As a first person shooter, Far Cry 4 has a focus on its weapons. Weapon Name: How To Unlock: Mark IV. Flare Gun, Liberate 6 Bell Towers. A new introduction in Far Cry 4, the Auto-Cross just might be my favorite weapon yet.It loads quickly, it’s just as deadly and silent as the Recurve Bow, and it’s also much faster and easier.
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PC BoxartRelease Date:2014Developer:UbisoftPublisher:UbisoftSeries:Far CryPlatforms:PS3PS4Xbox 360Xbox OnePCGenre:First-person shooterFar Cry 4 is the sequel to, developed by Ubisoft and released on the PS3, PS4, Xbox 360, Xbox One and PC in November of 2014. It features many of the same mechanics and weapons as its predecessor, with engine enhancements designed to take advantage of the power of next-gen consoles. The plot of the game includes threads which show that at least the three main previous Far Cry games took place in the same world, though it does not really follow on from them, instead taking place in a fictional nation similar to Nepal, Kyrat, located in the depths of the Himalayas.The player takes on the role of Ajay Ghale, an ethnic Kyrati raised in the United States who returns to his homeland to fulfil his mother's last wish to have her ashes scattered at an obscure temple deep in the mountains. Finding his country under the heel of a flamboyant despot named Pagan Min, he quickly falls in with the Golden Path resistance movement, with the ultimate goal of overthrowing Min's tyrannical regime.A season pass is available for DLC: only the second, 'The Hurk Deluxe Pack,' includes any new weapons, making the three pre-order bonus guns available at stores for free.As with Far Cry 3 and Blood Dragon, a stand-alone game using the same engine was announced for 2016, called Far Cry Primal (sometimes Far Cry 4: Primal). Since this game takes place in the Stone Age, it does not feature firearms.The following weapons appear in the video game Far Cry 4:Note: spoilers and hazardous levels of the phrase 'as before' are present in some descriptions. Contents.OverviewFar Cry 4 builds on the system used in Far Cry 3, retaining similar RPG elements such as crafting and experience. By default the player character, Ajay Ghale, has one weapon slot; further slots, along with additional carrying capacity for ammunition, are gained by hunting local animals and using their skins to make bandoliers, pouches and belts in the game's Crafting menu.
In this way he can ultimately equip up to four weapons at once. Unlike Far Cry 3 and similarly to, one of these must be from the sidearm class; the other three, however, can be any weapons the player chooses. This is because of the new ability to fire weapons while in vehicles, which can only be done with sidearms. Other sidearms can be equipped in the main weapon slots; if this is done, the player will be able to select between these weapons while in a vehicle.Hunting is made more complex in 4 due to a system by which pelts can become damaged; the bows, crossbow and knife will result in two pelts from one animal and a Karma bonus, while using too heavy a weapon will result in a damaged pelt with decreased value which cannot be used for crafting. Using a sufficiently large weapon on a sufficiently small animal will simply obliterate it and leave nothing at all.As before, ammunition is determined by weapon subtypes, not by what the weapon would actually fire, so the 5.56mm assault rifles share ammunition with the 7.62x39mm AK-103 and 7.62x51mm Galil ACE and SOCOM 16.
Ajay can also carry supplies of mines, C4 packs, hand grenades, throwing knives and molotovs. The former two are treated as the fifth and sixth weapon slots, while the latter three are thrown with a hotkey with a key to switch between them.Weapons are gained from stores, and can be acquired in one of three ways; either bought with currency, unlocked by picking them up from enemies, or unlocked by deactivating propaganda transmitters on the old Bell Towers scattered across Kyrat. The latter is explained to be done out of gratitude by the new arms dealer character, Longinus, who is implied to be either Prosper Kouassi or Leon Gakumba from Far Cry 2.
Weapon unlocks in Far Cry 4 are separated into a series of major batches, and unlike the previous game the final two sets that unlock in the North cannot be unlocked for free via Bell Towers. It is also possible to unlock new starting weapons in Arena Mode by gaining experience in the Arena itself or by progressing in the Far Cry 4 Arena mobile app if it is linked to the player's uPlay account.Once a weapon is purchased or unlocked, it can be equipped an unlimited number of times for no further fee. Accessories and paint schemes for weapons can also be bought, and unlike weapons there is no way to get these for free; they must be bought for each weapon and are not interchangeable between them, and each weapon has a set number of upgrades which can be applied to it at the same time. Weapons with an 'extended magazine' upgrade will generally not change visually to indicate its presence.In addition to regular weapons, special 'Signature' weapons with fixed unique paint schemes, attachment combinations and bonuses can be made available for purchase by completing various prerequisites; these are always better than the basic weapon they are modifications of, though they may be limited in certain ways such as not mounting the best available optic or being unable to use a suppressor. Like accessories, they must always be bought and are never unlocked for free.Ajay is closer to Rex Colt than Jason Brody when it comes to abilities, starting the game with almost all of his core combat capabilities such as cooking grenades and using guns on ziplines already unlocked.Pistols 'Auto-Cross'The 'Auto-Cross' is a fictional magazine-fed repeating crossbow which appears to be built on an; it is treated as a one-handed weapon, meaning it can be equipped in the secondary weapon slot. One of the later unlocks in the South, it can mount most optics and an extended magazine; it still uses the Bizon's magazine, and it is entirely unclear how this is supposed to work. Rather than running on arrows, it has its own special ammo type, bolts; being semi-automatic and magazine-fed, it is a huge upgrade over the standard bows and does not really lack in power compared to them, though it lacks the ability to fire burning or explosive arrows.and them clicks the new one into place, the wire securing loop at the front helpfully closing by itself as he does so.
Beretta 93R 'Auto-9'The 'A.J.M. 9,' a which was Rex Colt's starting weapon in Far Cry 3: Blood Dragon, can be unlocked as a reward using the uPlay service, costing 30 uPlay points. The model is retextured and reworked slightly to fit in visually, lacking the red highlights and silly glowy things from its Blood Dragon incarnation and with a more traditional reloading animation where Ajay simply inserts the magazine all the way into the well. It can still equip its old gigantic suppressor, and can also use an extended magazine. The next day finds Ajay reloading his Auto-9, having become 33% harder to kill in the interval.
