Far Cry 2Developer:Ubisoft Montreal Genre:ActionShooter Release Date: Download Games Free Now!
About The Game
Get ready to immerse yourself in the ultrarealistic world of FarCry, fueled by CryTek’s CryENGINE. Select one of nine characters, each with his own backstory, and journey through Central Africa in pursuit of the Jackal, a psychotic but ingenious arms dealer. Access a wide variety of real life weapons that degrade over time, becoming dirty and jammed before eventually breaking. Experience incredible renditions of real-world weather conditions courtesy of the Dunia Engine, which allows destroyed plants to regrow while generating highly realistic meteorological effects, including different types of wind. These environmental cues have a direct effect on play, affecting the spread of things like forest fires, and also directing the behaviours of various in-game animals that react to your presence in convincing ways. With FarCry 2, CryTek has created one of the most true-to-life games available on the market today.
- Incredibly realistic interactions between AI and the game’s environment: enemies will hide in the shade in hot weather, and their ability to see you is reduced in dark conditions
- With over 30 weapon types and the need to constantly switch up your equipment, Far Cry 2 ensures that combat never becomes stale
- Play with up to 15 other players in competitive multiplayer, replete with six different classes and four different game modes
- Participate in the game’s online ranking system, which keeps track of your successes including kills, revives, and captures of enemy control points
Far Cry 2 Videos
Far Cry 2 Review
By Jeremy Vancleave |
After spending somewhere around 25 hours getting through Far Cry 2's single-player campaign, there was one question I couldn't quite answer: why is this game called Far Cry? The sequel, developed by Ubisoft Montreal, retains nearly nothing from Crytek's 2004 original or from the Xbox and Xbox 360's Instincts and Predator derivations. The story doesn't carry over, the characters aren't the same, there's no mention at all of Jack Carver, there are no mutagens, no feral powers, and no Trigens. Instead, it's a struggle between warring factions, called the APR and UFLL, in an unnamed African nation.
The game also doesn't give players a pre-determined protagonist. Instead, you select a character to play as, and the rest of the cast appear in the game world around you as friendly NPCs, called buddies, who you can choose to work with. Things begin with a simple tutorial section, introducing you to basic first-person shooter controls and the game's premise. Your main goal is to find The Jackal, a menacing character that supplies weapons to the APR and UFLL to keep lit the fires of conflict.
The point is, with this kind of setup, it's odd that the Far Cry name was even used at all, other than for its obvious name recognition value. Pushing that issue aside and accepting that this is basically a totally different game, you'll find there's quite a bit to like.
Video Review - Watch or download the video here (HD available).
There are few direct analogues for Far Cry 2, as it truly is an open-world shooter. It's a stark contrast to Infinity Ward's unrelentingly linear Call of Duty games, and offers more freedom than what Crytek wound up delivering post-Far Cry with its pseudo-linear Crysis franchise. Perhaps GSC Game World's S.T.A.L.K.E.R.: Shadow of Chernobyl is the best comparison, though even that game differs, because where it leaned more toward role-playing elements, Far Cry 2 is almost all about shooting. There are still ways to upgrade your character, but the focus here is most definitely on action.
IGN Insider's Head-to-Head Comparison of PC, Xbox 360, and PlayStation 3 Versions of Far Cry 2
For instance, there's no inventory in the game, just four weapon slots. There's one for your machete, one for a sidearm or accessory, one for a primary weapon (assault rifle, SMG, sniper rifle, shotgun), and one for a special weapon (rocket launcher, mortar, flamethrower). All these weapon types aren't available at the game's beginning; you must unlock them by performing side-quests for weapons vendors located around the world. Much of the game works like this, letting you unlock little bits and pieces here and there to make your journeys across the grassy plains, mountains, and jungles of the world more convenient, and make the process of killing a little easier.
Also, unlike S.T.A.L.K.E.R., there's no real quest log. Instead, you basically have one 'active quest' at a time, though the single quest can veer in several different directions. Main quests are most often delivered through the APR and UFLL headquarters, and most of the time, the mission you pick up is predetermined. In other words, you can't pick between APR and UFLL missions every time you go to get a new mission connected to the main quest. There are choices to be made, some fairly major ones too, but those are intermittent and mostly don't crop up until the end of the game. Because of this, it's difficult to care at all about the story, setting, or characters in the game for the first few hours. In all likelihood you'll be distracted by exploration and testing out the boundaries of the game world, but it's quite some time before the story starts to gain any real momentum.
Far Cry 2's magical map.Outside of main quests there are several types of distractions for you. You can do the weapon vendor quests, which always involve hunting down a convoy and disabling it. The rewards are good, as you get access to more weapons, but the quests themselves can get repetitive. There are also quests you can get from buddies you find around the game world and assignments from ominously garbled voices transmitted over electrical towers. Ultimately, they all boil down to pretty much the same thing: go to a location and kill a guy, blow something up, steal something, or force someone to do something they don't want to and then kill them. And if you're particularly obsessive compulsive, you can spend plenty of hours tracking down the multitude of hidden briefcases which contain varying quantities of diamonds. You'll also occasionally have to quest for medicine since, surprise, your character has malaria. While the premise of a sick protagonist seems like it could have had some interesting implications, the way it's implemented here makes it seem like more of a nuisance than anything else.
Some of the main quests can be fairly interesting, but usually only if you choose to work with an NPC buddy. Whichever buddy you've unlocked that likes you best will give you a call after main missions are acquired, offering an alternate method of completion. Sometimes it screws over the faction you're working for but ultimately involves the same infiltrate / kill mechanic used in most of the other quests. More rarely you'll get to do something totally different, like using a warhead to drop a bridge on a barge instead of having to infiltrate the barge and killing a target on it. Using buddies like this to complete missions in different ways is also to your benefit, as it gradually upgrades all the safe houses in the game world with ammo stashes, health supplies, and eventually vehicles.
