path of the Hunter (17) (SMG hunt for three tigers) (sub-menu)
<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>

Fast travel to Romeo Camp in the northwest side of the island. This will
position you a few hundred meters northwest of the Spine Ridge Site Outpost.
Commandeer the car and drive up the grade and turn up the steep mountain path
and park. Continue on foot when the car spins out. Stay on the path and then
swim across the stream. Kill the two patrolling pirates if they are in the area
and you’ll find a spot where you can get up the cliff about fifty meters short
of the outpost.

Give the facility a wide berth by going west and get onto the heights
overlooking it from the southwest. The small outpost sets on a rocky knoll and
features six Snipers, some with RPGs, and two Regulars. This is likely the
toughest outpost to take in the game if you don’t use a silenced sniper rifle. A
cassowary is caged there and can provide a bit of a diversion if released.

Take out the Sniper on the platform near the cliff and if he is on your side of
the building, one on the Snipers on the balcony. Another Sniper will be
patrolling around the building, so kill him when he is out of the others
sightline. Snipe anyone else on the periphery and start down off the heights. A
patient sniper can keep his distance west of the facility and snipe the rest of
the defenders, two of whom will be on the street side of the building, unless
you have been detected. You can also maneuver around to the sniper’s platform
near the cliff to disable the alarm if necessary and then continue to maneuver
along the back area to finish off any survivors to secure the outpost.

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 at map coordinates X: 279.7 Y: 479.3 (Boar 18) There is a Relic in the
middle of nowhere or 380 meters southwest of Romeo Camp. There are some old
ruins are on a hillside and you must drop into an open shaft. The stone doorway
will have to be blasted open. The Relic sits on an altar among three loot
chests. (No. 96)

Relic at map coordinates X: 323.2 Y: 469.1 (Shark 16) There is a lake 150 meters
west of Spine Ridge Site Outpost. A Relic sits on a stone altar at the bottom of
the lake. (No. 97)

Relic at map coordinates X: 335.3 Y: 455.8 (Spider 16) 200 meters south of Spine
Ridge Site Outpost there is a Relic. It isn’t on top of the mountain but must be
accessed where a temple, now in ruins, was built into a cave at map coordinates
X: 331.7 Y: 458.1. It lies inside on a stone altar. (No. 98)
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

>>>>>>Defusing the Situation: (Starts)

Gear up for a noisy campaign-no silencers required on this foray-and fast travel
to Alpha Camp on the north central shore of the South Island. Sprint to meet Sam
at the nearby drug fields. His plan is to foil the conspirator’s plot by
defusing the three bombs the conspirators have rigged to damage Hoyt’s
operations. This will ingratiate you with Hoyt since his drug operation would
have been crippled. No subtle tactics for Sam. It’s gonna’ be a blitzkrieg.

Follow the gung ho Sam to a shack containing the first bomb. He will begin
defusing it. You must now provide cover as he works, but once his work is
completed Sam won’t prove defenseless-you have an ally that will participate in
the action. The pirates are a mix of Regulars and Chargers so wipe out the small
wave as they respond to the incursion, filtering in a couple at a time from
various directions.

When the bomb is defused and the area secured, 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. A wave of pirates
will challenge you. Sam will tell you to get onto the roof and it’s a decent
suggestion but is not required. Kill the pirate on the roof. You’re a bit
exposed as the ten or so pirates filter in and try to flank your position. Even
though you’re a bit exposed, you can easily spot the enemy and track their
movements. Use a grenade on the vehicle when it arrives and jump down as the
opposition wanes.

When the last of the hostiles are dealt with, continue on with Sam toward the
last bomb; but, before advancing too far, locate and kill the Sniper in the
tower.

There are a couple of pirates in the greenhouse to deal with. They have a field
of fire in front of the structure with a turret gun. Toss a grenade toward the
greenhouse to give Sam cover and stay out of harm’s way by cutting to the left
through the drugs field to get the drop on them as you enter the greenhouse.
With the greenhouse secured, Sam will begin defusing the bomb while you man that
gun. Grab the body armor from the table and take note of the rocket launcher.

Pirates will begin their assault and there will be Heavy Gunners among them. Try
to keep anyone from entering the greenhouse. If they get in Sam will warn you
and you’ll have to use your own weapons to neutralize them. As the battle winds
down a helicopter gunship will begin strafing. Use either the mounted gun or the
rocket launcher on the table to bring it down-it’s easier to just use the turret
gun.

Talk to Sam. He 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 it
so start for the East Ridge Camp to the east of Alpha Camp and Hoyt’s intact
drug fields.

<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
Chapter 32: Deepthroat <CH032>
      East Ridge Camp/Radio Tower/Supply Drop
           Wanted Dead (17)
      Maw Docks and Repairs
           Wanted Dead (18)
      Dry Palms Depot/Radio Tower/Supply Drop
           Path of the Hunter (18) (Pistol hunt for 3 bears) (sub-menu)
      Krige Valley River Fishing
           Path of the Hunter (19) (Flamethrower hunt for four leopards) (sub-
                                    menu)
      Stubborn Kid Farm/Radio Tower/Supply Drop
           Wanted Dead (19)
      Lazy Shore Marina Outpost
           Path of the Hunter (20) (Flamethrower hunt for rabid dogs) (sub-menu)
<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>

Before continuing to the gorge, it’s time to liberate some outposts and fill in
the map’s details. Commandeer a vehicle and drive east toward the East Ridge
Camp Outpost.

<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
East Ridge Camp Outpost (X: 443 Y: 490.7) <ERCO>
     Wanted Dead (17) ($400)
<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>

The high ground south of the post provides excellent recon and will allow you to
snipe the two Snipers in the isolated roadside towers. Five pirates, two
Regulars and three Chargers, also patrol and two feral dogs are penned at the
back of the compound. With both Snipers eliminated, release the dogs. There is
an alarm box against the cliff face that you can disable but getting down from
the heights is a roundabout affair. Because of your elevated position it is
easier to stay in cover and undetected, let the dogs rampage and snipe as many
of the surviving pirates as possible with the silenced Z93 sniper rifle. A
pirate will sometimes hole-up in the upper story of the safe house. Go get him
when he is all alone and lonesome.

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 Outpost Radio Tower: (X: 452 Y: 466.3) <RT14>

The East Ridge Outpost Radio Tower is best reached by the winding footpath east
of the outpost. Watch for a dog pack near the footpath and for a snake which is
sometimes under the structure.

Go up the stairwells and either crouch and walk the beam or jump the gap in the
platform. Climb the rope. Make the short jump to the walkway’s grating above and
move clockwise around the catwalk. Crouch and walk the beams. Jump to the
twisted grating above. Jump the gap in the platform or walk the beam to it and
climb the rope. Jump the gap in the grating and continue around the tower to a
rope climb. Go up the stairwell, walk the structural beam to the platform and
jump to the ladder to reach the top. More weapons are offered for free at the
stores and a “Supply Drop” activates.
                                    <<<<<<>>>>>>

>>>>>>East Ridge Camp Outpost Supply Drop ($225, 500XP)

Take the zipline down to the buggy. The 50 second timer is generous on this one.
Pretty straightforward roads and off road driving-an easy bounty.
                                    <<<<<<>>>>>>

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Collectibles near East Ridge Camp Outpost:

Letter of the Lost no. 15: Coordinates X: 497 Y: 501.3 (Hurk’s Fourth) Drive
east out of East Ridge Camp Outpost. About 550 meters east of the outpost there
is a large old bayside bunker. The letter is on the corpse in the bunker.

Relic at map coordinates X: 458.7 Y: 485.2 (Heron 13) Southeast of East Ridge
Camp Outpost there is a Relic. The 165 meter distance is deceiving. It is on top
of the mountain at a homestead and is best accessed by using the dirt footpath
behind the outpost. A “Supply Drop” run will bring you to this location as well.
There are a couple of ammo caches there. (No. 87)

Relic at map coordinates X: 437.5 Y: 470.8 (Spider 14) 200 meters south of East
Ridge Camp west of the goat symbol on your map you’ll find a Relic. This Relic
sits behind a red hopper at a roadside facility. (No. 88)

Relic at map coordinates X: 438.6 Y: 444.2 (Heron 28) About 470 meters south of
East Ridge Camp there is a Relic on top of a steep-sided mountain. You can get
up the grade on the north side where the grassy area will allow you access to
some crude paths going to the top. The Relic sits in a shrine. (No. 89)
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

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.

<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
Maw Docks and Repairs Outpost (X: 215.8 Y: 376.5) <MDRO>
     Wanted Dead (18) ($400)
<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>

This compact riverside outpost is a short distance south of Gaztown. The glider
located there can put you on its doorstep. If it isn’t there jump from the
heights and use the wingsuit. Conduct recon from the high ground to the north.
You’ll see three Snipers, three Chargers and two Regulars. Pirate patrol
vehicles routinely pass by on the roadway.

Give the place a wide berth and infiltrate along the river from the west. Check
the positioning of the defenders and jump the concrete barrier and disable the
alarm. The compact nature of the facility and the proximity of the defenders to
each other still make sniping your best tactic. Move back to the west and stay
concealed in one of the bushes and use silenced Z93 rounds to clear out the
defenders. Any reinforcements will include a gunboat and a helicopter.

There is a “Wanted Dead” mission on the bounty board. You must kill two
pyromaniacs entrenched in some old World War Two bunkers. You 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 at map coordinates X: 231.9 Y: 355.6 (Shark 19) A little over 260 meters
southeast of Maw Docks and Repairs there is a shack on the slopes of the
mountain. The Relic is inside the shack. (No. 111)

Relic at map coordinates X: 216.5 Y: 330.9 (Spider 19) The Relic is
approximately 450 meters south of Maw Docks and Repairs. There is a cave
entrance 80 meters west of it at map coordinates X: 208.5 Y: 331.9. Enter the
cave, cross the bridge and walk the ledge to get to the Relic. (No. 112)
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

>>>>>>Dry Palm Storage Depot Radio Tower: (X: 254.9 Y: 350.4) <RT15>

There is a radio tower northwest of Dry Palm Storage Depot. Either drive there
or go back to Gaztown and take the glider, which will generally keep reappearing
after having been used. The tower is on a remote promontory.

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 the roof via the
ladder and ride the line onto the tower. Climb the rope, take the stairwell and
go around the walkway to another rope climb and then another. Jump to a rope
grab. Walk the structural and diagonal beam to get to the next rope climb. Walk
the beam to get to the grating and get onto the platform and take the ladder to
the top. New weapons will be free in the stores and a “Supply Drop” is
activated.
                                  <<<<<<>>>>>>

>>>>>>Dry Palm Storage Supply Drop ($250, 1,000 XP)

Take the zipline down to the ATV. The course will take you off road and if you
get off the knoll cleanly and don’t overturn the ATV on the off-road grades or
hit too many things, the 1:00 timer is ample. This is an easy money run.
                                  <<<<<<>>>>>

<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
Dry Palm Storage Depot Outpost (X: 266.2 Y: 334.3) <DPSO>
     Path of the Hunter (18) (Pistol hunt for three bears) (sub-menu)
<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>

This remote outpost is southeast of the Dry Palms Radio Tower. A Sniper, a
Heavy, two Regulars and two Chargers man it. Do your recon from the heights on
the north side near the dirt road. There is room to maneuver on the grassy ledge
there. An occasional vehicle may pass by but you’re just out of the restricted
zone. Use the crest of the mountain to mask your position and take out the
milling Heavy with a silenced Z93 round and then the Sniper on the platform and
then anyone on the perimeter.

Just stay hidden while sniping over the crest of the cliff to remain undetected,
preventing an alarm even though they have discovered the bodies. If you don’t
have the patience or the Z93 sniper rifle, you can move down the grade to
disable the alarm and release the caged komodo to distract the defenders; but
the best plan is to simply snipe the lot.

Before purchasing ammo, raid the ammo cache in the upper story of the safe
house. 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 at map coordinates X: 275.4 Y: 338.3 (Boar 21) About 100 meters northeast
of the safe house at Dry Palms Storage Depot there is a Relic. Just enter the
mine tunnel in the rear of the facility 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.
(No. 109)

Relic at map coordinates X: 251.1 Y: 324.4 (Heron 18) 180 meters southwest of
Dry Palms Storage Depot, near a boarded-up church, you’ll find a Relic at a
gravesite. (No. 110)

Relic at map coordinates X: 295.2 Y: 325.5 (Boar 19) 300 meters east of Dry
Palms Storage Depot there is a Relic. You must go down to the beach at map
coordinates X: 292.4 Y: 323.4 where you’ll find a mine entrance into the
mountain. The Relic is 35 meters down the tunnel. (No. 113)

Relic at map coordinates X: 313.4 Y: 338.9 (Spider 17) There is a Relic
approximately 475 meters east of Dry Palms Storage Depot, but it isn’t on top of
the mountain. Go south down to the road paralleling the beach and head east.
There is an old mine entrance at map coordinates X: 312.5 Y: 332.5. It is about
halfway up the mountain. You’ll have to make your way up the slope and catch the
dirt path. The Relic is 60 meters inside the mountain but the winding passage
makes it much longer. You will end up in a pool of water where a long dangling
vine will get you onto the ledge. Jump to the vine grab across the gap and the
Relic is in a short tunnel. (No. 114)

Relic at map coordinates X: 248.5 Y: 357.3 (Heron 19) You will find a Relic
about 290 meters northwest of Dry Palms Storage Depot near the radio tower. From
near the concrete support for the guy wire, drop down off the cliff to the rocks
below and then to those just below. The Relic sits on a rock on the ledge. (No.
115)
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
Krige Valley River Fishing Outpost (X: 321.5 Y: 362.4) <KVRF>
     Path of the Hunter (19) (Flamethrower hunt for four leopards) (sub-menu)
<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>

If you just took the Dry Palms Storage Depot Outpost the 630 meters to the Krige
Valley River Fishing Outpost is deceiving. The terrain between the two is
torturous and a drive there will multiply the distance numerous times. A better
option is to fast travel to Gaztown and use a glider to get onto the heights
southeast of the post.

Scout and tag the eight defenders from the south heights. The riverside facility
has two Heavies, two Chargers and four Regulars. One is on a platform across the
road and two on the balcony of the house. Regular patrols drive past. There is
also a caged komodo dragon on the north side of the facility.

