You can snipe alarms A2 and A3 from the spot where you enter, and the steps to alarm A3’s level will be to your immediate left. Go ashore and follow the trail here to a cave entrance that will lead you directly to the central chamber. Swim south until you reach the shack on the shore. You can walk on the ribbons, and two ziplines cross the area, either of which will deposit you safely onto the chamber’s raised upper level, very near alarm A1.Īfraid of heights? No problem. So be sure to dump all your explosives into the hole before descending.įalling into that hole isn’t bad, either. This one lowers you right into the central chamber, where alarms A2 and A3 wait, along with two beheaders and a heavy gunner. (It might be tough to trigger, but you can do it.) Then, follow the path forward until you reach a third grapple, a sort of maroon shelf at the edge of a large hole. Take it, climb the ledge at the top, then go northeast to a second, higher grapple. Go farther north (right) along the wall and look for a grapple in the cliffs. If you come up via the grapple point on the north edge of the main wall, you can walk onto the red, pyramidal roof or follow the trail up and around to the balcony with the mortar, the lone defender, and alarm A1.ĭon’t feel like dealing with the entrance courtyard? Then skip it. You can grapple up to it or take the path described next. But if you come to Baghadur early, be aware that the alarm is located on the high balcony, with the mortar, not on the ground level with the machine gun. If you assault this fortress after the mission “Shoot the Messenger”, alarm A1 will be inoperable. Also, remember that the main road(s) leading up to it are usually filled with landmines.Ī high-walled stronghold cut straight into a mountain, Baghadur seems as timeless and impenatrable as the cliffs around it.
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Calling in a gun for hire token is always helpful. However in the later levels you can with clever thinking beat the fort by yourself. In general, you should bring along a co-op partner to beat a fort. But know that the reinforcements listed here are the post-boss numbers, so you may see another wave or two if you’ve decided to tackle a fortress before taking care of its boss.
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No matter when you choose to tackle each fortress, the maps and tips on these pages should help get you through (especially if you take out the alarms first). A weakened fortress also has a reduced number of enemies, the main door is destroyed, and the mine field around the fortress is gone. Once you’ve removed him, the number of alarms falls to one. For instance, Varshakot has three alarms (and therefore three available waves of reinforcements) while De Pleur is in power. But once the corresponding boss is deposed, the fortress will weaken as well.
#Far cry 4 wiki full
If the overseer is still alive, the fortress will be at full strength. In fact, the strength of each fortress is directly connected to its ruler.
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Huge, imposing strongholds with high walls and multiple alarms, each fortress is ruled by one of the four bigwigs in Min’s operation: De Pleur, Noore, Yuma, and Pagan Min himself. Kyrat's four fortresses are bigger and tougher than the outposts.