IMI Desert Eagle Mark XIXThe, called the 'D50,' is the final sidearm to unlock, part of the last batch of weapons which become available in the North and do not even appear on the weapon menu beforehand. As before it is a.50 AE but is shown with an 8-round magazine which would only be correct for a.44 version; this can be upgraded to an impossible ten rounds; though it is possible to have ten rounds in a.357 with one in the chamber, the magazine itself can only contain nine. Ajay reloads his Desert Eagle after finding a 'Buzzer' micro-helicopter. As before, the scope is shown incorrectly mounted to only one of the two mount points, with a RIS throw lever which would be more than a little unlikely to work. Kimber WarriorThe '1911' is a; rather than being the starting weapon as in Far Cry 3, it unlocks fairly late in the South, and is used as a sidearm by soldiers in the North and most NPCs. Around halfway through the game it suddenly becomes Ajay's default pistol in cutscenes, though it is not particularly clear why. As before it features an 8-round magazine and an 8-round capacity regardless of whether it is reloaded empty or mid-magazine, and occasionally randomly grows an accessory rail.
It is also the weapon used for the 'gunslinger takedown' where Ajay can draw his opponent's sidearm and fire it.The Signature version, now called the 'Sandman' (though various preorder literature called it the '1911 Pistol' and 'Shadow 1911') was part of the 'Blood Ruby Pack' included with preorders from various chains including Amazon and Wal-Mart, and is added to the store menu for free if the 'Hurk Deluxe Pack' DLC is purchased. As with the 'Shadow' version in Far Cry 3, it has a suppressor, reflex sight and extended magazine, and bonuses to all of its stats, though it no longer has the ridiculous maxed-out accuracy of its previous incarnation. In grand Far Cry 3 tradition, Ajay's cutscene Kimber randomly grows a rail mount as he confronts Pagan Min's subordinate Noore Najjar.
Mauser M712 SchnellfeuerThe, a variant of the Mauser C96 with a detachable box magazine, is one of the sidearms available; it is called the 'M-712,' though the description of the Signature version presents the name correctly. In singleplayer the only available accessory for it is illuminated sights.
It has a capacity of just 8 rounds, incorrect for any version of the C96 ever made, and oddly, despite the real weapon being select-fire, it is semi-auto only. The weapon's magwell has been incorrectly referenced from a standard C96 variant with a fixed integral magazine, rather than the flared-out well of an M712 that can actually accommodate a detachable magazine.Even more oddly the latter not changed for the Signature version: the 'HS77' is a reference to in (the name standing for Han Solo and 1977, the year Star Wars was first released). The weapon mounts an extended magazine (upped to the correct minimum magazine size of 10 rounds for an M712), tube reflex sight and a suppressor which presumably stands in for the blaster's distinctive muzzle.
The description notes that the quicker handling ensures the wielder always shoots first, confirming the Far Cry 4 team agree with every other Star Wars fan on that particular point. This version is unlocked by completing two of the animal control Hunting side-missions. Reloading the 'HS77' provides a better view of the suppressor, which replaces most of the barrel rather than being mounted on the end as in the store menu image.
The front sight is still visible sticking through the top of it at full size, though it might conceivably be intended to be part of the suppressor. Makarov PBThe is still known by its GRAU designation of '6P9.' One of the later unlocks in the South, as in Far Cry 3 it is completely useless without a suppressor upgrade since its rear integral suppressor does not count as one, and still uses the standard suppressor model rather than its own. The late unlock means most players will probably have a suppressed Signature weapon already by the time it becomes available. Reloading; note the generic suppressor model. Smith & Wesson Model 629The '.44 Magnum' is a resembling a Performance Center 'Stealth Hunter.' Unlike Far Cry 3, it is only available with a 4-inch barrel, which makes it unclear why it is one of the unlocks held over for the North.
It still suffers from an occasional glitch which also happened in Far Cy 3, which causes the barrel to vanish from the store menu and player model.The 'Cannon' Signature version is the only way to get the Stealth Hunter with a 6-inch barrel; this also version features a tube reflex sight, and is unlocked by completing 5 Hostage Rescue missions. Having succeeded in making the snow leopard slightly more endangered than it was already, Ajay celebrates by bringing in a speedloader.
As with dropping spent rounds, there are always six rounds in the speedloader even if this is higher than the number Ajay actually has. Type 10 Flare GunFar Cry 3's hideous gold has been summarily replaced by the Type 10 model previously only available as a multiplayer preorder; as before, the model is a little on the small side, being closer in scale to the 12 gauge Orion, and is a rare version with a safety.
The serial number on the weapon is now 319 instead of 519, which is actually low enough for a Type 10 to have this feature.It is substantially weaker than the Far Cry 3 flaregun which was a viable direct-fire weapon, now requiring multiple hits to kill almost any target; it is really only suitable for starting fires at a distance. It has absolutely no customisation options, lacking even alternative paint schemes. Ajay replaces the old new round with a new new round as he attempts to rid the world of his least favourite quad bike. Webley Mk VIA, incorrectly called the 'Mark IV,' is one of the first sidearms available, appearing during the prologue mission.
It features the shorter barrel of a Mark IV, but the grips and front sight are clearly from a Mark VI. For no obvious reason, Ajay thumb-cocks the hammer after every shot as if it is single-action only, though he at least has the decency to use a speeedloader when reloading it.The Signature version, 'Sixer,' mounts a reflex sight and has boosts to every stat except fire rate; it is automatically unlocked on first visiting the store. The Royal Army soon find that Ajay has taken the unprecedented step of using a magazine which has ammunition in it to increase his chances of defeating them. Heckler & Koch MP5NThe is among the final batch of unlocks in the South. It features the same strange rear sight as in Far Cry 3, and as before is a useful weapon with no real shortcomings, which can mount up to two accessories, including a suppressor.
It also still features an 'HK slap' reload when empty, the charging handle obligingly locking back by itself to allow this to happen, and still has an incorrect reciprocating charging handle.It appears to be unlocked automatically if the Season Pass DLC is purchased. Reloading, he finds himself puzzled at the weapon's charging handle helpfully locking into place by itself.
Intratec TEC-9The 'A-99' is an. One of the final batch of unlocks in the North, it is essentially an upgrade to the Skorpion for the sidearm slot, being better across the board except for the rate of fire; this is actually correct if the weapon is supposed to be a modified TEC-9 since these average 500rpm compared to the Skorpion's 800-850. For some reason it is classified as a handgun, even though the Skorpion is classified as an SMG; this has the net effect of forcing the TEC-9 to use pistol ammunition, which has a much smaller limit than the SMG ammo used by the Skorpion. It can mount up to two accessories, and is the only weapon to visibly change when mounting an extended magazine, the straight stick mag being swapped for a 30-round drum.The Signature version, the 'Rebel,' has huge boosts to both rate of fire and accuracy in defiance of conventional understanding of the laws of physics, and comes with a reflex sight and a drum magazine with the capacity increased to 40 rounds. This means that, unusually, it represents a mod combination possible with the default weapon; it actually mounts the cheapest reflex sight rather than the tube reflex sight the basic weapon can mount. This version is unlocked for liberating 10 Outposts.