This isn’t the easiest outpost to infiltrate undetected and more Heavies will
arrive with any reinforcements. Stay out of their sightline on the long grassy
ridge and release the komodo. This diversion will allow you to begin dropping
pirates with the silenced Z93 sniper rifle. Move in closer as their ranks thin,
moving in on the east side by giving the place a wide birth and then coming in
along the river. There is an alarm box to disable near the komodo cage.

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 Outpost (X: 368.9 Y: 427.3) <SKFO>
     Wanted Dead: (19) ($350)
<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>

Make your way to the outpost and approach it from the north side of the
mountain. There are three Heavy Gunners and four Regular pirates to deal with.
Recon from the slope to the west of the outpost. If you spend any time looking
the place over a bear or a buffalo will oftentimes distract or kill some of the
garrison. There is a cave on the west side (X 362.9 Y 428.7) that will take you
through part of the mountain and place you near the alarm box on the east side
where you can then disable it. The truly dark passage through this cave almost
makes it easier to infiltrate from the east, using the bushes and rock wall to
snipe anyone in the area of the alarm. A Heavy Gunner patrols the area so
advance with care.

An alarm summoning reinforcements can be challenging in this restricting terrain
and the water buffalo don’t like your presence either. Disabling the alarm and
picking your shots is the best plan. Once it is disabled just clear them out.

Raid the large ammo cache 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.
                                 <<<<<<>>>>>>

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Collectibles near Stubborn Kid Farm Outpost:

Relic at map coordinates X: 391 Y: 427.4 (Spider 30) 220 meters east of Stubborn
Kid Farm Outpost there is an old mining camp. The Relic sits in a cart at the
mine. (No. 99)

Relic at map coordinates X: 354.1 Y: 448.1 (Boar 15) Approximately 260 meters
northwest of the Stubborn Kid Farm there is a symbol for a Relic but you must
enter a cave containing some old ruins at approximately X: 359.5 Y: 448.5 on the
slope of the mountain. Enter the dark tunnel and blast the door of the ruin
open. The Relic sits inside on a pedestal. (No. 100)

Note on Boar 15 if you get to X: 383 Y: 453 you; find a little aloe farm. The
grassy valley behind and a couple of long vine climbs will get you to the cave
entrance.

Relic at map coordinates X: 398 Y: 452.7 (Heron 15) 390 meters northeast of
Stubborn Kid Farm’s safe house there is a Relic inside a building at the small
settlement. (No. 101)
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

>>>>>>Stubborn Kid Farm Radio Tower: (X: 381 Y: 430.2) <RT16>

Make the nearby Stubborn Kid Farm Radio Tower your waypoint. It is just up the
grade from the outpost.

Climb the four stairwells and make the rope climb. Jump to a rope grab point.
Walk a series of planks around the tower to another grab point or you can just
jump the gap onto the grating. Walk the beams around to a short jump to a
grating where your head will hit if the jump isn’t right. Jump a gap in the
grating and then jump to the ladder platform. If this is your 16th tower, all
the regular weapons are now gratis and only a “Supply Drop” is offered.
                               <<<<<<>>>>>>

>>>>>>Stubborn Kid Farm Radio Tower Supply Drop ($300, 1,000 XP)

Take the zipline down to the ATV. This one will take you off road down steep
grades but the 1:00 timer is adequate if you don’t turn over or hit too many
obstructions.
                                <<<<<<>>>>>>

<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
Lazy Shore Marina Outpost (X: 487.1 Y: 427.4) <LSMO>
     Path of the Hunter (20) (Flamethrower hunt for rabid dogs) (sub-menu)
<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>

Fast travel to the Echo Camp safe house in the central part of the island. It is
just southeast of the Lazy Shore Marina Outpost. Make your way to the outpost
and scout it from across the river.

There are seven defenders at the outpost and three of them are Heavy Flamers.
The enemy concentration makes it difficult to disable the alarm without being
detected. Go across the bridge and set up on the ridge to the north of the camp.
Pick off the guy on the balcony and the one that usually stands below. Wait
until a Heavy gets near a red barrel and take him out by hitting it. Keep in the
bushes to remain undetected. You will now have their attention but they won’t
know where you are.

Even if you manage to disable the alarm or if the defenders are scrambling to
locate you, a passing vehicle will stop and investigate the action and may drive
up the ridge. When the garrison is thinned out, you can sneak in to disable the
alarm and finish off the survivors. Any persistent alarm 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. It pays
$350 to kill a pack of eight rabid dogs with a flamethrower.
                               <<<<<>>>>>>

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Collectibles near Lazy Shore Marina Outpost:

Relic at map coordinates X: 455.3 Y: 425.3 (Spider 25) 320 meters due west of
Lazy Shore Marina there is a Relic. 60 meters south of the Relic’s symbol there
is a deep cenote at map coordinates X: 454.2 Y: 419.3. Cross the river at Lazy
Shores Marina and take the road west to the cenote. Jump in and swim/walk to the
Relic. Use the wingsuit to exit the elevated cave. (No. 85)

Relic at map coordinates X: 420.8 Y: 418.3 (Shark 29) 670 meters west 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 make your way
down the hillside to the base of the falls. (No. 86)

Relic at map coordinates X: 462.8 Y: 448 (Boar 13) The Relic is at a remote ruin
site in a canyon about 300 meters northwest of Lazy Shore Marina. Blast the
stone door open to find the Relic on a stone altar. (No. 90)
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

>>>>>>Deepthroat: (Starts)

For this mission you won’t require sound suppressors so carry your most potent
weapons.

Start up the roadway toward the waypoint from Echo Camp or Lazy Shore Marina
Outpost. When the waypoint moves to the left of the road go down the grade on
the rough riverside path and farther along it will move up grade and transition
into a mine cart track. Climb the ladder on the wooden tower on your left and
tag the pirates on both sides of the gorge. Take the zipline across the gorge.
This isn’t a restricted area so the hostiles take no notice of you. Don’t mess
with them either-yet.

Use the nearby ladder and take the zipline across the gorge again. Continue
along the track and then take the stairwells beyond. Do a Takedown on the
isolated sentry atop the overlook. If this guy is going down the stairwell, just
bypass him instead. Grab the body armor from the table and look toward the
waypoint-a bridge where a meeting is taking place.

When prompted to take a picture of the meeting, center the camera on the confab
taking place on the bridge to satisfy the task. Taking the picture will change
the task to preventing the conspirators from leaving in the truck-wait until it
does change or there will be no roll on the captain’s corpse. Jason will speak
briefly when it’s time to begin and a 50 second timer will start. You then must
get across the gorge, kill the intervening pirates and destroy the truck before
the conspirators can escape.

Take the zipline across and sprint through the passage. Do a quick “Chained
Takedown” on the two sentries and sprint ahead and do a quick Takedown on the
lone sentry or if he is on the move gun him down. Turn back past the shack and
you’ll find an RPG at the waypoint. Use it to target one of the trucks to negate
the timer so the conspirators can’t escape. Move forward into cover behind the
shack and hit the other truck as well. Quickly locate and put down the RPG
operator on the opposite side of the gorge with your RPG. If anyone shows
anywhere across the gorge hit them with the RPG. This will also allow the flames
to subside where you hit the RPG operator. You aren’t time constrained so take
your time. Take the zipline west of the shack across the gorge when you aren’t
traveling into flames.

Start east on the wooden walkway and you’ll be met by about half a dozen pirates
coming from a grotto on the right. A quick player can get a grenade into the
entrance and kill most of them before they can offer much resistance. Clear them
out and raid the grotto. Continue up the ramp and clear the three or four
pirates as you continue up the grade. These pirates will eventually come to you
if you wait on the ramp going up near the grotto.

There is still no time constraint. Your task is to get to the bridge for the
list of conspirators. Continue up the inclines and walkways which will switch
back to going east. Don’t linger here or a pair of RPG operators will target you
from across the gorge with deadly effect. Either quickly sniper them or hit them
with your RPG if you kept it. You can also just be quick and get onto the
platform with a rope grab and quickly use the zipline to again cross the gorge.
The RPG operators will be waiting if you didn’t take them out but will have to
employ small arms since you’ll be at close quarters.

Another wave of pirates will then scramble out of the tunnel to challenge your
incursion. Get behind the shack to deal with them, grab the body armor from the
side grotto and continue up the tracks toward the bridge.

Pirates will emerge from a shack at the far end of the wooden ramp. Waste the
small group of hostiles and grab the loot from 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
eliminate the half dozen pirates in and around the shack. Toss a grenade into
the shack, hit the red barrel and let the pirates come to you as you remain in
cover behind the barrier.

Get onto the bridge and loot the “yellow’s” 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.
                                   <<<<<<>>>>>>

<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
Chapter 33: All In <CH033>
                 Harmanese Gas and Repair
                     Wanted Dead (20)
                     Father’s Burden
                 Bridge Control Outpost/Radio Tower/Supply Drop
                     Path of the Hunter (21) (Machete hunt for an albino
                                              crocodile) (sub-menu)
                     Path of the Hunter (22) (Machete hunt for two bears) (sub-
                                              Menu)
                     Home Delivered
                 Break Point Docks
                     Wanted Dead (21)
                     Wanted Dead (22)
                     Path of the Hunter (23) (Bow hunt for komodo dragons) (sub-
                                              menu)
                 Longshore View Outpost/Radio Tower/Supply Drop
                     Wanted Dead (23)
                     Dirty Work
<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>

Return to Thurston Town via the fast travel station to visit the store there and
to use it as a staging area to take the northeastern outpost called Harmanse Gas
and Repair.

<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
Harmanese Gas and Repair Outpost (X: 606.3 Y: 489.2) <HGRO>
     Wanted Dead ((20) ($375)
     Father’s Burden ($500) Optional Mission
<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>

The outpost is just southeast of Thurston Town. Get onto the mountain southeast
of the outpost to do recon. The outpost lies on the shoreline and is garrisoned
by a Sniper on the bay side, by two Heavies and four Regulars. Use the silenced
Z93 sniper rifle to kill the Sniper while remaining in cover on the heights near
the shrine. When you have a shot, continue dropping the defenders.

With most of the garrison downed, drop down from the heights and move in along
the river to remain concealed. The fence will allow you to stalk your prey and
take cover in the bushes if the search comes your way. Slip into the facility to
snipe or use Takedowns. There is an alarm box on the east side that you can
disable when any remaining enemy positions allow it.

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 Two
bunkers. An optional mission, “Father’s Burden,” is also offered.
                                     <<<<<<>>>>>

>>>>>>Father’s Burden: <OP13>

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-hope you know what beats what.
Return to the requestor for 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 at map coordinates X: 598.1 Y: 490.5 (Heron 12) Just 85 meters east of
Harmanse Gas and Repair, on the crag, there is an altar with a Relic. This was
the suggested sniping platform for liberating the Outpost. (No. 77)

Letter of the Lost no. 14: Coordinates X: 602.6 Y: 457.7 (Hyato’s third) About
315 meters south of Harmanese Gas and Repair there is an old World War Two
fortification overlooking the bay. Inside you’ll find a letter on a soldier’s
corpse.

Relic at map coordinates X: 610 Y: 427.5 (Heron 25) South of Turtle Hill, which
is south of Harmanse Gas and Repair, there is a tiny but elevated island just
offshore. You can climb a vine on the northwest side to get to the Relic on the
altar. No. 78)

Relic at map coordinates X: 573.7 Y: 454.5 (Spider 13) This will appear to be
near the radio tower around 300 meters west of Turtle Hill, but you’ll have to
move down the knoll due north of the tower to find a cave entry at map
coordinates X: 575.5 Y: 450. You’ll have to climb three ledges using vines to
get to the shrine. (No. 79)

Relic at map coordinates X: 583.9 Y: 439.7 (Shark 13) Southwest of Turtle Hill
on a knoll atop the mountain there is a Shack. The Relic is lying alongside it.
(No. 80)
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
Bridge Control Outpost (X: 442.8 Y: 384.3) <BCO>
     Path of the Hunter (21) (Machete hut for an albino crocodile)
     Path of the Hunter (22) (Machete hunt for a bear)
     Home Delivered ($500) Optional Mission
<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>

This riverside outpost is located in the south central part of South Island
adjacent to the bridge. Scout the facility from the high slopes to its south,
tagging the seven defenders. Three are Snipers. One is at the guard shack near
the bridge and another is near the road. A third Sniper is on patrol. All
brandish RPGs. The heights afford good cover for sniping but if you first circle
to the east side and avoid detection by the vehicle patrols you can infiltrate
the outpost and disable the alarm box behind the safe house. A lone sentry
loiters there and this area is also on the patrol route of the Sniper.

Carefully exit the outpost and return to the hillside. Stay in the scattered
bushes and use your silenced Z93 sniper rifle to kill the RPG operator at the
bridge and the roadside. Pick your shots and be aware than a firefight may draw
in a patrol vehicle even if there is no alarm.

Raid the safe house for the Memory Card and 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.
                               <<<<<<>>>>>>

>>>>>>Home Delivered: <OP14>

There is a small islet in the river just west of Bridge Control Outpost. Go
behind the poker establishment and talk to the man standing there. Three of his
friends have disappeared in a water pool believed to have 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 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 Outpost Radio Tower: (X: 454.2 Y: 361.5) <RT17>

The radio tower is on a lofty crag northwest of Break Points Dock and southeast
of Bridge Control.

Go up the stairwells and make the three simple rope climbs. Jump the gap in the
grating. Go up the angled planks and move onto the platform. Jump the gap and go
up the plank and get onto the platform and jump across the gap. Crouch and walk
onto the plank and climb the rope. A series of planks will take you across the
tower to a rope climb. Take the ladder to the top to deactivate the scrambler. A
new “Supply Drop” is available.
                             <<<<<<>>>>>>

>>>>>>Bridge Control Outpost Radio Tower Supply Drop ($175, 250 XP)

The old car bounces around a bit-more than a bit-especially when you are off
road but the 45 second timer is adequate.
                               <<<<<<>>>>>>

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Collectibles near Bridge Control Outpost:

Relic at map coordinates X: 414 Y: 397.4 (Spider 15) 325 meters northwest of
Bridge Control a Relic is indicated. To get to it 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 you surface and find the Relic on the cave’s floor. (No. 107)

Letter of the Lost no. 19: Coordinates X: 528.6 Y: 399.9 (Masawiro’s Letter)
Echo Camp is the closet fast travel station to the site. Go east on the roadway
until north of the waypoint and cut south to find the soldier’s remains near a
gun emplacement.