Far Cry 2 Game Walkthrough
A Far Cry 2 Main Mission/Buddy Mission Walkthrough By Steve (OMAC) Eller PROPRIETARY ACKNOWLEDGEMENT The author wishes to acknowledge that Far Cry 2, its symbols, logos and all game content are the sole property of Ubisoft. PROPRIETARY STATEMENT This walkthrough is the sole property of the author and may not be reproduced in whole or part--with the exception of personal use--without the express permission of the author. Permission can be obtained in writing. The author reserves the right to refuse permission for any reason. COPYRIGHT STATEMENT This walkthrough is copyrighted June 21st, 2011. Copyright infringement is punishable by law and will be pursued to the fullest extent allowable. SPECIFICS Game: Far Cry 2 Platform: PC/CD Author: Steve (OMAC) Eller Type: Walkthrough Version: Final CONTACT INFORMATION Contact me via email at firstname.lastname@example.org. Feel free to write to me if you liked or disliked my walkthrough. I would appreciate constructive criticism only. No rants or raves please. Be sure to include Far Cry 2 Walkthrough in the subject line so that I don't flag your mail as spam and delete it unopened. DO NOT send attachments. Any mail with attachments will be flagged as spam and deleted unopened. INTRODUCTION Far Cry 2 takes place in Africa and boasts a sandbox environment that the player can explore in almost limitless fashion. Combine that with the option driven storyline where a player can choose to either complete a main mission as a stand alone campaign or complete an accompanying buddy mission before completing the main mission; and you've got one heck of a game. The fun doesn't stop there. The player can also choose optional side missions for pay or to unlock new weapons. My walkthrough is meant to be a guide to completing main missions and buddy missions. This was by choice. You can, of course, opt to complete main missions only: or for that matter, all the main missions, buddy missions, and all forty side jobs. Missions are in the exact order I took them. The order you take them in is up to you. Game play, routes, methods of travel and weapons used, reflect my personal style. This is a guide, not a cookbook. Use your own methods, judgment and style to make the experience unique to you. At the end of the game, the end result will be the same. Well, nearly the same: because even the end game is based on options. You'll notice right away that I've excluded long lists of descriptions of characters, weapons and vehicles. My thought was that if you're reading a guide, you don't want to have to wade through stuff like that before you can get to the content for which you resorted to a guide in the first place. Besides, the developers at Ubisoft did a far better job with those descriptions than I ever could by providing the player with an in game journal they can access at any time. BASICS Missions: Main missions are paying jobs which must be completed in order for the story to progress. Buddy missions are related to main missions and are meant to be completed before carrying out a main mission. Underground missions are offered whenever you need to replenish your malaria medicine. Optional missions are side jobs for arms dealers in exchange for weapons upgrades or paid "target of opportunity"? assassination missions for an unknown contact. "Target of opportunity side jobs can be accessed by going to any cell phone tower. Weapons: Weapons can be purchased at any arms dealer. You can also purchase accuracy, reliability and ammunition upgrades. Unlimited copies are available at any armory once a weapon has been purchased. Primary, secondary and special weapon cases are also available for purchase. These can be used to store weapons at armories for retrieval at safe houses. Vehicles: All vehicles, with the exception of buses are interactive and can be driven by your character. Purchase upgrades to improve reliability and shorten repair time. Buses are accessible via interactive maps and are a good way to travel between regions when you're in a hurry. Map/GPS: Use your map to help determine best routes and method of travel from mission to mission. Once you've reached the area of an objective, your map will help guide you to the objectives exact location. There are 221 diamond caches and 5 Jackal tapes to locate. When a cache or Jackal tape is near, a green light on the GPS will flash. The closer you are the faster the light will flash. When the light turns solid green it is pinpointing the exact direction. Pickups: Pickups can be recognized by the faint, pulsing glow they emit. These items include ammo canisters which can be used to restock ammo for nearly any weapon, grenade boxes, gasoline containers to restock Molotov cocktails, water bottles which will restore a small amount of health when no syrettes are available, small first aid kits to restock a small amount of syrettes, and dropped weapons. Note: You can also re-supply your ammo by walking over the appropriate weapon; e.g., pistol for pistol, shotgun for shotgun, etc. General Tips: Keep in mind that many of your missions will involve stealth and are more easily accomplished at night. When you're on foot, keep to the foliage as much as possible and keep low to avoid detection. Don't stay in any one position too long. Enemies will actively search for you so it's best to change positions often to make yourself harder to detect. When dealing with enemies, aim for the head. Head shots kill quickly. When in the open, run and dodge to make yourself a harder target. Weapons will age with time and become unreliable. They should be swapped out as often as possible for fresh copies. Purchase primary, secondary and special weapons crates as soon as possible. They are invaluable in saving time. Purchase repair and reliability upgrades for weapons and vehicles as soon as possible. Vehicle upgrades should be for the vehicle(s) you use most, e.g.; assault jeep. Purchase ammunition upgrades for the weapons you use most as soon as possible. Prologue: Your mission is simple; find the arms dealer who goes only by the name "The Jackal"? and kill him. Your character starts out in the back seat of a taxi jeep bound for a hotel in Pala. The jeep ride is long and there's nothing you can do except sit back and look around at the scenery. When you arrive in town you pass out, having contracted malaria. When you come to you're in a feverish daze and Jackal is in the room. All you can do is lie there as Jackal speaks. When fighting breaks out in the streets, he'll take off leaving you with only a pistol a machete and your journal. WALKTHROUGH Act 1 Tutorial Mission: Grab your gun, machete and journal. Follow the prompts and exit the room. Go through the hole in the wall, onto the balcony. (Escape the town.) Either cross the balcony and escape through an open window then run from the fighting until you pass out: or go downstairs and take cover near the hotel entrance. Shoot anyone who shoots at you or gets too close. Keep this up until you pass out. Either way someone will come along and rescue you. You will end up at one of four locations. Your rescuer will work for either the UFLL or APR. When you come to you'll be greeted by the guy who rescued you. Follow the instructional prompts then pick up the weapons on the table and get syrettes from the kit. Your rescuer tells you his name and fills you in on which faction he works for and who his boss is. You work for him now and he gives you some grunt work. (Go outside and fix the car.) Go outside, pop the hood of the car and fix it. Follow the prompts on how to view your objectives, use your map and answer your phone. After fixing the car, answer your phone to get new instructions. Kill the scouts at the safe house.) Before taking off, look around for extra ammo. Drive to the safe house and kill the guards. Answer the phone to get new instructions. (Use the cot inside the safe house.) Follow the prompts on how to use the cot to change the time of day and save your game. Exit the safe house and answer the phone to get new instructions. (Go to the observation point and scout the camp.) Drive to the observation point. Follow the prompt and use the small hidden side path. Find a place to scout the camp and follow the prompt on how to use your monocular. Answer the phone to receive new instructions. (Free the prisoner from the bricked up building.) Finish scouting the camp. Wipe out all the guards in the camp and free the prisoner. You now have a best buddy. Your new buddy will suggest that the two of you split up and meet later at Mike's bar. Exit the building and answer the phone for new instructions. (Return to the camp.) Get back to camp and meet with your boss. Because you did a good job, he says you deserve to get paid. He'll let you know of a diamond cache you can have if you can locate it. (Locate the diamond cache.) Follow the prompts and use your GPS to locate the diamond cache. When you've located the cache