- Difficulty: ★★★★
- Alarms: 2
- Enemies: 12 (7 Cultists, 2 Snipers, 1 Heavy, 2 Animals)
- Rewards: Kaumbat H-158 Sky Scarab Helicopter in shops, 400 Resistance Points (Whitetail Mountains)
- Items of Note: Region Map (PIN-K0 Radar Station Subregion)
- Details: Eden’s Gate is using the abandoned military radar station to keep an eye on the forest and maintain air superiority in the area.
Due to the enemies’ location (a heavy in the center and clusters of foes, plus a loose animal), stealth is extremely tricky here. Expect alarms to be raised unless you’re highly proficient.
The main road leads to a security hut, near
, that has a locked armory (with RPGs). Pick the lock, or obtain the key from the upper interior level of the main tower
. Grab this, and the safe contents, if you’re fighting helicopters.
The comms tower
offers good views and is useful for enemy-tagging with binoculars, but you can’t snipe the alarm panels and enemies can easily spot you.
The interiors of
,
, and
are accessible. The interior of
is not. However, unless only a few enemies are left, moving to these locations tends to leave you exposed. First secure the main tower
, as there’s more hiding places and easy escape possibilities above and below and via zip lines.
The heavy and the cultist with the loose animal, northeast of
, are both troublesome; make them your last targets during a stealth run.
Undetected/No Alarms: Begin at the foot of the main tower
, looking for two cultists in the concrete courtyard to the west. Take out both, dumping the bodies over the cliffs to the northeast so they aren’t spotted by others. Enter the tower via the ground-level door on the west side, and work your way up the interior. Remove two or three more interior threats (including a possible sniper). One of your attempts, or a body left behind, may raise the enemy’s suspicion; that’s preferred as you can remain and hide, using the central part of the structure to move in and behind foes to throttle them. Do this when the heavy starts to climb inside. If no foes are suspicious, climb to the roof, removing foes on top of the two platform cylinders,
and
. Remain out of sight, letting the enemy come to you. Make the Judge Wolf your last foe. No need to kill the caged skunk unless an enemy lets it out. No alarms need to be reached.