Walkthrough by SENIORBILL
Far Cry 2 on SuperCheats.com



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                      Far Cry 2 Walkthrough for Xbox 360
                                By SENIORBILL
                            Version 1.0 May 10, 2009
                         Copyright 2009  William Poneta

                           E-mail: bilpon1@yahoo.com

                 TABLE OF CONTENTS   <TOC00>
          SUB-MENUS IN SECTIONS 5 THRU 8 and 11 THRU 14

1) INTRODUCTION                .  .  .  .  .  .  .  .  .  <INT01>
2) THE GAME PLAN: TACTICS AND WEAPONS.  .  .  .  .  .  .  <GPW03>
3) WALKTHROUGH                 .  .  .  .  .  .  .  .  .  <WLK04>
                 LEBOA-SEKA SECTOR
4) TUTORIAL                    .  .  .  .  .  .  .  .  .  <TUT05>
5) CONVOY MISSIONS             .  .  .  .  .  .  .  .  .  <CON06>
6) ASSASSINATION MISSIONS      .  .  .  .  .  .  .  .  .  <ASN07>
7) BUDDY MISSIONS              .  .  .  .  .  .  .  .  .  <BDY08>
8) UNDERGROUND MISSIONS-LEBOA-SEKA   .  .  .  .  .  .  .  <UNDLS>
9) MAIN AND SUBVERTED MISSIONS .  .  .  .  .  .  .  .  .  <MLS09>
   1)  SPECIAL OPERATIONS GEAR       .  .  .  .  <MLSU1>
   2)  THE KING’S GOLD               .  .  .  .  <MLSU2>
   3)  OGC IRRIGATION PUMPS          .  .  .  .  <MLSU3>
   4)  POLICE CHIEF ASSASSINATION    .  .  .  .  <MLSA4>
   5)  DESTROY THE NATURAL GAS TANKER.  .  .  .  <MLSA5>
   6)  JUNKYARD MAYHEM               .  .  .  .  <MLSA6>
10) GOKA FALLS AND THE TRANSISTION TO BOWA-SEKA   .  .  .  <GFT10>

                 BOWA-SEKA SECTOR
11) CONVOY MISSIONS            .  .  .  .  .  .  .  .  .  <CON11>
12) ASSASSINATION MISSIONS     .  .  .  .  .  .  .  .  .  <ASN12>
13) BUDDY MISSIONS             .  .  .  .  .  .  .  .  .  <BDY13>
14) UNDERGROUND MISSIONS-BOWA-SEKA.  .  .  .  .  .  .  .  <UNDBS>
15) MAIN AND SUBVERTED MISSIONS      .  .  .  .  .  <MBS14>
       7)  DOGON VILLAGE KILNS       .  .  .  .  .  <MBSU7>
    8)  SETH UNIYA ASSASSINATION  .  .  .  .  .  <MBSU8>
       9)  YABEK ASSASSINATION       .  .  .  .  .  <MBSU9>
       10) NITROUS OXIDE TANKS       .  .  .  .  .  <MBS10>
       11) SILENCE LIBERATION RADIO  .  .  .  .  .  <MBS11>
       12) PIPELINE SABOTAGE         .  .  .  .  .  <MBS12>
16) FACTION REPRISALS          .  .  .  .  .  .  .  .  .  <RPR15>
17) ENDGAME                    .  .  .  .  .  .  .  .  .  END16
18) GAME INFO-HINTS, GLITCHES, ETC   .  .  .  .  .  .  .  INF17

Update version 1.1 March 3, 2010
I have added all four underground missions. All missions are now “bookmarked”
with the numerous individual missions imbedded in menus within the document.
They are accessed via the main menu’s general heading. Individual buddy
missions, for example, can be located via the broad main menu heading-BUDDY
MISSIONS. I have also included many additional diamond locations and mission
details throughout the document.

                               INTRODUCTION  <INTO1>

A small diamond-rich African country, aflame with civil war, provides the stage
for Far Cry 2. Two opposing factions, the APR (Alliance For Popular Resistance)
and the UFLL (United Front For Liberation and Labor), are at odds; and a
notorious arms dealer, the Jackal, is stoking the fires by providing arms to
both sides. Caught in the middle are the hapless civilians whose efforts to flee
the widespread conflict are being vigorously obstructed by both factions. You
will take the role of a foreign agent tasked with the mission to find and kill
the Jackal.

The setting for the game is an open-world of 50 square kilometers, divided into
two sprawling sectors: Leboa-Seka in the north and Bowa-Seka in the south. It is
a landscape of great diversity. Deserts, dry savannahs, mountains, rivers, lakes
and jungles, are all woven together by primitive dirt roads and winding rivers.
During the course of the game you will walk, sprint, swim, drive vehicles, pilot
boats, take buses and even fly, using the occasional hang glider. Except for
steep grades, mountains and locked structures you can go nearly anywhere if you
are bold enough to do so. Vehicles and boats are readily available, and bus
stations provide fast and safe transport through the dangerous countryside.
Though a tenuous cease-fire exists in the towns, the country abounds with
hostile guard posts, villages and installations. Patrolling vehicles and patrol
boats make travel by road or water hazardous as well.

Joining the struggle is a motley group of ex-pats: the buddies. They will offer
alternate strategies for missions, ask for your help with personal quests or
vendettas and they may provide assistance when you are injured or dying. Their
primary hangout will be Mike’s Bar.

The currency of the game is rough diamonds, which you can earn by completing
missions for the factions or by accepting assassination missions, which are
offered anonymously. The landscape also contains 221 widely scattered diamond
briefcases that can be harvested during your travels. These diamonds will allow
you to purchase items necessary to pursue your ventures.

Far Cry 2, as outlined in this walkthrough, will take at least 35 hours to
complete; and, the game play, for a video game, is quite realistic. There are no
aliens, no bosses and no plasma rifles. The hostiles are men and nothing more,
and both their weapons and yours are actual existing weapons with realistic
capabilities. The incredible landscape, its immensity and the frequency of
hostile elements in it will require the player to use tactics as well as force
to survive and to succeed.
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                     THE GAME PLAN: TACTICS AND WEAPONS  <GPW03>

Because of the open-world nature of Far Cry 2, there is no linear path to follow
and no "right way' to play the game. This walkthrough will chronicle a game
completed on "hardcore" and will utilize reconnaissance, infiltration and
probing hit-and-run guerilla tactics rather than deliberate in-your-face
confrontation. Avoidance of the numerous guard posts and of the traveling
patrols will be advised. That being said, the unpredictable course of enemy
activities and the hazards of travel in this sprawling world will ensure plenty
of spontaneous action.

All missions will be outlined. The set of weapons carried for each mission will
be listed as will be the time of day, or night, best suited for the operation.
Other than the opening tutorial, the transition to Bowa-Seka and the endgame,
the game play will largely be determined by your mission choices.

Only the main sequence missions and underground missions to obtain malaria
medication are necessary to complete the game. Assassination, buddy, subverted
and even the convoy missions are optional. These optional missions, however,
provide the lions-share of the action. Available missions can be acquired
wherever a mission flag is present on your map.

After completion of the opening tutorial, the first order of business will be to
harvest enough diamonds in the Pala area to purchase the IEDs that are necessary
to pursue the convoy missions. This walkthrough advocates doing all four convoy
missions prior to tackling the more challenging missions that follow. During the
convoy missions you will be given the locations of enough diamonds to purchase
your initial set of weapons, which will be essential to the completion of
subsequent missions as outlined. Thereafter locations will generally not be
given in this walkthrough. It will, most often, be up to you to investigate when
your locator flashes. My companion diamond guide, available on this website,
gives the location and tactics needed to find the balance of the diamond cases,
as well as all golden AK-47s and all jackal tapes.

Upon completion of the convoy missions you may choose any available mission.
These mission outlines can be found in their respective category in the index.

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You may carry three weapons and a machete at all times. These weapons, however,
are segregated into primary, secondary and special categories that restrict your
possible combinations. If you carry a sniper rifle as your primary weapon, for
example, your secondary or special weapon should be an assault rifle or machine
pistol. If your special weapon is the silent dart rifle, then a shotgun or
assault rifle is a good choice as your primary weapon. In this outline, the M-79
grenade launcher will dominate as your secondary weapon. The grenade launcher is
a superb assault truck killer and is integral in the completion of many
missions.

The explosive and incendiary devices are also potent weapons. The dry-grass
environment and the frequency of combustible barrels, tanks and ammunition piles
make fire a powerful weapon, and an excellent way to discourage pursuit.

Following is the list of items to purchase or pilfer for this walkthrough, along
with their cost, category and suggested order of purchase. During the course of
the game, however, you will acquire enough diamonds to indulge in the purchase
of many other weapons you may covet, especially if you track down diamond cases.

Note: weapon specifications can be accessed on the game disk by going to
“upgrades”. Refer to this section for this information.

Leboa-Seka sector:

1)  Homeland shotgun             (primary)      4  diamonds (tutorial choice)
2)  IEDs                         (secondary)    10 diamonds
3)  M1903 sniper rifle           (primary)      10 diamonds  or
3)  Dragonov SVD sniper rifle    (primary)      20 diamonds
4)  PKM machine gun              (special)      10 diamonds
5)  M-79 grenade launcher        (secondary)    20 diamonds
6)  Dart rifle                   (special)      10 diamonds
7)  RPG-7 rocket launcher        (special)      20 diamonds (see note below)
8)  AK-47                        (primary)      10 diamonds (see note below)
9)  Grenadier webbing                           10 diamonds
10) Primary weapons crate                       16 diamonds
11) Secondary weapons crate                     8  diamonds
12) Special weapons crate                       24 diamonds

Bowa-Seka sector

13) Marksman's bandolier                        15 diamonds
14) AS50 sniper rifle            (primary)      35 diamonds
15) SAW machine gun              (special)      20 diamonds
16) AR-16 assault rifle          (primary)      20 diamonds
17) C.G. rocket launcher         (special)      35 diamonds (see note below)
18) MGL140 grenade launcher      (primary)      35 diamonds
    Camouflage suit              (purchase as soon as you have extra diamonds)
    Assault truck repair         (purchase as soon as you have extra diamonds
    USAS-12 auto shotgun         (optional purchase to replace Homeland shotgun)
    Uzi, Mac-10 or Eagle 50      (seldom used in this outline, but good choices
                                 (as an alternate secondary weapon. These can
                                  be picked-up frequently as enemy drops)
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GOLDEN AK-47 LOCATIONS: LEBOA-SEKA

East sector: The golden Ak-47 is on a table in a shack on the extreme southeast
portion of the east sector map. It will be to the east and on the opposite side
of the east sector’s weapon shop.

Southwest sector: The golden AK-47 is in a cave on the northeast side of the
shoe-shaped mountain to the northeast of the southwest weapon shop. Knock the
boards out of the entrance of the cave to get the weapon.

Northwest sector: The golden AK-47 is in a boarded-up cave on the southwest tip
of the mountain west of the cattle ranch. This area is thick with hostiles, so
tread warily.

Southeast sector: The golden AK-47 is lying east of the lake which is southwest
of the bus station and due west of the guard post but on the opposite side of
the mountain from the guard post.

Weapon upgrades: if you frequently change weapons at the shop, jams will be
rare. The weapons most likely to jam are the dart rifle, AS50 sniper rifle and
the AR-16. Reliability upgrades for them are definitely recommended.

Note: An excellent way to save diamonds is to purchase the weapons crates and
pilfer weapons from the environment. Buy the primary crate for 16 diamonds and
store a golden AK-47, which by the way, is a simple AK-47 that is extremely
durable. Buy the secondary for 8 diamonds and the special weapons crate for 24,
then enter Mokuba shanty town using the procedure outlined in "ASSASSINATION
MISSION: MOKUBA SHANTYTOWN", take down the sentry on the platform to get a free
RPG-7 rocket launcher and a Mac-10 machine pistol to store in those crates. A
Carl G. rocket launcher is also available on the barge ride after entering Bowa-
Seka and at several other times during the game play. While weapons taken in
this way are oftentimes in less than prime condition, these weapons will not see
hard usage and the RPG-7 will serve you well during the game's first half, and
the Carl G. rocket launcher during the second half. Since the weapons crates are
on the purchase list anyway, buying them rather than an AK-47, Mac-10, RPG-7
rocket launcher and Carl G. rocket launcher would save you 75 diamonds.

The game map is as important as are the weapons. Without it you would be lost
and would stay lost. Unlike many in-game maps the one in Far Cry 2 remains
oriented to the points of the compass, with only the directional arrows for
yourself and the mission indicators moving. North will be up, south down, west
will be to the left, as you view the map, and east will be to the right. Because
there is no straight forward linear path to the game, all directional
instructions will be given as compass points using mountains, bus stations, safe
houses, even Joshua trees and the like as reference points. While many missions
have starting points dependant on random factors, many do have a definite
starting location, like Mike's Bar or Pala. When this is the case, an optimum
path to the objective will be given.

A word on guard posts and vehicle patrols. It would seem that the re-spawning
guard posts are a problem for many Far Cry 2 players. The open nature of the
game, however, allows you to bypass nearly every one. More often than not you
can drive off-road to do this; others will require bypassing on foot. You have
an option. Drive the roads near guard posts and challenge their turret guns,
pursuit vehicles, barricades and troops with cover to fire from; or take
advantage of the terrain the game offers in abundance and avoid them. Frequently
the off-road routes are shorter than the same route by road.

When on foot the frequent vehicle patrols can usually be avoided by taking cover
whenever you hear their approach. The grenade launcher will take care of the
chance encounters or, if your passage is detected, any vehicle dispatched to
intercept you. Many of the missions as outlined will fail if guard posts near
mission areas are attacked; so, if mayhem is your thing, indulge when the
mission complete flashes to accomplish both goals.
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                             FAR CRY 2 WALKTHROUGH  <WLK04>

TUTORIAL:   <TUT05>

Enjoy the lengthy ride into Pala with your chatty but informative cabbie. Many
of the scenes you observe on this ride will become familiar as the game plays
out. Trust me when I say the militiamen and their assault trucks along your
route won't be an uncommon sight.

As you approach Pala you will have the first of many malaria attacks. You will
regain consciousness and be at the mercy of the man whom you have been sent to
kill-the Jackal. Listen to his diatribe as you combat your malaria symptoms.
Soon you will pass out again only to awaken to the sound of gunfire. The Jackal
has allowed you to live.

The slaughterhouse scenario that follows is one of the four possible situations
you can find yourself in following your escape from Pala. All of these missions
follow the same course, with only minor changes. Only this one scenario will be
outlined as an example.
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NORTHWEST: SLAUGHTER HOUSE

After your initial encounter with the Jackal you will be caught in the middle of
a failed cease-fire. Follow the tutorial prompts as you escape the hotel by
moving over the pile of rubble and through the hole onto the upper balcony. Go
left to the first doorway, pick up the G3-KA4 assault rifle and jump to the
windowsill, crouch and go forward through the open window. Turn left and move
along the metal roof. Jump down, and sprint through the barricade and then go
northwest toward the bridge. You will then collapse in the throes of another
malaria attack.

You regain consciousness at the slaughterhouse, where the tutorial will
continue. Follow the numerous instructional prompts and then pick up your
weapons, a G3-KA4 assault rifle, a flamethrower and a Makarov pistol.
Circumstances have put you in the debt of UFLL Lieutenant Anto Kankaras and he
wants you to clear the APR scouts from a position encroaching on UFLL territory.

Repair the car and drive it south after absorbing the tutorial prompts. Park
your vehicle near the windmill. Cautiously approach the house and kill the two
intruders. Enter the newly liberated safe house. After a call from Kankaras, the
tutorial will take you through the alarm clock procedure. It will allow you to
advance time by up to twelve hours. Set the time for nighttime, 10:00 PM or
later and upon waking, Kankaras will ask you to scout another APR position at
the cock-fighting arena.

Before going south, stock-up on syrettes and ammo in the shack near the main
road. Since you parked your car near a landmark, the windmill, you can find it.
Drive south from there and stop when prompted. Take the narrow dirt path on the
right side of the road, and follow the prompts to scout the facility with your
monocular. Kankaras will again call asking you to rescue a foreign hostage from
a bricked-up building in the compound.

Move west from your position to get clear the facility and then circle back to
approach the objective from the south. As you move back toward the facility,
sprint and jump to get over the rocks near where the cliff wall ends to gain the
area southwest of the brick-up building. This will prevent you from having to
use the gully for your approach. Careful monitoring of the sentries should allow
you to move through the hole in the metal fence on the southwest side of the
objective and into the bricked-up building. Free the captive. He or she will now
become your Leboa-Seka buddy number one for as long as he is alive or until you
reject his subverted missions and fall out of favor.

After Kankaras' call, drive north to meet him. Your payment will be 10 rough
diamonds, if you can find them, and some sound advice on malaria. The tutorial
will walk you through the procedure to locate the diamond briefcase, which is in
a boxcar south of the main building. Take Kankaras' advice and head for Mike'
Bar.

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MIKE'S BAR:

Drive your vehicle to Mike's Bar. It will be helpful to take notice of the red
(main objective), blue (secondary objective) and yellow (underground objective)
arrow indicators on the road signs as you drive. Learn to comfortably open and
close your map to help negotiate the rather convoluted road system.

Once near Mike's Bar, enter the weapon shop and interact with the computer. You
have 10 diamonds and three choices: the Homeland shotgun, the G3-KA4 assault
rifle and the Makarov pistol. This walkthrough recommends the Homeland shotgun.
It will serve you well and cost you only 4 diamonds. Go to the armory next door
and take the shotgun off the wall, then drop it and pick-up your assault rifle.
The longer range of the assault rifle will make it the better option while
conducting the convoy missions.

Exit the weapon shop and walk to Mike's Bar. Buddy number one will speak to you,
telling you, among other things, to talk to Reuben, the reporter. Reuben should
be able to help you acquire malaria medication. Talk to Reuben, a rare "good
guy," and be sure to pick up the tape before speaking to buddy number two. Exit
and head for the church in Pala. Delivering Reuben's tape to the priest will get
you your malaria medication, and future Leboa-Seka sector supplies will be
obtained by doing underground missions for the priest.

As you drive toward Pala your GPS locator will flash. The shack just north of
the weapon shop has a diamond briefcase (2) inside. Use your machete to dislodge
the boards to its rear and take the goods. Drive north toward Pala and just
south of town your locator will again flash. Follow your tracker to the west of
the road to find another briefcase (1) near a derelict car.

Go to the church in Pala and interact with Father Maliya. Exchange Reuben’s tape
for your pills. The tutorial portion of the game will conclude as you exit the
church; but prior to your first convoy mission, harvest the diamonds in the Pala
section.
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PALA AREA DIAMONDS:

The first order of business is to collect the 6 nearby diamonds around the Pala
sector. The first two, in the town’s “forbidden zones,” will be the toughest two
in this entire outline and can be skipped if you find their acquisition too
challenging at this early point in the game.

The first case is in the "forbidden zone" on the southeast side of Pala. Park on
the road leading to Mike's and silently approach the rear of the garage on the
southeast corner. The briefcase (2) is on the left side as you enter the garage
from the rear. You will probably be detected, so simply grab the briefcase and
sprint back to your nearby car. Drive far enough toward Mike's to clear the
alert.

Drive back into town and park on the northwest side near the second "forbidden
zone." Crouch and go through the hole in the wall to enter the building to your
right. Most often you can sneak in and out without detection. The briefcase (2)
is on a table to the left of the entrance. If detected, shoot if necessary; but,
once again, quickly drive out of town to clear the alert.

Drive out of Pala on the northeast road, crossing the bridge. On your map you
will see a rock formation that resembles an open-ended wrench. Your flasher will
not flash, but if you walk west from the road, it will. The briefcase (1) is
near a derelict car.

Travel southwest out of Pala, past the bus station, and over the bridge. Park
when you see a white car dead ahead. Walk north between the rock formations,
toward the river. Your locator will flash and you will find a briefcase (1)
among a pile of small boulders.

Drive back to the weapon shop near Mike's Bar and interact with the computer.
Three new weapons are available: the M1903 sniper rifle, the PKM machine gun and
IEDs. Purchase the IEDs for 10 diamonds and turn left to accept your first
convoy mission from the arms dealer behind the mesh. Go to the armory next door
and take the IEDs from the wall. Visit the explosive and ammo piles to top-off
your ordnance. Refer to "CONVOY MISSIONS: LEBOA-SEKA" to find the particulars of
your first convoy mission.
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CONVOY MISSIONS: LEBOA-SEKA  <CON06>

1)	NORTH CONVOY MISSION       <CMLSN>
2)	SOUTHWEST CONVOY MISSION   <CMLSW>
3)	NORTHWEST CONVOY MISSION   <CMLNW>
4)	EAST CONVOY MISSION        <CMLSE>

Four convoy missions are available in the Leboa-Seka sector, each unlocking
three new weapons. Each of the four convoy missions in the Bowa-Seka sector will
unlock one or two new weapons. These missions can be taken from any of the
weapon shops whenever the mission flag is active. The locations of the convoys
are random, but the weapons unlocked are not. See the unlocking order below.

Convoy 1 unlocks: Star 45 handgun, Flare pistol, silent Makarov 6P9
Convoy 2 unlocks: AK-47, Mac-10 machine pistol, RPG-7 rocket launcher
Convoy 3 unlocks: Spas-12 shotgun, Silent MP-5 machine gun, LPO-50 flamethrower
Convoy 4 unlocks: Dragonov SVD sniper rifle, M-79 grenade launcher, Dart rifle

Convoy missions can only be taken if a main mission is not in progress, but they
can be taken consecutively. This is what this walkthrough advises, since the
weapons required for subsequent missions, though not extensive, often depends on
having a specific weapon. As it would happen, two or three of the four weapons
required are on the fourth convoy.

There are 221 diamond cases available in the game. During the convoy stage, this
walkthrough will provide the location of more than enough cases to purchase your
initial set of weapons. The least contested diamond briefcases in the area of
each convoy will be listed after the convoy mission details.

When approaching the route of a convoy, it is imperative that you enter the area
and set-up your ambush when the convoy is out of your vicinity. If you are
detected, the convoy and its assault truck escorts will aggressively defend the
shipment, making the task much more difficult.

NOTE: When setting IEDs, once the first is planted, you will have the detonator;
press the left trigger to de-select the detonator and select another IED device.
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WEAPONS PURCHASE PLAN:

Your first purchase should be the Homeland shotgun during the tutorial. The
"PALA AREA DIAMONDS" section will yield enough diamonds to purchase the IEDs,
necessary for the convoy missions. You may purchase the M1903 sniper and PKM as
soon as you have enough diamonds or you can wait until after the fourth convoy
is destroyed and purchase the semi-auto Dragunov sniper rifle. Ultimately, the
game plan is to acquire a sniper rifle, the PKM, dart rifle and the grenade
launcher prior to taking on the other missions. As outlined earlier the rocket
launcher, golden AK-47 and other weapons can be found and used, or stored, or
they should be purchased as diamonds are earned. The weapons crates and the
grenadier webbing are other early game purchase priorities.
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NORTH CONVOY: LEBOA-SEKA:  <CMLSN>

Weapons: shotgun or assault rifle, (IEDs), whatever else you have
Time:    doesn't matter

If the mission wasn't acquired at the north weapon shop, the best way to
approach the mission is via the northeast bus station. Take the car and go off-
road, driving on the north side of the road, through the sandy boulder-strewn
scrubland to avoid the guard post and the enemy occupied safe house beyond it.
Aim to connect with the railroad tracks north of the second guard post, taking
care not to drive off the steep incline than begins in that area. Follow the
tracks west and approach the south turn to the weapon shop carefully. Consult
your map to allow the convoy to get clear of the area. An ideal spot for the
ambush is southwest of the weapon shop. Place your string of IEDs near the large
rectangular stones there and then retreat to the hillside. Take a position there
and monitor the trucks as they head for disaster. Detonate to complete the
mission.

