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Overview Far Cry 3 Blood Dragon Far Cry 4 Primal Far Cry 5 New Dawn Far Cry 6

Takedowns are an active gameplay element in Far Cry 3, Far Cry 3: Blood Dragon, Far Cry 4, Far Cry Primal, Far Cry 5, Far Cry New Dawn and Far Cry 6.

Subpages[]

Overview[]

A Takedown involves Jason, Rex, Ajay, Kalinag, Hurk, Takkar, The Security Captain or Dani fatally stabbing the enemy with the equipped melee weapon, killing them faster than they are able to react. The Junior Deputy peforms a similair tatic, however using blunt weapons or their bare hands. Most useful when utilized with stealth, but the manoeuvre can be initiated from within 360 degrees of an unsuspecting target.

There are several different methods of Takedown, which the player is able unlock throughout the game. The various methods often require the player to initiate different inputs to trigger or chain the attacks, which include:

Regular Takedown[]

The base takedown. It involves rushing toward the enemy and proceeding to violently stab them in the chest or the neck, killing them.

Takedown Drag[]

After a regular Takedown, the body can be dragged to a destination where it can be hidden from the enemy's sight. Best utilized for assaulting lone enemies from foliage and immediately dragging them back in to avoid detection. It is still regarded as performing Takedown during this sequence, allowing him to pull off special takedown maneuvers except Chain Takedown.

Knife Throw Takedown/Shuriken Takedown/Shard Takedown[]

By pressing 'Attack' (left mouse button on PC) after killing an enemy, Jason reaches for the knife on the target enemy's belt and throws it at another to take Knife Throw Takedown, killing them as well.

In Blood Dragon, Rex pulls out and throws his own shuriken instead to perform Shuriken Takedown, resulting in the same outcome.

Chain Takedown[]

This takedown allows Jason,Rex,Ajay,Takkar,The Junior Deputy,The Security Captain, to kill enemies, one after the other, by pressing a specific movement direction key during a Takedown, provided another enemy is close enough.

Grenade Takedown[]

By pressing 'Throw Grenade' (middle mouse button on PC) after initiating the Takedown, Jason/Rex/Ajay, will pull the pin of the grenade on the killed enemy's belt and kick them away as the grenade starts ticking, turning the body of the enemy into a deadly surprise as the grenade explodes shortly afterwards. Note that enemies will still react to the body with the same AI routines as a standard grenade, meaning they will still be running for cover or try to distance themselves from the explosion.

Death from Above[]

Jason, Rex, Kalinag, Hurk, Ajay, Takkar, The Junior Deputy, The Security Captain, jumps down from a high elevation and kills the enemy beneath him. When upgraded to Dual Death from Above, he can kill two enemies situated under him. The Death from Above Takedown is automatically triggered if Jason/Rex lands in close proximity to an enemy from a steep angle.

Death from Below[]

Jason/Rex/Ajay/The Junior Deputy goes up and stabs the enemy before going back down. If initiated in water, Jason/Rex/Ajay/The Junior Deputy will pull the enemy into the water, stabbing them in the chest without giving them time to react, and then kick the body away. When upgraded to Dual Death from Below, one can kill two enemies that are close together when Jason/Rex is at a lower elevation.

Heavy Beatdown[]

The only Takedown that can instantly kill an armored enemy. Interestingly, the Heavy enemy is killed with one stab from the back whereas it takes two stabs to kill the heavy if initiated from the front. Once the skill is unlocked, the Heavy can also be killed with Death From Above.

Gunslinger Takedown[]

By pressing 'Aim' (right mouse button on PC) after initiating the Takedown, Jason/Rex will pull out a pistol from the enemy's belt and use it to shoot at other enemies. The finishing animation shows the gun running out of ammo, with Jason/Rex promptly discarding it. The pistol is automatically aimed and will instantly kill enemies shot at.

Trivia[]

  • In Far Cry 3, the gun that gets pulled out in the Gunslinger Takedown is always the D50.
  • The gun used in Blood Dragon's Gunslinger Takedown is A.J.M. 9, the only pistol in the game. Interestingly, it will kill every enemy in one shot during the sequence, despite the poor damage and its burst fire property.
  • The vehicle takedown in Far Cry 4 can be performed while wingsuiting next to a vehicle. This is because the wingsuit is considered a vehicle in the game.
  • The pistol in Far Cry 4's Gunslinger Takedown has been changed from Far Cry 3 from the D50 to the Colt 1911, due to the fact that is now the standard sidearm of the foes in-game (as seen when they are shooting from a vehicle).
  • Takedowns can be used during all Trials of the Rakyat, dream/hallucination sequences, including advanced ones like Gunslinger & Grenade Takedown on the Ink Minions during the fight with the Ink Monster, despite the enemy models clearly not having either grenades or pistols visible on them.
  • In Far Cry 4, there is glitch when using gunslinger takedown: after performing a gunslinger takedown, the sidearm stays with the player. The player doesn't carry it in a holster, but if he tries to fire out of a vehicle, it will reappear in the player's hand, fully usable and with a full magazine; the only way to get rid of it is to shoot the gun empty. If the player saves the game with this glitch active, this will recur until it is solved. When the player uses this gun to kill an enemy, he still receives Karma points for a handgun takedown, even if it was used like any other sidearm.
  • The majority of the Takedowns reappear in Far Cry Primal, with the addition of weapon-based contextual takedowns, i.e. a club used to bludgeon, a spear used to impale.
  • The Drag Takedown is not in Far Cry 5. The only way to move a body is after a takedown, by carrying the body.
  • Cover Takedowns in Far Cry 5 are preformed using the cover as a weapon, ofter producing humorus results, ie. Bashing a Peggie to death with a folding chair.
  • Despite the entire nature of takedowns being used in stealthy contexts, they can be used as an offensive tool even in the middle of a heated firefight where the player is already detected and being shot at. An enemy doesn't have to be totally unaware the player is there, only not facing the player. As long as there is enough cover around, the player can make use of any takedowns they want provided they can get behind enemies. It also helps that takedowns can be preformed on enemies who are reloading their guns, and the bad enemy AI will often let players trick enemies with pathfinding to pull off easy takedowns.
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