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Far Cry 3 Game Guide
GameSpot's Far Cry 3 game guide helps you learn the most efficient ways to tame the jungle. Or... ways to set the world on fire.

KEEPING BUSY
This is just a short mission that'll see you retrieving a power head for Daisy and then talking to the girls for a bit. The power head's underwater near one of the corners of the zone you're checking, behind a yellow barrel. Nab it, then complete the mission and leave the cave for the Fire Arrows recipe.
Now would be a great time to explore the island, as the game so helpfully tells you, except for the fact that it also apparently thinks you're an idiot and tells you to head to Citra's place every two minutes. I mean, it's not like you should know from every other open world game ever made that you can head to a mission to actually proceed with the storyline, should you? You need to prodded towards the mission path every two minutes, lest you forget that there's actually a story to the game and perhaps get lost and wander the island forever. It appears that you can disable these pop-ups by setting a manual waypoint on the map, so do that if you want to truck around a bit!
A warm welcome.
MEET CITRA
Another brief experience with drugs. As with the hallucinogens in the cave earlier, there's little to do here but walk in a straight path forward. When you complete the mission by walking out of Citra's temple, you'll unlock 26 new skills, so if you've been saving skill points, now would be a good time to explore the skill trees a bit and pick up some new combat moves. Next: Kicking A Hornet’s Nest
BAD SIDE OF TOWN
You can either follow the roads to Badtown and take down some more radio towers, or just warp there immediately. Up to you!
Head into the bar, win your poker game with suspicious ease, then follow the man in the white suit through town. This is one of the slowest following missions you'll probably ever play, even making the casual pedestrians from some of the earlier Assassin's Creed games look like Usain Bolt. The man will occasionally glance behind him, but if you stay crouched and far enough away from him, he shouldn't spot you even if you're in the open.
KICK THE HORNET'S NEST
A brief conversation with Willis will result in him handing you a flamethrower and asking you to torch some stuff. That…actually sounds like it might be fun. You don't technically have to bring the flamethrower - molotovs will do just as well - but it's a cool weapon, so do what you like.
The weed fields will burn with a little coaxing. You don't have to set the entire thing ablaze; flaming a small section of each field will cause the fire to spread throughout, and there are also fire-starting barrels near many of the fields.
Legalize this!
The last leg of the mission, when you assault the fishing village, is likely to be the most difficult, as you're tasked with killing far more enemies than you've encountered thus far. Stock up on explosives in the huts and sheds leading up to the village, and scout it from afar with your camera if you can. You'll come across what is most likely your first heavy enemy here; these guys can take a lot of damage to most regions of their bodies, and wield light machine guns or other deadly weapons. Try to get a headshot if you can, as it's worth 200 XP!
When you've cleared the path to the boat, run to the dock, switch any of your weapons for the RPG there, and take out the ship before it gets too far off the coast to complete the mission.
Table of Contents
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- Introduction
- General Tips
- Relic/Letter Hunting Tips
- Weapon Tips
- Taking Out Outposts
- Walkthrough
- Harvest the Jungle
- Mushrooms in the Deep
- The Medusa's Call
- Prison Break In
- Keeping Busy
- A Man Named Hoyt
- Saving Oliver
- Piece of the Past
- Down in the Docks
- The Motherlode
- Lin Kong, At Last
- This Knife's For You
- Warrior Rescue Service
- New Rite of Passage
- Payback
- Flying South
- Doppelganger
- Triple Decker
- Deepthroat
- Paint it Black
- Taking Down Hoyt