Northeast diamond locations:

West of the bus station, about halfway to the nearest guard post, there is an
abandoned shack on the south side of the road. The diamond case (2) is in the
dilapidated shack, sitting on a corner table. This case can be taken with no
opposition if you approach it from the east, taking to the grassy area on its
south side as you near the shack, allowing you to stay out of sight of the guard
post to the west.

Near a large Joshua tree on the east central border of the oasis there is a
diamond case (1) lying among some small boulders. Unless the “King’s Gold”
mission is in progress there will be no opposition at the oasis.

North of the old fort the road makes a cup-like turn. North of it there is a
huge Joshua tree and north of it there is a diamond case. (2)

North diamond locations:

Directly behind the north sector weapon shop there is a boarded-over grotto in
the side of the mountain. Knock out the boards to get the diamonds. (2)

To the northwest of the weapon shop, on the north side of the tracks, there is a
lake. On the north side of the lake, sitting on a rock, there is a diamond case.
(2)

West of the weapon shop, between two mountains, there is a black dot. The dot is
an abandoned shack at the end of a long, steep but drivable path. The diamond
case (2) is inside the shack. There are no hostiles in that area, but there are
vehicle patrols on the main roads to the north and the east.

South of the weapon shop there is a safe house. There is a metal shack just
north of it. Its position is indicated by a black dot on your map. The nearby
road is routinely patrolled, but if the car is eliminated or avoided, you can
get the diamonds (2) without interference from the safe house.

Due north of Shwasana there is a three-sided mountain. On the mountain’s west
side, at its mid-point, there is a derelict blue bus. Jump onto the wooden crate
on its south end and then jump to the roof to get the diamond. (1) There is no
opposition and no routine patrols in this area.

Due north of Shwasana, where the switchback road goes west, there is a wooden
observation platform on the south side of the road. Jump down from the platform
to access the diamond case. (3) This area has no foot or vehicle patrols.

There is an oblong rock formation northwest of Shwasana. On its southwest side
there is an opening that overlooks the fishing village and its harbor. There is
a crate at that spot with a diamond case on it. (1) Unless you have upset the
locals, there will be no opposition in the area.
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SOUTHWEST CONVOY: LEBOA-SEKA:  <CMLSW>

Weapons: shotgun or assault rifle, (IEDs), whatever else you have
TIME:    doesn't matter

Ride the bus to the southwest station. The convoy will follow an elongated
course that will bring it in front of the bus station as it moves east and
behind it as it moves west. Set your IEDs near the large billboard in front of
the station and wait inside the bus stop for the convoy to approach from the
west. When the convoy truck is destroyed, hostiles from the nearby safe house, a
patrolling assault truck that frequents the area and any survivors of the
convoy's escort will be on you quickly. Simply hop a bus and travel to safety,
and then return to harvest the areas diamonds.

Southwest diamond locations:

Directly west of the southwest weapon shop is a small mountain. On its west side
is a briefcase (3) sitting on a derelict car.

There is a safe house north of the weapon shop. Just north of the safe house and
west of the tracks there is a briefcase (1) among a jumble of boulders.

On the northwest side of the big lake near the cliff face there is an abandoned
shack with a briefcase (2) inside.

From the above location go to the north end of the big lake, let the patrol boat
turn south then swim across the lake. Walk down its eastern side and about
halfway down is a briefcase. (3)

From the above location, walk east angling to emerge on the road south of the
safe house. Allow the patrol truck to pass and cross the road and then sprint
north. A briefcase (2) sets in a depression on the east side of the road.

Northeast of the weapon shop is a small pond. The briefcase (2) sets on a rock.

Just east of the bus station is a safe house with three guards. The briefcase is
in a boxcar. Kill the guards, and then knock out the boards to get the
briefcase. (2)
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NORTHWEST CONVOY: LEBOA-SEKA:   <CMLNW>

Weapons:   shotgun or assault rifle, (IEDs), whatever else you have
Time:      night is preferred

From the northwest bus station drive west along the railroad tracks before going
north into the scrub to avoid Petro-Sahel and to reach the safe house to the
west. Either bypass it or stop and take out its two guards so you can advance
time to night. Drive south from that area and when the convoy is off to the east
or south, park west of the tracks and set up your IEDs on the road. Take up a
concealed position on the hillside and watch the destruction happen from there.
Vacate the scene of destruction before you are challenged by the SUV which
patrols the area.

Northwest diamond locations:

Directly north of the northwest bus station is a briefcase (2) on the north side
of the tracks, near a large Joshua tree. Beware of the cliff to the station's
north.

About mid-way between the far northwest safe house and the rail yard is a small
knoll. There is a briefcase (2) on top.

Northeast of the rail yard about mid-way between the tracks and the guard post
is a derelict bus down off the road with a diamond briefcase (2) inside.

South of the bus station is a lake. Near a large boulder in the lake is a sunken
car with a briefcase (3) sitting, underwater, on its roof.
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EAST CONVOY: LEBOA-SEKA:   <CMLSE>

Weapons: shotgun or assault rifle, (IEDs), whatever else you have
Time:    doesn't matter

If the mission isn't taken at the east weapon shop, access the area by swinging
north from the southeast bus station and turning west after the improvised
desert guard post (shown as a black dot on your map) to intersect the road south
of the weapon shop. Set up your string of IEDs on the road west of the weapon
shop and retreat to the dense growth of the hillside south of the road to
detonate.

Southeast diamond locations:

There is a briefcase (2) behind the southeast bus station, near the rear wall.

There is a safe house southeast of the bus station with a double rock formation
east of it. The briefcase (3) is in the cutout on the far east side of those two
formations.

Directly west of the oasis there is a large double rock formation. The briefcase
(2) is between them.

To the east side of the oasis and east of the pond there is a briefcase. (1)

This briefcase (3) is west of the southwestern safe house but is high on the
cliffs. Drive past the safe house and about three-fourths of the way down the
mountain. Park near the sandy incline and walk east along the grassy path and
the rocks to get to it. If you didn't take the safe house, hostiles may await
you when you return to your vehicle.

From the above location, drive to the canyon on the southwestern part of the
southeast sector map. Walk through the canyon and go east until your locator
flashes. (1) Watch for a patrolling truck.

From the above location, walk north a short distance to allow you to get down
the cliffs overlooking the lake. Walk to the west end of the lake to find a
briefcase (1) near an old lean-to. Watch out for a patrol truck monitoring this
roadway.

From the above location, walk along the south end of the mountain on the north
side of the lake. You will find a briefcase (2) at the north end of the lake.
To the south of this there is an abandoned camp with an assault truck. Steal it
and speed through the guard post to return to the southeast bus station area.

North of the southeast bus station there is a black dot in the desert. It is an
improvised guard post with three guards. A briefcase (2) sets on the roof of a
derelict bus. Use the hood of your vehicle to access it.

North of the guard post, on the north-south roadway going toward the weapon
shop, there is a lake on the east side of that road. A briefcase (2) is located
on a rocky knoll on the north side of that lake.

East diamond locations:

There is a safe house north of the weapon shop. Northwest of it, past the
shallow pond there is a briefcase (2) lying on the ground.

Due north of the weapon shop there is a crescent shaped mountain south of the
OGC farm. At the mid-point of that mountain is a path where you will find a
briefcase. (2) This is a bit of a walk but will be uncontested until you reach
the road, which is patrolled.

West of the weapon shop there is a long narrow body of water. On its east end
near the waterfall there is a briefcase (3) lying on the rocks.

Due east of the weapon shop, on the opposite side of the mountain there is a
shack where the road fades into the scrub. On the table there is a briefcase.
(1) There is also a golden AK-47, take it to save the 10 diamonds a regular one
would cost. When carrying a different primary weapon put the AK-47 in your
primary crate to retain possession of it. (The primary crate will cost you 16
diamonds.)
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ASSASSINATION MISSIONS:   <ASN07>

1) MOKUBA SHANTYTOWN   <ASMMS>
2) AIRPORT HANGER      <ASMAH>
3) PALA NORTH          <ASMPN>
4) SHWASANA VILLAGE    <ASMSV>
5) PALA SOUTH          <ASMPS>
6) SOUTH CONVOY        <ASMSC>

There are six assassination missions available in the Leboa-Seka sector. These
missions are given when you interact with any of the four cellular towers
displaying a mission flag. These missions cannot be undertaken if a main mission
is active but they can be taken consecutively. They can also be aborted by
simply taking another mission. Each Leboa-Seka assassination mission will pay 10
diamonds, payable upon completion of the deed.
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ASSASSINATION MISSION: MOKUBA SHANTYTOWN:   <ASMMS>

Weapons:    shotgun or assault rifle, grenade launcher, (dart rifle)
Time:       night is essential on this mission
Payment:    10 diamonds upon mission completion

Begin this mission north of Mokuba from the weapon shop or safe house, where you
can forward time to night, if needed. The maze-like shantytown has a large
garrison, so stealth is essential for a clean kill. This mission can, with care,
be completed with minimal force; but it can easily deteriorate into one of the
game's most intense firefights if you are discovered.

Walk southwest, crossing the road south of the safe house, and then go west
along the rock face past the waterfall, bypassing the guard post. Once past it,
follow the road south toward Mokuba. There will be no patrols on this road. As
you near Mokuba note the “50” sign and begin a stealthy advance. Take the dirt
path that splits to the right off the main road. Look for the large boulder to
its left and advance toward it.

A sentry with a rocket launcher will be on an elevated platform, beyond and
below the boulder. He will be your first concern and the mission's key to
success. A patrolling sentry frequents the area; so take out the rocket launcher
wielder with a silent headshot, but only when the roving sentry is not in the
vicinity.

If the sentry discovers his dead comrade during his rounds, he will signal an
alert. So, immediately, go east along the rocky hillside until you are even with
the windmill. Jump down. Peer around the rock and monitor for sentries. Allow
any sentry unaware of your presence to move away, but use the dart rifle if he
becomes wary and you are about to be detected. Creep forward past the windmill
and move quickly but cautiously between the two sides of the metal fence.
Patrols are unpredictable in this area so be prepared to use the dart rifle.

Monitor the targets position briefly on your map and then locate him with your
sniper scope. He will be wearing a brown suit, and may occasionally squat down
behind a wooden fence, making the shot more difficult. Zero in with your dart
rifle for the kill. A headshot is not necessary in this case. You can also use
the grenade launcher if you cannot get a clear shot. Reverse your entry path to
escape Mokuba.
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ASSASSINATION MISSION: AIRPORT HANGAR:   <ASMAH>

Weapons:    Assault rifle or shotgun, grenade launcher, (dart rifle) or
            Shotgun or assault rifle, grenade launcher, (rocket launcher)
Time:       night is best but not required
Payment:    10 diamonds upon completion

From the southwest bus station, drive east toward the objective, angling south
of the airport to achieve a position due south of the hangar. This will be just
outside the octagonal boundary as shown on your map. There is a double-edged
rock outcropping whose eastern end provides a perfect line of sight into the
hangar. If you have the rocket launcher, target the area to complete the kill.

If you have the dart rifle, you will have to move closer to achieve the kill.
Wait until the assault truck turns south of the hanger and goes east, then
advance to the derelict truck south of the hanger. This is an easy shot with the
dart rifle and has the advantage of not putting the garrison, with its assault
trucks, on alert. Either way, as soon as the kill is accomplished, get out of
the area. There are two assault vehicles at the airport and a sniper may be
active in the tower to the east and the patrolling truck will soon return on its
rounds.
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ASSASSINATION MISSION: PALA-NORTH:   <ASMPN>

Weapons:    sniper rifle, (IEDs), PKM
Time:       doesn't matter
Payment:    10 diamonds upon completion

Park your vehicle on the northeast road leading out of Pala. The target, wearing
a gray suit, is loitering in an alley on the north side of town. Taking him out,
even with silent weapons, will usually result in a firefight, so tackle this
mission by placing a couple of IEDs in the alley. Do this while he is facing
away and note your position on your map when you do this, since the target may
wander out of their blast radius. Return to your vehicle and detonate when he is
in the deadly zone. Drive out of town to clear the alert.
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ASSASSINATION MISSION: SHWASANA:   <ASMSV>

Weapons:    (sniper rifle), grenade launcher, PKM or
            shotgun or assault rifle, grenade launcher, (rocket launcher)
Time:       night is essential
Payment     10 diamonds upon completion

Travel east from the northwest bus station; and, if necessary, take the safe
house along the route. It is manned by three hostiles. Drive to the mission
area, and park on the switchback entry road near the "pedestrian" sign. Take the
footpath there and work your way down the west side of the village, cautiously
curling around to the south of it. Find a good vantage point, in cover,
orientated toward the target as indicated on your map. If the man in the brown
suit isn't there, slightly adjust your position for a better view and be
patient. He will come into your field of fire. This is a fairly difficult one-
shot kill with the rifle, so take your time with the shot. If you have the
rocket launcher, this is an easy kill once the quarry is spotted. Reverse your
entry path to escape Shwasana.
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ASSASSINATION MISSION: PALA-SOUTH:  <ASMPS>

Weapons:  assault rifle or shotgun, (IEDs), dart rifle (hand grenades)
Time:     doesn't matter
Payment:  10 diamonds upon completion

Park your vehicle on the southwest side of Pala, orientated for a quick escape
to Mike’s or out of town past the bus station. The victim will periodically walk
north in the alley from the metal shack near the south wall. Enter town through
the southwest barricade and, when he is going north, place an IED inside and
outside the metal shack near the south wall. Return to your vehicle and detonate
when he returns to the metal shack area. Drive out of town to clear the alert.

Alternate method:
While outside the wall on the southwest end of Pala, orient yourself with the
target, using your map for reference. When he is heading north, toss several
grenades over the fence to complete the kill. Get out of town to clear the
alert.
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ASSASSINATION MISSION: SOUTH CONVOY:   <ASMSC>

Weapons:    sniper rifle, (grenade launcher), PKM
Time:       night is preferred but not required
Payment:    10 diamonds upon completion

Drive east from the southwest bus station, past the safe house, along the tracks
and then south cross-country to the large rock formation southwest of the
airport. Approach the area when the convoy is off to the east. Park your vehicle
near the small boulder on the outcroppings southwest side so it's out of the
coming blast radius. Climb the rocks and look eastward.

The convoy will approach your position from the east and will pass south of you.
From the high ground you can see it coming when it passes south of the airport
hangers and it is an easy target for the grenade launcher as are its escort
trucks. Make a quick getaway back to the west because pursuit from the nearby
airport is possible though not probable.
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BUDDY MISSIONS: LEBOA-SEKA   <BDY08>

1)	 MARTY ALENCAR-CARGO SHIPMENT   <BDMA1>
2)	 MARTY ALENCAR-JUNKYARD DRUGS   <BDMA2>
3)	 MICHELE DACHSS-LOST DOCUMENTS  <BDMD1>
4)	 MICHELE DACHSS-DRUG DEALERS    <BDMD2>
5)	 JOSIP INDROMENA-PROPANE TANK   <BDJI1>
6)	 JOSIP INDROMENA-CAR SALESMAN   <BDJI2>
7)	 PAUL FERENC-OLD FORT QUEST     <BDPF1>
8)	 PAUL FERENC-DEFOLIANT FORMULA  <BDPF2>
9)	 QUARBANI SINGH-LOST LOCKBOX    <BDQS1>
10) QUARBANI SIMGH-PROTOTYPE AMMO  <BDQS2>
11) FLORA GUILLEN-WEAPONS CACHE    <BDFG1>
12) FLORA GUILLEN-CONVOY           <BDFG2>
13) WARREN CLYDE-SHWASANA          <BDWC1>
14) WARREN CLYDE-OGC FARM          <BDWC2>

Each of the ex-pat agents-the buddies-have two personal missions that you can
undertake. You can acquire these missions by interacting with them at Mike's
Bar. These missions are optional, and cannot be taken while a main mission is
active. They can be aborted by simply taking another mission, and they can't be
taken consecutively. They also don't pay anything. These are for reputation
only, but they are some of the most enjoyable of all the missions.

In addition to the buddy you release during the tutorial portion of the game,
two others will be unlocked automatically. Additional buddies will be unlocked
when the faction HQ doorman in either Pala or Port Saleo gives you the location
of and the option to free an additional captive. The Leboa-Seka rescue will be
at one of the alternate tutorial locations: the slaughterhouse, cock-fighting
arena, lumber camp or fresh fish facility. The Bowa-seka rescue will be at
either Sediko or at the brewery.

In the Leboa-Seka portion an additional buddy can be rescued from a plane crash
in the north sector. The plane wreck is north of Shwasana on the south side of
the tracks near the southeast side of the shoe-shaped mountain. You can see the
wrecked plane from a good distance. Beware of opposition in this area.

Note: Marty Alencar is unique among the buddies. He can appear in either sector
of the game. He will take the place of the character you have chosen to play.
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MARTY ALENCAR:   (BDMA1)

Storyline:  Marty has been swindled by a local militia commander and is unhappy.
A shipment of cargo he has paid for has been confiscated and is being readied
for shipment. He wants you to go to the bivouac near the villa on the north
river and destroy the cargo.

Mission:   Destroy the cargo near the militia bivouac on the north river
Weapons:   sniper rifle, (grenade launcher), PKM
Time:      night is preferred but not required

From the northeast bus station, drive off-roar going south through the desert
scrublands far enough to bypass the marina area. Continue south and park on the
road northwest of the safe house. Take to the river and swim toward the
objective. Much of the north riverbank is walk able, so utilize it to avoid any
active patrol boats. As you approach the safe house you will most likely have to
eliminate a patrol boat with your grenade launcher. This will get the attention
of the two guards. The south side of the river is also walk able near the safe
house, so use it and the sniper rifle to eliminate the guards. Save at the safe
house and forward time, if needed.

Walk west along the dirt path, and carefully angle toward the objective, taking
to the undergrowth, as you close in. This area is swarming with militiamen; so
when you see the cargo truck, hit the big truck with the grenade launcher. This
will also take out the cargo piles. Quickly reverse course and take the patrol
boat from the safe house to exit the area. Return to Mike's Bar to report to
Marty.
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MARTY ALENCAR:   <BDMA2)

Storyline: An unscrupulous medic at the junkyard clinic has sold Marty some fake
medicine. Seems there is no honor among thieves in Leboa-Seka, and Marty wants
you to teach him a lesson by destroying the man's supplies at the junkyard.

Mission:   Destroy the medical supplies at the junkyard
Weapons    shotgun or assault rifle, (grenade launcher), (dart rifle)
Time:      night is essential

Take the patrol boat from the west dock in Pala and pilot it to a point
northeast of the junkyard but far to the south of the guard post on the west
river. Walk toward the junkyard and, where the road forks, snipe the lone
sentry. Replenish your dart from the ammo can there.

Silently work your way around the junkyard's eastern edge and take up a position
south of the objective. Monitor the movement of the sentries and of the sniper
in the south tower. Use the dart rifle on them only if necessary. Move
cautiously forward, and, with the derelict blue bus on your right, creep up the
grassy hill on the left until you can see the shack on the right side of the
alleyway. Use the grenade launcher to shoot a grenade through the door and into
the shack, taking out the supplies. Immediately retreat from the area by
reversing course before pursuit can organize. Return to Mike's Bar to report to
Marty.
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MICHELE DACHSS:  <BDMS1)

Storyline:  Michele has lost some important documents when the train she was
riding in was attacked. She wants you to go to the rail yard where the wrecked
train car was taken after the attack and retrieve them for her.

Mission:    Go to the rail yard and find the lost box of files
Weapons:    shotgun or assault rifle, grenade launcher, (dart rifle)
Time:       night is essential

Drive southwest from the northwest bus station, stopping at the safe house, if
needed, to forward time. From there continue southwest on foot, bypassing the
guard post. Stay close to the rocky upper slope of the bone-shaped rock
formation and crouch while moving to avoid detection from the valley camp below.
When slightly past the valley camp start looking south for an elevated platform.

A sentry will be on or near a platform just north of the boot-like mountain near
that pathway. Take him out with the dart rifle and check for an additional
patrolling sentry that is sometimes in this area. After replenishing your dart
on the sniper platform, take the dirt path south, leaving it at the edge of the
mountain to continue working your way south. Stay as high up and as close to the
rock face as possible to bypass the guard post. Visible on your map is a break
in the mountain east of the rail yard and a dirt path there will take you over
the hill to approach the objective from the east hill.

Use the cover on the hillside to scout the movement of the sentries and note the
positions of the two blue and one greenish-blue Pullman car below. A sniper high
up on the northwest will not see you if you stay in cover while scouting. When
clear, move quickly but cautiously down the hill and go up the ramp and into the
first blue car, advance just into the next car and turn right, check for
sentries, and then go down the ramp and into the faded greenish-blue car to your
left. Turn left to find the box. If you are diligent you can reverse course and
escape without having to fire a shot. Return to Mike's Bar to report to Michele.
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MICHELE DACHSS:   <BDMD2)

Storyline:  Word on the street is that a drug shipment is arriving in the
country. Two APR scumbags are selling an insidious product called "hazelnuts"
which is a drug targeting children. She wants you to kill these traffickers who
are setting up shop in the southern sector.

Mission:    Kill the drug trafficker at the airport
            Kill the drug trafficker on the south river
Weapons:    shotgun or assault rifle, grenade launcher, (rocket launcher) or
            (sniper rifle), grenade launcher, PKM
Time:       night is best

AIRPORT TRAFFICKER:

Travel east from the southwest bus station, driving along the tracks and veering
south as the tracks go north. Park the vehicle in the low sandy area behind the
large rock formation due south of the hangar. This will be just beyond the
octagonal boundary as shown on your map. Move cautiously forward toward the
hangar, until you encounter a shallow ditch that will allow you to travel east
without being detected.

Take up a position southeast of the hangar and scout the drug trafficker's
position through the tall grass. He will be in the northwest corner of the
hangar. Target that area with the rocket launcher to complete this half of the
assignment. If you have the sniper rifle, you can take him from the same spot,
but it is a difficult one-shot kill.

SOUTH RIVER TRAFFICKER:

Drive east from the airport and then north toward the road south of the
objective. Park your vehicle near the crossroads. Walk north along the riverbank
to avoid detection. Circle toward the target as the river bends to the
northwest. Stay in cover as you creep toward the house to a point where you have
a view of its southeast entrance. The target will periodically step out of the
house so be patient. When he does, take him out with either the sniper rifle or
the rocket launcher. Leave the area by reversing your entry route. Report to
Michele at Mike's Bar to complete the mission.
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JOSIP INDROMENA:   <BDJI1>

Storyline: Josip is aghast at a UFLL plan to detonate a propane tanker at a
border crossing, killing the refugees fleeing the war torn country. The tanker
is being readied at the Petro-Sahel fuel depot and he wants you to take it out
before the nefarious plan is put in play.

