Far cry 3 walkthrough with conor. Story line

The paradise tropical island of Rook Island. "Golden youth" during their holidays does not deny themselves anything and leads a luxurious life. However, this does not last long. One fine day, the company is captured by pirates led by Vaas Montenegro.

The main character, Jason Brody, is in the same cage with his older brother named Grant. After Vaas finishes the conversation and goes to count the money, Grant will untie his hands and free Jason. However, this is just the beginning. Call a pirate and kill him to get out of the cage without any problems.

As soon as you get out of captivity, follow your brother. However, do not stand up to your full height, be quieter than water, below the grass. Get to the nearest shack. There you will find a lighter, a camera, a map, a tablet and a cell phone on the table. Go outside, hide behind the well and distract with the pirate's stone. You need to get to the next building, after which Grant will kill the sleepy bandit with a slight movement of his hand.

Get out on the street and climb to the next hut. Exit through the passage to the right and hide in the foliage. Use the stone again to distract the enemy and run further. After you crawl under the bridge, Vaas will find the fugitives. The first person he kills will be Grant. He lets Jason Brodie go, but only to continue the hunt on his own.

Jason has few options: you have to rush headlong through the jungle until you find a cave. Bend down and move forward. On the other hand, a thug with a knife is waiting for you, but don't worry. You will quickly deal with him.

Amanaki village

You wake up in Dennis Rogers' shack. He found you on the beach and went out in his hut. As soon as you wake up, get outside and witness a real party taking place in the village of Amanaki. Get sixty dollars from Dennis and enter the gun shop to buy a 1911 pistol. In the shop, the weapon saleswoman will give you a simple task - to activate the radio towers.

!Note: Activating radio towers will allow you to unlock new guns, some of which you will receive for free. In addition, a part of the territory on the map will open to you.

So follow Dennis to the radio tower. However, take your time - in front of the stairs you will find a snake that will not let you just climb up, so you have to make some noise. After you destroy the encryption device, a part of the territory on the map will open to you. Slide down the cable, Dennis will be waiting for you below. His new assignment is to go hunting. Open the map, point the pointer over the wild boar habitat and set the mark.

Free weapons for activating radio towers in Far Cry 3:

  1. Composite bow and SVD.

    PKM machine gun and shotgun 1887.

    Flamethrower, A2000 submachine gun, M133 shotgun.

    RPG-7, M700 sniper rifle.

    U-100 machine gun, rocket launcher.

    Assault rifle F1, grenade launcher GM-94.

    Submachine gun MP5.

    Assault rifle MS16.

    44 Magnum.

    Pistol D50, submachine gun Vector. 45.

    SPAS-12 shotgun, ACE assault rifle.

    MKG machine gun, BZ19 submachine gun.

    P416 assault rifle, Z93 sniper rifle.

  2. Bushman assault rifle.

Hunter

Since the mark tells you which direction to go in, you will quickly reach the desired boar habitat. All you have to do is collect the whole herbarium, as well as kill two wild boars, and then skin them. Red, blue and green herbs are marked on the minimap. It will not be difficult for you to find and pluck them. Most importantly, don't leave the yellow area. Otherwise, the mission will fail. When you finish collecting herbs and boar skins, open the global map and instantly move to the village of Amanaki.

!Note: In the future, the skills of collecting herbs and skinning animal carcasses will be useful to you. Collecting new skins will allow you to create new backpacks in which you can carry more items. In addition, animal skins will help you improve the bandolier and other items of equipment. In order to pump the equipment to the maximum, you will need the skins of rare animals, which you will find in the special tasks "The path of the hunter". Herbs will also come in handy for creating various potions, be it enhancing abilities of the hero or restoring health.

Once you leave the hut, go to meet with Dennis. Before you talk to him, open the game menu, select the line "Craft", then make the necessary medicines from herbs and modify the backpack with the skins found. For the points you received, create two tattoos that will not only decorate your body, but also add certain abilities to the main character.

Recipes for crafting improved equipment:

Covers for weapons:

  • Simple case (2 weapons) - 1 goat skin (after mission 3).
  • Durable case (3 weapons) - 2 deer skins.
  • Reinforced case (4 weapons) - 2 shark skins.

Wallets:

  • Simple wallet (up to $ 2000) - 1 pig skin.
  • Durable Wallet (up to $ 4000) - 2 cassowary skins.
  • Reinforced Wallet (up to $ 6,000) - 2 shark skins.
  • Large wallet (up to $ 10,000) - 1 skin of the One-horned buffalo (from the quest "The path of the hunter" outpost "Assassin's Halt").

Backpacks:

  • Simple backpack (32 places) - 2 wild boar skins (during mission 2).
  • Sturdy Backpack (48 seats) - 2 Tapir Skins (after mission 3).
  • Reinforced Backpack (64 seats) - 4 dingo skins.
  • Large backpack (96 places) - 1 skin of the Immortal Bear (from the quest "The path of the hunter" outpost "Petrol Cradle").

Medical bag:

  • Simple Medical Bag (5 Potions) - 1 Pig Skin (after mission 3).
  • Durable Medical Bag (7 Drugs) - 3 Dog Skins.
  • Reinforced Medicine Bag (9 Potions) - 2 Leopard Skin.
  • Large medical bag (12 potions) - 1 Black Panther skin (from the quest "The path of the hunter" of the outpost "Orphanage").

Bandoliers:

  • A simple bandolier (for spare cartridges of any weapon) - 2 boar skins (after mission 3).
  • Durable Bandolier - 2 Buffalo Pelt.
  • Reinforced Bandolier - 2 Tiger Skins.
  • Large bandolier - 1 Golden Tiger skin (from the quest "The Hunter's Way" of the "Mosquito's Corner" outpost).

Pomegranate bags:

  • Simple grenade bag (4 grenades + 4 cocktails) - 2 goat skins (after mission 3).
  • Sturdy Pomegranate Bag (6 Pomegranates + 6 Cocktails) - 2 deer skins.
  • Reinforced Pomegranate Bag (8 Pomegranates + 8 Cocktails) - 3 Komodo Lizard skins.
  • Large pomegranate bag (12 grenades + 12 cocktails) - 1 Blood Komodo skin (from the mission "The Hunter's Way" of the Outpost "Observation Deck").

Pouch for mines:

  • Simple pouch for mines (3 mines and 3 C4) - 2 goat skins (after mission 3).
  • Durable mine pouch (4 mines and 4 C4) - 2 leopard skins.
  • Reinforced mine pouch (5 mines and 5 C4) - 2 bear skins.
  • Large pouch for mines (6 mines and 6 C4) - 1 skin of the White-bellied tapir (from the quest "The path of the hunter" of the outpost "Rusty Yard").

Fuel straps:

  • Simple sling (balloon) - 2 dog skins (after mission 3).
  • Strong sling (2 balloons) - 2 boar skins.
  • Reinforced sling (3 balloons) - 2 skins of a Komodo dragon.
  • Large sling (4 cylinders) - 1 skin of the Yellow-toothed cassowary (from the quest "The path of the hunter" of the outpost "After 12").

Backpacks for missiles:

  • Simple backpack for rockets (4 charges for RPG and 8 for GM) - 1 deer skin.
  • Sturdy rockets pack (5 charges for RPG and 10 for GM) - 4 dingo skins.
  • Reinforced knapsack for rockets (6 charges for RPG and 12 for GM) - 3 tiger skins.

Quivers for arrows:

  • Simple quiver (10 regular arrows and 10 special arrows) - 1 goat skin.
  • Sturdy Quiver (15 regular arrows and 10 special arrows) - 2 tapir skins.
  • Reinforced quiver (20 regular and 10 special) - 2 bear skins.
  • Large quiver (30 regular and 10 special) - 1 skin of the Cannibal Shark (from the "Hunter's Path" quest of the "Kell Shipyard" outpost).

Special shots:

  • Fire Arrow - 1 Molotov Cocktail (after mission 10).
  • Explosive Arrow - 1 Grenade (after mission 13).

Capturing an outpost

Accept an incoming call. The pirates are asking to meet at the outpost. Climb aboard the truck and drive to the meeting point with Dennis. Once you reach the outpost, you can act as you like. The main thing is not to let Dennis die. His death means mission failure.

As soon as you finish clearing the outpost from pirates, do not forget to raise the friendly flag, and then run into the central building. You won't find anyone inside - your girlfriend named Lisa has escaped. From the talks on the radio, you learn that she headed west.

!Note: Capturing outposts is another key element games. You need to capture enemy bases so that you can move from one part of the map to another at any time. Well, if you want to walk and admire the scenery, then you certainly won't have to hide from the pirates, since there will be guys from the allied tribe at your side.

It is also worth remembering that each capture of an outpost is a special operation, for which you need to thoroughly prepare. You always have two options: to rush forward with a saber bald, or to act stealthily, so choose yourself. However, it is worth noting that the game encourages more silent capture of the outpost - for a successful operation, you will receive three times more points than if you shoot from all the trunks and scare the local animals.

Weapon upgrade:

  • Upgraded M133 Bull Shotgun - $ 3010 (for 10 Relics found).
  • Advanced (no silencer) AMR sniper rifle - $ 4800 (for 20 Relics found).
  • Advanced PP Vector. 45 Disintegrator - $ 3275 (for 10 Memory Cards found).
  • Enhanced 1911 "Shadow" - $ 2600 (for capturing 17 outposts).
  • Advanced R-416 "Bushman" - $ 3800 (for capturing 18 radio towers).
  • Enhanced MKG Ripper - $ 4200 (after completing 6 Rakyat Challenges).

Steel arms:

  • Machete - Granted by Dennis.
  • Japanese Tanto - for 6 Missing Letters.

Mushrooms

Now you have to head towards the mansion of Dr. Earnhardt. After talking with him, go into the house and go up to the second floor. Here you will meet the third character from your company - Daisy, Grant's girlfriend, lies on the bed and is unconscious. To prevent her from dying, an antidote must be administered every hour. The reserves are depleted, so it is up to you to collect special mushrooms, from which the doctor will make a medicine.

So, head towards the marker on the minimap and enter the cave. Your path will be thorny. In order not to drown and fall from a great height, you will have to act quickly. However, at the very last moment, when the mushrooms are a stone's throw away, you will be overwhelmed by hallucinations. We advise you to be patient and survive a few minutes of hell. Eventually, the glitches will let you go, you can grab the mushrooms and head out.

Return to Earnhardt and give him the mushrooms. Go upstairs afterwards and talk to the awakened Daisy. You will have to tell her the unpleasant news about Grant's death, and then go in search of the rest.

Call of "Medusa"

Answer Dennis's call. He will offer you to find a ship called "Medusa", which ran aground near the doctor's house. Act silently so that the pirates do not notice you. Use the found camera to mark enemies and further monitor their movements. During the passage of this mission, act with lightning speed and extremely carefully.

As soon as you go up to the wheelhouse, put on a bulletproof vest, and then listen to the bandits' negotiations. It turns out that the pirates plan to give their children into slavery after receiving a ransom from wealthy parents. In general, the state of affairs is getting worse than it was. You will have to hurry up to find the remaining friends. In the meantime, while you were listening to the chatter, they had already left for you. Get ready to fight a large group of pirates. Believe me, it will be as easy as shelling pears. After you deal with the bandits, Dennis will call you and inform you that the villains are planning to carry out a sweep. Return urgently to the village before it's too late.

Robber game

Once you arrive at the village, meet with Dennis. He will inform you that the people of Vaasa are going to attack the Rakyat settlement. To contain them, it is necessary to destroy the enemy's weapons stocks.

You can get to the pirate warehouses in different ways - by car or by boat. However, the safest option is to use a boat. So you can sneak up to the warehouses unnoticed, mark all opponents with your camera, turn off the alarm, get inside the room and plant explosives. Then you can either clear the area, or calmly retreat into the jungle.

Prison raid

Jason Brodie learns that Lisa is being held by bandits in a local prison called Pirate's Bay. Before embarking on this mission, we recommend that you stock up on ammo and buy a bulletproof vest. It is also recommended to have a bow and weapon with a silencer in your arsenal. These two things will make your life a lot easier.

So, as soon as all the preparations are completed, it's time to make some noise in the "Pirate Bay". Get to the camp and quietly turn off the alarm. Then take out your camera and mark targets. You need the head of the camp (he will be marked in yellow), or rather the keys that you will take after his death.

Once you clear the area, head to the bunker. Go further and further, move until you are stunned.

