Far Cry 4
                FAQ/Walkthrough for PS3, PS4, XBOX 360
                           By SENIORBILL
                     Version 1.0 February 25, 2015
                   Copyright 2015 by William Poneta
                       E-mail: [email protected]
Table of Contents:
<I001> Introduction
<I002> Kyrat
<I003> Gameplay Hints
<PPPP> Prologue
<C001> Chapter 1: The Wolves’ Den
<C002> Chapter 2: Propaganda Machine
<C003> Chapter 3: Return to Sender
<C004> Chapter 4: Hostage Negotiation
<C005> Chapter 5: Incursion
>>>>>>><1111> Exploring and gearing-up
<C006A> Chapter 6A: Hunt or be Hunted (Amita)
<C006S> Chapter 6B: Rebel Yell (Sabal)
<C007> Chapter 7: Cultural Exchange (Amita and Sabal)
<C008> Chapter 8: Bhadra’s Revelation
<C009> Chapter 9: Sermon on the Mount
<C010> Chapter 10: The Mouth of Madness
<C011> Chapter 11: The Protector’s Arrival
<C012A> Chapter 12A: Reclamation (Amita)
<C012S> Chapter 12B: Burn it Down (Sabal)
<C013> Chapter 13: The Sleeping Saints (Amita and Sabal)
<C014A> Chapter 14A: City of Pain (Amita)
<C014S> Chapter 14S: City of Pain (Sabal)
<C015A> Chapter 15A: Advanced Chemistry (Amita)
<C015S> Chapter 15S: Advanced Chemistry (Sabal)
<C016> Chapter 16: Shoot the Messenger
<C017> Chapter 17: Free Willis
<C018> Chapter 18: Kill or be Killed
<C019> Chapter 19: Death from Above
<C020> Chapter 20: Don’t Look Down
<C021A> Chapter 21A: A Key to the North (Amita)
<C021S> Chapter 21S: A Key to the North (Sabal)
<C022> Chapter 22: Truth and Justice
<C023> Chapter 23: Payback
<C024A> Chapter 24A: Culture Wars (Amita)
<C025A> Chapter 25A: The Valley of Death (Amita)
<C026A> Chapter 26A: To Reap What You Sow (Amita)
<C024S> Chapter 24S: Cease and Desist (Sabal)
<C025S> Chapter 25S: Take Cover (Sabal)
<C026S> Chapter 26S: To Reap What You Sow (Sabal)
<C027> Chapter 27: Ashes to Ashes
<C028> Chapter 28: The Royal Palace
<SSBT> South Sector Bell Towers
<NSBT> North Sector Bell Towers
<SSOP> South Sector Outposts
<NSOP> North Sector Outposts
<DNYM> Fortresses
<LOM> Longinus’ Optional Missions
<BDM> Bomb Defusing Missions
<KFW> Kyrat Fashion Week (rare animal hunts)
<HRM> Hostage Rescue Missions
<ASSN> Assassination Missions
<EFAE> Eye For An Eye
<HUNT01> Hunting Survival
<HUNT02> Hunting Control
<HUNT03> Hunting Supplies
<YRM> Yogi and Reggie Missions
<SLMS> Shangri-La Optional Missions
<RRR>  Propaganda Centers
<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
                              INTRODUCTION       <I001>
The Kingdom of Kyrat is in turmoil. The reigning monarch is a tyrant who rules
through terror. He has enslaved the locals and has an economy based on the
production of opium. A rebel movement called the Golden Path is embroiled with
him in a brutal civil war.
Ajay Ghale, son of Mohan Ghale the founder of the Golden Path, has returned to
Kyrat to return his mother’s ashes to the country of her birth; but Ajay, raised
in America, soon becomes allied with the Golden Path.
The Golden Path, however, has two leaders and they don’t agree on how to pursue
the war. Amita abhors the old ways and the religious traditions of Kyrat. Women
had no rights and her vision of the future is a progressive one. Sabal, on the
other hand, wants to preserve the religion and traditions of the ancestors.
<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
<I002> Kyrat
Travel: Numerous travel options are available. Land vehicles are widely
available as are various water craft. Roadways are frequently patrolled and
travel near mission sites and outposts will likely spoil any attempt at
stealth. If a site is only a few hundred meters from your starting point,
walking, swimming or sprinting near the roadway where you can take cover is
probably your best option. A prudent player will travel with a shotgun or other
potent weapon in hand to deal with the plentiful wildlife in the rough.
Fast travel from outposts or other sites will instantly transport you over long
distances. Fast travel stations are located in outposts, fortresses and towns.
Liberating outposts and fortresses make these stations available.
In addition to the gliders found around the countryside, a small helicopter
known as a “buzzer” will make travel over the torturous terrain infinitely
easier. These little choppers can be found both at random locations and at
permanent ones. The one located near the outpost at Kilhana Bazaar is extremely
useful and will re-spawn after it is used. All four fortresses will also have a
buzzer and most hijacked towers with a “Golden Supplies” mission will also have
one. Delay doing the mission and it will be there until or if you do. The
buzzer will allow you to access remote Towers and outposts or mission sites
with ease. You can also use a grenade launcher while airborne to soften up
enemy strongholds or to scout.
Outposts: There are 34 outposts scattered across Kyrat. Liberating them from
government control provides both XP and a fast travel station. An equipment
cabinet is also located in their safe houses, allowing you to sell your extras
and to purchase equipment. Time can be advanced to night or daytime by snoozing
in the safe house. Every outpost offers a variety of optional missions that can
yield cash, XP, hides and weapons. Liberating outposts is optional, but doing
so makes travel and the accumulation of cash and XP much easier. “Outpost
Master” allows the player to replay the liberation of an outpost or fortress as
many times as desired.
Bell Towers: There are 17 Bell Towers scattered about Kyrat. The climbing and
hijacking of only one of them is mandatory. However, climbing them lifts the
fog in the sector around them, revealing roads, icons and other useful
environmental details. A weapon is also made free of charge with each Tower
climbed. An optional mission will also be offered at most of the Towers.
Crafting: Gathering leafs while travelling through the wilds of Kyrat is
critical to survival. It is also painless to do so. There are five craftable
syringes.
Health syringe: Requires 2 green leafs to instantly restore health. Skill
points can be gained to enhance healing. Health syringes craft automatically if
inventory space is available.
Hunting syringe: This syringe requires 1 blue and 1 red leaf. While active,
both animals and humans are tagged, making them easy to locate and track. Skill
upgrades allow you to move more stealthily and will also make dangerous animals
shy away unless provoked.
Overdose syringe: Requires 1 purple and 1 white leaf. The damage you deal and
receive is doubled while the potion is active.
Survival syringe: Requires 1 yellow and 1 red. This potion reduces the melee
damage taken. The upgrade reduces weapons damage as well.
Focus syringe: Requires 1 yellow and 1 blue. This increases your sprinting and
swimming speed and allows you to remain underwater longer.
Hunting the wildlife in the wilds of Kyrat yields skins ad hides that are
needed for crafting.
Weapon holsters: (4 possible-3 primary and 1 sidearm)
Upgrade 1: 3 Tibetan Wolf skins
Upgrade 2: 3 Malayan Tapir skins
Upgrade 3: 3 Honey Badger skins
Wallet (4 upgrades)
Upgrade 1: 2 Bharal skins (500,000 rupees)
Upgrade 2: 3 Macaque skins (1 million rupees)
Upgrade 3: 4 Asian Rhino hides (2 million rupees)
Upgrade 4: Mad Devil (rare wolf skin) (5 million rupees)
Loot Sack (4 upgrades)
Upgrade 1: 2 Sambar (deer) skins (60 inventory slots)
Upgrade 2: 2 pig skins (90 inventory slots)
Upgrade 3: 4 Demon Fish (120 inventory slots)
Upgrade 4: Ghost Bear hide (rare bear) (150 inventory slots)
Syringe Kits (4 upgrades)
Upgrade 1: 2 wild boar skins (4 syringes)
Upgrade 2: 3 Tibetan Wolf skins (5 syringes)
Upgrade 3: 4 Malayan Tapir skins (6 syringes)
Upgrade 4: Sky Tiger’s skin (rare tiger) (8 syringes)
Quiver (4 upgrades)
Upgrade 1: 1 pig skin (15 arrows and bolts; 4 fire and explosive arrows)
Upgrade 2: 3 Clouded Leopard skins (20 and 6)
Upgrade 3: 4 Honey Badger skins (30 and 8)
Upgrade 4: Tanzin’s skin (rare dhole) (50 and 10)
Ammo Bag (4 upgrades)
Upgrade 1: 2 wild boar skins
Upgrade 2: 3 Bharal skins
Upgrade 3: 4 Clouded Leopard skins
Upgrade 4: Shadow Leopard skin (rare leopard)
Heavy Ammo Bag (4 upgrades)
Upgrade 1: 2 Bengal Tiger skins
Upgrade 2: 3 Bear skins
Upgrade 3: 4 Snow Leopard skins
Upgrade 4: Karkadann’s hide (rare rhino)
Throwables (4 upgrades)
Upgrade 1: 2 Yak skins (5 grenades, Molotovs and throwing knives)
Upgrade 2: 3 dhole skins (7 of each)
Upgrade 3: 5 Bengal Tiger skins (9 of each)
Upgrade 4: Black Water Dragon (rare Demon Fish) (15 each)
Explosives (4 upgrades)
Upgrade 1: 2 Asian Rhino hides (4 C4 charges and 4 mines)
Upgrade 2: 3 Snow Leopard skins (5 of each)
Upgrade 3: 5 Sambar skins (6 of each)
Upgrade 4: Thick Skin’s hide (rare elephant) (8 of each)
Bait Bag (4 upgrades)
Upgrade 1: 2 dhole skins (3 pieces of bait)
Upgrade 2: 3 Yak skins (4 pieces of bait)
Upgrade 3: 5 bear skins (5 pieces of bait)
Upgrade 4: Gulo’s skin (rare Honey Badger) (6 pieces of bait)
<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
<I003> Gameplay Hints:
1 The bow is probably the game’s premier weapon. Early on, it is your only
viable stealth weapon other than a Takedown. It is deadly, has good range and
arrows can be retrieved for re-use. Once the “Trade Agreement” skill is
acquired, you can purchase both fire and explosive arrows. No silenced sniper
rifle is available for quite some time and it can be used effectively for
sniping at mid-range. This weapon will seldom vacate a holster during most of
the game and numerous missions require its use.
2 Hunt! The crafting of equipment holsters, wallets and bags is critical to
survival. Not enlarging your wallet will prevent you from buying coveted
weapons or selling loot; not crafting additional holsters means you can’t carry
that extra weapon; not enlarging your loot sack means you can’t pick up loot;
etc. If you hunt with a bow, your kills will yield double skins and will be
awarded Karma.
3 Harvest leafs. Two green leafs can be crafted into a Healing Syringe. This
allows you to heal rapidly. Green leafs are rather common, so keep enough green
leafs to keep your syringe kit full with plenty of spares. The “Harvester”
skill doubles the number of leafs you gather from each plant. It should be one
of the earliest skills you unlock. A Hunting Syringe uses one blue and one red
leaf. These are as plentiful as green leafs and the potion provides an enormous
advantage for hunting animals and humans. It will allow you to locate and tag
the field with ease-even through obstructions. Like “Harvester” this skill
should be acquired as early as possible. An upgraded Hunting Syringe makes you
virtually silent and causes animals to ignore you unless provoked.
4 Climb Bell Towers to hijack the radio signal. Doing so will lift the fog
surrounding the tower, revealing details of the terrain. Roads, animal
locations, rivers, collectible items, etc. are all revealed, removing the
guesswork form travelling the rugged terrain of Kyrat. An optional mission will
also be offered, allowing you to gain XP, cash and an M-79 grenade launcher. As
an added bonus, the hijacking of all seventeen Bell Towers makes the Buzzsaw
available for purchase. This LMG is awesome, mowing down humans, choppers,
rhinos and Heavies with ease. It will remain in a holster as long as you have
it.
5 Skill Points are awarded for a multitude of accomplishments-taking outposts,
kills, exploration, etc. Allocating early points to The Elephant Tree is highly
recommended. Assigning your first three Skill Points to “Capable Strength” and
to “Forceful Strength” is a no-brainer. These skills will double your heath
bar. “Harvester” enables you to get two leafs rather than one from each plant.
“Hunting Syringe” requires having “Harvester” but allows you to easily locate
and tag both animals and humans-a skill that will keep you searching for the
necessary leafs but the Skill is well worth the effort. The “Healing Syringe”
skill allows you to restore four bars of health. Subsequent skills can be
allocated according to your style of gameplay.
6 The M-79 grenade launcher is the game’s premier sidearm. Get one early-very
early. You can take on an Armed Escort mission early in the game to acquire one
(BT04, 05, 07, 08, 10, 12, 13 and 15.) It only requires climbing a Bell Tower
to acquire an Armed Escort mission, but the grenade launcher you receive is
yours to keep and it will seldom if ever leave your sidearm slot. It will be a
go to weapon until game’s end. You can also acquire one very early in the game
by meeting Mr. Chiffon. His missions to acquire rare animal skins will also
yield a free M-79 grenade launcher if you undertake the mission at Kyra Tea
Weigh Station.
7 Use the buzzer whenever possible. It will painlessly traverse rough terrain,
provides a platform for bombarding enemy positions and it can be used for
scouting and harvesting and it can even land on Bell Towers. There will always
be one at the outpost at Khilana Bazaar. All four Fortresses also have a
permanent buzzer. You’ll find one on the western side of Utkarsh. All Golden
Path Supply missions, available after climbing Bell Towers, also have a buzzer
available (BT01, 02, 06, 09, 11, 14 and 16.) Don’t pursue the Golden Path
Supplies mission and the buzzer will still be there waiting for you to do so.
Look for buzzers in random locations as well. You can even purchase one at the
Ghale homestead.
8 The liberation of outposts is optional. Not doing so, however, means travel
throughout Kyrat, even with buzzers, is painful. Numerous optional missions
won’t be available and every meter you travel will be through hostile
territory. Something as simple as selling loot, changing weapons or buying ammo
will mean fast travelling to a liberated location and then travelling as best
you can to a required location.
9 Whenever possible, operate stealthily. You will always be outnumbered and
reducing the odds is always the best option. If you’re opposed by eight
hostiles, killing half of them before being discovered gives you a better
chance of survival.
10 You don’t need to buy every weapon. Many of the “Signature” weapons are
beefed-up versions of normal weapons. The Signature Stormer is an upgraded
MP34, and it is a decent early game SMG. It requires removing a single
propaganda poster and 217,500 rupees. Rather than buying it, go for the
Warrior. It requires hijacking two Royal Cargo Trucks and returning them to a
liberated outpost. This is not that challenging and the Warrior is an upgraded
AK-47 that has increased firepower, reduced recoil, upgraded optics and, most
importantly, a sound suppressor. Spending your rupees on it rather than on a
Stormer is advised. If you’re spending big cash for a shotgun, the Signature 87
is a powerful fast sidearm shotgun and the Bull is even better-a sound
suppressed potent shotgun. The Bull will require doing two bomb defusal
missions, available after chapters 7 and 12 but it is potent and sound
suppressed.
11 Three sniper rifles are available early in the game. The SVD can’t be
silenced, making it less than useful. Both the M-700 and the Signature Predator
can be silenced but are underpowered. Both require a headshot for a guaranteed
kill-a missed shot or a wounded enemy equals an alert. That said, buy one or
the other-they will be available at about the same point. In pure sniping
situations, an Overdose Syringe can double the damage dealt but will double
what you take as well. When the bolt action Z93 sniper rifle becomes available-
buy it. It is a powerful one-shot killer and it can be silenced. The SA-50
sniper rifle has identical capabilities but is semi-automatic. If you employ
sniping, it is a very worthwhile upgrade.
<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>Prologue <PPPP>
After being seized by Pagan Min you’re left unattended after he abuses a rebel
agent named Darpan. Raid the loot chest and take the rupees from the dining
table as the sounds of torture come from below.
Go down a floor and raid the two chests. You’re in no danger of being
discovered, so continue down the stairwell and go through the door toward the
screams. You will get a feel for who Pagan Min is by watching Paul De Pleur,
Min’s lackey and your host, torture his unfortunate victim. You are in no
position to help the man, so exit the torture chamber.
You come face to face with Sabal. He is a co-leader of an insurgent group known
as the Golden Path. He and his partisans have risked capture to rescue you from
Pagan Min. When their presence is discovered, it is time to escape. Sprint for
the blue truck. There is mayhem all around as Royal Army forces battle the
Golden Path rebels.
Get into the truck. If needed, heal as you speed away. When told to use the
weapon, fire on the government troops at the checkpoint-shoot the explosive
barrels-and then fire on the four ATV riders. Like it or not, you have now
chosen a side in this war. You are involved in a fiery crash with an enemy
vehicle.
When you regain consciousness, Sabal will contact you, telling you to make your
way to a nearby Bell Tower to rendezvous with his forces. Take the knife from
the deceased driver and the health kit from the ground and be prepared to deal
with three hostiles that are searching for you along the riverbank. Remain near
the flaming wreck and use your camera to “tag” them so you can track their
movement. Two of them will cross the stream.
Crouch in the brush near the wreck and ambush the soldier when he comes your
way. Kill him with a Takedown and grab his AK-47 assault rifle. Search his body
for loot. Use the boulders and brush as cover to stalk the other nearby
soldier; if necessary, toss a stone to change his focus and then make another
Takedown. Take note that looting the corpse yields half a clip of ammo for the
weapon your victim carried as well as other items.
The third hostile is searching the shoreline across the stream. Use the
boulders and bushes as cover to mask your crossing. Move in behind him for
another Takedown. Gun him down only if necessary.
>>>>Note: Stealth operations aren’t absolutely necessary. You can kill the
first soldier, grab his weapon and then start a firefight with the enemy. This
will complicate the task but it is doable. The narrative details a stealth
rather than an in-your-face approach.
Continue up the river, staying near the right cliff face and away from the
stream. If your killing has been silent, another soldier will be preoccupied
with a phone call. Sneak in close, staying near the cliff and then crouching in
the bushes. Toss a stone near yourself to lure him toward you and use a
Takedown to put him down when he is in range.
This will keep the two troopers standing on a ledge upriver from seeing his
demise. Be aware that if your progress is slow, additional searchers may,
occasionally, be searching along the river behind you.
Monitor the two hostiles beyond who are looking out over the river. If they are
looking your way, toss a stone beyond them to change their focus. Enter the
stream and swim underwater toward them and surface before reaching them. A rock
ramp will allow you to get behind them where you can gun them down. Takedowns
are a tall order here and unnecessary.
Continue along the stream. At the “x,” a couple of vultures will fly away from
a sambar corpse. Interact with it to acquire its hide and a chunk of flesh to
use as bait.
Continue up the right side of the stream, staying near the cliff. Another “x”
will mark the corpse of a bharal, a mountain goat. Take the hide and the bait.
You’ll hear enemy voices. Stay low so you aren’t detected and go across the
stream and move onto the rocks. Use the ropes to climb onto the rock shelf
overlooking the low area. You’ll see three soldiers below. Tag them with your
camera.
Grab the bharal hide indicated by the “x.” You should now have two bharal hides
in your loot sack. Use them to craft a larger wallet, permitting you to carry
up to 500,000 rupees. This will also free-up two slots in your loot sack.
Equip a piece of bait and toss it among the three searchers below. This will
quickly attract a bear. Let it rampage, possibly killing the three soldiers.
Put down the survivor of the clash-man or beast. If required, a volley of
bullets will be needed to kill the tough beast. A grenade, which you probably
acquired from one of your victims, will do so as well, but the skin will be
damaged and useless for crafting.
There is a waterfall nearby. Dive into the water and you’ll find a loot chest.
There is also a health kit and a Mark IV revolver near it. Pick up the revolver
and then reclaim your AK-47 assault rifle. Just picking up the sidearm means
you own it and can equip it free of charge at any store or weapon cabinet when
they become available.
Continue along the right side of the stream. You’ll find four cages before
reaching a small settlement. Bash in the locked cage for the loot which
includes a suit of body armor and a couple of throwing knives. Grab the ammo
near the tarped cages and then continue along the right bank of the stream.
Use the dangling ropes to get onto the rock ledge on the right cliff. Stay low
and use your camera to scout and tag as many of the five hostiles below as
possible. One of them is teasing a caged snow leopard. Tag it as well.
Use a throwing knife to kill the soldier below. Throwing knives are deadly-
don’t discount their value. You can now either toss a piece of bait to attract
another bear and/or you can use a burst of gunfire to release the leopard.
Stay low on the ledge and let the skirmish play out. Drop down to deal with the
survivor. Raid the area, the corpses and grab the bear and/or the snow leopard
skin if available-snow leopards won’t be easily obtainable early in the game.
Continue toward the new waypoint as Pagan vents a bit. Dive in the deep pool
for another chest. After you jump across the split, three more bharals will be
scampering about the canyon. Bag as many of them as possible. They won’t be
plentiful early on and you’ll need them for some early crafting.
Continue ahead on the wooden walkways, jump the gap and then go across the
fallen tree as you work your way through the canyon toward the waypoint.
When a friendly face tosses down a rope, climb it as prompted and continue to
the tower to meet with Sabal and the rebels. Before entering the Tower you can
bag a few snow leopards if you have bait. Be aware that any hides you acquire
this way will be lost if you are killed by one of the cats or if you kill one
of the rebels while targeting the leopard-this is a real possibility.
Stock up on ammo at the caches inside the Tower; trouble is on the way-
government forces have tracked you and they are closing in on the Tower.
Grab the two health kits. Go up the stairs and lay into the hostiles coming
from the tree line. Just stay behind the crates and the sandbags to address the
attackers. You can even toss bait among them and let a snow leopard aid your
cause. A couple soldiers will arrive by snowmobile; and, even though Pagan Min
wants you captured rather than killed, watch out for incoming grenades.
Know that if Sabal is killed, the mission fails-so do your best to keep the
soldiers and any active leopards away from the Tower.
As the firefight concludes, the clamor will spawn an avalanche. Sabal and his
Golden Path comrades will again come to your rescue. They dig you out of the
snow.
<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>Chapter 1: The Wolves’ Den <C001>
You find yourself at Banapur village, the rebel headquarters, where you quickly
see that there is friction between the co-leaders of the Golden Path. Amita,
one of the co-leaders, isn’t thrilled with your presence-a tourist in the midst
of a civil war!
Before continuing your venture, check out the safe house. Be sure to grab Mohan
Ghale’s Journal from the dresser-doing so will be rewarded and can provide a
benefit when three additional Journals are acquired. Sell off your superfluous
looted items for cash-you’ll need it. The “Quick Sell” option will sell off all
extras while retaining crafting items.
Numerous weapons are unlocked-the A2000 SMG, The AK-47 assault rifle, the M133
shotgun, the SVD sniper rifle, the STG-90 assault rifle, The Recurve Bow, the
PKM LMG, the RPG-7 rocket launcher, the MP34 SMG, the Skorpion SMG, the Mark IV
revolver, the M-712 handgun and the Signature Sixer revolver. Additional
weapons will become available but will require more work on your part.
A prudent buyer can’t go wrong by purchasing the Recurve Bow and one of its
sights. It is deadly and silent, its arrows can be recovered and it will be a
staple in your arsenal for the rest of the campaign. You probably have just
enough funds for both; and, early in the game, it is your only viable stealth
option other than Takedowns.
After checking out the Banapur safe house and/or the store, you can choose to
go to either the “A” (Amita) or the “S” (Sabal) on your map. Go to the “A.”
Amita’s mission will allow you to get the three Tibetan Wolf hides needed to
craft a second holster, allowing you to tote both a primary weapon and a
sidearm.
Amita is mildly apologetic about her previous behavior. With everyone busy with
Pagan’s brutal Royal Army thugs, she asks you to go to a nearby farm which is
being plagued by a pack of wolves. You must use a Hunter’s Bow for the task. It
is lying on a table with a quiver of arrows. If you purchased a bow you won’t
be able to use it on this early mission.
You should have a Skill Point. Spending it on “Capable Strength” in the
Elephant group will extend your health bar from two to three, a welcome
increase since you’re going wolf hunting.
Commandeer the ATV located outside the village and get a feel for the controls
as you drive the 350 meters to the farm. The old gal at the farm is drunk and
uncommunicative. If you bash out the boards near her you will find both ammo
and arrows in the tunnel and a couple of health kits-take them.
>>>>Note: Harvesting hides with the bow, auto-cross or a blade yields double
hides. Clean kills with the bow or a blade are also rewarded with Karma points,
with dangerous prey yielding more than passive prey.
Drive toward the den. The wolves prowl the area and you are likely to encounter
one even before reaching the overlook. It isn’t really necessary to use the bow
to bag your two wolves. You can also use your knife or you can just run them
down. However, this sometimes damages the pelt, rendering it useless for
crafting but the lightweight ATV doesn’t usually damage them. Grab all the
hides. You’ll find a couple of additional dead wolves lying near the den. Stalk
and kill the one prowling inside the den.
You’ll find a fire arrow inside the den. After pilfering it, stand back and
shoot the explosive barrel inside the den, destroying it. Don’t waste the
valuable fire arrow-a regular arrow will do the job. Use three of the Tibetan
Wolf skins to craft a sidearm holster.
Before returning to the farm, try to kill a pig for its skin-pigs aren’t all
that plentiful in this carnivore heavy land. A particularly dumb one sometimes
lingers near the wolves’ den. A single pig skin will enlarge your arrow quiver.
Be aware that wild boar, a very dangerous prey, also needed for crafting,
forage in the area southeast and east of the wolves’ den. Killing only two, or
one with a bow, will allow you to craft a larger Syringe Kit; and, if you
harvested three additional Tibetan Wolf skins, you can craft the next larger
Kit. Two additional wild boars hides will allow the crafting of a larger Ammo
Bag; and if you were able to harvest three additional bharal during your run to
the tower, you can fashion the next larger Ammo Bag.
Drive back to the farm. Amita has arrived and speaking to her completes the
mission.
The boarded-up items in the cache at the farm will re-spawn, allowing you to
acquire additional items, including arrows and health kits.
<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>Chapter 2: Propaganda Machine <C002>
Return to Banapur by fast travelling from the farm. Seek out Sabal at the “S”.
A partisan has been badly injured while trying to climb a Bell Tower. Pagan’s
propaganda machine needs to be shut down, but the Towers are in disrepair and
are dangerous to climb. You volunteer for the job. A Tower is visible in the
distance, east of the village.
Before departing, visit the safe house or the store. Refrain from spending your
hard-earned rupees on a sidearm to fill your empty holster if you failed to get
the one on your run to the Tower. Climbing the Bell Tower will enable you to
get a sidearm free of charge from the local gun dealer-a fanatic named
Longinus. Even before that a free sidearm will again become available. Replace
the Hunter’s Bow with your more potent Recurve Bow or with a firearm if you
prefer. You should have another Skill Point. Spend it or wait to get another to
learn “Forceful Strength,” giving you an additional heath bar.
Use the zipline east of town to get off the heights. Going cross-country will
allow you to hunt the fauna for craftable items. You’ll also meet the
travelling merchant for the first time and a pesky eagle may also attack.
You may also have the option of joining a Karma battle near the waypoint. These
battles increase both your Karma and your cash-when possible, don’t avoid them.
However, this first will most likely be outside of the mission’s permitted
zone.
The designated area near the waypoint is a site where a rock climber didn’t
make it. Harvest the green leaf near the waypoint-they are used to craft
Healing Syringes. Grab the grapple and look up. There will be a grapple point
above. Follow the prompt to grapple up the otherwise unscalable cliff.
You are still well below the Bell Tower, so locate the next grapple point and
swing across the chasm and detach onto the rock shelf. Loot the body; and, if
needed, confiscate his Mark IV handgun to fill your sidearm slot. Another chasm
looms. Grapple to the point, swing and transfer the grapple to the next. Climb
to reach the base of the Bell Tower.
Be prepared to deal with a couple of Min’s soldiers near the base of the Tower
and perhaps with an eagle as you climb. Killing the soldiers with the bow is
less likely than gunfire to rile up the bees near the entrance or to attract
additional hostiles. Tear down the propaganda poster and enter the Tower.
Go up the stairs and around the walkway; knock the cartons aside and continue
up the next stairwell. Move clockwise around the walkway and climb the rope.
Reenter the Tower and walk the narrow plank across the gap; go up the stairwell
and dislodge the boards. Proceed clockwise past the rope climb to raid the loot
chest.
Return and climb the rope, jump the gap and climb the rope. Continue clockwise
around the walkway to another rope climb. The ladder will get you to the top.
Raid the two chests and interact with the transmitter to hijack the signal.
Several locations in the sector are revealed as the fog lifts. Climbing the
Tower results in the Skorpion SMG, a sidearm, being made available free of
charge at the weapon cabinets or the stores. An optional Golden Path Supply
mission is also activated.
Sabal will call and tell you to see Longinus, the arms dealer, while you are
out and about. An “L” will now be visible on your map at map coordinates X: 290
Y: 402.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
>>>>Golden Path Supplies: Bell Tower X: 272 Y: 444.
This optional mission becomes available after the Tower’s signal is hijacked.
Ride the zipline down from the Tower to the shack and interact with the radio.
The voice on the radio desperately wants you to get some lost supplies before
the Royal Army can confiscate them.
A waypoint will appear on your map about 240 meters north of the shack. Take
the ATV provided and carefully maneuver cross-country to the first waypoint.
There is no time limit-yet-so loot the two crates and then grab the supplies
near the courier’s corpse. Watch for dholes near the homestead-these wild
canines travel in packs and are extremely aggressive.
The next waypoint is 230 meters to the west. Take the ATV and drive the winding
trails to the small homestead. Watch for both wolves and dholes, near the
settlement. Run down any canines that challenge you.
Continue through the settlement and tear down the propaganda poster. Behind the
shack, you’ll find the deceased courier and the second satchel of supplies.
Another ATV is available at the site if you need one.
A 1:30 timer becomes active when you acquire the supplies and you must get to
the delivery point before it counts down.
Drive the ATV toward the waypoint. The terrain is torturous and the local
canines may again harass you. If you lose the vehicle in the rough terrain,
however, you can easily make it afoot. The destination is a cave with a blue
door. You aren’t allowed in.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
>>>>Note: You were previously prompted to see Longinus, the local arms dealer.
This will be the “L” at map coordinates X: 290 Y: 402. Continue cross-country
toward the waypoint over 700 meters away.
There are tapir, honey badgers, sambar, macaques and various predators to hunt
on the way. This is a good opportunity to upgrade your gear and to gather leafs
for crafting. There may be a Karma battle as well. Harvesting three Malayan
Tapir will allow you to carry a third weapon.
The sound of gunfire is all around Longinus’ shack. The gunfire is usually just
target practice but the place is occasionally attacked by Royal Army forces.
Longinus is a religious and firearms fanatic-a bad combination. Whatever-he
refrains from killing you and when his twisted tirade is done, he offers you
the Skorpion SMG for hijacking the Tower.
A frantic call informs you that government troops are assaulting Banapur
village. You have six minutes to get there to help turn the tide.
<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>Chapter 3: Return to Sender <C003>
Commandeer the ATV near the shack. The roadway will go directly to town-the
road will display a “Golden Path” to guide you there. There will be pockets of
fighting to avoid along the route. The six minutes is ample time to drive the
very long 800 Far Cry meters to Banapur village.
Make your way through the flaming wreckage toward the village. The civilians
are fleeing as government troops wreak havoc on the Golden Path’s base. Start
killing the Royal Army attackers. When you kill an attacker with an M133
shotgun, grab it if you don’t have one to both upgrade your arsenal and to aid
in the battle.
The Molotov Chargers are very destructive as you move to engage new targets.
Take your time addressing the invaders. There will be close-quarters fighting
through the streets.
When most of the invaders are downed, a pair of choppers will fly in with
reinforcements. Engage them on the terraces north of the village. Try to get
grenades among the reinforcements. When the fight winds down, you’ll be
instructed to rescue Bhadra from a burning building.
You’ll have to go around the back side of the building to avoid the flames.
Jump through a rear window. Go down the stairs to find Bhadra. The flames all
around can make this challenging, but there is no time constraint.
Amita, regardless of the girl’s rescue, is still resentful of your presence and
of Sabal’s priorities. She believes the attack was a result of your presence-
she’s probably right.
<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>Chapter 4: Hostage Negotiation: <C004>
Sabal and Amita have a difference of opinion. She wants you to help retake an
outpost, but he wants the people taken during the battle at Banapur rescued
before assaulting the outpost. In this case Sabal gets his way. The captors
will kill the hostages if you are detected during this rescue mission, so
killing stealthily and/or quickly is required. Other than Takedowns, the bow is
your only workable stealth option, so grab one before departing Banapur.
The village where the hostages were taken is about 800 meters to the northeast
of town. Set a waypoint and take the zipline on the cliffs east of town to the
valley floor. The “Golden Path” on the roadway will get you to the site
The best point of entry to rescue the hostages is from the southeast. Be aware
that the road is patrolled by both partisans and Royal Army forces, so an
altercation near the waypoint can be sticky. The road, however, will get you to
an overlook east of the site where you can scout the settlement.
If you didn’t bring one, and the mission is much more doable if you do, there
is a Hunter’s bow and arrows resting against the concrete structure on the high
ground northeast of the village.
You will be on the outskirts of the village. There are five combatants and if
you’re detected, they’ll kill the four hostages rather than have them rescued.
You must save at least two of the captives to successfully complete the
mission.
The opponent below is a loner and a sadist who likes beating tethered hostages.
Toss a stone or two to lure him to the side of the shack and put an arrow in
him where his body is out of sight. Jump down, check that nobody can see you,
and stash his corpse behind the roll of lattice fencing. This may not be
necessary here, but it will be a useful skill as the campaign unfolds.
A sentry routinely patrols toward the south side of the structures before
moving to higher ground. His route can be on either side of the structures.
Before he moves off, toss a few stones to lure him your way and make him your
second victim.
The third combatant in the lower area hangs out on the west end. Sneak west by
moving in front of the structures, locate and silently drop him. You can’t just
satisfy the minimum mission requirement by releasing the two captives in the
low area-the mission requires you to kill all five combatants before you can
release anyone.
The remaining two opponents will be on the higher ground on the north side of
the village. Stay low and sneak up the knoll. Silently drop them or just open
up and gun them down. Release the four hostages to complete the rescue
operation.
<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>Chapter 5: Incursion <C005>
Amita will call after the rescue of the hostages. She had supported recapturing
a strategic outpost rather than mounting a rescue mission, but she believes
that you should wait for support from the rebels before moving on the facility.
The rebels will now be busy defending the hostages you just rescued.
You don’t listen too well. The outpost at Khilana Bazaar is at map coordinates
X: 299 Y: 427. This is about 500 meters to the south of the rescue site and
retaking it is your next task.
There is a zipline located on the high ground east of the village where you
rescued the hostages and there is another on the terrace below. They will get
you to an ATV. You’ll find five loot chests near the farmstead if you have room
in your loot sack.
Take the ATV and drive toward the waypoint. The roadway will go west past the
outpost and will then switchback. Expect some opposition if you drive. It is
actually easier to go afoot, staying off the road, when you get within 250
meters of the waypoint to avoid the patrols. Scout the outpost from the
overlook to the west of it. Stay low or in the foliage so you aren’t detected.
Government troops have overrun the outpost and set it afire. There is a caged
elephant below your lookout on the western overlook. Remain concealed in the
bushes to scout the facility and then target the lock on the gate with an arrow
to release the elephant. Stay out of sight and enjoy the show as the raging
pachyderm evicts the invaders. They won’t all be cleared this easily. Be aware
that reinforcements will be summoned if you are detected.
After your conversation with Amita, Act 1 is completed, enabling co-op mode.
Ride the zipline down off the heights. Hurk shows up near the outpost at the
“H.” This encounter with Hurk will take place just east of the outpost at
Khilana Bazaar at map coordinates X: 302 Y: 423.
The contraption located near your encounter with Hurk is a buzzer-a personal
helicopter that you’ll learn to love. It will always re-spawn at that location
and it is a great way to traverse Kyrat’s rough and dangerous terrain.
After your interesting encounter with Hurk, drop down to the outpost and search
for loot amid the elephant’s carnage. There is a propaganda poster to destroy
on the two story building.
Your loot bag should be full, so sell off all your extras. Don’t miss Mohan
Ghale’s Journal which is sitting on a dresser in the safe house.
This outpost is a good place to hunt for pigs, if needed, for crafting
equipment. Two or three pigs usually forage in the vicinity and they re-spawn
periodically. If you need bharal hides the highlands east of the outpost and
the area south of it are decent hunting ground-probably the best of the south
sector’s easily accessible areas.
A Hostage Rescue mission is activated and the next Golden Path mission’s
starting point is located at the outpost.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Hostage Rescue: Khilana Bazaar X: 299 Y: 427
Inside the safe house at Khilana Bazaar a local woman says that a small farm
has been attacked by Royal Army forces. She believes the locals have been
forced into slave labor. You must remain undetected while rescuing the captives
or they will be killed. At least two of them must survive for the rescue to
succeed. The mission’s site is map coordinates X: 290 Y: 426; this is about 350
meters north of the outpost.
Commandeer the buzzer and fly north. Set down on the roadway about 100 meters
south of the farm and grapple up the cliff. Scout from the rocky overlook and
tag the four hostiles. Slide down through the crevice to get closer.
Kill the kneeling thug with an arrow. Take out the one abusing the hostage in
the low area-you can mask your approach by moving along the terrace. Then take
out the one near or, more often, inside the central shack. Complete the
eviction by dropping the one on the far side. Release the hostages to complete
the task.
>>>>Note: There are usually a few yak foraging in the area. This will likely be
your first encounter with them.
<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>Exploring and Gearing-up <1111>
After liberating Khilana Bazaar, it is time to explore, hijack Bell Towers to
reveal the map, amass Skill Points, acquire additional hides and to upgrade your
arsenal for the more difficult tasks ahead.
You now have access to a buzzer. The little chopper will get you anywhere in the
south sector and it can be used to get to Bell Towers. A good pilot can even
land on them, forgoing the need to climb them. Hijacking the towers will lift
the fog in the surrounding region, revealing roads and other features of the
terrain. It will also remove the cost of a weapon and will activate an optional
mission.
Doing a single “Armed Escort” mission, available after hijacking the signal at
BT04, BT05, BT07 or BT08, will allow you to acquire and own an M-79 grenade
launcher. This will likely occupy a holster for the balance of the game-it is an
awesome resource. Doing all four “Armed Escort” missions will allow you to
purchase the Signature Predator sniper rifle. A bit underpowered but it is the
best of the south sector’s silenced sniper rifles.