Mission:   Destroy the propane tank at Petro-Sahel
Weapons:   sniper rifle, grenade launcher, PKM
Time:      night is preferred

The best starting point is the safe house northwest of Petro-Sahel. Approach the
fuel depot on foot from the northwest to minimize detection by the frequent
vehicle patrols in this area. The propane tank is at the extreme west end of the
facility, so use the rock outcroppings and scrub trees to make a stealthy
approach. Angle your approach to enter the facility where the railroad tracks
enter through a break in the fencing. Once you’re in, turn right and then left
onto the concrete apron. Toss a grenade under the propane tank and be on your
way out as it explodes. If there is pursuit, a few molotovs will start an
impressive fire in the dry grass, and distance will render the sniper on the
north end harmless. Report to Josip at Mike's Bar to complete the mission.
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JOSIP INDROMENA:   <BDJI2>

Storyline: A crooked car salesman has swindled Josip and he is angry enough to
want the man dead. Perhaps there is more to the story than this-perhaps not.
Josip has discovered that the man is hiding out in a shack on the west side of
Mokuba, and he wants you to go there and kill him.

Mission:    Kill the car salesman in Mokuba
Weapons:    (sniper rifle), grenade launcher, PKM or
            Shotgun or assault rifle, grenade launcher, (dart rifle)
Time:       doesn't matter

The key to this mission is a western approach to Mokuba. Take the patrol boat
from the dock near Mike's Bar and travel south stopping southwest of the canyon
leading into western Mokuba. Walk through the narrow canyon toward the
shantytown, taking out the two hostiles at the elevated safe house along the
way.

A patrolling sentry will occasionally pass near the shack but the target is
usually there alone. Silently make your way to the hillside opposite the shack,
looking across the shallow ravine. The target will periodically exit the shack.
When he does, take him out with the rifle or the grenade launcher. Reverse
course, and return to Mike's Bar to report his demise to Josip.
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PAUL FERENC:   <BDPF1>

Storyline: Paul needs some documents that are being stored at the old fort,
which is in APR hands. These documents concern a supply operation gone badly.
Paul wants you to get the documents for him.

Mission:    Recover Paul's documents from the old fort
Weapons:    (sniper rifle), grenade launcher, (PKM)
Time:       night is preferred

From the northeast bus station, drive west through the scrub to avoid the guard
post. If necessary, take the safe house east of the fort to forward the time to
night. Cautiously approach the fort, taking the dirt path off the main road.
When you see the snipers in the east towers, stop and take them out from long
range. Even if the fort goes on alert, your position will not be known and the
garrisons attention will not be focused.

Move up the winding path toward the eastern entrance, checking for any patrols
from the fort or from the guard post at the fort's west entrance. Gain access
through the east portal and immediately turn left into the chamber where the
documents are. Turn right after entering and get the briefcase. Exit the fort,
sprinting down the dirt path. Watch for hostiles from that west guard post.
Return to Mike's Bar to report your success to Paul.
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PAUL FERENC:   <BDPF2>

Storyline: Paul has information that the formula for a newly developed defoliant
can be obtained from the Claes Chemical facility. He knows people who will pay
well for the formula, and he wants you to steal it.

Mission:    Go to Claes Chemical and steal the defoliant formula
Weapons:    shotgun or assault rifle, grenade launcher, (dart rifle)
Time:       night is preferred

Drive east from the southwest bus station, and then turn north and follow the
tracks. Park well south of the facility and infiltrate using the depressed area
to the west to stay off the skyline. When abreast of the objective, use the
boxcar as a screen to scout the area. There is a hole in the fence and, if a
sentry is visible, either allow him to move away or take him out with the dart
rifle. Move through the hole and be prepared for any guards in or near the
structure. This facility has eight hostiles patrolling and it is possible for
them to be anywhere, but the facility is large and they are usually spaced
about. Turn left into the building, check around the corner to the right where
there is an open doorway and then get the document. Reverse course to vacate the
area. Sprint away if you are detected. Return to Mike's Bar to report to Paul.
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QUARBANI SINGH:   <BDQS1>

Storyline: Quarbani has lost his lockbox containing personal items somewhere
near the southern oasis. This area is the staging area for a group of special
operations fighters. He wants you to retrieve the lockbox for him.

Mission:    Retrieve Quarbani's personal items from the Oasis
Weapons:    shotgun, grenade launcher, (dart rifle)
Time:       doesn't matter

From the southeast bus station, drive to the north of the oasis and park well
out. There are no hostiles on the north side so use the rock outcropping to mask
your approach from the hostiles on the south side of it. The opening to the
crevasse where the items are is concealed by brush and is on the northeast side.
Enter and get the goods. Exit back to the north. Return to Mike's Bar to report
to Quarbani.
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QUARBANI SINGH:   <BDQS2>

Storyline: The APR has acquired a new type of ammunition and is trying it out
near the police station to the west. He believes it is being stored at the
garage near the police station and wants you to get him a sample of it.

Mission:    Obtain the prototype ammo from the garage near the police station
Weapons:    (sniper rifle), (grenade launcher), (PKM)
Time:       night is best but not essential

Drive west from the southwest bus station, and then north from the weapon shop.
Three hostiles guard the safe house along the way. Take it to advance time to
night or just bypass it on your way north. At the junction west of the
objective, park and continue on foot. Watch out for the patrol truck that
frequents this area, turning around just east of the objective. Crouch in the
brush on the garage’s entrance road and note the positions of the propane tank
and of the explosive barrel near the garage's entrance. When the guards are in
the blast area, hit both the tank and the barrel and immediately sprint forward
before the fire blocks your way, assault rifle in hand, into the garage for the
ammo. Reinforcements will quickly arrive from the police station so toss a
Molotov to block the rear entrance and sprint out reversing your entry route.
Avoid the spreading fire as you exit the area. Return to Mike's Bar to report to
Quarbani.
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FLORA GUILLEN:  <BDFG1>

Storyline: The local militia has occupied a ranch house in the northwest sector
and has a large cache of weapons and ammo on the site. Flora wants you to
infiltrate the place and take out the cache.

Mission:   Destroy the weapon's cache at the ranch house
Weapons:   shotgun, (IEDs), (dart rifle)
Time:      night best but not essential

From the northwest bus station, drive southwest and then go off road southeast
to park near the lake north of the cattle ranch. Move south on foot toward the
ranch and when you arrive at the big Joshua tree begin a stealthy approach using
the scattered boulders and scrub for cover. Wait for any sentries in the area,
there is usually only one walking perimeter, to move away from the rear of the
building or use the dart rifle to make a silent kill. Sneak into the building on
the left, as you enter from the north, and plant an IED or two, and then retreat
toward the lake before detonating. A lone sentry on foot patrol will oftentimes
be patrolling on the south side of the lake-so be aware. Return to Mike's to
report to Flora.
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FLORA GUILLEN:   <BDFG2>

Storyline: Flora is disgusted with UFLL bigwig Addi Mbantuwe. While the people
suffer and starve, he is importing expensive furniture and furnishings for his
personal use. She wants you to destroy his convoy.

Mission:   Destroy Mbantuwe's personal convoy
Weapons:   sniper rifle, (grenade launcher), PKM
Time:      doesn't matter

Take the bus to the southeast bus station and walk north to the first big rock
outcropping on the west side of the road. Struggle your way to the top and face
north. The convoy will approach your position from the north, and you will be
able to see it coming. Use the grenade launcher to take out the convoy truck and
its escorts. A routine patrol by an assault truck travels east and west past
your ambush site, so be aware before descending from your perch.
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WARREN CLYDE:   <BDWC1>

Storyline:  Mercenaries are using the fuel platform at the fishing village to
fuel their boats and Warren wants the platform destroyed. He wants you to do the
deed.

Mission:    Destroy the supply platform at Shwasana
Weapons:    shotgun or assault rifle, (IEDs), (dart rifle)
Time:       night is preferred

Access Shwasana fishing village from the northwest bus station. Take the buggy
there and travel east. Beware of the patrolling car from the guard post to the
east as you veer south toward the objective. Park your vehicle after the
switchback road turns east and make your approach to the north pier on foot.

Crouch in the vegetation near the lake and scout the pier and the platform out
on the lake. Boat patrols at night are infrequent in this area unless there is a
disturbance, so silently eliminate the two sentries on the pier. Surveillance on
the target platform is sporadic, so take the roving sentry out if he is present
or take advantage of his absence to swim out to the platform. Climb the ladder
on the north side and place all your IEDs on the platform, spacing them out for
best effect. Swim back to shore and detonate. Return to Mike's Bar to report to
Warren.
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WARREN CLYDE:   <BDWC2>

Storyline: Warren has learned that produce is not the only crop produced at the
OGC farms. A local drug called "khat" is being cultivated and Warren knows where
a sack can be had for the taking. He wants you to go there and get a bag being
stored between the two greenhouses.

Mission:    Get the sack of "leaves" from the OGC farm
Weapons:    (sniper rifle), grenade launcher, (PKM) (grenades)
Time:       night is essential

Drive south from the northeast bus station traveling through the sandy scrub to
emerge on the road south of the marina area. Park near the road opposite the
safe house to the east and take it. It is guarded by two hostiles and is a good
place to advance time and save your game. This mission will be a perilous one.

Drive south from the safe house and park far to the north of the guard post.
Move south on foot, staying close to the rock face until past the guard post.
Watch out for the frequent vehicle patrols in the area. The large arc-shaped
rock formation just south of the OGC farm has a passage at its mid-point and
this is where you need to go. Begin moving west off-road and then angle north to
enter this passage. Pass the diamond briefcase and jump up the rocks to gain the
upper footpath. Continue along until you see the OGC greenhouses ahead.

Use your scope to locate the sniper in the south tower and take him out. Then,
staying on the rocks, begin taking targets of opportunity, including the sniper
to the north. Pay close attention to anyone attempting to come up the grassy
path to your position. When everything goes quiet begin advancing with your
assault rifle ready for action. Move between the greenhouses and get the goods
and then reverse course, paving the way with the grenade launcher if there is
stiff resistance. Return to Mike's Bar to report to Warren.
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UNDERGROUND MISSIONS-LEBOA-SEKA:   <UNDLS>

1) NORTHWEST UNDERGROUND HOUSE   <UNDNW>
2) NORTHEAST UNDERGROUND HOUSE   <UNDNE>
3) SOUTHWEST UNDERGROUND HOUSE   <UNDSW>
4) SOUTHEAST UNDERGROUND HOUSE   <UNDSE>

There are four underground locations in Leboa-Seka, and four in Bowa-Seka.
Whenever you begin to run low on malaria pills you will get a mission added to
acquire medication. This is generally every other main mission or about 8 per
cent advancement of the game. The priest in Leboa-Seka and the doctor in Bowa-
Seka will assign you missions to deliver travel documents in exchange for your
pills. These missions can be undertaken while another is in progress, but don’t
put these missions off too long or you will collapse and have to re-start
whatever you were doing and still be low on medication. The underground
locations will generally have four defenders, but this can be as much as eight
or more because passing patrol trucks or reinforcements from nearby guard posts
will respond and join the fray, requiring you to eliminate more of the enemy to
unlock the location. Adding to this pain is the fact that glitches often prevent
an underground facility from unlocking. Once unlocked, the underground houses
will function as safe houses, where you can forward time and save your progress.
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NORTHWEST UNDERGROUND HOUSE:   <UNDNW>

Mission:    Deliver the documents to the veterinarian’s underground house.
Weapons:    (sniper rifle), grenade launcher, (PKM)
Time:       doesn’t matter
Payment:    Malaria medication

The underground house is northwest of Pala and east of the northwest weapon
shop. It can be reached by boat from the west Pala boat dock or from the
northwest bus station. As you approach it from the west, stop to take out the
patrol car, so you don’t have to watch your back during the firefight. Get onto
the high rocks overlooking the house and begin sniping. If a group gathers near
the assault truck, a salvo from the grenade launcher can thin the ranks and
start a fire, causing others to reveal their positions. Watch for flankers on
the road to your right and from farther out on the left. You will usually take
out about six hostiles before the safe house is freed.
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NORTHEAST UNDERGROUND HOUSE:   <UNDNE>

Mission:    Deliver the documents to the well and windmill underground location.
Weapons:    (assault rifle or shotgun), grenade launcher, (dart rifle)
Time:       doesn’t matter
Payment:    Malaria medication

Access the northeast underground house by driving south from the northeast bus
station and sneaking toward the facility from the edge of the mountain, prior to
reaching the road. About mid-way between the rusted out buses and the garage
there is a small tree against the cliff south of the facility. Behind it you can
climb the rock to gain the steep slope. This will give you a perch overlooking
the garage. Take out the four hostiles with your dart rifle or sniper rifle.
Additional hostiles may come in from the south guard post. Watch for pesky a SUV
that will join in the battle.
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SOUTHWEST UNDERGROUND HOUSE:   <UNDSW>

Mission:    Deliver the documents to the general store underground location.
Weapons:    (sniper rifle), grenade launcher, (PKM)
Time:       doesn’t matter
Payment:    Malaria medication

Approach the area from the south via the southwest bus stop or from the
southwest weapon shop. From near the mountain, use your sniper rifle or dart
rifle to eliminate all of the visible combatants. There are four defenders in
all, but a lengthy noisy altercation will bring a patrol truck, so watch your
back. A salvo from the grenade launcher hitting the parked vehicle will yield a
big splash and start a raging fire, oftentimes flushing the enemy into the open.
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SOUTHEAST UNDERGROUND HOUSE:   <UNDSE>

Mission:    Deliver the documents to the undertaker’s underground location.
Weapons:    (sniper rifle), grenade launcher, (PKM)
Time:       doesn’t matter
Payment:    Malaria medication

Approach the southeast underground house from the bus station, going through the
desert to the extreme southwest corner of the southeast sector. Park near the
canyon southwest of the underground house and walk through the canyon and take
up a sniping position adjacent to the cliff face. Begin taking targets of
opportunity. There are four hostiles and a patrol truck will probably join the
action, so be prepared for its entry. Use your assault rifle when the opposition
goes to ground. Molotovs work well in the dry grass surrounding the area.
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<MLS09>  MAIN MISSIONS: LEBOA-SEKA AND BOWA-SEKA:

The twelve main missions, six each for the APR and the UFLL, are mandatory to
the game's completion. The accompanying subverted missions are not. These
missions are available at either faction's headquarters whenever the mission
flag is present on your map. The fee for a mission remains the same, whether you
accept the subverted version or not.

When a mission is accepted and payment made, your number one buddy will call
offering an alternate strategy to pursue the mission. You can decline this offer
or you can meet him at a safe house for a briefing on his alternate course of
action. You will quickly deduce that these subverted missions do not make the
job any easier; but they will greatly expand the scope of the game play, taking
full advantage of the sprawling open-world environment. Acceptance of the
subverted mission does not make its completion mandatory. You are free to abort
it at any time. At the end of the subverted mission, when the main objective has
been completed, your number one will call, needing your help for his actions
during the mission.

All main sequence missions, both with and without the subverted missions, will
be outlined, with the main mission details, without, preceding the subverted
version. The initial availability of the missions depends on which faction
rescued you after your escape from Pala. So the following mission order is for
convenience only. You will largely determine the actual order by which faction’s
Headquarters you chose to visit.
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MAIN MISSIONS: LEBOA-SEKA

MAIN MISSION 1 (UFLL): SPECIAL OPERATIONS GEAR  <MLSU1>

Storyline:  Dr. Leon Gakumba, co-leader of the UFLL, is concerned about the
foreign special operations group that has set up camp in the southern desert. It
appears they are after an APR "high-value" target. His fear is that foreign
involvement may de-stabilize the status quo between the two factions. He and his
lieutenant will pay you to sabotage their operation by destroying their gear.

After accepting the mission, your number one buddy will call asking you to meet
him at a safe house near the east weapon shop. It seems he may be the "high-
value" target. He has been stealing APR supplies and selling them back for
profit. He believes your mission can be made easier, and set a smoke screen for
him, by getting an informant at a nearby villa to send false destination
coordinates. This will cause the gear to be moved to a shantytown called Mokuba.
He also suspects his activities may incur the wrath of the APR, so he may need
your help when the gear is destroyed.

Mission:    Destroy the special operations gear at the oasis
Weapons:    shotgun or assault rifle, (grenade launcher), (dart rifle)
Time:       night is preferred
Payment:    15 diamonds

From the southeast bus station drive the assault truck south, staying outside
the west octagonal boundary of the oasis, and then circling around to the south
staying just beyond the octagonal boundary. Using the brow of the dune to mask
your approach, move on foot toward the sand hill west of the lake. Maneuver to
the solitary boulder before the slope and monitor for patrols. Use the dart
rifle only if necessary. To your northeast will be a double set of boulders.
Move in between them. Use the objective marker on your map to pinpoint the gear,
and then shoot a grenade or two into the area. Immediately retreat south toward
your vehicle. There is an assault vehicle at the oasis so be aware that if you
are discovered, it may pursue you as you flee.
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MAIN MISSION 1 WITH SUBVERTED MISSION:

Subverted mission: Intimidate the informer into sending false coordinates
Main mission:      Destroy the special operations gear stored in Mokuba
Weapons:           (sniper rifle), grenade launcher, (PKM)
Time:              night is preferable

Drive north from the southeast bus station, going off-road through the barrens,
speeding past the improvised guard post by staying far to its east, before
swinging west when approaching the large Joshua tree on the dune to intersect
the road south of the weapon shop. After the briefing, advance time to night and
then drive west. (See note below for an alternate method to this subverted part
of the mission.) Stop before the guard post on the long narrow lake. Sneak past
it by following the rock face on the lake's south side.

The safe house ahead is guarded by three hostiles and is a good place to save,
but it is not required. Whether or not you take the safe house, continue north
from that area moving along the rock face until you encounter the road. Take the
narrow dirt path there. It will allow you to pass to the rear of the next guard
post undetected. (see note below)Continue toward the objective, crouching in
cover on the hillside when the complex comes into view.

Note:  Since this may well be your only trip to this area, get the diamond case
prior to taking on the garrison at the villa. The diamond case is on the rocks
just beyond the guard post and to the left of the path. Jump onto the rocks and
continue jumping to the case. (3)

Getting into the villa without a battle is extremely difficult on "hardcore", so
a thinning of the opposition is in order. First use the sniper rifle to take out
any visible sentries at the lower post, so they can't flank you in the coming
action. Then hit the sniper on the far balcony. Continue sniping until things
quiet down. Be constantly aware of possible flankers to your right. Jump down
from the hillside with your assault rifle ready for action.

Sprint left past the big truck and circle around to the rear of the garages to
access the side entrance of the villa. Go upstairs and intimidate the dispatcher
into sending false coordinates. The hostiles will not come upstairs during this
encounter, but if you give this guy space he may pull a pistol on you.

There will still be hostiles to deal with, so use the cover of the building to
soften-up the opposition before exiting the villa. Sprint out and go around the
backside of the garages and take the big truck. Drive east and run down the
guard at the guard post. Gun his sidekick down if need be. Commandeer the
assault truck parked there.

Drive south, racing past the guard post toward the weapon shop. Assault vehicles
will pursue. Stop when the ground troops are out of the picture and use the
turret gun against the vehicles. Go to the weapon shop to change weapons for the
Mokuba portion of the mission.

Note: Taking on the large garrison at the villa can be very difficult, nearly
impossible on ”infamous” and, while this alternate route will take you far
afield, it can get you into and, with luck, out of the villa with minimal or no
confrontation. Have the dart rifle or a silent weapon for this procedure. Return
to Pala after the briefing and take the boat from the east dock and go east
toward the objective marker. This route has no patrol boats. Stop short of the
safe house in the narrow watercourse and walk the east riverbank, taking to the
water to swim, underwater, past the safe house. Get onto the rocks (you will get
an action prompt to do so) and follow them to the rear of the villa.

The dock area is swarming with mercenaries but they will not see you if you move
carefully while crouched. Two sentries walk perimeter around the villa but both
will vacate the rear area periodically, allowing you to enter the villa’s west
entrance. If you weren’t seen entering, you can, if lucky with the guards
positioning, sneak back out using the same route. On rare occasions a guard will
be inside one of the villa’s side rooms. If seen, you can usually just sprint
back out, getting back to the rocky ledge and then to your boat.

Weapons:    shotgun or assault rifle, (grenade launcher), (dart rifle)
Time:       night is essential

From the weapon shop drive south, then cut southwest, cross-country, driving
between the mountains to intersect the road south of Mokuba. Drive toward the
shantytown, headlights off, until you see the big Petro-Sahel billboard in the
distance. Stop and turn the vehicle around for a quick getaway.

Not being detected is an absolute must to complete this mission without a major
firefight. Begin a silent advance along the rock face, using the tall grass and
bushes for cover. Closely monitor the area for enemy activity. A lone sentry
will periodically pass through this area. Wait for him to move away or take him
out with a silent headshot. Ahead you will see a tall metal fence with two red
APR stars. The path to the ravine where the gear is located is to its left,
obscured from view by a scrub tree.

When the area is clear of sentries, move quickly forward past the scrub tree and
step onto the metal ramp with your grenade launcher equipped. Elevate the barrel
and fire a grenade or two into the gear. If you are detected on the ramp, suffer
through a hit to take out the gear. Immediately turn and sprint to your vehicle.

Heal if necessary and then drive south to where your buddy is under attack.
He will be on the south side of a group of metal buildings and he or she will be
under fire from about six hostiles. Snipe the attackers with the dart rifle from
well out before moving in for close combat. The randomly scattered structures
provide good cover, but this is also true for the enemy. If given an opportunity
the enemy will man the turret on one of the assault trucks there. This guard
post is also the turn around spot for patrol trucks from both the east and the
west, so be aware that they can either enter the fight if in the area or show up
after the mission is completed.

As always, these buddy rescue scenarios are unpredictable. Sometimes your buddy
will wipe the enemy out-no problem. At other times you will arrive promptly and
nobody is there, but your buddy is just fine, just not there. At other times,
you can do everything right and he will die and that’s that. In this particular
scenario, your buddy may even target you; this is especially true if you try to
snipe from the high rocks to the east of the area. Of all the scenarios in the
game, these rescues are the least predictable, and they remain that way
throughout the game. This will likely be your first buddy rescue, so keep this
in mind. I won’t trouble you with this observation any more.

Note: Since you won’t likely return to this area, get the diamond in the
abandoned truck on the east side of the compound. (1)
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MAIN MISSION 2 (UFLL): THE KING’S GOLD   <MLSU2>

Storyline: The ousted king is back and once again Dr. Gakumba is concerned. The
king and his fortune in gold are being protected by the APR somewhere near the
northern oasis. Dr. Gakumba fears an alliance between the APR and the former
monarch will spell disaster for the UFLL. He also covets the gold and wants you
to locate it and "tag" it for recovery.

Your buddy will call after you accept the mission, requesting your presence at
the lakeside safe house in the northeast. It seems that the king's treacherous
son wants nothing to do with this country. He only wants his father's ring that
will assure him of inheriting the family fortune and titles. If you kill the
king, who is under APR protection at the old fort, the son will call off the APR
troops that are guarding the gold, making your mission easier. Your buddy will
be waiting at the oasis and may need your help if the deal turns sour.

