Far cry 3 walkthrough with conor. Storyline

Tropical paradise Rook Island. The “golden youth” does not deny themselves anything during their holidays 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, and his older brother named Grant are in the same cage. 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 the pirate and kill him to get out of the cage without any problems.

Once you get out of captivity, follow your brother. However, do not stand in full height, be quieter than water, lower than 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 the pirate with a stone. You need to get to the next building, after which Grant will kill the sleepy bandit with a flick of his hand.

Get outside and climb to the next hut. Exit through the passage on 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 discover the fugitives. The first person he kills will be Grant. He releases Jason Brody, but only to continue the hunt himself.

Jason has few options: you have to rush headlong through the jungle until you find a cave. Crouch down and move forward. There's a thug with a knife waiting for you on the other side, but don't worry. You'll make short work of him.

Amanaki Village

You wake up in Dennis Rogers' shack. He found you on the shore and was leaving in his hut. As soon as you come to your senses, get out 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 store, the gun saleswoman will give you a simple task - activate the radio towers.

!Please note: Activating radio towers will allow you to unlock new guns, some of which you will receive for free. In addition, part of the territory on the map will be revealed 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 will have to make some noise. After you destroy the encryption device, part of the territory on the map will open to you. Slide down the rope, Dennis will be waiting for you below. His new task is to go hunting. Open the map, point to the wild boar's habitat and place a mark.

Free weapons for activating radio towers in Far Cry 3:

  1. Compound 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.

    F1 assault rifle, GM-94 grenade launcher.

    MP5 submachine gun.

    MS16 assault rifle.

    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, you will quickly get to the desired wild boar habitat. All you have to do is collect a whole herbarium, as well as kill two wild boars, and then skin them. Red, blue and green herbs are marked on the mini-map. It won't be difficult for you to find and pick them. The most important thing is not to leave the yellow area. Otherwise, the mission will fail. When you're done collecting herbs and boar skins, open the global map and instantly travel to Amanaki Village.

!Please note: In the future, your skills in collecting herbs and skinning animal carcasses will come in handy. 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 your bandoleer and other items of equipment. In order to upgrade your equipment to the maximum, you will need the skins of rare animals, which you will find in special “Path of the Hunter” quests. Herbs will also be useful to you for creating various potions, whether they enhance the hero’s abilities or restore health.

Once you leave the hut, go meet Dennis. Before talking to him, open the game menu, select the “Create Items” line, then make the necessary medicines from herbs and modify the backpack using the found skins. With the points you receive, create two tattoos that will not only decorate your body, but also add certain abilities to the main character.

Recipes for creating improved equipment:

Weapon cases:

  • 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 $6000) - 2 shark skins.
  • Large wallet (up to $10,000) - 1 skin of the One-horned buffalo (from the quest “The Hunter’s Path” of the “Assassins’ Rest” outpost).

Backpacks:

  • Simple backpack (32 places) - 2 boar skins (2 during the mission).
  • Durable backpack (48 places) - 2 tapir skins (after mission 3).
  • Reinforced backpack (64 places) - 4 dingo skins.
  • Large backpack (96 places) - 1 skin of the Immortal Bear (from the quest “The Hunter’s Path” of the outpost “Gasoline Cradle”).

Medical bag:

  • Simple medical bag (5 potions) - 1 pig skin (after mission 3).
  • Durable medical bag (7 potions) - 3 dog skins.
  • Reinforced medical bag (9 potions) - 2 leopard skins.
  • Large medical bag (12 potions) - 1 Black Panther skin (from the mission “The Hunter’s Path” of the “Orphanage” outpost).

Bandoliers:

  • Simple bandoleer (for spare cartridges of any weapon) - 2 boar skins (after mission 3).
  • Durable bandolier - 2 buffalo skins.
  • Reinforced bandolier - 2 tiger skins.
  • Large bandolier - 1 Golden Tiger skin (from the mission “The Hunter’s Path” of the “Mosquito Corner” outpost).

Grenade bags:

  • Simple grenade bag (4 grenades + 4 cocktails) - 2 goat skins (after mission 3).
  • Durable grenade bag (6 grenades + 6 cocktails) - 2 deer skins.
  • Reinforced grenade bag (8 grenades + 8 cocktails) - 3 Komodo dragon skins.
  • Large grenade bag (12 grenades + 12 cocktails) - 1 Bloody Komodo skin (from the quest “The Hunter’s Path” of the “Observation Point” outpost).

Mine pouch:

  • Simple mine pouch (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 White-bellied Tapir skin (from the quest “The Hunter’s Path” of the “Rusty Yard” outpost).

Fuel slings:

  • Simple sling (balloon) - 2 dog skins (after mission 3).
  • Strong sling (2 cylinders) - 2 boar skins.
  • Reinforced sling (3 bottles) - 2 Komodo dragon skins.
  • Large belt (4 cylinders) - 1 Yellow-throated Cassowary skin (from the quest “The Hunter’s Path” of the “After 12” outpost).

Rocket packs:

  • A simple backpack for rockets (4 charges for RPGs and 8 for GM) - 1 deer skin.
  • Durable backpack for rockets (5 charges for RPGs and 10 for GM) - 4 dingo skins.
  • Reinforced backpack for rockets (6 charges for RPGs and 12 for GM) - 3 tiger skins.

Arrow Quivers:

  • Simple quiver (10 regular arrows and 10 special) - 1 goat skin.
  • Durable quiver (15 regular arrows and 10 special) - 2 tapir skins.
  • Reinforced quiver (20 regular and 10 special) - 2 bear skins.
  • Large quiver (30 regular and 10 special) - 1 skin of the Man-Eating Shark (from the quest “The Hunter’s Path” of the Kell Shipyard outpost).

Special arrows:

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

Outpost capture

Receive an incoming call. The pirates ask to meet at the outpost. Get into the truck and go to the meeting point with Dennis. Once you reach the outpost, you can act as you please. The main thing is don't let Dennis die. His death means mission failure.

Once you've finished clearing the outpost of pirates, don't forget to raise the friendly flag, then run into the central building. You won't find anyone inside - your girlfriend named Lisa has run away. From the radio communications you learn that she is heading west.

!Please note: Capturing outposts is another one 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 on foot and admire the scenery, then you certainly won’t have to hide from pirates, since guys from the allied tribe will be nearby.

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: rush forward with your saber drawn or act secretly, so choose for yourself. However, it is worth noting that the game encourages more silent capture of an outpost - for a successful operation you will receive three times more points than if you shoot with all guns and scare the local animals.

Weapon Upgrade:

  • Improved shotgun M133 "Bull" - $3010 (for 10 found Relics).
  • Improved (without silencer) AMR sniper rifle - $4800 (for 20 Relics found).
  • Improved PP Vector.45 Disintegrator - $3275 (for 10 found Memory Cards).
  • Improved 1911 “Shadow” - $2600 (for capturing 17 outposts).
  • Improved R-416 "Bushman" - $3800 (for capturing 18 radio towers).
  • Improved MKG “Ripper” - $4200 (after passing 6th Rakyat Trials).

Melee weapons:

  • Machete - Given by Dennis.
  • Japanese tanto - for 6 Letters of the Missing.

Mushrooms

Now you have to head towards Dr. Earnhardt's mansion. 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, lying on the bed and unconscious. To prevent her from dying, an antidote must be administered every hour. The reserves are depleted, so it’s up to you to collect special mushrooms from which the doctor will make a medicine.

So, head towards the mark on the mini-map and enter the cave. Your path will be thorny. To avoid drowning or falling from a great height, you will have to act quickly. However, at the very last moment, when the mushrooms are just around the corner, you will be seized by hallucinations. We advise you to be patient and survive a few minutes of hell. In the end, the glitches will go away, you can take the mushrooms and go out.

Return to Earnhardt and give him the mushrooms. Then go upstairs 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 others.

Call of Medusa

Answer Dennis's call. He will ask you to find a ship called the 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 subsequently monitor their movements. During this mission, act with lightning speed and extreme caution.

As soon as you go up to the control room, put on a bulletproof vest, and then listen to the negotiations of the bandits. It turns out that the pirates plan to sell their children into slavery after receiving a ransom from rich parents. In general, the situation is becoming even worse than it was. You will have to hurry to find the remaining friends. Meanwhile, 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 clean-up. Return to the village immediately before it’s too late.

Playing the Robber

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

You can get to the pirates' warehouses in different ways - by car or by boat. However, the safest option is to use a boat. This way you can sneak into warehouses unnoticed, mark all enemies with a camera, turn off the alarm, get inside the premises and plant explosives. Then you can either clear the area or quietly retire into the jungle.

Prison Raid

Jason Brody learns that Lisa is being held by bandits in a local prison called Pirate's Cove. Before setting off on this mission, we recommend that you stock up on ammunition and buy body armor. It is also recommended to have a bow and a weapon with a silencer in your arsenal. These two things will seriously make your life easier.