Acquiring four of Mohan Ghale’s Journals will allow you to purchase the 87
sidearm shotgun. It hasn’t got a lot of range but it is extremely potent-very
good for hunting rhino and other dangerous predators.
When you have the funds, you can purchase the Stormer, a signature SMG. It only
requires that you have the cash and that you have removed or destroyed one
propaganda poster. However, a little work will allow you to acquire the
signature Warrior. This is an upgraded AK-47 that offers excellent power and
optics and is equipped with a sound suppressor, making is more versatile and
useful than the Stormer. It will require you to hijack two Royal Cargo trucks
and deliver them to a rebel-controlled outpost. These trucks are fairly common
in hostile territory and require locating one, killing the driver or inflicting
enough damage to stop it and then enduring environmental and enemy hazards to
deliver the goods in the unwieldy truck-the payoff is worth the effort.
Liberating outposts is optional but only marginally so. Outposts not only
provide the ability to fast travel but also activate numerous optional missions
and liberating all outposts enable you to purchase the signature AMR sniper
rifle. The liberation of the outpost at Kyra Tea Weigh Station also makes the
Kyrat Fashion Week rare animal hunts available after visiting Mr. Chiffon at map
coordinates X: 325 Y; 385 You can also acquire at free M-79 grenade launcher by
undertaking the hunt available at Kyra Tea Weigh Station.
Sharma Salsa runs the Kyrati Films Racing and Survival operations. These
missions will be offered at liberated outposts. The Skill, “Vehicle Takedown”
requires that you compete in at least one of the events. More importantly, the
“Chain Takedown” requires you to have the “Vehicle Takedown” Skill. Do at least
one event to unlock that useful Skill.
Hunting to upgrade your ability to carry equipment is a crucial factor to
conducting a successful campaign against Pagan Min’s forces. When you hijack the
signal of a Bell Tower, the surrounding fog lifts. This reveals environmental
features including the images of animals commonly found nearby. Generally
speaking this is true, except for the bharal icon east of Banapur. Following are
suggestions for hunting animals that aren’t easy to find or have no icon on your
map.
Honey badgers: Be prepared to battle a tough little critter when you hunt honey
badgers. The area just east of Kyra’s Retreat, located at map coordinates X: 253
Y: 432, is a good place to bag them. You can get atop the Mani Wheel to remain
unscathed by them; just watch out for eagles. This is about 400 meters east of
Banapur village. In addition to honey badger pelts, you will find several
crates, a Mani Wheel and several rather rare white leafs in or near the retreat.
You’ll find that the honey badgers are aggressive and harder to kill than a
leopard. It will take three, even four, arrows to kill one unless you can land a
couple in its head.
Bharals: The highlands east of the outpost at Khilana Bazaar and the area south
of it are good hunting grounds-probably the best of the south sectors easily
accessible areas.
Predators: A hillside at map coordinates X: 278 Y: 428 is a treasure trove for
predators. This is about 215 meters west of Khilana Bazaar. Toss a piece of bait
and a wolf, a dhole, a bear, a clouded leopard, a snow leopard even the
occasional Bengal Tiger will take it. Decimating the predators here is sure to
place you on the most wanted list for wildlife preservation. It will fill your
loot sack with hides. Killing them with a bow yields double hides and dangerous
predators like bears, tigers and leopards yield 50 Karma if done with a bow.
Save occasionally so an untimely death doesn’t delay your progress.</pre><pre id="faqspan-2">
Yak: The region northwest of Khilana Bazaar and northeast of the Bell Tower at
X: 282 Y: 453 is the surest location to bag a couple of yak early in the game.
It takes three arrows to down a yak. The area to the north of Tirtha also has
yak.
Rhino: Taking a rhino with a bow will more likely empty your quiver than get you
a rhino hide. A sniper rifle and a shotgun, combined with an Overdose Syringe,
is your best option. Just remember that you will take double damage as well. Any
of the early game icons will have a rhino but you may have to search a bit to
locate one.
Demon Fish: They aren’t rare in the waters of Kyrat but you can easily get your
quota while doing the rare animal hunt for the Black Water Dragon. <MCBWD> is
available after speaking to Mr. Chiffon at Kyra Tea Weigh Station.
Snow leopards: Snow leopards aren’t common in the southern sector. You can
harvest one on your initial run for the Tower, but tossing bait during your
escape from Pagan will summon more bears than snow leopards. Later in the game
they aren’t rare but early on your best option is that kill zone at X: 278 Y:
428, but be prepared to kill a lot of other predators to get them.
<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>Chapter 6: Hunt or Be Hunted <C006>
The co-leaders of the Golden Path, Sabal and Amita, are at Khilana Bazaar at map
coordinates X: 298 Y: 425; and, as usual, they are at odds. She wants to get
intel gathered on the enemy regardless of the cost in rebel lives. Sabal
believes that gaining uncertain intel too frequently comes at too steep a price-
especially when it comes to forsaking comrades and friends.
Talk to both leaders and decide whose path you want to follow.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
>>>>Chapter 6A: Hunt or Be Hunted (Amita) <C006A>
Having committed to Amita’s path, grab an automatic weapon with range; and, if
you have it, include the grenade launcher in your holsters to ease the pain of
this mission.
Commandeer the buzzer east of Khilana Bazaar and fly toward the objective. It is
located south of the outpost at map coordinates X: 327 Y: 339, nearly 900 meters
distant.
Land the buzzer near the waypoint and be aware that there are three Hunters in
the vicinity. They have the ability to charm animals, goading them into
attacking their enemies, which can make them very dangerous. They will also
remain tagged only briefly, making them elusive. They use bows and they are
deadly with them. They may begin targeting you after you enter the search area
but their activity is very unpredictable-you make be assailed or you may not
even see one.
You’ll find a small pond in the large designated area. The intel is on the
bottom of it. Dispose of any demon fish there and dive in. The intel is on a
submerged corpse. The Hunters may be circling around you and their arrows are
deadly; their aim is very good. If they attack, you’ll probably take
considerable damage, so heal and press them. They are long range killers but not
so effective when pressed.
There are green leafs in the area to replenish your Health Syringes. Top off
when you find them. The second piece of intel is on the corpse of a Golden Path
fighter in a temple on the knoll where you can also stock up on ammo.
The third piece is on a corpse in an alcove near a statue. Grab it from the
corpse. Grab ammo if needed from the large cache and the body armor found there.
Amita will call and tell you to get to the Bravo camp to prevent a massacre-the
camp Sabal wanted you to get to first.
Board the buzzer and start for Bravo Camp which is at map coordinates X: 348 Y:
323. It has indeed been overrun and government forces accompanied by Hunters are
still there. You’ll have to fight them and any charmed animals that the Hunters
send your way.
Join the battle even before landing. If you have the grenade launcher, and you
should, begin hitting targets as soon as you get close to the waypoint. The
buzzer and you may take some damage but you can eliminate most of the opposition
from the air. Inject a Hunter’s Syringe to help locate the opposition, even
though the Hunters won’t stay tagged for long. Set down and engage the remaining
forces after your aerial bombardment
When the field is cleared, Amita will call. She is disappointed at the numerous
Golden Path rebel losses but she believes the intel about the monastery was
worth the cost.
If the ammo cache wasn’t destroyed in the action, stock up on ammo and gather
some of the leafs in the area for crafting syringes.
A blue “S” indicating Sabal’s location will appear on the screen at map
coordinates X: 402 Y: 478. Either take the buzzer to the site or fast travel to
the outpost at Kheta Manor, if liberated, to get closer to the site.
Sabal doesn’t believe that the intel was worth the price-he is angry that he has
lost nine of his men. Grab some ammo as he laments Amita’s values. He says you
should go to the monastery to educate yourself about Kyrati tradition-about your
father’s traditions.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
>>>>Chapter 6B: Rebel Yell (Sabal) <C006S>
Accepting Sabal’s mission will place a waypoint at map coordinates X: 347 Y:
324. Gear up at the safe house. Stealth will not be necessary, so take heavy
hitters, like the grenade launcher, a shotgun and an automatic weapon with
range. Commandeer the buzzer and fly south, skirting east of the mountain south
of Khilana Bazaar to reach the rebel camp.
You’ll find a small group of rebels at the camp and they inform you that
hostiles are inbound. Raid the ammo cache and then mine the area south of the
shack.
The first wave of Hunters will come from the south. They will then come randomly
but mostly from the cliffs northwest of the shack. Charmed eagles and wolves are
likely to attack as well. Keep moving as threats emerge; if too many of the
partisans die, the mission will fail. Going onto the cliff northwest of the
shack is a good tactic.
When the first camp is secured, you must get to Alpha Camp to the northwest. If
the buzzer is still available, fly toward the camp and bombard the Hunters and
their charmed wolves. If afoot, you will have to battle those Hunters with their
charmed wolves. If you’re flying, land on the outskirts of the camp or be
prepared to be shot down. Stock up on green leafs as you go to craft healing
syringes-you’ll probably need them.
Alpha Camp has numerous Hunters and they will probably charm the caged bear.
These guys are deadly with a bow and they are really hard to spot. It will tax
your healing items, so harvest any green leafs you encounter. You can seek
refuge in the alcoves in the cliffs or even in the bear cage where you can duck
out to acquire targets as they come to you. When the last Hunter goes down the
mission is completed.
Stock up on ammo and leafs and harvest the bear hide if it is available. Sabal
will be at the “S” at map coordinates X: 402 Y: 478.
<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>Chapter 7: <C007> A Cultural Exchange:
Sabal wants you to go to the monastery to learn the values of his father.
Either of the co-leader’s paths will lead you to the monastery, which is
located at map coordinates X: 494 Y: 494.
Before going to the monastery, gear-up for a firefight. An automatic weapon
with good range and the grenade launcher and/or the bow with a few explosive
arrows are advised.
When you arrive at the Chal Jama Monastery, you’ll see that the complex is
huge. Two roads lead into it and its importance to the Golden Path would seem
to make it a prime target for Min’s forces.
There is a large alcove with a statue on the far side and an armory north of
the monastery built into the cliff face. Go to the entry of the armory and
stock up on ammo and health packs.
Before entering the shrine, take note of the two ziplines near the entrance.
Enter and experience the ritualistic mumbo-jumbo that drove his father and
which now inspires Sabal. Interact with the candle near the ornate statue. Go
deeper and interact with the brass incense container. Interact with the burning
brazier by adding the powder. Spin the prayer wheel.
You will receive a call, saying that an attack on the facility is imminent. Get
to the front entrance. If you’re following Sabal’s path, the attackers will
have arrived. Equip the grenade launcher or bow with explosive arrows and
address the vehicles that enter from the two roads.
If you’re following Amita’s path, you’ll have some time. Take the zipline and
mine the road on the north side; run up to the monastery, take the zipline and
mine the south road near the arsenal. Do it quickly or it will be too late. Get
back to the monastery’s entry-this will be your main defensive position but
you’re going to be addressing multiple bomb threats so be prepared for some
hectic action and sprinting.
Royal Army troops will begin assaulting from both sides and their demo teams
will try to set explosives at the shrine, the arsenal and the monastery. You
must prevent the explosives from going off-once one is set, you have 80 seconds
from the time it is being set to kill the sapper, aborting the action. Keep in
mind that this doesn’t have to be done up close and personnel. You can shoot a
grenade or an explosive arrow into the sapper’s area without bad consequences.
If you’re following Amita’s path, the mines you laid should take out the first
vehicles to arrive during the initial onslaught. If you have the grenade
launcher, watch for the second vehicle and hit it before it can disperse its
crew.
Don’t run for the shrine if a bomb is set. Hit the sapper with a launched
grenade, an explosive arrow or with sniper fire. You will have to leave the
monastery entrance to address explosives set at the arsenal-use the zipline,
clear the area and return to the monastery entrance. The invaders will likely
have set a bomb there while you addressed the arsenal. Repeat this procedure
and gun down all comers.
Note that a back room opens after the assault begins, you can find an M133
shotgun, an AK-47 assault rifle and a PKM LMG as well as ammo there but you’ll
have your hands busy. Grab what you need after the all clear is given by the
“Return to Raju” prompt. Talking to the priest completes the mission.
<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>Chapter 8: Bhadra: <C008>
You now have two mission choices, if you can locate either of the mission
markers. There is a “B” at map coordinates X: 348 Y: 399 and an “L” at map
coordinates X: 524 Y: 479. Choose the “B” option and fast travel to Banapur
village’s safe house. Use the vendor. You’ll find that several new weapons were
unlocked after the skirmish at the monastery, including the 1887 shotgun, the
MS16 assault rifle and the 6P9 handgun.
The glider east of Banapur village will easily get you to the mission site if
you don’t crash land in the rough terrain. The location is the site of the
funeral pyre for those killed during the assault on Banapur.
Bhadra is there and she reveals that your father was murdered at the Ghale
homestead. When this brief conversation concludes, a “Y” will appear at the
Ghale homestead at map coordinates X: 520 Y: 579. There is a Mohan Ghale
Journal on the broken pillar of the structure Bhadra enters after your
encounter with her.
<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>Chapter 9: Sermon on the Mount: <C009>
Make the “L” at map coordinates X: 524 Y: 478 your waypoint and make your way
there. I prefer using the buzzer located at Khilana Bazaar but all options are
open. Take a mix of weapons-the bow or a silenced firearm for stealth and a
shotgun and automatic rifle.
If you fly, the buzzer will falter over the massif just short of the objective
but you can alleviate this by skirting to the east where the mountains aren’t
as precipitous.
>>>>Note: If you need snow leopard skins, just go north of his tent and toss
some bait. They will be among the predators that take the bait.
Longinus would like your help in recovering some merchandise. Ajay believes
that Longinus will be supplying the Golden Path with weapons. He gives you a
locator to find his property. Go outside and approach the Sherpa who will get
you to the mission’s site.
You’ll find yourself on a high massive in blizzard conditions. The rarified air
makes it hard to breath-an oxygen mask would surely help. Continue toward the
waypoint, keeping the cliff on your right. Follow the snowmobile tracks in the
snow to a lone soldier who is busy searching for something in the snow.
Silently drop him and grab his oxygen mask. Note the small O2 cylinder that
falls near him. Your oxygen is limited and you must replenish your supply from
your victims and they don’t all have one. You may, however, get lucky and find
random cylinders-look for them.
Rather than veering left toward the waypoint, continue ahead. Five hostiles are
located at a base camp. Two are usually located inside a tent and three are
stationed outside.
Use a Hunter’s Syringe to pinpoint them and silently kill the two in the tent
and then the outliers. There is another O2 mask in the tent if you didn’t get
one before. Top off your O2. Know that a firefight at this camp may attract
more hostiles.
Commandeer the snowmobile or just sprint toward the waypoint to the south. The
snowy terrain is strewn with boulders and the next designated area isn’t far.
When you approach the designated area, the tracker will automatically be
equipped and wolves will likely attack. The tracker can get you killed here, so
equip a weapon to fight off those wolves. The dead guy near the crashed chopper
has a small empty box. If he has one, grab his O2 cylinder.
Start east in the general direction of the central waypoint. You’ll find a
frozen lake where you’ll encounter a few bharals. Three snowmobilers will soon
motor your way. Kill them and grab their O2 canisters if they drop any.
Go south toward the designated area, fighting any hostiles that the firefight
attracted. You’ll find a camp. Once again the tracker will activate
prematurely. Get onto the overhanging ledge and quickly put down the three
hostiles. A noisy firefight will again draw in reinforcements-kill silently to
avoid an influx. When all are downed, search for the item on one of your
victims. You’ll find another empty box. Top off your ammo and O2.
Head back north toward the frozen lake; you’ll likely encounter another wolf
pack on your way toward the northern waypoint. If the reinforcements didn’t
arrive during your recent encounter, you may meet a couple of soldiers along
the way.
Find the rope climb just before the designated area to get atop the ledge.
Beyond is a cave. The cave has several different interconnected passages and
the tracker can help find the corpse with the box. You’ll find a few scattered
O2 cylinders-don’t miss them in your haste to continue the task. Be prepared to
fight a bear as well. When you find the corpse with the empty box, continue out
of the cave by going toward the waypoint.
When you emerge, climb the ledges and start trekking counterclockwise around
the precipice. When you get near the designated zone you’ll find some O2
canisters near a grapple point. Grapple up and a rope climb that will get you
up the cliff to the designated area. Watch for snow leopards. Toss a bait to
distract them. Getting the skins will consume precious time and O2. Expect an
eagle to attack out of the poor visibility. Climb the vines and follow the
tracker’s signal to get to the rock shelf. You’ll find a corpse with a box
containing the goods.
You must now retrace your route back to the Sherpa by returning through the
cave, so grapple down and move through the cave or just skirt around the
central massif. Either way, the hostiles will be back. If you have sufficient
O2 you may be able to sprint past most or all of them because of the poor
visibility. If you need O2, it’s a good distance to the exit, consider taking
some of them on for their O2. Continue a clockwise route to the Sherpa.
>>>>Note: After your excursion in the Himalayas and your conversation with
Longinus, take the wingsuit found outside his tent. A main Golden Path mission
can be found at the monastery at X: 483 Y: 496. The “Y” is still located at the
Ghale homestead at X: 521 Y: 578, and an “L,” designating an optional mission
for Longinus, is located at X: 320 Y: 419, east of Banapur village and the
outpost at Khilana Bazaar.
<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>Chapter 10: The Mouth of Madness: <C010>
Make your way up the mountain to the Ghale homestead-the “Y” at map coordinates
X: 521 Y: 578. You’ll find a Mohan Ghale Journal in the hut atop the hill
behind it and a pair of squatting stoners inside the Ghale home. Yogi and
Reggie are truly weird and they deliver you to Noore, one of Pagan’s
lieutenants, and to her notorious arena.
You are called a traitor, the son of a traitor and a coward for fleeing to
America; you are thrown into the arena, naked and weaponless. Both wolves and a
pair of humans are the opponents and only one combatant will survive.
You find a knife during the initial cutscene and you must find a way to
confiscate an AK-47 and/or an M133 shotgun from one of your attackers to clear
the field of humans and wolves, completing the first round.
Another small wave of bad guys will follow. Grab anything dropped by your
victims to improve your firepower. Hopefully you’ll get a grenade or two and a
Molotov or two.
As the third round begins, you may be able to catch some of your adversaries
with a grenade as they enter the fray through the ornate gate. A leopard and/or
a tiger are among the foe. Stay active and find cover to heal. Grab anything
useful that you can.
Round four features a Heavy Gunner among its ranks. If you can get a grenade
among the emerging group it can really help. Get to the far end, seek cover and
start taking them as they approach. Use Molotovs or hit an explosive barrel to
kill the lumbering but deadly Heavy Gunner.
It seems that Noore’s family has been taken hostage and she is being coerced
into her rather insidious activities-or is she? Rather than being a goat, your
victory has made you a hero.
Shanath optional missions: Noore’s Arena; Hunting: Control; Hunting Supplies.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
>>>>Hunting: Supplies: Shanath X: 444 Y: 610
You must use arrows or bolts to hunt wild boar for hungry villagers. The hunt
will take place about 300 meters south of the mountain arena. A Hunter’s Bow is
provided at the starting point where a boat will get you onto an island with
wild boar. The island also has rhino and wolves, making the hunt more
challenging.
Use a Hunter’s Syringe to help locate the boar and any rhino in the area.
Roaming the island can be dangerous with the foraging rhino and groups of wild
boar, so staying within sprinting distance of your boat can help keep you
breathing. If you still need the hides, you can usually hunt the rhino from the
safety of your boat. Be aware that swimming is also hazardous. There are demon
fish and crocodiles lurking in the water around the island.
When you have the required three boars, board your boat and deliver them to the
freezer across the water to complete the hunt.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
>>>>Hunting Control: Shanath X: 444 Y: 610
The hunt for the rogue dholes will begin about 300 meters east of Shanath where
you’ll find an ammo cache and explosives. The dholes in the area have been
affected by the chemical runoff from heroin production and they are killing the
domestic yak and are attacking the herders. They need to be eradicated and you
got the job. You can use any means to do so.
You’ll find an ammo cache and explosives at the starting point. Two new
waypoints mark the location of two packs of the canines. The southern pack
congregates near a den.  A couple of volleys from the grenade launcher can thin
the pack before they scatter. Inject a Hunter’s Syringe to locate the surviving
dhole and wipe them out before they can charge.
The northern site is near a series of stones walls. The grenade launcher can
once again thin their numbers, allowing you to shotgun the remainder.
<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>Chapter 11: The Protector’s Arrival <C011>
Once again the “Y” has appeared at the Ghale homestead at map coordinates X:
521 Y: 578. Go there to confront Yogi and Reggie about their betrayal.
They spin a tall tale as you let them live but kick them out. The Thangka, a
Ghale heirloom, is missing-its pieces are scattered about the country. The
first piece, they say, is in a cave.
That cave is over 1,100 meters away at map coordinates X: 406 Y: 562. Make your
way there. The glider on the cliff near the homestead is your best option
unless you have the buzzer. Put down well short of the designated area.
The cave entry is defended by five Hunters. Hold the high ground to put down
the two foraging Hunters and then drop down to address the three loitering
inside the cave.
Loot the entrance and spin the Mani Wheel. Use the grapple spot and lower
yourself until you can make two more grapples, getting you onto a ledge.
Another grapple point will get you onto a ledge near the giant head. Look up
and another grapple will get you in behind the locked door you encountered
after entering the cave. Cross the rock bridge and enter the temple. Grab Mohan
Ghale’s Journal and the cash and then take the Thangka from the table.
The chant will say to jump. There is nowhere else to go, so take a leap of
faith. Swim to the surface through the weird vortex and climb the ledge to exit
the water into the weird landscape of Shangri-La.
Continue ahead through the linear crimson landscape. As prompted, interact with
the wounded tiger and you have gained a powerful ally; and you are no longer
without a weapon-you have the blade from the tiger. Continue to explore the
loot-less landscape.
The first demon will appear and dissipate in a puff of smoke after it mutilates
a deer. Well beyond, it will reappear and charge only to be killed by the
tiger. Two waypoints will become active.
Demons will begin to appear ahead-tag them for the tiger. Head for the
waypoint-a Mani Wheel-on a raised platform-the one to the right. When you near
it a group of demons will be moving around the area. Tag them for the tiger and
use your knife if any get close. The tiger can be overwhelmed and incapacitated
and you must hold your own during those times-retreat when the tiger isn’t
active-the Chain Takedown skill can really help. When the tiger’s health wheel
fills in it is ready for action. Heal when needed. Interact with the first
wheel.
Continue toward the next waypoint. Another wave of demons will surround the
wheel, challenging your incursion. Let the tiger wreak havoc and use your knife
as needed. Interact with the second wheel.
Go up the long stairs toward the Bell of Enlightenment. A deadly Scorcher will
be among the pack of demons. Let the tiger decimate the demons. Retreat down
the steps if necessary to get the tiger back into play. Designate the Scorcher
and as it battles the tiger, maneuver in behind it for a Takedown.
There is another Scorcher ahead. Help the tiger with a Takedown and as soon as
possible, let the tiger protect your back as you hustle up the winding ramp to
the Bell of Enlightenment. Release the Bell which wipes out the remaining
demons and ends the mission. You come to, back at the homestead with Yogi and
Reggie. The first piece of the Thangka is now in the frame.
<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
Chapter 12: Reclamation: <C012A>
Both Amita and Sabal are in the arsenal at the monastery at map coordinates X:
482 Y: 496. Once again, you will be presented with a choice. Your choice will
yield a somewhat different mission with a very different objective. Pagan has a
major drug operation at a local factory. Amita wants to salvage the opium and
the fields. Sabal wants the drugs destroyed. You can choose either path; both
will be outlined. Following is Amita’s.
The buzzer at Khilana Bazaar is your best option for getting to the mission
site, which is located at map coordinates X: 380 Y: 440. Before departing,
gear-up for a mission that will require both stealth and brute force. Take the
bow or a silenced firearm for stealth kills and a heavy hitter like a shotgun,
automatic rifle or a LMG. Take the grenade launcher in case you need to destroy
vehicles.
Land the buzzer on the heights to the east of the objective, keeping well away
from the factory so you aren’t spotted going in. Scout the large Kyra Tea
Factory complex from the high ground. Use a Hunter’s Syringe to locate and tag
the entire garrison.
You want to preserve the drug fields so starting an all-out raging battle can
defeat the mission’s purpose. The mortar operator on the main building’s upper
veranda can be a real threat if you are detected. The defenders oftentimes re-
man it if you kill the operator.
There are two guards and a guard dog near the poppy field under the east
cliffs. Lure one of them behind the shack with a stone and put him down. Then
take out the other one. If you can’t get a bead on the guard dog, toss a hunk
of bait and shoot the dog when it feeds. Find the generator supplying the
sprinkler system and turn it on. You now know where it is in case the field is
set afire.
A lone unsuspecting guard loiters on the south side near the shack. Kill him
and move on the big structure. A guard will frequently be kneeling in the field
working on the poppy field’s sprinkler system or he will be milling around the
field. Take him out. Keep an eye on the rear of the building; a guard sometimes
wanders out back to look around. A sentry patrols to the back of the factory,
locate him and take him out near the stairs. Disable the alarm.
Stalk and kill the mortar operator on the upper veranda. Monitor the remaining
nearby guards and move to the northeast side of the roof and shoot the alarm.
This will prevent reinforcements.
Continue stealth killing and if you are discovered, stay in the building to
address the survivors including two more guard dogs. There will be about a
dozen kills needed to clear the place. There are ground level ammo caches on
both the south and north sides of the building.
It’s not over when the last defender goes down. Amita calls and says that Paul
De Pleur won’t give up so easily. More troops are on the way. A truck carrying
Golden Path partisans will arrive to help. Meet then and when the hostiles
arrive, Amita will call out the direction they are coming from.
The south side is first. Get off to a good start by taking out the patrol
truck. Over a dozen attackers will try to burn the poppies; many of them are
Molotov throwing Chargers. They may even try to drive the tanker into the
fields. The Golden Path partisans will be a big help but you will be busy. Turn
on the sprinklers and stay where you can reach their controls so you can keep
them going as troops pour in from both the north and south.
The west side is likely the next to be attacked. Keep those sprinklers going
and mow down the enemy, but keep an eye out for more hostiles going for the
south fields. The partisans can be a big help but you’ll still be running to
quell fires when the enemy succeeds in starting them.
The north field is the last to be attacked, so you’ll have to concentrate your
efforts there. Several patrol trucks will provide support, so equip your
grenade launcher to address them. However, there may still be a hostile or two
causing mayhem in the other fields. When all the hostiles are eliminated and
the fields are intact, the mission ends.
<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
Chapter 12: Burn It Down: (Sabal) <C012S>
Both Amita and Sabal are in the arsenal at the monastery at map coordinates X:
482 Y: 496. Once again, you will be presented with a choice. Your choice will
yield a somewhat different mission with a very different objective. Pagan has a
major drug operation at a local factory. Amita wants to salvage that opium and
the fields. Sabal wants the drugs destroyed. You can choose either path; both
will be outlined.
Accept Sabal’s path to destroy the drugs and grab a flamethrower before leaving
the monastery. You’ll also need the bow or a silenced firearm and taking a
heavy hitter is prudent.
The buzzer at Khilana Bazaar is your best option for getting to the site. Land
on the heights to its east and scout the large Kyra Tea Factory complex from
the high ground. The mortar operator on the main building’s upper veranda can
be a real threat and the defenders will re-man it if the operator is
eliminated.
Tag as many of the garrison from the surrounding cliffs as possible. There are
three guards and a guard dog near the poppy field near the east cliffs. Use
stones, if necessary, to isolate them and take them out. If you can’t get a
bead on the guard dog, toss a hunk of bait and shoot it when it feeds.
A lone unsuspecting guard loiters on the south side. Kill him and move on the
big structure, staying low so the rock wall masks your advance from the gunner
on the south side. A guard will normally be working on the sprinkler system in
the poppy field. Take him out and then take out the gunner who is looking
south.
Use a Hunter’s Syringe to locate the hostiles in and around the big structure.
Kill the guy who patrols the rear area stairs. If you stash the bodies a
wanderer won’t raise an alarm. Disable the alarm.
Enter the building and continue killing. The flamethrower is extremely
effective in the confined space. Use it to burn the nine piles of drugs as you
find them. Take care; there are propane cylinders that can be very damaging if
you’re too close to them when they explode.
When your destruction is discovered, just stay in the building to address the
flood of reinforcements. You can even man the mortar and lay into the enemy.
When all nine stashes are destroyed, hit any active sprinkler generator with a
grenade or an explosive arrow and then shoot a fire arrow or toss a Molotov
into the drug patch. There are also explosive barrels and flammable trucks that
can be targeted. It isn’t even necessary to clear the premises but why not? The
chapter ends as the last poppy field and/or drug stash goes up in smoke.
Sabal is ecstatic about the destruction of the drugs and what their
preservation would have entailed for Kyrat. Amita doesn’t understand the
history and tradition that he believes needs to be preserved.
<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
>>>> Chapter 13: The Sleeping Saints <C013>
>>>>Note: Amita and Sabal’s paths differ only in their final action. Each will
be shown at the mission’s end.
Amita is headquartered at a shack at map coordinates X: 434 Y: 332. If you
followed her lead, she believes that saving the drug operation was in the best
interests of Kyrat and the revolution. This is counter to what Sabal and his
more moral approach advocated. She will lament your decision if you followed
Sabal’s lead.
The next mission will take place just south of her location at a religious site
called The Sleeping Saints. It is located at map coordinates X: 440 Y: 303.
Pagan’s forces are going to destroy the sacred statues and you are tasked with
preventing the destruction.
Equip your grenade launcher and a heavy hitter-like an automatic rifle or LMG.
Having a full kit of Health Syringes is also advised. Carrying a silenced
sniper rifle can also make your entry much easier.
The road to the south of the Sleeping Saints leads directly to a locked but
undefended gate at map coordinates X: 441 Y: 302. Tear down the propaganda
poster. You can now use C4 to blow the gate but this will cause the defenders
to initiate a five minute timer.
Rather than going in hot, go left at the gate and jump down onto the ledge.
Grapple across the gap onto the walkway. Another grapple point will allow you
to swing around the rock face and drop onto another walkway. Jump the gaps in
the walkway and then grapple onto the ledge. Grapple, swing and drop onto the
walkway beyond. Grapple to the top of the cliff.
An explosion rocks the holy site and one of the giant statues of Kyra is
obliterated. When the smoke clears, locate the sniper up high near the
remaining statue. Before attacking the garrison, take him out with your sniper
rifle. A silenced kill will allow you to make a few additional stealth kills
but use whatever you have to neutralize him or the task will be much more
difficult.
Being detected, and you will, starts a five minute timer on the explosives set
up near the dead sniper. Wipe out the eight or so hostiles and start up the
system of stone stairwells and ledges to the statue. Several more defenders
will confront you on your way up to defuse the bomb.
If you have time on the timer, don’t abort it right away; mine both approaches
and the terrace below-near the base of the ladder. Resupply your ammo and grab
the rocket launcher near the cache-you won’t need the sniper rifle in the
coming skirmish. It is a good exchange.
Abort the timer and stand ready for a wave of soldiers coming from below. If
you have the grenade launcher, hit them as they start up the ledges. Two
vehicles will arrive with reinforcements. Use the rocket or grenade launcher or
explosive arrows to prevent an influx of troops by destroying those vehicles.
When the first helicopter arrives with additional troops, watch for a Sniper
firing from cover near the statue to your left. Kill him or shelter behind one
of the columns or he will deal you a lot of damage as you address other
threats. He will eventually jump down, making him an easier target if you can’t
get him before.
The second chopper is a gunship which may set off the ammo cache as it fires at
you. It deals out serious damage, so taking it out is a priority. After it goes
down, mop up the survivors. Watch for one below carrying a rocket launcher-he
can ruin the day and he can be hard to see so far below your position.
>>>>Note: depending on whose path you are following, you’ll be doing one of the
following.
>>>>Amita’s request: Amita needs one additional task. She wants you to block
the path into the site. Otherwise, Sabal will risk fighters to protect the site
against Pagan’s further efforts to destroy them. There is a ladder near the big
head. Climb it and ride the zipline across the chasm. Move down onto the ledges
below.
Your task is to bring down the rock overhang designated by the waypoint. A few
thugs may still be targeting you. They are far below and the falling rock will
kill many of them but if one has a rocket launcher he can end the mission. A
rocket or a grenade will bring the rock down.
>>>>Sabal’s request: Sabal requests that you light the enormous statue’s two
torches. You can grapple up to a platform to get to and interact with the right
arm. You can then grapple to a platform near the head and use the two ladders
to get to the left hand. You can also make it easy on yourself and shoot a fire
arrow or toss Molotovs on both from the slat walkway. Be aware that Royal Army
forces will still be targeting you, so suppressing them will be necessary.
They’ll just be a bit hard to see from that height.
Amita will call, needing one last thing done for Noore-the arena lady and
Pagan’s lieutenant. She wants you to go to Shanath at map coordinates X: 444 Y:
610 to see Noore. You will see an “N” there. Fast travel to the safe house
there when you’re ready to take on her mission.
<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>Chapter 14: City of Pain (Amita) <C014A>
Amita wants you to meet with Noore at Shanath, This is located at map
coordinates X: 444 Y: 610.
>>Note: Before going to the City of Pain, acquiring the signature Bull shotgun
by completing two Bomb Defusal missions can be advantageous. The Bull is
potent, has good range and has a sound suppressor. Adding it to your arsenal is
highly recommended. Two bomb defusal missions are available-one at the Kyra Tea
Factory and one at the Chal Jama Monastery. Both are detailed in the Bomb
Defusal section acquired at <BDM>
When you arrive, Noore is feeding people to animals. She also wants you to kill
Paul De Pleur. He is having a going away party, and she believes he may be
vulnerable. He has been holding her family hostage for years and she wants you
to rescue them.
The mission marker is at map coordinates X: 359 Y: 312. The outpost at Kyra Tea
Terraces is just a short distance from the start. Fast travel there and gear up
for a stealth mission. Having a stealth weapon, like a bow, is essential to
success. You’ll also need a heavy-hitter before completing the mission. A
shotgun, like the signature Bull, is ideal-it is both potent and silent but an
unsilenced weapon, like the 1887 shotgun, will also suffice.
Noore calls and informs you that you can’t be seen by De Pleur’s men, in other
words, the mission automatically fails if that happens. Your only way into his
stronghold is on the cargo truck with the “meat” for his party.
The cargo truck is at a warehouse. Six soldiers and a guard dog are visible
outside the warehouse and three more are inside. That dog can be a problem, so
make your move when he isn’t nearby or toss some bait to keep him busy. Stay
low and work your way onto the hillside on the southeast side of the building.
A guard stands duty near a convenient hole in the fence. When he steps outside,
silently put him down or be sure you make a clean kill if you go to him.
Another guard stands in the passage around the corner. Peek around the corner
and put him down. Peek through the open doorway, locate and silently kill the
knife thrower. Get into the truck and it will take you to the mission’s site.
On the way, Amita asks you to get photos of De Pleur’s torture victims.
You’ll find yourself in the City of Pain and there are numerous hostiles just
ahead. There is a wall to the left of the truck. Use the dangling rope to get
atop the wall and quickly get in behind the small building so the partiers
don’t have time to spot you.
Continue along the cliff and climb the rope on the wall to your left. Once
again, don’t linger or you may be spotted. Keep to the left and continue along
the cliff, moving behind the building. Silently kill the sentry; and, as
instructed, heft the corpse and hide the body. Take it back down behind the
shack.
Continue west along the wall and kill the sick and unsuspecting soldier leaning
against the wall. You will hear the party music. Just ahead is a pair of
hanging cadavers. Continue forward and turn north. There will be a climb
command on the structure. This will be just before the ammo cache. Climb up and
jump to the rope climb on the adjacent structure to the west. Move up the plank
ramp and across the roof. You will see the unfortunate victim below through a
gap in the roof. Take a picture of the gruesome scene.
There is another waypoint nearby. Check to see if there is a guard below; if
so, toss a stone to lure him away so he doesn’t hear your jump. Jump onto the
adjoining structure and get onto the smaller attached roof on the west side. In
order to get the photo you need to get onto the roof of the small building to
the west. Toss a stone over the heads of the two sentries near the speaker
tower to turn them away and then jump to the small building’s roof. From there
you can face east to get your photo.
Drop down on the west side of the building and start a clockwise circuit of the
town, going outside the walls. Kill the sentry in the tower or as he goes up
into the tower. If his body is lying on the ground, put it behind the crates.
Continue east from the tower, staying low and monitoring the open area on your
right. Check to the left as you advance to the stone stairwell. A lone sentry
hangs out near a burning barrel. Kill him and toss the body in the nearby open
room. A vine climb will put you on a porch roof where you can take the last
photo.
Move back toward the guard tower, checking the areas to your left as you go. Go
through the tear in the chain link fence near the tower and start a
counterclockwise circuit toward the new waypoint.
You’ll come to a pair of rope climbs where you took the second photo. Go up
them and take the stone stairwell beyond. Stay crouched and close to the rock
wall and go through the gap in the fence. Kill the sentry and stash his body in
the open concrete structure nearby.
Go behind the house, climb the rope and then the ladder to access De Pleur’s
house. You’ll find an open window, go in and then down the ladder. Exit the
meat room and the prisoner is released during a cutscene and you take his
place. Afterward De Pleur is in your clutches.
Toss him out the window into the pigpen, jump down, toss him out of the muck
and retrieve the body. You’ll be seen as you move around the house toward the
stone entry. Stealth gives way to guns blazing at this point. Drop the body and
use the stone entry for cover as you address the soldiers that obstruct your
passage. Hit the explosive barrel to start the carnage and then systematically
wipe them out because you’ll be toting that body as you proceed.
Heft the body and keep going, staying to the right, going toward the waypoint.
You’ll now be retracing your entry route. When you get within 45 meters of the
waypoint, another large group of hostiles will need to go. Drop De Pleur and
take your time wiping them out. They won’t re-spawn or be reinforced.
Put De Pleur in the trunk of the car and waste no time driving out of the city.
Follow the series of waypoints to get to the Golden Path rebels. There will be
a truck or two to deal with and a hapless two man checkpoint.
Amita says they have the perfect place to put De Pleur-a cage near Banapur. She
also says that his fortress at Varshakot will be weakened and more susceptible
to an attack.
Powerful new weapons are activated as the mission ends, including the MP5 SMG,
the F1 assault rifle, The Flamethrower, the U100 LMG, the .700 Nitro sniper
rifle, the 1911 handgun and the auto-cross crossbow.