Relic at map coordinates X: 578 Y: 346.4 (Heron 14) There is an island about 500
meters off the east coast of the South Island. There is a Relic atop the rocky
crag on that island. Commandeer a boat and pilot it to the island and make your
way up the grassy slope to get it. (No. 108)
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
Break Point Docks Outpost (X: 477.2 Y: 342.9) <BPDO>
     Wanted Dead (21) ($500)
     Wanted Dead (22) ($500)
     Path of the Hunter (23) (Bow hunt for komodo dragons)
<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>

This compact bayside facility is at the extreme southeast part of South Island.
Scout the outpost from the high ground to the north. Two Heavies, two Chargers
and three Regulars man the place. Stay in cover and pick off any isolated
pirates and then release the tiger to further reduce the odds. No alarm will
sound if your sniping is discrete so remain on the heights, concealed in the
bushes. With a bit of luck the tiger and stealthy sniping will 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 also 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 Dock Outpost:

Letter of the Lost no. 18: Coordinates X: 471.5 Y: 418.1 (Hayato’s fourth) 190
meters southwest of Lazy Shore Marina there is a cenote at the waypoint. Jump
into the water and the letter is on the corpse on the rock ledge. A long vine
will get you out.

Relic at map coordinates X: 466.7 Y: 352.5 (Boar 24) 140 meters northwest of
Break Point Dock’s safe house, there is an extensive ruin site near the base of
the mountain. Place a C4 charge on the stone doorway to blast it open. The Relic
is on a stone pedestal inside. (No. 102)

Relic at map coordinates X: 478.4 Y: 356.7 (Shark 14) There appears to be a
Relic atop the mountain north of the Break Point Docks but a ground level cave
entrance can be found at map coordinates X: 478.2 Y: 361.4. 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. Neither is the Relic which lays on the
floor in the dark. It’s about a forty meter underwater swim to the Relic and
then back out. (No. 103)

Relic at map coordinates X: 493.4 Y: 360.6 (Shark 15) About 230 meters northeast
of the Break Points Dock safe house the map indicates there is a Relic. You
must, however, enter a cave in the bay to the south of it at map coordinates X:
496.7 Y: 353.2. This is about 80 meters from the Relic. Swim into the cave and
you’ll come to a wooden structure in the rear. 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. (No. 104)

Relic at map coordinates X: 443.2 Y: 344.7 (Heron 2) About 340 meters west of
Break Point Docks Outpost on the slopes of the mountain there is an isolated
shack. The Relic is inside. (No. 105)

Relic at map coordinates X: 421.5 Y: 350.4 (Spider 20) 560 meters to the
northwest of Break Point Docks there is a Relic. To retrieve this item, go east
to the river where a wooden walkway leads into a grotto where it sits on the
walkway. (No. 106)
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

>>>>>>Longshore View Outpost Radio Tower: (X: 363.9 Y: 346.4) <RT18>

The Longshore View Radio Tower is located in the south central part of the South
Island northwest of the Longshore View Outpost. Take the three stairwells and
jump onto the grating. Grab the dangling ropes and pull up onto it or just walk
the beam to it. Jump the gap in the warped grating and climb the rope. Do
another rope climb and then a jumping rope grab from the fractured piece of
stairwell. Walk the planks across the tower to a grating and then jump to
another warped grating. Walk the plank and jump down to a small section of
grating. Climb the vine, crouch and walk the plank over the edge of the tower,
do a 180 on the plank and climb the rope to the ladder platform. Take the ladder
to the top to deactivate the scrambler. Another “Supply Drop” is activated. Take
the zipline down.
                                   <<<<<<>>>>>>

>>>>>>Longshore View Radio Tower Supply Drop ($250, 1,000 XP)

This is easy money. The route involves three ramp jumps and the 1:05 timer is
ample.
                                   <<<<<<>>>>>>

<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
Longshore View Outpost (X: 378.9 Y: 338.9) <LVO>
     Wanted Dead (23)
     Dirty Work ($500) Optional Mission
<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>

Scout the outpost from the heights to its west. There are seven defenders
including two Heavy Flamers and a pair of Snipers. Picking off any of the
garrison will be noticed. Stay in the bushes on the heights and take out the
Sniper on the balcony and the one in the guard shack on the northeast side. Take
out his sidekick and let the defenders settle down. Oftentimes one or more will
stand by a red barrel and be an easy kill. You can continue to snipe or
infiltrate, disabling the alarm box near the sniper’s station on the northeast
outskirts.

Loot the premises and enter the safe house for the Memory Card. 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.
                                  <<<<<<>>>>>>
>>>>>>Dirty Work: <OP15>

The mission site is far to the east of Longshore View Outpost. 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
murdered his family and he wants revenge.

You’ll find the first killer and his three buddies, one of whom is a Heavy, to
the northwest. You can’t charge in because the area is restricted. The mark is
firing his gun into the air and his cronies are milling about. It isn’t even
necessary to kill his entourage. You can just stand off and snipe him. If
killing everyone is your choice, a Rakyat patrol vehicle may respond to the
action and actually give you a hand.

The second waypoint will appear to the north near the river’s confluence. The
target will be in a boat with a Sniper wielding an RPG and three Regulars will
loiter near the river. This is a restricted area so either snipe the target or
kill them all.

The third target is on a small island to the north. Swim across the river and
put a rifle bullet in his head. Once again, killing his followers is optional.
There is a bit of loot to be had on the island.

Return 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: Coordinates X: 374.6 Y: 315.5 (Hurk’s Second) About
125 meters south of Longshore View Outpost on a cliff overlooking the bay there
is an old World War Two fortification. There is no way in but if you go west 25
meters at the same elevation you will find a remote entrance.

Relic at map coordinates X: 382.8 Y: 345.7 (Shark 20) 175 meters due north of
Longshore View Outpost, just below the deer symbol, there is a building where a
Relic sets on an old television set. (No. 116)

Relic at map coordinates X: 336.7 Y: 318.2 (Spider 29) 435 meters west of
Longshore View safe house, below the cassowary symbol, there is a Relic. You’ll
find a large structure there. Use the cartons and the mobile generator to get to
the rope grab behind it. Enter via the window and the Relic is on the floor of
the place. (No. 117)

Relic at map coordinates X: 359.1 Y: 336.1 (Boar 16) A little over 210 meters
from Longshore View safe house there is a Relic in a cave near the small pond.
You’ll have to jump across some boulders to get to a couple of vine climbs. The
Relic is in the shallow grotto near some ruins. (No. 118)
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

>>>>>>All In: (Starts)

Make your way to the waypoint-Hoyt’s stronghold called The Compound. You can, of
course, drive, but if you fast travel to Gaztown you can take the glider 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 seem 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. He wants to team-up to first destroy Hoyt’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 at map coordinates X: 392 Y: 380.6 (Shark 17) About 200 meters due east of
The Compound, in the river near the bridge, there is a Relic on the riverbed
near a submerged car. (No. 119)

Relic at map coordinates X: 362.5 Y: 364.3 (Heron 20) 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. (No. 120)
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
Chapter 34: Paint it Black <CH034>
                 Lonely Shore Way Outpost
                      Wanted Dead (24)
<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>

The mission site is on the northwest side of the island and there is an outpost
there called Lonely Shore Way. Charlie Camp’s safe house is close to both the
mission and the outpost.

<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
Lonely Shore Way Outpost (X: 258.4 Y: 522.8) <LSWO>
     Wanted Dead (24) ($350)
<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>

The remote camp is backed by steep cliffs. Do your recon on the outpost from the
rocky crag overlooking the place. A patrol truck passes by at regular intervals.
Tag the seven defenders. There are two Snipers on elevated perches; one is near
the cliff. There is also a Heavy and four Regulars. Some are tough to see
without “Enhanced Perception.” There is also a caged tiger.

Take out the Sniper on the roof nearest the cliff and then release the caged
tiger. It will kill some of the pirates but even if there is no alarm a
patrolling truck may stop to investigate. Continue sniping to clear the
compound. The surrounding cliffs make for good sniping, but make getting to the
alarm boxes difficult unless you eliminate most of the defenders first. Loot is
meager but there is an assortment of munitions in one of the buildings and an
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)

You’ll need the silenced Z93 sniper rifle and a shotgun like the SPAS-12 on this
sortie. Camp Charlie is in the far northwest corner of the island just northeast
of the objective. Fast travel there and then drive south to the hillside
opposite the large fortified complex. Use the high ground near the roadway to
scout the large compound. There is an old concrete fortification (X: 226 Y: 489)
covered by bushes that is a perfect spot to commence operations. There is a pair
of Snipers on elevated lookouts among the ten or so pirates scattered about the
complex including two Heavies. Watch for a leopard that frequents the vicinity
when you’re scouting.

Begin the carnage by taking out the two Snipers. Remain hidden in either the
bunker or in the bushes as you systematically mow down as many pirates as you
can. When the available targets are down, either get in the bunker and defend
the door if they are coming your way or move down the hillside and enter the
maze-like tunnel on the southwest side of the bunker. (Entry at X: 220.3 Y:
492.1)

As any surviving pirates search, use the tunnel as a chokepoint to clear the
compound. There is a pair of Heavy Flamers to deal with but they won’t abandon
the communication center’s entryway to enter the tunnels. When things calm down,
use the bushes in the compound as cover and make headshots on the Heavies to put
them down. This garrison doesn’t re-spawn so just systematically wipe them out
as well as and any reinforcements arriving if an alarm is given.

Plant the C4 on the bunker’s door and get back to detonate it so you don’t have
to repeat what you just accomplished. The chambers ahead are populated with
about fifteen pirates including three Heavy Flamers. Using an “Enhanced
Perception” syringe during this time can be extremely useful, especially when
groups of pirates surge in or a Heavy Flamer kicks down a pair of flammable
barrels on a blind corner. A “Fireproof” syringe can also help your cause.

After you enter, rubble will block the entry and half-a-dozen pirates including
a Heavy Flamer will surge into the room. They might toss a grenade so return the
favor and quickly eliminate the Heavy. The SPAS-12 shotgun provides excellent
service in these tight quarters and its rapid fire can help you deal with the
Heavy.

A few pirates will filter into the chambers as you advance. Grab the body armor
and don’t leave anyone alive behind you as you advance. After exiting the room
with the computer terminals another group of six, including a Heavy Flamer, will
defend the corridor. Make your way forward and another Heavy Flamer will kick
down a couple of flammable barrels near a blind turn. “Enhanced Perception” can
be extremely useful here. Another pirate lurks just beyond.

Move up the stairs toward daylight and you’ll hear barking as you climb the
ladder. The battle isn’t over. There are several hostiles atop the bunker that
you need to kill, including a lookout in the rear area.

Once cleared you have time to loot if you don’t plant the C4 charge. Be sure to
take the body armor in the bunker near the dish and top off your ammo at the
cache. If you have mines, planting them near the central concrete structure will
greatly aid your cause.

Plant the C4 on the satellite dish. You must now defend against a steady stream
of hostiles that will attempt to kill you and to reach the dish to defuse the
bomb. Sam is on his way in a chopper.

Take shelter behind the crate and the sandbags. The enemy will enter from the
bunker in small groups. The mines will dispose of some but don’t spare the
grenades or Molotovs. The enemy will include a Flamer or two if the tussle
stretches out.

When Sam arrives in the chopper get to it quickly-the hostiles will just keep
coming and will kill Sam if you don’t get to the chopper soon after it arrives.
As you rise into the air the detonator will appear in your hand. Follow the
prompt to blow the dish and when you jump from the chopper open the wingsuit and
glide to earth to end the mission.
                                <<<<<<>>>>>>

<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
Chapter 35: Black Gold <CH035>
<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>

As the mission starts Dennis calls. 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 again time to meet Sam. If need be fast travel to one of the towns or an
outpost you have liberated to offload extras and gear-up for the destruction of
Hoyt’s fuel depots. Purchasing a suit of body armor is highly advised at this
point of the game. Carrying a shotgun, like the SPAS-12, and a GL-94 grenade
launcher as well as a heavy-hitting LMG, SMG or assault rifle is advised.

Fast travel to Delta Camp and sprint cross country to see Sam. After Sam offers
a bit of his family history, you take the wheel while Sam mans the .50 cal.

The fuel depot facility is to the west. For now there is only one waypoint, the
depot itself, but four others, marking the positions of the explosives, will
appear once you reach the destination. Which is which can become quite confusing
in the heat of battle. Pause to mark the northeast one once they appear.

Drive into the initial area, run down as many pirates as you can but continue
driving to the right on the roadway, going hard right around the sandbags toward
the waypoint. Let Sam protect the truck while you go in behind the depot with
the rust colored fence. Be prepared for a Heavy Flamer to contest the way to the
first bomb. Put him down and set the charge. It will detonate in 20 seconds; so
get back to Sam in the vehicle. Additional hostiles will be arriving as is a
vehicle. Use the GL-94 grenade launcher or toss a grenade at it to keep it off
your tail.

There are three more waypoints; so, to avoid confusion, manually mark the
northwest depot. Things can now become a bit chaotic since Hoyt’s guys don’t
appreciate your activities. You now have a short drive to the west. Stop near
the red roofed structure and the blue barrels.

Quickly move down the stairs before the defenders scramble, killing any visible
hostile and go left into the fenced area to set the charge. It should be
relatively free of opposition but it won’t be for long. Set the charge, starting
the timer, and fight your way back up the stairs to the truck.

Start for the dump farthest to the east. It is behind a building with the blue
barrels as is a small group of pirates including a Heavy Flamer. Alarms are
blaring now and Sam is blazing away but killing everybody isn’t the mission.
Once the charge is set, get back to the vehicle and head for the next waypoint
to the west.

It is inside a two-story building and you must clear the pirates as you enter,
which includes a Heavy Flamer. Go up the stairs, clear out the pirates, and then
go down the stairs to set the charge. With the timer active, get back up the
stairs and jump the rail to get back to Sam. Even though the final waypoint
hasn’t appeared, drive north to get away from the defenders.

Drive to the new waypoint. Sam is now going to create more mischief; and, while
he does, you’re manning the .50. A hazy area will mark the spot where you must
park the vehicle. Waste no time manning the .50.

Start killing bad guys. There are numerous flammable barrels in the area and
three vehicles with turrets will arrive. The entering RPG operators can do a lot
of damage so don’t spare the bullets-on anyone, but the gun can overheat so fire
in bursts. When Sam takes the wheel, kill everything in your path. Flammable
barrels reside by all the plump targets. After he jumps the ramp the mission is
completed, but don’t leave him hangin.’