Mission:     Go to the oasis and tag the king's gold for recovery
Weapons:     (sniper rifle,) grenade launcher, (PKM)
Time:        doesn't matter
Payment:     15 diamonds

Drive north from the northeast bus station traveling off-road toward the oasis.
Avoid the guard post by driving near the west boundary of the oasis before
turning east to approach it from the north, again near its northern boundary.
Find a good sniping position among the rocks and begin eliminating the guards.
Use the rocks as cover as you move toward the objective. Use the grenade
launcher and PKM as you close in and don’t spare the ammo on the survivors. The
gold is underground, so locate the ladder and complete the mission by
interacting with the cache. Re-supply before surfacing, and then steal the
assault vehicle to make your getaway.
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MAIN MISSION 2 WITH SUBVERTED MISSION

Subverted mission:     Go to the old fort, kill the king and take his ring
Mission:               Go to the oasis and tag the king's gold for recovery
Weapons:               (sniper rifle), grenade launcher, (PKM)
Time:                  night for subverted mission, main doesn't matter

From the northeast bus station drive south off-road through the sandy scrub and
stop before hitting the road just south of the mountain. Go west on foot,
cautiously sneaking past the marina and the guard post located east of the
briefing location. Stay crouched while moving as close to the western cliff face
as possible to bypass the guard post. Be aware of the SUV patrolling the area
north of the guard post. After the briefing, exchange your rifle for the AS50
sniper rifle that is laying on the floor, though it may later jam it makes the
entry to the fort less challenging. Sneak back to your vehicle. A lone sentry
will frequently patrol the dirt path to the west of the guard post. Sneak past
him to avoid a confrontation with the guard post’s garrison. Go north past the
bus station, bypassing the guard post by going off-road and stopping to save at
the safe house to the east of the old fort. The high outcropping northeast of
the safe house provides an ideal sniping platform and affords good protection
from patrol vehicles if you need to take the safe house. You will be using this
safe house frequently during coming missions.

Cautiously approach the fort, taking the dirt path, near the eastern cliffs.
Stay to the east side of the path after you pass the derelict bus and use the
cover of the cliff face and the brush to mask your position from the two snipers
on the high battlements. Use the full range of the AS50 to take out the sniper
on the west tower, and then advance until you see the other sniper on the
adjacent tower to the east and put him down. If the snipers fire back, the
garrison may go on alert, but they won’t know where you are and won’t be able to
focus their attention.

Move up the winding path toward the eastern entrance, checking for any patrols
from the fort or from the guard post at the fort's western entrance. At most a
lone sentry will investigate. Gain access through the eastern portal and
immediately turn left into the chamber and then go around to the staircase. It
is possible to meet a wandering sentry in this area so be prepared, but the
enemy will not follow you to the king’s chamber.

When you confront the king, don't hesitate to kill him because he will draw a
pistol if you do. Use your machete if you weren't detected on the way in. Don’t
forget the king’s ring. If you were detected on your way in, fight your way to
gain the east portal and then sprint out of the fort and down the dirt path to
return to your vehicle.

Once again return to the briefing safe house to give the ring to the prince.
Follow the same procedure that got you there and out again at this mission's
start. If you take the offered vehicle, be prepared to do battle with the guard
post and possibly with the patrolling SUV and with troops near the marina.

Drive north through the scrublands directly to the oasis. The prince has called
off the opposition, so only your buddy will be there. Descend the ladders and
interact with the gold cache to complete the mission; but as you do, the sound
of gunfire will erupt. Climb the ladders to find your buddy besieged by enemy
troops.

This is one of the toughest buddy rescues in the game and just staying alive can
be a challenge. This is a formidable task on both “Hardcore” and “Infamous.”
Start by climbing both ladders and immediately putting distance between yourself
and the eight or more combatants as soon as possible. Go north among the
scattered boulders. Your buddy will be down quickly, but going to him is death
for both of you. As you sprint away, much of the attention will shift to you.
Begin by sniping from a rocky area and flank left, putting distance between
yourself and the enemy. Use Molotov’s and grenades since you will be well away
from your downed buddy. Switch to your assault rifle or shotgun as the ranks of
the enemy diminishes, or when your AS50 jams, and then work your way back to
your buddy. Oftentimes the opposition will cease long enough for you to heal
your buddy, but the hostilities may not be over. Help your buddy eliminate the
last of the hostiles before departing. If you take excessive damage and require
a buddy rescue yourself, the extra gunman makes the mission easier to complete.
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MAIN MISSION 3 (UFLL): DESTROY THE OGC FARM’S IRRIGATION PUMPS  <MLSU3>

Storyline: It seems that the APR is providing security for a foreign corporation
using the OGC farm to produce cash crops. In exchange they are receiving
provisions that are precious in this war-torn country. The operation is
dependant on irrigation, and Dr. Gakumba and his associate wants you to sabotage
the pumps to sour the alliance and cause the foreigners to pull out.

Once again your buddy requests your aid. He will be at a safe house on the
southern river. While it is unclear what he gains in this venture, he will be
willing to aid your mission by spreading a defoliant over the OGC farm with a
crop duster; but only if you can attack the old chemical plant and steal a
canister of defoliant.

Mission:    Destroy the pumps at the OGC greenhouse complex
Weapons:    (sniper rifle), grenade launcher, (PKM)
Time:       night is preferred
Payment:    15 diamonds

Drive south from the northeast bus station traveling through the sandy
scrublands to emerge on the road south of the marina area. Be aware of an SUV
that routinely patrols this section of roadway. Park near the road opposite the
safe house to the east, and take it if you already haven't. It is occupied by
two guards and is a good place to advance time and to save your game.

Note: You can also drive north from the southeast bus station through the desert
shrub, avoiding the improvised guard post, by staying east of it and then
turning west to intersect the road south of the weapon shop. This will allow you
to gear-up and save prior to going north to enter the passage in the arch-shaped
rock formation south of the OGC facility.

Drive south from the safe house and park northeast of the guard post. Move south
on foot, staying close to the rock face until clear of the guard post. Watch out
for the frequent vehicle patrols in the area. The large arch-shaped rock
formation just south of the OGC farm has a passage at its mid-point and this is
where you need to go. Begin moving west, staying off of the road, and then angle
north to enter the passage. Pass the diamond briefcase and jump onto the rocks
to gain the upper footpath. Continue along until you see the OGC greenhouses
ahead.

Use your scope to locate the sniper in the south tower and take him out. Then,
staying on the high rocks, begin taking targets of opportunity, including the
sniper to the north of the facility if he is present. Pay close attention to
anyone attempting to come up the grassy path to your position. When everything
goes quiet begin advancing with your assault rifle ready for action. Move toward
the east greenhouse and work your way to the north end to locate the irrigation
pumps. Toss a grenade over the mesh fence to destroy the pumps. Retreat quickly
toward the southern path, clearing your path with grenades if you meet stiff
resistance at the southern doorway of the greenhouse. Make your way back to your
entry point.
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MAIN MISSION 3 WITH SUBVERTED MISSION

Subverted mission:  Get the defoliant canister from the chemical plant
Mission:            Destroy the pumps at the OGC greenhouse complex
Weapons:            (sniper rifle), grenade launcher, (PKM)
Time:                night is preferred

Take the patrol boat from the dock near Mike's Bar and pilot it south for the
briefing. From the safe house walk north on foot and pick up the dirt path as
you circle west to approach the chemical plant from the north. The sniper
overlooking the bridge near the guard post across the river may fire on you.
Take him out if you can spot him or just sprint ahead. While it is possible to
sneak into the facility to get the canister, it isn't likely. Find a good sniper
position on the north end and begin taking out the enemy, moving and retreating
if necessary to take advantage of the range of your rifle. Hit the yellow barrel
and the north side to start a fire to flush out anyone hiding there and if you
make it to the south side, hit the yellow barrel there as well. Move in when the
opposition wanes to get the canister. The facility has eight troops, but
oftentimes the fight may draw additional troopers from the safe house to its
southeast.

Note: Since you have wiped out the garrison, take a moment to get the diamond in
the main building. Climb the stairwell in the main building to gain the upper
walkway. Jump onto and then over the railing and then to the top of the truck to
get to the diamond case. (1)

Take the assault truck on the north end of the facility and drive south on the
tracks, cutting east to the safe house at the airport, which is now devoid of
opposition. (See note below.) After delivering the canister, drive west to the
bus station and travel to the northeast station. If necessary, visit the
southwest weapon shop to re-supply before proceeding.

Note: Since the airport is now devoid of hostiles, get the diamond from the
orange cargo container on the southeast side of the east hangar. (1)

Drive south from the northeast bus station traveling through the sandy
scrublands to emerge on the road south of the marina area. Park near the road
opposite the safe house to the east, and take it if you already haven't. It is
guarded by two hostiles and is a good place to advance time and save your game.

Note: Just south of the safe house there is a diamond case, sitting on a
derelict car. (1)

Drive south from the safe house and park northeast of the guard post. Move south
on foot, staying close to the rock face until clear of the guard post. Watch out
for the frequent assault truck patrols in this area. The large arc-shaped rock
formation just south of the OGC farm has a passage at its mid-point and this is
where you need to go. Begin moving west, staying off of the road, and then angle
north to enter the passage. Take the diamond if you haven’t already (2) and go
past the diamond case. Jump up onto the rocks to gain the upper footpath.
Continue along until you see the OGC greenhouses ahead.

Use your scope to locate the sniper in the south tower and take him out, if he
is present. Climb onto the rock ledge near the dirt path and begin taking
targets of opportunity. A sniper on the north end may also require your
attention. On the harder levels, like “Hardcore” or “Infamous”, the troops will
not rush out, they will conceal themselves and you will have to show patience.
Draw them out by tossing a grenade, but remember to keep one so you can destroy
the target. When they begin to advance on your position, use your rifle to thin
their ranks. Pay close attention to anyone attempting to come up the grassy path
to your position.

When everything goes quiet begin advancing with your assault rifle or shotgun
ready for action. Move toward the east greenhouse and work your way north
through it to the irrigation pumps. Toss a grenade over the mesh fence to
destroy the pumps. Retreat to the southern path; clear the south doorway with a
grenade if you meet resistance.

Make your way south to where your buddy's plane has been shot down. He will be
just beyond the passage to the south of the OGC farm. Help him take out the
seven or eight hostiles. He will be below a rock formation south of the crashed
plane and will be surrounded. The hostiles will use the rocky terrain and you
must too. Snipe as many as you can from near the high area and then move in
cautiously. Grenades are useful when you can see a group of combatants that are
not near your buddy. Oftentimes the two combatants from a patrol vehicle will
also join in the fight.
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MAIN MISSION 4 (APR): AMBUSH THE POLICE CHIEF’S MOTORCADE AND KILL HIM <MLSA4>

Storyline: APR thug Prosper Kouassi wants the local police chief dead. Why? He
doesn't give a reason but bribes and extortion are certainly in the mix. He is
traveling in convoy and they want him taken out "messy" to send a message to his
successor.

Your buddy will call wanting you to meet him north of the cattle market at a
safe house. Apparently the chief has been taking bribes as he plays the
faction's against one another. If you can steal an incriminating ledger he will
be forced to seek refuge at the police station, becoming a stationary target. In
the meantime your buddy will take this opportunity to ambush an arms shipment
and may call on you for help.

Mission:  Ambush the police chief's motorcade and kill him
Weapons:  sniper rifle, (grenade launcher), PKM
Time:     doesn't matter
Payment:  15 diamonds

From the southwest bus station drive west to the weapon shop and exchange your
car for the SUV. Drive north along the railway, bypassing or taking the safe
house along the way. Park near the tracks southwest of the police station and go
east on foot along tracks and the cliffs. Veer right away from the tracks before
the Joshua tree. Go northeast until you come to a gutted bus. Your locator will
flash when close to it. There is a diamond briefcase (1) in the bus. Stand in
the doorway of the bus and hit the motorcade head-on with the grenade launcher
to take out the police chief's SUV and its two escort trucks. Quickly get back
to your vehicle to avoid the attention of any patrol vehicles in the area.
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MAIN MISSION 4 WITH SUBVERTED MISSION

Subverted mission:  Go to Shwasana to get the incriminating ledger
Mission:            Go to the police station to kill the police chief
Weapons:            (sniper rifle), grenade launcher, (PKM)
Time:               night is preferred for subverted mission

Take the patrol boat from Pala and go north to the briefing at the safe house.
Your buddy will brief you on what will be a marathon quest. From there take the
river northeast, veering northwest at speed when the river bends to evade the
guard post. Stop near the bridge and quickly take to the bush on the east side
of the lake to avoid the attention of the patrol boats crews.

Note: This may well be your only foray into this area east of the fishing
village, so get the diamonds located there if you are not under fire. There is
an abandoned and mostly flooded structure on the northeast side of the lake.
Swim into the structure using the west entrance and swim to the southeast
corner. You can exit the water there to get the diamond case. (2)

Work your way from the east side of the lake, moving northwest around its
perimeter, passing the dock area and continuing to the lookout point in the
large rock formation northwest of the fishing village. Consult your map to
locate the overlook. From this elevated vantage point, take out the sniper on
the upper walkway of the large blue building. Then take targets of opportunity,
including the patrol boat crew. The enemy will go to ground after you get five
or six, with two of these being the boat crew.

Move to the south of the village and begin approaching the objective along the
wooden walkway. Your sniping alone will not have eliminated the entire garrison,
so be prepared to meet opposition as you move forward. Use the southern
structures to make a stand when the enemy comes to you. Retreat back to the
scrub on the south side to snipe if necessary.

Be extremely careful when you enter the blue building. Hostiles will often lay
in ambush inside the dark interior. Find the stairwell in the southwest corner
of the building and go up to intimidate the deputy. Take the ledger. The deputy
will not retaliate so it is not necessary to kill him.

Make your way back along the walkway to exit Shwasana and get back to your boat
near the bridge. (See the note below for an alternate route.) Be prepared for
the game's longest most contested boat ride. The two guard posts on the river
back to Pala can be bypassed by speeding through, but when you take to the west
river be prepared for opposition from several guard posts and from several
patrol boats. This trip will be made even more difficult by the river's winding
course, snags and by the darkness.

Note: The dark, contested boat ride can be eliminated by going to the north end
of the lake and stealing the car parked in the garage north of the big building
there. Take it to the northwest bus station and take a bus to the southwest
station and drive north to the police station.

Moor your boat southeast of the police station and move in on foot. When you see
the assault truck, look for the sniper dead ahead on the hillside platform. Take
him out and then look below for the sentry with the rocket launcher. Hit any
targets in the complex, and then hit the propane tank to start a fire in the
compound. If you are positioned among the rocks, watch out for flankers coming
up behind you. Enter the jail when opposition wanes and take out the police
chief in the jail. He will shoot on sight, so be aware.

Note: This will likely be the only time you will eliminate the garrison at the
police station, so take the trouble to collect the diamond case there. Climb the
crates on the north end of the shack to get to the roof and then jump to the
next roof to get the diamond. (1)

In all likelihood there will still be hostiles, so fight your way to the assault
truck you passed on the way in and drive east to your buddies ambush site. Speed
through the guard post on the route, and man the turret gun to eliminate the
pursuit trucks. If you don't they will follow you into the ambush site.

Help your buddy fend off the hostiles at the ambush site. As you near the site,
the road will be blocked by a fallen tree and beyond it will be the hostiles.
You can’t get to your buddy beyond, but a couple salvos from the grenade
launcher will take out the truck near the fallen tree and hopefully some bad
guys with it. Using the sniper is tough because of poor visibility, so move
forward cautiously with your assault rifle or shotgun. If any hostiles are on
your side of the fallen tree, toss a Molotov into the grass to burn them out.
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MAIN MISSION 5 (APR): DESTROY THE NATURAL GAS TANKER  <MLSA5>

Storyline: Prosper Kouassi has ascertained that the UFLL is using extortion to
obtain money to pay for supplies. Their major financial resource is the natural
gas that they have stored at the rail yard. The APR wants you to disrupt their
cash flow by destroying the natural gas reserve at the rail yard.

Your buddy will call asking you to meet him at the safe house east of the rail
yard for the briefing. A UFLL official at the nearby cattle ranch is withholding
a troop train, which he is planning to use for a personal side deal. Its
commander is a Gurkha and he is a high value target. When the crooked official
dies, the Gurkha will independently respond to the destruction at the rail yard,
allowing your buddy to destroy the moving train. He will need you to rendezvous
with him after the deed to fight off any survivors of the derailment.

Mission:   destroy the gas tanker at the rail yard
Weapons:   shotgun or assault rifle, grenade launcher, (rocket launcher)
Time:      night is essential
Payment:   15 diamonds

Drive southwest from the northwest bus station, stopping at the nearest safe
house, if needed, to forward time to night. Continue southwest on foot, staying
close to the rocky upper slope of the bone-shaped rock formation to avoid
detection from the valley camp below. Continue south when past the valley camp,
moving south toward the boot-like mountain.

A sentry will be on or near a platform to the north of the boot-like mountain.
Sneak past him using the grassy brow of the hill to mask your passage as you
move parallel to the main road. Watch for a patrolling car. When you cross the
dirt path, begin working your way south along the boot-like mountain. Stay as
high up and as close to the rock face as the terrain allows to bypass the guard
post. Visible on your map is a break in the mountain southeast of the rail yard.
A dirt path there will take you over the hill to approach the objective from the
east.

As you near the end of the path, having crested the hill, climb the rocky
outcropping to the left of the path. This jutting perch will give you an
"eagle's eye" view of the compound far below. Use you monocular to locate the
whitish tanker at the far end of the facility partially obscured by a blue
railcar. Target it with the rocket launcher for a spectacular completion of this
mission. The grenade launcher will also do the job if your accuracy is good.
Escape the area before pursuit can develop.
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MAIN MISSION 5 WITH SUBVERTED MISSION

Subverted mission:    Kill the UFLL official at the cattle ranch
Weapons:              (sniper rifle), grenade launcher, (PKM)
Time:                 night is preferred
Payment:              15 diamonds

Drive southwest from the northwest bus station, stopping at the nearest safe
house, if needed, to forward time to night. Drive south from there, going cross-
country to intersect the road southwest of the guard post. Speed south and crash
through the next guard post. Once through, stop and use the turret gun on your
pursuers, and then continue south to the briefing.

From the briefing drive north and park south of the re-spawned guard post and
continue northeast on foot, staying close to the shoe-like mountain to avoid the
sentry on the platform north of that area. Continue east and curl south around
the mountain's perimeter, finally going northeast toward the cattle ranch.

Note: There are two hostiles at the crude guard post, indicated by a black dot
on your map, and near their shack there is a diamond case. (2) Kill the two
guards and get the diamonds, as this will likely be your only trip to this area.

Take a concealed position high on the west hill and begin scouting and then
sniping. The guards will begin to advance, and, when they do, toss Molotovs to
start a raging fire. This will not only eliminate many hostiles but will cause
secondary explosions as well. Before advancing on the ranch house, toss another
Molotov near the house to expose anyone waiting in ambush. Enter the ranch house
and don't hesitate to take out the target, or he will target you. Make your way
back to your vehicle and drive south to the nearby weapon shop to get your
rocket launcher.

Note: This will be the only time you will eliminate the opposition at the ranch
house, so get the diamond. It is in the long structure on the west side of the
ranch. It is on the north end and is boarded in. Knock out the boards to get the
diamond. (1)

Weapons:   sniper rifle, grenade launcher, (rocket launcher)

Drive northeast from the weapon shop, and, just past the intersection, you will
see a dirt path on the west side of the road. Park there and move up the hill
toward the rail yard. As you near the end of the path, having crested the hill,
climb the rocky outcropping to the left of the path. This perch will give you an
"eagle eye" view of the compound far below.

Use you monocular to locate the whitish tanker on the west end of the facility,
partially obscured by a blue railcar. Target it with the rocket launcher for a
spectacular completion of this mission. The grenade launcher will also do the
job if your accuracy is good. Escape the area before pursuit can develop, and
return to your vehicle. Drive south to the weapon shop to change weapons.

Weapons:   (sniper rifle), grenade launcher, (PKM)

Drive north and speed past the first guard post, stopping to use the turret gun
against the trucks and cars that give chase. Drive northeast cross-country prior
to reaching the next guard post, to emerge on the road west of the bus station.
Make your way to the ambush site to the north.

Move toward your buddy who is making his stand on the southern hillside well
above the wrecked train. He is in a low crudely fortified enclosure and is
assailed by eight or more hostiles. Use your grenade launcher on groups that are
far from your buddy. Use the sniper on the others. For once, your position above
the battle allows you a decent view of the action.
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MAIN MISSION 6 (APR): JUNKYARD MAYHEM  <MLSA6>

Storyline: The UFLL has a makeshift garage near the landfill for repairing their
fleet of 1,000,000 assault trucks-eh-just kidding-probably only half that many.
The APR wants you to raise some hell over there. They particularly want you to
take out their air compressors, crippling their operation.

Your buddy will call wanting you to meet him at a safe house near the cattle
ranch in the northwest sector. He wants you to steal the truck schedule from the
manager's office at the Petro-Sahel fuel depot. When you destroy the compressors
the resultant panic will allow him to locate a traveling tanker if he has that
schedule. Naturally he may require your assistance after he ambushes the tanker.

Mission:     Destroy the compressors at the salvage yard
Weapons:     (shotgun or assault rifle), (IEDs), (dart rifle)
Time:        night is essential
Payment:     15 diamonds

Take the boat from the west dock in Pala and pilot it west, past the bridge,
landing northeast of the salvage yard, and far to the south of the guard post.
Walk southwest, staying in the depressed area along the road to stay out of
sight of the patrol car frequenting this area. Snipe the lone sentry at the
entry guard post where the road forks and re-stock the dart there.

Continue moving toward the objective, staying in the jungle close to the rock
face as you move west and then curl south. Take up a good scouting position due
south of the objective, and take note of the sniper in the south tower. Take him
out only if you can get a clear headshot, otherwise advance when he is facing
away.

The compressors are in a garage to the left side of the alleyway, so cautiously
move toward the yellow barrel and enter the garage there. This will also be your
exit route, so take note of it. Place an IED on the compressor and be prepared
for action. (A grenade will also do the job, but the trick is to stay out of its
blast radius and if you were not seen entering, the enemy will know your
location after the blast) Most likely you were seen going in or will be seen
going out, so orchestrate your exit to suit the situation. Don't dash out into
the guns of the enemy. Defend the doors against the remaining enemy and as
opposition wanes go back to the south, sprinting away to escape the facility,
using the shotgun or assault rifle as needed. Detonate the IED when clear to
complete the mission. As you exit the area be aware that the lone sentry near
the fork has re-spawned and will need killing.
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MAIN MISSION 6 WITH SUBVERTED MISSION

Subverted mission:    Steal the map from the fuel depot
Mission:              Destroy the compressors at the salvage yard
Weapons:              (sniper rifle), grenade launcher, (PKM)
Time:                 night is preferred
Payment:              15 diamonds

From the northwest bus station drive southwest to the safe house for the buddy
briefing. Walk southwest from the safe house toward the guard post and silently
bypass it.

Note: While bypassing the above guard post you will pass a diamond case sitting
near the rock face near a pile of tires. This is on the northwest site of the
post.If your careful you can get the diamond without riling up the locals. (1)

Take up position south of the fuel depot. There is a flat boulder directly south
of the facility that is an excellent place to begin sniping. Hit the distant
sniper on the northeast storage tank, and then any visible hostiles. Begin
hitting the flammable barrels and then the propane tank near the central office
building. Let the firestorm rage. Toss a Molotov into the grass below to
discourage pursuit if combatants move toward you and use the rifle to finish
them off. Move cautiously into the office to get the map before exiting the
complex.

Note: This will most likely be the only time you will eliminate the garrison at
this facility, so get the diamond while the gettin’ is good. Climb the stairwell
on the central storage tank. While at the top of the stairwell, face the railcar
below and take a running leap, jump to the rail and then onto the top of the
railcar below to get the diamond. (1)

On the return trip the guard post you bypassed on your way in won't be so lucky.
Looking east from the rock face, snipe the patrolling sentry and then hit the
flammable barrels to clear the guard post. Return to your vehicle and go to the
bus station to return to Pala. From there drive to the weapon shop near Mike's
to gear up for the main objective.