Girlfriend rescue

Vaasu and his men managed to capture you. Moreover, he has prepared a real trap, from which it will not be so easy to get out.

Listen to his speech and prepare yourself for the fact that now you will fall from a great height. When Vaas finishes chatting, he will set the wooden floor on fire. You, as we said, fall down, Lisa remains at the top. The task is extremely clear - you need to climb upstairs at any cost and rescue your beloved girl.

Climb up the stairs and wait until the fire goes out. Proceed further into the room to your right. Then you have to climb up the stairs. Your path will be blocked by fire. Shoot first at the valve to extinguish the fire, then at the pipe located directly above the fire. Move on. At the end of the path, you will find Lisa.

Untie it, run to the truck and help start it. After the car starts to move, pirates will go in pursuit of you. Get the grenade launcher out of the trunk and show them where the crayfish hibernate. At some point, you will be able to break away from the pursuers and get to Dr. Earnhardt's hut.

Troubles

Go down to Daisy's cave. You will find a girl fixing a boat that will allow you to leave the island. However, it lacks one element - the power head. Dive into the water and move to the place indicated on the map. You will not have to search for the required item for a long time. Once you have the powerhead, return to Daisy. She will try to start the boat, but, alas, nothing will work. Talk to Lisa before leaving.

Meeting with Citra

Get out of the cave and dial Dennis's phone. He will tell you that it is time to meet with the leader of the Rakyat named Citra. According to him, she will help you gain powerful strength. Well, this is exactly what we need. You can get to it using a glider.

Get to the meeting point. At the entrance you will be met by Dennis, who will lead you to Citra.
The woman does not accept you very well. However, in the end, she will give you some kind of potion to drink, from which you will start hallucinations.

First, follow the man in white clothes from the shore, look into the house, after which you will find yourself at the bottom of the ocean. As soon as you take the dagger in hand, you will return to reality. After waking up, talk to Dennis and leave the temple. Your new task is to find the real artifact that Citra demands from you in exchange for the strength of the best warriors of her tribe.

The wrong side of the city

Go to Badtown. The locals are extremely friendly. Proceed to the bar and sit at the table. The local company lacks one person to play cards. Once the game is over, follow the gentleman in the white suit. Just don't get caught in his eye. It is also not recommended to let the object out of the field of view for more than twenty seconds.

Vespiary

Go to the hut. You will be taken to a room filled with explosives. The unknown begins to ask you questions that need to be answered quickly, otherwise the house will fly into the air. After you say your name, a door will open in front of you. Go downstairs, there will be waiting for you the same gentleman in a white suit named Willis, a special agent in the service of the United States. His target is Hoyt Walker, the leader of the pirates. He will offer you to set fire to the drug plantation, thereby causing serious damage to Hoyt's business.

Go to the drug plantation and start setting fire to everything that gets in your way. In addition to the flamethrower, you can use Molotov cocktails or fuel barrels. Please note that after the arson, armed pirates will run out to meet you. So get ready for some serious firefights. In small buildings, you can find ammo and first aid kits. Once you finish burning drugs, move towards the pier. You will see how the boat starts to sail in an unknown direction. Grab the grenade launcher faster and fire at it. After the boat is blown up, return to Willis.

A man named Hoyt

During the conversation with the special agent, he will give you one interesting recording to listen to. It turns out that Hoyt has a hunt for you and you are his number one target. It's time to pay another visit and spoil the mood of a vicious bandit.

Travel to the rice fields and watch Hoyt and his charges take action. The leader of the pirates decided to entertain his charges: he made the captives flee through the minefield. Two are blown up right there. The third manages to survive by some miracle and hide in a small building. The guy's name is Rongo, and we just need to save him, as he may have valuable information.

You can go the Rango route, or you can choose your own. Remember to just look at your step. When in doubt whether to go forward or not, throw a grenade. As soon as you manage to get to Rongo, he will ask you to help you get to the hut. Inside, he will look for the invoice, and in the meantime you must protect him from pirates who will appear from everywhere.

As soon as you deal with all the bandits, Rongo will give you the invoice. Now you know where to find Oliver.

Save Oliver

Take a photo of Willis' delivery note and get information from him about the convoy in which Oliver is being transported. Find your car quickly and don't forget to fill your pockets with bullets.

At the first stop of the column, you learn that Oliver is not there. So move on to the next marker on the minimap. Clear the territory, approach the edge of the cliff and wait for the convoy to drive up. The first thing you should do is get your camera out and take some pictures. After that, you must shoot all the pirates. When Oliver gets to the boat, jump into the water and swim towards him.

After the two friends meet, stand behind a stationary machine gun, from which shoot everyone who will chase you. The last boss is a helicopter. When the bandits are finished, go to the cave to the rest of the survivors.

Shard of the past

Leave the cave and travel back to Badtown. Go to the bar where you need to chat with Buck. It was to him that Hoyt sold our friend, Keith. Buck will willingly negotiate and offer a deal. You have to get on the ship "Nostalgia" and find data that will help you find the dagger that Citra told you about.

Since the boat is located in the ocean, it is best to take care of how you get there. We recommend that you get hold of a boat, speedboat, jet ski or something similar. After all, do you really want to feed the sharks?

Get to the ship and clear its deck from pirates. Since there is no alarm on the deck, you can act as you please. However, inside you will have to moderate your ardor. If there is a fuss, the bandits can call for help. The number of enemies in the holds will constantly increase, but due to the fact that the premises and corridors are small, you will not have any problems with their destruction.

In the very last room, an armored enemy awaits you, with whom you have probably already met. Kill him and calmly download data from your laptop, and then watch as the ship begins to hopelessly sink. To get out to stay alive and not drown, follow the checkpoints. Buck will meet you on the shore.

Down into the darkness

Be patient, you have to listen to a long story from Buck, and then go to the bunker. Climb onto the box, and from it onto the wall along the rope. Jump over the gap and get down. There you will find the people of Vaasa. Please note that Molotov cocktail throwers are located in the center and at the top. We recommend that you kill them first.

Next, you need to climb the steps and turn left to get into the next opening, where the pirates are already waiting for you. Despite the fact that the passage is closed, the bandits decided to go exactly in this place: the room was simply filled with explosives. Destroy enemies, then find the fuse and activate it.

Get out to the top and move on. On the right you will see a door - open it. Get ready for the fact that you will have to swim along a narrow corridor again. Get out to the surface and keep driving. Ahead of you awaits an abyss, over which at first it will not be possible to jump over. You will fall down, but you will not break. You need to climb up. To do this, it is necessary to fill the premises with water: to the left and to the right of the entrance there are small rooms in which wooden structures support the dam. The task is simple - to destroy the structure and go upstairs.

After getting out of the water, you will enter the treasury, there you will find a compass element. When you take it, everything around will begin to crumble, so you need to quickly leave this place.

Treasures in the mine

Buck is one step ahead of you again. Listen to his next boring story and go into the mine. On the lift, go down, then push the cart to clear the passage. Pirates that will come across you on the way, you need to shoot, but it is best to act quietly. Get to the pirate camp. You will see two carts in front of you, push them forward and at the same time take cover behind them so that snipers cannot reach you. When you get to the next camp, clear the area and collect supplies.

After that, go to the round room. In the center of it you will find a ring, which, of course, must be pulled. Once you do this, a passage will open. So you will reach the path with cliffs. At the end of the path you will find an elevator, which, of course, will collapse under your weight. However, don't be discouraged. Climb up and move forward - there is another stone path with several cliffs waiting for you.

Jump over the cliffs until you reach the third part of the compass. Take him and get him out. At the exit, Buck will be waiting for you again.

Lin Kong, I suppose?

You will have to meet with Buck again. Listen to the third cautionary tale and jump into the water. You again need to find the entrance to the cave - there is a dagger inside it.

As soon as you get inside, climb up and fire from a secluded place at the impudent pirates. After that, you need to go down with the help of the cables. You will have to act quickly and tough. There will be a lot of opponents, and the sooner you kill them, the better.

Find a bulletproof vest and continue through the scaffolding. Jump over the rocks to avoid falling into the boiling water. Also beware of geysers. On the way, you need to shoot with opponents. We recommend that you kill the pirate with the grenade launcher first. This will seriously make your life easier. Keep driving and remember to look around. There are few pirates, but they are everywhere.

When you reach the wall with vines, you should know that the dagger is just a stone's throw away. Climb up and open the door with the compass. Several monitor lizards are waiting for you outside the door, kill them, and the path to the tomb will be free. Take the dagger and leave this dense place.

Sad reunion

Meet Buck at his house. Give him the dagger, and then calmly go down to the basement, where you will meet with Kit. Buck will attack you before leaving. Kill him and take the dagger.

This knife is for you

After you enter the cave where friends are waiting for you, Keith will inform you that your little brother, Riley, has been killed. Leave the cave and go to Citra. You will have to return the knife to this wily woman. She will also ask you to rescue the hostages from the pirates' lair. Well, there’s nothing to do, we’ll have to help out the natives. At the exit you will meet Dennis, who has already started preparing for the operation.

Ambush

At the exit, Dennis will report that his people are going to attack the convoy in which Vaasa's prisoners are being taken. Our friends should be among them. Get to the leader of the rakiat, get the C4 explosive from his hands, which must be attached to the tanker truck. Then climb up the water tower and wait.

It turns out that the aborigines were not kidnapped by the people of Vaasa, but by Hoyt. In general, kill the mercenaries until the convoy starts to move. So you will have the opportunity to catch up with his remnants and save the hostages. When the last truck is destroyed, go to the car with the natives and open the hatch. Vaas will be waiting inside, who will stun Jason.

Warrior Rescue Service

Hear Vaasa's eloquent monologue, then get ready to hit certain buttons in quick succession that appear on the screen. So Vaas tied a concrete block to Jason's feet and threw him down. So if you don't free yourself from the ropes quickly enough, you risk drowning.

Swim out of the hole and kill the enemies you meet. But act quietly. Why make life difficult for yourself in a difficult situation? You do not need to clear the pirate camp from its inhabitants. You can get to the helipad anyway. However, at some point, you really have to make some noise, since the helicopter is guarded by an armored machine gunner.

Climb into the helicopter. Unfortunately, the grenade launcher appeared right there. The helicopter is blown up, you are flying headfirst. Vaas awaits you on earth. Only this time he decides to shoot right in the heart, but a metal lighter will save Jason Brodie from death.

And yet you will wake up in a mountain of corpses. Get out of there and go to the nearest pirate camp. In the last hut, you will find the things that Vaas took from you, and there you can do what you want.

New test

Go to the meeting at Citra. She will offer you to drink an unknown elixir that will take effect instantly. You will find yourself in a different reality. Step back and wait for the ink monster to appear. Run from side to side and try not to fall under the eruption of the enemy. At this point, shoot your bow at the top of your face (eyes are best). After several successful attempts, small opponents will appear on the ground. Destroy them and continue the battle with the monster. As soon as you defeat him, you will have to cut the enemy's throat. After that, you will wake up.

Pay

Jump into the water and swim towards Vaasa Island. Kill everyone who gets in your way. Enter the town through the hole in the wall. Vaas knows that you are following him, which is why the pirates are so coordinated and organized. As soon as you finish with the bandits, get out onto the roof of the burning building. You need to get to the big gate, while shooting the enemies that you meet along the way. If you feel that it has become very difficult, free the tigers from their cages. They will make your life easier. As soon as you approach the gate, an armored enemy will come out of the building. Kill him and go inside.

Vaas is one step ahead of you again. The door has just opened, and he is already rushing at you with a dagger. Go ahead in your hallucinations. Move to the marker on the minimap, simultaneously shooting the ghosts of Vaasa. When reloading weapons, it is best to step back, it’s safer. As soon as you kill Vaasa, you will return to reality again. Your next target is Hoyt.

Grace of Citra

You will wake up in the Temple of Citra. It's time to tell her what you have done. After having talked enough with her, leave the temple. At the exit, do not forget to chat with Dennis, who suddenly decided to pour out his soul in front of you. After that, go to the cave to your friends and inform them of your decision to stay on the island.

Flight south

Leave the cave and contact the US Special Agent. Willis sharpened his skiing in Russia - there he will have a new assignment. Moreover, he flies away in exactly five minutes. However, before leaving the paradise, he will help you with Hoyt. In general, choose the best route without sharp turns, start the car and step on the gas pedal. Remember that time is limited.