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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 and purchase a suit of body armor.
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<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
Chapter 36: Aced in the Hole <CH036>
<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>

Fast travel to The Compound and 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.

<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
Chapter 37: Betting Against the House <CH037>
<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>

With Hoyt dead you have only 12 minutes to get to the airport and find Riley.
After you go down the stairs and exit Hoyt’s headquarters you’ll encounter a
Heavy Flamer. Exit the structure without delay and bear left to the edge of the
compound to get out of the limelight. You need to get out of the gate and a
couple of vehicles will attempt to block the way. A Heavy will be among the
defenders. Toss a couple of grenades at them and scurry past in the confusion,
taking out anyone in your way.

There is a vehicle outside the gate but it may be damaged. Drive or sprint
toward the waypoint and commandeer a vehicle if you’re afoot. Dodge the oncoming
patrol vehicles, drive over the drawbridge which they will raise and crash into
the airport. On the way a frantic Liza will call. They are being abducted from
the Doctor’s place-great!

Once again resistance is heavy. Run people down as you enter and get out of the
vehicle and get to the right side of the airport to minimize contact. Staying
just outside the fence until you reach the guard tower will allow you to avoid
much of the resistance. There is a barred structure on the opposite side of the
airport where Riley is being held. A Heavy Flamer is inside and must be put
down. Riley is in a cell on the right. Release him and then don’t worry about
him-he doesn’t have a health bar. Kill the four hostiles including another Heavy
flamer near the building’s exit and then get to the helicopter. All four must be
neutralized before Riley can get to the chopper.

Riley will have to fly while you man the chopper’s turret gun. Lay waste to
everyone and everything in sight as the chopper warms up. 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.
Allow the gun to cool when you can.

As Riley pilots it away from the airport, continue to lay waste to everything.
There will be an RPG guy in the tower, Hostiles on the rooftops near explosive
items. There will be vehicles, boats and a truck on the bridge. Don’t let them
concentrate fire on the chopper. The most dangerous part is when Riley decides
to make another pass over the airport. The RPG operators there can quickly bring
you down, so target them and anything that explodes. The last hurdle will be
three helicopters. Take them down and you’re free of pursuit.

<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
Chapter 38: The Doctor is Out <CH038>
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The Doctor’s place is blazing. Get to a dying Dr. Earnhardt in the gazebo. He
says the jungle warriors-the Rakyat-abducted your friends and took then 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 get to the Temple.

<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
Chapter 39: Hard Choices <CH039>
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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
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 of how 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-whiny but 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 pursue side any missions that you skipped.

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Relics and Letters of the Lost: Amanaki Item Map <ATIM>

Relic no. 1: Coordinates X: 509.1 Y: 744 (Boar 3) If you make the Relic icon
northeast of the Amanaki Outpost your waypoint, assuming you have the Amanaki
Town loot Map, the item is approximately 100 meters (meters in this game seem
like exceedingly long meters) from the Amanaki Outpost safe house. The Relic
sits on a wooden shrine. A distinctive chanting means you’re very close to the
collectible. Take the Relic from the shrine. Each Relic found will yield 250 XP
and put you a Relic closer to acquiring the “Bull” shotgun. Swipe the money from
the shrine and gobble up the loot. The Rakyat won’t mind if you do their dirty
work so swipe the offerings.

Relic no. 2: Coordinates X: 523.5 Y: 730.6 (Spider 5) About 230 meters southeast
of the Amanaki Outpost there is a Relic but it isn’t on top of the crag where it
would appear to be-too easy. On the southeast side of the mountain slope at
coordinates X: 528 Y: 728 there is a cave entrance. Enter the passage and stay
near the left wall to find a vine grab that will get you onto a ledge where
you’ll find the Relic on a shrine.

Letter of the Lost no. 1: Coordinates X: 530.3 Y: 741.7 (Mogi’s First) 230
meters east of the Amanaki Outpost there is a Letter of the Lost in a hillside
grotto near a hidden gun emplacement. If you get directly above the Relic’s
symbol on the grassy hill and then drop onto the jutting rock ledge just below
and then onto the narrow one below it, you will find it. It can also be accessed
via a cave entry east of it at X: 531.4 Y: 739.


Relic no. 3: Coordinates X: 452.4 Y: 755.1 (Spider 23) Approximately 290 meters
northeast of Amanaki Town you will see a Relic’s icon, assuming you have the
area’s loot map. If you are seeking this Relic early in the game be aware that
pirates will patrol the area and komodo dragons are rather common. You will have
to skirt counterclockwise around the mountain east of town to get to its
location. A stand of “crimson” leaf plants lay near a shrine with food
offerings. A cave entrance lit by a dim candle can be found in the rock face
behind it. 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: Coordinates X: 465.7 Y: 758.3 (Shark 23) Approximately 420 meters
east of Amanaki Town there is a shack and a boat dock on the cove. There is a
Relic on the bottom under the boat dock. If you seek this Relic early in the
game, beware of an occasional crocodile in the water near it and of pirates
using the shack and of pirate vehicle patrols.

Letter of the Lost no. 2: Coordinates X: 460.3 Y: 766.7 (Mori’s Letter) This one
isn’t easy to find. You will find a ground level cave entrance north of the
letter’s location; this is due east of the pig icon on your map at coordinates
X: 461.3 Y: 771.7. This is about 380 meters northeast of Amanaki Town and early
in the game it may still be in enemy territory. Mori’s Letter can be found on
the soldier’s corpse. Each Letter of the Lost yields 500 XP and puts you closer
to the six needed for the Tanto sword-an acquisition worth the effort of finding
the required six letters.

Relic no. 5: Coordinates X: 502.6 Y: 790.2 (Spider 3) There is a circular pool
of water 500 meters north of the Amanaki Outpost. Early in the game this is on
the margin of Rakyat territory and getting to the area is best accomplished by
hoofing it and bearing to the west to skirt the sheer slopes of the mountain
north of the outpost. Dive into the pool from the cliff and swim to the south
side where four ledges are reached via vine climbs. Jump the gap to a vine grab
point. Jump from ledge to ledge and then jump to a grab point. Turn around and
make a jump through the bushes to a vine grab. Climb a vine again and continue
ahead to an old but well lit temple. Take the Relic and the cash, since you
worked so hard to get this item, from the altar.

Relic no. 6: Coordinates X: 491.2 Y: 795.7 (Boar 23) Once in the circular pool
north of the Amanaki Outpost, climb onto a low ledge on the northwest side and
take the long vine into a cave and continue well into the mountain to an ancient
ruin. The Relic is on a stone pedestal. You can actually use a series of vines
to emerge well north of your entry area, but there is nothing there but pirates
and beached ships, but you will be visiting the area soon enough. In fact it is
an alternate way to attack the “Medusa’s” garrison.

Relic no. 7: Coordinates X: 445 Y: 803.9 (Shark 4) There is a buoy in the bay
northeast of Wellshore Wrecker’s House and the tip of the mast of a sunken ship
nearby. Once “Deep Dive” is available, take a boat there 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: Coordinates X: 413.2 Y: 808.2 (Heron 23) There is a small islet
about 280 meters northwest of Wellshore Wrecker’s Outpost. Grab a boat and go
ashore on the east side of the islet because of the steep cliffs. You’ll also
need to make several vine climbs to get atop the ledges and a couple more
farther along to get to an altar atop the crag.

Relic no. 9: Coordinates X: 373.3 Y: 808.1 (Spider 21) 375 meters north of Vasla
Docks there is an island called Temple of Stone. On the isles high point there
is a ruin. Go down the stairs and you’ll find the Relic on a stone shelf.

Relic no. 10: Coordinates X: 373.7 Y: 770.4 (Boar 2) There is a Relic resting on
the base of the gun assembly south of Vasla Docks. On your map this will be
directly below the “pig” icon. This can easily be found during the optional
mission, “Tagging the Past” available at the Vasla Docks Outpost on the
northeast side of the North Island. It will be the emplacement north of the
waypoint for that mission.

Relic no. 11: Coordinates X: 395.3 Y: 772.7 (Boar 1) Approximately 275 meters
southeast of Vasla Docks there is a Relic in an old ruin. The entry is at X:
393.6 Y: 774.5. You’ll have to push some loose stone aside in a side passage to
get to the Relic.

Relic no. 12: Coordinates X: 370 Y: 754.2 (Heron 16) This Relic is approximately
280 meters due south of Vasla Docks and is lying on the shoreline near a row
boat.

Relic no. 13: Coordinates X: 397.1 Y: 754.8 (Shark 21) In the northeast side of
the bay west of Amanaki Town there is a ship that went aground on the rocks near
the shore. You’ll find a Relic in the shallow water near a loot chest. Watch out
for sharks.

Relic no. 14: Coordinates X: 346.3 Y: 758.4 (Shark 1) There is a buoy with a
ringing bell in the southwestern side of the bay 280 meters on the east side of
Dr. Earnhardt’s place. It lay on the bottom under the sunken ship near the buoy.

Relic no. 15: Coordinates X: 351.5 Y: 731.4 (Heron 21) Southeast of Dr.
Earnhardt’s place there is a Relic atop a crag in the ruins. This is south of
the leopard symbol on your map. Parts of the peninsula is leopard and/or komodo
territory so be wary.

Letter of the Lost no 3: Coordinates X: 379.9 Y: 741.1 (Ren’s Letter) There is
an island about 400 meters south of Vasla Docks. There is an old World War Two
fortification there where you’ll find the letter. There are cassowary and
sometimes dogs on the island.

Relic no. 16: Coordinates X: 318.4 Y: 750.3 (Spider 1) Go into the cavern below
Dr. Earnhardt’s and you’ll find a couple of short vine climbs if you move along
the right rock face and then a long climb. Move along the precarious rock ledges
jump the gap when required and take the vine down. Watch and listen for a bear
as you continue deeper into the cave and you’ll find some loot chests and the
Relic in the back area at approximately X: 318.4 Y: 750.3. This Relic won’t show
on your map.

Relic no. 17: Coordinates X: 557.6 Y: 761.2 (Heron 3) About 235 meters west of
the Rust Yard there is a wrecked car on a hillside ledge. The Relic lies
alongside the vehicle.

Relic no. 18: Coordinates X: 559.6 Y: 778.3 (Boar 25) 325 meters northwest of
the Rust Yard and 130 meters from the Rust Yard Radio Tower there is a ground
level shrine where you’ll find a Relic. The mountain between the outpost and the
shrine has a lot of wildlife, including buffalo, tiger, cassowary and dog packs.
If you haven’t taken Cradle View Outpost this will be on the margins of Rakyat
control.

Relic no. 19: Coordinates X: 592.3 Y: 774.2 (Boar 5) Approximately 250 meters
northeast of the Rust Yard you won’t find a Relic at the coordinates if you go
onto the hill. There is, however, an old mine entrance below the cliff to the
northwest near the roadway. The entries coordinates are X: 590.5 Y: 776.2 and
the 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: Coordinates X: 594.8 Y: 794.9 (Shark 6) This Relic is about 450
meters northeast of the Rust Yard. You’ll find the Relic at the bottom of a deep
pool near a waterfall.

Relic no. 21: Coordinates X: 606.4 Y: 761.3 (Shark 7) There is a river
approximately 275 meters east of the Rust Yard. 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: Coordinates X: 586 Y: 816.2 (Spider 6) This Relic is 650 meters
north of the Rust Yard but only 180 meters southeast of Cradle View Outpost. If
you haven’t taken the outpost at Cradle View, this will be behind enemy lines.
The Relic lies in a 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 <NGIM>

Relic no. 23: Coordinates X: 362.4 Y: 688.7 (Spider 22) This Relic is embedded
in the “Prison Break-In” mission. Pass through the door and grab the Relic on
the ground to your left near the door.

Relic no. 24: Coordinates X: 399.4 Y: 687.2 (Boar 22) In the far southwest
corner of Rook Island, there is a dilapidated hut on the north shore of the
small island where the Orphan Point Outpost is located. There is a dugout behind
the shack where you will find a Relic.

Relic no. 25: Coordinates X: 439 Y: 671.8 (Shark 24) This Relic is on a hilltop
settlement approximately 250 meters southeast of the Mosquito Yard. It is inside
the stockade fence in a makeshift shrine.

Letter of the Lost no. 4: Coordinates X: 435.3 Y: 645.6 (Sato’s Letter) There is
a Letter of the Lost 300 meters northwest of the Northview Gas Outpost. It is
just northwest of the boar depicted on your map. It can be found on a Japanese
soldier’s corpse alongside an old gun emplacement that once commanded the bay.

Relic no. 26: Coordinates X: 363.3 Y: 664.8 (Spider 2) There is a tiny rocky
islet south of the Orphan Point Radio Tower. You can enter a grotto on the east
side of it that will take you to a Relic on a pedestal in the pool of water. You
can’t blast the stone on the south side-save your C4. You can either struggle up
the rocks on the east side near the water or climb the vine on the west side and
get onto the ledge and climb another vine. You will then find a rock well that
you can jump down into to get the Relic. You will, believe it or not, get a poke
point to get the Relic if you swim near it.

Relic no. 27: Coordinates X: 385.1 Y: 668.2 (Shark 3) There is an isolated rock
in the bay near a buoy. You’ll have to dive inside the gutted old shipwreck to
find the Relic inside the wrecked body of the craft. These waters are infested
with sharks so watch out and harvest some for crafting if needed.

Relic no. 28: Coordinates X: 358.8 Y: 690.4 (Heron 22) About 115 meters north of
the Orphan Point Radio Tower on the peninsula south of Dr. Earnhardt’s there is
a fortification atop the heights. You will find the Relic in a bunker there.

Relic no. 29: Coordinates X: 335.9 Y: 693.4 (Shark 2) There is a Relic offshore
near the projecting finger of land roughly west of the “pig” icon on your map of
the peninsula south of Dr. Earnhardt’s. 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.

Letter of the Lost no. 5: Coordinates X: 362.6 Y: 709.6 (Hyogo’s Letter) 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.

Relic no. 30: Coordinates X: 464.9 Y: 655.4 (Shark 5) There is a Relic
approximately 280 meters north of Northview Gas. Drive north on the main road
and stop opposite the waterfall. Swim past the falls and you will find a system
of ruins in the grotto. Dive a short distance to get the Relic off the floor.