Weapons:     (shotgun or assault rifle), (IEDs), (dart rifle)

Take the boat from the west dock in Pala and pilot it west, past the bridge,
landing northeast of the salvage yard, and far to the south of the guard post.
Walk southwest, staying in the depressed area along the road to stay out of
sight of the patrol car frequenting this area. Snipe the lone sentry at the
entry guard post where the road forks and re-stock the dart there.

Continue moving toward the objective, staying in the jungle close to the rock
face as you move west and then curl south. Take up a good scouting position due
south of the objective. Take out the sniper in the southern tower if you have a
good headshot. Advance toward the gutted blue bus while monitoring for sentries.

The compressors are in a garage to the left side of the alleyway, so cautiously
move toward the yellow barrel and enter the garage there. This will also be your
exit route, so take note. Place an IED on the compressor and be prepared for
action. Most likely you were seen going in or will be seen going out, so
orchestrate your exit to suit the situation. Don't dash out into the guns of the
enemy. Use the cover provided by the building to thin the opposition and then
pave your exit with the grenade launcher if necessary. Sprint away from the
facility, using the shotgun or assault rifle as needed as you make your way
northeast to the ambush site to help your buddy. Detonate the IED when clear to
complete the mission.

Use any remaining darts to snipe the hostiles as you approach the ambush site
northeast of the salvage yard, and then move in for close combat if needed.
While the shotgun is better for use in the salvage yard attack, the longer range
of an assault rifle is better for the ambush-so take your pick at the mission’s
start. Your buddy will be surrounded by about six hostiles from the truck
ambush. Many times this battle will be decided before you arrive. Also, watch
your back. Combatants from the salvage yard will follow you to the ambush if
they get your scent as you exit the facility.
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GOKA FALLS LODGE AND THE TRANSISTION TO BOWA-SEKA:   <GFT10>

Storyline: Depending on which faction has the advantage, either Prosper Kouassi
or Dr. Leon Gakumba will be feeling good about recent events and believes it is
time to take control in the north. Whichever leader has claimed victory, he
wants you to kill the other who has sought refuge at the Goka Falls Lodge.

Mission:  Assassinate the losing faction's commander at the lodge
Weapons:  shotgun or assault rifle, (grenade launcher), (dart rifle)
Time:     night is essential
Payment:  20 diamonds

From the northeast bus station travel northwest off-road, bypassing the guard
post. If necessary, stop at the safe house beyond to forward time to night,
which is essential on this mission. Bypass the next guard post by going cross-
country, and driving west along the tracks. Park north of the main road.

Sprint south across the road and find the dirt path going south toward the
objective. Do not take the "Goka Falls" path as indicated by the red signpost
objective marker. Continue south until you see the assault truck, and then begin
scouting the lower guard station. Two guards man it and it is imperative that
you don't waste your darts. Take out each with a single shot and replenish the
darts in the shack before proceeding. On "hardcore" the rifle has only four
darts so during the next sequence accuracy is critical to your success.

Go behind the guard post and swim across the lagoon to get to the dirt path near
the patrol boat. This path is winding and a bit hard to negotiate in the dark,
but continue up the hill with caution. Not far from the bridge will be a roving
sentry and he is key to this mission. Kill him with a single headshot and no
alarm will be given. Move to a good sniping position, under cover, near the
bridge. Three sentries patrol the lodge’s perimeter but if a firefight erupts at
least twice that number will reinforce them.  Generally one man will man the gun
on the left of the lodge as you view it across the bridge. Another will usually
linger in front and a third will walk perimeter though this may vary. Snipe the
remaining guards before they are aware of your presence or, if aware, of your
location.

If all is quiet you can visit the ammo pile near the bridge’s exit. Quickly
advance across the bridge, turn right at the lodge, then left around the corner.
The entrance is on this side. Peer around the entrance and if there is a guard,
put him down. Don't go in. Immediately shoot a grenade into the back room for
the kill and reverse your entry course without delay. Reinforcements will arrive
very quickly. Cross the bridge and if hostiles appear on the far side, use the
grenade launcher to clear your way to the dirt path. As the mission complete
flashes, Reuben will call, asking you to meet him at the lumber camp.
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MEET REUBEN AT THE LUMBER CAMP:

Storyline: The winning faction has begun consolidating its position. They are on
the hunt for any possible opposition, including the “ex-pats” and any locals
whose loyalties have been in question. A wholesale slaughter is looming. Reuben
has information that the militia is on its way to Father Maliya's church and to
Mike's bar where your buddies will be in grave danger. You can help either
group.

Mission:   Either help the refugees at the church in Pala or help your buddies
           at Mike's Bar
Weapons:   keep the Goka Fall weapons
Time:      doesn't matter
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Mike's Bar:

Drive your vehicle toward Mike's Bar. As you approach it you will hear a
firefight. Numerous militiamen will be assaulting your the bar. Go in at full
speed running down anyone in your path. Stop near the entrance. Get into the
bar; where, despite all your efforts, the result is scripted. You will go down,
only to regain consciousness in the desert during a fierce sandstorm.

As you move toward shelter you will once again collapse, to awaken, again, to
the Jackal. Listen to his surprising monologue and when an agent of the losing
faction enters, he will flee. The faction official will solicit your services.
He will let you live if you agree to assassinate the winning faction's commander
at a troop rally. Pick up the pistol, AK-47 and the mortar and take the truck
parked outside. Drive north and then go west to the weapon shop to gear up for
the assassination.
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Church:

Take the vehicle and drive to Pala. The troops have all abandoned their posts.
Go to the church. Listen to the priest’s urgent request and then push the
cabinet over the escape tunnel. This will trigger an all out assault on the
church, which you cannot win. The result is scripted. You will go down, only to
regain consciousness in the desert during a fierce sandstorm.

As you move toward shelter you will once again collapse, to awaken, yet again,
to the Jackal. Listen to his surprising monologue and when an agent of the
losing faction enters, he will flee. The faction official will solicit your
services. He will let you live if you agree to assassinate the winning faction's
commander at a troop rally. Pick up the pistol, AK-47 and the mortar and take
the truck outside. Drive north and then go west to the weapon shop to gear up
for the assassination.
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ASSASSINATE THE WINNING FACTION’S COMMANDER AT THE TROOP RALLY:

Storyline: The losing factions commander will make you an offer. You can live
and rejoin the conflict in the south if you put a wrench in the winning
faction's celebration by killing their commander as he addresses his troops.
There will be a big rally in the southwest sector and he should be a conspicuous
target.

Mission:  Assassinate the winning faction leader at the troop rally
Weapons:  shotgun or assault rifle, grenade launcher, (dart rifle)
Time:     night is preferred
Payment:  your life

From the southwest weapon shop drive the assault truck east toward the bus
station. Stop at the safe house to advance time to night, if needed. Continue
east along the tracks, following them as they veer north. Turn west on the road
south of the chemical plant.

Park your vehicle to the east of the rally site. A good place is where the south
sector map transitions to the southwest sector. Advance along the edge of the
mountain north of the road. A patrol car frequents the area, but try not to
engage it, since any skirmish in this area will put the troops at the rally on
alert, causing the target to go to ground. Use the low grassy area north of the
roadway to advance following along the base of the mountain.

You will hear the speech as you draw close. Begin watching for sentries as you
move forward. When you see the ammo pile move silently to the rocks on its right
and peer over the edge. The speaker is standing on a derelict vehicle. A single
dart will do the job. A headshot is not required in this scenario.

Reverse your entry course and go to the weapon shop. Get your sniper rifle,
grenade launcher and PKM and stock up on ammo and syrettes. Drive south
following the track of the red directional area to enter the Bowa-Seka sector.
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BOWA-SEKA: MEET THE LOSING FACTION’S COMMANDER AT SETAPHANE

From the road north of the Bowa-Seka northwestern weapon shop, drive east toward
the bus station. Do yourself a big favor and learn the off-road path into
Setaphane. There is a drive-able dirt path passing between the two mountains
north of Setaphane and west of the lake area. It follows the western perimeter
of the mountain north of Setaphane. Take this path and emerge on the west end of
Setaphane, which, like Pala, is under a cease-fire. Go to see the faction
official. He will be one of the foreign advisors, either Hector Voorhees or
Nicholas Greaves.

Storyline: An official of the losing faction, either Nicholas Greaves or Hector
Voorhees will meet with you in Setaphane. The intense competition between the
two factions has taken a sharp turn, and an uneasy cease-fire has developed.
The foreign advisors are worried about their status in this fragile environment.
He wants to foster suspicion among the factions to help re-ignite the
hostilities.  A weapons barge sailing into Port Saleo is an act that could
provoke the mistrust into open battle. He wants you to meet the barge's skipper
and defend the weapons shipment as it sails boldly into Port Saleo.
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DEFEND THE WEAPON'S BARGE:

Mission:   Defend the weapons barge on its way to Port Saleo
Weapons:   sniper rifle, grenade launcher, PKM
Time:      doesn't matter
Payment    20 diamonds

Take the off-road dirt path from Setaphane north to the bus station, and go to
Port Saleo. The boat dock is south of the bus station. Commandeer the boat there
and follow the directional arrow to reach the weapons barge in the cove on the
east side of Lake Segolo. Board the barge and pick up the Carl G. rocket
launcher before entering the pilothouse to speak to its skipper. He wants you to
defend the craft on its way to Port Saleo.

When the weapons barge gets under way, go to the front of the barge and look at
the distant shore across the lake. As the tug advances, tip the mounted grenade
launcher high and saturate the far coast dead ahead. If your barrage didn’t get
him a wandering hostile with a rocket launcher will become visible in the
distance, but about the time he becomes visible, hostiles on both sides of the
cove’s exit will attack with small arms fire. Take them out with the grenade
launcher and do the same with the rocket launcher wielder or use your own guided
rocket launcher to take him out prior to entering the lake.

When you enter the lake, numerous patrol boats will begin to appear. Before they
concentrate their attack, locate the enemy with the mortar far across the lake.
He will be on the left near a large boulder. Take him out with a rocket or if
you can see him with the grenade launcher, and, thereafter, any damage to the
vessel will be greatly reduced during the voyage, with only relatively minor
damage from the patrol boats. When it is hit the engine will smoke and the barge
will slow or stop, requiring you to repair it before proceeding. Like repairing
the vehicles, stand near it and a repair prompt will appear.

It is not necessary to take out all of the patrol boats. Hiding behind the cargo
to avoid their guns works well to an extent. That said, you may become
overwhelmed if you don't take some of them out during the voyage.

Before leaving the barge, retrieve your PKM. Once you reach Port Saleo disembark
and take the SUV to get to the clinic. Having at least two grenades in the
launcher will be highly beneficial in the coming action.
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ESCAPE PORT SALEO:

Storyline: The entry of the weapons barge into town has indeed proved
provocative. The tenuous cease-fire has indeed broken and the city is entangled
in an intense firefight. Once again the factions are at war. You are in the
clinic and must escape the town before you are discovered.

Mission:   Go to the clinic and speak to the doctor, then escape the town when
           the cease-fire collapses.
Weapons:   (sniper rifle), (grenade launcher), (PKM)
Time:      doesn't matter

Park your SUV south of town on the road to the bus station, turning it to face
the station to aid in your getaway.  Go through the hole in the fence on the
southwest side of town and when you get to the road, turn right and cross the
barricade. Walk south into the alley next to the tall tower and take note of the
benches against the stone wall. This will be your escape route. Turn and head
for the clinic and remember this path. Before entering the clinic, equip your
grenade launcher.

While you speak to the doctor, word of the weapons shipment has caused a
citywide firefight to erupt and, because of your involvement, getting out of
town is your first priority.

One of the Bowa-Seka ex-pats, who will become your rescue buddy, will inform you
that going out the front will be dangerous. True, but not as much as is the rear
exit that he suggests. Occasionally you can exit in the rear of the clinic, turn
right, right into the alleyway, sprint forward into the main road, turn left and
make it to the vehicle parked there, but I don't advise it. Even if you do make
it, you will have to run the gauntlet as you try to circle the town to get to
the bus station to help the barge skipper, who has phoned for help.

Going out the front won't be a cakewalk either, but it is the best alternative.
Once out the front door, sprint straight ahead with your grenade launcher
equipped, and following the path you took to get into the clinic. Use the
grenade launcher to clear hostiles as needed as you sprint toward the alleyway
to the right of the tower. Sprint down the alley and jump onto the left bench
and then jump over the fence to your waiting car.

Take the bus from Port Saleo to the southeast station, and drive toward the
marina. Park your car before entering the complex and get to the hill
overlooking the harbor. Use the flat rock overlooking the roofs as your perch
and begin sniping. From here you can easily eliminate the hostiles on the barge.
Eliminate these guys first or one of them may man a grenade launcher and take
you out. Your sniping will cause the attackers attention to shift to you, so use
the brow of the ledge to stay off the skyline as much as possible. Watch your
right flank and continue sniping, moving into the lower area as the resistance
thins. You can also swim to the barge and use the grenade launchers to root out
any stragglers attempting to ambush you. When all the hostiles are down, talk to
the skipper in the wheelhouse.
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BOWA-SEKA IS NOW YOURS TO EXPLORE:

You can now go to any location flying a mission flag. The first convoy mission,
however, is a great place to begin. It will yield the two finest weapons
available on the Bowa-Seka convoys.
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CONVOY MISSIONS: BOWA-SEKA:   <CON11>

1) NORTH CONVOY MISSION      <CMBSN>
2) SOUTHWEST CONVOY MISSION  <CMBSW>
3) WEST CONVOY MISSION       <CMBW>
4) EAST CONVOY MISSION       <CMBSE>

Unlike Leboa-Seka, this outline will not require doing all of the convoy
missions before embarking on the other missions. The first convoy mission,
however, will yield the two finest weapons available on these convoys. The AS50
sniper rifle and the SAW machine gun will, when acquired, replace the sniper
rifle and PKM for the balance of the game. The MGL-140, which is on the last
convoy, can be substituted for the sniper rifle in most instances.

Convoy 1 unlocks: AS50 sniper rifle, M-249 SAW machine gun
Convoy 2 unlocks: AR-16 assault rifle, Type 63 Mortar
Convoy 3 unlocks: USAS-12 shotgun, Carl G. rocket launcher
Convoy 4 unlocks: MGL-140 grenade launcher
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NORTH CONVOY: BOWA-SEKA   <CMBSN>

Weapons:   sniper rifle, (grenade launcher or IEDs), assault rifle
Time:      doesn't matter

From the northeast weapon shop drive west, timing your arrival when the convoy
is at the far end of its circuit. Park your car on the east side of the large
rock outcropping south of the ruins. Place your IED string near the junction
south of the ruins, or use that large rock outcropping’s heights to use the
grenade launcher on the convoy as it closes from the west. When the convoy is
destroyed, quickly get out of the area. Vehicles from the nearby Outpost and
from the safe house will respond quickly to the destruction.
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SOUTHWEST CONVOY: BOWA-SEKA:   <CMBSW>

Weapons:   sniper rifle, (grenade launcher or IEDs), assault rifle
Time:      doesn't matter

From the southwest bus station drive the buggy off-road due north. Hug the
western cliff face to negotiate the narrow canyon passage as you go north.
Continue north, parking just south of the roadway and about midway between the
safe house and the east guard post. A large rock outcropping on the north side
of the road at that point is a perfect ambush spot. Set your IED string or use
the grenade launcher as the convoy travels east. Once the convoy is destroyed,
vehicles from the guard post will respond very quickly. Get to your car and head
south to vacate the scene of destruction.
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WEST CONVOY: BOWA-SEKA:   <CMBW>

Weapons:   AS50 sniper rifle, (grenade launcher or IEDs), assault rifle
Time:      doesn't matter

From the southwest bus station drive the dune buggy west and then north along
the desert road. Drive west off-road as the road fades to the west of the safe
house. Go west around the mountain south of the weapon shop. This will allow you
to bypass the first guard post to the north. Travel off-road past the guard post
north of the weapon shop and off-road past the guard post south of the Ranger
Station. Climb the rock outcropping north of the guard post. From this high
overlook use the grenade launcher to take out the big truck. Watch the show with
an "eagle's eye” view. Taking out the escort trucks is not a priority. Your dune
buggy gives you an enormous advantage in the rough terrain if any pursuit
develops.
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EAST CONVOY: BOWA-SEKA   <CMBSE>

Weapons:   AS50 sniper rifle, (grenade launcher or IEDs), assault rifle
Time:      night is preferred

Take the patrol boat from the north dock in Port Saleo and pilot it east toward
the Polytechnic. Stop at the safe house if needed to forward time. Go ashore
south of the facility and carefully bypass it by going east along the cliff face
on the south side of the Polytechnic. Continue east to the crossroads near the
big Joshua tree. Beware of the improvised guard post northeast of the
Polytechnic and of any patrol vehicles in this open area.

When the convoy is out of your area, use the rocky hillside just north of the
intersection to set your ambush. When the convoy approaches, use the grenade
launcher or IEDs to destroy it and its two escorts.

The cellular tower is only a short walk away if you are inclined to take an
assassination mission, and the nearby safe house can also provide a vehicle.
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ASSASSINATION MISSIONS: BOWA-SEKA   <ASN12>

1)  DOGON VILLAGE            <ASNDV>
2)  SETAPHANE                <ASNS>
3)  PORT SALEO SOUTHWEST     <ASNSW>
4)  PORT SALEO NORTHEAST     <ASNNE>
5)  NORTHEAST CONVOY         <ASNNC>
6)  GUARD POST               <ASNGP>

ASSASSINATION: DOGON VILLAGE    <ASNDV>

Weapons:       shotgun, grenade launcher, (dart rifle)
Time:          night is essential
Payment:       15 diamonds upon completion

This mission can be accomplished with minimal force or it can, like Mokuba,
become a major firefight. Approach the area from the east moving between the
mountains to the northeast of Dogon village. Drop to the dirt path and follow
the north cliff face to get to the northeast side of the village. When you reach
the sandbags and the burning barrel you are on course.

Monitor the targets movement on your map and when he begins to move east, creep
forward up the rock stairway and look ahead. A lone sentry will occasionally
pass this way. If he is in sight take him with a silent headshot and then
continue forward. The target will stop near a hut dead ahead, but will move back
west if you wait too long. Before he can do this, take him out with the dart
rifle, and then retreat toward the sand bags. From there go south to the dirt
road and commandeer the assault truck. The road will lead south into Setaphane.
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ASSASSINATION: SETAPHANE   <ASNS>

Weapons:       sniper rifle, (IEDs), assault rifle or
               Assault rifle or shotgun, grenade launcher, (dart rifle)
Time:          doesn't matter
Payment:       15 diamonds upon completion

Enter Setaphane via the northwest bus station and the off-road path south of it.
The target will be loitering in a courtyard and he will not wander much. When
attention is not on you, place an IED in the bush just beyond the flammable
canisters. Get back to your car, detonate the explosives and drive out of town
before pursuit develops.

Alternately, park your vehicle on the southeast side of town, near the bridge
for a quick getaway. Walk west to the tower and dislodge the boards with your
machete. Climb to the top of the tower and locate the victim with your scope. A
silent shot will place the defenders on alert but they won’t know your location.
Get back to your car and drive south until the alert clears.
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ASSASSINATION: PORT SALEO SOUTHWEST   <ASNSW>

Weapons:       shotgun, grenade launcher, (dart rifle)
Time:          doesn't matter
Payment:       15 diamonds upon completion

There is a convenient hole in the wall on the southwest side of Port Saleo. Park
your vehicle near it, crouch, go through the hole and locate him in the
alleyway. A single dart will do the job. Get to your vehicle to escape the town.
-  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -
ASSASSINATION: PORT SALEO NORTHEAST   <ASNNE>

Weapons:       shotgun, grenade launcher, (dart rifle)
Time:          doesn't matter
Payment:       15 diamonds upon completion

Park your vehicle on the north side of town for a quick exit. Enter the hole in
the wall on the north side and advance toward the north barricade. The target
will be loitering in the street dead ahead near the barricade. Take him out with
the dart rifle, get to your vehicle via the hole in the wall and drive out of
town.
-  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -
ASSASSINATION: NORTHEAST CONVOY   <ASNNC>

Weapons:       sniper rifle, (grenade launcher or IEDs), assault rifle
Time:          night is preferred
Payment:       15 diamonds upon completion

The target is traveling in convoy with two assault trucks on a short route in
the northeast sector. Be advised that the convoy's short route will require you
to be discreet in your movements, lest the prey goes to ground making this
mission much more difficult. The northeast bus station is an excellent spot to
tackle this mission. The grenade launcher works well and provides flexibility if
you are detected by the target.
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ASSASSINATION: EAST PORT SALEO SECTOR GUARD POST   <ASNGP>

Weapons:       shotgun or assault rifle, grenade launcher, (dart rifle)
Time:          doesn't matter
Payment:       15 diamonds upon completion

Drive east out of Port Saleo on the railroad tracks. Go past the bridge and park
on the road. Walk toward the guard post, and make the final approach by creeping
through the thick vegetation. Monitor the targets position. He will periodically
walk between the two buildings. When you get a good line, take him out with the
dart rifle. You should be back to your vehicle before his corpse is discovered.
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-  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -
BUDDY MISSIONS: BOWA-SEKA   <BDY13>

1)	Marty Alencar-cargo shipment <BDMA3>
2)	Marty Alencar-assination at TaeMoCo <BDMA4>
3)	Xingyong Bai-passport mission <BDXB1>
4)	Xingyong Bai-artifacts at Sepoko <BDXB2>
5)	Frank Builders-radio transmitter <BDFB1>
6)	Frank Builders-Polytechnic supply cache <BDFB2>
7)	Andre Hyppolite-recover lost documents <BDAH1>
8)	Andre Hyppolite-Weelegol trophy <BDAH2>
9)	Nasreen Davar-Dogon assassination <BDND1>
10)Nasreen Davar-airport assassination <BDND2>
11)Hakim Echebbi-procure dossier <BDHE1>
12)Hakim Echebbi-pipeline assassination <BDHE2>

MARTY ALENCAR:   <BDMA3>

Storyline:  Marty dabbles in the gun dealing trade and has gotten wind of a
competitor. The man is in Setaphane to seal a deal with the UFLL. He wants you
to eliminate him before this can happen.

Mission:   Kill the arms dealer in Setaphane
Weapons:   shotgun or assault rifle, grenade launcher, (dart rifle)
Time:      doesn't matter

From the northwest bus station take the dirt path into Setaphane. Park your
vehicle on the southeast side of town, near the bridge. Go to the corner of the
church and look toward the objective marker. Check the targets position on your
map and locate him with your scope. He is usually sitting near on a bench and is
an easy target. A silent headshot will complete the kill. If you are detected
return to your vehicle and drive until the alert passes. Return to the bar to
report to Marty.
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MARTY ALENCAR: <BDMA4>

Storyline:  The mine foreman at the TaeMoCo diamond mine has become a liability
and Addi Mbantuwe wants him eliminated. He won't foster mistrust among his own
troops by asking them to do it, so he has passed this information to Marty.
Perhaps if this is done properly the APR will look like the culprit. Marty
offers this mission to you.

Mission:  Kill the mine foreman at the TaeMoCo diamond mine
Weapons:  shotgun or dart rifle, grenade launcher, (dart rifle)
Time:     night is preferred

Take the swamp boat from the dock south of Port Saleo and pilot it south, then
follow the north islands south shoreline going west and then south to moor on
the west side of the lake well north of the guard post/boat dock. You can also
arrive at this spot by taking the southwest road out of Port Saleo, driving
southwest across the bridge and cutting back southeast where the road tee’s to
the lakeshore. Move cautiously around the guard post and take the road west to
the safe house.