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

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

Rescue girlfriend

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

Listen to his speech and get ready to fall from a great height. When Vaas finishes chatting, he will set the wooden floor on fire. You, as we have already said, fall down, Lisa remains at the top. The task is very clear - you need to climb up at any cost and save your beloved girl.

Go up the stairs and wait until the fire goes out. Continue into the room on your right. Next you have to climb up the stairs. Fire will block your path. Shoot the valve first to put out the fire, then shoot the pipe located directly above the fire. Move on. At the end of the path you will find Lisa.

Untie her, run to the truck and help start it. After the car starts moving, pirates will chase you. Take the grenade launcher out of the trunk and show them where the crayfish spend the winter. At some point, you will be able to break away from your pursuers and get to Dr. Earnhardt's hut.

Trouble

Go down into the cave to Daisy. You will find a girl repairing a boat on which you can 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 won't have to search for the item you need for long. Once you have the power head, return to Daisy. She will try to launch the boat, but, alas, nothing will work. Before leaving, talk to Lisa.

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, it will help you gain powerful power. Well, that's exactly what we're missing. You can get to it using a glider.

Get to the meeting point. You will be met at the entrance by Dennis, who will take you to the Zither.
The woman will not receive you very warmly. However, in the end she will give you some kind of potion to drink, which will make you hallucinate.

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 your hands, you will return to reality. When you wake up, talk to Dennis and leave the temple. Your new task is to find the real artifact that Zither demands from you in exchange for the strength of the best warriors of her tribe.

The wrong side of the city

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

Wasp's nest

Enter the hut. You will find yourself in a room filled with explosives. The stranger begins to ask you questions that must be answered quickly, otherwise the house will blow up. After you say your name, a door will open in front of you. Go downstairs, the same gentleman in a white suit named Willis, a special agent in the US service, will be waiting for you there. His target is Hoyt Walker, the leader of the pirates. He will invite you to set fire to the drug plantation, thereby causing serious damage to Hoyt's business.

Go to a drug plantation and start setting fire to everything that comes your way. In addition to the flamethrower, you can use Molotov cocktails or fuel barrels. Please note that after setting the fire, armed pirates will run out to meet you. So get ready for some serious shooting. In small buildings you can find ammunition and first aid kits. Once you're done burning the drugs, head towards the pier. You will see the boat begin to sail away in an unknown direction. Quickly grab the grenade launcher and fire at it. After the boat is blown up, return to Willis.

A Man Named Hoyt

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

Go to the rice fields and watch the actions of Hoyt and his charges. The pirate leader decided to entertain his charges: he forced the prisoners to escape through a minefield. Two are blown up right there. The third man somehow manages to survive 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 follow Rango's path or choose your own. Just remember to watch your step. If you doubt whether to go forward or not, throw a grenade. Once you manage to get to Rongo, he will ask for help to 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 look for Oliver.

Save Oliver

Take a photo of the invoice for Willis and get information from him about the convoy in which Oliver is being transported. Find yourself a car quickly and don’t forget to fill your pockets with cartridges.

At the first stop of the column, you will find out that Oliver is not there. So move to the next mark on the mini-map. Clear the area, go to the edge of the cliff and wait for the convoy to arrive. The first thing you should do is take out your camera and take a few pictures. After this you must shoot all the pirates. When Oliver reaches the boat, jump into the water and swim towards him.

After the two friends meet, stand behind the stationary machine gun and shoot everyone who chases you. The final boss is a helicopter. When the bandits are finished, go to the cave to the rest of the survivors.

A fragment of the past

Leave the cave and head 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 be willing to negotiate and offer a deal. You have to get onto the ship Nostalgia and find data that will help you find the dagger that Citra told you about.

Since the ship is located in the ocean, it is best to take care of how you will 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 are no alarms on deck, you can do as you please. However, you will have to moderate your ardor inside. If you make a noise, the bandits may call for help. The number of enemies in the holds will constantly increase, but due to the fact that the rooms and corridors are small, you will not have problems destroying them.

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

Down into the darkness

Be patient, you will have to listen to a long story from Buck, after which you go into the bunker. Climb onto the box, and from it onto the wall along the rope. Jump over the gap and go down. There you will find the people of Vaas. 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 go up 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 was closed, the bandits decided to pass through in this particular place: the room was simply filled with explosives. Destroy the enemies, then find the fuse and activate it.

Get up and move on. You will see a door on the right - open it. Get ready for the fact that you will have to swim along a narrow corridor again. Get to the surface and continue moving. Ahead of you lies an abyss that you won’t be able to jump over at first. You will fall down, but you will not break. You need to climb up. To do this, you need to fill the rooms with water: to the left and right of the entrance there are small rooms in which wooden structures support the dam. The task is simple - destroy the structure and climb up.

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 collapse, so you need to quickly leave this place.

Treasure in the mine

Buck is once again one step ahead of you. Listen to his next boring story and go into the mine. Use the lift to go down, then push the cart to clear the passage. Pirates who come across your way must be shot, but it is best to act quietly. Get to the pirate camp. In front of you you will see two carts, push them forward and at the same time take cover behind them so that the snipers cannot reach you. When you get to the next camp, clear the area and gather supplies.

After this, go into the round room. In the center of it you will find a ring, which, of course, needs to be pulled. Once you do this, a passage will open. This way you will reach a 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 despair. Climb up and move forward - another stone path with several cliffs awaits you there.

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

Lin Kong, I guess?

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 - inside it lies a dagger.

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

Find the body armor and continue through the scaffolding. Jump on the rocks to avoid falling into the boiling water. Also beware of geysers. As you move, 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 moving and don't forget to look around. Although there are few pirates, they are everywhere.

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

Sad reunion

Meet Buck at his house. Give him the dagger, then calmly go down to the basement, where you will meet with Keith. Before leaving, you will be attacked by Buck. Kill him and take the dagger.

This knife is for you

After you get to the cave where your friends are waiting for you, Keith will inform you that your younger brother, Riley, was killed. Leave the cave and go to Citra. You will have to return the knife to this treacherous woman. She will also ask you to rescue 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 carrying Vaasa prisoners. Our friends must be among them. Get to the leader of the rakyat, get C4 explosives from his hands, which you need to attach to the tanker. Then climb the water tower and wait.

It turns out that the aborigines were kidnapped not by Vaas's people, but by Hoyt's. In general, kill the mercenaries until the convoy moves. This will give you the opportunity to catch up with his remnants and save the hostages. When the last truck is destroyed, approach the car with the natives and open the hatch. Vaas will be waiting inside and will stun Jason.

Warrior Rescue Service

Listen to Vaas's eloquent monologue, and then get ready to quickly press certain buttons that will 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 be quiet. Why complicate your life in an already difficult situation? You don't have to clear the pirate camp of its inhabitants. You can still get to the helipad. However, at some point you will really have to make some noise, since the helicopter is guarded by an armored machine gunner.

Get into the helicopter. Unfortunately, the grenade launcher appeared right there. The helicopter is blown up and you're flying headfirst. Vaas is waiting for you on the ground. Only this time he decides to shoot straight in the heart, but a metal lighter will save Jason Brody from death.

And yet you will wake up to 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 then do what you want.

New challenge

Go to meet Citra. She will offer you to drink an unknown elixir that will act instantly. You will find yourself in another reality. Step back and wait for the ink monster to appear. Run from side to side and try not to get caught in the enemy's eruption. At this point, shoot the bow at the upper part of the face (preferably the eyes). After several successful attempts, small opponents will appear on the ground. Destroy them and continue the fight with the monster. Once you defeat him, you will have to cut the enemy's throat. After this you will wake up.

Pay

Jump into the water and swim to the island of Vaasa. Kill everyone who gets in your way. Enter the town through the hole in the wall. Vaas knows that you are coming for 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 large gate, while shooting the enemies that you meet along the way. If you feel that things have become really hard, 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 was once again one step ahead of you. The door has just opened, and he is already rushing at you with a dagger. Move forward in your hallucinations. Move to the mark on the mini-map, shooting the ghosts of Vaas along the way. When reloading a weapon, it is best to step back, it is safer. Once you kill Vaas, you will return to reality again. Your next target is Hoyt.

Zither's Grace

You will wake up in the Temple of Citra. It's time to tell her what you did. After talking with her enough, leave the temple. At the exit, don’t forget to talk to Dennis, who suddenly decided to pour out his soul to you. After this, go to the cave to your friends and tell them about your decision to stay on the island.

Flying south

Leave the cave and contact a US special agent. Willis has sharpened his skis for Russia - a new task awaits him there. Moreover, it flies away in exactly five minutes. However, before leaving paradise, he will help you with Hoyt. In general, choose the optimal route without sharp turns, start the car and press the gas pedal. Remember that time is limited.