<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>City of Pain: (Sabal) <C014S>
When you arrive at Shanth, Noore is feeding people to animals. She also wants
you to kill De Pleur. He is having a going away party, and she believes he may
be vulnerable. He has been holding her family for years and she wants you to
rescue them.
The mission marker is at map coordinates X: 359 Y: 312. The outpost at Kyra Tea
Terraces is just a short distance from the objective and the buzzer at Khilana
Bazaar is also fairly close. Gear up for a stealth mission. Having a stealth
weapon, like a bow, is essential to success. You’ll also need a heavy-hitter
before completing the mission. A shotgun, like the signature Bull, is ideal-it
is both potent and silent but an unsilenced weapon, like the 1887 shotgun, will
also suffice. The grenade launcher is advised.
Noore calls and informs you that you can’t be seen by De Pleur’s men, in other
words, the mission automatically fails if that happens. Your only way into his
stronghold is on the cargo truck with the “meat” for his party.
Six soldiers and a guard dog are visible outside the warehouse and three more
are inside. The dog isn’t usually a problem if you sneak in from the southeast.
Toss some bait to keep him busy only if necessary. Stay low and work your way
onto the hillside on the southeast side of the building.
A guard stands duty near a convenient hole in the fence. When he steps outside,
silently put him down or be sure you make a clean kill if you go to him.
Another guard stands in the passage around the corner. Peek around the corner
and put him down. Peek through the open doorway, locate and silently kill the
knife thrower. Get into the truck and it will take you to the mission’s site.
On the way Sabal asks you to rescue any captured locals you encounter.
You’ll find yourself in the City of Pain and there are numerous hostiles just
ahead. There is a wall to the left of the truck. Use the dangling rope to get
atop the wall and quickly get in behind the small building so the partiers
don’t have time to spot you. Continue along the cliff and climb the rope on the
wall to your left. Once again, don’t linger or you may be spotted. Keep to the
left and continue along the cliff, moving behind the building. Silently kill
the sentry; and, as instructed, heft the corpse and hide the body. Take it back
down behind the shack.
Leave the too much party thug ahead alone so you don’t have to hide his body by
turning right, go past the blue barrel, go left in the alley and then right
around the corner. You’ll find an ammo cache there. Go right around the corner
and up the steps. There will be a couple of guards nearby, so crouch and enter
the room on the left. The thug will be abusing a lady to the right. Kill him
and toss his body on the bed. Release the first hostage.
Exit through the back door. The sentry on the tower shouldn’t see you as you
kill the guy leaning against the wall below. Heft his body and carry it north
down the stairs, check around the corner for another guard. If he is there,
kill him and deposit both of them behind the barrels.
Continue west toward the nearest waypoint. The sentry in the tower shouldn’t be
looking into the city so leave him be. Go around the building and into the
doorway. The tormenter may not be present-kill him if he is. Release the second
captive.
Go back out the door you entered and go straight ahead to the tear in the chain
link fence. Move outside and skirt around the wall. The sentry in the tower
won’t see you.
You will get behind a building just short of the waypoint where you’ll find a
pair of rope climbs. Climb them, go right up the steps, turn left around the
building, locate the tormenter through the open door and put him down. Hide the
corpse and release the third captive.
Continue ahead along the rock wall toward the big house. Stay crouched to keep
a low profile and go through the hole in the green barrier. There will be a
sentry behind the house, kill him and stash the corpse in the small enclosure.
Continue around to the rear of the house and climb the rope and then the ladder
to get inside. Take the ladder down to the “meat” room. In the adjoining
chamber a cutscene will roll and afterward, you will have the sadistic De Pleur
in your clutches.
Toss him out the window into the pigpen; jump down, toss him out and retrieve
the body. Move counterclockwise around the house. You’ll be seen as you
approach the gate, so drop him near the green fence and address the partiers by
shooting the explosive barrel.
Stay behind the stone gate and wipe them out as they join the skirmish. There
will be about a dozen partiers to put down. When calm reigns, grab the body and
keep going, staying to the right, going toward the waypoint. You’ll be
retracing your entry route. When you get within about 45 meters of the
waypoint, be prepared for another large group of hostiles. Drop De Pleur and
use the corner of the building for cover as you wipe them out.
Put him in the trunk of the car and drive out of the city. Follow the series of</pre><pre id="faqspan-3">
waypoints to meet with the Golden Path rebels. There will be a truck or two to
deal with, so use the grenade launcher to clear the way. A hapless two man
checkpoint isn’t a threat.
Both Sabal and Amita will take the ranting despot off your hands. Powerful new
weapons are activated as the mission ends, including the MP5 SMG, the F1
assault rifle, The Flamethrower, the U100 LMG, the .700 Nitro sniper rifle, the
1911 handgun and the auto-cross crossbow.
<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>Chapter 15: Advanced Chemistry (Amita) <C015A>
Once again the Golden Path marker is hidden by the symbol for the Kyra Tea
Factory at map coordinates X: 381 Y: 440. Gear up with a mix of silenced
weapons, a heavy-hitter and the grenade launcher.
Meet with Amita and Sabal at the factory. After hearing their proposals, you
can choose either’s mission. Secure the brick factory and the opium for Amita
or destroy it for Sabal. The following narrative follows Amita’s lead.
The new waypoint is a rebel safe house near the Brick Factory at map
coordinates X: 339 Y: 516. Talk to the leader and grab some ammo if needed.
You’ll meet a spotter on the heights overlooking the place. Amita wants you to
turn off the three generators that make the air in the factory breathable and
she wants you to kill a chemist who has turned traitor to the cause. Keep the
destruction to a minimum-she wants to save the operation.
Scout the factory from the heights to the south. You’ll only see a couple of
thugs on the south side, a guard who can man a mortar atop the factory and a
patrol vehicle that circles the factory for starters. When things heat up a
pair of rooftop mortars can make things dicey, so reducing the opposition is
imperative.
Begin your incursion by either dropping down and moving among the bricks to get
closer or equip a silenced sniper rifle and inject an Overdose Syringe to beef
up your damage. Kill the west mortar operator atop the roof, both of them if
the one on the east side is visible. When the truck passes, kill the guard that
stands post near the green door. Kill the Charger that loiters among the piles
of bricks last-if he catches fire there won’t be anyone nearby to alert. If the
truck is far enough away on its route, you can move in, heft the corpse and
hide it across the roadway.
Amita will call saying that she will mark the positions of the three
generators. When the truck comes around, let it pass if it doesn’t take note of
the corpse near the green door-it normally doesn’t-or if you hid the body.
Shoot both of the visible alarm panels, the central one and then the one on the
west corner.
You’ll see a puff of smoke not far from the central alarm. Turn off the
generator near it and use the ladder near the green doors to get onto the
rooftop.
Kill that second mortar operator if you didn’t get him earlier. Look over the
roof on the north side and kill any sentry in the area and then shoot the third
alarm panel below. Kill the guard near the generator on the west side and
anyone else still standing. Use the grenade launcher or C4 to eliminate the
patrol truck.
Even though you disabled all the alarms, a stream of patrol trucks will roll
into the facility on the west end. You can man the mortar and lay waste to them
as they straggle in, use the grenade launcher instead or you can jump down and
get aboard either of the elephants to do the job. If you ride the elephant,
equip the grenade launcher to deal with vehicles and trample anyone in your
path.
Whatever mode of destruction you utilize, you must preserve at least one of the
three generators in the designated areas.
Move through the green doors and the place is full of fumes since you turned
off or destroyed the generators. Start a clockwise circuit, going through the
doors and addressing the defenders as you proceed. A Hunter’s Syringe will
pinpoint the enemy through the fumes.
Kill the chemist who is ranting a bit. Exit and you haven’t exited-the chemist
needs killing again and again and again. All of a sudden, you’re not supposed
to have killed the chemist and Amita now wants the place destroyed-or is it
just the fumes. Get out before the place explodes.
On the way out you will be attacked by waves of chemists and your weapon will
be changing without notice-a flamethrower, LMG, grenade launcher-as you reverse
your inward route. When you emerge into daylight, clear of the fumes, Amita’s
mission is completed and the opium preserved.
After the mission is completed, you will receive a call from a man named
Willis. He has been watching you and he wants to meet you at map coordinates X:
299 Y: 547. A Golden Path icon also appears at map coordinates X: 330 Y: 571.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
>>>>Chapter 15: Advanced Chemistry (Sabal) <C015S>
Once again the Golden Path marker is hidden by the symbol for the Kyra Tea
Factory at map coordinates X: 381 Y: 440. Gear up with a mix of silenced
weapons and the grenade launcher.
Meet with Amita and Sabal at the factory. After hearing their proposals, you
can choose either’s mission. Secure the brick factory and the opium for Amita
or destroy it for Sabal. The following narrative follows Sabal’s lead.
After accepting Sabal’s proposal, pick up the satchel charges at the nearby
waypoint. The new waypoint will appear at X: 340 Y: 513. If you don’t have the
buzzer, the glider near the charges can get you there.
The rebel safe house is just south of the brick factory at map coordinates X:
379 Y: 514. Grab any supplies you need and meet with the spotter at the new
waypoint overlooking the brick factory.
You’ll be taking out five cables that are supporting the stack, blowing up the
stack and then the building. He suggests using an elephant on the wires to save
munitions.
Scout from the heights. There are three alarm panels and being detected will
call in waves of reinforcements. There are two mortar batteries on the rooftop
and four defenders, two on each side of the factory. A patrol vehicle routinely
circles the factory.
Snipe the guy on the west side of the roof; and, if visible, the one on the
east side. Kill the Charger milling around the rows of bricks and then, after
the vehicle passes, kill the one near the green doors. Take out the east
central alarm with a silenced shot and then shoot the alarm on the southwest
corner of the structure.
With the vehicle still out of the area, climb the ladder onto the rooftop. Kill
the east side mortar operator if you didn’t get him earlier. Snipe anyone on
the north side and then shoot the third alarm panel. Kill the sentry on the
west side.
Take out the vehicle with the grenade launcher or a mine. Even with the alarms
disabled, several patrol trucks will enter the grounds from the west. Stay on
the roof to address them with the grenade launcher or commandeer the elephant
to do the job. Use the elephant to destroy the base of the five support cables.
You can also use grenades or you can target them with the mortar. Save your C4
for bringing down the stack.
Get onto the rooftop, set a C4 charge on the chimney, get back and detonate it.
Get into the lab by jumping down the base of the stack. Start a roughly
counterclockwise route through the dusty factory to set the explosives. You’ll
meet some resistance but a shotgun will easily allow you to plant the three
charges and get out of the building. Get to a safe distance and detonate to
complete the action.
Sabal will call. He is satisfied that the destruction of the heroin was in the
best interests of the country.
After the mission is completed, you will receive a call from a man named
Willis. He has been watching you and he wants to meet you at map coordinates X:
299 Y: 547. A Golden Path icon also appears at map coordinates X: 330 Y: 571.
<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
>>>Chapter 16: Shoot the Messenger <C016>
Amita and Sabal are again having an argument at the safe house, which is
located at map coordinates X: 330 Y: 571. The only thing that they can agree on
is that Noore must die for the misery she has caused.
You don’t necessarily agree. Noore was once a human rights activist whom Pagan
coerced into dastardly deeds by kidnapping her family. Fast travel to Shanath
at map coordinates X: 443 Y: 611 to confront her in her lair.
The doors are locked, but you’ll find a grapple point to the right of the main
entry doors. Two additional grapples will allow you to drop onto a ledge giving
you backstage access to the arena through a vent.
Noore is announcing another of her bloodthirsty events as you traverse the back
passages of the arena. Drop down to the lower level and continue through the
corridors to the control room. Kill the two operators. You can see down into
the arena and you are prompted to cause some chaos.
The note to the right of the controls has a release sequence-don’t bother with
it; just start releasing the animals randomly. Noore is furious with her
incompetent operators and sends her guards to deal with the idiots in the
control room.
Three guards will come as you head for the waypoint and then a group of five
more. As you continue toward the waypoint, five more guards will surge into an
area with cages. Either gun them down, or release a tiger or two to do the job
and then protect yourself from the cats. Grab the skins if you still need them.
Proceed through the corridors. Grapple and swing across the pit. You now have a
choice-kill Noore or not. Don’t kill her for a worthwhile cutscene.
Upon her death, Noore’s fortress at Baghadur is weakened. The “W” at map
coordinates X: 299 Y: 545 is the next main mission. This won’t appear if you
haven’t pursued “Sermon on the Mount” or “The Protector’s Arrival.”
<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>Chapter 17: Free Willis <C017>
Willis will call, knowing more about you that anyone should. He says he will
contact you south of the airport at the Shanath hunter’s camp-this is the “W”
at map coordinates X: 299 Y: 545. Before undertaking the mission, equip a
silenced sniper rifle, the bow, a heavy-hitter like a LMG and the grenade
launcher.
Take the ATV from the camp and approach the airport, at map coordinates X: 277
Y: 600, from the southwest. There will be fighting along the way and a
checkpoint guarding the entry road. Willis calls saying that there are Snipers
defending the airport and you can’t afford to be detected until after his
meeting with a government agent concludes.
Sneak in and eliminate the two guards at or near the barricade. One will likely
be manning a mounted gun and should be your first target-he may count as one of
the six required sniper kills.
There will be a Sniper in the nearby tower on your left. He may notice the
bodies, so stay near cover to put him down. Disable the alarm panel near the
entry’s barricade. Climb the recently vacated tower. Scout and you’ll see the
yellow tag-the Commander with three of his bodyguards near the hangar.
Locate the Sniper to the north of the tower in the hillside bunker. To his
right there will generally be Snipers on both of the buildings-don’t try for
them yet. You may have three kills showing, you may have killed one of them
near the entry. There is another Sniper in the tower on the northeast side.
Another Sniper is posted on the nearby control tower-he roams a bit and may be
out of your sightline-take him out if you can see him from the tower. Another
Sniper is in the tower on the far side of the airport-too far to risk a shot
for now.
Move onto the control tower to have a less challenging shot at the remaining
Snipers. When all six of the Snipers are downed, Willis will call wanting you
to set up on the tower to provide support-he expects a double-cross. He lands
and the meeting takes place.
When the his deal with the local powerbroker falls apart, he says Reaganomics,
another abysmal failure; this is your signal to kill the Commander and the
horde of combatants that follow, all of whom are trying to kill Willis.
Snipe the yellow tag to begin the carnage and concentrate on anyone near
Willis. He has a health bar and it can dwindle fast; he also has a gun and he
isn’t helpless but he is assailed on all sides as thugs drift into the battle.
Use your grenade launcher or explosive arrows on hostiles that aren’t too close
to Willis. The moving and constantly emerging assailants can be tough to target
quickly enough with a sniper rifle to prevent Willis’ demise.
When Willis gets off the tarmac and into the hangar, either jump down and fight
your way into the building on the far side or use the zipline on the top of the
control tower to get into the hillside overlook and from there onto the rooftop
with Willis. The rooftop is a good place to lay waste to the attackers. There
is an ammo cache there and a ladder will get you safely down through a hole in
the roof when needed.
Defend the structure against all comers. Use the grenade launcher or the rocket
launcher you will find in the structure on the vehicle that arrives. When the
opposition wanes, Willis will make his way to you and his health bar is no
longer a factor.
Troops will zipline down onto the rooftop from a mortar emplacement on the
mountainside to the east. A helicopter gunship arrives. Use the rocket launcher
to quickly bring it down. The mortar battery will start blanketing the area
from the mountainside and additional troops will flood into the fray. You’re
fairly safe from the mortars inside the building but you’ll need to address the
mortar operator and clear the field before Willis says the coast is clear.
Willis tells you there is vital information on your father in a file but it is
on the plane that is going for a takeoff. He hands you a wingsuit. Sprint ahead
to the runway, grab the ATV and follow the plane down the runway. Speed over
the ramp. When prompted, deploy the wingsuit and don’t over steer or dive.
You’ll catch up to the plane and recover the file during the cutscene. Use the
wingsuit to get safely down to the ground to conclude the mission.
<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>Chapter 18: Kill or be Killed <C018>
You can now fast travel to the airport at map coordinates X: 271 Y: 600 to meet
with Willis. Before doing so, gear up for the next mission. Equip a silenced
sniper rifle, the bow, a shotgun with range like the Bull or the 1887 and the
grenade launcher.
Get into Willis’ plane. The journal seems useless to Ajay, and he says so.
Willis will only give you information piecemeal as you finish jobs for him.
You’re current task is icing Yuma’s lieutenant.
>>>>Note: Need a snow leopard. Toss some bait near Willis’ plane. A snow
leopard, bear, wolf or a tiger will take the bait; repeat if needed.
Move onto the outskirts of the extensive Akaash monastery ruins. You’ll need to
kill and verify the death of Yumas’ lieutenant for whatever secretive purpose
Willis has. You’ll see a few bharals scampering about before you see the first
humans. The lieutenant may even be visible in the distance but the monastery
ruin is awash in parka-clad Royal Army forces.
Utilize stealth for as long as possible-you can drop two or three before they
find a body and go on alert, but you can hunker down behind the ruins and many
will come to you. There is a Sniper on the far side on an elevated area that
you must put down or he will keep you busy healing.
The lieutenant won’t always stay back. He may come forward. Even when he goes
down, you’ll need to clear the area. Search him and take a photograph of the
corpse for Willis. It’s not the guy, so continue toward the next waypoint.
Go through the doorway and go left onto the little snow covered rock shelf.
Locate the sentry ahead and put him down. There are five more combatants to
deal with. Stay on your perch to snipe them as they search for the killer. You
may have to hunt down one or two who will stray from the area.
Continue into the ruins, staying near the cliffs on your left. If you climb
onto the structures, you will find an ammo cache on the second one. Continue up
the grade and push open the double-door gate.
Creep forward up the stairs. Turn right before getting to the top and go up the
ladder. You’ll be behind a wall. Go back and around the wall and curl back into
the building. If you scout the upper balcony on the far side of the area,
you’ll probably see the yellow tag with his Sniper bodyguard. You need to kill
and then search him to acquire his key.
Continue into the adjoining building. Unless you have been seen it should still
be clear. Silently kill anyone in the building if necessary. You can see the
door where you need to go through the window and going through the trench will
get you across the compound but you’ll be spotted before you can get up to your
quarry.
Go out of the building, up the stairs and into the room. Watch for a roving
sentry that patrols through the room-he must go quietly to maintain stealth.
Using a Hunter’s Syringe to locate him and any other nearby combatants is
advised.
With the sentry downed, grab some ammo and continue up the stairs. You’ll be
near your mark and his Sniper bodyguard. Stalk him and the Sniper and try to
kill them silently to maintain stealth. Sneak over to his resting place to get
the key.
The entry is below the balcony and it is guarded by a pair of guards. If you
have the key and haven’t been detected, move back the way you came and you can
snipe the two guards near the entry from near the mounted gun. You can then
circle back around where you dropped the lieutenant and the Sniper and make
your way down the ramp to the exit.
If you end up in a firefight, the structures are rather easy to defend and the
mortar battery to the north may pummel your position, slaughtering some of your
attackers. If the action becomes a skirmish, you’ll likely have to massacre
them all in order to get the key from the lieutenant.
Once you make it through the doors, start down through the long crevice. Willis
has been discovered by government troops, so he is bailing but he says he will
be back for you.
There are three Heavy Flamers and about a half dozen troops in the large
chamber. Start by sniping the Regulars. Take as many as you can to lessen the
odds. This will get the first of the Heavy Flamers lumbering your way. Drop a
mine near the entry passage and retreat into the crevice. Try to gun down any
Regular rushing to his death so he doesn’t trip the mine.
The flamethrower is deadly but it doesn’t have much range. If the Regulars trip
the mines, swap to C4. Repeat this for the next Heavy and the third or go hunt
him down and use the same tactics.
With the area cleared, make your way across the site, going toward the
waypoint. You’ll emerge into daylight with killing Yuma’s lieutenant your task.
There are three Snipers on the elevated area across the dig site. Hole up at
the entry. Kill the Sniper on the upper terrace and then his two buddies below.
If you have a rocket launcher, grenade launcher or an explosive arrow, lay into
them or just target the explosive barrel to, hopefully, kill them both. Left
standing, they will launch rockets into your area, making things a bit dicey. A
horde of Regulars will also migrate your way. Just use the rock to hide and
place grenades among them. Shotgun anybody getting close and retreat if they
toss a grenade.
Move down into the site and raid the ammo cache against the right rock face.
Grab the health pack and body armor as well. Stay near the right wall and when
you go up the stairs look toward the area here you took out the Snipers.
Another pair of RPG snipers are on an elevated perch. An explosive arrow
targeting one of them will usually take them both out. Try to get them before
they zero in on you or the splash damage from their rockets near the rock walls
can easily put you down.
Grab an RPG from one of your victims if one has survived your onslaught. You
may also find one not far from your quarry but this isn’t guaranteed.
Drop down and continue east on the ledge toward the waypoint. There are only
four guys with the lieutenant but the elevated gun emplacement can deal some
serious damage. Shoulder your RPG and blow the lot to bits. Willis calls,
complaining about how hard it is to find bacon. The chapter ends as you fall
from the plane. Open your parachute to get safely to earth.
The “W” at the airport is again Willis. He isn’t done with you yet.
<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>Chapter 19: Death From Above <C019>
Before meeting with Willis again, gear up. You’ll need a silent weapon again
and taking an automatic weapon with range and a shotgun is advised. You can’t
go wrong toting the grenade launcher.
Fast travel to the airport safe house and get onto Willis’ plane. He has this
one last job for you. On the way, he offers some shocking revelations about
your parents.
He drops you on a high plateau in the Himalayas, tasked with killing another of
Yuma’s lieutenants at the Akaash Monastery.
You’ll see the waypoint across the gorge, and will have to use your wingsuit to
cross the gorge to the monastery and your parachute to soft land. If you fall
just short and onto the ledges on the cliff, you’ll find a grapple point to get
you to the top.
Willis informs you that you must not mangle the body-he is evasive about why a
knife kill is required. The quarry will be at the far side of the ruins-you
won’t be able to see him but the ruins you must cross to get to him are awash
in hostiles.
Start your incursion by staying near the cliffs on the right so you don’t have
to watch your back. You’ll be roughly following the snowmobile tracks in the
snow. Take down the sentry near the cliff and scout ahead for new targets.
Slowing your advance to wipe out the garrison is advised so they aren’t nipping
at your heels as you stalk your mark. Watch and listen for s snow leopard as
you address the enemy. Toss some bait among the enemy and let them fight it
out.
Wiping out the lot is your best option. A yak will frequently stir up the bad
guys as it races through the ruins. Be aware that there is a guard dog roaming
the area as well.
There is a multi-level structure just east of the quarries position at the back
of the site. Climb onto it and snipe his bodyguards. There will probably be two
of them. Move on the mark. You must use a blade and both a Takedown and
throwing knives are in play. He is wary, so throwing knives are a good option.
Willis wants his picture of the corpse so take it and head back out of the
sight. The waypoint will take you along the cliff face to a gorge. Jump and
deploy the wingsuit.
You’ll be making a long flight through the gorge. Don’t over steer or dive,
unless you must dip a bit to avoid the hanging bridge. Always favor the left
cliff. After the avalanche, you’ll have to veer right but stay to the left at
the rock spire. The gorge narrows but there is light ahead. Go to it and the
waypoint looms. Deploy your parachute for a soft landing or you may be
repeating the flight.
Willis informs you that you have been doing some cleaning for the CIA. Pagan
isn’t a threat to the U.S. so removing the local collaborators was in order.
The disturbing stuff about your parents was true, but now you’re the expendable
asset to be removed. He kicks you to the ground and leaves you to Pagan’s
forces.
ACT II is complete.
<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
>>>Chapter 20: Don’t Look Down <C020>
After the ordeal with Pagan and Yuma, you’ll find yourself unattended in a
Durgesh Prison sky cell.  The cell block is open but the only way out is near
the sheer drop where you’ll see a grapple point-alas, you have no grapple,
camera or weapons-it’s a prison after all.
Move along the narrow ledge near the grapple point into the passage beyond.
Stay well back and watch as a demon torments someone. When it wanders off, move
toward the two braziers, but when it appears ahead stay back behind the stone
pillar and allow it to move into the right tunnel. Go past the braziers, turn
left at the “T” to avoid the demon and go past the second set of braziers and
up the steps to find a man impaled with a grappling hook. Take it.
Start back to your cell but use the other passage rather than returning past
the second set of braziers. The demon has likely wandered into your inbound
route-not guaranteed but likely. Follow the waypoint and you’ll need to jump a
couple of grates to return to your cell.
You don’t have a rope, so go right into a newly opened passage as the gate
swings open. The path is linear. Follow it until you see the demon ahead. Go
toward him and turn right into the passage and follow it to a hanging corpse.
Grab the rope. The demon will probably be on the move, so waste no time
reversing your inward route back to your cell.
It is time to grapple down the cliff, starting with the point on the cliff
outside your cell. Grapple down and detach onto the ledge below. On your right,
as you face the cliff, there is another grapple point. Grapple, swing and
release onto the ledge. Use the grapple point on that ledge to repel down until
you can transfer to another grapple which will allow you to lower yourself to a
shelf below.
When you step onto the wooden bridge, it gives way. Hold back on the stick to
break your slide. The slide should place you on another ledge. You may miss the
target ledge and end up on the rocks below-no problem if you didn’t plummet
headlong to a restart.
Jump down to the ledge below where you can acquire the grapple point. Swing and
detach onto the ledge. Grapple Down, lowering yourself until you can swing
gently and drop onto another shelf. Yet another grapple from there will take
you to a larger shelf. The next grapple point is downslope and it won’t happen
because the demon appears above and you’ll find yourself below and in a frigid
prison labor camp.
Start through the camp. You’ll see a Heavy Flamer patrolling with a guard dog.
You have your syringes and Hunter’s Syringes are gold during your escape.
Maintain a low profile and keep to the left moving on the wooden walkway and
then turn right onto the rock shelf to get to a knife throwing target. Grab the
throwing knife. If that pesky dog is still hanging around, toss a stone well
over its head to distract it. Slip off the ledge and grab the knives from the
unfortunate man spread-eagled below.
Stay near the cliff face and ride the zipline down to the platform and stay
low. A sentry is posted just below and he may be suspicious. Toss a stone over
his head and allow him to go investigate. Watch for the Heavy and the dog as
you move forward, staying to the right of his post-this will be going north as
you slip down off the high area onto the wooden walkway and make your way to
another target to acquire more throwing knives.
Keep the cliff on your right and follow it down to a building with a vine
climb. Once again a Hunter’s Syringe will allow you to keep track of any
patrollers in the area and will let you see which direction the sentry is
looking. Go up and target his head with a throwing knife for a clean kill.
Cross the makeshift bridge, disable the alarm, grab his P416 assault rifle and
continue your route by jumping down and then keeping the cliff on your right
shoulder. Watch for the patroller that comes toward the cliff and when he moves
away, slip down and you’ll come to a copse where you can get a throwing knife
and beyond you’ll find a Recurve Bow and arrows. Tread lightly here. There will
be a couple of hostiles milling about below.
Grab the bow and arrows and double back. You’re now going to move across the
open area to the Bell Tower on the far side of the camp. That sentry will be
coming back, so stay behind the boulders and toss a stone to lure the sentry
near the cliff and kill him with a headshot from the bow. There is a Sniper on
the top level of the tower, but unless you shoot an arrow at him and miss or
someone fires shots, he isn’t likely to see you.
>>>>Note: If stealth fails at this point, make a break for the Tower. You have
the assault rifle and if you make it to the Tower, escaping the prison is in
reach.
Monitor the movement of anyone patrolling the area and then start for the
Tower. There may be a sentry patrolling near the Tower. If possible, kill him
silently. Enter the base of the Tower and help yourself to the weapons and
ammo. Take the rocket launcher and whatever other weapons you favor. Stock up
on ammo at the cache.
Climb the two rope climbs inside the Tower and then grapple up. The lower point
will take you to a lower platform where a ladder will take you to the top. The
higher grapple goes directly to the top where that Sniper lurks. However you
get up the tower, quickly locate and kill the Sniper with an arrow or a knife
to the head.
Look toward the waypoint. A Hunter’s Syringe can help scout the exit but the
normal blizzard conditions hamper you. You have a choice. Use the zipline to
get near the prison gate and hope to get onto the roof to eliminate the sentry
and anyone else in the area before they can waste you; or, your best option,
shoulder the rocket launcher and thoroughly hammer any and all near the exit
area before ziplining down. You can, in fact, decimate the entire garrison; you
may take some damage but doing so will make your exit easy. The key to your
escape is seeing the enemy and a Hunter’s Syringe is critical.
If no enemies are nearby, you can just head for the gate, knock off or shoot
the lock and run for your life. There is also a rope climb that can get you
onto the rooftop where you must kill the sentry if he wasn’t blown to bits by
your rockets. Jump over the edge of the roof and run to safety. You lose
consciousness in the driving blizzard as a Yeti looms in the haze. You awake at
the Ghale homestead, greeted by either Amita or Sabal, depending on whose path
you previously selected.
<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
Chapter 21: A Key to the North (Amita) <C021A>
Meet with Amita at the late Noore’s quarters above the safe house at Shanath.
She wants you to hijack a chemical truck and use it to breach the blast
resistant gates blocking passage to the north. Stealth will not be required, so
take your most potent weapons, like a LMG and grenade launcher.
The interception point is at an intersection at map coordinates X: 377 Y: 653,
which is about 800 meters northwest of Shanath.
The cargo truck will be coming from the southwest and it is accompanied by two
patrol trucks-one in front and one behind. Set a mine in the road near the blue
“Last Round” sign to take out the lead truck. The convoy will be spaced out, so
hide near the shack on the left side of the road and hammer the driver and co-
driver of the cargo truck with small arms fire to stop the truck. You can also
hit the windshield with a grenade-a single blast will damage but won’t destroy
the truck. Deal with the second truck and try to limit any splash damage to the
cargo truck.
If the cargo trucks escaped the ambush and you have the Vehicle Takedown skill,
you can give chase and hijack the truck on the move.
When the area is secured, repair the truck and hop in. The waypoint is at map
coordinates X: 424 Y: 633, about 500 meters away. After passing through the
water, you’ll encounter a weak checkpoint. Crash through and veer left after
you cross the bridge. Use your grenade launcher to address the patrol trucks.
After passing through the rock tunnel the road gets steeper and curves. There
will be another weak checkpoint barrier. Crash through and bear left. Shoot the
flatbed before it targets you.
Go left past the flat bed’s wreck and beyond a haze will have you running blind
after you cross the bridge. Patrol trucks will swarm as the haze clears and
you’ll be busy wrangling the truck and wielding the grenade launcher.
Beyond another explosion threatens to block the road and the defenders beyond
will try to destroy the tuck. Speed across the King’s Bridge and bail out
before it hits the gate.
If it is badly damaged, the truck will explode, clearing the gate. If not, get
away and behind one of the wrecked vehicles. Target it will grenades or
explosives. A few troopers will be attacking you and the Sniper in the tower is
a priority target-he can quickly put you down.
When the nearby opposition is eliminated, stay near the entry to address the
horde of defenders that guard the entrance to the north.
The tall structure to the right of the entry has the communication system and
many of the combatants will hole up there. A machine gun also sets to the left
and can cut you to ribbons if you don’t suppress it before entering. Suppress
most of the enemy before entering-many will either come to you or expose
themselves trying to. Take note of the mortar setting near the entry.
You will be told to get a message out and will have to go to the communications
room, but Pagan Min isn’t likely to let this gateway fall so easily. You have
time to explore if you don’t access the radio, so go to the locked gate and lay
a string of mines-you can always pick them up.
Go to the communication room and take Mohan Ghale’s Journal from the table.
Interact with the radio and then get to the mortar. Let the mines do their work
and then target the survivors with the mortar. Swap to your launcher or a heavy
hitter to address the Guardsmen escaping your barrage.
The mission concludes when the Golden Path partisans arrive across the bridge.
The north is open to the rebels and it is now yours to explore.
The next waypoint is the blue “S” or the orange “A” at map coordinates X: 540
Y: 707.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Chapter 21: A Key to the North (Sabal) <C021S>
Fast travel to Shanath to meet with Amita. You’ll find that the Z93 sniper
rifle is now available. Equip it and its sound suppressor and its hi-powered
scope. This rifle will kill normal foes with a single body shot. Take it, your
grenade launcher and heavy-hitters like a LMG and a shotgun.
After your talk with Amita at Shanath, Sabal will call. Start west to the
waypoint at map coordinates X: 424 Y: 633. You’re going to be stealing a cargo
truck.
When you approach the bridge, stop to do recon. There are nine combatants
guarding the bridge and they have a mortar set up atop the small building. At
least one of them wields an RPG. Stay back and snipe the RPG Sniper and the one
manning that mortar. They will re-man the mortar so keep an eye on it. You’ll
find that the Z93 sniper rifle will shoot through most walls and will still put
down its man. Don’t launch grenades or you might destroy the truck. When the
checkpoint is secured, tear down the propaganda poster, shoot out the trucks
windshield and climb aboard. The objective will now be the King’s Bridge far to
the east at map coordinates X: 495 Y: 638.
A patrol truck will challenge you as you exit the bridge. Hit it with the
grenade launcher and bear left through the tunnel. When you get to the
makeshift barrier, just barge on through. A truck is blocking the road. Shoot
the barrels to eliminate the threat and speed past.
After you cross the bridge a haze will obstruct your view. Three patrol trucks
will need to be eliminated. As the grade gets steeper a few infantrymen will
fire on you. Hit them with grenades and speed across the bridge; any damage to
the truck short of it exploding will now aid your effort.
The truck will explode, clearing the gate. If not, don’t target it; retreat
into cover behind the wrecked vehicles. You’ll be under attack, so start
killing anyone nearby. The Sniper in the tower is a priority target. Once the
front area is secured, target the truck with explosives to clear the gate.
After the smoke clears, stay just outside the entry to address the horde-about
15 defenders-that guard the entrance to the north. The hulk of the truck
provides good cover. The tall structure to the right of the entry has the
communication system and many of the combatants will hole up there. A machine
gun also sets to the left and can cut you to ribbons if you don’t suppress it
before entering. A vehicle with a mounted gun may try to cover the entrance. A
grenade will send it to the scrap yard.
Suppress most of the enemy before entering-many will either come to you or
expose themselves trying to. Take note of the mortar that sets near the entry.
You will be told to get a message out and will have to go to the communication
room, but Min isn’t likely to let this stronghold fall so easily. You have time
to explore if you don’t access the radio, so go to the locked gate and lay a
string of mines-you can always pick them up.
Go to the communication room and grab Mohan Ghale’s Journal from the table.
Interact with the radio and then get to the mortar. Let the mines do their work
and then target the survivors with the mortar. Swap to your launcher or a heavy
hitter to address anyone escaping your barrage.
The mission concludes when the Golden Path arrives across the bridge. The north
is open to the rebels and is yours to explore.
The next waypoint is the blue “S” at map coordinates X: 540 Y: 707.
<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
Chapter 22: Truth or Justice <C022>
The first waypoint in the north is just a spot in the road at map coordinates
X: 540 Y: 707. You’ll be informed by either Sabal or Amita, whichever path
you’re on, that the Golden Path is operating out of the village of Utkarsh. He
wants you to get there. The village is to the north at map coordinates X: 493
Y: 756.
Travelling in the north is easier if you liberate outposts. The north sector
Regulars are also much tougher than their southern counterparts. An arrow to
the body, for example, isn’t always fatal. Go to the building in the village to
meet with the rebels.
Pagan Min is in the village. He is harassing a couple whom he believes are
rebel agents. You’re downstairs watching and listening. It’s a long cutscene
and you can’t just kill the bastard.
Try to avoid a pitched battle as you make your way to the waypoint, which is a
buzzer that will allow you to give chase. Target his getaway vehicle with your
grenade launcher. Take him out before he escapes or your flimsy craft is
brought down.
If you don’t get him on the road, you’ll find yourself in a small settlement.
Pagan is there and he has over half a dozen bodyguards you must kill before you
can gun him down.
He calls. Rumors of his death rumors were premature. The one you killed was a
body double.
Powerful new weapons are unlocked upon completion of the mission, including the
BZ19 assault rifle, the Vector .45 SMG, the SPAS-12 shotgun, the MKG LMG, the
GL-94 grenade launcher, GL-A87 launcher and the 44 magnum handgun.
The next Golden Path mission marker is far to the east at map coordinates X:
579 Y: 804.
<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
Chapter 23: Payback <C023>
This Golden Path mission originates in a tent at map coordinates X: 578 Y: 803
where Amita, Sabal and a group of rebels are gathered to hear a broadcast by
Pagan Min. The broadcast is basically a challenge to Ajay to go through Yuma to
get to him. You know what to do. Head all by your lonesome to the mines to
confront Yuma at map coordinates X: 597 Y: 844, even though a horde of Golden
Path guys are milling about.
Go cross country to the entrance of the KEO mine. After you find the giant
demonic statue and pick up the document, Yuma drugs you again. You find
yourself in Yuma’s vision of Shangri-La and she has morphed into Kalinag. You
have nothing as you emerge from the passages into the red landscape of Shangri-
La.
Yuma believes that Pagan has become weak. She rants that Isawara, your deceased
mother, is responsible. Amita or Sabal is seen supervising the cutting of
throats or even abducting the local children as punishment for their parents
siding with the other leader. A dark side is shown as the rift between Amita
and Sabal has turned into violence against one another.
Grapple up the stone wall at the end of the stream of blood. The apparition of
Yuma dissolves and you are given a bow and are tasked with destroying the gate.
A wave of Hunters must be killed to clear the way.
Stay near your entry point and start shooting the Hunters who will also be
shooting back. Pull out the arrows and heal as needed. You can shoot the oil
lamps if one gets near it and do Takedowns on any that come to you. When the
last of the Hunters goes down, shoot either one of the urns to destroy the
gate.
Grapple up the rock face as a defiant Yuma taunts you. Another grapple just
ahead on the overhanging rock ledge will let you swing and release onto the
stairs. Two grapples will get you atop the structure on the right. You must now
grapple to the ornate protrusions and transfer your grapples five times to get
to a lighted gate. Beyond is another stream of blood. A dark side of the co-
leaders is again displayed.
Continue through the candlelit passages to once again encounter Yuma. A demon
will appear and then you must battle Yuma who appears and disappears as
Kalinag.
You must hit him with an arrow and perform a Takedown while he is
incapacitated. He won’t make it easy-he will repeatedly appear and disappear
and will shoot arrows at you.
After the first Takedown, Hunters will appear and will begin targeting you; and
your former ally, the tiger, will appear and will also attack. You must hit it
with an arrow to make it disappear but it will keep returning as you work to
get your three Takedowns on Yuma.
