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100% Walkthrough Far Cry 1: All Secrets (Flashback)

Our walkthrough of Far Cry 1 will take you back to 2004, when the first part of the now legendary series of games from Ubisoft was released.

Before starting the game, Far Cry 1 walkthrough will help you get acquainted with the main plot, avoid traps in the initial stages. The game project attracts attention with a huge world, the Pacific tropics and many types of weapons. He helps to mobilize in the battle for justice, save the girl and the world from evil, artificially grown monsters.

Far Cry 1 game - general information

She was born in 2004 with the help of Ubisoft Entertainment. An action-packed first-person shooter developed by Crytek. The licensed version has been translated into Russian.

Travel time

In Far Cry, the passage of the main story will take 13,36 hours, the full one - 20,37 hours.

Background and main characters of the game

The passage of Far requires familiarization with the history of the problem: former commando Jack Carvel was hired to be a security guard for journalist Valerie. An attempt to visit the island of interest to the girl ended in her disappearance and the need to search.

100% Storyline Walkthrough Guide

Training

A pleasant sea trip for former Marine Jack Carver suddenly turned into a hellish nightmare in the company of modified cyborgs, and dreams of a few days in the company of a pleasant companion dissipated as soon as she sped away on a jet ski. A bummer, as they say, in full, but these are just flowers. Once at the bottom of some incomprehensible pit, run along the pipe, climb the stairs, stepping over the skeleton. We bend down, climb into the hole, and then in a plastunsky way (by default, the “v” key) under the pipes. Near the hieroglyphs, up the stairs, you will hear one gentleman in a cowboy hat (meet Crow) scolding another, already without a hat. Run past a small pool - they will advise you to leave the pebbles to distract the guards - and pick up the transmitter. Meet Doyle, this unknown savior will now help you all the time. It will also be useful to listen to his advice - to cover your red Hawaiian shirt with a bulletproof vest. Take a pistol from the box, a grenade from another and go to the barrels, where the first "save" will be. The save system in Far Cry is represented by checkpoints (which is unusual for PC shooters, but quite common for console shooters), after which you are automatically recorded. Push boxes and whatnots if you want to admire the local physics. Take the armor and go out the door.

Important! On the shore lies a Japanese aircraft carrier from World War II. After penetrating it, a connection with Doyle will be established.

Descend towards the beach without being distracted by the birds and the helicopter hovering above, and see what you can profit from in the huts. Be careful, it is easy to fall off the cliff and break into a cake. In the hut, next to the boat, you will receive a new task - to climb into the house upstairs and get binoculars. save. Look at the blinking dot on the radar and swim across the strait. save.
On the approach to the camp, the radio transmitter will report that now you need to steal some transport. Grab a jeep and drive along the path (follow the pointer on the radar), knocking down the mercenaries flickering under your feet along the way. save. On the beach there will be another jeep with two peppers, which will have to be dealt with in a bad way. Continue down the path and to the left. At the new jeep, two more thugs and another save are waiting for you. There will be more cars further, run along the path and to the remains of the aircraft. save. Make your way through the jungle straight to the Japanese aircraft carrier of the Second World War lying on the shore. Climb inside the hole in the bow of the ship, then Doyle will contact you by radio.

Carrier (Aircraft carrier)

The goal is to find Valerie Konstantin, the same journalist who rushed off without even saying goodbye. Jump into the water, then swim along the corridor, get out up the stairs, carefully - there is a mercenary around the corner. Then run through several rooms, a large hangar where you can take P90 from the guards, a room with bombs scattered in disorder. Next to the stairs, go up to the upper deck, your favorite transmitter will remind you of yourself again. Get out into the hole in the hull (save) and run to the bow of the ship, where the six-barreled machine gun is installed. Crumble everyone out of it into small pieces, then go around the ship on the other side and climb the stairs up. save.

In the nearest room you will find not only a mercenary, but also Valerie's documents, at the same time listen to Krieger's speech about his research, from which humanity should be incredibly lucky. Nothing concrete, however, now you can expect anything. Get out on the upper deck (save), a helicopter and a small bunch of mercenaries are waiting for you behind the boxes. Cross the footbridge to the stern, carefully, automatic bursts easily interrupt the chains on which they are attached, so that you can crash heavily and part with the last remnants of the health bar. (However, if you're lucky, you can fall into the water). Shoot off the chains that hold the inflatable boat at the side, and jump after it. Get on the boat and follow the arrow on the compass.