You will find Willis with a company of pirates. The latter do not really want the agent to fly off the island alive. So you will have to help him get rid of the annoying bandits. After one of the pirate attacks, the plane is damaged. While Willis is repairing it, protect it from enemies who will attack from all sides. So be prepared for it to be very hot. Use the stationary machine gun on the box and clear the open area. The most dangerous are the machine gunners, kill them first. When you're done with the pirates, board the plane.

Three blind mice

Jump down, open your wing suit and fly towards the shore. The game itself will tell you when it is best to open the parachute. Get to the location of the mercenary base. There you can get supplies and equipment. To make clearing the camp easier, free the tiger. After destroying everyone, take the truck to the Healthy Horseradish bar, where you should find Sam.

Chat with the bartender, who will tell you that the guys are playing poker in the basement. That's where you'll find Sam. Then ask the mercenary to let you through. Go downstairs and sit down at the table. Remember, it doesn’t matter at all 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

When you get to the port, jump into the water and swim to the ship. You will meet a new recruit at the side. Kill him, put on his uniform and take his ID. From now on, your name is Foster. Head towards the group. When meeting with an officer, do not panic. All he needs to do is scan you. He will just offer a job, which, of course, no one should know about. Continue on to listen to Hoyt's fiery speech to new 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 soon as you get out of the mercenaries’ lair, Sam will get in touch and tell you that you need to destroy three conspirators in a camp nearby. Keep in mind, these three are just bosses. The camp is full of ordinary soldiers. So eliminate the generals without dust and noise. After the murder, search their bodies. The last person has a note. That's what you need. After 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 Hoyt's plantation. The mission is very simple, you should not have any difficulties completing it. While Sam is defusing the bombs, you will shoot the pirates with a machine gun. There is also a machine gun on the territory, so don't forget to try it out.

Into the enemy's mouth

Sam will put in a good word for you with Hoyt, but it won't be enough. As you know, actions speak more about people than words. You still need a list of conspirators. Head to the gorge. There you should use a camera and watch how the meeting takes place on the bridge. Take a photo and climb down the rope. Find the RPG crates. You will need it very soon. Walk along the bridge on the left and turn off the alarm. Then uncover the RPG and destroy the two SUVs on the bridge. Get ready for mercenaries to 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 to a meeting 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 watch 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 up your brother to please Hoyt.

Paint it black

Get to enemy territory. Disguise will not help you this time; the mercenaries will open fire as soon as they see us. Crouching down, go through the center, this is the safest place. Don't forget to turn off the alarm, it will make your life much easier. Having reached the machine gunners who sat down near the iron door, distract them by throwing a stone. Plant explosives. After the explosion, go inside.

Move along narrow corridors. Beware of flamethrowers, these are the most unpleasant opponents you will ever meet on your way. Go up to the satellite dish and place 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. Tell Dennis that your brother is alive and that you are going to save him. Dennis will subtly hint that it’s time to forget about the past, about the family.

Meet with Sam and go with him 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 out opponents. Install explosives and leave the danger zone in a short time. After this, get to the fuel supply control center. Once it's over, watch the powerful explosion.

Playing in the dark

Meet with Sam, then go with him to a poker game with Hoyt. Place bets, look at the cards. At some point, Hoyt will take out a knife and plunge it into Sam's neck. However, it won't kill you. We'll have to continue playing poker with him. In the next game you will definitely lose, for which your finger will be cut off. After this, you will begin a knife fight with Hoyt. The outcome, of course, depends on your efficiency. So kill the bastard 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 anything, he is in the hangar, inside of which the flamethrower is located. As soon as you free your brother, run to the helicopter. Stand behind the stationary machine gun and destroy everything that moves while Riley tries to figure out the controls. When you take off, you need to shoot the mercenaries pursuing you.

Death of a Doc

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

Difficult choice

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

Let's watch the introductory video. The “golden youth” enjoy all the beauty and entertainment that the chic island of Rook Island can provide. But all this will henceforth remain only in the memory of the video camera, which is at the moment Vaas holds in his hand. We were taken hostage. We are alone in the cell, together with brother Grant. He manages to free himself from the rope. We call the thug and Grant deals with him. Sometimes the skills acquired in the military can be very useful. We get out of captivity and, bending down, follow our brother. We get to the shack, from the table of which we take a lighter, a camera, a map, a tablet and a cell phone. We go outside and hide behind the well. We throw a stone to the right to distract the enemy standing near the passage. We quickly penetrate the building, and again Grant kills the enemy with a deft throw.

We get out into the street and climb into the next hut. Let's go out through the passage on the right and disappear into the foliage. Once again we throw a stone into the indicated area and quickly sneak towards the passage. We crawl under the bridge, after which Vaas kills Grant, and releases us into the jungle with the words: “If not me, then the jungle will kill you.” Before this, we will try to help our brother by holding the corresponding button.

We quickly delve deeper into the island, jumping over various obstacles. We move crouching through the cave, from the other side a thug with a knife attacks us. Quickly press the appropriate button and kill him. We go to the other side and climb the vines. We reach a flimsy bridge, which collapses after heavy fire, and we fall into the river.

Amanaki village.

We meet Denis, who found us on the shore and was leaving in his hut. We go outside, where the real party is taking place. This is Amanaki Village, we are safe here. We receive sixty dollars from Dennis and go to the gun shop to buy an M1911 pistol.

We follow Dennis to the radio tower. We get to it along the path. There is a snake in front of the stairs leading up. We shoot her and go 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 the pointer at the wild boar’s habitat and place a mark.

Hunter.

Based on the mark on the mini-map, we take transport to the wild boar’s habitat. 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 mini-map. Do not leave the yellow area, otherwise the task will fail. Having examined the territory and collected 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 and select “Create Items”. We make a couple of medicines, and also increase the amount of equipment we carry by modifying the backpack using the obtained skins. Using the points received, we create two tattoos for ourselves, which are also special skills. For example, this time we will choose “Quick Kill”, which will help you sneak up on enemies and silently eliminate them from behind.

Capturing an outpost.

We accept an incoming call. Enemies ask you to come to the outpost. We climb into the passenger seat of the truck and go together to the meeting point. Having reached the outpost, we are free to act as we please - secretly or like Rambo, break in directly and shoot everyone who is here. It is important to correctly assess your strengths and those of the enemy. There is no point in getting into trouble when the enemies outnumber us by about ten times. Once clearing is complete, you will need to raise a friendly flag. We break into the central building, but we don’t find Lisa here. From conversations on the radio we learn that she managed to escape to the west.

Mushrooms.

We go to 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 her in a state of normal functioning, it is necessary to administer an antidote every hour. The supplies are depleted, so we have to collect mushrooms. We get to the underwater cave, going lower and lower along the cables. We swim quickly so as not to start suffocating. We swim out 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 took over our heads. The wall becomes the floor. We move forward to the building, which still does not want us to enter it. Having finally done this, we wait a little and go through the side door. We approach the mushrooms and fall down. The hallucinations have passed, all that remains is to take the mushroom and leave the cave.

We move along the rock, 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 tell her the unpleasant news about Grant, after which we go in search of the rest of our friends and younger brother.

Call of Medusa.

We get to an abandoned liner on the shore. We must not allow our enemies to see us. Therefore, we destroy them one by one, sneaking up from behind. We use the camera to mark enemies and subsequently monitor their movements. We eliminate paired enemies on one side of the ship, then on the other. By marking them from the camera, some will be marked with yellow marks - these are the main targets. We deal with three of them and be sure to search the bodies. Let's go up to the wheelhouse, where we get a bulletproof vest. We listen to the kidnappers' conversations. Their plans, after receiving a ransom from rich parents, are to sell their children into slavery and get even more money for it. Meanwhile, guests came to us. We go outside and shoot the approaching enemies from the top position.

Playing the robber.

We meet with Dennis in the village. The people of Vaas are about to attack her. To contain them, it is necessary to destroy the enemy's weapons stockpiles. We go to a forest clearing and approach the observation post from the shore. We quietly sneak up to the warehouse, get inside and plant explosives. Moves beyond the yellow zone marked on the mini-map. We leave enemy territory or clear it.

Prison raid.

PB – stands for pirate bay. This is one of the local prisons. We get to the camp and quietly creep up to one of the towers, where there is a panel with an alarm signal activated. By turning off one of them, we will turn off the entire system in the camp, and then no one will be able to call for help. We fight or silently approach 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 go into the bunker. Here the enemies are armed with shotguns, which are very effective at close range. We keep our distance and use cover. We go further and further until we are stunned.

Rescue of a friend.

