Wasteland
After killing a few dozen soldiers, you'll eventually come to the waypoint marker here, which will let you speak to Val. No rest for the weary, though, as she'll send you after Doyle, who's apparently been kidnapped by Crowe. But who shot J.R.? The world may never know...
After a bunch more fighting, driving, swimming through sewers, etc., you'll reach another abandoned structure. As per usual, let the soldiers and mutants deal with each other, and they'll reward your efforts with a mass murder-suicide spree. Be careful when rushing into the courtyard with the destroyed helicopter, as there is one soldier with a rocket launcher running around inside. Kill him, and you'll be able to grab his weapon, if you wish.
Abandoned Buildings
When you reach the interior of the next complex, you'll come across a surprising sight: Crowe's finest troops have arrived, and the've brought their favoritest assault rifles with them. The assault rifle can't be dual-wielded, but it does possess a handy grenade launcher which will let you dish out explosive justice without having to wait to toss a grenade.
You'll soon reach a lift that'll take you further up into the building, but it's unpowered, so head outside and flip the switch. You'll probably need to use your nightvision to see the passage leading to the exterior portion of the level, and of course doing so will cause more soldiers to spawn in behind you, so be careful.
We'll trust that you know how to get through a jungle corridor section by this point in the game; suffice to say there's another one between you and the greenhouse. Be wary of charing into the greenhouse, though, as there are plenty of soldiers within. It's better to try and lure them to the door and plant mines or use grenades to off them there. You'll have a one-on-one fight with a Big Boy before you can leave the greenhouse, so let your adrenaline recharge before hopping over the fence and use your Feral Attack to slice and dice it.
Moving On
Video Walk-through
You'll need to be aggressive and stay ahead of Doyle if you want to keep him alive through this.
When you reach the area with all the cargo containers, you can expect a mutant ambush, but if you hide inside one of the containers, such as the one in the very middle of the clearing, you should find that you can fire out the small gap in the middle of it, allowing you to easily take down your opponents with minimal risk to yourself.
When you finally arrive at the hospital, charge in and start looking for your objective markers. Soon enough, you'll come across Doyle, and one of the more annoying setpieces of the game will begin. You'll have to escort Doyle through the rest of the building, through the woods, and to a nearby helicopter before the game will end. As when you covered Val's escape to the boat lo those many levels ago, Doyle will have a life meter for this, so you'll know how much life he has left, but it'll go down rapidly if he's exposed to fire.
Doyle here travels from hotspot to pre-set hotspot on his own accord; you can't command him, no matter how much you might wish to. He does have predesignated hiding spots that he'll move from, but when he's en route, he won't stop for nothing, and it's during his transit times that he'll be most vulnerable. Luckily, he won't move until you've killed most of the opponents between one hiding spot and the next, but more enemies will of course spawn while you're moving, so you'll need to keep your head up and always be checking the radar for more enemies. You're going to have a hard time regenerating health between fights, so check all of the little waystations along the path here for more health packs and armor before moving on from each one.
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