

Far Cry PC Cheats
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Far Cry PC cheats
Verified Cheats: 18
Submitted Cheats: 4
Below you will find cheats for Far Cry. There are two main sections. The first cheat section is for verified cheats or those that have been rated high. The second sections are new cheats that have been submitted but have not received enough votes. Please have a look and do not forget to vote!
Far Cry PC Cheat List
View Printable VerionLooking for Far Cry cheat codes? Then look no further! ( Far Cry cheat codes are here!) Here you will find the latest and most popular cheat codes, hints and tips for your PC games. Whatever you're looking for, it can all be found here. Check back often to find more cheats for Far Cry.
Enter one of the following color codes when entering a name at the character selection screen. The letter(s) that follow that code will be displayed in the listed color. You can use multiple color codes in your name, if desired.
Black: $0
White: $1
Blue: $2
Green: $3
Red: $4
Light Blue: $5
Yellow: $6
Pink: $7
Orange: $8
Gray: $9
Enter the following color codes when entering a name at the character selection screen. The letters that follow the code will be displayed in the color listed below. Multiple color codes can be used.
Black: $0
White: $1
Blue: $2
Green: $3
Red: $4
Press ~ during game play to display the console window. Press [Tab] to cycle through the available cheat options.
No damage (demo version):
*** This procedure involves editing a game file; create a backup copy of the file before proceeding. Use a text editor to edit the "gamerules.lua" file in the "/farcrydemo/scripts/default" folder.
Find the following line.
"ai_to_player_damage = 1, 1, 1, 0.5, 0.5, 0.5"
and change it to :
"ai_to_player_damage = 0, 0, 0, 0.0, 0.0, 0.0"
Press ~ to display the console window. Now, enter one of the
following codes to activate the listed cheat function.
God mode=god_mode_count=1
All weapons=give_all_weapons=1
Ammunition=give_all_ammo=1
Save game at this point=save_game
Hidden quicksave feature
hit the '~' key to bring up the console and enter the following:
quick save=save_game
quick load=load_game
hit the '~' key to bring up the console and enter the
following:
quick load=load_game
quick save=save_game
dam level=map dam
factory level=map factory
swamp level=map swamp
river level=map river
catacombs levelmap catacombs
boat level=map boat
cooler level=map cooler
archive levelmap archive
rebellion level=map rebellion
control level=map control
regulator level=map regulator
steam level=map steam
bunker level=map bunker
treehouse level=map treehouse
research level=map research
pier level=map pier
fort level=map fort
carrier level=map carrier
training level=map training
volcano level=map volcano
Give All Ammunition=give_all_ammo=1
demo level=map demo
*** You must 1st download and install the file to unlock developer mode. Start the game with the -DEVMODE command line parameter. Now, press one of the following keys during game play to activate the listed cheat function. *** When in developer mode, all levels will also be unlocked.
Start the game with the -DEVMODE command line parameter to unlock all levels, then during the game press any of the following:
O=999 ammo
F4=No Clipping
F9=Save current position
F10=Load saved position
Backspace=God Mode
= Increase Speed
- Decrease Speed
F5=Default Speed
F11=Extra Information
F1=Change View
P=All Weapons
F3=Spawn Point
This involves editting a vital game file, so make a back up of the original file before you attempt the following hack.
Locate the DevMode.lua file in your Far Cry directory. Use a text editor (like Notepad.exe) to open the file and copy all the following contents into the DevMode.lua file (replace all the original contents). Save it as a .lua file when you are done.