Reloading shows the large drum mag: this is also used if the standard version is upgraded. Izhmash PP-19 Bizon-2The 'BZ19' is an, seemingly chambered in 9x18mm Makarov given its 64-round magazine: unlike in the previous game's singleplayer, this can be extended, up to an impossible 100 rounds. As in Far Cry 3 it features a left-handed receiver and an aftermarket rear sight. Oddly, rather than being the most expensive SMG in the game it is easily obtained for free, since it is used by elite enemy soldiers during Willis' missions in the South and then by occasionally by soldiers in the North. The Bizon is easily the most powerful of the non-Signature SMGs, rather unrealistically dealing more damage than the.45ACP Vector and exceeding it in every way but fire rate; in terms of stats it is actually comparable to the Signature Shredder variant. Partway through an alarmingly difficult mission in the mountains, Ajay reloads a pilfered Bizon. 61The is the first weapon available in the game, being handed to Ajay as he makes his escape from Pagan Min's villa, in part to demonstrate the new ability to shoot from vehicles.
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One is given to Ajay for free by the arms dealer, Longinus, after the cutscene which introduces him. The Skorpion and its Signature version are chiefly distinguished by being the only weapons in the sidearm category which use SMG ammunition, meaning they have a far larger reserve than the others.The Signature version, 'Stinger,' comes with an extended magazine, tube reflex sight, and a suppressor which appears to be mounted to the front of the wire stock.
It is awarded for destroying two Pagan's Wrath convoys, or more accurately for not being run over by civilians while trying to destroy two Pagan's Wrath convoys. After a bizarre conversation about what gun Jesus would use, the new arms dealer, Longinus, presents Ajay with a free Skorpion for coming to see him. Steyr MP34The is available in the South, and is a middle-of-the-road weapon. It is fitted with an aftermarket RIS in front of the rear sight, despite being incapable of mounting any accessories in singleplayer. It is incorrectly depicted as a closed-bolt weapon.The Signature version, 'Stormer,' features an open reflex sight, extended magazine, enhanced damage, and reduced recoil.
It is unlocked for the rather perfunctory task of destroying a single Propaganda Poster, something it is very difficult to not do at some point in the game. Having survived this menace, he finds himself reloading his custom MP34 partway through some heavy duty storming. TDI VectorThe is called the 'Vector.45 ACP.' Among the first batch of weapons to unlock in the North, it can accept up to three accessories. It is inferior in most ways to the Bizon, only beating it for fire rate.
As before, the iron sights are mounted backwards, and a strange, useless device which appears to be a tactical light is mounted above the barrel.The Signature version, 'Shredder,' features a much less gaudy colour scheme than its equivalent in Far Cry 3, but is otherwise basically the same; it features a tube reflex sight, suppressor and extended magazine, and has a boosted fire rate and reduced recoil. This version is unlocked once Ajay's Karma reaches level 6. After inserting the new shells, Ajay flips the D2 closed; enlarging the image, the shell bases say 'small arms caliber (something something) AE,' implying they are reworked from a cartridge model for the Desert Eagle. Baikal MP-133As in Far Cry 3 the first shotgun available is a Russian Baikal MP-133; it is the same custom version with synthetic furniture, a forend from a, a vented rib barrel, and an accessory rail mounted atop the receiver, though it is no longer shown with a shoulder strap looped around it. It has an extended 6-round magazine tube and the capacity is 7 rounds; interestingly the empty reload actually has Ajay insert one shell, pump the action and then load the other six, meaning it is correct. It is easy to come by since it is used by shotgun soldiers in both the South and North, and is also a common sight in weapon caches and gear up locations for side-quests.The Baikal's previously rather useless 'Bull' Signature variant has received a substantial upgrade in the form of what the game rather cryptically terms a 'barrel extension;' this actually seems to be a fully functional suppressor.
Oddly, though the inventory icon shows the Bull with an ACOG optic, it only has a C-More open reflex sight. This weapon is unlocked for doing two Bomb Disposal side-missions, tasking Ajay with the difficult goal of not blowing something up. Reloading the 'Bull.' Franchi SPAS-12A, correctly called 'SPAS-12,' is the last shotgun to unlock and part of the first batch of unlocks in the North; being the only semi-automatic shotgun in the game, it is by far the best of the standard shotguns, though it is outclassed in stats by the Signature shotguns. As in Far Cry 3, it is the short-barrel version, and has no stock, a left-handed ejection port, a slightly too-big pistol grip, and has a cut-off rear sight and a scope mount. As in previous games (and indeed as in most games) the reload animation does not show Ajay pressing the carrier latch button, which would mean the loading gate would not open.
'Well, my work here is done.' Winchester Model 1887A full-length is among the final batch of weapons to unlock in the South. The first shotgun able to mount accessories, it is either better than the MP-133 or equal to it in every way, effectively replacing it if the player requires a shotgun. It is able to mount a single accessory, either an extended magazine tube (which as ever looks exactly the same) or one of the two open reflex sights. Unlike the MP-133 there is no step in the empty reload of Ajay working the lever to chamber a round or putting a shell into the breech to explain its capacity: this wouldn't really help anyway since the capacity of 7 would require it to fit 6 shells into a tube magazine that only holds 5.The Signature version features a sawn-off barrel and stock, and presumably this led to its shortened name of '87.' It also has a C-More sight and enhanced damage, and unlike the regular 1887 is counted as a one-handed weapon.
If it is used in a vehicle, Ajay will spin-cock it; this wouldn't really be possible with the standard lever the weapon has. This version is unlocked for finding 4 of Mohan Ghale's journals. In the game's introduction, a group of Royal Army soldiers demonstrate that years of vigorous training have allowed them the discipline to fire their rifles with the safeties on. AK-103The custom from Far Cry 3 is still incorrectly called the AK-47. It is identifiable due to its 90 degree gas block, AK-74 type muzzle brake, and use of metal 7.62x39mm AK-47 magazines.