go to Mikes bar. (Use the computer to buy new weapons.) Go to the weapon shop and use the computer to buy new weapons. (Go to the armory.) Go to the armory and get your new weapons. (Find someone who can help you get medicine.) Go inside Mike's. You'll see your buddy and two other people. Go talk to your buddy. Your buddy will point out the guy who can help you get medicine. Talk to the guy sitting at the table, a journalist by the name Reuben. Take the tape when it's offered. Reuben wants you to give the tape to Father Maliya in Pala. Talk with whoever's standing next to the table. This is your second best buddy who will help you out of jams and come to your rescue if you get seriously injured. (Go to the church in Pala.) Leave the bar and drive to Pala. Locate the church and go inside. Talk to Father Maliya, give him the tape, and he provides malaria medicine. Exit the church. The tutorial missions are over. (Go get a mission.) Note: Whichever faction your new boss works for is from where you'll get your first mission. The location is marked with an (!) on your map. Act 1 APR Mission 1: (Assassinate the chief of police.) The chief of police will be riding in a convoy in a big SUV. Your job is to ambush the convoy and kill the chief. You're to make it messy as a message to others. You'll get a phone call. Your buddy wants to meet with you to discuss your mission. (Complete the APR mission.) OR (Go meet your buddy.) If you opt to complete the APR mission go to the location indicated on your map. Find a suitable spot to ambush the convoy and waste the police chief. Toss grenades at the convoy to make the job easier. (Go get another mission.) If you opt to meet your buddy, travel to the safe house indicated on the map. Listen to your buddy's plan. Your buddy wants you to get the police chief's brother to give up an incriminating ledger. When he hears about it, the chief will abandon the convoy and hide at the police station, making your job easier. Your buddy will then ambush the convoy and destroy the weapons they'll be carrying. (Complete the buddy mission.) OR (Complete the APR mission.) Buddy Mission: The chief's brother lives in Shwaswana, a fishing village built on a lake, so travel by boat. Waste the guards at the lake access guard post. Go down the access and ditch the boat at the footbridge. Use the vantage point of the footbridge to scout the village for snipers and ammo piles. Cross the bridge and go left, following the path until you reach a safe house. Waste the guards then if necessary use the cot to set the time for night. Check your map. Follow the path heading north, which leads to the rear of the village. You'll come to a guard post. Either take the guards out or sneak past. Check your GPS. Somewhere along the way you'll see a diamond cache indicated. The cache will be off to the left of the path on top of some crates. This spot makes an excellent sniping location. Note: This cache is a freebie due to the strategic location. The rest are on you. Snipe bad guys from this spot until they stop showing themselves or you just feel like moving on. Continue to the rear of the village. You'll see a couple of empty, faded blue shacks. Go inside one of them and scout for more bad guys. Snipe anyone you can see. This will cause bad guys to search for you. Let them come to you. From inside the shack, you'll easily be able to defend your position. At first opportunity, make your way towards the large, two story building. Kill anyone in your way. You'll locate the chief's brother on the second floor. Intimidate him into giving up the ledger. You'll get a phone call. (Go kill the police chief.) Get back to the path where you first entered the village. Check your map. Go on foot and follow the path in the direction of a locked safe house. Unlock the safe house then go cross country towards the bridge. Wipe out the guard post at the bridge and steal an assault vehicle. There's an armory between you and your objective, so stop there and swap out weapons. It'd probably be a good idea to buy a primary weapon case and some accuracy and reliability upgrades if you"?ve got enough diamonds. There's another guard post on your way to the police station. Either wipe it out or blow by. Don't go in by the main access road. Check your map. You'll see a shorter access southeast of the main road. Ditch your jeep there and go in on foot. Snipe the two or three guards that will be at the gate. Quickly get into the compound and take out anyone else near the gate. Off to the left you'll see a sniper platform. Take out the sniper and then get to the platform. Use the platform to snipe the rest of the bad guys. Keep low and they won't be able to hit you. When you've cleared the area, locate the chief and kill him. Your buddy's reputation and your reputation will increase and your safe houses will be upgraded. You'll get a phone call. (Go help your buddy.) Get to the ambush point and help your buddy lay a smack down on the bad guys. Your reputation will get increased and your safe houses will get upgraded. (Go get another mission.) Note: Once you've completed your first mission you can take a mission from either faction. If you opt for another from the same faction, you'll have to complete that mission plus one other before being able to switch. If you opt for the other faction, you'll have to complete that mission plus two more before being able to switch. UFLL Mission 1: You're to go to the southern desert and destroy the gear of the Special Forces commandos that have been brought in to kidnap some big shot in the APR. You'll get a phone call. Your buddy wants to meet with you and talk about the mission. (Complete the UFLL mission.) OR (Go meet your buddy.) If you opt for the UFLL mission, travel by bus to the southeast region. Find a vehicle and go to the nearby armory. Purchase a sniper rifle and a heavy machine gun. Travel to the desert oasis. Find a good place from which to scout the camp and snipe. Take out any snipers first then take out as many commandos as you can. Work your way to the objective and look for a truck with a radio in back. Toss in a grenade then run. (Find a new mission.) If you opt to meet your buddy, travel by bus to the southern region and meet at the nearby safe house. Your buddy wants you to intimidate an informant into sending the commandos the wrong coordinates. Instead of fighting the commandos in the open desert, they'll be bottled up in a shanty town, making it easier to deal with them. Afterward, your buddy will be on hand to finish off the commandos. (Complete the buddy mission.) OR (Complete the UFLL mission.) Buddy Mission: Travel to the villa. When you reach the access road ditch the jeep and go in on foot. Kill the guards at the guard post then follow the path behind the post until you can see the villa. Scout for the sniper on the balcony. Take out the sniper and two guards at the post on the right side of the road. Find a good spot then go on a snipe spree and take out anyone else you can see. Work your way down and finish off anyone in your way. You'll find the informant on the second floor of the villa. Once you've forced him to give the false coordinates your phone will ring. (Go destroy the commandos gear.) Travel to the Mokuba shanty town. Take out a sentry at the top of the hill then find a good place from which to snipe. Pick off as many bad guys as you can then sneak into town. Play a game of hide and seek. There are lots of shacks to hide in as you make your way to the objective. Blow up the equipment and you"?ll get a phone call. (Go to the ambush point.) Get to the ambush site quickly as possible and help your buddy finish off survivors. Your reputation gets increased and your safe houses get an upgrade. (Go find a mission.) UFLL Mission 2: The UFLL wants you to go to the desert oasis and tag a cache of gold. You're to then supply the coordinates. You"?ll get a phone call. Your buddy wants to meet with you and discuss your mission. (Complete the UFLL mission.) OR (Go meet your buddy.) If you opt to complete the UFLL mission, travel by bus to the north eastern region. You'll want a sniper rifle. Once you've got that settled, travel to the desert oasis and find a good spot to scout the camp. Take out the snipers first then snipe any other bad guys you can see. Get down to the oasis and mop up any survivors. Locate the gold and tag it for the UFLL. (Go find another mission.) If you opt to meet your buddy, travel to the safe house. Your buddy wants you to go to the old fort and kill the king. After you've killed the king, you're to take his ring and deliver it to the son who'll be waiting at the safe house. (Complete the buddy mission.) OR (Complete the UFLL mission.) Buddy mission: Take a sniper rifle with you and travel to the old fort. There's a guard post at the bottom of the hill just before you get to the fort. Go there and wipe out the guards. Scout the fort battlements from the guard post and