FAR CRY 3 FAQ/Walkthrough for PS3/Xbox 360 By SENIORBILL Version 1.0 March 26, 2013 Copyright 2013 by William Poneta E-mail: [email protected] 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) - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - >>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. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 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 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 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. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 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. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 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. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 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) - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> 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. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 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. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 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) - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - <<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> 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) - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 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. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 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. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - >>>>>>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. <<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 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) - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 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.� <<<<<<>>>>>> - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 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.� - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 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. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - <<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> 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> <<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> 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> <<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> 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. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 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. <<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> 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. <<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> 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. <<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> 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. <<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> 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. <<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> 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> - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - >>>>>>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. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - >>>>>>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. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - >>>>>>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. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - >>>>>>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. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - >>>>>>>>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. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - >>>>>>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. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - >>>>>>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. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - >>>>>>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. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - >>>>>>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. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - >>>>>>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. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - >>>>>>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. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - >>>>>>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. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - >>>>>>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. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - >>>>>>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. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 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. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - >>>>>>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. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - >>>>>>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. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - >>>>>>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. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - >>>>>>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. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - >>>>>>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. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - >>>>>>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. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - >>>>>>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. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - >>>>>>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. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - <<<<<<>>>>> 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. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - >>>>>>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. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - >>>>>>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. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - >>>>>>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. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - >>>>>>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. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - >>>>>>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. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - >>>>>>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. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - >>>>>>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. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 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. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - >>>>>>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. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - >>>>>>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. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - >>>>>>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.� - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - >>>>>>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. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - >>>>>>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. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - >>>>>>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. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - >>>>>>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. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - >>>>>>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. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - <<<<<<>>>>> 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) - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - >>>>>>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. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - >>>>>>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. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - >>>>>>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 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 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. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - >>>>>>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. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - >>>>>>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. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - >>>>>>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. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - >>>>>>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. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 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