Relic no. 31: Coordinates X: 462.3 Y: 661.4 (Heron 1) This is north of the
Northview Gas Outpost but is on the north side of the large mountain. The
numerous switchbacks you must use are best approached from near the radio tower
about 180 meters north of the Relic. In order to get to a higher elevation and
the switchback trails there requires a vine climb to reach the remote shrine.

Relic no. 32: Coordinates X: 494.2 Y: 650.7 (Spider 24) 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: Coordinates: X: 506.7 Y: 672.1 (Boar 4) There is a temple ruin 350
meters southwest of Cliffside Overlook, whose entry is blocked by vines. This
Relic is most easily approached from the south and is at a high elevation. Blast
the vines obstructing the entrance of the ruin. It sits on a stone just inside.

Relic no. 34: Coordinates X: 523.4 Y: 676.1 (Heron 4) Less than 200 meters
southwest of Cliffside Overlook and just north of Calvary Point there is a
Relic. Watch for bears in this region. A path will get you to a steep cliff
where the wooden walkway has fractured. This is on the northeast side of the
steep-sided crag. You can struggle up the cliff and it is a struggle to get to
the Relic sitting on a shrine.

Relic no. 35: Coordinates X: 552.2 Y: 688.9 (Boar 6) About 150 meters northeast
of Cliffside Overlook there is a Relic. If you start your search for it from
Cliffside Overlook you’ll have to get down off the cliffs. It is sitting in a
shack alongside the road just south of the inlet of the bay.

Relic no. 36: Coordinates X: 496.1 Y: 700.2 (Spider 4) There is a Relic about
400 meters south of the Amanaki Outpost. This is east of the tiger’s tail, as
seen on the map. This is challenging terrain and the best routes up the steep
slopes are from the north. There is in a temple ruin atop the mountain and the
Relic sits inside the ruin.

Relic no. 37: Coordinates X: 561.4 Y: 625.8 (Spider 7) There is an old temple
ruin about 400 meters southwest of Hubris Farm and just east of Citra’s Temple.
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: X: 600.7 Y: 620.8 (Mogi’s Second) Around 300 meters
south of Hubris Farms there is an old bunker on the beachfront. Inside is a dead
soldier with the old letter.

Relic no. 38: Coordinates X: 570.7 Y: 649.4 (Spider 26) About 200 meters west of
Hubris Farm there are two Relics. One can be found inside an 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: Coordinates X: 572.2 Y: 650.9 (Shark 26) This Relic is in that
same ruin as no. 37, but you must swim underwater to get it off a submerged
pedestal in a side passage.

Relic no. 40: Coordinates X: 581.2 Y: 667.3 (Boar 7) 220 meters north of Hubris
Farms there is a Relic sitting atop the mountain near a crashed Zero.

Relic no. 41: Coordinates X: 607.4 Y: 676.2 (Heron 26) This Relic is only 300
meters northeast of Hubris Farms but the steep switchback paths behind the
outpost will take you on a roundabout path but will go right to the entrance of
a cave at map coordinates X: 605.3 Y: 673.4. The Relic is on an altar at the end
of the cave.

<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>

Relics and Letters of the Lost: Hubert Shore Item Map <HSIM>

Relic no. 42: Coordinates X: 688.8 Y: 563.7 (Boar 29) This Relic is about 375
meters south of The Neck Diner. It is, however 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: Coordinates X: 703.1 Y: 575.3 (Tadao’s Second Letter)
About 300 meters south of The Neck’s Diner near the roadway along the eastern
shore there is an old World War Two bunker where you’ll find the letter on a
soldier’s remains.

Relic no. 43: Coordinates X: 682.2 Y: 595.7 (Shark 10) 130 meters southwest of
The Neck’s Diner there is a Relic that you must access through an underwater
cave near the river at X: 679.8 Y: 597.7.

Relic no. 44: Coordinates X: 654.3 Y: 526.2 (Heron 29) Rook Point Tower is a
ruined old lighthouse approximately 170 meters east of Broken Neck Outpost. Just
climb the seemingly endless spiral stairwells to the top to find the Relic.

Relic no. 45: Coordinates X: 683.5Y: 524.6 (Heron 8) There is a small island
east of Rook Tower in shark infested waters. You’ll have to struggle to get up
the steep cliffs, which is best done on the western side of the islet. This is a
bit north of the demolished wooden walkway. The relic sits in a shrine atop the
rocky islet.

Relic no. 46: Coordinates X: 653.2 Y: 548.7 (Boar 10) 240 meters northeast of
Broken Neck Outpost on the river’s shore there is an old mine entrance at
652.1/549.3. You’ll find the Relic in a side grotto.

Relic no. 47: Coordinates X: 636.7 Y: 581.2 (Shark 9) 500 meters due north of
Broken Neck Home on the shoreline, there is a Relic lying next to the cliffs.

Relic no. 48: Coordinates X: 652.6 Y: 559 (Spider 9) 340 meter north of Broken
Neck Home there is a Relic. 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
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.

Letter of the Lost no. 8: Coordinates X: 632.5 Y: 601.4 (Tadao’s First) 600
meters west of The Neck’s Diner you’ll find a bunker near the shoreline. The
letter is on the dead soldier.

Relic no. 49: Coordinates X: 622 Y: 712.8 (Spider 8) About 120 meters north of
the Cradle Gas Outpost at coordinates X: 620.6 Y: 712 there is a fissure in the
ground with ruins beneath. 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 ruins by climbing a vine and making a couple of
jumps to get to daylight. (This is also an alternate way in coordinates X: 617.5
Y: 713.

Relic no. 50: Coordinates X: 644.6 Y: 649.1 (Shark 28) 150 meters northwest of
Hubert’s Shore Outpost there is a deep hole near the fallen pillar and some
temple ruins. Jump in and hope that you hit water. The Relic is in a small
grotto underwater. A “Deep Dive” will help you have enough time to locate this
one.

Letter of the Lost no. 9: Coordinates X: 629.5 Y: 645.6 (Mogi’s fourth)
Approximately 290 meters west of Hubert Shore Outpost there is a well hidden
Japanese position on the side of the mountain. If you look over the crest you’ll
see a wooden structure. Drop down onto it to find the letter. It can also be
approached from the low area to the southeast where you can walk up the grassy
hillside to get to it.

Relic no. 51: Coordinates X: 648.8 Y: 661.6 (Spider 28) 220 meters north of
Hubert Shore Power and just west of the radio tower there is a little roadside
table. The Relic is on the ground behind it. If you haven’t claimed the Hubert
Shore Power Outpost there will be a couple of pirates there.

Relic no. 52: Coordinates X: 665.2 Y: 672.4 (Boar 28) 310 meters northeast of
Hubert Shore Power there is a Relic. It isn’t atop the mountain. You’ll have to
find a cave entry at a lower elevation at map coordinates X: 666.7 Y: 670.4. It
is nestled inside the ruins inside.

Relic no. 53: Coordinates X: 646.2 Y: 683.8 (Heron 6) Approximately 430 meters
northwest of Hubert Shore Power Outpost or 280 meters southwest of Cradle Gas
Outpost on the top of a mountain there is a Relic in a shrine. The steep terrain
of the mountain will make you travel many times the distance to get to it-the
terrain is torturous. Watch for leopards in these highlands. A vine climb can
get you onto the crag where it sits but you can also scramble up the rocks
instead.

Relic no. 54: Coordinates X: 626.1 Y: 658.2 (Heron 7) 350 meters west of Hubert
Shore Outpost there is a Relic on the hillside. This is the site of a crashed
World War Two Zero.

Relic no. 55: Coordinates X: 745 Y: 615.2 (Heron 24) Approximately 270 meters
southeast of the Kell’s Boat Repairs there is a small islet off the southeastern
peninsula. There is usually a watercraft of some kind sitting on the shore east
of the islet. Pilot it there and moor on the southwest side where you can
struggle up the cliffs to the south of the Relic that sits in a shrine.

Relic no. 56: coordinates X: 772.9 Y: 622.3 (Boar 20) At the end of the
peninsula about 460 meters east of Kell’ Boat Repairs or 475 meters south of
Nat’s Repairs there is an old temple ruin. Blast the stone doorway open and
you’ll find the Relic inside.

Relic no. 57: Coordinates X: 741.7 Y: 638.9 (Shark 12) About 125 meters east of
Kell’s Repairs there is a Relic in an old submerged temple ruin in the bay. A
“Deep Dive” Syringe or two is essential to get this item. You can actually stand
on the top of the ruin which extends to the surface. You’ll have to swim into
the ruins to locate it and it will be in the upper part of the ruins. Numerous
loot chests can be found there.

Relic no. 58: Coordinates X: 704.2 Y: 643.7 (Boar 9) Approximately 260 meters
east of Kell’s Boat Repairs there is a Relic. It isn’t on top of the ridge; it
is underneath and the steep terrain is nearly impassable in this area. An old
temple ruin entry is in a gully south of it at coordinates X: 705.6 Y: 636.8.
Use an explosive to blast open the stone doorway. Make your way into the
extensive ruin where you’ll find the Relic on a stone pedestal. You’ll have to
jump onto it.

Letter of the Lost no. 10: Coordinates X: 777.8 Y: 618.8 (Hayato’s Second) If
you drive to the far end of the peninsula approximately 465 meters south of
Nat’s Repairs you will find some old World War Two bayside bunkers. There is a
Letter of the Lost in a bunker on a soldier’s corpse.

Relic no. 59: Coordinates X: 754.7 Y: 654.6 (Shark 22) About 300 meters
northeast of Kell’s Boat Repairs there is a Relic on the bottom of the bay. You
must use a “Deep Dive” syringe in order to collect it and get back to the
surface. Having a boat waiting above will likely keep you from being eaten by a
shark.

Relic no. 60: Coordinates X: 813.9 Y: 676.5 (Heron 11) Approximately 225 meters
north of Nat’s Repairs there is a small rocky peninsula extending into the bay.
The sheer cliffs can be negotiated on the west side where a green cleft can be
found. The Relic sits in a shrine.

Relic no. 61: Coordinates X: 772.3 Y: 695.6 (Boar 26) 550 meters northwest of
Nat’s Repairs there is a Relic in a shack not far from the roadway. If it
weren’t for the chanting and the symbol you wouldn’t know it was in the dimly
lit shack.

Relic no 62: Coordinates X: 748.5 Y: 713.8 (Spider 11) South of the Birdhouse
Tower and 550 meters west of Tequila Sunrise Outpost there is a temple ruin.
This will be just south of the Relic symbol below the rise. Inside is the Relic.

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Relics and Letters of the Lost: Badtown Item Map <BTIM>

Letter of the Lost no. 11: Coordinates X: 799 Y: 749.8 (Shinji’s Letter) 160
meters north of Tequila Sunrise Outpost there is a bunker where you’ll find a
letter. It is in a bunker built into the sheer cliff north of the outpost. Go to
the Relic’s symbol and jump down to the rock ledge and take the crude wooden
walkway to get into the bunker where you’ll find the letter on a long deceased
soldier.

Another route to the letter is via a system of ledges, walkways and vines that
can be taken from a lower elevation at map coordinates X: 789.4 Y: 757.2.

Letter of the Lost no 12: Coordinates X: 801 Y: 756.1 (Hyato’s First Letter) The
letter is about 225 meters north of Tequila Sunrise Outpost and seems to be
somewhere on the side of the mountain but it isn’t. You must get to ground level
to get to it. Near the shoreline, enter a cave at map coordinates X: 805.8 Y:
760.3. It will lead you deep into the mountain. A stream emerges out of the rock
and goes under a bridge. Walk in and then swim the 62 meters to a rock shelf
where you’ll find the letter on a corpse.

Relic no. 63: Coordinates X: 806.8 Y: 773.6 (Heron 9) 400 meters northeast of
the Tequila Sunrise Outpost there is an island just off the coast. The islands
steep cliffs require you to get ashore on the northwest side for access. There
is sometimes a tiger hunting boars on the islet so be prepared. The Relic is in
a shrine atop the islet.

Relic no. 64: Coordinates X: 786.7 Y: 755 (Heron 10) 240 meters northwest of
Tequila Sunrise near the tiger’s tail, as depicted on your map. The Relic is in
a shrine atop a small knoll.

Relic no. 65: Coordinates X: 736.2 Y: 771.9 (Boar 11) 115 meters southwest of
Camp Murder there is a ruin with a stone gateway in the ground. Watch for
dingoes as you use an explosive to blast it open. It is on a stone pedestal
within.

Relic no. 66: Coordinates X: 773.1 Y: 786.5 (Boar 30) 280 meters northeast of
Camp Murder there is a Relic sitting in a shack. This is near a Racing
Challenge. This area has packs of dingoes and the occasional tiger to watch out
for.

Relic no. 67: Coordinates X: 787.9 Y: 775.8 (Shark 30) This is 420 meters east
of Camp Murder near the beach. You’ll need to get down to the beach and swim
under the waterfall. The Relic is in the back of the grotto on a rock shelf.

Relic no. 68: Coordinates X: 721.5 Y: 750.2 (Shark 11) 375 meters southwest of
Camp Murder there is a metal grating over a subterranean ruin. A bit northwest
of the ruin 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. There are plenty of “blue” leafs along the way to fashion a “Deep
Dive” or two. Watch for a snake as you exit the water.

Relic no. 69: Coordinates X: 766.4 Y: 810.4 (Spider 10) 385 meters northeast of
Camp Murder there is a Relic near the beach. You can see the Relic through the
grating but you can’t get it. You also can’t destroy the bars. Move around the
cliff to the west where you’ll find an old mine entry at approximately X: 761.5
Y: 813. Go in and you will have to do a vine climb and then continue on to the
Relic.

Relic no. 70: Coordinates X: 704.9 Y: 792 (Boar 8) 175 meters east of AM 12
Outpost there is a Relic. The large mountain east of the outpost will require
you to go around it counterclockwise to reach an old ruin on the east side built
right into the cliff near the Relic’s waypoint. Move into the large ruin and
blast the stone door open. Continue deeper into the labyrinth, climbing the vine
and jumping to a vine over a well. Continue up the stairs to the open air and be
prepared to deal with several komodo dragons-that was what all the screaming was
about earlier. Continue up the stairs to get the Relic from the shrine.

Relic no. 71: Coordinates X: 702.5 Y: 809.9 (Heron 5) There is a small island
275 meters northeast of AM 12. If you just acquired Boar 8 you can take the
glider right to the islet. 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: Coordinates X: 682.2 Y: 811.2 (Mogi’s Third) 250
meters north of AM 12 there is a jutting point with a Letter of the Lost in a
bunker at map coordinates X: 683.4 Y: 812.5. It is on the corpse of the Japanese
soldier in the large bunker complex.

