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**Far Cry 3 territory guide: all 18 tower areas, better outpost attacks and the way south**

· Games / Far Cry 3

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**Far Cry 3 territory guide: all 18 tower areas, better outpost attacks and the way south** Spoiler scope: exploration progression and the setup of Fly South. No villain deaths or ending spoilers. Three different kinds of progress can get mixed together in Far Cry 3. Towers reveal the map and improve weapon access. Outposts create friendly travel points and unlock nearby work. The southern island waits for the story. Doing more of one does not automatically finish the others. **Start a new area with a useful triangle** Pick a tower, an outpost and the objective you actually came to complete. Revealing the area makes the roads and surrounding landmarks easier to read. Taking a nearby outpost gives you somewhere useful to return, restock and fast-travel. Then the story mission, hunt or collectible trip becomes less awkward. You do not have to clear an entire region before moving on. Choose territory that supports your next few trips. A convenient camp beside several unfinished activities can save more time than a remote outpost captured simply because it is still red. **All 18 tower areas** The game does not assign the towers a universal numbered order. These are location descriptions for the full set, so match the nearby named place on your map: - Outside Amanaki Village. - West of Heron's Point. - East of Mosquito Yard. - Sunset Cove, west of Orphan Point. - Northeast of Temple Gateway. - Northeast of Old Mines. - North of Badtown. - Northwest of Nat's Repairs. - Northwest of Rust Yard. - West of The Neck's Diner. - North of Hubert Shore Power. - East of Stubborn Kid Farm. - South of East Ridge Camp. - East of Gaztown. - North of Longshore View. - North of Dry Palm Storage Depot. - South of Bridge Control. - East of Satellite Communication Hub. At the top, disable the scrambler. Reaching the platform without using the box does not reveal the area. Check the completion sequence before taking the zipline down. For awkward starts, inspect the surroundings rather than repeatedly jumping at the lowest ladder. **North of Dry Palm Storage Depot**, the approach uses a zipline from a nearby building. **North of Badtown**, the wrecked car provides the first step. **North of Hubert Shore Power**, approach along the road from the outpost instead of fighting the mountains from the north. During the climb, stop at each landing and look for the next rope-marked ledge, collapsed section or exterior walkway. If the route seems to end, look down as well as up. A short drop to a lower platform can be part of the intended climb. Avoid jumping blindly toward a beam simply because it points upward. **What tower progress actually buys** Disabling towers reveals surrounding map detail and gradually makes regular weapons free in shops. It also opens Supply Drop activities. Activating all 18 unlocks the Bushman signature rifle for purchase. That purchase distinction matters. A series of free standard guns does not mean the signature reward is automatically free too. Keep enough money for the weapon and any other equipment you still need. **All 34 outposts: a full-name checklist** Use the map labels to track the whole set, including camps that have no memory card. For a missing location, search its name in [Jet2x5’s complete outpost reference, section 07.03](https://t.co/NwalAS4Aym). It supplies coordinate targets and approach descriptions; this list is a locator companion rather than 34 individual assault walkthroughs. **Northern island, 20:** - Amanaki Outpost. - Welshore Wrecker’s House. - Valsa Docks. - Cradle View. - Rust Yard. - Old Mines. - Northview Gas. - Orphan Point. - Mosquito Yard. - Cliffside Overlook. - Hubris Farm. - Hubert Shore Power. - Cradle Gas. - AM 12. - Kell’s Boat Repairs. - Nat’s Repairs. - Tequila Sunrise. - Camp Murder. - The Neck’s Diner. - Broken Neck Home. **Southern island, 14:** - Harmanse Gas & Repair. - Satellite Communication Hub. - Lazy Shore Marina. - East Ridge Camp. - Bridge Control. - Break Point Docks. - Longshore View. - Stubborn Kid Farm. - Krige Valley River Fishing. - Dry Palm Storage Depot. - Maw Docks & Repairs. - North Krige Crest. - Spine Ridge Site. - Lonely Shore Way. **Read an outpost before firing** Use the camera from cover and mark the guards you can see. Then look for the people the first viewpoint misses: somebody behind a building, a patrol below your ridge or an enemy near the opposite entrance. Identify the alarm and the routes toward it. A quiet approach can prioritize disabling it, while a ranged approach may need a clean shot at the alarm box. Either way, know where you will go if an enemy spots you before the opening is complete. Separate guards with a thrown rock when their positions support it. Watch where the guard actually walks before following. The useful result is a target out of the others' view, not merely a target who has moved a few steps. Heavy enemies need their own answer. Before Heavy Beatdown is available, do not build the whole plan around a standard rear takedown working on one. Bring appropriate firepower or choose an approach that lets you leave that enemy until you are ready. An animal cage can change the fight dramatically. Release it from a safe position if that suits the plan, then keep watching. The animal may help, but its route and the guards' reactions can also move the fighting toward you. **Undetected and no alarm are different results** Stopping reinforcements is useful even when the quiet plan fails. It limits how much more work the mistake creates. For the stronger undetected result, however, Jason must stay unseen through the capture. Shooting the alarm after being spotted cannot undo that detection. Once the camp is friendly, enter the safe house, check for a memory card and look at the newly available activities. That visit turns a successful fight into practical progress instead of leaving useful rewards sitting inside a building you have already earned access to. **Opening the southern island** Continue the main story until **Fly South**. This is the intended transition; collecting enough towers or outposts does not replace it. The mission begins with a timed journey to Willis's airstrip. Choose a nearby unlocked travel point before committing to the drive. Once there, defend Willis while he repairs the aircraft. Enemies approach from different directions, and the mounted gun near the plane can help, but do not become so focused on one approach that attackers reach Willis from another. Prioritize threats closing on him, clear the waves and board when the fight is finished. The flight leads into the southern-island arrival and its wingsuit sequence. **Resetting captured outposts** Updated versions of the game include an outpost-reset option after finishing the story and liberating every outpost. This feature arrived through the [original game's postlaunch update](https://t.co/sUbuSxlRtZ), so an unpatched old installation is a different case. Resetting makes the camps hostile again and hides their unfinished associated activities until you recapture them. Finish an ongoing cleanup first if you want the map to remain convenient. The reset is useful when you want another round of attacks or more opportunities for combat challenges; it is unnecessary for ordinary travel. Good territory progress leaves the next trip easier than the last. Reveal the area, establish a useful base, collect what the capture unlocked and keep the story moving when the route south is the thing you actually need.

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