River

Escape From Captivity

Well, you've been captured by Crowe, given superpowers, and let loose on the island again. Sounds like a fortuitous turn of events. You now have the ability to regenerate your health while you're not in combat, and use a more powerful punching attack; more abilities will follow along as you discover them.

In order to escape from the set of fences that you're initially caught in, you'll need to use your Feral Attack ability on the fence doors; this requires you to hit B, and replaces the earlier knife attack you could perform with the same button. (Try it while jumping for extra fun!) Doing so will take you to a small tent, where you'll discover a possible drawback to your new-found powers; sirens and alarms actually cause you physical damage. You can shut them off the way you always could: by dealing them damage. You can just shoot them, if you wish, or punch them with your mighty fists of revenge. You can also punch the lamppost near the alarm tower to cause a bit of an explosion that will wipe out the incoming enemies. Go you.

Soon after passing through the tent, you'll come to the first major test of your new superpowers, when you reach a large metal gate that's guarded by a good seven or eight mercenaries. Killing these guys will be difficult if you charge in and go gung-ho, but if you hide behind some of the crates near the entrance to their little fort, you can use your Feral Attack power on them as they attempt to track you down and deal with them in that manner.

For the most part, your Feral Attack and health regeneration should make the next few encounters relatively easy, although you can still die if you expose yourself to too much fire. Just try to separate enemies or lure them towards your position before punching them to their incredibly amusing deaths. You'll eventually come to a garage, where you can pick up another ATV. While you're probably justifiably afraid of helicopters at this point, luckily for you, there aren't any around, and you'll be able to make it at least a bit of the way down the trail before hitting another group of enemies.

When you do reach another outpost, note the appearance of a RTV. This little guy will probably start chasing you if you leave it alone, so if you have the health to do so, try to take out the gunner with your SMG as you drive past. You should probably try to ditch the ATV and get into the RTV, in fact; it's better because it starts with an R, duh. And the ceiling-mounted turret doesn't hurt, either, as it'll let you fire on incoming vehicles and enemies without having to waste your precious SMG ammo.

The only real kicker in the next little driving segment is the appearance of a couple of flaming barrels that'll get kicked down a slope towards you when you attempt to move on. Shoot these before they impact you, or you may wind up being one toasty critter! You don't have any room to dodge, so just hop up into your turret and blast them from afar.

Riverboat Gambling

Keep driving your cute little car, and you'll eventually come to a set of wooden docks with a pair of inflatable boats. Hop onto one of them and get scooting. Immediately after you set out on your trip, you'll notice a couple of soldiers on the bank of the river; if you want to ditch your boat and kill them, you'll find another ATV which you can use for a ground trip, if you prefer.

Unfortunately, there's going to be a very large camp around the first turn in the river, which includes perhaps a dozen or so enemies as well as a pair of machineguns, and even (maybe) a gentleman with a rocket launcher. Approaching these guys quietly will greatly help your efforts to survive here, so we preferred to land our boat, grab the ATV, drive it up to the edge of the jump overlooking the camp, then walk down the hill and crawl around until we reached the large stack of crates. From behind that, you can dual-wield SMGs and take out most of the nearby enemies as well as the ones that come to find you. With the bulk of the enemies defeated, you can start looking around for health and armor.

When you need to move on, find one of the boats in the river beyond where it was blocked off and continue down the river. You'll come to a dam eventually; dismount your boat to open it, and you'll also have an interesting conversation with Doyle. He'll let you know that you have an implant inside of you that will make you vulnerable to certain countermeasures - such as hypersonics - and that the implant will have to be removed before you get taken out.

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