Fort

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Pass the village near the water and move towards the complex on the mountain. You can shoot the crew of the patrol boat and swim a little on it, instead of crawling between the bushes. save. Continue along the coastline and start climbing up the hill. Next to the next checkpoint, a stationary machine gun is installed, from which you can take out the guys swarming in the neighboring village. Climb the stone stairs to the top of the hill, playing hide and seek or shooting from patrols, (save) and enter inside the complex. Run further along the corridor without turning anywhere (save at the torn lockers) until you get into a large room. Here you can take a new machine from the rack. Climb into the elevator, go upstairs and go out into the fresh air again.

The path (save) will lead you to an ancient cannon, then to an antenna dish, next to which you can get a minigun, spraying bursts of mercenaries disembarking from a cargo helicopter. Approach the door of the bunker, Doyle will report that he needs some time to crack the code. Try to survive until that happy moment, shooting back waves of hot guys and turntables, when the damn door does open. save. Go inside and into the command center to the left. Shoot the commander, pick up his plastic access card. Now you need to get explosives and stick it to the gas generator so that the entire base will blow up. Step into the room on the left, use the card on the door and pick up explosives. Go out into the corridor, turn left and plant a bomb next to the generator. You have exactly ten seconds to escape into the red tunnel.

Pier

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Go along the path, fill up all the mercenaries in the camp and, clinging to the hang glider, fly to the other side of the river. Two helicopters will immediately appear, which will begin to fire at you. Having flopped onto the path, climb the hill and pass the platform with the machine gunner. save. But ahead, because of the palm trees, the base of mercenaries has already appeared. She will be in the valley, right behind the observation tower. From Doyle will come a new order - to blow up the weapons depot. The task is not easy, but where to go. save. A group of mercenaries will hang out right on your way, you can try to bypass them, or put them all down. save. Make your way, finally, to the camp and in the room with the inscription "Briefing" take the explosives. Look into the building opposite (armory) and plant explosives next to the crates. In the five seconds allotted before the explosion, have time to escape. Further down the path, steal one of the two buggies to comfortably reach your next destination. save.
The machine has its own degree of wear, so if they shoot at it a lot, it will explode. Ram the mercenaries who had the misfortune to be right in your path, and drive further along the road. The road will be blocked by a military tractor and a buggy with two martinets. Just behind the truck there will be a free car, you can use it. In fact, why trample the soles, if you can ride, and with the breeze. Just beyond the river - Save, then several more submachine gunners will appear on the road under the cover of a jeep. save. The next task from Doyle, even with all the desire, cannot be called original, it sounds like this - “piss them all!”. When you shoot all the mercenaries, go to the very end of the pier. Watch a video in which Doyle picks you up on a boat and then drops you off at a new location.

Research (Entrance to the laboratories)

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Will drop off to advise moving across the island to the research center. I wonder why he didn't bring it to him himself? Walk along the shore, admiring the waves rolling on the sand and the photorealistic textures of the stones.
You will reach a cave, next to which a dozen mercenaries are swarming. Climb into the house (save) on the hill and take the card from the table, then go to the cave (save), where you will open the gate with it. Watch as some crazy creature will attack the soldier. Jack hopes she was the only one. Naive…
Go right, soon, after a small earthquake, Doyle (save) will contact you and tell you to look for an elevator. Go further through the tunnels, at the end of a large cave with mercenaries running up the stairs, you will find a long-awaited elevator. Now it is not working, you need to find a generator to turn on the electricity. On the cave to the right and on the spiral rise upward. Pull the switch and return to the elevator, it will take you up. Then just go to the nearest door on the right.

Attention: You can find detailed information about weapons, equipment and characters in our separate guide here.

Treehouse (Laboratories)
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Just outside the first door, someone will be dragged on a rope into the ventilation. This someone will desperately resist and scream loudly. Don't worry, there will be more. Go back and straight along the corridor, you will stumble upon the corpse of a terrible monster, whose fanged mouth occupies the entire upper part of the chest. Go around the jeep and go into the small room on the left, behind it into the door next to the vending machines. save. Doyle will tell you to look for scientists who may know the whereabouts of your companion Valerie.

Walk along the bridges stretched between the trees to eventually get to the building with the inscription "Supervision". Inside, fight off the monsters, pick up the key card next to the corpse of a scientist. Use it on the reader, pull the switch in the next room to open the gate to the helipad. Exit the building, take the elevator, it will lower you to ground level. Further up the path, you can steal a jeep in the mercenary camp. Drive further, focusing on the direction of the dot on the radar. save. Doyle will demand to get explosives and arrange a small fireworks display.
There will be a blockage on the road and several mercenaries shooting from machine guns, move further across the bridge and towards the tower. The curious can break the piece of wood and watch all the barrels roll down the hill. Take the explosives next to the tower (save), then go along the tension bridge across the abyss. Plant a bomb in the wall, next to the door with a combination lock. Climb into the gap and then into the bunker, opening the massive door with your card.

