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**Blood Dragon: taking every garrison and surviving the campaign's roughest fights**

· Games / Far Cry 3: Blood Dragon

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**Blood Dragon: taking every garrison and surviving the campaign's roughest fights** The best garrison assault in Blood Dragon can start with Rex crouching behind a wall and end with a laser-eyed reptile tearing the place apart. You have enough tools to make either stealth or full-scale destruction work. The important part is knowing what you are letting loose before you switch off the shield. This guide covers the island's thirteen garrisons, dragon encounters and the campaign's trickier late sections. **Full story spoilers begin at the campaign section**, including the ending discussion. **Take a garrison with an exit already picked** Scan the base before entering. Identify isolated guards, elevated shooters and the route back outside. A good opening position gives you somewhere to withdraw when a patrol walks into the wrong place. For a quiet capture, use the bow and close-range takedowns, with dice to pull guards away from company. Deal with the alarm before a guard can summon reinforcements. Then work inward from the edge rather than starting with the most visible soldier in the courtyard. For a dragon-assisted capture, get inside and disable the Mega-Shield, then lure a nearby dragon toward the defenders with cyber-hearts. Stay out of the space between the animal and its next target. You still need to deal with whatever survives, and a rampaging dragon can become your problem after the soldiers are dead. Liberation provides a shop, side activities and a fast-travel point. Loot the area and check its adventure cabinets before leaving. Capturing the building and completing the jobs it unlocks are separate steps. **All thirteen garrison locations** The first is the story garrison. The remaining coordinates give a complete island checklist; these numbers are this guide's labels, not an official numbering system. Coordinates indicate the base area, so place a waypoint on its actual map icon when you get close. - **1, starting garrison:** 521.7, 466.6 - **2:** 476.7, 470.3 - **3:** 437.1, 506.1 - **4:** 480.8, 529.2 - **5:** 540.9, 499.6 - **6:** 606.2, 497.6 - **7:** 570.6, 449.4 - **8:** 592.6, 417.5 - **9:** 465.6, 334.6 - **10:** 415.5, 364.7 - **11:** 523.1, 368.8 - **12:** 604.2, 386.3 - **13:** 600.2, 310.7 For cleanup, divide those remaining bases into nearby groups on your map. The northern stretch gives you several useful stops without repeatedly returning to the middle of the island. Save the distant southern base for a trip when you are stocked and ready to handle its surrounding activities too. Predator's Path jobs can impose a particular weapon or target. Read the objective before firing the biggest gun you own. Rescue jobs need a different attitude: locate the scientist before throwing explosives into the group guarding them. The same loadout can handle both types, but the opening shot should change with the job. **Getting a dragon to cooperate, briefly** A normal dragon has poor eyesight, but getting close or making a commotion can still bring trouble. Stay low while sneaking past. Throw a cyber-heart toward the place you want it to investigate, then move away from that destination yourself. A braincaged dragon behaves differently. Omega Force's control equipment prevents the usual heart lure from working and keeps it from attacking its handlers. Shoot off that equipment before expecting the animal to cause friendly-fire chaos. Once freed, it remains a dangerous animal; you have removed its orders, not recruited a companion. When fighting one directly, aim at the glowing upper chest. Explosive Kobracon rounds are useful, and the Terror 4000 can deliver sustained damage when you have enough room to fire. Keep some separation from its claws and break line of sight when the eye beam comes around. An open lane toward its weak point is valuable; standing still to admire the damage is less so. A liberated garrison with its shield active gives you another option: the dragon stays outside while you fire from within and resupply at the vendor. Check the barrier before relying on it, especially if you have just disabled a shield to lure something into an enemy base. **Campaign spoilers: the dragon egg facility** **What Is This Shit?** asks you to destroy three egg clusters while adult dragons patrol the chamber. Use the flamethrower on the eggs. Adult dragons resist that fire, so spraying one while it closes on you wastes your escape window. Pick a nest, burn what you can and leave before the approaching animal traps you there. Use the connecting passages to change position, then approach a different cluster. Keep the nest objective in mind: you can spend ammunition fighting the adults without getting any closer to completing the job. After the eggs are destroyed, call the elevator. Shoot the approaching dragon's braincage and use hearts to distract it while you wait. Once aboard, use the mounted weapon during the ascent. The final drive gives you **35 seconds** to escape the complex. Commit to the road, make controlled turns and leave the sightseeing for another visit. The useful habit here is checking the next objective as soon as the previous one completes. Burning the last egg changes what you should be doing immediately. Hanging around to win