When Yuma’s throat is cut, Sabal or Amita will call, excited at the news of her
death. A new Golden Path waypoint appears at X: 526 Y: 700. Exit the cave.
Powerful new weapons are unlocked-the A52 assault rifle, the SA-50 sniper
rifle, the MG42 LMG, the D50 handgun and the A99 automatic handgun. The SA-50
has similar capabilities as the Z93 but is semi-auto rather than bolt action-a
worthwhile upgrade if you employ sniping tactics.
<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
Chapter 24A: Culture Wars (Amita) <C024A>
You will find Bhadra in a safe house at map coordinates X: 526 Y: 700. She is
caught between the two leaders and hopes that you can decide whose path to
follow. The sacred temple at Jalendu is the issue. Sabal wants to preserve it
and make Bhadra the Tarun Matara. This is in keeping with Kyrat’s ancient
traditions. Amita wants to destroy it and with it the old oppressive ways.
You must decide-Sabal or Amita-the choice will effect future missions, will
determine the leader of the Golden Path and their beliefs will determine the
future of Kyrat. Both leaders are at the site. Following is Amita’s path.
Amita wants you to destroy the temple at Jalendu to break the shackles of the
past-it must be crushed into dust.
The temple is on an island at map coordinates X: 560 Y: 670. If you sprint
straight for the waypoint after your meeting with Amita, you can ride a zipline
down to the water where you’ll find a boat manned with Golden Path fighters.
Amita will call, saying to loot the treasure before destroying the temple.
The water near the temple is well patrolled so maintaining stealth isn’t
likely. Destroy any patrol boats that challenge your passage. You’ll be under
fire as you land, so help the rebels mow down the defenders. Getting to the
temple is your mission so addressing the entire force of defenders and any
reinforcements is your option. You can enter the temple or help the rebels
eliminate the Royal Guard.
Either way, go downstairs where a wave of Royal Guard troops, including a Heavy
Flamer, will need to be put down. You then need to find the treasure and then
open a gate to let the rebels into the temple.
Go up the metal ramp, grab some ammo from the large cache on the left and move
down the corridors. There will be a guard near the treasure. Kill him and you
will automatically grab the loot as you mill about, but watch your back, the
Guard will probably be coming for you.
Exit the treasure room and go left. The corridors will take you to the rebels.
Use the switch on the wall to open the bars. Yet more government reinforcements
have arrived. The Golden Path will battle them while you grab the satchel with
the C4 needed to destroy the temple.
With the explosives in hand, retrace your inbound route. You’ll encounter heavy
resistance near daylight if not before. Use the doorway to channel the enemy
into your muzzle. Many will charge blindly to their death. A helicopter gunship
will arrive.
When the resistance has waned, the first explosive charge will need to be set
to the side of the temple’s entry. Set it and start up the two flights of
stairs. Go around to the north side of the roof and set the second charge. A
one minute timer will begin counting down. The north zipline will take you to
the escape boat.
The boat has a health bar and if it or yours zeroes, the mission fails. The
driver can also be killed, making you take the helm. Man the turret gun which
will allow you to see all the threats. Patrol boats will attack and trucks on
shore will fire on you. A helicopter gunship will also attack when you near the
destination. The mission ends with the Temple of Jalendu in ruins and with
Amita in charge of the Golden Path forces.
<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
Chapter 25A: The Valley Of Death (Amita) <C025A>
Amita’s headquarters is on top of a mountain, to the east of the remains of the
temple, at map coordinates X: 617 Y: 673. You can grapple up on the south side
of the mountain and a couple of rope climbs will get you to her. You can also
get to a stone stairwell on the northwest side. She is with Bhadra. She says
the village of Utkarsh is about to be bombarded. She wants you to get there to
prevent the bloodbath. The artillery is over 1,300 meters to the northeast at
map coordinates X: 737 Y: 732.
Grab the buzzer that is usually located there and start for the site. You can
go to an outpost, like Shikharpur, to gear up if needed-having the Z93 sniper
rifle or the SA-50 sniper rifle in hand is highly advised, as is a heavy-hitter
like a LMG.
If you are flying, land about 200 meters northwest of the waypoint. However you
travel, make your way onto the rocks overlooking the emplacement to the
northwest. This will keep you out of the sightlines of the snipers in the
village and will give you a great sniper’s perch.
Amita and Sabal are at it again. His followers are holed up in Utkarsh and they
refuse to evacuate on her orders. The first shell misses its mark, but the gun
crew is getting ready to fire again. Utkarsh has a health bar and each shot
that connects means that more destruction has rained down on the village-don’t
let it get to zero.
There are four guys near the gun, and there is a mounted grenade launcher on
the tower. Kill the one manning or near it, then shoot the alarm and then take
out the gun crew. Amita says help is on the way to destroy the guns but you
must halt the destruction by eliminating the other two gun crews.
With the first crew downed, move along the cliffs and the village wall, going
east toward the second artillery piece. Quickly eliminate the gun crew and
shoot the alarm panel. Regardless, reinforcements are coming.
The third gun is on the opposite side of the village and you’ll be fighting
your way there. Gun down the crew to silence the battery and then you must wipe
out the opposition. Inject a Hunter’s Syringe and hunt then down.</pre><pre id="faqspan-4">
The sappers will arrive once you have subdued all the defenders. Get to the
mounted grenade launcher near the first piece and the sappers will arrive to
destroy the guns. Don’t shoot their van as it speeds into the area.
Four enemy vehicles will bring reinforcements. Two of them will be right behind
the demo team. Destroy them before they can deploy. The next vehicle will shy
away from the destruction and turn onto the ridge. A few troops may try to get
to the high ground to flank you if you didn’t destroy their vehicle. A fourth
vehicle will charge toward the gun as the sappers finish setting the charge.
Destroy the vehicle and its crew and a short seven second timer will activate
and the explosion will destroy the first gun.
Watch for a chopper as the gun explodes. Escort the two man demo team to the
second gun. Oftentimes these guys will piddle around, loitering near the gun or
even searching the village for hostiles rather than just setting the charge.
Before the second gun is rigged a wave of hostiles will appear. There will be a
Heavy Flamer among them and the team is reluctant to rig the gun until the
field is cleared.
After the second gun is destroyed, another helicopter will bring more
reinforcements. Escort the team across town to the third gun. Pummel the wave
of attackers so that the demo team will rig the gun and when the last gun goes
down, the mission is completed.
>>>>Note: The mission doesn’t fail if both sappers are killed. You just have to
retrieve the charges and place them yourself and then manually detonate them.
<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
Chapter 26A: To Reap What You Sow (Amita) <C026A>
Amita will call, saying that it is time to gear up for the push on Pagan Min’s
fortress. She is at her mountaintop safe house at map coordinates X: 615 Y:
672. She believes that Sabal’s resistance is subverting the cause and she sends
you to kill him. She fears that a second insurgency could follow a victory over
Min, splitting the Golden Path and starting another civil war. You’ll find
Sabal in a mountaintop shack at map coordinates X: 704 Y: 715.
The glider on the cliffs can get you part way there; but, if you have liberated
the outpost at Shikarpur, it will put you on the right side of the massif and
close to your encounter with Sabal.
Go up the long flights of stone stairwells to the shack where you’ll find
Sabal.
He makes his case-a society built on producing and selling heroin, slave labor,
tradition and heritage gone-you have the choice. Kill Sabal or holster your
weapon and allow him to leave.
<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
Chapter 24: Cease and Desist (Sabal) <C024S>
You will find Bhadra in a safe house at map coordinates X: 526 Y: 700. She is
caught between the two leaders and she hopes that you can decide whose path to
follow. The sacred Temple at Jalendu is the issue. Sabal wants to preserve it
and make Bhadra the Tarun Matara. This is in keeping with Kyrat’s ancient
traditions. Amita wants to destroy it and with it the old oppressive ways.
You must decide whose path-Sabal or Amita-to follow. Your choice will effect
future missions, will determine the leader of the Golden Path and their
principles will determine the future of Kyrat. Both leaders are at the site.
Sabal needs you to defuse the bombs that the Royal Guard has planted at an
important temple. He laments that this is also Amita’s wish-to destroy the
Temple.
The Temple is on an island southwest of the starting point at map coordinates
X: 560 Y: 670. A zipline will take you off the heights and from there you can
make your way onto the small island northwest of the Temple to scout and tag
the opposition. Beware of crocodiles lurking near the islet. Watch for the
enemy’s patrol boats that monitor the region.
There will be a lone sentry on the dock-if he isn’t alone, wait until the
second sentry moves off. If you have the Z93 or the SA-50, put him down. Let
the patrol boat pass and swim mostly underwater to the Temple. Take shelter
near the tree growing near the wall if the patrol boat passes nearby. Kill that
guy on the dock if you didn’t earlier.
Begin the assault with stealth but when you are detected, go hot, because a
4:00 minute timer will start and you have to defuse two bombs. You’ll be
entering the underground passages that your first victim was guarding. Enter
the well-lit passage and watch for Guardsmen as you turn through the barred
gate. Try to make stealth kills as you proceed through the linear passages.
When you see the ammo cache ahead, be aware that a Heavy Flamer will be in the
large chamber to the left.
If you go loud at this point but put down your targets, the timer won’t start
until you are seen. Clear the chamber and defuse the first bomb. A wave of
Guardsmen will likely be flooding into the chamber from topside to investigate
the gunfire. Sabal said to wipe them out, so lay into all comers.
When you emerge into daylight and can continue, turn right and right again onto
the stairwell. Another stairwell will take you to the gun deck where you’ll
likely have to kill a couple of Guardsmen. Defuse the second bomb and then
address any survivors.
Sabal will call, informing you that additional forces are coming your way from
the west. Four boats will stagger towards the island. You can make your job
much easier by not letting them discharge any reinforcements while their
turrets target you. Explosive arrows or the grenade launcher are your best
option to quickly dispose of them. The mounted gun leaves you exposed to their
turret guns. Taking cover inside the walls will keep you out of the line of
fire.
A second wave of four boats will then arrive from the east. Accurate firing
with the mounted grenade launcher can eliminate the threat.
Another wave will arrive from the west and a helicopter will arrive and try to
drop reinforcements. A second helicopter gunship will arrive from the north and
it is a threat if you don’t quickly put it down.
When all the hostile forces are eliminated, Sabal will arrive with Bhadra and
the mission is completed.
<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
Chapter 25S: Take Cover <C025S>
Sabal has arrived with Bhadra and is again bad-mouthing the tactics of Amita.
The tirade is interrupted when artillery begins to shell Utkarsh to the
northeast at map coordinates X; 492 Y: 754. You must get there before the
damage indicator on screen hits zero.
It isn’t easy. You must find a vehicle-you’ll likely have to kill a Guardman or
two to commandeer one. There are patrol trucks and checkpoints to run if you
stay strictly on the roads. Instead, drive cross country as much as the terrain
will allow, avoiding trees and ravines. You may cross the road a time or two
and if you lose the vehicle, just sprint. The damage indicator will abort when
you get within 100 meters of Utkarsh.
Sabal’s forces are on their way to neutralize the guns, but it will take time.
Grab some ammo from the cache not far from the waypoint. The waypoint is a
group of incarcerated rebels awaiting execution and you can’t get in to free
them because Royal Guard forces are coming in from the east.
Go to the east side and toss a mine or two at the obvious access points and
prepare to confront a wave of about 20 tough guys. Golden Path fighters will be
fighting alongside you. Use the grenade launcher or grenades to thin their
numbers before they flood into the village. Watch for a couple of Heavy Flamers
among their numbers.
As the initial skirmish winds down, Sabal says that another artillery strike is
on the way. Three waypoints showing safe areas under buildings will appear. Get
into one or you are dead. When the shelling stops, Sabal will inform you that
the first battery is down but there are two more guns and you should expect
another barrage or two.
The second wave of Guardsmen will again pour in from the east. Once again
address them before they infiltrate and retreat to continue the battle when
they enter the village from the north and then from the west. A helicopter
gunship will join the battle as it wanes. As the street fighting continues,
Sabal will inform you that another strike is inbound. Get to cover.
Sabal will call. The third battery is preparing another strike and this time
the Guard will come from the west. Another wave pours in and while the street
battle rages another group will come from the east and then the north. There
will be several Heavy Flamers among them. Yet another artillery barrage will be
incoming, so get to safety and let the barrage kill the remaining hostiles.
The chapter ends with Utkarsh in ruins, but Sabal is content that Bhadra is
safe and the traditions preserved.
<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
Chapter 26S: To Reap What You Sow (Sabal) <C026S>
The nondescript blue “S” marking Sabal’s location is far to the southeast at
map coordinates X: 684 Y: 640. Get there as best you can-the outpost at KEO
Pradhana Mine is the closest fast travel station.
Sabal is in a vehicle and he has one last job before the final push against
Pagan-a very distasteful job. The friction between Sabal and Amita has come to
the point where he believes she must be eliminated. You are given the task of
assassinating her.
She is located about 730 meters to the northwest at map coordinates X: 617 Y:
675. This is just south of the outpost at Royal Guard Kennels. Amita is
quartered at a small mountain homestead.
If you approach her position from the southeast and use the grapple point, it
isn’t always necessary to kill her five bodyguards.
Confront her in the shack. She reiterates her disdain for Sabal’s traditional
path and says to just go ahead and follow your orders. Be his puppet. You have
a choice-kill her or holster your weapon. Choose?
Afterward Sabal says there is one more task. The Golden Path mission marker
appears at map coordinates X: 625 Y: 797. Grab the buzzer located there and fly
to the new waypoint.
<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
Chapter 27: Ashes to Ashes <C027>
Take the buzzer or glider depending on whom you were charged to assassinate and
what is available. Start for the rendezvous with the rebels at map coordinates
X: 625 Y: 797.
If you have taken the Sahi Jile Checkpoint outpost you can either fly or fast
travel there to gear up if you didn’t do so before. You’re going to assault
Pagan’s fortress at map coordinates X: 685 Y: 842 and stealth isn’t on the
books-take your heavy hitters.
Grab a vehicle at the rendezvous and follow the rebels to Min’s stronghold. It
has a single entry road. Stop about 100 meters short of the entry to avoid the
mortars.
Start sniping. The mortar battery is on a roof to the right of the road; an RPG
Sniper operates on a rooftop and a mounted gun is positioned to the left of the
entry. Additional Snipers with RPGs will filter into the fray.
A prudent assaulter will stay well back to address these threats. The mortars
can blanket the entry and rockets and hot lead can create a murderous
crossfire. Be aware that, once the operator is downed, other Guardsman will
frequently re-man the weapon, so check the mortar as you reduce the opposition
and advance on the gates. A truck with a mounted gun will also frequently block
the entry.
Continue sniping from cover as you advance on the entry. Look for another
mounted gun inside, near the propaganda poster, and watch for an RPG Sniper on
the building. When the approach is cleared, climb the ladder and man the
mortar.
The rebels will be advancing and a commander will call out that the gate must
be breached. Pummel Pagan’s forces with the mortar but watch the high areas for
Snipers. When Golden Path forces get inside-abandon the mortar-don’t kill your
allies. When you advance be aware that there is another machine gun covering
the entrance on the left. Snipers will also fire from the top of the buildings.
Head in to help breach the outer gate. Rebel forces will be with you. If the
mortar didn’t do it, use C4 or a grenade to blast the blue gate open. Clear the
area-there will be guards atop the buildings and one may have an RPG.
Use C4 to demolish the inner gate. Don’t just rush in like the rebels are apt
to do. Stay near the gate to address the Guard and the vehicle that will join
the fray. There will be another mounted gun to the left. Three areas will need
to be breached-the armory, the communication center and headquarters.
Go left up the stairs to the designated area to help secure the armory. A
“capturing” bar will display. When it completes, it is captured. You’ll be
battling Guard as this happens. You’ll have to monitor both entries. Continue
to clear the area near the armory and restock your ammo before leaving.
When it is cleared, go back down the stairs and go for the communications room.
This will require reversing your inbound route. It will be the west designated
area. Go straight ahead toward the small communication room. Toss a grenade
inside to kill the two defenders and then kill all comers as the place is
secured. A gunship will join the fray. Stay near the communication room to
neutralize the waves of Guard before heading for the final objective-the
headquarters building to the south.
You’ll probably find a Heavy Flamer inside with another sentry unless the
Golden Path fighters have gotten there first. Wipe the Guard out as
headquarters is captured.
When all three objectives are captured, you’ll be instructed to rendezvous with
the Golden Path rebels. The Guard is massing its forces for a counterattack
through the main gate. Get to the designated area overlooking the entry.
Locate the machine gun to the left of the golden Pagan Min statue to address
the attackers. Vehicles and infantry will begin to arrive. Several more
vehicles will arrive and then a gunship. If you keep up with the influx,
keeping them in front of your position, this is a turkey shoot. If you don’t it
will become a close quarters shoot out.
When the last of the Guard goes down, you will be prompted to destroy the Min
statue. Pagan, ever prideful, laments the deed. The leader calls. It is up to
you to get Pagan Min. The Golden Path is tied up with fighting the remaining
Royal Guard forces.
<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
Chapter 28: The Royal Palace <C028>
The nearby waypoint is a vehicle. The Royal Palace is far to the north at map
coordinates X: 734 Y: 890. Drive the seemingly endless mountain roads to the
palace. The place is undefended. Go in and confront Pagan Min. He calmly, even
reasonably, tries to talk his way out of a bullet.
Two choices remain: continue on the killing path, or do what you came to do in
the first place before meeting Sabal and Amita and taking up the rebel cause.
He says that Kyrat is yours-all you have to do is put down the remaining Golden
Path leader. He reveals that Mohan killed Lakshmana and then Isawara killed
him. Lakshmana was Ajay’s half-sister-perhaps she wasn’t Mohan’s-who knows what
was going on? If you didn’t put a bullet in his head before his revelations,
Min flies off in a chopper-but you can reconsider and shoot down him down.
It isn’t over after the credits roll. You’ll find yourself at the Ghale
homestead. It seems that Sabal or Amita, whoever is the leader, needs a right
hand man and Yogi and Reggie are still hanging out there. You can now return to
the fray and do any unfinished missions and explore.
<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
<SSBT> South Sector Bell Towers:
<BT01> Bell Tower: X: 331 Y: 476.
<BT02> Bell Tower: X: 386 Y: 386
<BT03> Bell Tower: X: 231 Y: 575.
<BT04> Bell Tower: X: 342 Y: 580
<BT05> Bell Tower: X: 451 Y: 490.
<BT06> Bell Tower: X: 470 Y: 567
<BT07> Bell Tower: X: 465 Y: 334
<BT08> Bell Tower: X: 355 Y: 655
<BT09> Bell Tower: X: 476 Y: 683
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
<BT01> Bell Tower: X: 331 Y: 476
There are normally three Royal Army troopers guarding the Tower. Two usually
stand near the entrance and another walks perimeter. Eagles frequently attack
in this area, and any gunfire near the Tower will likely draw additional
combatants from their patrol routes.
Enter the tower and knock the lock off the enclosure. Grab the loot and then
climb the long ladder. Jump over the beams obstructing the interior walkway and
climb the rope. Go around the interior walkway to get to another rope climb.
Continue counterclockwise around the exterior walkway, go up the wooden ramp
and walk across the exposed floor joist. Continue around the walkway. Knock out
the boards, loot the chest, kick the cartons aside and continue across the
tower to another rope climb. Enter the Tower, go up the ramp and continue
counterclockwise around the exterior walkway to another rope climb. Move around
the Tower counterclockwise to another rope climb, which will put you atop the
Tower.
Grab the loot and hijack the signal. New locations are revealed. Another weapon
is offered free of charge at the stores and a “Golden Path Supplies” mission is
activated.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
>>>>Golden Path Supplies: Bell Tower: X: 331 Y: 476
The zipline from the nearby Tower will take you to the starting point.
Government forces are on their way to confiscate Golden Path Supplies. Get
there and secure them.
The first cache is over 500 meters to the south. Commandeer the buzzer located
there to get to the site. Royal Army soldiers will already be there. Land away
from the site and allow the tiger to do the dirty work and then say thanks by
killing it and taking the skin. Raid the camp and grab the first satchel of
supplies from inside the tent.
The next waypoint is about 360 meters to the northeast near a lake. If the
buzzer is still intact, it will quickly get you there. Park it on the roadway
near the bridge to keep it intact. Three troopers will again be searching near
the shack and a patrol boat with several more will reinforce them when things
get noisy. Take the satchel of supplies from under the stove in the shack and
get back to your buzzer.
Continue to the finish in the buzzer; or, if you are afoot, take the truck and
battle the hostiles on your way to the bridge. You have 2:10 to get there. Stop
just before it, climb the ledge on the cliff, then climb the long vine. Near
the waypoint you’ll have to grapple up the cliff and sprint to the cave. There
will be a green viper near the entry.
<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
<BT02> Bell Tower: X: 386 Y: 386.
You can approach by road from south side but it is well patrolled. A couple of
grapples, a long vine climb and another grapple on the southwest side should
keep you away from trouble.
The Tower itself will be free of hostiles, but watch for vipers around the
Tower. Break the boards blocking the entry and you’ll see a large bee hive
inside. Expending a Molotov or a fire arrow may keep you from getting stung.
Jump onto the crates to make a rope climb. Walk the beam to another rope climb.
Move across the platform to another climb-the mounted gun can be useful if you
came in by the road and stirred-up the enemy along the way.
Move around the interior walkway to the ladder. Walk the barrow beam; and, if
possible, bypass the bees in the hive under the walkway, so that taking them
out doesn’t attract unwanted attention. If you’re being fired upon the bees
will swarm; if so, hit the hive with a Molotov or a fire arrow.
Continue clockwise around the exterior walkway, tear down the propaganda
poster, and then climb the rope. Continue around and enter the Tower for
another rope climb. Move around the interior walkway, walk the narrow beam and
climb the ladder. Continue around the exterior walkway to another rope climb,
which will take you to the top of the Tower. An eagle will sometimes attack as
you gain the top.
Grab the loot and hijack the signal. New locations will be revealed and a
weapon will be offered free in the stores. A zipline will get you an optional
mission which climbing the Tower and hijacking the signal has activated.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
>>>>Golden Path Supplies: Bell Tower: X: 386 Y: 386
The frantic voice on the radio needs you to get to some lost supplies before
the enemy does. Commander the buzzer near the shack and fly south to the first
waypoint. A pack of dholes will be attacking several troopers and you’ll have
to deal with either the humans or canines after you land-do so away from the
site. Raid the area and grab the supplies from the tent. There should be
another buzzer there if it wasn’t destroyed during the skirmish.
Pilot the buzzer toward the second waypoint to the southwest. Set down on the
high ground above the shack because three Regulars have arrived at the shack to
confiscate the supplies and you don’t want to lose the buzzer. Kill them, tear
down the propaganda poster and grab the satchel, which is lying near the shack
near the deceased courier.
Fly to the waypoint. You have 1:30 and you can land the buzzer near the entry
in the cliff face, which is at ground level. There will be enemy forces near
the destination, usually a group of pesky Molotov throwers.
<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
<BT03> Bell Tower: X: 231 Y: 575.
The Tower isn’t defended but hostiles will frequently hang out near the east
cliffs, sitting near a campfire or they may even be guarding a caged tiger.
Tear down the propaganda poster near the entry. Enter the Tower where locals
hang out and climb the ladder. Jump the gap in the walkway and go up the
stairwell. Move to the opposite side of the Tower on the exterior walkway and
climb the rope. Jump the long gap in the walkway and climb the rope. Move
around the exterior walkway, enter the Tower on the far side and walk the
narrow plank to another rope climb.
Knock the cartons aside, crouch and exit onto the exterior walkway. Continue
around the walkway to another rope climb. Go around the near corner and walk
the beams which form a square; this will get you to another rope climb. Take
the ladder to the top.
Grab the loot and hijack the Tower’s signal. New locations will be displayed, a
weapon will be offered free of charge at the stores but no optional mission
will be offered at the Tower.
<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
<BT04> Bell Tower: X: 342 Y: 580
There is a gun emplacement defending the roadway in. You can avoid it by making
a series of vine climbs on the west side of the tower or by flying there in the
buzzer. Wolves roam the area and a tiger routinely prowls in or around the
tower, so be aware. Eagles also attack frequently and any gunfire will draw in
hostile patrollers to investigate.
Climb the stairwell inside the Tower and move around the walkway to the rope
climb. Knock out the boards to access either of the ropes climbs on the exterior
walkway. Knock the lock off the enclosure inside the Tower and make the rope
climb inside. Go counterclockwise around the exterior walkway to another rope
climb. Go inside the Tower and climb the ramp. Continue around the walkway and a
plank bridge inside the Tower will take you to another rope climb. The steep
makeshift ramps will get you to the top.
Hijack the signal and new locations will be revealed, a weapon will be available
free of charge and an optional mission is activated.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
>>>>Armed Escort: Bell Tower: X: 342 Y: 580
Take the zipline off the Tower to the shack. You will be contacted to escort a
cargo truck with supplies needed to combat Noore’s drug operations. This should
be an easy run. Commandeer the ATV or just sprint down to the starting point.
Tear down the propaganda poster and grab the grenade launcher, if you still need
one, and stock up on grenades.
The driver will inform you when the truck is under attack. The first will be
from a truck from behind and then a guard post will need to be cleared ahead.
Another truck will attack from behind and then the front. Another will attack
from the rear before you arrive at the destination.
<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
<BT05> Bell Tower: X: 451 Y: 490
There are hostiles in the area but friendlies usually camp in and near the
Tower. Packs of dholes also frequent the area around the Tower.
Enter the Tower, grab the ammo and climb the ladder. Raid the crate and jump on
the dresser to get to the rope climb. Go counterclockwise around the exterior
walkway to another rope climb. Use the rope climb inside of the Tower to get to
the walkway above. Continue counterclockwise around the exterior walkway, cross
the planks and then go inside the Tower and up the makeshift ramp. Make the rope
climb and continue across the walkway to another ramp. Go counterclockwise
around the exterior walkway to another rope climb. Cross the Tower on the planks
and take the ladder to the top.
Grab the ammo and hijack the signal. New locations are revealed and a weapon is
offered free of charge at the stores. Take the zipline down to the optional
mission.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
>>>>Armed Escort: (Gun Shipment) Bell Tower: X: 451 Y: 490
The mission will start just south of the shack. Sprint or take the provided ATV
to the site and grab the grenade launcher and grenades if needed.
Just down the hill from the starting point there is an accident. A few foot
soldiers will fire on you. Beyond two trucks will arrive, one at a time from the
front.
The truck stalls briefly and three patrol trucks attack. There is an ammo cache
on the right side of the road and there is a mounted gun that you can use as
well as the launcher to deal with the three enemy trucks. When the threat is
over, you can repair the truck if needed. Beyond a checkpoint, another truck and
half a dozen soldiers or more will impede your progress. After that you’re home
free.
<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
<BT06> Bell Tower: X: 470 Y: 567
Three Royal Army troops guard the Tower and there will be others in the area.
Kill them and climb the long ladder on the concrete base on the west side of
the Tower. Go up the plank ramp on the exterior walkway and climb the rope.
Move counterclockwise around the Tower to another rope climb. Climb the steep
plank ramp and climb the rope. Move to the opposite side of the Tower, look up
and find the grapple point near the hanging bell. Grapple up, swing and detach
onto the platform and use the makeshift slat walkway to get to and hijack the
signal.
New locations are displayed, a weapon is offered free of charge and a Golden
Path Supply mission is activated.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
>>>>Golden Path Supplies: Bell Tower: X: 470 Y: 567
The first waypoint is about 550 meters to the north. Grab the buzzer at the
starting point and head that way. The first stop is Rochon’s opium processing
plant and it is swarming with hostiles. The grenade launcher can help thin the
opposition as you fly over but the buzzer is easily destroyed. The supply
satchel is on a shelf in a back room.
If the buzzer was destroyed, take the vehicle to reach the next cache-it is a
long way. It isn’t on top the mountain but plenty of troops are as well as
around it. Kill your way into the cave-the entry is on the west side of the
mountain-stay to your right and grab the satchel in a small side passage.
You can now simply run for the destination-if you can find your way out with
that 1:50 timer running. There will be some troops to contend with and maybe a
few canines. You’ll have to either skirt to the left and go up the slope or
grapple up near the waypoint to reach the destination.
<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
<BT07> Bell Tower: X: 465 Y: 334
Approach this Tower cautiously from the northwest side where the terrain will
allow you to get close. Scan the upper part of the Tower for a Sniper and put
him down. A couple of soldiers usually hang out near the base and a wolf pack
frequents the area.
Watch for a snake as you enter the Tower. Go up the plank ramp to a rope climb.
Go up the stairwell and go counterclockwise around the exterior walkway to
another rope climb on the opposite side. Take the stairwell, go left on the
walkway, kick the cartons aside, crouch to enter and go up the ramp. Make the
rope climb and then make another near the center of the platform. The nearby
ladder will get you to the top.
Grab the loot and hijack the signal. New locations are revealed, a weapon will
be available free of charge in the stores and an optional mission is activated.
Ride the zipline down.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
>>>>Armed Escort: (Suspicious Equipment) Bell Tower: X: 465 Y: 334
Interact with the radio to acquire the mission. Make your way down the ridge
and grab the grenade launcher and grenades.
A checkpoint with a truck also has several foot soldiers, including a Sniper
that will target you if you don’t get him first. Another checkpoint has an
elephant that will attack the bad guys as you raid the ammo cache. A truck will
attack from the left and there will be another checkpoint with a half dozen
foot soldiers before you arrive at the destination. Be sure to restock your
ammo from the cache at the destination.
<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
<BT08> Bell Tower: X: 355 Y: 655
Enter the Tower, go up the stairs, move around the ramped walkway and make the
rope climb. Knock out the boards and move around the exterior walkway to
another rope climb. Knock out the boards, go into the Tower, jump the gap in
the walkway and climb the rope. Go around the Tower on the exterior walkway, go
up the plank ramp, go into the Tower and walk the planks across the Tower to
get to a rope climb. Go up the stairwell, kick the boxes aside, go around the
walkway to the opposite side of the Tower and take the ladder to the top.
Grab the loot and the munitions and interact with the transmitter to hijack the
signal. New locations are revealed, a new weapon made free of charge at the
stores and a new mission is activated. Take the north zipline down to the new
mission site.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
>>>>Armed Escort: (Convoy of Contraceptives) Bell Tower: X: 355 Y: 655
The mission’s starting point is 150 meters north of the shack. Grab the ATV and
drive there. Remove the propaganda poster and take the grenade launcher from
the crate and climb into the truck.
As you get underway, the bridge is blocked and the truck must drive through the
stream. A patrol truck from behind will challenge the crossing from ahead. The
truck will then stall at a checkpoint and a patrol truck will attack. A mounted
gun on the knoll is a real threat to the stalled vehicle. There is an ammo
cache there and once you have cleared the checkpoint, you can repair the truck
if needed.
Before you reach the destination, a couple of patrol trucks will attack from
the rear and a guard post will fire on you with small arms.
<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
<BT09> Bell Tower X: 476 Y: 683
Approach the Tower via the canyon on its west side. Two grapple points on the
west cliffs will allow you to get atop the massif; locate and kill the Sniper
across the canyon if he is visible. Another grapple point on the west cliff
will allow you to transfer to two grapples on the east side and swing onto a
ledge. There is a cave entry near the fallen bell.
Enter the cave and grapple up into Tower. Climb the rope and take the ladder
up. You may be spotted by several soldiers, so be aware. Go right around the
near corner to another rope climb, enter the Tower and climb the rope. Go
through the Tower, jump onto the angled panel on the exterior walkway, enter
the Tower, cross the ramp and climb the rope. Exit the Tower and go
counterclockwise to another rope climb. Enter the Tower and go up the angled
panel, exit to the exterior walkway and go clockwise across the planks to
another rope climb.
Hijack the signal. New locations will be displayed, a weapon made free of
charge and an optional mission activated.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
>>>>Golden Path Supplies: Bell Tower X: 476 Y: 683
Interact with the radio to acquire the mission. Take the buzzer to the site
about 450 meters away. A pack of wolves will be battling several soldiers. Land
away from the site and climb onto the roof of the shack if necessary to address
the wolves and/or the soldiers.
The supply satchel is on the rocks amid the waterfall. You can actually land
the buzzer on the rocks near the cascading water to acquire the satchel. If you
jump down to acquire the supplies or if the buzzer plummets to the bottom of
the gorge, you’ll find that you can’t climb back up. If necessary, dive into
the water and commandeer the jet ski. About 100 meters short of the next pick
up, get off, climb the rope on the ledge and grapple up the cliff.
There are about ten hostiles near the shack at the waypoint. The ridge north of
it will give you the high ground to take them on; or, if your still flying the
buzzard, use the grenade launcher from the air. The supply satchel is on the
rooftop of the small hut, where you’ll get a climb command to reach it.
You will have 1:30 to deliver the supplies. Either fly or go afoot, going
behind the shack toward the waypoint. There will be combatants, perhaps even an
angry eagle, to deal with on the way to the cave, which is in the side of a
cliff at ground level.
<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
<NSBT> North Sector Bell Towers:
<BT10> Bell Tower X: 567 Y: 636
<BT11> Bell Tower X: 559 Y: 785.
<BT12> Bell Tower X: 656 Y: 806.
<BT13> Bell Tower X: 451 Y: 778
<BT14> Bell Tower X: 766 Y: 762
<BT15> Bell Tower X: 777 Y: 687.
<BT16> Bell Tower X: 670 Y: 643
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
<BT10> Bell Tower X: 567 Y: 636
The Tower will have a couple of defenders and any gunplay there will likely
draw in more.
Enter the Tower, go up the ramp and climb the ladder. Go through the gap on the
opposite side of the Tower and go up the ramp. Climb the rope. Go to the south
side of the Tower, kick the cartons aside and walk to the end of the beam and
climb the rope. Expect an eagle attack somewhere as you climb. Go up the ramp
to another rope climb. Burn the bee hive, and make the long jump to the
dangling rope. Climb the plank ramp to get to the top.
Grab the loot and hijack the signal. New locations are displayed and a weapon
is offered free in the stores. An optional mission is activated.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
>>>>Armed Escort: (Gold Shipment) Bell Tower X: 567 Y: 636
This escort mission will be by water. The waypoint is about 330 meters to the
east so grab the ATV and drive to the starting point on the river. A guard
station on the right has about six defenders who have fuel barrels all about. A
patrol boat will come from ahead and then one from behind. At the turn a patrol
boat will attack and then another beyond. A guard post needs your attention on
the left bank before you’re treated to a view of one of the countries tourist
attractions. A couple more patrol boats will attack before you reach the
destination.
<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
<BT11> Bell Tower X: 559 Y: 785
The Tower is surrounded by a fence and two soldiers defend it including a Heavy
Gunner. Clear them out and release their prisoner inside the Tower.
Go up the stairs, look up to find the grapple point and grapple up and drop
onto the platform. Knock the crates aside, go around the Tower and go up the
plank ramp to a rope climb. Go up the incline on the exterior walkway, go
around the corner and jump to the rope grab. Continue around the Tower to
another rope climb. Kick the cartons aside to get inside the Tower and grapple
to the top.
Grab the loot and hijack the signal. New locations are displayed, a weapon is
offered free of charge at the stores and an optional mission is activated.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
>>>>Golden Path Supplies: Bell Tower X: 559 Y: 785
Take the zipline off the Tower and down to the shack to acquire the mission.
The first satchel is nearly 400 meters away, so remove the propaganda poster
from the shack, grab the buzzer and fly east to the waypoint. There will be
about a dozen hostiles at the KEO Mine. Kill them and enter the mine. Don’t
grapple down; just jump the gap and grab the supplies.
The second satchel is just a short distance to the south. Board the buzzer and
set down near the Mani Wheel and put down the three guards. The satchel is in
the shack. Tear down the propaganda poster and grab the loot.
There is a third satchel located about 400 meters to the south. The four or
five hostiles there will include a Heavy Flamer. Hover above the site and hit
the defenders with grenades.
Go into the cave. Jump in the water near the corpse and the satchel is below
him on the bottom. Get out and fly the buzzer to the destination. If the buzzer
was destroyed, use the glider on the heights above the cave.
<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
<BT12> Bell Tower X: 656 Y: 806
There seems to be no way into the Tower but just north of it there is a stack
of barrels where you can grapple down into a mine shaft. Climb the ladder under
the Tower and then the rope. The plank ramp will get you up to another rope
climb. Go up the fallen panel and walk the plank to another rope climb. Listen
for eagles as you continue. Go around the exterior walkway, enter the Tower and
you’ll get a grapple point on the west side. Grapple up and detach onto the
platform. Go around the exterior walkway, cross the planks and climb the rope.
Kick the boxes aside, enter the Tower, walk the beam and grapple to the top.
Grab the loot and hijack the signal. New locations are displayed and a weapon is
offered free of charge at the stores. An optional mission is activated.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
>>>>Armed Escort (Food Cargo) Bell Tower X: 656 Y: 806
Secure the mission and board the buzzer to traverse the rough terrain. Grab the
grenade launcher and grenades at the starting point. As you come off the
heights two trucks will attack from the rear, and then a Heavy Gunner and a few
guys on ATVs. There is an ammo cache alongside the road and beyond infantry are
blocking the road and they will attack as well as a truck. Take the time to
thoroughly wipe them out. Repair if needed and resupply. A helicopter gunship
will target you as you near the finish.
<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
<BT13> Bell Tower X: 451 Y: 778
There are about a half dozen defenders near the Tower and more in the area that
will respond to a firefight. There will be a Heavy Gunner among them and an RPG
Sniper high on the Tower.
Enter the Tower and climb the ladder. Climb the nearby rope and jump the gap to
another rope. Go counterclockwise around the corner and grapple up, swing and
drop on the walkway beyond the wall. Climb the rope and go up the stairs. A
grapple point will get you to the top. Watch for a possible sniper on the top
if you didn’t get him before.
Grab the loot and hijack the signal. New locations are displayed and a weapon
will be offered free of charge. A new optional mission is activated.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
>>>>Armed Escort: (Banned Books) Bell Tower X: 451 Y: 778
Take the ATV to the starting point. A launcher and grenades are provided in
case you’re not packing one. The run begins uneventful but when you come off
the mountain, there is a checkpoint. A helicopter gunship will come from behind
as you go cross-country. You’ll be fired on from parts unknown and then from a
checkpoint before another truck comes from the front.