tag the snipers at the top of the guard towers. Take out the snipers then head to the fort. Don't use the south entrance. Instead, head east from the guard post. You'll see a path that leads to a side entrance. Quietly kill any sentries near the entrance then sneak into the guard tower on the right. Get to the top of the tower. Have a snipe fest and clear the area of bad guys. Get back down to the compound and do some search and destroy just to make sure none of the guards are still alive. The king is on the second floor of the two story building. Locate him and kill him. Take his ring. You'll get a phone call. (Deliver the ring to the prince.) Go to the safe house and give the prince the ring. Your buddy will already have gone to the oasis. You'll get a phone call. Your buddy lets you know that for the moment the camp at the oasis is unguarded. Get there quickly before everyone comes back. (Go to the oasis and tag the gold.) Get to the oasis and drive right in. The only other person there is your buddy who's guarding the entrance to a pit where the gold is stashed. Get into the pit and tag the gold. As soon as you tag the gold, all the commandos show up again. Quickly climb out of the pit and help your buddy waste the commandos. (Find another mission.) UFLL Mission 3: You're to travel to the farm that's been supplying the APR with food and destroy the red pump at the farm greenhouse. You'll get a phone call. Your buddy wants to meet with you and discuss your mission. (Complete the UFLL mission.) OR (Go meet your buddy.) If you opt for the UFLL mission, you'll need a sniper rifle so round one up. Travel to the OGC in the northeast region. There are two entrances, one at either end of the farm. There are guard posts at each entrance. Pick an entrance and clear out the post. Once that's done, go in on foot and locate a place to scout for snipers. Kill the snipers then quickly move to another location. Sneak onto one of the sniper platforms. You can see the entire farm, making it easier for you to pick off enemies. Snipe any enemies you can locate then get down from the platform and make your way to the green house. Kill anyone that gets in your way. Locate the red pump and blow it up. (Find another mission. If you opt to meet your buddy, travel to the safe house. Your buddy wants you to go to the petrochemical plant and steal a container full of defoliant. Afterward you're to deliver the container to your buddy who'll use it to defoliate an area of the jungle. (Complete the buddy mission.) OR (Complete the UFLL mission.) Buddy Mission: Check your map. You'll see that the plant is practically right around the corner from the safe house. Drive cross country until you reach the access road. You'll have to deal with a few mercs, but they're no problem. Go in on foot. Find a good place to scout the compound. The container is in the large, main shed. Take out the guards and grab the container. You'll get a phone call. (Deliver the container to your buddy.) OR (Complete the UFLL mission.) Check your map. You'll see that the airstrip is just a short drive cross country from the chemical plant. The advantage of going cross country is that you'll avoid having to deal with guard posts. Drive from the airstrip to the OGC. It won't be long before you can unlock two new safe houses. Continue to the OGC, but first stop at the armory that's on the way to see if any new goodies are unlocked. Note: I got lucky. I was able to buy an ammo upgrade that let me carry five grenades instead of three; and a couple of accuracy upgrades. This mission will be easier to complete at night, so go to the safe house and set the time if necessary. Continue to the OGC. Use the northeast entrance and clear out the guard post. From there head into the farm using the metal fence for cover. You'll soon come to a building with steps leading to the roof. Kill anyone nearby then get to the roof. It makes an excellent sniper perch. From this position you're actually quite close to the green house where the pump is located. Take out any APR guys that you see. When you feel safe enough, get off the roof and make your way to the greenhouse. It should be the one in the middle. There's a lot of APR mercs, so you'll have to do some fighting. Kill anyone that gets in your way and get to the pump. Shoot it until it explodes or toss a grenade then skedaddle. Reputations will increase and safe houses will get upgraded. You"?ll get a phone call. Your buddy has seen the explosion and is making his run from the airstrip. You'll hear the plane fly over. Shortly after, your phone will ring again. Your buddy's plane was shot down and he needs help. (Get to the crash site and help your buddy.) Grab a vehicle and head to the southwest entrance. Blow by the guard post. Help your buddy mop up his attackers. You get more reputation and more safe house goodies. APR Mission 2: The door guard informs you that Kouassi is not available, but he knows of a prisoner being held at the slaughterhouse. Free the prisoner and he may prove to be useful. Note: There is no buddy mission for the prisoner rescue. Grab a vehicle and head to Mike's. Take the assault jeep, drive to the slaughterhouse and clear out a guard post at the access road. Just past the guard post you'll see a foot path on the left. Use the path to get to a point where you can scout the yard. The UFLL guys will all be practically in front of you. Snipe as many as possible then wade in and kill any survivors. Do a little search and destroy just to make sure you got everyone. Locate the prisoner and free him. This guy is now one of your buddies and the next time you see him at Mikes, he'll probably ask you for a favor. (Get another mission.) APR Mission 3: You're to go to the rail yard and blow up a tanker containing natural gas that the UFLL has been using to pay for food, medicine and arms. You"?ll get a phone call. Your buddy wants to meet and discuss the mission. (Complete the APR mission.) OR (Go meet your buddy.) If you opt to complete the APR mission travel by bus to the northwest region. You have a safe house not far from the bus station. Either walk or take the buggy. Set the time for night if necessary and grab the assault jeep. Go to the gun shop southeast of the rail yard and buy explosives. Keep heading south until you reach the next crossroad. Go right and follow the road to the tracks. Follow the tracks north to the rail yard. Take out the sniper who's atop the large shack. Make your way over to the shack and kill anyone who's nearby. Use the makeshift ramp to get to the top of the shack. Go on a sniping spree and kill all the guards. Locate the tanker and plant your explosives. Shoot a hole above the charge so that gas leaks from the tanker. Grab the nearby assault jeep and drive north to the main entrance. Set off the charge. (Go get another mission.) If you opt to meet your buddy, travel by bus to the northwest region and meet at the safe house. Your buddy wants you to kill a UFLL official who's holding back a troop train. This will free the troops for an attack. Your buddy will then derail the train and ambush the troops. (Complete the buddy mission.) OR (Complete the APR mission.) Buddy Mission: Check your map. You'll see that from the safe house you can travel south, cross country, to a pass that will put you within sight of the ranch. Ditch the jeep before you get to the main gate. Use the footpath to get close to the ranch. Find a high perch near the ridge so you can scout the compound. Snipe all the guards you can locate. Make your way towards the ranch house. Kill everyone that gets in your way. Locate the UFLL official and put a bullet in his head. You'll get a phone call. (Go complete the APR mission.) Go buy the explosives and then get to the rail yard and blow up the tanker. You'll get a phone call. (Go to the ambush point.) Follow the tracks to the ambush point. Locate the railcar with the ramp and use it to get to the other side. Help your buddy lay a smack down on the survivors. Your reputation will get increased and more goodies become available at your safe houses. (Go find another mission.) APR Mission 4: You're to go to the junkyard where the UFLL has been using the garage to service their vehicles and destroy the air compressor. You"?ll get a phone call. Your buddy wants to meet with you and talk about your mission. (Complete the APR mission.) OR (Go meet your buddy.) If you opt for the APR mission, it doesn't much matter if you go by day or night. Drive to the junkyard which is not too far from Pala. Use the west access road. The entrance there is a little further from the objective, but there"?s more foliage to use as cover. Circle east around the perimeter and locate a good spot to scout. Look for two sniper platforms. There's a sniper on the shorter of the two. Take him out then sneak inside. Play hide and seek. There are lots of old junk busses and other stuff you can use for cover. Carefully make your