a fight the mission no longer needs can cost more than the fight itself. **Carlyle's laboratory and the two-dragon arena** In **I Don't Deal with Psychos. I Put 'Em Away**, the locked laboratory door requires a two-minute defense. Use the room's explosive barrels when enemies gather beside them, rather than detonating everything at the start. Later, releasing the contained Running Dead can distract the soldiers long enough to reach the exit. The gravity lift eventually throws Rex into a two-dragon fight. Find the underground tunnel's minigun and use hearts to create an opening for chest shots. Finish the remaining enemies and take the large door once the encounter is cleared. With two large enemies, track the one you are not shooting. Moving sideways to keep both in view is usually safer than backing blindly into the second animal. Concentrate damage when you have a clean opportunity, then reposition before healing. Trying to recover health in the middle of overlapping attacks simply turns the healing animation into another delay before death. **Summon the Plague: the weapon trials** Enter the temple portal when you are ready for the final campaign stretch. The trial rotates Rex through three weapon rounds: - **Pistol:** Land headshots. The supplied ammunition lets you focus on accuracy rather than preserving every round. - **Shotgun:** Keep moving as the Running Dead close in. Turn, fire into the nearest threat and make space before the next reload. - **Explosive sniper rifle:** Use the blast against approaching groups, but give yourself room rather than waiting for enemies to reach your feet. When the final gate opens, deal with the rush before trying to squeeze through it. Get the gatling gun, fight up the stairs and take the Killstar. The change of weapon is the point of each round. Reassess your distance when the game changes your gun. A position that gave the pistol time for a headshot can become a trap once a shotgun reload and several charging enemies enter the picture. **The final assault and Killstar management** In **I Must Break You**, the Killstar opens the gate by destroying its lock. It also consumes Rex's health while firing. Use deliberate bursts and watch the health bar between targets. Do not hold the trigger through empty space simply because the beam looks fantastic. Bring health into the fight as a resource you intend to spend, then recover behind cover before spending more. The weapon can erase a serious threat quickly, which makes it tempting to use it for everything. Save yourself from an embarrassing death by releasing the trigger when the target is already gone. The assault eventually leads to the Battle Armored Dragon Assault Strike System and the confrontation with Sloan. Follow the sequence through; the final resolution belongs to the story rather than a conventional lengthy boss duel. **Rex, Darling and Sloan: the joke still has a clear conflict** Sloan kills Rex's partner Spider early on, and Darling breaks with Sloan to help stop his plan. Rex's mission therefore combines revenge, an alliance and the familiar action-film promise of saving the world. The names and dialogue make the whole thing ridiculous on purpose, but the characters still have distinct roles. Sloan treats Rex as something he owns and can control. That makes the ending's appeal to Rex's humanity fit the conflict: the villain has reduced a person to equipment, and Rex refuses to stay there. Spider's memory carries some emotional weight because he represents a relationship Sloan could destroy physically without completely erasing. Darling supplies direction and knowledge as well as the romantic connection. She helps Rex understand what he is fighting, while the story also leans hard into the action-movie scientist and love-interest roles. Their relationship moves at the speed of the genre being parodied. There is little room here for the slower friction found between Jason and Liza in Far Cry 3. The final shot gives Darling glowing eyes and an ominous look. Within this game's ending, that works as a last cheap-thriller sting: victory arrives, the couple embraces, and the film suddenly leaves one more thing unsettled. It invites suspicion without making every possible explanation equally established. Later Blood Dragon-related stories are a separate discussion from what this ending actually shows. **Before wrapping up the island** If you want **The Only True Stopper**, the nine headshot categories are ordinary soldiers, shotgun berserkers, Molotox strikers, snipers, heavy gunners, heavy flamers and the knife, shotgun and Molotox versions of the Running Dead. Take those opportunities during the campaign rather than leaving every category until afterward. Updated versions provide a garrison-reset option, originally added in **patch 1.01**. The [PlayStationTrophies guide records that addition](https://t.co/XMbuoxifmQ). Use the option only when you actually want the bases hostile again. Finish travel-dependent collectible cleanup first, and read the reset confirmation instead of treating it like an ordinary fast-travel command. By then, the remaining work should be specific: a missed collectible, an unfinished cabinet job, an attachment purchase or an enemy category. Check the appropriate menu before starting another lap of the island. Blood Dragon is compact enough that a little organization saves a lot of unnecessary running.

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