<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
<BT14> Bell Tower X: 766 Y: 762
On the west side of the Tower, near the leaning panel, you’ll find a grapple
point that will allow you to get onto the Tower. Tear down the propaganda
poster and enter the tower on the north side. Go up the ramp and climb the
rope. Kick the boxes aside to get inside the Tower. A chopper will circle the
tower. Knock it down. Kick the boxes aside and exit to the exterior walkway and
climb the rope. Jump the short barrier and climb the rope. A grapple point on
the east exterior walkway will allow you to swing across the gap in the
walkway. Kick the cartons aside and make two more rope climbs. Two sets of
stairwells will get you to the top.
There is a mounted gun there in case you are still being harassed by the
chopper. Grab the loot and hijack the signal. New locations are displayed and a
weapon will be offered free of charge. A new optional mission is activated.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
>>>>Golden Path Supplies: Bell Tower X: 766 Y: 762
Ride the zipline to the shack to acquire the mission. Board the buzzer and
start for the waypoint. The objective is a cave below the bluff, not far from
the river. Land near the river. You’ll likely be battling a pack of tigers near
and inside the cave.
Once the cave is secured, inject a Focus Syringe and dive into the deep pool.
The courier and the satchel are floating near the bottom. Floating makes
acquiring the interactive while your breath is short a bit of a pain.
The second waypoint is far to the east, so board the buzzer and be aware of
hostiles below that will target your ride as you fly east. There will be half a
dozen defenders at the destination and patrol trucks will probably arrive as
well. Park your buzzer away from the waypoint to address the hostiles. The
satchel is hanging on the wall of the bunkhouse.
The final waypoint is to the southeast. Board the buzzer and fly along the
river to an isolated undefended cave. Grapple down, raid the chests and grab
the satchel.
Grapple up as the 3:00 timer starts. Swing onto the lip of the shaft and get to
the buzzer. The new waypoint is about 400 meters away and it is infinitely
easier to get there with the buzzer. Land the buzzer just outside the entry.
<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
<BT15> Bell Tower X: 777 Y: 687
There is a bee hive near the Tower’s entrance. Hit it with a Molotov or a fire
arrow and watch and listen for bears and eagles as well. Tear down the
propaganda poster and enter Tower. Climb the long ladder. Make two simple rope
climbs, go around the interior walkway and jump to another rope. Kick the
carton aside and walk the beam to another rope climb. Go up the ramp, go around
the walkway to the opposite side of the Tower, knock out the boards and make
another rope climb. Kick the boxes aside, keeping in mind that a propane tank
is sitting right there. Take the ladder to the top.
Grab the loot and hijack the signal. New locations are revealed, a weapon
offered free of charge in the stores and an optional mission is activated.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
>>>>Armed Escort: (Weather Balloons) Bell Tower X: 777 Y: 687
Zipline down from the Tower, acquire the mission and gear up at the site. The
run starts tranquil enough but a patrol truck and several ATVs will attack as
you start upgrade. A pause in the action will allow you to repair if needed.
Trucks and an ATV will attack before the tunnel. There is an ammo crate before
the tunnel if you need to resupply and repair. Trucks and ATVs will swarm the
truck as you start downgrade, coming mostly from the front. Get past them and
you’re home free.</pre><pre id="faqspan-5">
<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
<BT16> Bell Tower X: 670 Y: 643
Be aware that this Tower will be well-defended. A trio of Royal Guard soldiers
mill about a lower deck. Two of them man a mortar and a Sniper provides
support. Locate and snipe them before approaching it.
With the three downed, enter the Tower and make the rope climb. A ramp and
stairwell will get you to the mortar position. Around the corner there is
another rope climb. Enter the Tower and go up the plank ramp. Another ramp on
the opposite side will take you to another rope climb. Cross the plank bridge,
and jump to the rope climb. Knock the cartons aside, break the lock and jump
the gap to the rope climb. Raid the chest and go up the stairs.
Grab the loot and hijack the signal. New locations are revealed, a weapon
offered free of charge and an optional mission is activated.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
>>>>Golden Path Supplies: Bell Tower X: 670 Y: 643
Ride the zipine down off the tower to the shack to acquire the mission. Grab
the buzzer and head to the first waypoint. There will be no hostiles at first,
but a Hunter will appear and he has a couple of charmed leopards. The satchel
is on a rock ledge. Either climb the rope or go past the cabin to get it. The
next waypoint is far to the west and a second buzzer should be there in case
yours was destroyed.
Use your height to eliminate any vehicles in the area. You’ll find a deep
crevice is in the designated area. Grapple up to the ledge above instead of
descending to get the second satchel.
The third satchel is to the south. Land and expect resistance including a Heavy
Flamer. The satchel is well hidden in a crude covered tent with a bunch of blue
wooden benches. It’s in a corner. Grab it and take the buzzer to the delivery
point.
<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
<SSOP> South Sector Outposts:
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
<OP01> Kyra Tea Terraces: X: 393 Y: 329
<OP02> Kyra Tea Weigh Station: X: 345.5 Y: 379
<OP03> Royal Raksi Brewery: X: 553 Y: 536
<OP04> Rochon Brick Co. Storage: X: 340 Y: 544
<OP05> Rochon Brick Co. Shipping: X: 393 Y: 505
<OP06> Kheta Manor: X: 446 Y: 452
<OP07> Shanath Breeders: X: 379 Y: 572
<OP08> Pranuagat School: X: 350 Y: 627
<OP09> Shanath Training Grounds: X: 255 Y: 542
<OP10> Seven Treasures of Ashram: X: 430 Y
<OP11> Open Hearts Clinic: X: 388 Y: 674
<OP12> Barnali’s Textiles: X: 445 Y: 687
<OPXX> Tirtha: X: 500 Y: 369
<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
Outpost <OP01>: Kyra Tea Terraces: X: 393 Y: 329
Approach the outpost at Kyra Tea Terraces from the southeast during daylight
hours. If you have a Hunter’s Syringe, inject one to help scout the outpost.
>>>>Note: During nighttime hours the garrison will be more tightly grouped and
harder to isolate.
The slightly elevated area near the road will let you pinpoint the outlier that
hangs out on the terrace on the east side and the sentry who patrols toward the
terraces. You can also see a sentry behind the big structure. Two more are
working in the upper story of the big building and two more will be on the far
side of the facility. One of them will be manning a mortar in a truck’s bed.
The positioning of the defenders is triggered by your entry and their activity
can oftentimes become chaotic if you linger near an outpost without taking
action.
Clean one-shot kills are essential to maintain stealth, so move within bow shot
of the sentry who routinely patrols to the terraces by moving along the tree
line. When he moves behind the boulder, put him down where his body is out of
sight. Let the guy laboring in the field be for the moment-his demise might be
noted or you might miss the long shot.
The sentry on the east side of the big building is next. He will frequently be
sitting, busy with a task behind a board fence. Creep toward him and put an
arrow in him.
Move clockwise around the building and stalk the guy who will probably be busy
with a task near the smaller building. He may be on the move so move
cautiously. The mortar operator on the truck bed is then an easy kill. Disable
the alarm.
If your kills were clean, the two working in the upper story should still be
oblivious. Sneak up the stairs on the south side of the building and dispatch
the nearest guy with an arrow to the head and then kill the guy working on the
far side. The guy laboring in the field is now an easy kill. Man the mortar and
obliterate him to get the feel of the weapon.
If things go awry and you have the skill, mount the elephant browsing on the
terraces and bulldoze the survivors and any reinforcements. This can be a bit
risky if that mortar battery is active. An active alarm will bring a couple of
patrol trucks from the roadway entering from the southeast.
Optional mission: Outpost Master; Assassination; Kyrat Fashion Week (Tanzin, a
dhole)
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
>>>>Assassination: Kyra Tea Terraces:
This mission is available after the liberation of the outpost at Kyra Tea
Terraces. A Royal Army Commander is overseeing an operation at a warehouse. You
must kill him without being detected and search the body for his tag. Hiding
the body is optional but doing so will earn a bonus. You must then escape the
mission area without detection to complete the mission and earn the bounty.
The mission site is about 400 meters southwest of the outpost. Approach it
cautiously from the south which will put you in the rear of the facility. The
rear is undefended, but take care, the guard on the east side can easily spot
you if you aren’t careful.
Two troopers guard the outside of the main building-one on each side. The
Commander is loitering near the front doorway of the warehouse. Another guard
mills about inside the warehouse but he will occasionally exit in the rear and
climb onto the rooftop.
Move down the hillside and the vine climb will allow you to get to a ladder,
taking you onto the roof. Look through the gap in the roof and tag the
Commander and his comrade so you can track their positions.
Stay on the rear slope of the roof and toss a stone or two to individually lure
the guards on both the right and left sides of the building farther to the rear
so the two guards across the road don’t notice their demise. Don’t target the
two guards across the road-the Commander is looking their way and may notice
their downfall.
With both flanking guards downed, keep track of the Regular inside the building
with the Commander and lure him behind the building by tossing a stone. He may
do this on his own-he sometimes climbs onto the roof and he may have even
responded to the stones you tossed to bait the flankers.
With three kills done, get down from the roof and look into the warehouse on
the west side. Toss a stone to get the Commander moving away from the entrance
and then slip in for a Takedown. If you use the bow, target his head. A body
shot may not put him down cleanly.
Grab his dog tag and carry him to the designated hiding spot behind the
building so the two across the road don’t see you. This will yield a bonus.
Escape the scene to complete the task.
<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
Outpost <OP02>: Kyra Tea Weigh Station: X: 345 Y: 379
Approach the outpost from the high ground to its west. Get onto the rock
outcropping behind the building adjacent to the alarm panel and do a quick
scout. A Hunter’s Syringe can help pinpoint the locations of the six defenders.
Two are on the west side of the road and four on the east side.
The defenders may wander, so shortly after arriving, toss a stone between the
building and the alarm panel. A guard will emerge from the shack to check the
noise. Toss another stone behind the hut so he doesn’t climb onto the hut and
then kill him with your bow or another silent weapon. Quickly get down off the
rocks and stash the body on the far or the south side of the hut where it will
be out of sight. Disable the alarm and get back on the far side of the hut.
Peek around the back side.
Another guard will shortly come to the back of the shack to urinate. He won’t
see you. When he gets down to business, put him down as he fulfills nature’s
call.
With two defenders downed, stay low so you’re not spotted and either get onto
the roof of the shack or move north and get behind the big blue urn. Locate and
kill the guard on the north side of the structure across the road. Swing
further north behind the building and go across the road and locate and kill
the guard behind the structure.
Enter the building in the rear of the structure and drop through the hole in
the roof. Kill the defender inside and then the other sentry on the south end
to complete the liberation.
Optional missions at the outpost include: Outpost Master; Hostage Rescue and
Kyrati Films: Racing.  Mr. Chiffon will contact you, needing your help in
crafting his fierce fashions. Kyrat Fashion Week is well worth the effort. His
abode is only 200 meters east of the outpost.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
>>>>Hostage Rescue: Kyra Tea Weigh Station: X: 345 Y: 379
Royal Army forces are using civilian hostages to help raid a Golden Path supply
cache. Your task is to liberate the hostages and secure the supplies. At least
two of the hostages must survive the ordeal.
The mission site is about 240 meters south of the outpost. Scout it from the
high ground overlooking the site from the north. Four Regular troops are
forcing four captives to confiscate the supplies.
Even though the area is open, the four seldom are in a position to see one
another. Raise your bow and quickly take them out in turn, starting with the
one closest to the truck, then the guy abusing someone near the boulder, then
the one in the middle and then the one near the cave. Don’t miss and work
quickly to get the job done. Release the captives and raid the cave for a
couple of loot chests.
<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
Outpost <OP03>: Royal Raksi Brewery: X: 553 Y: 536
Approach the outpost by moving along the little stream running through the
canyon west of the outpost. A grapple point will get you out of the canyon and
into the outskirts of the outpost. A pair of Hunter’s hang out on the far east
side of the outpost and they defend the outpost with five additional troops.
The Hunters can charm the local pachyderms and the Hunter’s demise is your
priority. Move south and then east, skirting to the rear of the outpost. Cross
the road and stay low in the undergrowth to locate both of the Hunters.
One normally stands near the water on the outskirts of the outpost. The other
will either be in or near the rear building. Toss a stone to the rear of the
building to lure the Hunter into a discreet kill zone. When he goes down,
target the other.
The alarm panel is on the east end and two guards normally stand near it, but
they are focused to the west. Slip in; and, if you have the skill, make a
Chained Takedown on the two guards; if not, a quick bowman can put both down
cleanly, leaving the three remaining defenders oblivious. Disable the alarm.
Move around the back of the structure with the alarm panel. If the remaining
defenders aren’t suspicious, you may even catch the guard sleeping against the
building. With the alarm disabled, the surviving defenders are easy pickins
however it unfolds.
If an alarm is raised a pair of vehicles will respond, coming in from the
bridge on the north.
Optional Missions: Outpost Master and Hostage Rescue.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
>>>>Hostage Rescue: Royal Raksi Brewery: X: 553 Y: 536
A nearby cave has been set up as a brothel by the Royal Army and they are
forcing local women into prostitution. You must kill their captors and free the
captives.
The mission site is about 300 meters west of the outpost. The cave is partly
surrounded by cliffs and your best approach is from the north where you can
look over the rocks and see both of the guards near the entry. The bow has the
power and range to silently dispatch both of them from the high ground. If your
kills were clean and the remaining guards aren’t on alert, the four thugs
inside the cave are spaced out and can be taken out as you move through the
cave. To be successful you must rescue at least two of the four women.
<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
Outpost <OP04>: Rochon Brick Co. Storage: X: 340 Y: 543
Scout the outpost from the heights to its south. You’ll see a Sniper on the
rooftop and a Hunter’s Syringe will help you locate and track the other five
defenders. Equip your bow and move in, staying just outside the compound on the
west side. The warehouse has two open windows and inside two bad guys are
toiling with the heroin. Go to the second or the northernmost window and shoot
the defender in the head with an arrow. Move to the other window and do the
same to his comrade.
There is a hole in the nearby green fence and a defender is posted in the area
near it-he’s probably sleeping on the job but don’t depend on it. Locate him
and put an arrow in him.
Exit through that same hole and go to the rear of the building. Get a bead on
the Sniper on the roof and put him down. The last two defenders hang out near
the alarm on the east side. If the body fell from the roof, alerting them they
will call out and be searching. If not, slip back into the compound through
your favorite hole in the green fence and creep to the open doorway of the big
building. Equip an explosive arrow or the grenade launcher and target one of
the defenders. The splash damage will clear the outpost.
If the Sniper fell from the roof, you’ll know it because the last two defenders
will call out and will be searching. Just climb onto the metal roof in the
northwest corner, near the alarm, and shoot it to prevent reinforcements. Hunt
down the last two defenders.
Optional Missions: Outpost Master; Hunting: Survival; Assassination.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
>>>>Hunting Survival: Rochon Brick Co. Storage: X: 340 Y: 544
Tigers are attacking civilians near the river about 250 meters north of the
outpost. You’ll need a hard-hitting weapon to take down the tigers which have
been inflamed by chemical runoff from the drug farms.
Two of the three civilians at the site are armed with AK-47s and at least one
of the three must survive the onslaught for the mission to succeed.
There is C4 and mines available and placing them near the base of the rocks can
help kill the tigers but the unpredictable actions of the civilians sometimes
find them in their blast radius.
Six tigers will attack, one at a time from atop the short rock walk. You can
use the grenade launcher to kill them before they can leap down. This will
easily complete the task but the skins will be toxic and useless for crafting.
A shotgun will also get the job done and will yield usable skins. If at least
one civilian survives the onslaught, the mission is successfully completed.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
>>>>Assassination: Rochon Brick Co. Storage: X: 340 Y: 544
A Royal Army Commander is your target. His convoy will be stopping at a nearby
farm where he will be vulnerable. You must kill him and remove his dog tag for
identification without being detected. Hiding the body will earn an additional
reward. The farm where you must go is about 400 meters to the north.
Approach the farm from the south and do recon from the little rise. The
Commander and three of his lackeys are on the far side of the farm near the
truck. The fourth is an outlier. When that outlier patrols behind the building,
drop him.
You can now try to lure the Commander to the rear of the farm but tossing
stones doesn’t always do the trick.
If you have the grenade launcher, stay concealed in the brush atop the rise and
launch grenades to kill the Commandeer and his comrades that usually stay
bunched up near the truck.
Search the Commander’s corpse for his tag and toss his body over the cliff for
a bonus. Escape the scene without being detected to complete the mission.
<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
Outpost <OP05>: Rochon Brick Co. Shipping: X: 393 Y: 505
Approach the outpost from the east where you’ll see is a sentry in an elevated
overlook. Watch for dholes in this area as you silently put him down. There are
six Regulars, minus your first victim, to deal with in the outpost.
A patroller will normally patrol to the side of the building while another is
either busy working on a vehicle or milling around on the south side of the
building on or near a cargo trailer. Lure the patroller behind the building,
either side depending on his position, with a stone and put him down behind the
building. Kill the industrious one working on the vehicle.
Jump from the rock outcropping onto the small corrugated metal roof and then
climb to the rooftop. If all is calm, wait for the guy toting the drugs to
appear at the rear of the building across the road and silently drop him. You
can then, if all the kills were clean, kill the two remaining sentries near the
alarm station with a grenade or an explosive arrow or however you choose.
The rooftop is a great place to address the garrison if your kills were noted.
You can easily shoot the alarm from there and then pick your targets. Even if
reinforcements arrive, a grenade launcher or explosive arrows can remove them
before they can exit the vehicle.
Be sure to grab the Mohan Ghale Journal from the table inside the safe house.
>>>Note: Occasionally the patroller, the second target, will sit down in front
of the structure and take a snooze. You’ll have to lure him into a kill zone on
the northeast side of the outpost, out of the others sightlines. Crossing the
road will also cause the two defenders near the alarm station to start roving.
There is a ladder on the building with the alarm but you’ll be attacked by bees
if you use the roof-a nuisance but it won’t cause failure of the mission.
Optional missions: Outpost Master, Assassination.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
>>>>Assassination Mission: Rochon Brick Co, Shipping: X: 393 Y: 505
An island temple southwest of the outpost has been turned into an opium den.
Your task is to kill the Commander, remove his tags for identification, and if
possible, hide the body for a bonus. You mustn’t be detected or the mission
will fail. Escaping the scene will complete the mission and earn the bounty.
You’ll find a watercraft on the shoreline east of the island but it is only a
short swim to the island. There are a few demon fish in the water so be aware
if you swim.
However you to get onto the island, go ashore on the south side. Make your way
along the west shoreline to get in behind the main structure. A Hunter’s
Syringe will locate him and his comrades and allow you to track movement.
The Commander will wander toward the main structure, so get in the brush behind
it and toss a stone to lure him behind the building. Put him down, remembering
that his type is tougher than your average South Sector thug. Remove his tag
and pitch him into the water at the waypoint. You can now flee the island to
complete the mission and earn the bounty.
The three defenders, however, are usually easy kills. One is dozing, probably
had some opium. If you kill them you can harvest any demon fish you still need
for crafting.
<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
Outpost <OP06>: Kheta Manor: X: 446 Y: 452
Approach the outpost through the scrub from the east and stay low so the
outlier on the west side doesn’t see you as you work your way toward the stone
wall. Use a Hunter’s Syringe to locate the six defenders, including that
outlier. A Heavy Gunner is in command and he walks a recurring patrol around
the front area. Use your bow or a ranged silent weapon to kill that outlier on
the west side. If his demise is seen, the hostiles will gravitate that way-
that’s not a bad thing.
Either way, move behind the outpost to the far side. From the northeast side
you can see the facility’s lone alarm panel. Shoot it to prevent
reinforcements.
If your first victim wasn’t noted, causing the defenders to move that way,
check the area for hostiles before moving forward to shoot the alarm. You can
shoot the dhole’s cage, releasing it to create even more chaos but it shouldn’t
be necessary.
Unless you are seen, the defenders won’t come behind the building, so move from
end to end to find targets. The Heavy Gunner will go down when hit by a single
fire arrow or by a well-placed Molotov. If you can get behind him, a shot to
the head will also put him down. Mines and C4 will also get the job done and
three well-placed arrows will as well. Grab his PKM LMG if you haven’t acquired
one.
Optional Missions: Outpost Master; Eye For An Eye.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
>>>>Eye For An Eye: Kheta Manor: X: 446 Y: 452
A Royal Army Commander has killed a woman’s family and taken her house. She has
come to Kheta Manor for help. She wants him dead. Her house is west of the
outpost. The Commander must be killed with a handgun. A Mark IV revolver is
provided at the starting point overlooking the site.
Scout the house from the overlook. The zipline can take you to the site below;
however, that zipline isn’t your best entry option. Tag the visible defenders;
there are four sentries guarding the structure. The Commander is busy with a
task inside.
Move east past the bridge and cross the river. Continue east along the dirt
path and double back toward the house through the little canyon. Climb the vine
and make your way to the grassy area beyond the road junction. There is a
sentry on the rock ledge below. Toss a stone to get him farther back and
silently kill him. Locate the guy on patrol behind the house and drop down onto
the ledge and then put him down. You should now be able to spot the mark inside
the building.
Silently kill the guy near the door, drop down and then kill the one in front.
If you were stealthy, just sneak up and put a bullet in the Commanders noggin’
and take his picture to conclude the mission.
<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
Outpost <OP07>: Shanath Breeders: X: 379 Y: 572
If you use a Hunter’s Syringe to do recon from high ground to the west, you’ll
see that there are two Hunter’s among the garrison of seven. One is on the
north side of the shack and one on the south side of the facility. There is
also a caged elephant. Those Hunters gotta go-no charmed pachyderms allowed.
Stay low so you aren’t spotted and move across the road to the stone entry.
Check the area ahead to be clear of defenders and climb onto the roof of the
shack.
You now want to kill the Hunter on the north side of the shack so that the
Charger patrolling north doesn’t see him fall, raising an alert. Look over the
roof, toss a stone if necessary to get a shot, and put him down. Quickly locate
the Hunter on the south side and put an arrow in him.
Shoot the lock on the cage to release the elephant and then shoot the alarm
panel which can be seen through the cage. Watch the enraged beast clear the
outpost.
Optional Missions: Outpost Master, Kyrat Fashion Week (Karkadann) Eye For An
Eye.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
>>>>Eye For An Eye: Shanath Breeders: X: 379 Y: 572
The Royal Army has abducted some young girls and the mother of one is sobbing
in the safe house. They are to be taken to a brothel. The waypoint is nearly
400 meters south of the outpost. When you arrive, you find out the kills must
be made with a shotgun. An M133 shotgun is provided if you didn’t bring one.
Four goons accompany the two child abductors. One of them is a Sniper. Unless
disturbed, the two primary targets will mill about in front of the shack.
Stay low and circle in behind the shack to get behind the perps. Put an arrow
in the sentry and then kill the Sniper. Creep inside the shack and gun down the
two perps from point blank range. Deal with the two remaining goons and take a
photo of the two to complete the quest. Occasionally another goon will arrive
in a truck as the mission unfolds.
<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
Outpost <OP08>: Pranuagat School: X: 350 Y: 627
A sentry patrols around the premises, with his route routinely bringing him
near the east entry. Position yourself in the foliage opposite the gate or near
the rock outcropping near it; and, when he gets close, toss a stone to lure him
outside. Take him down along the wall. Heft and stash his corpse in the grassy
area beyond the red tool box.
A tipsy Charger is sitting near the east alarm panel busy with a task right
next to an explosive barrel. He’ll eventually wander over near the fire, so
toss stones to lure him outside the compound and toward the workbench. Drop him
with a Takedown or a headshot or kill him where his flaming exit isn’t seen to
maintain stealth.
Look through the gate and shoot the east alarm panel. Move past the red tool
box and go around the wall. Locate the sentry that comes from the west side and
stands guard near the sand bags. Lure him to the lower area or behind the small
hut with stones and drop him where his body is out of sight.
From below the rock wall, creep up the stone stairwell and get behind the
crates; and, if the patroller isn’t near it, shoot the alarm. When the
patroller is on the east side of the outpost, out of sight of the two sentries
near the building, drop him where he won’t be seen.
The four remaining troops should be oblivious. The two outside the building
usually stand together and the two Chargers in the building are hard to kill
without one or the other spouting fire. Circle back around the entry and score
a headshot on both Chargers or try for Takedowns to prevent a fire. Hunt down
the last two bad guys.
Optional Missions: Outpost Master, Assassination; Kyrati Fashion Week: Gulo the
honey badger.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
>>>>Assassination: Pranuagat School: X: 350 Y: 627
A Royal Army Commander’s car was sabotaged by rebel forces. It is being
repaired and he is vulnerable. The garage is about 325 meters east of the
outpost. Kill him and remove his dog tag without being detected. Hide the body
for a bonus.
The garage is in the rear or on the west side of the complex. Circle around to
the south and double back to get behind it. A sentry roams the rear area. Put
an arrow in him, heft his corpse and toss it behind the small building.
One of the troops will drive the car into the garage. The quarry should be
wandering around to the east, so lure this guy out and silently kill him and
stash his body with your first victim.
The Commander will soon mosey into the garage wondering why the truck isn’t
being repaired. Toss a stone to lure him out and one to make him focus away and
then move in for a Takedown. The sentry on the north end may get suspicious. If
so, toss a stone to turn him away and put him down.
Stash the Commander’s body in one of the designated zones for the bonus. The
last trooper is an optional kill since the mission isn’t completed until you
leave the area.
<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
Outpost <OP09>: Shanath Training Grounds: X: 255 Y: 542
Stay low to avoid detection as you scout the outpost from the high ground to
the southwest. Two Hunters and a Heavy Gunner defend the outpost with three
Regulars. There are two caged tigers in the depressed area. They can be an
asset or a liability if released, so taking out the Hunters so they can’t
“charm” the felines is a must if you are going to release those tigers.
One of the Hunters circles the red-roofed pagoda in the rear of the facility.
His short route will take him near a mounted gun and past one of the facilities
two alarm panels. If you have a silenced sniper rifle, just stay in the foliage
on the southwest side to snipe; if you don’t, infiltrate from the south side.
Silently kill the Hunter when he moves behind the pagoda. Shoot the alarm
panel.
If you have a sniper rifle, look for the second alarm panel near the banner
alongside the rock wall and shoot is to disable the system. If you don’t have a
sniper rifle, monitor the defenders and creep along the stone wall to get a
bead on the second alarm panel. When both alarm panels are out of commission,
locate that second Hunter near the tigers and put him down. Waste no time
releasing one of the tigers.
It probably won’t clear the remaining defenders on its own, so release the
second tiger and let them liberate the outpost as you get back to higher ground
to stay off the menu. Occasionally both tigers might be killed or one might run
off without attacking the defenders. With both alarms disabled, you can just
hunt down the survivors.
Be sure to grab the tiger skins and the PKM from the deceased Heavy Gunner if
you haven’t got one.
Outpost Missions: Outpost Master, Eye for an Eye; Hunting: Survival (honey
badgers), Kyrati Films: Racing.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
>>>>Eye For An Eye: Shanath Training Grounds: X: 255 Y: 542
The Royal Army has invaded sacred ground, killing a man’s father in the
process. You are given the task of killing the responsible Commanders with a
knife and then you must get their pictures as proof of their death.
The starting point is the corpse of the man’s father about 250 meters to the
east. It seems they used him for knife throwing practice-grab the knives if you
need them.
Being detected doesn’t cause the mission to fail, so use a Hunter’s Syringe to
tag the two Commanders and their five comrades. Stay on the high ground and use
a throwing knife to kill the Commander milling about behind the shack. You’ll
have to drop his companion as well because he’ll quickly see the corpse.
Kill the Sniper and this carnage will finally be noticed. You won’t have to
bait the second Commander out of the shack-he’ll come out when the search is
on. Stay low and pick your targets-you want the last perp alone.
Once the five lackeys and one of the Commanders are downed, you’ll find a cave
that you can grapple down into on the south side of the rock shelf. If you
can’t get him from above, use the cave to get down and stalk him for the kill.
Take photos of both to prove their demise.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
>>>>Hunting Survival: Shanath Training Grounds: X: 255 Y: 542.
Honey badgers are attacking civilians. Three civilians, two of them armed with
AK-47s, are at the site and at least one of the three must survive. There is an
ammo cache there with an RPG and explosives. If you set a mine or two to the
north and south it may be helpful but, even though they are tough little
bastards, this is probably overkill but so is the RPG, which is yours to keep
if you take it.
The attacks will come from both the north and the south. If you see them
coming, the grenade launcher is your best option to keep them from closing. If
they reach any of the civilians, it’s game over for that person. A Hunter’s
Syringe is helpful to pinpoint the little buggers but the two gunmen will spot
them rather quickly as well, indicating their direction. After four come from
one direction, the remaining badgers will attack from the opposite side.
<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
Outpost <OP10>: Seven Treasures of Ashram: X: 430 Y: 389
Stay low as you move onto the hillside southwest of the outpost. Watch for
dholes as you scout the facility from the rock outcropping. There are six
defenders, including a Hunter who attends a tiger just below your position. He
should be your first target. Drop him when he wanders behind the cage and then
release the tiger.
While they are busy with the cat, jump onto the roof of the pagoda. Its bulk
will allow you to remain undetected. You can also ride the zipline down to get
close to the alarm tower but you will be spotted and come under fire.
The tiger isn’t likely to clear the place, so you’ll probably have to deal with
two or three of the defenders. You can disable the alarm by jumping down and
moving behind the tiger’s cage where you can shoot the lone alarm.
Optional missions: Outpost Master; Eye for an Eye; Kyrati Films: Survival.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
>>>>Eye for an Eye: Seven Treasures of Ashram: X: 430 Y: 389
A Royal Army Commander has murdered a man for airing anti-government
broadcasts. His son is in the safe house pleading for someone to kill him. It
must be done with a SMG and a photo taken as proof of his demise to receive the
bounty.
The site is a short distance to the southwest. A Skorpion SMG is provided as
you enter the designated area. The kill doesn’t have to be with the Skorpion
but it must be done with a SMG. Climb the knoll north of the site to do recon.
You’ll see five Regulars but the Commander will be hanging out inside the rear
shack.
Begin thinning the enemy, starting with any outliers. The bodies won’t go
unnoticed and they will begin searching. The Commander wields an AK-47 and he
will join the hunt.
If you have the grenade launcher, wait for two or more to group up and take
them out. Just don’t kill the Commander. When only he remains, hunt him down
with your SMG and take a picture of the corpse to prove the kill.
<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
Outpost <OP11>: Open Hearts Clinic: X: 388 Y: 674
Scout from the hillside northeast of the outpost where two Hunters hang out.
One of the Hunters stands near a mortar and the other is below. A Heavy Gunner
and four additional defenders are scattered about the compound. There is also a
caged wolf on the premises and a wolf pack will occasionally disrupt your
incursion or attack the garrison.
Toss a stone on the Hunter’s side of the concrete structure to lure him farther
back. Kill him where his body isn’t conspicuous.
Drop down closer to the other Hunter and lure him to the edge of the place and
put him down. Tag the defender behind the place and take note of the one that
patrols. When the patroller moves off, kill the one behind the structure and
stash his body out of sight.
Disable the alarm. Stand back and wait for the patroller to return and put him
down. Kill the defender on the northwest side so he doesn’t spot you after you
climb onto the roof just around the corner from the alarm panel, stay low and
kill the defender on the northwest so he doesn’t spot you.
Release the wolf and target the alarm panel below the roof and then the
defenders as they take it on.
Optional missions: Outpost Master; Hostage Rescue.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
>>>>Hostage Rescue: Open Hearts Clinic: X: 388 Y: 674
Royal Army forces have set up a brothel. Kill the guards and rescue the
captives. They will be executed if you are detected. The brothel is about 260
meters southwest of the outpost.
There are six troopers guarding the women. Scout from the rocks to the north.
Position yourself so you can drop the lone guard who you can see through the
upper window. Kill the guard in front of the building and then toss stones to
pull the remaining guards away from the women. Hit them with the grenade
launcher or grenades. Anyone surviving will try to kill the captives or will
try to get into the building to kill the women. Take him out quickly to
complete the rescue.
<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
Outpost <OP12>: Barnali’s Textiles: X: 445 Y: 687
The outpost has seven defenders and a pesky guard dog that makes infiltration
difficult. The garrison and the dog are very observant and even though you
aren’t detected, a discovered corpse will frequently cause them to pepper the
area with mortar rounds.
Sniping isn’t ideal either since the available sniper rifles mostly require
headshots for clean kills and the best sniping areas require long shots.
Sniping, however, is the least frustrating way to take this outpost. Either
that or going in guns blazing and then dealing with the reinforcements.
Locate your targets and inject an Overdose Syringe if you have one and begin
sniping. Stay on the heights in cover to prevent detection and have a close-
quarters weapon slotted for the dog or any nosy trooper coming to check out the
death raining down on them.
>>>>Note: Rather than sniping from the high ground, you can sneak close to the
facility and hide in the clump of brush alongside the cliff southwest of it.
Lure the sentry on the west side out with a stone. Drop him with an arrow and
inject an Overdose Syringe to beef-up your damage and begin sniping with your
silenced M-700 or Predator sniper rifle. Stay in the brush and shoot through
the green canvas barrier. Toss a piece of bait to lure the guard dog and when
you have thinned out the enemies numbers, move in to mop up.
Optional missions: Outpost Master; Hostage Rescue; Kyrat Fashion Week (Sky
Tiger); Kyrati Films: Survival.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
>>>>Hostage Rescue: Barnali’s Textiles: X: 445 Y: 687
The Royal Army has taken over a local market and they are forcing some of the
locals into prostitution. This mission takes place about 280 meters southwest of
the outpost.
There are five troopers guarding the captives. Approach the site from the
hillside to the west. The outlier in the rear of the camp is an easy kill. Two
guards are on each side of the main building guarding their captives. Toss a
stone or two to lure one of the guards on the south side and put him down and
then kill his partner. Two of the captives are now safe.
Move around the front of the building, along the wall and gun the remaining two
down from the north side to complete the rescue.
<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
Tirtha <OPXX>: X: 500 Y: 369
Optional Missions: Hunting: Supplies; Hostage Rescue; Hunting: Control (honey
badgers)
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
>>>>Hostage Rescue: Tirtha: X: 500 Y: 369
A family has been accused of hiding weapons for the Golden Path. They are sure
to be executed or worse. The location is about 400 meters southwest of the
village at map coordinates X: 467 Y: 348.
There are four thugs at the homestead and four captives. Two of them are being
held in the house and two near a small shack. Make your way to the west side
and bait the thug abusing a captive into going behind the shack. Put him down
silently where his corpse won’t be noticed.
Lure another of them toward the shack and then make your way toward the house.
Gun down the last two to complete the rescue.
One of the captives will tell you to check the basement. Knock the boards out
on the back side of the house. You’ll find a chest, throwing knives and a D2
shotgun.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
>>>>Hunting Supplies: Tirtha: X: 500 Y: 369
This is a bow hunt for sambar to provide deer meat to hungry locals. The hunt
will take place just west of Tirtha where a bow and arrows are provided if you
need one.
The hunting area is large and there are plenty of leafs available for crafting
Hunter’s Syringes. When you bag three, a new waypoint will appear at the
delivery site just west of Tirtha. Heads up, you’re very likely to encounter a
tiger or two as you make your way to the freezer, which has no apparent source
of power.
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>>>>Hunting: Control: Tirtha: X: 500 Y: 369
Rabid honey badgers have killed the wife of a fur trader. Go there and wipe
them out. The hunt will take place just southwest of town. There are two
different locations and you can use any method to wipe them out.
There will be seven or eight honey badgers at the homestead. Stand off and
snipe them or use the grenade launcher to put them down. Just avoid making the
hunter there collateral damage
The next waypoint is an open area. Climb on the boulder and lay waste to the
tough little buggers to clear the field.
<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
<NSOP> North Sector Outposts:
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
<OP13> Royal Guard Kennels: X: 603 Y: 708
<OP14> Pokhari Ghara: X: 552 Y: 747
<OP15> Keo Logging Camp: X: 420 Y: 759
<OP16> Keo Gold Storage: X: 437 Y: 814
<OP17> Bhirabata Outpost 532 811
<OP18> Sahi Jile Checkpoint: X: 669 Y: 762
<OP19> Shikharpur: X: 675 Y: 698
<OP20> Keo Pradhana Mine: X: 693 Y: 624
<OP21> Lhumtse Barracks: X: 783 Y: 606
<OP22> Border Observation Post: X: 812 Y: 664
<OP23> Namboche Monastery: X: 804 Y: 726
<OPUU> Uktarsh: X: 486 Y: 760
<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
Outpost <OP13>: Royal Guard Kennels: X: 603 Y: 708
Approach the kennels via the roadway to its east. The Kennel is defended by
five Royal Guard troops. Three guard dogs also wander the premises, making
infiltration very difficult and unnecessary.
You will find a couple of grapple points about 85 meters east of the outpost
that will take you to an overlook that is perfect for sniping. Stay near the
cliff so that you aren’t seen. Take note of the mortar battery on the low roof
adjoining the safe house.
Start with the soldier on the rooftop and then take the outliers. Use the brow
of the cliff to mask your position as you select targets. The guy hidden by the
roof below will probably be your last human target. Just keep an eye on that
mortar so nobody rains hell on your head. You can drop down onto the roof and
use bait to kill the three dogs.
Even if an alarm is given, your elevated position makes taking out the two
vehicles from the east and the three from the west a turkey shoot if you’re
toting the grenade launcher, explosive arrows or an RPG.
Optional missions: Outpost Master; Eye for an Eye; Hunting: Survival (Bear
attacks); Kyrati Films Racing.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
>>>>Eye For An Eye: Royal Guard Kennels: X: 603 Y: 708
Gold has been found on a woman’s farm and her bee hives are being decimated by
Royal Army troops. Your task is to kill the two Commanders with a shotgun and
then take their pictures as proof of their demise. Takedowns are not allowed.
The bee farm is about 300 meters south of the outpost. Scout from the high
ground to the east where you’ll find an M133 shotgun at the waypoint. Use a
Hunter’s Syringe or your camera to tag them so you can identify the two primary
targets. One of the Commanders is a Heavy Flamer and he wanders the premises
with two other Flamers destroying the hives. The other Commander is also
heavily armored, and it will take multiple blasts to put him down unless you
can target his noggin.
Begin sniping, starting with the outliers and the Sniper so your activity isn’t
quickly noted. The silenced Z93 or SA-50 sniper rifle can handle most of the
support cast from the overlook, including the two rank-and-file Heavy Flamers.
They frequently pass by the explosive barrels. They’ll soon surmise where you
are and at least one of the Commanders and his entourage will come up to the
high ground. If you can kill the Commander on the high ground it will make
staking the Heavy Flamer below less challenging.