cl_display_hud = 1
cl_drunken_cam = 0
ThirdPersonView = 0
--p_model = "objects/characters/pmodels/hero/hero.cgf"
--Input:BindCommandToKey('#Movie:StopAllCutScenes()',"F7",1);
--Input:BindCommandToKey("SkipCutScene","F7",1);
-- Developer Cheat keys ---
--- non standard key bindings ---
-- Please NEWER use F9,F10 keys (reserved for debug purposes) (Vlad)
--Input:BindCommandToKey("#SwitchCameraMode()","f1",1);
-- Input:BindCommandToKey("#r_GetScreenShot=1","f12",1); -- this is now bindable
Input:BindCommandToKey("#ToggleAIInfo()","f11",1);
--Input:BindCommandToKey("#ToggleScreenshotMode()","f11",1);
Input:BindCommandToKey("#ToggleNewDesignerMode(10,15,0)","f4",1);
-- to be removed
Input:BindCommandToKey("#GotoNextSpawnpoint()","f2",1);
Input:BindCommandToKey("#MoreAmmo()","o",1);
Input:BindCommandToKey("#AllWeapons()","p",1);
Input:BindAction("SAVEPOS", "f9", "default");
Input:BindAction("LOADPOS", "f10", "default");
Input:BindCommandToKey("#ToggleNewDesignerMode(40,120,1)","f3",1);
Input:BindCommandToKey("#System:ShowDebugger();", "f8", 1);
-- to be removed
-- removed
--Input:BindCommandToKey("#Game.Save()","insert",1);
--Input:BindCommandToKey("#Game.Load()","home",1);
Input:BindCommandToKey("#DefaultSpeed()","f5",1);
Input:BindCommandToKey("#DecreseSpeed()","-",1);
Input:BindCommandToKey("#IncreseSpeed()","=",1);
--Input:BindCommandToKey("#p_single_step_mode=1-p_single_step_mode","[",1);
--Input:BindCommandToKey("#p_do_step=1","]",1);
--Input:BindCommandToKey("#TCM()",".",1);
--Input:BindCommandToKey("#e_hires_screenshoot=4","f10",1);
-- removed
--- temp variables for functions below ---
prev_speed_walk=p_speed_walk;
prev_speed_run=p_speed_run;
prev_speed_walk2=p_speed_walk;
prev_speed_run2=p_speed_run;
default_speed_walk=p_speed_walk;
default_speed_run=p_speed_run;
screenshotmode=0;
function ToggleAIInfo()
if (not aiinfo) then
aiinfo=1;
else
aiinfo=1-aiinfo;
end
if (aiinfo==1) then
ai_debugdraw=1;
ai_drawplayernode=1;
ai_area_info=1;
else
ai_debugdraw=0;
ai_drawplayernode=0;
ai_area_info=0;
end
end
function GotoNextSpawnpoint()
Hud:AddMessage("[NEXT]: next spawn point");
local pt;
pt=Server:GetNextRespawnPoint();
if(not pt)then -- last respawn point or there are no respawn points
pt=Server:GetFirstRespawnPoint(); -- try to get the 1st one
end
if(pt)then -- if there is one
Game:ForceEntitiesToSleep();
_localplayer:SetPos(pt);
_localplayer:SetAngles({ x = pt.xA, y = pt.yA, z = pt.zA });
end
end
function SetPlayerPos()
local p=_localplayer
p:SetPos({x=100,y=100,z=300});
end
-- replacement for ToggleSuperDesignerMode() and ToggleDesignerMode()
--
-- USAGE:
-- deactivate designer mode: (nil,nil,0)
-- old super designer mode (with collision): (40,120,1)
-- old designer mode (without collision): (10,15,0)
-- change values: call with (nil,nil,0) then with the new values (0.., 0.., 0/1)
--
function ToggleNewDesignerMode( speedwalk, speedrun, withcollide )
if(SuperDesignerMode_Save1~=nil or speedwalk==nil) then
Hud:AddMessage("[CHEAT]: Designer fly mode OFF");
p_speed_walk = SuperDesignerMode_Save1;
p_speed_run = SuperDesignerMode_Save2;
_localplayer.DynProp.gravity = SuperDesignerMode_Save3;
_localplayer.DynProp.inertia = SuperDesignerMode_Save4;
_localplayer.DynProp.swimming_gravity = SuperDesignerMode_Save5;
_localplayer.DynProp.swimming_inertia = SuperDesignerMode_Save6;
_localplayer.DynProp.air_control = SuperDesignerMode_Save7;
_localplayer.cnt:SetDynamicsProperties( _localplayer.DynProp );
SuperDesignerMode_Save1=nil;
-- activate collision, parameter is 0 or 1
_localplayer:ActivatePhysics(1);
else
Hud:AddMessage("[CHEAT]: Designer fly mode ON");
SuperDesignerMode_Save1 = p_speed_walk;
SuperDesignerMode_Save2 = p_speed_run;
SuperDesignerMode_Save3 = _localplayer.DynProp.gravity;
SuperDesignerMode_Save4 = _localplayer.DynProp.inertia;
SuperDesignerMode_Save5 = _localplayer.DynProp.swimming_gravity;