Relic no. 72: Coordinates X: 658.6 Y: 814.4 (Heron 27) There is a small steep-
sided islet north of AM 12 where you will find a Relic. Take a boat to the
northeast side of the islet, get out and climb the long vine to get atop the
islet. The Relic is on a shrine.

Relic no. 73: Coordinates X: 635.1 Y: 794.2 (Shark 8) There is a remote section
of beach on the north side of the island 530 meters west of AM 12. You’ll have
to dive and make a short swim into an underwater grotto to find the Relic.

Relic no. 74: Coordinates X: 669.1 Y: 759.9 (Shark 27) 325 meters southwest of
AM 12 near the radio tower there is a Relic but you’ll have to go to the cove
north of it to find a cave. Swim into it and you’ll find the Relic on a ruin.

Relic no. 75: Coordinates X: 678.9 Y: 742.1 (Boar 27) About 320 meters east of
Old Mines Outpost there is a Relic. There is an old mine tunnel just east of it
in the abandoned 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: Coordinates X: 661.4 Y: 736 (Spider 27) There is a cenote that you
will visit for a Supply Drop. It has map coordinates of approximately X: 660 Y:
740. Dive in and take the wooden ramps and the rope climbs to the top. Inside
the grotto there is a shrine with the Relic.

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Relics and Letters of the Lost: Thurston Town Item Map <TTIM>


Relic no. 77: Coordinates X: 598.1 Y: 490.5 (Heron 12) Just 85 meters east of
Harmanse Gas and Repair, on the crag, there is an altar with a Relic. This was
the suggested sniping platform for liberating the Outpost.

Letter of the Lost no. 14: Coordinates X: 602.6 Y: 457.7 (Hyato’s third) About
315 meters south of Harmanese Gas and Repair there is an old World War Two
fortification overlooking the bay. Inside you’ll find a letter on a soldier’s
corpse.

Relic no. 78: Coordinates X: 610 Y: 427.5 (Heron 25) South of Turtle Hill, which
is south of Harmanese Gas and Repair, there is a tiny but elevated islet just
offshore. You can climb a vine on the northwest side to get to the Relic on the
altar.

Relic no. 79: Coordinates X: 573.7 Y: 454.5 (Spider 13) This will appear to be
near the radio tower around 300 meters west of Turtle Hill, but you’ll have to
move down the knoll due north of the tower to find a cave entry at map
coordinates X: 575.5 Y: 450. You’ll have to climb three ledges using vines to
get to the shrine.

Relic no. 80: Coordinates X: 583.9 Y: 439.7 (Shark 13) Southwest of Turtle Hill
on a knoll atop the mountain there is a Shack. The Relic is lying alongside it.

Relic no. 81: Coordinates X: 523.1 Y: 476.1 (Spider 12) 130 meters north of
Delta Camp there is an old ruin atop the mountain. The Relic sits on the shrine.

Relic no. 82: Coordinates X: 541.4 Y: 438.1 (Boar 12) 175 meters east of the
Satellite Communications Hub, on a steep-sided mountain that you’ll have to work
your way up in the grassy areas, you’ll find an old ruin with a stone door. Use
C4 or a mine to blast it open for the Relic sitting on the altar.

Relic no. 83: Coordinates X: 547.6 Y: 453.9 (Shark 25) 250 meters northeast of
the Satellite Communications Hub there is an old homestead with a small patch of
drugs. The Relic is just sitting near the house. You can pilot the glider
northeast of the Satellite Communications Hub Outpost right to the site.

Relic no. 84: Coordinates X: 509.4 Y: 447.6 (Boar 14) 160 meters west of the
Satellite Communications Hub there is a shack alongside the road. Behind it is a
covered over underground bunker. Blast it open and jump down to find the Relic.


Relic no. 85: Coordinates X: 455.3 Y: 425.3 (Spider 25) 320 meters due west of
Lazy Shore Marina there is a Relic. 60 meters south of the Relic’s symbol there
is a deep cenote at map coordinates X: 454.2 Y: 419.3. Cross the river at Lazy
Shores Marina and take the road west to the cenote. Jump in and swim/walk to the
Relic. Use the wingsuit to exit the elevated cave.


Relic no. 86: Coordinates X: 420.8 Y: 418.3 (Shark 29) 670 meters west 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: Coordinates X: 497 Y: 501.3 (Hurk’s Fourth) Drive
east out of East Ridge Camp Outpost. About 550 meters east of the outpost there
is a large old bayside bunker. The letter is on the corpse in the bunker.

Relic no. 87 Coordinates X: 458.7 Y: 485.2 (Heron 13) Southeast of East Ridge
Camp Outpost there is a Relic. The 165 meter distance is deceiving. It is on top
the mountain at a homestead and is best accessed by using the dirt footpath
behind the outpost. A Supply Drop run will bring you to this location as well.
There are a couple of ammo caches there.

Relic no. 88: Coordinates X: 437.5 Y: 470.8 (Spider 14) 200 meters south of East
Ridge Camp west of the goat symbol on your map you’ll find a Relic. This Relic
sits behind a red hopper at a roadside facility.

Relic no. 89: Coordinates X: 438.6 Y: 444.2 (Heron 28) About 470 meters south of
East Ridge Camp there is a Relic on top of a steep-sided mountain. You can get
up the grade on the north side where the grassy area will allow you access to
some crude paths going to the top. The Relic sits in a shrine.

Relic no. 90: Coordinates X: 462.8 Y: 448 (Boar 13) The Relic is at a remote
ruin site in a canyon about 300 meters northwest of Lazy Shore Marina. Blast the
stone door open to find the Relic on a stone altar.

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Relics and Letters of the Lost: Gaztown Item Map <GTIM>

Letter of the Lost no. 16: Coordinates X: 237.5 Y: 425.4 (Hurk’s Third) 130
meters east of Gaztown there is a shack. There is a small outbuilding with a
ladder that will take you to an underground bunker. You will find the letter on
an old desiccated corpse.

Relic no. 91: Coordinates X: 233.7 Y: 441.5 (Heron 30) Less that 200 meters
northeast of Gaztown at an isolated shack you will find a Relic sitting on the
shack’s floor.

Relic no. 92: Coordinates X: 212.4 Y: 426.8 (Heron 17) 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, and it
isn’t always there. Start 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: Coordinates X: 278.2 Y: 442.9 (Shark 18) The North Krige Crest
Outpost is an old mining facility. Approximately 115 meters inside the mountain
there is a Relic in the mine’s tunnel. Go up the stairwells and the conveyor
belt or up the dirt path behind the facility to get to the mine entry. The Relic
is deep in the mine on a stone pedestal.

Relic no. 94: Coordinates X: 261.8 Y: 449.1 (Spider 18) 250 meters northwest of
North Krige Crest Outpost near the radio tower a Relic lies against the cliff.

Relic no. 95: Coordinates X: 258.1 Y: 462 (Boar 17) 500 meters northeast of the
Gaztown safe house there is a Relic. You can drive part of the way from Gaztown
and when you come to the bridge continue on foot. The winding switchbacks will
take you to the top of the mountain where you’ll find the Relic in a shack on
top of some crates.

Relic no. 96: Coordinates X: 279.7 Y: 479.3 (Boar 18) There is a Relic in the
middle of nowhere or 380 meters southwest of Romeo Camp. There are some old
ruins on a hillside and you must drop into the open shaft. There is a stone
doorway that will have to be blasted open. The Relic sits on an altar among
three loot chests.

Relic no. 97: Coordinates X: 323.2 Y: 469.1 (Shark 16) There is a lake 150
meters west of Spine Ridge Site Outpost. A Relic sits on a stone altar at the
bottom of the lake.

Relic no. 98: Coordinates X: 335.3 Y: 455.8 (Spider 16) 200 meters south of
Spine Ridge Site Outpost there is a Relic. It isn’t on top of the mountain but
must be accessed where a temple, now in ruins, was built into a cave at map
coordinates X: 331.7 Y: 458.1. It lies inside on a stone altar.

Relic no. 99: Coordinates X: 391 Y: 427.4 (Spider 30) 220 meters east of
Stubborn Kid Farm Outpost there is an old mining camp. The Relic sits in a cart
at the mine.

Relic no. 100: Coordinates X: 354.1 Y: 448.1 (Boar 15) Approximately 260 meters
northwest of the Stubborn Kid Farm there is a symbol for a Relic but you must
enter a cave containing some old ruins at approximately X: 359.5 Y: 448.5 on the
slope of the mountain. Enter the dark tunnel and blast the door of the ruin
open. The Relic sits inside on a pedestal.

Note on Boar 15: If you get to coordinates X: 383 Y: 453, you’ll find a little
aloe farm. The grassy valley behind it and a couple of long vine climbs will get
you to the cave entrance.

Relic no. 101: Coordinates X: 398 Y: 452.7 (Heron 15) 390 meters northeast of
Stubborn Kid Farm’s safe house there is a Relic inside a building at the small
settlement.

Letter of the Lost no. 17: Coordinates X: 407.8 Y: 498.9 (Hurk’s First)
Approximately 480 meters east of Alpha Camp in the north central part of the
South Island there is a letter about 480 meters east of the safe house. An old
bunker sits near the mouth of the river. The letter is on the corpse there.

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Relics and Letters of the Lost: Point Breaks Item Map <PBIM>


Letter of the Lost no. 18: Coordinates X: 471.5 Y: 418.1 (Hayato’s fourth) 190
meters southwest of Lazy Shore Marina there is a cenote at the waypoint. Jump
into the water and the letter is on the corpse on the rock ledge. A long vine
will get you out.

Relic no. 102: Coordinates X: 466.7 Y: 352.5 (Boar 24) 140 meters northwest of
Break Point Docks safe house there is an extensive ruin site near the base 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: Coordinates X: 478.4 Y: 356.7 (Shark 14) There appears to be a
Relic atop the mountain due north of the Break Point Docks but a ground level
cave entrance can be found at map coordinates X: 478.2 Y: 361.4. 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 as is the Relic, which lays on the floor
in the darkness. It’s about a forty meter underwater swim to the Relic and then
back out.

Relic no. 104: Coordinates X: 493.4 Y: 360.6 (Shark 15) About 230 meters
northeast of the Break Points Dock safe house the map indicates there is a
Relic. You must, however, enter a cave in the bay to the south of it at map
coordinates X: 496.7 Y: 353.2-this is about 80 meters from the Relic. Swim into
the cave and you’ll come to a wooden structure in the rear. 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.

Relic no. 105: Coordinates 443.2/344.7 (Heron 2) About 340 meters west of Break
Point Docks Outpost on the slopes of the mountain there is an isolated shack.
The Relic is inside.

Relic no 106: Coordinates X: 421.5 Y: 350.4 (Spider 20) 560 meters to the
northwest of Break Point Docks there is a Relic. To retrieve this item, go east
to the river where a wooden walkway leads into a grotto where it sits on the
walkway.

Relic no. 107: Coordinates X: 414 Y: 397.4 (Spider 15) 325 meters northwest of
Bridge Control a Relic is indicated. To get to it 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
before you surface and find the Relic on the cave’s floor.

Letter of the Lost no. 19: Coordinates X: 528.6 Y: 399.9 (Masawiro’s Letter)
Echo Camp is the closet fast travel station to the site. Go east on the roadway
until north of the waypoint and cut south to find the soldier’s remains near a
gun emplacement.

Relic no. 108: Coordinates X: 578 Y: 346.4 (Heron 14) There is an island about
500 meters off the east coast of the South Island. There is a Relic atop the
rocky crag on that island. Commandeer a boat and pilot it to the island and make
your way up the grassy slope to get it.

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Relics and Letters of the Lost: The Compound Item Map <TCIM>


Relic no. 109: Coordinates X: 275.4 Y: 338.3 (Boar 21) About 100 meters
northeast of the safe house at Dry Palms Storage Depot there is a Relic. Just
enter the mine tunnel in the rear of the facility 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: Coordinates X: 251.1 Y: 324.4 (Heron 18) 180 meters southwest of
Dry Palms Storage Depot, near a boarded-up church, you’ll find a Relic at a
gravesite.

Relic no. 111: Coordinates X: 231.9 Y: 355.6 (Shark 19) A little over 260 meters
southeast of Maw Docks and Repairs there is a shack on the slopes of the
mountain. The Relic is inside the shack.

Relic no. 112: Coordinates X: 216.5 Y: 330.9 (Spider 19) The Relic is
approximately 450 meters south of Maw Docks and Repairs. There is a cave
entrance 80 meters west of it at map coordinates X: 208.5 Y: 331.9. Enter the
cave, cross the bridge and walk the ledge to get to the Relic.

Relic no. 113: Coordinates X: 295.2 Y: 325.5 (Boar 19) 300 meters east of Dry
Palms Storage Depot there is a Relic. You must go down to the beach at map
coordinates X: 292.4 Y: 323.4 where you’ll find a mine entrance into the
mountain. The Relic is 35 meters down the tunnel.

Relic no. 114: Coordinates X: 313.4 Y: 338.9 (Spider 17) There is a Relic
approximately 475 meters east of Dry Palms Storage Depot, but it isn’t on top of
the mountain. Go south down to the road paralleling the beach and head east.
There is an old mine entrance at map coordinates X: 312.5 Y: 332.5. It is about
halfway up the mountain. You’ll have to make your way up the slope and catch the
dirt path. The Relic is 60 meters inside the mountain but the winding passage
makes it much longer. You will end up in a pool of water where a long dangling
vine will get you onto the ledge. Jump to the vine grab across the gap and the
Relic is in a short tunnel.

Relic no. 115: Coordinates X: 248.5 Y: 357.3 (Heron 19) You will find a Relic
about 290 meters northwest of Dry Palms Storage Depot near the radio tower. From
near the concrete support for the guy wire drop down off the cliff to the rocks
below and then to those just below. The Relic sits on a rock on the ledge.

Letter of the Lost no. 20: Coordinates X: 374.6 Y: 315.5 (Hurk’s Second) About
125 meters south of Longshore View Outpost on a cliff overlooking the bay there
is an old World War Two fortification. There is no way in but if you go west 25
meters at the same elevation you will find a remote entrance.