You will find Willis along with a group of pirates. The latter don't really want the agent to leave the island alive. So you have to help him get rid of the annoying bandits. After one of the pirate attacks, the plane will be damaged. While Willis is fixing it, protect it from enemies that will come running from all sides. So get ready to get very hot. Use the stationary machine gun on the box and clear the open area. The most dangerous are machine gunners, kill them first. When you're done with the pirates, get on the plane.

Three blind mice

Jump down, open your wing suit and fly towards the shore. The game itself will tell you when is the best time to deploy your parachute. Get to the location of the mercenary base. There you can get hold of supplies and equipment. Free the tiger to make it easier to clear the camp. After destroying everyone, go to the "Healthy Horseradish" bar in the truck, where you must find Sam.

Chat with the bartender, who will inform you that the guys are playing poker in the basement. This is where you will find Sam. Then ask the mercenary to let you through. Go downstairs and sit down at the table. Remember, it doesn't matter how you play your cards. After the first game, Sam will leave the building through the back door, follow him to his house. Go up to the second floor and say that you are from Willis.

Werewolf

As you get to the port, jump into the water and swim to the ship. At the side you will meet a recruit. Kill him, put on his uniform and take the ID. From now on, your name is Foster. Head towards the group. When meeting with an officer, don't panic. He just needs to scan you. He will just offer a job, which, of course, no one should know about. Move on to hear Hoyt's fiery speech for recruits. After a convincing demonstration of what will happen to newcomers if they do not follow the rules, leave the area by boat.

Three-decker

As you get out of the lair of the mercenaries, Sam will get in touch and inform you that you need to destroy three conspirators in a nearby camp. Keep in mind, these three are just bosses. The camp is full of rank and file soldiers. So eliminate the generals without dust and noise. After the kill, search their bodies. You will find a note on the last person. You also need it. After the successful completion of the operation, leave the area.

Discharge

Meet Sam at the plantation. You must help him complete one of Hoyt's orders. The fact is that after the murder of Vaas, the pirates completely lost their fear. So they decided to attack the Hoyt plantation. The mission is very simple, you shouldn't have any difficulties with its implementation. While Sam will defuse the bombs, you will shoot pirates from a machine gun. There is also a machine gun on the territory, so be sure to try it out.

Into the mouth of the enemy

Sam will put in a good word for you in front of Hoyt, but that won't be enough. As you know, deeds say more about people than words. You still need a list of conspirators. Go to the gorge. There you have to use your camera and watch the meeting on the bridge. Take a picture and go down the zipline. Find crates with RPGs. You will need it very soon. Go over the bridge to the left and turn off the alarm. Then uncover the RPG and destroy the two off-road vehicles on the bridge. Get ready for the fact that mercenaries will immediately attack you. Continue from one side to the other until you reach a bridge. Search the commander's body, take the list and jump into the water.

All in

Go meet with Hoyt at his headquarters and tell him what happened. After the conversation, he will send you to the basement so that we can interrogate the prisoner. Hoyt himself will be watching the process through a video camera. Go downstairs and talk to Sam, he will help you turn off the camera so that you can calmly talk with Riley. During this time, you must discuss the most important thing, and then beat your sibling to please Hoyt.

Paint in black

Get to the enemy territory. Disguise won't help you this time, the mercenaries will open fire as soon as they see us. Bending down, go through the center, here is the safest place. Do not forget to turn off the alarm, it will seriously make your life easier. When you reach the machine gunners, who have sat down near the iron door, distract them with a throw of a stone. Plant explosives. After the explosion, go inside.

Move along narrow corridors. Beware of flamethrowers, these are the most unpleasant opponents that you will only meet on the way. Go up to the satellite dish and install C4 on it. Hold the defense until Sam arrives. Jump into the helicopter and press the detonator button.

Black gold

Jump down and open the wing suit. Let Dennis know that your brother is alive and that you are going to save him. Dennis subtly hints that it's time to forget about the past, about the family.

Meet with Sam and together and with him go to the territory of Hoyt's mercenaries. You need to destroy four fuel depots. The procedure is standard: get inside, clear the room, or immediately go outside to lure opponents out. Place explosives and leave the danger area in a short time. After that, get to the fuel management center. Once it's over, admire the powerful explosion.

Playing in the dark

Meet with Sam, and then go with him to the poker game to Hoyt. Place your bets, look at the cards. At some point, Hoyt will pull out a knife and stab it in Sam's neck. However, he will not kill you. We'll have to continue playing poker with him. In the next game you will surely lose, for which your finger will be cut off. After that, you will begin a fight with Hoyt at the knives. The outcome, of course, depends on your quickness. So kill the reptile and go in search of your brother.

Playing against the bank

Go outside and get into the first car you come across. You need to arrive at the airport promptly. You will find Riley in one of the hangars. If that he is in the hangar, inside which is located a flamethrower. As soon as you free your brother, run to the helicopter. Get up behind the stationary machine gun and destroy everything that only moves while Riley tries to figure out the controls. When you take off, you need to shoot the mercenaries chasing you.

Death of dock

After landing, run to the gazebo next to the house - there you will find a barely living doctor. At the last minute of his life, he will report that the Rakyat warriors dragged your friends to the temple. Return to the helicopter and fly towards the temple.

Hard choise

We get to the temple. Riley was taken away in an unknown direction, and you were euthanized with some kind of powder and tied up. Citra confesses her feelings for Jason and, naturally, she doesn't want to let you go. Take the dagger from the hands of Citra, and then think for yourself what to do: save your friends or side with Citra. Watch the final video. However, the game will not end there. You can continue exploring Rook Island.

We are watching the introductory video. The "Golden Youth" enjoy all the beauty and entertainment that the posh Rook Island can provide. But from now on, all this will remain only in the memory of the video camera, which Vaas is currently holding in his hand. We were taken hostage. We are in the cell together, together with brother Grant. He manages to free himself from the rope. We call the thug and Grant deals with him. Sometimes the skills learned in the army can be very useful. We get out of captivity and, bending over, we follow our brother. We get to the hut, from the table of which we take the lighter, camera, map, tablet and cell phone. We go outside, we hide behind the well. We throw a stone to the right side to distract the enemy standing at the aisle. We quickly penetrate the building, and again Grant kills the enemy with a dexterous throw.

We get out into the street, we climb into the next hut. We leave through the passage on the right and dissolve in the foliage. Once again, we throw a stone into the indicated area and quickly sneak to the passage. We crawl under the bridge, after which Vaas kills Grant, and lets us go into the jungle with the words: "If not me, then the jungle will kill you." Before that, we will try to help the brother by holding the corresponding button.

We quickly go deeper into the island, jumping over various obstacles. We move ducking through the cave, from the other side we are attacked by a thug with a knife. Quickly press the corresponding button and kill him. We pass to the other side, we climb the vines. We get to the flimsy bridge, which falls apart after a dense fire, and we fall into the river.

Amanaki village.

We meet Denis, who found us on the shore and went out in his hut. We go outside, where the real party takes place. This is Amanaki village, we are safe here. We get sixty dollars from Dennis and go to the arms shop to buy the M1911 pistol.

We follow Dennis to the radio tower. We get to her along the path. There is a snake in front of the stairs leading up. We shoot her and rise to the very top. We destroy the encryption device, after which a piece of territory on the map becomes open. We slide down the cable, Dennis is already waiting for us below. Open the map, point to the boar habitat and set the mark.

Hunter.

Guided by the mark on the mini-map, we get by transport to the habitat of wild boars. You need to collect a whole set of plants, as well as kill two wild boars, and then skin them. Red, blue and green plants are marked on the minimap. We do not leave the yellow area, otherwise the task will be failed. After examining the territory and collecting everything you need, we open the global map, on which we select the yellow mark and instantly move to the village of Amanaki.

We leave the hut and meet with Dennis. Open the menu, select the item "Create items". We make a couple of medicines, and also increase the amount of equipment we carry by modifying the backpack with the hides we have obtained. Using the received points, we create two tattoos for ourselves, which are at the same time special skills. For example, this time we will choose "Quick Kill", which will help sneak up on enemies and silently eliminate them from the back.

Capture the outpost.

We accept an incoming call. Enemies are asking you to come to the outpost. We climb into the truck in the passenger seat and together we go to the meeting point. Having reached the outpost, we are free to act as we please - covertly or like Rambo, rush in directly and shoot everyone who is here. It is important to correctly assess your strength and the strength of the enemy. You should not be on the rampage when the enemies outnumber us by the number of commercials ten times. After finishing the clearing, you will need to raise the friendly flag. We burst into the central building, but Lisa is not found here. From the negotiations on the radio, we learn that she managed to escape to the west.

Mushrooms.

We leave for the mansion of Dr. Earnhardt. After talking with him, we go into the house and go up to the second floor. Daisy is unconscious. To maintain it in a state of normal functioning, it is necessary to administer an antidote every hour. The reserves are depleted, so we have to collect mushrooms. We get to the underwater cave, descending lower and lower along the cables. We swim at an accelerated pace so as not to start choking. We swim in the cave, climb higher and take a leap of faith (ala Assassin’s creed). We climb up the vines until we find ourselves under the influence of something. Hallucinations gripped our head. The wall becomes the floor. We are moving forward towards the building, which still does not want us to enter it. Finally, having done this, we wait a bit and go through the side door. We approach the mushrooms and fall down. The hallucinations have passed, it remains only to take the mushroom and leave the cave.

We move along the cliff, climb to the very top along the vines. We return to Earnhardt and give him the found copy. We go to the house where we communicate with the awakened Daisy. We inform her the unpleasant news about Grant, after which we go in search of other friends and younger brother.

Call of "Medusa".

We get to the abandoned liner on the shore. We must not be allowed to be seen by the enemies. Therefore, we destroy them one by one, sneaking up from behind. We use the camera to mark enemies and further monitor their movements. We eliminate paired enemies on one side of the ship, then on the other. Having marked them from the camera, some will be marked with yellow marks - these are the main targets. We deal with three of these and be sure to search the bodies. Let's go up to the wheelhouse, where we get a bulletproof vest. We listen to the negotiations of the kidnappers. In their plans, after receiving a ransom from wealthy parents, give their children into slavery and get even more money for it. In the meantime, guests came to visit us. We leave outside and from the top position we shoot the approaching enemies.

Robber game.

We meet with Dennis in the village. Vaasa's men are about to attack her. To contain them, it is necessary to destroy the enemy's weapons stocks. We leave for a forest clearing and from the shore we approach the observation post. Imperceptibly we sneak up to the warehouse, penetrate inside and lay explosives. Moves outside the yellow zone marked on the minimap. We leave the enemy territory or clear it.

The raid on the prison.

PB - stands for pirate bay. This is one of the local prisons. We get to the camp and quietly sneak up to one of the towers, where there is a shield with the activation of the alarm. By disabling one of them, we will disable the entire system in the camp, and then no one will be able to call for help. With a fight or silently we get to the head of the camp, deal with him and take the key to the prison. To find the boss, we use a camera that marks targets. The main one is marked in yellow.

We pass into the bunker. Here, enemies are armed with shotguns, which are very effective at close range. We keep our distance and use shelters. We go further and further, until we are stunned.

Saving a girlfriend.

Vaasa's men grabbed us, and he himself poured gasoline over the area between us and Lisa. We fall down to the lower floor, after which we get up and look for a way up. We go up the stairs and wait until the fire goes out. We pass further into the room to the right, we climb the stairs. We shoot at the valve in the upper left side to extinguish the fire. Another pipe will be directly above the fire. The time in which we were limited will be enough, so we move from floor to floor without fussing. We help our friend to free herself and together we jump on the scaffolding. Again, objects damaged by fire have ceased to withstand a lot of weight and therefore we fall to the very bottom.

We run to the truck, help to start it, pushing from behind. To do this, quickly press the corresponding button. We destroy the pursuers from the grenade launcher. When the truck stalls, switch to the foreground and kill enemies with a pistol.

Troubles.

We move to the doctor's mansion and go down into the cave to Daisy. During our absence, she spotted a boat on which, in her opinion, we can leave the island. One element is missing - the power head. We dive into the water and move to the yellow area. We dive under the water and swim to the flashlight on the left, next to it lies the required item. We return to Daisy, fix the motor, and then start it. We communicate with Lisa by the fire.

Meeting with Citra.

