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Jungle
The jungle level lives up to its name; there are trees aplenty here, rendering most firefights close-range affairs. Machineguns and rocket launchers will likely be the most popular weapons, although snipers will still find their spots.

An attack on the solar array should be started with a quick rush; the attacking team has a buggy and a 4WD drive at their disposal, so you’ll want to make it to the southeastern gate of the facility and bust through before the support for the defensive team can construct a gate. You’ll likely die from rocket fire within a few seconds, but you can feel free to jump out of your vehicle when you reach the gate and hide among the power cells, which should force your opponents to seek you out. All of this will hopefully prevent the defensive support from building their three minigun positions; if these are constructed, you may have to resort to sending a sniper atop the hill near the 4WD carport. A well-positioned sniper here will be able to angle himself so that he’ll be able to take down anyone manning the forward bunker and two of the minigun positions, which will hopefully let your infantry come in through the gap in the fence on the facility’s western side.

The crash site flag is a chore to access, but the offensive team should have at least one buggy and two 4WD vehicles with which to set out. The defenders have no fewer than nine wall segments to build, so set out as soon as possible after you capture the first flag to hopefully find a gap through which to drive. If you don’t manage to get to the crash site within a minute or so, you’ll have to bring along a few support troops to destroy the wall segments and break through, but the flag itself is in a relatively open area, meaning that you’ll probably only need a few troops with which to start the conversion and distract the defenders until the flag is raised.

The helipad is one of the most interesting flags to attack or defend in the entire assault mode. It’s incredibly close to the crash site flag, meaning that the offensive team will have just a short jaunt towards the base, but it has very few access points. Also, the main gate access point is not repairable by the defending team; after it’s destroyed, it will be open to vehicle traffic for the rest of the round.

The basic defensive posture is to build the bunkers near the main gate and use them to hammer away at any incoming vehicles or infantry, with the leftmost bunker also being used to hammer away at the 4WD near the crash site as it spawns. The defenders here will likely be pecked at by snipers in the hills above the crash site; these snipers should chuck their smoke grenades onto the road and into the broken gate to protect their teammates as they approach.

Another constructable gate exists on the west side of the helipad; enterprising offensive players will sometimes make the looong walk around the facility to reach this entrance. A single defender can guard this location by lying prone outside the southwestern corner of the base with a machine gun, leaving enough space between himself and the corner to allow enemies to come around, but remaining close enough to retain accuracy. If you get killed, let your teammates know that someone’s coming towards the gate, so that a support soldier can fall back and repair the gate when it’s destroyed.

The flag itself is nestled between two buildings, one of which has a window which opens onto it. Attackers will generally check the interior of this building for rocketeers before attempting to convert the flag, but you can also hide in the thick bushes across the way. You should be invisible from the flag itself, letting you blast away blindly with rockets when the flag begins to be converted. Don’t expect to remain hidden forever, though; if you rack up too many kills while hiding away here, you can expect respawned attackers to chuck grenades in there before they attempt to cap the flag.

Mangoriver
This is another map with few vehicles; despite the fact that a river setting would seem to be a perfect place to wage boat wars, you’ll have to beat your feet towards your objective or take one of the two buggies. Swimming is also a viable option for travel, considering that it’s much faster in Far Cry than in most other FPS games, and that you have a considerable reserve of oxygen.

Speaking of swimming, the offensive team’s best bet for a quick capture of the flag involves a swim through the river to the small inlet just below the control point. If you can assemble a strike team of four or five players at the waterfall spawn and stick together until you surface in the bay, it’s a quick walk up a flight of stairs towards the flag. The defensive positions are so spread out here that you’ll likely be able to catch the other team while they’re off building irrelevant fortifications. Of course, the stairs and the bay also act as something of a choke point, so you may want to cover your approach with a smoke grenade, if one of you is packing a rocket launcher.

Capturing the regulator is a task that is hereby officially designated "oogie." The defensive players have easy line of sight over all of the possible approaches, and although they only get one minigun with which to defend, they’ll still generally group en masse around the flag and kill anyone who drops by. A frontal assault may work, if you manage to cover your approach with smoke or get lucky with a rocket strike. Circling around the long with with a buggy may also be viable, but again, anyone near the flag will generally see you coming, and since the last stretch of road leading to the flag is straight and narrow, you may run find yourself running right into a rocket. Again, your best bet here may be to swim; if you can work your way through the bay and under the bridge, you’ll come up in the rear of the facility, which will hopefully let you reach the flag without too much trouble. And reaching the flag is the hard part: if you can get up there and start the countdown, it’ll keep going until an enemy player manages to touch the flag himself. Since they’ll often be concentrating on the defense of the bay, you may get lucky and wind up without any defenders in accessible range, making the capture a fiat accompli after it starts.

The final flag is, again, a doozie. No fewer than three miniguns overlook the main approaches and the river below the fort, but they’re of the non-bunker variety, so if your team is having problems making the approach, flip over to a sniper rifle, hunker down near the regulator flag, and pop the gunners from long distance. Keeping these positions clear is vital to the assaulting team, due to the fact that you’re likely going to have to approach on foot. If you wish to swim, try charging up to the fort’s northern wall and climbing up onto the eastern bank of the river; this will generally let you approach undetected, if most of the defenders are within the fort itself.

As one final note, you may occasionally find yourself encountering an enemy while swimming in the river. Don’t forget that the only weapon that you can attack with while swimming or submerged is the machete; whip it out while you’re paddling along and you may be able to get some cheap kills on players who are swimming along with a gun.

Far Cry

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