Vaas's people grabbed us, and he himself doused the area between us and Lisa with gasoline. We fall to the bottom floor, after which we get up and look for the way up. We go up the stairs and wait until the fire goes out. We go further into the room on the right, climb the stairs. We shoot at the valve in the upper left side to extinguish the fire. Another pipe will be located directly above the fire. The time we have been limited to is enough, so we move from floor to floor without fussing. We help our friend free herself and together we jump onto the scaffolding. Again, objects damaged by fire can no longer withstand much weight and therefore we fall to the very bottom.

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

Trouble.

We move to the doctor's mansion and go down into the cave to Daisy. During our absence, she noticed a boat on which, in her opinion, we could leave the island. One element is missing - the power head. We dive into the water and move towards 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, repair the engine, and then start it. We chat with Lisa by the fire.

Meeting with Citra.

We leave the cave and contact Dennis by phone. He reports that it is time to meet with Citra, the leader of the rakyat. She will help us gain strength that will help us in freeing the remaining prisoners. You can get to it using a glider, and 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 in front of the fighters. We follow our partner inside the temple. The leader of the people was skeptical about us, but nevertheless gave us a chance. We drink the contents of the flask and go in search of what is lost.

Hallucinations engulfed us quite a bit. Having fallen down, and then, waiting for the water to ebb, we follow forward the man in the suit. We go into the hut and move along the bridge. We observe the characters on the islands, now on the right, now on the left. After crossing the bridge, we take the dagger. Having woken up, we communicate with Dennis and leave the temple to search for a real artifact.

The wrong side of the city.

Let's go to Badtown. The local residents are friendly. We go to the bar and sit down at the table. Just here the man in the white suit from our dream entered. Having finished the game, we’ll 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.

Wasp's nest.

We quickly enter the hut and answer the stranger’s question. We go down to his basement. Willis works as a spy. His target is Hoyt Volken, the leader of the pirates, including his patronage over Vaasa. We go to 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 explosive barrels from any weapon and the fire will spontaneously ignite throughout the entire territory. In small buildings you can find ammunition and first aid kits. Having finished with the fields, we get to the pier of the fishermen’s village. We grab the grenade launcher and shoot at the receding boat.

A man named Hoyt.

We meet with Willis in his hideout and get an earpiece. We listen to the recording, from which we learn that for Hoyt we are target number one. We go to the rice fields and enter the observation post. We see that Hoyt has arranged entertainment for his people. Two of the fugitives died, 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 to Rongo through the minefield. They are clearly visible through clear water, but not so much through water. You can sit down to get a better look. We move strictly behind our ally, so as not to run into mines. We protect him 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 we suddenly don’t have time to deal with everyone, then the mines will help hold back 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 won’t make it in time, so we go to the observation post. We clear the area and go to the edge of the cliff. The convoy will arrive with right side. Oliver will be dragged to the helicopter, we fire at the warden. We destroy everyone who tries to get closer 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 trucks on the shore, boats chasing us and the only helicopter.

We arrive at the cave and leave another survivor here.

A fragment of the past.

We leave the cave and go to Badtown. We go to the bar, where we communicate with Buck. Hoyt sold him our friend Keith. Buck is favorable to negotiations, so he offers us a deal. Get into the Nostalgia ship and find data that will help you find the dagger. The same 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 act carefully. We must not allow ourselves to be noticed and the alarm to be activated. The number of enemies in the holds will constantly increase, but due to the fact that the rooms are small, there should not be any problems eliminating them. In the last room we destroy the armored enemy. We download data from the laptop, which leads to the activation of explosives.

We are trying to get out as soon as possible. We move in a zigzag pattern - 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 go to Baku on the other side. After a short history lesson from a not entirely pleasant teacher, we go into the bunker. We climb onto the box, and from it to the wall along the rope. We go to the checkpoint by jumping down. Let's turn left and swim through the tunnel. Here are the people of Vaasa, please note that Molotov cocktail throwers are located in the center and in the top position. We destroy them first.

We go into the cave, throw a couple of grenades into a cluster of enemies. A wire runs from the closed door to the detonation mechanism. We activate it and then we will be able to go to the Chinese ruins. We jump into the water and are immediately attacked by a crocodile. Quickly press the appropriate 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 reach a ledge that is too high to jump onto.

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

Treasures in the mine.

Buck is one step ahead as always. We listen to another story and go into the mine. We go down on the lift. We push the cart to clear the passage. We destroy the enemies that we meet 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 cannot kill us. However, if you have ammo for long-range weapons, it is best to first shoot those located on the hill at the far end, including snipers and Molotov throwers. We get to the next camp and clear it in the same way.

Open the door and use the compass. Pull the floor lever in the center. We move on, carefully looking at our feet. Varanov produces a hissing sound, however, they are quite difficult to notice. We run to the old elevator and take it down. 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 guess?

As usual, we meet with Buck at the appointed place. After listening to the story, we jump into the water and climb up the vines to the cave. We get inside, climb up and attack the enemies from above. We go lower and lower, clinging to the cables. Then we continue through the scaffolding. We jump over the stones to avoid falling into boiling water. We climb up along the vines on the wall. We open the door using the compass and move on. We go down to the right. The water rises and falls. In moments of decline, we quickly move from one hill to another until we reach the center. We climb the vines and go 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 to the opposite side of the village. We give the dagger to Baku and go down to Keith’s basement. We were about to leave, but Buck stopped us. We fight with him by quickly pressing the appropriate 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 Zither. She also needed a knife, now there would be no conflict about who should get it. Having handed her the dagger, we inform her of our request and listen to the story. We leave the Temple of Zither.

Ambush.

At the exit, Dennis reports that his men are going to attack the convoy carrying Vaasa's prisoners. Our friends may be among them. We get to the leader of the rakyat. We get C4 explosives, which we attach to the tanker. We climb the water tower and wait. Don't forget to pick up a sniper rifle, it will help shoot the arriving mercenaries. We do this until the convoy moves away. 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, and he stuns us.

Warrior Rescue Service.

Vaas throws us into the water. We quickly press the appropriate button and free ourselves from the ropes on our arms and legs. We swim out of the hole and kill several enemies. We follow the truck, then we will need to get to the helicopter. It is advisable to act unnoticed, as there is a possibility of activating an alarm. We mark enemies from the camera so that we can keep track of them. An armored machine gunner is patrolling near the helicopter. We were not able to control the helicopter for long. Having suffered an accident, Vaas decides to finish us off.

We survived and that's the main thing. We hold, and then quickly press the corresponding buttons and climb out of the mass grave. We go to 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 another reality. We move back and wait for the ink monster to appear. We run from side to side without getting caught by the enemy’s eruption. At this moment, we shoot with a bow at the upper part of the face (preferably at the eyes). After several successful attempts, small opponents will appear on the ground. We destroy them and continue the battle with the monster. We dodge the clots flying at us. We continue to 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 swim to the island of Vaasa. We kill the enemies we meet. We enter the town through the wall. Vaasa knew that we would come and therefore prepared thoroughly. We get out onto the roof of the burning building. We need to get to the large gate, shooting enemies along the way. You can also shoot at the cells containing the tigers. Approaching the gate, an armored enemy will come out of the building. We kill him and go inside.

Vaas stabs us with a dagger. Let's move forward in our hallucinations. We move towards the mark, simultaneously shooting at the ghosts of Vaas. While reloading, it is best to step back. We kill Vaas and wake up. Vaas is Zither's brother. Once upon a time, Hoyt came to the island and lured him to his place.

Grace of Zither.

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

Flight to the south.

We leave the cave and contact Willis. He is about to leave the island, as a new task 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 plane to be repaired. At this time, we protect Willis from enemy attacks. In the last wave, opponents will come from all sides at once! We use the stationary machine gun on the box and clear the open area. The most dangerous are the machine gunners, we kill them first. We get on the plane.

Three blind mice.

We 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 on the left and free the tiger. Having destroyed everyone, we go by truck to “Healthy Horseradish”, where we will find Sam. He works for Hoyt, but he wouldn't mind helping us if he finds out we're from Willis.

We communicate with the bartender, who reports that a poker game is taking place in the basement and we can find Sam there. We talk to the mercenary so that he lets us through. We go downstairs and 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 tell him that we are from Willis.

Werewolf.

We find Sam and find out from him about Hoyt. After killing Vaas, Hoyt became specifically angry with us. Fortunately, he didn’t see our face, but tattoos can give us away. A new ally advises you to join the ranks as a mercenary and act from within the gang. We go to the failure, here we act secretly. We distract enemies by throwing stones. We go lower and lower. When there are a lot of opponents (more than three), it is advisable to use a camera and mark them. This way we can plan a much better route along which we can slip further.

We get to the port, jump into the water and swim to the ship. Having climbed onto him, we attack the recruit from behind. We take away his uniform and ID. From now on we are called Foster. We go to the other soldiers and let the officer scan us. He offers a quiet job, which, of course, no one should know about. We move on to listen to Hoyt's fiery speech for recruits. After a convincing demonstration of what will happen to newcomers if they do not follow the rules, we leave this place by boat.