way over to the taller platform and get to the top. The air compressor is in the faded blue building in front of you. Go on a sniping spree. The bad guys will tend to approach in groups. Use grenades to take out several at once. Clear out the immediate area then go blow up the compressor. Grab a vehicle and escape through the southeast entrance. (Go find another mission.) If you opt to meet your buddy, take the bus to the northwest region. Grab a vehicle and go to the safe house. Your buddy wants you to steal a truck route map from the fuel depot. Your buddy will use the information to ambush a UFLL convoy. (Complete the buddy mission.) OR (Complete the APR mission.) Buddy Mission: Drive to the fuel depot by following the tracks. This will bring you to the rear of the compound, near the storage tanks. Take out the sniper who's on top of the nearest tank then get to the top of the tank. Stay low as you snipe. This will make it nearly impossible for bad guys to hit you. You'll only need to take out six or eight. Get down from the tank and locate the schedule. Once you have it, you"?ll get a phone call. (Go complete the APR mission.) Follow the tracks until you reach the road that will take you to the west entrance. Get inside and blow up the compressor. Once that's done you'll get a phone call. (Go meet your buddy at the ambush point.) Grab a vehicle or run to the southeast entrance. Head to the ambush point and help your buddy mop up the survivors. As usual you'll be rewarded with increased reputation and new goodies at your safe houses. (Get another mission.) APR Mission 5: Kouassi wants you to go to Goka Falls where Leon Gakumba is staying at his cabin and assassinate him. You'll get no phone call, so you're on your own. This mission will definitely be easier to pull off at night. (Go kill Gakumba.) Go to Mikes, visit the armory and swap out all your weapons for fresh ones. By now a Dragunov sniper rifle should have been made available. Note: The Dragunov is semi-automatic which means you can keep your eye on the scope without having to reload between each shot. Take a boat and travel to Goka Falls. The river will end at a narrow pass. There'll be a fishing shack with a couple of guards posted, but if you go in slowly and quietly, they won't notice you. You'll see another fishing boat to your right. There's a foot path there that will take you to Gakumba's cabin. Be careful, because the path is narrow and steep. When you get to the end of the path you'll see the cabin. A footbridge is the only way to get to the cabin. Snipe the guards. When they come looking for you they'll have to cross the bridge, making them easy targets. Once the guards are out of the way cross the bridge and enter the cabin from the right side. Calmly walk up to Gakumba and hack him. No need to waste a bullet. You're not done yet. You've been set up. Once you've whacked Gakumba, more guards will arrive and surround the cabin. Crouch down in the front room near the first aid kit. The doorway is the only way into the cabin. To get at you guards will have to enter one at a time. Waste bad guys until no more come and you can escape. Make your escape the way you came in. Shoot any guards that stand in your way. When you get back to the river, you"?ll get a phone call. Reuben, the journalist you met at the bar, wants to meet with you at the logging camp. He has important information for you. (Go meet Reuben at the logging camp.) Take the boat as far as Pala then drive to the logging camp. Reuben informs you of a huge offensive the APR is mounting against the opposition. This includes you and all your associates. Soldiers are on their way to the church in Pala and to Mike's. They intend to line everyone up and shoot them. The bad news is that you can only help defend one location or the other. You must choose. (Go to Pala and help defend the church.) OR (Go to Mike's and help defend the bar.) If you opt for the church, go to Pala and meet Father Maliya. Push a cabinet in front of the doors. Enemies will surround the church and shoot through the windows. Defend the church for as long as you can. If you opt for Mikes, run over the first bad guys you see near the bar and shoot a couple more. Go inside and help your buddy shove the refrigerator in front of the door. Enemies will surround the bar and shoot through the windows. Defend the bar for as long as you can. In either case, you"?ll either get fubar or a huge explosion will knock you out. This is part of the storyline. This is the end of Act 1. Act 2 Prologue: You get tossed off the back of a truck somewhere in the desert. When you come to, you're health is low and you can't heal yourself yet. There's a sandstorm that makes visibility all but impossible. (Find shelter.) When you get to your feet start looking for shelter. Don't worry about direction. Eventually you'll pass out like you did in Pala and someone will rescue you. When you come to you'll see that your rescuer is Jackal and you're in some hut. As before, you can only lie there and listen as Jackal gives his speech. He'll split when he hears the sound of vehicles approaching. Hector Voorhees of the UFLL will enter the hut. When he sees you're okay, he tells you he wants you to kill Kouassi, who's holding a troop rally. Voorhees leaves. (Go kill Kouassi.) Drink from the canteen when prompted and get up. Grab the weapons; and then go outside and get in the jeep Voorhees left. Check your map. You'll see that there's an armory not to far from your location. That's your first stop. Swap out the junk weapons. Check your map. You'll see that you can get to the objective by going cross country. The advantages are that it's more direct and you'll avoid having to deal with guard posts. When you're near Kouassi's rally, you'll be able to hear him speaking over a megaphone. Ditch the vehicle, but not too far away, and go in on foot. You'll see a grassy ridge that overlooks the area where Kouassi is speaking. There's a guard post at the top, but the guards are at the rally. In case things go south there's a mounted machine gun you can use and an ammo pile available. Get low and use the scope on the Dragunov to locate Kouassi. He won't be hard to find, he's the one on the soapbox using a megaphone. Put a bullet in the back of his head then toss grenades and Molotov's to create confusion. Get out of Dodge. You'll get a phone call. (Go meet Hector Voorhees at the UFLL headquarters in Sefapane.) Take off and go see what your new boss wants. Drive in the direction indicated until the scene fades and you transition into a different map sector. You'll have to deal with enemies in jeeps and wipe out a guard post at a crossroads along the way. Meet with Voorhees in Sefapane and he'll fill you in on what's been happening. Ever since your last gig went south, there's been a region wide cease fire in effect. Voorhees is unhappy about this; no war no job. His boss, Addi Mbantuwe, the local leader of the UFLL, doesn't seem inclined to get things going again. Voorhees' plan is to bring a barge carrying a load of Jackal's weapons into port under an APR flag. Thinking that the APR has broken the cease fire, Mbantuwe will surely take revenge and start the fighting again. Your job is to go to Jackal's island in Lake Segolo and escort the barge into Port Selao. Not only will this heat up the conflict, the UFLL will gain a boatload of weapons as well. (Go to Port Selao and meet the captain of the barge.) Note: You have no new buddies yet, so this is a solo mission. UFLL Mission 1: First thing you'll want to do is equip yourself to do the job properly. You just got paid so drive to the nearest gun shop. You should have an M79 Grenade Launcher now available. Buy it. Take along a shotgun and the PKM. Take the bus to the northwest station at Port Selao. Take a boat and head to the island where the boat is docked. When you reach the barge, take the time to note where the guns and ammo piles are located. Locate the captain in the cabin on the upper deck and you'll get your job description. Basically, you're the crew. You man the guns and repair the engine when necessary. When the job is done, the captain will be your new best buddy. (Defend the barge until it docks.) Defend the boat. Man the guns and take out bad guys that are on shore and in swamp boats. If the engine breaks down, kill off any bad guys before making repairs. Some jerk with a rocket launcher will fire RPG's at the barge. He'll be at the one o' clock position. Take him out quickly. Those RPG's can do a scary amount of damage. (Go to the clinic and talk to Dr. Oboa.) Grab a vehicle and drive to town. When you reach the tracks, go left and park near another car just ahead. Go through the hole in the fence and remember that spot. Locate the clinic and enter through the south door. Locate the Dr. in the back room and wait through his dialogue. Just as he's about finished, you can hear the sounds of gun battles in the streets. (Find