Move down to the farm. There is a grapple that will get you down. You can then
circle around the farm and pick your shots from cover to clear the lackeys. Be
advised that bees may also attack as you move about the farm.
You must now take the down the Commanders if both are still in play. Separate
them or wait until they move apart to make your move. It will take multiple
blasts to kill the Heavy Flamer and his comrade.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
>>>>Hunting: Survival: Royal Guard Kennels X: 603 Y: 708
Bears are attacking some injured campers at a nearby camp. Two of the campers
are armed and the mines you find there are quite useful. Place them on both
flanks and in the mine entry.
The aggressive bears will attack randomly from either flank or from the cave.
The mines will kill some of the six attacking bears but have a hard hitting
weapon equipped to deal with any that get close. At least one of the campers
must survive to complete the mission.
<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
Outpost <OP14>: Pokhari Ghara: X: 552 Y: 747
A Heavy Gunner and seven others, including two rooftop Snipers defend the large
complex. The heights west of the outpost is a decent sniping perch if you have
a silenced Z93 or SA-50 sniper rifle but bodies will quickly be noted and the</pre><pre id="faqspan-6">
mortar will become active even if you aren’t detected. Infiltration is the
better option.
Go to the south side of the outpost and bait the Heavy Gunner into a kill zone
outside the outpost where his corpse won’t be noticed. Use a “Heavy Takedown”
or just put a silenced sniper round in his head.
With the Heavy out of the way, go north staying outside the stone wall on the
east side. You’ll find a hole in the wall. Take care that you aren’t spotted by
the sentry who will be to your right inside the compound. Your goal is to kill
the Sniper on the roof, then the sentry near the alarm and then to shoot the
alarm panel.
Move down to the little stream of water and shoot the north alarm panel. The
defenders will now be scrambling but they are on their own; no reinforcements
are coming.
Start killing the remaining defenders. One may try to man the mortar but if you
stay close to the walls, they won’t drop mortars on their own heads. The walls
provide good cover and the rooftops are excellent sniping perches.
Optional Missions: Outpost Master; Hostage Rescue; Kyrati Films: Racing.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
>>>>>Hostage Rescue: Pokhari Ghara X: 552 Y: 747
Royal Army forces have captured civilians at a lodge and they are taking them to
the mines for forced labor. Rescue them before they are taken. Being detected is
sure to result in the death of the captives.
The site is east of the outpost and across the lake. There are four captives
guarded by six soldiers, one of whom is a Heavy Gunner. There are two soldiers
guarding a single captive in the small building to the south. Stay low as you
sneak in and hide in the brush near the boulder. When a thug patrols behind the
shack, toss a stone to bring him closer and silently drop him. Kill his partner
in the shack who is preoccupied with abusing a captive.
Snipe the soldier on the balcony and then the one that parades a captive around
the big building. Maneuver to drop the Sniper on the rooftop. The Heavy Gunner
will usually hang out in the building but he can be lured out for a Takedown or
a kill with a fire arrow or C4.
If two captives are still alive the mission succeeds and you can release them.
<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
Outpost <OP15>: KEO Logging Camp: X: 420 Y: 759
Approach the outpost from the northwest. When you get within 100 meters you can
be spotted, so move into the grassy area on the right side of the road and stay
low as you make you way to the isolated boulder. There is a bush just beyond it
to hide in.
Beyond the fork truck there will be a lone sentry. Toss a couple of stones to
lure him behind the fork truck or the wood piles. Silently dispatch him. If
your kill wasn’t clean or the stone throw too loud, another sentry may mosey
over to have a look-see. If so silently drop him as well.
Continue behind the outpost, stay low and use the slightly depressed grassy
area to mask your passage. Hide behind one of the piles of logs. A sentry
patrols the rear area on a long erratic course. When he patrols your way, toss
a stone or two to lure him away from the outpost-you don’t want that edgy
Hunter or another defender getting curious-and put the sentry down where his
demise or body won’t be noted.
Monitor the location of the Hunter and continue past the log piles. Move onto
the roof beyond the speaker tower. The Hunter is probably close but, unless he
is suspicious, the bulk of the roof should be screening you.
You are now after both alarms. One will be near the opposing building. If
necessary, toss a stone to make any sentry near the alarm move to the side of
the building. Put him down where he is out of sight. Shoot the alarm panel.
Monitor the movement of the Heavy Flamer and the remaining defenders. Locate
the Hunter, kill him and then look down and shoot the alarm. With both alarms
disabled, stalk and kill the remaining defenders.
Optional missions: Outpost Master; Assassination; Kyrat Fashion Week (Shadow
Leopard); Kyrati Films: Racing.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
>>>>Assassination: KEO Logging Camp X: 420 Y: 759
An influential Commander is relaxing at a confiscated home. Kill him without
being detected, take his dog tag; and, for a bonus, hide the corpse. The
originator talks about a cave where you can set up. The objective is about 330
meters to the east of the outpost. Take heed of the advice given about the
cave.
The Commander will be sitting in the center of the area and he will be
protected by a Heavy Flamer, a rooftop Sniper, a guard dog and four Regulars.
Monitor the positions of the defenders so you aren’t seen and grapple up the
cliff directly behind the homestead. You can be spotted so take care climbing
the cliff.
There is a cave in the cliff that overlooks the site and provides an excellent
sniping platform. This cave can also be reached by going up the grade if you
approach it from the east.
Kill the sentry when he passes behind the house and then the Sniper on the
roof. Put the quarry down near the fire so you don’t have to hunt him down.
Just stay below the crown of the cliff as you select new targets. The Heavy
Flamer will require a headshot or a couple of body shots with the Z93.
When all defenders including the dog are downed, grapple down. Loot the corpse
and stash the body for the bonus.
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Outpost <OP16>: KEO Gold Storage: X: 437 Y: 814
Despite the outpost’s clutter of buildings, walls, crates, boulders and
underground passages, infiltration is challenging. It is difficult to drop or
bait anyone without alerting at least one of the other seven defenders.
A better option is using the silenced Z93 or SA-50 sniper rifle from the
undergrowth on the south side. From there you can target the rooftop Snipers,
the rooftop mortar operator, the turret gunner and the alarm panel before the
remaining defenders surmise the direction of the gunfire. The second alarm
panel, unfortunately, will be out of your sightline.
Retreat into cover when they become aware of the carnage. Circle clockwise away
from the search, taking advantage of the depressed area to mask your position.
Stay in cover and target anyone coming into your sights as you go for the north
end where you can continue to snipe to clear the facility.
Be aware that someone may hang back and man the mortar atop the safe house and
another may re-man the turret gun. If you infiltrate from the north, be aware
of the bee hive on the speaker tower and of the tunnels leading to the safe
house where a Charger sometimes hangs out.
Optional missions: Outpost Master; Hostage Rescue; Kyrat Fashion Week (Mad
Devil.)
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>>>>Hostage Rescue: KEO Gold Storage X: 437 Y: 814
The Royal Army has pillaged a farm east of the outpost and has taken four of
the locals hostage and they are going to send them to a mine as slave labor.
Scout the farm from near the vacant building to its north. A Heavy Flamer walks
a long route around the area and another is parading a captive. When either the
Heavy or the thug parading the captive comes behind the house, kill him. The
Sniper on the roof is your next target and then the guy inside the building
abusing a hostage.
When the guy parading the hostage or the Heavy Flamer, whichever is still
standing, comes into your sights, take him down. This will save at least two of
the hostages. Move in on the two at the other building and snipe them to
complete the rescue. Release the hostages.
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Outpost: <OP17> Bhirabata: X: 532 Y: 811
There are seven defenders including three Heavy Flamers guarding the remote
mountain outpost. As you approach the outpost you’ll see red banners, turn left
when you do and follow the cliff to a rope climb to get atop the ledge.
There is a hole in the stone wall just ahead. A Heavy Flamer’s route will bring
him toward you. Wait for him to make the turn and use a Heavy Takedown or a
silenced headshot to put him down. Heft the corpse and dump it behind the
shack.
A sentry will patrol along the south wall bringing him near then entry. Go back
through the wall and toss a stone or two to lure him outside the wall. Hide in
the stubby conifer and drop him when he comes outside the wall.
Go back in through the hole and move to your right alongside the building to
the stairwell. If the Heavy Flamer is near the alarm, kill him with a headshot
and then shoot the alarm panel.
Go back through the hole and make your way south toward where you killed the
second defender. Stay on the low side of the boulder so you aren’t spotted and
kill the Heavy Flamer looking out over the valley.
Stay low and look through the entry. Kill the Sniper on the platform to the
left and then release the bear in the cage covered by a blue tarp on the right.
Let the bear deal with the remaining defenders and infiltrate if necessary to
secure the outpost.
Optional Missions: Outpost Master and Assassination.
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>>>>Assassination: Bhirabata: X: 532 Y: 811
Royal Guard troops have occupied a good vantage point. Eliminate their
Commander without being detected, loot the body for his tag and hide the corpse
for a bonus. The site is about 425 meters northeast of the outpost.
A mountain path going northeast out of the outpost will, after a few grapples
where the walkways are out, get you to the site.
Monitor the focus of the defenders and stay low and near the cliff to reach a
grapple near the site that will get you to an overlook. From there you can
snipe the lot if you stay low and pick your shots.
There are two Heavy Gunners and three Regular troops in addition to the
Commander. The quarry is probably visible through the rear window of the shack.
Stay low on the overlook and pick your shots. Kill the Sniper and any outliers.
When bodies are discovered, move back and peek over the crown to get additional
targets. Toss stones to get them focused away from the cliff and when the
Commander is dead, loot the corpse for the tags and stash his corpse for the
bonus.
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Outpost <OP18>: Sahi Jile Checkpoint: X: 669 Y: 762
Commence the liberation of the outpost by injecting a Hunter’s Syringe and
tagging the eight defenders from the hillside west of the facility. Two are
Heavy Gunners and three are rooftop Snipers. All three normally stand guard
near one of the outpost’s three alarm panels. They do, however, move around a
bit even if all is calm.
Crouch in the brush south of the statue and kill the Sniper on the south roof
and then shoot the alarm panel. Locate the alarm tower on the east side; and,
if the sniper is on the roof, kill him and then shoot the alarm panel. Select
another target-the north Sniper if he is visible, and keep dropping them until
they notice the carnage.
Abandon your post, move back and circle north. There is a ravine there that
will allow you to move get the north side. Use the cover provided by the brush
to pick your way to the north side of the outpost. From the cover of the
foliage you can shoot the third alarm panel
You can now proceed with clearing the outpost without having to deal with
patrol trucks and gunships. The mortar on the rooftop above the safe house is
available but the only way atop the roof is by a climb prompt on its north
side.
Any activated alarm will summon a helicopter gunship.
Optional missions: Outpost Master; Hostage Rescue; Kyrati Films: Survival;
Hunting: Supplies; Hunting Control.
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>>>>Hostage Rescue: Sahi Jile Checkpoint: X: 669 Y: 762
An old gold mine is being used as a prison. The Royal Army is ransoming the
captives. You are tasked with freeing them. The site is only 200 meters
southeast of the outpost.
There are six soldiers guarding four captives. Two of them are guarding the
entrance and another is on an elevated overlook above it. Move up the grade on
the northeast side and kill the Sniper. Look down toward the entry and toss a
couple of stones to lure one of the guards away. Kill the one nearest you and
then the one searching. If your kills aren’t clean and silent, the captives are
dead.
If you enter the cave there will be two thugs guarding three prisoners on the
left and one on a ledge to your right. Rather than chance being detected by
using the main entry, drop down off the overlook, go past the entry and you
will find a grapple point on the cliff face.
You will be on a ledge above the lone guard. Silently kill him, locate and kill
his two accomplices below to save the hostages whom they have shackled to the
walls.
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>>>>Hunting Supplies: Sahi Jile Checkpoint: X: 669 Y: 762
The hunt is with a bow for yak and it is offered in an isolated building about
250 meters west of the outpost. The rapid-firing auto-cross is your best option
for the hunt and the leopards prowling the rough terrain you’ll be hunting in
makes carrying a heavy-hitter advisable.
A woman’s grandfather wants to eat yak “oysters” one last time. You’ll be using
arrows or bolts and a bow is provided at the hunt site 200 meters to the north.
You’ll need four Yak, and a Hunter’s Syringe or two can help locate the beasts
in the rough terrain. These beasts will attack when provoked so a good strategy
is to find a high spot like a boulder and fire away.
When you bag four yak, make your way back to the starting point through the
rough country and deposit the yak in the freezer to complete the hunt.
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>>>>Hunting Control: Sahi Jile Checkpoint: X: 669 Y: 762.
The hunt is offered about 300 meters west of the outpost in a building. A man
has escaped prison but to facilitate his escape he strapped proximity mines to
a bunch of monkeys. He wants you to take out the monkeys before they can get
into the wild.
You’ll find all sorts of explosives at the starting point. There are two areas
that need to be cleared. Go for the north one.
There will be over a dozen macaques near the building. Toss grenades into the
pack and hunt the rest done with explosive arrows or a grenade launcher.
You’ll have to repeat the tactics at the second waypoint to complete the
mission.
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Outpost <OP19>: Shikharpur: X: 675 Y: 698
Use a Hunter’s Syringe to do recon from the high ground south of the outpost.
The outpost has a garrison of seven, including two Heavy Gunners. There is also
a caged leopard in the facility; and, if move about the perimeter, watch and
listen for a prowling leopard. The outpost is a hodge-podge of buildings and
walls, oftentimes screening your targets from a clear shot.
One of the crew will be repairing or guarding the east alarm. Stay low, using
the crown of the hill to mask your position and toss a stone or two to lure him
to the side of the shack and make him your first victim. Shoot the east alarm
panel. The Sniper on the shack’s front walkway shouldn’t notice the kill or the
alarm panel’s destruction.
Move down off the high ground and climb onto the rooftop. Look over the peak of
the roof and snipe the central alarm. This may be noted and if they start
searching, use the grenade launcher or an explosive arrow to destroy the west
alarm panel. Just shoot it at the tower, just above the roof. If shooting the
second alarm doesn’t rile them up, keep sniping until they are and then target
the alarm.
You can now stay on the roof to select targets, or move back onto the outskirts
to clear the outpost. With all the alarms disabled there will be no vehicles
bringing reinforcements or helicopters adding additional firepower.
Optional missions: Outpost Master; Hostage Rescue; Hunting: Survival (Wolves);
Kyrati Films: Survival.
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>>>>Hostage Rescue: Shikharpur: X: 675 Y: 698.
Royal Army forces are using captives as forced labor at a gold mine about 275
meters west of the outpost. The captives are expendable and they will be
executed if you are detected.
Start west on foot from the outpost and, well below, a zipline will take you
across the gorge. Move onto the high ground east of the site. A sentry will be
walking patrol on the elevated walkway below. Two more will be standing looking
the other way and another will wander about.
Drop the sentry on the walkway and look for the wandering one. Try to drop him
cleanly behind the big boulder. When the other two separate, kill the one
behind and then quickly put down the other while he is facing away.
Drop down onto the walkway and proceed clockwise. Drop down and climb back onto
the walkway to get into a side tunnel of the mine. There are two more guards
inside and one of them is a Heavy Gunner.
You’ll be on a rock shelf above the Heavy Gunner where you can execute a
Takedown From Above or you can score a headshot. The other guard is deeper in
the mine and is another candidate for a Takedown From Above or you can just gun
him down to complete the rescue.
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>>>>Hunting Survival: Shikharpur: X: 675 Y: 698
Wolves are attacking civilians and they are in dire need of assistance. The
site is about 280 meters south of the outpost. There are three civilians and
two are armed with AK-47s. At least one of them must survive the onslaught of
the vicious wolves.
The civilian hunters will oftentimes indicate the direction the wolf attack are
coming from. They will charge in waves from three directions. Placing a few
mines can help but a good fast-firing shotgun like the SPAS-12 is your best
option. When ten wolves lie dead and at least one civilian is still breathing,
the ordeal is over.
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Outpost <OP20>: KEO Pradhana Mine: X: 693 Y: 624
Approach the mine from the west. This will place you behind the shack on the
high ground. You need to track the defenders, so use a Hunter’s Syringe to tag
the garrison. The mine has eight defenders, including a pair of RPG Snipers on
the far side, a Heavy Flamer and five Regulars.
Move in behind the safe house and knock out the boards. There is a sentry near
the corner of the shack. Toss a stone or two to lure him your way. Make a Drag
Takedown and drop him under the shack or shoot him and carry him in.
Snipe the RPG Sniper on the rock shelf across the depressed area and then shoot
the alarm panel. Look to the left and locate any combatant there-one will
normally be manning a mounted machine gun.
The remaining defenders will be suspicious but won’t know your location. Keep
track of that other RPG Sniper and put him down when you have a shot. Some of
the defenders will start climbing up to the shack. Kill them as they reach the
top.
With the garrison thinned out you can shoot the two remaining alarms. You’ll
have to go to the left of the shack to get a shot at the one there and you can
see the other in the low area where the smoke column doesn’t obscure your view.
With the alarms disabled, you can stalk and kill the remaining defenders.
Optional missions: Outpost Master; Eye For An Eye; Kyrat Fashion Week.
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>>>>Eye for an Eye: KEO Pradhana Mine: X: 693 Y: 624
The Royal Army is using an abandoned outpost 300 meters to the south of the
outpost to set up ambushes. It is time to turn the tables. Pack your silenced
Z93 or SA-50 sniper rifle. If you go cross country toward the waypoint on foot
from the outpost, you will end up on the high ground above the site. An SVD
sniper rifle is provided but your silenced one is a much preferred option.
You must kill both Commanders with a sniper rifle and six soldiers, including
two Snipers, accompany the two Commanders. A rooftop RPG Sniper is waiting to
target an approaching Golden Path convoy. Take him out before he can and then
target the Commander who hangs out on the porch anticipating the destruction.
Target one of the Snipers and keep killing until they scramble and the second
Commander comes out of the building. Be aware of the other Sniper who is
usually under cover but who may man the mounted gun on the lake side of the
area. Keep in mind that only the two Commanders need to eat a sniper round. The
grenade launcher or another less precise munitions can be used on their
henchmen.
Take a photo of each of the deceased Commanders to prove their demise. Destroy
the propaganda poster before departing.
<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
Outpost <OP21>: Lhumtse Barracks: X: 783 Y: 606
Scout the outpost from the heights to its northwest. There are eight defenders
in the large facility and three alarm panels. Two of the three panels are on
rooftops. Snipe the three rooftop Snipers and both rooftop alarm panels. There
is also a caged wolf near the cliff below.
The third alarm can be seen between the buildings and a couple of thugs usually
play ninja near it. Target any outliers before shooting the panel because
shooting it will alert the defenders, if they weren’t before.
Watch the rooftop with the mortar. They may try to re-man it. With the alarms
disabled, drop down and get onto the roof with the mortar and pummel the Heavy
Gunners and any other survivors. There is also a mounted gun near it.
Optional missions: Outpost Master; Assassination; Kyrati Films: Survival.
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>>>>Assassination: Lhumtse Barracks: X: 783 Y: 606
There is a Royal Army training ground about 200 meters west of the outpost.
Eliminate their Commander, remove his tags and hide the corpse for a bonus.
Set up on the knoll west of the area. There are nine trainees with the
Commander. He is on the rooftop supervising. Kill him first and then take the
two doing pushups. If you don’t miss, nobody should be aware they are being
culled. Hit the red barrel near the two at the corner of the house and then
stay behind the knoll and toss a grenade near the barrel at the firing range.
Change your position and stay low, keeping the bulk of the terrain between you
and them. The two on the roof may employ the mortar but they won’t have a clue
of your location. You must now clear the field without being seen and these
guys have eagle eyes.
Once only you remain standing, get onto the roof to loot your quarry and dump
his corpse in one of the designated areas for the bonus. Get out of the area to
complete the mission.
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Outpost <OP22>: Border Observation Post: X: 810 Y: 664
The high ground overlooking the outpost from the west is a perfect sniping
platform. The brow of the mountain masks your position and the range is good.
All three alarms are in range of a sniper rifle and a silenced Z93 or SA-50
sniper rifle is perfect for the job.
The seven defenders include two short-range Heavy Flamers and a pair of
Snipers. The Sniper on the rooftop near the alarm is a sitting duck. He wanders
a bit, so he may have vacated the roof; either way, shoot the alarm near the
mortar. Shoot both of the other alarms and then kill the outliers and that
roving RPG Sniper.
One of the remaining defenders may try to man the rooftop mortar. You can
easily do the same, targeting the remaining defenders to clear the outpost. You
can, however, easily snipe the lot from the heights.
Optional missions: Outpost Master; Hostage Rescue; Kyrati Films: Racing;
Hunting: Survival.
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>>>>Hostage Rescue: Border Observation Post: X: 812 Y: 664
A group of captives are being help prior being taken to a work camp. The
waypoint is about 300 meters south of the outpost.
Commence operations from the high ground north of the site by killing both of
rooftop Snipers. A couple of guards circle the fenced in compound in a truck.
Four additional guards will need to be put down. Drop the one that wanders
around the rear area and then drop down and get behind the stone wall.
When the truck is out of the area, snipe the remaining guards. You may not get
them all, so when no targets present themselves, let the truck pass and drop a
mine in the road. Follow the truck and hunt down the survivors and let the mine
take out the truckers. Free the shackled hostages to complete the mission.
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>>>>Hunting: Survival: Border Observation Post: X: 812 Y: 664
This mission has you protecting some injured rock climbers from crazed
leopards. The site is about 350 meters southwest of the outpost. Pack a hard-
hitting weapon like a shotgun and/or a LMG. The grenade launcher will also
suffice but will taint the skins.
The three climbers will be on the rock ledges and two are armed with AK-47s.
Get onto the low rock ledge with the civilian to address the cats. Nine
leopards will attack, coming from both sides. You’ll have time to address them
as they stagger their attacks but they are quick and if they get to any of the
climbers, deadly.
If you don’t need the skins, you can toss a couple of mines onto the flanks or
just address them with the grenade launcher. If you do, just not killing the
climbers is a chore. One of the three climbers must survive the onslaught
<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
Outpost <OP23>: Namboche Monastery: X: 804 Y: 726
Set up on the heights southwest of the outpost and use a Hunter’s Syringe to
scout the large facility and to tag the eight defenders. Four of them are on
the rooftops. One is manning a turret gun and three are Snipers. The one on the
north end wields an RPG as does one on the south.
When the north RPG Sniper is facing away from the outpost, allow the two
Snipers near the rooftop mortar to focus away from each other and then drop
them. Kill the RPG Sniper on the north roof and then the gunner. If all four
kills are clean, the remaining defenders will be oblivious. Even if they are
searching, the bulk of the mountain is perfect cover. Peek over and snipe.
Take care not to be spotted as you kill the survivors. The alarms aren’t
positioned for sniping and an alarm will summon an influx of infantry, followed
by a pair of vehicles and then a helicopter gunship.
Optional missions: Outpost Master; Eye For An Eye; Kyrati Films: Survival.
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>>>>Eye For An Eye: Namboche Monastery: X: 804 Y: 726
Royal Army forces have raided a village, killed many of the locals and they
have confiscated their homes. Kill the three Commanders with an assault rifle
to exact some measure of vengeance. To do so you’ll have to purge the village
of government forces.
The village is about 300 meters to the north of the outpost and it is largely
surrounded by mountains. Packing a silenced sniper rifle and a scoped P416 or
MS16 or another potent assault rifle is highly advised. You’ll find an
inadequate AK-47 assault rifle at the waypoint.
There are about fifteen troops occupying the village and two of the Commanders
and one of their lackeys are Snipers. Scout and tag the lot from a distance so
you can tell who has to bite the dust with bullets from your assault rifle. One
of three Commanders is a Heavy Gunner. The other two are Snipers and they are
high up and will make any bold approach painful.
Use the grapple point to climb onto the mountain. Stay low and in the brush or
these sharp-eyed hostiles will see you. Kill the Sniper on the rooftop and then
kill anyone you can get a bead on. If you are patient you can kill all the
lackeys with your silenced sniper rifle without being targeted.
When only the Commanders remain, equip your assault rifle, drop down and move
along the left cliff to avoid the Snipers’ sights and to get to the cover of
the buildings. Kill one of the rooftop Snipers because the Heavy Gunner will be
lumbering your way. He will take several magazines to kill. Stalk the other
Sniper and take photos of all three to complete the mission.
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Uktarsh: X: 486 Y: 760 <OPUU>
Optional missions: Hunting: control; Hunting Supplies.
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Hunting: Control: Utkarsh: X: 486 Y: 760
Royal Guard forces are dumping toxic chemicals into a cave near a man’s home.
The area snakes and rats are infected and have invaded his home. You agree to
clear them out.
The objective is to the southeast at map coordinates X: 507 Y: 734. When you
arrive at the waypoint there is a large ammo cache, explosives and flame
canisters. There are two separate locations. The eastern waypoint is the
dumping site and you’ll have to lower yourself into an underground grotto to
kill the vermin. Watch for Royal Guard forces as you toss a grenade or two down
to clear the area below.
You’ll find about eight snakes in the grotto. A shotgun or flamethrower will
quickly wipe them out. Once again, be aware of enemy soldiers coming to dump
more chemicals as you grapple out.
Move on to the second waypoint. There are over a dozen vipers around and in the
home. Use a Hunter’s Syringe to help highlight them for your shotgun. Don’t be
surprised if a patrol truck intervenes. A Heavy Flamer will probably roast a
few snakes before you take him out.
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>>>>Hunting Supplies: Utkarsh: X: 486 Y: 760
The bharals near the village have eaten the crops and now the villagers must
eat them to survive. Use arrows and/or bolts to harvest their meat for the
hungry villagers.
The hunt will take place north of the village. A Hunter’s Bow is provided but
you can use your own bow or an auto-cross. Killing the four required bharals is
a cakewalk. Just watch for snow leopards in the area. Place the meat in the
freezer to complete the mission.
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Fortresses <DNYM>
Varshakot: De Pluer’s Fortress: X: 510 Y: 429 <VFORT>
Baghadur: Noore’s Fortress: X: 196 Y: 600 <BFORT>
Ratu Gadhi: Yuma’s Fortress: X: 562 Y: 604 <RGFORT>
Rajgad Gulag: Pagan Min’s Fortress: X: 811 Y: 788 <RFORT>
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<VFORT> Varshakot: De Pluer’s Fortress X: 510 Y: 429
Use a Hunter’s Syringe to help scout Varshakot fortress, Paul De Pleur’s
stronghold, from the heights to its west. The bastion has eleven defenders,
including two Heavy Gunners, two mortar operators and a guard dog, which must
also be eliminated to clear the fortress.
>>>>Note: if you’re assaulting the fortress before the silenced Z93 or the SA-50
sniper rifle is available, using an Overdose Syringe to beef up the damage of
the M-700 or the Predator is advised. Any missed shot or two-shot kill will
alert the defenders.
Stay on the heights, equip a silenced sniper rifle and locate the central alarm
through the smoke column. When no defender is near it, shoot it to disable the
first of the facilities three alarms. Locate the mortar operator on the south
wall, beyond the Mani Wheel, and put him down.
Monitor the focus of the remaining defenders and drop off the heights on the
southwest corner to get atop the wall. If the defenders aren’t on alert, you
shouldn’t be seen. Stay low and move in behind the Mani Wheel. Stay behind the
wheel, locate the mortar operator on the northeast wall and snipe him.
Stay crouched and move toward the mortar, staying back so the sandbags mask your
position. If the defenders still aren’t searching, move forward toward the
sandbags and shoot the west alarm panel. A Heavy Gunner sometimes lingers near
it. Wait for him to move off or toss a stone to lure him away.
With all the defenders tagged, snipe any outliers if you’re confident in your
sniping abilities. Man the mortar; pick a juicy target like a Heavy Gunner or a
cluster of defenders and fire away. Don’t stop to admire your handiwork, drop a
mortar in the northeast corner against the wall to disable the third alarm
panel, preventing any reinforcements by air or land.
With all the alarms disabled, pummel the defenders with the mortar but watch for
anyone trying to climb to your position. If things get hot, get behind the Mani
Wheel to snipe. Occasionally one of the defenders will hole up in a building and
you’ll have to flush him out to clear the place.
Optional missions offered at the fortress include: Outpost Master; Hostage
Rescue: Hunting: Survival; Kyrati Films: Racing.
You’ll also have access to a buzzer that will re-spawn after being used. It is
in the northeast side of the compound. The safe house is now available for fast
travel and, like outposts, it has a store.
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Hostage Rescue: Varshakot Fortress X: 509 Y: 431
Royal Army forces are stealing food supplies and enslaving the locals. The site
is a lakeside fish farm 250 meters east of the fortress.
Take the buzzer at the fortress and fly toward the site. Land the buzzer well
to its south. Move in behind the building and bait the two guards near the
building into a kill zone behind the structure. Two of the hostages are at the
front of the house.
The remaining three Royal Army Guardsmen will be on the docks near the lake.
Take out the one on the south side and then gun down the two as they come for
you and the two hostages. You must save only two hostages to complete the
mission.
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Hunting Survival: Varshakot Fortress X: 509 Y: 431
Ravenous dholes are devouring civilians at a farmstead about 250 meters north
of the fortress. Two of the three people there are armed and at least one must
survive the attacks.
Toss a few mines on the flanks and climb onto the terrace for good visibility.
Waves of dholes will attack from both flanks and if they aren’t put down
quickly they will come up onto the terraces.
Raid the ammo cache before leaving.
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<BFORT> Baghadur: Noore’s Fortress X: 196 Y: 600
About 100 meters south of the fortress, just off the river near the boat dock,
you will find a path going up the mountain to a stairwell cut into the mountain.
The red banners will lead you into a well-lit temple also carved into the
mountain. Go up the stone stairwells to the upper level to commence operations.
There will be ten defenders in the fortress. Five of them, including a Heavy
Gunner, will be in the large temple built into the mountain. Use a Hunter’s
Syringe to locate all the nearby combatants.
All three of the facilities alarms are in this area and getting all three is
your main objective. To accomplish this, you will need to kill the inattentive
sniper, the patroller, the mortar operator on the far side of the upper terrace
and both Chargers on the lower level without an alarm being triggered.
Start by luring the patroller down the stairwells near your entry point where
you can put him down without being seen. Kill the slumping sentry, either kill
him with a headshot or move in behind him for a Takedown. Monitor the route of
the Heavy Gunner below; he always seems to gravitate to a corpse however
stealthy your kills were. Move to the far end and kill the guard milling near
the mortar. Disable the alarm panel near him.
Keep an eye on the Heavy Gunner as you go back to the rear of the temple where
you can snipe both alarms panels. At this point, stealth isn’t as important as
getting those alarms disabled. Continue sniping; or, if detected, break out the
heavy hardware. If detected, the Heavy will lumber toward you, making him an
easy target for a fire arrow, C4 or a mine.
The mortar near the temple’s upper entry won’t target all of the remaining
defenders in the compact area outside the temple, but you can probable kill a
couple of them. Hunt down the remaining guards, including another Heavy Gunner,
to clear the fortress.
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Hostage Rescue: Baghadur Fortress X: 196 Y: 600.
The Royal Army is forcing locals into serving as fodder for the arena. Your task
is to free them while staying undetected or they will be executed. The site is
nearly 500 meters to the east of the fortress. Commandeer the buzzer stationed
at the fortress to make the trip. Land the buzzer at least a hundred meters from
the site to maintain stealth.
Get behind the shack and use stones to lure the patroller. Do the same with the
thug near the shack. Go behind the building and wait for another to wander off
and bait him into coming behind the building.
Climb onto the roof and kill the three remaining guards before they can start
executing the captives.
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<RGFORT> Ratu Gadhi: Yuma’s Fortress X: 562 Y: 604
Approach the fortress from the east near the entry gate. It is fronted by a
mine field, so move toward the boulders on the left or south side of the entry
gate, near the stream, as you face the citadel. You’ll see a sentry atop the
wall near some sandbags on the southwest side of the entry. If you have a shot,
kill him with a silenced sniper. Move to the grapple point on the cliff and
climb up. Moving on or near the rocks will keep you clear of the mines. Kill
the sentry on the corner post if you didn’t get him earlier.
Move onto the high ground overlooking the facility. A Hunter’s Syringe can help
you locate and tag the facilities ten defenders, nine since you put one of them
down.
The garrison includes a Sniper, a Heavy Gunner and a guard dog, which must also
be put down to secure the fortress. The high ground on the southwest side
provides a perfect sniping platform for a silenced Z93 or SA-50 sniper rifle.
Pick off the two or three rooftop guards; and, when bodies are discovered, use
the bulk of the mountain to remain concealed as you pick targets. You can also
snipe two of the three alarms from the heights.
The garrison will surmise your position and the survivors will get under cover
but they will eventually roam into your sights. They won’t come onto the
mountain but, even if you aren’t detected, they may lob some mortars your way,
but the operator is an easy target on the north wall.
Once the garrison is whittled down you can drop down, disable the third alarm
on the north side and hunt the survivors down, but you can also stay put and
snipe to clear the facility. Throwing a piece of bait will let you kill the
guard dog.
Optional missions: Outpost Master; Eye for an Eye.
There is a re-spawning buzzer in the northeast corner near the main gate.
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Eye for an Eye: Ratu Gadhi Fortress X: 562 Y: 604
Civilians were executed or died of mercury poisoning at a gold mine. Revenge is
desired and you must kill the Commanders with explosives. Take a picture of
their corpses as proof of their demise. The mine is about 300 meters east of
the fortress. You’ll find an RPG and an array of explosives at the starting
point.
Scout from the rocks just east of the designated area. There are only four
hostiles at the southern site. A Sniper on the roof is an easy kill and a
silent headshot with the Z93 or the SA-50 will kill the Heavy Gunner. Target
the explosive barrel near the jeep to kill the Commander and his sidekick. Take
a photo of the first Commander.
The second group is inside the mine, just south of your first set of victims.
Enter and snipe the guard; both of them, if possible, without alerting the
Commanders. The two Commanders are in a depressed area and you can easily toss
a charge or two of C4 among them or you can use the rocket launcher. One is a
Heavy and needs the extra attention. Photograph both of them to complete the
mission.
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<RFORT> Rajgad Gulag: Pagan Min’s Fortress X: 811 Y: 788
Scout the fortress from the hillside to the southeast. This will be to the
right of the entry as you face the fortress. There are ten defenders, including
three Heavy Gunners and a pair of rooftop Snipers in the back of the
stronghold. Each of the Snipers is guarding an alarm. Another alarm is
positioned near the center. The fourth alarm is inside a small shack on the
south side of the entry which has mines and a mounted gun covering it.
Start the assault by carefully and silently sniping the two Snipers on the
rooftops. Another guard usually meanders near the shacks-kill him as well. Move
down toward the south corner near the gate-the one with the propaganda poster.
This will keep you out of the sightline of the Heavy that oftentimes overlooks
the entry from the southwest corner.
Move along the wall after passing the corner with the poster and grapple up the
wall. If your kills were clean, the defenders will be moving about but won’t be
closely monitoring the walls, but be ready to toss a stone over their heads,
just in case. Drop down and skirt to the right, staying near the wall as you
pass behind the stone building with the ladder.
After climbing the stone wall, monitor the nearby guard, he will sometimes
wander toward the rear area. Toss a stone only if necessary to distract him
from finding one of your victims. Continue up the stairwells and go behind the
buildings. Climb onto the roof of the one farthest back and disable the alarm
if you didn’t shoot it earlier.
Move onto the taller central structure by climbing it or by the ladder inside.
Jump onto the lower rooftop and disable the alarm if needed. You can now look
over the roof and shoot the alarm, taking out any nearby defender before doing
so. Waste no time manning the mortar and drop your first one on the left side
of the hut on the right side of the entry. It has a green panel on the roof.
You can see the speakers. The explosives will destroy the fourth alarm,
allowing you to rain mortars down on the remaining defenders. Watch for a brave
one to try to stop you.
Optional missions: Outpost Master; Kyrat Fashion Week (Thick Skin); Hostage
Rescue.
You’ll find a buzzer on the rock shelf in the back area of the fortress.
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<MCTS> Kyrat Fashion Week: Thick Skin is a rare elephant whose hide is used to
craft the ultimate Explosives Bag. Acquired: Rajgad Gulag Fortress.
Thick Skin is a rare elephant, maddened by a disease that has made him
extremely hostile. Mr. Chiffon wants that hide for another of his fierce
designs. Suppose fire doesn’t ruin it cause that is what you must kill it with
and you can’t use fire arrows. You will find a flamethrower at the starting
point and an angry elephant just beyond.
There is decent cover around the building and you can mask your position by
going to the high ground, but being trampled is a real threat when you’re using
a short range weapon like the flamethrower. Make good use of your Molotovs and
hit it with the flamethrower when you can get out of its path.
Thick Skin’s hide is used to craft the ultimate Explosives Bag, allowing you to
carry 8 mines and 8 C4 charges.
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>>>>Hostage Rescue: Rajgad Gulag
Royal Guard forces have taken a village and are holding hostages, believing
that doing so will prevent a rebel attack. Kill the guards and free the
captives.
This mission will take place about 375 meters west of the fortress. The six
defenders of the lakeside settlement include two Heavies and a pair of Snipers
Move to the west side of the larger structure and kill the Sniper and then the
one that patrols around the east building. Climb the long ladder and kill the
Sniper and the Charger on the rooftops. Take out the Heavy Gunners. Free the
hostages to complete the mission
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<LOM> Longinus’ Optional Missions:
<L001> A Short Hunt
<L002> Recompense
<L003> A High Price
<L004> A Final Penance
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<L001> A Short Hunt:
The optimum way to get to Longinus’ camp is by buzzer from the nearby outpost
at Khilaba Bazaar. You can also grapple up cliff to his mountaintop camp which
is located at the “L” at map coordinates X: 322 Y: 420.
Longinus is preaching again. In short, you’re after a lost sheep, which you
must follow to his vault to reclaim Longinus’ stolen property. The mission will
begin about 400 meters to the north; you can fly, if you arrived that way, or
take the provided ATV.
When you arrive at the waypoint, you’ll find a truck. You are after a smuggler
who has swindled Longinus. Follow him in the truck-you’ll likely be detected if
you opt to fly. You’ll need to stay back far enough to remain undetected but
not so far that they get away, causing the mission to fail. He will eventually
get to his hideout near a cave.
He has four comrades. Kill them all and loot the smugglers body to get the
vault key. Enter the vault and kill the two defenders. Grab the items from the
desk. Blood diamonds again
Exit the vault and five more smugglers will confront you. Get to a truck to
deliver the diamonds. The drop point will display after you leave the
designated area at map coordinates X: 378 Y: 465. This is on the opposite side
of the lake.