Three-decker.

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

Discharge.

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

Into the enemy's mouth.

Sam will put in a good word for us with Hoyt, but this is not enough to completely gain our trust. We still need a list. We go to the gorge and, rolling along the cables from one side to the other, we get to the most convenient position and, using a camera, watch the meeting taking place on the bridge. It is advisable to neutralize the nearby enemy before doing this. We take a picture and go down the cable. We get to the box on which there are a couple of RPGs. Let's cross the bridge on 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 take up arms against us. We continue moving from one side to the other until we reach the main bridge. We search the commander's body and, having taken the list, jump from the bridge into the water. All that remains is to get to transport.

All-in.

We go to meet 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 disables the video camera, and we have an explanation with Riley, and then we are forced to beat him.

Paint it black.

We reach enemy territory. Disguise will not help, the mercenaries will open fire as soon as they see us. Crouching down, we go through the center, it’s safest here. Don't forget to turn off the alarm. We distract two machine gunners at the iron door by throwing a stone. We plant explosives and, moving away, detonate it. Let's go inside.
We move along narrow corridors. We are afraid of flamethrowers; when we 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 approaching enemies. When Sam arrives, we jump into the helicopter and detonate the explosives.

Black gold.

We 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’s time to forget about the past, about the family...

We meet with Sam and together we go into enemy territory. It is necessary to destroy each of the four fuel depots. The procedure is standard: we get inside, clear 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 supply control 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 Hoyt’s game. We place bets, look at 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 knife fight with Hoyt. We quickly press the appropriate buttons and deal with him.

Game against the bank.

We go outside, find a transport and use it to 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 our brother, clear the area and run to the helicopter. We stand behind the stationary machine gun and destroy everyone and everything while Riley tries to figure out the controls. Finally taking off, we fly to Earnhardt's mansion. First of all, be sure to shoot the grenade launchers!

Death of a doc.

Having landed, we run to the gazebo next to the house. We discover a barely alive 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.

Tough choice.

We get to the temple. Riley was taken to an unknown direction, and we were drugged with some powder and tied up. Citra confesses her feelings for Jason and, of course, she doesn't want to let us go. We move forward and take the dagger from Citra’s hands. We make the choice “Save friends” or “Side with Citra.” Let's watch the final video, after which we can stay in the free game and explore all the secrets of Rook Island!

Head down the mountainside to reach the cave where Daisy lives. The girl wants to repair the boat on which she plans to leave this place. But it is missing one part (the power head), which is very likely located somewhere in the same cave. It's up to us to look for her. Since its entire above-water surface had already been searched before us, there is only one option left - the thing is under water, as the image on the map eloquently speaks of.

You will find the item you are looking for at the very end of the recess on the left; among the pile of other garbage, it stands out because it flickers. Now go back to the boat and give the part to Daisy. Now it's your turn to talk to Lisa. After talking, we leave this place, leaving the cave to continue the passage of Far Cry 3.

Mission 11 - Meeting with Citra

If you have not previously recaptured the land of the Rakyat from the pirates, it will take a long time to get to the Temple of Zither - the distance is really long, and the territory is in the hands of enemies. In any case, fast moving to the village of Amanaki will help to shorten the path at least a little, but still look at the map and select the nearest base or outpost to the Temple of Zither, then go directly to the temple. Dennis is already waiting for us at the entrance - follow him, but since he trudges along slowly, you can speed up the passage of Far Cry 3 by holding left Shift and overtaking him, going up. So, save time by playing a video about getting to know Citra.

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

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

Mission 12 - The Underside 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 is that after meeting Citra, some new abilities were revealed, so upgrade your character as you wish, this will greatly facilitate your further passage of Far Cry 3.

Having reached Badtown, enter the bar, there are guys playing cards, they are missing one more participant. Soon a man dressed in a white suit will appear - this is exactly what we saw in the vision. He will leave, we need to pursue. This is not difficult to do - he practically does not turn around, but it is not advisable to approach him point-blank. And move better by crouching. When you reach his house, follow him in.

Mission 13 - Hornet's Nest

Inside the house you will not be greeted very hospitably - there are explosives placed under the table, they demand to tell you who we are. Jason will introduce himself, after which the path to the basement will be opened for him - go. This is where the man in white clothes is located. His name is Willis, a special agent in the service of the United States, a true patriot of his state. He proposes to cause serious damage to Vas's boss, Hoyt, by depriving him of the huge profits he makes from selling drugs.

The task itself is very reminiscent of 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 still the same - a trusty flamethrower will help solve the problem. Well, continuing the passage of Far Cry 3, go to the place marked on the map, do not rush to rush with your saber drawn - study the situation, mark the enemies using the camera or sight, destroy as many of them quietly as possible, and continue to destroy without catching anyone’s eye, for as long as possible.

A Molotov cocktail will also work well for setting a drug field on fire - 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 animal skins for containers with this very fuel. There are five plantations in total; all of them must be burned, without exception. In addition to a flamethrower and a Molotov cocktail, explosive barrels located near each plantation can help with this. One accurate shot is enough for detonation, take advantage of it.

In local buildings there is ammunition in some places - given the number of enemies, they will come in handy. After burning the plantations, go to the shore, 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 for stuffing attacking enemies with lead, but can also easily blow up the target boat. The machine gun easily rotates in different directions, which is very convenient. When you're done with the boat, return to Willis's home in the basement.

Mission 14 - A Man Called Hoyt

Willis gives the task - to go to a village near the rice fields, so go there. There is a small hut near the fields, from which it is very convenient to monitor the actions of Hoyt and his charges. The hut, in turn, is very convenient to get to by rappelling down from the nearest mountain. The pirates, led by Hoyt, mock the captives - they let them escape through a field almost completely flooded with water (a similar scene was in the film Rambo 4). At the same time, the field was mined, two poor fellows were blown up almost immediately, but the third was lucky to bypass the mines, but now he is in a trap, running straight into the forces of enemies, of which there are many. We need to save a person.

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

In any case, you need to be careful when making your way through the mined field with water. Having reached the surviving prisoner, untie him, you will find out that he can help us, but first we need to lead him to the village. So that your passage of Far Cry 3 does not suddenly end due to the death of the main character, follow directly on the heels of your ally, he follows a reliable route. And at the same time, cover it from oncoming 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 in one of the houses looking for the waybill we need, and enemies will begin to press in from all sides. To push so intensely, you will have to fight well.

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

Mission 15 - Rescue Oliver

We go to the first parking lot, where Oliver should theoretically be. It is advisable to simplify the passage of Far Cry 3, first find better equipment - an ATV or buggy will work well. In general, you need something fast and maneuverable. So, Oliver won’t be at the first parking lot. Now, as quickly as possible, fly to the next mark on the map, where Oliver will be exactly. Time is limited, you will have to drive really fast, the same case when the phrase “Brakes were invented by cowards” is relevant.

Shoot a couple of guards, take the indicated place, where we first take out the camera with the "Z" key, then complete the task "Establish Oliver's identity." Having recognized a friend, we get a sniper rifle (I was indignant about this - I had one with a silencer, but they replaced it with a regular one), now you need to keep an eye on the helicopter. He sits down and a 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 shouldn’t be any major difficulties. Don't forget to press Left Shift, which allows you to hold your breath, which stabilizes the position of the optical sight.

At the end of this stage of the mission, an enemy armed with a grenade launcher will run out. Eliminate him, Oliver gets on the boat and swims up to us. All that remains is to jump to him. Standard scheme - he is at the helm, we are at the stationary machine gun. Using the latter, eliminate enemies in a timely manner; it is especially important to destroy enemy equipment - boats, cars and helicopters. Having managed, we will save another friend from the enemy’s tenacious clutches and find ourselves in that very cave under the doctor’s house. After talking with our people, we leave it, continuing the passage of Far Cry 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 soon hate. His name is Buck, he has our friend Keith, 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 Zither. And, what’s most annoying, Citra still wants the same knife in exchange for our upgrades. Well, we’ll figure it out later, let’s at least get this knife first, especially since it will be quite difficult and quite long.

The first step is to find the location of the knife. According to available information, it can be found on the ship "Nostalgia". The ship is located in the ocean, so it is advisable to get hold of a boat, speedboat, jet ski or something similar, so as not to risk becoming food for sharks. An alternative is to jump off the mountain on a hang glider, but this is a pretty crazy idea. As usual, the passage of Far Cry 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 bowels (in the hold) of the ship there is a laptop with necessary information. To get to it, climb onto the ship using the stairs, go around it along the right side of the stern, destroying all resistance along the way. Near the desired door, on which the yellow mark is glowing, there will be an enemy well protected by armor; you have most likely already encountered these, especially if you decided to capture all the outposts on the northern island.