We leave the cave and contact Dennis by phone. He informs him that it is time to meet with Citra, the leader of the Rakyats. She will help us gain strength to help us free the rest of the captives. You can get to it with the help of a glider, at the same time we will experience this wonderful structure. Without Dennis, they wouldn't even talk to us. He introduced us as a young warrior to the fighters. We follow the partner inside the temple. The leader of the people was skeptical about us, but, nevertheless, she gave us a chance. We drink the contents of the flask and go in search of what is lost.

Hallucinations gripped us well. Having fallen down, and then, waiting for the outflow of water, we follow the man in a suit forward. We pass into the hut, we move along the bridge. We observe the characters on the islands on the right and then on the left. After passing over the bridge, we pick up the dagger. After waking up, we communicate with Dennis and leave the temple in search of a real artifact.

The wrong side of the city.

We leave for Badtown. The locals are friendly. We go to the bar and sit down at the table. Just here came a man in a white suit from our dream. Having finished playing, we will get out and follow him. The main thing is not to let the object out of sight for more than twenty seconds and move strictly behind it.

Vespiary.

We quickly enter the hut and answer the stranger's question. We go down to him in the basement. Willis works as a spy. His target is Hoyt Volken, the leader of the pirates, including he holds patronage over Vaasa. We leave for the drug plantation and begin to burn the fields sown with grass. It is not at all necessary to use a flamethrower, it is enough to shoot from any weapon at explosive barrels and the fire will ignite on its own throughout the territory. In small buildings, you can find ammunition and first aid kits. Having finished with the fields, we get to the pier of the village of fishermen. We grab the grenade launcher and shoot at the retreating boat.

A man named Hoyt.

We meet with Willis in his hideout and get the earpiece. We listen to the recording, from which we learn that for Hoyt we are the number one target. We leave for the rice fields, we penetrate the observation post. We see that Hoyt arranged entertainment for his people. Two of the fugitives were killed, and the third took refuge in a small building. His name is Rongo, we need to save him. After all, he has valuable information. We kill two and get through the minefield to Rongo. They are clearly visible through clear water, but not quite through water. You can sit down to get a better look. We are moving strictly behind the ally, so as not to run into mines. We protect it from enemies until we get to the hut. He will look for the invoice, and we will protect him. Near the entrance, we lay the mines found in the hut. If suddenly we do not have time to cope with everyone, then the mines will help contain the attack. Here we select ammunition and grenades from the boxes.

Save Oliver.

We photograph the invoice for Willis and get information from him about the convoy in which Oliver is being transported. The first time, no matter how hard we try, we will not be in time, so we set off to the observation post. We clean the territory, we pass to the edge of the cliff. The convoy will arrive from right side... Oliver is dragged to the helicopter, we make a shot at the overseer. We destroy everyone who tries to get close to him. We shoot at explosive barrels to kill as many pirates as possible at the same time. When Oliver gets to the boat, we jump into the water and swim up to him. We climb onto a stationary machine gun, from which we shoot the trucks on the shore, the boats chasing us and the only helicopter.

We arrive at the cave and leave another survivor here.

A shard of the past.

We leave the cave and go to Badtown. We pass to the bar, where we communicate with Buck. Hoyt sold him our friend Keith. Buck is supportive of negotiations, so he offers us a deal. Get into the ship Nostalgia and find data that will help you find the dagger. The one that Citra asked to find. We get to Nostalgia and clear the board from pirates. There is no alarm activation here, so we are free to act as we please.
Having found the entrance inside, we proceed carefully. We must not be allowed to be noticed and the alarm triggered. The number of enemies in the holds will constantly increase, but due to the fact that the premises are small, problems with their elimination should not arise. In the last room we destroy the armored enemy. We download data from a laptop, which leads to the activation of explosives.

We try to swim out as soon as possible. We move in a zigzag fashion - now to the right, then to the left. We get out of the sinking ship, following the control points. Buck meets us on the shore. We show him the found compass.

Down into the darkness.

We leave for Baku on the other side. After a short history lesson, from a not quite pleasant teacher, we pass into the bunker. We climb onto the box, and from it onto the wall along the rope. We go to the control point by jumping down. Turn left and sail through the tunnel. Here are the people of Vaasa, we draw your attention to the fact that Molotov cocktail throwers are located in the center and in the upper position. We destroy them first.

We pass into the cave, throw a couple of grenades into the cluster of enemies. A wire runs from the closed door to the detonator. We activate it and then we can go to the Chinese ruins. We jump into the water and are immediately attacked by a crocodile. We quickly press the corresponding button to kill him. We emerge from the other side. We push the seal to open the passage. We jump to the temple, but fall into the water. We get to the ledge, which is too high to jump on it.

Push the seal on the right, shoot the three highlighted bars. Let's go back to the previous room and push the seal on the left. Similarly, we get to the wobbly bars and shoot them. This water level is enough to reach the ledge. When returning to a room with a ledge, a cobblestone will block the path. You can get around it from above.
We get to the treasury, where we select either the compass itself, or part of it. Everything begins to crumble, we go to the left and move along the wooden structure to the exit.

Treasures in the mine.

Buck, as always, is one step ahead. We listen to another story and go into the mine. We go down on the lift. We push the cart to free the passage. We destroy the enemies that are on the way. We get to the pirate camp. We push the carts and at the same time take cover behind them so that the snipers could not kill us. However, if there are cartridges for long-range weapons, then it is best to first shoot those who are located on the hill at the far end, including snipers and Molotov throwers. We get to the next camp and similarly clean it up.

We open the door, use the compass. Pull the floor lever in the center. We pass further, carefully looking at our feet. Varanov gives out hiss, however, they are rather difficult to notice. We run to the old elevator, we go down on it. We get to the treasury and take the third part of the compass. We leave the crumbling temple at an accelerated pace.

Lin Kong, I suppose?

As usual, we meet with Buck at the appointed place. After listening to the story, we jump into the water and climb the vines to the cave. We penetrate inside, climb up and attack the enemies from above. We go down lower and lower, clinging to the cables. Then we continue through the scaffolding. We jump over the stones so as not to fall into the boiling water. We climb up the vines on the wall. We open the door with the compass and go further. We go down to the right. The water comes and goes. At the moments of decrease, we quickly move from one hill to another, until we reach the center. We climb over the vines and we pass into the tomb. We open the passage down and go down into the sarcophagus, simultaneously destroying the monitor lizards. Finally, we take the dagger from the tomb and hastily leave this place. We crawl, quickly pressing the appropriate buttons.

Sad reunion.

We meet with Buck at his house. To get to it, you need to go around the rocks and get close from the opposite side of the village. We return the dagger to Baku and go down to the basement to Kit. We were about to leave, but Buck stops us. We fight with him, quickly pressing the corresponding buttons. By killing Buck, we can leave this place.

This knife is for you.

Keith reports that our little brother, Riley, was killed. We leave the cave and go to Citra. She also needed a knife, now there will be no controversy over who should get it. Having passed the dagger to her, we inform about our request and listen to the story. We leave the temple of Citra.

Ambush.

At the exit, Dennis announces that his men are going to attack the convoy in which Vaasa's prisoners are being transported. Our friends may be among them. We get to the leader of the rakyat. We get the C4 explosive, which we attach to the tank truck. We climb up the water tower and wait. Do not forget to pick up a sniper rifle, it will help to shoot the mercenaries who have arrived. We do this until the convoy starts to move. Then we will have limited time to catch up with him and kill the remaining enemies. We open the hatch and ... surprise! Vaas was in the convoy, he then stuns us.

Warrior Rescue Service.

Vaas throws us into the water. We quickly press the corresponding button and get rid of the ropes on the arms and legs. We swim out of the hole, we kill several enemies. We are moving behind the truck, then you will need to get to the helicopter. It is advisable to act discreetly, as there is a possibility of an alarm being activated. We mark enemies from the camera so that you can track them. An armored machine gunner is patrolling near the helicopter. We did not manage to control the helicopter for long. Having suffered an accident, Vaas decides to finish us off.

We survived and this is the main thing. We hold, and then quickly press the corresponding buttons and we get out of the mass grave. We leave for the nearest enemy camp. We make our way to the last hut, where we will find our things.

New test.

We meet with Citra. We drink an unknown elixir and find ourselves in a different reality. We step back and wait for the appearance of the ink monster. We run from side to side, without falling under the eruption of the enemy. At this moment, shoot from a bow to the upper part of the face (best in the eyes). After several successful attempts, small opponents will appear on the ground. We destroy them and continue the fight with the monster. We dodge the clots flying at us. We still attack the enemy in the head, until we finally defeat him. Then we climb up the fallen hand and carry out the finishing move by pressing the buttons shown on the screen.

Pay.

We jump into the water and sail to the island of Vaasa. We kill the encountered enemies. We penetrate the town through the wall. Vaasa knew we were coming and therefore prepared himself thoroughly. We get out on the roof of the burning building. We need to get to the big gate, shooting enemies along the way. You can also shoot at the cells in which the tigers are located. Approaching the gate, an armored enemy will come out of the building. We kill him and we pass inside.

Vaas stabs us with a dagger. We go forward in our hallucinations. We move to the mark, simultaneously shooting at the ghosts of Vaasa. When recharging, it is best to step back. We kill Vaasa and wake up. Vaas is the brother of Citra. Once Hoyt came to the island and lured him to his place.

The Grace of Citra.

After talking with Citra, we leave the temple. At the exit we speak with the open-minded Dennis. We go to the cave to friends and inform them of our decision to stay on the island.

Flight south.

We leave the cave and contact Willis. He is about to leave the island, as a new assignment has appeared for him in Russia. But he can help us in the end. We get to the runway. We destroy the pirates and wait for the aircraft to be repaired. At this time, we protect Willis from enemy attacks. In the last wave, opponents will come from all directions at once! We use the stationary machine gun on the box and clean the open area. The most dangerous are machine gunners, we kill them first. We sit on the plane.

Three blind mice.

Jump down and open the wing suit. We fly to the shore, open the parachute. We get to the location of the pirates. We shoot at the cage to the left and free the tiger. After destroying everyone, we go by truck to the "Healthy horseradish", where we will find Sam. He works for Hoyt, but he doesn't mind helping us if he finds out we're from Willis.

We communicate with the bartender, who says that a poker game is taking place in the basement and we can find Sam there. We speak with the mercenary to let us pass. We go downstairs, sit down at the table. It doesn't matter how well we played. After the first game, Sam will leave the building through the back door, follow him and inform him that we are from Willis.

Werewolf.

We find Sam and find out about Hoyt from him. After killing Vaasa, Hoyt was specifically angry with us. Fortunately, he did not see our face, but tattoos can give us away. The new ally advises to join the ranks as a mercenary and act from within the gang. We set off for failure, here we are already acting covertly. We distract enemies by throwing stones. We go down lower and lower. When there are many opponents (more than three), it is advisable to use a camera and mark them. This will help us plan a much better route that we can take to slip further.

We get to the port, jump into the water and sail to the ship. Climbing on it, we attack the recruit from behind. We take his uniform and ID from him. From now on we are called Foster. We go to the rest of the soldiers, let the officer scan himself. He offers a dusty job that, of course, no one should know about. We pass on to listen to Hoyt's fiery speech for the recruits. After a convincing demonstration of what will happen to beginners if they do not follow the rules, we leave this place by boat.

Three-decker.

We go to the temple, where we find three VIP-targets and, having destroyed them, we search the bodies. The easiest way to detect them is with a camera (yellow targets). We take away the note from the latter and leave the territory.

Discharge.

We meet with Sam at the plantation to keep him company in carrying out an assignment from Hoyt. The pirates mined the fields. We follow Sam, who will defuse mines, and we must protect him. We often look at the mini-map and promptly destroy those who approached too quickly. At the last mined place, in the greenhouse, we use a machine gun. From it we shoot the arriving helicopter.

Into the mouth of the enemy.

Sam will put in a good word for us in front of Hoyt, but this is not enough to completely get into trust. We still need a list. We leave for the gorge and, rolling along the cables from one side to the other, we get to the most convenient position and, using a camera, we observe the passing meeting on the bridge. It is advisable to neutralize a nearby enemy before that. We take a picture and go down the cable. We get to the box on which there are a couple of RPGs. Let's go over the bridge to the left and turn off the alarm. Let's return to the bridge and destroy the two SUVs on the bridge. Of course, everyone will immediately turn against us. We continue from one side to the other until we reach the main bridge. We search the body of the commander and, taking the list, we jump from the bridge into the water. It remains only to get to the transport.