It is fitted with an accessory rail on the top of the receiver attached via the mounting bracket on the left side of the lower receiver, an AKM / early AK-74 ribbed receiver cover, wooden AK-74 stock and handguard, and an early AK-47 pistol grip, complete with an earlier, thicker reinforcement plate. Being the first assault rifle (and the second weapon in the game), it cannot mount any accessories, despite having a rail which has no purpose but to allow the mounting of accessories. It is used by most soldiers in the South and is a common sight in cutscenes and lying around in various areas, though soldiers in the North use the P416 instead.The Signature version, 'Warrior,' on the other hand, mounts an open reflex sight, suppressor and extended magazine, and has boosted damage.
This version is unlocked by hijacking two enemy cargo trucks and returning them to the nearest Golden Path-held Outpost. Finding he is running low on the nothing in his magazine, he quickly remedies this. Note the writing on the rail mount: this says 'Made in Kyrat' in Hindi. Double RifleA twin-barrel heavy rifle called the '.700 Nitro' is one of the later weapons to unlock in the South; predictably, it is ridiculously powerful, and will result in a damaged skin if fired at any animal smaller than a rhino and hurl enemies into the air. Rather than using the same ammunition as the other rifles, it draws from the much smaller reserve of sniper rifle ammo.
Despite its range and power, it cannot mount a proper rifle scope and must settle for the generic tube reflex optic. It fires one barrel at a time rather than both together like the sawn-off shotgun.The Signature version, called 'Elephant Gun' ('Elephant Double-Barrel Rifle' in some preorder literature) is part of the 'Yak Farm Pack' available to players who preordered through Amazon, and is added to the store menu for free if the 'Hurk Deluxe Pack' DLC is purchased. It features ornate gold decoration and boosted damage, along with increased reload speed; it has improved base accuracy, though the basic weapon's is higher if the latter is fitted with a scope. It is best not to take the name of the weapon literally, given that in Far Cry 4's world hunting elephants is identical in profitability to shooting domesticated dogs. Unlike quite a few games, Ajay actually operates the latch rather than breaking the double rifle open as if it weren't there. Note the bases of the rounds are the same as the shell bases for the sawed-off shotgun, and as ever have unstruck primers.
FAMAS F1The F1 is among the last batch of unlocks in the South; as before, it is an F1 which incorrectly uses a 30-round STANAG magazine rather than the 25-round F1 proprietary magazine, has a three-round burst limit, and has an added rail on top of the carry handle which mounts nonstandard iron sights if the weapon does not have an optic fitted. Its chief feature is being one of only two non-Signature weapons in the assault rifle category which can mount a suppressor.Like the MP5, it appears to be unlocked automatically if the Season Pass DLC is purchased. Later he reloads his ACE while taking on the world's most cowardly rhino. Patriot Ordinance Factory P416The, called the 'P416,' is first available in Willis' second mission, where it is used by elite troops in the Himalayas; it eventually becomes the standard weapon for enemy soldiers in the North. A solid assault rifle, it can mount two accessories, but is unable to use a suppressor.The Signature 'Bushman' version, on the other hand, does have a suppressor, along with an extended magazine and ACOG scope, though it is incorrectly shown with a misaligned C-More scope in the store menu icon and pickup icon. This version is unlocked through the rather tedious task of grinding up to level 10 in the Arena. This is made substantially less intolerable by using the mobile app.
During an empty reload he pulls the charging handle; his gravestone would later read 'I wish I'd known what a bolt release was.' SIG SG 553The is referred to as the 'STG-90' ( Sturmgewehr 90, the weapon's German designation). It has been drastically improved over its mediocre Far Cry 3 incarnation, now representing a substantial step up from the AK and tied with the Signature Bushman for the highest accuracy of any assault or battle rifle in the game. It is able to mount one accessory, from a restricted collection of only the two open reflex sights and an extended magazine. Reloading the SIG SG 553; as before, the magazine is empty and the two-setting semi-auto fire selector is set to 'safe.'
Springfield Armory M1A SOCOM 16The, still called the 'MS16,' is one of the later unlocks in the South; as before it can mount up to two accessories, which can include a suppressor, tube reflex or open reflex sight, or an extended magazine. For some reason, one with no accessories can usually be found lying around during Arena battles. The SOCOM 16 has been rather spectacularly downgraded from its powerful Far Cry 3 incarnation, the 7.62mm rifle now ridiculously dealing the exact same damage as the 5.56mm SIG SG 553, which is also more accurate than it. As such, the MS16 is only really useful because of the accessories it can mount.
As before, it defaults to an incorrect capacity of 15 rounds, which increases to the correct 20 for the straight 7.62mm magazine it uses if the extended magazine upgrade is equipped.The Signature version, the 'Trooper,' features a suppressor, extended magazine and ACOG optic, though strangely it has no stat bonuses of any kind, not even the ones from the accessories mounted on it. Like the Bushman, the store menu and pickup icon incorrectly show it with a C-More sight. It is unlocked by locating 20 Masks of Yalung.
Even the use of actual ammunition fails to render either SOCOM 16 variant particularly powerful. Sniper Rifles Gepard GM6 LynxThe, rather strangely called the 'SA-50,' is part of the final set of weapon unlocks. Combining the power of the M93 Black Arrow with the semi-automatic fire of the SVD, it is one of the most powerful weapons in the game. It shares the Black Arrow's ability to mount three accessories, and can be fitted with a 'high powered scope' which provides enhanced zoom, an 'enhanced scope' which provides enhanced zoom and an illuminated reticle, a suppressor, and / or an extended magazine.
The latter increases the capacity to a rather absurd 12 rounds.The GM6 also features penetrating rounds which ignore cover: if an enemy is highlighted, they can be fired at with no regard for anything which is between Ajay and them. Ajay uses the illuminated scope of his GM6 to sight up a passing Tibetan Overacting Wolf. Remington 700 ExportThe 'M-700' sniper rifle is a. The weapon has the correct five-round capacity, though the extended capacity upgrade increases this to ten without visually altering the weapon.
