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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.

Notes On Weapons
A silenced sniper rifle may wind up being your most-used weapon, so get one early.
Far Cry 3 has dozens of weapons available to you for use. At first you'll only be able to carry one weapon at a time, but as you craft more holsters, you'll eventually be able to net four guns at a time. In general, one of those slots should always be an assault rifle, as that's what most of your enemies will carry, allowing you to easily restock on ammo out in the field by running over their weapons when they die. The other three slots are your choice, but we'd always recommend bringing a silenced sniper rifle along for attacking strongholds. A rapid-fire shotgun is often a good friend when trudging through the forest, as it's usually the quickest way to take down a predator animal that gets your scent. Later in the game, when money isn't so much of an issue, a good LMG will be an excellent choice, as they can be fired for long periods of time without reloading and are pretty accurate even at long ranges. Restocking ammo for an LMG can cost 800 or a thousand dollars for a full load, though, so you'll either want to be wealthy before whipping it out, or have a good ammo box available to you.
Also, be sure to periodically check your in-game handbook to note when you can unlock new Signature Weapons. Signature weapons are extra-strong versions of the most advanced weapons in the game, and are usually outfitted with more weapon attachments than the base weapons can normally handle. You can unlock almost all of these weapons early on in the game, with the exception of the Signature Assault Rifle, which can only be unlocked after you reach the south island. Still, unlocking the Ripper LMG will make most firefights a cinch. Note that the Signature sniper rifle does not come with a suppressor, and since you can't choose which attachments these weapons come with, you may want to stick with a regular sniper rifle instead of using it.
You get new signature weapons for collecting 10 relics, another at 20 relics, for collecting 10 memory cards (these seem to always be in the safehouses in cleared outposts), for attempting (not necessarily winning) six Trials of the Rakyat, clearing out half of the outposts in the game, and for clearing all of the radio towers in the game. Again, all of these objectives save for the radio towers are completable almost as soon as you start the game, if you're willing to avoid pursuing the main quest and instead focus on exploring the north island. Signature weapons will be expensive, but they're worth it.
Need to set something on fire? A flare gun's not a bad choice.
Here are a few more notes to keep in mind when selecting weapons.
- Most of the weapons available to you are very expensive at the beginning of the game, with some costing more than you can fit in your starter wallet. You can get more weapons for free in stores either by climbing to the top of radio towers and switching off the scramblers there, or by killing enemies, picking up their weapons, and bringing them back to a gun vendor. That'll let you get them anytime you wish in the future, at no cost.
- Restocking on ammo in shops can be expensive. Luckily, there are a few ammo boxes in the game world that'll let you top off for free. Many of these only appear during missions, but some continue to exist even while you explore the world. For instance, there's one in a hut near the radio tower northwest of the Dry Palm Storage Depot on the south island. Knowing that you can restock ammo for free will let you be much more loose with LMG ammo while fighting enemies. Just be aware that you don't restock grenades or explosives from ammo boxes.
- Setting the fields aflame with a flare gun was mindless fun in Far Cry 2, but it's less useful in Far Cry 3. Most of the enemies you encounter will be found either in outposts or on the road, the dirt of which is not very conducive to being set alight. If you can force enemies to pursue you into a field, you can use a flare gun to quickly overwhelm them with fire, but that's nothing that a few cheap molotovs won't do, and they don't take up a weapons slot. HItting an enemy square-on with a flaregun is almost always a kill, though, even if you hit a heavy gunner. Likewise, while the flamethrower is technically fun, its range is so limited that you'll almost always be better off with a shotgun.
- Using grenades is great fun, but keep in mind that C4 is more powerful and can be triggered manually, making it a great tool against slow-moving enemies like heavies, or parked cars with gunners. C4 is awfully expensive, but it can be the most devastating tool in your inventory when used properly.
- Likewise, mines are pretty fun to use when you can be sure that an enemy will be passing through a chokepoint to get to you, but enemy gunfire can set them off from a distance, so if you lay down a mine, be sure you move far away from it before you expect your foes to trip it.
- The bow is a fun weapon, and one that offers a bit of flexibility when you unlock the ability to craft explosive and fire arrows. Its range is very poor when compared to a silenced sniper rifle, though, and the drop of your projectiles will make it difficult to hit anything that's not fairly close to you. Some missions and Path of the Hunter sidequests will require you to use the bow, however, so it's worth putting some points in the bow-enhancing skills.
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