SuperDesignerMode_Save6 = _localplayer.DynProp.swimming_inertia;
SuperDesignerMode_Save7 = _localplayer.DynProp.air_control;
p_speed_walk = speedwalk;
p_speed_run = speedrun;
_localplayer.DynProp.gravity=0.0;
_localplayer.DynProp.inertia=0.0;
_localplayer.DynProp.swimming_gravity=0.0;
_localplayer.DynProp.swimming_inertia=0.0;
_localplayer.DynProp.air_control=1.0;
_localplayer.cnt:SetDynamicsProperties( _localplayer.DynProp );
-- deactivate collision, parameter is 0 or 1
_localplayer:ActivatePhysics(withcollide);
end
end
function ToggleScreenshotMode()
if(screenshotmode~=0) then
System:LogToConsole
("SCREENSHOTMODE OFF-->SWITCH TO NORMAL");
screenshotmode=0;
hud_crosshair = "1"
cl_display_hud = "1"
r_NoDrawNear = "0"
ai_ignoreplayer = "0"
ai_soundperception = "1"
r_DisplayInfo = "1"
else
System:LogToConsole("SCREENSHOTMODE ON");
screenshotmode=1;
hud_crosshair = "0"
cl_display_hud = "0"
r_NoDrawNear = "1"
ai_ignoreplayer = "1"
ai_soundperception = "0"
r_DisplayInfo = "0"
end
end
function DecreseSpeed()
if tonumber(p_speed_walk)>5 then
p_speed_walk=p_speed_walk-5;
p_speed_run=p_speed_run-5;
System:LogToConsole("Decresed player speed by 5");
else
System:LogToConsole("You can not go any slower!");
end
end
function IncreseSpeed()
if tonumber(p_speed_walk)<500 then
p_speed_walk=p_speed_walk+5;
p_speed_run=p_speed_run+5;
System:LogToConsole("Incresed player speed by 5");
else
System:LogToConsole("You can not go any faster!");
end
end
function DefaultSpeed()
p_speed_walk=default_speed_walk;
p_speed_run=default_speed_run;
System:LogToConsole("Player speed reset");
end
function TeleportToSpawn(n)
local player = _localplayer;
local pos = Server:GetRespawnPoint("Respawn"..n);
if pos then
player:SetPos(pos);
player:SetAngles({ x = pos.xA, y = pos.yA, z = pos.zA });
end
end
-- Give the player the passed weapon, load it if neccesary
function AddWeapon(Name)
Game:AddWeapon(Name)
for i, CurWeapon in WeaponClassesEx do
if (i == Name) then
_localplayer.cnt:MakeWeaponAvailable(CurWeapon.id);
end
end
end
function MoreAmmo()
if _localplayer then
_localplayer.cnt.ammo=999;
Hud:AddMessage("[CHEAT]: Give 999 ammo");
System:LogToConsole("01CHEAT: Give 999 ammo");
else
Hud:AddMessage("[CHEAT]: no ammo today");
end
end
function AllWeapons()
AddWeapon("AG36");
AddWeapon("Falcon");
AddWeapon("SniperRifle");
AddWeapon("MP5");
AddWeapon("RL");
AddWeapon("Shotgun");
AddWeapon("OICW");
AddWeapon("P90");
AddWeapon("M4");
_localplayer.cnt:GiveBinoculars(1);
_localplayer.cnt:GiveFlashLight(1);
Hud:AddMessage("[CHEAT]: Give all weapons");
System:LogToConsole("01CHEAT: Give All weapons");
end
function ToggleGod()
if (not god) then
god=1;
else
god=1-god;
end
if (god==1) then
System:LogToConsole("God-Mode ON");
else
System:LogToConsole("God-Mode OFF");
end
end
Input:BindCommandToKey("#ToggleGod()","backspace",1);
After you save the DevMode.lua file, start a Far Cry game by adding -devmode at the end of the games's executable and you may use the following hotkeys for cheats:
F1 ... Toggles FirstPerson/ThirdPerson Camera Modes
F2 ... Go to next checkpoint
F4 ... No clipping on/off
F5 ... Default Speed
F9 ... Save Current Position
F10 ... Load Current Position
F11 ... Toggle Extra Information
o ... Gives 999 ammo
p ... Gives all weapons
BackSpace ... Toggle GodMode
= ... increase speed
- decrease speed
Far Cry Cheat Master Sign-Up
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Game Info



After escorting an inquisitive journalist to a remote tropical island, Jack Carver finds himself stranded in paradise, hunted by an unrelenting team of highly trained mercenaries. As Jack, you'll explore a vast island chain rendered in exquisite detail through state-of-the-art graphic technology. Outwit hordes of cunning mercenaries, make long-range assaults from more than a kilometer away, and use every vehicle, weapon, and strategy at your disposal to outlast the island's evils and escape with your life.