 

Bunker (Bunker)

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Walk along the corridor, take a bulletproof vest and a first aid kit, press the button and get into the elevator. Go through the room with a hefty monster, which is being dissected on the table, then into the mine, go down to the very bottom and even lower, along the stairs with the arrow next to the number "2". Through a few doors you will come out to the walkways over the water, behind which there will be a room with cages for monsters. Through the door on the right, pass another dozen doors, a cannon on the bridge (save), a mine, a bunker with mercenaries (save). You will rest against the glass, behind which there will be a pack of soldiers and monsters in cages. Climb the stairs to the top and press the console to free the poor animals, who will brutally take revenge on their offenders. Shoot everything that will still move, and go to the gate. In the next room, go up the stairs and exit the building. Finally - to the will of these stuffy labyrinths. Run to the helipad, it's not far, and watch the new cutscene. Val will first kick Jack out of the helicopter (he managed to grab onto the wheel), and then, in the next scene, crawling out like a sea mermaid from the sea to the beach, he will begin to tell the truth about himself - Valeria Konstantin, CIA.

Steam (Steam Generator)

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First of all, you need to get goggles for night vision, after all, it's not noon in the yard. Climb into the jungle, fight three creatures next to the corpse of a mercenary. Doyle will remind himself again. Go along the path (the company of mercenaries is located just between the two saves), and into the camp. In the house, grab glasses from the box, Doyle will tell you to move to the steam generator. It is better to go there by jeep, the road will be long, about five saves, no less. Go to the generator, kill the worker to get the communications plans. Then run to the door a couple of tens of meters away, the compass. Regulator points to it.

Go straight past the tractor with burst tires, pull the switch to open the door. Then a little along the coast, from the crane to the left and across the bridge. Further, the bridge will be destroyed, climb the tower, from which the wire stretches to the other side. Cling to the fasteners and jump over the cable to another tower, then go to the door (save) of the bunker right behind it. In the hangar, press two switches, at the same time you can ride a forklift, a funny thing. To the left, and through the door, steam will soon block your way - turn the valve on the left to block it. Along the corridor to the left, turn one more valve, and pick up the keycard behind the next door. Return to the first valve and down the stairs, take one more card from the table. Again to the valve, go up the broken stairs and grab another "credit card". Now you should have three of them. Go to the corridor with three card readers, open three doors there and shut off three valves. From here along the corridor to the left (save), you will find yourself in a room with large fans in the center, behind the glass. Climb to the very top and through the door. Click on the computer console on the right. Everything will start to explode, and Val will contact you on the "mobile phone".

Run to the ventilation duct, on the right against the wall, shoot off the lock on the door, and climb inside. Watch a colorful video about the "terminator uprising". Creatures got out to freedom, and now they will come across to you in a sight much more often.

Control (Control Center)

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Run along the pipe, next to the corpse of the worker, go up the stairs. Near the armory, where you can stock up on grenades, go down the stairs from the brackets built into the wall down (save), shut off the steam supply by turning the valve. Go back and move on, throwing soldiers in hazmat suits to the sides. The road will lead you to a littered passage, to the right and left of which there will be ventilation holes. First, crawl to the right, then climb up the stairs and floors for a long time to turn the valve and block the steam blocking the road in the left. When you find yourself on a grate swinging on chains, you will get an unforgettable feeling - they will kick it from below, trying to get to you, all sorts of stupid "macaques". Return to the room where the steam used to be, then to the room with brick walls and go down the elevator. Pass through a couple of laboratories with torn up corpses of monsters, and plunge into a labyrinth of narrow tunnels (there will be signs "wc" and "kitchen" on the right wall). Use the machine gun kindly left here to mow down waves of attacking monsters. Soon you will come to a room with pipes and a sooty door that cannot be opened. Crawl into what looks like a chimney. Then drop down and through the door. Everyone, you got out of this nightmare, well, almost.

Rebellion (Rise of the Mutants)

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Leave the building and go to the bunker, which is indicated by the arrow on the compass. When you open the grate, you will find that a jet of steam is blocking the passage. Move the box and jump from it to the pipe in order to get around this annoying misunderstanding. Once again you will find yourself in the fresh air, follow the winding path along the hill, pass the two guys at the jeep, then the big man with a bazooka, his friend at the burning car, go up the hill (save). Then past the burning car, another jeep (save), go down to the coast. Next, go along the beach, past the lighthouse, use, as you once did, flying fox to climb the rope to the top of the hill. Soon the road will lead you to the crumpled cars and mercenaries who hold the defense on the bridge. After this bridge (save) move towards the building with the helipad. Go to the door, so you got to the archive.