Relic no. 116: Coordinates X: 382.8 Y: 345.7 (Shark 20) 175 meters due north of
Longshore View Outpost, just below the deer symbol, there is a building where a
Relic sets on an old television set.

Relic no. 117: Coordinates X: 336.7 Y: 318.2 (Spider 29) 435 meters west of
Longshore View safe house, below the cassowary symbol, there is a Relic. You’ll
find a large structure there. Use the cartons and mobile generator to get to the
rope grab behind it. Enter via the window and the Relic is on the floor of the
place.

Relic no. 118: Coordinates X: 359.1 Y: 336.1 (Boar 16) A little over 210 meters
from Longshore View safe house there is a Relic in a cave near the small pond.
You’ll have to jump across some boulders to get to a couple of vine climbs. The
Relic is in the shallow grotto near some ruins.

Relic no. 119: Coordinates X: 392 Y: 380.6 (Shark 17) About 200 meters due east
of The Compound, in the river near the bridge, there is a Relic on the river’s
bottom near a submerged car.

Relic no. 120: Coordinates X: 362.5 Y: 364.3 (Heron 20) 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.



<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
North Island Path of the Hunter missions: <PHNI>

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>>>>>>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.

This “Path of the Hunter” mission is embedded in the narrative since you need
the cash early in the game. You will receive a shotgun required for the mission
which you can now keep or access at any store. In addition to the shotgun you
can also use the machete. It can be very beneficial against the quick-closing
aggressive rabid canines.
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>>>>>>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.

A rifle and ammo are provided but if you have your own and it is sound
suppressed and has the high-powered scope the task will be considerably easier
as the deer won’t spook as badly. Tag the browsing deer on the slope. You’ll
need to kill five and even a silenced weapon will cause them to scatter a bit.
There are plenty of “amber” leaves in the vicinity to craft into “Hunter’s
Instinct” syringes when you must stalk the last of them.
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>>>>>>03: Mission:  Bow hunt for a Black Panther
          Acquired: Chapter 5: Orphan Point bounty board
          Bounty:   $250 and the Black Panther hide for the “Extended Syringe
                    Kit.”

This mission is activated after liberating Orphan Point Outpost. The cabin,
however, where the bounty is posted is on the peninsula north of Orphan Point on
the mountain. Take the bow and arrows from the cabin, or use your upgraded bow,
and go south to the waypoint. Be aware that this is leopard country and that any
regular leopards encountered can be killed with a firearm. Craft an “Animal
Repellent” once the quarry is located. The panther will charge but shy away,
allowing you to pour arrows into it. Craft the “Extended Syringe Kit’ with the
hide.
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>>>>>>04: Path of the Hunter
          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. At the starting point-an isolated cabin-a shotgun is provided
if you need one and plenty of shotgun shells. The bears will be in a cave
nearby. Either an “Animal Repellent Instinct” can help you take out the bears.
The cave where you’ll find the bears is a short ways south of the cabin. One
will be near the entrance and the second deep inside the dark cave.
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>>>>>>>>05: Mission:  Bow hunt for the rare Golden Tiger
          Acquired: Chapter 5: Mosquito Yard Outpost bounty board.
          Bounty:   $250 and the Golden Tiger hide. This hide is needed to craft
                    the “Heavy Duty Ammo Pouch” allowing you can carry the
                    maximum amount of ammo allowed.

This is a bow hunt (provided) and the prey is a deadly Golden Tiger. It pays
$250 and the Golden Tiger hide. This can be pursued later so the hide doesn’t
consume an inventory spot. It will eventually be required to craft a “Heavy Duty
Ammo Pouch” but the previous pouches must first be acquired. Doing the mission
now, however, will allow you to procure a Recurve Bow which you would otherwise
have to purchase or activate additional towers to get free of charge.

The mission site is located a couple hundred yards northeast of Mosquito Yard.
The area is more overgrown that most of the island so the Golden Tiger has good
cover. There is also likely to be another tiger 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 “Red Dot Sight” this mission will be easier and if you have acquired
“Animal Repellent” it will be considerably easier.
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>>>>>>06: Mission:  Bow hunt for a Blood Komodo Dragon.
          Acquired: Chapter 11: Cliffside Overlook Outpost bounty board.
          Bounty:   $225 and the Blood Komodo hide needed to craft the “Extended
                    Grenade Pouch.”

The hunt will commence at the waypoint to the northwest. The Blood Komodo will
be in the designated area and a pair of regular komodos will be there as well.
Get on the rocky outcrop and snipe the regular komodos-save your arrows. The
area is large and the Blood Komodo may wander out of range of your rocky
outcrop. Stalk it and use an “Animal Repellent” syringe to get in close for the
kill. It will lunge at you but move away without attacking.
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>>>>>>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 and take the bow and arrows if needed. The area is
large and the undergrowth substantial. The four leopards can be anywhere. Use
“Enhanced Perception” if needed to locate them and have an “Animal Repellent”
handy. Remember to use the machete if one gets in close. The four leopard hides
are needed for crafting if you didn’t acquire them earlier.
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>>>>>>08: Mission:  Bow hunt for a Maneater Shark.
          Acquired: Chapter 12: Kell’s Boat Repairs bounty board.
          Bounty:   $225 and the Maneater Shark skin.


The mission starts there at the dock where you’ll find a bow and arrows. Locate
the Maneater and his entourage of three with you camera. It is hard to tell one
from the other, so you’ll likely have to kill them all with the bow. Take the
boat and pilot it near the circling sharks, Start killing them, 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.
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>>>>>>09: Mission:  Shotgun hunt for a One Horn Buffalo.
          Acquired: Chapter 14: Camp Murder bounty board
          Bounty:   $200 and a rare One Horn buffalo hide needed for the
                    Crafting the “Extended Wallet” allowing you to carry
                    up to $10,000.

The mission site is about 275 meters southwest of Camp Murder. Take the vehicle
and drive to the camp site at the waypoint. A shotgun and shells are provided if
you need one. Scout the large area which will have a small herd of buffalo. You
can thin the herd with a sniper rifle or you can just locate your victim. Hunt
down One Horn to complete the hunt.
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>>>>>>10: Mission:  Sniper rifle hunt for a Yellow Neck Cassowary
          Acquired: Chapter 15: AM 12 bounty board.
          Bounty:   $225 and a Yellow Neck Cassowary hide for crafting the
                    “Extended Fuel Sling.”

The hunt takes place just north of Camp Murder and you’ll have to make your way
down off the mountain to the site where a sniper rifle and ammo are provided.
You can use your own and, as always, the machete can be used as well. Start
locating and dropping the normal cassowaries before even crossing the bridge.
There will be about a half-dozen. The Yellow Neck will show as a waypoint when
it falls.
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>>>>>>11: Mission:  RPG hunt of rabid dogs.
          Acquired: Chapter 15: AM 12 bounty board
          Bounty:   $175 and dog hides for sale.

The mission site is about 275 meters southeast of the outpost at a
veterinarian’s clinic. The dogs are on the loose and you must kill them all. The
clinic has extra rockets and a suit of body armor. For charging dogs just use
the machete-electronic people aren’t warm blooded and can’t get rabies.
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>>>>>>12: Mission:  Bow hunt for a White Belly Tapir
          Acquired: Chapter 15: Rust Yard bounty board
          Bounty:   $225 and the rare tapir hide for crafting of the “Extended
                    Munitions Pouch” allowing you to carry 6 C4 charges and 6
                    mines.

The mission site is on an island about 250 meters southwest of the Rust Yard.
Swim to the island and take the bow and arrows or better yet use your own. 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. Use a “Hunter’s Instinct” to
counter their skittishness-there are numerous “amber” leaves on the island for
crafting. Since they aren’t dangerous just tag them and kill until the waypoint
says you have the White Belly.
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>>>>>>13: Mission:  Shotgun hunt for the Undying Bear
          Acquired: Chapter 16: Cradle Gas bounty board
          Bounty:   $275 and the Undying Bear hide for crafting of the “Heavy
                    Duty Rucksack,” allowing you to carry up to 96 loot items.

The waypoint is due south of the outpost. Move up the dirt path and take the
shotgun and shells or you can keep your own. Continue up the dirt path and enter
the dark cave. The bear will come from the rear of the cave and quickly be on
you. Blast him with your shotgun and keep blasting until it falls. An “Animal
Repellent” or a “Deadly Hunter” syringe can help keep you alive. Craft the
“Extended Rucksack” with the badly scarred hide, giving you room for 96 loot
items.
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>>>>>>14: Mission:  SMG hunt for three Bears
          Acquired: Chapter 24: Broken Neck Home bounty board
          Bounty:   $275 and three bear hides.

You are required to kill three bears with the provided Skorpion SMG or your own
SMG. You will have to make your way east through 400 meters of torturous terrain
to the mission site. Take the Skorpion SMG and its ammo if needed. The three
bears in the large designated area are aggressive and will attack on site. Have
an “Animal Repellent” or two handy to even the odds. The animals will charge but
shy away at the last second when you have the concoction injected. Gun the three
down to complete the mission.
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South Island Path of the Hunter missions: <PHSI>

>>>>>>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. Take your best sniper and remove
the silencer to give it extra punch. Just monitor the area with your camera and
kill the three leopards. Have an “Animal Repellent” slotted and ready if needed
but this should be an easy hunt.
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>>>>>>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 move southeast prepared for a chance
encounter. A shotgun is provided but if you have to have a better one, keep
yours but help yourself to the shells. You won’t have to do any stalking. The
first bear will be near the cave and the second will come calling when the first
falls.
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>>>>>>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 and un-scoped for the “shy” ones and the “friendly”
ones. Move straight toward the waypoint and deploy the wingsuit and 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. Advance
carefully and stay aware of your surroundings to complete the hunt.
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>>>>>>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 near the shoreline where you’ll find a pistol and ammo. Hope you
took your own D50 dressed out like you like. The three bears hang out near or in
the old mine entry. Just don’t let them get in close and this is a breeze.
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>>>>>>19: Mission:  Flamethrower hunt for four leopards.
          Acquired: Chapter 32: Krige Valley River fishing bounty board
          Bounty:   $400 and four leopard hides.

Cross the river on your way to the site and take the flamethrower and extra
fuel. Having syringes for “Fireproof” can be very beneficial since the
flamethrower will set the grass ablaze very quickly. In fact escaping your own
fires is more dangerous than the leopards. The fires will burn extensively so
check the margins of the designated area for the last of the leopards that will
flee outside of the designated area.
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>>>>>>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 north of
the outpost. 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. Hit them with the fire and it will be a case of chasing the rest
down. They will eventually stagger back to the starting point if you can’t find
the stragglers.
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>>>>>>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 east of the outpost. Get to the waypoint and the hunt
will occur near a maze of wooden walkways over the water. The albino crocodile
won’t be alone. Swim the waterways until you’re attacked. When the albino is
killed the mission is completed when you take its hide.
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>>>>>>22: Mission:  Machete hunt for two bears.
          Acquired: Chapter 33: Bridge Control Outpost bounty board
          Bounty:   $500 and two bear hides

The waypoint is a riverside shack and the hunt will take place just downriver.
The bears are just milling about near the river and will come charging one at a
time. Inject a “Deadly Hunter” and the Tanto sword will quickly put down the
bears.
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>>>>>>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 island just south of the outpost. Tag a komodo and
try to shoot it and be aware that there aren’t only the four needed komodo
dragons on the little island. If it closes use you Tanto or the machete at close
quarters. This is just a find and kill, and there is no strategy other than
that.
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<<<<<<>>>>>

North Island Wanted Dead missions: <WDNI>

>>>>>>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 north of the outpost and if you do this early in
the game it may still be in enemy territory. Having a silent weapon, like a
sniper rifle, MP5, F1 assault rifle or the recurve bow makes this mission less
problematic. The target will have a “yellow tag” and is the only one that must
be taken out with a knife. Dog packs frequent the area and if they attack you
the enemy may take note allowing you to be detected. The bamboo groves provide
limited cover but can be difficult to get through as well.

Tag the target and his three roving guards from the perimeter. Stay in cover and
snipe the outliers and then the one skinning the pig. With his crew eliminated,
maneuver into position for a Takedown or a slashing attack on the leader. Just
circle around as needed to get the drop on him. Toss a few stones to keep his
attention away from yourself. If the territory is in enemy hands and you are
seen, expect a patrolling pirate vehicle to join the action and greatly
complicate the engagement. If the leader is killed by a predator or during an
engagement with the Rakyat, the bounty is still yours.
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>>>>>>02: Mission:  A pirate is killing villagers. A always the kill must be
                    done with a knife to earn the bounty.
          Acquired: The bounty board is mid-way between Amanaki Town and the
                    Amanaki Outpost.
          Bounty:   $175

The waypoint is about half a mile to the northwest. If you do this mission
before establishing Rakyat control, the road to the mission will be patrolled.
There will be the target, the “yellow tag,” and three sidekicks and a guard dog.
If you encountered hostiles on your way there expect any noisy altercation to
escalate into a battle.

Do recon from the hill to the north, tagging everyone and the dog. You must kill
the “yellow” with a knife and it isn’t easy to do so without alerting the
others. Snipe the three sidekicks and the dog and then infiltrate. Use the
bushes and blind areas by the water to change your position so you can flank him
for the kill. If the sector is in Rakyat hands they may finish the job for you.
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>>>>>>03: Mission:  A pirate and his crew have seized a farm to grow drugs. As
                    always the kill must be with a knife to earn the bounty.
          Acquired: Wellshore Wrecker’s House bounty board.
          Bounty:   $175

The drug farm is just south of the outpost. With the sector in Rakyat control
they will oftentimes engage the prey and his three retainers. If not the farm is
large and offers good sniping and stealth opportunities. You can sometimes
maneuver to make the kill without even alerting the others.
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>>>>>>04: Mission:  A pirate and his crew are preying on locals at a nearby
                    island temple. As always the kill must be with a knife to
                    earn the bounty.
          Acquired: Vasla Docks Outpost bounty board.
          Bounty:   $200

You’ll need to get to the Temple of Stone island to the north. Before crossing,
scout the island with your camera to mark the positions of any sentries near the
beach and then swim across. The pirates have the high ground so maneuver to tag
them. Use “Enhanced Perception” and stay concealed in the tall grass and bushes.
An occasional snake may strike. Try to maneuver close to the prey and take him
down without alerting the four other pirates. You can then either leave the
island or massacre the rest of his crew.
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>>>>>>05: Mission:  Pirates are attacking fishermen by the shore. Kill their
                    leader with a knife Rakyat style for the bounty.
          Acquired: Vasla Docks Outpost bounty board.
          Bounty:   $300

The mission site isn’t far from the radio tower to the south of the outpost.
Scout the site from across the bay, tagging as many as possible. Note the rock
outcropping looming over the site. Swim to the west side and get onto the rocks
overlooking the site. There are four pirates accompanying him.

