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**Far Cry: getting through Dam and Volcano without wasting the opening**

· Games / Far Cry

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**Far Cry: getting through Dam and Volcano without wasting the opening** **Major late-game spoilers for the original Far Cry campaign.** This covers the troublesome stretches of Dam and Volcano, not every fight in the game. Classic follows the same campaign, but exact enemy responses and damage should not be assumed identical across versions or difficulty settings. These levels punish a bad start. There are places where the best move is to reach the next useful position, and places where trying to run past everything is asking to get cut down. Knowing which situation you are in matters more than trying to shoot faster. **Dam: reach the helicopter before spending everything** The opening leaves Jack with an M4 and very little ammunition. Work down the waterfall route and follow the river toward the crashed helicopter. Its mounted guns give you a much better answer to the pursuing Trigens than trying to win the whole encounter with the starting magazine. Treat the helicopter as a position to use deliberately. Check the approach covered by each gun rather than remaining on one side while enemies move around you. Once the immediate pressure is under control, collect the nearby supplies and continue toward the fighting farther along the route. When mercenaries and Trigens are already engaged, do not volunteer to become the center of their argument. Watch from a defensible position, identify whoever still controls your intended exit and intervene when you can do so without exposing yourself to both groups. Before the vehicle section, search the supply area and take the green keycard. At the broken bridge, the continuation is the route down and left, not a desperate attempt to jump the destroyed span. Farther on, use the armory before the laboratory approach. A rocket-equipped enemy overlooking that approach deserves attention before you walk into his firing lane. [AllYourBase2Us's campaign walkthrough](https://t.co/yHrtTV0GWG) documents these route landmarks. **Volcano's entrance: break the crossfire** Check the supply room on the left before entering the main hall. The armored mercenaries and shield carriers make this a poor place to arrive with almost-empty weapons. Use the pillars to divide the room. Explosives can attack around a shield, but avoid firing them into the pillar directly in front of your face. If a flanker starts closing, deal with that change instead of remaining fixated on a distant target. Prioritize the enemy rocket launcher when you can locate it. The aim is to keep the fight in pieces. Fire from cover, move back while reloading and only advance when the next position actually improves your angle. Advancing merely because you have killed the nearest guard can put you between the remaining ones. **Krieger: remove the supporting guns** Krieger shares the room with four mercenaries, and Val must survive. Use the desk and pillars, clear the guards and move when a grenade lands nearby. Be careful with splash damage around Val; a shot that would be useful in an empty room can ruin this one. Do not spend the entire opening chasing Krieger while every guard shoots freely. Once the room is less crowded, you have more time to track him, reload safely and correct your position. There is no dependable universal bullet count to plan around. **The crater is another fight, not the victory lap** After Krieger, take the elevator onward and visit the armory. Bring answers for both distant rifle-carrying Trigens and the heavy enemies closing on you. The doorway gives you an initial position; rushing straight into the caldera exposes you to several angles at once. Thin the threats before descending. After reaching the lower control room, activate access to the central elevator. The upper approach still has armed mercenaries, including rocket users, so keep explosives and a useful ranged weapon rather than emptying everything at the first wave. The [GameSpot walkthrough](https://t.co/Yu8gZcVCyb) covers the final sequence in more detail. If a strategy depends on wedging a chair into a closing door, treat it as an exploit rather than a requirement. A route that relies on the combat spaces and supplied equipment is more useful across releases than assuming a particular door trick will behave the same way everywhere.

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