a way to escape town.) As you go to leave, a stranger will tell you to use the back exit because it's safer. They'll briefly introduce themselves. You now have a second best buddy. Exit through the back door and go left. When you get to the second alleyway, go left again. Blow away anyone who's in your path and keep going straight until you get to the hole in the fence. Crawl through, grab a car and drive back to the docks. You"?ll get a phone call. (Go help the barge captain.) Grab a boat and head to the stranded barge. When you reach the barge, help kill the bad guys. (Go see the captain.) The captain will let you in on his plan for the future. The captain is leaving the boat and moving on to do some exploring. Your reputation has increased. (Go find a mission.) Swap your weapons out at the armory. There's a safe house not too far away, so it'd be a good idea to go and unlock it so you have a place to rest and save your game. Note: All of the upgrades that you earned for your safe houses in Act 1 will be gone and you'll have to start from scratch. UFLL Mission 2: The UFLL wants you to destroy the APR's source for a malaria remedy. The plant that's used to create the remedy is dried in a large kiln located in the Dogon cliff-village. You're to go to the village and destroy the kiln. You"?ll get a phone call. Your buddy wants to meet with you at a safe house to talk about the mission. (Complete the UFLL mission.) OR (Go meet your buddy.) If you opt for the UFLL mission, travel by bus to the northwest region. Locate the nearest safe house and set the time for night if necessary. The village is protected by cliffs on three sides and is impossible to get into any way other than the main entrance. The kiln is located to the rear of the village at the top of a hill. The only way to get to it is to go through the village. Approach the village from the south side and keep close to the cliff wall. You'll see some steps. Go up the steps and take out the first guard that comes your way. Quickly retreat back around the cliff wall and stay close to protect yourself from mortars. This will also force the bad guys to expose themselves in the open to get to you. Take them out one at a time. Continue up the steps, following the cliff wall. Take out any resistance along the way. You can approach the kiln from paths to the east or west sides of the village. When you locate the kiln, shoot one of the gas tanks. Just east of the kiln is a short path that will take you to a glider. Use the glider to get to the river from the cliff. When you reach the river go to your safe house. (Go find another mission.) If you opt to meet your buddy, go to the safe house and your buddy will fill you in on a plan. Your buddy wants you to go to an outpost near the village and kill the APR driver who transports the malaria medicine. This will leave your buddy free to dig through the guy's stuff and find out where the medicine is stored. He can then sabotage the storehouse. (Complete the buddy mission.) OR (Complete the UFLL mission.) Buddy Mission: Drive towards the outpost, stopping to take out a guard post at a crossroads along the way. Continue to the outpost until you come to a small village off the main road. Wipe out everyone in the village. This will bring other bad guys running. This is handy because the reinforcements are from the outpost. Kill them too and your job will be easier. Scavenge the village for ammo and such then continue to the outpost. Ditch the jeep within short walking distance. Go to the east side of the outpost, towards the river. When you reach the river, look for the sniper. Take him out then cross the river and find a high place among the rocks to scout the outpost. Scout for other bad guys to snipe. Cross the river if you can find no one else. Get to the sniper platform. Crouch down and the bad guys won't be able to locate you. Pick them off one by one. Locate the driver and hack him. You'll get a phone call. (Go complete the APR mission.) Once you've taken care of the kiln, your buddy will call. He's located the storehouse and needs your help. Use the glider to get to the river. Don't worry too much if you crash land. Your rescue buddy will come to your aid. Check your map. You'll see a nearby safe house to the west you can run to and unlock. Steal the jeep and head to your buddy's location. Blow by the outpost. Help your buddy mop up the bad guys. You just earned more reputation and safe house upgrades. (Go find another mission.) UFLL Mission 3: The UFLL wants you to assassinate a former shop teacher by the name Seth Uniya. Seth is at the Polytechnic teaching the APR bomb assembly and disposal. You'll get a phone call. Your buddy wants to meet with you at the rubbish dump north of the airfield to discuss your mission. (Complete the UFLL mission.) OR (Go meet your buddy.) If you opt for the UFLL mission, head to the Polytechnic. Ditch the vehicle just outside the main gate. Take out any bad guys you see in the front of the compound. Enter the compound and do a search and destroy to wipe out anyone you missed. Locate Seth in his office and kill him. (Go get another mission.) If you opt to meet your buddy, go to the rubbish dump. Your buddy wants you to first intimidate Seth into giving false coordinates for an air drop. This will divert the goods to the airfield where your buddy can grab them instead. Drive to the Polytechnic and assault the compound. Locate Seth and intimidate him into giving the false coordinates. Kill him afterward. You"?ll get a phone call. Your buddy needs help mopping up bad guys so he can collect the goods. (Go help your buddy at the airfield.) Drive to the airfield and help your buddy. When the mission's complete, everyone's reputation gets increased and your safe houses get upgraded. (Go find another mission.) UFLL Mission 4: An arms dealer by the name of Yabek has been selling arms only to the APR. Your job is to locate Yabek on his barge and terminate him. You'll get a phone call. Your buddy wants to meet with you and discuss your mission. (Carry out the UFLL mission.) OR (Go meet your buddy.) If you opt for the UFLL mission, travel to the barge's location which is under a railroad bridge. Wipe out all the guards at the check point then use a hang glider to get to the bottom of the ridge. Wipe out the remaining guards then find Yabek and put a bullet in his head. (Go find another mission.) If you opt to meet your buddy, go to the safe house west of Sepoko. Your buddy got his hands on a large bomb. He needs the fuse in order to arm it. Once he's got the bomb armed he can use it to blow up the bridge and drop the wreckage onto the barge, killing Yabek. (Complete the buddy mission.) OR (Carry out the UFLL mission.) Buddy Mission: Drive to the crash site. Find a good spot to scout. Tag the location of the fuse then start sniping bad guys. Grab the fuse and bring it to your buddy. He'll arm the bomb. (Get to the safe position.) Follow your buddy to a safe position and wait for the bomb to go off. More bad guys will come running. Man one of the machine guns at the checkpoint and help your buddy finish them off. As usual, reputation gets increased and you'll find new goodies at your safe houses. (Go find another mission.) Act 2 APR Mission 1: You meet Major Tambossa, leader of the local APR. Your mission is to travel to the dental clinic and destroy a truckload of nitrous oxide that the UFLL uses for surgeries. You'll get a phone call. Your buddy wants to meet with you and discuss your mission. (Carry out the APR mission.) OR (Go meet your buddy.) If you opt for the APR mission, drive to the dental clinic. Take out a couple of guard posts along the way. Waste all the bad guys at the clinic and blow up the nitrous oxide. (Go find another mission.) If you opt to meet your buddy, go to the safe house. Your buddy wants you to drive the truck to the UFLL garage in Sefapane before blowing it up. It needs a new distributor, so you'll have to get the part which is at the post office. (Go to the post office and steal the part.) OR (Complete the APR mission.) Buddy Mission: Drive to the post office which is southwest of the safe house. Scout for snipers and take them out. Wipe out the rest of the bad guys and take the truck part. Drive to the dental clinic north of the post office. Use the southeast entrance. Take out a guard post on the way. When you reach the clinic, take out the sniper in the tower. Get to the tower and up to the platform. Crouch and the bad guys won't be able to see you. Start sniping. This will put the guards in panic mode and they'll come looking for you. Pick them off one by one. When the area's clear, enter the clinic and locate the truck. (Repair the truck and drive it to the garage in Sefapane.) OR (Blow the truck up.) If you opt to drive, leave by the northwest entrance. Ditch the truck far enough away from the guard post so it doesn't get blown up, and then wipe out the guard post. The drive