It is the second sniper rifle to unlock, and trades off a slower bolt-action fire rate for the ability to mount accessories, in particular that it can use a suppressor.The Signature version, 'Predator,' is basically the same as the previous game's preorder version, equipped with a suppressor, variable zoom, illuminated reticle and a high-capacity magazine. Since the illuminated reticle and adjustable zoom modifications are now both implemented as the 'Enhanced Scope' rather than being separate, mutually exclusive options, it actually has all the modifications the original 'M-700 Predator' was supposed to have rather than the variable zoom not working as before. It lacks the old Predator's special paint options; more agreeably, it also lacks the old one's tendency to randomly turn into a standard rifle with only a suppressor and extended magazine. This version is unlocked for completing 4 Armed Escort missions. Both Remington variants use the same scope reticle; this is the illuminated version used by the 'Predator' and optional for the normal version. SVD / SVD-M DragunovThe is the first sniper rifle available and is among the first batch of weapons to unlock at the store; it is used by every sniper in the South. As in Far Cry 3, it has a very short barrel, a half-loaded 5-round magazine, a left-handed receiver, and cannot accept accessories.
It defaults to a colour scheme which suggests synthetic furnishings, but these furnishings are shaped like the standard wood ones; using the wood paint scheme turns it into a completely ordinary SVD. As in Far Cry 3, the scope is a mostly-accurate PSO-1 reticle, only missing the ground line for the stadiametric rangefinder. Zastava M93 Black ArrowThe 'Z93' is a sniper rifle. It is first unlocked during the first mission for Willis, where one is given to the player for free to cover Willis from an airport's control tower, and following this it is used by snipers in Willis' missions and becomes the standard weapon for enemy snipers in the North.
As before it can mount a suppressor which renders the weapon as quiet as a handheld crossbow despite it being an enormous.50 BMG rifle which can kill a bear in one shot.The 'AMR' ('anti-materiel rifle') Signature variant sacrifices the ability to mount a suppressor in favour of explosive rounds, an enhanced scope and an extended magazine. The explosive rounds still do not visibly explode, but the damage boost is increased in Far Cry 4, changing the AMR from a gimmicky non-upgrade to a monstrosity which can down a helicopter in a maximum of two rounds. Predictably, the AMR will damage the skin of most smaller animals.
It is unlocked, rather strangely, by liberating all but one of the 24 Outposts in Kyrat.Like the GM6 Lynx, both M93 variants fire penetrating rounds which can ignore cover. As with the Remington 700s, both M93s use the same scope; this is the unilluminated reticle of the basic version given for free during Willis' first mission. Due to the M93's low rate of fire and this only being the normal non-ridiculous version, this helicopter is effectively a boss fight. Machine GunsLike the Call of Duty games tend to, all portable machine guns in the game are referred to as 'LMGs' and use 'LMG ammo;' two of them, the MG42 and PKM, are actually general-purpose machine guns, firing non-interchangeable full-sized rifle rounds rather than intermediate rounds.FN MinimiThe same bizarre fictional variant from Far Cry 3 returns to puzzle and horrify in equal portions as the 'MKG.' Unlocking only in the North (though it may be possible to unlock it early if Amita's mission at the brick factory is chosen), it can mount up to two accessories, and is one of the few weapons which can use the ACOG scope as well as the normal reflex optics. Seemingly in an attempt to give it reloading speed comparable to the Ultimax 100, the Far Cry 3 team created a truly bizarre weapon which features a box magazine which feeds into the STANAG adaptor, replacing the normal belt feed opening with a left-handed charging handle.
As before the rear sight always shown raised for indirect fire, but the gun shoots straight ahead when the iron sights are used instead of into the air as it should.The Signature version, 'Ripper,' fixes the old Ripper's issue of mounting an inferior scope to the normal version, now having an ACOG scope. As before, it features reduced recoil, improved accuracy and damage, and has an extended magazine. Unlocking it requires the somewhat non-trivial task of conquering all four Fortresses in the game. Ajay clicks a new magazine into his abomination.
MG42A custom handheld with a side-mounted grip and no stock is the final machine gun to unlock; it appears to be very loosely based on the configuration from. Given the way it is held and the lack of a harness, it is unclear how it could be fired without swinging violently to the right, short of jamming the back of the receiver into the wielder's side to support it. It is seemingly fed from a loose belt since no ammo drum is shown on the model; by default this belt is 100 rounds. It can mount up to two accessories, one from the optics category (including the ACOG scope) and an 'extended magazine,' misnamed given that it does not actually use a magazine. This increases the belt to 200 rounds.The Signature version, 'Buzzsaw,' is named for the real-life nickname of the weapon.
Featuring a tube reflex sight, ridiculously huge 400-round belt and boosted accuracy and damage, it essentially breaks the game since single-tap bursts of aimed fire from it can easily bring down even a heavy soldier. This version is unlocked by deactivating all 17 Bell Towers. Reloading the 'Buzzsaw.' Rather than using a rather painstaking belt-mounting animation like the PKM, Ajay essentially throws the end of the belt into the weapon and slams the receiver cover shut as if he is afraid snakes are about to escape from it. PKMThe custom from Far Cry 3 with a Blackheart International railed handguard, foregrip, pivoting bipod and completely pointless folding stock is the first machine gun to unlock, and is used by Heavy soldiers in both the South and North. As before, despite its numerous tacticool modifications, it cannot actually mount any accessories.A Signature version called 'Driller' was available as part of the 'Driller Pack' with Gamestop pre-orders, mounting a tube reflex optic; this version is unlocked at the store for free if the 'Hurk Deluxe Pack' DLC is purchased.
It features an extended magazine and improved reload speed, damage and accuracy. Assaulted by random clouds of dust, he takes a moment to reload.
The Signature weapons with faster reloads use the standard reloading animations sped up; in this case, Ajay appears to have injected himself with several gallons of coffee. STK Ultimax 100 Mark 3A Mark 3 light machine gun called the 'U100' is the second to unlock, and can be fitted with one modification, either one of two open reflex optics, a tube reflex sight, or an extended magazine. As before, it fires more slowly than the PKM, but is more accurate; rather than doing more damage as in Far Cry 3, it simply does exactly the same amount, which is still rather unlikely given the PKM uses the much more powerful 7.62x54mm round.and inserts grenades into the magazine tube; if the weapon is empty, he will insert one round, pump the action, and then load the other three. Harpoon GunA handheld whaling harpoon gun fitted with a pistol grip and side grip can be unlocked through completing the three 'Hurk's Redemption' side-missions included with all special editions of the game and the 'Hurk Deluxe Pack' DLC. It is counted as a Signature weapon, the only such weapon which has multiple paint schemes, and uses its own special ammunition. Rather disappointingly it does not often pin enemies to surfaces, instead combining the knockback of the double rifle with the ability to retrieve ammunition as with the bows.
