Cliff
Destroy The Tower
You've got two basic paths once you kill the first three soldiers here: you can either head to the left and go after the glider at the end of the path, or you can head right to find an ATV. There's also a boat in the water at the bottom of the canyon. You'll survive a jump into the deep water from any height. You'll probably be better off with a boat than a glider, if only because you'll be able to trade in your inflatable boat for a gunboat shortly after you start your little trip.
When you hit land again, your view is going to start messing up; it'll flash white periodically, and an intense buzzing sound will be heard. There's not much you can do about this at this point; you just have to fight your way through it and get to the damn antenna that they're using to track you down. That's what's causing the interference with your vision, so climb the ladder next to it and smash it as quickly as possible. When it's gone, you'll be back to normal, relatively speaking.
Hulk Jump
Soon after you defeat the mightily unanimated forces of the antenna, you'll come under fire from a helicopter. The last tool in your little bag of tricks will be unlocked here, though, as you'll find yourself leaping tall buildings in a single bound, and so on and so forth. Your Feral Speed ability will become available to you; press Y to activate it for super speed, and hold down A to charge up superjumps.
What follows this revelation is an insanely fun minute-long sequence where you have to charge down through a slowly sloping ramp while mercs flee in mortal terror. You should have plenty of adrenaline available to you, thanks to the liberal supply of MREs along the path, so feel free to unleash some of your Feral Attacks on the soldiers as you pass them by. It's fun!
You'll eventually get to the bottom of the slope, where another jet ski and river await you. This trip will be awfully short, though, as you'll come to land within a few hundred yards of the beginning of your trip. Soon afterwards, you'll have to scale another fortress-like installation to reach a glider. Be sure to butter up your opponents with the portable grenade launcher before moving in. You don't technically need to use the glider here; if you get over the water you can ditch it with the X button and hop onto the jet ski instead. Like before, though, you'll be hitting land soon after your disembarkation.
Storming The Beach
Around the corner from where Doyle contacts you, you'll come across one of those awkwardly-placed coastal defense fortresses that overlooks a small creek. Apparently the Japanese were afraid that the US might possibly airlift in a battleship and drop it on the water here. Anyway, you're going to have a few enemies in emplaced weapons here, so you'll need to either snipe them from a good distance away or just get right up next to the fort so that they can't fire at you. We preferred to do the latter with our jet ski; if you get enough of a speed boost, you can ride all the way across the beach and reach the fort, then hop off and start kicking ass.
Soon after you're past the fort, you'll come to the Observation Center, apparently designed solely to observe pretty trees. It's a tough job. From there, proceed outside to the observation towers around the area until you find an elevator leading down to the Control Room, where you'll meet another of Kreiger's experimental pets, a Big Boy. You'll be running into more of these guys later on, but for now, it'll scamper away from you, so you won't have to fight it.
...at least, not yet. You'll continue to hear its roars as you make your way past the control room, and when you reach a little arena with numerous broken barrels, you'll come face to face with the Big Boy for the first time.
Big Boy!
Your little fight with the Big Boy is unavoidable, but if you're lucky, you shouldn't wind up taking any damage. The Big Boy only possesses melee attacks, but can also fling junk at you through the air, so you'll need to be careful to avoid anything it throws while staying out of range of its melee blows, which do a severe amount of damage. That said, it's not very fast, and there are plenty of SMGs and P90s scattered about, so use them in dual-wield mode to do the bulk of the damage required to take down the Big Boy.
There are also a pair of machineguns in this area, but the baddie seems to be able to knock you out of them as soon as you attempt to use them, so they can't be relied upon. If you run low on ammo, you can also try walking into the northwestern cargo container, stand on the armor behind the explosive barrels, and blow them when the Big Boy attempts to follow you in. If it survives, you might have a hard time getting out alive, but you might be able to squeeze through with your Feral Speed.
When the Big Boy goes down, you'll be able to walk through the smashed gates to end the level.
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