All in.

We leave for a meeting with Hoyt at his headquarters. After the conversation, he sends us to the basement to interrogate the prisoner. Moreover, Hoyt himself will observe the process through a video camera. We go downstairs and talk to Sam. Riley, our little brother, was in the cage. Sam knocks the camcorder out of action, and we explain to Riley, and then we forcefully beat him.

Paint it black.

We get to the enemy territory. Disguise won't help, the mercenaries will open fire as soon as they see us. Bending down, we go through the center, it is the safest here. Do not forget to turn off the alarm. We distract two machine gunners at the iron door by throwing a stone. We lay explosives and, moving away, we detonate. We pass inside.
We move along narrow corridors. We are afraid of flamethrowers, when you see them it is best to immediately step back. We go up to the satellite dish and install C4 on it. We hold the defense, shooting the approaching enemies. When Sam arrives, we jump into the helicopter and detonate the explosives.

Black gold.

Jump down and open the wing suit. We inform Dennis that our brother is alive and that we are going to save him. To which Dennis hints that it is time to forget about the past, about the family ...

We meet with Sam and together we leave for enemy territory. Each of the four fuel depots must be destroyed. The procedure is standard: we penetrate inside, clean the room, or immediately go outside to lure out the enemies, and then Sam will shoot them. We install explosives and leave the danger zone in a short time. Next, we get to the fuel inventory management center. We approach a clearly defined mark. We stand behind the machine gun and shoot everyone who tries to get close to us. Sam will lead, and we continue to shoot. We leave the fuel depot and admire the powerful explosion.

Playing in the dark.

We meet with Sam, then together we go to the game to Hoyt. We place our bets, look at the cards and stuff like that. Hoyt knew everything, so he kills Sam and continues the game with us. Soon our finger will be cut off, and then we will begin a fight with Hoyt with knives. We quickly press the corresponding buttons and deal with it.

Playing against the bank.

We go outside, we find transport and on it we go to the airport, leaving through the western gate. We find Riley in one of the hangars. It is located in the one inside which the flamethrower is located. We free brother, we clear the territory and run to the helicopter. We stand behind a stationary machine gun and destroy everyone and everything, while Riley is trying to figure out the controls. Finally taking off, we fly to the Earnhardt mansion. First of all, be sure to shoot the grenade launchers!

Death of the dock.

After landing, we run to the gazebo next to the house. We find a barely living dock. At the last minute of his life, he reports that the Rakyat warriors dragged our friends to the temple. We return to the helicopter.

Hard choise.

We get to the temple. Riley was taken away in an unknown direction, and we were euthanized with some kind of powder and tied up. Citra confesses her feelings for Jason and of course she doesn't want to let us go. We move forward, take the dagger from the hands of Citra. We make a choice "Save friends" or "Take the side of Citra". We are watching the final video, after which we can stay in the free game and explore all the secrets of Rook Island!

Go down the side of the mountain down to go down to the cave where Daisy lives. The girl wants to fix the boat on which she plans to leave this place. But it lacks one part (the power head), which is very likely located somewhere in the same cave. We have to search for it. Since the entire surface of its surface has already been searched before us, there remains only one option - the thing is under water, which is eloquently indicated by the image on the map.

You will find the object you are looking for at the very end of the recess on the left, among the heap of the rest of the garbage it stands out in that it flickers. Now head back to get on the boat and give the part to Daisy. Now it's the turn to talk to Lisa. After talking, we leave this place, leaving the cave to continue the passage of Far Edge 3.

Mission 11 - Meeting Citra

If you have not previously recaptured the land of the pirates, it will take a long time to get to the temple of Citra - the distance is really great, and the territory is in the hands of enemies. In any case, a quick movement to the village of Amanaki will help at least a little shorten the path, but still look at the map and select the nearest base or outpost to the temple of Citra, then go directly to the temple. At the entrance, Dennis is already waiting for us - go after him, but since he weaves slowly, you can speed up the passage of Far Edge 3 by holding the left Shift and overtaking him, going up. So save time by launching a video of acquaintance with Citra.

The latter will give you some kind of rubbish to drink in a bottle, after which hallucinations will begin, similar to those that were when we were poisoned by mushrooms. Everything is very simple here - first follow the man in white clothes from the shore, go into the house, find yourself in general at the bottom of the ocean, then pick up the dagger - you will come to your senses. This glitch is a kind of manual of what we have to do, but not all at once, we still have a very long way to the dagger ... And it is the dagger that Citra demands from us in exchange for giving us strength, like its best warriors tribe.

Leave the temple and get to the place marked on the map.

Mission 12 - The Wrong Side of the City

We need to get to Badtown - let me remind you once again that if you have not captured all the outposts on this island, it will be much more difficult for you to act. Yes, and it is advisable to switch towers in order to have a map of the area. Another important detail - after meeting with Citra, some new abilities were opened, so pump the character at will, this will greatly facilitate the further passage of Far Edge 3.

When you get to Badtown, enter the bar, there the guys are playing cards, they are missing one more participant. Soon a man will appear, dressed in a white suit - he was the one we saw in the vision. He will go away, we have to chase. It is not difficult to do this - he practically does not turn around, but it is also undesirable to approach him at close range. And move better by squatting. You will reach his house, enter after him.

Mission 13 - Wasp's Nest

Inside the house you will be greeted not very hospitably - explosives are laid under the table, they demand to say who we are. Jason will introduce himself, after which he will be given a path to the basement - go. It is there that the man in white clothes is. His name is Willis, a special agent in the service of the United States, a true patriot of his state. He offers to inflict serious damage on Wasa's boss named Hoyt, depriving him of the huge profits that he makes from selling drugs.

The task itself is very similar to a similar mission from GTA: San Andreas. But if there we burned a field with hemp so that the employer would not get caught by the cops, then here, as already written above, the goal is different. But the means are the same - the right flamethrower will help solve the problem. Well, continuing the passage of Far Edge 3, go to the place marked on the map, do not rush to throw yourself with a saber bald - study the situation, mark enemies with a camera or sight, destroy more of them quietly, and continue to destroy, without catching anyone's eyes, as long as possible.

For setting fire to the drug field, a Molotov cocktail is also perfect - this is just in case advice if the fuel for the flamethrower runs out. At least it should be more than enough, especially if you managed to sew a good bag from the skins of animals for containers with this very fuel. There are five plantations in total, all of them must be burned without exception. In this, in addition to a flamethrower and a Molotov cocktail, explosive barrels located near each plantation can perfectly help. One accurate shot is enough to detonate, use it.

In local buildings, in some places there is ammunition - given the number of enemies, they will come in handy. After burning down the plantations, go to the coast, where there is a small fishing village. There is a boat at the pier that needs to be destroyed. Directly opposite it there is a stationary machine gun, which is not only convenient to stuff oncoming opponents with lead, but you can also easily blow up the target boat. The machine gun easily rotates in different directions, which is very convenient. Having finished with the boat, return to Willis's home in the basement.

Mission 14 - The Man Called Hoyt

Willis gives the task - to go to the village near the rice fields, so go there. There is a small hut near the fields, from which it is very convenient to track the actions of Hoyt and his charges. To the hut, in turn, it is very convenient to get there by going down the rope from the nearest mountain. The pirates, under the leadership of Hoyt, scoff at the captives - they let them escape through a field almost completely flooded with water (a similar scene was in the Rambo-4 movie). At the same time, the field was mined, two poor fellows almost immediately blew up, but the third was lucky to bypass the mines, but now he is trapped, rested directly on the forces of enemies, of which there are many. You need to save a person.

First of all, in order to successfully continue the passage of Far Edge 3, get rid of the enemies behind the back of the escaped prisoner, then go to him. Do not forget that there are a lot of mines around, they can be recognized in advance due to a squeak, and due to a well-aimed shot, they can be neutralized at a distance. If the mines are hard to see (thickets, water), there is an option with throwing a grenade in a place where, in your opinion, there should be a mine nearby. But better - follow the same route along which the prisoners fled, there is a minimum of vegetation, you can still see insidious explosive devices through the clear water.

In any case, you need to be careful when making your way through a mined field with water. Having reached the surviving prisoner, untie him, you will find out that he can help us, but first you need to take him to the village. So that your passage of Far Edge 3 does not suddenly end because of the death of the protagonist, follow right on the heels of an ally, he follows a reliable route. And at the same time, cover it from incoming enemies, there will be a lot of them. Both on the way to the village and in the village itself. There, the person we saved will be looking for the transport waybill we need in one of the houses, and the enemies will start pushing from all sides. It is so intense to push, so you have to fight well.

There are two entrances to the house from different sides, and we need to manage to destroy opponents both from one flank and from the other. Grenades, Molotov cocktails, grenade launchers and other weapons of mass murder are very helpful. The machine gun is also good for this purpose. At the top there will be a scale showing the progress of the rescued native in search of the transport waybill, and there are more and more enemies ... It is not easy to repulse their attack, but sooner or later you will cope. And get the invoice, now we know where our old friend Oliver is. It's time to get the old out of trouble.

Mission 15 - Save Oliver

We go to the first parking lot, where theoretically Oliver should have been. It is advisable to simplify the passage of Far Edge 3, first find a better technique - an ATV or buggy is a good fit. In general, you need something fast and agile. Well, Oliver won't be at the first parking lot. Now fly as soon as possible to the next mark on the map, where Oliver will be exactly. Time is limited, you will have to go really fast, the very case when the phrase "Brakes came up with cowards" is relevant.

Remove a couple of guards, take the indicated place, where first we take out the camera with the "Z" key, then we perform the task "Identify Oliver". Having recognized a friend, we get a sniper rifle (I was indignant about this - I had it with a silencer, but it was replaced with a regular one), now you need to keep an eye on the helicopter in the sight. He sits down, the convoy arrives. We see Oliver - he is marked, he needs to be covered, shooting all opponents before they approach him at a dangerous distance. There are quite a lot of enemies, but they do not attack all at once, but in portions, so there should not be big difficulties. Remember to press the Left Shift to hold your breath, which will stabilize the telescope's position.

At the end of this stage of the mission, the enemy will run out, armed with a grenade launcher. Eliminate him, Oliver gets on the boat, swims up to us. It remains to jump to him. The standard scheme is that he is at the helm, we are at the stationary machine gun. With the help of the latter, eliminate enemies in a timely manner, it is especially important to destroy enemy equipment - boats, cars and a helicopter. Having coped, we will save another friend from the enemy's tenacious paws and find ourselves in the very cave under the doctor's house. After talking with our own, we leave it, continuing the passage of Far Edge 3.

Mission 16 - Shard of the Past

We return to Badtown, to be more precise - to the local bar. There we will find a character that you will hate pretty soon. His name is Buck, he has our friend Kit, but no one is going to free anyone just like that. In exchange for our friend, Buck wants the same knife that we saw in the vision in the temple of Citra. And, what is most annoying, Citra wants the same knife in exchange for our pumping. Well, we'll figure it out later, let's at least get this very knife for a start, especially since it will be quite difficult and quite long.

The first step is to find the location of the knife. According to the available information, it can be found out on the ship "Nostalgia". The ship is in the ocean, so it is advisable to get hold of a boat, boat, jet ski or something similar, so as not to risk becoming food for sharks. Alternatively, hang-glider jumping off the mountain, but this is a pretty crazy idea. As usual, the passage of Far Edge 3 can be done in two ways - either noisy and aggressive, or quiet and secretive.

How to do everything is up to you, in any case, the task is to get inside the ship, where in the very depths (in the hold) of the ship there is a laptop with the necessary information... To get to it, climb onto the ship along the stairs, go around it on the starboard side of the stern, destroying all resistance along the way. Near the desired door, on which a yellow mark glows, there will be an enemy well protected by armor, you have already encountered such, most likely, especially if you decide to capture all the outposts on the northern island.

Such an enemy needs a special approach - in the future it will be possible to learn a skill that makes it easy to pierce an adversary with a knife, but for now ... Grenades, a grenade launcher, an attack from behind in the head, or just from something powerful to pour bullets. This better ways get rid of such an enemy. After killing him, continue the passage of Far Edge 3, go inside and walk along the corridors of the ship to a dead-end room with a laptop. There is an alarm system here, so it is better not to make much noise, but this does not radically affect anything.