Such an enemy requires a special approach - in the future it will be possible to learn a skill that allows you to easily pierce the enemy with a knife, but for now... Grenades, a grenade launcher, an attack from behind to the head, or simply spray bullets from something powerful. This best ways get rid of such an enemy. After killing him, continue the passage of Far Cry 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’s better not to make too much noise, but it doesn’t affect anything radically.

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 before everything is flooded with water. The departure will be quite dynamic and, at first glance, complex. But in reality, everything is much simpler - just swim along the corridors, the route is not particularly different from the one you used to get here. Hold left Shift to swim faster. In the place where the air in the protagonist’s lungs is predicted to run out, you can find an oxygen cylinder. We took a breath and continued on our way.

Now all that remains is to run through the compartment that has not yet been flooded with water, then dive again, where we will be attacked by a pirate who came from nowhere (I definitely killed everyone as I descended into the hold). You need to quickly press the keys indicated by the game to emerge victorious in a hand-to-hand underwater battle. You will find an oxygen cylinder again, we swim further through the compartments. To evacuate, you will have to open a window, which is what 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 meaningless sermon performed by Buck, we will go inside the old military bunker, in the room to the right of the entrance under the left wall there is a box - jump on it, due to which you can reach the top floor - climb using the space bar. Upstairs, in addition to the fauna represented by snakes, you can find some money - search the room if you wish. Jump over the gap, go down the stairs, and you will find yourself in some kind of sewer.

Continuing the passage of Far Cry 3, move forward along it, you will find yourself in a spacious room with an old battered submarine, which is patrolled by Vas's people. There are very few of them, literally 5-6 people, so there shouldn’t be any problems clearing a path for yourself. We need to go up the steps and turn left, you will enter a cave, at the end of which there is another small group of enemies. The passage there is closed, but the pirates, it seems, also want to penetrate further, so they installed explosives. Destroy the enemies, then find the fuse (this is easy to do by following the explosive wires) 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 jump down in a hurry - 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” was replenished with dead animals, and it was replenished with a crocodile. So it’s better not to complicate your passage of Far Cry 3, not to jump blindly, but to destroy the aggressive and dangerous animal in advance. Then dive, swim to the entrance to the next tunnel, but first climb out of the water with a gap.

Having passed forward, you will see a door on the right - open it, go further, and again jump into the corridor filled with water. At the end of it, climb out to the surface, go forward, try to jump over the abyss - fall down. We need to climb onto a fairly high ledge ahead, but there is no chance of jumping yet. You need 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 back the water pressure. Enter these rooms one by one and use a knife to kill these sticks in both rooms; now climbing onto the high ledge is much easier due to the greatly increased water level.

Having climbed up, you will enter the treasury, there you will find a compass element. When you take it, everything around will begin to collapse, 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 Cry was a rather ordinary project, which, however, received the highest ratings. This happened due to the excellent graphics and elaboration of the world. But from the technical side, 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 - except that it will be a little more difficult for you, since your hero will not develop. But the storyline is worth examining in more detail. It includes forty chapters, each of which will take you just under an hour. Walkthroughs of Far Cry 3 are different, but this one will only include story chapters.

Chapters 1-5

In the first chapter you will meet the main character 3" - He, along with his brother and friends, went to rest on an island that was attacked by pirates. And now he and his brother are sitting in a cage. Naturally, he is not going to sit for long - he needs to attempt an escape , while learning how to manage. Unfortunately, the attempt fails, and your brother dies, and you are released, so that later they can start hunting you as entertainment. But the pirates did not calculate their strength, and you managed to escape. After that, luck greets you on the coast. in the person of the good guy Dennis, who takes you to the nearest village, and here you can come to your senses, look around, and most importantly, buy a pistol. However, the merchant is not going to sell other types of weapons until you fix the radio tower.

After this, the entire arsenal will be open to you for purchase, and even a couple of guns for free, as a gift. Then you should go into the forest to hunt and collect useful herbs. You will need some of them for 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 an outpost, which you decide to attack. Do it secretly, from the rear, or attack head-on - your decision. In any case, the girl will not be there, she ran away, but you will find a useful flash drive, using the information from which you will go to Dr. Earnhardt. Find him, he has Daisy, your brother's girlfriend, but she is very bad, she needs an antidote, which you can find at the foot of the waterfall. Naturally, mushrooms are not easy, and they will give you hallucinations and unpleasant memories, but they will help Daisy. These are the twists and turns of passing Far Cry 3 that await you along 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 Far Cry 3 are still to come.

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 dock, thereby strengthening the squad of villains. After this, it turns out that the 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 prepare for the assault. Again, you can decide whether you want to fight in a frontal attack or try to eliminate the guards without being noticed.

In prison you will have to strain yourself, but you will be able to save Lisa, and you will be able to leave there by car, shooting back from the pirates who arrive in time. Returning to 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 diver. In "Far Cry 3" the passage of the storyline is not a monotonous shooting with banal goals - you will be offered the most interesting and original tasks, to complete which you will need dexterity, ingenuity, and other characteristics.

Chapters 11-16

Immediately after this, you will be asked to go to the holiest temple of Zithra to receive a vision and prediction. Even such magical twists are offered to you by Far Cry 3. Completing this task will not be the most difficult, since it will happen in your hallucination, where you will follow a 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 a tavern. This must be done until a man in a white suit appears - the same one from the vision. Having gone after him, you will find that he is FBI Special Agent Willis, who has a task for you - to burn the marijuana fields belonging to Hoyt, a local big shot, who is also the boss of Vas, the captain of all the pirates on the island. Now you need to burn five fields, the first of them is guarded by only two pirates, but the rest are huge amount, so you have to try.

Returning to Willis after the task, you learn 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 man, 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 large quantities villains. This is expensive in terms of ammunition, but you will find out where your friend Oliver is being taken. Go in pursuit and save your friend in a brutal 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 Cry 3" gradually allows you to gather all your friends together to get out of the current bind.

Chapters 16-20

In Badtown, the passage of the game "Far Cry 3" takes a new turn, which will stretch across 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 an ordinary one, but belongs to 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 extract 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 an old mine, and the third will be in a cave on the shore of a large lake.

Once you have collected all three pieces of the key, go to the tomb and collect the dagger. Take 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 will decide to leave you in the same cage where he kept Keith. Well, you wanted to do everything honestly, Buck asked for it himself - you’ll 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. This is the sad turn the passage of Far Cry 3 takes - the beginning took away your older brother, and the middle of the game took away your younger brother. But what can you do - you need to continue to survive.

Chapters 21-25

The most interesting moment of Far Cry 3 has arrived - the walkthrough. Reckoning is the twenty-fifth chapter in which you have to kill Vas. But we still have to wait until then. So, you still have the dagger, and this is for the best, since you can return it to Zithra. However, this will not be enough - you will 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 from there to fire at passing cars and pirates. Everything is much more difficult than before, because the villains are better prepared, but with the proper skill in using weapons, you can handle it. Storm the armored car containing the prisoners. When he stops, open the door. And again an ambush! You are grabbed, tied up, a stone tied to your feet and sent to the ocean floor.

However, you can’t be killed so easily - untie yourself 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 by suddenly waking up. Now you need to clear the pirate camp, but to do this you should return all your equipment - then things will go much better. Then return to Citra and take the next mixture, which will give you a 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 Vasa Island, since absolutely all abilities are open to you. Naturally, there is a trap here - everything is on fire, so you will need to make your way to the head of the pirates through hallucinations caused by carbon monoxide to kill him. However, this is not where Far Cry 3 ends, the walkthrough. The ending will not come soon.

Chapters 26-30

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

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

During the 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. Here you should meet Willis, Sam. Go to the bar and play cards until your new partner appears. He already has a plan for how you can get closer to Hoyt. You take a new name and join the ranks of pirate recruits. At the base, you will 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 Cry 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 the same mission as, for example, one of the most memorable in the first half of the game “Far Cry 3” - “Medusa”. The passage will require complete secrecy from you; you will need to eliminate three mercenaries, who must have diagrams of a secret facility. This must be done so that no one sees, 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 one. After this, you will need to be distracted by the main task - protecting the Hoyt plantation from rebellious pirates. Together with Sam, clear the entire territory, and then return to your underground life - go to the mercenary leaders in the mine and create 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 him get hit, but thought he died. Now you will have to beat up your brother to maintain your disguise. But Hoyt will still get his due for this and for all his dirty deeds. The complete walkthrough of "Far Cry 3" is gradually coming to an end, and you don't have long to wait for righteous revenge to be carried out. But first, go to a secret facility and blow up a huge satellite dish that provides Hoyt with the outside world. Since the object is classified, you don’t have to worry about camouflage and act openly.