Advance time to night, if needed. Drive west and park near the junction with the
north/south road. Walk southwest into the ravine toward the mine, staying well
south of the guard post, and passing through the narrow canyon. Avoid using a
grenade on the diamond pit until after you complete the mission, as this will
alert the mine’s garrison. Take up a concealed position on the hillside and
monitor the victim's position. He will be wearing a suit and tie. He will be
strolling around but will eventually come into range. Take him out with a single
dart and be on your way back to see Marty before his body is discovered.
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XIANYONG BAI: <BDXB1>

Storyline:  Bai has gotten wind of a guy selling fake passports. Perhaps this is
cutting in on his dealings. At any rate, Bai hates this guy and wants you to go
to the tourist resort and destroy his cache of passports.

Mission:    Destroy the passports at the tourist resort
Weapons:    sniper rifle, grenade launcher, assault rifle or (rocket Launcher)
Time:       night is essential

Take the patrol boat from Port Saleo and pilot it down the south river, going
west at the fork. Abandon the boat near the safe house east of the resort and
swim toward it. Go ashore where the rocky shoreline breaks northeast of the
resort. This will be on the north bank. Crouch and advance until you can scope
the snipers, and then take them out.

Swim toward the resort and get ashore on the north bank, opposite the facility.
Move toward the large flat boulder on the north bank, using it to mask your
position from the rocketeer on the resort's far west end. From there, use the
grenade launcher or the rocket launcher to take out the passports, which are in
the second conical hut from the east.

Elevating the grenade launcher to do the job seems to work best here since the
back blast from the rocket launcher may flush you out of concealment. Use the
same rock to mask your departure as you go northeast, cutting back to the river
to escape the area. Return to the Bar to report to Xingyong.
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XINGYONG BAI: <BDXB2>

Storyline: Bai knows the approximate location of some valuable artifacts near
Sepoko. Hector Voorhees also knows this and has men out searching for them. Bai
needs to stay clear of Voorhees and wants you to do the job.

Mission:   Find and retrieve the artifacts near Sepoko
Weapons:   shotgun or assault rifle, grenade launcher, (dart rifle)
Time:      night is preferred

Approach the area from the north, parking at the north end of the large rock
formations. Advance through the sandy terrain using the scattered boulders for
concealment as you scout ahead. Three militiamen will be combing the desert in
search of the artifacts. Take them out with the dart rifle. They are usually
well apart from each other. Any gunfire or even a high profile may provoke the
sniper on the tower in Sepoko to begin shooting, possibly triggering a larger
alert among the town large garrison. Use your map to locate the artifacts in a
ravine and get back to your vehicle. Report to Xingyong to complete the mission.
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FRANK BUILDERS: <BDFB1>

Storyline: Foul-mouth Frank is being denigrated by a small time DJ, and Frank is
furious with the broadcasts. Frank's reputation is being sullied and he wants
the transmissions stopped. The transmitter is stationed at the dental clinic and
he wants you to destroy it.

Mission:     Destroy the radio transmitter at the dental clinic
Weapons:     shotgun or assault rifle, grenade launcher, (dart rifle) (grenades)
Time:        night is essential

Drive south out of Setaphane and park where the road bends east with the
railroad tracks. This will put the car in safe keeping since the road patrols
usually stop short of that area. To the east is a dirt path that goes over the
mountain and ends at the northern side of the clinic. Take that path, and begin
silent operations as you near the village.

Stay close to the cliff’s face until you see the sniper in the north tower. Take
him out with a silent shot and make your way onto the tower, being sure to
monitor the positions of the sentries as you do. Throw two grenades just over
the fence below and into the hut to take out the transmitter. Reverse your entry
route, starting a fire in your wake if there is pursuit. Return to report to
Frank at the bar.
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FRANK BUILDERS: <BDFB2>

Storyline: A business associate of Frank has cut him out of the business and
Frank wants to shut him down. His supplies are being stored at the Polytechnic
and Frank obviously can't show his face there. He wants you to destroy the
supplies.

Mission:   destroy the supplies at the Polytechnic
Weapons:   shotgun or assault rifle, (grenade launcher), (dart rifle)
Time:      night is essential

Take the patrol boat from the dock north of Port Saleo and travel east toward
the Polytechnic. Stop at the safe house, if needed, to forward time. Go ashore
south of the objective and climb the hill. Crouch while moving along the cliff’s
face, using the rocks and bushes for concealment as you move west. Monitor the
sentries whose patrols are erratic, but they will seldom stay behind the
structure very long. When the coast is clear move forward to the small boulder.

Align yourself with the storeroom using the objective marker on your map. You
can see a red barrel through the doorway from your position. Shoot a grenade
into the supply room to complete the mission. Escape by sprinting back to your
boat. Report to Frank to complete the mission. -  -  -  -  -  -  -  -  -  -  -
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ANDRE HYPPOLITE: <BDAH1>

Storyline: Andre has lost possession of a briefcase that contains some important
documents. He believes they can be found in the pipeline pump house on Lake
Segolo. He wants you to retrieve them for him.

Mission:   Get the briefcase from the pump house
Weapons:   shotgun or assault rifle, grenade launcher, (dart rifle)
Time:      night is essential

Drive west from the bar and stop before reaching the guard post south of the
Bowa-Seka Brewing Company facility. Walk north toward the lake and cut southwest
to bypass the guard post by moving along the rock face. Be constantly aware of
the patrol trucks as you go west toward the pump house. Move into the narrow
strip of jungle east of the pump house. Silently approach the pump house and
scout the entrance.

Several guards roam the lakefront and will sometimes go into the pump house. Be
prepared to use the dart rifle as you enter to get the documents. Reverse
course, putting distance between yourself and the pump house as quick as you
can. Detection will draw assault trucks, and boat patrols will converge. A
mortar operator will sometimes open up from south of the brewery. Get back to
the bar to report to Andre.
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ANDRE HYPPOLITE: <BDAH2>

Storyline: Major Tambossa's brother has been murdered and the killer has taken a
"trophy" from the body. Opposition leader Addi Mbantuwe wants that "trophy" and
Andre believes it to be in his best interests to humor the man. He wants you to
retrieve the bloody box from Weelegol village.

Mission:  Retrieve the "trophy" from Weelegol Village
Weapons:  shotgun, grenade launcher, (rocket launcher)
Time:     night is preferred

Drive south from the safe house going off-road to enter the village from the
southwest. This should minimize your chances of encountering the patrolling
assault truck, with which a confrontation would spoil the surprise. Move up the
main entry road and you will see a side path leading to a wide wooden walkway.

Weelegol Village is swarming with guards but it is large, causing them to be
spread out. Do the following in quick succession so you can be in and out
quickly. As you approach the wooden walkway you will see a sentry, immediately
hit the front area with a rocket. Advance while reloading to avoid the back
blast fire and put a rocket into the entrance of the structure beyond the
walkway. This will take out the two guys with suits inside.

Immediately swap to the shotgun, enter the structure, and grab the trophy.
Reverse course. If you do this quickly the remaining garrison will still be
moving toward the altercation and you will be able to get back to your car. If
the patrol truck is coming your way, make its day with the grenade launcher. Get
back to the bar to report to Andre.
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NASREEN DAVAR: <BDND1>

Storyline: Nasreen is usually pretty slippery in her dealings, but now an APR
official is snooping into her past business dealings at the Dogon village. Even
though she may have a history with this guy, she needs for you to kill him.

Mission:    Kill the official at the Dogon village
Weapons:    (shotgun or assault rifle), grenade launcher, (dart rifle)
            Note: having the marksman's bandolier is vital to this mission.
Time:       night is essential

There is no easy way to get this guy. Drive up to the two large rock formations
northeast of the village and continue in on foot between them. Jump down to the
roadway. Stay on the north edge of the cliffs, as indicated on your map, until
your reach the sandbags and the burning barrel. At this point take the road
south and take to the hillside as soon as you can. This will be just beyond the
first boulder. Go between the two small boulders and jump to get up the rocky
slope. This will put you behind the second small boulder, overlooking the
village. In the village center there is a conical thatched hut; and, in a cutout
on the rooftop of a hut, there is a sniper with a mortar. Aim at his head with
the dart rifle to take him out and keep the town off of alert. Move down off the
hillside and go north to the sandbag area.

Move along the rock face to your left, staying among the scattered bushes as
much as possible. Allow any sentries in this area to move off. Move to the first
tall hut on the left and climb the long ladder to the top of it. Immediately
crouch down to break the enemies line-of-sight. If you failed to eliminate the
sniper with the mortar he will alert the town and will begin to pummel you with
mortar rounds.

Hopefully you have purchased the marksman's bandolier giving you four extra
rounds. Take your time and when you spy a hostile and you have a good shot, take
him down. Try to make every shot count. Headshots are not required. Crouch down
to maintain your concealment when necessary. When the enemy can’t locate you
they will begin hunting, making them easier prey. They will never come up the
ladder, but if you remain in their sight line they may toss a grenade onto the
rooftop. When your darts run out, the remaining garrison should be manageable
with the shotgun.


Begin hunting the target. He will usually be moving around in the west end of
the village. Replenish your darts at the ammo pile on the north end of the
village and use the vacant structures to continue sniping if you prefer. Go back
to the bar to report to Nasreen after the target is down.
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NASREEN DAVAR: <BDND2>

Storyline: An arms dealer has arrived at the airport and will broker an arms
deal with a group of local mercenaries. This outsider could spell big trouble
for the local entrepreneurs and she wants you to kill the dealer before the deal
is done.

Mission:    assassinate the arms merchant at the airport
Weapons:    shotgun or assault rifle, grenade launcher, (dart rifle)
Time:       night is preferred

From Mike’s Bar drive to the bus station and go to Port Saleo. Take the SUV and
drive east out of town on the railroad tracks. Speed past the first boat
dock/guard post, but stop before the heavily defended second one. Walk south
around the guard post staying near the base of the mountain to easily get past
it. You will be on the road for a short stretch, so watch for the SUV that
patrols this road.

Take the dirt path east of the airport. It will take a winding course that
brings you out on the southeast side of the airport guard tower. Inch toward the
projecting rock outcropping and silently take out the sniper on the south tower.
This guy is very aware of his surroundings so take care to see him before he
sees you. He is usually alone so a headshot is not required. Turn right and,
using the brow of the outcropping to mask your position, locate and kill the
sentry with the RPG-7 rocket launcher near the east cliff face. He may be
partially obscured by some scrub bushes.

This target isn't as easy to spot as the ones kind enough to wear a suit and
tie. Sometimes he has on a multi-colored dark camouflage shirt and at other
times a light blue shirt. Good luck! Scout the area near the hangar and take
your best guess. Your well-concealed position on the rock outcropping will
probably allow you to empty the dart rifle without the victims below knowing
where you are.

Get out of the airport area as fast as possible after the “mission complete” is
signaled. At times a mortar operator or grenade launcher operator will join the
skirmish. If all enemy activity has ceased, drop down and take the red assault
truck north of the hangar, if you haven’t destroyed it in the fight. Go out the
north entrance. If you haven’t had to decimate the garrison to get the mark,
backtrack to your vehicle via the dirt path. Return to the bar to report to
Nasreen.
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HAKIM ECHEBBI: <BDHE1>

Storyline:  Hakim has a scheme to get some "brownie" points with the UFLL. An
APR officials personal notes are there for the taking for someone bold enough to
walk into APR HQ in Setaphane and get out alive with them. That someone is you.

Mission:    Steal the dossier from the HQ in Setaphane
Weapons:    shotgun, grenade launcher, assault rifle (grenades)
Time:       doesn't matter

Park your car on the north road for a quick getaway. Enter the HQ building and
go to the second floor and procure the dossier. This will put the town’s
garrison in attack mode. Climb the stairs to the roof and go to the north end,
quickly throw several grenades in quick succession, broadcasting them for best
effect. This will cause secondary explosions, clearing the hostiles, and
hopefully taking out the nearby assault truck. Immediately leap from the
building before pursuit can organize and drive out of town. Go back to the bar
to report to Hakim.
-  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -
HAKIM ECHEBBI: <BDHE2>

Storyline: Hakim has a grudge against a man who can be found at the pipeline
site. He doesn't want to elaborate but the usually temperate Hakim wants this
man dead and asks you to do it.

Mission:   Kill Hakim's nemesis at the pipeline site
Weapons:   shotgun or assault rifle, grenade launcher, (dart rifle)
Time:      night is essential

Take the swamp boat from the dock south of Port Saleo and pilot it south, then
follow the north islands south shoreline going west and then south to moor well
north of the guard post/boat dock. Move cautiously around the guard post and
take the road west to the safe house. Advance time to night, if needed, and
drive west and turn south at the first junction. Park on the road and hike south
to the pipeline overlook. You will likely encounter two hostiles near their
parked patrol vehicle, walking the area to the north of the objective.

There are two sentries overlooking the pipeline construction site. One is on an
upper platform with a sniper rifle and one is below manning a grenade launcher.
The nearby shack has an ammo pile if you require ammunition-you will need three
darts to complete this mission.

Move in quietly and take out the upper sentry with a silent headshot, and then,
creep forward and take out the lower one the same way. Equip the dart rifle and
locate the target on the high platform opposite your position. Take him out to
complete the mission. If you miss, use the grenade launcher to overwhelm him as
he descends the tower. Quickly leave the area before a patrol vehicle arrives at
the outlook to investigate. There is a hang glider at the end of a narrow path
to the west of the platform. Report to Hakim at Mike’s Bar to complete the
mission.
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-
UNDERGROUND MISSIONS-BOWA-SEKA:   <UNDBS>

   1)  NORTH UNDERGROUND HOUSE     <UNBSN>
2)	 NORTHWEST UNDERGROUND HOUSE <UNBNW>
3)	 SOUTHWEST UNDERGROUND HOUSE <UNBSW>
4)	 SOUTHEAST UNDERGROUND HOUSE <UNBSE>

There are four underground locations in Leboa-Seka, and four in Bowa-Seka.
Whenever you begin to run low on malaria pills you will get a mission added to
acquire medication. This is generally every other main mission or about 8 per
cent advancement of the game. The priest in Leboa-Seka and the doctor in Bowa-
Seka will assign you missions to deliver travel documents in exchange for your
pills. These missions can be undertaken while another is in progress, but don’t
put these missions off too long or you will collapse and have to re-start
whatever you were doing and still be low on medication. The underground
locations will generally have four defenders, but this can be as much as eight
or more because passing patrol trucks or reinforcements from nearby guard posts
will respond and join the fray, requiring you to eliminate more of the enemy to
unlock the location. Adding to this pain is the fact that glitches often prevent
an underground facility from unlocking. Once unlocked, the underground houses
will function as safe houses where you can advance time and save your progress.
-  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -
NORTH UNDERGROUND HOUSE:   <UNBSN>

Mission:   Free the underground house and deliver the documents.
Weapons:   (shotgun or assault rifle), grenade launcher, (dart rifle)
Time:      doesn’t matter
Payment:   Malaria medication

Go northwest out of Port Saleo and moor the boat near the boat moored south of
the objective. Approach silently and take up a sniper’s position near the rocks
to the right of the path. You can usually eliminate two of the four hostiles
from that position. Be aware of the patrol truck passing by. Move west and use
the dense vegetation on the hillside to take down the other two hostiles. If
your location becomes known, the patrol truck will come up the hillside after
you.
-  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -
NORTHWEST UNDERGROUND HOUSE:   <UNBNW>

Mission:   Free the underground house and deliver the documents.
Weapons:   (shotgun or assault rifle), grenade launcher, (dart rifle)
Time:      Night is preferred but not essential
Payment:   Malaria medication

Take the patrol boat from the north dock in Port Saleo and pilot it south and
then west toward the objective. Speed past the guard post, taking care to avoid
the snags just beyond, and then stop to kill the sniper on the platform farther
along before reaching the bridge, or just speed past his position. Enter the
small cove southwest of the objective.

A firefight is taking place there, and, if you move quickly, you can make it to
a good sniping perch on the cliff to the west. You will see a large tree near
the cliffs and one growing out of the rocks above it. Go to the small boulder to
the large trees left side and use it to gain the ledge on your left, turn and
leap to the ledge on the right. A large flat ledge is now yours. Snipe the
hostile who will appear behind the house and hit the patrol truck if it drives
by. Use this perch to wipe out the opposition. A Molotov into the dry grass
below will draw the remaining hostiles out. If they get a good bead on your
position, they may throw a grenade up onto the ledge.

I’m not sure how many kills it takes to unlock the facility, sometimes six,
sometimes eight, and this can aggravate when all available targets are down and
the location remains locked. This can happen, requiring a re-try. An extended
firefight seems to draw reinforcements from the guard post to the northwest,
which probably accounts for the high body count needed to unlock it.

Note: Go west from the underground house to the two small huts just south of
guard post. Dislodge the boards in the huts doorway to get diamond (1)

-  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -
SOUTHWEST UNDERGROUND HOUSE:   <USBSW>

Mission:   Free the underground house and deliver the documents.
Weapons:   (shotgun or assault rifle), grenade launcher, (dart rifle)
Time:      doesn’t matter
Payment:   Malaria medication

The underground house is northwest of the TaeMoCo diamond mine. From the
southwest weapon shop, travel cross-country northeast to the objective. Four
hostiles lurk in the area and two assault trucks regularly patrol the area and
will respond to a firefight in the area. Advance from the southeast and take up
a sniper’s position on the high rocks. With the facility in sight to your left,
go to the large tree near the cliff and locate the small recess. A shallow rock
ramp will put you in a crevasse where you can scale the rocks, achieving a good
view of the compound and of the roadway. Take out the visible hostiles silently
and hit the patrol truck only if it stops. Jump down onto grassy area and get a
good view of back of the house. Flush any remaining guards with a Molotov or two
and hit them with your dart rifle. If you begin the assault from the ground and
it becomes a firefight, two assault trucks will usually converge on your exposed
position. As you enter the compound, be aware of assault trucks.
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SOUTHEAST UNDERGROUND HOUSE:   <USBSE>

Mission:   Free the underground house and deliver the documents.
Weapons:   (shotgun or assault rifle), grenade launcher, (dart rifle)
Time:      doesn’t matter
Payment:   Malaria medication

Use the boat south of Port Saleo to traverse Lake Segolo and land north of the
objective near the southeast side of the island west of it. Use long-range
tactics to snipe any visible hostiles. Swim across the water and use the cover
of the grassy wooded area south of the location to continue sniping. Circle the
house to take out the balance of the guards, and watch for a patrol truck
responding to any firefight.
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MAIN MISSIONS: BOWA-SEKA   <MBS14>


MAIN MISSION 7 (UFLL): DESTROY THE KILN AT DOGON VILLAGE  <MBSU7>
Storyline mission 7:  The APR is using the kiln at the Dogon village to process
a local plant called artemisia into a potent anti-malaria drug. This benefits
only the APR, and the UFLL big man Addi Mbantuwe believes that destroying the
drugs production will sow discord among the APR ranks as well as depriving them
of its benefits. Your job will be to infiltrate the well-defended village and
destroy the kiln.

Your number one buddy will call asking you to meet him at a safe house near the
river southeast of the Dogon village. A truck driver at the Outpost has
information on the storage and delivery of the malaria medication. He wants you
to kill the man. He will then be able to gain access to the valuable
information. Naturally, if he is found out he may call for your help.

Mission:   Destroy the kiln at the Dogon Village
Weapons:   (shotgun), grenade launcher, (dart rifle)
           Note: the marksmen’s bandolier is vital on this mission
Time:      night is preferred
Payment:   30 diamonds

Take the patrol boat from the north dock in Port Saleo and pilot it northwest.
Stop south of the safe house to the southeast of Dogon Village. Use the safe
house to advance time, if needed, and to pick up the assault truck parked there.
Drive it north, going left at the road sign and then north off-road before
reaching the Joshua tree.

Drive north to bypass the guard post near the village’s east entrance and to
intersect the road east of the Dogon village. Drive up to the two large rock
formations northeast of the village and continue in on foot between them. Jump
down to the roadway. Stay on the north edge of the cliffs, as indicated on your
map, until your reach the sandbags and the burning barrel. At this point take
the road south and take to the hillside as soon as you can. This will be just
beyond the first boulder. Go between the two small boulders and jump to get up
the rocky slope. This will put you behind the second small boulder, overlooking
the village. In the village center there is a conical thatched hut; and, in a
cutout on the rooftop of a hut, there is a sniper with a mortar. Aim at his head
with the dart rifle to take him out and keep the town off of alert. Move down
off the hillside and go north to the sandbag area.

Move along the rock face to your left, staying among the scattered bushes as
much as possible. Allow any sentries in this area to move off. Move to the first
tall hut on the left and climb the long ladder to the top of it. Immediately
crouch down to break the enemies line-of-sight. If you failed to eliminate the
sniper with the mortar he will alert the town and will begin to pummel you with
mortar rounds.

Hopefully you have purchased the marksman's bandolier giving you four extra
rounds. Take your time and when you spy a hostile and you have a good shot, take
him down. Try to make every shot count. Headshots are not required. Crouch down
to maintain your concealment when necessary. When the enemy can’t locate you
they will begin hunting, making them easier prey. They will never come up the
ladder, but if you remain in their sight line they may toss a grenade onto the
rooftop. When your darts run out, the remaining garrison should be manageable
with the shotgun.

Descend and backtrack to the sandbag/burning barrel area and take the rock
stairwell. Move along the north rock face, veering right as you top the rock
stairwell, until you see another burning barrel. Visit the ammo pile in that
area to stock up if the area is clear. Behind the barrel there is a dirt path
leading up to a rock stairwell. Go up the stairwell to the dirt path beyond,
staying right when it splits; and then go up the second long stairwell, veering
left when it splits. Go south through the upper ruins until opposite the kilns
as seen on your map. Turn west and go up the stairs and put a bullet in one of
the gas cylinders to complete the mission.

Head north towards the water indicated on your map’s extreme northwest corner.
You will find a hang glider there. Use it to avoid another trip through the
village, or go back through the village and steal the assault truck near the
road on its east end and take it south into Setaphane.
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MAIN MISSION 7 WITH SUBVERTED MISSION:

Subverted mission:   Kill the truck driver at the Outpost
Mission:             Destroy the kilns at Dogon Village
Weapons:             (AS50 sniper rifle), grenade launcher, (SAW)
Time:                night is preferred

Take the patrol boat from the north dock in Port Saleo and pilot it northwest,
stopping south of the safe house to the southeast of Dogon Village for the
briefing. Use the safe house to advance time, if needed, and to pick up the
assault truck parked there. Drive north going left at the road sign and then
off-road before reaching the Joshua tree.

Drive north to bypass the guard post and to intersect the road west of the
Outpost. Walk to a position west of the Outpost and take out the sniper on the
platform near the river. Hit the yellow barrel to start a fire and throw a
couple molotovs to add to the conflagration. This will suppress pursuit from the
garrison, while you deal with the assault vehicles. Use the grenade launcher to
eliminate both assault trucks and then begin moving and sniping until resistance
wanes. Move toward the hut where the target is and throw in a grenade to finish
him off. He will be difficult to see and will vigorously defend himself from the
darkened interior of the hut.