You’ll be under fire as you depart but there is no time constraint. If
necessary you can even go afoot. Resistance will wane as you distance yourself
from the vault.
Place the diamonds in the case to complete the mission at a vacant lakeside
shack. “Ammo Wrangler” is now unlocked in the Tiger skill tree.</pre><pre id="faqspan-7">
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<L002> Recompense: (An “L” will appear at X: 513 Y: 412 after completion of “A
Short Hunt.”)
Longinus’ camp is located at the north base of the un-scalable mountain. As
usual, he quotes more scripture and wants your help. Another lost sheep needs
finding.
Board the ATV and head for the waypoint to the east. This time the smuggler is
in a boat. When he approaches, move off the bridge, get aboard the Jet Ski and
follow him discreetly; try to remain undetected. This is near a Fortress so
expect patrol boats to target you.
Get to the waypoint, take cover and try to get the smuggler and his crew when
they disembark. A patrol truck with a mounted gun will be giving him support.
Perhaps a patrol boat has followed you as well. Wherever the smuggler falls
you’ll have to search him for the vault key.
Half a dozen thugs will be defending the entrance to the vault. When the
defenders go down, enter the vault. Five additional hostiles are inside the
vault and they are waiting for you. Clear them out and grab the items-blood
diamonds again.
Exit the vault and be prepared for a wave of half a dozen thugs, including a
Heavy Gunner. Waste the lot and then you must get to the drop point. Get down
to the lake and commandeer a watercraft. Pilot it to the undefended shack
across the lake for the drop, completing the mission.
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<L003> A High Price: (An “L” will appear after you complete “Recompense” and
have entered the north sector at X: 580 Y: 807.)
Watch for bears as you make your way to Longinus’ remote mountain camp. After
hearing Longinus’ musings, head for the vantage point to the southwest near the
Bell Tower. There is an ATV at his camp that will get you there. You’ll find a
buzzer at an overlook south of the tower.
When the smuggler and his escort come from the left, follow them in the buzzer,
staying far enough back to remain undetected. When they arrive at their
hideout, land away from the site to keep the buzzer out of the action. Wipe out
the half dozen defenders, including a Sniper, a Heavy Gunner and the smuggler
to obtain the key.
Search the smuggler for the vault key and enter the shack. The vault is in an
underground chamber and so are seven defenders. Kill them and once again grab
the diamonds.
When you exit the shack, four thugs, including a Heavy Gunner, will need to be
put down. The drop point is to the north. If your buzzer survived the battle,
it is a short flight. The drop point is again an undefended shack where you’ll
find another buzzer.
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<L004> A Final Penance:  (An “L” will appear at map coordinates X: 502 Y: 785
after completion of “A High Price.”
This mission is easier if do if you have a buzzer. Longinus is drunk and making
more sense than usual-the diamonds could have served a better purpose and he
laments that they didn’t.
The mission will begin at a vantage point on the road at map coordinates X: 490
Y: 763. The truck parked at the vantage point will get you there but if you
have the buzzer following the smuggler is much easier-just stay back and land
well away from the destination. Either way, you must kill the smuggler, a Heavy
Gunner and several additional thugs. Grab the vault key and go under the shack
to reach the vault.
Kill the guards, perhaps only one, grab the diamonds and head out. About a
dozen combatants will attack as you emerge, including a Heavy Flamer and a
Sniper. Another will man a turret gun on a truck. This is a battle and the
explosive barrels near the entry, if they survived your entry, can kill you as
well as your opponents. Stay in the entry for cover to address the enemy force.
The drop point is at map coordinates X: 502 Y: 784, and if the buzzer survived,
the 650 meters will be a lot easier to negotiate.
Longinus is at his camp and he is departing for parts unknown, eager to spread
his gospel of the gun. He gives you a parting gift-an LK-1018 rocket launcher.
The weapon allows the operator to guide the rocket to its target after
launching.
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Bomb Defusal Missions: <BDM>
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<BD01> Chal Jama Monastery: X: 490 Y: 496.
<BD02> Kyra Tea Factory X: 382 Y: 439.
<BD03> Rochon Brick Factory
<BD04> The Airport X: 275 Y: 602
<BD05> Shining Minds Seminary X: 748 Y: 673.
<BD06> Jalendu Temple: X: 564 Y: 667.
<BD07> Kalesh: X: 736 Y: 733.
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<BD01> Bomb Defusing: Chal Jama Monastery X: 490 Y: 496
This mission will become available after completion of “A Culture War.” The
mission marker will appear west of the Chal Jama Monastery at map coordinates
X: 469 Y: 503.
Royal Army demolition teams have rigged three bombs at the major sites at the
Chal Jama Monastery, located at map coordinates X: 490 Y: 496.
Approach the monastery from the roadway west of the complex. You’ll enter the
designated area when you see the banners and you’ll encounter the first hostile
near the armory. He will walk a route bringing him to the west end. Conceal
yourself in a bush, toss a stone to lure him close and put him down.
Move north toward the shrine and conceal yourself in the bushes. There will be
two guards in the area. Toss a stone or two to lure the nearest guard close and
put him down. Move closer to the shrine to kill the third one. Defuse the first
bomb.
Work your way back toward the arsenal, staying in the brush near the cliff to
keep a low profile. Start toward the monastery entrance on the higher ground.
Go behind the flaming brazier and hide in the bush. Monitor the two guards near
the second cache and either snipe them if you have a sniper rifle or wait until
they’re looking away and move onto the stairwell and put them down at closer
quarters. If you haven’t been detected the 60 second detonation sequence won’t
have started. Defuse the second bomb on the crates.
Continue toward the monastery’s entry. If all has gone well there will be three
additional troops to put down. Sneak in close-the rocky ledge will mask your
approach-and quickly dispose of the remaining hostiles. If stealth fails at
this point, go hot to quickly eliminate the remaining guards so you can defuse
the third bomb. If you are detected, both the timer will start and a car with
reinforcements will be summoned. Take the zipline down to escape the area, as
prompted, to complete the mission.
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<BD02> Bomb Defusal: Kyra Tea Factory X: 382 Y: 439
This mission is acquired at map coordinates X: 398 Y: 429. The Royal Army has a
demolition squad setting three bombs at the factory in its efforts to slow the
rebel’s progress to the north. The factory is just a short jaunt to the
northwest. Go there to defuse the bombs.
You have been to the Kyra Tea Factory before or this mission would not be
available. There are three bombs to defuse; each has a waypoint. Scout the
large complex from the high ground, tagging as many of the hostiles as
possible. A mortar battery sits on the upper veranda of the building and is a
real threat if you’re detected but the short 1:10 timer is your biggest
problem. If you are seen, the sequence will be initiated.
There are two guards near the shack under the east cliffs. One of them normally
will patrol behind the shack but you can lure him behind with a stone and put
him down. Take out his comrade when he wanders into your sights. Either grapple
down or go south onto the shelf to defuse the first bomb.
Move on the big structure. The bulk of the knoll and the surrounding wall
should mask your approach. Inject a Hunter’s Syringe and start silently
eliminating the garrison in and around the structure. The second bomb is on the
west wall on the north side of the structure at ground level. It isn’t
necessary to kill everyone; you can oftentimes sneak in on the northwest side
and mow down the defenders near the bomb.
Exit the structure on the northeast side and put down the sentry that hangs out
near the third bomb. Defuse the third bomb and get out completing the mission.
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<BD03> Bomb Defusal: Rochon Brick Factory X: 363 Y: 537
This mission will become available at map coordinates X: 363 Y: 537 after
completion of “Shoot the Messenger.” Noore has been destroying ancient
scriptures which are revered by the local devotees of Kyra. A monk has acquired
some but they have been taken by government forces and are in the process of
being destroyed by an army demolition team. The bombs are set at the Rochon
Brick Factory at map coordinates X: 328 Y: 532.
Ten Royal Army troopers defend the three explosive devices. One on the bombs is
on the rooftop, one on the north and one on the west side-the later two at
ground level.
Scout the factory from the high ground to the south and tag as many of the
defenders as possible. A Heavy Gunner walks a route that takes him around the
facility and killing him isn’t required. Check the position of the Heavy
Gunner. If he isn’t on the south, drop down and climb the ladder to get onto
the roof.
Stalk and kill the three guards located there. They are usually spread out but
you don’t want them finding bodies and raising an alert. Avoid killing anyone
near the north edge of the roof. The guys below will probably see the kill and
become restless. With the three defenders downed, defuse the first bomb.
The north side defenders have a tendency to be more spread out than on the east
side. Let the Heavy Gunner go south on his route and make the kills necessary
to get to the second bomb.
Killing all the defenders near the third bomb is usually optional as two of
them frequently wander off. Killing the one that hangs out near the bomb will
probably allow you to defuse it. Stealth killing at this point, however, isn’t
necessary- you can gun them all down, defuse the bomb and escape from the
designated area to complete the mission.
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<BD04> Bomb Defusal: The Airport X: 275 Y: 602
This mission can be acquired at map coordinates X: 272 Y: 545. Bombs have been
placed at the airport on rebel supplies to slow Golden Path progress to the
north.
Make your approach to the airport via the winding southwestern road. The entry
isn’t defended but there are three guards at the control tower. Two are
normally patrolling at ground level and the third is a Sniper on the second
walkway of the tower. Check the near area to be free of a patrol and climb the
ladder. Silently kill the Sniper. Go up the stairs and defuse the first bomb.
When his colleagues move, stalk and kill the as well.
You could now use the tunnels running under the airport to get to the second
bomb. Instead head east on the grassy outskirts of the facility to keep a low
profile, slip down into the ravine, clamber out and cross the runway near the
ramp. Double back and go up the path on the mountain to the mortar.
Tag as many defenders as possible and hit the top of the hanger and even before
the mortar lands target another group. You can probably clear the place but a
straggler might actually spot you if you linger.
Take the zipline down to the roof of the hanger and use the grenade launcher on
anything moving. Take the ladder down and disable the last two bombs. Even if
there is a defender or two left you should have plenty of time.
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<BD05> Bomb Defusing: Shining Minds Seminary X: 748 Y: 673
The starting point is a mountainside at map coordinates X: 754 Y: 685. The
Royal Army has sent demo teams to destroy Golden Path ammo caches. The site is
at coordinates X: 747 Y: 673.
Survey the facility from the high ground to its north. Use a Hunter’s Syringe
to tag the entire garrison. The three Snipers on the rooftops have to go. Watch
where the middle Sniper is focusing and take the far Sniper down. Take out the
middle Sniper and then the nearest one if he is still on the rooftop. Don’t
miss or the search will be on before the chopper arrives with additional
forces. When the chopper arrives, bring it down. A couple of explosive arrows
will do so, preventing reinforcements.
Make yourself scarce by moving below the crown of the hill so you aren’t
detected. Move counterclockwise around the perimeter to get behind the
facility. A deep ravine and scattered brush should let you approach the
facility.
The first bomb you want to defuse is on the south rooftop where you killed the
first Sniper. Watch for random defenders and the Heavy Gunner that routinely
patrols to the rear of the buildings. Go through the hole in the wall, enter
the bunk room, go up the steps and stay low as you move onto the roof to defuse
the first bomb.
The second bomb is in a building to the north and you can get to it by moving
north outside the wall. Be aware of a random defender searching in the rear of
the facility and of that roving Heavy Gunner who routinely patrols into the
rear area. A rope climb will let you climb onto the low roof. Stay low and go
down the stairs where you can defuse the bomb in the adjoining room.
Exit via the stairwell in the adjoining room and jump off the roof. Toss a C4
charge to the north and make your way toward the third bomb. When you get to
the wire fence, detonate the explosive to distract the remaining soldiers so
you can get to the bomb. Defuse it and get out, completing the mission.
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<BD06> Bomb Defusing: Jalendu Temple X: 564 Y: 667
This mission is acquired at map coordinates X: 560 Y: 643 where you can see the
temple on an islet to the north. Royal Guard forces have rigged four bombs at
the Jalendu Temple to destroy Golden Path supplies critical to their push in
the north. The temple is on the island north of the starting point at map
coordinates X: 564 Y: 667. The garrison has eight defenders including a Heavy
Flamer. Using a Hunter’s Syringe to locate them is advised.
Swim to the south side of the island and equip your silent weapons. There is a
portal on the south side near the south bomb location. Move up the stone
stairwell and go left toward the first bomb. A Royal Guardsman will stand watch
nearby but you can slip behind the building to defuse the bomb before you drop
him with a headshot. This may be noticed by a patroller; if not, he’ll be
nearby, so stalk and kill him too and, if necessary, stash the body on the
south side of the wall.
The Heavy Flamer routinely patrols the perimeter and his route will take him to
the southwest side of the temple. This will be on the north side of the wall.
Go through the open portal on the southwest side and kill the Sniper on the
tower.
The Heavy will be patrolling toward you, so hide near the blue barrels and when
he moves east along the stone wall, drop him with a headshot. Snipe the
Guardsman standing on the north side and then move east past the body of the
Heavy.
There will be two combatants on the east side of the temple. Peek around the
wall and kill the one milling near the temple. Stay low behind the short wall
in case the death was noted and kill the Guardsman near the second bomb. Defuse
it and move on the one on the north side of the temple. Only one defender
should remain. Kill him and defuse the third bomb.
Go up into the tower and defuse the fourth bomb on the deck with the grenade
launcher. You must now escape the area to complete the task. There is a
hovercraft on the northwest side that will do the deed.
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<BD07> Bomb Defusing: Kalesh X: 736 Y: 733
A Royal Army demolition team have rigged four explosive devices to slow the
Golden Path’s progress in the north, They are about to destroy critical medical
supplies. The starting point is at map coordinates X: 755 Y: 748. Having a
silenced sniper rifle-the Z93 or the SA-50 is essential.
The toughest part of the mission is getting atop the mountain east of the
village. Use the grassy areas on the slope behind the starting point to reach a
grapple northeast of Kalesh. This will place you above and behind the village-
a perfect sniping post. From there you can easily snipe the guard near the
north bomb and the three rooftop sentries and the gunner on the south side.
A little patience and a Hunter’s Syringe should allow you to snipe all eight
defenders including the Heavy. The two guard dogs might escape your sights.
Ioss some bait to put them down.
Drop down and defuse the north bomb. Jump from roof to roof to get the second.
The third is on the side of a building near the city wall in the low area. The
fourth is on the north side near the cliff.
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<KFW> Kyrat Fashion Week: Mr. Chiffon X: 325 Y: 384.
Mr. Chiffon’s abode is located at map coordinates X: 325 Y: 384. This is about
200 meters west of the outpost at Kyra Tea Weigh Station. He will contact you
after the liberation of the outpost at Kyra Tea Weigh station. He is really out
of place but he is the guy that will allow you to get rare furs, skins and
feathers, and a grenade launcher.
<MCBWD> Black Water Dragon (Throwables Bag-Kyra Tea Weigh Station)
<MCT>   Tenzin a rare dhole (Quiver-Kyra Tea Terraces)
<MCG>   Gulo a rare honey badger (Bait Bag-Pranuagat School)
<MCK>   Karkadann a rare rhino (Heavy Ammo Bag-Shanath Breeders)
<MCST>  Sky Tiger (Syringe Kit-Barnali’s Textiles)
MCST>   Mad Devil a rare black wolf (Wallet-KEO Gold Storage)
<MCGB>  The Ghost Bear (Loot Bag-KEO Pradhana Mine)
<MCSL>  The Shadow Leopard )Ammo Bag-KEO Logging Camp)
<MCTS>   Thick Skin is a rare elephant (Explosives Bag-Rajgad Gulag Fortress)
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<MCBWD> Kyrat Fashion Week: Black Water Dragon, a rare Demon fish whose skin is
used to craft the Ultimate Throwables Bag. The hunt is acquired at the outpost
at Kyra Tea Weigh Station.
Once you have met with the unique Mr. Chiffon, a hunt to acquire the skin of
the Black Water Dragon will be offered at the outpost at Kyra Tea Weigh
Station. The design is located at the outpost where you will find a boat to get
upriver to the hunt.
When you arrive at the crag overlooking the river, you’ll find an M-79 grenade
launcher and all sorts of explosives as well as an ammo cache. You must use
explosives to do the hunt-on this occasion the scales won’t be damaged by
explosive weaponry.
Inject a Hunter’s Syringe to locate and tag the fish. You can begin targeting
them from the outcropping or you can board the buzzer or the boat located there
to target the fish. The Dragon is a larger version of the demon fish and it is
easier to identify from the air.
Royal Army forces patrol the area and they will probably man the machine gun
emplacement across the water from the starting point when you start fishing
with explosives-watch for them.
Just lay into the fish with the grenade launcher until the waypoint appears
denoting the resting place of the Demon Fish appears. Dive and take the skin
which will be used to craft the ultimate Throwables Bag. There is no better
place to bag the four demon fish needed to craft a Loot Bag upgrade.
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<MCT> Kyrat Fashion Week: Tenzin a rare dhole whose hide is used to craft the
Ultimate Arrow Quiver. The hunt is acquired at the outpost at Kyra Tea
Terraces.
The hunt will commence northeast of the outpost at map coordinates X: 422 Y:
347. The hunt is for a fierce canine, a rare light-coated dhole, and it
requires the kill to be with a bow or a blade. You’ll find a hunter’s bow and
arrows at the starting point but you can use your Recurve Bow or Auto-Cross if
you have one.
There will be others in the pack and they can be killed with firearms or
explosives. You can climb onto the shack near the den and toss bait to make
your kills. When Tenzin goes down, grab the hide to complete the hunt. It is
used for crafting the ultimate Arrow Quiver.
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<MCG> Kyrat Fashion Week: Gulo a rare honey badger whose hide is used to craft
the ultimate Bait Bag. The hut is acquired at the outpost at Pranuagat School.
A PKM LMG is provided at the starting point, on the roadway, north of the
outpost. You can, however, use any LMG in your possession or a blade. Honey
badgers are fierce and really tough to kill but the LMG makes this one a turkey
shoot. Just inject a Hunter’s Syringe and lay waste to the aggressive little
ankle-biter called Gulo and anything else that troubles you.
Gulo’s skin is used to craft the ultimate Bait Bag, allowing you to tote 6
pieces of bait. If you go into the temple ruins after the loot chests, watch
for snakes.
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<MCK> Kyrat Fashion Week: Karkadann a rare rhino whose hide is used to craft
the ultimate Heavy Ammo Bag. The hunt is acquired at the outpost at Shanath
Breeders.
The waypoint is south of the outpost where an M133 shotgun is provided. The
hunt will take place on the nearby bridge where Karkardann is going berserk.
The locals have filled him with arrows but he is busting through the wrecked
vehicles like a tank. When it charges, take refuge on the ledge below the
bridge to fire on it, to reload and to heal. It can’t reach you there.
It will take numerous shells to bring it down. The hide is used to craft the
Heavy Duty Ammo Bag, extending the number of flame tanks, flares, grenade
launcher and rocket launcher rounds you can carry. This hunt makes the grenade
launcher even more awesome.
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<MCST> Kyrat Fashion Week: the Sky Tiger is a rare white tiger whose hide is
used to craft the Ultimate Syringe Kit. The hunt is acquired at the outpost at
Barnali’s Textiles.
Mr. Chiffon warns you that the Sky Tiger has killed eleven people in the last
year and it is a fearsome cat. The starting point is northwest of the outpost
where you’ll find an AK-47. You will encounter two or three regular tigers in
the rocky canyon before encountering the white skinned Sky Tiger and they can
be taken down with the weapon of your choice.
As advertised the Sky Tiger is ferocious. Throw a bait to distract it so you
can get some lead into it and blaze away until it falls. Its skin is used to
craft the Ultimate Syringe Kit allowing you to tote eight of each syringe type.
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<MCST> Kyrat Fashion Week: Mad Devil is a rare black wolf whose hide is used to
craft the Ultimate Wallet. The hunt is acquired at the outpost at KEO Gold
Storage.
Pack your bow and if you have one, the Auto-Cross. The crossbow’s rapid fire
rate makes it the best option. Take a heavy-hitter as well. Only Mad Devil has
to be killed with arrows or bolts.
The starting point is about 200 meters southwest of the outpost where you’ll
find a couple of Recurve Bows and arrows. Mad Devil’s lair is about 100 meters
to the west.
Mad Devil is noticeably darker than his pack members but not enough so that you
can indiscriminately kill them with firearms or explosives from a distance.
Scout from near the shack and the stream beyond and start picking off wolves to
narrow the odds.
Some of the wolves will be in the cave and tossing bait will lure them into
your sights. Try to reduce the pack before taking on Mad Devil. If he gets too
close, you can jump in the water to avoid his bite.
Take the skin when he does down. It is used to craft the upgraded Wallet,
allowing you to tote five million rupees. The den has three loot chests and
several mushrooms or white leafs for crafting. This is also a good place to
gather other leafs for crafting.
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<MCGB> Kyrat Fashion Week: The Ghost Bear is a rare brown bear whose hide is
used to craft the Ultimate Loot Bag. The hunt is acquired at the outpost at KEO
Pradhana Mine.
The starting point is 400 meters north of the outpost where an M33 shotgun is
provided; it has good power but a slow rate of fire. If you have a SPAS-12, it
is a better option.
Grab a vehicle and make your way there. The den is a short distance to the
east.
The Ghost Bear isn’t a loner. It has a companion which will be assaulting a
local near the entry. A third bear will also be in the vicinity-possibly inside
the cave. Gun it or them down and you’ll come face to face with the lighter
furred Ghost Bear deeper in the cave. The skeletons in the cave show that it is
a man-eater. Toss a bait to occupy him and move in close to put it down. The
skin is used to craft the Ultimate Loot Bag, allowing you to tote 150 items.
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<MCSL> Kyrat Fashion Week: The Shadow Leopard is a rare bronze leopard whose
hide is used to craft the Ultimate Ammo Bag. The hunt is acquired at the outpost
at KEO Logging Camp.
The starting point is on the precipice south of the outpost. You’re required to
make the kill with an assault rifle, so take the one pf your choice. A couple
of grapples will get you to the starting point. You’ll find an AK-47 near a
tattered tent and a grapple point to start you up the massif.
The Shadow Leopard won’t be the only cat on the mountain so watch and listen as
you climb the ledge and use the grapple to continue upward into the designated
area. You’re likely to encounter a snow leopard before getting to the main
hunting area
There is a cave in the cliff not far ahead and the Shadow Leopard seems to have
a bit of bronze in his coat-not so different than the other leopards prowling
the slopes. Toss a bait to get it into a zone you select to acquire the skin.
The skin is used to craft the Ultimate small arms Ammo Bag. There isn’t any
loot in the den but there are some white leafs to gather.
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<MCTS> Kyrat Fashion Week: Thick Skin is a rare elephant whose hide is used to
craft the Ultimate Explosives Bag. The hunt is acquired at the Rajgad Gulag
Fortress.
Thick Skin is a rare elephant, maddened by a disease that has made him
extremely hostile. Mr. Chiffon wants that hide for another of his fierce
designs. Suppose fire doesn’t ruin it cause that what you must kill it with and
you can’t use fire arrows. You will find a flamethrower at the starting point
and an angry elephant just beyond.
There is decent cover around the building and you can mask your position by
going to the high ground, but being trampled is a real threat when you’re using
a short range weapon like the flamethrower. Make good use of your Molotovs and
hit it with the flamethrower when you can get out of its path.
Thick Skin’s hide is used to craft the ultimate Explosives Bag, allowing you to
carry 8 mines and 8 C4 charges.
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<HRM> Hostage Rescue Missions:
<HR01> Khilana Bazaar
<HR02> Kyra Tea Weigh Station
<HR03> Royal Raksi Brewery
<HR04> Open Hearts Clinic
<HR05> Bernali’s Textiles
<HR06> Tirtha
<HR07> Pokhari Ghara Outpost
<HR08> Keo Gold Storage Outpost
<HR09> Sahi Jile Checkpoint
<HR10> Shikharpur
<HR11> Border Observation Post
<HR12> Varshakot Fortress
<HR13> Rajgad Gulag
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<HR01> Hostage Rescue: Khilana Bazaar X: 299 Y: 426
Inside the safe house at Khilana Bazaar a local woman says that a small farm
has been attacked by Royal Army forces. She believes the locals have been taken
for slave labor. You must remain undetected while rescuing the captives or they
will be killed. At least two of them must survive for the rescue to succeed.
The mission’s site is map coordinates X: 290 Y: 426; this is about 350 meters
north of the outpost.
Commandeer the buzzer and fly north. Set down on the roadway about 100 meters
south of the farm and grapple up the cliff. Scout from the rocky overlook and
tag the four hostiles.
There will oftentimes be a lone yak below, If so, tag it and hit it with an
arrow to drive it off, and then slide down through the crevice.
Kill the kneeling thug. Take out the one abusing the hostage in the low area-
you can mask your approach by moving along the terrace. Then take out the one
near or, more often, inside the central shack. Complete the cleansing by
dropping the one on the far side. Release the hostages to complete the task.
Note: There are usually a few yak foraging in the area. This will likely be
your first encounter with them.
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<HR02> Hostage Rescue: Kyra Tea Weigh Station X: 345 Y: 380
Royal Army forces are using civilian hostages to help raid a Golden Path supply
cache. Your task is to liberate the hostages and secure the supplies. At least
two of the hostages must survive the ordeal.
The mission site is about 240 meters south of the outpost. Scout it from the
high ground overlooking the site from the north. Four Regular troops are
forcing the four captives to confiscate the supplies.
Even though the area is open, the four seldom are in a position to see one
another. Raise your bow and quickly take them out in turn, starting with the
one closest to the truck, then the guy abusing someone near the boulder, then
the one in the middle and then the one near the cave. Release the captives and
raid the cave for a couple of loot chests.
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<HR03> Hostage Rescue: Royal Raksi Brewery X: 553 Y: 532
A nearby cave has been set up as a brothel by the Royal Army and they are
forcing local women into prostitution. You must kill their captors and free the
captives.
The mission site is about 300 meters west of outpost. The cave is partly
surrounded by cliffs and your best approach is from the north where you can
look over the rocks and see both of the guards near the entry. The bow has the
power and range to silently dispatch both of them from the high ground. If your
kills were clean and the remaining guards aren’t on alert, the four thugs
inside the cave are spaced out and can be taken out as you move through the
cave. To be successful you must rescue at least two of the four women.
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<HR04> Hostage Rescue: Open Hearts Clinic X: 387 Y: 674
Royal Army forces have set up a brothel. Kill the guards and rescue the
captives. They will be executed if you are detected. The brothel is about 260
meters southwest of the outpost.
There are six troopers guarding the women. Scout from the rocks to the north.
Position yourself so you can drop the lone guard who you can see through the
upper window. Kill the guard in front of the building and then toss stones to
pull the remaining guards away from the women. Hit them with the grenade
launcher or grenades. Anyone surviving will try to kill the captives or will
try to get into the building to kill the women. Take him out quickly to
complete the rescue.
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<HR05> Hostage Rescue: Bernali’s Textiles
The Royal Army has taken over a local market and they are forcing some of the
locals into prostitution. This mission takes place about 280 meters southwest of
the outpost.
There are five troopers guarding the captives. Approach the site from the
hillside to the west. The outlier in the rear of the camp is an easy kill. Two
guards are on each side of the main building guarding their captives. Toss a
stone or two to lure one of the guards on the south side and put him down and
then kill his partner. Two of the captives are now safe.
Move around the front of the building, along the wall and gun the remaining two
down from the north side to complete the rescue.
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<HR06> Hostage Rescue: Tirtha X: 500 Y: 369
A family has been accused of hiding weapons for the Golden Path. They are sure
to be executed or worse. The location is about 400 meters southwest of the
village at map coordinates X: 467 Y: 348.
There are four thugs at the homestead and four captives. Two of them are being
held in the house and two near a small shack. Make your way to the west side
and bait the thug abusing a captive into going behind the shack. Put him down
silently where his corpse won’t be noticed.
Lure another of them toward the shack and then make your way toward the house.
Gun down the last two to complete the rescue.
One of the captives will tell you to check the basement. Knock the boards out
on the back side of the house. You’ll find a chest, throwing knives and a D2
shotgun.
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<HR07> Hostage Rescue: Pokhari Ghara Outpost X: 552 Y: 747
The Royal Army has captured civilians at a lodge and they are taking them to the
mines for forced labor. Rescue them before they are taken. Being detected is
sure to result in the death of the captives.
The site is east of the outpost and across the lake. There are four captives
guarded by six soldiers, one of whom is a Heavy Gunner. There are two soldiers
guarding a single captive in the small building to the south. Stay low as you
sneak in and hide in the brush near the boulder. When a thug patrols behind the
shack, toss a stone to bring him closer and silently drop him. Kill his partner
in the shack who is preoccupied with abusing a captive.
Snipe the soldier on the balcony and then the one that parades a captive around
the big building. Maneuver to drop the Sniper on the rooftop. The Heavy Gunner
will usually hang out in the building but he can be lured out for a Takedown or
a kill with a fire arrow or C4.
If two captives are still alive the mission succeeds and you can release them.
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<HR08> Hostage Rescue: Keo Gold Storage Outpost X: 437 Y: 814
The Royal Army has pillaged a farm east of the outpost and has taken four of
the locals hostage and are going to send them to a mine as slave labor.
Scout the farm from near the vacant building to its north. A Heavy Flamer walks
a long route around the area and another is parading a captive. When either the
Heavy or the thug parading the captive comes behind the house, kill him. The
Sniper on the roof is your next target and then the guy inside the building
abusing a hostage.
When the guy parading the hostage or the Heavy Flamer, whichever is still
standing, comes into your sights, take him down. This will save at least two of
the hostages. Move in on the two at the other building and snipe them to
complete the rescue. Release the hostages.
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<HR09> Hostage Rescue: Sahi Jile Checkpoint X: 670 Y: 764
An old gold mine is being used as a prison. The Royal Army is ransoming the
captives. You are tasked with freeing them. The site is only 200 meters
southeast of the outpost.
There are six soldiers guarding four captives. Two of them are guarding the
entrance and another is on an elevated overlook above it. Move up the grade on
the northeast side and kill the Sniper. Look down toward the entry and toss a
couple of stones to lure one of the guards away. Kill the one nearest you and
then the one searching. If your kills aren’t clean and silent, the captives are
dead.
If you enter the cave there will be two thugs guarding three prisoners on the
left and one on a ledge to your right. Rather than chance being detected by
using the main entry, drop down off the overlook, go past the entry and you
will find a grapple point on the cliff face.
You will be on a ledge above the lone guard. Silently kill him, locate and kill
his two accomplices below to save the hostages whom they have shackled to the
walls.
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<HR10> Hostage Rescue: Shikharpur
Royal Army forces are using captives as forced labor at a gold mine about 275
meters west of the outpost. The captives are expendable and they will be
executed if you are detected.
Start west on foot from the outpost; and, well below, a zipline will take you
across the gorge. Move onto the high ground east of the site. A sentry will be
walking patrol on the elevated walkway below. Two more will be standing looking
the other way and another will wander about.
Drop the sentry on the walkway and look for the wandering one. Try to drop him
cleanly behind the big boulder. When the other two separate, kill the one
behind and then quickly put down the other while he is facing away.
Drop down onto the walkway and proceed clockwise. Drop down and climb back onto
the walkway to get into a side tunnel of the mine. There are two more guards
inside and one of them is a Heavy Gunner.
You’ll be on a rock shelf above the Heavy Gunner where you can execute a
Takedown From Above or you can score a headshot. The other guard is deeper in
the mine and is another candidate for a Takedown From Above or you can just gun
him down to complete the rescue.
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<HR11> Hostage Rescue: Border Observation Post X: 812 Y: 664
A group of captives are being held prior to being taken to a work camp. The
waypoint is about 300 meters south of the outpost.
Commence operations from the high ground north of the site by killing both of
rooftop Snipers. A couple of guards circle the fenced in compound in a truck.
Four additional guards will need to be put down. Drop the one that wanders
around the rear area and then drop down and get behind the stone wall.
When the truck is out of the area, snipe the remaining guards. You may not get
them all, so when no targets present themselves, let the truck pass and drop a
mine in the road. Follow it and hunt down the survivors and let the mine take
out the truckers. Free the shackled hostages to complete the mission.
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<HR12> Hostage Rescue: Varshakot Fortress X: 509 Y: 431
Royal Army forces are stealing food supplies and enslaving the locals. The site
is a lakeside fish farm 250 meters east of the fortress.
Take the buzzer at the fortress and fly toward the site. Land the buzzer well
to its south. Move in behind the building and bait the two guards near the
building into a kill zone behind the structure. Two of the hostages are at the
front of the house.
The remaining three Royal Army Guardsmen will be on the docks near the lake.
Take out the one on the south side and then gun down the two as they come for
you and the two hostages. You must save only two hostages to complete the
mission.
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<HR13> Hostage Rescue: Rajgad Gulag
Royal Guard forces have taken a village and are holding hostages, believing
that doing so will prevent a rebel attack. Kill the guards and free the
captives.
This mission will take place about 375 meters west of the fortress. The six
defenders of the lakeside settlement include two Heavies and a pair of Snipers
Move to the west side of the larger structure and kill the Sniper and then the
one that patrols around the east building. Climb the long ladder and kill the
Sniper and the Charger on the rooftops. Take out the Heavy Gunners. Free the
hostages to complete the mission
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<ASSN> Assassination Missions:
<AS01> Kyra Tea Terraces
<AS02> Rochon Brick Co. Storage
<AS03> Rochom Brick Co. Shipping
<AS04> Pranuagat School
<AS05> Keo Logging Camp
<AS06> Lhumtse Barracks
<AS07> Bhirabata
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<AS01> Assassination: Kyra Tea Terraces
This mission is available after the liberation of the outpost at Kyra Tea
Terraces. A Royal Army Commander is overseeing an operation at a warehouse. You
must kill him without being detected and search the body for his tag. Hiding
the body is optional but doing so will earn a bonus. You must then escape the
mission area without detection to complete the mission and earn the bounty.
The mission site is about 400 meters southwest of the outpost. Approach it
cautiously from the south which will put you in the rear of the facility. The
rear is undefended, but take care, the guard on the east side can easily spot
you if you aren’t careful.
Two troopers guard the outside of the main building-one on each side. The
Commander is loitering near the front doorway of the warehouse. Another guard
mills about inside the warehouse but he will occasionally exit in the rear and
climb onto the rooftop.
Move down the hillside and the vine climb will allow you to get to a ladder,
taking you onto the roof. Look through the gap in the roof and tag the
Commander and his comrade so you can track their positions.
Stay on the rear slope of the roof and toss a stone or two to individually lure
the guards on both the right and left sides of the building farther to the rear
so the two guards across the road don’t notice their demise. Don’t target the
two guards across the road-the Commander is looking their way and may notice
their downfall.
With both flanking guards downed, keep track of the Regular inside the building
with the Commander and lure him behind the building by tossing a stone. He may
do this on his own-he sometimes climbs onto the roof and he may have even
responded to the stones you tossed to bait the flankers.
With three kills done, get down from the roof and look into the warehouse on
the west side. Toss a stone to get the Commander moving away from the entrance
and then slip in for a Takedown. If you use the bow, target his head. A body
shot may not put him down cleanly.
Grab his dog tag and carry him to the designated hiding spot behind the
building so the two across the road don’t see you. This will yield a bonus.
Escape the scene to complete the task.
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<AS02> Assassination: Rochon Brick Co. Storage X: 440 Y: 543
A Royal Army Commander is your target. His convoy will be stopping at a nearby
farm where he will be vulnerable. You must kill him and remove his dog tag for
identification without being detected. Hiding the body will earn an additional
reward. The farm where you must go is about 400 meters to the north.
Approach the farm from the south and do recon from the little rise. The
Commander and three of his lackeys are on the far side of the farm near the
truck. The fourth is an outlier. When that outlier patrols behind the building,
drop him.
You can now try to lure the Commander to the rear of the farm but tossing
stones doesn’t always do the trick.
If you have the grenade launcher, stay concealed in the brush atop the rise and
launch grenades to kill the Commandeer and his comrades that usually stay
bunched up near the truck.
Search the Commander’s corpse for his tag and toss his body over the cliff for
a bonus. Escape the scene without being detected to complete the mission.
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<AS03> Assassination: Rochon Brick Co. Shipping X: 393 Y: 504
An island temple southwest of the outpost has been turned into an opium den.
Your task is to kill the Commander, remove his tags for identification, and if
possible, hide the body for a bonus. You mustn’t be detected or the mission
will fail. Escaping the scene will complete the mission and earn the bounty.
You’ll find a watercraft on the shoreline east of the island but it is only a
short swim. There are a few demon fish in the water so be aware.
However you to get onto the island, go ashore on the south side. Make your way
along the west shoreline to get in behind the main structure. A Hunter’s
Syringe will locate him and his comrades and allow you to track movement.
The Commander will wander toward the main structure, so get in the brush behind</pre><pre id="faqspan-8">
it and toss a stone to lure him behind the building. Put him down, remembering
that his type is tougher than your average south sector thug. Remove his tag
and pitch him into the water at the waypoint. You can now flee the island to
complete the mission and earn the bounty.
The three defenders, however, are usually easy kills. One is dozing, probably
had some opium. If you kill them you can harvest any demon fish you still need
for crafting fish.
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Assassination: Pranuagat School <AS04>
A Royal Army Commander’s car was sabotaged by rebel forces. It is being
repaired and he is vulnerable. The garage is about 325 meters east of the
outpost. Kill him and remove his dog tag without being detected. Hide the body
for a bonus.
The garage is in the rear or on the west side of the complex. Circle around to
the south and double back to get behind it. A sentry roams the rear area. Put
an arrow in him, heft his corpse and toss it behind the small building.
One of the troops will drive the car into the garage. The quarry should be
wandering around to the east, so lure this guy out and silently kill him and
stash his body with your first victim.
The commander will soon mosey into the garage wondering why the truck isn’t
being repaired/ toss a stone to lure him out and one to make him focus away and
then move in for a Takedown. The sentry on the north end may get suspicious
Toss a stone to turn him away and put him down. Stash the commander’s body in
one of the designated zones for the bonus. The last trooper is an optional kill
since the mission isn’t completed until you leave the area.
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<AS05> Assassination: KEO Logging Camp X: 420 Y: 757
An influential Commander is relaxing at a confiscated home. Kill him without
being detected, take his dog tag; and, for a bonus, hide the corpse. The
originator talks about a cave where you can set up. The objective is about 330
meters to the east of the outpost. Take heed of the advice given about the
cave.
The Commander will be sitting in the center of the area and he will be
protected by a Heavy Flamer, a rooftop Sniper, a guard dog and four Regulars.