Taking the data from the laptop, you will see that the bomb timer has started under the table - the ship will self-destruct. We will have to leave it until everything is flooded with water. The withdrawal will be quite dynamic and, at first glance, difficult. But in fact, everything is much simpler - just sail along the corridors, the route is not very different from the one that got here. Hold the left Shift to swim faster. In the place where the air in the protagonist's lungs is predicted to run out, it will be possible to find an oxygen cylinder. Inhaled - on the way.

Now it remains to run through the compartment, not yet flooded with water, then dive again, where a pirate who has come from nowhere will attack us (I definitely killed everyone as I descended into the hold). You need to quickly press the keys indicated by the game in order to emerge victorious in hand-to-hand underwater combat. Again you will find a cylinder with oxygen, we will sail further through the compartments. To evacuate, we will have to drop the window, which we will do. The ship sinks, we are thrown ashore, where the cunning Buck is already waiting for Jason.

Mission 17 - Down Into the Dark

After another pointless sermon performed by Buck, we will go inside the old military bunker, there is a box in the room to the right of the entrance under the left wall - jump on it, due to which you can reach the upper floor - climb using the space bar. Upstairs, besides the fauna represented by snakes, you can find some money - search the premises if you wish. Jump over the gap, go down the stairs, you will find yourself in some kind of sewer.

Continuing the passage of Far Edge 3, move forward along it, you will find yourself in a spacious room with an old battered submarine, patrolled by Vasa's people. There are very few of them, literally 5-6 people, so no problems should arise in order to clear their way. We need to climb the stairs and turn left, you will enter a cave, at the end of which there is another small group of enemies. There the passage is closed, but the pirates, it seems, also want to penetrate further, so they set up explosives. Destroy enemies, then find the fuse (this is easy to do by following the wires from the explosives) and activate it.

After the explosion, the passage will open - go further, first you will meet a snake in the corridor, and then you will see a cliff filled with water. It's better not to hurry to jump down - I accidentally got rid of a possible problem by aiming at this very water. It turned red, which means there is something unfriendly there. Shots - the "zoo" of killed animals has been replenished, and a crocodile has been replenished. So it is better not to complicate the passage of Far Edge 3, not to jump blindly, but to destroy an aggressive and dangerous animal in advance. Then dive, swim to the entrance to the next tunnel, but first, get out of the water with a gap.

Passing forward, you will see the door on the right - open it, go further, again you will jump down into the corridor filled with water. At its end, get out to the surface, go forward, try to jump over the abyss - fall down. We need to climb a rather high ledge in front, but there is no chance of jumping yet. It is necessary to fill the room with water - to the left and right of the entrance there are small rooms in which wooden sticks support the wall that holds the water pressure. Enter these rooms one by one and interrupt these sticks with a knife in both rooms, now it is much easier to climb the high ledge due to the strongly raised water level.

After getting upstairs, you will enter the treasury, there you will find a compass element. When you take it, everything around will begin to crumble, and you need to leave this place. You can exit on the left side of the entrance, the path will not be long.

The first "Far Kray" was a fairly ordinary project, which, however, received the highest marks. This happened because of the great graphics and elaboration of the world. But from the technical point of view, it was an ordinary shooter, which could not yet be distinguished from all the others by any parameters. But starting from the second part, everything became much more interesting - new opportunities appeared, which in the third episode developed into a full-fledged open world with a large number of non-plot tasks and huge prospects for your character.

Naturally, it will be very difficult to describe the passage of all these tasks, and you can ignore many of them, which will not affect the gameplay in any way - unless it will be a little more difficult for you, since your hero will not develop. But the storyline should be analyzed in more detail. It includes forty chapters, each of which will take you a little less than an hour. Walkthroughs of "Far Edge 3" are different, but this one will include only plot chapters.

Chapters 1-5

In the first chapter you will meet the main character 3 "- He, together with his brother and friends, went to rest on the island, which was attacked by pirates. And now he sits in a cage with his brother. Naturally, he is not going to sit for a long time - you need to make an attempt to escape Unfortunately, the attempt fails, and your brother dies, and you are released to hunt you later as entertainment. But the pirates did not calculate their forces, and you managed to escape. in the person of good guy Dennis, who takes you to the nearest village, and here you can come to your senses, look around, and most importantly - get a pistol. However, the seller is not going to sell other types of weapons until you fix the radio tower.

After that, the entire arsenal will open to you for purchase, and even a couple of barrels for free, as a gift. Then you should go to the forest to hunt and collect useful herbs. You will need some of them on the quest, and save the rest for yourself - it will come in handy in the future. Following this, you learn that your girlfriend is being taken to the outpost, which you decide to attack. To do it secretly, from the rear, or to attack head-on is your decision. In any case, the girl will not be there, she escaped, but you will find a useful flash drive, according to the information from which you will go to Dr. Earnhardt. Find him, he has Daisy, your brother's girlfriend, but she is really bad, she needs an antidote, which you can find at the foot of the waterfall. Naturally, mushrooms are not easy, and they will cause hallucinations and unpleasant memories in you, but they will help Daisy. These are the vicissitudes of the passage of "Far Edge 3" await you on the way - and this is just the beginning. It will be even more interesting further.

Chapters 6-10

So, you have to continue Jason's adventures on an island ruled by pirates. Naturally, this suggests that the features of the passage of "Far Edge 3" are still ahead.

First, you will need to catch a signal from a pirate ship, infiltrate and capture it, while simultaneously destroying a group of pirates who would like to moor, thereby strengthening the squad of villains. After that, it turns out that pirates are attacking the village with the aim of exterminating it - you need to prevent this by destroying the villains' weapons depot. In the process, you find out that your girlfriend Lisa is being held in a local prison - go there and get ready for the assault. Again, you can decide for yourself whether you want to fight in a frontal attack or try to remove the guards without being noticed.

In the prison you will have to strain, but you will be able to save Lisa, and you will be able to leave from there by car, firing back from the pirates who came in time to help. Back at Dr. Earnhardt's hideout, you learn that Daisy is trying to fix the boat, but she is missing a part that ended up on the ocean floor - it's time to play the diver. In "Far Edge 3" the passage of the storyline is not a monotonous shooting with trivial targets - you will be offered the most interesting and original tasks, for which you will need both dexterity and ingenuity, and other characteristics.

Chapters 11-16

Immediately after this, you will be asked to go to the holy temple of Citra to receive a vision and a prediction. Even such magical twists and turns offers you "Far Edge 3". The passage of this task will not be the most difficult, as it will happen in your hallucination, where you will go after the shining white man. Naturally, Jason will want to follow the same route that was in his vision. This will lead him to Badtown, where he can play cards with other players in the tavern. This must be done until a man in a white suit appears - the same one from the vision. After going after him, you will find that this is FBI Special Agent Willis, who has a task for you - to burn down the marijuana fields belonging to Hoyt - a local bigwig who is also the boss for Vas, the captain of all the pirates of the island. Now you need to burn five fields, the first of them is guarded by only two pirates, but the rest are great amount, so you have to try.

Returning after the assignment to Willis, you will find out that Hoyt wants something from the local village, and for you this is a chance to annoy the main villain. As soon as you see that an indigenous settler was able to escape from the village, take out a sniper rifle and shoot those who are pursuing him. Then you will need to carefully walk through the mined field, free the person, but he will want to return to the village, so you will have to follow him, lock yourself in the house and shoot back from a large number of villains. It is expensive in terms of ammunition, but you will find out where your friend Oliver is being taken. Go in pursuit and rescue your friend in a fierce firefight, after which you will need to run away from the pirates, but on a boat equipped with a stationary machine gun. Passing the game "Far Edge 3" gradually allows you to gather all your friends together to get out of the prevailing binding.

Chapters 16-20

In Badtown, Far Edge 3 takes a new turn, spanning five chapters at once. You will meet the pirate Buck, who is ready to give you your friend Keith for a dagger. Only the dagger is not ordinary, but that of the famous Emperor Lin Kong. The only problem is that Lin is buried with this dagger, and to open his tomb, you need to collect three parts of the compass. Therefore, you will first need to visit and fetch all possible information about the knife from the laptop, then go to the abandoned bunker, where you can find the first part of the key. The second will be in the old mine, and the third - in a cave on the shore of a large lake.

When you have collected all three parts of the key, go to the tomb and take the dagger. Bring it to Baku, who will take you to the basement, where he is holding Keith captive. However, the pirate is not a man of honor, and he decides to leave you in the same cage where he kept Keith. Well, you wanted to do everything honestly, Buck asked for it himself - you have to kill him. It turns out that the pirate tortured Keith, and he hardly comes to his senses, after which he tells you not the most pleasant news - your younger brother Riley has died. Here is such a sad turn that the passage of "Far Edge 3" takes - the beginning took away your older brother, and the middle of the game took your younger brother. But what to do - you need to survive further.

Chapters 21-25

The most interesting moment of "Far Edge 3" has come - the passage. Retribution is the twenty-fifth chapter in which you have to kill Vasa. But we still have to live before that. So, the dagger remained with you, and this is for the best, since you can return it to Citra. However, this will not be enough - you have to free the captive indigenous people who will be transported in a convoy. To do this, you will need to mine a car on the way and climb onto a sniper tower in order to fire from there at passing cars and pirates. It's much more difficult than before because the villains are better trained, but with the right weapon skill, you can handle it. Storm the armored car in which the prisoners are located. When it stops, open the door. And again an ambush! You are grabbed, tied, tied to your feet with a stone and sent to the ocean floor.

However, you are not so easy to kill - untie and swim to the shore. There you need to take away the weapons from the guards and get to the helicopter, which, unfortunately, will be shot down almost immediately after your takeoff. You will be thrown into a common grave, from which you will need to get out, suddenly waking up. Now you need to clear the pirate camp, but for this you need to return all your equipment - then things will go much better. Then return to Citra and take another concoction that will trigger your vision. This time it is quite dangerous - you will need to fight an incomprehensible monster using a bow and arrow. That's all - now go to the island of Vasa, since you have absolutely all abilities open. Naturally, there is a trap - everything is on fire, so you will need to make your way to the head of the pirates through hallucinations caused by carbon monoxide in order to kill him. However, this is not the end of "Far Edge 3", the passage. The ending will not be soon.

Chapters 26-30

Now you have to return to the temple of Citra to listen to her thanks for everything you have done for the island. Naturally, this is not a Minecraft walkthrough - Far Edge 3 is a completely different game. In "Minecraft" there is no plot at all, but here it gradually develops and with the murder of Vasa moves to a new level.

Your friends have repaired the boat and are ready to sail away, but you refuse. Your new goal, which you have chosen for yourself, is to kill Hoyt, the main villain of all the islands. Therefore, say goodbye to your friends, and after they leave, take three pills, each of which will tell you a part of the story of how you got to this island. After that, go to a meeting with Agent Willis, who has information about Hoyt's whereabouts. You will need to get on an ATV to the take-off area in five minutes, but you won't be able to fly away right away - the pirates attack the plane and damage it. Now you need to guard both the flying car and Willis, who is fixing it. After that, feel free to hit the road.

In flight, Willis gives you a secret development - a flying suit, with the help of which you can easily get to the island where Hoyt's base is located. This is where you must meet Willis, Sam. Head to the bar and play cards until your new parterre appears. He already has a plan for how you can get closer to Hoyt. You take on a new name and join the ranks of the pirate recruits. At the base, you have to listen to the speech of the villain himself, after which you will be able to move freely around the territory. Unfortunately, one of the most striking characters of "Far Edge 3" - Citra will no longer appear, the passage of its chapters has already ended. So get used to the new environment, now you have completely different goals.

Chapters 31-35

It's time for you to start leading your double life, but this will no longer be such a mission as, for example, one of the most memorable in the first half of the game "Far Edge 3" - "Medusa". The passage will require complete stealth from you, you will need to eliminate three mercenaries, who must have a scheme of a secret object. This must be done so that no one can see, otherwise you will reveal yourself and destroy your own disguise. It doesn't matter in what order you kill them, the documents will still be on the body of the third. After that, you will need to be distracted by the main task - protecting the Hoyt plantation from the rebellious pirates. Together with Sam, clear the entire territory, and then return to your underground life again - go to the leaders of the mercenaries in the mine and make a serious mess there.