Archive (Archive)

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The task is to find a working elevator. Go to the research center and jump through the hole to the lower, half-flooded level. Shoot the barrels in the center to move aside the hefty wooden shield covering the hole in the floor. Jump there and swim through the pipes, then climb up the stairs. In the room with the corpse of a medic on the table, press the switch, which will turn off the security system. Now you can freely pass through all the doors with combination locks. Return to the flooded room with a wooden slab that covered the underwater hole, and through the door next to the generator, there will be an elevator behind it. Go to the huge warehouse, shoot all the soldiers (one of them will have a clearance card), then through the door next to the big letter "A" on the wall. Further past a couple of saves, the inscriptions "Level 1", along a long bridge, consisting of two pipes and a grate between them, and into a bunker with the inscription "Kreiger Corp". Then run to the end of the large warehouse and shoot the chain on which the box hangs. He will fall, breaking the floor, jump there. Then into the ventilation, up the stairs and into the massive shutters.

Cooler (Incubator)

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Now you must find Valerie. Go to the laboratory, the door at the end is locked - you will need to enter a card. You will find it next to the machine gun in the adjacent corridor. Then past the room with the holographic image of the monster and through the door on the left (save).
Along the corridor and to the right, exit to the installation, in which the cyborg floats, entangled with wires and tubes. Climb up and head through the door on the right, then past the inscription "sub level 1" (save). To the left (security), press the switch to activate the elevator. Then past the room with another hologram, and to the main elevator, he will lower you down. Run through the rooms and corridors, past the inscription on the wall "sub level 3" and up the large stairs. Get down into the room with four tanks and turn the valve on the far wall. The water level will begin to rise, and then you can swim into the hole in the ceiling. There, get out into the ventilation, go through several half-flooded rooms, open the door and save Valeria from the monsters. Doyle will issue further instructions.

Boat (Cargo Ship)

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Take the boat to the nearest island. Climb into the tent and steal three bombs there. Now you need to blow up the first tower. Using the boat at the pier, swim to the neighboring island, go up the path and go down to the foot of the tower, it is very well guarded. Plant explosives and manage to get out of there in five seconds. It's time to move to the second tower. It is located on a neighboring island, and you can get there first by boat, and then by the bridge stretched between the rocks (save). It remains to bang the last, third tower, moving to the next island (save). After that, sail to the ship off the coast called Zol Teretenyak. What is called, from the series, what would it mean? Climb onto the deck along the net hanging into the water from the starboard side, go into the captain's cabin. Next to the poster of a girl in a swimsuit and with a gun, take the explosive. Install it at the stern and quickly run to the bow of the ship. After the explosion, the vessel will begin to sink, and suddenly a machine gunner will fly to you in a combat helicopter (again hello from Colonel Crowe!) And spin a couple of new discs for free. Don't despair, all is not lost yet, climb on the floating containers and gouge the helicopter, after which the boat will call for you.

Catacombs (Catacombs)

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Stomp along the road to the entrance to the ancient temple, no surprises are expected along the way, except that a few patrols will bother you. The entrance is littered, you need to get explosives. Follow the beacon on the compass, which will lead you to new ruins, a handful of soldiers and a bomb lying in a box just behind the buggy (save). Go back to the littered entrance and mine it (you have 7 seconds left), then climb inside. Here, follow the compass, simultaneously cracking down on monsters, soldiers in chemical protection, gas cylinders, from which poisonous secretions siphon, and other “joys of life”. There will be three saves along the labyrinths, and the last one is in a tiny room with a corpse, explosives and a PDA, for which, in fact, you climbed here. Now we need to get out of the temple outside. The task is no more difficult than this one. The exit is located in a hall with large statues of elephants. It will also need to be mined first, but do you think explosives are handed out here just like that?

River (River)

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Head to the river and get into the inflatable boat next to the hut. There will be a save on the road, just behind the machine gun nest. Get ready for a long swim. On the way, several military boats will chase you at once, a healthy tree will fall into the water. The road will soon be blocked by a pontoon bridge, you can’t slip through it on a motorboat, you will have to transfer to a boat, which is parked at the pier nearby. In addition, you can shoot the ropes that hold the bridge floats together and push them in different directions. If you lose your boat, you will find a new motorboat at the nearest pier, just a dozen meters further down the river. A helicopter will begin to barrage in the air, pass the suspension bridge, you will see another steel bird. It’s better to transfer to a boat, because a motor boat is destroyed very quickly, and his gun will be more powerful than your machine guns. After the cargo helicopter with technicians, disembark and run further along the path. Behind a large statue of a seated sage you will see a tractor with a satellite dish, shoot all the mercenaries in the area (Doyle will contact you by radio), then connect to the satellite. Valeria and Jack will meet, discuss the situation a little, and then Val will start swimming in a dazzling white bikini under the rustling jets of a waterfall. The scene, presumably, will be received with a bang by fans of erotic versions of Lara Croft.