will be clear all the way to the garage. Just don't get into trouble. Pull the truck into the garage as far as it will go. Your buddy will meet you and short out a fuse box. You need to get into the flatbed and break open one of the cylinders. Once you've taken care of that, follow your buddy away from the garage. Help your buddy defend against attackers. Once the mission is complete reputations will get increased and your safe houses get another upgrade. APR Mission 2: The generator that powers the Liberation Radio transmitter is located in Weelgolo Village. Your job is to get to the village and destroy the generator. You'll get a phone call. Your buddy wants to meet at the safe house near the post office to discuss your mission . (Carry out the APR mission.) OR (Go meet your buddy.) If you opt for the APR mission, travel by bus to the southeast sector. Take the buggy as far as the safe house west of the village. Unlock the safe house and your rescue buddy will be available. From the safe house you can easily walk to the village via a pass. The pass provides a good spot for you to scout the village. It will also make it more difficult for bad guys to get to you. Go on a snipe fest and wipe out everyone you can see. Get inside the village and finish the job. Destroy the generator. (Go get another mission.) If you opt to meet your buddy, drive to the safe house near the post office. Your buddy wants you to kill the propaganda minister. After that go to Weelgolo Village and intimidate the deejay into reading a false news story. This will bring troops to an ambush point where your buddy can eliminate them. Afterward, blow up the generator. (Kill the propaganda minister.) OR (Go to Weelgolo and destroy the generator.) The ranger station is located southeast of the safe house on the bank of the river. Set the time for night. Get down to the river and follow it to a point that's just across from the station. Keep low and close to the cliff wall to make it difficult for snipers to get a good shot at you. Take out all the snipers and guards at the front of the station. When the way is clear, cross the river and get to the upper level of the station. Clear the area of guards. Locate the official and kill him. You'll get a phone call. Now that the propaganda minister's dead, your buddy says to move on to the village. All he asks is that you don't blow up the generator until after his message is sent. (Intimidate the deejay.) OR (Blow up the generator.) Get yourself back to the safe house. From the safe house you can locate the pass that will take you to a vantage point near the village. Get to high ground and keep low. Start sniping at targets. This will empty the village and force the bad guys to come after you in the open. There'll be a fair number of them, but some handy sniping combined with grenades and Molotov's will take care of them quickly. When you've cleared the area, pass through the village and locate the deejay. Intimidate him into reading the false news story. Once he's broadcast the story, grab one of the explosives from the floor of the shack, go up the hill and plant the bomb. Detonate it from a safe distance. You'll get a phone call. (Meet your buddy at the ambush point.) There's a hang glider that you can use to glide safely to the bottom of the cliff and a nearby checkpoint. Grab a vehicle and drive the short distance to the ambush point and help lay a smack down on the bad guys. As a reward you get increased reputation and upgraded safe houses. (Go get another mission.) UFLL Mission 5: When your get to UFLL headquarters you learn from the door guard that there is no job for you. The guard has information though about a prisoner being held by the APR at the Dogon Sediko. The prisoner may prove useful later. Travel by bus to the northeast sector where you can take advantage of the nearby armory and safe house. Go on foot from the armory, heading southwest. Stay close to the ridges and keep to the brush as much as possible. Once you've skirted the crash site you'll come to a pass that will lead you to the rear of the Sediko. The prisoner is being kept in a hut at the top of the hill. Quietly take out any nearby guards then enter the hut. You'll see a ladder-like structure. Climb to the floor above and free the prisoner. Double back the way you came. (Go get another mission.) Apr Mission 3: The APR wants you to destroy a pipeline the UFLL is using to pump fresh water from Lake Segolo. In order to do this, you first have to retrieve explosives from the TaeMoCo diamond mine. Drive southwest until you come to a first aid checkpoint and wipe it out. Snag a ride with some firepower and head to the mine. There's a safe house not too far away. The mine has entrances to the north and south. Use the access road to the north entrance. You'll come to a small four man guard post. Take out the jerk with the rocket launcher in the guard tower then finish off everyone else. Continue to the mine and kill everyone in the compound. Locate the TNT and head to the pipeline. You'll get a phone call. Your buddy wants to meet with you at the safe house near the north access road. Since the safe house is on the way to the pipeline, go meet your buddy and see if they have a better idea. Your buddy wants you to sabotage the safety control at the pump house first. Do this and there'll be even more of a mess after you've ruptured the pipeline. (Carry out the buddy mission.) OR (Go blow up the pipeline.) If you opt to carry out the APR mission, leave the safe house and head to the construction site where the objective is located. Wipe out everyone in the compound and plant your TNT then run. (Go get another mission.) Buddy Mission: Travel east and wipe out the first aid checkpoint. Continue until you reach the pump house. Take out the checkpoint and be sure to kill the creep in the river lobbing mortars at you. Get to the pump house and shoot the control until it breaks apart. You'll get a phone call. Your buddy gives the go ahead to get to the pipeline. Travel to the pipeline and blow the sucker up. You'll get a phone call. (Go help your buddy at the diamond mine.) Get back to the diamond mine as quickly as possible. Locate your buddy and help lay a smack down on the leftovers. As usual, everyone's reputation gets increased and safe houses get new goodies. (Go get another mission.) APR Mission 4: Major Tambossa says the conflict must end. He wants you to deliver a letter to Mbantuwe at the brewery. In return, Mbantuwe will give you a satchel with diamonds inside. You're to deliver the diamonds to Tambossa as a sign of a good faith agreement. Before you can leave APR headquarters you're met inside by your buddy. Instead of delivering the diamonds to Tambossa, he wants you to take them and meet him at the airfield. He's arranged for you both to be flown out of the area and the diamonds are for the pilot's payment. The brewery is on the other side of Lake Selao. Go by bus to the southeast sector. From there go the nearby safe house and get some wheels with firepower. When you reach the brewery, bodies are all around. Go upstairs and you'll see Mbantuwe lying dead outside his office. Go inside and snag the satchel. Just as you do, you're bushwhacked by Jackal. Wait through another one of his speeches as he takes the diamond satchel. When he's done, he'll knock you out cold. This is the end of Act 2. Note: In Act 3 there are no buddy missions or side missions. If you want to complete all the side missions, you'll have to do so before the end of Act 2. Act 3 Prologue: When you wake up you're in some backwater prison. You're buddy is in the cell next to you. Because you never brought the diamonds, your buddy thinks you betrayed everyone. Your buddy will get taken away by guards. (Escape the prison.) Kick a hole in the wall and scoop up a machete, your malaria medicine and a couple of grenades. Exit and go left, and then up the stairs. Exit through the side entrance. Don't take the car. Go on foot. Keep to the foliage and sneak past enemies. When you reach the escape point, you'll get a phone call. (Meet Voorhees at Sefapane.) The fastest way to Sefapane is by bus. Check your map. There are two bus stations, but you want to get to the one in the southeast sector. Keep low and to the foliage. At your first opportunity steal an assault jeep. There's a safe house on the way to the bus station. Stop there and arm yourself from the storage crates. The pipeline is directly across from the safe house. You'll have to deal with attackers before you can move on. From the safe house you'll be able to get to the bus station and from there, the bus station in Sefapane. Grab a jeep and go meet Voorhees. UFLL Mission 1: When you meet Voorhees, you learn he's been running the UFLL since Mbantuwe's death. Tambossa has been hiding in the Dogon Sediko. Your job is to find Tambossa and assassinate him. (Go kill Tambossa.) Drive to the safe house nearest the Sediko. An assault