Chapters 36-40

After destroying the antenna, you need to take on Hoyt. This will end the passage of "Far Cry 3" - the finale will remain in front of you. That is, when you blow up the tower and begin a series of the last four quests, your access to free play will be disabled - you will need to finish the quest, and then return to your business. Therefore, blow up the tower, decide what weapon you will fight with, buy ammunition and other equipment - and hit the road. You will meet Hoyt for a game of poker. During the conversation, you will understand that Hoyt saw through you - he understood who the explosions at two important facilities were connected with. This will be followed by an impressive knife fight, as a result of which you will rid the islands of their main problem.

However, it doesn't end there, because you will need to rescue your brother from prison before he is sold into slavery. Go to Hoyt's base and shoot all the mercenaries until you find the cell where Riley is being held. Save him and run to the helicopter. Your brother will rule vehicle, and you will fire back from the onboard machine gun. After this, you will find out that pirates attacked Dr. Earnhardt’s house, you will find him inside, and before his death he will tell you that Citra’s thoughts are not so pure. You need to return to the temple and go through another hallucination to get the blade back. And here you have two options for ending - 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 stab you with a dagger in the heart. But even then, you'll be able to continue playing because after your screen turns grey, dark and blacked out, it will turn back on with a beach, an ocean and a blade sticking out of the sand. So the walkthrough of "Far Cry 3" is over. Werewolf Sam, special agent Willis and many others are unforgettable characters, each of which will be remembered for a long time. Believe me, you will definitely want to play the fourth part of this wonderful series.

Codes for the game

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

Trainers

Trainers are special third-party programs that allow you to make changes to the game code. Using predefined key combinations, you can get money, health, accuracy, recoil elimination, and much more. This will give you the opportunity to customize the game much more precisely to suit your tastes.

Escape.

Let's watch the introductory video. The “golden youth” enjoy all the beauty and entertainment that the chic island of Rook Island can provide. But all this will henceforth remain only in the memory of the video camera that Vaas is currently holding in his hand. We were taken hostage. We are alone in the cell, together with brother Grant. He manages to free himself from the rope. We call the thug and Grant deals with him. Sometimes the skills acquired in the military can be very useful. We get out of captivity and, bending down, follow our brother. We get to the shack, from the table of which we take a lighter, a camera, a map, a tablet and a cell phone. We go outside and hide behind the well. We throw a stone to the right to distract the enemy standing near the passage. We quickly penetrate the building, and again Grant kills the enemy with a deft throw.

We get out into the street and climb into the next hut. Let's go out through the passage on the right and disappear into the foliage. Once again we throw a stone into the indicated area and quickly sneak towards the passage. We crawl under the bridge, after which Vaas kills Grant, and releases us into the jungle with the words: “If not me, then the jungle will kill you.” Before this, we will try to help our brother by holding the corresponding button.

We quickly delve deeper into the island, jumping over various obstacles. We move crouching through the cave, from the other side a thug with a knife attacks us. Quickly press the appropriate button and kill him. We go to the other side and climb the vines. We reach a flimsy bridge, which collapses after heavy fire, and we fall into the river.

Amanaki village.

We meet Denis, who found us on the shore and was leaving in his hut. We go outside, where the real party is taking place. This is Amanaki Village, we are safe here. We receive sixty dollars from Dennis and go to the gun shop to buy an M1911 pistol.

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

Hunter.

Based on the mark on the mini-map, we take transport to the wild boar’s habitat. 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 mini-map. Do not leave the yellow area, otherwise the task will fail. Having examined the territory and collected 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 and select “Create Items”. We make a couple of medicines, and also increase the amount of equipment we carry by modifying the backpack using the obtained skins. Using the points received, we create two tattoos for ourselves, which are also special skills. For example, this time we will choose “Quick Kill”, which will help you sneak up on enemies and silently eliminate them from behind.

Capturing an outpost.

We accept an incoming call. Enemies ask you to come to the outpost. We climb into the passenger seat of the truck and go together to the meeting point. Having reached the outpost, we are free to act as we please - secretly or like Rambo, break in directly and shoot everyone who is here. It is important to correctly assess your strengths and those of the enemy. There is no point in getting into trouble when the enemies outnumber us by about ten times. Once clearing is complete, you will need to raise a friendly flag. We break into the central building, but we don’t find Lisa here. From conversations on the radio we learn that she managed to escape to the west.

We go to 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 her in a state of normal functioning, it is necessary to administer an antidote every hour. The supplies are depleted, so we have to collect mushrooms. We get to the underwater cave, going lower and lower along the cables. We swim quickly so as not to start suffocating. We swim out 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 took over our heads. The wall becomes the floor. We move forward to the building, which still does not want us to enter it. Having finally done this, we wait a little and go through the side door. We approach the mushrooms and fall down. The hallucinations have passed, all that remains is to take the mushroom and leave the cave.

We move along the rock, 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 tell her the unpleasant news about Grant, after which we go in search of the rest of our friends and younger brother.

Call of Medusa.

We get to an abandoned liner on the shore. We must not allow our enemies to see us. Therefore, we destroy them one by one, sneaking up from behind. We use the camera to mark enemies and subsequently monitor their movements. We eliminate paired enemies on one side of the ship, then on the other. By marking them from the camera, some will be marked with yellow marks - these are the main targets. We deal with three of them and be sure to search the bodies. Let's go up to the wheelhouse, where we get a bulletproof vest. We listen to the kidnappers' conversations. Their plans, after receiving a ransom from rich parents, are to sell their children into slavery and get even more money for it. Meanwhile, guests came to us. We go outside and shoot the approaching enemies from the top position.

Playing the robber.

We meet with Dennis in the village. The people of Vaas are about to attack her. To contain them, it is necessary to destroy the enemy's weapons stockpiles. We go to a forest clearing and approach the observation post from the shore. We quietly sneak up to the warehouse, get inside and plant explosives. Moves beyond the yellow zone marked on the mini-map. We leave enemy territory or clear it.

Prison raid.

PB – stands for pirate bay. This is one of the local prisons. We get to the camp and quietly creep up to one of the towers, where there is a panel with an alarm signal activated. By turning off one of them, we will turn off the entire system in the camp, and then no one will be able to call for help. We fight or silently approach 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 go into the bunker. Here the enemies are armed with shotguns, which are very effective at close range. We keep our distance and use cover. We go further and further until we are stunned.

Rescue of a friend.

Vaas's people grabbed us, and he himself doused the area between us and Lisa with gasoline. We fall to the bottom floor, after which we get up and look for the way up. We go up the stairs and wait until the fire goes out. We go further into the room on the right, climb the stairs. We shoot at the valve in the upper left side to extinguish the fire. Another pipe will be located directly above the fire. The time we have been limited to is enough, so we move from floor to floor without fussing. We help our friend free herself and together we jump onto the scaffolding. Again, objects damaged by fire can no longer withstand much weight and therefore we fall to the very bottom.

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

Trouble.

We move to the doctor's mansion and go down into the cave to Daisy. During our absence, she noticed a boat on which, in her opinion, we could leave the island. One element is missing - the power head. We dive into the water and move towards 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, repair the engine, and then start it. We chat with Lisa by the fire.

Meeting with Citra.

We leave the cave and contact Dennis by phone. He reports that it is time to meet with Citra, the leader of the rakyat. She will help us gain strength that will help us in freeing the remaining prisoners. You can get to it using a glider, and 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 in front of the fighters. We follow our partner inside the temple. The leader of the people was skeptical about us, but nevertheless gave us a chance. We drink the contents of the flask and go in search of what is lost.

Hallucinations engulfed us quite a bit. Having fallen down, and then, waiting for the water to ebb, we follow forward the man in the suit. We go into the hut and move along the bridge. We observe the characters on the islands, now on the right, now on the left. After crossing the bridge, we take the dagger. Having woken up, we communicate with Dennis and leave the temple to search for a real artifact.

The wrong side of the city.

Let's go to Badtown. The local residents are friendly. We go to the bar and sit down at the table. Just here the man in the white suit from our dream entered. Having finished the game, we’ll 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.

Wasp's nest.

We quickly enter the hut and answer the stranger’s question. We go down to his basement. Willis works as a spy. His target is Hoyt Volken, the leader of the pirates, including his patronage over Vaasa. We go to 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 explosive barrels from any weapon and the fire will spontaneously ignite throughout the entire territory. In small buildings you can find ammunition and first aid kits. Having finished with the fields, we get to the pier of the fishermen’s village. We grab the grenade launcher and shoot at the receding boat.

A man named Hoyt.