Hurk holds the harpoon gun after the first of his oh-so-wacky missions to find monkey statues, ignoring that the only inherently funny creature in nature is the lobster. Even the store menu is not on board with his attempts to call it the Impaler. LPO-50 FlamethrowerThe same highly embellished seen in Far Cry 3, seemingly with a WW2 German gas mask container for a fuel tank, is available for free if the player chooses Sabal's mission to destroy an opium plantation, and is used by the flamethrower heavy soldiers first encountered during Willis' missions. As before, it is shown as projecting a stream of whatever duration the player desires, which the real weapon cannot do: the LPO-50 is a cartridge-compressed design which uses an explosive pressurising cartridge to fire the entire contents of one tank at a time, resulting in it having three 2-3 second 'shots.' Oddly, flamethrower heavies wear an backpack along with it: there is no connection between this and the LPO-50, and it seems to be filled with dynamite given the spectacular detonation that results from hitting it. Partway through burning down a drug plantation (this time without randomly generating dubstep music), Ajay reloads his LPO-50.
M79 grenade launcherThe resumes its Far Cry 2 role as a secondary weapon. It is likely inspired by the M79 with a broken stock used in the final scenes of, though it may instead be based on the 'pirate gun' configuration used by US Special Forces; that version, however, has a much more drastically shortened barrel as well as a sawn-off stock. It features a strange rear sight which is apparently motorised since it flips up by itself whenever the iron sights are used. Aiming causes some nameless force to flip up the rear ladder sight; it is unclear why this sorcery is invoked, considering the part of the barrel with the front sight on it is no longer part of the weapon. M79 OsaAwarded for free for completing all four of Longinus' diamond retrieval missions (his initial missions do not count), the 'LK-1018' appears to be a modified Yugoslavian rocket launcher with various embellishments, the trigger group from an, and a much shorter rear tube with a completely fictional loading method.
By default it is very similar to the Carl Gustav from Far Cry 2, firing incredibly manoeuvrable laser-guided missiles. Purchasing the 'L-CAM' alternate scope makes it somehow fire vertical-launched cluster missiles that are equivalent in power to mortar rounds, though firing this version without using the scope will fire a normal unguided rocket. When using the scope, the guidance works in essentially the same way, with only the missile's trajectory differing: the descending round will guide itself towards whatever the scope is aimed at. The scope's target circle will turn red and it will beep when a vehicle is within sight, and the target itself will be marked with a red diamond; it appears to mark enemy, empty and civilian vehicles, but not ones occupied by Golden Path rebels. Holding the circle over a target will cause it to turn green, with the tone becoming continuous and a 'locked' message appearing; this does not seem to make much difference when attacking land-based vehicles or boats; moving the targeting circle away still appears to guide the round to wherever it is now pointed rather than the locked target.
Witnessing the curious reloading method of the Osa, Ajay finds himself wondering if getting a rocket launcher from a raving lunatic might not have been the best idea in the world. QLZ-87The, for some reason called the GL-A87, is the final launcher to become available. Essentially a drum-fed M79, it is an excellent way to reduce any area of the map to smoking ruins, at a cost of doing similar things to Ajay's wallet when it comes time to pay for the ammunition. It deals less damage than the M79, though this can actually be a good thing since unlike the M79 it will not damage the skins of large animals. Rather than mounting a scope, it mounts an indirect fire sight on a side mounting further forward than the QLZ-87's normal scope mount; this features only the rear ladder with nothing to line it up with, and like the rear sight of the M79 flips up of its own volition whenever Ajay requires it.
Ajay sights up a rhino with his RPG-7: sadly the patented Jason Brody hunting method is ineffective this time, since the resulting damaged skin is practically worthless. As in Far Cry 3, the iron sights are shown tilted to emphasise that the RPG-7 is on Ajay's shoulder rather than stuck through the middle of his body. Explosives C4Ajay always carries remotely-detonated C4 charges in a special weapon slot; these are thrown with the aim button and detonated with the fire button. They are extremely powerful, able to kill almost anything with a single charge. He does, however, feel the need to gesticulate grandly after setting dynamite on the final Royal Army gun. Fictional MineThe same fictional blast-resistant motion-sensitive mine seen in Far Cry 3 is available from the start of the game, seemingly based on an anti-tank mine since the tiny mine has two pointless lifting handles on the sides. The mine's designer was apparently not acquainted well with the concept of a landmine, since the mines emit a loud beep which increases in volume and frequency as the player character approaches detonation distance, and have a flashing light on the top of the casing.
They can be destroyed with gunfire, but enemy mines are a rare sight in the single-player campaign. Like Jason, Ajay has mastered the rare FPS protagonist skill of pulling the pin out of a hand grenade before throwing it. Mounted Weapons DShK Heavy Machine Gunare a somewhat rare sight, with the majority of mounted guns in the game being the less powerful 'MKG;' they are found more frequently as the campaign progresses, on ground mountings, boats and trucks, and they are always mounted on the trucks in the 'Pagan's Wrath' convoys. They have infinite ammunition and are governed by a heat gauge, with progressively darker smoke coming from the receiver as they heat up. If one is allowed to overheat, Ajay will stop firing and pull the extended cocking lever beneath the spade grips, which somehow causes the heat to go away.then smartly shoving it forward to banish the heat from the barrel. M120 MortarWhat appear to be are found at checkpoints and in emplacements scattered throughout Kyrat.
They are relatively difficult to use since there is no tutorial for how they are supposed to work and unlike Far Cry 2 the weapon has no range indicator when not using the sights. Surreally, the sight appears to be linked to a geosynchronous satellite, providing a high overhead view.
In the PC version this view was initially severely glitched if the FOV slider was set to anything but the default, creating an extremely high fisheye-distorted view that was practically useless, but as of the 1.5 patch this has been fixed.The M120 fires an extremely powerful submunition round seemingly based around the same non-conservation-of-mass technology usually seen in videogame depictions of white phosphorous; this rains bomblets over a wide area and can destroy anything it hits. To make enemy mortars less frustrating than their hard-to-find Far Cry 2 counterparts, there is now an indicator similar to the grenade indicator for incoming mortar rounds, and enemies will loudly declare 'I'm going for the mortar!' To nobody in particular if they intend to use one.
24 tips for staying alive in Kyrat, like its predecessor, plonks players in a hostile land where your ability to survive depends on more than your reflexes and your ability to aim downsights.It’s a game that has tonnes to do. So much so that the side content, hunting challenges and collectibles will keep you going far, far longer than the main campaign.In order to keep you survival savvy in your Kyrat adventures, we’ve put together some of our top tips and tricks gleaned from our extensive.Take a look at our guide for what you need to bare in mind in order to become the king (or queen) of the jungle in Kyrat.1.