jeep with a mounted mortar launcher will be waiting, but you might want to consider going on foot for this job. Set the time for night. Check your map. You'll see that the Sediko is not too far from the safe house. Keep to the foliage as you go and hide to avoid night patrols. You'll come to a pass that will take you into the village near the main entrance. You'll get some resistance, but some crafty fighting and a few grenades should do you nicely. When you get to the entrance take cover near the jeep. Snipe anyone in sight then get inside and into one of the nearest huts. From inside the hut you'll be able to defend your position and take out attackers as they're forced into the open to get at you. When you've cleared the immediate area exit the hut and locate Tambossa on the second floor of the hut where he's hiding and kill him. (Go find another mission.) APR Mission 1: Drive to Port Selao and go to the APR headquarters. Walton Purefoy has taken over leadership of the APR. He wants you to go to Sepoko and kill Greaves and his aid. Take the bus to the northeast sector. There's an armory in sight just down the road if you need to swap weapons or buy something. From the bus station, drive or walk to a guard post and scout it; and then from there go to the safe house northwest of Sepoko. Set the time for night and go in on foot. Use the pass to the north. When you can see the perimeter wall, locate and take out a sniper. Go through the hole in the wall. When you reach the entrance, snipe anyone you can see. Get to a sniper platform. Snipe anyone else you can locate then go find Greaves and his aid. Kill anyone that gets in your way. As soon as you've located Greaves, kill him. His aide will do some quick talking and offers you a deal if you spare his life. The aid says he can arrange it so you can kill Walton Purefoy from across the street. He says the shutters will be wide open. (Kill the aide.) OR (Travel back to Mosate Selao and kill Purefoy.) Note: I opted to kill Purefoy just to see what would happen. If you opt to kill the aide, the story will proceed in a slightly different way, but the end result will be the same. Travel back to Mosate Selao by bus. Grab the jeep and head to town. Park the jeep near the hole in the wall that you used the first time you had to escape town. Go through the hole and locate the building with the tall ladder leading to the roof. Climb the ladder and you'll see Purefoy in his office. Kill Purefoy and get down the ladder quickly. Ignore bad guys shooting at you. (Escape the town.) Go left and make a beeline for the hole in the wall. Grab a jeep and drive to the bus station at the docks. You'll get a phone call from Reuben. He has some information he wants to share and wants you to meet him in the bar at the marina. He also says that some of your old associates will be present. (Go to the marina and meet Reuben.) When you enter the bar, you'll see that Joaquim Carbonell and his aide are there too. Go to Reuben's table and listen to his story. There's been some sort of incident involving a shootout at the airfield. He's hired Carbonell and his aid to get him to the airport and wants to know if he can count on you if he gets in a jam. Go talk to Carbonell when you're done with Reuben. Carbonell wants you to go to the TaeMoCo diamond mine and kill Voorhees and his aide. This will allow Carbonell to take control of the UFLL. (Go to the mine and kill Voorhees and his aide.) Take the bus to the southwest station. You'll want an assault jeep, so grab the buggy and go to the safe house that's on the way. Get to the mine and wipe out the guards. Locate Voorhees and his aide. Once you've killed Voorhees, his aid will do some fast talking. He'll tell you that if you spare his life, he can arrange it so that you'll be able to kill Carbonell. (Kill the aide.) OR (Go kill Carbonell.) Note: This time I opted to kill the aid. After killing the aide you'll get a phone call. Reuben is being held at the airport along with other refugees. He doesn't think he'll make it out. You need to go rescue him. Note: This is what would have happened if you opted to kill Voorhees' aide. (Get to the airfield and locate Reuben at the hanger.) Get to the airfield as quickly as you can; stopping only long enough to take out persistent enemies along the way. When you reach the airstrip watch out for two guys packing mortar and grenade launchers. One is located on a ledge at the cliffs. The other is on the sniper platform. Take them out first then lay a smack down on the rest of the bad guys. Locate the hanger, open the door and go talk to Reuben. Reuben's decided he's not leaving until he's finished covering the story. He tells you that the UFLL and APR have joined forces and they don't want witnesses. There's also been some sort of riot at the prison and Reuben is sure that Jackal is behind it. (Go to the prison and meet Jackal.) Grab an assault jeep and head towards the prison. Stop only to take out persistent enemies. When you reach the prison, open the gate and go find Jackal in the middle of the courtyard. Follow Jackal around as he tells you what he has planned. He wants you to kill the leaders of the UFLL and the APR. He also wants you to kill the arms dealer and recover diamonds he stole from Jackal. Jackal wants the diamonds so he can bribe the border patrol. You must complete both objectives. Go to the bivouac site first or go to the LZ first, but you have to choose. Note: I went to the bivouac site first. Leave the prison through the east door. You'll be on foot the entire time, over rough terrain and swampy areas. This is where your map really comes in handy. You'll come across a first aid/ammo pile checkpoint. Kill all the mercs at the checkpoint then continue to your first safe house. Stock up and set the time if necessary. Note: There are three safe houses. Use them all. Continue on to the next safe house. You'll pass through a swamp and encounter bad guys. Kill them all then follow the path until you come across a few more bad guys. Swat them like swamp pests. The path will wind down towards a crashed plane then double back uphill. At the top of the hill you'll be able to see the safe house on the other side of a gap. Use the natural stone bridge to cross over. When you leave the safe house, the path to the right will lead to the bivouac site. It won't be long before you reach a point where you can see the camp and the UFLL and APL leaders. Continue down the path towards a one man guard post. Kill any guards on the path then get inside the post and get low. From here you can easily defend your position. Start sniping at the guys in the camp. Once you've taken them out, cross the footbridge and finish off survivors. Your reputation gets increased one last time. Leave the camp and follow the path, going left. You won't encounter any resistance along the way. When you reach the LZ, you'll see that it's suspiciously unguarded save for one person. That person is one of your old buddies. In order to recover the diamonds, you're going to have to kill several of your old buddies who don't much like you anymore. What's more is that they'll be harder to kill than when they were your allies. Put a bullet into the head of the lone buddy. They'll go limping off. Go over and finish the job. You'll see the diamond satchel that your ex-buddy was guarding the arms dealer is already dead. Grab the satchel and the rest of your ex-buddies will attack from behind the large felled tree. Run around the tree and start laying a smack down on your buddies. Keep moving, shooting and tossing grenades until you've killed them all. (Deliver the satchel to Jackal at his hut.) Leave the LZ the way you came in and head to Jackal's hut. Take out a few bad guys on the way. When you get to the hut, go inside and give the satchel to Jackal. Jackal will fill you in on his plan. He wants to see the refugees safely across the border. He needs the diamonds to bribe the border guards. In order to keep the militia from following the refugees, a charge has to be set off at the ridge to block the pass. This has to be done manually using an old car battery. There's no time for one man to do both jobs. One of you has got to take the satchel and the other has got to take the battery. You have to choose which job you want to carry out. (Take the battery.) OR (Take the satchel.) If you choose the battery, follow the path from behind Jackal's hut to the detonation point. Take out a few bad guys on the way. When you reach the detonation point, blow the dynamite. Fade to black then a cut scene where Reuben is taking photos of the refugees. There's a big explosion in the distance. Reuben turns and looks your way. The last thing you see is a fever induced haze. Congratulations on making it through Far Cry 2. If you choose the satchel, follow the path, heading left. Kill any soldiers you come across. When you reach the guard post at the border go inside and give the satch