![]() It doesn’t require expert stealth to disable them, but keep an eye on your visibility meter, which fills as you get closer to a cultist’s line of sight. The alarms are always located around the perimeter of the main building. But if you disable the alarms before being spotted, no backup cultists will come to help them. If you run into an outpost guns blazing, one of the cultists will sound the alarm and call for reinforcements. Each has speakers at the top of the pole and a yellow radio receiver at the bottom. Take the time to be stealthy at cult outpostsĪt each cult outpost, there are two or three alarm towers. Journey pack: Expands medkit storage from three to five.Leadership: Unlocks a second squad slot.Weapons collector: Lets you carry three long guns and a pistol.Additional holster: Lets you carry two long guns and a pistol.Parachute: So you don’t die while walking off a cliff.Grapple: It comes in handy and only costs one measly point.Health boost 1-4: Increases health to 150, 200, 250, and, finally, 300 percent.You’ll probably finish the game without accumulating enough perk points to acquire all 50 perks, but these perks should definitely be on your radar when you have points to spend: We eventually reached 13,000 resistance points and took down John without ever bringing that tanker back to Fall’s End. We spent two frustrating hours trying to steal a cult tanker in John’s region only to accidentally blow it up or lose track of it every time. Do try and complete as many story missions as possible, but if you’re stuck on one, feel free to move on. Story missions accrue the most resistance points (usually 600, but sometimes 900), but you will also gain resistance points from liberating cult outposts, completing side missions, destroying cult property, and saving people from the cult. You will be thrust into and have to complete some of them, but many others can be skipped. Stuck on a story mission? Move onĪ sizable number of story missions are technically optional. You can bounce around from region to region if you like, but we chose to complete them one by one for the most part. You’ll want to have purchased a health upgrade perk or two before wading into that bloodbath. Jacob’s region requires the grappling hook, while Faith’s is crawling with not just regular cult members, but also rabid “angels” - cultists who have been drugged into acting like zombies. That said, we recommend starting with John. The game suggests you travel to John’s region early on, but you technically can do whatever you like. ![]() Before your showdown with Joseph, you must liberate each region by completing a wide variety of missions. Hope County is split into three regions, each one controlled by one of Joseph Seed’s underlings - John, Faith, and Jacob. Learn to scavenge like a pro with our Far Cry New Dawn crafting guide.Hunting and fishing aren’t really necessary. ![]()
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