Prima Games eGuides Far Cry 4 eGuide

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Far Cry 4 eGuide Multiplayer

The Golden Path

Toting large guns and plenty of ammo, the Golden Path is basically the “brawn” faction. They rely upon on modern(ish) technology, vehicles, and high-caliber weaponry to give themselves an edge. Players accustomed to traditional military shooters should find themselves right at home with the Golden Path.

Golden Path Abilities and Gear:

The Bell Tower: If the tower’s radio transmitter is operational, you’ll be able to see the Rakshasa on your mini-map. If they disable it, they’ll vanish from the mini-map until you scale the tower and turn the transmitter back on.

Camera: Your camera operates just like Ajay’s camera in the main game. Any Rakshasa you tag with it will be visible by your whole team.

Vehicles: Golden Path soldiers can drive anything with a motor, from quads that streak across all types of terrain to technicals with mounted grenade launchers.

Rupees: Cold, hard cash. You earn it by tearing down propaganda posters, killing enemies, reviving allies, activating the bell tower, and completing other objectives. You spend it by stopping at the Battle Supplies Board at your base camp and buying yourself upgraded supplies.

Battle Supplies Board: This unassuming bulletin board enables you to trade your hard-won rupees for powered-up supplies. However, be aware that these purchases are one-offs. You have to repurchase them each time you respawn.

Body Armor: A power-up that reduces incoming damage.

Explosives Pack: A power-up that increases your thrown/placed explosives count.

Steel Core Rounds: A power-up that increases damage, but replaces your body armor. Be careful with this one.

Weapons, Weapons, Weapons: The Golden Path has access to most of the same weapons and attachments you have in the main campaign (especially if you have a few Uplay points to spare). You’ll even find a few items, such as a muzzle brake for shotguns, that don’t appear in the main game. However, your weapons are divided into four groups, and you can only carry one weapon from each group. The rough breakdown goes:

  1. LMGs, sniper rifles, and assault rifles
  2. SMGs and shotguns
  3. Pistols
  4. Launchers, flamethrowers, mines, flares, and C4.

You can also carry either grenades or Molotovs.

Golden Path Skills:

Deep Breath: Enables you to hold your breath longer while looking through a sniper scope.

Marathon Runner: Increases your movement speed.

Aimed Reload: Enables you to reload your weapon while looking through the scope. Useful for snipers.

Chew Toy: Reduces damage taken from animals.

Haggler: Reduces cost of power-ups on the Battle Supplies Board.

Good Ears: Nearby sprinting enemies are marked on the mini-map.

Field Surgeon: When you revive an ally, they come back with more health.

Strong Hand: Reduces weapon recoil while scoped.

Fast Learner: Increases the amount of XP you earn each match. Must be unlocked with Uplay points.

Sample Golden Path Loadouts

Tower Defender

  • SA-50
  • SPAS-12
  • D50 (scoped)
  • Proximity Mine
  • Molotovs
  • Skill: Strong Hand
  • Skill: Aimed Reload

A loadout designed with plenty of splash damage to get you to the top of the tower and enough long-range precision to keep you in charge once you get there.

The proximity mine is key. You’ll be surprised at how many easy kills you can get by setting one near the radio transmitter and walking away.

Spray and Pray

  • MG-42
  • Vector .45 ACP
  • A99
  • Flamethrower
  • Molotovs
  • Skill: Marathon Runner
  • Skill: Good Ears

For anyone who hates aiming, here’s a loadout that can keep you alive even if you just hold the trigger down and spray bullets any time an enemy comes near.

All-Arounder

  • P416
  • SPAS-12
  • D50
  • M-79
  • Grenades
  • Skill: Marathon Runner
  • Skill: Field Surgeon

This one’s all about versatility. The P416 and D50 can function as mid- or long-range weapons depending upon the scope; the SPAS-12 can handle anything up close; and the M-79 can quickly and easily handle anything else.

Long-Range Wreckage

  • SA-50
  • 1887
  • Auto-cross
  • Lk-1018
  • Grenades
  • Skill: Strong Hand
  • Skill: Deep Breath

You may be surprised that this sniper build doesn’t go for the Aimed Reload skill. It started out with it, but we found over time that this loadout rarely left enough targets alive in a given space to warrant a reload while zoomed in.

Hunter Killer

  • P416
  • A.J.M. 9
  • BZ19
  • RPG-7
  • Molotovs
  • Skill: Good Ears
  • Skill: Marathon Runner

This build is specifically made to bring down any Rakshasa with the balls to grab the Demon Mask in Demon Mask mode. The P416 is a good mid-range weapon that also has some decent hipfire for all your spray-and-pray needs. Good Ears helps you hear those sneaky hunters and Marathon Runner gets you to the Mask ASAP. Use Molotovs and RPG fire to keep Rakshasa off the mask before you can reach it and the BZ19 and A.J.M. 9 make for good close-range options.