Naturally, no one knows that you are doing all this - Hoyt is pleased with your actions and wants to personally thank and praise you. Then you need to go down to the basement, where you will find Riley alive - apparently, Keith saw how he was wounded, but thought that he was dead. Now you have to beat up your brother to keep your disguise. But Hoyt will still get his due for this and for all his dirty deeds. The full passage of "Far Edge 3" is already gradually coming to an end, and you will not have long to wait for righteous revenge to take place. But first, go to the secret facility and detonate the huge satellite dish that provides Hoyt with the outside world. Since the object is classified, you can choose not to bother with disguise and act openly.

Chapters 36-40

After destroying the antenna, you need to take on Hoyt. This will end the passage of "Far Edge 3" - the final will remain in front of you. That is, when you blow up the tower and start a series of the last four tasks, you will be disabled access to free play - you will need to complete the quest, and then return to your business. Therefore, blow up the tower, decide with what weapon you will fight, buy ammunition and other equipment - and hit the road. You are about to meet Hoyt for a game of poker. In the course of the conversation, you will understand that Hoyt has figured out you - he understood who the explosions at the two most important objects are connected with. This will be followed by an impressive knife battle, as a result of which you will rid the islands of their main trouble.

However, this does not end there, because you will need to free your brother from prison before he was sold into slavery. Go to Hoyt's base and shoot all the mercenaries until you find the camera where Riley is being held. Rescue him and run to the helicopter. Your brother will rule vehicle, and you will shoot back from the onboard machine gun. After that, you will learn that the pirates attacked the house of Dr. Earnhardt, you will find him inside, and before he dies, he will tell you that the thoughts of Citra are not so pure. You need to return to the temple and go through another hallucination in order to return the blade. And here you have two options for completion - you can save your girlfriend Lisa and your friends by killing Citra, or kill Lisa and everyone else and make love to Citra, after which she will thrust a dagger into your heart. But even in this case, you will be able to continue the game, because after your screen turns gray, darkens and goes out, it turns on again, and on it there will be a coast, an ocean and a blade sticking out of the sand. So the passage of "Far Edge 3" has ended. Werewolf Sam, Special Agent Willis and many others are unforgettable characters, each of which you will remember for a long time. Believe me, you will definitely want to play the fourth part of this wonderful series.

Cheats for the game

There are two parts to make the process of passing Far Edge 3 easier. Part 1 is the developer codes. Naturally, it is best to complete the game on your own - this way you will get much more pleasant impressions and emotions. But if you have problems, then on the way to the object you will need to add, for example - GameProfile_GodMode 1. With this command, you can ensure yourself complete invulnerability. The UnlimitedAmmo code gives you infinite ammo, IgnorePlayer gives you invisibility to enemies, and SkipIntroMovies gives you skip cutscenes. As you can see, these codes do not provide many options. To get more, go to the second part.

Trainers

Trainers are special third-party programs that allow you to make changes to the game code. With the help of predefined key combinations, you can get money, and health, and accuracy, and elimination of recoil, and much more. So you will have the opportunity to much more accurately customize the game to your taste.

The escape.

We are watching the introductory video. The "Golden Youth" enjoy all the beauty and entertainment that the posh Rook Island can provide. But from now on, all this will remain only in the memory of the video camera, which Vaas is currently holding in his hand. We were taken hostage. We are in the cell together, together with brother Grant. He manages to free himself from the rope. We call the thug and Grant deals with him. Sometimes the skills learned in the army can be very useful. We get out of captivity and, bending over, we follow our brother. We get to the hut, from the table of which we take the lighter, camera, map, tablet and cell phone. We go outside, we hide behind the well. We throw a stone to the right side to distract the enemy standing at the aisle. We quickly penetrate the building, and again Grant kills the enemy with a dexterous throw.

We get out into the street, we climb into the next hut. We leave through the passage on the right and dissolve in the foliage. Once again, we throw a stone into the indicated area and quickly sneak to the passage. We crawl under the bridge, after which Vaas kills Grant, and lets us go into the jungle with the words: "If not me, then the jungle will kill you." Before that, we will try to help the brother by holding the corresponding button.

We quickly go deeper into the island, jumping over various obstacles. We move ducking through the cave, from the other side we are attacked by a thug with a knife. Quickly press the corresponding button and kill him. We pass to the other side, we climb the vines. We get to the flimsy bridge, which falls apart after a dense fire, and we fall into the river.

Amanaki village.

We meet Denis, who found us on the shore and went out in his hut. We go outside, where the real party takes place. This is Amanaki village, we are safe here. We get sixty dollars from Dennis and go to the arms shop to buy the M1911 pistol.

We follow Dennis to the radio tower. We get to her along the path. There is a snake in front of the stairs leading up. We shoot her and rise to the very top. We destroy the encryption device, after which a piece of territory on the map becomes open. We slide down the cable, Dennis is already waiting for us below. Open the map, point to the boar habitat and set the mark.

Hunter.

Guided by the mark on the mini-map, we get by transport to the habitat of wild boars. You need to collect a whole set of plants, as well as kill two wild boars, and then skin them. Red, blue and green plants are marked on the minimap. We do not leave the yellow area, otherwise the task will be failed. After examining the territory and collecting everything you need, we open the global map, on which we select the yellow mark and instantly move to the village of Amanaki.

We leave the hut and meet with Dennis. Open the menu, select the item "Create items". We make a couple of medicines, and also increase the amount of equipment we carry by modifying the backpack with the hides we have obtained. Using the received points, we create two tattoos for ourselves, which are at the same time special skills. For example, this time we will choose "Quick Kill", which will help sneak up on enemies and silently eliminate them from the back.

Capture the outpost.

We accept an incoming call. Enemies are asking you to come to the outpost. We climb into the truck in the passenger seat and together we go to the meeting point. Having reached the outpost, we are free to act as we please - covertly or like Rambo, rush in directly and shoot everyone who is here. It is important to correctly assess your strength and the strength of the enemy. You should not be on the rampage when the enemies outnumber us by the number of commercials ten times. After finishing the clearing, you will need to raise the friendly flag. We burst into the central building, but Lisa is not found here. From the negotiations on the radio, we learn that she managed to escape to the west.

We leave for the mansion of Dr. Earnhardt. After talking with him, we go into the house and go up to the second floor. Daisy is unconscious. To maintain it in a state of normal functioning, it is necessary to administer an antidote every hour. The reserves are depleted, so we have to collect mushrooms. We get to the underwater cave, descending lower and lower along the cables. We swim at an accelerated pace so as not to start choking. We swim in the cave, climb higher and take a leap of faith (ala Assassin’s creed). We climb up the vines until we find ourselves under the influence of something. Hallucinations gripped our head. The wall becomes the floor. We are moving forward towards the building, which still does not want us to enter it. Finally, having done this, we wait a bit and go through the side door. We approach the mushrooms and fall down. The hallucinations have passed, it remains only to take the mushroom and leave the cave.

We move along the cliff, climb to the very top along the vines. We return to Earnhardt and give him the found copy. We go to the house where we communicate with the awakened Daisy. We inform her the unpleasant news about Grant, after which we go in search of other friends and younger brother.

Call of "Medusa".

We get to the abandoned liner on the shore. We must not be allowed to be seen by the enemies. Therefore, we destroy them one by one, sneaking up from behind. We use the camera to mark enemies and further monitor their movements. We eliminate paired enemies on one side of the ship, then on the other. Having marked them from the camera, some will be marked with yellow marks - these are the main targets. We deal with three of these and be sure to search the bodies. Let's go up to the wheelhouse, where we get a bulletproof vest. We listen to the negotiations of the kidnappers. In their plans, after receiving a ransom from wealthy parents, give their children into slavery and get even more money for it. In the meantime, guests came to visit us. We leave outside and from the top position we shoot the approaching enemies.

Robber game.

We meet with Dennis in the village. Vaasa's men are about to attack her. To contain them, it is necessary to destroy the enemy's weapons stocks. We leave for a forest clearing and from the shore we approach the observation post. Imperceptibly we sneak up to the warehouse, penetrate inside and lay explosives. Moves outside the yellow zone marked on the minimap. We leave the enemy territory or clear it.

The raid on the prison.

PB - stands for pirate bay. This is one of the local prisons. We get to the camp and quietly sneak up to one of the towers, where there is a shield with the activation of the alarm. By disabling one of them, we will disable the entire system in the camp, and then no one will be able to call for help. With a fight or silently we get to the head of the camp, deal with him and take the key to the prison. To find the boss, we use a camera that marks targets. The main one is marked in yellow.

We pass into the bunker. Here, enemies are armed with shotguns, which are very effective at close range. We keep our distance and use shelters. We go further and further, until we are stunned.

Saving a girlfriend.

Vaasa's men grabbed us, and he himself poured gasoline over the area between us and Lisa. We fall down to the lower floor, after which we get up and look for a way up. We go up the stairs and wait until the fire goes out. We pass further into the room to the right, we climb the stairs. We shoot at the valve in the upper left side to extinguish the fire. Another pipe will be directly above the fire. The time in which we were limited will be enough, so we move from floor to floor without fussing. We help our friend to free herself and together we jump on the scaffolding. Again, objects damaged by fire have ceased to withstand a lot of weight and therefore we fall to the very bottom.

We run to the truck, help to start it, pushing from behind. To do this, quickly press the corresponding button. We destroy the pursuers from the grenade launcher. When the truck stalls, switch to the foreground and kill enemies with a pistol.

Troubles.

We move to the doctor's mansion and go down into the cave to Daisy. During our absence, she spotted a boat on which, in her opinion, we can leave the island. One element is missing - the power head. We dive into the water and move to the yellow area. We dive under the water and swim to the flashlight on the left, next to it lies the required item. We return to Daisy, fix the motor, and then start it. We communicate with Lisa by the fire.

Meeting with Citra.

We leave the cave and contact Dennis by phone. He informs him that it is time to meet with Citra, the leader of the Rakyats. She will help us gain strength to help us free the rest of the captives. You can get to it with the help of a glider, at the same time we will experience this wonderful structure. Without Dennis, they wouldn't even talk to us. He introduced us as a young warrior to the fighters. We follow the partner inside the temple. The leader of the people was skeptical about us, but, nevertheless, she gave us a chance. We drink the contents of the flask and go in search of what is lost.

Hallucinations gripped us well. Having fallen down, and then, waiting for the outflow of water, we follow the man in a suit forward. We pass into the hut, we move along the bridge. We observe the characters on the islands on the right and then on the left. After passing over the bridge, we pick up the dagger. After waking up, we communicate with Dennis and leave the temple in search of a real artifact.

The wrong side of the city.

We leave for Badtown. The locals are friendly. We go to the bar and sit down at the table. Just here came a man in a white suit from our dream. Having finished playing, we will get out and follow him. The main thing is not to let the object out of sight for more than twenty seconds and move strictly behind it.

Vespiary.

We quickly enter the hut and answer the stranger's question. We go down to him in the basement. Willis works as a spy. His target is Hoyt Volken, the leader of the pirates, including he holds patronage over Vaasa. We leave for the drug plantation and begin to burn the fields sown with grass. It is not at all necessary to use a flamethrower, it is enough to shoot from any weapon at explosive barrels and the fire will ignite on its own throughout the territory. In small buildings, you can find ammunition and first aid kits. Having finished with the fields, we get to the pier of the village of fishermen. We grab the grenade launcher and shoot at the retreating boat.

A man named Hoyt.

We meet with Willis in his hideout and get the earpiece. We listen to the recording, from which we learn that for Hoyt we are the number one target. We leave for the rice fields, we penetrate the observation post. We see that Hoyt arranged entertainment for his people. Two of the fugitives were killed, and the third took refuge in a small building. His name is Rongo, we need to save him. After all, he has valuable information. We kill two and get through the minefield to Rongo. They are clearly visible through clear water, but not quite through water. You can sit down to get a better look. We are moving strictly behind the ally, so as not to run into mines. We protect it from enemies until we get to the hut. He will look for the invoice, and we will protect him. Near the entrance, we lay the mines found in the hut. If suddenly we do not have time to cope with everyone, then the mines will help contain the attack. Here we select ammunition and grenades from the boxes.

Save Oliver.

We photograph the invoice for Willis and get information from him about the convoy in which Oliver is being transported. The first time, no matter how hard we try, we will not be in time, so we set off to the observation post. We clean the territory, we pass to the edge of the cliff. The convoy will drive up from the right side. Oliver is dragged to the helicopter, we make a shot at the overseer. We destroy everyone who tries to get close to him. We shoot at explosive barrels to kill as many pirates as possible at the same time. When Oliver gets to the boat, we jump into the water and swim up to him. We climb onto a stationary machine gun, from which we shoot the trucks on the shore, the boats chasing us and the only helicopter.