Upgrade your Loot Bag firstKyrat is teaming with wildlife that’s both beautiful and unique. Don’t let that put you off, though; the countryside is a veritable shooting gallery and it behoves you to bag as much prey as humanly possible.Not only does this rack up experience and unlock parts of the Kyrat guide, it gives you a chance to gather animal pelts that they can either sell for arms and ammo, or craft into bandoliers, wallets and the like, allowing you to increase the size of your various inventory lists – money, items and ammo.We would plump for the latter use. You wouldn’t believe how many useful items we had to throw away in our hands-on thanks to the fact we could only carry thirty items at a time. Once we’d bagged some marsupials, we could rectify this situation. Elephants are better than carsThe one animal you should consider giving a free pass to is the noble elephant and not just because it’s incredibly tough and hard to kill. Once you have unlocked the requisite skill on your talent tree, these animals can be mounted and ridden.They don’t move as fast as some vehicles, but they’re heaps of more fun to use as a mode of transport, not least because any car, enemy or hostile animal you come across can quickly be turned into paint.
Seriously, using an elephant to flip an enemy vehicle off the side of a cliff is one of life’s greatest pleasures. We urge you to try it – more than once.See also:3. Animals can be usefulBeyond using their pelts to increase your inventory size, you are urged to use the animals in their environment to flummox your enemies.
Throw out a piece of meat from your inventory and it’ll attract the nearest predator. Toss meat in the direction of your enemies and predators will invariably decide that they’re far tastier than the chunk of steak you offered.Players will also note that a lot of enemy outposts have animals caged up on the grounds.
Shoot the lock off the door and startle these beasts and they’ll provide a decent distraction while you take up position or take out a couple of enemies. If the caged animals happen to be carnivorous they may even manage to take out a couple of enemies for you.4. Your choices will have consequencesOne of the big new features in Far Cry 4 is its splintered narrative. As you help the resistant movement in the game, you’ll learn that it’s split down the middle in terms of its moral structure. On the one side, there are those who are adverse to sacrificing lives and moving in on Pagan Min’s drug operations. On the other, there are those who believe collateral damage is inevitable and Min’s operations should be seized as they’re the only major resource Kyrat has.
It’s up to you to decide which faction to side with, but ultimately, your decisions will determine the direction the narrative will move in.See also:5. The Microlight Chopper is your best friendOne of the best and most versatile modes of transport in the game is the Microlight Chopper. You’ll find these parked at outposts and dotted about the map. They provide the most direct route to any mission, outpost or enemy camp.Furthermore they make you harder to hit and, as is the case with every other vehicle in the game, you are able to strafe enemies from the driver’s seat.If you don’t mind losing the odd chopper you can even use them to unlock radar towers. Simply land on the roof, drop down a level and you can unlock the tower without having to go through the hassle of platforming from the ground all the way up.
The mountains aren’t accessible outside of missionsOne of the most interesting aspects of Far Cry 4 when we first heard about it was the juxtaposition of Himalayan Mountains and more luscious lowlands. We imagined ourselves hiking up the mountains in freeroam, taking out a snow leopard or two then soaring down to the lakes using the wingsuit.However, in reality, the top mountainous peaks are only accessible during missions, and even then you only get to go up there twice during the whole campaign.Sadly then, you’ll have to put any mountain exploration out of your mind unless you plan to deviate on missions a little.See also:7. The grind is well worth itYou are rewarded with cash, equipment and XP for practically everything that you do in Far Cry 4. While keeping well stocked on ammo, guns and assets is a great idea, it’s also worth grinding to open up your talent trees.The Path Of The Tiger collates your offensive talents – they include skills such as reloading while sprinting and the ability to take out two enemies stealthily.
The Path Of The Elephant offers you defensive capabilities, such as increased health, faster healing and the ability to ride the odd pachyderm. The more you do, the quicker you level up and the faster you turn into a one-person killing machine. Discover the hidden side charactersFar Cry 4 is a game that often has far too much to do. Your map will be littered with icons for missions, side quests, fortresses, outposts and so on.But, rather than feeling overwhelmed, enjoy the fact that the Far Cry 4 side missions often contain some of the more eccentric bit characters that you absolutely must meet.For one, there’s Mr Chiffon who you can find in the Kyrat Fashion Week side missions.
He requires you to gather the skins and scales of rare or specific beasts for him to use in his “combat couture” clothing line designed specifically for Ajay.Then there’s DJ Rabi Ray Rana, whose dulcet tones you may have heard wafting out from your car stereo. He takes a particular liking to Ajay, and he’ll chat away in your ear while you take out propaganda centres for him – aka blow stuff up.These are just two of the colourful side characters you can come across in Far Cry 4. Get ticking off those side mission types; you won’t regret it.See also:9.
It’s worth investing in a bowIf you manage to take out enemies guarding an outpost stealthily, you’re awarded with extra XP. There are quite a few missions in Far Cry 4 where being spotted by an enemy will result with an instant fail. To that end it’s worth picking up and tricking out a bow. Silenced firearms still draw attention but a bow is the game’s most silent way of taking down foes. You can also craft trick arrows – those with explosive heads, for example – that can give you an edge in a firefight at long range.10.
Drugs are fun and useful (in Far Cry 4)Kyrat is filled with beautiful flora and, besides looking lovely, a lot of the local plants can be used to craft drugs that give players boosts for limited periods of time. You can use drug cocktails to give yourself increased speed, increased toughness, the ability to hold your breath for longer underwater and more. It’s worth keeping a few syringes handy to give you the edge in combat and exploration.See also:11.
You can try before you buy in co-opIf you pick a copy of Far Cry 4 for Sony’s gaming platforms you’ll be issued with what the developers are calling ‘Keys to Kyrat’. You can issue these keys to your friends and give them a taste of Far Cry 4 in co-op. You can ride elephants together, take on co-op challenges, complete assassination mission and take down enemies at outposts.The kicker here, though, is once the game owner jumps offline the key expires and then you’re are faced with a choice: do they fancy plonking down the cash for their own copy or can they live without Far Cry 4 in their lives? Choose wisely.12. Beware the Honey Badger!If there is a more erroneously named creature on the face of planet earth, we don’t know of it.
