Same goes for the remaining music tapes. Just don't know where they are, but I know I'm only missing a few.
They don't count towards overall completion or achievements. Really, the only one you need is "How 'bout them zombies, eh?" because it sounds epic when you set it as Pequod's music.
I dispise the Skull Fights because they eliminate one of the best parts of the game.
The boss fights are very underwhelming compared to previous games. That, and the lack of large indoor infiltrations (like the Granin Design Bureau), is probably the only disappointing thing about the game.
I'm still missing 4 Key Items, and I'll have to resort to a guide just to figure out what they're for.
From memory, you need to grab all fast travel receipts in both Afghanistan and Africa, get all of the photos from the wandering soldiers and Fulton a certain number of enemies. I'll look it up tomorrow.
Cheers for the advice. I'll give it a go.
It's counter-intuitive, but once you scale the rockface, you need to double back to the south; there's a Skull that will spot you otherwise.
One of the Skulls starts on a rocky outcrop directly in front of you. Another is to your left and up high; she'll jump to a ledge to the south to cover the reverse angle of the valley. There's a third behind the first and to the right; you can't see her to begin with, but she'll leap to a ledge above the river to again cover the reverse angle. The fourth is deep in the forest at the top of the path and tends to move in a triangle pattern; lines of sight are very difficult and you can blunder into her, unless you climb the rockface.
If you do what I've been doing recently (which I'll admit isn't for everyone) and roam around with the aim of hitting every single outpost and base, the game is still quite challenging with exotic gear simply because you will run out of ammo which forces you to adapt your tactics as you go.
If you call in a supply drop, you'll get suppressors to replace the worn-out ones.
Combined with DDog's ability to Fulton everything you can grab people from 20 metres away (and although it does make a sound, as long as no-one was looking directly at the target and they don't have a line of sight to wherever they ended up they don't call it in to their HQ) then make them disappear instantly.
I don't use the Hand of Jehuty; it's silly. I don't use D-Walker, either, since it's useless. And I only use the stun knife for D-Dog.
The way I see it, though, is if you haven't developed anything you get locked into playing the game one way only.
I only really play one way to begin with - pick off the guard at the point of entry I want to take, then close-quarters stealth, usually with the Burkov tranquiliser pistol. If I'm indoors, I use smoke, sleep or stun grenades.