Swamp (Swamp)

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It is necessary to pull off the wheels to rush through the jungle further. Run to the mercenary camp and get into the jeep. Jack immediately, rather unusually, will stand behind the machine gun, and Val, who has run up after him, will sit down at the steering wheel. In general, she will steer, you will shoot. And quite a long time, if, of course, you're lucky. You will land in some kind of swamp, and Val will ask you to take her to a computer terminal inside the base, which looks through the foliage. Run to the entrance to the base and in the building on the right, go up to the second floor. Valerie will take care of computers, after which she decides to quickly rush away. Follow her quickly, you must not lose her. She will open the door with the code, and then hide in the command center. Here you will split up, she will stay at the computers, and you need to get into the headquarters. Exit the building, run to "mission planning", the door will be opened for you. Inside, up the stairs and into the "headquarters". Access is closed, you need to get a card. It is located in the "quarter master", on the table opposite the map and the wall clock. At the headquarters, climb up the stairs and take the device from the case on the table. Return to Val at the control center, next to the large satellite dish, and then follow her. At the bridge - save. At the base, run to the "armory", Valerie will sit behind the loader with the bomb and chase him out of the gate.

Factory (Factory)

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After talking with Doyle, run after the loader, Madam will get out and hide behind a tree. Move to the base and climb into the freight elevator, Val will soon rush there on a loader with a bomb. Press the button, the elevator will go down to the lower level (save), exit and run to the new gate and the inscription "research". They open from the back, so you need to climb the stairs and get into another room. Val will come again with a bomb, stop at the next gate and open the code lock herself. Now it's you again - run to the new gate leading to the mutagenic chamber and open the lock. Val will immediately appear on the horizon with his tarantass. Run after her, watch the video, how our sweet couple, embracing, will inject some kind of dirty trick into their neck.
Follow Valerie again, she will start to activate the bomb by pressing the buttons on the console, and you will shoot the waves of oncoming soldiers with plastic shields. Then into the elevator and run out of the building. New video: Jack and Val barely have time to run outside, as a hellish explosion will turn the laboratory around. Then Jack, who regains consciousness, will be kicked out of the helicopter again (for the second time, damn it!), And Valerie will remain on board along with the main villain.

Dam (Dam)

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You need to get to the armory on the mountain, the path is long, but the road will be mastered by the walking one. In a downed helicopter near the river there will be a couple of machine guns, which will help you deal with the crowds of "big men", which will be more than enough. Climb up the hill and climb into the hole in the wall, on the left is the armory. Watch the video, Jack's hands will turn green ... Do not forget to grab a plastic card from the box. Open the door next to the car with it, get into the buggy (save) and drive towards the volcano. Cross the bridge, jump over the lava stream on the log. Lava will bubble around, throwing burning firebrands into the air, and cyborgs with bazookas will rage with might and main. Next to the "plate" save, and then move to the laboratory, in front of the entrance there are two statues of Kreiger with their arms outstretched forward. Head towards the main entrance.

Volcano (Volcano)

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The final is close, and it seems to smell of fried. It's time to find and deal, finally, with a maniac scientist. Go through the hall with holograms and shoot all the guards, you can open the door. Behind it you will be met by a greatly changed Krieger. Now he resembles a cross between a terminator, a robocop and an anabolic bodybuilder. Valerie, semi-conscious, lies quietly by the wall. Chop everyone into cabbage, finish off Kreiger and watch a movie: the mutant scientist will say his last words, Jack will take Val to the ship, and he will go to kick Doyle's ass. Take the elevator up, go down the corridor and click on the two consoles at the massive doors. Exit to the platform above the small lava lake. Move to the other side, press the console there to activate the elevator. On this elevator, at the foot of the platform, go upstairs and go along the bridge to the north, then up the stairs. Finish Doyle in the control room and watch the final cutscene. Jack will recover, inject the antidote to Valerie, who will immediately feel better. The two of them on a yacht will sail away from the nightmarish island, over which columns of smoke from explosions and conflagrations will bubble. Val will finally take a look at the nearby chair, where documents and disks relating to the secret Far Cry project are lying ... Something still survived. End.

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