We meet with Willis in his hideout and get an earpiece. We listen to the recording, from which we learn that for Hoyt we are target number one. We go to the rice fields and enter the observation post. We see that Hoyt has arranged entertainment for his people. Two of the fugitives died, 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 to Rongo through the minefield. They are clearly visible through clear water, but not so much through water. You can sit down to get a better look. We move strictly behind our ally, so as not to run into mines. We protect him 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 we suddenly don’t have time to deal with everyone, then the mines will help hold back 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 won’t make it in time, so we go to the observation post. We clear the area and go to the edge of the cliff. The convoy will approach from the right side. Oliver will be dragged to the helicopter, we fire at the warden. We destroy everyone who tries to get closer 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 trucks on the shore, boats chasing us and the only helicopter.

We arrive at the cave and leave another survivor here.

A fragment of the past.

We leave the cave and go to Badtown. We go to the bar, where we communicate with Buck. Hoyt sold him our friend Keith. Buck is favorable to negotiations, so he offers us a deal. Get into the Nostalgia ship and find data that will help you find the dagger. The same 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 act carefully. We must not allow ourselves to be noticed and the alarm to be activated. The number of enemies in the holds will constantly increase, but due to the fact that the rooms are small, there should not be any problems eliminating them. In the last room we destroy the armored enemy. We download data from the laptop, which leads to the activation of explosives.

We are trying to get out as soon as possible. We move in a zigzag pattern - 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 go to Baku on the other side. After a short history lesson from a not entirely pleasant teacher, we go into the bunker. We climb onto the box, and from it to the wall along the rope. We go to the checkpoint by jumping down. Let's turn left and swim through the tunnel. Here are the people of Vaasa, please note that Molotov cocktail throwers are located in the center and in the top position. We destroy them first.

We go into the cave, throw a couple of grenades into a cluster of enemies. A wire runs from the closed door to the detonation mechanism. We activate it and then we will be able to go to the Chinese ruins. We jump into the water and are immediately attacked by a crocodile. Quickly press the appropriate 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 reach a ledge that is too high to jump onto.

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

Treasures in the mine.

Buck is one step ahead as always. We listen to another story and go into the mine. We go down on the lift. We push the cart to clear the passage. We destroy the enemies that we meet 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 cannot kill us. However, if you have ammo for long-range weapons, it is best to first shoot those located on the hill at the far end, including snipers and Molotov throwers. We get to the next camp and clear it in the same way.

Open the door and use the compass. Pull the floor lever in the center. We move on, carefully looking at our feet. Varanov produces a hissing sound, however, they are quite difficult to notice. We run to the old elevator and take it down. 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 guess?

As usual, we meet with Buck at the appointed place. After listening to the story, we jump into the water and climb up the vines to the cave. We get inside, climb up and attack the enemies from above. We go lower and lower, clinging to the cables. Then we continue through the scaffolding. We jump over the stones to avoid falling into boiling water. We climb up along the vines on the wall. We open the door using the compass and move on. We go down to the right. The water rises and falls. In moments of decline, we quickly move from one hill to another until we reach the center. We climb the vines and go 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 to the opposite side of the village. We give the dagger to Baku and go down to Keith’s basement. We were about to leave, but Buck stopped us. We fight with him by quickly pressing the appropriate 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 Zither. She also needed a knife, now there would be no conflict about who should get it. Having handed her the dagger, we inform her of our request and listen to the story. We leave the Temple of Zither.

At the exit, Dennis reports that his men are going to attack the convoy carrying Vaasa's prisoners. Our friends may be among them. We get to the leader of the rakyat. We get C4 explosives, which we attach to the tanker. We climb the water tower and wait. Don't forget to pick up a sniper rifle, it will help shoot the arriving mercenaries. We do this until the convoy moves away. 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, and he stuns us.

Warrior Rescue Service.

Vaas throws us into the water. We quickly press the appropriate button and free ourselves from the ropes on our arms and legs. We swim out of the hole and kill several enemies. We follow the truck, then we will need to get to the helicopter. It is advisable to act unnoticed, as there is a possibility of activating an alarm. We mark enemies from the camera so that we can keep track of them. An armored machine gunner is patrolling near the helicopter. We were not able to control the helicopter for long. Having suffered an accident, Vaas decides to finish us off.

We survived and that's the main thing. We hold, and then quickly press the corresponding buttons and climb out of the mass grave. We go to 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 another reality. We move back and wait for the ink monster to appear. We run from side to side without getting caught by the enemy’s eruption. At this moment, we shoot with a bow at the upper part of the face (preferably at the eyes). After several successful attempts, small opponents will appear on the ground. We destroy them and continue the battle with the monster. We dodge the clots flying at us. We continue to 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 swim to the island of Vaasa. We kill the enemies we meet. We enter the town through the wall. Vaasa knew that we would come and therefore prepared thoroughly. We get out onto the roof of the burning building. We need to get to the large gate, shooting enemies along the way. You can also shoot at the cells containing the tigers. Approaching the gate, an armored enemy will come out of the building. We kill him and go inside.

Vaas stabs us with a dagger. Let's move forward in our hallucinations. We move towards the mark, simultaneously shooting at the ghosts of Vaas. While reloading, it is best to step back. We kill Vaas and wake up. Vaas is Zither's brother. Once upon a time, Hoyt came to the island and lured him to his place.

Grace of Zither.

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

Flight to the south.

We leave the cave and contact Willis. He is about to leave the island, as a new task 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 plane to be repaired. At this time, we protect Willis from enemy attacks. In the last wave, opponents will come from all sides at once! We use the stationary machine gun on the box and clear the open area. The most dangerous are the machine gunners, we kill them first. We get on the plane.

Three blind mice.

We 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 on the left and free the tiger. Having destroyed everyone, we go by truck to “Healthy Horseradish”, where we will find Sam. He works for Hoyt, but he wouldn't mind helping us if he finds out we're from Willis.

We communicate with the bartender, who reports that a poker game is taking place in the basement and we can find Sam there. We talk to the mercenary so that he lets us through. We go downstairs and 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 tell him that we are from Willis.

Werewolf.

We find Sam and find out from him about Hoyt. After killing Vaas, Hoyt became specifically angry with us. Fortunately, he didn’t see our face, but tattoos can give us away. A new ally advises you to join the ranks as a mercenary and act from within the gang. We go to the failure, here we act secretly. We distract enemies by throwing stones. We go lower and lower. When there are a lot of opponents (more than three), it is advisable to use a camera and mark them. This way we can plan a much better route along which we can slip further.

We get to the port, jump into the water and swim to the ship. Having climbed onto him, we attack the recruit from behind. We take away his uniform and ID. From now on we are called Foster. We go to the other soldiers and let the officer scan us. He offers a quiet job, which, of course, no one should know about. We move on to listen to Hoyt's fiery speech for recruits. After a convincing demonstration of what will happen to newcomers if they do not follow the rules, we leave this place by boat.

Three-decker.

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

Discharge.

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

Into the enemy's mouth.

Sam will put in a good word for us with Hoyt, but this is not enough to completely gain our trust. We still need a list. We go to the gorge and, rolling along the cables from one side to the other, we get to the most convenient position and, using a camera, watch the meeting taking place on the bridge. It is advisable to neutralize the nearby enemy before doing this. We take a picture and go down the cable. We get to the box on which there are a couple of RPGs. Let's cross the bridge on 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 take up arms against us. We continue moving from one side to the other until we reach the main bridge. We search the commander's body and, having taken the list, jump from the bridge into the water. All that remains is to get to transport.

We go to meet 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 disables the video camera, and we have an explanation with Riley, and then we are forced to beat him.

Paint it black.

We reach enemy territory. Disguise will not help, the mercenaries will open fire as soon as they see us. Crouching down, we go through the center, it’s safest here. Don't forget to turn off the alarm. We distract two machine gunners at the iron door by throwing a stone. We plant explosives and, moving away, detonate it. Let's go inside.
We move along narrow corridors. We are afraid of flamethrowers; when we 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 approaching enemies. When Sam arrives, we jump into the helicopter and detonate the explosives.

Black gold.

We 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’s time to forget about the past, about the family...

We meet with Sam and together we go into enemy territory. It is necessary to destroy each of the four fuel depots. The procedure is standard: we get inside, clear 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 supply control 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 Hoyt’s game. We place bets, look at 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 knife fight with Hoyt. We quickly press the appropriate buttons and deal with him.

Game against the bank.

We go outside, find a transport and use it to 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 our brother, clear the area and run to the helicopter. We stand behind the stationary machine gun and destroy everyone and everything while Riley tries to figure out the controls. Finally taking off, we fly to Earnhardt's mansion. First of all, be sure to shoot the grenade launchers!

Death of a doc.

Having landed, we run to the gazebo next to the house. We discover a barely alive 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.

Tough choice.

We get to the temple. Riley was taken to an unknown direction, and we were drugged with some powder and tied up. Citra confesses her feelings for Jason and, of course, she doesn't want to let us go. We move forward and take the dagger from Citra’s hands. We make the choice “Save friends” or “Side with Citra.” Let's watch the final video, after which we can stay in the free game and explore all the secrets of Rook Island!