The phrase ‘Honey Badger’ conjures up an image of a shy, cute, cuddly animal, possibly taken from a Beatrix Potter story. Nothing could be further from the truth.Google this animal and you will find that, in spite of being relatively small in size, it has very few natural predators owing to the fact that it’s a ferocious and vicious little critter. The Honey Badgers in Far Cry 4 are just as savage as their real world counterparts and because they’re small and frightenly quick, they’re nearly impossible to draw a bead on with your weapon.The best way to take out one of these animals is at long range with a scope. Or, if you’re riding one, stomp on them with an elephant. Do not attempt to take them on at close range unless you’re a crack shot because they can kill you within seconds. There is nothing remotely sweet about the Honey Badger.
It is Freddie Krueger wrapped in fur.See also:13. Prepare for stealthThere are a lot of missions in Far Cry 4 where you’ll be boxed into a style of play you may not have prepared for – namely stealth. Chances are you’ll pick up a story mission armed with a couple of RPGs and a heavy machine gun and be tasked with not being spotted, which may result in an instant fail. Avoid this by tooling up at trading posts with a weapon that you can fit a silencer to. Believe us, it’s less frustrating than restarting a mission – or indeed, putting your foot through the television.14.
Love your RPGOh, Rocket Propelled Grenade Launcher. How do we love thee? Let us count the ways. You drop horrible death on multiple enemies with one shot. You’re the only way to take down an enemy outpost if we’re not worried about stealth. You destroy the honey badger – oh, the evil honey badger – with one shot.
You kill a rhino with three. Oh, RPG how we love you so. We advise any player diving into Far Cry 4 to pick you up as soon as possible. If they don’t, more fool them.See also:15. Treat your gyrocopter with respectOkay, so the gyrocopter – or microlite or one-person-chopper or whatever you want to call it – is a stunning addition to the Far Cry madhouse.
It allows you to traverse the map of Kyrat as the crow flies. However, do yourself a favour and don’t abuse it. Don’t, for example, land it next to some trees or a cave or indeed any piece of landscape that its propellers are scraping against. It might be fine on the way down, but when you fire this sucker up after nearly completing a mission and it blows up?
Well, don’t come crying to us, is all we’re saying.16. There is no ‘I’ in team part 1When you decide to delve into co-op, be aware that what you do affects your mate too.
That’s not to say that you should worry about them to the extent you’re mothering tem. But you should take on board that what you do affects them too. So, don’t fire RPG round in their vicinity. Don’t charge an elephant towards them. Don’t leave them high and dry when the pair of you have decided to invade an outpost. Believe us when we tell you there are a lot of benefits to working together as a team – taking down a fortress, for example, is far easier in co-op – so don’t be a douche and actually try some teamwork.
You’ll be glad you did (I still haven’t forgiven you for firing RPG rounds at me from the air, you douche.ed)See also:17. There is no ‘I’ in team part 2The PVP mode in Far Cry 4 lends itself to teamwork. If you’re a lone wolf, you’ll find no friends here. Far Cry 4’s competitive multiplayer is mostly about working together, whether you find yourself on the side of The Golden Path or Pagan Min’s bowmen. The best path through the PVP multiplayer mode is a coordinated effort so invest in a headset or don’t bother. It’s not like the COD lobbies will be missing you18. The bees!Don’t shoot beehives.
Well, if you’re far enough away from them and their inhabitants have some more convenient targets than you, go nuts. But generally speaking, shooting beehives is not a good idea. Bees generally home in on whomever shot up their household and if that’s you the only recourse you have is to run because it’s not like you’ll be able to cut bees down with machinegun fire. Every animal in Kyrat can kill you.
Bees are more effective than most.See also:19. Kill anything that movesKyrat is a hard, cold environment. Okay, it’s also achingly beautiful but don’t let that get in the way of the fact that every animal you come across can be killed for an upgrade. If you want to be able to carry more weapons, equipment, items and ammo, you have to start looking at the animals of Kyrat as a means to an end. And then add their hides to your inventory.20.
Except elephantsElephants are your friends. We’ll say this only once. Elephants will die in your vicinity – at which point feel free to skin them – and when they’re on the rampage it’s worth staying out of their way. But generally, once you’ve unlocked the necessary talent to ride them (and you should do this as soon as possible), elephants are your friends. They’re the easiest way to take out an outpost – ride an elephant into an enemy camp and watch those soldiers fly. Don’t antagonize these marvelous creatures. Torment your enemies with them – in both single player and online multiplayer.See also:21.
Always investigateAs obvious as it sounds to say it, the direct approach isn’t necessarily the best approach. Bearing that in mind, it’s worth investigating the environment around your targets – especially forts. Most of them have a back entrance that allows you to slip in undetected until you start pouring RPG rounds on the poor souls inside. There’s no need to take the direct approach if the back door is open 22.
There’s a secret entrance to Noore’s fortressIf you want to take on Noore’s fortress on your own, there’s a secret entrance to Baghadur that means you can arrive unannounced and take out all the enemies without triggering any alarms.When drawing near to the fortress, don’t get too close. You’ll see the fortress and the bridge leading towards it. Don’t go that way though, head round to the very left of Baghadur until you get stopped by the cliffs to the south east.Here you’ll spot a grapple point on the cliffs leading up to the left hand side of the fortress. But instead of taking the front entrance, you can slip in around the back into the temple section.Both alarm bells and the heavy guards can be taken out with a single shot from the initial entry point. Then, if you’re quiet, you can take out all the other guards without being spotted from your elevated vantage point. There’s plenty of hiding spots here.See also:23. Keep your skinsYou’re going to kill a lot of animals in FarCr 4.
A LOT of animals. Our advice is that you keep the skins of everylast one of them. The reason being that you never know when their peltswill come in handy. You may end up carrying around six or seven wolfhides that have no use to you until your carve up a deer or two – onceyou do, however, you’ll be able to advance two or three levels in yourequipment instantly. Don’t sell your pelts. They’re necessary. Take out hunters first when tackling OutpostsAlthough heavy enemies can be an absolute pain when taking down outposts, it’s the Hunters that can be very irritating.When approaching an outpost you want to conquer, perch yourself on a high point and take out your camera.
You’ll be able to tag all the enemies, alarms and predatory animals within and – for a short time – the Hunters too.Hunters only stay on your radar for a couple of seconds, because they will get you via stealth and a bow and arrow. They can also take control of wild animals, which will also come find you in your hiding hole.
To combat their sneak attacks, try and take the Hunters out first.
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