We arrive at the cave and leave another survivor here.

A shard of the past.

We leave the cave and go to Badtown. We pass to the bar, where we communicate with Buck. Hoyt sold him our friend Keith. Buck is supportive of negotiations, so he offers us a deal. Get into the ship Nostalgia and find data that will help you find the dagger. The one that Citra asked to find. We get to Nostalgia and clear the board from pirates. There is no alarm activation here, so we are free to act as we please.
Having found the entrance inside, we proceed carefully. We must not be allowed to be noticed and the alarm triggered. The number of enemies in the holds will constantly increase, but due to the fact that the premises are small, problems with their elimination should not arise. In the last room we destroy the armored enemy. We download data from a laptop, which leads to the activation of explosives.

We try to swim out as soon as possible. We move in a zigzag fashion - now to the right, then to the left. We get out of the sinking ship, following the control points. Buck meets us on the shore. We show him the found compass.

Down into the darkness.

We leave for Baku on the other side. After a short history lesson, from a not quite pleasant teacher, we pass into the bunker. We climb onto the box, and from it onto the wall along the rope. We go to the control point by jumping down. Turn left and sail through the tunnel. Here are the people of Vaasa, we draw your attention to the fact that Molotov cocktail throwers are located in the center and in the upper position. We destroy them first.

We pass into the cave, throw a couple of grenades into the cluster of enemies. A wire runs from the closed door to the detonator. We activate it and then we can go to the Chinese ruins. We jump into the water and are immediately attacked by a crocodile. We quickly press the corresponding button to kill him. We emerge from the other side. We push the seal to open the passage. We jump to the temple, but fall into the water. We get to the ledge, which is too high to jump on it.

Push the seal on the right, shoot the three highlighted bars. Let's go back to the previous room and push the seal on the left. Similarly, we get to the wobbly bars and shoot them. This water level is enough to reach the ledge. When returning to a room with a ledge, a cobblestone will block the path. You can get around it from above.
We get to the treasury, where we select either the compass itself, or part of it. Everything begins to crumble, we go to the left and move along the wooden structure to the exit.

Treasures in the mine.

Buck, as always, is one step ahead. We listen to another story and go into the mine. We go down on the lift. We push the cart to free the passage. We destroy the enemies that are on the way. We get to the pirate camp. We push the carts and at the same time take cover behind them so that the snipers could not kill us. However, if there are cartridges for long-range weapons, then it is best to first shoot those who are located on the hill at the far end, including snipers and Molotov throwers. We get to the next camp and similarly clean it up.

We open the door, use the compass. Pull the floor lever in the center. We pass further, carefully looking at our feet. Varanov gives out hiss, however, they are rather difficult to notice. We run to the old elevator, we go down on it. We get to the treasury and take the third part of the compass. We leave the crumbling temple at an accelerated pace.

Lin Kong, I suppose?

As usual, we meet with Buck at the appointed place. After listening to the story, we jump into the water and climb the vines to the cave. We penetrate inside, climb up and attack the enemies from above. We go down lower and lower, clinging to the cables. Then we continue through the scaffolding. We jump over the stones so as not to fall into the boiling water. We climb up the vines on the wall. We open the door with the compass and go further. We go down to the right. The water comes and goes. At the moments of decrease, we quickly move from one hill to another, until we reach the center. We climb over the vines and we pass into the tomb. We open the passage down and go down into the sarcophagus, simultaneously destroying the monitor lizards. Finally, we take the dagger from the tomb and hastily leave this place. We crawl, quickly pressing the appropriate buttons.

Sad reunion.

We meet with Buck at his house. To get to it, you need to go around the rocks and get close from the opposite side of the village. We return the dagger to Baku and go down to the basement to Kit. We were about to leave, but Buck stops us. We fight with him, quickly pressing the corresponding buttons. By killing Buck, we can leave this place.

This knife is for you.

Keith reports that our little brother, Riley, was killed. We leave the cave and go to Citra. She also needed a knife, now there will be no controversy over who should get it. Having passed the dagger to her, we inform about our request and listen to the story. We leave the temple of Citra.

At the exit, Dennis announces that his men are going to attack the convoy in which Vaasa's prisoners are being transported. Our friends may be among them. We get to the leader of the rakyat. We get the C4 explosive, which we attach to the tank truck. We climb up the water tower and wait. Do not forget to pick up a sniper rifle, it will help to shoot the mercenaries who have arrived. We do this until the convoy starts to move. Then we will have limited time to catch up with him and kill the remaining enemies. We open the hatch and ... surprise! Vaas was in the convoy, he then stuns us.

Warrior Rescue Service.

Vaas throws us into the water. We quickly press the corresponding button and get rid of the ropes on the arms and legs. We swim out of the hole, we kill several enemies. We are moving behind the truck, then you will need to get to the helicopter. It is advisable to act discreetly, as there is a possibility of an alarm being activated. We mark enemies from the camera so that you can track them. An armored machine gunner is patrolling near the helicopter. We did not manage to control the helicopter for long. Having suffered an accident, Vaas decides to finish us off.

We survived and this is the main thing. We hold, and then quickly press the corresponding buttons and we get out of the mass grave. We leave for the nearest enemy camp. We make our way to the last hut, where we will find our things.

New test.

We meet with Citra. We drink an unknown elixir and find ourselves in a different reality. We step back and wait for the appearance of the ink monster. We run from side to side, without falling under the eruption of the enemy. At this moment, shoot from a bow to the upper part of the face (best in the eyes). After several successful attempts, small opponents will appear on the ground. We destroy them and continue the fight with the monster. We dodge the clots flying at us. We still attack the enemy in the head, until we finally defeat him. Then we climb up the fallen hand and carry out the finishing move by pressing the buttons shown on the screen.

Pay.

We jump into the water and sail to the island of Vaasa. We kill the encountered enemies. We penetrate the town through the wall. Vaasa knew we were coming and therefore prepared himself thoroughly. We get out on the roof of the burning building. We need to get to the big gate, shooting enemies along the way. You can also shoot at the cells in which the tigers are located. Approaching the gate, an armored enemy will come out of the building. We kill him and we pass inside.

Vaas stabs us with a dagger. We go forward in our hallucinations. We move to the mark, simultaneously shooting at the ghosts of Vaasa. When recharging, it is best to step back. We kill Vaasa and wake up. Vaas is the brother of Citra. Once Hoyt came to the island and lured him to his place.

The Grace of Citra.

After talking with Citra, we leave the temple. At the exit we speak with the open-minded Dennis. We go to the cave to friends and inform them of our decision to stay on the island.

Flight south.

We leave the cave and contact Willis. He is about to leave the island, as a new assignment has appeared for him in Russia. But he can help us in the end. We get to the runway. We destroy the pirates and wait for the aircraft to be repaired. At this time, we protect Willis from enemy attacks. In the last wave, opponents will come from all directions at once! We use the stationary machine gun on the box and clean the open area. The most dangerous are machine gunners, we kill them first. We sit on the plane.

Three blind mice.

Jump down and open the wing suit. We fly to the shore, open the parachute. We get to the location of the pirates. We shoot at the cage to the left and free the tiger. After destroying everyone, we go by truck to the "Healthy horseradish", where we will find Sam. He works for Hoyt, but he doesn't mind helping us if he finds out we're from Willis.

We communicate with the bartender, who says that a poker game is taking place in the basement and we can find Sam there. We speak with the mercenary to let us pass. We go downstairs, sit down at the table. It doesn't matter how well we played. After the first game, Sam will leave the building through the back door, follow him and inform him that we are from Willis.

Werewolf.

We find Sam and find out about Hoyt from him. After killing Vaasa, Hoyt was specifically angry with us. Fortunately, he did not see our face, but tattoos can give us away. The new ally advises to join the ranks as a mercenary and act from within the gang. We set off for failure, here we are already acting covertly. We distract enemies by throwing stones. We go down lower and lower. When there are many opponents (more than three), it is advisable to use a camera and mark them. This will help us plan a much better route that we can take to slip further.

We get to the port, jump into the water and sail to the ship. Climbing on it, we attack the recruit from behind. We take his uniform and ID from him. From now on we are called Foster. We go to the rest of the soldiers, let the officer scan himself. He offers a dusty job that, of course, no one should know about. We pass on to listen to Hoyt's fiery speech for the recruits. After a convincing demonstration of what will happen to beginners if they do not follow the rules, we leave this place by boat.

Three-decker.

We go to the temple, where we find three VIP-targets and, having destroyed them, we search the bodies. The easiest way to detect them is with a camera (yellow targets). We take away the note from the latter and leave the territory.

Discharge.

We meet with Sam at the plantation to keep him company in carrying out an assignment from Hoyt. The pirates mined the fields. We follow Sam, who will defuse mines, and we must protect him. We often look at the mini-map and promptly destroy those who approached too quickly. At the last mined place, in the greenhouse, we use a machine gun. From it we shoot the arriving helicopter.

Into the mouth of the enemy.

Sam will put in a good word for us in front of Hoyt, but this is not enough to completely get into trust. We still need a list. We leave for the gorge and, rolling along the cables from one side to the other, we get to the most convenient position and, using a camera, we observe the passing meeting on the bridge. It is advisable to neutralize a nearby enemy before that. We take a picture and go down the cable. We get to the box on which there are a couple of RPGs. Let's go over the bridge to the left and turn off the alarm. Let's return to the bridge and destroy the two SUVs on the bridge. Of course, everyone will immediately turn against us. We continue from one side to the other until we reach the main bridge. We search the body of the commander and, taking the list, we jump from the bridge into the water. It remains only to get to the transport.

We leave for a meeting with Hoyt at his headquarters. After the conversation, he sends us to the basement to interrogate the prisoner. Moreover, Hoyt himself will observe the process through a video camera. We go downstairs and talk to Sam. Riley, our little brother, was in the cage. Sam knocks the camcorder out of action, and we explain to Riley, and then we forcefully beat him.

Paint it black.

We get to the enemy territory. Disguise won't help, the mercenaries will open fire as soon as they see us. Bending down, we go through the center, it is the safest here. Do not forget to turn off the alarm. We distract two machine gunners at the iron door by throwing a stone. We lay explosives and, moving away, we detonate. We pass inside.
We move along narrow corridors. We are afraid of flamethrowers, when you see them it is best to immediately step back. We go up to the satellite dish and install C4 on it. We hold the defense, shooting the approaching enemies. When Sam arrives, we jump into the helicopter and detonate the explosives.

Black gold.

Jump down and open the wing suit. We inform Dennis that our brother is alive and that we are going to save him. To which Dennis hints that it is time to forget about the past, about the family ...

We meet with Sam and together we leave for enemy territory. Each of the four fuel depots must be destroyed. The procedure is standard: we penetrate inside, clean the room, or immediately go outside to lure out the enemies, and then Sam will shoot them. We install explosives and leave the danger zone in a short time. Next, we get to the fuel inventory management center. We approach a clearly defined mark. We stand behind the machine gun and shoot everyone who tries to get close to us. Sam will lead, and we continue to shoot. We leave the fuel depot and admire the powerful explosion.

Playing in the dark.

We meet with Sam, then together we go to the game to Hoyt. We place our bets, look at the cards and stuff like that. Hoyt knew everything, so he kills Sam and continues the game with us. Soon our finger will be cut off, and then we will begin a fight with Hoyt with knives. We quickly press the corresponding buttons and deal with it.

Playing against the bank.

We go outside, we find transport and on it we go to the airport, leaving through the western gate. We find Riley in one of the hangars. It is located in the one inside which the flamethrower is located. We free brother, we clear the territory and run to the helicopter. We stand behind a stationary machine gun and destroy everyone and everything, while Riley is trying to figure out the controls. Finally taking off, we fly to the Earnhardt mansion. First of all, be sure to shoot the grenade launchers!

Death of the dock.

After landing, we run to the gazebo next to the house. We find a barely living dock. At the last minute of his life, he reports that the Rakyat warriors dragged our friends to the temple. We return to the helicopter.

Hard choise.

We get to the temple. Riley was taken away in an unknown direction, and we were euthanized with some kind of powder and tied up. Citra confesses her feelings for Jason and of course she doesn't want to let us go. We move forward, take the dagger from the hands of Citra. We make a choice "Save friends" or "Take the side of Citra". We are watching the final video, after which we can stay in the free game and explore all the secrets of Rook Island!