Retrieve your vehicle and drive east to the two large rock formations northeast
of the village and continue in on foot between them. Jump down to the roadway.
Stay on the north edge of the cliffs, as indicated on your map, until your reach
the sandbags and the burning barrel. At this point take the road south and take
to the hillside as soon as you can. This will be just beyond the first small
boulder. Go between the two small boulders and jump to get up the rocky slope.
This will put you behind the second small boulder, overlooking the village. In
the village center there is a conical thatched hut; and, in a cutout on the
rooftop of a tall hut, there is a sniper with a mortar. Aim at his head with the
sniper rifle to take him out. Continue sniping any hostiles in sight. Move down
off the hillside and go north to the sandbag area.

Move along the rock face to your left, staying among the scattered bushes as
much as possible. Allow any sentries in this area to move off or put them down.
Move to the first tall hut on the left and climb the long ladder to the top of
it. Immediately crouch down to break the enemies line-of-sight.

Take your time and when you spy a hostile and you have a good shot, take him
down. Crouch down to maintain your concealment when necessary. When the enemy
can’t locate you they will begin hunting, making them easier prey. They will
never come up the ladder, but if you remain in their sight line they may toss a
grenade onto the rooftop. Once six or eight hostiles are eliminated the
remaining garrison should be manageable with the assault rifle or the shotgun.

Descend and backtrack to the sandbag/burning barrel area and take the rock
stairwell. Move along the north rock face, veering right as you top the rock
stairwell, until you see another burning barrel. Visit the ammo pile in that
area to stock up if the area is clear. Behind the barrel there is a dirt path
leading up to a rock stairwell. Go up the stairwell to the dirt path beyond,
staying right when it splits; and then go up the second long stairwell, veering
left when it splits. Go south through the upper ruins until opposite the kilns
as seen on your map. Turn west and go up the stairs and put a bullet in one of
the gas cylinders to complete the mission.

Head north towards the water indicated on your map’s extreme northwest corner.
You will find a hang glider there. Use it to get back to the east where your
vehicle is parked.

Go east to the huts west of the outpost to help your buddy. Snipe from the
hillside west of the area before moving in with your assault rifle or shotgun.
There are six hostiles in the compound to deal, two of whom may man the assault
truck and come up the hillside after you.

Note: This is a good opportunity to get the diamonds in the compound. The
diamonds are on the roof of a hut on the west end of the village and can be
accessed by jumping from the boulder to the thatched roof and then to the roof
of the hut with the diamond case. (2)





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MAIN MISSION 8 (UFLL): KILL SETH UNIYA, THE SABOTEUR  <MBSU8>

Storyline: A former shop teacher named Seth Uniya is working for the APR. His
expertise is in the construction of IEDs, and he is teaching the APR how to make
them and use them against UFLL troops and installations. Addi Mbantuwe and his
aide Hector Voorhees have discovered that he is residing at the Polytechnic and
they want you to kill him.

Once again your buddy will call asking you to meet him at a safe house just west
of the Polytechnic. Uniya is multi-tasking. He has a scheme involving the use of
the countries cell towers. Unscrupulous pilots are diverting relief supplies
after getting instructions from Uniya. Your buddy wants you to steal a map of
the cellular tower locations from Sepoko, which he will use to help commandeer a
diverted shipment. All you have to do is get the map and intimidate Uniya into
diverting the supplies to his location. Once again if things go sour he may
require your help.

Mission:     Go to the Polytechnic and kill Seth Uniya
Weapons:     shotgun, grenade launcher, (dart rifle)
Time:        night is preferred
Payment:     30 diamonds

Take the patrol boat from the north dock in Port Saleo and travel east toward
the Polytechnic. Stop at the safe house if needed to forward time. Go ashore
south of the objective and climb the hill. Crouch while moving along the cliff
face, using the rocks and bushes for concealment as you move west.

Monitor the sentries, paying special attention to those near the alleyway on the
northwest side. When this area is clear, you can creep forward and enter the
alley, cut around the metal fence and kill Uniya with the dart rifle without
being detected. Once you enter Uniya office the enemy will not follow. Reverse
your entry route and if you are detected, use the shotgun as you sprint back to
your boat. A molotov in your wake can be very effective to discourage pursuit.
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MAIN MISSION 8 WITH SUBVERTED MISSION:

Subverted mission:    Go to the telecom office in Sepoko and retrieve the map
Mission:              Intimidate, and then kill Seth Uniya
Weapons:              (AS50 sniper rifle), grenade launcher (SAW)
Time:                 night is preferred

Take the patrol boat from the north dock in Port Saleo and travel east toward
the Polytechnic. Stop at the safe house for the briefing and, if needed, to
forward time. Return to Port Saleo and take the bus to the northeast bus
station.

Approach Sepoko from the north. Park your vehicle at the north end of the large
rock formations. Advance on foot through the sandy terrain using the scattered
boulders for concealment as you scout ahead. There will be a sniper on a wooden
platform near the fence. Take him out from as far away as possible, and the
defenders will not know where you are, and they will not concentrate their
forces in any one area. Approach the north fence and go through the hole near
the snipers platform.

Getting in and out quickly is now the key. Go to the left of the platform as you
enter the compound and around the metal fence, turn right into the alleyway,
then left and into the blue shack to get the document. It is likely that you
will meet some searchers in this area, but if you get in and out quickly you
should be able to easily deal with the situation before the resistance becomes
focused.

Get back to your car and return to Port Saleo via the northeast bus station.
Take the patrol boat from the north dock and travel east toward the Polytechnic.
Stop at the safe house, if needed, to forward time. Go ashore south of the
objective where the rocky shoreline breaks and climb the hill. Crouch while
moving along the rock face, using the scattered rocks and bushes for concealment
as you move west.

Monitor the sentries, paying special attention to those near the alleyway on the
northwest side. When this area is clear, move forward and enter the alley, cut
around the metal fence and enter the office to intimidate and then kill Uniya
with your machete. The hostiles will not enter during this process. Reverse your
entry route and if you are seen, use the assault rifle as you sprint back to
your boat. A molotov in your wake can be very effective to delay pursuit,
allowing you to get to your boat.

Pilot the boat west toward Port Saleo, and take the east branch of the river to
access Lake Segolo on your way to help your buddy at the airport. Go northeast
toward the airport and moor your boat near the north entrance road.

Enter the airport area on foot. Your buddy will be fending off about six
hostiles east of the southern hangar. Use the AS50 sniper rifle at long range
and then move in with your assault rifle to check on your buddy. This battle
will oftentimes be decided as you are arriving.

Note:  Since the airport is not devoid of opposition, get the diamond south of
the complex. The diamond case is on the very south end of the runway near a
boulder and a large tree.
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MAIN MISSION 9 (UFLL): Kill YABEK, THE ARMS DEALER   <MBSU9>

Storyline mission 9: A Jordanian arms dealer named Yakek is selling exclusively
to the APR. Naturally Addi Mbantuwe and Hector Voorhees are outraged and want
him taken out. His barge is deep inside APR territory moored under a bridge and
they want you to destroy it and kill him in the process.

Your buddy will call asking you to meet him at a safe house in the northeast
sector. It seems your buddy has acquired a bomb, which he can get onto the
bridge under which Yabek's barge is located. If you can recover a fuse from an
old helicopter gunship crash site, together you can use the bomb to bring the
bridge down onto Yabek's barge, killing Yabek in the process. This will likely
bring APR troops to investigate so a showdown with them is likely.

Mission:   Kill Yabek on his weapons barge
Weapons:  (AS50 sniper rifle), grenade launcher, (SAW)
Time:      night is preferred but not essential
Payment:   30 diamonds

Drive east out of Port Saleo. Speed past the first guard post, but stop before
the heavily defended second one. Walk south around the guard post staying near
the base of the mountain to easily get past it. If you try to bypass the safe
house east of the bridge, the two guards will pursue you into the guard post
near the bridge, so take it or just destroy their assault truck. The last guard
post at the bridge must be taken. Use long-range tactics to eliminate part of
the garrison of six or seven, and then move to the elevated perch on the rocks
to the north of the post to mop up.

Cross the bridge and take the dirt path on the north side. It will meander to
the south and a sentry with a rocket launcher will man an observation post
overlooking the barge. Sneak up and take him out with your machete. Use the two
rounds of the rocket launcher to hit the enemy below, and then switch to your
sniper rifle to eliminate as many hostiles as you can. This high overlook is an
excellent sniping post.

When the opposition wanes, pick up your assault rifle and take the dirt path
down to the river. Continue hitting the enemy from there. When hostilities cease
get onto the barge and toss a grenade into the cabin beneath the wheelhouse to
kill Yabek and to complete the mission. Retrace your entry route to get out of
the area. For once the guard post near the bridge will not have re-spawned.
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MAIN MISSION 9 WITH SUBVERTED MISSION:

Mission:     Go to the helicopter crash site and get the bomb fuse
Weapons:     (AR-16), grenade launcher, (dart rifle)
Time:        night is preferred

Take the patrol boat from the north dock in Port Saleo and pilot it east toward
the Polytechnic. Stop at the safe house if needed to forward time. Go ashore
south of the Polytechnic and carefully bypass the facility going east and then
cutting northeast toward the isolated briefing location. Beware of patrols from
the improvised guard post just north of the Polytechnic and of the patrol
vehicles in this open area.

The gunship crash site is northwest of the briefing location but it is
imperative that you first go to the safe house southeast of the crash site to
eliminate the sentry with the rocket launcher and his companion before
proceeding to the objective.

Approach the safe house from the east by staying in the bushes along the cliff
face as you work your way up the entry road. The guy with the rocket launcher is
looking east toward the crash site, making him an easy kill with the dart rifle.
If he isn't taken out he will target anyone approaching the crash site.

From the safe house continue on foot toward the objective and when the map goes
to high resolution carefully sneak along the Idaho-shaped rock formation until
you see the sniper overlooking the crash site. Take him out with the dart rifle
and advance carefully. Locate and kill the sniper in the rocks on the south side
and then the sniper on the north side with silent shots. Use the balance of your
darts on the sentries below, and then man the turret gun or pick up the sniper's
rifle to clear the site. Watch the grassy path to your right for flankers. Pick
up the fuse and take the car on the east side of the site and drive north to the
nearby weapon shop to change weapons.

Weapons:    (AS50 sniper rifle,) grenade launcher, (SAW)

Take the Bus to Port Saleo and commandeer the SUV. Drive east out of town along
the railroad tracks, speeding past the first guard post and bypassing the next
by walking around its southern perimeter. Either bypass the safe house to the
east, or kill its two occupants and take their vehicle. The next guard post at
the bridge has been abandoned. Meet your buddy out on the bridge, noting the
position of the 50-caliber machine gun as you move onto the bridge.

After your buddy blows the bridge, man the 50-caliber to eliminate the hostiles
that come to investigate. Don't hesitate to abandon the gun and take to cover if
the enemy presses.
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MAIN MISSION 10  (APR): DESTROY UFLL’S THE NITROUS OXIDE TANKS  <MBS10>

Mission 10 Storyline: The APRs big man Major Oliver Tambossa and his aide
Nicholas Greaves have a big problem. The UFLL has secured a large supply of
nitrous oxide that they have stored at the dental clinic. This is the only
anesthetic available and without it medical procedures in this violent conflict
would become torture. They want you to destroy these supplies to deprive the APR
of their benefits.

Your buddy will request your presence at a safe house near the post office. He
has a vendetta with the UFLL and wants you to destroy the nitrous oxide in their
garage in Setaphane. This will require you to steal a truck part from the post
office, go to the dental clinic and fix the truck and then make the hazardous
drive through enemy territory into Setaphane. He knows that the UFLL will
respond to the theft and destruction of their property, placing the two of you
in harms way.

Mission:   Destroy the nitrous tanks at the dental clinic
Weapons:   AS50 sniper rifle, (grenade launcher), SAW
Time:      night is preferred
Payment:   30 diamonds

Take the bus to the northwest bus station and drive the off-road path to get to
Setaphane. Drive south out of town and park where the tracks turn east. The road
patrol from the east stops short of this area.

There is a pass in the mountain north of the clinic. Take the dirt path there,
and as you approach the clinic, scout the facility with your monocular. From the
log pile on the north end you can see the truck parked in a wooden garage. Use
the grenade launcher to take out its volatile cargo. A single well-placed
grenade will complete the mission objective. Get back to your vehicle and drive
north to Setaphane to escape the area.
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MAIN MISSION 10 WITH SUBVERTED MISSION:

Subverted mission:    Steal the truck part from the post office
Mission:              Go to the dental clinic, fix the truck and drive it into
                      Setaphane and detonate its cargo there.
Weapons:              (AS50 sniper rifle), (grenade launcher), (SAW)
Time:                 night is essential
Payment:              30 diamonds

Take the patrol boat from the north dock in Port Saleo and pilot it down the
southwest river going west at the fork. As you near the safe house where the
briefing will be given, stop and locate the sniper in the tower and take him
out. Land on the south shore near the bridge and walk south to access the road
winding north to the remote safe house. Beware of an assault truck armed with a
grenade launcher patrolling this area.

After the briefing drive the assault truck west and stop before reaching the
post office. Take up position on the rocky hillside east of the post office.
Scout the facility noting the positions of the vehicles. Use the sniper rifle to
put down anyone visible and when you run out of targets, hit the red barrel
beyond the post office and the big propane tank to start a firestorm. This
should flush the enemy into the open. They will attempt to use some of the three
vehicles in the facility to close in on you. Either take them out as they board
or use the grenade launcher to take out any vehicles coming your way. When the
fires subside move in with your Saw to mop up and get the truck part.

Drive north towards the clinic, and ignore the red "dental clinic" sign. Instead
continue north to enter the clinic from the southwest through the narrow canyon.
Approach the clinic on foot until you come to a boulder on the left side of the
road. From there you can hit the sniper on the far hillside platform overlooking
the clinic.

Begin sniping available targets using the narrow passage to make the enemy
channel any approach to your position. Throw a Molotov or two into the area in
front of the village to flush hostiles from cover. If thrown in this area the
fires will subside before reaching the trucks volatile cargo. Move into the west
side of the facility and systematically clear all opposition before approaching
the truck. Replenish your ammo and health supplies after repairing the truck and
drive it west toward the guard post.

Note: This is a good time to get the diamond near the west entrance to the
clinic. Jump onto the boulders near the low triangular log enclosure to get to
the diamond case. (1)

Taking out the guard post and all of its vehicles is now imperative. Park near
the broken fencing and walk toward the guard post. Use your grenade launcher to
hit the parked vehicles. The resultant blasts should take out most of the
opposition. Use your sniper rifle and then move in with your SAW to make sure
all resistance is neutralized and all vehicles disabled.

Board the truck and drive north into Setaphane without opposition. As you
approach the garage your buddy will open its door. Drive into the garage. Go to
the bed of the truck and open the gas cylinder. Flee the scene with your buddy,
who will foolishly linger in the area when he could easily escape. The blast
will draw numerous hostiles to your position and a fierce fight will develop.
Try to find a defensible position to help eliminate the enemy. Sniping is not a
good idea in the tight confines of the town’s outskirts, so use your assault
rifle. Before the explosion you can easily escape if you want but this will
leave your careless buddy to his fate.
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MAIN MISSION 11 (APR) SILENCE “LIBERATION RADIO”  <MBS11>

Storyline: Major Tambossa and Nicholas Greaves are concerned about a mobile
transmitter that is pouring out UFLL propaganda and have discovered its
temporary location. They want you to silence "Liberation Radio" by destroying
the electrical generators near Weelegol village in the southwest sector.

Your buddy wants you to meet him on the west river. A UFLL propaganda official
is currently at the tourist resort with his finger on the "Liberation Radio"
kill-switch and he wants you to kill him. Then at Weelegol village he needs you
to intimidate the "voice" of "Liberation Radio" into reading a provocative
message that will incite the locals to violence. Once this happens, he will find
himself in jeopardy. He is the driver for a man who is sure to be targeted by
the mobs.

Mission:    Destroy the electrical generator near Weelegol village
Weapons:    (AR-16), grenade launcher, (dart rifle)
Time:       night is essential
Payment:    30 diamonds

Take the bus to the southwest station and drive north, parking short of the
entrance road to Weelegol village. Use the nearby safe house to forward time, if
needed. Allow the patrol truck to exit and go north and then move toward the
village, using the north hill to work your way to the east of the village and
then to the south.

Scout the south side of the village and advance when it is clear. Use the dart
rifle only if the sentries remain in the area. Advance into the south side of
the village and stop under the wooden walkways. If you have made it this far
without incident you probably have a brief time to pause to scout for the sentry
with the rocket launcher on an elevated platform to the south.

This guy is very observant so quickly but cautiously peer around the rocks until
you see his white shirt. Take him out with the dart rifle before he spots you
and then move south out of the village. If he sees you and fires, dodge the
rocket by sprinting erratically, and then kill him before he can reload. If this
happens pursuit from the village will be swift. Sprint to stay ahead of the
pursuers and stop at the platform to use the dead sentries rocket launcher. Then
begin a fighting retreat toward the objective. If you successfully kill the
sniper without being detected, sprint out of the village and cut left to put the
rock face between you and the village.

There are IEDs near the generator, so place one and take the dirt path north
past the radio shack to find the hang glider positioned for a flight directly
over the village. Fly straight over the village veering left when past it to
access the flat area for a safe landing. Detonate the IED to complete the
mission.
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MAIN MISSION 11 WITH SUBVERTED MISSION:

Subverted mission:   Go to the tourist resort and kill the UFLL official
Mission:             Intimidate the “voice” of “Liberation Radio” and then
                     destroy the electrical generators.
Weapons:             (AR-16), grenade launcher  (dart rifle)
Time:                night is essential

Take the patrol boat from Port Saleo and pilot it down the south river. Go west
at the fork toward the briefing location. Before the bridge there is a sniper
tower. Stop and take him out with your dart rifle or speed past the tower to
minimize damage. Frequent assault truck patrols also make this area dangerous.
Stop just after the bridge to get to the safe house.

After the briefing and advancing time, if necessary, jump from the cliff near
the safe house and swim toward the resort, going ashore on the south side. This
will put you just east of the resort.

While staying in cover, use your scope to locate the sniper on the high platform
to your left and take him out. Creep forward toward the wooden walkway and peer
over just enough to see the sentries. Take them out with headshots and your
presence will go unnoticed. Work your way forward and go up the two long
stairwells to approach the objective. It is possible an additional sentry may be
on the highest platform, so take him out and then kill the official without
entering his room. Replenish your ammo from the ammo pile before swimming back
to your boat. You will be using the same weapons to pursue the main mission.

Return to Port Saleo and take the bus to the southwest station. Drive north,
parking short of the entrance road to Weelegol village. Use the nearby safe
house if needed. If you hear the patrol truck, allow it to exit and go north
before moving toward the village. Use the hill to the north to work your way to
the east of the village and then around to the south.

Scout the south side of the village and advance when it is clear. Use the dart
rifle only if the sentries remain in the area. Advance into the south side of
the village and stop under the wooden walkways. If you have made it this far
without incident you will have a brief time to pause to scout for the sentry
with the rocket launcher on an elevated platform to the south.

This guy is very observant so quickly but cautiously peer around the rocks until
you see his white shirt. Take him out with the dart rifle before he spots you,
and then move south out of the village. If he sees you and fires, dodge the
rocket by sprinting erratically, and then kill him before he can reload. If this
happens pursuit from the village will be swift. Sprint to stay ahead of the
pursuers and stop at the platform to use the dead sentries rocket launcher. Then
begin a fighting retreat toward the objective. If you successfully kill the
sniper without being detected, sprint out of the village and cut left to put the
rock face between you and the village.

The radio operator is in a shack near the generator. Intimidate him into reading
your buddy’s inflammatory memo and, if you were detected on the way in, kill
him. He will join in any further action against you if he is left alive.

There are IEDs near the generator. Stick one or two to the generator, step back
and detonate the IED to complete the mission. Pick up your grenade launcher and
head north past the radio shack to find a hang glider positioned for a flight
directly over the village. Fly straight over the village veering left when past
it to access the road for a safe landing.

Continue north and regain your vehicle. Drive north to the where your buddy is
fighting UFLL troops. Use the hillside south of the huts to snipe before moving
in among the huts. There are at least six hostiles, so move around the outskirts
to eliminate the bad guys.
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MAIN MISSION 12 (APR): SABOTAGE THE PIPELINE   <MBS12>

Storyline: The UFLL is using the pipeline system to raise huge sums of money by
pumping fresh water from Lake Segolo to neighboring countries. This windfall
must be stopped and Major Tambossa wants you to destroy the pipeline. For once a
faction official, Nicholas Greaves, seems troubled by this activity, but not so
troubled that he doesn't suggest stealing TNT from the TaeMoCo diamond mine to
destroy a critical section of the pipeline that is currently under construction.

This time you will not get a call until you have the TNT in hand. Your buddy
will then call, asking you to meet him east of the TaeMoCo diamond mine at a
safe house. He is currently employed in security at the mine and believes he
will be the prime suspect in the coming destruction. He wants you to go the pump
house on Lake Segolo and destroy the safety cutoff valve, which will allow
flooding in the area once you take out the pipeline. After this is done you can
continue with the assault on the pipeline. The flooding canyons will allow you
fast transport to the TaeMoCo mine where your buddy will need help fending off
the UFLL troops.

Mission:            Get the TNT from the diamond mine and use it to blow-up the
                    pipeline.
Weapons:            (AR-16), grenade launcher (dart rifle)
Weapons in crates:  AR-16, (IEDs), (dart rifle)
Time:               night
Payment:            15 diamonds

Take the swamp boat from the dock south of Port Saleo and pilot it south, then
follow the north islands south shoreline going west and then south to moor well
north of the guard post/boat dock. Move cautiously around the guard post and
take the road west to the safe house. Advance time to night, if needed, and
drive west, parking near the junction with the north/south road. Walk southwest
into the ravine and toward the mine, staying well south of the guard post, and
passing through the narrow canyon.

Take up a concealed position on the hillside and take out the sniper on the
tower to the east. He may not be present, but monitor the tower periodically. He
may take the post when the action escalates. Begin taking hostiles down, moving
your position but staying concealed as you work your way around the compound.
When the garrison goes on alert, they will hide or if you are seen, they will
start to hunt you. Continuously change your position as you take down the
hostiles. Approach the magazine from the low area to the south. Move up the two
stairwells and get the TNT. Use the log walls as cover if needed to fend off any
attackers, but get out as quick as you can.

Note: Since you have eliminated the hostiles at the diamond mine, get the
diamonds located there. Locate the conveyor belt and climb to the top. Jump to
the boulder to get the diamonds. (2)
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MAIN MISSION 12 WITH SUBVERTED MISSION:

Mission:   Take out the water safety cutoff valves at the pump house
Weapons:   shotgun, (IEDs), (dart rifle)
Time:      night is essential

Note: The subverted mission is optional. Go to main mission below if you wish to
skip this part of the operation.

Your buddy will call when you have acquired the TNT. He will ask you to meet him
at the safe house east of the mine. He wants you to take out the water supply
cutoff valves at the reservoir pump house on lake Segolo. Retrieve your shotgun,
IEDs and a fresh dart rifle from the crates in the safe house and walk east.

It's a good distance to the pump house, but going on foot affords the best
chance of arriving without incident. Go east and then cut south, staying off the
roads as much as the terrain allows. This area is thick with vehicle patrols and
any incident will draw unwanted attention quickly. Start moving east trending
south to avoid the guard post west of the pump house. When past the guard post
curl around and follow the shoreline for an eastern approach to the objective.
Watch for boat patrols in this area as well as assault trucks.