Monitor the positions of the defenders so you aren’t seen and grapple up the
cliff directly behind the homestead. You can be spotted so take care climbing
the cliff.
There is a cave in the cliff that overlooks the site and provides an excellent
sniping platform. This cave can also be reached by going up the grade if you
approach it from the east.
Kill the sentry when he passes behind the house and then the Sniper on the
roof. Put the quarry down near the fire so you don’t have to hunt him down.
Just stay below the crown of the cliff as you select new targets. The Heavy
Flamer will require a headshot or a couple of body shots with the Z93.
When all defenders including the dog are downed, grapple down. Loot the corpse
and stash the body for the bonus.
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<AS06> Assassination: Lhumtse Barracks X: 783 Y: 605
There is a Royal Army training ground about 200 meters west of the outpost.
Eliminate their Commander, remove his tags and hide the corpse for a bonus.
Set up on the knoll west of the area. There are nine trainees with the
Commander. He is on the rooftop supervising. Kill him first and then take the
two doing pushups. If you don’t miss, nobody should be aware they are being
culled. Hit the red barrel near the two at the corner of the house and then
stay behind the knoll and toss a grenade near the barrel at the firing range.
Change your position and stay low, keeping the bulk of the terrain between you
and them. The two on the roof may employ the mortar but they won’t have a clue
of your location. You must now clear the field without being seen and these
guys have eagle eyes.
Once only you remain standing, get onto the roof to loot your quarry and dump
his corpse in one of the designated areas for the bonus. Get out of the area to
complete the mission.
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<AS07> Assassination: Bhirabata X: 533 Y: 811
Royal Guard troops have occupied a good vantage point. Eliminate their
Commander without being detected, loot the body for his tag and hide the corpse
for a bonus. The site is about 425 meters northeast of the outpost.
A mountain path going northeast out of the outpost will, after a few grapples
where the walkways are out, get you to the site.
Monitor the focus of the defenders and stay low and near the cliff to reach a
grapple near the site that will get you to an overlook. From there you can
snipe the lot if you stay low and pick your shots.
There are two Heavy Gunners and three regular troops in addition to the
Commander. The quarry is probably visible through the rear window of the shack.
Stay low on the overlook and pick your shots. Kill the Sniper and any outliers.
When bodies are discovered, move back and peek over the crown to get additional
targets. Toss stones to get them focused away from the cliff and when the
Commander is dead, loot the corpse for the tags and stash his corpse for the
bonus.
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<EFAE> Eye For An Eye
<EF01> Kheta Manor
<EF02> Shanath Breeders
<EF03> Shanath Training Ground
<EF04> Seven Treasures of Ashram
<EF05> Royal Guard Kennels
<EF06> Keo Pradhana Mine
<EF07> Namboche Monastery
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<EF01> Eye For An Eye: Kheta Manor X: 446 Y: 452
A Royal Army Commander has killed a woman’s family and taken her house. She has
come to Kheta Manor for help and she wants him dead. Her house is west of the
outpost. The Commander must be killed with a handgun and a Mark IV revolver is
provided at the starting point overlooking the site.
Scout the house from the overlook. The zipline can take you to the site below;
however, that zipline isn’t your best entry option. Tag the visible defenders-
there are four sentries guarding the structure. The Commander is busy with a
task inside it.
Move east past the bridge and cross the river. Continue east along the dirt
path and double back toward the house through the little canyon. Climb the vine
and make your way to the grassy area beyond the road junction. There is a
sentry on the rock ledge below. Toss a stone to get him farther back and
silently kill him. Locate the guy on patrol behind the house and drop down onto
the ledge and put him down. You should now be able to spot the mark inside the
building.
Silently kill the guy near the door, drop down and then kill the one in front.
If you were stealthy, just sneak up and put a bullet in the Commanders noggin’
and take his picture to conclude the mission.
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<EF02> Eye For An Eye: Shanath Breeders X: 379 Y: 572
The Royal Army has abducted some young girls and the mother of one is sobbing
in the safe house. They are to be taken to a brothel. The waypoint is nearly
400 meters south of the outpost. When you arrive you find out the kills must be
made with a shotgun. An M133 shotgun is provided if you didn’t bring one.
Four goons accompany the two child abductors. One of them is a Sniper. Unless
disturbed, the two primary targets will mill about in front of the shack.
Stay low and circle in behind the shack to get behind the perps. Put an arrow
in the sentry and then kill the Sniper. Creep inside the shack and gun down the
two perps from point blank range. Deal with the two remaining goons and take a
photo of the two to complete the quest. Occasionally another goon will arrive
in a truck as the mission unfolds.
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<EF03> Eye For An Eye: Shanath Training Ground X: 255 Y: 542
The Royal Army has invaded sacred ground, killing a man’s father in the
process. You are given the task of killing the responsible Commanders with a
knife and then you must get their pictures as proof of their death.
The starting point is the corpse of the man’s father about 250 meters to the
east. It seems they used him for knife throwing practice-grab the knives if you
need them.
Being detected doesn’t cause the mission to fail, so use a Hunter’s Syringe to
tag the two Commanders and their five comrades. Stay on the high ground and use
a throwing knife to kill the Commander milling about behind the shack. You’ll
have to drop his companion as well because he’ll quickly see the corpse.
Kill the Sniper and this carnage will finally be noticed. You won’t have to
bait the second Commander out of the shack-he’ll come out when the search is
on. Stay low and pick your targets-you want the last perp alone.
Once the five lackeys and one of the Commanders are downed, you’ll find a cave
that you can grapple down into on the south side of the rock shelf. If you
can’t get him from above, use the cave to get down and stalk him for the kill.
Take photos of both to prove their demise.
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<EF04> Eye for an Eye: Seven Treasures of Ashram X: 432 Y: 388
A Royal Army Commander has murdered a DJ for airing anti-government broadcasts.
His son is in the safe house pleading for someone to kill the man. It must be
done with an SMG and you must take a photo as proof.
The site is a short distance to the southwest where a Skorpion SMG is provided.
Climb the knoll north of the site to do recon. You’ll see five Regulars but the
Commander will be hanging out inside the rear shack.
Begin thinning the enemy, starting with any outliers. A body will be discovered
and they will begin searching and the Commander will join the fray. If you have
the grenade launcher, wait for two or more to group up and take them out. Just
don’t kill the Commander. When only he remains, hunt him down with your SMG and
take a picture of the corpse to prove the kill.
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<EF05> Eye For An Eye: Royal Guard Kennels X: 605 Y: 708
Gold has been found on a woman’s farm and her bee hives are being decimated by
Royal Army troops. Your task is to kill the two Commanders with a shotgun and
then take their pictures as proof of their demise. Takedowns are not allowed.
The bee farm is about 300 meters south of the outpost. Scout from the high
ground to the east where you’ll find an M133 shotgun at the waypoint. Use a
Hunter’s Syringe or your camera to tag them so you can identify the two primary
targets. One of the Commanders is a Heavy Flamer and he wanders the premises
with two other Flamers destroying the hives. The other Commander is also
heavily armored, and it will take multiple blasts to put him down unless you
can target his noggin.
Begin sniping, starting with the outliers and the Sniper so your activity isn’t
quickly noted. The Z93 or SA-50 can handle most of the support cast from the
overlook, including the two rank-and-file Heavy Flamers. They frequently pass
by the explosive barrels. They’ll soon surmise where you are and at least one
of the Commanders and his entourage will come up to the high ground. If you can
kill the Commander on the high ground it will make staking the Heavy Flamer
below less challenging.
Move down to the farm. There is a grapple that will get you down. You can then
circle around the farm and pick your shots from cover to clear the lackeys. Be
advised that bees may also attack as you move about the farm.
You must now take the down the Commanders if both are still in play. Separate
them or wait until they move apart to make your move. It will take multiple
blasts to kill the Heavy Flamer and his comrade.
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<EF06> Eye for an Eye: Keo Pradhana Mine X: 692 Y: 624
The Royal Army is using an abandoned outpost 300 meters to the south of the
outpost to set up ambushes. It is time to turn the tables. Pack your silenced
Z93 or SA-50 sniper rifle. If you go cross country toward the waypoint on foot
from the outpost, you will end up on the high ground above the site. An SVD
sniper rifle is provided but your silenced one is a much preferred option.
You must kill both Commanders with a sniper rifle. Six soldiers, including two
Snipers, accompany the two Commanders. A rooftop RPG Sniper is waiting to
target an approaching Golden Path convoy. Take him out before he can and then
target the Commander who hangs out on the porch anticipating the destruction.
Target one of the Snipers and keep killing until they scramble and the second
Commander comes out of the building. Be aware of the other Sniper who is
usually under cover but who may man the mounted gun on the lake side of the
area. Keep in mind that only the two Commanders need to eat a Sniper round. The
grenade launcher or another less precise munitions can be used on their
henchmen.
Take a photo of each of the deceased Commanders to prove their demise. Destroy
the propaganda poster before departing.
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<EF07> Eye For An Eye: Namboche Monastery X: 803 Y: 726
Royal Army forces have raided a village, killed many of the locals and
confiscated their homes. Kill the three Commanders with an assault rifle to
exact some measure of vengeance. To do so, you’ll have to purge the village of
government forces.
The village is about 300 meters to the north of the outpost and it is largely
surrounded by mountains. Packing a silenced sniper rifle and a scoped P416 or
MS16 or another potent assault rifle is highly advised. You’ll find an
inadequate AK-47 assault rifle at the waypoint.
There are about fifteen troops occupying the village and two of the Commanders
and one of their lackeys are Snipers. Scout and tag the lot from a distance so
you can tell who has to bite the dust with bullets from your assault rifle. One
of three Commanders is a Heavy Gunner. The other two are Snipers and they are
high up and will make any bold approach painful.
Use the grapple point to climb onto the mountain. Stay low and in the brush or
these sharp-eyed hostiles will see you. Kill the Sniper on the rooftop and then
kill anyone you can get a bead on. If you are patient you can kill all the
lackeys with your silenced sniper rifle without being targeted.
When only the Commanders remain, equip your assault rifle, drop down and move
along the left cliff to avoid the Snipers sights and to get to the cover of the
buildings. Kill one of the rooftop Snipers because the Heavy Gunner will be
lumbering your way. He will take several magazines to kill. Stalk the other
Sniper and take photos of all three to complete the mission.
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Hunting: Survival <HUNT01>
<H01> Rochon Brick Co. Storage
<H02> Border Observation Post
<H03> Shikharpur
<H04> Royal Guard Kennels Outpost
<H05> Varshakot Fortress
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<H01> Hunting Survival: Rochon Brick Co. Storage X: 440 Y: 543
Tigers are attacking civilians near the river about 250 meters north of the
outpost. You’ll need a hard-hitting weapon to take down the tigers which have
been inflamed by chemical runoff from the drug farms.
Two of the three civilians at the site are armed with AK-47s and at least one
of them must survive the onslaught for the mission to succeed.
There is C4 and mines available and placing them near the base of the rocks can
help kill the tigers but the unpredictable actions of the civilians sometimes
place them in their blast radius.
Six tigers will attack one at a time from atop the short rock walk. You can use
the grenade launcher to kill them before they can leap down. This will easily
complete the task but the skins will be toxic and useless for crafting. A
shotgun will also get the job done and will yield usable skins. If at least one
civilian survives the onslaught, the mission is successfully completed.
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<H02> Hunting: Survival: Border Observation Post X: 810 Y: 665
This mission has you protecting some injured rock climbers from crazed
leopards. The site is about 350 meters southwest of the outpost. Pack a hard-
hitting weapon like a shotgun and/or a LMG. The grenade launcher will also
suffice but will taint the skins.
The three climbers will be on the rock ledges and two are armed with AK-47s.
Get onto the low rock ledge with the civilian to address the cats. Nine
leopards will attack, coming from both sides. You’ll have time to address them
as they stagger their attacks but they are quick and if they get to any of the
climbers, deadly.
If you don’t need the skins, you can toss a couple of mines onto the flanks or
just address them with the grenade launcher. If you do, just not killing the
climbers is a chore. One of the three must survive the onslaught
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<H03> Hunting Survival: Shikharpur
Wolves are attacking civilians and they are in dire need of assistance. The
site is about 280 meters south of the outpost. There are three civilians and
two are armed with AK-47s. At least one of them must survive the onslaught of
vicious wolves.
The civilian hunters will indication at the direction the wolf attacks. They
will charge in waves from three directions. Placing a few of the mines found
there can help but a good fast-firing shotgun like the SPAS-12 is your best
option. When the ten wolves lie dead and at least one civilian is still
breathing the ordeal is over.
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<H04> Hunting: Survival: Royal Guard Kennels Outpost X: 603 Y: 708
Bears are attacking some injured campers at a nearby camp. Two of the campers
are armed and the mines you find there are quite useful. Place them on both
flanks and in the mine entry.
The aggressive bears will attack randomly from either flank or from the cave.
The mines will kill some of the six bears but have a hard hitting weapon
equipped to deal with any that get close. At least one of the campers must
survive to complete the mission.
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<H05> Hunting Survival: Varshakot Fortress X: 509 Y: 431
Ravenous dholes are devouring civilians at a farmstead about 250 meters north
of the fortress. Two of the three people there are armed and at least one must
survive the attacks.
Toss a few mines on the flanks and climb onto the terrace for good visibility.
Waves of dholes will attack from both flanks and if they aren’t put down
quickly they will come up onto the terraces.
Raid the ammo cache before leaving.
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<HUNT02> Hunting Control
<HC01> Shanath
<HC02> Sahi Jile Checkpoint
<HC03> Utkarsh
<HC04> Tirtha
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<HC01> Hunting Control: Shanath X: 444 Y: 610
The hunt for the rogue dholes will begin about 300 meters east of Shanath where
you’ll find an ammo cache and explosives. The dholes in the area have been
affected by the chemical runoff from heroin production and they are killing the
domestic yak and are attacking the herders. They need to be eradicated and you
got the job. You can use any means to do so.
You’ll find an ammo cache and explosives at the starting point. Two new
waypoints mark the location of two packs of the canines. The southern pack
congregates near a den. A couple of volleys from the grenade launcher can thin
the pack before they scatter. Inject a Hunter’s Syringe to locate the surviving
dhole and wipe them out before they can charge.
The northern site is near a series of stones walls. The grenade launcher can
once again thin their numbers, allowing you to shotgun the remainder.
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<HC02> Hunting Control: Sahi Jile Checkpoint: X: 669 Y: 762
The hunt is offered in a building about 300 meters west of the outpost. A man
has escaped prison but to facilitate his escape he strapped proximity mimes to
a bunch of monkeys. He wants you to take out the monkeys before they can get
into the wild.
You’ll find all sorts of explosives at the starting point. There are two areas
that need to be cleared. Go for the north one.
There will be over a dozen macaques near the building. Toss grenades into the
pack and hunt the rest down with explosive arrows or a grenade launcher.
You’ll have to repeat the tactics at the second waypoint to complete the
mission.
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<HC03> Hunting: Control: Utkarsh: X: 486 Y: 760
Royal Guard forces are dumping toxic chemicals into a cave near a man’s home.
The snakes and rats in the area are infected and have invaded his home. You
agree to clear them out.
The objective is to the southeast at map coordinates X: 507 Y: 734. When you
arrive at the waypoint there is a large ammo cache, explosives and flame
canisters. There are two separate locations. The eastern waypoint is the
dumping site and you’ll have to lower yourself into an underground grotto to
kill the vermin. Watch for Royal Guard forces as you toss a grenade or two down
to clear the area below.
You’ll find about eight snakes in the grotto. A shotgun or flamethrower will
quickly wipe them out. Once again, be aware of enemy soldiers coming to dump
more chemicals as you grapple out.
Move on to the second waypoint. There are over a dozen vipers in and around the
home. Use a Hunter’s Syringe to help highlight them for your shotgun. Don’t be
surprised if a patrol truck intervenes. A Heavy Flamer will probably roast a
few snakes before you take him out.
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<HC04> Hunting: Control: Tirtha
Rabid honey badgers have killed the wife of a fur trader. Go there and wipe
them out. The hunt will take place just southwest of town. There are two
different locations and you can use any method to wipe them out.
There will be seven or eight honey badgers at the homestead. Stand off and
snipe them or use the grenade launcher to put them down. Just avoid making the
hunter there collateral damage
The next waypoint is an open area. Climb on the boulder and lay waste to the
tough little buggers to clear the field.
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<HUNT03> Hunting Supplies:
<HS01> Tirtha
<HS02> Utkarsh
<HS03> Shanath
<HS04> West of Sahi Jile Checkpoint
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<HS01> Hunting Supplies: Tirtha
This is a bow hunt for sambar to provide deer meat to hungry locals. The hunt
will take place just west of Tirtha where a bow and arrows are provided if you
need one.
The hunting area is large and there are plenty of leafs available for crafting
Hunter’s Syringes. When you bag three, a new waypoint will appear at the
delivery site just west of Tirtha. Heads up, you’re very likely to encounter a
tiger or two as you make your way to the freezer, which has no apparent source
of power.
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<HS02> Hunting: Supplies: Uktarsh X: 486 Y: 760
The bharals near the village have eaten the crops and now the villagers must
eat them to survive. Use arrows and/or bolts to harvest their meat for the
hungry villagers.
The hunt will take place north of the village. A Hunter’s bow is provided but
you can use your own bow or an auto-cross. Killing the four required bharals is
a cakewalk. Just watch for snow leopards in the area. Place the meat in the
freezer to complete the mission.
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<HS03> Hunting: Supplies: Shanath X: 444 Y: 610
You must use arrows or bolts to hunt wild boar for hungry villagers. The hunt
will take place about 300 meters south of the mountain arena. A Hunter’s Bow is
provided at the starting point where a boat will get you onto an island with
wild boar. The island also has rhino and wolves, making the hunt more
challenging.
Use a Hunter’s Syringe to help locate the boar and any rhino in the area.
Roaming the island can be dangerous with the foraging rhino and groups of wild
boar, so staying within sprinting distance of your boat can help keep you
breathing. If you still need the hides, you can usually hunt the rhino from the
safety of your boat. Be aware that swimming is also hazardous. There are demon
fish and crocodiles lurking in the water around the island.
When you have the required three boars, board your boat and deliver them to the
freezer across the water to complete the hunt.
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<HS04> Hunting Supplies: West of Sahi Jile Checkpoint X: 668 Y: 764
The hunt is with a bow for yak and it is offered in a building located about
250 meters west of the outpost. The rapid-firing auto-cross is your best option
for the hunt and the leopards prowling the rough terrain you’ll be hunting in
makes carrying a heavy-hitter advisable.
A woman’s grandfather wants to eat yak “oysters” one last time. You’ll be using
arrows or bolts and a bow is provided at the hunt site 200 meters to the north.
You’ll need four Yak, and a Hunter’s Syringe or two can help locate the beasts
in the rough terrain. These beasts will attack when provoked so a good strategy
is to find a high spot like a boulder and fire away.
When you bag four yak, make your way back to the starting point through the
rough country and deposit the yak in the freezer to complete the hunt.
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<YRM> Yogi and Reggie Missions:
<YR01> Lost and Confused
<YR02> The Burning Forest
<YR03> Naked and Screaming
<YR04> Fly or Die Trying
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<YR01> Lost and Confused:
Having booted the two from the Ghale homestead, Yogi and Reggie have settled
into a tent just up the hill. Seek them out and once again you end up drugged.
You regain your senses in a cave. You have nothing but a knife and there are
three bears in the cave. They are preoccupied with eating the locals and you
don’t want to be on their menu. Crouch and sneak past the feasting bears to get
out of the cave.
Keep to the left, staying as near the cliff as the terrain allows. Pick your
way toward the first waypoint. You aren’t equipped to fight, so keep a low
profile when you see the profile of a predator like another bear. When you
approach the waypoint, it changes. Most of the living things near the hut
disappear. You’ll find a Mohan Ghale Journal inside and there is a good chance
you’ll have to slash a couple of dholes.
Continue toward the next waypoint; if you stay near the left cliffs again, you
will find a vehicle. Commandeer it and continue cross country toward the
waypoint. Try to maneuver past the two rhinos-you may get lucky and have a
clear road, allowing you to speed past. Oftentimes the rhino are busy attacking
a Royal Army trooper or two.
You’ll have to go on foot to get atop the knoll and to the waypoint. Another
pair of rhino will emerge in a puff of smoke.
Just get off that knoll as quickly as possible. A truckload of soldiers will
sometimes enter the area beyond as well. You can either get back to your
vehicle or just sprint toward the new waypoint; there will be another vehicle
and perhaps a buzzer farther along.
Continue along the road and watch for the good old Sherpa-load in your favorite
weapons. You’ll have to go afoot again to reach the waypoint and the puff of
smoke will bring in government troops. Back off and let the bears that also
appear wreak havoc. You’re armed now so take out the winners-likely the bears
and continue past the giant statue to the low area.
You’ll meet a few friendlies and mostly docile wildlife. Make your way down to
the low area and enter the cave to meet with Yogi and Reggie, ending the weird
trip.
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<YR02> The Burning Forest:
You awake after partaking with Yogi and Reggie. You’re in a makeshift enclosure
and there is fire all around. Grab the AK-47. Get out of the flames and head
for the waypoint. Expect to be attacked by three flaming boars before you get
there. You’ll have to gun them down.
When you get to the waypoint-a pile of ammo-the two that would appear to be
Yogi and Reggie disappear in a puff and are replaced by a couple of Molotov
throwers. Gun them down. One is standing near an explosive barrel.
Slip down the rocks into the falling water. You’ll find a mask of Yalung on a
crate as you move up the stream. Continue on toward the waypoint.
Gun down the two Chargers at the house when Yogi and Reggie once again
disappear. Continue toward the waypoint. There will be a glider on the cliff.
Take it and use the wingsuit and parachute to get to the objective.
Yogi and Reggie will be on the roof. Climb up and they disappear and two
Molotov throwers, one in front, one in back will light the place up. Kill them
and when the flames allow it, go into the house and retrieve the satchel to
complete the mission.
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<YR03> Naked and Screaming:
Once again Yogi and Reggie are a bad influence-you’re not just killing people
you’re doing drugs. You awake in a grotto with no easy way out. If you have the
fixin’s for a couple of Focus Syringes there is no better time to inject them
than now.
Dive into the water and follow the flares until you surface in another grotto.
Grab the Skorpion SMG from near the corpses, inject another Focus Syringe and
swim into the water beyond the corpses. It is easy to get disoriented during
this swim but you should surface in a river near a jet ski.
Start up the river and bizarre things will happen. Trucks falling from the sky,
ancient statues rising from the river and three patrol boats will explode as
you just drive near them. Beyond a patrol boat will challenge you. Lay into it
with the Skorpion and continue to the waypoint. The satchel is in the building.
Retrieving it completes the mission.
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<YR04> Fly or Die Trying:
Once again you fall prey to Yogi and Reggie’s needle. This time you are
falling-a long way-but no worries you land softly in the water. Swim to shore
or you’ll be eaten by the demon fish.
Make your way to the cluster of buildings and grab the M133 shotgun from the
dead guy. Climb onto the building and when you enter the room, Yogi and Reggie
will puff away and you’ll be looking down on the place.
Grapple down and you’ll see a couple of hostiles among the buildings. Take them
out and grab a BZ19 assault rifle. Yogi and Reggie are there again but they
disappear again and you’re in a crude little cage. Knock the boards out and
when you go into the building, you are spirited away onto a walkway in the sky.
Go down and drop onto the floating platform and you’ll fall softly to the
ground. Yogi and Reggie will be dancing on the walls-let em as you make your
way to the waypoint on the roof. A buzzer will materialize.
Get aboard and fly toward the waypoint. Floating boulders and other debris will
pop into view. Yogi and Reggie will even be on a large stone. You can easily
evade the obstacles and land at the waypoint near the mountain.
Enter and the weirdoes are inside the shack. They award you with a drug pipe.
The mission completes as the two get back to their smoking and the mission
completes as you exit the tent.
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<SLMS> Shangri-La missions:
<SL01> The Hunt For Rakshasa
<SL02> The Surrender to Paradise
<SL03> The Paradise Destroyed
<SL04> The Unpainted Future
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<SL01> The Hunt For Rakshasa:
There is a nondescript icon at map coordinates X: 245 Y: 506 that marks the
location of a Shangri-La Thangka. If you fast travel to or start near the
outpost at Shanath Training Ground and go southwest toward map coordinates X:
220 Y; 523, you’ll end up at the Crazy Cock Bar-it looks more like a temple.
Watch for tigers and boars in the area.
Just west of the bar you’ll be able to grapple up. Go east on the grassy shelf
and you’ll find another grapple. Transfer to another grapple and from the ledge
you’ll see another grapple point on the overhang to your left. Grapple swing
and detach on the ledge. Continue along the rock shelf and jump the gap to the
hanging vines and climb the ledge beyond to get to yet another grapple.
Grapple again and transfer to another before landing on the grassy shelf.
Grapple up and transfer to a higher grapple to get atop another grassy rock
shelf. One final grapple will allow you to swing across a chasm and land near
the temple where you’ll find the Thangka. There will be several Royal Army
thugs to put down before you can enter. Take the Thangka.
Follow the path as Kalinag speaks of searching for the Rakshasa. The stones in
the water will align allowing you to cross the ruddy water.  You’ll meet the
tiger at the portal. Continue forward and you’ll find one of the Seekers
Kalinag spoke of. Take the bow. It will slow down time when drawn. The game
will display the specifics.
You’ll need the bow in the adjacent chamber as numerous demons lurk and will
attack when you begin dropping them. Use the tiger and the bow to put them down
and go to the right, making a counterclockwise circuit. There will be more
demons and the first Seeker will be under the stone arch near a shrine.
When you emerge from the grotto, follow the blood river. When you see a portal,
turn left and follow the stream upgrade until you find the second Seeker
hanging in a tree. Backtrack to the portal and you will see two more portals
beyond it. Enter the portal.
You will see demons ahead and a Mani Wheel near the new waypoint. Team with the
tiger to make your way there. When you reach the temple you’ll see that the
waypoint is on a floating islet. Go up the stone ramp on the side farthest from
it and a portal will get you to the Mani Wheel. Give it a spin and a tall
structure will appear.
Continue toward the waypoint and help the tiger kill the Scorcher. Enter the
ornate gate. The temple will have demons that charm hairless canines. Those
unfortunate creatures are living charging bombs. Work with the tiger to put
both them and the demons down. The third Seeker is in the passage behind the
well-lit statue.
Go up the stairs and when you come to daylight, go through the portal. Ride the
zipline across the water. You are now going for the Bell of Enlightenment.
There will now be plenty of demons and their dogs to contend with. A Scorcher
will also come forward and you must team with the tiger to score a Takedown.
Battle your way forward and team with the tiger to down another Scorcher. Near
the Bell, a pair of Scorchers won’t make ringing that Bell easy. Pat out the
flames, heal and help the tiger take them down. Ring the Bell to complete the
task. You find yourself at the Ghale homestead.
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<SL02> The Surrender to Paradise:
Like the prior Shangri-La mission, getting to the Thangka isn’t easy. It is
located at map coordinates X: 546 Y: 486.
>>>>Note: You can bypass the grappling and jumping by taking a buzzer onto the
heights above it. It will start to fail at that height but you can put down and
dive into the descent and swim into the temple.
Start south of the icon on the east side of the lake. You’ll find a ruin in the
side of the mountain where you can climb a couple of ledges to get to a trail
near the cliffs. Grapple up. Jump the gap to the rope and climb onto the next
ledge. Another grapple will allow you to swing to a ledge. Cross the log and
climb the ledges. Leap across the gap. You will come to a gorge called
Kalinag’s Descent.
Use the overhead grapple across the gorge and lower yourself onto the ledge.
Jump into the water and swim toward the light. You come up in a temple. The
Thangka sits on a table near the Kyra statue.
Move with the tiger through the redness toward the waypoint. The swirl of leafs
are caught in an updraft and during the mission’s gliding segments you must
seek out the swirling leafs to maintain height.
Lift off into the whirling red leaves, go straight ahead to the swirl near the
statue and then veer right toward the waypoint and land in the temple. As
instructed, go up the stairs to find a dead Seeker. Take the trigger from his
bow. It will allow you to fire multiple arrows with each shot. The game will
detail the device.
As you start forward demons and their dogs will attack. Use the bow to help the
tiger. The Scorcher will come last. Retreat from the flames so you’re not
fighting him in the narrow corridor and designate him for the tiger where you
can get behind it for a Takedown. If you fill the Scorcher with arrows while
the tiger attacks, a Takedown isn’t always needed. Grab some arrows.
Exit through the portal and continue up the stairs. Work with the tiger to
clear the chamber. There will be a Seeker near daylight.
After exiting there are two choices. Both the left and right swirl will lead to
near death experiences and the waypoint sometimes seems lost in the jumble of
spires and columns as you seek the scattered updrafts to stay airborne. The
left choice seems less frustrating. You’ll make it to a temple at the waypoint-
if not, you can do it until you do.
There are demons galore in the ruins. Be prepared to combat a horde of them.
There are numerous Scorchers that will require teamwork with the tiger to
defeat. You’ll find the second Seeker in the lower area. There are two Mani
Wheels to spin in the area and as you work your way up to the first one, a
Scorcher and then a pair of demons will defend the approach. Spin the first
Wheel.
Move down to the lower area and move into the swirl of leafs for another
flight. Once again, chase that waypoint, when you can see it, through the maze
of obstructions and you’ll land at another temple. Once again, you’ll be
fighting your way to another Mani Wheel.
Go up the stairs and the Wheel is in the distance; nearer are demons. Work your
way through the demons and up the stairs toward the Wheel. A Scorcher and his
entourage of demons and dogs defend the Wheel. Battle your way through the
enemy to spin the Wheel.
The long platform near the Wheel will get you to the next flight. Good luck
with this one. You’ll fly straight ahead, dip to miss the stone arch and after
flying straight ahead, you’ll have to cut hard left and catch the updrafts to
get to an elevated temple atop a towering Kyra statue.
This area has even more demons than the last, including Scorchers. Move under
cover, use the tiger and retreat from the exploding pooches. The usual suspects
guard the Bell. Interact with it to end the mission.
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<SL03> The Paradise Destroyed:
This Thangka is in the north sector at map coordinates X: 676 Y: 555. Approach
it from due north of the icon and you’ll find a grapple point on the west cliff
face just north of it. Another nearby grapple and transferring to another will
put you on a grassy shelf where you can continue up the mountainside to a
temple where you’ll find the Thangka.
You land in Shangri-La. Blazing animal corpses fall from above as you advance.
The tiger joins you and an elephant trumpets as you move over the paving
stones. Three exploding dogs lurk near the stone arch ahead. Kill them from a
distance before they note your presence. Turn left before reaching the arch
onto the side path where you’ll find a Seeker under a stone pagoda.
Backtrack to where you killed the dogs, proceed and climb the ledges as the
trumpeting gets louder. Ahead a pack of demons will be tormenting an elephant.
Team with the tiger to wipe them out. Interact with the elephant and it will be
your indispensable ally as you proceed.
Hop aboard and when a fallen tree blocks the left route, go to the right. As
you advance, the elephant will easily toss another fallen tree aside. Dismount
at that point rather than moving on. Climb the ledge on the left and move up
the incline to find the second Seeker.
Your ride will have wandered back the way you came in, so regain your ride and
continue on, going left where you split right on your way in. The elephant will
toss the tree aside.
Continue across the stone bridge and father along the elephant will toss aside
another tree. Ahead you’ll see the Mani Wheel through a partially blocked
entry. Before going for the Wheel, dismount and climb the ledge on the left for
the third Seeker.
Go through the entry and spin the Mani Wheel. The calm is broken as demons
appear. The raging elephant comes to your aid. It will do most of the work
while you pick off the archers. Help the tiger with the Scorchers.
Exit and start toward the waypoint. Mount the elephant when it returns. You’ll
be bypassing the ornate gate and going down grade past the statues and arches
toward the waypoint.
There will be demons as you approach the waypoint, including Scorchers. Trample
everyone in your path, clearing the area before proceeding on foot to the
second Wheel. The Scorchers can be trampled but the elephant will recoil from
the flames and you may end up afoot while the elephant retreats but continues
to rampage. There will be more demons and another Scorcher to deal with. Spin
the second Wheel.
You must now reach the Bell of Enlightenment. Start back toward that ornate
gate you passed after spinning the first Wheel. Bust through it with the
elephant and start trampling anyone near or approaching. Target the oil urns to
kill the flanking demons and keep the tiger active. It is tempting to just
charge the gate but you’ll have to thin the mob before you can bust through.
The defenders will include Scorchers who will turn the pachyderm back with
their flames.
>>>>Note: If the elephant disappears, just do a last checkpoint restart-it will
be back.
The Bell is on the upper area and you and the tiger will have to battle demons
and Scorchers along the way, starting at the entrance. Battle your way up the
stairwells, pausing to keep the tiger in play and replenishing your arrows when
you find a stash. There is more than one flight going up and finding a path
with less resistance is a good tactic. You’ll transition to the adjoining area
with the giant statue. Continue up the stairs, working with the tiger to defeat
the Scorchers. If you have plenty of arrows, it isn’t necessary to kill every
Scorcher with a Takedown.
There will be two Scorchers blocking access to the Bell and demons and their
dogs will be coming from behind. Keep the tiger active and if you can’t get
close for a Takedown, pump multiple arrows into the Scorchers. Ring the Bell of
Enlightenment and after it tolls the dragon is driven away and the mission is
completed. You’re back at the Ghale homestead with the fourth section of the
Thangka in place.
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<SL04> The Unpainted Future:
The Thangka is located at map coordinates X: 752 Y: 810. East of the icon
you’ll find a couple of long grapples and a ledge climb getting you to the
Anadekhi Ruins where a narrow crevice will get you to another long grapple.
Three grapple transfers on the cliff face will allow you to land on a rock
shelf near the Thangka. Grapple down and detach onto the rocks, and then
grapple down again into the subterranean temple. Take the Thangka from the
altar.
You fall and are greeted by the fire-breathing Rakshasa. The Boss battle area
is large and it has sparse cover. The Rakshasa can only be hurt by shooting it
in the mouth when its gaping mouth glows like hot lava; don’t waste your arrows
until it grins and you can see that glow. You must drop it three times to
eliminate it and the kills aren’t check pointed.
The Rakshasa will swoop overhead and pause to spew a stream of fire balls. The
attack is deadly but the fire balls come in a straight line and are easy to
avoid by moving laterally. When it flaps its wings and a puff of smoke appears,
it will be conjuring demons-they are likely to materialize right near you. Move
away when they do. The tiger is there and will help put down the wave of up to
six demons but you’ll still be battling that dragon.
You’ll be busy killing demons, patting out fire, pulling out arrows and trying
to land three arrows in the dragon’s mouth, makig it fall to the ground. You
will also be constantly on the move, making the task even harder. When the
Rakshasa takes three hits, it will drop to the ground. You’ll have to designate
it for the tiger. The tiger will leap into its fiery mouth and you must shoot
an arrow into the mouth. It will expel the tiger and it will take to the air
again.
The wounded creature certainly isn’t helpless after you damage it. If anything,
it redoubles its assault, summoning ever more demons. Exploding dogs will come
into the mix. When you again get three shots into its mouth, direct the tiger
to attack it a second time and shoot it in the mouth.
The wounded bird will arise and repeat the attacks as even more demons
materialize. When you get three arrows in its throat the tiger will leap in and
finish it off. The Bell of Enlightenment will toll. You’ll be back at the Ghale
homestead, the fifth and final Thangka in place.
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<RRR> Propaganda Center: Rabi Ray Rana:
Rabi Ray Rana runs radio free Kyrat and he is broadcasting from a shack at map
coordinates X: 477 Y: 322. He wants you to destroy a propaganda center that is
broadcasting Pagan’s poison. The first center is at map coordinates X: 426 Y:
420 far to the north.</pre><pre id="faqspan-9">
If you approach the objective from the south, you’ll have the high ground. Six
soldiers defend the center. If you have a sniper rifle you can begin targeting
them from the heights. A grenade or two launched or thrown into the building can
both kill defenders and start the destruction of the equipment.
There are numerous computers and printers to demolish on both floors of the
large building and the shack alongside it-a firearm or explosives will get the
job done. Two vehicles and a radio tower must also be destroyed.
When about fifty percent of the gear is destroyed, expect reinforcements to
flood in from the north in a patrol truck and on ATVs. Further carnage will
bring additional forces from the south.
When all the gear is destroyed and all hostiles are eliminated the mission is
completed. There will be Heavy Gunners among the reinforcements.
Rabi Ray will call in the location of the next center. The location will be
available when you are ready to pursue the mission far to the north at map
coordinates X: 359 Y: 577.
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Propaganda Center: Noore’s facility:
Noore has responded to the destruction of the first center by setting up a new
prop center. The mission is acquired at map coordinates X: 359 Y: 577.  The new
center is at map coordinates X: 394 Y: 600.
Half a dozen troops defend the terraced stronghold where the new propaganda
center has equipment in three buildings. Wipe out the six defenders and start
the demolition by tossing C4 charges in all three shacks. The destruction is
sure to bring reinforcements, so get to the south side where the vehicles will
come from. Detonate the explosives and wait for the vehicles to arrive.
Continue destroying everything, including the radio tower to complete the job.
Another wave of hostiles will arrive from the south. When all hostiles are
downed the mission and the center is destroyed, the task completed.
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Propaganda Center: Yuma’s facility X: 572 Y: 779 (North Sector.)
Yuma has set up a center after the destruction of Noore’s facility. The starting
point is at 572 779. The center is located at 592 758. The six initial defenders
include an RPG Sniper, a Sniper and a Heavy Gunner. Kill the Snipers and then
the others.
Toss grenades into the shacks and under the vehicles to bring on the
reinforcements. Patrol trucks and ATVs will arrive. There will be Heavies among
the group.
Continue the destruction and a helicopter gunship will arrive. Take it down and
after all the equipment is destroyed you’ll have to hunt down any remaining
combatants. Be aware that they may be outside of the immediate area.
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Propaganda Center: Pagan’s facility:
Pagan has set up a new facility in response to the destruction of the last
facility. The starting point is located at map coordinates X: 710 Y: 704 and the
new propaganda center is located just south of the starting point at X: 708 Y:
684.
There are two rooftop Snipers among the six defenders. Both are easy kills from
the high ground east of the center. Destroy enough gear to bring in
reinforcements. They will come from both the mountain to the south and from the
road to the north.
Wipe them out and continue the destruction. A helicopter gunship will arrive.
Once the gear and all the hostiles are eliminated the mission is completed and
Rabi Ray puts you on the air.

GameFaqs: Far Cry 4  by SENIORBILL            Page 1 of 3