Use the crest of the outcropping to snipe the four lackeys. They won’t know
you’re there but will scramble, but nobody will come behind the rock. With the
four dead, stalk the prey for a knife kill. Frequently a Rakyat patrol will
engage them creating a diversion.
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>>>>>>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 southern peninsula. Take the boat and pilot
it up the west side of the peninsula and start up the mountain toward the site.
Watch and listen for leopards that can spoil the surprise. Tag the leader and
his four retainers. Some of the pirates will patrol. Pick off the isolated ones
and try to remain concealed in the foliage. They have the higher ground so when
the quarry is alone, begin maneuvering in for the knife kill.
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>>>>>>07:   Mission:  Crazed pirates are camped out near some shacks. As
                      always the kill must be with a knife to earn the bounty.
            Acquired: The Mosquito Yard Outpost bounty board.
            Bounty:   $225

The mission site is about 450 meters to the northeast. There are four Chargers
with the equally rambunctious quarry. The four will usually be in a group and a
cooked grenade will kill all or nearly all of them. You can then play cat and
mouse with the target. Beware of komodo dragons in the neighborhood as well.
Since this is near a roadway, passing Rakyat may intervene, killing the prey or
distracting him so that you can.
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>>>>>>08: Mission:  A sniper has seized part of a local beach. As
                    always the kill must be with a knife to earn the bounty.
          Acquired: Northview Gas Outpost bounty board.
          Bounty:   $225

The mission site is 500 meters west near the bay. The sniper is accompanied by a
pair of Snipers and a roving Regular. Drop the roving pirate and then the two
Snipers. The area is flat but has bushes and boulders that will allow you to
flank the sniper for the kill.
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Use the crest of the outcropping to snipe the four lackeys. They won’t know
you’re there but will scramble, but nobody will come behind the rock. With the
four dead, stalk the prey for a knife kill. Frequently a Rakyat patrol will
engage them creating a diversion.
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>>>>>>09: Mission:   A pirate is causing trouble at a nearby beach. Kill
                    their leader with a knife Rakyat style for the bounty.
          Acquired: Chapter 12: Hubris Farm Outpost bounty board.
          Bounty:   $250

Start south for the beach and scout from a safe distance. The encounter will be
complicated by the presence of four deadly Snipers and a Heavy Gunner. Swing
around to approach from the south and start to eliminate the three Snipers. When
discovered, change your location by moving back to the east using the bulk of
the mountain to mask your location. Eliminate all four Snipers before addressing
the Heavy and the quarry.

The “yellow” is a wary one and will stay close to the Heavy. Get above the
bunker and toss a stone to lure him away. Try to grenade or Molotov him before
concentrating on the prey that will dart about making the knife kill a bit
tougher. Rakyat will sometimes show causing a diversion.
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>>>>>>10: Mission:  A pirate is roaming around a local farm. Kill
                    their leader with a knife Rakyat style for the bounty.
          Acquired: Chapter 12: The Neck’s Diner Outpost bounty board.
          Bounty:   $325

Scout the farm. There are four Chargers, a pair of Heavies and the prey is a
Sniper occupying the upper story of the farm house. You aren’t sneaking in so
begin sniping from a distance to eliminate the Chargers. With the Chargers down
and the Heavies holed up with the “yellow”, use the blind side of the structure
to move in and lay C4 near the stairwell. Toss a Molotov, grenade or fire on
them to get one to investigate and then trigger the charge to put one of them
down. Repeat the procedure to eliminate the second Heavy.

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. Fill up at the ammo cache before departing.
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>>>>>>11: Mission:  A pirate is hunkered down near some bunkers. Kill
                    their leader with a knife Rakyat style for the bounty.
          Acquired: Chapter 12: Nat’s Repairs Outpost bounty board.
          Bounty:   $300

The mission site is at the far end of the peninsula, so grab a vehicle and drive
toward the waypoint and stop about 100 meters short. There are six pirates with
him and one has an RPG. Try to tag everybody and then snipe away. You can use
the bunker as cover when you stalk the “yellow.”
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>>>>>>12: Mission:  A pirate is hiding out in a tunnel. Kill
                    their leader with a knife Rakyat style for the bounty.
          Acquired: Chapter 12: Tequila Sunrise Outpost bounty board.
          Bounty:   $275

The mission site is a short distance to the north. Scout the entry and take out
the two pirates guarding the entry area. Four Chargers will mill about inside.
Throw a stone to lure a Charger out and put him down. The rest will come running
and the prey will follow. With the prey out of the tunnel, begin stalking him.
Oftentimes a Rakyat patrol will appear providing a diversion.
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>>>>>>13: Mission:  A pirate is holed up near a shack. Kill
                    their leader with a knife Rakyat style for the bounty.
          Acquired: Chapter 15: AM 12 Outpost bounty board.
          Bounty:   $300

The shack is a short distance to the west of the outpost. The two story shack is
surrounded by water and five Chargers mill about and a Sniper wielding an RPG is
on the second floor with your quarry. Take out the Sniper and then the Chargers,
leaving the “yellow.” There is only one way in, so either lure him out or head
up and hack him with your machete. Raid the shack which has some decent loot.
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>>>>>>14: Mission:  Pirates murdered a local butcher in the nearby woods. Kill
                    the leader Rakyat style for the bounty.
          Acquired: Chapter 15: Old Mines Outpost bounty board.
          Bounty:   $300

The site is to the southwest of the outpost. The group of seven includes a
Sniper and five Chargers milling about the woods near a bonfire. The prey is
hiding in a cabin and wields a sniper rifle. Knock out the Sniper and as many
Chargers as you can and then mop up the Chargers who will charge into your
shotgun barrel.

You will now have to flank the prey. Circle around and use the bulk of the hills
and the cabin to flank him. The Rakyat may have responded to the altercation
making the kill easier.
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>>>>>>15: Mission:  A pirate has set up camp in the woods. Kill their
                    leader with a knife Rakyat style for the bounty.
          Acquired: Chapter 18: Cradle Gas Outpost bounty board.
          Bounty:   $275

Move east to the site. Scout from the high ground to the southwest, tagging the
six. A Heavy, two Chargers and two Regulars accompany the leader who is dressing
out a couple of bush pigs. Snipe all but the Heavy and the “yellow.” If you have
an RPG just take out the Heavy. If not plant a C4 charge near the hut east of
the camp and lure him into it with a stone or gunfire. The “yellow” is an easy
kill with his sidekicks gone.
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>>>>>>16: Mission:  A pirate and his crew are entrenched on a nearby hill.
                    Kill their leader with a knife Rakyat style for the bounty.
          Acquired: Chapter 19: Cradle View Outpost bounty board.
          Bounty:   $250

The pirates hold the high ground on a hill to the west but there is decent cover
for you to get in close for recon. There are five pirates with the leader at the
homestead which is surrounded by a low stockade. The stockade allows you to get
in close. Pick off the guys on the perimeter and stalk the leader. You can
usually get him without clearing out the place.
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<<<<<<>>>>>

South Island Wanted Dead Missions: <WDSI>

>>>>>>17: Mission:  A pirate and his crew are camped near a hillside bunker.
                    Kill their leader with a knife Rakyat style for the bounty.
          Acquired: Chapter 32: East Ridge Camp bounty board.
          Bounty:   $400

The site is over 550 meters to the east so grab a vehicle and drive east,
stopping on the road about 100 meters short of the waypoint. The site is below
the roadway near the shoreline and 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.

Now that you have the silenced Z93 sniper rifle, the two RPG Snipers are the
biggest threat. Take them out first and then start on the Regulars and the
Heavies. When they discover that their numbers are dwindling, start up the hill
and retreat across the road to the high ground. Continue to snipe the crew until
only the leader remains.

Begin flanking the Leader by giving him a wide berth and using the bushes to get
in tight. Move down and around the bunker if necessary to stalk him for the
kill.

Note: there is a Letter of the Lost in the bunker adjacent to the one with the
fire. (Hurk’s Fourth)
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>>>>>>18:    Mission:  Two pyromaniacs and their crew are entrenched in some
                       bunkers. Kill their leader with a knife Rakyat style for
                       the bounty.
             Acquired: Chapter 32: Maw Docks bounty board.
             Bounty:   $400

This mission site is far to the south of the outpost. Drive south and stop when
you run out of road. Get onto the hillside to the east of the waypoint to recon.
Three Chargers, a Heavy Gunner and one of the Leaders will be situated near an
old gun emplacement. Snipe all the visible targets and this will get the rest of
them into your sights. With his crew dwindling, the visible Leader will usually
retreat into the bunker. If he is using his flamethrower, inject a “Fireproof”
and try to get him before he can. A Charger and a Heavy, if they didn’t emerge
earlier to investigate the carnage, will be just inside the bunker. If need be,
maneuver to snipe them before entering the bunker.

With the first pyro and his henchmen dead, have another “Fireproof” syringe
available and move deeper into the bunker for the second pyro. You’ll usually
hear his voice before you see him, inject the syringe, toss a stone to distract
him and take him out with a Takedown or a slashing attack.
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>>>>>>19: Mission:  Two Snipers are picking off people from a tower.
                    Kill their leader with a knife Rakyat style for the bounty.
          Acquired: Chapter 32: Stubborn Kid Farm bounty board.
          Bounty:   $350

This site is over 500 meters to the west, so grab a vehicle and drive west on
the side road. Park about 150 meters from the site and then go afoot. Use the
high ground north of the site for recon.

The two “yellows” have sniper rifles and are on opposite sides of the area. The
leader below is accompanied by a Sniper and three Chargers. Kill the Sniper and
then the Chargers. The Leader will scramble. Stay hidden in the bush on the
crest of the hillside to eliminate the crew. The other Sniper will also be
searching with his laser sight but if you stay crouched in the bush he shouldn’t
detect you. His Charger will begin searching your way and the barking dog is
your next target. Make a broad circle away from them, putting distance between
you and them.

Begin stalking them when all of the others are down. The prey in the lower site
is relatively easy but the other will usually get back onto his perch, making
him harder to get to. Sometimes a Rakyat patrol will show up and provide a
diversion. If not toss a stone to distract him and sprint up and use a slashing
attack instead of a Takedown. Such an attack is deadly, especially with the
Tanto and he can’t aim a sniper rifle as well in close quarters.
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>>>>>>20: Mission:  A Privateer is entrenched in some old World War Two bunkers.
                    Kill their Leader with a knife Rakyat style for the bounty.
          Acquired: Chapter 33: Harmanse Gas and Repair bounty board.
          Bounty:   $375
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The site is south near Turtle Hill. Stop 100 meters short of the waypoint and
sneak through the bushes north of the first bunker. This is about 50 meters
short of the waypoint. Do Takedowns on the first two Regulars-one may be
patrolling farther toward the waypoint and will live for a bit longer than his
partner. Just beyond two more will be loitering near a vehicle. Kill them both
silently and if you didn’t deal with the patroller, look for him before
proceeding.

You’re now at a grave disadvantage as the remaining pirates have the high ground
and the steep sides of the knoll make entry from the south the only way up.

Locate the Leader, the two Snipers and the Heavy and maneuver into a sniping
position. If need be, slip down off the hill and go east on the hill about 100
meters distant and kill the two Snipers and the Heavy. Because you can only
approach the top of the hill from a narrow area this kill isn’t easy if his
attention is focused south.
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>>>>>>21: Mission:  Two Privateers have set up shop in a hilltop village.
                    Kill their Leader with a knife Rakyat style for the bounty.
          Acquired: Chapter 33: Break Point Docks bounty board.
          Bounty:   $500

Head east for the site and scout from a distance. Two Heavies Flamers, three
Chargers and one Regular mill about the place. The two Leaders generally hang
out near the barn. The place sets on a small rise and there isn’t much cover
nearby. Use the bulk of the hill to the west to mask your position and begin
sniping. They will go to ground but some will eventually come calling. When they
leave the barn, flank right and go along the water using the hill to remain
hidden and come up behind the barn.

Begin the stalk before any survivors return. The Leaders usually remain fairly
close together near the barn. Try for a “Chained Takedown” when they’re close or
lure one away with a stone. A “Takedown From Above” by climbing the ladder onto
the barn is also possible.
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>>>>>>22: Mission:  A pyromaniac and his partner are hunkered down in a small
                    house. Kill their leader with a knife Rakyat style for the
                    bounty.
          Acquired: Chapter 33: Break Point Docks bounty board.
          Bounty:   $500

The waypoint is to the west and it’s easiest to just sprint over the mountain to
the site. Scout from the high ground to the northeast. The two Leaders are Heavy
Flamers and are attended by two Chargers, three Regulars and a pair of dogs. Get
on top of the hill and take out the dogs and as many of the pirates as you can.
They’ll know you’re up there but if you stay back they won’t see you. Continue
changing positions to get a bead on them until only the Leaders remain.

It is time to put distance between you and them, and to then flank to a position
behind the building. Get on the low side of the hill west of their position and
move behind the building. They don’t stay close together so take your best shot
and if you are seen play cat and mouse with the survivor. These guys will light
the place up if you are detected.
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>>>>>>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 350 meters to the northeast and it’s easier to just go afoot in a
bee-line for the waypoint, stopping to survey it from the high ground to the
south. Five Chargers, a Heavy and a dog accompany the “yellows,” one of whom
stays in the shack nearest the mountain on the eastern side of the village. Pick
off the outliers and use the big hill to continue sniping the crew and the dog.
Move down into the structures and begin stalking the two Leaders. They don’t
usually team up so use the shacks and fences to flank them for the Takedowns.
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>>>>>>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 island is to the northeast of the outpost. You can only get onto the island
from the shoreline to the west. Steep rock walls protect the rest of the island.
There are seven Snipers in his crew and the Leader also wields a sniper. Go
ashore and locate as many on the high ground as possible. Stay behind the
boulder and start wiping them. Try to remain unseen and let the Snipers discover
the corpses of their comrades and then continue to put them down. When all seven
go down or no new targets show, advance on the high ground and locate the Leader
from the safety of the bushes and stalk him for the kill.
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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 1 of 9