Carefully approach the pump house and monitor the area for sentries. There are
usually three with one patrolling and the other two looking out over the lake.
Use the dart rifle if necessary and when possible enter the pump house and place
an IED on the big red valve. Be well on your way back to the safe house before
detonating to avoid pursuit.
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MAIN MISSION:

Weapons:    (AR-16), grenade launcher, (dart rifle)
Time:       night is preferred

Return to the safe house and pick up your AR-16, grenade launcher and restock
your darts. Drive south from the safe house toward the objective. The
destination is at the end of the road going south but it is not the actual
pipeline site. It is an observation post overlooking the construction site from
which you can cripple the installations garrison.

There are two sentries overlooking the pipeline construction site. One is on an
upper platform with a sniper rifle and one is below manning a grenade launcher.
Their attention is focused on the valley below, so move in close. Take out the
upper sentry with a silent headshot, and then the lower one. Man the grenade
launcher and rain destruction down on the site.

Replenish your ammo at the shack and locate the hang glider to the west of the
observation post. Just try to stay intact as you glide down to the canyon below.
Start going north through the canyon. When you pass the objective marker, as
displayed on your map, you can finally exit the canyon and enter the pipeline
site.

Not all of the garrison will have perished in the earlier attack, so defend
yourself as you move to place the TNT. It is on a short timer so move south and
locate the ill-defined path that leads into the flooding canyon.

Find the boat and go west toward the diamond mine where your buddy will be under
fire. The final lap of the trip to the mine will be on foot. Bypass the guard
post on the way and use your dart rifle to help eliminate the force besieging
your buddy at the flooded diamond mine. He will be on an isolated platform and
will be surrounded. After using the dart rifle, swim to the platform to finish
off any survivors and to heal your buddy if needed.
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FACTION REPRISALS AND INFIGHTING:  <RPR15>

DELIVER THE WINNING FACTION'S LETTER AND PICK UP THE DIAMONDS (only one of the
following will be done, depending on which factions wins)

Storyline:  The winning faction commander, either Addi Mbantuwe or Oliver
Tambossa is making a peace overture to the other. A diamond case will be the
losing factions tribute. Treachery, however, is the order of the day. You will
find the losing factions commander and his men dead. The Jackal will once again
enter the scene.
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UFFL WINS:

Mission:  Deliver Mbantuwe's letter to Tambossa at Sediko village.
Weapons:  AS50 sniper rifle, grenade launcher, SAW
Time:     doesn't matter
Payment:  40 diamonds

Take the patrol boat from the north dock in Port Saleo and pilot it northwest
toward Sediko. Stop at the bridge south of the village. Walk north from there
but beware of the patrol vehicles in the area. The village will be in flames and
everyone dead when you arrive, and you may will be the prime suspect. Go to the
upper level of the objective building and once again the Jackal will enter the
picture as you pick up the diamonds.
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APR WINS:

Mission:    Deliver Tambosa's letter to Mbantuwe at the brewery and collect the
            Diamonds.
Weapons:    S350 sniper rifle, grenade launcher, SAW
Time:       doesn't matter
Payment:    40 diamonds

Take the boat from the south dock near Port Saleo and pilot it directly south to
the brewery. Watch for hostile boats while on the lake. The brewery site itself
has been the site of a massacre with you the prime suspect. Go upstairs where
the jackal will once again enter the picture as you pick up the diamonds.
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ESCAPE THE PRISON:

Storyline: You have taken the fall for The Jackals actions. You and a buddy are
in cells waiting for an undeserved accounting. As your buddy is dragged away,
you find a way out of the cell. You can help your buddy or you can escape the
prison; or you can do both.

After your encounter with the Jackal, you regain consciousness in a prison cell.
After the cut-scene, knock out the brick wall and follow your unfortunate
buddy’s blood trail. Pick up the AK-47 and the pistol as you follow the trail to
the underground cell on the west side. You will hear the jailers before you see
them, but taking them out silently is a difficult option. A single grenade or a
hail of gunfire will do the job, but will also alert the guards to your
presence. Talk to your buddy and then begin your escape.

There are at least six hostiles waiting for you in the prison courtyard. Use the
Ak-47 to eliminate them. Escape through the northwest portal and take the road
toward the guard post. Creep past the guard post and enter the jungle as soon as
the terrain allows. As you move toward the objective marker, expect to encounter
two patrolling sentries. Take them out and continue on.

If the patrol truck is within earshot it will come to the scene, so stay off the
road when possible and sprint when the terrain requires you to use the road.
Sneak past the next guard post and take the truck east of it to return to the
weapon shop near Mike's Bar. The losing faction's new commander will call,
asking for you to meet him at Setaphane.
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MEET THE LOSING FACTIONS COMMANDER AT SETAPHANE:

Storyline: With either the UFLL’s Addi Mbantuwe or the APR’s Oliver Tambossa
dead, there is a power vacuum in his organization that either Hector Voorhees of
the UFLL or Nicholas Greaves of the APR, means to balance by having the rival
factions top man killed. The losing faction commander will pay you 40 diamonds
to assassinate the winning faction commander.
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APR WINS:

Mission:   Go to Sediko and assassinate APR leader Oliver Tambossa for
           UFLL advisor Hector Voorhees.
Weapons:   shotgun, grenade launcher, (dart rifle)
Time:      doesn't matter
Payment:   40 diamonds

Take the patrol boat from the north dock in Port Saleo and pilot it northwest
Moor it near the bridge south of Sediko. Walk north toward the village but
beware of the patrol vehicles in the area. Approach the objective from the south
side. The hut Tambossa is in is on the southern edge of the village. A shallow,
heavily wooded ravine will lead you right to his doorstep. Patrols are rare in
this area, but check before entering. Go to the second floor and take him out
with your dart rifle before he can use his pistol. Reverse course to escape the
area.
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UFLL WINS:

Mission:   Go to the brewery and assassinate UFLL leader Addi Mbantuwe
           for APR aide Nicholas Greaves.
Weapons:   shotgun, grenade launcher, (dart rifle)
Time:      doesn't matter
Payment:   40 diamonds

Take the bus from Port Saleo to the southeast station and commandeer the car. Go
southwest past the entrance road to the marina and park well east of the guard
post. Walk north and then follow the shoreline of the lake. When near the
brewery angle to approach the main structure from the east.

Mbantuwe will be on the second floor. Approach the building from the east and
enter through the front portal after checking the area for sentries. Take him
out before he can use his weapon and retreat, using the same course.
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UFLL INFIGHTING:

Storyline: The UFLL is in disarray and a power grab is underway. One of the UFLL
lieutenants, either Joaquin Carbonell or Anto Kankaras will enlist you to go to
the TaeMoCo mine and kill Voorhees and his lieutenant-either Carbonell or
Kankaras. Once there the last man standing will offer you a subverted mission:
taking out the man who sent you, who is sure to betray you upon your return.

Mission:            Go to TaeMoCo and kill Voorhees and his aide.
Weapons:            (AR-16) grenade launcher, (dart rifle)
Weapons in crates:  Carl G. rocket launcher in special crate
Time:               night is preferred
Payment:            25 diamonds

Take the swamp boat from the dock south of Port Saleo and pilot it south, then
follow the north islands south shoreline going west and then south to moor well
north of the guard post/boat dock. Move cautiously around the guard post and
take the road west to the safe house.

Advance time to night, if needed, and drive west, parking near the junction with
the north/south road. Walk southwest into the ravine toward the mine, staying
well south of the guard post, and passing through the narrow canyon. Take up a
concealed position on the hillside and begin eliminating the garrison with the
dart rifle. When the opposition wanes move into the facility and make your way
into the building.

You have two options. Kill them both or kill just one and accept his subverted
mission to kill their treacherous confederate.
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UFLL INFIGHTING: SUBVERTED MISSION

Mission:  Go to Port Saleo and kill the treacherous UFLL lieutenant
Weapons:  shotgun or assault rifle, grenade launcher, (C.G. rocket launcher)
Time:     doesn't matter

Return to the safe house east of TaeMoCo and get your Carl G. rocket launcher.
Walk east toward the guard post and eliminate the hostiles and take the patrol
boat into Port Saleo. Take the SUV and position it for a quick getaway facing
the bus station. Go to the armory near Mike’s Bar if necessary to get the C. G.
rocket launcher.

Go into town through the hole in the fence on the southwest side of town and
locate the alley just north of your getaway vehicle. Now locate the UFLL HQ
building and note the open upper windows. When no one is near, guide a rocket
into the middle upper window to complete the kill. Turn into the alley and
sprint toward the left bench. Jump on it and over the fence to your waiting
vehicle to complete your escape.
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MEET REUBEN AT THE MIKE’S BAR:

Storyline: Reuben has information that an epic shoot-out has occurred at the
airport. The Jackal is most likely involved. Arturo Quiepo, the APR lieutenant,
is ambitious and sees the anarchy as a way to grab power. He will pay you 25
diamonds to take out his boss Nicholas Greaves and his aide Walton Purefoy. They
are in hiding at Sepoko in the northeast. Again the last APR man standing will
offer you an alternative. Go back to Port Saleo and kill the treacherous Quiepo.

Mission:   Go to Sepoko and kill Greaves and his aide
Weapons:   (AS50 sniper rifle), grenade launcher, (SAW)
Time:      night is preferred
Payment    25 diamonds

Take the bus to the northeast station, and then drive the car to the safe house
to the northeast. Advance time if necessary and drive to the north side of
Sepoko, parking between the large rock formations.

There is a sniper on a platform near the center of the facility. Take him from
long range and use the hole in the fence to the north to breach it. Move to the
grassy knoll on the east side of the facility and begin sniping. Use molotovs
and grenades to flush the enemy from concealment. One of the guards has a C. G.
rocket launcher so be aware. When possible move across the barricade and man the
50-caliber machine gun to mop-up.

Enter the office on the east side and either kill both Greaves and his aide or
accept the subverted mission and leave one of them alive.
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SUBVERTED MISSION:

Mission:  Go to Port Saleo and kill the treacherous aide at APR Headquarters
Weapons:  AS50 sniper rifle, (grenade launcher), (SAW)

Take the bus to Port Saleo, and park east of the APR HQ building for a quick
getaway. Don’t park too close to the barricade as this may be placing it within
the blast radius of your grenade launcher when you make your escape.

Approach the door sentry and he will give you the high sign, allowing you to
keep your weapons. The coming sequence must be done without delay and a silent
kill will still be detected. Go upstairs and kill the aide with your SAW.
Immediately exit the building, using your Saw if required, and sprint to your
car. Do not pause to answer the call from Reuben. Use the grenade launcher if
resistance is met near the barricade. Get to you vehicle and get out of town to
clear the alert.
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MEET REUBEN AT THE AIRPORT:

Storyline: The journalists are being expelled from the country-maybe worse.
Reuben has found out that the two factions have combined forces and are about to
begin a countrywide bloodbath and they want nobody in-country to chronicle the
atrocities to come. The Jackal has been involved in a major incident at the
prison and Reuben believes that he may still be there.

Mission:   Get to the airport and meet Reuben in the hangar
Weapons:   AS50 sniper rifle, grenade launcher, SAW
Time:      doesn't matter

Re-enter Port Saleo and take the bus to the southeast bus station. Go to the
weapon shop to get ammo and to pick up the assault truck. Drive north toward the
airport. You will be challenged by a car and nearer the airport an assault
truck. Kill the gunner and his driver and take the assault truck. It has a 50-
caliber that will be useful in the near future.

The airport is heavily defended, with both an RPG and mortar operator on the
south end. Rather than take on the garrison, drive in at full speed, swinging
east to park near the hangar's south entrance. The south hangar will shield you
from the defenders on the south end of the facility.

Enter the hangar immediately and as your conversation with Reuben progresses the
mortar fire will begin to subside. After the conversation, save your game and
get to your truck and drive back out the north entrance. If your vehicle was
damaged in the bombardment, there will be another just north of the hangar, but
you will have to get to it quickly before the enemy boards it. Drive back to the
weapon shop to gear-up for the endgame.
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ENDGAME: GO TO THE PRISON TO CONFRONT THE JACKAL:

Storyline: For the first time you will confront the Jackal on equal terms. He
has let you live on several occasions, so you listen to his surprising
monologue. The Jackal seems sincere in his efforts to help the refugees escape
the coming terror. The factions have united. He wants you to help him by
obtaining a diamond briefcase that will be used to bribe the border guards into
opening the gates for the refugees. He also wants you to kill the remaining
commanders at a jungle bivouac to leave a power vacuum in the new alliance.

Mission:     Find the Jackal at the prison
Weapons:    (AS50 sniper rifle) (grenade launcher) (SAW)
In crates:  (AR-16) (grenade launcher) (Carl G. rocket launcher)
             Note: this is your final trip to a weapon shop, so max out the
             upgrades for these weapons. Buy any usable ammo upgrades as well.
Time:        Daylight can help in finding your way through the final stages
             Of the game, but for once it does not matter.

Having stocked your spare weapons, take the 50-caliber truck you acquired at the
airport and speed through the guard post to the west of the bar. When pursuit
develops, stop and man the 50-caliber to annihilate the assault trucks.

One more obstacle lays in your way a guard post high on the mountain just before
the final approach to the prison. Use the assault truck to speed past the
hostiles manning the guard post, taking care with the tricky turn into the
prison entrance road. A pursuit truck stationed there will pursue briefly but
will not follow you to the prison. Take it out if necessary.

Meet the Jackal and replenish any ammo or syrettes you may have used on the way.
These items, however, will not be in short supply as you continue play. The
Jackal will ask you to do two things for him. Obtain the diamond case in the
possession of an arms merchant, and to kill the two remaining commanders of the
united factions, all before meeting him near the border.
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THE HEART OF DARKNESS:

Weapons:    (AS50 sniper rifle) (grenade launcher) (SAW)
Time:       Daylight will help negotiate the wilderness, but it doesn’t matter

Move out on foot into the wilderness beyond the prison. Your first stop will be
a remote enemy encampment called "The Heart Of Darkness." As you approach it,
move silently and take up a sniping position on the camps west side. There are
about ten hostiles in the camp. Begin taking them down, using the sniper rifle.
Try to remain concealed. Your high ground is ideal for this. Keep an eye out for
any enemies trying to flank you from the north. Use grenades and molotovs to
flush anyone in hiding before jumping down on the south end to cautiously move
past the camp. You will probably have to hunt down a straggler or two and one or
two may retreat to the east and lay in wait for you as you pass that way, so be
aware.

Continue on to the safe house to the east and restock your ammo and health items
before proceeding to the swamp. A save at that point is a good idea.
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THE SWAMP:

Weapons:    (AS50 sniper rifle) (grenade launcher) (SAW)
Time:       Once again daylight provides better visibility

You will encounter three hostiles as you approach the swamp from the east. Take
the first two out from long distance with the sniper rifle and a third will
usually come to investigate. Take him out when he does.

When you approach the swamp stay on its south side. Your AS50 sniper rifle will
allow you to snipe the ten or so militiamen from long range. Take your time and
pick your shots as they duck in and out of cover. One will occasionally get bold
to come to you. Move in with your SAW, staying on the east side where the banks
are walk able and replenish your ammo and syrettes before moving on.
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THE CANYON:

Continue east where you will be entering a narrow canyon guarded by five
militiamen. This canyon will follow a winding course going north and then
doubling around to the south to a safe house. As you near the canyon you will
hear voices. One or two of the troops below will be visible from the cliffs
above. A single grenade can thin their ranks even before you enter the canyon.
The stragglers can be anywhere along the path with one usually lurking near the
wrecked plane. Cross the rock bridge to enter the next safe house.
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THE FACTION ENCAMPMENT:

Weapons:     AR-16, grenade launcher, (C. G. rocket launcher)
Time:        doesn’t matter

Save your game and pickup your AR-16 and Carl G. rocket launcher. It is now time
to take out some old acquaintances. Take the dirt path on the northwest and
follow it to the jungle bivouac to the northeast of the safe house.

The surviving officials of the two factions are meeting there. You can actually
walk into the camp and take the lay of the land if you wish, but it isn't
necessary for you to enter it. After you pass the "no weapons" markers move to
the boulder on the left side of the path. Look to the left of the smoke column
to see the former adversaries conversing in a shack. If no sentries are in the
area, take aim at one of the targets and guide the rocket into him. Turn and
sprint back to the safe house.
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THE ARMS MERCHANTS LANDING ZONE:

Weapons:    AS50 sniper rifle (grenade launcher) (SAW)
Time:       doesn’t matter

Save your game and take the sniper rifle and SAW to complement your grenade
launcher. Make sure you either take the back-up grenade launcher or that you
have a full complement of grenades for the one you have. Go southeast toward the
arms merchants landing zone to get the diamonds. You will soon learn that your
buddies have confiscated the diamonds and that they are no longer friendly.

Before confronting them scout the compounds north end. You will find an opening
leading down into a shallow slough. Beyond it is the trail leading toward the
Jackal's shack. This will be your escape route when the confrontation begins.

As you move toward the diamonds your number one from Bowa-Seka will seem
conciliatory but your number one from Leboa-Seka will enter the scene and
suggest killing you. In a firefight your former buddies will seem much more
durable than is possible, and if guns are drawn they will spread out, becoming
harder to hit; and they are deadly; so don't fight on their terms.

While the conciliatory buddy is talking move forward and grab the diamonds.
Immediately backpedal and when the second buddy moves forward, place a grenade
near them with your grenade launcher. Aim to kill them while being outside the
deadly zone yourself. Turn and sprint into the area you scouted earlier and take
the path to the escape the area. There will be no pursuit if you do this
quickly. Continue north toward the Jackal's shack. There will be four hostiles
near a lake on the route that you must deal with.
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FINALE: REDEMPTION:

Weapons:    (AS50 sniper rifle) (grenade launcher) (SAW)
Time:       doesn’t matter

Storyline: The jackal is waiting at the hut for the diamonds so the border
guards can be bribed into allowing the flood of refugees to pass. The factions,
however, are moving toward a nearby mountain pass in order to stop the exodus
and to initiate a massacre. The jackal has planted explosives in the pass but
the detonation cord is bad. He has a battery that will do the job but will
obviously kill the man who sets off the explosives. He also informs you that the
man who goes to bribe the border guards will have a similar fate, but at his own
hand! Yeah, sure, okay Jackal, anything you say! He asks you to choose one or
the other.
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THE MOUNTAIN PASS:

Pick up the battery and take the path to the northeast. It will loop around to
the mountain pass south of the shack. Expect three hostiles to be on the trail
not far from the shack and three more as you near the pass. Don't spare ammo at
this point. After all, you won't need it when you're dead. Locate the
explosives, hotwire them, and go meet your maker. You die the anonymous hero,
having saved the hapless refugees.
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THE BRIBE:

Pick up the diamond briefcase and take the trail north to the border. You will
encounter two groups of hostiles along the way. Don't spare the ammo, but
remember to save that one bullet the Jackal expects you to put in your own head.
Interact with the border guards to affect the bribe, and before eating that
bullet, remember that the Jackal is probably already dead and who made him your
“daddy” anyway. Watch the pass go and the refugees and good old Reuben get to
safety.

Congratulations! You finished the game. I hope you didn't eat that bullet!
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 GAME INFORMATION: HINTS, GLITCHES, AND MUSINGS

1)  Keep at least 3 game saves. Occasionally a save will simply fail to load.
This can happen anytime, so keep at least 3 and rotate your saves as the game
progresses.

2)  If you go to a faction HQ with an active mission flag and nobody is home.
You have a glitched file. If underground house civilians are floating on thin
air on the outside of their abode: you got a glitched file. You get the idea.

3)  If you are driving along and the screen freezes, you will have to power down
the console and reload the file.

4)  On convoy missions, you will occasionally see the target truck materialize
as if beamed down from the Starship Enterprise. This happens rather frequently.

5)  After buddy rescues, especially in the Leboa-Seka theater, they will pull
your bacon out of the fire, hand you a pistol, tell you to heal yourself and
then proceed to fill you with lead. It doesn’t matter if you have been doing
their missions are not. This unpleasant situation will normally disappear when
you enter Bowa-Seka.
6)  Perhaps the most hard to predict scenarios in the game are the buddy rescues
required at the end of the subverted missions. Many times you get to the rescue
site and he isn’t there. He isn’t dead and he will still be your number one. At
other times you can do everything right and he is going to die-and that’s that.
At other times you can do everything wrong and he will be right as rain.
Generally speaking, the buddies seem to have a death wish. They will linger in
harms way until harmed they are.

7)  The golden AK-47 is just a very durable AK. It is nothing special but it is
free. It is a good weapon in the first half of the game but both the paratrooper
and the AR-16 are superior as primary assault weapons in the second half.

8)  The flare pistol is an interesting toy. While not a weapon you want to
supplant your grenade launcher, it produces spectacular fireworks. It is also
fully capable of taking out an assault truck if you aim well. I used the flare
pistol, once it became available, to take out the balance of the Leboa-Seka
convoys and all of the Bowa-Seka convoys.

9)  Curious about a weapon, but don’t want to invest without a test drive. Go to
any weapon shop and save your game, then purchase any weapon you covet and have
enough diamonds to purchase. Buy it but don’t save the file. Use it, even do a
mission with it. It isn’t yours until you save after the purchase.

10) When using IEDs, place the first device and you will have the detonator.
Press the left trigger to deselect the detonator and select another IED. Always
remember to visit the explosive pile to replenish your devices after use.

11) If you exchange your weapons frequently at the shop you will rarely have a
jam. The touchiest of the weapons is the dart rifle. It may jam after only about
twenty rounds and if you continue to use it, it will explode and drop out of its
weapon slot. The AS50 sniper rifle and AR-16 are also prone to occasional
jamming.

12) Enemy weapon drops are always in fairly bad condition, but if you don’t
overuse them, items like the Carl G. rocket launcher and the RPG-7 rocket
launcher are good for quite a few shots, and they are available more often than
you would expect. The Uzi and Mac-10 are also frequently available and are
usually good for a hundred or more rounds before jamming.

13) Don’t underestimate the potential of fire in Far Cry 2. The effects are
spectacular but deadly as well.

14) If you use the silent Makarov 6P9 or the silent MP-5 brush-up on your
marksmanship. These weapons have a low damage rate and require an exact headshot
to be effective. A victim’s death cry will often defeat the purpose of having
these weapons and chance encounters and blind corners are the order of the day.

15) If you are fighting every guard post along your mission route, this is your
choice. Only on rare occasions will you be required to engage guard posts.
Nearly every one can be bypassed, using the off-road routes through the spacious
terrain. Oftentimes the route is shorter by going off-road, but sometimes you
will be forced to walk. A popular misconception is that every single foot of the
terrain is contested by swarming hordes of hostiles in their assault trucks.
Many areas are lightly patrolled or not patrolled at all, and if you have an
assault truck of your own, it’s an even match.

That being said, a fun game-within-the-game is to load up with ordinance and
make your goal in life to obliterate every guard post on the map and each patrol
vehicle encountered and the heck with the missions.

16) Unhappy with your hit ratio. Take the sniper rifle and the machine gun and
use hit and run tactics around the perimeter of Pala; or climb the tower in
Mosate Saleo or in Setaphane and snipe away. The hostiles will not climb up to
your perch and when they lose line-of-sight they will emerge from hiding and let
your body count rise and hit ratio escalate.

17) Safe houses will display a lock in the right corner if occupied by the
enemy. They will have a tent symbol without the lock if taken. If it blinks it
is the closest safe house, taken or not, to your present position.


































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GameFAQs:  Far Cry 2  Walkthrough by   SENIORBILL            Page 1 of 74